@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
@@ -1,880 +1,880 @@
1
- import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
-
3
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
4
- import { AssetReference } from "../../engine/engine_addressables.js";
5
- import { Context } from "../../engine/engine_context.js";
6
- import { destroy, instantiate } from "../../engine/engine_gameobject.js";
7
- import { InputEventQueue, NEPointerEvent } from "../../engine/engine_input.js";
8
- import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
9
- import type { IComponent, IGameObject } from "../../engine/engine_types.js";
10
- import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
11
- import { NeedleXRController, type NeedleXREventArgs, type NeedleXRHitTestResult, NeedleXRSession } from "../../engine/engine_xr.js";
12
- import { Behaviour, GameObject } from "../Component.js";
13
-
14
- // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
15
-
16
- const debug = getParam("debugwebxr");
17
-
18
- const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
19
-
20
-
21
- /**
22
- * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
23
- * It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
24
- * @example
25
- * ```ts
26
- * WebARSessionRoot.onPlaced((args) => {
27
- * console.log("Scene has been placed in AR");
28
- * });
29
- * ```
30
- *
31
- * @category XR
32
- * @group Components
33
- */
34
- export class WebARSessionRoot extends Behaviour {
35
-
36
- private static _eventListeners: { [key: string]: Array<(args: { instance: WebARSessionRoot }) => void> } = {};
37
- /**
38
- * Event that is called when the scene has been placed in AR.
39
- * @param cb the callback that is called when the scene has been placed
40
- * @returns a function to remove the event listener
41
- */
42
- static onPlaced(cb: (args: { instance: WebARSessionRoot }) => void) {
43
- const event = "placed";
44
- if (!this._eventListeners[event]) this._eventListeners[event] = [];
45
- this._eventListeners[event].push(cb);
46
- return () => {
47
- const index = this._eventListeners[event].indexOf(cb);
48
- if (index >= 0) this._eventListeners[event].splice(index, 1);
49
- }
50
- }
51
-
52
- private static _hasPlaced: boolean = false;
53
- /**
54
- * @returns true if the scene has been placed in AR by the user or automatic placement
55
- */
56
- static get hasPlaced(): boolean {
57
- return this._hasPlaced;
58
- }
59
-
60
-
61
- /** The scale of the user in AR.
62
- * **NOTE**: a large value makes the scene appear smaller
63
- * @default 1
64
- */
65
- get arScale(): number {
66
- return this._arScale;
67
- }
68
- set arScale(val: number) {
69
- this._arScale = Math.max(0.000001, val);
70
- this.onSetScale();
71
- }
72
- private _arScale: number = 1;
73
-
74
- /** When enabled the placed scene forward direction will towards the XRRig
75
- * @deprecated
76
- * @default false
77
- */
78
- invertForward: boolean = false;
79
-
80
- /** When assigned this asset will be loaded and visualize the placement while in AR
81
- * @default null
82
- */
83
- customReticle?: AssetReference;
84
-
85
- /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
86
- * @default true
87
- */
88
- arTouchTransform: boolean = true;
89
-
90
- /** When enabled the scene will be placed automatically when a point in the real world is found
91
- * @default false
92
- */
93
- autoPlace: boolean = false;
94
-
95
- /** When enabled the scene center will be automatically calculated from the content in the scene */
96
- autoCenter: boolean = false;
97
-
98
- /** Experimental: When enabled we will create a XR anchor for the scene placement
99
- * and make sure the scene is at that anchored point during a XR session
100
- * @default false
101
- **/
102
- useXRAnchor: boolean = false;
103
-
104
- /** true if we're currently placing the scene */
105
- private _isPlacing = true;
106
-
107
- /** This is the world matrix of the ar session root when entering webxr
108
- * 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)
109
- */
110
- private readonly _startOffset: Matrix4 = new Matrix4();
111
-
112
- private _createdPlacementObject: Object3D | null = null;
113
- private readonly _reparentedComponents: Array<{ comp: IComponent, originalObject: IGameObject }> = [];
114
-
115
- // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
116
- // e.g. we want the avatar to still be updated while placing
117
- // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
118
- private readonly _placementScene: Scene = new Scene();
119
-
120
- /** the reticles used for placement */
121
- private readonly _reticle: IGameObject[] = [];
122
- /** needs to be in sync with the reticles */
123
- private readonly _hits: XRHitTestResult[] = [];
124
-
125
- private _placementStartTime: number = -1;
126
- private _rigPlacementMatrix?: Matrix4;
127
- /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
128
- private _anchor: XRAnchor | null = null;
129
- /** user input is used for ar touch transform */
130
- private userInput?: WebXRSessionRootUserInput;
131
-
132
- onEnable(): void {
133
- this.customReticle?.preload();
134
- }
135
-
136
- supportsXR(mode: XRSessionMode): boolean {
137
- return mode === "immersive-ar";
138
- }
139
-
140
- onEnterXR(_args: NeedleXREventArgs): void {
141
- if (debug) console.log("ENTER WEBXR: SessionRoot start...");
142
-
143
- this._anchor = null;
144
- WebARSessionRoot._hasPlaced = false;
145
-
146
- // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
147
- // console.warn("Image tracking is enabled - will not place scene");
148
- // return;
149
- // }
150
-
151
- // save the transform of the session root in the scene to apply it when placing the scene
152
- this.gameObject.updateMatrixWorld();
153
- this._startOffset.copy(this.gameObject.matrixWorld);
154
-
155
- // create a new root object for the session placement scripts
156
- // and move all the children in the scene in a temporary scene that is not rendered
157
- const rootObject = new Object3D();
158
- this._createdPlacementObject = rootObject;
159
- rootObject.name = "AR Session Root";
160
- this._placementScene.name = "AR Placement Scene";
161
- this._placementScene.children.length = 0;
162
- for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
163
- const ch = this.context.scene.children[i];
164
- this._placementScene.add(ch);
165
- }
166
- this.context.scene.add(rootObject);
167
-
168
- if (this.autoCenter) {
169
- const bounds = getBoundingBox(this._placementScene.children);
170
- const center = bounds.getCenter(new Vector3());
171
- const size = bounds.getSize(new Vector3());
172
- const matrix = new Matrix4();
173
- matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
174
- this._startOffset.multiply(matrix);
175
- }
176
-
177
- // reparent components
178
- // save which gameobject the sessionroot component was previously attached to
179
- this._reparentedComponents.length = 0;
180
- this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
181
- GameObject.addComponent(rootObject, this);
182
- // const webXR = GameObject.findObjectOfType(WebXR2);
183
- // if (webXR) {
184
- // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
185
- // GameObject.addComponent(rootObject, webXR);
186
- // const playerSync = GameObject.findObjectOfType(XRFlag);
187
- // }
188
-
189
- // recreate the reticle every time we enter AR
190
- for (const ret of this._reticle) {
191
- destroy(ret);
192
- }
193
- this._reticle.length = 0;
194
- this._isPlacing = true;
195
- // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
196
- this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
197
- }
198
- onLeaveXR() {
199
- // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
200
- this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
201
- this.onRevertSceneChanges();
202
- // this._anchor?.delete();
203
- this._anchor = null;
204
- WebARSessionRoot._hasPlaced = false;
205
- this._rigPlacementMatrix = undefined;
206
- }
207
- onUpdateXR(args: NeedleXREventArgs): void {
208
-
209
- // disable session placement while images are being tracked
210
- if (args.xr.isTrackingImages) {
211
- for (const ret of this._reticle)
212
- ret.visible = false;
213
- return;
214
- }
215
-
216
- if (this._isPlacing) {
217
- const rigObject = args.xr.rig?.gameObject;
218
- // the rig should be parented to the scene while placing
219
- // since the camera is always parented to the rig this ensures that the camera is always rendering
220
- if (rigObject && rigObject.parent !== this.context.scene) {
221
- this.context.scene.add(rigObject);
222
- }
223
-
224
- // in pass through mode we want to place the scene using an XR controller
225
- let controllersDidHit = false;
226
- // when auto placing we just use the user's view
227
- if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
228
- for (const ctrl of args.xr.controllers) {
229
- // with this we can only place with the left / first controller right now
230
- // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
231
- // and then place at the reticle for which the user clicked the place button
232
- const hit = ctrl.getHitTest();
233
- if (hit) {
234
- controllersDidHit = true;
235
- this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
236
- }
237
- }
238
- }
239
- // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
240
- if (!controllersDidHit) {
241
- const hit = args.xr.getHitTest();
242
- if (hit) {
243
- this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
244
- }
245
- }
246
-
247
- }
248
- else {
249
- // Update anchors, if any
250
- if (this._anchor && args.xr.referenceSpace) {
251
- const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
252
- if (pose && this.context.time.frame % 20 === 0) {
253
- // apply the anchor pose to one of the reticles
254
- const converted = args.xr.convertSpace(pose.transform);
255
- const reticle = this._reticle[0];
256
- if (reticle) {
257
- reticle.position.copy(converted.position);
258
- reticle.quaternion.copy(converted.quaternion);
259
- this.onApplyPose(reticle);
260
- }
261
- }
262
- }
263
-
264
- // Scene has been placed
265
- if (this.arTouchTransform) {
266
- if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
267
- this.userInput?.enable();
268
- }
269
- else this.userInput?.disable();
270
- if (this.arTouchTransform && this.userInput?.hasChanged) {
271
- if (args.xr.rig) {
272
- const rig = args.xr.rig.gameObject;
273
- this.userInput.applyMatrixTo(rig.matrix, true);
274
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
275
- // if the rig is scaled large we want the drag touch to be faster
276
- this.userInput.factor = rig.scale.x;
277
- }
278
- this.userInput.reset();
279
- }
280
- }
281
- }
282
-
283
- private updateReticleAndHits(_xr: NeedleXRSession, i: number, hit: NeedleXRHitTestResult, scale: number) {
284
- // save the hit test
285
- this._hits[i] = hit.hit;
286
- let reticle = this._reticle[i];
287
- if (!reticle) {
288
- if (this.customReticle) {
289
- if (this.customReticle.asset) {
290
- reticle = instantiate(this.customReticle.asset);
291
- }
292
- else {
293
- this.customReticle.loadAssetAsync();
294
- return;
295
- }
296
- }
297
- else {
298
- reticle = new Mesh(
299
- new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
300
- new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee })
301
- ) as any as IGameObject;
302
- reticle.name = "AR Placement Reticle";
303
- }
304
- if (debug) {
305
- const axes = new AxesHelper(1);
306
- axes.position.y += .01;
307
- reticle.add(axes);
308
- }
309
- this._reticle[i] = reticle;
310
- reticle.matrixAutoUpdate = false;
311
- reticle.visible = false;
312
- }
313
- reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
314
- reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
315
- // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
316
- // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
317
-
318
- // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
319
- // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
320
- reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
321
- reticle["lastPos"].copy(reticle.position);
322
- reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
323
- reticle["lastQuat"].copy(reticle.quaternion);
324
-
325
- // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
326
- // scale *= this.customReticle?.asset?.scale?.x || 1;
327
- reticle.scale.set(scale, scale, scale);
328
-
329
- // if (this.invertForward) {
330
- // reticle.rotateY(Math.PI);
331
- // }
332
-
333
- // Workaround: For a custom reticle we apply the view based transform during placement preview
334
- // See NE-4161 for context
335
- if (this.customReticle)
336
- this.applyViewBasedTransform(reticle);
337
-
338
- reticle.updateMatrix();
339
- reticle.visible = true;
340
- if (reticle.parent !== this.context.scene)
341
- this.context.scene.add(reticle);
342
-
343
- if (this._placementStartTime < 0) {
344
- this._placementStartTime = this.context.time.realtimeSinceStartup;
345
- }
346
-
347
- if (this.autoPlace) {
348
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
349
- const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
350
- if (isUp) {
351
- // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
352
- let autoplace_timer = reticle["autoplace:timer"] || 0;
353
- if (autoplace_timer >= 1) {
354
- reticle.visible = false;
355
- this.onPlaceScene(null);
356
- }
357
- else {
358
- autoplace_timer += this.context.time.deltaTime;
359
- reticle["autoplace:timer"] = autoplace_timer;
360
- }
361
- }
362
- else {
363
- reticle["autoplace:timer"] = 0;
364
- }
365
- }
366
- }
367
-
368
- private onPlaceScene = (evt: NEPointerEvent | null) => {
369
- if (this._isPlacing == false) return;
370
- if (evt?.used) return;
371
-
372
- let reticle: IGameObject | undefined = this._reticle[0];
373
-
374
- if (!reticle) {
375
- console.warn("No reticle to place...");
376
- return;
377
- }
378
-
379
- if (!reticle.visible && !this.autoPlace) {
380
- console.warn("Reticle is not visible (can not place)");
381
- return;
382
- }
383
-
384
- if (NeedleXRSession.active?.isTrackingImages) {
385
- console.warn("Scene Placement is disabled while images are being tracked");
386
- return;
387
- }
388
-
389
- let hit = this._hits[0];
390
-
391
- if (evt && evt.origin instanceof NeedleXRController) {
392
- // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
393
- const controllerReticle = this._reticle[evt.origin.index];
394
- if (controllerReticle) {
395
- reticle = controllerReticle;
396
- hit = this._hits[evt.origin.index];
397
- }
398
- }
399
-
400
- // 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
401
- if (evt) {
402
- evt.stopImmediatePropagation();
403
- evt.stopPropagation();
404
- evt.use();
405
- }
406
-
407
- this._isPlacing = false;
408
- this.context.input.removeEventListener("pointerup", this.onPlaceScene);
409
-
410
- this.onRevertSceneChanges();
411
-
412
- // TODO: we should probably use the non-lerped position and quaternion here
413
- reticle.position.copy(reticle["lastPos"]);
414
- reticle.quaternion.copy(reticle["lastQuat"]);
415
-
416
- this.onApplyPose(reticle);
417
- WebARSessionRoot._hasPlaced = true;
418
-
419
- if (this.useXRAnchor) {
420
- this.onCreateAnchor(NeedleXRSession.active!, hit);
421
- }
422
-
423
- if (this.context.xr) {
424
- for (const ctrl of this.context.xr.controllers) {
425
- ctrl.cancelHitTestSource();
426
- }
427
- }
428
- }
429
-
430
- private onSetScale() {
431
- if (!WebARSessionRoot._hasPlaced) return;
432
- const rig = NeedleXRSession.active?.rig?.gameObject;
433
- if (rig) {
434
- const currentScale = NeedleXRSession.active?.rigScale || 1;
435
- const newScale = (1 / this._arScale) * currentScale;
436
- const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
437
- rig.matrix.premultiply(scaleMatrix);
438
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
439
- }
440
- }
441
-
442
- private onRevertSceneChanges() {
443
- for (const ret of this._reticle) {
444
- if (!ret) continue;
445
- ret.visible = false;
446
- ret?.removeFromParent();
447
- }
448
- this._reticle.length = 0;
449
-
450
- for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
451
- const ch = this._placementScene.children[i];
452
- this.context.scene.add(ch);
453
- }
454
- this._createdPlacementObject?.removeFromParent();
455
-
456
- for (const reparented of this._reparentedComponents) {
457
- GameObject.addComponent(reparented.originalObject, reparented.comp);
458
- }
459
- }
460
-
461
- private async onCreateAnchor(session: NeedleXRSession, hit: XRHitTestResult) {
462
- if (hit.createAnchor === undefined) {
463
- console.warn("Hit does not support creating an anchor", hit);
464
- if (isDevEnvironment()) showBalloonWarning("Hit does not support creating an anchor");
465
- return;
466
- }
467
- else {
468
- const anchor = await hit.createAnchor(session.viewerPose!.transform);
469
- // make sure the session is still active
470
- if (session.running && anchor) {
471
- this._anchor = anchor;
472
- }
473
- }
474
- }
475
-
476
- private upVec: Vector3 = new Vector3(0, 1, 0);
477
- private lookPoint: Vector3 = new Vector3();
478
- private worldUpVec: Vector3 = new Vector3(0, 1, 0);
479
-
480
- private applyViewBasedTransform(reticle: Object3D) {
481
-
482
- // Make reticle face the user to unify the placement experience across devices.
483
- // The pose that we're receiving from the hit test varies between devices:
484
- // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
485
- // - Android WebXR: looking at the camera, but pretty random when on a wall
486
- // - Mozilla WebXR Viewer: aligned to the start of the session
487
- const camGo = this.context.mainCamera as Object3D as GameObject;
488
- const reticleGo = reticle as GameObject;
489
- const camWP = camGo.worldPosition;
490
- const reticleWp = reticleGo.worldPosition;
491
-
492
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
493
-
494
- // upVec may be pointing AWAY from us, we have to flip it if that's the case
495
- const camPos = camGo.worldPosition;
496
- if (camPos) {
497
- const camToReticle = reticle.position.clone().sub(camPos);
498
- const angle = camToReticle.angleTo(this.upVec);
499
- if (angle < Math.PI / 2) {
500
- this.upVec.negate();
501
- }
502
- }
503
-
504
- const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
505
- // For debugging look angle for AR placement
506
- // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
507
- // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
508
-
509
- const angleForWallPlacement = 30;
510
- if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
511
- (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
512
-
513
- this.lookPoint.copy(reticle.position).add(this.upVec);
514
- this.lookPoint.y = reticle.position.y;
515
- reticle.lookAt(this.lookPoint);
516
- }
517
- else {
518
- camWP.y = reticleWp.y;
519
- reticle.lookAt(camWP);
520
- }
521
-
522
- // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
523
- // Currently, doing this leads to wrong placement of the scene.
524
- /*
525
- const rigScale = NeedleXRSession.active?.rigScale || 1;
526
- const scale = distance * rigScale;
527
- reticle.scale.set(scale, scale, scale);
528
- */
529
- }
530
-
531
- private onApplyPose(reticle: Object3D) {
532
- const rigObject = NeedleXRSession.active?.rig?.gameObject;
533
- if (!rigObject) {
534
- console.warn("No rig object to place");
535
- return;
536
- }
537
- // const rigScale = NeedleXRSession.active?.rigScale || 1;
538
-
539
- // save the previous rig parent
540
- const previousParent = rigObject.parent || this.context.scene;
541
-
542
- // if we have placed this rig before and this is just "replacing" with the anchor
543
- // we need to make sure the XRRig attached to the reticle is at the same position as last time
544
- // since in the following code we move it inside the reticle (relative to the reticle)
545
- if (this._rigPlacementMatrix) {
546
- this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
547
- }
548
- else {
549
- this._rigPlacementMatrix = rigObject.matrix.clone();
550
- }
551
-
552
- this.applyViewBasedTransform(reticle);
553
- reticle.updateMatrix();
554
- // 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)
555
- this.context.scene.add(reticle);
556
- reticle.attach(rigObject);
557
- reticle.removeFromParent();
558
-
559
- // move rig now relative to the reticle
560
- // TODO support scaled reticle
561
- rigObject.scale.set(this.arScale, this.arScale, this.arScale);
562
- rigObject.position.multiplyScalar(this.arScale);
563
-
564
- rigObject.updateMatrix();
565
- // if invert forward is disabled we need to invert the forward rotation
566
- // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
567
- if (this.invertForward)
568
- rigObject.matrix.premultiply(invertForwardMatrix);
569
- rigObject.matrix.premultiply(this._startOffset);
570
-
571
- // apply the rig modifications and add it back to the previous parent
572
- rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
573
- previousParent.add(rigObject);
574
-
575
- }
576
- }
577
-
578
-
579
-
580
-
581
- class WebXRSessionRootUserInput {
582
- private static up = new Vector3(0, 1, 0);
583
- private static zero = new Vector3(0, 0, 0);
584
- private static one = new Vector3(1, 1, 1);
585
-
586
- oneFingerDrag: boolean = true;
587
- twoFingerRotate: boolean = true;
588
- twoFingerScale: boolean = true;
589
-
590
- factor: number = 1;
591
-
592
- readonly context: Context;
593
- readonly offset: Matrix4;
594
- readonly plane: Plane;
595
-
596
- private _scale: number = 1;
597
- private _hasChanged: boolean = false;
598
-
599
- get scale() {
600
- return this._scale;
601
- }
602
-
603
- // readonly translate: Vector3 = new Vector3();
604
- // readonly rotation: Quaternion = new Quaternion();
605
- // readonly scale: Vector3 = new Vector3(1, 1, 1);
606
-
607
- constructor(context: Context) {
608
- this.context = context;
609
- this.offset = new Matrix4()
610
- this.plane = new Plane();
611
- this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
612
- }
613
-
614
- private _enabled: boolean = false;
615
-
616
- reset() {
617
- this._scale = 1;
618
- this.offset.identity();
619
- this._hasChanged = true;
620
- }
621
- get hasChanged() { return this._hasChanged; }
622
-
623
- /**
624
- * Applies the matrix to the offset matrix
625
- * @param matrix the matrix to apply the drag offset to
626
- * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
627
- */
628
- applyMatrixTo(matrix: Matrix4, invert: boolean) {
629
- this._hasChanged = false;
630
- if (invert) {
631
- this.offset.invert();
632
- matrix.premultiply(this.offset);
633
- }
634
- else
635
- matrix.multiply(this.offset);
636
- // if (this._needsUpdate)
637
- // this.updateMatrix();
638
- // matrix.premultiply(this._rotationMatrix);
639
- // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
640
- }
641
-
642
-
643
- private readonly currentlyUsedPointerIds = new Set<number>();
644
- private readonly currentlyUnusedPointerIds = new Set<number>();
645
- get isActive() {
646
- return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
647
- }
648
-
649
- enable() {
650
- if (this._enabled) return;
651
- this._enabled = true;
652
-
653
- this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
654
- this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
655
- this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
656
-
657
- // TODO: refactor the following events to use the input system
658
- window.addEventListener('touchstart', this.touchStart, { passive: false });
659
- window.addEventListener('touchmove', this.touchMove, { passive: false });
660
- window.addEventListener('touchend', this.touchEnd, { passive: false });
661
- }
662
- disable() {
663
- if (!this._enabled) return;
664
- this._enabled = false;
665
-
666
- this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
667
- this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
668
- this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
669
-
670
- window.removeEventListener('touchstart', this.touchStart);
671
- window.removeEventListener('touchmove', this.touchMove);
672
- window.removeEventListener('touchend', this.touchEnd);
673
- }
674
-
675
- private onPointerDownEarly = (e: NEPointerEvent) => {
676
- if (this.isActive) e.stopPropagation();
677
- };
678
- private onPointerDownLate = (e: NEPointerEvent) => {
679
- if (e.used) this.currentlyUsedPointerIds.add(e.pointerId);
680
- else if (this.currentlyUsedPointerIds.size <= 0) this.currentlyUnusedPointerIds.add(e.pointerId);
681
- };
682
- private onPointerUpEarly = (e: NEPointerEvent) => {
683
- this.currentlyUsedPointerIds.delete(e.pointerId);
684
- this.currentlyUnusedPointerIds.delete(e.pointerId);
685
- };
686
-
687
- // private _needsUpdate: boolean = true;
688
- // private _rotationMatrix: Matrix4 = new Matrix4();
689
- // private updateMatrix() {
690
- // this._needsUpdate = false;
691
- // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
692
- // this.offset.compose(this.translate, new Quaternion(), this.scale);
693
- // // const rot = this._tempMatrix.makeRotationY(this.angle);
694
- // // this.translate.applyMatrix4(rot);
695
- // // this.offset.elements[12] = this.translate.x;
696
- // // this.offset.elements[13] = this.translate.y;
697
- // // this.offset.elements[14] = this.translate.z;
698
- // // this.offset.premultiply(rot);
699
- // // const s = this.scale;
700
- // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
701
- // }
702
-
703
- private prev: Map<number, { ignore: boolean, x: number, z: number, screenx: number, screeny: number }> = new Map();
704
- private _didMultitouch: boolean = false;
705
-
706
- private touchStart = (evt: TouchEvent) => {
707
- if (evt.defaultPrevented) return;
708
-
709
- // let isValidTouch = true;
710
- // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
711
- // if (!isValidTouch) {
712
- // return;
713
- // }
714
-
715
- for (let i = 0; i < evt.changedTouches.length; i++) {
716
- const touch = evt.changedTouches[i];
717
- // if a user starts swiping in the top area of the screen
718
- // which might be a gesture to open the menu
719
- // we ignore it
720
- const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
721
- if (!this.prev.has(touch.identifier))
722
- this.prev.set(touch.identifier, {
723
- ignore,
724
- x: 0,
725
- z: 0,
726
- screenx: 0,
727
- screeny: 0,
728
- });
729
- const prev = this.prev.get(touch.identifier);
730
- if (prev) {
731
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
732
- prev.x = pos.x;
733
- prev.z = pos.z;
734
- prev.screenx = touch.clientX;
735
- prev.screeny = touch.clientY;
736
- }
737
- }
738
- }
739
- private touchEnd = (evt: TouchEvent) => {
740
- if (evt.touches.length <= 0) {
741
- this._didMultitouch = false;
742
- }
743
- for (let i = 0; i < evt.changedTouches.length; i++) {
744
- const touch = evt.changedTouches[i];
745
- this.prev.delete(touch.identifier);
746
- }
747
- }
748
- private touchMove = (evt: TouchEvent) => {
749
- if (evt.defaultPrevented) return;
750
- if (!this.isActive) return;
751
-
752
- if (evt.touches.length === 1) {
753
- // if we had multiple touches before due to e.g. pinching / rotating
754
- // and stopping one of the touches, we don't want to move the scene suddenly
755
- // this will be resettet when all touches stop
756
- if (this._didMultitouch) {
757
- return;
758
- }
759
- const touch = evt.touches[0];
760
- const prev = this.prev.get(touch.identifier);
761
- if (!prev || prev.ignore) return;
762
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
763
- const dx = pos.x - prev.x;
764
- const dy = pos.z - prev.z;
765
- if (dx === 0 && dy === 0) return;
766
- if (this.oneFingerDrag)
767
- this.addMovement(dx, dy);
768
- prev.x = pos.x;
769
- prev.z = pos.z;
770
- prev.screenx = touch.clientX;
771
- prev.screeny = touch.clientY;
772
- return;
773
- }
774
- else if (evt.touches.length === 2) {
775
- this._didMultitouch = true;
776
- const touch1 = evt.touches[0];
777
- const touch2 = evt.touches[1];
778
- const prev1 = this.prev.get(touch1.identifier);
779
- const prev2 = this.prev.get(touch2.identifier);
780
- if (!prev1 || !prev2) return;
781
-
782
- if (this.twoFingerRotate) {
783
- const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
784
- const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
785
- const angleDiff = angle1 - lastAngle;
786
- if (Math.abs(angleDiff) > 0.001) {
787
- this.addRotation(angleDiff);
788
- }
789
- }
790
-
791
- if (this.twoFingerScale) {
792
- const distx = touch1.clientX - touch2.clientX;
793
- const disty = touch1.clientY - touch2.clientY;
794
- const dist = Math.sqrt(distx * distx + disty * disty);
795
- const lastDistx = prev1.screenx - prev2.screenx;
796
- const lastDisty = prev1.screeny - prev2.screeny;
797
- const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
798
- const distDiff = dist - lastDist;
799
- if (Math.abs(distDiff) > 2) {
800
- this.addScale(distDiff)
801
- }
802
- }
803
-
804
- prev1.screenx = touch1.clientX;
805
- prev1.screeny = touch1.clientY;
806
- prev2.screenx = touch2.clientX;
807
- prev2.screeny = touch2.clientY;
808
- }
809
- }
810
-
811
- private readonly _raycaster: Raycaster = new Raycaster();
812
- private readonly _intersection: Vector3 = new Vector3();
813
- private readonly _screenPos: Vector3 = new Vector3();
814
-
815
- private getPositionOnPlane(tx: number, ty: number): Vector3 {
816
- const camera = this.context.mainCamera!;
817
- this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
818
- this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
819
- this._screenPos.z = 1;
820
-
821
- this._screenPos.unproject(camera);
822
- this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
823
- this._raycaster.ray.intersectPlane(this.plane, this._intersection);
824
- return this._intersection;
825
- }
826
-
827
- private addMovement(dx: number, dz: number) {
828
- // this.translate.x -= dx;
829
- // this.translate.z -= dz;
830
- // this._needsUpdate = true;
831
- // return
832
-
833
- // increase diff if the scene is scaled small
834
- dx /= this._scale;
835
- dz /= this._scale;
836
-
837
- dx *= this.factor;
838
- dz *= this.factor;
839
-
840
- // apply it
841
- this.offset.elements[12] += dx;
842
- this.offset.elements[14] += dz;
843
- if (dx !== 0 || dz !== 0)
844
- this._hasChanged = true;
845
- };
846
-
847
- private readonly _tempMatrix: Matrix4 = new Matrix4();
848
-
849
- private addScale(diff: number) {
850
- diff /= window.innerWidth
851
- diff *= -1;
852
-
853
- // this.scale.x *= 1 + diff;
854
- // this.scale.y *= 1 + diff;
855
- // this.scale.z *= 1 + diff;
856
- // this._needsUpdate = true;
857
- // return;
858
-
859
-
860
- // we use this factor to modify the translation factor (in apply movement)
861
- this._scale *= 1 + diff;
862
- // apply the scale
863
- this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
864
- this.offset.premultiply(this._tempMatrix);
865
- if (diff !== 0)
866
- this._hasChanged = true;
867
- }
868
-
869
-
870
- private addRotation(rot: number) {
871
- rot *= -1;
872
- // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
873
- // this._needsUpdate = true;
874
- // return;
875
- this._tempMatrix.makeRotationY(rot);
876
- this.offset.premultiply(this._tempMatrix);
877
- if (rot !== 0)
878
- this._hasChanged = true;
879
- }
880
- }
1
+ import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
4
+ import { AssetReference } from "../../engine/engine_addressables.js";
5
+ import { Context } from "../../engine/engine_context.js";
6
+ import { destroy, instantiate } from "../../engine/engine_gameobject.js";
7
+ import { InputEventQueue, NEPointerEvent } from "../../engine/engine_input.js";
8
+ import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
9
+ import type { IComponent, IGameObject } from "../../engine/engine_types.js";
10
+ import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
11
+ import { NeedleXRController, type NeedleXREventArgs, type NeedleXRHitTestResult, NeedleXRSession } from "../../engine/engine_xr.js";
12
+ import { Behaviour, GameObject } from "../Component.js";
13
+
14
+ // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
15
+
16
+ const debug = getParam("debugwebxr");
17
+
18
+ const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
19
+
20
+
21
+ /**
22
+ * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
23
+ * It is also responsible for scaling the user in AR and optionally creating a XR anchor for the scene placement.
24
+ * @example
25
+ * ```ts
26
+ * WebARSessionRoot.onPlaced((args) => {
27
+ * console.log("Scene has been placed in AR");
28
+ * });
29
+ * ```
30
+ *
31
+ * @category XR
32
+ * @group Components
33
+ */
34
+ export class WebARSessionRoot extends Behaviour {
35
+
36
+ private static _eventListeners: { [key: string]: Array<(args: { instance: WebARSessionRoot }) => void> } = {};
37
+ /**
38
+ * Event that is called when the scene has been placed in AR.
39
+ * @param cb the callback that is called when the scene has been placed
40
+ * @returns a function to remove the event listener
41
+ */
42
+ static onPlaced(cb: (args: { instance: WebARSessionRoot }) => void) {
43
+ const event = "placed";
44
+ if (!this._eventListeners[event]) this._eventListeners[event] = [];
45
+ this._eventListeners[event].push(cb);
46
+ return () => {
47
+ const index = this._eventListeners[event].indexOf(cb);
48
+ if (index >= 0) this._eventListeners[event].splice(index, 1);
49
+ }
50
+ }
51
+
52
+ private static _hasPlaced: boolean = false;
53
+ /**
54
+ * @returns true if the scene has been placed in AR by the user or automatic placement
55
+ */
56
+ static get hasPlaced(): boolean {
57
+ return this._hasPlaced;
58
+ }
59
+
60
+
61
+ /** The scale of the user in AR.
62
+ * **NOTE**: a large value makes the scene appear smaller
63
+ * @default 1
64
+ */
65
+ get arScale(): number {
66
+ return this._arScale;
67
+ }
68
+ set arScale(val: number) {
69
+ this._arScale = Math.max(0.000001, val);
70
+ this.onSetScale();
71
+ }
72
+ private _arScale: number = 1;
73
+
74
+ /** When enabled the placed scene forward direction will towards the XRRig
75
+ * @deprecated
76
+ * @default false
77
+ */
78
+ invertForward: boolean = false;
79
+
80
+ /** When assigned this asset will be loaded and visualize the placement while in AR
81
+ * @default null
82
+ */
83
+ customReticle?: AssetReference;
84
+
85
+ /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
86
+ * @default true
87
+ */
88
+ arTouchTransform: boolean = true;
89
+
90
+ /** When enabled the scene will be placed automatically when a point in the real world is found
91
+ * @default false
92
+ */
93
+ autoPlace: boolean = false;
94
+
95
+ /** When enabled the scene center will be automatically calculated from the content in the scene */
96
+ autoCenter: boolean = false;
97
+
98
+ /** Experimental: When enabled we will create a XR anchor for the scene placement
99
+ * and make sure the scene is at that anchored point during a XR session
100
+ * @default false
101
+ **/
102
+ useXRAnchor: boolean = false;
103
+
104
+ /** true if we're currently placing the scene */
105
+ private _isPlacing = true;
106
+
107
+ /** This is the world matrix of the ar session root when entering webxr
108
+ * 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)
109
+ */
110
+ private readonly _startOffset: Matrix4 = new Matrix4();
111
+
112
+ private _createdPlacementObject: Object3D | null = null;
113
+ private readonly _reparentedComponents: Array<{ comp: IComponent, originalObject: IGameObject }> = [];
114
+
115
+ // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
116
+ // e.g. we want the avatar to still be updated while placing
117
+ // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
118
+ private readonly _placementScene: Scene = new Scene();
119
+
120
+ /** the reticles used for placement */
121
+ private readonly _reticle: IGameObject[] = [];
122
+ /** needs to be in sync with the reticles */
123
+ private readonly _hits: XRHitTestResult[] = [];
124
+
125
+ private _placementStartTime: number = -1;
126
+ private _rigPlacementMatrix?: Matrix4;
127
+ /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
128
+ private _anchor: XRAnchor | null = null;
129
+ /** user input is used for ar touch transform */
130
+ private userInput?: WebXRSessionRootUserInput;
131
+
132
+ onEnable(): void {
133
+ this.customReticle?.preload();
134
+ }
135
+
136
+ supportsXR(mode: XRSessionMode): boolean {
137
+ return mode === "immersive-ar";
138
+ }
139
+
140
+ onEnterXR(_args: NeedleXREventArgs): void {
141
+ if (debug) console.log("ENTER WEBXR: SessionRoot start...");
142
+
143
+ this._anchor = null;
144
+ WebARSessionRoot._hasPlaced = false;
145
+
146
+ // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
147
+ // console.warn("Image tracking is enabled - will not place scene");
148
+ // return;
149
+ // }
150
+
151
+ // save the transform of the session root in the scene to apply it when placing the scene
152
+ this.gameObject.updateMatrixWorld();
153
+ this._startOffset.copy(this.gameObject.matrixWorld);
154
+
155
+ // create a new root object for the session placement scripts
156
+ // and move all the children in the scene in a temporary scene that is not rendered
157
+ const rootObject = new Object3D();
158
+ this._createdPlacementObject = rootObject;
159
+ rootObject.name = "AR Session Root";
160
+ this._placementScene.name = "AR Placement Scene";
161
+ this._placementScene.children.length = 0;
162
+ for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
163
+ const ch = this.context.scene.children[i];
164
+ this._placementScene.add(ch);
165
+ }
166
+ this.context.scene.add(rootObject);
167
+
168
+ if (this.autoCenter) {
169
+ const bounds = getBoundingBox(this._placementScene.children);
170
+ const center = bounds.getCenter(new Vector3());
171
+ const size = bounds.getSize(new Vector3());
172
+ const matrix = new Matrix4();
173
+ matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
174
+ this._startOffset.multiply(matrix);
175
+ }
176
+
177
+ // reparent components
178
+ // save which gameobject the sessionroot component was previously attached to
179
+ this._reparentedComponents.length = 0;
180
+ this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
181
+ GameObject.addComponent(rootObject, this);
182
+ // const webXR = GameObject.findObjectOfType(WebXR2);
183
+ // if (webXR) {
184
+ // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
185
+ // GameObject.addComponent(rootObject, webXR);
186
+ // const playerSync = GameObject.findObjectOfType(XRFlag);
187
+ // }
188
+
189
+ // recreate the reticle every time we enter AR
190
+ for (const ret of this._reticle) {
191
+ destroy(ret);
192
+ }
193
+ this._reticle.length = 0;
194
+ this._isPlacing = true;
195
+ // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
196
+ this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
197
+ }
198
+ onLeaveXR() {
199
+ // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
200
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
201
+ this.onRevertSceneChanges();
202
+ // this._anchor?.delete();
203
+ this._anchor = null;
204
+ WebARSessionRoot._hasPlaced = false;
205
+ this._rigPlacementMatrix = undefined;
206
+ }
207
+ onUpdateXR(args: NeedleXREventArgs): void {
208
+
209
+ // disable session placement while images are being tracked
210
+ if (args.xr.isTrackingImages) {
211
+ for (const ret of this._reticle)
212
+ ret.visible = false;
213
+ return;
214
+ }
215
+
216
+ if (this._isPlacing) {
217
+ const rigObject = args.xr.rig?.gameObject;
218
+ // the rig should be parented to the scene while placing
219
+ // since the camera is always parented to the rig this ensures that the camera is always rendering
220
+ if (rigObject && rigObject.parent !== this.context.scene) {
221
+ this.context.scene.add(rigObject);
222
+ }
223
+
224
+ // in pass through mode we want to place the scene using an XR controller
225
+ let controllersDidHit = false;
226
+ // when auto placing we just use the user's view
227
+ if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
228
+ for (const ctrl of args.xr.controllers) {
229
+ // with this we can only place with the left / first controller right now
230
+ // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
231
+ // and then place at the reticle for which the user clicked the place button
232
+ const hit = ctrl.getHitTest();
233
+ if (hit) {
234
+ controllersDidHit = true;
235
+ this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
236
+ }
237
+ }
238
+ }
239
+ // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
240
+ if (!controllersDidHit) {
241
+ const hit = args.xr.getHitTest();
242
+ if (hit) {
243
+ this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
244
+ }
245
+ }
246
+
247
+ }
248
+ else {
249
+ // Update anchors, if any
250
+ if (this._anchor && args.xr.referenceSpace) {
251
+ const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
252
+ if (pose && this.context.time.frame % 20 === 0) {
253
+ // apply the anchor pose to one of the reticles
254
+ const converted = args.xr.convertSpace(pose.transform);
255
+ const reticle = this._reticle[0];
256
+ if (reticle) {
257
+ reticle.position.copy(converted.position);
258
+ reticle.quaternion.copy(converted.quaternion);
259
+ this.onApplyPose(reticle);
260
+ }
261
+ }
262
+ }
263
+
264
+ // Scene has been placed
265
+ if (this.arTouchTransform) {
266
+ if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
267
+ this.userInput?.enable();
268
+ }
269
+ else this.userInput?.disable();
270
+ if (this.arTouchTransform && this.userInput?.hasChanged) {
271
+ if (args.xr.rig) {
272
+ const rig = args.xr.rig.gameObject;
273
+ this.userInput.applyMatrixTo(rig.matrix, true);
274
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
275
+ // if the rig is scaled large we want the drag touch to be faster
276
+ this.userInput.factor = rig.scale.x;
277
+ }
278
+ this.userInput.reset();
279
+ }
280
+ }
281
+ }
282
+
283
+ private updateReticleAndHits(_xr: NeedleXRSession, i: number, hit: NeedleXRHitTestResult, scale: number) {
284
+ // save the hit test
285
+ this._hits[i] = hit.hit;
286
+ let reticle = this._reticle[i];
287
+ if (!reticle) {
288
+ if (this.customReticle) {
289
+ if (this.customReticle.asset) {
290
+ reticle = instantiate(this.customReticle.asset);
291
+ }
292
+ else {
293
+ this.customReticle.loadAssetAsync();
294
+ return;
295
+ }
296
+ }
297
+ else {
298
+ reticle = new Mesh(
299
+ new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
300
+ new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee })
301
+ ) as any as IGameObject;
302
+ reticle.name = "AR Placement Reticle";
303
+ }
304
+ if (debug) {
305
+ const axes = new AxesHelper(1);
306
+ axes.position.y += .01;
307
+ reticle.add(axes);
308
+ }
309
+ this._reticle[i] = reticle;
310
+ reticle.matrixAutoUpdate = false;
311
+ reticle.visible = false;
312
+ }
313
+ reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
314
+ reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
315
+ // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
316
+ // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
317
+
318
+ // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
319
+ // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
320
+ reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
321
+ reticle["lastPos"].copy(reticle.position);
322
+ reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
323
+ reticle["lastQuat"].copy(reticle.quaternion);
324
+
325
+ // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
326
+ // scale *= this.customReticle?.asset?.scale?.x || 1;
327
+ reticle.scale.set(scale, scale, scale);
328
+
329
+ // if (this.invertForward) {
330
+ // reticle.rotateY(Math.PI);
331
+ // }
332
+
333
+ // Workaround: For a custom reticle we apply the view based transform during placement preview
334
+ // See NE-4161 for context
335
+ if (this.customReticle)
336
+ this.applyViewBasedTransform(reticle);
337
+
338
+ reticle.updateMatrix();
339
+ reticle.visible = true;
340
+ if (reticle.parent !== this.context.scene)
341
+ this.context.scene.add(reticle);
342
+
343
+ if (this._placementStartTime < 0) {
344
+ this._placementStartTime = this.context.time.realtimeSinceStartup;
345
+ }
346
+
347
+ if (this.autoPlace) {
348
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
349
+ const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
350
+ if (isUp) {
351
+ // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
352
+ let autoplace_timer = reticle["autoplace:timer"] || 0;
353
+ if (autoplace_timer >= 1) {
354
+ reticle.visible = false;
355
+ this.onPlaceScene(null);
356
+ }
357
+ else {
358
+ autoplace_timer += this.context.time.deltaTime;
359
+ reticle["autoplace:timer"] = autoplace_timer;
360
+ }
361
+ }
362
+ else {
363
+ reticle["autoplace:timer"] = 0;
364
+ }
365
+ }
366
+ }
367
+
368
+ private onPlaceScene = (evt: NEPointerEvent | null) => {
369
+ if (this._isPlacing == false) return;
370
+ if (evt?.used) return;
371
+
372
+ let reticle: IGameObject | undefined = this._reticle[0];
373
+
374
+ if (!reticle) {
375
+ console.warn("No reticle to place...");
376
+ return;
377
+ }
378
+
379
+ if (!reticle.visible && !this.autoPlace) {
380
+ console.warn("Reticle is not visible (can not place)");
381
+ return;
382
+ }
383
+
384
+ if (NeedleXRSession.active?.isTrackingImages) {
385
+ console.warn("Scene Placement is disabled while images are being tracked");
386
+ return;
387
+ }
388
+
389
+ let hit = this._hits[0];
390
+
391
+ if (evt && evt.origin instanceof NeedleXRController) {
392
+ // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
393
+ const controllerReticle = this._reticle[evt.origin.index];
394
+ if (controllerReticle) {
395
+ reticle = controllerReticle;
396
+ hit = this._hits[evt.origin.index];
397
+ }
398
+ }
399
+
400
+ // 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
401
+ if (evt) {
402
+ evt.stopImmediatePropagation();
403
+ evt.stopPropagation();
404
+ evt.use();
405
+ }
406
+
407
+ this._isPlacing = false;
408
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene);
409
+
410
+ this.onRevertSceneChanges();
411
+
412
+ // TODO: we should probably use the non-lerped position and quaternion here
413
+ reticle.position.copy(reticle["lastPos"]);
414
+ reticle.quaternion.copy(reticle["lastQuat"]);
415
+
416
+ this.onApplyPose(reticle);
417
+ WebARSessionRoot._hasPlaced = true;
418
+
419
+ if (this.useXRAnchor) {
420
+ this.onCreateAnchor(NeedleXRSession.active!, hit);
421
+ }
422
+
423
+ if (this.context.xr) {
424
+ for (const ctrl of this.context.xr.controllers) {
425
+ ctrl.cancelHitTestSource();
426
+ }
427
+ }
428
+ }
429
+
430
+ private onSetScale() {
431
+ if (!WebARSessionRoot._hasPlaced) return;
432
+ const rig = NeedleXRSession.active?.rig?.gameObject;
433
+ if (rig) {
434
+ const currentScale = NeedleXRSession.active?.rigScale || 1;
435
+ const newScale = (1 / this._arScale) * currentScale;
436
+ const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
437
+ rig.matrix.premultiply(scaleMatrix);
438
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
439
+ }
440
+ }
441
+
442
+ private onRevertSceneChanges() {
443
+ for (const ret of this._reticle) {
444
+ if (!ret) continue;
445
+ ret.visible = false;
446
+ ret?.removeFromParent();
447
+ }
448
+ this._reticle.length = 0;
449
+
450
+ for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
451
+ const ch = this._placementScene.children[i];
452
+ this.context.scene.add(ch);
453
+ }
454
+ this._createdPlacementObject?.removeFromParent();
455
+
456
+ for (const reparented of this._reparentedComponents) {
457
+ GameObject.addComponent(reparented.originalObject, reparented.comp);
458
+ }
459
+ }
460
+
461
+ private async onCreateAnchor(session: NeedleXRSession, hit: XRHitTestResult) {
462
+ if (hit.createAnchor === undefined) {
463
+ console.warn("Hit does not support creating an anchor", hit);
464
+ if (isDevEnvironment()) showBalloonWarning("Hit does not support creating an anchor");
465
+ return;
466
+ }
467
+ else {
468
+ const anchor = await hit.createAnchor(session.viewerPose!.transform);
469
+ // make sure the session is still active
470
+ if (session.running && anchor) {
471
+ this._anchor = anchor;
472
+ }
473
+ }
474
+ }
475
+
476
+ private upVec: Vector3 = new Vector3(0, 1, 0);
477
+ private lookPoint: Vector3 = new Vector3();
478
+ private worldUpVec: Vector3 = new Vector3(0, 1, 0);
479
+
480
+ private applyViewBasedTransform(reticle: Object3D) {
481
+
482
+ // Make reticle face the user to unify the placement experience across devices.
483
+ // The pose that we're receiving from the hit test varies between devices:
484
+ // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
485
+ // - Android WebXR: looking at the camera, but pretty random when on a wall
486
+ // - Mozilla WebXR Viewer: aligned to the start of the session
487
+ const camGo = this.context.mainCamera as Object3D as GameObject;
488
+ const reticleGo = reticle as GameObject;
489
+ const camWP = camGo.worldPosition;
490
+ const reticleWp = reticleGo.worldPosition;
491
+
492
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
493
+
494
+ // upVec may be pointing AWAY from us, we have to flip it if that's the case
495
+ const camPos = camGo.worldPosition;
496
+ if (camPos) {
497
+ const camToReticle = reticle.position.clone().sub(camPos);
498
+ const angle = camToReticle.angleTo(this.upVec);
499
+ if (angle < Math.PI / 2) {
500
+ this.upVec.negate();
501
+ }
502
+ }
503
+
504
+ const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
505
+ // For debugging look angle for AR placement
506
+ // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
507
+ // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
508
+
509
+ const angleForWallPlacement = 30;
510
+ if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
511
+ (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
512
+
513
+ this.lookPoint.copy(reticle.position).add(this.upVec);
514
+ this.lookPoint.y = reticle.position.y;
515
+ reticle.lookAt(this.lookPoint);
516
+ }
517
+ else {
518
+ camWP.y = reticleWp.y;
519
+ reticle.lookAt(camWP);
520
+ }
521
+
522
+ // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
523
+ // Currently, doing this leads to wrong placement of the scene.
524
+ /*
525
+ const rigScale = NeedleXRSession.active?.rigScale || 1;
526
+ const scale = distance * rigScale;
527
+ reticle.scale.set(scale, scale, scale);
528
+ */
529
+ }
530
+
531
+ private onApplyPose(reticle: Object3D) {
532
+ const rigObject = NeedleXRSession.active?.rig?.gameObject;
533
+ if (!rigObject) {
534
+ console.warn("No rig object to place");
535
+ return;
536
+ }
537
+ // const rigScale = NeedleXRSession.active?.rigScale || 1;
538
+
539
+ // save the previous rig parent
540
+ const previousParent = rigObject.parent || this.context.scene;
541
+
542
+ // if we have placed this rig before and this is just "replacing" with the anchor
543
+ // we need to make sure the XRRig attached to the reticle is at the same position as last time
544
+ // since in the following code we move it inside the reticle (relative to the reticle)
545
+ if (this._rigPlacementMatrix) {
546
+ this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
547
+ }
548
+ else {
549
+ this._rigPlacementMatrix = rigObject.matrix.clone();
550
+ }
551
+
552
+ this.applyViewBasedTransform(reticle);
553
+ reticle.updateMatrix();
554
+ // 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)
555
+ this.context.scene.add(reticle);
556
+ reticle.attach(rigObject);
557
+ reticle.removeFromParent();
558
+
559
+ // move rig now relative to the reticle
560
+ // TODO support scaled reticle
561
+ rigObject.scale.set(this.arScale, this.arScale, this.arScale);
562
+ rigObject.position.multiplyScalar(this.arScale);
563
+
564
+ rigObject.updateMatrix();
565
+ // if invert forward is disabled we need to invert the forward rotation
566
+ // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
567
+ if (this.invertForward)
568
+ rigObject.matrix.premultiply(invertForwardMatrix);
569
+ rigObject.matrix.premultiply(this._startOffset);
570
+
571
+ // apply the rig modifications and add it back to the previous parent
572
+ rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
573
+ previousParent.add(rigObject);
574
+
575
+ }
576
+ }
577
+
578
+
579
+
580
+
581
+ class WebXRSessionRootUserInput {
582
+ private static up = new Vector3(0, 1, 0);
583
+ private static zero = new Vector3(0, 0, 0);
584
+ private static one = new Vector3(1, 1, 1);
585
+
586
+ oneFingerDrag: boolean = true;
587
+ twoFingerRotate: boolean = true;
588
+ twoFingerScale: boolean = true;
589
+
590
+ factor: number = 1;
591
+
592
+ readonly context: Context;
593
+ readonly offset: Matrix4;
594
+ readonly plane: Plane;
595
+
596
+ private _scale: number = 1;
597
+ private _hasChanged: boolean = false;
598
+
599
+ get scale() {
600
+ return this._scale;
601
+ }
602
+
603
+ // readonly translate: Vector3 = new Vector3();
604
+ // readonly rotation: Quaternion = new Quaternion();
605
+ // readonly scale: Vector3 = new Vector3(1, 1, 1);
606
+
607
+ constructor(context: Context) {
608
+ this.context = context;
609
+ this.offset = new Matrix4()
610
+ this.plane = new Plane();
611
+ this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
612
+ }
613
+
614
+ private _enabled: boolean = false;
615
+
616
+ reset() {
617
+ this._scale = 1;
618
+ this.offset.identity();
619
+ this._hasChanged = true;
620
+ }
621
+ get hasChanged() { return this._hasChanged; }
622
+
623
+ /**
624
+ * Applies the matrix to the offset matrix
625
+ * @param matrix the matrix to apply the drag offset to
626
+ * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
627
+ */
628
+ applyMatrixTo(matrix: Matrix4, invert: boolean) {
629
+ this._hasChanged = false;
630
+ if (invert) {
631
+ this.offset.invert();
632
+ matrix.premultiply(this.offset);
633
+ }
634
+ else
635
+ matrix.multiply(this.offset);
636
+ // if (this._needsUpdate)
637
+ // this.updateMatrix();
638
+ // matrix.premultiply(this._rotationMatrix);
639
+ // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
640
+ }
641
+
642
+
643
+ private readonly currentlyUsedPointerIds = new Set<number>();
644
+ private readonly currentlyUnusedPointerIds = new Set<number>();
645
+ get isActive() {
646
+ return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
647
+ }
648
+
649
+ enable() {
650
+ if (this._enabled) return;
651
+ this._enabled = true;
652
+
653
+ this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
654
+ this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
655
+ this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
656
+
657
+ // TODO: refactor the following events to use the input system
658
+ window.addEventListener('touchstart', this.touchStart, { passive: false });
659
+ window.addEventListener('touchmove', this.touchMove, { passive: false });
660
+ window.addEventListener('touchend', this.touchEnd, { passive: false });
661
+ }
662
+ disable() {
663
+ if (!this._enabled) return;
664
+ this._enabled = false;
665
+
666
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
667
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
668
+ this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
669
+
670
+ window.removeEventListener('touchstart', this.touchStart);
671
+ window.removeEventListener('touchmove', this.touchMove);
672
+ window.removeEventListener('touchend', this.touchEnd);
673
+ }
674
+
675
+ private onPointerDownEarly = (e: NEPointerEvent) => {
676
+ if (this.isActive) e.stopPropagation();
677
+ };
678
+ private onPointerDownLate = (e: NEPointerEvent) => {
679
+ if (e.used) this.currentlyUsedPointerIds.add(e.pointerId);
680
+ else if (this.currentlyUsedPointerIds.size <= 0) this.currentlyUnusedPointerIds.add(e.pointerId);
681
+ };
682
+ private onPointerUpEarly = (e: NEPointerEvent) => {
683
+ this.currentlyUsedPointerIds.delete(e.pointerId);
684
+ this.currentlyUnusedPointerIds.delete(e.pointerId);
685
+ };
686
+
687
+ // private _needsUpdate: boolean = true;
688
+ // private _rotationMatrix: Matrix4 = new Matrix4();
689
+ // private updateMatrix() {
690
+ // this._needsUpdate = false;
691
+ // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
692
+ // this.offset.compose(this.translate, new Quaternion(), this.scale);
693
+ // // const rot = this._tempMatrix.makeRotationY(this.angle);
694
+ // // this.translate.applyMatrix4(rot);
695
+ // // this.offset.elements[12] = this.translate.x;
696
+ // // this.offset.elements[13] = this.translate.y;
697
+ // // this.offset.elements[14] = this.translate.z;
698
+ // // this.offset.premultiply(rot);
699
+ // // const s = this.scale;
700
+ // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
701
+ // }
702
+
703
+ private prev: Map<number, { ignore: boolean, x: number, z: number, screenx: number, screeny: number }> = new Map();
704
+ private _didMultitouch: boolean = false;
705
+
706
+ private touchStart = (evt: TouchEvent) => {
707
+ if (evt.defaultPrevented) return;
708
+
709
+ // let isValidTouch = true;
710
+ // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
711
+ // if (!isValidTouch) {
712
+ // return;
713
+ // }
714
+
715
+ for (let i = 0; i < evt.changedTouches.length; i++) {
716
+ const touch = evt.changedTouches[i];
717
+ // if a user starts swiping in the top area of the screen
718
+ // which might be a gesture to open the menu
719
+ // we ignore it
720
+ const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
721
+ if (!this.prev.has(touch.identifier))
722
+ this.prev.set(touch.identifier, {
723
+ ignore,
724
+ x: 0,
725
+ z: 0,
726
+ screenx: 0,
727
+ screeny: 0,
728
+ });
729
+ const prev = this.prev.get(touch.identifier);
730
+ if (prev) {
731
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
732
+ prev.x = pos.x;
733
+ prev.z = pos.z;
734
+ prev.screenx = touch.clientX;
735
+ prev.screeny = touch.clientY;
736
+ }
737
+ }
738
+ }
739
+ private touchEnd = (evt: TouchEvent) => {
740
+ if (evt.touches.length <= 0) {
741
+ this._didMultitouch = false;
742
+ }
743
+ for (let i = 0; i < evt.changedTouches.length; i++) {
744
+ const touch = evt.changedTouches[i];
745
+ this.prev.delete(touch.identifier);
746
+ }
747
+ }
748
+ private touchMove = (evt: TouchEvent) => {
749
+ if (evt.defaultPrevented) return;
750
+ if (!this.isActive) return;
751
+
752
+ if (evt.touches.length === 1) {
753
+ // if we had multiple touches before due to e.g. pinching / rotating
754
+ // and stopping one of the touches, we don't want to move the scene suddenly
755
+ // this will be resettet when all touches stop
756
+ if (this._didMultitouch) {
757
+ return;
758
+ }
759
+ const touch = evt.touches[0];
760
+ const prev = this.prev.get(touch.identifier);
761
+ if (!prev || prev.ignore) return;
762
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
763
+ const dx = pos.x - prev.x;
764
+ const dy = pos.z - prev.z;
765
+ if (dx === 0 && dy === 0) return;
766
+ if (this.oneFingerDrag)
767
+ this.addMovement(dx, dy);
768
+ prev.x = pos.x;
769
+ prev.z = pos.z;
770
+ prev.screenx = touch.clientX;
771
+ prev.screeny = touch.clientY;
772
+ return;
773
+ }
774
+ else if (evt.touches.length === 2) {
775
+ this._didMultitouch = true;
776
+ const touch1 = evt.touches[0];
777
+ const touch2 = evt.touches[1];
778
+ const prev1 = this.prev.get(touch1.identifier);
779
+ const prev2 = this.prev.get(touch2.identifier);
780
+ if (!prev1 || !prev2) return;
781
+
782
+ if (this.twoFingerRotate) {
783
+ const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
784
+ const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
785
+ const angleDiff = angle1 - lastAngle;
786
+ if (Math.abs(angleDiff) > 0.001) {
787
+ this.addRotation(angleDiff);
788
+ }
789
+ }
790
+
791
+ if (this.twoFingerScale) {
792
+ const distx = touch1.clientX - touch2.clientX;
793
+ const disty = touch1.clientY - touch2.clientY;
794
+ const dist = Math.sqrt(distx * distx + disty * disty);
795
+ const lastDistx = prev1.screenx - prev2.screenx;
796
+ const lastDisty = prev1.screeny - prev2.screeny;
797
+ const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
798
+ const distDiff = dist - lastDist;
799
+ if (Math.abs(distDiff) > 2) {
800
+ this.addScale(distDiff)
801
+ }
802
+ }
803
+
804
+ prev1.screenx = touch1.clientX;
805
+ prev1.screeny = touch1.clientY;
806
+ prev2.screenx = touch2.clientX;
807
+ prev2.screeny = touch2.clientY;
808
+ }
809
+ }
810
+
811
+ private readonly _raycaster: Raycaster = new Raycaster();
812
+ private readonly _intersection: Vector3 = new Vector3();
813
+ private readonly _screenPos: Vector3 = new Vector3();
814
+
815
+ private getPositionOnPlane(tx: number, ty: number): Vector3 {
816
+ const camera = this.context.mainCamera!;
817
+ this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
818
+ this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
819
+ this._screenPos.z = 1;
820
+
821
+ this._screenPos.unproject(camera);
822
+ this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
823
+ this._raycaster.ray.intersectPlane(this.plane, this._intersection);
824
+ return this._intersection;
825
+ }
826
+
827
+ private addMovement(dx: number, dz: number) {
828
+ // this.translate.x -= dx;
829
+ // this.translate.z -= dz;
830
+ // this._needsUpdate = true;
831
+ // return
832
+
833
+ // increase diff if the scene is scaled small
834
+ dx /= this._scale;
835
+ dz /= this._scale;
836
+
837
+ dx *= this.factor;
838
+ dz *= this.factor;
839
+
840
+ // apply it
841
+ this.offset.elements[12] += dx;
842
+ this.offset.elements[14] += dz;
843
+ if (dx !== 0 || dz !== 0)
844
+ this._hasChanged = true;
845
+ };
846
+
847
+ private readonly _tempMatrix: Matrix4 = new Matrix4();
848
+
849
+ private addScale(diff: number) {
850
+ diff /= window.innerWidth
851
+ diff *= -1;
852
+
853
+ // this.scale.x *= 1 + diff;
854
+ // this.scale.y *= 1 + diff;
855
+ // this.scale.z *= 1 + diff;
856
+ // this._needsUpdate = true;
857
+ // return;
858
+
859
+
860
+ // we use this factor to modify the translation factor (in apply movement)
861
+ this._scale *= 1 + diff;
862
+ // apply the scale
863
+ this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
864
+ this.offset.premultiply(this._tempMatrix);
865
+ if (diff !== 0)
866
+ this._hasChanged = true;
867
+ }
868
+
869
+
870
+ private addRotation(rot: number) {
871
+ rot *= -1;
872
+ // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
873
+ // this._needsUpdate = true;
874
+ // return;
875
+ this._tempMatrix.makeRotationY(rot);
876
+ this.offset.premultiply(this._tempMatrix);
877
+ if (rot !== 0)
878
+ this._hasChanged = true;
879
+ }
880
+ }