@needle-tools/engine 4.7.0-alpha → 4.7.0-next.22483b4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1067) hide show
  1. package/CHANGELOG.md +3768 -3768
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-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-BEUFTdl6.min.js → needle-engine.bundle-BnGp0ASs.min.js} +75 -74
  10. package/dist/{needle-engine.bundle-CK8cQ3FX.umd.cjs → needle-engine.bundle-CP5AJL1A.umd.cjs} +66 -65
  11. package/dist/{needle-engine.bundle-CXtflnL6.js → needle-engine.bundle-RgZNbAgp.js} +1185 -1176
  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 -1672
  79. package/lib/engine/engine_context.js.map +1 -1
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +91 -91
  118. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  119. package/lib/engine/engine_loaders.callbacks.js +86 -86
  120. package/lib/engine/engine_loaders.d.ts +48 -48
  121. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  122. package/lib/engine/engine_loaders.gltf.js +62 -62
  123. package/lib/engine/engine_loaders.js +337 -337
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +784 -784
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
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  997. package/src/engine-components/ui/Outline.ts +13 -13
  998. package/src/engine-components/ui/PointerEvents.ts +206 -206
  999. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1000. package/src/engine-components/ui/Raycaster.ts +102 -102
  1001. package/src/engine-components/ui/RectTransform.ts +375 -375
  1002. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1003. package/src/engine-components/ui/Symbols.ts +1 -1
  1004. package/src/engine-components/ui/Text.ts +578 -578
  1005. package/src/engine-components/ui/Utils.ts +113 -113
  1006. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1007. package/src/engine-components/utils/LookAt.ts +88 -88
  1008. package/src/engine-components/utils/OpenURL.ts +114 -114
  1009. package/src/engine-components/webxr/Avatar.ts +265 -265
  1010. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1011. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1012. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1013. package/src/engine-components/webxr/WebXR.ts +585 -585
  1014. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1015. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1016. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1017. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1018. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1019. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1020. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1021. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1022. package/src/engine-components/webxr/index.ts +2 -2
  1023. package/src/engine-components/webxr/types.ts +3 -3
  1024. package/src/engine-components-experimental/Presentation.ts +12 -12
  1025. package/src/engine-components-experimental/api.ts +4 -4
  1026. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1027. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1028. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1029. package/src/engine-schemes/README.md +1 -1
  1030. package/src/engine-schemes/api.ts +12 -12
  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1050. package/src/engine-schemes/dist/api.js +0 -17
  1051. package/src/engine-schemes/dist/api.js.meta +0 -7
  1052. package/src/engine-schemes/dist/schemes.js +0 -25
  1053. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1054. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1055. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1056. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1057. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1058. package/src/engine-schemes/dist/transform.js +0 -46
  1059. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec2.js +0 -32
  1061. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vec3.js +0 -36
  1063. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1064. package/src/engine-schemes/dist/vec4.js +0 -40
  1065. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1066. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1067. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,536 +1,536 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
- import { serializable } from "../engine/engine_serialization_decorator.js";
9
- import { FrameEvent } from "../engine/engine_setup.js";
10
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
- import { getParam } from "../engine/engine_utils.js";
12
- import { Behaviour, GameObject } from "./Component.js";
13
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
14
- // https://threejs.org/examples/webgl_shadowmap_csm.html
15
- function toDegrees(radians) {
16
- return radians * 180 / Math.PI;
17
- }
18
- function toRadians(degrees) {
19
- return degrees * Math.PI / 180;
20
- }
21
- const shadowMaxDistance = 300;
22
- const debug = getParam("debuglights");
23
- /**
24
- * Defines the type of light in a scene.
25
- */
26
- export var LightType;
27
- (function (LightType) {
28
- /** Spot light that emits light in a cone shape */
29
- LightType[LightType["Spot"] = 0] = "Spot";
30
- /** Directional light that emits parallel light rays in a specific direction */
31
- LightType[LightType["Directional"] = 1] = "Directional";
32
- /** Point light that emits light in all directions from a single point */
33
- LightType[LightType["Point"] = 2] = "Point";
34
- /** Area light */
35
- LightType[LightType["Area"] = 3] = "Area";
36
- /** Rectangle shaped area light that only affects baked lightmaps and light probes */
37
- LightType[LightType["Rectangle"] = 3] = "Rectangle";
38
- /** Disc shaped area light that only affects baked lightmaps and light probes */
39
- LightType[LightType["Disc"] = 4] = "Disc";
40
- })(LightType || (LightType = {}));
41
- /**
42
- * Defines how a light contributes to the scene lighting.
43
- */
44
- export var LightmapBakeType;
45
- (function (LightmapBakeType) {
46
- /** Light affects the scene in real-time with no baking */
47
- LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
48
- /** Light is completely baked into lightmaps and light probes */
49
- LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
50
- /** Combines aspects of realtime and baked lighting */
51
- LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
52
- })(LightmapBakeType || (LightmapBakeType = {}));
53
- /**
54
- * Defines the shadow casting options for a Light.
55
- * @enum {number}
56
- */
57
- var LightShadows;
58
- (function (LightShadows) {
59
- /** No shadows are cast */
60
- LightShadows[LightShadows["None"] = 0] = "None";
61
- /** Hard-edged shadows without filtering */
62
- LightShadows[LightShadows["Hard"] = 1] = "Hard";
63
- /** Soft shadows with PCF filtering */
64
- LightShadows[LightShadows["Soft"] = 2] = "Soft";
65
- })(LightShadows || (LightShadows = {}));
66
- /**
67
- * The Light component creates a light source in the scene.
68
- * Supports directional, spot, and point light types with various customization options.
69
- * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
70
- *
71
- * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
72
- * additional console output and visual helpers for lights.
73
- *
74
- * @category Rendering
75
- * @group Components
76
- */
77
- export class Light extends Behaviour {
78
- /**
79
- * The type of light (spot, directional, point, etc.)
80
- */
81
- type = 0;
82
- /**
83
- * The maximum distance the light affects
84
- */
85
- range = 1;
86
- /**
87
- * The full outer angle of the spotlight cone in degrees
88
- */
89
- spotAngle = 1;
90
- /**
91
- * The angle of the inner cone in degrees for soft-edge spotlights
92
- */
93
- innerSpotAngle = 1;
94
- /**
95
- * The color of the light
96
- */
97
- set color(val) {
98
- this._color = val;
99
- if (this.light !== undefined) {
100
- this.light.color = val;
101
- }
102
- }
103
- get color() {
104
- if (this.light)
105
- return this.light.color;
106
- return this._color;
107
- }
108
- _color = new Color(0xffffff);
109
- /**
110
- * The near plane distance for shadow projection
111
- */
112
- set shadowNearPlane(val) {
113
- if (val === this._shadowNearPlane)
114
- return;
115
- this._shadowNearPlane = val;
116
- if (this.light?.shadow?.camera !== undefined) {
117
- const cam = this.light.shadow.camera;
118
- cam.near = val;
119
- }
120
- }
121
- get shadowNearPlane() { return this._shadowNearPlane; }
122
- _shadowNearPlane = .1;
123
- /**
124
- * Shadow bias value to reduce shadow acne and peter-panning
125
- */
126
- set shadowBias(val) {
127
- if (val === this._shadowBias)
128
- return;
129
- this._shadowBias = val;
130
- if (this.light?.shadow?.bias !== undefined) {
131
- this.light.shadow.bias = val;
132
- this.light.shadow.needsUpdate = true;
133
- }
134
- }
135
- get shadowBias() { return this._shadowBias; }
136
- _shadowBias = 0;
137
- /**
138
- * Shadow normal bias to reduce shadow acne on sloped surfaces
139
- */
140
- set shadowNormalBias(val) {
141
- if (val === this._shadowNormalBias)
142
- return;
143
- this._shadowNormalBias = val;
144
- if (this.light?.shadow?.normalBias !== undefined) {
145
- this.light.shadow.normalBias = val;
146
- this.light.shadow.needsUpdate = true;
147
- }
148
- }
149
- get shadowNormalBias() { return this._shadowNormalBias; }
150
- _shadowNormalBias = 0;
151
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
152
- _overrideShadowBiasSettings = false;
153
- /**
154
- * Shadow casting mode (None, Hard, or Soft)
155
- */
156
- set shadows(val) {
157
- this._shadows = val;
158
- if (this.light) {
159
- this.light.castShadow = val !== LightShadows.None;
160
- this.updateShadowSoftHard();
161
- }
162
- }
163
- get shadows() { return this._shadows; }
164
- _shadows = 1;
165
- /**
166
- * Determines if the light contributes to realtime lighting, baked lighting, or a mix
167
- */
168
- lightmapBakeType = LightmapBakeType.Realtime;
169
- /**
170
- * Brightness of the light. In WebXR experiences, the intensity is automatically
171
- * adjusted based on the AR session scale to maintain consistent lighting.
172
- */
173
- set intensity(val) {
174
- this._intensity = val;
175
- if (this.light) {
176
- let factor = 1;
177
- if (this.context.isInXR && this._webARRoot) {
178
- const scaleFactor = this._webARRoot?.arScale;
179
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
180
- factor /= scaleFactor;
181
- }
182
- }
183
- this.light.intensity = val * factor;
184
- }
185
- if (debug)
186
- console.log("Set light intensity to " + this._intensity, val, this);
187
- }
188
- get intensity() { return this._intensity; }
189
- _intensity = -1;
190
- /**
191
- * Maximum distance the shadow is projected
192
- */
193
- get shadowDistance() {
194
- const light = this.light;
195
- if (light?.shadow) {
196
- const cam = light.shadow.camera;
197
- return cam.far;
198
- }
199
- return -1;
200
- }
201
- set shadowDistance(val) {
202
- this._shadowDistance = val;
203
- const light = this.light;
204
- if (light?.shadow) {
205
- const cam = light.shadow.camera;
206
- cam.far = val;
207
- cam.updateProjectionMatrix();
208
- }
209
- }
210
- _shadowDistance;
211
- // set from additional component
212
- shadowWidth;
213
- shadowHeight;
214
- /**
215
- * Resolution of the shadow map in pixels (width and height)
216
- */
217
- get shadowResolution() {
218
- const light = this.light;
219
- if (light?.shadow) {
220
- return light.shadow.mapSize.x;
221
- }
222
- return -1;
223
- }
224
- set shadowResolution(val) {
225
- if (val === this._shadowResolution)
226
- return;
227
- this._shadowResolution = val;
228
- const light = this.light;
229
- if (light?.shadow) {
230
- light.shadow.mapSize.set(val, val);
231
- light.shadow.needsUpdate = true;
232
- }
233
- }
234
- _shadowResolution = undefined;
235
- /**
236
- * Whether this light's illumination is entirely baked into lightmaps
237
- */
238
- get isBaked() {
239
- return this.lightmapBakeType === LightmapBakeType.Baked;
240
- }
241
- /**
242
- * Checks if the GameObject itself is a {@link ThreeLight} object
243
- */
244
- get selfIsLight() {
245
- if (this.gameObject["isLight"] === true)
246
- return true;
247
- switch (this.gameObject.type) {
248
- case "SpotLight":
249
- case "PointLight":
250
- case "DirectionalLight":
251
- return true;
252
- }
253
- return false;
254
- }
255
- /**
256
- * The underlying three.js {@link ThreeLight} instance
257
- */
258
- light = undefined;
259
- /**
260
- * Gets the world position of the light
261
- * @param vec Vector3 to store the result
262
- * @returns The world position as a Vector3
263
- */
264
- getWorldPosition(vec) {
265
- if (this.light) {
266
- if (this.type === LightType.Directional) {
267
- return this.light.getWorldPosition(vec).multiplyScalar(1);
268
- }
269
- return this.light.getWorldPosition(vec);
270
- }
271
- return vec;
272
- }
273
- // public updateIntensity() {
274
- // this.intensity = this._intensity;
275
- // }
276
- awake() {
277
- this.color = new Color(this.color ?? 0xffffff);
278
- if (debug)
279
- console.log(this.name, this);
280
- }
281
- onEnable() {
282
- if (debug)
283
- console.log("ENABLE LIGHT", this.name);
284
- this.createLight();
285
- if (this.isBaked)
286
- return;
287
- else if (this.light) {
288
- this.light.visible = true;
289
- this.light.intensity = this._intensity;
290
- if (debug)
291
- console.log("Set light intensity to " + this.light.intensity, this.name);
292
- if (this.selfIsLight) {
293
- // nothing to do
294
- }
295
- else if (this.light.parent !== this.gameObject)
296
- this.gameObject.add(this.light);
297
- }
298
- if (this.type === LightType.Directional)
299
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
300
- }
301
- onDisable() {
302
- if (debug)
303
- console.log("DISABLE LIGHT", this.name);
304
- if (this.light) {
305
- if (this.selfIsLight)
306
- this.light.intensity = 0;
307
- else
308
- this.light.visible = false;
309
- }
310
- }
311
- _webXRStartedListener;
312
- _webXREndedListener;
313
- _webARRoot;
314
- onEnterXR(_args) {
315
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
316
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
317
- }
318
- // private *_updateLightIntensityInARRoutine() {
319
- // while (this.context.isInAR) {
320
- // yield;
321
- // // this.updateIntensity();
322
- // for (let i = 0; i < 30; i++) yield;
323
- // }
324
- // }
325
- onLeaveXR(_args) {
326
- // this.updateIntensity();
327
- }
328
- /**
329
- * Creates the appropriate three.js light based on the configured light type
330
- * and applies all settings like shadows, intensity, and color.
331
- */
332
- createLight() {
333
- const lightAlreadyCreated = this.selfIsLight;
334
- if (lightAlreadyCreated && !this.light) {
335
- this.light = this.gameObject;
336
- this.light.name = this.name;
337
- this._intensity = this.light.intensity;
338
- switch (this.type) {
339
- case LightType.Directional:
340
- this.setDirectionalLight(this.light);
341
- break;
342
- }
343
- }
344
- else if (!this.light) {
345
- switch (this.type) {
346
- case LightType.Directional:
347
- // console.log(this);
348
- const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
349
- // directional light target is at 0 0 0 by default
350
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
351
- this.gameObject.add(dirLight.target);
352
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
353
- this.light = dirLight;
354
- this.gameObject.position.set(0, 0, 0);
355
- this.gameObject.rotation.set(0, 0, 0);
356
- if (debug) {
357
- const spotLightHelper = new DirectionalLightHelper(this.light, .2, this.color);
358
- this.context.scene.add(spotLightHelper);
359
- // const bh = new BoxHelper(this.context.scene, 0xfff0000);
360
- // this.context.scene.add(bh);
361
- }
362
- break;
363
- case LightType.Spot:
364
- const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
365
- spotLight.position.set(0, 0, 0);
366
- spotLight.rotation.set(0, 0, 0);
367
- this.light = spotLight;
368
- const spotLightTarget = spotLight.target;
369
- spotLight.add(spotLightTarget);
370
- spotLightTarget.position.set(0, 0, this.range);
371
- spotLightTarget.rotation.set(0, 0, 0);
372
- break;
373
- case LightType.Point:
374
- const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
375
- this.light = pointLight;
376
- // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
377
- // scene.add(pointHelper);
378
- break;
379
- }
380
- }
381
- if (this.light) {
382
- if (this._intensity >= 0)
383
- this.light.intensity = this._intensity;
384
- else
385
- this._intensity = this.light.intensity;
386
- if (this.shadows !== LightShadows.None) {
387
- this.light.castShadow = true;
388
- }
389
- else
390
- this.light.castShadow = false;
391
- if (this.light.shadow) {
392
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
393
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
394
- this.light.shadow.mapSize.width = this._shadowResolution;
395
- this.light.shadow.mapSize.height = this._shadowResolution;
396
- }
397
- else {
398
- this.light.shadow.mapSize.width = 2048;
399
- this.light.shadow.mapSize.height = 2048;
400
- }
401
- // this.light.shadow.needsUpdate = true;
402
- // console.log(this.light.shadow.mapSize);
403
- // return;
404
- if (debug)
405
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
406
- this.light.shadow.bias = this.shadowBias;
407
- this.light.shadow.normalBias = this.shadowNormalBias;
408
- this.updateShadowSoftHard();
409
- const cam = this.light.shadow.camera;
410
- cam.near = this.shadowNearPlane;
411
- // use shadow distance that was set explictly (if any)
412
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
413
- cam.far = this._shadowDistance;
414
- else // otherwise fallback to object scale and max distance
415
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
416
- // width and height
417
- this.gameObject.scale.set(1, 1, 1);
418
- if (this.shadowWidth !== undefined) {
419
- cam.left = -this.shadowWidth / 2;
420
- cam.right = this.shadowWidth / 2;
421
- }
422
- else {
423
- const sx = this.gameObject.scale.x;
424
- cam.left *= sx;
425
- cam.right *= sx;
426
- }
427
- if (this.shadowHeight !== undefined) {
428
- cam.top = this.shadowHeight / 2;
429
- cam.bottom = -this.shadowHeight / 2;
430
- }
431
- else {
432
- const sy = this.gameObject.scale.y;
433
- cam.top *= sy;
434
- cam.bottom *= sy;
435
- }
436
- this.light.shadow.needsUpdate = true;
437
- if (debug)
438
- this.context.scene.add(new CameraHelper(cam));
439
- }
440
- if (this.isBaked) {
441
- this.light.removeFromParent();
442
- }
443
- else if (!lightAlreadyCreated)
444
- this.gameObject.add(this.light);
445
- }
446
- }
447
- /**
448
- * Coroutine that updates the main light reference in the context
449
- * if this directional light should be the main light
450
- */
451
- *updateMainLightRoutine() {
452
- while (true) {
453
- if (this.type === LightType.Directional) {
454
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
455
- this.context.mainLight = this;
456
- }
457
- yield;
458
- }
459
- break;
460
- }
461
- }
462
- /**
463
- * Controls whether the renderer's shadow map type can be changed when soft shadows are used
464
- */
465
- static allowChangingRendererShadowMapType = true;
466
- /**
467
- * Updates shadow settings based on whether the shadows are set to hard or soft
468
- */
469
- updateShadowSoftHard() {
470
- if (!this.light)
471
- return;
472
- if (!this.light.shadow)
473
- return;
474
- if (this.shadows === LightShadows.Soft) {
475
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
476
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
477
- // this.light.shadow.radius = radius;
478
- // this.light.shadow.blurSamples = samples;
479
- // if (isMobileDevice()) {
480
- // this.light.shadow.radius *= .5;
481
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
482
- // }
483
- // if (Light.allowChangingRendererShadowMapType) {
484
- // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
485
- // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
486
- // this.context.renderer.shadowMap.type = VSMShadowMap;
487
- // }
488
- // }
489
- }
490
- else {
491
- this.light.shadow.radius = 1;
492
- this.light.shadow.blurSamples = 1;
493
- }
494
- }
495
- /**
496
- * Configures a directional light by adding and positioning its target
497
- * @param dirLight The directional light to set up
498
- */
499
- setDirectionalLight(dirLight) {
500
- dirLight.add(dirLight.target);
501
- dirLight.target.position.set(0, 0, -1);
502
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
503
- }
504
- }
505
- __decorate([
506
- serializable()
507
- ], Light.prototype, "type", void 0);
508
- __decorate([
509
- serializable(Color)
510
- ], Light.prototype, "color", null);
511
- __decorate([
512
- serializable()
513
- ], Light.prototype, "shadowNearPlane", null);
514
- __decorate([
515
- serializable()
516
- ], Light.prototype, "shadowBias", null);
517
- __decorate([
518
- serializable()
519
- ], Light.prototype, "shadowNormalBias", null);
520
- __decorate([
521
- serializable()
522
- ], Light.prototype, "shadows", null);
523
- __decorate([
524
- serializable()
525
- ], Light.prototype, "lightmapBakeType", void 0);
526
- __decorate([
527
- serializable()
528
- ], Light.prototype, "intensity", null);
529
- __decorate([
530
- serializable()
531
- ], Light.prototype, "shadowDistance", null);
532
- __decorate([
533
- serializable()
534
- ], Light.prototype, "shadowResolution", null);
535
- const vec = new Vector3(0, 0, 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
+ import { serializable } from "../engine/engine_serialization_decorator.js";
9
+ import { FrameEvent } from "../engine/engine_setup.js";
10
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
+ import { getParam } from "../engine/engine_utils.js";
12
+ import { Behaviour, GameObject } from "./Component.js";
13
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
14
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
15
+ function toDegrees(radians) {
16
+ return radians * 180 / Math.PI;
17
+ }
18
+ function toRadians(degrees) {
19
+ return degrees * Math.PI / 180;
20
+ }
21
+ const shadowMaxDistance = 300;
22
+ const debug = getParam("debuglights");
23
+ /**
24
+ * Defines the type of light in a scene.
25
+ */
26
+ export var LightType;
27
+ (function (LightType) {
28
+ /** Spot light that emits light in a cone shape */
29
+ LightType[LightType["Spot"] = 0] = "Spot";
30
+ /** Directional light that emits parallel light rays in a specific direction */
31
+ LightType[LightType["Directional"] = 1] = "Directional";
32
+ /** Point light that emits light in all directions from a single point */
33
+ LightType[LightType["Point"] = 2] = "Point";
34
+ /** Area light */
35
+ LightType[LightType["Area"] = 3] = "Area";
36
+ /** Rectangle shaped area light that only affects baked lightmaps and light probes */
37
+ LightType[LightType["Rectangle"] = 3] = "Rectangle";
38
+ /** Disc shaped area light that only affects baked lightmaps and light probes */
39
+ LightType[LightType["Disc"] = 4] = "Disc";
40
+ })(LightType || (LightType = {}));
41
+ /**
42
+ * Defines how a light contributes to the scene lighting.
43
+ */
44
+ export var LightmapBakeType;
45
+ (function (LightmapBakeType) {
46
+ /** Light affects the scene in real-time with no baking */
47
+ LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
48
+ /** Light is completely baked into lightmaps and light probes */
49
+ LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
50
+ /** Combines aspects of realtime and baked lighting */
51
+ LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
52
+ })(LightmapBakeType || (LightmapBakeType = {}));
53
+ /**
54
+ * Defines the shadow casting options for a Light.
55
+ * @enum {number}
56
+ */
57
+ var LightShadows;
58
+ (function (LightShadows) {
59
+ /** No shadows are cast */
60
+ LightShadows[LightShadows["None"] = 0] = "None";
61
+ /** Hard-edged shadows without filtering */
62
+ LightShadows[LightShadows["Hard"] = 1] = "Hard";
63
+ /** Soft shadows with PCF filtering */
64
+ LightShadows[LightShadows["Soft"] = 2] = "Soft";
65
+ })(LightShadows || (LightShadows = {}));
66
+ /**
67
+ * The Light component creates a light source in the scene.
68
+ * Supports directional, spot, and point light types with various customization options.
69
+ * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
70
+ *
71
+ * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
72
+ * additional console output and visual helpers for lights.
73
+ *
74
+ * @category Rendering
75
+ * @group Components
76
+ */
77
+ export class Light extends Behaviour {
78
+ /**
79
+ * The type of light (spot, directional, point, etc.)
80
+ */
81
+ type = 0;
82
+ /**
83
+ * The maximum distance the light affects
84
+ */
85
+ range = 1;
86
+ /**
87
+ * The full outer angle of the spotlight cone in degrees
88
+ */
89
+ spotAngle = 1;
90
+ /**
91
+ * The angle of the inner cone in degrees for soft-edge spotlights
92
+ */
93
+ innerSpotAngle = 1;
94
+ /**
95
+ * The color of the light
96
+ */
97
+ set color(val) {
98
+ this._color = val;
99
+ if (this.light !== undefined) {
100
+ this.light.color = val;
101
+ }
102
+ }
103
+ get color() {
104
+ if (this.light)
105
+ return this.light.color;
106
+ return this._color;
107
+ }
108
+ _color = new Color(0xffffff);
109
+ /**
110
+ * The near plane distance for shadow projection
111
+ */
112
+ set shadowNearPlane(val) {
113
+ if (val === this._shadowNearPlane)
114
+ return;
115
+ this._shadowNearPlane = val;
116
+ if (this.light?.shadow?.camera !== undefined) {
117
+ const cam = this.light.shadow.camera;
118
+ cam.near = val;
119
+ }
120
+ }
121
+ get shadowNearPlane() { return this._shadowNearPlane; }
122
+ _shadowNearPlane = .1;
123
+ /**
124
+ * Shadow bias value to reduce shadow acne and peter-panning
125
+ */
126
+ set shadowBias(val) {
127
+ if (val === this._shadowBias)
128
+ return;
129
+ this._shadowBias = val;
130
+ if (this.light?.shadow?.bias !== undefined) {
131
+ this.light.shadow.bias = val;
132
+ this.light.shadow.needsUpdate = true;
133
+ }
134
+ }
135
+ get shadowBias() { return this._shadowBias; }
136
+ _shadowBias = 0;
137
+ /**
138
+ * Shadow normal bias to reduce shadow acne on sloped surfaces
139
+ */
140
+ set shadowNormalBias(val) {
141
+ if (val === this._shadowNormalBias)
142
+ return;
143
+ this._shadowNormalBias = val;
144
+ if (this.light?.shadow?.normalBias !== undefined) {
145
+ this.light.shadow.normalBias = val;
146
+ this.light.shadow.needsUpdate = true;
147
+ }
148
+ }
149
+ get shadowNormalBias() { return this._shadowNormalBias; }
150
+ _shadowNormalBias = 0;
151
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
152
+ _overrideShadowBiasSettings = false;
153
+ /**
154
+ * Shadow casting mode (None, Hard, or Soft)
155
+ */
156
+ set shadows(val) {
157
+ this._shadows = val;
158
+ if (this.light) {
159
+ this.light.castShadow = val !== LightShadows.None;
160
+ this.updateShadowSoftHard();
161
+ }
162
+ }
163
+ get shadows() { return this._shadows; }
164
+ _shadows = 1;
165
+ /**
166
+ * Determines if the light contributes to realtime lighting, baked lighting, or a mix
167
+ */
168
+ lightmapBakeType = LightmapBakeType.Realtime;
169
+ /**
170
+ * Brightness of the light. In WebXR experiences, the intensity is automatically
171
+ * adjusted based on the AR session scale to maintain consistent lighting.
172
+ */
173
+ set intensity(val) {
174
+ this._intensity = val;
175
+ if (this.light) {
176
+ let factor = 1;
177
+ if (this.context.isInXR && this._webARRoot) {
178
+ const scaleFactor = this._webARRoot?.arScale;
179
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
180
+ factor /= scaleFactor;
181
+ }
182
+ }
183
+ this.light.intensity = val * factor;
184
+ }
185
+ if (debug)
186
+ console.log("Set light intensity to " + this._intensity, val, this);
187
+ }
188
+ get intensity() { return this._intensity; }
189
+ _intensity = -1;
190
+ /**
191
+ * Maximum distance the shadow is projected
192
+ */
193
+ get shadowDistance() {
194
+ const light = this.light;
195
+ if (light?.shadow) {
196
+ const cam = light.shadow.camera;
197
+ return cam.far;
198
+ }
199
+ return -1;
200
+ }
201
+ set shadowDistance(val) {
202
+ this._shadowDistance = val;
203
+ const light = this.light;
204
+ if (light?.shadow) {
205
+ const cam = light.shadow.camera;
206
+ cam.far = val;
207
+ cam.updateProjectionMatrix();
208
+ }
209
+ }
210
+ _shadowDistance;
211
+ // set from additional component
212
+ shadowWidth;
213
+ shadowHeight;
214
+ /**
215
+ * Resolution of the shadow map in pixels (width and height)
216
+ */
217
+ get shadowResolution() {
218
+ const light = this.light;
219
+ if (light?.shadow) {
220
+ return light.shadow.mapSize.x;
221
+ }
222
+ return -1;
223
+ }
224
+ set shadowResolution(val) {
225
+ if (val === this._shadowResolution)
226
+ return;
227
+ this._shadowResolution = val;
228
+ const light = this.light;
229
+ if (light?.shadow) {
230
+ light.shadow.mapSize.set(val, val);
231
+ light.shadow.needsUpdate = true;
232
+ }
233
+ }
234
+ _shadowResolution = undefined;
235
+ /**
236
+ * Whether this light's illumination is entirely baked into lightmaps
237
+ */
238
+ get isBaked() {
239
+ return this.lightmapBakeType === LightmapBakeType.Baked;
240
+ }
241
+ /**
242
+ * Checks if the GameObject itself is a {@link ThreeLight} object
243
+ */
244
+ get selfIsLight() {
245
+ if (this.gameObject["isLight"] === true)
246
+ return true;
247
+ switch (this.gameObject.type) {
248
+ case "SpotLight":
249
+ case "PointLight":
250
+ case "DirectionalLight":
251
+ return true;
252
+ }
253
+ return false;
254
+ }
255
+ /**
256
+ * The underlying three.js {@link ThreeLight} instance
257
+ */
258
+ light = undefined;
259
+ /**
260
+ * Gets the world position of the light
261
+ * @param vec Vector3 to store the result
262
+ * @returns The world position as a Vector3
263
+ */
264
+ getWorldPosition(vec) {
265
+ if (this.light) {
266
+ if (this.type === LightType.Directional) {
267
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
268
+ }
269
+ return this.light.getWorldPosition(vec);
270
+ }
271
+ return vec;
272
+ }
273
+ // public updateIntensity() {
274
+ // this.intensity = this._intensity;
275
+ // }
276
+ awake() {
277
+ this.color = new Color(this.color ?? 0xffffff);
278
+ if (debug)
279
+ console.log(this.name, this);
280
+ }
281
+ onEnable() {
282
+ if (debug)
283
+ console.log("ENABLE LIGHT", this.name);
284
+ this.createLight();
285
+ if (this.isBaked)
286
+ return;
287
+ else if (this.light) {
288
+ this.light.visible = true;
289
+ this.light.intensity = this._intensity;
290
+ if (debug)
291
+ console.log("Set light intensity to " + this.light.intensity, this.name);
292
+ if (this.selfIsLight) {
293
+ // nothing to do
294
+ }
295
+ else if (this.light.parent !== this.gameObject)
296
+ this.gameObject.add(this.light);
297
+ }
298
+ if (this.type === LightType.Directional)
299
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
300
+ }
301
+ onDisable() {
302
+ if (debug)
303
+ console.log("DISABLE LIGHT", this.name);
304
+ if (this.light) {
305
+ if (this.selfIsLight)
306
+ this.light.intensity = 0;
307
+ else
308
+ this.light.visible = false;
309
+ }
310
+ }
311
+ _webXRStartedListener;
312
+ _webXREndedListener;
313
+ _webARRoot;
314
+ onEnterXR(_args) {
315
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
316
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
317
+ }
318
+ // private *_updateLightIntensityInARRoutine() {
319
+ // while (this.context.isInAR) {
320
+ // yield;
321
+ // // this.updateIntensity();
322
+ // for (let i = 0; i < 30; i++) yield;
323
+ // }
324
+ // }
325
+ onLeaveXR(_args) {
326
+ // this.updateIntensity();
327
+ }
328
+ /**
329
+ * Creates the appropriate three.js light based on the configured light type
330
+ * and applies all settings like shadows, intensity, and color.
331
+ */
332
+ createLight() {
333
+ const lightAlreadyCreated = this.selfIsLight;
334
+ if (lightAlreadyCreated && !this.light) {
335
+ this.light = this.gameObject;
336
+ this.light.name = this.name;
337
+ this._intensity = this.light.intensity;
338
+ switch (this.type) {
339
+ case LightType.Directional:
340
+ this.setDirectionalLight(this.light);
341
+ break;
342
+ }
343
+ }
344
+ else if (!this.light) {
345
+ switch (this.type) {
346
+ case LightType.Directional:
347
+ // console.log(this);
348
+ const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
349
+ // directional light target is at 0 0 0 by default
350
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
351
+ this.gameObject.add(dirLight.target);
352
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
353
+ this.light = dirLight;
354
+ this.gameObject.position.set(0, 0, 0);
355
+ this.gameObject.rotation.set(0, 0, 0);
356
+ if (debug) {
357
+ const spotLightHelper = new DirectionalLightHelper(this.light, .2, this.color);
358
+ this.context.scene.add(spotLightHelper);
359
+ // const bh = new BoxHelper(this.context.scene, 0xfff0000);
360
+ // this.context.scene.add(bh);
361
+ }
362
+ break;
363
+ case LightType.Spot:
364
+ const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
365
+ spotLight.position.set(0, 0, 0);
366
+ spotLight.rotation.set(0, 0, 0);
367
+ this.light = spotLight;
368
+ const spotLightTarget = spotLight.target;
369
+ spotLight.add(spotLightTarget);
370
+ spotLightTarget.position.set(0, 0, this.range);
371
+ spotLightTarget.rotation.set(0, 0, 0);
372
+ break;
373
+ case LightType.Point:
374
+ const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
375
+ this.light = pointLight;
376
+ // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
377
+ // scene.add(pointHelper);
378
+ break;
379
+ }
380
+ }
381
+ if (this.light) {
382
+ if (this._intensity >= 0)
383
+ this.light.intensity = this._intensity;
384
+ else
385
+ this._intensity = this.light.intensity;
386
+ if (this.shadows !== LightShadows.None) {
387
+ this.light.castShadow = true;
388
+ }
389
+ else
390
+ this.light.castShadow = false;
391
+ if (this.light.shadow) {
392
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
393
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
394
+ this.light.shadow.mapSize.width = this._shadowResolution;
395
+ this.light.shadow.mapSize.height = this._shadowResolution;
396
+ }
397
+ else {
398
+ this.light.shadow.mapSize.width = 2048;
399
+ this.light.shadow.mapSize.height = 2048;
400
+ }
401
+ // this.light.shadow.needsUpdate = true;
402
+ // console.log(this.light.shadow.mapSize);
403
+ // return;
404
+ if (debug)
405
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
406
+ this.light.shadow.bias = this.shadowBias;
407
+ this.light.shadow.normalBias = this.shadowNormalBias;
408
+ this.updateShadowSoftHard();
409
+ const cam = this.light.shadow.camera;
410
+ cam.near = this.shadowNearPlane;
411
+ // use shadow distance that was set explictly (if any)
412
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
413
+ cam.far = this._shadowDistance;
414
+ else // otherwise fallback to object scale and max distance
415
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
416
+ // width and height
417
+ this.gameObject.scale.set(1, 1, 1);
418
+ if (this.shadowWidth !== undefined) {
419
+ cam.left = -this.shadowWidth / 2;
420
+ cam.right = this.shadowWidth / 2;
421
+ }
422
+ else {
423
+ const sx = this.gameObject.scale.x;
424
+ cam.left *= sx;
425
+ cam.right *= sx;
426
+ }
427
+ if (this.shadowHeight !== undefined) {
428
+ cam.top = this.shadowHeight / 2;
429
+ cam.bottom = -this.shadowHeight / 2;
430
+ }
431
+ else {
432
+ const sy = this.gameObject.scale.y;
433
+ cam.top *= sy;
434
+ cam.bottom *= sy;
435
+ }
436
+ this.light.shadow.needsUpdate = true;
437
+ if (debug)
438
+ this.context.scene.add(new CameraHelper(cam));
439
+ }
440
+ if (this.isBaked) {
441
+ this.light.removeFromParent();
442
+ }
443
+ else if (!lightAlreadyCreated)
444
+ this.gameObject.add(this.light);
445
+ }
446
+ }
447
+ /**
448
+ * Coroutine that updates the main light reference in the context
449
+ * if this directional light should be the main light
450
+ */
451
+ *updateMainLightRoutine() {
452
+ while (true) {
453
+ if (this.type === LightType.Directional) {
454
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
455
+ this.context.mainLight = this;
456
+ }
457
+ yield;
458
+ }
459
+ break;
460
+ }
461
+ }
462
+ /**
463
+ * Controls whether the renderer's shadow map type can be changed when soft shadows are used
464
+ */
465
+ static allowChangingRendererShadowMapType = true;
466
+ /**
467
+ * Updates shadow settings based on whether the shadows are set to hard or soft
468
+ */
469
+ updateShadowSoftHard() {
470
+ if (!this.light)
471
+ return;
472
+ if (!this.light.shadow)
473
+ return;
474
+ if (this.shadows === LightShadows.Soft) {
475
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
476
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
477
+ // this.light.shadow.radius = radius;
478
+ // this.light.shadow.blurSamples = samples;
479
+ // if (isMobileDevice()) {
480
+ // this.light.shadow.radius *= .5;
481
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
482
+ // }
483
+ // if (Light.allowChangingRendererShadowMapType) {
484
+ // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
485
+ // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
486
+ // this.context.renderer.shadowMap.type = VSMShadowMap;
487
+ // }
488
+ // }
489
+ }
490
+ else {
491
+ this.light.shadow.radius = 1;
492
+ this.light.shadow.blurSamples = 1;
493
+ }
494
+ }
495
+ /**
496
+ * Configures a directional light by adding and positioning its target
497
+ * @param dirLight The directional light to set up
498
+ */
499
+ setDirectionalLight(dirLight) {
500
+ dirLight.add(dirLight.target);
501
+ dirLight.target.position.set(0, 0, -1);
502
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
503
+ }
504
+ }
505
+ __decorate([
506
+ serializable()
507
+ ], Light.prototype, "type", void 0);
508
+ __decorate([
509
+ serializable(Color)
510
+ ], Light.prototype, "color", null);
511
+ __decorate([
512
+ serializable()
513
+ ], Light.prototype, "shadowNearPlane", null);
514
+ __decorate([
515
+ serializable()
516
+ ], Light.prototype, "shadowBias", null);
517
+ __decorate([
518
+ serializable()
519
+ ], Light.prototype, "shadowNormalBias", null);
520
+ __decorate([
521
+ serializable()
522
+ ], Light.prototype, "shadows", null);
523
+ __decorate([
524
+ serializable()
525
+ ], Light.prototype, "lightmapBakeType", void 0);
526
+ __decorate([
527
+ serializable()
528
+ ], Light.prototype, "intensity", null);
529
+ __decorate([
530
+ serializable()
531
+ ], Light.prototype, "shadowDistance", null);
532
+ __decorate([
533
+ serializable()
534
+ ], Light.prototype, "shadowResolution", null);
535
+ const vec = new Vector3(0, 0, 0);
536
536
  //# sourceMappingURL=Light.js.map