@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
@@ -1,766 +1,766 @@
1
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
2
- import { InputEvents, PointerType } from "../../engine/engine_input.js";
3
- import { onInitialized } from "../../engine/engine_lifecycle_api.js";
4
- import { Mathf } from "../../engine/engine_math.js";
5
- import { RaycastOptions } from "../../engine/engine_physics.js";
6
- import { Context } from "../../engine/engine_setup.js";
7
- import { getParam } from "../../engine/engine_utils.js";
8
- import { Behaviour, GameObject } from "../Component.js";
9
- import { hasPointerEventComponent, PointerEventData } from "./PointerEvents.js";
10
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
11
- import { UIRaycastUtils } from "./RaycastUtils.js";
12
- import { $shadowDomOwner } from "./Symbols.js";
13
- import { isUIObject } from "./Utils.js";
14
- const debug = getParam("debugeventsystem");
15
- export var EventSystemEvents;
16
- (function (EventSystemEvents) {
17
- EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
18
- EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
19
- })(EventSystemEvents || (EventSystemEvents = {}));
20
- onInitialized((ctx) => {
21
- EventSystem.createIfNoneExists(ctx);
22
- });
23
- /**
24
- * @category User Interface
25
- * @group Components
26
- */
27
- export class EventSystem extends Behaviour {
28
- //@ts-ignore
29
- static ensureUpdateMeshUI(instance, context, force = false) {
30
- MeshUIHelper.update(instance, context, force);
31
- }
32
- static markUIDirty(_context) {
33
- MeshUIHelper.markDirty();
34
- }
35
- static createIfNoneExists(context) {
36
- if (!context.scene.getComponent(EventSystem)) {
37
- context.scene.addComponent(EventSystem);
38
- }
39
- }
40
- static get(ctx) {
41
- this.createIfNoneExists(ctx);
42
- return ctx.scene.getComponent(EventSystem);
43
- }
44
- /** Get the currently active event system */
45
- static get instance() {
46
- return this.get(Context.Current);
47
- }
48
- raycaster = [];
49
- register(rc) {
50
- if (rc && this.raycaster && !this.raycaster.includes(rc))
51
- this.raycaster?.push(rc);
52
- }
53
- unregister(rc) {
54
- const i = this.raycaster?.indexOf(rc);
55
- if (i !== undefined && i !== -1) {
56
- this.raycaster?.splice(i, 1);
57
- }
58
- }
59
- get hasActiveUI() {
60
- return this.currentActiveMeshUIComponents.length > 0;
61
- }
62
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
63
- awake() {
64
- // We only want ONE eventsystem on the root scene
65
- // as long as this component is not implemented in core we need to check this here
66
- if (this.gameObject !== this.context.scene) {
67
- console.debug(`[Needle Engine] EventSystem is only allowed on the scene root. Disabling EventSystem on '${this.gameObject.name}'`);
68
- this.enabled = false;
69
- }
70
- }
71
- start() {
72
- if (!this.context.scene.getComponent(Raycaster)) {
73
- this.context.scene.addComponent(ObjectRaycaster);
74
- }
75
- }
76
- onEnable() {
77
- this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
78
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
79
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
80
- }
81
- onDisable() {
82
- this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
83
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
84
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
85
- }
86
- /**
87
- * all pointers that have pressed something
88
- *
89
- * key: pointerId
90
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
91
- */
92
- pressedByID = new Map();
93
- /**
94
- * all hovered objects
95
- *
96
- * key: pointerId
97
- * value: object that is hovered, data of the pointer event
98
- */
99
- hoveredByID = new Map();
100
- onBeforeRender() {
101
- this.resetMeshUIStates();
102
- }
103
- /**
104
- * Handle an pointer event from the input system
105
- */
106
- onPointerEvent = (pointerEvent) => {
107
- if (pointerEvent === undefined)
108
- return;
109
- if (pointerEvent.propagationStopped)
110
- return;
111
- if (pointerEvent.defaultPrevented)
112
- return;
113
- if (pointerEvent.used)
114
- return;
115
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
116
- const data = new PointerEventData(this.context.input, pointerEvent);
117
- this._currentPointerEventName = pointerEvent.type;
118
- data.inputSource = this.context.input;
119
- data.isClick = pointerEvent.isClick;
120
- data.isDoubleClick = pointerEvent.isDoubleClick;
121
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
122
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
123
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
124
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
125
- if (debug) {
126
- if (data.isDown)
127
- console.log("DOWN", data.pointerId);
128
- else if (data.isUp)
129
- console.log("UP", data.pointerId);
130
- if (data.isClick)
131
- console.log("CLICK", data.pointerId);
132
- }
133
- // raycast
134
- const options = new RaycastOptions();
135
- if (pointerEvent.hasRay) {
136
- options.ray = pointerEvent.ray;
137
- }
138
- else {
139
- options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId);
140
- }
141
- const hits = this.performRaycast(options);
142
- if (hits) {
143
- for (const hit of hits) {
144
- hit.event = pointerEvent;
145
- pointerEvent.intersections.push(hit);
146
- }
147
- if (pointerEvent.origin.onPointerHits) {
148
- pointerEvent.origin.onPointerHits({
149
- sender: this,
150
- event: pointerEvent,
151
- hits
152
- });
153
- }
154
- }
155
- if (debug && data.isClick) {
156
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
157
- }
158
- const evt = {
159
- sender: this,
160
- args: data,
161
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
162
- };
163
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
164
- // then handle the intersections and call the callbacks on the regular objects
165
- this.handleIntersections(hits, data);
166
- this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
167
- };
168
- _sortedHits = [];
169
- /**
170
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
171
- */
172
- _testObjectsCache = new Map();
173
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
174
- _currentlyActiveRaycaster = null;
175
- _currentPointerEventName = null;
176
- /**
177
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
178
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
179
- * We do this to avoid raycasts against objects that are not going to be used by the event system
180
- * Because there's no component callback to be invoked anyways.
181
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
182
- *
183
- * Further optimizations would be to check what type of event we're dealing with
184
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
185
- * */
186
- shouldRaycastObject = (obj) => {
187
- // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
188
- // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
189
- const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
190
- if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
191
- return false;
192
- }
193
- // if (this._currentPointerEventName == "pointermove") {
194
- // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
195
- // }
196
- // check if this object is actually a UI shadow hierarchy object
197
- let uiOwner = null;
198
- const isUI = isUIObject(obj);
199
- // if yes we want to grab the actual object that is the owner of the shadow dom
200
- // and check that object for the event component
201
- if (isUI) {
202
- uiOwner = obj[$shadowDomOwner]?.gameObject;
203
- }
204
- // check if the object was seen previously
205
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
206
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
207
- const prev = this._testObjectsCache.get(obj);
208
- if (prev === false)
209
- return "continue in children";
210
- return true;
211
- }
212
- else {
213
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
214
- // because then this other raycaster is responsible for raycasting this object
215
- // const rc = GameObject.getComponent(obj, Raycaster);
216
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
217
- // the object was not yet seen so we test if it has an event component
218
- let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
219
- if (!hasEventComponent && uiOwner)
220
- hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
221
- if (hasEventComponent) {
222
- // it has an event component: we add it and all its children to the cache
223
- // we don't need to do the same for the shadow component hierarchy
224
- // because the next object that will be detecting that the shadow owner was already seen
225
- this._testObjectsCache.set(obj, true);
226
- for (const ch of obj.children)
227
- this.shouldRaycastObject_AddToYesCache(ch);
228
- return true;
229
- }
230
- this._testObjectsCache.set(obj, false);
231
- return "continue in children";
232
- }
233
- };
234
- shouldRaycastObject_AddToYesCache(obj) {
235
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
236
- // because then this other raycaster is responsible for raycasting this object
237
- // const rc = GameObject.getComponent(obj, Raycaster);
238
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
239
- this._testObjectsCache.set(obj, true);
240
- for (const ch of obj.children) {
241
- this.shouldRaycastObject_AddToYesCache(ch);
242
- }
243
- }
244
- /** the raycast filter is always overriden */
245
- performRaycast(opts) {
246
- if (!this.raycaster)
247
- return null;
248
- // we clear the cache of previously seen objects
249
- this._testObjectsCache.clear();
250
- this._sortedHits.length = 0;
251
- if (!opts)
252
- opts = new RaycastOptions();
253
- opts.testObject = this.shouldRaycastObject;
254
- for (const rc of this.raycaster) {
255
- if (!rc.activeAndEnabled)
256
- continue;
257
- this._currentlyActiveRaycaster = rc;
258
- const res = rc.performRaycast(opts);
259
- this._currentlyActiveRaycaster = null;
260
- if (res && res.length > 0) {
261
- // console.log(res.length, res.map(r => r.object.name));
262
- this._sortedHits.push(...res);
263
- }
264
- }
265
- this._sortedHits.sort((a, b) => {
266
- return a.distance - b.distance;
267
- });
268
- return this._sortedHits;
269
- }
270
- assignHitInformation(args, hit) {
271
- if (!hit) {
272
- args.intersection = undefined;
273
- args.point = undefined;
274
- args.normal = undefined;
275
- args.face = undefined;
276
- args.distance = undefined;
277
- args.instanceId = undefined;
278
- }
279
- else {
280
- args.intersection = hit;
281
- args.point = hit.point;
282
- args.normal = hit.normal;
283
- args.face = hit.face;
284
- args.distance = hit.distance;
285
- args.instanceId = hit.instanceId;
286
- }
287
- }
288
- handleIntersections(hits, args) {
289
- if (hits?.length) {
290
- hits = this.sortCandidates(hits);
291
- for (const hit of hits) {
292
- if (args.event.immediatePropagationStopped) {
293
- return false;
294
- }
295
- this.assignHitInformation(args, hit);
296
- if (this.handleEventOnObject(hit.object, args)) {
297
- return true;
298
- }
299
- }
300
- }
301
- // first invoke captured pointers
302
- this.assignHitInformation(args, hits?.[0]);
303
- this.invokePointerCapture(args);
304
- // pointer has not hit any object to handle
305
- // thus is not hovering over anything
306
- const hoveredData = this.hoveredByID.get(args.pointerId);
307
- if (hoveredData) {
308
- this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
309
- }
310
- this.hoveredByID.delete(args.pointerId);
311
- // if it was up, it means it should notify things that it down on before
312
- if (args.isUp) {
313
- this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
314
- this.pressedByID.delete(args.pointerId);
315
- }
316
- return false;
317
- }
318
- _sortingBuffer = [];
319
- _noDepthTestingResults = [];
320
- sortCandidates(hits) {
321
- // iterate over all hits and filter for nodepth objects and normal hit objects
322
- // the no-depth objects will be handled first starting from the closest
323
- // assuming the hits array is sorted by distance (closest > furthest)
324
- this._sortingBuffer.length = 0;
325
- this._noDepthTestingResults.length = 0;
326
- for (let i = 0; i < hits.length; i++) {
327
- const hit = hits[i];
328
- const object = hit.object;
329
- if (object.material) {
330
- if (object.material["depthTest"] === false) {
331
- this._noDepthTestingResults.push(hit);
332
- continue;
333
- }
334
- }
335
- this._sortingBuffer.push(hit);
336
- }
337
- for (const obj of this._sortingBuffer) {
338
- this._noDepthTestingResults.push(obj);
339
- }
340
- return this._noDepthTestingResults;
341
- }
342
- out = {};
343
- /**
344
- * Handle hit result by preparing all needed information before propagation.
345
- * Then calling propagate.
346
- */
347
- handleEventOnObject(object, args) {
348
- // ensures that invisible objects are ignored
349
- if (!this.testIsVisible(object)) {
350
- if (args.isClick && debug)
351
- console.log("not allowed", object);
352
- return false;
353
- }
354
- // Event without pointer can't be handled
355
- if (args.pointerId === undefined) {
356
- if (debug)
357
- console.error("Event without pointer can't be handled", args);
358
- return false;
359
- }
360
- // Correct the handled object to match the relevant object in shadow dom (?)
361
- args.object = object;
362
- const parent = object.parent;
363
- let isShadow = false;
364
- const clicked = args.isClick ?? false;
365
- let canvasGroup = null;
366
- // handle potential shadow dom built from three mesh ui
367
- if (parent && parent.isUI) {
368
- const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
369
- if (parent[$shadowDomOwner]) {
370
- const actualGo = parent[$shadowDomOwner].gameObject;
371
- if (actualGo) {
372
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
373
- if (!res)
374
- return false;
375
- canvasGroup = this.out.canvasGroup ?? null;
376
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
377
- if (!clicked && handled) {
378
- // return true;
379
- }
380
- object = actualGo;
381
- isShadow = true;
382
- }
383
- }
384
- // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
385
- // if(parent["needle:use_eventsystem"] == true){
386
- // // if use_eventsystem is true, we want to handle the event
387
- // }
388
- // else if (!isShadow) {
389
- // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
390
- // if (obj) return true;
391
- // }
392
- }
393
- if (clicked && debug)
394
- console.log(this.context.time.frame, object);
395
- // Handle OnPointerExit -> in case when we are about to hover something new
396
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
397
- const hovering = this.hoveredByID.get(args.pointerId);
398
- const prevHovering = hovering?.obj;
399
- const isNewlyHovering = prevHovering !== object;
400
- // trigger onPointerExit
401
- if (isNewlyHovering && prevHovering) {
402
- this.propagatePointerExit(prevHovering, hovering.data, object);
403
- }
404
- // save hovered object
405
- const entry = this.hoveredByID.get(args.pointerId);
406
- if (!entry)
407
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
408
- else {
409
- entry.obj = object;
410
- entry.data = args;
411
- }
412
- // create / update pressed entry
413
- if (args.isDown) {
414
- const data = this.pressedByID.get(args.pointerId);
415
- if (!data)
416
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
417
- else {
418
- data.obj = object;
419
- data.data = args;
420
- }
421
- }
422
- if (canvasGroup === null || canvasGroup.interactable) {
423
- this.handleMainInteraction(object, args, prevHovering ?? null);
424
- }
425
- return true;
426
- }
427
- /**
428
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
429
- */
430
- propagate(object, onComponent) {
431
- while (true) {
432
- if (!object)
433
- break;
434
- GameObject.foreachComponent(object, comp => {
435
- // TODO: implement Stop Immediate Propagation
436
- onComponent(comp);
437
- }, false);
438
- // walk up
439
- object = object.parent;
440
- }
441
- }
442
- /**
443
- * Propagate up in hierarchy and call handlers based on the pointer event data
444
- */
445
- handleMainInteraction(object, args, prevHovering) {
446
- const pressedEvent = this.pressedByID.get(args.pointerId);
447
- const hoveredObjectChanged = prevHovering !== object;
448
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
449
- let isMoving = true;
450
- switch (args.event.pointerType) {
451
- case "mouse":
452
- case "touch":
453
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
454
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
455
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
456
- break;
457
- case "controller":
458
- case "hand":
459
- // for hands and controller we assume they are never totally still (except for simulated environments)
460
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
461
- // so maybe check the angle every frame?
462
- break;
463
- }
464
- this.propagate(object, (behaviour) => {
465
- const comp = behaviour;
466
- if (comp.interactable === false)
467
- return;
468
- if (!comp.activeAndEnabled || !comp.enabled)
469
- return;
470
- if (comp.onPointerEnter) {
471
- if (hoveredObjectChanged) {
472
- this.handlePointerEnter(comp, args);
473
- }
474
- }
475
- if (args.isDown) {
476
- if (comp.onPointerDown) {
477
- comp.onPointerDown(args);
478
- // Set the handler that we called the down event on
479
- // So we can call the up event on the same handler
480
- // In a scenario where we Down on one object and Up on another
481
- pressedEvent?.handlers.add(comp);
482
- this.handlePointerCapture(args, comp);
483
- }
484
- }
485
- if (comp.onPointerMove) {
486
- if (isMoving)
487
- comp.onPointerMove(args);
488
- this.handlePointerCapture(args, comp);
489
- }
490
- if (args.isUp) {
491
- if (comp.onPointerUp) {
492
- this.invokeOnPointerUp(args, comp);
493
- // We don't want to call Up twice if we Down and Up on the same object
494
- // But if we Down on one and Up on another we want to call Up on the first one as well
495
- // For example if the object was cloned by the Duplicatable
496
- // The original component that received the down event SHOULD also receive the up event
497
- pressedEvent?.handlers.delete(comp);
498
- }
499
- // handle touch onExit (touchUp) since the pointer stops existing
500
- // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
501
- // Mouse 0 is always persistent
502
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
503
- this.handlePointerExit(comp, args);
504
- this.hoveredByID.delete(args.pointerId);
505
- }
506
- }
507
- if (args.isClick) {
508
- if (comp.onPointerClick) {
509
- comp.onPointerClick(args);
510
- }
511
- }
512
- });
513
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
514
- // If user drags away from the object, then it doesn't get the UP event
515
- if (args.isUp) {
516
- pressedEvent?.handlers.forEach((handler) => {
517
- this.invokeOnPointerUp(args, handler);
518
- });
519
- this.pressedByID.delete(args.pointerId);
520
- }
521
- }
522
- /** Propagate up in hierarchy and call onPointerExit */
523
- propagatePointerExit(object, args, newObject) {
524
- this.propagate(object, (behaviour) => {
525
- if (!behaviour.gameObject || behaviour.destroyed)
526
- return;
527
- const inst = behaviour;
528
- if (inst.onPointerExit || inst.onPointerEnter) {
529
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
530
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
531
- return;
532
- }
533
- this.handlePointerExit(inst, args);
534
- }
535
- });
536
- }
537
- /** handles onPointerUp - this will also release the pointerCapture */
538
- invokeOnPointerUp(evt, handler) {
539
- handler.onPointerUp?.call(handler, evt);
540
- this.releasePointerCapture(evt, handler);
541
- }
542
- /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
543
- handlePointerEnter(comp, args) {
544
- if (comp.onPointerEnter) {
545
- if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
546
- comp.onPointerEnter(args);
547
- }
548
- }
549
- this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
550
- }
551
- /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
552
- handlePointerExit(comp, evt) {
553
- if (comp.onPointerExit) {
554
- if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
555
- comp.onPointerExit(evt);
556
- }
557
- }
558
- this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
559
- }
560
- /** updates the pointer state list for a component
561
- * @param comp the component to update
562
- * @param pointerId the pointerId to update
563
- * @param symbol the symbol to use for the state
564
- * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
565
- */
566
- updatePointerState(comp, pointerId, symbol, add) {
567
- let state = comp[symbol];
568
- if (add) {
569
- // the pointer is already in the state list
570
- if (state && state.includes(pointerId))
571
- return false;
572
- state = state || [];
573
- state.push(pointerId);
574
- comp[symbol] = state;
575
- return true;
576
- }
577
- else {
578
- if (!state || !state.includes(pointerId))
579
- return false;
580
- const i = state.indexOf(pointerId);
581
- if (i !== -1) {
582
- state.splice(i, 1);
583
- }
584
- return true;
585
- }
586
- }
587
- /** the list of component handlers that requested pointerCapture for a specific pointerId */
588
- _capturedPointer = {};
589
- /** check if the event was marked to be captured: if yes add the current component to the captured list */
590
- handlePointerCapture(evt, comp) {
591
- if (evt.z__pointer_ctured) {
592
- evt.z__pointer_ctured = false;
593
- const id = evt.pointerId;
594
- // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
595
- if (comp.onPointerMove) {
596
- const list = this._capturedPointer[id] || [];
597
- list.push(comp);
598
- this._capturedPointer[id] = list;
599
- }
600
- else {
601
- if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
602
- comp["z__warned_no_pointermove"] = true;
603
- console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
604
- }
605
- }
606
- }
607
- else if (evt.z__pointer_cture_rleased) {
608
- evt.z__pointer_cture_rleased = false;
609
- this.releasePointerCapture(evt, comp);
610
- }
611
- }
612
- /** removes the component from the pointer capture list */
613
- releasePointerCapture(evt, component) {
614
- const id = evt.pointerId;
615
- if (this._capturedPointer[id]) {
616
- const i = this._capturedPointer[id].indexOf(component);
617
- if (i !== -1) {
618
- this._capturedPointer[id].splice(i, 1);
619
- if (debug)
620
- console.log("released pointer capture", id, component, this._capturedPointer);
621
- }
622
- }
623
- }
624
- /** invoke the pointerMove event on all captured handlers */
625
- invokePointerCapture(evt) {
626
- if (evt.event.type === InputEvents.PointerMove) {
627
- const id = evt.pointerId;
628
- const captured = this._capturedPointer[id];
629
- if (captured) {
630
- if (debug)
631
- console.log("Captured", id, captured);
632
- for (let i = 0; i < captured.length; i++) {
633
- const handler = captured[i];
634
- // check if it was destroyed
635
- const comp = handler;
636
- if (comp.destroyed) {
637
- captured.splice(i, 1);
638
- i--;
639
- continue;
640
- }
641
- // invoke pointer move
642
- handler.onPointerMove?.call(handler, evt);
643
- }
644
- }
645
- }
646
- }
647
- pointerEnterSymbol = Symbol("pointerEnter");
648
- pointerExitSymbol = Symbol("pointerExit");
649
- isChild(obj, possibleChild) {
650
- if (!obj || !possibleChild)
651
- return false;
652
- if (obj === possibleChild)
653
- return true;
654
- if (!obj.parent)
655
- return false;
656
- return this.isChild(obj.parent, possibleChild);
657
- }
658
- handleMeshUiObjectWithoutShadowDom(obj, pressed) {
659
- if (!obj || !obj.isUI)
660
- return true;
661
- const hit = this.handleMeshUIIntersection(obj, pressed);
662
- return hit;
663
- }
664
- currentActiveMeshUIComponents = [];
665
- handleMeshUIIntersection(meshUiObject, pressed) {
666
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
667
- if (res) {
668
- this.currentActiveMeshUIComponents.push(res);
669
- }
670
- return res !== null;
671
- }
672
- resetMeshUIStates() {
673
- if (this.context.input.getPointerPressedCount() > 0) {
674
- MeshUIHelper.resetLastSelected();
675
- }
676
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
677
- return;
678
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
679
- const comp = this.currentActiveMeshUIComponents[i];
680
- MeshUIHelper.resetState(comp);
681
- }
682
- this.currentActiveMeshUIComponents.length = 0;
683
- }
684
- testIsVisible(obj) {
685
- if (!obj)
686
- return true;
687
- if (!GameObject.isActiveSelf(obj))
688
- return false;
689
- return this.testIsVisible(obj.parent);
690
- }
691
- }
692
- class MeshUIHelper {
693
- static lastSelected = null;
694
- static lastUpdateFrame = [];
695
- static needsUpdate = false;
696
- static markDirty() {
697
- this.needsUpdate = true;
698
- }
699
- static update(threeMeshUI, context, force = false) {
700
- if (force) {
701
- threeMeshUI.update();
702
- return;
703
- }
704
- const currentFrame = context.time.frameCount;
705
- for (const lu of this.lastUpdateFrame) {
706
- if (lu.context === context) {
707
- if (currentFrame === lu.frame)
708
- return;
709
- lu.frame = currentFrame;
710
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
711
- if (lu.nextUpdate <= currentFrame)
712
- shouldUpdate = true;
713
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
714
- if (shouldUpdate) {
715
- // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
716
- if (debug)
717
- console.log("Update threemeshui");
718
- this.needsUpdate = false;
719
- lu.nextUpdate = currentFrame + 60;
720
- threeMeshUI.update();
721
- }
722
- return;
723
- }
724
- }
725
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
726
- threeMeshUI.update();
727
- this.needsUpdate = false;
728
- }
729
- static updateState(intersect, _selectState) {
730
- let foundBlock = null;
731
- if (intersect) {
732
- foundBlock = this.findBlockOrTextInParent(intersect);
733
- // console.log(intersect, "-- found block:", foundBlock)
734
- if (foundBlock && foundBlock !== this.lastSelected) {
735
- const interactable = foundBlock["interactable"];
736
- if (interactable === false)
737
- return null;
738
- this.needsUpdate = true;
739
- }
740
- }
741
- return foundBlock;
742
- }
743
- static resetLastSelected() {
744
- const last = this.lastSelected;
745
- if (!last)
746
- return;
747
- this.lastSelected = null;
748
- this.resetState(last);
749
- }
750
- static resetState(obj) {
751
- if (!obj)
752
- return;
753
- this.needsUpdate = true;
754
- }
755
- static findBlockOrTextInParent(elem) {
756
- if (!elem)
757
- return null;
758
- if (elem.isBlock || (elem.isText)) {
759
- // @TODO : Replace states managements
760
- // if (Object.keys(elem.states).length > 0)
761
- return elem;
762
- }
763
- return this.findBlockOrTextInParent(elem.parent);
764
- }
765
- }
1
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
2
+ import { InputEvents, PointerType } from "../../engine/engine_input.js";
3
+ import { onInitialized } from "../../engine/engine_lifecycle_api.js";
4
+ import { Mathf } from "../../engine/engine_math.js";
5
+ import { RaycastOptions } from "../../engine/engine_physics.js";
6
+ import { Context } from "../../engine/engine_setup.js";
7
+ import { getParam } from "../../engine/engine_utils.js";
8
+ import { Behaviour, GameObject } from "../Component.js";
9
+ import { hasPointerEventComponent, PointerEventData } from "./PointerEvents.js";
10
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
11
+ import { UIRaycastUtils } from "./RaycastUtils.js";
12
+ import { $shadowDomOwner } from "./Symbols.js";
13
+ import { isUIObject } from "./Utils.js";
14
+ const debug = getParam("debugeventsystem");
15
+ export var EventSystemEvents;
16
+ (function (EventSystemEvents) {
17
+ EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
18
+ EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
19
+ })(EventSystemEvents || (EventSystemEvents = {}));
20
+ onInitialized((ctx) => {
21
+ EventSystem.createIfNoneExists(ctx);
22
+ });
23
+ /**
24
+ * @category User Interface
25
+ * @group Components
26
+ */
27
+ export class EventSystem extends Behaviour {
28
+ //@ts-ignore
29
+ static ensureUpdateMeshUI(instance, context, force = false) {
30
+ MeshUIHelper.update(instance, context, force);
31
+ }
32
+ static markUIDirty(_context) {
33
+ MeshUIHelper.markDirty();
34
+ }
35
+ static createIfNoneExists(context) {
36
+ if (!context.scene.getComponent(EventSystem)) {
37
+ context.scene.addComponent(EventSystem);
38
+ }
39
+ }
40
+ static get(ctx) {
41
+ this.createIfNoneExists(ctx);
42
+ return ctx.scene.getComponent(EventSystem);
43
+ }
44
+ /** Get the currently active event system */
45
+ static get instance() {
46
+ return this.get(Context.Current);
47
+ }
48
+ raycaster = [];
49
+ register(rc) {
50
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
51
+ this.raycaster?.push(rc);
52
+ }
53
+ unregister(rc) {
54
+ const i = this.raycaster?.indexOf(rc);
55
+ if (i !== undefined && i !== -1) {
56
+ this.raycaster?.splice(i, 1);
57
+ }
58
+ }
59
+ get hasActiveUI() {
60
+ return this.currentActiveMeshUIComponents.length > 0;
61
+ }
62
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
63
+ awake() {
64
+ // We only want ONE eventsystem on the root scene
65
+ // as long as this component is not implemented in core we need to check this here
66
+ if (this.gameObject !== this.context.scene) {
67
+ console.debug(`[Needle Engine] EventSystem is only allowed on the scene root. Disabling EventSystem on '${this.gameObject.name}'`);
68
+ this.enabled = false;
69
+ }
70
+ }
71
+ start() {
72
+ if (!this.context.scene.getComponent(Raycaster)) {
73
+ this.context.scene.addComponent(ObjectRaycaster);
74
+ }
75
+ }
76
+ onEnable() {
77
+ this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
78
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
79
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
80
+ }
81
+ onDisable() {
82
+ this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
83
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
84
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
85
+ }
86
+ /**
87
+ * all pointers that have pressed something
88
+ *
89
+ * key: pointerId
90
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
91
+ */
92
+ pressedByID = new Map();
93
+ /**
94
+ * all hovered objects
95
+ *
96
+ * key: pointerId
97
+ * value: object that is hovered, data of the pointer event
98
+ */
99
+ hoveredByID = new Map();
100
+ onBeforeRender() {
101
+ this.resetMeshUIStates();
102
+ }
103
+ /**
104
+ * Handle an pointer event from the input system
105
+ */
106
+ onPointerEvent = (pointerEvent) => {
107
+ if (pointerEvent === undefined)
108
+ return;
109
+ if (pointerEvent.propagationStopped)
110
+ return;
111
+ if (pointerEvent.defaultPrevented)
112
+ return;
113
+ if (pointerEvent.used)
114
+ return;
115
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
116
+ const data = new PointerEventData(this.context.input, pointerEvent);
117
+ this._currentPointerEventName = pointerEvent.type;
118
+ data.inputSource = this.context.input;
119
+ data.isClick = pointerEvent.isClick;
120
+ data.isDoubleClick = pointerEvent.isDoubleClick;
121
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
122
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
123
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
124
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
125
+ if (debug) {
126
+ if (data.isDown)
127
+ console.log("DOWN", data.pointerId);
128
+ else if (data.isUp)
129
+ console.log("UP", data.pointerId);
130
+ if (data.isClick)
131
+ console.log("CLICK", data.pointerId);
132
+ }
133
+ // raycast
134
+ const options = new RaycastOptions();
135
+ if (pointerEvent.hasRay) {
136
+ options.ray = pointerEvent.ray;
137
+ }
138
+ else {
139
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId);
140
+ }
141
+ const hits = this.performRaycast(options);
142
+ if (hits) {
143
+ for (const hit of hits) {
144
+ hit.event = pointerEvent;
145
+ pointerEvent.intersections.push(hit);
146
+ }
147
+ if (pointerEvent.origin.onPointerHits) {
148
+ pointerEvent.origin.onPointerHits({
149
+ sender: this,
150
+ event: pointerEvent,
151
+ hits
152
+ });
153
+ }
154
+ }
155
+ if (debug && data.isClick) {
156
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
157
+ }
158
+ const evt = {
159
+ sender: this,
160
+ args: data,
161
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
162
+ };
163
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
164
+ // then handle the intersections and call the callbacks on the regular objects
165
+ this.handleIntersections(hits, data);
166
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
167
+ };
168
+ _sortedHits = [];
169
+ /**
170
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
171
+ */
172
+ _testObjectsCache = new Map();
173
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
174
+ _currentlyActiveRaycaster = null;
175
+ _currentPointerEventName = null;
176
+ /**
177
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
178
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
179
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
180
+ * Because there's no component callback to be invoked anyways.
181
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
182
+ *
183
+ * Further optimizations would be to check what type of event we're dealing with
184
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
185
+ * */
186
+ shouldRaycastObject = (obj) => {
187
+ // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
188
+ // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
189
+ const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
190
+ if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
191
+ return false;
192
+ }
193
+ // if (this._currentPointerEventName == "pointermove") {
194
+ // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
195
+ // }
196
+ // check if this object is actually a UI shadow hierarchy object
197
+ let uiOwner = null;
198
+ const isUI = isUIObject(obj);
199
+ // if yes we want to grab the actual object that is the owner of the shadow dom
200
+ // and check that object for the event component
201
+ if (isUI) {
202
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
203
+ }
204
+ // check if the object was seen previously
205
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
206
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
207
+ const prev = this._testObjectsCache.get(obj);
208
+ if (prev === false)
209
+ return "continue in children";
210
+ return true;
211
+ }
212
+ else {
213
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
214
+ // because then this other raycaster is responsible for raycasting this object
215
+ // const rc = GameObject.getComponent(obj, Raycaster);
216
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
217
+ // the object was not yet seen so we test if it has an event component
218
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
219
+ if (!hasEventComponent && uiOwner)
220
+ hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
221
+ if (hasEventComponent) {
222
+ // it has an event component: we add it and all its children to the cache
223
+ // we don't need to do the same for the shadow component hierarchy
224
+ // because the next object that will be detecting that the shadow owner was already seen
225
+ this._testObjectsCache.set(obj, true);
226
+ for (const ch of obj.children)
227
+ this.shouldRaycastObject_AddToYesCache(ch);
228
+ return true;
229
+ }
230
+ this._testObjectsCache.set(obj, false);
231
+ return "continue in children";
232
+ }
233
+ };
234
+ shouldRaycastObject_AddToYesCache(obj) {
235
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
236
+ // because then this other raycaster is responsible for raycasting this object
237
+ // const rc = GameObject.getComponent(obj, Raycaster);
238
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
239
+ this._testObjectsCache.set(obj, true);
240
+ for (const ch of obj.children) {
241
+ this.shouldRaycastObject_AddToYesCache(ch);
242
+ }
243
+ }
244
+ /** the raycast filter is always overriden */
245
+ performRaycast(opts) {
246
+ if (!this.raycaster)
247
+ return null;
248
+ // we clear the cache of previously seen objects
249
+ this._testObjectsCache.clear();
250
+ this._sortedHits.length = 0;
251
+ if (!opts)
252
+ opts = new RaycastOptions();
253
+ opts.testObject = this.shouldRaycastObject;
254
+ for (const rc of this.raycaster) {
255
+ if (!rc.activeAndEnabled)
256
+ continue;
257
+ this._currentlyActiveRaycaster = rc;
258
+ const res = rc.performRaycast(opts);
259
+ this._currentlyActiveRaycaster = null;
260
+ if (res && res.length > 0) {
261
+ // console.log(res.length, res.map(r => r.object.name));
262
+ this._sortedHits.push(...res);
263
+ }
264
+ }
265
+ this._sortedHits.sort((a, b) => {
266
+ return a.distance - b.distance;
267
+ });
268
+ return this._sortedHits;
269
+ }
270
+ assignHitInformation(args, hit) {
271
+ if (!hit) {
272
+ args.intersection = undefined;
273
+ args.point = undefined;
274
+ args.normal = undefined;
275
+ args.face = undefined;
276
+ args.distance = undefined;
277
+ args.instanceId = undefined;
278
+ }
279
+ else {
280
+ args.intersection = hit;
281
+ args.point = hit.point;
282
+ args.normal = hit.normal;
283
+ args.face = hit.face;
284
+ args.distance = hit.distance;
285
+ args.instanceId = hit.instanceId;
286
+ }
287
+ }
288
+ handleIntersections(hits, args) {
289
+ if (hits?.length) {
290
+ hits = this.sortCandidates(hits);
291
+ for (const hit of hits) {
292
+ if (args.event.immediatePropagationStopped) {
293
+ return false;
294
+ }
295
+ this.assignHitInformation(args, hit);
296
+ if (this.handleEventOnObject(hit.object, args)) {
297
+ return true;
298
+ }
299
+ }
300
+ }
301
+ // first invoke captured pointers
302
+ this.assignHitInformation(args, hits?.[0]);
303
+ this.invokePointerCapture(args);
304
+ // pointer has not hit any object to handle
305
+ // thus is not hovering over anything
306
+ const hoveredData = this.hoveredByID.get(args.pointerId);
307
+ if (hoveredData) {
308
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
309
+ }
310
+ this.hoveredByID.delete(args.pointerId);
311
+ // if it was up, it means it should notify things that it down on before
312
+ if (args.isUp) {
313
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
314
+ this.pressedByID.delete(args.pointerId);
315
+ }
316
+ return false;
317
+ }
318
+ _sortingBuffer = [];
319
+ _noDepthTestingResults = [];
320
+ sortCandidates(hits) {
321
+ // iterate over all hits and filter for nodepth objects and normal hit objects
322
+ // the no-depth objects will be handled first starting from the closest
323
+ // assuming the hits array is sorted by distance (closest > furthest)
324
+ this._sortingBuffer.length = 0;
325
+ this._noDepthTestingResults.length = 0;
326
+ for (let i = 0; i < hits.length; i++) {
327
+ const hit = hits[i];
328
+ const object = hit.object;
329
+ if (object.material) {
330
+ if (object.material["depthTest"] === false) {
331
+ this._noDepthTestingResults.push(hit);
332
+ continue;
333
+ }
334
+ }
335
+ this._sortingBuffer.push(hit);
336
+ }
337
+ for (const obj of this._sortingBuffer) {
338
+ this._noDepthTestingResults.push(obj);
339
+ }
340
+ return this._noDepthTestingResults;
341
+ }
342
+ out = {};
343
+ /**
344
+ * Handle hit result by preparing all needed information before propagation.
345
+ * Then calling propagate.
346
+ */
347
+ handleEventOnObject(object, args) {
348
+ // ensures that invisible objects are ignored
349
+ if (!this.testIsVisible(object)) {
350
+ if (args.isClick && debug)
351
+ console.log("not allowed", object);
352
+ return false;
353
+ }
354
+ // Event without pointer can't be handled
355
+ if (args.pointerId === undefined) {
356
+ if (debug)
357
+ console.error("Event without pointer can't be handled", args);
358
+ return false;
359
+ }
360
+ // Correct the handled object to match the relevant object in shadow dom (?)
361
+ args.object = object;
362
+ const parent = object.parent;
363
+ let isShadow = false;
364
+ const clicked = args.isClick ?? false;
365
+ let canvasGroup = null;
366
+ // handle potential shadow dom built from three mesh ui
367
+ if (parent && parent.isUI) {
368
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
369
+ if (parent[$shadowDomOwner]) {
370
+ const actualGo = parent[$shadowDomOwner].gameObject;
371
+ if (actualGo) {
372
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
373
+ if (!res)
374
+ return false;
375
+ canvasGroup = this.out.canvasGroup ?? null;
376
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
377
+ if (!clicked && handled) {
378
+ // return true;
379
+ }
380
+ object = actualGo;
381
+ isShadow = true;
382
+ }
383
+ }
384
+ // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
385
+ // if(parent["needle:use_eventsystem"] == true){
386
+ // // if use_eventsystem is true, we want to handle the event
387
+ // }
388
+ // else if (!isShadow) {
389
+ // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
390
+ // if (obj) return true;
391
+ // }
392
+ }
393
+ if (clicked && debug)
394
+ console.log(this.context.time.frame, object);
395
+ // Handle OnPointerExit -> in case when we are about to hover something new
396
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
397
+ const hovering = this.hoveredByID.get(args.pointerId);
398
+ const prevHovering = hovering?.obj;
399
+ const isNewlyHovering = prevHovering !== object;
400
+ // trigger onPointerExit
401
+ if (isNewlyHovering && prevHovering) {
402
+ this.propagatePointerExit(prevHovering, hovering.data, object);
403
+ }
404
+ // save hovered object
405
+ const entry = this.hoveredByID.get(args.pointerId);
406
+ if (!entry)
407
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
408
+ else {
409
+ entry.obj = object;
410
+ entry.data = args;
411
+ }
412
+ // create / update pressed entry
413
+ if (args.isDown) {
414
+ const data = this.pressedByID.get(args.pointerId);
415
+ if (!data)
416
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
417
+ else {
418
+ data.obj = object;
419
+ data.data = args;
420
+ }
421
+ }
422
+ if (canvasGroup === null || canvasGroup.interactable) {
423
+ this.handleMainInteraction(object, args, prevHovering ?? null);
424
+ }
425
+ return true;
426
+ }
427
+ /**
428
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
429
+ */
430
+ propagate(object, onComponent) {
431
+ while (true) {
432
+ if (!object)
433
+ break;
434
+ GameObject.foreachComponent(object, comp => {
435
+ // TODO: implement Stop Immediate Propagation
436
+ onComponent(comp);
437
+ }, false);
438
+ // walk up
439
+ object = object.parent;
440
+ }
441
+ }
442
+ /**
443
+ * Propagate up in hierarchy and call handlers based on the pointer event data
444
+ */
445
+ handleMainInteraction(object, args, prevHovering) {
446
+ const pressedEvent = this.pressedByID.get(args.pointerId);
447
+ const hoveredObjectChanged = prevHovering !== object;
448
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
449
+ let isMoving = true;
450
+ switch (args.event.pointerType) {
451
+ case "mouse":
452
+ case "touch":
453
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
454
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
455
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
456
+ break;
457
+ case "controller":
458
+ case "hand":
459
+ // for hands and controller we assume they are never totally still (except for simulated environments)
460
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
461
+ // so maybe check the angle every frame?
462
+ break;
463
+ }
464
+ this.propagate(object, (behaviour) => {
465
+ const comp = behaviour;
466
+ if (comp.interactable === false)
467
+ return;
468
+ if (!comp.activeAndEnabled || !comp.enabled)
469
+ return;
470
+ if (comp.onPointerEnter) {
471
+ if (hoveredObjectChanged) {
472
+ this.handlePointerEnter(comp, args);
473
+ }
474
+ }
475
+ if (args.isDown) {
476
+ if (comp.onPointerDown) {
477
+ comp.onPointerDown(args);
478
+ // Set the handler that we called the down event on
479
+ // So we can call the up event on the same handler
480
+ // In a scenario where we Down on one object and Up on another
481
+ pressedEvent?.handlers.add(comp);
482
+ this.handlePointerCapture(args, comp);
483
+ }
484
+ }
485
+ if (comp.onPointerMove) {
486
+ if (isMoving)
487
+ comp.onPointerMove(args);
488
+ this.handlePointerCapture(args, comp);
489
+ }
490
+ if (args.isUp) {
491
+ if (comp.onPointerUp) {
492
+ this.invokeOnPointerUp(args, comp);
493
+ // We don't want to call Up twice if we Down and Up on the same object
494
+ // But if we Down on one and Up on another we want to call Up on the first one as well
495
+ // For example if the object was cloned by the Duplicatable
496
+ // The original component that received the down event SHOULD also receive the up event
497
+ pressedEvent?.handlers.delete(comp);
498
+ }
499
+ // handle touch onExit (touchUp) since the pointer stops existing
500
+ // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
501
+ // Mouse 0 is always persistent
502
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
503
+ this.handlePointerExit(comp, args);
504
+ this.hoveredByID.delete(args.pointerId);
505
+ }
506
+ }
507
+ if (args.isClick) {
508
+ if (comp.onPointerClick) {
509
+ comp.onPointerClick(args);
510
+ }
511
+ }
512
+ });
513
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
514
+ // If user drags away from the object, then it doesn't get the UP event
515
+ if (args.isUp) {
516
+ pressedEvent?.handlers.forEach((handler) => {
517
+ this.invokeOnPointerUp(args, handler);
518
+ });
519
+ this.pressedByID.delete(args.pointerId);
520
+ }
521
+ }
522
+ /** Propagate up in hierarchy and call onPointerExit */
523
+ propagatePointerExit(object, args, newObject) {
524
+ this.propagate(object, (behaviour) => {
525
+ if (!behaviour.gameObject || behaviour.destroyed)
526
+ return;
527
+ const inst = behaviour;
528
+ if (inst.onPointerExit || inst.onPointerEnter) {
529
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
530
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
531
+ return;
532
+ }
533
+ this.handlePointerExit(inst, args);
534
+ }
535
+ });
536
+ }
537
+ /** handles onPointerUp - this will also release the pointerCapture */
538
+ invokeOnPointerUp(evt, handler) {
539
+ handler.onPointerUp?.call(handler, evt);
540
+ this.releasePointerCapture(evt, handler);
541
+ }
542
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
543
+ handlePointerEnter(comp, args) {
544
+ if (comp.onPointerEnter) {
545
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
546
+ comp.onPointerEnter(args);
547
+ }
548
+ }
549
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
550
+ }
551
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
552
+ handlePointerExit(comp, evt) {
553
+ if (comp.onPointerExit) {
554
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
555
+ comp.onPointerExit(evt);
556
+ }
557
+ }
558
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
559
+ }
560
+ /** updates the pointer state list for a component
561
+ * @param comp the component to update
562
+ * @param pointerId the pointerId to update
563
+ * @param symbol the symbol to use for the state
564
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
565
+ */
566
+ updatePointerState(comp, pointerId, symbol, add) {
567
+ let state = comp[symbol];
568
+ if (add) {
569
+ // the pointer is already in the state list
570
+ if (state && state.includes(pointerId))
571
+ return false;
572
+ state = state || [];
573
+ state.push(pointerId);
574
+ comp[symbol] = state;
575
+ return true;
576
+ }
577
+ else {
578
+ if (!state || !state.includes(pointerId))
579
+ return false;
580
+ const i = state.indexOf(pointerId);
581
+ if (i !== -1) {
582
+ state.splice(i, 1);
583
+ }
584
+ return true;
585
+ }
586
+ }
587
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
588
+ _capturedPointer = {};
589
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
590
+ handlePointerCapture(evt, comp) {
591
+ if (evt.z__pointer_ctured) {
592
+ evt.z__pointer_ctured = false;
593
+ const id = evt.pointerId;
594
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
595
+ if (comp.onPointerMove) {
596
+ const list = this._capturedPointer[id] || [];
597
+ list.push(comp);
598
+ this._capturedPointer[id] = list;
599
+ }
600
+ else {
601
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
602
+ comp["z__warned_no_pointermove"] = true;
603
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
604
+ }
605
+ }
606
+ }
607
+ else if (evt.z__pointer_cture_rleased) {
608
+ evt.z__pointer_cture_rleased = false;
609
+ this.releasePointerCapture(evt, comp);
610
+ }
611
+ }
612
+ /** removes the component from the pointer capture list */
613
+ releasePointerCapture(evt, component) {
614
+ const id = evt.pointerId;
615
+ if (this._capturedPointer[id]) {
616
+ const i = this._capturedPointer[id].indexOf(component);
617
+ if (i !== -1) {
618
+ this._capturedPointer[id].splice(i, 1);
619
+ if (debug)
620
+ console.log("released pointer capture", id, component, this._capturedPointer);
621
+ }
622
+ }
623
+ }
624
+ /** invoke the pointerMove event on all captured handlers */
625
+ invokePointerCapture(evt) {
626
+ if (evt.event.type === InputEvents.PointerMove) {
627
+ const id = evt.pointerId;
628
+ const captured = this._capturedPointer[id];
629
+ if (captured) {
630
+ if (debug)
631
+ console.log("Captured", id, captured);
632
+ for (let i = 0; i < captured.length; i++) {
633
+ const handler = captured[i];
634
+ // check if it was destroyed
635
+ const comp = handler;
636
+ if (comp.destroyed) {
637
+ captured.splice(i, 1);
638
+ i--;
639
+ continue;
640
+ }
641
+ // invoke pointer move
642
+ handler.onPointerMove?.call(handler, evt);
643
+ }
644
+ }
645
+ }
646
+ }
647
+ pointerEnterSymbol = Symbol("pointerEnter");
648
+ pointerExitSymbol = Symbol("pointerExit");
649
+ isChild(obj, possibleChild) {
650
+ if (!obj || !possibleChild)
651
+ return false;
652
+ if (obj === possibleChild)
653
+ return true;
654
+ if (!obj.parent)
655
+ return false;
656
+ return this.isChild(obj.parent, possibleChild);
657
+ }
658
+ handleMeshUiObjectWithoutShadowDom(obj, pressed) {
659
+ if (!obj || !obj.isUI)
660
+ return true;
661
+ const hit = this.handleMeshUIIntersection(obj, pressed);
662
+ return hit;
663
+ }
664
+ currentActiveMeshUIComponents = [];
665
+ handleMeshUIIntersection(meshUiObject, pressed) {
666
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
667
+ if (res) {
668
+ this.currentActiveMeshUIComponents.push(res);
669
+ }
670
+ return res !== null;
671
+ }
672
+ resetMeshUIStates() {
673
+ if (this.context.input.getPointerPressedCount() > 0) {
674
+ MeshUIHelper.resetLastSelected();
675
+ }
676
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
677
+ return;
678
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
679
+ const comp = this.currentActiveMeshUIComponents[i];
680
+ MeshUIHelper.resetState(comp);
681
+ }
682
+ this.currentActiveMeshUIComponents.length = 0;
683
+ }
684
+ testIsVisible(obj) {
685
+ if (!obj)
686
+ return true;
687
+ if (!GameObject.isActiveSelf(obj))
688
+ return false;
689
+ return this.testIsVisible(obj.parent);
690
+ }
691
+ }
692
+ class MeshUIHelper {
693
+ static lastSelected = null;
694
+ static lastUpdateFrame = [];
695
+ static needsUpdate = false;
696
+ static markDirty() {
697
+ this.needsUpdate = true;
698
+ }
699
+ static update(threeMeshUI, context, force = false) {
700
+ if (force) {
701
+ threeMeshUI.update();
702
+ return;
703
+ }
704
+ const currentFrame = context.time.frameCount;
705
+ for (const lu of this.lastUpdateFrame) {
706
+ if (lu.context === context) {
707
+ if (currentFrame === lu.frame)
708
+ return;
709
+ lu.frame = currentFrame;
710
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
711
+ if (lu.nextUpdate <= currentFrame)
712
+ shouldUpdate = true;
713
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
714
+ if (shouldUpdate) {
715
+ // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
716
+ if (debug)
717
+ console.log("Update threemeshui");
718
+ this.needsUpdate = false;
719
+ lu.nextUpdate = currentFrame + 60;
720
+ threeMeshUI.update();
721
+ }
722
+ return;
723
+ }
724
+ }
725
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
726
+ threeMeshUI.update();
727
+ this.needsUpdate = false;
728
+ }
729
+ static updateState(intersect, _selectState) {
730
+ let foundBlock = null;
731
+ if (intersect) {
732
+ foundBlock = this.findBlockOrTextInParent(intersect);
733
+ // console.log(intersect, "-- found block:", foundBlock)
734
+ if (foundBlock && foundBlock !== this.lastSelected) {
735
+ const interactable = foundBlock["interactable"];
736
+ if (interactable === false)
737
+ return null;
738
+ this.needsUpdate = true;
739
+ }
740
+ }
741
+ return foundBlock;
742
+ }
743
+ static resetLastSelected() {
744
+ const last = this.lastSelected;
745
+ if (!last)
746
+ return;
747
+ this.lastSelected = null;
748
+ this.resetState(last);
749
+ }
750
+ static resetState(obj) {
751
+ if (!obj)
752
+ return;
753
+ this.needsUpdate = true;
754
+ }
755
+ static findBlockOrTextInParent(elem) {
756
+ if (!elem)
757
+ return null;
758
+ if (elem.isBlock || (elem.isText)) {
759
+ // @TODO : Replace states managements
760
+ // if (Object.keys(elem.states).length > 0)
761
+ return elem;
762
+ }
763
+ return this.findBlockOrTextInParent(elem.parent);
764
+ }
765
+ }
766
766
  //# sourceMappingURL=EventSystem.js.map