@needle-tools/engine 4.4.0-beta → 4.4.0-beta.2

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 (1056) hide show
  1. package/CHANGELOG.md +3607 -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 +2256 -2254
  6. package/dist/needle-engine.bundle.light.js +2256 -2254
  7. package/dist/needle-engine.bundle.light.min.js +118 -118
  8. package/dist/needle-engine.bundle.light.umd.cjs +116 -116
  9. package/dist/needle-engine.bundle.min.js +118 -118
  10. package/dist/needle-engine.bundle.umd.cjs +116 -116
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.js +468 -467
  13. package/dist/needle-engine.light.d.ts +130 -138
  14. package/dist/needle-engine.light.js +468 -467
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/dist/postprocessing.js +1673 -1527
  20. package/dist/postprocessing.light.js +1673 -1527
  21. package/dist/postprocessing.light.min.js +80 -66
  22. package/dist/postprocessing.light.umd.cjs +83 -69
  23. package/dist/postprocessing.min.js +80 -66
  24. package/dist/postprocessing.umd.cjs +83 -69
  25. package/dist/vendor.js +1 -1
  26. package/dist/vendor.light.js +1 -1
  27. package/lib/asap/needle-asap.d.ts +1 -1
  28. package/lib/asap/needle-asap.js +95 -95
  29. package/lib/asap/sessiongranted.d.ts +3 -3
  30. package/lib/asap/sessiongranted.js +65 -65
  31. package/lib/asap/utils.d.ts +1 -1
  32. package/lib/asap/utils.js +3 -3
  33. package/lib/engine/analytics/index.d.ts +6 -6
  34. package/lib/engine/analytics/index.js +12 -12
  35. package/lib/engine/analytics/lcp.d.ts +3 -3
  36. package/lib/engine/analytics/lcp.js +34 -34
  37. package/lib/engine/api.d.ts +81 -81
  38. package/lib/engine/api.js +80 -80
  39. package/lib/engine/assets/index.d.ts +11 -11
  40. package/lib/engine/assets/index.js +47 -47
  41. package/lib/engine/assets/static.d.ts +1 -1
  42. package/lib/engine/assets/static.js +4 -4
  43. package/lib/engine/codegen/register_types.d.ts +1 -1
  44. package/lib/engine/codegen/register_types.js +300 -298
  45. package/lib/engine/codegen/register_types.js.map +1 -1
  46. package/lib/engine/debug/debug.d.ts +15 -15
  47. package/lib/engine/debug/debug.js +44 -44
  48. package/lib/engine/debug/debug_console.d.ts +2 -2
  49. package/lib/engine/debug/debug_console.js +307 -307
  50. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  51. package/lib/engine/debug/debug_overlay.js +316 -316
  52. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_spatial_console.js +390 -390
  54. package/lib/engine/debug/index.d.ts +2 -2
  55. package/lib/engine/debug/index.js +2 -2
  56. package/lib/engine/engine_addressables.d.ts +166 -166
  57. package/lib/engine/engine_addressables.js +608 -608
  58. package/lib/engine/engine_animation.d.ts +43 -43
  59. package/lib/engine/engine_animation.js +133 -133
  60. package/lib/engine/engine_application.d.ts +40 -40
  61. package/lib/engine/engine_application.js +104 -104
  62. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  63. package/lib/engine/engine_assetdatabase.js +344 -344
  64. package/lib/engine/engine_audio.d.ts +4 -4
  65. package/lib/engine/engine_audio.js +23 -23
  66. package/lib/engine/engine_camera.d.ts +13 -13
  67. package/lib/engine/engine_camera.js +30 -30
  68. package/lib/engine/engine_components.d.ts +110 -110
  69. package/lib/engine/engine_components.js +380 -380
  70. package/lib/engine/engine_components_internal.d.ts +9 -9
  71. package/lib/engine/engine_components_internal.js +36 -36
  72. package/lib/engine/engine_constants.d.ts +10 -10
  73. package/lib/engine/engine_constants.js +41 -41
  74. package/lib/engine/engine_context.d.ts +345 -345
  75. package/lib/engine/engine_context.js +1515 -1515
  76. package/lib/engine/engine_context_registry.d.ts +71 -71
  77. package/lib/engine/engine_context_registry.js +117 -117
  78. package/lib/engine/engine_coroutine.d.ts +35 -35
  79. package/lib/engine/engine_coroutine.js +52 -52
  80. package/lib/engine/engine_create_objects.d.ts +118 -118
  81. package/lib/engine/engine_create_objects.js +308 -308
  82. package/lib/engine/engine_default_parameters.d.ts +2 -2
  83. package/lib/engine/engine_default_parameters.js +3 -3
  84. package/lib/engine/engine_editor-sync.d.ts +21 -21
  85. package/lib/engine/engine_editor-sync.js +4 -4
  86. package/lib/engine/engine_element.d.ts +113 -113
  87. package/lib/engine/engine_element.js +830 -830
  88. package/lib/engine/engine_element_attributes.d.ts +72 -72
  89. package/lib/engine/engine_element_attributes.js +1 -1
  90. package/lib/engine/engine_element_extras.d.ts +6 -6
  91. package/lib/engine/engine_element_extras.js +13 -13
  92. package/lib/engine/engine_element_loading.d.ts +44 -44
  93. package/lib/engine/engine_element_loading.js +349 -349
  94. package/lib/engine/engine_element_overlay.d.ts +21 -21
  95. package/lib/engine/engine_element_overlay.js +166 -166
  96. package/lib/engine/engine_fileloader.d.ts +2 -2
  97. package/lib/engine/engine_fileloader.js +8 -8
  98. package/lib/engine/engine_gameobject.d.ts +68 -68
  99. package/lib/engine/engine_gameobject.js +591 -591
  100. package/lib/engine/engine_generic_utils.d.ts +1 -1
  101. package/lib/engine/engine_generic_utils.js +13 -13
  102. package/lib/engine/engine_gizmos.d.ts +149 -149
  103. package/lib/engine/engine_gizmos.js +530 -530
  104. package/lib/engine/engine_gltf.d.ts +12 -12
  105. package/lib/engine/engine_gltf.js +15 -15
  106. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  107. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  108. package/lib/engine/engine_hot_reload.d.ts +7 -7
  109. package/lib/engine/engine_hot_reload.js +184 -184
  110. package/lib/engine/engine_input.d.ts +352 -352
  111. package/lib/engine/engine_input.js +1265 -1265
  112. package/lib/engine/engine_input_utils.d.ts +2 -2
  113. package/lib/engine/engine_input_utils.js +22 -22
  114. package/lib/engine/engine_instancing.d.ts +19 -19
  115. package/lib/engine/engine_instancing.js +39 -39
  116. package/lib/engine/engine_license.d.ts +9 -9
  117. package/lib/engine/engine_license.js +320 -320
  118. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  119. package/lib/engine/engine_lifecycle_api.js +99 -99
  120. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  121. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  122. package/lib/engine/engine_lightdata.d.ts +23 -23
  123. package/lib/engine/engine_lightdata.js +91 -91
  124. package/lib/engine/engine_loaders.d.ts +13 -13
  125. package/lib/engine/engine_loaders.js +62 -62
  126. package/lib/engine/engine_lods.d.ts +31 -31
  127. package/lib/engine/engine_lods.js +146 -146
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +252 -252
  135. package/lib/engine/engine_networking.js +743 -743
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +212 -212
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1432 -1432
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_scenetools.d.ts +50 -50
  169. package/lib/engine/engine_scenetools.js +321 -321
  170. package/lib/engine/engine_serialization.d.ts +3 -3
  171. package/lib/engine/engine_serialization.js +3 -3
  172. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  173. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  174. package/lib/engine/engine_serialization_core.d.ts +85 -85
  175. package/lib/engine/engine_serialization_core.js +602 -602
  176. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  177. package/lib/engine/engine_serialization_decorator.js +66 -66
  178. package/lib/engine/engine_setup.d.ts +1 -1
  179. package/lib/engine/engine_setup.js +2 -2
  180. package/lib/engine/engine_shaders.d.ts +53 -53
  181. package/lib/engine/engine_shaders.js +252 -252
  182. package/lib/engine/engine_shims.d.ts +4 -4
  183. package/lib/engine/engine_shims.js +24 -24
  184. package/lib/engine/engine_test_utils.d.ts +39 -39
  185. package/lib/engine/engine_test_utils.js +83 -83
  186. package/lib/engine/engine_texture.d.ts +28 -28
  187. package/lib/engine/engine_texture.js +64 -64
  188. package/lib/engine/engine_three_utils.d.ts +201 -201
  189. package/lib/engine/engine_three_utils.js +731 -731
  190. package/lib/engine/engine_time.d.ts +51 -51
  191. package/lib/engine/engine_time.js +82 -82
  192. package/lib/engine/engine_time_utils.d.ts +88 -88
  193. package/lib/engine/engine_time_utils.js +215 -215
  194. package/lib/engine/engine_tonemapping.d.ts +2 -2
  195. package/lib/engine/engine_tonemapping.js +194 -194
  196. package/lib/engine/engine_types.d.ts +572 -572
  197. package/lib/engine/engine_types.js +88 -88
  198. package/lib/engine/engine_typestore.d.ts +28 -28
  199. package/lib/engine/engine_typestore.js +55 -55
  200. package/lib/engine/engine_util_decorator.d.ts +13 -13
  201. package/lib/engine/engine_util_decorator.js +116 -116
  202. package/lib/engine/engine_utils.d.ts +266 -266
  203. package/lib/engine/engine_utils.js +878 -878
  204. package/lib/engine/engine_utils_format.d.ts +21 -21
  205. package/lib/engine/engine_utils_format.js +193 -193
  206. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  207. package/lib/engine/engine_utils_screenshot.js +513 -513
  208. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  209. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  262. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  263. package/lib/engine/js-extensions/Vector.js +13 -13
  264. package/lib/engine/js-extensions/index.d.ts +5 -5
  265. package/lib/engine/js-extensions/index.js +5 -5
  266. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  268. package/lib/engine/shaders/shaderData.d.ts +55 -55
  269. package/lib/engine/shaders/shaderData.js +58 -58
  270. package/lib/engine/tests/test_utils.d.ts +2 -2
  271. package/lib/engine/tests/test_utils.js +53 -53
  272. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  273. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  274. package/lib/engine/webcomponents/api.d.ts +5 -5
  275. package/lib/engine/webcomponents/api.js +4 -4
  276. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  277. package/lib/engine/webcomponents/buttons.js +237 -237
  278. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  279. package/lib/engine/webcomponents/fonts.js +32 -32
  280. package/lib/engine/webcomponents/icons.d.ts +9 -9
  281. package/lib/engine/webcomponents/icons.js +52 -52
  282. package/lib/engine/webcomponents/index.d.ts +1 -1
  283. package/lib/engine/webcomponents/index.js +1 -1
  284. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  285. package/lib/engine/webcomponents/logo-element.js +67 -67
  286. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  288. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  289. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  290. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  291. package/lib/engine/webcomponents/needle-button.js +161 -161
  292. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  293. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  294. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  295. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  296. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  297. package/lib/engine/xr/NeedleXRSync.js +188 -188
  298. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  299. package/lib/engine/xr/SceneTransition.js +69 -69
  300. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  301. package/lib/engine/xr/TempXRContext.js +187 -187
  302. package/lib/engine/xr/XRRig.d.ts +7 -7
  303. package/lib/engine/xr/XRRig.js +1 -1
  304. package/lib/engine/xr/api.d.ts +6 -6
  305. package/lib/engine/xr/api.js +6 -6
  306. package/lib/engine/xr/events.d.ts +66 -66
  307. package/lib/engine/xr/events.js +93 -93
  308. package/lib/engine/xr/internal.d.ts +12 -12
  309. package/lib/engine/xr/internal.js +25 -25
  310. package/lib/engine/xr/usdz.d.ts +12 -12
  311. package/lib/engine/xr/usdz.js +29 -29
  312. package/lib/engine/xr/utils.d.ts +11 -11
  313. package/lib/engine/xr/utils.js +34 -34
  314. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  315. package/lib/engine-components/AlignmentConstraint.js +39 -39
  316. package/lib/engine-components/Animation.d.ts +156 -156
  317. package/lib/engine-components/Animation.js +508 -508
  318. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  319. package/lib/engine-components/AnimationCurve.js +159 -159
  320. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  321. package/lib/engine-components/AnimationUtils.js +27 -27
  322. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  323. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  324. package/lib/engine-components/Animator.d.ts +217 -217
  325. package/lib/engine-components/Animator.js +354 -354
  326. package/lib/engine-components/AnimatorController.d.ts +227 -227
  327. package/lib/engine-components/AnimatorController.js +1152 -1152
  328. package/lib/engine-components/AudioListener.d.ts +33 -33
  329. package/lib/engine-components/AudioListener.js +86 -86
  330. package/lib/engine-components/AudioSource.d.ts +217 -217
  331. package/lib/engine-components/AudioSource.js +627 -627
  332. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  333. package/lib/engine-components/AvatarLoader.js +231 -231
  334. package/lib/engine-components/AxesHelper.d.ts +32 -32
  335. package/lib/engine-components/AxesHelper.js +67 -67
  336. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  337. package/lib/engine-components/BasicIKConstraint.js +43 -43
  338. package/lib/engine-components/BoxCollider.d.ts +2 -2
  339. package/lib/engine-components/BoxCollider.js +2 -2
  340. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  341. package/lib/engine-components/BoxHelperComponent.js +102 -102
  342. package/lib/engine-components/Camera.d.ts +231 -231
  343. package/lib/engine-components/Camera.js +694 -694
  344. package/lib/engine-components/CameraUtils.d.ts +1 -1
  345. package/lib/engine-components/CameraUtils.js +127 -127
  346. package/lib/engine-components/CameraUtils.js.map +1 -1
  347. package/lib/engine-components/CharacterController.d.ts +55 -55
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  1019. package/src/engine-schemes/vec2.ts +33 -33
  1020. package/src/engine-schemes/vec3.ts +38 -38
  1021. package/src/engine-schemes/vec4.ts +43 -43
  1022. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1023. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1024. package/src/include/draco/draco_decoder.js +34 -34
  1025. package/src/include/ktx2/basis_transcoder.js +21 -21
  1026. package/src/include/needle/arial-msdf.json +1471 -1471
  1027. package/src/include/three/DragControls.js +231 -231
  1028. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1029. package/src/needle-engine.ts +70 -70
  1030. package/lib/engine/engine.d.ts +0 -4
  1031. package/lib/engine/engine.js +0 -12
  1032. package/lib/engine/engine.js.map +0 -1
  1033. package/lib/engine/engine_web_api.d.ts +0 -12
  1034. package/lib/engine/engine_web_api.js +0 -113
  1035. package/lib/engine/engine_web_api.js.map +0 -1
  1036. package/lib/engine-components/FlyControls.d.ts +0 -10
  1037. package/lib/engine-components/FlyControls.js +0 -29
  1038. package/lib/engine-components/FlyControls.js.map +0 -1
  1039. package/src/engine-schemes/dist/api.js +0 -17
  1040. package/src/engine-schemes/dist/api.js.meta +0 -7
  1041. package/src/engine-schemes/dist/schemes.js +0 -25
  1042. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1043. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1044. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1045. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1046. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1047. package/src/engine-schemes/dist/transform.js +0 -46
  1048. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1049. package/src/engine-schemes/dist/vec2.js +0 -32
  1050. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1051. package/src/engine-schemes/dist/vec3.js +0 -36
  1052. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1053. package/src/engine-schemes/dist/vec4.js +0 -40
  1054. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1055. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1056. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,313 +1,313 @@
1
- /// <reference types="webxr" />
2
- import { Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
- import { Context } from "../engine_context.js";
4
- import { IPointerHitEventReceiver } from "../engine_input.js";
5
- import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
6
- import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
7
- /** true when selectstart was ever received.
8
- * On VisionOS 1.1 we always have select events (as per the spec), so this is always true
9
- */
10
- declare type ControllerAxes = "xr-standard-thumbstick";
11
- declare type StickName = "xr-standard-thumbstick";
12
- declare type Mapping = "xr-standard";
13
- declare type ComponentType = "button" | "thumbstick" | "squeeze";
14
- declare type GamepadKey = "button" | "xAxis" | "yAxis";
15
- declare type NeedleXRControllerButtonName = ButtonName | "primary-button" | "primary";
16
- declare type ComponentMap = {
17
- type: ComponentType;
18
- rootNodeName?: string;
19
- gamepadIndices?: {
20
- [key in GamepadKey]?: number;
21
- };
22
- visualResponses?: {
23
- [key: string]: {
24
- states: Array<string>;
25
- };
26
- };
27
- };
28
- declare type InputDeviceLayout = {
29
- selectComponentId: string;
30
- components: {
31
- [key: string]: ComponentMap;
32
- };
33
- mapping: Mapping;
34
- gamepad: Array<XRControllerButtonName>;
35
- axes: Array<{
36
- componentId: ControllerAxes;
37
- axis: "x-axis" | "y-axis";
38
- }>;
39
- };
40
- /**
41
- * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
42
- * You can access specific buttons using `getButton` and `getStick`
43
- * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
44
- * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
45
- * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
46
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
47
- */
48
- export declare class NeedleXRController implements IPointerHitEventReceiver {
49
- /** the Needle XR Session */
50
- readonly xr: NeedleXRSession;
51
- get context(): Context;
52
- /**
53
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
54
- */
55
- readonly inputSource: XRInputSource;
56
- /** the input source index */
57
- readonly index: number;
58
- /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
59
- * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
60
- */
61
- emitEvents: boolean;
62
- /** Is the controller still connected? */
63
- get connected(): boolean;
64
- private _connected;
65
- get isTracking(): boolean;
66
- private _isTracking;
67
- /** the input source gamepad giving raw access to the gamepad values
68
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
69
- */
70
- get gamepad(): Gamepad | undefined;
71
- private __gamepad?;
72
- /** @returns true if this is a hand (otherwise this is a controller) */
73
- get isHand(): boolean;
74
- /**
75
- * If this is a hand then this is the hand info (XRHand)
76
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
77
- */
78
- get hand(): XRHand | undefined;
79
- private __hand?;
80
- /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
81
- * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
82
- */
83
- get handObject(): import("three").XRHandSpace;
84
- /** The input source profiles */
85
- get profiles(): string[];
86
- /** The device input layout */
87
- get layout(): InputDeviceLayout | undefined;
88
- /** shorthand for `inputSource.targetRayMode` */
89
- get targetRayMode(): (XRTargetRayMode | "transient-pointer");
90
- /** shorthand for `inputSource.targetRaySpace` */
91
- get targetRaySpace(): XRSpace;
92
- /** shorthand for `inputSource.gripSpace` */
93
- get gripSpace(): XRSpace | undefined;
94
- /**
95
- * If the controller if held in the left or right hand (or if it's a left or right hand)
96
- **/
97
- get side(): XRHandedness;
98
- private __side;
99
- /** is right side. shorthand for `side === 'right'` */
100
- get isRight(): boolean;
101
- /** is left side. shorthand for `side === 'left'` */
102
- get isLeft(): boolean;
103
- /** is XR stylus, e.g. Logitech MX Ink */
104
- get isStylus(): boolean;
105
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
106
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
107
- * Requires the hit-test feature to be enabled in the XRSession
108
- *
109
- * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
110
- */
111
- getHitTestSource(): XRTransientInputHitTestSource | undefined;
112
- get hasHitTestSource(): XRTransientInputHitTestSource | undefined;
113
- /** Make sure to cancel the hittest source once it's not needed anymore */
114
- cancelHitTestSource(): void;
115
- private _hitTestSource;
116
- private _hasSelectEvent;
117
- get hasSelectEvent(): boolean;
118
- private _isMxInk;
119
- private _isMetaQuestTouchController;
120
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
121
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
122
- */
123
- getHitTest(): NeedleXRHitTestResult | null;
124
- /** This is cleared at the beginning of each frame */
125
- private readonly _handJointPoses;
126
- /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
127
- getHandJointPose(joint: XRJointSpace, frame?: XRFrame): XRJointPose | null | undefined;
128
- /** Grip matrix in grip space */
129
- private readonly _gripMatrix;
130
- /** Grip position in grip space */
131
- private readonly _gripPosition;
132
- /** Grip rotation in grip space */
133
- private readonly _gripQuaternion;
134
- private readonly _linearVelocity;
135
- private readonly _rayPositionRaw;
136
- private readonly _rayRotationRaw;
137
- /** ray matrix in grip space */
138
- private readonly _rayMatrix;
139
- /** Ray position in rig space */
140
- private readonly _rayPosition;
141
- /** Ray rotation in rig space */
142
- private readonly _rayQuaternion;
143
- /** Grip position in rig space */
144
- get gripPosition(): Vector3;
145
- /** Grip rotation in rig space */
146
- get gripQuaternion(): Quaternion;
147
- get gripMatrix(): Matrix4;
148
- /** Grip linear velocity in rig space
149
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
150
- */
151
- get gripLinearVelocity(): Vector3;
152
- /** Ray position in rig space */
153
- get rayPosition(): Vector3;
154
- /** Ray rotation in rig space */
155
- get rayQuaternion(): Quaternion;
156
- /** Controller grip position in worldspace */
157
- get gripWorldPosition(): Vector3;
158
- private readonly _gripWorldPosition;
159
- /** Controller grip rotation in wordspace */
160
- get gripWorldQuaternion(): Quaternion;
161
- private readonly _gripWorldQuaternion;
162
- /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
163
- get rayWorldPosition(): Vector3;
164
- private readonly _rayWorldPosition;
165
- /** Recalculates the ray world position */
166
- updateRayWorldPosition(): void;
167
- /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
168
- get rayWorldQuaternion(): Quaternion;
169
- private readonly _rayWorldQuaternion;
170
- get pinchPosition(): Vector3;
171
- private readonly _pinchPosition;
172
- /** Recalculates the ray world quaternion */
173
- updateRayWorldQuaternion(): void;
174
- /** The controller ray in worldspace */
175
- get ray(): Ray;
176
- private readonly _ray;
177
- /** Recalculated once per update */
178
- private _hand_wristDotUp;
179
- /**
180
- * The dot product of the hand palm with the up vector.
181
- * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
182
- * This value is undefined if there's no hand
183
- */
184
- get handWristDotUp(): number | undefined;
185
- /**
186
- * @returns true if the hand is upside down
187
- */
188
- get isHandUpsideDown(): boolean;
189
- /**
190
- * @returns true if the hand is upside down and we got a pinch down event this frame.
191
- */
192
- get isTeleportGesture(): boolean | undefined;
193
- /** The controller object space.
194
- * You can use it to attach objects to the controller.
195
- * Children will be automatically detached and put into the scene when the controller disconnects
196
- */
197
- get object(): IGameObject;
198
- private readonly _object;
199
- private readonly _gripSpaceObject?;
200
- private readonly _raySpaceObject?;
201
- /** Assigned the model that you use for rendering. This can be used as a hint for other components */
202
- model: Object3D | null;
203
- private readonly _debugAxesHelper;
204
- private readonly _debugGripAxesHelper;
205
- private readonly _debugRayAxesHelper;
206
- /** returns the URL of the default controller model */
207
- getModelUrl(): Promise<string | null>;
208
- constructor(session: NeedleXRSession, device: XRInputSource, index: number);
209
- private _hitTestSourcePromise;
210
- private _requestHitTestSource;
211
- onPointerHits: (_evt: any) => void;
212
- onUpdate(frame: XRFrame): void;
213
- onRenderDebug(): void;
214
- private onUpdateFrame;
215
- /** Called when the input source disconnects */
216
- onDisconnected(): void;
217
- /**
218
- * Get a gamepad button
219
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
220
- * @param key the controller button name e.g. x-button
221
- * @returns the gamepad button if it exists on the controller - otherwise undefined
222
- */
223
- getButton(key: NeedleXRControllerButtonName): NeedleGamepadButton | undefined | null;
224
- /** Get a gesture state */
225
- getGesture(key: XRGestureName): NeedleGamepadButton | null;
226
- /**
227
- * Get the pointer id for a specific button of this input device.
228
- * This is useful if you want to check if a button (e.g. trigger) is currently being in use which can be queried on the inputsystem.
229
- * @returns the pointer id for the button or undefined if the button is not supported
230
- * @example
231
- * ```ts
232
- * const pointerId = controller.getPointerId("primary");
233
- * if (pointerId !== undefined) {
234
- * const isUsed = this.context.input.getPointerUsed(pointerId);
235
- * console.log(controller.side, "used?", isUsed);
236
- * }
237
- * ```
238
- */
239
- getPointerId(button: number): number;
240
- getPointerId(button: NeedleXRControllerButtonName | XRGestureName): number | undefined;
241
- private readonly _needleGamepadButtons;
242
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
243
- private toNeedleGamepadButton;
244
- /**
245
- * Get the values of a controller joystick
246
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
247
- * @returns the stick values where x is left/right, y is up/down and z is the button value
248
- */
249
- getStick(key: StickName | "primary"): Vec3;
250
- private readonly _buttonMap;
251
- private _motioncontroller?;
252
- private _layout;
253
- private getMotionController;
254
- private initialize;
255
- /**
256
- * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
257
- * @default true
258
- */
259
- emitPointerDownEvent: boolean;
260
- /**
261
- * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
262
- * @default true
263
- */
264
- emitPointerUpEvent: boolean;
265
- /**
266
- * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
267
- * @default true
268
- */
269
- emitPointerMoveEvent: boolean;
270
- /**
271
- * The distance threshold for pointer move events. This value is in units in rig space
272
- * @default 0.03
273
- */
274
- pointerMoveDistanceThreshold: number;
275
- /**
276
- * The angle threshold for pointer move events. This value is in radians.
277
- * @default 0.05
278
- */
279
- pointerMoveAngleThreshold: number;
280
- private subscribeEvents;
281
- private unsubscribeEvents;
282
- private _selectButtonIndex;
283
- private _squeezeButtonIndex;
284
- private onSelectStart;
285
- private onSelectEnd;
286
- private onSequeezeStart;
287
- private onSequeezeEnd;
288
- /** Index = button index */
289
- private readonly states;
290
- private updateInputEvents;
291
- private _didMoveLastFrame;
292
- private readonly _lastPointerMovePosition;
293
- private readonly _lastPointerMoveQuaternion;
294
- private onUpdateMove;
295
- /** cached spatial pointer init object. We re-use it to not have */
296
- private readonly pointerInit;
297
- private emitPointerEvent;
298
- }
299
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
300
- declare class NeedleGamepadButton {
301
- /** The index of the button in the input gamepad */
302
- readonly index: number | undefined;
303
- readonly name: string;
304
- touched: boolean;
305
- pressed: boolean;
306
- value: number;
307
- /** was the button just pressed down the last update */
308
- isDown: boolean;
309
- /** was the button just released the last update */
310
- isUp: boolean;
311
- constructor(index: number | undefined, name: string);
312
- }
313
- export {};
1
+ /// <reference types="webxr" />
2
+ import { Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
+ import { Context } from "../engine_context.js";
4
+ import { IPointerHitEventReceiver } from "../engine_input.js";
5
+ import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
6
+ import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
7
+ /** true when selectstart was ever received.
8
+ * On VisionOS 1.1 we always have select events (as per the spec), so this is always true
9
+ */
10
+ declare type ControllerAxes = "xr-standard-thumbstick";
11
+ declare type StickName = "xr-standard-thumbstick";
12
+ declare type Mapping = "xr-standard";
13
+ declare type ComponentType = "button" | "thumbstick" | "squeeze";
14
+ declare type GamepadKey = "button" | "xAxis" | "yAxis";
15
+ declare type NeedleXRControllerButtonName = ButtonName | "primary-button" | "primary";
16
+ declare type ComponentMap = {
17
+ type: ComponentType;
18
+ rootNodeName?: string;
19
+ gamepadIndices?: {
20
+ [key in GamepadKey]?: number;
21
+ };
22
+ visualResponses?: {
23
+ [key: string]: {
24
+ states: Array<string>;
25
+ };
26
+ };
27
+ };
28
+ declare type InputDeviceLayout = {
29
+ selectComponentId: string;
30
+ components: {
31
+ [key: string]: ComponentMap;
32
+ };
33
+ mapping: Mapping;
34
+ gamepad: Array<XRControllerButtonName>;
35
+ axes: Array<{
36
+ componentId: ControllerAxes;
37
+ axis: "x-axis" | "y-axis";
38
+ }>;
39
+ };
40
+ /**
41
+ * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
42
+ * You can access specific buttons using `getButton` and `getStick`
43
+ * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
44
+ * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
45
+ * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
46
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
47
+ */
48
+ export declare class NeedleXRController implements IPointerHitEventReceiver {
49
+ /** the Needle XR Session */
50
+ readonly xr: NeedleXRSession;
51
+ get context(): Context;
52
+ /**
53
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
54
+ */
55
+ readonly inputSource: XRInputSource;
56
+ /** the input source index */
57
+ readonly index: number;
58
+ /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
59
+ * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
60
+ */
61
+ emitEvents: boolean;
62
+ /** Is the controller still connected? */
63
+ get connected(): boolean;
64
+ private _connected;
65
+ get isTracking(): boolean;
66
+ private _isTracking;
67
+ /** the input source gamepad giving raw access to the gamepad values
68
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
69
+ */
70
+ get gamepad(): Gamepad | undefined;
71
+ private __gamepad?;
72
+ /** @returns true if this is a hand (otherwise this is a controller) */
73
+ get isHand(): boolean;
74
+ /**
75
+ * If this is a hand then this is the hand info (XRHand)
76
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
77
+ */
78
+ get hand(): XRHand | undefined;
79
+ private __hand?;
80
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
81
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
82
+ */
83
+ get handObject(): import("three").XRHandSpace;
84
+ /** The input source profiles */
85
+ get profiles(): string[];
86
+ /** The device input layout */
87
+ get layout(): InputDeviceLayout | undefined;
88
+ /** shorthand for `inputSource.targetRayMode` */
89
+ get targetRayMode(): (XRTargetRayMode | "transient-pointer");
90
+ /** shorthand for `inputSource.targetRaySpace` */
91
+ get targetRaySpace(): XRSpace;
92
+ /** shorthand for `inputSource.gripSpace` */
93
+ get gripSpace(): XRSpace | undefined;
94
+ /**
95
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
96
+ **/
97
+ get side(): XRHandedness;
98
+ private __side;
99
+ /** is right side. shorthand for `side === 'right'` */
100
+ get isRight(): boolean;
101
+ /** is left side. shorthand for `side === 'left'` */
102
+ get isLeft(): boolean;
103
+ /** is XR stylus, e.g. Logitech MX Ink */
104
+ get isStylus(): boolean;
105
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
106
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
107
+ * Requires the hit-test feature to be enabled in the XRSession
108
+ *
109
+ * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
110
+ */
111
+ getHitTestSource(): XRTransientInputHitTestSource | undefined;
112
+ get hasHitTestSource(): XRTransientInputHitTestSource | undefined;
113
+ /** Make sure to cancel the hittest source once it's not needed anymore */
114
+ cancelHitTestSource(): void;
115
+ private _hitTestSource;
116
+ private _hasSelectEvent;
117
+ get hasSelectEvent(): boolean;
118
+ private _isMxInk;
119
+ private _isMetaQuestTouchController;
120
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
121
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
122
+ */
123
+ getHitTest(): NeedleXRHitTestResult | null;
124
+ /** This is cleared at the beginning of each frame */
125
+ private readonly _handJointPoses;
126
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
127
+ getHandJointPose(joint: XRJointSpace, frame?: XRFrame): XRJointPose | null | undefined;
128
+ /** Grip matrix in grip space */
129
+ private readonly _gripMatrix;
130
+ /** Grip position in grip space */
131
+ private readonly _gripPosition;
132
+ /** Grip rotation in grip space */
133
+ private readonly _gripQuaternion;
134
+ private readonly _linearVelocity;
135
+ private readonly _rayPositionRaw;
136
+ private readonly _rayRotationRaw;
137
+ /** ray matrix in grip space */
138
+ private readonly _rayMatrix;
139
+ /** Ray position in rig space */
140
+ private readonly _rayPosition;
141
+ /** Ray rotation in rig space */
142
+ private readonly _rayQuaternion;
143
+ /** Grip position in rig space */
144
+ get gripPosition(): Vector3;
145
+ /** Grip rotation in rig space */
146
+ get gripQuaternion(): Quaternion;
147
+ get gripMatrix(): Matrix4;
148
+ /** Grip linear velocity in rig space
149
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
150
+ */
151
+ get gripLinearVelocity(): Vector3;
152
+ /** Ray position in rig space */
153
+ get rayPosition(): Vector3;
154
+ /** Ray rotation in rig space */
155
+ get rayQuaternion(): Quaternion;
156
+ /** Controller grip position in worldspace */
157
+ get gripWorldPosition(): Vector3;
158
+ private readonly _gripWorldPosition;
159
+ /** Controller grip rotation in wordspace */
160
+ get gripWorldQuaternion(): Quaternion;
161
+ private readonly _gripWorldQuaternion;
162
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
163
+ get rayWorldPosition(): Vector3;
164
+ private readonly _rayWorldPosition;
165
+ /** Recalculates the ray world position */
166
+ updateRayWorldPosition(): void;
167
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
168
+ get rayWorldQuaternion(): Quaternion;
169
+ private readonly _rayWorldQuaternion;
170
+ get pinchPosition(): Vector3;
171
+ private readonly _pinchPosition;
172
+ /** Recalculates the ray world quaternion */
173
+ updateRayWorldQuaternion(): void;
174
+ /** The controller ray in worldspace */
175
+ get ray(): Ray;
176
+ private readonly _ray;
177
+ /** Recalculated once per update */
178
+ private _hand_wristDotUp;
179
+ /**
180
+ * The dot product of the hand palm with the up vector.
181
+ * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
182
+ * This value is undefined if there's no hand
183
+ */
184
+ get handWristDotUp(): number | undefined;
185
+ /**
186
+ * @returns true if the hand is upside down
187
+ */
188
+ get isHandUpsideDown(): boolean;
189
+ /**
190
+ * @returns true if the hand is upside down and we got a pinch down event this frame.
191
+ */
192
+ get isTeleportGesture(): boolean | undefined;
193
+ /** The controller object space.
194
+ * You can use it to attach objects to the controller.
195
+ * Children will be automatically detached and put into the scene when the controller disconnects
196
+ */
197
+ get object(): IGameObject;
198
+ private readonly _object;
199
+ private readonly _gripSpaceObject?;
200
+ private readonly _raySpaceObject?;
201
+ /** Assigned the model that you use for rendering. This can be used as a hint for other components */
202
+ model: Object3D | null;
203
+ private readonly _debugAxesHelper;
204
+ private readonly _debugGripAxesHelper;
205
+ private readonly _debugRayAxesHelper;
206
+ /** returns the URL of the default controller model */
207
+ getModelUrl(): Promise<string | null>;
208
+ constructor(session: NeedleXRSession, device: XRInputSource, index: number);
209
+ private _hitTestSourcePromise;
210
+ private _requestHitTestSource;
211
+ onPointerHits: (_evt: any) => void;
212
+ onUpdate(frame: XRFrame): void;
213
+ onRenderDebug(): void;
214
+ private onUpdateFrame;
215
+ /** Called when the input source disconnects */
216
+ onDisconnected(): void;
217
+ /**
218
+ * Get a gamepad button
219
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
220
+ * @param key the controller button name e.g. x-button
221
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
222
+ */
223
+ getButton(key: NeedleXRControllerButtonName): NeedleGamepadButton | undefined | null;
224
+ /** Get a gesture state */
225
+ getGesture(key: XRGestureName): NeedleGamepadButton | null;
226
+ /**
227
+ * Get the pointer id for a specific button of this input device.
228
+ * This is useful if you want to check if a button (e.g. trigger) is currently being in use which can be queried on the inputsystem.
229
+ * @returns the pointer id for the button or undefined if the button is not supported
230
+ * @example
231
+ * ```ts
232
+ * const pointerId = controller.getPointerId("primary");
233
+ * if (pointerId !== undefined) {
234
+ * const isUsed = this.context.input.getPointerUsed(pointerId);
235
+ * console.log(controller.side, "used?", isUsed);
236
+ * }
237
+ * ```
238
+ */
239
+ getPointerId(button: number): number;
240
+ getPointerId(button: NeedleXRControllerButtonName | XRGestureName): number | undefined;
241
+ private readonly _needleGamepadButtons;
242
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
243
+ private toNeedleGamepadButton;
244
+ /**
245
+ * Get the values of a controller joystick
246
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
247
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
248
+ */
249
+ getStick(key: StickName | "primary"): Vec3;
250
+ private readonly _buttonMap;
251
+ private _motioncontroller?;
252
+ private _layout;
253
+ private getMotionController;
254
+ private initialize;
255
+ /**
256
+ * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
257
+ * @default true
258
+ */
259
+ emitPointerDownEvent: boolean;
260
+ /**
261
+ * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
262
+ * @default true
263
+ */
264
+ emitPointerUpEvent: boolean;
265
+ /**
266
+ * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
267
+ * @default true
268
+ */
269
+ emitPointerMoveEvent: boolean;
270
+ /**
271
+ * The distance threshold for pointer move events. This value is in units in rig space
272
+ * @default 0.03
273
+ */
274
+ pointerMoveDistanceThreshold: number;
275
+ /**
276
+ * The angle threshold for pointer move events. This value is in radians.
277
+ * @default 0.05
278
+ */
279
+ pointerMoveAngleThreshold: number;
280
+ private subscribeEvents;
281
+ private unsubscribeEvents;
282
+ private _selectButtonIndex;
283
+ private _squeezeButtonIndex;
284
+ private onSelectStart;
285
+ private onSelectEnd;
286
+ private onSequeezeStart;
287
+ private onSequeezeEnd;
288
+ /** Index = button index */
289
+ private readonly states;
290
+ private updateInputEvents;
291
+ private _didMoveLastFrame;
292
+ private readonly _lastPointerMovePosition;
293
+ private readonly _lastPointerMoveQuaternion;
294
+ private onUpdateMove;
295
+ /** cached spatial pointer init object. We re-use it to not have */
296
+ private readonly pointerInit;
297
+ private emitPointerEvent;
298
+ }
299
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
300
+ declare class NeedleGamepadButton {
301
+ /** The index of the button in the input gamepad */
302
+ readonly index: number | undefined;
303
+ readonly name: string;
304
+ touched: boolean;
305
+ pressed: boolean;
306
+ value: number;
307
+ /** was the button just pressed down the last update */
308
+ isDown: boolean;
309
+ /** was the button just released the last update */
310
+ isUp: boolean;
311
+ constructor(index: number | undefined, name: string);
312
+ }
313
+ export {};