@needle-tools/engine 4.4.1 → 4.4.3-beta

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1046) hide show
  1. package/CHANGELOG.md +3678 -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 +364 -237
  6. package/dist/needle-engine.bundle.light.js +364 -237
  7. package/dist/needle-engine.bundle.light.min.js +6 -6
  8. package/dist/needle-engine.bundle.light.umd.cjs +6 -6
  9. package/dist/needle-engine.bundle.min.js +6 -6
  10. package/dist/needle-engine.bundle.umd.cjs +56 -56
  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 +362 -352
  97. package/lib/engine/engine_input.js +1294 -1265
  98. package/lib/engine/engine_input.js.map +1 -1
  99. package/lib/engine/engine_input_utils.d.ts +2 -2
  100. package/lib/engine/engine_input_utils.js +22 -22
  101. package/lib/engine/engine_instancing.d.ts +19 -19
  102. package/lib/engine/engine_instancing.js +39 -39
  103. package/lib/engine/engine_license.d.ts +11 -11
  104. package/lib/engine/engine_license.js +361 -361
  105. package/lib/engine/engine_license.js.map +1 -1
  106. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  107. package/lib/engine/engine_lifecycle_api.js +99 -99
  108. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  109. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  110. package/lib/engine/engine_lightdata.d.ts +23 -23
  111. package/lib/engine/engine_lightdata.js +91 -91
  112. package/lib/engine/engine_loaders.d.ts +13 -13
  113. package/lib/engine/engine_loaders.js +62 -62
  114. package/lib/engine/engine_lods.d.ts +31 -31
  115. package/lib/engine/engine_lods.js +146 -146
  116. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  117. package/lib/engine/engine_mainloop_utils.js +466 -466
  118. package/lib/engine/engine_math.d.ts +114 -114
  119. package/lib/engine/engine_math.js +247 -247
  120. package/lib/engine/engine_modules.d.ts +36 -36
  121. package/lib/engine/engine_modules.js +85 -85
  122. package/lib/engine/engine_networking.d.ts +252 -252
  123. package/lib/engine/engine_networking.js +743 -743
  124. package/lib/engine/engine_networking_auto.d.ts +24 -24
  125. package/lib/engine/engine_networking_auto.js +310 -310
  126. package/lib/engine/engine_networking_blob.d.ts +48 -48
  127. package/lib/engine/engine_networking_blob.js +228 -228
  128. package/lib/engine/engine_networking_files.d.ts +35 -35
  129. package/lib/engine/engine_networking_files.js +172 -172
  130. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  131. package/lib/engine/engine_networking_files_default_components.js +42 -42
  132. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  133. package/lib/engine/engine_networking_instantiate.js +345 -345
  134. package/lib/engine/engine_networking_peer.d.ts +15 -15
  135. package/lib/engine/engine_networking_peer.js +132 -132
  136. package/lib/engine/engine_networking_streams.d.ts +123 -123
  137. package/lib/engine/engine_networking_streams.js +645 -645
  138. package/lib/engine/engine_networking_types.d.ts +22 -22
  139. package/lib/engine/engine_networking_types.js +7 -7
  140. package/lib/engine/engine_networking_utils.d.ts +2 -2
  141. package/lib/engine/engine_networking_utils.js +20 -20
  142. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  143. package/lib/engine/engine_networking_websocket.js +2 -2
  144. package/lib/engine/engine_patcher.d.ts +10 -10
  145. package/lib/engine/engine_patcher.js +142 -142
  146. package/lib/engine/engine_physics.d.ts +152 -152
  147. package/lib/engine/engine_physics.js +645 -645
  148. package/lib/engine/engine_physics.types.d.ts +40 -40
  149. package/lib/engine/engine_physics.types.js +33 -33
  150. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  151. package/lib/engine/engine_physics_rapier.js +1433 -1433
  152. package/lib/engine/engine_playerview.d.ts +26 -26
  153. package/lib/engine/engine_playerview.js +64 -64
  154. package/lib/engine/engine_scenelighting.d.ts +71 -71
  155. package/lib/engine/engine_scenelighting.js +226 -226
  156. package/lib/engine/engine_scenetools.d.ts +50 -50
  157. package/lib/engine/engine_scenetools.js +321 -321
  158. package/lib/engine/engine_serialization.d.ts +3 -3
  159. package/lib/engine/engine_serialization.js +3 -3
  160. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  161. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  162. package/lib/engine/engine_serialization_core.d.ts +85 -85
  163. package/lib/engine/engine_serialization_core.js +606 -606
  164. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  165. package/lib/engine/engine_serialization_decorator.js +66 -66
  166. package/lib/engine/engine_setup.d.ts +1 -1
  167. package/lib/engine/engine_setup.js +2 -2
  168. package/lib/engine/engine_shaders.d.ts +53 -53
  169. package/lib/engine/engine_shaders.js +252 -252
  170. package/lib/engine/engine_shims.d.ts +4 -4
  171. package/lib/engine/engine_shims.js +24 -24
  172. package/lib/engine/engine_test_utils.d.ts +39 -39
  173. package/lib/engine/engine_test_utils.js +83 -83
  174. package/lib/engine/engine_texture.d.ts +28 -28
  175. package/lib/engine/engine_texture.js +64 -64
  176. package/lib/engine/engine_three_utils.d.ts +201 -201
  177. package/lib/engine/engine_three_utils.js +731 -731
  178. package/lib/engine/engine_time.d.ts +51 -51
  179. package/lib/engine/engine_time.js +82 -82
  180. package/lib/engine/engine_time_utils.d.ts +88 -88
  181. package/lib/engine/engine_time_utils.js +215 -215
  182. package/lib/engine/engine_tonemapping.d.ts +2 -2
  183. package/lib/engine/engine_tonemapping.js +194 -194
  184. package/lib/engine/engine_types.d.ts +572 -572
  185. package/lib/engine/engine_types.js +88 -88
  186. package/lib/engine/engine_typestore.d.ts +28 -28
  187. package/lib/engine/engine_typestore.js +55 -55
  188. package/lib/engine/engine_util_decorator.d.ts +13 -13
  189. package/lib/engine/engine_util_decorator.js +116 -116
  190. package/lib/engine/engine_utils.d.ts +266 -266
  191. package/lib/engine/engine_utils.js +878 -878
  192. package/lib/engine/engine_utils_format.d.ts +21 -21
  193. package/lib/engine/engine_utils_format.js +193 -193
  194. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  195. package/lib/engine/engine_utils_screenshot.js +513 -513
  196. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  197. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  198. package/lib/engine/engine_xr.d.ts +1 -1
  199. package/lib/engine/engine_xr.js +1 -1
  200. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  201. package/lib/engine/export/gltf/Writers.js +24 -24
  202. package/lib/engine/export/gltf/index.d.ts +11 -11
  203. package/lib/engine/export/gltf/index.js +123 -123
  204. package/lib/engine/export/index.d.ts +2 -2
  205. package/lib/engine/export/index.js +2 -2
  206. package/lib/engine/export/state.d.ts +7 -7
  207. package/lib/engine/export/state.js +17 -17
  208. package/lib/engine/export/utils.d.ts +2 -2
  209. package/lib/engine/export/utils.js +7 -7
  210. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  211. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  213. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  214. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  215. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  217. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  219. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  220. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  221. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  223. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  224. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  225. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  226. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  227. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  229. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  230. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  231. package/lib/engine/extensions/extension_resolver.js +1 -1
  232. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  233. package/lib/engine/extensions/extension_utils.js +152 -152
  234. package/lib/engine/extensions/extensions.d.ts +31 -31
  235. package/lib/engine/extensions/extensions.js +103 -103
  236. package/lib/engine/extensions/index.d.ts +6 -6
  237. package/lib/engine/extensions/index.js +6 -6
  238. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  239. package/lib/engine/extensions/usage_tracker.js +65 -65
  240. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  241. package/lib/engine/js-extensions/Camera.js +39 -39
  242. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  243. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  244. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  245. package/lib/engine/js-extensions/Layers.js +22 -22
  246. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  247. package/lib/engine/js-extensions/Object3D.js +136 -136
  248. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  249. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  250. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  251. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  252. package/lib/engine/js-extensions/Vector.js +13 -13
  253. package/lib/engine/js-extensions/index.d.ts +5 -5
  254. package/lib/engine/js-extensions/index.js +5 -5
  255. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  256. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  257. package/lib/engine/shaders/shaderData.d.ts +55 -55
  258. package/lib/engine/shaders/shaderData.js +58 -58
  259. package/lib/engine/tests/test_utils.d.ts +2 -2
  260. package/lib/engine/tests/test_utils.js +53 -53
  261. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  262. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  263. package/lib/engine/webcomponents/api.d.ts +5 -5
  264. package/lib/engine/webcomponents/api.js +4 -4
  265. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  266. package/lib/engine/webcomponents/buttons.js +237 -237
  267. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  268. package/lib/engine/webcomponents/fonts.js +32 -32
  269. package/lib/engine/webcomponents/icons.d.ts +9 -9
  270. package/lib/engine/webcomponents/icons.js +52 -52
  271. package/lib/engine/webcomponents/index.d.ts +1 -1
  272. package/lib/engine/webcomponents/index.js +1 -1
  273. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  274. package/lib/engine/webcomponents/logo-element.js +67 -67
  275. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  276. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  277. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  278. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  279. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  280. package/lib/engine/webcomponents/needle-button.js +161 -161
  281. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  282. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  283. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  284. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  285. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  286. package/lib/engine/xr/NeedleXRSync.js +188 -188
  287. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  288. package/lib/engine/xr/SceneTransition.js +69 -69
  289. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  290. package/lib/engine/xr/TempXRContext.js +187 -187
  291. package/lib/engine/xr/XRRig.d.ts +7 -7
  292. package/lib/engine/xr/XRRig.js +1 -1
  293. package/lib/engine/xr/api.d.ts +6 -6
  294. package/lib/engine/xr/api.js +6 -6
  295. package/lib/engine/xr/events.d.ts +66 -66
  296. package/lib/engine/xr/events.js +93 -93
  297. package/lib/engine/xr/internal.d.ts +12 -12
  298. package/lib/engine/xr/internal.js +25 -25
  299. package/lib/engine/xr/usdz.d.ts +12 -12
  300. package/lib/engine/xr/usdz.js +29 -29
  301. package/lib/engine/xr/utils.d.ts +11 -11
  302. package/lib/engine/xr/utils.js +34 -34
  303. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  304. package/lib/engine-components/AlignmentConstraint.js +39 -39
  305. package/lib/engine-components/Animation.d.ts +156 -156
  306. package/lib/engine-components/Animation.js +508 -508
  307. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  308. package/lib/engine-components/AnimationCurve.js +159 -159
  309. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  310. package/lib/engine-components/AnimationUtils.js +27 -27
  311. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  312. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  313. package/lib/engine-components/Animator.d.ts +217 -217
  314. package/lib/engine-components/Animator.js +354 -354
  315. package/lib/engine-components/AnimatorController.d.ts +227 -227
  316. package/lib/engine-components/AnimatorController.js +1152 -1152
  317. package/lib/engine-components/AudioListener.d.ts +33 -33
  318. package/lib/engine-components/AudioListener.js +86 -86
  319. package/lib/engine-components/AudioSource.d.ts +217 -217
  320. package/lib/engine-components/AudioSource.js +634 -634
  321. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  322. package/lib/engine-components/AvatarLoader.js +231 -231
  323. package/lib/engine-components/AxesHelper.d.ts +32 -32
  324. package/lib/engine-components/AxesHelper.js +67 -67
  325. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  326. package/lib/engine-components/BasicIKConstraint.js +43 -43
  327. package/lib/engine-components/BoxCollider.d.ts +2 -2
  328. package/lib/engine-components/BoxCollider.js +2 -2
  329. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  330. package/lib/engine-components/BoxHelperComponent.js +102 -102
  331. package/lib/engine-components/Camera.d.ts +231 -231
  332. package/lib/engine-components/Camera.js +700 -700
  333. package/lib/engine-components/CameraUtils.d.ts +1 -1
  334. package/lib/engine-components/CameraUtils.js +121 -121
  335. package/lib/engine-components/CharacterController.d.ts +55 -55
  336. package/lib/engine-components/CharacterController.js +236 -236
  337. package/lib/engine-components/Collider.d.ts +188 -188
  338. package/lib/engine-components/Collider.js +369 -369
  339. package/lib/engine-components/Component.d.ts +792 -792
  340. package/lib/engine-components/Component.js +915 -915
  341. package/lib/engine-components/ContactShadows.d.ts +82 -82
  342. package/lib/engine-components/ContactShadows.js +430 -430
  343. package/lib/engine-components/DeleteBox.d.ts +19 -19
  344. package/lib/engine-components/DeleteBox.js +58 -58
  345. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  346. package/lib/engine-components/DeviceFlag.js +47 -47
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  1017. package/src/include/three/DragControls.js +231 -231
  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,357 +1,357 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
8
- import * as ThreeMeshUI from 'three-mesh-ui';
9
- import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
10
- import { serializable } from "../../engine/engine_serialization_decorator.js";
11
- import { getParam } from "../../engine/engine_utils.js";
12
- import { GameObject } from '../Component.js';
13
- import { BaseUIComponent } from "./BaseUIComponent.js";
14
- import { onChange } from "./Utils.js";
15
- const debug = getParam("debugui");
16
- const debugLayout = getParam("debuguilayout");
17
- export class Size {
18
- width;
19
- height;
20
- }
21
- export class Rect {
22
- x;
23
- y;
24
- width;
25
- height;
26
- }
27
- const tempVec = new Vector3();
28
- const tempMatrix = new Matrix4();
29
- const tempQuaternion = new Quaternion();
30
- export class RectTransform extends BaseUIComponent {
31
- get parent() {
32
- return this._parentRectTransform;
33
- }
34
- // @serializable(Object3D)
35
- // root? : Object3D;
36
- get translation() { return this.gameObject.position; }
37
- get rotation() { return this.gameObject.quaternion; }
38
- get scale() { return this.gameObject.scale; }
39
- _anchoredPosition;
40
- get anchoredPosition() {
41
- if (!this._anchoredPosition)
42
- this._anchoredPosition = new Vector2();
43
- return this._anchoredPosition;
44
- }
45
- set anchoredPosition(value) {
46
- this._anchoredPosition = value;
47
- }
48
- sizeDelta = new Vector2(100, 100);
49
- pivot = new Vector2(.5, .5);
50
- anchorMin = new Vector2(0, 0);
51
- anchorMax = new Vector2(1, 1);
52
- // @serializable(Vector2)
53
- // offsetMin: Vector2 = new Vector2(0, 0);
54
- // @serializable(Vector2)
55
- // offsetMax: Vector2 = new Vector2(0, 0);
56
- /** Optional min width in pixel, set to undefined to disable it */
57
- minWidth;
58
- /** Optional min height in pixel, set to undefined to disable it */
59
- minHeight;
60
- get width() {
61
- let width = this.sizeDelta.x;
62
- if (this.anchorMin.x !== this.anchorMax.x) {
63
- if (this._parentRectTransform) {
64
- const parentWidth = this._parentRectTransform.width;
65
- const anchorWidth = this.anchorMax.x - this.anchorMin.x;
66
- width = parentWidth * anchorWidth;
67
- width += this.sizeDelta.x;
68
- }
69
- }
70
- if (this.minWidth !== undefined && width < this.minWidth)
71
- return this.minWidth;
72
- return width;
73
- }
74
- get height() {
75
- let height = this.sizeDelta.y;
76
- if (this.anchorMin.y !== this.anchorMax.y) {
77
- if (this._parentRectTransform) {
78
- const parentHeight = this._parentRectTransform.height;
79
- const anchorHeight = this.anchorMax.y - this.anchorMin.y;
80
- height = parentHeight * anchorHeight;
81
- height += this.sizeDelta.y;
82
- }
83
- }
84
- if (this.minHeight !== undefined && height < this.minHeight)
85
- return this.minHeight;
86
- return height;
87
- }
88
- // private lastMatrixWorld!: Matrix4;
89
- lastMatrix;
90
- rectBlock;
91
- _transformNeedsUpdate = false;
92
- _initialPosition;
93
- _parentRectTransform;
94
- _lastUpdateFrame = -1;
95
- awake() {
96
- super.awake();
97
- this._lastUpdateFrame = -1;
98
- this._parentRectTransform = undefined;
99
- this.rectBlock = new Object3D();
100
- this.rectBlock.name = this.name;
101
- this.lastMatrix = new Matrix4();
102
- this._lastAnchoring = null;
103
- // TODO: get rid of the initial position
104
- this._initialPosition = this.gameObject.position.clone();
105
- this._initialPosition.z = 0;
106
- // this is required if an animator animated the transform anchoring
107
- if (!this._anchoredPosition)
108
- this._anchoredPosition = new Vector2();
109
- // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
110
- // perhaps we can also just manually check the few properties in the update loops?
111
- // TODO: check if value actually changed, this is called on assignment
112
- onChange(this, "_anchoredPosition", () => { this.markDirty(); });
113
- onChange(this, "sizeDelta", () => { this.markDirty(); });
114
- onChange(this, "pivot", () => { this.markDirty(); });
115
- onChange(this, "anchorMin", () => { this.markDirty(); });
116
- onChange(this, "anchorMax", () => { this.markDirty(); });
117
- }
118
- onEnable() {
119
- super.onEnable();
120
- if (!this.rectBlock)
121
- this.rectBlock = new Object3D();
122
- if (!this.lastMatrix)
123
- this.lastMatrix = new Matrix4();
124
- if (!this._lastAnchoring)
125
- this._lastAnchoring = new Vector2();
126
- if (!this._initialPosition)
127
- this._initialPosition = new Vector3();
128
- if (!this._anchoredPosition)
129
- this._anchoredPosition = new Vector2();
130
- this.addShadowComponent(this.rectBlock);
131
- this._transformNeedsUpdate = true;
132
- this.canvas?.registerTransform(this);
133
- // this.onApplyTransform("enable");
134
- }
135
- onDisable() {
136
- super.onDisable();
137
- this.removeShadowComponent();
138
- this.canvas?.unregisterTransform(this);
139
- }
140
- onParentRectTransformChanged(comp) {
141
- if (this._transformNeedsUpdate)
142
- return;
143
- // When the parent rect transform changes we have to to recalculate our transform
144
- this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
145
- }
146
- get isDirty() {
147
- if (!this._transformNeedsUpdate)
148
- this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
149
- return this._transformNeedsUpdate;
150
- }
151
- // private _copyMatrixAfterRender: boolean = false;
152
- markDirty() {
153
- if (this._transformNeedsUpdate)
154
- return;
155
- if (debugLayout)
156
- console.warn("RectTransform markDirty()", this.name);
157
- this._transformNeedsUpdate = true;
158
- // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
159
- // if we dont reset it here we get delayed layout updates
160
- this._lastUpdateFrame = -1;
161
- }
162
- /** Will update the transforms if it changed or is dirty */
163
- updateTransform() {
164
- // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
165
- const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
166
- if (transformChanged && this.canUpdate()) {
167
- this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
168
- }
169
- }
170
- canUpdate() {
171
- return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
172
- }
173
- onApplyTransform(reason) {
174
- // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
175
- if (this.context.time.frameCount === this._lastUpdateFrame)
176
- return;
177
- this._lastUpdateFrame = this.context.time.frameCount;
178
- const uiobject = this.shadowComponent;
179
- if (!uiobject)
180
- return;
181
- if (this.gameObject.parent)
182
- this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
183
- else
184
- this._parentRectTransform = undefined;
185
- this._transformNeedsUpdate = false;
186
- if (debugLayout)
187
- console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
188
- if (!this.isRoot()) {
189
- // Reset temp matrix
190
- uiobject.matrix.identity();
191
- uiobject.matrixAutoUpdate = false;
192
- // calc pivot and apply
193
- tempVec.set(0, 0, 0);
194
- this.applyPivot(tempVec);
195
- uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
196
- // calc rotation matrix and apply (we can skip this if it's not rotated)
197
- if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
198
- tempQuaternion.copy(this.gameObject.quaternion);
199
- tempQuaternion.x *= -1;
200
- tempQuaternion.z *= -1;
201
- tempMatrix.makeRotationFromQuaternion(tempQuaternion);
202
- uiobject.matrix.premultiply(tempMatrix);
203
- }
204
- // calc anchors and offset and apply
205
- tempVec.set(0, 0, 0);
206
- this.applyAnchoring(tempVec);
207
- if (this.canvas?.screenspace)
208
- tempVec.z += .1;
209
- else
210
- tempVec.z += .01;
211
- tempMatrix.identity();
212
- tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
213
- uiobject.matrix.premultiply(tempMatrix);
214
- // apply scale if necessary
215
- uiobject.matrix.scale(this.gameObject.scale);
216
- }
217
- else {
218
- // We have to rotate the canvas when it's in worldspace
219
- const canvas = this.Root;
220
- if (!canvas.screenspace)
221
- uiobject.rotation.y = Math.PI;
222
- }
223
- this.lastMatrix.copy(this.gameObject.matrix);
224
- // iterate other components on this object that might need to know about the transform change
225
- // e.g. Graphic components should update their width and height
226
- const includeChildren = true;
227
- for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
228
- if (comp === this)
229
- continue;
230
- if (!comp.activeAndEnabled)
231
- continue;
232
- const callback = comp;
233
- if (callback.onParentRectTransformChanged) {
234
- // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
235
- callback.onParentRectTransformChanged(this);
236
- }
237
- }
238
- // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
239
- }
240
- // onAfterRender() {
241
- // if (this._copyMatrixAfterRender) {
242
- // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
243
- // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
244
- // }
245
- // }
246
- _lastAnchoring;
247
- /** applies the position offset to the passed in vector */
248
- applyAnchoring(pos) {
249
- if (!this._lastAnchoring)
250
- this._lastAnchoring = new Vector2();
251
- const diff = this._lastAnchoring.sub(this._anchoredPosition);
252
- this.gameObject.position.x += diff.x;
253
- this.gameObject.position.y += diff.y;
254
- this._lastAnchoring.copy(this._anchoredPosition);
255
- pos.x += (this._initialPosition.x - this.gameObject.position.x);
256
- pos.y += (this._initialPosition.y - this.gameObject.position.y);
257
- pos.z += (this._initialPosition.z - this.gameObject.position.z);
258
- const parent = this._parentRectTransform;
259
- if (parent) {
260
- // Calculate vertical offset
261
- let oy = 0;
262
- const vert = 1 - this.anchorMax.y - this.anchorMin.y;
263
- oy -= (parent.height * .5) * vert;
264
- pos.y += oy;
265
- // calculate horizontal offset
266
- let ox = 0;
267
- const horz = 1 - this.anchorMax.x - this.anchorMin.x;
268
- ox -= (parent.width * .5) * horz;
269
- pos.x += ox;
270
- }
271
- }
272
- /** applies the pivot offset to the passed in vector */
273
- applyPivot(vec) {
274
- if (this.pivot && !this.isRoot()) {
275
- const pv = this.pivot.x - .5;
276
- vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
277
- const ph = this.pivot.y - .5;
278
- vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
279
- }
280
- }
281
- getBasicOptions() {
282
- // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
283
- // ThreeMeshUI.DefaultValues.set({
284
- // backgroundOpacity: 1,
285
- // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
286
- // borderRadius: 0,
287
- // borderOpacity: 0,
288
- // })
289
- const opts = {
290
- width: this.sizeDelta.x,
291
- height: this.sizeDelta.y,
292
- offset: 0,
293
- backgroundOpacity: 0,
294
- borderWidth: 0,
295
- borderRadius: 0,
296
- borderOpacity: 0,
297
- letterSpacing: -0.03,
298
- // justifyContent: 'center',
299
- // alignItems: 'center',
300
- // alignContent: 'center',
301
- // backgroundColor: new Color(1, 1, 1),
302
- };
303
- this.ensureValidSize(opts);
304
- return opts;
305
- }
306
- // e.g. when a transform has the size 0,0 we still want to render the text
307
- ensureValidSize(opts, fallbackWidth = 0.0001) {
308
- if (opts.width <= 0) {
309
- opts.width = fallbackWidth;
310
- }
311
- if (opts.height <= 0)
312
- opts.height = 0.0001;
313
- return opts;
314
- }
315
- _createdBlocks = [];
316
- _createdTextBlocks = [];
317
- createNewBlock(opts) {
318
- opts = {
319
- ...this.getBasicOptions(),
320
- ...opts
321
- };
322
- if (debug)
323
- console.log(this.name, opts);
324
- const block = new ThreeMeshUI.Block(opts);
325
- this._createdBlocks.push(block);
326
- return block;
327
- }
328
- createNewText(opts) {
329
- if (debug)
330
- console.log(opts);
331
- opts = {
332
- ...this.getBasicOptions(),
333
- ...opts,
334
- };
335
- if (debug)
336
- console.log(this.name, opts);
337
- const block = new ThreeMeshUI.Text(opts);
338
- this._createdTextBlocks.push(block);
339
- return block;
340
- }
341
- }
342
- __decorate([
343
- serializable(Vector2)
344
- ], RectTransform.prototype, "anchoredPosition", null);
345
- __decorate([
346
- serializable(Vector2)
347
- ], RectTransform.prototype, "sizeDelta", void 0);
348
- __decorate([
349
- serializable(Vector2)
350
- ], RectTransform.prototype, "pivot", void 0);
351
- __decorate([
352
- serializable(Vector2)
353
- ], RectTransform.prototype, "anchorMin", void 0);
354
- __decorate([
355
- serializable(Vector2)
356
- ], RectTransform.prototype, "anchorMax", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
8
+ import * as ThreeMeshUI from 'three-mesh-ui';
9
+ import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
10
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
11
+ import { getParam } from "../../engine/engine_utils.js";
12
+ import { GameObject } from '../Component.js';
13
+ import { BaseUIComponent } from "./BaseUIComponent.js";
14
+ import { onChange } from "./Utils.js";
15
+ const debug = getParam("debugui");
16
+ const debugLayout = getParam("debuguilayout");
17
+ export class Size {
18
+ width;
19
+ height;
20
+ }
21
+ export class Rect {
22
+ x;
23
+ y;
24
+ width;
25
+ height;
26
+ }
27
+ const tempVec = new Vector3();
28
+ const tempMatrix = new Matrix4();
29
+ const tempQuaternion = new Quaternion();
30
+ export class RectTransform extends BaseUIComponent {
31
+ get parent() {
32
+ return this._parentRectTransform;
33
+ }
34
+ // @serializable(Object3D)
35
+ // root? : Object3D;
36
+ get translation() { return this.gameObject.position; }
37
+ get rotation() { return this.gameObject.quaternion; }
38
+ get scale() { return this.gameObject.scale; }
39
+ _anchoredPosition;
40
+ get anchoredPosition() {
41
+ if (!this._anchoredPosition)
42
+ this._anchoredPosition = new Vector2();
43
+ return this._anchoredPosition;
44
+ }
45
+ set anchoredPosition(value) {
46
+ this._anchoredPosition = value;
47
+ }
48
+ sizeDelta = new Vector2(100, 100);
49
+ pivot = new Vector2(.5, .5);
50
+ anchorMin = new Vector2(0, 0);
51
+ anchorMax = new Vector2(1, 1);
52
+ // @serializable(Vector2)
53
+ // offsetMin: Vector2 = new Vector2(0, 0);
54
+ // @serializable(Vector2)
55
+ // offsetMax: Vector2 = new Vector2(0, 0);
56
+ /** Optional min width in pixel, set to undefined to disable it */
57
+ minWidth;
58
+ /** Optional min height in pixel, set to undefined to disable it */
59
+ minHeight;
60
+ get width() {
61
+ let width = this.sizeDelta.x;
62
+ if (this.anchorMin.x !== this.anchorMax.x) {
63
+ if (this._parentRectTransform) {
64
+ const parentWidth = this._parentRectTransform.width;
65
+ const anchorWidth = this.anchorMax.x - this.anchorMin.x;
66
+ width = parentWidth * anchorWidth;
67
+ width += this.sizeDelta.x;
68
+ }
69
+ }
70
+ if (this.minWidth !== undefined && width < this.minWidth)
71
+ return this.minWidth;
72
+ return width;
73
+ }
74
+ get height() {
75
+ let height = this.sizeDelta.y;
76
+ if (this.anchorMin.y !== this.anchorMax.y) {
77
+ if (this._parentRectTransform) {
78
+ const parentHeight = this._parentRectTransform.height;
79
+ const anchorHeight = this.anchorMax.y - this.anchorMin.y;
80
+ height = parentHeight * anchorHeight;
81
+ height += this.sizeDelta.y;
82
+ }
83
+ }
84
+ if (this.minHeight !== undefined && height < this.minHeight)
85
+ return this.minHeight;
86
+ return height;
87
+ }
88
+ // private lastMatrixWorld!: Matrix4;
89
+ lastMatrix;
90
+ rectBlock;
91
+ _transformNeedsUpdate = false;
92
+ _initialPosition;
93
+ _parentRectTransform;
94
+ _lastUpdateFrame = -1;
95
+ awake() {
96
+ super.awake();
97
+ this._lastUpdateFrame = -1;
98
+ this._parentRectTransform = undefined;
99
+ this.rectBlock = new Object3D();
100
+ this.rectBlock.name = this.name;
101
+ this.lastMatrix = new Matrix4();
102
+ this._lastAnchoring = null;
103
+ // TODO: get rid of the initial position
104
+ this._initialPosition = this.gameObject.position.clone();
105
+ this._initialPosition.z = 0;
106
+ // this is required if an animator animated the transform anchoring
107
+ if (!this._anchoredPosition)
108
+ this._anchoredPosition = new Vector2();
109
+ // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
110
+ // perhaps we can also just manually check the few properties in the update loops?
111
+ // TODO: check if value actually changed, this is called on assignment
112
+ onChange(this, "_anchoredPosition", () => { this.markDirty(); });
113
+ onChange(this, "sizeDelta", () => { this.markDirty(); });
114
+ onChange(this, "pivot", () => { this.markDirty(); });
115
+ onChange(this, "anchorMin", () => { this.markDirty(); });
116
+ onChange(this, "anchorMax", () => { this.markDirty(); });
117
+ }
118
+ onEnable() {
119
+ super.onEnable();
120
+ if (!this.rectBlock)
121
+ this.rectBlock = new Object3D();
122
+ if (!this.lastMatrix)
123
+ this.lastMatrix = new Matrix4();
124
+ if (!this._lastAnchoring)
125
+ this._lastAnchoring = new Vector2();
126
+ if (!this._initialPosition)
127
+ this._initialPosition = new Vector3();
128
+ if (!this._anchoredPosition)
129
+ this._anchoredPosition = new Vector2();
130
+ this.addShadowComponent(this.rectBlock);
131
+ this._transformNeedsUpdate = true;
132
+ this.canvas?.registerTransform(this);
133
+ // this.onApplyTransform("enable");
134
+ }
135
+ onDisable() {
136
+ super.onDisable();
137
+ this.removeShadowComponent();
138
+ this.canvas?.unregisterTransform(this);
139
+ }
140
+ onParentRectTransformChanged(comp) {
141
+ if (this._transformNeedsUpdate)
142
+ return;
143
+ // When the parent rect transform changes we have to to recalculate our transform
144
+ this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
145
+ }
146
+ get isDirty() {
147
+ if (!this._transformNeedsUpdate)
148
+ this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
149
+ return this._transformNeedsUpdate;
150
+ }
151
+ // private _copyMatrixAfterRender: boolean = false;
152
+ markDirty() {
153
+ if (this._transformNeedsUpdate)
154
+ return;
155
+ if (debugLayout)
156
+ console.warn("RectTransform markDirty()", this.name);
157
+ this._transformNeedsUpdate = true;
158
+ // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
159
+ // if we dont reset it here we get delayed layout updates
160
+ this._lastUpdateFrame = -1;
161
+ }
162
+ /** Will update the transforms if it changed or is dirty */
163
+ updateTransform() {
164
+ // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
165
+ const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
166
+ if (transformChanged && this.canUpdate()) {
167
+ this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
168
+ }
169
+ }
170
+ canUpdate() {
171
+ return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
172
+ }
173
+ onApplyTransform(reason) {
174
+ // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
175
+ if (this.context.time.frameCount === this._lastUpdateFrame)
176
+ return;
177
+ this._lastUpdateFrame = this.context.time.frameCount;
178
+ const uiobject = this.shadowComponent;
179
+ if (!uiobject)
180
+ return;
181
+ if (this.gameObject.parent)
182
+ this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
183
+ else
184
+ this._parentRectTransform = undefined;
185
+ this._transformNeedsUpdate = false;
186
+ if (debugLayout)
187
+ console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
188
+ if (!this.isRoot()) {
189
+ // Reset temp matrix
190
+ uiobject.matrix.identity();
191
+ uiobject.matrixAutoUpdate = false;
192
+ // calc pivot and apply
193
+ tempVec.set(0, 0, 0);
194
+ this.applyPivot(tempVec);
195
+ uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
196
+ // calc rotation matrix and apply (we can skip this if it's not rotated)
197
+ if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
198
+ tempQuaternion.copy(this.gameObject.quaternion);
199
+ tempQuaternion.x *= -1;
200
+ tempQuaternion.z *= -1;
201
+ tempMatrix.makeRotationFromQuaternion(tempQuaternion);
202
+ uiobject.matrix.premultiply(tempMatrix);
203
+ }
204
+ // calc anchors and offset and apply
205
+ tempVec.set(0, 0, 0);
206
+ this.applyAnchoring(tempVec);
207
+ if (this.canvas?.screenspace)
208
+ tempVec.z += .1;
209
+ else
210
+ tempVec.z += .01;
211
+ tempMatrix.identity();
212
+ tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
213
+ uiobject.matrix.premultiply(tempMatrix);
214
+ // apply scale if necessary
215
+ uiobject.matrix.scale(this.gameObject.scale);
216
+ }
217
+ else {
218
+ // We have to rotate the canvas when it's in worldspace
219
+ const canvas = this.Root;
220
+ if (!canvas.screenspace)
221
+ uiobject.rotation.y = Math.PI;
222
+ }
223
+ this.lastMatrix.copy(this.gameObject.matrix);
224
+ // iterate other components on this object that might need to know about the transform change
225
+ // e.g. Graphic components should update their width and height
226
+ const includeChildren = true;
227
+ for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
228
+ if (comp === this)
229
+ continue;
230
+ if (!comp.activeAndEnabled)
231
+ continue;
232
+ const callback = comp;
233
+ if (callback.onParentRectTransformChanged) {
234
+ // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
235
+ callback.onParentRectTransformChanged(this);
236
+ }
237
+ }
238
+ // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
239
+ }
240
+ // onAfterRender() {
241
+ // if (this._copyMatrixAfterRender) {
242
+ // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
243
+ // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
244
+ // }
245
+ // }
246
+ _lastAnchoring;
247
+ /** applies the position offset to the passed in vector */
248
+ applyAnchoring(pos) {
249
+ if (!this._lastAnchoring)
250
+ this._lastAnchoring = new Vector2();
251
+ const diff = this._lastAnchoring.sub(this._anchoredPosition);
252
+ this.gameObject.position.x += diff.x;
253
+ this.gameObject.position.y += diff.y;
254
+ this._lastAnchoring.copy(this._anchoredPosition);
255
+ pos.x += (this._initialPosition.x - this.gameObject.position.x);
256
+ pos.y += (this._initialPosition.y - this.gameObject.position.y);
257
+ pos.z += (this._initialPosition.z - this.gameObject.position.z);
258
+ const parent = this._parentRectTransform;
259
+ if (parent) {
260
+ // Calculate vertical offset
261
+ let oy = 0;
262
+ const vert = 1 - this.anchorMax.y - this.anchorMin.y;
263
+ oy -= (parent.height * .5) * vert;
264
+ pos.y += oy;
265
+ // calculate horizontal offset
266
+ let ox = 0;
267
+ const horz = 1 - this.anchorMax.x - this.anchorMin.x;
268
+ ox -= (parent.width * .5) * horz;
269
+ pos.x += ox;
270
+ }
271
+ }
272
+ /** applies the pivot offset to the passed in vector */
273
+ applyPivot(vec) {
274
+ if (this.pivot && !this.isRoot()) {
275
+ const pv = this.pivot.x - .5;
276
+ vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
277
+ const ph = this.pivot.y - .5;
278
+ vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
279
+ }
280
+ }
281
+ getBasicOptions() {
282
+ // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
283
+ // ThreeMeshUI.DefaultValues.set({
284
+ // backgroundOpacity: 1,
285
+ // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
286
+ // borderRadius: 0,
287
+ // borderOpacity: 0,
288
+ // })
289
+ const opts = {
290
+ width: this.sizeDelta.x,
291
+ height: this.sizeDelta.y,
292
+ offset: 0,
293
+ backgroundOpacity: 0,
294
+ borderWidth: 0,
295
+ borderRadius: 0,
296
+ borderOpacity: 0,
297
+ letterSpacing: -0.03,
298
+ // justifyContent: 'center',
299
+ // alignItems: 'center',
300
+ // alignContent: 'center',
301
+ // backgroundColor: new Color(1, 1, 1),
302
+ };
303
+ this.ensureValidSize(opts);
304
+ return opts;
305
+ }
306
+ // e.g. when a transform has the size 0,0 we still want to render the text
307
+ ensureValidSize(opts, fallbackWidth = 0.0001) {
308
+ if (opts.width <= 0) {
309
+ opts.width = fallbackWidth;
310
+ }
311
+ if (opts.height <= 0)
312
+ opts.height = 0.0001;
313
+ return opts;
314
+ }
315
+ _createdBlocks = [];
316
+ _createdTextBlocks = [];
317
+ createNewBlock(opts) {
318
+ opts = {
319
+ ...this.getBasicOptions(),
320
+ ...opts
321
+ };
322
+ if (debug)
323
+ console.log(this.name, opts);
324
+ const block = new ThreeMeshUI.Block(opts);
325
+ this._createdBlocks.push(block);
326
+ return block;
327
+ }
328
+ createNewText(opts) {
329
+ if (debug)
330
+ console.log(opts);
331
+ opts = {
332
+ ...this.getBasicOptions(),
333
+ ...opts,
334
+ };
335
+ if (debug)
336
+ console.log(this.name, opts);
337
+ const block = new ThreeMeshUI.Text(opts);
338
+ this._createdTextBlocks.push(block);
339
+ return block;
340
+ }
341
+ }
342
+ __decorate([
343
+ serializable(Vector2)
344
+ ], RectTransform.prototype, "anchoredPosition", null);
345
+ __decorate([
346
+ serializable(Vector2)
347
+ ], RectTransform.prototype, "sizeDelta", void 0);
348
+ __decorate([
349
+ serializable(Vector2)
350
+ ], RectTransform.prototype, "pivot", void 0);
351
+ __decorate([
352
+ serializable(Vector2)
353
+ ], RectTransform.prototype, "anchorMin", void 0);
354
+ __decorate([
355
+ serializable(Vector2)
356
+ ], RectTransform.prototype, "anchorMax", void 0);
357
357
  //# sourceMappingURL=RectTransform.js.map