@needle-tools/engine 4.4.0-beta → 4.4.0-ci.0

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 (1046) hide show
  1. package/CHANGELOG.md +3604 -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 +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
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  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,378 +1,378 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Object3D } from "three";
8
- import { AssetReference } from "../../engine/engine_addressables.js";
9
- import { RoomEvents } from "../../engine/engine_networking.js";
10
- import { syncField } from "../../engine/engine_networking_auto.js";
11
- import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
12
- import { serializable } from "../../engine/engine_serialization_decorator.js";
13
- import { delay, getParam } from "../../engine/engine_utils.js";
14
- import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
15
- import { EventList } from "../../engine-components/EventList.js";
16
- const debug = getParam("debugplayersync");
17
- /**
18
- * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
19
- * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
20
- * @category Networking
21
- */
22
- export class PlayerSync extends Behaviour {
23
- /**
24
- * This API is experimental and may change or be removed in the future.
25
- * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
26
- * @param url Path to the asset that should be instantiated for each player
27
- * @param init Optional initialization parameters for the PlayerSync component
28
- * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
29
- * @example
30
- * ```typescript
31
- * const res = await PlayerSync.setupFrom("/assets/demo.glb");
32
- * addComponent(res.asset?.asset, DragControls);
33
- * addComponent(res.asset?.asset, SyncedTransform);
34
- * scene.add(res.gameObject);
35
- * ```
36
- */
37
- static async setupFrom(url, init) {
38
- const assetReference = AssetReference.getOrCreateFromUrl(url);
39
- if (!assetReference.asset) {
40
- const i = await assetReference.loadAssetAsync();
41
- if (i)
42
- GameObject.getOrAddComponent(i, PlayerState);
43
- }
44
- const ps = new PlayerSync();
45
- ps._internalInit(init);
46
- ps.asset = assetReference;
47
- const obj = new Object3D();
48
- obj["guid"] = url;
49
- GameObject.addComponent(obj, ps);
50
- return ps;
51
- }
52
- /**
53
- * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
54
- */
55
- autoSync = true;
56
- /**
57
- * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
58
- */
59
- asset;
60
- /**
61
- * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
62
- * @serializable
63
- */
64
- onPlayerSpawned;
65
- _localInstance;
66
- awake() {
67
- this.watchTabVisible();
68
- if (!this.onPlayerSpawned)
69
- this.onPlayerSpawned = new EventList();
70
- }
71
- onEnable() {
72
- this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
73
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
74
- this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
75
- if (this.context.connection.isInRoom) {
76
- this.onJoinedRoom();
77
- }
78
- }
79
- onDisable() {
80
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
81
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
82
- this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
83
- }
84
- onJoinedRoom = () => {
85
- if (debug)
86
- console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
87
- if (this.autoSync)
88
- this.getInstance();
89
- };
90
- /**
91
- * Gets or creates an instance of the assigned asset for the local player
92
- * @returns Promise resolving to the instantiated player object or null if creation failed
93
- */
94
- async getInstance() {
95
- if (this._localInstance)
96
- return this._localInstance;
97
- if (debug)
98
- console.log("PlayerSync.createInstance", this.asset?.url);
99
- if (!this.asset?.asset && !this.asset?.url) {
100
- console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
101
- return null;
102
- }
103
- if (!this.gameObject.guid) {
104
- console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
105
- }
106
- this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true);
107
- const instance = await this._localInstance;
108
- if (instance) {
109
- const pl = GameObject.getComponentsInChildren(instance, PlayerState);
110
- if (debug)
111
- console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
112
- if (pl?.length) {
113
- for (const state of pl)
114
- state.owner = this.context.connection.connectionId;
115
- this.onPlayerSpawned?.invoke(instance);
116
- }
117
- else {
118
- this._localInstance = undefined;
119
- console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
120
- GameObject.destroySynced(instance);
121
- }
122
- }
123
- else {
124
- this._localInstance = undefined;
125
- console.warn("PlayerSync: failed instantiating asset!");
126
- }
127
- return this._localInstance;
128
- }
129
- /**
130
- * Destroys the current player instance and cleans up networking state
131
- */
132
- destroyInstance = () => {
133
- this._localInstance?.then(go => {
134
- if (debug)
135
- console.log("PlayerSync.destroyInstance", go);
136
- syncDestroy(go, this.context.connection, true, { saveInRoom: false });
137
- });
138
- this._localInstance = undefined;
139
- };
140
- /**
141
- * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
142
- */
143
- watchTabVisible() {
144
- window.addEventListener("visibilitychange", _ => {
145
- if (document.visibilityState === "visible") {
146
- for (let i = PlayerState.all.length - 1; i >= 0; i--) {
147
- const pl = PlayerState.all[i];
148
- if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
149
- pl.doDestroy();
150
- }
151
- }
152
- }
153
- });
154
- }
155
- }
156
- __decorate([
157
- serializable()
158
- ], PlayerSync.prototype, "autoSync", void 0);
159
- __decorate([
160
- serializable(AssetReference)
161
- ], PlayerSync.prototype, "asset", void 0);
162
- __decorate([
163
- serializable(EventList)
164
- ], PlayerSync.prototype, "onPlayerSpawned", void 0);
165
- /**
166
- * Enum defining events that can be triggered by PlayerState
167
- */
168
- export var PlayerStateEvent;
169
- (function (PlayerStateEvent) {
170
- /** Triggered when a PlayerState's owner property changes */
171
- PlayerStateEvent["OwnerChanged"] = "ownerChanged";
172
- })(PlayerStateEvent || (PlayerStateEvent = {}));
173
- /**
174
- * Represents a player instance in the networked environment.
175
- * Handles ownership, synchronization, and lifecycle management of player objects.
176
- */
177
- export class PlayerState extends Behaviour {
178
- static _all = [];
179
- /** All PlayerState instances for all players in the scene */
180
- static get all() {
181
- return PlayerState._all;
182
- }
183
- ;
184
- static _local = [];
185
- /** All PlayerState instances that belong to the local player */
186
- static get local() {
187
- return PlayerState._local;
188
- }
189
- /**
190
- * Gets the PlayerState component for a given object or component
191
- * @param obj Object3D or Component to find the PlayerState for
192
- * @returns The PlayerState component if found, undefined otherwise
193
- */
194
- static getFor(obj) {
195
- if (obj instanceof Object3D) {
196
- return GameObject.getComponentInParent(obj, PlayerState);
197
- }
198
- else if (obj instanceof Component) {
199
- return GameObject.getComponentInParent(obj.gameObject, PlayerState);
200
- }
201
- return undefined;
202
- }
203
- /**
204
- * Checks if a given object or component belongs to the local player
205
- * @param obj Object3D or Component to check
206
- * @returns True if the object belongs to the local player, false otherwise
207
- */
208
- static isLocalPlayer(obj) {
209
- const state = PlayerState.getFor(obj);
210
- return state?.isLocalPlayer ?? false;
211
- }
212
- static _callbacks = {};
213
- /**
214
- * Registers a callback for a specific PlayerState event
215
- * @param event The event to listen for
216
- * @param cb Callback function that will be invoked when the event occurs
217
- * @returns The provided callback function for chaining
218
- */
219
- static addEventListener(event, cb) {
220
- if (!this._callbacks[event])
221
- this._callbacks[event] = [];
222
- this._callbacks[event].push(cb);
223
- return cb;
224
- }
225
- /**
226
- * Removes a previously registered event callback
227
- * @param event The event type to remove the callback from
228
- * @param cb The callback function to remove
229
- */
230
- static removeEventListener(event, cb) {
231
- if (!this._callbacks[event])
232
- return;
233
- const index = this._callbacks[event].indexOf(cb);
234
- if (index >= 0)
235
- this._callbacks[event].splice(index, 1);
236
- }
237
- static dispatchEvent(event, args) {
238
- if (!this._callbacks[event])
239
- return;
240
- for (const cb of this._callbacks[event]) {
241
- cb(args);
242
- }
243
- }
244
- /** Event triggered when the owner of this PlayerState changes */
245
- onOwnerChangeEvent = new EventList();
246
- /** Event triggered the first time an owner is assigned to this PlayerState */
247
- onFirstOwnerChangeEvent = new EventList();
248
- /** Indicates if this PlayerState has an owner assigned */
249
- hasOwner = false;
250
- /**
251
- * The connection ID of the player who owns this PlayerState instance
252
- * @syncField Synchronized across the network
253
- */
254
- owner;
255
- /**
256
- * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
257
- */
258
- dontDestroy = false;
259
- /**
260
- * Indicates if this PlayerState belongs to the local player
261
- */
262
- get isLocalPlayer() {
263
- return this.owner === this.context.connection.connectionId;
264
- }
265
- /**
266
- * Handles owner change events and updates relevant state
267
- * @param newOwner The new owner's connection ID
268
- * @param oldOwner The previous owner's connection ID
269
- */
270
- onOwnerChange(newOwner, oldOwner) {
271
- if (debug)
272
- console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
273
- // Remove from local owner array if it was local before
274
- const index = PlayerState._local.indexOf(this);
275
- if (index >= 0)
276
- PlayerState._local.splice(index, 1);
277
- // Args to use for dispatching events
278
- const detail = {
279
- playerState: this,
280
- oldValue: oldOwner,
281
- newValue: newOwner
282
- };
283
- // call local events
284
- if (!this.hasOwner) {
285
- this.hasOwner = true;
286
- this.onFirstOwnerChangeEvent?.invoke(detail);
287
- }
288
- this.onOwnerChangeEvent?.invoke(detail);
289
- // call remote events
290
- if (this.owner === this.context.connection.connectionId) {
291
- PlayerState._local.push(this);
292
- // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
293
- const evt = new CustomEvent("local-owner-changed", { detail: detail });
294
- this.dispatchEvent(evt);
295
- }
296
- const evt = new CustomEvent("owner-changed", { detail: detail });
297
- this.dispatchEvent(evt);
298
- PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
299
- }
300
- /** @internal */
301
- awake() {
302
- PlayerState.all.push(this);
303
- if (debug)
304
- console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all);
305
- this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
306
- }
307
- /** @internal */
308
- async start() {
309
- if (debug)
310
- console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]));
311
- // If a player is spawned but not in the room anymore we want to destroy it
312
- // this might happen in a case where all users get disconnected at once and the server
313
- // still has the syncInstantiate messages that are sent to all clients
314
- if (this.owner) {
315
- // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
316
- if (!this.context.connection.isInRoom)
317
- await delay(300);
318
- if (this.context.connection.userIsInRoom(this.owner) == false) {
319
- if (debug)
320
- console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom());
321
- this.doDestroy();
322
- }
323
- }
324
- else if (!this.owner) {
325
- if (debug)
326
- console.warn("PlayerState.start → owner is undefined!", this.name);
327
- // we can delete it here immediately because it is not synced anymore or the owner has left the room
328
- // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
329
- setTimeout(() => {
330
- if (!this.destroyed && !this.owner) {
331
- if (!this.dontDestroy) {
332
- if (debug)
333
- console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
334
- this.doDestroy();
335
- }
336
- else if (debug)
337
- console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
338
- }
339
- else if (debug)
340
- console.log("PlayerState.start → owner is assigned", this.owner);
341
- }, 2000);
342
- }
343
- }
344
- /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
345
- doDestroy() {
346
- if (debug)
347
- console.log("PlayerSync.doDestroy → syncDestroy", this.name);
348
- syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
349
- }
350
- /** @internal */
351
- onDestroy() {
352
- if (debug)
353
- console.warn("PlayerState.onDestroy", this.owner);
354
- this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
355
- PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
356
- if (this.isLocalPlayer) {
357
- const index = PlayerState._local.indexOf(this);
358
- if (index >= 0)
359
- PlayerState._local.splice(index, 1);
360
- }
361
- }
362
- /**
363
- * Handler for when a user leaves the networked room
364
- * @param model Object containing the ID of the user who left
365
- */
366
- onUserLeftRoom = (model) => {
367
- if (model.userId === this.owner) {
368
- if (debug)
369
- console.log("PLAYERSYNC LEFT", this.owner);
370
- this.doDestroy();
371
- return;
372
- }
373
- };
374
- }
375
- __decorate([
376
- syncField(PlayerState.prototype.onOwnerChange)
377
- ], PlayerState.prototype, "owner", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Object3D } from "three";
8
+ import { AssetReference } from "../../engine/engine_addressables.js";
9
+ import { RoomEvents } from "../../engine/engine_networking.js";
10
+ import { syncField } from "../../engine/engine_networking_auto.js";
11
+ import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
12
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
13
+ import { delay, getParam } from "../../engine/engine_utils.js";
14
+ import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
15
+ import { EventList } from "../../engine-components/EventList.js";
16
+ const debug = getParam("debugplayersync");
17
+ /**
18
+ * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
19
+ * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
20
+ * @category Networking
21
+ */
22
+ export class PlayerSync extends Behaviour {
23
+ /**
24
+ * This API is experimental and may change or be removed in the future.
25
+ * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
26
+ * @param url Path to the asset that should be instantiated for each player
27
+ * @param init Optional initialization parameters for the PlayerSync component
28
+ * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
29
+ * @example
30
+ * ```typescript
31
+ * const res = await PlayerSync.setupFrom("/assets/demo.glb");
32
+ * addComponent(res.asset?.asset, DragControls);
33
+ * addComponent(res.asset?.asset, SyncedTransform);
34
+ * scene.add(res.gameObject);
35
+ * ```
36
+ */
37
+ static async setupFrom(url, init) {
38
+ const assetReference = AssetReference.getOrCreateFromUrl(url);
39
+ if (!assetReference.asset) {
40
+ const i = await assetReference.loadAssetAsync();
41
+ if (i)
42
+ GameObject.getOrAddComponent(i, PlayerState);
43
+ }
44
+ const ps = new PlayerSync();
45
+ ps._internalInit(init);
46
+ ps.asset = assetReference;
47
+ const obj = new Object3D();
48
+ obj["guid"] = url;
49
+ GameObject.addComponent(obj, ps);
50
+ return ps;
51
+ }
52
+ /**
53
+ * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
54
+ */
55
+ autoSync = true;
56
+ /**
57
+ * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
58
+ */
59
+ asset;
60
+ /**
61
+ * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
62
+ * @serializable
63
+ */
64
+ onPlayerSpawned;
65
+ _localInstance;
66
+ awake() {
67
+ this.watchTabVisible();
68
+ if (!this.onPlayerSpawned)
69
+ this.onPlayerSpawned = new EventList();
70
+ }
71
+ onEnable() {
72
+ this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
73
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
74
+ this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
75
+ if (this.context.connection.isInRoom) {
76
+ this.onJoinedRoom();
77
+ }
78
+ }
79
+ onDisable() {
80
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
81
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
82
+ this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
83
+ }
84
+ onJoinedRoom = () => {
85
+ if (debug)
86
+ console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
87
+ if (this.autoSync)
88
+ this.getInstance();
89
+ };
90
+ /**
91
+ * Gets or creates an instance of the assigned asset for the local player
92
+ * @returns Promise resolving to the instantiated player object or null if creation failed
93
+ */
94
+ async getInstance() {
95
+ if (this._localInstance)
96
+ return this._localInstance;
97
+ if (debug)
98
+ console.log("PlayerSync.createInstance", this.asset?.url);
99
+ if (!this.asset?.asset && !this.asset?.url) {
100
+ console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
101
+ return null;
102
+ }
103
+ if (!this.gameObject.guid) {
104
+ console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
105
+ }
106
+ this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true);
107
+ const instance = await this._localInstance;
108
+ if (instance) {
109
+ const pl = GameObject.getComponentsInChildren(instance, PlayerState);
110
+ if (debug)
111
+ console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
112
+ if (pl?.length) {
113
+ for (const state of pl)
114
+ state.owner = this.context.connection.connectionId;
115
+ this.onPlayerSpawned?.invoke(instance);
116
+ }
117
+ else {
118
+ this._localInstance = undefined;
119
+ console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
120
+ GameObject.destroySynced(instance);
121
+ }
122
+ }
123
+ else {
124
+ this._localInstance = undefined;
125
+ console.warn("PlayerSync: failed instantiating asset!");
126
+ }
127
+ return this._localInstance;
128
+ }
129
+ /**
130
+ * Destroys the current player instance and cleans up networking state
131
+ */
132
+ destroyInstance = () => {
133
+ this._localInstance?.then(go => {
134
+ if (debug)
135
+ console.log("PlayerSync.destroyInstance", go);
136
+ syncDestroy(go, this.context.connection, true, { saveInRoom: false });
137
+ });
138
+ this._localInstance = undefined;
139
+ };
140
+ /**
141
+ * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
142
+ */
143
+ watchTabVisible() {
144
+ window.addEventListener("visibilitychange", _ => {
145
+ if (document.visibilityState === "visible") {
146
+ for (let i = PlayerState.all.length - 1; i >= 0; i--) {
147
+ const pl = PlayerState.all[i];
148
+ if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
149
+ pl.doDestroy();
150
+ }
151
+ }
152
+ }
153
+ });
154
+ }
155
+ }
156
+ __decorate([
157
+ serializable()
158
+ ], PlayerSync.prototype, "autoSync", void 0);
159
+ __decorate([
160
+ serializable(AssetReference)
161
+ ], PlayerSync.prototype, "asset", void 0);
162
+ __decorate([
163
+ serializable(EventList)
164
+ ], PlayerSync.prototype, "onPlayerSpawned", void 0);
165
+ /**
166
+ * Enum defining events that can be triggered by PlayerState
167
+ */
168
+ export var PlayerStateEvent;
169
+ (function (PlayerStateEvent) {
170
+ /** Triggered when a PlayerState's owner property changes */
171
+ PlayerStateEvent["OwnerChanged"] = "ownerChanged";
172
+ })(PlayerStateEvent || (PlayerStateEvent = {}));
173
+ /**
174
+ * Represents a player instance in the networked environment.
175
+ * Handles ownership, synchronization, and lifecycle management of player objects.
176
+ */
177
+ export class PlayerState extends Behaviour {
178
+ static _all = [];
179
+ /** All PlayerState instances for all players in the scene */
180
+ static get all() {
181
+ return PlayerState._all;
182
+ }
183
+ ;
184
+ static _local = [];
185
+ /** All PlayerState instances that belong to the local player */
186
+ static get local() {
187
+ return PlayerState._local;
188
+ }
189
+ /**
190
+ * Gets the PlayerState component for a given object or component
191
+ * @param obj Object3D or Component to find the PlayerState for
192
+ * @returns The PlayerState component if found, undefined otherwise
193
+ */
194
+ static getFor(obj) {
195
+ if (obj instanceof Object3D) {
196
+ return GameObject.getComponentInParent(obj, PlayerState);
197
+ }
198
+ else if (obj instanceof Component) {
199
+ return GameObject.getComponentInParent(obj.gameObject, PlayerState);
200
+ }
201
+ return undefined;
202
+ }
203
+ /**
204
+ * Checks if a given object or component belongs to the local player
205
+ * @param obj Object3D or Component to check
206
+ * @returns True if the object belongs to the local player, false otherwise
207
+ */
208
+ static isLocalPlayer(obj) {
209
+ const state = PlayerState.getFor(obj);
210
+ return state?.isLocalPlayer ?? false;
211
+ }
212
+ static _callbacks = {};
213
+ /**
214
+ * Registers a callback for a specific PlayerState event
215
+ * @param event The event to listen for
216
+ * @param cb Callback function that will be invoked when the event occurs
217
+ * @returns The provided callback function for chaining
218
+ */
219
+ static addEventListener(event, cb) {
220
+ if (!this._callbacks[event])
221
+ this._callbacks[event] = [];
222
+ this._callbacks[event].push(cb);
223
+ return cb;
224
+ }
225
+ /**
226
+ * Removes a previously registered event callback
227
+ * @param event The event type to remove the callback from
228
+ * @param cb The callback function to remove
229
+ */
230
+ static removeEventListener(event, cb) {
231
+ if (!this._callbacks[event])
232
+ return;
233
+ const index = this._callbacks[event].indexOf(cb);
234
+ if (index >= 0)
235
+ this._callbacks[event].splice(index, 1);
236
+ }
237
+ static dispatchEvent(event, args) {
238
+ if (!this._callbacks[event])
239
+ return;
240
+ for (const cb of this._callbacks[event]) {
241
+ cb(args);
242
+ }
243
+ }
244
+ /** Event triggered when the owner of this PlayerState changes */
245
+ onOwnerChangeEvent = new EventList();
246
+ /** Event triggered the first time an owner is assigned to this PlayerState */
247
+ onFirstOwnerChangeEvent = new EventList();
248
+ /** Indicates if this PlayerState has an owner assigned */
249
+ hasOwner = false;
250
+ /**
251
+ * The connection ID of the player who owns this PlayerState instance
252
+ * @syncField Synchronized across the network
253
+ */
254
+ owner;
255
+ /**
256
+ * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
257
+ */
258
+ dontDestroy = false;
259
+ /**
260
+ * Indicates if this PlayerState belongs to the local player
261
+ */
262
+ get isLocalPlayer() {
263
+ return this.owner === this.context.connection.connectionId;
264
+ }
265
+ /**
266
+ * Handles owner change events and updates relevant state
267
+ * @param newOwner The new owner's connection ID
268
+ * @param oldOwner The previous owner's connection ID
269
+ */
270
+ onOwnerChange(newOwner, oldOwner) {
271
+ if (debug)
272
+ console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
273
+ // Remove from local owner array if it was local before
274
+ const index = PlayerState._local.indexOf(this);
275
+ if (index >= 0)
276
+ PlayerState._local.splice(index, 1);
277
+ // Args to use for dispatching events
278
+ const detail = {
279
+ playerState: this,
280
+ oldValue: oldOwner,
281
+ newValue: newOwner
282
+ };
283
+ // call local events
284
+ if (!this.hasOwner) {
285
+ this.hasOwner = true;
286
+ this.onFirstOwnerChangeEvent?.invoke(detail);
287
+ }
288
+ this.onOwnerChangeEvent?.invoke(detail);
289
+ // call remote events
290
+ if (this.owner === this.context.connection.connectionId) {
291
+ PlayerState._local.push(this);
292
+ // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
293
+ const evt = new CustomEvent("local-owner-changed", { detail: detail });
294
+ this.dispatchEvent(evt);
295
+ }
296
+ const evt = new CustomEvent("owner-changed", { detail: detail });
297
+ this.dispatchEvent(evt);
298
+ PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
299
+ }
300
+ /** @internal */
301
+ awake() {
302
+ PlayerState.all.push(this);
303
+ if (debug)
304
+ console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all);
305
+ this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
306
+ }
307
+ /** @internal */
308
+ async start() {
309
+ if (debug)
310
+ console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]));
311
+ // If a player is spawned but not in the room anymore we want to destroy it
312
+ // this might happen in a case where all users get disconnected at once and the server
313
+ // still has the syncInstantiate messages that are sent to all clients
314
+ if (this.owner) {
315
+ // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
316
+ if (!this.context.connection.isInRoom)
317
+ await delay(300);
318
+ if (this.context.connection.userIsInRoom(this.owner) == false) {
319
+ if (debug)
320
+ console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom());
321
+ this.doDestroy();
322
+ }
323
+ }
324
+ else if (!this.owner) {
325
+ if (debug)
326
+ console.warn("PlayerState.start → owner is undefined!", this.name);
327
+ // we can delete it here immediately because it is not synced anymore or the owner has left the room
328
+ // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
329
+ setTimeout(() => {
330
+ if (!this.destroyed && !this.owner) {
331
+ if (!this.dontDestroy) {
332
+ if (debug)
333
+ console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
334
+ this.doDestroy();
335
+ }
336
+ else if (debug)
337
+ console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
338
+ }
339
+ else if (debug)
340
+ console.log("PlayerState.start → owner is assigned", this.owner);
341
+ }, 2000);
342
+ }
343
+ }
344
+ /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
345
+ doDestroy() {
346
+ if (debug)
347
+ console.log("PlayerSync.doDestroy → syncDestroy", this.name);
348
+ syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
349
+ }
350
+ /** @internal */
351
+ onDestroy() {
352
+ if (debug)
353
+ console.warn("PlayerState.onDestroy", this.owner);
354
+ this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
355
+ PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
356
+ if (this.isLocalPlayer) {
357
+ const index = PlayerState._local.indexOf(this);
358
+ if (index >= 0)
359
+ PlayerState._local.splice(index, 1);
360
+ }
361
+ }
362
+ /**
363
+ * Handler for when a user leaves the networked room
364
+ * @param model Object containing the ID of the user who left
365
+ */
366
+ onUserLeftRoom = (model) => {
367
+ if (model.userId === this.owner) {
368
+ if (debug)
369
+ console.log("PLAYERSYNC LEFT", this.owner);
370
+ this.doDestroy();
371
+ return;
372
+ }
373
+ };
374
+ }
375
+ __decorate([
376
+ syncField(PlayerState.prototype.onOwnerChange)
377
+ ], PlayerState.prototype, "owner", void 0);
378
378
  //# sourceMappingURL=PlayerSync.js.map