@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
@@ -1,854 +1,854 @@
1
- import { type Intersection, Mesh, Object3D } from "three";
2
-
3
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
- import { type InputEventNames, InputEvents, NEPointerEvent, NEPointerEventIntersection, PointerType } from "../../engine/engine_input.js";
5
- import { onInitialized } from "../../engine/engine_lifecycle_api.js";
6
- import { Mathf } from "../../engine/engine_math.js";
7
- import { RaycastOptions, type RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
8
- import { Context } from "../../engine/engine_setup.js";
9
- import { HideFlags, type IComponent } from "../../engine/engine_types.js";
10
- import { getParam } from "../../engine/engine_utils.js";
11
- import { Behaviour, GameObject } from "../Component.js";
12
- import type { ICanvasGroup } from "./Interfaces.js";
13
- import { hasPointerEventComponent, type IPointerEventHandler, type IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
14
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
15
- import { UIRaycastUtils } from "./RaycastUtils.js";
16
- import { $shadowDomOwner } from "./Symbols.js";
17
- import { isUIObject } from "./Utils.js";
18
-
19
- const debug = getParam("debugeventsystem");
20
-
21
- export enum EventSystemEvents {
22
- BeforeHandleInput = "BeforeHandleInput",
23
- AfterHandleInput = "AfterHandleInput",
24
- }
25
-
26
- export declare type AfterHandleInputEvent = {
27
- sender: EventSystem,
28
- args: PointerEventData,
29
- hasActiveUI: boolean
30
- }
31
-
32
- declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
33
-
34
- onInitialized((ctx) => {
35
- EventSystem.createIfNoneExists(ctx);
36
- })
37
-
38
- /**
39
- * @category User Interface
40
- * @group Components
41
- */
42
- export class EventSystem extends Behaviour {
43
- //@ts-ignore
44
- static ensureUpdateMeshUI(instance, context: Context, force: boolean = false) {
45
- MeshUIHelper.update(instance, context, force);
46
- }
47
- static markUIDirty(_context: Context) {
48
- MeshUIHelper.markDirty();
49
- }
50
-
51
- static createIfNoneExists(context: Context) {
52
- if (!context.scene.getComponent(EventSystem)) {
53
- context.scene.addComponent(EventSystem);
54
- }
55
- }
56
-
57
- static get(ctx: Context): EventSystem | null {
58
- this.createIfNoneExists(ctx);
59
- return ctx.scene.getComponent(EventSystem);
60
- }
61
-
62
- /** Get the currently active event system */
63
- static get instance(): EventSystem | null {
64
- return this.get(Context.Current);
65
- }
66
-
67
- private readonly raycaster: Raycaster[] = [];
68
- register(rc: Raycaster) {
69
- if (rc && this.raycaster && !this.raycaster.includes(rc))
70
- this.raycaster?.push(rc);
71
- }
72
- unregister(rc: Raycaster) {
73
- const i = this.raycaster?.indexOf(rc);
74
- if (i !== undefined && i !== -1) {
75
- this.raycaster?.splice(i, 1);
76
- }
77
- }
78
-
79
- get hasActiveUI() {
80
- return this.currentActiveMeshUIComponents.length > 0;
81
- }
82
-
83
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
84
-
85
- awake(): void {
86
- // We only want ONE eventsystem on the root scene
87
- // as long as this component is not implemented in core we need to check this here
88
- if (this.gameObject as Object3D !== this.context.scene) {
89
- this.enabled = false;
90
- }
91
- }
92
-
93
- start() {
94
- if (!this.context.scene.getComponent(Raycaster)) {
95
- this.context.scene.addComponent(ObjectRaycaster);
96
- }
97
- }
98
-
99
- onEnable(): void {
100
- this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
101
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
102
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
103
- }
104
-
105
- onDisable(): void {
106
- this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
107
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
108
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
109
- }
110
-
111
- /**
112
- * all pointers that have pressed something
113
- *
114
- * key: pointerId
115
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
116
- */
117
- private pressedByID: Map<number, { obj: Object3D | null, data: PointerEventData, handlers: Set<IPointerEventHandler> }> = new Map();
118
- /**
119
- * all hovered objects
120
- *
121
- * key: pointerId
122
- * value: object that is hovered, data of the pointer event
123
- */
124
- private hoveredByID: Map<number, { obj: Object3D, data: PointerEventData }> = new Map();
125
-
126
- onBeforeRender() {
127
- this.resetMeshUIStates();
128
- }
129
-
130
- /**
131
- * Handle an pointer event from the input system
132
- */
133
- private onPointerEvent = (pointerEvent: NEPointerEvent) => {
134
- if (pointerEvent === undefined) return;
135
- if (pointerEvent.propagationStopped) return;
136
- if (pointerEvent.defaultPrevented) return;
137
- if (pointerEvent.used) return;
138
-
139
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
140
- const data = new PointerEventData(this.context.input, pointerEvent);
141
- this._currentPointerEventName = pointerEvent.type;
142
-
143
- data.inputSource = this.context.input;
144
- data.isClick = pointerEvent.isClick;
145
- data.isDoubleClick = pointerEvent.isDoubleClick;
146
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
147
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
148
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
149
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
150
-
151
- if (debug) {
152
- if (data.isDown) console.log("DOWN", data.pointerId);
153
- else if (data.isUp) console.log("UP", data.pointerId);
154
- if (data.isClick) console.log("CLICK", data.pointerId);
155
- }
156
-
157
- // raycast
158
- const options = new RaycastOptions();
159
- if (pointerEvent.hasRay) {
160
- options.ray = pointerEvent.ray;
161
- }
162
- else {
163
- options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
164
- }
165
-
166
- const hits = this.performRaycast(options) as Array<NEPointerEventIntersection>;
167
- if (hits) {
168
- for (const hit of hits) {
169
- hit.event = pointerEvent;
170
- pointerEvent.intersections.push(hit);
171
- }
172
- if (pointerEvent.origin.onPointerHits) {
173
- pointerEvent.origin.onPointerHits({
174
- sender: this,
175
- event: pointerEvent,
176
- hits
177
- });
178
- }
179
- }
180
-
181
-
182
- if (debug && data.isClick) {
183
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
184
- }
185
-
186
- const evt: AfterHandleInputEvent = {
187
- sender: this,
188
- args: data,
189
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
190
- }
191
-
192
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
193
-
194
- // then handle the intersections and call the callbacks on the regular objects
195
- this.handleIntersections(hits, data);
196
-
197
- this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
198
- }
199
-
200
- private readonly _sortedHits: Intersection[] = [];
201
-
202
- /**
203
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
204
- */
205
- private readonly _testObjectsCache = new Map<Object3D, boolean>();
206
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
207
- private _currentlyActiveRaycaster: Raycaster | null = null;
208
- private _currentPointerEventName: InputEventNames | null = null;
209
-
210
- /**
211
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
212
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
213
- * We do this to avoid raycasts against objects that are not going to be used by the event system
214
- * Because there's no component callback to be invoked anyways.
215
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
216
- *
217
- * Further optimizations would be to check what type of event we're dealing with
218
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
219
- * */
220
- private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
221
- // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
222
- // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
223
-
224
- const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
225
- if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
226
- return false;
227
- }
228
- // if (this._currentPointerEventName == "pointermove") {
229
- // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
230
- // }
231
-
232
- // check if this object is actually a UI shadow hierarchy object
233
- let uiOwner: Object3D | null = null;
234
- const isUI = isUIObject(obj);
235
- // if yes we want to grab the actual object that is the owner of the shadow dom
236
- // and check that object for the event component
237
- if (isUI) {
238
- uiOwner = obj[$shadowDomOwner]?.gameObject;
239
- }
240
-
241
- // check if the object was seen previously
242
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
243
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
244
- const prev = this._testObjectsCache.get(obj)!;
245
- if (prev === false) return "continue in children"
246
- return true;
247
- }
248
- else {
249
-
250
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
251
- // because then this other raycaster is responsible for raycasting this object
252
- // const rc = GameObject.getComponent(obj, Raycaster);
253
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
254
-
255
- // the object was not yet seen so we test if it has an event component
256
- let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
257
- if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
258
-
259
- if (hasEventComponent) {
260
- // it has an event component: we add it and all its children to the cache
261
- // we don't need to do the same for the shadow component hierarchy
262
- // because the next object that will be detecting that the shadow owner was already seen
263
- this._testObjectsCache.set(obj, true);
264
- for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
265
- return true;
266
- }
267
- this._testObjectsCache.set(obj, false);
268
- return "continue in children"
269
- }
270
- }
271
- private shouldRaycastObject_AddToYesCache(obj: Object3D) {
272
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
273
- // because then this other raycaster is responsible for raycasting this object
274
- // const rc = GameObject.getComponent(obj, Raycaster);
275
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
276
-
277
- this._testObjectsCache.set(obj, true);
278
- for (const ch of obj.children) {
279
- this.shouldRaycastObject_AddToYesCache(ch);
280
- }
281
- }
282
-
283
- /** the raycast filter is always overriden */
284
- private performRaycast(opts: RaycastOptions | null): Intersection[] | null {
285
- if (!this.raycaster) return null;
286
- // we clear the cache of previously seen objects
287
- this._testObjectsCache.clear();
288
- this._sortedHits.length = 0;
289
-
290
- if (!opts) opts = new RaycastOptions();
291
- opts.testObject = this.shouldRaycastObject;
292
-
293
- for (const rc of this.raycaster) {
294
- if (!rc.activeAndEnabled) continue;
295
-
296
- this._currentlyActiveRaycaster = rc;
297
- const res = rc.performRaycast(opts);
298
- this._currentlyActiveRaycaster = null;
299
-
300
- if (res && res.length > 0) {
301
- // console.log(res.length, res.map(r => r.object.name));
302
- this._sortedHits.push(...res);
303
- }
304
- }
305
- this._sortedHits.sort((a, b) => {
306
- return a.distance - b.distance;
307
- });
308
- return this._sortedHits;
309
- }
310
-
311
- private assignHitInformation(args: PointerEventData, hit?: Intersection) {
312
- if (!hit) {
313
- args.intersection = undefined;
314
- args.point = undefined;
315
- args.normal = undefined;
316
- args.face = undefined;
317
- args.distance = undefined;
318
- args.instanceId = undefined;
319
- }
320
- else {
321
- args.intersection = hit;
322
- args.point = hit.point;
323
- args.normal = hit.normal;
324
- args.face = hit.face;
325
- args.distance = hit.distance;
326
- args.instanceId = hit.instanceId;
327
- }
328
- }
329
-
330
- private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
331
-
332
- if (hits?.length) {
333
- hits = this.sortCandidates(hits);
334
- for (const hit of hits) {
335
- if (args.event.immediatePropagationStopped) {
336
- return false;
337
- }
338
- this.assignHitInformation(args, hit);
339
- if (this.handleEventOnObject(hit.object, args)) {
340
- return true;
341
- }
342
- }
343
- }
344
-
345
- // first invoke captured pointers
346
- this.assignHitInformation(args, hits?.[0]);
347
- this.invokePointerCapture(args);
348
-
349
- // pointer has not hit any object to handle
350
-
351
- // thus is not hovering over anything
352
- const hoveredData = this.hoveredByID.get(args.pointerId);
353
- if (hoveredData) {
354
- this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
355
- }
356
- this.hoveredByID.delete(args.pointerId);
357
-
358
- // if it was up, it means it should notify things that it down on before
359
- if (args.isUp) {
360
- this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
361
- this.pressedByID.delete(args.pointerId);
362
- }
363
-
364
- return false;
365
- }
366
-
367
- private _sortingBuffer: Intersection[] = [];
368
- private _noDepthTestingResults: Intersection[] = [];
369
-
370
- private sortCandidates(hits: Intersection[]): Intersection[] {
371
- // iterate over all hits and filter for nodepth objects and normal hit objects
372
- // the no-depth objects will be handled first starting from the closest
373
- // assuming the hits array is sorted by distance (closest > furthest)
374
- this._sortingBuffer.length = 0;
375
- this._noDepthTestingResults.length = 0;
376
- for (let i = 0; i < hits.length; i++) {
377
- const hit = hits[i];
378
- const object = hit.object as Mesh;
379
- if (object.material) {
380
- if (object.material["depthTest"] === false) {
381
- this._noDepthTestingResults.push(hit);
382
- continue;
383
- }
384
- }
385
- this._sortingBuffer.push(hit);
386
- }
387
- for (const obj of this._sortingBuffer) {
388
- this._noDepthTestingResults.push(obj);
389
- }
390
- return this._noDepthTestingResults;
391
- }
392
-
393
- private out: { canvasGroup?: ICanvasGroup } = {};
394
-
395
- /**
396
- * Handle hit result by preparing all needed information before propagation.
397
- * Then calling propagate.
398
- */
399
- private handleEventOnObject(object: Object3D, args: PointerEventData): boolean {
400
- // ensures that invisible objects are ignored
401
- if (!this.testIsVisible(object)) {
402
- if (args.isClick && debug)
403
- console.log("not allowed", object);
404
- return false;
405
- }
406
-
407
- // Event without pointer can't be handled
408
- if (args.pointerId === undefined) {
409
- if (debug) console.error("Event without pointer can't be handled", args);
410
- return false;
411
- }
412
-
413
- // Correct the handled object to match the relevant object in shadow dom (?)
414
- args.object = object;
415
-
416
- const parent = object.parent as any;
417
- let isShadow = false;
418
- const clicked = args.isClick ?? false;
419
-
420
- let canvasGroup: ICanvasGroup | null = null;
421
-
422
- // handle potential shadow dom built from three mesh ui
423
- if (parent && parent.isUI) {
424
- const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
425
- if (parent[$shadowDomOwner]) {
426
- const actualGo = parent[$shadowDomOwner].gameObject;
427
- if (actualGo) {
428
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
429
- if (!res) return false;
430
- canvasGroup = this.out.canvasGroup ?? null;
431
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
432
- if (!clicked && handled) {
433
- // return true;
434
- }
435
- object = actualGo;
436
- isShadow = true;
437
- }
438
- }
439
-
440
- // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
441
- // if(parent["needle:use_eventsystem"] == true){
442
- // // if use_eventsystem is true, we want to handle the event
443
- // }
444
- // else if (!isShadow) {
445
- // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
446
- // if (obj) return true;
447
- // }
448
- }
449
-
450
- if (clicked && debug)
451
- console.log(this.context.time.frame, object);
452
-
453
- // Handle OnPointerExit -> in case when we are about to hover something new
454
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
455
- const hovering = this.hoveredByID.get(args.pointerId);
456
- const prevHovering = hovering?.obj;
457
- const isNewlyHovering = prevHovering !== object;
458
-
459
- // trigger onPointerExit
460
- if (isNewlyHovering && prevHovering) {
461
- this.propagatePointerExit(prevHovering, hovering.data, object);
462
- }
463
-
464
- // save hovered object
465
- const entry = this.hoveredByID.get(args.pointerId);
466
- if (!entry)
467
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
468
- else {
469
- entry.obj = object;
470
- entry.data = args;
471
- }
472
-
473
- // create / update pressed entry
474
- if (args.isDown) {
475
- const data = this.pressedByID.get(args.pointerId);
476
- if (!data)
477
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set<IPointerEventHandler>() });
478
- else {
479
- data.obj = object;
480
- data.data = args;
481
- }
482
- }
483
- if (canvasGroup === null || canvasGroup.interactable) {
484
- this.handleMainInteraction(object, args, prevHovering ?? null);
485
- }
486
-
487
- return true;
488
- }
489
-
490
- /**
491
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
492
- */
493
- private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
494
-
495
- while (true) {
496
-
497
- if (!object) break;
498
-
499
- GameObject.foreachComponent(object, comp => {
500
- // TODO: implement Stop Immediate Propagation
501
- onComponent(comp);
502
- }, false);
503
-
504
- // walk up
505
- object = object.parent;
506
- }
507
-
508
- }
509
-
510
- /**
511
- * Propagate up in hierarchy and call handlers based on the pointer event data
512
- */
513
- private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
514
- const pressedEvent = this.pressedByID.get(args.pointerId);
515
- const hoveredObjectChanged = prevHovering !== object;
516
-
517
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
518
- let isMoving = true;
519
- switch (args.event.pointerType) {
520
- case "mouse":
521
- case "touch":
522
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
523
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
524
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
525
- break;
526
- case "controller":
527
- case "hand":
528
- // for hands and controller we assume they are never totally still (except for simulated environments)
529
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
530
- // so maybe check the angle every frame?
531
- break;
532
- }
533
-
534
- this.propagate(object, (behaviour) => {
535
- const comp = behaviour as IComponentCanMaybeReceiveEvents;
536
-
537
- if (comp.interactable === false) return;
538
- if (!comp.activeAndEnabled || !comp.enabled) return;
539
-
540
- if (comp.onPointerEnter) {
541
- if (hoveredObjectChanged) {
542
- this.handlePointerEnter(comp, args);
543
- }
544
- }
545
-
546
- if (args.isDown) {
547
- if (comp.onPointerDown) {
548
- comp.onPointerDown(args);
549
- // Set the handler that we called the down event on
550
- // So we can call the up event on the same handler
551
- // In a scenario where we Down on one object and Up on another
552
- pressedEvent?.handlers.add(comp);
553
- this.handlePointerCapture(args, comp);
554
- }
555
- }
556
-
557
- if (comp.onPointerMove) {
558
- if (isMoving)
559
- comp.onPointerMove(args);
560
- this.handlePointerCapture(args, comp);
561
- }
562
-
563
- if (args.isUp) {
564
- if (comp.onPointerUp) {
565
- this.invokeOnPointerUp(args, comp);
566
-
567
- // We don't want to call Up twice if we Down and Up on the same object
568
- // But if we Down on one and Up on another we want to call Up on the first one as well
569
- // For example if the object was cloned by the Duplicatable
570
- // The original component that received the down event SHOULD also receive the up event
571
- pressedEvent?.handlers.delete(comp);
572
- }
573
-
574
- // handle touch onExit (touchUp) since the pointer stops existing
575
- // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
576
- // Mouse 0 is always persistent
577
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
578
- this.handlePointerExit(comp, args);
579
- this.hoveredByID.delete(args.pointerId!);
580
- }
581
- }
582
-
583
- if (args.isClick) {
584
- if (comp.onPointerClick) {
585
- comp.onPointerClick(args);
586
- }
587
- }
588
- });
589
-
590
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
591
- // If user drags away from the object, then it doesn't get the UP event
592
- if (args.isUp) {
593
- pressedEvent?.handlers.forEach((handler) => {
594
- this.invokeOnPointerUp(args, handler);
595
- });
596
-
597
- this.pressedByID.delete(args.pointerId);
598
- }
599
- }
600
-
601
- /** Propagate up in hierarchy and call onPointerExit */
602
- private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
603
- this.propagate(object, (behaviour) => {
604
- if (!behaviour.gameObject || behaviour.destroyed) return;
605
-
606
- const inst: any = behaviour;
607
- if (inst.onPointerExit || inst.onPointerEnter) {
608
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
609
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
610
- return;
611
- }
612
- this.handlePointerExit(inst, args);
613
- }
614
- });
615
- }
616
-
617
- /** handles onPointerUp - this will also release the pointerCapture */
618
- private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
619
- handler.onPointerUp?.call(handler, evt);
620
- this.releasePointerCapture(evt, handler);
621
- }
622
-
623
- /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
624
- private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
625
- if (comp.onPointerEnter) {
626
- if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
627
- comp.onPointerEnter(args);
628
- }
629
- }
630
- this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
631
- }
632
-
633
- /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
634
- private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
635
- if (comp.onPointerExit) {
636
- if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
637
- comp.onPointerExit(evt);
638
- }
639
- }
640
- this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
641
- }
642
-
643
- /** updates the pointer state list for a component
644
- * @param comp the component to update
645
- * @param pointerId the pointerId to update
646
- * @param symbol the symbol to use for the state
647
- * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
648
- */
649
- private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
650
- let state = comp[symbol];
651
-
652
- if (add) {
653
- // the pointer is already in the state list
654
- if (state && state.includes(pointerId)) return false;
655
- state = state || [];
656
- state.push(pointerId);
657
- comp[symbol] = state;
658
- return true;
659
- }
660
- else {
661
- if (!state || !state.includes(pointerId)) return false;
662
- const i = state.indexOf(pointerId);
663
- if (i !== -1) {
664
- state.splice(i, 1);
665
- }
666
- return true;
667
- }
668
- }
669
-
670
- /** the list of component handlers that requested pointerCapture for a specific pointerId */
671
- private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
672
-
673
- /** check if the event was marked to be captured: if yes add the current component to the captured list */
674
- private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
675
- if (evt.z__pointer_ctured) {
676
- evt.z__pointer_ctured = false;
677
- const id = evt.pointerId;
678
- // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
679
- if (comp.onPointerMove) {
680
- const list = this._capturedPointer[id] || [];
681
- list.push(comp);
682
- this._capturedPointer[id] = list;
683
- }
684
- else {
685
- if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
686
- comp["z__warned_no_pointermove"] = true;
687
- console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
688
- }
689
- }
690
- }
691
- else if (evt.z__pointer_cture_rleased) {
692
- evt.z__pointer_cture_rleased = false;
693
- this.releasePointerCapture(evt, comp);
694
- }
695
- }
696
-
697
- /** removes the component from the pointer capture list */
698
- releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
699
- const id = evt.pointerId;
700
- if (this._capturedPointer[id]) {
701
- const i = this._capturedPointer[id].indexOf(component);
702
- if (i !== -1) {
703
- this._capturedPointer[id].splice(i, 1);
704
- if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
705
- }
706
- }
707
- }
708
- /** invoke the pointerMove event on all captured handlers */
709
- private invokePointerCapture(evt: PointerEventData) {
710
- if (evt.event.type === InputEvents.PointerMove) {
711
- const id = evt.pointerId;
712
- const captured = this._capturedPointer[id];
713
- if (captured) {
714
- if (debug) console.log("Captured", id, captured)
715
- for (let i = 0; i < captured.length; i++) {
716
- const handler = captured[i];
717
- // check if it was destroyed
718
- const comp = handler as IComponent;
719
- if (comp.destroyed) {
720
- captured.splice(i, 1);
721
- i--;
722
- continue;
723
- }
724
- // invoke pointer move
725
- handler.onPointerMove?.call(handler, evt);
726
- }
727
- }
728
- }
729
- }
730
-
731
- private readonly pointerEnterSymbol = Symbol("pointerEnter");
732
- private readonly pointerExitSymbol = Symbol("pointerExit");
733
-
734
- private isChild(obj: Object3D, possibleChild: Object3D): boolean {
735
- if (!obj || !possibleChild) return false;
736
- if (obj === possibleChild) return true;
737
- if (!obj.parent) return false;
738
- return this.isChild(obj.parent, possibleChild);
739
- }
740
-
741
- private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
742
- if (!obj || !obj.isUI) return true;
743
- const hit = this.handleMeshUIIntersection(obj, pressed);
744
-
745
- return hit;
746
- }
747
-
748
- private currentActiveMeshUIComponents: Object3D[] = [];
749
-
750
- private handleMeshUIIntersection(meshUiObject: Object3D, pressed: boolean): boolean {
751
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
752
- if (res) {
753
- this.currentActiveMeshUIComponents.push(res);
754
- }
755
- return res !== null;
756
- }
757
-
758
- private resetMeshUIStates() {
759
- if (this.context.input.getPointerPressedCount() > 0) {
760
- MeshUIHelper.resetLastSelected();
761
- }
762
-
763
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0) return;
764
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
765
- const comp = this.currentActiveMeshUIComponents[i];
766
- MeshUIHelper.resetState(comp);
767
- }
768
- this.currentActiveMeshUIComponents.length = 0;
769
- }
770
-
771
- private testIsVisible(obj: Object3D | null): boolean {
772
- if (!obj) return true;
773
- if (!GameObject.isActiveSelf(obj)) return false;
774
- return this.testIsVisible(obj.parent);
775
- }
776
- }
777
-
778
-
779
- class MeshUIHelper {
780
-
781
- private static lastSelected: Object3D | null = null;
782
- private static lastUpdateFrame: { context: Context, frame: number, nextUpdate: number }[] = [];
783
- private static needsUpdate: boolean = false;
784
-
785
- static markDirty() {
786
- this.needsUpdate = true;
787
- }
788
-
789
- static update(threeMeshUI: any, context: Context, force: boolean = false) {
790
- if (force) {
791
- threeMeshUI.update();
792
- return;
793
- }
794
- const currentFrame = context.time.frameCount;
795
- for (const lu of this.lastUpdateFrame) {
796
- if (lu.context === context) {
797
- if (currentFrame === lu.frame) return;
798
- lu.frame = currentFrame;
799
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
800
- if (lu.nextUpdate <= currentFrame) shouldUpdate = true;
801
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
802
- if (shouldUpdate) {
803
- // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
804
- if (debug) console.log("Update threemeshui");
805
- this.needsUpdate = false;
806
- lu.nextUpdate = currentFrame + 60;
807
- threeMeshUI.update();
808
- }
809
- return;
810
- }
811
- }
812
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
813
- threeMeshUI.update();
814
- this.needsUpdate = false;
815
- }
816
-
817
- static updateState(intersect: Object3D, _selectState: boolean): Object3D | null {
818
- let foundBlock: Object3D | null = null;
819
-
820
- if (intersect) {
821
- foundBlock = this.findBlockOrTextInParent(intersect);
822
- // console.log(intersect, "-- found block:", foundBlock)
823
- if (foundBlock && foundBlock !== this.lastSelected) {
824
- const interactable = foundBlock["interactable"];
825
- if (interactable === false) return null;
826
- this.needsUpdate = true;
827
- }
828
- }
829
-
830
- return foundBlock;
831
- }
832
-
833
- static resetLastSelected() {
834
- const last = this.lastSelected;
835
- if (!last) return;
836
- this.lastSelected = null;
837
- this.resetState(last);
838
- }
839
-
840
- static resetState(obj: any) {
841
- if (!obj) return;
842
- this.needsUpdate = true;
843
- }
844
-
845
- static findBlockOrTextInParent(elem: any): Object3D | null {
846
- if (!elem) return null;
847
- if (elem.isBlock || (elem.isText)) {
848
- // @TODO : Replace states managements
849
- // if (Object.keys(elem.states).length > 0)
850
- return elem;
851
- }
852
- return this.findBlockOrTextInParent(elem.parent);
853
- }
1
+ import { type Intersection, Mesh, Object3D } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
+ import { type InputEventNames, InputEvents, NEPointerEvent, NEPointerEventIntersection, PointerType } from "../../engine/engine_input.js";
5
+ import { onInitialized } from "../../engine/engine_lifecycle_api.js";
6
+ import { Mathf } from "../../engine/engine_math.js";
7
+ import { RaycastOptions, type RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
8
+ import { Context } from "../../engine/engine_setup.js";
9
+ import { HideFlags, type IComponent } from "../../engine/engine_types.js";
10
+ import { getParam } from "../../engine/engine_utils.js";
11
+ import { Behaviour, GameObject } from "../Component.js";
12
+ import type { ICanvasGroup } from "./Interfaces.js";
13
+ import { hasPointerEventComponent, type IPointerEventHandler, type IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
14
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
15
+ import { UIRaycastUtils } from "./RaycastUtils.js";
16
+ import { $shadowDomOwner } from "./Symbols.js";
17
+ import { isUIObject } from "./Utils.js";
18
+
19
+ const debug = getParam("debugeventsystem");
20
+
21
+ export enum EventSystemEvents {
22
+ BeforeHandleInput = "BeforeHandleInput",
23
+ AfterHandleInput = "AfterHandleInput",
24
+ }
25
+
26
+ export declare type AfterHandleInputEvent = {
27
+ sender: EventSystem,
28
+ args: PointerEventData,
29
+ hasActiveUI: boolean
30
+ }
31
+
32
+ declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
33
+
34
+ onInitialized((ctx) => {
35
+ EventSystem.createIfNoneExists(ctx);
36
+ })
37
+
38
+ /**
39
+ * @category User Interface
40
+ * @group Components
41
+ */
42
+ export class EventSystem extends Behaviour {
43
+ //@ts-ignore
44
+ static ensureUpdateMeshUI(instance, context: Context, force: boolean = false) {
45
+ MeshUIHelper.update(instance, context, force);
46
+ }
47
+ static markUIDirty(_context: Context) {
48
+ MeshUIHelper.markDirty();
49
+ }
50
+
51
+ static createIfNoneExists(context: Context) {
52
+ if (!context.scene.getComponent(EventSystem)) {
53
+ context.scene.addComponent(EventSystem);
54
+ }
55
+ }
56
+
57
+ static get(ctx: Context): EventSystem | null {
58
+ this.createIfNoneExists(ctx);
59
+ return ctx.scene.getComponent(EventSystem);
60
+ }
61
+
62
+ /** Get the currently active event system */
63
+ static get instance(): EventSystem | null {
64
+ return this.get(Context.Current);
65
+ }
66
+
67
+ private readonly raycaster: Raycaster[] = [];
68
+ register(rc: Raycaster) {
69
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
70
+ this.raycaster?.push(rc);
71
+ }
72
+ unregister(rc: Raycaster) {
73
+ const i = this.raycaster?.indexOf(rc);
74
+ if (i !== undefined && i !== -1) {
75
+ this.raycaster?.splice(i, 1);
76
+ }
77
+ }
78
+
79
+ get hasActiveUI() {
80
+ return this.currentActiveMeshUIComponents.length > 0;
81
+ }
82
+
83
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
84
+
85
+ awake(): void {
86
+ // We only want ONE eventsystem on the root scene
87
+ // as long as this component is not implemented in core we need to check this here
88
+ if (this.gameObject as Object3D !== this.context.scene) {
89
+ this.enabled = false;
90
+ }
91
+ }
92
+
93
+ start() {
94
+ if (!this.context.scene.getComponent(Raycaster)) {
95
+ this.context.scene.addComponent(ObjectRaycaster);
96
+ }
97
+ }
98
+
99
+ onEnable(): void {
100
+ this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
101
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
102
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
103
+ }
104
+
105
+ onDisable(): void {
106
+ this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
107
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
108
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
109
+ }
110
+
111
+ /**
112
+ * all pointers that have pressed something
113
+ *
114
+ * key: pointerId
115
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
116
+ */
117
+ private pressedByID: Map<number, { obj: Object3D | null, data: PointerEventData, handlers: Set<IPointerEventHandler> }> = new Map();
118
+ /**
119
+ * all hovered objects
120
+ *
121
+ * key: pointerId
122
+ * value: object that is hovered, data of the pointer event
123
+ */
124
+ private hoveredByID: Map<number, { obj: Object3D, data: PointerEventData }> = new Map();
125
+
126
+ onBeforeRender() {
127
+ this.resetMeshUIStates();
128
+ }
129
+
130
+ /**
131
+ * Handle an pointer event from the input system
132
+ */
133
+ private onPointerEvent = (pointerEvent: NEPointerEvent) => {
134
+ if (pointerEvent === undefined) return;
135
+ if (pointerEvent.propagationStopped) return;
136
+ if (pointerEvent.defaultPrevented) return;
137
+ if (pointerEvent.used) return;
138
+
139
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
140
+ const data = new PointerEventData(this.context.input, pointerEvent);
141
+ this._currentPointerEventName = pointerEvent.type;
142
+
143
+ data.inputSource = this.context.input;
144
+ data.isClick = pointerEvent.isClick;
145
+ data.isDoubleClick = pointerEvent.isDoubleClick;
146
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
147
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
148
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
149
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
150
+
151
+ if (debug) {
152
+ if (data.isDown) console.log("DOWN", data.pointerId);
153
+ else if (data.isUp) console.log("UP", data.pointerId);
154
+ if (data.isClick) console.log("CLICK", data.pointerId);
155
+ }
156
+
157
+ // raycast
158
+ const options = new RaycastOptions();
159
+ if (pointerEvent.hasRay) {
160
+ options.ray = pointerEvent.ray;
161
+ }
162
+ else {
163
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
164
+ }
165
+
166
+ const hits = this.performRaycast(options) as Array<NEPointerEventIntersection>;
167
+ if (hits) {
168
+ for (const hit of hits) {
169
+ hit.event = pointerEvent;
170
+ pointerEvent.intersections.push(hit);
171
+ }
172
+ if (pointerEvent.origin.onPointerHits) {
173
+ pointerEvent.origin.onPointerHits({
174
+ sender: this,
175
+ event: pointerEvent,
176
+ hits
177
+ });
178
+ }
179
+ }
180
+
181
+
182
+ if (debug && data.isClick) {
183
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
184
+ }
185
+
186
+ const evt: AfterHandleInputEvent = {
187
+ sender: this,
188
+ args: data,
189
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
190
+ }
191
+
192
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
193
+
194
+ // then handle the intersections and call the callbacks on the regular objects
195
+ this.handleIntersections(hits, data);
196
+
197
+ this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
198
+ }
199
+
200
+ private readonly _sortedHits: Intersection[] = [];
201
+
202
+ /**
203
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
204
+ */
205
+ private readonly _testObjectsCache = new Map<Object3D, boolean>();
206
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
207
+ private _currentlyActiveRaycaster: Raycaster | null = null;
208
+ private _currentPointerEventName: InputEventNames | null = null;
209
+
210
+ /**
211
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
212
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
213
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
214
+ * Because there's no component callback to be invoked anyways.
215
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
216
+ *
217
+ * Further optimizations would be to check what type of event we're dealing with
218
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
219
+ * */
220
+ private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
221
+ // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
222
+ // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
223
+
224
+ const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
225
+ if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
226
+ return false;
227
+ }
228
+ // if (this._currentPointerEventName == "pointermove") {
229
+ // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
230
+ // }
231
+
232
+ // check if this object is actually a UI shadow hierarchy object
233
+ let uiOwner: Object3D | null = null;
234
+ const isUI = isUIObject(obj);
235
+ // if yes we want to grab the actual object that is the owner of the shadow dom
236
+ // and check that object for the event component
237
+ if (isUI) {
238
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
239
+ }
240
+
241
+ // check if the object was seen previously
242
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
243
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
244
+ const prev = this._testObjectsCache.get(obj)!;
245
+ if (prev === false) return "continue in children"
246
+ return true;
247
+ }
248
+ else {
249
+
250
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
251
+ // because then this other raycaster is responsible for raycasting this object
252
+ // const rc = GameObject.getComponent(obj, Raycaster);
253
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
254
+
255
+ // the object was not yet seen so we test if it has an event component
256
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
257
+ if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
258
+
259
+ if (hasEventComponent) {
260
+ // it has an event component: we add it and all its children to the cache
261
+ // we don't need to do the same for the shadow component hierarchy
262
+ // because the next object that will be detecting that the shadow owner was already seen
263
+ this._testObjectsCache.set(obj, true);
264
+ for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
265
+ return true;
266
+ }
267
+ this._testObjectsCache.set(obj, false);
268
+ return "continue in children"
269
+ }
270
+ }
271
+ private shouldRaycastObject_AddToYesCache(obj: Object3D) {
272
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
273
+ // because then this other raycaster is responsible for raycasting this object
274
+ // const rc = GameObject.getComponent(obj, Raycaster);
275
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
276
+
277
+ this._testObjectsCache.set(obj, true);
278
+ for (const ch of obj.children) {
279
+ this.shouldRaycastObject_AddToYesCache(ch);
280
+ }
281
+ }
282
+
283
+ /** the raycast filter is always overriden */
284
+ private performRaycast(opts: RaycastOptions | null): Intersection[] | null {
285
+ if (!this.raycaster) return null;
286
+ // we clear the cache of previously seen objects
287
+ this._testObjectsCache.clear();
288
+ this._sortedHits.length = 0;
289
+
290
+ if (!opts) opts = new RaycastOptions();
291
+ opts.testObject = this.shouldRaycastObject;
292
+
293
+ for (const rc of this.raycaster) {
294
+ if (!rc.activeAndEnabled) continue;
295
+
296
+ this._currentlyActiveRaycaster = rc;
297
+ const res = rc.performRaycast(opts);
298
+ this._currentlyActiveRaycaster = null;
299
+
300
+ if (res && res.length > 0) {
301
+ // console.log(res.length, res.map(r => r.object.name));
302
+ this._sortedHits.push(...res);
303
+ }
304
+ }
305
+ this._sortedHits.sort((a, b) => {
306
+ return a.distance - b.distance;
307
+ });
308
+ return this._sortedHits;
309
+ }
310
+
311
+ private assignHitInformation(args: PointerEventData, hit?: Intersection) {
312
+ if (!hit) {
313
+ args.intersection = undefined;
314
+ args.point = undefined;
315
+ args.normal = undefined;
316
+ args.face = undefined;
317
+ args.distance = undefined;
318
+ args.instanceId = undefined;
319
+ }
320
+ else {
321
+ args.intersection = hit;
322
+ args.point = hit.point;
323
+ args.normal = hit.normal;
324
+ args.face = hit.face;
325
+ args.distance = hit.distance;
326
+ args.instanceId = hit.instanceId;
327
+ }
328
+ }
329
+
330
+ private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
331
+
332
+ if (hits?.length) {
333
+ hits = this.sortCandidates(hits);
334
+ for (const hit of hits) {
335
+ if (args.event.immediatePropagationStopped) {
336
+ return false;
337
+ }
338
+ this.assignHitInformation(args, hit);
339
+ if (this.handleEventOnObject(hit.object, args)) {
340
+ return true;
341
+ }
342
+ }
343
+ }
344
+
345
+ // first invoke captured pointers
346
+ this.assignHitInformation(args, hits?.[0]);
347
+ this.invokePointerCapture(args);
348
+
349
+ // pointer has not hit any object to handle
350
+
351
+ // thus is not hovering over anything
352
+ const hoveredData = this.hoveredByID.get(args.pointerId);
353
+ if (hoveredData) {
354
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
355
+ }
356
+ this.hoveredByID.delete(args.pointerId);
357
+
358
+ // if it was up, it means it should notify things that it down on before
359
+ if (args.isUp) {
360
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
361
+ this.pressedByID.delete(args.pointerId);
362
+ }
363
+
364
+ return false;
365
+ }
366
+
367
+ private _sortingBuffer: Intersection[] = [];
368
+ private _noDepthTestingResults: Intersection[] = [];
369
+
370
+ private sortCandidates(hits: Intersection[]): Intersection[] {
371
+ // iterate over all hits and filter for nodepth objects and normal hit objects
372
+ // the no-depth objects will be handled first starting from the closest
373
+ // assuming the hits array is sorted by distance (closest > furthest)
374
+ this._sortingBuffer.length = 0;
375
+ this._noDepthTestingResults.length = 0;
376
+ for (let i = 0; i < hits.length; i++) {
377
+ const hit = hits[i];
378
+ const object = hit.object as Mesh;
379
+ if (object.material) {
380
+ if (object.material["depthTest"] === false) {
381
+ this._noDepthTestingResults.push(hit);
382
+ continue;
383
+ }
384
+ }
385
+ this._sortingBuffer.push(hit);
386
+ }
387
+ for (const obj of this._sortingBuffer) {
388
+ this._noDepthTestingResults.push(obj);
389
+ }
390
+ return this._noDepthTestingResults;
391
+ }
392
+
393
+ private out: { canvasGroup?: ICanvasGroup } = {};
394
+
395
+ /**
396
+ * Handle hit result by preparing all needed information before propagation.
397
+ * Then calling propagate.
398
+ */
399
+ private handleEventOnObject(object: Object3D, args: PointerEventData): boolean {
400
+ // ensures that invisible objects are ignored
401
+ if (!this.testIsVisible(object)) {
402
+ if (args.isClick && debug)
403
+ console.log("not allowed", object);
404
+ return false;
405
+ }
406
+
407
+ // Event without pointer can't be handled
408
+ if (args.pointerId === undefined) {
409
+ if (debug) console.error("Event without pointer can't be handled", args);
410
+ return false;
411
+ }
412
+
413
+ // Correct the handled object to match the relevant object in shadow dom (?)
414
+ args.object = object;
415
+
416
+ const parent = object.parent as any;
417
+ let isShadow = false;
418
+ const clicked = args.isClick ?? false;
419
+
420
+ let canvasGroup: ICanvasGroup | null = null;
421
+
422
+ // handle potential shadow dom built from three mesh ui
423
+ if (parent && parent.isUI) {
424
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
425
+ if (parent[$shadowDomOwner]) {
426
+ const actualGo = parent[$shadowDomOwner].gameObject;
427
+ if (actualGo) {
428
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
429
+ if (!res) return false;
430
+ canvasGroup = this.out.canvasGroup ?? null;
431
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
432
+ if (!clicked && handled) {
433
+ // return true;
434
+ }
435
+ object = actualGo;
436
+ isShadow = true;
437
+ }
438
+ }
439
+
440
+ // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
441
+ // if(parent["needle:use_eventsystem"] == true){
442
+ // // if use_eventsystem is true, we want to handle the event
443
+ // }
444
+ // else if (!isShadow) {
445
+ // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
446
+ // if (obj) return true;
447
+ // }
448
+ }
449
+
450
+ if (clicked && debug)
451
+ console.log(this.context.time.frame, object);
452
+
453
+ // Handle OnPointerExit -> in case when we are about to hover something new
454
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
455
+ const hovering = this.hoveredByID.get(args.pointerId);
456
+ const prevHovering = hovering?.obj;
457
+ const isNewlyHovering = prevHovering !== object;
458
+
459
+ // trigger onPointerExit
460
+ if (isNewlyHovering && prevHovering) {
461
+ this.propagatePointerExit(prevHovering, hovering.data, object);
462
+ }
463
+
464
+ // save hovered object
465
+ const entry = this.hoveredByID.get(args.pointerId);
466
+ if (!entry)
467
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
468
+ else {
469
+ entry.obj = object;
470
+ entry.data = args;
471
+ }
472
+
473
+ // create / update pressed entry
474
+ if (args.isDown) {
475
+ const data = this.pressedByID.get(args.pointerId);
476
+ if (!data)
477
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set<IPointerEventHandler>() });
478
+ else {
479
+ data.obj = object;
480
+ data.data = args;
481
+ }
482
+ }
483
+ if (canvasGroup === null || canvasGroup.interactable) {
484
+ this.handleMainInteraction(object, args, prevHovering ?? null);
485
+ }
486
+
487
+ return true;
488
+ }
489
+
490
+ /**
491
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
492
+ */
493
+ private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
494
+
495
+ while (true) {
496
+
497
+ if (!object) break;
498
+
499
+ GameObject.foreachComponent(object, comp => {
500
+ // TODO: implement Stop Immediate Propagation
501
+ onComponent(comp);
502
+ }, false);
503
+
504
+ // walk up
505
+ object = object.parent;
506
+ }
507
+
508
+ }
509
+
510
+ /**
511
+ * Propagate up in hierarchy and call handlers based on the pointer event data
512
+ */
513
+ private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
514
+ const pressedEvent = this.pressedByID.get(args.pointerId);
515
+ const hoveredObjectChanged = prevHovering !== object;
516
+
517
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
518
+ let isMoving = true;
519
+ switch (args.event.pointerType) {
520
+ case "mouse":
521
+ case "touch":
522
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
523
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
524
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
525
+ break;
526
+ case "controller":
527
+ case "hand":
528
+ // for hands and controller we assume they are never totally still (except for simulated environments)
529
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
530
+ // so maybe check the angle every frame?
531
+ break;
532
+ }
533
+
534
+ this.propagate(object, (behaviour) => {
535
+ const comp = behaviour as IComponentCanMaybeReceiveEvents;
536
+
537
+ if (comp.interactable === false) return;
538
+ if (!comp.activeAndEnabled || !comp.enabled) return;
539
+
540
+ if (comp.onPointerEnter) {
541
+ if (hoveredObjectChanged) {
542
+ this.handlePointerEnter(comp, args);
543
+ }
544
+ }
545
+
546
+ if (args.isDown) {
547
+ if (comp.onPointerDown) {
548
+ comp.onPointerDown(args);
549
+ // Set the handler that we called the down event on
550
+ // So we can call the up event on the same handler
551
+ // In a scenario where we Down on one object and Up on another
552
+ pressedEvent?.handlers.add(comp);
553
+ this.handlePointerCapture(args, comp);
554
+ }
555
+ }
556
+
557
+ if (comp.onPointerMove) {
558
+ if (isMoving)
559
+ comp.onPointerMove(args);
560
+ this.handlePointerCapture(args, comp);
561
+ }
562
+
563
+ if (args.isUp) {
564
+ if (comp.onPointerUp) {
565
+ this.invokeOnPointerUp(args, comp);
566
+
567
+ // We don't want to call Up twice if we Down and Up on the same object
568
+ // But if we Down on one and Up on another we want to call Up on the first one as well
569
+ // For example if the object was cloned by the Duplicatable
570
+ // The original component that received the down event SHOULD also receive the up event
571
+ pressedEvent?.handlers.delete(comp);
572
+ }
573
+
574
+ // handle touch onExit (touchUp) since the pointer stops existing
575
+ // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
576
+ // Mouse 0 is always persistent
577
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
578
+ this.handlePointerExit(comp, args);
579
+ this.hoveredByID.delete(args.pointerId!);
580
+ }
581
+ }
582
+
583
+ if (args.isClick) {
584
+ if (comp.onPointerClick) {
585
+ comp.onPointerClick(args);
586
+ }
587
+ }
588
+ });
589
+
590
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
591
+ // If user drags away from the object, then it doesn't get the UP event
592
+ if (args.isUp) {
593
+ pressedEvent?.handlers.forEach((handler) => {
594
+ this.invokeOnPointerUp(args, handler);
595
+ });
596
+
597
+ this.pressedByID.delete(args.pointerId);
598
+ }
599
+ }
600
+
601
+ /** Propagate up in hierarchy and call onPointerExit */
602
+ private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
603
+ this.propagate(object, (behaviour) => {
604
+ if (!behaviour.gameObject || behaviour.destroyed) return;
605
+
606
+ const inst: any = behaviour;
607
+ if (inst.onPointerExit || inst.onPointerEnter) {
608
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
609
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
610
+ return;
611
+ }
612
+ this.handlePointerExit(inst, args);
613
+ }
614
+ });
615
+ }
616
+
617
+ /** handles onPointerUp - this will also release the pointerCapture */
618
+ private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
619
+ handler.onPointerUp?.call(handler, evt);
620
+ this.releasePointerCapture(evt, handler);
621
+ }
622
+
623
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
624
+ private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
625
+ if (comp.onPointerEnter) {
626
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
627
+ comp.onPointerEnter(args);
628
+ }
629
+ }
630
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
631
+ }
632
+
633
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
634
+ private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
635
+ if (comp.onPointerExit) {
636
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
637
+ comp.onPointerExit(evt);
638
+ }
639
+ }
640
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
641
+ }
642
+
643
+ /** updates the pointer state list for a component
644
+ * @param comp the component to update
645
+ * @param pointerId the pointerId to update
646
+ * @param symbol the symbol to use for the state
647
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
648
+ */
649
+ private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
650
+ let state = comp[symbol];
651
+
652
+ if (add) {
653
+ // the pointer is already in the state list
654
+ if (state && state.includes(pointerId)) return false;
655
+ state = state || [];
656
+ state.push(pointerId);
657
+ comp[symbol] = state;
658
+ return true;
659
+ }
660
+ else {
661
+ if (!state || !state.includes(pointerId)) return false;
662
+ const i = state.indexOf(pointerId);
663
+ if (i !== -1) {
664
+ state.splice(i, 1);
665
+ }
666
+ return true;
667
+ }
668
+ }
669
+
670
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
671
+ private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
672
+
673
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
674
+ private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
675
+ if (evt.z__pointer_ctured) {
676
+ evt.z__pointer_ctured = false;
677
+ const id = evt.pointerId;
678
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
679
+ if (comp.onPointerMove) {
680
+ const list = this._capturedPointer[id] || [];
681
+ list.push(comp);
682
+ this._capturedPointer[id] = list;
683
+ }
684
+ else {
685
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
686
+ comp["z__warned_no_pointermove"] = true;
687
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
688
+ }
689
+ }
690
+ }
691
+ else if (evt.z__pointer_cture_rleased) {
692
+ evt.z__pointer_cture_rleased = false;
693
+ this.releasePointerCapture(evt, comp);
694
+ }
695
+ }
696
+
697
+ /** removes the component from the pointer capture list */
698
+ releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
699
+ const id = evt.pointerId;
700
+ if (this._capturedPointer[id]) {
701
+ const i = this._capturedPointer[id].indexOf(component);
702
+ if (i !== -1) {
703
+ this._capturedPointer[id].splice(i, 1);
704
+ if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
705
+ }
706
+ }
707
+ }
708
+ /** invoke the pointerMove event on all captured handlers */
709
+ private invokePointerCapture(evt: PointerEventData) {
710
+ if (evt.event.type === InputEvents.PointerMove) {
711
+ const id = evt.pointerId;
712
+ const captured = this._capturedPointer[id];
713
+ if (captured) {
714
+ if (debug) console.log("Captured", id, captured)
715
+ for (let i = 0; i < captured.length; i++) {
716
+ const handler = captured[i];
717
+ // check if it was destroyed
718
+ const comp = handler as IComponent;
719
+ if (comp.destroyed) {
720
+ captured.splice(i, 1);
721
+ i--;
722
+ continue;
723
+ }
724
+ // invoke pointer move
725
+ handler.onPointerMove?.call(handler, evt);
726
+ }
727
+ }
728
+ }
729
+ }
730
+
731
+ private readonly pointerEnterSymbol = Symbol("pointerEnter");
732
+ private readonly pointerExitSymbol = Symbol("pointerExit");
733
+
734
+ private isChild(obj: Object3D, possibleChild: Object3D): boolean {
735
+ if (!obj || !possibleChild) return false;
736
+ if (obj === possibleChild) return true;
737
+ if (!obj.parent) return false;
738
+ return this.isChild(obj.parent, possibleChild);
739
+ }
740
+
741
+ private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
742
+ if (!obj || !obj.isUI) return true;
743
+ const hit = this.handleMeshUIIntersection(obj, pressed);
744
+
745
+ return hit;
746
+ }
747
+
748
+ private currentActiveMeshUIComponents: Object3D[] = [];
749
+
750
+ private handleMeshUIIntersection(meshUiObject: Object3D, pressed: boolean): boolean {
751
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
752
+ if (res) {
753
+ this.currentActiveMeshUIComponents.push(res);
754
+ }
755
+ return res !== null;
756
+ }
757
+
758
+ private resetMeshUIStates() {
759
+ if (this.context.input.getPointerPressedCount() > 0) {
760
+ MeshUIHelper.resetLastSelected();
761
+ }
762
+
763
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0) return;
764
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
765
+ const comp = this.currentActiveMeshUIComponents[i];
766
+ MeshUIHelper.resetState(comp);
767
+ }
768
+ this.currentActiveMeshUIComponents.length = 0;
769
+ }
770
+
771
+ private testIsVisible(obj: Object3D | null): boolean {
772
+ if (!obj) return true;
773
+ if (!GameObject.isActiveSelf(obj)) return false;
774
+ return this.testIsVisible(obj.parent);
775
+ }
776
+ }
777
+
778
+
779
+ class MeshUIHelper {
780
+
781
+ private static lastSelected: Object3D | null = null;
782
+ private static lastUpdateFrame: { context: Context, frame: number, nextUpdate: number }[] = [];
783
+ private static needsUpdate: boolean = false;
784
+
785
+ static markDirty() {
786
+ this.needsUpdate = true;
787
+ }
788
+
789
+ static update(threeMeshUI: any, context: Context, force: boolean = false) {
790
+ if (force) {
791
+ threeMeshUI.update();
792
+ return;
793
+ }
794
+ const currentFrame = context.time.frameCount;
795
+ for (const lu of this.lastUpdateFrame) {
796
+ if (lu.context === context) {
797
+ if (currentFrame === lu.frame) return;
798
+ lu.frame = currentFrame;
799
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
800
+ if (lu.nextUpdate <= currentFrame) shouldUpdate = true;
801
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
802
+ if (shouldUpdate) {
803
+ // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
804
+ if (debug) console.log("Update threemeshui");
805
+ this.needsUpdate = false;
806
+ lu.nextUpdate = currentFrame + 60;
807
+ threeMeshUI.update();
808
+ }
809
+ return;
810
+ }
811
+ }
812
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
813
+ threeMeshUI.update();
814
+ this.needsUpdate = false;
815
+ }
816
+
817
+ static updateState(intersect: Object3D, _selectState: boolean): Object3D | null {
818
+ let foundBlock: Object3D | null = null;
819
+
820
+ if (intersect) {
821
+ foundBlock = this.findBlockOrTextInParent(intersect);
822
+ // console.log(intersect, "-- found block:", foundBlock)
823
+ if (foundBlock && foundBlock !== this.lastSelected) {
824
+ const interactable = foundBlock["interactable"];
825
+ if (interactable === false) return null;
826
+ this.needsUpdate = true;
827
+ }
828
+ }
829
+
830
+ return foundBlock;
831
+ }
832
+
833
+ static resetLastSelected() {
834
+ const last = this.lastSelected;
835
+ if (!last) return;
836
+ this.lastSelected = null;
837
+ this.resetState(last);
838
+ }
839
+
840
+ static resetState(obj: any) {
841
+ if (!obj) return;
842
+ this.needsUpdate = true;
843
+ }
844
+
845
+ static findBlockOrTextInParent(elem: any): Object3D | null {
846
+ if (!elem) return null;
847
+ if (elem.isBlock || (elem.isText)) {
848
+ // @TODO : Replace states managements
849
+ // if (Object.keys(elem.states).length > 0)
850
+ return elem;
851
+ }
852
+ return this.findBlockOrTextInParent(elem.parent);
853
+ }
854
854
  }