@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
@@ -1,475 +1,475 @@
1
- /// <reference types="webxr" />
2
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
- import type { EffectComposer } from "postprocessing";
4
- import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
- import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
- import { Addressables } from './engine_addressables.js';
7
- import { AnimationsRegistry } from './engine_animation.js';
8
- import { Application } from './engine_application.js';
9
- import { AssetDatabase } from './engine_assetdatabase.js';
10
- import { Input } from './engine_input.js';
11
- import { type ILightDataRegistry } from './engine_lightdata.js';
12
- import { LODsManager } from "./engine_lods.js";
13
- import { NetworkConnection } from './engine_networking.js';
14
- import { Physics } from './engine_physics.js';
15
- import { PlayerViewManager } from './engine_playerview.js';
16
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
17
- import { Time } from './engine_time.js';
18
- import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, Vec2 } from "./engine_types.js";
19
- import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
20
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
21
- import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
22
- export declare const build_scene_functions: {
23
- [name: string]: (context: Context) => Promise<void>;
24
- };
25
- export declare class LoadingProgressArgs {
26
- /** the name or URL of the loaded file */
27
- name: string;
28
- /** the loading progress event from the loader */
29
- progress: ProgressEvent;
30
- /** the index of the loaded file */
31
- index: number;
32
- /** the total number of files to load */
33
- count: number;
34
- }
35
- export declare class ContextCreateArgs {
36
- /** list of glTF or GLB files to load */
37
- files: Array<string>;
38
- abortSignal?: AbortSignal;
39
- /** called when loading a provided glTF file started */
40
- onLoadingStart?: (index: number, file: string) => void;
41
- /** called on update for each loaded glTF file */
42
- onLoadingProgress?: (args: LoadingProgressArgs) => void;
43
- /** Called after a gLTF file has finished loading */
44
- onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
45
- }
46
- export declare class ContextArgs {
47
- name?: string;
48
- /** for debugging only */
49
- alias?: string;
50
- /** the hash is used as a seed when initially loading the scene files */
51
- hash?: string;
52
- /** when true the context will not check if it's visible in the viewport and always update and render */
53
- runInBackground?: boolean;
54
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
55
- domElement?: HTMLElement | null;
56
- /** externally owned renderer */
57
- renderer?: WebGLRenderer;
58
- /** externally owned camera */
59
- camera?: Camera;
60
- /** externally owned scene */
61
- scene?: Scene;
62
- }
63
- export declare enum FrameEvent {
64
- Start = -1,
65
- EarlyUpdate = 0,
66
- Update = 1,
67
- LateUpdate = 2,
68
- OnBeforeRender = 3,
69
- OnAfterRender = 4,
70
- PrePhysicsStep = 9,
71
- PostPhysicsStep = 10,
72
- Undefined = -1
73
- }
74
- /** threejs callback event signature */
75
- export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
76
- export declare function registerComponent(script: IComponent, context?: Context): void;
77
- /**
78
- * The context is the main object that holds all the data and state of the Needle Engine.
79
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
80
- * @example
81
- * ```typescript
82
- * import { Behaviour } from "@needle-tools/engine";
83
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
84
- * export class MyScript extends Behaviour {
85
- * start() {
86
- * console.log("Hello from MyScript");
87
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
88
- * }
89
- * }
90
- * ```
91
- */
92
- export declare class Context implements IContext {
93
- private static _defaultTargetFramerate;
94
- /** When a new context is created this is the framerate that will be used by default */
95
- static get DefaultTargetFrameRate(): number | undefined;
96
- /** When a new context is created this is the framerate that will be used by default */
97
- static set DefaultTargetFrameRate(val: number | undefined);
98
- private static _defaultWebglRendererParameters;
99
- /** The default parameters that will be used when creating a new WebGLRenderer.
100
- * Modify in global context to change the default parameters for all new contexts.
101
- * @example
102
- * ```typescript
103
- * import { Context } from "@needle-tools/engine";
104
- * Context.DefaultWebGLRendererParameters.antialias = false;
105
- * ```
106
- */
107
- static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
108
- /** The needle engine version */
109
- get version(): string;
110
- /** The currently active context. Only set during the update loops */
111
- static get Current(): Context;
112
- /** @internal this property should not be set by user code */
113
- static set Current(context: Context);
114
- static get All(): Context[];
115
- /** The name of the context */
116
- name: string;
117
- /** An alias for the context */
118
- alias: string | undefined | null;
119
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
120
- * When this is false you are responsible to call update(timestamp, xframe.
121
- * It is also currently assumed that rendering is handled performed by an external process
122
- * */
123
- isManagedExternally: boolean;
124
- /** set to true to pause the update loop. You can receive an event for it in your components.
125
- * Note that script updates will not be called when paused */
126
- isPaused: boolean;
127
- /** When enabled the application will run while not visible on the page */
128
- runInBackground: boolean;
129
- /**
130
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
131
- * Set to undefined if you want to run at the maximum framerate
132
- */
133
- targetFrameRate?: number | {
134
- value?: number;
135
- };
136
- /** Use a higher number for more accurate physics simulation.
137
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
138
- * Set to 0 to disable physics updates
139
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
140
- */
141
- private physicsSteps?;
142
- /** used to append to loaded assets */
143
- hash?: string;
144
- /** The `<needle-engine>` web component */
145
- domElement: NeedleEngineWebComponent | HTMLElement;
146
- appendHTMLElement(element: HTMLElement): HTMLElement;
147
- get resolutionScaleFactor(): number;
148
- /** use to scale the resolution up or down of the renderer. default is 1 */
149
- set resolutionScaleFactor(val: number);
150
- private _resolutionScaleFactor;
151
- private _boundingClientRectFrame;
152
- private _boundingClientRect;
153
- private _domX;
154
- private _domY;
155
- /** update bounding rects + domX, domY */
156
- private calculateBoundingClientRect;
157
- /** The width of the `<needle-engine>` element on the website */
158
- get domWidth(): number;
159
- /** The height of the `<needle-engine>` element on the website */
160
- get domHeight(): number;
161
- /** the X position of the `<needle-engine>` element on the website */
162
- get domX(): number;
163
- /** the Y position of the `<needle-engine>` element on the website */
164
- get domY(): number;
165
- /**
166
- * Is a XR session currently active and presenting?
167
- * @returns true if the xr renderer is currently presenting
168
- */
169
- get isInXR(): boolean;
170
- /** shorthand for `NeedleXRSession.active`
171
- * Automatically set by NeedleXRSession when a XR session is active
172
- * @returns the active XR session or null if no session is active
173
- * */
174
- xr: NeedleXRSession | null;
175
- /**
176
- * Shorthand for `this.xr?.mode`. AR or VR
177
- * @returns the current XR session mode (immersive-vr or immersive-ar)
178
- */
179
- get xrSessionMode(): XRSessionMode | undefined;
180
- /** Shorthand for `this.xrSessionMode === "immersive-vr"`
181
- * @returns true if a webxr VR session is currently active.
182
- */
183
- get isInVR(): boolean;
184
- /**
185
- * Shorthand for `this.xrSessionMode === "immersive-ar"`
186
- * @returns true if a webxr AR session is currently active.
187
- */
188
- get isInAR(): boolean;
189
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
190
- * @returns true if the XR session is in pass through mode
191
- */
192
- get isInPassThrough(): boolean;
193
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
194
- get xrSession(): XRSession | null;
195
- /** @returns the latest XRFrame (if a XRSession is currently active)
196
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
197
- */
198
- get xrFrame(): XRFrame | null;
199
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
200
- get xrCamera(): WebXRArrayCamera | undefined;
201
- private _xrFrame;
202
- /**
203
- * The AR overlay element is used to display 2D HTML elements while a AR session is active.
204
- */
205
- get arOverlayElement(): HTMLElement;
206
- /**
207
- * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
208
- */
209
- get currentFrameEvent(): FrameEvent;
210
- private _currentFrameEvent;
211
- /**
212
- * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
213
- */
214
- scene: Scene;
215
- /**
216
- * The renderer is used to render the scene. It is automatically created when the context is created.
217
- */
218
- renderer: WebGLRenderer;
219
- /**
220
- * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
221
- */
222
- composer: EffectComposer | ThreeEffectComposer | null;
223
- /**
224
- * @internal All known components. Don't use directly
225
- */
226
- readonly scripts: IComponent[];
227
- /**
228
- * @internal All paused components. Don't use directly
229
- */
230
- readonly scripts_pausedChanged: IComponent[];
231
- /**
232
- * @internal All components that have a early update event. Don't use directly
233
- */
234
- readonly scripts_earlyUpdate: IComponent[];
235
- /**
236
- * @internal All components that have a update event. Don't use directly
237
- */
238
- readonly scripts_update: IComponent[];
239
- /**
240
- * @internal All components that have a late update event. Don't use directly
241
- */
242
- readonly scripts_lateUpdate: IComponent[];
243
- /**
244
- * @internal All components that have a onBeforeRender event. Don't use directly
245
- */
246
- readonly scripts_onBeforeRender: IComponent[];
247
- /**
248
- * @internal All components that have a onAfterRender event. Don't use directly
249
- */
250
- readonly scripts_onAfterRender: IComponent[];
251
- /**
252
- * @internal All components that have coroutines. Don't use directly
253
- */
254
- readonly scripts_WithCorroutines: IComponent[];
255
- /**
256
- * @internal Components with immersive-vr event methods. Don't use directly
257
- */
258
- readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
259
- /**
260
- * @internal Components with immersive-ar event methods. Don't use directly
261
- */
262
- readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
263
- /**
264
- * @internal Coroutine data
265
- */
266
- readonly coroutines: {
267
- [FrameEvent: number]: Array<CoroutineData>;
268
- };
269
- /** callbacks called once after the context has been created */
270
- readonly post_setup_callbacks: Function[];
271
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
272
- readonly pre_update_callbacks: Function[];
273
- /** called every frame before rendering (after all component events) */
274
- readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
275
- /** called every frame after rendering (after all component events) */
276
- readonly post_render_callbacks: Function[];
277
- /** called every frame befroe update (this list is emptied every frame) */
278
- readonly pre_update_oneshot_callbacks: Function[];
279
- /** @internal */
280
- readonly new_scripts: IComponent[];
281
- /** @internal */
282
- readonly new_script_start: IComponent[];
283
- /** @internal */
284
- readonly new_scripts_pre_setup_callbacks: Function[];
285
- /** @internal */
286
- readonly new_scripts_post_setup_callbacks: Function[];
287
- /** @internal */
288
- readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
289
- /**
290
- * The **main camera component** of the scene - this camera is used for rendering.
291
- * Use `setCurrentCamera` for updating the main camera.
292
- */
293
- mainCameraComponent: ICamera | undefined;
294
- /**
295
- * The main camera of the scene - this camera is used for rendering
296
- * Use `setCurrentCamera` for updating the main camera.
297
- */
298
- get mainCamera(): Camera;
299
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
300
- set mainCamera(cam: Camera | null);
301
- private _mainCamera;
302
- private _fallbackCamera;
303
- /** access application state (e.g. if all audio should be muted) */
304
- application: Application;
305
- /** access animation mixer used by components in the scene */
306
- animations: AnimationsRegistry;
307
- /** access timings (current frame number, deltaTime, timeScale, ...) */
308
- time: Time;
309
- /** access input data (e.g. click or touch events) */
310
- input: Input;
311
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
312
- physics: Physics;
313
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
314
- connection: NetworkConnection;
315
- /**
316
- * @deprecated AssetDataBase is deprecated
317
- */
318
- assets: AssetDatabase;
319
- /** The main light in the scene */
320
- mainLight: ILight | null;
321
- /** @deprecated Use sceneLighting */
322
- get rendererData(): SceneLighting;
323
- sceneLighting: SceneLighting;
324
- addressables: Addressables;
325
- lightmaps: ILightDataRegistry;
326
- players: PlayerViewManager;
327
- readonly lodsManager: LODsManager;
328
- /** Access the needle menu to add or remove buttons to the menu element */
329
- readonly menu: NeedleMenu;
330
- /** @returns true if the context is fully created and ready */
331
- get isCreated(): boolean;
332
- private _needsUpdateSize;
333
- private _isCreated;
334
- private _isCreating;
335
- private _isVisible;
336
- private _stats;
337
- constructor(args?: ContextArgs);
338
- /**
339
- * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
340
- * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
341
- * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
342
- * @returns {WebGLRenderer} the newly created renderer
343
- */
344
- createNewRenderer(params?: WebGLRendererParameters): WebGLRenderer;
345
- private _intersectionObserver;
346
- private internalOnUpdateVisible;
347
- private _disposeCallbacks;
348
- /** will request a renderer size update the next render call (will call updateSize the next update) */
349
- requestSizeUpdate(): void;
350
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
351
- maxRenderResolution?: Vec2;
352
- /** Control the renderer devicePixelRatio.
353
- * **Options**
354
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
355
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
356
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
357
- */
358
- get devicePixelRatio(): "auto" | "manual" | number;
359
- set devicePixelRatio(val: "auto" | "manual" | number);
360
- private _devicePixelRatio;
361
- /**
362
- * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
363
- */
364
- updateSize(force?: boolean): void;
365
- /**
366
- * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
367
- */
368
- updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
369
- /** This will recreate the whole needle engine context and dispose the whole scene content
370
- * All content will be reloaded (loading times might be faster due to browser caches)
371
- * All scripts will be recreated */
372
- recreate(): void;
373
- private _originalCreationArgs?;
374
- /** @deprecated use create. This method will be removed in a future version */
375
- onCreate(opts?: ContextCreateArgs): Promise<boolean>;
376
- /** @internal */
377
- create(opts?: ContextCreateArgs): Promise<boolean>;
378
- private onUnhandledRejection;
379
- /** Dispatches an error */
380
- private onError;
381
- /**
382
- * Clears the context and destroys all scenes and objects in the scene.
383
- * The ContextCleared event is called at the end.
384
- * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
385
- * or when the web component is removed from the DOM
386
- */
387
- clear(): void;
388
- /**
389
- * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
390
- */
391
- dispose(): void;
392
- /**@deprecated use dispose() */
393
- onDestroy(): void;
394
- private internalOnDestroy;
395
- /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
396
- registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
397
- /** @internal Automatically called by components. */
398
- unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
399
- /** @internal Automatically called */
400
- stopAllCoroutinesFrom(script: IComponent): void;
401
- private _cameraStack;
402
- /** Change the main camera */
403
- setCurrentCamera(cam: ICamera): void;
404
- /**
405
- * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
406
- */
407
- removeCamera(cam?: ICamera | null): void;
408
- private readonly _onBeforeRenderListeners;
409
- private readonly _onAfterRenderListeners;
410
- /** Use to subscribe to onBeforeRender events on threejs objects.
411
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
412
- */
413
- addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
414
- /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
415
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
416
- */
417
- removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
418
- /**
419
- * Subscribe to onAfterRender events on threejs objects
420
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
421
- */
422
- addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
423
- /**
424
- * Remove from onAfterRender events on threejs objects
425
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
426
- */
427
- removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
428
- private _createRenderCallbackWrapper;
429
- private _requireDepthTexture;
430
- private _requireColorTexture;
431
- private _renderTarget?;
432
- private _isRendering;
433
- /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
434
- get isRendering(): boolean;
435
- setRequireDepth(val: boolean): void;
436
- setRequireColor(val: boolean): void;
437
- get depthTexture(): DepthTexture | null;
438
- get opaqueColorTexture(): Texture | null;
439
- /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
440
- get isVisibleToUser(): boolean;
441
- private _createId;
442
- private internalOnCreate;
443
- private internalLoadInitialContent;
444
- /** Sets the animation loop.
445
- * Can not be done while creating the context or when disposed
446
- **/
447
- restartRenderLoop(): boolean;
448
- private _renderlooperrors;
449
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
450
- update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
451
- /** Call to **manually** perform physics steps.
452
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
453
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
454
- * */
455
- updatePhysics(steps: number): void;
456
- private _lastTimestamp;
457
- private _accumulatedTime;
458
- private _dispatchReadyAfterFrame;
459
- private internalStep;
460
- private internalOnBeforeRender;
461
- private internalUpdatePhysics;
462
- private internalOnRender;
463
- private internalOnAfterRender;
464
- private readonly _tempClearColor;
465
- private readonly _tempClearColor2;
466
- renderNow(camera?: Camera): boolean;
467
- private _contextRestoreTries;
468
- private handleRendererContextLost;
469
- /** returns true if we should return out of the frame loop */
470
- private _wasPaused;
471
- private onHandlePaused;
472
- private evaluatePaused;
473
- private renderRequiredTextures;
474
- private executeCoroutines;
475
- }
1
+ /// <reference types="webxr" />
2
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
+ import type { EffectComposer } from "postprocessing";
4
+ import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
+ import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
+ import { Addressables } from './engine_addressables.js';
7
+ import { AnimationsRegistry } from './engine_animation.js';
8
+ import { Application } from './engine_application.js';
9
+ import { AssetDatabase } from './engine_assetdatabase.js';
10
+ import { Input } from './engine_input.js';
11
+ import { type ILightDataRegistry } from './engine_lightdata.js';
12
+ import { LODsManager } from "./engine_lods.js";
13
+ import { NetworkConnection } from './engine_networking.js';
14
+ import { Physics } from './engine_physics.js';
15
+ import { PlayerViewManager } from './engine_playerview.js';
16
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
17
+ import { Time } from './engine_time.js';
18
+ import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, Vec2 } from "./engine_types.js";
19
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
20
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
21
+ import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
22
+ export declare const build_scene_functions: {
23
+ [name: string]: (context: Context) => Promise<void>;
24
+ };
25
+ export declare class LoadingProgressArgs {
26
+ /** the name or URL of the loaded file */
27
+ name: string;
28
+ /** the loading progress event from the loader */
29
+ progress: ProgressEvent;
30
+ /** the index of the loaded file */
31
+ index: number;
32
+ /** the total number of files to load */
33
+ count: number;
34
+ }
35
+ export declare class ContextCreateArgs {
36
+ /** list of glTF or GLB files to load */
37
+ files: Array<string>;
38
+ abortSignal?: AbortSignal;
39
+ /** called when loading a provided glTF file started */
40
+ onLoadingStart?: (index: number, file: string) => void;
41
+ /** called on update for each loaded glTF file */
42
+ onLoadingProgress?: (args: LoadingProgressArgs) => void;
43
+ /** Called after a gLTF file has finished loading */
44
+ onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
45
+ }
46
+ export declare class ContextArgs {
47
+ name?: string;
48
+ /** for debugging only */
49
+ alias?: string;
50
+ /** the hash is used as a seed when initially loading the scene files */
51
+ hash?: string;
52
+ /** when true the context will not check if it's visible in the viewport and always update and render */
53
+ runInBackground?: boolean;
54
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
55
+ domElement?: HTMLElement | null;
56
+ /** externally owned renderer */
57
+ renderer?: WebGLRenderer;
58
+ /** externally owned camera */
59
+ camera?: Camera;
60
+ /** externally owned scene */
61
+ scene?: Scene;
62
+ }
63
+ export declare enum FrameEvent {
64
+ Start = -1,
65
+ EarlyUpdate = 0,
66
+ Update = 1,
67
+ LateUpdate = 2,
68
+ OnBeforeRender = 3,
69
+ OnAfterRender = 4,
70
+ PrePhysicsStep = 9,
71
+ PostPhysicsStep = 10,
72
+ Undefined = -1
73
+ }
74
+ /** threejs callback event signature */
75
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
76
+ export declare function registerComponent(script: IComponent, context?: Context): void;
77
+ /**
78
+ * The context is the main object that holds all the data and state of the Needle Engine.
79
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
80
+ * @example
81
+ * ```typescript
82
+ * import { Behaviour } from "@needle-tools/engine";
83
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
84
+ * export class MyScript extends Behaviour {
85
+ * start() {
86
+ * console.log("Hello from MyScript");
87
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
88
+ * }
89
+ * }
90
+ * ```
91
+ */
92
+ export declare class Context implements IContext {
93
+ private static _defaultTargetFramerate;
94
+ /** When a new context is created this is the framerate that will be used by default */
95
+ static get DefaultTargetFrameRate(): number | undefined;
96
+ /** When a new context is created this is the framerate that will be used by default */
97
+ static set DefaultTargetFrameRate(val: number | undefined);
98
+ private static _defaultWebglRendererParameters;
99
+ /** The default parameters that will be used when creating a new WebGLRenderer.
100
+ * Modify in global context to change the default parameters for all new contexts.
101
+ * @example
102
+ * ```typescript
103
+ * import { Context } from "@needle-tools/engine";
104
+ * Context.DefaultWebGLRendererParameters.antialias = false;
105
+ * ```
106
+ */
107
+ static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
108
+ /** The needle engine version */
109
+ get version(): string;
110
+ /** The currently active context. Only set during the update loops */
111
+ static get Current(): Context;
112
+ /** @internal this property should not be set by user code */
113
+ static set Current(context: Context);
114
+ static get All(): Context[];
115
+ /** The name of the context */
116
+ name: string;
117
+ /** An alias for the context */
118
+ alias: string | undefined | null;
119
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
120
+ * When this is false you are responsible to call update(timestamp, xframe.
121
+ * It is also currently assumed that rendering is handled performed by an external process
122
+ * */
123
+ isManagedExternally: boolean;
124
+ /** set to true to pause the update loop. You can receive an event for it in your components.
125
+ * Note that script updates will not be called when paused */
126
+ isPaused: boolean;
127
+ /** When enabled the application will run while not visible on the page */
128
+ runInBackground: boolean;
129
+ /**
130
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
131
+ * Set to undefined if you want to run at the maximum framerate
132
+ */
133
+ targetFrameRate?: number | {
134
+ value?: number;
135
+ };
136
+ /** Use a higher number for more accurate physics simulation.
137
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
138
+ * Set to 0 to disable physics updates
139
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
140
+ */
141
+ private physicsSteps?;
142
+ /** used to append to loaded assets */
143
+ hash?: string;
144
+ /** The `<needle-engine>` web component */
145
+ domElement: NeedleEngineWebComponent | HTMLElement;
146
+ appendHTMLElement(element: HTMLElement): HTMLElement;
147
+ get resolutionScaleFactor(): number;
148
+ /** use to scale the resolution up or down of the renderer. default is 1 */
149
+ set resolutionScaleFactor(val: number);
150
+ private _resolutionScaleFactor;
151
+ private _boundingClientRectFrame;
152
+ private _boundingClientRect;
153
+ private _domX;
154
+ private _domY;
155
+ /** update bounding rects + domX, domY */
156
+ private calculateBoundingClientRect;
157
+ /** The width of the `<needle-engine>` element on the website */
158
+ get domWidth(): number;
159
+ /** The height of the `<needle-engine>` element on the website */
160
+ get domHeight(): number;
161
+ /** the X position of the `<needle-engine>` element on the website */
162
+ get domX(): number;
163
+ /** the Y position of the `<needle-engine>` element on the website */
164
+ get domY(): number;
165
+ /**
166
+ * Is a XR session currently active and presenting?
167
+ * @returns true if the xr renderer is currently presenting
168
+ */
169
+ get isInXR(): boolean;
170
+ /** shorthand for `NeedleXRSession.active`
171
+ * Automatically set by NeedleXRSession when a XR session is active
172
+ * @returns the active XR session or null if no session is active
173
+ * */
174
+ xr: NeedleXRSession | null;
175
+ /**
176
+ * Shorthand for `this.xr?.mode`. AR or VR
177
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
178
+ */
179
+ get xrSessionMode(): XRSessionMode | undefined;
180
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
181
+ * @returns true if a webxr VR session is currently active.
182
+ */
183
+ get isInVR(): boolean;
184
+ /**
185
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
186
+ * @returns true if a webxr AR session is currently active.
187
+ */
188
+ get isInAR(): boolean;
189
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
190
+ * @returns true if the XR session is in pass through mode
191
+ */
192
+ get isInPassThrough(): boolean;
193
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
194
+ get xrSession(): XRSession | null;
195
+ /** @returns the latest XRFrame (if a XRSession is currently active)
196
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
197
+ */
198
+ get xrFrame(): XRFrame | null;
199
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
200
+ get xrCamera(): WebXRArrayCamera | undefined;
201
+ private _xrFrame;
202
+ /**
203
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
204
+ */
205
+ get arOverlayElement(): HTMLElement;
206
+ /**
207
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
208
+ */
209
+ get currentFrameEvent(): FrameEvent;
210
+ private _currentFrameEvent;
211
+ /**
212
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
213
+ */
214
+ scene: Scene;
215
+ /**
216
+ * The renderer is used to render the scene. It is automatically created when the context is created.
217
+ */
218
+ renderer: WebGLRenderer;
219
+ /**
220
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
221
+ */
222
+ composer: EffectComposer | ThreeEffectComposer | null;
223
+ /**
224
+ * @internal All known components. Don't use directly
225
+ */
226
+ readonly scripts: IComponent[];
227
+ /**
228
+ * @internal All paused components. Don't use directly
229
+ */
230
+ readonly scripts_pausedChanged: IComponent[];
231
+ /**
232
+ * @internal All components that have a early update event. Don't use directly
233
+ */
234
+ readonly scripts_earlyUpdate: IComponent[];
235
+ /**
236
+ * @internal All components that have a update event. Don't use directly
237
+ */
238
+ readonly scripts_update: IComponent[];
239
+ /**
240
+ * @internal All components that have a late update event. Don't use directly
241
+ */
242
+ readonly scripts_lateUpdate: IComponent[];
243
+ /**
244
+ * @internal All components that have a onBeforeRender event. Don't use directly
245
+ */
246
+ readonly scripts_onBeforeRender: IComponent[];
247
+ /**
248
+ * @internal All components that have a onAfterRender event. Don't use directly
249
+ */
250
+ readonly scripts_onAfterRender: IComponent[];
251
+ /**
252
+ * @internal All components that have coroutines. Don't use directly
253
+ */
254
+ readonly scripts_WithCorroutines: IComponent[];
255
+ /**
256
+ * @internal Components with immersive-vr event methods. Don't use directly
257
+ */
258
+ readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
259
+ /**
260
+ * @internal Components with immersive-ar event methods. Don't use directly
261
+ */
262
+ readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
263
+ /**
264
+ * @internal Coroutine data
265
+ */
266
+ readonly coroutines: {
267
+ [FrameEvent: number]: Array<CoroutineData>;
268
+ };
269
+ /** callbacks called once after the context has been created */
270
+ readonly post_setup_callbacks: Function[];
271
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
272
+ readonly pre_update_callbacks: Function[];
273
+ /** called every frame before rendering (after all component events) */
274
+ readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
275
+ /** called every frame after rendering (after all component events) */
276
+ readonly post_render_callbacks: Function[];
277
+ /** called every frame befroe update (this list is emptied every frame) */
278
+ readonly pre_update_oneshot_callbacks: Function[];
279
+ /** @internal */
280
+ readonly new_scripts: IComponent[];
281
+ /** @internal */
282
+ readonly new_script_start: IComponent[];
283
+ /** @internal */
284
+ readonly new_scripts_pre_setup_callbacks: Function[];
285
+ /** @internal */
286
+ readonly new_scripts_post_setup_callbacks: Function[];
287
+ /** @internal */
288
+ readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
289
+ /**
290
+ * The **main camera component** of the scene - this camera is used for rendering.
291
+ * Use `setCurrentCamera` for updating the main camera.
292
+ */
293
+ mainCameraComponent: ICamera | undefined;
294
+ /**
295
+ * The main camera of the scene - this camera is used for rendering
296
+ * Use `setCurrentCamera` for updating the main camera.
297
+ */
298
+ get mainCamera(): Camera;
299
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
300
+ set mainCamera(cam: Camera | null);
301
+ private _mainCamera;
302
+ private _fallbackCamera;
303
+ /** access application state (e.g. if all audio should be muted) */
304
+ application: Application;
305
+ /** access animation mixer used by components in the scene */
306
+ animations: AnimationsRegistry;
307
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
308
+ time: Time;
309
+ /** access input data (e.g. click or touch events) */
310
+ input: Input;
311
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
312
+ physics: Physics;
313
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
314
+ connection: NetworkConnection;
315
+ /**
316
+ * @deprecated AssetDataBase is deprecated
317
+ */
318
+ assets: AssetDatabase;
319
+ /** The main light in the scene */
320
+ mainLight: ILight | null;
321
+ /** @deprecated Use sceneLighting */
322
+ get rendererData(): SceneLighting;
323
+ sceneLighting: SceneLighting;
324
+ addressables: Addressables;
325
+ lightmaps: ILightDataRegistry;
326
+ players: PlayerViewManager;
327
+ readonly lodsManager: LODsManager;
328
+ /** Access the needle menu to add or remove buttons to the menu element */
329
+ readonly menu: NeedleMenu;
330
+ /** @returns true if the context is fully created and ready */
331
+ get isCreated(): boolean;
332
+ private _needsUpdateSize;
333
+ private _isCreated;
334
+ private _isCreating;
335
+ private _isVisible;
336
+ private _stats;
337
+ constructor(args?: ContextArgs);
338
+ /**
339
+ * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
340
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
341
+ * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
342
+ * @returns {WebGLRenderer} the newly created renderer
343
+ */
344
+ createNewRenderer(params?: WebGLRendererParameters): WebGLRenderer;
345
+ private _intersectionObserver;
346
+ private internalOnUpdateVisible;
347
+ private _disposeCallbacks;
348
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
349
+ requestSizeUpdate(): void;
350
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
351
+ maxRenderResolution?: Vec2;
352
+ /** Control the renderer devicePixelRatio.
353
+ * **Options**
354
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
355
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
356
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
357
+ */
358
+ get devicePixelRatio(): "auto" | "manual" | number;
359
+ set devicePixelRatio(val: "auto" | "manual" | number);
360
+ private _devicePixelRatio;
361
+ /**
362
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
363
+ */
364
+ updateSize(force?: boolean): void;
365
+ /**
366
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
367
+ */
368
+ updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
369
+ /** This will recreate the whole needle engine context and dispose the whole scene content
370
+ * All content will be reloaded (loading times might be faster due to browser caches)
371
+ * All scripts will be recreated */
372
+ recreate(): void;
373
+ private _originalCreationArgs?;
374
+ /** @deprecated use create. This method will be removed in a future version */
375
+ onCreate(opts?: ContextCreateArgs): Promise<boolean>;
376
+ /** @internal */
377
+ create(opts?: ContextCreateArgs): Promise<boolean>;
378
+ private onUnhandledRejection;
379
+ /** Dispatches an error */
380
+ private onError;
381
+ /**
382
+ * Clears the context and destroys all scenes and objects in the scene.
383
+ * The ContextCleared event is called at the end.
384
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
385
+ * or when the web component is removed from the DOM
386
+ */
387
+ clear(): void;
388
+ /**
389
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
390
+ */
391
+ dispose(): void;
392
+ /**@deprecated use dispose() */
393
+ onDestroy(): void;
394
+ private internalOnDestroy;
395
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
396
+ registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
397
+ /** @internal Automatically called by components. */
398
+ unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
399
+ /** @internal Automatically called */
400
+ stopAllCoroutinesFrom(script: IComponent): void;
401
+ private _cameraStack;
402
+ /** Change the main camera */
403
+ setCurrentCamera(cam: ICamera): void;
404
+ /**
405
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
406
+ */
407
+ removeCamera(cam?: ICamera | null): void;
408
+ private readonly _onBeforeRenderListeners;
409
+ private readonly _onAfterRenderListeners;
410
+ /** Use to subscribe to onBeforeRender events on threejs objects.
411
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
412
+ */
413
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
414
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
415
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
416
+ */
417
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
418
+ /**
419
+ * Subscribe to onAfterRender events on threejs objects
420
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
421
+ */
422
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
423
+ /**
424
+ * Remove from onAfterRender events on threejs objects
425
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
426
+ */
427
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
428
+ private _createRenderCallbackWrapper;
429
+ private _requireDepthTexture;
430
+ private _requireColorTexture;
431
+ private _renderTarget?;
432
+ private _isRendering;
433
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
434
+ get isRendering(): boolean;
435
+ setRequireDepth(val: boolean): void;
436
+ setRequireColor(val: boolean): void;
437
+ get depthTexture(): DepthTexture | null;
438
+ get opaqueColorTexture(): Texture | null;
439
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
440
+ get isVisibleToUser(): boolean;
441
+ private _createId;
442
+ private internalOnCreate;
443
+ private internalLoadInitialContent;
444
+ /** Sets the animation loop.
445
+ * Can not be done while creating the context or when disposed
446
+ **/
447
+ restartRenderLoop(): boolean;
448
+ private _renderlooperrors;
449
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
450
+ update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
451
+ /** Call to **manually** perform physics steps.
452
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
453
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
454
+ * */
455
+ updatePhysics(steps: number): void;
456
+ private _lastTimestamp;
457
+ private _accumulatedTime;
458
+ private _dispatchReadyAfterFrame;
459
+ private internalStep;
460
+ private internalOnBeforeRender;
461
+ private internalUpdatePhysics;
462
+ private internalOnRender;
463
+ private internalOnAfterRender;
464
+ private readonly _tempClearColor;
465
+ private readonly _tempClearColor2;
466
+ renderNow(camera?: Camera): boolean;
467
+ private _contextRestoreTries;
468
+ private handleRendererContextLost;
469
+ /** returns true if we should return out of the frame loop */
470
+ private _wasPaused;
471
+ private onHandlePaused;
472
+ private evaluatePaused;
473
+ private renderRequiredTextures;
474
+ private executeCoroutines;
475
+ }