@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
@@ -1,765 +1,765 @@
1
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
2
- import { InputEvents, PointerType } from "../../engine/engine_input.js";
3
- import { onInitialized } from "../../engine/engine_lifecycle_api.js";
4
- import { Mathf } from "../../engine/engine_math.js";
5
- import { RaycastOptions } from "../../engine/engine_physics.js";
6
- import { Context } from "../../engine/engine_setup.js";
7
- import { getParam } from "../../engine/engine_utils.js";
8
- import { Behaviour, GameObject } from "../Component.js";
9
- import { $shadowDomOwner } from "./BaseUIComponent.js";
10
- import { hasPointerEventComponent, PointerEventData } from "./PointerEvents.js";
11
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
12
- import { UIRaycastUtils } from "./RaycastUtils.js";
13
- import { isUIObject } from "./Utils.js";
14
- const debug = getParam("debugeventsystem");
15
- export var EventSystemEvents;
16
- (function (EventSystemEvents) {
17
- EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
18
- EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
19
- })(EventSystemEvents || (EventSystemEvents = {}));
20
- onInitialized((ctx) => {
21
- EventSystem.createIfNoneExists(ctx);
22
- });
23
- /**
24
- * @category User Interface
25
- * @group Components
26
- */
27
- export class EventSystem extends Behaviour {
28
- //@ts-ignore
29
- static ensureUpdateMeshUI(instance, context, force = false) {
30
- MeshUIHelper.update(instance, context, force);
31
- }
32
- static markUIDirty(_context) {
33
- MeshUIHelper.markDirty();
34
- }
35
- static createIfNoneExists(context) {
36
- if (!context.scene.getComponent(EventSystem)) {
37
- context.scene.addComponent(EventSystem);
38
- }
39
- }
40
- static get(ctx) {
41
- this.createIfNoneExists(ctx);
42
- return ctx.scene.getComponent(EventSystem);
43
- }
44
- /** Get the currently active event system */
45
- static get instance() {
46
- return this.get(Context.Current);
47
- }
48
- raycaster = [];
49
- register(rc) {
50
- if (rc && this.raycaster && !this.raycaster.includes(rc))
51
- this.raycaster?.push(rc);
52
- }
53
- unregister(rc) {
54
- const i = this.raycaster?.indexOf(rc);
55
- if (i !== undefined && i !== -1) {
56
- this.raycaster?.splice(i, 1);
57
- }
58
- }
59
- get hasActiveUI() {
60
- return this.currentActiveMeshUIComponents.length > 0;
61
- }
62
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
63
- awake() {
64
- // We only want ONE eventsystem on the root scene
65
- // as long as this component is not implemented in core we need to check this here
66
- if (this.gameObject !== this.context.scene) {
67
- this.enabled = false;
68
- }
69
- }
70
- start() {
71
- if (!this.context.scene.getComponent(Raycaster)) {
72
- this.context.scene.addComponent(ObjectRaycaster);
73
- }
74
- }
75
- onEnable() {
76
- this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
77
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
78
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
79
- }
80
- onDisable() {
81
- this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
82
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
83
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
84
- }
85
- /**
86
- * all pointers that have pressed something
87
- *
88
- * key: pointerId
89
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
90
- */
91
- pressedByID = new Map();
92
- /**
93
- * all hovered objects
94
- *
95
- * key: pointerId
96
- * value: object that is hovered, data of the pointer event
97
- */
98
- hoveredByID = new Map();
99
- onBeforeRender() {
100
- this.resetMeshUIStates();
101
- }
102
- /**
103
- * Handle an pointer event from the input system
104
- */
105
- onPointerEvent = (pointerEvent) => {
106
- if (pointerEvent === undefined)
107
- return;
108
- if (pointerEvent.propagationStopped)
109
- return;
110
- if (pointerEvent.defaultPrevented)
111
- return;
112
- if (pointerEvent.used)
113
- return;
114
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
115
- const data = new PointerEventData(this.context.input, pointerEvent);
116
- this._currentPointerEventName = pointerEvent.type;
117
- data.inputSource = this.context.input;
118
- data.isClick = pointerEvent.isClick;
119
- data.isDoubleClick = pointerEvent.isDoubleClick;
120
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
121
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
122
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
123
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
124
- if (debug) {
125
- if (data.isDown)
126
- console.log("DOWN", data.pointerId);
127
- else if (data.isUp)
128
- console.log("UP", data.pointerId);
129
- if (data.isClick)
130
- console.log("CLICK", data.pointerId);
131
- }
132
- // raycast
133
- const options = new RaycastOptions();
134
- if (pointerEvent.hasRay) {
135
- options.ray = pointerEvent.ray;
136
- }
137
- else {
138
- options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId);
139
- }
140
- const hits = this.performRaycast(options);
141
- if (hits) {
142
- for (const hit of hits) {
143
- hit.event = pointerEvent;
144
- pointerEvent.intersections.push(hit);
145
- }
146
- if (pointerEvent.origin.onPointerHits) {
147
- pointerEvent.origin.onPointerHits({
148
- sender: this,
149
- event: pointerEvent,
150
- hits
151
- });
152
- }
153
- }
154
- if (debug && data.isClick) {
155
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
156
- }
157
- const evt = {
158
- sender: this,
159
- args: data,
160
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
161
- };
162
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
163
- // then handle the intersections and call the callbacks on the regular objects
164
- this.handleIntersections(hits, data);
165
- this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
166
- };
167
- _sortedHits = [];
168
- /**
169
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
170
- */
171
- _testObjectsCache = new Map();
172
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
173
- _currentlyActiveRaycaster = null;
174
- _currentPointerEventName = null;
175
- /**
176
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
177
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
178
- * We do this to avoid raycasts against objects that are not going to be used by the event system
179
- * Because there's no component callback to be invoked anyways.
180
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
181
- *
182
- * Further optimizations would be to check what type of event we're dealing with
183
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
184
- * */
185
- shouldRaycastObject = (obj) => {
186
- // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
187
- // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
188
- const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
189
- if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
190
- return false;
191
- }
192
- // if (this._currentPointerEventName == "pointermove") {
193
- // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
194
- // }
195
- // check if this object is actually a UI shadow hierarchy object
196
- let uiOwner = null;
197
- const isUI = isUIObject(obj);
198
- // if yes we want to grab the actual object that is the owner of the shadow dom
199
- // and check that object for the event component
200
- if (isUI) {
201
- uiOwner = obj[$shadowDomOwner]?.gameObject;
202
- }
203
- // check if the object was seen previously
204
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
205
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
206
- const prev = this._testObjectsCache.get(obj);
207
- if (prev === false)
208
- return "continue in children";
209
- return true;
210
- }
211
- else {
212
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
213
- // because then this other raycaster is responsible for raycasting this object
214
- // const rc = GameObject.getComponent(obj, Raycaster);
215
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
216
- // the object was not yet seen so we test if it has an event component
217
- let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
218
- if (!hasEventComponent && uiOwner)
219
- hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
220
- if (hasEventComponent) {
221
- // it has an event component: we add it and all its children to the cache
222
- // we don't need to do the same for the shadow component hierarchy
223
- // because the next object that will be detecting that the shadow owner was already seen
224
- this._testObjectsCache.set(obj, true);
225
- for (const ch of obj.children)
226
- this.shouldRaycastObject_AddToYesCache(ch);
227
- return true;
228
- }
229
- this._testObjectsCache.set(obj, false);
230
- return "continue in children";
231
- }
232
- };
233
- shouldRaycastObject_AddToYesCache(obj) {
234
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
235
- // because then this other raycaster is responsible for raycasting this object
236
- // const rc = GameObject.getComponent(obj, Raycaster);
237
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
238
- this._testObjectsCache.set(obj, true);
239
- for (const ch of obj.children) {
240
- this.shouldRaycastObject_AddToYesCache(ch);
241
- }
242
- }
243
- /** the raycast filter is always overriden */
244
- performRaycast(opts) {
245
- if (!this.raycaster)
246
- return null;
247
- // we clear the cache of previously seen objects
248
- this._testObjectsCache.clear();
249
- this._sortedHits.length = 0;
250
- if (!opts)
251
- opts = new RaycastOptions();
252
- opts.testObject = this.shouldRaycastObject;
253
- for (const rc of this.raycaster) {
254
- if (!rc.activeAndEnabled)
255
- continue;
256
- this._currentlyActiveRaycaster = rc;
257
- const res = rc.performRaycast(opts);
258
- this._currentlyActiveRaycaster = null;
259
- if (res && res.length > 0) {
260
- // console.log(res.length, res.map(r => r.object.name));
261
- this._sortedHits.push(...res);
262
- }
263
- }
264
- this._sortedHits.sort((a, b) => {
265
- return a.distance - b.distance;
266
- });
267
- return this._sortedHits;
268
- }
269
- assignHitInformation(args, hit) {
270
- if (!hit) {
271
- args.intersection = undefined;
272
- args.point = undefined;
273
- args.normal = undefined;
274
- args.face = undefined;
275
- args.distance = undefined;
276
- args.instanceId = undefined;
277
- }
278
- else {
279
- args.intersection = hit;
280
- args.point = hit.point;
281
- args.normal = hit.normal;
282
- args.face = hit.face;
283
- args.distance = hit.distance;
284
- args.instanceId = hit.instanceId;
285
- }
286
- }
287
- handleIntersections(hits, args) {
288
- if (hits?.length) {
289
- hits = this.sortCandidates(hits);
290
- for (const hit of hits) {
291
- if (args.event.immediatePropagationStopped) {
292
- return false;
293
- }
294
- this.assignHitInformation(args, hit);
295
- if (this.handleEventOnObject(hit.object, args)) {
296
- return true;
297
- }
298
- }
299
- }
300
- // first invoke captured pointers
301
- this.assignHitInformation(args, hits?.[0]);
302
- this.invokePointerCapture(args);
303
- // pointer has not hit any object to handle
304
- // thus is not hovering over anything
305
- const hoveredData = this.hoveredByID.get(args.pointerId);
306
- if (hoveredData) {
307
- this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
308
- }
309
- this.hoveredByID.delete(args.pointerId);
310
- // if it was up, it means it should notify things that it down on before
311
- if (args.isUp) {
312
- this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
313
- this.pressedByID.delete(args.pointerId);
314
- }
315
- return false;
316
- }
317
- _sortingBuffer = [];
318
- _noDepthTestingResults = [];
319
- sortCandidates(hits) {
320
- // iterate over all hits and filter for nodepth objects and normal hit objects
321
- // the no-depth objects will be handled first starting from the closest
322
- // assuming the hits array is sorted by distance (closest > furthest)
323
- this._sortingBuffer.length = 0;
324
- this._noDepthTestingResults.length = 0;
325
- for (let i = 0; i < hits.length; i++) {
326
- const hit = hits[i];
327
- const object = hit.object;
328
- if (object.material) {
329
- if (object.material["depthTest"] === false) {
330
- this._noDepthTestingResults.push(hit);
331
- continue;
332
- }
333
- }
334
- this._sortingBuffer.push(hit);
335
- }
336
- for (const obj of this._sortingBuffer) {
337
- this._noDepthTestingResults.push(obj);
338
- }
339
- return this._noDepthTestingResults;
340
- }
341
- out = {};
342
- /**
343
- * Handle hit result by preparing all needed information before propagation.
344
- * Then calling propagate.
345
- */
346
- handleEventOnObject(object, args) {
347
- // ensures that invisible objects are ignored
348
- if (!this.testIsVisible(object)) {
349
- if (args.isClick && debug)
350
- console.log("not allowed", object);
351
- return false;
352
- }
353
- // Event without pointer can't be handled
354
- if (args.pointerId === undefined) {
355
- if (debug)
356
- console.error("Event without pointer can't be handled", args);
357
- return false;
358
- }
359
- // Correct the handled object to match the relevant object in shadow dom (?)
360
- args.object = object;
361
- const parent = object.parent;
362
- let isShadow = false;
363
- const clicked = args.isClick ?? false;
364
- let canvasGroup = null;
365
- // handle potential shadow dom built from three mesh ui
366
- if (parent && parent.isUI) {
367
- const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
368
- if (parent[$shadowDomOwner]) {
369
- const actualGo = parent[$shadowDomOwner].gameObject;
370
- if (actualGo) {
371
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
372
- if (!res)
373
- return false;
374
- canvasGroup = this.out.canvasGroup ?? null;
375
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
376
- if (!clicked && handled) {
377
- // return true;
378
- }
379
- object = actualGo;
380
- isShadow = true;
381
- }
382
- }
383
- // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
384
- // if(parent["needle:use_eventsystem"] == true){
385
- // // if use_eventsystem is true, we want to handle the event
386
- // }
387
- // else if (!isShadow) {
388
- // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
389
- // if (obj) return true;
390
- // }
391
- }
392
- if (clicked && debug)
393
- console.log(this.context.time.frame, object);
394
- // Handle OnPointerExit -> in case when we are about to hover something new
395
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
396
- const hovering = this.hoveredByID.get(args.pointerId);
397
- const prevHovering = hovering?.obj;
398
- const isNewlyHovering = prevHovering !== object;
399
- // trigger onPointerExit
400
- if (isNewlyHovering && prevHovering) {
401
- this.propagatePointerExit(prevHovering, hovering.data, object);
402
- }
403
- // save hovered object
404
- const entry = this.hoveredByID.get(args.pointerId);
405
- if (!entry)
406
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
407
- else {
408
- entry.obj = object;
409
- entry.data = args;
410
- }
411
- // create / update pressed entry
412
- if (args.isDown) {
413
- const data = this.pressedByID.get(args.pointerId);
414
- if (!data)
415
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
416
- else {
417
- data.obj = object;
418
- data.data = args;
419
- }
420
- }
421
- if (canvasGroup === null || canvasGroup.interactable) {
422
- this.handleMainInteraction(object, args, prevHovering ?? null);
423
- }
424
- return true;
425
- }
426
- /**
427
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
428
- */
429
- propagate(object, onComponent) {
430
- while (true) {
431
- if (!object)
432
- break;
433
- GameObject.foreachComponent(object, comp => {
434
- // TODO: implement Stop Immediate Propagation
435
- onComponent(comp);
436
- }, false);
437
- // walk up
438
- object = object.parent;
439
- }
440
- }
441
- /**
442
- * Propagate up in hierarchy and call handlers based on the pointer event data
443
- */
444
- handleMainInteraction(object, args, prevHovering) {
445
- const pressedEvent = this.pressedByID.get(args.pointerId);
446
- const hoveredObjectChanged = prevHovering !== object;
447
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
448
- let isMoving = true;
449
- switch (args.event.pointerType) {
450
- case "mouse":
451
- case "touch":
452
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
453
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
454
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
455
- break;
456
- case "controller":
457
- case "hand":
458
- // for hands and controller we assume they are never totally still (except for simulated environments)
459
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
460
- // so maybe check the angle every frame?
461
- break;
462
- }
463
- this.propagate(object, (behaviour) => {
464
- const comp = behaviour;
465
- if (comp.interactable === false)
466
- return;
467
- if (!comp.activeAndEnabled || !comp.enabled)
468
- return;
469
- if (comp.onPointerEnter) {
470
- if (hoveredObjectChanged) {
471
- this.handlePointerEnter(comp, args);
472
- }
473
- }
474
- if (args.isDown) {
475
- if (comp.onPointerDown) {
476
- comp.onPointerDown(args);
477
- // Set the handler that we called the down event on
478
- // So we can call the up event on the same handler
479
- // In a scenario where we Down on one object and Up on another
480
- pressedEvent?.handlers.add(comp);
481
- this.handlePointerCapture(args, comp);
482
- }
483
- }
484
- if (comp.onPointerMove) {
485
- if (isMoving)
486
- comp.onPointerMove(args);
487
- this.handlePointerCapture(args, comp);
488
- }
489
- if (args.isUp) {
490
- if (comp.onPointerUp) {
491
- this.invokeOnPointerUp(args, comp);
492
- // We don't want to call Up twice if we Down and Up on the same object
493
- // But if we Down on one and Up on another we want to call Up on the first one as well
494
- // For example if the object was cloned by the Duplicatable
495
- // The original component that received the down event SHOULD also receive the up event
496
- pressedEvent?.handlers.delete(comp);
497
- }
498
- // handle touch onExit (touchUp) since the pointer stops existing
499
- // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
500
- // Mouse 0 is always persistent
501
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
502
- this.handlePointerExit(comp, args);
503
- this.hoveredByID.delete(args.pointerId);
504
- }
505
- }
506
- if (args.isClick) {
507
- if (comp.onPointerClick) {
508
- comp.onPointerClick(args);
509
- }
510
- }
511
- });
512
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
513
- // If user drags away from the object, then it doesn't get the UP event
514
- if (args.isUp) {
515
- pressedEvent?.handlers.forEach((handler) => {
516
- this.invokeOnPointerUp(args, handler);
517
- });
518
- this.pressedByID.delete(args.pointerId);
519
- }
520
- }
521
- /** Propagate up in hierarchy and call onPointerExit */
522
- propagatePointerExit(object, args, newObject) {
523
- this.propagate(object, (behaviour) => {
524
- if (!behaviour.gameObject || behaviour.destroyed)
525
- return;
526
- const inst = behaviour;
527
- if (inst.onPointerExit || inst.onPointerEnter) {
528
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
529
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
530
- return;
531
- }
532
- this.handlePointerExit(inst, args);
533
- }
534
- });
535
- }
536
- /** handles onPointerUp - this will also release the pointerCapture */
537
- invokeOnPointerUp(evt, handler) {
538
- handler.onPointerUp?.call(handler, evt);
539
- this.releasePointerCapture(evt, handler);
540
- }
541
- /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
542
- handlePointerEnter(comp, args) {
543
- if (comp.onPointerEnter) {
544
- if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
545
- comp.onPointerEnter(args);
546
- }
547
- }
548
- this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
549
- }
550
- /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
551
- handlePointerExit(comp, evt) {
552
- if (comp.onPointerExit) {
553
- if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
554
- comp.onPointerExit(evt);
555
- }
556
- }
557
- this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
558
- }
559
- /** updates the pointer state list for a component
560
- * @param comp the component to update
561
- * @param pointerId the pointerId to update
562
- * @param symbol the symbol to use for the state
563
- * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
564
- */
565
- updatePointerState(comp, pointerId, symbol, add) {
566
- let state = comp[symbol];
567
- if (add) {
568
- // the pointer is already in the state list
569
- if (state && state.includes(pointerId))
570
- return false;
571
- state = state || [];
572
- state.push(pointerId);
573
- comp[symbol] = state;
574
- return true;
575
- }
576
- else {
577
- if (!state || !state.includes(pointerId))
578
- return false;
579
- const i = state.indexOf(pointerId);
580
- if (i !== -1) {
581
- state.splice(i, 1);
582
- }
583
- return true;
584
- }
585
- }
586
- /** the list of component handlers that requested pointerCapture for a specific pointerId */
587
- _capturedPointer = {};
588
- /** check if the event was marked to be captured: if yes add the current component to the captured list */
589
- handlePointerCapture(evt, comp) {
590
- if (evt.z__pointer_ctured) {
591
- evt.z__pointer_ctured = false;
592
- const id = evt.pointerId;
593
- // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
594
- if (comp.onPointerMove) {
595
- const list = this._capturedPointer[id] || [];
596
- list.push(comp);
597
- this._capturedPointer[id] = list;
598
- }
599
- else {
600
- if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
601
- comp["z__warned_no_pointermove"] = true;
602
- console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
603
- }
604
- }
605
- }
606
- else if (evt.z__pointer_cture_rleased) {
607
- evt.z__pointer_cture_rleased = false;
608
- this.releasePointerCapture(evt, comp);
609
- }
610
- }
611
- /** removes the component from the pointer capture list */
612
- releasePointerCapture(evt, component) {
613
- const id = evt.pointerId;
614
- if (this._capturedPointer[id]) {
615
- const i = this._capturedPointer[id].indexOf(component);
616
- if (i !== -1) {
617
- this._capturedPointer[id].splice(i, 1);
618
- if (debug)
619
- console.log("released pointer capture", id, component, this._capturedPointer);
620
- }
621
- }
622
- }
623
- /** invoke the pointerMove event on all captured handlers */
624
- invokePointerCapture(evt) {
625
- if (evt.event.type === InputEvents.PointerMove) {
626
- const id = evt.pointerId;
627
- const captured = this._capturedPointer[id];
628
- if (captured) {
629
- if (debug)
630
- console.log("Captured", id, captured);
631
- for (let i = 0; i < captured.length; i++) {
632
- const handler = captured[i];
633
- // check if it was destroyed
634
- const comp = handler;
635
- if (comp.destroyed) {
636
- captured.splice(i, 1);
637
- i--;
638
- continue;
639
- }
640
- // invoke pointer move
641
- handler.onPointerMove?.call(handler, evt);
642
- }
643
- }
644
- }
645
- }
646
- pointerEnterSymbol = Symbol("pointerEnter");
647
- pointerExitSymbol = Symbol("pointerExit");
648
- isChild(obj, possibleChild) {
649
- if (!obj || !possibleChild)
650
- return false;
651
- if (obj === possibleChild)
652
- return true;
653
- if (!obj.parent)
654
- return false;
655
- return this.isChild(obj.parent, possibleChild);
656
- }
657
- handleMeshUiObjectWithoutShadowDom(obj, pressed) {
658
- if (!obj || !obj.isUI)
659
- return true;
660
- const hit = this.handleMeshUIIntersection(obj, pressed);
661
- return hit;
662
- }
663
- currentActiveMeshUIComponents = [];
664
- handleMeshUIIntersection(meshUiObject, pressed) {
665
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
666
- if (res) {
667
- this.currentActiveMeshUIComponents.push(res);
668
- }
669
- return res !== null;
670
- }
671
- resetMeshUIStates() {
672
- if (this.context.input.getPointerPressedCount() > 0) {
673
- MeshUIHelper.resetLastSelected();
674
- }
675
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
676
- return;
677
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
678
- const comp = this.currentActiveMeshUIComponents[i];
679
- MeshUIHelper.resetState(comp);
680
- }
681
- this.currentActiveMeshUIComponents.length = 0;
682
- }
683
- testIsVisible(obj) {
684
- if (!obj)
685
- return true;
686
- if (!GameObject.isActiveSelf(obj))
687
- return false;
688
- return this.testIsVisible(obj.parent);
689
- }
690
- }
691
- class MeshUIHelper {
692
- static lastSelected = null;
693
- static lastUpdateFrame = [];
694
- static needsUpdate = false;
695
- static markDirty() {
696
- this.needsUpdate = true;
697
- }
698
- static update(threeMeshUI, context, force = false) {
699
- if (force) {
700
- threeMeshUI.update();
701
- return;
702
- }
703
- const currentFrame = context.time.frameCount;
704
- for (const lu of this.lastUpdateFrame) {
705
- if (lu.context === context) {
706
- if (currentFrame === lu.frame)
707
- return;
708
- lu.frame = currentFrame;
709
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
710
- if (lu.nextUpdate <= currentFrame)
711
- shouldUpdate = true;
712
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
713
- if (shouldUpdate) {
714
- // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
715
- if (debug)
716
- console.log("Update threemeshui");
717
- this.needsUpdate = false;
718
- lu.nextUpdate = currentFrame + 60;
719
- threeMeshUI.update();
720
- }
721
- return;
722
- }
723
- }
724
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
725
- threeMeshUI.update();
726
- this.needsUpdate = false;
727
- }
728
- static updateState(intersect, _selectState) {
729
- let foundBlock = null;
730
- if (intersect) {
731
- foundBlock = this.findBlockOrTextInParent(intersect);
732
- // console.log(intersect, "-- found block:", foundBlock)
733
- if (foundBlock && foundBlock !== this.lastSelected) {
734
- const interactable = foundBlock["interactable"];
735
- if (interactable === false)
736
- return null;
737
- this.needsUpdate = true;
738
- }
739
- }
740
- return foundBlock;
741
- }
742
- static resetLastSelected() {
743
- const last = this.lastSelected;
744
- if (!last)
745
- return;
746
- this.lastSelected = null;
747
- this.resetState(last);
748
- }
749
- static resetState(obj) {
750
- if (!obj)
751
- return;
752
- this.needsUpdate = true;
753
- }
754
- static findBlockOrTextInParent(elem) {
755
- if (!elem)
756
- return null;
757
- if (elem.isBlock || (elem.isText)) {
758
- // @TODO : Replace states managements
759
- // if (Object.keys(elem.states).length > 0)
760
- return elem;
761
- }
762
- return this.findBlockOrTextInParent(elem.parent);
763
- }
764
- }
1
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
2
+ import { InputEvents, PointerType } from "../../engine/engine_input.js";
3
+ import { onInitialized } from "../../engine/engine_lifecycle_api.js";
4
+ import { Mathf } from "../../engine/engine_math.js";
5
+ import { RaycastOptions } from "../../engine/engine_physics.js";
6
+ import { Context } from "../../engine/engine_setup.js";
7
+ import { getParam } from "../../engine/engine_utils.js";
8
+ import { Behaviour, GameObject } from "../Component.js";
9
+ import { $shadowDomOwner } from "./BaseUIComponent.js";
10
+ import { hasPointerEventComponent, PointerEventData } from "./PointerEvents.js";
11
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
12
+ import { UIRaycastUtils } from "./RaycastUtils.js";
13
+ import { isUIObject } from "./Utils.js";
14
+ const debug = getParam("debugeventsystem");
15
+ export var EventSystemEvents;
16
+ (function (EventSystemEvents) {
17
+ EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
18
+ EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
19
+ })(EventSystemEvents || (EventSystemEvents = {}));
20
+ onInitialized((ctx) => {
21
+ EventSystem.createIfNoneExists(ctx);
22
+ });
23
+ /**
24
+ * @category User Interface
25
+ * @group Components
26
+ */
27
+ export class EventSystem extends Behaviour {
28
+ //@ts-ignore
29
+ static ensureUpdateMeshUI(instance, context, force = false) {
30
+ MeshUIHelper.update(instance, context, force);
31
+ }
32
+ static markUIDirty(_context) {
33
+ MeshUIHelper.markDirty();
34
+ }
35
+ static createIfNoneExists(context) {
36
+ if (!context.scene.getComponent(EventSystem)) {
37
+ context.scene.addComponent(EventSystem);
38
+ }
39
+ }
40
+ static get(ctx) {
41
+ this.createIfNoneExists(ctx);
42
+ return ctx.scene.getComponent(EventSystem);
43
+ }
44
+ /** Get the currently active event system */
45
+ static get instance() {
46
+ return this.get(Context.Current);
47
+ }
48
+ raycaster = [];
49
+ register(rc) {
50
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
51
+ this.raycaster?.push(rc);
52
+ }
53
+ unregister(rc) {
54
+ const i = this.raycaster?.indexOf(rc);
55
+ if (i !== undefined && i !== -1) {
56
+ this.raycaster?.splice(i, 1);
57
+ }
58
+ }
59
+ get hasActiveUI() {
60
+ return this.currentActiveMeshUIComponents.length > 0;
61
+ }
62
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
63
+ awake() {
64
+ // We only want ONE eventsystem on the root scene
65
+ // as long as this component is not implemented in core we need to check this here
66
+ if (this.gameObject !== this.context.scene) {
67
+ this.enabled = false;
68
+ }
69
+ }
70
+ start() {
71
+ if (!this.context.scene.getComponent(Raycaster)) {
72
+ this.context.scene.addComponent(ObjectRaycaster);
73
+ }
74
+ }
75
+ onEnable() {
76
+ this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
77
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
78
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
79
+ }
80
+ onDisable() {
81
+ this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
82
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
83
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
84
+ }
85
+ /**
86
+ * all pointers that have pressed something
87
+ *
88
+ * key: pointerId
89
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
90
+ */
91
+ pressedByID = new Map();
92
+ /**
93
+ * all hovered objects
94
+ *
95
+ * key: pointerId
96
+ * value: object that is hovered, data of the pointer event
97
+ */
98
+ hoveredByID = new Map();
99
+ onBeforeRender() {
100
+ this.resetMeshUIStates();
101
+ }
102
+ /**
103
+ * Handle an pointer event from the input system
104
+ */
105
+ onPointerEvent = (pointerEvent) => {
106
+ if (pointerEvent === undefined)
107
+ return;
108
+ if (pointerEvent.propagationStopped)
109
+ return;
110
+ if (pointerEvent.defaultPrevented)
111
+ return;
112
+ if (pointerEvent.used)
113
+ return;
114
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
115
+ const data = new PointerEventData(this.context.input, pointerEvent);
116
+ this._currentPointerEventName = pointerEvent.type;
117
+ data.inputSource = this.context.input;
118
+ data.isClick = pointerEvent.isClick;
119
+ data.isDoubleClick = pointerEvent.isDoubleClick;
120
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
121
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
122
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
123
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
124
+ if (debug) {
125
+ if (data.isDown)
126
+ console.log("DOWN", data.pointerId);
127
+ else if (data.isUp)
128
+ console.log("UP", data.pointerId);
129
+ if (data.isClick)
130
+ console.log("CLICK", data.pointerId);
131
+ }
132
+ // raycast
133
+ const options = new RaycastOptions();
134
+ if (pointerEvent.hasRay) {
135
+ options.ray = pointerEvent.ray;
136
+ }
137
+ else {
138
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId);
139
+ }
140
+ const hits = this.performRaycast(options);
141
+ if (hits) {
142
+ for (const hit of hits) {
143
+ hit.event = pointerEvent;
144
+ pointerEvent.intersections.push(hit);
145
+ }
146
+ if (pointerEvent.origin.onPointerHits) {
147
+ pointerEvent.origin.onPointerHits({
148
+ sender: this,
149
+ event: pointerEvent,
150
+ hits
151
+ });
152
+ }
153
+ }
154
+ if (debug && data.isClick) {
155
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
156
+ }
157
+ const evt = {
158
+ sender: this,
159
+ args: data,
160
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
161
+ };
162
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
163
+ // then handle the intersections and call the callbacks on the regular objects
164
+ this.handleIntersections(hits, data);
165
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
166
+ };
167
+ _sortedHits = [];
168
+ /**
169
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
170
+ */
171
+ _testObjectsCache = new Map();
172
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
173
+ _currentlyActiveRaycaster = null;
174
+ _currentPointerEventName = null;
175
+ /**
176
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
177
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
178
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
179
+ * Because there's no component callback to be invoked anyways.
180
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
181
+ *
182
+ * Further optimizations would be to check what type of event we're dealing with
183
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
184
+ * */
185
+ shouldRaycastObject = (obj) => {
186
+ // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
187
+ // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
188
+ const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
189
+ if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
190
+ return false;
191
+ }
192
+ // if (this._currentPointerEventName == "pointermove") {
193
+ // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
194
+ // }
195
+ // check if this object is actually a UI shadow hierarchy object
196
+ let uiOwner = null;
197
+ const isUI = isUIObject(obj);
198
+ // if yes we want to grab the actual object that is the owner of the shadow dom
199
+ // and check that object for the event component
200
+ if (isUI) {
201
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
202
+ }
203
+ // check if the object was seen previously
204
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
205
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
206
+ const prev = this._testObjectsCache.get(obj);
207
+ if (prev === false)
208
+ return "continue in children";
209
+ return true;
210
+ }
211
+ else {
212
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
213
+ // because then this other raycaster is responsible for raycasting this object
214
+ // const rc = GameObject.getComponent(obj, Raycaster);
215
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
216
+ // the object was not yet seen so we test if it has an event component
217
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
218
+ if (!hasEventComponent && uiOwner)
219
+ hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
220
+ if (hasEventComponent) {
221
+ // it has an event component: we add it and all its children to the cache
222
+ // we don't need to do the same for the shadow component hierarchy
223
+ // because the next object that will be detecting that the shadow owner was already seen
224
+ this._testObjectsCache.set(obj, true);
225
+ for (const ch of obj.children)
226
+ this.shouldRaycastObject_AddToYesCache(ch);
227
+ return true;
228
+ }
229
+ this._testObjectsCache.set(obj, false);
230
+ return "continue in children";
231
+ }
232
+ };
233
+ shouldRaycastObject_AddToYesCache(obj) {
234
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
235
+ // because then this other raycaster is responsible for raycasting this object
236
+ // const rc = GameObject.getComponent(obj, Raycaster);
237
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
238
+ this._testObjectsCache.set(obj, true);
239
+ for (const ch of obj.children) {
240
+ this.shouldRaycastObject_AddToYesCache(ch);
241
+ }
242
+ }
243
+ /** the raycast filter is always overriden */
244
+ performRaycast(opts) {
245
+ if (!this.raycaster)
246
+ return null;
247
+ // we clear the cache of previously seen objects
248
+ this._testObjectsCache.clear();
249
+ this._sortedHits.length = 0;
250
+ if (!opts)
251
+ opts = new RaycastOptions();
252
+ opts.testObject = this.shouldRaycastObject;
253
+ for (const rc of this.raycaster) {
254
+ if (!rc.activeAndEnabled)
255
+ continue;
256
+ this._currentlyActiveRaycaster = rc;
257
+ const res = rc.performRaycast(opts);
258
+ this._currentlyActiveRaycaster = null;
259
+ if (res && res.length > 0) {
260
+ // console.log(res.length, res.map(r => r.object.name));
261
+ this._sortedHits.push(...res);
262
+ }
263
+ }
264
+ this._sortedHits.sort((a, b) => {
265
+ return a.distance - b.distance;
266
+ });
267
+ return this._sortedHits;
268
+ }
269
+ assignHitInformation(args, hit) {
270
+ if (!hit) {
271
+ args.intersection = undefined;
272
+ args.point = undefined;
273
+ args.normal = undefined;
274
+ args.face = undefined;
275
+ args.distance = undefined;
276
+ args.instanceId = undefined;
277
+ }
278
+ else {
279
+ args.intersection = hit;
280
+ args.point = hit.point;
281
+ args.normal = hit.normal;
282
+ args.face = hit.face;
283
+ args.distance = hit.distance;
284
+ args.instanceId = hit.instanceId;
285
+ }
286
+ }
287
+ handleIntersections(hits, args) {
288
+ if (hits?.length) {
289
+ hits = this.sortCandidates(hits);
290
+ for (const hit of hits) {
291
+ if (args.event.immediatePropagationStopped) {
292
+ return false;
293
+ }
294
+ this.assignHitInformation(args, hit);
295
+ if (this.handleEventOnObject(hit.object, args)) {
296
+ return true;
297
+ }
298
+ }
299
+ }
300
+ // first invoke captured pointers
301
+ this.assignHitInformation(args, hits?.[0]);
302
+ this.invokePointerCapture(args);
303
+ // pointer has not hit any object to handle
304
+ // thus is not hovering over anything
305
+ const hoveredData = this.hoveredByID.get(args.pointerId);
306
+ if (hoveredData) {
307
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
308
+ }
309
+ this.hoveredByID.delete(args.pointerId);
310
+ // if it was up, it means it should notify things that it down on before
311
+ if (args.isUp) {
312
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
313
+ this.pressedByID.delete(args.pointerId);
314
+ }
315
+ return false;
316
+ }
317
+ _sortingBuffer = [];
318
+ _noDepthTestingResults = [];
319
+ sortCandidates(hits) {
320
+ // iterate over all hits and filter for nodepth objects and normal hit objects
321
+ // the no-depth objects will be handled first starting from the closest
322
+ // assuming the hits array is sorted by distance (closest > furthest)
323
+ this._sortingBuffer.length = 0;
324
+ this._noDepthTestingResults.length = 0;
325
+ for (let i = 0; i < hits.length; i++) {
326
+ const hit = hits[i];
327
+ const object = hit.object;
328
+ if (object.material) {
329
+ if (object.material["depthTest"] === false) {
330
+ this._noDepthTestingResults.push(hit);
331
+ continue;
332
+ }
333
+ }
334
+ this._sortingBuffer.push(hit);
335
+ }
336
+ for (const obj of this._sortingBuffer) {
337
+ this._noDepthTestingResults.push(obj);
338
+ }
339
+ return this._noDepthTestingResults;
340
+ }
341
+ out = {};
342
+ /**
343
+ * Handle hit result by preparing all needed information before propagation.
344
+ * Then calling propagate.
345
+ */
346
+ handleEventOnObject(object, args) {
347
+ // ensures that invisible objects are ignored
348
+ if (!this.testIsVisible(object)) {
349
+ if (args.isClick && debug)
350
+ console.log("not allowed", object);
351
+ return false;
352
+ }
353
+ // Event without pointer can't be handled
354
+ if (args.pointerId === undefined) {
355
+ if (debug)
356
+ console.error("Event without pointer can't be handled", args);
357
+ return false;
358
+ }
359
+ // Correct the handled object to match the relevant object in shadow dom (?)
360
+ args.object = object;
361
+ const parent = object.parent;
362
+ let isShadow = false;
363
+ const clicked = args.isClick ?? false;
364
+ let canvasGroup = null;
365
+ // handle potential shadow dom built from three mesh ui
366
+ if (parent && parent.isUI) {
367
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
368
+ if (parent[$shadowDomOwner]) {
369
+ const actualGo = parent[$shadowDomOwner].gameObject;
370
+ if (actualGo) {
371
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
372
+ if (!res)
373
+ return false;
374
+ canvasGroup = this.out.canvasGroup ?? null;
375
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
376
+ if (!clicked && handled) {
377
+ // return true;
378
+ }
379
+ object = actualGo;
380
+ isShadow = true;
381
+ }
382
+ }
383
+ // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
384
+ // if(parent["needle:use_eventsystem"] == true){
385
+ // // if use_eventsystem is true, we want to handle the event
386
+ // }
387
+ // else if (!isShadow) {
388
+ // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
389
+ // if (obj) return true;
390
+ // }
391
+ }
392
+ if (clicked && debug)
393
+ console.log(this.context.time.frame, object);
394
+ // Handle OnPointerExit -> in case when we are about to hover something new
395
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
396
+ const hovering = this.hoveredByID.get(args.pointerId);
397
+ const prevHovering = hovering?.obj;
398
+ const isNewlyHovering = prevHovering !== object;
399
+ // trigger onPointerExit
400
+ if (isNewlyHovering && prevHovering) {
401
+ this.propagatePointerExit(prevHovering, hovering.data, object);
402
+ }
403
+ // save hovered object
404
+ const entry = this.hoveredByID.get(args.pointerId);
405
+ if (!entry)
406
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
407
+ else {
408
+ entry.obj = object;
409
+ entry.data = args;
410
+ }
411
+ // create / update pressed entry
412
+ if (args.isDown) {
413
+ const data = this.pressedByID.get(args.pointerId);
414
+ if (!data)
415
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
416
+ else {
417
+ data.obj = object;
418
+ data.data = args;
419
+ }
420
+ }
421
+ if (canvasGroup === null || canvasGroup.interactable) {
422
+ this.handleMainInteraction(object, args, prevHovering ?? null);
423
+ }
424
+ return true;
425
+ }
426
+ /**
427
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
428
+ */
429
+ propagate(object, onComponent) {
430
+ while (true) {
431
+ if (!object)
432
+ break;
433
+ GameObject.foreachComponent(object, comp => {
434
+ // TODO: implement Stop Immediate Propagation
435
+ onComponent(comp);
436
+ }, false);
437
+ // walk up
438
+ object = object.parent;
439
+ }
440
+ }
441
+ /**
442
+ * Propagate up in hierarchy and call handlers based on the pointer event data
443
+ */
444
+ handleMainInteraction(object, args, prevHovering) {
445
+ const pressedEvent = this.pressedByID.get(args.pointerId);
446
+ const hoveredObjectChanged = prevHovering !== object;
447
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
448
+ let isMoving = true;
449
+ switch (args.event.pointerType) {
450
+ case "mouse":
451
+ case "touch":
452
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
453
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
454
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
455
+ break;
456
+ case "controller":
457
+ case "hand":
458
+ // for hands and controller we assume they are never totally still (except for simulated environments)
459
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
460
+ // so maybe check the angle every frame?
461
+ break;
462
+ }
463
+ this.propagate(object, (behaviour) => {
464
+ const comp = behaviour;
465
+ if (comp.interactable === false)
466
+ return;
467
+ if (!comp.activeAndEnabled || !comp.enabled)
468
+ return;
469
+ if (comp.onPointerEnter) {
470
+ if (hoveredObjectChanged) {
471
+ this.handlePointerEnter(comp, args);
472
+ }
473
+ }
474
+ if (args.isDown) {
475
+ if (comp.onPointerDown) {
476
+ comp.onPointerDown(args);
477
+ // Set the handler that we called the down event on
478
+ // So we can call the up event on the same handler
479
+ // In a scenario where we Down on one object and Up on another
480
+ pressedEvent?.handlers.add(comp);
481
+ this.handlePointerCapture(args, comp);
482
+ }
483
+ }
484
+ if (comp.onPointerMove) {
485
+ if (isMoving)
486
+ comp.onPointerMove(args);
487
+ this.handlePointerCapture(args, comp);
488
+ }
489
+ if (args.isUp) {
490
+ if (comp.onPointerUp) {
491
+ this.invokeOnPointerUp(args, comp);
492
+ // We don't want to call Up twice if we Down and Up on the same object
493
+ // But if we Down on one and Up on another we want to call Up on the first one as well
494
+ // For example if the object was cloned by the Duplicatable
495
+ // The original component that received the down event SHOULD also receive the up event
496
+ pressedEvent?.handlers.delete(comp);
497
+ }
498
+ // handle touch onExit (touchUp) since the pointer stops existing
499
+ // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
500
+ // Mouse 0 is always persistent
501
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
502
+ this.handlePointerExit(comp, args);
503
+ this.hoveredByID.delete(args.pointerId);
504
+ }
505
+ }
506
+ if (args.isClick) {
507
+ if (comp.onPointerClick) {
508
+ comp.onPointerClick(args);
509
+ }
510
+ }
511
+ });
512
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
513
+ // If user drags away from the object, then it doesn't get the UP event
514
+ if (args.isUp) {
515
+ pressedEvent?.handlers.forEach((handler) => {
516
+ this.invokeOnPointerUp(args, handler);
517
+ });
518
+ this.pressedByID.delete(args.pointerId);
519
+ }
520
+ }
521
+ /** Propagate up in hierarchy and call onPointerExit */
522
+ propagatePointerExit(object, args, newObject) {
523
+ this.propagate(object, (behaviour) => {
524
+ if (!behaviour.gameObject || behaviour.destroyed)
525
+ return;
526
+ const inst = behaviour;
527
+ if (inst.onPointerExit || inst.onPointerEnter) {
528
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
529
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
530
+ return;
531
+ }
532
+ this.handlePointerExit(inst, args);
533
+ }
534
+ });
535
+ }
536
+ /** handles onPointerUp - this will also release the pointerCapture */
537
+ invokeOnPointerUp(evt, handler) {
538
+ handler.onPointerUp?.call(handler, evt);
539
+ this.releasePointerCapture(evt, handler);
540
+ }
541
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
542
+ handlePointerEnter(comp, args) {
543
+ if (comp.onPointerEnter) {
544
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
545
+ comp.onPointerEnter(args);
546
+ }
547
+ }
548
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
549
+ }
550
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
551
+ handlePointerExit(comp, evt) {
552
+ if (comp.onPointerExit) {
553
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
554
+ comp.onPointerExit(evt);
555
+ }
556
+ }
557
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
558
+ }
559
+ /** updates the pointer state list for a component
560
+ * @param comp the component to update
561
+ * @param pointerId the pointerId to update
562
+ * @param symbol the symbol to use for the state
563
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
564
+ */
565
+ updatePointerState(comp, pointerId, symbol, add) {
566
+ let state = comp[symbol];
567
+ if (add) {
568
+ // the pointer is already in the state list
569
+ if (state && state.includes(pointerId))
570
+ return false;
571
+ state = state || [];
572
+ state.push(pointerId);
573
+ comp[symbol] = state;
574
+ return true;
575
+ }
576
+ else {
577
+ if (!state || !state.includes(pointerId))
578
+ return false;
579
+ const i = state.indexOf(pointerId);
580
+ if (i !== -1) {
581
+ state.splice(i, 1);
582
+ }
583
+ return true;
584
+ }
585
+ }
586
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
587
+ _capturedPointer = {};
588
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
589
+ handlePointerCapture(evt, comp) {
590
+ if (evt.z__pointer_ctured) {
591
+ evt.z__pointer_ctured = false;
592
+ const id = evt.pointerId;
593
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
594
+ if (comp.onPointerMove) {
595
+ const list = this._capturedPointer[id] || [];
596
+ list.push(comp);
597
+ this._capturedPointer[id] = list;
598
+ }
599
+ else {
600
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
601
+ comp["z__warned_no_pointermove"] = true;
602
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
603
+ }
604
+ }
605
+ }
606
+ else if (evt.z__pointer_cture_rleased) {
607
+ evt.z__pointer_cture_rleased = false;
608
+ this.releasePointerCapture(evt, comp);
609
+ }
610
+ }
611
+ /** removes the component from the pointer capture list */
612
+ releasePointerCapture(evt, component) {
613
+ const id = evt.pointerId;
614
+ if (this._capturedPointer[id]) {
615
+ const i = this._capturedPointer[id].indexOf(component);
616
+ if (i !== -1) {
617
+ this._capturedPointer[id].splice(i, 1);
618
+ if (debug)
619
+ console.log("released pointer capture", id, component, this._capturedPointer);
620
+ }
621
+ }
622
+ }
623
+ /** invoke the pointerMove event on all captured handlers */
624
+ invokePointerCapture(evt) {
625
+ if (evt.event.type === InputEvents.PointerMove) {
626
+ const id = evt.pointerId;
627
+ const captured = this._capturedPointer[id];
628
+ if (captured) {
629
+ if (debug)
630
+ console.log("Captured", id, captured);
631
+ for (let i = 0; i < captured.length; i++) {
632
+ const handler = captured[i];
633
+ // check if it was destroyed
634
+ const comp = handler;
635
+ if (comp.destroyed) {
636
+ captured.splice(i, 1);
637
+ i--;
638
+ continue;
639
+ }
640
+ // invoke pointer move
641
+ handler.onPointerMove?.call(handler, evt);
642
+ }
643
+ }
644
+ }
645
+ }
646
+ pointerEnterSymbol = Symbol("pointerEnter");
647
+ pointerExitSymbol = Symbol("pointerExit");
648
+ isChild(obj, possibleChild) {
649
+ if (!obj || !possibleChild)
650
+ return false;
651
+ if (obj === possibleChild)
652
+ return true;
653
+ if (!obj.parent)
654
+ return false;
655
+ return this.isChild(obj.parent, possibleChild);
656
+ }
657
+ handleMeshUiObjectWithoutShadowDom(obj, pressed) {
658
+ if (!obj || !obj.isUI)
659
+ return true;
660
+ const hit = this.handleMeshUIIntersection(obj, pressed);
661
+ return hit;
662
+ }
663
+ currentActiveMeshUIComponents = [];
664
+ handleMeshUIIntersection(meshUiObject, pressed) {
665
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
666
+ if (res) {
667
+ this.currentActiveMeshUIComponents.push(res);
668
+ }
669
+ return res !== null;
670
+ }
671
+ resetMeshUIStates() {
672
+ if (this.context.input.getPointerPressedCount() > 0) {
673
+ MeshUIHelper.resetLastSelected();
674
+ }
675
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
676
+ return;
677
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
678
+ const comp = this.currentActiveMeshUIComponents[i];
679
+ MeshUIHelper.resetState(comp);
680
+ }
681
+ this.currentActiveMeshUIComponents.length = 0;
682
+ }
683
+ testIsVisible(obj) {
684
+ if (!obj)
685
+ return true;
686
+ if (!GameObject.isActiveSelf(obj))
687
+ return false;
688
+ return this.testIsVisible(obj.parent);
689
+ }
690
+ }
691
+ class MeshUIHelper {
692
+ static lastSelected = null;
693
+ static lastUpdateFrame = [];
694
+ static needsUpdate = false;
695
+ static markDirty() {
696
+ this.needsUpdate = true;
697
+ }
698
+ static update(threeMeshUI, context, force = false) {
699
+ if (force) {
700
+ threeMeshUI.update();
701
+ return;
702
+ }
703
+ const currentFrame = context.time.frameCount;
704
+ for (const lu of this.lastUpdateFrame) {
705
+ if (lu.context === context) {
706
+ if (currentFrame === lu.frame)
707
+ return;
708
+ lu.frame = currentFrame;
709
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
710
+ if (lu.nextUpdate <= currentFrame)
711
+ shouldUpdate = true;
712
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
713
+ if (shouldUpdate) {
714
+ // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
715
+ if (debug)
716
+ console.log("Update threemeshui");
717
+ this.needsUpdate = false;
718
+ lu.nextUpdate = currentFrame + 60;
719
+ threeMeshUI.update();
720
+ }
721
+ return;
722
+ }
723
+ }
724
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
725
+ threeMeshUI.update();
726
+ this.needsUpdate = false;
727
+ }
728
+ static updateState(intersect, _selectState) {
729
+ let foundBlock = null;
730
+ if (intersect) {
731
+ foundBlock = this.findBlockOrTextInParent(intersect);
732
+ // console.log(intersect, "-- found block:", foundBlock)
733
+ if (foundBlock && foundBlock !== this.lastSelected) {
734
+ const interactable = foundBlock["interactable"];
735
+ if (interactable === false)
736
+ return null;
737
+ this.needsUpdate = true;
738
+ }
739
+ }
740
+ return foundBlock;
741
+ }
742
+ static resetLastSelected() {
743
+ const last = this.lastSelected;
744
+ if (!last)
745
+ return;
746
+ this.lastSelected = null;
747
+ this.resetState(last);
748
+ }
749
+ static resetState(obj) {
750
+ if (!obj)
751
+ return;
752
+ this.needsUpdate = true;
753
+ }
754
+ static findBlockOrTextInParent(elem) {
755
+ if (!elem)
756
+ return null;
757
+ if (elem.isBlock || (elem.isText)) {
758
+ // @TODO : Replace states managements
759
+ // if (Object.keys(elem.states).length > 0)
760
+ return elem;
761
+ }
762
+ return this.findBlockOrTextInParent(elem.parent);
763
+ }
764
+ }
765
765
  //# sourceMappingURL=EventSystem.js.map