@needle-tools/engine 4.4.1 → 4.4.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1043) hide show
  1. package/CHANGELOG.md +3671 -3667
  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 +333 -219
  6. package/dist/needle-engine.bundle.light.js +333 -219
  7. package/dist/needle-engine.bundle.light.min.js +4 -4
  8. package/dist/needle-engine.bundle.light.umd.cjs +4 -4
  9. package/dist/needle-engine.bundle.min.js +4 -4
  10. package/dist/needle-engine.bundle.umd.cjs +4 -4
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +352 -352
  97. package/lib/engine/engine_input.js +1265 -1265
  98. package/lib/engine/engine_input_utils.d.ts +2 -2
  99. package/lib/engine/engine_input_utils.js +22 -22
  100. package/lib/engine/engine_instancing.d.ts +19 -19
  101. package/lib/engine/engine_instancing.js +39 -39
  102. package/lib/engine/engine_license.d.ts +11 -11
  103. package/lib/engine/engine_license.js +361 -361
  104. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  105. package/lib/engine/engine_lifecycle_api.js +99 -99
  106. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  107. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  108. package/lib/engine/engine_lightdata.d.ts +23 -23
  109. package/lib/engine/engine_lightdata.js +91 -91
  110. package/lib/engine/engine_loaders.d.ts +13 -13
  111. package/lib/engine/engine_loaders.js +62 -62
  112. package/lib/engine/engine_lods.d.ts +31 -31
  113. package/lib/engine/engine_lods.js +146 -146
  114. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  115. package/lib/engine/engine_mainloop_utils.js +466 -466
  116. package/lib/engine/engine_math.d.ts +114 -114
  117. package/lib/engine/engine_math.js +247 -247
  118. package/lib/engine/engine_modules.d.ts +36 -36
  119. package/lib/engine/engine_modules.js +85 -85
  120. package/lib/engine/engine_networking.d.ts +252 -252
  121. package/lib/engine/engine_networking.js +743 -743
  122. package/lib/engine/engine_networking_auto.d.ts +24 -24
  123. package/lib/engine/engine_networking_auto.js +310 -310
  124. package/lib/engine/engine_networking_blob.d.ts +48 -48
  125. package/lib/engine/engine_networking_blob.js +228 -228
  126. package/lib/engine/engine_networking_files.d.ts +35 -35
  127. package/lib/engine/engine_networking_files.js +172 -172
  128. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  129. package/lib/engine/engine_networking_files_default_components.js +42 -42
  130. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  131. package/lib/engine/engine_networking_instantiate.js +345 -345
  132. package/lib/engine/engine_networking_peer.d.ts +15 -15
  133. package/lib/engine/engine_networking_peer.js +132 -132
  134. package/lib/engine/engine_networking_streams.d.ts +123 -123
  135. package/lib/engine/engine_networking_streams.js +645 -645
  136. package/lib/engine/engine_networking_types.d.ts +22 -22
  137. package/lib/engine/engine_networking_types.js +7 -7
  138. package/lib/engine/engine_networking_utils.d.ts +2 -2
  139. package/lib/engine/engine_networking_utils.js +20 -20
  140. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  141. package/lib/engine/engine_networking_websocket.js +2 -2
  142. package/lib/engine/engine_patcher.d.ts +10 -10
  143. package/lib/engine/engine_patcher.js +142 -142
  144. package/lib/engine/engine_physics.d.ts +152 -152
  145. package/lib/engine/engine_physics.js +645 -645
  146. package/lib/engine/engine_physics.types.d.ts +40 -40
  147. package/lib/engine/engine_physics.types.js +33 -33
  148. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  149. package/lib/engine/engine_physics_rapier.js +1433 -1433
  150. package/lib/engine/engine_playerview.d.ts +26 -26
  151. package/lib/engine/engine_playerview.js +64 -64
  152. package/lib/engine/engine_scenelighting.d.ts +71 -71
  153. package/lib/engine/engine_scenelighting.js +226 -226
  154. package/lib/engine/engine_scenetools.d.ts +50 -50
  155. package/lib/engine/engine_scenetools.js +321 -321
  156. package/lib/engine/engine_serialization.d.ts +3 -3
  157. package/lib/engine/engine_serialization.js +3 -3
  158. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  159. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  160. package/lib/engine/engine_serialization_core.d.ts +85 -85
  161. package/lib/engine/engine_serialization_core.js +606 -606
  162. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  163. package/lib/engine/engine_serialization_decorator.js +66 -66
  164. package/lib/engine/engine_setup.d.ts +1 -1
  165. package/lib/engine/engine_setup.js +2 -2
  166. package/lib/engine/engine_shaders.d.ts +53 -53
  167. package/lib/engine/engine_shaders.js +252 -252
  168. package/lib/engine/engine_shims.d.ts +4 -4
  169. package/lib/engine/engine_shims.js +24 -24
  170. package/lib/engine/engine_test_utils.d.ts +39 -39
  171. package/lib/engine/engine_test_utils.js +83 -83
  172. package/lib/engine/engine_texture.d.ts +28 -28
  173. package/lib/engine/engine_texture.js +64 -64
  174. package/lib/engine/engine_three_utils.d.ts +201 -201
  175. package/lib/engine/engine_three_utils.js +731 -731
  176. package/lib/engine/engine_time.d.ts +51 -51
  177. package/lib/engine/engine_time.js +82 -82
  178. package/lib/engine/engine_time_utils.d.ts +88 -88
  179. package/lib/engine/engine_time_utils.js +215 -215
  180. package/lib/engine/engine_tonemapping.d.ts +2 -2
  181. package/lib/engine/engine_tonemapping.js +194 -194
  182. package/lib/engine/engine_types.d.ts +572 -572
  183. package/lib/engine/engine_types.js +88 -88
  184. package/lib/engine/engine_typestore.d.ts +28 -28
  185. package/lib/engine/engine_typestore.js +55 -55
  186. package/lib/engine/engine_util_decorator.d.ts +13 -13
  187. package/lib/engine/engine_util_decorator.js +116 -116
  188. package/lib/engine/engine_utils.d.ts +266 -266
  189. package/lib/engine/engine_utils.js +878 -878
  190. package/lib/engine/engine_utils_format.d.ts +21 -21
  191. package/lib/engine/engine_utils_format.js +193 -193
  192. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  193. package/lib/engine/engine_utils_screenshot.js +513 -513
  194. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  195. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  196. package/lib/engine/engine_xr.d.ts +1 -1
  197. package/lib/engine/engine_xr.js +1 -1
  198. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  199. package/lib/engine/export/gltf/Writers.js +24 -24
  200. package/lib/engine/export/gltf/index.d.ts +11 -11
  201. package/lib/engine/export/gltf/index.js +123 -123
  202. package/lib/engine/export/index.d.ts +2 -2
  203. package/lib/engine/export/index.js +2 -2
  204. package/lib/engine/export/state.d.ts +7 -7
  205. package/lib/engine/export/state.js +17 -17
  206. package/lib/engine/export/utils.d.ts +2 -2
  207. package/lib/engine/export/utils.js +7 -7
  208. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  209. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  210. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  212. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  213. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  214. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  216. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  218. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  219. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  220. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  222. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  223. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  224. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  225. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  226. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  228. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  229. package/lib/engine/extensions/extension_resolver.js +1 -1
  230. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  231. package/lib/engine/extensions/extension_utils.js +152 -152
  232. package/lib/engine/extensions/extensions.d.ts +31 -31
  233. package/lib/engine/extensions/extensions.js +103 -103
  234. package/lib/engine/extensions/index.d.ts +6 -6
  235. package/lib/engine/extensions/index.js +6 -6
  236. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  237. package/lib/engine/extensions/usage_tracker.js +65 -65
  238. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  239. package/lib/engine/js-extensions/Camera.js +39 -39
  240. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  241. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  242. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  243. package/lib/engine/js-extensions/Layers.js +22 -22
  244. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  245. package/lib/engine/js-extensions/Object3D.js +136 -136
  246. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  247. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  248. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  264. package/lib/engine/webcomponents/buttons.js +237 -237
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  280. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  281. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  282. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  283. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  284. package/lib/engine/xr/NeedleXRSync.js +188 -188
  285. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  286. package/lib/engine/xr/SceneTransition.js +69 -69
  287. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  288. package/lib/engine/xr/TempXRContext.js +187 -187
  289. package/lib/engine/xr/XRRig.d.ts +7 -7
  290. package/lib/engine/xr/XRRig.js +1 -1
  291. package/lib/engine/xr/api.d.ts +6 -6
  292. package/lib/engine/xr/api.js +6 -6
  293. package/lib/engine/xr/events.d.ts +66 -66
  294. package/lib/engine/xr/events.js +93 -93
  295. package/lib/engine/xr/internal.d.ts +12 -12
  296. package/lib/engine/xr/internal.js +25 -25
  297. package/lib/engine/xr/usdz.d.ts +12 -12
  298. package/lib/engine/xr/usdz.js +29 -29
  299. package/lib/engine/xr/utils.d.ts +11 -11
  300. package/lib/engine/xr/utils.js +34 -34
  301. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  302. package/lib/engine-components/AlignmentConstraint.js +39 -39
  303. package/lib/engine-components/Animation.d.ts +156 -156
  304. package/lib/engine-components/Animation.js +508 -508
  305. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  306. package/lib/engine-components/AnimationCurve.js +159 -159
  307. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  308. package/lib/engine-components/AnimationUtils.js +27 -27
  309. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  310. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  311. package/lib/engine-components/Animator.d.ts +217 -217
  312. package/lib/engine-components/Animator.js +354 -354
  313. package/lib/engine-components/AnimatorController.d.ts +227 -227
  314. package/lib/engine-components/AnimatorController.js +1152 -1152
  315. package/lib/engine-components/AudioListener.d.ts +33 -33
  316. package/lib/engine-components/AudioListener.js +86 -86
  317. package/lib/engine-components/AudioSource.d.ts +217 -217
  318. package/lib/engine-components/AudioSource.js +634 -634
  319. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  320. package/lib/engine-components/AvatarLoader.js +231 -231
  321. package/lib/engine-components/AxesHelper.d.ts +32 -32
  322. package/lib/engine-components/AxesHelper.js +67 -67
  323. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  324. package/lib/engine-components/BasicIKConstraint.js +43 -43
  325. package/lib/engine-components/BoxCollider.d.ts +2 -2
  326. package/lib/engine-components/BoxCollider.js +2 -2
  327. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  328. package/lib/engine-components/BoxHelperComponent.js +102 -102
  329. package/lib/engine-components/Camera.d.ts +231 -231
  330. package/lib/engine-components/Camera.js +700 -700
  331. package/lib/engine-components/CameraUtils.d.ts +1 -1
  332. package/lib/engine-components/CameraUtils.js +121 -121
  333. package/lib/engine-components/CharacterController.d.ts +55 -55
  334. package/lib/engine-components/CharacterController.js +236 -236
  335. package/lib/engine-components/Collider.d.ts +188 -188
  336. package/lib/engine-components/Collider.js +369 -369
  337. package/lib/engine-components/Component.d.ts +792 -792
  338. package/lib/engine-components/Component.js +915 -915
  339. package/lib/engine-components/ContactShadows.d.ts +82 -82
  340. package/lib/engine-components/ContactShadows.js +430 -430
  341. package/lib/engine-components/DeleteBox.d.ts +19 -19
  342. package/lib/engine-components/DeleteBox.js +58 -58
  343. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  344. package/lib/engine-components/DeviceFlag.js +47 -47
  345. package/lib/engine-components/DragControls.d.ts +170 -170
  346. package/lib/engine-components/DragControls.js +1421 -1421
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  1017. package/lib/engine/engine.d.ts +0 -4
  1018. package/lib/engine/engine.js +0 -12
  1019. package/lib/engine/engine.js.map +0 -1
  1020. package/lib/engine/engine_web_api.d.ts +0 -12
  1021. package/lib/engine/engine_web_api.js +0 -113
  1022. package/lib/engine/engine_web_api.js.map +0 -1
  1023. package/lib/engine-components/FlyControls.d.ts +0 -10
  1024. package/lib/engine-components/FlyControls.js +0 -29
  1025. package/lib/engine-components/FlyControls.js.map +0 -1
  1026. package/src/engine-schemes/dist/api.js +0 -17
  1027. package/src/engine-schemes/dist/api.js.meta +0 -7
  1028. package/src/engine-schemes/dist/schemes.js +0 -25
  1029. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1030. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1031. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1033. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/transform.js +0 -46
  1035. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1036. package/src/engine-schemes/dist/vec2.js +0 -32
  1037. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec3.js +0 -36
  1039. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec4.js +0 -40
  1041. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1043. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,536 +1,536 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
- import { serializable } from "../engine/engine_serialization_decorator.js";
9
- import { FrameEvent } from "../engine/engine_setup.js";
10
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
- import { getParam } from "../engine/engine_utils.js";
12
- import { Behaviour, GameObject } from "./Component.js";
13
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
14
- // https://threejs.org/examples/webgl_shadowmap_csm.html
15
- function toDegrees(radians) {
16
- return radians * 180 / Math.PI;
17
- }
18
- function toRadians(degrees) {
19
- return degrees * Math.PI / 180;
20
- }
21
- const shadowMaxDistance = 300;
22
- const debug = getParam("debuglights");
23
- /**
24
- * Defines the type of light in a scene.
25
- */
26
- export var LightType;
27
- (function (LightType) {
28
- /** Spot light that emits light in a cone shape */
29
- LightType[LightType["Spot"] = 0] = "Spot";
30
- /** Directional light that emits parallel light rays in a specific direction */
31
- LightType[LightType["Directional"] = 1] = "Directional";
32
- /** Point light that emits light in all directions from a single point */
33
- LightType[LightType["Point"] = 2] = "Point";
34
- /** Area light */
35
- LightType[LightType["Area"] = 3] = "Area";
36
- /** Rectangle shaped area light that only affects baked lightmaps and light probes */
37
- LightType[LightType["Rectangle"] = 3] = "Rectangle";
38
- /** Disc shaped area light that only affects baked lightmaps and light probes */
39
- LightType[LightType["Disc"] = 4] = "Disc";
40
- })(LightType || (LightType = {}));
41
- /**
42
- * Defines how a light contributes to the scene lighting.
43
- */
44
- export var LightmapBakeType;
45
- (function (LightmapBakeType) {
46
- /** Light affects the scene in real-time with no baking */
47
- LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
48
- /** Light is completely baked into lightmaps and light probes */
49
- LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
50
- /** Combines aspects of realtime and baked lighting */
51
- LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
52
- })(LightmapBakeType || (LightmapBakeType = {}));
53
- /**
54
- * Defines the shadow casting options for a Light.
55
- * @enum {number}
56
- */
57
- var LightShadows;
58
- (function (LightShadows) {
59
- /** No shadows are cast */
60
- LightShadows[LightShadows["None"] = 0] = "None";
61
- /** Hard-edged shadows without filtering */
62
- LightShadows[LightShadows["Hard"] = 1] = "Hard";
63
- /** Soft shadows with PCF filtering */
64
- LightShadows[LightShadows["Soft"] = 2] = "Soft";
65
- })(LightShadows || (LightShadows = {}));
66
- /**
67
- * The Light component creates a light source in the scene.
68
- * Supports directional, spot, and point light types with various customization options.
69
- * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
70
- *
71
- * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
72
- * additional console output and visual helpers for lights.
73
- *
74
- * @category Rendering
75
- * @group Components
76
- */
77
- export class Light extends Behaviour {
78
- /**
79
- * The type of light (spot, directional, point, etc.)
80
- */
81
- type = 0;
82
- /**
83
- * The maximum distance the light affects
84
- */
85
- range = 1;
86
- /**
87
- * The full outer angle of the spotlight cone in degrees
88
- */
89
- spotAngle = 1;
90
- /**
91
- * The angle of the inner cone in degrees for soft-edge spotlights
92
- */
93
- innerSpotAngle = 1;
94
- /**
95
- * The color of the light
96
- */
97
- set color(val) {
98
- this._color = val;
99
- if (this.light !== undefined) {
100
- this.light.color = val;
101
- }
102
- }
103
- get color() {
104
- if (this.light)
105
- return this.light.color;
106
- return this._color;
107
- }
108
- _color = new Color(0xffffff);
109
- /**
110
- * The near plane distance for shadow projection
111
- */
112
- set shadowNearPlane(val) {
113
- if (val === this._shadowNearPlane)
114
- return;
115
- this._shadowNearPlane = val;
116
- if (this.light?.shadow?.camera !== undefined) {
117
- const cam = this.light.shadow.camera;
118
- cam.near = val;
119
- }
120
- }
121
- get shadowNearPlane() { return this._shadowNearPlane; }
122
- _shadowNearPlane = .1;
123
- /**
124
- * Shadow bias value to reduce shadow acne and peter-panning
125
- */
126
- set shadowBias(val) {
127
- if (val === this._shadowBias)
128
- return;
129
- this._shadowBias = val;
130
- if (this.light?.shadow?.bias !== undefined) {
131
- this.light.shadow.bias = val;
132
- this.light.shadow.needsUpdate = true;
133
- }
134
- }
135
- get shadowBias() { return this._shadowBias; }
136
- _shadowBias = 0;
137
- /**
138
- * Shadow normal bias to reduce shadow acne on sloped surfaces
139
- */
140
- set shadowNormalBias(val) {
141
- if (val === this._shadowNormalBias)
142
- return;
143
- this._shadowNormalBias = val;
144
- if (this.light?.shadow?.normalBias !== undefined) {
145
- this.light.shadow.normalBias = val;
146
- this.light.shadow.needsUpdate = true;
147
- }
148
- }
149
- get shadowNormalBias() { return this._shadowNormalBias; }
150
- _shadowNormalBias = 0;
151
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
152
- _overrideShadowBiasSettings = false;
153
- /**
154
- * Shadow casting mode (None, Hard, or Soft)
155
- */
156
- set shadows(val) {
157
- this._shadows = val;
158
- if (this.light) {
159
- this.light.castShadow = val !== LightShadows.None;
160
- this.updateShadowSoftHard();
161
- }
162
- }
163
- get shadows() { return this._shadows; }
164
- _shadows = 1;
165
- /**
166
- * Determines if the light contributes to realtime lighting, baked lighting, or a mix
167
- */
168
- lightmapBakeType = LightmapBakeType.Realtime;
169
- /**
170
- * Brightness of the light. In WebXR experiences, the intensity is automatically
171
- * adjusted based on the AR session scale to maintain consistent lighting.
172
- */
173
- set intensity(val) {
174
- this._intensity = val;
175
- if (this.light) {
176
- let factor = 1;
177
- if (this.context.isInXR && this._webARRoot) {
178
- const scaleFactor = this._webARRoot?.arScale;
179
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
180
- factor /= scaleFactor;
181
- }
182
- }
183
- this.light.intensity = val * factor;
184
- }
185
- if (debug)
186
- console.log("Set light intensity to " + this._intensity, val, this);
187
- }
188
- get intensity() { return this._intensity; }
189
- _intensity = -1;
190
- /**
191
- * Maximum distance the shadow is projected
192
- */
193
- get shadowDistance() {
194
- const light = this.light;
195
- if (light?.shadow) {
196
- const cam = light.shadow.camera;
197
- return cam.far;
198
- }
199
- return -1;
200
- }
201
- set shadowDistance(val) {
202
- this._shadowDistance = val;
203
- const light = this.light;
204
- if (light?.shadow) {
205
- const cam = light.shadow.camera;
206
- cam.far = val;
207
- cam.updateProjectionMatrix();
208
- }
209
- }
210
- _shadowDistance;
211
- // set from additional component
212
- shadowWidth;
213
- shadowHeight;
214
- /**
215
- * Resolution of the shadow map in pixels (width and height)
216
- */
217
- get shadowResolution() {
218
- const light = this.light;
219
- if (light?.shadow) {
220
- return light.shadow.mapSize.x;
221
- }
222
- return -1;
223
- }
224
- set shadowResolution(val) {
225
- if (val === this._shadowResolution)
226
- return;
227
- this._shadowResolution = val;
228
- const light = this.light;
229
- if (light?.shadow) {
230
- light.shadow.mapSize.set(val, val);
231
- light.shadow.needsUpdate = true;
232
- }
233
- }
234
- _shadowResolution = undefined;
235
- /**
236
- * Whether this light's illumination is entirely baked into lightmaps
237
- */
238
- get isBaked() {
239
- return this.lightmapBakeType === LightmapBakeType.Baked;
240
- }
241
- /**
242
- * Checks if the GameObject itself is a {@link ThreeLight} object
243
- */
244
- get selfIsLight() {
245
- if (this.gameObject["isLight"] === true)
246
- return true;
247
- switch (this.gameObject.type) {
248
- case "SpotLight":
249
- case "PointLight":
250
- case "DirectionalLight":
251
- return true;
252
- }
253
- return false;
254
- }
255
- /**
256
- * The underlying three.js {@link ThreeLight} instance
257
- */
258
- light = undefined;
259
- /**
260
- * Gets the world position of the light
261
- * @param vec Vector3 to store the result
262
- * @returns The world position as a Vector3
263
- */
264
- getWorldPosition(vec) {
265
- if (this.light) {
266
- if (this.type === LightType.Directional) {
267
- return this.light.getWorldPosition(vec).multiplyScalar(1);
268
- }
269
- return this.light.getWorldPosition(vec);
270
- }
271
- return vec;
272
- }
273
- // public updateIntensity() {
274
- // this.intensity = this._intensity;
275
- // }
276
- awake() {
277
- this.color = new Color(this.color ?? 0xffffff);
278
- if (debug)
279
- console.log(this.name, this);
280
- }
281
- onEnable() {
282
- if (debug)
283
- console.log("ENABLE LIGHT", this.name);
284
- this.createLight();
285
- if (this.isBaked)
286
- return;
287
- else if (this.light) {
288
- this.light.visible = true;
289
- this.light.intensity = this._intensity;
290
- if (debug)
291
- console.log("Set light intensity to " + this.light.intensity, this.name);
292
- if (this.selfIsLight) {
293
- // nothing to do
294
- }
295
- else if (this.light.parent !== this.gameObject)
296
- this.gameObject.add(this.light);
297
- }
298
- if (this.type === LightType.Directional)
299
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
300
- }
301
- onDisable() {
302
- if (debug)
303
- console.log("DISABLE LIGHT", this.name);
304
- if (this.light) {
305
- if (this.selfIsLight)
306
- this.light.intensity = 0;
307
- else
308
- this.light.visible = false;
309
- }
310
- }
311
- _webXRStartedListener;
312
- _webXREndedListener;
313
- _webARRoot;
314
- onEnterXR(_args) {
315
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
316
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
317
- }
318
- // private *_updateLightIntensityInARRoutine() {
319
- // while (this.context.isInAR) {
320
- // yield;
321
- // // this.updateIntensity();
322
- // for (let i = 0; i < 30; i++) yield;
323
- // }
324
- // }
325
- onLeaveXR(_args) {
326
- // this.updateIntensity();
327
- }
328
- /**
329
- * Creates the appropriate three.js light based on the configured light type
330
- * and applies all settings like shadows, intensity, and color.
331
- */
332
- createLight() {
333
- const lightAlreadyCreated = this.selfIsLight;
334
- if (lightAlreadyCreated && !this.light) {
335
- this.light = this.gameObject;
336
- this.light.name = this.name;
337
- this._intensity = this.light.intensity;
338
- switch (this.type) {
339
- case LightType.Directional:
340
- this.setDirectionalLight(this.light);
341
- break;
342
- }
343
- }
344
- else if (!this.light) {
345
- switch (this.type) {
346
- case LightType.Directional:
347
- // console.log(this);
348
- const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
349
- // directional light target is at 0 0 0 by default
350
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
351
- this.gameObject.add(dirLight.target);
352
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
353
- this.light = dirLight;
354
- this.gameObject.position.set(0, 0, 0);
355
- this.gameObject.rotation.set(0, 0, 0);
356
- if (debug) {
357
- const spotLightHelper = new DirectionalLightHelper(this.light, .2, this.color);
358
- this.context.scene.add(spotLightHelper);
359
- // const bh = new BoxHelper(this.context.scene, 0xfff0000);
360
- // this.context.scene.add(bh);
361
- }
362
- break;
363
- case LightType.Spot:
364
- const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
365
- spotLight.position.set(0, 0, 0);
366
- spotLight.rotation.set(0, 0, 0);
367
- this.light = spotLight;
368
- const spotLightTarget = spotLight.target;
369
- spotLight.add(spotLightTarget);
370
- spotLightTarget.position.set(0, 0, this.range);
371
- spotLightTarget.rotation.set(0, 0, 0);
372
- break;
373
- case LightType.Point:
374
- const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
375
- this.light = pointLight;
376
- // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
377
- // scene.add(pointHelper);
378
- break;
379
- }
380
- }
381
- if (this.light) {
382
- if (this._intensity >= 0)
383
- this.light.intensity = this._intensity;
384
- else
385
- this._intensity = this.light.intensity;
386
- if (this.shadows !== LightShadows.None) {
387
- this.light.castShadow = true;
388
- }
389
- else
390
- this.light.castShadow = false;
391
- if (this.light.shadow) {
392
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
393
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
394
- this.light.shadow.mapSize.width = this._shadowResolution;
395
- this.light.shadow.mapSize.height = this._shadowResolution;
396
- }
397
- else {
398
- this.light.shadow.mapSize.width = 2048;
399
- this.light.shadow.mapSize.height = 2048;
400
- }
401
- // this.light.shadow.needsUpdate = true;
402
- // console.log(this.light.shadow.mapSize);
403
- // return;
404
- if (debug)
405
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
406
- this.light.shadow.bias = this.shadowBias;
407
- this.light.shadow.normalBias = this.shadowNormalBias;
408
- this.updateShadowSoftHard();
409
- const cam = this.light.shadow.camera;
410
- cam.near = this.shadowNearPlane;
411
- // use shadow distance that was set explictly (if any)
412
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
413
- cam.far = this._shadowDistance;
414
- else // otherwise fallback to object scale and max distance
415
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
416
- // width and height
417
- this.gameObject.scale.set(1, 1, 1);
418
- if (this.shadowWidth !== undefined) {
419
- cam.left = -this.shadowWidth / 2;
420
- cam.right = this.shadowWidth / 2;
421
- }
422
- else {
423
- const sx = this.gameObject.scale.x;
424
- cam.left *= sx;
425
- cam.right *= sx;
426
- }
427
- if (this.shadowHeight !== undefined) {
428
- cam.top = this.shadowHeight / 2;
429
- cam.bottom = -this.shadowHeight / 2;
430
- }
431
- else {
432
- const sy = this.gameObject.scale.y;
433
- cam.top *= sy;
434
- cam.bottom *= sy;
435
- }
436
- this.light.shadow.needsUpdate = true;
437
- if (debug)
438
- this.context.scene.add(new CameraHelper(cam));
439
- }
440
- if (this.isBaked) {
441
- this.light.removeFromParent();
442
- }
443
- else if (!lightAlreadyCreated)
444
- this.gameObject.add(this.light);
445
- }
446
- }
447
- /**
448
- * Coroutine that updates the main light reference in the context
449
- * if this directional light should be the main light
450
- */
451
- *updateMainLightRoutine() {
452
- while (true) {
453
- if (this.type === LightType.Directional) {
454
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
455
- this.context.mainLight = this;
456
- }
457
- yield;
458
- }
459
- break;
460
- }
461
- }
462
- /**
463
- * Controls whether the renderer's shadow map type can be changed when soft shadows are used
464
- */
465
- static allowChangingRendererShadowMapType = true;
466
- /**
467
- * Updates shadow settings based on whether the shadows are set to hard or soft
468
- */
469
- updateShadowSoftHard() {
470
- if (!this.light)
471
- return;
472
- if (!this.light.shadow)
473
- return;
474
- if (this.shadows === LightShadows.Soft) {
475
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
476
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
477
- // this.light.shadow.radius = radius;
478
- // this.light.shadow.blurSamples = samples;
479
- // if (isMobileDevice()) {
480
- // this.light.shadow.radius *= .5;
481
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
482
- // }
483
- // if (Light.allowChangingRendererShadowMapType) {
484
- // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
485
- // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
486
- // this.context.renderer.shadowMap.type = VSMShadowMap;
487
- // }
488
- // }
489
- }
490
- else {
491
- this.light.shadow.radius = 1;
492
- this.light.shadow.blurSamples = 1;
493
- }
494
- }
495
- /**
496
- * Configures a directional light by adding and positioning its target
497
- * @param dirLight The directional light to set up
498
- */
499
- setDirectionalLight(dirLight) {
500
- dirLight.add(dirLight.target);
501
- dirLight.target.position.set(0, 0, -1);
502
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
503
- }
504
- }
505
- __decorate([
506
- serializable()
507
- ], Light.prototype, "type", void 0);
508
- __decorate([
509
- serializable(Color)
510
- ], Light.prototype, "color", null);
511
- __decorate([
512
- serializable()
513
- ], Light.prototype, "shadowNearPlane", null);
514
- __decorate([
515
- serializable()
516
- ], Light.prototype, "shadowBias", null);
517
- __decorate([
518
- serializable()
519
- ], Light.prototype, "shadowNormalBias", null);
520
- __decorate([
521
- serializable()
522
- ], Light.prototype, "shadows", null);
523
- __decorate([
524
- serializable()
525
- ], Light.prototype, "lightmapBakeType", void 0);
526
- __decorate([
527
- serializable()
528
- ], Light.prototype, "intensity", null);
529
- __decorate([
530
- serializable()
531
- ], Light.prototype, "shadowDistance", null);
532
- __decorate([
533
- serializable()
534
- ], Light.prototype, "shadowResolution", null);
535
- const vec = new Vector3(0, 0, 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
+ import { serializable } from "../engine/engine_serialization_decorator.js";
9
+ import { FrameEvent } from "../engine/engine_setup.js";
10
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
+ import { getParam } from "../engine/engine_utils.js";
12
+ import { Behaviour, GameObject } from "./Component.js";
13
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
14
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
15
+ function toDegrees(radians) {
16
+ return radians * 180 / Math.PI;
17
+ }
18
+ function toRadians(degrees) {
19
+ return degrees * Math.PI / 180;
20
+ }
21
+ const shadowMaxDistance = 300;
22
+ const debug = getParam("debuglights");
23
+ /**
24
+ * Defines the type of light in a scene.
25
+ */
26
+ export var LightType;
27
+ (function (LightType) {
28
+ /** Spot light that emits light in a cone shape */
29
+ LightType[LightType["Spot"] = 0] = "Spot";
30
+ /** Directional light that emits parallel light rays in a specific direction */
31
+ LightType[LightType["Directional"] = 1] = "Directional";
32
+ /** Point light that emits light in all directions from a single point */
33
+ LightType[LightType["Point"] = 2] = "Point";
34
+ /** Area light */
35
+ LightType[LightType["Area"] = 3] = "Area";
36
+ /** Rectangle shaped area light that only affects baked lightmaps and light probes */
37
+ LightType[LightType["Rectangle"] = 3] = "Rectangle";
38
+ /** Disc shaped area light that only affects baked lightmaps and light probes */
39
+ LightType[LightType["Disc"] = 4] = "Disc";
40
+ })(LightType || (LightType = {}));
41
+ /**
42
+ * Defines how a light contributes to the scene lighting.
43
+ */
44
+ export var LightmapBakeType;
45
+ (function (LightmapBakeType) {
46
+ /** Light affects the scene in real-time with no baking */
47
+ LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
48
+ /** Light is completely baked into lightmaps and light probes */
49
+ LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
50
+ /** Combines aspects of realtime and baked lighting */
51
+ LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
52
+ })(LightmapBakeType || (LightmapBakeType = {}));
53
+ /**
54
+ * Defines the shadow casting options for a Light.
55
+ * @enum {number}
56
+ */
57
+ var LightShadows;
58
+ (function (LightShadows) {
59
+ /** No shadows are cast */
60
+ LightShadows[LightShadows["None"] = 0] = "None";
61
+ /** Hard-edged shadows without filtering */
62
+ LightShadows[LightShadows["Hard"] = 1] = "Hard";
63
+ /** Soft shadows with PCF filtering */
64
+ LightShadows[LightShadows["Soft"] = 2] = "Soft";
65
+ })(LightShadows || (LightShadows = {}));
66
+ /**
67
+ * The Light component creates a light source in the scene.
68
+ * Supports directional, spot, and point light types with various customization options.
69
+ * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
70
+ *
71
+ * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
72
+ * additional console output and visual helpers for lights.
73
+ *
74
+ * @category Rendering
75
+ * @group Components
76
+ */
77
+ export class Light extends Behaviour {
78
+ /**
79
+ * The type of light (spot, directional, point, etc.)
80
+ */
81
+ type = 0;
82
+ /**
83
+ * The maximum distance the light affects
84
+ */
85
+ range = 1;
86
+ /**
87
+ * The full outer angle of the spotlight cone in degrees
88
+ */
89
+ spotAngle = 1;
90
+ /**
91
+ * The angle of the inner cone in degrees for soft-edge spotlights
92
+ */
93
+ innerSpotAngle = 1;
94
+ /**
95
+ * The color of the light
96
+ */
97
+ set color(val) {
98
+ this._color = val;
99
+ if (this.light !== undefined) {
100
+ this.light.color = val;
101
+ }
102
+ }
103
+ get color() {
104
+ if (this.light)
105
+ return this.light.color;
106
+ return this._color;
107
+ }
108
+ _color = new Color(0xffffff);
109
+ /**
110
+ * The near plane distance for shadow projection
111
+ */
112
+ set shadowNearPlane(val) {
113
+ if (val === this._shadowNearPlane)
114
+ return;
115
+ this._shadowNearPlane = val;
116
+ if (this.light?.shadow?.camera !== undefined) {
117
+ const cam = this.light.shadow.camera;
118
+ cam.near = val;
119
+ }
120
+ }
121
+ get shadowNearPlane() { return this._shadowNearPlane; }
122
+ _shadowNearPlane = .1;
123
+ /**
124
+ * Shadow bias value to reduce shadow acne and peter-panning
125
+ */
126
+ set shadowBias(val) {
127
+ if (val === this._shadowBias)
128
+ return;
129
+ this._shadowBias = val;
130
+ if (this.light?.shadow?.bias !== undefined) {
131
+ this.light.shadow.bias = val;
132
+ this.light.shadow.needsUpdate = true;
133
+ }
134
+ }
135
+ get shadowBias() { return this._shadowBias; }
136
+ _shadowBias = 0;
137
+ /**
138
+ * Shadow normal bias to reduce shadow acne on sloped surfaces
139
+ */
140
+ set shadowNormalBias(val) {
141
+ if (val === this._shadowNormalBias)
142
+ return;
143
+ this._shadowNormalBias = val;
144
+ if (this.light?.shadow?.normalBias !== undefined) {
145
+ this.light.shadow.normalBias = val;
146
+ this.light.shadow.needsUpdate = true;
147
+ }
148
+ }
149
+ get shadowNormalBias() { return this._shadowNormalBias; }
150
+ _shadowNormalBias = 0;
151
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
152
+ _overrideShadowBiasSettings = false;
153
+ /**
154
+ * Shadow casting mode (None, Hard, or Soft)
155
+ */
156
+ set shadows(val) {
157
+ this._shadows = val;
158
+ if (this.light) {
159
+ this.light.castShadow = val !== LightShadows.None;
160
+ this.updateShadowSoftHard();
161
+ }
162
+ }
163
+ get shadows() { return this._shadows; }
164
+ _shadows = 1;
165
+ /**
166
+ * Determines if the light contributes to realtime lighting, baked lighting, or a mix
167
+ */
168
+ lightmapBakeType = LightmapBakeType.Realtime;
169
+ /**
170
+ * Brightness of the light. In WebXR experiences, the intensity is automatically
171
+ * adjusted based on the AR session scale to maintain consistent lighting.
172
+ */
173
+ set intensity(val) {
174
+ this._intensity = val;
175
+ if (this.light) {
176
+ let factor = 1;
177
+ if (this.context.isInXR && this._webARRoot) {
178
+ const scaleFactor = this._webARRoot?.arScale;
179
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
180
+ factor /= scaleFactor;
181
+ }
182
+ }
183
+ this.light.intensity = val * factor;
184
+ }
185
+ if (debug)
186
+ console.log("Set light intensity to " + this._intensity, val, this);
187
+ }
188
+ get intensity() { return this._intensity; }
189
+ _intensity = -1;
190
+ /**
191
+ * Maximum distance the shadow is projected
192
+ */
193
+ get shadowDistance() {
194
+ const light = this.light;
195
+ if (light?.shadow) {
196
+ const cam = light.shadow.camera;
197
+ return cam.far;
198
+ }
199
+ return -1;
200
+ }
201
+ set shadowDistance(val) {
202
+ this._shadowDistance = val;
203
+ const light = this.light;
204
+ if (light?.shadow) {
205
+ const cam = light.shadow.camera;
206
+ cam.far = val;
207
+ cam.updateProjectionMatrix();
208
+ }
209
+ }
210
+ _shadowDistance;
211
+ // set from additional component
212
+ shadowWidth;
213
+ shadowHeight;
214
+ /**
215
+ * Resolution of the shadow map in pixels (width and height)
216
+ */
217
+ get shadowResolution() {
218
+ const light = this.light;
219
+ if (light?.shadow) {
220
+ return light.shadow.mapSize.x;
221
+ }
222
+ return -1;
223
+ }
224
+ set shadowResolution(val) {
225
+ if (val === this._shadowResolution)
226
+ return;
227
+ this._shadowResolution = val;
228
+ const light = this.light;
229
+ if (light?.shadow) {
230
+ light.shadow.mapSize.set(val, val);
231
+ light.shadow.needsUpdate = true;
232
+ }
233
+ }
234
+ _shadowResolution = undefined;
235
+ /**
236
+ * Whether this light's illumination is entirely baked into lightmaps
237
+ */
238
+ get isBaked() {
239
+ return this.lightmapBakeType === LightmapBakeType.Baked;
240
+ }
241
+ /**
242
+ * Checks if the GameObject itself is a {@link ThreeLight} object
243
+ */
244
+ get selfIsLight() {
245
+ if (this.gameObject["isLight"] === true)
246
+ return true;
247
+ switch (this.gameObject.type) {
248
+ case "SpotLight":
249
+ case "PointLight":
250
+ case "DirectionalLight":
251
+ return true;
252
+ }
253
+ return false;
254
+ }
255
+ /**
256
+ * The underlying three.js {@link ThreeLight} instance
257
+ */
258
+ light = undefined;
259
+ /**
260
+ * Gets the world position of the light
261
+ * @param vec Vector3 to store the result
262
+ * @returns The world position as a Vector3
263
+ */
264
+ getWorldPosition(vec) {
265
+ if (this.light) {
266
+ if (this.type === LightType.Directional) {
267
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
268
+ }
269
+ return this.light.getWorldPosition(vec);
270
+ }
271
+ return vec;
272
+ }
273
+ // public updateIntensity() {
274
+ // this.intensity = this._intensity;
275
+ // }
276
+ awake() {
277
+ this.color = new Color(this.color ?? 0xffffff);
278
+ if (debug)
279
+ console.log(this.name, this);
280
+ }
281
+ onEnable() {
282
+ if (debug)
283
+ console.log("ENABLE LIGHT", this.name);
284
+ this.createLight();
285
+ if (this.isBaked)
286
+ return;
287
+ else if (this.light) {
288
+ this.light.visible = true;
289
+ this.light.intensity = this._intensity;
290
+ if (debug)
291
+ console.log("Set light intensity to " + this.light.intensity, this.name);
292
+ if (this.selfIsLight) {
293
+ // nothing to do
294
+ }
295
+ else if (this.light.parent !== this.gameObject)
296
+ this.gameObject.add(this.light);
297
+ }
298
+ if (this.type === LightType.Directional)
299
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
300
+ }
301
+ onDisable() {
302
+ if (debug)
303
+ console.log("DISABLE LIGHT", this.name);
304
+ if (this.light) {
305
+ if (this.selfIsLight)
306
+ this.light.intensity = 0;
307
+ else
308
+ this.light.visible = false;
309
+ }
310
+ }
311
+ _webXRStartedListener;
312
+ _webXREndedListener;
313
+ _webARRoot;
314
+ onEnterXR(_args) {
315
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
316
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
317
+ }
318
+ // private *_updateLightIntensityInARRoutine() {
319
+ // while (this.context.isInAR) {
320
+ // yield;
321
+ // // this.updateIntensity();
322
+ // for (let i = 0; i < 30; i++) yield;
323
+ // }
324
+ // }
325
+ onLeaveXR(_args) {
326
+ // this.updateIntensity();
327
+ }
328
+ /**
329
+ * Creates the appropriate three.js light based on the configured light type
330
+ * and applies all settings like shadows, intensity, and color.
331
+ */
332
+ createLight() {
333
+ const lightAlreadyCreated = this.selfIsLight;
334
+ if (lightAlreadyCreated && !this.light) {
335
+ this.light = this.gameObject;
336
+ this.light.name = this.name;
337
+ this._intensity = this.light.intensity;
338
+ switch (this.type) {
339
+ case LightType.Directional:
340
+ this.setDirectionalLight(this.light);
341
+ break;
342
+ }
343
+ }
344
+ else if (!this.light) {
345
+ switch (this.type) {
346
+ case LightType.Directional:
347
+ // console.log(this);
348
+ const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
349
+ // directional light target is at 0 0 0 by default
350
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
351
+ this.gameObject.add(dirLight.target);
352
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
353
+ this.light = dirLight;
354
+ this.gameObject.position.set(0, 0, 0);
355
+ this.gameObject.rotation.set(0, 0, 0);
356
+ if (debug) {
357
+ const spotLightHelper = new DirectionalLightHelper(this.light, .2, this.color);
358
+ this.context.scene.add(spotLightHelper);
359
+ // const bh = new BoxHelper(this.context.scene, 0xfff0000);
360
+ // this.context.scene.add(bh);
361
+ }
362
+ break;
363
+ case LightType.Spot:
364
+ const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
365
+ spotLight.position.set(0, 0, 0);
366
+ spotLight.rotation.set(0, 0, 0);
367
+ this.light = spotLight;
368
+ const spotLightTarget = spotLight.target;
369
+ spotLight.add(spotLightTarget);
370
+ spotLightTarget.position.set(0, 0, this.range);
371
+ spotLightTarget.rotation.set(0, 0, 0);
372
+ break;
373
+ case LightType.Point:
374
+ const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
375
+ this.light = pointLight;
376
+ // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
377
+ // scene.add(pointHelper);
378
+ break;
379
+ }
380
+ }
381
+ if (this.light) {
382
+ if (this._intensity >= 0)
383
+ this.light.intensity = this._intensity;
384
+ else
385
+ this._intensity = this.light.intensity;
386
+ if (this.shadows !== LightShadows.None) {
387
+ this.light.castShadow = true;
388
+ }
389
+ else
390
+ this.light.castShadow = false;
391
+ if (this.light.shadow) {
392
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
393
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
394
+ this.light.shadow.mapSize.width = this._shadowResolution;
395
+ this.light.shadow.mapSize.height = this._shadowResolution;
396
+ }
397
+ else {
398
+ this.light.shadow.mapSize.width = 2048;
399
+ this.light.shadow.mapSize.height = 2048;
400
+ }
401
+ // this.light.shadow.needsUpdate = true;
402
+ // console.log(this.light.shadow.mapSize);
403
+ // return;
404
+ if (debug)
405
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
406
+ this.light.shadow.bias = this.shadowBias;
407
+ this.light.shadow.normalBias = this.shadowNormalBias;
408
+ this.updateShadowSoftHard();
409
+ const cam = this.light.shadow.camera;
410
+ cam.near = this.shadowNearPlane;
411
+ // use shadow distance that was set explictly (if any)
412
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
413
+ cam.far = this._shadowDistance;
414
+ else // otherwise fallback to object scale and max distance
415
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
416
+ // width and height
417
+ this.gameObject.scale.set(1, 1, 1);
418
+ if (this.shadowWidth !== undefined) {
419
+ cam.left = -this.shadowWidth / 2;
420
+ cam.right = this.shadowWidth / 2;
421
+ }
422
+ else {
423
+ const sx = this.gameObject.scale.x;
424
+ cam.left *= sx;
425
+ cam.right *= sx;
426
+ }
427
+ if (this.shadowHeight !== undefined) {
428
+ cam.top = this.shadowHeight / 2;
429
+ cam.bottom = -this.shadowHeight / 2;
430
+ }
431
+ else {
432
+ const sy = this.gameObject.scale.y;
433
+ cam.top *= sy;
434
+ cam.bottom *= sy;
435
+ }
436
+ this.light.shadow.needsUpdate = true;
437
+ if (debug)
438
+ this.context.scene.add(new CameraHelper(cam));
439
+ }
440
+ if (this.isBaked) {
441
+ this.light.removeFromParent();
442
+ }
443
+ else if (!lightAlreadyCreated)
444
+ this.gameObject.add(this.light);
445
+ }
446
+ }
447
+ /**
448
+ * Coroutine that updates the main light reference in the context
449
+ * if this directional light should be the main light
450
+ */
451
+ *updateMainLightRoutine() {
452
+ while (true) {
453
+ if (this.type === LightType.Directional) {
454
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
455
+ this.context.mainLight = this;
456
+ }
457
+ yield;
458
+ }
459
+ break;
460
+ }
461
+ }
462
+ /**
463
+ * Controls whether the renderer's shadow map type can be changed when soft shadows are used
464
+ */
465
+ static allowChangingRendererShadowMapType = true;
466
+ /**
467
+ * Updates shadow settings based on whether the shadows are set to hard or soft
468
+ */
469
+ updateShadowSoftHard() {
470
+ if (!this.light)
471
+ return;
472
+ if (!this.light.shadow)
473
+ return;
474
+ if (this.shadows === LightShadows.Soft) {
475
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
476
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
477
+ // this.light.shadow.radius = radius;
478
+ // this.light.shadow.blurSamples = samples;
479
+ // if (isMobileDevice()) {
480
+ // this.light.shadow.radius *= .5;
481
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
482
+ // }
483
+ // if (Light.allowChangingRendererShadowMapType) {
484
+ // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
485
+ // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
486
+ // this.context.renderer.shadowMap.type = VSMShadowMap;
487
+ // }
488
+ // }
489
+ }
490
+ else {
491
+ this.light.shadow.radius = 1;
492
+ this.light.shadow.blurSamples = 1;
493
+ }
494
+ }
495
+ /**
496
+ * Configures a directional light by adding and positioning its target
497
+ * @param dirLight The directional light to set up
498
+ */
499
+ setDirectionalLight(dirLight) {
500
+ dirLight.add(dirLight.target);
501
+ dirLight.target.position.set(0, 0, -1);
502
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
503
+ }
504
+ }
505
+ __decorate([
506
+ serializable()
507
+ ], Light.prototype, "type", void 0);
508
+ __decorate([
509
+ serializable(Color)
510
+ ], Light.prototype, "color", null);
511
+ __decorate([
512
+ serializable()
513
+ ], Light.prototype, "shadowNearPlane", null);
514
+ __decorate([
515
+ serializable()
516
+ ], Light.prototype, "shadowBias", null);
517
+ __decorate([
518
+ serializable()
519
+ ], Light.prototype, "shadowNormalBias", null);
520
+ __decorate([
521
+ serializable()
522
+ ], Light.prototype, "shadows", null);
523
+ __decorate([
524
+ serializable()
525
+ ], Light.prototype, "lightmapBakeType", void 0);
526
+ __decorate([
527
+ serializable()
528
+ ], Light.prototype, "intensity", null);
529
+ __decorate([
530
+ serializable()
531
+ ], Light.prototype, "shadowDistance", null);
532
+ __decorate([
533
+ serializable()
534
+ ], Light.prototype, "shadowResolution", null);
535
+ const vec = new Vector3(0, 0, 0);
536
536
  //# sourceMappingURL=Light.js.map