@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
@@ -1,404 +1,404 @@
1
- import "./codegen/register_types.js";
2
-
3
- import { Object3D } from "three";
4
-
5
- import { LogType, showBalloonMessage } from "./debug/index.js";
6
- import { addNewComponent } from "./engine_components.js";
7
- import { builtinComponentKeyName, editorGuidKeyName } from "./engine_constants.js";
8
- import { debugExtension } from "./engine_default_parameters.js";
9
- import { InstantiateIdProvider } from "./engine_networking_instantiate.js"
10
- import { isLocalNetwork } from "./engine_networking_utils.js";
11
- import { deserializeObject, serializeObject } from "./engine_serialization.js";
12
- import { assign, ImplementationInformation, type ISerializable, SerializationContext } from "./engine_serialization_core.js";
13
- import { Context } from "./engine_setup.js";
14
- import type { GuidsMap, ICamera, ICollider, IComponent, IGameObject, IRigidbody, SourceIdentifier, UIDProvider } from "./engine_types.js";
15
- import { TypeStore } from "./engine_typestore.js";
16
- import { getParam } from "./engine_utils.js";
17
- import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
18
-
19
-
20
- const debug = debugExtension;
21
- const debugTypeStore = getParam("debugtypestore");
22
- if (debugTypeStore) console.log(TypeStore);
23
-
24
- export function writeBuiltinComponentData(comp: IComponent, context: SerializationContext): object | null {
25
-
26
- // const fn = (comp as unknown as ISerializable)?.onBeforeSerialize;
27
- // if (fn) {
28
- // const res = fn?.call(comp);
29
- // if (res !== undefined) {
30
- // res["name"] = comp.constructor.name;
31
- // return res;
32
- // }
33
- // }
34
- const serializable = comp as unknown as ISerializable;
35
- const data = serializeObject(serializable, context);
36
- // console.log(data);
37
- if (data !== undefined) return data;
38
- return null;
39
- }
40
-
41
- const typeImplementationInformation = new ImplementationInformation();
42
- const $context_deserialize_queue = Symbol("deserialize-queue");
43
-
44
- export async function createBuiltinComponents(context: Context, gltfId: SourceIdentifier, gltf, seed: number | null | UIDProvider = null, extension?: NEEDLE_components) {
45
- if (!gltf) {
46
- console.debug("Can not create component instances: gltf is null");
47
- return;
48
- }
49
- const lateResolve: Array<(gltf: Object3D) => {}> = [];
50
-
51
- let idProvider: UIDProvider | null = seed as UIDProvider;
52
- if (typeof idProvider === "number") {
53
- idProvider = new InstantiateIdProvider(seed as number);
54
- }
55
-
56
- const idEnd = gltfId.indexOf("?");
57
- gltfId = idEnd === -1 ? gltfId : gltfId.substring(0, idEnd);
58
-
59
- const serializationContext = new SerializationContext(gltf.scene);
60
- serializationContext.gltfId = gltfId;
61
- serializationContext.context = context;
62
- serializationContext.gltf = gltf;
63
- serializationContext.nodeToObject = extension?.nodeToObjectMap;
64
- serializationContext.implementationInformation = typeImplementationInformation;
65
-
66
- // If we're loading multiple gltf files in one scene we need to make sure we deserialize all of them in one go
67
- // for that we collect them in one list per context
68
- let deserializeQueue = context[$context_deserialize_queue];
69
- if (!deserializeQueue) deserializeQueue = context[$context_deserialize_queue] = [];
70
-
71
- if (gltf.scenes) {
72
- for (const scene of gltf.scenes) {
73
- await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve);
74
- }
75
- }
76
- if (gltf.children) {
77
- for (const ch of gltf.children) {
78
- await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve);
79
- }
80
- }
81
-
82
- context.new_scripts_pre_setup_callbacks.push(() => {
83
- // First deserialize ALL components that were loaded before pre setup
84
- // Down below they get new guids assigned so we have to do all of them first
85
- // E.g. in cases where we load multiple glb files on startup from one scene
86
- // and they might have cross-glb references
87
- const queue = context[$context_deserialize_queue];
88
- if (queue) {
89
- for (const des of queue) {
90
- handleDeserialization(des, serializationContext);
91
- }
92
- queue.length = 0;
93
- }
94
- // when dropping the same file multiple times we need to generate new guids
95
- // e.g. SyncedTransform sends its own guid to the server to know about ownership
96
- // so it requires a unique guid for a new instance
97
- // doing it here at the end of resolving of references should ensure that
98
- // and this should run before awake and onenable of newly created components
99
- if (idProvider) {
100
- // TODO: should we do this after setup callbacks now?
101
- const guidsMap: GuidsMap = {};
102
- const resolveGuids: IHasResolveGuids[] = [];
103
- recursiveCreateGuids(gltf, idProvider, guidsMap, resolveGuids);
104
- for (const scene of gltf.scenes)
105
- recursiveCreateGuids(scene, idProvider, guidsMap, resolveGuids);
106
- // make sure to resolve all guids AFTER new guids have been assigned
107
- for (const res of resolveGuids) {
108
- res.resolveGuids(guidsMap);
109
- }
110
- }
111
- });
112
-
113
- // tools.findAnimationsLate(context, gltf, context.new_scripts_pre_setup_callbacks);
114
-
115
- // console.log("finished creating builtin components", gltf.scene?.name, gltf);
116
- }
117
-
118
- declare type IHasResolveGuids = {
119
- resolveGuids: (guidsMap: GuidsMap) => void;
120
- }
121
-
122
- const originalComponentNameKey = Symbol("original-component-name");
123
-
124
- /**
125
- * We want to create one id provider per component
126
- * If a component is used multiple times we want to create a new id provider for each instance
127
- * That way the order of components in the scene doesnt affect the result GUID
128
- */
129
- // TODO: clear this when re-loading the context
130
- const idProviderCache = new Map<string, InstantiateIdProvider>();
131
-
132
- function recursiveCreateGuids(obj: IGameObject, idProvider: UIDProvider | null, guidsMap: GuidsMap, resolveGuids: IHasResolveGuids[]) {
133
- if (idProvider === null) return;
134
- if (!obj) return;
135
- const prev = obj.guid;
136
-
137
- // we also want to use the idproviderCache for objects because they might be removed or re-ordered in the scene hierarchy
138
- // in which case we dont want to e.g. change the syncedInstantiate objects that get created because suddenly another object has that guid
139
- const idProviderKey = obj.guid;
140
- if (idProviderKey?.length) {
141
- if (!idProviderCache.has(idProviderKey)) {
142
- if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for object " + obj.name);
143
- idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
144
- }
145
- }
146
- const objectIdProvider = idProviderKey && idProviderCache.get(idProviderKey) || idProvider;
147
-
148
- obj.guid = objectIdProvider.generateUUID();
149
- if (prev && prev !== "invalid")
150
- guidsMap[prev] = obj.guid;
151
-
152
- // console.log(obj);
153
- if (obj && obj.userData && obj.userData.components) {
154
- for (const comp of obj.userData.components) {
155
- if (comp === null) continue;
156
-
157
- // by default we use the component guid as a key - order of the components in the scene doesnt matter with this approach
158
- // this is to prevent cases where multiple GLBs are loaded with the same component guid
159
- const idProviderKey = comp.guid;
160
- if (idProviderKey) {
161
- if (!idProviderCache.has(idProviderKey)) {
162
- if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for component " + comp[originalComponentNameKey]);
163
- idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
164
- }
165
- }
166
- else if (debug) console.warn("Can not create IdProvider: component " + comp[originalComponentNameKey] + " has no guid", comp.guid);
167
- const componentIdProvider = idProviderCache.get(idProviderKey) || idProvider
168
-
169
- const prev = comp.guid;
170
- comp.guid = componentIdProvider.generateUUID();
171
- if (prev && prev !== "invalid")
172
- guidsMap[prev] = comp.guid;
173
- if (comp.resolveGuids)
174
- resolveGuids.push(comp);
175
- }
176
-
177
- }
178
- if (obj.children) {
179
- for (const child of obj.children) {
180
- recursiveCreateGuids(child as IGameObject, idProvider, guidsMap, resolveGuids);
181
- }
182
- }
183
- }
184
-
185
- declare interface IGltfbuiltinComponent {
186
- name: string;
187
- }
188
-
189
- declare interface IGltfBuiltinComponentData {
190
- [builtinComponentKeyName]: IGltfbuiltinComponent[];
191
- }
192
-
193
- declare class DeserializeData {
194
- instance: any;
195
- compData: IGltfbuiltinComponent;
196
- obj: Object3D;
197
- }
198
-
199
- declare type LateResolveCallback = (gltf: Object3D) => void;
200
-
201
- const unknownComponentsBuffer: Array<string> = [];
202
-
203
-
204
- async function onCreateBuiltinComponents(context: SerializationContext, obj: Object3D,
205
- deserialize: DeserializeData[], lateResolve: LateResolveCallback[]) {
206
- if (!obj) return;
207
-
208
- // iterate injected data
209
- const data = obj.userData as IGltfBuiltinComponentData;
210
- if (data) {
211
- const components = data.builtin_components;
212
- if (components && components.length > 0) {
213
- // console.log(obj);
214
- for (const compData of components) {
215
- try {
216
- if (compData === null) continue;
217
- const type = TypeStore.get(compData.name);
218
- // console.log(compData, compData.name, type, TypeStore);
219
- if (type !== undefined && type !== null) {
220
- const instance: IComponent = new type() as IComponent;
221
- instance.sourceId = context.gltfId;
222
-
223
- // assign basic fields
224
- assign(instance, compData, context.implementationInformation);
225
-
226
- // make sure we assign the Needle Engine Context because Context.Current is unreliable when loading multiple <needle-engine> elements at the same time due to async processes
227
- instance.context = context.context;
228
-
229
- // assign the guid of the original instance
230
- if ("guid" in compData)
231
- instance[editorGuidKeyName] = compData.guid;
232
-
233
- // we store the original component name per component which will later be used to get or initialize the InstanceIdProvider
234
- instance[originalComponentNameKey] = compData.name;
235
-
236
- // Object.assign(instance, compData);
237
- // dont call awake here because some references might not be resolved yet and components that access those fields in awake will throw
238
- // for example Duplicatable reference to object might still be { node: id }
239
- const callAwake = false;
240
- addNewComponent(obj, instance, callAwake);
241
- deserialize.push({ instance, compData, obj });
242
-
243
- // if the component instance is a camera and we dont have a main camera yet
244
- // we want to assign it to the context BEFORE any component becomes active (ensuring that in awake and onEnable the mainCamera is assigned)
245
- // alternatively we could try to search for the mainCamera in the getter of the context when creating the engine for the first time
246
- if ((instance as ICamera).isCamera && context.context) {
247
- if (context.context.mainCamera === null && (instance.tag === "MainCamera"))
248
- context.context.setCurrentCamera(instance as ICamera);
249
- }
250
-
251
- // if the component is a rigidbody or collider and the physics engine is not initialized yet
252
- // initialize the physics engine right away
253
- if (context.context?.physics?.engine?.isInitialized === false && ((instance as ICollider).isCollider || (instance as IRigidbody).isRigidbody)) {
254
- context.context?.physics.engine?.initialize();
255
- }
256
- }
257
- else {
258
- if (debug)
259
- console.debug("unknown component: " + compData.name);
260
- if (!unknownComponentsBuffer.includes(compData.name))
261
- unknownComponentsBuffer.push(compData.name);
262
- }
263
- }
264
- catch (err: any) {
265
- console.error(compData.name + " - " + err.message, err);
266
- }
267
- }
268
- // console.debug("finished adding gltf builtin components", obj);
269
- }
270
- if (unknownComponentsBuffer.length > 0) {
271
- const unknown = unknownComponentsBuffer.join(", ");
272
- console.warn("unknown components: " + unknown);
273
- unknownComponentsBuffer.length = 0;
274
- if (isLocalNetwork())
275
- showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
276
- }
277
- }
278
-
279
- if (obj.children) {
280
- for (const ch of obj.children) {
281
- await onCreateBuiltinComponents(context, ch, deserialize, lateResolve);
282
- }
283
- }
284
- }
285
-
286
- function handleDeserialization(data: DeserializeData, context: SerializationContext) {
287
- const { instance, compData, obj } = data;
288
- context.object = obj;
289
- context.target = instance;
290
-
291
- // const beforeFn = (instance as ISerializationCallbackReceiver)?.onBeforeDeserialize;
292
- // console.log(beforeFn, instance);
293
- // if (beforeFn) beforeFn.call(instance, data.compData);
294
-
295
- let deserialized: boolean = true;
296
- // console.log(instance, compData);
297
- // TODO: first build components and then deserialize data?
298
- // currently a component referencing another component can not find it if the referenced component hasnt been added
299
- // we should split this up in two steps then.
300
- deserialized = deserializeObject(instance, compData, context) === true;
301
-
302
- // if (!deserialized) {
303
- // // now loop through data again and search for special reference types
304
- // for (const key in compData) {
305
- // const entry = compData[key];
306
- // if (!entry) {
307
- // instance[key] = null;
308
- // continue;
309
- // }
310
-
311
- // const fn = (instance as ISerializationCallbackReceiver)?.onDeserialize;
312
- // if (fn) {
313
- // const res = fn.call(instance, key, entry);
314
- // if (res !== undefined) {
315
- // instance[key] = res;
316
- // continue;
317
- // }
318
- // }
319
-
320
- // // if (!resolve(instance, key, entry, lateResolve)) {
321
- // // }
322
- // }
323
- // }
324
-
325
- // console.log(instance);
326
- // const afterFn = (instance as ISerializationCallbackReceiver)?.onAfterDeserialize;
327
- // if (afterFn) afterFn.call(instance);
328
- if (debug)
329
- console.debug("add " + compData.name, compData, instance);
330
- }
331
-
332
- // // TODO: THIS should be legacy once we update unity builtin component exports
333
- // function resolve(instance, key: string, entry, lateResolve: LateResolveCallback[]): boolean {
334
-
335
- // switch (entry["$type"]) {
336
- // default:
337
- // const type = entry["$type"];
338
- // if (type !== undefined) {
339
- // const res = tryResolveType(type, entry);
340
- // if (res !== undefined)
341
- // instance[key] = res;
342
- // return res !== undefined;
343
- // }
344
- // break;
345
- // // the thing is a reference
346
- // case "reference":
347
- // // we expect some identifier entry to use for finding the reference
348
- // const guid = entry["guid"];
349
- // lateResolve.push(async (gltf) => {
350
- // instance[key] = findInGltf(guid, gltf);
351
- // });
352
- // return true;
353
- // }
354
-
355
- // if (Array.isArray(entry)) {
356
- // // the thing is an array
357
- // const targetArray = instance[key];
358
- // for (const index in entry) {
359
- // const val = entry[index];
360
- // if (val === null) {
361
- // targetArray[index] = null;
362
- // continue;
363
- // }
364
- // switch (val["$type"]) {
365
- // default:
366
- // const type = val["$type"];
367
- // if (type !== undefined) {
368
- // const res = tryResolveType(type, entry);
369
- // if (res !== undefined) targetArray[index] = res;
370
- // }
371
- // break;
372
- // case "reference":
373
- // // this entry is a reference
374
- // const guid = val["guid"];
375
- // lateResolve.push(async (gltf) => {
376
- // targetArray[index] = findInGltf(guid, gltf);
377
- // });
378
- // break;
379
- // }
380
- // }
381
- // return true;
382
- // }
383
- // return false;
384
- // }
385
-
386
- // function findInGltf(guid: string, gltf) {
387
- // let res = tools.tryFindScript(guid);
388
- // if (!res) res = tools.tryFindObject(guid, gltf, true);
389
- // return res;
390
- // }
391
-
392
- // function tryResolveType(type, entry): any | undefined {
393
- // switch (type) {
394
- // case "Vector2":
395
- // return new Vector2(entry.x, entry.y);
396
- // case "Vector3":
397
- // return new Vector3(entry.x, entry.y, entry.z);
398
- // case "Vector4":
399
- // return new Vector4(entry.x, entry.y, entry.z, entry.w);
400
- // case "Quaternion":
401
- // return new Quaternion(entry.x, entry.y, entry.z, entry.w);
402
- // }
403
- // return undefined;
1
+ import "./codegen/register_types.js";
2
+
3
+ import { Object3D } from "three";
4
+
5
+ import { LogType, showBalloonMessage } from "./debug/index.js";
6
+ import { addNewComponent } from "./engine_components.js";
7
+ import { builtinComponentKeyName, editorGuidKeyName } from "./engine_constants.js";
8
+ import { debugExtension } from "./engine_default_parameters.js";
9
+ import { InstantiateIdProvider } from "./engine_networking_instantiate.js"
10
+ import { isLocalNetwork } from "./engine_networking_utils.js";
11
+ import { deserializeObject, serializeObject } from "./engine_serialization.js";
12
+ import { assign, ImplementationInformation, type ISerializable, SerializationContext } from "./engine_serialization_core.js";
13
+ import { Context } from "./engine_setup.js";
14
+ import type { GuidsMap, ICamera, ICollider, IComponent, IGameObject, IRigidbody, SourceIdentifier, UIDProvider } from "./engine_types.js";
15
+ import { TypeStore } from "./engine_typestore.js";
16
+ import { getParam } from "./engine_utils.js";
17
+ import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
18
+
19
+
20
+ const debug = debugExtension;
21
+ const debugTypeStore = getParam("debugtypestore");
22
+ if (debugTypeStore) console.log(TypeStore);
23
+
24
+ export function writeBuiltinComponentData(comp: IComponent, context: SerializationContext): object | null {
25
+
26
+ // const fn = (comp as unknown as ISerializable)?.onBeforeSerialize;
27
+ // if (fn) {
28
+ // const res = fn?.call(comp);
29
+ // if (res !== undefined) {
30
+ // res["name"] = comp.constructor.name;
31
+ // return res;
32
+ // }
33
+ // }
34
+ const serializable = comp as unknown as ISerializable;
35
+ const data = serializeObject(serializable, context);
36
+ // console.log(data);
37
+ if (data !== undefined) return data;
38
+ return null;
39
+ }
40
+
41
+ const typeImplementationInformation = new ImplementationInformation();
42
+ const $context_deserialize_queue = Symbol("deserialize-queue");
43
+
44
+ export async function createBuiltinComponents(context: Context, gltfId: SourceIdentifier, gltf, seed: number | null | UIDProvider = null, extension?: NEEDLE_components) {
45
+ if (!gltf) {
46
+ console.debug("Can not create component instances: gltf is null");
47
+ return;
48
+ }
49
+ const lateResolve: Array<(gltf: Object3D) => {}> = [];
50
+
51
+ let idProvider: UIDProvider | null = seed as UIDProvider;
52
+ if (typeof idProvider === "number") {
53
+ idProvider = new InstantiateIdProvider(seed as number);
54
+ }
55
+
56
+ const idEnd = gltfId.indexOf("?");
57
+ gltfId = idEnd === -1 ? gltfId : gltfId.substring(0, idEnd);
58
+
59
+ const serializationContext = new SerializationContext(gltf.scene);
60
+ serializationContext.gltfId = gltfId;
61
+ serializationContext.context = context;
62
+ serializationContext.gltf = gltf;
63
+ serializationContext.nodeToObject = extension?.nodeToObjectMap;
64
+ serializationContext.implementationInformation = typeImplementationInformation;
65
+
66
+ // If we're loading multiple gltf files in one scene we need to make sure we deserialize all of them in one go
67
+ // for that we collect them in one list per context
68
+ let deserializeQueue = context[$context_deserialize_queue];
69
+ if (!deserializeQueue) deserializeQueue = context[$context_deserialize_queue] = [];
70
+
71
+ if (gltf.scenes) {
72
+ for (const scene of gltf.scenes) {
73
+ await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve);
74
+ }
75
+ }
76
+ if (gltf.children) {
77
+ for (const ch of gltf.children) {
78
+ await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve);
79
+ }
80
+ }
81
+
82
+ context.new_scripts_pre_setup_callbacks.push(() => {
83
+ // First deserialize ALL components that were loaded before pre setup
84
+ // Down below they get new guids assigned so we have to do all of them first
85
+ // E.g. in cases where we load multiple glb files on startup from one scene
86
+ // and they might have cross-glb references
87
+ const queue = context[$context_deserialize_queue];
88
+ if (queue) {
89
+ for (const des of queue) {
90
+ handleDeserialization(des, serializationContext);
91
+ }
92
+ queue.length = 0;
93
+ }
94
+ // when dropping the same file multiple times we need to generate new guids
95
+ // e.g. SyncedTransform sends its own guid to the server to know about ownership
96
+ // so it requires a unique guid for a new instance
97
+ // doing it here at the end of resolving of references should ensure that
98
+ // and this should run before awake and onenable of newly created components
99
+ if (idProvider) {
100
+ // TODO: should we do this after setup callbacks now?
101
+ const guidsMap: GuidsMap = {};
102
+ const resolveGuids: IHasResolveGuids[] = [];
103
+ recursiveCreateGuids(gltf, idProvider, guidsMap, resolveGuids);
104
+ for (const scene of gltf.scenes)
105
+ recursiveCreateGuids(scene, idProvider, guidsMap, resolveGuids);
106
+ // make sure to resolve all guids AFTER new guids have been assigned
107
+ for (const res of resolveGuids) {
108
+ res.resolveGuids(guidsMap);
109
+ }
110
+ }
111
+ });
112
+
113
+ // tools.findAnimationsLate(context, gltf, context.new_scripts_pre_setup_callbacks);
114
+
115
+ // console.log("finished creating builtin components", gltf.scene?.name, gltf);
116
+ }
117
+
118
+ declare type IHasResolveGuids = {
119
+ resolveGuids: (guidsMap: GuidsMap) => void;
120
+ }
121
+
122
+ const originalComponentNameKey = Symbol("original-component-name");
123
+
124
+ /**
125
+ * We want to create one id provider per component
126
+ * If a component is used multiple times we want to create a new id provider for each instance
127
+ * That way the order of components in the scene doesnt affect the result GUID
128
+ */
129
+ // TODO: clear this when re-loading the context
130
+ const idProviderCache = new Map<string, InstantiateIdProvider>();
131
+
132
+ function recursiveCreateGuids(obj: IGameObject, idProvider: UIDProvider | null, guidsMap: GuidsMap, resolveGuids: IHasResolveGuids[]) {
133
+ if (idProvider === null) return;
134
+ if (!obj) return;
135
+ const prev = obj.guid;
136
+
137
+ // we also want to use the idproviderCache for objects because they might be removed or re-ordered in the scene hierarchy
138
+ // in which case we dont want to e.g. change the syncedInstantiate objects that get created because suddenly another object has that guid
139
+ const idProviderKey = obj.guid;
140
+ if (idProviderKey?.length) {
141
+ if (!idProviderCache.has(idProviderKey)) {
142
+ if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for object " + obj.name);
143
+ idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
144
+ }
145
+ }
146
+ const objectIdProvider = idProviderKey && idProviderCache.get(idProviderKey) || idProvider;
147
+
148
+ obj.guid = objectIdProvider.generateUUID();
149
+ if (prev && prev !== "invalid")
150
+ guidsMap[prev] = obj.guid;
151
+
152
+ // console.log(obj);
153
+ if (obj && obj.userData && obj.userData.components) {
154
+ for (const comp of obj.userData.components) {
155
+ if (comp === null) continue;
156
+
157
+ // by default we use the component guid as a key - order of the components in the scene doesnt matter with this approach
158
+ // this is to prevent cases where multiple GLBs are loaded with the same component guid
159
+ const idProviderKey = comp.guid;
160
+ if (idProviderKey) {
161
+ if (!idProviderCache.has(idProviderKey)) {
162
+ if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for component " + comp[originalComponentNameKey]);
163
+ idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
164
+ }
165
+ }
166
+ else if (debug) console.warn("Can not create IdProvider: component " + comp[originalComponentNameKey] + " has no guid", comp.guid);
167
+ const componentIdProvider = idProviderCache.get(idProviderKey) || idProvider
168
+
169
+ const prev = comp.guid;
170
+ comp.guid = componentIdProvider.generateUUID();
171
+ if (prev && prev !== "invalid")
172
+ guidsMap[prev] = comp.guid;
173
+ if (comp.resolveGuids)
174
+ resolveGuids.push(comp);
175
+ }
176
+
177
+ }
178
+ if (obj.children) {
179
+ for (const child of obj.children) {
180
+ recursiveCreateGuids(child as IGameObject, idProvider, guidsMap, resolveGuids);
181
+ }
182
+ }
183
+ }
184
+
185
+ declare interface IGltfbuiltinComponent {
186
+ name: string;
187
+ }
188
+
189
+ declare interface IGltfBuiltinComponentData {
190
+ [builtinComponentKeyName]: IGltfbuiltinComponent[];
191
+ }
192
+
193
+ declare class DeserializeData {
194
+ instance: any;
195
+ compData: IGltfbuiltinComponent;
196
+ obj: Object3D;
197
+ }
198
+
199
+ declare type LateResolveCallback = (gltf: Object3D) => void;
200
+
201
+ const unknownComponentsBuffer: Array<string> = [];
202
+
203
+
204
+ async function onCreateBuiltinComponents(context: SerializationContext, obj: Object3D,
205
+ deserialize: DeserializeData[], lateResolve: LateResolveCallback[]) {
206
+ if (!obj) return;
207
+
208
+ // iterate injected data
209
+ const data = obj.userData as IGltfBuiltinComponentData;
210
+ if (data) {
211
+ const components = data.builtin_components;
212
+ if (components && components.length > 0) {
213
+ // console.log(obj);
214
+ for (const compData of components) {
215
+ try {
216
+ if (compData === null) continue;
217
+ const type = TypeStore.get(compData.name);
218
+ // console.log(compData, compData.name, type, TypeStore);
219
+ if (type !== undefined && type !== null) {
220
+ const instance: IComponent = new type() as IComponent;
221
+ instance.sourceId = context.gltfId;
222
+
223
+ // assign basic fields
224
+ assign(instance, compData, context.implementationInformation);
225
+
226
+ // make sure we assign the Needle Engine Context because Context.Current is unreliable when loading multiple <needle-engine> elements at the same time due to async processes
227
+ instance.context = context.context;
228
+
229
+ // assign the guid of the original instance
230
+ if ("guid" in compData)
231
+ instance[editorGuidKeyName] = compData.guid;
232
+
233
+ // we store the original component name per component which will later be used to get or initialize the InstanceIdProvider
234
+ instance[originalComponentNameKey] = compData.name;
235
+
236
+ // Object.assign(instance, compData);
237
+ // dont call awake here because some references might not be resolved yet and components that access those fields in awake will throw
238
+ // for example Duplicatable reference to object might still be { node: id }
239
+ const callAwake = false;
240
+ addNewComponent(obj, instance, callAwake);
241
+ deserialize.push({ instance, compData, obj });
242
+
243
+ // if the component instance is a camera and we dont have a main camera yet
244
+ // we want to assign it to the context BEFORE any component becomes active (ensuring that in awake and onEnable the mainCamera is assigned)
245
+ // alternatively we could try to search for the mainCamera in the getter of the context when creating the engine for the first time
246
+ if ((instance as ICamera).isCamera && context.context) {
247
+ if (context.context.mainCamera === null && (instance.tag === "MainCamera"))
248
+ context.context.setCurrentCamera(instance as ICamera);
249
+ }
250
+
251
+ // if the component is a rigidbody or collider and the physics engine is not initialized yet
252
+ // initialize the physics engine right away
253
+ if (context.context?.physics?.engine?.isInitialized === false && ((instance as ICollider).isCollider || (instance as IRigidbody).isRigidbody)) {
254
+ context.context?.physics.engine?.initialize();
255
+ }
256
+ }
257
+ else {
258
+ if (debug)
259
+ console.debug("unknown component: " + compData.name);
260
+ if (!unknownComponentsBuffer.includes(compData.name))
261
+ unknownComponentsBuffer.push(compData.name);
262
+ }
263
+ }
264
+ catch (err: any) {
265
+ console.error(compData.name + " - " + err.message, err);
266
+ }
267
+ }
268
+ // console.debug("finished adding gltf builtin components", obj);
269
+ }
270
+ if (unknownComponentsBuffer.length > 0) {
271
+ const unknown = unknownComponentsBuffer.join(", ");
272
+ console.warn("unknown components: " + unknown);
273
+ unknownComponentsBuffer.length = 0;
274
+ if (isLocalNetwork())
275
+ showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
276
+ }
277
+ }
278
+
279
+ if (obj.children) {
280
+ for (const ch of obj.children) {
281
+ await onCreateBuiltinComponents(context, ch, deserialize, lateResolve);
282
+ }
283
+ }
284
+ }
285
+
286
+ function handleDeserialization(data: DeserializeData, context: SerializationContext) {
287
+ const { instance, compData, obj } = data;
288
+ context.object = obj;
289
+ context.target = instance;
290
+
291
+ // const beforeFn = (instance as ISerializationCallbackReceiver)?.onBeforeDeserialize;
292
+ // console.log(beforeFn, instance);
293
+ // if (beforeFn) beforeFn.call(instance, data.compData);
294
+
295
+ let deserialized: boolean = true;
296
+ // console.log(instance, compData);
297
+ // TODO: first build components and then deserialize data?
298
+ // currently a component referencing another component can not find it if the referenced component hasnt been added
299
+ // we should split this up in two steps then.
300
+ deserialized = deserializeObject(instance, compData, context) === true;
301
+
302
+ // if (!deserialized) {
303
+ // // now loop through data again and search for special reference types
304
+ // for (const key in compData) {
305
+ // const entry = compData[key];
306
+ // if (!entry) {
307
+ // instance[key] = null;
308
+ // continue;
309
+ // }
310
+
311
+ // const fn = (instance as ISerializationCallbackReceiver)?.onDeserialize;
312
+ // if (fn) {
313
+ // const res = fn.call(instance, key, entry);
314
+ // if (res !== undefined) {
315
+ // instance[key] = res;
316
+ // continue;
317
+ // }
318
+ // }
319
+
320
+ // // if (!resolve(instance, key, entry, lateResolve)) {
321
+ // // }
322
+ // }
323
+ // }
324
+
325
+ // console.log(instance);
326
+ // const afterFn = (instance as ISerializationCallbackReceiver)?.onAfterDeserialize;
327
+ // if (afterFn) afterFn.call(instance);
328
+ if (debug)
329
+ console.debug("add " + compData.name, compData, instance);
330
+ }
331
+
332
+ // // TODO: THIS should be legacy once we update unity builtin component exports
333
+ // function resolve(instance, key: string, entry, lateResolve: LateResolveCallback[]): boolean {
334
+
335
+ // switch (entry["$type"]) {
336
+ // default:
337
+ // const type = entry["$type"];
338
+ // if (type !== undefined) {
339
+ // const res = tryResolveType(type, entry);
340
+ // if (res !== undefined)
341
+ // instance[key] = res;
342
+ // return res !== undefined;
343
+ // }
344
+ // break;
345
+ // // the thing is a reference
346
+ // case "reference":
347
+ // // we expect some identifier entry to use for finding the reference
348
+ // const guid = entry["guid"];
349
+ // lateResolve.push(async (gltf) => {
350
+ // instance[key] = findInGltf(guid, gltf);
351
+ // });
352
+ // return true;
353
+ // }
354
+
355
+ // if (Array.isArray(entry)) {
356
+ // // the thing is an array
357
+ // const targetArray = instance[key];
358
+ // for (const index in entry) {
359
+ // const val = entry[index];
360
+ // if (val === null) {
361
+ // targetArray[index] = null;
362
+ // continue;
363
+ // }
364
+ // switch (val["$type"]) {
365
+ // default:
366
+ // const type = val["$type"];
367
+ // if (type !== undefined) {
368
+ // const res = tryResolveType(type, entry);
369
+ // if (res !== undefined) targetArray[index] = res;
370
+ // }
371
+ // break;
372
+ // case "reference":
373
+ // // this entry is a reference
374
+ // const guid = val["guid"];
375
+ // lateResolve.push(async (gltf) => {
376
+ // targetArray[index] = findInGltf(guid, gltf);
377
+ // });
378
+ // break;
379
+ // }
380
+ // }
381
+ // return true;
382
+ // }
383
+ // return false;
384
+ // }
385
+
386
+ // function findInGltf(guid: string, gltf) {
387
+ // let res = tools.tryFindScript(guid);
388
+ // if (!res) res = tools.tryFindObject(guid, gltf, true);
389
+ // return res;
390
+ // }
391
+
392
+ // function tryResolveType(type, entry): any | undefined {
393
+ // switch (type) {
394
+ // case "Vector2":
395
+ // return new Vector2(entry.x, entry.y);
396
+ // case "Vector3":
397
+ // return new Vector3(entry.x, entry.y, entry.z);
398
+ // case "Vector4":
399
+ // return new Vector4(entry.x, entry.y, entry.z, entry.w);
400
+ // case "Quaternion":
401
+ // return new Quaternion(entry.x, entry.y, entry.z, entry.w);
402
+ // }
403
+ // return undefined;
404
404
  // }