@needle-tools/engine 4.6.2-next.fb486b2 → 4.7.0-alpha

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 (1066) hide show
  1. package/CHANGELOG.md +3768 -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-BEUFTdl6.min.js +1603 -0
  10. package/dist/{needle-engine.bundle-CdAK5p8o.umd.cjs → needle-engine.bundle-CK8cQ3FX.umd.cjs} +211 -183
  11. package/dist/{needle-engine.bundle-CQzZighj.js → needle-engine.bundle-CXtflnL6.js} +8686 -8431
  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 +1672 -1672
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +619 -619
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +784 -784
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
  325. package/lib/engine-components/AnimationUtils.d.ts +8 -8
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  998. package/src/engine-components/ui/Raycaster.ts +102 -102
  999. package/src/engine-components/ui/RectTransform.ts +375 -375
  1000. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1001. package/src/engine-components/ui/Symbols.ts +1 -1
  1002. package/src/engine-components/ui/Text.ts +578 -578
  1003. package/src/engine-components/ui/Utils.ts +113 -113
  1004. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1005. package/src/engine-components/utils/LookAt.ts +88 -88
  1006. package/src/engine-components/utils/OpenURL.ts +114 -114
  1007. package/src/engine-components/webxr/Avatar.ts +265 -265
  1008. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1009. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1010. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1011. package/src/engine-components/webxr/WebXR.ts +585 -585
  1012. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1013. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1014. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1015. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1016. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1017. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1018. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1019. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1020. package/src/engine-components/webxr/index.ts +2 -2
  1021. package/src/engine-components/webxr/types.ts +3 -3
  1022. package/src/engine-components-experimental/Presentation.ts +12 -12
  1023. package/src/engine-components-experimental/api.ts +4 -4
  1024. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1025. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1026. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1027. package/src/engine-schemes/README.md +1 -1
  1028. package/src/engine-schemes/api.ts +12 -12
  1029. package/src/engine-schemes/dist/api.js +17 -0
  1030. package/src/engine-schemes/dist/api.js.meta +7 -0
  1031. package/src/engine-schemes/dist/schemes.js +25 -0
  1032. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1033. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1035. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1037. package/src/engine-schemes/dist/transform.js +46 -0
  1038. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1039. package/src/engine-schemes/dist/vec2.js +32 -0
  1040. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1041. package/src/engine-schemes/dist/vec3.js +36 -0
  1042. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec4.js +40 -0
  1044. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1047. package/src/engine-schemes/schemes.ts +28 -28
  1048. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1049. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1050. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1051. package/src/engine-schemes/transform.ts +50 -50
  1052. package/src/engine-schemes/transforms.fbs +25 -25
  1053. package/src/engine-schemes/vec.fbs +19 -19
  1054. package/src/engine-schemes/vec2.ts +33 -33
  1055. package/src/engine-schemes/vec3.ts +38 -38
  1056. package/src/engine-schemes/vec4.ts +43 -43
  1057. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1058. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1059. package/src/include/draco/draco_decoder.js +34 -34
  1060. package/src/include/ktx2/basis_transcoder.js +21 -21
  1061. package/src/include/needle/arial-msdf.json +1471 -1471
  1062. package/src/include/three/DragControls.js +231 -231
  1063. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1064. package/src/needle-engine.ts +70 -70
  1065. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1066. package/dist/needle-engine.bundle-CJ4jhuta.min.js +0 -1575
@@ -1,536 +1,536 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
- import { serializable } from "../engine/engine_serialization_decorator.js";
9
- import { FrameEvent } from "../engine/engine_setup.js";
10
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
- import { getParam } from "../engine/engine_utils.js";
12
- import { Behaviour, GameObject } from "./Component.js";
13
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
14
- // https://threejs.org/examples/webgl_shadowmap_csm.html
15
- function toDegrees(radians) {
16
- return radians * 180 / Math.PI;
17
- }
18
- function toRadians(degrees) {
19
- return degrees * Math.PI / 180;
20
- }
21
- const shadowMaxDistance = 300;
22
- const debug = getParam("debuglights");
23
- /**
24
- * Defines the type of light in a scene.
25
- */
26
- export var LightType;
27
- (function (LightType) {
28
- /** Spot light that emits light in a cone shape */
29
- LightType[LightType["Spot"] = 0] = "Spot";
30
- /** Directional light that emits parallel light rays in a specific direction */
31
- LightType[LightType["Directional"] = 1] = "Directional";
32
- /** Point light that emits light in all directions from a single point */
33
- LightType[LightType["Point"] = 2] = "Point";
34
- /** Area light */
35
- LightType[LightType["Area"] = 3] = "Area";
36
- /** Rectangle shaped area light that only affects baked lightmaps and light probes */
37
- LightType[LightType["Rectangle"] = 3] = "Rectangle";
38
- /** Disc shaped area light that only affects baked lightmaps and light probes */
39
- LightType[LightType["Disc"] = 4] = "Disc";
40
- })(LightType || (LightType = {}));
41
- /**
42
- * Defines how a light contributes to the scene lighting.
43
- */
44
- export var LightmapBakeType;
45
- (function (LightmapBakeType) {
46
- /** Light affects the scene in real-time with no baking */
47
- LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
48
- /** Light is completely baked into lightmaps and light probes */
49
- LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
50
- /** Combines aspects of realtime and baked lighting */
51
- LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
52
- })(LightmapBakeType || (LightmapBakeType = {}));
53
- /**
54
- * Defines the shadow casting options for a Light.
55
- * @enum {number}
56
- */
57
- var LightShadows;
58
- (function (LightShadows) {
59
- /** No shadows are cast */
60
- LightShadows[LightShadows["None"] = 0] = "None";
61
- /** Hard-edged shadows without filtering */
62
- LightShadows[LightShadows["Hard"] = 1] = "Hard";
63
- /** Soft shadows with PCF filtering */
64
- LightShadows[LightShadows["Soft"] = 2] = "Soft";
65
- })(LightShadows || (LightShadows = {}));
66
- /**
67
- * The Light component creates a light source in the scene.
68
- * Supports directional, spot, and point light types with various customization options.
69
- * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
70
- *
71
- * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
72
- * additional console output and visual helpers for lights.
73
- *
74
- * @category Rendering
75
- * @group Components
76
- */
77
- export class Light extends Behaviour {
78
- /**
79
- * The type of light (spot, directional, point, etc.)
80
- */
81
- type = 0;
82
- /**
83
- * The maximum distance the light affects
84
- */
85
- range = 1;
86
- /**
87
- * The full outer angle of the spotlight cone in degrees
88
- */
89
- spotAngle = 1;
90
- /**
91
- * The angle of the inner cone in degrees for soft-edge spotlights
92
- */
93
- innerSpotAngle = 1;
94
- /**
95
- * The color of the light
96
- */
97
- set color(val) {
98
- this._color = val;
99
- if (this.light !== undefined) {
100
- this.light.color = val;
101
- }
102
- }
103
- get color() {
104
- if (this.light)
105
- return this.light.color;
106
- return this._color;
107
- }
108
- _color = new Color(0xffffff);
109
- /**
110
- * The near plane distance for shadow projection
111
- */
112
- set shadowNearPlane(val) {
113
- if (val === this._shadowNearPlane)
114
- return;
115
- this._shadowNearPlane = val;
116
- if (this.light?.shadow?.camera !== undefined) {
117
- const cam = this.light.shadow.camera;
118
- cam.near = val;
119
- }
120
- }
121
- get shadowNearPlane() { return this._shadowNearPlane; }
122
- _shadowNearPlane = .1;
123
- /**
124
- * Shadow bias value to reduce shadow acne and peter-panning
125
- */
126
- set shadowBias(val) {
127
- if (val === this._shadowBias)
128
- return;
129
- this._shadowBias = val;
130
- if (this.light?.shadow?.bias !== undefined) {
131
- this.light.shadow.bias = val;
132
- this.light.shadow.needsUpdate = true;
133
- }
134
- }
135
- get shadowBias() { return this._shadowBias; }
136
- _shadowBias = 0;
137
- /**
138
- * Shadow normal bias to reduce shadow acne on sloped surfaces
139
- */
140
- set shadowNormalBias(val) {
141
- if (val === this._shadowNormalBias)
142
- return;
143
- this._shadowNormalBias = val;
144
- if (this.light?.shadow?.normalBias !== undefined) {
145
- this.light.shadow.normalBias = val;
146
- this.light.shadow.needsUpdate = true;
147
- }
148
- }
149
- get shadowNormalBias() { return this._shadowNormalBias; }
150
- _shadowNormalBias = 0;
151
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
152
- _overrideShadowBiasSettings = false;
153
- /**
154
- * Shadow casting mode (None, Hard, or Soft)
155
- */
156
- set shadows(val) {
157
- this._shadows = val;
158
- if (this.light) {
159
- this.light.castShadow = val !== LightShadows.None;
160
- this.updateShadowSoftHard();
161
- }
162
- }
163
- get shadows() { return this._shadows; }
164
- _shadows = 1;
165
- /**
166
- * Determines if the light contributes to realtime lighting, baked lighting, or a mix
167
- */
168
- lightmapBakeType = LightmapBakeType.Realtime;
169
- /**
170
- * Brightness of the light. In WebXR experiences, the intensity is automatically
171
- * adjusted based on the AR session scale to maintain consistent lighting.
172
- */
173
- set intensity(val) {
174
- this._intensity = val;
175
- if (this.light) {
176
- let factor = 1;
177
- if (this.context.isInXR && this._webARRoot) {
178
- const scaleFactor = this._webARRoot?.arScale;
179
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
180
- factor /= scaleFactor;
181
- }
182
- }
183
- this.light.intensity = val * factor;
184
- }
185
- if (debug)
186
- console.log("Set light intensity to " + this._intensity, val, this);
187
- }
188
- get intensity() { return this._intensity; }
189
- _intensity = -1;
190
- /**
191
- * Maximum distance the shadow is projected
192
- */
193
- get shadowDistance() {
194
- const light = this.light;
195
- if (light?.shadow) {
196
- const cam = light.shadow.camera;
197
- return cam.far;
198
- }
199
- return -1;
200
- }
201
- set shadowDistance(val) {
202
- this._shadowDistance = val;
203
- const light = this.light;
204
- if (light?.shadow) {
205
- const cam = light.shadow.camera;
206
- cam.far = val;
207
- cam.updateProjectionMatrix();
208
- }
209
- }
210
- _shadowDistance;
211
- // set from additional component
212
- shadowWidth;
213
- shadowHeight;
214
- /**
215
- * Resolution of the shadow map in pixels (width and height)
216
- */
217
- get shadowResolution() {
218
- const light = this.light;
219
- if (light?.shadow) {
220
- return light.shadow.mapSize.x;
221
- }
222
- return -1;
223
- }
224
- set shadowResolution(val) {
225
- if (val === this._shadowResolution)
226
- return;
227
- this._shadowResolution = val;
228
- const light = this.light;
229
- if (light?.shadow) {
230
- light.shadow.mapSize.set(val, val);
231
- light.shadow.needsUpdate = true;
232
- }
233
- }
234
- _shadowResolution = undefined;
235
- /**
236
- * Whether this light's illumination is entirely baked into lightmaps
237
- */
238
- get isBaked() {
239
- return this.lightmapBakeType === LightmapBakeType.Baked;
240
- }
241
- /**
242
- * Checks if the GameObject itself is a {@link ThreeLight} object
243
- */
244
- get selfIsLight() {
245
- if (this.gameObject["isLight"] === true)
246
- return true;
247
- switch (this.gameObject.type) {
248
- case "SpotLight":
249
- case "PointLight":
250
- case "DirectionalLight":
251
- return true;
252
- }
253
- return false;
254
- }
255
- /**
256
- * The underlying three.js {@link ThreeLight} instance
257
- */
258
- light = undefined;
259
- /**
260
- * Gets the world position of the light
261
- * @param vec Vector3 to store the result
262
- * @returns The world position as a Vector3
263
- */
264
- getWorldPosition(vec) {
265
- if (this.light) {
266
- if (this.type === LightType.Directional) {
267
- return this.light.getWorldPosition(vec).multiplyScalar(1);
268
- }
269
- return this.light.getWorldPosition(vec);
270
- }
271
- return vec;
272
- }
273
- // public updateIntensity() {
274
- // this.intensity = this._intensity;
275
- // }
276
- awake() {
277
- this.color = new Color(this.color ?? 0xffffff);
278
- if (debug)
279
- console.log(this.name, this);
280
- }
281
- onEnable() {
282
- if (debug)
283
- console.log("ENABLE LIGHT", this.name);
284
- this.createLight();
285
- if (this.isBaked)
286
- return;
287
- else if (this.light) {
288
- this.light.visible = true;
289
- this.light.intensity = this._intensity;
290
- if (debug)
291
- console.log("Set light intensity to " + this.light.intensity, this.name);
292
- if (this.selfIsLight) {
293
- // nothing to do
294
- }
295
- else if (this.light.parent !== this.gameObject)
296
- this.gameObject.add(this.light);
297
- }
298
- if (this.type === LightType.Directional)
299
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
300
- }
301
- onDisable() {
302
- if (debug)
303
- console.log("DISABLE LIGHT", this.name);
304
- if (this.light) {
305
- if (this.selfIsLight)
306
- this.light.intensity = 0;
307
- else
308
- this.light.visible = false;
309
- }
310
- }
311
- _webXRStartedListener;
312
- _webXREndedListener;
313
- _webARRoot;
314
- onEnterXR(_args) {
315
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
316
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
317
- }
318
- // private *_updateLightIntensityInARRoutine() {
319
- // while (this.context.isInAR) {
320
- // yield;
321
- // // this.updateIntensity();
322
- // for (let i = 0; i < 30; i++) yield;
323
- // }
324
- // }
325
- onLeaveXR(_args) {
326
- // this.updateIntensity();
327
- }
328
- /**
329
- * Creates the appropriate three.js light based on the configured light type
330
- * and applies all settings like shadows, intensity, and color.
331
- */
332
- createLight() {
333
- const lightAlreadyCreated = this.selfIsLight;
334
- if (lightAlreadyCreated && !this.light) {
335
- this.light = this.gameObject;
336
- this.light.name = this.name;
337
- this._intensity = this.light.intensity;
338
- switch (this.type) {
339
- case LightType.Directional:
340
- this.setDirectionalLight(this.light);
341
- break;
342
- }
343
- }
344
- else if (!this.light) {
345
- switch (this.type) {
346
- case LightType.Directional:
347
- // console.log(this);
348
- const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
349
- // directional light target is at 0 0 0 by default
350
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
351
- this.gameObject.add(dirLight.target);
352
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
353
- this.light = dirLight;
354
- this.gameObject.position.set(0, 0, 0);
355
- this.gameObject.rotation.set(0, 0, 0);
356
- if (debug) {
357
- const spotLightHelper = new DirectionalLightHelper(this.light, .2, this.color);
358
- this.context.scene.add(spotLightHelper);
359
- // const bh = new BoxHelper(this.context.scene, 0xfff0000);
360
- // this.context.scene.add(bh);
361
- }
362
- break;
363
- case LightType.Spot:
364
- const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
365
- spotLight.position.set(0, 0, 0);
366
- spotLight.rotation.set(0, 0, 0);
367
- this.light = spotLight;
368
- const spotLightTarget = spotLight.target;
369
- spotLight.add(spotLightTarget);
370
- spotLightTarget.position.set(0, 0, this.range);
371
- spotLightTarget.rotation.set(0, 0, 0);
372
- break;
373
- case LightType.Point:
374
- const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
375
- this.light = pointLight;
376
- // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
377
- // scene.add(pointHelper);
378
- break;
379
- }
380
- }
381
- if (this.light) {
382
- if (this._intensity >= 0)
383
- this.light.intensity = this._intensity;
384
- else
385
- this._intensity = this.light.intensity;
386
- if (this.shadows !== LightShadows.None) {
387
- this.light.castShadow = true;
388
- }
389
- else
390
- this.light.castShadow = false;
391
- if (this.light.shadow) {
392
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
393
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
394
- this.light.shadow.mapSize.width = this._shadowResolution;
395
- this.light.shadow.mapSize.height = this._shadowResolution;
396
- }
397
- else {
398
- this.light.shadow.mapSize.width = 2048;
399
- this.light.shadow.mapSize.height = 2048;
400
- }
401
- // this.light.shadow.needsUpdate = true;
402
- // console.log(this.light.shadow.mapSize);
403
- // return;
404
- if (debug)
405
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
406
- this.light.shadow.bias = this.shadowBias;
407
- this.light.shadow.normalBias = this.shadowNormalBias;
408
- this.updateShadowSoftHard();
409
- const cam = this.light.shadow.camera;
410
- cam.near = this.shadowNearPlane;
411
- // use shadow distance that was set explictly (if any)
412
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
413
- cam.far = this._shadowDistance;
414
- else // otherwise fallback to object scale and max distance
415
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
416
- // width and height
417
- this.gameObject.scale.set(1, 1, 1);
418
- if (this.shadowWidth !== undefined) {
419
- cam.left = -this.shadowWidth / 2;
420
- cam.right = this.shadowWidth / 2;
421
- }
422
- else {
423
- const sx = this.gameObject.scale.x;
424
- cam.left *= sx;
425
- cam.right *= sx;
426
- }
427
- if (this.shadowHeight !== undefined) {
428
- cam.top = this.shadowHeight / 2;
429
- cam.bottom = -this.shadowHeight / 2;
430
- }
431
- else {
432
- const sy = this.gameObject.scale.y;
433
- cam.top *= sy;
434
- cam.bottom *= sy;
435
- }
436
- this.light.shadow.needsUpdate = true;
437
- if (debug)
438
- this.context.scene.add(new CameraHelper(cam));
439
- }
440
- if (this.isBaked) {
441
- this.light.removeFromParent();
442
- }
443
- else if (!lightAlreadyCreated)
444
- this.gameObject.add(this.light);
445
- }
446
- }
447
- /**
448
- * Coroutine that updates the main light reference in the context
449
- * if this directional light should be the main light
450
- */
451
- *updateMainLightRoutine() {
452
- while (true) {
453
- if (this.type === LightType.Directional) {
454
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
455
- this.context.mainLight = this;
456
- }
457
- yield;
458
- }
459
- break;
460
- }
461
- }
462
- /**
463
- * Controls whether the renderer's shadow map type can be changed when soft shadows are used
464
- */
465
- static allowChangingRendererShadowMapType = true;
466
- /**
467
- * Updates shadow settings based on whether the shadows are set to hard or soft
468
- */
469
- updateShadowSoftHard() {
470
- if (!this.light)
471
- return;
472
- if (!this.light.shadow)
473
- return;
474
- if (this.shadows === LightShadows.Soft) {
475
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
476
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
477
- // this.light.shadow.radius = radius;
478
- // this.light.shadow.blurSamples = samples;
479
- // if (isMobileDevice()) {
480
- // this.light.shadow.radius *= .5;
481
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
482
- // }
483
- // if (Light.allowChangingRendererShadowMapType) {
484
- // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
485
- // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
486
- // this.context.renderer.shadowMap.type = VSMShadowMap;
487
- // }
488
- // }
489
- }
490
- else {
491
- this.light.shadow.radius = 1;
492
- this.light.shadow.blurSamples = 1;
493
- }
494
- }
495
- /**
496
- * Configures a directional light by adding and positioning its target
497
- * @param dirLight The directional light to set up
498
- */
499
- setDirectionalLight(dirLight) {
500
- dirLight.add(dirLight.target);
501
- dirLight.target.position.set(0, 0, -1);
502
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
503
- }
504
- }
505
- __decorate([
506
- serializable()
507
- ], Light.prototype, "type", void 0);
508
- __decorate([
509
- serializable(Color)
510
- ], Light.prototype, "color", null);
511
- __decorate([
512
- serializable()
513
- ], Light.prototype, "shadowNearPlane", null);
514
- __decorate([
515
- serializable()
516
- ], Light.prototype, "shadowBias", null);
517
- __decorate([
518
- serializable()
519
- ], Light.prototype, "shadowNormalBias", null);
520
- __decorate([
521
- serializable()
522
- ], Light.prototype, "shadows", null);
523
- __decorate([
524
- serializable()
525
- ], Light.prototype, "lightmapBakeType", void 0);
526
- __decorate([
527
- serializable()
528
- ], Light.prototype, "intensity", null);
529
- __decorate([
530
- serializable()
531
- ], Light.prototype, "shadowDistance", null);
532
- __decorate([
533
- serializable()
534
- ], Light.prototype, "shadowResolution", null);
535
- const vec = new Vector3(0, 0, 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
+ import { serializable } from "../engine/engine_serialization_decorator.js";
9
+ import { FrameEvent } from "../engine/engine_setup.js";
10
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
+ import { getParam } from "../engine/engine_utils.js";
12
+ import { Behaviour, GameObject } from "./Component.js";
13
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
14
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
15
+ function toDegrees(radians) {
16
+ return radians * 180 / Math.PI;
17
+ }
18
+ function toRadians(degrees) {
19
+ return degrees * Math.PI / 180;
20
+ }
21
+ const shadowMaxDistance = 300;
22
+ const debug = getParam("debuglights");
23
+ /**
24
+ * Defines the type of light in a scene.
25
+ */
26
+ export var LightType;
27
+ (function (LightType) {
28
+ /** Spot light that emits light in a cone shape */
29
+ LightType[LightType["Spot"] = 0] = "Spot";
30
+ /** Directional light that emits parallel light rays in a specific direction */
31
+ LightType[LightType["Directional"] = 1] = "Directional";
32
+ /** Point light that emits light in all directions from a single point */
33
+ LightType[LightType["Point"] = 2] = "Point";
34
+ /** Area light */
35
+ LightType[LightType["Area"] = 3] = "Area";
36
+ /** Rectangle shaped area light that only affects baked lightmaps and light probes */
37
+ LightType[LightType["Rectangle"] = 3] = "Rectangle";
38
+ /** Disc shaped area light that only affects baked lightmaps and light probes */
39
+ LightType[LightType["Disc"] = 4] = "Disc";
40
+ })(LightType || (LightType = {}));
41
+ /**
42
+ * Defines how a light contributes to the scene lighting.
43
+ */
44
+ export var LightmapBakeType;
45
+ (function (LightmapBakeType) {
46
+ /** Light affects the scene in real-time with no baking */
47
+ LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
48
+ /** Light is completely baked into lightmaps and light probes */
49
+ LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
50
+ /** Combines aspects of realtime and baked lighting */
51
+ LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
52
+ })(LightmapBakeType || (LightmapBakeType = {}));
53
+ /**
54
+ * Defines the shadow casting options for a Light.
55
+ * @enum {number}
56
+ */
57
+ var LightShadows;
58
+ (function (LightShadows) {
59
+ /** No shadows are cast */
60
+ LightShadows[LightShadows["None"] = 0] = "None";
61
+ /** Hard-edged shadows without filtering */
62
+ LightShadows[LightShadows["Hard"] = 1] = "Hard";
63
+ /** Soft shadows with PCF filtering */
64
+ LightShadows[LightShadows["Soft"] = 2] = "Soft";
65
+ })(LightShadows || (LightShadows = {}));
66
+ /**
67
+ * The Light component creates a light source in the scene.
68
+ * Supports directional, spot, and point light types with various customization options.
69
+ * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
70
+ *
71
+ * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
72
+ * additional console output and visual helpers for lights.
73
+ *
74
+ * @category Rendering
75
+ * @group Components
76
+ */
77
+ export class Light extends Behaviour {
78
+ /**
79
+ * The type of light (spot, directional, point, etc.)
80
+ */
81
+ type = 0;
82
+ /**
83
+ * The maximum distance the light affects
84
+ */
85
+ range = 1;
86
+ /**
87
+ * The full outer angle of the spotlight cone in degrees
88
+ */
89
+ spotAngle = 1;
90
+ /**
91
+ * The angle of the inner cone in degrees for soft-edge spotlights
92
+ */
93
+ innerSpotAngle = 1;
94
+ /**
95
+ * The color of the light
96
+ */
97
+ set color(val) {
98
+ this._color = val;
99
+ if (this.light !== undefined) {
100
+ this.light.color = val;
101
+ }
102
+ }
103
+ get color() {
104
+ if (this.light)
105
+ return this.light.color;
106
+ return this._color;
107
+ }
108
+ _color = new Color(0xffffff);
109
+ /**
110
+ * The near plane distance for shadow projection
111
+ */
112
+ set shadowNearPlane(val) {
113
+ if (val === this._shadowNearPlane)
114
+ return;
115
+ this._shadowNearPlane = val;
116
+ if (this.light?.shadow?.camera !== undefined) {
117
+ const cam = this.light.shadow.camera;
118
+ cam.near = val;
119
+ }
120
+ }
121
+ get shadowNearPlane() { return this._shadowNearPlane; }
122
+ _shadowNearPlane = .1;
123
+ /**
124
+ * Shadow bias value to reduce shadow acne and peter-panning
125
+ */
126
+ set shadowBias(val) {
127
+ if (val === this._shadowBias)
128
+ return;
129
+ this._shadowBias = val;
130
+ if (this.light?.shadow?.bias !== undefined) {
131
+ this.light.shadow.bias = val;
132
+ this.light.shadow.needsUpdate = true;
133
+ }
134
+ }
135
+ get shadowBias() { return this._shadowBias; }
136
+ _shadowBias = 0;
137
+ /**
138
+ * Shadow normal bias to reduce shadow acne on sloped surfaces
139
+ */
140
+ set shadowNormalBias(val) {
141
+ if (val === this._shadowNormalBias)
142
+ return;
143
+ this._shadowNormalBias = val;
144
+ if (this.light?.shadow?.normalBias !== undefined) {
145
+ this.light.shadow.normalBias = val;
146
+ this.light.shadow.needsUpdate = true;
147
+ }
148
+ }
149
+ get shadowNormalBias() { return this._shadowNormalBias; }
150
+ _shadowNormalBias = 0;
151
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
152
+ _overrideShadowBiasSettings = false;
153
+ /**
154
+ * Shadow casting mode (None, Hard, or Soft)
155
+ */
156
+ set shadows(val) {
157
+ this._shadows = val;
158
+ if (this.light) {
159
+ this.light.castShadow = val !== LightShadows.None;
160
+ this.updateShadowSoftHard();
161
+ }
162
+ }
163
+ get shadows() { return this._shadows; }
164
+ _shadows = 1;
165
+ /**
166
+ * Determines if the light contributes to realtime lighting, baked lighting, or a mix
167
+ */
168
+ lightmapBakeType = LightmapBakeType.Realtime;
169
+ /**
170
+ * Brightness of the light. In WebXR experiences, the intensity is automatically
171
+ * adjusted based on the AR session scale to maintain consistent lighting.
172
+ */
173
+ set intensity(val) {
174
+ this._intensity = val;
175
+ if (this.light) {
176
+ let factor = 1;
177
+ if (this.context.isInXR && this._webARRoot) {
178
+ const scaleFactor = this._webARRoot?.arScale;
179
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
180
+ factor /= scaleFactor;
181
+ }
182
+ }
183
+ this.light.intensity = val * factor;
184
+ }
185
+ if (debug)
186
+ console.log("Set light intensity to " + this._intensity, val, this);
187
+ }
188
+ get intensity() { return this._intensity; }
189
+ _intensity = -1;
190
+ /**
191
+ * Maximum distance the shadow is projected
192
+ */
193
+ get shadowDistance() {
194
+ const light = this.light;
195
+ if (light?.shadow) {
196
+ const cam = light.shadow.camera;
197
+ return cam.far;
198
+ }
199
+ return -1;
200
+ }
201
+ set shadowDistance(val) {
202
+ this._shadowDistance = val;
203
+ const light = this.light;
204
+ if (light?.shadow) {
205
+ const cam = light.shadow.camera;
206
+ cam.far = val;
207
+ cam.updateProjectionMatrix();
208
+ }
209
+ }
210
+ _shadowDistance;
211
+ // set from additional component
212
+ shadowWidth;
213
+ shadowHeight;
214
+ /**
215
+ * Resolution of the shadow map in pixels (width and height)
216
+ */
217
+ get shadowResolution() {
218
+ const light = this.light;
219
+ if (light?.shadow) {
220
+ return light.shadow.mapSize.x;
221
+ }
222
+ return -1;
223
+ }
224
+ set shadowResolution(val) {
225
+ if (val === this._shadowResolution)
226
+ return;
227
+ this._shadowResolution = val;
228
+ const light = this.light;
229
+ if (light?.shadow) {
230
+ light.shadow.mapSize.set(val, val);
231
+ light.shadow.needsUpdate = true;
232
+ }
233
+ }
234
+ _shadowResolution = undefined;
235
+ /**
236
+ * Whether this light's illumination is entirely baked into lightmaps
237
+ */
238
+ get isBaked() {
239
+ return this.lightmapBakeType === LightmapBakeType.Baked;
240
+ }
241
+ /**
242
+ * Checks if the GameObject itself is a {@link ThreeLight} object
243
+ */
244
+ get selfIsLight() {
245
+ if (this.gameObject["isLight"] === true)
246
+ return true;
247
+ switch (this.gameObject.type) {
248
+ case "SpotLight":
249
+ case "PointLight":
250
+ case "DirectionalLight":
251
+ return true;
252
+ }
253
+ return false;
254
+ }
255
+ /**
256
+ * The underlying three.js {@link ThreeLight} instance
257
+ */
258
+ light = undefined;
259
+ /**
260
+ * Gets the world position of the light
261
+ * @param vec Vector3 to store the result
262
+ * @returns The world position as a Vector3
263
+ */
264
+ getWorldPosition(vec) {
265
+ if (this.light) {
266
+ if (this.type === LightType.Directional) {
267
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
268
+ }
269
+ return this.light.getWorldPosition(vec);
270
+ }
271
+ return vec;
272
+ }
273
+ // public updateIntensity() {
274
+ // this.intensity = this._intensity;
275
+ // }
276
+ awake() {
277
+ this.color = new Color(this.color ?? 0xffffff);
278
+ if (debug)
279
+ console.log(this.name, this);
280
+ }
281
+ onEnable() {
282
+ if (debug)
283
+ console.log("ENABLE LIGHT", this.name);
284
+ this.createLight();
285
+ if (this.isBaked)
286
+ return;
287
+ else if (this.light) {
288
+ this.light.visible = true;
289
+ this.light.intensity = this._intensity;
290
+ if (debug)
291
+ console.log("Set light intensity to " + this.light.intensity, this.name);
292
+ if (this.selfIsLight) {
293
+ // nothing to do
294
+ }
295
+ else if (this.light.parent !== this.gameObject)
296
+ this.gameObject.add(this.light);
297
+ }
298
+ if (this.type === LightType.Directional)
299
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
300
+ }
301
+ onDisable() {
302
+ if (debug)
303
+ console.log("DISABLE LIGHT", this.name);
304
+ if (this.light) {
305
+ if (this.selfIsLight)
306
+ this.light.intensity = 0;
307
+ else
308
+ this.light.visible = false;
309
+ }
310
+ }
311
+ _webXRStartedListener;
312
+ _webXREndedListener;
313
+ _webARRoot;
314
+ onEnterXR(_args) {
315
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
316
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
317
+ }
318
+ // private *_updateLightIntensityInARRoutine() {
319
+ // while (this.context.isInAR) {
320
+ // yield;
321
+ // // this.updateIntensity();
322
+ // for (let i = 0; i < 30; i++) yield;
323
+ // }
324
+ // }
325
+ onLeaveXR(_args) {
326
+ // this.updateIntensity();
327
+ }
328
+ /**
329
+ * Creates the appropriate three.js light based on the configured light type
330
+ * and applies all settings like shadows, intensity, and color.
331
+ */
332
+ createLight() {
333
+ const lightAlreadyCreated = this.selfIsLight;
334
+ if (lightAlreadyCreated && !this.light) {
335
+ this.light = this.gameObject;
336
+ this.light.name = this.name;
337
+ this._intensity = this.light.intensity;
338
+ switch (this.type) {
339
+ case LightType.Directional:
340
+ this.setDirectionalLight(this.light);
341
+ break;
342
+ }
343
+ }
344
+ else if (!this.light) {
345
+ switch (this.type) {
346
+ case LightType.Directional:
347
+ // console.log(this);
348
+ const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
349
+ // directional light target is at 0 0 0 by default
350
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
351
+ this.gameObject.add(dirLight.target);
352
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
353
+ this.light = dirLight;
354
+ this.gameObject.position.set(0, 0, 0);
355
+ this.gameObject.rotation.set(0, 0, 0);
356
+ if (debug) {
357
+ const spotLightHelper = new DirectionalLightHelper(this.light, .2, this.color);
358
+ this.context.scene.add(spotLightHelper);
359
+ // const bh = new BoxHelper(this.context.scene, 0xfff0000);
360
+ // this.context.scene.add(bh);
361
+ }
362
+ break;
363
+ case LightType.Spot:
364
+ const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
365
+ spotLight.position.set(0, 0, 0);
366
+ spotLight.rotation.set(0, 0, 0);
367
+ this.light = spotLight;
368
+ const spotLightTarget = spotLight.target;
369
+ spotLight.add(spotLightTarget);
370
+ spotLightTarget.position.set(0, 0, this.range);
371
+ spotLightTarget.rotation.set(0, 0, 0);
372
+ break;
373
+ case LightType.Point:
374
+ const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
375
+ this.light = pointLight;
376
+ // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
377
+ // scene.add(pointHelper);
378
+ break;
379
+ }
380
+ }
381
+ if (this.light) {
382
+ if (this._intensity >= 0)
383
+ this.light.intensity = this._intensity;
384
+ else
385
+ this._intensity = this.light.intensity;
386
+ if (this.shadows !== LightShadows.None) {
387
+ this.light.castShadow = true;
388
+ }
389
+ else
390
+ this.light.castShadow = false;
391
+ if (this.light.shadow) {
392
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
393
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
394
+ this.light.shadow.mapSize.width = this._shadowResolution;
395
+ this.light.shadow.mapSize.height = this._shadowResolution;
396
+ }
397
+ else {
398
+ this.light.shadow.mapSize.width = 2048;
399
+ this.light.shadow.mapSize.height = 2048;
400
+ }
401
+ // this.light.shadow.needsUpdate = true;
402
+ // console.log(this.light.shadow.mapSize);
403
+ // return;
404
+ if (debug)
405
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
406
+ this.light.shadow.bias = this.shadowBias;
407
+ this.light.shadow.normalBias = this.shadowNormalBias;
408
+ this.updateShadowSoftHard();
409
+ const cam = this.light.shadow.camera;
410
+ cam.near = this.shadowNearPlane;
411
+ // use shadow distance that was set explictly (if any)
412
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
413
+ cam.far = this._shadowDistance;
414
+ else // otherwise fallback to object scale and max distance
415
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
416
+ // width and height
417
+ this.gameObject.scale.set(1, 1, 1);
418
+ if (this.shadowWidth !== undefined) {
419
+ cam.left = -this.shadowWidth / 2;
420
+ cam.right = this.shadowWidth / 2;
421
+ }
422
+ else {
423
+ const sx = this.gameObject.scale.x;
424
+ cam.left *= sx;
425
+ cam.right *= sx;
426
+ }
427
+ if (this.shadowHeight !== undefined) {
428
+ cam.top = this.shadowHeight / 2;
429
+ cam.bottom = -this.shadowHeight / 2;
430
+ }
431
+ else {
432
+ const sy = this.gameObject.scale.y;
433
+ cam.top *= sy;
434
+ cam.bottom *= sy;
435
+ }
436
+ this.light.shadow.needsUpdate = true;
437
+ if (debug)
438
+ this.context.scene.add(new CameraHelper(cam));
439
+ }
440
+ if (this.isBaked) {
441
+ this.light.removeFromParent();
442
+ }
443
+ else if (!lightAlreadyCreated)
444
+ this.gameObject.add(this.light);
445
+ }
446
+ }
447
+ /**
448
+ * Coroutine that updates the main light reference in the context
449
+ * if this directional light should be the main light
450
+ */
451
+ *updateMainLightRoutine() {
452
+ while (true) {
453
+ if (this.type === LightType.Directional) {
454
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
455
+ this.context.mainLight = this;
456
+ }
457
+ yield;
458
+ }
459
+ break;
460
+ }
461
+ }
462
+ /**
463
+ * Controls whether the renderer's shadow map type can be changed when soft shadows are used
464
+ */
465
+ static allowChangingRendererShadowMapType = true;
466
+ /**
467
+ * Updates shadow settings based on whether the shadows are set to hard or soft
468
+ */
469
+ updateShadowSoftHard() {
470
+ if (!this.light)
471
+ return;
472
+ if (!this.light.shadow)
473
+ return;
474
+ if (this.shadows === LightShadows.Soft) {
475
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
476
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
477
+ // this.light.shadow.radius = radius;
478
+ // this.light.shadow.blurSamples = samples;
479
+ // if (isMobileDevice()) {
480
+ // this.light.shadow.radius *= .5;
481
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
482
+ // }
483
+ // if (Light.allowChangingRendererShadowMapType) {
484
+ // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
485
+ // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
486
+ // this.context.renderer.shadowMap.type = VSMShadowMap;
487
+ // }
488
+ // }
489
+ }
490
+ else {
491
+ this.light.shadow.radius = 1;
492
+ this.light.shadow.blurSamples = 1;
493
+ }
494
+ }
495
+ /**
496
+ * Configures a directional light by adding and positioning its target
497
+ * @param dirLight The directional light to set up
498
+ */
499
+ setDirectionalLight(dirLight) {
500
+ dirLight.add(dirLight.target);
501
+ dirLight.target.position.set(0, 0, -1);
502
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
503
+ }
504
+ }
505
+ __decorate([
506
+ serializable()
507
+ ], Light.prototype, "type", void 0);
508
+ __decorate([
509
+ serializable(Color)
510
+ ], Light.prototype, "color", null);
511
+ __decorate([
512
+ serializable()
513
+ ], Light.prototype, "shadowNearPlane", null);
514
+ __decorate([
515
+ serializable()
516
+ ], Light.prototype, "shadowBias", null);
517
+ __decorate([
518
+ serializable()
519
+ ], Light.prototype, "shadowNormalBias", null);
520
+ __decorate([
521
+ serializable()
522
+ ], Light.prototype, "shadows", null);
523
+ __decorate([
524
+ serializable()
525
+ ], Light.prototype, "lightmapBakeType", void 0);
526
+ __decorate([
527
+ serializable()
528
+ ], Light.prototype, "intensity", null);
529
+ __decorate([
530
+ serializable()
531
+ ], Light.prototype, "shadowDistance", null);
532
+ __decorate([
533
+ serializable()
534
+ ], Light.prototype, "shadowResolution", null);
535
+ const vec = new Vector3(0, 0, 0);
536
536
  //# sourceMappingURL=Light.js.map