@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
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  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
@@ -1,370 +1,370 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Group, Mesh, Vector3 } from "three";
8
- import { isDevEnvironment } from "../engine/debug/index.js";
9
- import { addComponent } from "../engine/engine_components.js";
10
- import { Gizmos } from "../engine/engine_gizmos.js";
11
- import { serializable } from "../engine/engine_serialization_decorator.js";
12
- import { getBoundingBox } from "../engine/engine_three_utils.js";
13
- import { validate } from "../engine/engine_util_decorator.js";
14
- import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
15
- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
16
- import { Behaviour } from "./Component.js";
17
- import { Rigidbody } from "./RigidBody.js";
18
- /**
19
- * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
20
- * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
21
- * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
22
- * @category Physics
23
- * @group Components
24
- */
25
- export class Collider extends Behaviour {
26
- /**
27
- * Identifies this component as a collider.
28
- * @internal
29
- */
30
- get isCollider() {
31
- return true;
32
- }
33
- /**
34
- * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
- */
36
- attachedRigidbody = null;
37
- /**
38
- * When `true` the collider will not be used for collision detection but will still trigger events.
39
- * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
40
- */
41
- isTrigger = false;
42
- /**
43
- * The physics material that defines physical properties of the collider such as friction and bounciness.
44
- */
45
- sharedMaterial;
46
- /**
47
- * The layers that this collider belongs to. Used for filtering collision detection.
48
- * @default [0]
49
- */
50
- membership = [0];
51
- /**
52
- * The layers that this collider will interact with. Used for filtering collision detection.
53
- */
54
- filter;
55
- /** @internal */
56
- awake() {
57
- super.awake();
58
- if (!this.attachedRigidbody)
59
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
60
- }
61
- /** @internal */
62
- start() {
63
- if (!this.attachedRigidbody)
64
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
65
- }
66
- /** @internal */
67
- onEnable() {
68
- // a rigidbody is not assigned if we export an asset
69
- if (!this.attachedRigidbody)
70
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
71
- }
72
- /** @internal */
73
- onDisable() {
74
- this.context.physics.engine?.removeBody(this);
75
- }
76
- /**
77
- * Returns the underlying physics body from the physics engine.
78
- * Only available if the component is enabled and active in the scene.
79
- */
80
- get body() {
81
- return this.context.physics.engine?.getBody(this);
82
- }
83
- /**
84
- * Updates the collider's properties in the physics engine.
85
- * Use this when you've changed collider properties and need to sync with the physics engine.
86
- */
87
- updateProperties = () => {
88
- this.context.physics.engine?.updateProperties(this);
89
- };
90
- /**
91
- * Updates the physics material in the physics engine.
92
- * Call this after changing the sharedMaterial property.
93
- */
94
- updatePhysicsMaterial() {
95
- this.context.physics.engine?.updatePhysicsMaterial(this);
96
- }
97
- }
98
- __decorate([
99
- serializable(Rigidbody)
100
- ], Collider.prototype, "attachedRigidbody", void 0);
101
- __decorate([
102
- serializable()
103
- ], Collider.prototype, "isTrigger", void 0);
104
- __decorate([
105
- serializable()
106
- ], Collider.prototype, "sharedMaterial", void 0);
107
- __decorate([
108
- serializable()
109
- ], Collider.prototype, "membership", void 0);
110
- __decorate([
111
- serializable()
112
- ], Collider.prototype, "filter", void 0);
113
- /**
114
- * SphereCollider represents a sphere-shaped collision volume.
115
- * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
116
- * @category Physics
117
- * @group Components
118
- */
119
- export class SphereCollider extends Collider {
120
- /**
121
- * The radius of the sphere collider.
122
- */
123
- radius = .5;
124
- /**
125
- * The center position of the sphere collider relative to the transform's position.
126
- */
127
- center = new Vector3(0, 0, 0);
128
- /**
129
- * Registers the sphere collider with the physics engine and sets up scale change monitoring.
130
- */
131
- onEnable() {
132
- super.onEnable();
133
- this.context.physics.engine?.addSphereCollider(this);
134
- watchWrite(this.gameObject.scale, this.updateProperties);
135
- }
136
- /**
137
- * Removes scale change monitoring when the collider is disabled.
138
- */
139
- onDisable() {
140
- super.onDisable();
141
- unwatchWrite(this.gameObject.scale, this.updateProperties);
142
- }
143
- /**
144
- * Updates collider properties when validated in the editor or inspector.
145
- */
146
- onValidate() {
147
- this.updateProperties();
148
- }
149
- }
150
- __decorate([
151
- validate(),
152
- serializable()
153
- ], SphereCollider.prototype, "radius", void 0);
154
- __decorate([
155
- serializable(Vector3)
156
- ], SphereCollider.prototype, "center", void 0);
157
- /**
158
- * BoxCollider represents a box-shaped collision volume.
159
- * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
160
- * @category Physics
161
- * @group Components
162
- */
163
- export class BoxCollider extends Collider {
164
- /**
165
- * Creates and adds a BoxCollider to the given object.
166
- * @param obj The object to add the collider to
167
- * @param opts Configuration options for the collider and optional rigidbody
168
- * @returns The newly created BoxCollider
169
- */
170
- static add(obj, opts) {
171
- const collider = addComponent(obj, BoxCollider);
172
- collider.autoFit();
173
- if (opts?.rigidbody === true) {
174
- addComponent(obj, Rigidbody, { isKinematic: false });
175
- }
176
- return collider;
177
- }
178
- /**
179
- * The size of the box collider along each axis.
180
- */
181
- size = new Vector3(1, 1, 1);
182
- /**
183
- * The center position of the box collider relative to the transform's position.
184
- */
185
- center = new Vector3(0, 0, 0);
186
- /**
187
- * Registers the box collider with the physics engine and sets up scale change monitoring.
188
- * @internal
189
- */
190
- onEnable() {
191
- super.onEnable();
192
- this.context.physics.engine?.addBoxCollider(this, this.size);
193
- watchWrite(this.gameObject.scale, this.updateProperties);
194
- }
195
- /**
196
- * Removes scale change monitoring when the collider is disabled.
197
- * @internal
198
- */
199
- onDisable() {
200
- super.onDisable();
201
- unwatchWrite(this.gameObject.scale, this.updateProperties);
202
- }
203
- /**
204
- * Updates collider properties when validated in the editor or inspector.
205
- * @internal
206
- */
207
- onValidate() {
208
- this.updateProperties();
209
- }
210
- /**
211
- * Automatically fits the collider to the geometry of the object.
212
- * Sets the size and center based on the object's bounding box.
213
- * @param opts Options object with a debug flag to visualize the bounding box
214
- */
215
- autoFit(opts) {
216
- const obj = this.gameObject;
217
- // we need to transform the object into identity
218
- // because the physics collider will correctly apple the object's transform again
219
- // if we don't do it here we will have the transform applied twice
220
- const originalPosition = obj.position.clone();
221
- const originalQuaternion = obj.quaternion.clone();
222
- const originalScale = obj.scale.clone();
223
- const originalParent = obj.parent;
224
- obj.position.set(0, 0, 0);
225
- obj.quaternion.set(0, 0, 0, 1);
226
- obj.scale.set(1, 1, 1);
227
- obj.parent = null;
228
- obj.updateMatrix();
229
- const bb = getBoundingBox([obj]);
230
- obj.position.copy(originalPosition);
231
- obj.quaternion.copy(originalQuaternion);
232
- obj.scale.copy(originalScale);
233
- obj.parent = originalParent;
234
- if (opts?.debug === true)
235
- Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
236
- // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
237
- // const bb = obj.geometry.boundingBox!;
238
- this.size = bb.getSize(new Vector3()) || new Vector3(1, 1, 1);
239
- this.center = bb.getCenter(new Vector3()) || new Vector3(0, 0, 0);
240
- if (this.size.length() <= 0) {
241
- this.size.set(0.01, 0.01, 0.01);
242
- }
243
- }
244
- }
245
- __decorate([
246
- validate(),
247
- serializable(Vector3)
248
- ], BoxCollider.prototype, "size", void 0);
249
- __decorate([
250
- serializable(Vector3)
251
- ], BoxCollider.prototype, "center", void 0);
252
- /**
253
- * MeshCollider creates a collision shape from a mesh geometry.
254
- * Allows for complex collision shapes that match the exact geometry of an object.
255
- * @category Physics
256
- * @group Components
257
- */
258
- export class MeshCollider extends Collider {
259
- /**
260
- * The mesh that is used to create the collision shape.
261
- * If not set, the collider will try to use the mesh of the object it's attached to.
262
- */
263
- sharedMesh;
264
- /**
265
- * When `true` the collider is treated as a solid object without holes.
266
- * Set to `false` if you want this mesh collider to be able to contain other objects.
267
- */
268
- convex = false;
269
- /**
270
- * Creates and registers the mesh collider with the physics engine.
271
- * Handles both individual meshes and mesh groups.
272
- */
273
- onEnable() {
274
- super.onEnable();
275
- if (!this.context.physics.engine)
276
- return;
277
- if (!this.sharedMesh?.isMesh) {
278
- // HACK using the renderer mesh
279
- if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
280
- // We're passing a group in here as well, the code below handles that correctly
281
- this.sharedMesh = this.gameObject;
282
- }
283
- }
284
- const LOD = 0;
285
- if (this.sharedMesh?.isMesh) {
286
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
287
- NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
288
- if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
289
- this.context.physics.engine.removeBody(this);
290
- this.sharedMesh.geometry = res;
291
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
292
- }
293
- });
294
- }
295
- else {
296
- const group = this.sharedMesh;
297
- if (group?.isGroup) {
298
- console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
299
- const promises = new Array();
300
- for (const ch in group.children) {
301
- const child = group.children[ch];
302
- if (child.isMesh) {
303
- this.context.physics.engine.addMeshCollider(this, child, this.convex);
304
- promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
305
- }
306
- }
307
- Promise.all(promises).then(res => {
308
- if (res.some(r => r) == false)
309
- return;
310
- this.context.physics.engine?.removeBody(this);
311
- const mesh = new Mesh();
312
- for (const r of res) {
313
- if (r && this.activeAndEnabled) {
314
- mesh.geometry = r;
315
- this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
316
- }
317
- }
318
- });
319
- }
320
- else {
321
- if (isDevEnvironment() || getParam("showcolliders")) {
322
- console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
323
- }
324
- }
325
- }
326
- }
327
- }
328
- __decorate([
329
- serializable(Mesh)
330
- ], MeshCollider.prototype, "sharedMesh", void 0);
331
- __decorate([
332
- serializable()
333
- ], MeshCollider.prototype, "convex", void 0);
334
- /**
335
- * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
336
- * Ideal for character controllers and objects that need a rounded collision shape.
337
- * @category Physics
338
- * @group Components
339
- */
340
- export class CapsuleCollider extends Collider {
341
- /**
342
- * The center position of the capsule collider relative to the transform's position.
343
- */
344
- center = new Vector3(0, 0, 0);
345
- /**
346
- * The radius of the capsule's cylindrical body and hemispherical ends.
347
- */
348
- radius = .5;
349
- /**
350
- * The total height of the capsule including both hemispherical ends.
351
- */
352
- height = 2;
353
- /**
354
- * Registers the capsule collider with the physics engine.
355
- */
356
- onEnable() {
357
- super.onEnable();
358
- this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
359
- }
360
- }
361
- __decorate([
362
- serializable(Vector3)
363
- ], CapsuleCollider.prototype, "center", void 0);
364
- __decorate([
365
- serializable()
366
- ], CapsuleCollider.prototype, "radius", void 0);
367
- __decorate([
368
- serializable()
369
- ], CapsuleCollider.prototype, "height", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Group, Mesh, Vector3 } from "three";
8
+ import { isDevEnvironment } from "../engine/debug/index.js";
9
+ import { addComponent } from "../engine/engine_components.js";
10
+ import { Gizmos } from "../engine/engine_gizmos.js";
11
+ import { serializable } from "../engine/engine_serialization_decorator.js";
12
+ import { getBoundingBox } from "../engine/engine_three_utils.js";
13
+ import { validate } from "../engine/engine_util_decorator.js";
14
+ import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
15
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
16
+ import { Behaviour } from "./Component.js";
17
+ import { Rigidbody } from "./RigidBody.js";
18
+ /**
19
+ * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
20
+ * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
21
+ * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
22
+ * @category Physics
23
+ * @group Components
24
+ */
25
+ export class Collider extends Behaviour {
26
+ /**
27
+ * Identifies this component as a collider.
28
+ * @internal
29
+ */
30
+ get isCollider() {
31
+ return true;
32
+ }
33
+ /**
34
+ * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
+ */
36
+ attachedRigidbody = null;
37
+ /**
38
+ * When `true` the collider will not be used for collision detection but will still trigger events.
39
+ * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
40
+ */
41
+ isTrigger = false;
42
+ /**
43
+ * The physics material that defines physical properties of the collider such as friction and bounciness.
44
+ */
45
+ sharedMaterial;
46
+ /**
47
+ * The layers that this collider belongs to. Used for filtering collision detection.
48
+ * @default [0]
49
+ */
50
+ membership = [0];
51
+ /**
52
+ * The layers that this collider will interact with. Used for filtering collision detection.
53
+ */
54
+ filter;
55
+ /** @internal */
56
+ awake() {
57
+ super.awake();
58
+ if (!this.attachedRigidbody)
59
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
60
+ }
61
+ /** @internal */
62
+ start() {
63
+ if (!this.attachedRigidbody)
64
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
65
+ }
66
+ /** @internal */
67
+ onEnable() {
68
+ // a rigidbody is not assigned if we export an asset
69
+ if (!this.attachedRigidbody)
70
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
71
+ }
72
+ /** @internal */
73
+ onDisable() {
74
+ this.context.physics.engine?.removeBody(this);
75
+ }
76
+ /**
77
+ * Returns the underlying physics body from the physics engine.
78
+ * Only available if the component is enabled and active in the scene.
79
+ */
80
+ get body() {
81
+ return this.context.physics.engine?.getBody(this);
82
+ }
83
+ /**
84
+ * Updates the collider's properties in the physics engine.
85
+ * Use this when you've changed collider properties and need to sync with the physics engine.
86
+ */
87
+ updateProperties = () => {
88
+ this.context.physics.engine?.updateProperties(this);
89
+ };
90
+ /**
91
+ * Updates the physics material in the physics engine.
92
+ * Call this after changing the sharedMaterial property.
93
+ */
94
+ updatePhysicsMaterial() {
95
+ this.context.physics.engine?.updatePhysicsMaterial(this);
96
+ }
97
+ }
98
+ __decorate([
99
+ serializable(Rigidbody)
100
+ ], Collider.prototype, "attachedRigidbody", void 0);
101
+ __decorate([
102
+ serializable()
103
+ ], Collider.prototype, "isTrigger", void 0);
104
+ __decorate([
105
+ serializable()
106
+ ], Collider.prototype, "sharedMaterial", void 0);
107
+ __decorate([
108
+ serializable()
109
+ ], Collider.prototype, "membership", void 0);
110
+ __decorate([
111
+ serializable()
112
+ ], Collider.prototype, "filter", void 0);
113
+ /**
114
+ * SphereCollider represents a sphere-shaped collision volume.
115
+ * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
116
+ * @category Physics
117
+ * @group Components
118
+ */
119
+ export class SphereCollider extends Collider {
120
+ /**
121
+ * The radius of the sphere collider.
122
+ */
123
+ radius = .5;
124
+ /**
125
+ * The center position of the sphere collider relative to the transform's position.
126
+ */
127
+ center = new Vector3(0, 0, 0);
128
+ /**
129
+ * Registers the sphere collider with the physics engine and sets up scale change monitoring.
130
+ */
131
+ onEnable() {
132
+ super.onEnable();
133
+ this.context.physics.engine?.addSphereCollider(this);
134
+ watchWrite(this.gameObject.scale, this.updateProperties);
135
+ }
136
+ /**
137
+ * Removes scale change monitoring when the collider is disabled.
138
+ */
139
+ onDisable() {
140
+ super.onDisable();
141
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
142
+ }
143
+ /**
144
+ * Updates collider properties when validated in the editor or inspector.
145
+ */
146
+ onValidate() {
147
+ this.updateProperties();
148
+ }
149
+ }
150
+ __decorate([
151
+ validate(),
152
+ serializable()
153
+ ], SphereCollider.prototype, "radius", void 0);
154
+ __decorate([
155
+ serializable(Vector3)
156
+ ], SphereCollider.prototype, "center", void 0);
157
+ /**
158
+ * BoxCollider represents a box-shaped collision volume.
159
+ * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
160
+ * @category Physics
161
+ * @group Components
162
+ */
163
+ export class BoxCollider extends Collider {
164
+ /**
165
+ * Creates and adds a BoxCollider to the given object.
166
+ * @param obj The object to add the collider to
167
+ * @param opts Configuration options for the collider and optional rigidbody
168
+ * @returns The newly created BoxCollider
169
+ */
170
+ static add(obj, opts) {
171
+ const collider = addComponent(obj, BoxCollider);
172
+ collider.autoFit();
173
+ if (opts?.rigidbody === true) {
174
+ addComponent(obj, Rigidbody, { isKinematic: false });
175
+ }
176
+ return collider;
177
+ }
178
+ /**
179
+ * The size of the box collider along each axis.
180
+ */
181
+ size = new Vector3(1, 1, 1);
182
+ /**
183
+ * The center position of the box collider relative to the transform's position.
184
+ */
185
+ center = new Vector3(0, 0, 0);
186
+ /**
187
+ * Registers the box collider with the physics engine and sets up scale change monitoring.
188
+ * @internal
189
+ */
190
+ onEnable() {
191
+ super.onEnable();
192
+ this.context.physics.engine?.addBoxCollider(this, this.size);
193
+ watchWrite(this.gameObject.scale, this.updateProperties);
194
+ }
195
+ /**
196
+ * Removes scale change monitoring when the collider is disabled.
197
+ * @internal
198
+ */
199
+ onDisable() {
200
+ super.onDisable();
201
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
202
+ }
203
+ /**
204
+ * Updates collider properties when validated in the editor or inspector.
205
+ * @internal
206
+ */
207
+ onValidate() {
208
+ this.updateProperties();
209
+ }
210
+ /**
211
+ * Automatically fits the collider to the geometry of the object.
212
+ * Sets the size and center based on the object's bounding box.
213
+ * @param opts Options object with a debug flag to visualize the bounding box
214
+ */
215
+ autoFit(opts) {
216
+ const obj = this.gameObject;
217
+ // we need to transform the object into identity
218
+ // because the physics collider will correctly apple the object's transform again
219
+ // if we don't do it here we will have the transform applied twice
220
+ const originalPosition = obj.position.clone();
221
+ const originalQuaternion = obj.quaternion.clone();
222
+ const originalScale = obj.scale.clone();
223
+ const originalParent = obj.parent;
224
+ obj.position.set(0, 0, 0);
225
+ obj.quaternion.set(0, 0, 0, 1);
226
+ obj.scale.set(1, 1, 1);
227
+ obj.parent = null;
228
+ obj.updateMatrix();
229
+ const bb = getBoundingBox([obj]);
230
+ obj.position.copy(originalPosition);
231
+ obj.quaternion.copy(originalQuaternion);
232
+ obj.scale.copy(originalScale);
233
+ obj.parent = originalParent;
234
+ if (opts?.debug === true)
235
+ Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
236
+ // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
237
+ // const bb = obj.geometry.boundingBox!;
238
+ this.size = bb.getSize(new Vector3()) || new Vector3(1, 1, 1);
239
+ this.center = bb.getCenter(new Vector3()) || new Vector3(0, 0, 0);
240
+ if (this.size.length() <= 0) {
241
+ this.size.set(0.01, 0.01, 0.01);
242
+ }
243
+ }
244
+ }
245
+ __decorate([
246
+ validate(),
247
+ serializable(Vector3)
248
+ ], BoxCollider.prototype, "size", void 0);
249
+ __decorate([
250
+ serializable(Vector3)
251
+ ], BoxCollider.prototype, "center", void 0);
252
+ /**
253
+ * MeshCollider creates a collision shape from a mesh geometry.
254
+ * Allows for complex collision shapes that match the exact geometry of an object.
255
+ * @category Physics
256
+ * @group Components
257
+ */
258
+ export class MeshCollider extends Collider {
259
+ /**
260
+ * The mesh that is used to create the collision shape.
261
+ * If not set, the collider will try to use the mesh of the object it's attached to.
262
+ */
263
+ sharedMesh;
264
+ /**
265
+ * When `true` the collider is treated as a solid object without holes.
266
+ * Set to `false` if you want this mesh collider to be able to contain other objects.
267
+ */
268
+ convex = false;
269
+ /**
270
+ * Creates and registers the mesh collider with the physics engine.
271
+ * Handles both individual meshes and mesh groups.
272
+ */
273
+ onEnable() {
274
+ super.onEnable();
275
+ if (!this.context.physics.engine)
276
+ return;
277
+ if (!this.sharedMesh?.isMesh) {
278
+ // HACK using the renderer mesh
279
+ if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
280
+ // We're passing a group in here as well, the code below handles that correctly
281
+ this.sharedMesh = this.gameObject;
282
+ }
283
+ }
284
+ const LOD = 0;
285
+ if (this.sharedMesh?.isMesh) {
286
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
287
+ NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
288
+ if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
289
+ this.context.physics.engine.removeBody(this);
290
+ this.sharedMesh.geometry = res;
291
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
292
+ }
293
+ });
294
+ }
295
+ else {
296
+ const group = this.sharedMesh;
297
+ if (group?.isGroup) {
298
+ console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
299
+ const promises = new Array();
300
+ for (const ch in group.children) {
301
+ const child = group.children[ch];
302
+ if (child.isMesh) {
303
+ this.context.physics.engine.addMeshCollider(this, child, this.convex);
304
+ promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
305
+ }
306
+ }
307
+ Promise.all(promises).then(res => {
308
+ if (res.some(r => r) == false)
309
+ return;
310
+ this.context.physics.engine?.removeBody(this);
311
+ const mesh = new Mesh();
312
+ for (const r of res) {
313
+ if (r && this.activeAndEnabled) {
314
+ mesh.geometry = r;
315
+ this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
316
+ }
317
+ }
318
+ });
319
+ }
320
+ else {
321
+ if (isDevEnvironment() || getParam("showcolliders")) {
322
+ console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
323
+ }
324
+ }
325
+ }
326
+ }
327
+ }
328
+ __decorate([
329
+ serializable(Mesh)
330
+ ], MeshCollider.prototype, "sharedMesh", void 0);
331
+ __decorate([
332
+ serializable()
333
+ ], MeshCollider.prototype, "convex", void 0);
334
+ /**
335
+ * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
336
+ * Ideal for character controllers and objects that need a rounded collision shape.
337
+ * @category Physics
338
+ * @group Components
339
+ */
340
+ export class CapsuleCollider extends Collider {
341
+ /**
342
+ * The center position of the capsule collider relative to the transform's position.
343
+ */
344
+ center = new Vector3(0, 0, 0);
345
+ /**
346
+ * The radius of the capsule's cylindrical body and hemispherical ends.
347
+ */
348
+ radius = .5;
349
+ /**
350
+ * The total height of the capsule including both hemispherical ends.
351
+ */
352
+ height = 2;
353
+ /**
354
+ * Registers the capsule collider with the physics engine.
355
+ */
356
+ onEnable() {
357
+ super.onEnable();
358
+ this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
359
+ }
360
+ }
361
+ __decorate([
362
+ serializable(Vector3)
363
+ ], CapsuleCollider.prototype, "center", void 0);
364
+ __decorate([
365
+ serializable()
366
+ ], CapsuleCollider.prototype, "radius", void 0);
367
+ __decorate([
368
+ serializable()
369
+ ], CapsuleCollider.prototype, "height", void 0);
370
370
  //# sourceMappingURL=Collider.js.map