@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
@@ -1,1623 +1,1623 @@
1
- import { AxesHelper, Box3, BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
2
-
3
- import { Gizmos } from "../engine/engine_gizmos.js";
4
- import { InstancingUtil } from "../engine/engine_instancing.js";
5
- import { Mathf } from "../engine/engine_math.js";
6
- import { RaycastOptions } from "../engine/engine_physics.js";
7
- import { serializable } from "../engine/engine_serialization_decorator.js";
8
- import { Context } from "../engine/engine_setup.js";
9
- import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
10
- import { type IGameObject } from "../engine/engine_types.js";
11
- import { getParam } from "../engine/engine_utils.js";
12
- import { NeedleXRSession } from "../engine/engine_xr.js";
13
- import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
14
- import { Behaviour, GameObject } from "./Component.js";
15
- import { UsageMarker } from "./Interactable.js";
16
- import { Rigidbody } from "./RigidBody.js";
17
- import { SyncedTransform } from "./SyncedTransform.js";
18
- import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
19
- import { ObjectRaycaster } from "./ui/Raycaster.js";
20
-
21
- /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
22
- const debug = getParam("debugdrag");
23
-
24
- /** Buffer to store currently active DragControls components */
25
- const dragControlsBuffer: DragControls[] = [];
26
-
27
- /**
28
- * The DragMode determines how an object is dragged around in the scene.
29
- */
30
- export enum DragMode {
31
- /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
- XZPlane = 0,
33
- /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
- Attached = 1,
35
- /** Object is dragged along the initial raycast hit normal. */
36
- HitNormal = 2,
37
- /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
- DynamicViewAngle = 3,
39
- /** The drag plane is snapped to surfaces in the scene while dragging. */
40
- SnapToSurfaces = 4,
41
- /** Don't allow dragging the object */
42
- None = 5,
43
- }
44
-
45
- /**
46
- * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
47
- * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
48
- *
49
- * @category Interactivity
50
- * @group Components
51
- */
52
- export class DragControls extends Behaviour implements IPointerEventHandler {
53
-
54
- /**
55
- * Checks if any DragControls component is currently active with selected objects
56
- * @returns True if any DragControls component is currently active
57
- */
58
- public static get HasAnySelected(): boolean { return this._active > 0; }
59
- private static _active: number = 0;
60
-
61
- /**
62
- * Retrieves a list of all DragControl components that are currently dragging objects.
63
- * @returns Array of currently active DragControls components
64
- */
65
- public static get CurrentlySelected() {
66
- dragControlsBuffer.length = 0;
67
- for (const dc of this._instances) {
68
- if (dc._isDragging) {
69
- dragControlsBuffer.push(dc);
70
- }
71
- }
72
- return dragControlsBuffer;
73
- }
74
- /** Registry of currently active and enabled DragControls components */
75
- private static _instances: DragControls[] = [];
76
-
77
- /**
78
- * Determines how and where the object is dragged along. Different modes include
79
- * dragging along a plane, attached to the pointer, or following surface normals.
80
- */
81
- @serializable()
82
- public dragMode: DragMode = DragMode.DynamicViewAngle;
83
-
84
- /**
85
- * Snaps dragged objects to a 3D grid with the specified resolution.
86
- * Set to 0 to disable snapping.
87
- */
88
- @serializable()
89
- public snapGridResolution: number = 0.0;
90
-
91
- /**
92
- * When true, maintains the original rotation of the dragged object while moving it.
93
- * When false, allows the object to rotate freely during dragging.
94
- */
95
- @serializable()
96
- public keepRotation: boolean = true;
97
-
98
- /**
99
- * Determines how and where the object is dragged along while dragging in XR.
100
- * Uses a separate setting from regular drag mode for better XR interaction.
101
- */
102
- @serializable()
103
- public xrDragMode: DragMode = DragMode.Attached;
104
-
105
- /**
106
- * When true, maintains the original rotation of the dragged object during XR dragging.
107
- * When false, allows the object to rotate freely during XR dragging.
108
- */
109
- @serializable()
110
- public xrKeepRotation: boolean = false;
111
-
112
- /**
113
- * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
114
- * Higher values make distance changes more pronounced.
115
- * This is similar to mouse acceleration on a screen.
116
- */
117
- @serializable()
118
- public xrDistanceDragFactor: number = 1;
119
-
120
- /**
121
- * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
122
- * providing visual feedback about the object's position relative to surfaces below it.
123
- */
124
- @serializable()
125
- public showGizmo: boolean = false;
126
-
127
- /**
128
- * Returns the object currently being dragged by this DragControls component, if any.
129
- * @returns The object being dragged or null if no object is currently dragged
130
- */
131
- get draggedObject() {
132
- return this._targetObject;
133
- }
134
-
135
- /**
136
- * Updates the object that is being dragged by the DragControls.
137
- * This can be used to change the target during a drag operation.
138
- * @param obj The new object to drag, or null to stop dragging
139
- */
140
- setTargetObject(obj: Object3D | null) {
141
- this._targetObject = obj;
142
- for (const handler of this._dragHandlers.values()) {
143
- handler.setTargetObject(obj);
144
- }
145
-
146
- // If the object was kinematic we want to reset it
147
- const wasKinematicKey = "_rigidbody-was-kinematic";
148
- if (this._rigidbody?.[wasKinematicKey] === false) {
149
- this._rigidbody.isKinematic = false;
150
- this._rigidbody[wasKinematicKey] = undefined;
151
-
152
- }
153
-
154
- this._rigidbody = null;
155
- // If we have a object that is being dragged we want to get the Rigidbody component
156
- // and we set kinematic to false while it's being dragged
157
- if (obj) {
158
- this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
159
- if (this._rigidbody?.isKinematic === false) {
160
- this._rigidbody.isKinematic = true;
161
- this._rigidbody[wasKinematicKey] = false;
162
- }
163
- }
164
- }
165
-
166
- private _rigidbody: Rigidbody | null = null;
167
-
168
- // future:
169
- // constraints?
170
-
171
-
172
- /** The object to be dragged – we pass this to handlers when they are created */
173
- private _targetObject: Object3D | null = null;
174
- private _dragHelper: LegacyDragVisualsHelper | null = null;
175
- private static lastHovered: Object3D;
176
- private _draggingRigidbodies: Rigidbody[] = [];
177
- private _potentialDragStartEvt: PointerEventData | null = null;
178
- private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
179
- private _totalMovement: Vector3 = new Vector3();
180
- /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
181
- private _marker: UsageMarker | null = null;
182
- private _isDragging: boolean = false;
183
- private _didDrag: boolean = false;
184
-
185
- /** @internal */
186
- awake() {
187
- // initialize all data that may be cloned incorrectly otherwise
188
- this._potentialDragStartEvt = null;
189
- this._dragHandlers = new Map();
190
- this._totalMovement = new Vector3();
191
- this._marker = null;
192
- this._isDragging = false;
193
- this._didDrag = false;
194
- this._dragHelper = null;
195
- this._draggingRigidbodies = [];
196
- }
197
-
198
- /** @internal */
199
- start() {
200
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
201
- this.gameObject.addComponent(ObjectRaycaster);
202
- }
203
-
204
- /** @internal */
205
- onEnable(): void {
206
- DragControls._instances.push(this);
207
- }
208
- /** @internal */
209
- onDisable(): void {
210
- DragControls._instances = DragControls._instances.filter(i => i !== this);
211
- }
212
-
213
- /**
214
- * Checks if editing is allowed for the current networking connection.
215
- * @param _obj Optional object to check edit permissions for
216
- * @returns True if editing is allowed
217
- */
218
- private allowEdit(_obj: Object3D | null = null) {
219
- return this.context.connection.allowEditing;
220
- }
221
-
222
- /**
223
- * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
224
- * @param evt Pointer event data containing information about the interaction
225
- * @internal
226
- */
227
- onPointerEnter?(evt: PointerEventData) {
228
- if (!this.allowEdit(this.gameObject)) return;
229
- if (evt.mode !== "screen") return;
230
-
231
- // get the drag mode and check if we need to abort early here
232
- const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
233
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
234
- if (dragMode === DragMode.None) return;
235
-
236
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
237
- if (!dc || dc !== this) return;
238
- DragControls.lastHovered = evt.object;
239
- this.context.domElement.style.cursor = 'pointer';
240
- }
241
-
242
- /**
243
- * Handles pointer movement events. Marks the event as used if dragging is active.
244
- * @param args Pointer event data containing information about the movement
245
- * @internal
246
- */
247
- onPointerMove?(args: PointerEventData) {
248
- if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
249
- }
250
-
251
- /**
252
- * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
253
- * @param evt Pointer event data containing information about the interaction
254
- * @internal
255
- */
256
- onPointerExit?(evt: PointerEventData) {
257
- if (!this.allowEdit(this.gameObject)) return;
258
- if (evt.mode !== "screen") return;
259
- if (DragControls.lastHovered !== evt.object) return;
260
- this.context.domElement.style.cursor = 'auto';
261
- }
262
-
263
- /**
264
- * Handles pointer down events. Initiates the potential drag operation if conditions are met.
265
- * @param args Pointer event data containing information about the interaction
266
- * @internal
267
- */
268
- onPointerDown(args: PointerEventData) {
269
- if (!this.allowEdit(this.gameObject)) return;
270
- if (args.used) return;
271
-
272
- // get the drag mode and check if we need to abort early here
273
- const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
274
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
275
- if (dragMode === DragMode.None) return;
276
-
277
- DragControls.lastHovered = args.object;
278
-
279
- if (args.button === 0) {
280
- if (this._dragHandlers.size === 0) {
281
- this._didDrag = false;
282
- this._totalMovement.set(0, 0, 0);
283
- this._potentialDragStartEvt = args;
284
- }
285
- if (!this._targetObject) {
286
- this.setTargetObject(this.gameObject);
287
- }
288
-
289
- DragControls._active += 1;
290
-
291
- const newDragHandler = new DragPointerHandler(this, this._targetObject!);
292
- this._dragHandlers.set(args.event.space, newDragHandler);
293
-
294
- newDragHandler.onDragStart(args);
295
-
296
- if (this._dragHandlers.size === 2) {
297
- const iterator = this._dragHandlers.values();
298
- const a = iterator.next().value;
299
- const b = iterator.next().value;
300
- if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
301
- const mtHandler = new MultiTouchDragHandler(this, this._targetObject!, a, b);
302
- this._dragHandlers.set(this.gameObject, mtHandler);
303
- mtHandler.onDragStart(args);
304
- }
305
- else {
306
- console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
307
- }
308
- }
309
-
310
- args.use();
311
- }
312
- }
313
-
314
- /**
315
- * Handles pointer up events. Finalizes or cancels the drag operation.
316
- * @param args Pointer event data containing information about the interaction
317
- * @internal
318
- */
319
- onPointerUp(args: PointerEventData) {
320
- if (debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
321
- if (!this.allowEdit(this.gameObject)) return;
322
- if (args.button !== 0) return;
323
- this._potentialDragStartEvt = null;
324
-
325
- const handler = this._dragHandlers.get(args.event.space);
326
- const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
327
- if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
328
- // any of the two handlers has been released, so we can remove the multi-touch handler
329
- this._dragHandlers.delete(this.gameObject);
330
- mtHandler.onDragEnd(args);
331
- }
332
-
333
- if (handler) {
334
- if (DragControls._active > 0)
335
- DragControls._active -= 1;
336
-
337
- this.setTargetObject(null);
338
-
339
- if (handler.onDragEnd) handler.onDragEnd(args);
340
- this._dragHandlers.delete(args.event.space);
341
-
342
- if (this._dragHandlers.size === 0) {
343
- this.onLastDragEnd(args);
344
- }
345
- args.use();
346
- }
347
- }
348
-
349
- /**
350
- * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
351
- * and triggers drag start once there's enough movement.
352
- * @internal
353
- */
354
- update(): void {
355
- for (const handler of this._dragHandlers.values()) {
356
- if (handler.collectMovementInfo) handler.collectMovementInfo();
357
- // TODO this doesn't make sense, we should instead just use the max here
358
- // or even better, each handler can decide on their own how to handle this
359
- if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
360
- }
361
-
362
- // drag start only after having dragged for some pixels
363
- if (this._potentialDragStartEvt) {
364
- if (!this._didDrag) {
365
- // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
366
- // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
367
- if (this._totalMovement.length() > 0.0003)
368
- this._didDrag = true;
369
- else return;
370
- }
371
- const args = this._potentialDragStartEvt;
372
- this._potentialDragStartEvt = null;
373
- this.onFirstDragStart(args);
374
- }
375
-
376
- for (const handler of this._dragHandlers.values())
377
- if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
378
-
379
- if (this._dragHelper && this._dragHelper.hasSelected)
380
- this.onAnyDragUpdate();
381
- }
382
-
383
- /**
384
- * Called when the first pointer starts dragging on this object.
385
- * Sets up network synchronization and marks rigidbodies for dragging.
386
- * Not called for subsequent pointers on the same object.
387
- * @param evt Pointer event data that initiated the drag
388
- */
389
- private onFirstDragStart(evt: PointerEventData) {
390
- if (!evt || !evt.object) return;
391
-
392
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
393
- // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
394
- // then we will ignore this DragControls and not select it.
395
- // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
396
- if (!dc || (dc !== this && dc._isDragging)) return;
397
-
398
- const object = this._targetObject || this.gameObject;
399
-
400
- if (!object) return;
401
-
402
- this._isDragging = true;
403
-
404
- const sync = GameObject.getComponentInChildren(object, SyncedTransform);
405
- if (debug) console.log("DRAG START", sync, object);
406
-
407
- if (sync) {
408
- sync.fastMode = true;
409
- sync?.requestOwnership();
410
- }
411
-
412
- this._marker = GameObject.addComponent(object, UsageMarker);
413
-
414
- this._draggingRigidbodies.length = 0;
415
- const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
416
- if (rbs)
417
- this._draggingRigidbodies.push(...rbs);
418
- }
419
-
420
- /**
421
- * Called each frame as long as any pointer is dragging this object.
422
- * Updates visuals and keeps rigidbodies awake during the drag.
423
- */
424
- private onAnyDragUpdate() {
425
- if (!this._dragHelper) return;
426
- this._dragHelper.showGizmo = this.showGizmo;
427
-
428
- this._dragHelper.onUpdate(this.context);
429
- for (const rb of this._draggingRigidbodies) {
430
- rb.wakeUp();
431
- rb.resetVelocities();
432
- rb.resetForcesAndTorques();
433
- }
434
-
435
- const object = this._targetObject || this.gameObject;
436
-
437
- InstancingUtil.markDirty(object);
438
- }
439
-
440
- /**
441
- * Called when the last pointer has been removed from this object.
442
- * Cleans up drag state and applies final velocities to rigidbodies.
443
- * @param evt Pointer event data for the last pointer that was lifted
444
- */
445
- private onLastDragEnd(evt: PointerEventData | null) {
446
- if (!this || !this._isDragging) return;
447
- this._isDragging = false;
448
- for (const rb of this._draggingRigidbodies) {
449
- rb.setVelocity(rb.smoothedVelocity);
450
- }
451
- this._draggingRigidbodies.length = 0;
452
- this._targetObject = null;
453
- if (evt?.object) {
454
- const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
455
- if (sync) {
456
- sync.fastMode = false;
457
- // sync?.requestOwnership();
458
- }
459
- }
460
- if (this._marker)
461
- this._marker.destroy();
462
-
463
- if (!this._dragHelper) return;
464
- const selected = this._dragHelper.selected;
465
- if (debug) console.log("DRAG END", selected, selected?.visible)
466
- this._dragHelper.setSelected(null, this.context);
467
- }
468
- }
469
-
470
- /**
471
- * Common interface for pointer handlers (single touch and multi touch).
472
- * Defines methods for tracking movement and managing target objects during drag operations.
473
- */
474
- interface IDragHandler {
475
- /** Used to determine if a drag has happened for this handler */
476
- getTotalMovement?(): Vector3;
477
- /** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
478
- setTargetObject(obj: Object3D | null): void;
479
-
480
- /** Prewarms the drag – can already move internal points around here but should not move the object itself */
481
- collectMovementInfo?(): void;
482
- onDragStart?(args: PointerEventData): void;
483
- onDragEnd?(args: PointerEventData): void;
484
- /** The target object is moved around */
485
- onDragUpdate?(numberOfPointers: number): void;
486
- }
487
-
488
- /**
489
- * Handles two touch points affecting one object.
490
- * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
491
- */
492
- class MultiTouchDragHandler implements IDragHandler {
493
-
494
- handlerA: DragPointerHandler;
495
- handlerB: DragPointerHandler;
496
-
497
- private context: Context;
498
- private settings: DragControls;
499
- private gameObject: Object3D;
500
- private _handlerAAttachmentPoint: Vector3 = new Vector3();
501
- private _handlerBAttachmentPoint: Vector3 = new Vector3();
502
-
503
- private _followObject: GameObject;
504
- private _manipulatorObject: GameObject;
505
- private _deviceMode!: XRTargetRayMode | "transient-pointer";
506
- private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
507
-
508
- constructor(dragControls: DragControls, gameObject: Object3D, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
509
- this.context = dragControls.context;
510
- this.settings = dragControls;
511
- this.gameObject = gameObject;
512
- this.handlerA = pointerA;
513
- this.handlerB = pointerB;
514
-
515
- this._followObject = new Object3D() as GameObject;
516
- this._manipulatorObject = new Object3D() as GameObject;
517
-
518
- this.context.scene.add(this._manipulatorObject);
519
-
520
- const rig = NeedleXRSession.active?.rig?.gameObject;
521
-
522
- if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
523
- console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
524
- return;
525
- }
526
-
527
- this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
528
- this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
529
- this.gameObject.localToWorld(this._tempVec1);
530
- this.gameObject.localToWorld(this._tempVec2);
531
- if (rig) {
532
- rig.worldToLocal(this._tempVec1);
533
- rig.worldToLocal(this._tempVec2);
534
- }
535
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
536
-
537
- if (this._initialDistance < 0.02) {
538
- if (debug) {
539
- console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
540
- }
541
- // We want two reasonable pointer attachment points here.
542
- // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
543
- this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
544
- this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
545
- this._handlerAAttachmentPoint.copy(this._tempVec1);
546
- this._handlerBAttachmentPoint.copy(this._tempVec2);
547
- this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
548
- this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
549
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
550
-
551
- if (this._initialDistance < 0.001) {
552
- console.warn("Not supported right now – controller drag points for multitouch are too close!");
553
- this._initialDistance = 1;
554
- }
555
- }
556
- else {
557
- this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
558
- this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
559
- }
560
-
561
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
562
- this._initialScale.copy(gameObject.scale);
563
-
564
- if (debug) {
565
- this._followObject.add(new AxesHelper(2));
566
- this._manipulatorObject.add(new AxesHelper(5));
567
-
568
- const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
569
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
570
- Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
571
- }
572
- }
573
-
574
- onDragStart(_args: PointerEventData): void {
575
- // align _followObject with the object we want to drag
576
- this.gameObject.add(this._followObject);
577
- this._followObject.matrixAutoUpdate = false;
578
- this._followObject.matrix.identity();
579
- this._deviceMode = _args.mode;
580
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
581
-
582
- // align _manipulatorObject in the same way it would if this was a drag update
583
- this.alignManipulator();
584
-
585
- // and then parent it to the space object so it follows along.
586
- this._manipulatorObject.attach(this._followObject);
587
-
588
- // store offsets in local space
589
- this._manipulatorPosOffset.copy(this._followObject.position);
590
- this._manipulatorRotOffset.copy(this._followObject.quaternion);
591
- this._manipulatorScaleOffset.copy(this._followObject.scale);
592
- }
593
-
594
- onDragEnd(_args: PointerEventData): void {
595
- if (!this.handlerA || !this.handlerB) {
596
- console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
597
- return;
598
- }
599
-
600
- // we want to initialize the drag points for these handlers again.
601
- // one of them will be removed, but we don't know here which one
602
- this.handlerA.recenter();
603
- this.handlerB.recenter();
604
-
605
- // destroy helper objects
606
- this._manipulatorObject.removeFromParent();
607
- this._followObject.removeFromParent();
608
- this._manipulatorObject.destroy();
609
- this._followObject.destroy();
610
- }
611
-
612
- private _manipulatorPosOffset: Vector3 = new Vector3();
613
- private _manipulatorRotOffset: Quaternion = new Quaternion();
614
- private _manipulatorScaleOffset: Vector3 = new Vector3();
615
-
616
- private _tempVec1: Vector3 = new Vector3();
617
- private _tempVec2: Vector3 = new Vector3();
618
- private _tempVec3: Vector3 = new Vector3();
619
- private tempLookMatrix: Matrix4 = new Matrix4();
620
- private _initialScale: Vector3 = new Vector3();
621
- private _initialDistance: number = 0;
622
-
623
- private alignManipulator() {
624
- if (!this.handlerA || !this.handlerB) {
625
- console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
626
- return;
627
- }
628
-
629
- if (!this.handlerA.followObject || !this.handlerB.followObject) {
630
- console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
631
- return;
632
- }
633
-
634
- this._tempVec1.copy(this._handlerAAttachmentPoint);
635
- this._tempVec2.copy(this._handlerBAttachmentPoint);
636
- this.handlerA.followObject.localToWorld(this._tempVec1);
637
- this.handlerB.followObject.localToWorld(this._tempVec2);
638
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
639
-
640
- this._manipulatorObject.position.copy(this._tempVec3);
641
-
642
- // - lookAt the second point on handlerB
643
- const camera = this.context.mainCamera;
644
- this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
645
- this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
646
-
647
- // - scale based on the distance between the two points
648
- const dist = this._tempVec1.distanceTo(this._tempVec2);
649
- this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
650
-
651
- this._manipulatorObject.updateMatrix();
652
- this._manipulatorObject.updateMatrixWorld(true);
653
-
654
- if (debug) {
655
- Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
656
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
657
-
658
- // const wp = this._manipulatorObject.worldPosition;
659
- // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
660
- }
661
- }
662
-
663
- onDragUpdate() {
664
- // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
665
- // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
666
- // into a reasonable two-handed translation/rotation/scale.
667
- // One approach:
668
- // - position our control object on the center between the two pointer control objects
669
-
670
- // TODO close grab needs to be handled differently because there we don't have a hit point -
671
- // Hit point is just the center of the object
672
- // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
673
-
674
- this.alignManipulator();
675
-
676
- // apply (smoothed) to the gameObject
677
- const lerpStrength = 30;
678
- const lerpFactor = 1.0;
679
-
680
- this._followObject.position.copy(this._manipulatorPosOffset);
681
- this._followObject.quaternion.copy(this._manipulatorRotOffset);
682
- this._followObject.scale.copy(this._manipulatorScaleOffset);
683
-
684
- const draggedObject = this.gameObject;
685
- const targetObject = this._followObject;
686
-
687
- if (!draggedObject) {
688
- console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
689
- return;
690
- }
691
-
692
- targetObject.updateMatrix();
693
- targetObject.updateMatrixWorld(true);
694
-
695
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
696
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
697
-
698
- // TODO refactor to a common place
699
- // apply constraints (position grid snap, rotation, ...)
700
- if (this.settings.snapGridResolution > 0) {
701
- const wp = this._followObject.worldPosition;
702
- const snap = this.settings.snapGridResolution;
703
- wp.x = Math.round(wp.x / snap) * snap;
704
- wp.y = Math.round(wp.y / snap) * snap;
705
- wp.z = Math.round(wp.z / snap) * snap;
706
- this._followObject.worldPosition = wp;
707
- this._followObject.updateMatrix();
708
- }
709
- if (keepRotation) {
710
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
711
- this._followObject.updateMatrix();
712
- }
713
-
714
- // TODO refactor to a common place
715
- // TODO should use unscaled time here // some test for lerp speed depending on distance
716
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
717
-
718
- const wp = draggedObject.worldPosition;
719
- wp.lerp(targetObject.worldPosition, t);
720
- draggedObject.worldPosition = wp;
721
-
722
- const rot = draggedObject.worldQuaternion;
723
- rot.slerp(targetObject.worldQuaternion, t);
724
- draggedObject.worldQuaternion = rot;
725
-
726
- const scl = draggedObject.worldScale;
727
- scl.lerp(targetObject.worldScale, t);
728
- draggedObject.worldScale = scl;
729
- }
730
-
731
- setTargetObject(obj: Object3D | null): void {
732
- this.gameObject = obj as GameObject;
733
- }
734
- }
735
-
736
-
737
- /**
738
- * Handles a single pointer on an object.
739
- * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
740
- * and controlling object translation based on the drag mode.
741
- */
742
- class DragPointerHandler implements IDragHandler {
743
-
744
- /**
745
- * Returns the accumulated movement of the pointer in world units.
746
- * Used for determining if enough motion has occurred to start a drag.
747
- */
748
- getTotalMovement(): Vector3 { return this._totalMovement; }
749
-
750
- /**
751
- * Returns the object that follows the pointer during dragging operations.
752
- */
753
- get followObject(): GameObject { return this._followObject; }
754
-
755
- /**
756
- * Returns the point where the pointer initially hit the object in local space.
757
- */
758
- get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
759
-
760
- private context: Context;
761
- private gameObject: Object3D | null;
762
- private settings: DragControls;
763
- private _lastRig: IGameObject | undefined = undefined;
764
-
765
- /** This object is placed at the pivot of the dragged object, and parented to the control space. */
766
- private _followObject: GameObject;
767
- private _totalMovement: Vector3 = new Vector3();
768
- /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
769
- * effort someone is putting into moving an object closer or further away. */
770
- private _totalMovementAlongRayDirection: number = 0;
771
- /** Distance between _followObject and its parent at grab start, in local space */
772
- private _grabStartDistance: number = 0;
773
- private _deviceMode!: XRTargetRayMode | "transient-pointer";
774
- private _followObjectStartPosition: Vector3 = new Vector3();
775
- private _followObjectStartQuaternion: Quaternion = new Quaternion();
776
- private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
777
- private _lastDragPosRigSpace: Vector3 | undefined;
778
- private _tempVec: Vector3 = new Vector3();
779
- private _tempMat: Matrix4 = new Matrix4();
780
-
781
- private _hitPointInLocalSpace: Vector3 = new Vector3();
782
- private _hitNormalInLocalSpace: Vector3 = new Vector3();
783
- private _bottomCenter = new Vector3();
784
- private _backCenter = new Vector3();
785
- private _backBottomCenter = new Vector3();
786
- private _bounds = new Box3();
787
- private _dragPlane = new Plane(new Vector3(0, 1, 0));
788
- private _draggedOverObject: Object3D | null = null;
789
- private _draggedOverObjectLastSetUp: Object3D | null = null;
790
- private _draggedOverObjectLastNormal: Vector3 = new Vector3();
791
- private _draggedOverObjectDuration: number = 0;
792
-
793
- /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
794
- setTargetObject(obj: Object3D | null) {
795
- this.gameObject = obj;
796
- }
797
-
798
- constructor(dragControls: DragControls, gameObject: Object3D) {
799
- this.settings = dragControls;
800
- this.context = dragControls.context;
801
- this.gameObject = gameObject;
802
- this._followObject = new Object3D() as GameObject;
803
- }
804
-
805
- recenter() {
806
- if (!this._followObject.parent) {
807
- console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
808
- return;
809
- }
810
- if (!this.gameObject) {
811
- console.warn("Error: space follow object doesn't have a gameObject");
812
- return;
813
- }
814
-
815
- const p = this._followObject.parent as GameObject;
816
-
817
- this.gameObject.add(this._followObject);
818
- this._followObject.matrixAutoUpdate = false;
819
-
820
- this._followObject.position.set(0, 0, 0);
821
- this._followObject.quaternion.set(0, 0, 0, 1);
822
- this._followObject.scale.set(1, 1, 1);
823
-
824
- this._followObject.updateMatrix();
825
- this._followObject.updateMatrixWorld(true);
826
-
827
- p.attach(this._followObject);
828
-
829
- this._followObjectStartPosition.copy(this._followObject.position);
830
- this._followObjectStartQuaternion.copy(this._followObject.quaternion);
831
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
832
-
833
- this._followObject.updateMatrix();
834
- this._followObject.updateMatrixWorld(true);
835
-
836
- const hitPointWP = this._hitPointInLocalSpace.clone();
837
- this.gameObject.localToWorld(hitPointWP);
838
- this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
839
- const rig = NeedleXRSession.active?.rig?.gameObject;
840
- const rigScale = rig?.worldScale.x || 1;
841
- this._grabStartDistance /= rigScale;
842
-
843
- this._totalMovementAlongRayDirection = 0;
844
- this._lastDragPosRigSpace = undefined;
845
-
846
- if (debug) {
847
- Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
848
- Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
849
- }
850
- }
851
-
852
- onDragStart(args: PointerEventData) {
853
- if (!this.gameObject) {
854
- console.warn("Error: space follow object doesn't have a gameObject");
855
- return;
856
- }
857
-
858
- args.event.space.add(this._followObject);
859
-
860
- // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
861
- this._lastDragPosRigSpace = undefined;
862
-
863
- if (args.point && args.normal) {
864
- this._hitPointInLocalSpace.copy(args.point);
865
- this.gameObject.worldToLocal(this._hitPointInLocalSpace);
866
- this._hitNormalInLocalSpace.copy(args.normal);
867
- }
868
- else if (args) {
869
- // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
870
- // convert controller world position to local space instead and use that as hit point
871
- const controller = args.event.space as GameObject;
872
- const controllerWp = controller.worldPosition;
873
- this.gameObject.worldToLocal(controllerWp);
874
- this._hitPointInLocalSpace.copy(controllerWp);
875
-
876
- const controllerUp = controller.worldUp;
877
- this._tempMat.copy(this.gameObject.matrixWorld).invert();
878
- controllerUp.transformDirection(this._tempMat);
879
- this._hitNormalInLocalSpace.copy(controllerUp);
880
- }
881
-
882
- this.recenter();
883
-
884
- this._totalMovement.set(0, 0, 0);
885
- this._deviceMode = args.mode;
886
-
887
-
888
- const dragSource = this._followObject.parent as IGameObject;
889
- const rayDirection = dragSource.worldForward;
890
-
891
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
892
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
893
-
894
- // set up drag plane; we don't really know the normal yet but we can already set the point
895
- const hitWP = this._hitPointInLocalSpace.clone();
896
- this.gameObject.localToWorld(hitWP);
897
-
898
- switch (dragMode) {
899
- case DragMode.XZPlane:
900
- const up = new Vector3(0, 1, 0);
901
- if (this.gameObject.parent) {
902
- // TODO in this case _dragPlane should be in parent space, not world space,
903
- // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
904
- up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
905
- }
906
- this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
907
- break;
908
- case DragMode.HitNormal:
909
- const hitNormal = this._hitNormalInLocalSpace.clone();
910
- hitNormal.transformDirection(this.gameObject.matrixWorld);
911
- this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
912
- break;
913
- case DragMode.Attached:
914
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
915
- break;
916
- case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
917
- this.setPlaneViewAligned(hitWP, true);
918
- break;
919
- case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
920
- this.setPlaneViewAligned(hitWP, false);
921
- break;
922
- case DragMode.None:
923
- break;
924
- }
925
-
926
- // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
927
- // const bbox = new Box3();
928
- const p = this.gameObject.parent;
929
- const localP = this.gameObject.position.clone();
930
- const localQ = this.gameObject.quaternion.clone();
931
- const localS = this.gameObject.scale.clone();
932
- // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
933
- const matrixWorld = this.gameObject.matrixWorld.clone();
934
-
935
- if (p) p.remove(this.gameObject);
936
- this.gameObject.position.set(0, 0, 0);
937
- this.gameObject.quaternion.set(0, 0, 0, 1);
938
- this.gameObject.scale.set(1, 1, 1);
939
- const bbox = getBoundingBox([this.gameObject]);
940
- // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
941
- bbox.expandByPoint(this.gameObject.worldPosition);
942
-
943
- // console.log(this.gameObject.position.y - bbox.min.y)
944
- // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
945
-
946
- // get front center point of the bbox. basically (0, 0, 1) in local space
947
- const bboxCenter = new Vector3();
948
- bbox.getCenter(bboxCenter);
949
- const bboxSize = new Vector3();
950
- bbox.getSize(bboxSize);
951
-
952
- // attachment points for dragging
953
- this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
954
- this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
955
- this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
956
-
957
- this._bounds.copy(bbox);
958
-
959
- // restore original transform
960
- if (p) p.add(this.gameObject);
961
- this.gameObject.position.copy(localP);
962
- this.gameObject.quaternion.copy(localQ);
963
- this.gameObject.scale.copy(localS);
964
- this.gameObject.matrixWorld.copy(matrixWorld);
965
-
966
- // surface snapping
967
- this._draggedOverObject = null;
968
- this._draggedOverObjectLastSetUp = null;
969
- this._draggedOverObjectLastNormal.set(0, 1, 0);
970
- this._draggedOverObjectDuration = 0;
971
- }
972
-
973
- collectMovementInfo() {
974
- // we're dragging - there is a controlling object
975
- if (!this._followObject.parent) return;
976
-
977
- // TODO This should all be handled properly per-pointer
978
- // and we want to have a chance to react to multiple pointers being on the same object.
979
- // some common stuff (calculating of movement offsets, etc) could be done by default
980
- // and then the main thing to override is the actual movement of the object based on N _followObjects
981
-
982
- const dragSource = this._followObject.parent as IGameObject;
983
-
984
- // modify _followObject with constraints, e.g.
985
- // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
986
- /* TODO fix jump on drag start
987
- const p0 = this._followObject.parent as GameObject;
988
- const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
989
- const p = new Vector3();
990
- const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
991
- if (t0 !== null)
992
- this._followObject.worldPosition = t0;
993
- */
994
-
995
- this._followObject.updateMatrix();
996
- const dragPosRigSpace = dragSource.worldPosition;
997
- const rig = NeedleXRSession.active?.rig?.gameObject;
998
- if (rig)
999
- rig.worldToLocal(dragPosRigSpace);
1000
-
1001
- // sum up delta
1002
- // TODO We need to do all/most of these calculations in Rig Space instead of world space
1003
- // moving the rig while holding an object should not affect _rayDelta / _dragDelta
1004
- if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
1005
- this._lastDragPosRigSpace = dragPosRigSpace.clone();
1006
- this._lastRig = rig;
1007
- }
1008
- this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
1009
-
1010
- const rayDirectionRigSpace = dragSource.worldForward;
1011
- if (rig) {
1012
- this._tempMat.copy(rig.matrixWorld).invert();
1013
- rayDirectionRigSpace.transformDirection(this._tempMat);
1014
- }
1015
- // sum up delta movement along ray
1016
- this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
1017
- this._tempVec.x = Math.abs(this._tempVec.x);
1018
- this._tempVec.y = Math.abs(this._tempVec.y);
1019
- this._tempVec.z = Math.abs(this._tempVec.z);
1020
-
1021
- // sum up absolute total movement
1022
- this._totalMovement.add(this._tempVec);
1023
- this._lastDragPosRigSpace.copy(dragPosRigSpace);
1024
-
1025
- if (debug) {
1026
- let wp = dragPosRigSpace;
1027
- // ray direction of the input source object
1028
- if (rig) {
1029
- wp = wp.clone();
1030
- wp.transformDirection(rig.matrixWorld);
1031
- }
1032
- Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
1033
- }
1034
- }
1035
-
1036
- onDragUpdate(numberOfPointers: number) {
1037
-
1038
- // can only handle a single pointer
1039
- // if there's more, we defer to multi-touch drag handlers
1040
- if (numberOfPointers > 1) return;
1041
- const draggedObject = this.gameObject as IGameObject | null;
1042
- if (!draggedObject || !this._followObject) {
1043
- console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
1044
- return;
1045
- }
1046
- const dragSource = this._followObject.parent as IGameObject | null;
1047
- if (!dragSource) {
1048
- console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
1049
- return;
1050
- }
1051
- this._followObject.updateMatrix();
1052
- const dragSourceWP = dragSource.worldPosition;
1053
- const rayDirection = dragSource.worldForward;
1054
-
1055
-
1056
- // Actually move and rotate draggedObject
1057
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
1058
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
1059
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
1060
-
1061
- if (dragMode === DragMode.None) return;
1062
-
1063
- const lerpStrength = 10;
1064
- // - keeping rotation constant during dragging
1065
- if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1066
- this._followObject.updateMatrix();
1067
- this._followObject.updateMatrixWorld(true);
1068
-
1069
- // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
1070
- let currentDist = 1.0;
1071
- let lerpFactor = 2.0;
1072
- if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
1073
- {
1074
- const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
1075
- currentDist = Math.max(0.0, factor);
1076
- currentDist = currentDist * currentDist * currentDist;
1077
- }
1078
- else if (this._grabStartDistance <= 0.5) {
1079
- // TODO there's still a frame delay between dragged objects and the hand models
1080
- lerpFactor = 3.0;
1081
- }
1082
-
1083
- // reset _followObject to its original position and rotation
1084
- this._followObject.position.copy(this._followObjectStartPosition);
1085
- if (!keepRotation)
1086
- this._followObject.quaternion.copy(this._followObjectStartQuaternion);
1087
-
1088
- // TODO restore previous functionality:
1089
- // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
1090
- // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
1091
- // move the grabbed point to your head and not slap the cube in your head.
1092
- this._followObject.position.multiplyScalar(currentDist);
1093
- this._followObject.updateMatrix();
1094
-
1095
- const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
1096
- this._hasLastSurfaceHitPoint = false;
1097
- const ray = new Ray(dragSourceWP, rayDirection);
1098
- let didHit = false;
1099
-
1100
- // Surface snapping.
1101
- // Feels quite weird in VR right now!
1102
- if (dragMode == DragMode.SnapToSurfaces) {
1103
- // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
1104
- // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
1105
- // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
1106
- const hits = this.context.physics.raycastFromRay(ray, {
1107
- testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject// && !(o instanceof GroundedSkybox)
1108
- });
1109
-
1110
- if (hits.length > 0) {
1111
- const hit = hits[0];
1112
- // if we're above the same surface for a specified time, adjust drag options:
1113
- // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
1114
- // - if the drag plane is an object, we also want to
1115
- // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
1116
- // - rotate the dragged object to match the surface normal
1117
- if (this._draggedOverObject === hit.object)
1118
- this._draggedOverObjectDuration += this.context.time.deltaTime;
1119
- else {
1120
- this._draggedOverObject = hit.object;
1121
- this._draggedOverObjectDuration = 0;
1122
- }
1123
-
1124
- if (hit.face) {
1125
- didHit = true;
1126
- this._hasLastSurfaceHitPoint = true;
1127
- this._lastSurfaceHitPoint.copy(hit.point);
1128
-
1129
- const dragTimeThreshold = 0.15;
1130
- const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
1131
- const dragDistance = 0.001;
1132
- const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
1133
- // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
1134
- const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
1135
- // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
1136
- // or if the surface normal changed
1137
- if ((dragTimeSatisfied || dragDistanceSatisfied) &&
1138
- (this._draggedOverObjectLastSetUp !== this._draggedOverObject
1139
- || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
1140
- // if we're dragging on a flat surface with different levels (like the sandbox floor)
1141
- || this.context.time.frame % 60 === 0
1142
- )
1143
- ) {
1144
- this._draggedOverObjectLastSetUp = this._draggedOverObject;
1145
- this._draggedOverObjectLastNormal.copy(hit.face.normal);
1146
-
1147
- const center = getTempVector();
1148
- const size = getTempVector();
1149
-
1150
- this._bounds.getCenter(center);
1151
- this._bounds.getSize(size);
1152
- center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1153
- this._hitPointInLocalSpace.copy(center);
1154
- this._hitNormalInLocalSpace.copy(hit.face.normal);
1155
-
1156
-
1157
- // ensure plane is far enough up that we don't drag into the surface
1158
- // Which offset we use here depends on the face normal direction we hit
1159
- // If we hit the bottom, we want to use the top, and vice versa
1160
- // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1161
- this._bounds.getCenter(center);
1162
- this._bounds.getSize(size);
1163
- center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1164
-
1165
- const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1166
- this._followObject.localToWorld(offset);
1167
-
1168
- // See https://linear.app/needle/issue/NE-5004
1169
- // const offsetWP = this._followObject.worldPosition.sub(offset);
1170
- const point = hit.point;//.sub(offsetWP);
1171
-
1172
- // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1173
- // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1174
- // console.log(hit.normal)
1175
-
1176
- this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1177
- }
1178
- // If the drag has just started and we're not yet really starting to update the object's position
1179
- // we want to return here and wait until the drag has been going on for a bit
1180
- // Otherwise the object will either immediately change it's position (when the user starts dragging)
1181
- // Or interpolate to a wrong position for a short moment
1182
- else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1183
- return;
1184
- }
1185
- }
1186
- }
1187
- else if (didHaveSurfaceHitPointLastFrame) {
1188
- if (this.gameObject)
1189
- this.setPlaneViewAligned(this.gameObject.worldPosition, false)
1190
- }
1191
- }
1192
-
1193
- // if(dragMode === DragMode.SnapToSurfaces){
1194
- // if(!didHit){
1195
- // return;
1196
- // }
1197
- // }
1198
-
1199
- // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1200
- // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1201
- // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1202
- // Drag on plane:
1203
- if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1204
-
1205
- this._followObject.worldPosition = this._tempVec;
1206
- this._followObject.updateMatrix();
1207
- this._followObject.updateMatrixWorld(true);
1208
-
1209
- const newWP = getTempVector(this._hitPointInLocalSpace)//.clone();
1210
- this._followObject.localToWorld(newWP);
1211
-
1212
- if (debug) {
1213
- Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1214
- }
1215
-
1216
- this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1217
- this._followObject.updateMatrix();
1218
-
1219
- // TODO figure out nicer look rotation here
1220
- // TODO rotating here will cause the object to intersect again with the surface
1221
- // if (!keepRotation) {
1222
- // const normal = this._dragPlane.normal;
1223
- // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1224
- // // Otherwise lookat will randomly choose a different rotation axis
1225
- // const tinyNormalJiggle = 0.00001;
1226
- // if (normal.x === 1) {
1227
- // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1228
- // }
1229
- // else if (normal.y === 1) {
1230
- // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1231
- // }
1232
- // else if (normal.z === 1) {
1233
- // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1234
- // }
1235
- // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1236
- // if (lookPoint) {
1237
- // this._followObject.lookAt(lookPoint);
1238
- // this._followObject.rotateX(Math.PI / 2);
1239
- // }
1240
- // }
1241
-
1242
- this._followObject.updateMatrix();
1243
- }
1244
-
1245
- // TODO refactor to a common place
1246
- // apply constraints (position grid snap, rotation, ...)
1247
- if (this.settings.snapGridResolution > 0) {
1248
- const wp = this._followObject.worldPosition;
1249
- const snap = this.settings.snapGridResolution;
1250
- wp.x = Math.round(wp.x / snap) * snap;
1251
- wp.y = Math.round(wp.y / snap) * snap;
1252
- wp.z = Math.round(wp.z / snap) * snap;
1253
- this._followObject.worldPosition = wp;
1254
- this._followObject.updateMatrix();
1255
- }
1256
- if (keepRotation) {
1257
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1258
- this._followObject.updateMatrix();
1259
- }
1260
-
1261
- // TODO refactor to a common place
1262
- // TODO should use unscaled time here // some test for lerp speed depending on distance
1263
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
1264
- const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1265
-
1266
- const wp = draggedObject.worldPosition;
1267
- wp.lerp(this._followObject.worldPosition, t);
1268
- draggedObject.worldPosition = wp;
1269
-
1270
- const rot = draggedObject.worldQuaternion;
1271
- rot.slerp(this._followObject.worldQuaternion, t_rotation);
1272
- draggedObject.worldQuaternion = rot;
1273
-
1274
-
1275
- if (debug) {
1276
- const hitPointWP = this._hitPointInLocalSpace.clone();
1277
- draggedObject.localToWorld(hitPointWP);
1278
- // draw grab attachment point and normal. They are in grabbed object space
1279
- Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1280
- const hitNormalWP = this._hitNormalInLocalSpace.clone();
1281
- hitNormalWP.applyQuaternion(rot);
1282
- Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1283
-
1284
- // debug info
1285
- Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
1286
- `Distance: ${this._totalMovement.length().toFixed(2)}\n
1287
- Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1288
- Session: ${!!NeedleXRSession.active}\n
1289
- Device: ${this._deviceMode}\n
1290
- `,
1291
- 0.03
1292
- );
1293
-
1294
- // draw bottom/back snap points
1295
- const bottomCenter = this._bottomCenter.clone();
1296
- const backCenter = this._backCenter.clone();
1297
- const backBottomCenter = this._backBottomCenter.clone();
1298
- draggedObject.localToWorld(bottomCenter);
1299
- draggedObject.localToWorld(backCenter);
1300
- draggedObject.localToWorld(backBottomCenter);
1301
- Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1302
- Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1303
- Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1304
- Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1305
- Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1306
- }
1307
- }
1308
-
1309
- onDragEnd(args: PointerEventData) {
1310
- console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1311
- this._followObject.removeFromParent();
1312
- this._followObject.destroy();
1313
- this._lastDragPosRigSpace = undefined;
1314
- }
1315
-
1316
-
1317
- private _hasLastSurfaceHitPoint: boolean = false;
1318
- private readonly _lastSurfaceHitPoint: Vector3 = new Vector3();
1319
-
1320
- private setPlaneViewAligned(worldPoint: Vector3, useUpAngle: boolean) {
1321
- if (!this._followObject.parent) {
1322
- return false;
1323
- }
1324
- const viewDirection = (this._followObject.parent as IGameObject).worldForward;;
1325
- const v0 = getTempVector(0, 1, 0);
1326
- const v1 = viewDirection;
1327
- const angle = v0.angleTo(v1);
1328
- const angleThreshold = 0.5;
1329
- if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1330
- this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1331
- else
1332
- this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1333
- return true;
1334
-
1335
- }
1336
- }
1337
-
1338
- /**
1339
- * Provides visual helper elements for DragControls.
1340
- * Shows where objects will be placed and their relation to surfaces below them.
1341
- */
1342
- class LegacyDragVisualsHelper {
1343
-
1344
- /** Controls whether visual helpers like lines and markers are displayed */
1345
- showGizmo: boolean = true;
1346
-
1347
- /** When true, drag plane alignment changes based on view angle */
1348
- useViewAngle: boolean = true;
1349
-
1350
- /**
1351
- * Checks if there is a currently selected object being visualized
1352
- */
1353
- public get hasSelected(): boolean {
1354
- return this._selected !== null && this._selected !== undefined;
1355
- }
1356
-
1357
- /**
1358
- * Returns the currently selected object being visualized, if any
1359
- */
1360
- public get selected(): Object3D | null {
1361
- return this._selected;
1362
- }
1363
-
1364
- private _selected: Object3D | null = null;
1365
- private _context: Context | null = null;
1366
- private _camera: Camera;
1367
- private _cameraPlane: Plane = new Plane();
1368
-
1369
- private _hasGroundPlane: boolean = false;
1370
- private _groundPlane: Plane = new Plane();
1371
- private _groundOffset: Vector3 = new Vector3();
1372
- private _groundOffsetFactor: number = 0;
1373
- private _groundDistance: number = 0;
1374
- private _groundPlanePoint: Vector3 = new Vector3();
1375
-
1376
- private _raycaster = new Raycaster();
1377
- private _cameraPlaneOffset = new Vector3();
1378
- private _intersection = new Vector3();
1379
- private _worldPosition = new Vector3();
1380
- private _inverseMatrix = new Matrix4();
1381
- private _rbs: Rigidbody[] = [];
1382
-
1383
- private _groundLine: Line;
1384
- private _groundMarker: Object3D;
1385
- private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1386
-
1387
- constructor(camera: Camera) {
1388
- this._camera = camera;
1389
-
1390
- const line = new Line(LegacyDragVisualsHelper.geometry);
1391
- const mat = line.material as LineBasicMaterial;
1392
- mat.color = new Color(.4, .4, .4);
1393
- line.layers.set(2);
1394
- line.name = 'line';
1395
- line.scale.y = 1;
1396
- this._groundLine = line;
1397
-
1398
- const geometry = new SphereGeometry(.5, 22, 22);
1399
- const material = new MeshBasicMaterial({ color: mat.color });
1400
- const sphere = new Mesh(geometry, material);
1401
- sphere.visible = false;
1402
- sphere.layers.set(2);
1403
- this._groundMarker = sphere;
1404
- }
1405
-
1406
- setSelected(newSelected: Object3D | null, context: Context) {
1407
- if (this._selected && context) {
1408
- for (const rb of this._rbs) {
1409
- rb.wakeUp();
1410
- rb.setVelocity(0, 0, 0);
1411
- }
1412
- }
1413
-
1414
- if (this._selected) {
1415
- // TODO move somewhere else
1416
- Avatar_POI.Remove(context, this._selected);
1417
- }
1418
-
1419
- this._selected = newSelected;
1420
- this._context = context;
1421
- this._rbs.length = 0;
1422
-
1423
- if (newSelected) {
1424
- context.scene.add(this._groundLine);
1425
- context.scene.add(this._groundMarker);
1426
- }
1427
- else {
1428
- this._groundLine.removeFromParent();
1429
- this._groundMarker.removeFromParent();
1430
- }
1431
-
1432
- if (this._selected) {
1433
- if (!context) {
1434
- console.error("DragHelper: no context");
1435
- return;
1436
- }
1437
-
1438
- // TODO move somewhere else
1439
- Avatar_POI.Add(context, this._selected, null);
1440
-
1441
- this._groundOffsetFactor = 0;
1442
- this._hasGroundPlane = true;
1443
- this._groundOffset.set(0, 0, 0);
1444
- this._requireUpdateGroundPlane = true;
1445
-
1446
- this.onUpdateScreenSpacePlane();
1447
- }
1448
- }
1449
-
1450
- private _groundOffsetVector = new Vector3(0, 1, 0);
1451
- private _requireUpdateGroundPlane = true;
1452
- private _didDragOnGroundPlaneLastFrame: boolean = false;
1453
-
1454
- onUpdate(_context: Context) {
1455
-
1456
- if (!this._selected) return;
1457
-
1458
- // const wp = getWorldPosition(this._selected);
1459
- // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1460
- // this.onUpdateGroundPlane();
1461
- // this._didDragOnGroundPlaneLastFrame = true;
1462
- // this._hasGroundPlane = true;
1463
-
1464
- /*
1465
- if (!this._context) return;
1466
-
1467
- const mainKey: KeyCode = "Space";
1468
- const secondaryKey: KeyCode = "KeyD";
1469
- const scaleKey: KeyCode = "KeyS";
1470
-
1471
- const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1472
- const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1473
- if (isRotating) {
1474
- const dt = this._context.input.getPointerPositionDelta(0);
1475
- if (dt) {
1476
- this._groundOffsetVector.set(0, 1, 0);
1477
- this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1478
- }
1479
- }
1480
-
1481
- // todo: allow this once synced transform sends world scale
1482
- // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1483
- // if(isScaling){
1484
- // const dt = this._context.input.getPointerPositionDelta(0);
1485
- // if(dt){
1486
- // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1487
- // return;
1488
- // }
1489
- // }
1490
-
1491
- const rc = this._context.input.getPointerPositionRC(0);
1492
- if (!rc) return;
1493
- this._raycaster.setFromCamera(rc, this._camera);
1494
-
1495
- if (this._selected) {
1496
- if (debug) console.log("UPDATE DRAG", this._selected);
1497
- this._groundOffsetVector.set(0, 1, 0);
1498
- const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1499
- const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1500
-
1501
- const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1502
- let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1503
- if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1504
- dragOnGroundPlane = false;
1505
- }
1506
- const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1507
- this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1508
-
1509
- if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1510
- if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1511
- this.onUpdateGroundPlane();
1512
-
1513
- this._requireUpdateGroundPlane = false;
1514
- if (this._hasGroundPlane) {
1515
- // const wp = getWorldPosition(this._selected);
1516
- // const ray = new Ray(wp, new Vector3(0, -1, 0));
1517
-
1518
- if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1519
- const y = this._intersection.y;
1520
- this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1521
- this._groundPlanePoint.y = y;
1522
-
1523
- if (dragOnGroundPlane) {
1524
- this._groundOffsetVector.set(0, 1, 0);
1525
- // console.log(this._groundOffset);
1526
- const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1527
- this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1528
- this.onDidUpdate();
1529
- return;
1530
- }
1531
- }
1532
- // TODO: fix this
1533
- else this._groundPlanePoint.set(0, 99999, 0);
1534
- // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1535
- // const y = this._intersection.y;
1536
- // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1537
- // this._groundPlanePoint.y = y;
1538
- // }
1539
- }
1540
-
1541
- if (changed) {
1542
- this.onUpdateScreenSpacePlane();
1543
- }
1544
-
1545
- this._requireUpdateGroundPlane = true;
1546
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1547
- this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1548
- this.onDidUpdate();
1549
- }
1550
- }
1551
- */
1552
- }
1553
-
1554
- private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
1555
- if (!this._selected) return;
1556
- if (heightOnly) {
1557
- const cur = getWorldPosition(this._selected);
1558
- cur.y = wp.y;
1559
- wp = cur;
1560
- }
1561
- setWorldPosition(this._selected, wp);
1562
- setWorldPosition(this._groundLine, wp);
1563
- if (this._hasGroundPlane) {
1564
- this._groundLine.scale.y = this._groundDistance;
1565
- }
1566
- else this._groundLine.scale.y = 1000;
1567
- this._groundLine.visible = this.showGizmo;
1568
-
1569
- this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1570
- if (pointOnPlane) {
1571
- const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1572
- this._groundMarker.scale.set(s, s, s);
1573
- setWorldPosition(this._groundMarker, pointOnPlane);
1574
- }
1575
- }
1576
-
1577
- private onUpdateScreenSpacePlane() {
1578
- if (!this._selected || !this._context) return;
1579
- const rc = this._context.input.getPointerPositionRC(0);
1580
- if (!rc) return;
1581
- this._raycaster.setFromCamera(rc, this._camera);
1582
- this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1583
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1584
- this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1585
- this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1586
- }
1587
- }
1588
-
1589
- private onUpdateGroundPlane() {
1590
- if (!this._selected || !this._context) return;
1591
- const wp = getWorldPosition(this._selected);
1592
- const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1593
- const opts = new RaycastOptions();
1594
- opts.testObject = o => o !== this._selected;
1595
- const hits = this._context.physics.raycastFromRay(ray, opts);
1596
- for (let i = 0; i < hits.length; i++) {
1597
- const hit = hits[i];
1598
- if (!hit.face || this.contains(this._selected, hit.object)) {
1599
- continue;
1600
- }
1601
- const normal = getTempVector(0, 1, 0); // hit.face.normal
1602
- this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1603
- break;
1604
- }
1605
-
1606
- this._hasGroundPlane = true;
1607
- this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1608
- this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1609
- this._groundDistance = this._intersection.distanceTo(wp);
1610
- this._groundOffset.copy(this._intersection).sub(wp);
1611
- }
1612
-
1613
- private contains(obj: Object3D, toSearch: Object3D): boolean {
1614
- if (obj === toSearch) return true;
1615
- if (obj.children) {
1616
- for (const child of obj.children) {
1617
- if (this.contains(child, toSearch)) return true;
1618
- }
1619
- }
1620
- return false;
1621
- }
1622
- }
1623
-
1
+ import { AxesHelper, Box3, BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
2
+
3
+ import { Gizmos } from "../engine/engine_gizmos.js";
4
+ import { InstancingUtil } from "../engine/engine_instancing.js";
5
+ import { Mathf } from "../engine/engine_math.js";
6
+ import { RaycastOptions } from "../engine/engine_physics.js";
7
+ import { serializable } from "../engine/engine_serialization_decorator.js";
8
+ import { Context } from "../engine/engine_setup.js";
9
+ import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
10
+ import { type IGameObject } from "../engine/engine_types.js";
11
+ import { getParam } from "../engine/engine_utils.js";
12
+ import { NeedleXRSession } from "../engine/engine_xr.js";
13
+ import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
14
+ import { Behaviour, GameObject } from "./Component.js";
15
+ import { UsageMarker } from "./Interactable.js";
16
+ import { Rigidbody } from "./RigidBody.js";
17
+ import { SyncedTransform } from "./SyncedTransform.js";
18
+ import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
19
+ import { ObjectRaycaster } from "./ui/Raycaster.js";
20
+
21
+ /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
22
+ const debug = getParam("debugdrag");
23
+
24
+ /** Buffer to store currently active DragControls components */
25
+ const dragControlsBuffer: DragControls[] = [];
26
+
27
+ /**
28
+ * The DragMode determines how an object is dragged around in the scene.
29
+ */
30
+ export enum DragMode {
31
+ /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
+ XZPlane = 0,
33
+ /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
+ Attached = 1,
35
+ /** Object is dragged along the initial raycast hit normal. */
36
+ HitNormal = 2,
37
+ /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
+ DynamicViewAngle = 3,
39
+ /** The drag plane is snapped to surfaces in the scene while dragging. */
40
+ SnapToSurfaces = 4,
41
+ /** Don't allow dragging the object */
42
+ None = 5,
43
+ }
44
+
45
+ /**
46
+ * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
47
+ * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
48
+ *
49
+ * @category Interactivity
50
+ * @group Components
51
+ */
52
+ export class DragControls extends Behaviour implements IPointerEventHandler {
53
+
54
+ /**
55
+ * Checks if any DragControls component is currently active with selected objects
56
+ * @returns True if any DragControls component is currently active
57
+ */
58
+ public static get HasAnySelected(): boolean { return this._active > 0; }
59
+ private static _active: number = 0;
60
+
61
+ /**
62
+ * Retrieves a list of all DragControl components that are currently dragging objects.
63
+ * @returns Array of currently active DragControls components
64
+ */
65
+ public static get CurrentlySelected() {
66
+ dragControlsBuffer.length = 0;
67
+ for (const dc of this._instances) {
68
+ if (dc._isDragging) {
69
+ dragControlsBuffer.push(dc);
70
+ }
71
+ }
72
+ return dragControlsBuffer;
73
+ }
74
+ /** Registry of currently active and enabled DragControls components */
75
+ private static _instances: DragControls[] = [];
76
+
77
+ /**
78
+ * Determines how and where the object is dragged along. Different modes include
79
+ * dragging along a plane, attached to the pointer, or following surface normals.
80
+ */
81
+ @serializable()
82
+ public dragMode: DragMode = DragMode.DynamicViewAngle;
83
+
84
+ /**
85
+ * Snaps dragged objects to a 3D grid with the specified resolution.
86
+ * Set to 0 to disable snapping.
87
+ */
88
+ @serializable()
89
+ public snapGridResolution: number = 0.0;
90
+
91
+ /**
92
+ * When true, maintains the original rotation of the dragged object while moving it.
93
+ * When false, allows the object to rotate freely during dragging.
94
+ */
95
+ @serializable()
96
+ public keepRotation: boolean = true;
97
+
98
+ /**
99
+ * Determines how and where the object is dragged along while dragging in XR.
100
+ * Uses a separate setting from regular drag mode for better XR interaction.
101
+ */
102
+ @serializable()
103
+ public xrDragMode: DragMode = DragMode.Attached;
104
+
105
+ /**
106
+ * When true, maintains the original rotation of the dragged object during XR dragging.
107
+ * When false, allows the object to rotate freely during XR dragging.
108
+ */
109
+ @serializable()
110
+ public xrKeepRotation: boolean = false;
111
+
112
+ /**
113
+ * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
114
+ * Higher values make distance changes more pronounced.
115
+ * This is similar to mouse acceleration on a screen.
116
+ */
117
+ @serializable()
118
+ public xrDistanceDragFactor: number = 1;
119
+
120
+ /**
121
+ * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
122
+ * providing visual feedback about the object's position relative to surfaces below it.
123
+ */
124
+ @serializable()
125
+ public showGizmo: boolean = false;
126
+
127
+ /**
128
+ * Returns the object currently being dragged by this DragControls component, if any.
129
+ * @returns The object being dragged or null if no object is currently dragged
130
+ */
131
+ get draggedObject() {
132
+ return this._targetObject;
133
+ }
134
+
135
+ /**
136
+ * Updates the object that is being dragged by the DragControls.
137
+ * This can be used to change the target during a drag operation.
138
+ * @param obj The new object to drag, or null to stop dragging
139
+ */
140
+ setTargetObject(obj: Object3D | null) {
141
+ this._targetObject = obj;
142
+ for (const handler of this._dragHandlers.values()) {
143
+ handler.setTargetObject(obj);
144
+ }
145
+
146
+ // If the object was kinematic we want to reset it
147
+ const wasKinematicKey = "_rigidbody-was-kinematic";
148
+ if (this._rigidbody?.[wasKinematicKey] === false) {
149
+ this._rigidbody.isKinematic = false;
150
+ this._rigidbody[wasKinematicKey] = undefined;
151
+
152
+ }
153
+
154
+ this._rigidbody = null;
155
+ // If we have a object that is being dragged we want to get the Rigidbody component
156
+ // and we set kinematic to false while it's being dragged
157
+ if (obj) {
158
+ this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
159
+ if (this._rigidbody?.isKinematic === false) {
160
+ this._rigidbody.isKinematic = true;
161
+ this._rigidbody[wasKinematicKey] = false;
162
+ }
163
+ }
164
+ }
165
+
166
+ private _rigidbody: Rigidbody | null = null;
167
+
168
+ // future:
169
+ // constraints?
170
+
171
+
172
+ /** The object to be dragged – we pass this to handlers when they are created */
173
+ private _targetObject: Object3D | null = null;
174
+ private _dragHelper: LegacyDragVisualsHelper | null = null;
175
+ private static lastHovered: Object3D;
176
+ private _draggingRigidbodies: Rigidbody[] = [];
177
+ private _potentialDragStartEvt: PointerEventData | null = null;
178
+ private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
179
+ private _totalMovement: Vector3 = new Vector3();
180
+ /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
181
+ private _marker: UsageMarker | null = null;
182
+ private _isDragging: boolean = false;
183
+ private _didDrag: boolean = false;
184
+
185
+ /** @internal */
186
+ awake() {
187
+ // initialize all data that may be cloned incorrectly otherwise
188
+ this._potentialDragStartEvt = null;
189
+ this._dragHandlers = new Map();
190
+ this._totalMovement = new Vector3();
191
+ this._marker = null;
192
+ this._isDragging = false;
193
+ this._didDrag = false;
194
+ this._dragHelper = null;
195
+ this._draggingRigidbodies = [];
196
+ }
197
+
198
+ /** @internal */
199
+ start() {
200
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster))
201
+ this.gameObject.addComponent(ObjectRaycaster);
202
+ }
203
+
204
+ /** @internal */
205
+ onEnable(): void {
206
+ DragControls._instances.push(this);
207
+ }
208
+ /** @internal */
209
+ onDisable(): void {
210
+ DragControls._instances = DragControls._instances.filter(i => i !== this);
211
+ }
212
+
213
+ /**
214
+ * Checks if editing is allowed for the current networking connection.
215
+ * @param _obj Optional object to check edit permissions for
216
+ * @returns True if editing is allowed
217
+ */
218
+ private allowEdit(_obj: Object3D | null = null) {
219
+ return this.context.connection.allowEditing;
220
+ }
221
+
222
+ /**
223
+ * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
224
+ * @param evt Pointer event data containing information about the interaction
225
+ * @internal
226
+ */
227
+ onPointerEnter?(evt: PointerEventData) {
228
+ if (!this.allowEdit(this.gameObject)) return;
229
+ if (evt.mode !== "screen") return;
230
+
231
+ // get the drag mode and check if we need to abort early here
232
+ const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
233
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
234
+ if (dragMode === DragMode.None) return;
235
+
236
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
237
+ if (!dc || dc !== this) return;
238
+ DragControls.lastHovered = evt.object;
239
+ this.context.domElement.style.cursor = 'pointer';
240
+ }
241
+
242
+ /**
243
+ * Handles pointer movement events. Marks the event as used if dragging is active.
244
+ * @param args Pointer event data containing information about the movement
245
+ * @internal
246
+ */
247
+ onPointerMove?(args: PointerEventData) {
248
+ if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
249
+ }
250
+
251
+ /**
252
+ * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
253
+ * @param evt Pointer event data containing information about the interaction
254
+ * @internal
255
+ */
256
+ onPointerExit?(evt: PointerEventData) {
257
+ if (!this.allowEdit(this.gameObject)) return;
258
+ if (evt.mode !== "screen") return;
259
+ if (DragControls.lastHovered !== evt.object) return;
260
+ this.context.domElement.style.cursor = 'auto';
261
+ }
262
+
263
+ /**
264
+ * Handles pointer down events. Initiates the potential drag operation if conditions are met.
265
+ * @param args Pointer event data containing information about the interaction
266
+ * @internal
267
+ */
268
+ onPointerDown(args: PointerEventData) {
269
+ if (!this.allowEdit(this.gameObject)) return;
270
+ if (args.used) return;
271
+
272
+ // get the drag mode and check if we need to abort early here
273
+ const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
274
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
275
+ if (dragMode === DragMode.None) return;
276
+
277
+ DragControls.lastHovered = args.object;
278
+
279
+ if (args.button === 0) {
280
+ if (this._dragHandlers.size === 0) {
281
+ this._didDrag = false;
282
+ this._totalMovement.set(0, 0, 0);
283
+ this._potentialDragStartEvt = args;
284
+ }
285
+ if (!this._targetObject) {
286
+ this.setTargetObject(this.gameObject);
287
+ }
288
+
289
+ DragControls._active += 1;
290
+
291
+ const newDragHandler = new DragPointerHandler(this, this._targetObject!);
292
+ this._dragHandlers.set(args.event.space, newDragHandler);
293
+
294
+ newDragHandler.onDragStart(args);
295
+
296
+ if (this._dragHandlers.size === 2) {
297
+ const iterator = this._dragHandlers.values();
298
+ const a = iterator.next().value;
299
+ const b = iterator.next().value;
300
+ if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
301
+ const mtHandler = new MultiTouchDragHandler(this, this._targetObject!, a, b);
302
+ this._dragHandlers.set(this.gameObject, mtHandler);
303
+ mtHandler.onDragStart(args);
304
+ }
305
+ else {
306
+ console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
307
+ }
308
+ }
309
+
310
+ args.use();
311
+ }
312
+ }
313
+
314
+ /**
315
+ * Handles pointer up events. Finalizes or cancels the drag operation.
316
+ * @param args Pointer event data containing information about the interaction
317
+ * @internal
318
+ */
319
+ onPointerUp(args: PointerEventData) {
320
+ if (debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
321
+ if (!this.allowEdit(this.gameObject)) return;
322
+ if (args.button !== 0) return;
323
+ this._potentialDragStartEvt = null;
324
+
325
+ const handler = this._dragHandlers.get(args.event.space);
326
+ const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
327
+ if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
328
+ // any of the two handlers has been released, so we can remove the multi-touch handler
329
+ this._dragHandlers.delete(this.gameObject);
330
+ mtHandler.onDragEnd(args);
331
+ }
332
+
333
+ if (handler) {
334
+ if (DragControls._active > 0)
335
+ DragControls._active -= 1;
336
+
337
+ this.setTargetObject(null);
338
+
339
+ if (handler.onDragEnd) handler.onDragEnd(args);
340
+ this._dragHandlers.delete(args.event.space);
341
+
342
+ if (this._dragHandlers.size === 0) {
343
+ this.onLastDragEnd(args);
344
+ }
345
+ args.use();
346
+ }
347
+ }
348
+
349
+ /**
350
+ * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
351
+ * and triggers drag start once there's enough movement.
352
+ * @internal
353
+ */
354
+ update(): void {
355
+ for (const handler of this._dragHandlers.values()) {
356
+ if (handler.collectMovementInfo) handler.collectMovementInfo();
357
+ // TODO this doesn't make sense, we should instead just use the max here
358
+ // or even better, each handler can decide on their own how to handle this
359
+ if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
360
+ }
361
+
362
+ // drag start only after having dragged for some pixels
363
+ if (this._potentialDragStartEvt) {
364
+ if (!this._didDrag) {
365
+ // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
366
+ // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
367
+ if (this._totalMovement.length() > 0.0003)
368
+ this._didDrag = true;
369
+ else return;
370
+ }
371
+ const args = this._potentialDragStartEvt;
372
+ this._potentialDragStartEvt = null;
373
+ this.onFirstDragStart(args);
374
+ }
375
+
376
+ for (const handler of this._dragHandlers.values())
377
+ if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
378
+
379
+ if (this._dragHelper && this._dragHelper.hasSelected)
380
+ this.onAnyDragUpdate();
381
+ }
382
+
383
+ /**
384
+ * Called when the first pointer starts dragging on this object.
385
+ * Sets up network synchronization and marks rigidbodies for dragging.
386
+ * Not called for subsequent pointers on the same object.
387
+ * @param evt Pointer event data that initiated the drag
388
+ */
389
+ private onFirstDragStart(evt: PointerEventData) {
390
+ if (!evt || !evt.object) return;
391
+
392
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
393
+ // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
394
+ // then we will ignore this DragControls and not select it.
395
+ // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
396
+ if (!dc || (dc !== this && dc._isDragging)) return;
397
+
398
+ const object = this._targetObject || this.gameObject;
399
+
400
+ if (!object) return;
401
+
402
+ this._isDragging = true;
403
+
404
+ const sync = GameObject.getComponentInChildren(object, SyncedTransform);
405
+ if (debug) console.log("DRAG START", sync, object);
406
+
407
+ if (sync) {
408
+ sync.fastMode = true;
409
+ sync?.requestOwnership();
410
+ }
411
+
412
+ this._marker = GameObject.addComponent(object, UsageMarker);
413
+
414
+ this._draggingRigidbodies.length = 0;
415
+ const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
416
+ if (rbs)
417
+ this._draggingRigidbodies.push(...rbs);
418
+ }
419
+
420
+ /**
421
+ * Called each frame as long as any pointer is dragging this object.
422
+ * Updates visuals and keeps rigidbodies awake during the drag.
423
+ */
424
+ private onAnyDragUpdate() {
425
+ if (!this._dragHelper) return;
426
+ this._dragHelper.showGizmo = this.showGizmo;
427
+
428
+ this._dragHelper.onUpdate(this.context);
429
+ for (const rb of this._draggingRigidbodies) {
430
+ rb.wakeUp();
431
+ rb.resetVelocities();
432
+ rb.resetForcesAndTorques();
433
+ }
434
+
435
+ const object = this._targetObject || this.gameObject;
436
+
437
+ InstancingUtil.markDirty(object);
438
+ }
439
+
440
+ /**
441
+ * Called when the last pointer has been removed from this object.
442
+ * Cleans up drag state and applies final velocities to rigidbodies.
443
+ * @param evt Pointer event data for the last pointer that was lifted
444
+ */
445
+ private onLastDragEnd(evt: PointerEventData | null) {
446
+ if (!this || !this._isDragging) return;
447
+ this._isDragging = false;
448
+ for (const rb of this._draggingRigidbodies) {
449
+ rb.setVelocity(rb.smoothedVelocity);
450
+ }
451
+ this._draggingRigidbodies.length = 0;
452
+ this._targetObject = null;
453
+ if (evt?.object) {
454
+ const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
455
+ if (sync) {
456
+ sync.fastMode = false;
457
+ // sync?.requestOwnership();
458
+ }
459
+ }
460
+ if (this._marker)
461
+ this._marker.destroy();
462
+
463
+ if (!this._dragHelper) return;
464
+ const selected = this._dragHelper.selected;
465
+ if (debug) console.log("DRAG END", selected, selected?.visible)
466
+ this._dragHelper.setSelected(null, this.context);
467
+ }
468
+ }
469
+
470
+ /**
471
+ * Common interface for pointer handlers (single touch and multi touch).
472
+ * Defines methods for tracking movement and managing target objects during drag operations.
473
+ */
474
+ interface IDragHandler {
475
+ /** Used to determine if a drag has happened for this handler */
476
+ getTotalMovement?(): Vector3;
477
+ /** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
478
+ setTargetObject(obj: Object3D | null): void;
479
+
480
+ /** Prewarms the drag – can already move internal points around here but should not move the object itself */
481
+ collectMovementInfo?(): void;
482
+ onDragStart?(args: PointerEventData): void;
483
+ onDragEnd?(args: PointerEventData): void;
484
+ /** The target object is moved around */
485
+ onDragUpdate?(numberOfPointers: number): void;
486
+ }
487
+
488
+ /**
489
+ * Handles two touch points affecting one object.
490
+ * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
491
+ */
492
+ class MultiTouchDragHandler implements IDragHandler {
493
+
494
+ handlerA: DragPointerHandler;
495
+ handlerB: DragPointerHandler;
496
+
497
+ private context: Context;
498
+ private settings: DragControls;
499
+ private gameObject: Object3D;
500
+ private _handlerAAttachmentPoint: Vector3 = new Vector3();
501
+ private _handlerBAttachmentPoint: Vector3 = new Vector3();
502
+
503
+ private _followObject: GameObject;
504
+ private _manipulatorObject: GameObject;
505
+ private _deviceMode!: XRTargetRayMode | "transient-pointer";
506
+ private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
507
+
508
+ constructor(dragControls: DragControls, gameObject: Object3D, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
509
+ this.context = dragControls.context;
510
+ this.settings = dragControls;
511
+ this.gameObject = gameObject;
512
+ this.handlerA = pointerA;
513
+ this.handlerB = pointerB;
514
+
515
+ this._followObject = new Object3D() as GameObject;
516
+ this._manipulatorObject = new Object3D() as GameObject;
517
+
518
+ this.context.scene.add(this._manipulatorObject);
519
+
520
+ const rig = NeedleXRSession.active?.rig?.gameObject;
521
+
522
+ if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
523
+ console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
524
+ return;
525
+ }
526
+
527
+ this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
528
+ this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
529
+ this.gameObject.localToWorld(this._tempVec1);
530
+ this.gameObject.localToWorld(this._tempVec2);
531
+ if (rig) {
532
+ rig.worldToLocal(this._tempVec1);
533
+ rig.worldToLocal(this._tempVec2);
534
+ }
535
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
536
+
537
+ if (this._initialDistance < 0.02) {
538
+ if (debug) {
539
+ console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
540
+ }
541
+ // We want two reasonable pointer attachment points here.
542
+ // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
543
+ this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
544
+ this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
545
+ this._handlerAAttachmentPoint.copy(this._tempVec1);
546
+ this._handlerBAttachmentPoint.copy(this._tempVec2);
547
+ this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
548
+ this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
549
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
550
+
551
+ if (this._initialDistance < 0.001) {
552
+ console.warn("Not supported right now – controller drag points for multitouch are too close!");
553
+ this._initialDistance = 1;
554
+ }
555
+ }
556
+ else {
557
+ this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
558
+ this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
559
+ }
560
+
561
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
562
+ this._initialScale.copy(gameObject.scale);
563
+
564
+ if (debug) {
565
+ this._followObject.add(new AxesHelper(2));
566
+ this._manipulatorObject.add(new AxesHelper(5));
567
+
568
+ const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
569
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
570
+ Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
571
+ }
572
+ }
573
+
574
+ onDragStart(_args: PointerEventData): void {
575
+ // align _followObject with the object we want to drag
576
+ this.gameObject.add(this._followObject);
577
+ this._followObject.matrixAutoUpdate = false;
578
+ this._followObject.matrix.identity();
579
+ this._deviceMode = _args.mode;
580
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
581
+
582
+ // align _manipulatorObject in the same way it would if this was a drag update
583
+ this.alignManipulator();
584
+
585
+ // and then parent it to the space object so it follows along.
586
+ this._manipulatorObject.attach(this._followObject);
587
+
588
+ // store offsets in local space
589
+ this._manipulatorPosOffset.copy(this._followObject.position);
590
+ this._manipulatorRotOffset.copy(this._followObject.quaternion);
591
+ this._manipulatorScaleOffset.copy(this._followObject.scale);
592
+ }
593
+
594
+ onDragEnd(_args: PointerEventData): void {
595
+ if (!this.handlerA || !this.handlerB) {
596
+ console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
597
+ return;
598
+ }
599
+
600
+ // we want to initialize the drag points for these handlers again.
601
+ // one of them will be removed, but we don't know here which one
602
+ this.handlerA.recenter();
603
+ this.handlerB.recenter();
604
+
605
+ // destroy helper objects
606
+ this._manipulatorObject.removeFromParent();
607
+ this._followObject.removeFromParent();
608
+ this._manipulatorObject.destroy();
609
+ this._followObject.destroy();
610
+ }
611
+
612
+ private _manipulatorPosOffset: Vector3 = new Vector3();
613
+ private _manipulatorRotOffset: Quaternion = new Quaternion();
614
+ private _manipulatorScaleOffset: Vector3 = new Vector3();
615
+
616
+ private _tempVec1: Vector3 = new Vector3();
617
+ private _tempVec2: Vector3 = new Vector3();
618
+ private _tempVec3: Vector3 = new Vector3();
619
+ private tempLookMatrix: Matrix4 = new Matrix4();
620
+ private _initialScale: Vector3 = new Vector3();
621
+ private _initialDistance: number = 0;
622
+
623
+ private alignManipulator() {
624
+ if (!this.handlerA || !this.handlerB) {
625
+ console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
626
+ return;
627
+ }
628
+
629
+ if (!this.handlerA.followObject || !this.handlerB.followObject) {
630
+ console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
631
+ return;
632
+ }
633
+
634
+ this._tempVec1.copy(this._handlerAAttachmentPoint);
635
+ this._tempVec2.copy(this._handlerBAttachmentPoint);
636
+ this.handlerA.followObject.localToWorld(this._tempVec1);
637
+ this.handlerB.followObject.localToWorld(this._tempVec2);
638
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
639
+
640
+ this._manipulatorObject.position.copy(this._tempVec3);
641
+
642
+ // - lookAt the second point on handlerB
643
+ const camera = this.context.mainCamera;
644
+ this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
645
+ this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
646
+
647
+ // - scale based on the distance between the two points
648
+ const dist = this._tempVec1.distanceTo(this._tempVec2);
649
+ this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
650
+
651
+ this._manipulatorObject.updateMatrix();
652
+ this._manipulatorObject.updateMatrixWorld(true);
653
+
654
+ if (debug) {
655
+ Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
656
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
657
+
658
+ // const wp = this._manipulatorObject.worldPosition;
659
+ // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
660
+ }
661
+ }
662
+
663
+ onDragUpdate() {
664
+ // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
665
+ // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
666
+ // into a reasonable two-handed translation/rotation/scale.
667
+ // One approach:
668
+ // - position our control object on the center between the two pointer control objects
669
+
670
+ // TODO close grab needs to be handled differently because there we don't have a hit point -
671
+ // Hit point is just the center of the object
672
+ // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
673
+
674
+ this.alignManipulator();
675
+
676
+ // apply (smoothed) to the gameObject
677
+ const lerpStrength = 30;
678
+ const lerpFactor = 1.0;
679
+
680
+ this._followObject.position.copy(this._manipulatorPosOffset);
681
+ this._followObject.quaternion.copy(this._manipulatorRotOffset);
682
+ this._followObject.scale.copy(this._manipulatorScaleOffset);
683
+
684
+ const draggedObject = this.gameObject;
685
+ const targetObject = this._followObject;
686
+
687
+ if (!draggedObject) {
688
+ console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
689
+ return;
690
+ }
691
+
692
+ targetObject.updateMatrix();
693
+ targetObject.updateMatrixWorld(true);
694
+
695
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
696
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
697
+
698
+ // TODO refactor to a common place
699
+ // apply constraints (position grid snap, rotation, ...)
700
+ if (this.settings.snapGridResolution > 0) {
701
+ const wp = this._followObject.worldPosition;
702
+ const snap = this.settings.snapGridResolution;
703
+ wp.x = Math.round(wp.x / snap) * snap;
704
+ wp.y = Math.round(wp.y / snap) * snap;
705
+ wp.z = Math.round(wp.z / snap) * snap;
706
+ this._followObject.worldPosition = wp;
707
+ this._followObject.updateMatrix();
708
+ }
709
+ if (keepRotation) {
710
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
711
+ this._followObject.updateMatrix();
712
+ }
713
+
714
+ // TODO refactor to a common place
715
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
716
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
717
+
718
+ const wp = draggedObject.worldPosition;
719
+ wp.lerp(targetObject.worldPosition, t);
720
+ draggedObject.worldPosition = wp;
721
+
722
+ const rot = draggedObject.worldQuaternion;
723
+ rot.slerp(targetObject.worldQuaternion, t);
724
+ draggedObject.worldQuaternion = rot;
725
+
726
+ const scl = draggedObject.worldScale;
727
+ scl.lerp(targetObject.worldScale, t);
728
+ draggedObject.worldScale = scl;
729
+ }
730
+
731
+ setTargetObject(obj: Object3D | null): void {
732
+ this.gameObject = obj as GameObject;
733
+ }
734
+ }
735
+
736
+
737
+ /**
738
+ * Handles a single pointer on an object.
739
+ * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
740
+ * and controlling object translation based on the drag mode.
741
+ */
742
+ class DragPointerHandler implements IDragHandler {
743
+
744
+ /**
745
+ * Returns the accumulated movement of the pointer in world units.
746
+ * Used for determining if enough motion has occurred to start a drag.
747
+ */
748
+ getTotalMovement(): Vector3 { return this._totalMovement; }
749
+
750
+ /**
751
+ * Returns the object that follows the pointer during dragging operations.
752
+ */
753
+ get followObject(): GameObject { return this._followObject; }
754
+
755
+ /**
756
+ * Returns the point where the pointer initially hit the object in local space.
757
+ */
758
+ get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
759
+
760
+ private context: Context;
761
+ private gameObject: Object3D | null;
762
+ private settings: DragControls;
763
+ private _lastRig: IGameObject | undefined = undefined;
764
+
765
+ /** This object is placed at the pivot of the dragged object, and parented to the control space. */
766
+ private _followObject: GameObject;
767
+ private _totalMovement: Vector3 = new Vector3();
768
+ /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
769
+ * effort someone is putting into moving an object closer or further away. */
770
+ private _totalMovementAlongRayDirection: number = 0;
771
+ /** Distance between _followObject and its parent at grab start, in local space */
772
+ private _grabStartDistance: number = 0;
773
+ private _deviceMode!: XRTargetRayMode | "transient-pointer";
774
+ private _followObjectStartPosition: Vector3 = new Vector3();
775
+ private _followObjectStartQuaternion: Quaternion = new Quaternion();
776
+ private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
777
+ private _lastDragPosRigSpace: Vector3 | undefined;
778
+ private _tempVec: Vector3 = new Vector3();
779
+ private _tempMat: Matrix4 = new Matrix4();
780
+
781
+ private _hitPointInLocalSpace: Vector3 = new Vector3();
782
+ private _hitNormalInLocalSpace: Vector3 = new Vector3();
783
+ private _bottomCenter = new Vector3();
784
+ private _backCenter = new Vector3();
785
+ private _backBottomCenter = new Vector3();
786
+ private _bounds = new Box3();
787
+ private _dragPlane = new Plane(new Vector3(0, 1, 0));
788
+ private _draggedOverObject: Object3D | null = null;
789
+ private _draggedOverObjectLastSetUp: Object3D | null = null;
790
+ private _draggedOverObjectLastNormal: Vector3 = new Vector3();
791
+ private _draggedOverObjectDuration: number = 0;
792
+
793
+ /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
794
+ setTargetObject(obj: Object3D | null) {
795
+ this.gameObject = obj;
796
+ }
797
+
798
+ constructor(dragControls: DragControls, gameObject: Object3D) {
799
+ this.settings = dragControls;
800
+ this.context = dragControls.context;
801
+ this.gameObject = gameObject;
802
+ this._followObject = new Object3D() as GameObject;
803
+ }
804
+
805
+ recenter() {
806
+ if (!this._followObject.parent) {
807
+ console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
808
+ return;
809
+ }
810
+ if (!this.gameObject) {
811
+ console.warn("Error: space follow object doesn't have a gameObject");
812
+ return;
813
+ }
814
+
815
+ const p = this._followObject.parent as GameObject;
816
+
817
+ this.gameObject.add(this._followObject);
818
+ this._followObject.matrixAutoUpdate = false;
819
+
820
+ this._followObject.position.set(0, 0, 0);
821
+ this._followObject.quaternion.set(0, 0, 0, 1);
822
+ this._followObject.scale.set(1, 1, 1);
823
+
824
+ this._followObject.updateMatrix();
825
+ this._followObject.updateMatrixWorld(true);
826
+
827
+ p.attach(this._followObject);
828
+
829
+ this._followObjectStartPosition.copy(this._followObject.position);
830
+ this._followObjectStartQuaternion.copy(this._followObject.quaternion);
831
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
832
+
833
+ this._followObject.updateMatrix();
834
+ this._followObject.updateMatrixWorld(true);
835
+
836
+ const hitPointWP = this._hitPointInLocalSpace.clone();
837
+ this.gameObject.localToWorld(hitPointWP);
838
+ this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
839
+ const rig = NeedleXRSession.active?.rig?.gameObject;
840
+ const rigScale = rig?.worldScale.x || 1;
841
+ this._grabStartDistance /= rigScale;
842
+
843
+ this._totalMovementAlongRayDirection = 0;
844
+ this._lastDragPosRigSpace = undefined;
845
+
846
+ if (debug) {
847
+ Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
848
+ Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
849
+ }
850
+ }
851
+
852
+ onDragStart(args: PointerEventData) {
853
+ if (!this.gameObject) {
854
+ console.warn("Error: space follow object doesn't have a gameObject");
855
+ return;
856
+ }
857
+
858
+ args.event.space.add(this._followObject);
859
+
860
+ // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
861
+ this._lastDragPosRigSpace = undefined;
862
+
863
+ if (args.point && args.normal) {
864
+ this._hitPointInLocalSpace.copy(args.point);
865
+ this.gameObject.worldToLocal(this._hitPointInLocalSpace);
866
+ this._hitNormalInLocalSpace.copy(args.normal);
867
+ }
868
+ else if (args) {
869
+ // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
870
+ // convert controller world position to local space instead and use that as hit point
871
+ const controller = args.event.space as GameObject;
872
+ const controllerWp = controller.worldPosition;
873
+ this.gameObject.worldToLocal(controllerWp);
874
+ this._hitPointInLocalSpace.copy(controllerWp);
875
+
876
+ const controllerUp = controller.worldUp;
877
+ this._tempMat.copy(this.gameObject.matrixWorld).invert();
878
+ controllerUp.transformDirection(this._tempMat);
879
+ this._hitNormalInLocalSpace.copy(controllerUp);
880
+ }
881
+
882
+ this.recenter();
883
+
884
+ this._totalMovement.set(0, 0, 0);
885
+ this._deviceMode = args.mode;
886
+
887
+
888
+ const dragSource = this._followObject.parent as IGameObject;
889
+ const rayDirection = dragSource.worldForward;
890
+
891
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
892
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
893
+
894
+ // set up drag plane; we don't really know the normal yet but we can already set the point
895
+ const hitWP = this._hitPointInLocalSpace.clone();
896
+ this.gameObject.localToWorld(hitWP);
897
+
898
+ switch (dragMode) {
899
+ case DragMode.XZPlane:
900
+ const up = new Vector3(0, 1, 0);
901
+ if (this.gameObject.parent) {
902
+ // TODO in this case _dragPlane should be in parent space, not world space,
903
+ // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
904
+ up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
905
+ }
906
+ this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
907
+ break;
908
+ case DragMode.HitNormal:
909
+ const hitNormal = this._hitNormalInLocalSpace.clone();
910
+ hitNormal.transformDirection(this.gameObject.matrixWorld);
911
+ this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
912
+ break;
913
+ case DragMode.Attached:
914
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
915
+ break;
916
+ case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
917
+ this.setPlaneViewAligned(hitWP, true);
918
+ break;
919
+ case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
920
+ this.setPlaneViewAligned(hitWP, false);
921
+ break;
922
+ case DragMode.None:
923
+ break;
924
+ }
925
+
926
+ // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
927
+ // const bbox = new Box3();
928
+ const p = this.gameObject.parent;
929
+ const localP = this.gameObject.position.clone();
930
+ const localQ = this.gameObject.quaternion.clone();
931
+ const localS = this.gameObject.scale.clone();
932
+ // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
933
+ const matrixWorld = this.gameObject.matrixWorld.clone();
934
+
935
+ if (p) p.remove(this.gameObject);
936
+ this.gameObject.position.set(0, 0, 0);
937
+ this.gameObject.quaternion.set(0, 0, 0, 1);
938
+ this.gameObject.scale.set(1, 1, 1);
939
+ const bbox = getBoundingBox([this.gameObject]);
940
+ // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
941
+ bbox.expandByPoint(this.gameObject.worldPosition);
942
+
943
+ // console.log(this.gameObject.position.y - bbox.min.y)
944
+ // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
945
+
946
+ // get front center point of the bbox. basically (0, 0, 1) in local space
947
+ const bboxCenter = new Vector3();
948
+ bbox.getCenter(bboxCenter);
949
+ const bboxSize = new Vector3();
950
+ bbox.getSize(bboxSize);
951
+
952
+ // attachment points for dragging
953
+ this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
954
+ this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
955
+ this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
956
+
957
+ this._bounds.copy(bbox);
958
+
959
+ // restore original transform
960
+ if (p) p.add(this.gameObject);
961
+ this.gameObject.position.copy(localP);
962
+ this.gameObject.quaternion.copy(localQ);
963
+ this.gameObject.scale.copy(localS);
964
+ this.gameObject.matrixWorld.copy(matrixWorld);
965
+
966
+ // surface snapping
967
+ this._draggedOverObject = null;
968
+ this._draggedOverObjectLastSetUp = null;
969
+ this._draggedOverObjectLastNormal.set(0, 1, 0);
970
+ this._draggedOverObjectDuration = 0;
971
+ }
972
+
973
+ collectMovementInfo() {
974
+ // we're dragging - there is a controlling object
975
+ if (!this._followObject.parent) return;
976
+
977
+ // TODO This should all be handled properly per-pointer
978
+ // and we want to have a chance to react to multiple pointers being on the same object.
979
+ // some common stuff (calculating of movement offsets, etc) could be done by default
980
+ // and then the main thing to override is the actual movement of the object based on N _followObjects
981
+
982
+ const dragSource = this._followObject.parent as IGameObject;
983
+
984
+ // modify _followObject with constraints, e.g.
985
+ // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
986
+ /* TODO fix jump on drag start
987
+ const p0 = this._followObject.parent as GameObject;
988
+ const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
989
+ const p = new Vector3();
990
+ const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
991
+ if (t0 !== null)
992
+ this._followObject.worldPosition = t0;
993
+ */
994
+
995
+ this._followObject.updateMatrix();
996
+ const dragPosRigSpace = dragSource.worldPosition;
997
+ const rig = NeedleXRSession.active?.rig?.gameObject;
998
+ if (rig)
999
+ rig.worldToLocal(dragPosRigSpace);
1000
+
1001
+ // sum up delta
1002
+ // TODO We need to do all/most of these calculations in Rig Space instead of world space
1003
+ // moving the rig while holding an object should not affect _rayDelta / _dragDelta
1004
+ if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
1005
+ this._lastDragPosRigSpace = dragPosRigSpace.clone();
1006
+ this._lastRig = rig;
1007
+ }
1008
+ this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
1009
+
1010
+ const rayDirectionRigSpace = dragSource.worldForward;
1011
+ if (rig) {
1012
+ this._tempMat.copy(rig.matrixWorld).invert();
1013
+ rayDirectionRigSpace.transformDirection(this._tempMat);
1014
+ }
1015
+ // sum up delta movement along ray
1016
+ this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
1017
+ this._tempVec.x = Math.abs(this._tempVec.x);
1018
+ this._tempVec.y = Math.abs(this._tempVec.y);
1019
+ this._tempVec.z = Math.abs(this._tempVec.z);
1020
+
1021
+ // sum up absolute total movement
1022
+ this._totalMovement.add(this._tempVec);
1023
+ this._lastDragPosRigSpace.copy(dragPosRigSpace);
1024
+
1025
+ if (debug) {
1026
+ let wp = dragPosRigSpace;
1027
+ // ray direction of the input source object
1028
+ if (rig) {
1029
+ wp = wp.clone();
1030
+ wp.transformDirection(rig.matrixWorld);
1031
+ }
1032
+ Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
1033
+ }
1034
+ }
1035
+
1036
+ onDragUpdate(numberOfPointers: number) {
1037
+
1038
+ // can only handle a single pointer
1039
+ // if there's more, we defer to multi-touch drag handlers
1040
+ if (numberOfPointers > 1) return;
1041
+ const draggedObject = this.gameObject as IGameObject | null;
1042
+ if (!draggedObject || !this._followObject) {
1043
+ console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
1044
+ return;
1045
+ }
1046
+ const dragSource = this._followObject.parent as IGameObject | null;
1047
+ if (!dragSource) {
1048
+ console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
1049
+ return;
1050
+ }
1051
+ this._followObject.updateMatrix();
1052
+ const dragSourceWP = dragSource.worldPosition;
1053
+ const rayDirection = dragSource.worldForward;
1054
+
1055
+
1056
+ // Actually move and rotate draggedObject
1057
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
1058
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
1059
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
1060
+
1061
+ if (dragMode === DragMode.None) return;
1062
+
1063
+ const lerpStrength = 10;
1064
+ // - keeping rotation constant during dragging
1065
+ if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1066
+ this._followObject.updateMatrix();
1067
+ this._followObject.updateMatrixWorld(true);
1068
+
1069
+ // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
1070
+ let currentDist = 1.0;
1071
+ let lerpFactor = 2.0;
1072
+ if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
1073
+ {
1074
+ const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
1075
+ currentDist = Math.max(0.0, factor);
1076
+ currentDist = currentDist * currentDist * currentDist;
1077
+ }
1078
+ else if (this._grabStartDistance <= 0.5) {
1079
+ // TODO there's still a frame delay between dragged objects and the hand models
1080
+ lerpFactor = 3.0;
1081
+ }
1082
+
1083
+ // reset _followObject to its original position and rotation
1084
+ this._followObject.position.copy(this._followObjectStartPosition);
1085
+ if (!keepRotation)
1086
+ this._followObject.quaternion.copy(this._followObjectStartQuaternion);
1087
+
1088
+ // TODO restore previous functionality:
1089
+ // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
1090
+ // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
1091
+ // move the grabbed point to your head and not slap the cube in your head.
1092
+ this._followObject.position.multiplyScalar(currentDist);
1093
+ this._followObject.updateMatrix();
1094
+
1095
+ const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
1096
+ this._hasLastSurfaceHitPoint = false;
1097
+ const ray = new Ray(dragSourceWP, rayDirection);
1098
+ let didHit = false;
1099
+
1100
+ // Surface snapping.
1101
+ // Feels quite weird in VR right now!
1102
+ if (dragMode == DragMode.SnapToSurfaces) {
1103
+ // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
1104
+ // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
1105
+ // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
1106
+ const hits = this.context.physics.raycastFromRay(ray, {
1107
+ testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject// && !(o instanceof GroundedSkybox)
1108
+ });
1109
+
1110
+ if (hits.length > 0) {
1111
+ const hit = hits[0];
1112
+ // if we're above the same surface for a specified time, adjust drag options:
1113
+ // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
1114
+ // - if the drag plane is an object, we also want to
1115
+ // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
1116
+ // - rotate the dragged object to match the surface normal
1117
+ if (this._draggedOverObject === hit.object)
1118
+ this._draggedOverObjectDuration += this.context.time.deltaTime;
1119
+ else {
1120
+ this._draggedOverObject = hit.object;
1121
+ this._draggedOverObjectDuration = 0;
1122
+ }
1123
+
1124
+ if (hit.face) {
1125
+ didHit = true;
1126
+ this._hasLastSurfaceHitPoint = true;
1127
+ this._lastSurfaceHitPoint.copy(hit.point);
1128
+
1129
+ const dragTimeThreshold = 0.15;
1130
+ const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
1131
+ const dragDistance = 0.001;
1132
+ const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
1133
+ // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
1134
+ const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
1135
+ // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
1136
+ // or if the surface normal changed
1137
+ if ((dragTimeSatisfied || dragDistanceSatisfied) &&
1138
+ (this._draggedOverObjectLastSetUp !== this._draggedOverObject
1139
+ || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
1140
+ // if we're dragging on a flat surface with different levels (like the sandbox floor)
1141
+ || this.context.time.frame % 60 === 0
1142
+ )
1143
+ ) {
1144
+ this._draggedOverObjectLastSetUp = this._draggedOverObject;
1145
+ this._draggedOverObjectLastNormal.copy(hit.face.normal);
1146
+
1147
+ const center = getTempVector();
1148
+ const size = getTempVector();
1149
+
1150
+ this._bounds.getCenter(center);
1151
+ this._bounds.getSize(size);
1152
+ center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1153
+ this._hitPointInLocalSpace.copy(center);
1154
+ this._hitNormalInLocalSpace.copy(hit.face.normal);
1155
+
1156
+
1157
+ // ensure plane is far enough up that we don't drag into the surface
1158
+ // Which offset we use here depends on the face normal direction we hit
1159
+ // If we hit the bottom, we want to use the top, and vice versa
1160
+ // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1161
+ this._bounds.getCenter(center);
1162
+ this._bounds.getSize(size);
1163
+ center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1164
+
1165
+ const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1166
+ this._followObject.localToWorld(offset);
1167
+
1168
+ // See https://linear.app/needle/issue/NE-5004
1169
+ // const offsetWP = this._followObject.worldPosition.sub(offset);
1170
+ const point = hit.point;//.sub(offsetWP);
1171
+
1172
+ // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1173
+ // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1174
+ // console.log(hit.normal)
1175
+
1176
+ this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1177
+ }
1178
+ // If the drag has just started and we're not yet really starting to update the object's position
1179
+ // we want to return here and wait until the drag has been going on for a bit
1180
+ // Otherwise the object will either immediately change it's position (when the user starts dragging)
1181
+ // Or interpolate to a wrong position for a short moment
1182
+ else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1183
+ return;
1184
+ }
1185
+ }
1186
+ }
1187
+ else if (didHaveSurfaceHitPointLastFrame) {
1188
+ if (this.gameObject)
1189
+ this.setPlaneViewAligned(this.gameObject.worldPosition, false)
1190
+ }
1191
+ }
1192
+
1193
+ // if(dragMode === DragMode.SnapToSurfaces){
1194
+ // if(!didHit){
1195
+ // return;
1196
+ // }
1197
+ // }
1198
+
1199
+ // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1200
+ // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1201
+ // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1202
+ // Drag on plane:
1203
+ if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1204
+
1205
+ this._followObject.worldPosition = this._tempVec;
1206
+ this._followObject.updateMatrix();
1207
+ this._followObject.updateMatrixWorld(true);
1208
+
1209
+ const newWP = getTempVector(this._hitPointInLocalSpace)//.clone();
1210
+ this._followObject.localToWorld(newWP);
1211
+
1212
+ if (debug) {
1213
+ Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1214
+ }
1215
+
1216
+ this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1217
+ this._followObject.updateMatrix();
1218
+
1219
+ // TODO figure out nicer look rotation here
1220
+ // TODO rotating here will cause the object to intersect again with the surface
1221
+ // if (!keepRotation) {
1222
+ // const normal = this._dragPlane.normal;
1223
+ // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1224
+ // // Otherwise lookat will randomly choose a different rotation axis
1225
+ // const tinyNormalJiggle = 0.00001;
1226
+ // if (normal.x === 1) {
1227
+ // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1228
+ // }
1229
+ // else if (normal.y === 1) {
1230
+ // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1231
+ // }
1232
+ // else if (normal.z === 1) {
1233
+ // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1234
+ // }
1235
+ // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1236
+ // if (lookPoint) {
1237
+ // this._followObject.lookAt(lookPoint);
1238
+ // this._followObject.rotateX(Math.PI / 2);
1239
+ // }
1240
+ // }
1241
+
1242
+ this._followObject.updateMatrix();
1243
+ }
1244
+
1245
+ // TODO refactor to a common place
1246
+ // apply constraints (position grid snap, rotation, ...)
1247
+ if (this.settings.snapGridResolution > 0) {
1248
+ const wp = this._followObject.worldPosition;
1249
+ const snap = this.settings.snapGridResolution;
1250
+ wp.x = Math.round(wp.x / snap) * snap;
1251
+ wp.y = Math.round(wp.y / snap) * snap;
1252
+ wp.z = Math.round(wp.z / snap) * snap;
1253
+ this._followObject.worldPosition = wp;
1254
+ this._followObject.updateMatrix();
1255
+ }
1256
+ if (keepRotation) {
1257
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1258
+ this._followObject.updateMatrix();
1259
+ }
1260
+
1261
+ // TODO refactor to a common place
1262
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
1263
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
1264
+ const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1265
+
1266
+ const wp = draggedObject.worldPosition;
1267
+ wp.lerp(this._followObject.worldPosition, t);
1268
+ draggedObject.worldPosition = wp;
1269
+
1270
+ const rot = draggedObject.worldQuaternion;
1271
+ rot.slerp(this._followObject.worldQuaternion, t_rotation);
1272
+ draggedObject.worldQuaternion = rot;
1273
+
1274
+
1275
+ if (debug) {
1276
+ const hitPointWP = this._hitPointInLocalSpace.clone();
1277
+ draggedObject.localToWorld(hitPointWP);
1278
+ // draw grab attachment point and normal. They are in grabbed object space
1279
+ Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1280
+ const hitNormalWP = this._hitNormalInLocalSpace.clone();
1281
+ hitNormalWP.applyQuaternion(rot);
1282
+ Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1283
+
1284
+ // debug info
1285
+ Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
1286
+ `Distance: ${this._totalMovement.length().toFixed(2)}\n
1287
+ Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1288
+ Session: ${!!NeedleXRSession.active}\n
1289
+ Device: ${this._deviceMode}\n
1290
+ `,
1291
+ 0.03
1292
+ );
1293
+
1294
+ // draw bottom/back snap points
1295
+ const bottomCenter = this._bottomCenter.clone();
1296
+ const backCenter = this._backCenter.clone();
1297
+ const backBottomCenter = this._backBottomCenter.clone();
1298
+ draggedObject.localToWorld(bottomCenter);
1299
+ draggedObject.localToWorld(backCenter);
1300
+ draggedObject.localToWorld(backBottomCenter);
1301
+ Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1302
+ Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1303
+ Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1304
+ Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1305
+ Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1306
+ }
1307
+ }
1308
+
1309
+ onDragEnd(args: PointerEventData) {
1310
+ console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1311
+ this._followObject.removeFromParent();
1312
+ this._followObject.destroy();
1313
+ this._lastDragPosRigSpace = undefined;
1314
+ }
1315
+
1316
+
1317
+ private _hasLastSurfaceHitPoint: boolean = false;
1318
+ private readonly _lastSurfaceHitPoint: Vector3 = new Vector3();
1319
+
1320
+ private setPlaneViewAligned(worldPoint: Vector3, useUpAngle: boolean) {
1321
+ if (!this._followObject.parent) {
1322
+ return false;
1323
+ }
1324
+ const viewDirection = (this._followObject.parent as IGameObject).worldForward;;
1325
+ const v0 = getTempVector(0, 1, 0);
1326
+ const v1 = viewDirection;
1327
+ const angle = v0.angleTo(v1);
1328
+ const angleThreshold = 0.5;
1329
+ if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1330
+ this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1331
+ else
1332
+ this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1333
+ return true;
1334
+
1335
+ }
1336
+ }
1337
+
1338
+ /**
1339
+ * Provides visual helper elements for DragControls.
1340
+ * Shows where objects will be placed and their relation to surfaces below them.
1341
+ */
1342
+ class LegacyDragVisualsHelper {
1343
+
1344
+ /** Controls whether visual helpers like lines and markers are displayed */
1345
+ showGizmo: boolean = true;
1346
+
1347
+ /** When true, drag plane alignment changes based on view angle */
1348
+ useViewAngle: boolean = true;
1349
+
1350
+ /**
1351
+ * Checks if there is a currently selected object being visualized
1352
+ */
1353
+ public get hasSelected(): boolean {
1354
+ return this._selected !== null && this._selected !== undefined;
1355
+ }
1356
+
1357
+ /**
1358
+ * Returns the currently selected object being visualized, if any
1359
+ */
1360
+ public get selected(): Object3D | null {
1361
+ return this._selected;
1362
+ }
1363
+
1364
+ private _selected: Object3D | null = null;
1365
+ private _context: Context | null = null;
1366
+ private _camera: Camera;
1367
+ private _cameraPlane: Plane = new Plane();
1368
+
1369
+ private _hasGroundPlane: boolean = false;
1370
+ private _groundPlane: Plane = new Plane();
1371
+ private _groundOffset: Vector3 = new Vector3();
1372
+ private _groundOffsetFactor: number = 0;
1373
+ private _groundDistance: number = 0;
1374
+ private _groundPlanePoint: Vector3 = new Vector3();
1375
+
1376
+ private _raycaster = new Raycaster();
1377
+ private _cameraPlaneOffset = new Vector3();
1378
+ private _intersection = new Vector3();
1379
+ private _worldPosition = new Vector3();
1380
+ private _inverseMatrix = new Matrix4();
1381
+ private _rbs: Rigidbody[] = [];
1382
+
1383
+ private _groundLine: Line;
1384
+ private _groundMarker: Object3D;
1385
+ private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1386
+
1387
+ constructor(camera: Camera) {
1388
+ this._camera = camera;
1389
+
1390
+ const line = new Line(LegacyDragVisualsHelper.geometry);
1391
+ const mat = line.material as LineBasicMaterial;
1392
+ mat.color = new Color(.4, .4, .4);
1393
+ line.layers.set(2);
1394
+ line.name = 'line';
1395
+ line.scale.y = 1;
1396
+ this._groundLine = line;
1397
+
1398
+ const geometry = new SphereGeometry(.5, 22, 22);
1399
+ const material = new MeshBasicMaterial({ color: mat.color });
1400
+ const sphere = new Mesh(geometry, material);
1401
+ sphere.visible = false;
1402
+ sphere.layers.set(2);
1403
+ this._groundMarker = sphere;
1404
+ }
1405
+
1406
+ setSelected(newSelected: Object3D | null, context: Context) {
1407
+ if (this._selected && context) {
1408
+ for (const rb of this._rbs) {
1409
+ rb.wakeUp();
1410
+ rb.setVelocity(0, 0, 0);
1411
+ }
1412
+ }
1413
+
1414
+ if (this._selected) {
1415
+ // TODO move somewhere else
1416
+ Avatar_POI.Remove(context, this._selected);
1417
+ }
1418
+
1419
+ this._selected = newSelected;
1420
+ this._context = context;
1421
+ this._rbs.length = 0;
1422
+
1423
+ if (newSelected) {
1424
+ context.scene.add(this._groundLine);
1425
+ context.scene.add(this._groundMarker);
1426
+ }
1427
+ else {
1428
+ this._groundLine.removeFromParent();
1429
+ this._groundMarker.removeFromParent();
1430
+ }
1431
+
1432
+ if (this._selected) {
1433
+ if (!context) {
1434
+ console.error("DragHelper: no context");
1435
+ return;
1436
+ }
1437
+
1438
+ // TODO move somewhere else
1439
+ Avatar_POI.Add(context, this._selected, null);
1440
+
1441
+ this._groundOffsetFactor = 0;
1442
+ this._hasGroundPlane = true;
1443
+ this._groundOffset.set(0, 0, 0);
1444
+ this._requireUpdateGroundPlane = true;
1445
+
1446
+ this.onUpdateScreenSpacePlane();
1447
+ }
1448
+ }
1449
+
1450
+ private _groundOffsetVector = new Vector3(0, 1, 0);
1451
+ private _requireUpdateGroundPlane = true;
1452
+ private _didDragOnGroundPlaneLastFrame: boolean = false;
1453
+
1454
+ onUpdate(_context: Context) {
1455
+
1456
+ if (!this._selected) return;
1457
+
1458
+ // const wp = getWorldPosition(this._selected);
1459
+ // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1460
+ // this.onUpdateGroundPlane();
1461
+ // this._didDragOnGroundPlaneLastFrame = true;
1462
+ // this._hasGroundPlane = true;
1463
+
1464
+ /*
1465
+ if (!this._context) return;
1466
+
1467
+ const mainKey: KeyCode = "Space";
1468
+ const secondaryKey: KeyCode = "KeyD";
1469
+ const scaleKey: KeyCode = "KeyS";
1470
+
1471
+ const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1472
+ const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1473
+ if (isRotating) {
1474
+ const dt = this._context.input.getPointerPositionDelta(0);
1475
+ if (dt) {
1476
+ this._groundOffsetVector.set(0, 1, 0);
1477
+ this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1478
+ }
1479
+ }
1480
+
1481
+ // todo: allow this once synced transform sends world scale
1482
+ // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1483
+ // if(isScaling){
1484
+ // const dt = this._context.input.getPointerPositionDelta(0);
1485
+ // if(dt){
1486
+ // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1487
+ // return;
1488
+ // }
1489
+ // }
1490
+
1491
+ const rc = this._context.input.getPointerPositionRC(0);
1492
+ if (!rc) return;
1493
+ this._raycaster.setFromCamera(rc, this._camera);
1494
+
1495
+ if (this._selected) {
1496
+ if (debug) console.log("UPDATE DRAG", this._selected);
1497
+ this._groundOffsetVector.set(0, 1, 0);
1498
+ const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1499
+ const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1500
+
1501
+ const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1502
+ let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1503
+ if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1504
+ dragOnGroundPlane = false;
1505
+ }
1506
+ const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1507
+ this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1508
+
1509
+ if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1510
+ if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1511
+ this.onUpdateGroundPlane();
1512
+
1513
+ this._requireUpdateGroundPlane = false;
1514
+ if (this._hasGroundPlane) {
1515
+ // const wp = getWorldPosition(this._selected);
1516
+ // const ray = new Ray(wp, new Vector3(0, -1, 0));
1517
+
1518
+ if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1519
+ const y = this._intersection.y;
1520
+ this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1521
+ this._groundPlanePoint.y = y;
1522
+
1523
+ if (dragOnGroundPlane) {
1524
+ this._groundOffsetVector.set(0, 1, 0);
1525
+ // console.log(this._groundOffset);
1526
+ const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1527
+ this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1528
+ this.onDidUpdate();
1529
+ return;
1530
+ }
1531
+ }
1532
+ // TODO: fix this
1533
+ else this._groundPlanePoint.set(0, 99999, 0);
1534
+ // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1535
+ // const y = this._intersection.y;
1536
+ // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1537
+ // this._groundPlanePoint.y = y;
1538
+ // }
1539
+ }
1540
+
1541
+ if (changed) {
1542
+ this.onUpdateScreenSpacePlane();
1543
+ }
1544
+
1545
+ this._requireUpdateGroundPlane = true;
1546
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1547
+ this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1548
+ this.onDidUpdate();
1549
+ }
1550
+ }
1551
+ */
1552
+ }
1553
+
1554
+ private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
1555
+ if (!this._selected) return;
1556
+ if (heightOnly) {
1557
+ const cur = getWorldPosition(this._selected);
1558
+ cur.y = wp.y;
1559
+ wp = cur;
1560
+ }
1561
+ setWorldPosition(this._selected, wp);
1562
+ setWorldPosition(this._groundLine, wp);
1563
+ if (this._hasGroundPlane) {
1564
+ this._groundLine.scale.y = this._groundDistance;
1565
+ }
1566
+ else this._groundLine.scale.y = 1000;
1567
+ this._groundLine.visible = this.showGizmo;
1568
+
1569
+ this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1570
+ if (pointOnPlane) {
1571
+ const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1572
+ this._groundMarker.scale.set(s, s, s);
1573
+ setWorldPosition(this._groundMarker, pointOnPlane);
1574
+ }
1575
+ }
1576
+
1577
+ private onUpdateScreenSpacePlane() {
1578
+ if (!this._selected || !this._context) return;
1579
+ const rc = this._context.input.getPointerPositionRC(0);
1580
+ if (!rc) return;
1581
+ this._raycaster.setFromCamera(rc, this._camera);
1582
+ this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1583
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1584
+ this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1585
+ this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1586
+ }
1587
+ }
1588
+
1589
+ private onUpdateGroundPlane() {
1590
+ if (!this._selected || !this._context) return;
1591
+ const wp = getWorldPosition(this._selected);
1592
+ const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1593
+ const opts = new RaycastOptions();
1594
+ opts.testObject = o => o !== this._selected;
1595
+ const hits = this._context.physics.raycastFromRay(ray, opts);
1596
+ for (let i = 0; i < hits.length; i++) {
1597
+ const hit = hits[i];
1598
+ if (!hit.face || this.contains(this._selected, hit.object)) {
1599
+ continue;
1600
+ }
1601
+ const normal = getTempVector(0, 1, 0); // hit.face.normal
1602
+ this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1603
+ break;
1604
+ }
1605
+
1606
+ this._hasGroundPlane = true;
1607
+ this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1608
+ this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1609
+ this._groundDistance = this._intersection.distanceTo(wp);
1610
+ this._groundOffset.copy(this._intersection).sub(wp);
1611
+ }
1612
+
1613
+ private contains(obj: Object3D, toSearch: Object3D): boolean {
1614
+ if (obj === toSearch) return true;
1615
+ if (obj.children) {
1616
+ for (const child of obj.children) {
1617
+ if (this.contains(child, toSearch)) return true;
1618
+ }
1619
+ }
1620
+ return false;
1621
+ }
1622
+ }
1623
+