@needle-tools/engine 4.6.3 → 4.6.4

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 (1064) hide show
  1. package/CHANGELOG.md +3773 -3773
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +25 -0
  6. package/dist/{gltf-progressive-Bm9eEfgu.min.js → gltf-progressive-Bl4okF1b.min.js} +1 -1
  7. package/dist/{gltf-progressive-GjIqwSG3.js → gltf-progressive-DSpdn0QT.js} +2 -2
  8. package/dist/{gltf-progressive-Dn6o99rH.umd.cjs → gltf-progressive-P8b8a0qY.umd.cjs} +1 -1
  9. package/dist/{needle-engine.bundle-Bhmc3xq0.umd.cjs → needle-engine.bundle-B0b8OtrF.umd.cjs} +59 -59
  10. package/dist/{needle-engine.bundle-DzStNbW2.min.js → needle-engine.bundle-BDUZt2gN.min.js} +78 -78
  11. package/dist/{needle-engine.bundle-B3xwa0ZL.js → needle-engine.bundle-xlXwBS9f.js} +638 -638
  12. package/dist/needle-engine.d.ts +130 -129
  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-8AQTeZsr.umd.cjs → postprocessing-CjW23fio.umd.cjs} +2 -2
  17. package/dist/{postprocessing-BkxN_08g.js → postprocessing-DYLNOL3W.js} +3 -3
  18. package/dist/{postprocessing-BDScN9yu.min.js → postprocessing-xYQWCHFu.min.js} +2 -2
  19. package/dist/{three-DMrv-4ar.umd.cjs → three-B_hneGZr.umd.cjs} +4 -4
  20. package/dist/{three-Bz6X1mrw.js → three-DrqIzZTH.js} +4198 -4198
  21. package/dist/{three-Boa-jOq-.min.js → three-DuDKwKB8.min.js} +33 -33
  22. package/dist/{three-examples-GggCDHv0.js → three-examples-B50TT3Iu.js} +5 -5
  23. package/dist/{three-examples-DuVhxqft.min.js → three-examples-DaDLBuy6.min.js} +14 -14
  24. package/dist/{three-examples-C7ryg8vN.umd.cjs → three-examples-X3OadjXB.umd.cjs} +3 -3
  25. package/dist/{three-mesh-ui-CY6Izc7C.min.js → three-mesh-ui-B3p3gyUz.min.js} +1 -1
  26. package/dist/{three-mesh-ui-CwlN0FUC.umd.cjs → three-mesh-ui-CQiIQIlA.umd.cjs} +1 -1
  27. package/dist/{three-mesh-ui-CLNOfsWn.js → three-mesh-ui-CxuWt7m-.js} +1 -1
  28. package/dist/{vendor-zxXa3Dmr.min.js → vendor-BlSxe9JJ.min.js} +3 -3
  29. package/dist/{vendor-BSD1RQIh.js → vendor-BmYIgaS1.js} +3 -3
  30. package/dist/{vendor-DHr4aqIZ.umd.cjs → vendor-Cavtu3CP.umd.cjs} +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 -1673
  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
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  998. package/src/engine-components/ui/Text.ts +578 -578
  999. package/src/engine-components/ui/Utils.ts +113 -113
  1000. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1001. package/src/engine-components/utils/LookAt.ts +88 -88
  1002. package/src/engine-components/utils/OpenURL.ts +114 -114
  1003. package/src/engine-components/webxr/Avatar.ts +265 -265
  1004. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1005. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1006. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1007. package/src/engine-components/webxr/WebXR.ts +585 -585
  1008. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1009. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1010. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1011. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1012. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1013. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1014. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1015. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1016. package/src/engine-components/webxr/index.ts +2 -2
  1017. package/src/engine-components/webxr/types.ts +3 -3
  1018. package/src/engine-components-experimental/Presentation.ts +12 -12
  1019. package/src/engine-components-experimental/api.ts +4 -4
  1020. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1021. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1022. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1023. package/src/engine-schemes/README.md +1 -1
  1024. package/src/engine-schemes/api.ts +12 -12
  1025. package/src/engine-schemes/schemes.ts +28 -28
  1026. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1027. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1028. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1029. package/src/engine-schemes/transform.ts +50 -50
  1030. package/src/engine-schemes/transforms.fbs +25 -25
  1031. package/src/engine-schemes/vec.fbs +19 -19
  1032. package/src/engine-schemes/vec2.ts +33 -33
  1033. package/src/engine-schemes/vec3.ts +38 -38
  1034. package/src/engine-schemes/vec4.ts +43 -43
  1035. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1036. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1037. package/src/include/draco/draco_decoder.js +34 -34
  1038. package/src/include/ktx2/basis_transcoder.js +21 -21
  1039. package/src/include/needle/arial-msdf.json +1471 -1471
  1040. package/src/include/three/DragControls.js +231 -231
  1041. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1042. package/src/needle-engine.ts +70 -70
  1043. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1044. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.d.ts +0 -10
  1045. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.js +0 -452
  1046. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.js.map +0 -1
  1047. package/src/engine-schemes/dist/api.js +0 -17
  1048. package/src/engine-schemes/dist/api.js.meta +0 -7
  1049. package/src/engine-schemes/dist/schemes.js +0 -25
  1050. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1051. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1052. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1053. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1054. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1055. package/src/engine-schemes/dist/transform.js +0 -46
  1056. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1057. package/src/engine-schemes/dist/vec2.js +0 -32
  1058. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1059. package/src/engine-schemes/dist/vec3.js +0 -36
  1060. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1061. package/src/engine-schemes/dist/vec4.js +0 -40
  1062. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1063. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1064. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,925 +1,925 @@
1
- import { AnimationAction, Box3, Box3Helper, Camera, Color, DepthTexture, Euler, GridHelper, Layers, Material, Mesh, MeshStandardMaterial, Object3D, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector2Like, Vector3, WebGLRenderTarget } from "three";
2
- import { ShaderMaterial, WebGLRenderer } from "three";
3
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
-
5
- import { useForAutoFit } from "./engine_camera.js";
6
- import { Mathf } from "./engine_math.js"
7
- import { Vec3 } from "./engine_types.js";
8
- import { CircularBuffer } from "./engine_utils.js";
9
-
10
- /**
11
- * Slerp between two vectors
12
- */
13
- export function slerp(vec: Vector3, end: Vector3, t: number) {
14
- const len1 = vec.length();
15
- const len2 = end.length();
16
- const targetLen = Mathf.lerp(len1, len2, t);
17
- return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
18
- }
19
-
20
- const _tempQuat = new Quaternion();
21
- const flipYQuat: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
22
-
23
- export function lookAtInverse(obj: Object3D, target: Vector3) {
24
- obj.lookAt(target);
25
- obj.quaternion.multiply(flipYQuat);
26
- }
27
-
28
-
29
- /** Better lookAt
30
- * @param object the object that the lookAt should be applied to
31
- * @param target the target to look at
32
- * @param keepUpDirection if true the up direction will be kept
33
- * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
34
- */
35
- export function lookAtObject(object: Object3D, target: Object3D, keepUpDirection: boolean = true, copyTargetRotation: boolean = false) {
36
- if (object === target) return;
37
- _tempQuat.copy(object.quaternion);
38
-
39
- const lookTarget = getWorldPosition(target);
40
- const lookFrom = getWorldPosition(object);
41
-
42
- if (copyTargetRotation) {
43
- setWorldQuaternion(object, getWorldQuaternion(target));
44
- // look at forward again so we don't get any roll
45
- if (keepUpDirection) {
46
- const ypos = lookFrom.y;
47
- const forwardPoint = lookFrom.sub(getWorldDirection(object));
48
- forwardPoint.y = ypos;
49
- object.lookAt(forwardPoint);
50
- object.quaternion.multiply(flipYQuat);
51
- }
52
-
53
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
54
- if (Number.isNaN(object.quaternion.x)) {
55
- object.quaternion.copy(_tempQuat);
56
- }
57
-
58
- return;
59
- }
60
-
61
- if (keepUpDirection) {
62
- lookTarget.y = lookFrom.y;
63
- }
64
-
65
- object.lookAt(lookTarget);
66
-
67
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
68
- if (Number.isNaN(object.quaternion.x)) {
69
- object.quaternion.copy(_tempQuat);
70
- }
71
- }
72
-
73
-
74
- /**
75
- * Look at a 2D point in screen space
76
- * @param object the object to look at the point
77
- * @param target the target point in 2D screen space XY e.g. from a mouse event
78
- * @param camera the camera to use for the lookAt
79
- * @param factor the factor to multiply the distance from the camera to the object. Default is 1
80
- * @returns the target point in world space
81
- *
82
- * @example Needle Engine Component
83
- * ```ts
84
- * export class MyLookAtComponent extends Behaviour {
85
- * update() {
86
- * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
87
- * }
88
- * }
89
- * ```
90
- *
91
- * @example Look at from browser mouse move event
92
- * ```ts
93
- * window.addEventListener("mousemove", (e) => {
94
- * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
95
- * });
96
- * ```
97
- */
98
- export function lookAtScreenPoint(object: Object3D, target: Vector2Like, camera: Camera, factor: number = 1): Vector3 | null {
99
-
100
- if (camera) {
101
- const pos = getTempVector(0, 0, 0);
102
- const ndcx = (target.x / window.innerWidth) * 2 - 1;
103
- const ndcy = -(target.y / window.innerHeight) * 2 + 1;
104
- pos.set(
105
- ndcx,
106
- ndcy,
107
- 0
108
- );
109
- pos.unproject(camera);
110
- // get distance from object to camera
111
- const camPos = camera.worldPosition;
112
- const dist = object.worldPosition.distanceTo(camPos);
113
- // Create direction from camera through cursor point
114
- const dir = pos.sub(camPos);
115
- dir.multiplyScalar(factor * 3.6 * dist);
116
- const targetPoint = camera.worldPosition.add(dir);
117
- object.lookAt(targetPoint);
118
- return targetPoint;
119
- }
120
- return null;
121
- }
122
-
123
-
124
-
125
- const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
126
-
127
- /** Gets a temporary vector. If a vector is passed in it will be copied to the temporary vector
128
- * Temporary vectors are cached and reused internally. Don't store them!
129
- * @param vec3 the vector to copy or the x value
130
- * @param y the y value
131
- * @param z the z value
132
- * @returns a temporary vector
133
- *
134
- * @example
135
- * ``` javascript
136
- * const vec = getTempVector(1, 2, 3);
137
- * const vec2 = getTempVector(vec);
138
- * const vec3 = getTempVector(new Vector3(1, 2, 3));
139
- * const vec4 = getTempVector(new DOMPointReadOnly(1, 2, 3));
140
- * const vec5 = getTempVector();
141
- * ```
142
- */
143
- export function getTempVector(): Vector3;
144
- export function getTempVector(vec3: Vector3): Vector3;
145
- export function getTempVector(vec3: [number, number, number]): Vector3;
146
- export function getTempVector(vec3: Vec3): Vector3;
147
- export function getTempVector(dom: DOMPointReadOnly): Vector3;
148
- export function getTempVector(x: number): Vector3;
149
- export function getTempVector(x: number, y: number, z: number): Vector3;
150
- export function getTempVector(vecOrX?: Vec3 | Vector3 | [number, number, number] | DOMPointReadOnly | number, y?: number, z?: number): Vector3 {
151
- const vec = _tempVecs.get();
152
- vec.set(0, 0, 0); // initialize with default values
153
- if (vecOrX instanceof Vector3) vec.copy(vecOrX);
154
- else if (Array.isArray(vecOrX)) vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
155
- else if (vecOrX instanceof DOMPointReadOnly) vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
156
- else {
157
- if (typeof vecOrX === "number") {
158
- vec.x = vecOrX;
159
- vec.y = y !== undefined ? y : vec.x;
160
- vec.z = z !== undefined ? z : vec.x;
161
- }
162
- else if (typeof vecOrX === "object") {
163
- vec.x = vecOrX.x;
164
- vec.y = vecOrX.y;
165
- vec.z = vecOrX.z;
166
- }
167
- }
168
- return vec;
169
- }
170
-
171
-
172
- const _tempColors = new CircularBuffer(() => new Color(), 30);
173
- export function getTempColor(color?: Color) {
174
- const col = _tempColors.get();
175
- if (color) col.copy(color);
176
- else {
177
- col.set(0, 0, 0);
178
- }
179
- return col;
180
- }
181
-
182
-
183
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
184
-
185
- /**
186
- * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
187
- * Temporary quaternions are cached and reused internally. Don't store them!
188
- * @param value the quaternion to copy
189
- * @returns a temporary quaternion
190
- */
191
- export function getTempQuaternion(value?: Quaternion | DOMPointReadOnly) {
192
- const val = _tempQuats.get();
193
- val.identity();
194
- if (value instanceof Quaternion) val.copy(value);
195
- else if (value instanceof DOMPointReadOnly) val.set(value.x, value.y, value.z, value.w);
196
- return val;
197
- }
198
-
199
-
200
- const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
201
- const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
202
-
203
- /**
204
- * Get the world position of an object
205
- * @param obj the object to get the world position from
206
- * @param vec a vector to store the result in. If not passed in a temporary vector will be used
207
- * @param updateParents if true the parents will be updated before getting the world position
208
- * @returns the world position
209
- */
210
- export function getWorldPosition(obj: Object3D, vec: Vector3 | null = null, updateParents: boolean = true): Vector3 {
211
- const wp = vec ?? _worldPositions.get();
212
- if (!obj) return wp.set(0, 0, 0);
213
- if (!obj.parent) return wp.copy(obj.position);
214
- if (updateParents)
215
- obj.updateWorldMatrix(true, false);
216
- if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
217
- obj[_lastMatrixWorldUpdateKey] = Date.now();
218
- obj.updateMatrixWorld();
219
- }
220
- wp.setFromMatrixPosition(obj.matrixWorld);
221
- return wp;
222
- }
223
-
224
- /**
225
- * Set the world position of an object
226
- * @param obj the object to set the world position of
227
- * @param val the world position to set
228
- */
229
- export function setWorldPosition(obj: Object3D, val: Vector3): Object3D {
230
- if (!obj) return obj;
231
- const wp = _worldPositions.get();
232
- if (val !== wp)
233
- wp.copy(val);
234
- const obj2 = obj?.parent ?? obj;
235
- obj2.worldToLocal(wp);
236
- obj.position.set(wp.x, wp.y, wp.z);
237
- return obj;
238
- }
239
-
240
- /**
241
- * Set the world position of an object
242
- * @param obj the object to set the world position of
243
- * @param x the x position
244
- * @param y the y position
245
- * @param z the z position
246
- */
247
- export function setWorldPositionXYZ(obj: Object3D, x: number, y: number, z: number): Object3D {
248
- const wp = _worldPositions.get();
249
- wp.set(x, y, z);
250
- setWorldPosition(obj, wp);
251
- return obj;
252
- }
253
-
254
-
255
- const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
256
- const _worldQuaternionBuffer: Quaternion = new Quaternion();
257
- const _tempQuaternionBuffer2: Quaternion = new Quaternion();
258
-
259
- export function getWorldQuaternion(obj: Object3D, target: Quaternion | null = null): Quaternion {
260
- if (!obj) return _worldQuaternions.get().identity();
261
- const quat = target ?? _worldQuaternions.get();
262
- if (!obj.parent) return quat.copy(obj.quaternion);
263
- obj.getWorldQuaternion(quat);
264
- return quat;
265
- }
266
- export function setWorldQuaternion(obj: Object3D, val: Quaternion) {
267
- if (!obj) return;
268
- if (val !== _worldQuaternionBuffer)
269
- _worldQuaternionBuffer.copy(val);
270
- const tempVec = _worldQuaternionBuffer;
271
- const parent = obj?.parent;
272
- parent?.getWorldQuaternion(_tempQuaternionBuffer2);
273
- _tempQuaternionBuffer2.invert();
274
- const q = _tempQuaternionBuffer2.multiply(tempVec);
275
- // console.log(tempVec);
276
- obj.quaternion.set(q.x, q.y, q.z, q.w);
277
- // console.error("quaternion world to local is not yet implemented");
278
- }
279
- export function setWorldQuaternionXYZW(obj: Object3D, x: number, y: number, z: number, w: number) {
280
- _worldQuaternionBuffer.set(x, y, z, w);
281
- setWorldQuaternion(obj, _worldQuaternionBuffer);
282
- }
283
-
284
- const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
285
- const _worldScale: Vector3 = new Vector3();
286
-
287
- export function getWorldScale(obj: Object3D, vec: Vector3 | null = null): Vector3 {
288
- if (!vec)
289
- vec = _worldScaleBuffer.get();
290
- if (!obj) return vec.set(0, 0, 0);
291
- if (!obj.parent) return vec.copy(obj.scale);
292
- obj.getWorldScale(vec);
293
- return vec;
294
- }
295
-
296
- export function setWorldScale(obj: Object3D, vec: Vector3) {
297
- if (!obj) return;
298
- if (!obj.parent) {
299
- obj.scale.copy(vec);
300
- return;
301
- }
302
- const tempVec = _worldScale;
303
- const obj2 = obj.parent;
304
- obj2.getWorldScale(tempVec);
305
- obj.scale.copy(vec);
306
- obj.scale.divide(tempVec);
307
- }
308
-
309
- const _forward = new Vector3();
310
- const _forwardQuat = new Quaternion();
311
- export function forward(obj: Object3D): Vector3 {
312
- getWorldQuaternion(obj, _forwardQuat);
313
- return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
314
- }
315
-
316
- const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
317
- const _worldDirectionQuat = new Quaternion();
318
- /** Get the world direction. Returns world forward if nothing is passed in.
319
- * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
320
- * The returned vector will not be normalized
321
- */
322
- export function getWorldDirection(obj: Object3D, dir?: Vector3) {
323
- // If no direction is passed in set the direction to the forward vector
324
- if (!dir) dir = _worldDirectionBuffer.get().set(0, 0, 1);
325
- getWorldQuaternion(obj, _worldDirectionQuat);
326
- return dir.applyQuaternion(_worldDirectionQuat);
327
- }
328
-
329
-
330
- const _worldEulerBuffer: Euler = new Euler();
331
- const _worldEuler: Euler = new Euler();
332
- const _worldRotation: Vector3 = new Vector3();
333
-
334
-
335
-
336
- // world euler (in radians)
337
- export function getWorldEuler(obj: Object3D): Euler {
338
- const quat = _worldQuaternions.get();
339
- obj.getWorldQuaternion(quat);
340
- _worldEuler.setFromQuaternion(quat);
341
- return _worldEuler;
342
- }
343
-
344
- // world euler (in radians)
345
- export function setWorldEuler(obj: Object3D, val: Euler) {
346
- const quat = _worldQuaternions.get();
347
- setWorldQuaternion(obj, quat.setFromEuler(val));;
348
- }
349
-
350
- // returns rotation in degrees
351
- export function getWorldRotation(obj: Object3D): Vector3 {
352
- const rot = getWorldEuler(obj);
353
- const wr = _worldRotation;
354
- wr.set(rot.x, rot.y, rot.z);
355
- wr.x = Mathf.toDegrees(wr.x);
356
- wr.y = Mathf.toDegrees(wr.y);
357
- wr.z = Mathf.toDegrees(wr.z);
358
- return wr;
359
- }
360
-
361
- export function setWorldRotation(obj: Object3D, val: Vector3) {
362
- setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
363
- }
364
-
365
- export function setWorldRotationXYZ(obj: Object3D, x: number, y: number, z: number, degrees: boolean = true) {
366
- if (degrees) {
367
- x = Mathf.toRadians(x);
368
- y = Mathf.toRadians(y);
369
- z = Mathf.toRadians(z);
370
- }
371
- _worldEulerBuffer.set(x, y, z);
372
- _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
373
- setWorldQuaternion(obj, _worldQuaternionBuffer);
374
- }
375
-
376
-
377
-
378
-
379
-
380
- // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
381
- export function logHierarchy(root: Object3D | null | undefined, collapsible: boolean = true) {
382
- if (!root) return;
383
- if (collapsible) {
384
- (function printGraph(obj: Object3D) {
385
- console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
386
- obj.children.forEach(printGraph);
387
- console.groupEnd();
388
- }(root));
389
-
390
- } else {
391
- root.traverse(function (obj: Object3D) {
392
- var s = '|___';
393
- var obj2 = obj;
394
- while (obj2.parent !== null) {
395
- s = '\t' + s;
396
- obj2 = obj2.parent;
397
- }
398
- console.log(s + obj.name + ' <' + obj.type + '>');
399
- });
400
- };
401
- }
402
-
403
- export function getParentHierarchyPath(obj: Object3D): string {
404
- let path = obj?.name || "";
405
- if (!obj) return path;
406
- let parent = obj.parent;
407
- while (parent) {
408
- path = parent.name + "/" + path;
409
- parent = parent.parent;
410
- }
411
- return path;
412
- }
413
-
414
-
415
- export function isAnimationAction(obj: object) {
416
- if (obj) {
417
- // this doesnt work :(
418
- // return obj instanceof AnimationAction;
419
- // instead we do this:
420
- const act = obj as AnimationAction;
421
- return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
422
- }
423
- return false;
424
- }
425
-
426
-
427
-
428
-
429
- class BlitMaterial extends ShaderMaterial {
430
- static vertex = `
431
- varying vec2 vUv;
432
- void main(){
433
- vUv = uv;
434
- gl_Position = vec4(position.xy, 0., 1.0);
435
- }`;
436
-
437
- constructor() {
438
- super({
439
- vertexShader: BlitMaterial.vertex,
440
- uniforms: {
441
- map: new Uniform(null),
442
- flipY: new Uniform(true),
443
- writeDepth: new Uniform(false),
444
- depthTexture: new Uniform(null)
445
- },
446
- fragmentShader: `
447
- uniform sampler2D map;
448
- uniform bool flipY;
449
- uniform bool writeDepth;
450
- uniform sampler2D depthTexture;
451
-
452
- varying vec2 vUv;
453
-
454
- void main(){
455
- vec2 uv = vUv;
456
- if (flipY) uv.y = 1.0 - uv.y;
457
- gl_FragColor = texture2D(map, uv);
458
-
459
- if (writeDepth) {
460
- float depth = texture2D(depthTexture, uv).r;
461
- gl_FragDepth = depth;
462
-
463
- // float linearDepth = (depth - 0.99) * 100.0; // Enhance near 1.0 values
464
- // gl_FragColor = vec4(linearDepth, linearDepth, linearDepth, 1.0);
465
- }
466
- }`
467
- });
468
- }
469
-
470
- reset() {
471
- this.uniforms.map.value = null;
472
- this.uniforms.flipY.value = true;
473
- this.uniforms.writeDepth.value = false;
474
- this.uniforms.depthTexture.value = null;
475
- this.needsUpdate = true;
476
- this.uniformsNeedUpdate = true;
477
- }
478
- }
479
-
480
- /**
481
- * Utility class to perform various graphics operations like copying textures to canvas
482
- */
483
- export class Graphics {
484
- private static readonly planeGeometry = new PlaneGeometry(2, 2, 1, 1);
485
- private static readonly renderer: WebGLRenderer = new WebGLRenderer({ antialias: false, alpha: true });
486
- private static readonly perspectiveCam = new PerspectiveCamera();
487
- private static readonly orthographicCam = new OrthographicCamera();
488
- private static readonly scene = new Scene();
489
- private static readonly blitMaterial: BlitMaterial = new BlitMaterial();
490
- private static readonly mesh: Mesh = new Mesh(Graphics.planeGeometry, Graphics.blitMaterial);
491
-
492
-
493
- /**
494
- * Copy a texture to a new texture
495
- * @param texture the texture to copy
496
- * @param blitMaterial the material to use for copying (optional)
497
- * @returns the newly created, copied texture
498
- */
499
- static copyTexture(texture: Texture, blitMaterial?: ShaderMaterial): Texture {
500
-
501
- // ensure that a blit material exists
502
- if (!blitMaterial) {
503
- blitMaterial = this.blitMaterial;
504
- };
505
- this.blitMaterial.reset();
506
-
507
- const material = blitMaterial || this.blitMaterial;
508
-
509
- // TODO: reset the uniforms...
510
- material.uniforms.map.value = texture;
511
- material.needsUpdate = true;
512
- material.uniformsNeedUpdate = true;
513
-
514
-
515
- // ensure that the blit material has the correct vertex shader
516
- const origVertexShader = material.vertexShader;
517
- material.vertexShader = BlitMaterial.vertex;
518
-
519
- const mesh = this.mesh;
520
- mesh.material = material;
521
- mesh.frustumCulled = false;
522
- this.scene.children.length = 0;
523
- this.scene.add(mesh);
524
- this.renderer.setSize(texture.image.width, texture.image.height);
525
- this.renderer.clear();
526
- this.renderer.render(this.scene, this.perspectiveCam);
527
- const tex = new Texture(this.renderer.domElement);
528
- tex.name = "Copy";
529
- tex.needsUpdate = true; // < important!
530
-
531
- // reset vertex shader
532
- material.vertexShader = origVertexShader;
533
-
534
- return tex;
535
- }
536
-
537
- static blit(src: Texture, target: WebGLRenderTarget, options?: {
538
- renderer?: WebGLRenderer,
539
- blitMaterial?: ShaderMaterial,
540
- flipY?: boolean,
541
- depthTexture?: DepthTexture | null,
542
- depthTest?: boolean,
543
- depthWrite?: boolean,
544
- }) {
545
- const {
546
- renderer = this.renderer,
547
- blitMaterial = this.blitMaterial,
548
- flipY = false,
549
- depthTexture = null,
550
- depthTest = true,
551
- depthWrite = true,
552
- } = options || {};
553
-
554
- this.blitMaterial.reset();
555
-
556
- if (blitMaterial.uniforms.map) blitMaterial.uniforms.map.value = src;
557
- if (blitMaterial.uniforms.flipY) blitMaterial.uniforms.flipY.value = flipY;
558
-
559
- if (depthTexture) {
560
- blitMaterial.uniforms.writeDepth = new Uniform(true);
561
- blitMaterial.uniforms.depthTexture.value = depthTexture;
562
- }
563
- else {
564
- blitMaterial.uniforms.writeDepth = new Uniform(false);
565
- blitMaterial.uniforms.depthTexture.value = null;
566
- }
567
- blitMaterial.needsUpdate = true;
568
- blitMaterial.uniformsNeedUpdate = true;
569
-
570
- const mesh = this.mesh;
571
- mesh.material = blitMaterial;
572
- mesh.frustumCulled = false;
573
- this.scene.children.length = 0;
574
- this.scene.add(mesh);
575
-
576
- // Save state
577
- const renderTarget = renderer.getRenderTarget();
578
- const gl = renderer.getContext();
579
- const depthTestEnabled = gl.getParameter(gl.DEPTH_TEST);
580
- const depthWriteMask = gl.getParameter(gl.DEPTH_WRITEMASK);
581
- const depthFunc = gl.getParameter(gl.DEPTH_FUNC);
582
-
583
-
584
- // Set state
585
- if (depthTest) renderer.getContext().enable(renderer.getContext().DEPTH_TEST);
586
- else renderer.getContext().disable(renderer.getContext().DEPTH_TEST);
587
- renderer.state.buffers.depth.setMask(depthWrite);
588
-
589
- renderer.setClearColor(new Color(0, 0, 0), 0);
590
- // renderer.setSize(target.width, target.height);
591
- renderer.setPixelRatio(window.devicePixelRatio);
592
- renderer.setRenderTarget(target);
593
- renderer.clear();
594
- renderer.render(this.scene, this.perspectiveCam);
595
-
596
-
597
- // Restore state
598
- renderer.setRenderTarget(renderTarget); // reset render target
599
- const depthBuffer = renderer.state.buffers.depth;
600
- depthBuffer.setTest(depthTestEnabled);
601
- depthBuffer.setMask(depthWriteMask);
602
- depthBuffer.setFunc(depthFunc);
603
- }
604
-
605
- /**
606
- * Copy a texture to a HTMLCanvasElement
607
- * @param texture the texture convert
608
- * @param force if true the texture will be copied to a new texture before converting
609
- * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
610
- */
611
- static textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
612
- if (!texture) {
613
- return null;
614
- }
615
-
616
- if (force === true || texture["isCompressedTexture"] === true) {
617
- texture = copyTexture(texture);
618
- }
619
- const image = texture.image;
620
- if (isImageBitmap(image)) {
621
- const canvas = document.createElement('canvas');
622
- canvas.width = image.width;
623
- canvas.height = image.height;
624
-
625
- const context = canvas.getContext('2d');
626
- if (!context) {
627
- console.error("Failed getting canvas 2d context");
628
- return null;
629
- }
630
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
631
- return canvas;
632
- }
633
-
634
- return null;
635
- }
636
- }
637
-
638
- /**@obsolete use Graphics.copyTexture */
639
- export function copyTexture(texture: Texture): Texture {
640
- return Graphics.copyTexture(texture);
641
- }
642
-
643
- /**@obsolete use Graphics.textureToCanvas */
644
- export function textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
645
- return Graphics.textureToCanvas(texture, force);
646
- }
647
-
648
- declare class OffscreenCanvas { };
649
-
650
- function isImageBitmap(image) {
651
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
652
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
653
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
654
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
655
- }
656
-
657
-
658
-
659
- function isMesh(obj: Object3D): obj is Mesh {
660
- const type = obj.type;
661
- // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
662
- return type === "Mesh" || type === "SkinnedMesh";
663
- }
664
-
665
- // for contact shadows
666
- export function setVisibleInCustomShadowRendering(obj: Object3D, enabled: boolean) {
667
- if (enabled)
668
- obj["needle:rendercustomshadow"] = true;
669
- else {
670
- obj["needle:rendercustomshadow"] = false;
671
- }
672
- }
673
- export function getVisibleInCustomShadowRendering(obj: Object3D): boolean {
674
- if (obj) {
675
- if (obj["needle:rendercustomshadow"] === true) {
676
- return true;
677
- }
678
- else if (obj["needle:rendercustomshadow"] == undefined) {
679
- return true;
680
- }
681
- }
682
- return false;
683
- }
684
-
685
- /**
686
- * Get the axis-aligned bounding box of a list of objects.
687
- * @param objects The objects to get the bounding box from.
688
- * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
689
- * @param layers The layers to include. Typically the main camera's layers.
690
- * @param result The result box to store the bounding box in. Returns a new box if not passed in.
691
- */
692
- export function getBoundingBox(objects: Object3D | Object3D[], ignore: ((obj: Object3D) => void | boolean) | Array<Object3D | null | undefined> | undefined = undefined, layers: Layers | undefined | null = undefined, result: Box3 | undefined = undefined): Box3 {
693
- const box = result || new Box3();
694
- box.makeEmpty();
695
-
696
- const emptyChildren = [];
697
- function expandByObjectRecursive(obj: Object3D) {
698
- let allowExpanding = true;
699
- // we dont want to check invisible objects
700
- if (!obj.visible) return;
701
- if (useForAutoFit(obj) === false) return;
702
- if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane") return;
703
- // ignore Box3Helpers
704
- if (obj instanceof Box3Helper) allowExpanding = false;
705
- if (obj instanceof GridHelper) allowExpanding = false;
706
- // ignore GroundProjectedEnv
707
- if (obj instanceof GroundedSkybox) allowExpanding = false;
708
- if ((obj as any).isGizmo === true) allowExpanding = false;
709
- // // Ignore shadow catcher geometry
710
- if ((obj as Mesh).material instanceof ShadowMaterial) allowExpanding = false;
711
- // ONLY fit meshes
712
- if (!(isMesh(obj))) allowExpanding = false;
713
- // Layer test, typically with the main camera
714
- if (layers && obj.layers.test(layers) === false) allowExpanding = false;
715
- if (allowExpanding) {
716
- // Ignore things parented to the camera + ignore the camera
717
- if (ignore && Array.isArray(ignore) && ignore?.includes(obj)) return;
718
- else if (typeof ignore === "function") {
719
- if (ignore(obj) === true) return;
720
- }
721
- }
722
- // We don't want to fit UI objects
723
- if (obj["isUI"] === true) return;
724
- // If we encountered some geometry that should be ignored
725
- // Then we don't want to use that for expanding the view
726
- if (allowExpanding) {
727
- // Temporary override children
728
- const children = obj.children;
729
- obj.children = emptyChildren;
730
- // TODO: validate that object doesn't contain NaN values
731
- const pos = obj.position;
732
- const scale = obj.scale;
733
- if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
734
- console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
735
- return;
736
- }
737
- box.expandByObject(obj, true);
738
- obj.children = children;
739
- }
740
- for (const child of obj.children) {
741
- expandByObjectRecursive(child);
742
- }
743
- }
744
- let hasAnyObject = false;
745
-
746
- if (!Array.isArray(objects))
747
- objects = [objects];
748
-
749
- for (const object of objects) {
750
- if (!object) continue;
751
- hasAnyObject = true;
752
- object.updateMatrixWorld();
753
- expandByObjectRecursive(object);
754
- }
755
- if (!hasAnyObject) {
756
- console.warn("No objects to fit camera to...");
757
- return box;
758
- }
759
-
760
- return box;
761
- }
762
-
763
- /**
764
- * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
765
- * @param obj the object to fit
766
- * @param volume the volume to fit the object into
767
- * @param opts options for fitting
768
- */
769
- export function fitObjectIntoVolume(obj: Object3D, volume: Box3, opts?: {
770
- /** Objects to ignore when calculating the obj's bounding box */
771
- ignore?: Object3D[],
772
- /** when `true` aligns the objects position to the volume ground
773
- * @default true
774
- */
775
- position?: boolean
776
- /** when `true` scales the object to fit the volume
777
- * @default true
778
- */
779
- scale?: boolean,
780
- }): {
781
- /** The object's bounding box before fitting */
782
- boundsBefore: Box3,
783
- /** The scale that was applied to the object */
784
- scale: Vector3,
785
- } {
786
- const box = getBoundingBox([obj], opts?.ignore);
787
-
788
- const boundsSize = new Vector3();
789
- box.getSize(boundsSize);
790
- const boundsCenter = new Vector3();
791
- box.getCenter(boundsCenter);
792
-
793
- const targetSize = new Vector3();
794
- volume.getSize(targetSize);
795
- const targetCenter = new Vector3();
796
- volume.getCenter(targetCenter);
797
-
798
- const scale = new Vector3();
799
- scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
800
- const minScale = Math.min(scale.x, scale.y, scale.z);
801
- const useScale = opts?.scale !== false;
802
- if (useScale) {
803
- setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
804
- }
805
-
806
- if (opts?.position !== false) {
807
- const boundsBottomPosition = new Vector3();
808
- box.getCenter(boundsBottomPosition);
809
- boundsBottomPosition.y = box.min.y;
810
- const targetBottomPosition = new Vector3();
811
- volume.getCenter(targetBottomPosition);
812
- targetBottomPosition.y = volume.min.y;
813
- const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
814
- if (useScale) offset.multiplyScalar(minScale);
815
- setWorldPosition(obj, getWorldPosition(obj).add(offset));
816
- }
817
-
818
- return {
819
- boundsBefore: box,
820
- scale,
821
- }
822
- }
823
-
824
-
825
- declare type PlaceOnSurfaceResult = {
826
- /** The offset from the object bounds to the pivot */
827
- offset: Vector3,
828
- /** The object's bounding box */
829
- bounds: Box3
830
- }
831
-
832
- /**
833
- * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
834
- * The object will be visually placed on the surface (the object's pivot will be ignored).
835
- * @param obj the object to place on the surface
836
- * @param point the point to place the object on
837
- * @returns the offset from the object bounds to the pivot
838
- */
839
- export function placeOnSurface(obj: Object3D, point: Vector3): PlaceOnSurfaceResult {
840
- const bounds = getBoundingBox([obj]);
841
- const center = new Vector3();
842
- bounds.getCenter(center);
843
- center.y = bounds.min.y;
844
- const offset = point.clone().sub(center);
845
- const worldPos = getWorldPosition(obj);
846
- setWorldPosition(obj, worldPos.add(offset));
847
- return {
848
- offset,
849
- bounds,
850
- }
851
- }
852
-
853
- /**
854
- * Postprocesses the material of an object loaded by {@link FBXLoader}.
855
- * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
856
- * This ensures consistent lighting and shading, including environment effects.
857
- */
858
- export function postprocessFBXMaterials(obj: Mesh, material: Material | Material[], index?: number, array?: Material[]): boolean {
859
-
860
- if (Array.isArray(material)) {
861
- let success = true;
862
- for (let i = 0; i < material.length; i++) {
863
- const res = postprocessFBXMaterials(obj, material[i], i, material);
864
- if (!res) success = false;
865
- }
866
- return success;
867
- }
868
-
869
- // ignore if the material is already a MeshStandardMaterial
870
- if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
871
- return false;
872
- }
873
- // check if the material was already processed
874
- else if (material["material:fbx"] != undefined) {
875
- return true;
876
- }
877
-
878
- const newMaterial = new MeshStandardMaterial();
879
- newMaterial["material:fbx"] = material;
880
-
881
- const oldMaterial = material as any;
882
-
883
- if (oldMaterial) {
884
- // If a map is present then the FBX color should be ignored
885
- // Tested e.g. in Unity and Substance Stager
886
- // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
887
- if (!oldMaterial.map)
888
- newMaterial.color.copyLinearToSRGB(oldMaterial.color);
889
- else newMaterial.color.set(1, 1, 1);
890
-
891
- newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
892
-
893
- newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
894
- newMaterial.opacity = oldMaterial.opacity;
895
- newMaterial.displacementScale = oldMaterial.displacementScale;
896
- newMaterial.transparent = oldMaterial.transparent;
897
- newMaterial.bumpMap = oldMaterial.bumpMap;
898
- newMaterial.aoMap = oldMaterial.aoMap;
899
- newMaterial.map = oldMaterial.map;
900
- newMaterial.displacementMap = oldMaterial.displacementMap;
901
- newMaterial.emissiveMap = oldMaterial.emissiveMap;
902
- newMaterial.normalMap = oldMaterial.normalMap;
903
- newMaterial.envMap = oldMaterial.envMap;
904
- newMaterial.alphaMap = oldMaterial.alphaMap;
905
- newMaterial.metalness = oldMaterial.reflectivity;
906
- newMaterial.vertexColors = oldMaterial.vertexColors;
907
- if (oldMaterial.shininess) {
908
- // from blender source code
909
- // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
910
- // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
911
- newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
912
- }
913
- newMaterial.needsUpdate = true;
914
- }
915
-
916
- if (index === undefined) {
917
- obj.material = newMaterial;
918
- }
919
- else {
920
- array![index] = newMaterial;
921
- }
922
- return true;
923
- }
924
-
925
-
1
+ import { AnimationAction, Box3, Box3Helper, Camera, Color, DepthTexture, Euler, GridHelper, Layers, Material, Mesh, MeshStandardMaterial, Object3D, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector2Like, Vector3, WebGLRenderTarget } from "three";
2
+ import { ShaderMaterial, WebGLRenderer } from "three";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+
5
+ import { useForAutoFit } from "./engine_camera.js";
6
+ import { Mathf } from "./engine_math.js"
7
+ import { Vec3 } from "./engine_types.js";
8
+ import { CircularBuffer } from "./engine_utils.js";
9
+
10
+ /**
11
+ * Slerp between two vectors
12
+ */
13
+ export function slerp(vec: Vector3, end: Vector3, t: number) {
14
+ const len1 = vec.length();
15
+ const len2 = end.length();
16
+ const targetLen = Mathf.lerp(len1, len2, t);
17
+ return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
18
+ }
19
+
20
+ const _tempQuat = new Quaternion();
21
+ const flipYQuat: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
22
+
23
+ export function lookAtInverse(obj: Object3D, target: Vector3) {
24
+ obj.lookAt(target);
25
+ obj.quaternion.multiply(flipYQuat);
26
+ }
27
+
28
+
29
+ /** Better lookAt
30
+ * @param object the object that the lookAt should be applied to
31
+ * @param target the target to look at
32
+ * @param keepUpDirection if true the up direction will be kept
33
+ * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
34
+ */
35
+ export function lookAtObject(object: Object3D, target: Object3D, keepUpDirection: boolean = true, copyTargetRotation: boolean = false) {
36
+ if (object === target) return;
37
+ _tempQuat.copy(object.quaternion);
38
+
39
+ const lookTarget = getWorldPosition(target);
40
+ const lookFrom = getWorldPosition(object);
41
+
42
+ if (copyTargetRotation) {
43
+ setWorldQuaternion(object, getWorldQuaternion(target));
44
+ // look at forward again so we don't get any roll
45
+ if (keepUpDirection) {
46
+ const ypos = lookFrom.y;
47
+ const forwardPoint = lookFrom.sub(getWorldDirection(object));
48
+ forwardPoint.y = ypos;
49
+ object.lookAt(forwardPoint);
50
+ object.quaternion.multiply(flipYQuat);
51
+ }
52
+
53
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
54
+ if (Number.isNaN(object.quaternion.x)) {
55
+ object.quaternion.copy(_tempQuat);
56
+ }
57
+
58
+ return;
59
+ }
60
+
61
+ if (keepUpDirection) {
62
+ lookTarget.y = lookFrom.y;
63
+ }
64
+
65
+ object.lookAt(lookTarget);
66
+
67
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
68
+ if (Number.isNaN(object.quaternion.x)) {
69
+ object.quaternion.copy(_tempQuat);
70
+ }
71
+ }
72
+
73
+
74
+ /**
75
+ * Look at a 2D point in screen space
76
+ * @param object the object to look at the point
77
+ * @param target the target point in 2D screen space XY e.g. from a mouse event
78
+ * @param camera the camera to use for the lookAt
79
+ * @param factor the factor to multiply the distance from the camera to the object. Default is 1
80
+ * @returns the target point in world space
81
+ *
82
+ * @example Needle Engine Component
83
+ * ```ts
84
+ * export class MyLookAtComponent extends Behaviour {
85
+ * update() {
86
+ * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
87
+ * }
88
+ * }
89
+ * ```
90
+ *
91
+ * @example Look at from browser mouse move event
92
+ * ```ts
93
+ * window.addEventListener("mousemove", (e) => {
94
+ * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
95
+ * });
96
+ * ```
97
+ */
98
+ export function lookAtScreenPoint(object: Object3D, target: Vector2Like, camera: Camera, factor: number = 1): Vector3 | null {
99
+
100
+ if (camera) {
101
+ const pos = getTempVector(0, 0, 0);
102
+ const ndcx = (target.x / window.innerWidth) * 2 - 1;
103
+ const ndcy = -(target.y / window.innerHeight) * 2 + 1;
104
+ pos.set(
105
+ ndcx,
106
+ ndcy,
107
+ 0
108
+ );
109
+ pos.unproject(camera);
110
+ // get distance from object to camera
111
+ const camPos = camera.worldPosition;
112
+ const dist = object.worldPosition.distanceTo(camPos);
113
+ // Create direction from camera through cursor point
114
+ const dir = pos.sub(camPos);
115
+ dir.multiplyScalar(factor * 3.6 * dist);
116
+ const targetPoint = camera.worldPosition.add(dir);
117
+ object.lookAt(targetPoint);
118
+ return targetPoint;
119
+ }
120
+ return null;
121
+ }
122
+
123
+
124
+
125
+ const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
126
+
127
+ /** Gets a temporary vector. If a vector is passed in it will be copied to the temporary vector
128
+ * Temporary vectors are cached and reused internally. Don't store them!
129
+ * @param vec3 the vector to copy or the x value
130
+ * @param y the y value
131
+ * @param z the z value
132
+ * @returns a temporary vector
133
+ *
134
+ * @example
135
+ * ``` javascript
136
+ * const vec = getTempVector(1, 2, 3);
137
+ * const vec2 = getTempVector(vec);
138
+ * const vec3 = getTempVector(new Vector3(1, 2, 3));
139
+ * const vec4 = getTempVector(new DOMPointReadOnly(1, 2, 3));
140
+ * const vec5 = getTempVector();
141
+ * ```
142
+ */
143
+ export function getTempVector(): Vector3;
144
+ export function getTempVector(vec3: Vector3): Vector3;
145
+ export function getTempVector(vec3: [number, number, number]): Vector3;
146
+ export function getTempVector(vec3: Vec3): Vector3;
147
+ export function getTempVector(dom: DOMPointReadOnly): Vector3;
148
+ export function getTempVector(x: number): Vector3;
149
+ export function getTempVector(x: number, y: number, z: number): Vector3;
150
+ export function getTempVector(vecOrX?: Vec3 | Vector3 | [number, number, number] | DOMPointReadOnly | number, y?: number, z?: number): Vector3 {
151
+ const vec = _tempVecs.get();
152
+ vec.set(0, 0, 0); // initialize with default values
153
+ if (vecOrX instanceof Vector3) vec.copy(vecOrX);
154
+ else if (Array.isArray(vecOrX)) vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
155
+ else if (vecOrX instanceof DOMPointReadOnly) vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
156
+ else {
157
+ if (typeof vecOrX === "number") {
158
+ vec.x = vecOrX;
159
+ vec.y = y !== undefined ? y : vec.x;
160
+ vec.z = z !== undefined ? z : vec.x;
161
+ }
162
+ else if (typeof vecOrX === "object") {
163
+ vec.x = vecOrX.x;
164
+ vec.y = vecOrX.y;
165
+ vec.z = vecOrX.z;
166
+ }
167
+ }
168
+ return vec;
169
+ }
170
+
171
+
172
+ const _tempColors = new CircularBuffer(() => new Color(), 30);
173
+ export function getTempColor(color?: Color) {
174
+ const col = _tempColors.get();
175
+ if (color) col.copy(color);
176
+ else {
177
+ col.set(0, 0, 0);
178
+ }
179
+ return col;
180
+ }
181
+
182
+
183
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
184
+
185
+ /**
186
+ * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
187
+ * Temporary quaternions are cached and reused internally. Don't store them!
188
+ * @param value the quaternion to copy
189
+ * @returns a temporary quaternion
190
+ */
191
+ export function getTempQuaternion(value?: Quaternion | DOMPointReadOnly) {
192
+ const val = _tempQuats.get();
193
+ val.identity();
194
+ if (value instanceof Quaternion) val.copy(value);
195
+ else if (value instanceof DOMPointReadOnly) val.set(value.x, value.y, value.z, value.w);
196
+ return val;
197
+ }
198
+
199
+
200
+ const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
201
+ const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
202
+
203
+ /**
204
+ * Get the world position of an object
205
+ * @param obj the object to get the world position from
206
+ * @param vec a vector to store the result in. If not passed in a temporary vector will be used
207
+ * @param updateParents if true the parents will be updated before getting the world position
208
+ * @returns the world position
209
+ */
210
+ export function getWorldPosition(obj: Object3D, vec: Vector3 | null = null, updateParents: boolean = true): Vector3 {
211
+ const wp = vec ?? _worldPositions.get();
212
+ if (!obj) return wp.set(0, 0, 0);
213
+ if (!obj.parent) return wp.copy(obj.position);
214
+ if (updateParents)
215
+ obj.updateWorldMatrix(true, false);
216
+ if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
217
+ obj[_lastMatrixWorldUpdateKey] = Date.now();
218
+ obj.updateMatrixWorld();
219
+ }
220
+ wp.setFromMatrixPosition(obj.matrixWorld);
221
+ return wp;
222
+ }
223
+
224
+ /**
225
+ * Set the world position of an object
226
+ * @param obj the object to set the world position of
227
+ * @param val the world position to set
228
+ */
229
+ export function setWorldPosition(obj: Object3D, val: Vector3): Object3D {
230
+ if (!obj) return obj;
231
+ const wp = _worldPositions.get();
232
+ if (val !== wp)
233
+ wp.copy(val);
234
+ const obj2 = obj?.parent ?? obj;
235
+ obj2.worldToLocal(wp);
236
+ obj.position.set(wp.x, wp.y, wp.z);
237
+ return obj;
238
+ }
239
+
240
+ /**
241
+ * Set the world position of an object
242
+ * @param obj the object to set the world position of
243
+ * @param x the x position
244
+ * @param y the y position
245
+ * @param z the z position
246
+ */
247
+ export function setWorldPositionXYZ(obj: Object3D, x: number, y: number, z: number): Object3D {
248
+ const wp = _worldPositions.get();
249
+ wp.set(x, y, z);
250
+ setWorldPosition(obj, wp);
251
+ return obj;
252
+ }
253
+
254
+
255
+ const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
256
+ const _worldQuaternionBuffer: Quaternion = new Quaternion();
257
+ const _tempQuaternionBuffer2: Quaternion = new Quaternion();
258
+
259
+ export function getWorldQuaternion(obj: Object3D, target: Quaternion | null = null): Quaternion {
260
+ if (!obj) return _worldQuaternions.get().identity();
261
+ const quat = target ?? _worldQuaternions.get();
262
+ if (!obj.parent) return quat.copy(obj.quaternion);
263
+ obj.getWorldQuaternion(quat);
264
+ return quat;
265
+ }
266
+ export function setWorldQuaternion(obj: Object3D, val: Quaternion) {
267
+ if (!obj) return;
268
+ if (val !== _worldQuaternionBuffer)
269
+ _worldQuaternionBuffer.copy(val);
270
+ const tempVec = _worldQuaternionBuffer;
271
+ const parent = obj?.parent;
272
+ parent?.getWorldQuaternion(_tempQuaternionBuffer2);
273
+ _tempQuaternionBuffer2.invert();
274
+ const q = _tempQuaternionBuffer2.multiply(tempVec);
275
+ // console.log(tempVec);
276
+ obj.quaternion.set(q.x, q.y, q.z, q.w);
277
+ // console.error("quaternion world to local is not yet implemented");
278
+ }
279
+ export function setWorldQuaternionXYZW(obj: Object3D, x: number, y: number, z: number, w: number) {
280
+ _worldQuaternionBuffer.set(x, y, z, w);
281
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
282
+ }
283
+
284
+ const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
285
+ const _worldScale: Vector3 = new Vector3();
286
+
287
+ export function getWorldScale(obj: Object3D, vec: Vector3 | null = null): Vector3 {
288
+ if (!vec)
289
+ vec = _worldScaleBuffer.get();
290
+ if (!obj) return vec.set(0, 0, 0);
291
+ if (!obj.parent) return vec.copy(obj.scale);
292
+ obj.getWorldScale(vec);
293
+ return vec;
294
+ }
295
+
296
+ export function setWorldScale(obj: Object3D, vec: Vector3) {
297
+ if (!obj) return;
298
+ if (!obj.parent) {
299
+ obj.scale.copy(vec);
300
+ return;
301
+ }
302
+ const tempVec = _worldScale;
303
+ const obj2 = obj.parent;
304
+ obj2.getWorldScale(tempVec);
305
+ obj.scale.copy(vec);
306
+ obj.scale.divide(tempVec);
307
+ }
308
+
309
+ const _forward = new Vector3();
310
+ const _forwardQuat = new Quaternion();
311
+ export function forward(obj: Object3D): Vector3 {
312
+ getWorldQuaternion(obj, _forwardQuat);
313
+ return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
314
+ }
315
+
316
+ const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
317
+ const _worldDirectionQuat = new Quaternion();
318
+ /** Get the world direction. Returns world forward if nothing is passed in.
319
+ * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
320
+ * The returned vector will not be normalized
321
+ */
322
+ export function getWorldDirection(obj: Object3D, dir?: Vector3) {
323
+ // If no direction is passed in set the direction to the forward vector
324
+ if (!dir) dir = _worldDirectionBuffer.get().set(0, 0, 1);
325
+ getWorldQuaternion(obj, _worldDirectionQuat);
326
+ return dir.applyQuaternion(_worldDirectionQuat);
327
+ }
328
+
329
+
330
+ const _worldEulerBuffer: Euler = new Euler();
331
+ const _worldEuler: Euler = new Euler();
332
+ const _worldRotation: Vector3 = new Vector3();
333
+
334
+
335
+
336
+ // world euler (in radians)
337
+ export function getWorldEuler(obj: Object3D): Euler {
338
+ const quat = _worldQuaternions.get();
339
+ obj.getWorldQuaternion(quat);
340
+ _worldEuler.setFromQuaternion(quat);
341
+ return _worldEuler;
342
+ }
343
+
344
+ // world euler (in radians)
345
+ export function setWorldEuler(obj: Object3D, val: Euler) {
346
+ const quat = _worldQuaternions.get();
347
+ setWorldQuaternion(obj, quat.setFromEuler(val));;
348
+ }
349
+
350
+ // returns rotation in degrees
351
+ export function getWorldRotation(obj: Object3D): Vector3 {
352
+ const rot = getWorldEuler(obj);
353
+ const wr = _worldRotation;
354
+ wr.set(rot.x, rot.y, rot.z);
355
+ wr.x = Mathf.toDegrees(wr.x);
356
+ wr.y = Mathf.toDegrees(wr.y);
357
+ wr.z = Mathf.toDegrees(wr.z);
358
+ return wr;
359
+ }
360
+
361
+ export function setWorldRotation(obj: Object3D, val: Vector3) {
362
+ setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
363
+ }
364
+
365
+ export function setWorldRotationXYZ(obj: Object3D, x: number, y: number, z: number, degrees: boolean = true) {
366
+ if (degrees) {
367
+ x = Mathf.toRadians(x);
368
+ y = Mathf.toRadians(y);
369
+ z = Mathf.toRadians(z);
370
+ }
371
+ _worldEulerBuffer.set(x, y, z);
372
+ _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
373
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
374
+ }
375
+
376
+
377
+
378
+
379
+
380
+ // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
381
+ export function logHierarchy(root: Object3D | null | undefined, collapsible: boolean = true) {
382
+ if (!root) return;
383
+ if (collapsible) {
384
+ (function printGraph(obj: Object3D) {
385
+ console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
386
+ obj.children.forEach(printGraph);
387
+ console.groupEnd();
388
+ }(root));
389
+
390
+ } else {
391
+ root.traverse(function (obj: Object3D) {
392
+ var s = '|___';
393
+ var obj2 = obj;
394
+ while (obj2.parent !== null) {
395
+ s = '\t' + s;
396
+ obj2 = obj2.parent;
397
+ }
398
+ console.log(s + obj.name + ' <' + obj.type + '>');
399
+ });
400
+ };
401
+ }
402
+
403
+ export function getParentHierarchyPath(obj: Object3D): string {
404
+ let path = obj?.name || "";
405
+ if (!obj) return path;
406
+ let parent = obj.parent;
407
+ while (parent) {
408
+ path = parent.name + "/" + path;
409
+ parent = parent.parent;
410
+ }
411
+ return path;
412
+ }
413
+
414
+
415
+ export function isAnimationAction(obj: object) {
416
+ if (obj) {
417
+ // this doesnt work :(
418
+ // return obj instanceof AnimationAction;
419
+ // instead we do this:
420
+ const act = obj as AnimationAction;
421
+ return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
422
+ }
423
+ return false;
424
+ }
425
+
426
+
427
+
428
+
429
+ class BlitMaterial extends ShaderMaterial {
430
+ static vertex = `
431
+ varying vec2 vUv;
432
+ void main(){
433
+ vUv = uv;
434
+ gl_Position = vec4(position.xy, 0., 1.0);
435
+ }`;
436
+
437
+ constructor() {
438
+ super({
439
+ vertexShader: BlitMaterial.vertex,
440
+ uniforms: {
441
+ map: new Uniform(null),
442
+ flipY: new Uniform(true),
443
+ writeDepth: new Uniform(false),
444
+ depthTexture: new Uniform(null)
445
+ },
446
+ fragmentShader: `
447
+ uniform sampler2D map;
448
+ uniform bool flipY;
449
+ uniform bool writeDepth;
450
+ uniform sampler2D depthTexture;
451
+
452
+ varying vec2 vUv;
453
+
454
+ void main(){
455
+ vec2 uv = vUv;
456
+ if (flipY) uv.y = 1.0 - uv.y;
457
+ gl_FragColor = texture2D(map, uv);
458
+
459
+ if (writeDepth) {
460
+ float depth = texture2D(depthTexture, uv).r;
461
+ gl_FragDepth = depth;
462
+
463
+ // float linearDepth = (depth - 0.99) * 100.0; // Enhance near 1.0 values
464
+ // gl_FragColor = vec4(linearDepth, linearDepth, linearDepth, 1.0);
465
+ }
466
+ }`
467
+ });
468
+ }
469
+
470
+ reset() {
471
+ this.uniforms.map.value = null;
472
+ this.uniforms.flipY.value = true;
473
+ this.uniforms.writeDepth.value = false;
474
+ this.uniforms.depthTexture.value = null;
475
+ this.needsUpdate = true;
476
+ this.uniformsNeedUpdate = true;
477
+ }
478
+ }
479
+
480
+ /**
481
+ * Utility class to perform various graphics operations like copying textures to canvas
482
+ */
483
+ export class Graphics {
484
+ private static readonly planeGeometry = new PlaneGeometry(2, 2, 1, 1);
485
+ private static readonly renderer: WebGLRenderer = new WebGLRenderer({ antialias: false, alpha: true });
486
+ private static readonly perspectiveCam = new PerspectiveCamera();
487
+ private static readonly orthographicCam = new OrthographicCamera();
488
+ private static readonly scene = new Scene();
489
+ private static readonly blitMaterial: BlitMaterial = new BlitMaterial();
490
+ private static readonly mesh: Mesh = new Mesh(Graphics.planeGeometry, Graphics.blitMaterial);
491
+
492
+
493
+ /**
494
+ * Copy a texture to a new texture
495
+ * @param texture the texture to copy
496
+ * @param blitMaterial the material to use for copying (optional)
497
+ * @returns the newly created, copied texture
498
+ */
499
+ static copyTexture(texture: Texture, blitMaterial?: ShaderMaterial): Texture {
500
+
501
+ // ensure that a blit material exists
502
+ if (!blitMaterial) {
503
+ blitMaterial = this.blitMaterial;
504
+ };
505
+ this.blitMaterial.reset();
506
+
507
+ const material = blitMaterial || this.blitMaterial;
508
+
509
+ // TODO: reset the uniforms...
510
+ material.uniforms.map.value = texture;
511
+ material.needsUpdate = true;
512
+ material.uniformsNeedUpdate = true;
513
+
514
+
515
+ // ensure that the blit material has the correct vertex shader
516
+ const origVertexShader = material.vertexShader;
517
+ material.vertexShader = BlitMaterial.vertex;
518
+
519
+ const mesh = this.mesh;
520
+ mesh.material = material;
521
+ mesh.frustumCulled = false;
522
+ this.scene.children.length = 0;
523
+ this.scene.add(mesh);
524
+ this.renderer.setSize(texture.image.width, texture.image.height);
525
+ this.renderer.clear();
526
+ this.renderer.render(this.scene, this.perspectiveCam);
527
+ const tex = new Texture(this.renderer.domElement);
528
+ tex.name = "Copy";
529
+ tex.needsUpdate = true; // < important!
530
+
531
+ // reset vertex shader
532
+ material.vertexShader = origVertexShader;
533
+
534
+ return tex;
535
+ }
536
+
537
+ static blit(src: Texture, target: WebGLRenderTarget, options?: {
538
+ renderer?: WebGLRenderer,
539
+ blitMaterial?: ShaderMaterial,
540
+ flipY?: boolean,
541
+ depthTexture?: DepthTexture | null,
542
+ depthTest?: boolean,
543
+ depthWrite?: boolean,
544
+ }) {
545
+ const {
546
+ renderer = this.renderer,
547
+ blitMaterial = this.blitMaterial,
548
+ flipY = false,
549
+ depthTexture = null,
550
+ depthTest = true,
551
+ depthWrite = true,
552
+ } = options || {};
553
+
554
+ this.blitMaterial.reset();
555
+
556
+ if (blitMaterial.uniforms.map) blitMaterial.uniforms.map.value = src;
557
+ if (blitMaterial.uniforms.flipY) blitMaterial.uniforms.flipY.value = flipY;
558
+
559
+ if (depthTexture) {
560
+ blitMaterial.uniforms.writeDepth = new Uniform(true);
561
+ blitMaterial.uniforms.depthTexture.value = depthTexture;
562
+ }
563
+ else {
564
+ blitMaterial.uniforms.writeDepth = new Uniform(false);
565
+ blitMaterial.uniforms.depthTexture.value = null;
566
+ }
567
+ blitMaterial.needsUpdate = true;
568
+ blitMaterial.uniformsNeedUpdate = true;
569
+
570
+ const mesh = this.mesh;
571
+ mesh.material = blitMaterial;
572
+ mesh.frustumCulled = false;
573
+ this.scene.children.length = 0;
574
+ this.scene.add(mesh);
575
+
576
+ // Save state
577
+ const renderTarget = renderer.getRenderTarget();
578
+ const gl = renderer.getContext();
579
+ const depthTestEnabled = gl.getParameter(gl.DEPTH_TEST);
580
+ const depthWriteMask = gl.getParameter(gl.DEPTH_WRITEMASK);
581
+ const depthFunc = gl.getParameter(gl.DEPTH_FUNC);
582
+
583
+
584
+ // Set state
585
+ if (depthTest) renderer.getContext().enable(renderer.getContext().DEPTH_TEST);
586
+ else renderer.getContext().disable(renderer.getContext().DEPTH_TEST);
587
+ renderer.state.buffers.depth.setMask(depthWrite);
588
+
589
+ renderer.setClearColor(new Color(0, 0, 0), 0);
590
+ // renderer.setSize(target.width, target.height);
591
+ renderer.setPixelRatio(window.devicePixelRatio);
592
+ renderer.setRenderTarget(target);
593
+ renderer.clear();
594
+ renderer.render(this.scene, this.perspectiveCam);
595
+
596
+
597
+ // Restore state
598
+ renderer.setRenderTarget(renderTarget); // reset render target
599
+ const depthBuffer = renderer.state.buffers.depth;
600
+ depthBuffer.setTest(depthTestEnabled);
601
+ depthBuffer.setMask(depthWriteMask);
602
+ depthBuffer.setFunc(depthFunc);
603
+ }
604
+
605
+ /**
606
+ * Copy a texture to a HTMLCanvasElement
607
+ * @param texture the texture convert
608
+ * @param force if true the texture will be copied to a new texture before converting
609
+ * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
610
+ */
611
+ static textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
612
+ if (!texture) {
613
+ return null;
614
+ }
615
+
616
+ if (force === true || texture["isCompressedTexture"] === true) {
617
+ texture = copyTexture(texture);
618
+ }
619
+ const image = texture.image;
620
+ if (isImageBitmap(image)) {
621
+ const canvas = document.createElement('canvas');
622
+ canvas.width = image.width;
623
+ canvas.height = image.height;
624
+
625
+ const context = canvas.getContext('2d');
626
+ if (!context) {
627
+ console.error("Failed getting canvas 2d context");
628
+ return null;
629
+ }
630
+ context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
631
+ return canvas;
632
+ }
633
+
634
+ return null;
635
+ }
636
+ }
637
+
638
+ /**@obsolete use Graphics.copyTexture */
639
+ export function copyTexture(texture: Texture): Texture {
640
+ return Graphics.copyTexture(texture);
641
+ }
642
+
643
+ /**@obsolete use Graphics.textureToCanvas */
644
+ export function textureToCanvas(texture: Texture, force: boolean = false): HTMLCanvasElement | null {
645
+ return Graphics.textureToCanvas(texture, force);
646
+ }
647
+
648
+ declare class OffscreenCanvas { };
649
+
650
+ function isImageBitmap(image) {
651
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
652
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
653
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
654
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
655
+ }
656
+
657
+
658
+
659
+ function isMesh(obj: Object3D): obj is Mesh {
660
+ const type = obj.type;
661
+ // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
662
+ return type === "Mesh" || type === "SkinnedMesh";
663
+ }
664
+
665
+ // for contact shadows
666
+ export function setVisibleInCustomShadowRendering(obj: Object3D, enabled: boolean) {
667
+ if (enabled)
668
+ obj["needle:rendercustomshadow"] = true;
669
+ else {
670
+ obj["needle:rendercustomshadow"] = false;
671
+ }
672
+ }
673
+ export function getVisibleInCustomShadowRendering(obj: Object3D): boolean {
674
+ if (obj) {
675
+ if (obj["needle:rendercustomshadow"] === true) {
676
+ return true;
677
+ }
678
+ else if (obj["needle:rendercustomshadow"] == undefined) {
679
+ return true;
680
+ }
681
+ }
682
+ return false;
683
+ }
684
+
685
+ /**
686
+ * Get the axis-aligned bounding box of a list of objects.
687
+ * @param objects The objects to get the bounding box from.
688
+ * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
689
+ * @param layers The layers to include. Typically the main camera's layers.
690
+ * @param result The result box to store the bounding box in. Returns a new box if not passed in.
691
+ */
692
+ export function getBoundingBox(objects: Object3D | Object3D[], ignore: ((obj: Object3D) => void | boolean) | Array<Object3D | null | undefined> | undefined = undefined, layers: Layers | undefined | null = undefined, result: Box3 | undefined = undefined): Box3 {
693
+ const box = result || new Box3();
694
+ box.makeEmpty();
695
+
696
+ const emptyChildren = [];
697
+ function expandByObjectRecursive(obj: Object3D) {
698
+ let allowExpanding = true;
699
+ // we dont want to check invisible objects
700
+ if (!obj.visible) return;
701
+ if (useForAutoFit(obj) === false) return;
702
+ if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane") return;
703
+ // ignore Box3Helpers
704
+ if (obj instanceof Box3Helper) allowExpanding = false;
705
+ if (obj instanceof GridHelper) allowExpanding = false;
706
+ // ignore GroundProjectedEnv
707
+ if (obj instanceof GroundedSkybox) allowExpanding = false;
708
+ if ((obj as any).isGizmo === true) allowExpanding = false;
709
+ // // Ignore shadow catcher geometry
710
+ if ((obj as Mesh).material instanceof ShadowMaterial) allowExpanding = false;
711
+ // ONLY fit meshes
712
+ if (!(isMesh(obj))) allowExpanding = false;
713
+ // Layer test, typically with the main camera
714
+ if (layers && obj.layers.test(layers) === false) allowExpanding = false;
715
+ if (allowExpanding) {
716
+ // Ignore things parented to the camera + ignore the camera
717
+ if (ignore && Array.isArray(ignore) && ignore?.includes(obj)) return;
718
+ else if (typeof ignore === "function") {
719
+ if (ignore(obj) === true) return;
720
+ }
721
+ }
722
+ // We don't want to fit UI objects
723
+ if (obj["isUI"] === true) return;
724
+ // If we encountered some geometry that should be ignored
725
+ // Then we don't want to use that for expanding the view
726
+ if (allowExpanding) {
727
+ // Temporary override children
728
+ const children = obj.children;
729
+ obj.children = emptyChildren;
730
+ // TODO: validate that object doesn't contain NaN values
731
+ const pos = obj.position;
732
+ const scale = obj.scale;
733
+ if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
734
+ console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
735
+ return;
736
+ }
737
+ box.expandByObject(obj, true);
738
+ obj.children = children;
739
+ }
740
+ for (const child of obj.children) {
741
+ expandByObjectRecursive(child);
742
+ }
743
+ }
744
+ let hasAnyObject = false;
745
+
746
+ if (!Array.isArray(objects))
747
+ objects = [objects];
748
+
749
+ for (const object of objects) {
750
+ if (!object) continue;
751
+ hasAnyObject = true;
752
+ object.updateMatrixWorld();
753
+ expandByObjectRecursive(object);
754
+ }
755
+ if (!hasAnyObject) {
756
+ console.warn("No objects to fit camera to...");
757
+ return box;
758
+ }
759
+
760
+ return box;
761
+ }
762
+
763
+ /**
764
+ * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
765
+ * @param obj the object to fit
766
+ * @param volume the volume to fit the object into
767
+ * @param opts options for fitting
768
+ */
769
+ export function fitObjectIntoVolume(obj: Object3D, volume: Box3, opts?: {
770
+ /** Objects to ignore when calculating the obj's bounding box */
771
+ ignore?: Object3D[],
772
+ /** when `true` aligns the objects position to the volume ground
773
+ * @default true
774
+ */
775
+ position?: boolean
776
+ /** when `true` scales the object to fit the volume
777
+ * @default true
778
+ */
779
+ scale?: boolean,
780
+ }): {
781
+ /** The object's bounding box before fitting */
782
+ boundsBefore: Box3,
783
+ /** The scale that was applied to the object */
784
+ scale: Vector3,
785
+ } {
786
+ const box = getBoundingBox([obj], opts?.ignore);
787
+
788
+ const boundsSize = new Vector3();
789
+ box.getSize(boundsSize);
790
+ const boundsCenter = new Vector3();
791
+ box.getCenter(boundsCenter);
792
+
793
+ const targetSize = new Vector3();
794
+ volume.getSize(targetSize);
795
+ const targetCenter = new Vector3();
796
+ volume.getCenter(targetCenter);
797
+
798
+ const scale = new Vector3();
799
+ scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
800
+ const minScale = Math.min(scale.x, scale.y, scale.z);
801
+ const useScale = opts?.scale !== false;
802
+ if (useScale) {
803
+ setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
804
+ }
805
+
806
+ if (opts?.position !== false) {
807
+ const boundsBottomPosition = new Vector3();
808
+ box.getCenter(boundsBottomPosition);
809
+ boundsBottomPosition.y = box.min.y;
810
+ const targetBottomPosition = new Vector3();
811
+ volume.getCenter(targetBottomPosition);
812
+ targetBottomPosition.y = volume.min.y;
813
+ const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
814
+ if (useScale) offset.multiplyScalar(minScale);
815
+ setWorldPosition(obj, getWorldPosition(obj).add(offset));
816
+ }
817
+
818
+ return {
819
+ boundsBefore: box,
820
+ scale,
821
+ }
822
+ }
823
+
824
+
825
+ declare type PlaceOnSurfaceResult = {
826
+ /** The offset from the object bounds to the pivot */
827
+ offset: Vector3,
828
+ /** The object's bounding box */
829
+ bounds: Box3
830
+ }
831
+
832
+ /**
833
+ * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
834
+ * The object will be visually placed on the surface (the object's pivot will be ignored).
835
+ * @param obj the object to place on the surface
836
+ * @param point the point to place the object on
837
+ * @returns the offset from the object bounds to the pivot
838
+ */
839
+ export function placeOnSurface(obj: Object3D, point: Vector3): PlaceOnSurfaceResult {
840
+ const bounds = getBoundingBox([obj]);
841
+ const center = new Vector3();
842
+ bounds.getCenter(center);
843
+ center.y = bounds.min.y;
844
+ const offset = point.clone().sub(center);
845
+ const worldPos = getWorldPosition(obj);
846
+ setWorldPosition(obj, worldPos.add(offset));
847
+ return {
848
+ offset,
849
+ bounds,
850
+ }
851
+ }
852
+
853
+ /**
854
+ * Postprocesses the material of an object loaded by {@link FBXLoader}.
855
+ * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
856
+ * This ensures consistent lighting and shading, including environment effects.
857
+ */
858
+ export function postprocessFBXMaterials(obj: Mesh, material: Material | Material[], index?: number, array?: Material[]): boolean {
859
+
860
+ if (Array.isArray(material)) {
861
+ let success = true;
862
+ for (let i = 0; i < material.length; i++) {
863
+ const res = postprocessFBXMaterials(obj, material[i], i, material);
864
+ if (!res) success = false;
865
+ }
866
+ return success;
867
+ }
868
+
869
+ // ignore if the material is already a MeshStandardMaterial
870
+ if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
871
+ return false;
872
+ }
873
+ // check if the material was already processed
874
+ else if (material["material:fbx"] != undefined) {
875
+ return true;
876
+ }
877
+
878
+ const newMaterial = new MeshStandardMaterial();
879
+ newMaterial["material:fbx"] = material;
880
+
881
+ const oldMaterial = material as any;
882
+
883
+ if (oldMaterial) {
884
+ // If a map is present then the FBX color should be ignored
885
+ // Tested e.g. in Unity and Substance Stager
886
+ // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
887
+ if (!oldMaterial.map)
888
+ newMaterial.color.copyLinearToSRGB(oldMaterial.color);
889
+ else newMaterial.color.set(1, 1, 1);
890
+
891
+ newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
892
+
893
+ newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
894
+ newMaterial.opacity = oldMaterial.opacity;
895
+ newMaterial.displacementScale = oldMaterial.displacementScale;
896
+ newMaterial.transparent = oldMaterial.transparent;
897
+ newMaterial.bumpMap = oldMaterial.bumpMap;
898
+ newMaterial.aoMap = oldMaterial.aoMap;
899
+ newMaterial.map = oldMaterial.map;
900
+ newMaterial.displacementMap = oldMaterial.displacementMap;
901
+ newMaterial.emissiveMap = oldMaterial.emissiveMap;
902
+ newMaterial.normalMap = oldMaterial.normalMap;
903
+ newMaterial.envMap = oldMaterial.envMap;
904
+ newMaterial.alphaMap = oldMaterial.alphaMap;
905
+ newMaterial.metalness = oldMaterial.reflectivity;
906
+ newMaterial.vertexColors = oldMaterial.vertexColors;
907
+ if (oldMaterial.shininess) {
908
+ // from blender source code
909
+ // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
910
+ // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
911
+ newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
912
+ }
913
+ newMaterial.needsUpdate = true;
914
+ }
915
+
916
+ if (index === undefined) {
917
+ obj.material = newMaterial;
918
+ }
919
+ else {
920
+ array![index] = newMaterial;
921
+ }
922
+ return true;
923
+ }
924
+
925
+