@needle-tools/engine 4.7.0-alpha → 4.7.0-next.2756168

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 (1065) 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-C2wJAuPf.min.js} +64 -63
  10. package/dist/{needle-engine.bundle-CXtflnL6.js → needle-engine.bundle-S0N_qbSh.js} +842 -835
  11. package/dist/{needle-engine.bundle-CK8cQ3FX.umd.cjs → needle-engine.bundle-lLDHlwZU.umd.cjs} +58 -57
  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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  996. package/src/engine-components/ui/PointerEvents.ts +206 -206
  997. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  998. package/src/engine-components/ui/Raycaster.ts +102 -102
  999. package/src/engine-components/ui/RectTransform.ts +375 -375
  1000. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1001. package/src/engine-components/ui/Symbols.ts +1 -1
  1002. package/src/engine-components/ui/Text.ts +578 -578
  1003. package/src/engine-components/ui/Utils.ts +113 -113
  1004. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1005. package/src/engine-components/utils/LookAt.ts +88 -88
  1006. package/src/engine-components/utils/OpenURL.ts +114 -114
  1007. package/src/engine-components/webxr/Avatar.ts +265 -265
  1008. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1009. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1010. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1011. package/src/engine-components/webxr/WebXR.ts +585 -585
  1012. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1013. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1014. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1015. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1016. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1017. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1018. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1019. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1020. package/src/engine-components/webxr/index.ts +2 -2
  1021. package/src/engine-components/webxr/types.ts +3 -3
  1022. package/src/engine-components-experimental/Presentation.ts +12 -12
  1023. package/src/engine-components-experimental/api.ts +4 -4
  1024. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1025. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1026. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1027. package/src/engine-schemes/README.md +1 -1
  1028. package/src/engine-schemes/api.ts +12 -12
  1029. package/src/engine-schemes/schemes.ts +28 -28
  1030. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1031. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1032. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1033. package/src/engine-schemes/transform.ts +50 -50
  1034. package/src/engine-schemes/transforms.fbs +25 -25
  1035. package/src/engine-schemes/vec.fbs +19 -19
  1036. package/src/engine-schemes/vec2.ts +33 -33
  1037. package/src/engine-schemes/vec3.ts +38 -38
  1038. package/src/engine-schemes/vec4.ts +43 -43
  1039. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1040. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1041. package/src/include/draco/draco_decoder.js +34 -34
  1042. package/src/include/ktx2/basis_transcoder.js +21 -21
  1043. package/src/include/needle/arial-msdf.json +1471 -1471
  1044. package/src/include/three/DragControls.js +231 -231
  1045. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1046. package/src/needle-engine.ts +70 -70
  1047. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1048. package/src/engine-schemes/dist/api.js +0 -17
  1049. package/src/engine-schemes/dist/api.js.meta +0 -7
  1050. package/src/engine-schemes/dist/schemes.js +0 -25
  1051. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1052. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1053. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1054. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1055. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1056. package/src/engine-schemes/dist/transform.js +0 -46
  1057. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1058. package/src/engine-schemes/dist/vec2.js +0 -32
  1059. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec3.js +0 -36
  1061. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vec4.js +0 -40
  1063. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1064. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1065. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,558 +1,558 @@
1
- import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, Light as ThreeLight, OrthographicCamera, PointLight, SpotLight, Vector3 } from "three";
2
-
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
- import { FrameEvent } from "../engine/engine_setup.js";
5
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
6
- import type { ILight } from "../engine/engine_types.js";
7
- import { getParam } from "../engine/engine_utils.js";
8
- import { type NeedleXREventArgs } from "../engine/xr/api.js";
9
- import { Behaviour, GameObject } from "./Component.js";
10
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
11
-
12
- // https://threejs.org/examples/webgl_shadowmap_csm.html
13
-
14
-
15
- function toDegrees(radians) {
16
- return radians * 180 / Math.PI;
17
- }
18
-
19
- function toRadians(degrees) {
20
- return degrees * Math.PI / 180;
21
- }
22
-
23
- const shadowMaxDistance = 300;
24
- const debug = getParam("debuglights");
25
-
26
-
27
- /**
28
- * Defines the type of light in a scene.
29
- */
30
- export enum LightType {
31
- /** Spot light that emits light in a cone shape */
32
- Spot = 0,
33
- /** Directional light that emits parallel light rays in a specific direction */
34
- Directional = 1,
35
- /** Point light that emits light in all directions from a single point */
36
- Point = 2,
37
- /** Area light */
38
- Area = 3,
39
- /** Rectangle shaped area light that only affects baked lightmaps and light probes */
40
- Rectangle = 3,
41
- /** Disc shaped area light that only affects baked lightmaps and light probes */
42
- Disc = 4,
43
- }
44
-
45
- /**
46
- * Defines how a light contributes to the scene lighting.
47
- */
48
- export enum LightmapBakeType {
49
- /** Light affects the scene in real-time with no baking */
50
- Realtime = 4,
51
- /** Light is completely baked into lightmaps and light probes */
52
- Baked = 2,
53
- /** Combines aspects of realtime and baked lighting */
54
- Mixed = 1,
55
- }
56
-
57
- /**
58
- * Defines the shadow casting options for a Light.
59
- * @enum {number}
60
- */
61
- enum LightShadows {
62
- /** No shadows are cast */
63
- None = 0,
64
- /** Hard-edged shadows without filtering */
65
- Hard = 1,
66
- /** Soft shadows with PCF filtering */
67
- Soft = 2,
68
- }
69
-
70
- /**
71
- * The Light component creates a light source in the scene.
72
- * Supports directional, spot, and point light types with various customization options.
73
- * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
74
- *
75
- * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
76
- * additional console output and visual helpers for lights.
77
- *
78
- * @category Rendering
79
- * @group Components
80
- */
81
- export class Light extends Behaviour implements ILight {
82
-
83
- /**
84
- * The type of light (spot, directional, point, etc.)
85
- */
86
- @serializable()
87
- private type: LightType = 0;
88
-
89
- /**
90
- * The maximum distance the light affects
91
- */
92
- public range: number = 1;
93
-
94
- /**
95
- * The full outer angle of the spotlight cone in degrees
96
- */
97
- public spotAngle: number = 1;
98
-
99
- /**
100
- * The angle of the inner cone in degrees for soft-edge spotlights
101
- */
102
- public innerSpotAngle: number = 1;
103
-
104
- /**
105
- * The color of the light
106
- */
107
- @serializable(Color)
108
- set color(val: Color) {
109
- this._color = val;
110
- if (this.light !== undefined) {
111
- this.light.color = val;
112
- }
113
- }
114
- get color(): Color {
115
- if (this.light) return this.light.color;
116
- return this._color;
117
- }
118
- public _color: Color = new Color(0xffffff);
119
-
120
- /**
121
- * The near plane distance for shadow projection
122
- */
123
- @serializable()
124
- set shadowNearPlane(val: number) {
125
- if (val === this._shadowNearPlane) return;
126
- this._shadowNearPlane = val;
127
- if (this.light?.shadow?.camera !== undefined) {
128
- const cam = this.light.shadow.camera as OrthographicCamera;
129
- cam.near = val;
130
- }
131
- }
132
- get shadowNearPlane(): number { return this._shadowNearPlane; }
133
- private _shadowNearPlane: number = .1;
134
-
135
- /**
136
- * Shadow bias value to reduce shadow acne and peter-panning
137
- */
138
- @serializable()
139
- set shadowBias(val: number) {
140
- if (val === this._shadowBias) return;
141
- this._shadowBias = val;
142
- if (this.light?.shadow?.bias !== undefined) {
143
- this.light.shadow.bias = val;
144
- this.light.shadow.needsUpdate = true;
145
- }
146
- }
147
- get shadowBias(): number { return this._shadowBias; }
148
- private _shadowBias: number = 0;
149
-
150
- /**
151
- * Shadow normal bias to reduce shadow acne on sloped surfaces
152
- */
153
- @serializable()
154
- set shadowNormalBias(val: number) {
155
- if (val === this._shadowNormalBias) return;
156
- this._shadowNormalBias = val;
157
- if (this.light?.shadow?.normalBias !== undefined) {
158
- this.light.shadow.normalBias = val;
159
- this.light.shadow.needsUpdate = true;
160
- }
161
- }
162
- get shadowNormalBias(): number { return this._shadowNormalBias; }
163
- private _shadowNormalBias: number = 0;
164
-
165
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
166
- private _overrideShadowBiasSettings: boolean = false;
167
-
168
- /**
169
- * Shadow casting mode (None, Hard, or Soft)
170
- */
171
- @serializable()
172
- set shadows(val: LightShadows) {
173
- this._shadows = val;
174
- if (this.light) {
175
- this.light.castShadow = val !== LightShadows.None;
176
- this.updateShadowSoftHard();
177
- }
178
- }
179
- get shadows(): LightShadows { return this._shadows; }
180
- private _shadows: LightShadows = 1;
181
-
182
- /**
183
- * Determines if the light contributes to realtime lighting, baked lighting, or a mix
184
- */
185
- @serializable()
186
- private lightmapBakeType: LightmapBakeType = LightmapBakeType.Realtime;
187
-
188
- /**
189
- * Brightness of the light. In WebXR experiences, the intensity is automatically
190
- * adjusted based on the AR session scale to maintain consistent lighting.
191
- */
192
- @serializable()
193
- set intensity(val: number) {
194
- this._intensity = val;
195
- if (this.light) {
196
- let factor: number = 1;
197
- if (this.context.isInXR && this._webARRoot) {
198
- const scaleFactor = this._webARRoot?.arScale;
199
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
200
- factor /= scaleFactor;
201
- }
202
- }
203
- this.light.intensity = val * factor;
204
- }
205
- if (debug) console.log("Set light intensity to " + this._intensity, val, this)
206
- }
207
- get intensity(): number { return this._intensity; }
208
- private _intensity: number = -1;
209
-
210
- /**
211
- * Maximum distance the shadow is projected
212
- */
213
- @serializable()
214
- get shadowDistance(): number {
215
- const light = this.light;
216
- if (light?.shadow) {
217
- const cam = light.shadow.camera as OrthographicCamera;
218
- return cam.far;
219
- }
220
- return -1;
221
- }
222
- set shadowDistance(val: number) {
223
- this._shadowDistance = val;
224
- const light = this.light;
225
- if (light?.shadow) {
226
- const cam = light.shadow.camera as OrthographicCamera;
227
- cam.far = val;
228
- cam.updateProjectionMatrix();
229
- }
230
- }
231
- private _shadowDistance?: number;
232
- // set from additional component
233
- private shadowWidth?: number;
234
- private shadowHeight?: number;
235
-
236
- /**
237
- * Resolution of the shadow map in pixels (width and height)
238
- */
239
- @serializable()
240
- get shadowResolution(): number {
241
- const light = this.light;
242
- if (light?.shadow) {
243
- return light.shadow.mapSize.x;
244
- }
245
- return -1;
246
- }
247
- set shadowResolution(val: number) {
248
- if (val === this._shadowResolution) return;
249
- this._shadowResolution = val;
250
- const light = this.light;
251
- if (light?.shadow) {
252
- light.shadow.mapSize.set(val, val);
253
- light.shadow.needsUpdate = true;
254
- }
255
- }
256
- private _shadowResolution?: number = undefined;
257
-
258
- /**
259
- * Whether this light's illumination is entirely baked into lightmaps
260
- */
261
- get isBaked() {
262
- return this.lightmapBakeType === LightmapBakeType.Baked;
263
- }
264
-
265
- /**
266
- * Checks if the GameObject itself is a {@link ThreeLight} object
267
- */
268
- private get selfIsLight(): boolean {
269
- if (this.gameObject["isLight"] === true) return true;
270
- switch (this.gameObject.type) {
271
- case "SpotLight":
272
- case "PointLight":
273
- case "DirectionalLight":
274
- return true;
275
- }
276
- return false;
277
- }
278
-
279
- /**
280
- * The underlying three.js {@link ThreeLight} instance
281
- */
282
- private light: ThreeLight | undefined = undefined;
283
-
284
- /**
285
- * Gets the world position of the light
286
- * @param vec Vector3 to store the result
287
- * @returns The world position as a Vector3
288
- */
289
- public getWorldPosition(vec: Vector3): Vector3 {
290
- if (this.light) {
291
- if (this.type === LightType.Directional) {
292
- return this.light.getWorldPosition(vec).multiplyScalar(1);
293
- }
294
- return this.light.getWorldPosition(vec);
295
- }
296
- return vec;
297
- }
298
-
299
- // public updateIntensity() {
300
- // this.intensity = this._intensity;
301
- // }
302
-
303
- awake() {
304
- this.color = new Color(this.color ?? 0xffffff);
305
- if (debug) console.log(this.name, this);
306
- }
307
-
308
- onEnable(): void {
309
- if (debug) console.log("ENABLE LIGHT", this.name);
310
- this.createLight();
311
- if (this.isBaked) return;
312
- else if (this.light) {
313
- this.light.visible = true;
314
- this.light.intensity = this._intensity;
315
- if (debug) console.log("Set light intensity to " + this.light.intensity, this.name)
316
- if (this.selfIsLight) {
317
- // nothing to do
318
- }
319
- else if (this.light.parent !== this.gameObject)
320
- this.gameObject.add(this.light);
321
- }
322
- if (this.type === LightType.Directional)
323
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
324
- }
325
-
326
- onDisable() {
327
- if (debug) console.log("DISABLE LIGHT", this.name);
328
- if (this.light) {
329
- if (this.selfIsLight)
330
- this.light.intensity = 0;
331
- else
332
- this.light.visible = false;
333
- }
334
- }
335
-
336
- private _webXRStartedListener?: Function;
337
- private _webXREndedListener?: Function;
338
- private _webARRoot?: WebARSessionRoot;
339
-
340
- onEnterXR(_args: NeedleXREventArgs): void {
341
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
342
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
343
- }
344
-
345
- // private *_updateLightIntensityInARRoutine() {
346
- // while (this.context.isInAR) {
347
- // yield;
348
- // // this.updateIntensity();
349
- // for (let i = 0; i < 30; i++) yield;
350
- // }
351
- // }
352
-
353
- onLeaveXR(_args: NeedleXREventArgs): void {
354
- // this.updateIntensity();
355
- }
356
-
357
- /**
358
- * Creates the appropriate three.js light based on the configured light type
359
- * and applies all settings like shadows, intensity, and color.
360
- */
361
- createLight() {
362
- const lightAlreadyCreated = this.selfIsLight;
363
-
364
- if (lightAlreadyCreated && !this.light) {
365
- this.light = this.gameObject as unknown as ThreeLight;
366
- this.light.name = this.name;
367
- this._intensity = this.light.intensity;
368
-
369
- switch (this.type) {
370
- case LightType.Directional:
371
- this.setDirectionalLight(this.light as DirectionalLight);
372
- break;
373
- }
374
- }
375
- else if (!this.light) {
376
- switch (this.type) {
377
- case LightType.Directional:
378
- // console.log(this);
379
- const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
380
- // directional light target is at 0 0 0 by default
381
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
382
- this.gameObject.add(dirLight.target);
383
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
384
- this.light = dirLight;
385
- this.gameObject.position.set(0, 0, 0);
386
- this.gameObject.rotation.set(0, 0, 0);
387
-
388
- if (debug) {
389
- const spotLightHelper = new DirectionalLightHelper(this.light as DirectionalLight, .2, this.color);
390
- this.context.scene.add(spotLightHelper);
391
- // const bh = new BoxHelper(this.context.scene, 0xfff0000);
392
- // this.context.scene.add(bh);
393
- }
394
- break;
395
-
396
- case LightType.Spot:
397
- 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);
398
- spotLight.position.set(0, 0, 0);
399
- spotLight.rotation.set(0, 0, 0);
400
-
401
- this.light = spotLight;
402
- const spotLightTarget = spotLight.target;
403
- spotLight.add(spotLightTarget);
404
- spotLightTarget.position.set(0, 0, this.range);
405
- spotLightTarget.rotation.set(0, 0, 0);
406
- break;
407
-
408
- case LightType.Point:
409
- const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
410
- this.light = pointLight;
411
-
412
- // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
413
- // scene.add(pointHelper);
414
- break;
415
- }
416
- }
417
-
418
-
419
- if (this.light) {
420
- if (this._intensity >= 0)
421
- this.light.intensity = this._intensity;
422
- else
423
- this._intensity = this.light.intensity;
424
-
425
- if (this.shadows !== LightShadows.None) {
426
- this.light.castShadow = true;
427
- }
428
- else this.light.castShadow = false;
429
-
430
- if (this.light.shadow) {
431
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
432
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
433
- this.light.shadow.mapSize.width = this._shadowResolution;
434
- this.light.shadow.mapSize.height = this._shadowResolution;
435
- }
436
- else {
437
- this.light.shadow.mapSize.width = 2048;
438
- this.light.shadow.mapSize.height = 2048;
439
- }
440
- // this.light.shadow.needsUpdate = true;
441
- // console.log(this.light.shadow.mapSize);
442
- // return;
443
-
444
- if (debug)
445
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
446
-
447
- this.light.shadow.bias = this.shadowBias;
448
- this.light.shadow.normalBias = this.shadowNormalBias;
449
-
450
- this.updateShadowSoftHard();
451
-
452
- const cam = this.light.shadow.camera as OrthographicCamera;
453
- cam.near = this.shadowNearPlane;
454
- // use shadow distance that was set explictly (if any)
455
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
456
- cam.far = this._shadowDistance;
457
- else // otherwise fallback to object scale and max distance
458
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
459
-
460
- // width and height
461
- this.gameObject.scale.set(1, 1, 1);
462
- if (this.shadowWidth !== undefined) {
463
- cam.left = -this.shadowWidth / 2;
464
- cam.right = this.shadowWidth / 2;
465
- }
466
- else {
467
- const sx = this.gameObject.scale.x;
468
- cam.left *= sx;
469
- cam.right *= sx;
470
- }
471
- if (this.shadowHeight !== undefined) {
472
- cam.top = this.shadowHeight / 2;
473
- cam.bottom = -this.shadowHeight / 2;
474
- }
475
- else {
476
- const sy = this.gameObject.scale.y;
477
- cam.top *= sy;
478
- cam.bottom *= sy;
479
- }
480
- this.light.shadow.needsUpdate = true;
481
-
482
- if (debug)
483
- this.context.scene.add(new CameraHelper(cam));
484
- }
485
-
486
-
487
-
488
- if (this.isBaked) {
489
- this.light.removeFromParent();
490
- }
491
- else if (!lightAlreadyCreated)
492
- this.gameObject.add(this.light);
493
- }
494
-
495
- }
496
-
497
- /**
498
- * Coroutine that updates the main light reference in the context
499
- * if this directional light should be the main light
500
- */
501
- *updateMainLightRoutine() {
502
- while (true) {
503
- if (this.type === LightType.Directional) {
504
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
505
- this.context.mainLight = this;
506
- }
507
- yield;
508
- }
509
- break;
510
- }
511
- }
512
-
513
- /**
514
- * Controls whether the renderer's shadow map type can be changed when soft shadows are used
515
- */
516
- static allowChangingRendererShadowMapType: boolean = true;
517
-
518
- /**
519
- * Updates shadow settings based on whether the shadows are set to hard or soft
520
- */
521
- private updateShadowSoftHard() {
522
- if (!this.light) return;
523
- if (!this.light.shadow) return;
524
- if (this.shadows === LightShadows.Soft) {
525
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
526
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
527
- // this.light.shadow.radius = radius;
528
- // this.light.shadow.blurSamples = samples;
529
- // if (isMobileDevice()) {
530
- // this.light.shadow.radius *= .5;
531
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
532
- // }
533
- // if (Light.allowChangingRendererShadowMapType) {
534
- // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
535
- // 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);
536
- // this.context.renderer.shadowMap.type = VSMShadowMap;
537
- // }
538
- // }
539
- }
540
- else {
541
- this.light.shadow.radius = 1;
542
- this.light.shadow.blurSamples = 1;
543
- }
544
- }
545
-
546
- /**
547
- * Configures a directional light by adding and positioning its target
548
- * @param dirLight The directional light to set up
549
- */
550
- private setDirectionalLight(dirLight: DirectionalLight) {
551
- dirLight.add(dirLight.target);
552
- dirLight.target.position.set(0, 0, -1);
553
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
554
- }
555
- }
556
-
557
- const vec = new Vector3(0, 0, 0);
558
-
1
+ import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, Light as ThreeLight, OrthographicCamera, PointLight, SpotLight, Vector3 } from "three";
2
+
3
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
+ import { FrameEvent } from "../engine/engine_setup.js";
5
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
6
+ import type { ILight } from "../engine/engine_types.js";
7
+ import { getParam } from "../engine/engine_utils.js";
8
+ import { type NeedleXREventArgs } from "../engine/xr/api.js";
9
+ import { Behaviour, GameObject } from "./Component.js";
10
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
11
+
12
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
13
+
14
+
15
+ function toDegrees(radians) {
16
+ return radians * 180 / Math.PI;
17
+ }
18
+
19
+ function toRadians(degrees) {
20
+ return degrees * Math.PI / 180;
21
+ }
22
+
23
+ const shadowMaxDistance = 300;
24
+ const debug = getParam("debuglights");
25
+
26
+
27
+ /**
28
+ * Defines the type of light in a scene.
29
+ */
30
+ export enum LightType {
31
+ /** Spot light that emits light in a cone shape */
32
+ Spot = 0,
33
+ /** Directional light that emits parallel light rays in a specific direction */
34
+ Directional = 1,
35
+ /** Point light that emits light in all directions from a single point */
36
+ Point = 2,
37
+ /** Area light */
38
+ Area = 3,
39
+ /** Rectangle shaped area light that only affects baked lightmaps and light probes */
40
+ Rectangle = 3,
41
+ /** Disc shaped area light that only affects baked lightmaps and light probes */
42
+ Disc = 4,
43
+ }
44
+
45
+ /**
46
+ * Defines how a light contributes to the scene lighting.
47
+ */
48
+ export enum LightmapBakeType {
49
+ /** Light affects the scene in real-time with no baking */
50
+ Realtime = 4,
51
+ /** Light is completely baked into lightmaps and light probes */
52
+ Baked = 2,
53
+ /** Combines aspects of realtime and baked lighting */
54
+ Mixed = 1,
55
+ }
56
+
57
+ /**
58
+ * Defines the shadow casting options for a Light.
59
+ * @enum {number}
60
+ */
61
+ enum LightShadows {
62
+ /** No shadows are cast */
63
+ None = 0,
64
+ /** Hard-edged shadows without filtering */
65
+ Hard = 1,
66
+ /** Soft shadows with PCF filtering */
67
+ Soft = 2,
68
+ }
69
+
70
+ /**
71
+ * The Light component creates a light source in the scene.
72
+ * Supports directional, spot, and point light types with various customization options.
73
+ * Lights can cast shadows with configurable settings and can be set to baked or realtime rendering.
74
+ *
75
+ * Debug mode can be enabled with the URL parameter `?debuglights`, which shows
76
+ * additional console output and visual helpers for lights.
77
+ *
78
+ * @category Rendering
79
+ * @group Components
80
+ */
81
+ export class Light extends Behaviour implements ILight {
82
+
83
+ /**
84
+ * The type of light (spot, directional, point, etc.)
85
+ */
86
+ @serializable()
87
+ private type: LightType = 0;
88
+
89
+ /**
90
+ * The maximum distance the light affects
91
+ */
92
+ public range: number = 1;
93
+
94
+ /**
95
+ * The full outer angle of the spotlight cone in degrees
96
+ */
97
+ public spotAngle: number = 1;
98
+
99
+ /**
100
+ * The angle of the inner cone in degrees for soft-edge spotlights
101
+ */
102
+ public innerSpotAngle: number = 1;
103
+
104
+ /**
105
+ * The color of the light
106
+ */
107
+ @serializable(Color)
108
+ set color(val: Color) {
109
+ this._color = val;
110
+ if (this.light !== undefined) {
111
+ this.light.color = val;
112
+ }
113
+ }
114
+ get color(): Color {
115
+ if (this.light) return this.light.color;
116
+ return this._color;
117
+ }
118
+ public _color: Color = new Color(0xffffff);
119
+
120
+ /**
121
+ * The near plane distance for shadow projection
122
+ */
123
+ @serializable()
124
+ set shadowNearPlane(val: number) {
125
+ if (val === this._shadowNearPlane) return;
126
+ this._shadowNearPlane = val;
127
+ if (this.light?.shadow?.camera !== undefined) {
128
+ const cam = this.light.shadow.camera as OrthographicCamera;
129
+ cam.near = val;
130
+ }
131
+ }
132
+ get shadowNearPlane(): number { return this._shadowNearPlane; }
133
+ private _shadowNearPlane: number = .1;
134
+
135
+ /**
136
+ * Shadow bias value to reduce shadow acne and peter-panning
137
+ */
138
+ @serializable()
139
+ set shadowBias(val: number) {
140
+ if (val === this._shadowBias) return;
141
+ this._shadowBias = val;
142
+ if (this.light?.shadow?.bias !== undefined) {
143
+ this.light.shadow.bias = val;
144
+ this.light.shadow.needsUpdate = true;
145
+ }
146
+ }
147
+ get shadowBias(): number { return this._shadowBias; }
148
+ private _shadowBias: number = 0;
149
+
150
+ /**
151
+ * Shadow normal bias to reduce shadow acne on sloped surfaces
152
+ */
153
+ @serializable()
154
+ set shadowNormalBias(val: number) {
155
+ if (val === this._shadowNormalBias) return;
156
+ this._shadowNormalBias = val;
157
+ if (this.light?.shadow?.normalBias !== undefined) {
158
+ this.light.shadow.normalBias = val;
159
+ this.light.shadow.needsUpdate = true;
160
+ }
161
+ }
162
+ get shadowNormalBias(): number { return this._shadowNormalBias; }
163
+ private _shadowNormalBias: number = 0;
164
+
165
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
166
+ private _overrideShadowBiasSettings: boolean = false;
167
+
168
+ /**
169
+ * Shadow casting mode (None, Hard, or Soft)
170
+ */
171
+ @serializable()
172
+ set shadows(val: LightShadows) {
173
+ this._shadows = val;
174
+ if (this.light) {
175
+ this.light.castShadow = val !== LightShadows.None;
176
+ this.updateShadowSoftHard();
177
+ }
178
+ }
179
+ get shadows(): LightShadows { return this._shadows; }
180
+ private _shadows: LightShadows = 1;
181
+
182
+ /**
183
+ * Determines if the light contributes to realtime lighting, baked lighting, or a mix
184
+ */
185
+ @serializable()
186
+ private lightmapBakeType: LightmapBakeType = LightmapBakeType.Realtime;
187
+
188
+ /**
189
+ * Brightness of the light. In WebXR experiences, the intensity is automatically
190
+ * adjusted based on the AR session scale to maintain consistent lighting.
191
+ */
192
+ @serializable()
193
+ set intensity(val: number) {
194
+ this._intensity = val;
195
+ if (this.light) {
196
+ let factor: number = 1;
197
+ if (this.context.isInXR && this._webARRoot) {
198
+ const scaleFactor = this._webARRoot?.arScale;
199
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
200
+ factor /= scaleFactor;
201
+ }
202
+ }
203
+ this.light.intensity = val * factor;
204
+ }
205
+ if (debug) console.log("Set light intensity to " + this._intensity, val, this)
206
+ }
207
+ get intensity(): number { return this._intensity; }
208
+ private _intensity: number = -1;
209
+
210
+ /**
211
+ * Maximum distance the shadow is projected
212
+ */
213
+ @serializable()
214
+ get shadowDistance(): number {
215
+ const light = this.light;
216
+ if (light?.shadow) {
217
+ const cam = light.shadow.camera as OrthographicCamera;
218
+ return cam.far;
219
+ }
220
+ return -1;
221
+ }
222
+ set shadowDistance(val: number) {
223
+ this._shadowDistance = val;
224
+ const light = this.light;
225
+ if (light?.shadow) {
226
+ const cam = light.shadow.camera as OrthographicCamera;
227
+ cam.far = val;
228
+ cam.updateProjectionMatrix();
229
+ }
230
+ }
231
+ private _shadowDistance?: number;
232
+ // set from additional component
233
+ private shadowWidth?: number;
234
+ private shadowHeight?: number;
235
+
236
+ /**
237
+ * Resolution of the shadow map in pixels (width and height)
238
+ */
239
+ @serializable()
240
+ get shadowResolution(): number {
241
+ const light = this.light;
242
+ if (light?.shadow) {
243
+ return light.shadow.mapSize.x;
244
+ }
245
+ return -1;
246
+ }
247
+ set shadowResolution(val: number) {
248
+ if (val === this._shadowResolution) return;
249
+ this._shadowResolution = val;
250
+ const light = this.light;
251
+ if (light?.shadow) {
252
+ light.shadow.mapSize.set(val, val);
253
+ light.shadow.needsUpdate = true;
254
+ }
255
+ }
256
+ private _shadowResolution?: number = undefined;
257
+
258
+ /**
259
+ * Whether this light's illumination is entirely baked into lightmaps
260
+ */
261
+ get isBaked() {
262
+ return this.lightmapBakeType === LightmapBakeType.Baked;
263
+ }
264
+
265
+ /**
266
+ * Checks if the GameObject itself is a {@link ThreeLight} object
267
+ */
268
+ private get selfIsLight(): boolean {
269
+ if (this.gameObject["isLight"] === true) return true;
270
+ switch (this.gameObject.type) {
271
+ case "SpotLight":
272
+ case "PointLight":
273
+ case "DirectionalLight":
274
+ return true;
275
+ }
276
+ return false;
277
+ }
278
+
279
+ /**
280
+ * The underlying three.js {@link ThreeLight} instance
281
+ */
282
+ private light: ThreeLight | undefined = undefined;
283
+
284
+ /**
285
+ * Gets the world position of the light
286
+ * @param vec Vector3 to store the result
287
+ * @returns The world position as a Vector3
288
+ */
289
+ public getWorldPosition(vec: Vector3): Vector3 {
290
+ if (this.light) {
291
+ if (this.type === LightType.Directional) {
292
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
293
+ }
294
+ return this.light.getWorldPosition(vec);
295
+ }
296
+ return vec;
297
+ }
298
+
299
+ // public updateIntensity() {
300
+ // this.intensity = this._intensity;
301
+ // }
302
+
303
+ awake() {
304
+ this.color = new Color(this.color ?? 0xffffff);
305
+ if (debug) console.log(this.name, this);
306
+ }
307
+
308
+ onEnable(): void {
309
+ if (debug) console.log("ENABLE LIGHT", this.name);
310
+ this.createLight();
311
+ if (this.isBaked) return;
312
+ else if (this.light) {
313
+ this.light.visible = true;
314
+ this.light.intensity = this._intensity;
315
+ if (debug) console.log("Set light intensity to " + this.light.intensity, this.name)
316
+ if (this.selfIsLight) {
317
+ // nothing to do
318
+ }
319
+ else if (this.light.parent !== this.gameObject)
320
+ this.gameObject.add(this.light);
321
+ }
322
+ if (this.type === LightType.Directional)
323
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
324
+ }
325
+
326
+ onDisable() {
327
+ if (debug) console.log("DISABLE LIGHT", this.name);
328
+ if (this.light) {
329
+ if (this.selfIsLight)
330
+ this.light.intensity = 0;
331
+ else
332
+ this.light.visible = false;
333
+ }
334
+ }
335
+
336
+ private _webXRStartedListener?: Function;
337
+ private _webXREndedListener?: Function;
338
+ private _webARRoot?: WebARSessionRoot;
339
+
340
+ onEnterXR(_args: NeedleXREventArgs): void {
341
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
342
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
343
+ }
344
+
345
+ // private *_updateLightIntensityInARRoutine() {
346
+ // while (this.context.isInAR) {
347
+ // yield;
348
+ // // this.updateIntensity();
349
+ // for (let i = 0; i < 30; i++) yield;
350
+ // }
351
+ // }
352
+
353
+ onLeaveXR(_args: NeedleXREventArgs): void {
354
+ // this.updateIntensity();
355
+ }
356
+
357
+ /**
358
+ * Creates the appropriate three.js light based on the configured light type
359
+ * and applies all settings like shadows, intensity, and color.
360
+ */
361
+ createLight() {
362
+ const lightAlreadyCreated = this.selfIsLight;
363
+
364
+ if (lightAlreadyCreated && !this.light) {
365
+ this.light = this.gameObject as unknown as ThreeLight;
366
+ this.light.name = this.name;
367
+ this._intensity = this.light.intensity;
368
+
369
+ switch (this.type) {
370
+ case LightType.Directional:
371
+ this.setDirectionalLight(this.light as DirectionalLight);
372
+ break;
373
+ }
374
+ }
375
+ else if (!this.light) {
376
+ switch (this.type) {
377
+ case LightType.Directional:
378
+ // console.log(this);
379
+ const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
380
+ // directional light target is at 0 0 0 by default
381
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
382
+ this.gameObject.add(dirLight.target);
383
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
384
+ this.light = dirLight;
385
+ this.gameObject.position.set(0, 0, 0);
386
+ this.gameObject.rotation.set(0, 0, 0);
387
+
388
+ if (debug) {
389
+ const spotLightHelper = new DirectionalLightHelper(this.light as DirectionalLight, .2, this.color);
390
+ this.context.scene.add(spotLightHelper);
391
+ // const bh = new BoxHelper(this.context.scene, 0xfff0000);
392
+ // this.context.scene.add(bh);
393
+ }
394
+ break;
395
+
396
+ case LightType.Spot:
397
+ 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);
398
+ spotLight.position.set(0, 0, 0);
399
+ spotLight.rotation.set(0, 0, 0);
400
+
401
+ this.light = spotLight;
402
+ const spotLightTarget = spotLight.target;
403
+ spotLight.add(spotLightTarget);
404
+ spotLightTarget.position.set(0, 0, this.range);
405
+ spotLightTarget.rotation.set(0, 0, 0);
406
+ break;
407
+
408
+ case LightType.Point:
409
+ const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
410
+ this.light = pointLight;
411
+
412
+ // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
413
+ // scene.add(pointHelper);
414
+ break;
415
+ }
416
+ }
417
+
418
+
419
+ if (this.light) {
420
+ if (this._intensity >= 0)
421
+ this.light.intensity = this._intensity;
422
+ else
423
+ this._intensity = this.light.intensity;
424
+
425
+ if (this.shadows !== LightShadows.None) {
426
+ this.light.castShadow = true;
427
+ }
428
+ else this.light.castShadow = false;
429
+
430
+ if (this.light.shadow) {
431
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
432
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
433
+ this.light.shadow.mapSize.width = this._shadowResolution;
434
+ this.light.shadow.mapSize.height = this._shadowResolution;
435
+ }
436
+ else {
437
+ this.light.shadow.mapSize.width = 2048;
438
+ this.light.shadow.mapSize.height = 2048;
439
+ }
440
+ // this.light.shadow.needsUpdate = true;
441
+ // console.log(this.light.shadow.mapSize);
442
+ // return;
443
+
444
+ if (debug)
445
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
446
+
447
+ this.light.shadow.bias = this.shadowBias;
448
+ this.light.shadow.normalBias = this.shadowNormalBias;
449
+
450
+ this.updateShadowSoftHard();
451
+
452
+ const cam = this.light.shadow.camera as OrthographicCamera;
453
+ cam.near = this.shadowNearPlane;
454
+ // use shadow distance that was set explictly (if any)
455
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
456
+ cam.far = this._shadowDistance;
457
+ else // otherwise fallback to object scale and max distance
458
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
459
+
460
+ // width and height
461
+ this.gameObject.scale.set(1, 1, 1);
462
+ if (this.shadowWidth !== undefined) {
463
+ cam.left = -this.shadowWidth / 2;
464
+ cam.right = this.shadowWidth / 2;
465
+ }
466
+ else {
467
+ const sx = this.gameObject.scale.x;
468
+ cam.left *= sx;
469
+ cam.right *= sx;
470
+ }
471
+ if (this.shadowHeight !== undefined) {
472
+ cam.top = this.shadowHeight / 2;
473
+ cam.bottom = -this.shadowHeight / 2;
474
+ }
475
+ else {
476
+ const sy = this.gameObject.scale.y;
477
+ cam.top *= sy;
478
+ cam.bottom *= sy;
479
+ }
480
+ this.light.shadow.needsUpdate = true;
481
+
482
+ if (debug)
483
+ this.context.scene.add(new CameraHelper(cam));
484
+ }
485
+
486
+
487
+
488
+ if (this.isBaked) {
489
+ this.light.removeFromParent();
490
+ }
491
+ else if (!lightAlreadyCreated)
492
+ this.gameObject.add(this.light);
493
+ }
494
+
495
+ }
496
+
497
+ /**
498
+ * Coroutine that updates the main light reference in the context
499
+ * if this directional light should be the main light
500
+ */
501
+ *updateMainLightRoutine() {
502
+ while (true) {
503
+ if (this.type === LightType.Directional) {
504
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
505
+ this.context.mainLight = this;
506
+ }
507
+ yield;
508
+ }
509
+ break;
510
+ }
511
+ }
512
+
513
+ /**
514
+ * Controls whether the renderer's shadow map type can be changed when soft shadows are used
515
+ */
516
+ static allowChangingRendererShadowMapType: boolean = true;
517
+
518
+ /**
519
+ * Updates shadow settings based on whether the shadows are set to hard or soft
520
+ */
521
+ private updateShadowSoftHard() {
522
+ if (!this.light) return;
523
+ if (!this.light.shadow) return;
524
+ if (this.shadows === LightShadows.Soft) {
525
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
526
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
527
+ // this.light.shadow.radius = radius;
528
+ // this.light.shadow.blurSamples = samples;
529
+ // if (isMobileDevice()) {
530
+ // this.light.shadow.radius *= .5;
531
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
532
+ // }
533
+ // if (Light.allowChangingRendererShadowMapType) {
534
+ // if(this.context.renderer.shadowMap.type !== VSMShadowMap){
535
+ // 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);
536
+ // this.context.renderer.shadowMap.type = VSMShadowMap;
537
+ // }
538
+ // }
539
+ }
540
+ else {
541
+ this.light.shadow.radius = 1;
542
+ this.light.shadow.blurSamples = 1;
543
+ }
544
+ }
545
+
546
+ /**
547
+ * Configures a directional light by adding and positioning its target
548
+ * @param dirLight The directional light to set up
549
+ */
550
+ private setDirectionalLight(dirLight: DirectionalLight) {
551
+ dirLight.add(dirLight.target);
552
+ dirLight.target.position.set(0, 0, -1);
553
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
554
+ }
555
+ }
556
+
557
+ const vec = new Vector3(0, 0, 0);
558
+