@needle-tools/engine 4.5.0-alpha.7 → 4.5.1

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 (1066) 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-e4d45a4b.light.umd.cjs → needle-engine.bundle-2d3f9594.light.umd.cjs} +5 -5
  6. package/dist/{needle-engine.bundle-b3f8f528.umd.cjs → needle-engine.bundle-4dbc6bd8.umd.cjs} +5 -5
  7. package/dist/{needle-engine.bundle-b0b656a0.js → needle-engine.bundle-55f7e76b.js} +9 -10
  8. package/dist/{needle-engine.bundle-794a5cc4.light.min.js → needle-engine.bundle-7a7b6e91.light.min.js} +3 -3
  9. package/dist/{needle-engine.bundle-ac188401.min.js → needle-engine.bundle-c7347339.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-61f52fd3.light.js → needle-engine.bundle-f56361b5.light.js} +689 -690
  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_addressables.d.ts +166 -166
  49. package/lib/engine/engine_addressables.js +608 -608
  50. package/lib/engine/engine_animation.d.ts +43 -43
  51. package/lib/engine/engine_animation.js +133 -133
  52. package/lib/engine/engine_application.d.ts +45 -45
  53. package/lib/engine/engine_application.js +104 -104
  54. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  55. package/lib/engine/engine_assetdatabase.js +344 -344
  56. package/lib/engine/engine_audio.d.ts +4 -4
  57. package/lib/engine/engine_audio.js +23 -23
  58. package/lib/engine/engine_camera.d.ts +13 -13
  59. package/lib/engine/engine_camera.js +30 -30
  60. package/lib/engine/engine_components.d.ts +110 -110
  61. package/lib/engine/engine_components.js +374 -374
  62. package/lib/engine/engine_components_internal.d.ts +9 -9
  63. package/lib/engine/engine_components_internal.js +36 -36
  64. package/lib/engine/engine_constants.d.ts +10 -10
  65. package/lib/engine/engine_constants.js +41 -41
  66. package/lib/engine/engine_context.d.ts +472 -472
  67. package/lib/engine/engine_context.js +1664 -1664
  68. package/lib/engine/engine_context_registry.d.ts +71 -71
  69. package/lib/engine/engine_context_registry.js +117 -117
  70. package/lib/engine/engine_coroutine.d.ts +35 -35
  71. package/lib/engine/engine_coroutine.js +52 -52
  72. package/lib/engine/engine_create_objects.d.ts +118 -118
  73. package/lib/engine/engine_create_objects.js +308 -308
  74. package/lib/engine/engine_default_parameters.d.ts +2 -2
  75. package/lib/engine/engine_default_parameters.js +3 -3
  76. package/lib/engine/engine_editor-sync.d.ts +21 -21
  77. package/lib/engine/engine_editor-sync.js +4 -4
  78. package/lib/engine/engine_fileloader.d.ts +2 -2
  79. package/lib/engine/engine_fileloader.js +8 -8
  80. package/lib/engine/engine_gameobject.d.ts +68 -68
  81. package/lib/engine/engine_gameobject.js +596 -596
  82. package/lib/engine/engine_generic_utils.d.ts +1 -1
  83. package/lib/engine/engine_generic_utils.js +13 -13
  84. package/lib/engine/engine_gizmos.d.ts +149 -149
  85. package/lib/engine/engine_gizmos.js +530 -530
  86. package/lib/engine/engine_gltf.d.ts +12 -12
  87. package/lib/engine/engine_gltf.js +15 -15
  88. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  89. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  90. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  91. package/lib/engine/engine_hot_reload.d.ts +8 -8
  92. package/lib/engine/engine_hot_reload.js +197 -197
  93. package/lib/engine/engine_input.d.ts +362 -362
  94. package/lib/engine/engine_input.js +1294 -1294
  95. package/lib/engine/engine_input_utils.d.ts +2 -2
  96. package/lib/engine/engine_input_utils.js +22 -22
  97. package/lib/engine/engine_instancing.d.ts +19 -19
  98. package/lib/engine/engine_instancing.js +39 -39
  99. package/lib/engine/engine_license.d.ts +11 -11
  100. package/lib/engine/engine_license.js +361 -361
  101. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  102. package/lib/engine/engine_lifecycle_api.js +106 -106
  103. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  104. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  105. package/lib/engine/engine_lightdata.d.ts +23 -23
  106. package/lib/engine/engine_lightdata.js +91 -91
  107. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  108. package/lib/engine/engine_loaders.callbacks.js +85 -85
  109. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  110. package/lib/engine/engine_loaders.d.ts +48 -48
  111. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  112. package/lib/engine/engine_loaders.gltf.js +62 -62
  113. package/lib/engine/engine_loaders.js +335 -335
  114. package/lib/engine/engine_loaders.js.map +1 -1
  115. package/lib/engine/engine_lods.d.ts +31 -31
  116. package/lib/engine/engine_lods.js +146 -146
  117. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  118. package/lib/engine/engine_mainloop_utils.js +466 -466
  119. package/lib/engine/engine_math.d.ts +114 -114
  120. package/lib/engine/engine_math.js +247 -247
  121. package/lib/engine/engine_modules.d.ts +36 -36
  122. package/lib/engine/engine_modules.js +85 -85
  123. package/lib/engine/engine_networking.d.ts +260 -260
  124. package/lib/engine/engine_networking.js +764 -764
  125. package/lib/engine/engine_networking_auto.d.ts +24 -24
  126. package/lib/engine/engine_networking_auto.js +310 -310
  127. package/lib/engine/engine_networking_blob.d.ts +48 -48
  128. package/lib/engine/engine_networking_blob.js +228 -228
  129. package/lib/engine/engine_networking_files.d.ts +35 -35
  130. package/lib/engine/engine_networking_files.js +172 -172
  131. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  132. package/lib/engine/engine_networking_files_default_components.js +42 -42
  133. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  134. package/lib/engine/engine_networking_instantiate.js +345 -345
  135. package/lib/engine/engine_networking_peer.d.ts +15 -15
  136. package/lib/engine/engine_networking_peer.js +132 -132
  137. package/lib/engine/engine_networking_streams.d.ts +123 -123
  138. package/lib/engine/engine_networking_streams.js +645 -645
  139. package/lib/engine/engine_networking_types.d.ts +22 -22
  140. package/lib/engine/engine_networking_types.js +7 -7
  141. package/lib/engine/engine_networking_utils.d.ts +2 -2
  142. package/lib/engine/engine_networking_utils.js +20 -20
  143. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  144. package/lib/engine/engine_networking_websocket.js +2 -2
  145. package/lib/engine/engine_patcher.d.ts +10 -10
  146. package/lib/engine/engine_patcher.js +142 -142
  147. package/lib/engine/engine_physics.d.ts +152 -152
  148. package/lib/engine/engine_physics.js +645 -645
  149. package/lib/engine/engine_physics.types.d.ts +40 -40
  150. package/lib/engine/engine_physics.types.js +33 -33
  151. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  152. package/lib/engine/engine_physics_rapier.js +1433 -1433
  153. package/lib/engine/engine_playerview.d.ts +26 -26
  154. package/lib/engine/engine_playerview.js +64 -64
  155. package/lib/engine/engine_scenelighting.d.ts +71 -71
  156. package/lib/engine/engine_scenelighting.js +226 -226
  157. package/lib/engine/engine_serialization.d.ts +3 -3
  158. package/lib/engine/engine_serialization.js +3 -3
  159. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  160. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  161. package/lib/engine/engine_serialization_core.d.ts +85 -85
  162. package/lib/engine/engine_serialization_core.js +606 -606
  163. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  164. package/lib/engine/engine_serialization_decorator.js +66 -66
  165. package/lib/engine/engine_setup.d.ts +1 -1
  166. package/lib/engine/engine_setup.js +2 -2
  167. package/lib/engine/engine_shaders.d.ts +53 -53
  168. package/lib/engine/engine_shaders.js +252 -252
  169. package/lib/engine/engine_shims.d.ts +4 -4
  170. package/lib/engine/engine_shims.js +24 -24
  171. package/lib/engine/engine_test_utils.d.ts +39 -39
  172. package/lib/engine/engine_test_utils.js +83 -83
  173. package/lib/engine/engine_texture.d.ts +28 -28
  174. package/lib/engine/engine_texture.js +64 -64
  175. package/lib/engine/engine_three_utils.d.ts +201 -201
  176. package/lib/engine/engine_three_utils.js +731 -731
  177. package/lib/engine/engine_time.d.ts +51 -51
  178. package/lib/engine/engine_time.js +82 -82
  179. package/lib/engine/engine_time_utils.d.ts +88 -88
  180. package/lib/engine/engine_time_utils.js +215 -215
  181. package/lib/engine/engine_tonemapping.d.ts +2 -2
  182. package/lib/engine/engine_tonemapping.js +194 -194
  183. package/lib/engine/engine_types.d.ts +578 -578
  184. package/lib/engine/engine_types.js +95 -95
  185. package/lib/engine/engine_typestore.d.ts +28 -28
  186. package/lib/engine/engine_typestore.js +55 -55
  187. package/lib/engine/engine_util_decorator.d.ts +13 -13
  188. package/lib/engine/engine_util_decorator.js +116 -116
  189. package/lib/engine/engine_utils.d.ts +266 -266
  190. package/lib/engine/engine_utils.js +878 -878
  191. package/lib/engine/engine_utils_format.d.ts +23 -23
  192. package/lib/engine/engine_utils_format.js +212 -212
  193. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  194. package/lib/engine/engine_utils_screenshot.js +513 -513
  195. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  196. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  197. package/lib/engine/engine_xr.d.ts +1 -1
  198. package/lib/engine/engine_xr.js +1 -1
  199. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  200. package/lib/engine/export/gltf/Writers.js +24 -24
  201. package/lib/engine/export/gltf/index.d.ts +11 -11
  202. package/lib/engine/export/gltf/index.js +123 -123
  203. package/lib/engine/export/index.d.ts +2 -2
  204. package/lib/engine/export/index.js +2 -2
  205. package/lib/engine/export/state.d.ts +7 -7
  206. package/lib/engine/export/state.js +17 -17
  207. package/lib/engine/export/utils.d.ts +2 -2
  208. package/lib/engine/export/utils.js +7 -7
  209. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  210. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  213. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  214. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  219. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  220. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  223. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  224. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  225. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  226. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  229. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  230. package/lib/engine/extensions/extension_resolver.js +1 -1
  231. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  232. package/lib/engine/extensions/extension_utils.js +152 -152
  233. package/lib/engine/extensions/extensions.d.ts +32 -32
  234. package/lib/engine/extensions/extensions.js +107 -107
  235. package/lib/engine/extensions/index.d.ts +6 -6
  236. package/lib/engine/extensions/index.js +6 -6
  237. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  238. package/lib/engine/extensions/usage_tracker.js +65 -65
  239. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  240. package/lib/engine/js-extensions/Camera.js +39 -39
  241. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  242. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  243. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  244. package/lib/engine/js-extensions/Layers.js +22 -22
  245. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  246. package/lib/engine/js-extensions/Object3D.js +136 -136
  247. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  248. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  264. package/lib/engine/webcomponents/buttons.js +263 -263
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  280. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  281. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  282. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  283. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  284. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  285. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  286. package/lib/engine/webcomponents/needle-engine.js +831 -831
  287. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  288. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  289. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  290. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  291. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  292. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  293. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  294. package/lib/engine/xr/NeedleXRSync.js +188 -188
  295. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  296. package/lib/engine/xr/SceneTransition.js +69 -69
  297. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  298. package/lib/engine/xr/TempXRContext.js +187 -187
  299. package/lib/engine/xr/XRRig.d.ts +7 -7
  300. package/lib/engine/xr/XRRig.js +1 -1
  301. package/lib/engine/xr/api.d.ts +6 -6
  302. package/lib/engine/xr/api.js +6 -6
  303. package/lib/engine/xr/events.d.ts +66 -66
  304. package/lib/engine/xr/events.js +93 -93
  305. package/lib/engine/xr/internal.d.ts +12 -12
  306. package/lib/engine/xr/internal.js +25 -25
  307. package/lib/engine/xr/usdz.d.ts +12 -12
  308. package/lib/engine/xr/usdz.js +29 -29
  309. package/lib/engine/xr/utils.d.ts +11 -11
  310. package/lib/engine/xr/utils.js +34 -34
  311. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  312. package/lib/engine-components/AlignmentConstraint.js +39 -39
  313. package/lib/engine-components/Animation.d.ts +156 -156
  314. package/lib/engine-components/Animation.js +508 -508
  315. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  316. package/lib/engine-components/AnimationCurve.js +159 -159
  317. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  318. package/lib/engine-components/AnimationUtils.js +27 -27
  319. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  320. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  321. package/lib/engine-components/Animator.d.ts +217 -217
  322. package/lib/engine-components/Animator.js +354 -354
  323. package/lib/engine-components/AnimatorController.d.ts +227 -227
  324. package/lib/engine-components/AnimatorController.js +1152 -1152
  325. package/lib/engine-components/AudioListener.d.ts +33 -33
  326. package/lib/engine-components/AudioListener.js +86 -86
  327. package/lib/engine-components/AudioSource.d.ts +217 -217
  328. package/lib/engine-components/AudioSource.js +634 -634
  329. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  330. package/lib/engine-components/AvatarLoader.js +231 -231
  331. package/lib/engine-components/AxesHelper.d.ts +32 -32
  332. package/lib/engine-components/AxesHelper.js +67 -67
  333. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  334. package/lib/engine-components/BasicIKConstraint.js +43 -43
  335. package/lib/engine-components/BoxCollider.d.ts +2 -2
  336. package/lib/engine-components/BoxCollider.js +2 -2
  337. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
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  1010. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1011. package/src/engine-schemes/README.md +1 -1
  1012. package/src/engine-schemes/api.ts +12 -12
  1013. package/src/engine-schemes/dist/api.js +17 -0
  1014. package/src/engine-schemes/dist/api.js.meta +7 -0
  1015. package/src/engine-schemes/dist/schemes.js +25 -0
  1016. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1017. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1018. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1019. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1020. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1021. package/src/engine-schemes/dist/transform.js +46 -0
  1022. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec2.js +32 -0
  1024. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vec3.js +36 -0
  1026. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1027. package/src/engine-schemes/dist/vec4.js +40 -0
  1028. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1029. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1030. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/lib/engine/engine_element.d.ts +0 -113
  1050. package/lib/engine/engine_element.js +0 -833
  1051. package/lib/engine/engine_element.js.map +0 -1
  1052. package/lib/engine/engine_element_attributes.d.ts +0 -72
  1053. package/lib/engine/engine_element_attributes.js +0 -2
  1054. package/lib/engine/engine_element_attributes.js.map +0 -1
  1055. package/lib/engine/engine_element_extras.d.ts +0 -6
  1056. package/lib/engine/engine_element_extras.js +0 -14
  1057. package/lib/engine/engine_element_extras.js.map +0 -1
  1058. package/lib/engine/engine_element_loading.d.ts +0 -44
  1059. package/lib/engine/engine_element_loading.js +0 -350
  1060. package/lib/engine/engine_element_loading.js.map +0 -1
  1061. package/lib/engine/engine_element_overlay.d.ts +0 -21
  1062. package/lib/engine/engine_element_overlay.js +0 -167
  1063. package/lib/engine/engine_element_overlay.js.map +0 -1
  1064. package/lib/engine/engine_scenetools.d.ts +0 -62
  1065. package/lib/engine/engine_scenetools.js +0 -337
  1066. package/lib/engine/engine_scenetools.js.map +0 -1
@@ -1,370 +1,370 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Group, Mesh, Vector3 } from "three";
8
- import { isDevEnvironment } from "../engine/debug/index.js";
9
- import { addComponent } from "../engine/engine_components.js";
10
- import { Gizmos } from "../engine/engine_gizmos.js";
11
- import { serializable } from "../engine/engine_serialization_decorator.js";
12
- import { getBoundingBox } from "../engine/engine_three_utils.js";
13
- import { validate } from "../engine/engine_util_decorator.js";
14
- import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
15
- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
16
- import { Behaviour } from "./Component.js";
17
- import { Rigidbody } from "./RigidBody.js";
18
- /**
19
- * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
20
- * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
21
- * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
22
- * @category Physics
23
- * @group Components
24
- */
25
- export class Collider extends Behaviour {
26
- /**
27
- * Identifies this component as a collider.
28
- * @internal
29
- */
30
- get isCollider() {
31
- return true;
32
- }
33
- /**
34
- * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
- */
36
- attachedRigidbody = null;
37
- /**
38
- * When `true` the collider will not be used for collision detection but will still trigger events.
39
- * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
40
- */
41
- isTrigger = false;
42
- /**
43
- * The physics material that defines physical properties of the collider such as friction and bounciness.
44
- */
45
- sharedMaterial;
46
- /**
47
- * The layers that this collider belongs to. Used for filtering collision detection.
48
- * @default [0]
49
- */
50
- membership = [0];
51
- /**
52
- * The layers that this collider will interact with. Used for filtering collision detection.
53
- */
54
- filter;
55
- /** @internal */
56
- awake() {
57
- super.awake();
58
- if (!this.attachedRigidbody)
59
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
60
- }
61
- /** @internal */
62
- start() {
63
- if (!this.attachedRigidbody)
64
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
65
- }
66
- /** @internal */
67
- onEnable() {
68
- // a rigidbody is not assigned if we export an asset
69
- if (!this.attachedRigidbody)
70
- this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
71
- }
72
- /** @internal */
73
- onDisable() {
74
- this.context.physics.engine?.removeBody(this);
75
- }
76
- /**
77
- * Returns the underlying physics body from the physics engine.
78
- * Only available if the component is enabled and active in the scene.
79
- */
80
- get body() {
81
- return this.context.physics.engine?.getBody(this);
82
- }
83
- /**
84
- * Updates the collider's properties in the physics engine.
85
- * Use this when you've changed collider properties and need to sync with the physics engine.
86
- */
87
- updateProperties = () => {
88
- this.context.physics.engine?.updateProperties(this);
89
- };
90
- /**
91
- * Updates the physics material in the physics engine.
92
- * Call this after changing the sharedMaterial property.
93
- */
94
- updatePhysicsMaterial() {
95
- this.context.physics.engine?.updatePhysicsMaterial(this);
96
- }
97
- }
98
- __decorate([
99
- serializable(Rigidbody)
100
- ], Collider.prototype, "attachedRigidbody", void 0);
101
- __decorate([
102
- serializable()
103
- ], Collider.prototype, "isTrigger", void 0);
104
- __decorate([
105
- serializable()
106
- ], Collider.prototype, "sharedMaterial", void 0);
107
- __decorate([
108
- serializable()
109
- ], Collider.prototype, "membership", void 0);
110
- __decorate([
111
- serializable()
112
- ], Collider.prototype, "filter", void 0);
113
- /**
114
- * SphereCollider represents a sphere-shaped collision volume.
115
- * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
116
- * @category Physics
117
- * @group Components
118
- */
119
- export class SphereCollider extends Collider {
120
- /**
121
- * The radius of the sphere collider.
122
- */
123
- radius = .5;
124
- /**
125
- * The center position of the sphere collider relative to the transform's position.
126
- */
127
- center = new Vector3(0, 0, 0);
128
- /**
129
- * Registers the sphere collider with the physics engine and sets up scale change monitoring.
130
- */
131
- onEnable() {
132
- super.onEnable();
133
- this.context.physics.engine?.addSphereCollider(this);
134
- watchWrite(this.gameObject.scale, this.updateProperties);
135
- }
136
- /**
137
- * Removes scale change monitoring when the collider is disabled.
138
- */
139
- onDisable() {
140
- super.onDisable();
141
- unwatchWrite(this.gameObject.scale, this.updateProperties);
142
- }
143
- /**
144
- * Updates collider properties when validated in the editor or inspector.
145
- */
146
- onValidate() {
147
- this.updateProperties();
148
- }
149
- }
150
- __decorate([
151
- validate(),
152
- serializable()
153
- ], SphereCollider.prototype, "radius", void 0);
154
- __decorate([
155
- serializable(Vector3)
156
- ], SphereCollider.prototype, "center", void 0);
157
- /**
158
- * BoxCollider represents a box-shaped collision volume.
159
- * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
160
- * @category Physics
161
- * @group Components
162
- */
163
- export class BoxCollider extends Collider {
164
- /**
165
- * Creates and adds a BoxCollider to the given object.
166
- * @param obj The object to add the collider to
167
- * @param opts Configuration options for the collider and optional rigidbody
168
- * @returns The newly created BoxCollider
169
- */
170
- static add(obj, opts) {
171
- const collider = addComponent(obj, BoxCollider);
172
- collider.autoFit();
173
- if (opts?.rigidbody === true) {
174
- addComponent(obj, Rigidbody, { isKinematic: false });
175
- }
176
- return collider;
177
- }
178
- /**
179
- * The size of the box collider along each axis.
180
- */
181
- size = new Vector3(1, 1, 1);
182
- /**
183
- * The center position of the box collider relative to the transform's position.
184
- */
185
- center = new Vector3(0, 0, 0);
186
- /**
187
- * Registers the box collider with the physics engine and sets up scale change monitoring.
188
- * @internal
189
- */
190
- onEnable() {
191
- super.onEnable();
192
- this.context.physics.engine?.addBoxCollider(this, this.size);
193
- watchWrite(this.gameObject.scale, this.updateProperties);
194
- }
195
- /**
196
- * Removes scale change monitoring when the collider is disabled.
197
- * @internal
198
- */
199
- onDisable() {
200
- super.onDisable();
201
- unwatchWrite(this.gameObject.scale, this.updateProperties);
202
- }
203
- /**
204
- * Updates collider properties when validated in the editor or inspector.
205
- * @internal
206
- */
207
- onValidate() {
208
- this.updateProperties();
209
- }
210
- /**
211
- * Automatically fits the collider to the geometry of the object.
212
- * Sets the size and center based on the object's bounding box.
213
- * @param opts Options object with a debug flag to visualize the bounding box
214
- */
215
- autoFit(opts) {
216
- const obj = this.gameObject;
217
- // we need to transform the object into identity
218
- // because the physics collider will correctly apple the object's transform again
219
- // if we don't do it here we will have the transform applied twice
220
- const originalPosition = obj.position.clone();
221
- const originalQuaternion = obj.quaternion.clone();
222
- const originalScale = obj.scale.clone();
223
- const originalParent = obj.parent;
224
- obj.position.set(0, 0, 0);
225
- obj.quaternion.set(0, 0, 0, 1);
226
- obj.scale.set(1, 1, 1);
227
- obj.parent = null;
228
- obj.updateMatrix();
229
- const bb = getBoundingBox([obj]);
230
- obj.position.copy(originalPosition);
231
- obj.quaternion.copy(originalQuaternion);
232
- obj.scale.copy(originalScale);
233
- obj.parent = originalParent;
234
- if (opts?.debug === true)
235
- Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
236
- // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
237
- // const bb = obj.geometry.boundingBox!;
238
- this.size = bb.getSize(new Vector3()) || new Vector3(1, 1, 1);
239
- this.center = bb.getCenter(new Vector3()) || new Vector3(0, 0, 0);
240
- if (this.size.length() <= 0) {
241
- this.size.set(0.01, 0.01, 0.01);
242
- }
243
- }
244
- }
245
- __decorate([
246
- validate(),
247
- serializable(Vector3)
248
- ], BoxCollider.prototype, "size", void 0);
249
- __decorate([
250
- serializable(Vector3)
251
- ], BoxCollider.prototype, "center", void 0);
252
- /**
253
- * MeshCollider creates a collision shape from a mesh geometry.
254
- * Allows for complex collision shapes that match the exact geometry of an object.
255
- * @category Physics
256
- * @group Components
257
- */
258
- export class MeshCollider extends Collider {
259
- /**
260
- * The mesh that is used to create the collision shape.
261
- * If not set, the collider will try to use the mesh of the object it's attached to.
262
- */
263
- sharedMesh;
264
- /**
265
- * When `true` the collider is treated as a solid object without holes.
266
- * Set to `false` if you want this mesh collider to be able to contain other objects.
267
- */
268
- convex = false;
269
- /**
270
- * Creates and registers the mesh collider with the physics engine.
271
- * Handles both individual meshes and mesh groups.
272
- */
273
- onEnable() {
274
- super.onEnable();
275
- if (!this.context.physics.engine)
276
- return;
277
- if (!this.sharedMesh?.isMesh) {
278
- // HACK using the renderer mesh
279
- if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
280
- // We're passing a group in here as well, the code below handles that correctly
281
- this.sharedMesh = this.gameObject;
282
- }
283
- }
284
- const LOD = 0;
285
- if (this.sharedMesh?.isMesh) {
286
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
287
- NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
288
- if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
289
- this.context.physics.engine.removeBody(this);
290
- this.sharedMesh.geometry = res;
291
- this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
292
- }
293
- });
294
- }
295
- else {
296
- const group = this.sharedMesh;
297
- if (group?.isGroup) {
298
- console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
299
- const promises = new Array();
300
- for (const ch in group.children) {
301
- const child = group.children[ch];
302
- if (child.isMesh) {
303
- this.context.physics.engine.addMeshCollider(this, child, this.convex);
304
- promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
305
- }
306
- }
307
- Promise.all(promises).then(res => {
308
- if (res.some(r => r) == false)
309
- return;
310
- this.context.physics.engine?.removeBody(this);
311
- const mesh = new Mesh();
312
- for (const r of res) {
313
- if (r && this.activeAndEnabled) {
314
- mesh.geometry = r;
315
- this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
316
- }
317
- }
318
- });
319
- }
320
- else {
321
- if (isDevEnvironment() || getParam("showcolliders")) {
322
- console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
323
- }
324
- }
325
- }
326
- }
327
- }
328
- __decorate([
329
- serializable(Mesh)
330
- ], MeshCollider.prototype, "sharedMesh", void 0);
331
- __decorate([
332
- serializable()
333
- ], MeshCollider.prototype, "convex", void 0);
334
- /**
335
- * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
336
- * Ideal for character controllers and objects that need a rounded collision shape.
337
- * @category Physics
338
- * @group Components
339
- */
340
- export class CapsuleCollider extends Collider {
341
- /**
342
- * The center position of the capsule collider relative to the transform's position.
343
- */
344
- center = new Vector3(0, 0, 0);
345
- /**
346
- * The radius of the capsule's cylindrical body and hemispherical ends.
347
- */
348
- radius = .5;
349
- /**
350
- * The total height of the capsule including both hemispherical ends.
351
- */
352
- height = 2;
353
- /**
354
- * Registers the capsule collider with the physics engine.
355
- */
356
- onEnable() {
357
- super.onEnable();
358
- this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
359
- }
360
- }
361
- __decorate([
362
- serializable(Vector3)
363
- ], CapsuleCollider.prototype, "center", void 0);
364
- __decorate([
365
- serializable()
366
- ], CapsuleCollider.prototype, "radius", void 0);
367
- __decorate([
368
- serializable()
369
- ], CapsuleCollider.prototype, "height", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Group, Mesh, Vector3 } from "three";
8
+ import { isDevEnvironment } from "../engine/debug/index.js";
9
+ import { addComponent } from "../engine/engine_components.js";
10
+ import { Gizmos } from "../engine/engine_gizmos.js";
11
+ import { serializable } from "../engine/engine_serialization_decorator.js";
12
+ import { getBoundingBox } from "../engine/engine_three_utils.js";
13
+ import { validate } from "../engine/engine_util_decorator.js";
14
+ import { getParam, unwatchWrite, watchWrite } from "../engine/engine_utils.js";
15
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
16
+ import { Behaviour } from "./Component.js";
17
+ import { Rigidbody } from "./RigidBody.js";
18
+ /**
19
+ * Collider is the base class for all colliders. A collider is a physical shape that is used to detect collisions with other objects in the scene.
20
+ * Colliders are used in combination with a {@link Rigidbody} to create physical interactions between objects.
21
+ * Colliders are registered with the physics engine when they are enabled and removed when they are disabled.
22
+ * @category Physics
23
+ * @group Components
24
+ */
25
+ export class Collider extends Behaviour {
26
+ /**
27
+ * Identifies this component as a collider.
28
+ * @internal
29
+ */
30
+ get isCollider() {
31
+ return true;
32
+ }
33
+ /**
34
+ * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
35
+ */
36
+ attachedRigidbody = null;
37
+ /**
38
+ * When `true` the collider will not be used for collision detection but will still trigger events.
39
+ * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
40
+ */
41
+ isTrigger = false;
42
+ /**
43
+ * The physics material that defines physical properties of the collider such as friction and bounciness.
44
+ */
45
+ sharedMaterial;
46
+ /**
47
+ * The layers that this collider belongs to. Used for filtering collision detection.
48
+ * @default [0]
49
+ */
50
+ membership = [0];
51
+ /**
52
+ * The layers that this collider will interact with. Used for filtering collision detection.
53
+ */
54
+ filter;
55
+ /** @internal */
56
+ awake() {
57
+ super.awake();
58
+ if (!this.attachedRigidbody)
59
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
60
+ }
61
+ /** @internal */
62
+ start() {
63
+ if (!this.attachedRigidbody)
64
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
65
+ }
66
+ /** @internal */
67
+ onEnable() {
68
+ // a rigidbody is not assigned if we export an asset
69
+ if (!this.attachedRigidbody)
70
+ this.attachedRigidbody = this.gameObject.getComponentInParent(Rigidbody);
71
+ }
72
+ /** @internal */
73
+ onDisable() {
74
+ this.context.physics.engine?.removeBody(this);
75
+ }
76
+ /**
77
+ * Returns the underlying physics body from the physics engine.
78
+ * Only available if the component is enabled and active in the scene.
79
+ */
80
+ get body() {
81
+ return this.context.physics.engine?.getBody(this);
82
+ }
83
+ /**
84
+ * Updates the collider's properties in the physics engine.
85
+ * Use this when you've changed collider properties and need to sync with the physics engine.
86
+ */
87
+ updateProperties = () => {
88
+ this.context.physics.engine?.updateProperties(this);
89
+ };
90
+ /**
91
+ * Updates the physics material in the physics engine.
92
+ * Call this after changing the sharedMaterial property.
93
+ */
94
+ updatePhysicsMaterial() {
95
+ this.context.physics.engine?.updatePhysicsMaterial(this);
96
+ }
97
+ }
98
+ __decorate([
99
+ serializable(Rigidbody)
100
+ ], Collider.prototype, "attachedRigidbody", void 0);
101
+ __decorate([
102
+ serializable()
103
+ ], Collider.prototype, "isTrigger", void 0);
104
+ __decorate([
105
+ serializable()
106
+ ], Collider.prototype, "sharedMaterial", void 0);
107
+ __decorate([
108
+ serializable()
109
+ ], Collider.prototype, "membership", void 0);
110
+ __decorate([
111
+ serializable()
112
+ ], Collider.prototype, "filter", void 0);
113
+ /**
114
+ * SphereCollider represents a sphere-shaped collision volume.
115
+ * Useful for objects that are roughly spherical in shape or need a simple collision boundary.
116
+ * @category Physics
117
+ * @group Components
118
+ */
119
+ export class SphereCollider extends Collider {
120
+ /**
121
+ * The radius of the sphere collider.
122
+ */
123
+ radius = .5;
124
+ /**
125
+ * The center position of the sphere collider relative to the transform's position.
126
+ */
127
+ center = new Vector3(0, 0, 0);
128
+ /**
129
+ * Registers the sphere collider with the physics engine and sets up scale change monitoring.
130
+ */
131
+ onEnable() {
132
+ super.onEnable();
133
+ this.context.physics.engine?.addSphereCollider(this);
134
+ watchWrite(this.gameObject.scale, this.updateProperties);
135
+ }
136
+ /**
137
+ * Removes scale change monitoring when the collider is disabled.
138
+ */
139
+ onDisable() {
140
+ super.onDisable();
141
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
142
+ }
143
+ /**
144
+ * Updates collider properties when validated in the editor or inspector.
145
+ */
146
+ onValidate() {
147
+ this.updateProperties();
148
+ }
149
+ }
150
+ __decorate([
151
+ validate(),
152
+ serializable()
153
+ ], SphereCollider.prototype, "radius", void 0);
154
+ __decorate([
155
+ serializable(Vector3)
156
+ ], SphereCollider.prototype, "center", void 0);
157
+ /**
158
+ * BoxCollider represents a box-shaped collision volume.
159
+ * Ideal for rectangular objects or objects that need a simple cuboid collision boundary.
160
+ * @category Physics
161
+ * @group Components
162
+ */
163
+ export class BoxCollider extends Collider {
164
+ /**
165
+ * Creates and adds a BoxCollider to the given object.
166
+ * @param obj The object to add the collider to
167
+ * @param opts Configuration options for the collider and optional rigidbody
168
+ * @returns The newly created BoxCollider
169
+ */
170
+ static add(obj, opts) {
171
+ const collider = addComponent(obj, BoxCollider);
172
+ collider.autoFit();
173
+ if (opts?.rigidbody === true) {
174
+ addComponent(obj, Rigidbody, { isKinematic: false });
175
+ }
176
+ return collider;
177
+ }
178
+ /**
179
+ * The size of the box collider along each axis.
180
+ */
181
+ size = new Vector3(1, 1, 1);
182
+ /**
183
+ * The center position of the box collider relative to the transform's position.
184
+ */
185
+ center = new Vector3(0, 0, 0);
186
+ /**
187
+ * Registers the box collider with the physics engine and sets up scale change monitoring.
188
+ * @internal
189
+ */
190
+ onEnable() {
191
+ super.onEnable();
192
+ this.context.physics.engine?.addBoxCollider(this, this.size);
193
+ watchWrite(this.gameObject.scale, this.updateProperties);
194
+ }
195
+ /**
196
+ * Removes scale change monitoring when the collider is disabled.
197
+ * @internal
198
+ */
199
+ onDisable() {
200
+ super.onDisable();
201
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
202
+ }
203
+ /**
204
+ * Updates collider properties when validated in the editor or inspector.
205
+ * @internal
206
+ */
207
+ onValidate() {
208
+ this.updateProperties();
209
+ }
210
+ /**
211
+ * Automatically fits the collider to the geometry of the object.
212
+ * Sets the size and center based on the object's bounding box.
213
+ * @param opts Options object with a debug flag to visualize the bounding box
214
+ */
215
+ autoFit(opts) {
216
+ const obj = this.gameObject;
217
+ // we need to transform the object into identity
218
+ // because the physics collider will correctly apple the object's transform again
219
+ // if we don't do it here we will have the transform applied twice
220
+ const originalPosition = obj.position.clone();
221
+ const originalQuaternion = obj.quaternion.clone();
222
+ const originalScale = obj.scale.clone();
223
+ const originalParent = obj.parent;
224
+ obj.position.set(0, 0, 0);
225
+ obj.quaternion.set(0, 0, 0, 1);
226
+ obj.scale.set(1, 1, 1);
227
+ obj.parent = null;
228
+ obj.updateMatrix();
229
+ const bb = getBoundingBox([obj]);
230
+ obj.position.copy(originalPosition);
231
+ obj.quaternion.copy(originalQuaternion);
232
+ obj.scale.copy(originalScale);
233
+ obj.parent = originalParent;
234
+ if (opts?.debug === true)
235
+ Gizmos.DrawWireBox3(bb, 0xffdd00, 20);
236
+ // if (!obj.geometry.boundingBox) obj.geometry.computeBoundingBox();
237
+ // const bb = obj.geometry.boundingBox!;
238
+ this.size = bb.getSize(new Vector3()) || new Vector3(1, 1, 1);
239
+ this.center = bb.getCenter(new Vector3()) || new Vector3(0, 0, 0);
240
+ if (this.size.length() <= 0) {
241
+ this.size.set(0.01, 0.01, 0.01);
242
+ }
243
+ }
244
+ }
245
+ __decorate([
246
+ validate(),
247
+ serializable(Vector3)
248
+ ], BoxCollider.prototype, "size", void 0);
249
+ __decorate([
250
+ serializable(Vector3)
251
+ ], BoxCollider.prototype, "center", void 0);
252
+ /**
253
+ * MeshCollider creates a collision shape from a mesh geometry.
254
+ * Allows for complex collision shapes that match the exact geometry of an object.
255
+ * @category Physics
256
+ * @group Components
257
+ */
258
+ export class MeshCollider extends Collider {
259
+ /**
260
+ * The mesh that is used to create the collision shape.
261
+ * If not set, the collider will try to use the mesh of the object it's attached to.
262
+ */
263
+ sharedMesh;
264
+ /**
265
+ * When `true` the collider is treated as a solid object without holes.
266
+ * Set to `false` if you want this mesh collider to be able to contain other objects.
267
+ */
268
+ convex = false;
269
+ /**
270
+ * Creates and registers the mesh collider with the physics engine.
271
+ * Handles both individual meshes and mesh groups.
272
+ */
273
+ onEnable() {
274
+ super.onEnable();
275
+ if (!this.context.physics.engine)
276
+ return;
277
+ if (!this.sharedMesh?.isMesh) {
278
+ // HACK using the renderer mesh
279
+ if (this.gameObject instanceof Mesh || this.gameObject instanceof Group) {
280
+ // We're passing a group in here as well, the code below handles that correctly
281
+ this.sharedMesh = this.gameObject;
282
+ }
283
+ }
284
+ const LOD = 0;
285
+ if (this.sharedMesh?.isMesh) {
286
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
287
+ NEEDLE_progressive.assignMeshLOD(this.sharedMesh, LOD).then(res => {
288
+ if (res && this.activeAndEnabled && this.context.physics.engine && this.sharedMesh) {
289
+ this.context.physics.engine.removeBody(this);
290
+ this.sharedMesh.geometry = res;
291
+ this.context.physics.engine.addMeshCollider(this, this.sharedMesh, this.convex);
292
+ }
293
+ });
294
+ }
295
+ else {
296
+ const group = this.sharedMesh;
297
+ if (group?.isGroup) {
298
+ console.warn(`MeshCollider mesh is a group \"${this.sharedMesh?.name || this.gameObject.name}\", adding all children as colliders. This is currently not fully supported (colliders can not be removed from world again)`, this);
299
+ const promises = new Array();
300
+ for (const ch in group.children) {
301
+ const child = group.children[ch];
302
+ if (child.isMesh) {
303
+ this.context.physics.engine.addMeshCollider(this, child, this.convex);
304
+ promises.push(NEEDLE_progressive.assignMeshLOD(child, LOD));
305
+ }
306
+ }
307
+ Promise.all(promises).then(res => {
308
+ if (res.some(r => r) == false)
309
+ return;
310
+ this.context.physics.engine?.removeBody(this);
311
+ const mesh = new Mesh();
312
+ for (const r of res) {
313
+ if (r && this.activeAndEnabled) {
314
+ mesh.geometry = r;
315
+ this.context.physics.engine?.addMeshCollider(this, mesh, this.convex);
316
+ }
317
+ }
318
+ });
319
+ }
320
+ else {
321
+ if (isDevEnvironment() || getParam("showcolliders")) {
322
+ console.warn(`[MeshCollider] A MeshCollider mesh is assigned to an unknown object on \"${this.gameObject.name}\", but it's neither a Mesh nor a Group. Please double check that you attached the collider component to the right object and report a bug otherwise!`, this);
323
+ }
324
+ }
325
+ }
326
+ }
327
+ }
328
+ __decorate([
329
+ serializable(Mesh)
330
+ ], MeshCollider.prototype, "sharedMesh", void 0);
331
+ __decorate([
332
+ serializable()
333
+ ], MeshCollider.prototype, "convex", void 0);
334
+ /**
335
+ * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
336
+ * Ideal for character controllers and objects that need a rounded collision shape.
337
+ * @category Physics
338
+ * @group Components
339
+ */
340
+ export class CapsuleCollider extends Collider {
341
+ /**
342
+ * The center position of the capsule collider relative to the transform's position.
343
+ */
344
+ center = new Vector3(0, 0, 0);
345
+ /**
346
+ * The radius of the capsule's cylindrical body and hemispherical ends.
347
+ */
348
+ radius = .5;
349
+ /**
350
+ * The total height of the capsule including both hemispherical ends.
351
+ */
352
+ height = 2;
353
+ /**
354
+ * Registers the capsule collider with the physics engine.
355
+ */
356
+ onEnable() {
357
+ super.onEnable();
358
+ this.context.physics.engine?.addCapsuleCollider(this, this.height, this.radius);
359
+ }
360
+ }
361
+ __decorate([
362
+ serializable(Vector3)
363
+ ], CapsuleCollider.prototype, "center", void 0);
364
+ __decorate([
365
+ serializable()
366
+ ], CapsuleCollider.prototype, "radius", void 0);
367
+ __decorate([
368
+ serializable()
369
+ ], CapsuleCollider.prototype, "height", void 0);
370
370
  //# sourceMappingURL=Collider.js.map