@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
@@ -1,1537 +1,1654 @@
1
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
- import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- /** @ts-ignore (not yet in types?) */
4
- import { BasicNodeLibrary } from "three";
5
- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
- import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
- import { Addressables } from './engine_addressables.js';
9
- import { AnimationsRegistry } from './engine_animation.js';
10
- import { Application } from './engine_application.js';
11
- import { AssetDatabase } from './engine_assetdatabase.js';
12
- import { VERSION } from './engine_constants.js';
13
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
- import { WaitForPromise } from './engine_coroutine.js';
15
- import { ObjectUtils } from "./engine_create_objects.js";
16
- import { destroy, foreachComponent } from './engine_gameobject.js';
17
- import { getLoader } from './engine_gltf.js';
18
- import { Input } from './engine_input.js';
19
- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
- import { LightDataRegistry } from './engine_lightdata.js';
21
- import { LODsManager } from "./engine_lods.js";
22
- import * as looputils from './engine_mainloop_utils.js';
23
- import { NetworkConnection } from './engine_networking.js';
24
- import { Physics } from './engine_physics.js';
25
- import { PlayerViewManager } from './engine_playerview.js';
26
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
- import { logHierarchy } from './engine_three_utils.js';
28
- import { Time } from './engine_time.js';
29
- import { patchTonemapping } from './engine_tonemapping.js';
30
- import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
- const debug = getParam("debugcontext");
33
- const stats = getParam("stats");
34
- const debugActive = getParam("debugactive");
35
- const debugframerate = getParam("debugframerate");
36
- const debugCoroutine = getParam("debugcoroutine");
37
- // this is where functions that setup unity scenes will be pushed into
38
- // those will be accessed from our custom html element to load them into their context
39
- export const build_scene_functions = {};
40
- export class ContextArgs {
41
- name;
42
- /** for debugging only */
43
- alias;
44
- /** the hash is used as a seed when initially loading the scene files */
45
- hash;
46
- /** when true the context will not check if it's visible in the viewport and always update and render */
47
- runInBackground;
48
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
- domElement;
50
- /** externally owned renderer */
51
- renderer;
52
- /** externally owned camera */
53
- camera;
54
- /** externally owned scene */
55
- scene;
56
- }
57
- export var FrameEvent;
58
- (function (FrameEvent) {
59
- FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
- FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
- FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
- FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
- FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
- FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
- FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
- FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
- FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
- })(FrameEvent || (FrameEvent = {}));
69
- export function registerComponent(script, context) {
70
- if (!script)
71
- return;
72
- if (!script.isComponent) {
73
- if (isDevEnvironment() || debug)
74
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
- return;
76
- }
77
- if (!context) {
78
- context = Context.Current;
79
- if (debug)
80
- console.warn("> Registering component without context");
81
- }
82
- const new_scripts = context?.new_scripts;
83
- if (!new_scripts.includes(script)) {
84
- new_scripts.push(script);
85
- }
86
- }
87
- /**
88
- * The context is the main object that holds all the data and state of the Needle Engine.
89
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
- * @example
91
- * ```typescript
92
- * import { Behaviour } from "@needle-tools/engine";
93
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
- * export class MyScript extends Behaviour {
95
- * start() {
96
- * console.log("Hello from MyScript");
97
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
- * }
99
- * }
100
- * ```
101
- */
102
- export class Context {
103
- static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
- /** When a new context is created this is the framerate that will be used by default */
105
- static get DefaultTargetFrameRate() {
106
- return Context._defaultTargetFramerate.value;
107
- }
108
- /** When a new context is created this is the framerate that will be used by default */
109
- static set DefaultTargetFrameRate(val) {
110
- Context._defaultTargetFramerate.value = val;
111
- }
112
- static _defaultWebglRendererParameters = {
113
- antialias: true,
114
- alpha: false,
115
- // Note: this is due to a bug on OSX devices. See NE-5370
116
- powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
- stencil: true,
118
- // logarithmicDepthBuffer: true,
119
- // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
- };
121
- /** The default parameters that will be used when creating a new WebGLRenderer.
122
- * Modify in global context to change the default parameters for all new contexts.
123
- * @example
124
- * ```typescript
125
- * import { Context } from "@needle-tools/engine";
126
- * Context.DefaultWebGLRendererParameters.antialias = false;
127
- * ```
128
- */
129
- static get DefaultWebGLRendererParameters() {
130
- return Context._defaultWebglRendererParameters;
131
- }
132
- /** The needle engine version */
133
- get version() {
134
- return VERSION;
135
- }
136
- /** The currently active context. Only set during the update loops */
137
- static get Current() {
138
- return ContextRegistry.Current;
139
- }
140
- /** @internal this property should not be set by user code */
141
- static set Current(context) {
142
- ContextRegistry.Current = context;
143
- }
144
- static get All() {
145
- return ContextRegistry.All;
146
- }
147
- /** The name of the context */
148
- name;
149
- /** An alias for the context */
150
- alias;
151
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
- * When this is false you are responsible to call update(timestamp, xframe.
153
- * It is also currently assumed that rendering is handled performed by an external process
154
- * */
155
- isManagedExternally = false;
156
- /** set to true to pause the update loop. You can receive an event for it in your components.
157
- * Note that script updates will not be called when paused */
158
- isPaused = false;
159
- /** When enabled the application will run while not visible on the page */
160
- runInBackground = false;
161
- /**
162
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
- * Set to undefined if you want to run at the maximum framerate
164
- */
165
- targetFrameRate;
166
- /** Use a higher number for more accurate physics simulation.
167
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
- * Set to 0 to disable physics updates
169
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
- */
171
- physicsSteps = 1;
172
- /** used to append to loaded assets */
173
- hash;
174
- /** The `<needle-engine>` web component */
175
- domElement;
176
- appendHTMLElement(element) {
177
- if (this.domElement.shadowRoot)
178
- return this.domElement.shadowRoot.appendChild(element);
179
- else
180
- return this.domElement.appendChild(element);
181
- }
182
- get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
- /** use to scale the resolution up or down of the renderer. default is 1 */
184
- set resolutionScaleFactor(val) {
185
- if (val === this._resolutionScaleFactor)
186
- return;
187
- if (typeof val !== "number")
188
- return;
189
- if (val <= 0) {
190
- console.error("Invalid resolution scale factor", val);
191
- return;
192
- }
193
- this._resolutionScaleFactor = val;
194
- this.updateSize();
195
- }
196
- _resolutionScaleFactor = 1;
197
- // domElement.clientLeft etc doesnt return absolute position
198
- _boundingClientRectFrame = -1;
199
- _boundingClientRect = null;
200
- _domX;
201
- _domY;
202
- /** update bounding rects + domX, domY */
203
- calculateBoundingClientRect() {
204
- // workaround for mozilla webXR viewer
205
- if (this.xr) {
206
- this._domX = 0;
207
- this._domY = 0;
208
- return;
209
- }
210
- // TODO: cache this
211
- if (this._boundingClientRectFrame === this.time.frame)
212
- return;
213
- this._boundingClientRectFrame = this.time.frame;
214
- this._boundingClientRect = this.domElement.getBoundingClientRect();
215
- this._domX = this._boundingClientRect.x;
216
- this._domY = this._boundingClientRect.y;
217
- }
218
- /** The width of the `<needle-engine>` element on the website */
219
- get domWidth() {
220
- // for mozilla XR
221
- if (this.isInAR)
222
- return window.innerWidth;
223
- return this.domElement.clientWidth;
224
- }
225
- /** The height of the `<needle-engine>` element on the website */
226
- get domHeight() {
227
- // for mozilla XR
228
- if (this.isInAR)
229
- return window.innerHeight;
230
- return this.domElement.clientHeight;
231
- }
232
- /** the X position of the Needle Engine element on the website */
233
- get domX() {
234
- this.calculateBoundingClientRect();
235
- return this._domX;
236
- }
237
- /** the Y position of the Needlee Engine element on the website */
238
- get domY() {
239
- this.calculateBoundingClientRect();
240
- return this._domY;
241
- }
242
- get isInXR() { return this.renderer?.xr?.isPresenting || false; }
243
- /** shorthand for `NeedleXRSession.active`
244
- * Automatically set by NeedleXRSession when a XR session is active
245
- * @returns the active XR session or null if no session is active
246
- * */
247
- xr = null;
248
- get xrSessionMode() { return this.xr?.mode; }
249
- get isInVR() { return this.xrSessionMode === "immersive-vr"; }
250
- get isInAR() { return this.xrSessionMode === "immersive-ar"; }
251
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
252
- get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
253
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
254
- get xrSession() { return this.renderer?.xr?.getSession(); }
255
- /** @returns the latest XRFrame (if a XRSession is currently active)
256
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
257
- */
258
- get xrFrame() { return this._xrFrame; }
259
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
260
- get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
261
- _xrFrame = null;
262
- get arOverlayElement() {
263
- const el = this.domElement;
264
- if (typeof el.getAROverlayContainer === "function")
265
- return el.getAROverlayContainer();
266
- return this.domElement;
267
- }
268
- /** Current event of the update cycle */
269
- get currentFrameEvent() {
270
- return this._currentFrameEvent;
271
- }
272
- _currentFrameEvent = FrameEvent.Undefined;
273
- scene;
274
- renderer;
275
- composer = null;
276
- // all scripts
277
- scripts = [];
278
- scripts_pausedChanged = [];
279
- // scripts with update event
280
- scripts_earlyUpdate = [];
281
- scripts_update = [];
282
- scripts_lateUpdate = [];
283
- scripts_onBeforeRender = [];
284
- scripts_onAfterRender = [];
285
- scripts_WithCorroutines = [];
286
- scripts_immersive_vr = [];
287
- scripts_immersive_ar = [];
288
- coroutines = {};
289
- /** callbacks called once after the context has been created */
290
- post_setup_callbacks = [];
291
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
292
- pre_update_callbacks = [];
293
- /** called every frame before rendering (after all component events) */
294
- pre_render_callbacks = [];
295
- /** called every frame after rendering (after all component events) */
296
- post_render_callbacks = [];
297
- /** called every frame befroe update (this list is emptied every frame) */
298
- pre_update_oneshot_callbacks = [];
299
- new_scripts = [];
300
- new_script_start = [];
301
- new_scripts_pre_setup_callbacks = [];
302
- new_scripts_post_setup_callbacks = [];
303
- new_scripts_xr = [];
304
- /** The main camera component of the scene - this camera is used for rendering */
305
- mainCameraComponent = undefined;
306
- /** The main camera of the scene - this camera is used for rendering */
307
- get mainCamera() {
308
- if (this._mainCamera) {
309
- return this._mainCamera;
310
- }
311
- if (this.mainCameraComponent) {
312
- const cam = this.mainCameraComponent;
313
- if (!cam.threeCamera)
314
- cam.buildCamera();
315
- return cam.threeCamera;
316
- }
317
- if (!this._fallbackCamera) {
318
- this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
319
- }
320
- return this._fallbackCamera;
321
- }
322
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
323
- set mainCamera(cam) {
324
- this._mainCamera = cam;
325
- }
326
- _mainCamera = null;
327
- _fallbackCamera = null;
328
- application;
329
- /** access animation mixer used by components in the scene */
330
- animations;
331
- /** access timings (current frame number, deltaTime, timeScale, ...) */
332
- time;
333
- input;
334
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
335
- physics;
336
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
337
- connection;
338
- /**
339
- * @deprecated AssetDataBase is deprecated
340
- */
341
- assets;
342
- mainLight = null;
343
- /** @deprecated Use sceneLighting */
344
- get rendererData() { return this.sceneLighting; }
345
- sceneLighting;
346
- addressables;
347
- lightmaps;
348
- players;
349
- lodsManager;
350
- menu;
351
- get isCreated() { return this._isCreated; }
352
- _needsUpdateSize = false;
353
- _isCreated = false;
354
- _isCreating = false;
355
- _isVisible = false;
356
- _stats = stats ? new Stats.default() : null;
357
- constructor(args) {
358
- this.name = args?.name || "";
359
- this.alias = args?.alias;
360
- this.domElement = args?.domElement || document.body;
361
- this.hash = args?.hash;
362
- if (args?.renderer) {
363
- this.renderer = args.renderer;
364
- this.isManagedExternally = true;
365
- }
366
- if (args?.runInBackground !== undefined)
367
- this.runInBackground = args.runInBackground;
368
- if (args?.scene)
369
- this.scene = args.scene;
370
- else
371
- this.scene = new Scene();
372
- if (args?.camera)
373
- this._mainCamera = args.camera;
374
- this.application = new Application(this);
375
- this.time = new Time();
376
- this.input = new Input(this);
377
- this.physics = new Physics(this);
378
- this.connection = new NetworkConnection(this);
379
- // eslint-disable-next-line deprecation/deprecation
380
- this.assets = new AssetDatabase();
381
- this.sceneLighting = new SceneLighting(this);
382
- this.addressables = new Addressables(this);
383
- this.lightmaps = new LightDataRegistry(this);
384
- this.players = new PlayerViewManager(this);
385
- this.menu = new NeedleMenu(this);
386
- this.lodsManager = new LODsManager(this);
387
- this.animations = new AnimationsRegistry(this);
388
- const resizeCallback = () => this._needsUpdateSize = true;
389
- window.addEventListener('resize', resizeCallback);
390
- this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
391
- const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
392
- resizeObserver.observe(this.domElement);
393
- this._disposeCallbacks.push(() => resizeObserver.disconnect());
394
- this._intersectionObserver = new IntersectionObserver(entries => {
395
- this._isVisible = entries[0].isIntersecting;
396
- });
397
- this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
398
- ContextRegistry.register(this);
399
- }
400
- /** calling this function will dispose the current renderer and create a new one */
401
- createNewRenderer(params) {
402
- this.renderer?.dispose();
403
- params = { ...Context.DefaultWebGLRendererParameters, ...params };
404
- if (!params.canvas) {
405
- // get canvas already configured in the Needle Engine Web Component
406
- const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
407
- if (canvas) {
408
- params.canvas = canvas;
409
- if (debug) {
410
- console.log("Using canvas from shadow root", canvas);
411
- }
412
- }
413
- }
414
- if (debug)
415
- console.log("Using Renderer Parameters:", params, this.domElement);
416
- this.renderer = new WebGLRenderer(params);
417
- this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
418
- // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
419
- this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
420
- this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
421
- this.renderer.setClearColor(new Color('lightgrey'), 0);
422
- // // @ts-ignore
423
- // this.renderer.alpha = false;
424
- this.renderer.shadowMap.enabled = true;
425
- this.renderer.shadowMap.type = PCFSoftShadowMap;
426
- this.renderer.setSize(this.domWidth, this.domHeight);
427
- this.renderer.outputColorSpace = SRGBColorSpace;
428
- // Injecting the core nodes library here, like WebGPURenderer backends do
429
- //@ts-ignore
430
- this.renderer.nodes = {
431
- library: new BasicNodeLibrary(),
432
- modelViewMatrix: null,
433
- modelNormalViewMatrix: null,
434
- };
435
- // this.renderer.toneMapping = AgXToneMapping;
436
- this.lodsManager.setRenderer(this.renderer);
437
- this.input.bindEvents();
438
- }
439
- _intersectionObserver = null;
440
- internalOnUpdateVisible() {
441
- this._intersectionObserver?.disconnect();
442
- this._intersectionObserver?.observe(this.domElement);
443
- }
444
- _disposeCallbacks = [];
445
- /** will request a renderer size update the next render call (will call updateSize the next update) */
446
- requestSizeUpdate() { this._needsUpdateSize = true; }
447
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
448
- maxRenderResolution;
449
- /** Control the renderer devicePixelRatio.
450
- * **Options**
451
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
452
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
453
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
454
- */
455
- get devicePixelRatio() { return this._devicePixelRatio; }
456
- set devicePixelRatio(val) {
457
- if (val !== this._devicePixelRatio) {
458
- this._devicePixelRatio = val;
459
- this._needsUpdateSize = true;
460
- }
461
- }
462
- _devicePixelRatio = "auto";
463
- /** update the renderer and canvas size */
464
- updateSize(force = false) {
465
- if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
466
- this._needsUpdateSize = false;
467
- const scaleFactor = this.resolutionScaleFactor;
468
- let width = this.domWidth * scaleFactor;
469
- let height = this.domHeight * scaleFactor;
470
- if (this.maxRenderResolution) {
471
- this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
472
- width = Math.min(this.maxRenderResolution.x, width);
473
- this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
474
- height = Math.min(this.maxRenderResolution.y, height);
475
- }
476
- const camera = this.mainCamera;
477
- this.updateAspect(camera);
478
- this.renderer.setSize(width, height, true);
479
- // avoid setting pixel values here since this can cause pingpong updates
480
- // e.g. when system scale is set to 125%
481
- // https://github.com/needle-tools/needle-engine-support/issues/69
482
- this.renderer.domElement.style.width = "100%";
483
- this.renderer.domElement.style.height = "100%";
484
- const devicePixelRatio = typeof this.devicePixelRatio === "number"
485
- ? this.devicePixelRatio
486
- : this.devicePixelRatio === "auto"
487
- ? window.devicePixelRatio
488
- : undefined;
489
- if (devicePixelRatio !== undefined) {
490
- this.renderer.setPixelRatio(devicePixelRatio);
491
- }
492
- if (this.composer) {
493
- this.composer.setSize?.call(this.composer, width, height);
494
- if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
495
- this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
496
- }
497
- }
498
- }
499
- updateAspect(camera, width, height) {
500
- if (!camera)
501
- return;
502
- if (width === undefined)
503
- width = this.domWidth;
504
- if (height === undefined)
505
- height = this.domHeight;
506
- const aspectRatio = width / height;
507
- if (camera.isPerspectiveCamera) {
508
- const cam = camera;
509
- const pa = cam.aspect;
510
- cam.aspect = aspectRatio;
511
- if (pa !== cam.aspect)
512
- camera.updateProjectionMatrix();
513
- }
514
- else if (camera.isOrthographicCamera) {
515
- const cam = camera;
516
- // Maintain the camera's current vertical size (top - bottom)
517
- const verticalSize = cam.top - cam.bottom;
518
- // Calculate new horizontal size based on aspect ratio
519
- const horizontalSize = verticalSize * aspectRatio;
520
- // Update camera bounds while maintaining center position
521
- const halfWidth = horizontalSize / 2;
522
- const halfHeight = verticalSize / 2;
523
- if (cam.left != -halfWidth || cam.top != halfHeight) {
524
- cam.left = -halfWidth;
525
- cam.right = halfWidth;
526
- cam.top = halfHeight;
527
- cam.bottom = -halfHeight;
528
- camera.updateProjectionMatrix();
529
- }
530
- }
531
- }
532
- /** This will recreate the whole needle engine context and dispose the whole scene content
533
- * All content will be reloaded (loading times might be faster due to browser caches)
534
- * All scripts will be recreated */
535
- recreate() {
536
- this.clear();
537
- this.create(this._originalCreationArgs);
538
- }
539
- _originalCreationArgs;
540
- /** @deprecated use create. This method will be removed in a future version */
541
- async onCreate(opts) {
542
- return this.create(opts);
543
- }
544
- async create(opts) {
545
- try {
546
- this._isCreating = true;
547
- if (opts !== this._originalCreationArgs)
548
- this._originalCreationArgs = deepClone(opts);
549
- window.addEventListener("unhandledrejection", this.onUnhandledRejection);
550
- const res = await this.internalOnCreate(opts);
551
- this._isCreated = res;
552
- return res;
553
- }
554
- finally {
555
- window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
556
- this._isCreating = false;
557
- }
558
- }
559
- onUnhandledRejection = (event) => {
560
- this.onError(event.reason);
561
- };
562
- /** Dispatches an error */
563
- onError(error) {
564
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
565
- }
566
- /** Will destroy all scenes and objects in the scene
567
- */
568
- clear() {
569
- ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
570
- invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
571
- // NOTE: this does dispose the environment/background image too
572
- // which is probably not desired if it is set via the skybox-image attribute
573
- destroy(this.scene, true, true);
574
- this.scene = new Scene();
575
- this.addressables?.dispose();
576
- this.lightmaps?.clear();
577
- this.physics?.engine?.clearCaches();
578
- this.lodsManager.disable();
579
- if (!this.isManagedExternally) {
580
- if (this.renderer) {
581
- this.renderer.renderLists.dispose();
582
- this.renderer.state.reset();
583
- this.renderer.resetState();
584
- }
585
- }
586
- // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
587
- // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
588
- ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
589
- }
590
- dispose() {
591
- this.internalOnDestroy();
592
- }
593
- /**@deprecated use dispose() */
594
- onDestroy() { this.internalOnDestroy(); }
595
- internalOnDestroy() {
596
- Context.Current = this;
597
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
598
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
599
- this.clear();
600
- this.renderer?.setAnimationLoop(null);
601
- if (this.renderer) {
602
- this.renderer.setClearAlpha(0);
603
- this.renderer.clear();
604
- if (!this.isManagedExternally) {
605
- if (debug)
606
- console.log("Disposing renderer");
607
- this.renderer.dispose();
608
- }
609
- }
610
- this.scene = null;
611
- this.renderer = null;
612
- this.input.dispose();
613
- this.menu.onDestroy();
614
- this.animations.onDestroy();
615
- for (const cb of this._disposeCallbacks) {
616
- try {
617
- cb();
618
- }
619
- catch (e) {
620
- console.error("Error in on dispose callback:", e, cb);
621
- }
622
- }
623
- if (this.domElement?.parentElement) {
624
- this.domElement.parentElement.removeChild(this.domElement);
625
- }
626
- this._isCreated = false;
627
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
628
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
629
- ContextRegistry.unregister(this);
630
- if (Context.Current === this) {
631
- //@ts-ignore
632
- Context.Current = null;
633
- }
634
- }
635
- registerCoroutineUpdate(script, coroutine, evt) {
636
- if (typeof coroutine?.next !== "function") {
637
- console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
638
- return coroutine;
639
- }
640
- if (!this.coroutines[evt])
641
- this.coroutines[evt] = [];
642
- this.coroutines[evt].push({ comp: script, main: coroutine });
643
- return coroutine;
644
- }
645
- unregisterCoroutineUpdate(coroutine, evt) {
646
- if (!this.coroutines[evt])
647
- return;
648
- const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
649
- if (idx >= 0)
650
- this.coroutines[evt].splice(idx, 1);
651
- }
652
- stopAllCoroutinesFrom(script) {
653
- for (const evt in this.coroutines) {
654
- const rout = this.coroutines[evt];
655
- for (let i = rout.length - 1; i >= 0; i--) {
656
- const r = rout[i];
657
- if (r.comp === script) {
658
- rout.splice(i, 1);
659
- }
660
- }
661
- }
662
- }
663
- _cameraStack = [];
664
- setCurrentCamera(cam) {
665
- if (!cam)
666
- return;
667
- if (!cam.threeCamera)
668
- cam.buildCamera(); // < to build camera
669
- if (!cam.threeCamera) {
670
- console.warn("Camera component is missing camera", cam);
671
- return;
672
- }
673
- const index = this._cameraStack.indexOf(cam);
674
- if (index >= 0)
675
- this._cameraStack.splice(index, 1);
676
- this._cameraStack.push(cam);
677
- this.mainCameraComponent = cam;
678
- const camera = cam.threeCamera;
679
- if (camera.isPerspectiveCamera)
680
- this.updateAspect(camera);
681
- this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
682
- }
683
- removeCamera(cam) {
684
- if (!cam)
685
- return;
686
- const index = this._cameraStack.indexOf(cam);
687
- if (index >= 0)
688
- this._cameraStack.splice(index, 1);
689
- if (this.mainCameraComponent === cam) {
690
- this.mainCameraComponent = undefined;
691
- if (this._cameraStack.length > 0) {
692
- const last = this._cameraStack[this._cameraStack.length - 1];
693
- this.setCurrentCamera(last);
694
- }
695
- }
696
- }
697
- _onBeforeRenderListeners = new Map();
698
- _onAfterRenderListeners = new Map();
699
- /** use this to subscribe to onBeforeRender events on threejs objects */
700
- addBeforeRenderListener(target, callback) {
701
- if (!this._onBeforeRenderListeners.has(target.uuid)) {
702
- this._onBeforeRenderListeners.set(target.uuid, []);
703
- target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
704
- }
705
- this._onBeforeRenderListeners.get(target.uuid).push(callback);
706
- }
707
- removeBeforeRenderListener(target, callback) {
708
- if (this._onBeforeRenderListeners.has(target.uuid)) {
709
- const arr = this._onBeforeRenderListeners.get(target.uuid);
710
- const idx = arr.indexOf(callback);
711
- if (idx >= 0)
712
- arr.splice(idx, 1);
713
- }
714
- }
715
- /** use this to subscribe to onAfterRender events on threejs objects */
716
- addAfterRenderListener(target, callback) {
717
- if (!this._onAfterRenderListeners.has(target.uuid)) {
718
- this._onAfterRenderListeners.set(target.uuid, []);
719
- target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
720
- }
721
- this._onAfterRenderListeners.get(target.uuid)?.push(callback);
722
- }
723
- removeAfterRenderListener(target, callback) {
724
- if (this._onAfterRenderListeners.has(target.uuid)) {
725
- const arr = this._onAfterRenderListeners.get(target.uuid);
726
- const idx = arr.indexOf(callback);
727
- if (idx >= 0)
728
- arr.splice(idx, 1);
729
- }
730
- }
731
- _createRenderCallbackWrapper(target, array) {
732
- return (renderer, scene, camera, geometry, material, group) => {
733
- const arr = array.get(target.uuid);
734
- if (!arr)
735
- return;
736
- for (let i = 0; i < arr.length; i++) {
737
- const fn = arr[i];
738
- fn(renderer, scene, camera, geometry, material, group);
739
- }
740
- };
741
- }
742
- _requireDepthTexture = false;
743
- _requireColorTexture = false;
744
- _renderTarget;
745
- _isRendering = false;
746
- get isRendering() { return this._isRendering; }
747
- setRequireDepth(val) {
748
- this._requireDepthTexture = val;
749
- }
750
- setRequireColor(val) {
751
- this._requireColorTexture = val;
752
- }
753
- get depthTexture() {
754
- return this._renderTarget?.depthTexture || null;
755
- }
756
- get opaqueColorTexture() {
757
- return this._renderTarget?.texture || null;
758
- }
759
- /** returns true if the dom element is visible on screen */
760
- get isVisibleToUser() {
761
- if (this.isInXR)
762
- return true;
763
- if (!this._isVisible)
764
- return false;
765
- const style = getComputedStyle(this.domElement);
766
- return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
767
- }
768
- _createId = 0;
769
- async internalOnCreate(opts) {
770
- const createId = ++this._createId;
771
- if (debug)
772
- console.log("Creating context", this.name, opts);
773
- // wait for async imported dependencies to be loaded
774
- // see https://linear.app/needle/issue/NE-4445
775
- const dependenciesReady = globalThis["needle:dependencies:ready"];
776
- if (dependenciesReady instanceof Promise) {
777
- if (debug)
778
- console.log("Waiting for dependencies to be ready");
779
- await dependenciesReady
780
- .catch(err => {
781
- if (debug || isDevEnvironment()) {
782
- showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
783
- const printedError = false;
784
- if (err instanceof ReferenceError) {
785
- let offendingComponentName = "YourComponentName";
786
- const offendingComponentStartIndex = err.message.indexOf("'");
787
- if (offendingComponentStartIndex > 0) {
788
- const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
789
- if (offendingComponentEndIndex > 0) {
790
- const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
791
- if (name.length > 3)
792
- offendingComponentName = name;
793
- }
794
- }
795
- console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
796
- return;
797
- }
798
- if (!printedError) {
799
- console.error("Needle Engine dependencies failed to load", err);
800
- }
801
- }
802
- })
803
- .then(() => {
804
- if (debug)
805
- console.log("Needle Engine dependencies are ready");
806
- });
807
- }
808
- this.clear();
809
- // stop the animation loop if its running during creation
810
- // since we do not want to start enabling scripts etc before they are deserialized
811
- if (this.isManagedExternally === false) {
812
- this.createNewRenderer();
813
- this.renderer?.setAnimationLoop(null);
814
- }
815
- await delay(1);
816
- Context.Current = this;
817
- await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
818
- // load and create scene
819
- let prepare_succeeded = true;
820
- let loadedFiles;
821
- try {
822
- Context.Current = this;
823
- if (opts) {
824
- loadedFiles = await this.internalLoadInitialContent(createId, opts);
825
- }
826
- else
827
- loadedFiles = [];
828
- }
829
- catch (err) {
830
- console.error(err);
831
- prepare_succeeded = false;
832
- }
833
- if (!prepare_succeeded) {
834
- this.onError("Failed to load initial content");
835
- return false;
836
- }
837
- if (createId !== this._createId || opts?.abortSignal?.aborted) {
838
- return false;
839
- }
840
- this.internalOnUpdateVisible();
841
- if (!this.renderer) {
842
- if (debug)
843
- console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
844
- return false;
845
- }
846
- if (!this.isManagedExternally && !this.domElement.shadowRoot) {
847
- this.domElement.prepend(this.renderer.domElement);
848
- }
849
- Context.Current = this;
850
- // TODO: we could configure if we need physics
851
- // await this.physics.engine?.initialize();
852
- // Setup
853
- Context.Current = this;
854
- for (let i = 0; i < this.new_scripts.length; i++) {
855
- const script = this.new_scripts[i];
856
- if (script.gameObject !== undefined && script.gameObject !== null) {
857
- if (script.gameObject.userData === undefined)
858
- script.gameObject.userData = {};
859
- if (script.gameObject.userData.components === undefined)
860
- script.gameObject.userData.components = [];
861
- const arr = script.gameObject.userData.components;
862
- if (!arr.includes(script))
863
- arr.push(script);
864
- }
865
- // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
866
- // this.raycastTargets.push(script.gameObject);
867
- // }
868
- }
869
- // const context = new SerializationContext(this.scene);
870
- // for (let i = 0; i < this.new_scripts.length; i++) {
871
- // const script = this.new_scripts[i];
872
- // const ser = script as unknown as ISerializable;
873
- // if (ser.$serializedTypes === undefined) continue;
874
- // context.context = this;
875
- // context.object = script.gameObject;
876
- // deserializeObject(ser, script, context);
877
- // }
878
- // resolve post setup callbacks (things that rely on threejs objects having references to components)
879
- if (this.post_setup_callbacks) {
880
- for (let i = 0; i < this.post_setup_callbacks.length; i++) {
881
- Context.Current = this;
882
- await this.post_setup_callbacks[i](this);
883
- }
884
- }
885
- if (!this._mainCamera) {
886
- Context.Current = this;
887
- let camera = null;
888
- foreachComponent(this.scene, comp => {
889
- const cam = comp;
890
- if (cam?.isCamera) {
891
- looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
892
- if (!cam.activeAndEnabled)
893
- return undefined;
894
- if (cam.tag === "MainCamera") {
895
- camera = cam;
896
- return true;
897
- }
898
- else
899
- camera = cam;
900
- }
901
- return undefined;
902
- });
903
- if (camera) {
904
- this.setCurrentCamera(camera);
905
- }
906
- else {
907
- const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
908
- if (!res && !this.mainCamera && !this.isManagedExternally)
909
- console.warn("Missing camera in main scene", this);
910
- }
911
- }
912
- this.input.bindEvents();
913
- Context.Current = this;
914
- looputils.processNewScripts(this);
915
- // We have to step once so that colliders that have been created in onEnable can be raycasted in start
916
- if (this.physics.engine) {
917
- this.physics.engine?.step(0);
918
- this.physics.engine?.postStep();
919
- }
920
- // const mainCam = this.mainCameraComponent as Camera;
921
- // if (mainCam) {
922
- // mainCam.applyClearFlagsIfIsActiveCamera();
923
- // }
924
- if (!this.isManagedExternally && this.composer && this.mainCamera) {
925
- // TODO: import postprocessing async
926
- // const renderPass = new RenderPass(this.scene, this.mainCamera);
927
- // this.renderer.setSize(this.domWidth, this.domHeight);
928
- // this.composer.addPass(renderPass);
929
- // this.composer.setSize(this.domWidth, this.domHeight);
930
- }
931
- this._needsUpdateSize = true;
932
- if (this._stats) {
933
- this._stats.showPanel(0);
934
- this._stats.dom.style.position = "absolute"; // (default is fixed)
935
- this.domElement.shadowRoot?.appendChild(this._stats.dom);
936
- }
937
- if (debug)
938
- logHierarchy(this.scene, true);
939
- // If no target framerate was set we use the default
940
- if (this.targetFrameRate === undefined) {
941
- if (debug)
942
- console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
943
- // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
944
- this.targetFrameRate = Context._defaultTargetFramerate;
945
- }
946
- else if (debug)
947
- console.log("Target framerate set to", this.targetFrameRate);
948
- this._dispatchReadyAfterFrame = true;
949
- const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
950
- if (res) {
951
- if ("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
952
- this.domElement?.internalSetLoadingMessage("finish loading");
953
- await res;
954
- }
955
- if (opts?.abortSignal?.aborted) {
956
- return false;
957
- }
958
- invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
959
- if (debug)
960
- console.log("Context Created...", this.renderer, this.renderer.domElement);
961
- this._isCreating = false;
962
- if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
963
- this.restartRenderLoop();
964
- return true;
965
- }
966
- async internalLoadInitialContent(createId, args) {
967
- const results = new Array();
968
- // early out if we dont have any files to load
969
- if (args.files.length === 0)
970
- return results;
971
- const files = [...args.files];
972
- const progressArg = {
973
- name: "",
974
- progress: null,
975
- index: 0,
976
- count: files.length
977
- };
978
- const loader = getLoader();
979
- // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
980
- const loadingHash = 0;
981
- for (let i = 0; i < files.length; i++) {
982
- if (args.abortSignal?.aborted) {
983
- if (debug)
984
- console.log("Aborting loading because of abort signal");
985
- break;
986
- }
987
- // abort loading if the create id has changed
988
- if (createId !== this._createId) {
989
- if (debug)
990
- console.log("Aborting loading because create id changed", createId, this._createId);
991
- break;
992
- }
993
- const file = files[i];
994
- args?.onLoadingStart?.call(this, i, file);
995
- if (debug)
996
- console.log("Context Load " + file);
997
- const res = await loader.loadSync(this, file, file, loadingHash, prog => {
998
- if (args.abortSignal?.aborted)
999
- return;
1000
- progressArg.name = file;
1001
- progressArg.progress = prog;
1002
- progressArg.index = i;
1003
- progressArg.count = files.length;
1004
- args.onLoadingProgress?.call(this, progressArg);
1005
- });
1006
- args?.onLoadingFinished?.call(this, i, file, res ?? null);
1007
- if (res) {
1008
- results.push({
1009
- src: file,
1010
- file: res
1011
- });
1012
- }
1013
- else {
1014
- // a file could not be loaded
1015
- console.warn("Could not load file: " + file);
1016
- }
1017
- }
1018
- // if the id was changed while still loading
1019
- // then we want to cleanup/destroy previously loaded files
1020
- if (createId !== this._createId || args.abortSignal?.aborted) {
1021
- if (debug)
1022
- console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1023
- for (const res of results) {
1024
- if (res && res.file) {
1025
- for (const scene of res.file.scenes)
1026
- destroy(scene, true, true);
1027
- }
1028
- }
1029
- }
1030
- // otherwise we want to add the loaded files to the current scene
1031
- else {
1032
- let anyModelFound = false;
1033
- for (const res of results) {
1034
- if (res && res.file) {
1035
- // TODO: should we load all scenes in a glTF here?
1036
- if (res.file.scene) {
1037
- anyModelFound = true;
1038
- this.scene.add(res.file.scene);
1039
- }
1040
- else {
1041
- console.warn("No scene found in loaded file");
1042
- }
1043
- }
1044
- }
1045
- // If the loaded files do not contain ANY model
1046
- // We then attempt to create a mesh from each material in the loaded files to visualize it
1047
- // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1048
- if (!anyModelFound) {
1049
- for (const res of results) {
1050
- if (res && res.file && "parser" in res.file) {
1051
- let y = 0;
1052
- if (!Array.isArray(res.file.parser.json.materials))
1053
- continue;
1054
- for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1055
- const mat = await res.file.parser.getDependency("material", i);
1056
- const parent = new Object3D();
1057
- parent.position.x = i * 1.1;
1058
- parent.position.y = y;
1059
- this.scene.add(parent);
1060
- ObjectUtils.createPrimitive("ShaderBall", {
1061
- parent,
1062
- material: mat
1063
- });
1064
- }
1065
- y += 1;
1066
- }
1067
- }
1068
- }
1069
- }
1070
- return results;
1071
- }
1072
- /** Sets the animation loop.
1073
- * Can not be done while creating the context or when disposed
1074
- **/
1075
- restartRenderLoop() {
1076
- if (!this.renderer) {
1077
- console.error("Can not start render loop without renderer");
1078
- return false;
1079
- }
1080
- if (this._isCreating) {
1081
- console.warn("Can not start render loop while creating context");
1082
- return false;
1083
- }
1084
- this.renderer.setAnimationLoop((timestamp, frame) => {
1085
- if (this.isManagedExternally)
1086
- return;
1087
- this.update(timestamp, frame);
1088
- });
1089
- return true;
1090
- }
1091
- _renderlooperrors = 0;
1092
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1093
- update(timestamp, frame) {
1094
- if (frame === undefined)
1095
- frame = null;
1096
- if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1097
- try {
1098
- //performance.mark('update.start');
1099
- this.internalStep(timestamp, frame);
1100
- this._renderlooperrors = 0;
1101
- //performance.mark('update.end');
1102
- //performance.measure('NE Frame', 'update.start', 'update.end');
1103
- }
1104
- catch (err) {
1105
- this._renderlooperrors += 1;
1106
- if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1107
- showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1108
- console.error("Frame #" + this.time.frame + "\n", err);
1109
- if (this._renderlooperrors >= 3) {
1110
- console.warn("Stopping render loop due to error");
1111
- this.renderer.setAnimationLoop(null);
1112
- }
1113
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1114
- }
1115
- }
1116
- else {
1117
- this.internalStep(timestamp, frame);
1118
- }
1119
- }
1120
- /** Call to **manually** perform physics steps.
1121
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
1122
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1123
- * */
1124
- updatePhysics(steps) {
1125
- this.internalUpdatePhysics(steps);
1126
- }
1127
- _lastTimestamp = 0;
1128
- _accumulatedTime = 0;
1129
- _dispatchReadyAfterFrame = false;
1130
- // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1131
- internalStep(timestamp, frame) {
1132
- if (this.internalOnBeforeRender(timestamp, frame) === false)
1133
- return;
1134
- this.internalOnRender();
1135
- this.internalOnAfterRender();
1136
- }
1137
- internalOnBeforeRender(timestamp, frame) {
1138
- // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1139
- this.renderer.info.autoReset = true;
1140
- const sessionStarted = frame !== null && this._xrFrame === null;
1141
- this._xrFrame = frame;
1142
- if (sessionStarted) {
1143
- this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1144
- }
1145
- this._currentFrameEvent = FrameEvent.Undefined;
1146
- if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1147
- if (this._lastTimestamp === 0)
1148
- this._lastTimestamp = timestamp;
1149
- this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1150
- this._lastTimestamp = timestamp;
1151
- let targetFrameRate = this.targetFrameRate;
1152
- if (typeof targetFrameRate === "object")
1153
- targetFrameRate = targetFrameRate.value;
1154
- // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1155
- if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1156
- return false;
1157
- }
1158
- this._accumulatedTime = 0;
1159
- }
1160
- this._stats?.begin();
1161
- Context.Current = this;
1162
- if (this.onHandlePaused())
1163
- return false;
1164
- Context.Current = this;
1165
- this.time.update();
1166
- if (debugframerate)
1167
- console.log("FPS", (this.time.smoothedFps).toFixed(0));
1168
- looputils.processNewScripts(this);
1169
- looputils.updateIsActive(this.scene);
1170
- looputils.processStart(this);
1171
- invokeLifecycleFunctions(this, FrameEvent.Start);
1172
- while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1173
- this._cameraStack.splice(this._cameraStack.length - 1, 1);
1174
- const last = this._cameraStack[this._cameraStack.length - 1];
1175
- this.setCurrentCamera(last);
1176
- }
1177
- if (this.pre_update_oneshot_callbacks) {
1178
- for (const i in this.pre_update_oneshot_callbacks) {
1179
- this.pre_update_oneshot_callbacks[i]();
1180
- }
1181
- this.pre_update_oneshot_callbacks.length = 0;
1182
- }
1183
- if (this.pre_update_callbacks) {
1184
- for (const i in this.pre_update_callbacks) {
1185
- this.pre_update_callbacks[i]();
1186
- }
1187
- }
1188
- this._currentFrameEvent = FrameEvent.EarlyUpdate;
1189
- for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1190
- const script = this.scripts_earlyUpdate[i];
1191
- if (!script.activeAndEnabled)
1192
- continue;
1193
- if (script.earlyUpdate !== undefined) {
1194
- Context.Current = this;
1195
- script.earlyUpdate();
1196
- }
1197
- }
1198
- this.executeCoroutines(FrameEvent.EarlyUpdate);
1199
- invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1200
- if (this.onHandlePaused())
1201
- return false;
1202
- this._currentFrameEvent = FrameEvent.Update;
1203
- for (let i = 0; i < this.scripts_update.length; i++) {
1204
- const script = this.scripts_update[i];
1205
- if (!script.activeAndEnabled)
1206
- continue;
1207
- if (script.update !== undefined) {
1208
- Context.Current = this;
1209
- script.update();
1210
- }
1211
- }
1212
- this.executeCoroutines(FrameEvent.Update);
1213
- invokeLifecycleFunctions(this, FrameEvent.Update);
1214
- if (this.onHandlePaused())
1215
- return false;
1216
- this._currentFrameEvent = FrameEvent.LateUpdate;
1217
- for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1218
- const script = this.scripts_lateUpdate[i];
1219
- if (!script.activeAndEnabled)
1220
- continue;
1221
- if (script.lateUpdate !== undefined) {
1222
- Context.Current = this;
1223
- script.lateUpdate();
1224
- }
1225
- }
1226
- // this.mainLight = null;
1227
- this.executeCoroutines(FrameEvent.LateUpdate);
1228
- invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1229
- if (this.onHandlePaused())
1230
- return false;
1231
- if (this.physicsSteps === undefined) {
1232
- this.physicsSteps = 1;
1233
- }
1234
- if (this.physics.engine && this.physicsSteps > 0) {
1235
- this.internalUpdatePhysics(this.physicsSteps);
1236
- }
1237
- if (this.onHandlePaused())
1238
- return false;
1239
- if (this.isVisibleToUser || this.runInBackground) {
1240
- this._currentFrameEvent = FrameEvent.OnBeforeRender;
1241
- // should we move these callbacks in the regular three onBeforeRender events?
1242
- for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1243
- const script = this.scripts_onBeforeRender[i];
1244
- if (!script.activeAndEnabled)
1245
- continue;
1246
- // if(script.isActiveAndEnabled === false) continue;
1247
- if (script.onBeforeRender !== undefined) {
1248
- Context.Current = this;
1249
- script.onBeforeRender(frame);
1250
- }
1251
- }
1252
- this.executeCoroutines(FrameEvent.OnBeforeRender);
1253
- invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1254
- if (this._needsUpdateSize)
1255
- this.updateSize();
1256
- if (this.pre_render_callbacks) {
1257
- for (const i in this.pre_render_callbacks) {
1258
- this.pre_render_callbacks[i](frame);
1259
- }
1260
- }
1261
- }
1262
- return true;
1263
- }
1264
- internalUpdatePhysics(steps) {
1265
- if (!this.physics.engine)
1266
- return false;
1267
- const physicsSteps = steps;
1268
- const dt = this.time.deltaTime / physicsSteps;
1269
- for (let i = 0; i < physicsSteps; i++) {
1270
- this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1271
- this.executeCoroutines(FrameEvent.PrePhysicsStep);
1272
- this.physics.engine.step(dt);
1273
- this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1274
- this.executeCoroutines(FrameEvent.PostPhysicsStep);
1275
- }
1276
- this.physics.engine.postStep();
1277
- return true;
1278
- }
1279
- internalOnRender() {
1280
- if (!this.isManagedExternally) {
1281
- // when loading assets we compile them async after GLTFLoader is done
1282
- // but as a fallback we still register them (if e.g. there's no camera for compile async)
1283
- looputils.runPrewarm(this);
1284
- this._currentFrameEvent = FrameEvent.Undefined;
1285
- nodeFrame.update();
1286
- this.renderNow();
1287
- this._currentFrameEvent = FrameEvent.OnAfterRender;
1288
- }
1289
- }
1290
- internalOnAfterRender() {
1291
- if (this.isVisibleToUser || this.runInBackground) {
1292
- for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1293
- const script = this.scripts_onAfterRender[i];
1294
- if (!script.activeAndEnabled)
1295
- continue;
1296
- if (script.onAfterRender !== undefined) {
1297
- Context.Current = this;
1298
- script.onAfterRender();
1299
- }
1300
- }
1301
- this.executeCoroutines(FrameEvent.OnAfterRender);
1302
- invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1303
- if (this.post_render_callbacks) {
1304
- for (const i in this.post_render_callbacks) {
1305
- this.post_render_callbacks[i]();
1306
- }
1307
- }
1308
- }
1309
- this._currentFrameEvent = -1;
1310
- this.connection.sendBufferedMessagesNow();
1311
- if (this._stats) {
1312
- this._stats.end();
1313
- if (this.time.frameCount % 150 === 0)
1314
- console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1315
- }
1316
- if (this._dispatchReadyAfterFrame) {
1317
- this._dispatchReadyAfterFrame = false;
1318
- this.domElement.dispatchEvent(new CustomEvent("ready"));
1319
- ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1320
- }
1321
- }
1322
- renderNow(camera) {
1323
- if (!camera) {
1324
- camera = this.mainCamera;
1325
- if (!camera)
1326
- return false;
1327
- }
1328
- this.handleRendererContextLost();
1329
- this._isRendering = true;
1330
- this.renderRequiredTextures();
1331
- if (this.renderer.toneMapping !== NoToneMapping)
1332
- patchTonemapping(this);
1333
- if (this.composer && !this.isInXR) {
1334
- // if a camera is passed in we need to check if we need to update the composer's camera
1335
- if (camera && "setMainCamera" in this.composer) {
1336
- const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1337
- if (currentPassesCamera != camera)
1338
- this.composer.setMainCamera(camera);
1339
- }
1340
- this.composer.render(this.time.deltaTime);
1341
- }
1342
- else if (camera) {
1343
- // Workaround for issue on Vision Pro –
1344
- // depth buffer is not cleared between eye draws, despite the spec...
1345
- if (this.isInXR && DeviceUtilities.isMacOS())
1346
- this.renderer.clearDepth();
1347
- this.renderer.render(this.scene, camera);
1348
- }
1349
- this._isRendering = false;
1350
- return true;
1351
- }
1352
- _contextRestoreTries = 0;
1353
- handleRendererContextLost() {
1354
- // Try to restore the context every x frames
1355
- if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1356
- if (this._contextRestoreTries++ < 100) {
1357
- console.warn("Attempting to recover WebGL context...");
1358
- this.renderer.forceContextRestore();
1359
- }
1360
- }
1361
- }
1362
- /** returns true if we should return out of the frame loop */
1363
- _wasPaused = false;
1364
- onHandlePaused() {
1365
- const paused = this.evaluatePaused();
1366
- if (this._wasPaused !== paused) {
1367
- if (debugActive)
1368
- console.log("Paused?", paused, "context:" + this.alias);
1369
- for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1370
- const script = this.scripts_pausedChanged[i];
1371
- if (!script.activeAndEnabled)
1372
- continue;
1373
- if (script.onPausedChanged !== undefined) {
1374
- Context.Current = this;
1375
- script.onPausedChanged(paused, this._wasPaused);
1376
- }
1377
- }
1378
- }
1379
- this._wasPaused = paused;
1380
- return paused;
1381
- }
1382
- evaluatePaused() {
1383
- if (this.isInXR)
1384
- return false;
1385
- if (this.isPaused)
1386
- return true;
1387
- // if the element is not visible use the runInBackground flag to determine if we should continue
1388
- if (this.runInBackground) {
1389
- return false;
1390
- }
1391
- const paused = !this.isVisibleToUser;
1392
- return paused;
1393
- }
1394
- renderRequiredTextures() {
1395
- if (!this.mainCamera)
1396
- return;
1397
- if (!this._requireDepthTexture && !this._requireColorTexture)
1398
- return;
1399
- if (!this._renderTarget) {
1400
- this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1401
- if (this._requireDepthTexture) {
1402
- const dt = new DepthTexture(this.domWidth, this.domHeight);
1403
- ;
1404
- this._renderTarget.depthTexture = dt;
1405
- }
1406
- if (this._requireColorTexture) {
1407
- this._renderTarget.texture = new Texture();
1408
- this._renderTarget.texture.generateMipmaps = false;
1409
- this._renderTarget.texture.minFilter = NearestFilter;
1410
- this._renderTarget.texture.magFilter = NearestFilter;
1411
- this._renderTarget.texture.format = RGBAFormat;
1412
- }
1413
- }
1414
- const rt = this._renderTarget;
1415
- if (rt.texture) {
1416
- rt.texture.colorSpace = this.renderer.outputColorSpace;
1417
- }
1418
- const prevTarget = this.renderer.getRenderTarget();
1419
- this.renderer.setRenderTarget(rt);
1420
- this.renderer.render(this.scene, this.mainCamera);
1421
- this.renderer.setRenderTarget(prevTarget);
1422
- }
1423
- executeCoroutines(evt) {
1424
- if (this.coroutines[evt]) {
1425
- const evts = this.coroutines[evt];
1426
- for (let i = 0; i < evts.length; i++) {
1427
- try {
1428
- const evt = evts[i];
1429
- // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1430
- const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1431
- if (remove) {
1432
- if (debugCoroutine)
1433
- console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1434
- evts.splice(i, 1);
1435
- --i;
1436
- continue;
1437
- }
1438
- const iter = evt.chained;
1439
- if (iter && iter.length > 0) {
1440
- const last = iter[iter.length - 1];
1441
- const res = last.next();
1442
- if (res.done) {
1443
- iter.pop();
1444
- }
1445
- if (isGenerator(res)) {
1446
- if (!evt.chained)
1447
- evt.chained = [];
1448
- evt.chained.push(res.value);
1449
- }
1450
- if (!res.done)
1451
- continue;
1452
- }
1453
- const res = evt.main.next();
1454
- if (res.done === true) {
1455
- evts.splice(i, 1);
1456
- --i;
1457
- continue;
1458
- }
1459
- const val = res.value;
1460
- if (isGenerator(val)) {
1461
- // invoke once if its a generator
1462
- // this means e.g. WaitForFrame(1) works and will capture
1463
- // the frame it was created
1464
- const gen = val;
1465
- const res = gen.next();
1466
- if (res.done)
1467
- continue;
1468
- if (!evt.chained)
1469
- evt.chained = [];
1470
- evt.chained.push(val);
1471
- }
1472
- else if (val instanceof Promise) {
1473
- // If its a promise we want to wait for it to resolve
1474
- const prom = val;
1475
- if (!evt.chained)
1476
- evt.chained = [];
1477
- const nested = WaitForPromise(prom);
1478
- evt.chained?.push(nested);
1479
- continue;
1480
- }
1481
- }
1482
- catch (e) {
1483
- console.error(e);
1484
- }
1485
- }
1486
- }
1487
- function isGenerator(val) {
1488
- if (val) {
1489
- if (val.next && val.return) {
1490
- return true;
1491
- }
1492
- }
1493
- return false;
1494
- }
1495
- }
1496
- }
1497
- // const scene = new Scene();
1498
- // const useComposer = utils.getParam("postfx");
1499
- // const renderer = new WebGLRenderer({ antialias: true });
1500
- // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1501
- // renderer.setClearColor(new Color('lightgrey'), 0)
1502
- // renderer.antialias = true;
1503
- // renderer.alpha = false;
1504
- // renderer.shadowMap.enabled = true;
1505
- // renderer.shadowMap.type = PCFSoftShadowMap;
1506
- // renderer.setSize(window.innerWidth, window.innerHeight);
1507
- // renderer.outputEncoding = sRGBEncoding;
1508
- // renderer.physicallyCorrectLights = true;
1509
- // document.body.appendChild(renderer.domElement);
1510
- // // generation pushes loading requests in this array
1511
- // const sceneData: {
1512
- // mainCamera: Camera | undefined
1513
- // } = {
1514
- // preparing: [],
1515
- // resolving: [],
1516
- // scripts: [],
1517
- // raycastTargets: [],
1518
- // mainCamera: undefined,
1519
- // mainCameraComponent: undefined,
1520
- // };
1521
- // // contains a list of functions to be called after loading is done
1522
- // const post_setup_callbacks = [];
1523
- // const pre_render_Callbacks = [];
1524
- // const post_render_callbacks = [];
1525
- // const new_scripts = [];
1526
- // const new_scripts_post_setup_callbacks = [];
1527
- // const new_scripts_pre_setup_callbacks = [];
1528
- // export {
1529
- // scene, renderer, composer,
1530
- // new_scripts,
1531
- // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1532
- // sceneData,
1533
- // post_setup_callbacks,
1534
- // pre_render_Callbacks,
1535
- // post_render_callbacks
1536
- // }
1
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
+ import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ /** @ts-ignore (not yet in types?) */
4
+ import { BasicNodeLibrary } from "three";
5
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
+ import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
+ import { Addressables } from './engine_addressables.js';
9
+ import { AnimationsRegistry } from './engine_animation.js';
10
+ import { Application } from './engine_application.js';
11
+ import { AssetDatabase } from './engine_assetdatabase.js';
12
+ import { VERSION } from './engine_constants.js';
13
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
+ import { WaitForPromise } from './engine_coroutine.js';
15
+ import { ObjectUtils } from "./engine_create_objects.js";
16
+ import { destroy, foreachComponent } from './engine_gameobject.js';
17
+ import { getLoader } from './engine_gltf.js';
18
+ import { Input } from './engine_input.js';
19
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
+ import { LightDataRegistry } from './engine_lightdata.js';
21
+ import { LODsManager } from "./engine_lods.js";
22
+ import * as looputils from './engine_mainloop_utils.js';
23
+ import { NetworkConnection } from './engine_networking.js';
24
+ import { Physics } from './engine_physics.js';
25
+ import { PlayerViewManager } from './engine_playerview.js';
26
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
+ import { logHierarchy } from './engine_three_utils.js';
28
+ import { Time } from './engine_time.js';
29
+ import { patchTonemapping } from './engine_tonemapping.js';
30
+ import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
+ const debug = getParam("debugcontext");
33
+ const stats = getParam("stats");
34
+ const debugActive = getParam("debugactive");
35
+ const debugframerate = getParam("debugframerate");
36
+ const debugCoroutine = getParam("debugcoroutine");
37
+ // this is where functions that setup unity scenes will be pushed into
38
+ // those will be accessed from our custom html element to load them into their context
39
+ export const build_scene_functions = {};
40
+ export class ContextArgs {
41
+ name;
42
+ /** for debugging only */
43
+ alias;
44
+ /** the hash is used as a seed when initially loading the scene files */
45
+ hash;
46
+ /** when true the context will not check if it's visible in the viewport and always update and render */
47
+ runInBackground;
48
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
+ domElement;
50
+ /** externally owned renderer */
51
+ renderer;
52
+ /** externally owned camera */
53
+ camera;
54
+ /** externally owned scene */
55
+ scene;
56
+ }
57
+ export var FrameEvent;
58
+ (function (FrameEvent) {
59
+ FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
+ FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
+ FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
+ FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
+ FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
+ FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
+ FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
+ FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
+ FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
+ })(FrameEvent || (FrameEvent = {}));
69
+ export function registerComponent(script, context) {
70
+ if (!script)
71
+ return;
72
+ if (!script.isComponent) {
73
+ if (isDevEnvironment() || debug)
74
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
+ return;
76
+ }
77
+ if (!context) {
78
+ context = Context.Current;
79
+ if (debug)
80
+ console.warn("> Registering component without context");
81
+ }
82
+ const new_scripts = context?.new_scripts;
83
+ if (!new_scripts.includes(script)) {
84
+ new_scripts.push(script);
85
+ }
86
+ }
87
+ /**
88
+ * The context is the main object that holds all the data and state of the Needle Engine.
89
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
+ * @example
91
+ * ```typescript
92
+ * import { Behaviour } from "@needle-tools/engine";
93
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
+ * export class MyScript extends Behaviour {
95
+ * start() {
96
+ * console.log("Hello from MyScript");
97
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
+ * }
99
+ * }
100
+ * ```
101
+ */
102
+ export class Context {
103
+ static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
+ /** When a new context is created this is the framerate that will be used by default */
105
+ static get DefaultTargetFrameRate() {
106
+ return Context._defaultTargetFramerate.value;
107
+ }
108
+ /** When a new context is created this is the framerate that will be used by default */
109
+ static set DefaultTargetFrameRate(val) {
110
+ Context._defaultTargetFramerate.value = val;
111
+ }
112
+ static _defaultWebglRendererParameters = {
113
+ antialias: true,
114
+ alpha: false,
115
+ // Note: this is due to a bug on OSX devices. See NE-5370
116
+ powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
+ stencil: true,
118
+ // logarithmicDepthBuffer: true,
119
+ // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
+ };
121
+ /** The default parameters that will be used when creating a new WebGLRenderer.
122
+ * Modify in global context to change the default parameters for all new contexts.
123
+ * @example
124
+ * ```typescript
125
+ * import { Context } from "@needle-tools/engine";
126
+ * Context.DefaultWebGLRendererParameters.antialias = false;
127
+ * ```
128
+ */
129
+ static get DefaultWebGLRendererParameters() {
130
+ return Context._defaultWebglRendererParameters;
131
+ }
132
+ /** The needle engine version */
133
+ get version() {
134
+ return VERSION;
135
+ }
136
+ /** The currently active context. Only set during the update loops */
137
+ static get Current() {
138
+ return ContextRegistry.Current;
139
+ }
140
+ /** @internal this property should not be set by user code */
141
+ static set Current(context) {
142
+ ContextRegistry.Current = context;
143
+ }
144
+ static get All() {
145
+ return ContextRegistry.All;
146
+ }
147
+ /** The name of the context */
148
+ name;
149
+ /** An alias for the context */
150
+ alias;
151
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
+ * When this is false you are responsible to call update(timestamp, xframe.
153
+ * It is also currently assumed that rendering is handled performed by an external process
154
+ * */
155
+ isManagedExternally = false;
156
+ /** set to true to pause the update loop. You can receive an event for it in your components.
157
+ * Note that script updates will not be called when paused */
158
+ isPaused = false;
159
+ /** When enabled the application will run while not visible on the page */
160
+ runInBackground = false;
161
+ /**
162
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
+ * Set to undefined if you want to run at the maximum framerate
164
+ */
165
+ targetFrameRate;
166
+ /** Use a higher number for more accurate physics simulation.
167
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
+ * Set to 0 to disable physics updates
169
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
+ */
171
+ physicsSteps = 1;
172
+ /** used to append to loaded assets */
173
+ hash;
174
+ /** The `<needle-engine>` web component */
175
+ domElement;
176
+ appendHTMLElement(element) {
177
+ if (this.domElement.shadowRoot)
178
+ return this.domElement.shadowRoot.appendChild(element);
179
+ else
180
+ return this.domElement.appendChild(element);
181
+ }
182
+ get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
+ /** use to scale the resolution up or down of the renderer. default is 1 */
184
+ set resolutionScaleFactor(val) {
185
+ if (val === this._resolutionScaleFactor)
186
+ return;
187
+ if (typeof val !== "number")
188
+ return;
189
+ if (val <= 0) {
190
+ console.error("Invalid resolution scale factor", val);
191
+ return;
192
+ }
193
+ this._resolutionScaleFactor = val;
194
+ this.updateSize();
195
+ }
196
+ _resolutionScaleFactor = 1;
197
+ // domElement.clientLeft etc doesnt return absolute position
198
+ _boundingClientRectFrame = -1;
199
+ _boundingClientRect = null;
200
+ _domX;
201
+ _domY;
202
+ /** update bounding rects + domX, domY */
203
+ calculateBoundingClientRect() {
204
+ // workaround for mozilla webXR viewer
205
+ if (this.xr) {
206
+ this._domX = 0;
207
+ this._domY = 0;
208
+ return;
209
+ }
210
+ // TODO: cache this
211
+ if (this._boundingClientRectFrame === this.time.frame)
212
+ return;
213
+ this._boundingClientRectFrame = this.time.frame;
214
+ this._boundingClientRect = this.domElement.getBoundingClientRect();
215
+ this._domX = this._boundingClientRect.x;
216
+ this._domY = this._boundingClientRect.y;
217
+ }
218
+ /** The width of the `<needle-engine>` element on the website */
219
+ get domWidth() {
220
+ // for mozilla XR
221
+ if (this.isInAR)
222
+ return window.innerWidth;
223
+ return this.domElement.clientWidth;
224
+ }
225
+ /** The height of the `<needle-engine>` element on the website */
226
+ get domHeight() {
227
+ // for mozilla XR
228
+ if (this.isInAR)
229
+ return window.innerHeight;
230
+ return this.domElement.clientHeight;
231
+ }
232
+ /** the X position of the `<needle-engine>` element on the website */
233
+ get domX() {
234
+ this.calculateBoundingClientRect();
235
+ return this._domX;
236
+ }
237
+ /** the Y position of the `<needle-engine>` element on the website */
238
+ get domY() {
239
+ this.calculateBoundingClientRect();
240
+ return this._domY;
241
+ }
242
+ /**
243
+ * Is a XR session currently active and presenting?
244
+ * @returns true if the xr renderer is currently presenting
245
+ */
246
+ get isInXR() { return this.renderer?.xr?.isPresenting || false; }
247
+ /** shorthand for `NeedleXRSession.active`
248
+ * Automatically set by NeedleXRSession when a XR session is active
249
+ * @returns the active XR session or null if no session is active
250
+ * */
251
+ xr = null;
252
+ /**
253
+ * Shorthand for `this.xr?.mode`. AR or VR
254
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
255
+ */
256
+ get xrSessionMode() { return this.xr?.mode; }
257
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
258
+ * @returns true if a webxr VR session is currently active.
259
+ */
260
+ get isInVR() { return this.xrSessionMode === "immersive-vr"; }
261
+ /**
262
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
263
+ * @returns true if a webxr AR session is currently active.
264
+ */
265
+ get isInAR() { return this.xrSessionMode === "immersive-ar"; }
266
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
267
+ * @returns true if the XR session is in pass through mode
268
+ */
269
+ get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
270
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
271
+ get xrSession() { return this.renderer?.xr?.getSession(); }
272
+ /** @returns the latest XRFrame (if a XRSession is currently active)
273
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
274
+ */
275
+ get xrFrame() { return this._xrFrame; }
276
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
277
+ get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
278
+ _xrFrame = null;
279
+ /**
280
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
281
+ */
282
+ get arOverlayElement() {
283
+ const el = this.domElement;
284
+ if (typeof el.getAROverlayContainer === "function")
285
+ return el.getAROverlayContainer();
286
+ return this.domElement;
287
+ }
288
+ /**
289
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
290
+ */
291
+ get currentFrameEvent() {
292
+ return this._currentFrameEvent;
293
+ }
294
+ _currentFrameEvent = FrameEvent.Undefined;
295
+ /**
296
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
297
+ */
298
+ scene;
299
+ /**
300
+ * The renderer is used to render the scene. It is automatically created when the context is created.
301
+ */
302
+ renderer;
303
+ /**
304
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
305
+ */
306
+ composer = null;
307
+ /**
308
+ * @internal All known components. Don't use directly
309
+ */
310
+ scripts = [];
311
+ /**
312
+ * @internal All paused components. Don't use directly
313
+ */
314
+ scripts_pausedChanged = [];
315
+ /**
316
+ * @internal All components that have a early update event. Don't use directly
317
+ */
318
+ scripts_earlyUpdate = [];
319
+ /**
320
+ * @internal All components that have a update event. Don't use directly
321
+ */
322
+ scripts_update = [];
323
+ /**
324
+ * @internal All components that have a late update event. Don't use directly
325
+ */
326
+ scripts_lateUpdate = [];
327
+ /**
328
+ * @internal All components that have a onBeforeRender event. Don't use directly
329
+ */
330
+ scripts_onBeforeRender = [];
331
+ /**
332
+ * @internal All components that have a onAfterRender event. Don't use directly
333
+ */
334
+ scripts_onAfterRender = [];
335
+ /**
336
+ * @internal All components that have coroutines. Don't use directly
337
+ */
338
+ scripts_WithCorroutines = [];
339
+ /**
340
+ * @internal Components with immersive-vr event methods. Don't use directly
341
+ */
342
+ scripts_immersive_vr = [];
343
+ /**
344
+ * @internal Components with immersive-ar event methods. Don't use directly
345
+ */
346
+ scripts_immersive_ar = [];
347
+ /**
348
+ * @internal Coroutine data
349
+ */
350
+ coroutines = {};
351
+ /** callbacks called once after the context has been created */
352
+ post_setup_callbacks = [];
353
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
354
+ pre_update_callbacks = [];
355
+ /** called every frame before rendering (after all component events) */
356
+ pre_render_callbacks = [];
357
+ /** called every frame after rendering (after all component events) */
358
+ post_render_callbacks = [];
359
+ /** called every frame befroe update (this list is emptied every frame) */
360
+ pre_update_oneshot_callbacks = [];
361
+ /** @internal */
362
+ new_scripts = [];
363
+ /** @internal */
364
+ new_script_start = [];
365
+ /** @internal */
366
+ new_scripts_pre_setup_callbacks = [];
367
+ /** @internal */
368
+ new_scripts_post_setup_callbacks = [];
369
+ /** @internal */
370
+ new_scripts_xr = [];
371
+ /**
372
+ * The **main camera component** of the scene - this camera is used for rendering.
373
+ * Use `setCurrentCamera` for updating the main camera.
374
+ */
375
+ mainCameraComponent = undefined;
376
+ /**
377
+ * The main camera of the scene - this camera is used for rendering
378
+ * Use `setCurrentCamera` for updating the main camera.
379
+ */
380
+ get mainCamera() {
381
+ if (this._mainCamera) {
382
+ return this._mainCamera;
383
+ }
384
+ if (this.mainCameraComponent) {
385
+ const cam = this.mainCameraComponent;
386
+ if (!cam.threeCamera)
387
+ cam.buildCamera();
388
+ return cam.threeCamera;
389
+ }
390
+ if (!this._fallbackCamera) {
391
+ this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
392
+ }
393
+ return this._fallbackCamera;
394
+ }
395
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
396
+ set mainCamera(cam) {
397
+ this._mainCamera = cam;
398
+ }
399
+ _mainCamera = null;
400
+ _fallbackCamera = null;
401
+ /** access application state (e.g. if all audio should be muted) */
402
+ application;
403
+ /** access animation mixer used by components in the scene */
404
+ animations;
405
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
406
+ time;
407
+ /** access input data (e.g. click or touch events) */
408
+ input;
409
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
410
+ physics;
411
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
412
+ connection;
413
+ /**
414
+ * @deprecated AssetDataBase is deprecated
415
+ */
416
+ assets;
417
+ /** The main light in the scene */
418
+ mainLight = null;
419
+ /** @deprecated Use sceneLighting */
420
+ get rendererData() { return this.sceneLighting; }
421
+ sceneLighting;
422
+ addressables;
423
+ lightmaps;
424
+ players;
425
+ lodsManager;
426
+ /** Access the needle menu to add or remove buttons to the menu element */
427
+ menu;
428
+ /** @returns true if the context is fully created and ready */
429
+ get isCreated() { return this._isCreated; }
430
+ _needsUpdateSize = false;
431
+ _isCreated = false;
432
+ _isCreating = false;
433
+ _isVisible = false;
434
+ _stats = stats ? new Stats.default() : null;
435
+ constructor(args) {
436
+ this.name = args?.name || "";
437
+ this.alias = args?.alias;
438
+ this.domElement = args?.domElement || document.body;
439
+ this.hash = args?.hash;
440
+ if (args?.renderer) {
441
+ this.renderer = args.renderer;
442
+ this.isManagedExternally = true;
443
+ }
444
+ if (args?.runInBackground !== undefined)
445
+ this.runInBackground = args.runInBackground;
446
+ if (args?.scene)
447
+ this.scene = args.scene;
448
+ else
449
+ this.scene = new Scene();
450
+ if (args?.camera)
451
+ this._mainCamera = args.camera;
452
+ this.application = new Application(this);
453
+ this.time = new Time();
454
+ this.input = new Input(this);
455
+ this.physics = new Physics(this);
456
+ this.connection = new NetworkConnection(this);
457
+ // eslint-disable-next-line deprecation/deprecation
458
+ this.assets = new AssetDatabase();
459
+ this.sceneLighting = new SceneLighting(this);
460
+ this.addressables = new Addressables(this);
461
+ this.lightmaps = new LightDataRegistry(this);
462
+ this.players = new PlayerViewManager(this);
463
+ this.menu = new NeedleMenu(this);
464
+ this.lodsManager = new LODsManager(this);
465
+ this.animations = new AnimationsRegistry(this);
466
+ const resizeCallback = () => this._needsUpdateSize = true;
467
+ window.addEventListener('resize', resizeCallback);
468
+ this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
469
+ const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
470
+ resizeObserver.observe(this.domElement);
471
+ this._disposeCallbacks.push(() => resizeObserver.disconnect());
472
+ this._intersectionObserver = new IntersectionObserver(entries => {
473
+ this._isVisible = entries[0].isIntersecting;
474
+ });
475
+ this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
476
+ ContextRegistry.register(this);
477
+ }
478
+ /**
479
+ * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
480
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
481
+ * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
482
+ * @returns {WebGLRenderer} the newly created renderer
483
+ */
484
+ createNewRenderer(params) {
485
+ this.renderer?.dispose();
486
+ params = { ...Context.DefaultWebGLRendererParameters, ...params };
487
+ if (!params.canvas) {
488
+ // get canvas already configured in the Needle Engine Web Component
489
+ const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
490
+ if (canvas) {
491
+ params.canvas = canvas;
492
+ if (debug) {
493
+ console.log("Using canvas from shadow root", canvas);
494
+ }
495
+ }
496
+ }
497
+ if (debug)
498
+ console.log("Using Renderer Parameters:", params, this.domElement);
499
+ this.renderer = new WebGLRenderer(params);
500
+ this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
501
+ // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
502
+ this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
503
+ this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
504
+ this.renderer.setClearColor(new Color('lightgrey'), 0);
505
+ // // @ts-ignore
506
+ // this.renderer.alpha = false;
507
+ this.renderer.shadowMap.enabled = true;
508
+ this.renderer.shadowMap.type = PCFSoftShadowMap;
509
+ this.renderer.setSize(this.domWidth, this.domHeight);
510
+ this.renderer.outputColorSpace = SRGBColorSpace;
511
+ // Injecting the core nodes library here, like WebGPURenderer backends do
512
+ //@ts-ignore
513
+ this.renderer.nodes = {
514
+ library: new BasicNodeLibrary(),
515
+ modelViewMatrix: null,
516
+ modelNormalViewMatrix: null,
517
+ };
518
+ // this.renderer.toneMapping = AgXToneMapping;
519
+ this.lodsManager.setRenderer(this.renderer);
520
+ this.input.bindEvents();
521
+ return this.renderer;
522
+ }
523
+ _intersectionObserver = null;
524
+ internalOnUpdateVisible() {
525
+ this._intersectionObserver?.disconnect();
526
+ this._intersectionObserver?.observe(this.domElement);
527
+ }
528
+ _disposeCallbacks = [];
529
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
530
+ requestSizeUpdate() { this._needsUpdateSize = true; }
531
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
532
+ maxRenderResolution;
533
+ /** Control the renderer devicePixelRatio.
534
+ * **Options**
535
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
536
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
537
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
538
+ */
539
+ get devicePixelRatio() { return this._devicePixelRatio; }
540
+ set devicePixelRatio(val) {
541
+ if (val !== this._devicePixelRatio) {
542
+ this._devicePixelRatio = val;
543
+ this._needsUpdateSize = true;
544
+ }
545
+ }
546
+ _devicePixelRatio = "auto";
547
+ /**
548
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
549
+ */
550
+ updateSize(force = false) {
551
+ if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
552
+ this._needsUpdateSize = false;
553
+ const scaleFactor = this.resolutionScaleFactor;
554
+ let width = this.domWidth * scaleFactor;
555
+ let height = this.domHeight * scaleFactor;
556
+ if (this.maxRenderResolution) {
557
+ this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
558
+ width = Math.min(this.maxRenderResolution.x, width);
559
+ this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
560
+ height = Math.min(this.maxRenderResolution.y, height);
561
+ }
562
+ const camera = this.mainCamera;
563
+ this.updateAspect(camera);
564
+ this.renderer.setSize(width, height, true);
565
+ // avoid setting pixel values here since this can cause pingpong updates
566
+ // e.g. when system scale is set to 125%
567
+ // https://github.com/needle-tools/needle-engine-support/issues/69
568
+ this.renderer.domElement.style.width = "100%";
569
+ this.renderer.domElement.style.height = "100%";
570
+ const devicePixelRatio = typeof this.devicePixelRatio === "number"
571
+ ? this.devicePixelRatio
572
+ : this.devicePixelRatio === "auto"
573
+ ? window.devicePixelRatio
574
+ : undefined;
575
+ if (devicePixelRatio !== undefined) {
576
+ this.renderer.setPixelRatio(devicePixelRatio);
577
+ }
578
+ if (this.composer) {
579
+ this.composer.setSize?.call(this.composer, width, height);
580
+ if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
581
+ this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
582
+ }
583
+ }
584
+ }
585
+ /**
586
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
587
+ */
588
+ updateAspect(camera, width, height) {
589
+ if (!camera)
590
+ return;
591
+ if (width === undefined)
592
+ width = this.domWidth;
593
+ if (height === undefined)
594
+ height = this.domHeight;
595
+ const aspectRatio = width / height;
596
+ if (camera.isPerspectiveCamera) {
597
+ const cam = camera;
598
+ const pa = cam.aspect;
599
+ cam.aspect = aspectRatio;
600
+ if (pa !== cam.aspect)
601
+ camera.updateProjectionMatrix();
602
+ }
603
+ else if (camera.isOrthographicCamera) {
604
+ const cam = camera;
605
+ // Maintain the camera's current vertical size (top - bottom)
606
+ const verticalSize = cam.top - cam.bottom;
607
+ // Calculate new horizontal size based on aspect ratio
608
+ const horizontalSize = verticalSize * aspectRatio;
609
+ // Update camera bounds while maintaining center position
610
+ const halfWidth = horizontalSize / 2;
611
+ const halfHeight = verticalSize / 2;
612
+ if (cam.left != -halfWidth || cam.top != halfHeight) {
613
+ cam.left = -halfWidth;
614
+ cam.right = halfWidth;
615
+ cam.top = halfHeight;
616
+ cam.bottom = -halfHeight;
617
+ camera.updateProjectionMatrix();
618
+ }
619
+ }
620
+ }
621
+ /** This will recreate the whole needle engine context and dispose the whole scene content
622
+ * All content will be reloaded (loading times might be faster due to browser caches)
623
+ * All scripts will be recreated */
624
+ recreate() {
625
+ this.clear();
626
+ this.create(this._originalCreationArgs);
627
+ }
628
+ _originalCreationArgs;
629
+ /** @deprecated use create. This method will be removed in a future version */
630
+ async onCreate(opts) {
631
+ return this.create(opts);
632
+ }
633
+ /** @internal */
634
+ async create(opts) {
635
+ try {
636
+ this._isCreating = true;
637
+ if (opts !== this._originalCreationArgs)
638
+ this._originalCreationArgs = deepClone(opts);
639
+ window.addEventListener("unhandledrejection", this.onUnhandledRejection);
640
+ const res = await this.internalOnCreate(opts);
641
+ this._isCreated = res;
642
+ return res;
643
+ }
644
+ finally {
645
+ window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
646
+ this._isCreating = false;
647
+ }
648
+ }
649
+ onUnhandledRejection = (event) => {
650
+ this.onError(event.reason);
651
+ };
652
+ /** Dispatches an error */
653
+ onError(error) {
654
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
655
+ }
656
+ /**
657
+ * Clears the context and destroys all scenes and objects in the scene.
658
+ * The ContextCleared event is called at the end.
659
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
660
+ * or when the web component is removed from the DOM
661
+ */
662
+ clear() {
663
+ ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
664
+ invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
665
+ // NOTE: this does dispose the environment/background image too
666
+ // which is probably not desired if it is set via the skybox-image attribute
667
+ destroy(this.scene, true, true);
668
+ this.scene = new Scene();
669
+ this.addressables?.dispose();
670
+ this.lightmaps?.clear();
671
+ this.physics?.engine?.clearCaches();
672
+ this.lodsManager.disable();
673
+ if (!this.isManagedExternally) {
674
+ if (this.renderer) {
675
+ this.renderer.renderLists.dispose();
676
+ this.renderer.state.reset();
677
+ this.renderer.resetState();
678
+ }
679
+ }
680
+ // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
681
+ // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
682
+ ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
683
+ }
684
+ /**
685
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
686
+ */
687
+ dispose() {
688
+ this.internalOnDestroy();
689
+ }
690
+ /**@deprecated use dispose() */
691
+ onDestroy() { this.internalOnDestroy(); }
692
+ internalOnDestroy() {
693
+ Context.Current = this;
694
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
695
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
696
+ this.clear();
697
+ this.renderer?.setAnimationLoop(null);
698
+ if (this.renderer) {
699
+ this.renderer.setClearAlpha(0);
700
+ this.renderer.clear();
701
+ if (!this.isManagedExternally) {
702
+ if (debug)
703
+ console.log("Disposing renderer");
704
+ this.renderer.dispose();
705
+ }
706
+ }
707
+ this.scene = null;
708
+ this.renderer = null;
709
+ this.input.dispose();
710
+ this.menu.onDestroy();
711
+ this.animations.onDestroy();
712
+ for (const cb of this._disposeCallbacks) {
713
+ try {
714
+ cb();
715
+ }
716
+ catch (e) {
717
+ console.error("Error in on dispose callback:", e, cb);
718
+ }
719
+ }
720
+ if (this.domElement?.parentElement) {
721
+ this.domElement.parentElement.removeChild(this.domElement);
722
+ }
723
+ this._isCreated = false;
724
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
725
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
726
+ ContextRegistry.unregister(this);
727
+ if (Context.Current === this) {
728
+ //@ts-ignore
729
+ Context.Current = null;
730
+ }
731
+ }
732
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
733
+ registerCoroutineUpdate(script, coroutine, evt) {
734
+ if (typeof coroutine?.next !== "function") {
735
+ console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
736
+ return coroutine;
737
+ }
738
+ if (!this.coroutines[evt])
739
+ this.coroutines[evt] = [];
740
+ this.coroutines[evt].push({ comp: script, main: coroutine });
741
+ return coroutine;
742
+ }
743
+ /** @internal Automatically called by components. */
744
+ unregisterCoroutineUpdate(coroutine, evt) {
745
+ if (!this.coroutines[evt])
746
+ return;
747
+ const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
748
+ if (idx >= 0)
749
+ this.coroutines[evt].splice(idx, 1);
750
+ }
751
+ /** @internal Automatically called */
752
+ stopAllCoroutinesFrom(script) {
753
+ for (const evt in this.coroutines) {
754
+ const rout = this.coroutines[evt];
755
+ for (let i = rout.length - 1; i >= 0; i--) {
756
+ const r = rout[i];
757
+ if (r.comp === script) {
758
+ rout.splice(i, 1);
759
+ }
760
+ }
761
+ }
762
+ }
763
+ _cameraStack = [];
764
+ /** Change the main camera */
765
+ setCurrentCamera(cam) {
766
+ if (!cam)
767
+ return;
768
+ if (!cam.threeCamera)
769
+ cam.buildCamera(); // < to build camera
770
+ if (!cam.threeCamera) {
771
+ console.warn("Camera component is missing camera", cam);
772
+ return;
773
+ }
774
+ const index = this._cameraStack.indexOf(cam);
775
+ if (index >= 0)
776
+ this._cameraStack.splice(index, 1);
777
+ this._cameraStack.push(cam);
778
+ this.mainCameraComponent = cam;
779
+ const camera = cam.threeCamera;
780
+ if (camera.isPerspectiveCamera)
781
+ this.updateAspect(camera);
782
+ this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
783
+ }
784
+ /**
785
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
786
+ */
787
+ removeCamera(cam) {
788
+ if (!cam)
789
+ return;
790
+ const index = this._cameraStack.indexOf(cam);
791
+ if (index >= 0)
792
+ this._cameraStack.splice(index, 1);
793
+ if (this.mainCameraComponent === cam) {
794
+ this.mainCameraComponent = undefined;
795
+ if (this._cameraStack.length > 0) {
796
+ const last = this._cameraStack[this._cameraStack.length - 1];
797
+ this.setCurrentCamera(last);
798
+ }
799
+ }
800
+ }
801
+ _onBeforeRenderListeners = new Map();
802
+ _onAfterRenderListeners = new Map();
803
+ /** Use to subscribe to onBeforeRender events on threejs objects.
804
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
805
+ */
806
+ addBeforeRenderListener(target, callback) {
807
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
808
+ this._onBeforeRenderListeners.set(target.uuid, []);
809
+ target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
810
+ }
811
+ this._onBeforeRenderListeners.get(target.uuid).push(callback);
812
+ }
813
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
814
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
815
+ */
816
+ removeBeforeRenderListener(target, callback) {
817
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
818
+ const arr = this._onBeforeRenderListeners.get(target.uuid);
819
+ const idx = arr.indexOf(callback);
820
+ if (idx >= 0)
821
+ arr.splice(idx, 1);
822
+ }
823
+ }
824
+ /**
825
+ * Subscribe to onAfterRender events on threejs objects
826
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
827
+ */
828
+ addAfterRenderListener(target, callback) {
829
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
830
+ this._onAfterRenderListeners.set(target.uuid, []);
831
+ target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
832
+ }
833
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
834
+ }
835
+ /**
836
+ * Remove from onAfterRender events on threejs objects
837
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
838
+ */
839
+ removeAfterRenderListener(target, callback) {
840
+ if (this._onAfterRenderListeners.has(target.uuid)) {
841
+ const arr = this._onAfterRenderListeners.get(target.uuid);
842
+ const idx = arr.indexOf(callback);
843
+ if (idx >= 0)
844
+ arr.splice(idx, 1);
845
+ }
846
+ }
847
+ _createRenderCallbackWrapper(target, array) {
848
+ return (renderer, scene, camera, geometry, material, group) => {
849
+ const arr = array.get(target.uuid);
850
+ if (!arr)
851
+ return;
852
+ for (let i = 0; i < arr.length; i++) {
853
+ const fn = arr[i];
854
+ fn(renderer, scene, camera, geometry, material, group);
855
+ }
856
+ };
857
+ }
858
+ _requireDepthTexture = false;
859
+ _requireColorTexture = false;
860
+ _renderTarget;
861
+ _isRendering = false;
862
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
863
+ get isRendering() { return this._isRendering; }
864
+ setRequireDepth(val) {
865
+ this._requireDepthTexture = val;
866
+ }
867
+ setRequireColor(val) {
868
+ this._requireColorTexture = val;
869
+ }
870
+ get depthTexture() {
871
+ return this._renderTarget?.depthTexture || null;
872
+ }
873
+ get opaqueColorTexture() {
874
+ return this._renderTarget?.texture || null;
875
+ }
876
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
877
+ get isVisibleToUser() {
878
+ if (this.isInXR)
879
+ return true;
880
+ if (!this._isVisible)
881
+ return false;
882
+ const style = getComputedStyle(this.domElement);
883
+ return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
884
+ }
885
+ _createId = 0;
886
+ async internalOnCreate(opts) {
887
+ const createId = ++this._createId;
888
+ if (debug)
889
+ console.log("Creating context", this.name, opts);
890
+ // wait for async imported dependencies to be loaded
891
+ // see https://linear.app/needle/issue/NE-4445
892
+ const dependenciesReady = globalThis["needle:dependencies:ready"];
893
+ if (dependenciesReady instanceof Promise) {
894
+ if (debug)
895
+ console.log("Waiting for dependencies to be ready");
896
+ await dependenciesReady
897
+ .catch(err => {
898
+ if (debug || isDevEnvironment()) {
899
+ showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
900
+ const printedError = false;
901
+ if (err instanceof ReferenceError) {
902
+ let offendingComponentName = "YourComponentName";
903
+ const offendingComponentStartIndex = err.message.indexOf("'");
904
+ if (offendingComponentStartIndex > 0) {
905
+ const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
906
+ if (offendingComponentEndIndex > 0) {
907
+ const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
908
+ if (name.length > 3)
909
+ offendingComponentName = name;
910
+ }
911
+ }
912
+ console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
913
+ return;
914
+ }
915
+ if (!printedError) {
916
+ console.error("Needle Engine dependencies failed to load", err);
917
+ }
918
+ }
919
+ })
920
+ .then(() => {
921
+ if (debug)
922
+ console.log("Needle Engine dependencies are ready");
923
+ });
924
+ }
925
+ this.clear();
926
+ // stop the animation loop if its running during creation
927
+ // since we do not want to start enabling scripts etc before they are deserialized
928
+ if (this.isManagedExternally === false) {
929
+ this.createNewRenderer();
930
+ this.renderer?.setAnimationLoop(null);
931
+ }
932
+ await delay(1);
933
+ Context.Current = this;
934
+ await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
935
+ // load and create scene
936
+ let prepare_succeeded = true;
937
+ let loadedFiles;
938
+ try {
939
+ Context.Current = this;
940
+ if (opts) {
941
+ loadedFiles = await this.internalLoadInitialContent(createId, opts);
942
+ }
943
+ else
944
+ loadedFiles = [];
945
+ }
946
+ catch (err) {
947
+ console.error(err);
948
+ prepare_succeeded = false;
949
+ }
950
+ if (!prepare_succeeded) {
951
+ this.onError("Failed to load initial content");
952
+ return false;
953
+ }
954
+ if (createId !== this._createId || opts?.abortSignal?.aborted) {
955
+ return false;
956
+ }
957
+ this.internalOnUpdateVisible();
958
+ if (!this.renderer) {
959
+ if (debug)
960
+ console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
961
+ return false;
962
+ }
963
+ if (!this.isManagedExternally && !this.domElement.shadowRoot) {
964
+ this.domElement.prepend(this.renderer.domElement);
965
+ }
966
+ Context.Current = this;
967
+ // TODO: we could configure if we need physics
968
+ // await this.physics.engine?.initialize();
969
+ // Setup
970
+ Context.Current = this;
971
+ for (let i = 0; i < this.new_scripts.length; i++) {
972
+ const script = this.new_scripts[i];
973
+ if (script.gameObject !== undefined && script.gameObject !== null) {
974
+ if (script.gameObject.userData === undefined)
975
+ script.gameObject.userData = {};
976
+ if (script.gameObject.userData.components === undefined)
977
+ script.gameObject.userData.components = [];
978
+ const arr = script.gameObject.userData.components;
979
+ if (!arr.includes(script))
980
+ arr.push(script);
981
+ }
982
+ // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
983
+ // this.raycastTargets.push(script.gameObject);
984
+ // }
985
+ }
986
+ // const context = new SerializationContext(this.scene);
987
+ // for (let i = 0; i < this.new_scripts.length; i++) {
988
+ // const script = this.new_scripts[i];
989
+ // const ser = script as unknown as ISerializable;
990
+ // if (ser.$serializedTypes === undefined) continue;
991
+ // context.context = this;
992
+ // context.object = script.gameObject;
993
+ // deserializeObject(ser, script, context);
994
+ // }
995
+ // resolve post setup callbacks (things that rely on threejs objects having references to components)
996
+ if (this.post_setup_callbacks) {
997
+ for (let i = 0; i < this.post_setup_callbacks.length; i++) {
998
+ Context.Current = this;
999
+ await this.post_setup_callbacks[i](this);
1000
+ }
1001
+ }
1002
+ if (!this._mainCamera) {
1003
+ Context.Current = this;
1004
+ let camera = null;
1005
+ foreachComponent(this.scene, comp => {
1006
+ const cam = comp;
1007
+ if (cam?.isCamera) {
1008
+ looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1009
+ if (!cam.activeAndEnabled)
1010
+ return undefined;
1011
+ if (cam.tag === "MainCamera") {
1012
+ camera = cam;
1013
+ return true;
1014
+ }
1015
+ else
1016
+ camera = cam;
1017
+ }
1018
+ return undefined;
1019
+ });
1020
+ if (camera) {
1021
+ this.setCurrentCamera(camera);
1022
+ }
1023
+ else {
1024
+ const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1025
+ if (!res && !this.mainCamera && !this.isManagedExternally)
1026
+ console.warn("Missing camera in main scene", this);
1027
+ }
1028
+ }
1029
+ this.input.bindEvents();
1030
+ Context.Current = this;
1031
+ looputils.processNewScripts(this);
1032
+ // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1033
+ if (this.physics.engine) {
1034
+ this.physics.engine?.step(0);
1035
+ this.physics.engine?.postStep();
1036
+ }
1037
+ // const mainCam = this.mainCameraComponent as Camera;
1038
+ // if (mainCam) {
1039
+ // mainCam.applyClearFlagsIfIsActiveCamera();
1040
+ // }
1041
+ if (!this.isManagedExternally && this.composer && this.mainCamera) {
1042
+ // TODO: import postprocessing async
1043
+ // const renderPass = new RenderPass(this.scene, this.mainCamera);
1044
+ // this.renderer.setSize(this.domWidth, this.domHeight);
1045
+ // this.composer.addPass(renderPass);
1046
+ // this.composer.setSize(this.domWidth, this.domHeight);
1047
+ }
1048
+ this._needsUpdateSize = true;
1049
+ if (this._stats) {
1050
+ this._stats.showPanel(0);
1051
+ this._stats.dom.style.position = "absolute"; // (default is fixed)
1052
+ this.domElement.shadowRoot?.appendChild(this._stats.dom);
1053
+ }
1054
+ if (debug)
1055
+ logHierarchy(this.scene, true);
1056
+ // If no target framerate was set we use the default
1057
+ if (this.targetFrameRate === undefined) {
1058
+ if (debug)
1059
+ console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1060
+ // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1061
+ this.targetFrameRate = Context._defaultTargetFramerate;
1062
+ }
1063
+ else if (debug)
1064
+ console.log("Target framerate set to", this.targetFrameRate);
1065
+ this._dispatchReadyAfterFrame = true;
1066
+ const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1067
+ if (res) {
1068
+ if ("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
1069
+ this.domElement?.internalSetLoadingMessage("finish loading");
1070
+ await res;
1071
+ }
1072
+ if (opts?.abortSignal?.aborted) {
1073
+ return false;
1074
+ }
1075
+ invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1076
+ if (debug)
1077
+ console.log("Context Created...", this.renderer, this.renderer.domElement);
1078
+ this._isCreating = false;
1079
+ if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1080
+ this.restartRenderLoop();
1081
+ return true;
1082
+ }
1083
+ async internalLoadInitialContent(createId, args) {
1084
+ const results = new Array();
1085
+ // early out if we dont have any files to load
1086
+ if (args.files.length === 0)
1087
+ return results;
1088
+ const files = [...args.files];
1089
+ const progressArg = {
1090
+ name: "",
1091
+ progress: null,
1092
+ index: 0,
1093
+ count: files.length
1094
+ };
1095
+ const loader = getLoader();
1096
+ // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1097
+ const loadingHash = 0;
1098
+ for (let i = 0; i < files.length; i++) {
1099
+ if (args.abortSignal?.aborted) {
1100
+ if (debug)
1101
+ console.log("Aborting loading because of abort signal");
1102
+ break;
1103
+ }
1104
+ // abort loading if the create id has changed
1105
+ if (createId !== this._createId) {
1106
+ if (debug)
1107
+ console.log("Aborting loading because create id changed", createId, this._createId);
1108
+ break;
1109
+ }
1110
+ const file = files[i];
1111
+ args?.onLoadingStart?.call(this, i, file);
1112
+ if (debug)
1113
+ console.log("Context Load " + file);
1114
+ const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1115
+ if (args.abortSignal?.aborted)
1116
+ return;
1117
+ progressArg.name = file;
1118
+ progressArg.progress = prog;
1119
+ progressArg.index = i;
1120
+ progressArg.count = files.length;
1121
+ args.onLoadingProgress?.call(this, progressArg);
1122
+ });
1123
+ args?.onLoadingFinished?.call(this, i, file, res ?? null);
1124
+ if (res) {
1125
+ results.push({
1126
+ src: file,
1127
+ file: res
1128
+ });
1129
+ }
1130
+ else {
1131
+ // a file could not be loaded
1132
+ console.warn("Could not load file: " + file);
1133
+ }
1134
+ }
1135
+ // if the id was changed while still loading
1136
+ // then we want to cleanup/destroy previously loaded files
1137
+ if (createId !== this._createId || args.abortSignal?.aborted) {
1138
+ if (debug)
1139
+ console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1140
+ for (const res of results) {
1141
+ if (res && res.file) {
1142
+ for (const scene of res.file.scenes)
1143
+ destroy(scene, true, true);
1144
+ }
1145
+ }
1146
+ }
1147
+ // otherwise we want to add the loaded files to the current scene
1148
+ else {
1149
+ let anyModelFound = false;
1150
+ for (const res of results) {
1151
+ if (res && res.file) {
1152
+ // TODO: should we load all scenes in a glTF here?
1153
+ if (res.file.scene) {
1154
+ anyModelFound = true;
1155
+ this.scene.add(res.file.scene);
1156
+ }
1157
+ else {
1158
+ console.warn("No scene found in loaded file");
1159
+ }
1160
+ }
1161
+ }
1162
+ // If the loaded files do not contain ANY model
1163
+ // We then attempt to create a mesh from each material in the loaded files to visualize it
1164
+ // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1165
+ if (!anyModelFound) {
1166
+ for (const res of results) {
1167
+ if (res && res.file && "parser" in res.file) {
1168
+ let y = 0;
1169
+ if (!Array.isArray(res.file.parser.json.materials))
1170
+ continue;
1171
+ for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1172
+ const mat = await res.file.parser.getDependency("material", i);
1173
+ const parent = new Object3D();
1174
+ parent.position.x = i * 1.1;
1175
+ parent.position.y = y;
1176
+ this.scene.add(parent);
1177
+ ObjectUtils.createPrimitive("ShaderBall", {
1178
+ parent,
1179
+ material: mat
1180
+ });
1181
+ }
1182
+ y += 1;
1183
+ }
1184
+ }
1185
+ }
1186
+ }
1187
+ return results;
1188
+ }
1189
+ /** Sets the animation loop.
1190
+ * Can not be done while creating the context or when disposed
1191
+ **/
1192
+ restartRenderLoop() {
1193
+ if (!this.renderer) {
1194
+ console.error("Can not start render loop without renderer");
1195
+ return false;
1196
+ }
1197
+ if (this._isCreating) {
1198
+ console.warn("Can not start render loop while creating context");
1199
+ return false;
1200
+ }
1201
+ this.renderer.setAnimationLoop((timestamp, frame) => {
1202
+ if (this.isManagedExternally)
1203
+ return;
1204
+ this.update(timestamp, frame);
1205
+ });
1206
+ return true;
1207
+ }
1208
+ _renderlooperrors = 0;
1209
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1210
+ update(timestamp, frame) {
1211
+ if (frame === undefined)
1212
+ frame = null;
1213
+ if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1214
+ try {
1215
+ //performance.mark('update.start');
1216
+ this.internalStep(timestamp, frame);
1217
+ this._renderlooperrors = 0;
1218
+ //performance.mark('update.end');
1219
+ //performance.measure('NE Frame', 'update.start', 'update.end');
1220
+ }
1221
+ catch (err) {
1222
+ this._renderlooperrors += 1;
1223
+ if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1224
+ showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1225
+ console.error("Frame #" + this.time.frame + "\n", err);
1226
+ if (this._renderlooperrors >= 3) {
1227
+ console.warn("Stopping render loop due to error");
1228
+ this.renderer.setAnimationLoop(null);
1229
+ }
1230
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1231
+ }
1232
+ }
1233
+ else {
1234
+ this.internalStep(timestamp, frame);
1235
+ }
1236
+ }
1237
+ /** Call to **manually** perform physics steps.
1238
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
1239
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1240
+ * */
1241
+ updatePhysics(steps) {
1242
+ this.internalUpdatePhysics(steps);
1243
+ }
1244
+ _lastTimestamp = 0;
1245
+ _accumulatedTime = 0;
1246
+ _dispatchReadyAfterFrame = false;
1247
+ // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1248
+ internalStep(timestamp, frame) {
1249
+ if (this.internalOnBeforeRender(timestamp, frame) === false)
1250
+ return;
1251
+ this.internalOnRender();
1252
+ this.internalOnAfterRender();
1253
+ }
1254
+ internalOnBeforeRender(timestamp, frame) {
1255
+ // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1256
+ this.renderer.info.autoReset = true;
1257
+ const sessionStarted = frame !== null && this._xrFrame === null;
1258
+ this._xrFrame = frame;
1259
+ if (sessionStarted) {
1260
+ this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1261
+ }
1262
+ this._currentFrameEvent = FrameEvent.Undefined;
1263
+ if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1264
+ if (this._lastTimestamp === 0)
1265
+ this._lastTimestamp = timestamp;
1266
+ this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1267
+ this._lastTimestamp = timestamp;
1268
+ let targetFrameRate = this.targetFrameRate;
1269
+ if (typeof targetFrameRate === "object")
1270
+ targetFrameRate = targetFrameRate.value;
1271
+ // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1272
+ if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1273
+ return false;
1274
+ }
1275
+ this._accumulatedTime = 0;
1276
+ }
1277
+ this._stats?.begin();
1278
+ Context.Current = this;
1279
+ if (this.onHandlePaused())
1280
+ return false;
1281
+ Context.Current = this;
1282
+ this.time.update();
1283
+ if (debugframerate)
1284
+ console.log("FPS", (this.time.smoothedFps).toFixed(0));
1285
+ looputils.processNewScripts(this);
1286
+ looputils.updateIsActive(this.scene);
1287
+ looputils.processStart(this);
1288
+ invokeLifecycleFunctions(this, FrameEvent.Start);
1289
+ while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1290
+ this._cameraStack.splice(this._cameraStack.length - 1, 1);
1291
+ const last = this._cameraStack[this._cameraStack.length - 1];
1292
+ this.setCurrentCamera(last);
1293
+ }
1294
+ if (this.pre_update_oneshot_callbacks) {
1295
+ for (const i in this.pre_update_oneshot_callbacks) {
1296
+ this.pre_update_oneshot_callbacks[i]();
1297
+ }
1298
+ this.pre_update_oneshot_callbacks.length = 0;
1299
+ }
1300
+ if (this.pre_update_callbacks) {
1301
+ for (const i in this.pre_update_callbacks) {
1302
+ this.pre_update_callbacks[i]();
1303
+ }
1304
+ }
1305
+ this._currentFrameEvent = FrameEvent.EarlyUpdate;
1306
+ for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1307
+ const script = this.scripts_earlyUpdate[i];
1308
+ if (!script.activeAndEnabled)
1309
+ continue;
1310
+ if (script.earlyUpdate !== undefined) {
1311
+ Context.Current = this;
1312
+ script.earlyUpdate();
1313
+ }
1314
+ }
1315
+ this.executeCoroutines(FrameEvent.EarlyUpdate);
1316
+ invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1317
+ if (this.onHandlePaused())
1318
+ return false;
1319
+ this._currentFrameEvent = FrameEvent.Update;
1320
+ for (let i = 0; i < this.scripts_update.length; i++) {
1321
+ const script = this.scripts_update[i];
1322
+ if (!script.activeAndEnabled)
1323
+ continue;
1324
+ if (script.update !== undefined) {
1325
+ Context.Current = this;
1326
+ script.update();
1327
+ }
1328
+ }
1329
+ this.executeCoroutines(FrameEvent.Update);
1330
+ invokeLifecycleFunctions(this, FrameEvent.Update);
1331
+ if (this.onHandlePaused())
1332
+ return false;
1333
+ this._currentFrameEvent = FrameEvent.LateUpdate;
1334
+ for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1335
+ const script = this.scripts_lateUpdate[i];
1336
+ if (!script.activeAndEnabled)
1337
+ continue;
1338
+ if (script.lateUpdate !== undefined) {
1339
+ Context.Current = this;
1340
+ script.lateUpdate();
1341
+ }
1342
+ }
1343
+ // this.mainLight = null;
1344
+ this.executeCoroutines(FrameEvent.LateUpdate);
1345
+ invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1346
+ if (this.onHandlePaused())
1347
+ return false;
1348
+ if (this.physicsSteps === undefined) {
1349
+ this.physicsSteps = 1;
1350
+ }
1351
+ if (this.physics.engine && this.physicsSteps > 0) {
1352
+ this.internalUpdatePhysics(this.physicsSteps);
1353
+ }
1354
+ if (this.onHandlePaused())
1355
+ return false;
1356
+ if (this.isVisibleToUser || this.runInBackground) {
1357
+ this._currentFrameEvent = FrameEvent.OnBeforeRender;
1358
+ // should we move these callbacks in the regular three onBeforeRender events?
1359
+ for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1360
+ const script = this.scripts_onBeforeRender[i];
1361
+ if (!script.activeAndEnabled)
1362
+ continue;
1363
+ // if(script.isActiveAndEnabled === false) continue;
1364
+ if (script.onBeforeRender !== undefined) {
1365
+ Context.Current = this;
1366
+ script.onBeforeRender(frame);
1367
+ }
1368
+ }
1369
+ this.executeCoroutines(FrameEvent.OnBeforeRender);
1370
+ invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1371
+ if (this._needsUpdateSize)
1372
+ this.updateSize();
1373
+ if (this.pre_render_callbacks) {
1374
+ for (const i in this.pre_render_callbacks) {
1375
+ this.pre_render_callbacks[i](frame);
1376
+ }
1377
+ }
1378
+ }
1379
+ return true;
1380
+ }
1381
+ internalUpdatePhysics(steps) {
1382
+ if (!this.physics.engine)
1383
+ return false;
1384
+ const physicsSteps = steps;
1385
+ const dt = this.time.deltaTime / physicsSteps;
1386
+ for (let i = 0; i < physicsSteps; i++) {
1387
+ this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1388
+ this.executeCoroutines(FrameEvent.PrePhysicsStep);
1389
+ this.physics.engine.step(dt);
1390
+ this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1391
+ this.executeCoroutines(FrameEvent.PostPhysicsStep);
1392
+ }
1393
+ this.physics.engine.postStep();
1394
+ return true;
1395
+ }
1396
+ internalOnRender() {
1397
+ if (!this.isManagedExternally) {
1398
+ // when loading assets we compile them async after GLTFLoader is done
1399
+ // but as a fallback we still register them (if e.g. there's no camera for compile async)
1400
+ looputils.runPrewarm(this);
1401
+ this._currentFrameEvent = FrameEvent.Undefined;
1402
+ nodeFrame.update();
1403
+ this.renderNow();
1404
+ this._currentFrameEvent = FrameEvent.OnAfterRender;
1405
+ }
1406
+ }
1407
+ internalOnAfterRender() {
1408
+ if (this.isVisibleToUser || this.runInBackground) {
1409
+ for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1410
+ const script = this.scripts_onAfterRender[i];
1411
+ if (!script.activeAndEnabled)
1412
+ continue;
1413
+ if (script.onAfterRender !== undefined) {
1414
+ Context.Current = this;
1415
+ script.onAfterRender();
1416
+ }
1417
+ }
1418
+ this.executeCoroutines(FrameEvent.OnAfterRender);
1419
+ invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1420
+ if (this.post_render_callbacks) {
1421
+ for (const i in this.post_render_callbacks) {
1422
+ this.post_render_callbacks[i]();
1423
+ }
1424
+ }
1425
+ }
1426
+ this._currentFrameEvent = -1;
1427
+ this.connection.sendBufferedMessagesNow();
1428
+ if (this._stats) {
1429
+ this._stats.end();
1430
+ if (this.time.frameCount % 150 === 0)
1431
+ console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1432
+ }
1433
+ if (this._dispatchReadyAfterFrame) {
1434
+ this._dispatchReadyAfterFrame = false;
1435
+ this.domElement.dispatchEvent(new CustomEvent("ready"));
1436
+ ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1437
+ }
1438
+ }
1439
+ renderNow(camera) {
1440
+ if (!camera) {
1441
+ camera = this.mainCamera;
1442
+ if (!camera)
1443
+ return false;
1444
+ }
1445
+ this.handleRendererContextLost();
1446
+ this._isRendering = true;
1447
+ this.renderRequiredTextures();
1448
+ if (this.renderer.toneMapping !== NoToneMapping)
1449
+ patchTonemapping(this);
1450
+ if (this.composer && !this.isInXR) {
1451
+ // if a camera is passed in we need to check if we need to update the composer's camera
1452
+ if (camera && "setMainCamera" in this.composer) {
1453
+ const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1454
+ if (currentPassesCamera != camera)
1455
+ this.composer.setMainCamera(camera);
1456
+ }
1457
+ this.composer.render(this.time.deltaTime);
1458
+ }
1459
+ else if (camera) {
1460
+ // Workaround for issue on Vision Pro –
1461
+ // depth buffer is not cleared between eye draws, despite the spec...
1462
+ if (this.isInXR && DeviceUtilities.isMacOS())
1463
+ this.renderer.clearDepth();
1464
+ this.renderer.render(this.scene, camera);
1465
+ }
1466
+ this._isRendering = false;
1467
+ return true;
1468
+ }
1469
+ _contextRestoreTries = 0;
1470
+ handleRendererContextLost() {
1471
+ // Try to restore the context every x frames
1472
+ if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1473
+ if (this._contextRestoreTries++ < 100) {
1474
+ console.warn("Attempting to recover WebGL context...");
1475
+ this.renderer.forceContextRestore();
1476
+ }
1477
+ }
1478
+ }
1479
+ /** returns true if we should return out of the frame loop */
1480
+ _wasPaused = false;
1481
+ onHandlePaused() {
1482
+ const paused = this.evaluatePaused();
1483
+ if (this._wasPaused !== paused) {
1484
+ if (debugActive)
1485
+ console.log("Paused?", paused, "context:" + this.alias);
1486
+ for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1487
+ const script = this.scripts_pausedChanged[i];
1488
+ if (!script.activeAndEnabled)
1489
+ continue;
1490
+ if (script.onPausedChanged !== undefined) {
1491
+ Context.Current = this;
1492
+ script.onPausedChanged(paused, this._wasPaused);
1493
+ }
1494
+ }
1495
+ }
1496
+ this._wasPaused = paused;
1497
+ return paused;
1498
+ }
1499
+ evaluatePaused() {
1500
+ if (this.isInXR)
1501
+ return false;
1502
+ if (this.isPaused)
1503
+ return true;
1504
+ // if the element is not visible use the runInBackground flag to determine if we should continue
1505
+ if (this.runInBackground) {
1506
+ return false;
1507
+ }
1508
+ const paused = !this.isVisibleToUser;
1509
+ return paused;
1510
+ }
1511
+ renderRequiredTextures() {
1512
+ if (!this.mainCamera)
1513
+ return;
1514
+ if (!this._requireDepthTexture && !this._requireColorTexture)
1515
+ return;
1516
+ if (!this._renderTarget) {
1517
+ this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1518
+ if (this._requireDepthTexture) {
1519
+ const dt = new DepthTexture(this.domWidth, this.domHeight);
1520
+ ;
1521
+ this._renderTarget.depthTexture = dt;
1522
+ }
1523
+ if (this._requireColorTexture) {
1524
+ this._renderTarget.texture = new Texture();
1525
+ this._renderTarget.texture.generateMipmaps = false;
1526
+ this._renderTarget.texture.minFilter = NearestFilter;
1527
+ this._renderTarget.texture.magFilter = NearestFilter;
1528
+ this._renderTarget.texture.format = RGBAFormat;
1529
+ }
1530
+ }
1531
+ const rt = this._renderTarget;
1532
+ if (rt.texture) {
1533
+ rt.texture.colorSpace = this.renderer.outputColorSpace;
1534
+ }
1535
+ const prevTarget = this.renderer.getRenderTarget();
1536
+ this.renderer.setRenderTarget(rt);
1537
+ this.renderer.render(this.scene, this.mainCamera);
1538
+ this.renderer.setRenderTarget(prevTarget);
1539
+ }
1540
+ executeCoroutines(evt) {
1541
+ if (this.coroutines[evt]) {
1542
+ const evts = this.coroutines[evt];
1543
+ for (let i = 0; i < evts.length; i++) {
1544
+ try {
1545
+ const evt = evts[i];
1546
+ // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1547
+ const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1548
+ if (remove) {
1549
+ if (debugCoroutine)
1550
+ console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1551
+ evts.splice(i, 1);
1552
+ --i;
1553
+ continue;
1554
+ }
1555
+ const iter = evt.chained;
1556
+ if (iter && iter.length > 0) {
1557
+ const last = iter[iter.length - 1];
1558
+ const res = last.next();
1559
+ if (res.done) {
1560
+ iter.pop();
1561
+ }
1562
+ if (isGenerator(res)) {
1563
+ if (!evt.chained)
1564
+ evt.chained = [];
1565
+ evt.chained.push(res.value);
1566
+ }
1567
+ if (!res.done)
1568
+ continue;
1569
+ }
1570
+ const res = evt.main.next();
1571
+ if (res.done === true) {
1572
+ evts.splice(i, 1);
1573
+ --i;
1574
+ continue;
1575
+ }
1576
+ const val = res.value;
1577
+ if (isGenerator(val)) {
1578
+ // invoke once if its a generator
1579
+ // this means e.g. WaitForFrame(1) works and will capture
1580
+ // the frame it was created
1581
+ const gen = val;
1582
+ const res = gen.next();
1583
+ if (res.done)
1584
+ continue;
1585
+ if (!evt.chained)
1586
+ evt.chained = [];
1587
+ evt.chained.push(val);
1588
+ }
1589
+ else if (val instanceof Promise) {
1590
+ // If its a promise we want to wait for it to resolve
1591
+ const prom = val;
1592
+ if (!evt.chained)
1593
+ evt.chained = [];
1594
+ const nested = WaitForPromise(prom);
1595
+ evt.chained?.push(nested);
1596
+ continue;
1597
+ }
1598
+ }
1599
+ catch (e) {
1600
+ console.error(e);
1601
+ }
1602
+ }
1603
+ }
1604
+ function isGenerator(val) {
1605
+ if (val) {
1606
+ if (val.next && val.return) {
1607
+ return true;
1608
+ }
1609
+ }
1610
+ return false;
1611
+ }
1612
+ }
1613
+ }
1614
+ // const scene = new Scene();
1615
+ // const useComposer = utils.getParam("postfx");
1616
+ // const renderer = new WebGLRenderer({ antialias: true });
1617
+ // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1618
+ // renderer.setClearColor(new Color('lightgrey'), 0)
1619
+ // renderer.antialias = true;
1620
+ // renderer.alpha = false;
1621
+ // renderer.shadowMap.enabled = true;
1622
+ // renderer.shadowMap.type = PCFSoftShadowMap;
1623
+ // renderer.setSize(window.innerWidth, window.innerHeight);
1624
+ // renderer.outputEncoding = sRGBEncoding;
1625
+ // renderer.physicallyCorrectLights = true;
1626
+ // document.body.appendChild(renderer.domElement);
1627
+ // // generation pushes loading requests in this array
1628
+ // const sceneData: {
1629
+ // mainCamera: Camera | undefined
1630
+ // } = {
1631
+ // preparing: [],
1632
+ // resolving: [],
1633
+ // scripts: [],
1634
+ // raycastTargets: [],
1635
+ // mainCamera: undefined,
1636
+ // mainCameraComponent: undefined,
1637
+ // };
1638
+ // // contains a list of functions to be called after loading is done
1639
+ // const post_setup_callbacks = [];
1640
+ // const pre_render_Callbacks = [];
1641
+ // const post_render_callbacks = [];
1642
+ // const new_scripts = [];
1643
+ // const new_scripts_post_setup_callbacks = [];
1644
+ // const new_scripts_pre_setup_callbacks = [];
1645
+ // export {
1646
+ // scene, renderer, composer,
1647
+ // new_scripts,
1648
+ // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1649
+ // sceneData,
1650
+ // post_setup_callbacks,
1651
+ // pre_render_Callbacks,
1652
+ // post_render_callbacks
1653
+ // }
1537
1654
  //# sourceMappingURL=engine_context.js.map