@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
@@ -1,732 +1,732 @@
1
- import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
- import { ShaderMaterial, WebGLRenderer } from "three";
3
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
- import { useForAutoFit } from "./engine_camera.js";
5
- import { Mathf } from "./engine_math.js";
6
- import { CircularBuffer } from "./engine_utils.js";
7
- /**
8
- * Slerp between two vectors
9
- */
10
- export function slerp(vec, end, t) {
11
- const len1 = vec.length();
12
- const len2 = end.length();
13
- const targetLen = Mathf.lerp(len1, len2, t);
14
- return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
- }
16
- const _tempQuat = new Quaternion();
17
- const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
- export function lookAtInverse(obj, target) {
19
- obj.lookAt(target);
20
- obj.quaternion.multiply(flipYQuat);
21
- }
22
- /** Better lookAt
23
- * @param object the object that the lookAt should be applied to
24
- * @param target the target to look at
25
- * @param keepUpDirection if true the up direction will be kept
26
- * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
- */
28
- export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
- if (object === target)
30
- return;
31
- _tempQuat.copy(object.quaternion);
32
- const lookTarget = getWorldPosition(target);
33
- const lookFrom = getWorldPosition(object);
34
- if (copyTargetRotation) {
35
- setWorldQuaternion(object, getWorldQuaternion(target));
36
- // look at forward again so we don't get any roll
37
- if (keepUpDirection) {
38
- const ypos = lookFrom.y;
39
- const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
- forwardPoint.y = ypos;
41
- object.lookAt(forwardPoint);
42
- object.quaternion.multiply(flipYQuat);
43
- }
44
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
- if (Number.isNaN(object.quaternion.x)) {
46
- object.quaternion.copy(_tempQuat);
47
- }
48
- return;
49
- }
50
- if (keepUpDirection) {
51
- lookTarget.y = lookFrom.y;
52
- }
53
- object.lookAt(lookTarget);
54
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
- if (Number.isNaN(object.quaternion.x)) {
56
- object.quaternion.copy(_tempQuat);
57
- }
58
- }
59
- /**
60
- * Look at a 2D point in screen space
61
- * @param object the object to look at the point
62
- * @param target the target point in 2D screen space XY e.g. from a mouse event
63
- * @param camera the camera to use for the lookAt
64
- * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
- * @returns the target point in world space
66
- *
67
- * @example Needle Engine Component
68
- * ```ts
69
- * export class MyLookAtComponent extends Behaviour {
70
- * update() {
71
- * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
- * }
73
- * }
74
- * ```
75
- *
76
- * @example Look at from browser mouse move event
77
- * ```ts
78
- * window.addEventListener("mousemove", (e) => {
79
- * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
- * });
81
- * ```
82
- */
83
- export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
- if (camera) {
85
- const pos = getTempVector(0, 0, 0);
86
- const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
- const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
- pos.set(ndcx, ndcy, 0);
89
- pos.unproject(camera);
90
- // get distance from object to camera
91
- const camPos = camera.worldPosition;
92
- const dist = object.worldPosition.distanceTo(camPos);
93
- // Create direction from camera through cursor point
94
- const dir = pos.sub(camPos);
95
- dir.multiplyScalar(factor * 3.6 * dist);
96
- const targetPoint = camera.worldPosition.add(dir);
97
- object.lookAt(targetPoint);
98
- return targetPoint;
99
- }
100
- return null;
101
- }
102
- const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
- export function getTempVector(vecOrX, y, z) {
104
- const vec = _tempVecs.get();
105
- vec.set(0, 0, 0); // initialize with default values
106
- if (vecOrX instanceof Vector3)
107
- vec.copy(vecOrX);
108
- else if (Array.isArray(vecOrX))
109
- vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
- else if (vecOrX instanceof DOMPointReadOnly)
111
- vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
- else {
113
- if (typeof vecOrX === "number") {
114
- vec.x = vecOrX;
115
- vec.y = y !== undefined ? y : vec.x;
116
- vec.z = z !== undefined ? z : vec.x;
117
- }
118
- else if (typeof vecOrX === "object") {
119
- vec.x = vecOrX.x;
120
- vec.y = vecOrX.y;
121
- vec.z = vecOrX.z;
122
- }
123
- }
124
- return vec;
125
- }
126
- const _tempColors = new CircularBuffer(() => new Color(), 30);
127
- export function getTempColor(color) {
128
- const col = _tempColors.get();
129
- if (color)
130
- col.copy(color);
131
- else {
132
- col.set(0, 0, 0);
133
- }
134
- return col;
135
- }
136
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
- /**
138
- * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
- * Temporary quaternions are cached and reused internally. Don't store them!
140
- * @param value the quaternion to copy
141
- * @returns a temporary quaternion
142
- */
143
- export function getTempQuaternion(value) {
144
- const val = _tempQuats.get();
145
- val.identity();
146
- if (value instanceof Quaternion)
147
- val.copy(value);
148
- else if (value instanceof DOMPointReadOnly)
149
- val.set(value.x, value.y, value.z, value.w);
150
- return val;
151
- }
152
- const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
- const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
- /**
155
- * Get the world position of an object
156
- * @param obj the object to get the world position from
157
- * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
- * @param updateParents if true the parents will be updated before getting the world position
159
- * @returns the world position
160
- */
161
- export function getWorldPosition(obj, vec = null, updateParents = true) {
162
- const wp = vec ?? _worldPositions.get();
163
- if (!obj)
164
- return wp.set(0, 0, 0);
165
- if (!obj.parent)
166
- return wp.copy(obj.position);
167
- if (updateParents)
168
- obj.updateWorldMatrix(true, false);
169
- if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
- obj[_lastMatrixWorldUpdateKey] = Date.now();
171
- obj.updateMatrixWorld();
172
- }
173
- wp.setFromMatrixPosition(obj.matrixWorld);
174
- return wp;
175
- }
176
- /**
177
- * Set the world position of an object
178
- * @param obj the object to set the world position of
179
- * @param val the world position to set
180
- */
181
- export function setWorldPosition(obj, val) {
182
- if (!obj)
183
- return obj;
184
- const wp = _worldPositions.get();
185
- if (val !== wp)
186
- wp.copy(val);
187
- const obj2 = obj?.parent ?? obj;
188
- obj2.worldToLocal(wp);
189
- obj.position.set(wp.x, wp.y, wp.z);
190
- return obj;
191
- }
192
- /**
193
- * Set the world position of an object
194
- * @param obj the object to set the world position of
195
- * @param x the x position
196
- * @param y the y position
197
- * @param z the z position
198
- */
199
- export function setWorldPositionXYZ(obj, x, y, z) {
200
- const wp = _worldPositions.get();
201
- wp.set(x, y, z);
202
- setWorldPosition(obj, wp);
203
- return obj;
204
- }
205
- const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
- const _worldQuaternionBuffer = new Quaternion();
207
- const _tempQuaternionBuffer2 = new Quaternion();
208
- export function getWorldQuaternion(obj, target = null) {
209
- if (!obj)
210
- return _worldQuaternions.get().identity();
211
- const quat = target ?? _worldQuaternions.get();
212
- if (!obj.parent)
213
- return quat.copy(obj.quaternion);
214
- obj.getWorldQuaternion(quat);
215
- return quat;
216
- }
217
- export function setWorldQuaternion(obj, val) {
218
- if (!obj)
219
- return;
220
- if (val !== _worldQuaternionBuffer)
221
- _worldQuaternionBuffer.copy(val);
222
- const tempVec = _worldQuaternionBuffer;
223
- const parent = obj?.parent;
224
- parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
- _tempQuaternionBuffer2.invert();
226
- const q = _tempQuaternionBuffer2.multiply(tempVec);
227
- // console.log(tempVec);
228
- obj.quaternion.set(q.x, q.y, q.z, q.w);
229
- // console.error("quaternion world to local is not yet implemented");
230
- }
231
- export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
- _worldQuaternionBuffer.set(x, y, z, w);
233
- setWorldQuaternion(obj, _worldQuaternionBuffer);
234
- }
235
- const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
- const _worldScale = new Vector3();
237
- export function getWorldScale(obj, vec = null) {
238
- if (!vec)
239
- vec = _worldScaleBuffer.get();
240
- if (!obj)
241
- return vec.set(0, 0, 0);
242
- if (!obj.parent)
243
- return vec.copy(obj.scale);
244
- obj.getWorldScale(vec);
245
- return vec;
246
- }
247
- export function setWorldScale(obj, vec) {
248
- if (!obj)
249
- return;
250
- if (!obj.parent) {
251
- obj.scale.copy(vec);
252
- return;
253
- }
254
- const tempVec = _worldScale;
255
- const obj2 = obj.parent;
256
- obj2.getWorldScale(tempVec);
257
- obj.scale.copy(vec);
258
- obj.scale.divide(tempVec);
259
- }
260
- const _forward = new Vector3();
261
- const _forwardQuat = new Quaternion();
262
- export function forward(obj) {
263
- getWorldQuaternion(obj, _forwardQuat);
264
- return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
- }
266
- const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
- const _worldDirectionQuat = new Quaternion();
268
- /** Get the world direction. Returns world forward if nothing is passed in.
269
- * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
- * The returned vector will not be normalized
271
- */
272
- export function getWorldDirection(obj, dir) {
273
- // If no direction is passed in set the direction to the forward vector
274
- if (!dir)
275
- dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
- getWorldQuaternion(obj, _worldDirectionQuat);
277
- return dir.applyQuaternion(_worldDirectionQuat);
278
- }
279
- const _worldEulerBuffer = new Euler();
280
- const _worldEuler = new Euler();
281
- const _worldRotation = new Vector3();
282
- // world euler (in radians)
283
- export function getWorldEuler(obj) {
284
- const quat = _worldQuaternions.get();
285
- obj.getWorldQuaternion(quat);
286
- _worldEuler.setFromQuaternion(quat);
287
- return _worldEuler;
288
- }
289
- // world euler (in radians)
290
- export function setWorldEuler(obj, val) {
291
- const quat = _worldQuaternions.get();
292
- setWorldQuaternion(obj, quat.setFromEuler(val));
293
- ;
294
- }
295
- // returns rotation in degrees
296
- export function getWorldRotation(obj) {
297
- const rot = getWorldEuler(obj);
298
- const wr = _worldRotation;
299
- wr.set(rot.x, rot.y, rot.z);
300
- wr.x = Mathf.toDegrees(wr.x);
301
- wr.y = Mathf.toDegrees(wr.y);
302
- wr.z = Mathf.toDegrees(wr.z);
303
- return wr;
304
- }
305
- export function setWorldRotation(obj, val) {
306
- setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
- }
308
- export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
- if (degrees) {
310
- x = Mathf.toRadians(x);
311
- y = Mathf.toRadians(y);
312
- z = Mathf.toRadians(z);
313
- }
314
- _worldEulerBuffer.set(x, y, z);
315
- _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
- setWorldQuaternion(obj, _worldQuaternionBuffer);
317
- }
318
- // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
- export function logHierarchy(root, collapsible = true) {
320
- if (!root)
321
- return;
322
- if (collapsible) {
323
- (function printGraph(obj) {
324
- console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
- obj.children.forEach(printGraph);
326
- console.groupEnd();
327
- }(root));
328
- }
329
- else {
330
- root.traverse(function (obj) {
331
- var s = '|___';
332
- var obj2 = obj;
333
- while (obj2.parent !== null) {
334
- s = '\t' + s;
335
- obj2 = obj2.parent;
336
- }
337
- console.log(s + obj.name + ' <' + obj.type + '>');
338
- });
339
- }
340
- ;
341
- }
342
- export function getParentHierarchyPath(obj) {
343
- let path = obj?.name || "";
344
- if (!obj)
345
- return path;
346
- let parent = obj.parent;
347
- while (parent) {
348
- path = parent.name + "/" + path;
349
- parent = parent.parent;
350
- }
351
- return path;
352
- }
353
- export function isAnimationAction(obj) {
354
- if (obj) {
355
- // this doesnt work :(
356
- // return obj instanceof AnimationAction;
357
- // instead we do this:
358
- const act = obj;
359
- return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
- }
361
- return false;
362
- }
363
- /**
364
- * Utility class to perform various graphics operations like copying textures to canvas
365
- */
366
- export class Graphics {
367
- static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
368
- static renderer = undefined;
369
- static perspectiveCam = new PerspectiveCamera();
370
- static scene = new Scene();
371
- static vertex = `
372
- varying vec2 vUv;
373
- void main(){
374
- vUv = uv;
375
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
376
- }`;
377
- static fragment = `
378
- uniform sampler2D map;
379
- varying vec2 vUv;
380
- void main(){
381
- vec2 uv = vUv;
382
- uv.y = 1.0 - uv.y;
383
- gl_FragColor = texture2D( map, uv);
384
- // gl_FragColor = vec4(uv.xy, 0, 1);
385
- }`;
386
- static blitMaterial = undefined;
387
- /**
388
- * Create a blit material for copying textures
389
- */
390
- static createBlitMaterial(fragment) {
391
- return new ShaderMaterial({
392
- uniforms: { map: new Uniform(null) },
393
- vertexShader: this.vertex,
394
- fragmentShader: fragment
395
- });
396
- }
397
- static mesh = undefined;
398
- /**
399
- * Copy a texture to a new texture
400
- * @param texture the texture to copy
401
- * @param blitMaterial the material to use for copying (optional)
402
- * @returns the newly created, copied texture
403
- */
404
- static copyTexture(texture, blitMaterial) {
405
- // ensure that a blit material exists
406
- if (!this.blitMaterial) {
407
- this.blitMaterial = new ShaderMaterial({
408
- uniforms: { map: new Uniform(null) },
409
- vertexShader: this.vertex,
410
- fragmentShader: this.fragment
411
- });
412
- }
413
- const material = blitMaterial || this.blitMaterial;
414
- material.uniforms.map.value = texture;
415
- material.needsUpdate = true;
416
- material.uniformsNeedUpdate = true;
417
- // ensure that the blit material has the correct vertex shader
418
- const origVertexShader = material.vertexShader;
419
- material.vertexShader = this.vertex;
420
- if (!this.mesh)
421
- this.mesh = new Mesh(this.planeGeometry, this.blitMaterial);
422
- const mesh = this.mesh;
423
- mesh.material = material;
424
- mesh.frustumCulled = false;
425
- this.scene.children.length = 0;
426
- this.scene.add(mesh);
427
- if (!this.renderer)
428
- this.renderer = new WebGLRenderer({ antialias: false });
429
- this.renderer.setSize(texture.image.width, texture.image.height);
430
- this.renderer.clear();
431
- this.renderer.render(this.scene, this.perspectiveCam);
432
- const tex = new Texture(this.renderer.domElement);
433
- tex.name = "Copy";
434
- tex.needsUpdate = true; // < important!
435
- // reset vertex shader
436
- material.vertexShader = origVertexShader;
437
- return tex;
438
- }
439
- // static blit(src: Texture, target: Texture, blitMaterial?: ShaderMaterial) {
440
- // let material = blitMaterial ?? this.blipMaterial;
441
- // material.uniforms.map.value = src;
442
- // this.mesh.material = material;
443
- // this.mesh.frustumCulled = false;
444
- // this.mesh.matrix.identity();
445
- // this.scene.children.length = 0;
446
- // this.scene.add(this.mesh);
447
- // this.renderer.setSize(src.image.width, src.image.height);
448
- // this.renderer.clear();
449
- // this.renderer.render(this.scene, this.perspectiveCam);
450
- // return new Texture(this.renderer.domElement);
451
- // }
452
- /**
453
- * Copy a texture to a HTMLCanvasElement
454
- * @param texture the texture convert
455
- * @param force if true the texture will be copied to a new texture before converting
456
- * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
457
- */
458
- static textureToCanvas(texture, force = false) {
459
- if (!texture) {
460
- return null;
461
- }
462
- if (force === true || texture["isCompressedTexture"] === true) {
463
- texture = copyTexture(texture);
464
- }
465
- const image = texture.image;
466
- if (isImageBitmap(image)) {
467
- const canvas = document.createElement('canvas');
468
- canvas.width = image.width;
469
- canvas.height = image.height;
470
- const context = canvas.getContext('2d');
471
- if (!context) {
472
- console.error("Failed getting canvas 2d context");
473
- return null;
474
- }
475
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
476
- return canvas;
477
- }
478
- return null;
479
- }
480
- }
481
- /**@obsolete use Graphics.copyTexture */
482
- export function copyTexture(texture) {
483
- return Graphics.copyTexture(texture);
484
- }
485
- /**@obsolete use Graphics.textureToCanvas */
486
- export function textureToCanvas(texture, force = false) {
487
- return Graphics.textureToCanvas(texture, force);
488
- }
489
- ;
490
- function isImageBitmap(image) {
491
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
492
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
493
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
494
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
495
- }
496
- function isMesh(obj) {
497
- const type = obj.type;
498
- // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
499
- return type === "Mesh" || type === "SkinnedMesh";
500
- }
501
- // for contact shadows
502
- export function setVisibleInCustomShadowRendering(obj, enabled) {
503
- if (enabled)
504
- obj["needle:rendercustomshadow"] = true;
505
- else {
506
- obj["needle:rendercustomshadow"] = false;
507
- }
508
- }
509
- export function getVisibleInCustomShadowRendering(obj) {
510
- if (obj) {
511
- if (obj["needle:rendercustomshadow"] === true) {
512
- return true;
513
- }
514
- else if (obj["needle:rendercustomshadow"] == undefined) {
515
- return true;
516
- }
517
- }
518
- return false;
519
- }
520
- /**
521
- * Get the axis-aligned bounding box of a list of objects.
522
- * @param objects The objects to get the bounding box from.
523
- * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
524
- * @param layers The layers to include. Typically the main camera's layers.
525
- * @param result The result box to store the bounding box in. Returns a new box if not passed in.
526
- */
527
- export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
528
- const box = result || new Box3();
529
- box.makeEmpty();
530
- const emptyChildren = [];
531
- function expandByObjectRecursive(obj) {
532
- let allowExpanding = true;
533
- // we dont want to check invisible objects
534
- if (!obj.visible)
535
- return;
536
- if (useForAutoFit(obj) === false)
537
- return;
538
- if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
539
- return;
540
- // ignore Box3Helpers
541
- if (obj instanceof Box3Helper)
542
- allowExpanding = false;
543
- if (obj instanceof GridHelper)
544
- allowExpanding = false;
545
- // ignore GroundProjectedEnv
546
- if (obj instanceof GroundedSkybox)
547
- allowExpanding = false;
548
- if (obj.isGizmo === true)
549
- allowExpanding = false;
550
- // // Ignore shadow catcher geometry
551
- if (obj.material instanceof ShadowMaterial)
552
- allowExpanding = false;
553
- // ONLY fit meshes
554
- if (!(isMesh(obj)))
555
- allowExpanding = false;
556
- // Layer test, typically with the main camera
557
- if (layers && obj.layers.test(layers) === false)
558
- allowExpanding = false;
559
- if (allowExpanding) {
560
- // Ignore things parented to the camera + ignore the camera
561
- if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
562
- return;
563
- else if (typeof ignore === "function") {
564
- if (ignore(obj) === true)
565
- return;
566
- }
567
- }
568
- // We don't want to fit UI objects
569
- if (obj["isUI"] === true)
570
- return;
571
- // If we encountered some geometry that should be ignored
572
- // Then we don't want to use that for expanding the view
573
- if (allowExpanding) {
574
- // Temporary override children
575
- const children = obj.children;
576
- obj.children = emptyChildren;
577
- // TODO: validate that object doesn't contain NaN values
578
- const pos = obj.position;
579
- const scale = obj.scale;
580
- if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
581
- console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
582
- return;
583
- }
584
- box.expandByObject(obj, true);
585
- obj.children = children;
586
- }
587
- for (const child of obj.children) {
588
- expandByObjectRecursive(child);
589
- }
590
- }
591
- let hasAnyObject = false;
592
- if (!Array.isArray(objects))
593
- objects = [objects];
594
- for (const object of objects) {
595
- if (!object)
596
- continue;
597
- hasAnyObject = true;
598
- object.updateMatrixWorld();
599
- expandByObjectRecursive(object);
600
- }
601
- if (!hasAnyObject) {
602
- console.warn("No objects to fit camera to...");
603
- return box;
604
- }
605
- return box;
606
- }
607
- /**
608
- * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
609
- * @param obj the object to fit
610
- * @param volume the volume to fit the object into
611
- * @param opts options for fitting
612
- */
613
- export function fitObjectIntoVolume(obj, volume, opts) {
614
- const box = getBoundingBox([obj], opts?.ignore);
615
- const boundsSize = new Vector3();
616
- box.getSize(boundsSize);
617
- const boundsCenter = new Vector3();
618
- box.getCenter(boundsCenter);
619
- const targetSize = new Vector3();
620
- volume.getSize(targetSize);
621
- const targetCenter = new Vector3();
622
- volume.getCenter(targetCenter);
623
- const scale = new Vector3();
624
- scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
625
- const minScale = Math.min(scale.x, scale.y, scale.z);
626
- const useScale = opts?.scale !== false;
627
- if (useScale) {
628
- setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
629
- }
630
- if (opts?.position !== false) {
631
- const boundsBottomPosition = new Vector3();
632
- box.getCenter(boundsBottomPosition);
633
- boundsBottomPosition.y = box.min.y;
634
- const targetBottomPosition = new Vector3();
635
- volume.getCenter(targetBottomPosition);
636
- targetBottomPosition.y = volume.min.y;
637
- const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
638
- if (useScale)
639
- offset.multiplyScalar(minScale);
640
- setWorldPosition(obj, getWorldPosition(obj).add(offset));
641
- }
642
- return {
643
- boundsBefore: box,
644
- scale,
645
- };
646
- }
647
- /**
648
- * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
649
- * The object will be visually placed on the surface (the object's pivot will be ignored).
650
- * @param obj the object to place on the surface
651
- * @param point the point to place the object on
652
- * @returns the offset from the object bounds to the pivot
653
- */
654
- export function placeOnSurface(obj, point) {
655
- const bounds = getBoundingBox([obj]);
656
- const center = new Vector3();
657
- bounds.getCenter(center);
658
- center.y = bounds.min.y;
659
- const offset = point.clone().sub(center);
660
- const worldPos = getWorldPosition(obj);
661
- setWorldPosition(obj, worldPos.add(offset));
662
- return {
663
- offset,
664
- bounds,
665
- };
666
- }
667
- /**
668
- * Postprocesses the material of an object loaded by {@link FBXLoader}.
669
- * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
670
- * This ensures consistent lighting and shading, including environment effects.
671
- */
672
- export function postprocessFBXMaterials(obj, material, index, array) {
673
- if (Array.isArray(material)) {
674
- let success = true;
675
- for (let i = 0; i < material.length; i++) {
676
- const res = postprocessFBXMaterials(obj, material[i], i, material);
677
- if (!res)
678
- success = false;
679
- }
680
- return success;
681
- }
682
- // ignore if the material is already a MeshStandardMaterial
683
- if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
684
- return false;
685
- }
686
- // check if the material was already processed
687
- else if (material["material:fbx"] != undefined) {
688
- return true;
689
- }
690
- const newMaterial = new MeshStandardMaterial();
691
- newMaterial["material:fbx"] = material;
692
- const oldMaterial = material;
693
- if (oldMaterial) {
694
- // If a map is present then the FBX color should be ignored
695
- // Tested e.g. in Unity and Substance Stager
696
- // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
697
- if (!oldMaterial.map)
698
- newMaterial.color.copyLinearToSRGB(oldMaterial.color);
699
- else
700
- newMaterial.color.set(1, 1, 1);
701
- newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
702
- newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
703
- newMaterial.opacity = oldMaterial.opacity;
704
- newMaterial.displacementScale = oldMaterial.displacementScale;
705
- newMaterial.transparent = oldMaterial.transparent;
706
- newMaterial.bumpMap = oldMaterial.bumpMap;
707
- newMaterial.aoMap = oldMaterial.aoMap;
708
- newMaterial.map = oldMaterial.map;
709
- newMaterial.displacementMap = oldMaterial.displacementMap;
710
- newMaterial.emissiveMap = oldMaterial.emissiveMap;
711
- newMaterial.normalMap = oldMaterial.normalMap;
712
- newMaterial.envMap = oldMaterial.envMap;
713
- newMaterial.alphaMap = oldMaterial.alphaMap;
714
- newMaterial.metalness = oldMaterial.reflectivity;
715
- newMaterial.vertexColors = oldMaterial.vertexColors;
716
- if (oldMaterial.shininess) {
717
- // from blender source code
718
- // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
719
- // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
720
- newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
721
- }
722
- newMaterial.needsUpdate = true;
723
- }
724
- if (index === undefined) {
725
- obj.material = newMaterial;
726
- }
727
- else {
728
- array[index] = newMaterial;
729
- }
730
- return true;
731
- }
1
+ import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
+ import { ShaderMaterial, WebGLRenderer } from "three";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+ import { useForAutoFit } from "./engine_camera.js";
5
+ import { Mathf } from "./engine_math.js";
6
+ import { CircularBuffer } from "./engine_utils.js";
7
+ /**
8
+ * Slerp between two vectors
9
+ */
10
+ export function slerp(vec, end, t) {
11
+ const len1 = vec.length();
12
+ const len2 = end.length();
13
+ const targetLen = Mathf.lerp(len1, len2, t);
14
+ return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
+ }
16
+ const _tempQuat = new Quaternion();
17
+ const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
+ export function lookAtInverse(obj, target) {
19
+ obj.lookAt(target);
20
+ obj.quaternion.multiply(flipYQuat);
21
+ }
22
+ /** Better lookAt
23
+ * @param object the object that the lookAt should be applied to
24
+ * @param target the target to look at
25
+ * @param keepUpDirection if true the up direction will be kept
26
+ * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
+ */
28
+ export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
+ if (object === target)
30
+ return;
31
+ _tempQuat.copy(object.quaternion);
32
+ const lookTarget = getWorldPosition(target);
33
+ const lookFrom = getWorldPosition(object);
34
+ if (copyTargetRotation) {
35
+ setWorldQuaternion(object, getWorldQuaternion(target));
36
+ // look at forward again so we don't get any roll
37
+ if (keepUpDirection) {
38
+ const ypos = lookFrom.y;
39
+ const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
+ forwardPoint.y = ypos;
41
+ object.lookAt(forwardPoint);
42
+ object.quaternion.multiply(flipYQuat);
43
+ }
44
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
+ if (Number.isNaN(object.quaternion.x)) {
46
+ object.quaternion.copy(_tempQuat);
47
+ }
48
+ return;
49
+ }
50
+ if (keepUpDirection) {
51
+ lookTarget.y = lookFrom.y;
52
+ }
53
+ object.lookAt(lookTarget);
54
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
+ if (Number.isNaN(object.quaternion.x)) {
56
+ object.quaternion.copy(_tempQuat);
57
+ }
58
+ }
59
+ /**
60
+ * Look at a 2D point in screen space
61
+ * @param object the object to look at the point
62
+ * @param target the target point in 2D screen space XY e.g. from a mouse event
63
+ * @param camera the camera to use for the lookAt
64
+ * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
+ * @returns the target point in world space
66
+ *
67
+ * @example Needle Engine Component
68
+ * ```ts
69
+ * export class MyLookAtComponent extends Behaviour {
70
+ * update() {
71
+ * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
+ * }
73
+ * }
74
+ * ```
75
+ *
76
+ * @example Look at from browser mouse move event
77
+ * ```ts
78
+ * window.addEventListener("mousemove", (e) => {
79
+ * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
+ * });
81
+ * ```
82
+ */
83
+ export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
+ if (camera) {
85
+ const pos = getTempVector(0, 0, 0);
86
+ const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
+ const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
+ pos.set(ndcx, ndcy, 0);
89
+ pos.unproject(camera);
90
+ // get distance from object to camera
91
+ const camPos = camera.worldPosition;
92
+ const dist = object.worldPosition.distanceTo(camPos);
93
+ // Create direction from camera through cursor point
94
+ const dir = pos.sub(camPos);
95
+ dir.multiplyScalar(factor * 3.6 * dist);
96
+ const targetPoint = camera.worldPosition.add(dir);
97
+ object.lookAt(targetPoint);
98
+ return targetPoint;
99
+ }
100
+ return null;
101
+ }
102
+ const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
+ export function getTempVector(vecOrX, y, z) {
104
+ const vec = _tempVecs.get();
105
+ vec.set(0, 0, 0); // initialize with default values
106
+ if (vecOrX instanceof Vector3)
107
+ vec.copy(vecOrX);
108
+ else if (Array.isArray(vecOrX))
109
+ vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
+ else if (vecOrX instanceof DOMPointReadOnly)
111
+ vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
+ else {
113
+ if (typeof vecOrX === "number") {
114
+ vec.x = vecOrX;
115
+ vec.y = y !== undefined ? y : vec.x;
116
+ vec.z = z !== undefined ? z : vec.x;
117
+ }
118
+ else if (typeof vecOrX === "object") {
119
+ vec.x = vecOrX.x;
120
+ vec.y = vecOrX.y;
121
+ vec.z = vecOrX.z;
122
+ }
123
+ }
124
+ return vec;
125
+ }
126
+ const _tempColors = new CircularBuffer(() => new Color(), 30);
127
+ export function getTempColor(color) {
128
+ const col = _tempColors.get();
129
+ if (color)
130
+ col.copy(color);
131
+ else {
132
+ col.set(0, 0, 0);
133
+ }
134
+ return col;
135
+ }
136
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
+ /**
138
+ * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
+ * Temporary quaternions are cached and reused internally. Don't store them!
140
+ * @param value the quaternion to copy
141
+ * @returns a temporary quaternion
142
+ */
143
+ export function getTempQuaternion(value) {
144
+ const val = _tempQuats.get();
145
+ val.identity();
146
+ if (value instanceof Quaternion)
147
+ val.copy(value);
148
+ else if (value instanceof DOMPointReadOnly)
149
+ val.set(value.x, value.y, value.z, value.w);
150
+ return val;
151
+ }
152
+ const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
+ const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
+ /**
155
+ * Get the world position of an object
156
+ * @param obj the object to get the world position from
157
+ * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
+ * @param updateParents if true the parents will be updated before getting the world position
159
+ * @returns the world position
160
+ */
161
+ export function getWorldPosition(obj, vec = null, updateParents = true) {
162
+ const wp = vec ?? _worldPositions.get();
163
+ if (!obj)
164
+ return wp.set(0, 0, 0);
165
+ if (!obj.parent)
166
+ return wp.copy(obj.position);
167
+ if (updateParents)
168
+ obj.updateWorldMatrix(true, false);
169
+ if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
+ obj[_lastMatrixWorldUpdateKey] = Date.now();
171
+ obj.updateMatrixWorld();
172
+ }
173
+ wp.setFromMatrixPosition(obj.matrixWorld);
174
+ return wp;
175
+ }
176
+ /**
177
+ * Set the world position of an object
178
+ * @param obj the object to set the world position of
179
+ * @param val the world position to set
180
+ */
181
+ export function setWorldPosition(obj, val) {
182
+ if (!obj)
183
+ return obj;
184
+ const wp = _worldPositions.get();
185
+ if (val !== wp)
186
+ wp.copy(val);
187
+ const obj2 = obj?.parent ?? obj;
188
+ obj2.worldToLocal(wp);
189
+ obj.position.set(wp.x, wp.y, wp.z);
190
+ return obj;
191
+ }
192
+ /**
193
+ * Set the world position of an object
194
+ * @param obj the object to set the world position of
195
+ * @param x the x position
196
+ * @param y the y position
197
+ * @param z the z position
198
+ */
199
+ export function setWorldPositionXYZ(obj, x, y, z) {
200
+ const wp = _worldPositions.get();
201
+ wp.set(x, y, z);
202
+ setWorldPosition(obj, wp);
203
+ return obj;
204
+ }
205
+ const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
+ const _worldQuaternionBuffer = new Quaternion();
207
+ const _tempQuaternionBuffer2 = new Quaternion();
208
+ export function getWorldQuaternion(obj, target = null) {
209
+ if (!obj)
210
+ return _worldQuaternions.get().identity();
211
+ const quat = target ?? _worldQuaternions.get();
212
+ if (!obj.parent)
213
+ return quat.copy(obj.quaternion);
214
+ obj.getWorldQuaternion(quat);
215
+ return quat;
216
+ }
217
+ export function setWorldQuaternion(obj, val) {
218
+ if (!obj)
219
+ return;
220
+ if (val !== _worldQuaternionBuffer)
221
+ _worldQuaternionBuffer.copy(val);
222
+ const tempVec = _worldQuaternionBuffer;
223
+ const parent = obj?.parent;
224
+ parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
+ _tempQuaternionBuffer2.invert();
226
+ const q = _tempQuaternionBuffer2.multiply(tempVec);
227
+ // console.log(tempVec);
228
+ obj.quaternion.set(q.x, q.y, q.z, q.w);
229
+ // console.error("quaternion world to local is not yet implemented");
230
+ }
231
+ export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
+ _worldQuaternionBuffer.set(x, y, z, w);
233
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
234
+ }
235
+ const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
+ const _worldScale = new Vector3();
237
+ export function getWorldScale(obj, vec = null) {
238
+ if (!vec)
239
+ vec = _worldScaleBuffer.get();
240
+ if (!obj)
241
+ return vec.set(0, 0, 0);
242
+ if (!obj.parent)
243
+ return vec.copy(obj.scale);
244
+ obj.getWorldScale(vec);
245
+ return vec;
246
+ }
247
+ export function setWorldScale(obj, vec) {
248
+ if (!obj)
249
+ return;
250
+ if (!obj.parent) {
251
+ obj.scale.copy(vec);
252
+ return;
253
+ }
254
+ const tempVec = _worldScale;
255
+ const obj2 = obj.parent;
256
+ obj2.getWorldScale(tempVec);
257
+ obj.scale.copy(vec);
258
+ obj.scale.divide(tempVec);
259
+ }
260
+ const _forward = new Vector3();
261
+ const _forwardQuat = new Quaternion();
262
+ export function forward(obj) {
263
+ getWorldQuaternion(obj, _forwardQuat);
264
+ return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
+ }
266
+ const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
+ const _worldDirectionQuat = new Quaternion();
268
+ /** Get the world direction. Returns world forward if nothing is passed in.
269
+ * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
+ * The returned vector will not be normalized
271
+ */
272
+ export function getWorldDirection(obj, dir) {
273
+ // If no direction is passed in set the direction to the forward vector
274
+ if (!dir)
275
+ dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
+ getWorldQuaternion(obj, _worldDirectionQuat);
277
+ return dir.applyQuaternion(_worldDirectionQuat);
278
+ }
279
+ const _worldEulerBuffer = new Euler();
280
+ const _worldEuler = new Euler();
281
+ const _worldRotation = new Vector3();
282
+ // world euler (in radians)
283
+ export function getWorldEuler(obj) {
284
+ const quat = _worldQuaternions.get();
285
+ obj.getWorldQuaternion(quat);
286
+ _worldEuler.setFromQuaternion(quat);
287
+ return _worldEuler;
288
+ }
289
+ // world euler (in radians)
290
+ export function setWorldEuler(obj, val) {
291
+ const quat = _worldQuaternions.get();
292
+ setWorldQuaternion(obj, quat.setFromEuler(val));
293
+ ;
294
+ }
295
+ // returns rotation in degrees
296
+ export function getWorldRotation(obj) {
297
+ const rot = getWorldEuler(obj);
298
+ const wr = _worldRotation;
299
+ wr.set(rot.x, rot.y, rot.z);
300
+ wr.x = Mathf.toDegrees(wr.x);
301
+ wr.y = Mathf.toDegrees(wr.y);
302
+ wr.z = Mathf.toDegrees(wr.z);
303
+ return wr;
304
+ }
305
+ export function setWorldRotation(obj, val) {
306
+ setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
+ }
308
+ export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
+ if (degrees) {
310
+ x = Mathf.toRadians(x);
311
+ y = Mathf.toRadians(y);
312
+ z = Mathf.toRadians(z);
313
+ }
314
+ _worldEulerBuffer.set(x, y, z);
315
+ _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
317
+ }
318
+ // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
+ export function logHierarchy(root, collapsible = true) {
320
+ if (!root)
321
+ return;
322
+ if (collapsible) {
323
+ (function printGraph(obj) {
324
+ console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
+ obj.children.forEach(printGraph);
326
+ console.groupEnd();
327
+ }(root));
328
+ }
329
+ else {
330
+ root.traverse(function (obj) {
331
+ var s = '|___';
332
+ var obj2 = obj;
333
+ while (obj2.parent !== null) {
334
+ s = '\t' + s;
335
+ obj2 = obj2.parent;
336
+ }
337
+ console.log(s + obj.name + ' <' + obj.type + '>');
338
+ });
339
+ }
340
+ ;
341
+ }
342
+ export function getParentHierarchyPath(obj) {
343
+ let path = obj?.name || "";
344
+ if (!obj)
345
+ return path;
346
+ let parent = obj.parent;
347
+ while (parent) {
348
+ path = parent.name + "/" + path;
349
+ parent = parent.parent;
350
+ }
351
+ return path;
352
+ }
353
+ export function isAnimationAction(obj) {
354
+ if (obj) {
355
+ // this doesnt work :(
356
+ // return obj instanceof AnimationAction;
357
+ // instead we do this:
358
+ const act = obj;
359
+ return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
+ }
361
+ return false;
362
+ }
363
+ /**
364
+ * Utility class to perform various graphics operations like copying textures to canvas
365
+ */
366
+ export class Graphics {
367
+ static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
368
+ static renderer = undefined;
369
+ static perspectiveCam = new PerspectiveCamera();
370
+ static scene = new Scene();
371
+ static vertex = `
372
+ varying vec2 vUv;
373
+ void main(){
374
+ vUv = uv;
375
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
376
+ }`;
377
+ static fragment = `
378
+ uniform sampler2D map;
379
+ varying vec2 vUv;
380
+ void main(){
381
+ vec2 uv = vUv;
382
+ uv.y = 1.0 - uv.y;
383
+ gl_FragColor = texture2D( map, uv);
384
+ // gl_FragColor = vec4(uv.xy, 0, 1);
385
+ }`;
386
+ static blitMaterial = undefined;
387
+ /**
388
+ * Create a blit material for copying textures
389
+ */
390
+ static createBlitMaterial(fragment) {
391
+ return new ShaderMaterial({
392
+ uniforms: { map: new Uniform(null) },
393
+ vertexShader: this.vertex,
394
+ fragmentShader: fragment
395
+ });
396
+ }
397
+ static mesh = undefined;
398
+ /**
399
+ * Copy a texture to a new texture
400
+ * @param texture the texture to copy
401
+ * @param blitMaterial the material to use for copying (optional)
402
+ * @returns the newly created, copied texture
403
+ */
404
+ static copyTexture(texture, blitMaterial) {
405
+ // ensure that a blit material exists
406
+ if (!this.blitMaterial) {
407
+ this.blitMaterial = new ShaderMaterial({
408
+ uniforms: { map: new Uniform(null) },
409
+ vertexShader: this.vertex,
410
+ fragmentShader: this.fragment
411
+ });
412
+ }
413
+ const material = blitMaterial || this.blitMaterial;
414
+ material.uniforms.map.value = texture;
415
+ material.needsUpdate = true;
416
+ material.uniformsNeedUpdate = true;
417
+ // ensure that the blit material has the correct vertex shader
418
+ const origVertexShader = material.vertexShader;
419
+ material.vertexShader = this.vertex;
420
+ if (!this.mesh)
421
+ this.mesh = new Mesh(this.planeGeometry, this.blitMaterial);
422
+ const mesh = this.mesh;
423
+ mesh.material = material;
424
+ mesh.frustumCulled = false;
425
+ this.scene.children.length = 0;
426
+ this.scene.add(mesh);
427
+ if (!this.renderer)
428
+ this.renderer = new WebGLRenderer({ antialias: false });
429
+ this.renderer.setSize(texture.image.width, texture.image.height);
430
+ this.renderer.clear();
431
+ this.renderer.render(this.scene, this.perspectiveCam);
432
+ const tex = new Texture(this.renderer.domElement);
433
+ tex.name = "Copy";
434
+ tex.needsUpdate = true; // < important!
435
+ // reset vertex shader
436
+ material.vertexShader = origVertexShader;
437
+ return tex;
438
+ }
439
+ // static blit(src: Texture, target: Texture, blitMaterial?: ShaderMaterial) {
440
+ // let material = blitMaterial ?? this.blipMaterial;
441
+ // material.uniforms.map.value = src;
442
+ // this.mesh.material = material;
443
+ // this.mesh.frustumCulled = false;
444
+ // this.mesh.matrix.identity();
445
+ // this.scene.children.length = 0;
446
+ // this.scene.add(this.mesh);
447
+ // this.renderer.setSize(src.image.width, src.image.height);
448
+ // this.renderer.clear();
449
+ // this.renderer.render(this.scene, this.perspectiveCam);
450
+ // return new Texture(this.renderer.domElement);
451
+ // }
452
+ /**
453
+ * Copy a texture to a HTMLCanvasElement
454
+ * @param texture the texture convert
455
+ * @param force if true the texture will be copied to a new texture before converting
456
+ * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
457
+ */
458
+ static textureToCanvas(texture, force = false) {
459
+ if (!texture) {
460
+ return null;
461
+ }
462
+ if (force === true || texture["isCompressedTexture"] === true) {
463
+ texture = copyTexture(texture);
464
+ }
465
+ const image = texture.image;
466
+ if (isImageBitmap(image)) {
467
+ const canvas = document.createElement('canvas');
468
+ canvas.width = image.width;
469
+ canvas.height = image.height;
470
+ const context = canvas.getContext('2d');
471
+ if (!context) {
472
+ console.error("Failed getting canvas 2d context");
473
+ return null;
474
+ }
475
+ context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
476
+ return canvas;
477
+ }
478
+ return null;
479
+ }
480
+ }
481
+ /**@obsolete use Graphics.copyTexture */
482
+ export function copyTexture(texture) {
483
+ return Graphics.copyTexture(texture);
484
+ }
485
+ /**@obsolete use Graphics.textureToCanvas */
486
+ export function textureToCanvas(texture, force = false) {
487
+ return Graphics.textureToCanvas(texture, force);
488
+ }
489
+ ;
490
+ function isImageBitmap(image) {
491
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
492
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
493
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
494
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
495
+ }
496
+ function isMesh(obj) {
497
+ const type = obj.type;
498
+ // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
499
+ return type === "Mesh" || type === "SkinnedMesh";
500
+ }
501
+ // for contact shadows
502
+ export function setVisibleInCustomShadowRendering(obj, enabled) {
503
+ if (enabled)
504
+ obj["needle:rendercustomshadow"] = true;
505
+ else {
506
+ obj["needle:rendercustomshadow"] = false;
507
+ }
508
+ }
509
+ export function getVisibleInCustomShadowRendering(obj) {
510
+ if (obj) {
511
+ if (obj["needle:rendercustomshadow"] === true) {
512
+ return true;
513
+ }
514
+ else if (obj["needle:rendercustomshadow"] == undefined) {
515
+ return true;
516
+ }
517
+ }
518
+ return false;
519
+ }
520
+ /**
521
+ * Get the axis-aligned bounding box of a list of objects.
522
+ * @param objects The objects to get the bounding box from.
523
+ * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
524
+ * @param layers The layers to include. Typically the main camera's layers.
525
+ * @param result The result box to store the bounding box in. Returns a new box if not passed in.
526
+ */
527
+ export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
528
+ const box = result || new Box3();
529
+ box.makeEmpty();
530
+ const emptyChildren = [];
531
+ function expandByObjectRecursive(obj) {
532
+ let allowExpanding = true;
533
+ // we dont want to check invisible objects
534
+ if (!obj.visible)
535
+ return;
536
+ if (useForAutoFit(obj) === false)
537
+ return;
538
+ if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
539
+ return;
540
+ // ignore Box3Helpers
541
+ if (obj instanceof Box3Helper)
542
+ allowExpanding = false;
543
+ if (obj instanceof GridHelper)
544
+ allowExpanding = false;
545
+ // ignore GroundProjectedEnv
546
+ if (obj instanceof GroundedSkybox)
547
+ allowExpanding = false;
548
+ if (obj.isGizmo === true)
549
+ allowExpanding = false;
550
+ // // Ignore shadow catcher geometry
551
+ if (obj.material instanceof ShadowMaterial)
552
+ allowExpanding = false;
553
+ // ONLY fit meshes
554
+ if (!(isMesh(obj)))
555
+ allowExpanding = false;
556
+ // Layer test, typically with the main camera
557
+ if (layers && obj.layers.test(layers) === false)
558
+ allowExpanding = false;
559
+ if (allowExpanding) {
560
+ // Ignore things parented to the camera + ignore the camera
561
+ if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
562
+ return;
563
+ else if (typeof ignore === "function") {
564
+ if (ignore(obj) === true)
565
+ return;
566
+ }
567
+ }
568
+ // We don't want to fit UI objects
569
+ if (obj["isUI"] === true)
570
+ return;
571
+ // If we encountered some geometry that should be ignored
572
+ // Then we don't want to use that for expanding the view
573
+ if (allowExpanding) {
574
+ // Temporary override children
575
+ const children = obj.children;
576
+ obj.children = emptyChildren;
577
+ // TODO: validate that object doesn't contain NaN values
578
+ const pos = obj.position;
579
+ const scale = obj.scale;
580
+ if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
581
+ console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
582
+ return;
583
+ }
584
+ box.expandByObject(obj, true);
585
+ obj.children = children;
586
+ }
587
+ for (const child of obj.children) {
588
+ expandByObjectRecursive(child);
589
+ }
590
+ }
591
+ let hasAnyObject = false;
592
+ if (!Array.isArray(objects))
593
+ objects = [objects];
594
+ for (const object of objects) {
595
+ if (!object)
596
+ continue;
597
+ hasAnyObject = true;
598
+ object.updateMatrixWorld();
599
+ expandByObjectRecursive(object);
600
+ }
601
+ if (!hasAnyObject) {
602
+ console.warn("No objects to fit camera to...");
603
+ return box;
604
+ }
605
+ return box;
606
+ }
607
+ /**
608
+ * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
609
+ * @param obj the object to fit
610
+ * @param volume the volume to fit the object into
611
+ * @param opts options for fitting
612
+ */
613
+ export function fitObjectIntoVolume(obj, volume, opts) {
614
+ const box = getBoundingBox([obj], opts?.ignore);
615
+ const boundsSize = new Vector3();
616
+ box.getSize(boundsSize);
617
+ const boundsCenter = new Vector3();
618
+ box.getCenter(boundsCenter);
619
+ const targetSize = new Vector3();
620
+ volume.getSize(targetSize);
621
+ const targetCenter = new Vector3();
622
+ volume.getCenter(targetCenter);
623
+ const scale = new Vector3();
624
+ scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
625
+ const minScale = Math.min(scale.x, scale.y, scale.z);
626
+ const useScale = opts?.scale !== false;
627
+ if (useScale) {
628
+ setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
629
+ }
630
+ if (opts?.position !== false) {
631
+ const boundsBottomPosition = new Vector3();
632
+ box.getCenter(boundsBottomPosition);
633
+ boundsBottomPosition.y = box.min.y;
634
+ const targetBottomPosition = new Vector3();
635
+ volume.getCenter(targetBottomPosition);
636
+ targetBottomPosition.y = volume.min.y;
637
+ const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
638
+ if (useScale)
639
+ offset.multiplyScalar(minScale);
640
+ setWorldPosition(obj, getWorldPosition(obj).add(offset));
641
+ }
642
+ return {
643
+ boundsBefore: box,
644
+ scale,
645
+ };
646
+ }
647
+ /**
648
+ * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
649
+ * The object will be visually placed on the surface (the object's pivot will be ignored).
650
+ * @param obj the object to place on the surface
651
+ * @param point the point to place the object on
652
+ * @returns the offset from the object bounds to the pivot
653
+ */
654
+ export function placeOnSurface(obj, point) {
655
+ const bounds = getBoundingBox([obj]);
656
+ const center = new Vector3();
657
+ bounds.getCenter(center);
658
+ center.y = bounds.min.y;
659
+ const offset = point.clone().sub(center);
660
+ const worldPos = getWorldPosition(obj);
661
+ setWorldPosition(obj, worldPos.add(offset));
662
+ return {
663
+ offset,
664
+ bounds,
665
+ };
666
+ }
667
+ /**
668
+ * Postprocesses the material of an object loaded by {@link FBXLoader}.
669
+ * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
670
+ * This ensures consistent lighting and shading, including environment effects.
671
+ */
672
+ export function postprocessFBXMaterials(obj, material, index, array) {
673
+ if (Array.isArray(material)) {
674
+ let success = true;
675
+ for (let i = 0; i < material.length; i++) {
676
+ const res = postprocessFBXMaterials(obj, material[i], i, material);
677
+ if (!res)
678
+ success = false;
679
+ }
680
+ return success;
681
+ }
682
+ // ignore if the material is already a MeshStandardMaterial
683
+ if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
684
+ return false;
685
+ }
686
+ // check if the material was already processed
687
+ else if (material["material:fbx"] != undefined) {
688
+ return true;
689
+ }
690
+ const newMaterial = new MeshStandardMaterial();
691
+ newMaterial["material:fbx"] = material;
692
+ const oldMaterial = material;
693
+ if (oldMaterial) {
694
+ // If a map is present then the FBX color should be ignored
695
+ // Tested e.g. in Unity and Substance Stager
696
+ // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
697
+ if (!oldMaterial.map)
698
+ newMaterial.color.copyLinearToSRGB(oldMaterial.color);
699
+ else
700
+ newMaterial.color.set(1, 1, 1);
701
+ newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
702
+ newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
703
+ newMaterial.opacity = oldMaterial.opacity;
704
+ newMaterial.displacementScale = oldMaterial.displacementScale;
705
+ newMaterial.transparent = oldMaterial.transparent;
706
+ newMaterial.bumpMap = oldMaterial.bumpMap;
707
+ newMaterial.aoMap = oldMaterial.aoMap;
708
+ newMaterial.map = oldMaterial.map;
709
+ newMaterial.displacementMap = oldMaterial.displacementMap;
710
+ newMaterial.emissiveMap = oldMaterial.emissiveMap;
711
+ newMaterial.normalMap = oldMaterial.normalMap;
712
+ newMaterial.envMap = oldMaterial.envMap;
713
+ newMaterial.alphaMap = oldMaterial.alphaMap;
714
+ newMaterial.metalness = oldMaterial.reflectivity;
715
+ newMaterial.vertexColors = oldMaterial.vertexColors;
716
+ if (oldMaterial.shininess) {
717
+ // from blender source code
718
+ // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
719
+ // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
720
+ newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
721
+ }
722
+ newMaterial.needsUpdate = true;
723
+ }
724
+ if (index === undefined) {
725
+ obj.material = newMaterial;
726
+ }
727
+ else {
728
+ array[index] = newMaterial;
729
+ }
730
+ return true;
731
+ }
732
732
  //# sourceMappingURL=engine_three_utils.js.map