@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
@@ -1,473 +1,473 @@
1
- import { CubeCamera, Object3D, Scene, WebGLCubeRenderTarget } from 'three';
2
-
3
- import { isDevEnvironment } from "./debug/index.js";
4
- import * as constants from "./engine_constants.js";
5
- import { ContextRegistry } from "./engine_context_registry.js";
6
- import { isActiveSelf } from './engine_gameobject.js';
7
- import { safeInvoke } from "./engine_generic_utils.js";
8
- import type { IComponent, IContext } from './engine_types.js';
9
- import { getParam } from './engine_utils.js';
10
- import type { INeedleXRSessionEventReceiver } from "./engine_xr.js";
11
-
12
- const debug = getParam("debugnewscripts");
13
- const debugHierarchy = getParam("debughierarchy");
14
-
15
- // if some other script adds new scripts in onEnable or awake
16
- // the original array should be cleared before processing it
17
- // so we use this copy buffer
18
- const new_scripts_buffer: any[] = [];
19
-
20
- /** @internal */
21
- export function hasNewScripts() {
22
- return new_scripts_buffer.length > 0;
23
- }
24
-
25
- /**
26
- * This method is called by the engine to process new scripts that were added to the scene.
27
- * It will call the registering method on the script, then the awake method and finally the onEnable method.
28
- * @internal
29
- */
30
- export function processNewScripts(context: IContext) {
31
- if (debug)
32
- console.log("Register new components", context.new_scripts.length, [...context.new_scripts], context.alias ? ("element: " + context.alias) : context["hash"], context);
33
-
34
-
35
- if (context.new_scripts_pre_setup_callbacks.length > 0) {
36
- for (const cb of context.new_scripts_pre_setup_callbacks) {
37
- if (!cb) continue;
38
- cb();
39
- }
40
- context.new_scripts_pre_setup_callbacks.length = 0;
41
- }
42
-
43
- if (context.new_scripts.length <= 0) return;
44
-
45
- // TODO: update all the code from above to use this logic
46
- // basically code gen should add the scripts to new scripts
47
- // and this code below should go into some util method
48
- new_scripts_buffer.length = 0;
49
- if (context.new_scripts.length > 0) {
50
- new_scripts_buffer.push(...context.new_scripts);
51
- }
52
- context.new_scripts.length = 0;
53
-
54
- // Check valid scripts and add all valid to the scripts array
55
- for (let i = 0; i < new_scripts_buffer.length; i++) {
56
- try {
57
- const script: IComponent = new_scripts_buffer[i];
58
- if (script.isComponent !== true) {
59
- if (isDevEnvironment() || debug)
60
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
61
- new_scripts_buffer.splice(i, 1);
62
- i--;
63
- continue;
64
- }
65
- if (script.destroyed) continue;
66
- if (!script.gameObject) {
67
- console.warn("Component can not be initialized: no GameObject assigned.\nDid you add and remove a component in the same frame?");
68
- new_scripts_buffer.splice(i, 1);
69
- i--;
70
- continue;
71
- }
72
- script.context = context;
73
- updateActiveInHierarchyWithoutEventCall(script.gameObject);
74
- addScriptToArrays(script, context);
75
- }
76
- catch (err) {
77
- console.error(err);
78
- removeScriptFromContext(new_scripts_buffer[i], context);
79
- new_scripts_buffer.splice(i, 1);
80
- i--;
81
- }
82
- }
83
-
84
- // Awake
85
- for (let i = 0; i < new_scripts_buffer.length; i++) {
86
- try {
87
- const script: IComponent = new_scripts_buffer[i];
88
- if (script.destroyed) {
89
- removeScriptFromContext(new_scripts_buffer[i], context);
90
- new_scripts_buffer.splice(i, 1);
91
- i--; continue;
92
- }
93
- if (script.registering) {
94
- try {
95
- script.registering();
96
- }
97
- catch (err) { console.error(err); }
98
- }
99
- // console.log(script, script.gameObject)
100
- // TODO: we should not call awake on components with inactive gameobjects
101
- if (script.__internalAwake !== undefined) {
102
- if (!script.gameObject) {
103
- console.error("Calling awake for a component without a GameObject", script, script.gameObject);
104
- }
105
- updateActiveInHierarchyWithoutEventCall(script.gameObject);
106
- if (script.activeAndEnabled)
107
- safeInvoke(script.__internalAwake.bind(script));
108
-
109
- // registerPrewarmObject(script.gameObject, context);
110
- }
111
- }
112
- catch (err) {
113
- console.error(err);
114
- removeScriptFromContext(new_scripts_buffer[i], context);
115
- new_scripts_buffer.splice(i, 1);
116
- i--;
117
- }
118
- }
119
-
120
- // OnEnable
121
- for (let i = 0; i < new_scripts_buffer.length; i++) {
122
- try {
123
- const script: IComponent = new_scripts_buffer[i];
124
- if (script.destroyed) continue;
125
- // console.log(script, script.enabled, script.activeAndEnabled);
126
- if (script.enabled === false) continue;
127
- updateActiveInHierarchyWithoutEventCall(script.gameObject);
128
- if (script.activeAndEnabled === false) continue;
129
- if (script.__internalEnable !== undefined) {
130
- script.enabled = true;
131
- safeInvoke(script.__internalEnable.bind(script));
132
- }
133
- }
134
- catch (err) {
135
- console.error(err);
136
- removeScriptFromContext(new_scripts_buffer[i], context);
137
- new_scripts_buffer.splice(i, 1);
138
- i--;
139
- }
140
- }
141
-
142
- // Enqueue Start
143
- for (let i = 0; i < new_scripts_buffer.length; i++) {
144
- try {
145
- const script = new_scripts_buffer[i];
146
- if (script.destroyed) continue;
147
- if (!script.gameObject) continue;
148
- context.new_script_start.push(script);
149
- }
150
- catch (err) {
151
- console.error(err);
152
- removeScriptFromContext(new_scripts_buffer[i], context);
153
- new_scripts_buffer.splice(i, 1);
154
- i--;
155
- }
156
- }
157
-
158
- // for (const script of new_scripts_buffer) {
159
- // if (script.destroyed) continue;
160
- // context.scripts.push(script);
161
- // }
162
- new_scripts_buffer.length = 0;
163
-
164
- // if(new_scripts_post_setup_callbacks.length > 0) console.log(new_scripts_post_setup_callbacks);
165
- for (const cb of context.new_scripts_post_setup_callbacks) {
166
- if (cb)
167
- cb();
168
- }
169
- context.new_scripts_post_setup_callbacks.length = 0;
170
- }
171
-
172
- /** @internal */
173
- export function processRemoveFromScene(script: IComponent) {
174
- if (!script) return;
175
- script.__internalDisable(true);
176
- removeScriptFromContext(script, script.context);
177
- }
178
-
179
- /** @internal */
180
- export function processStart(context: IContext, object?: Object3D) {
181
- // Call start on scripts
182
- for (let i = 0; i < context.new_script_start.length; i++) {
183
- try {
184
- const script = context.new_script_start[i];
185
- if (object !== undefined && script.gameObject !== object) continue;
186
- if (script.destroyed) continue;
187
- if (script.activeAndEnabled === false) {
188
- continue;
189
- }
190
- // keep them in queue until script has started
191
- // call awake if the script was inactive before
192
- safeInvoke(script.__internalAwake.bind(script));
193
- if (script.enabled) {
194
- safeInvoke(script.__internalEnable.bind(script));
195
- // now call start
196
- safeInvoke(script.__internalStart.bind(script));
197
- context.new_script_start.splice(i, 1);
198
- i--;
199
- }
200
- }
201
- catch (err) {
202
- console.error(err);
203
- removeScriptFromContext(context.new_script_start[i], context);
204
- context.new_script_start.splice(i, 1);
205
- i--;
206
- }
207
- }
208
- }
209
-
210
-
211
- /** @internal */
212
- export function addScriptToArrays(script: any, context: IContext) {
213
- // TODO: not sure if this is ideal - maybe we should add a map if we have many scripts?
214
- const index = context.scripts.indexOf(script);
215
- if (index !== -1) return;
216
- context.scripts.push(script);
217
- if (script.earlyUpdate) context.scripts_earlyUpdate.push(script);
218
- if (script.update) context.scripts_update.push(script);
219
- if (script.lateUpdate) context.scripts_lateUpdate.push(script);
220
- if (script.onBeforeRender) context.scripts_onBeforeRender.push(script);
221
- if (script.onAfterRender) context.scripts_onAfterRender.push(script);
222
- if (script.onPausedChanged) context.scripts_pausedChanged.push(script);
223
- if (isNeedleXRSessionEventReceiver(script, null)) context.new_scripts_xr.push(script);
224
- // do we want to check if a XR session is active before adding scripts here?
225
- if (isNeedleXRSessionEventReceiver(script, "immersive-vr")) context.scripts_immersive_vr.push(script);
226
- if (isNeedleXRSessionEventReceiver(script, "immersive-ar")) context.scripts_immersive_ar.push(script);
227
- }
228
-
229
- /** @internal */
230
- export function removeScriptFromContext(script: any, context: IContext) {
231
- removeFromArray(script, context.new_scripts);
232
- removeFromArray(script, context.new_script_start);
233
- removeFromArray(script, context.scripts);
234
- removeFromArray(script, context.scripts_earlyUpdate);
235
- removeFromArray(script, context.scripts_update);
236
- removeFromArray(script, context.scripts_lateUpdate);
237
- removeFromArray(script, context.scripts_onBeforeRender);
238
- removeFromArray(script, context.scripts_onAfterRender);
239
- removeFromArray(script, context.scripts_pausedChanged);
240
- removeFromArray(script, context.new_scripts_xr);
241
- removeFromArray(script, context.scripts_immersive_vr);
242
- removeFromArray(script, context.scripts_immersive_ar);
243
- context.stopAllCoroutinesFrom(script);
244
- }
245
-
246
- function removeFromArray(script: any, array: any[]) {
247
- const index = array.indexOf(script);
248
- if (index >= 0) array.splice(index, 1);
249
- }
250
-
251
- /** @internal */
252
- export function isNeedleXRSessionEventReceiver(script: any, mode: XRSessionMode | null): script is INeedleXRSessionEventReceiver {
253
- if (script) {
254
- const i = script as Partial<INeedleXRSessionEventReceiver>;
255
- if (i.onBeforeXR ||
256
- i.onEnterXR ||
257
- i.onUpdateXR ||
258
- i.onLeaveXR ||
259
- i.onXRControllerAdded ||
260
- i.onXRControllerRemoved
261
- ) {
262
- if (mode != null) {
263
- if (i.supportsXR?.(mode) === false) return false;
264
- }
265
- return true;
266
- }
267
- }
268
- return false;
269
- }
270
-
271
-
272
- /** @internal */
273
- export function updateIsActive(obj?: Object3D) {
274
- if (!obj) obj = ContextRegistry.Current.scene;
275
- if (!obj) {
276
- console.trace("Invalid call - no current context.");
277
- return;
278
- }
279
- const activeSelf = isActiveSelf(obj);
280
- const wasSuccessful = updateIsActiveInHierarchyRecursiveRuntime(obj, activeSelf, true);
281
- if (!wasSuccessful) {
282
- if (debug || isDevEnvironment()) {
283
- console.error("Error updating hierarchy\nDo you have circular references in your project? <a target=\"_blank\" href=\"https://docs.needle.tools/circular-reference\"> Click here for more information.", obj)
284
- }
285
- else
286
- console.error("Failed to update active state in hierarchy of \"" + obj.name + "\"", obj);
287
- console.warn(" ↑ this error might be caused by circular references. Please make sure you don't have files with circular references (e.g. one GLB 1 is loading GLB 2 which is then loading GLB 1 again).")
288
-
289
- }
290
- }
291
-
292
- function updateIsActiveInHierarchyRecursiveRuntime(go: Object3D, activeInHierarchy: boolean, allowEventCall: boolean, level: number = 0) {
293
- if (level > 1000) {
294
- console.warn("Hierarchy is too deep (> 1000 level) - will abort updating active state");
295
- return false;
296
- }
297
-
298
- const isActive = isActiveSelf(go);
299
- if (activeInHierarchy) {
300
- activeInHierarchy = isActive;
301
- // IF we update activeInHierarchy within a disabled hierarchy we need to check the parent
302
- if (activeInHierarchy && go.parent) {
303
- const parent = go.parent;
304
- activeInHierarchy = parent[constants.activeInHierarchyFieldName];
305
- if (activeInHierarchy === undefined) {
306
- // TODO: come up with a better solution for this. When we are in a r3f hierarchy (externally managed) and the parent flag is undefined we set it to true if the parent is NOT a scene. This activates the object by default. We should probably walk up the stack and check if we can find either the root Scene or any object that is disabled and use that to set the activeInHierarchy flag.
307
- if (parent instanceof Scene) {
308
- }
309
- else {
310
- activeInHierarchy = true;
311
- }
312
- }
313
- }
314
- }
315
-
316
- const prevActive = go[constants.activeInHierarchyFieldName];
317
- const changed = prevActive !== activeInHierarchy;
318
- go[constants.activeInHierarchyFieldName] = activeInHierarchy;
319
-
320
- // only raise events here if we didnt call enable etc already
321
- if (changed) {
322
- if (debugHierarchy)
323
- console.warn("ACTIVE CHANGE", go.name, isActive, go.visible, activeInHierarchy, "changed?" + changed, go);
324
- if (allowEventCall) {
325
- perComponent(go, comp => {
326
- if (activeInHierarchy) {
327
- if (comp.enabled) {
328
- safeInvoke(comp.__internalAwake.bind(comp));
329
- if (comp.enabled) {
330
- comp.__internalEnable();
331
- }
332
- }
333
- }
334
- else {
335
- if (comp["__didAwake"] && comp.enabled) {
336
- comp["__didEnable"] = false;
337
- comp.onDisable();
338
- }
339
- }
340
- });
341
- }
342
- }
343
-
344
- let success = true;
345
- if (go.children) {
346
- for (const ch of go.children) {
347
- const res = updateIsActiveInHierarchyRecursiveRuntime(ch, activeInHierarchy, allowEventCall, level + 1);
348
- if (res === false) success = false;
349
- }
350
- }
351
- return success;
352
- }
353
-
354
- // function tryFindActiveStateInParent(obj: Object3D): boolean {
355
- // let current: Object3D | undefined | null = obj;
356
- // while (current) {
357
- // const activeState = current[constants.activeInHierarchyFieldName];
358
- // if (activeState !== undefined) return activeState;
359
- // if (current instanceof Scene && !current.parent) {
360
- // return true;
361
- // }
362
- // current = current.parent;
363
- // }
364
- // return false;
365
- // }
366
-
367
- // let isRunning = false;
368
- // // Prevent: https://github.com/needle-tools/needle-tiny/issues/641
369
- // const temporyChildArrayBuffer: Array<Array<Object3D>> = [];
370
- // export function* iterateChildrenSafe(obj: Object3D) {
371
- // if (!obj || !obj.children) yield null;
372
- // // if(isRunning) return;
373
- // // isRunning = true;
374
- // const arr = temporyChildArrayBuffer.pop() || [];
375
- // arr.push(...obj.children);
376
- // for (const ch of arr) {
377
- // yield ch;
378
- // }
379
- // // isRunning = false;
380
- // arr.length = 0;
381
- // temporyChildArrayBuffer.push(arr);
382
- // }
383
-
384
- /** @internal */
385
- export function updateActiveInHierarchyWithoutEventCall(go: Object3D) {
386
- let activeInHierarchy = true;
387
- let current: Object3D | null = go;
388
- let foundScene: boolean = false;
389
- while (current) {
390
- if (!current) break;
391
- if (current.type === "Scene") foundScene = true;
392
- if (!isActiveSelf(current)) {
393
- activeInHierarchy = false;
394
- break;
395
- }
396
- current = current.parent;
397
- }
398
- if (!go) {
399
- console.error("GO is null");
400
- return;
401
- }
402
- go[constants.activeInHierarchyFieldName] = activeInHierarchy && foundScene;
403
- }
404
-
405
- function perComponent(go: Object3D, evt: (comp: IComponent) => void) {
406
- if (go.userData?.components) {
407
- for (const comp of go.userData.components) {
408
- evt(comp);
409
- }
410
- }
411
- }
412
-
413
-
414
- const prewarmList: Map<IContext, Object3D[]> = new Map();
415
- const $prewarmedFlag = Symbol("prewarmFlag");
416
- const $waitingForPrewarm = Symbol("waitingForPrewarm");
417
- const debugPrewarm = getParam("debugprewarm");
418
-
419
- /** @internal */
420
- export function registerPrewarmObject(obj: Object3D, context: IContext) {
421
- if (!obj) return;
422
- // allow objects to be marked as prewarmed in which case we dont need to register them again
423
- if (obj[$prewarmedFlag] === true) return;
424
- if (obj[$waitingForPrewarm] === true) return;
425
- if (!prewarmList.has(context)) {
426
- prewarmList.set(context, []);
427
- }
428
- obj[$waitingForPrewarm] = true;
429
- const list = prewarmList.get(context);
430
- list!.push(obj);
431
- if (debugPrewarm) console.debug("register prewarm", obj.name);
432
- }
433
-
434
- let prewarmTarget: WebGLCubeRenderTarget | null = null;
435
- let prewarmCamera: CubeCamera | null = null;
436
-
437
- /** @internal called by the engine to remove scroll or animation hiccup when objects are rendered/compiled for the first time */
438
- export function runPrewarm(context: IContext) {
439
- if (!context) return;
440
- const list = prewarmList.get(context);
441
- if (!list?.length) return;
442
-
443
- const cam = context.mainCamera;
444
- if (cam) {
445
- if (debugPrewarm) console.log("prewarm", list.length, "objects", [...list]);
446
- const renderer = context.renderer;
447
- if (renderer.compile) {
448
- const scene = context.scene;
449
- renderer.compile(scene, cam!)
450
- prewarmTarget ??= new WebGLCubeRenderTarget(64)
451
- prewarmCamera ??= new CubeCamera(0.001, 9999999, prewarmTarget);
452
- prewarmCamera.update(renderer, scene);
453
- for (const obj of list) {
454
- obj[$prewarmedFlag] = true;
455
- obj[$waitingForPrewarm] = false;
456
- }
457
- list.length = 0;
458
- if (debugPrewarm) console.log("prewarm done");
459
- }
460
- }
461
- }
462
-
463
- /** @internal */
464
- export function clearPrewarmList(context: IContext) {
465
- const list = prewarmList.get(context);
466
- if (list) {
467
- for (const obj of list) {
468
- obj[$waitingForPrewarm] = false;
469
- }
470
- list.length = 0;
471
- }
472
- prewarmList.delete(context);
1
+ import { CubeCamera, Object3D, Scene, WebGLCubeRenderTarget } from 'three';
2
+
3
+ import { isDevEnvironment } from "./debug/index.js";
4
+ import * as constants from "./engine_constants.js";
5
+ import { ContextRegistry } from "./engine_context_registry.js";
6
+ import { isActiveSelf } from './engine_gameobject.js';
7
+ import { safeInvoke } from "./engine_generic_utils.js";
8
+ import type { IComponent, IContext } from './engine_types.js';
9
+ import { getParam } from './engine_utils.js';
10
+ import type { INeedleXRSessionEventReceiver } from "./engine_xr.js";
11
+
12
+ const debug = getParam("debugnewscripts");
13
+ const debugHierarchy = getParam("debughierarchy");
14
+
15
+ // if some other script adds new scripts in onEnable or awake
16
+ // the original array should be cleared before processing it
17
+ // so we use this copy buffer
18
+ const new_scripts_buffer: any[] = [];
19
+
20
+ /** @internal */
21
+ export function hasNewScripts() {
22
+ return new_scripts_buffer.length > 0;
23
+ }
24
+
25
+ /**
26
+ * This method is called by the engine to process new scripts that were added to the scene.
27
+ * It will call the registering method on the script, then the awake method and finally the onEnable method.
28
+ * @internal
29
+ */
30
+ export function processNewScripts(context: IContext) {
31
+ if (debug)
32
+ console.log("Register new components", context.new_scripts.length, [...context.new_scripts], context.alias ? ("element: " + context.alias) : context["hash"], context);
33
+
34
+
35
+ if (context.new_scripts_pre_setup_callbacks.length > 0) {
36
+ for (const cb of context.new_scripts_pre_setup_callbacks) {
37
+ if (!cb) continue;
38
+ cb();
39
+ }
40
+ context.new_scripts_pre_setup_callbacks.length = 0;
41
+ }
42
+
43
+ if (context.new_scripts.length <= 0) return;
44
+
45
+ // TODO: update all the code from above to use this logic
46
+ // basically code gen should add the scripts to new scripts
47
+ // and this code below should go into some util method
48
+ new_scripts_buffer.length = 0;
49
+ if (context.new_scripts.length > 0) {
50
+ new_scripts_buffer.push(...context.new_scripts);
51
+ }
52
+ context.new_scripts.length = 0;
53
+
54
+ // Check valid scripts and add all valid to the scripts array
55
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
56
+ try {
57
+ const script: IComponent = new_scripts_buffer[i];
58
+ if (script.isComponent !== true) {
59
+ if (isDevEnvironment() || debug)
60
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
61
+ new_scripts_buffer.splice(i, 1);
62
+ i--;
63
+ continue;
64
+ }
65
+ if (script.destroyed) continue;
66
+ if (!script.gameObject) {
67
+ console.warn("Component can not be initialized: no GameObject assigned.\nDid you add and remove a component in the same frame?");
68
+ new_scripts_buffer.splice(i, 1);
69
+ i--;
70
+ continue;
71
+ }
72
+ script.context = context;
73
+ updateActiveInHierarchyWithoutEventCall(script.gameObject);
74
+ addScriptToArrays(script, context);
75
+ }
76
+ catch (err) {
77
+ console.error(err);
78
+ removeScriptFromContext(new_scripts_buffer[i], context);
79
+ new_scripts_buffer.splice(i, 1);
80
+ i--;
81
+ }
82
+ }
83
+
84
+ // Awake
85
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
86
+ try {
87
+ const script: IComponent = new_scripts_buffer[i];
88
+ if (script.destroyed) {
89
+ removeScriptFromContext(new_scripts_buffer[i], context);
90
+ new_scripts_buffer.splice(i, 1);
91
+ i--; continue;
92
+ }
93
+ if (script.registering) {
94
+ try {
95
+ script.registering();
96
+ }
97
+ catch (err) { console.error(err); }
98
+ }
99
+ // console.log(script, script.gameObject)
100
+ // TODO: we should not call awake on components with inactive gameobjects
101
+ if (script.__internalAwake !== undefined) {
102
+ if (!script.gameObject) {
103
+ console.error("Calling awake for a component without a GameObject", script, script.gameObject);
104
+ }
105
+ updateActiveInHierarchyWithoutEventCall(script.gameObject);
106
+ if (script.activeAndEnabled)
107
+ safeInvoke(script.__internalAwake.bind(script));
108
+
109
+ // registerPrewarmObject(script.gameObject, context);
110
+ }
111
+ }
112
+ catch (err) {
113
+ console.error(err);
114
+ removeScriptFromContext(new_scripts_buffer[i], context);
115
+ new_scripts_buffer.splice(i, 1);
116
+ i--;
117
+ }
118
+ }
119
+
120
+ // OnEnable
121
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
122
+ try {
123
+ const script: IComponent = new_scripts_buffer[i];
124
+ if (script.destroyed) continue;
125
+ // console.log(script, script.enabled, script.activeAndEnabled);
126
+ if (script.enabled === false) continue;
127
+ updateActiveInHierarchyWithoutEventCall(script.gameObject);
128
+ if (script.activeAndEnabled === false) continue;
129
+ if (script.__internalEnable !== undefined) {
130
+ script.enabled = true;
131
+ safeInvoke(script.__internalEnable.bind(script));
132
+ }
133
+ }
134
+ catch (err) {
135
+ console.error(err);
136
+ removeScriptFromContext(new_scripts_buffer[i], context);
137
+ new_scripts_buffer.splice(i, 1);
138
+ i--;
139
+ }
140
+ }
141
+
142
+ // Enqueue Start
143
+ for (let i = 0; i < new_scripts_buffer.length; i++) {
144
+ try {
145
+ const script = new_scripts_buffer[i];
146
+ if (script.destroyed) continue;
147
+ if (!script.gameObject) continue;
148
+ context.new_script_start.push(script);
149
+ }
150
+ catch (err) {
151
+ console.error(err);
152
+ removeScriptFromContext(new_scripts_buffer[i], context);
153
+ new_scripts_buffer.splice(i, 1);
154
+ i--;
155
+ }
156
+ }
157
+
158
+ // for (const script of new_scripts_buffer) {
159
+ // if (script.destroyed) continue;
160
+ // context.scripts.push(script);
161
+ // }
162
+ new_scripts_buffer.length = 0;
163
+
164
+ // if(new_scripts_post_setup_callbacks.length > 0) console.log(new_scripts_post_setup_callbacks);
165
+ for (const cb of context.new_scripts_post_setup_callbacks) {
166
+ if (cb)
167
+ cb();
168
+ }
169
+ context.new_scripts_post_setup_callbacks.length = 0;
170
+ }
171
+
172
+ /** @internal */
173
+ export function processRemoveFromScene(script: IComponent) {
174
+ if (!script) return;
175
+ script.__internalDisable(true);
176
+ removeScriptFromContext(script, script.context);
177
+ }
178
+
179
+ /** @internal */
180
+ export function processStart(context: IContext, object?: Object3D) {
181
+ // Call start on scripts
182
+ for (let i = 0; i < context.new_script_start.length; i++) {
183
+ try {
184
+ const script = context.new_script_start[i];
185
+ if (object !== undefined && script.gameObject !== object) continue;
186
+ if (script.destroyed) continue;
187
+ if (script.activeAndEnabled === false) {
188
+ continue;
189
+ }
190
+ // keep them in queue until script has started
191
+ // call awake if the script was inactive before
192
+ safeInvoke(script.__internalAwake.bind(script));
193
+ if (script.enabled) {
194
+ safeInvoke(script.__internalEnable.bind(script));
195
+ // now call start
196
+ safeInvoke(script.__internalStart.bind(script));
197
+ context.new_script_start.splice(i, 1);
198
+ i--;
199
+ }
200
+ }
201
+ catch (err) {
202
+ console.error(err);
203
+ removeScriptFromContext(context.new_script_start[i], context);
204
+ context.new_script_start.splice(i, 1);
205
+ i--;
206
+ }
207
+ }
208
+ }
209
+
210
+
211
+ /** @internal */
212
+ export function addScriptToArrays(script: any, context: IContext) {
213
+ // TODO: not sure if this is ideal - maybe we should add a map if we have many scripts?
214
+ const index = context.scripts.indexOf(script);
215
+ if (index !== -1) return;
216
+ context.scripts.push(script);
217
+ if (script.earlyUpdate) context.scripts_earlyUpdate.push(script);
218
+ if (script.update) context.scripts_update.push(script);
219
+ if (script.lateUpdate) context.scripts_lateUpdate.push(script);
220
+ if (script.onBeforeRender) context.scripts_onBeforeRender.push(script);
221
+ if (script.onAfterRender) context.scripts_onAfterRender.push(script);
222
+ if (script.onPausedChanged) context.scripts_pausedChanged.push(script);
223
+ if (isNeedleXRSessionEventReceiver(script, null)) context.new_scripts_xr.push(script);
224
+ // do we want to check if a XR session is active before adding scripts here?
225
+ if (isNeedleXRSessionEventReceiver(script, "immersive-vr")) context.scripts_immersive_vr.push(script);
226
+ if (isNeedleXRSessionEventReceiver(script, "immersive-ar")) context.scripts_immersive_ar.push(script);
227
+ }
228
+
229
+ /** @internal */
230
+ export function removeScriptFromContext(script: any, context: IContext) {
231
+ removeFromArray(script, context.new_scripts);
232
+ removeFromArray(script, context.new_script_start);
233
+ removeFromArray(script, context.scripts);
234
+ removeFromArray(script, context.scripts_earlyUpdate);
235
+ removeFromArray(script, context.scripts_update);
236
+ removeFromArray(script, context.scripts_lateUpdate);
237
+ removeFromArray(script, context.scripts_onBeforeRender);
238
+ removeFromArray(script, context.scripts_onAfterRender);
239
+ removeFromArray(script, context.scripts_pausedChanged);
240
+ removeFromArray(script, context.new_scripts_xr);
241
+ removeFromArray(script, context.scripts_immersive_vr);
242
+ removeFromArray(script, context.scripts_immersive_ar);
243
+ context.stopAllCoroutinesFrom(script);
244
+ }
245
+
246
+ function removeFromArray(script: any, array: any[]) {
247
+ const index = array.indexOf(script);
248
+ if (index >= 0) array.splice(index, 1);
249
+ }
250
+
251
+ /** @internal */
252
+ export function isNeedleXRSessionEventReceiver(script: any, mode: XRSessionMode | null): script is INeedleXRSessionEventReceiver {
253
+ if (script) {
254
+ const i = script as Partial<INeedleXRSessionEventReceiver>;
255
+ if (i.onBeforeXR ||
256
+ i.onEnterXR ||
257
+ i.onUpdateXR ||
258
+ i.onLeaveXR ||
259
+ i.onXRControllerAdded ||
260
+ i.onXRControllerRemoved
261
+ ) {
262
+ if (mode != null) {
263
+ if (i.supportsXR?.(mode) === false) return false;
264
+ }
265
+ return true;
266
+ }
267
+ }
268
+ return false;
269
+ }
270
+
271
+
272
+ /** @internal */
273
+ export function updateIsActive(obj?: Object3D) {
274
+ if (!obj) obj = ContextRegistry.Current.scene;
275
+ if (!obj) {
276
+ console.trace("Invalid call - no current context.");
277
+ return;
278
+ }
279
+ const activeSelf = isActiveSelf(obj);
280
+ const wasSuccessful = updateIsActiveInHierarchyRecursiveRuntime(obj, activeSelf, true);
281
+ if (!wasSuccessful) {
282
+ if (debug || isDevEnvironment()) {
283
+ console.error("Error updating hierarchy\nDo you have circular references in your project? <a target=\"_blank\" href=\"https://docs.needle.tools/circular-reference\"> Click here for more information.", obj)
284
+ }
285
+ else
286
+ console.error("Failed to update active state in hierarchy of \"" + obj.name + "\"", obj);
287
+ console.warn(" ↑ this error might be caused by circular references. Please make sure you don't have files with circular references (e.g. one GLB 1 is loading GLB 2 which is then loading GLB 1 again).")
288
+
289
+ }
290
+ }
291
+
292
+ function updateIsActiveInHierarchyRecursiveRuntime(go: Object3D, activeInHierarchy: boolean, allowEventCall: boolean, level: number = 0) {
293
+ if (level > 1000) {
294
+ console.warn("Hierarchy is too deep (> 1000 level) - will abort updating active state");
295
+ return false;
296
+ }
297
+
298
+ const isActive = isActiveSelf(go);
299
+ if (activeInHierarchy) {
300
+ activeInHierarchy = isActive;
301
+ // IF we update activeInHierarchy within a disabled hierarchy we need to check the parent
302
+ if (activeInHierarchy && go.parent) {
303
+ const parent = go.parent;
304
+ activeInHierarchy = parent[constants.activeInHierarchyFieldName];
305
+ if (activeInHierarchy === undefined) {
306
+ // TODO: come up with a better solution for this. When we are in a r3f hierarchy (externally managed) and the parent flag is undefined we set it to true if the parent is NOT a scene. This activates the object by default. We should probably walk up the stack and check if we can find either the root Scene or any object that is disabled and use that to set the activeInHierarchy flag.
307
+ if (parent instanceof Scene) {
308
+ }
309
+ else {
310
+ activeInHierarchy = true;
311
+ }
312
+ }
313
+ }
314
+ }
315
+
316
+ const prevActive = go[constants.activeInHierarchyFieldName];
317
+ const changed = prevActive !== activeInHierarchy;
318
+ go[constants.activeInHierarchyFieldName] = activeInHierarchy;
319
+
320
+ // only raise events here if we didnt call enable etc already
321
+ if (changed) {
322
+ if (debugHierarchy)
323
+ console.warn("ACTIVE CHANGE", go.name, isActive, go.visible, activeInHierarchy, "changed?" + changed, go);
324
+ if (allowEventCall) {
325
+ perComponent(go, comp => {
326
+ if (activeInHierarchy) {
327
+ if (comp.enabled) {
328
+ safeInvoke(comp.__internalAwake.bind(comp));
329
+ if (comp.enabled) {
330
+ comp.__internalEnable();
331
+ }
332
+ }
333
+ }
334
+ else {
335
+ if (comp["__didAwake"] && comp.enabled) {
336
+ comp["__didEnable"] = false;
337
+ comp.onDisable();
338
+ }
339
+ }
340
+ });
341
+ }
342
+ }
343
+
344
+ let success = true;
345
+ if (go.children) {
346
+ for (const ch of go.children) {
347
+ const res = updateIsActiveInHierarchyRecursiveRuntime(ch, activeInHierarchy, allowEventCall, level + 1);
348
+ if (res === false) success = false;
349
+ }
350
+ }
351
+ return success;
352
+ }
353
+
354
+ // function tryFindActiveStateInParent(obj: Object3D): boolean {
355
+ // let current: Object3D | undefined | null = obj;
356
+ // while (current) {
357
+ // const activeState = current[constants.activeInHierarchyFieldName];
358
+ // if (activeState !== undefined) return activeState;
359
+ // if (current instanceof Scene && !current.parent) {
360
+ // return true;
361
+ // }
362
+ // current = current.parent;
363
+ // }
364
+ // return false;
365
+ // }
366
+
367
+ // let isRunning = false;
368
+ // // Prevent: https://github.com/needle-tools/needle-tiny/issues/641
369
+ // const temporyChildArrayBuffer: Array<Array<Object3D>> = [];
370
+ // export function* iterateChildrenSafe(obj: Object3D) {
371
+ // if (!obj || !obj.children) yield null;
372
+ // // if(isRunning) return;
373
+ // // isRunning = true;
374
+ // const arr = temporyChildArrayBuffer.pop() || [];
375
+ // arr.push(...obj.children);
376
+ // for (const ch of arr) {
377
+ // yield ch;
378
+ // }
379
+ // // isRunning = false;
380
+ // arr.length = 0;
381
+ // temporyChildArrayBuffer.push(arr);
382
+ // }
383
+
384
+ /** @internal */
385
+ export function updateActiveInHierarchyWithoutEventCall(go: Object3D) {
386
+ let activeInHierarchy = true;
387
+ let current: Object3D | null = go;
388
+ let foundScene: boolean = false;
389
+ while (current) {
390
+ if (!current) break;
391
+ if (current.type === "Scene") foundScene = true;
392
+ if (!isActiveSelf(current)) {
393
+ activeInHierarchy = false;
394
+ break;
395
+ }
396
+ current = current.parent;
397
+ }
398
+ if (!go) {
399
+ console.error("GO is null");
400
+ return;
401
+ }
402
+ go[constants.activeInHierarchyFieldName] = activeInHierarchy && foundScene;
403
+ }
404
+
405
+ function perComponent(go: Object3D, evt: (comp: IComponent) => void) {
406
+ if (go.userData?.components) {
407
+ for (const comp of go.userData.components) {
408
+ evt(comp);
409
+ }
410
+ }
411
+ }
412
+
413
+
414
+ const prewarmList: Map<IContext, Object3D[]> = new Map();
415
+ const $prewarmedFlag = Symbol("prewarmFlag");
416
+ const $waitingForPrewarm = Symbol("waitingForPrewarm");
417
+ const debugPrewarm = getParam("debugprewarm");
418
+
419
+ /** @internal */
420
+ export function registerPrewarmObject(obj: Object3D, context: IContext) {
421
+ if (!obj) return;
422
+ // allow objects to be marked as prewarmed in which case we dont need to register them again
423
+ if (obj[$prewarmedFlag] === true) return;
424
+ if (obj[$waitingForPrewarm] === true) return;
425
+ if (!prewarmList.has(context)) {
426
+ prewarmList.set(context, []);
427
+ }
428
+ obj[$waitingForPrewarm] = true;
429
+ const list = prewarmList.get(context);
430
+ list!.push(obj);
431
+ if (debugPrewarm) console.debug("register prewarm", obj.name);
432
+ }
433
+
434
+ let prewarmTarget: WebGLCubeRenderTarget | null = null;
435
+ let prewarmCamera: CubeCamera | null = null;
436
+
437
+ /** @internal called by the engine to remove scroll or animation hiccup when objects are rendered/compiled for the first time */
438
+ export function runPrewarm(context: IContext) {
439
+ if (!context) return;
440
+ const list = prewarmList.get(context);
441
+ if (!list?.length) return;
442
+
443
+ const cam = context.mainCamera;
444
+ if (cam) {
445
+ if (debugPrewarm) console.log("prewarm", list.length, "objects", [...list]);
446
+ const renderer = context.renderer;
447
+ if (renderer.compile) {
448
+ const scene = context.scene;
449
+ renderer.compile(scene, cam!)
450
+ prewarmTarget ??= new WebGLCubeRenderTarget(64)
451
+ prewarmCamera ??= new CubeCamera(0.001, 9999999, prewarmTarget);
452
+ prewarmCamera.update(renderer, scene);
453
+ for (const obj of list) {
454
+ obj[$prewarmedFlag] = true;
455
+ obj[$waitingForPrewarm] = false;
456
+ }
457
+ list.length = 0;
458
+ if (debugPrewarm) console.log("prewarm done");
459
+ }
460
+ }
461
+ }
462
+
463
+ /** @internal */
464
+ export function clearPrewarmList(context: IContext) {
465
+ const list = prewarmList.get(context);
466
+ if (list) {
467
+ for (const obj of list) {
468
+ obj[$waitingForPrewarm] = false;
469
+ }
470
+ list.length = 0;
471
+ }
472
+ prewarmList.delete(context);
473
473
  }