@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
@@ -1,1422 +1,1422 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { AxesHelper, Box3, BufferGeometry, Color, Line, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
8
- import { Gizmos } from "../engine/engine_gizmos.js";
9
- import { InstancingUtil } from "../engine/engine_instancing.js";
10
- import { Mathf } from "../engine/engine_math.js";
11
- import { RaycastOptions } from "../engine/engine_physics.js";
12
- import { serializable } from "../engine/engine_serialization_decorator.js";
13
- import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
14
- import { getParam } from "../engine/engine_utils.js";
15
- import { NeedleXRSession } from "../engine/engine_xr.js";
16
- import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
17
- import { Behaviour, GameObject } from "./Component.js";
18
- import { UsageMarker } from "./Interactable.js";
19
- import { Rigidbody } from "./RigidBody.js";
20
- import { SyncedTransform } from "./SyncedTransform.js";
21
- import { ObjectRaycaster } from "./ui/Raycaster.js";
22
- /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
23
- const debug = getParam("debugdrag");
24
- /** Buffer to store currently active DragControls components */
25
- const dragControlsBuffer = [];
26
- /**
27
- * The DragMode determines how an object is dragged around in the scene.
28
- */
29
- export var DragMode;
30
- (function (DragMode) {
31
- /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
- DragMode[DragMode["XZPlane"] = 0] = "XZPlane";
33
- /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
- DragMode[DragMode["Attached"] = 1] = "Attached";
35
- /** Object is dragged along the initial raycast hit normal. */
36
- DragMode[DragMode["HitNormal"] = 2] = "HitNormal";
37
- /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
- DragMode[DragMode["DynamicViewAngle"] = 3] = "DynamicViewAngle";
39
- /** The drag plane is snapped to surfaces in the scene while dragging. */
40
- DragMode[DragMode["SnapToSurfaces"] = 4] = "SnapToSurfaces";
41
- /** Don't allow dragging the object */
42
- DragMode[DragMode["None"] = 5] = "None";
43
- })(DragMode || (DragMode = {}));
44
- /**
45
- * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
46
- * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
47
- *
48
- * @category Interactivity
49
- * @group Components
50
- */
51
- export class DragControls extends Behaviour {
52
- /**
53
- * Checks if any DragControls component is currently active with selected objects
54
- * @returns True if any DragControls component is currently active
55
- */
56
- static get HasAnySelected() { return this._active > 0; }
57
- static _active = 0;
58
- /**
59
- * Retrieves a list of all DragControl components that are currently dragging objects.
60
- * @returns Array of currently active DragControls components
61
- */
62
- static get CurrentlySelected() {
63
- dragControlsBuffer.length = 0;
64
- for (const dc of this._instances) {
65
- if (dc._isDragging) {
66
- dragControlsBuffer.push(dc);
67
- }
68
- }
69
- return dragControlsBuffer;
70
- }
71
- /** Registry of currently active and enabled DragControls components */
72
- static _instances = [];
73
- /**
74
- * Determines how and where the object is dragged along. Different modes include
75
- * dragging along a plane, attached to the pointer, or following surface normals.
76
- */
77
- dragMode = DragMode.DynamicViewAngle;
78
- /**
79
- * Snaps dragged objects to a 3D grid with the specified resolution.
80
- * Set to 0 to disable snapping.
81
- */
82
- snapGridResolution = 0.0;
83
- /**
84
- * When true, maintains the original rotation of the dragged object while moving it.
85
- * When false, allows the object to rotate freely during dragging.
86
- */
87
- keepRotation = true;
88
- /**
89
- * Determines how and where the object is dragged along while dragging in XR.
90
- * Uses a separate setting from regular drag mode for better XR interaction.
91
- */
92
- xrDragMode = DragMode.Attached;
93
- /**
94
- * When true, maintains the original rotation of the dragged object during XR dragging.
95
- * When false, allows the object to rotate freely during XR dragging.
96
- */
97
- xrKeepRotation = false;
98
- /**
99
- * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
100
- * Higher values make distance changes more pronounced.
101
- * This is similar to mouse acceleration on a screen.
102
- */
103
- xrDistanceDragFactor = 1;
104
- /**
105
- * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
106
- * providing visual feedback about the object's position relative to surfaces below it.
107
- */
108
- showGizmo = false;
109
- /**
110
- * Returns the object currently being dragged by this DragControls component, if any.
111
- * @returns The object being dragged or null if no object is currently dragged
112
- */
113
- get draggedObject() {
114
- return this._targetObject;
115
- }
116
- /**
117
- * Updates the object that is being dragged by the DragControls.
118
- * This can be used to change the target during a drag operation.
119
- * @param obj The new object to drag, or null to stop dragging
120
- */
121
- setTargetObject(obj) {
122
- this._targetObject = obj;
123
- for (const handler of this._dragHandlers.values()) {
124
- handler.setTargetObject(obj);
125
- }
126
- // If the object was kinematic we want to reset it
127
- const wasKinematicKey = "_rigidbody-was-kinematic";
128
- if (this._rigidbody?.[wasKinematicKey] === false) {
129
- this._rigidbody.isKinematic = false;
130
- this._rigidbody[wasKinematicKey] = undefined;
131
- }
132
- this._rigidbody = null;
133
- // If we have a object that is being dragged we want to get the Rigidbody component
134
- // and we set kinematic to false while it's being dragged
135
- if (obj) {
136
- this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
137
- if (this._rigidbody?.isKinematic === false) {
138
- this._rigidbody.isKinematic = true;
139
- this._rigidbody[wasKinematicKey] = false;
140
- }
141
- }
142
- }
143
- _rigidbody = null;
144
- // future:
145
- // constraints?
146
- /** The object to be dragged – we pass this to handlers when they are created */
147
- _targetObject = null;
148
- _dragHelper = null;
149
- static lastHovered;
150
- _draggingRigidbodies = [];
151
- _potentialDragStartEvt = null;
152
- _dragHandlers = new Map();
153
- _totalMovement = new Vector3();
154
- /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
155
- _marker = null;
156
- _isDragging = false;
157
- _didDrag = false;
158
- /** @internal */
159
- awake() {
160
- // initialize all data that may be cloned incorrectly otherwise
161
- this._potentialDragStartEvt = null;
162
- this._dragHandlers = new Map();
163
- this._totalMovement = new Vector3();
164
- this._marker = null;
165
- this._isDragging = false;
166
- this._didDrag = false;
167
- this._dragHelper = null;
168
- this._draggingRigidbodies = [];
169
- }
170
- /** @internal */
171
- start() {
172
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
173
- this.gameObject.addComponent(ObjectRaycaster);
174
- }
175
- /** @internal */
176
- onEnable() {
177
- DragControls._instances.push(this);
178
- }
179
- /** @internal */
180
- onDisable() {
181
- DragControls._instances = DragControls._instances.filter(i => i !== this);
182
- }
183
- /**
184
- * Checks if editing is allowed for the current networking connection.
185
- * @param _obj Optional object to check edit permissions for
186
- * @returns True if editing is allowed
187
- */
188
- allowEdit(_obj = null) {
189
- return this.context.connection.allowEditing;
190
- }
191
- /**
192
- * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
193
- * @param evt Pointer event data containing information about the interaction
194
- * @internal
195
- */
196
- onPointerEnter(evt) {
197
- if (!this.allowEdit(this.gameObject))
198
- return;
199
- if (evt.mode !== "screen")
200
- return;
201
- // get the drag mode and check if we need to abort early here
202
- const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
203
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
204
- if (dragMode === DragMode.None)
205
- return;
206
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
207
- if (!dc || dc !== this)
208
- return;
209
- DragControls.lastHovered = evt.object;
210
- this.context.domElement.style.cursor = 'pointer';
211
- }
212
- /**
213
- * Handles pointer movement events. Marks the event as used if dragging is active.
214
- * @param args Pointer event data containing information about the movement
215
- * @internal
216
- */
217
- onPointerMove(args) {
218
- if (this._isDragging || this._potentialDragStartEvt !== null)
219
- args.use();
220
- }
221
- /**
222
- * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
223
- * @param evt Pointer event data containing information about the interaction
224
- * @internal
225
- */
226
- onPointerExit(evt) {
227
- if (!this.allowEdit(this.gameObject))
228
- return;
229
- if (evt.mode !== "screen")
230
- return;
231
- if (DragControls.lastHovered !== evt.object)
232
- return;
233
- this.context.domElement.style.cursor = 'auto';
234
- }
235
- /**
236
- * Handles pointer down events. Initiates the potential drag operation if conditions are met.
237
- * @param args Pointer event data containing information about the interaction
238
- * @internal
239
- */
240
- onPointerDown(args) {
241
- if (!this.allowEdit(this.gameObject))
242
- return;
243
- if (args.used)
244
- return;
245
- // get the drag mode and check if we need to abort early here
246
- const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
247
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
248
- if (dragMode === DragMode.None)
249
- return;
250
- DragControls.lastHovered = args.object;
251
- if (args.button === 0) {
252
- if (this._dragHandlers.size === 0) {
253
- this._didDrag = false;
254
- this._totalMovement.set(0, 0, 0);
255
- this._potentialDragStartEvt = args;
256
- }
257
- if (!this._targetObject) {
258
- this.setTargetObject(this.gameObject);
259
- }
260
- DragControls._active += 1;
261
- const newDragHandler = new DragPointerHandler(this, this._targetObject);
262
- this._dragHandlers.set(args.event.space, newDragHandler);
263
- newDragHandler.onDragStart(args);
264
- if (this._dragHandlers.size === 2) {
265
- const iterator = this._dragHandlers.values();
266
- const a = iterator.next().value;
267
- const b = iterator.next().value;
268
- if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
269
- const mtHandler = new MultiTouchDragHandler(this, this._targetObject, a, b);
270
- this._dragHandlers.set(this.gameObject, mtHandler);
271
- mtHandler.onDragStart(args);
272
- }
273
- else {
274
- console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
275
- }
276
- }
277
- args.use();
278
- }
279
- }
280
- /**
281
- * Handles pointer up events. Finalizes or cancels the drag operation.
282
- * @param args Pointer event data containing information about the interaction
283
- * @internal
284
- */
285
- onPointerUp(args) {
286
- if (debug)
287
- Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
288
- if (!this.allowEdit(this.gameObject))
289
- return;
290
- if (args.button !== 0)
291
- return;
292
- this._potentialDragStartEvt = null;
293
- const handler = this._dragHandlers.get(args.event.space);
294
- const mtHandler = this._dragHandlers.get(this.gameObject);
295
- if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
296
- // any of the two handlers has been released, so we can remove the multi-touch handler
297
- this._dragHandlers.delete(this.gameObject);
298
- mtHandler.onDragEnd(args);
299
- }
300
- if (handler) {
301
- if (DragControls._active > 0)
302
- DragControls._active -= 1;
303
- this.setTargetObject(null);
304
- if (handler.onDragEnd)
305
- handler.onDragEnd(args);
306
- this._dragHandlers.delete(args.event.space);
307
- if (this._dragHandlers.size === 0) {
308
- this.onLastDragEnd(args);
309
- }
310
- args.use();
311
- }
312
- }
313
- /**
314
- * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
315
- * and triggers drag start once there's enough movement.
316
- * @internal
317
- */
318
- update() {
319
- for (const handler of this._dragHandlers.values()) {
320
- if (handler.collectMovementInfo)
321
- handler.collectMovementInfo();
322
- // TODO this doesn't make sense, we should instead just use the max here
323
- // or even better, each handler can decide on their own how to handle this
324
- if (handler.getTotalMovement)
325
- this._totalMovement.add(handler.getTotalMovement());
326
- }
327
- // drag start only after having dragged for some pixels
328
- if (this._potentialDragStartEvt) {
329
- if (!this._didDrag) {
330
- // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
331
- // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
332
- if (this._totalMovement.length() > 0.0003)
333
- this._didDrag = true;
334
- else
335
- return;
336
- }
337
- const args = this._potentialDragStartEvt;
338
- this._potentialDragStartEvt = null;
339
- this.onFirstDragStart(args);
340
- }
341
- for (const handler of this._dragHandlers.values())
342
- if (handler.onDragUpdate)
343
- handler.onDragUpdate(this._dragHandlers.size);
344
- if (this._dragHelper && this._dragHelper.hasSelected)
345
- this.onAnyDragUpdate();
346
- }
347
- /**
348
- * Called when the first pointer starts dragging on this object.
349
- * Sets up network synchronization and marks rigidbodies for dragging.
350
- * Not called for subsequent pointers on the same object.
351
- * @param evt Pointer event data that initiated the drag
352
- */
353
- onFirstDragStart(evt) {
354
- if (!evt || !evt.object)
355
- return;
356
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
357
- // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
358
- // then we will ignore this DragControls and not select it.
359
- // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
360
- if (!dc || (dc !== this && dc._isDragging))
361
- return;
362
- const object = this._targetObject || this.gameObject;
363
- if (!object)
364
- return;
365
- this._isDragging = true;
366
- const sync = GameObject.getComponentInChildren(object, SyncedTransform);
367
- if (debug)
368
- console.log("DRAG START", sync, object);
369
- if (sync) {
370
- sync.fastMode = true;
371
- sync?.requestOwnership();
372
- }
373
- this._marker = GameObject.addComponent(object, UsageMarker);
374
- this._draggingRigidbodies.length = 0;
375
- const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
376
- if (rbs)
377
- this._draggingRigidbodies.push(...rbs);
378
- }
379
- /**
380
- * Called each frame as long as any pointer is dragging this object.
381
- * Updates visuals and keeps rigidbodies awake during the drag.
382
- */
383
- onAnyDragUpdate() {
384
- if (!this._dragHelper)
385
- return;
386
- this._dragHelper.showGizmo = this.showGizmo;
387
- this._dragHelper.onUpdate(this.context);
388
- for (const rb of this._draggingRigidbodies) {
389
- rb.wakeUp();
390
- rb.resetVelocities();
391
- rb.resetForcesAndTorques();
392
- }
393
- const object = this._targetObject || this.gameObject;
394
- InstancingUtil.markDirty(object);
395
- }
396
- /**
397
- * Called when the last pointer has been removed from this object.
398
- * Cleans up drag state and applies final velocities to rigidbodies.
399
- * @param evt Pointer event data for the last pointer that was lifted
400
- */
401
- onLastDragEnd(evt) {
402
- if (!this || !this._isDragging)
403
- return;
404
- this._isDragging = false;
405
- for (const rb of this._draggingRigidbodies) {
406
- rb.setVelocity(rb.smoothedVelocity);
407
- }
408
- this._draggingRigidbodies.length = 0;
409
- this._targetObject = null;
410
- if (evt?.object) {
411
- const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
412
- if (sync) {
413
- sync.fastMode = false;
414
- // sync?.requestOwnership();
415
- }
416
- }
417
- if (this._marker)
418
- this._marker.destroy();
419
- if (!this._dragHelper)
420
- return;
421
- const selected = this._dragHelper.selected;
422
- if (debug)
423
- console.log("DRAG END", selected, selected?.visible);
424
- this._dragHelper.setSelected(null, this.context);
425
- }
426
- }
427
- __decorate([
428
- serializable()
429
- ], DragControls.prototype, "dragMode", void 0);
430
- __decorate([
431
- serializable()
432
- ], DragControls.prototype, "snapGridResolution", void 0);
433
- __decorate([
434
- serializable()
435
- ], DragControls.prototype, "keepRotation", void 0);
436
- __decorate([
437
- serializable()
438
- ], DragControls.prototype, "xrDragMode", void 0);
439
- __decorate([
440
- serializable()
441
- ], DragControls.prototype, "xrKeepRotation", void 0);
442
- __decorate([
443
- serializable()
444
- ], DragControls.prototype, "xrDistanceDragFactor", void 0);
445
- __decorate([
446
- serializable()
447
- ], DragControls.prototype, "showGizmo", void 0);
448
- /**
449
- * Handles two touch points affecting one object.
450
- * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
451
- */
452
- class MultiTouchDragHandler {
453
- handlerA;
454
- handlerB;
455
- context;
456
- settings;
457
- gameObject;
458
- _handlerAAttachmentPoint = new Vector3();
459
- _handlerBAttachmentPoint = new Vector3();
460
- _followObject;
461
- _manipulatorObject;
462
- _deviceMode;
463
- _followObjectStartWorldQuaternion = new Quaternion();
464
- constructor(dragControls, gameObject, pointerA, pointerB) {
465
- this.context = dragControls.context;
466
- this.settings = dragControls;
467
- this.gameObject = gameObject;
468
- this.handlerA = pointerA;
469
- this.handlerB = pointerB;
470
- this._followObject = new Object3D();
471
- this._manipulatorObject = new Object3D();
472
- this.context.scene.add(this._manipulatorObject);
473
- const rig = NeedleXRSession.active?.rig?.gameObject;
474
- if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
475
- console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
476
- return;
477
- }
478
- this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
479
- this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
480
- this.gameObject.localToWorld(this._tempVec1);
481
- this.gameObject.localToWorld(this._tempVec2);
482
- if (rig) {
483
- rig.worldToLocal(this._tempVec1);
484
- rig.worldToLocal(this._tempVec2);
485
- }
486
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
487
- if (this._initialDistance < 0.02) {
488
- if (debug) {
489
- console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
490
- }
491
- // We want two reasonable pointer attachment points here.
492
- // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
493
- this.handlerA.followObject.parent.getWorldPosition(this._tempVec1);
494
- this.handlerB.followObject.parent.getWorldPosition(this._tempVec2);
495
- this._handlerAAttachmentPoint.copy(this._tempVec1);
496
- this._handlerBAttachmentPoint.copy(this._tempVec2);
497
- this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
498
- this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
499
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
500
- if (this._initialDistance < 0.001) {
501
- console.warn("Not supported right now – controller drag points for multitouch are too close!");
502
- this._initialDistance = 1;
503
- }
504
- }
505
- else {
506
- this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
507
- this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
508
- }
509
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
510
- this._initialScale.copy(gameObject.scale);
511
- if (debug) {
512
- this._followObject.add(new AxesHelper(2));
513
- this._manipulatorObject.add(new AxesHelper(5));
514
- const formatVec = (v) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
515
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
516
- Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
517
- }
518
- }
519
- onDragStart(_args) {
520
- // align _followObject with the object we want to drag
521
- this.gameObject.add(this._followObject);
522
- this._followObject.matrixAutoUpdate = false;
523
- this._followObject.matrix.identity();
524
- this._deviceMode = _args.mode;
525
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
526
- // align _manipulatorObject in the same way it would if this was a drag update
527
- this.alignManipulator();
528
- // and then parent it to the space object so it follows along.
529
- this._manipulatorObject.attach(this._followObject);
530
- // store offsets in local space
531
- this._manipulatorPosOffset.copy(this._followObject.position);
532
- this._manipulatorRotOffset.copy(this._followObject.quaternion);
533
- this._manipulatorScaleOffset.copy(this._followObject.scale);
534
- }
535
- onDragEnd(_args) {
536
- if (!this.handlerA || !this.handlerB) {
537
- console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
538
- return;
539
- }
540
- // we want to initialize the drag points for these handlers again.
541
- // one of them will be removed, but we don't know here which one
542
- this.handlerA.recenter();
543
- this.handlerB.recenter();
544
- // destroy helper objects
545
- this._manipulatorObject.removeFromParent();
546
- this._followObject.removeFromParent();
547
- this._manipulatorObject.destroy();
548
- this._followObject.destroy();
549
- }
550
- _manipulatorPosOffset = new Vector3();
551
- _manipulatorRotOffset = new Quaternion();
552
- _manipulatorScaleOffset = new Vector3();
553
- _tempVec1 = new Vector3();
554
- _tempVec2 = new Vector3();
555
- _tempVec3 = new Vector3();
556
- tempLookMatrix = new Matrix4();
557
- _initialScale = new Vector3();
558
- _initialDistance = 0;
559
- alignManipulator() {
560
- if (!this.handlerA || !this.handlerB) {
561
- console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
562
- return;
563
- }
564
- if (!this.handlerA.followObject || !this.handlerB.followObject) {
565
- console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
566
- return;
567
- }
568
- this._tempVec1.copy(this._handlerAAttachmentPoint);
569
- this._tempVec2.copy(this._handlerBAttachmentPoint);
570
- this.handlerA.followObject.localToWorld(this._tempVec1);
571
- this.handlerB.followObject.localToWorld(this._tempVec2);
572
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
573
- this._manipulatorObject.position.copy(this._tempVec3);
574
- // - lookAt the second point on handlerB
575
- const camera = this.context.mainCamera;
576
- this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, camera.worldUp);
577
- this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
578
- // - scale based on the distance between the two points
579
- const dist = this._tempVec1.distanceTo(this._tempVec2);
580
- this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
581
- this._manipulatorObject.updateMatrix();
582
- this._manipulatorObject.updateMatrixWorld(true);
583
- if (debug) {
584
- Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
585
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
586
- // const wp = this._manipulatorObject.worldPosition;
587
- // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
588
- }
589
- }
590
- onDragUpdate() {
591
- // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
592
- // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
593
- // into a reasonable two-handed translation/rotation/scale.
594
- // One approach:
595
- // - position our control object on the center between the two pointer control objects
596
- // TODO close grab needs to be handled differently because there we don't have a hit point -
597
- // Hit point is just the center of the object
598
- // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
599
- this.alignManipulator();
600
- // apply (smoothed) to the gameObject
601
- const lerpStrength = 30;
602
- const lerpFactor = 1.0;
603
- this._followObject.position.copy(this._manipulatorPosOffset);
604
- this._followObject.quaternion.copy(this._manipulatorRotOffset);
605
- this._followObject.scale.copy(this._manipulatorScaleOffset);
606
- const draggedObject = this.gameObject;
607
- const targetObject = this._followObject;
608
- if (!draggedObject) {
609
- console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
610
- return;
611
- }
612
- targetObject.updateMatrix();
613
- targetObject.updateMatrixWorld(true);
614
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
615
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
616
- // TODO refactor to a common place
617
- // apply constraints (position grid snap, rotation, ...)
618
- if (this.settings.snapGridResolution > 0) {
619
- const wp = this._followObject.worldPosition;
620
- const snap = this.settings.snapGridResolution;
621
- wp.x = Math.round(wp.x / snap) * snap;
622
- wp.y = Math.round(wp.y / snap) * snap;
623
- wp.z = Math.round(wp.z / snap) * snap;
624
- this._followObject.worldPosition = wp;
625
- this._followObject.updateMatrix();
626
- }
627
- if (keepRotation) {
628
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
629
- this._followObject.updateMatrix();
630
- }
631
- // TODO refactor to a common place
632
- // TODO should use unscaled time here // some test for lerp speed depending on distance
633
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
634
- const wp = draggedObject.worldPosition;
635
- wp.lerp(targetObject.worldPosition, t);
636
- draggedObject.worldPosition = wp;
637
- const rot = draggedObject.worldQuaternion;
638
- rot.slerp(targetObject.worldQuaternion, t);
639
- draggedObject.worldQuaternion = rot;
640
- const scl = draggedObject.worldScale;
641
- scl.lerp(targetObject.worldScale, t);
642
- draggedObject.worldScale = scl;
643
- }
644
- setTargetObject(obj) {
645
- this.gameObject = obj;
646
- }
647
- }
648
- /**
649
- * Handles a single pointer on an object.
650
- * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
651
- * and controlling object translation based on the drag mode.
652
- */
653
- class DragPointerHandler {
654
- /**
655
- * Returns the accumulated movement of the pointer in world units.
656
- * Used for determining if enough motion has occurred to start a drag.
657
- */
658
- getTotalMovement() { return this._totalMovement; }
659
- /**
660
- * Returns the object that follows the pointer during dragging operations.
661
- */
662
- get followObject() { return this._followObject; }
663
- /**
664
- * Returns the point where the pointer initially hit the object in local space.
665
- */
666
- get hitPointInLocalSpace() { return this._hitPointInLocalSpace; }
667
- context;
668
- gameObject;
669
- settings;
670
- _lastRig = undefined;
671
- /** This object is placed at the pivot of the dragged object, and parented to the control space. */
672
- _followObject;
673
- _totalMovement = new Vector3();
674
- /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
675
- * effort someone is putting into moving an object closer or further away. */
676
- _totalMovementAlongRayDirection = 0;
677
- /** Distance between _followObject and its parent at grab start, in local space */
678
- _grabStartDistance = 0;
679
- _deviceMode;
680
- _followObjectStartPosition = new Vector3();
681
- _followObjectStartQuaternion = new Quaternion();
682
- _followObjectStartWorldQuaternion = new Quaternion();
683
- _lastDragPosRigSpace;
684
- _tempVec = new Vector3();
685
- _tempMat = new Matrix4();
686
- _hitPointInLocalSpace = new Vector3();
687
- _hitNormalInLocalSpace = new Vector3();
688
- _bottomCenter = new Vector3();
689
- _backCenter = new Vector3();
690
- _backBottomCenter = new Vector3();
691
- _bounds = new Box3();
692
- _dragPlane = new Plane(new Vector3(0, 1, 0));
693
- _draggedOverObject = null;
694
- _draggedOverObjectLastSetUp = null;
695
- _draggedOverObjectLastNormal = new Vector3();
696
- _draggedOverObjectDuration = 0;
697
- /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
698
- setTargetObject(obj) {
699
- this.gameObject = obj;
700
- }
701
- constructor(dragControls, gameObject) {
702
- this.settings = dragControls;
703
- this.context = dragControls.context;
704
- this.gameObject = gameObject;
705
- this._followObject = new Object3D();
706
- }
707
- recenter() {
708
- if (!this._followObject.parent) {
709
- console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
710
- return;
711
- }
712
- if (!this.gameObject) {
713
- console.warn("Error: space follow object doesn't have a gameObject");
714
- return;
715
- }
716
- const p = this._followObject.parent;
717
- this.gameObject.add(this._followObject);
718
- this._followObject.matrixAutoUpdate = false;
719
- this._followObject.position.set(0, 0, 0);
720
- this._followObject.quaternion.set(0, 0, 0, 1);
721
- this._followObject.scale.set(1, 1, 1);
722
- this._followObject.updateMatrix();
723
- this._followObject.updateMatrixWorld(true);
724
- p.attach(this._followObject);
725
- this._followObjectStartPosition.copy(this._followObject.position);
726
- this._followObjectStartQuaternion.copy(this._followObject.quaternion);
727
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
728
- this._followObject.updateMatrix();
729
- this._followObject.updateMatrixWorld(true);
730
- const hitPointWP = this._hitPointInLocalSpace.clone();
731
- this.gameObject.localToWorld(hitPointWP);
732
- this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
733
- const rig = NeedleXRSession.active?.rig?.gameObject;
734
- const rigScale = rig?.worldScale.x || 1;
735
- this._grabStartDistance /= rigScale;
736
- this._totalMovementAlongRayDirection = 0;
737
- this._lastDragPosRigSpace = undefined;
738
- if (debug) {
739
- Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
740
- Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
741
- }
742
- }
743
- onDragStart(args) {
744
- if (!this.gameObject) {
745
- console.warn("Error: space follow object doesn't have a gameObject");
746
- return;
747
- }
748
- args.event.space.add(this._followObject);
749
- // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
750
- this._lastDragPosRigSpace = undefined;
751
- if (args.point && args.normal) {
752
- this._hitPointInLocalSpace.copy(args.point);
753
- this.gameObject.worldToLocal(this._hitPointInLocalSpace);
754
- this._hitNormalInLocalSpace.copy(args.normal);
755
- }
756
- else if (args) {
757
- // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
758
- // convert controller world position to local space instead and use that as hit point
759
- const controller = args.event.space;
760
- const controllerWp = controller.worldPosition;
761
- this.gameObject.worldToLocal(controllerWp);
762
- this._hitPointInLocalSpace.copy(controllerWp);
763
- const controllerUp = controller.worldUp;
764
- this._tempMat.copy(this.gameObject.matrixWorld).invert();
765
- controllerUp.transformDirection(this._tempMat);
766
- this._hitNormalInLocalSpace.copy(controllerUp);
767
- }
768
- this.recenter();
769
- this._totalMovement.set(0, 0, 0);
770
- this._deviceMode = args.mode;
771
- const dragSource = this._followObject.parent;
772
- const rayDirection = dragSource.worldForward;
773
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
774
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
775
- // set up drag plane; we don't really know the normal yet but we can already set the point
776
- const hitWP = this._hitPointInLocalSpace.clone();
777
- this.gameObject.localToWorld(hitWP);
778
- switch (dragMode) {
779
- case DragMode.XZPlane:
780
- const up = new Vector3(0, 1, 0);
781
- if (this.gameObject.parent) {
782
- // TODO in this case _dragPlane should be in parent space, not world space,
783
- // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
784
- up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
785
- }
786
- this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
787
- break;
788
- case DragMode.HitNormal:
789
- const hitNormal = this._hitNormalInLocalSpace.clone();
790
- hitNormal.transformDirection(this.gameObject.matrixWorld);
791
- this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
792
- break;
793
- case DragMode.Attached:
794
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
795
- break;
796
- case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
797
- this.setPlaneViewAligned(hitWP, true);
798
- break;
799
- case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
800
- this.setPlaneViewAligned(hitWP, false);
801
- break;
802
- case DragMode.None:
803
- break;
804
- }
805
- // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
806
- // const bbox = new Box3();
807
- const p = this.gameObject.parent;
808
- const localP = this.gameObject.position.clone();
809
- const localQ = this.gameObject.quaternion.clone();
810
- const localS = this.gameObject.scale.clone();
811
- // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
812
- const matrixWorld = this.gameObject.matrixWorld.clone();
813
- if (p)
814
- p.remove(this.gameObject);
815
- this.gameObject.position.set(0, 0, 0);
816
- this.gameObject.quaternion.set(0, 0, 0, 1);
817
- this.gameObject.scale.set(1, 1, 1);
818
- const bbox = getBoundingBox([this.gameObject]);
819
- // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
820
- bbox.expandByPoint(this.gameObject.worldPosition);
821
- // console.log(this.gameObject.position.y - bbox.min.y)
822
- // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
823
- // get front center point of the bbox. basically (0, 0, 1) in local space
824
- const bboxCenter = new Vector3();
825
- bbox.getCenter(bboxCenter);
826
- const bboxSize = new Vector3();
827
- bbox.getSize(bboxSize);
828
- // attachment points for dragging
829
- this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
830
- this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
831
- this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
832
- this._bounds.copy(bbox);
833
- // restore original transform
834
- if (p)
835
- p.add(this.gameObject);
836
- this.gameObject.position.copy(localP);
837
- this.gameObject.quaternion.copy(localQ);
838
- this.gameObject.scale.copy(localS);
839
- this.gameObject.matrixWorld.copy(matrixWorld);
840
- // surface snapping
841
- this._draggedOverObject = null;
842
- this._draggedOverObjectLastSetUp = null;
843
- this._draggedOverObjectLastNormal.set(0, 1, 0);
844
- this._draggedOverObjectDuration = 0;
845
- }
846
- collectMovementInfo() {
847
- // we're dragging - there is a controlling object
848
- if (!this._followObject.parent)
849
- return;
850
- // TODO This should all be handled properly per-pointer
851
- // and we want to have a chance to react to multiple pointers being on the same object.
852
- // some common stuff (calculating of movement offsets, etc) could be done by default
853
- // and then the main thing to override is the actual movement of the object based on N _followObjects
854
- const dragSource = this._followObject.parent;
855
- // modify _followObject with constraints, e.g.
856
- // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
857
- /* TODO fix jump on drag start
858
- const p0 = this._followObject.parent as GameObject;
859
- const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
860
- const p = new Vector3();
861
- const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
862
- if (t0 !== null)
863
- this._followObject.worldPosition = t0;
864
- */
865
- this._followObject.updateMatrix();
866
- const dragPosRigSpace = dragSource.worldPosition;
867
- const rig = NeedleXRSession.active?.rig?.gameObject;
868
- if (rig)
869
- rig.worldToLocal(dragPosRigSpace);
870
- // sum up delta
871
- // TODO We need to do all/most of these calculations in Rig Space instead of world space
872
- // moving the rig while holding an object should not affect _rayDelta / _dragDelta
873
- if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
874
- this._lastDragPosRigSpace = dragPosRigSpace.clone();
875
- this._lastRig = rig;
876
- }
877
- this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
878
- const rayDirectionRigSpace = dragSource.worldForward;
879
- if (rig) {
880
- this._tempMat.copy(rig.matrixWorld).invert();
881
- rayDirectionRigSpace.transformDirection(this._tempMat);
882
- }
883
- // sum up delta movement along ray
884
- this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
885
- this._tempVec.x = Math.abs(this._tempVec.x);
886
- this._tempVec.y = Math.abs(this._tempVec.y);
887
- this._tempVec.z = Math.abs(this._tempVec.z);
888
- // sum up absolute total movement
889
- this._totalMovement.add(this._tempVec);
890
- this._lastDragPosRigSpace.copy(dragPosRigSpace);
891
- if (debug) {
892
- let wp = dragPosRigSpace;
893
- // ray direction of the input source object
894
- if (rig) {
895
- wp = wp.clone();
896
- wp.transformDirection(rig.matrixWorld);
897
- }
898
- Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
899
- }
900
- }
901
- onDragUpdate(numberOfPointers) {
902
- // can only handle a single pointer
903
- // if there's more, we defer to multi-touch drag handlers
904
- if (numberOfPointers > 1)
905
- return;
906
- const draggedObject = this.gameObject;
907
- if (!draggedObject || !this._followObject) {
908
- console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
909
- return;
910
- }
911
- const dragSource = this._followObject.parent;
912
- if (!dragSource) {
913
- console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
914
- return;
915
- }
916
- this._followObject.updateMatrix();
917
- const dragSourceWP = dragSource.worldPosition;
918
- const rayDirection = dragSource.worldForward;
919
- // Actually move and rotate draggedObject
920
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
921
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
922
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
923
- if (dragMode === DragMode.None)
924
- return;
925
- const lerpStrength = 10;
926
- // - keeping rotation constant during dragging
927
- if (keepRotation)
928
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
929
- this._followObject.updateMatrix();
930
- this._followObject.updateMatrixWorld(true);
931
- // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
932
- let currentDist = 1.0;
933
- let lerpFactor = 2.0;
934
- if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
935
- {
936
- const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
937
- currentDist = Math.max(0.0, factor);
938
- currentDist = currentDist * currentDist * currentDist;
939
- }
940
- else if (this._grabStartDistance <= 0.5) {
941
- // TODO there's still a frame delay between dragged objects and the hand models
942
- lerpFactor = 3.0;
943
- }
944
- // reset _followObject to its original position and rotation
945
- this._followObject.position.copy(this._followObjectStartPosition);
946
- if (!keepRotation)
947
- this._followObject.quaternion.copy(this._followObjectStartQuaternion);
948
- // TODO restore previous functionality:
949
- // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
950
- // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
951
- // move the grabbed point to your head and not slap the cube in your head.
952
- this._followObject.position.multiplyScalar(currentDist);
953
- this._followObject.updateMatrix();
954
- const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
955
- this._hasLastSurfaceHitPoint = false;
956
- const ray = new Ray(dragSourceWP, rayDirection);
957
- let didHit = false;
958
- // Surface snapping.
959
- // Feels quite weird in VR right now!
960
- if (dragMode == DragMode.SnapToSurfaces) {
961
- // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
962
- // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
963
- // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
964
- const hits = this.context.physics.raycastFromRay(ray, {
965
- testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject // && !(o instanceof GroundedSkybox)
966
- });
967
- if (hits.length > 0) {
968
- const hit = hits[0];
969
- // if we're above the same surface for a specified time, adjust drag options:
970
- // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
971
- // - if the drag plane is an object, we also want to
972
- // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
973
- // - rotate the dragged object to match the surface normal
974
- if (this._draggedOverObject === hit.object)
975
- this._draggedOverObjectDuration += this.context.time.deltaTime;
976
- else {
977
- this._draggedOverObject = hit.object;
978
- this._draggedOverObjectDuration = 0;
979
- }
980
- if (hit.face) {
981
- didHit = true;
982
- this._hasLastSurfaceHitPoint = true;
983
- this._lastSurfaceHitPoint.copy(hit.point);
984
- const dragTimeThreshold = 0.15;
985
- const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
986
- const dragDistance = 0.001;
987
- const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
988
- // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
989
- const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
990
- // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
991
- // or if the surface normal changed
992
- if ((dragTimeSatisfied || dragDistanceSatisfied) &&
993
- (this._draggedOverObjectLastSetUp !== this._draggedOverObject
994
- || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
995
- // if we're dragging on a flat surface with different levels (like the sandbox floor)
996
- || this.context.time.frame % 60 === 0)) {
997
- this._draggedOverObjectLastSetUp = this._draggedOverObject;
998
- this._draggedOverObjectLastNormal.copy(hit.face.normal);
999
- const center = getTempVector();
1000
- const size = getTempVector();
1001
- this._bounds.getCenter(center);
1002
- this._bounds.getSize(size);
1003
- center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1004
- this._hitPointInLocalSpace.copy(center);
1005
- this._hitNormalInLocalSpace.copy(hit.face.normal);
1006
- // ensure plane is far enough up that we don't drag into the surface
1007
- // Which offset we use here depends on the face normal direction we hit
1008
- // If we hit the bottom, we want to use the top, and vice versa
1009
- // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1010
- this._bounds.getCenter(center);
1011
- this._bounds.getSize(size);
1012
- center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1013
- const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1014
- this._followObject.localToWorld(offset);
1015
- // See https://linear.app/needle/issue/NE-5004
1016
- // const offsetWP = this._followObject.worldPosition.sub(offset);
1017
- const point = hit.point; //.sub(offsetWP);
1018
- // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1019
- // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1020
- // console.log(hit.normal)
1021
- this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1022
- }
1023
- // If the drag has just started and we're not yet really starting to update the object's position
1024
- // we want to return here and wait until the drag has been going on for a bit
1025
- // Otherwise the object will either immediately change it's position (when the user starts dragging)
1026
- // Or interpolate to a wrong position for a short moment
1027
- else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1028
- return;
1029
- }
1030
- }
1031
- }
1032
- else if (didHaveSurfaceHitPointLastFrame) {
1033
- if (this.gameObject)
1034
- this.setPlaneViewAligned(this.gameObject.worldPosition, false);
1035
- }
1036
- }
1037
- // if(dragMode === DragMode.SnapToSurfaces){
1038
- // if(!didHit){
1039
- // return;
1040
- // }
1041
- // }
1042
- // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1043
- // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1044
- // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1045
- // Drag on plane:
1046
- if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1047
- this._followObject.worldPosition = this._tempVec;
1048
- this._followObject.updateMatrix();
1049
- this._followObject.updateMatrixWorld(true);
1050
- const newWP = getTempVector(this._hitPointInLocalSpace); //.clone();
1051
- this._followObject.localToWorld(newWP);
1052
- if (debug) {
1053
- Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1054
- }
1055
- this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1056
- this._followObject.updateMatrix();
1057
- // TODO figure out nicer look rotation here
1058
- // TODO rotating here will cause the object to intersect again with the surface
1059
- // if (!keepRotation) {
1060
- // const normal = this._dragPlane.normal;
1061
- // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1062
- // // Otherwise lookat will randomly choose a different rotation axis
1063
- // const tinyNormalJiggle = 0.00001;
1064
- // if (normal.x === 1) {
1065
- // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1066
- // }
1067
- // else if (normal.y === 1) {
1068
- // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1069
- // }
1070
- // else if (normal.z === 1) {
1071
- // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1072
- // }
1073
- // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1074
- // if (lookPoint) {
1075
- // this._followObject.lookAt(lookPoint);
1076
- // this._followObject.rotateX(Math.PI / 2);
1077
- // }
1078
- // }
1079
- this._followObject.updateMatrix();
1080
- }
1081
- // TODO refactor to a common place
1082
- // apply constraints (position grid snap, rotation, ...)
1083
- if (this.settings.snapGridResolution > 0) {
1084
- const wp = this._followObject.worldPosition;
1085
- const snap = this.settings.snapGridResolution;
1086
- wp.x = Math.round(wp.x / snap) * snap;
1087
- wp.y = Math.round(wp.y / snap) * snap;
1088
- wp.z = Math.round(wp.z / snap) * snap;
1089
- this._followObject.worldPosition = wp;
1090
- this._followObject.updateMatrix();
1091
- }
1092
- if (keepRotation) {
1093
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1094
- this._followObject.updateMatrix();
1095
- }
1096
- // TODO refactor to a common place
1097
- // TODO should use unscaled time here // some test for lerp speed depending on distance
1098
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
1099
- const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1100
- const wp = draggedObject.worldPosition;
1101
- wp.lerp(this._followObject.worldPosition, t);
1102
- draggedObject.worldPosition = wp;
1103
- const rot = draggedObject.worldQuaternion;
1104
- rot.slerp(this._followObject.worldQuaternion, t_rotation);
1105
- draggedObject.worldQuaternion = rot;
1106
- if (debug) {
1107
- const hitPointWP = this._hitPointInLocalSpace.clone();
1108
- draggedObject.localToWorld(hitPointWP);
1109
- // draw grab attachment point and normal. They are in grabbed object space
1110
- Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1111
- const hitNormalWP = this._hitNormalInLocalSpace.clone();
1112
- hitNormalWP.applyQuaternion(rot);
1113
- Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1114
- // debug info
1115
- Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)), `Distance: ${this._totalMovement.length().toFixed(2)}\n
1116
- Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1117
- Session: ${!!NeedleXRSession.active}\n
1118
- Device: ${this._deviceMode}\n
1119
- `, 0.03);
1120
- // draw bottom/back snap points
1121
- const bottomCenter = this._bottomCenter.clone();
1122
- const backCenter = this._backCenter.clone();
1123
- const backBottomCenter = this._backBottomCenter.clone();
1124
- draggedObject.localToWorld(bottomCenter);
1125
- draggedObject.localToWorld(backCenter);
1126
- draggedObject.localToWorld(backBottomCenter);
1127
- Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1128
- Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1129
- Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1130
- Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1131
- Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1132
- }
1133
- }
1134
- onDragEnd(args) {
1135
- console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1136
- this._followObject.removeFromParent();
1137
- this._followObject.destroy();
1138
- this._lastDragPosRigSpace = undefined;
1139
- }
1140
- _hasLastSurfaceHitPoint = false;
1141
- _lastSurfaceHitPoint = new Vector3();
1142
- setPlaneViewAligned(worldPoint, useUpAngle) {
1143
- if (!this._followObject.parent) {
1144
- return false;
1145
- }
1146
- const viewDirection = this._followObject.parent.worldForward;
1147
- ;
1148
- const v0 = getTempVector(0, 1, 0);
1149
- const v1 = viewDirection;
1150
- const angle = v0.angleTo(v1);
1151
- const angleThreshold = 0.5;
1152
- if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1153
- this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1154
- else
1155
- this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1156
- return true;
1157
- }
1158
- }
1159
- /**
1160
- * Provides visual helper elements for DragControls.
1161
- * Shows where objects will be placed and their relation to surfaces below them.
1162
- */
1163
- class LegacyDragVisualsHelper {
1164
- /** Controls whether visual helpers like lines and markers are displayed */
1165
- showGizmo = true;
1166
- /** When true, drag plane alignment changes based on view angle */
1167
- useViewAngle = true;
1168
- /**
1169
- * Checks if there is a currently selected object being visualized
1170
- */
1171
- get hasSelected() {
1172
- return this._selected !== null && this._selected !== undefined;
1173
- }
1174
- /**
1175
- * Returns the currently selected object being visualized, if any
1176
- */
1177
- get selected() {
1178
- return this._selected;
1179
- }
1180
- _selected = null;
1181
- _context = null;
1182
- _camera;
1183
- _cameraPlane = new Plane();
1184
- _hasGroundPlane = false;
1185
- _groundPlane = new Plane();
1186
- _groundOffset = new Vector3();
1187
- _groundOffsetFactor = 0;
1188
- _groundDistance = 0;
1189
- _groundPlanePoint = new Vector3();
1190
- _raycaster = new Raycaster();
1191
- _cameraPlaneOffset = new Vector3();
1192
- _intersection = new Vector3();
1193
- _worldPosition = new Vector3();
1194
- _inverseMatrix = new Matrix4();
1195
- _rbs = [];
1196
- _groundLine;
1197
- _groundMarker;
1198
- static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1199
- constructor(camera) {
1200
- this._camera = camera;
1201
- const line = new Line(LegacyDragVisualsHelper.geometry);
1202
- const mat = line.material;
1203
- mat.color = new Color(.4, .4, .4);
1204
- line.layers.set(2);
1205
- line.name = 'line';
1206
- line.scale.y = 1;
1207
- this._groundLine = line;
1208
- const geometry = new SphereGeometry(.5, 22, 22);
1209
- const material = new MeshBasicMaterial({ color: mat.color });
1210
- const sphere = new Mesh(geometry, material);
1211
- sphere.visible = false;
1212
- sphere.layers.set(2);
1213
- this._groundMarker = sphere;
1214
- }
1215
- setSelected(newSelected, context) {
1216
- if (this._selected && context) {
1217
- for (const rb of this._rbs) {
1218
- rb.wakeUp();
1219
- rb.setVelocity(0, 0, 0);
1220
- }
1221
- }
1222
- if (this._selected) {
1223
- // TODO move somewhere else
1224
- Avatar_POI.Remove(context, this._selected);
1225
- }
1226
- this._selected = newSelected;
1227
- this._context = context;
1228
- this._rbs.length = 0;
1229
- if (newSelected) {
1230
- context.scene.add(this._groundLine);
1231
- context.scene.add(this._groundMarker);
1232
- }
1233
- else {
1234
- this._groundLine.removeFromParent();
1235
- this._groundMarker.removeFromParent();
1236
- }
1237
- if (this._selected) {
1238
- if (!context) {
1239
- console.error("DragHelper: no context");
1240
- return;
1241
- }
1242
- // TODO move somewhere else
1243
- Avatar_POI.Add(context, this._selected, null);
1244
- this._groundOffsetFactor = 0;
1245
- this._hasGroundPlane = true;
1246
- this._groundOffset.set(0, 0, 0);
1247
- this._requireUpdateGroundPlane = true;
1248
- this.onUpdateScreenSpacePlane();
1249
- }
1250
- }
1251
- _groundOffsetVector = new Vector3(0, 1, 0);
1252
- _requireUpdateGroundPlane = true;
1253
- _didDragOnGroundPlaneLastFrame = false;
1254
- onUpdate(_context) {
1255
- if (!this._selected)
1256
- return;
1257
- // const wp = getWorldPosition(this._selected);
1258
- // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1259
- // this.onUpdateGroundPlane();
1260
- // this._didDragOnGroundPlaneLastFrame = true;
1261
- // this._hasGroundPlane = true;
1262
- /*
1263
- if (!this._context) return;
1264
-
1265
- const mainKey: KeyCode = "Space";
1266
- const secondaryKey: KeyCode = "KeyD";
1267
- const scaleKey: KeyCode = "KeyS";
1268
-
1269
- const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1270
- const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1271
- if (isRotating) {
1272
- const dt = this._context.input.getPointerPositionDelta(0);
1273
- if (dt) {
1274
- this._groundOffsetVector.set(0, 1, 0);
1275
- this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1276
- }
1277
- }
1278
-
1279
- // todo: allow this once synced transform sends world scale
1280
- // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1281
- // if(isScaling){
1282
- // const dt = this._context.input.getPointerPositionDelta(0);
1283
- // if(dt){
1284
- // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1285
- // return;
1286
- // }
1287
- // }
1288
-
1289
- const rc = this._context.input.getPointerPositionRC(0);
1290
- if (!rc) return;
1291
- this._raycaster.setFromCamera(rc, this._camera);
1292
-
1293
- if (this._selected) {
1294
- if (debug) console.log("UPDATE DRAG", this._selected);
1295
- this._groundOffsetVector.set(0, 1, 0);
1296
- const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1297
- const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1298
-
1299
- const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1300
- let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1301
- if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1302
- dragOnGroundPlane = false;
1303
- }
1304
- const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1305
- this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1306
-
1307
- if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1308
- if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1309
- this.onUpdateGroundPlane();
1310
-
1311
- this._requireUpdateGroundPlane = false;
1312
- if (this._hasGroundPlane) {
1313
- // const wp = getWorldPosition(this._selected);
1314
- // const ray = new Ray(wp, new Vector3(0, -1, 0));
1315
-
1316
- if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1317
- const y = this._intersection.y;
1318
- this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1319
- this._groundPlanePoint.y = y;
1320
-
1321
- if (dragOnGroundPlane) {
1322
- this._groundOffsetVector.set(0, 1, 0);
1323
- // console.log(this._groundOffset);
1324
- const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1325
- this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1326
- this.onDidUpdate();
1327
- return;
1328
- }
1329
- }
1330
- // TODO: fix this
1331
- else this._groundPlanePoint.set(0, 99999, 0);
1332
- // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1333
- // const y = this._intersection.y;
1334
- // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1335
- // this._groundPlanePoint.y = y;
1336
- // }
1337
- }
1338
-
1339
- if (changed) {
1340
- this.onUpdateScreenSpacePlane();
1341
- }
1342
-
1343
- this._requireUpdateGroundPlane = true;
1344
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1345
- this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1346
- this.onDidUpdate();
1347
- }
1348
- }
1349
- */
1350
- }
1351
- onUpdateWorldPosition(wp, pointOnPlane, heightOnly) {
1352
- if (!this._selected)
1353
- return;
1354
- if (heightOnly) {
1355
- const cur = getWorldPosition(this._selected);
1356
- cur.y = wp.y;
1357
- wp = cur;
1358
- }
1359
- setWorldPosition(this._selected, wp);
1360
- setWorldPosition(this._groundLine, wp);
1361
- if (this._hasGroundPlane) {
1362
- this._groundLine.scale.y = this._groundDistance;
1363
- }
1364
- else
1365
- this._groundLine.scale.y = 1000;
1366
- this._groundLine.visible = this.showGizmo;
1367
- this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1368
- if (pointOnPlane) {
1369
- const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1370
- this._groundMarker.scale.set(s, s, s);
1371
- setWorldPosition(this._groundMarker, pointOnPlane);
1372
- }
1373
- }
1374
- onUpdateScreenSpacePlane() {
1375
- if (!this._selected || !this._context)
1376
- return;
1377
- const rc = this._context.input.getPointerPositionRC(0);
1378
- if (!rc)
1379
- return;
1380
- this._raycaster.setFromCamera(rc, this._camera);
1381
- this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1382
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1383
- this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1384
- this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1385
- }
1386
- }
1387
- onUpdateGroundPlane() {
1388
- if (!this._selected || !this._context)
1389
- return;
1390
- const wp = getWorldPosition(this._selected);
1391
- const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1392
- const opts = new RaycastOptions();
1393
- opts.testObject = o => o !== this._selected;
1394
- const hits = this._context.physics.raycastFromRay(ray, opts);
1395
- for (let i = 0; i < hits.length; i++) {
1396
- const hit = hits[i];
1397
- if (!hit.face || this.contains(this._selected, hit.object)) {
1398
- continue;
1399
- }
1400
- const normal = getTempVector(0, 1, 0); // hit.face.normal
1401
- this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1402
- break;
1403
- }
1404
- this._hasGroundPlane = true;
1405
- this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1406
- this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1407
- this._groundDistance = this._intersection.distanceTo(wp);
1408
- this._groundOffset.copy(this._intersection).sub(wp);
1409
- }
1410
- contains(obj, toSearch) {
1411
- if (obj === toSearch)
1412
- return true;
1413
- if (obj.children) {
1414
- for (const child of obj.children) {
1415
- if (this.contains(child, toSearch))
1416
- return true;
1417
- }
1418
- }
1419
- return false;
1420
- }
1421
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { AxesHelper, Box3, BufferGeometry, Color, Line, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
8
+ import { Gizmos } from "../engine/engine_gizmos.js";
9
+ import { InstancingUtil } from "../engine/engine_instancing.js";
10
+ import { Mathf } from "../engine/engine_math.js";
11
+ import { RaycastOptions } from "../engine/engine_physics.js";
12
+ import { serializable } from "../engine/engine_serialization_decorator.js";
13
+ import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
14
+ import { getParam } from "../engine/engine_utils.js";
15
+ import { NeedleXRSession } from "../engine/engine_xr.js";
16
+ import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
17
+ import { Behaviour, GameObject } from "./Component.js";
18
+ import { UsageMarker } from "./Interactable.js";
19
+ import { Rigidbody } from "./RigidBody.js";
20
+ import { SyncedTransform } from "./SyncedTransform.js";
21
+ import { ObjectRaycaster } from "./ui/Raycaster.js";
22
+ /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
23
+ const debug = getParam("debugdrag");
24
+ /** Buffer to store currently active DragControls components */
25
+ const dragControlsBuffer = [];
26
+ /**
27
+ * The DragMode determines how an object is dragged around in the scene.
28
+ */
29
+ export var DragMode;
30
+ (function (DragMode) {
31
+ /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
+ DragMode[DragMode["XZPlane"] = 0] = "XZPlane";
33
+ /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
+ DragMode[DragMode["Attached"] = 1] = "Attached";
35
+ /** Object is dragged along the initial raycast hit normal. */
36
+ DragMode[DragMode["HitNormal"] = 2] = "HitNormal";
37
+ /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
+ DragMode[DragMode["DynamicViewAngle"] = 3] = "DynamicViewAngle";
39
+ /** The drag plane is snapped to surfaces in the scene while dragging. */
40
+ DragMode[DragMode["SnapToSurfaces"] = 4] = "SnapToSurfaces";
41
+ /** Don't allow dragging the object */
42
+ DragMode[DragMode["None"] = 5] = "None";
43
+ })(DragMode || (DragMode = {}));
44
+ /**
45
+ * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
46
+ * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
47
+ *
48
+ * @category Interactivity
49
+ * @group Components
50
+ */
51
+ export class DragControls extends Behaviour {
52
+ /**
53
+ * Checks if any DragControls component is currently active with selected objects
54
+ * @returns True if any DragControls component is currently active
55
+ */
56
+ static get HasAnySelected() { return this._active > 0; }
57
+ static _active = 0;
58
+ /**
59
+ * Retrieves a list of all DragControl components that are currently dragging objects.
60
+ * @returns Array of currently active DragControls components
61
+ */
62
+ static get CurrentlySelected() {
63
+ dragControlsBuffer.length = 0;
64
+ for (const dc of this._instances) {
65
+ if (dc._isDragging) {
66
+ dragControlsBuffer.push(dc);
67
+ }
68
+ }
69
+ return dragControlsBuffer;
70
+ }
71
+ /** Registry of currently active and enabled DragControls components */
72
+ static _instances = [];
73
+ /**
74
+ * Determines how and where the object is dragged along. Different modes include
75
+ * dragging along a plane, attached to the pointer, or following surface normals.
76
+ */
77
+ dragMode = DragMode.DynamicViewAngle;
78
+ /**
79
+ * Snaps dragged objects to a 3D grid with the specified resolution.
80
+ * Set to 0 to disable snapping.
81
+ */
82
+ snapGridResolution = 0.0;
83
+ /**
84
+ * When true, maintains the original rotation of the dragged object while moving it.
85
+ * When false, allows the object to rotate freely during dragging.
86
+ */
87
+ keepRotation = true;
88
+ /**
89
+ * Determines how and where the object is dragged along while dragging in XR.
90
+ * Uses a separate setting from regular drag mode for better XR interaction.
91
+ */
92
+ xrDragMode = DragMode.Attached;
93
+ /**
94
+ * When true, maintains the original rotation of the dragged object during XR dragging.
95
+ * When false, allows the object to rotate freely during XR dragging.
96
+ */
97
+ xrKeepRotation = false;
98
+ /**
99
+ * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
100
+ * Higher values make distance changes more pronounced.
101
+ * This is similar to mouse acceleration on a screen.
102
+ */
103
+ xrDistanceDragFactor = 1;
104
+ /**
105
+ * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
106
+ * providing visual feedback about the object's position relative to surfaces below it.
107
+ */
108
+ showGizmo = false;
109
+ /**
110
+ * Returns the object currently being dragged by this DragControls component, if any.
111
+ * @returns The object being dragged or null if no object is currently dragged
112
+ */
113
+ get draggedObject() {
114
+ return this._targetObject;
115
+ }
116
+ /**
117
+ * Updates the object that is being dragged by the DragControls.
118
+ * This can be used to change the target during a drag operation.
119
+ * @param obj The new object to drag, or null to stop dragging
120
+ */
121
+ setTargetObject(obj) {
122
+ this._targetObject = obj;
123
+ for (const handler of this._dragHandlers.values()) {
124
+ handler.setTargetObject(obj);
125
+ }
126
+ // If the object was kinematic we want to reset it
127
+ const wasKinematicKey = "_rigidbody-was-kinematic";
128
+ if (this._rigidbody?.[wasKinematicKey] === false) {
129
+ this._rigidbody.isKinematic = false;
130
+ this._rigidbody[wasKinematicKey] = undefined;
131
+ }
132
+ this._rigidbody = null;
133
+ // If we have a object that is being dragged we want to get the Rigidbody component
134
+ // and we set kinematic to false while it's being dragged
135
+ if (obj) {
136
+ this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
137
+ if (this._rigidbody?.isKinematic === false) {
138
+ this._rigidbody.isKinematic = true;
139
+ this._rigidbody[wasKinematicKey] = false;
140
+ }
141
+ }
142
+ }
143
+ _rigidbody = null;
144
+ // future:
145
+ // constraints?
146
+ /** The object to be dragged – we pass this to handlers when they are created */
147
+ _targetObject = null;
148
+ _dragHelper = null;
149
+ static lastHovered;
150
+ _draggingRigidbodies = [];
151
+ _potentialDragStartEvt = null;
152
+ _dragHandlers = new Map();
153
+ _totalMovement = new Vector3();
154
+ /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
155
+ _marker = null;
156
+ _isDragging = false;
157
+ _didDrag = false;
158
+ /** @internal */
159
+ awake() {
160
+ // initialize all data that may be cloned incorrectly otherwise
161
+ this._potentialDragStartEvt = null;
162
+ this._dragHandlers = new Map();
163
+ this._totalMovement = new Vector3();
164
+ this._marker = null;
165
+ this._isDragging = false;
166
+ this._didDrag = false;
167
+ this._dragHelper = null;
168
+ this._draggingRigidbodies = [];
169
+ }
170
+ /** @internal */
171
+ start() {
172
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster))
173
+ this.gameObject.addComponent(ObjectRaycaster);
174
+ }
175
+ /** @internal */
176
+ onEnable() {
177
+ DragControls._instances.push(this);
178
+ }
179
+ /** @internal */
180
+ onDisable() {
181
+ DragControls._instances = DragControls._instances.filter(i => i !== this);
182
+ }
183
+ /**
184
+ * Checks if editing is allowed for the current networking connection.
185
+ * @param _obj Optional object to check edit permissions for
186
+ * @returns True if editing is allowed
187
+ */
188
+ allowEdit(_obj = null) {
189
+ return this.context.connection.allowEditing;
190
+ }
191
+ /**
192
+ * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
193
+ * @param evt Pointer event data containing information about the interaction
194
+ * @internal
195
+ */
196
+ onPointerEnter(evt) {
197
+ if (!this.allowEdit(this.gameObject))
198
+ return;
199
+ if (evt.mode !== "screen")
200
+ return;
201
+ // get the drag mode and check if we need to abort early here
202
+ const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
203
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
204
+ if (dragMode === DragMode.None)
205
+ return;
206
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
207
+ if (!dc || dc !== this)
208
+ return;
209
+ DragControls.lastHovered = evt.object;
210
+ this.context.domElement.style.cursor = 'pointer';
211
+ }
212
+ /**
213
+ * Handles pointer movement events. Marks the event as used if dragging is active.
214
+ * @param args Pointer event data containing information about the movement
215
+ * @internal
216
+ */
217
+ onPointerMove(args) {
218
+ if (this._isDragging || this._potentialDragStartEvt !== null)
219
+ args.use();
220
+ }
221
+ /**
222
+ * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
223
+ * @param evt Pointer event data containing information about the interaction
224
+ * @internal
225
+ */
226
+ onPointerExit(evt) {
227
+ if (!this.allowEdit(this.gameObject))
228
+ return;
229
+ if (evt.mode !== "screen")
230
+ return;
231
+ if (DragControls.lastHovered !== evt.object)
232
+ return;
233
+ this.context.domElement.style.cursor = 'auto';
234
+ }
235
+ /**
236
+ * Handles pointer down events. Initiates the potential drag operation if conditions are met.
237
+ * @param args Pointer event data containing information about the interaction
238
+ * @internal
239
+ */
240
+ onPointerDown(args) {
241
+ if (!this.allowEdit(this.gameObject))
242
+ return;
243
+ if (args.used)
244
+ return;
245
+ // get the drag mode and check if we need to abort early here
246
+ const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
247
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
248
+ if (dragMode === DragMode.None)
249
+ return;
250
+ DragControls.lastHovered = args.object;
251
+ if (args.button === 0) {
252
+ if (this._dragHandlers.size === 0) {
253
+ this._didDrag = false;
254
+ this._totalMovement.set(0, 0, 0);
255
+ this._potentialDragStartEvt = args;
256
+ }
257
+ if (!this._targetObject) {
258
+ this.setTargetObject(this.gameObject);
259
+ }
260
+ DragControls._active += 1;
261
+ const newDragHandler = new DragPointerHandler(this, this._targetObject);
262
+ this._dragHandlers.set(args.event.space, newDragHandler);
263
+ newDragHandler.onDragStart(args);
264
+ if (this._dragHandlers.size === 2) {
265
+ const iterator = this._dragHandlers.values();
266
+ const a = iterator.next().value;
267
+ const b = iterator.next().value;
268
+ if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
269
+ const mtHandler = new MultiTouchDragHandler(this, this._targetObject, a, b);
270
+ this._dragHandlers.set(this.gameObject, mtHandler);
271
+ mtHandler.onDragStart(args);
272
+ }
273
+ else {
274
+ console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
275
+ }
276
+ }
277
+ args.use();
278
+ }
279
+ }
280
+ /**
281
+ * Handles pointer up events. Finalizes or cancels the drag operation.
282
+ * @param args Pointer event data containing information about the interaction
283
+ * @internal
284
+ */
285
+ onPointerUp(args) {
286
+ if (debug)
287
+ Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
288
+ if (!this.allowEdit(this.gameObject))
289
+ return;
290
+ if (args.button !== 0)
291
+ return;
292
+ this._potentialDragStartEvt = null;
293
+ const handler = this._dragHandlers.get(args.event.space);
294
+ const mtHandler = this._dragHandlers.get(this.gameObject);
295
+ if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
296
+ // any of the two handlers has been released, so we can remove the multi-touch handler
297
+ this._dragHandlers.delete(this.gameObject);
298
+ mtHandler.onDragEnd(args);
299
+ }
300
+ if (handler) {
301
+ if (DragControls._active > 0)
302
+ DragControls._active -= 1;
303
+ this.setTargetObject(null);
304
+ if (handler.onDragEnd)
305
+ handler.onDragEnd(args);
306
+ this._dragHandlers.delete(args.event.space);
307
+ if (this._dragHandlers.size === 0) {
308
+ this.onLastDragEnd(args);
309
+ }
310
+ args.use();
311
+ }
312
+ }
313
+ /**
314
+ * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
315
+ * and triggers drag start once there's enough movement.
316
+ * @internal
317
+ */
318
+ update() {
319
+ for (const handler of this._dragHandlers.values()) {
320
+ if (handler.collectMovementInfo)
321
+ handler.collectMovementInfo();
322
+ // TODO this doesn't make sense, we should instead just use the max here
323
+ // or even better, each handler can decide on their own how to handle this
324
+ if (handler.getTotalMovement)
325
+ this._totalMovement.add(handler.getTotalMovement());
326
+ }
327
+ // drag start only after having dragged for some pixels
328
+ if (this._potentialDragStartEvt) {
329
+ if (!this._didDrag) {
330
+ // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
331
+ // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
332
+ if (this._totalMovement.length() > 0.0003)
333
+ this._didDrag = true;
334
+ else
335
+ return;
336
+ }
337
+ const args = this._potentialDragStartEvt;
338
+ this._potentialDragStartEvt = null;
339
+ this.onFirstDragStart(args);
340
+ }
341
+ for (const handler of this._dragHandlers.values())
342
+ if (handler.onDragUpdate)
343
+ handler.onDragUpdate(this._dragHandlers.size);
344
+ if (this._dragHelper && this._dragHelper.hasSelected)
345
+ this.onAnyDragUpdate();
346
+ }
347
+ /**
348
+ * Called when the first pointer starts dragging on this object.
349
+ * Sets up network synchronization and marks rigidbodies for dragging.
350
+ * Not called for subsequent pointers on the same object.
351
+ * @param evt Pointer event data that initiated the drag
352
+ */
353
+ onFirstDragStart(evt) {
354
+ if (!evt || !evt.object)
355
+ return;
356
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
357
+ // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
358
+ // then we will ignore this DragControls and not select it.
359
+ // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
360
+ if (!dc || (dc !== this && dc._isDragging))
361
+ return;
362
+ const object = this._targetObject || this.gameObject;
363
+ if (!object)
364
+ return;
365
+ this._isDragging = true;
366
+ const sync = GameObject.getComponentInChildren(object, SyncedTransform);
367
+ if (debug)
368
+ console.log("DRAG START", sync, object);
369
+ if (sync) {
370
+ sync.fastMode = true;
371
+ sync?.requestOwnership();
372
+ }
373
+ this._marker = GameObject.addComponent(object, UsageMarker);
374
+ this._draggingRigidbodies.length = 0;
375
+ const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
376
+ if (rbs)
377
+ this._draggingRigidbodies.push(...rbs);
378
+ }
379
+ /**
380
+ * Called each frame as long as any pointer is dragging this object.
381
+ * Updates visuals and keeps rigidbodies awake during the drag.
382
+ */
383
+ onAnyDragUpdate() {
384
+ if (!this._dragHelper)
385
+ return;
386
+ this._dragHelper.showGizmo = this.showGizmo;
387
+ this._dragHelper.onUpdate(this.context);
388
+ for (const rb of this._draggingRigidbodies) {
389
+ rb.wakeUp();
390
+ rb.resetVelocities();
391
+ rb.resetForcesAndTorques();
392
+ }
393
+ const object = this._targetObject || this.gameObject;
394
+ InstancingUtil.markDirty(object);
395
+ }
396
+ /**
397
+ * Called when the last pointer has been removed from this object.
398
+ * Cleans up drag state and applies final velocities to rigidbodies.
399
+ * @param evt Pointer event data for the last pointer that was lifted
400
+ */
401
+ onLastDragEnd(evt) {
402
+ if (!this || !this._isDragging)
403
+ return;
404
+ this._isDragging = false;
405
+ for (const rb of this._draggingRigidbodies) {
406
+ rb.setVelocity(rb.smoothedVelocity);
407
+ }
408
+ this._draggingRigidbodies.length = 0;
409
+ this._targetObject = null;
410
+ if (evt?.object) {
411
+ const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
412
+ if (sync) {
413
+ sync.fastMode = false;
414
+ // sync?.requestOwnership();
415
+ }
416
+ }
417
+ if (this._marker)
418
+ this._marker.destroy();
419
+ if (!this._dragHelper)
420
+ return;
421
+ const selected = this._dragHelper.selected;
422
+ if (debug)
423
+ console.log("DRAG END", selected, selected?.visible);
424
+ this._dragHelper.setSelected(null, this.context);
425
+ }
426
+ }
427
+ __decorate([
428
+ serializable()
429
+ ], DragControls.prototype, "dragMode", void 0);
430
+ __decorate([
431
+ serializable()
432
+ ], DragControls.prototype, "snapGridResolution", void 0);
433
+ __decorate([
434
+ serializable()
435
+ ], DragControls.prototype, "keepRotation", void 0);
436
+ __decorate([
437
+ serializable()
438
+ ], DragControls.prototype, "xrDragMode", void 0);
439
+ __decorate([
440
+ serializable()
441
+ ], DragControls.prototype, "xrKeepRotation", void 0);
442
+ __decorate([
443
+ serializable()
444
+ ], DragControls.prototype, "xrDistanceDragFactor", void 0);
445
+ __decorate([
446
+ serializable()
447
+ ], DragControls.prototype, "showGizmo", void 0);
448
+ /**
449
+ * Handles two touch points affecting one object.
450
+ * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
451
+ */
452
+ class MultiTouchDragHandler {
453
+ handlerA;
454
+ handlerB;
455
+ context;
456
+ settings;
457
+ gameObject;
458
+ _handlerAAttachmentPoint = new Vector3();
459
+ _handlerBAttachmentPoint = new Vector3();
460
+ _followObject;
461
+ _manipulatorObject;
462
+ _deviceMode;
463
+ _followObjectStartWorldQuaternion = new Quaternion();
464
+ constructor(dragControls, gameObject, pointerA, pointerB) {
465
+ this.context = dragControls.context;
466
+ this.settings = dragControls;
467
+ this.gameObject = gameObject;
468
+ this.handlerA = pointerA;
469
+ this.handlerB = pointerB;
470
+ this._followObject = new Object3D();
471
+ this._manipulatorObject = new Object3D();
472
+ this.context.scene.add(this._manipulatorObject);
473
+ const rig = NeedleXRSession.active?.rig?.gameObject;
474
+ if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
475
+ console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
476
+ return;
477
+ }
478
+ this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
479
+ this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
480
+ this.gameObject.localToWorld(this._tempVec1);
481
+ this.gameObject.localToWorld(this._tempVec2);
482
+ if (rig) {
483
+ rig.worldToLocal(this._tempVec1);
484
+ rig.worldToLocal(this._tempVec2);
485
+ }
486
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
487
+ if (this._initialDistance < 0.02) {
488
+ if (debug) {
489
+ console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
490
+ }
491
+ // We want two reasonable pointer attachment points here.
492
+ // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
493
+ this.handlerA.followObject.parent.getWorldPosition(this._tempVec1);
494
+ this.handlerB.followObject.parent.getWorldPosition(this._tempVec2);
495
+ this._handlerAAttachmentPoint.copy(this._tempVec1);
496
+ this._handlerBAttachmentPoint.copy(this._tempVec2);
497
+ this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
498
+ this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
499
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
500
+ if (this._initialDistance < 0.001) {
501
+ console.warn("Not supported right now – controller drag points for multitouch are too close!");
502
+ this._initialDistance = 1;
503
+ }
504
+ }
505
+ else {
506
+ this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
507
+ this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
508
+ }
509
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
510
+ this._initialScale.copy(gameObject.scale);
511
+ if (debug) {
512
+ this._followObject.add(new AxesHelper(2));
513
+ this._manipulatorObject.add(new AxesHelper(5));
514
+ const formatVec = (v) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
515
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
516
+ Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
517
+ }
518
+ }
519
+ onDragStart(_args) {
520
+ // align _followObject with the object we want to drag
521
+ this.gameObject.add(this._followObject);
522
+ this._followObject.matrixAutoUpdate = false;
523
+ this._followObject.matrix.identity();
524
+ this._deviceMode = _args.mode;
525
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
526
+ // align _manipulatorObject in the same way it would if this was a drag update
527
+ this.alignManipulator();
528
+ // and then parent it to the space object so it follows along.
529
+ this._manipulatorObject.attach(this._followObject);
530
+ // store offsets in local space
531
+ this._manipulatorPosOffset.copy(this._followObject.position);
532
+ this._manipulatorRotOffset.copy(this._followObject.quaternion);
533
+ this._manipulatorScaleOffset.copy(this._followObject.scale);
534
+ }
535
+ onDragEnd(_args) {
536
+ if (!this.handlerA || !this.handlerB) {
537
+ console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
538
+ return;
539
+ }
540
+ // we want to initialize the drag points for these handlers again.
541
+ // one of them will be removed, but we don't know here which one
542
+ this.handlerA.recenter();
543
+ this.handlerB.recenter();
544
+ // destroy helper objects
545
+ this._manipulatorObject.removeFromParent();
546
+ this._followObject.removeFromParent();
547
+ this._manipulatorObject.destroy();
548
+ this._followObject.destroy();
549
+ }
550
+ _manipulatorPosOffset = new Vector3();
551
+ _manipulatorRotOffset = new Quaternion();
552
+ _manipulatorScaleOffset = new Vector3();
553
+ _tempVec1 = new Vector3();
554
+ _tempVec2 = new Vector3();
555
+ _tempVec3 = new Vector3();
556
+ tempLookMatrix = new Matrix4();
557
+ _initialScale = new Vector3();
558
+ _initialDistance = 0;
559
+ alignManipulator() {
560
+ if (!this.handlerA || !this.handlerB) {
561
+ console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
562
+ return;
563
+ }
564
+ if (!this.handlerA.followObject || !this.handlerB.followObject) {
565
+ console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
566
+ return;
567
+ }
568
+ this._tempVec1.copy(this._handlerAAttachmentPoint);
569
+ this._tempVec2.copy(this._handlerBAttachmentPoint);
570
+ this.handlerA.followObject.localToWorld(this._tempVec1);
571
+ this.handlerB.followObject.localToWorld(this._tempVec2);
572
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
573
+ this._manipulatorObject.position.copy(this._tempVec3);
574
+ // - lookAt the second point on handlerB
575
+ const camera = this.context.mainCamera;
576
+ this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, camera.worldUp);
577
+ this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
578
+ // - scale based on the distance between the two points
579
+ const dist = this._tempVec1.distanceTo(this._tempVec2);
580
+ this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
581
+ this._manipulatorObject.updateMatrix();
582
+ this._manipulatorObject.updateMatrixWorld(true);
583
+ if (debug) {
584
+ Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
585
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
586
+ // const wp = this._manipulatorObject.worldPosition;
587
+ // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
588
+ }
589
+ }
590
+ onDragUpdate() {
591
+ // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
592
+ // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
593
+ // into a reasonable two-handed translation/rotation/scale.
594
+ // One approach:
595
+ // - position our control object on the center between the two pointer control objects
596
+ // TODO close grab needs to be handled differently because there we don't have a hit point -
597
+ // Hit point is just the center of the object
598
+ // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
599
+ this.alignManipulator();
600
+ // apply (smoothed) to the gameObject
601
+ const lerpStrength = 30;
602
+ const lerpFactor = 1.0;
603
+ this._followObject.position.copy(this._manipulatorPosOffset);
604
+ this._followObject.quaternion.copy(this._manipulatorRotOffset);
605
+ this._followObject.scale.copy(this._manipulatorScaleOffset);
606
+ const draggedObject = this.gameObject;
607
+ const targetObject = this._followObject;
608
+ if (!draggedObject) {
609
+ console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
610
+ return;
611
+ }
612
+ targetObject.updateMatrix();
613
+ targetObject.updateMatrixWorld(true);
614
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
615
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
616
+ // TODO refactor to a common place
617
+ // apply constraints (position grid snap, rotation, ...)
618
+ if (this.settings.snapGridResolution > 0) {
619
+ const wp = this._followObject.worldPosition;
620
+ const snap = this.settings.snapGridResolution;
621
+ wp.x = Math.round(wp.x / snap) * snap;
622
+ wp.y = Math.round(wp.y / snap) * snap;
623
+ wp.z = Math.round(wp.z / snap) * snap;
624
+ this._followObject.worldPosition = wp;
625
+ this._followObject.updateMatrix();
626
+ }
627
+ if (keepRotation) {
628
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
629
+ this._followObject.updateMatrix();
630
+ }
631
+ // TODO refactor to a common place
632
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
633
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
634
+ const wp = draggedObject.worldPosition;
635
+ wp.lerp(targetObject.worldPosition, t);
636
+ draggedObject.worldPosition = wp;
637
+ const rot = draggedObject.worldQuaternion;
638
+ rot.slerp(targetObject.worldQuaternion, t);
639
+ draggedObject.worldQuaternion = rot;
640
+ const scl = draggedObject.worldScale;
641
+ scl.lerp(targetObject.worldScale, t);
642
+ draggedObject.worldScale = scl;
643
+ }
644
+ setTargetObject(obj) {
645
+ this.gameObject = obj;
646
+ }
647
+ }
648
+ /**
649
+ * Handles a single pointer on an object.
650
+ * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
651
+ * and controlling object translation based on the drag mode.
652
+ */
653
+ class DragPointerHandler {
654
+ /**
655
+ * Returns the accumulated movement of the pointer in world units.
656
+ * Used for determining if enough motion has occurred to start a drag.
657
+ */
658
+ getTotalMovement() { return this._totalMovement; }
659
+ /**
660
+ * Returns the object that follows the pointer during dragging operations.
661
+ */
662
+ get followObject() { return this._followObject; }
663
+ /**
664
+ * Returns the point where the pointer initially hit the object in local space.
665
+ */
666
+ get hitPointInLocalSpace() { return this._hitPointInLocalSpace; }
667
+ context;
668
+ gameObject;
669
+ settings;
670
+ _lastRig = undefined;
671
+ /** This object is placed at the pivot of the dragged object, and parented to the control space. */
672
+ _followObject;
673
+ _totalMovement = new Vector3();
674
+ /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
675
+ * effort someone is putting into moving an object closer or further away. */
676
+ _totalMovementAlongRayDirection = 0;
677
+ /** Distance between _followObject and its parent at grab start, in local space */
678
+ _grabStartDistance = 0;
679
+ _deviceMode;
680
+ _followObjectStartPosition = new Vector3();
681
+ _followObjectStartQuaternion = new Quaternion();
682
+ _followObjectStartWorldQuaternion = new Quaternion();
683
+ _lastDragPosRigSpace;
684
+ _tempVec = new Vector3();
685
+ _tempMat = new Matrix4();
686
+ _hitPointInLocalSpace = new Vector3();
687
+ _hitNormalInLocalSpace = new Vector3();
688
+ _bottomCenter = new Vector3();
689
+ _backCenter = new Vector3();
690
+ _backBottomCenter = new Vector3();
691
+ _bounds = new Box3();
692
+ _dragPlane = new Plane(new Vector3(0, 1, 0));
693
+ _draggedOverObject = null;
694
+ _draggedOverObjectLastSetUp = null;
695
+ _draggedOverObjectLastNormal = new Vector3();
696
+ _draggedOverObjectDuration = 0;
697
+ /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
698
+ setTargetObject(obj) {
699
+ this.gameObject = obj;
700
+ }
701
+ constructor(dragControls, gameObject) {
702
+ this.settings = dragControls;
703
+ this.context = dragControls.context;
704
+ this.gameObject = gameObject;
705
+ this._followObject = new Object3D();
706
+ }
707
+ recenter() {
708
+ if (!this._followObject.parent) {
709
+ console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
710
+ return;
711
+ }
712
+ if (!this.gameObject) {
713
+ console.warn("Error: space follow object doesn't have a gameObject");
714
+ return;
715
+ }
716
+ const p = this._followObject.parent;
717
+ this.gameObject.add(this._followObject);
718
+ this._followObject.matrixAutoUpdate = false;
719
+ this._followObject.position.set(0, 0, 0);
720
+ this._followObject.quaternion.set(0, 0, 0, 1);
721
+ this._followObject.scale.set(1, 1, 1);
722
+ this._followObject.updateMatrix();
723
+ this._followObject.updateMatrixWorld(true);
724
+ p.attach(this._followObject);
725
+ this._followObjectStartPosition.copy(this._followObject.position);
726
+ this._followObjectStartQuaternion.copy(this._followObject.quaternion);
727
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
728
+ this._followObject.updateMatrix();
729
+ this._followObject.updateMatrixWorld(true);
730
+ const hitPointWP = this._hitPointInLocalSpace.clone();
731
+ this.gameObject.localToWorld(hitPointWP);
732
+ this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
733
+ const rig = NeedleXRSession.active?.rig?.gameObject;
734
+ const rigScale = rig?.worldScale.x || 1;
735
+ this._grabStartDistance /= rigScale;
736
+ this._totalMovementAlongRayDirection = 0;
737
+ this._lastDragPosRigSpace = undefined;
738
+ if (debug) {
739
+ Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
740
+ Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
741
+ }
742
+ }
743
+ onDragStart(args) {
744
+ if (!this.gameObject) {
745
+ console.warn("Error: space follow object doesn't have a gameObject");
746
+ return;
747
+ }
748
+ args.event.space.add(this._followObject);
749
+ // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
750
+ this._lastDragPosRigSpace = undefined;
751
+ if (args.point && args.normal) {
752
+ this._hitPointInLocalSpace.copy(args.point);
753
+ this.gameObject.worldToLocal(this._hitPointInLocalSpace);
754
+ this._hitNormalInLocalSpace.copy(args.normal);
755
+ }
756
+ else if (args) {
757
+ // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
758
+ // convert controller world position to local space instead and use that as hit point
759
+ const controller = args.event.space;
760
+ const controllerWp = controller.worldPosition;
761
+ this.gameObject.worldToLocal(controllerWp);
762
+ this._hitPointInLocalSpace.copy(controllerWp);
763
+ const controllerUp = controller.worldUp;
764
+ this._tempMat.copy(this.gameObject.matrixWorld).invert();
765
+ controllerUp.transformDirection(this._tempMat);
766
+ this._hitNormalInLocalSpace.copy(controllerUp);
767
+ }
768
+ this.recenter();
769
+ this._totalMovement.set(0, 0, 0);
770
+ this._deviceMode = args.mode;
771
+ const dragSource = this._followObject.parent;
772
+ const rayDirection = dragSource.worldForward;
773
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
774
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
775
+ // set up drag plane; we don't really know the normal yet but we can already set the point
776
+ const hitWP = this._hitPointInLocalSpace.clone();
777
+ this.gameObject.localToWorld(hitWP);
778
+ switch (dragMode) {
779
+ case DragMode.XZPlane:
780
+ const up = new Vector3(0, 1, 0);
781
+ if (this.gameObject.parent) {
782
+ // TODO in this case _dragPlane should be in parent space, not world space,
783
+ // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
784
+ up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
785
+ }
786
+ this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
787
+ break;
788
+ case DragMode.HitNormal:
789
+ const hitNormal = this._hitNormalInLocalSpace.clone();
790
+ hitNormal.transformDirection(this.gameObject.matrixWorld);
791
+ this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
792
+ break;
793
+ case DragMode.Attached:
794
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
795
+ break;
796
+ case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
797
+ this.setPlaneViewAligned(hitWP, true);
798
+ break;
799
+ case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
800
+ this.setPlaneViewAligned(hitWP, false);
801
+ break;
802
+ case DragMode.None:
803
+ break;
804
+ }
805
+ // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
806
+ // const bbox = new Box3();
807
+ const p = this.gameObject.parent;
808
+ const localP = this.gameObject.position.clone();
809
+ const localQ = this.gameObject.quaternion.clone();
810
+ const localS = this.gameObject.scale.clone();
811
+ // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
812
+ const matrixWorld = this.gameObject.matrixWorld.clone();
813
+ if (p)
814
+ p.remove(this.gameObject);
815
+ this.gameObject.position.set(0, 0, 0);
816
+ this.gameObject.quaternion.set(0, 0, 0, 1);
817
+ this.gameObject.scale.set(1, 1, 1);
818
+ const bbox = getBoundingBox([this.gameObject]);
819
+ // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
820
+ bbox.expandByPoint(this.gameObject.worldPosition);
821
+ // console.log(this.gameObject.position.y - bbox.min.y)
822
+ // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
823
+ // get front center point of the bbox. basically (0, 0, 1) in local space
824
+ const bboxCenter = new Vector3();
825
+ bbox.getCenter(bboxCenter);
826
+ const bboxSize = new Vector3();
827
+ bbox.getSize(bboxSize);
828
+ // attachment points for dragging
829
+ this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
830
+ this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
831
+ this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
832
+ this._bounds.copy(bbox);
833
+ // restore original transform
834
+ if (p)
835
+ p.add(this.gameObject);
836
+ this.gameObject.position.copy(localP);
837
+ this.gameObject.quaternion.copy(localQ);
838
+ this.gameObject.scale.copy(localS);
839
+ this.gameObject.matrixWorld.copy(matrixWorld);
840
+ // surface snapping
841
+ this._draggedOverObject = null;
842
+ this._draggedOverObjectLastSetUp = null;
843
+ this._draggedOverObjectLastNormal.set(0, 1, 0);
844
+ this._draggedOverObjectDuration = 0;
845
+ }
846
+ collectMovementInfo() {
847
+ // we're dragging - there is a controlling object
848
+ if (!this._followObject.parent)
849
+ return;
850
+ // TODO This should all be handled properly per-pointer
851
+ // and we want to have a chance to react to multiple pointers being on the same object.
852
+ // some common stuff (calculating of movement offsets, etc) could be done by default
853
+ // and then the main thing to override is the actual movement of the object based on N _followObjects
854
+ const dragSource = this._followObject.parent;
855
+ // modify _followObject with constraints, e.g.
856
+ // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
857
+ /* TODO fix jump on drag start
858
+ const p0 = this._followObject.parent as GameObject;
859
+ const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
860
+ const p = new Vector3();
861
+ const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
862
+ if (t0 !== null)
863
+ this._followObject.worldPosition = t0;
864
+ */
865
+ this._followObject.updateMatrix();
866
+ const dragPosRigSpace = dragSource.worldPosition;
867
+ const rig = NeedleXRSession.active?.rig?.gameObject;
868
+ if (rig)
869
+ rig.worldToLocal(dragPosRigSpace);
870
+ // sum up delta
871
+ // TODO We need to do all/most of these calculations in Rig Space instead of world space
872
+ // moving the rig while holding an object should not affect _rayDelta / _dragDelta
873
+ if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
874
+ this._lastDragPosRigSpace = dragPosRigSpace.clone();
875
+ this._lastRig = rig;
876
+ }
877
+ this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
878
+ const rayDirectionRigSpace = dragSource.worldForward;
879
+ if (rig) {
880
+ this._tempMat.copy(rig.matrixWorld).invert();
881
+ rayDirectionRigSpace.transformDirection(this._tempMat);
882
+ }
883
+ // sum up delta movement along ray
884
+ this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
885
+ this._tempVec.x = Math.abs(this._tempVec.x);
886
+ this._tempVec.y = Math.abs(this._tempVec.y);
887
+ this._tempVec.z = Math.abs(this._tempVec.z);
888
+ // sum up absolute total movement
889
+ this._totalMovement.add(this._tempVec);
890
+ this._lastDragPosRigSpace.copy(dragPosRigSpace);
891
+ if (debug) {
892
+ let wp = dragPosRigSpace;
893
+ // ray direction of the input source object
894
+ if (rig) {
895
+ wp = wp.clone();
896
+ wp.transformDirection(rig.matrixWorld);
897
+ }
898
+ Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
899
+ }
900
+ }
901
+ onDragUpdate(numberOfPointers) {
902
+ // can only handle a single pointer
903
+ // if there's more, we defer to multi-touch drag handlers
904
+ if (numberOfPointers > 1)
905
+ return;
906
+ const draggedObject = this.gameObject;
907
+ if (!draggedObject || !this._followObject) {
908
+ console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
909
+ return;
910
+ }
911
+ const dragSource = this._followObject.parent;
912
+ if (!dragSource) {
913
+ console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
914
+ return;
915
+ }
916
+ this._followObject.updateMatrix();
917
+ const dragSourceWP = dragSource.worldPosition;
918
+ const rayDirection = dragSource.worldForward;
919
+ // Actually move and rotate draggedObject
920
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
921
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
922
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
923
+ if (dragMode === DragMode.None)
924
+ return;
925
+ const lerpStrength = 10;
926
+ // - keeping rotation constant during dragging
927
+ if (keepRotation)
928
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
929
+ this._followObject.updateMatrix();
930
+ this._followObject.updateMatrixWorld(true);
931
+ // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
932
+ let currentDist = 1.0;
933
+ let lerpFactor = 2.0;
934
+ if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
935
+ {
936
+ const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
937
+ currentDist = Math.max(0.0, factor);
938
+ currentDist = currentDist * currentDist * currentDist;
939
+ }
940
+ else if (this._grabStartDistance <= 0.5) {
941
+ // TODO there's still a frame delay between dragged objects and the hand models
942
+ lerpFactor = 3.0;
943
+ }
944
+ // reset _followObject to its original position and rotation
945
+ this._followObject.position.copy(this._followObjectStartPosition);
946
+ if (!keepRotation)
947
+ this._followObject.quaternion.copy(this._followObjectStartQuaternion);
948
+ // TODO restore previous functionality:
949
+ // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
950
+ // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
951
+ // move the grabbed point to your head and not slap the cube in your head.
952
+ this._followObject.position.multiplyScalar(currentDist);
953
+ this._followObject.updateMatrix();
954
+ const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
955
+ this._hasLastSurfaceHitPoint = false;
956
+ const ray = new Ray(dragSourceWP, rayDirection);
957
+ let didHit = false;
958
+ // Surface snapping.
959
+ // Feels quite weird in VR right now!
960
+ if (dragMode == DragMode.SnapToSurfaces) {
961
+ // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
962
+ // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
963
+ // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
964
+ const hits = this.context.physics.raycastFromRay(ray, {
965
+ testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject // && !(o instanceof GroundedSkybox)
966
+ });
967
+ if (hits.length > 0) {
968
+ const hit = hits[0];
969
+ // if we're above the same surface for a specified time, adjust drag options:
970
+ // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
971
+ // - if the drag plane is an object, we also want to
972
+ // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
973
+ // - rotate the dragged object to match the surface normal
974
+ if (this._draggedOverObject === hit.object)
975
+ this._draggedOverObjectDuration += this.context.time.deltaTime;
976
+ else {
977
+ this._draggedOverObject = hit.object;
978
+ this._draggedOverObjectDuration = 0;
979
+ }
980
+ if (hit.face) {
981
+ didHit = true;
982
+ this._hasLastSurfaceHitPoint = true;
983
+ this._lastSurfaceHitPoint.copy(hit.point);
984
+ const dragTimeThreshold = 0.15;
985
+ const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
986
+ const dragDistance = 0.001;
987
+ const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
988
+ // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
989
+ const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
990
+ // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
991
+ // or if the surface normal changed
992
+ if ((dragTimeSatisfied || dragDistanceSatisfied) &&
993
+ (this._draggedOverObjectLastSetUp !== this._draggedOverObject
994
+ || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
995
+ // if we're dragging on a flat surface with different levels (like the sandbox floor)
996
+ || this.context.time.frame % 60 === 0)) {
997
+ this._draggedOverObjectLastSetUp = this._draggedOverObject;
998
+ this._draggedOverObjectLastNormal.copy(hit.face.normal);
999
+ const center = getTempVector();
1000
+ const size = getTempVector();
1001
+ this._bounds.getCenter(center);
1002
+ this._bounds.getSize(size);
1003
+ center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1004
+ this._hitPointInLocalSpace.copy(center);
1005
+ this._hitNormalInLocalSpace.copy(hit.face.normal);
1006
+ // ensure plane is far enough up that we don't drag into the surface
1007
+ // Which offset we use here depends on the face normal direction we hit
1008
+ // If we hit the bottom, we want to use the top, and vice versa
1009
+ // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1010
+ this._bounds.getCenter(center);
1011
+ this._bounds.getSize(size);
1012
+ center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1013
+ const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1014
+ this._followObject.localToWorld(offset);
1015
+ // See https://linear.app/needle/issue/NE-5004
1016
+ // const offsetWP = this._followObject.worldPosition.sub(offset);
1017
+ const point = hit.point; //.sub(offsetWP);
1018
+ // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1019
+ // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1020
+ // console.log(hit.normal)
1021
+ this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1022
+ }
1023
+ // If the drag has just started and we're not yet really starting to update the object's position
1024
+ // we want to return here and wait until the drag has been going on for a bit
1025
+ // Otherwise the object will either immediately change it's position (when the user starts dragging)
1026
+ // Or interpolate to a wrong position for a short moment
1027
+ else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1028
+ return;
1029
+ }
1030
+ }
1031
+ }
1032
+ else if (didHaveSurfaceHitPointLastFrame) {
1033
+ if (this.gameObject)
1034
+ this.setPlaneViewAligned(this.gameObject.worldPosition, false);
1035
+ }
1036
+ }
1037
+ // if(dragMode === DragMode.SnapToSurfaces){
1038
+ // if(!didHit){
1039
+ // return;
1040
+ // }
1041
+ // }
1042
+ // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1043
+ // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1044
+ // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1045
+ // Drag on plane:
1046
+ if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1047
+ this._followObject.worldPosition = this._tempVec;
1048
+ this._followObject.updateMatrix();
1049
+ this._followObject.updateMatrixWorld(true);
1050
+ const newWP = getTempVector(this._hitPointInLocalSpace); //.clone();
1051
+ this._followObject.localToWorld(newWP);
1052
+ if (debug) {
1053
+ Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1054
+ }
1055
+ this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1056
+ this._followObject.updateMatrix();
1057
+ // TODO figure out nicer look rotation here
1058
+ // TODO rotating here will cause the object to intersect again with the surface
1059
+ // if (!keepRotation) {
1060
+ // const normal = this._dragPlane.normal;
1061
+ // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1062
+ // // Otherwise lookat will randomly choose a different rotation axis
1063
+ // const tinyNormalJiggle = 0.00001;
1064
+ // if (normal.x === 1) {
1065
+ // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1066
+ // }
1067
+ // else if (normal.y === 1) {
1068
+ // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1069
+ // }
1070
+ // else if (normal.z === 1) {
1071
+ // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1072
+ // }
1073
+ // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1074
+ // if (lookPoint) {
1075
+ // this._followObject.lookAt(lookPoint);
1076
+ // this._followObject.rotateX(Math.PI / 2);
1077
+ // }
1078
+ // }
1079
+ this._followObject.updateMatrix();
1080
+ }
1081
+ // TODO refactor to a common place
1082
+ // apply constraints (position grid snap, rotation, ...)
1083
+ if (this.settings.snapGridResolution > 0) {
1084
+ const wp = this._followObject.worldPosition;
1085
+ const snap = this.settings.snapGridResolution;
1086
+ wp.x = Math.round(wp.x / snap) * snap;
1087
+ wp.y = Math.round(wp.y / snap) * snap;
1088
+ wp.z = Math.round(wp.z / snap) * snap;
1089
+ this._followObject.worldPosition = wp;
1090
+ this._followObject.updateMatrix();
1091
+ }
1092
+ if (keepRotation) {
1093
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1094
+ this._followObject.updateMatrix();
1095
+ }
1096
+ // TODO refactor to a common place
1097
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
1098
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
1099
+ const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1100
+ const wp = draggedObject.worldPosition;
1101
+ wp.lerp(this._followObject.worldPosition, t);
1102
+ draggedObject.worldPosition = wp;
1103
+ const rot = draggedObject.worldQuaternion;
1104
+ rot.slerp(this._followObject.worldQuaternion, t_rotation);
1105
+ draggedObject.worldQuaternion = rot;
1106
+ if (debug) {
1107
+ const hitPointWP = this._hitPointInLocalSpace.clone();
1108
+ draggedObject.localToWorld(hitPointWP);
1109
+ // draw grab attachment point and normal. They are in grabbed object space
1110
+ Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1111
+ const hitNormalWP = this._hitNormalInLocalSpace.clone();
1112
+ hitNormalWP.applyQuaternion(rot);
1113
+ Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1114
+ // debug info
1115
+ Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)), `Distance: ${this._totalMovement.length().toFixed(2)}\n
1116
+ Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1117
+ Session: ${!!NeedleXRSession.active}\n
1118
+ Device: ${this._deviceMode}\n
1119
+ `, 0.03);
1120
+ // draw bottom/back snap points
1121
+ const bottomCenter = this._bottomCenter.clone();
1122
+ const backCenter = this._backCenter.clone();
1123
+ const backBottomCenter = this._backBottomCenter.clone();
1124
+ draggedObject.localToWorld(bottomCenter);
1125
+ draggedObject.localToWorld(backCenter);
1126
+ draggedObject.localToWorld(backBottomCenter);
1127
+ Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1128
+ Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1129
+ Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1130
+ Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1131
+ Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1132
+ }
1133
+ }
1134
+ onDragEnd(args) {
1135
+ console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1136
+ this._followObject.removeFromParent();
1137
+ this._followObject.destroy();
1138
+ this._lastDragPosRigSpace = undefined;
1139
+ }
1140
+ _hasLastSurfaceHitPoint = false;
1141
+ _lastSurfaceHitPoint = new Vector3();
1142
+ setPlaneViewAligned(worldPoint, useUpAngle) {
1143
+ if (!this._followObject.parent) {
1144
+ return false;
1145
+ }
1146
+ const viewDirection = this._followObject.parent.worldForward;
1147
+ ;
1148
+ const v0 = getTempVector(0, 1, 0);
1149
+ const v1 = viewDirection;
1150
+ const angle = v0.angleTo(v1);
1151
+ const angleThreshold = 0.5;
1152
+ if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1153
+ this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1154
+ else
1155
+ this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1156
+ return true;
1157
+ }
1158
+ }
1159
+ /**
1160
+ * Provides visual helper elements for DragControls.
1161
+ * Shows where objects will be placed and their relation to surfaces below them.
1162
+ */
1163
+ class LegacyDragVisualsHelper {
1164
+ /** Controls whether visual helpers like lines and markers are displayed */
1165
+ showGizmo = true;
1166
+ /** When true, drag plane alignment changes based on view angle */
1167
+ useViewAngle = true;
1168
+ /**
1169
+ * Checks if there is a currently selected object being visualized
1170
+ */
1171
+ get hasSelected() {
1172
+ return this._selected !== null && this._selected !== undefined;
1173
+ }
1174
+ /**
1175
+ * Returns the currently selected object being visualized, if any
1176
+ */
1177
+ get selected() {
1178
+ return this._selected;
1179
+ }
1180
+ _selected = null;
1181
+ _context = null;
1182
+ _camera;
1183
+ _cameraPlane = new Plane();
1184
+ _hasGroundPlane = false;
1185
+ _groundPlane = new Plane();
1186
+ _groundOffset = new Vector3();
1187
+ _groundOffsetFactor = 0;
1188
+ _groundDistance = 0;
1189
+ _groundPlanePoint = new Vector3();
1190
+ _raycaster = new Raycaster();
1191
+ _cameraPlaneOffset = new Vector3();
1192
+ _intersection = new Vector3();
1193
+ _worldPosition = new Vector3();
1194
+ _inverseMatrix = new Matrix4();
1195
+ _rbs = [];
1196
+ _groundLine;
1197
+ _groundMarker;
1198
+ static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1199
+ constructor(camera) {
1200
+ this._camera = camera;
1201
+ const line = new Line(LegacyDragVisualsHelper.geometry);
1202
+ const mat = line.material;
1203
+ mat.color = new Color(.4, .4, .4);
1204
+ line.layers.set(2);
1205
+ line.name = 'line';
1206
+ line.scale.y = 1;
1207
+ this._groundLine = line;
1208
+ const geometry = new SphereGeometry(.5, 22, 22);
1209
+ const material = new MeshBasicMaterial({ color: mat.color });
1210
+ const sphere = new Mesh(geometry, material);
1211
+ sphere.visible = false;
1212
+ sphere.layers.set(2);
1213
+ this._groundMarker = sphere;
1214
+ }
1215
+ setSelected(newSelected, context) {
1216
+ if (this._selected && context) {
1217
+ for (const rb of this._rbs) {
1218
+ rb.wakeUp();
1219
+ rb.setVelocity(0, 0, 0);
1220
+ }
1221
+ }
1222
+ if (this._selected) {
1223
+ // TODO move somewhere else
1224
+ Avatar_POI.Remove(context, this._selected);
1225
+ }
1226
+ this._selected = newSelected;
1227
+ this._context = context;
1228
+ this._rbs.length = 0;
1229
+ if (newSelected) {
1230
+ context.scene.add(this._groundLine);
1231
+ context.scene.add(this._groundMarker);
1232
+ }
1233
+ else {
1234
+ this._groundLine.removeFromParent();
1235
+ this._groundMarker.removeFromParent();
1236
+ }
1237
+ if (this._selected) {
1238
+ if (!context) {
1239
+ console.error("DragHelper: no context");
1240
+ return;
1241
+ }
1242
+ // TODO move somewhere else
1243
+ Avatar_POI.Add(context, this._selected, null);
1244
+ this._groundOffsetFactor = 0;
1245
+ this._hasGroundPlane = true;
1246
+ this._groundOffset.set(0, 0, 0);
1247
+ this._requireUpdateGroundPlane = true;
1248
+ this.onUpdateScreenSpacePlane();
1249
+ }
1250
+ }
1251
+ _groundOffsetVector = new Vector3(0, 1, 0);
1252
+ _requireUpdateGroundPlane = true;
1253
+ _didDragOnGroundPlaneLastFrame = false;
1254
+ onUpdate(_context) {
1255
+ if (!this._selected)
1256
+ return;
1257
+ // const wp = getWorldPosition(this._selected);
1258
+ // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1259
+ // this.onUpdateGroundPlane();
1260
+ // this._didDragOnGroundPlaneLastFrame = true;
1261
+ // this._hasGroundPlane = true;
1262
+ /*
1263
+ if (!this._context) return;
1264
+
1265
+ const mainKey: KeyCode = "Space";
1266
+ const secondaryKey: KeyCode = "KeyD";
1267
+ const scaleKey: KeyCode = "KeyS";
1268
+
1269
+ const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1270
+ const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1271
+ if (isRotating) {
1272
+ const dt = this._context.input.getPointerPositionDelta(0);
1273
+ if (dt) {
1274
+ this._groundOffsetVector.set(0, 1, 0);
1275
+ this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1276
+ }
1277
+ }
1278
+
1279
+ // todo: allow this once synced transform sends world scale
1280
+ // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1281
+ // if(isScaling){
1282
+ // const dt = this._context.input.getPointerPositionDelta(0);
1283
+ // if(dt){
1284
+ // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1285
+ // return;
1286
+ // }
1287
+ // }
1288
+
1289
+ const rc = this._context.input.getPointerPositionRC(0);
1290
+ if (!rc) return;
1291
+ this._raycaster.setFromCamera(rc, this._camera);
1292
+
1293
+ if (this._selected) {
1294
+ if (debug) console.log("UPDATE DRAG", this._selected);
1295
+ this._groundOffsetVector.set(0, 1, 0);
1296
+ const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1297
+ const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1298
+
1299
+ const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1300
+ let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1301
+ if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1302
+ dragOnGroundPlane = false;
1303
+ }
1304
+ const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1305
+ this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1306
+
1307
+ if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1308
+ if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1309
+ this.onUpdateGroundPlane();
1310
+
1311
+ this._requireUpdateGroundPlane = false;
1312
+ if (this._hasGroundPlane) {
1313
+ // const wp = getWorldPosition(this._selected);
1314
+ // const ray = new Ray(wp, new Vector3(0, -1, 0));
1315
+
1316
+ if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1317
+ const y = this._intersection.y;
1318
+ this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1319
+ this._groundPlanePoint.y = y;
1320
+
1321
+ if (dragOnGroundPlane) {
1322
+ this._groundOffsetVector.set(0, 1, 0);
1323
+ // console.log(this._groundOffset);
1324
+ const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1325
+ this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1326
+ this.onDidUpdate();
1327
+ return;
1328
+ }
1329
+ }
1330
+ // TODO: fix this
1331
+ else this._groundPlanePoint.set(0, 99999, 0);
1332
+ // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1333
+ // const y = this._intersection.y;
1334
+ // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1335
+ // this._groundPlanePoint.y = y;
1336
+ // }
1337
+ }
1338
+
1339
+ if (changed) {
1340
+ this.onUpdateScreenSpacePlane();
1341
+ }
1342
+
1343
+ this._requireUpdateGroundPlane = true;
1344
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1345
+ this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1346
+ this.onDidUpdate();
1347
+ }
1348
+ }
1349
+ */
1350
+ }
1351
+ onUpdateWorldPosition(wp, pointOnPlane, heightOnly) {
1352
+ if (!this._selected)
1353
+ return;
1354
+ if (heightOnly) {
1355
+ const cur = getWorldPosition(this._selected);
1356
+ cur.y = wp.y;
1357
+ wp = cur;
1358
+ }
1359
+ setWorldPosition(this._selected, wp);
1360
+ setWorldPosition(this._groundLine, wp);
1361
+ if (this._hasGroundPlane) {
1362
+ this._groundLine.scale.y = this._groundDistance;
1363
+ }
1364
+ else
1365
+ this._groundLine.scale.y = 1000;
1366
+ this._groundLine.visible = this.showGizmo;
1367
+ this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1368
+ if (pointOnPlane) {
1369
+ const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1370
+ this._groundMarker.scale.set(s, s, s);
1371
+ setWorldPosition(this._groundMarker, pointOnPlane);
1372
+ }
1373
+ }
1374
+ onUpdateScreenSpacePlane() {
1375
+ if (!this._selected || !this._context)
1376
+ return;
1377
+ const rc = this._context.input.getPointerPositionRC(0);
1378
+ if (!rc)
1379
+ return;
1380
+ this._raycaster.setFromCamera(rc, this._camera);
1381
+ this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1382
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1383
+ this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1384
+ this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1385
+ }
1386
+ }
1387
+ onUpdateGroundPlane() {
1388
+ if (!this._selected || !this._context)
1389
+ return;
1390
+ const wp = getWorldPosition(this._selected);
1391
+ const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1392
+ const opts = new RaycastOptions();
1393
+ opts.testObject = o => o !== this._selected;
1394
+ const hits = this._context.physics.raycastFromRay(ray, opts);
1395
+ for (let i = 0; i < hits.length; i++) {
1396
+ const hit = hits[i];
1397
+ if (!hit.face || this.contains(this._selected, hit.object)) {
1398
+ continue;
1399
+ }
1400
+ const normal = getTempVector(0, 1, 0); // hit.face.normal
1401
+ this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1402
+ break;
1403
+ }
1404
+ this._hasGroundPlane = true;
1405
+ this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1406
+ this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1407
+ this._groundDistance = this._intersection.distanceTo(wp);
1408
+ this._groundOffset.copy(this._intersection).sub(wp);
1409
+ }
1410
+ contains(obj, toSearch) {
1411
+ if (obj === toSearch)
1412
+ return true;
1413
+ if (obj.children) {
1414
+ for (const child of obj.children) {
1415
+ if (this.contains(child, toSearch))
1416
+ return true;
1417
+ }
1418
+ }
1419
+ return false;
1420
+ }
1421
+ }
1422
1422
  //# sourceMappingURL=DragControls.js.map