@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
@@ -1,849 +1,849 @@
1
- import { AnimationAction, Box3, Box3Helper, Camera, Color, Euler, GridHelper, Layers, Material, Mesh, MeshStandardMaterial, Object3D, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector2Like, Vector3 } from "three";
2
- import { ShaderMaterial, WebGLRenderer } from "three";
3
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
-
5
- import { useForAutoFit } from "./engine_camera.js";
6
- import { Mathf } from "./engine_math.js"
7
- import { Vec3 } from "./engine_types.js";
8
- import { CircularBuffer } from "./engine_utils.js";
9
-
10
- /**
11
- * Slerp between two vectors
12
- */
13
- export function slerp(vec: Vector3, end: Vector3, t: number) {
14
- const len1 = vec.length();
15
- const len2 = end.length();
16
- const targetLen = Mathf.lerp(len1, len2, t);
17
- return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
18
- }
19
-
20
- const _tempQuat = new Quaternion();
21
- const flipYQuat: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
22
-
23
- export function lookAtInverse(obj: Object3D, target: Vector3) {
24
- obj.lookAt(target);
25
- obj.quaternion.multiply(flipYQuat);
26
- }
27
-
28
-
29
- /** Better lookAt
30
- * @param object the object that the lookAt should be applied to
31
- * @param target the target to look at
32
- * @param keepUpDirection if true the up direction will be kept
33
- * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
34
- */
35
- export function lookAtObject(object: Object3D, target: Object3D, keepUpDirection: boolean = true, copyTargetRotation: boolean = false) {
36
- if (object === target) return;
37
- _tempQuat.copy(object.quaternion);
38
-
39
- const lookTarget = getWorldPosition(target);
40
- const lookFrom = getWorldPosition(object);
41
-
42
- if (copyTargetRotation) {
43
- setWorldQuaternion(object, getWorldQuaternion(target));
44
- // look at forward again so we don't get any roll
45
- if (keepUpDirection) {
46
- const ypos = lookFrom.y;
47
- const forwardPoint = lookFrom.sub(getWorldDirection(object));
48
- forwardPoint.y = ypos;
49
- object.lookAt(forwardPoint);
50
- object.quaternion.multiply(flipYQuat);
51
- }
52
-
53
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
54
- if (Number.isNaN(object.quaternion.x)) {
55
- object.quaternion.copy(_tempQuat);
56
- }
57
-
58
- return;
59
- }
60
-
61
- if (keepUpDirection) {
62
- lookTarget.y = lookFrom.y;
63
- }
64
-
65
- object.lookAt(lookTarget);
66
-
67
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
68
- if (Number.isNaN(object.quaternion.x)) {
69
- object.quaternion.copy(_tempQuat);
70
- }
71
- }
72
-
73
-
74
- /**
75
- * Look at a 2D point in screen space
76
- * @param object the object to look at the point
77
- * @param target the target point in 2D screen space XY e.g. from a mouse event
78
- * @param camera the camera to use for the lookAt
79
- * @param factor the factor to multiply the distance from the camera to the object. Default is 1
80
- * @returns the target point in world space
81
- *
82
- * @example Needle Engine Component
83
- * ```ts
84
- * export class MyLookAtComponent extends Behaviour {
85
- * update() {
86
- * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
87
- * }
88
- * }
89
- * ```
90
- *
91
- * @example Look at from browser mouse move event
92
- * ```ts
93
- * window.addEventListener("mousemove", (e) => {
94
- * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
95
- * });
96
- * ```
97
- */
98
- export function lookAtScreenPoint(object: Object3D, target: Vector2Like, camera: Camera, factor : number = 1): Vector3 | null {
99
-
100
- if (camera) {
101
- const pos = getTempVector(0, 0, 0);
102
- const ndcx = (target.x / window.innerWidth) * 2 - 1;
103
- const ndcy = -(target.y / window.innerHeight) * 2 + 1;
104
- pos.set(
105
- ndcx,
106
- ndcy,
107
- 0
108
- );
109
- pos.unproject(camera);
110
- // get distance from object to camera
111
- const camPos = camera.worldPosition;
112
- const dist = object.worldPosition.distanceTo(camPos);
113
- // Create direction from camera through cursor point
114
- const dir = pos.sub(camPos);
115
- dir.multiplyScalar(factor * 3.6 * dist);
116
- const targetPoint = camera.worldPosition.add(dir);
117
- object.lookAt(targetPoint);
118
- return targetPoint;
119
- }
120
- return null;
121
- }
122
-
123
-
124
-
125
- const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
126
-
127
- /** Gets a temporary vector. If a vector is passed in it will be copied to the temporary vector
128
- * Temporary vectors are cached and reused internally. Don't store them!
129
- * @param vec3 the vector to copy or the x value
130
- * @param y the y value
131
- * @param z the z value
132
- * @returns a temporary vector
133
- *
134
- * @example
135
- * ``` javascript
136
- * const vec = getTempVector(1, 2, 3);
137
- * const vec2 = getTempVector(vec);
138
- * const vec3 = getTempVector(new Vector3(1, 2, 3));
139
- * const vec4 = getTempVector(new DOMPointReadOnly(1, 2, 3));
140
- * const vec5 = getTempVector();
141
- * ```
142
- */
143
- export function getTempVector(): Vector3;
144
- export function getTempVector(vec3: Vector3): Vector3;
145
- export function getTempVector(vec3: [number, number, number]): Vector3;
146
- export function getTempVector(vec3: Vec3): Vector3;
147
- export function getTempVector(dom: DOMPointReadOnly): Vector3;
148
- export function getTempVector(x: number): Vector3;
149
- export function getTempVector(x: number, y: number, z: number): Vector3;
150
- export function getTempVector(vecOrX?: Vec3 | Vector3 | [number, number, number] | DOMPointReadOnly | number, y?: number, z?: number): Vector3 {
151
- const vec = _tempVecs.get();
152
- vec.set(0, 0, 0); // initialize with default values
153
- if (vecOrX instanceof Vector3) vec.copy(vecOrX);
154
- else if (Array.isArray(vecOrX)) vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
155
- else if (vecOrX instanceof DOMPointReadOnly) vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
156
- else {
157
- if (typeof vecOrX === "number") {
158
- vec.x = vecOrX;
159
- vec.y = y !== undefined ? y : vec.x;
160
- vec.z = z !== undefined ? z : vec.x;
161
- }
162
- else if (typeof vecOrX === "object") {
163
- vec.x = vecOrX.x;
164
- vec.y = vecOrX.y;
165
- vec.z = vecOrX.z;
166
- }
167
- }
168
- return vec;
169
- }
170
-
171
-
172
- const _tempColors = new CircularBuffer(() => new Color(), 30);
173
- export function getTempColor(color?: Color) {
174
- const col = _tempColors.get();
175
- if (color) col.copy(color);
176
- else {
177
- col.set(0, 0, 0);
178
- }
179
- return col;
180
- }
181
-
182
-
183
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
184
-
185
- /**
186
- * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
187
- * Temporary quaternions are cached and reused internally. Don't store them!
188
- * @param value the quaternion to copy
189
- * @returns a temporary quaternion
190
- */
191
- export function getTempQuaternion(value?: Quaternion | DOMPointReadOnly) {
192
- const val = _tempQuats.get();
193
- val.identity();
194
- if (value instanceof Quaternion) val.copy(value);
195
- else if (value instanceof DOMPointReadOnly) val.set(value.x, value.y, value.z, value.w);
196
- return val;
197
- }
198
-
199
-
200
- const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
201
- const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
202
-
203
- /**
204
- * Get the world position of an object
205
- * @param obj the object to get the world position from
206
- * @param vec a vector to store the result in. If not passed in a temporary vector will be used
207
- * @param updateParents if true the parents will be updated before getting the world position
208
- * @returns the world position
209
- */
210
- export function getWorldPosition(obj: Object3D, vec: Vector3 | null = null, updateParents: boolean = true): Vector3 {
211
- const wp = vec ?? _worldPositions.get();
212
- if (!obj) return wp.set(0, 0, 0);
213
- if (!obj.parent) return wp.copy(obj.position);
214
- if (updateParents)
215
- obj.updateWorldMatrix(true, false);
216
- if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
217
- obj[_lastMatrixWorldUpdateKey] = Date.now();
218
- obj.updateMatrixWorld();
219
- }
220
- wp.setFromMatrixPosition(obj.matrixWorld);
221
- return wp;
222
- }
223
-
224
- /**
225
- * Set the world position of an object
226
- * @param obj the object to set the world position of
227
- * @param val the world position to set
228
- */
229
- export function setWorldPosition(obj: Object3D, val: Vector3): Object3D {
230
- if (!obj) return obj;
231
- const wp = _worldPositions.get();
232
- if (val !== wp)
233
- wp.copy(val);
234
- const obj2 = obj?.parent ?? obj;
235
- obj2.worldToLocal(wp);
236
- obj.position.set(wp.x, wp.y, wp.z);
237
- return obj;
238
- }
239
-
240
- /**
241
- * Set the world position of an object
242
- * @param obj the object to set the world position of
243
- * @param x the x position
244
- * @param y the y position
245
- * @param z the z position
246
- */
247
- export function setWorldPositionXYZ(obj: Object3D, x: number, y: number, z: number): Object3D {
248
- const wp = _worldPositions.get();
249
- wp.set(x, y, z);
250
- setWorldPosition(obj, wp);
251
- return obj;
252
- }
253
-
254
-
255
- const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
256
- const _worldQuaternionBuffer: Quaternion = new Quaternion();
257
- const _tempQuaternionBuffer2: Quaternion = new Quaternion();
258
-
259
- export function getWorldQuaternion(obj: Object3D, target: Quaternion | null = null): Quaternion {
260
- if (!obj) return _worldQuaternions.get().identity();
261
- const quat = target ?? _worldQuaternions.get();
262
- if (!obj.parent) return quat.copy(obj.quaternion);
263
- obj.getWorldQuaternion(quat);
264
- return quat;
265
- }
266
- export function setWorldQuaternion(obj: Object3D, val: Quaternion) {
267
- if (!obj) return;
268
- if (val !== _worldQuaternionBuffer)
269
- _worldQuaternionBuffer.copy(val);
270
- const tempVec = _worldQuaternionBuffer;
271
- const parent = obj?.parent;
272
- parent?.getWorldQuaternion(_tempQuaternionBuffer2);
273
- _tempQuaternionBuffer2.invert();
274
- const q = _tempQuaternionBuffer2.multiply(tempVec);
275
- // console.log(tempVec);
276
- obj.quaternion.set(q.x, q.y, q.z, q.w);
277
- // console.error("quaternion world to local is not yet implemented");
278
- }
279
- export function setWorldQuaternionXYZW(obj: Object3D, x: number, y: number, z: number, w: number) {
280
- _worldQuaternionBuffer.set(x, y, z, w);
281
- setWorldQuaternion(obj, _worldQuaternionBuffer);
282
- }
283
-
284
- const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
285
- const _worldScale: Vector3 = new Vector3();
286
-
287
- export function getWorldScale(obj: Object3D, vec: Vector3 | null = null): Vector3 {
288
- if (!vec)
289
- vec = _worldScaleBuffer.get();
290
- if (!obj) return vec.set(0, 0, 0);
291
- if (!obj.parent) return vec.copy(obj.scale);
292
- obj.getWorldScale(vec);
293
- return vec;
294
- }
295
-
296
- export function setWorldScale(obj: Object3D, vec: Vector3) {
297
- if (!obj) return;
298
- if (!obj.parent) {
299
- obj.scale.copy(vec);
300
- return;
301
- }
302
- const tempVec = _worldScale;
303
- const obj2 = obj.parent;
304
- obj2.getWorldScale(tempVec);
305
- obj.scale.copy(vec);
306
- obj.scale.divide(tempVec);
307
- }
308
-
309
- const _forward = new Vector3();
310
- const _forwardQuat = new Quaternion();
311
- export function forward(obj: Object3D): Vector3 {
312
- getWorldQuaternion(obj, _forwardQuat);
313
- return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
314
- }
315
-
316
- const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
317
- const _worldDirectionQuat = new Quaternion();
318
- /** Get the world direction. Returns world forward if nothing is passed in.
319
- * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
320
- * The returned vector will not be normalized
321
- */
322
- export function getWorldDirection(obj: Object3D, dir?: Vector3) {
323
- // If no direction is passed in set the direction to the forward vector
324
- if (!dir) dir = _worldDirectionBuffer.get().set(0, 0, 1);
325
- getWorldQuaternion(obj, _worldDirectionQuat);
326
- return dir.applyQuaternion(_worldDirectionQuat);
327
- }
328
-
329
-
330
- const _worldEulerBuffer: Euler = new Euler();
331
- const _worldEuler: Euler = new Euler();
332
- const _worldRotation: Vector3 = new Vector3();
333
-
334
-
335
-
336
- // world euler (in radians)
337
- export function getWorldEuler(obj: Object3D): Euler {
338
- const quat = _worldQuaternions.get();
339
- obj.getWorldQuaternion(quat);
340
- _worldEuler.setFromQuaternion(quat);
341
- return _worldEuler;
342
- }
343
-
344
- // world euler (in radians)
345
- export function setWorldEuler(obj: Object3D, val: Euler) {
346
- const quat = _worldQuaternions.get();
347
- setWorldQuaternion(obj, quat.setFromEuler(val));;
348
- }
349
-
350
- // returns rotation in degrees
351
- export function getWorldRotation(obj: Object3D): Vector3 {
352
- const rot = getWorldEuler(obj);
353
- const wr = _worldRotation;
354
- wr.set(rot.x, rot.y, rot.z);
355
- wr.x = Mathf.toDegrees(wr.x);
356
- wr.y = Mathf.toDegrees(wr.y);
357
- wr.z = Mathf.toDegrees(wr.z);
358
- return wr;
359
- }
360
-
361
- export function setWorldRotation(obj: Object3D, val: Vector3) {
362
- setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
363
- }
364
-
365
- export function setWorldRotationXYZ(obj: Object3D, x: number, y: number, z: number, degrees: boolean = true) {
366
- if (degrees) {
367
- x = Mathf.toRadians(x);
368
- y = Mathf.toRadians(y);
369
- z = Mathf.toRadians(z);
370
- }
371
- _worldEulerBuffer.set(x, y, z);
372
- _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
373
- setWorldQuaternion(obj, _worldQuaternionBuffer);
374
- }
375
-
376
-
377
-
378
-
379
-
380
- // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
381
- export function logHierarchy(root: Object3D | null | undefined, collapsible: boolean = true) {
382
- if (!root) return;
383
- if (collapsible) {
384
- (function printGraph(obj: Object3D) {
385
- console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
386
- obj.children.forEach(printGraph);
387
- console.groupEnd();
388
- }(root));
389
-
390
- } else {
391
- root.traverse(function (obj: Object3D) {
392
- var s = '|___';
393
- var obj2 = obj;
394
- while (obj2.parent !== null) {
395
- s = '\t' + s;
396
- obj2 = obj2.parent;
397
- }
398
- console.log(s + obj.name + ' <' + obj.type + '>');
399
- });
400
- };
401
- }
402
-
403
- export function getParentHierarchyPath(obj: Object3D): string {
404
- let path = obj?.name || "";
405
- if (!obj) return path;
406
- let parent = obj.parent;
407
- while (parent) {
408
- path = parent.name + "/" + path;
409
- parent = parent.parent;
410
- }
411
- return path;
412
- }
413
-
414
-
415
- export function isAnimationAction(obj: object) {
416
- if (obj) {
417
- // this doesnt work :(
418
- // return obj instanceof AnimationAction;
419
- // instead we do this:
420
- const act = obj as AnimationAction;
421
- return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
422
- }
423
- return false;
424
- }
425
-
426
-
427
-
428
-
429
- /**
430
- * Utility class to perform various graphics operations like copying textures to canvas
431
- */
432
- export class Graphics {
433
- private static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
434
- private static renderer: WebGLRenderer | undefined = undefined;
435
- private static perspectiveCam = new PerspectiveCamera();
436
- private static scene = new Scene();
437
- private static readonly vertex = `
438
- varying vec2 vUv;
439
- void main(){
440
- vUv = uv;
441
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
442
- }`;
443
- private static readonly fragment = `
444
- uniform sampler2D map;
445
- varying vec2 vUv;
446
- void main(){
447
- vec2 uv = vUv;
448
- uv.y = 1.0 - uv.y;
449
- gl_FragColor = texture2D( map, uv);
450
- // gl_FragColor = vec4(uv.xy, 0, 1);
451
- }`;
452
- private static blitMaterial: ShaderMaterial | undefined = undefined;
453
-
454
- /**
455
- * Create a blit material for copying textures
456
- */
457
- static createBlitMaterial(fragment: string): ShaderMaterial {
458
- return new ShaderMaterial({
459
- uniforms: { map: new Uniform(null) },
460
- vertexShader: this.vertex,
461
- fragmentShader: fragment
462
- });
463
- }
464
- private static mesh: Mesh | undefined = undefined;
465
-
466
- /**
467
- * Copy a texture to a new texture
468
- * @param texture the texture to copy
469
- * @param blitMaterial the material to use for copying (optional)
470
- * @returns the newly created, copied texture
471
- */
472
- static copyTexture(texture: Texture, blitMaterial?: ShaderMaterial): Texture {
473
- // ensure that a blit material exists
474
- if (!this.blitMaterial) {
475
- this.blitMaterial = new ShaderMaterial({
476
- uniforms: { map: new Uniform(null) },
477
- vertexShader: this.vertex,
478
- fragmentShader: this.fragment
479
- });
480
- }
481
-
482
- const material = blitMaterial || this.blitMaterial;
483
-
484
- material.uniforms.map.value = texture;
485
- material.needsUpdate = true;
486
- material.uniformsNeedUpdate = true;
487
-
488
-
489
- // ensure that the blit material has the correct vertex shader
490
- const origVertexShader = material.vertexShader;
491
- material.vertexShader = this.vertex;
492
-
493
- if (!this.mesh)
494
- this.mesh = new Mesh(this.planeGeometry, this.blitMaterial);
495
- const mesh = this.mesh;
496
- mesh.material = material;
497
- mesh.frustumCulled = false;
498
- this.scene.children.length = 0;
499
- this.scene.add(mesh);
500
- if (!this.renderer)
501
- this.renderer = new WebGLRenderer({ antialias: false });
502
- this.renderer.setSize(texture.image.width, texture.image.height);
503
- this.renderer.clear();
504
- this.renderer.render(this.scene, this.perspectiveCam);
505
- const tex = new Texture(this.renderer.domElement);
506
- tex.name = "Copy";
507
- tex.needsUpdate = true; // < important!
508
-
509
- // reset vertex shader
510
- material.vertexShader = origVertexShader;
511
-
512
- return tex;
513
- }
514
-
515
- // static blit(src: Texture, target: Texture, blitMaterial?: ShaderMaterial) {
516
- // let material = blitMaterial ?? this.blipMaterial;
517
- // material.uniforms.map.value = src;
518
- // this.mesh.material = material;
519
- // this.mesh.frustumCulled = false;
520
- // this.mesh.matrix.identity();
521
- // this.scene.children.length = 0;
522
- // this.scene.add(this.mesh);
523
- // this.renderer.setSize(src.image.width, src.image.height);
524
- // this.renderer.clear();
525
- // this.renderer.render(this.scene, this.perspectiveCam);
526
- // return new Texture(this.renderer.domElement);
527
- // }
528
-
529
- /**
530
- * Copy a texture to a HTMLCanvasElement
531
- * @param texture the texture convert
532
- * @param force if true the texture will be copied to a new texture before converting
533
- * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
534
- */
535
- static textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
536
- if (!texture) {
537
- return null;
538
- }
539
-
540
- if (force === true || texture["isCompressedTexture"] === true) {
541
- texture = copyTexture(texture);
542
- }
543
- const image = texture.image;
544
- if (isImageBitmap(image)) {
545
- const canvas = document.createElement('canvas');
546
- canvas.width = image.width;
547
- canvas.height = image.height;
548
-
549
- const context = canvas.getContext('2d');
550
- if (!context) {
551
- console.error("Failed getting canvas 2d context");
552
- return null;
553
- }
554
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
555
- return canvas;
556
- }
557
-
558
- return null;
559
- }
560
- }
561
-
562
- /**@obsolete use Graphics.copyTexture */
563
- export function copyTexture(texture: Texture): Texture {
564
- return Graphics.copyTexture(texture);
565
- }
566
-
567
- /**@obsolete use Graphics.textureToCanvas */
568
- export function textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
569
- return Graphics.textureToCanvas(texture, force);
570
- }
571
-
572
- declare class OffscreenCanvas { };
573
-
574
- function isImageBitmap(image) {
575
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
576
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
577
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
578
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
579
- }
580
-
581
-
582
-
583
- function isMesh(obj: Object3D): obj is Mesh {
584
- const type = obj.type;
585
- // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
586
- return type === "Mesh" || type === "SkinnedMesh";
587
- }
588
-
589
- // for contact shadows
590
- export function setVisibleInCustomShadowRendering(obj: Object3D, enabled: boolean) {
591
- if (enabled)
592
- obj["needle:rendercustomshadow"] = true;
593
- else {
594
- obj["needle:rendercustomshadow"] = false;
595
- }
596
- }
597
- export function getVisibleInCustomShadowRendering(obj: Object3D): boolean {
598
- if (obj) {
599
- if (obj["needle:rendercustomshadow"] === true) {
600
- return true;
601
- }
602
- else if (obj["needle:rendercustomshadow"] == undefined) {
603
- return true;
604
- }
605
- }
606
- return false;
607
- }
608
-
609
- /**
610
- * Get the axis-aligned bounding box of a list of objects.
611
- * @param objects The objects to get the bounding box from.
612
- * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
613
- * @param layers The layers to include. Typically the main camera's layers.
614
- * @param result The result box to store the bounding box in. Returns a new box if not passed in.
615
- */
616
- export function getBoundingBox(objects: Object3D | Object3D[], ignore: ((obj: Object3D) => void | boolean) | Array<Object3D | null | undefined> | undefined = undefined, layers: Layers | undefined | null = undefined, result: Box3 | undefined = undefined): Box3 {
617
- const box = result || new Box3();
618
- box.makeEmpty();
619
-
620
- const emptyChildren = [];
621
- function expandByObjectRecursive(obj: Object3D) {
622
- let allowExpanding = true;
623
- // we dont want to check invisible objects
624
- if (!obj.visible) return;
625
- if (useForAutoFit(obj) === false) return;
626
- if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane") return;
627
- // ignore Box3Helpers
628
- if (obj instanceof Box3Helper) allowExpanding = false;
629
- if (obj instanceof GridHelper) allowExpanding = false;
630
- // ignore GroundProjectedEnv
631
- if (obj instanceof GroundedSkybox) allowExpanding = false;
632
- if ((obj as any).isGizmo === true) allowExpanding = false;
633
- // // Ignore shadow catcher geometry
634
- if ((obj as Mesh).material instanceof ShadowMaterial) allowExpanding = false;
635
- // ONLY fit meshes
636
- if (!(isMesh(obj))) allowExpanding = false;
637
- // Layer test, typically with the main camera
638
- if (layers && obj.layers.test(layers) === false) allowExpanding = false;
639
- if (allowExpanding) {
640
- // Ignore things parented to the camera + ignore the camera
641
- if (ignore && Array.isArray(ignore) && ignore?.includes(obj)) return;
642
- else if (typeof ignore === "function") {
643
- if (ignore(obj) === true) return;
644
- }
645
- }
646
- // We don't want to fit UI objects
647
- if (obj["isUI"] === true) return;
648
- // If we encountered some geometry that should be ignored
649
- // Then we don't want to use that for expanding the view
650
- if (allowExpanding) {
651
- // Temporary override children
652
- const children = obj.children;
653
- obj.children = emptyChildren;
654
- // TODO: validate that object doesn't contain NaN values
655
- const pos = obj.position;
656
- const scale = obj.scale;
657
- if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
658
- console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
659
- return;
660
- }
661
- box.expandByObject(obj, true);
662
- obj.children = children;
663
- }
664
- for (const child of obj.children) {
665
- expandByObjectRecursive(child);
666
- }
667
- }
668
- let hasAnyObject = false;
669
-
670
- if (!Array.isArray(objects))
671
- objects = [objects];
672
-
673
- for (const object of objects) {
674
- if (!object) continue;
675
- hasAnyObject = true;
676
- object.updateMatrixWorld();
677
- expandByObjectRecursive(object);
678
- }
679
- if (!hasAnyObject) {
680
- console.warn("No objects to fit camera to...");
681
- return box;
682
- }
683
-
684
- return box;
685
- }
686
-
687
- /**
688
- * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
689
- * @param obj the object to fit
690
- * @param volume the volume to fit the object into
691
- * @param opts options for fitting
692
- */
693
- export function fitObjectIntoVolume(obj: Object3D, volume: Box3, opts?: {
694
- /** Objects to ignore when calculating the obj's bounding box */
695
- ignore?: Object3D[],
696
- /** when `true` aligns the objects position to the volume ground
697
- * @default true
698
- */
699
- position?: boolean
700
- /** when `true` scales the object to fit the volume
701
- * @default true
702
- */
703
- scale?: boolean,
704
- }): {
705
- /** The object's bounding box before fitting */
706
- boundsBefore: Box3,
707
- /** The scale that was applied to the object */
708
- scale: Vector3,
709
- } {
710
- const box = getBoundingBox([obj], opts?.ignore);
711
-
712
- const boundsSize = new Vector3();
713
- box.getSize(boundsSize);
714
- const boundsCenter = new Vector3();
715
- box.getCenter(boundsCenter);
716
-
717
- const targetSize = new Vector3();
718
- volume.getSize(targetSize);
719
- const targetCenter = new Vector3();
720
- volume.getCenter(targetCenter);
721
-
722
- const scale = new Vector3();
723
- scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
724
- const minScale = Math.min(scale.x, scale.y, scale.z);
725
- const useScale = opts?.scale !== false;
726
- if (useScale) {
727
- setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
728
- }
729
-
730
- if (opts?.position !== false) {
731
- const boundsBottomPosition = new Vector3();
732
- box.getCenter(boundsBottomPosition);
733
- boundsBottomPosition.y = box.min.y;
734
- const targetBottomPosition = new Vector3();
735
- volume.getCenter(targetBottomPosition);
736
- targetBottomPosition.y = volume.min.y;
737
- const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
738
- if (useScale) offset.multiplyScalar(minScale);
739
- setWorldPosition(obj, getWorldPosition(obj).add(offset));
740
- }
741
-
742
- return {
743
- boundsBefore: box,
744
- scale,
745
- }
746
- }
747
-
748
-
749
- declare type PlaceOnSurfaceResult = {
750
- /** The offset from the object bounds to the pivot */
751
- offset: Vector3,
752
- /** The object's bounding box */
753
- bounds: Box3
754
- }
755
-
756
- /**
757
- * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
758
- * The object will be visually placed on the surface (the object's pivot will be ignored).
759
- * @param obj the object to place on the surface
760
- * @param point the point to place the object on
761
- * @returns the offset from the object bounds to the pivot
762
- */
763
- export function placeOnSurface(obj: Object3D, point: Vector3): PlaceOnSurfaceResult {
764
- const bounds = getBoundingBox([obj]);
765
- const center = new Vector3();
766
- bounds.getCenter(center);
767
- center.y = bounds.min.y;
768
- const offset = point.clone().sub(center);
769
- const worldPos = getWorldPosition(obj);
770
- setWorldPosition(obj, worldPos.add(offset));
771
- return {
772
- offset,
773
- bounds,
774
- }
775
- }
776
-
777
- /**
778
- * Postprocesses the material of an object loaded by {@link FBXLoader}.
779
- * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
780
- * This ensures consistent lighting and shading, including environment effects.
781
- */
782
- export function postprocessFBXMaterials(obj: Mesh, material: Material | Material[], index?: number, array?: Material[]): boolean {
783
-
784
- if (Array.isArray(material)) {
785
- let success = true;
786
- for (let i = 0; i < material.length; i++) {
787
- const res = postprocessFBXMaterials(obj, material[i], i, material);
788
- if (!res) success = false;
789
- }
790
- return success;
791
- }
792
-
793
- // ignore if the material is already a MeshStandardMaterial
794
- if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
795
- return false;
796
- }
797
- // check if the material was already processed
798
- else if (material["material:fbx"] != undefined) {
799
- return true;
800
- }
801
-
802
- const newMaterial = new MeshStandardMaterial();
803
- newMaterial["material:fbx"] = material;
804
-
805
- const oldMaterial = material as any;
806
-
807
- if (oldMaterial) {
808
- // If a map is present then the FBX color should be ignored
809
- // Tested e.g. in Unity and Substance Stager
810
- // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
811
- if (!oldMaterial.map)
812
- newMaterial.color.copyLinearToSRGB(oldMaterial.color);
813
- else newMaterial.color.set(1, 1, 1);
814
-
815
- newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
816
-
817
- newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
818
- newMaterial.opacity = oldMaterial.opacity;
819
- newMaterial.displacementScale = oldMaterial.displacementScale;
820
- newMaterial.transparent = oldMaterial.transparent;
821
- newMaterial.bumpMap = oldMaterial.bumpMap;
822
- newMaterial.aoMap = oldMaterial.aoMap;
823
- newMaterial.map = oldMaterial.map;
824
- newMaterial.displacementMap = oldMaterial.displacementMap;
825
- newMaterial.emissiveMap = oldMaterial.emissiveMap;
826
- newMaterial.normalMap = oldMaterial.normalMap;
827
- newMaterial.envMap = oldMaterial.envMap;
828
- newMaterial.alphaMap = oldMaterial.alphaMap;
829
- newMaterial.metalness = oldMaterial.reflectivity;
830
- newMaterial.vertexColors = oldMaterial.vertexColors;
831
- if (oldMaterial.shininess) {
832
- // from blender source code
833
- // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
834
- // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
835
- newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
836
- }
837
- newMaterial.needsUpdate = true;
838
- }
839
-
840
- if (index === undefined) {
841
- obj.material = newMaterial;
842
- }
843
- else {
844
- array![index] = newMaterial;
845
- }
846
- return true;
847
- }
848
-
849
-
1
+ import { AnimationAction, Box3, Box3Helper, Camera, Color, Euler, GridHelper, Layers, Material, Mesh, MeshStandardMaterial, Object3D, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector2Like, Vector3 } from "three";
2
+ import { ShaderMaterial, WebGLRenderer } from "three";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+
5
+ import { useForAutoFit } from "./engine_camera.js";
6
+ import { Mathf } from "./engine_math.js"
7
+ import { Vec3 } from "./engine_types.js";
8
+ import { CircularBuffer } from "./engine_utils.js";
9
+
10
+ /**
11
+ * Slerp between two vectors
12
+ */
13
+ export function slerp(vec: Vector3, end: Vector3, t: number) {
14
+ const len1 = vec.length();
15
+ const len2 = end.length();
16
+ const targetLen = Mathf.lerp(len1, len2, t);
17
+ return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
18
+ }
19
+
20
+ const _tempQuat = new Quaternion();
21
+ const flipYQuat: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
22
+
23
+ export function lookAtInverse(obj: Object3D, target: Vector3) {
24
+ obj.lookAt(target);
25
+ obj.quaternion.multiply(flipYQuat);
26
+ }
27
+
28
+
29
+ /** Better lookAt
30
+ * @param object the object that the lookAt should be applied to
31
+ * @param target the target to look at
32
+ * @param keepUpDirection if true the up direction will be kept
33
+ * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
34
+ */
35
+ export function lookAtObject(object: Object3D, target: Object3D, keepUpDirection: boolean = true, copyTargetRotation: boolean = false) {
36
+ if (object === target) return;
37
+ _tempQuat.copy(object.quaternion);
38
+
39
+ const lookTarget = getWorldPosition(target);
40
+ const lookFrom = getWorldPosition(object);
41
+
42
+ if (copyTargetRotation) {
43
+ setWorldQuaternion(object, getWorldQuaternion(target));
44
+ // look at forward again so we don't get any roll
45
+ if (keepUpDirection) {
46
+ const ypos = lookFrom.y;
47
+ const forwardPoint = lookFrom.sub(getWorldDirection(object));
48
+ forwardPoint.y = ypos;
49
+ object.lookAt(forwardPoint);
50
+ object.quaternion.multiply(flipYQuat);
51
+ }
52
+
53
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
54
+ if (Number.isNaN(object.quaternion.x)) {
55
+ object.quaternion.copy(_tempQuat);
56
+ }
57
+
58
+ return;
59
+ }
60
+
61
+ if (keepUpDirection) {
62
+ lookTarget.y = lookFrom.y;
63
+ }
64
+
65
+ object.lookAt(lookTarget);
66
+
67
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
68
+ if (Number.isNaN(object.quaternion.x)) {
69
+ object.quaternion.copy(_tempQuat);
70
+ }
71
+ }
72
+
73
+
74
+ /**
75
+ * Look at a 2D point in screen space
76
+ * @param object the object to look at the point
77
+ * @param target the target point in 2D screen space XY e.g. from a mouse event
78
+ * @param camera the camera to use for the lookAt
79
+ * @param factor the factor to multiply the distance from the camera to the object. Default is 1
80
+ * @returns the target point in world space
81
+ *
82
+ * @example Needle Engine Component
83
+ * ```ts
84
+ * export class MyLookAtComponent extends Behaviour {
85
+ * update() {
86
+ * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
87
+ * }
88
+ * }
89
+ * ```
90
+ *
91
+ * @example Look at from browser mouse move event
92
+ * ```ts
93
+ * window.addEventListener("mousemove", (e) => {
94
+ * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
95
+ * });
96
+ * ```
97
+ */
98
+ export function lookAtScreenPoint(object: Object3D, target: Vector2Like, camera: Camera, factor : number = 1): Vector3 | null {
99
+
100
+ if (camera) {
101
+ const pos = getTempVector(0, 0, 0);
102
+ const ndcx = (target.x / window.innerWidth) * 2 - 1;
103
+ const ndcy = -(target.y / window.innerHeight) * 2 + 1;
104
+ pos.set(
105
+ ndcx,
106
+ ndcy,
107
+ 0
108
+ );
109
+ pos.unproject(camera);
110
+ // get distance from object to camera
111
+ const camPos = camera.worldPosition;
112
+ const dist = object.worldPosition.distanceTo(camPos);
113
+ // Create direction from camera through cursor point
114
+ const dir = pos.sub(camPos);
115
+ dir.multiplyScalar(factor * 3.6 * dist);
116
+ const targetPoint = camera.worldPosition.add(dir);
117
+ object.lookAt(targetPoint);
118
+ return targetPoint;
119
+ }
120
+ return null;
121
+ }
122
+
123
+
124
+
125
+ const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
126
+
127
+ /** Gets a temporary vector. If a vector is passed in it will be copied to the temporary vector
128
+ * Temporary vectors are cached and reused internally. Don't store them!
129
+ * @param vec3 the vector to copy or the x value
130
+ * @param y the y value
131
+ * @param z the z value
132
+ * @returns a temporary vector
133
+ *
134
+ * @example
135
+ * ``` javascript
136
+ * const vec = getTempVector(1, 2, 3);
137
+ * const vec2 = getTempVector(vec);
138
+ * const vec3 = getTempVector(new Vector3(1, 2, 3));
139
+ * const vec4 = getTempVector(new DOMPointReadOnly(1, 2, 3));
140
+ * const vec5 = getTempVector();
141
+ * ```
142
+ */
143
+ export function getTempVector(): Vector3;
144
+ export function getTempVector(vec3: Vector3): Vector3;
145
+ export function getTempVector(vec3: [number, number, number]): Vector3;
146
+ export function getTempVector(vec3: Vec3): Vector3;
147
+ export function getTempVector(dom: DOMPointReadOnly): Vector3;
148
+ export function getTempVector(x: number): Vector3;
149
+ export function getTempVector(x: number, y: number, z: number): Vector3;
150
+ export function getTempVector(vecOrX?: Vec3 | Vector3 | [number, number, number] | DOMPointReadOnly | number, y?: number, z?: number): Vector3 {
151
+ const vec = _tempVecs.get();
152
+ vec.set(0, 0, 0); // initialize with default values
153
+ if (vecOrX instanceof Vector3) vec.copy(vecOrX);
154
+ else if (Array.isArray(vecOrX)) vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
155
+ else if (vecOrX instanceof DOMPointReadOnly) vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
156
+ else {
157
+ if (typeof vecOrX === "number") {
158
+ vec.x = vecOrX;
159
+ vec.y = y !== undefined ? y : vec.x;
160
+ vec.z = z !== undefined ? z : vec.x;
161
+ }
162
+ else if (typeof vecOrX === "object") {
163
+ vec.x = vecOrX.x;
164
+ vec.y = vecOrX.y;
165
+ vec.z = vecOrX.z;
166
+ }
167
+ }
168
+ return vec;
169
+ }
170
+
171
+
172
+ const _tempColors = new CircularBuffer(() => new Color(), 30);
173
+ export function getTempColor(color?: Color) {
174
+ const col = _tempColors.get();
175
+ if (color) col.copy(color);
176
+ else {
177
+ col.set(0, 0, 0);
178
+ }
179
+ return col;
180
+ }
181
+
182
+
183
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
184
+
185
+ /**
186
+ * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
187
+ * Temporary quaternions are cached and reused internally. Don't store them!
188
+ * @param value the quaternion to copy
189
+ * @returns a temporary quaternion
190
+ */
191
+ export function getTempQuaternion(value?: Quaternion | DOMPointReadOnly) {
192
+ const val = _tempQuats.get();
193
+ val.identity();
194
+ if (value instanceof Quaternion) val.copy(value);
195
+ else if (value instanceof DOMPointReadOnly) val.set(value.x, value.y, value.z, value.w);
196
+ return val;
197
+ }
198
+
199
+
200
+ const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
201
+ const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
202
+
203
+ /**
204
+ * Get the world position of an object
205
+ * @param obj the object to get the world position from
206
+ * @param vec a vector to store the result in. If not passed in a temporary vector will be used
207
+ * @param updateParents if true the parents will be updated before getting the world position
208
+ * @returns the world position
209
+ */
210
+ export function getWorldPosition(obj: Object3D, vec: Vector3 | null = null, updateParents: boolean = true): Vector3 {
211
+ const wp = vec ?? _worldPositions.get();
212
+ if (!obj) return wp.set(0, 0, 0);
213
+ if (!obj.parent) return wp.copy(obj.position);
214
+ if (updateParents)
215
+ obj.updateWorldMatrix(true, false);
216
+ if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
217
+ obj[_lastMatrixWorldUpdateKey] = Date.now();
218
+ obj.updateMatrixWorld();
219
+ }
220
+ wp.setFromMatrixPosition(obj.matrixWorld);
221
+ return wp;
222
+ }
223
+
224
+ /**
225
+ * Set the world position of an object
226
+ * @param obj the object to set the world position of
227
+ * @param val the world position to set
228
+ */
229
+ export function setWorldPosition(obj: Object3D, val: Vector3): Object3D {
230
+ if (!obj) return obj;
231
+ const wp = _worldPositions.get();
232
+ if (val !== wp)
233
+ wp.copy(val);
234
+ const obj2 = obj?.parent ?? obj;
235
+ obj2.worldToLocal(wp);
236
+ obj.position.set(wp.x, wp.y, wp.z);
237
+ return obj;
238
+ }
239
+
240
+ /**
241
+ * Set the world position of an object
242
+ * @param obj the object to set the world position of
243
+ * @param x the x position
244
+ * @param y the y position
245
+ * @param z the z position
246
+ */
247
+ export function setWorldPositionXYZ(obj: Object3D, x: number, y: number, z: number): Object3D {
248
+ const wp = _worldPositions.get();
249
+ wp.set(x, y, z);
250
+ setWorldPosition(obj, wp);
251
+ return obj;
252
+ }
253
+
254
+
255
+ const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
256
+ const _worldQuaternionBuffer: Quaternion = new Quaternion();
257
+ const _tempQuaternionBuffer2: Quaternion = new Quaternion();
258
+
259
+ export function getWorldQuaternion(obj: Object3D, target: Quaternion | null = null): Quaternion {
260
+ if (!obj) return _worldQuaternions.get().identity();
261
+ const quat = target ?? _worldQuaternions.get();
262
+ if (!obj.parent) return quat.copy(obj.quaternion);
263
+ obj.getWorldQuaternion(quat);
264
+ return quat;
265
+ }
266
+ export function setWorldQuaternion(obj: Object3D, val: Quaternion) {
267
+ if (!obj) return;
268
+ if (val !== _worldQuaternionBuffer)
269
+ _worldQuaternionBuffer.copy(val);
270
+ const tempVec = _worldQuaternionBuffer;
271
+ const parent = obj?.parent;
272
+ parent?.getWorldQuaternion(_tempQuaternionBuffer2);
273
+ _tempQuaternionBuffer2.invert();
274
+ const q = _tempQuaternionBuffer2.multiply(tempVec);
275
+ // console.log(tempVec);
276
+ obj.quaternion.set(q.x, q.y, q.z, q.w);
277
+ // console.error("quaternion world to local is not yet implemented");
278
+ }
279
+ export function setWorldQuaternionXYZW(obj: Object3D, x: number, y: number, z: number, w: number) {
280
+ _worldQuaternionBuffer.set(x, y, z, w);
281
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
282
+ }
283
+
284
+ const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
285
+ const _worldScale: Vector3 = new Vector3();
286
+
287
+ export function getWorldScale(obj: Object3D, vec: Vector3 | null = null): Vector3 {
288
+ if (!vec)
289
+ vec = _worldScaleBuffer.get();
290
+ if (!obj) return vec.set(0, 0, 0);
291
+ if (!obj.parent) return vec.copy(obj.scale);
292
+ obj.getWorldScale(vec);
293
+ return vec;
294
+ }
295
+
296
+ export function setWorldScale(obj: Object3D, vec: Vector3) {
297
+ if (!obj) return;
298
+ if (!obj.parent) {
299
+ obj.scale.copy(vec);
300
+ return;
301
+ }
302
+ const tempVec = _worldScale;
303
+ const obj2 = obj.parent;
304
+ obj2.getWorldScale(tempVec);
305
+ obj.scale.copy(vec);
306
+ obj.scale.divide(tempVec);
307
+ }
308
+
309
+ const _forward = new Vector3();
310
+ const _forwardQuat = new Quaternion();
311
+ export function forward(obj: Object3D): Vector3 {
312
+ getWorldQuaternion(obj, _forwardQuat);
313
+ return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
314
+ }
315
+
316
+ const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
317
+ const _worldDirectionQuat = new Quaternion();
318
+ /** Get the world direction. Returns world forward if nothing is passed in.
319
+ * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
320
+ * The returned vector will not be normalized
321
+ */
322
+ export function getWorldDirection(obj: Object3D, dir?: Vector3) {
323
+ // If no direction is passed in set the direction to the forward vector
324
+ if (!dir) dir = _worldDirectionBuffer.get().set(0, 0, 1);
325
+ getWorldQuaternion(obj, _worldDirectionQuat);
326
+ return dir.applyQuaternion(_worldDirectionQuat);
327
+ }
328
+
329
+
330
+ const _worldEulerBuffer: Euler = new Euler();
331
+ const _worldEuler: Euler = new Euler();
332
+ const _worldRotation: Vector3 = new Vector3();
333
+
334
+
335
+
336
+ // world euler (in radians)
337
+ export function getWorldEuler(obj: Object3D): Euler {
338
+ const quat = _worldQuaternions.get();
339
+ obj.getWorldQuaternion(quat);
340
+ _worldEuler.setFromQuaternion(quat);
341
+ return _worldEuler;
342
+ }
343
+
344
+ // world euler (in radians)
345
+ export function setWorldEuler(obj: Object3D, val: Euler) {
346
+ const quat = _worldQuaternions.get();
347
+ setWorldQuaternion(obj, quat.setFromEuler(val));;
348
+ }
349
+
350
+ // returns rotation in degrees
351
+ export function getWorldRotation(obj: Object3D): Vector3 {
352
+ const rot = getWorldEuler(obj);
353
+ const wr = _worldRotation;
354
+ wr.set(rot.x, rot.y, rot.z);
355
+ wr.x = Mathf.toDegrees(wr.x);
356
+ wr.y = Mathf.toDegrees(wr.y);
357
+ wr.z = Mathf.toDegrees(wr.z);
358
+ return wr;
359
+ }
360
+
361
+ export function setWorldRotation(obj: Object3D, val: Vector3) {
362
+ setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
363
+ }
364
+
365
+ export function setWorldRotationXYZ(obj: Object3D, x: number, y: number, z: number, degrees: boolean = true) {
366
+ if (degrees) {
367
+ x = Mathf.toRadians(x);
368
+ y = Mathf.toRadians(y);
369
+ z = Mathf.toRadians(z);
370
+ }
371
+ _worldEulerBuffer.set(x, y, z);
372
+ _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
373
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
374
+ }
375
+
376
+
377
+
378
+
379
+
380
+ // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
381
+ export function logHierarchy(root: Object3D | null | undefined, collapsible: boolean = true) {
382
+ if (!root) return;
383
+ if (collapsible) {
384
+ (function printGraph(obj: Object3D) {
385
+ console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
386
+ obj.children.forEach(printGraph);
387
+ console.groupEnd();
388
+ }(root));
389
+
390
+ } else {
391
+ root.traverse(function (obj: Object3D) {
392
+ var s = '|___';
393
+ var obj2 = obj;
394
+ while (obj2.parent !== null) {
395
+ s = '\t' + s;
396
+ obj2 = obj2.parent;
397
+ }
398
+ console.log(s + obj.name + ' <' + obj.type + '>');
399
+ });
400
+ };
401
+ }
402
+
403
+ export function getParentHierarchyPath(obj: Object3D): string {
404
+ let path = obj?.name || "";
405
+ if (!obj) return path;
406
+ let parent = obj.parent;
407
+ while (parent) {
408
+ path = parent.name + "/" + path;
409
+ parent = parent.parent;
410
+ }
411
+ return path;
412
+ }
413
+
414
+
415
+ export function isAnimationAction(obj: object) {
416
+ if (obj) {
417
+ // this doesnt work :(
418
+ // return obj instanceof AnimationAction;
419
+ // instead we do this:
420
+ const act = obj as AnimationAction;
421
+ return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
422
+ }
423
+ return false;
424
+ }
425
+
426
+
427
+
428
+
429
+ /**
430
+ * Utility class to perform various graphics operations like copying textures to canvas
431
+ */
432
+ export class Graphics {
433
+ private static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
434
+ private static renderer: WebGLRenderer | undefined = undefined;
435
+ private static perspectiveCam = new PerspectiveCamera();
436
+ private static scene = new Scene();
437
+ private static readonly vertex = `
438
+ varying vec2 vUv;
439
+ void main(){
440
+ vUv = uv;
441
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
442
+ }`;
443
+ private static readonly fragment = `
444
+ uniform sampler2D map;
445
+ varying vec2 vUv;
446
+ void main(){
447
+ vec2 uv = vUv;
448
+ uv.y = 1.0 - uv.y;
449
+ gl_FragColor = texture2D( map, uv);
450
+ // gl_FragColor = vec4(uv.xy, 0, 1);
451
+ }`;
452
+ private static blitMaterial: ShaderMaterial | undefined = undefined;
453
+
454
+ /**
455
+ * Create a blit material for copying textures
456
+ */
457
+ static createBlitMaterial(fragment: string): ShaderMaterial {
458
+ return new ShaderMaterial({
459
+ uniforms: { map: new Uniform(null) },
460
+ vertexShader: this.vertex,
461
+ fragmentShader: fragment
462
+ });
463
+ }
464
+ private static mesh: Mesh | undefined = undefined;
465
+
466
+ /**
467
+ * Copy a texture to a new texture
468
+ * @param texture the texture to copy
469
+ * @param blitMaterial the material to use for copying (optional)
470
+ * @returns the newly created, copied texture
471
+ */
472
+ static copyTexture(texture: Texture, blitMaterial?: ShaderMaterial): Texture {
473
+ // ensure that a blit material exists
474
+ if (!this.blitMaterial) {
475
+ this.blitMaterial = new ShaderMaterial({
476
+ uniforms: { map: new Uniform(null) },
477
+ vertexShader: this.vertex,
478
+ fragmentShader: this.fragment
479
+ });
480
+ }
481
+
482
+ const material = blitMaterial || this.blitMaterial;
483
+
484
+ material.uniforms.map.value = texture;
485
+ material.needsUpdate = true;
486
+ material.uniformsNeedUpdate = true;
487
+
488
+
489
+ // ensure that the blit material has the correct vertex shader
490
+ const origVertexShader = material.vertexShader;
491
+ material.vertexShader = this.vertex;
492
+
493
+ if (!this.mesh)
494
+ this.mesh = new Mesh(this.planeGeometry, this.blitMaterial);
495
+ const mesh = this.mesh;
496
+ mesh.material = material;
497
+ mesh.frustumCulled = false;
498
+ this.scene.children.length = 0;
499
+ this.scene.add(mesh);
500
+ if (!this.renderer)
501
+ this.renderer = new WebGLRenderer({ antialias: false });
502
+ this.renderer.setSize(texture.image.width, texture.image.height);
503
+ this.renderer.clear();
504
+ this.renderer.render(this.scene, this.perspectiveCam);
505
+ const tex = new Texture(this.renderer.domElement);
506
+ tex.name = "Copy";
507
+ tex.needsUpdate = true; // < important!
508
+
509
+ // reset vertex shader
510
+ material.vertexShader = origVertexShader;
511
+
512
+ return tex;
513
+ }
514
+
515
+ // static blit(src: Texture, target: Texture, blitMaterial?: ShaderMaterial) {
516
+ // let material = blitMaterial ?? this.blipMaterial;
517
+ // material.uniforms.map.value = src;
518
+ // this.mesh.material = material;
519
+ // this.mesh.frustumCulled = false;
520
+ // this.mesh.matrix.identity();
521
+ // this.scene.children.length = 0;
522
+ // this.scene.add(this.mesh);
523
+ // this.renderer.setSize(src.image.width, src.image.height);
524
+ // this.renderer.clear();
525
+ // this.renderer.render(this.scene, this.perspectiveCam);
526
+ // return new Texture(this.renderer.domElement);
527
+ // }
528
+
529
+ /**
530
+ * Copy a texture to a HTMLCanvasElement
531
+ * @param texture the texture convert
532
+ * @param force if true the texture will be copied to a new texture before converting
533
+ * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
534
+ */
535
+ static textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
536
+ if (!texture) {
537
+ return null;
538
+ }
539
+
540
+ if (force === true || texture["isCompressedTexture"] === true) {
541
+ texture = copyTexture(texture);
542
+ }
543
+ const image = texture.image;
544
+ if (isImageBitmap(image)) {
545
+ const canvas = document.createElement('canvas');
546
+ canvas.width = image.width;
547
+ canvas.height = image.height;
548
+
549
+ const context = canvas.getContext('2d');
550
+ if (!context) {
551
+ console.error("Failed getting canvas 2d context");
552
+ return null;
553
+ }
554
+ context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
555
+ return canvas;
556
+ }
557
+
558
+ return null;
559
+ }
560
+ }
561
+
562
+ /**@obsolete use Graphics.copyTexture */
563
+ export function copyTexture(texture: Texture): Texture {
564
+ return Graphics.copyTexture(texture);
565
+ }
566
+
567
+ /**@obsolete use Graphics.textureToCanvas */
568
+ export function textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
569
+ return Graphics.textureToCanvas(texture, force);
570
+ }
571
+
572
+ declare class OffscreenCanvas { };
573
+
574
+ function isImageBitmap(image) {
575
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
576
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
577
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
578
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
579
+ }
580
+
581
+
582
+
583
+ function isMesh(obj: Object3D): obj is Mesh {
584
+ const type = obj.type;
585
+ // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
586
+ return type === "Mesh" || type === "SkinnedMesh";
587
+ }
588
+
589
+ // for contact shadows
590
+ export function setVisibleInCustomShadowRendering(obj: Object3D, enabled: boolean) {
591
+ if (enabled)
592
+ obj["needle:rendercustomshadow"] = true;
593
+ else {
594
+ obj["needle:rendercustomshadow"] = false;
595
+ }
596
+ }
597
+ export function getVisibleInCustomShadowRendering(obj: Object3D): boolean {
598
+ if (obj) {
599
+ if (obj["needle:rendercustomshadow"] === true) {
600
+ return true;
601
+ }
602
+ else if (obj["needle:rendercustomshadow"] == undefined) {
603
+ return true;
604
+ }
605
+ }
606
+ return false;
607
+ }
608
+
609
+ /**
610
+ * Get the axis-aligned bounding box of a list of objects.
611
+ * @param objects The objects to get the bounding box from.
612
+ * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
613
+ * @param layers The layers to include. Typically the main camera's layers.
614
+ * @param result The result box to store the bounding box in. Returns a new box if not passed in.
615
+ */
616
+ export function getBoundingBox(objects: Object3D | Object3D[], ignore: ((obj: Object3D) => void | boolean) | Array<Object3D | null | undefined> | undefined = undefined, layers: Layers | undefined | null = undefined, result: Box3 | undefined = undefined): Box3 {
617
+ const box = result || new Box3();
618
+ box.makeEmpty();
619
+
620
+ const emptyChildren = [];
621
+ function expandByObjectRecursive(obj: Object3D) {
622
+ let allowExpanding = true;
623
+ // we dont want to check invisible objects
624
+ if (!obj.visible) return;
625
+ if (useForAutoFit(obj) === false) return;
626
+ if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane") return;
627
+ // ignore Box3Helpers
628
+ if (obj instanceof Box3Helper) allowExpanding = false;
629
+ if (obj instanceof GridHelper) allowExpanding = false;
630
+ // ignore GroundProjectedEnv
631
+ if (obj instanceof GroundedSkybox) allowExpanding = false;
632
+ if ((obj as any).isGizmo === true) allowExpanding = false;
633
+ // // Ignore shadow catcher geometry
634
+ if ((obj as Mesh).material instanceof ShadowMaterial) allowExpanding = false;
635
+ // ONLY fit meshes
636
+ if (!(isMesh(obj))) allowExpanding = false;
637
+ // Layer test, typically with the main camera
638
+ if (layers && obj.layers.test(layers) === false) allowExpanding = false;
639
+ if (allowExpanding) {
640
+ // Ignore things parented to the camera + ignore the camera
641
+ if (ignore && Array.isArray(ignore) && ignore?.includes(obj)) return;
642
+ else if (typeof ignore === "function") {
643
+ if (ignore(obj) === true) return;
644
+ }
645
+ }
646
+ // We don't want to fit UI objects
647
+ if (obj["isUI"] === true) return;
648
+ // If we encountered some geometry that should be ignored
649
+ // Then we don't want to use that for expanding the view
650
+ if (allowExpanding) {
651
+ // Temporary override children
652
+ const children = obj.children;
653
+ obj.children = emptyChildren;
654
+ // TODO: validate that object doesn't contain NaN values
655
+ const pos = obj.position;
656
+ const scale = obj.scale;
657
+ if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
658
+ console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
659
+ return;
660
+ }
661
+ box.expandByObject(obj, true);
662
+ obj.children = children;
663
+ }
664
+ for (const child of obj.children) {
665
+ expandByObjectRecursive(child);
666
+ }
667
+ }
668
+ let hasAnyObject = false;
669
+
670
+ if (!Array.isArray(objects))
671
+ objects = [objects];
672
+
673
+ for (const object of objects) {
674
+ if (!object) continue;
675
+ hasAnyObject = true;
676
+ object.updateMatrixWorld();
677
+ expandByObjectRecursive(object);
678
+ }
679
+ if (!hasAnyObject) {
680
+ console.warn("No objects to fit camera to...");
681
+ return box;
682
+ }
683
+
684
+ return box;
685
+ }
686
+
687
+ /**
688
+ * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
689
+ * @param obj the object to fit
690
+ * @param volume the volume to fit the object into
691
+ * @param opts options for fitting
692
+ */
693
+ export function fitObjectIntoVolume(obj: Object3D, volume: Box3, opts?: {
694
+ /** Objects to ignore when calculating the obj's bounding box */
695
+ ignore?: Object3D[],
696
+ /** when `true` aligns the objects position to the volume ground
697
+ * @default true
698
+ */
699
+ position?: boolean
700
+ /** when `true` scales the object to fit the volume
701
+ * @default true
702
+ */
703
+ scale?: boolean,
704
+ }): {
705
+ /** The object's bounding box before fitting */
706
+ boundsBefore: Box3,
707
+ /** The scale that was applied to the object */
708
+ scale: Vector3,
709
+ } {
710
+ const box = getBoundingBox([obj], opts?.ignore);
711
+
712
+ const boundsSize = new Vector3();
713
+ box.getSize(boundsSize);
714
+ const boundsCenter = new Vector3();
715
+ box.getCenter(boundsCenter);
716
+
717
+ const targetSize = new Vector3();
718
+ volume.getSize(targetSize);
719
+ const targetCenter = new Vector3();
720
+ volume.getCenter(targetCenter);
721
+
722
+ const scale = new Vector3();
723
+ scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
724
+ const minScale = Math.min(scale.x, scale.y, scale.z);
725
+ const useScale = opts?.scale !== false;
726
+ if (useScale) {
727
+ setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
728
+ }
729
+
730
+ if (opts?.position !== false) {
731
+ const boundsBottomPosition = new Vector3();
732
+ box.getCenter(boundsBottomPosition);
733
+ boundsBottomPosition.y = box.min.y;
734
+ const targetBottomPosition = new Vector3();
735
+ volume.getCenter(targetBottomPosition);
736
+ targetBottomPosition.y = volume.min.y;
737
+ const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
738
+ if (useScale) offset.multiplyScalar(minScale);
739
+ setWorldPosition(obj, getWorldPosition(obj).add(offset));
740
+ }
741
+
742
+ return {
743
+ boundsBefore: box,
744
+ scale,
745
+ }
746
+ }
747
+
748
+
749
+ declare type PlaceOnSurfaceResult = {
750
+ /** The offset from the object bounds to the pivot */
751
+ offset: Vector3,
752
+ /** The object's bounding box */
753
+ bounds: Box3
754
+ }
755
+
756
+ /**
757
+ * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
758
+ * The object will be visually placed on the surface (the object's pivot will be ignored).
759
+ * @param obj the object to place on the surface
760
+ * @param point the point to place the object on
761
+ * @returns the offset from the object bounds to the pivot
762
+ */
763
+ export function placeOnSurface(obj: Object3D, point: Vector3): PlaceOnSurfaceResult {
764
+ const bounds = getBoundingBox([obj]);
765
+ const center = new Vector3();
766
+ bounds.getCenter(center);
767
+ center.y = bounds.min.y;
768
+ const offset = point.clone().sub(center);
769
+ const worldPos = getWorldPosition(obj);
770
+ setWorldPosition(obj, worldPos.add(offset));
771
+ return {
772
+ offset,
773
+ bounds,
774
+ }
775
+ }
776
+
777
+ /**
778
+ * Postprocesses the material of an object loaded by {@link FBXLoader}.
779
+ * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
780
+ * This ensures consistent lighting and shading, including environment effects.
781
+ */
782
+ export function postprocessFBXMaterials(obj: Mesh, material: Material | Material[], index?: number, array?: Material[]): boolean {
783
+
784
+ if (Array.isArray(material)) {
785
+ let success = true;
786
+ for (let i = 0; i < material.length; i++) {
787
+ const res = postprocessFBXMaterials(obj, material[i], i, material);
788
+ if (!res) success = false;
789
+ }
790
+ return success;
791
+ }
792
+
793
+ // ignore if the material is already a MeshStandardMaterial
794
+ if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
795
+ return false;
796
+ }
797
+ // check if the material was already processed
798
+ else if (material["material:fbx"] != undefined) {
799
+ return true;
800
+ }
801
+
802
+ const newMaterial = new MeshStandardMaterial();
803
+ newMaterial["material:fbx"] = material;
804
+
805
+ const oldMaterial = material as any;
806
+
807
+ if (oldMaterial) {
808
+ // If a map is present then the FBX color should be ignored
809
+ // Tested e.g. in Unity and Substance Stager
810
+ // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
811
+ if (!oldMaterial.map)
812
+ newMaterial.color.copyLinearToSRGB(oldMaterial.color);
813
+ else newMaterial.color.set(1, 1, 1);
814
+
815
+ newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
816
+
817
+ newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
818
+ newMaterial.opacity = oldMaterial.opacity;
819
+ newMaterial.displacementScale = oldMaterial.displacementScale;
820
+ newMaterial.transparent = oldMaterial.transparent;
821
+ newMaterial.bumpMap = oldMaterial.bumpMap;
822
+ newMaterial.aoMap = oldMaterial.aoMap;
823
+ newMaterial.map = oldMaterial.map;
824
+ newMaterial.displacementMap = oldMaterial.displacementMap;
825
+ newMaterial.emissiveMap = oldMaterial.emissiveMap;
826
+ newMaterial.normalMap = oldMaterial.normalMap;
827
+ newMaterial.envMap = oldMaterial.envMap;
828
+ newMaterial.alphaMap = oldMaterial.alphaMap;
829
+ newMaterial.metalness = oldMaterial.reflectivity;
830
+ newMaterial.vertexColors = oldMaterial.vertexColors;
831
+ if (oldMaterial.shininess) {
832
+ // from blender source code
833
+ // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
834
+ // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
835
+ newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
836
+ }
837
+ newMaterial.needsUpdate = true;
838
+ }
839
+
840
+ if (index === undefined) {
841
+ obj.material = newMaterial;
842
+ }
843
+ else {
844
+ array![index] = newMaterial;
845
+ }
846
+ return true;
847
+ }
848
+
849
+