@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
@@ -1,880 +1,880 @@
1
- import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
-
3
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
4
- import { AssetReference } from "../../engine/engine_addressables.js";
5
- import { Context } from "../../engine/engine_context.js";
6
- import { destroy, instantiate } from "../../engine/engine_gameobject.js";
7
- import { InputEventQueue, NEPointerEvent } from "../../engine/engine_input.js";
8
- import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
9
- import type { IComponent, IGameObject } from "../../engine/engine_types.js";
10
- import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
11
- import { NeedleXRController, type NeedleXREventArgs, type NeedleXRHitTestResult, NeedleXRSession } from "../../engine/engine_xr.js";
12
- import { Behaviour, GameObject } from "../Component.js";
13
-
14
- // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
15
-
16
- const debug = getParam("debugwebxr");
17
-
18
- const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
19
-
20
-
21
- /**
22
- * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
23
- * It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
24
- * @example
25
- * ```ts
26
- * WebARSessionRoot.onPlaced((args) => {
27
- * console.log("Scene has been placed in AR");
28
- * });
29
- * ```
30
- *
31
- * @category XR
32
- * @group Components
33
- */
34
- export class WebARSessionRoot extends Behaviour {
35
-
36
- private static _eventListeners: { [key: string]: Array<(args: { instance: WebARSessionRoot }) => void> } = {};
37
- /**
38
- * Event that is called when the scene has been placed in AR.
39
- * @param cb the callback that is called when the scene has been placed
40
- * @returns a function to remove the event listener
41
- */
42
- static onPlaced(cb: (args: { instance: WebARSessionRoot }) => void) {
43
- const event = "placed";
44
- if (!this._eventListeners[event]) this._eventListeners[event] = [];
45
- this._eventListeners[event].push(cb);
46
- return () => {
47
- const index = this._eventListeners[event].indexOf(cb);
48
- if (index >= 0) this._eventListeners[event].splice(index, 1);
49
- }
50
- }
51
-
52
- private static _hasPlaced: boolean = false;
53
- /**
54
- * @returns true if the scene has been placed in AR by the user or automatic placement
55
- */
56
- static get hasPlaced(): boolean {
57
- return this._hasPlaced;
58
- }
59
-
60
-
61
- /** The scale of the user in AR.
62
- * **NOTE**: a large value makes the scene appear smaller
63
- * @default 1
64
- */
65
- get arScale(): number {
66
- return this._arScale;
67
- }
68
- set arScale(val: number) {
69
- this._arScale = Math.max(0.000001, val);
70
- this.onSetScale();
71
- }
72
- private _arScale: number = 1;
73
-
74
- /** When enabled the placed scene forward direction will towards the XRRig
75
- * @deprecated
76
- * @default false
77
- */
78
- invertForward: boolean = false;
79
-
80
- /** When assigned this asset will be loaded and visualize the placement while in AR
81
- * @default null
82
- */
83
- customReticle?: AssetReference;
84
-
85
- /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
86
- * @default true
87
- */
88
- arTouchTransform: boolean = true;
89
-
90
- /** When enabled the scene will be placed automatically when a point in the real world is found
91
- * @default false
92
- */
93
- autoPlace: boolean = false;
94
-
95
- /** When enabled the scene center will be automatically calculated from the content in the scene */
96
- autoCenter: boolean = false;
97
-
98
- /** Experimental: When enabled we will create a XR anchor for the scene placement
99
- * and make sure the scene is at that anchored point during a XR session
100
- * @default false
101
- **/
102
- useXRAnchor: boolean = false;
103
-
104
- /** true if we're currently placing the scene */
105
- private _isPlacing = true;
106
-
107
- /** This is the world matrix of the ar session root when entering webxr
108
- * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
109
- */
110
- private readonly _startOffset: Matrix4 = new Matrix4();
111
-
112
- private _createdPlacementObject: Object3D | null = null;
113
- private readonly _reparentedComponents: Array<{ comp: IComponent, originalObject: IGameObject }> = [];
114
-
115
- // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
116
- // e.g. we want the avatar to still be updated while placing
117
- // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
118
- private readonly _placementScene: Scene = new Scene();
119
-
120
- /** the reticles used for placement */
121
- private readonly _reticle: IGameObject[] = [];
122
- /** needs to be in sync with the reticles */
123
- private readonly _hits: XRHitTestResult[] = [];
124
-
125
- private _placementStartTime: number = -1;
126
- private _rigPlacementMatrix?: Matrix4;
127
- /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
128
- private _anchor: XRAnchor | null = null;
129
- /** user input is used for ar touch transform */
130
- private userInput?: WebXRSessionRootUserInput;
131
-
132
- onEnable(): void {
133
- this.customReticle?.preload();
134
- }
135
-
136
- supportsXR(mode: XRSessionMode): boolean {
137
- return mode === "immersive-ar";
138
- }
139
-
140
- onEnterXR(_args: NeedleXREventArgs): void {
141
- if (debug) console.log("ENTER WEBXR: SessionRoot start...");
142
-
143
- this._anchor = null;
144
- WebARSessionRoot._hasPlaced = false;
145
-
146
- // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
147
- // console.warn("Image tracking is enabled - will not place scene");
148
- // return;
149
- // }
150
-
151
- // save the transform of the session root in the scene to apply it when placing the scene
152
- this.gameObject.updateMatrixWorld();
153
- this._startOffset.copy(this.gameObject.matrixWorld);
154
-
155
- // create a new root object for the session placement scripts
156
- // and move all the children in the scene in a temporary scene that is not rendered
157
- const rootObject = new Object3D();
158
- this._createdPlacementObject = rootObject;
159
- rootObject.name = "AR Session Root";
160
- this._placementScene.name = "AR Placement Scene";
161
- this._placementScene.children.length = 0;
162
- for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
163
- const ch = this.context.scene.children[i];
164
- this._placementScene.add(ch);
165
- }
166
- this.context.scene.add(rootObject);
167
-
168
- if (this.autoCenter) {
169
- const bounds = getBoundingBox(this._placementScene.children);
170
- const center = bounds.getCenter(new Vector3());
171
- const size = bounds.getSize(new Vector3());
172
- const matrix = new Matrix4();
173
- matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
174
- this._startOffset.multiply(matrix);
175
- }
176
-
177
- // reparent components
178
- // save which gameobject the sessionroot component was previously attached to
179
- this._reparentedComponents.length = 0;
180
- this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
181
- GameObject.addComponent(rootObject, this);
182
- // const webXR = GameObject.findObjectOfType(WebXR2);
183
- // if (webXR) {
184
- // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
185
- // GameObject.addComponent(rootObject, webXR);
186
- // const playerSync = GameObject.findObjectOfType(XRFlag);
187
- // }
188
-
189
- // recreate the reticle every time we enter AR
190
- for (const ret of this._reticle) {
191
- destroy(ret);
192
- }
193
- this._reticle.length = 0;
194
- this._isPlacing = true;
195
- // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
196
- this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
197
- }
198
- onLeaveXR() {
199
- // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
200
- this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
201
- this.onRevertSceneChanges();
202
- // this._anchor?.delete();
203
- this._anchor = null;
204
- WebARSessionRoot._hasPlaced = false;
205
- this._rigPlacementMatrix = undefined;
206
- }
207
- onUpdateXR(args: NeedleXREventArgs): void {
208
-
209
- // disable session placement while images are being tracked
210
- if (args.xr.isTrackingImages) {
211
- for (const ret of this._reticle)
212
- ret.visible = false;
213
- return;
214
- }
215
-
216
- if (this._isPlacing) {
217
- const rigObject = args.xr.rig?.gameObject;
218
- // the rig should be parented to the scene while placing
219
- // since the camera is always parented to the rig this ensures that the camera is always rendering
220
- if (rigObject && rigObject.parent !== this.context.scene) {
221
- this.context.scene.add(rigObject);
222
- }
223
-
224
- // in pass through mode we want to place the scene using an XR controller
225
- let controllersDidHit = false;
226
- // when auto placing we just use the user's view
227
- if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
228
- for (const ctrl of args.xr.controllers) {
229
- // with this we can only place with the left / first controller right now
230
- // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
231
- // and then place at the reticle for which the user clicked the place button
232
- const hit = ctrl.getHitTest();
233
- if (hit) {
234
- controllersDidHit = true;
235
- this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
236
- }
237
- }
238
- }
239
- // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
240
- if (!controllersDidHit) {
241
- const hit = args.xr.getHitTest();
242
- if (hit) {
243
- this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
244
- }
245
- }
246
-
247
- }
248
- else {
249
- // Update anchors, if any
250
- if (this._anchor && args.xr.referenceSpace) {
251
- const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
252
- if (pose && this.context.time.frame % 20 === 0) {
253
- // apply the anchor pose to one of the reticles
254
- const converted = args.xr.convertSpace(pose.transform);
255
- const reticle = this._reticle[0];
256
- if (reticle) {
257
- reticle.position.copy(converted.position);
258
- reticle.quaternion.copy(converted.quaternion);
259
- this.onApplyPose(reticle);
260
- }
261
- }
262
- }
263
-
264
- // Scene has been placed
265
- if (this.arTouchTransform) {
266
- if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
267
- this.userInput?.enable();
268
- }
269
- else this.userInput?.disable();
270
- if (this.arTouchTransform && this.userInput?.hasChanged) {
271
- if (args.xr.rig) {
272
- const rig = args.xr.rig.gameObject;
273
- this.userInput.applyMatrixTo(rig.matrix, true);
274
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
275
- // if the rig is scaled large we want the drag touch to be faster
276
- this.userInput.factor = rig.scale.x;
277
- }
278
- this.userInput.reset();
279
- }
280
- }
281
- }
282
-
283
- private updateReticleAndHits(_xr: NeedleXRSession, i: number, hit: NeedleXRHitTestResult, scale: number) {
284
- // save the hit test
285
- this._hits[i] = hit.hit;
286
- let reticle = this._reticle[i];
287
- if (!reticle) {
288
- if (this.customReticle) {
289
- if (this.customReticle.asset) {
290
- reticle = instantiate(this.customReticle.asset);
291
- }
292
- else {
293
- this.customReticle.loadAssetAsync();
294
- return;
295
- }
296
- }
297
- else {
298
- reticle = new Mesh(
299
- new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
300
- new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee })
301
- ) as any as IGameObject;
302
- reticle.name = "AR Placement Reticle";
303
- }
304
- if (debug) {
305
- const axes = new AxesHelper(1);
306
- axes.position.y += .01;
307
- reticle.add(axes);
308
- }
309
- this._reticle[i] = reticle;
310
- reticle.matrixAutoUpdate = false;
311
- reticle.visible = false;
312
- }
313
- reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
314
- reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
315
- // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
316
- // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
317
-
318
- // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
319
- // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
320
- reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
321
- reticle["lastPos"].copy(reticle.position);
322
- reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
323
- reticle["lastQuat"].copy(reticle.quaternion);
324
-
325
- // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
326
- // scale *= this.customReticle?.asset?.scale?.x || 1;
327
- reticle.scale.set(scale, scale, scale);
328
-
329
- // if (this.invertForward) {
330
- // reticle.rotateY(Math.PI);
331
- // }
332
-
333
- // Workaround: For a custom reticle we apply the view based transform during placement preview
334
- // See NE-4161 for context
335
- if (this.customReticle)
336
- this.applyViewBasedTransform(reticle);
337
-
338
- reticle.updateMatrix();
339
- reticle.visible = true;
340
- if (reticle.parent !== this.context.scene)
341
- this.context.scene.add(reticle);
342
-
343
- if (this._placementStartTime < 0) {
344
- this._placementStartTime = this.context.time.realtimeSinceStartup;
345
- }
346
-
347
- if (this.autoPlace) {
348
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
349
- const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
350
- if (isUp) {
351
- // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
352
- let autoplace_timer = reticle["autoplace:timer"] || 0;
353
- if (autoplace_timer >= 1) {
354
- reticle.visible = false;
355
- this.onPlaceScene(null);
356
- }
357
- else {
358
- autoplace_timer += this.context.time.deltaTime;
359
- reticle["autoplace:timer"] = autoplace_timer;
360
- }
361
- }
362
- else {
363
- reticle["autoplace:timer"] = 0;
364
- }
365
- }
366
- }
367
-
368
- private onPlaceScene = (evt: NEPointerEvent | null) => {
369
- if (this._isPlacing == false) return;
370
- if (evt?.used) return;
371
-
372
- let reticle: IGameObject | undefined = this._reticle[0];
373
-
374
- if (!reticle) {
375
- console.warn("No reticle to place...");
376
- return;
377
- }
378
-
379
- if (!reticle.visible && !this.autoPlace) {
380
- console.warn("Reticle is not visible (can not place)");
381
- return;
382
- }
383
-
384
- if (NeedleXRSession.active?.isTrackingImages) {
385
- console.warn("Scene Placement is disabled while images are being tracked");
386
- return;
387
- }
388
-
389
- let hit = this._hits[0];
390
-
391
- if (evt && evt.origin instanceof NeedleXRController) {
392
- // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
393
- const controllerReticle = this._reticle[evt.origin.index];
394
- if (controllerReticle) {
395
- reticle = controllerReticle;
396
- hit = this._hits[evt.origin.index];
397
- }
398
- }
399
-
400
- // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
401
- if (evt) {
402
- evt.stopImmediatePropagation();
403
- evt.stopPropagation();
404
- evt.use();
405
- }
406
-
407
- this._isPlacing = false;
408
- this.context.input.removeEventListener("pointerup", this.onPlaceScene);
409
-
410
- this.onRevertSceneChanges();
411
-
412
- // TODO: we should probably use the non-lerped position and quaternion here
413
- reticle.position.copy(reticle["lastPos"]);
414
- reticle.quaternion.copy(reticle["lastQuat"]);
415
-
416
- this.onApplyPose(reticle);
417
- WebARSessionRoot._hasPlaced = true;
418
-
419
- if (this.useXRAnchor) {
420
- this.onCreateAnchor(NeedleXRSession.active!, hit);
421
- }
422
-
423
- if (this.context.xr) {
424
- for (const ctrl of this.context.xr.controllers) {
425
- ctrl.cancelHitTestSource();
426
- }
427
- }
428
- }
429
-
430
- private onSetScale() {
431
- if (!WebARSessionRoot._hasPlaced) return;
432
- const rig = NeedleXRSession.active?.rig?.gameObject;
433
- if (rig) {
434
- const currentScale = NeedleXRSession.active?.rigScale || 1;
435
- const newScale = (1 / this._arScale) * currentScale;
436
- const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
437
- rig.matrix.premultiply(scaleMatrix);
438
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
439
- }
440
- }
441
-
442
- private onRevertSceneChanges() {
443
- for (const ret of this._reticle) {
444
- if (!ret) continue;
445
- ret.visible = false;
446
- ret?.removeFromParent();
447
- }
448
- this._reticle.length = 0;
449
-
450
- for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
451
- const ch = this._placementScene.children[i];
452
- this.context.scene.add(ch);
453
- }
454
- this._createdPlacementObject?.removeFromParent();
455
-
456
- for (const reparented of this._reparentedComponents) {
457
- GameObject.addComponent(reparented.originalObject, reparented.comp);
458
- }
459
- }
460
-
461
- private async onCreateAnchor(session: NeedleXRSession, hit: XRHitTestResult) {
462
- if (hit.createAnchor === undefined) {
463
- console.warn("Hit does not support creating an anchor", hit);
464
- if (isDevEnvironment()) showBalloonWarning("Hit does not support creating an anchor");
465
- return;
466
- }
467
- else {
468
- const anchor = await hit.createAnchor(session.viewerPose!.transform);
469
- // make sure the session is still active
470
- if (session.running && anchor) {
471
- this._anchor = anchor;
472
- }
473
- }
474
- }
475
-
476
- private upVec: Vector3 = new Vector3(0, 1, 0);
477
- private lookPoint: Vector3 = new Vector3();
478
- private worldUpVec: Vector3 = new Vector3(0, 1, 0);
479
-
480
- private applyViewBasedTransform(reticle: Object3D) {
481
-
482
- // Make reticle face the user to unify the placement experience across devices.
483
- // The pose that we're receiving from the hit test varies between devices:
484
- // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
485
- // - Android WebXR: looking at the camera, but pretty random when on a wall
486
- // - Mozilla WebXR Viewer: aligned to the start of the session
487
- const camGo = this.context.mainCamera as Object3D as GameObject;
488
- const reticleGo = reticle as GameObject;
489
- const camWP = camGo.worldPosition;
490
- const reticleWp = reticleGo.worldPosition;
491
-
492
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
493
-
494
- // upVec may be pointing AWAY from us, we have to flip it if that's the case
495
- const camPos = camGo.worldPosition;
496
- if (camPos) {
497
- const camToReticle = reticle.position.clone().sub(camPos);
498
- const angle = camToReticle.angleTo(this.upVec);
499
- if (angle < Math.PI / 2) {
500
- this.upVec.negate();
501
- }
502
- }
503
-
504
- const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
505
- // For debugging look angle for AR placement
506
- // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
507
- // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
508
-
509
- const angleForWallPlacement = 30;
510
- if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
511
- (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
512
-
513
- this.lookPoint.copy(reticle.position).add(this.upVec);
514
- this.lookPoint.y = reticle.position.y;
515
- reticle.lookAt(this.lookPoint);
516
- }
517
- else {
518
- camWP.y = reticleWp.y;
519
- reticle.lookAt(camWP);
520
- }
521
-
522
- // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
523
- // Currently, doing this leads to wrong placement of the scene.
524
- /*
525
- const rigScale = NeedleXRSession.active?.rigScale || 1;
526
- const scale = distance * rigScale;
527
- reticle.scale.set(scale, scale, scale);
528
- */
529
- }
530
-
531
- private onApplyPose(reticle: Object3D) {
532
- const rigObject = NeedleXRSession.active?.rig?.gameObject;
533
- if (!rigObject) {
534
- console.warn("No rig object to place");
535
- return;
536
- }
537
- // const rigScale = NeedleXRSession.active?.rigScale || 1;
538
-
539
- // save the previous rig parent
540
- const previousParent = rigObject.parent || this.context.scene;
541
-
542
- // if we have placed this rig before and this is just "replacing" with the anchor
543
- // we need to make sure the XRRig attached to the reticle is at the same position as last time
544
- // since in the following code we move it inside the reticle (relative to the reticle)
545
- if (this._rigPlacementMatrix) {
546
- this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
547
- }
548
- else {
549
- this._rigPlacementMatrix = rigObject.matrix.clone();
550
- }
551
-
552
- this.applyViewBasedTransform(reticle);
553
- reticle.updateMatrix();
554
- // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
555
- this.context.scene.add(reticle);
556
- reticle.attach(rigObject);
557
- reticle.removeFromParent();
558
-
559
- // move rig now relative to the reticle
560
- // TODO support scaled reticle
561
- rigObject.scale.set(this.arScale, this.arScale, this.arScale);
562
- rigObject.position.multiplyScalar(this.arScale);
563
-
564
- rigObject.updateMatrix();
565
- // if invert forward is disabled we need to invert the forward rotation
566
- // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
567
- if (this.invertForward)
568
- rigObject.matrix.premultiply(invertForwardMatrix);
569
- rigObject.matrix.premultiply(this._startOffset);
570
-
571
- // apply the rig modifications and add it back to the previous parent
572
- rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
573
- previousParent.add(rigObject);
574
-
575
- }
576
- }
577
-
578
-
579
-
580
-
581
- class WebXRSessionRootUserInput {
582
- private static up = new Vector3(0, 1, 0);
583
- private static zero = new Vector3(0, 0, 0);
584
- private static one = new Vector3(1, 1, 1);
585
-
586
- oneFingerDrag: boolean = true;
587
- twoFingerRotate: boolean = true;
588
- twoFingerScale: boolean = true;
589
-
590
- factor: number = 1;
591
-
592
- readonly context: Context;
593
- readonly offset: Matrix4;
594
- readonly plane: Plane;
595
-
596
- private _scale: number = 1;
597
- private _hasChanged: boolean = false;
598
-
599
- get scale() {
600
- return this._scale;
601
- }
602
-
603
- // readonly translate: Vector3 = new Vector3();
604
- // readonly rotation: Quaternion = new Quaternion();
605
- // readonly scale: Vector3 = new Vector3(1, 1, 1);
606
-
607
- constructor(context: Context) {
608
- this.context = context;
609
- this.offset = new Matrix4()
610
- this.plane = new Plane();
611
- this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
612
- }
613
-
614
- private _enabled: boolean = false;
615
-
616
- reset() {
617
- this._scale = 1;
618
- this.offset.identity();
619
- this._hasChanged = true;
620
- }
621
- get hasChanged() { return this._hasChanged; }
622
-
623
- /**
624
- * Applies the matrix to the offset matrix
625
- * @param matrix the matrix to apply the drag offset to
626
- * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
627
- */
628
- applyMatrixTo(matrix: Matrix4, invert: boolean) {
629
- this._hasChanged = false;
630
- if (invert) {
631
- this.offset.invert();
632
- matrix.premultiply(this.offset);
633
- }
634
- else
635
- matrix.multiply(this.offset);
636
- // if (this._needsUpdate)
637
- // this.updateMatrix();
638
- // matrix.premultiply(this._rotationMatrix);
639
- // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
640
- }
641
-
642
-
643
- private readonly currentlyUsedPointerIds = new Set<number>();
644
- private readonly currentlyUnusedPointerIds = new Set<number>();
645
- get isActive() {
646
- return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
647
- }
648
-
649
- enable() {
650
- if (this._enabled) return;
651
- this._enabled = true;
652
-
653
- this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
654
- this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
655
- this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
656
-
657
- // TODO: refactor the following events to use the input system
658
- window.addEventListener('touchstart', this.touchStart, { passive: false });
659
- window.addEventListener('touchmove', this.touchMove, { passive: false });
660
- window.addEventListener('touchend', this.touchEnd, { passive: false });
661
- }
662
- disable() {
663
- if (!this._enabled) return;
664
- this._enabled = false;
665
-
666
- this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
667
- this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
668
- this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
669
-
670
- window.removeEventListener('touchstart', this.touchStart);
671
- window.removeEventListener('touchmove', this.touchMove);
672
- window.removeEventListener('touchend', this.touchEnd);
673
- }
674
-
675
- private onPointerDownEarly = (e: NEPointerEvent) => {
676
- if (this.isActive) e.stopPropagation();
677
- };
678
- private onPointerDownLate = (e: NEPointerEvent) => {
679
- if (e.used) this.currentlyUsedPointerIds.add(e.pointerId);
680
- else if (this.currentlyUsedPointerIds.size <= 0) this.currentlyUnusedPointerIds.add(e.pointerId);
681
- };
682
- private onPointerUpEarly = (e: NEPointerEvent) => {
683
- this.currentlyUsedPointerIds.delete(e.pointerId);
684
- this.currentlyUnusedPointerIds.delete(e.pointerId);
685
- };
686
-
687
- // private _needsUpdate: boolean = true;
688
- // private _rotationMatrix: Matrix4 = new Matrix4();
689
- // private updateMatrix() {
690
- // this._needsUpdate = false;
691
- // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
692
- // this.offset.compose(this.translate, new Quaternion(), this.scale);
693
- // // const rot = this._tempMatrix.makeRotationY(this.angle);
694
- // // this.translate.applyMatrix4(rot);
695
- // // this.offset.elements[12] = this.translate.x;
696
- // // this.offset.elements[13] = this.translate.y;
697
- // // this.offset.elements[14] = this.translate.z;
698
- // // this.offset.premultiply(rot);
699
- // // const s = this.scale;
700
- // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
701
- // }
702
-
703
- private prev: Map<number, { ignore: boolean, x: number, z: number, screenx: number, screeny: number }> = new Map();
704
- private _didMultitouch: boolean = false;
705
-
706
- private touchStart = (evt: TouchEvent) => {
707
- if (evt.defaultPrevented) return;
708
-
709
- // let isValidTouch = true;
710
- // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
711
- // if (!isValidTouch) {
712
- // return;
713
- // }
714
-
715
- for (let i = 0; i < evt.changedTouches.length; i++) {
716
- const touch = evt.changedTouches[i];
717
- // if a user starts swiping in the top area of the screen
718
- // which might be a gesture to open the menu
719
- // we ignore it
720
- const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
721
- if (!this.prev.has(touch.identifier))
722
- this.prev.set(touch.identifier, {
723
- ignore,
724
- x: 0,
725
- z: 0,
726
- screenx: 0,
727
- screeny: 0,
728
- });
729
- const prev = this.prev.get(touch.identifier);
730
- if (prev) {
731
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
732
- prev.x = pos.x;
733
- prev.z = pos.z;
734
- prev.screenx = touch.clientX;
735
- prev.screeny = touch.clientY;
736
- }
737
- }
738
- }
739
- private touchEnd = (evt: TouchEvent) => {
740
- if (evt.touches.length <= 0) {
741
- this._didMultitouch = false;
742
- }
743
- for (let i = 0; i < evt.changedTouches.length; i++) {
744
- const touch = evt.changedTouches[i];
745
- this.prev.delete(touch.identifier);
746
- }
747
- }
748
- private touchMove = (evt: TouchEvent) => {
749
- if (evt.defaultPrevented) return;
750
- if (!this.isActive) return;
751
-
752
- if (evt.touches.length === 1) {
753
- // if we had multiple touches before due to e.g. pinching / rotating
754
- // and stopping one of the touches, we don't want to move the scene suddenly
755
- // this will be resettet when all touches stop
756
- if (this._didMultitouch) {
757
- return;
758
- }
759
- const touch = evt.touches[0];
760
- const prev = this.prev.get(touch.identifier);
761
- if (!prev || prev.ignore) return;
762
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
763
- const dx = pos.x - prev.x;
764
- const dy = pos.z - prev.z;
765
- if (dx === 0 && dy === 0) return;
766
- if (this.oneFingerDrag)
767
- this.addMovement(dx, dy);
768
- prev.x = pos.x;
769
- prev.z = pos.z;
770
- prev.screenx = touch.clientX;
771
- prev.screeny = touch.clientY;
772
- return;
773
- }
774
- else if (evt.touches.length === 2) {
775
- this._didMultitouch = true;
776
- const touch1 = evt.touches[0];
777
- const touch2 = evt.touches[1];
778
- const prev1 = this.prev.get(touch1.identifier);
779
- const prev2 = this.prev.get(touch2.identifier);
780
- if (!prev1 || !prev2) return;
781
-
782
- if (this.twoFingerRotate) {
783
- const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
784
- const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
785
- const angleDiff = angle1 - lastAngle;
786
- if (Math.abs(angleDiff) > 0.001) {
787
- this.addRotation(angleDiff);
788
- }
789
- }
790
-
791
- if (this.twoFingerScale) {
792
- const distx = touch1.clientX - touch2.clientX;
793
- const disty = touch1.clientY - touch2.clientY;
794
- const dist = Math.sqrt(distx * distx + disty * disty);
795
- const lastDistx = prev1.screenx - prev2.screenx;
796
- const lastDisty = prev1.screeny - prev2.screeny;
797
- const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
798
- const distDiff = dist - lastDist;
799
- if (Math.abs(distDiff) > 2) {
800
- this.addScale(distDiff)
801
- }
802
- }
803
-
804
- prev1.screenx = touch1.clientX;
805
- prev1.screeny = touch1.clientY;
806
- prev2.screenx = touch2.clientX;
807
- prev2.screeny = touch2.clientY;
808
- }
809
- }
810
-
811
- private readonly _raycaster: Raycaster = new Raycaster();
812
- private readonly _intersection: Vector3 = new Vector3();
813
- private readonly _screenPos: Vector3 = new Vector3();
814
-
815
- private getPositionOnPlane(tx: number, ty: number): Vector3 {
816
- const camera = this.context.mainCamera!;
817
- this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
818
- this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
819
- this._screenPos.z = 1;
820
-
821
- this._screenPos.unproject(camera);
822
- this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
823
- this._raycaster.ray.intersectPlane(this.plane, this._intersection);
824
- return this._intersection;
825
- }
826
-
827
- private addMovement(dx: number, dz: number) {
828
- // this.translate.x -= dx;
829
- // this.translate.z -= dz;
830
- // this._needsUpdate = true;
831
- // return
832
-
833
- // increase diff if the scene is scaled small
834
- dx /= this._scale;
835
- dz /= this._scale;
836
-
837
- dx *= this.factor;
838
- dz *= this.factor;
839
-
840
- // apply it
841
- this.offset.elements[12] += dx;
842
- this.offset.elements[14] += dz;
843
- if (dx !== 0 || dz !== 0)
844
- this._hasChanged = true;
845
- };
846
-
847
- private readonly _tempMatrix: Matrix4 = new Matrix4();
848
-
849
- private addScale(diff: number) {
850
- diff /= window.innerWidth
851
- diff *= -1;
852
-
853
- // this.scale.x *= 1 + diff;
854
- // this.scale.y *= 1 + diff;
855
- // this.scale.z *= 1 + diff;
856
- // this._needsUpdate = true;
857
- // return;
858
-
859
-
860
- // we use this factor to modify the translation factor (in apply movement)
861
- this._scale *= 1 + diff;
862
- // apply the scale
863
- this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
864
- this.offset.premultiply(this._tempMatrix);
865
- if (diff !== 0)
866
- this._hasChanged = true;
867
- }
868
-
869
-
870
- private addRotation(rot: number) {
871
- rot *= -1;
872
- // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
873
- // this._needsUpdate = true;
874
- // return;
875
- this._tempMatrix.makeRotationY(rot);
876
- this.offset.premultiply(this._tempMatrix);
877
- if (rot !== 0)
878
- this._hasChanged = true;
879
- }
880
- }
1
+ import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
4
+ import { AssetReference } from "../../engine/engine_addressables.js";
5
+ import { Context } from "../../engine/engine_context.js";
6
+ import { destroy, instantiate } from "../../engine/engine_gameobject.js";
7
+ import { InputEventQueue, NEPointerEvent } from "../../engine/engine_input.js";
8
+ import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
9
+ import type { IComponent, IGameObject } from "../../engine/engine_types.js";
10
+ import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
11
+ import { NeedleXRController, type NeedleXREventArgs, type NeedleXRHitTestResult, NeedleXRSession } from "../../engine/engine_xr.js";
12
+ import { Behaviour, GameObject } from "../Component.js";
13
+
14
+ // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
15
+
16
+ const debug = getParam("debugwebxr");
17
+
18
+ const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
19
+
20
+
21
+ /**
22
+ * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
23
+ * It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
24
+ * @example
25
+ * ```ts
26
+ * WebARSessionRoot.onPlaced((args) => {
27
+ * console.log("Scene has been placed in AR");
28
+ * });
29
+ * ```
30
+ *
31
+ * @category XR
32
+ * @group Components
33
+ */
34
+ export class WebARSessionRoot extends Behaviour {
35
+
36
+ private static _eventListeners: { [key: string]: Array<(args: { instance: WebARSessionRoot }) => void> } = {};
37
+ /**
38
+ * Event that is called when the scene has been placed in AR.
39
+ * @param cb the callback that is called when the scene has been placed
40
+ * @returns a function to remove the event listener
41
+ */
42
+ static onPlaced(cb: (args: { instance: WebARSessionRoot }) => void) {
43
+ const event = "placed";
44
+ if (!this._eventListeners[event]) this._eventListeners[event] = [];
45
+ this._eventListeners[event].push(cb);
46
+ return () => {
47
+ const index = this._eventListeners[event].indexOf(cb);
48
+ if (index >= 0) this._eventListeners[event].splice(index, 1);
49
+ }
50
+ }
51
+
52
+ private static _hasPlaced: boolean = false;
53
+ /**
54
+ * @returns true if the scene has been placed in AR by the user or automatic placement
55
+ */
56
+ static get hasPlaced(): boolean {
57
+ return this._hasPlaced;
58
+ }
59
+
60
+
61
+ /** The scale of the user in AR.
62
+ * **NOTE**: a large value makes the scene appear smaller
63
+ * @default 1
64
+ */
65
+ get arScale(): number {
66
+ return this._arScale;
67
+ }
68
+ set arScale(val: number) {
69
+ this._arScale = Math.max(0.000001, val);
70
+ this.onSetScale();
71
+ }
72
+ private _arScale: number = 1;
73
+
74
+ /** When enabled the placed scene forward direction will towards the XRRig
75
+ * @deprecated
76
+ * @default false
77
+ */
78
+ invertForward: boolean = false;
79
+
80
+ /** When assigned this asset will be loaded and visualize the placement while in AR
81
+ * @default null
82
+ */
83
+ customReticle?: AssetReference;
84
+
85
+ /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
86
+ * @default true
87
+ */
88
+ arTouchTransform: boolean = true;
89
+
90
+ /** When enabled the scene will be placed automatically when a point in the real world is found
91
+ * @default false
92
+ */
93
+ autoPlace: boolean = false;
94
+
95
+ /** When enabled the scene center will be automatically calculated from the content in the scene */
96
+ autoCenter: boolean = false;
97
+
98
+ /** Experimental: When enabled we will create a XR anchor for the scene placement
99
+ * and make sure the scene is at that anchored point during a XR session
100
+ * @default false
101
+ **/
102
+ useXRAnchor: boolean = false;
103
+
104
+ /** true if we're currently placing the scene */
105
+ private _isPlacing = true;
106
+
107
+ /** This is the world matrix of the ar session root when entering webxr
108
+ * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
109
+ */
110
+ private readonly _startOffset: Matrix4 = new Matrix4();
111
+
112
+ private _createdPlacementObject: Object3D | null = null;
113
+ private readonly _reparentedComponents: Array<{ comp: IComponent, originalObject: IGameObject }> = [];
114
+
115
+ // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
116
+ // e.g. we want the avatar to still be updated while placing
117
+ // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
118
+ private readonly _placementScene: Scene = new Scene();
119
+
120
+ /** the reticles used for placement */
121
+ private readonly _reticle: IGameObject[] = [];
122
+ /** needs to be in sync with the reticles */
123
+ private readonly _hits: XRHitTestResult[] = [];
124
+
125
+ private _placementStartTime: number = -1;
126
+ private _rigPlacementMatrix?: Matrix4;
127
+ /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
128
+ private _anchor: XRAnchor | null = null;
129
+ /** user input is used for ar touch transform */
130
+ private userInput?: WebXRSessionRootUserInput;
131
+
132
+ onEnable(): void {
133
+ this.customReticle?.preload();
134
+ }
135
+
136
+ supportsXR(mode: XRSessionMode): boolean {
137
+ return mode === "immersive-ar";
138
+ }
139
+
140
+ onEnterXR(_args: NeedleXREventArgs): void {
141
+ if (debug) console.log("ENTER WEBXR: SessionRoot start...");
142
+
143
+ this._anchor = null;
144
+ WebARSessionRoot._hasPlaced = false;
145
+
146
+ // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
147
+ // console.warn("Image tracking is enabled - will not place scene");
148
+ // return;
149
+ // }
150
+
151
+ // save the transform of the session root in the scene to apply it when placing the scene
152
+ this.gameObject.updateMatrixWorld();
153
+ this._startOffset.copy(this.gameObject.matrixWorld);
154
+
155
+ // create a new root object for the session placement scripts
156
+ // and move all the children in the scene in a temporary scene that is not rendered
157
+ const rootObject = new Object3D();
158
+ this._createdPlacementObject = rootObject;
159
+ rootObject.name = "AR Session Root";
160
+ this._placementScene.name = "AR Placement Scene";
161
+ this._placementScene.children.length = 0;
162
+ for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
163
+ const ch = this.context.scene.children[i];
164
+ this._placementScene.add(ch);
165
+ }
166
+ this.context.scene.add(rootObject);
167
+
168
+ if (this.autoCenter) {
169
+ const bounds = getBoundingBox(this._placementScene.children);
170
+ const center = bounds.getCenter(new Vector3());
171
+ const size = bounds.getSize(new Vector3());
172
+ const matrix = new Matrix4();
173
+ matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
174
+ this._startOffset.multiply(matrix);
175
+ }
176
+
177
+ // reparent components
178
+ // save which gameobject the sessionroot component was previously attached to
179
+ this._reparentedComponents.length = 0;
180
+ this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
181
+ GameObject.addComponent(rootObject, this);
182
+ // const webXR = GameObject.findObjectOfType(WebXR2);
183
+ // if (webXR) {
184
+ // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
185
+ // GameObject.addComponent(rootObject, webXR);
186
+ // const playerSync = GameObject.findObjectOfType(XRFlag);
187
+ // }
188
+
189
+ // recreate the reticle every time we enter AR
190
+ for (const ret of this._reticle) {
191
+ destroy(ret);
192
+ }
193
+ this._reticle.length = 0;
194
+ this._isPlacing = true;
195
+ // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
196
+ this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
197
+ }
198
+ onLeaveXR() {
199
+ // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
200
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
201
+ this.onRevertSceneChanges();
202
+ // this._anchor?.delete();
203
+ this._anchor = null;
204
+ WebARSessionRoot._hasPlaced = false;
205
+ this._rigPlacementMatrix = undefined;
206
+ }
207
+ onUpdateXR(args: NeedleXREventArgs): void {
208
+
209
+ // disable session placement while images are being tracked
210
+ if (args.xr.isTrackingImages) {
211
+ for (const ret of this._reticle)
212
+ ret.visible = false;
213
+ return;
214
+ }
215
+
216
+ if (this._isPlacing) {
217
+ const rigObject = args.xr.rig?.gameObject;
218
+ // the rig should be parented to the scene while placing
219
+ // since the camera is always parented to the rig this ensures that the camera is always rendering
220
+ if (rigObject && rigObject.parent !== this.context.scene) {
221
+ this.context.scene.add(rigObject);
222
+ }
223
+
224
+ // in pass through mode we want to place the scene using an XR controller
225
+ let controllersDidHit = false;
226
+ // when auto placing we just use the user's view
227
+ if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
228
+ for (const ctrl of args.xr.controllers) {
229
+ // with this we can only place with the left / first controller right now
230
+ // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
231
+ // and then place at the reticle for which the user clicked the place button
232
+ const hit = ctrl.getHitTest();
233
+ if (hit) {
234
+ controllersDidHit = true;
235
+ this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
236
+ }
237
+ }
238
+ }
239
+ // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
240
+ if (!controllersDidHit) {
241
+ const hit = args.xr.getHitTest();
242
+ if (hit) {
243
+ this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
244
+ }
245
+ }
246
+
247
+ }
248
+ else {
249
+ // Update anchors, if any
250
+ if (this._anchor && args.xr.referenceSpace) {
251
+ const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
252
+ if (pose && this.context.time.frame % 20 === 0) {
253
+ // apply the anchor pose to one of the reticles
254
+ const converted = args.xr.convertSpace(pose.transform);
255
+ const reticle = this._reticle[0];
256
+ if (reticle) {
257
+ reticle.position.copy(converted.position);
258
+ reticle.quaternion.copy(converted.quaternion);
259
+ this.onApplyPose(reticle);
260
+ }
261
+ }
262
+ }
263
+
264
+ // Scene has been placed
265
+ if (this.arTouchTransform) {
266
+ if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
267
+ this.userInput?.enable();
268
+ }
269
+ else this.userInput?.disable();
270
+ if (this.arTouchTransform && this.userInput?.hasChanged) {
271
+ if (args.xr.rig) {
272
+ const rig = args.xr.rig.gameObject;
273
+ this.userInput.applyMatrixTo(rig.matrix, true);
274
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
275
+ // if the rig is scaled large we want the drag touch to be faster
276
+ this.userInput.factor = rig.scale.x;
277
+ }
278
+ this.userInput.reset();
279
+ }
280
+ }
281
+ }
282
+
283
+ private updateReticleAndHits(_xr: NeedleXRSession, i: number, hit: NeedleXRHitTestResult, scale: number) {
284
+ // save the hit test
285
+ this._hits[i] = hit.hit;
286
+ let reticle = this._reticle[i];
287
+ if (!reticle) {
288
+ if (this.customReticle) {
289
+ if (this.customReticle.asset) {
290
+ reticle = instantiate(this.customReticle.asset);
291
+ }
292
+ else {
293
+ this.customReticle.loadAssetAsync();
294
+ return;
295
+ }
296
+ }
297
+ else {
298
+ reticle = new Mesh(
299
+ new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
300
+ new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee })
301
+ ) as any as IGameObject;
302
+ reticle.name = "AR Placement Reticle";
303
+ }
304
+ if (debug) {
305
+ const axes = new AxesHelper(1);
306
+ axes.position.y += .01;
307
+ reticle.add(axes);
308
+ }
309
+ this._reticle[i] = reticle;
310
+ reticle.matrixAutoUpdate = false;
311
+ reticle.visible = false;
312
+ }
313
+ reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
314
+ reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
315
+ // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
316
+ // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
317
+
318
+ // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
319
+ // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
320
+ reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
321
+ reticle["lastPos"].copy(reticle.position);
322
+ reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
323
+ reticle["lastQuat"].copy(reticle.quaternion);
324
+
325
+ // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
326
+ // scale *= this.customReticle?.asset?.scale?.x || 1;
327
+ reticle.scale.set(scale, scale, scale);
328
+
329
+ // if (this.invertForward) {
330
+ // reticle.rotateY(Math.PI);
331
+ // }
332
+
333
+ // Workaround: For a custom reticle we apply the view based transform during placement preview
334
+ // See NE-4161 for context
335
+ if (this.customReticle)
336
+ this.applyViewBasedTransform(reticle);
337
+
338
+ reticle.updateMatrix();
339
+ reticle.visible = true;
340
+ if (reticle.parent !== this.context.scene)
341
+ this.context.scene.add(reticle);
342
+
343
+ if (this._placementStartTime < 0) {
344
+ this._placementStartTime = this.context.time.realtimeSinceStartup;
345
+ }
346
+
347
+ if (this.autoPlace) {
348
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
349
+ const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
350
+ if (isUp) {
351
+ // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
352
+ let autoplace_timer = reticle["autoplace:timer"] || 0;
353
+ if (autoplace_timer >= 1) {
354
+ reticle.visible = false;
355
+ this.onPlaceScene(null);
356
+ }
357
+ else {
358
+ autoplace_timer += this.context.time.deltaTime;
359
+ reticle["autoplace:timer"] = autoplace_timer;
360
+ }
361
+ }
362
+ else {
363
+ reticle["autoplace:timer"] = 0;
364
+ }
365
+ }
366
+ }
367
+
368
+ private onPlaceScene = (evt: NEPointerEvent | null) => {
369
+ if (this._isPlacing == false) return;
370
+ if (evt?.used) return;
371
+
372
+ let reticle: IGameObject | undefined = this._reticle[0];
373
+
374
+ if (!reticle) {
375
+ console.warn("No reticle to place...");
376
+ return;
377
+ }
378
+
379
+ if (!reticle.visible && !this.autoPlace) {
380
+ console.warn("Reticle is not visible (can not place)");
381
+ return;
382
+ }
383
+
384
+ if (NeedleXRSession.active?.isTrackingImages) {
385
+ console.warn("Scene Placement is disabled while images are being tracked");
386
+ return;
387
+ }
388
+
389
+ let hit = this._hits[0];
390
+
391
+ if (evt && evt.origin instanceof NeedleXRController) {
392
+ // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
393
+ const controllerReticle = this._reticle[evt.origin.index];
394
+ if (controllerReticle) {
395
+ reticle = controllerReticle;
396
+ hit = this._hits[evt.origin.index];
397
+ }
398
+ }
399
+
400
+ // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
401
+ if (evt) {
402
+ evt.stopImmediatePropagation();
403
+ evt.stopPropagation();
404
+ evt.use();
405
+ }
406
+
407
+ this._isPlacing = false;
408
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene);
409
+
410
+ this.onRevertSceneChanges();
411
+
412
+ // TODO: we should probably use the non-lerped position and quaternion here
413
+ reticle.position.copy(reticle["lastPos"]);
414
+ reticle.quaternion.copy(reticle["lastQuat"]);
415
+
416
+ this.onApplyPose(reticle);
417
+ WebARSessionRoot._hasPlaced = true;
418
+
419
+ if (this.useXRAnchor) {
420
+ this.onCreateAnchor(NeedleXRSession.active!, hit);
421
+ }
422
+
423
+ if (this.context.xr) {
424
+ for (const ctrl of this.context.xr.controllers) {
425
+ ctrl.cancelHitTestSource();
426
+ }
427
+ }
428
+ }
429
+
430
+ private onSetScale() {
431
+ if (!WebARSessionRoot._hasPlaced) return;
432
+ const rig = NeedleXRSession.active?.rig?.gameObject;
433
+ if (rig) {
434
+ const currentScale = NeedleXRSession.active?.rigScale || 1;
435
+ const newScale = (1 / this._arScale) * currentScale;
436
+ const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
437
+ rig.matrix.premultiply(scaleMatrix);
438
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
439
+ }
440
+ }
441
+
442
+ private onRevertSceneChanges() {
443
+ for (const ret of this._reticle) {
444
+ if (!ret) continue;
445
+ ret.visible = false;
446
+ ret?.removeFromParent();
447
+ }
448
+ this._reticle.length = 0;
449
+
450
+ for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
451
+ const ch = this._placementScene.children[i];
452
+ this.context.scene.add(ch);
453
+ }
454
+ this._createdPlacementObject?.removeFromParent();
455
+
456
+ for (const reparented of this._reparentedComponents) {
457
+ GameObject.addComponent(reparented.originalObject, reparented.comp);
458
+ }
459
+ }
460
+
461
+ private async onCreateAnchor(session: NeedleXRSession, hit: XRHitTestResult) {
462
+ if (hit.createAnchor === undefined) {
463
+ console.warn("Hit does not support creating an anchor", hit);
464
+ if (isDevEnvironment()) showBalloonWarning("Hit does not support creating an anchor");
465
+ return;
466
+ }
467
+ else {
468
+ const anchor = await hit.createAnchor(session.viewerPose!.transform);
469
+ // make sure the session is still active
470
+ if (session.running && anchor) {
471
+ this._anchor = anchor;
472
+ }
473
+ }
474
+ }
475
+
476
+ private upVec: Vector3 = new Vector3(0, 1, 0);
477
+ private lookPoint: Vector3 = new Vector3();
478
+ private worldUpVec: Vector3 = new Vector3(0, 1, 0);
479
+
480
+ private applyViewBasedTransform(reticle: Object3D) {
481
+
482
+ // Make reticle face the user to unify the placement experience across devices.
483
+ // The pose that we're receiving from the hit test varies between devices:
484
+ // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
485
+ // - Android WebXR: looking at the camera, but pretty random when on a wall
486
+ // - Mozilla WebXR Viewer: aligned to the start of the session
487
+ const camGo = this.context.mainCamera as Object3D as GameObject;
488
+ const reticleGo = reticle as GameObject;
489
+ const camWP = camGo.worldPosition;
490
+ const reticleWp = reticleGo.worldPosition;
491
+
492
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
493
+
494
+ // upVec may be pointing AWAY from us, we have to flip it if that's the case
495
+ const camPos = camGo.worldPosition;
496
+ if (camPos) {
497
+ const camToReticle = reticle.position.clone().sub(camPos);
498
+ const angle = camToReticle.angleTo(this.upVec);
499
+ if (angle < Math.PI / 2) {
500
+ this.upVec.negate();
501
+ }
502
+ }
503
+
504
+ const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
505
+ // For debugging look angle for AR placement
506
+ // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
507
+ // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
508
+
509
+ const angleForWallPlacement = 30;
510
+ if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
511
+ (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
512
+
513
+ this.lookPoint.copy(reticle.position).add(this.upVec);
514
+ this.lookPoint.y = reticle.position.y;
515
+ reticle.lookAt(this.lookPoint);
516
+ }
517
+ else {
518
+ camWP.y = reticleWp.y;
519
+ reticle.lookAt(camWP);
520
+ }
521
+
522
+ // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
523
+ // Currently, doing this leads to wrong placement of the scene.
524
+ /*
525
+ const rigScale = NeedleXRSession.active?.rigScale || 1;
526
+ const scale = distance * rigScale;
527
+ reticle.scale.set(scale, scale, scale);
528
+ */
529
+ }
530
+
531
+ private onApplyPose(reticle: Object3D) {
532
+ const rigObject = NeedleXRSession.active?.rig?.gameObject;
533
+ if (!rigObject) {
534
+ console.warn("No rig object to place");
535
+ return;
536
+ }
537
+ // const rigScale = NeedleXRSession.active?.rigScale || 1;
538
+
539
+ // save the previous rig parent
540
+ const previousParent = rigObject.parent || this.context.scene;
541
+
542
+ // if we have placed this rig before and this is just "replacing" with the anchor
543
+ // we need to make sure the XRRig attached to the reticle is at the same position as last time
544
+ // since in the following code we move it inside the reticle (relative to the reticle)
545
+ if (this._rigPlacementMatrix) {
546
+ this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
547
+ }
548
+ else {
549
+ this._rigPlacementMatrix = rigObject.matrix.clone();
550
+ }
551
+
552
+ this.applyViewBasedTransform(reticle);
553
+ reticle.updateMatrix();
554
+ // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
555
+ this.context.scene.add(reticle);
556
+ reticle.attach(rigObject);
557
+ reticle.removeFromParent();
558
+
559
+ // move rig now relative to the reticle
560
+ // TODO support scaled reticle
561
+ rigObject.scale.set(this.arScale, this.arScale, this.arScale);
562
+ rigObject.position.multiplyScalar(this.arScale);
563
+
564
+ rigObject.updateMatrix();
565
+ // if invert forward is disabled we need to invert the forward rotation
566
+ // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
567
+ if (this.invertForward)
568
+ rigObject.matrix.premultiply(invertForwardMatrix);
569
+ rigObject.matrix.premultiply(this._startOffset);
570
+
571
+ // apply the rig modifications and add it back to the previous parent
572
+ rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
573
+ previousParent.add(rigObject);
574
+
575
+ }
576
+ }
577
+
578
+
579
+
580
+
581
+ class WebXRSessionRootUserInput {
582
+ private static up = new Vector3(0, 1, 0);
583
+ private static zero = new Vector3(0, 0, 0);
584
+ private static one = new Vector3(1, 1, 1);
585
+
586
+ oneFingerDrag: boolean = true;
587
+ twoFingerRotate: boolean = true;
588
+ twoFingerScale: boolean = true;
589
+
590
+ factor: number = 1;
591
+
592
+ readonly context: Context;
593
+ readonly offset: Matrix4;
594
+ readonly plane: Plane;
595
+
596
+ private _scale: number = 1;
597
+ private _hasChanged: boolean = false;
598
+
599
+ get scale() {
600
+ return this._scale;
601
+ }
602
+
603
+ // readonly translate: Vector3 = new Vector3();
604
+ // readonly rotation: Quaternion = new Quaternion();
605
+ // readonly scale: Vector3 = new Vector3(1, 1, 1);
606
+
607
+ constructor(context: Context) {
608
+ this.context = context;
609
+ this.offset = new Matrix4()
610
+ this.plane = new Plane();
611
+ this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
612
+ }
613
+
614
+ private _enabled: boolean = false;
615
+
616
+ reset() {
617
+ this._scale = 1;
618
+ this.offset.identity();
619
+ this._hasChanged = true;
620
+ }
621
+ get hasChanged() { return this._hasChanged; }
622
+
623
+ /**
624
+ * Applies the matrix to the offset matrix
625
+ * @param matrix the matrix to apply the drag offset to
626
+ * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
627
+ */
628
+ applyMatrixTo(matrix: Matrix4, invert: boolean) {
629
+ this._hasChanged = false;
630
+ if (invert) {
631
+ this.offset.invert();
632
+ matrix.premultiply(this.offset);
633
+ }
634
+ else
635
+ matrix.multiply(this.offset);
636
+ // if (this._needsUpdate)
637
+ // this.updateMatrix();
638
+ // matrix.premultiply(this._rotationMatrix);
639
+ // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
640
+ }
641
+
642
+
643
+ private readonly currentlyUsedPointerIds = new Set<number>();
644
+ private readonly currentlyUnusedPointerIds = new Set<number>();
645
+ get isActive() {
646
+ return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
647
+ }
648
+
649
+ enable() {
650
+ if (this._enabled) return;
651
+ this._enabled = true;
652
+
653
+ this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
654
+ this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
655
+ this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
656
+
657
+ // TODO: refactor the following events to use the input system
658
+ window.addEventListener('touchstart', this.touchStart, { passive: false });
659
+ window.addEventListener('touchmove', this.touchMove, { passive: false });
660
+ window.addEventListener('touchend', this.touchEnd, { passive: false });
661
+ }
662
+ disable() {
663
+ if (!this._enabled) return;
664
+ this._enabled = false;
665
+
666
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
667
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
668
+ this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
669
+
670
+ window.removeEventListener('touchstart', this.touchStart);
671
+ window.removeEventListener('touchmove', this.touchMove);
672
+ window.removeEventListener('touchend', this.touchEnd);
673
+ }
674
+
675
+ private onPointerDownEarly = (e: NEPointerEvent) => {
676
+ if (this.isActive) e.stopPropagation();
677
+ };
678
+ private onPointerDownLate = (e: NEPointerEvent) => {
679
+ if (e.used) this.currentlyUsedPointerIds.add(e.pointerId);
680
+ else if (this.currentlyUsedPointerIds.size <= 0) this.currentlyUnusedPointerIds.add(e.pointerId);
681
+ };
682
+ private onPointerUpEarly = (e: NEPointerEvent) => {
683
+ this.currentlyUsedPointerIds.delete(e.pointerId);
684
+ this.currentlyUnusedPointerIds.delete(e.pointerId);
685
+ };
686
+
687
+ // private _needsUpdate: boolean = true;
688
+ // private _rotationMatrix: Matrix4 = new Matrix4();
689
+ // private updateMatrix() {
690
+ // this._needsUpdate = false;
691
+ // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
692
+ // this.offset.compose(this.translate, new Quaternion(), this.scale);
693
+ // // const rot = this._tempMatrix.makeRotationY(this.angle);
694
+ // // this.translate.applyMatrix4(rot);
695
+ // // this.offset.elements[12] = this.translate.x;
696
+ // // this.offset.elements[13] = this.translate.y;
697
+ // // this.offset.elements[14] = this.translate.z;
698
+ // // this.offset.premultiply(rot);
699
+ // // const s = this.scale;
700
+ // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
701
+ // }
702
+
703
+ private prev: Map<number, { ignore: boolean, x: number, z: number, screenx: number, screeny: number }> = new Map();
704
+ private _didMultitouch: boolean = false;
705
+
706
+ private touchStart = (evt: TouchEvent) => {
707
+ if (evt.defaultPrevented) return;
708
+
709
+ // let isValidTouch = true;
710
+ // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
711
+ // if (!isValidTouch) {
712
+ // return;
713
+ // }
714
+
715
+ for (let i = 0; i < evt.changedTouches.length; i++) {
716
+ const touch = evt.changedTouches[i];
717
+ // if a user starts swiping in the top area of the screen
718
+ // which might be a gesture to open the menu
719
+ // we ignore it
720
+ const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
721
+ if (!this.prev.has(touch.identifier))
722
+ this.prev.set(touch.identifier, {
723
+ ignore,
724
+ x: 0,
725
+ z: 0,
726
+ screenx: 0,
727
+ screeny: 0,
728
+ });
729
+ const prev = this.prev.get(touch.identifier);
730
+ if (prev) {
731
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
732
+ prev.x = pos.x;
733
+ prev.z = pos.z;
734
+ prev.screenx = touch.clientX;
735
+ prev.screeny = touch.clientY;
736
+ }
737
+ }
738
+ }
739
+ private touchEnd = (evt: TouchEvent) => {
740
+ if (evt.touches.length <= 0) {
741
+ this._didMultitouch = false;
742
+ }
743
+ for (let i = 0; i < evt.changedTouches.length; i++) {
744
+ const touch = evt.changedTouches[i];
745
+ this.prev.delete(touch.identifier);
746
+ }
747
+ }
748
+ private touchMove = (evt: TouchEvent) => {
749
+ if (evt.defaultPrevented) return;
750
+ if (!this.isActive) return;
751
+
752
+ if (evt.touches.length === 1) {
753
+ // if we had multiple touches before due to e.g. pinching / rotating
754
+ // and stopping one of the touches, we don't want to move the scene suddenly
755
+ // this will be resettet when all touches stop
756
+ if (this._didMultitouch) {
757
+ return;
758
+ }
759
+ const touch = evt.touches[0];
760
+ const prev = this.prev.get(touch.identifier);
761
+ if (!prev || prev.ignore) return;
762
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
763
+ const dx = pos.x - prev.x;
764
+ const dy = pos.z - prev.z;
765
+ if (dx === 0 && dy === 0) return;
766
+ if (this.oneFingerDrag)
767
+ this.addMovement(dx, dy);
768
+ prev.x = pos.x;
769
+ prev.z = pos.z;
770
+ prev.screenx = touch.clientX;
771
+ prev.screeny = touch.clientY;
772
+ return;
773
+ }
774
+ else if (evt.touches.length === 2) {
775
+ this._didMultitouch = true;
776
+ const touch1 = evt.touches[0];
777
+ const touch2 = evt.touches[1];
778
+ const prev1 = this.prev.get(touch1.identifier);
779
+ const prev2 = this.prev.get(touch2.identifier);
780
+ if (!prev1 || !prev2) return;
781
+
782
+ if (this.twoFingerRotate) {
783
+ const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
784
+ const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
785
+ const angleDiff = angle1 - lastAngle;
786
+ if (Math.abs(angleDiff) > 0.001) {
787
+ this.addRotation(angleDiff);
788
+ }
789
+ }
790
+
791
+ if (this.twoFingerScale) {
792
+ const distx = touch1.clientX - touch2.clientX;
793
+ const disty = touch1.clientY - touch2.clientY;
794
+ const dist = Math.sqrt(distx * distx + disty * disty);
795
+ const lastDistx = prev1.screenx - prev2.screenx;
796
+ const lastDisty = prev1.screeny - prev2.screeny;
797
+ const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
798
+ const distDiff = dist - lastDist;
799
+ if (Math.abs(distDiff) > 2) {
800
+ this.addScale(distDiff)
801
+ }
802
+ }
803
+
804
+ prev1.screenx = touch1.clientX;
805
+ prev1.screeny = touch1.clientY;
806
+ prev2.screenx = touch2.clientX;
807
+ prev2.screeny = touch2.clientY;
808
+ }
809
+ }
810
+
811
+ private readonly _raycaster: Raycaster = new Raycaster();
812
+ private readonly _intersection: Vector3 = new Vector3();
813
+ private readonly _screenPos: Vector3 = new Vector3();
814
+
815
+ private getPositionOnPlane(tx: number, ty: number): Vector3 {
816
+ const camera = this.context.mainCamera!;
817
+ this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
818
+ this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
819
+ this._screenPos.z = 1;
820
+
821
+ this._screenPos.unproject(camera);
822
+ this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
823
+ this._raycaster.ray.intersectPlane(this.plane, this._intersection);
824
+ return this._intersection;
825
+ }
826
+
827
+ private addMovement(dx: number, dz: number) {
828
+ // this.translate.x -= dx;
829
+ // this.translate.z -= dz;
830
+ // this._needsUpdate = true;
831
+ // return
832
+
833
+ // increase diff if the scene is scaled small
834
+ dx /= this._scale;
835
+ dz /= this._scale;
836
+
837
+ dx *= this.factor;
838
+ dz *= this.factor;
839
+
840
+ // apply it
841
+ this.offset.elements[12] += dx;
842
+ this.offset.elements[14] += dz;
843
+ if (dx !== 0 || dz !== 0)
844
+ this._hasChanged = true;
845
+ };
846
+
847
+ private readonly _tempMatrix: Matrix4 = new Matrix4();
848
+
849
+ private addScale(diff: number) {
850
+ diff /= window.innerWidth
851
+ diff *= -1;
852
+
853
+ // this.scale.x *= 1 + diff;
854
+ // this.scale.y *= 1 + diff;
855
+ // this.scale.z *= 1 + diff;
856
+ // this._needsUpdate = true;
857
+ // return;
858
+
859
+
860
+ // we use this factor to modify the translation factor (in apply movement)
861
+ this._scale *= 1 + diff;
862
+ // apply the scale
863
+ this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
864
+ this.offset.premultiply(this._tempMatrix);
865
+ if (diff !== 0)
866
+ this._hasChanged = true;
867
+ }
868
+
869
+
870
+ private addRotation(rot: number) {
871
+ rot *= -1;
872
+ // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
873
+ // this._needsUpdate = true;
874
+ // return;
875
+ this._tempMatrix.makeRotationY(rot);
876
+ this.offset.premultiply(this._tempMatrix);
877
+ if (rot !== 0)
878
+ this._hasChanged = true;
879
+ }
880
+ }