@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
@@ -1,474 +1,474 @@
1
- import { Color, CompressedTexture, Euler, LinearSRGBColorSpace, Object3D, RGBAFormat, Texture, WebGLRenderTarget } from "three";
2
-
3
- import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
4
- import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
- import { CallInfo, EventList } from "../engine-components/EventList.js";
6
- import { AssetReference } from "./engine_addressables.js";
7
- import { debugExtension } from "./engine_default_parameters.js";
8
- import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
- import { RenderTexture } from "./engine_texture.js";
10
- import { IComponent } from "./engine_types.js";
11
- import { resolveUrl } from "./engine_utils.js";
12
- import { RGBAColor } from "./js-extensions/index.js";
13
-
14
- // export class SourcePath {
15
- // src?:string
16
- // };
17
-
18
- // class SourcePathSerializer extends TypeSerializer{
19
- // constructor(){
20
- // super(SourcePath);
21
- // }
22
- // onDeserialize(data: any, _context: SerializationContext) {
23
- // if(data.src && typeof data.src === "string"){
24
- // return data.src;
25
- // }
26
- // }
27
- // onSerialize(_data: any, _context: SerializationContext) {
28
-
29
- // }
30
- // }
31
- // new SourcePathSerializer();
32
-
33
- class ColorSerializer extends TypeSerializer {
34
- constructor() {
35
- super([Color, RGBAColor], "ColorSerializer")
36
- }
37
- onDeserialize(data: any): Color | RGBAColor | void {
38
- if (data === undefined || data === null) return;
39
- if (data.a !== undefined) {
40
- return new RGBAColor(data.r, data.g, data.b, data.a);
41
- }
42
- else if (data.alpha !== undefined) {
43
- return new RGBAColor(data.r, data.g, data.b, data.alpha);
44
- }
45
- return new Color(data.r, data.g, data.b);
46
- }
47
- onSerialize(data: any): any | void {
48
- if (data === undefined || data === null) return;
49
- if (data.a !== undefined)
50
- return { r: data.r, g: data.g, b: data.b, a: data.a }
51
- else
52
- return { r: data.r, g: data.g, b: data.b }
53
- }
54
- }
55
- export const colorSerializer = new ColorSerializer();
56
-
57
- class EulerSerializer extends TypeSerializer {
58
- constructor() {
59
- super([Euler], "EulerSerializer");
60
- }
61
- onDeserialize(data: any, _context: SerializationContext) {
62
- if (data === undefined || data === null) return undefined;
63
- if (data.order) {
64
- return new Euler(data.x, data.y, data.z, data.order);
65
- }
66
- else if (data.x != undefined) {
67
- return new Euler(data.x, data.y, data.z);
68
- }
69
- return undefined;
70
- }
71
- onSerialize(data: any, _context: SerializationContext) {
72
- return { x: data.x, y: data.y, z: data.z, order: data.order };
73
- }
74
- }
75
- export const euler = new EulerSerializer();
76
-
77
- declare type ObjectData = {
78
- node?: number;
79
- guid?: string;
80
- }
81
- class ObjectSerializer extends TypeSerializer {
82
- constructor() {
83
- super(Object3D, "ObjectSerializer");
84
- }
85
-
86
- onSerialize(data: any, context: SerializationContext) {
87
- if (context.objectToNode !== undefined && data.uuid) {
88
- const node = context.objectToNode[data.uuid];
89
- if (debugExtension)
90
- console.log(node, data.name, data.uuid);
91
- return { node: node }
92
- }
93
- return undefined;
94
- }
95
-
96
- onDeserialize(data: ObjectData | string | null, context: SerializationContext) {
97
-
98
- if (typeof data === "string") {
99
- if (data.endsWith(".glb") || data.endsWith(".gltf")) {
100
- // If the @serializable([Object3D, AssetReference]) looks like this we don't need to warn here. This is the case e.g. with SyncedCamera referencing a scene
101
- if (context.serializable instanceof Array) {
102
- if (context.serializable.includes(AssetReference)) return undefined;
103
- }
104
- if (isDevEnvironment())
105
- showBalloonWarning("Detected wrong usage of @serializable with Object3D or GameObject. Instead you should use AssetReference here! Please see the console for details.");
106
- const scriptname = context.target?.constructor?.name;
107
- console.warn(`Wrong usage of @serializable detected in your script \"${scriptname}\"\n\nIt looks like you used @serializable(Object3D) or @serializable(GameObject) for a prefab or scene reference which is exported to a separate glTF file.\n\nTo fix this please change your code to:\n\n@serializable(AssetReference)\n${context.path}! : AssetReference;\n\0`);
108
- }
109
- // ACTUALLY: this is already handled by the extension_utils where we resolve json pointers recursively
110
- // if(data.startsWith("/nodes/")){
111
- // const node = parseInt(data.substring("/nodes/".length));
112
- // if (context.nodeToObject) {
113
- // const res = context.nodeToObject[node];
114
- // if (debugExtension)
115
- // console.log("Deserialized object reference?", data, res, context?.nodeToObject);
116
- // if (!res) console.warn("Did not find node: " + data, context.nodeToObject, context.object);
117
- // return res;
118
- // }
119
- // }
120
- return undefined;
121
- }
122
-
123
- if (data) {
124
- if (data.node !== undefined && context.nodeToObject) {
125
- const res = context.nodeToObject[data.node];
126
- if (debugExtension)
127
- console.log("Deserialized object reference?", data, res, context?.nodeToObject);
128
- if (!res) console.warn("Did not find node: " + data.node, context.nodeToObject, context.object);
129
- return res;
130
- }
131
- else if (data.guid) {
132
- if (!context.context) {
133
- console.error("Missing context");
134
- return undefined;
135
- }
136
- // it is possible that the object is not yet loaded
137
- // e.g. if we have a scene with multiple gltf files and the first gltf references something in the second gltf
138
- // we need a way to wait for all components to be created before we can resolve those references
139
- // independent of order of loading
140
- let res: GameObject | Behaviour | undefined | null = undefined;
141
- // first try to search in the current gltf scene (if any)
142
- const gltfScene = context.gltf?.scene;
143
- if (gltfScene) {
144
- res = GameObject.findByGuid(data.guid, gltfScene);
145
- }
146
- // if not found, search in the whole scene
147
- if (!res) {
148
- res = GameObject.findByGuid(data.guid, context.context.scene);
149
- }
150
- if (!res) {
151
- if (isDevEnvironment() || debugExtension)
152
- console.warn("Could not resolve object reference", context.path, data, context.target, context.context.scene);
153
- data["could_not_resolve"] = true;
154
- }
155
- else {
156
- if (res && (res as IComponent).isComponent === true) {
157
- if(debugExtension) console.warn("Deserialized object reference is a component");
158
- res = (res as IComponent).gameObject;
159
- }
160
- if (debugExtension)
161
- console.log("Deserialized object reference?", data, res, context?.nodeToObject);
162
- }
163
- return res;
164
- }
165
- }
166
- return undefined;
167
- }
168
- }
169
- export const objectSerializer = new ObjectSerializer();
170
-
171
-
172
- class ComponentSerializer extends TypeSerializer {
173
-
174
- constructor() {
175
- super([Component, Behaviour], "ComponentSerializer");
176
- }
177
-
178
- onSerialize(data: any, _context: SerializationContext) {
179
- if (data?.guid) {
180
- return { guid: data.guid }
181
- }
182
- return undefined;
183
- }
184
-
185
- onDeserialize(data: any, context: SerializationContext) {
186
- if (data?.guid) {
187
-
188
- // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
189
- if (data.___persistentAsset) {
190
- if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
191
- return undefined;
192
- }
193
-
194
- const currentPath = context.path;
195
- // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
196
- // because here the components are created but dont have their former guid assigned
197
- // and will later in the stack just get a newly generated guid
198
- if (debugExtension)
199
- console.log(data.guid, context.root, context.object, context.target);
200
- // first search within the gltf (e.g. necessary when using AssetReference and loading a gltf without adding it to the scene)
201
- // if we would search JUST the scene those references would NEVER be resolved
202
- let res = this.findObjectForGuid(data.guid, context.root);
203
- if (res) {
204
- return res;
205
- }
206
- if (context.context) {
207
- // if not found within the gltf use the provided context scene
208
- // to find references outside
209
- res = this.findObjectForGuid(data.guid, context.context?.scene);
210
- if (res) return res;
211
- }
212
- if (isDevEnvironment() || debugExtension) {
213
- console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
214
- }
215
- data["could_not_resolve"] = true;
216
- return undefined;
217
- }
218
- // if (data?.node !== undefined && context.nodeToObject) {
219
- // return context.nodeToObject[data.node];
220
- // }
221
- return undefined;
222
- }
223
-
224
- findObjectForGuid(guid: string, root: Object3D): any {
225
- // recursively search root
226
- // need to check the root object too
227
- if (root["guid"] === guid) return root;
228
-
229
- const res = GameObject.foreachComponent(root, (c) => {
230
- if (c.guid === guid) return c;
231
- return undefined;
232
- }, false);
233
- if (res !== undefined)
234
- return res;
235
-
236
- // if not found, search in children
237
- for (let i = 0; i < root.children.length; i++) {
238
- const child = root.children[i];
239
- const res = this.findObjectForGuid(guid, child);
240
- if (res) return res;
241
- }
242
- }
243
- }
244
- export const componentSerializer = new ComponentSerializer();
245
-
246
-
247
- declare class EventListData {
248
- type: string;
249
- calls: Array<EventListCall>;
250
- }
251
- declare type EventListCall = {
252
- method: string,
253
- target: string,
254
- argument?: any,
255
- arguments?: Array<any>,
256
- enabled?: boolean,
257
- }
258
-
259
- const $eventListDebugInfo = Symbol("eventListDebugInfo");
260
-
261
- class EventListSerializer extends TypeSerializer {
262
- constructor() {
263
- super([EventList]);
264
- }
265
-
266
- onSerialize(_data: EventList<any>, _context: SerializationContext): EventListData | undefined {
267
- console.log("TODO: SERIALIZE EVENT");
268
- return undefined;
269
- }
270
-
271
- onDeserialize(data: EventListData, context: SerializationContext): EventList<any> | undefined | null {
272
- // TODO: check that we dont accidentally deserialize methods to EventList objects. This is here to make is easy for react-three-fiber to just add props as { () => { } }
273
- if (typeof data === "function") {
274
- const evtList = new EventList([new CallInfo(data, null, [], true)]);
275
- return evtList;
276
- }
277
- else if (data && data.type === "EventList") {
278
- if (debugExtension)
279
- console.log("DESERIALIZE EVENT", data);
280
- const fns = new Array<CallInfo>();
281
- if (data.calls && Array.isArray(data.calls)) {
282
- for (const call of data.calls) {
283
- if (debugExtension)
284
- console.log(call);
285
- let target = componentSerializer.findObjectForGuid(call.target, context.root);
286
- // if the object is not found in the current glb try find it in the whole scene
287
- if (!target && context.context?.scene) {
288
- target = componentSerializer.findObjectForGuid(call.target, context.context?.scene);
289
- }
290
- const hasMethod = call.method?.length > 0;
291
- if (target && hasMethod) {
292
- const printWarningMethodNotFound = () => {
293
- const uppercaseMethodName = call.method[0].toUpperCase() + call.method.slice(1);
294
- if (typeof target[uppercaseMethodName] === "function") {
295
- console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}. Please rename ${call.method} to ${uppercaseMethodName}?\n`, target[uppercaseMethodName], "\n in script: ", target);
296
- showBalloonWarning("EventList methods must start with lowercase letter, see console for details");
297
- return;
298
- }
299
- else {
300
- console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}`, target, typeof target[call.method]);
301
- }
302
- }
303
- const method = target[call.method];
304
- if (typeof method !== "function") {
305
- let foundMethod = false;
306
- let currentPrototype = target;
307
- // test if the target method is actually a property setter
308
- while (currentPrototype) {
309
- const desc = Object.getOwnPropertyDescriptor(currentPrototype, call.method);
310
- if (desc && (desc.writable === true || desc.set)) {
311
- foundMethod = true;
312
- break;
313
- }
314
- currentPrototype = Object.getPrototypeOf(currentPrototype);
315
- }
316
- if (!foundMethod && (isDevEnvironment() || debugExtension))
317
- printWarningMethodNotFound();
318
- }
319
- }
320
-
321
- function deserializeArgument(arg: any) {
322
- if (typeof arg === "object") {
323
- // Try to deserialize the call argument to either a object or a component reference
324
- let argRes = objectSerializer.onDeserialize(arg, context);
325
- if (!argRes) argRes = componentSerializer.onDeserialize(arg, context);
326
- if (argRes) return argRes;
327
- }
328
- return arg;
329
- }
330
-
331
- if (target) {
332
- let args = call.argument;
333
- if (args !== undefined) {
334
- args = deserializeArgument(args);
335
- }
336
- else if (call.arguments !== undefined) {
337
- args = call.arguments.map(deserializeArgument);
338
- }
339
- const method = target[call.method];
340
- if (!method) {
341
- console.warn(`EventList method not found: \"${call.method}\" on ${target?.name}`);
342
- }
343
- else {
344
- if (args !== undefined && !Array.isArray(args)) {
345
- args = [args];
346
- }
347
- // This is the final method we pass to the call info (or undefined if the method couldnt be resolved)
348
- // const eventMethod = hasMethod ? this.createEventMethod(target, call.method, args) : undefined;
349
- const fn = new CallInfo(target, call.method, args, call.enabled);
350
- fns.push(fn);
351
- }
352
- }
353
- else if (isDevEnvironment()) {
354
- console.warn("[Debug] EventList: Could not find event listener in scene", call, context.object, data);
355
- }
356
- }
357
- }
358
- const evt = new EventList(fns);
359
-
360
- if (debugExtension)
361
- console.log(evt);
362
-
363
- const eventListOwner = context.target;
364
- if (eventListOwner !== undefined && context.path !== undefined) {
365
- evt.setEventTarget(context.path, eventListOwner);
366
- }
367
-
368
- return evt;
369
- }
370
- return undefined;
371
- }
372
-
373
- // private createEventMethod(target: object, methodName: string, args?: any): Function | undefined {
374
-
375
- // return function (...forwardedArgs: any[]) {
376
- // const method = target[methodName];
377
- // if (typeof method === "function") {
378
- // if (args !== undefined) {
379
- // // we now have support for creating event methods with multiple arguments
380
- // // an argument can not be an array right now - so if we receive an array we assume it's the array of arguments that we want to call the method with
381
- // // this means ["test", true] will invoke the method like this: myFunction("test", true)
382
- // if (Array.isArray(args))
383
- // method?.call(target, ...args);
384
- // // in any other case (when we just have one argument) we just call the method with the argument
385
- // // we can not use ...args by default becaue that would break string arguments (it would then just use the first character)
386
- // else
387
- // method?.call(target, args);
388
- // }
389
- // else // support invoking EventList with any number of arguments (if none were declared in unity)
390
- // method?.call(target, ...forwardedArgs);
391
- // }
392
- // else // the target "method" can be a property too
393
- // {
394
- // target[methodName] = args;
395
- // }
396
- // };
397
- // }
398
- }
399
- export const eventListSerializer = new EventListSerializer();
400
-
401
-
402
- /** Map<Clone, Original> texture. This is used for compressed textures (or when the GLTFLoader is cloning RenderTextures)
403
- * It's a weak map so we don't have to worry about memory leaks
404
- */
405
- const cloneOriginalMap = new WeakMap<Texture, Texture>();
406
- const textureClone = Texture.prototype.clone;
407
- Texture.prototype.clone = function () {
408
- const clone = textureClone.call(this);
409
- if (!cloneOriginalMap.has(clone)) {
410
- cloneOriginalMap.set(clone, this);
411
- }
412
- return clone;
413
- }
414
-
415
- export class RenderTextureSerializer extends TypeSerializer {
416
- constructor() {
417
- super([RenderTexture, WebGLRenderTarget]);
418
- }
419
-
420
- onSerialize(_data: any, _context: SerializationContext) {
421
- }
422
-
423
- onDeserialize(data: any, context: SerializationContext) {
424
- if (data instanceof Texture && context.type === RenderTexture) {
425
- let tex = data as Texture;
426
- // If this is a cloned render texture we want to map it back to the original texture
427
- // See https://linear.app/needle/issue/NE-5530
428
- if (cloneOriginalMap.has(tex)) {
429
- const original = cloneOriginalMap.get(tex)!;
430
- tex = original;
431
- }
432
- tex.isRenderTargetTexture = true;
433
- tex.flipY = true;
434
- tex.offset.y = 1;
435
- tex.repeat.y = -1;
436
- tex.needsUpdate = true;
437
- // when we have a compressed texture using mipmaps causes error in threejs because the bindframebuffer call will then try to set an array of framebuffers https://linear.app/needle/issue/NE-4294
438
- tex.mipmaps = [];
439
- if (tex instanceof CompressedTexture) {
440
- //@ts-ignore
441
- tex["isCompressedTexture"] = false;
442
- //@ts-ignore
443
- tex.format = RGBAFormat;
444
- }
445
-
446
- const rt = new RenderTexture(tex.image.width, tex.image.height, {
447
- colorSpace: LinearSRGBColorSpace,
448
- });
449
- rt.texture = tex;
450
- return rt;
451
- }
452
- return undefined;
453
- }
454
- }
455
- new RenderTextureSerializer();
456
-
457
-
458
- export class UriSerializer extends TypeSerializer {
459
- constructor() {
460
- super([URL]);
461
- }
462
-
463
- onSerialize(_data: string, _context: SerializationContext) {
464
- return null;
465
- }
466
-
467
- onDeserialize(data: string, _context: SerializationContext) {
468
- if (typeof data === "string" && data.length > 0) {
469
- return resolveUrl(_context.gltfId, data);
470
- }
471
- return undefined;
472
- }
473
- }
1
+ import { Color, CompressedTexture, Euler, LinearSRGBColorSpace, Object3D, RGBAFormat, Texture, WebGLRenderTarget } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
4
+ import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
+ import { CallInfo, EventList } from "../engine-components/EventList.js";
6
+ import { AssetReference } from "./engine_addressables.js";
7
+ import { debugExtension } from "./engine_default_parameters.js";
8
+ import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
+ import { RenderTexture } from "./engine_texture.js";
10
+ import { IComponent } from "./engine_types.js";
11
+ import { resolveUrl } from "./engine_utils.js";
12
+ import { RGBAColor } from "./js-extensions/index.js";
13
+
14
+ // export class SourcePath {
15
+ // src?:string
16
+ // };
17
+
18
+ // class SourcePathSerializer extends TypeSerializer{
19
+ // constructor(){
20
+ // super(SourcePath);
21
+ // }
22
+ // onDeserialize(data: any, _context: SerializationContext) {
23
+ // if(data.src && typeof data.src === "string"){
24
+ // return data.src;
25
+ // }
26
+ // }
27
+ // onSerialize(_data: any, _context: SerializationContext) {
28
+
29
+ // }
30
+ // }
31
+ // new SourcePathSerializer();
32
+
33
+ class ColorSerializer extends TypeSerializer {
34
+ constructor() {
35
+ super([Color, RGBAColor], "ColorSerializer")
36
+ }
37
+ onDeserialize(data: any): Color | RGBAColor | void {
38
+ if (data === undefined || data === null) return;
39
+ if (data.a !== undefined) {
40
+ return new RGBAColor(data.r, data.g, data.b, data.a);
41
+ }
42
+ else if (data.alpha !== undefined) {
43
+ return new RGBAColor(data.r, data.g, data.b, data.alpha);
44
+ }
45
+ return new Color(data.r, data.g, data.b);
46
+ }
47
+ onSerialize(data: any): any | void {
48
+ if (data === undefined || data === null) return;
49
+ if (data.a !== undefined)
50
+ return { r: data.r, g: data.g, b: data.b, a: data.a }
51
+ else
52
+ return { r: data.r, g: data.g, b: data.b }
53
+ }
54
+ }
55
+ export const colorSerializer = new ColorSerializer();
56
+
57
+ class EulerSerializer extends TypeSerializer {
58
+ constructor() {
59
+ super([Euler], "EulerSerializer");
60
+ }
61
+ onDeserialize(data: any, _context: SerializationContext) {
62
+ if (data === undefined || data === null) return undefined;
63
+ if (data.order) {
64
+ return new Euler(data.x, data.y, data.z, data.order);
65
+ }
66
+ else if (data.x != undefined) {
67
+ return new Euler(data.x, data.y, data.z);
68
+ }
69
+ return undefined;
70
+ }
71
+ onSerialize(data: any, _context: SerializationContext) {
72
+ return { x: data.x, y: data.y, z: data.z, order: data.order };
73
+ }
74
+ }
75
+ export const euler = new EulerSerializer();
76
+
77
+ declare type ObjectData = {
78
+ node?: number;
79
+ guid?: string;
80
+ }
81
+ class ObjectSerializer extends TypeSerializer {
82
+ constructor() {
83
+ super(Object3D, "ObjectSerializer");
84
+ }
85
+
86
+ onSerialize(data: any, context: SerializationContext) {
87
+ if (context.objectToNode !== undefined && data.uuid) {
88
+ const node = context.objectToNode[data.uuid];
89
+ if (debugExtension)
90
+ console.log(node, data.name, data.uuid);
91
+ return { node: node }
92
+ }
93
+ return undefined;
94
+ }
95
+
96
+ onDeserialize(data: ObjectData | string | null, context: SerializationContext) {
97
+
98
+ if (typeof data === "string") {
99
+ if (data.endsWith(".glb") || data.endsWith(".gltf")) {
100
+ // If the @serializable([Object3D, AssetReference]) looks like this we don't need to warn here. This is the case e.g. with SyncedCamera referencing a scene
101
+ if (context.serializable instanceof Array) {
102
+ if (context.serializable.includes(AssetReference)) return undefined;
103
+ }
104
+ if (isDevEnvironment())
105
+ showBalloonWarning("Detected wrong usage of @serializable with Object3D or GameObject. Instead you should use AssetReference here! Please see the console for details.");
106
+ const scriptname = context.target?.constructor?.name;
107
+ console.warn(`Wrong usage of @serializable detected in your script \"${scriptname}\"\n\nIt looks like you used @serializable(Object3D) or @serializable(GameObject) for a prefab or scene reference which is exported to a separate glTF file.\n\nTo fix this please change your code to:\n\n@serializable(AssetReference)\n${context.path}! : AssetReference;\n\0`);
108
+ }
109
+ // ACTUALLY: this is already handled by the extension_utils where we resolve json pointers recursively
110
+ // if(data.startsWith("/nodes/")){
111
+ // const node = parseInt(data.substring("/nodes/".length));
112
+ // if (context.nodeToObject) {
113
+ // const res = context.nodeToObject[node];
114
+ // if (debugExtension)
115
+ // console.log("Deserialized object reference?", data, res, context?.nodeToObject);
116
+ // if (!res) console.warn("Did not find node: " + data, context.nodeToObject, context.object);
117
+ // return res;
118
+ // }
119
+ // }
120
+ return undefined;
121
+ }
122
+
123
+ if (data) {
124
+ if (data.node !== undefined && context.nodeToObject) {
125
+ const res = context.nodeToObject[data.node];
126
+ if (debugExtension)
127
+ console.log("Deserialized object reference?", data, res, context?.nodeToObject);
128
+ if (!res) console.warn("Did not find node: " + data.node, context.nodeToObject, context.object);
129
+ return res;
130
+ }
131
+ else if (data.guid) {
132
+ if (!context.context) {
133
+ console.error("Missing context");
134
+ return undefined;
135
+ }
136
+ // it is possible that the object is not yet loaded
137
+ // e.g. if we have a scene with multiple gltf files and the first gltf references something in the second gltf
138
+ // we need a way to wait for all components to be created before we can resolve those references
139
+ // independent of order of loading
140
+ let res: GameObject | Behaviour | undefined | null = undefined;
141
+ // first try to search in the current gltf scene (if any)
142
+ const gltfScene = context.gltf?.scene;
143
+ if (gltfScene) {
144
+ res = GameObject.findByGuid(data.guid, gltfScene);
145
+ }
146
+ // if not found, search in the whole scene
147
+ if (!res) {
148
+ res = GameObject.findByGuid(data.guid, context.context.scene);
149
+ }
150
+ if (!res) {
151
+ if (isDevEnvironment() || debugExtension)
152
+ console.warn("Could not resolve object reference", context.path, data, context.target, context.context.scene);
153
+ data["could_not_resolve"] = true;
154
+ }
155
+ else {
156
+ if (res && (res as IComponent).isComponent === true) {
157
+ if(debugExtension) console.warn("Deserialized object reference is a component");
158
+ res = (res as IComponent).gameObject;
159
+ }
160
+ if (debugExtension)
161
+ console.log("Deserialized object reference?", data, res, context?.nodeToObject);
162
+ }
163
+ return res;
164
+ }
165
+ }
166
+ return undefined;
167
+ }
168
+ }
169
+ export const objectSerializer = new ObjectSerializer();
170
+
171
+
172
+ class ComponentSerializer extends TypeSerializer {
173
+
174
+ constructor() {
175
+ super([Component, Behaviour], "ComponentSerializer");
176
+ }
177
+
178
+ onSerialize(data: any, _context: SerializationContext) {
179
+ if (data?.guid) {
180
+ return { guid: data.guid }
181
+ }
182
+ return undefined;
183
+ }
184
+
185
+ onDeserialize(data: any, context: SerializationContext) {
186
+ if (data?.guid) {
187
+
188
+ // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
189
+ if (data.___persistentAsset) {
190
+ if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
191
+ return undefined;
192
+ }
193
+
194
+ const currentPath = context.path;
195
+ // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
196
+ // because here the components are created but dont have their former guid assigned
197
+ // and will later in the stack just get a newly generated guid
198
+ if (debugExtension)
199
+ console.log(data.guid, context.root, context.object, context.target);
200
+ // first search within the gltf (e.g. necessary when using AssetReference and loading a gltf without adding it to the scene)
201
+ // if we would search JUST the scene those references would NEVER be resolved
202
+ let res = this.findObjectForGuid(data.guid, context.root);
203
+ if (res) {
204
+ return res;
205
+ }
206
+ if (context.context) {
207
+ // if not found within the gltf use the provided context scene
208
+ // to find references outside
209
+ res = this.findObjectForGuid(data.guid, context.context?.scene);
210
+ if (res) return res;
211
+ }
212
+ if (isDevEnvironment() || debugExtension) {
213
+ console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
214
+ }
215
+ data["could_not_resolve"] = true;
216
+ return undefined;
217
+ }
218
+ // if (data?.node !== undefined && context.nodeToObject) {
219
+ // return context.nodeToObject[data.node];
220
+ // }
221
+ return undefined;
222
+ }
223
+
224
+ findObjectForGuid(guid: string, root: Object3D): any {
225
+ // recursively search root
226
+ // need to check the root object too
227
+ if (root["guid"] === guid) return root;
228
+
229
+ const res = GameObject.foreachComponent(root, (c) => {
230
+ if (c.guid === guid) return c;
231
+ return undefined;
232
+ }, false);
233
+ if (res !== undefined)
234
+ return res;
235
+
236
+ // if not found, search in children
237
+ for (let i = 0; i < root.children.length; i++) {
238
+ const child = root.children[i];
239
+ const res = this.findObjectForGuid(guid, child);
240
+ if (res) return res;
241
+ }
242
+ }
243
+ }
244
+ export const componentSerializer = new ComponentSerializer();
245
+
246
+
247
+ declare class EventListData {
248
+ type: string;
249
+ calls: Array<EventListCall>;
250
+ }
251
+ declare type EventListCall = {
252
+ method: string,
253
+ target: string,
254
+ argument?: any,
255
+ arguments?: Array<any>,
256
+ enabled?: boolean,
257
+ }
258
+
259
+ const $eventListDebugInfo = Symbol("eventListDebugInfo");
260
+
261
+ class EventListSerializer extends TypeSerializer {
262
+ constructor() {
263
+ super([EventList]);
264
+ }
265
+
266
+ onSerialize(_data: EventList<any>, _context: SerializationContext): EventListData | undefined {
267
+ console.log("TODO: SERIALIZE EVENT");
268
+ return undefined;
269
+ }
270
+
271
+ onDeserialize(data: EventListData, context: SerializationContext): EventList<any> | undefined | null {
272
+ // TODO: check that we dont accidentally deserialize methods to EventList objects. This is here to make is easy for react-three-fiber to just add props as { () => { } }
273
+ if (typeof data === "function") {
274
+ const evtList = new EventList([new CallInfo(data, null, [], true)]);
275
+ return evtList;
276
+ }
277
+ else if (data && data.type === "EventList") {
278
+ if (debugExtension)
279
+ console.log("DESERIALIZE EVENT", data);
280
+ const fns = new Array<CallInfo>();
281
+ if (data.calls && Array.isArray(data.calls)) {
282
+ for (const call of data.calls) {
283
+ if (debugExtension)
284
+ console.log(call);
285
+ let target = componentSerializer.findObjectForGuid(call.target, context.root);
286
+ // if the object is not found in the current glb try find it in the whole scene
287
+ if (!target && context.context?.scene) {
288
+ target = componentSerializer.findObjectForGuid(call.target, context.context?.scene);
289
+ }
290
+ const hasMethod = call.method?.length > 0;
291
+ if (target && hasMethod) {
292
+ const printWarningMethodNotFound = () => {
293
+ const uppercaseMethodName = call.method[0].toUpperCase() + call.method.slice(1);
294
+ if (typeof target[uppercaseMethodName] === "function") {
295
+ console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}. Please rename ${call.method} to ${uppercaseMethodName}?\n`, target[uppercaseMethodName], "\n in script: ", target);
296
+ showBalloonWarning("EventList methods must start with lowercase letter, see console for details");
297
+ return;
298
+ }
299
+ else {
300
+ console.warn(`EventList method:\nCould not find method ${call.method} on object ${target.name}`, target, typeof target[call.method]);
301
+ }
302
+ }
303
+ const method = target[call.method];
304
+ if (typeof method !== "function") {
305
+ let foundMethod = false;
306
+ let currentPrototype = target;
307
+ // test if the target method is actually a property setter
308
+ while (currentPrototype) {
309
+ const desc = Object.getOwnPropertyDescriptor(currentPrototype, call.method);
310
+ if (desc && (desc.writable === true || desc.set)) {
311
+ foundMethod = true;
312
+ break;
313
+ }
314
+ currentPrototype = Object.getPrototypeOf(currentPrototype);
315
+ }
316
+ if (!foundMethod && (isDevEnvironment() || debugExtension))
317
+ printWarningMethodNotFound();
318
+ }
319
+ }
320
+
321
+ function deserializeArgument(arg: any) {
322
+ if (typeof arg === "object") {
323
+ // Try to deserialize the call argument to either a object or a component reference
324
+ let argRes = objectSerializer.onDeserialize(arg, context);
325
+ if (!argRes) argRes = componentSerializer.onDeserialize(arg, context);
326
+ if (argRes) return argRes;
327
+ }
328
+ return arg;
329
+ }
330
+
331
+ if (target) {
332
+ let args = call.argument;
333
+ if (args !== undefined) {
334
+ args = deserializeArgument(args);
335
+ }
336
+ else if (call.arguments !== undefined) {
337
+ args = call.arguments.map(deserializeArgument);
338
+ }
339
+ const method = target[call.method];
340
+ if (!method) {
341
+ console.warn(`EventList method not found: \"${call.method}\" on ${target?.name}`);
342
+ }
343
+ else {
344
+ if (args !== undefined && !Array.isArray(args)) {
345
+ args = [args];
346
+ }
347
+ // This is the final method we pass to the call info (or undefined if the method couldnt be resolved)
348
+ // const eventMethod = hasMethod ? this.createEventMethod(target, call.method, args) : undefined;
349
+ const fn = new CallInfo(target, call.method, args, call.enabled);
350
+ fns.push(fn);
351
+ }
352
+ }
353
+ else if (isDevEnvironment()) {
354
+ console.warn("[Debug] EventList: Could not find event listener in scene", call, context.object, data);
355
+ }
356
+ }
357
+ }
358
+ const evt = new EventList(fns);
359
+
360
+ if (debugExtension)
361
+ console.log(evt);
362
+
363
+ const eventListOwner = context.target;
364
+ if (eventListOwner !== undefined && context.path !== undefined) {
365
+ evt.setEventTarget(context.path, eventListOwner);
366
+ }
367
+
368
+ return evt;
369
+ }
370
+ return undefined;
371
+ }
372
+
373
+ // private createEventMethod(target: object, methodName: string, args?: any): Function | undefined {
374
+
375
+ // return function (...forwardedArgs: any[]) {
376
+ // const method = target[methodName];
377
+ // if (typeof method === "function") {
378
+ // if (args !== undefined) {
379
+ // // we now have support for creating event methods with multiple arguments
380
+ // // an argument can not be an array right now - so if we receive an array we assume it's the array of arguments that we want to call the method with
381
+ // // this means ["test", true] will invoke the method like this: myFunction("test", true)
382
+ // if (Array.isArray(args))
383
+ // method?.call(target, ...args);
384
+ // // in any other case (when we just have one argument) we just call the method with the argument
385
+ // // we can not use ...args by default becaue that would break string arguments (it would then just use the first character)
386
+ // else
387
+ // method?.call(target, args);
388
+ // }
389
+ // else // support invoking EventList with any number of arguments (if none were declared in unity)
390
+ // method?.call(target, ...forwardedArgs);
391
+ // }
392
+ // else // the target "method" can be a property too
393
+ // {
394
+ // target[methodName] = args;
395
+ // }
396
+ // };
397
+ // }
398
+ }
399
+ export const eventListSerializer = new EventListSerializer();
400
+
401
+
402
+ /** Map<Clone, Original> texture. This is used for compressed textures (or when the GLTFLoader is cloning RenderTextures)
403
+ * It's a weak map so we don't have to worry about memory leaks
404
+ */
405
+ const cloneOriginalMap = new WeakMap<Texture, Texture>();
406
+ const textureClone = Texture.prototype.clone;
407
+ Texture.prototype.clone = function () {
408
+ const clone = textureClone.call(this);
409
+ if (!cloneOriginalMap.has(clone)) {
410
+ cloneOriginalMap.set(clone, this);
411
+ }
412
+ return clone;
413
+ }
414
+
415
+ export class RenderTextureSerializer extends TypeSerializer {
416
+ constructor() {
417
+ super([RenderTexture, WebGLRenderTarget]);
418
+ }
419
+
420
+ onSerialize(_data: any, _context: SerializationContext) {
421
+ }
422
+
423
+ onDeserialize(data: any, context: SerializationContext) {
424
+ if (data instanceof Texture && context.type === RenderTexture) {
425
+ let tex = data as Texture;
426
+ // If this is a cloned render texture we want to map it back to the original texture
427
+ // See https://linear.app/needle/issue/NE-5530
428
+ if (cloneOriginalMap.has(tex)) {
429
+ const original = cloneOriginalMap.get(tex)!;
430
+ tex = original;
431
+ }
432
+ tex.isRenderTargetTexture = true;
433
+ tex.flipY = true;
434
+ tex.offset.y = 1;
435
+ tex.repeat.y = -1;
436
+ tex.needsUpdate = true;
437
+ // when we have a compressed texture using mipmaps causes error in threejs because the bindframebuffer call will then try to set an array of framebuffers https://linear.app/needle/issue/NE-4294
438
+ tex.mipmaps = [];
439
+ if (tex instanceof CompressedTexture) {
440
+ //@ts-ignore
441
+ tex["isCompressedTexture"] = false;
442
+ //@ts-ignore
443
+ tex.format = RGBAFormat;
444
+ }
445
+
446
+ const rt = new RenderTexture(tex.image.width, tex.image.height, {
447
+ colorSpace: LinearSRGBColorSpace,
448
+ });
449
+ rt.texture = tex;
450
+ return rt;
451
+ }
452
+ return undefined;
453
+ }
454
+ }
455
+ new RenderTextureSerializer();
456
+
457
+
458
+ export class UriSerializer extends TypeSerializer {
459
+ constructor() {
460
+ super([URL]);
461
+ }
462
+
463
+ onSerialize(_data: string, _context: SerializationContext) {
464
+ return null;
465
+ }
466
+
467
+ onDeserialize(data: string, _context: SerializationContext) {
468
+ if (typeof data === "string" && data.length > 0) {
469
+ return resolveUrl(_context.gltfId, data);
470
+ }
471
+ return undefined;
472
+ }
473
+ }
474
474
  new UriSerializer();