@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
@@ -1,900 +1,900 @@
1
- import { getRaycastMesh } from "@needle-tools/gltf-progressive";
2
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
3
-
4
- import { showBalloonWarning } from "../engine/debug/index.js";
5
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
6
- import { Gizmos } from "../engine/engine_gizmos.js";
7
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
8
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
9
- import { serializable } from "../engine/engine_serialization_decorator.js";
10
- import { FrameEvent } from "../engine/engine_setup.js";
11
- import { getTempVector } from "../engine/engine_three_utils.js";
12
- import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
13
- import { getParam } from "../engine/engine_utils.js";
14
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
15
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
16
- import { Behaviour, GameObject } from "./Component.js";
17
- import { ReflectionProbe } from "./ReflectionProbe.js";
18
- import { InstanceHandle, InstancingHandler } from "./RendererInstancing.js"
19
- // import { RendererCustomShader } from "./RendererCustomShader.js";
20
- import { RendererLightmap } from "./RendererLightmap.js";
21
-
22
-
23
- // for staying compatible with old code
24
- export { InstancingUtil } from "../engine/engine_instancing.js";
25
-
26
- const debugRenderer = getParam("debugrenderer");
27
- const debugskinnedmesh = getParam("debugskinnedmesh");
28
- const suppressInstancing = getParam("noinstancing");
29
- const showWireframe = getParam("wireframe");
30
-
31
- export enum ReflectionProbeUsage {
32
- Off = 0,
33
- BlendProbes = 1,
34
- BlendProbesAndSkybox = 2,
35
- Simple = 3,
36
- }
37
-
38
-
39
- export class FieldWithDefault {
40
- public path: string | null = null;
41
- public asset: object | null = null;
42
- public default: any;
43
- }
44
-
45
- export enum RenderState {
46
- Both = 0,
47
- Back = 1,
48
- Front = 2,
49
- }
50
-
51
-
52
- // support sharedMaterials[index] assigning materials directly to the objects
53
- class SharedMaterialArray implements ISharedMaterials {
54
-
55
- [num: number]: Material;
56
-
57
- private _renderer: Renderer;
58
- private _targets: Object3D[] = [];
59
-
60
- private _indexMapMaxIndex?: number;
61
- private _indexMap?: Map<number, number>;
62
-
63
- private _changed: boolean = false;
64
- get changed(): boolean {
65
- return this._changed;
66
- }
67
- set changed(value: boolean) {
68
- if (value === true) {
69
- if (debugRenderer)
70
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
71
- }
72
- this._changed = value;
73
- }
74
-
75
- is(renderer: Renderer) {
76
- return this._renderer === renderer;
77
- }
78
-
79
- constructor(renderer: Renderer, originalMaterials: Material[]) {
80
- this._renderer = renderer;
81
- const setMaterial = this.setMaterial.bind(this);
82
- const getMaterial = this.getMaterial.bind(this);
83
- const go = renderer.gameObject;
84
- this._targets = [];
85
- if (go) {
86
- switch (go.type) {
87
- case "Group":
88
- this._targets = [...go.children];
89
- break;
90
- case "SkinnedMesh":
91
- case "Mesh":
92
- this._targets.push(go);
93
- break;
94
- }
95
- }
96
-
97
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
98
- let hasMissingMaterials = false;
99
- let indexMap: Map<number, number> | undefined = undefined;
100
- let maxIndex: number = 0;
101
- for (let i = 0; i < this._targets.length; i++) {
102
- const target = this._targets[i] as Mesh;
103
- if (!target) continue;
104
- const mat = target.material as Material;
105
- if (!mat) continue;
106
- // set the shadow side to the same as the side of the material, three flips this for some reason
107
- mat.shadowSide = mat.side;
108
- for (let k = 0; k < originalMaterials.length; k++) {
109
- const orig = originalMaterials[k];
110
- if (!orig) {
111
- hasMissingMaterials = true;
112
- continue;
113
- }
114
- if (mat.name === orig.name) {
115
- if (indexMap === undefined) indexMap = new Map();
116
- indexMap.set(k, i);
117
- maxIndex = Math.max(maxIndex, k);
118
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
119
- break;
120
- }
121
- }
122
- }
123
- if (hasMissingMaterials) {
124
- this._indexMapMaxIndex = maxIndex;
125
- this._indexMap = indexMap;
126
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
127
- console.warn(warningMessage);
128
- if (isLocalNetwork()) showBalloonWarning("Found renderer with missing materials: please check the console for details.");
129
- }
130
-
131
- // this lets us override the javascript indexer, only works in ES6 tho
132
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
133
- return new Proxy(this, {
134
- get(target, key) {
135
- if (typeof key === "string") {
136
- const index = parseInt(key);
137
- if (!isNaN(index)) {
138
- return getMaterial(index);
139
- }
140
- }
141
- return target[key];
142
- },
143
- set(target, key, value) {
144
- if (typeof key === "string")
145
- setMaterial(value, Number.parseInt(key));
146
- // console.log(target, key, value);
147
- if (Reflect.set(target, key, value)) {
148
- if (value instanceof Material)
149
- target.changed = true;
150
- return true;
151
- }
152
- return false;
153
- }
154
- });
155
- }
156
-
157
- get length(): number {
158
- if (this._indexMapMaxIndex !== undefined) return this._indexMapMaxIndex + 1;
159
- return this._targets.length;
160
- }
161
-
162
- // iterator to support: for(const mat of sharedMaterials)
163
- *[Symbol.iterator]() {
164
- for (let i = 0; i < this.length; i++) {
165
- yield this.getMaterial(i);
166
- }
167
- }
168
-
169
- private resolveIndex(index: number): number {
170
- const map = this._indexMap;
171
- // if we have a index map it means that some materials were missing
172
- if (map) {
173
- if (map.has(index)) return map.get(index) as number;
174
- // return -1;
175
- }
176
- return index;
177
- }
178
-
179
- private setMaterial(mat: Material, index: number) {
180
- index = this.resolveIndex(index);
181
- if (index < 0 || index >= this._targets.length) return;
182
- const target = this._targets[index];
183
- if (!target || target["material"] === undefined) return;
184
- target["material"] = mat;
185
- this.changed = true;
186
- }
187
-
188
- private getMaterial(index: number): Material | null {
189
- index = this.resolveIndex(index);
190
- if (index < 0) return null;
191
- const obj = this._targets;
192
- if (index >= obj.length) return null;
193
- const target = obj[index];
194
- if (!target) return null;
195
- return target["material"];
196
- }
197
-
198
- }
199
-
200
- /**
201
- * @category Rendering
202
- * @group Components
203
- */
204
- export class Renderer extends Behaviour implements IRenderer {
205
-
206
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
207
- * @returns the Renderer component that was created or already existed on the object
208
- */
209
- static setInstanced(obj: Object3D, enableInstancing: boolean): Renderer {
210
- const renderer = getOrAddComponent(obj, Renderer);
211
- renderer.setInstancingEnabled(enableInstancing);
212
- return renderer;
213
- }
214
-
215
- /** Check if an object is currently rendered using instancing
216
- * @returns true if the object is rendered using instancing
217
- */
218
- static isInstanced(obj: Object3D): boolean {
219
- const renderer = getComponent(obj, Renderer);
220
- if (renderer) return renderer.isInstancingActive;
221
- return InstancingUtil.isUsingInstancing(obj);
222
- }
223
-
224
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
225
- *
226
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
227
- static setVisible(obj: Object3D, visible: boolean) {
228
- setCustomVisibility(obj, visible);
229
- }
230
-
231
- @serializable()
232
- receiveShadows: boolean = false;
233
- @serializable()
234
- shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
235
- @serializable()
236
- lightmapIndex: number = -1;
237
- @serializable(Vector4)
238
- lightmapScaleOffset: Vector4 = new Vector4(1, 1, 0, 0);
239
- /** If the renderer should use instancing
240
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
241
- * If this is an array of booleans the materials will be instanced based on the index of the material.
242
- */
243
- @serializable()
244
- enableInstancing: boolean | boolean[] | undefined = undefined;
245
- @serializable()
246
- renderOrder: number[] | undefined = undefined;
247
- @serializable()
248
- allowOcclusionWhenDynamic: boolean = true;
249
-
250
- @serializable(Object3D)
251
- probeAnchor?: Object3D;
252
- @serializable()
253
- reflectionProbeUsage: ReflectionProbeUsage = ReflectionProbeUsage.Off;
254
-
255
- // custom shader
256
- // get materialProperties(): Array<MaterialProperties> | undefined {
257
- // return this._materialProperties;
258
- // }
259
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
260
- // this._materialProperties = value;
261
- // }
262
-
263
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
264
-
265
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
266
- private _lightmaps?: RendererLightmap[];
267
-
268
- /** Get the mesh Object3D for this renderer
269
- * Warn: if this is a multimaterial object it will return the first mesh only
270
- * @returns a mesh object3D.
271
- * */
272
- get sharedMesh(): Mesh | SkinnedMesh | undefined {
273
- if (this.gameObject.type === "Mesh") {
274
- return this.gameObject as unknown as Mesh
275
- }
276
- else if (this.gameObject.type === "SkinnesMesh") {
277
- return this.gameObject as unknown as SkinnedMesh;
278
- }
279
- else if (this.gameObject.type === "Group") {
280
- return this.gameObject.children[0] as unknown as Mesh;
281
- }
282
- return undefined;
283
- }
284
-
285
- private readonly _sharedMeshes: Mesh[] = [];
286
- /** Get all the mesh Object3D for this renderer
287
- * @returns an array of mesh object3D.
288
- */
289
- get sharedMeshes(): Mesh[] {
290
- if (this.destroyed || !this.gameObject) return this._sharedMeshes;
291
- this._sharedMeshes.length = 0;
292
- if (this.gameObject.type === "Group") {
293
- for (const ch of this.gameObject.children) {
294
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
295
- this._sharedMeshes.push(ch as Mesh);
296
- }
297
- }
298
- }
299
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
300
- this._sharedMeshes.push(this.gameObject as unknown as Mesh);
301
- }
302
- return this._sharedMeshes;
303
- }
304
-
305
- get sharedMaterial(): Material {
306
- return this.sharedMaterials[0];
307
- }
308
-
309
- set sharedMaterial(mat: Material) {
310
- const cur = this.sharedMaterials[0];
311
- if (cur === mat) return;
312
- this.sharedMaterials[0] = mat;
313
- this.applyLightmapping();
314
- }
315
-
316
- /**@deprecated please use sharedMaterial */
317
- get material(): Material {
318
- return this.sharedMaterials[0];
319
- }
320
-
321
- /**@deprecated please use sharedMaterial */
322
- set material(mat: Material) {
323
- this.sharedMaterial = mat;
324
- }
325
-
326
- private _sharedMaterials!: SharedMaterialArray;
327
- private _originalMaterials?: Material[];
328
-
329
- private _probeAnchorLastFrame?: Object3D;
330
-
331
- // this is just available during deserialization
332
- private set sharedMaterials(_val: Array<Material | null>) {
333
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
334
- if (!this._originalMaterials) {
335
- this._originalMaterials = _val as Material[];
336
- }
337
- else if (_val) {
338
- let didWarn = false;
339
- for (let i = 0; i < this._sharedMaterials.length; i++) {
340
- const mat = i < _val.length ? _val[i] : null;
341
- if (mat && mat instanceof Material) {
342
- this.sharedMaterials[i] = mat as Material;
343
- }
344
- else {
345
- if (!didWarn) {
346
- didWarn = true;
347
- console.warn("Can not assign null as material: " + this.name, mat);
348
- }
349
- }
350
- }
351
- }
352
- }
353
-
354
- //@ts-ignore
355
- get sharedMaterials(): SharedMaterialArray {
356
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
357
- if (!this._originalMaterials) this._originalMaterials = [];
358
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
359
- }
360
- return this._sharedMaterials!;
361
- }
362
-
363
- public static get shouldSuppressInstancing() {
364
- return suppressInstancing;
365
- }
366
-
367
- private _lightmapTextureOverride: Texture | null | undefined = undefined;
368
- public get lightmap(): Texture | null {
369
- if (this._lightmaps?.length) {
370
- return this._lightmaps[0].lightmap;
371
- }
372
- return null;
373
- }
374
- /** set undefined to return to default lightmap */
375
- public set lightmap(tex: Texture | null | undefined) {
376
- this._lightmapTextureOverride = tex;
377
- if (tex === undefined) {
378
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
379
- }
380
- if (this._lightmaps?.length) {
381
- for (const lm of this._lightmaps) {
382
- lm.lightmap = tex;
383
- }
384
- }
385
- }
386
- get hasLightmap(): boolean {
387
- const lm = this.lightmap;
388
- return lm !== null && lm !== undefined;
389
- }
390
-
391
- public allowProgressiveLoading: boolean = true;
392
-
393
- private _firstFrame: number = -1;
394
-
395
- registering() {
396
- if (!this.enabled) {
397
- this.setVisibility(false);
398
- }
399
- }
400
-
401
- awake() {
402
- this._firstFrame = this.context.time.frame;
403
-
404
- if (debugRenderer) console.log("Renderer ", this.name, this);
405
- this.clearInstancingState();
406
-
407
- if (this.probeAnchor && debugRenderer) this.probeAnchor.add(new AxesHelper(.2));
408
-
409
- this._reflectionProbe = null;
410
-
411
- if (this.isMultiMaterialObject(this.gameObject)) {
412
- for (const child of this.gameObject.children) {
413
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
414
- child.layers.mask = this.gameObject.layers.mask;
415
- }
416
-
417
- if (this.renderOrder !== undefined) {
418
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
419
- // or perhaps just regular child objects that have their own renderer component (?)
420
- let index = 0;
421
- for (let i = 0; i < this.gameObject.children.length; i++) {
422
- const ch = this.gameObject.children[i];
423
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
424
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer)) continue;
425
- if (this.renderOrder.length <= index) {
426
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
427
- continue;
428
- }
429
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
430
- ch.renderOrder = this.renderOrder[index];
431
- index += 1;
432
- }
433
- }
434
- }
435
- // TODO: custom shader with sub materials
436
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
437
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
438
-
439
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
440
- this.gameObject.renderOrder = this.renderOrder[0];
441
- }
442
- else {
443
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
444
- }
445
-
446
- this.applyLightmapping();
447
-
448
- if (showWireframe) {
449
- for (let i = 0; i < this.sharedMaterials.length; i++) {
450
- const mat: any = this.sharedMaterials[i];
451
- if (mat) {
452
- mat.wireframe = true;
453
- }
454
- }
455
- }
456
-
457
- }
458
-
459
- private applyLightmapping() {
460
- if (this.lightmapIndex >= 0) {
461
- const type = this.gameObject.type;
462
-
463
- // use the override lightmap if its not undefined
464
- const tex = this._lightmapTextureOverride !== undefined
465
- ? this._lightmapTextureOverride
466
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
467
- if (tex) {
468
- if (!this._lightmaps)
469
- this._lightmaps = [];
470
-
471
- if (type === "Mesh") {
472
- const mat = this.gameObject["material"];
473
- if (!mat?.isMeshBasicMaterial) {
474
- if (this._lightmaps.length <= 0) {
475
- const rm = new RendererLightmap(this.gameObject as any as Mesh, this.context);
476
- this._lightmaps.push(rm);
477
- }
478
- const rm = this._lightmaps[0];
479
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
480
- }
481
- else {
482
- if (mat)
483
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name)
484
- }
485
- }
486
- // for multi materials we need to loop through children
487
- // and then we add a lightmap renderer component to each of them
488
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
489
- for (let i = 0; i < this.gameObject.children.length; i++) {
490
- const child = this.gameObject.children[i];
491
- if (!child["material"]?.isMeshBasicMaterial) {
492
- let rm: RendererLightmap | undefined = undefined;
493
- if (i >= this._lightmaps.length) {
494
- rm = new RendererLightmap(child as Mesh, this.context);
495
- this._lightmaps.push(rm);
496
- }
497
- else
498
- rm = this._lightmaps[i];
499
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
500
- }
501
- }
502
- }
503
- }
504
- else {
505
- if (debugRenderer) console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
506
- }
507
- }
508
-
509
- }
510
-
511
- private _isInstancingEnabled: boolean = false;
512
- private _handles: InstanceHandle[] | null | undefined = undefined;
513
-
514
- /**
515
- * @returns true if this renderer has instanced objects
516
- */
517
- get isInstancingActive() {
518
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
519
- }
520
- /** @returns the instancing handles */
521
- get instances(): InstanceHandle[] | null {
522
- if (!this._handles || this._handles.length <= 0) {
523
- return null;
524
- }
525
- this._handlesTempArray.length = 0;
526
- if (this._handles) {
527
- for (const h of this._handles) {
528
- this._handlesTempArray.push(h);
529
- }
530
- }
531
- return this._handlesTempArray;
532
- }
533
- private _handlesTempArray: InstanceHandle[] = [];
534
-
535
-
536
- /** Enable or disable instancing for this renderer.
537
- * @param enabled true to enable instancing, false to disable it
538
- */
539
- setInstancingEnabled(enabled: boolean): boolean {
540
- if (this._isInstancingEnabled === enabled) return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
541
- this._isInstancingEnabled = enabled;
542
- if (enabled) {
543
- if (this.enableInstancing === undefined) this.enableInstancing = true;
544
- if (this._handles === undefined) {
545
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
546
- if (this._handles) {
547
- GameObject.markAsInstancedRendered(this.gameObject, true);
548
- return true;
549
- }
550
- }
551
- else if (this._handles !== null) {
552
- for (const handler of this._handles) {
553
- handler.updateInstanceMatrix(true);
554
- handler.add();
555
- }
556
- GameObject.markAsInstancedRendered(this.gameObject, true);
557
- return true;
558
- }
559
- }
560
- else {
561
- if (this._handles) {
562
- for (const handler of this._handles) {
563
- handler.remove(this.destroyed);
564
- }
565
- }
566
- return true;
567
- }
568
-
569
- return false;
570
- }
571
-
572
- private clearInstancingState() {
573
- this._isInstancingEnabled = false;
574
- this._handles = undefined;
575
- }
576
-
577
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
578
- * This is a separate method to be overrideable from user code
579
- */
580
- useInstanceMatrixWorldAutoUpdate() {
581
- return true;
582
- }
583
-
584
- start() {
585
- if (this.enableInstancing && !suppressInstancing) {
586
- this.setInstancingEnabled(true);
587
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
588
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
589
- InstancingUtil.markDirty(this.gameObject);
590
- }
591
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
592
- if (this.isMultiMaterialObject(this.gameObject)) {
593
- for (let i = 0; i < this.gameObject.children.length; i++) {
594
- const ch = this.gameObject.children[i];
595
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
596
- }
597
- }
598
- }
599
-
600
- onEnable() {
601
- // ensure shared meshes are initialized
602
- const _ = this.sharedMeshes;
603
-
604
- this.setVisibility(true);
605
-
606
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
607
- const isUsingInstancing = this._isInstancingEnabled ||
608
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
609
-
610
- if (isUsingInstancing) {
611
- if (this.__internalDidAwakeAndStart) this.setInstancingEnabled(true);
612
- }
613
- // if no insancing is used we can apply the stencil settings
614
- // but instancing and stencil at the same time is not supported
615
- else if (this.enabled) {
616
- this.applyStencil();
617
- }
618
-
619
- this.updateReflectionProbe();
620
-
621
- // this.testIfLODLevelsAreAvailable();
622
- }
623
-
624
- onDisable() {
625
- this.setVisibility(false);
626
-
627
- if (this._handles && this._handles.length > 0) {
628
- this.setInstancingEnabled(false);
629
- }
630
- }
631
-
632
- onDestroy(): void {
633
- this._handles = null;
634
-
635
- if (this.isMultiMaterialObject(this.gameObject)) {
636
- for (const child of this.gameObject.children) {
637
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
638
- }
639
- }
640
- else {
641
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
642
- }
643
- }
644
-
645
-
646
- onBeforeRender() {
647
- if (!this.gameObject) {
648
- return;
649
- }
650
-
651
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
652
- this._reflectionProbe?.onUnset(this);
653
- this.updateReflectionProbe();
654
- }
655
-
656
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
657
- this.gameObject.geometry.computeBoundingSphere();
658
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
659
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
660
- }
661
-
662
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
663
- for (const ch of this.gameObject.children) {
664
- this.applySettings(ch);
665
- }
666
- }
667
- else {
668
- this.applySettings(this.gameObject);
669
- }
670
-
671
- if (this.sharedMaterials.changed) {
672
- this.sharedMaterials.changed = false;
673
- this.applyLightmapping();
674
- }
675
-
676
- if (this._handles?.length) {
677
- // if (this.name === "Darbouka")
678
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
679
- const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true;// || this.gameObject.matrixWorldNeedsUpdate;
680
- if (needsUpdate) {
681
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
682
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
683
- const remove = false;// Math.random() < .01;
684
- for (let i = this._handles.length - 1; i >= 0; i--) {
685
- const h = this._handles[i];
686
- if (remove) {
687
- h.remove(this.destroyed);
688
- this._handles.splice(i, 1);
689
- }
690
- else
691
- h.updateInstanceMatrix();
692
- }
693
- this.gameObject.matrixWorldNeedsUpdate = false;
694
- }
695
- }
696
-
697
- if (this._handles && this._handles.length <= 0) {
698
- GameObject.markAsInstancedRendered(this.gameObject, false);
699
- }
700
-
701
- if (this._isInstancingEnabled && this._handles) {
702
- for (let i = 0; i < this._handles.length; i++) {
703
- const handle = this._handles[i];
704
- setCustomVisibility(handle.object, false);
705
- }
706
- }
707
-
708
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
709
- this._reflectionProbe.onSet(this);
710
- }
711
-
712
- }
713
-
714
- private onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
715
- if (material.envMapIntensity !== undefined) {
716
- const factor = this.hasLightmap ? Math.PI : 1;
717
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
718
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
719
-
720
- // since three 163 we need to set the envMap to the scene envMap if it is not set
721
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
722
- // internal issue: https://linear.app/needle/issue/NE-6363
723
- if (!material.envMap) material.envMap = this.context.scene.environment;
724
- }
725
-
726
- if (this._lightmaps) {
727
- for (const lm of this._lightmaps) {
728
- lm.updateLightmapUniforms(material);
729
- lm.applyLightmap();
730
- }
731
- }
732
- }
733
-
734
- onAfterRender() {
735
- if (this._isInstancingEnabled && this._handles) {
736
- for (let i = 0; i < this._handles.length; i++) {
737
- const handle = this._handles[i];
738
- setCustomVisibility(handle.object, true);
739
- }
740
- }
741
-
742
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
743
- this._reflectionProbe.onUnset(this);
744
- }
745
-
746
- if (this.static && this.gameObject.matrixAutoUpdate) {
747
- this.gameObject.matrixAutoUpdate = false;
748
- }
749
- }
750
-
751
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
752
- applyStencil() {
753
- NEEDLE_render_objects.applyStencil(this);
754
- }
755
-
756
-
757
-
758
-
759
- /** Apply the settings of this renderer to the given object
760
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
761
- */
762
- applySettings(go: Object3D) {
763
- go.receiveShadow = this.receiveShadows;
764
- if (this.shadowCastingMode == ShadowCastingMode.On) {
765
- go.castShadow = true;
766
- }
767
- else go.castShadow = false;
768
- }
769
-
770
- private _reflectionProbe: ReflectionProbe | null = null;
771
- private updateReflectionProbe() {
772
- // handle reflection probe
773
- this._reflectionProbe = null;
774
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
775
- // update the reflection probe right before rendering
776
- // if we do it immediately the reflection probe might not be enabled yet
777
- // (since this method is called from onEnable)
778
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
779
-
780
- this._probeAnchorLastFrame = this.probeAnchor;
781
- }
782
- }
783
- private *_updateReflectionProbe() {
784
- const obj = this.probeAnchor || this.gameObject;
785
- const isAnchor = this.probeAnchor ? true : false;
786
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
787
- }
788
-
789
- private setVisibility(visible: boolean) {
790
-
791
- if (!this.isMultiMaterialObject(this.gameObject)) {
792
- setCustomVisibility(this.gameObject, visible);
793
- }
794
- else {
795
- for (const ch of this.gameObject.children) {
796
- if (this.isMeshOrSkinnedMesh(ch)) {
797
- setCustomVisibility(ch, visible);
798
- }
799
- }
800
- }
801
- }
802
-
803
- private isMultiMaterialObject(obj: Object3D) {
804
- return obj.type === "Group";
805
- }
806
-
807
- private isMeshOrSkinnedMesh(obj: Object3D): obj is Mesh | SkinnedMesh {
808
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
809
- }
810
- }
811
-
812
- export class MeshRenderer extends Renderer {
813
- }
814
-
815
- export class SkinnedMeshRenderer extends MeshRenderer {
816
-
817
- private _needUpdateBoundingSphere = false;
818
- // private _lastWorldPosition = new Vector3();
819
-
820
- awake() {
821
- super.awake();
822
- if (debugskinnedmesh) console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
823
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
824
- this.allowOcclusionWhenDynamic = false;
825
-
826
- for (const mesh of this.sharedMeshes) {
827
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
828
- mesh.parent?.updateWorldMatrix(false, true);
829
- this.markBoundsDirty();
830
- }
831
- }
832
- onAfterRender(): void {
833
- super.onAfterRender();
834
-
835
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
836
-
837
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
838
- // const bounds = this.gameObject.geometry.boundingSphere;
839
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
840
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
841
- // this._lastWorldPosition.copy(worldpos);
842
- // this.markBoundsDirty();
843
- // };
844
- // }
845
-
846
- if (this._needUpdateBoundingSphere) {
847
- for (const mesh of this.sharedMeshes) {
848
- if (mesh instanceof SkinnedMesh) {
849
- this._needUpdateBoundingSphere = false;
850
- try {
851
- const geometry = mesh.geometry;
852
- const raycastmesh = getRaycastMesh(mesh);
853
- if (raycastmesh) {
854
- mesh.geometry = raycastmesh;
855
- }
856
- mesh.computeBoundingSphere();
857
- mesh.geometry = geometry;
858
- }
859
- catch(err) {
860
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
861
- }
862
- }
863
- }
864
- }
865
-
866
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
867
-
868
- if (debugskinnedmesh) {
869
- for (const mesh of this.sharedMeshes) {
870
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
871
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
872
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
873
- }
874
- }
875
- }
876
- }
877
-
878
- markBoundsDirty() {
879
- this._needUpdateBoundingSphere = true;
880
- }
881
- }
882
-
883
- export enum ShadowCastingMode {
884
- /// <summary>
885
- /// <para>No shadows are cast from this object.</para>
886
- /// </summary>
887
- Off,
888
- /// <summary>
889
- /// <para>Shadows are cast from this object.</para>
890
- /// </summary>
891
- On,
892
- /// <summary>
893
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
894
- /// </summary>
895
- TwoSided,
896
- /// <summary>
897
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
898
- /// </summary>
899
- ShadowsOnly,
900
- }
1
+ import { getRaycastMesh } from "@needle-tools/gltf-progressive";
2
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
3
+
4
+ import { showBalloonWarning } from "../engine/debug/index.js";
5
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
6
+ import { Gizmos } from "../engine/engine_gizmos.js";
7
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
8
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
9
+ import { serializable } from "../engine/engine_serialization_decorator.js";
10
+ import { FrameEvent } from "../engine/engine_setup.js";
11
+ import { getTempVector } from "../engine/engine_three_utils.js";
12
+ import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
13
+ import { getParam } from "../engine/engine_utils.js";
14
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
15
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
16
+ import { Behaviour, GameObject } from "./Component.js";
17
+ import { ReflectionProbe } from "./ReflectionProbe.js";
18
+ import { InstanceHandle, InstancingHandler } from "./RendererInstancing.js"
19
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
20
+ import { RendererLightmap } from "./RendererLightmap.js";
21
+
22
+
23
+ // for staying compatible with old code
24
+ export { InstancingUtil } from "../engine/engine_instancing.js";
25
+
26
+ const debugRenderer = getParam("debugrenderer");
27
+ const debugskinnedmesh = getParam("debugskinnedmesh");
28
+ const suppressInstancing = getParam("noinstancing");
29
+ const showWireframe = getParam("wireframe");
30
+
31
+ export enum ReflectionProbeUsage {
32
+ Off = 0,
33
+ BlendProbes = 1,
34
+ BlendProbesAndSkybox = 2,
35
+ Simple = 3,
36
+ }
37
+
38
+
39
+ export class FieldWithDefault {
40
+ public path: string | null = null;
41
+ public asset: object | null = null;
42
+ public default: any;
43
+ }
44
+
45
+ export enum RenderState {
46
+ Both = 0,
47
+ Back = 1,
48
+ Front = 2,
49
+ }
50
+
51
+
52
+ // support sharedMaterials[index] assigning materials directly to the objects
53
+ class SharedMaterialArray implements ISharedMaterials {
54
+
55
+ [num: number]: Material;
56
+
57
+ private _renderer: Renderer;
58
+ private _targets: Object3D[] = [];
59
+
60
+ private _indexMapMaxIndex?: number;
61
+ private _indexMap?: Map<number, number>;
62
+
63
+ private _changed: boolean = false;
64
+ get changed(): boolean {
65
+ return this._changed;
66
+ }
67
+ set changed(value: boolean) {
68
+ if (value === true) {
69
+ if (debugRenderer)
70
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
71
+ }
72
+ this._changed = value;
73
+ }
74
+
75
+ is(renderer: Renderer) {
76
+ return this._renderer === renderer;
77
+ }
78
+
79
+ constructor(renderer: Renderer, originalMaterials: Material[]) {
80
+ this._renderer = renderer;
81
+ const setMaterial = this.setMaterial.bind(this);
82
+ const getMaterial = this.getMaterial.bind(this);
83
+ const go = renderer.gameObject;
84
+ this._targets = [];
85
+ if (go) {
86
+ switch (go.type) {
87
+ case "Group":
88
+ this._targets = [...go.children];
89
+ break;
90
+ case "SkinnedMesh":
91
+ case "Mesh":
92
+ this._targets.push(go);
93
+ break;
94
+ }
95
+ }
96
+
97
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
98
+ let hasMissingMaterials = false;
99
+ let indexMap: Map<number, number> | undefined = undefined;
100
+ let maxIndex: number = 0;
101
+ for (let i = 0; i < this._targets.length; i++) {
102
+ const target = this._targets[i] as Mesh;
103
+ if (!target) continue;
104
+ const mat = target.material as Material;
105
+ if (!mat) continue;
106
+ // set the shadow side to the same as the side of the material, three flips this for some reason
107
+ mat.shadowSide = mat.side;
108
+ for (let k = 0; k < originalMaterials.length; k++) {
109
+ const orig = originalMaterials[k];
110
+ if (!orig) {
111
+ hasMissingMaterials = true;
112
+ continue;
113
+ }
114
+ if (mat.name === orig.name) {
115
+ if (indexMap === undefined) indexMap = new Map();
116
+ indexMap.set(k, i);
117
+ maxIndex = Math.max(maxIndex, k);
118
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
119
+ break;
120
+ }
121
+ }
122
+ }
123
+ if (hasMissingMaterials) {
124
+ this._indexMapMaxIndex = maxIndex;
125
+ this._indexMap = indexMap;
126
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
127
+ console.warn(warningMessage);
128
+ if (isLocalNetwork()) showBalloonWarning("Found renderer with missing materials: please check the console for details.");
129
+ }
130
+
131
+ // this lets us override the javascript indexer, only works in ES6 tho
132
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
133
+ return new Proxy(this, {
134
+ get(target, key) {
135
+ if (typeof key === "string") {
136
+ const index = parseInt(key);
137
+ if (!isNaN(index)) {
138
+ return getMaterial(index);
139
+ }
140
+ }
141
+ return target[key];
142
+ },
143
+ set(target, key, value) {
144
+ if (typeof key === "string")
145
+ setMaterial(value, Number.parseInt(key));
146
+ // console.log(target, key, value);
147
+ if (Reflect.set(target, key, value)) {
148
+ if (value instanceof Material)
149
+ target.changed = true;
150
+ return true;
151
+ }
152
+ return false;
153
+ }
154
+ });
155
+ }
156
+
157
+ get length(): number {
158
+ if (this._indexMapMaxIndex !== undefined) return this._indexMapMaxIndex + 1;
159
+ return this._targets.length;
160
+ }
161
+
162
+ // iterator to support: for(const mat of sharedMaterials)
163
+ *[Symbol.iterator]() {
164
+ for (let i = 0; i < this.length; i++) {
165
+ yield this.getMaterial(i);
166
+ }
167
+ }
168
+
169
+ private resolveIndex(index: number): number {
170
+ const map = this._indexMap;
171
+ // if we have a index map it means that some materials were missing
172
+ if (map) {
173
+ if (map.has(index)) return map.get(index) as number;
174
+ // return -1;
175
+ }
176
+ return index;
177
+ }
178
+
179
+ private setMaterial(mat: Material, index: number) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0 || index >= this._targets.length) return;
182
+ const target = this._targets[index];
183
+ if (!target || target["material"] === undefined) return;
184
+ target["material"] = mat;
185
+ this.changed = true;
186
+ }
187
+
188
+ private getMaterial(index: number): Material | null {
189
+ index = this.resolveIndex(index);
190
+ if (index < 0) return null;
191
+ const obj = this._targets;
192
+ if (index >= obj.length) return null;
193
+ const target = obj[index];
194
+ if (!target) return null;
195
+ return target["material"];
196
+ }
197
+
198
+ }
199
+
200
+ /**
201
+ * @category Rendering
202
+ * @group Components
203
+ */
204
+ export class Renderer extends Behaviour implements IRenderer {
205
+
206
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
207
+ * @returns the Renderer component that was created or already existed on the object
208
+ */
209
+ static setInstanced(obj: Object3D, enableInstancing: boolean): Renderer {
210
+ const renderer = getOrAddComponent(obj, Renderer);
211
+ renderer.setInstancingEnabled(enableInstancing);
212
+ return renderer;
213
+ }
214
+
215
+ /** Check if an object is currently rendered using instancing
216
+ * @returns true if the object is rendered using instancing
217
+ */
218
+ static isInstanced(obj: Object3D): boolean {
219
+ const renderer = getComponent(obj, Renderer);
220
+ if (renderer) return renderer.isInstancingActive;
221
+ return InstancingUtil.isUsingInstancing(obj);
222
+ }
223
+
224
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
225
+ *
226
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
227
+ static setVisible(obj: Object3D, visible: boolean) {
228
+ setCustomVisibility(obj, visible);
229
+ }
230
+
231
+ @serializable()
232
+ receiveShadows: boolean = false;
233
+ @serializable()
234
+ shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
235
+ @serializable()
236
+ lightmapIndex: number = -1;
237
+ @serializable(Vector4)
238
+ lightmapScaleOffset: Vector4 = new Vector4(1, 1, 0, 0);
239
+ /** If the renderer should use instancing
240
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
241
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
242
+ */
243
+ @serializable()
244
+ enableInstancing: boolean | boolean[] | undefined = undefined;
245
+ @serializable()
246
+ renderOrder: number[] | undefined = undefined;
247
+ @serializable()
248
+ allowOcclusionWhenDynamic: boolean = true;
249
+
250
+ @serializable(Object3D)
251
+ probeAnchor?: Object3D;
252
+ @serializable()
253
+ reflectionProbeUsage: ReflectionProbeUsage = ReflectionProbeUsage.Off;
254
+
255
+ // custom shader
256
+ // get materialProperties(): Array<MaterialProperties> | undefined {
257
+ // return this._materialProperties;
258
+ // }
259
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
260
+ // this._materialProperties = value;
261
+ // }
262
+
263
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
264
+
265
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
266
+ private _lightmaps?: RendererLightmap[];
267
+
268
+ /** Get the mesh Object3D for this renderer
269
+ * Warn: if this is a multimaterial object it will return the first mesh only
270
+ * @returns a mesh object3D.
271
+ * */
272
+ get sharedMesh(): Mesh | SkinnedMesh | undefined {
273
+ if (this.gameObject.type === "Mesh") {
274
+ return this.gameObject as unknown as Mesh
275
+ }
276
+ else if (this.gameObject.type === "SkinnesMesh") {
277
+ return this.gameObject as unknown as SkinnedMesh;
278
+ }
279
+ else if (this.gameObject.type === "Group") {
280
+ return this.gameObject.children[0] as unknown as Mesh;
281
+ }
282
+ return undefined;
283
+ }
284
+
285
+ private readonly _sharedMeshes: Mesh[] = [];
286
+ /** Get all the mesh Object3D for this renderer
287
+ * @returns an array of mesh object3D.
288
+ */
289
+ get sharedMeshes(): Mesh[] {
290
+ if (this.destroyed || !this.gameObject) return this._sharedMeshes;
291
+ this._sharedMeshes.length = 0;
292
+ if (this.gameObject.type === "Group") {
293
+ for (const ch of this.gameObject.children) {
294
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
295
+ this._sharedMeshes.push(ch as Mesh);
296
+ }
297
+ }
298
+ }
299
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
300
+ this._sharedMeshes.push(this.gameObject as unknown as Mesh);
301
+ }
302
+ return this._sharedMeshes;
303
+ }
304
+
305
+ get sharedMaterial(): Material {
306
+ return this.sharedMaterials[0];
307
+ }
308
+
309
+ set sharedMaterial(mat: Material) {
310
+ const cur = this.sharedMaterials[0];
311
+ if (cur === mat) return;
312
+ this.sharedMaterials[0] = mat;
313
+ this.applyLightmapping();
314
+ }
315
+
316
+ /**@deprecated please use sharedMaterial */
317
+ get material(): Material {
318
+ return this.sharedMaterials[0];
319
+ }
320
+
321
+ /**@deprecated please use sharedMaterial */
322
+ set material(mat: Material) {
323
+ this.sharedMaterial = mat;
324
+ }
325
+
326
+ private _sharedMaterials!: SharedMaterialArray;
327
+ private _originalMaterials?: Material[];
328
+
329
+ private _probeAnchorLastFrame?: Object3D;
330
+
331
+ // this is just available during deserialization
332
+ private set sharedMaterials(_val: Array<Material | null>) {
333
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
334
+ if (!this._originalMaterials) {
335
+ this._originalMaterials = _val as Material[];
336
+ }
337
+ else if (_val) {
338
+ let didWarn = false;
339
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
340
+ const mat = i < _val.length ? _val[i] : null;
341
+ if (mat && mat instanceof Material) {
342
+ this.sharedMaterials[i] = mat as Material;
343
+ }
344
+ else {
345
+ if (!didWarn) {
346
+ didWarn = true;
347
+ console.warn("Can not assign null as material: " + this.name, mat);
348
+ }
349
+ }
350
+ }
351
+ }
352
+ }
353
+
354
+ //@ts-ignore
355
+ get sharedMaterials(): SharedMaterialArray {
356
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
357
+ if (!this._originalMaterials) this._originalMaterials = [];
358
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
359
+ }
360
+ return this._sharedMaterials!;
361
+ }
362
+
363
+ public static get shouldSuppressInstancing() {
364
+ return suppressInstancing;
365
+ }
366
+
367
+ private _lightmapTextureOverride: Texture | null | undefined = undefined;
368
+ public get lightmap(): Texture | null {
369
+ if (this._lightmaps?.length) {
370
+ return this._lightmaps[0].lightmap;
371
+ }
372
+ return null;
373
+ }
374
+ /** set undefined to return to default lightmap */
375
+ public set lightmap(tex: Texture | null | undefined) {
376
+ this._lightmapTextureOverride = tex;
377
+ if (tex === undefined) {
378
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
379
+ }
380
+ if (this._lightmaps?.length) {
381
+ for (const lm of this._lightmaps) {
382
+ lm.lightmap = tex;
383
+ }
384
+ }
385
+ }
386
+ get hasLightmap(): boolean {
387
+ const lm = this.lightmap;
388
+ return lm !== null && lm !== undefined;
389
+ }
390
+
391
+ public allowProgressiveLoading: boolean = true;
392
+
393
+ private _firstFrame: number = -1;
394
+
395
+ registering() {
396
+ if (!this.enabled) {
397
+ this.setVisibility(false);
398
+ }
399
+ }
400
+
401
+ awake() {
402
+ this._firstFrame = this.context.time.frame;
403
+
404
+ if (debugRenderer) console.log("Renderer ", this.name, this);
405
+ this.clearInstancingState();
406
+
407
+ if (this.probeAnchor && debugRenderer) this.probeAnchor.add(new AxesHelper(.2));
408
+
409
+ this._reflectionProbe = null;
410
+
411
+ if (this.isMultiMaterialObject(this.gameObject)) {
412
+ for (const child of this.gameObject.children) {
413
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
414
+ child.layers.mask = this.gameObject.layers.mask;
415
+ }
416
+
417
+ if (this.renderOrder !== undefined) {
418
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
419
+ // or perhaps just regular child objects that have their own renderer component (?)
420
+ let index = 0;
421
+ for (let i = 0; i < this.gameObject.children.length; i++) {
422
+ const ch = this.gameObject.children[i];
423
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
424
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer)) continue;
425
+ if (this.renderOrder.length <= index) {
426
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
427
+ continue;
428
+ }
429
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
430
+ ch.renderOrder = this.renderOrder[index];
431
+ index += 1;
432
+ }
433
+ }
434
+ }
435
+ // TODO: custom shader with sub materials
436
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
437
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
438
+
439
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
440
+ this.gameObject.renderOrder = this.renderOrder[0];
441
+ }
442
+ else {
443
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
444
+ }
445
+
446
+ this.applyLightmapping();
447
+
448
+ if (showWireframe) {
449
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
450
+ const mat: any = this.sharedMaterials[i];
451
+ if (mat) {
452
+ mat.wireframe = true;
453
+ }
454
+ }
455
+ }
456
+
457
+ }
458
+
459
+ private applyLightmapping() {
460
+ if (this.lightmapIndex >= 0) {
461
+ const type = this.gameObject.type;
462
+
463
+ // use the override lightmap if its not undefined
464
+ const tex = this._lightmapTextureOverride !== undefined
465
+ ? this._lightmapTextureOverride
466
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
467
+ if (tex) {
468
+ if (!this._lightmaps)
469
+ this._lightmaps = [];
470
+
471
+ if (type === "Mesh") {
472
+ const mat = this.gameObject["material"];
473
+ if (!mat?.isMeshBasicMaterial) {
474
+ if (this._lightmaps.length <= 0) {
475
+ const rm = new RendererLightmap(this.gameObject as any as Mesh, this.context);
476
+ this._lightmaps.push(rm);
477
+ }
478
+ const rm = this._lightmaps[0];
479
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
480
+ }
481
+ else {
482
+ if (mat)
483
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name)
484
+ }
485
+ }
486
+ // for multi materials we need to loop through children
487
+ // and then we add a lightmap renderer component to each of them
488
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
489
+ for (let i = 0; i < this.gameObject.children.length; i++) {
490
+ const child = this.gameObject.children[i];
491
+ if (!child["material"]?.isMeshBasicMaterial) {
492
+ let rm: RendererLightmap | undefined = undefined;
493
+ if (i >= this._lightmaps.length) {
494
+ rm = new RendererLightmap(child as Mesh, this.context);
495
+ this._lightmaps.push(rm);
496
+ }
497
+ else
498
+ rm = this._lightmaps[i];
499
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
500
+ }
501
+ }
502
+ }
503
+ }
504
+ else {
505
+ if (debugRenderer) console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
506
+ }
507
+ }
508
+
509
+ }
510
+
511
+ private _isInstancingEnabled: boolean = false;
512
+ private _handles: InstanceHandle[] | null | undefined = undefined;
513
+
514
+ /**
515
+ * @returns true if this renderer has instanced objects
516
+ */
517
+ get isInstancingActive() {
518
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
519
+ }
520
+ /** @returns the instancing handles */
521
+ get instances(): InstanceHandle[] | null {
522
+ if (!this._handles || this._handles.length <= 0) {
523
+ return null;
524
+ }
525
+ this._handlesTempArray.length = 0;
526
+ if (this._handles) {
527
+ for (const h of this._handles) {
528
+ this._handlesTempArray.push(h);
529
+ }
530
+ }
531
+ return this._handlesTempArray;
532
+ }
533
+ private _handlesTempArray: InstanceHandle[] = [];
534
+
535
+
536
+ /** Enable or disable instancing for this renderer.
537
+ * @param enabled true to enable instancing, false to disable it
538
+ */
539
+ setInstancingEnabled(enabled: boolean): boolean {
540
+ if (this._isInstancingEnabled === enabled) return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
541
+ this._isInstancingEnabled = enabled;
542
+ if (enabled) {
543
+ if (this.enableInstancing === undefined) this.enableInstancing = true;
544
+ if (this._handles === undefined) {
545
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
546
+ if (this._handles) {
547
+ GameObject.markAsInstancedRendered(this.gameObject, true);
548
+ return true;
549
+ }
550
+ }
551
+ else if (this._handles !== null) {
552
+ for (const handler of this._handles) {
553
+ handler.updateInstanceMatrix(true);
554
+ handler.add();
555
+ }
556
+ GameObject.markAsInstancedRendered(this.gameObject, true);
557
+ return true;
558
+ }
559
+ }
560
+ else {
561
+ if (this._handles) {
562
+ for (const handler of this._handles) {
563
+ handler.remove(this.destroyed);
564
+ }
565
+ }
566
+ return true;
567
+ }
568
+
569
+ return false;
570
+ }
571
+
572
+ private clearInstancingState() {
573
+ this._isInstancingEnabled = false;
574
+ this._handles = undefined;
575
+ }
576
+
577
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
578
+ * This is a separate method to be overrideable from user code
579
+ */
580
+ useInstanceMatrixWorldAutoUpdate() {
581
+ return true;
582
+ }
583
+
584
+ start() {
585
+ if (this.enableInstancing && !suppressInstancing) {
586
+ this.setInstancingEnabled(true);
587
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
588
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
589
+ InstancingUtil.markDirty(this.gameObject);
590
+ }
591
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
592
+ if (this.isMultiMaterialObject(this.gameObject)) {
593
+ for (let i = 0; i < this.gameObject.children.length; i++) {
594
+ const ch = this.gameObject.children[i];
595
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
596
+ }
597
+ }
598
+ }
599
+
600
+ onEnable() {
601
+ // ensure shared meshes are initialized
602
+ const _ = this.sharedMeshes;
603
+
604
+ this.setVisibility(true);
605
+
606
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
607
+ const isUsingInstancing = this._isInstancingEnabled ||
608
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
609
+
610
+ if (isUsingInstancing) {
611
+ if (this.__internalDidAwakeAndStart) this.setInstancingEnabled(true);
612
+ }
613
+ // if no insancing is used we can apply the stencil settings
614
+ // but instancing and stencil at the same time is not supported
615
+ else if (this.enabled) {
616
+ this.applyStencil();
617
+ }
618
+
619
+ this.updateReflectionProbe();
620
+
621
+ // this.testIfLODLevelsAreAvailable();
622
+ }
623
+
624
+ onDisable() {
625
+ this.setVisibility(false);
626
+
627
+ if (this._handles && this._handles.length > 0) {
628
+ this.setInstancingEnabled(false);
629
+ }
630
+ }
631
+
632
+ onDestroy(): void {
633
+ this._handles = null;
634
+
635
+ if (this.isMultiMaterialObject(this.gameObject)) {
636
+ for (const child of this.gameObject.children) {
637
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
638
+ }
639
+ }
640
+ else {
641
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
642
+ }
643
+ }
644
+
645
+
646
+ onBeforeRender() {
647
+ if (!this.gameObject) {
648
+ return;
649
+ }
650
+
651
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
652
+ this._reflectionProbe?.onUnset(this);
653
+ this.updateReflectionProbe();
654
+ }
655
+
656
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
657
+ this.gameObject.geometry.computeBoundingSphere();
658
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
659
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
660
+ }
661
+
662
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
663
+ for (const ch of this.gameObject.children) {
664
+ this.applySettings(ch);
665
+ }
666
+ }
667
+ else {
668
+ this.applySettings(this.gameObject);
669
+ }
670
+
671
+ if (this.sharedMaterials.changed) {
672
+ this.sharedMaterials.changed = false;
673
+ this.applyLightmapping();
674
+ }
675
+
676
+ if (this._handles?.length) {
677
+ // if (this.name === "Darbouka")
678
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
679
+ const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true;// || this.gameObject.matrixWorldNeedsUpdate;
680
+ if (needsUpdate) {
681
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
682
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
683
+ const remove = false;// Math.random() < .01;
684
+ for (let i = this._handles.length - 1; i >= 0; i--) {
685
+ const h = this._handles[i];
686
+ if (remove) {
687
+ h.remove(this.destroyed);
688
+ this._handles.splice(i, 1);
689
+ }
690
+ else
691
+ h.updateInstanceMatrix();
692
+ }
693
+ this.gameObject.matrixWorldNeedsUpdate = false;
694
+ }
695
+ }
696
+
697
+ if (this._handles && this._handles.length <= 0) {
698
+ GameObject.markAsInstancedRendered(this.gameObject, false);
699
+ }
700
+
701
+ if (this._isInstancingEnabled && this._handles) {
702
+ for (let i = 0; i < this._handles.length; i++) {
703
+ const handle = this._handles[i];
704
+ setCustomVisibility(handle.object, false);
705
+ }
706
+ }
707
+
708
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
709
+ this._reflectionProbe.onSet(this);
710
+ }
711
+
712
+ }
713
+
714
+ private onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
715
+ if (material.envMapIntensity !== undefined) {
716
+ const factor = this.hasLightmap ? Math.PI : 1;
717
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
718
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
719
+
720
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
721
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
722
+ // internal issue: https://linear.app/needle/issue/NE-6363
723
+ if (!material.envMap) material.envMap = this.context.scene.environment;
724
+ }
725
+
726
+ if (this._lightmaps) {
727
+ for (const lm of this._lightmaps) {
728
+ lm.updateLightmapUniforms(material);
729
+ lm.applyLightmap();
730
+ }
731
+ }
732
+ }
733
+
734
+ onAfterRender() {
735
+ if (this._isInstancingEnabled && this._handles) {
736
+ for (let i = 0; i < this._handles.length; i++) {
737
+ const handle = this._handles[i];
738
+ setCustomVisibility(handle.object, true);
739
+ }
740
+ }
741
+
742
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
743
+ this._reflectionProbe.onUnset(this);
744
+ }
745
+
746
+ if (this.static && this.gameObject.matrixAutoUpdate) {
747
+ this.gameObject.matrixAutoUpdate = false;
748
+ }
749
+ }
750
+
751
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
752
+ applyStencil() {
753
+ NEEDLE_render_objects.applyStencil(this);
754
+ }
755
+
756
+
757
+
758
+
759
+ /** Apply the settings of this renderer to the given object
760
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
761
+ */
762
+ applySettings(go: Object3D) {
763
+ go.receiveShadow = this.receiveShadows;
764
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
765
+ go.castShadow = true;
766
+ }
767
+ else go.castShadow = false;
768
+ }
769
+
770
+ private _reflectionProbe: ReflectionProbe | null = null;
771
+ private updateReflectionProbe() {
772
+ // handle reflection probe
773
+ this._reflectionProbe = null;
774
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
775
+ // update the reflection probe right before rendering
776
+ // if we do it immediately the reflection probe might not be enabled yet
777
+ // (since this method is called from onEnable)
778
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
779
+
780
+ this._probeAnchorLastFrame = this.probeAnchor;
781
+ }
782
+ }
783
+ private *_updateReflectionProbe() {
784
+ const obj = this.probeAnchor || this.gameObject;
785
+ const isAnchor = this.probeAnchor ? true : false;
786
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
787
+ }
788
+
789
+ private setVisibility(visible: boolean) {
790
+
791
+ if (!this.isMultiMaterialObject(this.gameObject)) {
792
+ setCustomVisibility(this.gameObject, visible);
793
+ }
794
+ else {
795
+ for (const ch of this.gameObject.children) {
796
+ if (this.isMeshOrSkinnedMesh(ch)) {
797
+ setCustomVisibility(ch, visible);
798
+ }
799
+ }
800
+ }
801
+ }
802
+
803
+ private isMultiMaterialObject(obj: Object3D) {
804
+ return obj.type === "Group";
805
+ }
806
+
807
+ private isMeshOrSkinnedMesh(obj: Object3D): obj is Mesh | SkinnedMesh {
808
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
809
+ }
810
+ }
811
+
812
+ export class MeshRenderer extends Renderer {
813
+ }
814
+
815
+ export class SkinnedMeshRenderer extends MeshRenderer {
816
+
817
+ private _needUpdateBoundingSphere = false;
818
+ // private _lastWorldPosition = new Vector3();
819
+
820
+ awake() {
821
+ super.awake();
822
+ if (debugskinnedmesh) console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
823
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
824
+ this.allowOcclusionWhenDynamic = false;
825
+
826
+ for (const mesh of this.sharedMeshes) {
827
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
828
+ mesh.parent?.updateWorldMatrix(false, true);
829
+ this.markBoundsDirty();
830
+ }
831
+ }
832
+ onAfterRender(): void {
833
+ super.onAfterRender();
834
+
835
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
836
+
837
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
838
+ // const bounds = this.gameObject.geometry.boundingSphere;
839
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
840
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
841
+ // this._lastWorldPosition.copy(worldpos);
842
+ // this.markBoundsDirty();
843
+ // };
844
+ // }
845
+
846
+ if (this._needUpdateBoundingSphere) {
847
+ for (const mesh of this.sharedMeshes) {
848
+ if (mesh instanceof SkinnedMesh) {
849
+ this._needUpdateBoundingSphere = false;
850
+ try {
851
+ const geometry = mesh.geometry;
852
+ const raycastmesh = getRaycastMesh(mesh);
853
+ if (raycastmesh) {
854
+ mesh.geometry = raycastmesh;
855
+ }
856
+ mesh.computeBoundingSphere();
857
+ mesh.geometry = geometry;
858
+ }
859
+ catch(err) {
860
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
861
+ }
862
+ }
863
+ }
864
+ }
865
+
866
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
867
+
868
+ if (debugskinnedmesh) {
869
+ for (const mesh of this.sharedMeshes) {
870
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
871
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
872
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
873
+ }
874
+ }
875
+ }
876
+ }
877
+
878
+ markBoundsDirty() {
879
+ this._needUpdateBoundingSphere = true;
880
+ }
881
+ }
882
+
883
+ export enum ShadowCastingMode {
884
+ /// <summary>
885
+ /// <para>No shadows are cast from this object.</para>
886
+ /// </summary>
887
+ Off,
888
+ /// <summary>
889
+ /// <para>Shadows are cast from this object.</para>
890
+ /// </summary>
891
+ On,
892
+ /// <summary>
893
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
894
+ /// </summary>
895
+ TwoSided,
896
+ /// <summary>
897
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
898
+ /// </summary>
899
+ ShadowsOnly,
900
+ }