@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
@@ -1,558 +1,558 @@
1
- import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, Light as ThreeLight, OrthographicCamera, PointLight, SpotLight, Vector3 } from "three";
2
-
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
- import { FrameEvent } from "../engine/engine_setup.js";
5
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
6
- import type { ILight } from "../engine/engine_types.js";
7
- import { getParam } from "../engine/engine_utils.js";
8
- import { type NeedleXREventArgs } from "../engine/xr/api.js";
9
- import { Behaviour, GameObject } from "./Component.js";
10
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
11
-
12
- // https://threejs.org/examples/webgl_shadowmap_csm.html
13
-
14
-
15
- function toDegrees(radians) {
16
- return radians * 180 / Math.PI;
17
- }
18
-
19
- function toRadians(degrees) {
20
- return degrees * Math.PI / 180;
21
- }
22
-
23
- const shadowMaxDistance = 300;
24
- const debug = getParam("debuglights");
25
-
26
-
27
- /**
28
- * Defines the type of light in a scene.
29
- */
30
- export enum LightType {
31
- /** Spot light that emits light in a cone shape */
32
- Spot = 0,
33
- /** Directional light that emits parallel light rays in a specific direction */
34
- Directional = 1,
35
- /** Point light that emits light in all directions from a single point */
36
- Point = 2,
37
- /** Area light */
38
- Area = 3,
39
- /** Rectangle shaped area light that only affects baked lightmaps and light probes */
40
- Rectangle = 3,
41
- /** Disc shaped area light that only affects baked lightmaps and light probes */
42
- Disc = 4,
43
- }
44
-
45
- /**
46
- * Defines how a light contributes to the scene lighting.
47
- */
48
- export enum LightmapBakeType {
49
- /** Light affects the scene in real-time with no baking */
50
- Realtime = 4,
51
- /** Light is completely baked into lightmaps and light probes */
52
- Baked = 2,
53
- /** Combines aspects of realtime and baked lighting */
54
- Mixed = 1,
55
- }
56
-
57
- /**
58
- * Defines the shadow casting options for a Light.
59
- * @enum {number}
60
- */
61
- enum LightShadows {
62
- /** No shadows are cast */
63
- None = 0,
64
- /** Hard-edged shadows without filtering */
65
- Hard = 1,
66
- /** Soft shadows with PCF filtering */
67
- Soft = 2,
68
- }
69
-
70
- /**
71
- * The Light component creates a light source in the scene.
72
- * Supports directional, spot, and point light types with various customization options.
73
- * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
74
- *
75
- * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
76
- * additional console output and visual helpers for lights.
77
- *
78
- * @category Rendering
79
- * @group Components
80
- */
81
- export class Light extends Behaviour implements ILight {
82
-
83
- /**
84
- * The type of light (spot, directional, point, etc.)
85
- */
86
- @serializable()
87
- private type: LightType = 0;
88
-
89
- /**
90
- * The maximum distance the light affects
91
- */
92
- public range: number = 1;
93
-
94
- /**
95
- * The full outer angle of the spotlight cone in degrees
96
- */
97
- public spotAngle: number = 1;
98
-
99
- /**
100
- * The angle of the inner cone in degrees for soft-edge spotlights
101
- */
102
- public innerSpotAngle: number = 1;
103
-
104
- /**
105
- * The color of the light
106
- */
107
- @serializable(Color)
108
- set color(val: Color) {
109
- this._color = val;
110
- if (this.light !== undefined) {
111
- this.light.color = val;
112
- }
113
- }
114
- get color(): Color {
115
- if (this.light) return this.light.color;
116
- return this._color;
117
- }
118
- public _color: Color = new Color(0xffffff);
119
-
120
- /**
121
- * The near plane distance for shadow projection
122
- */
123
- @serializable()
124
- set shadowNearPlane(val: number) {
125
- if (val === this._shadowNearPlane) return;
126
- this._shadowNearPlane = val;
127
- if (this.light?.shadow?.camera !== undefined) {
128
- const cam = this.light.shadow.camera as OrthographicCamera;
129
- cam.near = val;
130
- }
131
- }
132
- get shadowNearPlane(): number { return this._shadowNearPlane; }
133
- private _shadowNearPlane: number = .1;
134
-
135
- /**
136
- * Shadow bias value to reduce shadow acne and peter-panning
137
- */
138
- @serializable()
139
- set shadowBias(val: number) {
140
- if (val === this._shadowBias) return;
141
- this._shadowBias = val;
142
- if (this.light?.shadow?.bias !== undefined) {
143
- this.light.shadow.bias = val;
144
- this.light.shadow.needsUpdate = true;
145
- }
146
- }
147
- get shadowBias(): number { return this._shadowBias; }
148
- private _shadowBias: number = 0;
149
-
150
- /**
151
- * Shadow normal bias to reduce shadow acne on sloped surfaces
152
- */
153
- @serializable()
154
- set shadowNormalBias(val: number) {
155
- if (val === this._shadowNormalBias) return;
156
- this._shadowNormalBias = val;
157
- if (this.light?.shadow?.normalBias !== undefined) {
158
- this.light.shadow.normalBias = val;
159
- this.light.shadow.needsUpdate = true;
160
- }
161
- }
162
- get shadowNormalBias(): number { return this._shadowNormalBias; }
163
- private _shadowNormalBias: number = 0;
164
-
165
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
166
- private _overrideShadowBiasSettings: boolean = false;
167
-
168
- /**
169
- * Shadow casting mode (None, Hard, or Soft)
170
- */
171
- @serializable()
172
- set shadows(val: LightShadows) {
173
- this._shadows = val;
174
- if (this.light) {
175
- this.light.castShadow = val !== LightShadows.None;
176
- this.updateShadowSoftHard();
177
- }
178
- }
179
- get shadows(): LightShadows { return this._shadows; }
180
- private _shadows: LightShadows = 1;
181
-
182
- /**
183
- * Determines if the light contributes to realtime lighting, baked lighting, or a mix
184
- */
185
- @serializable()
186
- private lightmapBakeType: LightmapBakeType = LightmapBakeType.Realtime;
187
-
188
- /**
189
- * Brightness of the light. In WebXR experiences, the intensity is automatically
190
- * adjusted based on the AR session scale to maintain consistent lighting.
191
- */
192
- @serializable()
193
- set intensity(val: number) {
194
- this._intensity = val;
195
- if (this.light) {
196
- let factor: number = 1;
197
- if (this.context.isInXR && this._webARRoot) {
198
- const scaleFactor = this._webARRoot?.arScale;
199
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
200
- factor /= scaleFactor;
201
- }
202
- }
203
- this.light.intensity = val * factor;
204
- }
205
- if (debug) console.log("Set light intensity to " + this._intensity, val, this)
206
- }
207
- get intensity(): number { return this._intensity; }
208
- private _intensity: number = -1;
209
-
210
- /**
211
- * Maximum distance the shadow is projected
212
- */
213
- @serializable()
214
- get shadowDistance(): number {
215
- const light = this.light;
216
- if (light?.shadow) {
217
- const cam = light.shadow.camera as OrthographicCamera;
218
- return cam.far;
219
- }
220
- return -1;
221
- }
222
- set shadowDistance(val: number) {
223
- this._shadowDistance = val;
224
- const light = this.light;
225
- if (light?.shadow) {
226
- const cam = light.shadow.camera as OrthographicCamera;
227
- cam.far = val;
228
- cam.updateProjectionMatrix();
229
- }
230
- }
231
- private _shadowDistance?: number;
232
- // set from additional component
233
- private shadowWidth?: number;
234
- private shadowHeight?: number;
235
-
236
- /**
237
- * Resolution of the shadow map in pixels (width and height)
238
- */
239
- @serializable()
240
- get shadowResolution(): number {
241
- const light = this.light;
242
- if (light?.shadow) {
243
- return light.shadow.mapSize.x;
244
- }
245
- return -1;
246
- }
247
- set shadowResolution(val: number) {
248
- if (val === this._shadowResolution) return;
249
- this._shadowResolution = val;
250
- const light = this.light;
251
- if (light?.shadow) {
252
- light.shadow.mapSize.set(val, val);
253
- light.shadow.needsUpdate = true;
254
- }
255
- }
256
- private _shadowResolution?: number = undefined;
257
-
258
- /**
259
- * Whether this light's illumination is entirely baked into lightmaps
260
- */
261
- get isBaked() {
262
- return this.lightmapBakeType === LightmapBakeType.Baked;
263
- }
264
-
265
- /**
266
- * Checks if the GameObject itself is a {@link ThreeLight} object
267
- */
268
- private get selfIsLight(): boolean {
269
- if (this.gameObject["isLight"] === true) return true;
270
- switch (this.gameObject.type) {
271
- case "SpotLight":
272
- case "PointLight":
273
- case "DirectionalLight":
274
- return true;
275
- }
276
- return false;
277
- }
278
-
279
- /**
280
- * The underlying three.js {@link ThreeLight} instance
281
- */
282
- private light: ThreeLight | undefined = undefined;
283
-
284
- /**
285
- * Gets the world position of the light
286
- * @param vec Vector3 to store the result
287
- * @returns The world position as a Vector3
288
- */
289
- public getWorldPosition(vec: Vector3): Vector3 {
290
- if (this.light) {
291
- if (this.type === LightType.Directional) {
292
- return this.light.getWorldPosition(vec).multiplyScalar(1);
293
- }
294
- return this.light.getWorldPosition(vec);
295
- }
296
- return vec;
297
- }
298
-
299
- // public updateIntensity() {
300
- // this.intensity = this._intensity;
301
- // }
302
-
303
- awake() {
304
- this.color = new Color(this.color ?? 0xffffff);
305
- if (debug) console.log(this.name, this);
306
- }
307
-
308
- onEnable(): void {
309
- if (debug) console.log("ENABLE LIGHT", this.name);
310
- this.createLight();
311
- if (this.isBaked) return;
312
- else if (this.light) {
313
- this.light.visible = true;
314
- this.light.intensity = this._intensity;
315
- if (debug) console.log("Set light intensity to " + this.light.intensity, this.name)
316
- if (this.selfIsLight) {
317
- // nothing to do
318
- }
319
- else if (this.light.parent !== this.gameObject)
320
- this.gameObject.add(this.light);
321
- }
322
- if (this.type === LightType.Directional)
323
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
324
- }
325
-
326
- onDisable() {
327
- if (debug) console.log("DISABLE LIGHT", this.name);
328
- if (this.light) {
329
- if (this.selfIsLight)
330
- this.light.intensity = 0;
331
- else
332
- this.light.visible = false;
333
- }
334
- }
335
-
336
- private _webXRStartedListener?: Function;
337
- private _webXREndedListener?: Function;
338
- private _webARRoot?: WebARSessionRoot;
339
-
340
- onEnterXR(_args: NeedleXREventArgs): void {
341
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
342
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
343
- }
344
-
345
- // private *_updateLightIntensityInARRoutine() {
346
- // while (this.context.isInAR) {
347
- // yield;
348
- // // this.updateIntensity();
349
- // for (let i = 0; i < 30; i++) yield;
350
- // }
351
- // }
352
-
353
- onLeaveXR(_args: NeedleXREventArgs): void {
354
- // this.updateIntensity();
355
- }
356
-
357
- /**
358
- * Creates the appropriate three.js light based on the configured light type
359
- * and applies all settings like shadows, intensity, and color.
360
- */
361
- createLight() {
362
- const lightAlreadyCreated = this.selfIsLight;
363
-
364
- if (lightAlreadyCreated && !this.light) {
365
- this.light = this.gameObject as unknown as ThreeLight;
366
- this.light.name = this.name;
367
- this._intensity = this.light.intensity;
368
-
369
- switch (this.type) {
370
- case LightType.Directional:
371
- this.setDirectionalLight(this.light as DirectionalLight);
372
- break;
373
- }
374
- }
375
- else if (!this.light) {
376
- switch (this.type) {
377
- case LightType.Directional:
378
- // console.log(this);
379
- const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
380
- // directional light target is at 0 0 0 by default
381
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
382
- this.gameObject.add(dirLight.target);
383
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
384
- this.light = dirLight;
385
- this.gameObject.position.set(0, 0, 0);
386
- this.gameObject.rotation.set(0, 0, 0);
387
-
388
- if (debug) {
389
- const spotLightHelper = new DirectionalLightHelper(this.light as DirectionalLight, .2, this.color);
390
- this.context.scene.add(spotLightHelper);
391
- // const bh = new BoxHelper(this.context.scene, 0xfff0000);
392
- // this.context.scene.add(bh);
393
- }
394
- break;
395
-
396
- case LightType.Spot:
397
- const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
398
- spotLight.position.set(0, 0, 0);
399
- spotLight.rotation.set(0, 0, 0);
400
-
401
- this.light = spotLight;
402
- const spotLightTarget = spotLight.target;
403
- spotLight.add(spotLightTarget);
404
- spotLightTarget.position.set(0, 0, this.range);
405
- spotLightTarget.rotation.set(0, 0, 0);
406
- break;
407
-
408
- case LightType.Point:
409
- const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
410
- this.light = pointLight;
411
-
412
- // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
413
- // scene.add(pointHelper);
414
- break;
415
- }
416
- }
417
-
418
-
419
- if (this.light) {
420
- if (this._intensity >= 0)
421
- this.light.intensity = this._intensity;
422
- else
423
- this._intensity = this.light.intensity;
424
-
425
- if (this.shadows !== LightShadows.None) {
426
- this.light.castShadow = true;
427
- }
428
- else this.light.castShadow = false;
429
-
430
- if (this.light.shadow) {
431
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
432
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
433
- this.light.shadow.mapSize.width = this._shadowResolution;
434
- this.light.shadow.mapSize.height = this._shadowResolution;
435
- }
436
- else {
437
- this.light.shadow.mapSize.width = 2048;
438
- this.light.shadow.mapSize.height = 2048;
439
- }
440
- // this.light.shadow.needsUpdate = true;
441
- // console.log(this.light.shadow.mapSize);
442
- // return;
443
-
444
- if (debug)
445
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
446
-
447
- this.light.shadow.bias = this.shadowBias;
448
- this.light.shadow.normalBias = this.shadowNormalBias;
449
-
450
- this.updateShadowSoftHard();
451
-
452
- const cam = this.light.shadow.camera as OrthographicCamera;
453
- cam.near = this.shadowNearPlane;
454
- // use shadow distance that was set explictly (if any)
455
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
456
- cam.far = this._shadowDistance;
457
- else // otherwise fallback to object scale and max distance
458
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
459
-
460
- // width and height
461
- this.gameObject.scale.set(1, 1, 1);
462
- if (this.shadowWidth !== undefined) {
463
- cam.left = -this.shadowWidth / 2;
464
- cam.right = this.shadowWidth / 2;
465
- }
466
- else {
467
- const sx = this.gameObject.scale.x;
468
- cam.left *= sx;
469
- cam.right *= sx;
470
- }
471
- if (this.shadowHeight !== undefined) {
472
- cam.top = this.shadowHeight / 2;
473
- cam.bottom = -this.shadowHeight / 2;
474
- }
475
- else {
476
- const sy = this.gameObject.scale.y;
477
- cam.top *= sy;
478
- cam.bottom *= sy;
479
- }
480
- this.light.shadow.needsUpdate = true;
481
-
482
- if (debug)
483
- this.context.scene.add(new CameraHelper(cam));
484
- }
485
-
486
-
487
-
488
- if (this.isBaked) {
489
- this.light.removeFromParent();
490
- }
491
- else if (!lightAlreadyCreated)
492
- this.gameObject.add(this.light);
493
- }
494
-
495
- }
496
-
497
- /**
498
- * Coroutine that updates the main light reference in the context
499
- * if this directional light should be the main light
500
- */
501
- *updateMainLightRoutine() {
502
- while (true) {
503
- if (this.type === LightType.Directional) {
504
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
505
- this.context.mainLight = this;
506
- }
507
- yield;
508
- }
509
- break;
510
- }
511
- }
512
-
513
- /**
514
- * Controls whether the renderer's shadow map type can be changed when soft shadows are used
515
- */
516
- static allowChangingRendererShadowMapType: boolean = true;
517
-
518
- /**
519
- * Updates shadow settings based on whether the shadows are set to hard or soft
520
- */
521
- private updateShadowSoftHard() {
522
- if (!this.light) return;
523
- if (!this.light.shadow) return;
524
- if (this.shadows === LightShadows.Soft) {
525
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
526
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
527
- // this.light.shadow.radius = radius;
528
- // this.light.shadow.blurSamples = samples;
529
- // if (isMobileDevice()) {
530
- // this.light.shadow.radius *= .5;
531
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
532
- // }
533
- // if (Light.allowChangingRendererShadowMapType) {
534
- // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
535
- // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
536
- // this.context.renderer.shadowMap.type = VSMShadowMap;
537
- // }
538
- // }
539
- }
540
- else {
541
- this.light.shadow.radius = 1;
542
- this.light.shadow.blurSamples = 1;
543
- }
544
- }
545
-
546
- /**
547
- * Configures a directional light by adding and positioning its target
548
- * @param dirLight The directional light to set up
549
- */
550
- private setDirectionalLight(dirLight: DirectionalLight) {
551
- dirLight.add(dirLight.target);
552
- dirLight.target.position.set(0, 0, -1);
553
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
554
- }
555
- }
556
-
557
- const vec = new Vector3(0, 0, 0);
558
-
1
+ import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, Light as ThreeLight, OrthographicCamera, PointLight, SpotLight, Vector3 } from "three";
2
+
3
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
+ import { FrameEvent } from "../engine/engine_setup.js";
5
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
6
+ import type { ILight } from "../engine/engine_types.js";
7
+ import { getParam } from "../engine/engine_utils.js";
8
+ import { type NeedleXREventArgs } from "../engine/xr/api.js";
9
+ import { Behaviour, GameObject } from "./Component.js";
10
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
11
+
12
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
13
+
14
+
15
+ function toDegrees(radians) {
16
+ return radians * 180 / Math.PI;
17
+ }
18
+
19
+ function toRadians(degrees) {
20
+ return degrees * Math.PI / 180;
21
+ }
22
+
23
+ const shadowMaxDistance = 300;
24
+ const debug = getParam("debuglights");
25
+
26
+
27
+ /**
28
+ * Defines the type of light in a scene.
29
+ */
30
+ export enum LightType {
31
+ /** Spot light that emits light in a cone shape */
32
+ Spot = 0,
33
+ /** Directional light that emits parallel light rays in a specific direction */
34
+ Directional = 1,
35
+ /** Point light that emits light in all directions from a single point */
36
+ Point = 2,
37
+ /** Area light */
38
+ Area = 3,
39
+ /** Rectangle shaped area light that only affects baked lightmaps and light probes */
40
+ Rectangle = 3,
41
+ /** Disc shaped area light that only affects baked lightmaps and light probes */
42
+ Disc = 4,
43
+ }
44
+
45
+ /**
46
+ * Defines how a light contributes to the scene lighting.
47
+ */
48
+ export enum LightmapBakeType {
49
+ /** Light affects the scene in real-time with no baking */
50
+ Realtime = 4,
51
+ /** Light is completely baked into lightmaps and light probes */
52
+ Baked = 2,
53
+ /** Combines aspects of realtime and baked lighting */
54
+ Mixed = 1,
55
+ }
56
+
57
+ /**
58
+ * Defines the shadow casting options for a Light.
59
+ * @enum {number}
60
+ */
61
+ enum LightShadows {
62
+ /** No shadows are cast */
63
+ None = 0,
64
+ /** Hard-edged shadows without filtering */
65
+ Hard = 1,
66
+ /** Soft shadows with PCF filtering */
67
+ Soft = 2,
68
+ }
69
+
70
+ /**
71
+ * The Light component creates a light source in the scene.
72
+ * Supports directional, spot, and point light types with various customization options.
73
+ * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
74
+ *
75
+ * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
76
+ * additional console output and visual helpers for lights.
77
+ *
78
+ * @category Rendering
79
+ * @group Components
80
+ */
81
+ export class Light extends Behaviour implements ILight {
82
+
83
+ /**
84
+ * The type of light (spot, directional, point, etc.)
85
+ */
86
+ @serializable()
87
+ private type: LightType = 0;
88
+
89
+ /**
90
+ * The maximum distance the light affects
91
+ */
92
+ public range: number = 1;
93
+
94
+ /**
95
+ * The full outer angle of the spotlight cone in degrees
96
+ */
97
+ public spotAngle: number = 1;
98
+
99
+ /**
100
+ * The angle of the inner cone in degrees for soft-edge spotlights
101
+ */
102
+ public innerSpotAngle: number = 1;
103
+
104
+ /**
105
+ * The color of the light
106
+ */
107
+ @serializable(Color)
108
+ set color(val: Color) {
109
+ this._color = val;
110
+ if (this.light !== undefined) {
111
+ this.light.color = val;
112
+ }
113
+ }
114
+ get color(): Color {
115
+ if (this.light) return this.light.color;
116
+ return this._color;
117
+ }
118
+ public _color: Color = new Color(0xffffff);
119
+
120
+ /**
121
+ * The near plane distance for shadow projection
122
+ */
123
+ @serializable()
124
+ set shadowNearPlane(val: number) {
125
+ if (val === this._shadowNearPlane) return;
126
+ this._shadowNearPlane = val;
127
+ if (this.light?.shadow?.camera !== undefined) {
128
+ const cam = this.light.shadow.camera as OrthographicCamera;
129
+ cam.near = val;
130
+ }
131
+ }
132
+ get shadowNearPlane(): number { return this._shadowNearPlane; }
133
+ private _shadowNearPlane: number = .1;
134
+
135
+ /**
136
+ * Shadow bias value to reduce shadow acne and peter-panning
137
+ */
138
+ @serializable()
139
+ set shadowBias(val: number) {
140
+ if (val === this._shadowBias) return;
141
+ this._shadowBias = val;
142
+ if (this.light?.shadow?.bias !== undefined) {
143
+ this.light.shadow.bias = val;
144
+ this.light.shadow.needsUpdate = true;
145
+ }
146
+ }
147
+ get shadowBias(): number { return this._shadowBias; }
148
+ private _shadowBias: number = 0;
149
+
150
+ /**
151
+ * Shadow normal bias to reduce shadow acne on sloped surfaces
152
+ */
153
+ @serializable()
154
+ set shadowNormalBias(val: number) {
155
+ if (val === this._shadowNormalBias) return;
156
+ this._shadowNormalBias = val;
157
+ if (this.light?.shadow?.normalBias !== undefined) {
158
+ this.light.shadow.normalBias = val;
159
+ this.light.shadow.needsUpdate = true;
160
+ }
161
+ }
162
+ get shadowNormalBias(): number { return this._shadowNormalBias; }
163
+ private _shadowNormalBias: number = 0;
164
+
165
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
166
+ private _overrideShadowBiasSettings: boolean = false;
167
+
168
+ /**
169
+ * Shadow casting mode (None, Hard, or Soft)
170
+ */
171
+ @serializable()
172
+ set shadows(val: LightShadows) {
173
+ this._shadows = val;
174
+ if (this.light) {
175
+ this.light.castShadow = val !== LightShadows.None;
176
+ this.updateShadowSoftHard();
177
+ }
178
+ }
179
+ get shadows(): LightShadows { return this._shadows; }
180
+ private _shadows: LightShadows = 1;
181
+
182
+ /**
183
+ * Determines if the light contributes to realtime lighting, baked lighting, or a mix
184
+ */
185
+ @serializable()
186
+ private lightmapBakeType: LightmapBakeType = LightmapBakeType.Realtime;
187
+
188
+ /**
189
+ * Brightness of the light. In WebXR experiences, the intensity is automatically
190
+ * adjusted based on the AR session scale to maintain consistent lighting.
191
+ */
192
+ @serializable()
193
+ set intensity(val: number) {
194
+ this._intensity = val;
195
+ if (this.light) {
196
+ let factor: number = 1;
197
+ if (this.context.isInXR && this._webARRoot) {
198
+ const scaleFactor = this._webARRoot?.arScale;
199
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
200
+ factor /= scaleFactor;
201
+ }
202
+ }
203
+ this.light.intensity = val * factor;
204
+ }
205
+ if (debug) console.log("Set light intensity to " + this._intensity, val, this)
206
+ }
207
+ get intensity(): number { return this._intensity; }
208
+ private _intensity: number = -1;
209
+
210
+ /**
211
+ * Maximum distance the shadow is projected
212
+ */
213
+ @serializable()
214
+ get shadowDistance(): number {
215
+ const light = this.light;
216
+ if (light?.shadow) {
217
+ const cam = light.shadow.camera as OrthographicCamera;
218
+ return cam.far;
219
+ }
220
+ return -1;
221
+ }
222
+ set shadowDistance(val: number) {
223
+ this._shadowDistance = val;
224
+ const light = this.light;
225
+ if (light?.shadow) {
226
+ const cam = light.shadow.camera as OrthographicCamera;
227
+ cam.far = val;
228
+ cam.updateProjectionMatrix();
229
+ }
230
+ }
231
+ private _shadowDistance?: number;
232
+ // set from additional component
233
+ private shadowWidth?: number;
234
+ private shadowHeight?: number;
235
+
236
+ /**
237
+ * Resolution of the shadow map in pixels (width and height)
238
+ */
239
+ @serializable()
240
+ get shadowResolution(): number {
241
+ const light = this.light;
242
+ if (light?.shadow) {
243
+ return light.shadow.mapSize.x;
244
+ }
245
+ return -1;
246
+ }
247
+ set shadowResolution(val: number) {
248
+ if (val === this._shadowResolution) return;
249
+ this._shadowResolution = val;
250
+ const light = this.light;
251
+ if (light?.shadow) {
252
+ light.shadow.mapSize.set(val, val);
253
+ light.shadow.needsUpdate = true;
254
+ }
255
+ }
256
+ private _shadowResolution?: number = undefined;
257
+
258
+ /**
259
+ * Whether this light's illumination is entirely baked into lightmaps
260
+ */
261
+ get isBaked() {
262
+ return this.lightmapBakeType === LightmapBakeType.Baked;
263
+ }
264
+
265
+ /**
266
+ * Checks if the GameObject itself is a {@link ThreeLight} object
267
+ */
268
+ private get selfIsLight(): boolean {
269
+ if (this.gameObject["isLight"] === true) return true;
270
+ switch (this.gameObject.type) {
271
+ case "SpotLight":
272
+ case "PointLight":
273
+ case "DirectionalLight":
274
+ return true;
275
+ }
276
+ return false;
277
+ }
278
+
279
+ /**
280
+ * The underlying three.js {@link ThreeLight} instance
281
+ */
282
+ private light: ThreeLight | undefined = undefined;
283
+
284
+ /**
285
+ * Gets the world position of the light
286
+ * @param vec Vector3 to store the result
287
+ * @returns The world position as a Vector3
288
+ */
289
+ public getWorldPosition(vec: Vector3): Vector3 {
290
+ if (this.light) {
291
+ if (this.type === LightType.Directional) {
292
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
293
+ }
294
+ return this.light.getWorldPosition(vec);
295
+ }
296
+ return vec;
297
+ }
298
+
299
+ // public updateIntensity() {
300
+ // this.intensity = this._intensity;
301
+ // }
302
+
303
+ awake() {
304
+ this.color = new Color(this.color ?? 0xffffff);
305
+ if (debug) console.log(this.name, this);
306
+ }
307
+
308
+ onEnable(): void {
309
+ if (debug) console.log("ENABLE LIGHT", this.name);
310
+ this.createLight();
311
+ if (this.isBaked) return;
312
+ else if (this.light) {
313
+ this.light.visible = true;
314
+ this.light.intensity = this._intensity;
315
+ if (debug) console.log("Set light intensity to " + this.light.intensity, this.name)
316
+ if (this.selfIsLight) {
317
+ // nothing to do
318
+ }
319
+ else if (this.light.parent !== this.gameObject)
320
+ this.gameObject.add(this.light);
321
+ }
322
+ if (this.type === LightType.Directional)
323
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
324
+ }
325
+
326
+ onDisable() {
327
+ if (debug) console.log("DISABLE LIGHT", this.name);
328
+ if (this.light) {
329
+ if (this.selfIsLight)
330
+ this.light.intensity = 0;
331
+ else
332
+ this.light.visible = false;
333
+ }
334
+ }
335
+
336
+ private _webXRStartedListener?: Function;
337
+ private _webXREndedListener?: Function;
338
+ private _webARRoot?: WebARSessionRoot;
339
+
340
+ onEnterXR(_args: NeedleXREventArgs): void {
341
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
342
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
343
+ }
344
+
345
+ // private *_updateLightIntensityInARRoutine() {
346
+ // while (this.context.isInAR) {
347
+ // yield;
348
+ // // this.updateIntensity();
349
+ // for (let i = 0; i < 30; i++) yield;
350
+ // }
351
+ // }
352
+
353
+ onLeaveXR(_args: NeedleXREventArgs): void {
354
+ // this.updateIntensity();
355
+ }
356
+
357
+ /**
358
+ * Creates the appropriate three.js light based on the configured light type
359
+ * and applies all settings like shadows, intensity, and color.
360
+ */
361
+ createLight() {
362
+ const lightAlreadyCreated = this.selfIsLight;
363
+
364
+ if (lightAlreadyCreated && !this.light) {
365
+ this.light = this.gameObject as unknown as ThreeLight;
366
+ this.light.name = this.name;
367
+ this._intensity = this.light.intensity;
368
+
369
+ switch (this.type) {
370
+ case LightType.Directional:
371
+ this.setDirectionalLight(this.light as DirectionalLight);
372
+ break;
373
+ }
374
+ }
375
+ else if (!this.light) {
376
+ switch (this.type) {
377
+ case LightType.Directional:
378
+ // console.log(this);
379
+ const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
380
+ // directional light target is at 0 0 0 by default
381
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
382
+ this.gameObject.add(dirLight.target);
383
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
384
+ this.light = dirLight;
385
+ this.gameObject.position.set(0, 0, 0);
386
+ this.gameObject.rotation.set(0, 0, 0);
387
+
388
+ if (debug) {
389
+ const spotLightHelper = new DirectionalLightHelper(this.light as DirectionalLight, .2, this.color);
390
+ this.context.scene.add(spotLightHelper);
391
+ // const bh = new BoxHelper(this.context.scene, 0xfff0000);
392
+ // this.context.scene.add(bh);
393
+ }
394
+ break;
395
+
396
+ case LightType.Spot:
397
+ const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
398
+ spotLight.position.set(0, 0, 0);
399
+ spotLight.rotation.set(0, 0, 0);
400
+
401
+ this.light = spotLight;
402
+ const spotLightTarget = spotLight.target;
403
+ spotLight.add(spotLightTarget);
404
+ spotLightTarget.position.set(0, 0, this.range);
405
+ spotLightTarget.rotation.set(0, 0, 0);
406
+ break;
407
+
408
+ case LightType.Point:
409
+ const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
410
+ this.light = pointLight;
411
+
412
+ // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
413
+ // scene.add(pointHelper);
414
+ break;
415
+ }
416
+ }
417
+
418
+
419
+ if (this.light) {
420
+ if (this._intensity >= 0)
421
+ this.light.intensity = this._intensity;
422
+ else
423
+ this._intensity = this.light.intensity;
424
+
425
+ if (this.shadows !== LightShadows.None) {
426
+ this.light.castShadow = true;
427
+ }
428
+ else this.light.castShadow = false;
429
+
430
+ if (this.light.shadow) {
431
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
432
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
433
+ this.light.shadow.mapSize.width = this._shadowResolution;
434
+ this.light.shadow.mapSize.height = this._shadowResolution;
435
+ }
436
+ else {
437
+ this.light.shadow.mapSize.width = 2048;
438
+ this.light.shadow.mapSize.height = 2048;
439
+ }
440
+ // this.light.shadow.needsUpdate = true;
441
+ // console.log(this.light.shadow.mapSize);
442
+ // return;
443
+
444
+ if (debug)
445
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
446
+
447
+ this.light.shadow.bias = this.shadowBias;
448
+ this.light.shadow.normalBias = this.shadowNormalBias;
449
+
450
+ this.updateShadowSoftHard();
451
+
452
+ const cam = this.light.shadow.camera as OrthographicCamera;
453
+ cam.near = this.shadowNearPlane;
454
+ // use shadow distance that was set explictly (if any)
455
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
456
+ cam.far = this._shadowDistance;
457
+ else // otherwise fallback to object scale and max distance
458
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
459
+
460
+ // width and height
461
+ this.gameObject.scale.set(1, 1, 1);
462
+ if (this.shadowWidth !== undefined) {
463
+ cam.left = -this.shadowWidth / 2;
464
+ cam.right = this.shadowWidth / 2;
465
+ }
466
+ else {
467
+ const sx = this.gameObject.scale.x;
468
+ cam.left *= sx;
469
+ cam.right *= sx;
470
+ }
471
+ if (this.shadowHeight !== undefined) {
472
+ cam.top = this.shadowHeight / 2;
473
+ cam.bottom = -this.shadowHeight / 2;
474
+ }
475
+ else {
476
+ const sy = this.gameObject.scale.y;
477
+ cam.top *= sy;
478
+ cam.bottom *= sy;
479
+ }
480
+ this.light.shadow.needsUpdate = true;
481
+
482
+ if (debug)
483
+ this.context.scene.add(new CameraHelper(cam));
484
+ }
485
+
486
+
487
+
488
+ if (this.isBaked) {
489
+ this.light.removeFromParent();
490
+ }
491
+ else if (!lightAlreadyCreated)
492
+ this.gameObject.add(this.light);
493
+ }
494
+
495
+ }
496
+
497
+ /**
498
+ * Coroutine that updates the main light reference in the context
499
+ * if this directional light should be the main light
500
+ */
501
+ *updateMainLightRoutine() {
502
+ while (true) {
503
+ if (this.type === LightType.Directional) {
504
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
505
+ this.context.mainLight = this;
506
+ }
507
+ yield;
508
+ }
509
+ break;
510
+ }
511
+ }
512
+
513
+ /**
514
+ * Controls whether the renderer's shadow map type can be changed when soft shadows are used
515
+ */
516
+ static allowChangingRendererShadowMapType: boolean = true;
517
+
518
+ /**
519
+ * Updates shadow settings based on whether the shadows are set to hard or soft
520
+ */
521
+ private updateShadowSoftHard() {
522
+ if (!this.light) return;
523
+ if (!this.light.shadow) return;
524
+ if (this.shadows === LightShadows.Soft) {
525
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
526
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
527
+ // this.light.shadow.radius = radius;
528
+ // this.light.shadow.blurSamples = samples;
529
+ // if (isMobileDevice()) {
530
+ // this.light.shadow.radius *= .5;
531
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
532
+ // }
533
+ // if (Light.allowChangingRendererShadowMapType) {
534
+ // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
535
+ // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
536
+ // this.context.renderer.shadowMap.type = VSMShadowMap;
537
+ // }
538
+ // }
539
+ }
540
+ else {
541
+ this.light.shadow.radius = 1;
542
+ this.light.shadow.blurSamples = 1;
543
+ }
544
+ }
545
+
546
+ /**
547
+ * Configures a directional light by adding and positioning its target
548
+ * @param dirLight The directional light to set up
549
+ */
550
+ private setDirectionalLight(dirLight: DirectionalLight) {
551
+ dirLight.add(dirLight.target);
552
+ dirLight.target.position.set(0, 0, -1);
553
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
554
+ }
555
+ }
556
+
557
+ const vec = new Vector3(0, 0, 0);
558
+