@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
@@ -1,1295 +1,1295 @@
1
- import { Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
- import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
3
- import { Context } from './engine_setup.js';
4
- import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
5
- import { DeviceUtilities, getParam } from './engine_utils.js';
6
- const debug = getParam("debuginput");
7
- export var PointerType;
8
- (function (PointerType) {
9
- PointerType["Mouse"] = "mouse";
10
- PointerType["Touch"] = "touch";
11
- PointerType["Controller"] = "controller";
12
- PointerType["Hand"] = "hand";
13
- })(PointerType || (PointerType = {}));
14
- var PointerEnumType;
15
- (function (PointerEnumType) {
16
- PointerEnumType["PointerDown"] = "pointerdown";
17
- PointerEnumType["PointerUp"] = "pointerup";
18
- PointerEnumType["PointerMove"] = "pointermove";
19
- })(PointerEnumType || (PointerEnumType = {}));
20
- var KeyboardEnumType;
21
- (function (KeyboardEnumType) {
22
- KeyboardEnumType["KeyDown"] = "keydown";
23
- KeyboardEnumType["KeyUp"] = "keyup";
24
- KeyboardEnumType["KeyPressed"] = "keypress";
25
- })(KeyboardEnumType || (KeyboardEnumType = {}));
26
- export var InputEvents;
27
- (function (InputEvents) {
28
- InputEvents["PointerDown"] = "pointerdown";
29
- InputEvents["PointerUp"] = "pointerup";
30
- InputEvents["PointerMove"] = "pointermove";
31
- InputEvents["KeyDown"] = "keydown";
32
- InputEvents["KeyUp"] = "keyup";
33
- InputEvents["KeyPressed"] = "keypress";
34
- })(InputEvents || (InputEvents = {}));
35
- /**
36
- * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
37
- */
38
- export class NEPointerEvent extends PointerEvent {
39
- /**
40
- * Spatial input data
41
- */
42
- clientZ;
43
- /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
44
- deviceIndex;
45
- /** The origin of the event contains a reference to the creator of this event.
46
- * This can be the Needle Engine input system or e.g. a XR controller.
47
- * Implement `onPointerHits` to receive the intersections of this event.
48
- */
49
- origin;
50
- /** the browser event that triggered this event (if any) */
51
- source;
52
- /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
53
- mode;
54
- /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
55
- get isSpatial() {
56
- return this.mode != "screen";
57
- }
58
- /** A ray in worldspace for the event.
59
- * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
60
- get ray() {
61
- if (!this._ray) {
62
- this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
63
- }
64
- return this._ray;
65
- }
66
- set ray(value) { this._ray = value; }
67
- /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
68
- get hasRay() { return this._ray !== undefined; }
69
- _ray;
70
- /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
71
- * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
72
- */
73
- space;
74
- /** true if this event is a click */
75
- isClick = false;
76
- /** true if this event is a double click */
77
- isDoubleClick = false;
78
- /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
79
- get used() { return this._used; }
80
- _used = false;
81
- /** Call to mark an event to be used */
82
- use() {
83
- this._used = true;
84
- }
85
- /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
86
- get pointerId() { return this._pointerid; }
87
- _pointerid;
88
- // this is set via the init arguments (we override it here for intellisense to show the string options)
89
- /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
90
- get pointerType() { return this._pointerType; }
91
- _pointerType;
92
- // this is set via the init arguments (we override it here for intellisense to show the string options)
93
- /** The input that raised this event like `pointerdown` */
94
- get type() { return this._type; }
95
- _type;
96
- /** metadata can be used to associate additional information with the event */
97
- metadata = {};
98
- /** intersections that were generated from this event (or are associated with this event in any way) */
99
- intersections = new Array();
100
- constructor(type, source, init) {
101
- super(type, init);
102
- this.clientZ = init.clientZ;
103
- // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
104
- // so we have to be careful if we override properties - we then also need to set them in the constructor
105
- this._pointerid = init.pointerId;
106
- this._pointerType = init.pointerType;
107
- this._type = type;
108
- this.deviceIndex = init.deviceIndex;
109
- this.origin = init.origin;
110
- this.source = source;
111
- this.mode = init.mode;
112
- this._ray = init.ray;
113
- this.space = init.device;
114
- }
115
- _immediatePropagationStopped = false;
116
- get immediatePropagationStopped() {
117
- return this._immediatePropagationStopped;
118
- }
119
- _propagationStopped = false;
120
- get propagationStopped() {
121
- return this._immediatePropagationStopped || this._propagationStopped;
122
- }
123
- stopImmediatePropagation() {
124
- this._immediatePropagationStopped = true;
125
- super.stopImmediatePropagation();
126
- this.source?.stopImmediatePropagation();
127
- }
128
- stopPropagation() {
129
- this._propagationStopped = true;
130
- super.stopPropagation();
131
- this.source?.stopPropagation();
132
- if (debug)
133
- console.warn("Stop propagation...", this.pointerId, this.pointerType);
134
- }
135
- }
136
- export class NEKeyboardEvent extends KeyboardEvent {
137
- source;
138
- constructor(type, source, init) {
139
- super(type, init);
140
- this.source = source;
141
- }
142
- stopImmediatePropagation() {
143
- super.stopImmediatePropagation();
144
- this.source?.stopImmediatePropagation();
145
- }
146
- }
147
- export class KeyEventArgs {
148
- key;
149
- keyType;
150
- source;
151
- constructor(evt) {
152
- this.key = evt.key;
153
- this.keyType = evt.type;
154
- this.source = evt;
155
- }
156
- }
157
- export var InputEventQueue;
158
- (function (InputEventQueue) {
159
- InputEventQueue[InputEventQueue["Early"] = -100] = "Early";
160
- InputEventQueue[InputEventQueue["Default"] = 0] = "Default";
161
- InputEventQueue[InputEventQueue["Late"] = 100] = "Late";
162
- })(InputEventQueue || (InputEventQueue = {}));
163
- /**
164
- * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
165
- */
166
- export class Input {
167
- /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
168
- * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
169
- * Listeners per event are sorted
170
- */
171
- _eventListeners = {};
172
- addEventListener(type, callback, options) {
173
- if (!this._eventListeners[type])
174
- this._eventListeners[type] = [];
175
- if (!callback || typeof callback !== "function") {
176
- console.error("Invalid call to addEventListener: callback is required and must be a function!");
177
- return;
178
- }
179
- if (!options)
180
- options = {};
181
- // create a copy of the options object to avoid the original object being modified
182
- else
183
- options = { ...options };
184
- let queue = 0;
185
- if (options?.queue != undefined)
186
- queue = options.queue;
187
- const listeners = this._eventListeners[type];
188
- const queueListeners = listeners.find(l => l.priority === queue);
189
- if (!queueListeners) {
190
- listeners.push({ priority: queue, listeners: [{ callback, options }] });
191
- // ensure we sort the listeners by priority
192
- listeners.sort((a, b) => a.priority - b.priority);
193
- }
194
- else {
195
- queueListeners.listeners.push({ callback, options });
196
- }
197
- }
198
- removeEventListener(type, callback, options) {
199
- if (!this._eventListeners[type])
200
- return;
201
- if (!callback)
202
- return;
203
- const listeners = this._eventListeners[type];
204
- // if a specific queue is requested the callback should only be removed from that queue
205
- if (options?.queue != undefined) {
206
- const queueListeners = listeners.find(l => l.priority === options.queue);
207
- if (!queueListeners)
208
- return;
209
- const index = queueListeners.listeners.findIndex(l => l.callback === callback);
210
- if (index >= 0)
211
- queueListeners.listeners.splice(index, 1);
212
- }
213
- // if no queue is requested the callback will be removed from all queues
214
- else {
215
- for (const l of listeners) {
216
- const index = l.listeners.findIndex(l => l.callback === callback);
217
- if (index >= 0)
218
- l.listeners.splice(index, 1);
219
- }
220
- }
221
- }
222
- dispatchEvent(evt) {
223
- /** True when the next event queue should not be invoked */
224
- let preventNextEventQueue = false;
225
- // Handle keyboard event
226
- if (evt instanceof NEKeyboardEvent) {
227
- const listeners = this._eventListeners[evt.type];
228
- if (listeners) {
229
- for (const queue of listeners) {
230
- for (let i = 0; i < queue.listeners.length; i++) {
231
- const entry = queue.listeners[i];
232
- // if the abort signal is aborted we remove the listener and will not invoke it
233
- if (entry.options?.signal?.aborted) {
234
- queue.listeners.splice(i, 1);
235
- i--;
236
- continue;
237
- }
238
- // if the event should only be invoked once then we remove the listener before invoking it
239
- if (entry.options.once) {
240
- queue.listeners.splice(i, 1);
241
- i--;
242
- }
243
- entry.callback(evt);
244
- }
245
- }
246
- }
247
- }
248
- // Hnadle pointer event
249
- if (evt instanceof NEPointerEvent) {
250
- const listeners = this._eventListeners[evt.type];
251
- if (listeners) {
252
- for (const queue of listeners) {
253
- if (preventNextEventQueue)
254
- break;
255
- for (let i = 0; i < queue.listeners.length; i++) {
256
- const entry = queue.listeners[i];
257
- // if the abort signal is aborted we remove the listener and will not invoke it
258
- if (entry.options?.signal?.aborted) {
259
- queue.listeners.splice(i, 1);
260
- i--;
261
- continue;
262
- }
263
- // if immediatePropagationStopped is true we stop propagation altogether
264
- if (evt.immediatePropagationStopped) {
265
- preventNextEventQueue = true;
266
- if (debug)
267
- console.log("immediatePropagationStopped", evt.type);
268
- break;
269
- }
270
- // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
271
- else if (evt.propagationStopped) {
272
- preventNextEventQueue = true;
273
- if (debug)
274
- console.log("propagationStopped", evt.type);
275
- // we do not break here but continue invoking the listeners in the queue
276
- }
277
- // if the event should only be invoked once then we remove the listener before invoking it
278
- if (entry.options.once) {
279
- queue.listeners.splice(i, 1);
280
- i--;
281
- }
282
- entry.callback(evt);
283
- }
284
- }
285
- }
286
- }
287
- }
288
- _doubleClickTimeThreshold = .2;
289
- _longPressTimeThreshold = 1;
290
- get mousePosition() { return this._pointerPositions[0]; }
291
- ;
292
- get mousePositionRC() { return this._pointerPositionsRC[0]; }
293
- get mouseDown() { return this._pointerDown[0]; }
294
- get mouseUp() { return this._pointerUp[0]; }
295
- /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
296
- get mouseClick() { return this._pointerClick[0]; }
297
- /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
298
- get mouseDoubleClick() { return this._pointerDoubleClick[0]; }
299
- get mousePressed() { return this._pointerPressed[0]; }
300
- get mouseWheelChanged() { return this.getMouseWheelChanged(0); }
301
- /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
302
- get click() { return this._pointerClick[0]; }
303
- /** Was a double click detected for the primary pointer? */
304
- get doubleClick() { return this._pointerDoubleClick[0]; }
305
- /**
306
- * Get a connected Gamepad
307
- * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
308
- * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
309
- * @returns The gamepad or null if no gamepad is connected
310
- */
311
- getGamepad(index = 0) {
312
- if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
313
- return navigator.getGamepads()[index] || null;
314
- }
315
- return null;
316
- }
317
- _setCursorTypes = [];
318
- /** @deprecated use setCursor("pointer") */
319
- setCursorPointer() {
320
- this.setCursor("pointer");
321
- }
322
- /** @deprecated use unsetCursor() */
323
- setCursorNormal() {
324
- this.unsetCursor("pointer");
325
- }
326
- /**
327
- * Set a custom cursor. This will set the cursor type until unsetCursor is called
328
- */
329
- setCursor(type) {
330
- this._setCursorTypes.push(type);
331
- if (this._setCursorTypes.length > 10) {
332
- this._setCursorTypes.shift();
333
- }
334
- this.updateCursor();
335
- }
336
- /**
337
- * Unset a custom cursor. This will set the cursor type to the previous type or default
338
- */
339
- unsetCursor(type) {
340
- for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
341
- if (this._setCursorTypes[i] === type) {
342
- this._setCursorTypes.splice(i, 1);
343
- this.updateCursor();
344
- break;
345
- }
346
- }
347
- }
348
- updateCursor() {
349
- if (this._setCursorTypes?.length == 0)
350
- this.context.domElement.style.cursor = "default";
351
- else
352
- this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
353
- }
354
- /**
355
- * Check if a pointer id is currently used.
356
- */
357
- getIsPointerIdInUse(pointerId) {
358
- for (const evt of this._pointerEventsPressed) {
359
- if (evt.pointerId === pointerId) {
360
- if (evt.used)
361
- return true;
362
- }
363
- }
364
- return false;
365
- }
366
- /** how many pointers are currently pressed */
367
- getPointerPressedCount() {
368
- let count = 0;
369
- for (let i = 0; i < this._pointerPressed.length; i++) {
370
- if (this._pointerPressed[i]) {
371
- count++;
372
- }
373
- }
374
- return count;
375
- }
376
- /**
377
- * Gets the position of the given pointer index in pixel
378
- * @param i The pointer index
379
- * @returns The position of the pointer in pixel
380
- */
381
- getPointerPosition(i) {
382
- if (i >= this._pointerPositions.length)
383
- return null;
384
- return this._pointerPositions[i];
385
- }
386
- getPointerPositionLastFrame(i) {
387
- if (i >= this._pointerPositionsLastFrame.length)
388
- return null;
389
- return this._pointerPositionsLastFrame[i];
390
- }
391
- getPointerPositionDelta(i) {
392
- if (i >= this._pointerPositionsDelta.length)
393
- return null;
394
- return this._pointerPositionsDelta[i];
395
- }
396
- /**
397
- * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
398
- * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
399
- */
400
- getPointerPositionRC(i) {
401
- if (i >= this._pointerPositionsRC.length)
402
- return null;
403
- return this._pointerPositionsRC[i];
404
- }
405
- getPointerDown(i) {
406
- if (i >= this._pointerDown.length)
407
- return false;
408
- return this._pointerDown[i];
409
- }
410
- getPointerUp(i) {
411
- if (i >= this._pointerUp.length)
412
- return false;
413
- return this._pointerUp[i];
414
- }
415
- getPointerPressed(i) {
416
- if (i >= this._pointerPressed.length)
417
- return false;
418
- const res = this._pointerPressed[i];
419
- // if (i === 0) console.log(...this._pointerIds);
420
- return res;
421
- }
422
- getPointerClicked(i) {
423
- if (i >= this._pointerClick.length)
424
- return false;
425
- return this._pointerClick[i];
426
- }
427
- getPointerDoubleClicked(i) {
428
- if (i >= this._pointerDoubleClick.length)
429
- return false;
430
- return this._pointerDoubleClick[i];
431
- }
432
- getPointerDownTime(i) {
433
- if (i >= this._pointerDownTime.length)
434
- return -1;
435
- return this._pointerDownTime[i];
436
- }
437
- getPointerUpTime(i) {
438
- if (i >= this._pointerUpTime.length)
439
- return -1;
440
- return this._pointerUpTime[i];
441
- }
442
- getPointerLongPress(i) {
443
- if (i >= this._pointerDownTime.length)
444
- return false;
445
- return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
446
- }
447
- getIsMouse(i) {
448
- if (i < 0 || i >= this._pointerTypes.length)
449
- return false;
450
- return this._pointerTypes[i] === PointerType.Mouse;
451
- }
452
- getIsTouch(i) {
453
- if (i < 0 || i >= this._pointerTypes.length)
454
- return false;
455
- return this._pointerTypes[i] === PointerType.Touch;
456
- }
457
- getTouchesPressedCount() {
458
- let count = 0;
459
- for (let i = 0; i < this._pointerPressed.length; i++) {
460
- if (this._pointerPressed[i] && this.getIsTouch(i)) {
461
- count++;
462
- }
463
- }
464
- return count;
465
- }
466
- getMouseWheelChanged(i = 0) {
467
- if (i >= this._mouseWheelChanged.length)
468
- return false;
469
- return this._mouseWheelChanged[i];
470
- }
471
- getMouseWheelDeltaY(i = 0) {
472
- if (i >= this._mouseWheelDeltaY.length)
473
- return 0;
474
- return this._mouseWheelDeltaY[i];
475
- }
476
- getPointerEvent(i) {
477
- if (i >= this._pointerEvent.length)
478
- return undefined;
479
- return this._pointerEvent[i] ?? undefined;
480
- }
481
- *foreachPointerId(pointerType) {
482
- for (let i = 0; i < this._pointerTypes.length; i++) {
483
- // check if the pointer is active
484
- if (this._pointerIsActive(i)) {
485
- // if specific pointer types are requested
486
- if (pointerType !== undefined) {
487
- const type = this._pointerTypes[i];
488
- if (Array.isArray(pointerType)) {
489
- let isInArray = false;
490
- for (const t of pointerType) {
491
- if (type === t) {
492
- isInArray = true;
493
- break;
494
- }
495
- }
496
- if (!isInArray)
497
- continue;
498
- }
499
- else {
500
- if (pointerType !== type)
501
- continue;
502
- }
503
- }
504
- yield i;
505
- }
506
- }
507
- }
508
- *foreachTouchId() {
509
- for (let i = 0; i < this._pointerTypes.length; i++) {
510
- const type = this._pointerTypes[i];
511
- if (type !== PointerType.Touch)
512
- continue;
513
- if (this._pointerIsActive[i])
514
- yield i;
515
- }
516
- }
517
- _pointerIsActive(index) {
518
- if (index < 0)
519
- return false;
520
- return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
521
- }
522
- context;
523
- _pointerDown = [false];
524
- _pointerUp = [false];
525
- _pointerClick = [false];
526
- _pointerDoubleClick = [false];
527
- _pointerPressed = [false];
528
- _pointerPositions = [new Vector2()];
529
- _pointerPositionsLastFrame = [new Vector2()];
530
- _pointerPositionsDelta = [new Vector2()];
531
- _pointerPositionsRC = [new Vector2()];
532
- _pointerPositionDown = [new Vector3()];
533
- _pointerDownTime = [];
534
- _pointerUpTime = [];
535
- _pointerUpTimestamp = [];
536
- _pointerIds = [];
537
- _pointerTypes = [""];
538
- _mouseWheelChanged = [false];
539
- _mouseWheelDeltaY = [0];
540
- _pointerEvent = [];
541
- /** current pressed pointer events. Used to check if any of those events was used */
542
- _pointerEventsPressed = [];
543
- /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
544
- _pointerSpace = [];
545
- _pressedStack = new Map();
546
- onDownButton(pointerId, button) {
547
- let stack = this._pressedStack.get(pointerId);
548
- if (!stack) {
549
- stack = [];
550
- this._pressedStack.set(pointerId, stack);
551
- }
552
- stack.push(button);
553
- }
554
- onReleaseButton(pointerId, button) {
555
- const stack = this._pressedStack.get(pointerId);
556
- if (!stack)
557
- return;
558
- const index = stack.indexOf(button);
559
- if (index >= 0)
560
- stack.splice(index, 1);
561
- }
562
- /** the first button that was down and is currently pressed */
563
- getFirstPressedButtonForPointer(pointerId) {
564
- const stack = this._pressedStack.get(pointerId);
565
- if (!stack)
566
- return undefined;
567
- return stack[0];
568
- }
569
- /** the last (most recent) button that was down and is currently pressed */
570
- getLatestPressedButtonForPointer(pointerId) {
571
- const stack = this._pressedStack.get(pointerId);
572
- if (!stack)
573
- return undefined;
574
- return stack[stack.length - 1];
575
- }
576
- getKeyDown(key) {
577
- // If a key is provided check if it was pressed this frame
578
- if (key !== undefined) {
579
- return this.isKeyDown(key);
580
- }
581
- // If no key was provided get the first key that was pressed this frame
582
- for (const key in this.keysPressed) {
583
- const k = this.keysPressed[key];
584
- if (k.startFrame === this.context.time.frameCount)
585
- return k.key;
586
- }
587
- return null;
588
- }
589
- getKeyPressed(key) {
590
- if (key !== undefined) {
591
- return this.isKeyPressed(key);
592
- }
593
- for (const key in this.keysPressed) {
594
- const k = this.keysPressed[key];
595
- if (k.pressed)
596
- return k.key;
597
- }
598
- return null;
599
- }
600
- getKeyUp(key) {
601
- if (key !== undefined) {
602
- return this.isKeyUp(key);
603
- }
604
- for (const key in this.keysPressed) {
605
- const k = this.keysPressed[key];
606
- if (k.pressed === false && k.frame === this.context.time.frameCount)
607
- return true;
608
- return false;
609
- }
610
- return null;
611
- }
612
- isKeyDown(keyCode) {
613
- if (!this.context.application.isVisible || !this.context.application.hasFocus)
614
- return false;
615
- const codes = this.getCodeForCommonKeyName(keyCode);
616
- if (codes !== null) {
617
- for (const code of codes)
618
- if (this.isKeyDown(code))
619
- return true;
620
- return false;
621
- }
622
- const k = this.keysPressed[keyCode];
623
- if (!k)
624
- return false;
625
- return k.startFrame === this.context.time.frameCount && k.pressed;
626
- }
627
- isKeyUp(keyCode) {
628
- if (!this.context.application.isVisible || !this.context.application.hasFocus)
629
- return false;
630
- const codes = this.getCodeForCommonKeyName(keyCode);
631
- if (codes !== null) {
632
- for (const code of codes)
633
- if (this.isKeyUp(code))
634
- return true;
635
- return false;
636
- }
637
- const k = this.keysPressed[keyCode];
638
- if (!k)
639
- return false;
640
- return k.frame === this.context.time.frameCount && k.pressed === false;
641
- }
642
- isKeyPressed(keyCode) {
643
- if (!this.context.application.isVisible || !this.context.application.hasFocus)
644
- return false;
645
- const codes = this.getCodeForCommonKeyName(keyCode);
646
- if (codes !== null) {
647
- for (const code of codes)
648
- if (this.isKeyPressed(code))
649
- return true;
650
- return false;
651
- }
652
- const k = this.keysPressed[keyCode];
653
- if (!k)
654
- return false;
655
- return k.pressed || false;
656
- }
657
- // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
658
- getCodeForCommonKeyName(keyName) {
659
- if (keyName.length === 1) {
660
- // check if this is a digit
661
- if (keyName >= "0" && keyName <= "9")
662
- return ["Digit" + keyName];
663
- // check if this is a letter
664
- if (keyName >= "a" && keyName <= "z")
665
- return ["Key" + keyName.toUpperCase()];
666
- if (keyName == " ")
667
- return ["Space"];
668
- }
669
- switch (keyName) {
670
- case "shift":
671
- case "Shift":
672
- return ["ShiftLeft", "ShiftRight"];
673
- case "control":
674
- case "Control":
675
- return ["ControlLeft", "ControlRight"];
676
- case "alt":
677
- case "Alt":
678
- return ["AltLeft", "AltRight"];
679
- }
680
- return null;
681
- }
682
- createInputEvent(args) {
683
- // TODO: technically we would need to check for circular invocations here!
684
- switch (args.type) {
685
- case InputEvents.PointerDown:
686
- if (debug)
687
- showBalloonMessage("Create Pointer down");
688
- this.onDownButton(args.deviceIndex, args.button);
689
- this.onDown(args);
690
- break;
691
- case InputEvents.PointerMove:
692
- if (debug)
693
- showBalloonMessage("Create Pointer move");
694
- this.onMove(args);
695
- break;
696
- case InputEvents.PointerUp:
697
- if (debug)
698
- showBalloonMessage("Create Pointer up");
699
- this.onUp(args);
700
- this.onReleaseButton(args.deviceIndex, args.button);
701
- break;
702
- }
703
- }
704
- convertScreenspaceToRaycastSpace(vec2) {
705
- vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
706
- vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
707
- return vec2;
708
- }
709
- /** @internal */
710
- constructor(context) {
711
- this.context = context;
712
- this.context.post_render_callbacks.push(this.onEndOfFrame);
713
- }
714
- /** this is the html element we subscribed to for events */
715
- _htmlEventSource;
716
- bindEvents() {
717
- this.unbindEvents();
718
- // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
719
- // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
720
- this._htmlEventSource = this.context.renderer.domElement;
721
- window.addEventListener('contextmenu', this.onContextMenu);
722
- this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
723
- window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
724
- window.addEventListener('pointerup', this.onPointerUp, { passive: true });
725
- window.addEventListener('pointercancel', this.onPointerCancel, { passive: true });
726
- window.addEventListener("touchstart", this.onTouchStart, { passive: true });
727
- window.addEventListener("touchmove", this.onTouchMove, { passive: true });
728
- window.addEventListener("touchend", this.onTouchEnd, { passive: true });
729
- this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
730
- window.addEventListener("wheel", this.onWheelWindow, { passive: true });
731
- window.addEventListener("keydown", this.onKeyDown, false);
732
- window.addEventListener("keypress", this.onKeyPressed, false);
733
- window.addEventListener("keyup", this.onKeyUp, false);
734
- // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
735
- window.addEventListener('blur', this.onLostFocus);
736
- }
737
- unbindEvents() {
738
- window.removeEventListener('contextmenu', this.onContextMenu);
739
- this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
740
- window.removeEventListener('pointermove', this.onPointerMove);
741
- window.removeEventListener('pointerup', this.onPointerUp);
742
- window.removeEventListener('pointercancel', this.onPointerCancel);
743
- window.removeEventListener("touchstart", this.onTouchStart);
744
- window.removeEventListener("touchmove", this.onTouchMove);
745
- window.removeEventListener("touchend", this.onTouchEnd);
746
- this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
747
- window.removeEventListener("wheel", this.onWheelWindow, false);
748
- window.removeEventListener("keydown", this.onKeyDown, false);
749
- window.removeEventListener("keypress", this.onKeyPressed, false);
750
- window.removeEventListener("keyup", this.onKeyUp, false);
751
- window.removeEventListener('blur', this.onLostFocus);
752
- }
753
- dispose() {
754
- const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
755
- if (index >= 0)
756
- this.context.post_render_callbacks.splice(index, 1);
757
- this.unbindEvents();
758
- }
759
- onLostFocus = () => {
760
- for (const kp in this.keysPressed) {
761
- this.keysPressed[kp].pressed = false;
762
- }
763
- };
764
- _receivedPointerMoveEventsThisFrame = new Array;
765
- onEndOfFrame = () => {
766
- this._receivedPointerMoveEventsThisFrame.length = 0;
767
- for (let i = 0; i < this._pointerUp.length; i++)
768
- this._pointerUp[i] = false;
769
- for (let i = 0; i < this._pointerDown.length; i++)
770
- this._pointerDown[i] = false;
771
- for (let i = 0; i < this._pointerClick.length; i++)
772
- this._pointerClick[i] = false;
773
- for (let i = 0; i < this._pointerDoubleClick.length; i++)
774
- this._pointerDoubleClick[i] = false;
775
- for (const pt of this._pointerPositionsDelta)
776
- pt.set(0, 0);
777
- for (let i = 0; i < this._mouseWheelChanged.length; i++)
778
- this._mouseWheelChanged[i] = false;
779
- for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
780
- this._mouseWheelDeltaY[i] = 0;
781
- };
782
- canReceiveInput(evt) {
783
- // If the user has HTML objects ontop of the canvas
784
- // if(evt.target === this.context.renderer.domElement) return true;
785
- // const css = window.getComputedStyle(evt.target as HTMLElement);
786
- // if(css.pointerEvents === "all") return false;
787
- // We only check the target elements here since the canvas may be overlapped by other elements
788
- // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
789
- if (evt.target === this.context.renderer?.domElement)
790
- return true;
791
- if (evt.target === this.context.domElement)
792
- return true;
793
- // if we are in AR we always want to receive touches because the canvas is the whole screen.
794
- // See https://linear.app/needle/issue/NE-4345
795
- if (this.context.isInAR) {
796
- return true;
797
- }
798
- // looks like in Mozilla WebXR viewer the target element is the body
799
- if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR())
800
- return true;
801
- if (debug)
802
- console.warn("CanReceiveInput:False for", evt.target);
803
- return false;
804
- }
805
- onContextMenu = (evt) => {
806
- if (this.canReceiveInput(evt) === false)
807
- return;
808
- if (evt instanceof PointerEvent) {
809
- // for longpress on touch there might open a context menu
810
- // in which case we set the pointer pressed back to false (resetting the pressed pointer)
811
- // we need to emit a pointer up event here as well
812
- if (evt.pointerType === "touch") {
813
- // for (const index in this._pointerPressed) {
814
- // if (this._pointerTypes[index] === PointerType.Touch) {
815
- // // this._pointerPressed[index] = false;
816
- // // this throws orbit controls?
817
- // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
818
- // // this.onUp(ne);
819
- // }
820
- // }
821
- }
822
- }
823
- };
824
- keysPressed = {};
825
- onKeyDown = (evt) => {
826
- if (debug)
827
- console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
828
- if (!this.context.application.hasFocus)
829
- return;
830
- const ex = this.keysPressed[evt.code];
831
- if (ex && ex.pressed)
832
- return;
833
- this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
834
- const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
835
- this.onDispatchEvent(ne);
836
- };
837
- onKeyPressed = (evt) => {
838
- if (!this.context.application.hasFocus)
839
- return;
840
- const p = this.keysPressed[evt.code];
841
- if (!p)
842
- return;
843
- p.pressed = true;
844
- p.frame = this.context.time.frameCount + 1;
845
- const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
846
- this.onDispatchEvent(ne);
847
- };
848
- onKeyUp = (evt) => {
849
- if (!this.context.application.hasFocus)
850
- return;
851
- const p = this.keysPressed[evt.code];
852
- if (!p)
853
- return;
854
- p.pressed = false;
855
- p.frame = this.context.time.frameCount + 1;
856
- const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
857
- this.onDispatchEvent(ne);
858
- };
859
- onWheelWindow = (evt) => {
860
- // check if we are in pointer lock mode
861
- if (document.pointerLockElement) {
862
- // only if yes we want to use the mouse wheel as a pointer event
863
- this.onMouseWheel(evt);
864
- }
865
- };
866
- onMouseWheel = (evt) => {
867
- if (this.canReceiveInput(evt) === false)
868
- return;
869
- if (this._mouseWheelDeltaY.length <= 0)
870
- this._mouseWheelDeltaY.push(0);
871
- if (this._mouseWheelChanged.length <= 0)
872
- this._mouseWheelChanged.push(false);
873
- this._mouseWheelChanged[0] = true;
874
- const current = this._mouseWheelDeltaY[0];
875
- this._mouseWheelDeltaY[0] = current + evt.deltaY;
876
- };
877
- onPointerDown = (evt) => {
878
- if (this.context.isInAR)
879
- return;
880
- if (this.canReceiveInput(evt) === false)
881
- return;
882
- if (evt.target instanceof HTMLElement) {
883
- evt.target.setPointerCapture(evt.pointerId);
884
- }
885
- const id = this.getPointerId(evt);
886
- if (debug)
887
- showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
888
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
889
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
890
- this.onDown(ne);
891
- };
892
- onPointerMove = (evt) => {
893
- if (this.context.isInAR)
894
- return;
895
- // Prevent multiple pointerMove events per frame
896
- if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId))
897
- return;
898
- this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
899
- // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
900
- // if (this.canReceiveInput(evt) === false) return;
901
- let button = evt.button;
902
- if (evt.pointerType === "mouse") {
903
- const pressedButton = this.getFirstPressedButtonForPointer(0);
904
- button = pressedButton ?? 0;
905
- }
906
- const id = this.getPointerId(evt, button);
907
- if (button === -1) {
908
- button = id;
909
- }
910
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
911
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
912
- this.onMove(ne);
913
- };
914
- onPointerCancel = (evt) => {
915
- if (this.context.isInAR)
916
- return;
917
- if (debug)
918
- console.log("Pointer cancel", evt);
919
- // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
920
- this.onPointerUp(evt);
921
- };
922
- onPointerUp = (evt) => {
923
- if (this.context.isInAR)
924
- return;
925
- if (evt.target instanceof HTMLElement) {
926
- evt.target.releasePointerCapture(evt.pointerId);
927
- }
928
- // the pointer up event should always be handled
929
- // if (this.canReceiveInput(evt) === false) return;
930
- const id = this.getPointerId(evt);
931
- // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
932
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
933
- this.onUp(ne);
934
- this._pointerIds[id] = -1;
935
- if (debug)
936
- console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
937
- };
938
- getPointerId(evt, button) {
939
- if (evt.pointerType === "mouse")
940
- return 0 + (button ?? evt.button);
941
- return this.getPointerIndex(evt.pointerId);
942
- }
943
- getButtonName(evt) {
944
- const button = evt.button;
945
- if (evt.pointerType === "mouse") {
946
- switch (button) {
947
- case 0: return "left";
948
- case 1: return "middle";
949
- case 2: return "right";
950
- }
951
- }
952
- return "unknown";
953
- }
954
- // the touch events are currently only used for AR support on android
955
- onTouchStart = (evt) => {
956
- if (!this.context.isInAR)
957
- return;
958
- for (let i = 0; i < evt.changedTouches.length; i++) {
959
- const touch = evt.changedTouches[i];
960
- const id = this.getPointerIndex(touch.identifier);
961
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
962
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
963
- this.onDown(ne);
964
- }
965
- ;
966
- };
967
- onTouchMove = (evt) => {
968
- if (!this.context.isInAR)
969
- return;
970
- for (let i = 0; i < evt.changedTouches.length; i++) {
971
- const touch = evt.changedTouches[i];
972
- const id = this.getPointerIndex(touch.identifier);
973
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
974
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
975
- this.onMove(ne);
976
- }
977
- ;
978
- };
979
- onTouchEnd = (evt) => {
980
- if (!this.context.isInAR)
981
- return;
982
- for (let i = 0; i < evt.changedTouches.length; i++) {
983
- const touch = evt.changedTouches[i];
984
- const id = this.getPointerIndex(touch.identifier);
985
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
986
- this.onUp(ne);
987
- this._pointerIds[id] = -1;
988
- }
989
- ;
990
- };
991
- tempNearPlaneVector = new Vector3();
992
- tempFarPlaneVector = new Vector3();
993
- tempLookMatrix = new Matrix4();
994
- getAndUpdateSpatialObjectForScreenPosition(id, screenX, screenY) {
995
- let space = this._pointerSpace[id];
996
- if (!space) {
997
- space = new Object3D();
998
- this._pointerSpace[id] = space;
999
- }
1000
- this._pointerSpace[id] = space;
1001
- const camera = this.context.mainCamera;
1002
- if (camera) {
1003
- const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1004
- this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1005
- const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1006
- pointOnNearPlane.unproject(camera);
1007
- pointOnFarPlane.unproject(camera);
1008
- const worldUp = camera.worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera));
1009
- this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1010
- space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1011
- space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1012
- }
1013
- return space;
1014
- }
1015
- // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1016
- // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1017
- // while (arr.length <= index) arr.push(-1);
1018
- // if (timestamp === arr[index]) return false;
1019
- // arr[index] = timestamp;
1020
- // return true;
1021
- // }
1022
- isInRect(e) {
1023
- if (this.context.isInXR)
1024
- return true;
1025
- const rect = this.context.domElement.getBoundingClientRect();
1026
- const px = e.clientX;
1027
- const py = e.clientY;
1028
- const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1029
- if (debug && !isInRect)
1030
- console.log("Not in rect", rect, px, py);
1031
- return isInRect;
1032
- }
1033
- onDown(evt) {
1034
- const index = evt.pointerId;
1035
- if (this.getPointerPressed(index)) {
1036
- console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1037
- }
1038
- if (debug)
1039
- console.log(evt.pointerType, "DOWN", index);
1040
- if (!this.isInRect(evt))
1041
- return;
1042
- // if (this.isMouseEventFromTouch(evt)) return;
1043
- this.setPointerState(index, this._pointerPressed, true);
1044
- this.setPointerState(index, this._pointerDown, true);
1045
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1046
- while (index >= this._pointerTypes.length)
1047
- this._pointerTypes.push(evt.pointerType);
1048
- this._pointerTypes[index] = evt.pointerType;
1049
- while (index >= this._pointerPositionDown.length)
1050
- this._pointerPositionDown.push(new Vector3());
1051
- this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1052
- while (index >= this._pointerPositions.length)
1053
- this._pointerPositions.push(new Vector2());
1054
- this._pointerPositions[index].set(evt.clientX, evt.clientY);
1055
- if (index >= this._pointerDownTime.length)
1056
- this._pointerDownTime.push(0);
1057
- this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1058
- this.updatePointerPosition(evt);
1059
- this._pointerEventsPressed.push(evt);
1060
- this.onDispatchEvent(evt);
1061
- }
1062
- // moveEvent?: Event;
1063
- onMove(evt) {
1064
- const index = evt.pointerId;
1065
- const isDown = this.getPointerPressed(index);
1066
- if (isDown === false && !this.isInRect(evt))
1067
- return;
1068
- if (evt.pointerType === PointerType.Touch && !isDown)
1069
- return;
1070
- // if (this.isMouseEventFromTouch(evt)) return;
1071
- // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1072
- this.updatePointerPosition(evt);
1073
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1074
- this.onDispatchEvent(evt);
1075
- }
1076
- onUp(evt) {
1077
- const index = evt.pointerId;
1078
- const wasDown = this.getPointerPressed(index);
1079
- if (!wasDown) {
1080
- if (debug)
1081
- console.log(evt.pointerType, "UP", index, "was not down");
1082
- return;
1083
- }
1084
- // if (this.isMouseEventFromTouch(evt)) return;
1085
- if (debug)
1086
- console.log(evt.pointerType, "UP", index);
1087
- this.setPointerState(index, this._pointerPressed, false);
1088
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1089
- this.setPointerState(index, this._pointerUp, true);
1090
- this.updatePointerPosition(evt);
1091
- for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1092
- const ptr = this._pointerEventsPressed[i];
1093
- if (ptr.pointerId === index) {
1094
- this._pointerEventsPressed.splice(i, 1);
1095
- break;
1096
- }
1097
- }
1098
- if (!this._pointerPositionDown[index]) {
1099
- if (debug)
1100
- showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1101
- console.warn("Received pointer up event without matching down event for button: " + index);
1102
- return;
1103
- }
1104
- const lastUpTime = this._pointerUpTime[index];
1105
- const downTime = this._pointerDownTime[index];
1106
- const upTime = this.context.time.realtimeSinceStartup;
1107
- const dt = upTime - downTime;
1108
- if (index >= this._pointerUpTime.length)
1109
- this._pointerUpTime.push(-99);
1110
- this._pointerUpTime[index] = upTime;
1111
- // If the time from down to up is less than 1 second check if it was a click
1112
- if (dt < 1) {
1113
- let dx = evt.clientX - this._pointerPositionDown[index].x;
1114
- let dy = evt.clientY - this._pointerPositionDown[index].y;
1115
- let dz = 0;
1116
- if (evt.isSpatial && evt.clientZ != undefined) {
1117
- dz = evt.clientZ - this._pointerPositionDown[index].z;
1118
- // spatial clicks remapping
1119
- dx *= 200;
1120
- dy *= 200;
1121
- dz *= 200;
1122
- }
1123
- if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1124
- this.setPointerState(index, this._pointerClick, true);
1125
- evt.isClick = true;
1126
- // handle double click
1127
- const dt = upTime - lastUpTime;
1128
- if (debug)
1129
- console.log("CLICK", index, dx, dy, dz, dt);
1130
- if (dt < this._doubleClickTimeThreshold && dt > 0) {
1131
- this.setPointerState(index, this._pointerDoubleClick, true);
1132
- evt.isDoubleClick = true;
1133
- }
1134
- }
1135
- }
1136
- this.onDispatchEvent(evt);
1137
- }
1138
- updatePointerPosition(evt) {
1139
- const index = evt.pointerId;
1140
- while (index >= this._pointerPositions.length)
1141
- this._pointerPositions.push(new Vector2());
1142
- while (index >= this._pointerPositionsLastFrame.length)
1143
- this._pointerPositionsLastFrame.push(new Vector2());
1144
- while (index >= this._pointerPositionsDelta.length)
1145
- this._pointerPositionsDelta.push(new Vector2());
1146
- const lf = this._pointerPositionsLastFrame[index];
1147
- lf.copy(this._pointerPositions[index]);
1148
- // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1149
- const delta = this._pointerPositionsDelta[index];
1150
- let dx = evt.clientX - lf.x;
1151
- let dy = evt.clientY - lf.y;
1152
- // if pointer is locked, clientX and Y are not changed, but Movement is.
1153
- if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1154
- const source = evt.source;
1155
- if (dx === 0 && source.movementX !== 0)
1156
- dx = source.movementX || 0;
1157
- if (dy === 0 && source.movementY !== 0)
1158
- dy = source.movementY || 0;
1159
- }
1160
- delta.x += dx;
1161
- delta.y += dy;
1162
- this._pointerPositions[index].x = evt.clientX;
1163
- this._pointerPositions[index].y = evt.clientY;
1164
- // we want to have the position 01 on the canvas for raycasting
1165
- const px = evt.clientX;
1166
- const py = evt.clientY;
1167
- while (index >= this._pointerPositionsRC.length)
1168
- this._pointerPositionsRC.push(new Vector2());
1169
- const rc = this._pointerPositionsRC[index];
1170
- rc.set(px, py);
1171
- this.convertScreenspaceToRaycastSpace(rc);
1172
- // console.log(this.context.alias, rc);
1173
- // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1174
- // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1175
- // console.log(evt.button)
1176
- }
1177
- /** get the next free id */
1178
- getPointerIndex(pointerId) {
1179
- // test if theres a pointer with the id
1180
- let firstFreeIndex = -1;
1181
- for (let i = 0; i < this._pointerIds.length; i++) {
1182
- if (this._pointerIds[i] === pointerId)
1183
- return i;
1184
- else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1185
- firstFreeIndex = i;
1186
- }
1187
- }
1188
- // if not take the free slot if any
1189
- if (firstFreeIndex !== -1) {
1190
- this._pointerIds[firstFreeIndex] = pointerId;
1191
- return firstFreeIndex;
1192
- }
1193
- if (debug)
1194
- console.log("PUSH pointerId:", pointerId);
1195
- this._pointerIds.push(pointerId);
1196
- return this._pointerIds.length - 1;
1197
- }
1198
- setPointerState(index, arr, value) {
1199
- arr[index] = value;
1200
- }
1201
- setPointerStateT(index, arr, value) {
1202
- // while (arr.length <= index) arr.push(null as any);
1203
- arr[index] = value;
1204
- return value;
1205
- }
1206
- onDispatchEvent(evt) {
1207
- const prevContext = Context.Current;
1208
- try {
1209
- Context.Current = this.context;
1210
- this.dispatchEvent(evt);
1211
- }
1212
- finally {
1213
- Context.Current = prevContext;
1214
- }
1215
- }
1216
- }
1217
- // KEY_1 = 49,
1218
- // KEY_2 = 50,
1219
- // KEY_3 = 51,
1220
- // KEY_4 = 52,
1221
- // KEY_5 = 53,
1222
- // KEY_6 = 54,
1223
- // KEY_7 = 55,
1224
- // KEY_8 = 56,
1225
- // KEY_9 = 57,
1226
- // KEY_A = 65,
1227
- // KEY_B = 66,
1228
- // KEY_C = 67,
1229
- // KEY_D = "d",
1230
- // KEY_E = 69,
1231
- // KEY_F = 70,
1232
- // KEY_G = 71,
1233
- // KEY_H = 72,
1234
- // KEY_I = 73,
1235
- // KEY_J = 74,
1236
- // KEY_K = 75,
1237
- // KEY_L = 76,
1238
- // KEY_M = 77,
1239
- // KEY_N = 78,
1240
- // KEY_O = 79,
1241
- // KEY_P = 80,
1242
- // KEY_Q = 81,
1243
- // KEY_R = 82,
1244
- // KEY_S = 83,
1245
- // KEY_T = 84,
1246
- // KEY_U = 85,
1247
- // KEY_V = 86,
1248
- // KEY_W = 87,
1249
- // KEY_X = 88,
1250
- // KEY_Y = 89,
1251
- // KEY_Z = 90,
1252
- // LEFT_META = 91,
1253
- // RIGHT_META = 92,
1254
- // SELECT = 93,
1255
- // NUMPAD_0 = 96,
1256
- // NUMPAD_1 = 97,
1257
- // NUMPAD_2 = 98,
1258
- // NUMPAD_3 = 99,
1259
- // NUMPAD_4 = 100,
1260
- // NUMPAD_5 = 101,
1261
- // NUMPAD_6 = 102,
1262
- // NUMPAD_7 = 103,
1263
- // NUMPAD_8 = 104,
1264
- // NUMPAD_9 = 105,
1265
- // MULTIPLY = 106,
1266
- // ADD = 107,
1267
- // SUBTRACT = 109,
1268
- // DECIMAL = 110,
1269
- // DIVIDE = 111,
1270
- // F1 = 112,
1271
- // F2 = 113,
1272
- // F3 = 114,
1273
- // F4 = 115,
1274
- // F5 = 116,
1275
- // F6 = 117,
1276
- // F7 = 118,
1277
- // F8 = 119,
1278
- // F9 = 120,
1279
- // F10 = 121,
1280
- // F11 = 122,
1281
- // F12 = 123,
1282
- // NUM_LOCK = 144,
1283
- // SCROLL_LOCK = 145,
1284
- // SEMICOLON = 186,
1285
- // EQUALS = 187,
1286
- // COMMA = 188,
1287
- // DASH = 189,
1288
- // PERIOD = 190,
1289
- // FORWARD_SLASH = 191,
1290
- // GRAVE_ACCENT = 192,
1291
- // OPEN_BRACKET = 219,
1292
- // BACK_SLASH = 220,
1293
- // CLOSE_BRACKET = 221,
1294
- // SINGLE_QUOTE = 222
1
+ import { Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
+ import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
3
+ import { Context } from './engine_setup.js';
4
+ import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
5
+ import { DeviceUtilities, getParam } from './engine_utils.js';
6
+ const debug = getParam("debuginput");
7
+ export var PointerType;
8
+ (function (PointerType) {
9
+ PointerType["Mouse"] = "mouse";
10
+ PointerType["Touch"] = "touch";
11
+ PointerType["Controller"] = "controller";
12
+ PointerType["Hand"] = "hand";
13
+ })(PointerType || (PointerType = {}));
14
+ var PointerEnumType;
15
+ (function (PointerEnumType) {
16
+ PointerEnumType["PointerDown"] = "pointerdown";
17
+ PointerEnumType["PointerUp"] = "pointerup";
18
+ PointerEnumType["PointerMove"] = "pointermove";
19
+ })(PointerEnumType || (PointerEnumType = {}));
20
+ var KeyboardEnumType;
21
+ (function (KeyboardEnumType) {
22
+ KeyboardEnumType["KeyDown"] = "keydown";
23
+ KeyboardEnumType["KeyUp"] = "keyup";
24
+ KeyboardEnumType["KeyPressed"] = "keypress";
25
+ })(KeyboardEnumType || (KeyboardEnumType = {}));
26
+ export var InputEvents;
27
+ (function (InputEvents) {
28
+ InputEvents["PointerDown"] = "pointerdown";
29
+ InputEvents["PointerUp"] = "pointerup";
30
+ InputEvents["PointerMove"] = "pointermove";
31
+ InputEvents["KeyDown"] = "keydown";
32
+ InputEvents["KeyUp"] = "keyup";
33
+ InputEvents["KeyPressed"] = "keypress";
34
+ })(InputEvents || (InputEvents = {}));
35
+ /**
36
+ * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
37
+ */
38
+ export class NEPointerEvent extends PointerEvent {
39
+ /**
40
+ * Spatial input data
41
+ */
42
+ clientZ;
43
+ /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
44
+ deviceIndex;
45
+ /** The origin of the event contains a reference to the creator of this event.
46
+ * This can be the Needle Engine input system or e.g. a XR controller.
47
+ * Implement `onPointerHits` to receive the intersections of this event.
48
+ */
49
+ origin;
50
+ /** the browser event that triggered this event (if any) */
51
+ source;
52
+ /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
53
+ mode;
54
+ /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
55
+ get isSpatial() {
56
+ return this.mode != "screen";
57
+ }
58
+ /** A ray in worldspace for the event.
59
+ * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
60
+ get ray() {
61
+ if (!this._ray) {
62
+ this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
63
+ }
64
+ return this._ray;
65
+ }
66
+ set ray(value) { this._ray = value; }
67
+ /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
68
+ get hasRay() { return this._ray !== undefined; }
69
+ _ray;
70
+ /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
71
+ * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
72
+ */
73
+ space;
74
+ /** true if this event is a click */
75
+ isClick = false;
76
+ /** true if this event is a double click */
77
+ isDoubleClick = false;
78
+ /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
79
+ get used() { return this._used; }
80
+ _used = false;
81
+ /** Call to mark an event to be used */
82
+ use() {
83
+ this._used = true;
84
+ }
85
+ /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
86
+ get pointerId() { return this._pointerid; }
87
+ _pointerid;
88
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
89
+ /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
90
+ get pointerType() { return this._pointerType; }
91
+ _pointerType;
92
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
93
+ /** The input that raised this event like `pointerdown` */
94
+ get type() { return this._type; }
95
+ _type;
96
+ /** metadata can be used to associate additional information with the event */
97
+ metadata = {};
98
+ /** intersections that were generated from this event (or are associated with this event in any way) */
99
+ intersections = new Array();
100
+ constructor(type, source, init) {
101
+ super(type, init);
102
+ this.clientZ = init.clientZ;
103
+ // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
104
+ // so we have to be careful if we override properties - we then also need to set them in the constructor
105
+ this._pointerid = init.pointerId;
106
+ this._pointerType = init.pointerType;
107
+ this._type = type;
108
+ this.deviceIndex = init.deviceIndex;
109
+ this.origin = init.origin;
110
+ this.source = source;
111
+ this.mode = init.mode;
112
+ this._ray = init.ray;
113
+ this.space = init.device;
114
+ }
115
+ _immediatePropagationStopped = false;
116
+ get immediatePropagationStopped() {
117
+ return this._immediatePropagationStopped;
118
+ }
119
+ _propagationStopped = false;
120
+ get propagationStopped() {
121
+ return this._immediatePropagationStopped || this._propagationStopped;
122
+ }
123
+ stopImmediatePropagation() {
124
+ this._immediatePropagationStopped = true;
125
+ super.stopImmediatePropagation();
126
+ this.source?.stopImmediatePropagation();
127
+ }
128
+ stopPropagation() {
129
+ this._propagationStopped = true;
130
+ super.stopPropagation();
131
+ this.source?.stopPropagation();
132
+ if (debug)
133
+ console.warn("Stop propagation...", this.pointerId, this.pointerType);
134
+ }
135
+ }
136
+ export class NEKeyboardEvent extends KeyboardEvent {
137
+ source;
138
+ constructor(type, source, init) {
139
+ super(type, init);
140
+ this.source = source;
141
+ }
142
+ stopImmediatePropagation() {
143
+ super.stopImmediatePropagation();
144
+ this.source?.stopImmediatePropagation();
145
+ }
146
+ }
147
+ export class KeyEventArgs {
148
+ key;
149
+ keyType;
150
+ source;
151
+ constructor(evt) {
152
+ this.key = evt.key;
153
+ this.keyType = evt.type;
154
+ this.source = evt;
155
+ }
156
+ }
157
+ export var InputEventQueue;
158
+ (function (InputEventQueue) {
159
+ InputEventQueue[InputEventQueue["Early"] = -100] = "Early";
160
+ InputEventQueue[InputEventQueue["Default"] = 0] = "Default";
161
+ InputEventQueue[InputEventQueue["Late"] = 100] = "Late";
162
+ })(InputEventQueue || (InputEventQueue = {}));
163
+ /**
164
+ * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
165
+ */
166
+ export class Input {
167
+ /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
168
+ * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
169
+ * Listeners per event are sorted
170
+ */
171
+ _eventListeners = {};
172
+ addEventListener(type, callback, options) {
173
+ if (!this._eventListeners[type])
174
+ this._eventListeners[type] = [];
175
+ if (!callback || typeof callback !== "function") {
176
+ console.error("Invalid call to addEventListener: callback is required and must be a function!");
177
+ return;
178
+ }
179
+ if (!options)
180
+ options = {};
181
+ // create a copy of the options object to avoid the original object being modified
182
+ else
183
+ options = { ...options };
184
+ let queue = 0;
185
+ if (options?.queue != undefined)
186
+ queue = options.queue;
187
+ const listeners = this._eventListeners[type];
188
+ const queueListeners = listeners.find(l => l.priority === queue);
189
+ if (!queueListeners) {
190
+ listeners.push({ priority: queue, listeners: [{ callback, options }] });
191
+ // ensure we sort the listeners by priority
192
+ listeners.sort((a, b) => a.priority - b.priority);
193
+ }
194
+ else {
195
+ queueListeners.listeners.push({ callback, options });
196
+ }
197
+ }
198
+ removeEventListener(type, callback, options) {
199
+ if (!this._eventListeners[type])
200
+ return;
201
+ if (!callback)
202
+ return;
203
+ const listeners = this._eventListeners[type];
204
+ // if a specific queue is requested the callback should only be removed from that queue
205
+ if (options?.queue != undefined) {
206
+ const queueListeners = listeners.find(l => l.priority === options.queue);
207
+ if (!queueListeners)
208
+ return;
209
+ const index = queueListeners.listeners.findIndex(l => l.callback === callback);
210
+ if (index >= 0)
211
+ queueListeners.listeners.splice(index, 1);
212
+ }
213
+ // if no queue is requested the callback will be removed from all queues
214
+ else {
215
+ for (const l of listeners) {
216
+ const index = l.listeners.findIndex(l => l.callback === callback);
217
+ if (index >= 0)
218
+ l.listeners.splice(index, 1);
219
+ }
220
+ }
221
+ }
222
+ dispatchEvent(evt) {
223
+ /** True when the next event queue should not be invoked */
224
+ let preventNextEventQueue = false;
225
+ // Handle keyboard event
226
+ if (evt instanceof NEKeyboardEvent) {
227
+ const listeners = this._eventListeners[evt.type];
228
+ if (listeners) {
229
+ for (const queue of listeners) {
230
+ for (let i = 0; i < queue.listeners.length; i++) {
231
+ const entry = queue.listeners[i];
232
+ // if the abort signal is aborted we remove the listener and will not invoke it
233
+ if (entry.options?.signal?.aborted) {
234
+ queue.listeners.splice(i, 1);
235
+ i--;
236
+ continue;
237
+ }
238
+ // if the event should only be invoked once then we remove the listener before invoking it
239
+ if (entry.options.once) {
240
+ queue.listeners.splice(i, 1);
241
+ i--;
242
+ }
243
+ entry.callback(evt);
244
+ }
245
+ }
246
+ }
247
+ }
248
+ // Hnadle pointer event
249
+ if (evt instanceof NEPointerEvent) {
250
+ const listeners = this._eventListeners[evt.type];
251
+ if (listeners) {
252
+ for (const queue of listeners) {
253
+ if (preventNextEventQueue)
254
+ break;
255
+ for (let i = 0; i < queue.listeners.length; i++) {
256
+ const entry = queue.listeners[i];
257
+ // if the abort signal is aborted we remove the listener and will not invoke it
258
+ if (entry.options?.signal?.aborted) {
259
+ queue.listeners.splice(i, 1);
260
+ i--;
261
+ continue;
262
+ }
263
+ // if immediatePropagationStopped is true we stop propagation altogether
264
+ if (evt.immediatePropagationStopped) {
265
+ preventNextEventQueue = true;
266
+ if (debug)
267
+ console.log("immediatePropagationStopped", evt.type);
268
+ break;
269
+ }
270
+ // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
271
+ else if (evt.propagationStopped) {
272
+ preventNextEventQueue = true;
273
+ if (debug)
274
+ console.log("propagationStopped", evt.type);
275
+ // we do not break here but continue invoking the listeners in the queue
276
+ }
277
+ // if the event should only be invoked once then we remove the listener before invoking it
278
+ if (entry.options.once) {
279
+ queue.listeners.splice(i, 1);
280
+ i--;
281
+ }
282
+ entry.callback(evt);
283
+ }
284
+ }
285
+ }
286
+ }
287
+ }
288
+ _doubleClickTimeThreshold = .2;
289
+ _longPressTimeThreshold = 1;
290
+ get mousePosition() { return this._pointerPositions[0]; }
291
+ ;
292
+ get mousePositionRC() { return this._pointerPositionsRC[0]; }
293
+ get mouseDown() { return this._pointerDown[0]; }
294
+ get mouseUp() { return this._pointerUp[0]; }
295
+ /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
296
+ get mouseClick() { return this._pointerClick[0]; }
297
+ /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
298
+ get mouseDoubleClick() { return this._pointerDoubleClick[0]; }
299
+ get mousePressed() { return this._pointerPressed[0]; }
300
+ get mouseWheelChanged() { return this.getMouseWheelChanged(0); }
301
+ /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
302
+ get click() { return this._pointerClick[0]; }
303
+ /** Was a double click detected for the primary pointer? */
304
+ get doubleClick() { return this._pointerDoubleClick[0]; }
305
+ /**
306
+ * Get a connected Gamepad
307
+ * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
308
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
309
+ * @returns The gamepad or null if no gamepad is connected
310
+ */
311
+ getGamepad(index = 0) {
312
+ if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
313
+ return navigator.getGamepads()[index] || null;
314
+ }
315
+ return null;
316
+ }
317
+ _setCursorTypes = [];
318
+ /** @deprecated use setCursor("pointer") */
319
+ setCursorPointer() {
320
+ this.setCursor("pointer");
321
+ }
322
+ /** @deprecated use unsetCursor() */
323
+ setCursorNormal() {
324
+ this.unsetCursor("pointer");
325
+ }
326
+ /**
327
+ * Set a custom cursor. This will set the cursor type until unsetCursor is called
328
+ */
329
+ setCursor(type) {
330
+ this._setCursorTypes.push(type);
331
+ if (this._setCursorTypes.length > 10) {
332
+ this._setCursorTypes.shift();
333
+ }
334
+ this.updateCursor();
335
+ }
336
+ /**
337
+ * Unset a custom cursor. This will set the cursor type to the previous type or default
338
+ */
339
+ unsetCursor(type) {
340
+ for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
341
+ if (this._setCursorTypes[i] === type) {
342
+ this._setCursorTypes.splice(i, 1);
343
+ this.updateCursor();
344
+ break;
345
+ }
346
+ }
347
+ }
348
+ updateCursor() {
349
+ if (this._setCursorTypes?.length == 0)
350
+ this.context.domElement.style.cursor = "default";
351
+ else
352
+ this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
353
+ }
354
+ /**
355
+ * Check if a pointer id is currently used.
356
+ */
357
+ getIsPointerIdInUse(pointerId) {
358
+ for (const evt of this._pointerEventsPressed) {
359
+ if (evt.pointerId === pointerId) {
360
+ if (evt.used)
361
+ return true;
362
+ }
363
+ }
364
+ return false;
365
+ }
366
+ /** how many pointers are currently pressed */
367
+ getPointerPressedCount() {
368
+ let count = 0;
369
+ for (let i = 0; i < this._pointerPressed.length; i++) {
370
+ if (this._pointerPressed[i]) {
371
+ count++;
372
+ }
373
+ }
374
+ return count;
375
+ }
376
+ /**
377
+ * Gets the position of the given pointer index in pixel
378
+ * @param i The pointer index
379
+ * @returns The position of the pointer in pixel
380
+ */
381
+ getPointerPosition(i) {
382
+ if (i >= this._pointerPositions.length)
383
+ return null;
384
+ return this._pointerPositions[i];
385
+ }
386
+ getPointerPositionLastFrame(i) {
387
+ if (i >= this._pointerPositionsLastFrame.length)
388
+ return null;
389
+ return this._pointerPositionsLastFrame[i];
390
+ }
391
+ getPointerPositionDelta(i) {
392
+ if (i >= this._pointerPositionsDelta.length)
393
+ return null;
394
+ return this._pointerPositionsDelta[i];
395
+ }
396
+ /**
397
+ * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
398
+ * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
399
+ */
400
+ getPointerPositionRC(i) {
401
+ if (i >= this._pointerPositionsRC.length)
402
+ return null;
403
+ return this._pointerPositionsRC[i];
404
+ }
405
+ getPointerDown(i) {
406
+ if (i >= this._pointerDown.length)
407
+ return false;
408
+ return this._pointerDown[i];
409
+ }
410
+ getPointerUp(i) {
411
+ if (i >= this._pointerUp.length)
412
+ return false;
413
+ return this._pointerUp[i];
414
+ }
415
+ getPointerPressed(i) {
416
+ if (i >= this._pointerPressed.length)
417
+ return false;
418
+ const res = this._pointerPressed[i];
419
+ // if (i === 0) console.log(...this._pointerIds);
420
+ return res;
421
+ }
422
+ getPointerClicked(i) {
423
+ if (i >= this._pointerClick.length)
424
+ return false;
425
+ return this._pointerClick[i];
426
+ }
427
+ getPointerDoubleClicked(i) {
428
+ if (i >= this._pointerDoubleClick.length)
429
+ return false;
430
+ return this._pointerDoubleClick[i];
431
+ }
432
+ getPointerDownTime(i) {
433
+ if (i >= this._pointerDownTime.length)
434
+ return -1;
435
+ return this._pointerDownTime[i];
436
+ }
437
+ getPointerUpTime(i) {
438
+ if (i >= this._pointerUpTime.length)
439
+ return -1;
440
+ return this._pointerUpTime[i];
441
+ }
442
+ getPointerLongPress(i) {
443
+ if (i >= this._pointerDownTime.length)
444
+ return false;
445
+ return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
446
+ }
447
+ getIsMouse(i) {
448
+ if (i < 0 || i >= this._pointerTypes.length)
449
+ return false;
450
+ return this._pointerTypes[i] === PointerType.Mouse;
451
+ }
452
+ getIsTouch(i) {
453
+ if (i < 0 || i >= this._pointerTypes.length)
454
+ return false;
455
+ return this._pointerTypes[i] === PointerType.Touch;
456
+ }
457
+ getTouchesPressedCount() {
458
+ let count = 0;
459
+ for (let i = 0; i < this._pointerPressed.length; i++) {
460
+ if (this._pointerPressed[i] && this.getIsTouch(i)) {
461
+ count++;
462
+ }
463
+ }
464
+ return count;
465
+ }
466
+ getMouseWheelChanged(i = 0) {
467
+ if (i >= this._mouseWheelChanged.length)
468
+ return false;
469
+ return this._mouseWheelChanged[i];
470
+ }
471
+ getMouseWheelDeltaY(i = 0) {
472
+ if (i >= this._mouseWheelDeltaY.length)
473
+ return 0;
474
+ return this._mouseWheelDeltaY[i];
475
+ }
476
+ getPointerEvent(i) {
477
+ if (i >= this._pointerEvent.length)
478
+ return undefined;
479
+ return this._pointerEvent[i] ?? undefined;
480
+ }
481
+ *foreachPointerId(pointerType) {
482
+ for (let i = 0; i < this._pointerTypes.length; i++) {
483
+ // check if the pointer is active
484
+ if (this._pointerIsActive(i)) {
485
+ // if specific pointer types are requested
486
+ if (pointerType !== undefined) {
487
+ const type = this._pointerTypes[i];
488
+ if (Array.isArray(pointerType)) {
489
+ let isInArray = false;
490
+ for (const t of pointerType) {
491
+ if (type === t) {
492
+ isInArray = true;
493
+ break;
494
+ }
495
+ }
496
+ if (!isInArray)
497
+ continue;
498
+ }
499
+ else {
500
+ if (pointerType !== type)
501
+ continue;
502
+ }
503
+ }
504
+ yield i;
505
+ }
506
+ }
507
+ }
508
+ *foreachTouchId() {
509
+ for (let i = 0; i < this._pointerTypes.length; i++) {
510
+ const type = this._pointerTypes[i];
511
+ if (type !== PointerType.Touch)
512
+ continue;
513
+ if (this._pointerIsActive[i])
514
+ yield i;
515
+ }
516
+ }
517
+ _pointerIsActive(index) {
518
+ if (index < 0)
519
+ return false;
520
+ return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
521
+ }
522
+ context;
523
+ _pointerDown = [false];
524
+ _pointerUp = [false];
525
+ _pointerClick = [false];
526
+ _pointerDoubleClick = [false];
527
+ _pointerPressed = [false];
528
+ _pointerPositions = [new Vector2()];
529
+ _pointerPositionsLastFrame = [new Vector2()];
530
+ _pointerPositionsDelta = [new Vector2()];
531
+ _pointerPositionsRC = [new Vector2()];
532
+ _pointerPositionDown = [new Vector3()];
533
+ _pointerDownTime = [];
534
+ _pointerUpTime = [];
535
+ _pointerUpTimestamp = [];
536
+ _pointerIds = [];
537
+ _pointerTypes = [""];
538
+ _mouseWheelChanged = [false];
539
+ _mouseWheelDeltaY = [0];
540
+ _pointerEvent = [];
541
+ /** current pressed pointer events. Used to check if any of those events was used */
542
+ _pointerEventsPressed = [];
543
+ /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
544
+ _pointerSpace = [];
545
+ _pressedStack = new Map();
546
+ onDownButton(pointerId, button) {
547
+ let stack = this._pressedStack.get(pointerId);
548
+ if (!stack) {
549
+ stack = [];
550
+ this._pressedStack.set(pointerId, stack);
551
+ }
552
+ stack.push(button);
553
+ }
554
+ onReleaseButton(pointerId, button) {
555
+ const stack = this._pressedStack.get(pointerId);
556
+ if (!stack)
557
+ return;
558
+ const index = stack.indexOf(button);
559
+ if (index >= 0)
560
+ stack.splice(index, 1);
561
+ }
562
+ /** the first button that was down and is currently pressed */
563
+ getFirstPressedButtonForPointer(pointerId) {
564
+ const stack = this._pressedStack.get(pointerId);
565
+ if (!stack)
566
+ return undefined;
567
+ return stack[0];
568
+ }
569
+ /** the last (most recent) button that was down and is currently pressed */
570
+ getLatestPressedButtonForPointer(pointerId) {
571
+ const stack = this._pressedStack.get(pointerId);
572
+ if (!stack)
573
+ return undefined;
574
+ return stack[stack.length - 1];
575
+ }
576
+ getKeyDown(key) {
577
+ // If a key is provided check if it was pressed this frame
578
+ if (key !== undefined) {
579
+ return this.isKeyDown(key);
580
+ }
581
+ // If no key was provided get the first key that was pressed this frame
582
+ for (const key in this.keysPressed) {
583
+ const k = this.keysPressed[key];
584
+ if (k.startFrame === this.context.time.frameCount)
585
+ return k.key;
586
+ }
587
+ return null;
588
+ }
589
+ getKeyPressed(key) {
590
+ if (key !== undefined) {
591
+ return this.isKeyPressed(key);
592
+ }
593
+ for (const key in this.keysPressed) {
594
+ const k = this.keysPressed[key];
595
+ if (k.pressed)
596
+ return k.key;
597
+ }
598
+ return null;
599
+ }
600
+ getKeyUp(key) {
601
+ if (key !== undefined) {
602
+ return this.isKeyUp(key);
603
+ }
604
+ for (const key in this.keysPressed) {
605
+ const k = this.keysPressed[key];
606
+ if (k.pressed === false && k.frame === this.context.time.frameCount)
607
+ return true;
608
+ return false;
609
+ }
610
+ return null;
611
+ }
612
+ isKeyDown(keyCode) {
613
+ if (!this.context.application.isVisible || !this.context.application.hasFocus)
614
+ return false;
615
+ const codes = this.getCodeForCommonKeyName(keyCode);
616
+ if (codes !== null) {
617
+ for (const code of codes)
618
+ if (this.isKeyDown(code))
619
+ return true;
620
+ return false;
621
+ }
622
+ const k = this.keysPressed[keyCode];
623
+ if (!k)
624
+ return false;
625
+ return k.startFrame === this.context.time.frameCount && k.pressed;
626
+ }
627
+ isKeyUp(keyCode) {
628
+ if (!this.context.application.isVisible || !this.context.application.hasFocus)
629
+ return false;
630
+ const codes = this.getCodeForCommonKeyName(keyCode);
631
+ if (codes !== null) {
632
+ for (const code of codes)
633
+ if (this.isKeyUp(code))
634
+ return true;
635
+ return false;
636
+ }
637
+ const k = this.keysPressed[keyCode];
638
+ if (!k)
639
+ return false;
640
+ return k.frame === this.context.time.frameCount && k.pressed === false;
641
+ }
642
+ isKeyPressed(keyCode) {
643
+ if (!this.context.application.isVisible || !this.context.application.hasFocus)
644
+ return false;
645
+ const codes = this.getCodeForCommonKeyName(keyCode);
646
+ if (codes !== null) {
647
+ for (const code of codes)
648
+ if (this.isKeyPressed(code))
649
+ return true;
650
+ return false;
651
+ }
652
+ const k = this.keysPressed[keyCode];
653
+ if (!k)
654
+ return false;
655
+ return k.pressed || false;
656
+ }
657
+ // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
658
+ getCodeForCommonKeyName(keyName) {
659
+ if (keyName.length === 1) {
660
+ // check if this is a digit
661
+ if (keyName >= "0" && keyName <= "9")
662
+ return ["Digit" + keyName];
663
+ // check if this is a letter
664
+ if (keyName >= "a" && keyName <= "z")
665
+ return ["Key" + keyName.toUpperCase()];
666
+ if (keyName == " ")
667
+ return ["Space"];
668
+ }
669
+ switch (keyName) {
670
+ case "shift":
671
+ case "Shift":
672
+ return ["ShiftLeft", "ShiftRight"];
673
+ case "control":
674
+ case "Control":
675
+ return ["ControlLeft", "ControlRight"];
676
+ case "alt":
677
+ case "Alt":
678
+ return ["AltLeft", "AltRight"];
679
+ }
680
+ return null;
681
+ }
682
+ createInputEvent(args) {
683
+ // TODO: technically we would need to check for circular invocations here!
684
+ switch (args.type) {
685
+ case InputEvents.PointerDown:
686
+ if (debug)
687
+ showBalloonMessage("Create Pointer down");
688
+ this.onDownButton(args.deviceIndex, args.button);
689
+ this.onDown(args);
690
+ break;
691
+ case InputEvents.PointerMove:
692
+ if (debug)
693
+ showBalloonMessage("Create Pointer move");
694
+ this.onMove(args);
695
+ break;
696
+ case InputEvents.PointerUp:
697
+ if (debug)
698
+ showBalloonMessage("Create Pointer up");
699
+ this.onUp(args);
700
+ this.onReleaseButton(args.deviceIndex, args.button);
701
+ break;
702
+ }
703
+ }
704
+ convertScreenspaceToRaycastSpace(vec2) {
705
+ vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
706
+ vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
707
+ return vec2;
708
+ }
709
+ /** @internal */
710
+ constructor(context) {
711
+ this.context = context;
712
+ this.context.post_render_callbacks.push(this.onEndOfFrame);
713
+ }
714
+ /** this is the html element we subscribed to for events */
715
+ _htmlEventSource;
716
+ bindEvents() {
717
+ this.unbindEvents();
718
+ // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
719
+ // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
720
+ this._htmlEventSource = this.context.renderer.domElement;
721
+ window.addEventListener('contextmenu', this.onContextMenu);
722
+ this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
723
+ window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
724
+ window.addEventListener('pointerup', this.onPointerUp, { passive: true });
725
+ window.addEventListener('pointercancel', this.onPointerCancel, { passive: true });
726
+ window.addEventListener("touchstart", this.onTouchStart, { passive: true });
727
+ window.addEventListener("touchmove", this.onTouchMove, { passive: true });
728
+ window.addEventListener("touchend", this.onTouchEnd, { passive: true });
729
+ this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
730
+ window.addEventListener("wheel", this.onWheelWindow, { passive: true });
731
+ window.addEventListener("keydown", this.onKeyDown, false);
732
+ window.addEventListener("keypress", this.onKeyPressed, false);
733
+ window.addEventListener("keyup", this.onKeyUp, false);
734
+ // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
735
+ window.addEventListener('blur', this.onLostFocus);
736
+ }
737
+ unbindEvents() {
738
+ window.removeEventListener('contextmenu', this.onContextMenu);
739
+ this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
740
+ window.removeEventListener('pointermove', this.onPointerMove);
741
+ window.removeEventListener('pointerup', this.onPointerUp);
742
+ window.removeEventListener('pointercancel', this.onPointerCancel);
743
+ window.removeEventListener("touchstart", this.onTouchStart);
744
+ window.removeEventListener("touchmove", this.onTouchMove);
745
+ window.removeEventListener("touchend", this.onTouchEnd);
746
+ this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
747
+ window.removeEventListener("wheel", this.onWheelWindow, false);
748
+ window.removeEventListener("keydown", this.onKeyDown, false);
749
+ window.removeEventListener("keypress", this.onKeyPressed, false);
750
+ window.removeEventListener("keyup", this.onKeyUp, false);
751
+ window.removeEventListener('blur', this.onLostFocus);
752
+ }
753
+ dispose() {
754
+ const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
755
+ if (index >= 0)
756
+ this.context.post_render_callbacks.splice(index, 1);
757
+ this.unbindEvents();
758
+ }
759
+ onLostFocus = () => {
760
+ for (const kp in this.keysPressed) {
761
+ this.keysPressed[kp].pressed = false;
762
+ }
763
+ };
764
+ _receivedPointerMoveEventsThisFrame = new Array;
765
+ onEndOfFrame = () => {
766
+ this._receivedPointerMoveEventsThisFrame.length = 0;
767
+ for (let i = 0; i < this._pointerUp.length; i++)
768
+ this._pointerUp[i] = false;
769
+ for (let i = 0; i < this._pointerDown.length; i++)
770
+ this._pointerDown[i] = false;
771
+ for (let i = 0; i < this._pointerClick.length; i++)
772
+ this._pointerClick[i] = false;
773
+ for (let i = 0; i < this._pointerDoubleClick.length; i++)
774
+ this._pointerDoubleClick[i] = false;
775
+ for (const pt of this._pointerPositionsDelta)
776
+ pt.set(0, 0);
777
+ for (let i = 0; i < this._mouseWheelChanged.length; i++)
778
+ this._mouseWheelChanged[i] = false;
779
+ for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
780
+ this._mouseWheelDeltaY[i] = 0;
781
+ };
782
+ canReceiveInput(evt) {
783
+ // If the user has HTML objects ontop of the canvas
784
+ // if(evt.target === this.context.renderer.domElement) return true;
785
+ // const css = window.getComputedStyle(evt.target as HTMLElement);
786
+ // if(css.pointerEvents === "all") return false;
787
+ // We only check the target elements here since the canvas may be overlapped by other elements
788
+ // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
789
+ if (evt.target === this.context.renderer?.domElement)
790
+ return true;
791
+ if (evt.target === this.context.domElement)
792
+ return true;
793
+ // if we are in AR we always want to receive touches because the canvas is the whole screen.
794
+ // See https://linear.app/needle/issue/NE-4345
795
+ if (this.context.isInAR) {
796
+ return true;
797
+ }
798
+ // looks like in Mozilla WebXR viewer the target element is the body
799
+ if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR())
800
+ return true;
801
+ if (debug)
802
+ console.warn("CanReceiveInput:False for", evt.target);
803
+ return false;
804
+ }
805
+ onContextMenu = (evt) => {
806
+ if (this.canReceiveInput(evt) === false)
807
+ return;
808
+ if (evt instanceof PointerEvent) {
809
+ // for longpress on touch there might open a context menu
810
+ // in which case we set the pointer pressed back to false (resetting the pressed pointer)
811
+ // we need to emit a pointer up event here as well
812
+ if (evt.pointerType === "touch") {
813
+ // for (const index in this._pointerPressed) {
814
+ // if (this._pointerTypes[index] === PointerType.Touch) {
815
+ // // this._pointerPressed[index] = false;
816
+ // // this throws orbit controls?
817
+ // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
818
+ // // this.onUp(ne);
819
+ // }
820
+ // }
821
+ }
822
+ }
823
+ };
824
+ keysPressed = {};
825
+ onKeyDown = (evt) => {
826
+ if (debug)
827
+ console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
828
+ if (!this.context.application.hasFocus)
829
+ return;
830
+ const ex = this.keysPressed[evt.code];
831
+ if (ex && ex.pressed)
832
+ return;
833
+ this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
834
+ const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
835
+ this.onDispatchEvent(ne);
836
+ };
837
+ onKeyPressed = (evt) => {
838
+ if (!this.context.application.hasFocus)
839
+ return;
840
+ const p = this.keysPressed[evt.code];
841
+ if (!p)
842
+ return;
843
+ p.pressed = true;
844
+ p.frame = this.context.time.frameCount + 1;
845
+ const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
846
+ this.onDispatchEvent(ne);
847
+ };
848
+ onKeyUp = (evt) => {
849
+ if (!this.context.application.hasFocus)
850
+ return;
851
+ const p = this.keysPressed[evt.code];
852
+ if (!p)
853
+ return;
854
+ p.pressed = false;
855
+ p.frame = this.context.time.frameCount + 1;
856
+ const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
857
+ this.onDispatchEvent(ne);
858
+ };
859
+ onWheelWindow = (evt) => {
860
+ // check if we are in pointer lock mode
861
+ if (document.pointerLockElement) {
862
+ // only if yes we want to use the mouse wheel as a pointer event
863
+ this.onMouseWheel(evt);
864
+ }
865
+ };
866
+ onMouseWheel = (evt) => {
867
+ if (this.canReceiveInput(evt) === false)
868
+ return;
869
+ if (this._mouseWheelDeltaY.length <= 0)
870
+ this._mouseWheelDeltaY.push(0);
871
+ if (this._mouseWheelChanged.length <= 0)
872
+ this._mouseWheelChanged.push(false);
873
+ this._mouseWheelChanged[0] = true;
874
+ const current = this._mouseWheelDeltaY[0];
875
+ this._mouseWheelDeltaY[0] = current + evt.deltaY;
876
+ };
877
+ onPointerDown = (evt) => {
878
+ if (this.context.isInAR)
879
+ return;
880
+ if (this.canReceiveInput(evt) === false)
881
+ return;
882
+ if (evt.target instanceof HTMLElement) {
883
+ evt.target.setPointerCapture(evt.pointerId);
884
+ }
885
+ const id = this.getPointerId(evt);
886
+ if (debug)
887
+ showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
888
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
889
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
890
+ this.onDown(ne);
891
+ };
892
+ onPointerMove = (evt) => {
893
+ if (this.context.isInAR)
894
+ return;
895
+ // Prevent multiple pointerMove events per frame
896
+ if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId))
897
+ return;
898
+ this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
899
+ // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
900
+ // if (this.canReceiveInput(evt) === false) return;
901
+ let button = evt.button;
902
+ if (evt.pointerType === "mouse") {
903
+ const pressedButton = this.getFirstPressedButtonForPointer(0);
904
+ button = pressedButton ?? 0;
905
+ }
906
+ const id = this.getPointerId(evt, button);
907
+ if (button === -1) {
908
+ button = id;
909
+ }
910
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
911
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
912
+ this.onMove(ne);
913
+ };
914
+ onPointerCancel = (evt) => {
915
+ if (this.context.isInAR)
916
+ return;
917
+ if (debug)
918
+ console.log("Pointer cancel", evt);
919
+ // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
920
+ this.onPointerUp(evt);
921
+ };
922
+ onPointerUp = (evt) => {
923
+ if (this.context.isInAR)
924
+ return;
925
+ if (evt.target instanceof HTMLElement) {
926
+ evt.target.releasePointerCapture(evt.pointerId);
927
+ }
928
+ // the pointer up event should always be handled
929
+ // if (this.canReceiveInput(evt) === false) return;
930
+ const id = this.getPointerId(evt);
931
+ // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
932
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
933
+ this.onUp(ne);
934
+ this._pointerIds[id] = -1;
935
+ if (debug)
936
+ console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
937
+ };
938
+ getPointerId(evt, button) {
939
+ if (evt.pointerType === "mouse")
940
+ return 0 + (button ?? evt.button);
941
+ return this.getPointerIndex(evt.pointerId);
942
+ }
943
+ getButtonName(evt) {
944
+ const button = evt.button;
945
+ if (evt.pointerType === "mouse") {
946
+ switch (button) {
947
+ case 0: return "left";
948
+ case 1: return "middle";
949
+ case 2: return "right";
950
+ }
951
+ }
952
+ return "unknown";
953
+ }
954
+ // the touch events are currently only used for AR support on android
955
+ onTouchStart = (evt) => {
956
+ if (!this.context.isInAR)
957
+ return;
958
+ for (let i = 0; i < evt.changedTouches.length; i++) {
959
+ const touch = evt.changedTouches[i];
960
+ const id = this.getPointerIndex(touch.identifier);
961
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
962
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
963
+ this.onDown(ne);
964
+ }
965
+ ;
966
+ };
967
+ onTouchMove = (evt) => {
968
+ if (!this.context.isInAR)
969
+ return;
970
+ for (let i = 0; i < evt.changedTouches.length; i++) {
971
+ const touch = evt.changedTouches[i];
972
+ const id = this.getPointerIndex(touch.identifier);
973
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
974
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
975
+ this.onMove(ne);
976
+ }
977
+ ;
978
+ };
979
+ onTouchEnd = (evt) => {
980
+ if (!this.context.isInAR)
981
+ return;
982
+ for (let i = 0; i < evt.changedTouches.length; i++) {
983
+ const touch = evt.changedTouches[i];
984
+ const id = this.getPointerIndex(touch.identifier);
985
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
986
+ this.onUp(ne);
987
+ this._pointerIds[id] = -1;
988
+ }
989
+ ;
990
+ };
991
+ tempNearPlaneVector = new Vector3();
992
+ tempFarPlaneVector = new Vector3();
993
+ tempLookMatrix = new Matrix4();
994
+ getAndUpdateSpatialObjectForScreenPosition(id, screenX, screenY) {
995
+ let space = this._pointerSpace[id];
996
+ if (!space) {
997
+ space = new Object3D();
998
+ this._pointerSpace[id] = space;
999
+ }
1000
+ this._pointerSpace[id] = space;
1001
+ const camera = this.context.mainCamera;
1002
+ if (camera) {
1003
+ const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1004
+ this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1005
+ const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1006
+ pointOnNearPlane.unproject(camera);
1007
+ pointOnFarPlane.unproject(camera);
1008
+ const worldUp = camera.worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera));
1009
+ this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1010
+ space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1011
+ space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1012
+ }
1013
+ return space;
1014
+ }
1015
+ // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1016
+ // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1017
+ // while (arr.length <= index) arr.push(-1);
1018
+ // if (timestamp === arr[index]) return false;
1019
+ // arr[index] = timestamp;
1020
+ // return true;
1021
+ // }
1022
+ isInRect(e) {
1023
+ if (this.context.isInXR)
1024
+ return true;
1025
+ const rect = this.context.domElement.getBoundingClientRect();
1026
+ const px = e.clientX;
1027
+ const py = e.clientY;
1028
+ const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1029
+ if (debug && !isInRect)
1030
+ console.log("Not in rect", rect, px, py);
1031
+ return isInRect;
1032
+ }
1033
+ onDown(evt) {
1034
+ const index = evt.pointerId;
1035
+ if (this.getPointerPressed(index)) {
1036
+ console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1037
+ }
1038
+ if (debug)
1039
+ console.log(evt.pointerType, "DOWN", index);
1040
+ if (!this.isInRect(evt))
1041
+ return;
1042
+ // if (this.isMouseEventFromTouch(evt)) return;
1043
+ this.setPointerState(index, this._pointerPressed, true);
1044
+ this.setPointerState(index, this._pointerDown, true);
1045
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1046
+ while (index >= this._pointerTypes.length)
1047
+ this._pointerTypes.push(evt.pointerType);
1048
+ this._pointerTypes[index] = evt.pointerType;
1049
+ while (index >= this._pointerPositionDown.length)
1050
+ this._pointerPositionDown.push(new Vector3());
1051
+ this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1052
+ while (index >= this._pointerPositions.length)
1053
+ this._pointerPositions.push(new Vector2());
1054
+ this._pointerPositions[index].set(evt.clientX, evt.clientY);
1055
+ if (index >= this._pointerDownTime.length)
1056
+ this._pointerDownTime.push(0);
1057
+ this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1058
+ this.updatePointerPosition(evt);
1059
+ this._pointerEventsPressed.push(evt);
1060
+ this.onDispatchEvent(evt);
1061
+ }
1062
+ // moveEvent?: Event;
1063
+ onMove(evt) {
1064
+ const index = evt.pointerId;
1065
+ const isDown = this.getPointerPressed(index);
1066
+ if (isDown === false && !this.isInRect(evt))
1067
+ return;
1068
+ if (evt.pointerType === PointerType.Touch && !isDown)
1069
+ return;
1070
+ // if (this.isMouseEventFromTouch(evt)) return;
1071
+ // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1072
+ this.updatePointerPosition(evt);
1073
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1074
+ this.onDispatchEvent(evt);
1075
+ }
1076
+ onUp(evt) {
1077
+ const index = evt.pointerId;
1078
+ const wasDown = this.getPointerPressed(index);
1079
+ if (!wasDown) {
1080
+ if (debug)
1081
+ console.log(evt.pointerType, "UP", index, "was not down");
1082
+ return;
1083
+ }
1084
+ // if (this.isMouseEventFromTouch(evt)) return;
1085
+ if (debug)
1086
+ console.log(evt.pointerType, "UP", index);
1087
+ this.setPointerState(index, this._pointerPressed, false);
1088
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1089
+ this.setPointerState(index, this._pointerUp, true);
1090
+ this.updatePointerPosition(evt);
1091
+ for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1092
+ const ptr = this._pointerEventsPressed[i];
1093
+ if (ptr.pointerId === index) {
1094
+ this._pointerEventsPressed.splice(i, 1);
1095
+ break;
1096
+ }
1097
+ }
1098
+ if (!this._pointerPositionDown[index]) {
1099
+ if (debug)
1100
+ showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1101
+ console.warn("Received pointer up event without matching down event for button: " + index);
1102
+ return;
1103
+ }
1104
+ const lastUpTime = this._pointerUpTime[index];
1105
+ const downTime = this._pointerDownTime[index];
1106
+ const upTime = this.context.time.realtimeSinceStartup;
1107
+ const dt = upTime - downTime;
1108
+ if (index >= this._pointerUpTime.length)
1109
+ this._pointerUpTime.push(-99);
1110
+ this._pointerUpTime[index] = upTime;
1111
+ // If the time from down to up is less than 1 second check if it was a click
1112
+ if (dt < 1) {
1113
+ let dx = evt.clientX - this._pointerPositionDown[index].x;
1114
+ let dy = evt.clientY - this._pointerPositionDown[index].y;
1115
+ let dz = 0;
1116
+ if (evt.isSpatial && evt.clientZ != undefined) {
1117
+ dz = evt.clientZ - this._pointerPositionDown[index].z;
1118
+ // spatial clicks remapping
1119
+ dx *= 200;
1120
+ dy *= 200;
1121
+ dz *= 200;
1122
+ }
1123
+ if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1124
+ this.setPointerState(index, this._pointerClick, true);
1125
+ evt.isClick = true;
1126
+ // handle double click
1127
+ const dt = upTime - lastUpTime;
1128
+ if (debug)
1129
+ console.log("CLICK", index, dx, dy, dz, dt);
1130
+ if (dt < this._doubleClickTimeThreshold && dt > 0) {
1131
+ this.setPointerState(index, this._pointerDoubleClick, true);
1132
+ evt.isDoubleClick = true;
1133
+ }
1134
+ }
1135
+ }
1136
+ this.onDispatchEvent(evt);
1137
+ }
1138
+ updatePointerPosition(evt) {
1139
+ const index = evt.pointerId;
1140
+ while (index >= this._pointerPositions.length)
1141
+ this._pointerPositions.push(new Vector2());
1142
+ while (index >= this._pointerPositionsLastFrame.length)
1143
+ this._pointerPositionsLastFrame.push(new Vector2());
1144
+ while (index >= this._pointerPositionsDelta.length)
1145
+ this._pointerPositionsDelta.push(new Vector2());
1146
+ const lf = this._pointerPositionsLastFrame[index];
1147
+ lf.copy(this._pointerPositions[index]);
1148
+ // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1149
+ const delta = this._pointerPositionsDelta[index];
1150
+ let dx = evt.clientX - lf.x;
1151
+ let dy = evt.clientY - lf.y;
1152
+ // if pointer is locked, clientX and Y are not changed, but Movement is.
1153
+ if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1154
+ const source = evt.source;
1155
+ if (dx === 0 && source.movementX !== 0)
1156
+ dx = source.movementX || 0;
1157
+ if (dy === 0 && source.movementY !== 0)
1158
+ dy = source.movementY || 0;
1159
+ }
1160
+ delta.x += dx;
1161
+ delta.y += dy;
1162
+ this._pointerPositions[index].x = evt.clientX;
1163
+ this._pointerPositions[index].y = evt.clientY;
1164
+ // we want to have the position 01 on the canvas for raycasting
1165
+ const px = evt.clientX;
1166
+ const py = evt.clientY;
1167
+ while (index >= this._pointerPositionsRC.length)
1168
+ this._pointerPositionsRC.push(new Vector2());
1169
+ const rc = this._pointerPositionsRC[index];
1170
+ rc.set(px, py);
1171
+ this.convertScreenspaceToRaycastSpace(rc);
1172
+ // console.log(this.context.alias, rc);
1173
+ // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1174
+ // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1175
+ // console.log(evt.button)
1176
+ }
1177
+ /** get the next free id */
1178
+ getPointerIndex(pointerId) {
1179
+ // test if theres a pointer with the id
1180
+ let firstFreeIndex = -1;
1181
+ for (let i = 0; i < this._pointerIds.length; i++) {
1182
+ if (this._pointerIds[i] === pointerId)
1183
+ return i;
1184
+ else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1185
+ firstFreeIndex = i;
1186
+ }
1187
+ }
1188
+ // if not take the free slot if any
1189
+ if (firstFreeIndex !== -1) {
1190
+ this._pointerIds[firstFreeIndex] = pointerId;
1191
+ return firstFreeIndex;
1192
+ }
1193
+ if (debug)
1194
+ console.log("PUSH pointerId:", pointerId);
1195
+ this._pointerIds.push(pointerId);
1196
+ return this._pointerIds.length - 1;
1197
+ }
1198
+ setPointerState(index, arr, value) {
1199
+ arr[index] = value;
1200
+ }
1201
+ setPointerStateT(index, arr, value) {
1202
+ // while (arr.length <= index) arr.push(null as any);
1203
+ arr[index] = value;
1204
+ return value;
1205
+ }
1206
+ onDispatchEvent(evt) {
1207
+ const prevContext = Context.Current;
1208
+ try {
1209
+ Context.Current = this.context;
1210
+ this.dispatchEvent(evt);
1211
+ }
1212
+ finally {
1213
+ Context.Current = prevContext;
1214
+ }
1215
+ }
1216
+ }
1217
+ // KEY_1 = 49,
1218
+ // KEY_2 = 50,
1219
+ // KEY_3 = 51,
1220
+ // KEY_4 = 52,
1221
+ // KEY_5 = 53,
1222
+ // KEY_6 = 54,
1223
+ // KEY_7 = 55,
1224
+ // KEY_8 = 56,
1225
+ // KEY_9 = 57,
1226
+ // KEY_A = 65,
1227
+ // KEY_B = 66,
1228
+ // KEY_C = 67,
1229
+ // KEY_D = "d",
1230
+ // KEY_E = 69,
1231
+ // KEY_F = 70,
1232
+ // KEY_G = 71,
1233
+ // KEY_H = 72,
1234
+ // KEY_I = 73,
1235
+ // KEY_J = 74,
1236
+ // KEY_K = 75,
1237
+ // KEY_L = 76,
1238
+ // KEY_M = 77,
1239
+ // KEY_N = 78,
1240
+ // KEY_O = 79,
1241
+ // KEY_P = 80,
1242
+ // KEY_Q = 81,
1243
+ // KEY_R = 82,
1244
+ // KEY_S = 83,
1245
+ // KEY_T = 84,
1246
+ // KEY_U = 85,
1247
+ // KEY_V = 86,
1248
+ // KEY_W = 87,
1249
+ // KEY_X = 88,
1250
+ // KEY_Y = 89,
1251
+ // KEY_Z = 90,
1252
+ // LEFT_META = 91,
1253
+ // RIGHT_META = 92,
1254
+ // SELECT = 93,
1255
+ // NUMPAD_0 = 96,
1256
+ // NUMPAD_1 = 97,
1257
+ // NUMPAD_2 = 98,
1258
+ // NUMPAD_3 = 99,
1259
+ // NUMPAD_4 = 100,
1260
+ // NUMPAD_5 = 101,
1261
+ // NUMPAD_6 = 102,
1262
+ // NUMPAD_7 = 103,
1263
+ // NUMPAD_8 = 104,
1264
+ // NUMPAD_9 = 105,
1265
+ // MULTIPLY = 106,
1266
+ // ADD = 107,
1267
+ // SUBTRACT = 109,
1268
+ // DECIMAL = 110,
1269
+ // DIVIDE = 111,
1270
+ // F1 = 112,
1271
+ // F2 = 113,
1272
+ // F3 = 114,
1273
+ // F4 = 115,
1274
+ // F5 = 116,
1275
+ // F6 = 117,
1276
+ // F7 = 118,
1277
+ // F8 = 119,
1278
+ // F9 = 120,
1279
+ // F10 = 121,
1280
+ // F11 = 122,
1281
+ // F12 = 123,
1282
+ // NUM_LOCK = 144,
1283
+ // SCROLL_LOCK = 145,
1284
+ // SEMICOLON = 186,
1285
+ // EQUALS = 187,
1286
+ // COMMA = 188,
1287
+ // DASH = 189,
1288
+ // PERIOD = 190,
1289
+ // FORWARD_SLASH = 191,
1290
+ // GRAVE_ACCENT = 192,
1291
+ // OPEN_BRACKET = 219,
1292
+ // BACK_SLASH = 220,
1293
+ // CLOSE_BRACKET = 221,
1294
+ // SINGLE_QUOTE = 222
1295
1295
  //# sourceMappingURL=engine_input.js.map