@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
@@ -1,474 +1,474 @@
1
- import { Color, CompressedTexture, Euler, LinearSRGBColorSpace, Object3D, RGBAFormat, Texture, WebGLRenderTarget } from "three";
2
-
3
- import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
4
- import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
- import { CallInfo, EventList } from "../engine-components/EventList.js";
6
- import { AssetReference } from "./engine_addressables.js";
7
- import { debugExtension } from "./engine_default_parameters.js";
8
- import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
- import { RenderTexture } from "./engine_texture.js";
10
- import { IComponent } from "./engine_types.js";
11
- import { resolveUrl } from "./engine_utils.js";
12
- import { RGBAColor } from "./js-extensions/index.js";
13
-
14
- // export class SourcePath {
15
- // src?:string
16
- // };
17
-
18
- // class SourcePathSerializer extends TypeSerializer{
19
- // constructor(){
20
- // super(SourcePath);
21
- // }
22
- // onDeserialize(data: any, _context: SerializationContext) {
23
- // if(data.src && typeof data.src === "string"){
24
- // return data.src;
25
- // }
26
- // }
27
- // onSerialize(_data: any, _context: SerializationContext) {
28
-
29
- // }
30
- // }
31
- // new SourcePathSerializer();
32
-
33
- class ColorSerializer extends TypeSerializer {
34
- constructor() {
35
- super([Color, RGBAColor], "ColorSerializer")
36
- }
37
- onDeserialize(data: any): Color | RGBAColor | void {
38
- if (data === undefined || data === null) return;
39
- if (data.a !== undefined) {
40
- return new RGBAColor(data.r, data.g, data.b, data.a);
41
- }
42
- else if (data.alpha !== undefined) {
43
- return new RGBAColor(data.r, data.g, data.b, data.alpha);
44
- }
45
- return new Color(data.r, data.g, data.b);
46
- }
47
- onSerialize(data: any): any | void {
48
- if (data === undefined || data === null) return;
49
- if (data.a !== undefined)
50
- return { r: data.r, g: data.g, b: data.b, a: data.a }
51
- else
52
- return { r: data.r, g: data.g, b: data.b }
53
- }
54
- }
55
- export const colorSerializer = new ColorSerializer();
56
-
57
- class EulerSerializer extends TypeSerializer {
58
- constructor() {
59
- super([Euler], "EulerSerializer");
60
- }
61
- onDeserialize(data: any, _context: SerializationContext) {
62
- if (data === undefined || data === null) return undefined;
63
- if (data.order) {
64
- return new Euler(data.x, data.y, data.z, data.order);
65
- }
66
- else if (data.x != undefined) {
67
- return new Euler(data.x, data.y, data.z);
68
- }
69
- return undefined;
70
- }
71
- onSerialize(data: any, _context: SerializationContext) {
72
- return { x: data.x, y: data.y, z: data.z, order: data.order };
73
- }
74
- }
75
- export const euler = new EulerSerializer();
76
-
77
- declare type ObjectData = {
78
- node?: number;
79
- guid?: string;
80
- }
81
- class ObjectSerializer extends TypeSerializer {
82
- constructor() {
83
- super(Object3D, "ObjectSerializer");
84
- }
85
-
86
- onSerialize(data: any, context: SerializationContext) {
87
- if (context.objectToNode !== undefined && data.uuid) {
88
- const node = context.objectToNode[data.uuid];
89
- if (debugExtension)
90
- console.log(node, data.name, data.uuid);
91
- return { node: node }
92
- }
93
- return undefined;
94
- }
95
-
96
- onDeserialize(data: ObjectData | string | null, context: SerializationContext) {
97
-
98
- if (typeof data === "string") {
99
- if (data.endsWith(".glb") || data.endsWith(".gltf")) {
100
- // If the @serializable([Object3D, AssetReference]) looks like this we don't need to warn here. This is the case e.g. with SyncedCamera referencing a scene
101
- if (context.serializable instanceof Array) {
102
- if (context.serializable.includes(AssetReference)) return undefined;
103
- }
104
- if (isDevEnvironment())
105
- showBalloonWarning("Detected wrong usage of @serializable with Object3D or GameObject. Instead you should use AssetReference here! Please see the console for details.");
106
- const scriptname = context.target?.constructor?.name;
107
- console.warn(`Wrong usage of @serializable detected in your script \"${scriptname}\"\n\nIt looks like you used @serializable(Object3D) or @serializable(GameObject) for a prefab or scene reference which is exported to a separate glTF file.\n\nTo fix this please change your code to:\n\n@serializable(AssetReference)\n${context.path}! : AssetReference;\n\0`);
108
- }
109
- // ACTUALLY: this is already handled by the extension_utils where we resolve json pointers recursively
110
- // if(data.startsWith("/nodes/")){
111
- // const node = parseInt(data.substring("/nodes/".length));
112
- // if (context.nodeToObject) {
113
- // const res = context.nodeToObject[node];
114
- // if (debugExtension)
115
- // console.log("Deserialized object reference?", data, res, context?.nodeToObject);
116
- // if (!res) console.warn("Did not find node: " + data, context.nodeToObject, context.object);
117
- // return res;
118
- // }
119
- // }
120
- return undefined;
121
- }
122
-
123
- if (data) {
124
- if (data.node !== undefined && context.nodeToObject) {
125
- const res = context.nodeToObject[data.node];
126
- if (debugExtension)
127
- console.log("Deserialized object reference?", data, res, context?.nodeToObject);
128
- if (!res) console.warn("Did not find node: " + data.node, context.nodeToObject, context.object);
129
- return res;
130
- }
131
- else if (data.guid) {
132
- if (!context.context) {
133
- console.error("Missing context");
134
- return undefined;
135
- }
136
- // it is possible that the object is not yet loaded
137
- // e.g. if we have a scene with multiple gltf files and the first gltf references something in the second gltf
138
- // we need a way to wait for all components to be created before we can resolve those references
139
- // independent of order of loading
140
- let res: GameObject | Behaviour | undefined | null = undefined;
141
- // first try to search in the current gltf scene (if any)
142
- const gltfScene = context.gltf?.scene;
143
- if (gltfScene) {
144
- res = GameObject.findByGuid(data.guid, gltfScene);
145
- }
146
- // if not found, search in the whole scene
147
- if (!res) {
148
- res = GameObject.findByGuid(data.guid, context.context.scene);
149
- }
150
- if (!res) {
151
- if (isDevEnvironment() || debugExtension)
152
- console.warn("Could not resolve object reference", context.path, data, context.target, context.context.scene);
153
- data["could_not_resolve"] = true;
154
- }
155
- else {
156
- if (res && (res as IComponent).isComponent === true) {
157
- if(debugExtension) console.warn("Deserialized object reference is a component");
158
- res = (res as IComponent).gameObject;
159
- }
160
- if (debugExtension)
161
- console.log("Deserialized object reference?", data, res, context?.nodeToObject);
162
- }
163
- return res;
164
- }
165
- }
166
- return undefined;
167
- }
168
- }
169
- export const objectSerializer = new ObjectSerializer();
170
-
171
-
172
- class ComponentSerializer extends TypeSerializer {
173
-
174
- constructor() {
175
- super([Component, Behaviour], "ComponentSerializer");
176
- }
177
-
178
- onSerialize(data: any, _context: SerializationContext) {
179
- if (data?.guid) {
180
- return { guid: data.guid }
181
- }
182
- return undefined;
183
- }
184
-
185
- onDeserialize(data: any, context: SerializationContext) {
186
- if (data?.guid) {
187
-
188
- // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
189
- if (data.___persistentAsset) {
190
- if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
191
- return undefined;
192
- }
193
-
194
- const currentPath = context.path;
195
- // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
196
- // because here the components are created but dont have their former guid assigned
197
- // and will later in the stack just get a newly generated guid
198
- if (debugExtension)
199
- console.log(data.guid, context.root, context.object, context.target);
200
- // first search within the gltf (e.g. necessary when using AssetReference and loading a gltf without adding it to the scene)
201
- // if we would search JUST the scene those references would NEVER be resolved
202
- let res = this.findObjectForGuid(data.guid, context.root);
203
- if (res) {
204
- return res;
205
- }
206
- if (context.context) {
207
- // if not found within the gltf use the provided context scene
208
- // to find references outside
209
- res = this.findObjectForGuid(data.guid, context.context?.scene);
210
- if (res) return res;
211
- }
212
- if (isDevEnvironment() || debugExtension) {
213
- console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
214
- }
215
- data["could_not_resolve"] = true;
216
- return undefined;
217
- }
218
- // if (data?.node !== undefined && context.nodeToObject) {
219
- // return context.nodeToObject[data.node];
220
- // }
221
- return undefined;
222
- }
223
-
224
- findObjectForGuid(guid: string, root: Object3D): any {
225
- // recursively search root
226
- // need to check the root object too
227
- if (root["guid"] === guid) return root;
228
-
229
- const res = GameObject.foreachComponent(root, (c) => {
230
- if (c.guid === guid) return c;
231
- return undefined;
232
- }, false);
233
- if (res !== undefined)
234
- return res;
235
-
236
- // if not found, search in children
237
- for (let i = 0; i < root.children.length; i++) {
238
- const child = root.children[i];
239
- const res = this.findObjectForGuid(guid, child);
240
- if (res) return res;
241
- }
242
- }
243
- }
244
- export const componentSerializer = new ComponentSerializer();
245
-
246
-
247
- declare class EventListData {
248
- type: string;
249
- calls: Array<EventListCall>;
250
- }
251
- declare type EventListCall = {
252
- method: string,
253
- target: string,
254
- argument?: any,
255
- arguments?: Array<any>,
256
- enabled?: boolean,
257
- }
258
-
259
- const $eventListDebugInfo = Symbol("eventListDebugInfo");
260
-
261
- class EventListSerializer extends TypeSerializer {
262
- constructor() {
263
- super([EventList]);
264
- }
265
-
266
- onSerialize(_data: EventList<any>, _context: SerializationContext): EventListData | undefined {
267
- console.log("TODO: SERIALIZE EVENT");
268
- return undefined;
269
- }
270
-
271
- onDeserialize(data: EventListData, context: SerializationContext): EventList<any> | undefined | null {
272
- // TODO: check that we dont accidentally deserialize methods to EventList objects. This is here to make is easy for react-three-fiber to just add props as { () => { } }
273
- if (typeof data === "function") {
274
- const evtList = new EventList([new CallInfo(data, null, [], true)]);
275
- return evtList;
276
- }
277
- else if (data && data.type === "EventList") {
278
- if (debugExtension)
279
- console.log("DESERIALIZE EVENT", data);
280
- const fns = new Array<CallInfo>();
281
- if (data.calls && Array.isArray(data.calls)) {
282
- for (const call of data.calls) {
283
- if (debugExtension)
284
- console.log(call);
285
- let target = componentSerializer.findObjectForGuid(call.target, context.root);
286
- // if the object is not found in the current glb try find it in the whole scene
287
- if (!target && context.context?.scene) {
288
- target = componentSerializer.findObjectForGuid(call.target, context.context?.scene);
289
- }
290
- const hasMethod = call.method?.length > 0;
291
- if (target && hasMethod) {
292
- const printWarningMethodNotFound = () => {
293
- const uppercaseMethodName = call.method[0].toUpperCase() + call.method.slice(1);
294
- if (typeof target[uppercaseMethodName] === "function") {
295
- console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}. Please rename ${call.method} to ${uppercaseMethodName}?\n`, target[uppercaseMethodName], "\n in script: ", target);
296
- showBalloonWarning("EventList methods must start with lowercase letter, see console for details");
297
- return;
298
- }
299
- else {
300
- console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}`, target, typeof target[call.method]);
301
- }
302
- }
303
- const method = target[call.method];
304
- if (typeof method !== "function") {
305
- let foundMethod = false;
306
- let currentPrototype = target;
307
- // test if the target method is actually a property setter
308
- while (currentPrototype) {
309
- const desc = Object.getOwnPropertyDescriptor(currentPrototype, call.method);
310
- if (desc && (desc.writable === true || desc.set)) {
311
- foundMethod = true;
312
- break;
313
- }
314
- currentPrototype = Object.getPrototypeOf(currentPrototype);
315
- }
316
- if (!foundMethod && (isDevEnvironment() || debugExtension))
317
- printWarningMethodNotFound();
318
- }
319
- }
320
-
321
- function deserializeArgument(arg: any) {
322
- if (typeof arg === "object") {
323
- // Try to deserialize the call argument to either a object or a component reference
324
- let argRes = objectSerializer.onDeserialize(arg, context);
325
- if (!argRes) argRes = componentSerializer.onDeserialize(arg, context);
326
- if (argRes) return argRes;
327
- }
328
- return arg;
329
- }
330
-
331
- if (target) {
332
- let args = call.argument;
333
- if (args !== undefined) {
334
- args = deserializeArgument(args);
335
- }
336
- else if (call.arguments !== undefined) {
337
- args = call.arguments.map(deserializeArgument);
338
- }
339
- const method = target[call.method];
340
- if (!method) {
341
- console.warn(`EventList method not found: \"${call.method}\" on ${target?.name}`);
342
- }
343
- else {
344
- if (args !== undefined && !Array.isArray(args)) {
345
- args = [args];
346
- }
347
- // This is the final method we pass to the call info (or undefined if the method couldnt be resolved)
348
- // const eventMethod = hasMethod ? this.createEventMethod(target, call.method, args) : undefined;
349
- const fn = new CallInfo(target, call.method, args, call.enabled);
350
- fns.push(fn);
351
- }
352
- }
353
- else if (isDevEnvironment()) {
354
- console.warn("[Debug] EventList: Could not find event listener in scene", call, context.object, data);
355
- }
356
- }
357
- }
358
- const evt = new EventList(fns);
359
-
360
- if (debugExtension)
361
- console.log(evt);
362
-
363
- const eventListOwner = context.target;
364
- if (eventListOwner !== undefined && context.path !== undefined) {
365
- evt.setEventTarget(context.path, eventListOwner);
366
- }
367
-
368
- return evt;
369
- }
370
- return undefined;
371
- }
372
-
373
- // private createEventMethod(target: object, methodName: string, args?: any): Function | undefined {
374
-
375
- // return function (...forwardedArgs: any[]) {
376
- // const method = target[methodName];
377
- // if (typeof method === "function") {
378
- // if (args !== undefined) {
379
- // // we now have support for creating event methods with multiple arguments
380
- // // an argument can not be an array right now - so if we receive an array we assume it's the array of arguments that we want to call the method with
381
- // // this means ["test", true] will invoke the method like this: myFunction("test", true)
382
- // if (Array.isArray(args))
383
- // method?.call(target, ...args);
384
- // // in any other case (when we just have one argument) we just call the method with the argument
385
- // // we can not use ...args by default becaue that would break string arguments (it would then just use the first character)
386
- // else
387
- // method?.call(target, args);
388
- // }
389
- // else // support invoking EventList with any number of arguments (if none were declared in unity)
390
- // method?.call(target, ...forwardedArgs);
391
- // }
392
- // else // the target "method" can be a property too
393
- // {
394
- // target[methodName] = args;
395
- // }
396
- // };
397
- // }
398
- }
399
- export const eventListSerializer = new EventListSerializer();
400
-
401
-
402
- /** Map<Clone, Original> texture. This is used for compressed textures (or when the GLTFLoader is cloning RenderTextures)
403
- * It's a weak map so we don't have to worry about memory leaks
404
- */
405
- const cloneOriginalMap = new WeakMap<Texture, Texture>();
406
- const textureClone = Texture.prototype.clone;
407
- Texture.prototype.clone = function () {
408
- const clone = textureClone.call(this);
409
- if (!cloneOriginalMap.has(clone)) {
410
- cloneOriginalMap.set(clone, this);
411
- }
412
- return clone;
413
- }
414
-
415
- export class RenderTextureSerializer extends TypeSerializer {
416
- constructor() {
417
- super([RenderTexture, WebGLRenderTarget]);
418
- }
419
-
420
- onSerialize(_data: any, _context: SerializationContext) {
421
- }
422
-
423
- onDeserialize(data: any, context: SerializationContext) {
424
- if (data instanceof Texture && context.type === RenderTexture) {
425
- let tex = data as Texture;
426
- // If this is a cloned render texture we want to map it back to the original texture
427
- // See https://linear.app/needle/issue/NE-5530
428
- if (cloneOriginalMap.has(tex)) {
429
- const original = cloneOriginalMap.get(tex)!;
430
- tex = original;
431
- }
432
- tex.isRenderTargetTexture = true;
433
- tex.flipY = true;
434
- tex.offset.y = 1;
435
- tex.repeat.y = -1;
436
- tex.needsUpdate = true;
437
- // when we have a compressed texture using mipmaps causes error in threejs because the bindframebuffer call will then try to set an array of framebuffers https://linear.app/needle/issue/NE-4294
438
- tex.mipmaps = [];
439
- if (tex instanceof CompressedTexture) {
440
- //@ts-ignore
441
- tex["isCompressedTexture"] = false;
442
- //@ts-ignore
443
- tex.format = RGBAFormat;
444
- }
445
-
446
- const rt = new RenderTexture(tex.image.width, tex.image.height, {
447
- colorSpace: LinearSRGBColorSpace,
448
- });
449
- rt.texture = tex;
450
- return rt;
451
- }
452
- return undefined;
453
- }
454
- }
455
- new RenderTextureSerializer();
456
-
457
-
458
- export class UriSerializer extends TypeSerializer {
459
- constructor() {
460
- super([URL]);
461
- }
462
-
463
- onSerialize(_data: string, _context: SerializationContext) {
464
- return null;
465
- }
466
-
467
- onDeserialize(data: string, _context: SerializationContext) {
468
- if (typeof data === "string" && data.length > 0) {
469
- return resolveUrl(_context.gltfId, data);
470
- }
471
- return undefined;
472
- }
473
- }
1
+ import { Color, CompressedTexture, Euler, LinearSRGBColorSpace, Object3D, RGBAFormat, Texture, WebGLRenderTarget } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
4
+ import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
+ import { CallInfo, EventList } from "../engine-components/EventList.js";
6
+ import { AssetReference } from "./engine_addressables.js";
7
+ import { debugExtension } from "./engine_default_parameters.js";
8
+ import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
+ import { RenderTexture } from "./engine_texture.js";
10
+ import { IComponent } from "./engine_types.js";
11
+ import { resolveUrl } from "./engine_utils.js";
12
+ import { RGBAColor } from "./js-extensions/index.js";
13
+
14
+ // export class SourcePath {
15
+ // src?:string
16
+ // };
17
+
18
+ // class SourcePathSerializer extends TypeSerializer{
19
+ // constructor(){
20
+ // super(SourcePath);
21
+ // }
22
+ // onDeserialize(data: any, _context: SerializationContext) {
23
+ // if(data.src && typeof data.src === "string"){
24
+ // return data.src;
25
+ // }
26
+ // }
27
+ // onSerialize(_data: any, _context: SerializationContext) {
28
+
29
+ // }
30
+ // }
31
+ // new SourcePathSerializer();
32
+
33
+ class ColorSerializer extends TypeSerializer {
34
+ constructor() {
35
+ super([Color, RGBAColor], "ColorSerializer")
36
+ }
37
+ onDeserialize(data: any): Color | RGBAColor | void {
38
+ if (data === undefined || data === null) return;
39
+ if (data.a !== undefined) {
40
+ return new RGBAColor(data.r, data.g, data.b, data.a);
41
+ }
42
+ else if (data.alpha !== undefined) {
43
+ return new RGBAColor(data.r, data.g, data.b, data.alpha);
44
+ }
45
+ return new Color(data.r, data.g, data.b);
46
+ }
47
+ onSerialize(data: any): any | void {
48
+ if (data === undefined || data === null) return;
49
+ if (data.a !== undefined)
50
+ return { r: data.r, g: data.g, b: data.b, a: data.a }
51
+ else
52
+ return { r: data.r, g: data.g, b: data.b }
53
+ }
54
+ }
55
+ export const colorSerializer = new ColorSerializer();
56
+
57
+ class EulerSerializer extends TypeSerializer {
58
+ constructor() {
59
+ super([Euler], "EulerSerializer");
60
+ }
61
+ onDeserialize(data: any, _context: SerializationContext) {
62
+ if (data === undefined || data === null) return undefined;
63
+ if (data.order) {
64
+ return new Euler(data.x, data.y, data.z, data.order);
65
+ }
66
+ else if (data.x != undefined) {
67
+ return new Euler(data.x, data.y, data.z);
68
+ }
69
+ return undefined;
70
+ }
71
+ onSerialize(data: any, _context: SerializationContext) {
72
+ return { x: data.x, y: data.y, z: data.z, order: data.order };
73
+ }
74
+ }
75
+ export const euler = new EulerSerializer();
76
+
77
+ declare type ObjectData = {
78
+ node?: number;
79
+ guid?: string;
80
+ }
81
+ class ObjectSerializer extends TypeSerializer {
82
+ constructor() {
83
+ super(Object3D, "ObjectSerializer");
84
+ }
85
+
86
+ onSerialize(data: any, context: SerializationContext) {
87
+ if (context.objectToNode !== undefined && data.uuid) {
88
+ const node = context.objectToNode[data.uuid];
89
+ if (debugExtension)
90
+ console.log(node, data.name, data.uuid);
91
+ return { node: node }
92
+ }
93
+ return undefined;
94
+ }
95
+
96
+ onDeserialize(data: ObjectData | string | null, context: SerializationContext) {
97
+
98
+ if (typeof data === "string") {
99
+ if (data.endsWith(".glb") || data.endsWith(".gltf")) {
100
+ // If the @serializable([Object3D, AssetReference]) looks like this we don't need to warn here. This is the case e.g. with SyncedCamera referencing a scene
101
+ if (context.serializable instanceof Array) {
102
+ if (context.serializable.includes(AssetReference)) return undefined;
103
+ }
104
+ if (isDevEnvironment())
105
+ showBalloonWarning("Detected wrong usage of @serializable with Object3D or GameObject. Instead you should use AssetReference here! Please see the console for details.");
106
+ const scriptname = context.target?.constructor?.name;
107
+ console.warn(`Wrong usage of @serializable detected in your script \"${scriptname}\"\n\nIt looks like you used @serializable(Object3D) or @serializable(GameObject) for a prefab or scene reference which is exported to a separate glTF file.\n\nTo fix this please change your code to:\n\n@serializable(AssetReference)\n${context.path}! : AssetReference;\n\0`);
108
+ }
109
+ // ACTUALLY: this is already handled by the extension_utils where we resolve json pointers recursively
110
+ // if(data.startsWith("/nodes/")){
111
+ // const node = parseInt(data.substring("/nodes/".length));
112
+ // if (context.nodeToObject) {
113
+ // const res = context.nodeToObject[node];
114
+ // if (debugExtension)
115
+ // console.log("Deserialized object reference?", data, res, context?.nodeToObject);
116
+ // if (!res) console.warn("Did not find node: " + data, context.nodeToObject, context.object);
117
+ // return res;
118
+ // }
119
+ // }
120
+ return undefined;
121
+ }
122
+
123
+ if (data) {
124
+ if (data.node !== undefined && context.nodeToObject) {
125
+ const res = context.nodeToObject[data.node];
126
+ if (debugExtension)
127
+ console.log("Deserialized object reference?", data, res, context?.nodeToObject);
128
+ if (!res) console.warn("Did not find node: " + data.node, context.nodeToObject, context.object);
129
+ return res;
130
+ }
131
+ else if (data.guid) {
132
+ if (!context.context) {
133
+ console.error("Missing context");
134
+ return undefined;
135
+ }
136
+ // it is possible that the object is not yet loaded
137
+ // e.g. if we have a scene with multiple gltf files and the first gltf references something in the second gltf
138
+ // we need a way to wait for all components to be created before we can resolve those references
139
+ // independent of order of loading
140
+ let res: GameObject | Behaviour | undefined | null = undefined;
141
+ // first try to search in the current gltf scene (if any)
142
+ const gltfScene = context.gltf?.scene;
143
+ if (gltfScene) {
144
+ res = GameObject.findByGuid(data.guid, gltfScene);
145
+ }
146
+ // if not found, search in the whole scene
147
+ if (!res) {
148
+ res = GameObject.findByGuid(data.guid, context.context.scene);
149
+ }
150
+ if (!res) {
151
+ if (isDevEnvironment() || debugExtension)
152
+ console.warn("Could not resolve object reference", context.path, data, context.target, context.context.scene);
153
+ data["could_not_resolve"] = true;
154
+ }
155
+ else {
156
+ if (res && (res as IComponent).isComponent === true) {
157
+ if(debugExtension) console.warn("Deserialized object reference is a component");
158
+ res = (res as IComponent).gameObject;
159
+ }
160
+ if (debugExtension)
161
+ console.log("Deserialized object reference?", data, res, context?.nodeToObject);
162
+ }
163
+ return res;
164
+ }
165
+ }
166
+ return undefined;
167
+ }
168
+ }
169
+ export const objectSerializer = new ObjectSerializer();
170
+
171
+
172
+ class ComponentSerializer extends TypeSerializer {
173
+
174
+ constructor() {
175
+ super([Component, Behaviour], "ComponentSerializer");
176
+ }
177
+
178
+ onSerialize(data: any, _context: SerializationContext) {
179
+ if (data?.guid) {
180
+ return { guid: data.guid }
181
+ }
182
+ return undefined;
183
+ }
184
+
185
+ onDeserialize(data: any, context: SerializationContext) {
186
+ if (data?.guid) {
187
+
188
+ // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
189
+ if (data.___persistentAsset) {
190
+ if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
191
+ return undefined;
192
+ }
193
+
194
+ const currentPath = context.path;
195
+ // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
196
+ // because here the components are created but dont have their former guid assigned
197
+ // and will later in the stack just get a newly generated guid
198
+ if (debugExtension)
199
+ console.log(data.guid, context.root, context.object, context.target);
200
+ // first search within the gltf (e.g. necessary when using AssetReference and loading a gltf without adding it to the scene)
201
+ // if we would search JUST the scene those references would NEVER be resolved
202
+ let res = this.findObjectForGuid(data.guid, context.root);
203
+ if (res) {
204
+ return res;
205
+ }
206
+ if (context.context) {
207
+ // if not found within the gltf use the provided context scene
208
+ // to find references outside
209
+ res = this.findObjectForGuid(data.guid, context.context?.scene);
210
+ if (res) return res;
211
+ }
212
+ if (isDevEnvironment() || debugExtension) {
213
+ console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
214
+ }
215
+ data["could_not_resolve"] = true;
216
+ return undefined;
217
+ }
218
+ // if (data?.node !== undefined && context.nodeToObject) {
219
+ // return context.nodeToObject[data.node];
220
+ // }
221
+ return undefined;
222
+ }
223
+
224
+ findObjectForGuid(guid: string, root: Object3D): any {
225
+ // recursively search root
226
+ // need to check the root object too
227
+ if (root["guid"] === guid) return root;
228
+
229
+ const res = GameObject.foreachComponent(root, (c) => {
230
+ if (c.guid === guid) return c;
231
+ return undefined;
232
+ }, false);
233
+ if (res !== undefined)
234
+ return res;
235
+
236
+ // if not found, search in children
237
+ for (let i = 0; i < root.children.length; i++) {
238
+ const child = root.children[i];
239
+ const res = this.findObjectForGuid(guid, child);
240
+ if (res) return res;
241
+ }
242
+ }
243
+ }
244
+ export const componentSerializer = new ComponentSerializer();
245
+
246
+
247
+ declare class EventListData {
248
+ type: string;
249
+ calls: Array<EventListCall>;
250
+ }
251
+ declare type EventListCall = {
252
+ method: string,
253
+ target: string,
254
+ argument?: any,
255
+ arguments?: Array<any>,
256
+ enabled?: boolean,
257
+ }
258
+
259
+ const $eventListDebugInfo = Symbol("eventListDebugInfo");
260
+
261
+ class EventListSerializer extends TypeSerializer {
262
+ constructor() {
263
+ super([EventList]);
264
+ }
265
+
266
+ onSerialize(_data: EventList<any>, _context: SerializationContext): EventListData | undefined {
267
+ console.log("TODO: SERIALIZE EVENT");
268
+ return undefined;
269
+ }
270
+
271
+ onDeserialize(data: EventListData, context: SerializationContext): EventList<any> | undefined | null {
272
+ // TODO: check that we dont accidentally deserialize methods to EventList objects. This is here to make is easy for react-three-fiber to just add props as { () => { } }
273
+ if (typeof data === "function") {
274
+ const evtList = new EventList([new CallInfo(data, null, [], true)]);
275
+ return evtList;
276
+ }
277
+ else if (data && data.type === "EventList") {
278
+ if (debugExtension)
279
+ console.log("DESERIALIZE EVENT", data);
280
+ const fns = new Array<CallInfo>();
281
+ if (data.calls && Array.isArray(data.calls)) {
282
+ for (const call of data.calls) {
283
+ if (debugExtension)
284
+ console.log(call);
285
+ let target = componentSerializer.findObjectForGuid(call.target, context.root);
286
+ // if the object is not found in the current glb try find it in the whole scene
287
+ if (!target && context.context?.scene) {
288
+ target = componentSerializer.findObjectForGuid(call.target, context.context?.scene);
289
+ }
290
+ const hasMethod = call.method?.length > 0;
291
+ if (target && hasMethod) {
292
+ const printWarningMethodNotFound = () => {
293
+ const uppercaseMethodName = call.method[0].toUpperCase() + call.method.slice(1);
294
+ if (typeof target[uppercaseMethodName] === "function") {
295
+ console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}. Please rename ${call.method} to ${uppercaseMethodName}?\n`, target[uppercaseMethodName], "\n in script: ", target);
296
+ showBalloonWarning("EventList methods must start with lowercase letter, see console for details");
297
+ return;
298
+ }
299
+ else {
300
+ console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}`, target, typeof target[call.method]);
301
+ }
302
+ }
303
+ const method = target[call.method];
304
+ if (typeof method !== "function") {
305
+ let foundMethod = false;
306
+ let currentPrototype = target;
307
+ // test if the target method is actually a property setter
308
+ while (currentPrototype) {
309
+ const desc = Object.getOwnPropertyDescriptor(currentPrototype, call.method);
310
+ if (desc && (desc.writable === true || desc.set)) {
311
+ foundMethod = true;
312
+ break;
313
+ }
314
+ currentPrototype = Object.getPrototypeOf(currentPrototype);
315
+ }
316
+ if (!foundMethod && (isDevEnvironment() || debugExtension))
317
+ printWarningMethodNotFound();
318
+ }
319
+ }
320
+
321
+ function deserializeArgument(arg: any) {
322
+ if (typeof arg === "object") {
323
+ // Try to deserialize the call argument to either a object or a component reference
324
+ let argRes = objectSerializer.onDeserialize(arg, context);
325
+ if (!argRes) argRes = componentSerializer.onDeserialize(arg, context);
326
+ if (argRes) return argRes;
327
+ }
328
+ return arg;
329
+ }
330
+
331
+ if (target) {
332
+ let args = call.argument;
333
+ if (args !== undefined) {
334
+ args = deserializeArgument(args);
335
+ }
336
+ else if (call.arguments !== undefined) {
337
+ args = call.arguments.map(deserializeArgument);
338
+ }
339
+ const method = target[call.method];
340
+ if (!method) {
341
+ console.warn(`EventList method not found: \"${call.method}\" on ${target?.name}`);
342
+ }
343
+ else {
344
+ if (args !== undefined && !Array.isArray(args)) {
345
+ args = [args];
346
+ }
347
+ // This is the final method we pass to the call info (or undefined if the method couldnt be resolved)
348
+ // const eventMethod = hasMethod ? this.createEventMethod(target, call.method, args) : undefined;
349
+ const fn = new CallInfo(target, call.method, args, call.enabled);
350
+ fns.push(fn);
351
+ }
352
+ }
353
+ else if (isDevEnvironment()) {
354
+ console.warn("[Debug] EventList: Could not find event listener in scene", call, context.object, data);
355
+ }
356
+ }
357
+ }
358
+ const evt = new EventList(fns);
359
+
360
+ if (debugExtension)
361
+ console.log(evt);
362
+
363
+ const eventListOwner = context.target;
364
+ if (eventListOwner !== undefined && context.path !== undefined) {
365
+ evt.setEventTarget(context.path, eventListOwner);
366
+ }
367
+
368
+ return evt;
369
+ }
370
+ return undefined;
371
+ }
372
+
373
+ // private createEventMethod(target: object, methodName: string, args?: any): Function | undefined {
374
+
375
+ // return function (...forwardedArgs: any[]) {
376
+ // const method = target[methodName];
377
+ // if (typeof method === "function") {
378
+ // if (args !== undefined) {
379
+ // // we now have support for creating event methods with multiple arguments
380
+ // // an argument can not be an array right now - so if we receive an array we assume it's the array of arguments that we want to call the method with
381
+ // // this means ["test", true] will invoke the method like this: myFunction("test", true)
382
+ // if (Array.isArray(args))
383
+ // method?.call(target, ...args);
384
+ // // in any other case (when we just have one argument) we just call the method with the argument
385
+ // // we can not use ...args by default becaue that would break string arguments (it would then just use the first character)
386
+ // else
387
+ // method?.call(target, args);
388
+ // }
389
+ // else // support invoking EventList with any number of arguments (if none were declared in unity)
390
+ // method?.call(target, ...forwardedArgs);
391
+ // }
392
+ // else // the target "method" can be a property too
393
+ // {
394
+ // target[methodName] = args;
395
+ // }
396
+ // };
397
+ // }
398
+ }
399
+ export const eventListSerializer = new EventListSerializer();
400
+
401
+
402
+ /** Map<Clone, Original> texture. This is used for compressed textures (or when the GLTFLoader is cloning RenderTextures)
403
+ * It's a weak map so we don't have to worry about memory leaks
404
+ */
405
+ const cloneOriginalMap = new WeakMap<Texture, Texture>();
406
+ const textureClone = Texture.prototype.clone;
407
+ Texture.prototype.clone = function () {
408
+ const clone = textureClone.call(this);
409
+ if (!cloneOriginalMap.has(clone)) {
410
+ cloneOriginalMap.set(clone, this);
411
+ }
412
+ return clone;
413
+ }
414
+
415
+ export class RenderTextureSerializer extends TypeSerializer {
416
+ constructor() {
417
+ super([RenderTexture, WebGLRenderTarget]);
418
+ }
419
+
420
+ onSerialize(_data: any, _context: SerializationContext) {
421
+ }
422
+
423
+ onDeserialize(data: any, context: SerializationContext) {
424
+ if (data instanceof Texture && context.type === RenderTexture) {
425
+ let tex = data as Texture;
426
+ // If this is a cloned render texture we want to map it back to the original texture
427
+ // See https://linear.app/needle/issue/NE-5530
428
+ if (cloneOriginalMap.has(tex)) {
429
+ const original = cloneOriginalMap.get(tex)!;
430
+ tex = original;
431
+ }
432
+ tex.isRenderTargetTexture = true;
433
+ tex.flipY = true;
434
+ tex.offset.y = 1;
435
+ tex.repeat.y = -1;
436
+ tex.needsUpdate = true;
437
+ // when we have a compressed texture using mipmaps causes error in threejs because the bindframebuffer call will then try to set an array of framebuffers https://linear.app/needle/issue/NE-4294
438
+ tex.mipmaps = [];
439
+ if (tex instanceof CompressedTexture) {
440
+ //@ts-ignore
441
+ tex["isCompressedTexture"] = false;
442
+ //@ts-ignore
443
+ tex.format = RGBAFormat;
444
+ }
445
+
446
+ const rt = new RenderTexture(tex.image.width, tex.image.height, {
447
+ colorSpace: LinearSRGBColorSpace,
448
+ });
449
+ rt.texture = tex;
450
+ return rt;
451
+ }
452
+ return undefined;
453
+ }
454
+ }
455
+ new RenderTextureSerializer();
456
+
457
+
458
+ export class UriSerializer extends TypeSerializer {
459
+ constructor() {
460
+ super([URL]);
461
+ }
462
+
463
+ onSerialize(_data: string, _context: SerializationContext) {
464
+ return null;
465
+ }
466
+
467
+ onDeserialize(data: string, _context: SerializationContext) {
468
+ if (typeof data === "string" && data.length > 0) {
469
+ return resolveUrl(_context.gltfId, data);
470
+ }
471
+ return undefined;
472
+ }
473
+ }
474
474
  new UriSerializer();