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