@needle-tools/engine 4.5.0-alpha.6 → 4.5.0

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 (1070) hide show
  1. package/CHANGELOG.md +3729 -3729
  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-17f4eeec.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-49c948a1.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-12ffa86b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-a8ee7980.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-0e1129e3.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-dd25a467.js → needle-engine.bundle-8e64768b.js} +9 -10
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine.d.ts +4 -0
  49. package/lib/engine/engine.js +12 -0
  50. package/lib/engine/engine.js.map +1 -0
  51. package/lib/engine/engine_addressables.d.ts +166 -166
  52. package/lib/engine/engine_addressables.js +608 -608
  53. package/lib/engine/engine_animation.d.ts +43 -43
  54. package/lib/engine/engine_animation.js +133 -133
  55. package/lib/engine/engine_application.d.ts +45 -45
  56. package/lib/engine/engine_application.js +104 -104
  57. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  58. package/lib/engine/engine_assetdatabase.js +344 -344
  59. package/lib/engine/engine_audio.d.ts +4 -4
  60. package/lib/engine/engine_audio.js +23 -23
  61. package/lib/engine/engine_camera.d.ts +13 -13
  62. package/lib/engine/engine_camera.js +30 -30
  63. package/lib/engine/engine_components.d.ts +110 -110
  64. package/lib/engine/engine_components.js +374 -374
  65. package/lib/engine/engine_components_internal.d.ts +9 -9
  66. package/lib/engine/engine_components_internal.js +36 -36
  67. package/lib/engine/engine_constants.d.ts +10 -10
  68. package/lib/engine/engine_constants.js +41 -41
  69. package/lib/engine/engine_context.d.ts +472 -472
  70. package/lib/engine/engine_context.js +1664 -1664
  71. package/lib/engine/engine_context_registry.d.ts +71 -71
  72. package/lib/engine/engine_context_registry.js +117 -117
  73. package/lib/engine/engine_coroutine.d.ts +35 -35
  74. package/lib/engine/engine_coroutine.js +52 -52
  75. package/lib/engine/engine_create_objects.d.ts +118 -118
  76. package/lib/engine/engine_create_objects.js +308 -308
  77. package/lib/engine/engine_default_parameters.d.ts +2 -2
  78. package/lib/engine/engine_default_parameters.js +3 -3
  79. package/lib/engine/engine_editor-sync.d.ts +21 -21
  80. package/lib/engine/engine_editor-sync.js +4 -4
  81. package/lib/engine/engine_element.d.ts +113 -113
  82. package/lib/engine/engine_element.js +832 -832
  83. package/lib/engine/engine_element_attributes.d.ts +72 -72
  84. package/lib/engine/engine_element_attributes.js +1 -1
  85. package/lib/engine/engine_element_extras.d.ts +6 -6
  86. package/lib/engine/engine_element_extras.js +13 -13
  87. package/lib/engine/engine_element_loading.d.ts +44 -44
  88. package/lib/engine/engine_element_loading.js +349 -349
  89. package/lib/engine/engine_element_overlay.d.ts +21 -21
  90. package/lib/engine/engine_element_overlay.js +166 -166
  91. package/lib/engine/engine_fileloader.d.ts +2 -2
  92. package/lib/engine/engine_fileloader.js +8 -8
  93. package/lib/engine/engine_gameobject.d.ts +68 -68
  94. package/lib/engine/engine_gameobject.js +596 -596
  95. package/lib/engine/engine_generic_utils.d.ts +1 -1
  96. package/lib/engine/engine_generic_utils.js +13 -13
  97. package/lib/engine/engine_gizmos.d.ts +149 -149
  98. package/lib/engine/engine_gizmos.js +530 -530
  99. package/lib/engine/engine_gltf.d.ts +12 -12
  100. package/lib/engine/engine_gltf.js +15 -15
  101. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  102. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  103. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  104. package/lib/engine/engine_hot_reload.d.ts +8 -8
  105. package/lib/engine/engine_hot_reload.js +197 -197
  106. package/lib/engine/engine_input.d.ts +362 -362
  107. package/lib/engine/engine_input.js +1294 -1294
  108. package/lib/engine/engine_input_utils.d.ts +2 -2
  109. package/lib/engine/engine_input_utils.js +22 -22
  110. package/lib/engine/engine_instancing.d.ts +19 -19
  111. package/lib/engine/engine_instancing.js +39 -39
  112. package/lib/engine/engine_license.d.ts +11 -11
  113. package/lib/engine/engine_license.js +361 -361
  114. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  115. package/lib/engine/engine_lifecycle_api.js +106 -106
  116. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  117. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  118. package/lib/engine/engine_lightdata.d.ts +23 -23
  119. package/lib/engine/engine_lightdata.js +91 -91
  120. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  121. package/lib/engine/engine_loaders.callbacks.js +85 -85
  122. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  123. package/lib/engine/engine_loaders.d.ts +48 -48
  124. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  125. package/lib/engine/engine_loaders.gltf.js +62 -62
  126. package/lib/engine/engine_loaders.js +335 -335
  127. package/lib/engine/engine_loaders.js.map +1 -1
  128. package/lib/engine/engine_lods.d.ts +31 -31
  129. package/lib/engine/engine_lods.js +146 -146
  130. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  131. package/lib/engine/engine_mainloop_utils.js +466 -466
  132. package/lib/engine/engine_math.d.ts +114 -114
  133. package/lib/engine/engine_math.js +247 -247
  134. package/lib/engine/engine_modules.d.ts +36 -36
  135. package/lib/engine/engine_modules.js +85 -85
  136. package/lib/engine/engine_networking.d.ts +260 -260
  137. package/lib/engine/engine_networking.js +764 -764
  138. package/lib/engine/engine_networking_auto.d.ts +24 -24
  139. package/lib/engine/engine_networking_auto.js +310 -310
  140. package/lib/engine/engine_networking_blob.d.ts +48 -48
  141. package/lib/engine/engine_networking_blob.js +228 -228
  142. package/lib/engine/engine_networking_files.d.ts +35 -35
  143. package/lib/engine/engine_networking_files.js +172 -172
  144. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  145. package/lib/engine/engine_networking_files_default_components.js +42 -42
  146. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  147. package/lib/engine/engine_networking_instantiate.js +345 -345
  148. package/lib/engine/engine_networking_peer.d.ts +15 -15
  149. package/lib/engine/engine_networking_peer.js +132 -132
  150. package/lib/engine/engine_networking_streams.d.ts +123 -123
  151. package/lib/engine/engine_networking_streams.js +645 -645
  152. package/lib/engine/engine_networking_types.d.ts +22 -22
  153. package/lib/engine/engine_networking_types.js +7 -7
  154. package/lib/engine/engine_networking_utils.d.ts +2 -2
  155. package/lib/engine/engine_networking_utils.js +20 -20
  156. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  157. package/lib/engine/engine_networking_websocket.js +2 -2
  158. package/lib/engine/engine_patcher.d.ts +10 -10
  159. package/lib/engine/engine_patcher.js +142 -142
  160. package/lib/engine/engine_physics.d.ts +152 -152
  161. package/lib/engine/engine_physics.js +645 -645
  162. package/lib/engine/engine_physics.types.d.ts +40 -40
  163. package/lib/engine/engine_physics.types.js +33 -33
  164. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  165. package/lib/engine/engine_physics_rapier.js +1433 -1433
  166. package/lib/engine/engine_playerview.d.ts +26 -26
  167. package/lib/engine/engine_playerview.js +64 -64
  168. package/lib/engine/engine_scenelighting.d.ts +71 -71
  169. package/lib/engine/engine_scenelighting.js +226 -226
  170. package/lib/engine/engine_scenetools.d.ts +50 -62
  171. package/lib/engine/engine_scenetools.js +321 -336
  172. package/lib/engine/engine_scenetools.js.map +1 -1
  173. package/lib/engine/engine_serialization.d.ts +3 -3
  174. package/lib/engine/engine_serialization.js +3 -3
  175. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  176. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  177. package/lib/engine/engine_serialization_core.d.ts +85 -85
  178. package/lib/engine/engine_serialization_core.js +606 -606
  179. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  180. package/lib/engine/engine_serialization_decorator.js +66 -66
  181. package/lib/engine/engine_setup.d.ts +1 -1
  182. package/lib/engine/engine_setup.js +2 -2
  183. package/lib/engine/engine_shaders.d.ts +53 -53
  184. package/lib/engine/engine_shaders.js +252 -252
  185. package/lib/engine/engine_shims.d.ts +4 -4
  186. package/lib/engine/engine_shims.js +24 -24
  187. package/lib/engine/engine_test_utils.d.ts +39 -39
  188. package/lib/engine/engine_test_utils.js +83 -83
  189. package/lib/engine/engine_texture.d.ts +28 -28
  190. package/lib/engine/engine_texture.js +64 -64
  191. package/lib/engine/engine_three_utils.d.ts +201 -201
  192. package/lib/engine/engine_three_utils.js +731 -731
  193. package/lib/engine/engine_time.d.ts +51 -51
  194. package/lib/engine/engine_time.js +82 -82
  195. package/lib/engine/engine_time_utils.d.ts +88 -88
  196. package/lib/engine/engine_time_utils.js +215 -215
  197. package/lib/engine/engine_tonemapping.d.ts +2 -2
  198. package/lib/engine/engine_tonemapping.js +194 -194
  199. package/lib/engine/engine_types.d.ts +578 -578
  200. package/lib/engine/engine_types.js +95 -95
  201. package/lib/engine/engine_typestore.d.ts +28 -28
  202. package/lib/engine/engine_typestore.js +55 -55
  203. package/lib/engine/engine_util_decorator.d.ts +13 -13
  204. package/lib/engine/engine_util_decorator.js +116 -116
  205. package/lib/engine/engine_utils.d.ts +266 -266
  206. package/lib/engine/engine_utils.js +878 -878
  207. package/lib/engine/engine_utils_format.d.ts +23 -23
  208. package/lib/engine/engine_utils_format.js +212 -212
  209. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  210. package/lib/engine/engine_utils_screenshot.js +513 -513
  211. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  212. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  213. package/lib/engine/engine_web_api.d.ts +12 -0
  214. package/lib/engine/engine_web_api.js +113 -0
  215. package/lib/engine/engine_web_api.js.map +1 -0
  216. package/lib/engine/engine_xr.d.ts +1 -1
  217. package/lib/engine/engine_xr.js +1 -1
  218. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  219. package/lib/engine/export/gltf/Writers.js +24 -24
  220. package/lib/engine/export/gltf/index.d.ts +11 -11
  221. package/lib/engine/export/gltf/index.js +123 -123
  222. package/lib/engine/export/index.d.ts +2 -2
  223. package/lib/engine/export/index.js +2 -2
  224. package/lib/engine/export/state.d.ts +7 -7
  225. package/lib/engine/export/state.js +17 -17
  226. package/lib/engine/export/utils.d.ts +2 -2
  227. package/lib/engine/export/utils.js +7 -7
  228. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  229. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  230. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  231. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  232. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  233. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  234. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  235. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  236. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  237. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  238. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  239. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  240. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  241. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  242. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  243. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  244. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  245. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  246. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  247. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  248. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  249. package/lib/engine/extensions/extension_resolver.js +1 -1
  250. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  251. package/lib/engine/extensions/extension_utils.js +152 -152
  252. package/lib/engine/extensions/extensions.d.ts +32 -32
  253. package/lib/engine/extensions/extensions.js +107 -107
  254. package/lib/engine/extensions/index.d.ts +6 -6
  255. package/lib/engine/extensions/index.js +6 -6
  256. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  257. package/lib/engine/extensions/usage_tracker.js +65 -65
  258. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  259. package/lib/engine/js-extensions/Camera.js +39 -39
  260. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  261. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  262. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  263. package/lib/engine/js-extensions/Layers.js +22 -22
  264. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  265. package/lib/engine/js-extensions/Object3D.js +136 -136
  266. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  267. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  268. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  269. package/lib/engine/js-extensions/Vector.js +13 -13
  270. package/lib/engine/js-extensions/index.d.ts +5 -5
  271. package/lib/engine/js-extensions/index.js +5 -5
  272. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  273. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  274. package/lib/engine/shaders/shaderData.d.ts +55 -55
  275. package/lib/engine/shaders/shaderData.js +58 -58
  276. package/lib/engine/tests/test_utils.d.ts +2 -2
  277. package/lib/engine/tests/test_utils.js +53 -53
  278. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  279. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  280. package/lib/engine/webcomponents/api.d.ts +5 -5
  281. package/lib/engine/webcomponents/api.js +4 -4
  282. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  283. package/lib/engine/webcomponents/buttons.js +263 -263
  284. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  285. package/lib/engine/webcomponents/fonts.js +32 -32
  286. package/lib/engine/webcomponents/icons.d.ts +9 -9
  287. package/lib/engine/webcomponents/icons.js +52 -52
  288. package/lib/engine/webcomponents/index.d.ts +1 -1
  289. package/lib/engine/webcomponents/index.js +1 -1
  290. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  291. package/lib/engine/webcomponents/logo-element.js +67 -67
  292. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  293. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  294. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  295. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  296. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  297. package/lib/engine/webcomponents/needle-button.js +161 -161
  298. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  299. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  300. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  301. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  302. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  303. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  304. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  305. package/lib/engine/webcomponents/needle-engine.js +831 -831
  306. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  307. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  308. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  309. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  310. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  311. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  312. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  313. package/lib/engine/xr/NeedleXRSync.js +188 -188
  314. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  315. package/lib/engine/xr/SceneTransition.js +69 -69
  316. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  317. package/lib/engine/xr/TempXRContext.js +187 -187
  318. package/lib/engine/xr/XRRig.d.ts +7 -7
  319. package/lib/engine/xr/XRRig.js +1 -1
  320. package/lib/engine/xr/api.d.ts +6 -6
  321. package/lib/engine/xr/api.js +6 -6
  322. package/lib/engine/xr/events.d.ts +66 -66
  323. package/lib/engine/xr/events.js +93 -93
  324. package/lib/engine/xr/internal.d.ts +12 -12
  325. package/lib/engine/xr/internal.js +25 -25
  326. package/lib/engine/xr/usdz.d.ts +12 -12
  327. package/lib/engine/xr/usdz.js +29 -29
  328. package/lib/engine/xr/utils.d.ts +11 -11
  329. package/lib/engine/xr/utils.js +34 -34
  330. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  331. package/lib/engine-components/AlignmentConstraint.js +39 -39
  332. package/lib/engine-components/Animation.d.ts +156 -156
  333. package/lib/engine-components/Animation.js +508 -508
  334. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  335. package/lib/engine-components/AnimationCurve.js +159 -159
  336. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  337. package/lib/engine-components/AnimationUtils.js +27 -27
  338. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  339. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  340. package/lib/engine-components/Animator.d.ts +217 -217
  341. package/lib/engine-components/Animator.js +354 -354
  342. package/lib/engine-components/AnimatorController.d.ts +227 -227
  343. package/lib/engine-components/AnimatorController.js +1152 -1152
  344. package/lib/engine-components/AudioListener.d.ts +33 -33
  345. package/lib/engine-components/AudioListener.js +86 -86
  346. package/lib/engine-components/AudioSource.d.ts +217 -217
  347. package/lib/engine-components/AudioSource.js +634 -634
  348. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  349. package/lib/engine-components/AvatarLoader.js +231 -231
  350. package/lib/engine-components/AxesHelper.d.ts +32 -32
  351. package/lib/engine-components/AxesHelper.js +67 -67
  352. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  353. package/lib/engine-components/BasicIKConstraint.js +43 -43
  354. package/lib/engine-components/BoxCollider.d.ts +2 -2
  355. package/lib/engine-components/BoxCollider.js +2 -2
  356. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  357. package/lib/engine-components/BoxHelperComponent.js +102 -102
  358. package/lib/engine-components/Camera.d.ts +231 -231
  359. package/lib/engine-components/Camera.js +700 -700
  360. package/lib/engine-components/CameraUtils.d.ts +1 -1
  361. package/lib/engine-components/CameraUtils.js +121 -121
  362. package/lib/engine-components/CharacterController.d.ts +55 -55
  363. package/lib/engine-components/CharacterController.js +236 -236
  364. package/lib/engine-components/Collider.d.ts +188 -188
  365. package/lib/engine-components/Collider.js +369 -369
  366. package/lib/engine-components/Component.d.ts +792 -792
  367. package/lib/engine-components/Component.js +920 -920
  368. package/lib/engine-components/Component.js.map +1 -1
  369. package/lib/engine-components/ContactShadows.d.ts +94 -94
  370. package/lib/engine-components/ContactShadows.js +453 -453
  371. package/lib/engine-components/DeleteBox.d.ts +19 -19
  372. package/lib/engine-components/DeleteBox.js +58 -58
  373. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  374. package/lib/engine-components/DeviceFlag.js +47 -47
  375. package/lib/engine-components/DragControls.d.ts +170 -170
  376. package/lib/engine-components/DragControls.js +1421 -1421
  377. package/lib/engine-components/DropListener.d.ts +215 -215
  378. package/lib/engine-components/DropListener.js +630 -630
  379. package/lib/engine-components/Duplicatable.d.ts +35 -35
  380. package/lib/engine-components/Duplicatable.js +202 -202
  381. package/lib/engine-components/EventList.d.ts +54 -54
  382. package/lib/engine-components/EventList.js +232 -232
  383. package/lib/engine-components/EventTrigger.d.ts +33 -33
  384. package/lib/engine-components/EventTrigger.js +75 -75
  385. package/lib/engine-components/EventType.d.ts +22 -22
  386. package/lib/engine-components/EventType.js +23 -23
  387. package/lib/engine-components/FlyControls.d.ts +10 -0
  388. package/lib/engine-components/FlyControls.js +29 -0
  389. package/lib/engine-components/FlyControls.js.map +1 -0
  390. package/lib/engine-components/Fog.d.ts +22 -22
  391. package/lib/engine-components/Fog.js +61 -61
  392. package/lib/engine-components/Gizmos.d.ts +17 -17
  393. package/lib/engine-components/Gizmos.js +64 -64
  394. package/lib/engine-components/GridHelper.d.ts +20 -20
  395. package/lib/engine-components/GridHelper.js +54 -54
  396. package/lib/engine-components/GroundProjection.d.ts +67 -67
  397. package/lib/engine-components/GroundProjection.js +343 -343
  398. package/lib/engine-components/Interactable.d.ts +12 -12
  399. package/lib/engine-components/Interactable.js +12 -12
  400. package/lib/engine-components/Joints.d.ts +19 -19
  401. package/lib/engine-components/Joints.js +51 -51
  402. package/lib/engine-components/LODGroup.d.ts +35 -35
  403. package/lib/engine-components/LODGroup.js +152 -152
  404. package/lib/engine-components/Light.d.ts +180 -180
  405. package/lib/engine-components/Light.js +535 -535
  406. package/lib/engine-components/LookAtConstraint.d.ts +19 -19
  407. package/lib/engine-components/LookAtConstraint.js +35 -35
  408. package/lib/engine-components/NeedleMenu.d.ts +50 -50
  409. package/lib/engine-components/NeedleMenu.js +92 -92
  410. package/lib/engine-components/NestedGltf.d.ts +25 -25
  411. package/lib/engine-components/NestedGltf.js +88 -88
  412. package/lib/engine-components/Networking.d.ts +54 -54
  413. package/lib/engine-components/Networking.js +112 -112
  414. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  415. package/lib/engine-components/OffsetConstraint.js +65 -65
  416. package/lib/engine-components/OrbitControls.d.ts +268 -268
  417. package/lib/engine-components/OrbitControls.js +1015 -1015
  418. package/lib/engine-components/PlayerColor.d.ts +19 -19
  419. package/lib/engine-components/PlayerColor.js +94 -94
  420. package/lib/engine-components/ReflectionProbe.d.ts +27 -27
  421. package/lib/engine-components/ReflectionProbe.js +201 -201
  422. package/lib/engine-components/Renderer.d.ts +153 -153
  423. package/lib/engine-components/Renderer.js +830 -830
  424. package/lib/engine-components/RendererInstancing.d.ts +140 -140
  425. package/lib/engine-components/RendererInstancing.js +744 -744
  426. package/lib/engine-components/RendererLightmap.d.ts +24 -24
  427. package/lib/engine-components/RendererLightmap.js +182 -182
  428. package/lib/engine-components/RigidBody.d.ts +155 -155
  429. package/lib/engine-components/RigidBody.js +517 -517
  430. package/lib/engine-components/SceneSwitcher.d.ts +263 -263
  431. package/lib/engine-components/SceneSwitcher.js +971 -971
  432. package/lib/engine-components/ScreenCapture.d.ts +144 -144
  433. package/lib/engine-components/ScreenCapture.js +547 -547
  434. package/lib/engine-components/ShadowCatcher.d.ts +33 -33
  435. package/lib/engine-components/ShadowCatcher.js +166 -166
  436. package/lib/engine-components/Skybox.d.ts +82 -82
  437. package/lib/engine-components/Skybox.js +448 -448
  438. package/lib/engine-components/SmoothFollow.d.ts +34 -34
  439. package/lib/engine-components/SmoothFollow.js +82 -82
  440. package/lib/engine-components/SpatialTrigger.d.ts +102 -102
  441. package/lib/engine-components/SpatialTrigger.js +225 -225
  442. package/lib/engine-components/SpectatorCamera.d.ts +111 -111
  443. package/lib/engine-components/SpectatorCamera.js +715 -715
  444. package/lib/engine-components/SphereCollider.d.ts +2 -2
  445. package/lib/engine-components/SphereCollider.js +2 -2
  446. package/lib/engine-components/SpriteRenderer.d.ts +132 -132
  447. package/lib/engine-components/SpriteRenderer.js +472 -472
  448. package/lib/engine-components/SyncedCamera.d.ts +41 -41
  449. package/lib/engine-components/SyncedCamera.js +199 -199
  450. package/lib/engine-components/SyncedRoom.d.ts +106 -106
  451. package/lib/engine-components/SyncedRoom.js +371 -371
  452. package/lib/engine-components/SyncedTransform.d.ts +94 -94
  453. package/lib/engine-components/SyncedTransform.js +331 -331
  454. package/lib/engine-components/TestRunner.d.ts +16 -16
  455. package/lib/engine-components/TestRunner.js +102 -102
  456. package/lib/engine-components/TransformGizmo.d.ts +75 -75
  457. package/lib/engine-components/TransformGizmo.js +209 -209
  458. package/lib/engine-components/VideoPlayer.d.ts +184 -184
  459. package/lib/engine-components/VideoPlayer.js +978 -978
  460. package/lib/engine-components/Voip.d.ts +67 -67
  461. package/lib/engine-components/Voip.js +360 -360
  462. package/lib/engine-components/api.d.ts +51 -51
  463. package/lib/engine-components/api.js +50 -50
  464. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +11 -11
  465. package/lib/engine-components/avatar/AvatarBlink_Simple.js +76 -76
  466. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +14 -14
  467. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +68 -68
  468. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +29 -29
  469. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +121 -121
  470. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +15 -15
  471. package/lib/engine-components/avatar/Avatar_MouthShapes.js +79 -79
  472. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +9 -9
  473. package/lib/engine-components/avatar/Avatar_MustacheShake.js +29 -29
  474. package/lib/engine-components/codegen/components.d.ts +216 -216
  475. package/lib/engine-components/codegen/components.js +218 -218
  476. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  477. package/lib/engine-components/debug/LogStats.js +18 -18
  478. package/lib/engine-components/export/gltf/GltfExport.d.ts +30 -30
  479. package/lib/engine-components/export/gltf/GltfExport.js +246 -246
  480. package/lib/engine-components/export/gltf/index.d.ts +1 -1
  481. package/lib/engine-components/export/gltf/index.js +1 -1
  482. package/lib/engine-components/export/index.d.ts +1 -1
  483. package/lib/engine-components/export/index.js +1 -1
  484. package/lib/engine-components/export/usdz/Extension.d.ts +22 -22
  485. package/lib/engine-components/export/usdz/Extension.js +1 -1
  486. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +160 -160
  487. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +1782 -1782
  488. package/lib/engine-components/export/usdz/USDZExporter.d.ts +130 -130
  489. package/lib/engine-components/export/usdz/USDZExporter.js +663 -663
  490. package/lib/engine-components/export/usdz/extensions/Animation.d.ts +106 -106
  491. package/lib/engine-components/export/usdz/extensions/Animation.js +1071 -1071
  492. package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -5
  493. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +6 -6
  494. package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +54 -54
  495. package/lib/engine-components/export/usdz/extensions/USDZText.js +203 -203
  496. package/lib/engine-components/export/usdz/extensions/USDZUI.d.ts +8 -8
  497. package/lib/engine-components/export/usdz/extensions/USDZUI.js +158 -158
  498. package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -30
  499. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +88 -88
  500. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.d.ts +10 -10
  501. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.js +86 -86
  502. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +28 -28
  503. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +290 -290
  504. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +190 -190
  505. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +1060 -1060
  506. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +135 -135
  507. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +548 -548
  508. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.d.ts +7 -7
  509. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.js +115 -115
  510. package/lib/engine-components/export/usdz/index.d.ts +3 -3
  511. package/lib/engine-components/export/usdz/index.js +2 -2
  512. package/lib/engine-components/export/usdz/utils/animationutils.d.ts +7 -7
  513. package/lib/engine-components/export/usdz/utils/animationutils.js +163 -163
  514. package/lib/engine-components/export/usdz/utils/quicklook.d.ts +2 -2
  515. package/lib/engine-components/export/usdz/utils/quicklook.js +43 -43
  516. package/lib/engine-components/particlesystem/ParticleSystem.d.ts +177 -177
  517. package/lib/engine-components/particlesystem/ParticleSystem.js +1176 -1176
  518. package/lib/engine-components/particlesystem/ParticleSystemModules.d.ts +526 -526
  519. package/lib/engine-components/particlesystem/ParticleSystemModules.js +1930 -1930
  520. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.d.ts +25 -25
  521. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.js +87 -87
  522. package/lib/engine-components/particlesystem/api.d.ts +2 -2
  523. package/lib/engine-components/particlesystem/api.js +2 -2
  524. package/lib/engine-components/postprocessing/Effects/Antialiasing.d.ts +17 -17
  525. package/lib/engine-components/postprocessing/Effects/Antialiasing.js +50 -50
  526. package/lib/engine-components/postprocessing/Effects/BloomEffect.d.ts +46 -46
  527. package/lib/engine-components/postprocessing/Effects/BloomEffect.js +113 -113
  528. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.d.ts +11 -11
  529. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.js +39 -39
  530. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.d.ts +15 -15
  531. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.js +92 -92
  532. package/lib/engine-components/postprocessing/Effects/DepthOfField.d.ts +25 -25
  533. package/lib/engine-components/postprocessing/Effects/DepthOfField.js +104 -104
  534. package/lib/engine-components/postprocessing/Effects/EffectWrapper.d.ts +12 -12
  535. package/lib/engine-components/postprocessing/Effects/EffectWrapper.js +18 -18
  536. package/lib/engine-components/postprocessing/Effects/Pixelation.d.ts +11 -11
  537. package/lib/engine-components/postprocessing/Effects/Pixelation.js +32 -32
  538. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.d.ts +18 -18
  539. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js +91 -91
  540. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.d.ts +70 -70
  541. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.js +175 -175
  542. package/lib/engine-components/postprocessing/Effects/Sharpening.d.ts +17 -17
  543. package/lib/engine-components/postprocessing/Effects/Sharpening.js +123 -123
  544. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.d.ts +17 -17
  545. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.js +70 -70
  546. package/lib/engine-components/postprocessing/Effects/Tonemapping.d.ts +26 -26
  547. package/lib/engine-components/postprocessing/Effects/Tonemapping.js +138 -138
  548. package/lib/engine-components/postprocessing/Effects/Vignette.d.ts +15 -15
  549. package/lib/engine-components/postprocessing/Effects/Vignette.js +60 -60
  550. package/lib/engine-components/postprocessing/PostProcessingEffect.d.ts +72 -72
  551. package/lib/engine-components/postprocessing/PostProcessingEffect.js +149 -149
  552. package/lib/engine-components/postprocessing/PostProcessingHandler.d.ts +25 -25
  553. package/lib/engine-components/postprocessing/PostProcessingHandler.js +350 -350
  554. package/lib/engine-components/postprocessing/Volume.d.ts +89 -89
  555. package/lib/engine-components/postprocessing/Volume.js +367 -367
  556. package/lib/engine-components/postprocessing/VolumeParameter.d.ts +26 -26
  557. package/lib/engine-components/postprocessing/VolumeParameter.js +136 -136
  558. package/lib/engine-components/postprocessing/VolumeProfile.d.ts +15 -15
  559. package/lib/engine-components/postprocessing/VolumeProfile.js +60 -60
  560. package/lib/engine-components/postprocessing/index.d.ts +5 -5
  561. package/lib/engine-components/postprocessing/index.js +5 -5
  562. package/lib/engine-components/postprocessing/utils.d.ts +11 -11
  563. package/lib/engine-components/postprocessing/utils.js +37 -37
  564. package/lib/engine-components/timeline/PlayableDirector.d.ts +163 -163
  565. package/lib/engine-components/timeline/PlayableDirector.js +686 -686
  566. package/lib/engine-components/timeline/SignalAsset.d.ts +24 -24
  567. package/lib/engine-components/timeline/SignalAsset.js +130 -130
  568. package/lib/engine-components/timeline/TimelineModels.d.ts +89 -89
  569. package/lib/engine-components/timeline/TimelineModels.js +22 -22
  570. package/lib/engine-components/timeline/TimelineTracks.d.ts +110 -110
  571. package/lib/engine-components/timeline/TimelineTracks.js +879 -879
  572. package/lib/engine-components/timeline/index.d.ts +4 -4
  573. package/lib/engine-components/timeline/index.js +3 -3
  574. package/lib/engine-components/ui/BaseUIComponent.d.ts +48 -48
  575. package/lib/engine-components/ui/BaseUIComponent.js +170 -170
  576. package/lib/engine-components/ui/Button.d.ts +64 -64
  577. package/lib/engine-components/ui/Button.js +315 -315
  578. package/lib/engine-components/ui/Canvas.d.ts +74 -74
  579. package/lib/engine-components/ui/Canvas.js +407 -407
  580. package/lib/engine-components/ui/CanvasGroup.d.ts +19 -19
  581. package/lib/engine-components/ui/CanvasGroup.js +58 -58
  582. package/lib/engine-components/ui/EventSystem.d.ts +125 -125
  583. package/lib/engine-components/ui/EventSystem.js +765 -765
  584. package/lib/engine-components/ui/Graphic.d.ts +55 -55
  585. package/lib/engine-components/ui/Graphic.js +255 -255
  586. package/lib/engine-components/ui/Image.d.ts +35 -35
  587. package/lib/engine-components/ui/Image.js +116 -116
  588. package/lib/engine-components/ui/InputField.d.ts +42 -42
  589. package/lib/engine-components/ui/InputField.js +268 -268
  590. package/lib/engine-components/ui/Interfaces.d.ts +38 -38
  591. package/lib/engine-components/ui/Interfaces.js +12 -12
  592. package/lib/engine-components/ui/Layout.d.ts +84 -84
  593. package/lib/engine-components/ui/Layout.js +330 -330
  594. package/lib/engine-components/ui/Outline.d.ts +7 -7
  595. package/lib/engine-components/ui/Outline.js +20 -20
  596. package/lib/engine-components/ui/PointerEvents.d.ts +115 -115
  597. package/lib/engine-components/ui/PointerEvents.js +145 -145
  598. package/lib/engine-components/ui/RaycastUtils.d.ts +11 -11
  599. package/lib/engine-components/ui/RaycastUtils.js +67 -67
  600. package/lib/engine-components/ui/Raycaster.d.ts +30 -30
  601. package/lib/engine-components/ui/Raycaster.js +95 -95
  602. package/lib/engine-components/ui/RectTransform.d.ts +61 -61
  603. package/lib/engine-components/ui/RectTransform.js +356 -356
  604. package/lib/engine-components/ui/SpatialHtml.d.ts +8 -8
  605. package/lib/engine-components/ui/SpatialHtml.js +79 -79
  606. package/lib/engine-components/ui/Symbols.d.ts +1 -1
  607. package/lib/engine-components/ui/Symbols.js +1 -1
  608. package/lib/engine-components/ui/Text.d.ts +78 -78
  609. package/lib/engine-components/ui/Text.js +539 -539
  610. package/lib/engine-components/ui/Utils.d.ts +24 -24
  611. package/lib/engine-components/ui/Utils.js +90 -90
  612. package/lib/engine-components/ui/index.d.ts +1 -1
  613. package/lib/engine-components/ui/index.js +1 -1
  614. package/lib/engine-components/utils/EnvironmentScene.d.ts +5 -5
  615. package/lib/engine-components/utils/EnvironmentScene.js +205 -205
  616. package/lib/engine-components/utils/LookAt.d.ts +31 -31
  617. package/lib/engine-components/utils/LookAt.js +82 -82
  618. package/lib/engine-components/utils/OpenURL.d.ts +42 -42
  619. package/lib/engine-components/utils/OpenURL.js +119 -119
  620. package/lib/engine-components/webxr/Avatar.d.ts +25 -25
  621. package/lib/engine-components/webxr/Avatar.js +255 -255
  622. package/lib/engine-components/webxr/TeleportTarget.d.ts +7 -7
  623. package/lib/engine-components/webxr/TeleportTarget.js +7 -7
  624. package/lib/engine-components/webxr/WebARCameraBackground.d.ts +30 -30
  625. package/lib/engine-components/webxr/WebARCameraBackground.js +155 -155
  626. package/lib/engine-components/webxr/WebARSessionRoot.d.ts +98 -98
  627. package/lib/engine-components/webxr/WebARSessionRoot.js +770 -770
  628. package/lib/engine-components/webxr/WebXR.d.ts +232 -232
  629. package/lib/engine-components/webxr/WebXR.js +561 -561
  630. package/lib/engine-components/webxr/WebXRAvatar.d.ts +27 -27
  631. package/lib/engine-components/webxr/WebXRAvatar.js +44 -44
  632. package/lib/engine-components/webxr/WebXRImageTracking.d.ts +86 -86
  633. package/lib/engine-components/webxr/WebXRImageTracking.js +470 -470
  634. package/lib/engine-components/webxr/WebXRPlaneTracking.d.ts +92 -92
  635. package/lib/engine-components/webxr/WebXRPlaneTracking.js +500 -500
  636. package/lib/engine-components/webxr/WebXRRig.d.ts +32 -32
  637. package/lib/engine-components/webxr/WebXRRig.js +72 -72
  638. package/lib/engine-components/webxr/XRFlag.d.ts +38 -38
  639. package/lib/engine-components/webxr/XRFlag.js +139 -139
  640. package/lib/engine-components/webxr/controllers/XRControllerFollow.d.ts +47 -47
  641. package/lib/engine-components/webxr/controllers/XRControllerFollow.js +120 -120
  642. package/lib/engine-components/webxr/controllers/XRControllerModel.d.ts +43 -43
  643. package/lib/engine-components/webxr/controllers/XRControllerModel.js +352 -352
  644. package/lib/engine-components/webxr/controllers/XRControllerMovement.d.ts +78 -78
  645. package/lib/engine-components/webxr/controllers/XRControllerMovement.js +506 -506
  646. package/lib/engine-components/webxr/index.d.ts +3 -3
  647. package/lib/engine-components/webxr/index.js +3 -3
  648. package/lib/engine-components/webxr/types.d.ts +3 -3
  649. package/lib/engine-components/webxr/types.js +1 -1
  650. package/lib/engine-components-experimental/Presentation.d.ts +6 -6
  651. package/lib/engine-components-experimental/Presentation.js +9 -9
  652. package/lib/engine-components-experimental/api.d.ts +4 -4
  653. package/lib/engine-components-experimental/api.js +4 -4
  654. package/lib/engine-components-experimental/networking/PlayerSync.d.ts +156 -156
  655. package/lib/engine-components-experimental/networking/PlayerSync.js +377 -377
  656. package/lib/engine-schemes/api.d.ts +12 -12
  657. package/lib/engine-schemes/api.js +12 -12
  658. package/lib/engine-schemes/schemes.d.ts +7 -7
  659. package/lib/engine-schemes/schemes.js +19 -19
  660. package/lib/engine-schemes/synced-camera-model.d.ts +25 -25
  661. package/lib/engine-schemes/synced-camera-model.js +67 -67
  662. package/lib/engine-schemes/synced-transform-model.d.ts +31 -31
  663. package/lib/engine-schemes/synced-transform-model.js +66 -66
  664. package/lib/engine-schemes/transform.d.ts +12 -12
  665. package/lib/engine-schemes/transform.js +39 -39
  666. package/lib/engine-schemes/vec2.d.ts +10 -10
  667. package/lib/engine-schemes/vec2.js +25 -25
  668. package/lib/engine-schemes/vec3.d.ts +11 -11
  669. package/lib/engine-schemes/vec3.js +29 -29
  670. package/lib/engine-schemes/vec4.d.ts +12 -12
  671. package/lib/engine-schemes/vec4.js +33 -33
  672. package/lib/engine-schemes/vr-user-state-buffer.d.ts +37 -37
  673. package/lib/engine-schemes/vr-user-state-buffer.js +110 -110
  674. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.d.ts +6 -6
  675. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.js +45 -45
  676. package/lib/needle-engine.d.ts +7 -7
  677. package/lib/needle-engine.js +64 -64
  678. package/package.json +1 -1
  679. package/plugins/common/buildinfo.js +64 -64
  680. package/plugins/common/cloud.js +1 -1
  681. package/plugins/common/config.cjs +31 -31
  682. package/plugins/common/config.js +35 -35
  683. package/plugins/common/files.js +31 -31
  684. package/plugins/common/generator.js +10 -10
  685. package/plugins/common/license.js +417 -417
  686. package/plugins/common/npm.js +15 -15
  687. package/plugins/common/timers.js +7 -7
  688. package/plugins/common/version.js +37 -37
  689. package/plugins/gltf-packer.mjs +1 -1
  690. package/plugins/next/alias.cjs +39 -39
  691. package/plugins/next/license.cjs +24 -24
  692. package/plugins/next/meshbvhworker.cjs +18 -18
  693. package/plugins/next/next.js +141 -141
  694. package/plugins/types/index.d.ts +2 -2
  695. package/plugins/types/license.d.ts +24 -24
  696. package/plugins/types/needleConfig.d.ts +27 -27
  697. package/plugins/types/next.d.ts +2 -2
  698. package/plugins/types/userconfig.d.ts +113 -113
  699. package/plugins/types/vite.d.ts +13 -13
  700. package/plugins/types/webmanifest.d.ts +32 -32
  701. package/plugins/vite/alias.js +174 -174
  702. package/plugins/vite/asap.js +245 -245
  703. package/plugins/vite/build-pipeline.js +355 -355
  704. package/plugins/vite/build.js +19 -19
  705. package/plugins/vite/buildinfo.js +41 -41
  706. package/plugins/vite/config.js +106 -106
  707. package/plugins/vite/copyfiles.js +138 -138
  708. package/plugins/vite/defines.js +68 -68
  709. package/plugins/vite/dependencies.js +232 -232
  710. package/plugins/vite/dependency-watcher.js +231 -231
  711. package/plugins/vite/drop-client.js +76 -76
  712. package/plugins/vite/drop.js +87 -87
  713. package/plugins/vite/editor-connection.js +124 -124
  714. package/plugins/vite/facebook-instant-games.js +102 -102
  715. package/plugins/vite/gzip.js +5 -5
  716. package/plugins/vite/imports-logger.js +143 -143
  717. package/plugins/vite/index.js +139 -139
  718. package/plugins/vite/license.js +56 -56
  719. package/plugins/vite/meta.js +163 -163
  720. package/plugins/vite/npm.js +7 -7
  721. package/plugins/vite/peer.js +29 -29
  722. package/plugins/vite/poster-client.js +73 -73
  723. package/plugins/vite/poster.js +79 -79
  724. package/plugins/vite/pwa.js +604 -604
  725. package/plugins/vite/reload-client.js +15 -15
  726. package/plugins/vite/reload.js +351 -351
  727. package/plugins/vite/server.js +66 -66
  728. package/plugins/vite/transform-codegen.js +55 -55
  729. package/plugins/vite/transform.js +31 -31
  730. package/plugins/vite/vite-4.4-hack.js +31 -31
  731. package/src/asap/needle-asap.ts +111 -111
  732. package/src/asap/sessiongranted.ts +75 -75
  733. package/src/asap/utils.ts +4 -4
  734. package/src/engine/analytics/index.ts +10 -10
  735. package/src/engine/analytics/lcp.ts +35 -35
  736. package/src/engine/api.ts +82 -82
  737. package/src/engine/assets/index.ts +59 -59
  738. package/src/engine/assets/static.js +5 -5
  739. package/src/engine/codegen/register_types.ts +300 -300
  740. package/src/engine/debug/debug.ts +51 -51
  741. package/src/engine/debug/debug_console.ts +333 -333
  742. package/src/engine/debug/debug_overlay.ts +332 -332
  743. package/src/engine/debug/debug_spatial_console.ts +429 -429
  744. package/src/engine/debug/index.ts +1 -1
  745. package/src/engine/engine_addressables.ts +680 -680
  746. package/src/engine/engine_animation.ts +145 -145
  747. package/src/engine/engine_application.ts +113 -113
  748. package/src/engine/engine_assetdatabase.ts +387 -387
  749. package/src/engine/engine_audio.ts +24 -24
  750. package/src/engine/engine_camera.ts +39 -39
  751. package/src/engine/engine_components.ts +366 -366
  752. package/src/engine/engine_components_internal.ts +40 -40
  753. package/src/engine/engine_constants.ts +52 -52
  754. package/src/engine/engine_context.ts +1811 -1811
  755. package/src/engine/engine_context_registry.ts +129 -129
  756. package/src/engine/engine_coroutine.ts +54 -54
  757. package/src/engine/engine_create_objects.ts +398 -398
  758. package/src/engine/engine_default_parameters.ts +3 -3
  759. package/src/engine/engine_editor-sync.ts +28 -28
  760. package/src/engine/engine_fileloader.js +9 -9
  761. package/src/engine/engine_gameobject.ts +691 -691
  762. package/src/engine/engine_generic_utils.js +13 -13
  763. package/src/engine/engine_gizmos.ts +577 -577
  764. package/src/engine/engine_gltf.ts +29 -29
  765. package/src/engine/engine_gltf_builtin_components.ts +403 -403
  766. package/src/engine/engine_hot_reload.ts +210 -210
  767. package/src/engine/engine_input.ts +1500 -1500
  768. package/src/engine/engine_input_utils.ts +23 -23
  769. package/src/engine/engine_instancing.ts +45 -45
  770. package/src/engine/engine_license.ts +378 -378
  771. package/src/engine/engine_lifecycle_api.ts +113 -113
  772. package/src/engine/engine_lifecycle_functions_internal.ts +193 -193
  773. package/src/engine/engine_lightdata.ts +117 -117
  774. package/src/engine/engine_loaders.callbacks.ts +135 -134
  775. package/src/engine/engine_loaders.gltf.ts +82 -82
  776. package/src/engine/engine_loaders.ts +375 -375
  777. package/src/engine/engine_lods.ts +168 -168
  778. package/src/engine/engine_mainloop_utils.ts +472 -472
  779. package/src/engine/engine_math.ts +282 -282
  780. package/src/engine/engine_modules.ts +83 -83
  781. package/src/engine/engine_networking.ts +862 -862
  782. package/src/engine/engine_networking_auto.ts +352 -352
  783. package/src/engine/engine_networking_blob.ts +275 -275
  784. package/src/engine/engine_networking_files.ts +217 -217
  785. package/src/engine/engine_networking_files_default_components.ts +58 -58
  786. package/src/engine/engine_networking_instantiate.ts +419 -419
  787. package/src/engine/engine_networking_peer.ts +159 -159
  788. package/src/engine/engine_networking_streams.ts +713 -713
  789. package/src/engine/engine_networking_types.ts +24 -24
  790. package/src/engine/engine_networking_utils.ts +23 -23
  791. package/src/engine/engine_networking_websocket.ts +2 -2
  792. package/src/engine/engine_patcher.ts +199 -199
  793. package/src/engine/engine_physics.ts +783 -783
  794. package/src/engine/engine_physics.types.ts +46 -46
  795. package/src/engine/engine_physics_rapier.ts +1577 -1577
  796. package/src/engine/engine_playerview.ts +80 -80
  797. package/src/engine/engine_scenelighting.ts +294 -294
  798. package/src/engine/engine_serialization.ts +2 -2
  799. package/src/engine/engine_serialization_builtin_serializer.ts +473 -473
  800. package/src/engine/engine_serialization_core.ts +710 -710
  801. package/src/engine/engine_serialization_decorator.ts +80 -80
  802. package/src/engine/engine_setup.ts +1 -1
  803. package/src/engine/engine_shaders.ts +267 -267
  804. package/src/engine/engine_shims.ts +32 -32
  805. package/src/engine/engine_test_utils.ts +109 -109
  806. package/src/engine/engine_texture.ts +82 -82
  807. package/src/engine/engine_three_utils.ts +849 -849
  808. package/src/engine/engine_time.ts +94 -94
  809. package/src/engine/engine_time_utils.ts +237 -237
  810. package/src/engine/engine_tonemapping.ts +210 -210
  811. package/src/engine/engine_types.ts +730 -730
  812. package/src/engine/engine_typestore.ts +63 -63
  813. package/src/engine/engine_util_decorator.ts +136 -136
  814. package/src/engine/engine_utils.ts +972 -972
  815. package/src/engine/engine_utils_format.ts +244 -244
  816. package/src/engine/engine_utils_screenshot.ts +698 -698
  817. package/src/engine/engine_utils_screenshot.xr.ts +103 -103
  818. package/src/engine/export/gltf/Writers.ts +34 -34
  819. package/src/engine/export/gltf/index.ts +158 -158
  820. package/src/engine/export/index.ts +2 -2
  821. package/src/engine/export/state.ts +19 -19
  822. package/src/engine/export/utils.ts +9 -9
  823. package/src/engine/extensions/EXT_texture_exr.ts +50 -50
  824. package/src/engine/extensions/NEEDLE_animator_controller_model.ts +195 -195
  825. package/src/engine/extensions/NEEDLE_components.ts +268 -268
  826. package/src/engine/extensions/NEEDLE_gameobject_data.ts +81 -81
  827. package/src/engine/extensions/NEEDLE_lighting_settings.ts +185 -185
  828. package/src/engine/extensions/NEEDLE_lightmaps.ts +119 -119
  829. package/src/engine/extensions/NEEDLE_persistent_assets.ts +76 -76
  830. package/src/engine/extensions/NEEDLE_render_objects.ts +209 -209
  831. package/src/engine/extensions/NEEDLE_techniques_webgl.ts +640 -640
  832. package/src/engine/extensions/extension_resolver.ts +4 -4
  833. package/src/engine/extensions/extension_utils.ts +166 -166
  834. package/src/engine/extensions/extensions.ts +140 -140
  835. package/src/engine/extensions/index.ts +5 -5
  836. package/src/engine/extensions/usage_tracker.ts +100 -100
  837. package/src/engine/js-extensions/Camera.ts +37 -37
  838. package/src/engine/js-extensions/ExtensionUtils.ts +85 -85
  839. package/src/engine/js-extensions/Layers.ts +23 -23
  840. package/src/engine/js-extensions/Object3D.ts +296 -296
  841. package/src/engine/js-extensions/RGBAColor.ts +126 -126
  842. package/src/engine/js-extensions/Vector.ts +18 -18
  843. package/src/engine/js-extensions/index.ts +4 -4
  844. package/src/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +125 -125
  845. package/src/engine/shaders/shaderData.ts +67 -67
  846. package/src/engine/tests/test_utils.ts +63 -63
  847. package/src/engine/webcomponents/WebXRButtons.ts +260 -260
  848. package/src/engine/webcomponents/api.ts +6 -6
  849. package/src/engine/webcomponents/buttons.ts +291 -291
  850. package/src/engine/webcomponents/fonts.ts +41 -41
  851. package/src/engine/webcomponents/icons.ts +57 -57
  852. package/src/engine/webcomponents/index.ts +1 -1
  853. package/src/engine/webcomponents/logo-element.ts +78 -78
  854. package/src/engine/webcomponents/needle menu/needle-menu-spatial.ts +573 -573
  855. package/src/engine/webcomponents/needle menu/needle-menu.ts +1118 -1118
  856. package/src/engine/webcomponents/needle-button.ts +181 -181
  857. package/src/engine/webcomponents/needle-engine.ar-overlay.ts +186 -186
  858. package/src/engine/webcomponents/needle-engine.attributes.ts +82 -82
  859. package/src/engine/webcomponents/needle-engine.extras.ts +16 -16
  860. package/src/engine/webcomponents/needle-engine.loading.ts +373 -373
  861. package/src/engine/webcomponents/needle-engine.ts +871 -871
  862. package/src/engine/xr/NeedleXRController.ts +1125 -1125
  863. package/src/engine/xr/NeedleXRSession.ts +1609 -1609
  864. package/src/engine/xr/NeedleXRSync.ts +220 -220
  865. package/src/engine/xr/SceneTransition.ts +78 -78
  866. package/src/engine/xr/TempXRContext.ts +216 -216
  867. package/src/engine/xr/XRRig.ts +9 -9
  868. package/src/engine/xr/api.ts +5 -5
  869. package/src/engine/xr/events.ts +102 -102
  870. package/src/engine/xr/internal.ts +34 -34
  871. package/src/engine/xr/usdz.ts +30 -30
  872. package/src/engine/xr/utils.ts +39 -39
  873. package/src/engine-components/AlignmentConstraint.ts +36 -36
  874. package/src/engine-components/Animation.ts +557 -557
  875. package/src/engine-components/AnimationCurve.ts +150 -150
  876. package/src/engine-components/AnimationUtils.ts +28 -28
  877. package/src/engine-components/AnimationUtilsAutoplay.ts +43 -43
  878. package/src/engine-components/Animator.ts +397 -397
  879. package/src/engine-components/AnimatorController.ts +1293 -1293
  880. package/src/engine-components/AudioListener.ts +92 -92
  881. package/src/engine-components/AudioSource.ts +644 -644
  882. package/src/engine-components/AvatarLoader.ts +263 -263
  883. package/src/engine-components/AxesHelper.ts +59 -59
  884. package/src/engine-components/BasicIKConstraint.ts +54 -54
  885. package/src/engine-components/BoxCollider.ts +1 -1
  886. package/src/engine-components/BoxHelperComponent.ts +114 -114
  887. package/src/engine-components/Camera.ts +719 -719
  888. package/src/engine-components/CameraUtils.ts +136 -136
  889. package/src/engine-components/CharacterController.ts +253 -253
  890. package/src/engine-components/Collider.ts +374 -374
  891. package/src/engine-components/Component.ts +1297 -1297
  892. package/src/engine-components/ContactShadows.ts +506 -506
  893. package/src/engine-components/DeleteBox.ts +62 -62
  894. package/src/engine-components/DeviceFlag.ts +46 -46
  895. package/src/engine-components/DragControls.ts +1623 -1623
  896. package/src/engine-components/DropListener.ts +698 -698
  897. package/src/engine-components/Duplicatable.ts +198 -198
  898. package/src/engine-components/EventList.ts +266 -266
  899. package/src/engine-components/EventTrigger.ts +74 -74
  900. package/src/engine-components/EventType.ts +22 -22
  901. package/src/engine-components/Fog.ts +60 -60
  902. package/src/engine-components/Gizmos.ts +56 -56
  903. package/src/engine-components/GridHelper.ts +48 -48
  904. package/src/engine-components/GroundProjection.ts +356 -356
  905. package/src/engine-components/Interactable.ts +14 -14
  906. package/src/engine-components/Joints.ts +52 -52
  907. package/src/engine-components/LODGroup.ts +153 -153
  908. package/src/engine-components/Light.ts +558 -558
  909. package/src/engine-components/LookAtConstraint.ts +25 -25
  910. package/src/engine-components/NeedleMenu.ts +84 -84
  911. package/src/engine-components/NestedGltf.ts +86 -86
  912. package/src/engine-components/Networking.ts +114 -114
  913. package/src/engine-components/OffsetConstraint.ts +60 -60
  914. package/src/engine-components/OrbitControls.ts +1074 -1074
  915. package/src/engine-components/PlayerColor.ts +103 -103
  916. package/src/engine-components/ReflectionProbe.ts +216 -216
  917. package/src/engine-components/Renderer.ts +900 -900
  918. package/src/engine-components/RendererInstancing.ts +855 -855
  919. package/src/engine-components/RendererLightmap.ts +198 -198
  920. package/src/engine-components/RigidBody.ts +526 -526
  921. package/src/engine-components/SceneSwitcher.ts +1030 -1030
  922. package/src/engine-components/ScreenCapture.ts +592 -592
  923. package/src/engine-components/ShadowCatcher.ts +172 -172
  924. package/src/engine-components/Skybox.ts +455 -455
  925. package/src/engine-components/SmoothFollow.ts +76 -76
  926. package/src/engine-components/SpatialTrigger.ts +229 -229
  927. package/src/engine-components/SpectatorCamera.ts +787 -787
  928. package/src/engine-components/SphereCollider.ts +1 -1
  929. package/src/engine-components/SpriteRenderer.ts +468 -468
  930. package/src/engine-components/SyncedCamera.ts +220 -220
  931. package/src/engine-components/SyncedRoom.ts +380 -380
  932. package/src/engine-components/SyncedTransform.ts +383 -383
  933. package/src/engine-components/TestRunner.ts +118 -118
  934. package/src/engine-components/TransformGizmo.ts +219 -219
  935. package/src/engine-components/VideoPlayer.ts +1025 -1025
  936. package/src/engine-components/Voip.ts +363 -363
  937. package/src/engine-components/api.ts +60 -60
  938. package/src/engine-components/avatar/AvatarBlink_Simple.ts +69 -69
  939. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +63 -63
  940. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +139 -139
  941. package/src/engine-components/avatar/Avatar_MouthShapes.ts +83 -83
  942. package/src/engine-components/avatar/Avatar_MustacheShake.ts +31 -31
  943. package/src/engine-components/codegen/components.ts +217 -217
  944. package/src/engine-components/debug/LogStats.ts +21 -21
  945. package/src/engine-components/export/gltf/GltfExport.ts +265 -265
  946. package/src/engine-components/export/usdz/Extension.ts +24 -24
  947. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +2413 -2413
  948. package/src/engine-components/export/usdz/USDZExporter.ts +705 -705
  949. package/src/engine-components/export/usdz/extensions/Animation.ts +1204 -1204
  950. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  951. package/src/engine-components/export/usdz/extensions/USDZText.ts +240 -240
  952. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  953. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  954. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  955. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  956. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1225 -1225
  957. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  958. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  959. package/src/engine-components/export/usdz/index.ts +2 -2
  960. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  961. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  962. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  963. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  964. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  965. package/src/engine-components/particlesystem/api.ts +1 -1
  966. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +55 -55
  967. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  968. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  969. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +95 -95
  970. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  971. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  972. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  973. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  974. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +191 -191
  975. package/src/engine-components/postprocessing/Effects/Sharpening.ts +138 -138
  976. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  977. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +155 -155
  978. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  979. package/src/engine-components/postprocessing/PostProcessingEffect.ts +172 -172
  980. package/src/engine-components/postprocessing/PostProcessingHandler.ts +398 -398
  981. package/src/engine-components/postprocessing/Volume.ts +410 -410
  982. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  983. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  984. package/src/engine-components/postprocessing/index.ts +5 -5
  985. package/src/engine-components/postprocessing/utils.ts +52 -52
  986. package/src/engine-components/timeline/PlayableDirector.ts +722 -722
  987. package/src/engine-components/timeline/SignalAsset.ts +144 -144
  988. package/src/engine-components/timeline/TimelineModels.ts +92 -92
  989. package/src/engine-components/timeline/TimelineTracks.ts +967 -967
  990. package/src/engine-components/timeline/index.ts +3 -3
  991. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  992. package/src/engine-components/ui/Button.ts +307 -307
  993. package/src/engine-components/ui/Canvas.ts +419 -419
  994. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  995. package/src/engine-components/ui/EventSystem.ts +854 -854
  996. package/src/engine-components/ui/Graphic.ts +275 -275
  997. package/src/engine-components/ui/Image.ts +112 -112
  998. package/src/engine-components/ui/InputField.ts +321 -321
  999. package/src/engine-components/ui/Interfaces.ts +57 -57
  1000. package/src/engine-components/ui/Layout.ts +334 -334
  1001. package/src/engine-components/ui/Outline.ts +13 -13
  1002. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1003. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1004. package/src/engine-components/ui/Raycaster.ts +102 -102
  1005. package/src/engine-components/ui/RectTransform.ts +375 -375
  1006. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1007. package/src/engine-components/ui/Symbols.ts +1 -1
  1008. package/src/engine-components/ui/Text.ts +578 -578
  1009. package/src/engine-components/ui/Utils.ts +113 -113
  1010. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
@@ -1,1008 +1,1008 @@
1
- import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
- import { AxesHelper, Euler, MathUtils, Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
- import { Context } from "../engine_context.js";
4
- import { Gizmos } from "../engine_gizmos.js";
5
- import { InputEvents, NEPointerEvent } from "../engine_input.js";
6
- import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
7
- import { getParam } from "../engine_utils.js";
8
- import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
9
- const debug = getParam("debugwebxr");
10
- /** when enabled we will not use the browser select event but instead
11
- * we will emit the input event based on our own pinch detection
12
- * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
13
- */
14
- const debugCustomGesture = getParam("debugcustomgesture");
15
- // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
16
- const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
17
- const DEFAULT_PROFILE = 'generic-trigger';
18
- const metacarpalToGripQuaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(0), MathUtils.degToRad(-90), MathUtils.degToRad(-90)));
19
- const metacarpalToGripPosition = new Vector3(0.04, -0.04, 0.0);
20
- /**
21
- * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
22
- * You can access specific buttons using `getButton` and `getStick`
23
- * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
24
- * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
25
- * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
26
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
27
- */
28
- export class NeedleXRController {
29
- /** the Needle XR Session */
30
- xr;
31
- get context() { return this.xr.context; }
32
- /**
33
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
34
- */
35
- inputSource;
36
- /** the input source index */
37
- index = 0;
38
- /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
39
- * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
40
- */
41
- emitEvents = true;
42
- /** Is the controller still connected? */
43
- get connected() {
44
- return this._connected;
45
- }
46
- _connected = true;
47
- get isTracking() { return this._isTracking; }
48
- _isTracking = false;
49
- /** the input source gamepad giving raw access to the gamepad values
50
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
51
- */
52
- get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
53
- __gamepad;
54
- /** @returns true if this is a hand (otherwise this is a controller) */
55
- get isHand() { return this.hand != undefined; }
56
- /**
57
- * If this is a hand then this is the hand info (XRHand)
58
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
59
- */
60
- get hand() { return this.__hand ??= this.inputSource.hand; }
61
- __hand;
62
- /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
63
- * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
64
- */
65
- get handObject() { return this.context.renderer.xr.getHand(this.index); }
66
- /** The input source profiles */
67
- get profiles() { return this.inputSource.profiles; }
68
- /** The device input layout */
69
- get layout() { return this._layout; }
70
- /** shorthand for `inputSource.targetRayMode` */
71
- get targetRayMode() { return this.inputSource.targetRayMode; }
72
- /** shorthand for `inputSource.targetRaySpace` */
73
- get targetRaySpace() { return this.inputSource.targetRaySpace; }
74
- /** shorthand for `inputSource.gripSpace` */
75
- get gripSpace() { return this.inputSource.gripSpace; }
76
- /**
77
- * If the controller if held in the left or right hand (or if it's a left or right hand)
78
- **/
79
- get side() { return this.__side ??= this.inputSource.handedness; }
80
- __side = undefined;
81
- /** is right side. shorthand for `side === 'right'` */
82
- get isRight() { return this.side === 'right'; }
83
- /** is left side. shorthand for `side === 'left'` */
84
- get isLeft() { return this.side === 'left'; }
85
- /** is XR stylus, e.g. Logitech MX Ink */
86
- get isStylus() { return this._isMxInk; }
87
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
88
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
89
- * Requires the hit-test feature to be enabled in the XRSession
90
- *
91
- * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
92
- */
93
- getHitTestSource() {
94
- if (!this._hitTestSource)
95
- this._requestHitTestSource();
96
- return this._hitTestSource;
97
- }
98
- get hasHitTestSource() {
99
- return this._hitTestSource;
100
- }
101
- /** Make sure to cancel the hittest source once it's not needed anymore */
102
- cancelHitTestSource() {
103
- if (this._hitTestSource) {
104
- this._hitTestSource.cancel();
105
- this._hitTestSource = undefined;
106
- }
107
- }
108
- _hitTestSource = undefined;
109
- _hasSelectEvent = false;
110
- get hasSelectEvent() { return this._hasSelectEvent; }
111
- _isMxInk = false;
112
- _isMetaQuestTouchController = false;
113
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
114
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
115
- */
116
- getHitTest() {
117
- return this.xr.getHitTest(this);
118
- }
119
- /** This is cleared at the beginning of each frame */
120
- _handJointPoses = new Map();
121
- /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
122
- getHandJointPose(joint, frame) {
123
- frame = frame || this.xr.frame;
124
- if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace)
125
- return null;
126
- let pose = this._handJointPoses?.get(joint);
127
- if (pose)
128
- return pose;
129
- pose = frame.getJointPose(joint, this.xr.referenceSpace);
130
- if (pose)
131
- this._handJointPoses.set(joint, pose);
132
- return pose;
133
- }
134
- /** Grip matrix in grip space */
135
- _gripMatrix = new Matrix4();
136
- /** Grip position in grip space */
137
- _gripPosition = new Vector3();
138
- /** Grip rotation in grip space */
139
- _gripQuaternion = new Quaternion();
140
- _linearVelocity = new Vector3();
141
- _rayPositionRaw = new Vector3();
142
- _rayRotationRaw = new Quaternion();
143
- /** ray matrix in grip space */
144
- _rayMatrix = new Matrix4();
145
- /** Ray position in rig space */
146
- _rayPosition = new Vector3();
147
- /** Ray rotation in rig space */
148
- _rayQuaternion = new Quaternion();
149
- /** Grip position in rig space */
150
- get gripPosition() { return getTempVector(this._gripPosition); }
151
- /** Grip rotation in rig space */
152
- get gripQuaternion() { return getTempQuaternion(this._gripQuaternion); }
153
- get gripMatrix() { return this._gripMatrix; }
154
- /** Grip linear velocity in rig space
155
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
156
- */
157
- get gripLinearVelocity() {
158
- return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
159
- }
160
- /** Ray position in rig space */
161
- get rayPosition() { return getTempVector(this._rayPosition); }
162
- /** Ray rotation in rig space */
163
- get rayQuaternion() { return getTempQuaternion(this._rayQuaternion); }
164
- /** Controller grip position in worldspace */
165
- get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
166
- _gripWorldPosition = new Vector3();
167
- /** Controller grip rotation in wordspace */
168
- get gripWorldQuaternion() {
169
- return getTempQuaternion(this._gripWorldQuaternion);
170
- }
171
- _gripWorldQuaternion = new Quaternion();
172
- /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
173
- get rayWorldPosition() {
174
- return getTempVector(this._rayWorldPosition);
175
- }
176
- _rayWorldPosition = new Vector3();
177
- /** Recalculates the ray world position */
178
- updateRayWorldPosition() {
179
- const parent = this.xr.context.mainCamera?.parent;
180
- this._rayWorldPosition.copy(this._rayPositionRaw);
181
- if (parent)
182
- this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
183
- }
184
- /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
185
- get rayWorldQuaternion() {
186
- return getTempQuaternion(this._rayWorldQuaternion);
187
- }
188
- _rayWorldQuaternion = new Quaternion();
189
- get pinchPosition() {
190
- return getTempVector(this._pinchPosition);
191
- }
192
- _pinchPosition = new Vector3();
193
- /** Recalculates the ray world quaternion */
194
- updateRayWorldQuaternion() {
195
- const parent = this.xr.context.mainCamera?.parent;
196
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
197
- this._rayWorldQuaternion.copy(this._rayRotationRaw)
198
- // flip forward because we want +Z to be forward
199
- .multiply(flipForwardQuaternion);
200
- if (parentWorldQuaternion)
201
- this._rayWorldQuaternion.premultiply(parentWorldQuaternion);
202
- }
203
- /** The controller ray in worldspace */
204
- get ray() {
205
- this._ray.origin.copy(this.rayWorldPosition);
206
- this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
207
- return this._ray;
208
- }
209
- _ray;
210
- /** Recalculated once per update */
211
- _hand_wristDotUp = undefined;
212
- /**
213
- * The dot product of the hand palm with the up vector.
214
- * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
215
- * This value is undefined if there's no hand
216
- */
217
- get handWristDotUp() {
218
- if (this._hand_wristDotUp !== undefined)
219
- return this._hand_wristDotUp;
220
- const handPalm = this.handObject?.joints["wrist"];
221
- if (handPalm) {
222
- const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
223
- const dot = getTempVector(0, 1, 0).dot(up);
224
- return this._hand_wristDotUp = dot;
225
- }
226
- return undefined;
227
- }
228
- /**
229
- * @returns true if the hand is upside down
230
- */
231
- get isHandUpsideDown() {
232
- return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
233
- }
234
- /**
235
- * @returns true if the hand is upside down and we got a pinch down event this frame.
236
- */
237
- get isTeleportGesture() {
238
- return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
239
- }
240
- /** The controller object space.
241
- * You can use it to attach objects to the controller.
242
- * Children will be automatically detached and put into the scene when the controller disconnects
243
- */
244
- get object() { return this._object; }
245
- _object;
246
- _gripSpaceObject;
247
- _raySpaceObject;
248
- /** Assigned the model that you use for rendering. This can be used as a hint for other components */
249
- model = null;
250
- _debugAxesHelper = new AxesHelper(.15);
251
- _debugGripAxesHelper = new AxesHelper(.07);
252
- _debugRayAxesHelper = new AxesHelper(.07);
253
- /** returns the URL of the default controller model */
254
- async getModelUrl() {
255
- return this.getMotionController?.then(res => res?.assetUrl || null);
256
- }
257
- constructor(session, device, index) {
258
- this.xr = session;
259
- this.inputSource = device;
260
- this.index = index;
261
- this._object = new Object3D();
262
- this._object.name = `NeedleXRController_${index}`;
263
- if (debug) {
264
- this._object.add(this._debugAxesHelper);
265
- this._gripSpaceObject = new Object3D();
266
- this._raySpaceObject = new Object3D();
267
- this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
268
- this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
269
- this._gripSpaceObject.add(this._debugGripAxesHelper);
270
- this._raySpaceObject.add(this._debugRayAxesHelper);
271
- this.xr.context.scene.add(this._gripSpaceObject);
272
- this.xr.context.scene.add(this._raySpaceObject);
273
- }
274
- this.xr.context.scene.add(this._object);
275
- this._ray = new Ray();
276
- this.pointerInit = {
277
- origin: this,
278
- pointerType: this.hand ? "hand" : "controller",
279
- deviceIndex: this.index,
280
- pointerId: -1,
281
- mode: this.inputSource.targetRayMode,
282
- ray: this._ray,
283
- device: this._object,
284
- buttonName: "none",
285
- };
286
- this.initialize();
287
- this.subscribeEvents();
288
- }
289
- _hitTestSourcePromise = null;
290
- _requestHitTestSource() {
291
- if (this._hitTestSourcePromise)
292
- return this._hitTestSourcePromise;
293
- // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
294
- // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
295
- // // TODO: change this to check if we have hit-testing enabled instead of pass through.
296
- if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
297
- // request hittest source
298
- return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
299
- profile: this.inputSource.profiles[0],
300
- offsetRay: new XRRay(),
301
- })?.then(hitTestSource => {
302
- this._hitTestSourcePromise = null;
303
- if (!this.connected) {
304
- hitTestSource.cancel();
305
- return null;
306
- }
307
- return this._hitTestSource = hitTestSource;
308
- }) ?? null;
309
- }
310
- return null;
311
- }
312
- onPointerHits = _evt => {
313
- };
314
- onUpdate(frame) {
315
- this.onUpdateFrame(frame);
316
- this.updateInputEvents();
317
- this.onUpdateMove();
318
- //performance.mark('NeedleXRController onUpdate end');
319
- //performance.measure('NeedleXRController onUpdate', 'NeedleXRController onUpdate start', 'NeedleXRController onUpdate end');
320
- }
321
- onRenderDebug() {
322
- Gizmos.DrawSphere(this.rayWorldPosition, .003);
323
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
324
- const labelPosition = this.inputSource.gripSpace ? this.gripWorldPosition : this.object.worldPosition;
325
- const debugLabelPosition = labelPosition.sub(this.object.worldForward.multiplyScalar(.1));
326
- const profileStr = this.inputSource.profiles.join("\n");
327
- let debugStr = `Controller[${this.index}] (${this.inputSource.targetRayMode}, ${this.side})
328
- C:${this.connected ? "x" : "-"} T:${this.isTracking ? "x" : "-"} Hand:${this.inputSource.hand ? "x" : "-"} Pen: ${this._isMxInk ? "x" : "-"}`;
329
- if (this.inputSource.hand)
330
- debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
331
- debugStr += "\n" + profileStr;
332
- debugStr += "\n" + (this.inputSource.targetRaySpace ? `Ray: x` : "Ray: -") +
333
- (this.inputSource.gripSpace ? " Grip: x" : " Grip: -") +
334
- (this.inputSource.gamepad ? ` Gamepad: ${this.inputSource.gamepad.mapping}` : " Gamepad: -");
335
- if (this.inputSource.gamepad) {
336
- const gp = this.inputSource.gamepad;
337
- let gamepadStr = "[btns " + gp.buttons.length + "]: " + gp.buttons.map(b => b.value.toPrecision(1)).join(",");
338
- gamepadStr += "\n[axes " + gp.axes.length + "]: " + gp.axes.map(a => a.toPrecision(1)).join(",");
339
- debugStr += "\n" + gamepadStr;
340
- }
341
- Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
342
- }
343
- onUpdateFrame(frame) {
344
- // make sure this is cleared every frame
345
- this._handJointPoses.clear();
346
- this._hand_wristDotUp = undefined;
347
- if (!this.xr.referenceSpace) {
348
- this._isTracking = false;
349
- return;
350
- }
351
- const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
352
- this._isTracking = rayPose != null;
353
- let gripPositionRaw = null;
354
- let gripQuaternionRaw = null;
355
- let rayPositionRaw = null;
356
- let rayQuaternionRaw = null;
357
- if (rayPose) {
358
- const t = rayPose.transform;
359
- this._rayMatrix
360
- .fromArray(t.matrix)
361
- .premultiply(flipForwardMatrix);
362
- this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
363
- rayPositionRaw = getTempVector(t.position);
364
- rayQuaternionRaw = getTempQuaternion(t.orientation);
365
- this._rayPositionRaw.copy(rayPositionRaw);
366
- this._rayRotationRaw.copy(rayQuaternionRaw);
367
- }
368
- if (this.inputSource.gripSpace) {
369
- const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace);
370
- if (gripPose) {
371
- const t = gripPose.transform;
372
- gripPositionRaw = getTempVector(t.position);
373
- gripQuaternionRaw = getTempQuaternion(t.orientation);
374
- this._gripMatrix
375
- .fromArray(t.matrix)
376
- .premultiply(flipForwardMatrix);
377
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
378
- if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
379
- const p = gripPose.linearVelocity;
380
- this._linearVelocity.set(p.x, p.y, p.z);
381
- }
382
- }
383
- }
384
- // update controller object parent – needs to be parented to the rig, which
385
- // implicitly is the same object as the camera parent.
386
- if (this.xr.context.mainCamera?.parent) {
387
- if (this._object.parent !== this.xr.context.mainCamera?.parent)
388
- this.xr.context.mainCamera.parent.add(this._object);
389
- if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
390
- this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
391
- if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
392
- this.xr.context.mainCamera.parent.add(this._raySpaceObject);
393
- }
394
- // for controllers, we set the position and rotation of the object to the ray position and rotation
395
- // for hands, we take the wrist position and rotation
396
- const hand = this.hand;
397
- if (hand) {
398
- // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
399
- let gotWrist = false;
400
- // TODO check why types are not correct here
401
- const wrist = hand.get("wrist");
402
- const wristPose = wrist && this.getHandJointPose(wrist, frame);
403
- if (wristPose) {
404
- gotWrist = true;
405
- const p = wristPose.transform.position;
406
- const q = wristPose.transform.orientation;
407
- this._object.position.set(p.x, p.y, p.z);
408
- this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
409
- }
410
- if (!gotWrist) {
411
- this._object.position.copy(this._rayPosition);
412
- this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
413
- }
414
- //@ts-ignore
415
- const middle = hand.get("middle-finger-metacarpal");
416
- const middlePose = middle && this.getHandJointPose(middle, frame);
417
- if (middlePose) {
418
- // for some reason the grip rotation is different from the wrist rotation
419
- // but we want to use the wrist rotation for the grip
420
- this._gripMatrix
421
- .fromArray(middlePose.transform.matrix)
422
- .premultiply(flipForwardMatrix);
423
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
424
- // If we don't have a grip space, we update the data from the metacarpal bone instead.
425
- // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
426
- // For example, hands on VisionOS do not provide a gripSpace.
427
- if (true || !this.inputSource.gripSpace) {
428
- gripPositionRaw = getTempVector().copy(middlePose.transform.position);
429
- gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
430
- gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
431
- gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
432
- }
433
- }
434
- }
435
- // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
436
- else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
437
- this._object.position.copy(gripPositionRaw);
438
- this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
439
- }
440
- else if (rayPositionRaw && rayQuaternionRaw) {
441
- this._object.position.copy(rayPositionRaw);
442
- this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
443
- }
444
- if (debug) {
445
- if (rayPositionRaw && rayQuaternionRaw) {
446
- this._raySpaceObject?.position.copy(rayPositionRaw);
447
- this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
448
- }
449
- if (gripPositionRaw && gripQuaternionRaw) {
450
- this._gripSpaceObject?.position.copy(gripPositionRaw);
451
- this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
452
- }
453
- }
454
- // UPDATE WORLD TRANSFORM DATA
455
- const parent = this.xr.context.mainCamera?.parent;
456
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
457
- // GRIP
458
- if (gripPositionRaw && gripQuaternionRaw) {
459
- this._gripWorldPosition.copy(gripPositionRaw);
460
- if (parent)
461
- this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
462
- this._gripWorldQuaternion.copy(gripQuaternionRaw);
463
- // flip forward because we want +Z to be forward
464
- this._gripWorldQuaternion.multiply(flipForwardQuaternion);
465
- if (parentWorldQuaternion)
466
- this._gripWorldQuaternion.premultiply(parentWorldQuaternion);
467
- }
468
- // RAY
469
- this.updateRayWorldPosition();
470
- this.updateRayWorldQuaternion();
471
- }
472
- /** Called when the input source disconnects */
473
- onDisconnected() {
474
- this._connected = false;
475
- if (debug)
476
- console.warn("Controller disconnected", this.index);
477
- // move all attached objects into the scene
478
- for (const child of this._object.children) {
479
- this.xr.context.scene.attach(child);
480
- }
481
- this._object?.removeFromParent();
482
- this._debugAxesHelper?.removeFromParent();
483
- this._debugGripAxesHelper?.removeFromParent();
484
- this._debugRayAxesHelper?.removeFromParent();
485
- this._gripSpaceObject?.removeFromParent();
486
- this._raySpaceObject?.removeFromParent();
487
- this.unsubscribeEvents();
488
- if (this._hitTestSource) {
489
- this._hitTestSource.cancel();
490
- this._hitTestSource = undefined;
491
- }
492
- }
493
- /**
494
- * Get a gamepad button
495
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
496
- * @param key the controller button name e.g. x-button
497
- * @returns the gamepad button if it exists on the controller - otherwise undefined
498
- */
499
- getButton(key) {
500
- if (!this._layout)
501
- return undefined;
502
- switch (key) {
503
- case "primary-button":
504
- if (this.isLeft)
505
- key = "x-button";
506
- else if (this.isRight)
507
- key = "a-button";
508
- else
509
- return undefined;
510
- break;
511
- case "primary":
512
- if (this.hand) {
513
- return this.getGesture("pinch");
514
- }
515
- return this.toNeedleGamepadButton(0, key);
516
- }
517
- if (this._buttonMap.has(key)) {
518
- return this.toNeedleGamepadButton(this._buttonMap.get(key), key);
519
- }
520
- const componentModel = this._layout?.components[key];
521
- if (componentModel?.gamepadIndices) {
522
- switch (componentModel.type) {
523
- case "button":
524
- case "squeeze":
525
- if (this.inputSource.gamepad) {
526
- const index = componentModel.gamepadIndices.button;
527
- this._buttonMap.set(key, index);
528
- return this.toNeedleGamepadButton(index, key);
529
- }
530
- break;
531
- default:
532
- console.warn("Unsupported component type", componentModel.type);
533
- break;
534
- }
535
- }
536
- this._buttonMap.set(key, undefined);
537
- return undefined;
538
- }
539
- /** Get a gesture state */
540
- getGesture(key) {
541
- const state = this.states[key];
542
- if (!state)
543
- return null;
544
- this.states[key] = state;
545
- const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
546
- needleButton.pressed = state.pressed;
547
- needleButton.value = state.value;
548
- needleButton.isDown = state.isDown;
549
- needleButton.isUp = state.isUp;
550
- this._needleGamepadButtons[key] = needleButton;
551
- return needleButton;
552
- }
553
- getPointerId(button) {
554
- if (button === "primary") {
555
- button = 0;
556
- }
557
- else if (button === "pinch") {
558
- button = 0;
559
- }
560
- if (typeof button !== "number") {
561
- const needleButton = this._buttonMap.get(button);
562
- if (needleButton === undefined) {
563
- return undefined;
564
- }
565
- button = needleButton;
566
- }
567
- return this.index * 10 + button;
568
- }
569
- _needleGamepadButtons = {};
570
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
571
- toNeedleGamepadButton(index, name) {
572
- if (!this.inputSource.gamepad?.buttons)
573
- return undefined;
574
- const button = this.inputSource.gamepad?.buttons[index];
575
- const state = this.states[index];
576
- const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
577
- if (button) {
578
- needleButton.pressed = button.pressed;
579
- needleButton.value = button.value;
580
- needleButton.touched = button.touched;
581
- }
582
- if (state) {
583
- needleButton.isDown = state.isDown;
584
- needleButton.isUp = state.isUp;
585
- }
586
- this._needleGamepadButtons[index] = needleButton;
587
- return needleButton;
588
- }
589
- /**
590
- * Get the values of a controller joystick
591
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
592
- * @returns the stick values where x is left/right, y is up/down and z is the button value
593
- */
594
- getStick(key) {
595
- if (!this._layout)
596
- return { x: 0, y: 0, z: 0 };
597
- if (key === "primary") {
598
- const x = this.inputSource.gamepad?.axes[0] || 0;
599
- const y = this.inputSource.gamepad?.axes[1] || 0;
600
- // the primary thumbstick is button 3 (see gamepads module explainer)
601
- const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
602
- return { x, y, z };
603
- }
604
- const componentModel = this._layout?.components[key];
605
- if (componentModel?.gamepadIndices) {
606
- switch (componentModel.type) {
607
- case "thumbstick":
608
- if (this.inputSource.gamepad) {
609
- const xIndex = componentModel.gamepadIndices.xAxis;
610
- const yIndex = componentModel.gamepadIndices.yAxis;
611
- let x = this.inputSource.gamepad?.axes[xIndex];
612
- let y = this.inputSource.gamepad?.axes[yIndex];
613
- x *= -1;
614
- y *= -1;
615
- const buttonIndex = componentModel.gamepadIndices.button;
616
- const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value;
617
- return { x, y, z };
618
- }
619
- }
620
- }
621
- return { x: 0, y: 0, z: 0 };
622
- }
623
- _buttonMap = new Map();
624
- // the motion controller contains the controller scheme, we use this to simplify button access
625
- _motioncontroller;
626
- _layout;
627
- getMotionController;
628
- initialize() {
629
- // WORKAROUND for hand controllers that don't have a select event
630
- this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
631
- // Used to determine special layout for Quest controllers, e.g. last button is menu button
632
- this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
633
- // Proper profile starting with v69 and browser 35.1
634
- this._isMxInk = this.profiles.includes("logitech-mx-ink");
635
- if (!this._layout) {
636
- // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
637
- // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
638
- if (this.inputSource.targetRayMode === "transient-pointer")
639
- return;
640
- // TODO: we should fetch the profiles or better yet the profile list once and cache it
641
- const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
642
- /** @ts-ignore */
643
- this.getMotionController = fetchProfileCall.then(res => {
644
- if (!this.connected)
645
- return null;
646
- this._motioncontroller = new MotionController(this.inputSource, res.profile, res.assetPath || "");
647
- const profile = res.profile;
648
- const layout = profile.layouts[this.inputSource.handedness];
649
- this._layout = layout;
650
- if (this._layout) {
651
- if (!this._layout.gamepad?.length) {
652
- this._layout.gamepad = [];
653
- for (const key in this._layout.components) {
654
- const component = this._layout.components[key];
655
- this._layout.gamepad[component.gamepadIndices.button] = key;
656
- }
657
- }
658
- }
659
- // if (debug) console.log(this._layout, this.inputSource);
660
- // debugger;
661
- // this.getButton("a-button")
662
- return this._motioncontroller;
663
- }).catch(err => {
664
- if (this.inputSource)
665
- console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
666
- return null;
667
- });
668
- }
669
- }
670
- /**
671
- * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
672
- * @default true
673
- */
674
- emitPointerDownEvent = true;
675
- /**
676
- * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
677
- * @default true
678
- */
679
- emitPointerUpEvent = true;
680
- /**
681
- * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
682
- * @default true
683
- */
684
- emitPointerMoveEvent = true;
685
- /**
686
- * The distance threshold for pointer move events. This value is in units in rig space
687
- * @default 0.03
688
- */
689
- pointerMoveDistanceThreshold = 0.03;
690
- /**
691
- * The angle threshold for pointer move events. This value is in radians.
692
- * @default 0.05
693
- */
694
- pointerMoveAngleThreshold = 0.05;
695
- subscribeEvents() {
696
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
697
- this.xr.session.addEventListener("selectstart", this.onSelectStart);
698
- this.xr.session.addEventListener("selectend", this.onSelectEnd);
699
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
700
- this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
701
- this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
702
- }
703
- unsubscribeEvents() {
704
- this.xr.session.removeEventListener("selectstart", this.onSelectStart);
705
- this.xr.session.removeEventListener("selectend", this.onSelectEnd);
706
- this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
707
- this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
708
- }
709
- _selectButtonIndex = undefined;
710
- _squeezeButtonIndex = undefined;
711
- onSelectStart = (evt) => {
712
- if (!this.emitPointerDownEvent)
713
- return;
714
- if (this.inputSource !== evt.inputSource)
715
- return;
716
- // if a selectstart event happens right after an input source is connected, we may even receive this event before
717
- // requestAnimationFrame callback with the current session. So, we need to update the frame here.
718
- this.onUpdateFrame(evt.frame);
719
- // if we receive a select event we can be true that this device supports select events
720
- this._hasSelectEvent = true;
721
- const selectComponentId = this._layout?.selectComponentId;
722
- const i = this._layout?.components[selectComponentId]?.gamepadIndices?.button;
723
- if (i !== undefined)
724
- this._selectButtonIndex = i;
725
- if (debugCustomGesture)
726
- return;
727
- /*
728
- if (!_didReceiveSelectStartEvent) {
729
- _didReceiveSelectStartEvent = true;
730
- // safeguard first pinch event - check if the pinch gesture is already down
731
- const pinch = this.getGesture("pinch");
732
- if (pinch?.pressed) {
733
- console.warn("Select start event was received but the pinch gesture is already down. This might happen the first time you start pinching", this.index, this.side);
734
- return;
735
- }
736
- }
737
- */
738
- if (debug)
739
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
740
- this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
741
- };
742
- onSelectEnd = (evt) => {
743
- if (!this.emitPointerUpEvent)
744
- return;
745
- if (debugCustomGesture)
746
- return;
747
- if (this.inputSource !== evt.inputSource)
748
- return;
749
- this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
750
- };
751
- onSequeezeStart = (evt) => {
752
- if (!this.emitPointerDownEvent)
753
- return;
754
- if (this.inputSource !== evt.inputSource)
755
- return;
756
- this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
757
- if (this._squeezeButtonIndex !== undefined) {
758
- if (debug)
759
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
760
- this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
761
- }
762
- };
763
- onSequeezeEnd = (evt) => {
764
- if (!this.emitPointerUpEvent)
765
- return;
766
- if (this.inputSource !== evt.inputSource)
767
- return;
768
- if (this._squeezeButtonIndex !== undefined)
769
- this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
770
- };
771
- /** Index = button index */
772
- states = {};
773
- // If we want to invoke button events for ALL buttons we need to keep track of the previous state
774
- // instead of using XR input select start events which is only raised for the primary button
775
- // we should probably do both but then we need to ignore the primary index in the following function (to not raise an event for the same button twice)
776
- // and start with index = 1
777
- updateInputEvents() {
778
- // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
779
- if (this.gamepad?.buttons) {
780
- for (let index = 0; index < this.gamepad.buttons.length; index++) {
781
- const button = this.gamepad.buttons[index];
782
- const state = this.states[index] || new InputState();
783
- let eventName = null;
784
- // Special handling for MX Ink stylus on Quest OS v69+.
785
- // We're never getting a "pressed" state here, so we determine pressed state based on the value.
786
- if (this._isMxInk && (index === 4 || index === 5)) {
787
- if (button.value > 0 && !state.pressed) {
788
- eventName = "pointerdown";
789
- state.isDown = true;
790
- state.isUp = false;
791
- }
792
- else if (button.value === 0 && state.pressed) {
793
- eventName = "pointerup";
794
- state.isDown = false;
795
- state.isUp = true;
796
- }
797
- else if (state.pressed) {
798
- eventName = "pointermove";
799
- state.isDown = false;
800
- state.isUp = false;
801
- }
802
- state.pressed = button.value > 0;
803
- state.value = button.value;
804
- }
805
- // Regular controller handling.
806
- else {
807
- // is down
808
- if (button.pressed && !state.pressed) {
809
- eventName = "pointerdown";
810
- state.isDown = true;
811
- state.isUp = false;
812
- }
813
- // is up
814
- else if (!button.pressed && state.pressed) {
815
- eventName = "pointerup";
816
- state.isDown = false;
817
- state.isUp = true;
818
- }
819
- else {
820
- state.isDown = false;
821
- state.isUp = false;
822
- }
823
- state.pressed = button.pressed;
824
- state.value = button.value;
825
- }
826
- this.states[index] = state;
827
- // the selection event is handled in the "selectstart" callback
828
- const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
829
- if (eventName != null && emitEvent) {
830
- let name = this._layout?.gamepad[index];
831
- if (this._isMxInk && index === 4)
832
- name = "stylus-touch";
833
- if (this._isMxInk && index === 5)
834
- name = "stylus-tip";
835
- if (debug || debugCustomGesture)
836
- console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
837
- this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
838
- }
839
- }
840
- // For Quest controllers, the last button is the menu button
841
- if (this._isMetaQuestTouchController) {
842
- const menuButtonIndex = this.gamepad.buttons.length - 1;
843
- const menuButtonState = this.states[menuButtonIndex];
844
- if (menuButtonState) {
845
- if (menuButtonState.isDown) {
846
- const menu = this.context.menu;
847
- if (menu.spatialMenuIsVisible)
848
- menu.setSpatialMenuVisible(false);
849
- else
850
- this.context.menu.setSpatialMenuVisible(true);
851
- }
852
- }
853
- }
854
- }
855
- // update hand gesture states
856
- if (this.hand) {
857
- const handObject = this.handObject;
858
- if (handObject) {
859
- // update pinch state
860
- const indexTip = handObject.joints["index-finger-tip"];
861
- const thumbTip = handObject.joints["thumb-tip"];
862
- if (indexTip && thumbTip) {
863
- const distance = indexTip.position.distanceTo(thumbTip.position);
864
- // upddate position of the pinch point
865
- this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
866
- const parent = this.xr.context.mainCamera?.parent;
867
- if (parent)
868
- this._pinchPosition.applyMatrix4(parent.matrixWorld);
869
- if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
870
- const pinchThreshold = .02;
871
- const pinchHysteresis = .01;
872
- const state = this.states["pinch"] || new InputState();
873
- const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
874
- state.value = 1 - ((distance - pinchThreshold) / maxDistance);
875
- const isPressed = distance < (pinchThreshold - pinchHysteresis);
876
- const isReleased = distance > (pinchThreshold + pinchHysteresis);
877
- if (isPressed && !state.pressed) {
878
- if (debugCustomGesture)
879
- console.log("pinch start", distance);
880
- state.isDown = true;
881
- state.isUp = false;
882
- state.pressed = true;
883
- }
884
- else if (isReleased && state.pressed) {
885
- state.isDown = false;
886
- state.isUp = true;
887
- state.pressed = false;
888
- }
889
- else {
890
- state.isDown = false;
891
- state.isUp = false;
892
- }
893
- this.states["pinch"] = state;
894
- }
895
- /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
896
- * If a selectstart event was never received we do a manual check here if the user is pinching
897
- * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
898
- * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
899
- */
900
- /*
901
- if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
902
- const eventName = isPressed ? "pointerdown" : "pointerup";
903
- const pressure = distance / pinchThreshold;
904
- if (debugCustomGesture) {
905
- const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
906
- p.y += .05;
907
- p.y += Math.random() * .02;
908
- Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
909
- }
910
- this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
911
- }
912
- */
913
- }
914
- }
915
- }
916
- }
917
- _didMoveLastFrame = false;
918
- _lastPointerMovePosition = new Vector3();
919
- _lastPointerMoveQuaternion = new Quaternion();
920
- onUpdateMove() {
921
- if (!this.emitPointerMoveEvent)
922
- return;
923
- let didMove = false;
924
- const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
925
- if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale)
926
- didMove = true;
927
- if (!didMove) {
928
- const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
929
- if (angle > this.pointerMoveAngleThreshold)
930
- didMove = true;
931
- }
932
- if (didMove) {
933
- this._didMoveLastFrame = true;
934
- this._lastPointerMovePosition.copy(this.gripWorldPosition);
935
- this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
936
- if (debug)
937
- Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
938
- let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
939
- if (button === undefined)
940
- button = 0;
941
- const pressure = this.gamepad?.buttons[button]?.value;
942
- this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
943
- }
944
- else {
945
- this._didMoveLastFrame = false;
946
- }
947
- }
948
- /** cached spatial pointer init object. We re-use it to not have */
949
- pointerInit;
950
- emitPointerEvent(type, button, buttonName, primary, source = null, pressure) {
951
- if (!this.emitEvents) {
952
- if (debug && type !== InputEvents.PointerMove)
953
- console.warn("Pointer events are disabled for this controller", this.index, type, button);
954
- return;
955
- }
956
- // Currently we do only want to emit pointer events for NON screen based events
957
- // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
958
- // Not sure if *this* is enough to determine if the event is spatial or not
959
- if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
960
- this.pointerInit.origin = this;
961
- this.pointerInit.pointerId = this.getPointerId(button);
962
- this.pointerInit.pointerType = this.hand ? "hand" : "controller";
963
- this.pointerInit.button = button;
964
- this.pointerInit.buttonName = buttonName;
965
- this.pointerInit.isPrimary = primary;
966
- this.pointerInit.mode = this.inputSource.targetRayMode;
967
- this.pointerInit.ray = this.ray;
968
- this.pointerInit.device = this.object;
969
- this.pointerInit.pressure = pressure;
970
- this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
971
- this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
972
- this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
973
- const prevContext = Context.Current;
974
- Context.Current = this.xr.context;
975
- if (debug && type !== "pointermove")
976
- console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
977
- this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
978
- Context.Current = prevContext;
979
- }
980
- }
981
- }
982
- class InputState {
983
- /** if the button was pressed the last update */
984
- isDown = false;
985
- /** if the button was released the last update */
986
- isUp = false;
987
- pressed = false;
988
- value = 0;
989
- }
990
- ;
991
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
992
- class NeedleGamepadButton {
993
- /** The index of the button in the input gamepad */
994
- index;
995
- name;
996
- touched = false;
997
- pressed = false;
998
- value = 0;
999
- /** was the button just pressed down the last update */
1000
- isDown = false;
1001
- /** was the button just released the last update */
1002
- isUp = false;
1003
- constructor(index, name) {
1004
- this.index = index;
1005
- this.name = name;
1006
- }
1007
- }
1
+ import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
+ import { AxesHelper, Euler, MathUtils, Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
+ import { Context } from "../engine_context.js";
4
+ import { Gizmos } from "../engine_gizmos.js";
5
+ import { InputEvents, NEPointerEvent } from "../engine_input.js";
6
+ import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
7
+ import { getParam } from "../engine_utils.js";
8
+ import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
9
+ const debug = getParam("debugwebxr");
10
+ /** when enabled we will not use the browser select event but instead
11
+ * we will emit the input event based on our own pinch detection
12
+ * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
13
+ */
14
+ const debugCustomGesture = getParam("debugcustomgesture");
15
+ // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
16
+ const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
17
+ const DEFAULT_PROFILE = 'generic-trigger';
18
+ const metacarpalToGripQuaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(0), MathUtils.degToRad(-90), MathUtils.degToRad(-90)));
19
+ const metacarpalToGripPosition = new Vector3(0.04, -0.04, 0.0);
20
+ /**
21
+ * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
22
+ * You can access specific buttons using `getButton` and `getStick`
23
+ * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
24
+ * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
25
+ * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
26
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
27
+ */
28
+ export class NeedleXRController {
29
+ /** the Needle XR Session */
30
+ xr;
31
+ get context() { return this.xr.context; }
32
+ /**
33
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
34
+ */
35
+ inputSource;
36
+ /** the input source index */
37
+ index = 0;
38
+ /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
39
+ * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
40
+ */
41
+ emitEvents = true;
42
+ /** Is the controller still connected? */
43
+ get connected() {
44
+ return this._connected;
45
+ }
46
+ _connected = true;
47
+ get isTracking() { return this._isTracking; }
48
+ _isTracking = false;
49
+ /** the input source gamepad giving raw access to the gamepad values
50
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
51
+ */
52
+ get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
53
+ __gamepad;
54
+ /** @returns true if this is a hand (otherwise this is a controller) */
55
+ get isHand() { return this.hand != undefined; }
56
+ /**
57
+ * If this is a hand then this is the hand info (XRHand)
58
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
59
+ */
60
+ get hand() { return this.__hand ??= this.inputSource.hand; }
61
+ __hand;
62
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
63
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
64
+ */
65
+ get handObject() { return this.context.renderer.xr.getHand(this.index); }
66
+ /** The input source profiles */
67
+ get profiles() { return this.inputSource.profiles; }
68
+ /** The device input layout */
69
+ get layout() { return this._layout; }
70
+ /** shorthand for `inputSource.targetRayMode` */
71
+ get targetRayMode() { return this.inputSource.targetRayMode; }
72
+ /** shorthand for `inputSource.targetRaySpace` */
73
+ get targetRaySpace() { return this.inputSource.targetRaySpace; }
74
+ /** shorthand for `inputSource.gripSpace` */
75
+ get gripSpace() { return this.inputSource.gripSpace; }
76
+ /**
77
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
78
+ **/
79
+ get side() { return this.__side ??= this.inputSource.handedness; }
80
+ __side = undefined;
81
+ /** is right side. shorthand for `side === 'right'` */
82
+ get isRight() { return this.side === 'right'; }
83
+ /** is left side. shorthand for `side === 'left'` */
84
+ get isLeft() { return this.side === 'left'; }
85
+ /** is XR stylus, e.g. Logitech MX Ink */
86
+ get isStylus() { return this._isMxInk; }
87
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
88
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
89
+ * Requires the hit-test feature to be enabled in the XRSession
90
+ *
91
+ * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
92
+ */
93
+ getHitTestSource() {
94
+ if (!this._hitTestSource)
95
+ this._requestHitTestSource();
96
+ return this._hitTestSource;
97
+ }
98
+ get hasHitTestSource() {
99
+ return this._hitTestSource;
100
+ }
101
+ /** Make sure to cancel the hittest source once it's not needed anymore */
102
+ cancelHitTestSource() {
103
+ if (this._hitTestSource) {
104
+ this._hitTestSource.cancel();
105
+ this._hitTestSource = undefined;
106
+ }
107
+ }
108
+ _hitTestSource = undefined;
109
+ _hasSelectEvent = false;
110
+ get hasSelectEvent() { return this._hasSelectEvent; }
111
+ _isMxInk = false;
112
+ _isMetaQuestTouchController = false;
113
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
114
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
115
+ */
116
+ getHitTest() {
117
+ return this.xr.getHitTest(this);
118
+ }
119
+ /** This is cleared at the beginning of each frame */
120
+ _handJointPoses = new Map();
121
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
122
+ getHandJointPose(joint, frame) {
123
+ frame = frame || this.xr.frame;
124
+ if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace)
125
+ return null;
126
+ let pose = this._handJointPoses?.get(joint);
127
+ if (pose)
128
+ return pose;
129
+ pose = frame.getJointPose(joint, this.xr.referenceSpace);
130
+ if (pose)
131
+ this._handJointPoses.set(joint, pose);
132
+ return pose;
133
+ }
134
+ /** Grip matrix in grip space */
135
+ _gripMatrix = new Matrix4();
136
+ /** Grip position in grip space */
137
+ _gripPosition = new Vector3();
138
+ /** Grip rotation in grip space */
139
+ _gripQuaternion = new Quaternion();
140
+ _linearVelocity = new Vector3();
141
+ _rayPositionRaw = new Vector3();
142
+ _rayRotationRaw = new Quaternion();
143
+ /** ray matrix in grip space */
144
+ _rayMatrix = new Matrix4();
145
+ /** Ray position in rig space */
146
+ _rayPosition = new Vector3();
147
+ /** Ray rotation in rig space */
148
+ _rayQuaternion = new Quaternion();
149
+ /** Grip position in rig space */
150
+ get gripPosition() { return getTempVector(this._gripPosition); }
151
+ /** Grip rotation in rig space */
152
+ get gripQuaternion() { return getTempQuaternion(this._gripQuaternion); }
153
+ get gripMatrix() { return this._gripMatrix; }
154
+ /** Grip linear velocity in rig space
155
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
156
+ */
157
+ get gripLinearVelocity() {
158
+ return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
159
+ }
160
+ /** Ray position in rig space */
161
+ get rayPosition() { return getTempVector(this._rayPosition); }
162
+ /** Ray rotation in rig space */
163
+ get rayQuaternion() { return getTempQuaternion(this._rayQuaternion); }
164
+ /** Controller grip position in worldspace */
165
+ get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
166
+ _gripWorldPosition = new Vector3();
167
+ /** Controller grip rotation in wordspace */
168
+ get gripWorldQuaternion() {
169
+ return getTempQuaternion(this._gripWorldQuaternion);
170
+ }
171
+ _gripWorldQuaternion = new Quaternion();
172
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
173
+ get rayWorldPosition() {
174
+ return getTempVector(this._rayWorldPosition);
175
+ }
176
+ _rayWorldPosition = new Vector3();
177
+ /** Recalculates the ray world position */
178
+ updateRayWorldPosition() {
179
+ const parent = this.xr.context.mainCamera?.parent;
180
+ this._rayWorldPosition.copy(this._rayPositionRaw);
181
+ if (parent)
182
+ this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
183
+ }
184
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
185
+ get rayWorldQuaternion() {
186
+ return getTempQuaternion(this._rayWorldQuaternion);
187
+ }
188
+ _rayWorldQuaternion = new Quaternion();
189
+ get pinchPosition() {
190
+ return getTempVector(this._pinchPosition);
191
+ }
192
+ _pinchPosition = new Vector3();
193
+ /** Recalculates the ray world quaternion */
194
+ updateRayWorldQuaternion() {
195
+ const parent = this.xr.context.mainCamera?.parent;
196
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
197
+ this._rayWorldQuaternion.copy(this._rayRotationRaw)
198
+ // flip forward because we want +Z to be forward
199
+ .multiply(flipForwardQuaternion);
200
+ if (parentWorldQuaternion)
201
+ this._rayWorldQuaternion.premultiply(parentWorldQuaternion);
202
+ }
203
+ /** The controller ray in worldspace */
204
+ get ray() {
205
+ this._ray.origin.copy(this.rayWorldPosition);
206
+ this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
207
+ return this._ray;
208
+ }
209
+ _ray;
210
+ /** Recalculated once per update */
211
+ _hand_wristDotUp = undefined;
212
+ /**
213
+ * The dot product of the hand palm with the up vector.
214
+ * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
215
+ * This value is undefined if there's no hand
216
+ */
217
+ get handWristDotUp() {
218
+ if (this._hand_wristDotUp !== undefined)
219
+ return this._hand_wristDotUp;
220
+ const handPalm = this.handObject?.joints["wrist"];
221
+ if (handPalm) {
222
+ const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
223
+ const dot = getTempVector(0, 1, 0).dot(up);
224
+ return this._hand_wristDotUp = dot;
225
+ }
226
+ return undefined;
227
+ }
228
+ /**
229
+ * @returns true if the hand is upside down
230
+ */
231
+ get isHandUpsideDown() {
232
+ return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
233
+ }
234
+ /**
235
+ * @returns true if the hand is upside down and we got a pinch down event this frame.
236
+ */
237
+ get isTeleportGesture() {
238
+ return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
239
+ }
240
+ /** The controller object space.
241
+ * You can use it to attach objects to the controller.
242
+ * Children will be automatically detached and put into the scene when the controller disconnects
243
+ */
244
+ get object() { return this._object; }
245
+ _object;
246
+ _gripSpaceObject;
247
+ _raySpaceObject;
248
+ /** Assigned the model that you use for rendering. This can be used as a hint for other components */
249
+ model = null;
250
+ _debugAxesHelper = new AxesHelper(.15);
251
+ _debugGripAxesHelper = new AxesHelper(.07);
252
+ _debugRayAxesHelper = new AxesHelper(.07);
253
+ /** returns the URL of the default controller model */
254
+ async getModelUrl() {
255
+ return this.getMotionController?.then(res => res?.assetUrl || null);
256
+ }
257
+ constructor(session, device, index) {
258
+ this.xr = session;
259
+ this.inputSource = device;
260
+ this.index = index;
261
+ this._object = new Object3D();
262
+ this._object.name = `NeedleXRController_${index}`;
263
+ if (debug) {
264
+ this._object.add(this._debugAxesHelper);
265
+ this._gripSpaceObject = new Object3D();
266
+ this._raySpaceObject = new Object3D();
267
+ this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
268
+ this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
269
+ this._gripSpaceObject.add(this._debugGripAxesHelper);
270
+ this._raySpaceObject.add(this._debugRayAxesHelper);
271
+ this.xr.context.scene.add(this._gripSpaceObject);
272
+ this.xr.context.scene.add(this._raySpaceObject);
273
+ }
274
+ this.xr.context.scene.add(this._object);
275
+ this._ray = new Ray();
276
+ this.pointerInit = {
277
+ origin: this,
278
+ pointerType: this.hand ? "hand" : "controller",
279
+ deviceIndex: this.index,
280
+ pointerId: -1,
281
+ mode: this.inputSource.targetRayMode,
282
+ ray: this._ray,
283
+ device: this._object,
284
+ buttonName: "none",
285
+ };
286
+ this.initialize();
287
+ this.subscribeEvents();
288
+ }
289
+ _hitTestSourcePromise = null;
290
+ _requestHitTestSource() {
291
+ if (this._hitTestSourcePromise)
292
+ return this._hitTestSourcePromise;
293
+ // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
294
+ // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
295
+ // // TODO: change this to check if we have hit-testing enabled instead of pass through.
296
+ if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
297
+ // request hittest source
298
+ return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
299
+ profile: this.inputSource.profiles[0],
300
+ offsetRay: new XRRay(),
301
+ })?.then(hitTestSource => {
302
+ this._hitTestSourcePromise = null;
303
+ if (!this.connected) {
304
+ hitTestSource.cancel();
305
+ return null;
306
+ }
307
+ return this._hitTestSource = hitTestSource;
308
+ }) ?? null;
309
+ }
310
+ return null;
311
+ }
312
+ onPointerHits = _evt => {
313
+ };
314
+ onUpdate(frame) {
315
+ this.onUpdateFrame(frame);
316
+ this.updateInputEvents();
317
+ this.onUpdateMove();
318
+ //performance.mark('NeedleXRController onUpdate end');
319
+ //performance.measure('NeedleXRController onUpdate', 'NeedleXRController onUpdate start', 'NeedleXRController onUpdate end');
320
+ }
321
+ onRenderDebug() {
322
+ Gizmos.DrawSphere(this.rayWorldPosition, .003);
323
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
324
+ const labelPosition = this.inputSource.gripSpace ? this.gripWorldPosition : this.object.worldPosition;
325
+ const debugLabelPosition = labelPosition.sub(this.object.worldForward.multiplyScalar(.1));
326
+ const profileStr = this.inputSource.profiles.join("\n");
327
+ let debugStr = `Controller[${this.index}] (${this.inputSource.targetRayMode}, ${this.side})
328
+ C:${this.connected ? "x" : "-"} T:${this.isTracking ? "x" : "-"} Hand:${this.inputSource.hand ? "x" : "-"} Pen: ${this._isMxInk ? "x" : "-"}`;
329
+ if (this.inputSource.hand)
330
+ debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
331
+ debugStr += "\n" + profileStr;
332
+ debugStr += "\n" + (this.inputSource.targetRaySpace ? `Ray: x` : "Ray: -") +
333
+ (this.inputSource.gripSpace ? " Grip: x" : " Grip: -") +
334
+ (this.inputSource.gamepad ? ` Gamepad: ${this.inputSource.gamepad.mapping}` : " Gamepad: -");
335
+ if (this.inputSource.gamepad) {
336
+ const gp = this.inputSource.gamepad;
337
+ let gamepadStr = "[btns " + gp.buttons.length + "]: " + gp.buttons.map(b => b.value.toPrecision(1)).join(",");
338
+ gamepadStr += "\n[axes " + gp.axes.length + "]: " + gp.axes.map(a => a.toPrecision(1)).join(",");
339
+ debugStr += "\n" + gamepadStr;
340
+ }
341
+ Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
342
+ }
343
+ onUpdateFrame(frame) {
344
+ // make sure this is cleared every frame
345
+ this._handJointPoses.clear();
346
+ this._hand_wristDotUp = undefined;
347
+ if (!this.xr.referenceSpace) {
348
+ this._isTracking = false;
349
+ return;
350
+ }
351
+ const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
352
+ this._isTracking = rayPose != null;
353
+ let gripPositionRaw = null;
354
+ let gripQuaternionRaw = null;
355
+ let rayPositionRaw = null;
356
+ let rayQuaternionRaw = null;
357
+ if (rayPose) {
358
+ const t = rayPose.transform;
359
+ this._rayMatrix
360
+ .fromArray(t.matrix)
361
+ .premultiply(flipForwardMatrix);
362
+ this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
363
+ rayPositionRaw = getTempVector(t.position);
364
+ rayQuaternionRaw = getTempQuaternion(t.orientation);
365
+ this._rayPositionRaw.copy(rayPositionRaw);
366
+ this._rayRotationRaw.copy(rayQuaternionRaw);
367
+ }
368
+ if (this.inputSource.gripSpace) {
369
+ const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace);
370
+ if (gripPose) {
371
+ const t = gripPose.transform;
372
+ gripPositionRaw = getTempVector(t.position);
373
+ gripQuaternionRaw = getTempQuaternion(t.orientation);
374
+ this._gripMatrix
375
+ .fromArray(t.matrix)
376
+ .premultiply(flipForwardMatrix);
377
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
378
+ if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
379
+ const p = gripPose.linearVelocity;
380
+ this._linearVelocity.set(p.x, p.y, p.z);
381
+ }
382
+ }
383
+ }
384
+ // update controller object parent – needs to be parented to the rig, which
385
+ // implicitly is the same object as the camera parent.
386
+ if (this.xr.context.mainCamera?.parent) {
387
+ if (this._object.parent !== this.xr.context.mainCamera?.parent)
388
+ this.xr.context.mainCamera.parent.add(this._object);
389
+ if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
390
+ this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
391
+ if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
392
+ this.xr.context.mainCamera.parent.add(this._raySpaceObject);
393
+ }
394
+ // for controllers, we set the position and rotation of the object to the ray position and rotation
395
+ // for hands, we take the wrist position and rotation
396
+ const hand = this.hand;
397
+ if (hand) {
398
+ // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
399
+ let gotWrist = false;
400
+ // TODO check why types are not correct here
401
+ const wrist = hand.get("wrist");
402
+ const wristPose = wrist && this.getHandJointPose(wrist, frame);
403
+ if (wristPose) {
404
+ gotWrist = true;
405
+ const p = wristPose.transform.position;
406
+ const q = wristPose.transform.orientation;
407
+ this._object.position.set(p.x, p.y, p.z);
408
+ this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
409
+ }
410
+ if (!gotWrist) {
411
+ this._object.position.copy(this._rayPosition);
412
+ this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
413
+ }
414
+ //@ts-ignore
415
+ const middle = hand.get("middle-finger-metacarpal");
416
+ const middlePose = middle && this.getHandJointPose(middle, frame);
417
+ if (middlePose) {
418
+ // for some reason the grip rotation is different from the wrist rotation
419
+ // but we want to use the wrist rotation for the grip
420
+ this._gripMatrix
421
+ .fromArray(middlePose.transform.matrix)
422
+ .premultiply(flipForwardMatrix);
423
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
424
+ // If we don't have a grip space, we update the data from the metacarpal bone instead.
425
+ // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
426
+ // For example, hands on VisionOS do not provide a gripSpace.
427
+ if (true || !this.inputSource.gripSpace) {
428
+ gripPositionRaw = getTempVector().copy(middlePose.transform.position);
429
+ gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
430
+ gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
431
+ gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
432
+ }
433
+ }
434
+ }
435
+ // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
436
+ else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
437
+ this._object.position.copy(gripPositionRaw);
438
+ this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
439
+ }
440
+ else if (rayPositionRaw && rayQuaternionRaw) {
441
+ this._object.position.copy(rayPositionRaw);
442
+ this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
443
+ }
444
+ if (debug) {
445
+ if (rayPositionRaw && rayQuaternionRaw) {
446
+ this._raySpaceObject?.position.copy(rayPositionRaw);
447
+ this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
448
+ }
449
+ if (gripPositionRaw && gripQuaternionRaw) {
450
+ this._gripSpaceObject?.position.copy(gripPositionRaw);
451
+ this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
452
+ }
453
+ }
454
+ // UPDATE WORLD TRANSFORM DATA
455
+ const parent = this.xr.context.mainCamera?.parent;
456
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
457
+ // GRIP
458
+ if (gripPositionRaw && gripQuaternionRaw) {
459
+ this._gripWorldPosition.copy(gripPositionRaw);
460
+ if (parent)
461
+ this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
462
+ this._gripWorldQuaternion.copy(gripQuaternionRaw);
463
+ // flip forward because we want +Z to be forward
464
+ this._gripWorldQuaternion.multiply(flipForwardQuaternion);
465
+ if (parentWorldQuaternion)
466
+ this._gripWorldQuaternion.premultiply(parentWorldQuaternion);
467
+ }
468
+ // RAY
469
+ this.updateRayWorldPosition();
470
+ this.updateRayWorldQuaternion();
471
+ }
472
+ /** Called when the input source disconnects */
473
+ onDisconnected() {
474
+ this._connected = false;
475
+ if (debug)
476
+ console.warn("Controller disconnected", this.index);
477
+ // move all attached objects into the scene
478
+ for (const child of this._object.children) {
479
+ this.xr.context.scene.attach(child);
480
+ }
481
+ this._object?.removeFromParent();
482
+ this._debugAxesHelper?.removeFromParent();
483
+ this._debugGripAxesHelper?.removeFromParent();
484
+ this._debugRayAxesHelper?.removeFromParent();
485
+ this._gripSpaceObject?.removeFromParent();
486
+ this._raySpaceObject?.removeFromParent();
487
+ this.unsubscribeEvents();
488
+ if (this._hitTestSource) {
489
+ this._hitTestSource.cancel();
490
+ this._hitTestSource = undefined;
491
+ }
492
+ }
493
+ /**
494
+ * Get a gamepad button
495
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
496
+ * @param key the controller button name e.g. x-button
497
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
498
+ */
499
+ getButton(key) {
500
+ if (!this._layout)
501
+ return undefined;
502
+ switch (key) {
503
+ case "primary-button":
504
+ if (this.isLeft)
505
+ key = "x-button";
506
+ else if (this.isRight)
507
+ key = "a-button";
508
+ else
509
+ return undefined;
510
+ break;
511
+ case "primary":
512
+ if (this.hand) {
513
+ return this.getGesture("pinch");
514
+ }
515
+ return this.toNeedleGamepadButton(0, key);
516
+ }
517
+ if (this._buttonMap.has(key)) {
518
+ return this.toNeedleGamepadButton(this._buttonMap.get(key), key);
519
+ }
520
+ const componentModel = this._layout?.components[key];
521
+ if (componentModel?.gamepadIndices) {
522
+ switch (componentModel.type) {
523
+ case "button":
524
+ case "squeeze":
525
+ if (this.inputSource.gamepad) {
526
+ const index = componentModel.gamepadIndices.button;
527
+ this._buttonMap.set(key, index);
528
+ return this.toNeedleGamepadButton(index, key);
529
+ }
530
+ break;
531
+ default:
532
+ console.warn("Unsupported component type", componentModel.type);
533
+ break;
534
+ }
535
+ }
536
+ this._buttonMap.set(key, undefined);
537
+ return undefined;
538
+ }
539
+ /** Get a gesture state */
540
+ getGesture(key) {
541
+ const state = this.states[key];
542
+ if (!state)
543
+ return null;
544
+ this.states[key] = state;
545
+ const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
546
+ needleButton.pressed = state.pressed;
547
+ needleButton.value = state.value;
548
+ needleButton.isDown = state.isDown;
549
+ needleButton.isUp = state.isUp;
550
+ this._needleGamepadButtons[key] = needleButton;
551
+ return needleButton;
552
+ }
553
+ getPointerId(button) {
554
+ if (button === "primary") {
555
+ button = 0;
556
+ }
557
+ else if (button === "pinch") {
558
+ button = 0;
559
+ }
560
+ if (typeof button !== "number") {
561
+ const needleButton = this._buttonMap.get(button);
562
+ if (needleButton === undefined) {
563
+ return undefined;
564
+ }
565
+ button = needleButton;
566
+ }
567
+ return this.index * 10 + button;
568
+ }
569
+ _needleGamepadButtons = {};
570
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
571
+ toNeedleGamepadButton(index, name) {
572
+ if (!this.inputSource.gamepad?.buttons)
573
+ return undefined;
574
+ const button = this.inputSource.gamepad?.buttons[index];
575
+ const state = this.states[index];
576
+ const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
577
+ if (button) {
578
+ needleButton.pressed = button.pressed;
579
+ needleButton.value = button.value;
580
+ needleButton.touched = button.touched;
581
+ }
582
+ if (state) {
583
+ needleButton.isDown = state.isDown;
584
+ needleButton.isUp = state.isUp;
585
+ }
586
+ this._needleGamepadButtons[index] = needleButton;
587
+ return needleButton;
588
+ }
589
+ /**
590
+ * Get the values of a controller joystick
591
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
592
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
593
+ */
594
+ getStick(key) {
595
+ if (!this._layout)
596
+ return { x: 0, y: 0, z: 0 };
597
+ if (key === "primary") {
598
+ const x = this.inputSource.gamepad?.axes[0] || 0;
599
+ const y = this.inputSource.gamepad?.axes[1] || 0;
600
+ // the primary thumbstick is button 3 (see gamepads module explainer)
601
+ const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
602
+ return { x, y, z };
603
+ }
604
+ const componentModel = this._layout?.components[key];
605
+ if (componentModel?.gamepadIndices) {
606
+ switch (componentModel.type) {
607
+ case "thumbstick":
608
+ if (this.inputSource.gamepad) {
609
+ const xIndex = componentModel.gamepadIndices.xAxis;
610
+ const yIndex = componentModel.gamepadIndices.yAxis;
611
+ let x = this.inputSource.gamepad?.axes[xIndex];
612
+ let y = this.inputSource.gamepad?.axes[yIndex];
613
+ x *= -1;
614
+ y *= -1;
615
+ const buttonIndex = componentModel.gamepadIndices.button;
616
+ const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value;
617
+ return { x, y, z };
618
+ }
619
+ }
620
+ }
621
+ return { x: 0, y: 0, z: 0 };
622
+ }
623
+ _buttonMap = new Map();
624
+ // the motion controller contains the controller scheme, we use this to simplify button access
625
+ _motioncontroller;
626
+ _layout;
627
+ getMotionController;
628
+ initialize() {
629
+ // WORKAROUND for hand controllers that don't have a select event
630
+ this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
631
+ // Used to determine special layout for Quest controllers, e.g. last button is menu button
632
+ this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
633
+ // Proper profile starting with v69 and browser 35.1
634
+ this._isMxInk = this.profiles.includes("logitech-mx-ink");
635
+ if (!this._layout) {
636
+ // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
637
+ // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
638
+ if (this.inputSource.targetRayMode === "transient-pointer")
639
+ return;
640
+ // TODO: we should fetch the profiles or better yet the profile list once and cache it
641
+ const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
642
+ /** @ts-ignore */
643
+ this.getMotionController = fetchProfileCall.then(res => {
644
+ if (!this.connected)
645
+ return null;
646
+ this._motioncontroller = new MotionController(this.inputSource, res.profile, res.assetPath || "");
647
+ const profile = res.profile;
648
+ const layout = profile.layouts[this.inputSource.handedness];
649
+ this._layout = layout;
650
+ if (this._layout) {
651
+ if (!this._layout.gamepad?.length) {
652
+ this._layout.gamepad = [];
653
+ for (const key in this._layout.components) {
654
+ const component = this._layout.components[key];
655
+ this._layout.gamepad[component.gamepadIndices.button] = key;
656
+ }
657
+ }
658
+ }
659
+ // if (debug) console.log(this._layout, this.inputSource);
660
+ // debugger;
661
+ // this.getButton("a-button")
662
+ return this._motioncontroller;
663
+ }).catch(err => {
664
+ if (this.inputSource)
665
+ console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
666
+ return null;
667
+ });
668
+ }
669
+ }
670
+ /**
671
+ * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
672
+ * @default true
673
+ */
674
+ emitPointerDownEvent = true;
675
+ /**
676
+ * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
677
+ * @default true
678
+ */
679
+ emitPointerUpEvent = true;
680
+ /**
681
+ * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
682
+ * @default true
683
+ */
684
+ emitPointerMoveEvent = true;
685
+ /**
686
+ * The distance threshold for pointer move events. This value is in units in rig space
687
+ * @default 0.03
688
+ */
689
+ pointerMoveDistanceThreshold = 0.03;
690
+ /**
691
+ * The angle threshold for pointer move events. This value is in radians.
692
+ * @default 0.05
693
+ */
694
+ pointerMoveAngleThreshold = 0.05;
695
+ subscribeEvents() {
696
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
697
+ this.xr.session.addEventListener("selectstart", this.onSelectStart);
698
+ this.xr.session.addEventListener("selectend", this.onSelectEnd);
699
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
700
+ this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
701
+ this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
702
+ }
703
+ unsubscribeEvents() {
704
+ this.xr.session.removeEventListener("selectstart", this.onSelectStart);
705
+ this.xr.session.removeEventListener("selectend", this.onSelectEnd);
706
+ this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
707
+ this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
708
+ }
709
+ _selectButtonIndex = undefined;
710
+ _squeezeButtonIndex = undefined;
711
+ onSelectStart = (evt) => {
712
+ if (!this.emitPointerDownEvent)
713
+ return;
714
+ if (this.inputSource !== evt.inputSource)
715
+ return;
716
+ // if a selectstart event happens right after an input source is connected, we may even receive this event before
717
+ // requestAnimationFrame callback with the current session. So, we need to update the frame here.
718
+ this.onUpdateFrame(evt.frame);
719
+ // if we receive a select event we can be true that this device supports select events
720
+ this._hasSelectEvent = true;
721
+ const selectComponentId = this._layout?.selectComponentId;
722
+ const i = this._layout?.components[selectComponentId]?.gamepadIndices?.button;
723
+ if (i !== undefined)
724
+ this._selectButtonIndex = i;
725
+ if (debugCustomGesture)
726
+ return;
727
+ /*
728
+ if (!_didReceiveSelectStartEvent) {
729
+ _didReceiveSelectStartEvent = true;
730
+ // safeguard first pinch event - check if the pinch gesture is already down
731
+ const pinch = this.getGesture("pinch");
732
+ if (pinch?.pressed) {
733
+ console.warn("Select start event was received but the pinch gesture is already down. This might happen the first time you start pinching", this.index, this.side);
734
+ return;
735
+ }
736
+ }
737
+ */
738
+ if (debug)
739
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
740
+ this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
741
+ };
742
+ onSelectEnd = (evt) => {
743
+ if (!this.emitPointerUpEvent)
744
+ return;
745
+ if (debugCustomGesture)
746
+ return;
747
+ if (this.inputSource !== evt.inputSource)
748
+ return;
749
+ this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
750
+ };
751
+ onSequeezeStart = (evt) => {
752
+ if (!this.emitPointerDownEvent)
753
+ return;
754
+ if (this.inputSource !== evt.inputSource)
755
+ return;
756
+ this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
757
+ if (this._squeezeButtonIndex !== undefined) {
758
+ if (debug)
759
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
760
+ this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
761
+ }
762
+ };
763
+ onSequeezeEnd = (evt) => {
764
+ if (!this.emitPointerUpEvent)
765
+ return;
766
+ if (this.inputSource !== evt.inputSource)
767
+ return;
768
+ if (this._squeezeButtonIndex !== undefined)
769
+ this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
770
+ };
771
+ /** Index = button index */
772
+ states = {};
773
+ // If we want to invoke button events for ALL buttons we need to keep track of the previous state
774
+ // instead of using XR input select start events which is only raised for the primary button
775
+ // we should probably do both but then we need to ignore the primary index in the following function (to not raise an event for the same button twice)
776
+ // and start with index = 1
777
+ updateInputEvents() {
778
+ // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
779
+ if (this.gamepad?.buttons) {
780
+ for (let index = 0; index < this.gamepad.buttons.length; index++) {
781
+ const button = this.gamepad.buttons[index];
782
+ const state = this.states[index] || new InputState();
783
+ let eventName = null;
784
+ // Special handling for MX Ink stylus on Quest OS v69+.
785
+ // We're never getting a "pressed" state here, so we determine pressed state based on the value.
786
+ if (this._isMxInk && (index === 4 || index === 5)) {
787
+ if (button.value > 0 && !state.pressed) {
788
+ eventName = "pointerdown";
789
+ state.isDown = true;
790
+ state.isUp = false;
791
+ }
792
+ else if (button.value === 0 && state.pressed) {
793
+ eventName = "pointerup";
794
+ state.isDown = false;
795
+ state.isUp = true;
796
+ }
797
+ else if (state.pressed) {
798
+ eventName = "pointermove";
799
+ state.isDown = false;
800
+ state.isUp = false;
801
+ }
802
+ state.pressed = button.value > 0;
803
+ state.value = button.value;
804
+ }
805
+ // Regular controller handling.
806
+ else {
807
+ // is down
808
+ if (button.pressed && !state.pressed) {
809
+ eventName = "pointerdown";
810
+ state.isDown = true;
811
+ state.isUp = false;
812
+ }
813
+ // is up
814
+ else if (!button.pressed && state.pressed) {
815
+ eventName = "pointerup";
816
+ state.isDown = false;
817
+ state.isUp = true;
818
+ }
819
+ else {
820
+ state.isDown = false;
821
+ state.isUp = false;
822
+ }
823
+ state.pressed = button.pressed;
824
+ state.value = button.value;
825
+ }
826
+ this.states[index] = state;
827
+ // the selection event is handled in the "selectstart" callback
828
+ const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
829
+ if (eventName != null && emitEvent) {
830
+ let name = this._layout?.gamepad[index];
831
+ if (this._isMxInk && index === 4)
832
+ name = "stylus-touch";
833
+ if (this._isMxInk && index === 5)
834
+ name = "stylus-tip";
835
+ if (debug || debugCustomGesture)
836
+ console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
837
+ this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
838
+ }
839
+ }
840
+ // For Quest controllers, the last button is the menu button
841
+ if (this._isMetaQuestTouchController) {
842
+ const menuButtonIndex = this.gamepad.buttons.length - 1;
843
+ const menuButtonState = this.states[menuButtonIndex];
844
+ if (menuButtonState) {
845
+ if (menuButtonState.isDown) {
846
+ const menu = this.context.menu;
847
+ if (menu.spatialMenuIsVisible)
848
+ menu.setSpatialMenuVisible(false);
849
+ else
850
+ this.context.menu.setSpatialMenuVisible(true);
851
+ }
852
+ }
853
+ }
854
+ }
855
+ // update hand gesture states
856
+ if (this.hand) {
857
+ const handObject = this.handObject;
858
+ if (handObject) {
859
+ // update pinch state
860
+ const indexTip = handObject.joints["index-finger-tip"];
861
+ const thumbTip = handObject.joints["thumb-tip"];
862
+ if (indexTip && thumbTip) {
863
+ const distance = indexTip.position.distanceTo(thumbTip.position);
864
+ // upddate position of the pinch point
865
+ this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
866
+ const parent = this.xr.context.mainCamera?.parent;
867
+ if (parent)
868
+ this._pinchPosition.applyMatrix4(parent.matrixWorld);
869
+ if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
870
+ const pinchThreshold = .02;
871
+ const pinchHysteresis = .01;
872
+ const state = this.states["pinch"] || new InputState();
873
+ const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
874
+ state.value = 1 - ((distance - pinchThreshold) / maxDistance);
875
+ const isPressed = distance < (pinchThreshold - pinchHysteresis);
876
+ const isReleased = distance > (pinchThreshold + pinchHysteresis);
877
+ if (isPressed && !state.pressed) {
878
+ if (debugCustomGesture)
879
+ console.log("pinch start", distance);
880
+ state.isDown = true;
881
+ state.isUp = false;
882
+ state.pressed = true;
883
+ }
884
+ else if (isReleased && state.pressed) {
885
+ state.isDown = false;
886
+ state.isUp = true;
887
+ state.pressed = false;
888
+ }
889
+ else {
890
+ state.isDown = false;
891
+ state.isUp = false;
892
+ }
893
+ this.states["pinch"] = state;
894
+ }
895
+ /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
896
+ * If a selectstart event was never received we do a manual check here if the user is pinching
897
+ * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
898
+ * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
899
+ */
900
+ /*
901
+ if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
902
+ const eventName = isPressed ? "pointerdown" : "pointerup";
903
+ const pressure = distance / pinchThreshold;
904
+ if (debugCustomGesture) {
905
+ const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
906
+ p.y += .05;
907
+ p.y += Math.random() * .02;
908
+ Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
909
+ }
910
+ this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
911
+ }
912
+ */
913
+ }
914
+ }
915
+ }
916
+ }
917
+ _didMoveLastFrame = false;
918
+ _lastPointerMovePosition = new Vector3();
919
+ _lastPointerMoveQuaternion = new Quaternion();
920
+ onUpdateMove() {
921
+ if (!this.emitPointerMoveEvent)
922
+ return;
923
+ let didMove = false;
924
+ const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
925
+ if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale)
926
+ didMove = true;
927
+ if (!didMove) {
928
+ const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
929
+ if (angle > this.pointerMoveAngleThreshold)
930
+ didMove = true;
931
+ }
932
+ if (didMove) {
933
+ this._didMoveLastFrame = true;
934
+ this._lastPointerMovePosition.copy(this.gripWorldPosition);
935
+ this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
936
+ if (debug)
937
+ Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
938
+ let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
939
+ if (button === undefined)
940
+ button = 0;
941
+ const pressure = this.gamepad?.buttons[button]?.value;
942
+ this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
943
+ }
944
+ else {
945
+ this._didMoveLastFrame = false;
946
+ }
947
+ }
948
+ /** cached spatial pointer init object. We re-use it to not have */
949
+ pointerInit;
950
+ emitPointerEvent(type, button, buttonName, primary, source = null, pressure) {
951
+ if (!this.emitEvents) {
952
+ if (debug && type !== InputEvents.PointerMove)
953
+ console.warn("Pointer events are disabled for this controller", this.index, type, button);
954
+ return;
955
+ }
956
+ // Currently we do only want to emit pointer events for NON screen based events
957
+ // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
958
+ // Not sure if *this* is enough to determine if the event is spatial or not
959
+ if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
960
+ this.pointerInit.origin = this;
961
+ this.pointerInit.pointerId = this.getPointerId(button);
962
+ this.pointerInit.pointerType = this.hand ? "hand" : "controller";
963
+ this.pointerInit.button = button;
964
+ this.pointerInit.buttonName = buttonName;
965
+ this.pointerInit.isPrimary = primary;
966
+ this.pointerInit.mode = this.inputSource.targetRayMode;
967
+ this.pointerInit.ray = this.ray;
968
+ this.pointerInit.device = this.object;
969
+ this.pointerInit.pressure = pressure;
970
+ this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
971
+ this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
972
+ this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
973
+ const prevContext = Context.Current;
974
+ Context.Current = this.xr.context;
975
+ if (debug && type !== "pointermove")
976
+ console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
977
+ this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
978
+ Context.Current = prevContext;
979
+ }
980
+ }
981
+ }
982
+ class InputState {
983
+ /** if the button was pressed the last update */
984
+ isDown = false;
985
+ /** if the button was released the last update */
986
+ isUp = false;
987
+ pressed = false;
988
+ value = 0;
989
+ }
990
+ ;
991
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
992
+ class NeedleGamepadButton {
993
+ /** The index of the button in the input gamepad */
994
+ index;
995
+ name;
996
+ touched = false;
997
+ pressed = false;
998
+ value = 0;
999
+ /** was the button just pressed down the last update */
1000
+ isDown = false;
1001
+ /** was the button just released the last update */
1002
+ isUp = false;
1003
+ constructor(index, name) {
1004
+ this.index = index;
1005
+ this.name = name;
1006
+ }
1007
+ }
1008
1008
  //# sourceMappingURL=NeedleXRController.js.map