@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
@@ -1,771 +1,771 @@
1
- import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
3
- import { destroy, instantiate } from "../../engine/engine_gameobject.js";
4
- import { InputEventQueue } from "../../engine/engine_input.js";
5
- import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
6
- import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
7
- import { NeedleXRController, NeedleXRSession } from "../../engine/engine_xr.js";
8
- import { Behaviour, GameObject } from "../Component.js";
9
- // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
10
- const debug = getParam("debugwebxr");
11
- const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
12
- /**
13
- * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
14
- * It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
15
- * @example
16
- * ```ts
17
- * WebARSessionRoot.onPlaced((args) => {
18
- * console.log("Scene has been placed in AR");
19
- * });
20
- * ```
21
- *
22
- * @category XR
23
- * @group Components
24
- */
25
- export class WebARSessionRoot extends Behaviour {
26
- static _eventListeners = {};
27
- /**
28
- * Event that is called when the scene has been placed in AR.
29
- * @param cb the callback that is called when the scene has been placed
30
- * @returns a function to remove the event listener
31
- */
32
- static onPlaced(cb) {
33
- const event = "placed";
34
- if (!this._eventListeners[event])
35
- this._eventListeners[event] = [];
36
- this._eventListeners[event].push(cb);
37
- return () => {
38
- const index = this._eventListeners[event].indexOf(cb);
39
- if (index >= 0)
40
- this._eventListeners[event].splice(index, 1);
41
- };
42
- }
43
- static _hasPlaced = false;
44
- /**
45
- * @returns true if the scene has been placed in AR by the user or automatic placement
46
- */
47
- static get hasPlaced() {
48
- return this._hasPlaced;
49
- }
50
- /** The scale of the user in AR.
51
- * **NOTE**: a large value makes the scene appear smaller
52
- * @default 1
53
- */
54
- get arScale() {
55
- return this._arScale;
56
- }
57
- set arScale(val) {
58
- this._arScale = Math.max(0.000001, val);
59
- this.onSetScale();
60
- }
61
- _arScale = 1;
62
- /** When enabled the placed scene forward direction will towards the XRRig
63
- * @deprecated
64
- * @default false
65
- */
66
- invertForward = false;
67
- /** When assigned this asset will be loaded and visualize the placement while in AR
68
- * @default null
69
- */
70
- customReticle;
71
- /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
72
- * @default true
73
- */
74
- arTouchTransform = true;
75
- /** When enabled the scene will be placed automatically when a point in the real world is found
76
- * @default false
77
- */
78
- autoPlace = false;
79
- /** When enabled the scene center will be automatically calculated from the content in the scene */
80
- autoCenter = false;
81
- /** Experimental: When enabled we will create a XR anchor for the scene placement
82
- * and make sure the scene is at that anchored point during a XR session
83
- * @default false
84
- **/
85
- useXRAnchor = false;
86
- /** true if we're currently placing the scene */
87
- _isPlacing = true;
88
- /** This is the world matrix of the ar session root when entering webxr
89
- * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
90
- */
91
- _startOffset = new Matrix4();
92
- _createdPlacementObject = null;
93
- _reparentedComponents = [];
94
- // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
95
- // e.g. we want the avatar to still be updated while placing
96
- // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
97
- _placementScene = new Scene();
98
- /** the reticles used for placement */
99
- _reticle = [];
100
- /** needs to be in sync with the reticles */
101
- _hits = [];
102
- _placementStartTime = -1;
103
- _rigPlacementMatrix;
104
- /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
105
- _anchor = null;
106
- /** user input is used for ar touch transform */
107
- userInput;
108
- onEnable() {
109
- this.customReticle?.preload();
110
- }
111
- supportsXR(mode) {
112
- return mode === "immersive-ar";
113
- }
114
- onEnterXR(_args) {
115
- if (debug)
116
- console.log("ENTER WEBXR: SessionRoot start...");
117
- this._anchor = null;
118
- WebARSessionRoot._hasPlaced = false;
119
- // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
120
- // console.warn("Image tracking is enabled - will not place scene");
121
- // return;
122
- // }
123
- // save the transform of the session root in the scene to apply it when placing the scene
124
- this.gameObject.updateMatrixWorld();
125
- this._startOffset.copy(this.gameObject.matrixWorld);
126
- // create a new root object for the session placement scripts
127
- // and move all the children in the scene in a temporary scene that is not rendered
128
- const rootObject = new Object3D();
129
- this._createdPlacementObject = rootObject;
130
- rootObject.name = "AR Session Root";
131
- this._placementScene.name = "AR Placement Scene";
132
- this._placementScene.children.length = 0;
133
- for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
134
- const ch = this.context.scene.children[i];
135
- this._placementScene.add(ch);
136
- }
137
- this.context.scene.add(rootObject);
138
- if (this.autoCenter) {
139
- const bounds = getBoundingBox(this._placementScene.children);
140
- const center = bounds.getCenter(new Vector3());
141
- const size = bounds.getSize(new Vector3());
142
- const matrix = new Matrix4();
143
- matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
144
- this._startOffset.multiply(matrix);
145
- }
146
- // reparent components
147
- // save which gameobject the sessionroot component was previously attached to
148
- this._reparentedComponents.length = 0;
149
- this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
150
- GameObject.addComponent(rootObject, this);
151
- // const webXR = GameObject.findObjectOfType(WebXR2);
152
- // if (webXR) {
153
- // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
154
- // GameObject.addComponent(rootObject, webXR);
155
- // const playerSync = GameObject.findObjectOfType(XRFlag);
156
- // }
157
- // recreate the reticle every time we enter AR
158
- for (const ret of this._reticle) {
159
- destroy(ret);
160
- }
161
- this._reticle.length = 0;
162
- this._isPlacing = true;
163
- // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
164
- this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
165
- }
166
- onLeaveXR() {
167
- // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
168
- this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
169
- this.onRevertSceneChanges();
170
- // this._anchor?.delete();
171
- this._anchor = null;
172
- WebARSessionRoot._hasPlaced = false;
173
- this._rigPlacementMatrix = undefined;
174
- }
175
- onUpdateXR(args) {
176
- // disable session placement while images are being tracked
177
- if (args.xr.isTrackingImages) {
178
- for (const ret of this._reticle)
179
- ret.visible = false;
180
- return;
181
- }
182
- if (this._isPlacing) {
183
- const rigObject = args.xr.rig?.gameObject;
184
- // the rig should be parented to the scene while placing
185
- // since the camera is always parented to the rig this ensures that the camera is always rendering
186
- if (rigObject && rigObject.parent !== this.context.scene) {
187
- this.context.scene.add(rigObject);
188
- }
189
- // in pass through mode we want to place the scene using an XR controller
190
- let controllersDidHit = false;
191
- // when auto placing we just use the user's view
192
- if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
193
- for (const ctrl of args.xr.controllers) {
194
- // with this we can only place with the left / first controller right now
195
- // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
196
- // and then place at the reticle for which the user clicked the place button
197
- const hit = ctrl.getHitTest();
198
- if (hit) {
199
- controllersDidHit = true;
200
- this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
201
- }
202
- }
203
- }
204
- // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
205
- if (!controllersDidHit) {
206
- const hit = args.xr.getHitTest();
207
- if (hit) {
208
- this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
209
- }
210
- }
211
- }
212
- else {
213
- // Update anchors, if any
214
- if (this._anchor && args.xr.referenceSpace) {
215
- const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
216
- if (pose && this.context.time.frame % 20 === 0) {
217
- // apply the anchor pose to one of the reticles
218
- const converted = args.xr.convertSpace(pose.transform);
219
- const reticle = this._reticle[0];
220
- if (reticle) {
221
- reticle.position.copy(converted.position);
222
- reticle.quaternion.copy(converted.quaternion);
223
- this.onApplyPose(reticle);
224
- }
225
- }
226
- }
227
- // Scene has been placed
228
- if (this.arTouchTransform) {
229
- if (!this.userInput)
230
- this.userInput = new WebXRSessionRootUserInput(this.context);
231
- this.userInput?.enable();
232
- }
233
- else
234
- this.userInput?.disable();
235
- if (this.arTouchTransform && this.userInput?.hasChanged) {
236
- if (args.xr.rig) {
237
- const rig = args.xr.rig.gameObject;
238
- this.userInput.applyMatrixTo(rig.matrix, true);
239
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
240
- // if the rig is scaled large we want the drag touch to be faster
241
- this.userInput.factor = rig.scale.x;
242
- }
243
- this.userInput.reset();
244
- }
245
- }
246
- }
247
- updateReticleAndHits(_xr, i, hit, scale) {
248
- // save the hit test
249
- this._hits[i] = hit.hit;
250
- let reticle = this._reticle[i];
251
- if (!reticle) {
252
- if (this.customReticle) {
253
- if (this.customReticle.asset) {
254
- reticle = instantiate(this.customReticle.asset);
255
- }
256
- else {
257
- this.customReticle.loadAssetAsync();
258
- return;
259
- }
260
- }
261
- else {
262
- reticle = new Mesh(new RingGeometry(0.07, 0.09, 32).rotateX(-Math.PI / 2), new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee }));
263
- reticle.name = "AR Placement Reticle";
264
- }
265
- if (debug) {
266
- const axes = new AxesHelper(1);
267
- axes.position.y += .01;
268
- reticle.add(axes);
269
- }
270
- this._reticle[i] = reticle;
271
- reticle.matrixAutoUpdate = false;
272
- reticle.visible = false;
273
- }
274
- reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
275
- reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
276
- // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
277
- // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
278
- // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
279
- // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
280
- reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
281
- reticle["lastPos"].copy(reticle.position);
282
- reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
283
- reticle["lastQuat"].copy(reticle.quaternion);
284
- // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
285
- // scale *= this.customReticle?.asset?.scale?.x || 1;
286
- reticle.scale.set(scale, scale, scale);
287
- // if (this.invertForward) {
288
- // reticle.rotateY(Math.PI);
289
- // }
290
- // Workaround: For a custom reticle we apply the view based transform during placement preview
291
- // See NE-4161 for context
292
- if (this.customReticle)
293
- this.applyViewBasedTransform(reticle);
294
- reticle.updateMatrix();
295
- reticle.visible = true;
296
- if (reticle.parent !== this.context.scene)
297
- this.context.scene.add(reticle);
298
- if (this._placementStartTime < 0) {
299
- this._placementStartTime = this.context.time.realtimeSinceStartup;
300
- }
301
- if (this.autoPlace) {
302
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
303
- const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
304
- if (isUp) {
305
- // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
306
- let autoplace_timer = reticle["autoplace:timer"] || 0;
307
- if (autoplace_timer >= 1) {
308
- reticle.visible = false;
309
- this.onPlaceScene(null);
310
- }
311
- else {
312
- autoplace_timer += this.context.time.deltaTime;
313
- reticle["autoplace:timer"] = autoplace_timer;
314
- }
315
- }
316
- else {
317
- reticle["autoplace:timer"] = 0;
318
- }
319
- }
320
- }
321
- onPlaceScene = (evt) => {
322
- if (this._isPlacing == false)
323
- return;
324
- if (evt?.used)
325
- return;
326
- let reticle = this._reticle[0];
327
- if (!reticle) {
328
- console.warn("No reticle to place...");
329
- return;
330
- }
331
- if (!reticle.visible && !this.autoPlace) {
332
- console.warn("Reticle is not visible (can not place)");
333
- return;
334
- }
335
- if (NeedleXRSession.active?.isTrackingImages) {
336
- console.warn("Scene Placement is disabled while images are being tracked");
337
- return;
338
- }
339
- let hit = this._hits[0];
340
- if (evt && evt.origin instanceof NeedleXRController) {
341
- // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
342
- const controllerReticle = this._reticle[evt.origin.index];
343
- if (controllerReticle) {
344
- reticle = controllerReticle;
345
- hit = this._hits[evt.origin.index];
346
- }
347
- }
348
- // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
349
- if (evt) {
350
- evt.stopImmediatePropagation();
351
- evt.stopPropagation();
352
- evt.use();
353
- }
354
- this._isPlacing = false;
355
- this.context.input.removeEventListener("pointerup", this.onPlaceScene);
356
- this.onRevertSceneChanges();
357
- // TODO: we should probably use the non-lerped position and quaternion here
358
- reticle.position.copy(reticle["lastPos"]);
359
- reticle.quaternion.copy(reticle["lastQuat"]);
360
- this.onApplyPose(reticle);
361
- WebARSessionRoot._hasPlaced = true;
362
- if (this.useXRAnchor) {
363
- this.onCreateAnchor(NeedleXRSession.active, hit);
364
- }
365
- if (this.context.xr) {
366
- for (const ctrl of this.context.xr.controllers) {
367
- ctrl.cancelHitTestSource();
368
- }
369
- }
370
- };
371
- onSetScale() {
372
- if (!WebARSessionRoot._hasPlaced)
373
- return;
374
- const rig = NeedleXRSession.active?.rig?.gameObject;
375
- if (rig) {
376
- const currentScale = NeedleXRSession.active?.rigScale || 1;
377
- const newScale = (1 / this._arScale) * currentScale;
378
- const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
379
- rig.matrix.premultiply(scaleMatrix);
380
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
381
- }
382
- }
383
- onRevertSceneChanges() {
384
- for (const ret of this._reticle) {
385
- if (!ret)
386
- continue;
387
- ret.visible = false;
388
- ret?.removeFromParent();
389
- }
390
- this._reticle.length = 0;
391
- for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
392
- const ch = this._placementScene.children[i];
393
- this.context.scene.add(ch);
394
- }
395
- this._createdPlacementObject?.removeFromParent();
396
- for (const reparented of this._reparentedComponents) {
397
- GameObject.addComponent(reparented.originalObject, reparented.comp);
398
- }
399
- }
400
- async onCreateAnchor(session, hit) {
401
- if (hit.createAnchor === undefined) {
402
- console.warn("Hit does not support creating an anchor", hit);
403
- if (isDevEnvironment())
404
- showBalloonWarning("Hit does not support creating an anchor");
405
- return;
406
- }
407
- else {
408
- const anchor = await hit.createAnchor(session.viewerPose.transform);
409
- // make sure the session is still active
410
- if (session.running && anchor) {
411
- this._anchor = anchor;
412
- }
413
- }
414
- }
415
- upVec = new Vector3(0, 1, 0);
416
- lookPoint = new Vector3();
417
- worldUpVec = new Vector3(0, 1, 0);
418
- applyViewBasedTransform(reticle) {
419
- // Make reticle face the user to unify the placement experience across devices.
420
- // The pose that we're receiving from the hit test varies between devices:
421
- // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
422
- // - Android WebXR: looking at the camera, but pretty random when on a wall
423
- // - Mozilla WebXR Viewer: aligned to the start of the session
424
- const camGo = this.context.mainCamera;
425
- const reticleGo = reticle;
426
- const camWP = camGo.worldPosition;
427
- const reticleWp = reticleGo.worldPosition;
428
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
429
- // upVec may be pointing AWAY from us, we have to flip it if that's the case
430
- const camPos = camGo.worldPosition;
431
- if (camPos) {
432
- const camToReticle = reticle.position.clone().sub(camPos);
433
- const angle = camToReticle.angleTo(this.upVec);
434
- if (angle < Math.PI / 2) {
435
- this.upVec.negate();
436
- }
437
- }
438
- const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
439
- // For debugging look angle for AR placement
440
- // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
441
- // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
442
- const angleForWallPlacement = 30;
443
- if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
444
- (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
445
- this.lookPoint.copy(reticle.position).add(this.upVec);
446
- this.lookPoint.y = reticle.position.y;
447
- reticle.lookAt(this.lookPoint);
448
- }
449
- else {
450
- camWP.y = reticleWp.y;
451
- reticle.lookAt(camWP);
452
- }
453
- // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
454
- // Currently, doing this leads to wrong placement of the scene.
455
- /*
456
- const rigScale = NeedleXRSession.active?.rigScale || 1;
457
- const scale = distance * rigScale;
458
- reticle.scale.set(scale, scale, scale);
459
- */
460
- }
461
- onApplyPose(reticle) {
462
- const rigObject = NeedleXRSession.active?.rig?.gameObject;
463
- if (!rigObject) {
464
- console.warn("No rig object to place");
465
- return;
466
- }
467
- // const rigScale = NeedleXRSession.active?.rigScale || 1;
468
- // save the previous rig parent
469
- const previousParent = rigObject.parent || this.context.scene;
470
- // if we have placed this rig before and this is just "replacing" with the anchor
471
- // we need to make sure the XRRig attached to the reticle is at the same position as last time
472
- // since in the following code we move it inside the reticle (relative to the reticle)
473
- if (this._rigPlacementMatrix) {
474
- this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
475
- }
476
- else {
477
- this._rigPlacementMatrix = rigObject.matrix.clone();
478
- }
479
- this.applyViewBasedTransform(reticle);
480
- reticle.updateMatrix();
481
- // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
482
- this.context.scene.add(reticle);
483
- reticle.attach(rigObject);
484
- reticle.removeFromParent();
485
- // move rig now relative to the reticle
486
- // TODO support scaled reticle
487
- rigObject.scale.set(this.arScale, this.arScale, this.arScale);
488
- rigObject.position.multiplyScalar(this.arScale);
489
- rigObject.updateMatrix();
490
- // if invert forward is disabled we need to invert the forward rotation
491
- // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
492
- if (this.invertForward)
493
- rigObject.matrix.premultiply(invertForwardMatrix);
494
- rigObject.matrix.premultiply(this._startOffset);
495
- // apply the rig modifications and add it back to the previous parent
496
- rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
497
- previousParent.add(rigObject);
498
- }
499
- }
500
- class WebXRSessionRootUserInput {
501
- static up = new Vector3(0, 1, 0);
502
- static zero = new Vector3(0, 0, 0);
503
- static one = new Vector3(1, 1, 1);
504
- oneFingerDrag = true;
505
- twoFingerRotate = true;
506
- twoFingerScale = true;
507
- factor = 1;
508
- context;
509
- offset;
510
- plane;
511
- _scale = 1;
512
- _hasChanged = false;
513
- get scale() {
514
- return this._scale;
515
- }
516
- // readonly translate: Vector3 = new Vector3();
517
- // readonly rotation: Quaternion = new Quaternion();
518
- // readonly scale: Vector3 = new Vector3(1, 1, 1);
519
- constructor(context) {
520
- this.context = context;
521
- this.offset = new Matrix4();
522
- this.plane = new Plane();
523
- this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
524
- }
525
- _enabled = false;
526
- reset() {
527
- this._scale = 1;
528
- this.offset.identity();
529
- this._hasChanged = true;
530
- }
531
- get hasChanged() { return this._hasChanged; }
532
- /**
533
- * Applies the matrix to the offset matrix
534
- * @param matrix the matrix to apply the drag offset to
535
- * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
536
- */
537
- applyMatrixTo(matrix, invert) {
538
- this._hasChanged = false;
539
- if (invert) {
540
- this.offset.invert();
541
- matrix.premultiply(this.offset);
542
- }
543
- else
544
- matrix.multiply(this.offset);
545
- // if (this._needsUpdate)
546
- // this.updateMatrix();
547
- // matrix.premultiply(this._rotationMatrix);
548
- // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
549
- }
550
- currentlyUsedPointerIds = new Set();
551
- currentlyUnusedPointerIds = new Set();
552
- get isActive() {
553
- return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
554
- }
555
- enable() {
556
- if (this._enabled)
557
- return;
558
- this._enabled = true;
559
- this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
560
- this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
561
- this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
562
- // TODO: refactor the following events to use the input system
563
- window.addEventListener('touchstart', this.touchStart, { passive: false });
564
- window.addEventListener('touchmove', this.touchMove, { passive: false });
565
- window.addEventListener('touchend', this.touchEnd, { passive: false });
566
- }
567
- disable() {
568
- if (!this._enabled)
569
- return;
570
- this._enabled = false;
571
- this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
572
- this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
573
- this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
574
- window.removeEventListener('touchstart', this.touchStart);
575
- window.removeEventListener('touchmove', this.touchMove);
576
- window.removeEventListener('touchend', this.touchEnd);
577
- }
578
- onPointerDownEarly = (e) => {
579
- if (this.isActive)
580
- e.stopPropagation();
581
- };
582
- onPointerDownLate = (e) => {
583
- if (e.used)
584
- this.currentlyUsedPointerIds.add(e.pointerId);
585
- else if (this.currentlyUsedPointerIds.size <= 0)
586
- this.currentlyUnusedPointerIds.add(e.pointerId);
587
- };
588
- onPointerUpEarly = (e) => {
589
- this.currentlyUsedPointerIds.delete(e.pointerId);
590
- this.currentlyUnusedPointerIds.delete(e.pointerId);
591
- };
592
- // private _needsUpdate: boolean = true;
593
- // private _rotationMatrix: Matrix4 = new Matrix4();
594
- // private updateMatrix() {
595
- // this._needsUpdate = false;
596
- // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
597
- // this.offset.compose(this.translate, new Quaternion(), this.scale);
598
- // // const rot = this._tempMatrix.makeRotationY(this.angle);
599
- // // this.translate.applyMatrix4(rot);
600
- // // this.offset.elements[12] = this.translate.x;
601
- // // this.offset.elements[13] = this.translate.y;
602
- // // this.offset.elements[14] = this.translate.z;
603
- // // this.offset.premultiply(rot);
604
- // // const s = this.scale;
605
- // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
606
- // }
607
- prev = new Map();
608
- _didMultitouch = false;
609
- touchStart = (evt) => {
610
- if (evt.defaultPrevented)
611
- return;
612
- // let isValidTouch = true;
613
- // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
614
- // if (!isValidTouch) {
615
- // return;
616
- // }
617
- for (let i = 0; i < evt.changedTouches.length; i++) {
618
- const touch = evt.changedTouches[i];
619
- // if a user starts swiping in the top area of the screen
620
- // which might be a gesture to open the menu
621
- // we ignore it
622
- const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
623
- if (!this.prev.has(touch.identifier))
624
- this.prev.set(touch.identifier, {
625
- ignore,
626
- x: 0,
627
- z: 0,
628
- screenx: 0,
629
- screeny: 0,
630
- });
631
- const prev = this.prev.get(touch.identifier);
632
- if (prev) {
633
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
634
- prev.x = pos.x;
635
- prev.z = pos.z;
636
- prev.screenx = touch.clientX;
637
- prev.screeny = touch.clientY;
638
- }
639
- }
640
- };
641
- touchEnd = (evt) => {
642
- if (evt.touches.length <= 0) {
643
- this._didMultitouch = false;
644
- }
645
- for (let i = 0; i < evt.changedTouches.length; i++) {
646
- const touch = evt.changedTouches[i];
647
- this.prev.delete(touch.identifier);
648
- }
649
- };
650
- touchMove = (evt) => {
651
- if (evt.defaultPrevented)
652
- return;
653
- if (!this.isActive)
654
- return;
655
- if (evt.touches.length === 1) {
656
- // if we had multiple touches before due to e.g. pinching / rotating
657
- // and stopping one of the touches, we don't want to move the scene suddenly
658
- // this will be resettet when all touches stop
659
- if (this._didMultitouch) {
660
- return;
661
- }
662
- const touch = evt.touches[0];
663
- const prev = this.prev.get(touch.identifier);
664
- if (!prev || prev.ignore)
665
- return;
666
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
667
- const dx = pos.x - prev.x;
668
- const dy = pos.z - prev.z;
669
- if (dx === 0 && dy === 0)
670
- return;
671
- if (this.oneFingerDrag)
672
- this.addMovement(dx, dy);
673
- prev.x = pos.x;
674
- prev.z = pos.z;
675
- prev.screenx = touch.clientX;
676
- prev.screeny = touch.clientY;
677
- return;
678
- }
679
- else if (evt.touches.length === 2) {
680
- this._didMultitouch = true;
681
- const touch1 = evt.touches[0];
682
- const touch2 = evt.touches[1];
683
- const prev1 = this.prev.get(touch1.identifier);
684
- const prev2 = this.prev.get(touch2.identifier);
685
- if (!prev1 || !prev2)
686
- return;
687
- if (this.twoFingerRotate) {
688
- const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
689
- const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
690
- const angleDiff = angle1 - lastAngle;
691
- if (Math.abs(angleDiff) > 0.001) {
692
- this.addRotation(angleDiff);
693
- }
694
- }
695
- if (this.twoFingerScale) {
696
- const distx = touch1.clientX - touch2.clientX;
697
- const disty = touch1.clientY - touch2.clientY;
698
- const dist = Math.sqrt(distx * distx + disty * disty);
699
- const lastDistx = prev1.screenx - prev2.screenx;
700
- const lastDisty = prev1.screeny - prev2.screeny;
701
- const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
702
- const distDiff = dist - lastDist;
703
- if (Math.abs(distDiff) > 2) {
704
- this.addScale(distDiff);
705
- }
706
- }
707
- prev1.screenx = touch1.clientX;
708
- prev1.screeny = touch1.clientY;
709
- prev2.screenx = touch2.clientX;
710
- prev2.screeny = touch2.clientY;
711
- }
712
- };
713
- _raycaster = new Raycaster();
714
- _intersection = new Vector3();
715
- _screenPos = new Vector3();
716
- getPositionOnPlane(tx, ty) {
717
- const camera = this.context.mainCamera;
718
- this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
719
- this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
720
- this._screenPos.z = 1;
721
- this._screenPos.unproject(camera);
722
- this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
723
- this._raycaster.ray.intersectPlane(this.plane, this._intersection);
724
- return this._intersection;
725
- }
726
- addMovement(dx, dz) {
727
- // this.translate.x -= dx;
728
- // this.translate.z -= dz;
729
- // this._needsUpdate = true;
730
- // return
731
- // increase diff if the scene is scaled small
732
- dx /= this._scale;
733
- dz /= this._scale;
734
- dx *= this.factor;
735
- dz *= this.factor;
736
- // apply it
737
- this.offset.elements[12] += dx;
738
- this.offset.elements[14] += dz;
739
- if (dx !== 0 || dz !== 0)
740
- this._hasChanged = true;
741
- }
742
- ;
743
- _tempMatrix = new Matrix4();
744
- addScale(diff) {
745
- diff /= window.innerWidth;
746
- diff *= -1;
747
- // this.scale.x *= 1 + diff;
748
- // this.scale.y *= 1 + diff;
749
- // this.scale.z *= 1 + diff;
750
- // this._needsUpdate = true;
751
- // return;
752
- // we use this factor to modify the translation factor (in apply movement)
753
- this._scale *= 1 + diff;
754
- // apply the scale
755
- this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
756
- this.offset.premultiply(this._tempMatrix);
757
- if (diff !== 0)
758
- this._hasChanged = true;
759
- }
760
- addRotation(rot) {
761
- rot *= -1;
762
- // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
763
- // this._needsUpdate = true;
764
- // return;
765
- this._tempMatrix.makeRotationY(rot);
766
- this.offset.premultiply(this._tempMatrix);
767
- if (rot !== 0)
768
- this._hasChanged = true;
769
- }
770
- }
1
+ import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
3
+ import { destroy, instantiate } from "../../engine/engine_gameobject.js";
4
+ import { InputEventQueue } from "../../engine/engine_input.js";
5
+ import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
6
+ import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
7
+ import { NeedleXRController, NeedleXRSession } from "../../engine/engine_xr.js";
8
+ import { Behaviour, GameObject } from "../Component.js";
9
+ // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
10
+ const debug = getParam("debugwebxr");
11
+ const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
12
+ /**
13
+ * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
14
+ * It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
15
+ * @example
16
+ * ```ts
17
+ * WebARSessionRoot.onPlaced((args) => {
18
+ * console.log("Scene has been placed in AR");
19
+ * });
20
+ * ```
21
+ *
22
+ * @category XR
23
+ * @group Components
24
+ */
25
+ export class WebARSessionRoot extends Behaviour {
26
+ static _eventListeners = {};
27
+ /**
28
+ * Event that is called when the scene has been placed in AR.
29
+ * @param cb the callback that is called when the scene has been placed
30
+ * @returns a function to remove the event listener
31
+ */
32
+ static onPlaced(cb) {
33
+ const event = "placed";
34
+ if (!this._eventListeners[event])
35
+ this._eventListeners[event] = [];
36
+ this._eventListeners[event].push(cb);
37
+ return () => {
38
+ const index = this._eventListeners[event].indexOf(cb);
39
+ if (index >= 0)
40
+ this._eventListeners[event].splice(index, 1);
41
+ };
42
+ }
43
+ static _hasPlaced = false;
44
+ /**
45
+ * @returns true if the scene has been placed in AR by the user or automatic placement
46
+ */
47
+ static get hasPlaced() {
48
+ return this._hasPlaced;
49
+ }
50
+ /** The scale of the user in AR.
51
+ * **NOTE**: a large value makes the scene appear smaller
52
+ * @default 1
53
+ */
54
+ get arScale() {
55
+ return this._arScale;
56
+ }
57
+ set arScale(val) {
58
+ this._arScale = Math.max(0.000001, val);
59
+ this.onSetScale();
60
+ }
61
+ _arScale = 1;
62
+ /** When enabled the placed scene forward direction will towards the XRRig
63
+ * @deprecated
64
+ * @default false
65
+ */
66
+ invertForward = false;
67
+ /** When assigned this asset will be loaded and visualize the placement while in AR
68
+ * @default null
69
+ */
70
+ customReticle;
71
+ /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
72
+ * @default true
73
+ */
74
+ arTouchTransform = true;
75
+ /** When enabled the scene will be placed automatically when a point in the real world is found
76
+ * @default false
77
+ */
78
+ autoPlace = false;
79
+ /** When enabled the scene center will be automatically calculated from the content in the scene */
80
+ autoCenter = false;
81
+ /** Experimental: When enabled we will create a XR anchor for the scene placement
82
+ * and make sure the scene is at that anchored point during a XR session
83
+ * @default false
84
+ **/
85
+ useXRAnchor = false;
86
+ /** true if we're currently placing the scene */
87
+ _isPlacing = true;
88
+ /** This is the world matrix of the ar session root when entering webxr
89
+ * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
90
+ */
91
+ _startOffset = new Matrix4();
92
+ _createdPlacementObject = null;
93
+ _reparentedComponents = [];
94
+ // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
95
+ // e.g. we want the avatar to still be updated while placing
96
+ // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
97
+ _placementScene = new Scene();
98
+ /** the reticles used for placement */
99
+ _reticle = [];
100
+ /** needs to be in sync with the reticles */
101
+ _hits = [];
102
+ _placementStartTime = -1;
103
+ _rigPlacementMatrix;
104
+ /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
105
+ _anchor = null;
106
+ /** user input is used for ar touch transform */
107
+ userInput;
108
+ onEnable() {
109
+ this.customReticle?.preload();
110
+ }
111
+ supportsXR(mode) {
112
+ return mode === "immersive-ar";
113
+ }
114
+ onEnterXR(_args) {
115
+ if (debug)
116
+ console.log("ENTER WEBXR: SessionRoot start...");
117
+ this._anchor = null;
118
+ WebARSessionRoot._hasPlaced = false;
119
+ // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
120
+ // console.warn("Image tracking is enabled - will not place scene");
121
+ // return;
122
+ // }
123
+ // save the transform of the session root in the scene to apply it when placing the scene
124
+ this.gameObject.updateMatrixWorld();
125
+ this._startOffset.copy(this.gameObject.matrixWorld);
126
+ // create a new root object for the session placement scripts
127
+ // and move all the children in the scene in a temporary scene that is not rendered
128
+ const rootObject = new Object3D();
129
+ this._createdPlacementObject = rootObject;
130
+ rootObject.name = "AR Session Root";
131
+ this._placementScene.name = "AR Placement Scene";
132
+ this._placementScene.children.length = 0;
133
+ for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
134
+ const ch = this.context.scene.children[i];
135
+ this._placementScene.add(ch);
136
+ }
137
+ this.context.scene.add(rootObject);
138
+ if (this.autoCenter) {
139
+ const bounds = getBoundingBox(this._placementScene.children);
140
+ const center = bounds.getCenter(new Vector3());
141
+ const size = bounds.getSize(new Vector3());
142
+ const matrix = new Matrix4();
143
+ matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
144
+ this._startOffset.multiply(matrix);
145
+ }
146
+ // reparent components
147
+ // save which gameobject the sessionroot component was previously attached to
148
+ this._reparentedComponents.length = 0;
149
+ this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
150
+ GameObject.addComponent(rootObject, this);
151
+ // const webXR = GameObject.findObjectOfType(WebXR2);
152
+ // if (webXR) {
153
+ // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
154
+ // GameObject.addComponent(rootObject, webXR);
155
+ // const playerSync = GameObject.findObjectOfType(XRFlag);
156
+ // }
157
+ // recreate the reticle every time we enter AR
158
+ for (const ret of this._reticle) {
159
+ destroy(ret);
160
+ }
161
+ this._reticle.length = 0;
162
+ this._isPlacing = true;
163
+ // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
164
+ this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
165
+ }
166
+ onLeaveXR() {
167
+ // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
168
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
169
+ this.onRevertSceneChanges();
170
+ // this._anchor?.delete();
171
+ this._anchor = null;
172
+ WebARSessionRoot._hasPlaced = false;
173
+ this._rigPlacementMatrix = undefined;
174
+ }
175
+ onUpdateXR(args) {
176
+ // disable session placement while images are being tracked
177
+ if (args.xr.isTrackingImages) {
178
+ for (const ret of this._reticle)
179
+ ret.visible = false;
180
+ return;
181
+ }
182
+ if (this._isPlacing) {
183
+ const rigObject = args.xr.rig?.gameObject;
184
+ // the rig should be parented to the scene while placing
185
+ // since the camera is always parented to the rig this ensures that the camera is always rendering
186
+ if (rigObject && rigObject.parent !== this.context.scene) {
187
+ this.context.scene.add(rigObject);
188
+ }
189
+ // in pass through mode we want to place the scene using an XR controller
190
+ let controllersDidHit = false;
191
+ // when auto placing we just use the user's view
192
+ if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
193
+ for (const ctrl of args.xr.controllers) {
194
+ // with this we can only place with the left / first controller right now
195
+ // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
196
+ // and then place at the reticle for which the user clicked the place button
197
+ const hit = ctrl.getHitTest();
198
+ if (hit) {
199
+ controllersDidHit = true;
200
+ this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
201
+ }
202
+ }
203
+ }
204
+ // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
205
+ if (!controllersDidHit) {
206
+ const hit = args.xr.getHitTest();
207
+ if (hit) {
208
+ this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
209
+ }
210
+ }
211
+ }
212
+ else {
213
+ // Update anchors, if any
214
+ if (this._anchor && args.xr.referenceSpace) {
215
+ const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
216
+ if (pose && this.context.time.frame % 20 === 0) {
217
+ // apply the anchor pose to one of the reticles
218
+ const converted = args.xr.convertSpace(pose.transform);
219
+ const reticle = this._reticle[0];
220
+ if (reticle) {
221
+ reticle.position.copy(converted.position);
222
+ reticle.quaternion.copy(converted.quaternion);
223
+ this.onApplyPose(reticle);
224
+ }
225
+ }
226
+ }
227
+ // Scene has been placed
228
+ if (this.arTouchTransform) {
229
+ if (!this.userInput)
230
+ this.userInput = new WebXRSessionRootUserInput(this.context);
231
+ this.userInput?.enable();
232
+ }
233
+ else
234
+ this.userInput?.disable();
235
+ if (this.arTouchTransform && this.userInput?.hasChanged) {
236
+ if (args.xr.rig) {
237
+ const rig = args.xr.rig.gameObject;
238
+ this.userInput.applyMatrixTo(rig.matrix, true);
239
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
240
+ // if the rig is scaled large we want the drag touch to be faster
241
+ this.userInput.factor = rig.scale.x;
242
+ }
243
+ this.userInput.reset();
244
+ }
245
+ }
246
+ }
247
+ updateReticleAndHits(_xr, i, hit, scale) {
248
+ // save the hit test
249
+ this._hits[i] = hit.hit;
250
+ let reticle = this._reticle[i];
251
+ if (!reticle) {
252
+ if (this.customReticle) {
253
+ if (this.customReticle.asset) {
254
+ reticle = instantiate(this.customReticle.asset);
255
+ }
256
+ else {
257
+ this.customReticle.loadAssetAsync();
258
+ return;
259
+ }
260
+ }
261
+ else {
262
+ reticle = new Mesh(new RingGeometry(0.07, 0.09, 32).rotateX(-Math.PI / 2), new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee }));
263
+ reticle.name = "AR Placement Reticle";
264
+ }
265
+ if (debug) {
266
+ const axes = new AxesHelper(1);
267
+ axes.position.y += .01;
268
+ reticle.add(axes);
269
+ }
270
+ this._reticle[i] = reticle;
271
+ reticle.matrixAutoUpdate = false;
272
+ reticle.visible = false;
273
+ }
274
+ reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
275
+ reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
276
+ // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
277
+ // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
278
+ // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
279
+ // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
280
+ reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
281
+ reticle["lastPos"].copy(reticle.position);
282
+ reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
283
+ reticle["lastQuat"].copy(reticle.quaternion);
284
+ // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
285
+ // scale *= this.customReticle?.asset?.scale?.x || 1;
286
+ reticle.scale.set(scale, scale, scale);
287
+ // if (this.invertForward) {
288
+ // reticle.rotateY(Math.PI);
289
+ // }
290
+ // Workaround: For a custom reticle we apply the view based transform during placement preview
291
+ // See NE-4161 for context
292
+ if (this.customReticle)
293
+ this.applyViewBasedTransform(reticle);
294
+ reticle.updateMatrix();
295
+ reticle.visible = true;
296
+ if (reticle.parent !== this.context.scene)
297
+ this.context.scene.add(reticle);
298
+ if (this._placementStartTime < 0) {
299
+ this._placementStartTime = this.context.time.realtimeSinceStartup;
300
+ }
301
+ if (this.autoPlace) {
302
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
303
+ const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
304
+ if (isUp) {
305
+ // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
306
+ let autoplace_timer = reticle["autoplace:timer"] || 0;
307
+ if (autoplace_timer >= 1) {
308
+ reticle.visible = false;
309
+ this.onPlaceScene(null);
310
+ }
311
+ else {
312
+ autoplace_timer += this.context.time.deltaTime;
313
+ reticle["autoplace:timer"] = autoplace_timer;
314
+ }
315
+ }
316
+ else {
317
+ reticle["autoplace:timer"] = 0;
318
+ }
319
+ }
320
+ }
321
+ onPlaceScene = (evt) => {
322
+ if (this._isPlacing == false)
323
+ return;
324
+ if (evt?.used)
325
+ return;
326
+ let reticle = this._reticle[0];
327
+ if (!reticle) {
328
+ console.warn("No reticle to place...");
329
+ return;
330
+ }
331
+ if (!reticle.visible && !this.autoPlace) {
332
+ console.warn("Reticle is not visible (can not place)");
333
+ return;
334
+ }
335
+ if (NeedleXRSession.active?.isTrackingImages) {
336
+ console.warn("Scene Placement is disabled while images are being tracked");
337
+ return;
338
+ }
339
+ let hit = this._hits[0];
340
+ if (evt && evt.origin instanceof NeedleXRController) {
341
+ // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
342
+ const controllerReticle = this._reticle[evt.origin.index];
343
+ if (controllerReticle) {
344
+ reticle = controllerReticle;
345
+ hit = this._hits[evt.origin.index];
346
+ }
347
+ }
348
+ // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
349
+ if (evt) {
350
+ evt.stopImmediatePropagation();
351
+ evt.stopPropagation();
352
+ evt.use();
353
+ }
354
+ this._isPlacing = false;
355
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene);
356
+ this.onRevertSceneChanges();
357
+ // TODO: we should probably use the non-lerped position and quaternion here
358
+ reticle.position.copy(reticle["lastPos"]);
359
+ reticle.quaternion.copy(reticle["lastQuat"]);
360
+ this.onApplyPose(reticle);
361
+ WebARSessionRoot._hasPlaced = true;
362
+ if (this.useXRAnchor) {
363
+ this.onCreateAnchor(NeedleXRSession.active, hit);
364
+ }
365
+ if (this.context.xr) {
366
+ for (const ctrl of this.context.xr.controllers) {
367
+ ctrl.cancelHitTestSource();
368
+ }
369
+ }
370
+ };
371
+ onSetScale() {
372
+ if (!WebARSessionRoot._hasPlaced)
373
+ return;
374
+ const rig = NeedleXRSession.active?.rig?.gameObject;
375
+ if (rig) {
376
+ const currentScale = NeedleXRSession.active?.rigScale || 1;
377
+ const newScale = (1 / this._arScale) * currentScale;
378
+ const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
379
+ rig.matrix.premultiply(scaleMatrix);
380
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
381
+ }
382
+ }
383
+ onRevertSceneChanges() {
384
+ for (const ret of this._reticle) {
385
+ if (!ret)
386
+ continue;
387
+ ret.visible = false;
388
+ ret?.removeFromParent();
389
+ }
390
+ this._reticle.length = 0;
391
+ for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
392
+ const ch = this._placementScene.children[i];
393
+ this.context.scene.add(ch);
394
+ }
395
+ this._createdPlacementObject?.removeFromParent();
396
+ for (const reparented of this._reparentedComponents) {
397
+ GameObject.addComponent(reparented.originalObject, reparented.comp);
398
+ }
399
+ }
400
+ async onCreateAnchor(session, hit) {
401
+ if (hit.createAnchor === undefined) {
402
+ console.warn("Hit does not support creating an anchor", hit);
403
+ if (isDevEnvironment())
404
+ showBalloonWarning("Hit does not support creating an anchor");
405
+ return;
406
+ }
407
+ else {
408
+ const anchor = await hit.createAnchor(session.viewerPose.transform);
409
+ // make sure the session is still active
410
+ if (session.running && anchor) {
411
+ this._anchor = anchor;
412
+ }
413
+ }
414
+ }
415
+ upVec = new Vector3(0, 1, 0);
416
+ lookPoint = new Vector3();
417
+ worldUpVec = new Vector3(0, 1, 0);
418
+ applyViewBasedTransform(reticle) {
419
+ // Make reticle face the user to unify the placement experience across devices.
420
+ // The pose that we're receiving from the hit test varies between devices:
421
+ // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
422
+ // - Android WebXR: looking at the camera, but pretty random when on a wall
423
+ // - Mozilla WebXR Viewer: aligned to the start of the session
424
+ const camGo = this.context.mainCamera;
425
+ const reticleGo = reticle;
426
+ const camWP = camGo.worldPosition;
427
+ const reticleWp = reticleGo.worldPosition;
428
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
429
+ // upVec may be pointing AWAY from us, we have to flip it if that's the case
430
+ const camPos = camGo.worldPosition;
431
+ if (camPos) {
432
+ const camToReticle = reticle.position.clone().sub(camPos);
433
+ const angle = camToReticle.angleTo(this.upVec);
434
+ if (angle < Math.PI / 2) {
435
+ this.upVec.negate();
436
+ }
437
+ }
438
+ const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
439
+ // For debugging look angle for AR placement
440
+ // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
441
+ // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
442
+ const angleForWallPlacement = 30;
443
+ if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
444
+ (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
445
+ this.lookPoint.copy(reticle.position).add(this.upVec);
446
+ this.lookPoint.y = reticle.position.y;
447
+ reticle.lookAt(this.lookPoint);
448
+ }
449
+ else {
450
+ camWP.y = reticleWp.y;
451
+ reticle.lookAt(camWP);
452
+ }
453
+ // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
454
+ // Currently, doing this leads to wrong placement of the scene.
455
+ /*
456
+ const rigScale = NeedleXRSession.active?.rigScale || 1;
457
+ const scale = distance * rigScale;
458
+ reticle.scale.set(scale, scale, scale);
459
+ */
460
+ }
461
+ onApplyPose(reticle) {
462
+ const rigObject = NeedleXRSession.active?.rig?.gameObject;
463
+ if (!rigObject) {
464
+ console.warn("No rig object to place");
465
+ return;
466
+ }
467
+ // const rigScale = NeedleXRSession.active?.rigScale || 1;
468
+ // save the previous rig parent
469
+ const previousParent = rigObject.parent || this.context.scene;
470
+ // if we have placed this rig before and this is just "replacing" with the anchor
471
+ // we need to make sure the XRRig attached to the reticle is at the same position as last time
472
+ // since in the following code we move it inside the reticle (relative to the reticle)
473
+ if (this._rigPlacementMatrix) {
474
+ this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
475
+ }
476
+ else {
477
+ this._rigPlacementMatrix = rigObject.matrix.clone();
478
+ }
479
+ this.applyViewBasedTransform(reticle);
480
+ reticle.updateMatrix();
481
+ // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
482
+ this.context.scene.add(reticle);
483
+ reticle.attach(rigObject);
484
+ reticle.removeFromParent();
485
+ // move rig now relative to the reticle
486
+ // TODO support scaled reticle
487
+ rigObject.scale.set(this.arScale, this.arScale, this.arScale);
488
+ rigObject.position.multiplyScalar(this.arScale);
489
+ rigObject.updateMatrix();
490
+ // if invert forward is disabled we need to invert the forward rotation
491
+ // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
492
+ if (this.invertForward)
493
+ rigObject.matrix.premultiply(invertForwardMatrix);
494
+ rigObject.matrix.premultiply(this._startOffset);
495
+ // apply the rig modifications and add it back to the previous parent
496
+ rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
497
+ previousParent.add(rigObject);
498
+ }
499
+ }
500
+ class WebXRSessionRootUserInput {
501
+ static up = new Vector3(0, 1, 0);
502
+ static zero = new Vector3(0, 0, 0);
503
+ static one = new Vector3(1, 1, 1);
504
+ oneFingerDrag = true;
505
+ twoFingerRotate = true;
506
+ twoFingerScale = true;
507
+ factor = 1;
508
+ context;
509
+ offset;
510
+ plane;
511
+ _scale = 1;
512
+ _hasChanged = false;
513
+ get scale() {
514
+ return this._scale;
515
+ }
516
+ // readonly translate: Vector3 = new Vector3();
517
+ // readonly rotation: Quaternion = new Quaternion();
518
+ // readonly scale: Vector3 = new Vector3(1, 1, 1);
519
+ constructor(context) {
520
+ this.context = context;
521
+ this.offset = new Matrix4();
522
+ this.plane = new Plane();
523
+ this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
524
+ }
525
+ _enabled = false;
526
+ reset() {
527
+ this._scale = 1;
528
+ this.offset.identity();
529
+ this._hasChanged = true;
530
+ }
531
+ get hasChanged() { return this._hasChanged; }
532
+ /**
533
+ * Applies the matrix to the offset matrix
534
+ * @param matrix the matrix to apply the drag offset to
535
+ * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
536
+ */
537
+ applyMatrixTo(matrix, invert) {
538
+ this._hasChanged = false;
539
+ if (invert) {
540
+ this.offset.invert();
541
+ matrix.premultiply(this.offset);
542
+ }
543
+ else
544
+ matrix.multiply(this.offset);
545
+ // if (this._needsUpdate)
546
+ // this.updateMatrix();
547
+ // matrix.premultiply(this._rotationMatrix);
548
+ // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
549
+ }
550
+ currentlyUsedPointerIds = new Set();
551
+ currentlyUnusedPointerIds = new Set();
552
+ get isActive() {
553
+ return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
554
+ }
555
+ enable() {
556
+ if (this._enabled)
557
+ return;
558
+ this._enabled = true;
559
+ this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
560
+ this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
561
+ this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
562
+ // TODO: refactor the following events to use the input system
563
+ window.addEventListener('touchstart', this.touchStart, { passive: false });
564
+ window.addEventListener('touchmove', this.touchMove, { passive: false });
565
+ window.addEventListener('touchend', this.touchEnd, { passive: false });
566
+ }
567
+ disable() {
568
+ if (!this._enabled)
569
+ return;
570
+ this._enabled = false;
571
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
572
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
573
+ this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
574
+ window.removeEventListener('touchstart', this.touchStart);
575
+ window.removeEventListener('touchmove', this.touchMove);
576
+ window.removeEventListener('touchend', this.touchEnd);
577
+ }
578
+ onPointerDownEarly = (e) => {
579
+ if (this.isActive)
580
+ e.stopPropagation();
581
+ };
582
+ onPointerDownLate = (e) => {
583
+ if (e.used)
584
+ this.currentlyUsedPointerIds.add(e.pointerId);
585
+ else if (this.currentlyUsedPointerIds.size <= 0)
586
+ this.currentlyUnusedPointerIds.add(e.pointerId);
587
+ };
588
+ onPointerUpEarly = (e) => {
589
+ this.currentlyUsedPointerIds.delete(e.pointerId);
590
+ this.currentlyUnusedPointerIds.delete(e.pointerId);
591
+ };
592
+ // private _needsUpdate: boolean = true;
593
+ // private _rotationMatrix: Matrix4 = new Matrix4();
594
+ // private updateMatrix() {
595
+ // this._needsUpdate = false;
596
+ // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
597
+ // this.offset.compose(this.translate, new Quaternion(), this.scale);
598
+ // // const rot = this._tempMatrix.makeRotationY(this.angle);
599
+ // // this.translate.applyMatrix4(rot);
600
+ // // this.offset.elements[12] = this.translate.x;
601
+ // // this.offset.elements[13] = this.translate.y;
602
+ // // this.offset.elements[14] = this.translate.z;
603
+ // // this.offset.premultiply(rot);
604
+ // // const s = this.scale;
605
+ // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
606
+ // }
607
+ prev = new Map();
608
+ _didMultitouch = false;
609
+ touchStart = (evt) => {
610
+ if (evt.defaultPrevented)
611
+ return;
612
+ // let isValidTouch = true;
613
+ // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
614
+ // if (!isValidTouch) {
615
+ // return;
616
+ // }
617
+ for (let i = 0; i < evt.changedTouches.length; i++) {
618
+ const touch = evt.changedTouches[i];
619
+ // if a user starts swiping in the top area of the screen
620
+ // which might be a gesture to open the menu
621
+ // we ignore it
622
+ const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
623
+ if (!this.prev.has(touch.identifier))
624
+ this.prev.set(touch.identifier, {
625
+ ignore,
626
+ x: 0,
627
+ z: 0,
628
+ screenx: 0,
629
+ screeny: 0,
630
+ });
631
+ const prev = this.prev.get(touch.identifier);
632
+ if (prev) {
633
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
634
+ prev.x = pos.x;
635
+ prev.z = pos.z;
636
+ prev.screenx = touch.clientX;
637
+ prev.screeny = touch.clientY;
638
+ }
639
+ }
640
+ };
641
+ touchEnd = (evt) => {
642
+ if (evt.touches.length <= 0) {
643
+ this._didMultitouch = false;
644
+ }
645
+ for (let i = 0; i < evt.changedTouches.length; i++) {
646
+ const touch = evt.changedTouches[i];
647
+ this.prev.delete(touch.identifier);
648
+ }
649
+ };
650
+ touchMove = (evt) => {
651
+ if (evt.defaultPrevented)
652
+ return;
653
+ if (!this.isActive)
654
+ return;
655
+ if (evt.touches.length === 1) {
656
+ // if we had multiple touches before due to e.g. pinching / rotating
657
+ // and stopping one of the touches, we don't want to move the scene suddenly
658
+ // this will be resettet when all touches stop
659
+ if (this._didMultitouch) {
660
+ return;
661
+ }
662
+ const touch = evt.touches[0];
663
+ const prev = this.prev.get(touch.identifier);
664
+ if (!prev || prev.ignore)
665
+ return;
666
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
667
+ const dx = pos.x - prev.x;
668
+ const dy = pos.z - prev.z;
669
+ if (dx === 0 && dy === 0)
670
+ return;
671
+ if (this.oneFingerDrag)
672
+ this.addMovement(dx, dy);
673
+ prev.x = pos.x;
674
+ prev.z = pos.z;
675
+ prev.screenx = touch.clientX;
676
+ prev.screeny = touch.clientY;
677
+ return;
678
+ }
679
+ else if (evt.touches.length === 2) {
680
+ this._didMultitouch = true;
681
+ const touch1 = evt.touches[0];
682
+ const touch2 = evt.touches[1];
683
+ const prev1 = this.prev.get(touch1.identifier);
684
+ const prev2 = this.prev.get(touch2.identifier);
685
+ if (!prev1 || !prev2)
686
+ return;
687
+ if (this.twoFingerRotate) {
688
+ const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
689
+ const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
690
+ const angleDiff = angle1 - lastAngle;
691
+ if (Math.abs(angleDiff) > 0.001) {
692
+ this.addRotation(angleDiff);
693
+ }
694
+ }
695
+ if (this.twoFingerScale) {
696
+ const distx = touch1.clientX - touch2.clientX;
697
+ const disty = touch1.clientY - touch2.clientY;
698
+ const dist = Math.sqrt(distx * distx + disty * disty);
699
+ const lastDistx = prev1.screenx - prev2.screenx;
700
+ const lastDisty = prev1.screeny - prev2.screeny;
701
+ const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
702
+ const distDiff = dist - lastDist;
703
+ if (Math.abs(distDiff) > 2) {
704
+ this.addScale(distDiff);
705
+ }
706
+ }
707
+ prev1.screenx = touch1.clientX;
708
+ prev1.screeny = touch1.clientY;
709
+ prev2.screenx = touch2.clientX;
710
+ prev2.screeny = touch2.clientY;
711
+ }
712
+ };
713
+ _raycaster = new Raycaster();
714
+ _intersection = new Vector3();
715
+ _screenPos = new Vector3();
716
+ getPositionOnPlane(tx, ty) {
717
+ const camera = this.context.mainCamera;
718
+ this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
719
+ this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
720
+ this._screenPos.z = 1;
721
+ this._screenPos.unproject(camera);
722
+ this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
723
+ this._raycaster.ray.intersectPlane(this.plane, this._intersection);
724
+ return this._intersection;
725
+ }
726
+ addMovement(dx, dz) {
727
+ // this.translate.x -= dx;
728
+ // this.translate.z -= dz;
729
+ // this._needsUpdate = true;
730
+ // return
731
+ // increase diff if the scene is scaled small
732
+ dx /= this._scale;
733
+ dz /= this._scale;
734
+ dx *= this.factor;
735
+ dz *= this.factor;
736
+ // apply it
737
+ this.offset.elements[12] += dx;
738
+ this.offset.elements[14] += dz;
739
+ if (dx !== 0 || dz !== 0)
740
+ this._hasChanged = true;
741
+ }
742
+ ;
743
+ _tempMatrix = new Matrix4();
744
+ addScale(diff) {
745
+ diff /= window.innerWidth;
746
+ diff *= -1;
747
+ // this.scale.x *= 1 + diff;
748
+ // this.scale.y *= 1 + diff;
749
+ // this.scale.z *= 1 + diff;
750
+ // this._needsUpdate = true;
751
+ // return;
752
+ // we use this factor to modify the translation factor (in apply movement)
753
+ this._scale *= 1 + diff;
754
+ // apply the scale
755
+ this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
756
+ this.offset.premultiply(this._tempMatrix);
757
+ if (diff !== 0)
758
+ this._hasChanged = true;
759
+ }
760
+ addRotation(rot) {
761
+ rot *= -1;
762
+ // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
763
+ // this._needsUpdate = true;
764
+ // return;
765
+ this._tempMatrix.makeRotationY(rot);
766
+ this.offset.premultiply(this._tempMatrix);
767
+ if (rot !== 0)
768
+ this._hasChanged = true;
769
+ }
770
+ }
771
771
  //# sourceMappingURL=WebARSessionRoot.js.map