@needle-tools/engine 4.7.0-alpha → 4.7.0-next.4ec920e

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1064) hide show
  1. package/CHANGELOG.md +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-C00XXoql.min.js} +63 -63
  10. package/dist/{needle-engine.bundle-CK8cQ3FX.umd.cjs → needle-engine.bundle-CaRf1SjI.umd.cjs} +57 -57
  11. package/dist/{needle-engine.bundle-CXtflnL6.js → needle-engine.bundle-DDM6UaI6.js} +640 -640
  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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  998. package/src/engine-components/ui/RectTransform.ts +375 -375
  999. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1000. package/src/engine-components/ui/Symbols.ts +1 -1
  1001. package/src/engine-components/ui/Text.ts +578 -578
  1002. package/src/engine-components/ui/Utils.ts +113 -113
  1003. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1004. package/src/engine-components/utils/LookAt.ts +88 -88
  1005. package/src/engine-components/utils/OpenURL.ts +114 -114
  1006. package/src/engine-components/webxr/Avatar.ts +265 -265
  1007. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1008. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1009. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1010. package/src/engine-components/webxr/WebXR.ts +585 -585
  1011. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1012. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1013. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1014. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1015. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1016. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1017. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1018. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1019. package/src/engine-components/webxr/index.ts +2 -2
  1020. package/src/engine-components/webxr/types.ts +3 -3
  1021. package/src/engine-components-experimental/Presentation.ts +12 -12
  1022. package/src/engine-components-experimental/api.ts +4 -4
  1023. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1024. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1025. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1026. package/src/engine-schemes/README.md +1 -1
  1027. package/src/engine-schemes/api.ts +12 -12
  1028. package/src/engine-schemes/schemes.ts +28 -28
  1029. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1030. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1031. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1032. package/src/engine-schemes/transform.ts +50 -50
  1033. package/src/engine-schemes/transforms.fbs +25 -25
  1034. package/src/engine-schemes/vec.fbs +19 -19
  1035. package/src/engine-schemes/vec2.ts +33 -33
  1036. package/src/engine-schemes/vec3.ts +38 -38
  1037. package/src/engine-schemes/vec4.ts +43 -43
  1038. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1039. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1040. package/src/include/draco/draco_decoder.js +34 -34
  1041. package/src/include/ktx2/basis_transcoder.js +21 -21
  1042. package/src/include/needle/arial-msdf.json +1471 -1471
  1043. package/src/include/three/DragControls.js +231 -231
  1044. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1045. package/src/needle-engine.ts +70 -70
  1046. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1047. package/src/engine-schemes/dist/api.js +0 -17
  1048. package/src/engine-schemes/dist/api.js.meta +0 -7
  1049. package/src/engine-schemes/dist/schemes.js +0 -25
  1050. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1051. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1052. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1053. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1054. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1055. package/src/engine-schemes/dist/transform.js +0 -46
  1056. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1057. package/src/engine-schemes/dist/vec2.js +0 -32
  1058. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1059. package/src/engine-schemes/dist/vec3.js +0 -36
  1060. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1061. package/src/engine-schemes/dist/vec4.js +0 -40
  1062. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1063. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1064. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,357 +1,357 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
8
- import * as ThreeMeshUI from 'three-mesh-ui';
9
- import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
10
- import { serializable } from "../../engine/engine_serialization_decorator.js";
11
- import { getParam } from "../../engine/engine_utils.js";
12
- import { GameObject } from '../Component.js';
13
- import { BaseUIComponent } from "./BaseUIComponent.js";
14
- import { onChange } from "./Utils.js";
15
- const debug = getParam("debugui");
16
- const debugLayout = getParam("debuguilayout");
17
- export class Size {
18
- width;
19
- height;
20
- }
21
- export class Rect {
22
- x;
23
- y;
24
- width;
25
- height;
26
- }
27
- const tempVec = new Vector3();
28
- const tempMatrix = new Matrix4();
29
- const tempQuaternion = new Quaternion();
30
- export class RectTransform extends BaseUIComponent {
31
- get parent() {
32
- return this._parentRectTransform;
33
- }
34
- // @serializable(Object3D)
35
- // root? : Object3D;
36
- get translation() { return this.gameObject.position; }
37
- get rotation() { return this.gameObject.quaternion; }
38
- get scale() { return this.gameObject.scale; }
39
- _anchoredPosition;
40
- get anchoredPosition() {
41
- if (!this._anchoredPosition)
42
- this._anchoredPosition = new Vector2();
43
- return this._anchoredPosition;
44
- }
45
- set anchoredPosition(value) {
46
- this._anchoredPosition = value;
47
- }
48
- sizeDelta = new Vector2(100, 100);
49
- pivot = new Vector2(.5, .5);
50
- anchorMin = new Vector2(0, 0);
51
- anchorMax = new Vector2(1, 1);
52
- // @serializable(Vector2)
53
- // offsetMin: Vector2 = new Vector2(0, 0);
54
- // @serializable(Vector2)
55
- // offsetMax: Vector2 = new Vector2(0, 0);
56
- /** Optional min width in pixel, set to undefined to disable it */
57
- minWidth;
58
- /** Optional min height in pixel, set to undefined to disable it */
59
- minHeight;
60
- get width() {
61
- let width = this.sizeDelta.x;
62
- if (this.anchorMin.x !== this.anchorMax.x) {
63
- if (this._parentRectTransform) {
64
- const parentWidth = this._parentRectTransform.width;
65
- const anchorWidth = this.anchorMax.x - this.anchorMin.x;
66
- width = parentWidth * anchorWidth;
67
- width += this.sizeDelta.x;
68
- }
69
- }
70
- if (this.minWidth !== undefined && width < this.minWidth)
71
- return this.minWidth;
72
- return width;
73
- }
74
- get height() {
75
- let height = this.sizeDelta.y;
76
- if (this.anchorMin.y !== this.anchorMax.y) {
77
- if (this._parentRectTransform) {
78
- const parentHeight = this._parentRectTransform.height;
79
- const anchorHeight = this.anchorMax.y - this.anchorMin.y;
80
- height = parentHeight * anchorHeight;
81
- height += this.sizeDelta.y;
82
- }
83
- }
84
- if (this.minHeight !== undefined && height < this.minHeight)
85
- return this.minHeight;
86
- return height;
87
- }
88
- // private lastMatrixWorld!: Matrix4;
89
- lastMatrix;
90
- rectBlock;
91
- _transformNeedsUpdate = false;
92
- _initialPosition;
93
- _parentRectTransform;
94
- _lastUpdateFrame = -1;
95
- awake() {
96
- super.awake();
97
- this._lastUpdateFrame = -1;
98
- this._parentRectTransform = undefined;
99
- this.rectBlock = new Object3D();
100
- this.rectBlock.name = this.name;
101
- this.lastMatrix = new Matrix4();
102
- this._lastAnchoring = null;
103
- // TODO: get rid of the initial position
104
- this._initialPosition = this.gameObject.position.clone();
105
- this._initialPosition.z = 0;
106
- // this is required if an animator animated the transform anchoring
107
- if (!this._anchoredPosition)
108
- this._anchoredPosition = new Vector2();
109
- // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
110
- // perhaps we can also just manually check the few properties in the update loops?
111
- // TODO: check if value actually changed, this is called on assignment
112
- onChange(this, "_anchoredPosition", () => { this.markDirty(); });
113
- onChange(this, "sizeDelta", () => { this.markDirty(); });
114
- onChange(this, "pivot", () => { this.markDirty(); });
115
- onChange(this, "anchorMin", () => { this.markDirty(); });
116
- onChange(this, "anchorMax", () => { this.markDirty(); });
117
- }
118
- onEnable() {
119
- super.onEnable();
120
- if (!this.rectBlock)
121
- this.rectBlock = new Object3D();
122
- if (!this.lastMatrix)
123
- this.lastMatrix = new Matrix4();
124
- if (!this._lastAnchoring)
125
- this._lastAnchoring = new Vector2();
126
- if (!this._initialPosition)
127
- this._initialPosition = new Vector3();
128
- if (!this._anchoredPosition)
129
- this._anchoredPosition = new Vector2();
130
- this.addShadowComponent(this.rectBlock);
131
- this._transformNeedsUpdate = true;
132
- this.canvas?.registerTransform(this);
133
- // this.onApplyTransform("enable");
134
- }
135
- onDisable() {
136
- super.onDisable();
137
- this.removeShadowComponent();
138
- this.canvas?.unregisterTransform(this);
139
- }
140
- onParentRectTransformChanged(comp) {
141
- if (this._transformNeedsUpdate)
142
- return;
143
- // When the parent rect transform changes we have to to recalculate our transform
144
- this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
145
- }
146
- get isDirty() {
147
- if (!this._transformNeedsUpdate)
148
- this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
149
- return this._transformNeedsUpdate;
150
- }
151
- // private _copyMatrixAfterRender: boolean = false;
152
- markDirty() {
153
- if (this._transformNeedsUpdate)
154
- return;
155
- if (debugLayout)
156
- console.warn("RectTransform markDirty()", this.name);
157
- this._transformNeedsUpdate = true;
158
- // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
159
- // if we dont reset it here we get delayed layout updates
160
- this._lastUpdateFrame = -1;
161
- }
162
- /** Will update the transforms if it changed or is dirty */
163
- updateTransform() {
164
- // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
165
- const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
166
- if (transformChanged && this.canUpdate()) {
167
- this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
168
- }
169
- }
170
- canUpdate() {
171
- return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
172
- }
173
- onApplyTransform(reason) {
174
- // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
175
- if (this.context.time.frameCount === this._lastUpdateFrame)
176
- return;
177
- this._lastUpdateFrame = this.context.time.frameCount;
178
- const uiobject = this.shadowComponent;
179
- if (!uiobject)
180
- return;
181
- if (this.gameObject.parent)
182
- this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
183
- else
184
- this._parentRectTransform = undefined;
185
- this._transformNeedsUpdate = false;
186
- if (debugLayout)
187
- console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
188
- if (!this.isRoot()) {
189
- // Reset temp matrix
190
- uiobject.matrix.identity();
191
- uiobject.matrixAutoUpdate = false;
192
- // calc pivot and apply
193
- tempVec.set(0, 0, 0);
194
- this.applyPivot(tempVec);
195
- uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
196
- // calc rotation matrix and apply (we can skip this if it's not rotated)
197
- if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
198
- tempQuaternion.copy(this.gameObject.quaternion);
199
- tempQuaternion.x *= -1;
200
- tempQuaternion.z *= -1;
201
- tempMatrix.makeRotationFromQuaternion(tempQuaternion);
202
- uiobject.matrix.premultiply(tempMatrix);
203
- }
204
- // calc anchors and offset and apply
205
- tempVec.set(0, 0, 0);
206
- this.applyAnchoring(tempVec);
207
- if (this.canvas?.screenspace)
208
- tempVec.z += .1;
209
- else
210
- tempVec.z += .01;
211
- tempMatrix.identity();
212
- tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
213
- uiobject.matrix.premultiply(tempMatrix);
214
- // apply scale if necessary
215
- uiobject.matrix.scale(this.gameObject.scale);
216
- }
217
- else {
218
- // We have to rotate the canvas when it's in worldspace
219
- const canvas = this.Root;
220
- if (!canvas.screenspace)
221
- uiobject.rotation.y = Math.PI;
222
- }
223
- this.lastMatrix.copy(this.gameObject.matrix);
224
- // iterate other components on this object that might need to know about the transform change
225
- // e.g. Graphic components should update their width and height
226
- const includeChildren = true;
227
- for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
228
- if (comp === this)
229
- continue;
230
- if (!comp.activeAndEnabled)
231
- continue;
232
- const callback = comp;
233
- if (callback.onParentRectTransformChanged) {
234
- // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
235
- callback.onParentRectTransformChanged(this);
236
- }
237
- }
238
- // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
239
- }
240
- // onAfterRender() {
241
- // if (this._copyMatrixAfterRender) {
242
- // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
243
- // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
244
- // }
245
- // }
246
- _lastAnchoring;
247
- /** applies the position offset to the passed in vector */
248
- applyAnchoring(pos) {
249
- if (!this._lastAnchoring)
250
- this._lastAnchoring = new Vector2();
251
- const diff = this._lastAnchoring.sub(this._anchoredPosition);
252
- this.gameObject.position.x += diff.x;
253
- this.gameObject.position.y += diff.y;
254
- this._lastAnchoring.copy(this._anchoredPosition);
255
- pos.x += (this._initialPosition.x - this.gameObject.position.x);
256
- pos.y += (this._initialPosition.y - this.gameObject.position.y);
257
- pos.z += (this._initialPosition.z - this.gameObject.position.z);
258
- const parent = this._parentRectTransform;
259
- if (parent) {
260
- // Calculate vertical offset
261
- let oy = 0;
262
- const vert = 1 - this.anchorMax.y - this.anchorMin.y;
263
- oy -= (parent.height * .5) * vert;
264
- pos.y += oy;
265
- // calculate horizontal offset
266
- let ox = 0;
267
- const horz = 1 - this.anchorMax.x - this.anchorMin.x;
268
- ox -= (parent.width * .5) * horz;
269
- pos.x += ox;
270
- }
271
- }
272
- /** applies the pivot offset to the passed in vector */
273
- applyPivot(vec) {
274
- if (this.pivot && !this.isRoot()) {
275
- const pv = this.pivot.x - .5;
276
- vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
277
- const ph = this.pivot.y - .5;
278
- vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
279
- }
280
- }
281
- getBasicOptions() {
282
- // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
283
- // ThreeMeshUI.DefaultValues.set({
284
- // backgroundOpacity: 1,
285
- // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
286
- // borderRadius: 0,
287
- // borderOpacity: 0,
288
- // })
289
- const opts = {
290
- width: this.sizeDelta.x,
291
- height: this.sizeDelta.y,
292
- offset: 0,
293
- backgroundOpacity: 0,
294
- borderWidth: 0,
295
- borderRadius: 0,
296
- borderOpacity: 0,
297
- letterSpacing: -0.03,
298
- // justifyContent: 'center',
299
- // alignItems: 'center',
300
- // alignContent: 'center',
301
- // backgroundColor: new Color(1, 1, 1),
302
- };
303
- this.ensureValidSize(opts);
304
- return opts;
305
- }
306
- // e.g. when a transform has the size 0,0 we still want to render the text
307
- ensureValidSize(opts, fallbackWidth = 0.0001) {
308
- if (opts.width <= 0) {
309
- opts.width = fallbackWidth;
310
- }
311
- if (opts.height <= 0)
312
- opts.height = 0.0001;
313
- return opts;
314
- }
315
- _createdBlocks = [];
316
- _createdTextBlocks = [];
317
- createNewBlock(opts) {
318
- opts = {
319
- ...this.getBasicOptions(),
320
- ...opts
321
- };
322
- if (debug)
323
- console.log(this.name, opts);
324
- const block = new ThreeMeshUI.Block(opts);
325
- this._createdBlocks.push(block);
326
- return block;
327
- }
328
- createNewText(opts) {
329
- if (debug)
330
- console.log(opts);
331
- opts = {
332
- ...this.getBasicOptions(),
333
- ...opts,
334
- };
335
- if (debug)
336
- console.log(this.name, opts);
337
- const block = new ThreeMeshUI.Text(opts);
338
- this._createdTextBlocks.push(block);
339
- return block;
340
- }
341
- }
342
- __decorate([
343
- serializable(Vector2)
344
- ], RectTransform.prototype, "anchoredPosition", null);
345
- __decorate([
346
- serializable(Vector2)
347
- ], RectTransform.prototype, "sizeDelta", void 0);
348
- __decorate([
349
- serializable(Vector2)
350
- ], RectTransform.prototype, "pivot", void 0);
351
- __decorate([
352
- serializable(Vector2)
353
- ], RectTransform.prototype, "anchorMin", void 0);
354
- __decorate([
355
- serializable(Vector2)
356
- ], RectTransform.prototype, "anchorMax", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
8
+ import * as ThreeMeshUI from 'three-mesh-ui';
9
+ import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
10
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
11
+ import { getParam } from "../../engine/engine_utils.js";
12
+ import { GameObject } from '../Component.js';
13
+ import { BaseUIComponent } from "./BaseUIComponent.js";
14
+ import { onChange } from "./Utils.js";
15
+ const debug = getParam("debugui");
16
+ const debugLayout = getParam("debuguilayout");
17
+ export class Size {
18
+ width;
19
+ height;
20
+ }
21
+ export class Rect {
22
+ x;
23
+ y;
24
+ width;
25
+ height;
26
+ }
27
+ const tempVec = new Vector3();
28
+ const tempMatrix = new Matrix4();
29
+ const tempQuaternion = new Quaternion();
30
+ export class RectTransform extends BaseUIComponent {
31
+ get parent() {
32
+ return this._parentRectTransform;
33
+ }
34
+ // @serializable(Object3D)
35
+ // root? : Object3D;
36
+ get translation() { return this.gameObject.position; }
37
+ get rotation() { return this.gameObject.quaternion; }
38
+ get scale() { return this.gameObject.scale; }
39
+ _anchoredPosition;
40
+ get anchoredPosition() {
41
+ if (!this._anchoredPosition)
42
+ this._anchoredPosition = new Vector2();
43
+ return this._anchoredPosition;
44
+ }
45
+ set anchoredPosition(value) {
46
+ this._anchoredPosition = value;
47
+ }
48
+ sizeDelta = new Vector2(100, 100);
49
+ pivot = new Vector2(.5, .5);
50
+ anchorMin = new Vector2(0, 0);
51
+ anchorMax = new Vector2(1, 1);
52
+ // @serializable(Vector2)
53
+ // offsetMin: Vector2 = new Vector2(0, 0);
54
+ // @serializable(Vector2)
55
+ // offsetMax: Vector2 = new Vector2(0, 0);
56
+ /** Optional min width in pixel, set to undefined to disable it */
57
+ minWidth;
58
+ /** Optional min height in pixel, set to undefined to disable it */
59
+ minHeight;
60
+ get width() {
61
+ let width = this.sizeDelta.x;
62
+ if (this.anchorMin.x !== this.anchorMax.x) {
63
+ if (this._parentRectTransform) {
64
+ const parentWidth = this._parentRectTransform.width;
65
+ const anchorWidth = this.anchorMax.x - this.anchorMin.x;
66
+ width = parentWidth * anchorWidth;
67
+ width += this.sizeDelta.x;
68
+ }
69
+ }
70
+ if (this.minWidth !== undefined && width < this.minWidth)
71
+ return this.minWidth;
72
+ return width;
73
+ }
74
+ get height() {
75
+ let height = this.sizeDelta.y;
76
+ if (this.anchorMin.y !== this.anchorMax.y) {
77
+ if (this._parentRectTransform) {
78
+ const parentHeight = this._parentRectTransform.height;
79
+ const anchorHeight = this.anchorMax.y - this.anchorMin.y;
80
+ height = parentHeight * anchorHeight;
81
+ height += this.sizeDelta.y;
82
+ }
83
+ }
84
+ if (this.minHeight !== undefined && height < this.minHeight)
85
+ return this.minHeight;
86
+ return height;
87
+ }
88
+ // private lastMatrixWorld!: Matrix4;
89
+ lastMatrix;
90
+ rectBlock;
91
+ _transformNeedsUpdate = false;
92
+ _initialPosition;
93
+ _parentRectTransform;
94
+ _lastUpdateFrame = -1;
95
+ awake() {
96
+ super.awake();
97
+ this._lastUpdateFrame = -1;
98
+ this._parentRectTransform = undefined;
99
+ this.rectBlock = new Object3D();
100
+ this.rectBlock.name = this.name;
101
+ this.lastMatrix = new Matrix4();
102
+ this._lastAnchoring = null;
103
+ // TODO: get rid of the initial position
104
+ this._initialPosition = this.gameObject.position.clone();
105
+ this._initialPosition.z = 0;
106
+ // this is required if an animator animated the transform anchoring
107
+ if (!this._anchoredPosition)
108
+ this._anchoredPosition = new Vector2();
109
+ // TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
110
+ // perhaps we can also just manually check the few properties in the update loops?
111
+ // TODO: check if value actually changed, this is called on assignment
112
+ onChange(this, "_anchoredPosition", () => { this.markDirty(); });
113
+ onChange(this, "sizeDelta", () => { this.markDirty(); });
114
+ onChange(this, "pivot", () => { this.markDirty(); });
115
+ onChange(this, "anchorMin", () => { this.markDirty(); });
116
+ onChange(this, "anchorMax", () => { this.markDirty(); });
117
+ }
118
+ onEnable() {
119
+ super.onEnable();
120
+ if (!this.rectBlock)
121
+ this.rectBlock = new Object3D();
122
+ if (!this.lastMatrix)
123
+ this.lastMatrix = new Matrix4();
124
+ if (!this._lastAnchoring)
125
+ this._lastAnchoring = new Vector2();
126
+ if (!this._initialPosition)
127
+ this._initialPosition = new Vector3();
128
+ if (!this._anchoredPosition)
129
+ this._anchoredPosition = new Vector2();
130
+ this.addShadowComponent(this.rectBlock);
131
+ this._transformNeedsUpdate = true;
132
+ this.canvas?.registerTransform(this);
133
+ // this.onApplyTransform("enable");
134
+ }
135
+ onDisable() {
136
+ super.onDisable();
137
+ this.removeShadowComponent();
138
+ this.canvas?.unregisterTransform(this);
139
+ }
140
+ onParentRectTransformChanged(comp) {
141
+ if (this._transformNeedsUpdate)
142
+ return;
143
+ // When the parent rect transform changes we have to to recalculate our transform
144
+ this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
145
+ }
146
+ get isDirty() {
147
+ if (!this._transformNeedsUpdate)
148
+ this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
149
+ return this._transformNeedsUpdate;
150
+ }
151
+ // private _copyMatrixAfterRender: boolean = false;
152
+ markDirty() {
153
+ if (this._transformNeedsUpdate)
154
+ return;
155
+ if (debugLayout)
156
+ console.warn("RectTransform markDirty()", this.name);
157
+ this._transformNeedsUpdate = true;
158
+ // If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
159
+ // if we dont reset it here we get delayed layout updates
160
+ this._lastUpdateFrame = -1;
161
+ }
162
+ /** Will update the transforms if it changed or is dirty */
163
+ updateTransform() {
164
+ // TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
165
+ const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
166
+ if (transformChanged && this.canUpdate()) {
167
+ this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
168
+ }
169
+ }
170
+ canUpdate() {
171
+ return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
172
+ }
173
+ onApplyTransform(reason) {
174
+ // TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
175
+ if (this.context.time.frameCount === this._lastUpdateFrame)
176
+ return;
177
+ this._lastUpdateFrame = this.context.time.frameCount;
178
+ const uiobject = this.shadowComponent;
179
+ if (!uiobject)
180
+ return;
181
+ if (this.gameObject.parent)
182
+ this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
183
+ else
184
+ this._parentRectTransform = undefined;
185
+ this._transformNeedsUpdate = false;
186
+ if (debugLayout)
187
+ console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
188
+ if (!this.isRoot()) {
189
+ // Reset temp matrix
190
+ uiobject.matrix.identity();
191
+ uiobject.matrixAutoUpdate = false;
192
+ // calc pivot and apply
193
+ tempVec.set(0, 0, 0);
194
+ this.applyPivot(tempVec);
195
+ uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
196
+ // calc rotation matrix and apply (we can skip this if it's not rotated)
197
+ if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
198
+ tempQuaternion.copy(this.gameObject.quaternion);
199
+ tempQuaternion.x *= -1;
200
+ tempQuaternion.z *= -1;
201
+ tempMatrix.makeRotationFromQuaternion(tempQuaternion);
202
+ uiobject.matrix.premultiply(tempMatrix);
203
+ }
204
+ // calc anchors and offset and apply
205
+ tempVec.set(0, 0, 0);
206
+ this.applyAnchoring(tempVec);
207
+ if (this.canvas?.screenspace)
208
+ tempVec.z += .1;
209
+ else
210
+ tempVec.z += .01;
211
+ tempMatrix.identity();
212
+ tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
213
+ uiobject.matrix.premultiply(tempMatrix);
214
+ // apply scale if necessary
215
+ uiobject.matrix.scale(this.gameObject.scale);
216
+ }
217
+ else {
218
+ // We have to rotate the canvas when it's in worldspace
219
+ const canvas = this.Root;
220
+ if (!canvas.screenspace)
221
+ uiobject.rotation.y = Math.PI;
222
+ }
223
+ this.lastMatrix.copy(this.gameObject.matrix);
224
+ // iterate other components on this object that might need to know about the transform change
225
+ // e.g. Graphic components should update their width and height
226
+ const includeChildren = true;
227
+ for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
228
+ if (comp === this)
229
+ continue;
230
+ if (!comp.activeAndEnabled)
231
+ continue;
232
+ const callback = comp;
233
+ if (callback.onParentRectTransformChanged) {
234
+ // if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
235
+ callback.onParentRectTransformChanged(this);
236
+ }
237
+ }
238
+ // const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
239
+ }
240
+ // onAfterRender() {
241
+ // if (this._copyMatrixAfterRender) {
242
+ // // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
243
+ // this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
244
+ // }
245
+ // }
246
+ _lastAnchoring;
247
+ /** applies the position offset to the passed in vector */
248
+ applyAnchoring(pos) {
249
+ if (!this._lastAnchoring)
250
+ this._lastAnchoring = new Vector2();
251
+ const diff = this._lastAnchoring.sub(this._anchoredPosition);
252
+ this.gameObject.position.x += diff.x;
253
+ this.gameObject.position.y += diff.y;
254
+ this._lastAnchoring.copy(this._anchoredPosition);
255
+ pos.x += (this._initialPosition.x - this.gameObject.position.x);
256
+ pos.y += (this._initialPosition.y - this.gameObject.position.y);
257
+ pos.z += (this._initialPosition.z - this.gameObject.position.z);
258
+ const parent = this._parentRectTransform;
259
+ if (parent) {
260
+ // Calculate vertical offset
261
+ let oy = 0;
262
+ const vert = 1 - this.anchorMax.y - this.anchorMin.y;
263
+ oy -= (parent.height * .5) * vert;
264
+ pos.y += oy;
265
+ // calculate horizontal offset
266
+ let ox = 0;
267
+ const horz = 1 - this.anchorMax.x - this.anchorMin.x;
268
+ ox -= (parent.width * .5) * horz;
269
+ pos.x += ox;
270
+ }
271
+ }
272
+ /** applies the pivot offset to the passed in vector */
273
+ applyPivot(vec) {
274
+ if (this.pivot && !this.isRoot()) {
275
+ const pv = this.pivot.x - .5;
276
+ vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
277
+ const ph = this.pivot.y - .5;
278
+ vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
279
+ }
280
+ }
281
+ getBasicOptions() {
282
+ // @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
283
+ // ThreeMeshUI.DefaultValues.set({
284
+ // backgroundOpacity: 1,
285
+ // borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
286
+ // borderRadius: 0,
287
+ // borderOpacity: 0,
288
+ // })
289
+ const opts = {
290
+ width: this.sizeDelta.x,
291
+ height: this.sizeDelta.y,
292
+ offset: 0,
293
+ backgroundOpacity: 0,
294
+ borderWidth: 0,
295
+ borderRadius: 0,
296
+ borderOpacity: 0,
297
+ letterSpacing: -0.03,
298
+ // justifyContent: 'center',
299
+ // alignItems: 'center',
300
+ // alignContent: 'center',
301
+ // backgroundColor: new Color(1, 1, 1),
302
+ };
303
+ this.ensureValidSize(opts);
304
+ return opts;
305
+ }
306
+ // e.g. when a transform has the size 0,0 we still want to render the text
307
+ ensureValidSize(opts, fallbackWidth = 0.0001) {
308
+ if (opts.width <= 0) {
309
+ opts.width = fallbackWidth;
310
+ }
311
+ if (opts.height <= 0)
312
+ opts.height = 0.0001;
313
+ return opts;
314
+ }
315
+ _createdBlocks = [];
316
+ _createdTextBlocks = [];
317
+ createNewBlock(opts) {
318
+ opts = {
319
+ ...this.getBasicOptions(),
320
+ ...opts
321
+ };
322
+ if (debug)
323
+ console.log(this.name, opts);
324
+ const block = new ThreeMeshUI.Block(opts);
325
+ this._createdBlocks.push(block);
326
+ return block;
327
+ }
328
+ createNewText(opts) {
329
+ if (debug)
330
+ console.log(opts);
331
+ opts = {
332
+ ...this.getBasicOptions(),
333
+ ...opts,
334
+ };
335
+ if (debug)
336
+ console.log(this.name, opts);
337
+ const block = new ThreeMeshUI.Text(opts);
338
+ this._createdTextBlocks.push(block);
339
+ return block;
340
+ }
341
+ }
342
+ __decorate([
343
+ serializable(Vector2)
344
+ ], RectTransform.prototype, "anchoredPosition", null);
345
+ __decorate([
346
+ serializable(Vector2)
347
+ ], RectTransform.prototype, "sizeDelta", void 0);
348
+ __decorate([
349
+ serializable(Vector2)
350
+ ], RectTransform.prototype, "pivot", void 0);
351
+ __decorate([
352
+ serializable(Vector2)
353
+ ], RectTransform.prototype, "anchorMin", void 0);
354
+ __decorate([
355
+ serializable(Vector2)
356
+ ], RectTransform.prototype, "anchorMax", void 0);
357
357
  //# sourceMappingURL=RectTransform.js.map