@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
@@ -1,903 +1,903 @@
1
- import { getRaycastMesh } from "@needle-tools/gltf-progressive";
2
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
3
-
4
- import { showBalloonWarning } from "../engine/debug/index.js";
5
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
6
- import { Gizmos } from "../engine/engine_gizmos.js";
7
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
8
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
9
- import { serializable } from "../engine/engine_serialization_decorator.js";
10
- import { FrameEvent } from "../engine/engine_setup.js";
11
- import { getTempVector } from "../engine/engine_three_utils.js";
12
- import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
13
- import { getParam } from "../engine/engine_utils.js";
14
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
15
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
16
- import { Behaviour, GameObject } from "./Component.js";
17
- import { ReflectionProbe } from "./ReflectionProbe.js";
18
- import { InstanceHandle, InstancingHandler } from "./RendererInstancing.js"
19
- // import { RendererCustomShader } from "./RendererCustomShader.js";
20
- import { RendererLightmap } from "./RendererLightmap.js";
21
-
22
-
23
- // for staying compatible with old code
24
- export { InstancingUtil } from "../engine/engine_instancing.js";
25
-
26
- const debugRenderer = getParam("debugrenderer");
27
- const debugskinnedmesh = getParam("debugskinnedmesh");
28
- const suppressInstancing = getParam("noinstancing");
29
- const showWireframe = getParam("wireframe");
30
-
31
- export enum ReflectionProbeUsage {
32
- Off = 0,
33
- BlendProbes = 1,
34
- BlendProbesAndSkybox = 2,
35
- Simple = 3,
36
- }
37
-
38
-
39
- export class FieldWithDefault {
40
- public path: string | null = null;
41
- public asset: object | null = null;
42
- public default: any;
43
- }
44
-
45
- export enum RenderState {
46
- Both = 0,
47
- Back = 1,
48
- Front = 2,
49
- }
50
-
51
-
52
- // support sharedMaterials[index] assigning materials directly to the objects
53
- class SharedMaterialArray implements ISharedMaterials {
54
-
55
- [num: number]: Material;
56
-
57
- private _renderer: Renderer;
58
- private _targets: Object3D[] = [];
59
-
60
- private _indexMapMaxIndex?: number;
61
- private _indexMap?: Map<number, number>;
62
-
63
- private _changed: boolean = false;
64
- get changed(): boolean {
65
- return this._changed;
66
- }
67
- set changed(value: boolean) {
68
- if (value === true) {
69
- if (debugRenderer)
70
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
71
- }
72
- this._changed = value;
73
- }
74
-
75
- is(renderer: Renderer) {
76
- return this._renderer === renderer;
77
- }
78
-
79
- constructor(renderer: Renderer, originalMaterials: Material[]) {
80
- this._renderer = renderer;
81
- const setMaterial = this.setMaterial.bind(this);
82
- const getMaterial = this.getMaterial.bind(this);
83
- const go = renderer.gameObject;
84
- this._targets = [];
85
- if (go) {
86
- switch (go.type) {
87
- case "Group":
88
- this._targets = [...go.children];
89
- break;
90
- case "SkinnedMesh":
91
- case "Mesh":
92
- this._targets.push(go);
93
- break;
94
- }
95
- }
96
-
97
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
98
- let hasMissingMaterials = false;
99
- let indexMap: Map<number, number> | undefined = undefined;
100
- let maxIndex: number = 0;
101
- for (let i = 0; i < this._targets.length; i++) {
102
- const target = this._targets[i] as Mesh;
103
- if (!target) continue;
104
- const mat = target.material as Material;
105
- if (!mat) continue;
106
- // set the shadow side to the same as the side of the material, three flips this for some reason
107
- mat.shadowSide = mat.side;
108
- for (let k = 0; k < originalMaterials.length; k++) {
109
- const orig = originalMaterials[k];
110
- if (!orig) {
111
- hasMissingMaterials = true;
112
- continue;
113
- }
114
- if (mat.name === orig.name) {
115
- if (indexMap === undefined) indexMap = new Map();
116
- indexMap.set(k, i);
117
- maxIndex = Math.max(maxIndex, k);
118
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
119
- break;
120
- }
121
- }
122
- }
123
- if (hasMissingMaterials) {
124
- this._indexMapMaxIndex = maxIndex;
125
- this._indexMap = indexMap;
126
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
127
- console.warn(warningMessage);
128
- if (isLocalNetwork()) showBalloonWarning("Found renderer with missing materials: please check the console for details.");
129
- }
130
-
131
- // this lets us override the javascript indexer, only works in ES6 tho
132
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
133
- return new Proxy(this, {
134
- get(target, key) {
135
- if (typeof key === "string") {
136
- const index = parseInt(key);
137
- if (!isNaN(index)) {
138
- return getMaterial(index);
139
- }
140
- }
141
- return target[key];
142
- },
143
- set(target, key, value) {
144
- if (typeof key === "string")
145
- setMaterial(value, Number.parseInt(key));
146
- // console.log(target, key, value);
147
- if (Reflect.set(target, key, value)) {
148
- if (value instanceof Material)
149
- target.changed = true;
150
- return true;
151
- }
152
- return false;
153
- }
154
- });
155
- }
156
-
157
- get length(): number {
158
- if (this._indexMapMaxIndex !== undefined) return this._indexMapMaxIndex + 1;
159
- return this._targets.length;
160
- }
161
-
162
- // iterator to support: for(const mat of sharedMaterials)
163
- *[Symbol.iterator]() {
164
- for (let i = 0; i < this.length; i++) {
165
- yield this.getMaterial(i);
166
- }
167
- }
168
-
169
- private resolveIndex(index: number): number {
170
- const map = this._indexMap;
171
- // if we have a index map it means that some materials were missing
172
- if (map) {
173
- if (map.has(index)) return map.get(index) as number;
174
- // return -1;
175
- }
176
- return index;
177
- }
178
-
179
- private setMaterial(mat: Material, index: number) {
180
- index = this.resolveIndex(index);
181
- if (index < 0 || index >= this._targets.length) return;
182
- const target = this._targets[index];
183
- if (!target || target["material"] === undefined) return;
184
- target["material"] = mat;
185
- this.changed = true;
186
- }
187
-
188
- private getMaterial(index: number): Material | null {
189
- index = this.resolveIndex(index);
190
- if (index < 0) return null;
191
- const obj = this._targets;
192
- if (index >= obj.length) return null;
193
- const target = obj[index];
194
- if (!target) return null;
195
- return target["material"];
196
- }
197
-
198
- }
199
-
200
- /**
201
- * @category Rendering
202
- * @group Components
203
- */
204
- export class Renderer extends Behaviour implements IRenderer {
205
-
206
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
207
- * @returns the Renderer component that was created or already existed on the object
208
- */
209
- static setInstanced(obj: Object3D, enableInstancing: boolean): Renderer {
210
- const renderer = getOrAddComponent(obj, Renderer);
211
- renderer.setInstancingEnabled(enableInstancing);
212
- return renderer;
213
- }
214
-
215
- /** Check if an object is currently rendered using instancing
216
- * @returns true if the object is rendered using instancing
217
- */
218
- static isInstanced(obj: Object3D): boolean {
219
- const renderer = getComponent(obj, Renderer);
220
- if (renderer) return renderer.isInstancingActive;
221
- return InstancingUtil.isUsingInstancing(obj);
222
- }
223
-
224
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
225
- *
226
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
227
- static setVisible(obj: Object3D, visible: boolean) {
228
- setCustomVisibility(obj, visible);
229
- }
230
-
231
- @serializable()
232
- receiveShadows: boolean = false;
233
- @serializable()
234
- shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
235
- @serializable()
236
- lightmapIndex: number = -1;
237
- @serializable(Vector4)
238
- lightmapScaleOffset: Vector4 = new Vector4(1, 1, 0, 0);
239
- /** If the renderer should use instancing
240
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
241
- * If this is an array of booleans the materials will be instanced based on the index of the material.
242
- */
243
- @serializable()
244
- enableInstancing: boolean | boolean[] | undefined = undefined;
245
- @serializable()
246
- renderOrder: number[] | undefined = undefined;
247
- @serializable()
248
- allowOcclusionWhenDynamic: boolean = true;
249
-
250
- @serializable(Object3D)
251
- probeAnchor?: Object3D;
252
- @serializable()
253
- reflectionProbeUsage: ReflectionProbeUsage = ReflectionProbeUsage.Off;
254
-
255
- // custom shader
256
- // get materialProperties(): Array<MaterialProperties> | undefined {
257
- // return this._materialProperties;
258
- // }
259
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
260
- // this._materialProperties = value;
261
- // }
262
-
263
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
264
-
265
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
266
- private _lightmaps?: RendererLightmap[];
267
-
268
- /** Get the mesh Object3D for this renderer
269
- * Warn: if this is a multimaterial object it will return the first mesh only
270
- * @returns a mesh object3D.
271
- * */
272
- get sharedMesh(): Mesh | SkinnedMesh | undefined {
273
- if (this.gameObject.type === "Mesh") {
274
- return this.gameObject as unknown as Mesh
275
- }
276
- else if (this.gameObject.type === "SkinnesMesh") {
277
- return this.gameObject as unknown as SkinnedMesh;
278
- }
279
- else if (this.gameObject.type === "Group") {
280
- return this.gameObject.children[0] as unknown as Mesh;
281
- }
282
- return undefined;
283
- }
284
-
285
- private readonly _sharedMeshes: Mesh[] = [];
286
- /** Get all the mesh Object3D for this renderer
287
- * @returns an array of mesh object3D.
288
- */
289
- get sharedMeshes(): Mesh[] {
290
- if (this.destroyed || !this.gameObject) return this._sharedMeshes;
291
- this._sharedMeshes.length = 0;
292
- if (this.gameObject.type === "Group") {
293
- for (const ch of this.gameObject.children) {
294
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
295
- this._sharedMeshes.push(ch as Mesh);
296
- }
297
- }
298
- }
299
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
300
- this._sharedMeshes.push(this.gameObject as unknown as Mesh);
301
- }
302
- return this._sharedMeshes;
303
- }
304
-
305
- get sharedMaterial(): Material {
306
- return this.sharedMaterials[0];
307
- }
308
-
309
- set sharedMaterial(mat: Material) {
310
- const cur = this.sharedMaterials[0];
311
- if (cur === mat) return;
312
- this.sharedMaterials[0] = mat;
313
- this.applyLightmapping();
314
- }
315
-
316
- /**@deprecated please use sharedMaterial */
317
- get material(): Material {
318
- return this.sharedMaterials[0];
319
- }
320
-
321
- /**@deprecated please use sharedMaterial */
322
- set material(mat: Material) {
323
- this.sharedMaterial = mat;
324
- }
325
-
326
- private _sharedMaterials!: SharedMaterialArray;
327
- private _originalMaterials?: Material[];
328
-
329
- private _probeAnchorLastFrame?: Object3D;
330
-
331
- // this is just available during deserialization
332
- private set sharedMaterials(_val: Array<Material | null>) {
333
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
334
- if (!this._originalMaterials) {
335
- this._originalMaterials = _val as Material[];
336
- }
337
- else if (_val) {
338
- let didWarn = false;
339
- for (let i = 0; i < this._sharedMaterials.length; i++) {
340
- const mat = i < _val.length ? _val[i] : null;
341
- if (mat && mat instanceof Material) {
342
- this.sharedMaterials[i] = mat as Material;
343
- }
344
- else {
345
- if (!didWarn) {
346
- didWarn = true;
347
- console.warn("Can not assign null as material: " + this.name, mat);
348
- }
349
- }
350
- }
351
- }
352
- }
353
-
354
- //@ts-ignore
355
- get sharedMaterials(): SharedMaterialArray {
356
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
357
- if (!this._originalMaterials) this._originalMaterials = [];
358
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
359
- }
360
- return this._sharedMaterials!;
361
- }
362
-
363
- public static get shouldSuppressInstancing() {
364
- return suppressInstancing;
365
- }
366
-
367
- private _lightmapTextureOverride: Texture | null | undefined = undefined;
368
- public get lightmap(): Texture | null {
369
- if (this._lightmaps?.length) {
370
- return this._lightmaps[0].lightmap;
371
- }
372
- return null;
373
- }
374
- /** set undefined to return to default lightmap */
375
- public set lightmap(tex: Texture | null | undefined) {
376
- this._lightmapTextureOverride = tex;
377
- if (tex === undefined) {
378
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
379
- }
380
- if (this._lightmaps?.length) {
381
- for (const lm of this._lightmaps) {
382
- lm.lightmap = tex;
383
- }
384
- }
385
- }
386
- get hasLightmap(): boolean {
387
- const lm = this.lightmap;
388
- return lm !== null && lm !== undefined;
389
- }
390
-
391
- public allowProgressiveLoading: boolean = true;
392
-
393
- private _firstFrame: number = -1;
394
-
395
- registering() {
396
- if (!this.enabled) {
397
- this.setVisibility(false);
398
- }
399
- }
400
-
401
- awake() {
402
- this._firstFrame = this.context.time.frame;
403
-
404
- if (debugRenderer) console.log("Renderer ", this.name, this);
405
- this.clearInstancingState();
406
-
407
- if (this.probeAnchor && debugRenderer) this.probeAnchor.add(new AxesHelper(.2));
408
-
409
- this._reflectionProbe = null;
410
-
411
- if (this.isMultiMaterialObject(this.gameObject)) {
412
- for (const child of this.gameObject.children) {
413
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
414
- child.layers.mask = this.gameObject.layers.mask;
415
- }
416
-
417
- if (this.renderOrder !== undefined) {
418
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
419
- // or perhaps just regular child objects that have their own renderer component (?)
420
- let index = 0;
421
- for (let i = 0; i < this.gameObject.children.length; i++) {
422
- const ch = this.gameObject.children[i];
423
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
424
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer)) continue;
425
- if (this.renderOrder.length <= index) {
426
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
427
- continue;
428
- }
429
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
430
- ch.renderOrder = this.renderOrder[index];
431
- index += 1;
432
- }
433
- }
434
- }
435
- // TODO: custom shader with sub materials
436
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
437
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
438
-
439
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
440
- this.gameObject.renderOrder = this.renderOrder[0];
441
- }
442
- else {
443
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
444
- }
445
-
446
- this.applyLightmapping();
447
-
448
- if (showWireframe) {
449
- for (let i = 0; i < this.sharedMaterials.length; i++) {
450
- const mat: any = this.sharedMaterials[i];
451
- if (mat) {
452
- mat.wireframe = true;
453
- }
454
- }
455
- }
456
-
457
- }
458
-
459
- private applyLightmapping() {
460
- if (this.lightmapIndex >= 0) {
461
- const type = this.gameObject.type;
462
-
463
- // use the override lightmap if its not undefined
464
- const tex = this._lightmapTextureOverride !== undefined
465
- ? this._lightmapTextureOverride
466
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
467
- if (tex) {
468
- if (!this._lightmaps)
469
- this._lightmaps = [];
470
-
471
- if (type === "Mesh") {
472
- const mat = this.gameObject["material"];
473
- if (!mat?.isMeshBasicMaterial) {
474
- if (this._lightmaps.length <= 0) {
475
- const rm = new RendererLightmap(this.gameObject as any as Mesh, this.context);
476
- this._lightmaps.push(rm);
477
- }
478
- const rm = this._lightmaps[0];
479
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
480
- }
481
- else {
482
- if (mat)
483
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name)
484
- }
485
- }
486
- // for multi materials we need to loop through children
487
- // and then we add a lightmap renderer component to each of them
488
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
489
- for (let i = 0; i < this.gameObject.children.length; i++) {
490
- const child = this.gameObject.children[i];
491
- if (!child["material"]?.isMeshBasicMaterial) {
492
- let rm: RendererLightmap | undefined = undefined;
493
- if (i >= this._lightmaps.length) {
494
- rm = new RendererLightmap(child as Mesh, this.context);
495
- this._lightmaps.push(rm);
496
- }
497
- else
498
- rm = this._lightmaps[i];
499
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
500
- }
501
- }
502
- }
503
- }
504
- else {
505
- if (debugRenderer) console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
506
- }
507
- }
508
-
509
- }
510
-
511
- private _isInstancingEnabled: boolean = false;
512
- private _handles: InstanceHandle[] | null | undefined = undefined;
513
-
514
- /**
515
- * @returns true if this renderer has instanced objects
516
- */
517
- get isInstancingActive() {
518
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
519
- }
520
- /** @returns the instancing handles */
521
- get instances(): InstanceHandle[] | null {
522
- if (!this._handles || this._handles.length <= 0) {
523
- return null;
524
- }
525
- this._handlesTempArray.length = 0;
526
- if (this._handles) {
527
- for (const h of this._handles) {
528
- this._handlesTempArray.push(h);
529
- }
530
- }
531
- return this._handlesTempArray;
532
- }
533
- private _handlesTempArray: InstanceHandle[] = [];
534
-
535
-
536
- /** Enable or disable instancing for this renderer.
537
- * @param enabled true to enable instancing, false to disable it
538
- */
539
- setInstancingEnabled(enabled: boolean): boolean {
540
- if (this._isInstancingEnabled === enabled) return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
541
- this._isInstancingEnabled = enabled;
542
- if (enabled) {
543
- if (this.enableInstancing === undefined) this.enableInstancing = true;
544
- if (this._handles === undefined) {
545
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
546
- if (this._handles) {
547
- GameObject.markAsInstancedRendered(this.gameObject, true);
548
- return true;
549
- }
550
- }
551
- else if (this._handles !== null) {
552
- for (const handler of this._handles) {
553
- handler.updateInstanceMatrix(true);
554
- handler.add();
555
- }
556
- GameObject.markAsInstancedRendered(this.gameObject, true);
557
- return true;
558
- }
559
- }
560
- else {
561
- if (this._handles) {
562
- for (const handler of this._handles) {
563
- handler.remove(this.destroyed);
564
- }
565
- }
566
- return true;
567
- }
568
-
569
- return false;
570
- }
571
-
572
- private clearInstancingState() {
573
- this._isInstancingEnabled = false;
574
- this._handles = undefined;
575
- }
576
-
577
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
578
- * This is a separate method to be overrideable from user code
579
- */
580
- useInstanceMatrixWorldAutoUpdate() {
581
- return true;
582
- }
583
-
584
- start() {
585
- if (this.enableInstancing && !suppressInstancing) {
586
- this.setInstancingEnabled(true);
587
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
588
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
589
- InstancingUtil.markDirty(this.gameObject);
590
- }
591
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
592
- if (this.isMultiMaterialObject(this.gameObject)) {
593
- for (let i = 0; i < this.gameObject.children.length; i++) {
594
- const ch = this.gameObject.children[i];
595
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
596
- }
597
- }
598
- }
599
-
600
- onEnable() {
601
- // ensure shared meshes are initialized
602
- const _ = this.sharedMeshes;
603
-
604
- this.setVisibility(true);
605
-
606
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
607
- const isUsingInstancing = this._isInstancingEnabled ||
608
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
609
-
610
- if (isUsingInstancing) {
611
- if (this.__internalDidAwakeAndStart) this.setInstancingEnabled(true);
612
- }
613
- // if no insancing is used we can apply the stencil settings
614
- // but instancing and stencil at the same time is not supported
615
- else if (this.enabled) {
616
- this.applyStencil();
617
- }
618
-
619
- this.updateReflectionProbe();
620
-
621
- // this.testIfLODLevelsAreAvailable();
622
- }
623
-
624
- onDisable() {
625
- this.setVisibility(false);
626
-
627
- if (this._handles && this._handles.length > 0) {
628
- this.setInstancingEnabled(false);
629
- }
630
- }
631
-
632
- onDestroy(): void {
633
- this._handles = null;
634
-
635
- if (this.isMultiMaterialObject(this.gameObject)) {
636
- for (const child of this.gameObject.children) {
637
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
638
- }
639
- }
640
- else {
641
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
642
- }
643
- }
644
-
645
-
646
- onBeforeRender() {
647
- if (!this.gameObject) {
648
- return;
649
- }
650
-
651
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
652
- this._reflectionProbe?.onUnset(this);
653
- this.updateReflectionProbe();
654
- }
655
-
656
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
657
- this.gameObject.geometry.computeBoundingSphere();
658
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
659
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
660
- }
661
-
662
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
663
- for (const ch of this.gameObject.children) {
664
- this.applySettings(ch);
665
- }
666
- }
667
- else {
668
- this.applySettings(this.gameObject);
669
- }
670
-
671
- if (this.sharedMaterials.changed) {
672
- this.sharedMaterials.changed = false;
673
- this.applyLightmapping();
674
- }
675
-
676
- if (this._handles?.length) {
677
- // if (this.name === "Darbouka")
678
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
679
- const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true;// || this.gameObject.matrixWorldNeedsUpdate;
680
- if (needsUpdate) {
681
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
682
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
683
- const remove = false;// Math.random() < .01;
684
- for (let i = this._handles.length - 1; i >= 0; i--) {
685
- const h = this._handles[i];
686
- if (remove) {
687
- h.remove(this.destroyed);
688
- this._handles.splice(i, 1);
689
- }
690
- else
691
- h.updateInstanceMatrix();
692
- }
693
- this.gameObject.matrixWorldNeedsUpdate = false;
694
- }
695
- }
696
-
697
- if (this._handles && this._handles.length <= 0) {
698
- GameObject.markAsInstancedRendered(this.gameObject, false);
699
- }
700
-
701
- if (this._isInstancingEnabled && this._handles) {
702
- for (let i = 0; i < this._handles.length; i++) {
703
- const handle = this._handles[i];
704
- setCustomVisibility(handle.object, false);
705
- }
706
- }
707
-
708
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
709
- this._reflectionProbe.onSet(this);
710
- }
711
- // since three 163 we need to set the envMap to the scene envMap if it is not set
712
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
713
- // internal issue: https://linear.app/needle/issue/NE-6363
714
- for (const mat of this._sharedMaterials) {
715
- // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
716
- if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
717
- mat.envMap = this.context.scene.environment;
718
- }
719
- }
720
- }
721
-
722
- private onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
723
- if (material.envMapIntensity !== undefined) {
724
- const factor = this.hasLightmap ? Math.PI : 1;
725
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
726
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
727
- }
728
-
729
- if (this._lightmaps) {
730
- for (const lm of this._lightmaps) {
731
- lm.updateLightmapUniforms(material);
732
- lm.applyLightmap();
733
- }
734
- }
735
- }
736
-
737
- onAfterRender() {
738
- if (this._isInstancingEnabled && this._handles) {
739
- for (let i = 0; i < this._handles.length; i++) {
740
- const handle = this._handles[i];
741
- setCustomVisibility(handle.object, true);
742
- }
743
- }
744
-
745
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
746
- this._reflectionProbe.onUnset(this);
747
- }
748
-
749
- if (this.static && this.gameObject.matrixAutoUpdate) {
750
- this.gameObject.matrixAutoUpdate = false;
751
- }
752
- }
753
-
754
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
755
- applyStencil() {
756
- NEEDLE_render_objects.applyStencil(this);
757
- }
758
-
759
-
760
-
761
-
762
- /** Apply the settings of this renderer to the given object
763
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
764
- */
765
- applySettings(go: Object3D) {
766
- go.receiveShadow = this.receiveShadows;
767
- if (this.shadowCastingMode == ShadowCastingMode.On) {
768
- go.castShadow = true;
769
- }
770
- else go.castShadow = false;
771
- }
772
-
773
- private _reflectionProbe: ReflectionProbe | null = null;
774
- private updateReflectionProbe() {
775
- // handle reflection probe
776
- this._reflectionProbe = null;
777
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
778
- // update the reflection probe right before rendering
779
- // if we do it immediately the reflection probe might not be enabled yet
780
- // (since this method is called from onEnable)
781
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
782
-
783
- this._probeAnchorLastFrame = this.probeAnchor;
784
- }
785
- }
786
- private *_updateReflectionProbe() {
787
- const obj = this.probeAnchor || this.gameObject;
788
- const isAnchor = this.probeAnchor ? true : false;
789
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
790
- }
791
-
792
- private setVisibility(visible: boolean) {
793
-
794
- if (!this.isMultiMaterialObject(this.gameObject)) {
795
- setCustomVisibility(this.gameObject, visible);
796
- }
797
- else {
798
- for (const ch of this.gameObject.children) {
799
- if (this.isMeshOrSkinnedMesh(ch)) {
800
- setCustomVisibility(ch, visible);
801
- }
802
- }
803
- }
804
- }
805
-
806
- private isMultiMaterialObject(obj: Object3D) {
807
- return obj.type === "Group";
808
- }
809
-
810
- private isMeshOrSkinnedMesh(obj: Object3D): obj is Mesh | SkinnedMesh {
811
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
812
- }
813
- }
814
-
815
- export class MeshRenderer extends Renderer {
816
- }
817
-
818
- export class SkinnedMeshRenderer extends MeshRenderer {
819
-
820
- private _needUpdateBoundingSphere = false;
821
- // private _lastWorldPosition = new Vector3();
822
-
823
- awake() {
824
- super.awake();
825
- if (debugskinnedmesh) console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
826
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
827
- this.allowOcclusionWhenDynamic = false;
828
-
829
- for (const mesh of this.sharedMeshes) {
830
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
831
- mesh.parent?.updateWorldMatrix(false, true);
832
- this.markBoundsDirty();
833
- }
834
- }
835
- onAfterRender(): void {
836
- super.onAfterRender();
837
-
838
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
839
-
840
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
841
- // const bounds = this.gameObject.geometry.boundingSphere;
842
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
843
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
844
- // this._lastWorldPosition.copy(worldpos);
845
- // this.markBoundsDirty();
846
- // };
847
- // }
848
-
849
- if (this._needUpdateBoundingSphere) {
850
- for (const mesh of this.sharedMeshes) {
851
- if (mesh instanceof SkinnedMesh) {
852
- this._needUpdateBoundingSphere = false;
853
- try {
854
- const geometry = mesh.geometry;
855
- const raycastmesh = getRaycastMesh(mesh);
856
- if (raycastmesh) {
857
- mesh.geometry = raycastmesh;
858
- }
859
- mesh.computeBoundingSphere();
860
- mesh.geometry = geometry;
861
- }
862
- catch (err) {
863
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
864
- }
865
- }
866
- }
867
- }
868
-
869
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
870
-
871
- if (debugskinnedmesh) {
872
- for (const mesh of this.sharedMeshes) {
873
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
874
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
875
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
876
- }
877
- }
878
- }
879
- }
880
-
881
- markBoundsDirty() {
882
- this._needUpdateBoundingSphere = true;
883
- }
884
- }
885
-
886
- export enum ShadowCastingMode {
887
- /// <summary>
888
- /// <para>No shadows are cast from this object.</para>
889
- /// </summary>
890
- Off,
891
- /// <summary>
892
- /// <para>Shadows are cast from this object.</para>
893
- /// </summary>
894
- On,
895
- /// <summary>
896
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
897
- /// </summary>
898
- TwoSided,
899
- /// <summary>
900
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
901
- /// </summary>
902
- ShadowsOnly,
903
- }
1
+ import { getRaycastMesh } from "@needle-tools/gltf-progressive";
2
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
3
+
4
+ import { showBalloonWarning } from "../engine/debug/index.js";
5
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
6
+ import { Gizmos } from "../engine/engine_gizmos.js";
7
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
8
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
9
+ import { serializable } from "../engine/engine_serialization_decorator.js";
10
+ import { FrameEvent } from "../engine/engine_setup.js";
11
+ import { getTempVector } from "../engine/engine_three_utils.js";
12
+ import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
13
+ import { getParam } from "../engine/engine_utils.js";
14
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
15
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
16
+ import { Behaviour, GameObject } from "./Component.js";
17
+ import { ReflectionProbe } from "./ReflectionProbe.js";
18
+ import { InstanceHandle, InstancingHandler } from "./RendererInstancing.js"
19
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
20
+ import { RendererLightmap } from "./RendererLightmap.js";
21
+
22
+
23
+ // for staying compatible with old code
24
+ export { InstancingUtil } from "../engine/engine_instancing.js";
25
+
26
+ const debugRenderer = getParam("debugrenderer");
27
+ const debugskinnedmesh = getParam("debugskinnedmesh");
28
+ const suppressInstancing = getParam("noinstancing");
29
+ const showWireframe = getParam("wireframe");
30
+
31
+ export enum ReflectionProbeUsage {
32
+ Off = 0,
33
+ BlendProbes = 1,
34
+ BlendProbesAndSkybox = 2,
35
+ Simple = 3,
36
+ }
37
+
38
+
39
+ export class FieldWithDefault {
40
+ public path: string | null = null;
41
+ public asset: object | null = null;
42
+ public default: any;
43
+ }
44
+
45
+ export enum RenderState {
46
+ Both = 0,
47
+ Back = 1,
48
+ Front = 2,
49
+ }
50
+
51
+
52
+ // support sharedMaterials[index] assigning materials directly to the objects
53
+ class SharedMaterialArray implements ISharedMaterials {
54
+
55
+ [num: number]: Material;
56
+
57
+ private _renderer: Renderer;
58
+ private _targets: Object3D[] = [];
59
+
60
+ private _indexMapMaxIndex?: number;
61
+ private _indexMap?: Map<number, number>;
62
+
63
+ private _changed: boolean = false;
64
+ get changed(): boolean {
65
+ return this._changed;
66
+ }
67
+ set changed(value: boolean) {
68
+ if (value === true) {
69
+ if (debugRenderer)
70
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
71
+ }
72
+ this._changed = value;
73
+ }
74
+
75
+ is(renderer: Renderer) {
76
+ return this._renderer === renderer;
77
+ }
78
+
79
+ constructor(renderer: Renderer, originalMaterials: Material[]) {
80
+ this._renderer = renderer;
81
+ const setMaterial = this.setMaterial.bind(this);
82
+ const getMaterial = this.getMaterial.bind(this);
83
+ const go = renderer.gameObject;
84
+ this._targets = [];
85
+ if (go) {
86
+ switch (go.type) {
87
+ case "Group":
88
+ this._targets = [...go.children];
89
+ break;
90
+ case "SkinnedMesh":
91
+ case "Mesh":
92
+ this._targets.push(go);
93
+ break;
94
+ }
95
+ }
96
+
97
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
98
+ let hasMissingMaterials = false;
99
+ let indexMap: Map<number, number> | undefined = undefined;
100
+ let maxIndex: number = 0;
101
+ for (let i = 0; i < this._targets.length; i++) {
102
+ const target = this._targets[i] as Mesh;
103
+ if (!target) continue;
104
+ const mat = target.material as Material;
105
+ if (!mat) continue;
106
+ // set the shadow side to the same as the side of the material, three flips this for some reason
107
+ mat.shadowSide = mat.side;
108
+ for (let k = 0; k < originalMaterials.length; k++) {
109
+ const orig = originalMaterials[k];
110
+ if (!orig) {
111
+ hasMissingMaterials = true;
112
+ continue;
113
+ }
114
+ if (mat.name === orig.name) {
115
+ if (indexMap === undefined) indexMap = new Map();
116
+ indexMap.set(k, i);
117
+ maxIndex = Math.max(maxIndex, k);
118
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
119
+ break;
120
+ }
121
+ }
122
+ }
123
+ if (hasMissingMaterials) {
124
+ this._indexMapMaxIndex = maxIndex;
125
+ this._indexMap = indexMap;
126
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
127
+ console.warn(warningMessage);
128
+ if (isLocalNetwork()) showBalloonWarning("Found renderer with missing materials: please check the console for details.");
129
+ }
130
+
131
+ // this lets us override the javascript indexer, only works in ES6 tho
132
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
133
+ return new Proxy(this, {
134
+ get(target, key) {
135
+ if (typeof key === "string") {
136
+ const index = parseInt(key);
137
+ if (!isNaN(index)) {
138
+ return getMaterial(index);
139
+ }
140
+ }
141
+ return target[key];
142
+ },
143
+ set(target, key, value) {
144
+ if (typeof key === "string")
145
+ setMaterial(value, Number.parseInt(key));
146
+ // console.log(target, key, value);
147
+ if (Reflect.set(target, key, value)) {
148
+ if (value instanceof Material)
149
+ target.changed = true;
150
+ return true;
151
+ }
152
+ return false;
153
+ }
154
+ });
155
+ }
156
+
157
+ get length(): number {
158
+ if (this._indexMapMaxIndex !== undefined) return this._indexMapMaxIndex + 1;
159
+ return this._targets.length;
160
+ }
161
+
162
+ // iterator to support: for(const mat of sharedMaterials)
163
+ *[Symbol.iterator]() {
164
+ for (let i = 0; i < this.length; i++) {
165
+ yield this.getMaterial(i);
166
+ }
167
+ }
168
+
169
+ private resolveIndex(index: number): number {
170
+ const map = this._indexMap;
171
+ // if we have a index map it means that some materials were missing
172
+ if (map) {
173
+ if (map.has(index)) return map.get(index) as number;
174
+ // return -1;
175
+ }
176
+ return index;
177
+ }
178
+
179
+ private setMaterial(mat: Material, index: number) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0 || index >= this._targets.length) return;
182
+ const target = this._targets[index];
183
+ if (!target || target["material"] === undefined) return;
184
+ target["material"] = mat;
185
+ this.changed = true;
186
+ }
187
+
188
+ private getMaterial(index: number): Material | null {
189
+ index = this.resolveIndex(index);
190
+ if (index < 0) return null;
191
+ const obj = this._targets;
192
+ if (index >= obj.length) return null;
193
+ const target = obj[index];
194
+ if (!target) return null;
195
+ return target["material"];
196
+ }
197
+
198
+ }
199
+
200
+ /**
201
+ * @category Rendering
202
+ * @group Components
203
+ */
204
+ export class Renderer extends Behaviour implements IRenderer {
205
+
206
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
207
+ * @returns the Renderer component that was created or already existed on the object
208
+ */
209
+ static setInstanced(obj: Object3D, enableInstancing: boolean): Renderer {
210
+ const renderer = getOrAddComponent(obj, Renderer);
211
+ renderer.setInstancingEnabled(enableInstancing);
212
+ return renderer;
213
+ }
214
+
215
+ /** Check if an object is currently rendered using instancing
216
+ * @returns true if the object is rendered using instancing
217
+ */
218
+ static isInstanced(obj: Object3D): boolean {
219
+ const renderer = getComponent(obj, Renderer);
220
+ if (renderer) return renderer.isInstancingActive;
221
+ return InstancingUtil.isUsingInstancing(obj);
222
+ }
223
+
224
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
225
+ *
226
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
227
+ static setVisible(obj: Object3D, visible: boolean) {
228
+ setCustomVisibility(obj, visible);
229
+ }
230
+
231
+ @serializable()
232
+ receiveShadows: boolean = false;
233
+ @serializable()
234
+ shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
235
+ @serializable()
236
+ lightmapIndex: number = -1;
237
+ @serializable(Vector4)
238
+ lightmapScaleOffset: Vector4 = new Vector4(1, 1, 0, 0);
239
+ /** If the renderer should use instancing
240
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
241
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
242
+ */
243
+ @serializable()
244
+ enableInstancing: boolean | boolean[] | undefined = undefined;
245
+ @serializable()
246
+ renderOrder: number[] | undefined = undefined;
247
+ @serializable()
248
+ allowOcclusionWhenDynamic: boolean = true;
249
+
250
+ @serializable(Object3D)
251
+ probeAnchor?: Object3D;
252
+ @serializable()
253
+ reflectionProbeUsage: ReflectionProbeUsage = ReflectionProbeUsage.Off;
254
+
255
+ // custom shader
256
+ // get materialProperties(): Array<MaterialProperties> | undefined {
257
+ // return this._materialProperties;
258
+ // }
259
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
260
+ // this._materialProperties = value;
261
+ // }
262
+
263
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
264
+
265
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
266
+ private _lightmaps?: RendererLightmap[];
267
+
268
+ /** Get the mesh Object3D for this renderer
269
+ * Warn: if this is a multimaterial object it will return the first mesh only
270
+ * @returns a mesh object3D.
271
+ * */
272
+ get sharedMesh(): Mesh | SkinnedMesh | undefined {
273
+ if (this.gameObject.type === "Mesh") {
274
+ return this.gameObject as unknown as Mesh
275
+ }
276
+ else if (this.gameObject.type === "SkinnesMesh") {
277
+ return this.gameObject as unknown as SkinnedMesh;
278
+ }
279
+ else if (this.gameObject.type === "Group") {
280
+ return this.gameObject.children[0] as unknown as Mesh;
281
+ }
282
+ return undefined;
283
+ }
284
+
285
+ private readonly _sharedMeshes: Mesh[] = [];
286
+ /** Get all the mesh Object3D for this renderer
287
+ * @returns an array of mesh object3D.
288
+ */
289
+ get sharedMeshes(): Mesh[] {
290
+ if (this.destroyed || !this.gameObject) return this._sharedMeshes;
291
+ this._sharedMeshes.length = 0;
292
+ if (this.gameObject.type === "Group") {
293
+ for (const ch of this.gameObject.children) {
294
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
295
+ this._sharedMeshes.push(ch as Mesh);
296
+ }
297
+ }
298
+ }
299
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
300
+ this._sharedMeshes.push(this.gameObject as unknown as Mesh);
301
+ }
302
+ return this._sharedMeshes;
303
+ }
304
+
305
+ get sharedMaterial(): Material {
306
+ return this.sharedMaterials[0];
307
+ }
308
+
309
+ set sharedMaterial(mat: Material) {
310
+ const cur = this.sharedMaterials[0];
311
+ if (cur === mat) return;
312
+ this.sharedMaterials[0] = mat;
313
+ this.applyLightmapping();
314
+ }
315
+
316
+ /**@deprecated please use sharedMaterial */
317
+ get material(): Material {
318
+ return this.sharedMaterials[0];
319
+ }
320
+
321
+ /**@deprecated please use sharedMaterial */
322
+ set material(mat: Material) {
323
+ this.sharedMaterial = mat;
324
+ }
325
+
326
+ private _sharedMaterials!: SharedMaterialArray;
327
+ private _originalMaterials?: Material[];
328
+
329
+ private _probeAnchorLastFrame?: Object3D;
330
+
331
+ // this is just available during deserialization
332
+ private set sharedMaterials(_val: Array<Material | null>) {
333
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
334
+ if (!this._originalMaterials) {
335
+ this._originalMaterials = _val as Material[];
336
+ }
337
+ else if (_val) {
338
+ let didWarn = false;
339
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
340
+ const mat = i < _val.length ? _val[i] : null;
341
+ if (mat && mat instanceof Material) {
342
+ this.sharedMaterials[i] = mat as Material;
343
+ }
344
+ else {
345
+ if (!didWarn) {
346
+ didWarn = true;
347
+ console.warn("Can not assign null as material: " + this.name, mat);
348
+ }
349
+ }
350
+ }
351
+ }
352
+ }
353
+
354
+ //@ts-ignore
355
+ get sharedMaterials(): SharedMaterialArray {
356
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
357
+ if (!this._originalMaterials) this._originalMaterials = [];
358
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
359
+ }
360
+ return this._sharedMaterials!;
361
+ }
362
+
363
+ public static get shouldSuppressInstancing() {
364
+ return suppressInstancing;
365
+ }
366
+
367
+ private _lightmapTextureOverride: Texture | null | undefined = undefined;
368
+ public get lightmap(): Texture | null {
369
+ if (this._lightmaps?.length) {
370
+ return this._lightmaps[0].lightmap;
371
+ }
372
+ return null;
373
+ }
374
+ /** set undefined to return to default lightmap */
375
+ public set lightmap(tex: Texture | null | undefined) {
376
+ this._lightmapTextureOverride = tex;
377
+ if (tex === undefined) {
378
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
379
+ }
380
+ if (this._lightmaps?.length) {
381
+ for (const lm of this._lightmaps) {
382
+ lm.lightmap = tex;
383
+ }
384
+ }
385
+ }
386
+ get hasLightmap(): boolean {
387
+ const lm = this.lightmap;
388
+ return lm !== null && lm !== undefined;
389
+ }
390
+
391
+ public allowProgressiveLoading: boolean = true;
392
+
393
+ private _firstFrame: number = -1;
394
+
395
+ registering() {
396
+ if (!this.enabled) {
397
+ this.setVisibility(false);
398
+ }
399
+ }
400
+
401
+ awake() {
402
+ this._firstFrame = this.context.time.frame;
403
+
404
+ if (debugRenderer) console.log("Renderer ", this.name, this);
405
+ this.clearInstancingState();
406
+
407
+ if (this.probeAnchor && debugRenderer) this.probeAnchor.add(new AxesHelper(.2));
408
+
409
+ this._reflectionProbe = null;
410
+
411
+ if (this.isMultiMaterialObject(this.gameObject)) {
412
+ for (const child of this.gameObject.children) {
413
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
414
+ child.layers.mask = this.gameObject.layers.mask;
415
+ }
416
+
417
+ if (this.renderOrder !== undefined) {
418
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
419
+ // or perhaps just regular child objects that have their own renderer component (?)
420
+ let index = 0;
421
+ for (let i = 0; i < this.gameObject.children.length; i++) {
422
+ const ch = this.gameObject.children[i];
423
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
424
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer)) continue;
425
+ if (this.renderOrder.length <= index) {
426
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
427
+ continue;
428
+ }
429
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
430
+ ch.renderOrder = this.renderOrder[index];
431
+ index += 1;
432
+ }
433
+ }
434
+ }
435
+ // TODO: custom shader with sub materials
436
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
437
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
438
+
439
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
440
+ this.gameObject.renderOrder = this.renderOrder[0];
441
+ }
442
+ else {
443
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
444
+ }
445
+
446
+ this.applyLightmapping();
447
+
448
+ if (showWireframe) {
449
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
450
+ const mat: any = this.sharedMaterials[i];
451
+ if (mat) {
452
+ mat.wireframe = true;
453
+ }
454
+ }
455
+ }
456
+
457
+ }
458
+
459
+ private applyLightmapping() {
460
+ if (this.lightmapIndex >= 0) {
461
+ const type = this.gameObject.type;
462
+
463
+ // use the override lightmap if its not undefined
464
+ const tex = this._lightmapTextureOverride !== undefined
465
+ ? this._lightmapTextureOverride
466
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
467
+ if (tex) {
468
+ if (!this._lightmaps)
469
+ this._lightmaps = [];
470
+
471
+ if (type === "Mesh") {
472
+ const mat = this.gameObject["material"];
473
+ if (!mat?.isMeshBasicMaterial) {
474
+ if (this._lightmaps.length <= 0) {
475
+ const rm = new RendererLightmap(this.gameObject as any as Mesh, this.context);
476
+ this._lightmaps.push(rm);
477
+ }
478
+ const rm = this._lightmaps[0];
479
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
480
+ }
481
+ else {
482
+ if (mat)
483
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name)
484
+ }
485
+ }
486
+ // for multi materials we need to loop through children
487
+ // and then we add a lightmap renderer component to each of them
488
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
489
+ for (let i = 0; i < this.gameObject.children.length; i++) {
490
+ const child = this.gameObject.children[i];
491
+ if (!child["material"]?.isMeshBasicMaterial) {
492
+ let rm: RendererLightmap | undefined = undefined;
493
+ if (i >= this._lightmaps.length) {
494
+ rm = new RendererLightmap(child as Mesh, this.context);
495
+ this._lightmaps.push(rm);
496
+ }
497
+ else
498
+ rm = this._lightmaps[i];
499
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
500
+ }
501
+ }
502
+ }
503
+ }
504
+ else {
505
+ if (debugRenderer) console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
506
+ }
507
+ }
508
+
509
+ }
510
+
511
+ private _isInstancingEnabled: boolean = false;
512
+ private _handles: InstanceHandle[] | null | undefined = undefined;
513
+
514
+ /**
515
+ * @returns true if this renderer has instanced objects
516
+ */
517
+ get isInstancingActive() {
518
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
519
+ }
520
+ /** @returns the instancing handles */
521
+ get instances(): InstanceHandle[] | null {
522
+ if (!this._handles || this._handles.length <= 0) {
523
+ return null;
524
+ }
525
+ this._handlesTempArray.length = 0;
526
+ if (this._handles) {
527
+ for (const h of this._handles) {
528
+ this._handlesTempArray.push(h);
529
+ }
530
+ }
531
+ return this._handlesTempArray;
532
+ }
533
+ private _handlesTempArray: InstanceHandle[] = [];
534
+
535
+
536
+ /** Enable or disable instancing for this renderer.
537
+ * @param enabled true to enable instancing, false to disable it
538
+ */
539
+ setInstancingEnabled(enabled: boolean): boolean {
540
+ if (this._isInstancingEnabled === enabled) return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
541
+ this._isInstancingEnabled = enabled;
542
+ if (enabled) {
543
+ if (this.enableInstancing === undefined) this.enableInstancing = true;
544
+ if (this._handles === undefined) {
545
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
546
+ if (this._handles) {
547
+ GameObject.markAsInstancedRendered(this.gameObject, true);
548
+ return true;
549
+ }
550
+ }
551
+ else if (this._handles !== null) {
552
+ for (const handler of this._handles) {
553
+ handler.updateInstanceMatrix(true);
554
+ handler.add();
555
+ }
556
+ GameObject.markAsInstancedRendered(this.gameObject, true);
557
+ return true;
558
+ }
559
+ }
560
+ else {
561
+ if (this._handles) {
562
+ for (const handler of this._handles) {
563
+ handler.remove(this.destroyed);
564
+ }
565
+ }
566
+ return true;
567
+ }
568
+
569
+ return false;
570
+ }
571
+
572
+ private clearInstancingState() {
573
+ this._isInstancingEnabled = false;
574
+ this._handles = undefined;
575
+ }
576
+
577
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
578
+ * This is a separate method to be overrideable from user code
579
+ */
580
+ useInstanceMatrixWorldAutoUpdate() {
581
+ return true;
582
+ }
583
+
584
+ start() {
585
+ if (this.enableInstancing && !suppressInstancing) {
586
+ this.setInstancingEnabled(true);
587
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
588
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
589
+ InstancingUtil.markDirty(this.gameObject);
590
+ }
591
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
592
+ if (this.isMultiMaterialObject(this.gameObject)) {
593
+ for (let i = 0; i < this.gameObject.children.length; i++) {
594
+ const ch = this.gameObject.children[i];
595
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
596
+ }
597
+ }
598
+ }
599
+
600
+ onEnable() {
601
+ // ensure shared meshes are initialized
602
+ const _ = this.sharedMeshes;
603
+
604
+ this.setVisibility(true);
605
+
606
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
607
+ const isUsingInstancing = this._isInstancingEnabled ||
608
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
609
+
610
+ if (isUsingInstancing) {
611
+ if (this.__internalDidAwakeAndStart) this.setInstancingEnabled(true);
612
+ }
613
+ // if no insancing is used we can apply the stencil settings
614
+ // but instancing and stencil at the same time is not supported
615
+ else if (this.enabled) {
616
+ this.applyStencil();
617
+ }
618
+
619
+ this.updateReflectionProbe();
620
+
621
+ // this.testIfLODLevelsAreAvailable();
622
+ }
623
+
624
+ onDisable() {
625
+ this.setVisibility(false);
626
+
627
+ if (this._handles && this._handles.length > 0) {
628
+ this.setInstancingEnabled(false);
629
+ }
630
+ }
631
+
632
+ onDestroy(): void {
633
+ this._handles = null;
634
+
635
+ if (this.isMultiMaterialObject(this.gameObject)) {
636
+ for (const child of this.gameObject.children) {
637
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
638
+ }
639
+ }
640
+ else {
641
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
642
+ }
643
+ }
644
+
645
+
646
+ onBeforeRender() {
647
+ if (!this.gameObject) {
648
+ return;
649
+ }
650
+
651
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
652
+ this._reflectionProbe?.onUnset(this);
653
+ this.updateReflectionProbe();
654
+ }
655
+
656
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
657
+ this.gameObject.geometry.computeBoundingSphere();
658
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
659
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
660
+ }
661
+
662
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
663
+ for (const ch of this.gameObject.children) {
664
+ this.applySettings(ch);
665
+ }
666
+ }
667
+ else {
668
+ this.applySettings(this.gameObject);
669
+ }
670
+
671
+ if (this.sharedMaterials.changed) {
672
+ this.sharedMaterials.changed = false;
673
+ this.applyLightmapping();
674
+ }
675
+
676
+ if (this._handles?.length) {
677
+ // if (this.name === "Darbouka")
678
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
679
+ const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true;// || this.gameObject.matrixWorldNeedsUpdate;
680
+ if (needsUpdate) {
681
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
682
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
683
+ const remove = false;// Math.random() < .01;
684
+ for (let i = this._handles.length - 1; i >= 0; i--) {
685
+ const h = this._handles[i];
686
+ if (remove) {
687
+ h.remove(this.destroyed);
688
+ this._handles.splice(i, 1);
689
+ }
690
+ else
691
+ h.updateInstanceMatrix();
692
+ }
693
+ this.gameObject.matrixWorldNeedsUpdate = false;
694
+ }
695
+ }
696
+
697
+ if (this._handles && this._handles.length <= 0) {
698
+ GameObject.markAsInstancedRendered(this.gameObject, false);
699
+ }
700
+
701
+ if (this._isInstancingEnabled && this._handles) {
702
+ for (let i = 0; i < this._handles.length; i++) {
703
+ const handle = this._handles[i];
704
+ setCustomVisibility(handle.object, false);
705
+ }
706
+ }
707
+
708
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
709
+ this._reflectionProbe.onSet(this);
710
+ }
711
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
712
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
713
+ // internal issue: https://linear.app/needle/issue/NE-6363
714
+ for (const mat of this._sharedMaterials) {
715
+ // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
716
+ if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
717
+ mat.envMap = this.context.scene.environment;
718
+ }
719
+ }
720
+ }
721
+
722
+ private onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
723
+ if (material.envMapIntensity !== undefined) {
724
+ const factor = this.hasLightmap ? Math.PI : 1;
725
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
726
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
727
+ }
728
+
729
+ if (this._lightmaps) {
730
+ for (const lm of this._lightmaps) {
731
+ lm.updateLightmapUniforms(material);
732
+ lm.applyLightmap();
733
+ }
734
+ }
735
+ }
736
+
737
+ onAfterRender() {
738
+ if (this._isInstancingEnabled && this._handles) {
739
+ for (let i = 0; i < this._handles.length; i++) {
740
+ const handle = this._handles[i];
741
+ setCustomVisibility(handle.object, true);
742
+ }
743
+ }
744
+
745
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
746
+ this._reflectionProbe.onUnset(this);
747
+ }
748
+
749
+ if (this.static && this.gameObject.matrixAutoUpdate) {
750
+ this.gameObject.matrixAutoUpdate = false;
751
+ }
752
+ }
753
+
754
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
755
+ applyStencil() {
756
+ NEEDLE_render_objects.applyStencil(this);
757
+ }
758
+
759
+
760
+
761
+
762
+ /** Apply the settings of this renderer to the given object
763
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
764
+ */
765
+ applySettings(go: Object3D) {
766
+ go.receiveShadow = this.receiveShadows;
767
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
768
+ go.castShadow = true;
769
+ }
770
+ else go.castShadow = false;
771
+ }
772
+
773
+ private _reflectionProbe: ReflectionProbe | null = null;
774
+ private updateReflectionProbe() {
775
+ // handle reflection probe
776
+ this._reflectionProbe = null;
777
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
778
+ // update the reflection probe right before rendering
779
+ // if we do it immediately the reflection probe might not be enabled yet
780
+ // (since this method is called from onEnable)
781
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
782
+
783
+ this._probeAnchorLastFrame = this.probeAnchor;
784
+ }
785
+ }
786
+ private *_updateReflectionProbe() {
787
+ const obj = this.probeAnchor || this.gameObject;
788
+ const isAnchor = this.probeAnchor ? true : false;
789
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
790
+ }
791
+
792
+ private setVisibility(visible: boolean) {
793
+
794
+ if (!this.isMultiMaterialObject(this.gameObject)) {
795
+ setCustomVisibility(this.gameObject, visible);
796
+ }
797
+ else {
798
+ for (const ch of this.gameObject.children) {
799
+ if (this.isMeshOrSkinnedMesh(ch)) {
800
+ setCustomVisibility(ch, visible);
801
+ }
802
+ }
803
+ }
804
+ }
805
+
806
+ private isMultiMaterialObject(obj: Object3D) {
807
+ return obj.type === "Group";
808
+ }
809
+
810
+ private isMeshOrSkinnedMesh(obj: Object3D): obj is Mesh | SkinnedMesh {
811
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
812
+ }
813
+ }
814
+
815
+ export class MeshRenderer extends Renderer {
816
+ }
817
+
818
+ export class SkinnedMeshRenderer extends MeshRenderer {
819
+
820
+ private _needUpdateBoundingSphere = false;
821
+ // private _lastWorldPosition = new Vector3();
822
+
823
+ awake() {
824
+ super.awake();
825
+ if (debugskinnedmesh) console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
826
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
827
+ this.allowOcclusionWhenDynamic = false;
828
+
829
+ for (const mesh of this.sharedMeshes) {
830
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
831
+ mesh.parent?.updateWorldMatrix(false, true);
832
+ this.markBoundsDirty();
833
+ }
834
+ }
835
+ onAfterRender(): void {
836
+ super.onAfterRender();
837
+
838
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
839
+
840
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
841
+ // const bounds = this.gameObject.geometry.boundingSphere;
842
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
843
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
844
+ // this._lastWorldPosition.copy(worldpos);
845
+ // this.markBoundsDirty();
846
+ // };
847
+ // }
848
+
849
+ if (this._needUpdateBoundingSphere) {
850
+ for (const mesh of this.sharedMeshes) {
851
+ if (mesh instanceof SkinnedMesh) {
852
+ this._needUpdateBoundingSphere = false;
853
+ try {
854
+ const geometry = mesh.geometry;
855
+ const raycastmesh = getRaycastMesh(mesh);
856
+ if (raycastmesh) {
857
+ mesh.geometry = raycastmesh;
858
+ }
859
+ mesh.computeBoundingSphere();
860
+ mesh.geometry = geometry;
861
+ }
862
+ catch (err) {
863
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
864
+ }
865
+ }
866
+ }
867
+ }
868
+
869
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
870
+
871
+ if (debugskinnedmesh) {
872
+ for (const mesh of this.sharedMeshes) {
873
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
874
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
875
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
876
+ }
877
+ }
878
+ }
879
+ }
880
+
881
+ markBoundsDirty() {
882
+ this._needUpdateBoundingSphere = true;
883
+ }
884
+ }
885
+
886
+ export enum ShadowCastingMode {
887
+ /// <summary>
888
+ /// <para>No shadows are cast from this object.</para>
889
+ /// </summary>
890
+ Off,
891
+ /// <summary>
892
+ /// <para>Shadows are cast from this object.</para>
893
+ /// </summary>
894
+ On,
895
+ /// <summary>
896
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
897
+ /// </summary>
898
+ TwoSided,
899
+ /// <summary>
900
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
901
+ /// </summary>
902
+ ShadowsOnly,
903
+ }