@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
@@ -1,715 +1,715 @@
1
- import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
2
- import { AnimationClip, Color, Material, Mesh, Object3D, Quaternion } from "three";
3
- import { Vector3 } from "three";
4
- import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
-
6
- import type { Camera as CameraComponent } from "../engine-components/api.js";
7
- import type { Context } from "./engine_context.js";
8
- import { InstantiateContext } from "./engine_gameobject.js";
9
- import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
- import { CircularBuffer } from "./engine_utils.js";
11
- import type { NeedleXRSession } from "./engine_xr.js";
12
-
13
- /** Removes all properties that match TypesToFilter */
14
- type FilterTypes<T, TypesToFilter> = { [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P] };
15
- /** Removes all undefined functions */
16
- type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
- /* @ts-ignore Removes all properties that start with a specific prefix */
18
- type FilterStartingWith<T, Prefix extends string> = { [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K] };
19
- /** Removes all properties that start with an underscore */
20
- type NoInternals<T> = FilterStartingWith<T, "_">;
21
- type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
22
- export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>
23
-
24
- /** GLTF, GLB or VRM */
25
- export type GLTF = THREE_GLTF;
26
- /** FBX type */
27
- export type FBX = {
28
- animations: AnimationClip[];
29
- scene: Object3D;
30
- scenes: Object3D[];
31
- }
32
- /** OBJ type */
33
- export type OBJ = {
34
- animations: AnimationClip[];
35
- scene: Object3D;
36
- scenes: Object3D[];
37
- }
38
- /** All possible model types that Needle Engine can load */
39
- export type Model = (GLTF | FBX | OBJ);
40
-
41
- /** A loaded model */
42
- export type LoadedModel = {
43
- src: string;
44
- file: Model;
45
- };
46
-
47
- /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
48
- export declare type SourceIdentifier = string;
49
-
50
- // TODO: figure out what is best here!
51
- // https://stackoverflow.com/a/67229348
52
- // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
53
- // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
54
- export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
55
- export type ConstructorConcrete<T> = new (...args: any[]) => T;
56
- export type GuidsMap = { [key: string]: string };
57
-
58
- export interface UIDProvider {
59
- seed: number;
60
- generateUUID(): string;
61
- }
62
-
63
- export declare type CoroutineData = {
64
- comp: IComponent,
65
- main: Generator,
66
- chained?: Array<Generator>
67
- }
68
-
69
- export interface ITime {
70
- get time(): number;
71
- get deltaTime(): number;
72
- }
73
-
74
- export interface IInput {
75
- convertScreenspaceToRaycastSpace(vec: Vec2): void;
76
- getPointerPosition(i: number): Vec2 | null;
77
- }
78
-
79
- export interface IPhysics {
80
- engine?: IPhysicsEngine;
81
- }
82
-
83
- export type IContext = Context;
84
-
85
- export type INeedleXRSession = NeedleXRSession;
86
-
87
- export declare interface INeedleEngineComponent extends HTMLElement {
88
- getAROverlayContainer(): HTMLElement;
89
- onEnterAR(session: XRSession, overlayContainer: HTMLElement);
90
- onExitAR(session: XRSession);
91
- }
92
-
93
- export enum HideFlags {
94
- None = 0,
95
- /** When enabled the glTF exporter will omit this object and all children from being exported */
96
- DontExport = 1 << 0,
97
- }
98
-
99
- export declare interface IGameObject extends Object3D {
100
-
101
- /** the object's unique identifier */
102
- guid: string | undefined;
103
-
104
- /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
105
- activeSelf: boolean;
106
-
107
- /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
108
- destroy(): void;
109
-
110
- /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
111
- addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
112
- /** Remove a component from this object. Expected a component instance
113
- * @returns the removed component (equal to the passed in component)
114
- */
115
- addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
116
- removeComponent<T extends IComponent>(comp: T): T;
117
- /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
118
- getOrAddComponent<T>(typeName: Constructor<T> | null): T;
119
- /** Tries to find a component of a type on this object.
120
- * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
121
- getComponent<T>(type: Constructor<T>): T | null;
122
- /** @returns all components of a certain type on this object */
123
- getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
124
- /** Finds a component of a certain type on this object OR a child object if any exists */
125
- getComponentInChildren<T>(type: Constructor<T>): T | null;
126
- /** Finds all components of a certain type on this object AND all children (recursively) */
127
- getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
128
- /** Finds a component of a certain type on this object OR a parent object if any exists */
129
- getComponentInParent<T>(type: Constructor<T>): T | null;
130
- /** Finds all components of a certain type on this object AND all parents (recursively) */
131
- getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
132
-
133
- get worldPosition(): Vector3;
134
- set worldPosition(val: Vector3);
135
- get worldQuaternion(): Quaternion;
136
- set worldQuaternion(val: Quaternion);
137
- get worldRotation(): Vector3;
138
- set worldRotation(val: Vector3);
139
- get worldScale(): Vector3;
140
- set worldScale(val: Vector3);
141
-
142
- get worldForward(): Vector3;
143
- get worldRight(): Vector3;
144
- get worldUp(): Vector3;
145
- }
146
-
147
- export interface IHasGuid {
148
- guid: string;
149
- }
150
-
151
- // TODO: we might want to separate the IComponent and IBehaviour where the Behaviour is the one with custom methods and the component only has e.g. the gameobject reference
152
- export interface IComponent extends IHasGuid {
153
- get isComponent(): boolean;
154
-
155
- /** the object this component is attached to */
156
- gameObject: IGameObject;
157
- // guid: string;
158
- enabled: boolean;
159
- sourceId?: SourceIdentifier;
160
-
161
- get name(): string;
162
- get layer(): number;
163
- get destroyed(): boolean;
164
- get tag(): string;
165
-
166
- context: any;
167
-
168
- get activeAndEnabled(): boolean;
169
- /** @internal */
170
- __internalNewInstanceCreated(init?: ComponentInit<any>);
171
- /** @internal */
172
- _internalInit(init?: ComponentInit<any>);
173
- /** @internal */
174
- __internalAwake();
175
- /** @internal */
176
- __internalStart();
177
- /** @internal */
178
- __internalEnable(isAddingOrRemovingFromScene?: boolean);
179
- /** @internal */
180
- __internalDisable(isAddingOrRemovingFromScene?: boolean);
181
- /** @internal */
182
- __internalDestroy();
183
- /** @internal */
184
- resolveGuids?(guidsMap: GuidsMap): void;
185
-
186
- /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
187
- registering?();
188
- awake();
189
- onEnable();
190
- onDisable();
191
- onDestroy();
192
- destroy();
193
-
194
- /** called for properties decorated with the @validate decorator */
195
- onValidate?(property?: string);
196
- /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
197
- * e.g. when the DOM element becomes hidden or out ot view
198
- */
199
- onPausedChanged?(isPaused: boolean, wasPaused: boolean);
200
-
201
- start?(): void;
202
- earlyUpdate?(): void;
203
- update?(): void;
204
- lateUpdate?(): void;
205
- onBeforeRender?(frame: XRFrame | null): void;
206
- onAfterRender?(): void;
207
-
208
- onCollisionEnter?(col: Collision);
209
- onCollisionExit?(col: Collision);
210
- onCollisionStay?(col: Collision);
211
-
212
- onTriggerEnter?(col: ICollider);
213
- onTriggerStay?(col: ICollider);
214
- onTriggerExit?(col: ICollider);
215
-
216
- get forward(): Vector3;
217
- get worldPosition(): Vector3;
218
- get worldQuaternion(): Quaternion;
219
- }
220
-
221
- export function isComponent(obj:any) : obj is IComponent {
222
- return obj && obj.isComponent;
223
- }
224
-
225
- export type ICamera = CameraComponent;
226
-
227
- export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
228
- isAnimationComponent: boolean;
229
- addClip?(clip: AnimationClip);
230
- }
231
-
232
- /** Interface for a camera controller component that can be attached to a camera to control it */
233
- export declare interface ICameraController {
234
- get isCameraController(): boolean;
235
- }
236
-
237
- export declare interface ILight extends IComponent {
238
- intensity: number;
239
- color: Color;
240
- }
241
-
242
- export declare interface ISharedMaterials {
243
- [num: number]: Material;
244
- get length(): number;
245
- }
246
-
247
- export declare interface IRenderer extends IComponent {
248
- sharedMaterial: Material;
249
- get sharedMaterials(): ISharedMaterials;
250
- }
251
-
252
- export declare interface IEventList {
253
- readonly isEventList: true;
254
- __internalOnInstantiate(map: InstantiateContext): IEventList;
255
- }
256
-
257
- // export declare interface IPhysicsComponent extends IComponent {
258
- // get type() : string;
259
- // }
260
-
261
- export declare interface ICollider extends IComponent {
262
- get isCollider();
263
- attachedRigidbody: IRigidbody | null;
264
- /**
265
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
266
- */
267
- isTrigger: boolean;
268
- /**
269
- * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
270
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
271
- */
272
- sharedMaterial?: PhysicsMaterial;
273
- center?: Vec3 & { multiply(vec: Vec3) };
274
- updateProperties(): void;
275
- updatePhysicsMaterial(): void;
276
- /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
277
- * An `undefined` array indicates that the collider is part of all groups
278
- * Note: Make sure to call updateProperties after having changed this property
279
- * Default: [0]
280
- */
281
- membership?: number[];
282
- /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
283
- * An `undefined` array indicates that the collider can interact with all groups
284
- * Note: Make sure to call updateProperties after having changed this property
285
- * Default: undefined
286
- */
287
- filter?: number[];
288
- }
289
-
290
- export declare interface ISphereCollider extends ICollider {
291
- radius: number;
292
- }
293
-
294
- export declare interface IBoxCollider extends ICollider {
295
- size: Vec3;
296
- }
297
-
298
- export declare interface IRigidbody extends IComponent {
299
- get isRigidbody(): boolean;
300
- constraints: RigidbodyConstraints;
301
- isKinematic: boolean;
302
- /** When true the mass will automatically calculated by attached colliders */
303
- autoMass: boolean;
304
- mass: number;
305
- drag: number;
306
- angularDrag: number;
307
- useGravity: boolean;
308
- centerOfMass: Vec3;
309
- gravityScale: number;
310
- dominanceGroup: number;
311
-
312
- collisionDetectionMode: CollisionDetectionMode;
313
-
314
- lockPositionX: boolean;
315
- lockPositionY: boolean;
316
- lockPositionZ: boolean;
317
- lockRotationX: boolean;
318
- lockRotationY: boolean;
319
- lockRotationZ: boolean;
320
- }
321
-
322
-
323
- export const $physicsKey = Symbol("object");
324
-
325
-
326
- export declare type ICollisionContext = {
327
- getCollider(obj: Object3D): ICollider;
328
- }
329
-
330
-
331
- export type Vec2 = {
332
- x: number,
333
- y: number
334
- }
335
-
336
- export type Vec3 = {
337
- x: number,
338
- y: number,
339
- z: number,
340
- }
341
-
342
- export type Vec4 = {
343
- x: number,
344
- y: number,
345
- z: number,
346
- w: number,
347
- }
348
-
349
- const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
350
-
351
- /**
352
- * Holds information about physics contacts
353
- */
354
- export class ContactPoint {
355
-
356
- private readonly _point: Vec3;
357
- private readonly _normal: Vec3;
358
- private readonly _tangentVelocity: Vec3;
359
-
360
- /** the distance of the collision point */
361
- readonly distance: number;
362
- /** the impulse velocity */
363
- readonly impulse: number;
364
- readonly friction: number;
365
-
366
- /** worldspace point */
367
- get point() {
368
- const target = contactsVectorBuffer.get();
369
- return target.set(this._point.x, this._point.y, this._point.z);
370
- }
371
-
372
- /** worldspace normal */
373
- get normal() {
374
- const target = contactsVectorBuffer.get();
375
- return target.set(this._normal.x, this._normal.y, this._normal.z);
376
- }
377
-
378
- /** worldspace tangent */
379
- get tangentVelocity() {
380
- const target = contactsVectorBuffer.get();
381
- return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
382
- }
383
-
384
- /** @internal */
385
- constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
386
- this._point = point;
387
- this.distance = dist;
388
- this._normal = normal;
389
- this.impulse = impulse;
390
- this.friction = friction;
391
- this._tangentVelocity = tangentVelocity;
392
- }
393
- }
394
-
395
- /**
396
- * Holds information about a collision event. Includes a list of contact points and the colliders involved
397
- */
398
- export class Collision {
399
-
400
- /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
401
- readonly contacts: ContactPoint[];
402
-
403
- /** @internal */
404
- constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
405
- this.me = obj;
406
- this._collider = otherCollider;
407
- this._gameObject = otherCollider.gameObject;
408
- this.contacts = contacts;
409
- }
410
-
411
- /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
412
- readonly me: IGameObject;
413
-
414
- private _collider: ICollider;
415
- /** the other collider the collision happened with */
416
- get collider(): ICollider {
417
- return this._collider;
418
- }
419
-
420
- private _gameObject: IGameObject;
421
- /** the other object the collision happened with */
422
- get gameObject(): IGameObject {
423
- return this._gameObject;
424
- }
425
-
426
- /** the other rigidbody we hit, null if none attached */
427
- get rigidBody(): IRigidbody | null {
428
- return this.collider?.attachedRigidbody;
429
- }
430
- }
431
-
432
- export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
433
-
434
- export class SphereOverlapResult {
435
- object: Object3D;
436
- collider: ICollider;
437
- constructor(object: Object3D, collider: ICollider) {
438
- this.object = object;
439
- this.collider = collider;
440
- }
441
- }
442
-
443
-
444
- export interface IPhysicsEngine {
445
- /** Initializes the physics engine */
446
- initialize(): Promise<boolean>;
447
- /** Indicates whether the physics engine has been initialized */
448
- get isInitialized(): boolean;
449
- /** Advances physics simulation by the given time step */
450
- step(dt: number): void;
451
- postStep();
452
- /** Indicates whether the physics engine is currently updating */
453
- get isUpdating(): boolean;
454
- /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
455
- clearCaches();
456
-
457
- /** Enables or disables the physics engine */
458
- enabled: boolean;
459
- /** Returns the underlying physics world object */
460
- get world(): World | undefined;
461
-
462
- /** Sets the gravity vector for the physics simulation */
463
- set gravity(vec3: Vec3);
464
- /** Gets the current gravity vector */
465
- get gravity(): Vec3;
466
-
467
- /**
468
- * Gets the rapier physics body for a Needle component
469
- * @param obj The collider or rigidbody component
470
- * @returns The underlying physics body or null if not found
471
- */
472
- getBody(obj: ICollider | IRigidbody): null | any;
473
- /**
474
- * Gets the Needle Engine component for a rapier physics object
475
- * @param rapierObject The rapier physics object
476
- * @returns The associated component or null if not found
477
- */
478
- getComponent(rapierObject: object): IComponent | null;
479
-
480
- /**
481
- * Performs a fast raycast against physics colliders
482
- * @param origin Ray origin in screen or worldspace
483
- * @param direction Ray direction in worldspace
484
- * @param options Additional raycast configuration options
485
- * @returns Raycast result containing hit point and collider, or null if no hit
486
- */
487
- raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
488
- maxDistance?: number,
489
- /** True if you want to also hit objects when the raycast starts from inside a collider */
490
- solid?: boolean,
491
- queryFilterFlags?: QueryFilterFlags,
492
- /**
493
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
494
- * The scene query will only consider hits with colliders with collision groups compatible with
495
- * this collision group (using the bitwise test described in the collision groups section).
496
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
497
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
498
- */
499
- filterGroups?: number,
500
- /**
501
- * Predicate to filter colliders in raycast results
502
- * @param collider The collider being tested
503
- * @returns False to ignore this collider, true to include it
504
- */
505
- filterPredicate?: (collider: ICollider) => boolean
506
- }): RaycastResult;
507
-
508
- /**
509
- * Performs a raycast that also returns the normal vector at the hit point
510
- * @param origin Ray origin in screen or worldspace
511
- * @param direction Ray direction in worldspace
512
- * @param options Additional raycast configuration options
513
- * @returns Raycast result containing hit point, normal, and collider, or null if no hit
514
- */
515
- raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
516
- maxDistance?: number,
517
- /** True if you want to also hit objects when the raycast starts from inside a collider */
518
- solid?: boolean,
519
- queryFilterFlags?: QueryFilterFlags,
520
- /**
521
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
522
- * The scene query will only consider hits with colliders with collision groups compatible with
523
- * this collision group (using the bitwise test described in the collision groups section).
524
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
525
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
526
- */
527
- filterGroups?: number,
528
- /**
529
- * Predicate to filter colliders in raycast results
530
- * @param collider The collider being tested
531
- * @returns False to ignore this collider, true to include it
532
- */
533
- filterPredicate?: (collider: ICollider) => boolean
534
- }): RaycastResult;
535
-
536
- /**
537
- * Finds all colliders within a sphere
538
- * @param point The center point of the sphere
539
- * @param radius The radius of the sphere
540
- * @returns Array of objects that overlap with the sphere
541
- */
542
- sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
543
-
544
- // Collider methods
545
- /**
546
- * Adds a sphere collider to the physics world
547
- * @param collider The collider component to add
548
- */
549
- addSphereCollider(collider: ICollider);
550
-
551
- /**
552
- * Adds a box collider to the physics world
553
- * @param collider The collider component to add
554
- * @param size The size of the box
555
- */
556
- addBoxCollider(collider: ICollider, size: Vector3);
557
-
558
- /**
559
- * Adds a capsule collider to the physics world
560
- * @param collider The collider component to add
561
- * @param radius The radius of the capsule
562
- * @param height The height of the capsule
563
- */
564
- addCapsuleCollider(collider: ICollider, radius: number, height: number);
565
-
566
- /**
567
- * Adds a mesh collider to the physics world
568
- * @param collider The collider component to add
569
- * @param mesh The mesh to use for collision
570
- * @param convex Whether the collision mesh should be treated as convex
571
- * @param scale Optional scale to apply to the mesh
572
- */
573
- addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined);
574
-
575
- /**
576
- * Updates the physics material properties of a collider
577
- * @param collider The collider to update
578
- */
579
- updatePhysicsMaterial(collider: ICollider);
580
-
581
- // Rigidbody methods
582
- /**
583
- * Wakes up a sleeping rigidbody
584
- * @param rb The rigidbody to wake up
585
- */
586
- wakeup(rb: IRigidbody);
587
-
588
- /**
589
- * Checks if a rigidbody is currently sleeping
590
- * @param rb The rigidbody to check
591
- * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
592
- */
593
- isSleeping(rb: IRigidbody): boolean | undefined;
594
-
595
- /**
596
- * Updates the physical properties of a rigidbody or collider
597
- * @param rb The rigidbody or collider to update
598
- */
599
- updateProperties(rb: IRigidbody | ICollider);
600
-
601
- /**
602
- * Resets all forces acting on a rigidbody
603
- * @param rb The rigidbody to reset forces on
604
- * @param wakeup Whether to wake up the rigidbody
605
- */
606
- resetForces(rb: IRigidbody, wakeup: boolean);
607
-
608
- /**
609
- * Resets all torques acting on a rigidbody
610
- * @param rb The rigidbody to reset torques on
611
- * @param wakeup Whether to wake up the rigidbody
612
- */
613
- resetTorques(rb: IRigidbody, wakeup: boolean);
614
-
615
- /**
616
- * Adds a continuous force to a rigidbody
617
- * @param rb The rigidbody to add force to
618
- * @param vec The force vector to add
619
- * @param wakeup Whether to wake up the rigidbody
620
- */
621
- addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
622
-
623
- /**
624
- * Applies an instantaneous impulse to a rigidbody
625
- * @param rb The rigidbody to apply impulse to
626
- * @param vec The impulse vector to apply
627
- * @param wakeup Whether to wake up the rigidbody
628
- */
629
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
630
-
631
- /**
632
- * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
633
- * @param rb The rigidbody or collider to get velocity from
634
- * @returns The linear velocity vector or null if not available
635
- */
636
- getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
637
-
638
- /**
639
- * Gets the angular velocity of a rigidbody
640
- * @param rb The rigidbody to get angular velocity from
641
- * @returns The angular velocity vector or null if not available
642
- */
643
- getAngularVelocity(rb: IRigidbody): Vec3 | null;
644
-
645
- /**
646
- * Sets the angular velocity of a rigidbody
647
- * @param rb The rigidbody to set angular velocity for
648
- * @param vec The angular velocity vector to set
649
- * @param wakeup Whether to wake up the rigidbody
650
- */
651
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
652
-
653
- /**
654
- * Sets the linear velocity of a rigidbody
655
- * @param rb The rigidbody to set linear velocity for
656
- * @param vec The linear velocity vector to set
657
- * @param wakeup Whether to wake up the rigidbody
658
- */
659
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
660
-
661
- /**
662
- * Updates the position and/or rotation of a physics body
663
- * @param comp The collider or rigidbody component to update
664
- * @param translation Whether to update the position
665
- * @param rotation Whether to update the rotation
666
- */
667
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
668
-
669
- /**
670
- * Removes a physics body from the simulation
671
- * @param body The component whose physics body should be removed
672
- */
673
- removeBody(body: IComponent);
674
-
675
- /**
676
- * Gets the physics body for a component
677
- * @param obj The collider or rigidbody component
678
- * @returns The underlying physics body or null if not found
679
- */
680
- getBody(obj: ICollider | IRigidbody): null | any;
681
-
682
- // Joints
683
- addFixedJoint(body1: IRigidbody, body2: IRigidbody);
684
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
685
-
686
- /** Enable to render collider shapes */
687
- debugRenderColliders: boolean;
688
- /** Enable to visualize raycasts in the scene with gizmos */
689
- debugRenderRaycasts: boolean;
690
- }
691
-
692
- /**
693
- * Available cursor types
694
- * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
695
- */
696
- export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
697
-
698
- /** Typical mouse button names for most devices */
699
- export type MouseButtonName = "left" | "right" | "middle";
700
-
701
- /** Button names on typical controllers (since there seems to be no agreed naming)
702
- * https://w3c.github.io/gamepad/#remapping
703
- */
704
- export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
705
-
706
- /** Needle-defined names for stylus (MX Ink) */
707
- export type StylusButtonName = "stylus-touch" | "stylus-tip";
708
-
709
- /** Button names as used in the xr profile */
710
- export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
711
-
712
- export type XRGestureName = "pinch";
713
-
714
- /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
1
+ import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
2
+ import { AnimationClip, Color, Material, Mesh, Object3D, Quaternion } from "three";
3
+ import { Vector3 } from "three";
4
+ import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
+
6
+ import type { Camera as CameraComponent } from "../engine-components/api.js";
7
+ import type { Context } from "./engine_context.js";
8
+ import { InstantiateContext } from "./engine_gameobject.js";
9
+ import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
+ import { CircularBuffer } from "./engine_utils.js";
11
+ import type { NeedleXRSession } from "./engine_xr.js";
12
+
13
+ /** Removes all properties that match TypesToFilter */
14
+ type FilterTypes<T, TypesToFilter> = { [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P] };
15
+ /** Removes all undefined functions */
16
+ type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
+ /* @ts-ignore Removes all properties that start with a specific prefix */
18
+ type FilterStartingWith<T, Prefix extends string> = { [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K] };
19
+ /** Removes all properties that start with an underscore */
20
+ type NoInternals<T> = FilterStartingWith<T, "_">;
21
+ type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
22
+ export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>
23
+
24
+ /** GLTF, GLB or VRM */
25
+ export type GLTF = THREE_GLTF;
26
+ /** FBX type */
27
+ export type FBX = {
28
+ animations: AnimationClip[];
29
+ scene: Object3D;
30
+ scenes: Object3D[];
31
+ }
32
+ /** OBJ type */
33
+ export type OBJ = {
34
+ animations: AnimationClip[];
35
+ scene: Object3D;
36
+ scenes: Object3D[];
37
+ }
38
+ /** All possible model types that Needle Engine can load */
39
+ export type Model = (GLTF | FBX | OBJ);
40
+
41
+ /** A loaded model */
42
+ export type LoadedModel = {
43
+ src: string;
44
+ file: Model;
45
+ };
46
+
47
+ /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
48
+ export declare type SourceIdentifier = string;
49
+
50
+ // TODO: figure out what is best here!
51
+ // https://stackoverflow.com/a/67229348
52
+ // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
53
+ // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
54
+ export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
55
+ export type ConstructorConcrete<T> = new (...args: any[]) => T;
56
+ export type GuidsMap = { [key: string]: string };
57
+
58
+ export interface UIDProvider {
59
+ seed: number;
60
+ generateUUID(): string;
61
+ }
62
+
63
+ export declare type CoroutineData = {
64
+ comp: IComponent,
65
+ main: Generator,
66
+ chained?: Array<Generator>
67
+ }
68
+
69
+ export interface ITime {
70
+ get time(): number;
71
+ get deltaTime(): number;
72
+ }
73
+
74
+ export interface IInput {
75
+ convertScreenspaceToRaycastSpace(vec: Vec2): void;
76
+ getPointerPosition(i: number): Vec2 | null;
77
+ }
78
+
79
+ export interface IPhysics {
80
+ engine?: IPhysicsEngine;
81
+ }
82
+
83
+ export type IContext = Context;
84
+
85
+ export type INeedleXRSession = NeedleXRSession;
86
+
87
+ export declare interface INeedleEngineComponent extends HTMLElement {
88
+ getAROverlayContainer(): HTMLElement;
89
+ onEnterAR(session: XRSession, overlayContainer: HTMLElement);
90
+ onExitAR(session: XRSession);
91
+ }
92
+
93
+ export enum HideFlags {
94
+ None = 0,
95
+ /** When enabled the glTF exporter will omit this object and all children from being exported */
96
+ DontExport = 1 << 0,
97
+ }
98
+
99
+ export declare interface IGameObject extends Object3D {
100
+
101
+ /** the object's unique identifier */
102
+ guid: string | undefined;
103
+
104
+ /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
105
+ activeSelf: boolean;
106
+
107
+ /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
108
+ destroy(): void;
109
+
110
+ /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
111
+ addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
112
+ /** Remove a component from this object. Expected a component instance
113
+ * @returns the removed component (equal to the passed in component)
114
+ */
115
+ addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
116
+ removeComponent<T extends IComponent>(comp: T): T;
117
+ /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
118
+ getOrAddComponent<T>(typeName: Constructor<T> | null): T;
119
+ /** Tries to find a component of a type on this object.
120
+ * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
121
+ getComponent<T>(type: Constructor<T>): T | null;
122
+ /** @returns all components of a certain type on this object */
123
+ getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
124
+ /** Finds a component of a certain type on this object OR a child object if any exists */
125
+ getComponentInChildren<T>(type: Constructor<T>): T | null;
126
+ /** Finds all components of a certain type on this object AND all children (recursively) */
127
+ getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
128
+ /** Finds a component of a certain type on this object OR a parent object if any exists */
129
+ getComponentInParent<T>(type: Constructor<T>): T | null;
130
+ /** Finds all components of a certain type on this object AND all parents (recursively) */
131
+ getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
132
+
133
+ get worldPosition(): Vector3;
134
+ set worldPosition(val: Vector3);
135
+ get worldQuaternion(): Quaternion;
136
+ set worldQuaternion(val: Quaternion);
137
+ get worldRotation(): Vector3;
138
+ set worldRotation(val: Vector3);
139
+ get worldScale(): Vector3;
140
+ set worldScale(val: Vector3);
141
+
142
+ get worldForward(): Vector3;
143
+ get worldRight(): Vector3;
144
+ get worldUp(): Vector3;
145
+ }
146
+
147
+ export interface IHasGuid {
148
+ guid: string;
149
+ }
150
+
151
+ // TODO: we might want to separate the IComponent and IBehaviour where the Behaviour is the one with custom methods and the component only has e.g. the gameobject reference
152
+ export interface IComponent extends IHasGuid {
153
+ get isComponent(): boolean;
154
+
155
+ /** the object this component is attached to */
156
+ gameObject: IGameObject;
157
+ // guid: string;
158
+ enabled: boolean;
159
+ sourceId?: SourceIdentifier;
160
+
161
+ get name(): string;
162
+ get layer(): number;
163
+ get destroyed(): boolean;
164
+ get tag(): string;
165
+
166
+ context: any;
167
+
168
+ get activeAndEnabled(): boolean;
169
+ /** @internal */
170
+ __internalNewInstanceCreated(init?: ComponentInit<any>);
171
+ /** @internal */
172
+ _internalInit(init?: ComponentInit<any>);
173
+ /** @internal */
174
+ __internalAwake();
175
+ /** @internal */
176
+ __internalStart();
177
+ /** @internal */
178
+ __internalEnable(isAddingOrRemovingFromScene?: boolean);
179
+ /** @internal */
180
+ __internalDisable(isAddingOrRemovingFromScene?: boolean);
181
+ /** @internal */
182
+ __internalDestroy();
183
+ /** @internal */
184
+ resolveGuids?(guidsMap: GuidsMap): void;
185
+
186
+ /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
187
+ registering?();
188
+ awake();
189
+ onEnable();
190
+ onDisable();
191
+ onDestroy();
192
+ destroy();
193
+
194
+ /** called for properties decorated with the @validate decorator */
195
+ onValidate?(property?: string);
196
+ /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
197
+ * e.g. when the DOM element becomes hidden or out ot view
198
+ */
199
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean);
200
+
201
+ start?(): void;
202
+ earlyUpdate?(): void;
203
+ update?(): void;
204
+ lateUpdate?(): void;
205
+ onBeforeRender?(frame: XRFrame | null): void;
206
+ onAfterRender?(): void;
207
+
208
+ onCollisionEnter?(col: Collision);
209
+ onCollisionExit?(col: Collision);
210
+ onCollisionStay?(col: Collision);
211
+
212
+ onTriggerEnter?(col: ICollider);
213
+ onTriggerStay?(col: ICollider);
214
+ onTriggerExit?(col: ICollider);
215
+
216
+ get forward(): Vector3;
217
+ get worldPosition(): Vector3;
218
+ get worldQuaternion(): Quaternion;
219
+ }
220
+
221
+ export function isComponent(obj:any) : obj is IComponent {
222
+ return obj && obj.isComponent;
223
+ }
224
+
225
+ export type ICamera = CameraComponent;
226
+
227
+ export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
228
+ isAnimationComponent: boolean;
229
+ addClip?(clip: AnimationClip);
230
+ }
231
+
232
+ /** Interface for a camera controller component that can be attached to a camera to control it */
233
+ export declare interface ICameraController {
234
+ get isCameraController(): boolean;
235
+ }
236
+
237
+ export declare interface ILight extends IComponent {
238
+ intensity: number;
239
+ color: Color;
240
+ }
241
+
242
+ export declare interface ISharedMaterials {
243
+ [num: number]: Material;
244
+ get length(): number;
245
+ }
246
+
247
+ export declare interface IRenderer extends IComponent {
248
+ sharedMaterial: Material;
249
+ get sharedMaterials(): ISharedMaterials;
250
+ }
251
+
252
+ export declare interface IEventList {
253
+ readonly isEventList: true;
254
+ __internalOnInstantiate(map: InstantiateContext): IEventList;
255
+ }
256
+
257
+ // export declare interface IPhysicsComponent extends IComponent {
258
+ // get type() : string;
259
+ // }
260
+
261
+ export declare interface ICollider extends IComponent {
262
+ get isCollider();
263
+ attachedRigidbody: IRigidbody | null;
264
+ /**
265
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
266
+ */
267
+ isTrigger: boolean;
268
+ /**
269
+ * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
270
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
271
+ */
272
+ sharedMaterial?: PhysicsMaterial;
273
+ center?: Vec3 & { multiply(vec: Vec3) };
274
+ updateProperties(): void;
275
+ updatePhysicsMaterial(): void;
276
+ /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
277
+ * An `undefined` array indicates that the collider is part of all groups
278
+ * Note: Make sure to call updateProperties after having changed this property
279
+ * Default: [0]
280
+ */
281
+ membership?: number[];
282
+ /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
283
+ * An `undefined` array indicates that the collider can interact with all groups
284
+ * Note: Make sure to call updateProperties after having changed this property
285
+ * Default: undefined
286
+ */
287
+ filter?: number[];
288
+ }
289
+
290
+ export declare interface ISphereCollider extends ICollider {
291
+ radius: number;
292
+ }
293
+
294
+ export declare interface IBoxCollider extends ICollider {
295
+ size: Vec3;
296
+ }
297
+
298
+ export declare interface IRigidbody extends IComponent {
299
+ get isRigidbody(): boolean;
300
+ constraints: RigidbodyConstraints;
301
+ isKinematic: boolean;
302
+ /** When true the mass will automatically calculated by attached colliders */
303
+ autoMass: boolean;
304
+ mass: number;
305
+ drag: number;
306
+ angularDrag: number;
307
+ useGravity: boolean;
308
+ centerOfMass: Vec3;
309
+ gravityScale: number;
310
+ dominanceGroup: number;
311
+
312
+ collisionDetectionMode: CollisionDetectionMode;
313
+
314
+ lockPositionX: boolean;
315
+ lockPositionY: boolean;
316
+ lockPositionZ: boolean;
317
+ lockRotationX: boolean;
318
+ lockRotationY: boolean;
319
+ lockRotationZ: boolean;
320
+ }
321
+
322
+
323
+ export const $physicsKey = Symbol("object");
324
+
325
+
326
+ export declare type ICollisionContext = {
327
+ getCollider(obj: Object3D): ICollider;
328
+ }
329
+
330
+
331
+ export type Vec2 = {
332
+ x: number,
333
+ y: number
334
+ }
335
+
336
+ export type Vec3 = {
337
+ x: number,
338
+ y: number,
339
+ z: number,
340
+ }
341
+
342
+ export type Vec4 = {
343
+ x: number,
344
+ y: number,
345
+ z: number,
346
+ w: number,
347
+ }
348
+
349
+ const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
350
+
351
+ /**
352
+ * Holds information about physics contacts
353
+ */
354
+ export class ContactPoint {
355
+
356
+ private readonly _point: Vec3;
357
+ private readonly _normal: Vec3;
358
+ private readonly _tangentVelocity: Vec3;
359
+
360
+ /** the distance of the collision point */
361
+ readonly distance: number;
362
+ /** the impulse velocity */
363
+ readonly impulse: number;
364
+ readonly friction: number;
365
+
366
+ /** worldspace point */
367
+ get point() {
368
+ const target = contactsVectorBuffer.get();
369
+ return target.set(this._point.x, this._point.y, this._point.z);
370
+ }
371
+
372
+ /** worldspace normal */
373
+ get normal() {
374
+ const target = contactsVectorBuffer.get();
375
+ return target.set(this._normal.x, this._normal.y, this._normal.z);
376
+ }
377
+
378
+ /** worldspace tangent */
379
+ get tangentVelocity() {
380
+ const target = contactsVectorBuffer.get();
381
+ return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
382
+ }
383
+
384
+ /** @internal */
385
+ constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
386
+ this._point = point;
387
+ this.distance = dist;
388
+ this._normal = normal;
389
+ this.impulse = impulse;
390
+ this.friction = friction;
391
+ this._tangentVelocity = tangentVelocity;
392
+ }
393
+ }
394
+
395
+ /**
396
+ * Holds information about a collision event. Includes a list of contact points and the colliders involved
397
+ */
398
+ export class Collision {
399
+
400
+ /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
401
+ readonly contacts: ContactPoint[];
402
+
403
+ /** @internal */
404
+ constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
405
+ this.me = obj;
406
+ this._collider = otherCollider;
407
+ this._gameObject = otherCollider.gameObject;
408
+ this.contacts = contacts;
409
+ }
410
+
411
+ /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
412
+ readonly me: IGameObject;
413
+
414
+ private _collider: ICollider;
415
+ /** the other collider the collision happened with */
416
+ get collider(): ICollider {
417
+ return this._collider;
418
+ }
419
+
420
+ private _gameObject: IGameObject;
421
+ /** the other object the collision happened with */
422
+ get gameObject(): IGameObject {
423
+ return this._gameObject;
424
+ }
425
+
426
+ /** the other rigidbody we hit, null if none attached */
427
+ get rigidBody(): IRigidbody | null {
428
+ return this.collider?.attachedRigidbody;
429
+ }
430
+ }
431
+
432
+ export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
433
+
434
+ export class SphereOverlapResult {
435
+ object: Object3D;
436
+ collider: ICollider;
437
+ constructor(object: Object3D, collider: ICollider) {
438
+ this.object = object;
439
+ this.collider = collider;
440
+ }
441
+ }
442
+
443
+
444
+ export interface IPhysicsEngine {
445
+ /** Initializes the physics engine */
446
+ initialize(): Promise<boolean>;
447
+ /** Indicates whether the physics engine has been initialized */
448
+ get isInitialized(): boolean;
449
+ /** Advances physics simulation by the given time step */
450
+ step(dt: number): void;
451
+ postStep();
452
+ /** Indicates whether the physics engine is currently updating */
453
+ get isUpdating(): boolean;
454
+ /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
455
+ clearCaches();
456
+
457
+ /** Enables or disables the physics engine */
458
+ enabled: boolean;
459
+ /** Returns the underlying physics world object */
460
+ get world(): World | undefined;
461
+
462
+ /** Sets the gravity vector for the physics simulation */
463
+ set gravity(vec3: Vec3);
464
+ /** Gets the current gravity vector */
465
+ get gravity(): Vec3;
466
+
467
+ /**
468
+ * Gets the rapier physics body for a Needle component
469
+ * @param obj The collider or rigidbody component
470
+ * @returns The underlying physics body or null if not found
471
+ */
472
+ getBody(obj: ICollider | IRigidbody): null | any;
473
+ /**
474
+ * Gets the Needle Engine component for a rapier physics object
475
+ * @param rapierObject The rapier physics object
476
+ * @returns The associated component or null if not found
477
+ */
478
+ getComponent(rapierObject: object): IComponent | null;
479
+
480
+ /**
481
+ * Performs a fast raycast against physics colliders
482
+ * @param origin Ray origin in screen or worldspace
483
+ * @param direction Ray direction in worldspace
484
+ * @param options Additional raycast configuration options
485
+ * @returns Raycast result containing hit point and collider, or null if no hit
486
+ */
487
+ raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
488
+ maxDistance?: number,
489
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
490
+ solid?: boolean,
491
+ queryFilterFlags?: QueryFilterFlags,
492
+ /**
493
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
494
+ * The scene query will only consider hits with colliders with collision groups compatible with
495
+ * this collision group (using the bitwise test described in the collision groups section).
496
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
497
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
498
+ */
499
+ filterGroups?: number,
500
+ /**
501
+ * Predicate to filter colliders in raycast results
502
+ * @param collider The collider being tested
503
+ * @returns False to ignore this collider, true to include it
504
+ */
505
+ filterPredicate?: (collider: ICollider) => boolean
506
+ }): RaycastResult;
507
+
508
+ /**
509
+ * Performs a raycast that also returns the normal vector at the hit point
510
+ * @param origin Ray origin in screen or worldspace
511
+ * @param direction Ray direction in worldspace
512
+ * @param options Additional raycast configuration options
513
+ * @returns Raycast result containing hit point, normal, and collider, or null if no hit
514
+ */
515
+ raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
516
+ maxDistance?: number,
517
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
518
+ solid?: boolean,
519
+ queryFilterFlags?: QueryFilterFlags,
520
+ /**
521
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
522
+ * The scene query will only consider hits with colliders with collision groups compatible with
523
+ * this collision group (using the bitwise test described in the collision groups section).
524
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
525
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
526
+ */
527
+ filterGroups?: number,
528
+ /**
529
+ * Predicate to filter colliders in raycast results
530
+ * @param collider The collider being tested
531
+ * @returns False to ignore this collider, true to include it
532
+ */
533
+ filterPredicate?: (collider: ICollider) => boolean
534
+ }): RaycastResult;
535
+
536
+ /**
537
+ * Finds all colliders within a sphere
538
+ * @param point The center point of the sphere
539
+ * @param radius The radius of the sphere
540
+ * @returns Array of objects that overlap with the sphere
541
+ */
542
+ sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
543
+
544
+ // Collider methods
545
+ /**
546
+ * Adds a sphere collider to the physics world
547
+ * @param collider The collider component to add
548
+ */
549
+ addSphereCollider(collider: ICollider);
550
+
551
+ /**
552
+ * Adds a box collider to the physics world
553
+ * @param collider The collider component to add
554
+ * @param size The size of the box
555
+ */
556
+ addBoxCollider(collider: ICollider, size: Vector3);
557
+
558
+ /**
559
+ * Adds a capsule collider to the physics world
560
+ * @param collider The collider component to add
561
+ * @param radius The radius of the capsule
562
+ * @param height The height of the capsule
563
+ */
564
+ addCapsuleCollider(collider: ICollider, radius: number, height: number);
565
+
566
+ /**
567
+ * Adds a mesh collider to the physics world
568
+ * @param collider The collider component to add
569
+ * @param mesh The mesh to use for collision
570
+ * @param convex Whether the collision mesh should be treated as convex
571
+ * @param scale Optional scale to apply to the mesh
572
+ */
573
+ addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined);
574
+
575
+ /**
576
+ * Updates the physics material properties of a collider
577
+ * @param collider The collider to update
578
+ */
579
+ updatePhysicsMaterial(collider: ICollider);
580
+
581
+ // Rigidbody methods
582
+ /**
583
+ * Wakes up a sleeping rigidbody
584
+ * @param rb The rigidbody to wake up
585
+ */
586
+ wakeup(rb: IRigidbody);
587
+
588
+ /**
589
+ * Checks if a rigidbody is currently sleeping
590
+ * @param rb The rigidbody to check
591
+ * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
592
+ */
593
+ isSleeping(rb: IRigidbody): boolean | undefined;
594
+
595
+ /**
596
+ * Updates the physical properties of a rigidbody or collider
597
+ * @param rb The rigidbody or collider to update
598
+ */
599
+ updateProperties(rb: IRigidbody | ICollider);
600
+
601
+ /**
602
+ * Resets all forces acting on a rigidbody
603
+ * @param rb The rigidbody to reset forces on
604
+ * @param wakeup Whether to wake up the rigidbody
605
+ */
606
+ resetForces(rb: IRigidbody, wakeup: boolean);
607
+
608
+ /**
609
+ * Resets all torques acting on a rigidbody
610
+ * @param rb The rigidbody to reset torques on
611
+ * @param wakeup Whether to wake up the rigidbody
612
+ */
613
+ resetTorques(rb: IRigidbody, wakeup: boolean);
614
+
615
+ /**
616
+ * Adds a continuous force to a rigidbody
617
+ * @param rb The rigidbody to add force to
618
+ * @param vec The force vector to add
619
+ * @param wakeup Whether to wake up the rigidbody
620
+ */
621
+ addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
622
+
623
+ /**
624
+ * Applies an instantaneous impulse to a rigidbody
625
+ * @param rb The rigidbody to apply impulse to
626
+ * @param vec The impulse vector to apply
627
+ * @param wakeup Whether to wake up the rigidbody
628
+ */
629
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
630
+
631
+ /**
632
+ * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
633
+ * @param rb The rigidbody or collider to get velocity from
634
+ * @returns The linear velocity vector or null if not available
635
+ */
636
+ getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
637
+
638
+ /**
639
+ * Gets the angular velocity of a rigidbody
640
+ * @param rb The rigidbody to get angular velocity from
641
+ * @returns The angular velocity vector or null if not available
642
+ */
643
+ getAngularVelocity(rb: IRigidbody): Vec3 | null;
644
+
645
+ /**
646
+ * Sets the angular velocity of a rigidbody
647
+ * @param rb The rigidbody to set angular velocity for
648
+ * @param vec The angular velocity vector to set
649
+ * @param wakeup Whether to wake up the rigidbody
650
+ */
651
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
652
+
653
+ /**
654
+ * Sets the linear velocity of a rigidbody
655
+ * @param rb The rigidbody to set linear velocity for
656
+ * @param vec The linear velocity vector to set
657
+ * @param wakeup Whether to wake up the rigidbody
658
+ */
659
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
660
+
661
+ /**
662
+ * Updates the position and/or rotation of a physics body
663
+ * @param comp The collider or rigidbody component to update
664
+ * @param translation Whether to update the position
665
+ * @param rotation Whether to update the rotation
666
+ */
667
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
668
+
669
+ /**
670
+ * Removes a physics body from the simulation
671
+ * @param body The component whose physics body should be removed
672
+ */
673
+ removeBody(body: IComponent);
674
+
675
+ /**
676
+ * Gets the physics body for a component
677
+ * @param obj The collider or rigidbody component
678
+ * @returns The underlying physics body or null if not found
679
+ */
680
+ getBody(obj: ICollider | IRigidbody): null | any;
681
+
682
+ // Joints
683
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody);
684
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
685
+
686
+ /** Enable to render collider shapes */
687
+ debugRenderColliders: boolean;
688
+ /** Enable to visualize raycasts in the scene with gizmos */
689
+ debugRenderRaycasts: boolean;
690
+ }
691
+
692
+ /**
693
+ * Available cursor types
694
+ * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
695
+ */
696
+ export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
697
+
698
+ /** Typical mouse button names for most devices */
699
+ export type MouseButtonName = "left" | "right" | "middle";
700
+
701
+ /** Button names on typical controllers (since there seems to be no agreed naming)
702
+ * https://w3c.github.io/gamepad/#remapping
703
+ */
704
+ export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
705
+
706
+ /** Needle-defined names for stylus (MX Ink) */
707
+ export type StylusButtonName = "stylus-touch" | "stylus-tip";
708
+
709
+ /** Button names as used in the xr profile */
710
+ export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
711
+
712
+ export type XRGestureName = "pinch";
713
+
714
+ /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
715
715
  export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName | XRGestureName;