@needle-tools/engine 4.6.2-next.fb486b2 → 4.6.3

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 (1067) hide show
  1. package/CHANGELOG.md +3773 -3768
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
  6. package/dist/{gltf-progressive-Bl4okF1b.min.js → gltf-progressive-Bm9eEfgu.min.js} +1 -1
  7. package/dist/{gltf-progressive-P8b8a0qY.umd.cjs → gltf-progressive-Dn6o99rH.umd.cjs} +1 -1
  8. package/dist/{gltf-progressive-DSpdn0QT.js → gltf-progressive-GjIqwSG3.js} +2 -2
  9. package/dist/{needle-engine.bundle-CQzZighj.js → needle-engine.bundle-B3xwa0ZL.js} +1319 -1308
  10. package/dist/{needle-engine.bundle-CdAK5p8o.umd.cjs → needle-engine.bundle-Bhmc3xq0.umd.cjs} +68 -65
  11. package/dist/{needle-engine.bundle-CJ4jhuta.min.js → needle-engine.bundle-DzStNbW2.min.js} +88 -85
  12. package/dist/needle-engine.d.ts +129 -130
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
  17. package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
  18. package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
  19. package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
  20. package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
  21. package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
  22. package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
  23. package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
  24. package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
  25. package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
  26. package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
  27. package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
  28. package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
  29. package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
  30. package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +166 -166
  60. package/lib/engine/engine_addressables.js +608 -608
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1673 -1672
  79. package/lib/engine/engine_context.js.map +1 -1
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +91 -91
  118. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  119. package/lib/engine/engine_loaders.callbacks.js +86 -86
  120. package/lib/engine/engine_loaders.d.ts +48 -48
  121. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  122. package/lib/engine/engine_loaders.gltf.js +62 -62
  123. package/lib/engine/engine_loaders.js +337 -337
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +784 -784
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  325. package/lib/engine-components/AnimationCurve.js +159 -159
  326. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  327. package/lib/engine-components/AnimationUtils.js +27 -27
  328. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  329. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  330. package/lib/engine-components/Animator.d.ts +217 -217
  331. package/lib/engine-components/Animator.js +354 -354
  332. package/lib/engine-components/AnimatorController.d.ts +227 -227
  333. package/lib/engine-components/AnimatorController.js +1152 -1152
  334. package/lib/engine-components/AudioListener.d.ts +33 -33
  335. package/lib/engine-components/AudioListener.js +86 -86
  336. package/lib/engine-components/AudioSource.d.ts +217 -217
  337. package/lib/engine-components/AudioSource.js +635 -635
  338. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  339. package/lib/engine-components/AvatarLoader.js +231 -231
  340. package/lib/engine-components/AxesHelper.d.ts +32 -32
  341. package/lib/engine-components/AxesHelper.js +67 -67
  342. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  343. package/lib/engine-components/BasicIKConstraint.js +43 -43
  344. package/lib/engine-components/BoxCollider.d.ts +2 -2
  345. package/lib/engine-components/BoxCollider.js +2 -2
  346. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  347. package/lib/engine-components/BoxHelperComponent.js +102 -102
  348. package/lib/engine-components/Camera.d.ts +231 -231
  349. package/lib/engine-components/Camera.js +700 -700
  350. package/lib/engine-components/CameraUtils.d.ts +1 -1
  351. package/lib/engine-components/CameraUtils.js +121 -121
  352. package/lib/engine-components/CharacterController.d.ts +55 -55
  353. package/lib/engine-components/CharacterController.js +236 -236
  354. package/lib/engine-components/Collider.d.ts +188 -188
  355. package/lib/engine-components/Collider.js +369 -369
  356. package/lib/engine-components/Component.d.ts +792 -792
  357. package/lib/engine-components/Component.js +920 -920
  358. package/lib/engine-components/ContactShadows.d.ts +94 -94
  359. package/lib/engine-components/ContactShadows.js +453 -453
  360. package/lib/engine-components/DeleteBox.d.ts +19 -19
  361. package/lib/engine-components/DeleteBox.js +58 -58
  362. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  363. package/lib/engine-components/DeviceFlag.js +47 -47
  364. package/lib/engine-components/DragControls.d.ts +170 -170
  365. package/lib/engine-components/DragControls.js +1421 -1421
  366. package/lib/engine-components/DropListener.d.ts +215 -215
  367. package/lib/engine-components/DropListener.js +642 -642
  368. package/lib/engine-components/Duplicatable.d.ts +35 -35
  369. package/lib/engine-components/Duplicatable.js +202 -202
  370. package/lib/engine-components/EventList.d.ts +54 -54
  371. package/lib/engine-components/EventList.js +232 -232
  372. package/lib/engine-components/EventTrigger.d.ts +33 -33
  373. package/lib/engine-components/EventTrigger.js +75 -75
  374. package/lib/engine-components/EventType.d.ts +22 -22
  375. package/lib/engine-components/EventType.js +23 -23
  376. package/lib/engine-components/Fog.d.ts +22 -22
  377. package/lib/engine-components/Fog.js +61 -61
  378. package/lib/engine-components/Gizmos.d.ts +17 -17
  379. package/lib/engine-components/Gizmos.js +64 -64
  380. package/lib/engine-components/GridHelper.d.ts +20 -20
  381. package/lib/engine-components/GridHelper.js +54 -54
  382. package/lib/engine-components/GroundProjection.d.ts +67 -67
  383. package/lib/engine-components/GroundProjection.js +343 -343
  384. package/lib/engine-components/Interactable.d.ts +12 -12
  385. package/lib/engine-components/Interactable.js +12 -12
  386. package/lib/engine-components/Joints.d.ts +19 -19
  387. package/lib/engine-components/Joints.js +51 -51
  388. package/lib/engine-components/LODGroup.d.ts +35 -35
  389. package/lib/engine-components/LODGroup.js +152 -152
  390. package/lib/engine-components/Light.d.ts +180 -180
  391. package/lib/engine-components/Light.js +535 -535
  392. package/lib/engine-components/LookAtConstraint.d.ts +19 -19
  393. package/lib/engine-components/LookAtConstraint.js +35 -35
  394. package/lib/engine-components/NeedleMenu.d.ts +50 -50
  395. package/lib/engine-components/NeedleMenu.js +92 -92
  396. package/lib/engine-components/NestedGltf.d.ts +25 -25
  397. package/lib/engine-components/NestedGltf.js +88 -88
  398. package/lib/engine-components/Networking.d.ts +54 -54
  399. package/lib/engine-components/Networking.js +112 -112
  400. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  401. package/lib/engine-components/OffsetConstraint.js +65 -65
  402. package/lib/engine-components/OrbitControls.d.ts +268 -268
  403. package/lib/engine-components/OrbitControls.js +1015 -1015
  404. package/lib/engine-components/PlayerColor.d.ts +19 -19
  405. package/lib/engine-components/PlayerColor.js +94 -94
  406. package/lib/engine-components/ReflectionProbe.d.ts +28 -28
  407. package/lib/engine-components/ReflectionProbe.js +204 -204
  408. package/lib/engine-components/Renderer.d.ts +153 -153
  409. package/lib/engine-components/Renderer.js +834 -834
  410. package/lib/engine-components/RendererInstancing.d.ts +140 -140
  411. package/lib/engine-components/RendererInstancing.js +744 -744
  412. package/lib/engine-components/RendererLightmap.d.ts +24 -24
  413. package/lib/engine-components/RendererLightmap.js +182 -182
  414. package/lib/engine-components/RigidBody.d.ts +155 -155
  415. package/lib/engine-components/RigidBody.js +517 -517
  416. package/lib/engine-components/SceneSwitcher.d.ts +263 -263
  417. package/lib/engine-components/SceneSwitcher.js +971 -971
  418. package/lib/engine-components/ScreenCapture.d.ts +144 -144
  419. package/lib/engine-components/ScreenCapture.js +547 -547
  420. package/lib/engine-components/ShadowCatcher.d.ts +33 -33
  421. package/lib/engine-components/ShadowCatcher.js +166 -166
  422. package/lib/engine-components/Skybox.d.ts +88 -88
  423. package/lib/engine-components/Skybox.js +469 -469
  424. package/lib/engine-components/SmoothFollow.d.ts +34 -34
  425. package/lib/engine-components/SmoothFollow.js +82 -82
  426. package/lib/engine-components/SpatialTrigger.d.ts +102 -102
  427. package/lib/engine-components/SpatialTrigger.js +225 -225
  428. package/lib/engine-components/SpectatorCamera.d.ts +111 -111
  429. package/lib/engine-components/SpectatorCamera.js +715 -715
  430. package/lib/engine-components/SphereCollider.d.ts +2 -2
  431. package/lib/engine-components/SphereCollider.js +2 -2
  432. package/lib/engine-components/SpriteRenderer.d.ts +132 -132
  433. package/lib/engine-components/SpriteRenderer.js +472 -472
  434. package/lib/engine-components/SyncedCamera.d.ts +41 -41
  435. package/lib/engine-components/SyncedCamera.js +199 -199
  436. package/lib/engine-components/SyncedRoom.d.ts +106 -106
  437. package/lib/engine-components/SyncedRoom.js +371 -371
  438. package/lib/engine-components/SyncedTransform.d.ts +94 -94
  439. package/lib/engine-components/SyncedTransform.js +331 -331
  440. package/lib/engine-components/TestRunner.d.ts +16 -16
  441. package/lib/engine-components/TestRunner.js +102 -102
  442. package/lib/engine-components/TransformGizmo.d.ts +75 -75
  443. package/lib/engine-components/TransformGizmo.js +209 -209
  444. package/lib/engine-components/VideoPlayer.d.ts +184 -184
  445. package/lib/engine-components/VideoPlayer.js +978 -978
  446. package/lib/engine-components/Voip.d.ts +67 -67
  447. package/lib/engine-components/Voip.js +360 -360
  448. package/lib/engine-components/api.d.ts +51 -51
  449. package/lib/engine-components/api.js +50 -50
  450. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +11 -11
  451. package/lib/engine-components/avatar/AvatarBlink_Simple.js +76 -76
  452. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +14 -14
  453. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +68 -68
  454. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +29 -29
  455. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +121 -121
  456. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +15 -15
  457. package/lib/engine-components/avatar/Avatar_MouthShapes.js +79 -79
  458. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +9 -9
  459. package/lib/engine-components/avatar/Avatar_MustacheShake.js +29 -29
  460. package/lib/engine-components/codegen/components.d.ts +216 -216
  461. package/lib/engine-components/codegen/components.js +218 -218
  462. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  463. package/lib/engine-components/debug/LogStats.js +18 -18
  464. package/lib/engine-components/export/gltf/GltfExport.d.ts +30 -30
  465. package/lib/engine-components/export/gltf/GltfExport.js +246 -246
  466. package/lib/engine-components/export/gltf/index.d.ts +1 -1
  467. package/lib/engine-components/export/gltf/index.js +1 -1
  468. package/lib/engine-components/export/index.d.ts +1 -1
  469. package/lib/engine-components/export/index.js +1 -1
  470. package/lib/engine-components/export/usdz/Extension.d.ts +22 -22
  471. package/lib/engine-components/export/usdz/Extension.js +1 -1
  472. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +160 -160
  473. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +1782 -1782
  474. package/lib/engine-components/export/usdz/USDZExporter.d.ts +130 -130
  475. package/lib/engine-components/export/usdz/USDZExporter.js +663 -663
  476. package/lib/engine-components/export/usdz/extensions/Animation.d.ts +106 -106
  477. package/lib/engine-components/export/usdz/extensions/Animation.js +1071 -1071
  478. package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -5
  479. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +6 -6
  480. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.d.ts +10 -0
  481. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.js +452 -0
  482. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.js.map +1 -0
  483. package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +54 -54
  484. package/lib/engine-components/export/usdz/extensions/USDZText.js +203 -203
  485. package/lib/engine-components/export/usdz/extensions/USDZUI.d.ts +8 -8
  486. package/lib/engine-components/export/usdz/extensions/USDZUI.js +158 -158
  487. package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -30
  488. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +88 -88
  489. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.d.ts +10 -10
  490. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.js +86 -86
  491. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +28 -28
  492. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +290 -290
  493. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +190 -190
  494. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +1060 -1060
  495. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +135 -135
  496. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +548 -548
  497. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.d.ts +7 -7
  498. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.js +115 -115
  499. package/lib/engine-components/export/usdz/index.d.ts +3 -3
  500. package/lib/engine-components/export/usdz/index.js +2 -2
  501. package/lib/engine-components/export/usdz/utils/animationutils.d.ts +7 -7
  502. package/lib/engine-components/export/usdz/utils/animationutils.js +163 -163
  503. package/lib/engine-components/export/usdz/utils/quicklook.d.ts +2 -2
  504. package/lib/engine-components/export/usdz/utils/quicklook.js +43 -43
  505. package/lib/engine-components/particlesystem/ParticleSystem.d.ts +177 -177
  506. package/lib/engine-components/particlesystem/ParticleSystem.js +1176 -1176
  507. package/lib/engine-components/particlesystem/ParticleSystemModules.d.ts +526 -526
  508. package/lib/engine-components/particlesystem/ParticleSystemModules.js +1930 -1930
  509. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.d.ts +25 -25
  510. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.js +87 -87
  511. package/lib/engine-components/particlesystem/api.d.ts +2 -2
  512. package/lib/engine-components/particlesystem/api.js +2 -2
  513. package/lib/engine-components/postprocessing/Effects/Antialiasing.d.ts +17 -17
  514. package/lib/engine-components/postprocessing/Effects/Antialiasing.js +59 -52
  515. package/lib/engine-components/postprocessing/Effects/Antialiasing.js.map +1 -1
  516. package/lib/engine-components/postprocessing/Effects/BloomEffect.d.ts +46 -46
  517. package/lib/engine-components/postprocessing/Effects/BloomEffect.js +113 -113
  518. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.d.ts +11 -11
  519. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.js +39 -39
  520. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.d.ts +23 -23
  521. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.js +111 -111
  522. package/lib/engine-components/postprocessing/Effects/DepthOfField.d.ts +25 -25
  523. package/lib/engine-components/postprocessing/Effects/DepthOfField.js +104 -104
  524. package/lib/engine-components/postprocessing/Effects/EffectWrapper.d.ts +12 -12
  525. package/lib/engine-components/postprocessing/Effects/EffectWrapper.js +18 -18
  526. package/lib/engine-components/postprocessing/Effects/Pixelation.d.ts +11 -11
  527. package/lib/engine-components/postprocessing/Effects/Pixelation.js +32 -32
  528. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.d.ts +18 -18
  529. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js +91 -91
  530. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.d.ts +70 -70
  531. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.js +176 -176
  532. package/lib/engine-components/postprocessing/Effects/Sharpening.d.ts +18 -18
  533. package/lib/engine-components/postprocessing/Effects/Sharpening.js +127 -127
  534. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.d.ts +17 -17
  535. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.js +70 -70
  536. package/lib/engine-components/postprocessing/Effects/Tonemapping.d.ts +19 -19
  537. package/lib/engine-components/postprocessing/Effects/Tonemapping.js +94 -94
  538. package/lib/engine-components/postprocessing/Effects/Tonemapping.utils.d.ts +13 -13
  539. package/lib/engine-components/postprocessing/Effects/Tonemapping.utils.js +51 -51
  540. package/lib/engine-components/postprocessing/Effects/Vignette.d.ts +15 -15
  541. package/lib/engine-components/postprocessing/Effects/Vignette.js +60 -60
  542. package/lib/engine-components/postprocessing/PostProcessingEffect.d.ts +90 -90
  543. package/lib/engine-components/postprocessing/PostProcessingEffect.js +168 -168
  544. package/lib/engine-components/postprocessing/PostProcessingHandler.d.ts +42 -42
  545. package/lib/engine-components/postprocessing/PostProcessingHandler.js +495 -480
  546. package/lib/engine-components/postprocessing/PostProcessingHandler.js.map +1 -1
  547. package/lib/engine-components/postprocessing/Volume.d.ts +90 -90
  548. package/lib/engine-components/postprocessing/Volume.js +385 -385
  549. package/lib/engine-components/postprocessing/Volume.js.map +1 -1
  550. package/lib/engine-components/postprocessing/VolumeParameter.d.ts +26 -26
  551. package/lib/engine-components/postprocessing/VolumeParameter.js +136 -136
  552. package/lib/engine-components/postprocessing/VolumeProfile.d.ts +15 -15
  553. package/lib/engine-components/postprocessing/VolumeProfile.js +60 -60
  554. package/lib/engine-components/postprocessing/index.d.ts +6 -6
  555. package/lib/engine-components/postprocessing/index.js +6 -6
  556. package/lib/engine-components/postprocessing/utils.d.ts +55 -55
  557. package/lib/engine-components/postprocessing/utils.js +119 -119
  558. package/lib/engine-components/timeline/PlayableDirector.d.ts +163 -163
  559. package/lib/engine-components/timeline/PlayableDirector.js +686 -686
  560. package/lib/engine-components/timeline/SignalAsset.d.ts +24 -24
  561. package/lib/engine-components/timeline/SignalAsset.js +130 -130
  562. package/lib/engine-components/timeline/TimelineModels.d.ts +89 -89
  563. package/lib/engine-components/timeline/TimelineModels.js +22 -22
  564. package/lib/engine-components/timeline/TimelineTracks.d.ts +110 -110
  565. package/lib/engine-components/timeline/TimelineTracks.js +879 -879
  566. package/lib/engine-components/timeline/index.d.ts +4 -4
  567. package/lib/engine-components/timeline/index.js +3 -3
  568. package/lib/engine-components/ui/BaseUIComponent.d.ts +48 -48
  569. package/lib/engine-components/ui/BaseUIComponent.js +170 -170
  570. package/lib/engine-components/ui/Button.d.ts +64 -64
  571. package/lib/engine-components/ui/Button.js +315 -315
  572. package/lib/engine-components/ui/Canvas.d.ts +74 -74
  573. package/lib/engine-components/ui/Canvas.js +407 -407
  574. package/lib/engine-components/ui/CanvasGroup.d.ts +19 -19
  575. package/lib/engine-components/ui/CanvasGroup.js +58 -58
  576. package/lib/engine-components/ui/EventSystem.d.ts +125 -125
  577. package/lib/engine-components/ui/EventSystem.js +765 -765
  578. package/lib/engine-components/ui/Graphic.d.ts +55 -55
  579. package/lib/engine-components/ui/Graphic.js +255 -255
  580. package/lib/engine-components/ui/Image.d.ts +35 -35
  581. package/lib/engine-components/ui/Image.js +116 -116
  582. package/lib/engine-components/ui/InputField.d.ts +42 -42
  583. package/lib/engine-components/ui/InputField.js +268 -268
  584. package/lib/engine-components/ui/Interfaces.d.ts +38 -38
  585. package/lib/engine-components/ui/Interfaces.js +12 -12
  586. package/lib/engine-components/ui/Layout.d.ts +84 -84
  587. package/lib/engine-components/ui/Layout.js +330 -330
  588. package/lib/engine-components/ui/Outline.d.ts +7 -7
  589. package/lib/engine-components/ui/Outline.js +20 -20
  590. package/lib/engine-components/ui/PointerEvents.d.ts +115 -115
  591. package/lib/engine-components/ui/PointerEvents.js +145 -145
  592. package/lib/engine-components/ui/RaycastUtils.d.ts +11 -11
  593. package/lib/engine-components/ui/RaycastUtils.js +67 -67
  594. package/lib/engine-components/ui/Raycaster.d.ts +30 -30
  595. package/lib/engine-components/ui/Raycaster.js +95 -95
  596. package/lib/engine-components/ui/RectTransform.d.ts +61 -61
  597. package/lib/engine-components/ui/RectTransform.js +356 -356
  598. package/lib/engine-components/ui/SpatialHtml.d.ts +8 -8
  599. package/lib/engine-components/ui/SpatialHtml.js +79 -79
  600. package/lib/engine-components/ui/Symbols.d.ts +1 -1
  601. package/lib/engine-components/ui/Symbols.js +1 -1
  602. package/lib/engine-components/ui/Text.d.ts +78 -78
  603. package/lib/engine-components/ui/Text.js +539 -539
  604. package/lib/engine-components/ui/Utils.d.ts +24 -24
  605. package/lib/engine-components/ui/Utils.js +90 -90
  606. package/lib/engine-components/ui/index.d.ts +1 -1
  607. package/lib/engine-components/ui/index.js +1 -1
  608. package/lib/engine-components/utils/EnvironmentScene.d.ts +5 -5
  609. package/lib/engine-components/utils/EnvironmentScene.js +205 -205
  610. package/lib/engine-components/utils/LookAt.d.ts +31 -31
  611. package/lib/engine-components/utils/LookAt.js +82 -82
  612. package/lib/engine-components/utils/OpenURL.d.ts +42 -42
  613. package/lib/engine-components/utils/OpenURL.js +119 -119
  614. package/lib/engine-components/webxr/Avatar.d.ts +25 -25
  615. package/lib/engine-components/webxr/Avatar.js +255 -255
  616. package/lib/engine-components/webxr/TeleportTarget.d.ts +7 -7
  617. package/lib/engine-components/webxr/TeleportTarget.js +7 -7
  618. package/lib/engine-components/webxr/WebARCameraBackground.d.ts +30 -30
  619. package/lib/engine-components/webxr/WebARCameraBackground.js +155 -155
  620. package/lib/engine-components/webxr/WebARSessionRoot.d.ts +98 -98
  621. package/lib/engine-components/webxr/WebARSessionRoot.js +770 -770
  622. package/lib/engine-components/webxr/WebXR.d.ts +232 -232
  623. package/lib/engine-components/webxr/WebXR.js +561 -561
  624. package/lib/engine-components/webxr/WebXRAvatar.d.ts +27 -27
  625. package/lib/engine-components/webxr/WebXRAvatar.js +44 -44
  626. package/lib/engine-components/webxr/WebXRImageTracking.d.ts +86 -86
  627. package/lib/engine-components/webxr/WebXRImageTracking.js +471 -471
  628. package/lib/engine-components/webxr/WebXRPlaneTracking.d.ts +92 -92
  629. package/lib/engine-components/webxr/WebXRPlaneTracking.js +500 -500
  630. package/lib/engine-components/webxr/WebXRRig.d.ts +32 -32
  631. package/lib/engine-components/webxr/WebXRRig.js +72 -72
  632. package/lib/engine-components/webxr/XRFlag.d.ts +38 -38
  633. package/lib/engine-components/webxr/XRFlag.js +139 -139
  634. package/lib/engine-components/webxr/controllers/XRControllerFollow.d.ts +47 -47
  635. package/lib/engine-components/webxr/controllers/XRControllerFollow.js +120 -120
  636. package/lib/engine-components/webxr/controllers/XRControllerModel.d.ts +43 -43
  637. package/lib/engine-components/webxr/controllers/XRControllerModel.js +352 -352
  638. package/lib/engine-components/webxr/controllers/XRControllerMovement.d.ts +78 -78
  639. package/lib/engine-components/webxr/controllers/XRControllerMovement.js +506 -506
  640. package/lib/engine-components/webxr/index.d.ts +3 -3
  641. package/lib/engine-components/webxr/index.js +3 -3
  642. package/lib/engine-components/webxr/types.d.ts +3 -3
  643. package/lib/engine-components/webxr/types.js +1 -1
  644. package/lib/engine-components-experimental/Presentation.d.ts +6 -6
  645. package/lib/engine-components-experimental/Presentation.js +9 -9
  646. package/lib/engine-components-experimental/api.d.ts +4 -4
  647. package/lib/engine-components-experimental/api.js +4 -4
  648. package/lib/engine-components-experimental/networking/PlayerSync.d.ts +156 -156
  649. package/lib/engine-components-experimental/networking/PlayerSync.js +377 -377
  650. package/lib/engine-schemes/api.d.ts +12 -12
  651. package/lib/engine-schemes/api.js +12 -12
  652. package/lib/engine-schemes/schemes.d.ts +7 -7
  653. package/lib/engine-schemes/schemes.js +19 -19
  654. package/lib/engine-schemes/synced-camera-model.d.ts +25 -25
  655. package/lib/engine-schemes/synced-camera-model.js +67 -67
  656. package/lib/engine-schemes/synced-transform-model.d.ts +31 -31
  657. package/lib/engine-schemes/synced-transform-model.js +66 -66
  658. package/lib/engine-schemes/transform.d.ts +12 -12
  659. package/lib/engine-schemes/transform.js +39 -39
  660. package/lib/engine-schemes/vec2.d.ts +10 -10
  661. package/lib/engine-schemes/vec2.js +25 -25
  662. package/lib/engine-schemes/vec3.d.ts +11 -11
  663. package/lib/engine-schemes/vec3.js +29 -29
  664. package/lib/engine-schemes/vec4.d.ts +12 -12
  665. package/lib/engine-schemes/vec4.js +33 -33
  666. package/lib/engine-schemes/vr-user-state-buffer.d.ts +37 -37
  667. package/lib/engine-schemes/vr-user-state-buffer.js +110 -110
  668. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.d.ts +6 -6
  669. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.js +45 -45
  670. package/lib/needle-engine.d.ts +7 -7
  671. package/lib/needle-engine.js +64 -64
  672. package/package.json +2 -2
  673. package/plugins/common/buildinfo.js +64 -64
  674. package/plugins/common/cloud.js +1 -1
  675. package/plugins/common/config.cjs +31 -31
  676. package/plugins/common/config.js +35 -35
  677. package/plugins/common/files.js +31 -31
  678. package/plugins/common/generator.js +10 -10
  679. package/plugins/common/license.js +452 -452
  680. package/plugins/common/npm.js +15 -15
  681. package/plugins/common/timers.js +7 -7
  682. package/plugins/common/version.js +37 -37
  683. package/plugins/gltf-packer.mjs +1 -1
  684. package/plugins/next/alias.cjs +39 -39
  685. package/plugins/next/license.cjs +24 -24
  686. package/plugins/next/meshbvhworker.cjs +18 -18
  687. package/plugins/next/next.js +141 -141
  688. package/plugins/types/index.d.ts +2 -2
  689. package/plugins/types/license.d.ts +24 -24
  690. package/plugins/types/needleConfig.d.ts +27 -27
  691. package/plugins/types/next.d.ts +2 -2
  692. package/plugins/types/userconfig.d.ts +120 -120
  693. package/plugins/types/vite.d.ts +13 -13
  694. package/plugins/types/webmanifest.d.ts +32 -32
  695. package/plugins/vite/alias.js +184 -174
  696. package/plugins/vite/asap.js +251 -251
  697. package/plugins/vite/build-pipeline.js +371 -371
  698. package/plugins/vite/build.js +19 -19
  699. package/plugins/vite/buildinfo.js +41 -41
  700. package/plugins/vite/config.js +106 -106
  701. package/plugins/vite/copyfiles.js +138 -138
  702. package/plugins/vite/defines.js +70 -70
  703. package/plugins/vite/dependencies.js +232 -232
  704. package/plugins/vite/dependency-watcher.js +237 -237
  705. package/plugins/vite/drop-client.js +76 -76
  706. package/plugins/vite/drop.js +87 -87
  707. package/plugins/vite/editor-connection.js +124 -124
  708. package/plugins/vite/facebook-instant-games.js +102 -102
  709. package/plugins/vite/gzip.js +5 -5
  710. package/plugins/vite/imports-logger.js +143 -143
  711. package/plugins/vite/index.js +143 -143
  712. package/plugins/vite/license.js +56 -56
  713. package/plugins/vite/local-files.js +440 -440
  714. package/plugins/vite/meta.js +163 -163
  715. package/plugins/vite/npm.js +7 -7
  716. package/plugins/vite/peer.js +29 -29
  717. package/plugins/vite/poster-client.js +73 -73
  718. package/plugins/vite/poster.js +79 -79
  719. package/plugins/vite/pwa.js +604 -604
  720. package/plugins/vite/reload-client.js +15 -15
  721. package/plugins/vite/reload.js +351 -351
  722. package/plugins/vite/server.js +66 -66
  723. package/plugins/vite/transform-codegen.js +55 -55
  724. package/plugins/vite/transform.js +31 -31
  725. package/plugins/vite/vite-4.4-hack.js +31 -31
  726. package/src/asap/needle-asap.ts +111 -111
  727. package/src/asap/sessiongranted.ts +75 -75
  728. package/src/asap/utils.ts +4 -4
  729. package/src/engine/analytics/index.ts +10 -10
  730. package/src/engine/analytics/lcp.ts +35 -35
  731. package/src/engine/api.ts +82 -82
  732. package/src/engine/assets/index.ts +59 -59
  733. package/src/engine/assets/static.js +5 -5
  734. package/src/engine/codegen/register_types.ts +300 -300
  735. package/src/engine/debug/debug.ts +51 -51
  736. package/src/engine/debug/debug_console.ts +333 -333
  737. package/src/engine/debug/debug_overlay.ts +332 -332
  738. package/src/engine/debug/debug_spatial_console.ts +429 -429
  739. package/src/engine/debug/index.ts +1 -1
  740. package/src/engine/engine_addressables.ts +680 -680
  741. package/src/engine/engine_animation.ts +145 -145
  742. package/src/engine/engine_application.ts +113 -113
  743. package/src/engine/engine_assetdatabase.ts +389 -389
  744. package/src/engine/engine_audio.ts +24 -24
  745. package/src/engine/engine_camera.ts +39 -39
  746. package/src/engine/engine_components.ts +366 -366
  747. package/src/engine/engine_components_internal.ts +40 -40
  748. package/src/engine/engine_constants.ts +52 -52
  749. package/src/engine/engine_context.ts +1824 -1823
  750. package/src/engine/engine_context_registry.ts +129 -129
  751. package/src/engine/engine_coroutine.ts +54 -54
  752. package/src/engine/engine_create_objects.ts +411 -411
  753. package/src/engine/engine_default_parameters.ts +3 -3
  754. package/src/engine/engine_editor-sync.ts +28 -28
  755. package/src/engine/engine_fileloader.js +9 -9
  756. package/src/engine/engine_gameobject.ts +712 -712
  757. package/src/engine/engine_generic_utils.js +13 -13
  758. package/src/engine/engine_gizmos.ts +577 -577
  759. package/src/engine/engine_gltf.ts +29 -29
  760. package/src/engine/engine_gltf_builtin_components.ts +403 -403
  761. package/src/engine/engine_hot_reload.ts +210 -210
  762. package/src/engine/engine_input.ts +1500 -1500
  763. package/src/engine/engine_input_utils.ts +23 -23
  764. package/src/engine/engine_instancing.ts +45 -45
  765. package/src/engine/engine_license.ts +386 -386
  766. package/src/engine/engine_lifecycle_api.ts +113 -113
  767. package/src/engine/engine_lifecycle_functions_internal.ts +193 -193
  768. package/src/engine/engine_lightdata.ts +117 -117
  769. package/src/engine/engine_loaders.callbacks.ts +136 -136
  770. package/src/engine/engine_loaders.gltf.ts +82 -82
  771. package/src/engine/engine_loaders.ts +378 -378
  772. package/src/engine/engine_lods.ts +168 -168
  773. package/src/engine/engine_mainloop_utils.ts +472 -472
  774. package/src/engine/engine_math.ts +282 -282
  775. package/src/engine/engine_modules.ts +83 -83
  776. package/src/engine/engine_networking.ts +862 -862
  777. package/src/engine/engine_networking_auto.ts +352 -352
  778. package/src/engine/engine_networking_blob.ts +275 -275
  779. package/src/engine/engine_networking_files.ts +217 -217
  780. package/src/engine/engine_networking_files_default_components.ts +58 -58
  781. package/src/engine/engine_networking_instantiate.ts +419 -419
  782. package/src/engine/engine_networking_peer.ts +159 -159
  783. package/src/engine/engine_networking_streams.ts +713 -713
  784. package/src/engine/engine_networking_types.ts +24 -24
  785. package/src/engine/engine_networking_utils.ts +23 -23
  786. package/src/engine/engine_networking_websocket.ts +2 -2
  787. package/src/engine/engine_patcher.ts +199 -199
  788. package/src/engine/engine_physics.ts +783 -783
  789. package/src/engine/engine_physics.types.ts +46 -46
  790. package/src/engine/engine_physics_rapier.ts +1577 -1577
  791. package/src/engine/engine_playerview.ts +80 -80
  792. package/src/engine/engine_scenelighting.ts +294 -294
  793. package/src/engine/engine_serialization.ts +2 -2
  794. package/src/engine/engine_serialization_builtin_serializer.ts +473 -473
  795. package/src/engine/engine_serialization_core.ts +720 -720
  796. package/src/engine/engine_serialization_decorator.ts +80 -80
  797. package/src/engine/engine_setup.ts +1 -1
  798. package/src/engine/engine_shaders.ts +267 -267
  799. package/src/engine/engine_shims.ts +32 -32
  800. package/src/engine/engine_test_utils.ts +109 -109
  801. package/src/engine/engine_texture.ts +82 -82
  802. package/src/engine/engine_three_utils.ts +925 -925
  803. package/src/engine/engine_time.ts +94 -94
  804. package/src/engine/engine_time_utils.ts +237 -237
  805. package/src/engine/engine_tonemapping.ts +208 -208
  806. package/src/engine/engine_types.ts +730 -730
  807. package/src/engine/engine_typestore.ts +63 -63
  808. package/src/engine/engine_util_decorator.ts +136 -136
  809. package/src/engine/engine_utils.ts +1115 -1115
  810. package/src/engine/engine_utils_format.ts +273 -273
  811. package/src/engine/engine_utils_screenshot.ts +708 -708
  812. package/src/engine/engine_utils_screenshot.xr.ts +103 -103
  813. package/src/engine/export/gltf/Writers.ts +34 -34
  814. package/src/engine/export/gltf/index.ts +158 -158
  815. package/src/engine/export/index.ts +2 -2
  816. package/src/engine/export/state.ts +19 -19
  817. package/src/engine/export/utils.ts +9 -9
  818. package/src/engine/extensions/EXT_texture_exr.ts +50 -50
  819. package/src/engine/extensions/NEEDLE_animator_controller_model.ts +195 -195
  820. package/src/engine/extensions/NEEDLE_components.ts +268 -268
  821. package/src/engine/extensions/NEEDLE_gameobject_data.ts +81 -81
  822. package/src/engine/extensions/NEEDLE_lighting_settings.ts +185 -185
  823. package/src/engine/extensions/NEEDLE_lightmaps.ts +119 -119
  824. package/src/engine/extensions/NEEDLE_persistent_assets.ts +76 -76
  825. package/src/engine/extensions/NEEDLE_render_objects.ts +209 -209
  826. package/src/engine/extensions/NEEDLE_techniques_webgl.ts +640 -640
  827. package/src/engine/extensions/extension_resolver.ts +4 -4
  828. package/src/engine/extensions/extension_utils.ts +166 -166
  829. package/src/engine/extensions/extensions.ts +140 -140
  830. package/src/engine/extensions/index.ts +5 -5
  831. package/src/engine/extensions/usage_tracker.ts +100 -100
  832. package/src/engine/js-extensions/Camera.ts +37 -37
  833. package/src/engine/js-extensions/ExtensionUtils.ts +85 -85
  834. package/src/engine/js-extensions/Layers.ts +23 -23
  835. package/src/engine/js-extensions/Object3D.ts +296 -296
  836. package/src/engine/js-extensions/RGBAColor.ts +126 -126
  837. package/src/engine/js-extensions/Vector.ts +18 -18
  838. package/src/engine/js-extensions/index.ts +4 -4
  839. package/src/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +125 -125
  840. package/src/engine/shaders/shaderData.ts +67 -67
  841. package/src/engine/tests/test_utils.ts +63 -63
  842. package/src/engine/webcomponents/WebXRButtons.ts +260 -260
  843. package/src/engine/webcomponents/api.ts +6 -6
  844. package/src/engine/webcomponents/buttons.ts +292 -292
  845. package/src/engine/webcomponents/fonts.ts +41 -41
  846. package/src/engine/webcomponents/icons.ts +57 -57
  847. package/src/engine/webcomponents/index.ts +1 -1
  848. package/src/engine/webcomponents/logo-element.ts +78 -78
  849. package/src/engine/webcomponents/needle menu/needle-menu-spatial.ts +573 -573
  850. package/src/engine/webcomponents/needle menu/needle-menu.ts +1118 -1118
  851. package/src/engine/webcomponents/needle-button.ts +181 -181
  852. package/src/engine/webcomponents/needle-engine.ar-overlay.ts +186 -186
  853. package/src/engine/webcomponents/needle-engine.attributes.ts +82 -82
  854. package/src/engine/webcomponents/needle-engine.extras.ts +16 -16
  855. package/src/engine/webcomponents/needle-engine.loading.ts +373 -373
  856. package/src/engine/webcomponents/needle-engine.ts +860 -860
  857. package/src/engine/xr/NeedleXRController.ts +1125 -1125
  858. package/src/engine/xr/NeedleXRSession.ts +1624 -1624
  859. package/src/engine/xr/NeedleXRSync.ts +220 -220
  860. package/src/engine/xr/SceneTransition.ts +78 -78
  861. package/src/engine/xr/TempXRContext.ts +216 -216
  862. package/src/engine/xr/XRRig.ts +9 -9
  863. package/src/engine/xr/api.ts +5 -5
  864. package/src/engine/xr/events.ts +102 -102
  865. package/src/engine/xr/internal.ts +34 -34
  866. package/src/engine/xr/usdz.ts +30 -30
  867. package/src/engine/xr/utils.ts +39 -39
  868. package/src/engine-components/AlignmentConstraint.ts +36 -36
  869. package/src/engine-components/Animation.ts +557 -557
  870. package/src/engine-components/AnimationCurve.ts +150 -150
  871. package/src/engine-components/AnimationUtils.ts +28 -28
  872. package/src/engine-components/AnimationUtilsAutoplay.ts +43 -43
  873. package/src/engine-components/Animator.ts +397 -397
  874. package/src/engine-components/AnimatorController.ts +1293 -1293
  875. package/src/engine-components/AudioListener.ts +92 -92
  876. package/src/engine-components/AudioSource.ts +644 -644
  877. package/src/engine-components/AvatarLoader.ts +263 -263
  878. package/src/engine-components/AxesHelper.ts +59 -59
  879. package/src/engine-components/BasicIKConstraint.ts +54 -54
  880. package/src/engine-components/BoxCollider.ts +1 -1
  881. package/src/engine-components/BoxHelperComponent.ts +114 -114
  882. package/src/engine-components/Camera.ts +719 -719
  883. package/src/engine-components/CameraUtils.ts +136 -136
  884. package/src/engine-components/CharacterController.ts +253 -253
  885. package/src/engine-components/Collider.ts +374 -374
  886. package/src/engine-components/Component.ts +1297 -1297
  887. package/src/engine-components/ContactShadows.ts +506 -506
  888. package/src/engine-components/DeleteBox.ts +62 -62
  889. package/src/engine-components/DeviceFlag.ts +46 -46
  890. package/src/engine-components/DragControls.ts +1623 -1623
  891. package/src/engine-components/DropListener.ts +713 -713
  892. package/src/engine-components/Duplicatable.ts +198 -198
  893. package/src/engine-components/EventList.ts +266 -266
  894. package/src/engine-components/EventTrigger.ts +74 -74
  895. package/src/engine-components/EventType.ts +22 -22
  896. package/src/engine-components/Fog.ts +60 -60
  897. package/src/engine-components/Gizmos.ts +56 -56
  898. package/src/engine-components/GridHelper.ts +48 -48
  899. package/src/engine-components/GroundProjection.ts +356 -356
  900. package/src/engine-components/Interactable.ts +14 -14
  901. package/src/engine-components/Joints.ts +52 -52
  902. package/src/engine-components/LODGroup.ts +153 -153
  903. package/src/engine-components/Light.ts +558 -558
  904. package/src/engine-components/LookAtConstraint.ts +25 -25
  905. package/src/engine-components/NeedleMenu.ts +84 -84
  906. package/src/engine-components/NestedGltf.ts +86 -86
  907. package/src/engine-components/Networking.ts +114 -114
  908. package/src/engine-components/OffsetConstraint.ts +60 -60
  909. package/src/engine-components/OrbitControls.ts +1074 -1074
  910. package/src/engine-components/PlayerColor.ts +103 -103
  911. package/src/engine-components/ReflectionProbe.ts +220 -220
  912. package/src/engine-components/Renderer.ts +903 -903
  913. package/src/engine-components/RendererInstancing.ts +855 -855
  914. package/src/engine-components/RendererLightmap.ts +198 -198
  915. package/src/engine-components/RigidBody.ts +526 -526
  916. package/src/engine-components/SceneSwitcher.ts +1030 -1030
  917. package/src/engine-components/ScreenCapture.ts +592 -592
  918. package/src/engine-components/ShadowCatcher.ts +172 -172
  919. package/src/engine-components/Skybox.ts +475 -475
  920. package/src/engine-components/SmoothFollow.ts +76 -76
  921. package/src/engine-components/SpatialTrigger.ts +229 -229
  922. package/src/engine-components/SpectatorCamera.ts +787 -787
  923. package/src/engine-components/SphereCollider.ts +1 -1
  924. package/src/engine-components/SpriteRenderer.ts +468 -468
  925. package/src/engine-components/SyncedCamera.ts +220 -220
  926. package/src/engine-components/SyncedRoom.ts +380 -380
  927. package/src/engine-components/SyncedTransform.ts +383 -383
  928. package/src/engine-components/TestRunner.ts +118 -118
  929. package/src/engine-components/TransformGizmo.ts +219 -219
  930. package/src/engine-components/VideoPlayer.ts +1025 -1025
  931. package/src/engine-components/Voip.ts +363 -363
  932. package/src/engine-components/api.ts +60 -60
  933. package/src/engine-components/avatar/AvatarBlink_Simple.ts +69 -69
  934. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +63 -63
  935. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +139 -139
  936. package/src/engine-components/avatar/Avatar_MouthShapes.ts +83 -83
  937. package/src/engine-components/avatar/Avatar_MustacheShake.ts +31 -31
  938. package/src/engine-components/codegen/components.ts +217 -217
  939. package/src/engine-components/debug/LogStats.ts +21 -21
  940. package/src/engine-components/export/gltf/GltfExport.ts +265 -265
  941. package/src/engine-components/export/usdz/Extension.ts +24 -24
  942. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +2413 -2413
  943. package/src/engine-components/export/usdz/USDZExporter.ts +705 -705
  944. package/src/engine-components/export/usdz/extensions/Animation.ts +1204 -1204
  945. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  946. package/src/engine-components/export/usdz/extensions/USDZText.ts +240 -240
  947. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  948. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  949. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  950. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  951. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1225 -1225
  952. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  953. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  954. package/src/engine-components/export/usdz/index.ts +2 -2
  955. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  956. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  957. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  958. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  959. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  960. package/src/engine-components/particlesystem/api.ts +1 -1
  961. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -57
  962. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  963. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  964. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  965. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  966. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  967. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  968. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  969. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  970. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  971. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  972. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  973. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  974. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  975. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  976. package/src/engine-components/postprocessing/PostProcessingHandler.ts +573 -560
  977. package/src/engine-components/postprocessing/Volume.ts +426 -426
  978. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  979. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  980. package/src/engine-components/postprocessing/index.ts +5 -5
  981. package/src/engine-components/postprocessing/utils.ts +154 -154
  982. package/src/engine-components/timeline/PlayableDirector.ts +722 -722
  983. package/src/engine-components/timeline/SignalAsset.ts +144 -144
  984. package/src/engine-components/timeline/TimelineModels.ts +92 -92
  985. package/src/engine-components/timeline/TimelineTracks.ts +967 -967
  986. package/src/engine-components/timeline/index.ts +3 -3
  987. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  988. package/src/engine-components/ui/Button.ts +307 -307
  989. package/src/engine-components/ui/Canvas.ts +419 -419
  990. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  991. package/src/engine-components/ui/EventSystem.ts +854 -854
  992. package/src/engine-components/ui/Graphic.ts +275 -275
  993. package/src/engine-components/ui/Image.ts +112 -112
  994. package/src/engine-components/ui/InputField.ts +321 -321
  995. package/src/engine-components/ui/Interfaces.ts +57 -57
  996. package/src/engine-components/ui/Layout.ts +334 -334
  997. package/src/engine-components/ui/Outline.ts +13 -13
  998. package/src/engine-components/ui/PointerEvents.ts +206 -206
  999. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1000. package/src/engine-components/ui/Raycaster.ts +102 -102
  1001. package/src/engine-components/ui/RectTransform.ts +375 -375
  1002. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1003. package/src/engine-components/ui/Symbols.ts +1 -1
  1004. package/src/engine-components/ui/Text.ts +578 -578
  1005. package/src/engine-components/ui/Utils.ts +113 -113
  1006. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1007. package/src/engine-components/utils/LookAt.ts +88 -88
  1008. package/src/engine-components/utils/OpenURL.ts +114 -114
  1009. package/src/engine-components/webxr/Avatar.ts +265 -265
  1010. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1011. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1012. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1013. package/src/engine-components/webxr/WebXR.ts +585 -585
  1014. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1015. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1016. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1017. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1018. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1019. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1020. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1021. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1022. package/src/engine-components/webxr/index.ts +2 -2
  1023. package/src/engine-components/webxr/types.ts +3 -3
  1024. package/src/engine-components-experimental/Presentation.ts +12 -12
  1025. package/src/engine-components-experimental/api.ts +4 -4
  1026. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1027. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1028. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1029. package/src/engine-schemes/README.md +1 -1
  1030. package/src/engine-schemes/api.ts +12 -12
  1031. package/src/engine-schemes/dist/api.js +17 -0
  1032. package/src/engine-schemes/dist/api.js.meta +7 -0
  1033. package/src/engine-schemes/dist/schemes.js +25 -0
  1034. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1035. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1036. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1037. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1038. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1039. package/src/engine-schemes/dist/transform.js +46 -0
  1040. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1041. package/src/engine-schemes/dist/vec2.js +32 -0
  1042. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec3.js +36 -0
  1044. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec4.js +40 -0
  1046. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1048. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1049. package/src/engine-schemes/schemes.ts +28 -28
  1050. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1051. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1052. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1053. package/src/engine-schemes/transform.ts +50 -50
  1054. package/src/engine-schemes/transforms.fbs +25 -25
  1055. package/src/engine-schemes/vec.fbs +19 -19
  1056. package/src/engine-schemes/vec2.ts +33 -33
  1057. package/src/engine-schemes/vec3.ts +38 -38
  1058. package/src/engine-schemes/vec4.ts +43 -43
  1059. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1060. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1061. package/src/include/draco/draco_decoder.js +34 -34
  1062. package/src/include/ktx2/basis_transcoder.js +21 -21
  1063. package/src/include/needle/arial-msdf.json +1471 -1471
  1064. package/src/include/three/DragControls.js +231 -231
  1065. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1066. package/src/needle-engine.ts +70 -70
  1067. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
@@ -1,1673 +1,1674 @@
1
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
- import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- /** @ts-ignore (not yet in types?) */
4
- import { BasicNodeLibrary } from "three";
5
- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
- import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
- import { Addressables } from './engine_addressables.js';
9
- import { AnimationsRegistry } from './engine_animation.js';
10
- import { Application } from './engine_application.js';
11
- import { AssetDatabase } from './engine_assetdatabase.js';
12
- import { VERSION } from './engine_constants.js';
13
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
- import { WaitForPromise } from './engine_coroutine.js';
15
- import { ObjectUtils } from "./engine_create_objects.js";
16
- import { destroy, foreachComponent } from './engine_gameobject.js';
17
- import { getLoader } from './engine_gltf.js';
18
- import { Input } from './engine_input.js';
19
- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
- import { LightDataRegistry } from './engine_lightdata.js';
21
- import { LODsManager } from "./engine_lods.js";
22
- import * as looputils from './engine_mainloop_utils.js';
23
- import { NetworkConnection } from './engine_networking.js';
24
- import { Physics } from './engine_physics.js';
25
- import { PlayerViewManager } from './engine_playerview.js';
26
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
- import { logHierarchy } from './engine_three_utils.js';
28
- import { Time } from './engine_time.js';
29
- import { patchTonemapping } from './engine_tonemapping.js';
30
- import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
- const debug = getParam("debugcontext");
33
- const stats = getParam("stats");
34
- const debugActive = getParam("debugactive");
35
- const debugframerate = getParam("debugframerate");
36
- const debugCoroutine = getParam("debugcoroutine");
37
- // this is where functions that setup unity scenes will be pushed into
38
- // those will be accessed from our custom html element to load them into their context
39
- export const build_scene_functions = {};
40
- export class ContextArgs {
41
- name;
42
- /** for debugging only */
43
- alias;
44
- /** the hash is used as a seed when initially loading the scene files */
45
- hash;
46
- /** when true the context will not check if it's visible in the viewport and always update and render */
47
- runInBackground;
48
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
- domElement;
50
- /** externally owned renderer */
51
- renderer;
52
- /** externally owned camera */
53
- camera;
54
- /** externally owned scene */
55
- scene;
56
- }
57
- export var FrameEvent;
58
- (function (FrameEvent) {
59
- FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
- FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
- FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
- FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
- FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
- FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
- FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
- FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
- FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
- })(FrameEvent || (FrameEvent = {}));
69
- export function registerComponent(script, context) {
70
- if (!script)
71
- return;
72
- if (!script.isComponent) {
73
- if (isDevEnvironment() || debug)
74
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
- return;
76
- }
77
- if (!context) {
78
- context = Context.Current;
79
- if (debug)
80
- console.warn("> Registering component without context");
81
- }
82
- const new_scripts = context?.new_scripts;
83
- if (!new_scripts.includes(script)) {
84
- new_scripts.push(script);
85
- }
86
- }
87
- /**
88
- * The context is the main object that holds all the data and state of the Needle Engine.
89
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
- * @example
91
- * ```typescript
92
- * import { Behaviour } from "@needle-tools/engine";
93
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
- * export class MyScript extends Behaviour {
95
- * start() {
96
- * console.log("Hello from MyScript");
97
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
- * }
99
- * }
100
- * ```
101
- */
102
- export class Context {
103
- static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
- /** When a new context is created this is the framerate that will be used by default */
105
- static get DefaultTargetFrameRate() {
106
- return Context._defaultTargetFramerate.value;
107
- }
108
- /** When a new context is created this is the framerate that will be used by default */
109
- static set DefaultTargetFrameRate(val) {
110
- Context._defaultTargetFramerate.value = val;
111
- }
112
- static _defaultWebglRendererParameters = {
113
- antialias: true,
114
- alpha: false,
115
- // Note: this is due to a bug on OSX devices. See NE-5370
116
- powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
- stencil: true,
118
- // logarithmicDepthBuffer: true,
119
- // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
- };
121
- /** The default parameters that will be used when creating a new WebGLRenderer.
122
- * Modify in global context to change the default parameters for all new contexts.
123
- * @example
124
- * ```typescript
125
- * import { Context } from "@needle-tools/engine";
126
- * Context.DefaultWebGLRendererParameters.antialias = false;
127
- * ```
128
- */
129
- static get DefaultWebGLRendererParameters() {
130
- return Context._defaultWebglRendererParameters;
131
- }
132
- /** The needle engine version */
133
- get version() {
134
- return VERSION;
135
- }
136
- /** The currently active context. Only set during the update loops */
137
- static get Current() {
138
- return ContextRegistry.Current;
139
- }
140
- /** @internal this property should not be set by user code */
141
- static set Current(context) {
142
- ContextRegistry.Current = context;
143
- }
144
- static get All() {
145
- return ContextRegistry.All;
146
- }
147
- /** The name of the context */
148
- name;
149
- /** An alias for the context */
150
- alias;
151
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
- * When this is false you are responsible to call update(timestamp, xframe.
153
- * It is also currently assumed that rendering is handled performed by an external process
154
- * */
155
- isManagedExternally = false;
156
- /** set to true to pause the update loop. You can receive an event for it in your components.
157
- * Note that script updates will not be called when paused */
158
- isPaused = false;
159
- /** When enabled the application will run while not visible on the page */
160
- runInBackground = false;
161
- /**
162
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
- * Set to undefined if you want to run at the maximum framerate
164
- */
165
- targetFrameRate;
166
- /** Use a higher number for more accurate physics simulation.
167
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
- * Set to 0 to disable physics updates
169
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
- */
171
- physicsSteps = 1;
172
- /** used to append to loaded assets */
173
- hash;
174
- /** The `<needle-engine>` web component */
175
- domElement;
176
- appendHTMLElement(element) {
177
- if (this.domElement.shadowRoot)
178
- return this.domElement.shadowRoot.appendChild(element);
179
- else
180
- return this.domElement.appendChild(element);
181
- }
182
- get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
- /** use to scale the resolution up or down of the renderer. default is 1 */
184
- set resolutionScaleFactor(val) {
185
- if (val === this._resolutionScaleFactor)
186
- return;
187
- if (typeof val !== "number")
188
- return;
189
- if (val <= 0) {
190
- console.error("Invalid resolution scale factor", val);
191
- return;
192
- }
193
- this._resolutionScaleFactor = val;
194
- this.updateSize();
195
- }
196
- _resolutionScaleFactor = 1;
197
- // domElement.clientLeft etc doesnt return absolute position
198
- _boundingClientRectFrame = -1;
199
- _boundingClientRect = null;
200
- _domX;
201
- _domY;
202
- /** update bounding rects + domX, domY */
203
- calculateBoundingClientRect() {
204
- // workaround for mozilla webXR viewer
205
- if (this.xr) {
206
- this._domX = 0;
207
- this._domY = 0;
208
- return;
209
- }
210
- // TODO: cache this
211
- if (this._boundingClientRectFrame === this.time.frame)
212
- return;
213
- this._boundingClientRectFrame = this.time.frame;
214
- this._boundingClientRect = this.domElement.getBoundingClientRect();
215
- this._domX = this._boundingClientRect.x;
216
- this._domY = this._boundingClientRect.y;
217
- }
218
- /** The width of the `<needle-engine>` element on the website */
219
- get domWidth() {
220
- // for mozilla XR
221
- if (this.isInAR)
222
- return window.innerWidth;
223
- return this.domElement.clientWidth;
224
- }
225
- /** The height of the `<needle-engine>` element on the website */
226
- get domHeight() {
227
- // for mozilla XR
228
- if (this.isInAR)
229
- return window.innerHeight;
230
- return this.domElement.clientHeight;
231
- }
232
- /** the X position of the `<needle-engine>` element on the website */
233
- get domX() {
234
- this.calculateBoundingClientRect();
235
- return this._domX;
236
- }
237
- /** the Y position of the `<needle-engine>` element on the website */
238
- get domY() {
239
- this.calculateBoundingClientRect();
240
- return this._domY;
241
- }
242
- /**
243
- * Is a XR session currently active and presenting?
244
- * @returns true if the xr renderer is currently presenting
245
- */
246
- get isInXR() { return this.renderer?.xr?.isPresenting || false; }
247
- /** shorthand for `NeedleXRSession.active`
248
- * Automatically set by NeedleXRSession when a XR session is active
249
- * @returns the active XR session or null if no session is active
250
- * */
251
- xr = null;
252
- /**
253
- * Shorthand for `this.xr?.mode`. AR or VR
254
- * @returns the current XR session mode (immersive-vr or immersive-ar)
255
- */
256
- get xrSessionMode() { return this.xr?.mode; }
257
- /** Shorthand for `this.xrSessionMode === "immersive-vr"`
258
- * @returns true if a webxr VR session is currently active.
259
- */
260
- get isInVR() { return this.xrSessionMode === "immersive-vr"; }
261
- /**
262
- * Shorthand for `this.xrSessionMode === "immersive-ar"`
263
- * @returns true if a webxr AR session is currently active.
264
- */
265
- get isInAR() { return this.xrSessionMode === "immersive-ar"; }
266
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
267
- * @returns true if the XR session is in pass through mode
268
- */
269
- get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
270
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
271
- get xrSession() { return this.renderer?.xr?.getSession(); }
272
- /** @returns the latest XRFrame (if a XRSession is currently active)
273
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
274
- */
275
- get xrFrame() { return this._xrFrame; }
276
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
277
- get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
278
- _xrFrame = null;
279
- /**
280
- * The AR overlay element is used to display 2D HTML elements while a AR session is active.
281
- */
282
- get arOverlayElement() {
283
- const el = this.domElement;
284
- if (typeof el.getAROverlayContainer === "function")
285
- return el.getAROverlayContainer();
286
- return this.domElement;
287
- }
288
- /**
289
- * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
290
- */
291
- get currentFrameEvent() {
292
- return this._currentFrameEvent;
293
- }
294
- _currentFrameEvent = FrameEvent.Undefined;
295
- /**
296
- * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
297
- */
298
- scene;
299
- /**
300
- * The renderer is used to render the scene. It is automatically created when the context is created.
301
- */
302
- renderer;
303
- /**
304
- * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
305
- */
306
- composer = null;
307
- /**
308
- * @internal All known components. Don't use directly
309
- */
310
- scripts = [];
311
- /**
312
- * @internal All paused components. Don't use directly
313
- */
314
- scripts_pausedChanged = [];
315
- /**
316
- * @internal All components that have a early update event. Don't use directly
317
- */
318
- scripts_earlyUpdate = [];
319
- /**
320
- * @internal All components that have a update event. Don't use directly
321
- */
322
- scripts_update = [];
323
- /**
324
- * @internal All components that have a late update event. Don't use directly
325
- */
326
- scripts_lateUpdate = [];
327
- /**
328
- * @internal All components that have a onBeforeRender event. Don't use directly
329
- */
330
- scripts_onBeforeRender = [];
331
- /**
332
- * @internal All components that have a onAfterRender event. Don't use directly
333
- */
334
- scripts_onAfterRender = [];
335
- /**
336
- * @internal All components that have coroutines. Don't use directly
337
- */
338
- scripts_WithCorroutines = [];
339
- /**
340
- * @internal Components with immersive-vr event methods. Don't use directly
341
- */
342
- scripts_immersive_vr = [];
343
- /**
344
- * @internal Components with immersive-ar event methods. Don't use directly
345
- */
346
- scripts_immersive_ar = [];
347
- /**
348
- * @internal Coroutine data
349
- */
350
- coroutines = {};
351
- /** callbacks called once after the context has been created */
352
- post_setup_callbacks = [];
353
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
354
- pre_update_callbacks = [];
355
- /** called every frame before rendering (after all component events) */
356
- pre_render_callbacks = [];
357
- /** called every frame after rendering (after all component events) */
358
- post_render_callbacks = [];
359
- /** called every frame befroe update (this list is emptied every frame) */
360
- pre_update_oneshot_callbacks = [];
361
- /** @internal */
362
- new_scripts = [];
363
- /** @internal */
364
- new_script_start = [];
365
- /** @internal */
366
- new_scripts_pre_setup_callbacks = [];
367
- /** @internal */
368
- new_scripts_post_setup_callbacks = [];
369
- /** @internal */
370
- new_scripts_xr = [];
371
- /**
372
- * The **main camera component** of the scene - this camera is used for rendering.
373
- * Use `setCurrentCamera` for updating the main camera.
374
- */
375
- mainCameraComponent = undefined;
376
- /**
377
- * The main camera of the scene - this camera is used for rendering
378
- * Use `setCurrentCamera` for updating the main camera.
379
- */
380
- get mainCamera() {
381
- if (this._mainCamera) {
382
- return this._mainCamera;
383
- }
384
- if (this.mainCameraComponent) {
385
- const cam = this.mainCameraComponent;
386
- if (!cam.threeCamera)
387
- cam.buildCamera();
388
- return cam.threeCamera;
389
- }
390
- if (!this._fallbackCamera) {
391
- this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
392
- }
393
- return this._fallbackCamera;
394
- }
395
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
396
- set mainCamera(cam) {
397
- this._mainCamera = cam;
398
- }
399
- _mainCamera = null;
400
- _fallbackCamera = null;
401
- /** access application state (e.g. if all audio should be muted) */
402
- application;
403
- /** access animation mixer used by components in the scene */
404
- animations;
405
- /** access timings (current frame number, deltaTime, timeScale, ...) */
406
- time;
407
- /** access input data (e.g. click or touch events) */
408
- input;
409
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
410
- physics;
411
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
412
- connection;
413
- /**
414
- * @deprecated AssetDataBase is deprecated
415
- */
416
- assets;
417
- /** The main light in the scene */
418
- mainLight = null;
419
- /** @deprecated Use sceneLighting */
420
- get rendererData() { return this.sceneLighting; }
421
- sceneLighting;
422
- addressables;
423
- lightmaps;
424
- players;
425
- lodsManager;
426
- /** Access the needle menu to add or remove buttons to the menu element */
427
- menu;
428
- /** @returns true if the context is fully created and ready */
429
- get isCreated() { return this._isCreated; }
430
- _needsUpdateSize = false;
431
- _isCreated = false;
432
- _isCreating = false;
433
- _isVisible = false;
434
- _stats = stats ? new Stats.default() : null;
435
- constructor(args) {
436
- this.name = args?.name || "";
437
- this.alias = args?.alias;
438
- this.domElement = args?.domElement || document.body;
439
- this.hash = args?.hash;
440
- if (args?.renderer) {
441
- this.renderer = args.renderer;
442
- this.isManagedExternally = true;
443
- }
444
- if (args?.runInBackground !== undefined)
445
- this.runInBackground = args.runInBackground;
446
- if (args?.scene)
447
- this.scene = args.scene;
448
- else
449
- this.scene = new Scene();
450
- if (args?.camera)
451
- this._mainCamera = args.camera;
452
- this.application = new Application(this);
453
- this.time = new Time();
454
- this.input = new Input(this);
455
- this.physics = new Physics(this);
456
- this.connection = new NetworkConnection(this);
457
- // eslint-disable-next-line deprecation/deprecation
458
- this.assets = new AssetDatabase();
459
- this.sceneLighting = new SceneLighting(this);
460
- this.addressables = new Addressables(this);
461
- this.lightmaps = new LightDataRegistry(this);
462
- this.players = new PlayerViewManager(this);
463
- this.menu = new NeedleMenu(this);
464
- this.lodsManager = new LODsManager(this);
465
- this.animations = new AnimationsRegistry(this);
466
- const resizeCallback = () => this._needsUpdateSize = true;
467
- window.addEventListener('resize', resizeCallback);
468
- this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
469
- const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
470
- resizeObserver.observe(this.domElement);
471
- this._disposeCallbacks.push(() => resizeObserver.disconnect());
472
- this._intersectionObserver = new IntersectionObserver(entries => {
473
- this._isVisible = entries[0].isIntersecting;
474
- });
475
- this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
476
- ContextRegistry.register(this);
477
- }
478
- /**
479
- * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
480
- * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
481
- * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
482
- * @returns {WebGLRenderer} the newly created renderer
483
- */
484
- createNewRenderer(params) {
485
- this.renderer?.dispose();
486
- params = { ...Context.DefaultWebGLRendererParameters, ...params };
487
- if (!params.canvas) {
488
- // get canvas already configured in the Needle Engine Web Component
489
- const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
490
- if (canvas) {
491
- params.canvas = canvas;
492
- if (debug) {
493
- console.log("Using canvas from shadow root", canvas);
494
- }
495
- }
496
- }
497
- if (debug)
498
- console.log("Using Renderer Parameters:", params, this.domElement);
499
- this.renderer = new WebGLRenderer(params);
500
- this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
501
- // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
502
- this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
503
- this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
504
- this.renderer.setClearColor(new Color('lightgrey'), 0);
505
- // // @ts-ignore
506
- // this.renderer.alpha = false;
507
- this.renderer.shadowMap.enabled = true;
508
- this.renderer.shadowMap.type = PCFSoftShadowMap;
509
- this.renderer.setSize(this.domWidth, this.domHeight);
510
- this.renderer.outputColorSpace = SRGBColorSpace;
511
- // Injecting the core nodes library here, like WebGPURenderer backends do
512
- //@ts-ignore
513
- this.renderer.nodes = {
514
- library: new BasicNodeLibrary(),
515
- modelViewMatrix: null,
516
- modelNormalViewMatrix: null,
517
- };
518
- // this.renderer.toneMapping = AgXToneMapping;
519
- this.lodsManager.setRenderer(this.renderer);
520
- this.input.bindEvents();
521
- return this.renderer;
522
- }
523
- _intersectionObserver = null;
524
- internalOnUpdateVisible() {
525
- this._intersectionObserver?.disconnect();
526
- this._intersectionObserver?.observe(this.domElement);
527
- }
528
- _disposeCallbacks = [];
529
- /** will request a renderer size update the next render call (will call updateSize the next update) */
530
- requestSizeUpdate() { this._needsUpdateSize = true; }
531
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
532
- maxRenderResolution;
533
- /** Control the renderer devicePixelRatio.
534
- * **Options**
535
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
536
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
537
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
538
- */
539
- get devicePixelRatio() { return this._devicePixelRatio; }
540
- set devicePixelRatio(val) {
541
- if (val !== this._devicePixelRatio) {
542
- this._devicePixelRatio = val;
543
- this._needsUpdateSize = true;
544
- }
545
- }
546
- _devicePixelRatio = "auto";
547
- /**
548
- * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
549
- */
550
- updateSize(force = false) {
551
- if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
552
- this._needsUpdateSize = false;
553
- const scaleFactor = this.resolutionScaleFactor;
554
- let width = this.domWidth * scaleFactor;
555
- let height = this.domHeight * scaleFactor;
556
- if (this.maxRenderResolution) {
557
- this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
558
- width = Math.min(this.maxRenderResolution.x, width);
559
- this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
560
- height = Math.min(this.maxRenderResolution.y, height);
561
- }
562
- const camera = this.mainCamera;
563
- this.updateAspect(camera);
564
- this.renderer.setSize(width, height, true);
565
- // avoid setting pixel values here since this can cause pingpong updates
566
- // e.g. when system scale is set to 125%
567
- // https://github.com/needle-tools/needle-engine-support/issues/69
568
- this.renderer.domElement.style.width = "100%";
569
- this.renderer.domElement.style.height = "100%";
570
- const devicePixelRatio = typeof this.devicePixelRatio === "number"
571
- ? this.devicePixelRatio
572
- : this.devicePixelRatio === "auto"
573
- ? window.devicePixelRatio
574
- : undefined;
575
- if (devicePixelRatio !== undefined) {
576
- this.renderer.setPixelRatio(devicePixelRatio);
577
- }
578
- if (this.composer) {
579
- this.composer.setSize?.call(this.composer, width, height);
580
- if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
581
- this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
582
- }
583
- }
584
- }
585
- /**
586
- * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
587
- */
588
- updateAspect(camera, width, height) {
589
- if (!camera)
590
- return;
591
- if (width === undefined)
592
- width = this.domWidth;
593
- if (height === undefined)
594
- height = this.domHeight;
595
- const aspectRatio = width / height;
596
- if (camera.isPerspectiveCamera) {
597
- const cam = camera;
598
- const pa = cam.aspect;
599
- cam.aspect = aspectRatio;
600
- if (pa !== cam.aspect)
601
- camera.updateProjectionMatrix();
602
- }
603
- else if (camera.isOrthographicCamera) {
604
- const cam = camera;
605
- // Maintain the camera's current vertical size (top - bottom)
606
- const verticalSize = cam.top - cam.bottom;
607
- // Calculate new horizontal size based on aspect ratio
608
- const horizontalSize = verticalSize * aspectRatio;
609
- // Update camera bounds while maintaining center position
610
- const halfWidth = horizontalSize / 2;
611
- const halfHeight = verticalSize / 2;
612
- if (cam.left != -halfWidth || cam.top != halfHeight) {
613
- cam.left = -halfWidth;
614
- cam.right = halfWidth;
615
- cam.top = halfHeight;
616
- cam.bottom = -halfHeight;
617
- camera.updateProjectionMatrix();
618
- }
619
- }
620
- }
621
- /** This will recreate the whole needle engine context and dispose the whole scene content
622
- * All content will be reloaded (loading times might be faster due to browser caches)
623
- * All scripts will be recreated */
624
- recreate() {
625
- this.clear();
626
- this.create(this._originalCreationArgs);
627
- }
628
- _originalCreationArgs;
629
- /** @deprecated use create. This method will be removed in a future version */
630
- async onCreate(opts) {
631
- return this.create(opts);
632
- }
633
- /** @internal */
634
- async create(opts) {
635
- try {
636
- this._isCreating = true;
637
- if (opts !== this._originalCreationArgs)
638
- this._originalCreationArgs = deepClone(opts);
639
- window.addEventListener("unhandledrejection", this.onUnhandledRejection);
640
- const res = await this.internalOnCreate(opts);
641
- this._isCreated = res;
642
- return res;
643
- }
644
- finally {
645
- window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
646
- this._isCreating = false;
647
- }
648
- }
649
- onUnhandledRejection = (event) => {
650
- this.onError(event.reason);
651
- };
652
- /** Dispatches an error */
653
- onError(error) {
654
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
655
- }
656
- /**
657
- * Clears the context and destroys all scenes and objects in the scene.
658
- * The ContextCleared event is called at the end.
659
- * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
660
- * or when the web component is removed from the DOM
661
- */
662
- clear() {
663
- ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
664
- invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
665
- // NOTE: this does dispose the environment/background image too
666
- // which is probably not desired if it is set via the skybox-image attribute
667
- destroy(this.scene, true, true);
668
- this.scene = new Scene();
669
- this.addressables?.dispose();
670
- this.lightmaps?.clear();
671
- this.physics?.engine?.clearCaches();
672
- this.lodsManager.disable();
673
- this._onBeforeRenderListeners.clear();
674
- this._onAfterRenderListeners.clear();
675
- if (!this.isManagedExternally) {
676
- if (this.renderer) {
677
- this.renderer.renderLists.dispose();
678
- this.renderer.state.reset();
679
- this.renderer.resetState();
680
- }
681
- }
682
- // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
683
- // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
684
- ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
685
- }
686
- /**
687
- * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
688
- */
689
- dispose() {
690
- this.internalOnDestroy();
691
- }
692
- /**@deprecated use dispose() */
693
- onDestroy() { this.internalOnDestroy(); }
694
- internalOnDestroy() {
695
- Context.Current = this;
696
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
697
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
698
- this.clear();
699
- this.renderer?.setAnimationLoop(null);
700
- if (this.renderer) {
701
- this.renderer.setClearAlpha(0);
702
- this.renderer.clear();
703
- if (!this.isManagedExternally) {
704
- if (debug)
705
- console.log("Disposing renderer");
706
- this.renderer.dispose();
707
- }
708
- }
709
- this.scene = null;
710
- this.renderer = null;
711
- this.input.dispose();
712
- this.menu.onDestroy();
713
- this.animations.onDestroy();
714
- for (const cb of this._disposeCallbacks) {
715
- try {
716
- cb();
717
- }
718
- catch (e) {
719
- console.error("Error in on dispose callback:", e, cb);
720
- }
721
- }
722
- if (this.domElement?.parentElement) {
723
- this.domElement.parentElement.removeChild(this.domElement);
724
- }
725
- this._isCreated = false;
726
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
727
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
728
- ContextRegistry.unregister(this);
729
- if (Context.Current === this) {
730
- //@ts-ignore
731
- Context.Current = null;
732
- }
733
- }
734
- /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
735
- registerCoroutineUpdate(script, coroutine, evt) {
736
- if (typeof coroutine?.next !== "function") {
737
- console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
738
- return coroutine;
739
- }
740
- if (!this.coroutines[evt])
741
- this.coroutines[evt] = [];
742
- this.coroutines[evt].push({ comp: script, main: coroutine });
743
- return coroutine;
744
- }
745
- /** @internal Automatically called by components. */
746
- unregisterCoroutineUpdate(coroutine, evt) {
747
- if (!this.coroutines[evt])
748
- return;
749
- const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
750
- if (idx >= 0)
751
- this.coroutines[evt].splice(idx, 1);
752
- }
753
- /** @internal Automatically called */
754
- stopAllCoroutinesFrom(script) {
755
- for (const evt in this.coroutines) {
756
- const rout = this.coroutines[evt];
757
- for (let i = rout.length - 1; i >= 0; i--) {
758
- const r = rout[i];
759
- if (r.comp === script) {
760
- rout.splice(i, 1);
761
- }
762
- }
763
- }
764
- }
765
- _cameraStack = [];
766
- /** Change the main camera */
767
- setCurrentCamera(cam) {
768
- if (!cam)
769
- return;
770
- if (!cam.threeCamera)
771
- cam.buildCamera(); // < to build camera
772
- if (!cam.threeCamera) {
773
- console.warn("Camera component is missing camera", cam);
774
- return;
775
- }
776
- const index = this._cameraStack.indexOf(cam);
777
- if (index >= 0)
778
- this._cameraStack.splice(index, 1);
779
- this._cameraStack.push(cam);
780
- this.mainCameraComponent = cam;
781
- const camera = cam.threeCamera;
782
- if (camera.isPerspectiveCamera)
783
- this.updateAspect(camera);
784
- this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
785
- }
786
- /**
787
- * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
788
- */
789
- removeCamera(cam) {
790
- if (!cam)
791
- return;
792
- const index = this._cameraStack.indexOf(cam);
793
- if (index >= 0)
794
- this._cameraStack.splice(index, 1);
795
- if (this.mainCameraComponent === cam) {
796
- this.mainCameraComponent = undefined;
797
- if (this._cameraStack.length > 0) {
798
- const last = this._cameraStack[this._cameraStack.length - 1];
799
- this.setCurrentCamera(last);
800
- }
801
- }
802
- }
803
- _onBeforeRenderListeners = new Map();
804
- _onAfterRenderListeners = new Map();
805
- /** Use to subscribe to onBeforeRender events on threejs objects.
806
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
807
- */
808
- addBeforeRenderListener(target, callback) {
809
- if (!this._onBeforeRenderListeners.has(target.uuid)) {
810
- const arr = [];
811
- this._onBeforeRenderListeners.set(target.uuid, arr);
812
- target.onBeforeRender = this._createRenderCallbackWrapper(arr);
813
- }
814
- this._onBeforeRenderListeners.get(target.uuid).push(callback);
815
- }
816
- /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
817
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
818
- */
819
- removeBeforeRenderListener(target, callback) {
820
- if (this._onBeforeRenderListeners.has(target.uuid)) {
821
- const arr = this._onBeforeRenderListeners.get(target.uuid);
822
- const idx = arr.indexOf(callback);
823
- if (idx >= 0)
824
- arr.splice(idx, 1);
825
- }
826
- }
827
- /**
828
- * Subscribe to onAfterRender events on threejs objects
829
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
830
- */
831
- addAfterRenderListener(target, callback) {
832
- if (!this._onAfterRenderListeners.has(target.uuid)) {
833
- const arr = [];
834
- this._onAfterRenderListeners.set(target.uuid, arr);
835
- target.onAfterRender = this._createRenderCallbackWrapper(arr);
836
- }
837
- this._onAfterRenderListeners.get(target.uuid)?.push(callback);
838
- }
839
- /**
840
- * Remove from onAfterRender events on threejs objects
841
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
842
- */
843
- removeAfterRenderListener(target, callback) {
844
- if (this._onAfterRenderListeners.has(target.uuid)) {
845
- const arr = this._onAfterRenderListeners.get(target.uuid);
846
- const idx = arr.indexOf(callback);
847
- if (idx >= 0)
848
- arr.splice(idx, 1);
849
- }
850
- }
851
- _createRenderCallbackWrapper(array) {
852
- return (renderer, scene, camera, geometry, material, group) => {
853
- for (let i = 0; i < array.length; i++) {
854
- const fn = array[i];
855
- fn(renderer, scene, camera, geometry, material, group);
856
- }
857
- };
858
- }
859
- _requireDepthTexture = false;
860
- _requireColorTexture = false;
861
- _renderTarget;
862
- _isRendering = false;
863
- /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
864
- get isRendering() { return this._isRendering; }
865
- setRequireDepth(val) {
866
- this._requireDepthTexture = val;
867
- }
868
- setRequireColor(val) {
869
- this._requireColorTexture = val;
870
- }
871
- get depthTexture() {
872
- return this._renderTarget?.depthTexture || null;
873
- }
874
- get opaqueColorTexture() {
875
- return this._renderTarget?.texture || null;
876
- }
877
- /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
878
- get isVisibleToUser() {
879
- if (this.isInXR)
880
- return true;
881
- if (!this._isVisible)
882
- return false;
883
- const style = getComputedStyle(this.domElement);
884
- return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
885
- }
886
- _createId = 0;
887
- async internalOnCreate(opts) {
888
- const createId = ++this._createId;
889
- if (debug)
890
- console.log("Creating context", this.name, opts);
891
- // wait for async imported dependencies to be loaded
892
- // see https://linear.app/needle/issue/NE-4445
893
- const dependenciesReady = globalThis["needle:dependencies:ready"];
894
- if (dependenciesReady instanceof Promise) {
895
- if (debug)
896
- console.log("Waiting for dependencies to be ready");
897
- await dependenciesReady
898
- .catch(err => {
899
- if (debug || isDevEnvironment()) {
900
- showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
901
- const printedError = false;
902
- if (err instanceof ReferenceError) {
903
- let offendingComponentName = "YourComponentName";
904
- const offendingComponentStartIndex = err.message.indexOf("'");
905
- if (offendingComponentStartIndex > 0) {
906
- const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
907
- if (offendingComponentEndIndex > 0) {
908
- const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
909
- if (name.length > 3)
910
- offendingComponentName = name;
911
- }
912
- }
913
- console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
914
- return;
915
- }
916
- if (!printedError) {
917
- console.error("Needle Engine dependencies failed to load", err);
918
- }
919
- }
920
- })
921
- .then(() => {
922
- if (debug)
923
- console.log("Needle Engine dependencies are ready");
924
- });
925
- }
926
- this.clear();
927
- const oldRenderer = this.renderer;
928
- // We only need to create a new renderer if we don't have one yet
929
- // We do prevent creating a new renderer here to avoid flickering when the context is created while the content is still being loaded. This can be the case where CSS transformations update the layout (e.g. scale() while loading + old canvas disposed but in the DOM layout.)
930
- const needsNewRenderer = !oldRenderer || oldRenderer["isDisposed"] === true;
931
- // stop the animation loop if its running during creation
932
- // since we do not want to start enabling scripts etc before they are deserialized
933
- if (this.isManagedExternally === false && (needsNewRenderer)) {
934
- this.createNewRenderer();
935
- }
936
- else {
937
- this.lodsManager.setRenderer(this.renderer);
938
- }
939
- this.renderer?.setAnimationLoop(null);
940
- await delay(1);
941
- Context.Current = this;
942
- await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
943
- // load and create scene
944
- let prepare_succeeded = true;
945
- let loadedFiles;
946
- try {
947
- Context.Current = this;
948
- if (opts) {
949
- loadedFiles = await this.internalLoadInitialContent(createId, opts);
950
- }
951
- else
952
- loadedFiles = [];
953
- }
954
- catch (err) {
955
- console.error(err);
956
- prepare_succeeded = false;
957
- }
958
- if (!prepare_succeeded) {
959
- this.onError("Failed to load initial content");
960
- return false;
961
- }
962
- if (createId !== this._createId || opts?.abortSignal?.aborted) {
963
- return false;
964
- }
965
- this.internalOnUpdateVisible();
966
- if (!this.renderer) {
967
- if (debug)
968
- console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
969
- return false;
970
- }
971
- if (!this.isManagedExternally && !this.domElement.shadowRoot) {
972
- this.domElement.prepend(this.renderer.domElement);
973
- }
974
- Context.Current = this;
975
- // TODO: we could configure if we need physics
976
- // await this.physics.engine?.initialize();
977
- // Setup
978
- Context.Current = this;
979
- for (let i = 0; i < this.new_scripts.length; i++) {
980
- const script = this.new_scripts[i];
981
- if (script.gameObject !== undefined && script.gameObject !== null) {
982
- if (script.gameObject.userData === undefined)
983
- script.gameObject.userData = {};
984
- if (script.gameObject.userData.components === undefined)
985
- script.gameObject.userData.components = [];
986
- const arr = script.gameObject.userData.components;
987
- if (!arr.includes(script))
988
- arr.push(script);
989
- }
990
- // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
991
- // this.raycastTargets.push(script.gameObject);
992
- // }
993
- }
994
- // const context = new SerializationContext(this.scene);
995
- // for (let i = 0; i < this.new_scripts.length; i++) {
996
- // const script = this.new_scripts[i];
997
- // const ser = script as unknown as ISerializable;
998
- // if (ser.$serializedTypes === undefined) continue;
999
- // context.context = this;
1000
- // context.object = script.gameObject;
1001
- // deserializeObject(ser, script, context);
1002
- // }
1003
- // resolve post setup callbacks (things that rely on threejs objects having references to components)
1004
- if (this.post_setup_callbacks) {
1005
- for (let i = 0; i < this.post_setup_callbacks.length; i++) {
1006
- Context.Current = this;
1007
- await this.post_setup_callbacks[i](this);
1008
- }
1009
- }
1010
- if (!this._mainCamera) {
1011
- Context.Current = this;
1012
- let camera = null;
1013
- foreachComponent(this.scene, comp => {
1014
- const cam = comp;
1015
- if (cam?.isCamera) {
1016
- looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1017
- if (!cam.activeAndEnabled)
1018
- return undefined;
1019
- if (cam.tag === "MainCamera") {
1020
- camera = cam;
1021
- return true;
1022
- }
1023
- else
1024
- camera = cam;
1025
- }
1026
- return undefined;
1027
- });
1028
- if (camera) {
1029
- this.setCurrentCamera(camera);
1030
- }
1031
- else {
1032
- const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1033
- if (!res && !this.mainCamera && !this.isManagedExternally)
1034
- console.warn("Missing camera in main scene", this);
1035
- }
1036
- }
1037
- this.input.bindEvents();
1038
- Context.Current = this;
1039
- looputils.processNewScripts(this);
1040
- // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1041
- if (this.physics.engine) {
1042
- this.physics.engine?.step(0);
1043
- this.physics.engine?.postStep();
1044
- }
1045
- // const mainCam = this.mainCameraComponent as Camera;
1046
- // if (mainCam) {
1047
- // mainCam.applyClearFlagsIfIsActiveCamera();
1048
- // }
1049
- if (!this.isManagedExternally && this.composer && this.mainCamera) {
1050
- // TODO: import postprocessing async
1051
- // const renderPass = new RenderPass(this.scene, this.mainCamera);
1052
- // this.renderer.setSize(this.domWidth, this.domHeight);
1053
- // this.composer.addPass(renderPass);
1054
- // this.composer.setSize(this.domWidth, this.domHeight);
1055
- }
1056
- this._needsUpdateSize = true;
1057
- if (this._stats) {
1058
- this._stats.showPanel(0);
1059
- this._stats.dom.style.position = "absolute"; // (default is fixed)
1060
- this.domElement.shadowRoot?.appendChild(this._stats.dom);
1061
- }
1062
- if (debug)
1063
- logHierarchy(this.scene, true);
1064
- // If no target framerate was set we use the default
1065
- if (this.targetFrameRate === undefined) {
1066
- if (debug)
1067
- console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1068
- // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1069
- this.targetFrameRate = Context._defaultTargetFramerate;
1070
- }
1071
- else if (debug)
1072
- console.log("Target framerate set to", this.targetFrameRate);
1073
- this._dispatchReadyAfterFrame = true;
1074
- const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1075
- if (res) {
1076
- const domElement = this.domElement;
1077
- if ("internalSetLoadingMessage" in domElement && typeof domElement.internalSetLoadingMessage === "function")
1078
- domElement?.internalSetLoadingMessage("finish loading");
1079
- await res;
1080
- }
1081
- if (opts?.abortSignal?.aborted) {
1082
- return false;
1083
- }
1084
- invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1085
- if (debug)
1086
- console.log("Context Created...", this.renderer, this.renderer.domElement);
1087
- this._isCreating = false;
1088
- if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1089
- this.restartRenderLoop();
1090
- return true;
1091
- }
1092
- async internalLoadInitialContent(createId, args) {
1093
- const results = new Array();
1094
- // early out if we dont have any files to load
1095
- if (args.files.length === 0)
1096
- return results;
1097
- const files = [...args.files];
1098
- const progressArg = {
1099
- name: "",
1100
- progress: null,
1101
- index: 0,
1102
- count: files.length
1103
- };
1104
- const loader = getLoader();
1105
- // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1106
- const loadingHash = 0;
1107
- for (let i = 0; i < files.length; i++) {
1108
- if (args.abortSignal?.aborted) {
1109
- if (debug)
1110
- console.log("Aborting loading because of abort signal");
1111
- break;
1112
- }
1113
- // abort loading if the create id has changed
1114
- if (createId !== this._createId) {
1115
- if (debug)
1116
- console.log("Aborting loading because create id changed", createId, this._createId);
1117
- break;
1118
- }
1119
- const file = files[i];
1120
- args?.onLoadingStart?.call(this, i, file);
1121
- if (debug)
1122
- console.log("Context Load " + file);
1123
- const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1124
- if (args.abortSignal?.aborted)
1125
- return;
1126
- progressArg.name = file;
1127
- progressArg.progress = prog;
1128
- progressArg.index = i;
1129
- progressArg.count = files.length;
1130
- args.onLoadingProgress?.call(this, progressArg);
1131
- });
1132
- args?.onLoadingFinished?.call(this, i, file, res ?? null);
1133
- if (res) {
1134
- results.push({
1135
- src: file,
1136
- file: res
1137
- });
1138
- }
1139
- else {
1140
- // a file could not be loaded
1141
- console.warn("Could not load file: " + file);
1142
- }
1143
- }
1144
- // if the id was changed while still loading
1145
- // then we want to cleanup/destroy previously loaded files
1146
- if (createId !== this._createId || args.abortSignal?.aborted) {
1147
- if (debug)
1148
- console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1149
- for (const res of results) {
1150
- if (res && res.file) {
1151
- for (const scene of res.file.scenes)
1152
- destroy(scene, true, true);
1153
- }
1154
- }
1155
- }
1156
- // otherwise we want to add the loaded files to the current scene
1157
- else {
1158
- let anyModelFound = false;
1159
- for (const res of results) {
1160
- if (res && res.file) {
1161
- // TODO: should we load all scenes in a glTF here?
1162
- if (res.file.scene) {
1163
- anyModelFound = true;
1164
- this.scene.add(res.file.scene);
1165
- }
1166
- else {
1167
- console.warn("No scene found in loaded file");
1168
- }
1169
- }
1170
- }
1171
- // If the loaded files do not contain ANY model
1172
- // We then attempt to create a mesh from each material in the loaded files to visualize it
1173
- // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1174
- if (!anyModelFound) {
1175
- for (const res of results) {
1176
- if (res && res.file && "parser" in res.file) {
1177
- let y = 0;
1178
- if (!Array.isArray(res.file.parser.json.materials))
1179
- continue;
1180
- for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1181
- const mat = await res.file.parser.getDependency("material", i);
1182
- const parent = new Object3D();
1183
- parent.position.x = i * 1.1;
1184
- parent.position.y = y;
1185
- this.scene.add(parent);
1186
- ObjectUtils.createPrimitive("ShaderBall", {
1187
- parent,
1188
- material: mat
1189
- });
1190
- }
1191
- y += 1;
1192
- }
1193
- }
1194
- }
1195
- }
1196
- return results;
1197
- }
1198
- /** Sets the animation loop.
1199
- * Can not be done while creating the context or when disposed
1200
- **/
1201
- restartRenderLoop() {
1202
- if (!this.renderer) {
1203
- console.error("Can not start render loop without renderer");
1204
- return false;
1205
- }
1206
- if (this._isCreating) {
1207
- console.warn("Can not start render loop while creating context");
1208
- return false;
1209
- }
1210
- this.renderer.setAnimationLoop((timestamp, frame) => {
1211
- if (this.isManagedExternally)
1212
- return;
1213
- this.update(timestamp, frame);
1214
- });
1215
- return true;
1216
- }
1217
- _renderlooperrors = 0;
1218
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1219
- update(timestamp, frame) {
1220
- if (frame === undefined)
1221
- frame = null;
1222
- if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1223
- try {
1224
- //performance.mark('update.start');
1225
- this.internalStep(timestamp, frame);
1226
- this._renderlooperrors = 0;
1227
- //performance.mark('update.end');
1228
- //performance.measure('NE Frame', 'update.start', 'update.end');
1229
- }
1230
- catch (err) {
1231
- this._renderlooperrors += 1;
1232
- if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1233
- showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1234
- console.error("Frame #" + this.time.frame + "\n", err);
1235
- if (this._renderlooperrors >= 3) {
1236
- console.warn("Stopping render loop due to error");
1237
- this.renderer.setAnimationLoop(null);
1238
- }
1239
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1240
- }
1241
- }
1242
- else {
1243
- this.internalStep(timestamp, frame);
1244
- }
1245
- }
1246
- /** Call to **manually** perform physics steps.
1247
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
1248
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1249
- * */
1250
- updatePhysics(steps) {
1251
- this.internalUpdatePhysics(steps);
1252
- }
1253
- _lastTimestamp = 0;
1254
- _accumulatedTime = 0;
1255
- _dispatchReadyAfterFrame = false;
1256
- // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1257
- internalStep(timestamp, frame) {
1258
- if (this.internalOnBeforeRender(timestamp, frame) === false)
1259
- return;
1260
- this.internalOnRender();
1261
- this.internalOnAfterRender();
1262
- }
1263
- internalOnBeforeRender(timestamp, frame) {
1264
- // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1265
- // But when we're using postprocessing we need to reset manually: https://discourse.threejs.org/t/accessing-draw-calls-when-using-effectcomposer
1266
- this.renderer.info.autoReset = frame ? true : false;
1267
- if (this.renderer.info.autoReset === false) {
1268
- this.renderer.info.reset();
1269
- }
1270
- const sessionStarted = frame !== null && this._xrFrame === null;
1271
- this._xrFrame = frame;
1272
- if (sessionStarted) {
1273
- this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1274
- }
1275
- this._currentFrameEvent = FrameEvent.Undefined;
1276
- if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1277
- if (this._lastTimestamp === 0)
1278
- this._lastTimestamp = timestamp;
1279
- this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1280
- this._lastTimestamp = timestamp;
1281
- let targetFrameRate = this.targetFrameRate;
1282
- if (typeof targetFrameRate === "object")
1283
- targetFrameRate = targetFrameRate.value;
1284
- // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1285
- if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1286
- return false;
1287
- }
1288
- this._accumulatedTime = 0;
1289
- }
1290
- this._stats?.begin();
1291
- Context.Current = this;
1292
- if (this.onHandlePaused())
1293
- return false;
1294
- Context.Current = this;
1295
- this.time.update();
1296
- if (debugframerate)
1297
- console.log("FPS", (this.time.smoothedFps).toFixed(0));
1298
- looputils.processNewScripts(this);
1299
- looputils.updateIsActive(this.scene);
1300
- looputils.processStart(this);
1301
- invokeLifecycleFunctions(this, FrameEvent.Start);
1302
- while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1303
- this._cameraStack.splice(this._cameraStack.length - 1, 1);
1304
- const last = this._cameraStack[this._cameraStack.length - 1];
1305
- this.setCurrentCamera(last);
1306
- }
1307
- if (this.pre_update_oneshot_callbacks) {
1308
- for (const i in this.pre_update_oneshot_callbacks) {
1309
- this.pre_update_oneshot_callbacks[i]();
1310
- }
1311
- this.pre_update_oneshot_callbacks.length = 0;
1312
- }
1313
- if (this.pre_update_callbacks) {
1314
- for (const i in this.pre_update_callbacks) {
1315
- this.pre_update_callbacks[i]();
1316
- }
1317
- }
1318
- this._currentFrameEvent = FrameEvent.EarlyUpdate;
1319
- for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1320
- const script = this.scripts_earlyUpdate[i];
1321
- if (!script.activeAndEnabled)
1322
- continue;
1323
- if (script.earlyUpdate !== undefined) {
1324
- Context.Current = this;
1325
- script.earlyUpdate();
1326
- }
1327
- }
1328
- this.executeCoroutines(FrameEvent.EarlyUpdate);
1329
- invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1330
- if (this.onHandlePaused())
1331
- return false;
1332
- this._currentFrameEvent = FrameEvent.Update;
1333
- for (let i = 0; i < this.scripts_update.length; i++) {
1334
- const script = this.scripts_update[i];
1335
- if (!script.activeAndEnabled)
1336
- continue;
1337
- if (script.update !== undefined) {
1338
- Context.Current = this;
1339
- script.update();
1340
- }
1341
- }
1342
- this.executeCoroutines(FrameEvent.Update);
1343
- invokeLifecycleFunctions(this, FrameEvent.Update);
1344
- if (this.onHandlePaused())
1345
- return false;
1346
- this._currentFrameEvent = FrameEvent.LateUpdate;
1347
- for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1348
- const script = this.scripts_lateUpdate[i];
1349
- if (!script.activeAndEnabled)
1350
- continue;
1351
- if (script.lateUpdate !== undefined) {
1352
- Context.Current = this;
1353
- script.lateUpdate();
1354
- }
1355
- }
1356
- // this.mainLight = null;
1357
- this.executeCoroutines(FrameEvent.LateUpdate);
1358
- invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1359
- if (this.onHandlePaused())
1360
- return false;
1361
- if (this.physicsSteps === undefined) {
1362
- this.physicsSteps = 1;
1363
- }
1364
- if (this.physics.engine && this.physicsSteps > 0) {
1365
- this.internalUpdatePhysics(this.physicsSteps);
1366
- }
1367
- if (this.onHandlePaused())
1368
- return false;
1369
- if (this.isVisibleToUser || this.runInBackground) {
1370
- this._currentFrameEvent = FrameEvent.OnBeforeRender;
1371
- // should we move these callbacks in the regular three onBeforeRender events?
1372
- for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1373
- const script = this.scripts_onBeforeRender[i];
1374
- if (!script.activeAndEnabled)
1375
- continue;
1376
- // if(script.isActiveAndEnabled === false) continue;
1377
- if (script.onBeforeRender !== undefined) {
1378
- Context.Current = this;
1379
- script.onBeforeRender(frame);
1380
- }
1381
- }
1382
- this.executeCoroutines(FrameEvent.OnBeforeRender);
1383
- invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1384
- if (this._needsUpdateSize)
1385
- this.updateSize();
1386
- if (this.pre_render_callbacks) {
1387
- for (const i in this.pre_render_callbacks) {
1388
- this.pre_render_callbacks[i](frame);
1389
- }
1390
- }
1391
- }
1392
- return true;
1393
- }
1394
- internalUpdatePhysics(steps) {
1395
- if (!this.physics.engine)
1396
- return false;
1397
- const physicsSteps = steps;
1398
- const dt = this.time.deltaTime / physicsSteps;
1399
- for (let i = 0; i < physicsSteps; i++) {
1400
- this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1401
- this.executeCoroutines(FrameEvent.PrePhysicsStep);
1402
- this.physics.engine.step(dt);
1403
- this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1404
- this.executeCoroutines(FrameEvent.PostPhysicsStep);
1405
- }
1406
- this.physics.engine.postStep();
1407
- return true;
1408
- }
1409
- internalOnRender() {
1410
- if (!this.isManagedExternally) {
1411
- // when loading assets we compile them async after GLTFLoader is done
1412
- // but as a fallback we still register them (if e.g. there's no camera for compile async)
1413
- looputils.runPrewarm(this);
1414
- this._currentFrameEvent = FrameEvent.Undefined;
1415
- nodeFrame.update();
1416
- this.renderNow();
1417
- this._currentFrameEvent = FrameEvent.OnAfterRender;
1418
- }
1419
- }
1420
- internalOnAfterRender() {
1421
- if (this.isVisibleToUser || this.runInBackground) {
1422
- for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1423
- const script = this.scripts_onAfterRender[i];
1424
- if (!script.activeAndEnabled)
1425
- continue;
1426
- if (script.onAfterRender !== undefined) {
1427
- Context.Current = this;
1428
- script.onAfterRender();
1429
- }
1430
- }
1431
- this.executeCoroutines(FrameEvent.OnAfterRender);
1432
- invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1433
- if (this.post_render_callbacks) {
1434
- for (const i in this.post_render_callbacks) {
1435
- this.post_render_callbacks[i]();
1436
- }
1437
- }
1438
- }
1439
- this._currentFrameEvent = -1;
1440
- this.connection.sendBufferedMessagesNow();
1441
- if (this._stats) {
1442
- this._stats.end();
1443
- if (this.time.frameCount % 150 === 0)
1444
- console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1445
- }
1446
- if (this._dispatchReadyAfterFrame) {
1447
- this._dispatchReadyAfterFrame = false;
1448
- this.domElement.dispatchEvent(new CustomEvent("ready"));
1449
- ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1450
- }
1451
- }
1452
- _tempClearColor = new Color();
1453
- _tempClearColor2 = new Color();
1454
- renderNow(camera) {
1455
- if (!camera) {
1456
- camera = this.mainCamera;
1457
- if (!camera)
1458
- return false;
1459
- }
1460
- this.handleRendererContextLost();
1461
- this._isRendering = true;
1462
- this.renderRequiredTextures();
1463
- if (this.renderer.toneMapping !== NoToneMapping)
1464
- patchTonemapping(this);
1465
- if (this.composer && !this.isInXR) {
1466
- // if a camera is passed in we need to check if we need to update the composer's camera
1467
- if (camera && "setMainCamera" in this.composer) {
1468
- const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1469
- if (currentPassesCamera != camera)
1470
- this.composer.setMainCamera(camera);
1471
- }
1472
- const backgroundColor = this.renderer.getClearColor(this._tempClearColor);
1473
- this._tempClearColor2.copy(backgroundColor);
1474
- this.renderer.setClearColor(backgroundColor.convertSRGBToLinear());
1475
- this.composer.render(this.time.deltaTime);
1476
- this.renderer.setClearColor(this._tempClearColor2); // restore clear color
1477
- }
1478
- else if (camera) {
1479
- // Workaround for issue on Vision Pro –
1480
- // depth buffer is not cleared between eye draws, despite the spec...
1481
- if (this.isInXR && DeviceUtilities.isMacOS())
1482
- this.renderer.clearDepth();
1483
- this.renderer.render(this.scene, camera);
1484
- }
1485
- this._isRendering = false;
1486
- return true;
1487
- }
1488
- _contextRestoreTries = 0;
1489
- handleRendererContextLost() {
1490
- // Try to restore the context every x frames
1491
- if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1492
- if (this._contextRestoreTries++ < 100) {
1493
- console.warn("Attempting to recover WebGL context...");
1494
- this.renderer.forceContextRestore();
1495
- }
1496
- }
1497
- }
1498
- /** returns true if we should return out of the frame loop */
1499
- _wasPaused = false;
1500
- onHandlePaused() {
1501
- const paused = this.evaluatePaused();
1502
- if (this._wasPaused !== paused) {
1503
- if (debugActive)
1504
- console.log("Paused?", paused, "context:" + this.alias);
1505
- for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1506
- const script = this.scripts_pausedChanged[i];
1507
- if (!script.activeAndEnabled)
1508
- continue;
1509
- if (script.onPausedChanged !== undefined) {
1510
- Context.Current = this;
1511
- script.onPausedChanged(paused, this._wasPaused);
1512
- }
1513
- }
1514
- }
1515
- this._wasPaused = paused;
1516
- return paused;
1517
- }
1518
- evaluatePaused() {
1519
- if (this.isInXR)
1520
- return false;
1521
- if (this.isPaused)
1522
- return true;
1523
- // if the element is not visible use the runInBackground flag to determine if we should continue
1524
- if (this.runInBackground) {
1525
- return false;
1526
- }
1527
- const paused = !this.isVisibleToUser;
1528
- return paused;
1529
- }
1530
- renderRequiredTextures() {
1531
- if (!this.mainCamera)
1532
- return;
1533
- if (!this._requireDepthTexture && !this._requireColorTexture)
1534
- return;
1535
- if (!this._renderTarget) {
1536
- this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1537
- if (this._requireDepthTexture) {
1538
- const dt = new DepthTexture(this.domWidth, this.domHeight);
1539
- ;
1540
- this._renderTarget.depthTexture = dt;
1541
- }
1542
- if (this._requireColorTexture) {
1543
- this._renderTarget.texture = new Texture();
1544
- this._renderTarget.texture.generateMipmaps = false;
1545
- this._renderTarget.texture.minFilter = NearestFilter;
1546
- this._renderTarget.texture.magFilter = NearestFilter;
1547
- this._renderTarget.texture.format = RGBAFormat;
1548
- }
1549
- }
1550
- const rt = this._renderTarget;
1551
- if (rt.texture) {
1552
- rt.texture.colorSpace = this.renderer.outputColorSpace;
1553
- }
1554
- const prevTarget = this.renderer.getRenderTarget();
1555
- this.renderer.setRenderTarget(rt);
1556
- this.renderer.render(this.scene, this.mainCamera);
1557
- this.renderer.setRenderTarget(prevTarget);
1558
- }
1559
- executeCoroutines(evt) {
1560
- if (this.coroutines[evt]) {
1561
- const evts = this.coroutines[evt];
1562
- for (let i = 0; i < evts.length; i++) {
1563
- try {
1564
- const evt = evts[i];
1565
- // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1566
- const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1567
- if (remove) {
1568
- if (debugCoroutine)
1569
- console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1570
- evts.splice(i, 1);
1571
- --i;
1572
- continue;
1573
- }
1574
- const iter = evt.chained;
1575
- if (iter && iter.length > 0) {
1576
- const last = iter[iter.length - 1];
1577
- const res = last.next();
1578
- if (res.done) {
1579
- iter.pop();
1580
- }
1581
- if (isGenerator(res)) {
1582
- if (!evt.chained)
1583
- evt.chained = [];
1584
- evt.chained.push(res.value);
1585
- }
1586
- if (!res.done)
1587
- continue;
1588
- }
1589
- const res = evt.main.next();
1590
- if (res.done === true) {
1591
- evts.splice(i, 1);
1592
- --i;
1593
- continue;
1594
- }
1595
- const val = res.value;
1596
- if (isGenerator(val)) {
1597
- // invoke once if its a generator
1598
- // this means e.g. WaitForFrame(1) works and will capture
1599
- // the frame it was created
1600
- const gen = val;
1601
- const res = gen.next();
1602
- if (res.done)
1603
- continue;
1604
- if (!evt.chained)
1605
- evt.chained = [];
1606
- evt.chained.push(val);
1607
- }
1608
- else if (val instanceof Promise) {
1609
- // If its a promise we want to wait for it to resolve
1610
- const prom = val;
1611
- if (!evt.chained)
1612
- evt.chained = [];
1613
- const nested = WaitForPromise(prom);
1614
- evt.chained?.push(nested);
1615
- continue;
1616
- }
1617
- }
1618
- catch (e) {
1619
- console.error(e);
1620
- }
1621
- }
1622
- }
1623
- function isGenerator(val) {
1624
- if (val) {
1625
- if (val.next && val.return) {
1626
- return true;
1627
- }
1628
- }
1629
- return false;
1630
- }
1631
- }
1632
- }
1633
- // const scene = new Scene();
1634
- // const useComposer = utils.getParam("postfx");
1635
- // const renderer = new WebGLRenderer({ antialias: true });
1636
- // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1637
- // renderer.setClearColor(new Color('lightgrey'), 0)
1638
- // renderer.antialias = true;
1639
- // renderer.alpha = false;
1640
- // renderer.shadowMap.enabled = true;
1641
- // renderer.shadowMap.type = PCFSoftShadowMap;
1642
- // renderer.setSize(window.innerWidth, window.innerHeight);
1643
- // renderer.outputEncoding = sRGBEncoding;
1644
- // renderer.physicallyCorrectLights = true;
1645
- // document.body.appendChild(renderer.domElement);
1646
- // // generation pushes loading requests in this array
1647
- // const sceneData: {
1648
- // mainCamera: Camera | undefined
1649
- // } = {
1650
- // preparing: [],
1651
- // resolving: [],
1652
- // scripts: [],
1653
- // raycastTargets: [],
1654
- // mainCamera: undefined,
1655
- // mainCameraComponent: undefined,
1656
- // };
1657
- // // contains a list of functions to be called after loading is done
1658
- // const post_setup_callbacks = [];
1659
- // const pre_render_Callbacks = [];
1660
- // const post_render_callbacks = [];
1661
- // const new_scripts = [];
1662
- // const new_scripts_post_setup_callbacks = [];
1663
- // const new_scripts_pre_setup_callbacks = [];
1664
- // export {
1665
- // scene, renderer, composer,
1666
- // new_scripts,
1667
- // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1668
- // sceneData,
1669
- // post_setup_callbacks,
1670
- // pre_render_Callbacks,
1671
- // post_render_callbacks
1672
- // }
1
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
+ import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ /** @ts-ignore (not yet in types?) */
4
+ import { BasicNodeLibrary } from "three";
5
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
+ import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
+ import { Addressables } from './engine_addressables.js';
9
+ import { AnimationsRegistry } from './engine_animation.js';
10
+ import { Application } from './engine_application.js';
11
+ import { AssetDatabase } from './engine_assetdatabase.js';
12
+ import { VERSION } from './engine_constants.js';
13
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
+ import { WaitForPromise } from './engine_coroutine.js';
15
+ import { ObjectUtils } from "./engine_create_objects.js";
16
+ import { destroy, foreachComponent } from './engine_gameobject.js';
17
+ import { getLoader } from './engine_gltf.js';
18
+ import { Input } from './engine_input.js';
19
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
+ import { LightDataRegistry } from './engine_lightdata.js';
21
+ import { LODsManager } from "./engine_lods.js";
22
+ import * as looputils from './engine_mainloop_utils.js';
23
+ import { NetworkConnection } from './engine_networking.js';
24
+ import { Physics } from './engine_physics.js';
25
+ import { PlayerViewManager } from './engine_playerview.js';
26
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
+ import { logHierarchy } from './engine_three_utils.js';
28
+ import { Time } from './engine_time.js';
29
+ import { patchTonemapping } from './engine_tonemapping.js';
30
+ import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
+ const debug = getParam("debugcontext");
33
+ const stats = getParam("stats");
34
+ const debugActive = getParam("debugactive");
35
+ const debugframerate = getParam("debugframerate");
36
+ const debugCoroutine = getParam("debugcoroutine");
37
+ // this is where functions that setup unity scenes will be pushed into
38
+ // those will be accessed from our custom html element to load them into their context
39
+ export const build_scene_functions = {};
40
+ export class ContextArgs {
41
+ name;
42
+ /** for debugging only */
43
+ alias;
44
+ /** the hash is used as a seed when initially loading the scene files */
45
+ hash;
46
+ /** when true the context will not check if it's visible in the viewport and always update and render */
47
+ runInBackground;
48
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
+ domElement;
50
+ /** externally owned renderer */
51
+ renderer;
52
+ /** externally owned camera */
53
+ camera;
54
+ /** externally owned scene */
55
+ scene;
56
+ }
57
+ export var FrameEvent;
58
+ (function (FrameEvent) {
59
+ FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
+ FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
+ FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
+ FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
+ FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
+ FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
+ FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
+ FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
+ FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
+ })(FrameEvent || (FrameEvent = {}));
69
+ export function registerComponent(script, context) {
70
+ if (!script)
71
+ return;
72
+ if (!script.isComponent) {
73
+ if (isDevEnvironment() || debug)
74
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
+ return;
76
+ }
77
+ if (!context) {
78
+ context = Context.Current;
79
+ if (debug)
80
+ console.warn("> Registering component without context");
81
+ }
82
+ const new_scripts = context?.new_scripts;
83
+ if (!new_scripts.includes(script)) {
84
+ new_scripts.push(script);
85
+ }
86
+ }
87
+ /**
88
+ * The context is the main object that holds all the data and state of the Needle Engine.
89
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
+ * @example
91
+ * ```typescript
92
+ * import { Behaviour } from "@needle-tools/engine";
93
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
+ * export class MyScript extends Behaviour {
95
+ * start() {
96
+ * console.log("Hello from MyScript");
97
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
+ * }
99
+ * }
100
+ * ```
101
+ */
102
+ export class Context {
103
+ static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
+ /** When a new context is created this is the framerate that will be used by default */
105
+ static get DefaultTargetFrameRate() {
106
+ return Context._defaultTargetFramerate.value;
107
+ }
108
+ /** When a new context is created this is the framerate that will be used by default */
109
+ static set DefaultTargetFrameRate(val) {
110
+ Context._defaultTargetFramerate.value = val;
111
+ }
112
+ static _defaultWebglRendererParameters = {
113
+ antialias: true,
114
+ alpha: false,
115
+ // Note: this is due to a bug on OSX devices. See NE-5370
116
+ powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
+ stencil: true,
118
+ // logarithmicDepthBuffer: true,
119
+ // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
+ };
121
+ /** The default parameters that will be used when creating a new WebGLRenderer.
122
+ * Modify in global context to change the default parameters for all new contexts.
123
+ * @example
124
+ * ```typescript
125
+ * import { Context } from "@needle-tools/engine";
126
+ * Context.DefaultWebGLRendererParameters.antialias = false;
127
+ * ```
128
+ */
129
+ static get DefaultWebGLRendererParameters() {
130
+ return Context._defaultWebglRendererParameters;
131
+ }
132
+ /** The needle engine version */
133
+ get version() {
134
+ return VERSION;
135
+ }
136
+ /** The currently active context. Only set during the update loops */
137
+ static get Current() {
138
+ return ContextRegistry.Current;
139
+ }
140
+ /** @internal this property should not be set by user code */
141
+ static set Current(context) {
142
+ ContextRegistry.Current = context;
143
+ }
144
+ static get All() {
145
+ return ContextRegistry.All;
146
+ }
147
+ /** The name of the context */
148
+ name;
149
+ /** An alias for the context */
150
+ alias;
151
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
+ * When this is false you are responsible to call update(timestamp, xframe.
153
+ * It is also currently assumed that rendering is handled performed by an external process
154
+ * */
155
+ isManagedExternally = false;
156
+ /** set to true to pause the update loop. You can receive an event for it in your components.
157
+ * Note that script updates will not be called when paused */
158
+ isPaused = false;
159
+ /** When enabled the application will run while not visible on the page */
160
+ runInBackground = false;
161
+ /**
162
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
+ * Set to undefined if you want to run at the maximum framerate
164
+ */
165
+ targetFrameRate;
166
+ /** Use a higher number for more accurate physics simulation.
167
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
+ * Set to 0 to disable physics updates
169
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
+ */
171
+ physicsSteps = 1;
172
+ /** used to append to loaded assets */
173
+ hash;
174
+ /** The `<needle-engine>` web component */
175
+ domElement;
176
+ appendHTMLElement(element) {
177
+ if (this.domElement.shadowRoot)
178
+ return this.domElement.shadowRoot.appendChild(element);
179
+ else
180
+ return this.domElement.appendChild(element);
181
+ }
182
+ get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
+ /** use to scale the resolution up or down of the renderer. default is 1 */
184
+ set resolutionScaleFactor(val) {
185
+ if (val === this._resolutionScaleFactor)
186
+ return;
187
+ if (typeof val !== "number")
188
+ return;
189
+ if (val <= 0) {
190
+ console.error("Invalid resolution scale factor", val);
191
+ return;
192
+ }
193
+ this._resolutionScaleFactor = val;
194
+ this.updateSize();
195
+ }
196
+ _resolutionScaleFactor = 1;
197
+ // domElement.clientLeft etc doesnt return absolute position
198
+ _boundingClientRectFrame = -1;
199
+ _boundingClientRect = null;
200
+ _domX;
201
+ _domY;
202
+ /** update bounding rects + domX, domY */
203
+ calculateBoundingClientRect() {
204
+ // workaround for mozilla webXR viewer
205
+ if (this.xr) {
206
+ this._domX = 0;
207
+ this._domY = 0;
208
+ return;
209
+ }
210
+ // TODO: cache this
211
+ if (this._boundingClientRectFrame === this.time.frame)
212
+ return;
213
+ this._boundingClientRectFrame = this.time.frame;
214
+ this._boundingClientRect = this.domElement.getBoundingClientRect();
215
+ this._domX = this._boundingClientRect.x;
216
+ this._domY = this._boundingClientRect.y;
217
+ }
218
+ /** The width of the `<needle-engine>` element on the website */
219
+ get domWidth() {
220
+ // for mozilla XR
221
+ if (this.isInAR)
222
+ return window.innerWidth;
223
+ return this.domElement.clientWidth;
224
+ }
225
+ /** The height of the `<needle-engine>` element on the website */
226
+ get domHeight() {
227
+ // for mozilla XR
228
+ if (this.isInAR)
229
+ return window.innerHeight;
230
+ return this.domElement.clientHeight;
231
+ }
232
+ /** the X position of the `<needle-engine>` element on the website */
233
+ get domX() {
234
+ this.calculateBoundingClientRect();
235
+ return this._domX;
236
+ }
237
+ /** the Y position of the `<needle-engine>` element on the website */
238
+ get domY() {
239
+ this.calculateBoundingClientRect();
240
+ return this._domY;
241
+ }
242
+ /**
243
+ * Is a XR session currently active and presenting?
244
+ * @returns true if the xr renderer is currently presenting
245
+ */
246
+ get isInXR() { return this.renderer?.xr?.isPresenting || false; }
247
+ /** shorthand for `NeedleXRSession.active`
248
+ * Automatically set by NeedleXRSession when a XR session is active
249
+ * @returns the active XR session or null if no session is active
250
+ * */
251
+ xr = null;
252
+ /**
253
+ * Shorthand for `this.xr?.mode`. AR or VR
254
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
255
+ */
256
+ get xrSessionMode() { return this.xr?.mode; }
257
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
258
+ * @returns true if a webxr VR session is currently active.
259
+ */
260
+ get isInVR() { return this.xrSessionMode === "immersive-vr"; }
261
+ /**
262
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
263
+ * @returns true if a webxr AR session is currently active.
264
+ */
265
+ get isInAR() { return this.xrSessionMode === "immersive-ar"; }
266
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
267
+ * @returns true if the XR session is in pass through mode
268
+ */
269
+ get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
270
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
271
+ get xrSession() { return this.renderer?.xr?.getSession(); }
272
+ /** @returns the latest XRFrame (if a XRSession is currently active)
273
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
274
+ */
275
+ get xrFrame() { return this._xrFrame; }
276
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
277
+ get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
278
+ _xrFrame = null;
279
+ /**
280
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
281
+ */
282
+ get arOverlayElement() {
283
+ const el = this.domElement;
284
+ if (typeof el.getAROverlayContainer === "function")
285
+ return el.getAROverlayContainer();
286
+ return this.domElement;
287
+ }
288
+ /**
289
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
290
+ */
291
+ get currentFrameEvent() {
292
+ return this._currentFrameEvent;
293
+ }
294
+ _currentFrameEvent = FrameEvent.Undefined;
295
+ /**
296
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
297
+ */
298
+ scene;
299
+ /**
300
+ * The renderer is used to render the scene. It is automatically created when the context is created.
301
+ */
302
+ renderer;
303
+ /**
304
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
305
+ */
306
+ composer = null;
307
+ /**
308
+ * @internal All known components. Don't use directly
309
+ */
310
+ scripts = [];
311
+ /**
312
+ * @internal All paused components. Don't use directly
313
+ */
314
+ scripts_pausedChanged = [];
315
+ /**
316
+ * @internal All components that have a early update event. Don't use directly
317
+ */
318
+ scripts_earlyUpdate = [];
319
+ /**
320
+ * @internal All components that have a update event. Don't use directly
321
+ */
322
+ scripts_update = [];
323
+ /**
324
+ * @internal All components that have a late update event. Don't use directly
325
+ */
326
+ scripts_lateUpdate = [];
327
+ /**
328
+ * @internal All components that have a onBeforeRender event. Don't use directly
329
+ */
330
+ scripts_onBeforeRender = [];
331
+ /**
332
+ * @internal All components that have a onAfterRender event. Don't use directly
333
+ */
334
+ scripts_onAfterRender = [];
335
+ /**
336
+ * @internal All components that have coroutines. Don't use directly
337
+ */
338
+ scripts_WithCorroutines = [];
339
+ /**
340
+ * @internal Components with immersive-vr event methods. Don't use directly
341
+ */
342
+ scripts_immersive_vr = [];
343
+ /**
344
+ * @internal Components with immersive-ar event methods. Don't use directly
345
+ */
346
+ scripts_immersive_ar = [];
347
+ /**
348
+ * @internal Coroutine data
349
+ */
350
+ coroutines = {};
351
+ /** callbacks called once after the context has been created */
352
+ post_setup_callbacks = [];
353
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
354
+ pre_update_callbacks = [];
355
+ /** called every frame before rendering (after all component events) */
356
+ pre_render_callbacks = [];
357
+ /** called every frame after rendering (after all component events) */
358
+ post_render_callbacks = [];
359
+ /** called every frame befroe update (this list is emptied every frame) */
360
+ pre_update_oneshot_callbacks = [];
361
+ /** @internal */
362
+ new_scripts = [];
363
+ /** @internal */
364
+ new_script_start = [];
365
+ /** @internal */
366
+ new_scripts_pre_setup_callbacks = [];
367
+ /** @internal */
368
+ new_scripts_post_setup_callbacks = [];
369
+ /** @internal */
370
+ new_scripts_xr = [];
371
+ /**
372
+ * The **main camera component** of the scene - this camera is used for rendering.
373
+ * Use `setCurrentCamera` for updating the main camera.
374
+ */
375
+ mainCameraComponent = undefined;
376
+ /**
377
+ * The main camera of the scene - this camera is used for rendering
378
+ * Use `setCurrentCamera` for updating the main camera.
379
+ */
380
+ get mainCamera() {
381
+ if (this._mainCamera) {
382
+ return this._mainCamera;
383
+ }
384
+ if (this.mainCameraComponent) {
385
+ const cam = this.mainCameraComponent;
386
+ if (!cam.threeCamera)
387
+ cam.buildCamera();
388
+ return cam.threeCamera;
389
+ }
390
+ if (!this._fallbackCamera) {
391
+ this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
392
+ }
393
+ return this._fallbackCamera;
394
+ }
395
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
396
+ set mainCamera(cam) {
397
+ this._mainCamera = cam;
398
+ }
399
+ _mainCamera = null;
400
+ _fallbackCamera = null;
401
+ /** access application state (e.g. if all audio should be muted) */
402
+ application;
403
+ /** access animation mixer used by components in the scene */
404
+ animations;
405
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
406
+ time;
407
+ /** access input data (e.g. click or touch events) */
408
+ input;
409
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
410
+ physics;
411
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
412
+ connection;
413
+ /**
414
+ * @deprecated AssetDataBase is deprecated
415
+ */
416
+ assets;
417
+ /** The main light in the scene */
418
+ mainLight = null;
419
+ /** @deprecated Use sceneLighting */
420
+ get rendererData() { return this.sceneLighting; }
421
+ sceneLighting;
422
+ addressables;
423
+ lightmaps;
424
+ players;
425
+ lodsManager;
426
+ /** Access the needle menu to add or remove buttons to the menu element */
427
+ menu;
428
+ /** @returns true if the context is fully created and ready */
429
+ get isCreated() { return this._isCreated; }
430
+ _needsUpdateSize = false;
431
+ _isCreated = false;
432
+ _isCreating = false;
433
+ _isVisible = false;
434
+ _stats = stats ? new Stats.default() : null;
435
+ constructor(args) {
436
+ this.name = args?.name || "";
437
+ this.alias = args?.alias;
438
+ this.domElement = args?.domElement || document.body;
439
+ this.hash = args?.hash;
440
+ if (args?.renderer) {
441
+ this.renderer = args.renderer;
442
+ this.isManagedExternally = true;
443
+ }
444
+ if (args?.runInBackground !== undefined)
445
+ this.runInBackground = args.runInBackground;
446
+ if (args?.scene)
447
+ this.scene = args.scene;
448
+ else
449
+ this.scene = new Scene();
450
+ if (args?.camera)
451
+ this._mainCamera = args.camera;
452
+ this.application = new Application(this);
453
+ this.time = new Time();
454
+ this.input = new Input(this);
455
+ this.physics = new Physics(this);
456
+ this.connection = new NetworkConnection(this);
457
+ // eslint-disable-next-line deprecation/deprecation
458
+ this.assets = new AssetDatabase();
459
+ this.sceneLighting = new SceneLighting(this);
460
+ this.addressables = new Addressables(this);
461
+ this.lightmaps = new LightDataRegistry(this);
462
+ this.players = new PlayerViewManager(this);
463
+ this.menu = new NeedleMenu(this);
464
+ this.lodsManager = new LODsManager(this);
465
+ this.animations = new AnimationsRegistry(this);
466
+ const resizeCallback = () => this._needsUpdateSize = true;
467
+ window.addEventListener('resize', resizeCallback);
468
+ this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
469
+ const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
470
+ resizeObserver.observe(this.domElement);
471
+ this._disposeCallbacks.push(() => resizeObserver.disconnect());
472
+ this._intersectionObserver = new IntersectionObserver(entries => {
473
+ this._isVisible = entries[0].isIntersecting;
474
+ });
475
+ this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
476
+ ContextRegistry.register(this);
477
+ }
478
+ /**
479
+ * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
480
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
481
+ * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
482
+ * @returns {WebGLRenderer} the newly created renderer
483
+ */
484
+ createNewRenderer(params) {
485
+ this.renderer?.dispose();
486
+ params = { ...Context.DefaultWebGLRendererParameters, ...params };
487
+ if (!params.canvas) {
488
+ // get canvas already configured in the Needle Engine Web Component
489
+ const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
490
+ if (canvas) {
491
+ params.canvas = canvas;
492
+ if (debug) {
493
+ console.log("Using canvas from shadow root", canvas);
494
+ }
495
+ }
496
+ }
497
+ if (debug)
498
+ console.log("Using Renderer Parameters:", params, this.domElement);
499
+ this.renderer = new WebGLRenderer(params);
500
+ this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
501
+ // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
502
+ this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
503
+ this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
504
+ this.renderer.setClearColor(new Color('lightgrey'), 0);
505
+ // // @ts-ignore
506
+ // this.renderer.alpha = false;
507
+ this.renderer.shadowMap.enabled = true;
508
+ this.renderer.shadowMap.type = PCFSoftShadowMap;
509
+ this.renderer.setSize(this.domWidth, this.domHeight);
510
+ this.renderer.outputColorSpace = SRGBColorSpace;
511
+ // Injecting the core nodes library here, like WebGPURenderer backends do
512
+ //@ts-ignore
513
+ this.renderer.nodes = {
514
+ library: new BasicNodeLibrary(),
515
+ modelViewMatrix: null,
516
+ modelNormalViewMatrix: null,
517
+ };
518
+ // this.renderer.toneMapping = AgXToneMapping;
519
+ this.lodsManager.setRenderer(this.renderer);
520
+ this.input.bindEvents();
521
+ return this.renderer;
522
+ }
523
+ _intersectionObserver = null;
524
+ internalOnUpdateVisible() {
525
+ this._intersectionObserver?.disconnect();
526
+ this._intersectionObserver?.observe(this.domElement);
527
+ }
528
+ _disposeCallbacks = [];
529
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
530
+ requestSizeUpdate() { this._needsUpdateSize = true; }
531
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
532
+ maxRenderResolution;
533
+ /** Control the renderer devicePixelRatio.
534
+ * **Options**
535
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
536
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
537
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
538
+ */
539
+ get devicePixelRatio() { return this._devicePixelRatio; }
540
+ set devicePixelRatio(val) {
541
+ if (val !== this._devicePixelRatio) {
542
+ this._devicePixelRatio = val;
543
+ this._needsUpdateSize = true;
544
+ }
545
+ }
546
+ _devicePixelRatio = "auto";
547
+ /**
548
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
549
+ */
550
+ updateSize(force = false) {
551
+ if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
552
+ this._needsUpdateSize = false;
553
+ const scaleFactor = this.resolutionScaleFactor;
554
+ let width = this.domWidth * scaleFactor;
555
+ let height = this.domHeight * scaleFactor;
556
+ if (this.maxRenderResolution) {
557
+ this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
558
+ width = Math.min(this.maxRenderResolution.x, width);
559
+ this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
560
+ height = Math.min(this.maxRenderResolution.y, height);
561
+ }
562
+ const camera = this.mainCamera;
563
+ this.updateAspect(camera);
564
+ this.renderer.setSize(width, height, true);
565
+ // avoid setting pixel values here since this can cause pingpong updates
566
+ // e.g. when system scale is set to 125%
567
+ // https://github.com/needle-tools/needle-engine-support/issues/69
568
+ this.renderer.domElement.style.width = "100%";
569
+ this.renderer.domElement.style.height = "100%";
570
+ const devicePixelRatio = typeof this.devicePixelRatio === "number"
571
+ ? this.devicePixelRatio
572
+ : this.devicePixelRatio === "auto"
573
+ ? window.devicePixelRatio
574
+ : undefined;
575
+ if (devicePixelRatio !== undefined) {
576
+ this.renderer.setPixelRatio(devicePixelRatio);
577
+ }
578
+ if (this.composer) {
579
+ this.composer.setSize?.call(this.composer, width, height);
580
+ if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
581
+ this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
582
+ }
583
+ }
584
+ }
585
+ /**
586
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
587
+ */
588
+ updateAspect(camera, width, height) {
589
+ if (!camera)
590
+ return;
591
+ if (width === undefined)
592
+ width = this.domWidth;
593
+ if (height === undefined)
594
+ height = this.domHeight;
595
+ const aspectRatio = width / height;
596
+ if (camera.isPerspectiveCamera) {
597
+ const cam = camera;
598
+ const pa = cam.aspect;
599
+ cam.aspect = aspectRatio;
600
+ if (pa !== cam.aspect)
601
+ camera.updateProjectionMatrix();
602
+ }
603
+ else if (camera.isOrthographicCamera) {
604
+ const cam = camera;
605
+ // Maintain the camera's current vertical size (top - bottom)
606
+ const verticalSize = cam.top - cam.bottom;
607
+ // Calculate new horizontal size based on aspect ratio
608
+ const horizontalSize = verticalSize * aspectRatio;
609
+ // Update camera bounds while maintaining center position
610
+ const halfWidth = horizontalSize / 2;
611
+ const halfHeight = verticalSize / 2;
612
+ if (cam.left != -halfWidth || cam.top != halfHeight) {
613
+ cam.left = -halfWidth;
614
+ cam.right = halfWidth;
615
+ cam.top = halfHeight;
616
+ cam.bottom = -halfHeight;
617
+ camera.updateProjectionMatrix();
618
+ }
619
+ }
620
+ }
621
+ /** This will recreate the whole needle engine context and dispose the whole scene content
622
+ * All content will be reloaded (loading times might be faster due to browser caches)
623
+ * All scripts will be recreated */
624
+ recreate() {
625
+ this.clear();
626
+ this.create(this._originalCreationArgs);
627
+ }
628
+ _originalCreationArgs;
629
+ /** @deprecated use create. This method will be removed in a future version */
630
+ async onCreate(opts) {
631
+ return this.create(opts);
632
+ }
633
+ /** @internal */
634
+ async create(opts) {
635
+ try {
636
+ this._isCreating = true;
637
+ if (opts !== this._originalCreationArgs)
638
+ this._originalCreationArgs = deepClone(opts);
639
+ window.addEventListener("unhandledrejection", this.onUnhandledRejection);
640
+ const res = await this.internalOnCreate(opts);
641
+ this._isCreated = res;
642
+ return res;
643
+ }
644
+ finally {
645
+ window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
646
+ this._isCreating = false;
647
+ }
648
+ }
649
+ onUnhandledRejection = (event) => {
650
+ this.onError(event.reason);
651
+ };
652
+ /** Dispatches an error */
653
+ onError(error) {
654
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
655
+ }
656
+ /**
657
+ * Clears the context and destroys all scenes and objects in the scene.
658
+ * The ContextCleared event is called at the end.
659
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
660
+ * or when the web component is removed from the DOM
661
+ */
662
+ clear() {
663
+ ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
664
+ invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
665
+ // NOTE: this does dispose the environment/background image too
666
+ // which is probably not desired if it is set via the skybox-image attribute
667
+ destroy(this.scene, true, true);
668
+ this.scene = new Scene();
669
+ this.addressables?.dispose();
670
+ this.lightmaps?.clear();
671
+ this.physics?.engine?.clearCaches();
672
+ this.lodsManager.disable();
673
+ this._onBeforeRenderListeners.clear();
674
+ this._onAfterRenderListeners.clear();
675
+ if (!this.isManagedExternally) {
676
+ if (this.renderer) {
677
+ this.renderer.renderLists.dispose();
678
+ this.renderer.state.reset();
679
+ this.renderer.resetState();
680
+ }
681
+ }
682
+ // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
683
+ // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
684
+ ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
685
+ }
686
+ /**
687
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
688
+ */
689
+ dispose() {
690
+ this.internalOnDestroy();
691
+ }
692
+ /**@deprecated use dispose() */
693
+ onDestroy() { this.internalOnDestroy(); }
694
+ internalOnDestroy() {
695
+ Context.Current = this;
696
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
697
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
698
+ this.clear();
699
+ this.renderer?.setAnimationLoop(null);
700
+ if (this.renderer) {
701
+ this.renderer.setClearAlpha(0);
702
+ this.renderer.clear();
703
+ if (!this.isManagedExternally) {
704
+ if (debug)
705
+ console.log("Disposing renderer");
706
+ this.renderer.dispose();
707
+ }
708
+ }
709
+ this.scene = null;
710
+ this.renderer = null;
711
+ this.input.dispose();
712
+ this.menu.onDestroy();
713
+ this.animations.onDestroy();
714
+ for (const cb of this._disposeCallbacks) {
715
+ try {
716
+ cb();
717
+ }
718
+ catch (e) {
719
+ console.error("Error in on dispose callback:", e, cb);
720
+ }
721
+ }
722
+ if (this.domElement?.parentElement) {
723
+ this.domElement.parentElement.removeChild(this.domElement);
724
+ }
725
+ this._isCreated = false;
726
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
727
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
728
+ ContextRegistry.unregister(this);
729
+ if (Context.Current === this) {
730
+ //@ts-ignore
731
+ Context.Current = null;
732
+ }
733
+ }
734
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
735
+ registerCoroutineUpdate(script, coroutine, evt) {
736
+ if (typeof coroutine?.next !== "function") {
737
+ console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
738
+ return coroutine;
739
+ }
740
+ if (!this.coroutines[evt])
741
+ this.coroutines[evt] = [];
742
+ this.coroutines[evt].push({ comp: script, main: coroutine });
743
+ return coroutine;
744
+ }
745
+ /** @internal Automatically called by components. */
746
+ unregisterCoroutineUpdate(coroutine, evt) {
747
+ if (!this.coroutines[evt])
748
+ return;
749
+ const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
750
+ if (idx >= 0)
751
+ this.coroutines[evt].splice(idx, 1);
752
+ }
753
+ /** @internal Automatically called */
754
+ stopAllCoroutinesFrom(script) {
755
+ for (const evt in this.coroutines) {
756
+ const rout = this.coroutines[evt];
757
+ for (let i = rout.length - 1; i >= 0; i--) {
758
+ const r = rout[i];
759
+ if (r.comp === script) {
760
+ rout.splice(i, 1);
761
+ }
762
+ }
763
+ }
764
+ }
765
+ _cameraStack = [];
766
+ /** Change the main camera */
767
+ setCurrentCamera(cam) {
768
+ if (!cam)
769
+ return;
770
+ if (!cam.threeCamera)
771
+ cam.buildCamera(); // < to build camera
772
+ if (!cam.threeCamera) {
773
+ console.warn("Camera component is missing camera", cam);
774
+ return;
775
+ }
776
+ const index = this._cameraStack.indexOf(cam);
777
+ if (index >= 0)
778
+ this._cameraStack.splice(index, 1);
779
+ this._cameraStack.push(cam);
780
+ this.mainCameraComponent = cam;
781
+ const camera = cam.threeCamera;
782
+ if (camera.isPerspectiveCamera)
783
+ this.updateAspect(camera);
784
+ this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
785
+ }
786
+ /**
787
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
788
+ */
789
+ removeCamera(cam) {
790
+ if (!cam)
791
+ return;
792
+ const index = this._cameraStack.indexOf(cam);
793
+ if (index >= 0)
794
+ this._cameraStack.splice(index, 1);
795
+ if (this.mainCameraComponent === cam) {
796
+ this.mainCameraComponent = undefined;
797
+ if (this._cameraStack.length > 0) {
798
+ const last = this._cameraStack[this._cameraStack.length - 1];
799
+ this.setCurrentCamera(last);
800
+ }
801
+ }
802
+ }
803
+ _onBeforeRenderListeners = new Map();
804
+ _onAfterRenderListeners = new Map();
805
+ /** Use to subscribe to onBeforeRender events on threejs objects.
806
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
807
+ */
808
+ addBeforeRenderListener(target, callback) {
809
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
810
+ const arr = [];
811
+ this._onBeforeRenderListeners.set(target.uuid, arr);
812
+ target.onBeforeRender = this._createRenderCallbackWrapper(arr);
813
+ }
814
+ this._onBeforeRenderListeners.get(target.uuid).push(callback);
815
+ }
816
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
817
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
818
+ */
819
+ removeBeforeRenderListener(target, callback) {
820
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
821
+ const arr = this._onBeforeRenderListeners.get(target.uuid);
822
+ const idx = arr.indexOf(callback);
823
+ if (idx >= 0)
824
+ arr.splice(idx, 1);
825
+ }
826
+ }
827
+ /**
828
+ * Subscribe to onAfterRender events on threejs objects
829
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
830
+ */
831
+ addAfterRenderListener(target, callback) {
832
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
833
+ const arr = [];
834
+ this._onAfterRenderListeners.set(target.uuid, arr);
835
+ target.onAfterRender = this._createRenderCallbackWrapper(arr);
836
+ }
837
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
838
+ }
839
+ /**
840
+ * Remove from onAfterRender events on threejs objects
841
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
842
+ */
843
+ removeAfterRenderListener(target, callback) {
844
+ if (this._onAfterRenderListeners.has(target.uuid)) {
845
+ const arr = this._onAfterRenderListeners.get(target.uuid);
846
+ const idx = arr.indexOf(callback);
847
+ if (idx >= 0)
848
+ arr.splice(idx, 1);
849
+ }
850
+ }
851
+ _createRenderCallbackWrapper(array) {
852
+ return (renderer, scene, camera, geometry, material, group) => {
853
+ for (let i = 0; i < array.length; i++) {
854
+ const fn = array[i];
855
+ fn(renderer, scene, camera, geometry, material, group);
856
+ }
857
+ };
858
+ }
859
+ _requireDepthTexture = false;
860
+ _requireColorTexture = false;
861
+ _renderTarget;
862
+ _isRendering = false;
863
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
864
+ get isRendering() { return this._isRendering; }
865
+ setRequireDepth(val) {
866
+ this._requireDepthTexture = val;
867
+ }
868
+ setRequireColor(val) {
869
+ this._requireColorTexture = val;
870
+ }
871
+ get depthTexture() {
872
+ return this._renderTarget?.depthTexture || null;
873
+ }
874
+ get opaqueColorTexture() {
875
+ return this._renderTarget?.texture || null;
876
+ }
877
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
878
+ get isVisibleToUser() {
879
+ if (this.isInXR)
880
+ return true;
881
+ if (!this._isVisible)
882
+ return false;
883
+ const style = getComputedStyle(this.domElement);
884
+ return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
885
+ }
886
+ _createId = 0;
887
+ async internalOnCreate(opts) {
888
+ const createId = ++this._createId;
889
+ if (debug)
890
+ console.log("Creating context", this.name, opts);
891
+ // wait for async imported dependencies to be loaded
892
+ // see https://linear.app/needle/issue/NE-4445
893
+ const dependenciesReady = globalThis["needle:dependencies:ready"];
894
+ if (dependenciesReady instanceof Promise) {
895
+ if (debug)
896
+ console.log("Waiting for dependencies to be ready");
897
+ await dependenciesReady
898
+ .catch(err => {
899
+ if (debug || isDevEnvironment()) {
900
+ showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
901
+ const printedError = false;
902
+ if (err instanceof ReferenceError) {
903
+ let offendingComponentName = "YourComponentName";
904
+ const offendingComponentStartIndex = err.message.indexOf("'");
905
+ if (offendingComponentStartIndex > 0) {
906
+ const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
907
+ if (offendingComponentEndIndex > 0) {
908
+ const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
909
+ if (name.length > 3)
910
+ offendingComponentName = name;
911
+ }
912
+ }
913
+ console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
914
+ return;
915
+ }
916
+ if (!printedError) {
917
+ console.error("Needle Engine dependencies failed to load", err);
918
+ }
919
+ }
920
+ })
921
+ .then(() => {
922
+ if (debug)
923
+ console.log("Needle Engine dependencies are ready");
924
+ });
925
+ }
926
+ this.clear();
927
+ const oldRenderer = this.renderer;
928
+ // We only need to create a new renderer if we don't have one yet
929
+ // We do prevent creating a new renderer here to avoid flickering when the context is created while the content is still being loaded. This can be the case where CSS transformations update the layout (e.g. scale() while loading + old canvas disposed but in the DOM layout.)
930
+ const needsNewRenderer = !oldRenderer || oldRenderer["isDisposed"] === true;
931
+ // stop the animation loop if its running during creation
932
+ // since we do not want to start enabling scripts etc before they are deserialized
933
+ if (this.isManagedExternally === false && (needsNewRenderer)) {
934
+ this.createNewRenderer();
935
+ }
936
+ else {
937
+ this.lodsManager.setRenderer(this.renderer);
938
+ }
939
+ this.renderer?.setAnimationLoop(null);
940
+ await delay(1);
941
+ Context.Current = this;
942
+ await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
943
+ // load and create scene
944
+ let prepare_succeeded = true;
945
+ let loadedFiles;
946
+ try {
947
+ Context.Current = this;
948
+ if (opts) {
949
+ loadedFiles = await this.internalLoadInitialContent(createId, opts);
950
+ }
951
+ else
952
+ loadedFiles = [];
953
+ }
954
+ catch (err) {
955
+ console.error(err);
956
+ prepare_succeeded = false;
957
+ }
958
+ if (!prepare_succeeded) {
959
+ this.onError("Failed to load initial content");
960
+ return false;
961
+ }
962
+ if (createId !== this._createId || opts?.abortSignal?.aborted) {
963
+ return false;
964
+ }
965
+ this.internalOnUpdateVisible();
966
+ if (!this.renderer) {
967
+ if (debug)
968
+ console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
969
+ return false;
970
+ }
971
+ if (!this.isManagedExternally && !this.domElement.shadowRoot) {
972
+ this.domElement.prepend(this.renderer.domElement);
973
+ }
974
+ Context.Current = this;
975
+ // TODO: we could configure if we need physics
976
+ // await this.physics.engine?.initialize();
977
+ // Setup
978
+ Context.Current = this;
979
+ for (let i = 0; i < this.new_scripts.length; i++) {
980
+ const script = this.new_scripts[i];
981
+ if (script.gameObject !== undefined && script.gameObject !== null) {
982
+ if (script.gameObject.userData === undefined)
983
+ script.gameObject.userData = {};
984
+ if (script.gameObject.userData.components === undefined)
985
+ script.gameObject.userData.components = [];
986
+ const arr = script.gameObject.userData.components;
987
+ if (!arr.includes(script))
988
+ arr.push(script);
989
+ }
990
+ // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
991
+ // this.raycastTargets.push(script.gameObject);
992
+ // }
993
+ }
994
+ // const context = new SerializationContext(this.scene);
995
+ // for (let i = 0; i < this.new_scripts.length; i++) {
996
+ // const script = this.new_scripts[i];
997
+ // const ser = script as unknown as ISerializable;
998
+ // if (ser.$serializedTypes === undefined) continue;
999
+ // context.context = this;
1000
+ // context.object = script.gameObject;
1001
+ // deserializeObject(ser, script, context);
1002
+ // }
1003
+ // resolve post setup callbacks (things that rely on threejs objects having references to components)
1004
+ if (this.post_setup_callbacks) {
1005
+ for (let i = 0; i < this.post_setup_callbacks.length; i++) {
1006
+ Context.Current = this;
1007
+ await this.post_setup_callbacks[i](this);
1008
+ }
1009
+ }
1010
+ if (!this._mainCamera) {
1011
+ Context.Current = this;
1012
+ let camera = null;
1013
+ foreachComponent(this.scene, comp => {
1014
+ const cam = comp;
1015
+ if (cam?.isCamera) {
1016
+ looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1017
+ if (!cam.activeAndEnabled)
1018
+ return undefined;
1019
+ if (cam.tag === "MainCamera") {
1020
+ camera = cam;
1021
+ return true;
1022
+ }
1023
+ else
1024
+ camera = cam;
1025
+ }
1026
+ return undefined;
1027
+ });
1028
+ if (camera) {
1029
+ this.setCurrentCamera(camera);
1030
+ }
1031
+ else {
1032
+ const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1033
+ if (!res && !this.mainCamera && !this.isManagedExternally)
1034
+ console.warn("Missing camera in main scene", this);
1035
+ }
1036
+ }
1037
+ this.input.bindEvents();
1038
+ Context.Current = this;
1039
+ looputils.processNewScripts(this);
1040
+ // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1041
+ if (this.physics.engine) {
1042
+ this.physics.engine?.step(0);
1043
+ this.physics.engine?.postStep();
1044
+ }
1045
+ // const mainCam = this.mainCameraComponent as Camera;
1046
+ // if (mainCam) {
1047
+ // mainCam.applyClearFlagsIfIsActiveCamera();
1048
+ // }
1049
+ if (!this.isManagedExternally && this.composer && this.mainCamera) {
1050
+ // TODO: import postprocessing async
1051
+ // const renderPass = new RenderPass(this.scene, this.mainCamera);
1052
+ // this.renderer.setSize(this.domWidth, this.domHeight);
1053
+ // this.composer.addPass(renderPass);
1054
+ // this.composer.setSize(this.domWidth, this.domHeight);
1055
+ }
1056
+ this._needsUpdateSize = true;
1057
+ if (this._stats) {
1058
+ this._stats.showPanel(0);
1059
+ this._stats.dom.style.position = "absolute"; // (default is fixed)
1060
+ this.domElement.shadowRoot?.appendChild(this._stats.dom);
1061
+ }
1062
+ if (debug)
1063
+ logHierarchy(this.scene, true);
1064
+ // If no target framerate was set we use the default
1065
+ if (this.targetFrameRate === undefined) {
1066
+ if (debug)
1067
+ console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1068
+ // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1069
+ this.targetFrameRate = Context._defaultTargetFramerate;
1070
+ }
1071
+ else if (debug)
1072
+ console.log("Target framerate set to", this.targetFrameRate);
1073
+ this._dispatchReadyAfterFrame = true;
1074
+ const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1075
+ if (res) {
1076
+ const domElement = this.domElement;
1077
+ if ("internalSetLoadingMessage" in domElement && typeof domElement.internalSetLoadingMessage === "function")
1078
+ domElement?.internalSetLoadingMessage("finish loading");
1079
+ await res;
1080
+ }
1081
+ if (opts?.abortSignal?.aborted) {
1082
+ return false;
1083
+ }
1084
+ invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1085
+ if (debug)
1086
+ console.log("Context Created...", this.renderer, this.renderer.domElement);
1087
+ this._isCreating = false;
1088
+ if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1089
+ this.restartRenderLoop();
1090
+ return true;
1091
+ }
1092
+ async internalLoadInitialContent(createId, args) {
1093
+ const results = new Array();
1094
+ // early out if we dont have any files to load
1095
+ if (args.files.length === 0)
1096
+ return results;
1097
+ const files = [...args.files];
1098
+ const progressArg = {
1099
+ name: "",
1100
+ progress: null,
1101
+ index: 0,
1102
+ count: files.length
1103
+ };
1104
+ const loader = getLoader();
1105
+ // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1106
+ const loadingHash = 0;
1107
+ for (let i = 0; i < files.length; i++) {
1108
+ if (args.abortSignal?.aborted) {
1109
+ if (debug)
1110
+ console.log("Aborting loading because of abort signal");
1111
+ break;
1112
+ }
1113
+ // abort loading if the create id has changed
1114
+ if (createId !== this._createId) {
1115
+ if (debug)
1116
+ console.log("Aborting loading because create id changed", createId, this._createId);
1117
+ break;
1118
+ }
1119
+ const file = files[i];
1120
+ args?.onLoadingStart?.call(this, i, file);
1121
+ if (debug)
1122
+ console.log("Context Load " + file);
1123
+ const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1124
+ if (args.abortSignal?.aborted)
1125
+ return;
1126
+ progressArg.name = file;
1127
+ progressArg.progress = prog;
1128
+ progressArg.index = i;
1129
+ progressArg.count = files.length;
1130
+ args.onLoadingProgress?.call(this, progressArg);
1131
+ });
1132
+ args?.onLoadingFinished?.call(this, i, file, res ?? null);
1133
+ if (res) {
1134
+ results.push({
1135
+ src: file,
1136
+ file: res
1137
+ });
1138
+ }
1139
+ else {
1140
+ // a file could not be loaded
1141
+ console.warn("Could not load file: " + file);
1142
+ }
1143
+ }
1144
+ // if the id was changed while still loading
1145
+ // then we want to cleanup/destroy previously loaded files
1146
+ if (createId !== this._createId || args.abortSignal?.aborted) {
1147
+ if (debug)
1148
+ console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1149
+ for (const res of results) {
1150
+ if (res && res.file) {
1151
+ for (const scene of res.file.scenes)
1152
+ destroy(scene, true, true);
1153
+ }
1154
+ }
1155
+ }
1156
+ // otherwise we want to add the loaded files to the current scene
1157
+ else {
1158
+ let anyModelFound = false;
1159
+ for (const res of results) {
1160
+ if (res && res.file) {
1161
+ // TODO: should we load all scenes in a glTF here?
1162
+ if (res.file.scene) {
1163
+ anyModelFound = true;
1164
+ this.scene.add(res.file.scene);
1165
+ }
1166
+ else {
1167
+ console.warn("No scene found in loaded file");
1168
+ }
1169
+ }
1170
+ }
1171
+ // If the loaded files do not contain ANY model
1172
+ // We then attempt to create a mesh from each material in the loaded files to visualize it
1173
+ // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1174
+ if (!anyModelFound) {
1175
+ for (const res of results) {
1176
+ if (res && res.file && "parser" in res.file) {
1177
+ let y = 0;
1178
+ if (!Array.isArray(res.file.parser.json.materials))
1179
+ continue;
1180
+ for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1181
+ const mat = await res.file.parser.getDependency("material", i);
1182
+ const parent = new Object3D();
1183
+ parent.position.x = i * 1.1;
1184
+ parent.position.y = y;
1185
+ this.scene.add(parent);
1186
+ ObjectUtils.createPrimitive("ShaderBall", {
1187
+ parent,
1188
+ material: mat
1189
+ });
1190
+ }
1191
+ y += 1;
1192
+ }
1193
+ }
1194
+ }
1195
+ }
1196
+ return results;
1197
+ }
1198
+ /** Sets the animation loop.
1199
+ * Can not be done while creating the context or when disposed
1200
+ **/
1201
+ restartRenderLoop() {
1202
+ if (!this.renderer) {
1203
+ console.error("Can not start render loop without renderer");
1204
+ return false;
1205
+ }
1206
+ if (this._isCreating) {
1207
+ console.warn("Can not start render loop while creating context");
1208
+ return false;
1209
+ }
1210
+ this.renderer.setAnimationLoop((timestamp, frame) => {
1211
+ if (this.isManagedExternally)
1212
+ return;
1213
+ this.update(timestamp, frame);
1214
+ });
1215
+ return true;
1216
+ }
1217
+ _renderlooperrors = 0;
1218
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1219
+ update(timestamp, frame) {
1220
+ if (frame === undefined)
1221
+ frame = null;
1222
+ if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1223
+ try {
1224
+ //performance.mark('update.start');
1225
+ this.internalStep(timestamp, frame);
1226
+ this._renderlooperrors = 0;
1227
+ //performance.mark('update.end');
1228
+ //performance.measure('NE Frame', 'update.start', 'update.end');
1229
+ }
1230
+ catch (err) {
1231
+ this._renderlooperrors += 1;
1232
+ if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1233
+ showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1234
+ console.error("Frame #" + this.time.frame + "\n", err);
1235
+ if (this._renderlooperrors >= 3) {
1236
+ console.warn("Stopping render loop due to error");
1237
+ this.renderer.setAnimationLoop(null);
1238
+ }
1239
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1240
+ }
1241
+ }
1242
+ else {
1243
+ this.internalStep(timestamp, frame);
1244
+ }
1245
+ }
1246
+ /** Call to **manually** perform physics steps.
1247
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
1248
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1249
+ * */
1250
+ updatePhysics(steps) {
1251
+ this.internalUpdatePhysics(steps);
1252
+ }
1253
+ _lastTimestamp = 0;
1254
+ _accumulatedTime = 0;
1255
+ _dispatchReadyAfterFrame = false;
1256
+ // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1257
+ internalStep(timestamp, frame) {
1258
+ if (this.internalOnBeforeRender(timestamp, frame) === false)
1259
+ return;
1260
+ this.internalOnRender();
1261
+ this.internalOnAfterRender();
1262
+ }
1263
+ internalOnBeforeRender(timestamp, frame) {
1264
+ // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1265
+ // But when we're using postprocessing we need to reset manually: https://discourse.threejs.org/t/accessing-draw-calls-when-using-effectcomposer
1266
+ this.renderer.info.autoReset = frame ? true : false;
1267
+ if (this.renderer.info.autoReset === false) {
1268
+ this.renderer.info.reset();
1269
+ }
1270
+ const sessionStarted = frame !== null && this._xrFrame === null;
1271
+ this._xrFrame = frame;
1272
+ if (sessionStarted) {
1273
+ this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1274
+ }
1275
+ this._currentFrameEvent = FrameEvent.Undefined;
1276
+ if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1277
+ if (this._lastTimestamp === 0)
1278
+ this._lastTimestamp = timestamp;
1279
+ this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1280
+ this._lastTimestamp = timestamp;
1281
+ let targetFrameRate = this.targetFrameRate;
1282
+ if (typeof targetFrameRate === "object")
1283
+ targetFrameRate = targetFrameRate.value;
1284
+ // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1285
+ if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1286
+ return false;
1287
+ }
1288
+ this._accumulatedTime = 0;
1289
+ }
1290
+ this._stats?.begin();
1291
+ Context.Current = this;
1292
+ if (this.onHandlePaused())
1293
+ return false;
1294
+ Context.Current = this;
1295
+ this.time.update();
1296
+ if (debugframerate)
1297
+ console.log("FPS", (this.time.smoothedFps).toFixed(0));
1298
+ looputils.processNewScripts(this);
1299
+ looputils.updateIsActive(this.scene);
1300
+ looputils.processStart(this);
1301
+ invokeLifecycleFunctions(this, FrameEvent.Start);
1302
+ while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1303
+ this._cameraStack.splice(this._cameraStack.length - 1, 1);
1304
+ const last = this._cameraStack[this._cameraStack.length - 1];
1305
+ this.setCurrentCamera(last);
1306
+ }
1307
+ if (this.pre_update_oneshot_callbacks) {
1308
+ for (const i in this.pre_update_oneshot_callbacks) {
1309
+ this.pre_update_oneshot_callbacks[i]();
1310
+ }
1311
+ this.pre_update_oneshot_callbacks.length = 0;
1312
+ }
1313
+ if (this.pre_update_callbacks) {
1314
+ for (const i in this.pre_update_callbacks) {
1315
+ this.pre_update_callbacks[i]();
1316
+ }
1317
+ }
1318
+ this._currentFrameEvent = FrameEvent.EarlyUpdate;
1319
+ for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1320
+ const script = this.scripts_earlyUpdate[i];
1321
+ if (!script.activeAndEnabled)
1322
+ continue;
1323
+ if (script.earlyUpdate !== undefined) {
1324
+ Context.Current = this;
1325
+ script.earlyUpdate();
1326
+ }
1327
+ }
1328
+ this.executeCoroutines(FrameEvent.EarlyUpdate);
1329
+ invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1330
+ if (this.onHandlePaused())
1331
+ return false;
1332
+ this._currentFrameEvent = FrameEvent.Update;
1333
+ for (let i = 0; i < this.scripts_update.length; i++) {
1334
+ const script = this.scripts_update[i];
1335
+ if (!script.activeAndEnabled)
1336
+ continue;
1337
+ if (script.update !== undefined) {
1338
+ Context.Current = this;
1339
+ script.update();
1340
+ }
1341
+ }
1342
+ this.executeCoroutines(FrameEvent.Update);
1343
+ invokeLifecycleFunctions(this, FrameEvent.Update);
1344
+ if (this.onHandlePaused())
1345
+ return false;
1346
+ this._currentFrameEvent = FrameEvent.LateUpdate;
1347
+ for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1348
+ const script = this.scripts_lateUpdate[i];
1349
+ if (!script.activeAndEnabled)
1350
+ continue;
1351
+ if (script.lateUpdate !== undefined) {
1352
+ Context.Current = this;
1353
+ script.lateUpdate();
1354
+ }
1355
+ }
1356
+ // this.mainLight = null;
1357
+ this.executeCoroutines(FrameEvent.LateUpdate);
1358
+ invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1359
+ if (this.onHandlePaused())
1360
+ return false;
1361
+ if (this.physicsSteps === undefined) {
1362
+ this.physicsSteps = 1;
1363
+ }
1364
+ if (this.physics.engine && this.physicsSteps > 0) {
1365
+ this.internalUpdatePhysics(this.physicsSteps);
1366
+ }
1367
+ if (this.onHandlePaused())
1368
+ return false;
1369
+ if (this.isVisibleToUser || this.runInBackground) {
1370
+ this._currentFrameEvent = FrameEvent.OnBeforeRender;
1371
+ // should we move these callbacks in the regular three onBeforeRender events?
1372
+ for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1373
+ const script = this.scripts_onBeforeRender[i];
1374
+ if (!script.activeAndEnabled)
1375
+ continue;
1376
+ // if(script.isActiveAndEnabled === false) continue;
1377
+ if (script.onBeforeRender !== undefined) {
1378
+ Context.Current = this;
1379
+ script.onBeforeRender(frame);
1380
+ }
1381
+ }
1382
+ this.executeCoroutines(FrameEvent.OnBeforeRender);
1383
+ invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1384
+ if (this._needsUpdateSize)
1385
+ this.updateSize();
1386
+ if (this.pre_render_callbacks) {
1387
+ for (const i in this.pre_render_callbacks) {
1388
+ this.pre_render_callbacks[i](frame);
1389
+ }
1390
+ }
1391
+ }
1392
+ return true;
1393
+ }
1394
+ internalUpdatePhysics(steps) {
1395
+ if (!this.physics.engine)
1396
+ return false;
1397
+ const physicsSteps = steps;
1398
+ const dt = this.time.deltaTime / physicsSteps;
1399
+ for (let i = 0; i < physicsSteps; i++) {
1400
+ this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1401
+ this.executeCoroutines(FrameEvent.PrePhysicsStep);
1402
+ this.physics.engine.step(dt);
1403
+ this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1404
+ this.executeCoroutines(FrameEvent.PostPhysicsStep);
1405
+ }
1406
+ this.physics.engine.postStep();
1407
+ return true;
1408
+ }
1409
+ internalOnRender() {
1410
+ if (!this.isManagedExternally) {
1411
+ // when loading assets we compile them async after GLTFLoader is done
1412
+ // but as a fallback we still register them (if e.g. there's no camera for compile async)
1413
+ looputils.runPrewarm(this);
1414
+ this._currentFrameEvent = FrameEvent.Undefined;
1415
+ nodeFrame.update();
1416
+ this.renderNow();
1417
+ this._currentFrameEvent = FrameEvent.OnAfterRender;
1418
+ }
1419
+ }
1420
+ internalOnAfterRender() {
1421
+ if (this.isVisibleToUser || this.runInBackground) {
1422
+ for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1423
+ const script = this.scripts_onAfterRender[i];
1424
+ if (!script.activeAndEnabled)
1425
+ continue;
1426
+ if (script.onAfterRender !== undefined) {
1427
+ Context.Current = this;
1428
+ script.onAfterRender();
1429
+ }
1430
+ }
1431
+ this.executeCoroutines(FrameEvent.OnAfterRender);
1432
+ invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1433
+ if (this.post_render_callbacks) {
1434
+ for (const i in this.post_render_callbacks) {
1435
+ this.post_render_callbacks[i]();
1436
+ }
1437
+ }
1438
+ }
1439
+ this._currentFrameEvent = -1;
1440
+ this.connection.sendBufferedMessagesNow();
1441
+ if (this._stats) {
1442
+ this._stats.end();
1443
+ if (this.time.frameCount % 150 === 0)
1444
+ console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1445
+ }
1446
+ if (this._dispatchReadyAfterFrame) {
1447
+ this._dispatchReadyAfterFrame = false;
1448
+ this.domElement.dispatchEvent(new CustomEvent("ready"));
1449
+ ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1450
+ }
1451
+ }
1452
+ _tempClearColor = new Color();
1453
+ _tempClearColor2 = new Color();
1454
+ renderNow(camera) {
1455
+ if (!camera) {
1456
+ camera = this.mainCamera;
1457
+ if (!camera)
1458
+ return false;
1459
+ }
1460
+ this.handleRendererContextLost();
1461
+ this._isRendering = true;
1462
+ this.renderRequiredTextures();
1463
+ if (this.renderer.toneMapping !== NoToneMapping)
1464
+ patchTonemapping(this);
1465
+ if (this.composer && !this.isInXR) {
1466
+ // if a camera is passed in we need to check if we need to update the composer's camera
1467
+ if (camera && "setMainCamera" in this.composer) {
1468
+ const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1469
+ if (currentPassesCamera != camera)
1470
+ this.composer.setMainCamera(camera);
1471
+ }
1472
+ const backgroundColor = this.renderer.getClearColor(this._tempClearColor);
1473
+ const clearAlpha = this.renderer.getClearAlpha();
1474
+ this._tempClearColor2.copy(backgroundColor);
1475
+ this.renderer.setClearColor(backgroundColor.convertSRGBToLinear(), this.renderer.getClearAlpha());
1476
+ this.composer.render(this.time.deltaTime);
1477
+ this.renderer.setClearColor(this._tempClearColor2, clearAlpha); // restore clear color
1478
+ }
1479
+ else if (camera) {
1480
+ // Workaround for issue on Vision Pro
1481
+ // depth buffer is not cleared between eye draws, despite the spec...
1482
+ if (this.isInXR && DeviceUtilities.isMacOS())
1483
+ this.renderer.clearDepth();
1484
+ this.renderer.render(this.scene, camera);
1485
+ }
1486
+ this._isRendering = false;
1487
+ return true;
1488
+ }
1489
+ _contextRestoreTries = 0;
1490
+ handleRendererContextLost() {
1491
+ // Try to restore the context every x frames
1492
+ if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1493
+ if (this._contextRestoreTries++ < 100) {
1494
+ console.warn("Attempting to recover WebGL context...");
1495
+ this.renderer.forceContextRestore();
1496
+ }
1497
+ }
1498
+ }
1499
+ /** returns true if we should return out of the frame loop */
1500
+ _wasPaused = false;
1501
+ onHandlePaused() {
1502
+ const paused = this.evaluatePaused();
1503
+ if (this._wasPaused !== paused) {
1504
+ if (debugActive)
1505
+ console.log("Paused?", paused, "context:" + this.alias);
1506
+ for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1507
+ const script = this.scripts_pausedChanged[i];
1508
+ if (!script.activeAndEnabled)
1509
+ continue;
1510
+ if (script.onPausedChanged !== undefined) {
1511
+ Context.Current = this;
1512
+ script.onPausedChanged(paused, this._wasPaused);
1513
+ }
1514
+ }
1515
+ }
1516
+ this._wasPaused = paused;
1517
+ return paused;
1518
+ }
1519
+ evaluatePaused() {
1520
+ if (this.isInXR)
1521
+ return false;
1522
+ if (this.isPaused)
1523
+ return true;
1524
+ // if the element is not visible use the runInBackground flag to determine if we should continue
1525
+ if (this.runInBackground) {
1526
+ return false;
1527
+ }
1528
+ const paused = !this.isVisibleToUser;
1529
+ return paused;
1530
+ }
1531
+ renderRequiredTextures() {
1532
+ if (!this.mainCamera)
1533
+ return;
1534
+ if (!this._requireDepthTexture && !this._requireColorTexture)
1535
+ return;
1536
+ if (!this._renderTarget) {
1537
+ this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1538
+ if (this._requireDepthTexture) {
1539
+ const dt = new DepthTexture(this.domWidth, this.domHeight);
1540
+ ;
1541
+ this._renderTarget.depthTexture = dt;
1542
+ }
1543
+ if (this._requireColorTexture) {
1544
+ this._renderTarget.texture = new Texture();
1545
+ this._renderTarget.texture.generateMipmaps = false;
1546
+ this._renderTarget.texture.minFilter = NearestFilter;
1547
+ this._renderTarget.texture.magFilter = NearestFilter;
1548
+ this._renderTarget.texture.format = RGBAFormat;
1549
+ }
1550
+ }
1551
+ const rt = this._renderTarget;
1552
+ if (rt.texture) {
1553
+ rt.texture.colorSpace = this.renderer.outputColorSpace;
1554
+ }
1555
+ const prevTarget = this.renderer.getRenderTarget();
1556
+ this.renderer.setRenderTarget(rt);
1557
+ this.renderer.render(this.scene, this.mainCamera);
1558
+ this.renderer.setRenderTarget(prevTarget);
1559
+ }
1560
+ executeCoroutines(evt) {
1561
+ if (this.coroutines[evt]) {
1562
+ const evts = this.coroutines[evt];
1563
+ for (let i = 0; i < evts.length; i++) {
1564
+ try {
1565
+ const evt = evts[i];
1566
+ // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1567
+ const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1568
+ if (remove) {
1569
+ if (debugCoroutine)
1570
+ console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1571
+ evts.splice(i, 1);
1572
+ --i;
1573
+ continue;
1574
+ }
1575
+ const iter = evt.chained;
1576
+ if (iter && iter.length > 0) {
1577
+ const last = iter[iter.length - 1];
1578
+ const res = last.next();
1579
+ if (res.done) {
1580
+ iter.pop();
1581
+ }
1582
+ if (isGenerator(res)) {
1583
+ if (!evt.chained)
1584
+ evt.chained = [];
1585
+ evt.chained.push(res.value);
1586
+ }
1587
+ if (!res.done)
1588
+ continue;
1589
+ }
1590
+ const res = evt.main.next();
1591
+ if (res.done === true) {
1592
+ evts.splice(i, 1);
1593
+ --i;
1594
+ continue;
1595
+ }
1596
+ const val = res.value;
1597
+ if (isGenerator(val)) {
1598
+ // invoke once if its a generator
1599
+ // this means e.g. WaitForFrame(1) works and will capture
1600
+ // the frame it was created
1601
+ const gen = val;
1602
+ const res = gen.next();
1603
+ if (res.done)
1604
+ continue;
1605
+ if (!evt.chained)
1606
+ evt.chained = [];
1607
+ evt.chained.push(val);
1608
+ }
1609
+ else if (val instanceof Promise) {
1610
+ // If its a promise we want to wait for it to resolve
1611
+ const prom = val;
1612
+ if (!evt.chained)
1613
+ evt.chained = [];
1614
+ const nested = WaitForPromise(prom);
1615
+ evt.chained?.push(nested);
1616
+ continue;
1617
+ }
1618
+ }
1619
+ catch (e) {
1620
+ console.error(e);
1621
+ }
1622
+ }
1623
+ }
1624
+ function isGenerator(val) {
1625
+ if (val) {
1626
+ if (val.next && val.return) {
1627
+ return true;
1628
+ }
1629
+ }
1630
+ return false;
1631
+ }
1632
+ }
1633
+ }
1634
+ // const scene = new Scene();
1635
+ // const useComposer = utils.getParam("postfx");
1636
+ // const renderer = new WebGLRenderer({ antialias: true });
1637
+ // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1638
+ // renderer.setClearColor(new Color('lightgrey'), 0)
1639
+ // renderer.antialias = true;
1640
+ // renderer.alpha = false;
1641
+ // renderer.shadowMap.enabled = true;
1642
+ // renderer.shadowMap.type = PCFSoftShadowMap;
1643
+ // renderer.setSize(window.innerWidth, window.innerHeight);
1644
+ // renderer.outputEncoding = sRGBEncoding;
1645
+ // renderer.physicallyCorrectLights = true;
1646
+ // document.body.appendChild(renderer.domElement);
1647
+ // // generation pushes loading requests in this array
1648
+ // const sceneData: {
1649
+ // mainCamera: Camera | undefined
1650
+ // } = {
1651
+ // preparing: [],
1652
+ // resolving: [],
1653
+ // scripts: [],
1654
+ // raycastTargets: [],
1655
+ // mainCamera: undefined,
1656
+ // mainCameraComponent: undefined,
1657
+ // };
1658
+ // // contains a list of functions to be called after loading is done
1659
+ // const post_setup_callbacks = [];
1660
+ // const pre_render_Callbacks = [];
1661
+ // const post_render_callbacks = [];
1662
+ // const new_scripts = [];
1663
+ // const new_scripts_post_setup_callbacks = [];
1664
+ // const new_scripts_pre_setup_callbacks = [];
1665
+ // export {
1666
+ // scene, renderer, composer,
1667
+ // new_scripts,
1668
+ // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1669
+ // sceneData,
1670
+ // post_setup_callbacks,
1671
+ // pre_render_Callbacks,
1672
+ // post_render_callbacks
1673
+ // }
1673
1674
  //# sourceMappingURL=engine_context.js.map