@needle-tools/engine 4.5.0-alpha.7 → 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-61f52fd3.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-794a5cc4.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-e4d45a4b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-b3f8f528.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-ac188401.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-b0b656a0.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
@@ -1,731 +1,731 @@
1
- import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
2
- import { AnimationClip, Color, Loader, Material, Mesh, Object3D, Quaternion } from "three";
3
- import { Vector3 } from "three";
4
- import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
-
6
- import type { Camera as CameraComponent } from "../engine-components/api.js";
7
- import type { Context } from "./engine_context.js";
8
- import { InstantiateContext } from "./engine_gameobject.js";
9
- import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
- import { CircularBuffer } from "./engine_utils.js";
11
- import type { NeedleXRSession } from "./engine_xr.js";
12
-
13
- /** Removes all properties that match TypesToFilter */
14
- type FilterTypes<T, TypesToFilter> = { [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P] };
15
- /** Removes all undefined functions */
16
- type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
- /* @ts-ignore Removes all properties that start with a specific prefix */
18
- type FilterStartingWith<T, Prefix extends string> = { [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K] };
19
- /** Removes all properties that start with an underscore */
20
- type NoInternals<T> = FilterStartingWith<T, "_">;
21
- type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
22
- export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>
23
-
24
-
25
- /** GLTF, GLB or VRM */
26
- export type GLTF = THREE_GLTF;
27
-
28
- /** FBX type */
29
- export type FBX = {
30
- animations: AnimationClip[];
31
- scene: Object3D;
32
- scenes: Object3D[];
33
- }
34
- /** OBJ type */
35
- export type OBJ = {
36
- animations: AnimationClip[];
37
- scene: Object3D;
38
- scenes: Object3D[];
39
- }
40
- export type CustomModel = {
41
- animations: AnimationClip[];
42
- scene: Object3D;
43
- scenes: Object3D[];
44
- }
45
-
46
- /** All possible model types that Needle Engine can load */
47
- export type Model = (GLTF | FBX | OBJ | CustomModel);
48
-
49
- export function isGLTFModel(model: Model): model is GLTF {
50
- const gltf = model as GLTF;
51
- if (gltf.parser && gltf.parser.json) {
52
- return true;
53
- }
54
- return false;
55
- }
56
-
57
- /** A loaded model */
58
- export type LoadedModel = {
59
- src: string;
60
- file: Model;
61
- };
62
-
63
- /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
64
- export declare type SourceIdentifier = string;
65
-
66
- // TODO: figure out what is best here!
67
- // https://stackoverflow.com/a/67229348
68
- // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
69
- // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
70
- export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
71
- export type ConstructorConcrete<T> = new (...args: any[]) => T;
72
- export type GuidsMap = { [key: string]: string };
73
-
74
- export interface UIDProvider {
75
- seed: number;
76
- generateUUID(): string;
77
- }
78
-
79
- export declare type CoroutineData = {
80
- comp: IComponent,
81
- main: Generator,
82
- chained?: Array<Generator>
83
- }
84
-
85
- export interface ITime {
86
- get time(): number;
87
- get deltaTime(): number;
88
- }
89
-
90
- export interface IInput {
91
- convertScreenspaceToRaycastSpace(vec: Vec2): void;
92
- getPointerPosition(i: number): Vec2 | null;
93
- }
94
-
95
- export interface IPhysics {
96
- engine?: IPhysicsEngine;
97
- }
98
-
99
- export type IContext = Context;
100
-
101
- export type INeedleXRSession = NeedleXRSession;
102
-
103
- export declare interface INeedleEngineComponent extends HTMLElement {
104
- getAROverlayContainer(): HTMLElement;
105
- onEnterAR(session: XRSession, overlayContainer: HTMLElement);
106
- onExitAR(session: XRSession);
107
- }
108
-
109
- export enum HideFlags {
110
- None = 0,
111
- /** When enabled the glTF exporter will omit this object and all children from being exported */
112
- DontExport = 1 << 0,
113
- }
114
-
115
- export declare interface IGameObject extends Object3D {
116
-
117
- /** the object's unique identifier */
118
- guid: string | undefined;
119
-
120
- /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
121
- activeSelf: boolean;
122
-
123
- /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
124
- destroy(): void;
125
-
126
- /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
127
- addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
128
- /** Remove a component from this object. Expected a component instance
129
- * @returns the removed component (equal to the passed in component)
130
- */
131
- addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
132
- removeComponent<T extends IComponent>(comp: T): T;
133
- /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
134
- getOrAddComponent<T>(typeName: Constructor<T> | null): T;
135
- /** Tries to find a component of a type on this object.
136
- * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
137
- getComponent<T>(type: Constructor<T>): T | null;
138
- /** @returns all components of a certain type on this object */
139
- getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
140
- /** Finds a component of a certain type on this object OR a child object if any exists */
141
- getComponentInChildren<T>(type: Constructor<T>): T | null;
142
- /** Finds all components of a certain type on this object AND all children (recursively) */
143
- getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
144
- /** Finds a component of a certain type on this object OR a parent object if any exists */
145
- getComponentInParent<T>(type: Constructor<T>): T | null;
146
- /** Finds all components of a certain type on this object AND all parents (recursively) */
147
- getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
148
-
149
- get worldPosition(): Vector3;
150
- set worldPosition(val: Vector3);
151
- get worldQuaternion(): Quaternion;
152
- set worldQuaternion(val: Quaternion);
153
- get worldRotation(): Vector3;
154
- set worldRotation(val: Vector3);
155
- get worldScale(): Vector3;
156
- set worldScale(val: Vector3);
157
-
158
- get worldForward(): Vector3;
159
- get worldRight(): Vector3;
160
- get worldUp(): Vector3;
161
- }
162
-
163
- export interface IHasGuid {
164
- guid: string;
165
- }
166
-
167
- // TODO: we might want to separate the IComponent and IBehaviour where the Behaviour is the one with custom methods and the component only has e.g. the gameobject reference
168
- export interface IComponent extends IHasGuid {
169
- get isComponent(): boolean;
170
-
171
- /** the object this component is attached to */
172
- gameObject: IGameObject;
173
- // guid: string;
174
- enabled: boolean;
175
- sourceId?: SourceIdentifier;
176
-
177
- get name(): string;
178
- get layer(): number;
179
- get destroyed(): boolean;
180
- get tag(): string;
181
-
182
- context: any;
183
-
184
- get activeAndEnabled(): boolean;
185
- /** @internal */
186
- __internalNewInstanceCreated(init?: ComponentInit<any>);
187
- /** @internal */
188
- _internalInit(init?: ComponentInit<any>);
189
- /** @internal */
190
- __internalAwake();
191
- /** @internal */
192
- __internalStart();
193
- /** @internal */
194
- __internalEnable(isAddingOrRemovingFromScene?: boolean);
195
- /** @internal */
196
- __internalDisable(isAddingOrRemovingFromScene?: boolean);
197
- /** @internal */
198
- __internalDestroy();
199
- /** @internal */
200
- resolveGuids?(guidsMap: GuidsMap): void;
201
-
202
- /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
203
- registering?();
204
- awake();
205
- onEnable();
206
- onDisable();
207
- onDestroy();
208
- destroy();
209
-
210
- /** called for properties decorated with the @validate decorator */
211
- onValidate?(property?: string);
212
- /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
213
- * e.g. when the DOM element becomes hidden or out ot view
214
- */
215
- onPausedChanged?(isPaused: boolean, wasPaused: boolean);
216
-
217
- start?(): void;
218
- earlyUpdate?(): void;
219
- update?(): void;
220
- lateUpdate?(): void;
221
- onBeforeRender?(frame: XRFrame | null): void;
222
- onAfterRender?(): void;
223
-
224
- onCollisionEnter?(col: Collision);
225
- onCollisionExit?(col: Collision);
226
- onCollisionStay?(col: Collision);
227
-
228
- onTriggerEnter?(col: ICollider);
229
- onTriggerStay?(col: ICollider);
230
- onTriggerExit?(col: ICollider);
231
-
232
- get forward(): Vector3;
233
- get worldPosition(): Vector3;
234
- get worldQuaternion(): Quaternion;
235
- }
236
-
237
- export function isComponent(obj: any): obj is IComponent {
238
- return obj && obj.isComponent;
239
- }
240
-
241
- export type ICamera = CameraComponent;
242
-
243
- export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
244
- isAnimationComponent: boolean;
245
- addClip?(clip: AnimationClip);
246
- }
247
-
248
- /** Interface for a camera controller component that can be attached to a camera to control it */
249
- export declare interface ICameraController {
250
- get isCameraController(): boolean;
251
- }
252
-
253
- export declare interface ILight extends IComponent {
254
- intensity: number;
255
- color: Color;
256
- }
257
-
258
- export declare interface ISharedMaterials {
259
- [num: number]: Material;
260
- get length(): number;
261
- }
262
-
263
- export declare interface IRenderer extends IComponent {
264
- sharedMaterial: Material;
265
- get sharedMaterials(): ISharedMaterials;
266
- }
267
-
268
- export declare interface IEventList {
269
- readonly isEventList: true;
270
- __internalOnInstantiate(map: InstantiateContext): IEventList;
271
- }
272
-
273
- // export declare interface IPhysicsComponent extends IComponent {
274
- // get type() : string;
275
- // }
276
-
277
- export declare interface ICollider extends IComponent {
278
- get isCollider();
279
- attachedRigidbody: IRigidbody | null;
280
- /**
281
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
282
- */
283
- isTrigger: boolean;
284
- /**
285
- * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
286
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
287
- */
288
- sharedMaterial?: PhysicsMaterial;
289
- center?: Vec3 & { multiply(vec: Vec3) };
290
- updateProperties(): void;
291
- updatePhysicsMaterial(): void;
292
- /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
293
- * An `undefined` array indicates that the collider is part of all groups
294
- * Note: Make sure to call updateProperties after having changed this property
295
- * Default: [0]
296
- */
297
- membership?: number[];
298
- /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
299
- * An `undefined` array indicates that the collider can interact with all groups
300
- * Note: Make sure to call updateProperties after having changed this property
301
- * Default: undefined
302
- */
303
- filter?: number[];
304
- }
305
-
306
- export declare interface ISphereCollider extends ICollider {
307
- radius: number;
308
- }
309
-
310
- export declare interface IBoxCollider extends ICollider {
311
- size: Vec3;
312
- }
313
-
314
- export declare interface IRigidbody extends IComponent {
315
- get isRigidbody(): boolean;
316
- constraints: RigidbodyConstraints;
317
- isKinematic: boolean;
318
- /** When true the mass will automatically calculated by attached colliders */
319
- autoMass: boolean;
320
- mass: number;
321
- drag: number;
322
- angularDrag: number;
323
- useGravity: boolean;
324
- centerOfMass: Vec3;
325
- gravityScale: number;
326
- dominanceGroup: number;
327
-
328
- collisionDetectionMode: CollisionDetectionMode;
329
-
330
- lockPositionX: boolean;
331
- lockPositionY: boolean;
332
- lockPositionZ: boolean;
333
- lockRotationX: boolean;
334
- lockRotationY: boolean;
335
- lockRotationZ: boolean;
336
- }
337
-
338
-
339
- export const $physicsKey = Symbol("object");
340
-
341
-
342
- export declare type ICollisionContext = {
343
- getCollider(obj: Object3D): ICollider;
344
- }
345
-
346
-
347
- export type Vec2 = {
348
- x: number,
349
- y: number
350
- }
351
-
352
- export type Vec3 = {
353
- x: number,
354
- y: number,
355
- z: number,
356
- }
357
-
358
- export type Vec4 = {
359
- x: number,
360
- y: number,
361
- z: number,
362
- w: number,
363
- }
364
-
365
- const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
366
-
367
- /**
368
- * Holds information about physics contacts
369
- */
370
- export class ContactPoint {
371
-
372
- private readonly _point: Vec3;
373
- private readonly _normal: Vec3;
374
- private readonly _tangentVelocity: Vec3;
375
-
376
- /** the distance of the collision point */
377
- readonly distance: number;
378
- /** the impulse velocity */
379
- readonly impulse: number;
380
- readonly friction: number;
381
-
382
- /** worldspace point */
383
- get point() {
384
- const target = contactsVectorBuffer.get();
385
- return target.set(this._point.x, this._point.y, this._point.z);
386
- }
387
-
388
- /** worldspace normal */
389
- get normal() {
390
- const target = contactsVectorBuffer.get();
391
- return target.set(this._normal.x, this._normal.y, this._normal.z);
392
- }
393
-
394
- /** worldspace tangent */
395
- get tangentVelocity() {
396
- const target = contactsVectorBuffer.get();
397
- return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
398
- }
399
-
400
- /** @internal */
401
- constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
402
- this._point = point;
403
- this.distance = dist;
404
- this._normal = normal;
405
- this.impulse = impulse;
406
- this.friction = friction;
407
- this._tangentVelocity = tangentVelocity;
408
- }
409
- }
410
-
411
- /**
412
- * Holds information about a collision event. Includes a list of contact points and the colliders involved
413
- */
414
- export class Collision {
415
-
416
- /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
417
- readonly contacts: ContactPoint[];
418
-
419
- /** @internal */
420
- constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
421
- this.me = obj;
422
- this._collider = otherCollider;
423
- this._gameObject = otherCollider.gameObject;
424
- this.contacts = contacts;
425
- }
426
-
427
- /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
428
- readonly me: IGameObject;
429
-
430
- private _collider: ICollider;
431
- /** the other collider the collision happened with */
432
- get collider(): ICollider {
433
- return this._collider;
434
- }
435
-
436
- private _gameObject: IGameObject;
437
- /** the other object the collision happened with */
438
- get gameObject(): IGameObject {
439
- return this._gameObject;
440
- }
441
-
442
- /** the other rigidbody we hit, null if none attached */
443
- get rigidBody(): IRigidbody | null {
444
- return this.collider?.attachedRigidbody;
445
- }
446
- }
447
-
448
- export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
449
-
450
- export class SphereOverlapResult {
451
- object: Object3D;
452
- collider: ICollider;
453
- constructor(object: Object3D, collider: ICollider) {
454
- this.object = object;
455
- this.collider = collider;
456
- }
457
- }
458
-
459
-
460
- export interface IPhysicsEngine {
461
- /** Initializes the physics engine */
462
- initialize(): Promise<boolean>;
463
- /** Indicates whether the physics engine has been initialized */
464
- get isInitialized(): boolean;
465
- /** Advances physics simulation by the given time step */
466
- step(dt: number): void;
467
- postStep();
468
- /** Indicates whether the physics engine is currently updating */
469
- get isUpdating(): boolean;
470
- /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
471
- clearCaches();
472
-
473
- /** Enables or disables the physics engine */
474
- enabled: boolean;
475
- /** Returns the underlying physics world object */
476
- get world(): World | undefined;
477
-
478
- /** Sets the gravity vector for the physics simulation */
479
- set gravity(vec3: Vec3);
480
- /** Gets the current gravity vector */
481
- get gravity(): Vec3;
482
-
483
- /**
484
- * Gets the rapier physics body for a Needle component
485
- * @param obj The collider or rigidbody component
486
- * @returns The underlying physics body or null if not found
487
- */
488
- getBody(obj: ICollider | IRigidbody): null | any;
489
- /**
490
- * Gets the Needle Engine component for a rapier physics object
491
- * @param rapierObject The rapier physics object
492
- * @returns The associated component or null if not found
493
- */
494
- getComponent(rapierObject: object): IComponent | null;
495
-
496
- /**
497
- * Performs a fast raycast against physics colliders
498
- * @param origin Ray origin in screen or worldspace
499
- * @param direction Ray direction in worldspace
500
- * @param options Additional raycast configuration options
501
- * @returns Raycast result containing hit point and collider, or null if no hit
502
- */
503
- raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
504
- maxDistance?: number,
505
- /** True if you want to also hit objects when the raycast starts from inside a collider */
506
- solid?: boolean,
507
- queryFilterFlags?: QueryFilterFlags,
508
- /**
509
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
510
- * The scene query will only consider hits with colliders with collision groups compatible with
511
- * this collision group (using the bitwise test described in the collision groups section).
512
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
513
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
514
- */
515
- filterGroups?: number,
516
- /**
517
- * Predicate to filter colliders in raycast results
518
- * @param collider The collider being tested
519
- * @returns False to ignore this collider, true to include it
520
- */
521
- filterPredicate?: (collider: ICollider) => boolean
522
- }): RaycastResult;
523
-
524
- /**
525
- * Performs a raycast that also returns the normal vector at the hit point
526
- * @param origin Ray origin in screen or worldspace
527
- * @param direction Ray direction in worldspace
528
- * @param options Additional raycast configuration options
529
- * @returns Raycast result containing hit point, normal, and collider, or null if no hit
530
- */
531
- raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
532
- maxDistance?: number,
533
- /** True if you want to also hit objects when the raycast starts from inside a collider */
534
- solid?: boolean,
535
- queryFilterFlags?: QueryFilterFlags,
536
- /**
537
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
538
- * The scene query will only consider hits with colliders with collision groups compatible with
539
- * this collision group (using the bitwise test described in the collision groups section).
540
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
541
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
542
- */
543
- filterGroups?: number,
544
- /**
545
- * Predicate to filter colliders in raycast results
546
- * @param collider The collider being tested
547
- * @returns False to ignore this collider, true to include it
548
- */
549
- filterPredicate?: (collider: ICollider) => boolean
550
- }): RaycastResult;
551
-
552
- /**
553
- * Finds all colliders within a sphere
554
- * @param point The center point of the sphere
555
- * @param radius The radius of the sphere
556
- * @returns Array of objects that overlap with the sphere
557
- */
558
- sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
559
-
560
- // Collider methods
561
- /**
562
- * Adds a sphere collider to the physics world
563
- * @param collider The collider component to add
564
- */
565
- addSphereCollider(collider: ICollider);
566
-
567
- /**
568
- * Adds a box collider to the physics world
569
- * @param collider The collider component to add
570
- * @param size The size of the box
571
- */
572
- addBoxCollider(collider: ICollider, size: Vector3);
573
-
574
- /**
575
- * Adds a capsule collider to the physics world
576
- * @param collider The collider component to add
577
- * @param radius The radius of the capsule
578
- * @param height The height of the capsule
579
- */
580
- addCapsuleCollider(collider: ICollider, radius: number, height: number);
581
-
582
- /**
583
- * Adds a mesh collider to the physics world
584
- * @param collider The collider component to add
585
- * @param mesh The mesh to use for collision
586
- * @param convex Whether the collision mesh should be treated as convex
587
- * @param scale Optional scale to apply to the mesh
588
- */
589
- addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined);
590
-
591
- /**
592
- * Updates the physics material properties of a collider
593
- * @param collider The collider to update
594
- */
595
- updatePhysicsMaterial(collider: ICollider);
596
-
597
- // Rigidbody methods
598
- /**
599
- * Wakes up a sleeping rigidbody
600
- * @param rb The rigidbody to wake up
601
- */
602
- wakeup(rb: IRigidbody);
603
-
604
- /**
605
- * Checks if a rigidbody is currently sleeping
606
- * @param rb The rigidbody to check
607
- * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
608
- */
609
- isSleeping(rb: IRigidbody): boolean | undefined;
610
-
611
- /**
612
- * Updates the physical properties of a rigidbody or collider
613
- * @param rb The rigidbody or collider to update
614
- */
615
- updateProperties(rb: IRigidbody | ICollider);
616
-
617
- /**
618
- * Resets all forces acting on a rigidbody
619
- * @param rb The rigidbody to reset forces on
620
- * @param wakeup Whether to wake up the rigidbody
621
- */
622
- resetForces(rb: IRigidbody, wakeup: boolean);
623
-
624
- /**
625
- * Resets all torques acting on a rigidbody
626
- * @param rb The rigidbody to reset torques on
627
- * @param wakeup Whether to wake up the rigidbody
628
- */
629
- resetTorques(rb: IRigidbody, wakeup: boolean);
630
-
631
- /**
632
- * Adds a continuous force to a rigidbody
633
- * @param rb The rigidbody to add force to
634
- * @param vec The force vector to add
635
- * @param wakeup Whether to wake up the rigidbody
636
- */
637
- addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
638
-
639
- /**
640
- * Applies an instantaneous impulse to a rigidbody
641
- * @param rb The rigidbody to apply impulse to
642
- * @param vec The impulse vector to apply
643
- * @param wakeup Whether to wake up the rigidbody
644
- */
645
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
646
-
647
- /**
648
- * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
649
- * @param rb The rigidbody or collider to get velocity from
650
- * @returns The linear velocity vector or null if not available
651
- */
652
- getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
653
-
654
- /**
655
- * Gets the angular velocity of a rigidbody
656
- * @param rb The rigidbody to get angular velocity from
657
- * @returns The angular velocity vector or null if not available
658
- */
659
- getAngularVelocity(rb: IRigidbody): Vec3 | null;
660
-
661
- /**
662
- * Sets the angular velocity of a rigidbody
663
- * @param rb The rigidbody to set angular velocity for
664
- * @param vec The angular velocity vector to set
665
- * @param wakeup Whether to wake up the rigidbody
666
- */
667
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
668
-
669
- /**
670
- * Sets the linear velocity of a rigidbody
671
- * @param rb The rigidbody to set linear velocity for
672
- * @param vec The linear velocity vector to set
673
- * @param wakeup Whether to wake up the rigidbody
674
- */
675
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
676
-
677
- /**
678
- * Updates the position and/or rotation of a physics body
679
- * @param comp The collider or rigidbody component to update
680
- * @param translation Whether to update the position
681
- * @param rotation Whether to update the rotation
682
- */
683
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
684
-
685
- /**
686
- * Removes a physics body from the simulation
687
- * @param body The component whose physics body should be removed
688
- */
689
- removeBody(body: IComponent);
690
-
691
- /**
692
- * Gets the physics body for a component
693
- * @param obj The collider or rigidbody component
694
- * @returns The underlying physics body or null if not found
695
- */
696
- getBody(obj: ICollider | IRigidbody): null | any;
697
-
698
- // Joints
699
- addFixedJoint(body1: IRigidbody, body2: IRigidbody);
700
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
701
-
702
- /** Enable to render collider shapes */
703
- debugRenderColliders: boolean;
704
- /** Enable to visualize raycasts in the scene with gizmos */
705
- debugRenderRaycasts: boolean;
706
- }
707
-
708
- /**
709
- * Available cursor types
710
- * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
711
- */
712
- export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
713
-
714
- /** Typical mouse button names for most devices */
715
- export type MouseButtonName = "left" | "right" | "middle";
716
-
717
- /** Button names on typical controllers (since there seems to be no agreed naming)
718
- * https://w3c.github.io/gamepad/#remapping
719
- */
720
- export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
721
-
722
- /** Needle-defined names for stylus (MX Ink) */
723
- export type StylusButtonName = "stylus-touch" | "stylus-tip";
724
-
725
- /** Button names as used in the xr profile */
726
- export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
727
-
728
- export type XRGestureName = "pinch";
729
-
730
- /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
1
+ import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
2
+ import { AnimationClip, Color, Loader, Material, Mesh, Object3D, Quaternion } from "three";
3
+ import { Vector3 } from "three";
4
+ import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
+
6
+ import type { Camera as CameraComponent } from "../engine-components/api.js";
7
+ import type { Context } from "./engine_context.js";
8
+ import { InstantiateContext } from "./engine_gameobject.js";
9
+ import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
+ import { CircularBuffer } from "./engine_utils.js";
11
+ import type { NeedleXRSession } from "./engine_xr.js";
12
+
13
+ /** Removes all properties that match TypesToFilter */
14
+ type FilterTypes<T, TypesToFilter> = { [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P] };
15
+ /** Removes all undefined functions */
16
+ type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
+ /* @ts-ignore Removes all properties that start with a specific prefix */
18
+ type FilterStartingWith<T, Prefix extends string> = { [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K] };
19
+ /** Removes all properties that start with an underscore */
20
+ type NoInternals<T> = FilterStartingWith<T, "_">;
21
+ type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
22
+ export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>
23
+
24
+
25
+ /** GLTF, GLB or VRM */
26
+ export type GLTF = THREE_GLTF;
27
+
28
+ /** FBX type */
29
+ export type FBX = {
30
+ animations: AnimationClip[];
31
+ scene: Object3D;
32
+ scenes: Object3D[];
33
+ }
34
+ /** OBJ type */
35
+ export type OBJ = {
36
+ animations: AnimationClip[];
37
+ scene: Object3D;
38
+ scenes: Object3D[];
39
+ }
40
+ export type CustomModel = {
41
+ animations: AnimationClip[];
42
+ scene: Object3D;
43
+ scenes: Object3D[];
44
+ }
45
+
46
+ /** All possible model types that Needle Engine can load */
47
+ export type Model = (GLTF | FBX | OBJ | CustomModel);
48
+
49
+ export function isGLTFModel(model: Model): model is GLTF {
50
+ const gltf = model as GLTF;
51
+ if (gltf.parser && gltf.parser.json) {
52
+ return true;
53
+ }
54
+ return false;
55
+ }
56
+
57
+ /** A loaded model */
58
+ export type LoadedModel = {
59
+ src: string;
60
+ file: Model;
61
+ };
62
+
63
+ /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
64
+ export declare type SourceIdentifier = string;
65
+
66
+ // TODO: figure out what is best here!
67
+ // https://stackoverflow.com/a/67229348
68
+ // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
69
+ // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
70
+ export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
71
+ export type ConstructorConcrete<T> = new (...args: any[]) => T;
72
+ export type GuidsMap = { [key: string]: string };
73
+
74
+ export interface UIDProvider {
75
+ seed: number;
76
+ generateUUID(): string;
77
+ }
78
+
79
+ export declare type CoroutineData = {
80
+ comp: IComponent,
81
+ main: Generator,
82
+ chained?: Array<Generator>
83
+ }
84
+
85
+ export interface ITime {
86
+ get time(): number;
87
+ get deltaTime(): number;
88
+ }
89
+
90
+ export interface IInput {
91
+ convertScreenspaceToRaycastSpace(vec: Vec2): void;
92
+ getPointerPosition(i: number): Vec2 | null;
93
+ }
94
+
95
+ export interface IPhysics {
96
+ engine?: IPhysicsEngine;
97
+ }
98
+
99
+ export type IContext = Context;
100
+
101
+ export type INeedleXRSession = NeedleXRSession;
102
+
103
+ export declare interface INeedleEngineComponent extends HTMLElement {
104
+ getAROverlayContainer(): HTMLElement;
105
+ onEnterAR(session: XRSession, overlayContainer: HTMLElement);
106
+ onExitAR(session: XRSession);
107
+ }
108
+
109
+ export enum HideFlags {
110
+ None = 0,
111
+ /** When enabled the glTF exporter will omit this object and all children from being exported */
112
+ DontExport = 1 << 0,
113
+ }
114
+
115
+ export declare interface IGameObject extends Object3D {
116
+
117
+ /** the object's unique identifier */
118
+ guid: string | undefined;
119
+
120
+ /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
121
+ activeSelf: boolean;
122
+
123
+ /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
124
+ destroy(): void;
125
+
126
+ /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
127
+ addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
128
+ /** Remove a component from this object. Expected a component instance
129
+ * @returns the removed component (equal to the passed in component)
130
+ */
131
+ addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
132
+ removeComponent<T extends IComponent>(comp: T): T;
133
+ /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
134
+ getOrAddComponent<T>(typeName: Constructor<T> | null): T;
135
+ /** Tries to find a component of a type on this object.
136
+ * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
137
+ getComponent<T>(type: Constructor<T>): T | null;
138
+ /** @returns all components of a certain type on this object */
139
+ getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
140
+ /** Finds a component of a certain type on this object OR a child object if any exists */
141
+ getComponentInChildren<T>(type: Constructor<T>): T | null;
142
+ /** Finds all components of a certain type on this object AND all children (recursively) */
143
+ getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
144
+ /** Finds a component of a certain type on this object OR a parent object if any exists */
145
+ getComponentInParent<T>(type: Constructor<T>): T | null;
146
+ /** Finds all components of a certain type on this object AND all parents (recursively) */
147
+ getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
148
+
149
+ get worldPosition(): Vector3;
150
+ set worldPosition(val: Vector3);
151
+ get worldQuaternion(): Quaternion;
152
+ set worldQuaternion(val: Quaternion);
153
+ get worldRotation(): Vector3;
154
+ set worldRotation(val: Vector3);
155
+ get worldScale(): Vector3;
156
+ set worldScale(val: Vector3);
157
+
158
+ get worldForward(): Vector3;
159
+ get worldRight(): Vector3;
160
+ get worldUp(): Vector3;
161
+ }
162
+
163
+ export interface IHasGuid {
164
+ guid: string;
165
+ }
166
+
167
+ // TODO: we might want to separate the IComponent and IBehaviour where the Behaviour is the one with custom methods and the component only has e.g. the gameobject reference
168
+ export interface IComponent extends IHasGuid {
169
+ get isComponent(): boolean;
170
+
171
+ /** the object this component is attached to */
172
+ gameObject: IGameObject;
173
+ // guid: string;
174
+ enabled: boolean;
175
+ sourceId?: SourceIdentifier;
176
+
177
+ get name(): string;
178
+ get layer(): number;
179
+ get destroyed(): boolean;
180
+ get tag(): string;
181
+
182
+ context: any;
183
+
184
+ get activeAndEnabled(): boolean;
185
+ /** @internal */
186
+ __internalNewInstanceCreated(init?: ComponentInit<any>);
187
+ /** @internal */
188
+ _internalInit(init?: ComponentInit<any>);
189
+ /** @internal */
190
+ __internalAwake();
191
+ /** @internal */
192
+ __internalStart();
193
+ /** @internal */
194
+ __internalEnable(isAddingOrRemovingFromScene?: boolean);
195
+ /** @internal */
196
+ __internalDisable(isAddingOrRemovingFromScene?: boolean);
197
+ /** @internal */
198
+ __internalDestroy();
199
+ /** @internal */
200
+ resolveGuids?(guidsMap: GuidsMap): void;
201
+
202
+ /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
203
+ registering?();
204
+ awake();
205
+ onEnable();
206
+ onDisable();
207
+ onDestroy();
208
+ destroy();
209
+
210
+ /** called for properties decorated with the @validate decorator */
211
+ onValidate?(property?: string);
212
+ /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
213
+ * e.g. when the DOM element becomes hidden or out ot view
214
+ */
215
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean);
216
+
217
+ start?(): void;
218
+ earlyUpdate?(): void;
219
+ update?(): void;
220
+ lateUpdate?(): void;
221
+ onBeforeRender?(frame: XRFrame | null): void;
222
+ onAfterRender?(): void;
223
+
224
+ onCollisionEnter?(col: Collision);
225
+ onCollisionExit?(col: Collision);
226
+ onCollisionStay?(col: Collision);
227
+
228
+ onTriggerEnter?(col: ICollider);
229
+ onTriggerStay?(col: ICollider);
230
+ onTriggerExit?(col: ICollider);
231
+
232
+ get forward(): Vector3;
233
+ get worldPosition(): Vector3;
234
+ get worldQuaternion(): Quaternion;
235
+ }
236
+
237
+ export function isComponent(obj: any): obj is IComponent {
238
+ return obj && obj.isComponent;
239
+ }
240
+
241
+ export type ICamera = CameraComponent;
242
+
243
+ export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
244
+ isAnimationComponent: boolean;
245
+ addClip?(clip: AnimationClip);
246
+ }
247
+
248
+ /** Interface for a camera controller component that can be attached to a camera to control it */
249
+ export declare interface ICameraController {
250
+ get isCameraController(): boolean;
251
+ }
252
+
253
+ export declare interface ILight extends IComponent {
254
+ intensity: number;
255
+ color: Color;
256
+ }
257
+
258
+ export declare interface ISharedMaterials {
259
+ [num: number]: Material;
260
+ get length(): number;
261
+ }
262
+
263
+ export declare interface IRenderer extends IComponent {
264
+ sharedMaterial: Material;
265
+ get sharedMaterials(): ISharedMaterials;
266
+ }
267
+
268
+ export declare interface IEventList {
269
+ readonly isEventList: true;
270
+ __internalOnInstantiate(map: InstantiateContext): IEventList;
271
+ }
272
+
273
+ // export declare interface IPhysicsComponent extends IComponent {
274
+ // get type() : string;
275
+ // }
276
+
277
+ export declare interface ICollider extends IComponent {
278
+ get isCollider();
279
+ attachedRigidbody: IRigidbody | null;
280
+ /**
281
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
282
+ */
283
+ isTrigger: boolean;
284
+ /**
285
+ * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
286
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
287
+ */
288
+ sharedMaterial?: PhysicsMaterial;
289
+ center?: Vec3 & { multiply(vec: Vec3) };
290
+ updateProperties(): void;
291
+ updatePhysicsMaterial(): void;
292
+ /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
293
+ * An `undefined` array indicates that the collider is part of all groups
294
+ * Note: Make sure to call updateProperties after having changed this property
295
+ * Default: [0]
296
+ */
297
+ membership?: number[];
298
+ /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
299
+ * An `undefined` array indicates that the collider can interact with all groups
300
+ * Note: Make sure to call updateProperties after having changed this property
301
+ * Default: undefined
302
+ */
303
+ filter?: number[];
304
+ }
305
+
306
+ export declare interface ISphereCollider extends ICollider {
307
+ radius: number;
308
+ }
309
+
310
+ export declare interface IBoxCollider extends ICollider {
311
+ size: Vec3;
312
+ }
313
+
314
+ export declare interface IRigidbody extends IComponent {
315
+ get isRigidbody(): boolean;
316
+ constraints: RigidbodyConstraints;
317
+ isKinematic: boolean;
318
+ /** When true the mass will automatically calculated by attached colliders */
319
+ autoMass: boolean;
320
+ mass: number;
321
+ drag: number;
322
+ angularDrag: number;
323
+ useGravity: boolean;
324
+ centerOfMass: Vec3;
325
+ gravityScale: number;
326
+ dominanceGroup: number;
327
+
328
+ collisionDetectionMode: CollisionDetectionMode;
329
+
330
+ lockPositionX: boolean;
331
+ lockPositionY: boolean;
332
+ lockPositionZ: boolean;
333
+ lockRotationX: boolean;
334
+ lockRotationY: boolean;
335
+ lockRotationZ: boolean;
336
+ }
337
+
338
+
339
+ export const $physicsKey = Symbol("object");
340
+
341
+
342
+ export declare type ICollisionContext = {
343
+ getCollider(obj: Object3D): ICollider;
344
+ }
345
+
346
+
347
+ export type Vec2 = {
348
+ x: number,
349
+ y: number
350
+ }
351
+
352
+ export type Vec3 = {
353
+ x: number,
354
+ y: number,
355
+ z: number,
356
+ }
357
+
358
+ export type Vec4 = {
359
+ x: number,
360
+ y: number,
361
+ z: number,
362
+ w: number,
363
+ }
364
+
365
+ const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
366
+
367
+ /**
368
+ * Holds information about physics contacts
369
+ */
370
+ export class ContactPoint {
371
+
372
+ private readonly _point: Vec3;
373
+ private readonly _normal: Vec3;
374
+ private readonly _tangentVelocity: Vec3;
375
+
376
+ /** the distance of the collision point */
377
+ readonly distance: number;
378
+ /** the impulse velocity */
379
+ readonly impulse: number;
380
+ readonly friction: number;
381
+
382
+ /** worldspace point */
383
+ get point() {
384
+ const target = contactsVectorBuffer.get();
385
+ return target.set(this._point.x, this._point.y, this._point.z);
386
+ }
387
+
388
+ /** worldspace normal */
389
+ get normal() {
390
+ const target = contactsVectorBuffer.get();
391
+ return target.set(this._normal.x, this._normal.y, this._normal.z);
392
+ }
393
+
394
+ /** worldspace tangent */
395
+ get tangentVelocity() {
396
+ const target = contactsVectorBuffer.get();
397
+ return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
398
+ }
399
+
400
+ /** @internal */
401
+ constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
402
+ this._point = point;
403
+ this.distance = dist;
404
+ this._normal = normal;
405
+ this.impulse = impulse;
406
+ this.friction = friction;
407
+ this._tangentVelocity = tangentVelocity;
408
+ }
409
+ }
410
+
411
+ /**
412
+ * Holds information about a collision event. Includes a list of contact points and the colliders involved
413
+ */
414
+ export class Collision {
415
+
416
+ /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
417
+ readonly contacts: ContactPoint[];
418
+
419
+ /** @internal */
420
+ constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
421
+ this.me = obj;
422
+ this._collider = otherCollider;
423
+ this._gameObject = otherCollider.gameObject;
424
+ this.contacts = contacts;
425
+ }
426
+
427
+ /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
428
+ readonly me: IGameObject;
429
+
430
+ private _collider: ICollider;
431
+ /** the other collider the collision happened with */
432
+ get collider(): ICollider {
433
+ return this._collider;
434
+ }
435
+
436
+ private _gameObject: IGameObject;
437
+ /** the other object the collision happened with */
438
+ get gameObject(): IGameObject {
439
+ return this._gameObject;
440
+ }
441
+
442
+ /** the other rigidbody we hit, null if none attached */
443
+ get rigidBody(): IRigidbody | null {
444
+ return this.collider?.attachedRigidbody;
445
+ }
446
+ }
447
+
448
+ export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
449
+
450
+ export class SphereOverlapResult {
451
+ object: Object3D;
452
+ collider: ICollider;
453
+ constructor(object: Object3D, collider: ICollider) {
454
+ this.object = object;
455
+ this.collider = collider;
456
+ }
457
+ }
458
+
459
+
460
+ export interface IPhysicsEngine {
461
+ /** Initializes the physics engine */
462
+ initialize(): Promise<boolean>;
463
+ /** Indicates whether the physics engine has been initialized */
464
+ get isInitialized(): boolean;
465
+ /** Advances physics simulation by the given time step */
466
+ step(dt: number): void;
467
+ postStep();
468
+ /** Indicates whether the physics engine is currently updating */
469
+ get isUpdating(): boolean;
470
+ /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
471
+ clearCaches();
472
+
473
+ /** Enables or disables the physics engine */
474
+ enabled: boolean;
475
+ /** Returns the underlying physics world object */
476
+ get world(): World | undefined;
477
+
478
+ /** Sets the gravity vector for the physics simulation */
479
+ set gravity(vec3: Vec3);
480
+ /** Gets the current gravity vector */
481
+ get gravity(): Vec3;
482
+
483
+ /**
484
+ * Gets the rapier physics body for a Needle component
485
+ * @param obj The collider or rigidbody component
486
+ * @returns The underlying physics body or null if not found
487
+ */
488
+ getBody(obj: ICollider | IRigidbody): null | any;
489
+ /**
490
+ * Gets the Needle Engine component for a rapier physics object
491
+ * @param rapierObject The rapier physics object
492
+ * @returns The associated component or null if not found
493
+ */
494
+ getComponent(rapierObject: object): IComponent | null;
495
+
496
+ /**
497
+ * Performs a fast raycast against physics colliders
498
+ * @param origin Ray origin in screen or worldspace
499
+ * @param direction Ray direction in worldspace
500
+ * @param options Additional raycast configuration options
501
+ * @returns Raycast result containing hit point and collider, or null if no hit
502
+ */
503
+ raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
504
+ maxDistance?: number,
505
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
506
+ solid?: boolean,
507
+ queryFilterFlags?: QueryFilterFlags,
508
+ /**
509
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
510
+ * The scene query will only consider hits with colliders with collision groups compatible with
511
+ * this collision group (using the bitwise test described in the collision groups section).
512
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
513
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
514
+ */
515
+ filterGroups?: number,
516
+ /**
517
+ * Predicate to filter colliders in raycast results
518
+ * @param collider The collider being tested
519
+ * @returns False to ignore this collider, true to include it
520
+ */
521
+ filterPredicate?: (collider: ICollider) => boolean
522
+ }): RaycastResult;
523
+
524
+ /**
525
+ * Performs a raycast that also returns the normal vector at the hit point
526
+ * @param origin Ray origin in screen or worldspace
527
+ * @param direction Ray direction in worldspace
528
+ * @param options Additional raycast configuration options
529
+ * @returns Raycast result containing hit point, normal, and collider, or null if no hit
530
+ */
531
+ raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
532
+ maxDistance?: number,
533
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
534
+ solid?: boolean,
535
+ queryFilterFlags?: QueryFilterFlags,
536
+ /**
537
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
538
+ * The scene query will only consider hits with colliders with collision groups compatible with
539
+ * this collision group (using the bitwise test described in the collision groups section).
540
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
541
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
542
+ */
543
+ filterGroups?: number,
544
+ /**
545
+ * Predicate to filter colliders in raycast results
546
+ * @param collider The collider being tested
547
+ * @returns False to ignore this collider, true to include it
548
+ */
549
+ filterPredicate?: (collider: ICollider) => boolean
550
+ }): RaycastResult;
551
+
552
+ /**
553
+ * Finds all colliders within a sphere
554
+ * @param point The center point of the sphere
555
+ * @param radius The radius of the sphere
556
+ * @returns Array of objects that overlap with the sphere
557
+ */
558
+ sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
559
+
560
+ // Collider methods
561
+ /**
562
+ * Adds a sphere collider to the physics world
563
+ * @param collider The collider component to add
564
+ */
565
+ addSphereCollider(collider: ICollider);
566
+
567
+ /**
568
+ * Adds a box collider to the physics world
569
+ * @param collider The collider component to add
570
+ * @param size The size of the box
571
+ */
572
+ addBoxCollider(collider: ICollider, size: Vector3);
573
+
574
+ /**
575
+ * Adds a capsule collider to the physics world
576
+ * @param collider The collider component to add
577
+ * @param radius The radius of the capsule
578
+ * @param height The height of the capsule
579
+ */
580
+ addCapsuleCollider(collider: ICollider, radius: number, height: number);
581
+
582
+ /**
583
+ * Adds a mesh collider to the physics world
584
+ * @param collider The collider component to add
585
+ * @param mesh The mesh to use for collision
586
+ * @param convex Whether the collision mesh should be treated as convex
587
+ * @param scale Optional scale to apply to the mesh
588
+ */
589
+ addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined);
590
+
591
+ /**
592
+ * Updates the physics material properties of a collider
593
+ * @param collider The collider to update
594
+ */
595
+ updatePhysicsMaterial(collider: ICollider);
596
+
597
+ // Rigidbody methods
598
+ /**
599
+ * Wakes up a sleeping rigidbody
600
+ * @param rb The rigidbody to wake up
601
+ */
602
+ wakeup(rb: IRigidbody);
603
+
604
+ /**
605
+ * Checks if a rigidbody is currently sleeping
606
+ * @param rb The rigidbody to check
607
+ * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
608
+ */
609
+ isSleeping(rb: IRigidbody): boolean | undefined;
610
+
611
+ /**
612
+ * Updates the physical properties of a rigidbody or collider
613
+ * @param rb The rigidbody or collider to update
614
+ */
615
+ updateProperties(rb: IRigidbody | ICollider);
616
+
617
+ /**
618
+ * Resets all forces acting on a rigidbody
619
+ * @param rb The rigidbody to reset forces on
620
+ * @param wakeup Whether to wake up the rigidbody
621
+ */
622
+ resetForces(rb: IRigidbody, wakeup: boolean);
623
+
624
+ /**
625
+ * Resets all torques acting on a rigidbody
626
+ * @param rb The rigidbody to reset torques on
627
+ * @param wakeup Whether to wake up the rigidbody
628
+ */
629
+ resetTorques(rb: IRigidbody, wakeup: boolean);
630
+
631
+ /**
632
+ * Adds a continuous force to a rigidbody
633
+ * @param rb The rigidbody to add force to
634
+ * @param vec The force vector to add
635
+ * @param wakeup Whether to wake up the rigidbody
636
+ */
637
+ addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
638
+
639
+ /**
640
+ * Applies an instantaneous impulse to a rigidbody
641
+ * @param rb The rigidbody to apply impulse to
642
+ * @param vec The impulse vector to apply
643
+ * @param wakeup Whether to wake up the rigidbody
644
+ */
645
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
646
+
647
+ /**
648
+ * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
649
+ * @param rb The rigidbody or collider to get velocity from
650
+ * @returns The linear velocity vector or null if not available
651
+ */
652
+ getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
653
+
654
+ /**
655
+ * Gets the angular velocity of a rigidbody
656
+ * @param rb The rigidbody to get angular velocity from
657
+ * @returns The angular velocity vector or null if not available
658
+ */
659
+ getAngularVelocity(rb: IRigidbody): Vec3 | null;
660
+
661
+ /**
662
+ * Sets the angular velocity of a rigidbody
663
+ * @param rb The rigidbody to set angular velocity for
664
+ * @param vec The angular velocity vector to set
665
+ * @param wakeup Whether to wake up the rigidbody
666
+ */
667
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
668
+
669
+ /**
670
+ * Sets the linear velocity of a rigidbody
671
+ * @param rb The rigidbody to set linear velocity for
672
+ * @param vec The linear velocity vector to set
673
+ * @param wakeup Whether to wake up the rigidbody
674
+ */
675
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
676
+
677
+ /**
678
+ * Updates the position and/or rotation of a physics body
679
+ * @param comp The collider or rigidbody component to update
680
+ * @param translation Whether to update the position
681
+ * @param rotation Whether to update the rotation
682
+ */
683
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
684
+
685
+ /**
686
+ * Removes a physics body from the simulation
687
+ * @param body The component whose physics body should be removed
688
+ */
689
+ removeBody(body: IComponent);
690
+
691
+ /**
692
+ * Gets the physics body for a component
693
+ * @param obj The collider or rigidbody component
694
+ * @returns The underlying physics body or null if not found
695
+ */
696
+ getBody(obj: ICollider | IRigidbody): null | any;
697
+
698
+ // Joints
699
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody);
700
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
701
+
702
+ /** Enable to render collider shapes */
703
+ debugRenderColliders: boolean;
704
+ /** Enable to visualize raycasts in the scene with gizmos */
705
+ debugRenderRaycasts: boolean;
706
+ }
707
+
708
+ /**
709
+ * Available cursor types
710
+ * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
711
+ */
712
+ export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
713
+
714
+ /** Typical mouse button names for most devices */
715
+ export type MouseButtonName = "left" | "right" | "middle";
716
+
717
+ /** Button names on typical controllers (since there seems to be no agreed naming)
718
+ * https://w3c.github.io/gamepad/#remapping
719
+ */
720
+ export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
721
+
722
+ /** Needle-defined names for stylus (MX Ink) */
723
+ export type StylusButtonName = "stylus-touch" | "stylus-tip";
724
+
725
+ /** Button names as used in the xr profile */
726
+ export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
727
+
728
+ export type XRGestureName = "pinch";
729
+
730
+ /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
731
731
  export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName | XRGestureName;