@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
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  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
@@ -1,620 +1,620 @@
1
- import { $shadowDomOwner } from "../engine-components/ui/Symbols.js";
2
- import { __internalNotifyObjectDestroyed as __internalRemoveReferences, disposeObjectResources } from "./engine_assetdatabase.js";
3
- import { ComponentLifecycleEvents } from "./engine_components_internal.js";
4
- import { activeInHierarchyFieldName } from "./engine_constants.js";
5
- import { editorGuidKeyName } from "./engine_constants.js";
6
- import { $isUsingInstancing, InstancingUtil } from "./engine_instancing.js";
7
- import { processNewScripts } from "./engine_mainloop_utils.js";
8
- import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
9
- import { assign } from "./engine_serialization_core.js";
10
- import { Context, registerComponent } from "./engine_setup.js";
11
- import { logHierarchy, setWorldPosition, setWorldQuaternion } from "./engine_three_utils.js";
12
- import { getParam, tryFindObject } from "./engine_utils.js";
13
- import { apply } from "./js-extensions/index.js";
14
- const debug = getParam("debuggetcomponent");
15
- const debugInstantiate = getParam("debuginstantiate");
16
- /**
17
- * Instantiation options for {@link syncInstantiate}
18
- */
19
- export class InstantiateOptions {
20
- idProvider;
21
- parent;
22
- keepWorldPosition;
23
- position;
24
- rotation;
25
- scale;
26
- visible;
27
- context;
28
- components;
29
- clone() {
30
- const clone = new InstantiateOptions();
31
- clone.idProvider = this.idProvider;
32
- clone.parent = this.parent;
33
- clone.keepWorldPosition = this.keepWorldPosition;
34
- clone.position = this.position?.clone();
35
- clone.rotation = this.rotation?.clone();
36
- clone.scale = this.scale?.clone();
37
- clone.visible = this.visible;
38
- clone.context = this.context;
39
- clone.components = this.components;
40
- return clone;
41
- }
42
- /** Copy fields from another object, clone field references */
43
- cloneAssign(other) {
44
- this.idProvider = other.idProvider;
45
- this.parent = other.parent;
46
- this.keepWorldPosition = other.keepWorldPosition;
47
- this.position = other.position?.clone();
48
- this.rotation = other.rotation?.clone();
49
- this.scale = other.scale?.clone();
50
- this.visible = other.visible;
51
- this.context = other.context;
52
- this.components = other.components;
53
- }
54
- }
55
- // export function setActive(go: Object3D, active: boolean, processStart: boolean = true) {
56
- // if (!go) return;
57
- // go.visible = active;
58
- // main.updateActiveInHierarchyWithoutEventCall(go);
59
- // if (active && processStart)
60
- // main.processStart(Context.Current, go);
61
- // }
62
- // Object.defineProperty(Object3D.prototype, "visible", {
63
- // get: function () {
64
- // return this._visible;
65
- // },
66
- // set: function (val) {
67
- // // const changed = val !== this._visible;
68
- // this._visible = val;
69
- // // if (changed) {
70
- // // setActive(this, val);
71
- // // }
72
- // }
73
- // });
74
- const $isActive = Symbol("isActive");
75
- export function isActiveSelf(go) {
76
- // if (go[$isActive] === undefined) {
77
- // go[$isActive] = true;
78
- // }
79
- return go.visible;
80
- }
81
- export function setActive(go, active) {
82
- if (typeof active === "number")
83
- active = active > .5;
84
- // go[$isActive] = active;
85
- go.visible = active;
86
- return go.visible; // go[$isActive];
87
- }
88
- export function isActiveInHierarchy(go) {
89
- return go[activeInHierarchyFieldName] || isUsingInstancing(go);
90
- }
91
- export function markAsInstancedRendered(go, instanced) {
92
- go[$isUsingInstancing] = instanced;
93
- }
94
- export function isUsingInstancing(instance) { return InstancingUtil.isUsingInstancing(instance); }
95
- export function findByGuid(guid, hierarchy) {
96
- return tryFindObject(guid, hierarchy, true, true);
97
- }
98
- const $isDestroyed = Symbol("isDestroyed");
99
- export function isDestroyed(go) {
100
- return go[$isDestroyed];
101
- }
102
- export function setDestroyed(go, value) {
103
- go[$isDestroyed] = value;
104
- }
105
- const $isDontDestroy = Symbol("isDontDestroy");
106
- /** Mark an Object3D or component as not destroyable
107
- * @param instance the object to be marked as not destroyable
108
- * @param value true if the object should not be destroyed in `destroy`
109
- */
110
- export function setDontDestroy(instance, value = true) {
111
- instance[$isDontDestroy] = value;
112
- }
113
- const destroyed_components = [];
114
- const destroyed_objects = [];
115
- export function destroy(instance, recursive = true, dispose = false) {
116
- destroyed_components.length = 0;
117
- destroyed_objects.length = 0;
118
- internalDestroy(instance, recursive, true);
119
- for (const comp of destroyed_components) {
120
- comp.gameObject = null;
121
- //@ts-ignore
122
- comp.context = null;
123
- }
124
- // dipose resources and remove references
125
- for (const obj of destroyed_objects) {
126
- setDestroyed(obj, true);
127
- if (dispose) {
128
- disposeObjectResources(obj);
129
- }
130
- // This needs to be called after disposing because it removes the references to resources
131
- __internalRemoveReferences(obj);
132
- }
133
- destroyed_objects.length = 0;
134
- destroyed_components.length = 0;
135
- }
136
- function internalDestroy(instance, recursive = true, isRoot = true) {
137
- if (instance === null || instance === undefined)
138
- return;
139
- const comp = instance;
140
- if (comp.isComponent) {
141
- // Handle Component
142
- if (comp[$isDontDestroy])
143
- return;
144
- destroyed_components.push(comp);
145
- const go = comp.gameObject;
146
- comp.__internalDisable();
147
- comp.__internalDestroy();
148
- comp.gameObject = go;
149
- return;
150
- }
151
- // handle Object3D
152
- if (instance[$isDontDestroy])
153
- return;
154
- const obj = instance;
155
- if (debug)
156
- console.log(obj);
157
- destroyed_objects.push(obj);
158
- // first disable and call onDestroy on components
159
- const components = obj.userData?.components;
160
- if (components != null && Array.isArray(components)) {
161
- let lastLength = components.length;
162
- for (let i = 0; i < components.length; i++) {
163
- const comp = components[i];
164
- internalDestroy(comp, recursive, false);
165
- // components will be removed from componentlist in destroy
166
- if (components.length < lastLength) {
167
- lastLength = components.length;
168
- i--;
169
- }
170
- }
171
- }
172
- // then continue in children of the passed in object
173
- if (recursive && obj.children) {
174
- for (const ch of obj.children) {
175
- internalDestroy(ch, recursive, false);
176
- }
177
- }
178
- if (isRoot)
179
- obj.removeFromParent();
180
- }
181
- export function foreachComponent(instance, cb, recursive = true) {
182
- return internalForEachComponent(instance, cb, recursive);
183
- }
184
- export function* foreachComponentEnumerator(instance, type, includeChildren = false, maxLevel = 999, _currentLevel = 0) {
185
- if (!instance?.userData.components)
186
- return;
187
- if (_currentLevel > maxLevel)
188
- return;
189
- for (const comp of instance.userData.components) {
190
- if (type && comp?.isComponent === true && comp instanceof type) {
191
- yield comp;
192
- }
193
- else {
194
- yield comp;
195
- }
196
- }
197
- if (includeChildren === true) {
198
- for (const ch of instance.children) {
199
- yield* foreachComponentEnumerator(ch, type, true, maxLevel, _currentLevel + 1);
200
- }
201
- }
202
- }
203
- function internalForEachComponent(instance, cb, recursive, level = 0) {
204
- if (!instance)
205
- return;
206
- if (!instance.isObject3D) {
207
- new Error("Expected Object3D but got " + instance);
208
- }
209
- if (level > 1000) {
210
- console.warn("Failed to iterate components: too many levels");
211
- return;
212
- }
213
- if (instance.userData?.components) {
214
- for (let i = 0; i < instance.userData.components.length; i++) {
215
- const comp = instance.userData.components[i];
216
- if (comp?.isComponent === true) {
217
- const res = cb(comp);
218
- if (res !== undefined)
219
- return res;
220
- }
221
- }
222
- }
223
- if (recursive && instance.children) {
224
- // childArrayBuffer.length = 0;
225
- // childArrayBuffer.push(...instance.children);
226
- const nextLevel = level + 1;
227
- for (let i = 0; i < instance.children.length; i++) {
228
- const child = instance.children[i];
229
- if (!child)
230
- continue;
231
- const res = internalForEachComponent(child, cb, recursive, nextLevel);
232
- if (res !== undefined)
233
- return res;
234
- }
235
- // childArrayBuffer.length = 0;
236
- }
237
- }
238
- export function instantiate(instance, opts) {
239
- if ("isAssetReference" in instance) {
240
- return instance.instantiate(opts ?? undefined);
241
- }
242
- let options = null;
243
- if (opts !== null && opts !== undefined) {
244
- // if x is defined assume this is a vec3 - this is just to not break everything at once and stay a little bit backwards compatible
245
- if (opts["x"] !== undefined) {
246
- options = new InstantiateOptions();
247
- options.position = opts;
248
- }
249
- else {
250
- // if (opts instanceof InstantiateOptions)
251
- options = opts;
252
- }
253
- }
254
- let context = Context.Current;
255
- if (options?.context)
256
- context = options.context;
257
- if (debug && context.alias)
258
- console.log("context", context.alias);
259
- // we need to create the id provider before calling internal instantiate because cloned gameobjects also create new guids
260
- if (options && !options.idProvider) {
261
- options.idProvider = new InstantiateIdProvider(Date.now());
262
- }
263
- const components = [];
264
- const goMapping = {}; // used to resolve references on components to components on other gameobjects to their new counterpart
265
- const skinnedMeshes = {}; // used to resolve skinned mesh bones
266
- const clone = internalInstantiate(context, instance, options, components, goMapping, skinnedMeshes);
267
- if (clone) {
268
- resolveReferences(goMapping);
269
- resolveAndBindSkinnedMeshBones(skinnedMeshes, goMapping);
270
- }
271
- if (debug) {
272
- logHierarchy(instance, true);
273
- logHierarchy(clone, true);
274
- }
275
- const guidsMap = {};
276
- if (options?.components !== false) {
277
- for (const i in components) {
278
- const copy = components[i];
279
- const oldGuid = copy.guid;
280
- if (options && options.idProvider) {
281
- copy.guid = options.idProvider.generateUUID();
282
- guidsMap[oldGuid] = copy.guid;
283
- if (debug)
284
- console.log(copy.name, copy.guid);
285
- }
286
- registerComponent(copy, context);
287
- if (copy.__internalNewInstanceCreated)
288
- copy.__internalNewInstanceCreated();
289
- }
290
- for (const i in components) {
291
- const copy = components[i];
292
- if (copy.resolveGuids)
293
- copy.resolveGuids(guidsMap);
294
- if (copy.enabled === false)
295
- continue;
296
- else
297
- copy.enabled = true;
298
- }
299
- processNewScripts(context);
300
- }
301
- return clone;
302
- }
303
- function internalInstantiate(context, instance, opts, componentsList, objectsMap, skinnedMeshesMap) {
304
- if (!instance)
305
- return null;
306
- // Don't clone UI shadow objects
307
- if (instance[$shadowDomOwner]) {
308
- return null;
309
- }
310
- // prepare, remove things that dont work out of the box
311
- // e.g. user data we want to manually clone
312
- // also children throw errors (e.g. recursive toJson with nested meshes)
313
- const userData = instance.userData;
314
- instance.userData = {};
315
- const children = instance.children;
316
- instance.children = [];
317
- const clone = instance.clone(false);
318
- apply(clone);
319
- // if(instance[$originalGuid])
320
- // clone[$originalGuid] = instance[$originalGuid];
321
- instance.userData = userData;
322
- instance.children = children;
323
- // make reference from old id to new object
324
- objectsMap[instance.uuid] = { original: instance, clone: clone };
325
- if (debugInstantiate)
326
- console.log("ADD", instance, clone);
327
- if (instance.type === "SkinnedMesh") {
328
- skinnedMeshesMap[instance.uuid] = { original: instance, clone: clone };
329
- }
330
- // DO NOT EVER RENAME BECAUSE IT BREAKS / MIGHT BREAK ANIMATIONS
331
- // clone.name += " (Clone)";
332
- if (opts?.visible !== undefined)
333
- clone.visible = opts.visible;
334
- if (opts?.idProvider) {
335
- clone.uuid = opts.idProvider.generateUUID();
336
- const cloneGo = clone;
337
- if (cloneGo)
338
- cloneGo.guid = clone.uuid;
339
- }
340
- if (instance.animations && instance.animations.length > 0) {
341
- clone.animations = [...instance.animations];
342
- }
343
- const parent = instance.parent;
344
- if (parent) {
345
- parent.add(clone);
346
- }
347
- // apply transform
348
- if (opts?.position) {
349
- setWorldPosition(clone, opts.position);
350
- }
351
- else
352
- clone.position.copy(instance.position);
353
- if (opts?.rotation) {
354
- setWorldQuaternion(clone, opts.rotation);
355
- }
356
- else
357
- clone.quaternion.copy(instance.quaternion);
358
- if (opts?.scale) {
359
- clone.scale.copy(opts.scale);
360
- // TODO MAJOR: replace with worldscale
361
- // clone.worldScale = opts.scale;
362
- }
363
- else
364
- clone.scale.copy(instance.scale);
365
- if (opts?.parent && opts.parent !== "scene") {
366
- let requestedParent = null;
367
- if (typeof opts.parent === "string") {
368
- requestedParent = tryFindObject(opts.parent, context.scene, true);
369
- }
370
- else {
371
- requestedParent = opts.parent;
372
- }
373
- if (requestedParent) {
374
- const func = opts.keepWorldPosition === true ? requestedParent.attach : requestedParent.add;
375
- if (!func)
376
- console.error("Invalid parent object", requestedParent, "received when instantiating:", instance);
377
- else
378
- func.call(requestedParent, clone);
379
- }
380
- else
381
- console.warn("could not find parent:", opts.parent);
382
- }
383
- for (const [key, value] of Object.entries(instance.userData)) {
384
- if (key === "components")
385
- continue;
386
- clone.userData[key] = value;
387
- }
388
- if (instance.userData?.components) {
389
- const components = instance.userData.components;
390
- const newComponents = [];
391
- clone.userData.components = newComponents;
392
- for (let i = 0; i < components.length; i++) {
393
- const comp = components[i];
394
- const copy = new comp.constructor();
395
- assign(copy, comp, undefined, {
396
- // onAssign: (source, key, value) => {
397
- // if (typeof value === "object") {
398
- // const serializable = source as ISerializable;
399
- // if (serializable?.$serializedTypes?.[key]) {
400
- // console.debug("TODO CLONE", key, value);
401
- // }
402
- // }
403
- // return value;
404
- // }
405
- });
406
- // make sure the original guid stays intact
407
- if (comp[editorGuidKeyName] !== undefined)
408
- copy[editorGuidKeyName] = comp[editorGuidKeyName];
409
- newComponents.push(copy);
410
- copy.gameObject = clone;
411
- // copy.transform = clone;
412
- componentsList.push(copy);
413
- objectsMap[comp.guid] = { original: comp, clone: copy };
414
- ComponentLifecycleEvents.dispatchComponentLifecycleEvent("component-added", copy);
415
- }
416
- }
417
- // children should just clone the original transform
418
- if (opts) {
419
- opts.position = undefined;
420
- opts.rotation = undefined;
421
- opts.scale = undefined;
422
- opts.parent = undefined;
423
- opts.visible = undefined;
424
- }
425
- for (const ch in instance.children) {
426
- const child = instance.children[ch];
427
- const newChild = internalInstantiate(context, child, opts, componentsList, objectsMap, skinnedMeshesMap);
428
- if (newChild) {
429
- objectsMap[newChild.uuid] = { original: child, clone: newChild };
430
- clone.add(newChild);
431
- }
432
- }
433
- return clone;
434
- }
435
- function resolveAndBindSkinnedMeshBones(skinnedMeshes, newObjectsMap) {
436
- for (const key in skinnedMeshes) {
437
- const val = skinnedMeshes[key];
438
- const original = val.original;
439
- const originalSkeleton = original.skeleton;
440
- const clone = val.clone;
441
- // clone.updateWorldMatrix(true, true);
442
- if (!originalSkeleton) {
443
- console.warn("Skinned mesh has no skeleton?", val);
444
- continue;
445
- }
446
- const originalBones = originalSkeleton.bones;
447
- const clonedSkeleton = clone.skeleton.clone();
448
- clone.skeleton = clonedSkeleton;
449
- clone.bindMatrix.clone().copy(original.bindMatrix);
450
- // console.log(clone.bindMatrix)
451
- clone.bindMatrixInverse.copy(original.bindMatrixInverse);
452
- // clone.bindMatrix.multiplyScalar(.025);
453
- // console.assert(originalSkeleton.uuid !== clonedSkeleton.uuid);
454
- // console.assert(originalBones.length === clonedSkeleton.bones.length);
455
- const bones = [];
456
- clonedSkeleton.bones = bones;
457
- for (let i = 0; i < originalBones.length; i++) {
458
- const bone = originalBones[i];
459
- const newBoneInfo = newObjectsMap[bone.uuid];
460
- const clonedBone = newBoneInfo.clone;
461
- // console.log("NEW BONE: ", clonedBone, "BEFORE", newBoneInfo.original);
462
- bones.push(clonedBone);
463
- }
464
- // clone.skeleton = new Skeleton(bones);
465
- // clone.skeleton.update();
466
- // clone.pose();
467
- // clone.scale.set(1,1,1);
468
- // clone.position.y += .1;
469
- // console.log("ORIG", original, "CLONE", clone);
470
- }
471
- for (const key in skinnedMeshes) {
472
- const clone = skinnedMeshes[key].clone;
473
- clone.skeleton.update();
474
- // clone.skeleton.calculateInverses();
475
- clone.bind(clone.skeleton, clone.bindMatrix);
476
- clone.updateMatrixWorld(true);
477
- // clone.pose();
478
- }
479
- }
480
- // private static bindNewSkinnedMeshBones(source, clone) {
481
- // const sourceLookup = new Map();
482
- // const cloneLookup = new Map();
483
- // // const clone = source.clone(false);
484
- // function parallelTraverse(a, b, callback) {
485
- // callback(a, b);
486
- // for (let i = 0; i < a.children.length; i++) {
487
- // parallelTraverse(a.children[i], b.children[i], callback);
488
- // }
489
- // }
490
- // parallelTraverse(source, clone, function (sourceNode, clonedNode) {
491
- // sourceLookup.set(clonedNode, sourceNode);
492
- // cloneLookup.set(sourceNode, clonedNode);
493
- // });
494
- // clone.traverse(function (node) {
495
- // if (!node.isSkinnedMesh) return;
496
- // const clonedMesh = node;
497
- // const sourceMesh = sourceLookup.get(node);
498
- // const sourceBones = sourceMesh.skeleton.bones;
499
- // clonedMesh.skeleton = sourceMesh.skeleton.clone();
500
- // clonedMesh.bindMatrix.copy(sourceMesh.bindMatrix);
501
- // clonedMesh.skeleton.bones = sourceBones.map(function (bone) {
502
- // return cloneLookup.get(bone);
503
- // });
504
- // clonedMesh.bind(clonedMesh.skeleton, clonedMesh.bindMatrix);
505
- // });
506
- // return clone;
507
- // }
508
- function resolveReferences(newObjectsMap) {
509
- // for every object that is newly created we want to update references to their newly created counterparts
510
- // e.g. a collider instance referencing a rigidbody instance should be updated so that
511
- // the cloned collider does not reference the cloned rigidbody (instead of the original rigidbody)
512
- for (const key in newObjectsMap) {
513
- const val = newObjectsMap[key];
514
- const clone = val.clone;
515
- // resolve references
516
- if (clone?.isObject3D && clone?.userData?.components) {
517
- for (let i = 0; i < clone.userData.components.length; i++) {
518
- const copy = clone.userData.components[i];
519
- // find referenced within a cloned gameobject
520
- const entries = Object.entries(copy);
521
- // console.log(copy, entries);
522
- for (const [key, value] of entries) {
523
- if (Array.isArray(value)) {
524
- const clonedArray = [];
525
- copy[key] = clonedArray;
526
- // console.log(copy, key, value, copy[key]);
527
- for (let i = 0; i < value.length; i++) {
528
- const entry = value[i];
529
- // push value types into new array
530
- if (typeof entry !== "object") {
531
- clonedArray.push(entry);
532
- continue;
533
- }
534
- const res = postProcessNewInstance(copy, key, entry, newObjectsMap);
535
- if (res !== undefined) {
536
- if (debugInstantiate)
537
- console.log("Found new instance for", key, entry, "->", res);
538
- clonedArray.push(res);
539
- }
540
- else {
541
- if (debugInstantiate)
542
- console.warn("Could not find new instance for", key, entry);
543
- clonedArray.push(entry);
544
- }
545
- }
546
- // console.log(copy[key])
547
- }
548
- else if (typeof value === "object") {
549
- const res = postProcessNewInstance(copy, key, value, newObjectsMap);
550
- if (res !== undefined) {
551
- copy[key] = res;
552
- }
553
- else {
554
- if (debugInstantiate)
555
- console.warn("Could not find new instance for", key, value);
556
- }
557
- }
558
- }
559
- }
560
- }
561
- }
562
- }
563
- function postProcessNewInstance(copy, key, value, newObjectsMap) {
564
- if (value === null || value === undefined)
565
- return;
566
- if (value.isComponent === true) {
567
- const originalGameObjectReference = value["gameObject"];
568
- // console.log(key, value, originalGameObjectReference);
569
- if (originalGameObjectReference) {
570
- const id = originalGameObjectReference.uuid;
571
- const newGameObject = newObjectsMap[id]?.clone;
572
- if (!newGameObject) {
573
- // reference has not changed!
574
- if (debugInstantiate)
575
- console.log("reference did not change", key, copy, value);
576
- return;
577
- }
578
- const index = originalGameObjectReference.userData.components.indexOf(value);
579
- if (index >= 0 && newGameObject.isObject3D) {
580
- if (debugInstantiate)
581
- console.log(key, id);
582
- const found = newGameObject.userData.components[index];
583
- return found;
584
- }
585
- else {
586
- console.warn("could not find component", key, value);
587
- }
588
- }
589
- }
590
- else if (value.isObject3D === true) {
591
- // console.log(value);
592
- if (key === "gameObject")
593
- return;
594
- const originalGameObjectReference = value;
595
- if (originalGameObjectReference) {
596
- const id = originalGameObjectReference.uuid;
597
- const newGameObject = newObjectsMap[id]?.clone;
598
- if (newGameObject) {
599
- if (debugInstantiate)
600
- console.log(key, "old", value, "new", newGameObject);
601
- return newGameObject;
602
- }
603
- }
604
- }
605
- else {
606
- // create new instances for some types that we know should usually not be shared and can safely be cloned
607
- if (value.isVector4 || value.isVector3 || value.isVector2 || value.isQuaternion || value.isEuler) {
608
- return value.clone();
609
- }
610
- else if (value.isColor === true) {
611
- return value.clone();
612
- }
613
- else if (value.isEventList === true) {
614
- // create a new instance of the object
615
- const copy = value.__internalOnInstantiate(newObjectsMap);
616
- return copy;
617
- }
618
- }
619
- }
1
+ import { $shadowDomOwner } from "../engine-components/ui/Symbols.js";
2
+ import { __internalNotifyObjectDestroyed as __internalRemoveReferences, disposeObjectResources } from "./engine_assetdatabase.js";
3
+ import { ComponentLifecycleEvents } from "./engine_components_internal.js";
4
+ import { activeInHierarchyFieldName } from "./engine_constants.js";
5
+ import { editorGuidKeyName } from "./engine_constants.js";
6
+ import { $isUsingInstancing, InstancingUtil } from "./engine_instancing.js";
7
+ import { processNewScripts } from "./engine_mainloop_utils.js";
8
+ import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
9
+ import { assign } from "./engine_serialization_core.js";
10
+ import { Context, registerComponent } from "./engine_setup.js";
11
+ import { logHierarchy, setWorldPosition, setWorldQuaternion } from "./engine_three_utils.js";
12
+ import { getParam, tryFindObject } from "./engine_utils.js";
13
+ import { apply } from "./js-extensions/index.js";
14
+ const debug = getParam("debuggetcomponent");
15
+ const debugInstantiate = getParam("debuginstantiate");
16
+ /**
17
+ * Instantiation options for {@link syncInstantiate}
18
+ */
19
+ export class InstantiateOptions {
20
+ idProvider;
21
+ parent;
22
+ keepWorldPosition;
23
+ position;
24
+ rotation;
25
+ scale;
26
+ visible;
27
+ context;
28
+ components;
29
+ clone() {
30
+ const clone = new InstantiateOptions();
31
+ clone.idProvider = this.idProvider;
32
+ clone.parent = this.parent;
33
+ clone.keepWorldPosition = this.keepWorldPosition;
34
+ clone.position = this.position?.clone();
35
+ clone.rotation = this.rotation?.clone();
36
+ clone.scale = this.scale?.clone();
37
+ clone.visible = this.visible;
38
+ clone.context = this.context;
39
+ clone.components = this.components;
40
+ return clone;
41
+ }
42
+ /** Copy fields from another object, clone field references */
43
+ cloneAssign(other) {
44
+ this.idProvider = other.idProvider;
45
+ this.parent = other.parent;
46
+ this.keepWorldPosition = other.keepWorldPosition;
47
+ this.position = other.position?.clone();
48
+ this.rotation = other.rotation?.clone();
49
+ this.scale = other.scale?.clone();
50
+ this.visible = other.visible;
51
+ this.context = other.context;
52
+ this.components = other.components;
53
+ }
54
+ }
55
+ // export function setActive(go: Object3D, active: boolean, processStart: boolean = true) {
56
+ // if (!go) return;
57
+ // go.visible = active;
58
+ // main.updateActiveInHierarchyWithoutEventCall(go);
59
+ // if (active && processStart)
60
+ // main.processStart(Context.Current, go);
61
+ // }
62
+ // Object.defineProperty(Object3D.prototype, "visible", {
63
+ // get: function () {
64
+ // return this._visible;
65
+ // },
66
+ // set: function (val) {
67
+ // // const changed = val !== this._visible;
68
+ // this._visible = val;
69
+ // // if (changed) {
70
+ // // setActive(this, val);
71
+ // // }
72
+ // }
73
+ // });
74
+ const $isActive = Symbol("isActive");
75
+ export function isActiveSelf(go) {
76
+ // if (go[$isActive] === undefined) {
77
+ // go[$isActive] = true;
78
+ // }
79
+ return go.visible;
80
+ }
81
+ export function setActive(go, active) {
82
+ if (typeof active === "number")
83
+ active = active > .5;
84
+ // go[$isActive] = active;
85
+ go.visible = active;
86
+ return go.visible; // go[$isActive];
87
+ }
88
+ export function isActiveInHierarchy(go) {
89
+ return go[activeInHierarchyFieldName] || isUsingInstancing(go);
90
+ }
91
+ export function markAsInstancedRendered(go, instanced) {
92
+ go[$isUsingInstancing] = instanced;
93
+ }
94
+ export function isUsingInstancing(instance) { return InstancingUtil.isUsingInstancing(instance); }
95
+ export function findByGuid(guid, hierarchy) {
96
+ return tryFindObject(guid, hierarchy, true, true);
97
+ }
98
+ const $isDestroyed = Symbol("isDestroyed");
99
+ export function isDestroyed(go) {
100
+ return go[$isDestroyed];
101
+ }
102
+ export function setDestroyed(go, value) {
103
+ go[$isDestroyed] = value;
104
+ }
105
+ const $isDontDestroy = Symbol("isDontDestroy");
106
+ /** Mark an Object3D or component as not destroyable
107
+ * @param instance the object to be marked as not destroyable
108
+ * @param value true if the object should not be destroyed in `destroy`
109
+ */
110
+ export function setDontDestroy(instance, value = true) {
111
+ instance[$isDontDestroy] = value;
112
+ }
113
+ const destroyed_components = [];
114
+ const destroyed_objects = [];
115
+ export function destroy(instance, recursive = true, dispose = false) {
116
+ destroyed_components.length = 0;
117
+ destroyed_objects.length = 0;
118
+ internalDestroy(instance, recursive, true);
119
+ for (const comp of destroyed_components) {
120
+ comp.gameObject = null;
121
+ //@ts-ignore
122
+ comp.context = null;
123
+ }
124
+ // dipose resources and remove references
125
+ for (const obj of destroyed_objects) {
126
+ setDestroyed(obj, true);
127
+ if (dispose) {
128
+ disposeObjectResources(obj);
129
+ }
130
+ // This needs to be called after disposing because it removes the references to resources
131
+ __internalRemoveReferences(obj);
132
+ }
133
+ destroyed_objects.length = 0;
134
+ destroyed_components.length = 0;
135
+ }
136
+ function internalDestroy(instance, recursive = true, isRoot = true) {
137
+ if (instance === null || instance === undefined)
138
+ return;
139
+ const comp = instance;
140
+ if (comp.isComponent) {
141
+ // Handle Component
142
+ if (comp[$isDontDestroy])
143
+ return;
144
+ destroyed_components.push(comp);
145
+ const go = comp.gameObject;
146
+ comp.__internalDisable();
147
+ comp.__internalDestroy();
148
+ comp.gameObject = go;
149
+ return;
150
+ }
151
+ // handle Object3D
152
+ if (instance[$isDontDestroy])
153
+ return;
154
+ const obj = instance;
155
+ if (debug)
156
+ console.log(obj);
157
+ destroyed_objects.push(obj);
158
+ // first disable and call onDestroy on components
159
+ const components = obj.userData?.components;
160
+ if (components != null && Array.isArray(components)) {
161
+ let lastLength = components.length;
162
+ for (let i = 0; i < components.length; i++) {
163
+ const comp = components[i];
164
+ internalDestroy(comp, recursive, false);
165
+ // components will be removed from componentlist in destroy
166
+ if (components.length < lastLength) {
167
+ lastLength = components.length;
168
+ i--;
169
+ }
170
+ }
171
+ }
172
+ // then continue in children of the passed in object
173
+ if (recursive && obj.children) {
174
+ for (const ch of obj.children) {
175
+ internalDestroy(ch, recursive, false);
176
+ }
177
+ }
178
+ if (isRoot)
179
+ obj.removeFromParent();
180
+ }
181
+ export function foreachComponent(instance, cb, recursive = true) {
182
+ return internalForEachComponent(instance, cb, recursive);
183
+ }
184
+ export function* foreachComponentEnumerator(instance, type, includeChildren = false, maxLevel = 999, _currentLevel = 0) {
185
+ if (!instance?.userData.components)
186
+ return;
187
+ if (_currentLevel > maxLevel)
188
+ return;
189
+ for (const comp of instance.userData.components) {
190
+ if (type && comp?.isComponent === true && comp instanceof type) {
191
+ yield comp;
192
+ }
193
+ else {
194
+ yield comp;
195
+ }
196
+ }
197
+ if (includeChildren === true) {
198
+ for (const ch of instance.children) {
199
+ yield* foreachComponentEnumerator(ch, type, true, maxLevel, _currentLevel + 1);
200
+ }
201
+ }
202
+ }
203
+ function internalForEachComponent(instance, cb, recursive, level = 0) {
204
+ if (!instance)
205
+ return;
206
+ if (!instance.isObject3D) {
207
+ new Error("Expected Object3D but got " + instance);
208
+ }
209
+ if (level > 1000) {
210
+ console.warn("Failed to iterate components: too many levels");
211
+ return;
212
+ }
213
+ if (instance.userData?.components) {
214
+ for (let i = 0; i < instance.userData.components.length; i++) {
215
+ const comp = instance.userData.components[i];
216
+ if (comp?.isComponent === true) {
217
+ const res = cb(comp);
218
+ if (res !== undefined)
219
+ return res;
220
+ }
221
+ }
222
+ }
223
+ if (recursive && instance.children) {
224
+ // childArrayBuffer.length = 0;
225
+ // childArrayBuffer.push(...instance.children);
226
+ const nextLevel = level + 1;
227
+ for (let i = 0; i < instance.children.length; i++) {
228
+ const child = instance.children[i];
229
+ if (!child)
230
+ continue;
231
+ const res = internalForEachComponent(child, cb, recursive, nextLevel);
232
+ if (res !== undefined)
233
+ return res;
234
+ }
235
+ // childArrayBuffer.length = 0;
236
+ }
237
+ }
238
+ export function instantiate(instance, opts) {
239
+ if ("isAssetReference" in instance) {
240
+ return instance.instantiate(opts ?? undefined);
241
+ }
242
+ let options = null;
243
+ if (opts !== null && opts !== undefined) {
244
+ // if x is defined assume this is a vec3 - this is just to not break everything at once and stay a little bit backwards compatible
245
+ if (opts["x"] !== undefined) {
246
+ options = new InstantiateOptions();
247
+ options.position = opts;
248
+ }
249
+ else {
250
+ // if (opts instanceof InstantiateOptions)
251
+ options = opts;
252
+ }
253
+ }
254
+ let context = Context.Current;
255
+ if (options?.context)
256
+ context = options.context;
257
+ if (debug && context.alias)
258
+ console.log("context", context.alias);
259
+ // we need to create the id provider before calling internal instantiate because cloned gameobjects also create new guids
260
+ if (options && !options.idProvider) {
261
+ options.idProvider = new InstantiateIdProvider(Date.now());
262
+ }
263
+ const components = [];
264
+ const goMapping = {}; // used to resolve references on components to components on other gameobjects to their new counterpart
265
+ const skinnedMeshes = {}; // used to resolve skinned mesh bones
266
+ const clone = internalInstantiate(context, instance, options, components, goMapping, skinnedMeshes);
267
+ if (clone) {
268
+ resolveReferences(goMapping);
269
+ resolveAndBindSkinnedMeshBones(skinnedMeshes, goMapping);
270
+ }
271
+ if (debug) {
272
+ logHierarchy(instance, true);
273
+ logHierarchy(clone, true);
274
+ }
275
+ const guidsMap = {};
276
+ if (options?.components !== false) {
277
+ for (const i in components) {
278
+ const copy = components[i];
279
+ const oldGuid = copy.guid;
280
+ if (options && options.idProvider) {
281
+ copy.guid = options.idProvider.generateUUID();
282
+ guidsMap[oldGuid] = copy.guid;
283
+ if (debug)
284
+ console.log(copy.name, copy.guid);
285
+ }
286
+ registerComponent(copy, context);
287
+ if (copy.__internalNewInstanceCreated)
288
+ copy.__internalNewInstanceCreated();
289
+ }
290
+ for (const i in components) {
291
+ const copy = components[i];
292
+ if (copy.resolveGuids)
293
+ copy.resolveGuids(guidsMap);
294
+ if (copy.enabled === false)
295
+ continue;
296
+ else
297
+ copy.enabled = true;
298
+ }
299
+ processNewScripts(context);
300
+ }
301
+ return clone;
302
+ }
303
+ function internalInstantiate(context, instance, opts, componentsList, objectsMap, skinnedMeshesMap) {
304
+ if (!instance)
305
+ return null;
306
+ // Don't clone UI shadow objects
307
+ if (instance[$shadowDomOwner]) {
308
+ return null;
309
+ }
310
+ // prepare, remove things that dont work out of the box
311
+ // e.g. user data we want to manually clone
312
+ // also children throw errors (e.g. recursive toJson with nested meshes)
313
+ const userData = instance.userData;
314
+ instance.userData = {};
315
+ const children = instance.children;
316
+ instance.children = [];
317
+ const clone = instance.clone(false);
318
+ apply(clone);
319
+ // if(instance[$originalGuid])
320
+ // clone[$originalGuid] = instance[$originalGuid];
321
+ instance.userData = userData;
322
+ instance.children = children;
323
+ // make reference from old id to new object
324
+ objectsMap[instance.uuid] = { original: instance, clone: clone };
325
+ if (debugInstantiate)
326
+ console.log("ADD", instance, clone);
327
+ if (instance.type === "SkinnedMesh") {
328
+ skinnedMeshesMap[instance.uuid] = { original: instance, clone: clone };
329
+ }
330
+ // DO NOT EVER RENAME BECAUSE IT BREAKS / MIGHT BREAK ANIMATIONS
331
+ // clone.name += " (Clone)";
332
+ if (opts?.visible !== undefined)
333
+ clone.visible = opts.visible;
334
+ if (opts?.idProvider) {
335
+ clone.uuid = opts.idProvider.generateUUID();
336
+ const cloneGo = clone;
337
+ if (cloneGo)
338
+ cloneGo.guid = clone.uuid;
339
+ }
340
+ if (instance.animations && instance.animations.length > 0) {
341
+ clone.animations = [...instance.animations];
342
+ }
343
+ const parent = instance.parent;
344
+ if (parent) {
345
+ parent.add(clone);
346
+ }
347
+ // apply transform
348
+ if (opts?.position) {
349
+ setWorldPosition(clone, opts.position);
350
+ }
351
+ else
352
+ clone.position.copy(instance.position);
353
+ if (opts?.rotation) {
354
+ setWorldQuaternion(clone, opts.rotation);
355
+ }
356
+ else
357
+ clone.quaternion.copy(instance.quaternion);
358
+ if (opts?.scale) {
359
+ clone.scale.copy(opts.scale);
360
+ // TODO MAJOR: replace with worldscale
361
+ // clone.worldScale = opts.scale;
362
+ }
363
+ else
364
+ clone.scale.copy(instance.scale);
365
+ if (opts?.parent && opts.parent !== "scene") {
366
+ let requestedParent = null;
367
+ if (typeof opts.parent === "string") {
368
+ requestedParent = tryFindObject(opts.parent, context.scene, true);
369
+ }
370
+ else {
371
+ requestedParent = opts.parent;
372
+ }
373
+ if (requestedParent) {
374
+ const func = opts.keepWorldPosition === true ? requestedParent.attach : requestedParent.add;
375
+ if (!func)
376
+ console.error("Invalid parent object", requestedParent, "received when instantiating:", instance);
377
+ else
378
+ func.call(requestedParent, clone);
379
+ }
380
+ else
381
+ console.warn("could not find parent:", opts.parent);
382
+ }
383
+ for (const [key, value] of Object.entries(instance.userData)) {
384
+ if (key === "components")
385
+ continue;
386
+ clone.userData[key] = value;
387
+ }
388
+ if (instance.userData?.components) {
389
+ const components = instance.userData.components;
390
+ const newComponents = [];
391
+ clone.userData.components = newComponents;
392
+ for (let i = 0; i < components.length; i++) {
393
+ const comp = components[i];
394
+ const copy = new comp.constructor();
395
+ assign(copy, comp, undefined, {
396
+ // onAssign: (source, key, value) => {
397
+ // if (typeof value === "object") {
398
+ // const serializable = source as ISerializable;
399
+ // if (serializable?.$serializedTypes?.[key]) {
400
+ // console.debug("TODO CLONE", key, value);
401
+ // }
402
+ // }
403
+ // return value;
404
+ // }
405
+ });
406
+ // make sure the original guid stays intact
407
+ if (comp[editorGuidKeyName] !== undefined)
408
+ copy[editorGuidKeyName] = comp[editorGuidKeyName];
409
+ newComponents.push(copy);
410
+ copy.gameObject = clone;
411
+ // copy.transform = clone;
412
+ componentsList.push(copy);
413
+ objectsMap[comp.guid] = { original: comp, clone: copy };
414
+ ComponentLifecycleEvents.dispatchComponentLifecycleEvent("component-added", copy);
415
+ }
416
+ }
417
+ // children should just clone the original transform
418
+ if (opts) {
419
+ opts.position = undefined;
420
+ opts.rotation = undefined;
421
+ opts.scale = undefined;
422
+ opts.parent = undefined;
423
+ opts.visible = undefined;
424
+ }
425
+ for (const ch in instance.children) {
426
+ const child = instance.children[ch];
427
+ const newChild = internalInstantiate(context, child, opts, componentsList, objectsMap, skinnedMeshesMap);
428
+ if (newChild) {
429
+ objectsMap[newChild.uuid] = { original: child, clone: newChild };
430
+ clone.add(newChild);
431
+ }
432
+ }
433
+ return clone;
434
+ }
435
+ function resolveAndBindSkinnedMeshBones(skinnedMeshes, newObjectsMap) {
436
+ for (const key in skinnedMeshes) {
437
+ const val = skinnedMeshes[key];
438
+ const original = val.original;
439
+ const originalSkeleton = original.skeleton;
440
+ const clone = val.clone;
441
+ // clone.updateWorldMatrix(true, true);
442
+ if (!originalSkeleton) {
443
+ console.warn("Skinned mesh has no skeleton?", val);
444
+ continue;
445
+ }
446
+ const originalBones = originalSkeleton.bones;
447
+ const clonedSkeleton = clone.skeleton.clone();
448
+ clone.skeleton = clonedSkeleton;
449
+ clone.bindMatrix.clone().copy(original.bindMatrix);
450
+ // console.log(clone.bindMatrix)
451
+ clone.bindMatrixInverse.copy(original.bindMatrixInverse);
452
+ // clone.bindMatrix.multiplyScalar(.025);
453
+ // console.assert(originalSkeleton.uuid !== clonedSkeleton.uuid);
454
+ // console.assert(originalBones.length === clonedSkeleton.bones.length);
455
+ const bones = [];
456
+ clonedSkeleton.bones = bones;
457
+ for (let i = 0; i < originalBones.length; i++) {
458
+ const bone = originalBones[i];
459
+ const newBoneInfo = newObjectsMap[bone.uuid];
460
+ const clonedBone = newBoneInfo.clone;
461
+ // console.log("NEW BONE: ", clonedBone, "BEFORE", newBoneInfo.original);
462
+ bones.push(clonedBone);
463
+ }
464
+ // clone.skeleton = new Skeleton(bones);
465
+ // clone.skeleton.update();
466
+ // clone.pose();
467
+ // clone.scale.set(1,1,1);
468
+ // clone.position.y += .1;
469
+ // console.log("ORIG", original, "CLONE", clone);
470
+ }
471
+ for (const key in skinnedMeshes) {
472
+ const clone = skinnedMeshes[key].clone;
473
+ clone.skeleton.update();
474
+ // clone.skeleton.calculateInverses();
475
+ clone.bind(clone.skeleton, clone.bindMatrix);
476
+ clone.updateMatrixWorld(true);
477
+ // clone.pose();
478
+ }
479
+ }
480
+ // private static bindNewSkinnedMeshBones(source, clone) {
481
+ // const sourceLookup = new Map();
482
+ // const cloneLookup = new Map();
483
+ // // const clone = source.clone(false);
484
+ // function parallelTraverse(a, b, callback) {
485
+ // callback(a, b);
486
+ // for (let i = 0; i < a.children.length; i++) {
487
+ // parallelTraverse(a.children[i], b.children[i], callback);
488
+ // }
489
+ // }
490
+ // parallelTraverse(source, clone, function (sourceNode, clonedNode) {
491
+ // sourceLookup.set(clonedNode, sourceNode);
492
+ // cloneLookup.set(sourceNode, clonedNode);
493
+ // });
494
+ // clone.traverse(function (node) {
495
+ // if (!node.isSkinnedMesh) return;
496
+ // const clonedMesh = node;
497
+ // const sourceMesh = sourceLookup.get(node);
498
+ // const sourceBones = sourceMesh.skeleton.bones;
499
+ // clonedMesh.skeleton = sourceMesh.skeleton.clone();
500
+ // clonedMesh.bindMatrix.copy(sourceMesh.bindMatrix);
501
+ // clonedMesh.skeleton.bones = sourceBones.map(function (bone) {
502
+ // return cloneLookup.get(bone);
503
+ // });
504
+ // clonedMesh.bind(clonedMesh.skeleton, clonedMesh.bindMatrix);
505
+ // });
506
+ // return clone;
507
+ // }
508
+ function resolveReferences(newObjectsMap) {
509
+ // for every object that is newly created we want to update references to their newly created counterparts
510
+ // e.g. a collider instance referencing a rigidbody instance should be updated so that
511
+ // the cloned collider does not reference the cloned rigidbody (instead of the original rigidbody)
512
+ for (const key in newObjectsMap) {
513
+ const val = newObjectsMap[key];
514
+ const clone = val.clone;
515
+ // resolve references
516
+ if (clone?.isObject3D && clone?.userData?.components) {
517
+ for (let i = 0; i < clone.userData.components.length; i++) {
518
+ const copy = clone.userData.components[i];
519
+ // find referenced within a cloned gameobject
520
+ const entries = Object.entries(copy);
521
+ // console.log(copy, entries);
522
+ for (const [key, value] of entries) {
523
+ if (Array.isArray(value)) {
524
+ const clonedArray = [];
525
+ copy[key] = clonedArray;
526
+ // console.log(copy, key, value, copy[key]);
527
+ for (let i = 0; i < value.length; i++) {
528
+ const entry = value[i];
529
+ // push value types into new array
530
+ if (typeof entry !== "object") {
531
+ clonedArray.push(entry);
532
+ continue;
533
+ }
534
+ const res = postProcessNewInstance(copy, key, entry, newObjectsMap);
535
+ if (res !== undefined) {
536
+ if (debugInstantiate)
537
+ console.log("Found new instance for", key, entry, "->", res);
538
+ clonedArray.push(res);
539
+ }
540
+ else {
541
+ if (debugInstantiate)
542
+ console.warn("Could not find new instance for", key, entry);
543
+ clonedArray.push(entry);
544
+ }
545
+ }
546
+ // console.log(copy[key])
547
+ }
548
+ else if (typeof value === "object") {
549
+ const res = postProcessNewInstance(copy, key, value, newObjectsMap);
550
+ if (res !== undefined) {
551
+ copy[key] = res;
552
+ }
553
+ else {
554
+ if (debugInstantiate)
555
+ console.warn("Could not find new instance for", key, value);
556
+ }
557
+ }
558
+ }
559
+ }
560
+ }
561
+ }
562
+ }
563
+ function postProcessNewInstance(copy, key, value, newObjectsMap) {
564
+ if (value === null || value === undefined)
565
+ return;
566
+ if (value.isComponent === true) {
567
+ const originalGameObjectReference = value["gameObject"];
568
+ // console.log(key, value, originalGameObjectReference);
569
+ if (originalGameObjectReference) {
570
+ const id = originalGameObjectReference.uuid;
571
+ const newGameObject = newObjectsMap[id]?.clone;
572
+ if (!newGameObject) {
573
+ // reference has not changed!
574
+ if (debugInstantiate)
575
+ console.log("reference did not change", key, copy, value);
576
+ return;
577
+ }
578
+ const index = originalGameObjectReference.userData.components.indexOf(value);
579
+ if (index >= 0 && newGameObject.isObject3D) {
580
+ if (debugInstantiate)
581
+ console.log(key, id);
582
+ const found = newGameObject.userData.components[index];
583
+ return found;
584
+ }
585
+ else {
586
+ console.warn("could not find component", key, value);
587
+ }
588
+ }
589
+ }
590
+ else if (value.isObject3D === true) {
591
+ // console.log(value);
592
+ if (key === "gameObject")
593
+ return;
594
+ const originalGameObjectReference = value;
595
+ if (originalGameObjectReference) {
596
+ const id = originalGameObjectReference.uuid;
597
+ const newGameObject = newObjectsMap[id]?.clone;
598
+ if (newGameObject) {
599
+ if (debugInstantiate)
600
+ console.log(key, "old", value, "new", newGameObject);
601
+ return newGameObject;
602
+ }
603
+ }
604
+ }
605
+ else {
606
+ // create new instances for some types that we know should usually not be shared and can safely be cloned
607
+ if (value.isVector4 || value.isVector3 || value.isVector2 || value.isQuaternion || value.isEuler) {
608
+ return value.clone();
609
+ }
610
+ else if (value.isColor === true) {
611
+ return value.clone();
612
+ }
613
+ else if (value.isEventList === true) {
614
+ // create a new instance of the object
615
+ const copy = value.__internalOnInstantiate(newObjectsMap);
616
+ return copy;
617
+ }
618
+ }
619
+ }
620
620
  //# sourceMappingURL=engine_gameobject.js.map