@needle-tools/engine 4.5.5-next.f053174 → 4.5.6

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 (1044) hide show
  1. package/CHANGELOG.md +3740 -3740
  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-DFfLpZpn.min.js → needle-engine.bundle-2nTaeeW3.min.js} +62 -62
  6. package/dist/{needle-engine.bundle-Dx2hV9Bu.umd.cjs → needle-engine.bundle-B3qVc_uH.umd.cjs} +54 -54
  7. package/dist/{needle-engine.bundle-DvRTYg0j.js → needle-engine.bundle-B9tUMvDR.js} +623 -623
  8. package/dist/{needle-engine.bundle-BxW8rOic.light.min.js → needle-engine.bundle-BWeBylyu.light.min.js} +62 -62
  9. package/dist/{needle-engine.bundle-5YrltOTW.light.umd.cjs → needle-engine.bundle-Bx32FU5Z.light.umd.cjs} +54 -54
  10. package/dist/{needle-engine.bundle-Bjtl-M4D.light.js → needle-engine.bundle-CAuuubKQ.light.js} +623 -623
  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/assets/index.d.ts +11 -11
  32. package/lib/engine/assets/index.js +47 -47
  33. package/lib/engine/assets/static.d.ts +1 -1
  34. package/lib/engine/assets/static.js +4 -4
  35. package/lib/engine/codegen/register_types.d.ts +1 -1
  36. package/lib/engine/codegen/register_types.js +300 -300
  37. package/lib/engine/debug/debug.d.ts +15 -15
  38. package/lib/engine/debug/debug.js +44 -44
  39. package/lib/engine/debug/debug_console.d.ts +2 -2
  40. package/lib/engine/debug/debug_console.js +307 -307
  41. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  42. package/lib/engine/debug/debug_overlay.js +316 -316
  43. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  44. package/lib/engine/debug/debug_spatial_console.js +390 -390
  45. package/lib/engine/debug/index.d.ts +2 -2
  46. package/lib/engine/debug/index.js +2 -2
  47. package/lib/engine/engine_addressables.d.ts +166 -166
  48. package/lib/engine/engine_addressables.js +608 -608
  49. package/lib/engine/engine_animation.d.ts +43 -43
  50. package/lib/engine/engine_animation.js +133 -133
  51. package/lib/engine/engine_application.d.ts +45 -45
  52. package/lib/engine/engine_application.js +104 -104
  53. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  54. package/lib/engine/engine_assetdatabase.js +344 -344
  55. package/lib/engine/engine_audio.d.ts +4 -4
  56. package/lib/engine/engine_audio.js +23 -23
  57. package/lib/engine/engine_camera.d.ts +13 -13
  58. package/lib/engine/engine_camera.js +30 -30
  59. package/lib/engine/engine_components.d.ts +110 -110
  60. package/lib/engine/engine_components.js +374 -374
  61. package/lib/engine/engine_components_internal.d.ts +9 -9
  62. package/lib/engine/engine_components_internal.js +36 -36
  63. package/lib/engine/engine_constants.d.ts +10 -10
  64. package/lib/engine/engine_constants.js +41 -41
  65. package/lib/engine/engine_context.d.ts +472 -472
  66. package/lib/engine/engine_context.js +1664 -1664
  67. package/lib/engine/engine_context_registry.d.ts +71 -71
  68. package/lib/engine/engine_context_registry.js +117 -117
  69. package/lib/engine/engine_coroutine.d.ts +35 -35
  70. package/lib/engine/engine_coroutine.js +52 -52
  71. package/lib/engine/engine_create_objects.d.ts +119 -119
  72. package/lib/engine/engine_create_objects.js +320 -320
  73. package/lib/engine/engine_default_parameters.d.ts +2 -2
  74. package/lib/engine/engine_default_parameters.js +3 -3
  75. package/lib/engine/engine_editor-sync.d.ts +21 -21
  76. package/lib/engine/engine_editor-sync.js +4 -4
  77. package/lib/engine/engine_fileloader.d.ts +2 -2
  78. package/lib/engine/engine_fileloader.js +8 -8
  79. package/lib/engine/engine_gameobject.d.ts +68 -68
  80. package/lib/engine/engine_gameobject.js +616 -616
  81. package/lib/engine/engine_generic_utils.d.ts +1 -1
  82. package/lib/engine/engine_generic_utils.js +13 -13
  83. package/lib/engine/engine_gizmos.d.ts +149 -149
  84. package/lib/engine/engine_gizmos.js +530 -530
  85. package/lib/engine/engine_gltf.d.ts +12 -12
  86. package/lib/engine/engine_gltf.js +15 -15
  87. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  88. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  89. package/lib/engine/engine_hot_reload.d.ts +8 -8
  90. package/lib/engine/engine_hot_reload.js +197 -197
  91. package/lib/engine/engine_input.d.ts +362 -362
  92. package/lib/engine/engine_input.js +1294 -1294
  93. package/lib/engine/engine_input_utils.d.ts +2 -2
  94. package/lib/engine/engine_input_utils.js +22 -22
  95. package/lib/engine/engine_instancing.d.ts +19 -19
  96. package/lib/engine/engine_instancing.js +39 -39
  97. package/lib/engine/engine_license.d.ts +11 -11
  98. package/lib/engine/engine_license.js +369 -369
  99. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  100. package/lib/engine/engine_lifecycle_api.js +106 -106
  101. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  102. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  103. package/lib/engine/engine_lightdata.d.ts +23 -23
  104. package/lib/engine/engine_lightdata.js +91 -91
  105. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  106. package/lib/engine/engine_loaders.callbacks.js +86 -86
  107. package/lib/engine/engine_loaders.d.ts +48 -48
  108. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  109. package/lib/engine/engine_loaders.gltf.js +62 -62
  110. package/lib/engine/engine_loaders.js +337 -337
  111. package/lib/engine/engine_lods.d.ts +31 -31
  112. package/lib/engine/engine_lods.js +146 -146
  113. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  114. package/lib/engine/engine_mainloop_utils.js +466 -466
  115. package/lib/engine/engine_math.d.ts +114 -114
  116. package/lib/engine/engine_math.js +247 -247
  117. package/lib/engine/engine_modules.d.ts +36 -36
  118. package/lib/engine/engine_modules.js +85 -85
  119. package/lib/engine/engine_networking.d.ts +260 -260
  120. package/lib/engine/engine_networking.js +764 -764
  121. package/lib/engine/engine_networking_auto.d.ts +24 -24
  122. package/lib/engine/engine_networking_auto.js +310 -310
  123. package/lib/engine/engine_networking_blob.d.ts +48 -48
  124. package/lib/engine/engine_networking_blob.js +228 -228
  125. package/lib/engine/engine_networking_files.d.ts +35 -35
  126. package/lib/engine/engine_networking_files.js +172 -172
  127. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  128. package/lib/engine/engine_networking_files_default_components.js +42 -42
  129. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  130. package/lib/engine/engine_networking_instantiate.js +345 -345
  131. package/lib/engine/engine_networking_peer.d.ts +15 -15
  132. package/lib/engine/engine_networking_peer.js +132 -132
  133. package/lib/engine/engine_networking_streams.d.ts +123 -123
  134. package/lib/engine/engine_networking_streams.js +645 -645
  135. package/lib/engine/engine_networking_types.d.ts +22 -22
  136. package/lib/engine/engine_networking_types.js +7 -7
  137. package/lib/engine/engine_networking_utils.d.ts +2 -2
  138. package/lib/engine/engine_networking_utils.js +20 -20
  139. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  140. package/lib/engine/engine_networking_websocket.js +2 -2
  141. package/lib/engine/engine_patcher.d.ts +10 -10
  142. package/lib/engine/engine_patcher.js +142 -142
  143. package/lib/engine/engine_physics.d.ts +152 -152
  144. package/lib/engine/engine_physics.js +645 -645
  145. package/lib/engine/engine_physics.types.d.ts +40 -40
  146. package/lib/engine/engine_physics.types.js +33 -33
  147. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  148. package/lib/engine/engine_physics_rapier.js +1433 -1433
  149. package/lib/engine/engine_playerview.d.ts +26 -26
  150. package/lib/engine/engine_playerview.js +64 -64
  151. package/lib/engine/engine_scenelighting.d.ts +71 -71
  152. package/lib/engine/engine_scenelighting.js +226 -226
  153. package/lib/engine/engine_serialization.d.ts +3 -3
  154. package/lib/engine/engine_serialization.js +3 -3
  155. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  156. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  157. package/lib/engine/engine_serialization_core.d.ts +94 -94
  158. package/lib/engine/engine_serialization_core.js +607 -607
  159. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  160. package/lib/engine/engine_serialization_decorator.js +66 -66
  161. package/lib/engine/engine_setup.d.ts +1 -1
  162. package/lib/engine/engine_setup.js +2 -2
  163. package/lib/engine/engine_shaders.d.ts +53 -53
  164. package/lib/engine/engine_shaders.js +252 -252
  165. package/lib/engine/engine_shims.d.ts +4 -4
  166. package/lib/engine/engine_shims.js +24 -24
  167. package/lib/engine/engine_test_utils.d.ts +39 -39
  168. package/lib/engine/engine_test_utils.js +83 -83
  169. package/lib/engine/engine_texture.d.ts +28 -28
  170. package/lib/engine/engine_texture.js +64 -64
  171. package/lib/engine/engine_three_utils.d.ts +201 -201
  172. package/lib/engine/engine_three_utils.js +731 -731
  173. package/lib/engine/engine_time.d.ts +51 -51
  174. package/lib/engine/engine_time.js +82 -82
  175. package/lib/engine/engine_time_utils.d.ts +88 -88
  176. package/lib/engine/engine_time_utils.js +215 -215
  177. package/lib/engine/engine_tonemapping.d.ts +2 -2
  178. package/lib/engine/engine_tonemapping.js +194 -194
  179. package/lib/engine/engine_types.d.ts +578 -578
  180. package/lib/engine/engine_types.js +95 -95
  181. package/lib/engine/engine_typestore.d.ts +28 -28
  182. package/lib/engine/engine_typestore.js +55 -55
  183. package/lib/engine/engine_util_decorator.d.ts +13 -13
  184. package/lib/engine/engine_util_decorator.js +116 -116
  185. package/lib/engine/engine_utils.d.ts +248 -248
  186. package/lib/engine/engine_utils.js +993 -993
  187. package/lib/engine/engine_utils_format.d.ts +24 -24
  188. package/lib/engine/engine_utils_format.js +239 -239
  189. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  190. package/lib/engine/engine_utils_screenshot.js +513 -513
  191. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  192. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  193. package/lib/engine/engine_xr.d.ts +1 -1
  194. package/lib/engine/engine_xr.js +1 -1
  195. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  196. package/lib/engine/export/gltf/Writers.js +24 -24
  197. package/lib/engine/export/gltf/index.d.ts +11 -11
  198. package/lib/engine/export/gltf/index.js +123 -123
  199. package/lib/engine/export/index.d.ts +2 -2
  200. package/lib/engine/export/index.js +2 -2
  201. package/lib/engine/export/state.d.ts +7 -7
  202. package/lib/engine/export/state.js +17 -17
  203. package/lib/engine/export/utils.d.ts +2 -2
  204. package/lib/engine/export/utils.js +7 -7
  205. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  206. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  207. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  208. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  209. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  210. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  211. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  212. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  213. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  214. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  215. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  216. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  217. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  218. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  219. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  220. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  221. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  222. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  223. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  224. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  225. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  226. package/lib/engine/extensions/extension_resolver.js +1 -1
  227. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  228. package/lib/engine/extensions/extension_utils.js +152 -152
  229. package/lib/engine/extensions/extensions.d.ts +32 -32
  230. package/lib/engine/extensions/extensions.js +107 -107
  231. package/lib/engine/extensions/index.d.ts +6 -6
  232. package/lib/engine/extensions/index.js +6 -6
  233. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  234. package/lib/engine/extensions/usage_tracker.js +65 -65
  235. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  236. package/lib/engine/js-extensions/Camera.js +39 -39
  237. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  238. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  239. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  240. package/lib/engine/js-extensions/Layers.js +22 -22
  241. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  242. package/lib/engine/js-extensions/Object3D.js +136 -136
  243. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  244. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  245. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  246. package/lib/engine/js-extensions/Vector.js +13 -13
  247. package/lib/engine/js-extensions/index.d.ts +5 -5
  248. package/lib/engine/js-extensions/index.js +5 -5
  249. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  250. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  251. package/lib/engine/shaders/shaderData.d.ts +55 -55
  252. package/lib/engine/shaders/shaderData.js +58 -58
  253. package/lib/engine/tests/test_utils.d.ts +2 -2
  254. package/lib/engine/tests/test_utils.js +53 -53
  255. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  256. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  257. package/lib/engine/webcomponents/api.d.ts +5 -5
  258. package/lib/engine/webcomponents/api.js +4 -4
  259. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  260. package/lib/engine/webcomponents/buttons.js +264 -264
  261. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  262. package/lib/engine/webcomponents/fonts.js +32 -32
  263. package/lib/engine/webcomponents/icons.d.ts +9 -9
  264. package/lib/engine/webcomponents/icons.js +52 -52
  265. package/lib/engine/webcomponents/index.d.ts +1 -1
  266. package/lib/engine/webcomponents/index.js +1 -1
  267. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  268. package/lib/engine/webcomponents/logo-element.js +67 -67
  269. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  270. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  271. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  272. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  273. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  274. package/lib/engine/webcomponents/needle-button.js +161 -161
  275. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  276. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  277. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  278. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  279. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  280. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  281. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  282. package/lib/engine/webcomponents/needle-engine.js +831 -831
  283. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  284. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  287. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  288. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +634 -634
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +700 -700
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  1009. package/src/engine-schemes/dist/api.js +17 -0
  1010. package/src/engine-schemes/dist/api.js.meta +7 -0
  1011. package/src/engine-schemes/dist/schemes.js +25 -0
  1012. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1013. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1014. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1015. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1016. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1017. package/src/engine-schemes/dist/transform.js +46 -0
  1018. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1019. package/src/engine-schemes/dist/vec2.js +32 -0
  1020. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1021. package/src/engine-schemes/dist/vec3.js +36 -0
  1022. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec4.js +40 -0
  1024. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1026. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
@@ -1,831 +1,831 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
- import { showBalloonWarning } from "../engine/debug/index.js";
10
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
- import { Gizmos } from "../engine/engine_gizmos.js";
12
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
- import { serializable } from "../engine/engine_serialization_decorator.js";
15
- import { FrameEvent } from "../engine/engine_setup.js";
16
- import { getTempVector } from "../engine/engine_three_utils.js";
17
- import { getParam } from "../engine/engine_utils.js";
18
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
- import { Behaviour, GameObject } from "./Component.js";
21
- import { ReflectionProbe } from "./ReflectionProbe.js";
22
- import { InstancingHandler } from "./RendererInstancing.js";
23
- // import { RendererCustomShader } from "./RendererCustomShader.js";
24
- import { RendererLightmap } from "./RendererLightmap.js";
25
- // for staying compatible with old code
26
- export { InstancingUtil } from "../engine/engine_instancing.js";
27
- const debugRenderer = getParam("debugrenderer");
28
- const debugskinnedmesh = getParam("debugskinnedmesh");
29
- const suppressInstancing = getParam("noinstancing");
30
- const showWireframe = getParam("wireframe");
31
- export var ReflectionProbeUsage;
32
- (function (ReflectionProbeUsage) {
33
- ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
- ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
- })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
- export class FieldWithDefault {
39
- path = null;
40
- asset = null;
41
- default;
42
- }
43
- export var RenderState;
44
- (function (RenderState) {
45
- RenderState[RenderState["Both"] = 0] = "Both";
46
- RenderState[RenderState["Back"] = 1] = "Back";
47
- RenderState[RenderState["Front"] = 2] = "Front";
48
- })(RenderState || (RenderState = {}));
49
- // support sharedMaterials[index] assigning materials directly to the objects
50
- class SharedMaterialArray {
51
- _renderer;
52
- _targets = [];
53
- _indexMapMaxIndex;
54
- _indexMap;
55
- _changed = false;
56
- get changed() {
57
- return this._changed;
58
- }
59
- set changed(value) {
60
- if (value === true) {
61
- if (debugRenderer)
62
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
- }
64
- this._changed = value;
65
- }
66
- is(renderer) {
67
- return this._renderer === renderer;
68
- }
69
- constructor(renderer, originalMaterials) {
70
- this._renderer = renderer;
71
- const setMaterial = this.setMaterial.bind(this);
72
- const getMaterial = this.getMaterial.bind(this);
73
- const go = renderer.gameObject;
74
- this._targets = [];
75
- if (go) {
76
- switch (go.type) {
77
- case "Group":
78
- this._targets = [...go.children];
79
- break;
80
- case "SkinnedMesh":
81
- case "Mesh":
82
- this._targets.push(go);
83
- break;
84
- }
85
- }
86
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
- let hasMissingMaterials = false;
88
- let indexMap = undefined;
89
- let maxIndex = 0;
90
- for (let i = 0; i < this._targets.length; i++) {
91
- const target = this._targets[i];
92
- if (!target)
93
- continue;
94
- const mat = target.material;
95
- if (!mat)
96
- continue;
97
- // set the shadow side to the same as the side of the material, three flips this for some reason
98
- mat.shadowSide = mat.side;
99
- for (let k = 0; k < originalMaterials.length; k++) {
100
- const orig = originalMaterials[k];
101
- if (!orig) {
102
- hasMissingMaterials = true;
103
- continue;
104
- }
105
- if (mat.name === orig.name) {
106
- if (indexMap === undefined)
107
- indexMap = new Map();
108
- indexMap.set(k, i);
109
- maxIndex = Math.max(maxIndex, k);
110
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
- break;
112
- }
113
- }
114
- }
115
- if (hasMissingMaterials) {
116
- this._indexMapMaxIndex = maxIndex;
117
- this._indexMap = indexMap;
118
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
- console.warn(warningMessage);
120
- if (isLocalNetwork())
121
- showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
- }
123
- // this lets us override the javascript indexer, only works in ES6 tho
124
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
- return new Proxy(this, {
126
- get(target, key) {
127
- if (typeof key === "string") {
128
- const index = parseInt(key);
129
- if (!isNaN(index)) {
130
- return getMaterial(index);
131
- }
132
- }
133
- return target[key];
134
- },
135
- set(target, key, value) {
136
- if (typeof key === "string")
137
- setMaterial(value, Number.parseInt(key));
138
- // console.log(target, key, value);
139
- if (Reflect.set(target, key, value)) {
140
- if (value instanceof Material)
141
- target.changed = true;
142
- return true;
143
- }
144
- return false;
145
- }
146
- });
147
- }
148
- get length() {
149
- if (this._indexMapMaxIndex !== undefined)
150
- return this._indexMapMaxIndex + 1;
151
- return this._targets.length;
152
- }
153
- // iterator to support: for(const mat of sharedMaterials)
154
- *[Symbol.iterator]() {
155
- for (let i = 0; i < this.length; i++) {
156
- yield this.getMaterial(i);
157
- }
158
- }
159
- resolveIndex(index) {
160
- const map = this._indexMap;
161
- // if we have a index map it means that some materials were missing
162
- if (map) {
163
- if (map.has(index))
164
- return map.get(index);
165
- // return -1;
166
- }
167
- return index;
168
- }
169
- setMaterial(mat, index) {
170
- index = this.resolveIndex(index);
171
- if (index < 0 || index >= this._targets.length)
172
- return;
173
- const target = this._targets[index];
174
- if (!target || target["material"] === undefined)
175
- return;
176
- target["material"] = mat;
177
- this.changed = true;
178
- }
179
- getMaterial(index) {
180
- index = this.resolveIndex(index);
181
- if (index < 0)
182
- return null;
183
- const obj = this._targets;
184
- if (index >= obj.length)
185
- return null;
186
- const target = obj[index];
187
- if (!target)
188
- return null;
189
- return target["material"];
190
- }
191
- }
192
- /**
193
- * @category Rendering
194
- * @group Components
195
- */
196
- export class Renderer extends Behaviour {
197
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
- * @returns the Renderer component that was created or already existed on the object
199
- */
200
- static setInstanced(obj, enableInstancing) {
201
- const renderer = getOrAddComponent(obj, Renderer);
202
- renderer.setInstancingEnabled(enableInstancing);
203
- return renderer;
204
- }
205
- /** Check if an object is currently rendered using instancing
206
- * @returns true if the object is rendered using instancing
207
- */
208
- static isInstanced(obj) {
209
- const renderer = getComponent(obj, Renderer);
210
- if (renderer)
211
- return renderer.isInstancingActive;
212
- return InstancingUtil.isUsingInstancing(obj);
213
- }
214
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
- *
216
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
- static setVisible(obj, visible) {
218
- setCustomVisibility(obj, visible);
219
- }
220
- receiveShadows = false;
221
- shadowCastingMode = ShadowCastingMode.Off;
222
- lightmapIndex = -1;
223
- lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
- /** If the renderer should use instancing
225
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
- * If this is an array of booleans the materials will be instanced based on the index of the material.
227
- */
228
- enableInstancing = undefined;
229
- renderOrder = undefined;
230
- allowOcclusionWhenDynamic = true;
231
- probeAnchor;
232
- reflectionProbeUsage = ReflectionProbeUsage.Off;
233
- // custom shader
234
- // get materialProperties(): Array<MaterialProperties> | undefined {
235
- // return this._materialProperties;
236
- // }
237
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
- // this._materialProperties = value;
239
- // }
240
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
- _lightmaps;
243
- /** Get the mesh Object3D for this renderer
244
- * Warn: if this is a multimaterial object it will return the first mesh only
245
- * @returns a mesh object3D.
246
- * */
247
- get sharedMesh() {
248
- if (this.gameObject.type === "Mesh") {
249
- return this.gameObject;
250
- }
251
- else if (this.gameObject.type === "SkinnesMesh") {
252
- return this.gameObject;
253
- }
254
- else if (this.gameObject.type === "Group") {
255
- return this.gameObject.children[0];
256
- }
257
- return undefined;
258
- }
259
- _sharedMeshes = [];
260
- /** Get all the mesh Object3D for this renderer
261
- * @returns an array of mesh object3D.
262
- */
263
- get sharedMeshes() {
264
- if (this.destroyed || !this.gameObject)
265
- return this._sharedMeshes;
266
- this._sharedMeshes.length = 0;
267
- if (this.gameObject.type === "Group") {
268
- for (const ch of this.gameObject.children) {
269
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
- this._sharedMeshes.push(ch);
271
- }
272
- }
273
- }
274
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
- this._sharedMeshes.push(this.gameObject);
276
- }
277
- return this._sharedMeshes;
278
- }
279
- get sharedMaterial() {
280
- return this.sharedMaterials[0];
281
- }
282
- set sharedMaterial(mat) {
283
- const cur = this.sharedMaterials[0];
284
- if (cur === mat)
285
- return;
286
- this.sharedMaterials[0] = mat;
287
- this.applyLightmapping();
288
- }
289
- /**@deprecated please use sharedMaterial */
290
- get material() {
291
- return this.sharedMaterials[0];
292
- }
293
- /**@deprecated please use sharedMaterial */
294
- set material(mat) {
295
- this.sharedMaterial = mat;
296
- }
297
- _sharedMaterials;
298
- _originalMaterials;
299
- _probeAnchorLastFrame;
300
- // this is just available during deserialization
301
- set sharedMaterials(_val) {
302
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
- if (!this._originalMaterials) {
304
- this._originalMaterials = _val;
305
- }
306
- else if (_val) {
307
- let didWarn = false;
308
- for (let i = 0; i < this._sharedMaterials.length; i++) {
309
- const mat = i < _val.length ? _val[i] : null;
310
- if (mat && mat instanceof Material) {
311
- this.sharedMaterials[i] = mat;
312
- }
313
- else {
314
- if (!didWarn) {
315
- didWarn = true;
316
- console.warn("Can not assign null as material: " + this.name, mat);
317
- }
318
- }
319
- }
320
- }
321
- }
322
- //@ts-ignore
323
- get sharedMaterials() {
324
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
- if (!this._originalMaterials)
326
- this._originalMaterials = [];
327
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
- }
329
- return this._sharedMaterials;
330
- }
331
- static get shouldSuppressInstancing() {
332
- return suppressInstancing;
333
- }
334
- _lightmapTextureOverride = undefined;
335
- get lightmap() {
336
- if (this._lightmaps?.length) {
337
- return this._lightmaps[0].lightmap;
338
- }
339
- return null;
340
- }
341
- /** set undefined to return to default lightmap */
342
- set lightmap(tex) {
343
- this._lightmapTextureOverride = tex;
344
- if (tex === undefined) {
345
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
- }
347
- if (this._lightmaps?.length) {
348
- for (const lm of this._lightmaps) {
349
- lm.lightmap = tex;
350
- }
351
- }
352
- }
353
- get hasLightmap() {
354
- const lm = this.lightmap;
355
- return lm !== null && lm !== undefined;
356
- }
357
- allowProgressiveLoading = true;
358
- _firstFrame = -1;
359
- registering() {
360
- if (!this.enabled) {
361
- this.setVisibility(false);
362
- }
363
- }
364
- awake() {
365
- this._firstFrame = this.context.time.frame;
366
- if (debugRenderer)
367
- console.log("Renderer ", this.name, this);
368
- this.clearInstancingState();
369
- if (this.probeAnchor && debugRenderer)
370
- this.probeAnchor.add(new AxesHelper(.2));
371
- this._reflectionProbe = null;
372
- if (this.isMultiMaterialObject(this.gameObject)) {
373
- for (const child of this.gameObject.children) {
374
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
- child.layers.mask = this.gameObject.layers.mask;
376
- }
377
- if (this.renderOrder !== undefined) {
378
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
- // or perhaps just regular child objects that have their own renderer component (?)
380
- let index = 0;
381
- for (let i = 0; i < this.gameObject.children.length; i++) {
382
- const ch = this.gameObject.children[i];
383
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
- continue;
386
- if (this.renderOrder.length <= index) {
387
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
- continue;
389
- }
390
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
- ch.renderOrder = this.renderOrder[index];
392
- index += 1;
393
- }
394
- }
395
- }
396
- // TODO: custom shader with sub materials
397
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
- this.gameObject.renderOrder = this.renderOrder[0];
401
- }
402
- else {
403
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
- }
405
- this.applyLightmapping();
406
- if (showWireframe) {
407
- for (let i = 0; i < this.sharedMaterials.length; i++) {
408
- const mat = this.sharedMaterials[i];
409
- if (mat) {
410
- mat.wireframe = true;
411
- }
412
- }
413
- }
414
- }
415
- applyLightmapping() {
416
- if (this.lightmapIndex >= 0) {
417
- const type = this.gameObject.type;
418
- // use the override lightmap if its not undefined
419
- const tex = this._lightmapTextureOverride !== undefined
420
- ? this._lightmapTextureOverride
421
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
- if (tex) {
423
- if (!this._lightmaps)
424
- this._lightmaps = [];
425
- if (type === "Mesh") {
426
- const mat = this.gameObject["material"];
427
- if (!mat?.isMeshBasicMaterial) {
428
- if (this._lightmaps.length <= 0) {
429
- const rm = new RendererLightmap(this.gameObject, this.context);
430
- this._lightmaps.push(rm);
431
- }
432
- const rm = this._lightmaps[0];
433
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
- }
435
- else {
436
- if (mat)
437
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
- }
439
- }
440
- // for multi materials we need to loop through children
441
- // and then we add a lightmap renderer component to each of them
442
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
- for (let i = 0; i < this.gameObject.children.length; i++) {
444
- const child = this.gameObject.children[i];
445
- if (!child["material"]?.isMeshBasicMaterial) {
446
- let rm = undefined;
447
- if (i >= this._lightmaps.length) {
448
- rm = new RendererLightmap(child, this.context);
449
- this._lightmaps.push(rm);
450
- }
451
- else
452
- rm = this._lightmaps[i];
453
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
- }
455
- }
456
- }
457
- }
458
- else {
459
- if (debugRenderer)
460
- console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
- }
462
- }
463
- }
464
- _isInstancingEnabled = false;
465
- _handles = undefined;
466
- /**
467
- * @returns true if this renderer has instanced objects
468
- */
469
- get isInstancingActive() {
470
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
- }
472
- /** @returns the instancing handles */
473
- get instances() {
474
- if (!this._handles || this._handles.length <= 0) {
475
- return null;
476
- }
477
- this._handlesTempArray.length = 0;
478
- if (this._handles) {
479
- for (const h of this._handles) {
480
- this._handlesTempArray.push(h);
481
- }
482
- }
483
- return this._handlesTempArray;
484
- }
485
- _handlesTempArray = [];
486
- /** Enable or disable instancing for this renderer.
487
- * @param enabled true to enable instancing, false to disable it
488
- */
489
- setInstancingEnabled(enabled) {
490
- if (this._isInstancingEnabled === enabled)
491
- return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
- this._isInstancingEnabled = enabled;
493
- if (enabled) {
494
- if (this.enableInstancing === undefined)
495
- this.enableInstancing = true;
496
- if (this._handles === undefined) {
497
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
- if (this._handles) {
499
- GameObject.markAsInstancedRendered(this.gameObject, true);
500
- return true;
501
- }
502
- }
503
- else if (this._handles !== null) {
504
- for (const handler of this._handles) {
505
- handler.updateInstanceMatrix(true);
506
- handler.add();
507
- }
508
- GameObject.markAsInstancedRendered(this.gameObject, true);
509
- return true;
510
- }
511
- }
512
- else {
513
- if (this._handles) {
514
- for (const handler of this._handles) {
515
- handler.remove(this.destroyed);
516
- }
517
- }
518
- return true;
519
- }
520
- return false;
521
- }
522
- clearInstancingState() {
523
- this._isInstancingEnabled = false;
524
- this._handles = undefined;
525
- }
526
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
- * This is a separate method to be overrideable from user code
528
- */
529
- useInstanceMatrixWorldAutoUpdate() {
530
- return true;
531
- }
532
- start() {
533
- if (this.enableInstancing && !suppressInstancing) {
534
- this.setInstancingEnabled(true);
535
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
- InstancingUtil.markDirty(this.gameObject);
538
- }
539
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
- if (this.isMultiMaterialObject(this.gameObject)) {
541
- for (let i = 0; i < this.gameObject.children.length; i++) {
542
- const ch = this.gameObject.children[i];
543
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
- }
545
- }
546
- }
547
- onEnable() {
548
- // ensure shared meshes are initialized
549
- const _ = this.sharedMeshes;
550
- this.setVisibility(true);
551
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
- const isUsingInstancing = this._isInstancingEnabled ||
553
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
- if (isUsingInstancing) {
555
- if (this.__internalDidAwakeAndStart)
556
- this.setInstancingEnabled(true);
557
- }
558
- // if no insancing is used we can apply the stencil settings
559
- // but instancing and stencil at the same time is not supported
560
- else if (this.enabled) {
561
- this.applyStencil();
562
- }
563
- this.updateReflectionProbe();
564
- // this.testIfLODLevelsAreAvailable();
565
- }
566
- onDisable() {
567
- this.setVisibility(false);
568
- if (this._handles && this._handles.length > 0) {
569
- this.setInstancingEnabled(false);
570
- }
571
- }
572
- onDestroy() {
573
- this._handles = null;
574
- if (this.isMultiMaterialObject(this.gameObject)) {
575
- for (const child of this.gameObject.children) {
576
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
- }
578
- }
579
- else {
580
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
- }
582
- }
583
- onBeforeRender() {
584
- if (!this.gameObject) {
585
- return;
586
- }
587
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
- this._reflectionProbe?.onUnset(this);
589
- this.updateReflectionProbe();
590
- }
591
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
- this.gameObject.geometry.computeBoundingSphere();
593
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
- }
596
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
- for (const ch of this.gameObject.children) {
598
- this.applySettings(ch);
599
- }
600
- }
601
- else {
602
- this.applySettings(this.gameObject);
603
- }
604
- if (this.sharedMaterials.changed) {
605
- this.sharedMaterials.changed = false;
606
- this.applyLightmapping();
607
- }
608
- if (this._handles?.length) {
609
- // if (this.name === "Darbouka")
610
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
- const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
- if (needsUpdate) {
613
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
- const remove = false; // Math.random() < .01;
616
- for (let i = this._handles.length - 1; i >= 0; i--) {
617
- const h = this._handles[i];
618
- if (remove) {
619
- h.remove(this.destroyed);
620
- this._handles.splice(i, 1);
621
- }
622
- else
623
- h.updateInstanceMatrix();
624
- }
625
- this.gameObject.matrixWorldNeedsUpdate = false;
626
- }
627
- }
628
- if (this._handles && this._handles.length <= 0) {
629
- GameObject.markAsInstancedRendered(this.gameObject, false);
630
- }
631
- if (this._isInstancingEnabled && this._handles) {
632
- for (let i = 0; i < this._handles.length; i++) {
633
- const handle = this._handles[i];
634
- setCustomVisibility(handle.object, false);
635
- }
636
- }
637
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
- this._reflectionProbe.onSet(this);
639
- }
640
- }
641
- onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
642
- if (material.envMapIntensity !== undefined) {
643
- const factor = this.hasLightmap ? Math.PI : 1;
644
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
645
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
646
- // since three 163 we need to set the envMap to the scene envMap if it is not set
647
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
648
- // internal issue: https://linear.app/needle/issue/NE-6363
649
- if (!material.envMap)
650
- material.envMap = this.context.scene.environment;
651
- }
652
- if (this._lightmaps) {
653
- for (const lm of this._lightmaps) {
654
- lm.updateLightmapUniforms(material);
655
- lm.applyLightmap();
656
- }
657
- }
658
- };
659
- onAfterRender() {
660
- if (this._isInstancingEnabled && this._handles) {
661
- for (let i = 0; i < this._handles.length; i++) {
662
- const handle = this._handles[i];
663
- setCustomVisibility(handle.object, true);
664
- }
665
- }
666
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
667
- this._reflectionProbe.onUnset(this);
668
- }
669
- if (this.static && this.gameObject.matrixAutoUpdate) {
670
- this.gameObject.matrixAutoUpdate = false;
671
- }
672
- }
673
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
674
- applyStencil() {
675
- NEEDLE_render_objects.applyStencil(this);
676
- }
677
- /** Apply the settings of this renderer to the given object
678
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
679
- */
680
- applySettings(go) {
681
- go.receiveShadow = this.receiveShadows;
682
- if (this.shadowCastingMode == ShadowCastingMode.On) {
683
- go.castShadow = true;
684
- }
685
- else
686
- go.castShadow = false;
687
- }
688
- _reflectionProbe = null;
689
- updateReflectionProbe() {
690
- // handle reflection probe
691
- this._reflectionProbe = null;
692
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
693
- // update the reflection probe right before rendering
694
- // if we do it immediately the reflection probe might not be enabled yet
695
- // (since this method is called from onEnable)
696
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
697
- this._probeAnchorLastFrame = this.probeAnchor;
698
- }
699
- }
700
- *_updateReflectionProbe() {
701
- const obj = this.probeAnchor || this.gameObject;
702
- const isAnchor = this.probeAnchor ? true : false;
703
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
704
- }
705
- setVisibility(visible) {
706
- if (!this.isMultiMaterialObject(this.gameObject)) {
707
- setCustomVisibility(this.gameObject, visible);
708
- }
709
- else {
710
- for (const ch of this.gameObject.children) {
711
- if (this.isMeshOrSkinnedMesh(ch)) {
712
- setCustomVisibility(ch, visible);
713
- }
714
- }
715
- }
716
- }
717
- isMultiMaterialObject(obj) {
718
- return obj.type === "Group";
719
- }
720
- isMeshOrSkinnedMesh(obj) {
721
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
722
- }
723
- }
724
- __decorate([
725
- serializable()
726
- ], Renderer.prototype, "receiveShadows", void 0);
727
- __decorate([
728
- serializable()
729
- ], Renderer.prototype, "shadowCastingMode", void 0);
730
- __decorate([
731
- serializable()
732
- ], Renderer.prototype, "lightmapIndex", void 0);
733
- __decorate([
734
- serializable(Vector4)
735
- ], Renderer.prototype, "lightmapScaleOffset", void 0);
736
- __decorate([
737
- serializable()
738
- ], Renderer.prototype, "enableInstancing", void 0);
739
- __decorate([
740
- serializable()
741
- ], Renderer.prototype, "renderOrder", void 0);
742
- __decorate([
743
- serializable()
744
- ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
745
- __decorate([
746
- serializable(Object3D)
747
- ], Renderer.prototype, "probeAnchor", void 0);
748
- __decorate([
749
- serializable()
750
- ], Renderer.prototype, "reflectionProbeUsage", void 0);
751
- export class MeshRenderer extends Renderer {
752
- }
753
- export class SkinnedMeshRenderer extends MeshRenderer {
754
- _needUpdateBoundingSphere = false;
755
- // private _lastWorldPosition = new Vector3();
756
- awake() {
757
- super.awake();
758
- if (debugskinnedmesh)
759
- console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
760
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
761
- this.allowOcclusionWhenDynamic = false;
762
- for (const mesh of this.sharedMeshes) {
763
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
764
- mesh.parent?.updateWorldMatrix(false, true);
765
- this.markBoundsDirty();
766
- }
767
- }
768
- onAfterRender() {
769
- super.onAfterRender();
770
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
771
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
772
- // const bounds = this.gameObject.geometry.boundingSphere;
773
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
774
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
775
- // this._lastWorldPosition.copy(worldpos);
776
- // this.markBoundsDirty();
777
- // };
778
- // }
779
- if (this._needUpdateBoundingSphere) {
780
- for (const mesh of this.sharedMeshes) {
781
- if (mesh instanceof SkinnedMesh) {
782
- this._needUpdateBoundingSphere = false;
783
- try {
784
- const geometry = mesh.geometry;
785
- const raycastmesh = getRaycastMesh(mesh);
786
- if (raycastmesh) {
787
- mesh.geometry = raycastmesh;
788
- }
789
- mesh.computeBoundingSphere();
790
- mesh.geometry = geometry;
791
- }
792
- catch (err) {
793
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
794
- }
795
- }
796
- }
797
- }
798
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
799
- if (debugskinnedmesh) {
800
- for (const mesh of this.sharedMeshes) {
801
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
802
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
803
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
804
- }
805
- }
806
- }
807
- }
808
- markBoundsDirty() {
809
- this._needUpdateBoundingSphere = true;
810
- }
811
- }
812
- export var ShadowCastingMode;
813
- (function (ShadowCastingMode) {
814
- /// <summary>
815
- /// <para>No shadows are cast from this object.</para>
816
- /// </summary>
817
- ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
818
- /// <summary>
819
- /// <para>Shadows are cast from this object.</para>
820
- /// </summary>
821
- ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
822
- /// <summary>
823
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
824
- /// </summary>
825
- ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
826
- /// <summary>
827
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
828
- /// </summary>
829
- ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
830
- })(ShadowCastingMode || (ShadowCastingMode = {}));
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
+ import { showBalloonWarning } from "../engine/debug/index.js";
10
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
+ import { Gizmos } from "../engine/engine_gizmos.js";
12
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
+ import { serializable } from "../engine/engine_serialization_decorator.js";
15
+ import { FrameEvent } from "../engine/engine_setup.js";
16
+ import { getTempVector } from "../engine/engine_three_utils.js";
17
+ import { getParam } from "../engine/engine_utils.js";
18
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { Behaviour, GameObject } from "./Component.js";
21
+ import { ReflectionProbe } from "./ReflectionProbe.js";
22
+ import { InstancingHandler } from "./RendererInstancing.js";
23
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
24
+ import { RendererLightmap } from "./RendererLightmap.js";
25
+ // for staying compatible with old code
26
+ export { InstancingUtil } from "../engine/engine_instancing.js";
27
+ const debugRenderer = getParam("debugrenderer");
28
+ const debugskinnedmesh = getParam("debugskinnedmesh");
29
+ const suppressInstancing = getParam("noinstancing");
30
+ const showWireframe = getParam("wireframe");
31
+ export var ReflectionProbeUsage;
32
+ (function (ReflectionProbeUsage) {
33
+ ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
+ ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
+ })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
+ export class FieldWithDefault {
39
+ path = null;
40
+ asset = null;
41
+ default;
42
+ }
43
+ export var RenderState;
44
+ (function (RenderState) {
45
+ RenderState[RenderState["Both"] = 0] = "Both";
46
+ RenderState[RenderState["Back"] = 1] = "Back";
47
+ RenderState[RenderState["Front"] = 2] = "Front";
48
+ })(RenderState || (RenderState = {}));
49
+ // support sharedMaterials[index] assigning materials directly to the objects
50
+ class SharedMaterialArray {
51
+ _renderer;
52
+ _targets = [];
53
+ _indexMapMaxIndex;
54
+ _indexMap;
55
+ _changed = false;
56
+ get changed() {
57
+ return this._changed;
58
+ }
59
+ set changed(value) {
60
+ if (value === true) {
61
+ if (debugRenderer)
62
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
+ }
64
+ this._changed = value;
65
+ }
66
+ is(renderer) {
67
+ return this._renderer === renderer;
68
+ }
69
+ constructor(renderer, originalMaterials) {
70
+ this._renderer = renderer;
71
+ const setMaterial = this.setMaterial.bind(this);
72
+ const getMaterial = this.getMaterial.bind(this);
73
+ const go = renderer.gameObject;
74
+ this._targets = [];
75
+ if (go) {
76
+ switch (go.type) {
77
+ case "Group":
78
+ this._targets = [...go.children];
79
+ break;
80
+ case "SkinnedMesh":
81
+ case "Mesh":
82
+ this._targets.push(go);
83
+ break;
84
+ }
85
+ }
86
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
+ let hasMissingMaterials = false;
88
+ let indexMap = undefined;
89
+ let maxIndex = 0;
90
+ for (let i = 0; i < this._targets.length; i++) {
91
+ const target = this._targets[i];
92
+ if (!target)
93
+ continue;
94
+ const mat = target.material;
95
+ if (!mat)
96
+ continue;
97
+ // set the shadow side to the same as the side of the material, three flips this for some reason
98
+ mat.shadowSide = mat.side;
99
+ for (let k = 0; k < originalMaterials.length; k++) {
100
+ const orig = originalMaterials[k];
101
+ if (!orig) {
102
+ hasMissingMaterials = true;
103
+ continue;
104
+ }
105
+ if (mat.name === orig.name) {
106
+ if (indexMap === undefined)
107
+ indexMap = new Map();
108
+ indexMap.set(k, i);
109
+ maxIndex = Math.max(maxIndex, k);
110
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
+ break;
112
+ }
113
+ }
114
+ }
115
+ if (hasMissingMaterials) {
116
+ this._indexMapMaxIndex = maxIndex;
117
+ this._indexMap = indexMap;
118
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
+ console.warn(warningMessage);
120
+ if (isLocalNetwork())
121
+ showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
+ }
123
+ // this lets us override the javascript indexer, only works in ES6 tho
124
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
+ return new Proxy(this, {
126
+ get(target, key) {
127
+ if (typeof key === "string") {
128
+ const index = parseInt(key);
129
+ if (!isNaN(index)) {
130
+ return getMaterial(index);
131
+ }
132
+ }
133
+ return target[key];
134
+ },
135
+ set(target, key, value) {
136
+ if (typeof key === "string")
137
+ setMaterial(value, Number.parseInt(key));
138
+ // console.log(target, key, value);
139
+ if (Reflect.set(target, key, value)) {
140
+ if (value instanceof Material)
141
+ target.changed = true;
142
+ return true;
143
+ }
144
+ return false;
145
+ }
146
+ });
147
+ }
148
+ get length() {
149
+ if (this._indexMapMaxIndex !== undefined)
150
+ return this._indexMapMaxIndex + 1;
151
+ return this._targets.length;
152
+ }
153
+ // iterator to support: for(const mat of sharedMaterials)
154
+ *[Symbol.iterator]() {
155
+ for (let i = 0; i < this.length; i++) {
156
+ yield this.getMaterial(i);
157
+ }
158
+ }
159
+ resolveIndex(index) {
160
+ const map = this._indexMap;
161
+ // if we have a index map it means that some materials were missing
162
+ if (map) {
163
+ if (map.has(index))
164
+ return map.get(index);
165
+ // return -1;
166
+ }
167
+ return index;
168
+ }
169
+ setMaterial(mat, index) {
170
+ index = this.resolveIndex(index);
171
+ if (index < 0 || index >= this._targets.length)
172
+ return;
173
+ const target = this._targets[index];
174
+ if (!target || target["material"] === undefined)
175
+ return;
176
+ target["material"] = mat;
177
+ this.changed = true;
178
+ }
179
+ getMaterial(index) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0)
182
+ return null;
183
+ const obj = this._targets;
184
+ if (index >= obj.length)
185
+ return null;
186
+ const target = obj[index];
187
+ if (!target)
188
+ return null;
189
+ return target["material"];
190
+ }
191
+ }
192
+ /**
193
+ * @category Rendering
194
+ * @group Components
195
+ */
196
+ export class Renderer extends Behaviour {
197
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
+ * @returns the Renderer component that was created or already existed on the object
199
+ */
200
+ static setInstanced(obj, enableInstancing) {
201
+ const renderer = getOrAddComponent(obj, Renderer);
202
+ renderer.setInstancingEnabled(enableInstancing);
203
+ return renderer;
204
+ }
205
+ /** Check if an object is currently rendered using instancing
206
+ * @returns true if the object is rendered using instancing
207
+ */
208
+ static isInstanced(obj) {
209
+ const renderer = getComponent(obj, Renderer);
210
+ if (renderer)
211
+ return renderer.isInstancingActive;
212
+ return InstancingUtil.isUsingInstancing(obj);
213
+ }
214
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
+ *
216
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
+ static setVisible(obj, visible) {
218
+ setCustomVisibility(obj, visible);
219
+ }
220
+ receiveShadows = false;
221
+ shadowCastingMode = ShadowCastingMode.Off;
222
+ lightmapIndex = -1;
223
+ lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
+ /** If the renderer should use instancing
225
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
227
+ */
228
+ enableInstancing = undefined;
229
+ renderOrder = undefined;
230
+ allowOcclusionWhenDynamic = true;
231
+ probeAnchor;
232
+ reflectionProbeUsage = ReflectionProbeUsage.Off;
233
+ // custom shader
234
+ // get materialProperties(): Array<MaterialProperties> | undefined {
235
+ // return this._materialProperties;
236
+ // }
237
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
+ // this._materialProperties = value;
239
+ // }
240
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
+ _lightmaps;
243
+ /** Get the mesh Object3D for this renderer
244
+ * Warn: if this is a multimaterial object it will return the first mesh only
245
+ * @returns a mesh object3D.
246
+ * */
247
+ get sharedMesh() {
248
+ if (this.gameObject.type === "Mesh") {
249
+ return this.gameObject;
250
+ }
251
+ else if (this.gameObject.type === "SkinnesMesh") {
252
+ return this.gameObject;
253
+ }
254
+ else if (this.gameObject.type === "Group") {
255
+ return this.gameObject.children[0];
256
+ }
257
+ return undefined;
258
+ }
259
+ _sharedMeshes = [];
260
+ /** Get all the mesh Object3D for this renderer
261
+ * @returns an array of mesh object3D.
262
+ */
263
+ get sharedMeshes() {
264
+ if (this.destroyed || !this.gameObject)
265
+ return this._sharedMeshes;
266
+ this._sharedMeshes.length = 0;
267
+ if (this.gameObject.type === "Group") {
268
+ for (const ch of this.gameObject.children) {
269
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
+ this._sharedMeshes.push(ch);
271
+ }
272
+ }
273
+ }
274
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
+ this._sharedMeshes.push(this.gameObject);
276
+ }
277
+ return this._sharedMeshes;
278
+ }
279
+ get sharedMaterial() {
280
+ return this.sharedMaterials[0];
281
+ }
282
+ set sharedMaterial(mat) {
283
+ const cur = this.sharedMaterials[0];
284
+ if (cur === mat)
285
+ return;
286
+ this.sharedMaterials[0] = mat;
287
+ this.applyLightmapping();
288
+ }
289
+ /**@deprecated please use sharedMaterial */
290
+ get material() {
291
+ return this.sharedMaterials[0];
292
+ }
293
+ /**@deprecated please use sharedMaterial */
294
+ set material(mat) {
295
+ this.sharedMaterial = mat;
296
+ }
297
+ _sharedMaterials;
298
+ _originalMaterials;
299
+ _probeAnchorLastFrame;
300
+ // this is just available during deserialization
301
+ set sharedMaterials(_val) {
302
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
+ if (!this._originalMaterials) {
304
+ this._originalMaterials = _val;
305
+ }
306
+ else if (_val) {
307
+ let didWarn = false;
308
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
309
+ const mat = i < _val.length ? _val[i] : null;
310
+ if (mat && mat instanceof Material) {
311
+ this.sharedMaterials[i] = mat;
312
+ }
313
+ else {
314
+ if (!didWarn) {
315
+ didWarn = true;
316
+ console.warn("Can not assign null as material: " + this.name, mat);
317
+ }
318
+ }
319
+ }
320
+ }
321
+ }
322
+ //@ts-ignore
323
+ get sharedMaterials() {
324
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
+ if (!this._originalMaterials)
326
+ this._originalMaterials = [];
327
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
+ }
329
+ return this._sharedMaterials;
330
+ }
331
+ static get shouldSuppressInstancing() {
332
+ return suppressInstancing;
333
+ }
334
+ _lightmapTextureOverride = undefined;
335
+ get lightmap() {
336
+ if (this._lightmaps?.length) {
337
+ return this._lightmaps[0].lightmap;
338
+ }
339
+ return null;
340
+ }
341
+ /** set undefined to return to default lightmap */
342
+ set lightmap(tex) {
343
+ this._lightmapTextureOverride = tex;
344
+ if (tex === undefined) {
345
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
+ }
347
+ if (this._lightmaps?.length) {
348
+ for (const lm of this._lightmaps) {
349
+ lm.lightmap = tex;
350
+ }
351
+ }
352
+ }
353
+ get hasLightmap() {
354
+ const lm = this.lightmap;
355
+ return lm !== null && lm !== undefined;
356
+ }
357
+ allowProgressiveLoading = true;
358
+ _firstFrame = -1;
359
+ registering() {
360
+ if (!this.enabled) {
361
+ this.setVisibility(false);
362
+ }
363
+ }
364
+ awake() {
365
+ this._firstFrame = this.context.time.frame;
366
+ if (debugRenderer)
367
+ console.log("Renderer ", this.name, this);
368
+ this.clearInstancingState();
369
+ if (this.probeAnchor && debugRenderer)
370
+ this.probeAnchor.add(new AxesHelper(.2));
371
+ this._reflectionProbe = null;
372
+ if (this.isMultiMaterialObject(this.gameObject)) {
373
+ for (const child of this.gameObject.children) {
374
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
+ child.layers.mask = this.gameObject.layers.mask;
376
+ }
377
+ if (this.renderOrder !== undefined) {
378
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
+ // or perhaps just regular child objects that have their own renderer component (?)
380
+ let index = 0;
381
+ for (let i = 0; i < this.gameObject.children.length; i++) {
382
+ const ch = this.gameObject.children[i];
383
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
+ continue;
386
+ if (this.renderOrder.length <= index) {
387
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
+ continue;
389
+ }
390
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
+ ch.renderOrder = this.renderOrder[index];
392
+ index += 1;
393
+ }
394
+ }
395
+ }
396
+ // TODO: custom shader with sub materials
397
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
+ this.gameObject.renderOrder = this.renderOrder[0];
401
+ }
402
+ else {
403
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
+ }
405
+ this.applyLightmapping();
406
+ if (showWireframe) {
407
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
408
+ const mat = this.sharedMaterials[i];
409
+ if (mat) {
410
+ mat.wireframe = true;
411
+ }
412
+ }
413
+ }
414
+ }
415
+ applyLightmapping() {
416
+ if (this.lightmapIndex >= 0) {
417
+ const type = this.gameObject.type;
418
+ // use the override lightmap if its not undefined
419
+ const tex = this._lightmapTextureOverride !== undefined
420
+ ? this._lightmapTextureOverride
421
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
+ if (tex) {
423
+ if (!this._lightmaps)
424
+ this._lightmaps = [];
425
+ if (type === "Mesh") {
426
+ const mat = this.gameObject["material"];
427
+ if (!mat?.isMeshBasicMaterial) {
428
+ if (this._lightmaps.length <= 0) {
429
+ const rm = new RendererLightmap(this.gameObject, this.context);
430
+ this._lightmaps.push(rm);
431
+ }
432
+ const rm = this._lightmaps[0];
433
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
+ }
435
+ else {
436
+ if (mat)
437
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
+ }
439
+ }
440
+ // for multi materials we need to loop through children
441
+ // and then we add a lightmap renderer component to each of them
442
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
+ for (let i = 0; i < this.gameObject.children.length; i++) {
444
+ const child = this.gameObject.children[i];
445
+ if (!child["material"]?.isMeshBasicMaterial) {
446
+ let rm = undefined;
447
+ if (i >= this._lightmaps.length) {
448
+ rm = new RendererLightmap(child, this.context);
449
+ this._lightmaps.push(rm);
450
+ }
451
+ else
452
+ rm = this._lightmaps[i];
453
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
+ }
455
+ }
456
+ }
457
+ }
458
+ else {
459
+ if (debugRenderer)
460
+ console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
+ }
462
+ }
463
+ }
464
+ _isInstancingEnabled = false;
465
+ _handles = undefined;
466
+ /**
467
+ * @returns true if this renderer has instanced objects
468
+ */
469
+ get isInstancingActive() {
470
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
+ }
472
+ /** @returns the instancing handles */
473
+ get instances() {
474
+ if (!this._handles || this._handles.length <= 0) {
475
+ return null;
476
+ }
477
+ this._handlesTempArray.length = 0;
478
+ if (this._handles) {
479
+ for (const h of this._handles) {
480
+ this._handlesTempArray.push(h);
481
+ }
482
+ }
483
+ return this._handlesTempArray;
484
+ }
485
+ _handlesTempArray = [];
486
+ /** Enable or disable instancing for this renderer.
487
+ * @param enabled true to enable instancing, false to disable it
488
+ */
489
+ setInstancingEnabled(enabled) {
490
+ if (this._isInstancingEnabled === enabled)
491
+ return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
+ this._isInstancingEnabled = enabled;
493
+ if (enabled) {
494
+ if (this.enableInstancing === undefined)
495
+ this.enableInstancing = true;
496
+ if (this._handles === undefined) {
497
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
+ if (this._handles) {
499
+ GameObject.markAsInstancedRendered(this.gameObject, true);
500
+ return true;
501
+ }
502
+ }
503
+ else if (this._handles !== null) {
504
+ for (const handler of this._handles) {
505
+ handler.updateInstanceMatrix(true);
506
+ handler.add();
507
+ }
508
+ GameObject.markAsInstancedRendered(this.gameObject, true);
509
+ return true;
510
+ }
511
+ }
512
+ else {
513
+ if (this._handles) {
514
+ for (const handler of this._handles) {
515
+ handler.remove(this.destroyed);
516
+ }
517
+ }
518
+ return true;
519
+ }
520
+ return false;
521
+ }
522
+ clearInstancingState() {
523
+ this._isInstancingEnabled = false;
524
+ this._handles = undefined;
525
+ }
526
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
+ * This is a separate method to be overrideable from user code
528
+ */
529
+ useInstanceMatrixWorldAutoUpdate() {
530
+ return true;
531
+ }
532
+ start() {
533
+ if (this.enableInstancing && !suppressInstancing) {
534
+ this.setInstancingEnabled(true);
535
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
+ InstancingUtil.markDirty(this.gameObject);
538
+ }
539
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
+ if (this.isMultiMaterialObject(this.gameObject)) {
541
+ for (let i = 0; i < this.gameObject.children.length; i++) {
542
+ const ch = this.gameObject.children[i];
543
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
+ }
545
+ }
546
+ }
547
+ onEnable() {
548
+ // ensure shared meshes are initialized
549
+ const _ = this.sharedMeshes;
550
+ this.setVisibility(true);
551
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
+ const isUsingInstancing = this._isInstancingEnabled ||
553
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
+ if (isUsingInstancing) {
555
+ if (this.__internalDidAwakeAndStart)
556
+ this.setInstancingEnabled(true);
557
+ }
558
+ // if no insancing is used we can apply the stencil settings
559
+ // but instancing and stencil at the same time is not supported
560
+ else if (this.enabled) {
561
+ this.applyStencil();
562
+ }
563
+ this.updateReflectionProbe();
564
+ // this.testIfLODLevelsAreAvailable();
565
+ }
566
+ onDisable() {
567
+ this.setVisibility(false);
568
+ if (this._handles && this._handles.length > 0) {
569
+ this.setInstancingEnabled(false);
570
+ }
571
+ }
572
+ onDestroy() {
573
+ this._handles = null;
574
+ if (this.isMultiMaterialObject(this.gameObject)) {
575
+ for (const child of this.gameObject.children) {
576
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
+ }
578
+ }
579
+ else {
580
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
+ }
582
+ }
583
+ onBeforeRender() {
584
+ if (!this.gameObject) {
585
+ return;
586
+ }
587
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
+ this._reflectionProbe?.onUnset(this);
589
+ this.updateReflectionProbe();
590
+ }
591
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
+ this.gameObject.geometry.computeBoundingSphere();
593
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
+ }
596
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
+ for (const ch of this.gameObject.children) {
598
+ this.applySettings(ch);
599
+ }
600
+ }
601
+ else {
602
+ this.applySettings(this.gameObject);
603
+ }
604
+ if (this.sharedMaterials.changed) {
605
+ this.sharedMaterials.changed = false;
606
+ this.applyLightmapping();
607
+ }
608
+ if (this._handles?.length) {
609
+ // if (this.name === "Darbouka")
610
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
+ if (needsUpdate) {
613
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
+ const remove = false; // Math.random() < .01;
616
+ for (let i = this._handles.length - 1; i >= 0; i--) {
617
+ const h = this._handles[i];
618
+ if (remove) {
619
+ h.remove(this.destroyed);
620
+ this._handles.splice(i, 1);
621
+ }
622
+ else
623
+ h.updateInstanceMatrix();
624
+ }
625
+ this.gameObject.matrixWorldNeedsUpdate = false;
626
+ }
627
+ }
628
+ if (this._handles && this._handles.length <= 0) {
629
+ GameObject.markAsInstancedRendered(this.gameObject, false);
630
+ }
631
+ if (this._isInstancingEnabled && this._handles) {
632
+ for (let i = 0; i < this._handles.length; i++) {
633
+ const handle = this._handles[i];
634
+ setCustomVisibility(handle.object, false);
635
+ }
636
+ }
637
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
+ this._reflectionProbe.onSet(this);
639
+ }
640
+ }
641
+ onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
642
+ if (material.envMapIntensity !== undefined) {
643
+ const factor = this.hasLightmap ? Math.PI : 1;
644
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
645
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
646
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
647
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
648
+ // internal issue: https://linear.app/needle/issue/NE-6363
649
+ if (!material.envMap)
650
+ material.envMap = this.context.scene.environment;
651
+ }
652
+ if (this._lightmaps) {
653
+ for (const lm of this._lightmaps) {
654
+ lm.updateLightmapUniforms(material);
655
+ lm.applyLightmap();
656
+ }
657
+ }
658
+ };
659
+ onAfterRender() {
660
+ if (this._isInstancingEnabled && this._handles) {
661
+ for (let i = 0; i < this._handles.length; i++) {
662
+ const handle = this._handles[i];
663
+ setCustomVisibility(handle.object, true);
664
+ }
665
+ }
666
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
667
+ this._reflectionProbe.onUnset(this);
668
+ }
669
+ if (this.static && this.gameObject.matrixAutoUpdate) {
670
+ this.gameObject.matrixAutoUpdate = false;
671
+ }
672
+ }
673
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
674
+ applyStencil() {
675
+ NEEDLE_render_objects.applyStencil(this);
676
+ }
677
+ /** Apply the settings of this renderer to the given object
678
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
679
+ */
680
+ applySettings(go) {
681
+ go.receiveShadow = this.receiveShadows;
682
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
683
+ go.castShadow = true;
684
+ }
685
+ else
686
+ go.castShadow = false;
687
+ }
688
+ _reflectionProbe = null;
689
+ updateReflectionProbe() {
690
+ // handle reflection probe
691
+ this._reflectionProbe = null;
692
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
693
+ // update the reflection probe right before rendering
694
+ // if we do it immediately the reflection probe might not be enabled yet
695
+ // (since this method is called from onEnable)
696
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
697
+ this._probeAnchorLastFrame = this.probeAnchor;
698
+ }
699
+ }
700
+ *_updateReflectionProbe() {
701
+ const obj = this.probeAnchor || this.gameObject;
702
+ const isAnchor = this.probeAnchor ? true : false;
703
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
704
+ }
705
+ setVisibility(visible) {
706
+ if (!this.isMultiMaterialObject(this.gameObject)) {
707
+ setCustomVisibility(this.gameObject, visible);
708
+ }
709
+ else {
710
+ for (const ch of this.gameObject.children) {
711
+ if (this.isMeshOrSkinnedMesh(ch)) {
712
+ setCustomVisibility(ch, visible);
713
+ }
714
+ }
715
+ }
716
+ }
717
+ isMultiMaterialObject(obj) {
718
+ return obj.type === "Group";
719
+ }
720
+ isMeshOrSkinnedMesh(obj) {
721
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
722
+ }
723
+ }
724
+ __decorate([
725
+ serializable()
726
+ ], Renderer.prototype, "receiveShadows", void 0);
727
+ __decorate([
728
+ serializable()
729
+ ], Renderer.prototype, "shadowCastingMode", void 0);
730
+ __decorate([
731
+ serializable()
732
+ ], Renderer.prototype, "lightmapIndex", void 0);
733
+ __decorate([
734
+ serializable(Vector4)
735
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
736
+ __decorate([
737
+ serializable()
738
+ ], Renderer.prototype, "enableInstancing", void 0);
739
+ __decorate([
740
+ serializable()
741
+ ], Renderer.prototype, "renderOrder", void 0);
742
+ __decorate([
743
+ serializable()
744
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
745
+ __decorate([
746
+ serializable(Object3D)
747
+ ], Renderer.prototype, "probeAnchor", void 0);
748
+ __decorate([
749
+ serializable()
750
+ ], Renderer.prototype, "reflectionProbeUsage", void 0);
751
+ export class MeshRenderer extends Renderer {
752
+ }
753
+ export class SkinnedMeshRenderer extends MeshRenderer {
754
+ _needUpdateBoundingSphere = false;
755
+ // private _lastWorldPosition = new Vector3();
756
+ awake() {
757
+ super.awake();
758
+ if (debugskinnedmesh)
759
+ console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
760
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
761
+ this.allowOcclusionWhenDynamic = false;
762
+ for (const mesh of this.sharedMeshes) {
763
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
764
+ mesh.parent?.updateWorldMatrix(false, true);
765
+ this.markBoundsDirty();
766
+ }
767
+ }
768
+ onAfterRender() {
769
+ super.onAfterRender();
770
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
771
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
772
+ // const bounds = this.gameObject.geometry.boundingSphere;
773
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
774
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
775
+ // this._lastWorldPosition.copy(worldpos);
776
+ // this.markBoundsDirty();
777
+ // };
778
+ // }
779
+ if (this._needUpdateBoundingSphere) {
780
+ for (const mesh of this.sharedMeshes) {
781
+ if (mesh instanceof SkinnedMesh) {
782
+ this._needUpdateBoundingSphere = false;
783
+ try {
784
+ const geometry = mesh.geometry;
785
+ const raycastmesh = getRaycastMesh(mesh);
786
+ if (raycastmesh) {
787
+ mesh.geometry = raycastmesh;
788
+ }
789
+ mesh.computeBoundingSphere();
790
+ mesh.geometry = geometry;
791
+ }
792
+ catch (err) {
793
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
794
+ }
795
+ }
796
+ }
797
+ }
798
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
799
+ if (debugskinnedmesh) {
800
+ for (const mesh of this.sharedMeshes) {
801
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
802
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
803
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
804
+ }
805
+ }
806
+ }
807
+ }
808
+ markBoundsDirty() {
809
+ this._needUpdateBoundingSphere = true;
810
+ }
811
+ }
812
+ export var ShadowCastingMode;
813
+ (function (ShadowCastingMode) {
814
+ /// <summary>
815
+ /// <para>No shadows are cast from this object.</para>
816
+ /// </summary>
817
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
818
+ /// <summary>
819
+ /// <para>Shadows are cast from this object.</para>
820
+ /// </summary>
821
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
822
+ /// <summary>
823
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
824
+ /// </summary>
825
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
826
+ /// <summary>
827
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
828
+ /// </summary>
829
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
830
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
831
831
  //# sourceMappingURL=Renderer.js.map