@needle-tools/engine 4.4.0-beta → 4.4.0-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1045) hide show
  1. package/CHANGELOG.md +3604 -3604
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
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  1019. package/lib/engine/engine.d.ts +0 -4
  1020. package/lib/engine/engine.js +0 -12
  1021. package/lib/engine/engine.js.map +0 -1
  1022. package/lib/engine/engine_web_api.d.ts +0 -12
  1023. package/lib/engine/engine_web_api.js +0 -113
  1024. package/lib/engine/engine_web_api.js.map +0 -1
  1025. package/lib/engine-components/FlyControls.d.ts +0 -10
  1026. package/lib/engine-components/FlyControls.js +0 -29
  1027. package/lib/engine-components/FlyControls.js.map +0 -1
  1028. package/src/engine-schemes/dist/api.js +0 -17
  1029. package/src/engine-schemes/dist/api.js.meta +0 -7
  1030. package/src/engine-schemes/dist/schemes.js +0 -25
  1031. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1033. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1035. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1036. package/src/engine-schemes/dist/transform.js +0 -46
  1037. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec2.js +0 -32
  1039. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec3.js +0 -36
  1041. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vec4.js +0 -40
  1043. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1044. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1461 +1,1461 @@
1
- import { Intersection, Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
-
3
- import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
4
- import { Context } from './engine_setup.js';
5
- import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
6
- import type { ButtonName, CursorTypeName, IGameObject, IInput, MouseButtonName, Vec2 } from './engine_types.js';
7
- import { DeviceUtilities, type EnumToPrimitiveUnion, getParam } from './engine_utils.js';
8
-
9
- const debug = getParam("debuginput");
10
-
11
-
12
- export const enum PointerType {
13
- Mouse = "mouse",
14
- Touch = "touch",
15
- Controller = "controller",
16
- Hand = "hand"
17
- }
18
- export type PointerTypeNames = EnumToPrimitiveUnion<PointerType>;
19
-
20
- const enum PointerEnumType {
21
- PointerDown = "pointerdown",
22
- PointerUp = "pointerup",
23
- PointerMove = "pointermove",
24
- }
25
- const enum KeyboardEnumType {
26
- KeyDown = "keydown",
27
- KeyUp = "keyup",
28
- KeyPressed = "keypress"
29
- }
30
-
31
- export const enum InputEvents {
32
- PointerDown = "pointerdown",
33
- PointerUp = "pointerup",
34
- PointerMove = "pointermove",
35
- KeyDown = "keydown",
36
- KeyUp = "keyup",
37
- KeyPressed = "keypress"
38
- }
39
-
40
- /** e.g. `pointerdown` */
41
- type PointerEventNames = EnumToPrimitiveUnion<PointerEnumType>;
42
- type KeyboardEventNames = EnumToPrimitiveUnion<KeyboardEnumType>;
43
- export type InputEventNames = PointerEventNames | KeyboardEventNames;
44
-
45
- declare type PointerEventListener = (evt: NEPointerEvent) => void;
46
- declare type KeyboardEventListener = (evt: NEKeyboardEvent) => void;
47
- declare type InputEventListener = PointerEventListener | KeyboardEventListener;
48
-
49
-
50
-
51
- export declare type NEPointerEventInit = PointerEventInit &
52
- {
53
- clientZ?: number;
54
- origin: object;
55
- pointerId: number;
56
- /** the index of the device */
57
- deviceIndex: number;
58
- pointerType: PointerTypeNames;
59
- mode: XRTargetRayMode,
60
- ray?: Ray;
61
- /** The control object for this input. In the case of spatial devices the controller,
62
- * otherwise a generated object in screen space. The object may not be in the scene. */
63
- device: IGameObject;
64
- buttonName: ButtonName | "none";
65
- }
66
-
67
- declare type OnPointerHitsEvent = (args: OnPointerHitEvent) => void;
68
- declare type OnPointerHitEvent = {
69
- /** The object that raised the event */
70
- sender: object;
71
- /** The pointer event that invoked the event */
72
- event: NEPointerEvent;
73
- /** The intersections that were generated from this event (or are associated with this event in any way) */
74
- hits: Intersection[];
75
- }
76
- export interface IPointerHitEventReceiver {
77
- onPointerHits: OnPointerHitsEvent;
78
- }
79
-
80
- /** An intersection that is potentially associated with a pointer event */
81
- export declare type NEPointerEventIntersection = Intersection & { event?: NEPointerEvent };
82
-
83
- /**
84
- * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
85
- */
86
- export class NEPointerEvent extends PointerEvent {
87
-
88
- /**
89
- * Spatial input data
90
- */
91
- clientZ?: number;
92
-
93
- /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
94
- readonly deviceIndex: number;
95
-
96
- /** The origin of the event contains a reference to the creator of this event.
97
- * This can be the Needle Engine input system or e.g. a XR controller.
98
- * Implement `onPointerHits` to receive the intersections of this event.
99
- */
100
- readonly origin: object & Partial<IPointerHitEventReceiver>;
101
-
102
- /** the browser event that triggered this event (if any) */
103
- readonly source: Event | null;
104
-
105
- /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
106
- readonly mode: XRTargetRayMode | "transient-pointer";
107
-
108
- /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
109
- get isSpatial() {
110
- return this.mode != "screen";
111
- }
112
-
113
- /** A ray in worldspace for the event.
114
- * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
115
- get ray(): Ray {
116
- if (!this._ray) {
117
- this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
118
- }
119
- return this._ray;
120
- }
121
- private set ray(value: Ray) { this._ray = value; }
122
- /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
123
- get hasRay() { return this._ray !== undefined; }
124
- private _ray: Ray | undefined;
125
-
126
- /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
127
- * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
128
- */
129
- readonly space: IGameObject;
130
-
131
- /** true if this event is a click */
132
- isClick: boolean = false;
133
- /** true if this event is a double click */
134
- isDoubleClick: boolean = false;
135
-
136
- /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
137
- get used() { return this._used; }
138
- private _used: boolean = false;
139
- /** Call to mark an event to be used */
140
- use() {
141
- this._used = true;
142
- }
143
-
144
- /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
145
- override get pointerId(): number { return this._pointerid; }
146
- private readonly _pointerid;
147
-
148
- // this is set via the init arguments (we override it here for intellisense to show the string options)
149
- /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
150
- override get pointerType(): PointerTypeNames { return this._pointerType; }
151
- private readonly _pointerType: PointerTypeNames;
152
-
153
- // this is set via the init arguments (we override it here for intellisense to show the string options)
154
- /** The input that raised this event like `pointerdown` */
155
- override get type(): InputEventNames { return this._type; }
156
- private readonly _type: InputEventNames;
157
-
158
- /** metadata can be used to associate additional information with the event */
159
- readonly metadata = {}
160
-
161
- /** intersections that were generated from this event (or are associated with this event in any way) */
162
- readonly intersections = new Array<NEPointerEventIntersection>();
163
-
164
- constructor(type: InputEvents | InputEventNames, source: Event | null, init: NEPointerEventInit) {
165
- super(type, init);
166
- this.clientZ = init.clientZ;
167
- // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
168
- // so we have to be careful if we override properties - we then also need to set them in the constructor
169
- this._pointerid = init.pointerId;
170
- this._pointerType = init.pointerType;
171
- this._type = type;
172
-
173
- this.deviceIndex = init.deviceIndex;
174
- this.origin = init.origin;
175
- this.source = source;
176
- this.mode = init.mode;
177
- this._ray = init.ray;
178
- this.space = init.device;
179
- }
180
-
181
- private _immediatePropagationStopped = false;
182
- get immediatePropagationStopped() {
183
- return this._immediatePropagationStopped;
184
- }
185
- private _propagationStopped = false;
186
- get propagationStopped() {
187
- return this._immediatePropagationStopped || this._propagationStopped;
188
- }
189
-
190
- stopImmediatePropagation(): void {
191
- this._immediatePropagationStopped = true;
192
- super.stopImmediatePropagation();
193
- this.source?.stopImmediatePropagation();
194
- }
195
- stopPropagation(): void {
196
- this._propagationStopped = true;
197
- super.stopPropagation();
198
- this.source?.stopPropagation();
199
- if (debug) console.warn("Stop propagation...", this.pointerId, this.pointerType)
200
- }
201
- }
202
- export class NEKeyboardEvent extends KeyboardEvent {
203
- source?: Event
204
- constructor(type: InputEvents, source: Event, init: KeyboardEventInit) {
205
- super(type, init)
206
- this.source = source;
207
- }
208
- stopImmediatePropagation(): void {
209
- super.stopImmediatePropagation();
210
- this.source?.stopImmediatePropagation();
211
- }
212
- }
213
-
214
- export class KeyEventArgs {
215
- key: string;
216
- keyType: string;
217
- source?: Event;
218
- constructor(evt: KeyboardEvent) {
219
- this.key = evt.key;
220
- this.keyType = evt.type;
221
- this.source = evt;
222
- }
223
- }
224
-
225
-
226
-
227
- export enum InputEventQueue {
228
- Early = -100,
229
- Default = 0,
230
- Late = 100,
231
- }
232
-
233
- declare type EventListenerOptions = {
234
- /** For addEventListener: The queue to add the listener to. Listeners in the same queue are called in the order they were added. Default is 0.
235
- * For removeEventListener: The queue to remove the listener from. If no queue is specified the listener will be removed from all queues
236
- */
237
- queue?: InputEventQueue | number;
238
- /** If true, the listener will be removed after it is invoked once. */
239
- once?: boolean;
240
- /** The listener will be removed when the given AbortSignal object's `abort()` method is called. If not specified, no AbortSignal is associated with the listener. */
241
- signal?: AbortSignal;
242
- }
243
-
244
- /**
245
- * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
246
- */
247
- export class Input implements IInput {
248
-
249
- /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
250
- * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
251
- * Listeners per event are sorted
252
- */
253
- private readonly _eventListeners: { [key: string]: Array<{ priority: number, listeners: Array<{ callback: InputEventListener, options: EventListenerOptions }> }> } = {};
254
-
255
- /** Adds an event listener for the specified event type. The callback will be called when the event is triggered.
256
- * @param type The event type to listen for
257
- * @param callback The callback to call when the event is triggered
258
- * @param options The options for adding the event listener.
259
- * @example Basic usage:
260
- * ```ts
261
- * input.addEventListener("pointerdown", (evt) => {
262
- * console.log("Pointer down", evt.pointerId, evt.pointerType);
263
- * });
264
- * ```
265
- * @example Adding a listener that is called after all other listeners
266
- * By using a higher value for the queue the listener will be called after other listeners (default queue is 0).
267
- * ```ts
268
- * input.addEventListener("pointerdown", (evt) => {
269
- * console.log("Pointer down", evt.pointerId, evt.pointerType);
270
- * }, { queue: 10 });
271
- * ```
272
- * @example Adding a listener that is only called once
273
- * ```ts
274
- * input.addEventListener("pointerdown", (evt) => {
275
- * console.log("Pointer down", evt.pointerId, evt.pointerType);
276
- * }, { once: true });
277
- * ```
278
- */
279
- addEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
280
- addEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
281
- addEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
282
- if (!this._eventListeners[type]) this._eventListeners[type] = [];
283
-
284
- if (!callback || typeof callback !== "function") {
285
- console.error("Invalid call to addEventListener: callback is required and must be a function!");
286
- return;
287
- }
288
-
289
- if (!options) options = {};
290
- // create a copy of the options object to avoid the original object being modified
291
- else options = { ...options };
292
-
293
- let queue = 0;
294
- if (options?.queue != undefined) queue = options.queue;
295
-
296
- const listeners = this._eventListeners[type];
297
- const queueListeners = listeners.find(l => l.priority === queue);
298
- if (!queueListeners) {
299
- listeners.push({ priority: queue, listeners: [{ callback, options }] });
300
- // ensure we sort the listeners by priority
301
- listeners.sort((a, b) => a.priority - b.priority);
302
- } else {
303
- queueListeners.listeners.push({ callback, options });
304
- }
305
- }
306
- /** Removes the event listener from the specified event type. If no queue is specified the listener will be removed from all queues.
307
- * @param type The event type to remove the listener from
308
- * @param callback The callback to remove
309
- * @param options The options for removing the event listener
310
- */
311
- removeEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
312
- removeEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
313
- removeEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
314
- if (!this._eventListeners[type]) return;
315
- if (!callback) return;
316
- const listeners = this._eventListeners[type];
317
- // if a specific queue is requested the callback should only be removed from that queue
318
- if (options?.queue != undefined) {
319
- const queueListeners = listeners.find(l => l.priority === options.queue);
320
- if (!queueListeners) return;
321
- const index = queueListeners.listeners.findIndex(l => l.callback === callback);
322
- if (index >= 0) queueListeners.listeners.splice(index, 1);
323
- }
324
- // if no queue is requested the callback will be removed from all queues
325
- else {
326
- for (const l of listeners) {
327
- const index = l.listeners.findIndex(l => l.callback === callback);
328
- if (index >= 0) l.listeners.splice(index, 1);
329
- }
330
- }
331
- }
332
- private dispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
333
- /** True when the next event queue should not be invoked */
334
- let preventNextEventQueue = false;
335
-
336
- // Handle keyboard event
337
- if (evt instanceof NEKeyboardEvent) {
338
- const listeners = this._eventListeners[evt.type];
339
- if (listeners) {
340
- for (const queue of listeners) {
341
- for (let i = 0; i < queue.listeners.length; i++) {
342
- const entry = queue.listeners[i];
343
- // if the abort signal is aborted we remove the listener and will not invoke it
344
- if (entry.options?.signal?.aborted) {
345
- queue.listeners.splice(i, 1);
346
- i--;
347
- continue;
348
- }
349
- // if the event should only be invoked once then we remove the listener before invoking it
350
- if (entry.options.once) {
351
- queue.listeners.splice(i, 1);
352
- i--;
353
- }
354
- (entry.callback as KeyboardEventListener)(evt);
355
- }
356
- }
357
- }
358
- }
359
-
360
- // Hnadle pointer event
361
- if (evt instanceof NEPointerEvent) {
362
- const listeners = this._eventListeners[evt.type];
363
- if (listeners) {
364
- for (const queue of listeners) {
365
- if (preventNextEventQueue) break;
366
- for (let i = 0; i < queue.listeners.length; i++) {
367
- const entry = queue.listeners[i];
368
-
369
- // if the abort signal is aborted we remove the listener and will not invoke it
370
- if (entry.options?.signal?.aborted) {
371
- queue.listeners.splice(i, 1);
372
- i--;
373
- continue;
374
- }
375
- // if immediatePropagationStopped is true we stop propagation altogether
376
- if (evt.immediatePropagationStopped) {
377
- preventNextEventQueue = true;
378
- if (debug) console.log("immediatePropagationStopped", evt.type);
379
- break;
380
- }
381
- // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
382
- else if (evt.propagationStopped) {
383
- preventNextEventQueue = true;
384
- if (debug) console.log("propagationStopped", evt.type);
385
- // we do not break here but continue invoking the listeners in the queue
386
- }
387
-
388
- // if the event should only be invoked once then we remove the listener before invoking it
389
- if (entry.options.once) {
390
- queue.listeners.splice(i, 1);
391
- i--;
392
- }
393
- (entry.callback as PointerEventListener)(evt);
394
- }
395
- }
396
- }
397
- }
398
- }
399
-
400
-
401
- _doubleClickTimeThreshold = .2;
402
- _longPressTimeThreshold = 1;
403
-
404
- get mousePosition(): Vector2 { return this._pointerPositions[0]; };
405
- get mousePositionRC(): Vector2 { return this._pointerPositionsRC[0]; }
406
- get mouseDown(): boolean { return this._pointerDown[0]; }
407
- get mouseUp(): boolean { return this._pointerUp[0]; }
408
- /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
409
- get mouseClick(): boolean { return this._pointerClick[0]; }
410
- /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
411
- get mouseDoubleClick(): boolean { return this._pointerDoubleClick[0]; }
412
- get mousePressed(): boolean { return this._pointerPressed[0]; }
413
- get mouseWheelChanged(): boolean { return this.getMouseWheelChanged(0); }
414
-
415
- /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
416
- get click(): boolean { return this._pointerClick[0]; }
417
- /** Was a double click detected for the primary pointer? */
418
- get doubleClick(): boolean { return this._pointerDoubleClick[0]; }
419
-
420
- /**
421
- * Get a connected Gamepad
422
- * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
423
- * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
424
- * @returns The gamepad or null if no gamepad is connected
425
- */
426
- getGamepad(index: number = 0): Gamepad | null {
427
- if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
428
- return navigator.getGamepads()[index] || null;
429
- }
430
- return null;
431
- }
432
-
433
- private readonly _setCursorTypes: CursorTypeName[] = [];
434
-
435
- /** @deprecated use setCursor("pointer") */
436
- setCursorPointer() {
437
- this.setCursor("pointer");
438
- }
439
- /** @deprecated use unsetCursor() */
440
- setCursorNormal() {
441
- this.unsetCursor("pointer");
442
- }
443
- /**
444
- * Set a custom cursor. This will set the cursor type until unsetCursor is called
445
- */
446
- setCursor(type: CursorTypeName) {
447
- this._setCursorTypes.push(type);
448
- if (this._setCursorTypes.length > 10) {
449
- this._setCursorTypes.shift();
450
- }
451
- this.updateCursor();
452
- }
453
- /**
454
- * Unset a custom cursor. This will set the cursor type to the previous type or default
455
- */
456
- unsetCursor(type: CursorTypeName) {
457
- for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
458
- if (this._setCursorTypes[i] === type) {
459
- this._setCursorTypes.splice(i, 1);
460
- this.updateCursor();
461
- break;
462
- }
463
- }
464
- }
465
- private updateCursor() {
466
- if (this._setCursorTypes?.length == 0)
467
- this.context.domElement.style.cursor = "default";
468
- else this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
469
- }
470
-
471
- /**
472
- * Check if a pointer id is currently used.
473
- */
474
- getIsPointerIdInUse(pointerId: number) {
475
- for (const evt of this._pointerEventsPressed) {
476
- if (evt.pointerId === pointerId) {
477
- if (evt.used) return true;
478
- }
479
- }
480
- return false;
481
- }
482
- /** how many pointers are currently pressed */
483
- getPointerPressedCount(): number {
484
- let count = 0;
485
- for (let i = 0; i < this._pointerPressed.length; i++) {
486
- if (this._pointerPressed[i]) {
487
- count++;
488
- }
489
- }
490
- return count;
491
- }
492
-
493
- /**
494
- * Gets the position of the given pointer index in pixel
495
- * @param i The pointer index
496
- * @returns The position of the pointer in pixel
497
- */
498
- getPointerPosition(i: number): Vector2 | null {
499
- if (i >= this._pointerPositions.length) return null;
500
- return this._pointerPositions[i];
501
- }
502
- getPointerPositionLastFrame(i: number): Vector2 | null {
503
- if (i >= this._pointerPositionsLastFrame.length) return null;
504
- return this._pointerPositionsLastFrame[i];
505
- }
506
- getPointerPositionDelta(i: number): Vector2 | null {
507
- if (i >= this._pointerPositionsDelta.length) return null;
508
- return this._pointerPositionsDelta[i];
509
- }
510
- /**
511
- * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
512
- * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
513
- */
514
- getPointerPositionRC(i: number): Vector2 | null {
515
- if (i >= this._pointerPositionsRC.length) return null;
516
- return this._pointerPositionsRC[i];
517
- }
518
- getPointerDown(i: number): boolean {
519
- if (i >= this._pointerDown.length) return false;
520
- return this._pointerDown[i];
521
- }
522
- getPointerUp(i: number): boolean {
523
- if (i >= this._pointerUp.length) return false;
524
- return this._pointerUp[i];
525
- }
526
- getPointerPressed(i: number): boolean {
527
- if (i >= this._pointerPressed.length) return false;
528
- const res = this._pointerPressed[i];
529
- // if (i === 0) console.log(...this._pointerIds);
530
- return res;
531
- }
532
- getPointerClicked(i: number): boolean {
533
- if (i >= this._pointerClick.length) return false;
534
- return this._pointerClick[i];
535
- }
536
- getPointerDoubleClicked(i: number): boolean {
537
- if (i >= this._pointerDoubleClick.length) return false;
538
- return this._pointerDoubleClick[i];
539
- }
540
- getPointerDownTime(i: number): number {
541
- if (i >= this._pointerDownTime.length) return -1;
542
- return this._pointerDownTime[i];
543
- }
544
- getPointerUpTime(i: number): number {
545
- if (i >= this._pointerUpTime.length) return -1;
546
- return this._pointerUpTime[i];
547
- }
548
- getPointerLongPress(i: number): boolean {
549
- if (i >= this._pointerDownTime.length) return false;
550
- return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
551
- }
552
- getIsMouse(i: number): boolean {
553
- if (i < 0 || i >= this._pointerTypes.length) return false;
554
- return this._pointerTypes[i] === PointerType.Mouse;
555
- }
556
- getIsTouch(i: number): boolean {
557
- if (i < 0 || i >= this._pointerTypes.length) return false;
558
- return this._pointerTypes[i] === PointerType.Touch;
559
- }
560
- getTouchesPressedCount(): number {
561
- let count = 0;
562
- for (let i = 0; i < this._pointerPressed.length; i++) {
563
- if (this._pointerPressed[i] && this.getIsTouch(i)) {
564
- count++;
565
- }
566
- }
567
- return count;
568
- }
569
- getMouseWheelChanged(i: number = 0): boolean {
570
- if (i >= this._mouseWheelChanged.length) return false;
571
- return this._mouseWheelChanged[i];
572
- }
573
- getMouseWheelDeltaY(i: number = 0): number {
574
- if (i >= this._mouseWheelDeltaY.length) return 0;
575
- return this._mouseWheelDeltaY[i];
576
- }
577
- getPointerEvent(i: number): Event | undefined {
578
- if (i >= this._pointerEvent.length) return undefined;
579
- return this._pointerEvent[i] ?? undefined;
580
- }
581
- *foreachPointerId(pointerType?: string | PointerType | string[] | PointerType[]): Generator<number> {
582
- for (let i = 0; i < this._pointerTypes.length; i++) {
583
- // check if the pointer is active
584
- if (this._pointerIsActive(i)) {
585
- // if specific pointer types are requested
586
- if (pointerType !== undefined) {
587
- const type = this._pointerTypes[i];
588
- if (Array.isArray(pointerType)) {
589
- let isInArray = false;
590
- for (const t of pointerType) {
591
- if (type === t) {
592
- isInArray = true;
593
- break;
594
- }
595
- }
596
- if (!isInArray) continue;
597
- } else {
598
- if (pointerType !== type) continue;
599
- }
600
- }
601
- yield i;
602
- }
603
- }
604
- }
605
- *foreachTouchId(): Generator<number> {
606
- for (let i = 0; i < this._pointerTypes.length; i++) {
607
- const type = this._pointerTypes[i];
608
- if (type !== PointerType.Touch) continue;
609
- if (this._pointerIsActive[i])
610
- yield i;
611
- }
612
- }
613
-
614
- private _pointerIsActive(index: number) {
615
- if (index < 0) return false;
616
- return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
617
- }
618
-
619
- private context: Context;
620
-
621
- private _pointerDown: boolean[] = [false];
622
- private _pointerUp: boolean[] = [false];
623
- private _pointerClick: boolean[] = [false];
624
- private _pointerDoubleClick: boolean[] = [false];
625
- private _pointerPressed: boolean[] = [false];
626
- private _pointerPositions: Vector2[] = [new Vector2()];
627
- private _pointerPositionsLastFrame: Vector2[] = [new Vector2()];
628
- private _pointerPositionsDelta: Vector2[] = [new Vector2()];
629
- private _pointerPositionsRC: Vector2[] = [new Vector2()];
630
- private _pointerPositionDown: Vector3[] = [new Vector3()];
631
- private _pointerDownTime: number[] = [];
632
- private _pointerUpTime: number[] = [];
633
- private _pointerUpTimestamp: number[] = [];
634
- private _pointerIds: number[] = [];
635
- private _pointerTypes: string[] = [""];
636
- private _mouseWheelChanged: boolean[] = [false];
637
- private _mouseWheelDeltaY: number[] = [0];
638
- private _pointerEvent: Event[] = [];
639
- /** current pressed pointer events. Used to check if any of those events was used */
640
- private _pointerEventsPressed: NEPointerEvent[] = [];
641
- /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
642
- private _pointerSpace: IGameObject[] = [];
643
-
644
-
645
- private readonly _pressedStack = new Map<number, number[]>();
646
- private onDownButton(pointerId: number, button: number) {
647
- let stack = this._pressedStack.get(pointerId);
648
- if (!stack) {
649
- stack = [];
650
- this._pressedStack.set(pointerId, stack);
651
- }
652
- stack.push(button);
653
- }
654
- private onReleaseButton(pointerId: number, button: number) {
655
- const stack = this._pressedStack.get(pointerId);
656
- if (!stack) return;
657
- const index = stack.indexOf(button);
658
- if (index >= 0) stack.splice(index, 1);
659
- }
660
- /** the first button that was down and is currently pressed */
661
- getFirstPressedButtonForPointer(pointerId: number): number | undefined {
662
- const stack = this._pressedStack.get(pointerId);
663
- if (!stack) return undefined;
664
- return stack[0];
665
- }
666
- /** the last (most recent) button that was down and is currently pressed */
667
- getLatestPressedButtonForPointer(pointerId: number): number | undefined {
668
- const stack = this._pressedStack.get(pointerId);
669
- if (!stack) return undefined;
670
- return stack[stack.length - 1];
671
- }
672
-
673
-
674
-
675
- getKeyDown(): string | null {
676
- for (const key in this.keysPressed) {
677
- const k = this.keysPressed[key];
678
- if (k.startFrame === this.context.time.frameCount) return k.key;
679
- }
680
- return null;
681
- }
682
- getKeyPressed(): string | null {
683
- for (const key in this.keysPressed) {
684
- const k = this.keysPressed[key];
685
- if (k.pressed)
686
- return k.key;
687
- }
688
- return null;
689
- }
690
- isKeyDown(keyCode: KeyCode | ({} & string)) {
691
- if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
692
- const codes = this.getCodeForCommonKeyName(keyCode);
693
- if (codes !== null) {
694
- for (const code of codes) if (this.isKeyDown(code)) return true;
695
- return false;
696
- }
697
- return this.keysPressed[keyCode]?.startFrame === this.context.time.frameCount && this.keysPressed[keyCode].pressed;
698
- }
699
- isKeyUp(keyCode: KeyCode | ({} & string)) {
700
- if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
701
- const codes = this.getCodeForCommonKeyName(keyCode);
702
- if (codes !== null) {
703
- for (const code of codes) if (this.isKeyUp(code)) return true;
704
- return false;
705
- }
706
- return this.keysPressed[keyCode]?.frame === this.context.time.frameCount && !this.keysPressed[keyCode].pressed;
707
- }
708
- isKeyPressed(keyCode: KeyCode | ({} & string)) {
709
- if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
710
- const codes = this.getCodeForCommonKeyName(keyCode);
711
- if (codes !== null) {
712
- for (const code of codes) if (this.isKeyPressed(code)) return true;
713
- return false;
714
- }
715
- return this.keysPressed[keyCode]?.pressed;// && time.frameCount - this.keysPressed[keyCode].frame < 100;
716
- }
717
-
718
- // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
719
- private getCodeForCommonKeyName(keyName: string): string[] | null {
720
- if (keyName.length === 1) {
721
- // check if this is a digit
722
- if (keyName >= "0" && keyName <= "9")
723
- return ["Digit" + keyName];
724
- // check if this is a letter
725
- if (keyName >= "a" && keyName <= "z")
726
- return ["Key" + keyName.toUpperCase()];
727
- if (keyName == " ")
728
- return ["Space"];
729
- }
730
- switch (keyName) {
731
- case "shift":
732
- case "Shift":
733
- return ["ShiftLeft", "ShiftRight"];
734
- case "control":
735
- case "Control":
736
- return ["ControlLeft", "ControlRight"];
737
- case "alt":
738
- case "Alt":
739
- return ["AltLeft", "AltRight"];
740
- }
741
- return null;
742
- }
743
-
744
- createInputEvent(args: NEPointerEvent) {
745
- // TODO: technically we would need to check for circular invocations here!
746
- switch (args.type) {
747
- case InputEvents.PointerDown:
748
- if (debug) showBalloonMessage("Create Pointer down");
749
- this.onDownButton(args.deviceIndex, args.button);
750
- this.onDown(args);
751
- break;
752
- case InputEvents.PointerMove:
753
- if (debug) showBalloonMessage("Create Pointer move");
754
- this.onMove(args);
755
- break;
756
- case InputEvents.PointerUp:
757
- if (debug) showBalloonMessage("Create Pointer up");
758
- this.onUp(args);
759
- this.onReleaseButton(args.deviceIndex, args.button);
760
- break;
761
- }
762
- }
763
-
764
- convertScreenspaceToRaycastSpace<T extends Vec2 | Vector2>(vec2: T): T {
765
- vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
766
- vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
767
- return vec2;
768
- }
769
-
770
- /** @internal */
771
- constructor(context: Context) {
772
- this.context = context;
773
- this.context.post_render_callbacks.push(this.onEndOfFrame);
774
- }
775
-
776
- /** this is the html element we subscribed to for events */
777
- private _htmlEventSource!: HTMLElement;
778
-
779
- bindEvents() {
780
- this.unbindEvents();
781
-
782
- // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
783
- // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
784
- this._htmlEventSource = this.context.renderer.domElement;
785
-
786
- window.addEventListener('contextmenu', this.onContextMenu);
787
-
788
- this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
789
- window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
790
- window.addEventListener('pointerup', this.onPointerUp, { passive: true });
791
- window.addEventListener('pointercancel', this.onPointerCancel, { passive: true })
792
-
793
- window.addEventListener("touchstart", this.onTouchStart, { passive: true });
794
- window.addEventListener("touchmove", this.onTouchMove, { passive: true });
795
- window.addEventListener("touchend", this.onTouchEnd, { passive: true });
796
-
797
- this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
798
- window.addEventListener("wheel", this.onWheelWindow, { passive: true })
799
-
800
- window.addEventListener("keydown", this.onKeyDown, false);
801
- window.addEventListener("keypress", this.onKeyPressed, false);
802
- window.addEventListener("keyup", this.onKeyUp, false);
803
-
804
- // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
805
- window.addEventListener('blur', this.onLostFocus);
806
- }
807
-
808
- unbindEvents() {
809
- window.removeEventListener('contextmenu', this.onContextMenu);
810
-
811
- this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
812
- window.removeEventListener('pointermove', this.onPointerMove);
813
- window.removeEventListener('pointerup', this.onPointerUp);
814
- window.removeEventListener('pointercancel', this.onPointerCancel);
815
-
816
- window.removeEventListener("touchstart", this.onTouchStart);
817
- window.removeEventListener("touchmove", this.onTouchMove);
818
- window.removeEventListener("touchend", this.onTouchEnd);
819
-
820
- this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
821
- window.removeEventListener("wheel", this.onWheelWindow, false);
822
-
823
- window.removeEventListener("keydown", this.onKeyDown, false);
824
- window.removeEventListener("keypress", this.onKeyPressed, false);
825
- window.removeEventListener("keyup", this.onKeyUp, false);
826
-
827
- window.removeEventListener('blur', this.onLostFocus);
828
- }
829
-
830
- dispose() {
831
- const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
832
- if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
833
- this.unbindEvents();
834
- }
835
-
836
- private onLostFocus = () => {
837
- for (const kp in this.keysPressed) {
838
- this.keysPressed[kp].pressed = false;
839
- }
840
- }
841
-
842
- private readonly _receivedPointerMoveEventsThisFrame = new Array<number>;
843
-
844
- private onEndOfFrame = () => {
845
- this._receivedPointerMoveEventsThisFrame.length = 0;
846
- for (let i = 0; i < this._pointerUp.length; i++)
847
- this._pointerUp[i] = false;
848
- for (let i = 0; i < this._pointerDown.length; i++)
849
- this._pointerDown[i] = false;
850
- for (let i = 0; i < this._pointerClick.length; i++)
851
- this._pointerClick[i] = false;
852
- for (let i = 0; i < this._pointerDoubleClick.length; i++)
853
- this._pointerDoubleClick[i] = false;
854
- for (const pt of this._pointerPositionsDelta)
855
- pt.set(0, 0);
856
- for (let i = 0; i < this._mouseWheelChanged.length; i++)
857
- this._mouseWheelChanged[i] = false;
858
- for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
859
- this._mouseWheelDeltaY[i] = 0;
860
- }
861
-
862
- private canReceiveInput(evt: Event) {
863
- // If the user has HTML objects ontop of the canvas
864
- // if(evt.target === this.context.renderer.domElement) return true;
865
- // const css = window.getComputedStyle(evt.target as HTMLElement);
866
- // if(css.pointerEvents === "all") return false;
867
- // We only check the target elements here since the canvas may be overlapped by other elements
868
- // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
869
- if (evt.target === this.context.renderer?.domElement) return true;
870
- if (evt.target === this.context.domElement) return true;
871
-
872
- // if we are in AR we always want to receive touches because the canvas is the whole screen.
873
- // See https://linear.app/needle/issue/NE-4345
874
- if (this.context.isInAR) {
875
- return true;
876
- }
877
-
878
- // looks like in Mozilla WebXR viewer the target element is the body
879
- if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR()) return true;
880
-
881
- if (debug) console.warn("CanReceiveInput:False for", evt.target);
882
- return false;
883
- }
884
-
885
- private onContextMenu = (evt: Event) => {
886
- if (this.canReceiveInput(evt) === false)
887
- return;
888
- if (evt instanceof PointerEvent) {
889
- // for longpress on touch there might open a context menu
890
- // in which case we set the pointer pressed back to false (resetting the pressed pointer)
891
- // we need to emit a pointer up event here as well
892
- if (evt.pointerType === "touch") {
893
- // for (const index in this._pointerPressed) {
894
- // if (this._pointerTypes[index] === PointerType.Touch) {
895
- // // this._pointerPressed[index] = false;
896
- // // this throws orbit controls?
897
- // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
898
- // // this.onUp(ne);
899
- // }
900
- // }
901
- }
902
- }
903
- }
904
-
905
- private keysPressed: { [key: KeyCode | string]: { pressed: boolean, frame: number, startFrame: number, key: string, code: KeyCode | string } } = {};
906
-
907
- private onKeyDown = (evt: KeyboardEvent) => {
908
- if (debug) console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
909
- if (!this.context.application.hasFocus)
910
- return;
911
- const ex = this.keysPressed[evt.code];
912
- if (ex && ex.pressed) return;
913
- this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
914
- const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
915
- this.onDispatchEvent(ne);
916
- }
917
- private onKeyPressed = (evt: KeyboardEvent) => {
918
- if (!this.context.application.hasFocus)
919
- return;
920
- const p = this.keysPressed[evt.code];
921
- if (!p) return;
922
- p.pressed = true;
923
- p.frame = this.context.time.frameCount + 1;
924
- const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
925
- this.onDispatchEvent(ne);
926
-
927
- }
928
- private onKeyUp = (evt: KeyboardEvent) => {
929
- if (!this.context.application.hasFocus)
930
- return;
931
- const p = this.keysPressed[evt.code];
932
- if (!p) return;
933
- p.pressed = false;
934
- p.frame = this.context.time.frameCount + 1;
935
- const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
936
- this.onDispatchEvent(ne);
937
- }
938
-
939
- private onWheelWindow = (evt: WheelEvent) => {
940
- // check if we are in pointer lock mode
941
- if (document.pointerLockElement) {
942
- // only if yes we want to use the mouse wheel as a pointer event
943
- this.onMouseWheel(evt);
944
- }
945
- };
946
- private onMouseWheel = (evt: WheelEvent) => {
947
- if (this.canReceiveInput(evt) === false) return;
948
- if (this._mouseWheelDeltaY.length <= 0) this._mouseWheelDeltaY.push(0);
949
- if (this._mouseWheelChanged.length <= 0) this._mouseWheelChanged.push(false);
950
- this._mouseWheelChanged[0] = true;
951
- const current = this._mouseWheelDeltaY[0];
952
- this._mouseWheelDeltaY[0] = current + evt.deltaY;
953
- }
954
- private onPointerDown = (evt: PointerEvent) => {
955
- if (this.context.isInAR) return;
956
- if (this.canReceiveInput(evt) === false) return;
957
- if (evt.target instanceof HTMLElement) {
958
- evt.target.setPointerCapture(evt.pointerId);
959
- }
960
- const id = this.getPointerId(evt);
961
- if (debug) showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
962
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
963
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
964
- this.onDown(ne);
965
- }
966
- private onPointerMove = (evt: PointerEvent) => {
967
- if (this.context.isInAR) return;
968
-
969
- // Prevent multiple pointerMove events per frame
970
- if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId)) return;
971
- this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
972
-
973
- // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
974
- // if (this.canReceiveInput(evt) === false) return;
975
-
976
- let button = evt.button;
977
- if (evt.pointerType === "mouse") {
978
- const pressedButton = this.getFirstPressedButtonForPointer(0);
979
- button = pressedButton ?? 0;
980
- }
981
- const id = this.getPointerId(evt, button);
982
- if (button === -1) {
983
- button = id;
984
- }
985
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
986
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
987
- this.onMove(ne);
988
- }
989
- private onPointerCancel = (evt: PointerEvent) => {
990
- if (this.context.isInAR) return;
991
- if (debug) console.log("Pointer cancel", evt);
992
- // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
993
- this.onPointerUp(evt);
994
- }
995
- private onPointerUp = (evt: PointerEvent) => {
996
- if (this.context.isInAR) return;
997
- if (evt.target instanceof HTMLElement) {
998
- evt.target.releasePointerCapture(evt.pointerId);
999
- }
1000
- // the pointer up event should always be handled
1001
- // if (this.canReceiveInput(evt) === false) return;
1002
- const id = this.getPointerId(evt);
1003
- // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
1004
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
1005
- this.onUp(ne);
1006
- this._pointerIds[id] = -1;
1007
- if (debug) console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
1008
- }
1009
-
1010
- private getPointerId(evt: PointerEvent, button?: number): number {
1011
- if (evt.pointerType === "mouse") return 0 + (button ?? evt.button);
1012
- return this.getPointerIndex(evt.pointerId);
1013
- }
1014
- private getButtonName(evt: PointerEvent): MouseButtonName | "unknown" {
1015
- const button = evt.button;
1016
- if (evt.pointerType === "mouse") {
1017
- switch (button) {
1018
- case 0: return "left";
1019
- case 1: return "middle";
1020
- case 2: return "right";
1021
- }
1022
- }
1023
- return "unknown";
1024
- }
1025
-
1026
- // the touch events are currently only used for AR support on android
1027
- private onTouchStart = (evt: TouchEvent) => {
1028
- if (!this.context.isInAR) return;
1029
- for (let i = 0; i < evt.changedTouches.length; i++) {
1030
- const touch = evt.changedTouches[i];
1031
- const id = this.getPointerIndex(touch.identifier);
1032
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1033
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1034
- this.onDown(ne);
1035
- };
1036
- };
1037
- private onTouchMove = (evt: TouchEvent) => {
1038
- if (!this.context.isInAR) return;
1039
- for (let i = 0; i < evt.changedTouches.length; i++) {
1040
- const touch = evt.changedTouches[i];
1041
- const id = this.getPointerIndex(touch.identifier);
1042
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1043
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1044
- this.onMove(ne);
1045
- };
1046
- }
1047
- private onTouchEnd = (evt: TouchEvent) => {
1048
- if (!this.context.isInAR) return;
1049
- for (let i = 0; i < evt.changedTouches.length; i++) {
1050
- const touch = evt.changedTouches[i];
1051
- const id = this.getPointerIndex(touch.identifier);
1052
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
1053
- this.onUp(ne);
1054
- this._pointerIds[id] = -1;
1055
- };
1056
- }
1057
-
1058
- private readonly tempNearPlaneVector = new Vector3();
1059
- private readonly tempFarPlaneVector = new Vector3();
1060
- private readonly tempLookMatrix = new Matrix4();
1061
- private getAndUpdateSpatialObjectForScreenPosition(id: number, screenX: number, screenY: number): IGameObject {
1062
- let space = this._pointerSpace[id]
1063
- if (!space) {
1064
- space = new Object3D() as unknown as IGameObject;
1065
- this._pointerSpace[id] = space;
1066
- }
1067
- this._pointerSpace[id] = space;
1068
- const camera = this.context.mainCamera;
1069
- if (camera) {
1070
- const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1071
- this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1072
- const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1073
- pointOnNearPlane.unproject(camera);
1074
- pointOnFarPlane.unproject(camera);
1075
- const worldUp = (camera as any as IGameObject).worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera))
1076
- this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1077
- space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1078
- space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1079
- }
1080
- return space;
1081
- }
1082
-
1083
- // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1084
- // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1085
- // while (arr.length <= index) arr.push(-1);
1086
- // if (timestamp === arr[index]) return false;
1087
- // arr[index] = timestamp;
1088
- // return true;
1089
- // }
1090
-
1091
- private isInRect(e: { clientX: number, clientY: number }): boolean {
1092
- if (this.context.isInXR) return true;
1093
- const rect = this.context.domElement.getBoundingClientRect();
1094
- const px = e.clientX;
1095
- const py = e.clientY;
1096
- const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1097
- if (debug && !isInRect) console.log("Not in rect", rect, px, py);
1098
- return isInRect;
1099
-
1100
- }
1101
-
1102
- private onDown(evt: NEPointerEvent) {
1103
- const index = evt.pointerId;
1104
- if (this.getPointerPressed(index)) {
1105
- console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1106
- }
1107
- if (debug) console.log(evt.pointerType, "DOWN", index);
1108
- if (!this.isInRect(evt)) return;
1109
- // if (this.isMouseEventFromTouch(evt)) return;
1110
-
1111
- this.setPointerState(index, this._pointerPressed, true);
1112
- this.setPointerState(index, this._pointerDown, true);
1113
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1114
-
1115
- while (index >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
1116
- this._pointerTypes[index] = evt.pointerType;
1117
-
1118
- while (index >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector3());
1119
- this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1120
- while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1121
- this._pointerPositions[index].set(evt.clientX, evt.clientY);
1122
-
1123
- if (index >= this._pointerDownTime.length) this._pointerDownTime.push(0);
1124
- this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1125
-
1126
- this.updatePointerPosition(evt);
1127
-
1128
- this._pointerEventsPressed.push(evt);
1129
- this.onDispatchEvent(evt);
1130
- }
1131
- // moveEvent?: Event;
1132
- private onMove(evt: NEPointerEvent) {
1133
- const index = evt.pointerId;
1134
-
1135
- const isDown = this.getPointerPressed(index);
1136
- if (isDown === false && !this.isInRect(evt)) return;
1137
- if (evt.pointerType === PointerType.Touch && !isDown) return;
1138
- // if (this.isMouseEventFromTouch(evt)) return;
1139
- // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1140
-
1141
- this.updatePointerPosition(evt);
1142
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1143
- this.onDispatchEvent(evt);
1144
- }
1145
- private onUp(evt: NEPointerEvent) {
1146
- const index = evt.pointerId;
1147
- const wasDown = this.getPointerPressed(index);
1148
- if (!wasDown) {
1149
- if (debug) console.log(evt.pointerType, "UP", index, "was not down");
1150
- return;
1151
- }
1152
- // if (this.isMouseEventFromTouch(evt)) return;
1153
- if (debug) console.log(evt.pointerType, "UP", index);
1154
-
1155
- this.setPointerState(index, this._pointerPressed, false);
1156
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1157
- this.setPointerState(index, this._pointerUp, true);
1158
-
1159
- this.updatePointerPosition(evt);
1160
-
1161
- for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1162
- const ptr = this._pointerEventsPressed[i];
1163
- if (ptr.pointerId === index) {
1164
- this._pointerEventsPressed.splice(i, 1);
1165
- break;
1166
- }
1167
- }
1168
-
1169
- if (!this._pointerPositionDown[index]) {
1170
- if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1171
- console.warn("Received pointer up event without matching down event for button: " + index)
1172
- return;
1173
- }
1174
-
1175
-
1176
- const lastUpTime = this._pointerUpTime[index];
1177
- const downTime = this._pointerDownTime[index];
1178
- const upTime = this.context.time.realtimeSinceStartup;
1179
- const dt = upTime - downTime;
1180
- if (index >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
1181
- this._pointerUpTime[index] = upTime;
1182
-
1183
- // If the time from down to up is less than 1 second check if it was a click
1184
- if (dt < 1) {
1185
- let dx = evt.clientX - this._pointerPositionDown[index].x;
1186
- let dy = evt.clientY - this._pointerPositionDown[index].y;
1187
- let dz = 0;
1188
- if (evt.isSpatial && evt.clientZ != undefined) {
1189
- dz = evt.clientZ - this._pointerPositionDown[index].z;
1190
- // spatial clicks remapping
1191
- dx *= 200;
1192
- dy *= 200;
1193
- dz *= 200;
1194
- }
1195
-
1196
- if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1197
- this.setPointerState(index, this._pointerClick, true);
1198
- evt.isClick = true;
1199
-
1200
- // handle double click
1201
- const dt = upTime - lastUpTime;
1202
- if (debug) console.log("CLICK", index, dx, dy, dz, dt)
1203
- if (dt < this._doubleClickTimeThreshold && dt > 0) {
1204
- this.setPointerState(index, this._pointerDoubleClick, true);
1205
- evt.isDoubleClick = true;
1206
- }
1207
- }
1208
- }
1209
-
1210
-
1211
- this.onDispatchEvent(evt);
1212
- }
1213
-
1214
- private updatePointerPosition(evt: NEPointerEvent) {
1215
- const index = evt.pointerId;
1216
-
1217
- while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1218
- while (index >= this._pointerPositionsLastFrame.length) this._pointerPositionsLastFrame.push(new Vector2());
1219
- while (index >= this._pointerPositionsDelta.length) this._pointerPositionsDelta.push(new Vector2());
1220
-
1221
- const lf = this._pointerPositionsLastFrame[index];
1222
- lf.copy(this._pointerPositions[index]);
1223
- // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1224
- const delta = this._pointerPositionsDelta[index];
1225
- let dx = evt.clientX - lf.x;
1226
- let dy = evt.clientY - lf.y;
1227
- // if pointer is locked, clientX and Y are not changed, but Movement is.
1228
- if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1229
- const source = evt.source as PointerEvent;
1230
- if (dx === 0 && source.movementX !== 0)
1231
- dx = source.movementX || 0;
1232
- if (dy === 0 && source.movementY !== 0)
1233
- dy = source.movementY || 0;
1234
- }
1235
- delta.x += dx;
1236
- delta.y += dy;
1237
-
1238
- this._pointerPositions[index].x = evt.clientX;
1239
- this._pointerPositions[index].y = evt.clientY;
1240
-
1241
- // we want to have the position 01 on the canvas for raycasting
1242
- const px = evt.clientX;
1243
- const py = evt.clientY;
1244
- while (index >= this._pointerPositionsRC.length) this._pointerPositionsRC.push(new Vector2());
1245
- const rc = this._pointerPositionsRC[index];
1246
- rc.set(px, py);
1247
- this.convertScreenspaceToRaycastSpace(rc);
1248
- // console.log(this.context.alias, rc);
1249
- // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1250
- // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1251
- // console.log(evt.button)
1252
- }
1253
-
1254
- /** get the next free id */
1255
- private getPointerIndex(pointerId: number) {
1256
- // test if theres a pointer with the id
1257
- let firstFreeIndex = -1;
1258
- for (let i = 0; i < this._pointerIds.length; i++) {
1259
- if (this._pointerIds[i] === pointerId) return i;
1260
- else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1261
- firstFreeIndex = i;
1262
- }
1263
- }
1264
- // if not take the free slot if any
1265
- if (firstFreeIndex !== -1) {
1266
- this._pointerIds[firstFreeIndex] = pointerId;
1267
- return firstFreeIndex;
1268
- }
1269
- if (debug) console.log("PUSH pointerId:", pointerId)
1270
- this._pointerIds.push(pointerId);
1271
- return this._pointerIds.length - 1;
1272
- }
1273
-
1274
- private setPointerState(index: number, arr: boolean[], value: boolean) {
1275
- arr[index] = value;
1276
- }
1277
-
1278
- private setPointerStateT<T>(index: number, arr: T[], value: T) {
1279
- // while (arr.length <= index) arr.push(null as any);
1280
- arr[index] = value;
1281
- return value;
1282
- }
1283
-
1284
- private onDispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
1285
- const prevContext = Context.Current;
1286
- try {
1287
- Context.Current = this.context;
1288
- this.dispatchEvent(evt);
1289
- }
1290
- finally {
1291
- Context.Current = prevContext;
1292
- }
1293
- }
1294
- }
1295
-
1296
- export declare type KeyCode =
1297
- | "Tab"
1298
- | "Enter"
1299
- | "ShiftLeft"
1300
- | "ShiftRight"
1301
- | "ControlLeft"
1302
- | "ControlRight"
1303
- | "AltLeft"
1304
- | "AltRight"
1305
- | "Pause"
1306
- | "CapsLock"
1307
- | "Escape"
1308
- | "Space"
1309
- | "PageUp"
1310
- | "PageDown"
1311
- | "End"
1312
- | "Home"
1313
- | "ArrowLeft"
1314
- | "ArrowUp"
1315
- | "ArrowRight"
1316
- | "ArrowDown"
1317
- | "Insert"
1318
- | "Delete"
1319
- | "Digit0"
1320
- | "Digit1"
1321
- | "Digit2"
1322
- | "Digit3"
1323
- | "Digit4"
1324
- | "Digit5"
1325
- | "Digit6"
1326
- | "Digit7"
1327
- | "Digit8"
1328
- | "Digit9"
1329
- | "KeyA"
1330
- | "KeyB"
1331
- | "KeyC"
1332
- | "KeyD"
1333
- | "KeyE"
1334
- | "KeyF"
1335
- | "KeyG"
1336
- | "KeyH"
1337
- | "KeyI"
1338
- | "KeyJ"
1339
- | "KeyK"
1340
- | "KeyL"
1341
- | "KeyM"
1342
- | "KeyN"
1343
- | "KeyO"
1344
- | "KeyP"
1345
- | "KeyQ"
1346
- | "KeyR"
1347
- | "KeyS"
1348
- | "KeyT"
1349
- | "KeyU"
1350
- | "KeyV"
1351
- | "KeyW"
1352
- | "KeyX"
1353
- | "KeyY"
1354
- | "KeyZ"
1355
- | "Select"
1356
- | "Numpad0"
1357
- | "Numpad1"
1358
- | "Numpad2"
1359
- | "Numpad3"
1360
- | "Numpad4"
1361
- | "Numpad5"
1362
- | "Numpad6"
1363
- | "Numpad7"
1364
- | "Numpad8"
1365
- | "Numpad9"
1366
- | "Multiply"
1367
- | "Add"
1368
- | "Subtract"
1369
- | "Decimal"
1370
- | "Divide"
1371
- | "F1"
1372
- | "F2"
1373
- | "F3"
1374
- | "F4"
1375
- | "F5"
1376
- | "F6"
1377
- | "F7"
1378
- | "F8"
1379
- | "F9"
1380
- | "F10"
1381
- | "F11"
1382
- | "F12";
1383
-
1384
- // KEY_1 = 49,
1385
- // KEY_2 = 50,
1386
- // KEY_3 = 51,
1387
- // KEY_4 = 52,
1388
- // KEY_5 = 53,
1389
- // KEY_6 = 54,
1390
- // KEY_7 = 55,
1391
- // KEY_8 = 56,
1392
- // KEY_9 = 57,
1393
- // KEY_A = 65,
1394
- // KEY_B = 66,
1395
- // KEY_C = 67,
1396
- // KEY_D = "d",
1397
- // KEY_E = 69,
1398
- // KEY_F = 70,
1399
- // KEY_G = 71,
1400
- // KEY_H = 72,
1401
- // KEY_I = 73,
1402
- // KEY_J = 74,
1403
- // KEY_K = 75,
1404
- // KEY_L = 76,
1405
- // KEY_M = 77,
1406
- // KEY_N = 78,
1407
- // KEY_O = 79,
1408
- // KEY_P = 80,
1409
- // KEY_Q = 81,
1410
- // KEY_R = 82,
1411
- // KEY_S = 83,
1412
- // KEY_T = 84,
1413
- // KEY_U = 85,
1414
- // KEY_V = 86,
1415
- // KEY_W = 87,
1416
- // KEY_X = 88,
1417
- // KEY_Y = 89,
1418
- // KEY_Z = 90,
1419
- // LEFT_META = 91,
1420
- // RIGHT_META = 92,
1421
- // SELECT = 93,
1422
- // NUMPAD_0 = 96,
1423
- // NUMPAD_1 = 97,
1424
- // NUMPAD_2 = 98,
1425
- // NUMPAD_3 = 99,
1426
- // NUMPAD_4 = 100,
1427
- // NUMPAD_5 = 101,
1428
- // NUMPAD_6 = 102,
1429
- // NUMPAD_7 = 103,
1430
- // NUMPAD_8 = 104,
1431
- // NUMPAD_9 = 105,
1432
- // MULTIPLY = 106,
1433
- // ADD = 107,
1434
- // SUBTRACT = 109,
1435
- // DECIMAL = 110,
1436
- // DIVIDE = 111,
1437
- // F1 = 112,
1438
- // F2 = 113,
1439
- // F3 = 114,
1440
- // F4 = 115,
1441
- // F5 = 116,
1442
- // F6 = 117,
1443
- // F7 = 118,
1444
- // F8 = 119,
1445
- // F9 = 120,
1446
- // F10 = 121,
1447
- // F11 = 122,
1448
- // F12 = 123,
1449
- // NUM_LOCK = 144,
1450
- // SCROLL_LOCK = 145,
1451
- // SEMICOLON = 186,
1452
- // EQUALS = 187,
1453
- // COMMA = 188,
1454
- // DASH = 189,
1455
- // PERIOD = 190,
1456
- // FORWARD_SLASH = 191,
1457
- // GRAVE_ACCENT = 192,
1458
- // OPEN_BRACKET = 219,
1459
- // BACK_SLASH = 220,
1460
- // CLOSE_BRACKET = 221,
1
+ import { Intersection, Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
+
3
+ import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
4
+ import { Context } from './engine_setup.js';
5
+ import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
6
+ import type { ButtonName, CursorTypeName, IGameObject, IInput, MouseButtonName, Vec2 } from './engine_types.js';
7
+ import { DeviceUtilities, type EnumToPrimitiveUnion, getParam } from './engine_utils.js';
8
+
9
+ const debug = getParam("debuginput");
10
+
11
+
12
+ export const enum PointerType {
13
+ Mouse = "mouse",
14
+ Touch = "touch",
15
+ Controller = "controller",
16
+ Hand = "hand"
17
+ }
18
+ export type PointerTypeNames = EnumToPrimitiveUnion<PointerType>;
19
+
20
+ const enum PointerEnumType {
21
+ PointerDown = "pointerdown",
22
+ PointerUp = "pointerup",
23
+ PointerMove = "pointermove",
24
+ }
25
+ const enum KeyboardEnumType {
26
+ KeyDown = "keydown",
27
+ KeyUp = "keyup",
28
+ KeyPressed = "keypress"
29
+ }
30
+
31
+ export const enum InputEvents {
32
+ PointerDown = "pointerdown",
33
+ PointerUp = "pointerup",
34
+ PointerMove = "pointermove",
35
+ KeyDown = "keydown",
36
+ KeyUp = "keyup",
37
+ KeyPressed = "keypress"
38
+ }
39
+
40
+ /** e.g. `pointerdown` */
41
+ type PointerEventNames = EnumToPrimitiveUnion<PointerEnumType>;
42
+ type KeyboardEventNames = EnumToPrimitiveUnion<KeyboardEnumType>;
43
+ export type InputEventNames = PointerEventNames | KeyboardEventNames;
44
+
45
+ declare type PointerEventListener = (evt: NEPointerEvent) => void;
46
+ declare type KeyboardEventListener = (evt: NEKeyboardEvent) => void;
47
+ declare type InputEventListener = PointerEventListener | KeyboardEventListener;
48
+
49
+
50
+
51
+ export declare type NEPointerEventInit = PointerEventInit &
52
+ {
53
+ clientZ?: number;
54
+ origin: object;
55
+ pointerId: number;
56
+ /** the index of the device */
57
+ deviceIndex: number;
58
+ pointerType: PointerTypeNames;
59
+ mode: XRTargetRayMode,
60
+ ray?: Ray;
61
+ /** The control object for this input. In the case of spatial devices the controller,
62
+ * otherwise a generated object in screen space. The object may not be in the scene. */
63
+ device: IGameObject;
64
+ buttonName: ButtonName | "none";
65
+ }
66
+
67
+ declare type OnPointerHitsEvent = (args: OnPointerHitEvent) => void;
68
+ declare type OnPointerHitEvent = {
69
+ /** The object that raised the event */
70
+ sender: object;
71
+ /** The pointer event that invoked the event */
72
+ event: NEPointerEvent;
73
+ /** The intersections that were generated from this event (or are associated with this event in any way) */
74
+ hits: Intersection[];
75
+ }
76
+ export interface IPointerHitEventReceiver {
77
+ onPointerHits: OnPointerHitsEvent;
78
+ }
79
+
80
+ /** An intersection that is potentially associated with a pointer event */
81
+ export declare type NEPointerEventIntersection = Intersection & { event?: NEPointerEvent };
82
+
83
+ /**
84
+ * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
85
+ */
86
+ export class NEPointerEvent extends PointerEvent {
87
+
88
+ /**
89
+ * Spatial input data
90
+ */
91
+ clientZ?: number;
92
+
93
+ /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
94
+ readonly deviceIndex: number;
95
+
96
+ /** The origin of the event contains a reference to the creator of this event.
97
+ * This can be the Needle Engine input system or e.g. a XR controller.
98
+ * Implement `onPointerHits` to receive the intersections of this event.
99
+ */
100
+ readonly origin: object & Partial<IPointerHitEventReceiver>;
101
+
102
+ /** the browser event that triggered this event (if any) */
103
+ readonly source: Event | null;
104
+
105
+ /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
106
+ readonly mode: XRTargetRayMode | "transient-pointer";
107
+
108
+ /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
109
+ get isSpatial() {
110
+ return this.mode != "screen";
111
+ }
112
+
113
+ /** A ray in worldspace for the event.
114
+ * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
115
+ get ray(): Ray {
116
+ if (!this._ray) {
117
+ this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
118
+ }
119
+ return this._ray;
120
+ }
121
+ private set ray(value: Ray) { this._ray = value; }
122
+ /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
123
+ get hasRay() { return this._ray !== undefined; }
124
+ private _ray: Ray | undefined;
125
+
126
+ /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
127
+ * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
128
+ */
129
+ readonly space: IGameObject;
130
+
131
+ /** true if this event is a click */
132
+ isClick: boolean = false;
133
+ /** true if this event is a double click */
134
+ isDoubleClick: boolean = false;
135
+
136
+ /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
137
+ get used() { return this._used; }
138
+ private _used: boolean = false;
139
+ /** Call to mark an event to be used */
140
+ use() {
141
+ this._used = true;
142
+ }
143
+
144
+ /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
145
+ override get pointerId(): number { return this._pointerid; }
146
+ private readonly _pointerid;
147
+
148
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
149
+ /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
150
+ override get pointerType(): PointerTypeNames { return this._pointerType; }
151
+ private readonly _pointerType: PointerTypeNames;
152
+
153
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
154
+ /** The input that raised this event like `pointerdown` */
155
+ override get type(): InputEventNames { return this._type; }
156
+ private readonly _type: InputEventNames;
157
+
158
+ /** metadata can be used to associate additional information with the event */
159
+ readonly metadata = {}
160
+
161
+ /** intersections that were generated from this event (or are associated with this event in any way) */
162
+ readonly intersections = new Array<NEPointerEventIntersection>();
163
+
164
+ constructor(type: InputEvents | InputEventNames, source: Event | null, init: NEPointerEventInit) {
165
+ super(type, init);
166
+ this.clientZ = init.clientZ;
167
+ // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
168
+ // so we have to be careful if we override properties - we then also need to set them in the constructor
169
+ this._pointerid = init.pointerId;
170
+ this._pointerType = init.pointerType;
171
+ this._type = type;
172
+
173
+ this.deviceIndex = init.deviceIndex;
174
+ this.origin = init.origin;
175
+ this.source = source;
176
+ this.mode = init.mode;
177
+ this._ray = init.ray;
178
+ this.space = init.device;
179
+ }
180
+
181
+ private _immediatePropagationStopped = false;
182
+ get immediatePropagationStopped() {
183
+ return this._immediatePropagationStopped;
184
+ }
185
+ private _propagationStopped = false;
186
+ get propagationStopped() {
187
+ return this._immediatePropagationStopped || this._propagationStopped;
188
+ }
189
+
190
+ stopImmediatePropagation(): void {
191
+ this._immediatePropagationStopped = true;
192
+ super.stopImmediatePropagation();
193
+ this.source?.stopImmediatePropagation();
194
+ }
195
+ stopPropagation(): void {
196
+ this._propagationStopped = true;
197
+ super.stopPropagation();
198
+ this.source?.stopPropagation();
199
+ if (debug) console.warn("Stop propagation...", this.pointerId, this.pointerType)
200
+ }
201
+ }
202
+ export class NEKeyboardEvent extends KeyboardEvent {
203
+ source?: Event
204
+ constructor(type: InputEvents, source: Event, init: KeyboardEventInit) {
205
+ super(type, init)
206
+ this.source = source;
207
+ }
208
+ stopImmediatePropagation(): void {
209
+ super.stopImmediatePropagation();
210
+ this.source?.stopImmediatePropagation();
211
+ }
212
+ }
213
+
214
+ export class KeyEventArgs {
215
+ key: string;
216
+ keyType: string;
217
+ source?: Event;
218
+ constructor(evt: KeyboardEvent) {
219
+ this.key = evt.key;
220
+ this.keyType = evt.type;
221
+ this.source = evt;
222
+ }
223
+ }
224
+
225
+
226
+
227
+ export enum InputEventQueue {
228
+ Early = -100,
229
+ Default = 0,
230
+ Late = 100,
231
+ }
232
+
233
+ declare type EventListenerOptions = {
234
+ /** For addEventListener: The queue to add the listener to. Listeners in the same queue are called in the order they were added. Default is 0.
235
+ * For removeEventListener: The queue to remove the listener from. If no queue is specified the listener will be removed from all queues
236
+ */
237
+ queue?: InputEventQueue | number;
238
+ /** If true, the listener will be removed after it is invoked once. */
239
+ once?: boolean;
240
+ /** The listener will be removed when the given AbortSignal object's `abort()` method is called. If not specified, no AbortSignal is associated with the listener. */
241
+ signal?: AbortSignal;
242
+ }
243
+
244
+ /**
245
+ * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
246
+ */
247
+ export class Input implements IInput {
248
+
249
+ /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
250
+ * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
251
+ * Listeners per event are sorted
252
+ */
253
+ private readonly _eventListeners: { [key: string]: Array<{ priority: number, listeners: Array<{ callback: InputEventListener, options: EventListenerOptions }> }> } = {};
254
+
255
+ /** Adds an event listener for the specified event type. The callback will be called when the event is triggered.
256
+ * @param type The event type to listen for
257
+ * @param callback The callback to call when the event is triggered
258
+ * @param options The options for adding the event listener.
259
+ * @example Basic usage:
260
+ * ```ts
261
+ * input.addEventListener("pointerdown", (evt) => {
262
+ * console.log("Pointer down", evt.pointerId, evt.pointerType);
263
+ * });
264
+ * ```
265
+ * @example Adding a listener that is called after all other listeners
266
+ * By using a higher value for the queue the listener will be called after other listeners (default queue is 0).
267
+ * ```ts
268
+ * input.addEventListener("pointerdown", (evt) => {
269
+ * console.log("Pointer down", evt.pointerId, evt.pointerType);
270
+ * }, { queue: 10 });
271
+ * ```
272
+ * @example Adding a listener that is only called once
273
+ * ```ts
274
+ * input.addEventListener("pointerdown", (evt) => {
275
+ * console.log("Pointer down", evt.pointerId, evt.pointerType);
276
+ * }, { once: true });
277
+ * ```
278
+ */
279
+ addEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
280
+ addEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
281
+ addEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
282
+ if (!this._eventListeners[type]) this._eventListeners[type] = [];
283
+
284
+ if (!callback || typeof callback !== "function") {
285
+ console.error("Invalid call to addEventListener: callback is required and must be a function!");
286
+ return;
287
+ }
288
+
289
+ if (!options) options = {};
290
+ // create a copy of the options object to avoid the original object being modified
291
+ else options = { ...options };
292
+
293
+ let queue = 0;
294
+ if (options?.queue != undefined) queue = options.queue;
295
+
296
+ const listeners = this._eventListeners[type];
297
+ const queueListeners = listeners.find(l => l.priority === queue);
298
+ if (!queueListeners) {
299
+ listeners.push({ priority: queue, listeners: [{ callback, options }] });
300
+ // ensure we sort the listeners by priority
301
+ listeners.sort((a, b) => a.priority - b.priority);
302
+ } else {
303
+ queueListeners.listeners.push({ callback, options });
304
+ }
305
+ }
306
+ /** Removes the event listener from the specified event type. If no queue is specified the listener will be removed from all queues.
307
+ * @param type The event type to remove the listener from
308
+ * @param callback The callback to remove
309
+ * @param options The options for removing the event listener
310
+ */
311
+ removeEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
312
+ removeEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
313
+ removeEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
314
+ if (!this._eventListeners[type]) return;
315
+ if (!callback) return;
316
+ const listeners = this._eventListeners[type];
317
+ // if a specific queue is requested the callback should only be removed from that queue
318
+ if (options?.queue != undefined) {
319
+ const queueListeners = listeners.find(l => l.priority === options.queue);
320
+ if (!queueListeners) return;
321
+ const index = queueListeners.listeners.findIndex(l => l.callback === callback);
322
+ if (index >= 0) queueListeners.listeners.splice(index, 1);
323
+ }
324
+ // if no queue is requested the callback will be removed from all queues
325
+ else {
326
+ for (const l of listeners) {
327
+ const index = l.listeners.findIndex(l => l.callback === callback);
328
+ if (index >= 0) l.listeners.splice(index, 1);
329
+ }
330
+ }
331
+ }
332
+ private dispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
333
+ /** True when the next event queue should not be invoked */
334
+ let preventNextEventQueue = false;
335
+
336
+ // Handle keyboard event
337
+ if (evt instanceof NEKeyboardEvent) {
338
+ const listeners = this._eventListeners[evt.type];
339
+ if (listeners) {
340
+ for (const queue of listeners) {
341
+ for (let i = 0; i < queue.listeners.length; i++) {
342
+ const entry = queue.listeners[i];
343
+ // if the abort signal is aborted we remove the listener and will not invoke it
344
+ if (entry.options?.signal?.aborted) {
345
+ queue.listeners.splice(i, 1);
346
+ i--;
347
+ continue;
348
+ }
349
+ // if the event should only be invoked once then we remove the listener before invoking it
350
+ if (entry.options.once) {
351
+ queue.listeners.splice(i, 1);
352
+ i--;
353
+ }
354
+ (entry.callback as KeyboardEventListener)(evt);
355
+ }
356
+ }
357
+ }
358
+ }
359
+
360
+ // Hnadle pointer event
361
+ if (evt instanceof NEPointerEvent) {
362
+ const listeners = this._eventListeners[evt.type];
363
+ if (listeners) {
364
+ for (const queue of listeners) {
365
+ if (preventNextEventQueue) break;
366
+ for (let i = 0; i < queue.listeners.length; i++) {
367
+ const entry = queue.listeners[i];
368
+
369
+ // if the abort signal is aborted we remove the listener and will not invoke it
370
+ if (entry.options?.signal?.aborted) {
371
+ queue.listeners.splice(i, 1);
372
+ i--;
373
+ continue;
374
+ }
375
+ // if immediatePropagationStopped is true we stop propagation altogether
376
+ if (evt.immediatePropagationStopped) {
377
+ preventNextEventQueue = true;
378
+ if (debug) console.log("immediatePropagationStopped", evt.type);
379
+ break;
380
+ }
381
+ // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
382
+ else if (evt.propagationStopped) {
383
+ preventNextEventQueue = true;
384
+ if (debug) console.log("propagationStopped", evt.type);
385
+ // we do not break here but continue invoking the listeners in the queue
386
+ }
387
+
388
+ // if the event should only be invoked once then we remove the listener before invoking it
389
+ if (entry.options.once) {
390
+ queue.listeners.splice(i, 1);
391
+ i--;
392
+ }
393
+ (entry.callback as PointerEventListener)(evt);
394
+ }
395
+ }
396
+ }
397
+ }
398
+ }
399
+
400
+
401
+ _doubleClickTimeThreshold = .2;
402
+ _longPressTimeThreshold = 1;
403
+
404
+ get mousePosition(): Vector2 { return this._pointerPositions[0]; };
405
+ get mousePositionRC(): Vector2 { return this._pointerPositionsRC[0]; }
406
+ get mouseDown(): boolean { return this._pointerDown[0]; }
407
+ get mouseUp(): boolean { return this._pointerUp[0]; }
408
+ /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
409
+ get mouseClick(): boolean { return this._pointerClick[0]; }
410
+ /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
411
+ get mouseDoubleClick(): boolean { return this._pointerDoubleClick[0]; }
412
+ get mousePressed(): boolean { return this._pointerPressed[0]; }
413
+ get mouseWheelChanged(): boolean { return this.getMouseWheelChanged(0); }
414
+
415
+ /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
416
+ get click(): boolean { return this._pointerClick[0]; }
417
+ /** Was a double click detected for the primary pointer? */
418
+ get doubleClick(): boolean { return this._pointerDoubleClick[0]; }
419
+
420
+ /**
421
+ * Get a connected Gamepad
422
+ * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
423
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
424
+ * @returns The gamepad or null if no gamepad is connected
425
+ */
426
+ getGamepad(index: number = 0): Gamepad | null {
427
+ if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
428
+ return navigator.getGamepads()[index] || null;
429
+ }
430
+ return null;
431
+ }
432
+
433
+ private readonly _setCursorTypes: CursorTypeName[] = [];
434
+
435
+ /** @deprecated use setCursor("pointer") */
436
+ setCursorPointer() {
437
+ this.setCursor("pointer");
438
+ }
439
+ /** @deprecated use unsetCursor() */
440
+ setCursorNormal() {
441
+ this.unsetCursor("pointer");
442
+ }
443
+ /**
444
+ * Set a custom cursor. This will set the cursor type until unsetCursor is called
445
+ */
446
+ setCursor(type: CursorTypeName) {
447
+ this._setCursorTypes.push(type);
448
+ if (this._setCursorTypes.length > 10) {
449
+ this._setCursorTypes.shift();
450
+ }
451
+ this.updateCursor();
452
+ }
453
+ /**
454
+ * Unset a custom cursor. This will set the cursor type to the previous type or default
455
+ */
456
+ unsetCursor(type: CursorTypeName) {
457
+ for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
458
+ if (this._setCursorTypes[i] === type) {
459
+ this._setCursorTypes.splice(i, 1);
460
+ this.updateCursor();
461
+ break;
462
+ }
463
+ }
464
+ }
465
+ private updateCursor() {
466
+ if (this._setCursorTypes?.length == 0)
467
+ this.context.domElement.style.cursor = "default";
468
+ else this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
469
+ }
470
+
471
+ /**
472
+ * Check if a pointer id is currently used.
473
+ */
474
+ getIsPointerIdInUse(pointerId: number) {
475
+ for (const evt of this._pointerEventsPressed) {
476
+ if (evt.pointerId === pointerId) {
477
+ if (evt.used) return true;
478
+ }
479
+ }
480
+ return false;
481
+ }
482
+ /** how many pointers are currently pressed */
483
+ getPointerPressedCount(): number {
484
+ let count = 0;
485
+ for (let i = 0; i < this._pointerPressed.length; i++) {
486
+ if (this._pointerPressed[i]) {
487
+ count++;
488
+ }
489
+ }
490
+ return count;
491
+ }
492
+
493
+ /**
494
+ * Gets the position of the given pointer index in pixel
495
+ * @param i The pointer index
496
+ * @returns The position of the pointer in pixel
497
+ */
498
+ getPointerPosition(i: number): Vector2 | null {
499
+ if (i >= this._pointerPositions.length) return null;
500
+ return this._pointerPositions[i];
501
+ }
502
+ getPointerPositionLastFrame(i: number): Vector2 | null {
503
+ if (i >= this._pointerPositionsLastFrame.length) return null;
504
+ return this._pointerPositionsLastFrame[i];
505
+ }
506
+ getPointerPositionDelta(i: number): Vector2 | null {
507
+ if (i >= this._pointerPositionsDelta.length) return null;
508
+ return this._pointerPositionsDelta[i];
509
+ }
510
+ /**
511
+ * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
512
+ * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
513
+ */
514
+ getPointerPositionRC(i: number): Vector2 | null {
515
+ if (i >= this._pointerPositionsRC.length) return null;
516
+ return this._pointerPositionsRC[i];
517
+ }
518
+ getPointerDown(i: number): boolean {
519
+ if (i >= this._pointerDown.length) return false;
520
+ return this._pointerDown[i];
521
+ }
522
+ getPointerUp(i: number): boolean {
523
+ if (i >= this._pointerUp.length) return false;
524
+ return this._pointerUp[i];
525
+ }
526
+ getPointerPressed(i: number): boolean {
527
+ if (i >= this._pointerPressed.length) return false;
528
+ const res = this._pointerPressed[i];
529
+ // if (i === 0) console.log(...this._pointerIds);
530
+ return res;
531
+ }
532
+ getPointerClicked(i: number): boolean {
533
+ if (i >= this._pointerClick.length) return false;
534
+ return this._pointerClick[i];
535
+ }
536
+ getPointerDoubleClicked(i: number): boolean {
537
+ if (i >= this._pointerDoubleClick.length) return false;
538
+ return this._pointerDoubleClick[i];
539
+ }
540
+ getPointerDownTime(i: number): number {
541
+ if (i >= this._pointerDownTime.length) return -1;
542
+ return this._pointerDownTime[i];
543
+ }
544
+ getPointerUpTime(i: number): number {
545
+ if (i >= this._pointerUpTime.length) return -1;
546
+ return this._pointerUpTime[i];
547
+ }
548
+ getPointerLongPress(i: number): boolean {
549
+ if (i >= this._pointerDownTime.length) return false;
550
+ return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
551
+ }
552
+ getIsMouse(i: number): boolean {
553
+ if (i < 0 || i >= this._pointerTypes.length) return false;
554
+ return this._pointerTypes[i] === PointerType.Mouse;
555
+ }
556
+ getIsTouch(i: number): boolean {
557
+ if (i < 0 || i >= this._pointerTypes.length) return false;
558
+ return this._pointerTypes[i] === PointerType.Touch;
559
+ }
560
+ getTouchesPressedCount(): number {
561
+ let count = 0;
562
+ for (let i = 0; i < this._pointerPressed.length; i++) {
563
+ if (this._pointerPressed[i] && this.getIsTouch(i)) {
564
+ count++;
565
+ }
566
+ }
567
+ return count;
568
+ }
569
+ getMouseWheelChanged(i: number = 0): boolean {
570
+ if (i >= this._mouseWheelChanged.length) return false;
571
+ return this._mouseWheelChanged[i];
572
+ }
573
+ getMouseWheelDeltaY(i: number = 0): number {
574
+ if (i >= this._mouseWheelDeltaY.length) return 0;
575
+ return this._mouseWheelDeltaY[i];
576
+ }
577
+ getPointerEvent(i: number): Event | undefined {
578
+ if (i >= this._pointerEvent.length) return undefined;
579
+ return this._pointerEvent[i] ?? undefined;
580
+ }
581
+ *foreachPointerId(pointerType?: string | PointerType | string[] | PointerType[]): Generator<number> {
582
+ for (let i = 0; i < this._pointerTypes.length; i++) {
583
+ // check if the pointer is active
584
+ if (this._pointerIsActive(i)) {
585
+ // if specific pointer types are requested
586
+ if (pointerType !== undefined) {
587
+ const type = this._pointerTypes[i];
588
+ if (Array.isArray(pointerType)) {
589
+ let isInArray = false;
590
+ for (const t of pointerType) {
591
+ if (type === t) {
592
+ isInArray = true;
593
+ break;
594
+ }
595
+ }
596
+ if (!isInArray) continue;
597
+ } else {
598
+ if (pointerType !== type) continue;
599
+ }
600
+ }
601
+ yield i;
602
+ }
603
+ }
604
+ }
605
+ *foreachTouchId(): Generator<number> {
606
+ for (let i = 0; i < this._pointerTypes.length; i++) {
607
+ const type = this._pointerTypes[i];
608
+ if (type !== PointerType.Touch) continue;
609
+ if (this._pointerIsActive[i])
610
+ yield i;
611
+ }
612
+ }
613
+
614
+ private _pointerIsActive(index: number) {
615
+ if (index < 0) return false;
616
+ return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
617
+ }
618
+
619
+ private context: Context;
620
+
621
+ private _pointerDown: boolean[] = [false];
622
+ private _pointerUp: boolean[] = [false];
623
+ private _pointerClick: boolean[] = [false];
624
+ private _pointerDoubleClick: boolean[] = [false];
625
+ private _pointerPressed: boolean[] = [false];
626
+ private _pointerPositions: Vector2[] = [new Vector2()];
627
+ private _pointerPositionsLastFrame: Vector2[] = [new Vector2()];
628
+ private _pointerPositionsDelta: Vector2[] = [new Vector2()];
629
+ private _pointerPositionsRC: Vector2[] = [new Vector2()];
630
+ private _pointerPositionDown: Vector3[] = [new Vector3()];
631
+ private _pointerDownTime: number[] = [];
632
+ private _pointerUpTime: number[] = [];
633
+ private _pointerUpTimestamp: number[] = [];
634
+ private _pointerIds: number[] = [];
635
+ private _pointerTypes: string[] = [""];
636
+ private _mouseWheelChanged: boolean[] = [false];
637
+ private _mouseWheelDeltaY: number[] = [0];
638
+ private _pointerEvent: Event[] = [];
639
+ /** current pressed pointer events. Used to check if any of those events was used */
640
+ private _pointerEventsPressed: NEPointerEvent[] = [];
641
+ /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
642
+ private _pointerSpace: IGameObject[] = [];
643
+
644
+
645
+ private readonly _pressedStack = new Map<number, number[]>();
646
+ private onDownButton(pointerId: number, button: number) {
647
+ let stack = this._pressedStack.get(pointerId);
648
+ if (!stack) {
649
+ stack = [];
650
+ this._pressedStack.set(pointerId, stack);
651
+ }
652
+ stack.push(button);
653
+ }
654
+ private onReleaseButton(pointerId: number, button: number) {
655
+ const stack = this._pressedStack.get(pointerId);
656
+ if (!stack) return;
657
+ const index = stack.indexOf(button);
658
+ if (index >= 0) stack.splice(index, 1);
659
+ }
660
+ /** the first button that was down and is currently pressed */
661
+ getFirstPressedButtonForPointer(pointerId: number): number | undefined {
662
+ const stack = this._pressedStack.get(pointerId);
663
+ if (!stack) return undefined;
664
+ return stack[0];
665
+ }
666
+ /** the last (most recent) button that was down and is currently pressed */
667
+ getLatestPressedButtonForPointer(pointerId: number): number | undefined {
668
+ const stack = this._pressedStack.get(pointerId);
669
+ if (!stack) return undefined;
670
+ return stack[stack.length - 1];
671
+ }
672
+
673
+
674
+
675
+ getKeyDown(): string | null {
676
+ for (const key in this.keysPressed) {
677
+ const k = this.keysPressed[key];
678
+ if (k.startFrame === this.context.time.frameCount) return k.key;
679
+ }
680
+ return null;
681
+ }
682
+ getKeyPressed(): string | null {
683
+ for (const key in this.keysPressed) {
684
+ const k = this.keysPressed[key];
685
+ if (k.pressed)
686
+ return k.key;
687
+ }
688
+ return null;
689
+ }
690
+ isKeyDown(keyCode: KeyCode | ({} & string)) {
691
+ if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
692
+ const codes = this.getCodeForCommonKeyName(keyCode);
693
+ if (codes !== null) {
694
+ for (const code of codes) if (this.isKeyDown(code)) return true;
695
+ return false;
696
+ }
697
+ return this.keysPressed[keyCode]?.startFrame === this.context.time.frameCount && this.keysPressed[keyCode].pressed;
698
+ }
699
+ isKeyUp(keyCode: KeyCode | ({} & string)) {
700
+ if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
701
+ const codes = this.getCodeForCommonKeyName(keyCode);
702
+ if (codes !== null) {
703
+ for (const code of codes) if (this.isKeyUp(code)) return true;
704
+ return false;
705
+ }
706
+ return this.keysPressed[keyCode]?.frame === this.context.time.frameCount && !this.keysPressed[keyCode].pressed;
707
+ }
708
+ isKeyPressed(keyCode: KeyCode | ({} & string)) {
709
+ if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
710
+ const codes = this.getCodeForCommonKeyName(keyCode);
711
+ if (codes !== null) {
712
+ for (const code of codes) if (this.isKeyPressed(code)) return true;
713
+ return false;
714
+ }
715
+ return this.keysPressed[keyCode]?.pressed;// && time.frameCount - this.keysPressed[keyCode].frame < 100;
716
+ }
717
+
718
+ // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
719
+ private getCodeForCommonKeyName(keyName: string): string[] | null {
720
+ if (keyName.length === 1) {
721
+ // check if this is a digit
722
+ if (keyName >= "0" && keyName <= "9")
723
+ return ["Digit" + keyName];
724
+ // check if this is a letter
725
+ if (keyName >= "a" && keyName <= "z")
726
+ return ["Key" + keyName.toUpperCase()];
727
+ if (keyName == " ")
728
+ return ["Space"];
729
+ }
730
+ switch (keyName) {
731
+ case "shift":
732
+ case "Shift":
733
+ return ["ShiftLeft", "ShiftRight"];
734
+ case "control":
735
+ case "Control":
736
+ return ["ControlLeft", "ControlRight"];
737
+ case "alt":
738
+ case "Alt":
739
+ return ["AltLeft", "AltRight"];
740
+ }
741
+ return null;
742
+ }
743
+
744
+ createInputEvent(args: NEPointerEvent) {
745
+ // TODO: technically we would need to check for circular invocations here!
746
+ switch (args.type) {
747
+ case InputEvents.PointerDown:
748
+ if (debug) showBalloonMessage("Create Pointer down");
749
+ this.onDownButton(args.deviceIndex, args.button);
750
+ this.onDown(args);
751
+ break;
752
+ case InputEvents.PointerMove:
753
+ if (debug) showBalloonMessage("Create Pointer move");
754
+ this.onMove(args);
755
+ break;
756
+ case InputEvents.PointerUp:
757
+ if (debug) showBalloonMessage("Create Pointer up");
758
+ this.onUp(args);
759
+ this.onReleaseButton(args.deviceIndex, args.button);
760
+ break;
761
+ }
762
+ }
763
+
764
+ convertScreenspaceToRaycastSpace<T extends Vec2 | Vector2>(vec2: T): T {
765
+ vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
766
+ vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
767
+ return vec2;
768
+ }
769
+
770
+ /** @internal */
771
+ constructor(context: Context) {
772
+ this.context = context;
773
+ this.context.post_render_callbacks.push(this.onEndOfFrame);
774
+ }
775
+
776
+ /** this is the html element we subscribed to for events */
777
+ private _htmlEventSource!: HTMLElement;
778
+
779
+ bindEvents() {
780
+ this.unbindEvents();
781
+
782
+ // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
783
+ // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
784
+ this._htmlEventSource = this.context.renderer.domElement;
785
+
786
+ window.addEventListener('contextmenu', this.onContextMenu);
787
+
788
+ this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
789
+ window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
790
+ window.addEventListener('pointerup', this.onPointerUp, { passive: true });
791
+ window.addEventListener('pointercancel', this.onPointerCancel, { passive: true })
792
+
793
+ window.addEventListener("touchstart", this.onTouchStart, { passive: true });
794
+ window.addEventListener("touchmove", this.onTouchMove, { passive: true });
795
+ window.addEventListener("touchend", this.onTouchEnd, { passive: true });
796
+
797
+ this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
798
+ window.addEventListener("wheel", this.onWheelWindow, { passive: true })
799
+
800
+ window.addEventListener("keydown", this.onKeyDown, false);
801
+ window.addEventListener("keypress", this.onKeyPressed, false);
802
+ window.addEventListener("keyup", this.onKeyUp, false);
803
+
804
+ // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
805
+ window.addEventListener('blur', this.onLostFocus);
806
+ }
807
+
808
+ unbindEvents() {
809
+ window.removeEventListener('contextmenu', this.onContextMenu);
810
+
811
+ this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
812
+ window.removeEventListener('pointermove', this.onPointerMove);
813
+ window.removeEventListener('pointerup', this.onPointerUp);
814
+ window.removeEventListener('pointercancel', this.onPointerCancel);
815
+
816
+ window.removeEventListener("touchstart", this.onTouchStart);
817
+ window.removeEventListener("touchmove", this.onTouchMove);
818
+ window.removeEventListener("touchend", this.onTouchEnd);
819
+
820
+ this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
821
+ window.removeEventListener("wheel", this.onWheelWindow, false);
822
+
823
+ window.removeEventListener("keydown", this.onKeyDown, false);
824
+ window.removeEventListener("keypress", this.onKeyPressed, false);
825
+ window.removeEventListener("keyup", this.onKeyUp, false);
826
+
827
+ window.removeEventListener('blur', this.onLostFocus);
828
+ }
829
+
830
+ dispose() {
831
+ const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
832
+ if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
833
+ this.unbindEvents();
834
+ }
835
+
836
+ private onLostFocus = () => {
837
+ for (const kp in this.keysPressed) {
838
+ this.keysPressed[kp].pressed = false;
839
+ }
840
+ }
841
+
842
+ private readonly _receivedPointerMoveEventsThisFrame = new Array<number>;
843
+
844
+ private onEndOfFrame = () => {
845
+ this._receivedPointerMoveEventsThisFrame.length = 0;
846
+ for (let i = 0; i < this._pointerUp.length; i++)
847
+ this._pointerUp[i] = false;
848
+ for (let i = 0; i < this._pointerDown.length; i++)
849
+ this._pointerDown[i] = false;
850
+ for (let i = 0; i < this._pointerClick.length; i++)
851
+ this._pointerClick[i] = false;
852
+ for (let i = 0; i < this._pointerDoubleClick.length; i++)
853
+ this._pointerDoubleClick[i] = false;
854
+ for (const pt of this._pointerPositionsDelta)
855
+ pt.set(0, 0);
856
+ for (let i = 0; i < this._mouseWheelChanged.length; i++)
857
+ this._mouseWheelChanged[i] = false;
858
+ for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
859
+ this._mouseWheelDeltaY[i] = 0;
860
+ }
861
+
862
+ private canReceiveInput(evt: Event) {
863
+ // If the user has HTML objects ontop of the canvas
864
+ // if(evt.target === this.context.renderer.domElement) return true;
865
+ // const css = window.getComputedStyle(evt.target as HTMLElement);
866
+ // if(css.pointerEvents === "all") return false;
867
+ // We only check the target elements here since the canvas may be overlapped by other elements
868
+ // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
869
+ if (evt.target === this.context.renderer?.domElement) return true;
870
+ if (evt.target === this.context.domElement) return true;
871
+
872
+ // if we are in AR we always want to receive touches because the canvas is the whole screen.
873
+ // See https://linear.app/needle/issue/NE-4345
874
+ if (this.context.isInAR) {
875
+ return true;
876
+ }
877
+
878
+ // looks like in Mozilla WebXR viewer the target element is the body
879
+ if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR()) return true;
880
+
881
+ if (debug) console.warn("CanReceiveInput:False for", evt.target);
882
+ return false;
883
+ }
884
+
885
+ private onContextMenu = (evt: Event) => {
886
+ if (this.canReceiveInput(evt) === false)
887
+ return;
888
+ if (evt instanceof PointerEvent) {
889
+ // for longpress on touch there might open a context menu
890
+ // in which case we set the pointer pressed back to false (resetting the pressed pointer)
891
+ // we need to emit a pointer up event here as well
892
+ if (evt.pointerType === "touch") {
893
+ // for (const index in this._pointerPressed) {
894
+ // if (this._pointerTypes[index] === PointerType.Touch) {
895
+ // // this._pointerPressed[index] = false;
896
+ // // this throws orbit controls?
897
+ // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
898
+ // // this.onUp(ne);
899
+ // }
900
+ // }
901
+ }
902
+ }
903
+ }
904
+
905
+ private keysPressed: { [key: KeyCode | string]: { pressed: boolean, frame: number, startFrame: number, key: string, code: KeyCode | string } } = {};
906
+
907
+ private onKeyDown = (evt: KeyboardEvent) => {
908
+ if (debug) console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
909
+ if (!this.context.application.hasFocus)
910
+ return;
911
+ const ex = this.keysPressed[evt.code];
912
+ if (ex && ex.pressed) return;
913
+ this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
914
+ const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
915
+ this.onDispatchEvent(ne);
916
+ }
917
+ private onKeyPressed = (evt: KeyboardEvent) => {
918
+ if (!this.context.application.hasFocus)
919
+ return;
920
+ const p = this.keysPressed[evt.code];
921
+ if (!p) return;
922
+ p.pressed = true;
923
+ p.frame = this.context.time.frameCount + 1;
924
+ const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
925
+ this.onDispatchEvent(ne);
926
+
927
+ }
928
+ private onKeyUp = (evt: KeyboardEvent) => {
929
+ if (!this.context.application.hasFocus)
930
+ return;
931
+ const p = this.keysPressed[evt.code];
932
+ if (!p) return;
933
+ p.pressed = false;
934
+ p.frame = this.context.time.frameCount + 1;
935
+ const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
936
+ this.onDispatchEvent(ne);
937
+ }
938
+
939
+ private onWheelWindow = (evt: WheelEvent) => {
940
+ // check if we are in pointer lock mode
941
+ if (document.pointerLockElement) {
942
+ // only if yes we want to use the mouse wheel as a pointer event
943
+ this.onMouseWheel(evt);
944
+ }
945
+ };
946
+ private onMouseWheel = (evt: WheelEvent) => {
947
+ if (this.canReceiveInput(evt) === false) return;
948
+ if (this._mouseWheelDeltaY.length <= 0) this._mouseWheelDeltaY.push(0);
949
+ if (this._mouseWheelChanged.length <= 0) this._mouseWheelChanged.push(false);
950
+ this._mouseWheelChanged[0] = true;
951
+ const current = this._mouseWheelDeltaY[0];
952
+ this._mouseWheelDeltaY[0] = current + evt.deltaY;
953
+ }
954
+ private onPointerDown = (evt: PointerEvent) => {
955
+ if (this.context.isInAR) return;
956
+ if (this.canReceiveInput(evt) === false) return;
957
+ if (evt.target instanceof HTMLElement) {
958
+ evt.target.setPointerCapture(evt.pointerId);
959
+ }
960
+ const id = this.getPointerId(evt);
961
+ if (debug) showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
962
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
963
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
964
+ this.onDown(ne);
965
+ }
966
+ private onPointerMove = (evt: PointerEvent) => {
967
+ if (this.context.isInAR) return;
968
+
969
+ // Prevent multiple pointerMove events per frame
970
+ if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId)) return;
971
+ this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
972
+
973
+ // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
974
+ // if (this.canReceiveInput(evt) === false) return;
975
+
976
+ let button = evt.button;
977
+ if (evt.pointerType === "mouse") {
978
+ const pressedButton = this.getFirstPressedButtonForPointer(0);
979
+ button = pressedButton ?? 0;
980
+ }
981
+ const id = this.getPointerId(evt, button);
982
+ if (button === -1) {
983
+ button = id;
984
+ }
985
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
986
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
987
+ this.onMove(ne);
988
+ }
989
+ private onPointerCancel = (evt: PointerEvent) => {
990
+ if (this.context.isInAR) return;
991
+ if (debug) console.log("Pointer cancel", evt);
992
+ // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
993
+ this.onPointerUp(evt);
994
+ }
995
+ private onPointerUp = (evt: PointerEvent) => {
996
+ if (this.context.isInAR) return;
997
+ if (evt.target instanceof HTMLElement) {
998
+ evt.target.releasePointerCapture(evt.pointerId);
999
+ }
1000
+ // the pointer up event should always be handled
1001
+ // if (this.canReceiveInput(evt) === false) return;
1002
+ const id = this.getPointerId(evt);
1003
+ // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
1004
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
1005
+ this.onUp(ne);
1006
+ this._pointerIds[id] = -1;
1007
+ if (debug) console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
1008
+ }
1009
+
1010
+ private getPointerId(evt: PointerEvent, button?: number): number {
1011
+ if (evt.pointerType === "mouse") return 0 + (button ?? evt.button);
1012
+ return this.getPointerIndex(evt.pointerId);
1013
+ }
1014
+ private getButtonName(evt: PointerEvent): MouseButtonName | "unknown" {
1015
+ const button = evt.button;
1016
+ if (evt.pointerType === "mouse") {
1017
+ switch (button) {
1018
+ case 0: return "left";
1019
+ case 1: return "middle";
1020
+ case 2: return "right";
1021
+ }
1022
+ }
1023
+ return "unknown";
1024
+ }
1025
+
1026
+ // the touch events are currently only used for AR support on android
1027
+ private onTouchStart = (evt: TouchEvent) => {
1028
+ if (!this.context.isInAR) return;
1029
+ for (let i = 0; i < evt.changedTouches.length; i++) {
1030
+ const touch = evt.changedTouches[i];
1031
+ const id = this.getPointerIndex(touch.identifier);
1032
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1033
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1034
+ this.onDown(ne);
1035
+ };
1036
+ };
1037
+ private onTouchMove = (evt: TouchEvent) => {
1038
+ if (!this.context.isInAR) return;
1039
+ for (let i = 0; i < evt.changedTouches.length; i++) {
1040
+ const touch = evt.changedTouches[i];
1041
+ const id = this.getPointerIndex(touch.identifier);
1042
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1043
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1044
+ this.onMove(ne);
1045
+ };
1046
+ }
1047
+ private onTouchEnd = (evt: TouchEvent) => {
1048
+ if (!this.context.isInAR) return;
1049
+ for (let i = 0; i < evt.changedTouches.length; i++) {
1050
+ const touch = evt.changedTouches[i];
1051
+ const id = this.getPointerIndex(touch.identifier);
1052
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
1053
+ this.onUp(ne);
1054
+ this._pointerIds[id] = -1;
1055
+ };
1056
+ }
1057
+
1058
+ private readonly tempNearPlaneVector = new Vector3();
1059
+ private readonly tempFarPlaneVector = new Vector3();
1060
+ private readonly tempLookMatrix = new Matrix4();
1061
+ private getAndUpdateSpatialObjectForScreenPosition(id: number, screenX: number, screenY: number): IGameObject {
1062
+ let space = this._pointerSpace[id]
1063
+ if (!space) {
1064
+ space = new Object3D() as unknown as IGameObject;
1065
+ this._pointerSpace[id] = space;
1066
+ }
1067
+ this._pointerSpace[id] = space;
1068
+ const camera = this.context.mainCamera;
1069
+ if (camera) {
1070
+ const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1071
+ this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1072
+ const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1073
+ pointOnNearPlane.unproject(camera);
1074
+ pointOnFarPlane.unproject(camera);
1075
+ const worldUp = (camera as any as IGameObject).worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera))
1076
+ this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1077
+ space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1078
+ space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1079
+ }
1080
+ return space;
1081
+ }
1082
+
1083
+ // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1084
+ // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1085
+ // while (arr.length <= index) arr.push(-1);
1086
+ // if (timestamp === arr[index]) return false;
1087
+ // arr[index] = timestamp;
1088
+ // return true;
1089
+ // }
1090
+
1091
+ private isInRect(e: { clientX: number, clientY: number }): boolean {
1092
+ if (this.context.isInXR) return true;
1093
+ const rect = this.context.domElement.getBoundingClientRect();
1094
+ const px = e.clientX;
1095
+ const py = e.clientY;
1096
+ const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1097
+ if (debug && !isInRect) console.log("Not in rect", rect, px, py);
1098
+ return isInRect;
1099
+
1100
+ }
1101
+
1102
+ private onDown(evt: NEPointerEvent) {
1103
+ const index = evt.pointerId;
1104
+ if (this.getPointerPressed(index)) {
1105
+ console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1106
+ }
1107
+ if (debug) console.log(evt.pointerType, "DOWN", index);
1108
+ if (!this.isInRect(evt)) return;
1109
+ // if (this.isMouseEventFromTouch(evt)) return;
1110
+
1111
+ this.setPointerState(index, this._pointerPressed, true);
1112
+ this.setPointerState(index, this._pointerDown, true);
1113
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1114
+
1115
+ while (index >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
1116
+ this._pointerTypes[index] = evt.pointerType;
1117
+
1118
+ while (index >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector3());
1119
+ this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1120
+ while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1121
+ this._pointerPositions[index].set(evt.clientX, evt.clientY);
1122
+
1123
+ if (index >= this._pointerDownTime.length) this._pointerDownTime.push(0);
1124
+ this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1125
+
1126
+ this.updatePointerPosition(evt);
1127
+
1128
+ this._pointerEventsPressed.push(evt);
1129
+ this.onDispatchEvent(evt);
1130
+ }
1131
+ // moveEvent?: Event;
1132
+ private onMove(evt: NEPointerEvent) {
1133
+ const index = evt.pointerId;
1134
+
1135
+ const isDown = this.getPointerPressed(index);
1136
+ if (isDown === false && !this.isInRect(evt)) return;
1137
+ if (evt.pointerType === PointerType.Touch && !isDown) return;
1138
+ // if (this.isMouseEventFromTouch(evt)) return;
1139
+ // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1140
+
1141
+ this.updatePointerPosition(evt);
1142
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1143
+ this.onDispatchEvent(evt);
1144
+ }
1145
+ private onUp(evt: NEPointerEvent) {
1146
+ const index = evt.pointerId;
1147
+ const wasDown = this.getPointerPressed(index);
1148
+ if (!wasDown) {
1149
+ if (debug) console.log(evt.pointerType, "UP", index, "was not down");
1150
+ return;
1151
+ }
1152
+ // if (this.isMouseEventFromTouch(evt)) return;
1153
+ if (debug) console.log(evt.pointerType, "UP", index);
1154
+
1155
+ this.setPointerState(index, this._pointerPressed, false);
1156
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1157
+ this.setPointerState(index, this._pointerUp, true);
1158
+
1159
+ this.updatePointerPosition(evt);
1160
+
1161
+ for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1162
+ const ptr = this._pointerEventsPressed[i];
1163
+ if (ptr.pointerId === index) {
1164
+ this._pointerEventsPressed.splice(i, 1);
1165
+ break;
1166
+ }
1167
+ }
1168
+
1169
+ if (!this._pointerPositionDown[index]) {
1170
+ if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1171
+ console.warn("Received pointer up event without matching down event for button: " + index)
1172
+ return;
1173
+ }
1174
+
1175
+
1176
+ const lastUpTime = this._pointerUpTime[index];
1177
+ const downTime = this._pointerDownTime[index];
1178
+ const upTime = this.context.time.realtimeSinceStartup;
1179
+ const dt = upTime - downTime;
1180
+ if (index >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
1181
+ this._pointerUpTime[index] = upTime;
1182
+
1183
+ // If the time from down to up is less than 1 second check if it was a click
1184
+ if (dt < 1) {
1185
+ let dx = evt.clientX - this._pointerPositionDown[index].x;
1186
+ let dy = evt.clientY - this._pointerPositionDown[index].y;
1187
+ let dz = 0;
1188
+ if (evt.isSpatial && evt.clientZ != undefined) {
1189
+ dz = evt.clientZ - this._pointerPositionDown[index].z;
1190
+ // spatial clicks remapping
1191
+ dx *= 200;
1192
+ dy *= 200;
1193
+ dz *= 200;
1194
+ }
1195
+
1196
+ if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1197
+ this.setPointerState(index, this._pointerClick, true);
1198
+ evt.isClick = true;
1199
+
1200
+ // handle double click
1201
+ const dt = upTime - lastUpTime;
1202
+ if (debug) console.log("CLICK", index, dx, dy, dz, dt)
1203
+ if (dt < this._doubleClickTimeThreshold && dt > 0) {
1204
+ this.setPointerState(index, this._pointerDoubleClick, true);
1205
+ evt.isDoubleClick = true;
1206
+ }
1207
+ }
1208
+ }
1209
+
1210
+
1211
+ this.onDispatchEvent(evt);
1212
+ }
1213
+
1214
+ private updatePointerPosition(evt: NEPointerEvent) {
1215
+ const index = evt.pointerId;
1216
+
1217
+ while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1218
+ while (index >= this._pointerPositionsLastFrame.length) this._pointerPositionsLastFrame.push(new Vector2());
1219
+ while (index >= this._pointerPositionsDelta.length) this._pointerPositionsDelta.push(new Vector2());
1220
+
1221
+ const lf = this._pointerPositionsLastFrame[index];
1222
+ lf.copy(this._pointerPositions[index]);
1223
+ // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1224
+ const delta = this._pointerPositionsDelta[index];
1225
+ let dx = evt.clientX - lf.x;
1226
+ let dy = evt.clientY - lf.y;
1227
+ // if pointer is locked, clientX and Y are not changed, but Movement is.
1228
+ if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1229
+ const source = evt.source as PointerEvent;
1230
+ if (dx === 0 && source.movementX !== 0)
1231
+ dx = source.movementX || 0;
1232
+ if (dy === 0 && source.movementY !== 0)
1233
+ dy = source.movementY || 0;
1234
+ }
1235
+ delta.x += dx;
1236
+ delta.y += dy;
1237
+
1238
+ this._pointerPositions[index].x = evt.clientX;
1239
+ this._pointerPositions[index].y = evt.clientY;
1240
+
1241
+ // we want to have the position 01 on the canvas for raycasting
1242
+ const px = evt.clientX;
1243
+ const py = evt.clientY;
1244
+ while (index >= this._pointerPositionsRC.length) this._pointerPositionsRC.push(new Vector2());
1245
+ const rc = this._pointerPositionsRC[index];
1246
+ rc.set(px, py);
1247
+ this.convertScreenspaceToRaycastSpace(rc);
1248
+ // console.log(this.context.alias, rc);
1249
+ // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1250
+ // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1251
+ // console.log(evt.button)
1252
+ }
1253
+
1254
+ /** get the next free id */
1255
+ private getPointerIndex(pointerId: number) {
1256
+ // test if theres a pointer with the id
1257
+ let firstFreeIndex = -1;
1258
+ for (let i = 0; i < this._pointerIds.length; i++) {
1259
+ if (this._pointerIds[i] === pointerId) return i;
1260
+ else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1261
+ firstFreeIndex = i;
1262
+ }
1263
+ }
1264
+ // if not take the free slot if any
1265
+ if (firstFreeIndex !== -1) {
1266
+ this._pointerIds[firstFreeIndex] = pointerId;
1267
+ return firstFreeIndex;
1268
+ }
1269
+ if (debug) console.log("PUSH pointerId:", pointerId)
1270
+ this._pointerIds.push(pointerId);
1271
+ return this._pointerIds.length - 1;
1272
+ }
1273
+
1274
+ private setPointerState(index: number, arr: boolean[], value: boolean) {
1275
+ arr[index] = value;
1276
+ }
1277
+
1278
+ private setPointerStateT<T>(index: number, arr: T[], value: T) {
1279
+ // while (arr.length <= index) arr.push(null as any);
1280
+ arr[index] = value;
1281
+ return value;
1282
+ }
1283
+
1284
+ private onDispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
1285
+ const prevContext = Context.Current;
1286
+ try {
1287
+ Context.Current = this.context;
1288
+ this.dispatchEvent(evt);
1289
+ }
1290
+ finally {
1291
+ Context.Current = prevContext;
1292
+ }
1293
+ }
1294
+ }
1295
+
1296
+ export declare type KeyCode =
1297
+ | "Tab"
1298
+ | "Enter"
1299
+ | "ShiftLeft"
1300
+ | "ShiftRight"
1301
+ | "ControlLeft"
1302
+ | "ControlRight"
1303
+ | "AltLeft"
1304
+ | "AltRight"
1305
+ | "Pause"
1306
+ | "CapsLock"
1307
+ | "Escape"
1308
+ | "Space"
1309
+ | "PageUp"
1310
+ | "PageDown"
1311
+ | "End"
1312
+ | "Home"
1313
+ | "ArrowLeft"
1314
+ | "ArrowUp"
1315
+ | "ArrowRight"
1316
+ | "ArrowDown"
1317
+ | "Insert"
1318
+ | "Delete"
1319
+ | "Digit0"
1320
+ | "Digit1"
1321
+ | "Digit2"
1322
+ | "Digit3"
1323
+ | "Digit4"
1324
+ | "Digit5"
1325
+ | "Digit6"
1326
+ | "Digit7"
1327
+ | "Digit8"
1328
+ | "Digit9"
1329
+ | "KeyA"
1330
+ | "KeyB"
1331
+ | "KeyC"
1332
+ | "KeyD"
1333
+ | "KeyE"
1334
+ | "KeyF"
1335
+ | "KeyG"
1336
+ | "KeyH"
1337
+ | "KeyI"
1338
+ | "KeyJ"
1339
+ | "KeyK"
1340
+ | "KeyL"
1341
+ | "KeyM"
1342
+ | "KeyN"
1343
+ | "KeyO"
1344
+ | "KeyP"
1345
+ | "KeyQ"
1346
+ | "KeyR"
1347
+ | "KeyS"
1348
+ | "KeyT"
1349
+ | "KeyU"
1350
+ | "KeyV"
1351
+ | "KeyW"
1352
+ | "KeyX"
1353
+ | "KeyY"
1354
+ | "KeyZ"
1355
+ | "Select"
1356
+ | "Numpad0"
1357
+ | "Numpad1"
1358
+ | "Numpad2"
1359
+ | "Numpad3"
1360
+ | "Numpad4"
1361
+ | "Numpad5"
1362
+ | "Numpad6"
1363
+ | "Numpad7"
1364
+ | "Numpad8"
1365
+ | "Numpad9"
1366
+ | "Multiply"
1367
+ | "Add"
1368
+ | "Subtract"
1369
+ | "Decimal"
1370
+ | "Divide"
1371
+ | "F1"
1372
+ | "F2"
1373
+ | "F3"
1374
+ | "F4"
1375
+ | "F5"
1376
+ | "F6"
1377
+ | "F7"
1378
+ | "F8"
1379
+ | "F9"
1380
+ | "F10"
1381
+ | "F11"
1382
+ | "F12";
1383
+
1384
+ // KEY_1 = 49,
1385
+ // KEY_2 = 50,
1386
+ // KEY_3 = 51,
1387
+ // KEY_4 = 52,
1388
+ // KEY_5 = 53,
1389
+ // KEY_6 = 54,
1390
+ // KEY_7 = 55,
1391
+ // KEY_8 = 56,
1392
+ // KEY_9 = 57,
1393
+ // KEY_A = 65,
1394
+ // KEY_B = 66,
1395
+ // KEY_C = 67,
1396
+ // KEY_D = "d",
1397
+ // KEY_E = 69,
1398
+ // KEY_F = 70,
1399
+ // KEY_G = 71,
1400
+ // KEY_H = 72,
1401
+ // KEY_I = 73,
1402
+ // KEY_J = 74,
1403
+ // KEY_K = 75,
1404
+ // KEY_L = 76,
1405
+ // KEY_M = 77,
1406
+ // KEY_N = 78,
1407
+ // KEY_O = 79,
1408
+ // KEY_P = 80,
1409
+ // KEY_Q = 81,
1410
+ // KEY_R = 82,
1411
+ // KEY_S = 83,
1412
+ // KEY_T = 84,
1413
+ // KEY_U = 85,
1414
+ // KEY_V = 86,
1415
+ // KEY_W = 87,
1416
+ // KEY_X = 88,
1417
+ // KEY_Y = 89,
1418
+ // KEY_Z = 90,
1419
+ // LEFT_META = 91,
1420
+ // RIGHT_META = 92,
1421
+ // SELECT = 93,
1422
+ // NUMPAD_0 = 96,
1423
+ // NUMPAD_1 = 97,
1424
+ // NUMPAD_2 = 98,
1425
+ // NUMPAD_3 = 99,
1426
+ // NUMPAD_4 = 100,
1427
+ // NUMPAD_5 = 101,
1428
+ // NUMPAD_6 = 102,
1429
+ // NUMPAD_7 = 103,
1430
+ // NUMPAD_8 = 104,
1431
+ // NUMPAD_9 = 105,
1432
+ // MULTIPLY = 106,
1433
+ // ADD = 107,
1434
+ // SUBTRACT = 109,
1435
+ // DECIMAL = 110,
1436
+ // DIVIDE = 111,
1437
+ // F1 = 112,
1438
+ // F2 = 113,
1439
+ // F3 = 114,
1440
+ // F4 = 115,
1441
+ // F5 = 116,
1442
+ // F6 = 117,
1443
+ // F7 = 118,
1444
+ // F8 = 119,
1445
+ // F9 = 120,
1446
+ // F10 = 121,
1447
+ // F11 = 122,
1448
+ // F12 = 123,
1449
+ // NUM_LOCK = 144,
1450
+ // SCROLL_LOCK = 145,
1451
+ // SEMICOLON = 186,
1452
+ // EQUALS = 187,
1453
+ // COMMA = 188,
1454
+ // DASH = 189,
1455
+ // PERIOD = 190,
1456
+ // FORWARD_SLASH = 191,
1457
+ // GRAVE_ACCENT = 192,
1458
+ // OPEN_BRACKET = 219,
1459
+ // BACK_SLASH = 220,
1460
+ // CLOSE_BRACKET = 221,
1461
1461
  // SINGLE_QUOTE = 222