@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
@@ -1,785 +1,785 @@
1
- import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
- import { ShaderMaterial, WebGLRenderer } from "three";
3
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
- import { useForAutoFit } from "./engine_camera.js";
5
- import { Mathf } from "./engine_math.js";
6
- import { CircularBuffer } from "./engine_utils.js";
7
- /**
8
- * Slerp between two vectors
9
- */
10
- export function slerp(vec, end, t) {
11
- const len1 = vec.length();
12
- const len2 = end.length();
13
- const targetLen = Mathf.lerp(len1, len2, t);
14
- return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
- }
16
- const _tempQuat = new Quaternion();
17
- const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
- export function lookAtInverse(obj, target) {
19
- obj.lookAt(target);
20
- obj.quaternion.multiply(flipYQuat);
21
- }
22
- /** Better lookAt
23
- * @param object the object that the lookAt should be applied to
24
- * @param target the target to look at
25
- * @param keepUpDirection if true the up direction will be kept
26
- * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
- */
28
- export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
- if (object === target)
30
- return;
31
- _tempQuat.copy(object.quaternion);
32
- const lookTarget = getWorldPosition(target);
33
- const lookFrom = getWorldPosition(object);
34
- if (copyTargetRotation) {
35
- setWorldQuaternion(object, getWorldQuaternion(target));
36
- // look at forward again so we don't get any roll
37
- if (keepUpDirection) {
38
- const ypos = lookFrom.y;
39
- const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
- forwardPoint.y = ypos;
41
- object.lookAt(forwardPoint);
42
- object.quaternion.multiply(flipYQuat);
43
- }
44
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
- if (Number.isNaN(object.quaternion.x)) {
46
- object.quaternion.copy(_tempQuat);
47
- }
48
- return;
49
- }
50
- if (keepUpDirection) {
51
- lookTarget.y = lookFrom.y;
52
- }
53
- object.lookAt(lookTarget);
54
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
- if (Number.isNaN(object.quaternion.x)) {
56
- object.quaternion.copy(_tempQuat);
57
- }
58
- }
59
- /**
60
- * Look at a 2D point in screen space
61
- * @param object the object to look at the point
62
- * @param target the target point in 2D screen space XY e.g. from a mouse event
63
- * @param camera the camera to use for the lookAt
64
- * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
- * @returns the target point in world space
66
- *
67
- * @example Needle Engine Component
68
- * ```ts
69
- * export class MyLookAtComponent extends Behaviour {
70
- * update() {
71
- * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
- * }
73
- * }
74
- * ```
75
- *
76
- * @example Look at from browser mouse move event
77
- * ```ts
78
- * window.addEventListener("mousemove", (e) => {
79
- * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
- * });
81
- * ```
82
- */
83
- export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
- if (camera) {
85
- const pos = getTempVector(0, 0, 0);
86
- const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
- const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
- pos.set(ndcx, ndcy, 0);
89
- pos.unproject(camera);
90
- // get distance from object to camera
91
- const camPos = camera.worldPosition;
92
- const dist = object.worldPosition.distanceTo(camPos);
93
- // Create direction from camera through cursor point
94
- const dir = pos.sub(camPos);
95
- dir.multiplyScalar(factor * 3.6 * dist);
96
- const targetPoint = camera.worldPosition.add(dir);
97
- object.lookAt(targetPoint);
98
- return targetPoint;
99
- }
100
- return null;
101
- }
102
- const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
- export function getTempVector(vecOrX, y, z) {
104
- const vec = _tempVecs.get();
105
- vec.set(0, 0, 0); // initialize with default values
106
- if (vecOrX instanceof Vector3)
107
- vec.copy(vecOrX);
108
- else if (Array.isArray(vecOrX))
109
- vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
- else if (vecOrX instanceof DOMPointReadOnly)
111
- vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
- else {
113
- if (typeof vecOrX === "number") {
114
- vec.x = vecOrX;
115
- vec.y = y !== undefined ? y : vec.x;
116
- vec.z = z !== undefined ? z : vec.x;
117
- }
118
- else if (typeof vecOrX === "object") {
119
- vec.x = vecOrX.x;
120
- vec.y = vecOrX.y;
121
- vec.z = vecOrX.z;
122
- }
123
- }
124
- return vec;
125
- }
126
- const _tempColors = new CircularBuffer(() => new Color(), 30);
127
- export function getTempColor(color) {
128
- const col = _tempColors.get();
129
- if (color)
130
- col.copy(color);
131
- else {
132
- col.set(0, 0, 0);
133
- }
134
- return col;
135
- }
136
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
- /**
138
- * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
- * Temporary quaternions are cached and reused internally. Don't store them!
140
- * @param value the quaternion to copy
141
- * @returns a temporary quaternion
142
- */
143
- export function getTempQuaternion(value) {
144
- const val = _tempQuats.get();
145
- val.identity();
146
- if (value instanceof Quaternion)
147
- val.copy(value);
148
- else if (value instanceof DOMPointReadOnly)
149
- val.set(value.x, value.y, value.z, value.w);
150
- return val;
151
- }
152
- const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
- const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
- /**
155
- * Get the world position of an object
156
- * @param obj the object to get the world position from
157
- * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
- * @param updateParents if true the parents will be updated before getting the world position
159
- * @returns the world position
160
- */
161
- export function getWorldPosition(obj, vec = null, updateParents = true) {
162
- const wp = vec ?? _worldPositions.get();
163
- if (!obj)
164
- return wp.set(0, 0, 0);
165
- if (!obj.parent)
166
- return wp.copy(obj.position);
167
- if (updateParents)
168
- obj.updateWorldMatrix(true, false);
169
- if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
- obj[_lastMatrixWorldUpdateKey] = Date.now();
171
- obj.updateMatrixWorld();
172
- }
173
- wp.setFromMatrixPosition(obj.matrixWorld);
174
- return wp;
175
- }
176
- /**
177
- * Set the world position of an object
178
- * @param obj the object to set the world position of
179
- * @param val the world position to set
180
- */
181
- export function setWorldPosition(obj, val) {
182
- if (!obj)
183
- return obj;
184
- const wp = _worldPositions.get();
185
- if (val !== wp)
186
- wp.copy(val);
187
- const obj2 = obj?.parent ?? obj;
188
- obj2.worldToLocal(wp);
189
- obj.position.set(wp.x, wp.y, wp.z);
190
- return obj;
191
- }
192
- /**
193
- * Set the world position of an object
194
- * @param obj the object to set the world position of
195
- * @param x the x position
196
- * @param y the y position
197
- * @param z the z position
198
- */
199
- export function setWorldPositionXYZ(obj, x, y, z) {
200
- const wp = _worldPositions.get();
201
- wp.set(x, y, z);
202
- setWorldPosition(obj, wp);
203
- return obj;
204
- }
205
- const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
- const _worldQuaternionBuffer = new Quaternion();
207
- const _tempQuaternionBuffer2 = new Quaternion();
208
- export function getWorldQuaternion(obj, target = null) {
209
- if (!obj)
210
- return _worldQuaternions.get().identity();
211
- const quat = target ?? _worldQuaternions.get();
212
- if (!obj.parent)
213
- return quat.copy(obj.quaternion);
214
- obj.getWorldQuaternion(quat);
215
- return quat;
216
- }
217
- export function setWorldQuaternion(obj, val) {
218
- if (!obj)
219
- return;
220
- if (val !== _worldQuaternionBuffer)
221
- _worldQuaternionBuffer.copy(val);
222
- const tempVec = _worldQuaternionBuffer;
223
- const parent = obj?.parent;
224
- parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
- _tempQuaternionBuffer2.invert();
226
- const q = _tempQuaternionBuffer2.multiply(tempVec);
227
- // console.log(tempVec);
228
- obj.quaternion.set(q.x, q.y, q.z, q.w);
229
- // console.error("quaternion world to local is not yet implemented");
230
- }
231
- export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
- _worldQuaternionBuffer.set(x, y, z, w);
233
- setWorldQuaternion(obj, _worldQuaternionBuffer);
234
- }
235
- const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
- const _worldScale = new Vector3();
237
- export function getWorldScale(obj, vec = null) {
238
- if (!vec)
239
- vec = _worldScaleBuffer.get();
240
- if (!obj)
241
- return vec.set(0, 0, 0);
242
- if (!obj.parent)
243
- return vec.copy(obj.scale);
244
- obj.getWorldScale(vec);
245
- return vec;
246
- }
247
- export function setWorldScale(obj, vec) {
248
- if (!obj)
249
- return;
250
- if (!obj.parent) {
251
- obj.scale.copy(vec);
252
- return;
253
- }
254
- const tempVec = _worldScale;
255
- const obj2 = obj.parent;
256
- obj2.getWorldScale(tempVec);
257
- obj.scale.copy(vec);
258
- obj.scale.divide(tempVec);
259
- }
260
- const _forward = new Vector3();
261
- const _forwardQuat = new Quaternion();
262
- export function forward(obj) {
263
- getWorldQuaternion(obj, _forwardQuat);
264
- return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
- }
266
- const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
- const _worldDirectionQuat = new Quaternion();
268
- /** Get the world direction. Returns world forward if nothing is passed in.
269
- * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
- * The returned vector will not be normalized
271
- */
272
- export function getWorldDirection(obj, dir) {
273
- // If no direction is passed in set the direction to the forward vector
274
- if (!dir)
275
- dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
- getWorldQuaternion(obj, _worldDirectionQuat);
277
- return dir.applyQuaternion(_worldDirectionQuat);
278
- }
279
- const _worldEulerBuffer = new Euler();
280
- const _worldEuler = new Euler();
281
- const _worldRotation = new Vector3();
282
- // world euler (in radians)
283
- export function getWorldEuler(obj) {
284
- const quat = _worldQuaternions.get();
285
- obj.getWorldQuaternion(quat);
286
- _worldEuler.setFromQuaternion(quat);
287
- return _worldEuler;
288
- }
289
- // world euler (in radians)
290
- export function setWorldEuler(obj, val) {
291
- const quat = _worldQuaternions.get();
292
- setWorldQuaternion(obj, quat.setFromEuler(val));
293
- ;
294
- }
295
- // returns rotation in degrees
296
- export function getWorldRotation(obj) {
297
- const rot = getWorldEuler(obj);
298
- const wr = _worldRotation;
299
- wr.set(rot.x, rot.y, rot.z);
300
- wr.x = Mathf.toDegrees(wr.x);
301
- wr.y = Mathf.toDegrees(wr.y);
302
- wr.z = Mathf.toDegrees(wr.z);
303
- return wr;
304
- }
305
- export function setWorldRotation(obj, val) {
306
- setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
- }
308
- export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
- if (degrees) {
310
- x = Mathf.toRadians(x);
311
- y = Mathf.toRadians(y);
312
- z = Mathf.toRadians(z);
313
- }
314
- _worldEulerBuffer.set(x, y, z);
315
- _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
- setWorldQuaternion(obj, _worldQuaternionBuffer);
317
- }
318
- // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
- export function logHierarchy(root, collapsible = true) {
320
- if (!root)
321
- return;
322
- if (collapsible) {
323
- (function printGraph(obj) {
324
- console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
- obj.children.forEach(printGraph);
326
- console.groupEnd();
327
- }(root));
328
- }
329
- else {
330
- root.traverse(function (obj) {
331
- var s = '|___';
332
- var obj2 = obj;
333
- while (obj2.parent !== null) {
334
- s = '\t' + s;
335
- obj2 = obj2.parent;
336
- }
337
- console.log(s + obj.name + ' <' + obj.type + '>');
338
- });
339
- }
340
- ;
341
- }
342
- export function getParentHierarchyPath(obj) {
343
- let path = obj?.name || "";
344
- if (!obj)
345
- return path;
346
- let parent = obj.parent;
347
- while (parent) {
348
- path = parent.name + "/" + path;
349
- parent = parent.parent;
350
- }
351
- return path;
352
- }
353
- export function isAnimationAction(obj) {
354
- if (obj) {
355
- // this doesnt work :(
356
- // return obj instanceof AnimationAction;
357
- // instead we do this:
358
- const act = obj;
359
- return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
- }
361
- return false;
362
- }
363
- class BlitMaterial extends ShaderMaterial {
364
- static vertex = `
365
- varying vec2 vUv;
366
- void main(){
367
- vUv = uv;
368
- gl_Position = vec4(position.xy, 0., 1.0);
369
- }`;
370
- constructor() {
371
- super({
372
- vertexShader: BlitMaterial.vertex,
373
- uniforms: {
374
- map: new Uniform(null),
375
- flipY: new Uniform(true),
376
- writeDepth: new Uniform(false),
377
- depthTexture: new Uniform(null)
378
- },
379
- fragmentShader: `
380
- uniform sampler2D map;
381
- uniform bool flipY;
382
- uniform bool writeDepth;
383
- uniform sampler2D depthTexture;
384
-
385
- varying vec2 vUv;
386
-
387
- void main(){
388
- vec2 uv = vUv;
389
- if (flipY) uv.y = 1.0 - uv.y;
390
- gl_FragColor = texture2D(map, uv);
391
-
392
- if (writeDepth) {
393
- float depth = texture2D(depthTexture, uv).r;
394
- gl_FragDepth = depth;
395
-
396
- // float linearDepth = (depth - 0.99) * 100.0; // Enhance near 1.0 values
397
- // gl_FragColor = vec4(linearDepth, linearDepth, linearDepth, 1.0);
398
- }
399
- }`
400
- });
401
- }
402
- reset() {
403
- this.uniforms.map.value = null;
404
- this.uniforms.flipY.value = true;
405
- this.uniforms.writeDepth.value = false;
406
- this.uniforms.depthTexture.value = null;
407
- this.needsUpdate = true;
408
- this.uniformsNeedUpdate = true;
409
- }
410
- }
411
- /**
412
- * Utility class to perform various graphics operations like copying textures to canvas
413
- */
414
- export class Graphics {
415
- static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
416
- static renderer = new WebGLRenderer({ antialias: false, alpha: true });
417
- static perspectiveCam = new PerspectiveCamera();
418
- static orthographicCam = new OrthographicCamera();
419
- static scene = new Scene();
420
- static blitMaterial = new BlitMaterial();
421
- static mesh = new Mesh(Graphics.planeGeometry, Graphics.blitMaterial);
422
- /**
423
- * Copy a texture to a new texture
424
- * @param texture the texture to copy
425
- * @param blitMaterial the material to use for copying (optional)
426
- * @returns the newly created, copied texture
427
- */
428
- static copyTexture(texture, blitMaterial) {
429
- // ensure that a blit material exists
430
- if (!blitMaterial) {
431
- blitMaterial = this.blitMaterial;
432
- }
433
- ;
434
- this.blitMaterial.reset();
435
- const material = blitMaterial || this.blitMaterial;
436
- // TODO: reset the uniforms...
437
- material.uniforms.map.value = texture;
438
- material.needsUpdate = true;
439
- material.uniformsNeedUpdate = true;
440
- // ensure that the blit material has the correct vertex shader
441
- const origVertexShader = material.vertexShader;
442
- material.vertexShader = BlitMaterial.vertex;
443
- const mesh = this.mesh;
444
- mesh.material = material;
445
- mesh.frustumCulled = false;
446
- this.scene.children.length = 0;
447
- this.scene.add(mesh);
448
- this.renderer.setSize(texture.image.width, texture.image.height);
449
- this.renderer.clear();
450
- this.renderer.render(this.scene, this.perspectiveCam);
451
- const tex = new Texture(this.renderer.domElement);
452
- tex.name = "Copy";
453
- tex.needsUpdate = true; // < important!
454
- // reset vertex shader
455
- material.vertexShader = origVertexShader;
456
- return tex;
457
- }
458
- static blit(src, target, options) {
459
- const { renderer = this.renderer, blitMaterial = this.blitMaterial, flipY = false, depthTexture = null, depthTest = true, depthWrite = true, } = options || {};
460
- this.blitMaterial.reset();
461
- if (blitMaterial.uniforms.map)
462
- blitMaterial.uniforms.map.value = src;
463
- if (blitMaterial.uniforms.flipY)
464
- blitMaterial.uniforms.flipY.value = flipY;
465
- if (depthTexture) {
466
- blitMaterial.uniforms.writeDepth = new Uniform(true);
467
- blitMaterial.uniforms.depthTexture.value = depthTexture;
468
- }
469
- else {
470
- blitMaterial.uniforms.writeDepth = new Uniform(false);
471
- blitMaterial.uniforms.depthTexture.value = null;
472
- }
473
- blitMaterial.needsUpdate = true;
474
- blitMaterial.uniformsNeedUpdate = true;
475
- const mesh = this.mesh;
476
- mesh.material = blitMaterial;
477
- mesh.frustumCulled = false;
478
- this.scene.children.length = 0;
479
- this.scene.add(mesh);
480
- // Save state
481
- const renderTarget = renderer.getRenderTarget();
482
- const gl = renderer.getContext();
483
- const depthTestEnabled = gl.getParameter(gl.DEPTH_TEST);
484
- const depthWriteMask = gl.getParameter(gl.DEPTH_WRITEMASK);
485
- const depthFunc = gl.getParameter(gl.DEPTH_FUNC);
486
- // Set state
487
- if (depthTest)
488
- renderer.getContext().enable(renderer.getContext().DEPTH_TEST);
489
- else
490
- renderer.getContext().disable(renderer.getContext().DEPTH_TEST);
491
- renderer.state.buffers.depth.setMask(depthWrite);
492
- renderer.setClearColor(new Color(0, 0, 0), 0);
493
- // renderer.setSize(target.width, target.height);
494
- renderer.setPixelRatio(window.devicePixelRatio);
495
- renderer.setRenderTarget(target);
496
- renderer.clear();
497
- renderer.render(this.scene, this.perspectiveCam);
498
- // Restore state
499
- renderer.setRenderTarget(renderTarget); // reset render target
500
- const depthBuffer = renderer.state.buffers.depth;
501
- depthBuffer.setTest(depthTestEnabled);
502
- depthBuffer.setMask(depthWriteMask);
503
- depthBuffer.setFunc(depthFunc);
504
- }
505
- /**
506
- * Copy a texture to a HTMLCanvasElement
507
- * @param texture the texture convert
508
- * @param force if true the texture will be copied to a new texture before converting
509
- * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
510
- */
511
- static textureToCanvas(texture, force = false) {
512
- if (!texture) {
513
- return null;
514
- }
515
- if (force === true || texture["isCompressedTexture"] === true) {
516
- texture = copyTexture(texture);
517
- }
518
- const image = texture.image;
519
- if (isImageBitmap(image)) {
520
- const canvas = document.createElement('canvas');
521
- canvas.width = image.width;
522
- canvas.height = image.height;
523
- const context = canvas.getContext('2d');
524
- if (!context) {
525
- console.error("Failed getting canvas 2d context");
526
- return null;
527
- }
528
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
529
- return canvas;
530
- }
531
- return null;
532
- }
533
- }
534
- /**@obsolete use Graphics.copyTexture */
535
- export function copyTexture(texture) {
536
- return Graphics.copyTexture(texture);
537
- }
538
- /**@obsolete use Graphics.textureToCanvas */
539
- export function textureToCanvas(texture, force = false) {
540
- return Graphics.textureToCanvas(texture, force);
541
- }
542
- ;
543
- function isImageBitmap(image) {
544
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
545
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
546
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
547
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
548
- }
549
- function isMesh(obj) {
550
- const type = obj.type;
551
- // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
552
- return type === "Mesh" || type === "SkinnedMesh";
553
- }
554
- // for contact shadows
555
- export function setVisibleInCustomShadowRendering(obj, enabled) {
556
- if (enabled)
557
- obj["needle:rendercustomshadow"] = true;
558
- else {
559
- obj["needle:rendercustomshadow"] = false;
560
- }
561
- }
562
- export function getVisibleInCustomShadowRendering(obj) {
563
- if (obj) {
564
- if (obj["needle:rendercustomshadow"] === true) {
565
- return true;
566
- }
567
- else if (obj["needle:rendercustomshadow"] == undefined) {
568
- return true;
569
- }
570
- }
571
- return false;
572
- }
573
- /**
574
- * Get the axis-aligned bounding box of a list of objects.
575
- * @param objects The objects to get the bounding box from.
576
- * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
577
- * @param layers The layers to include. Typically the main camera's layers.
578
- * @param result The result box to store the bounding box in. Returns a new box if not passed in.
579
- */
580
- export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
581
- const box = result || new Box3();
582
- box.makeEmpty();
583
- const emptyChildren = [];
584
- function expandByObjectRecursive(obj) {
585
- let allowExpanding = true;
586
- // we dont want to check invisible objects
587
- if (!obj.visible)
588
- return;
589
- if (useForAutoFit(obj) === false)
590
- return;
591
- if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
592
- return;
593
- // ignore Box3Helpers
594
- if (obj instanceof Box3Helper)
595
- allowExpanding = false;
596
- if (obj instanceof GridHelper)
597
- allowExpanding = false;
598
- // ignore GroundProjectedEnv
599
- if (obj instanceof GroundedSkybox)
600
- allowExpanding = false;
601
- if (obj.isGizmo === true)
602
- allowExpanding = false;
603
- // // Ignore shadow catcher geometry
604
- if (obj.material instanceof ShadowMaterial)
605
- allowExpanding = false;
606
- // ONLY fit meshes
607
- if (!(isMesh(obj)))
608
- allowExpanding = false;
609
- // Layer test, typically with the main camera
610
- if (layers && obj.layers.test(layers) === false)
611
- allowExpanding = false;
612
- if (allowExpanding) {
613
- // Ignore things parented to the camera + ignore the camera
614
- if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
615
- return;
616
- else if (typeof ignore === "function") {
617
- if (ignore(obj) === true)
618
- return;
619
- }
620
- }
621
- // We don't want to fit UI objects
622
- if (obj["isUI"] === true)
623
- return;
624
- // If we encountered some geometry that should be ignored
625
- // Then we don't want to use that for expanding the view
626
- if (allowExpanding) {
627
- // Temporary override children
628
- const children = obj.children;
629
- obj.children = emptyChildren;
630
- // TODO: validate that object doesn't contain NaN values
631
- const pos = obj.position;
632
- const scale = obj.scale;
633
- if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
634
- console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
635
- return;
636
- }
637
- box.expandByObject(obj, true);
638
- obj.children = children;
639
- }
640
- for (const child of obj.children) {
641
- expandByObjectRecursive(child);
642
- }
643
- }
644
- let hasAnyObject = false;
645
- if (!Array.isArray(objects))
646
- objects = [objects];
647
- for (const object of objects) {
648
- if (!object)
649
- continue;
650
- hasAnyObject = true;
651
- object.updateMatrixWorld();
652
- expandByObjectRecursive(object);
653
- }
654
- if (!hasAnyObject) {
655
- console.warn("No objects to fit camera to...");
656
- return box;
657
- }
658
- return box;
659
- }
660
- /**
661
- * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
662
- * @param obj the object to fit
663
- * @param volume the volume to fit the object into
664
- * @param opts options for fitting
665
- */
666
- export function fitObjectIntoVolume(obj, volume, opts) {
667
- const box = getBoundingBox([obj], opts?.ignore);
668
- const boundsSize = new Vector3();
669
- box.getSize(boundsSize);
670
- const boundsCenter = new Vector3();
671
- box.getCenter(boundsCenter);
672
- const targetSize = new Vector3();
673
- volume.getSize(targetSize);
674
- const targetCenter = new Vector3();
675
- volume.getCenter(targetCenter);
676
- const scale = new Vector3();
677
- scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
678
- const minScale = Math.min(scale.x, scale.y, scale.z);
679
- const useScale = opts?.scale !== false;
680
- if (useScale) {
681
- setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
682
- }
683
- if (opts?.position !== false) {
684
- const boundsBottomPosition = new Vector3();
685
- box.getCenter(boundsBottomPosition);
686
- boundsBottomPosition.y = box.min.y;
687
- const targetBottomPosition = new Vector3();
688
- volume.getCenter(targetBottomPosition);
689
- targetBottomPosition.y = volume.min.y;
690
- const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
691
- if (useScale)
692
- offset.multiplyScalar(minScale);
693
- setWorldPosition(obj, getWorldPosition(obj).add(offset));
694
- }
695
- return {
696
- boundsBefore: box,
697
- scale,
698
- };
699
- }
700
- /**
701
- * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
702
- * The object will be visually placed on the surface (the object's pivot will be ignored).
703
- * @param obj the object to place on the surface
704
- * @param point the point to place the object on
705
- * @returns the offset from the object bounds to the pivot
706
- */
707
- export function placeOnSurface(obj, point) {
708
- const bounds = getBoundingBox([obj]);
709
- const center = new Vector3();
710
- bounds.getCenter(center);
711
- center.y = bounds.min.y;
712
- const offset = point.clone().sub(center);
713
- const worldPos = getWorldPosition(obj);
714
- setWorldPosition(obj, worldPos.add(offset));
715
- return {
716
- offset,
717
- bounds,
718
- };
719
- }
720
- /**
721
- * Postprocesses the material of an object loaded by {@link FBXLoader}.
722
- * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
723
- * This ensures consistent lighting and shading, including environment effects.
724
- */
725
- export function postprocessFBXMaterials(obj, material, index, array) {
726
- if (Array.isArray(material)) {
727
- let success = true;
728
- for (let i = 0; i < material.length; i++) {
729
- const res = postprocessFBXMaterials(obj, material[i], i, material);
730
- if (!res)
731
- success = false;
732
- }
733
- return success;
734
- }
735
- // ignore if the material is already a MeshStandardMaterial
736
- if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
737
- return false;
738
- }
739
- // check if the material was already processed
740
- else if (material["material:fbx"] != undefined) {
741
- return true;
742
- }
743
- const newMaterial = new MeshStandardMaterial();
744
- newMaterial["material:fbx"] = material;
745
- const oldMaterial = material;
746
- if (oldMaterial) {
747
- // If a map is present then the FBX color should be ignored
748
- // Tested e.g. in Unity and Substance Stager
749
- // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
750
- if (!oldMaterial.map)
751
- newMaterial.color.copyLinearToSRGB(oldMaterial.color);
752
- else
753
- newMaterial.color.set(1, 1, 1);
754
- newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
755
- newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
756
- newMaterial.opacity = oldMaterial.opacity;
757
- newMaterial.displacementScale = oldMaterial.displacementScale;
758
- newMaterial.transparent = oldMaterial.transparent;
759
- newMaterial.bumpMap = oldMaterial.bumpMap;
760
- newMaterial.aoMap = oldMaterial.aoMap;
761
- newMaterial.map = oldMaterial.map;
762
- newMaterial.displacementMap = oldMaterial.displacementMap;
763
- newMaterial.emissiveMap = oldMaterial.emissiveMap;
764
- newMaterial.normalMap = oldMaterial.normalMap;
765
- newMaterial.envMap = oldMaterial.envMap;
766
- newMaterial.alphaMap = oldMaterial.alphaMap;
767
- newMaterial.metalness = oldMaterial.reflectivity;
768
- newMaterial.vertexColors = oldMaterial.vertexColors;
769
- if (oldMaterial.shininess) {
770
- // from blender source code
771
- // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
772
- // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
773
- newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
774
- }
775
- newMaterial.needsUpdate = true;
776
- }
777
- if (index === undefined) {
778
- obj.material = newMaterial;
779
- }
780
- else {
781
- array[index] = newMaterial;
782
- }
783
- return true;
784
- }
1
+ import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
+ import { ShaderMaterial, WebGLRenderer } from "three";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+ import { useForAutoFit } from "./engine_camera.js";
5
+ import { Mathf } from "./engine_math.js";
6
+ import { CircularBuffer } from "./engine_utils.js";
7
+ /**
8
+ * Slerp between two vectors
9
+ */
10
+ export function slerp(vec, end, t) {
11
+ const len1 = vec.length();
12
+ const len2 = end.length();
13
+ const targetLen = Mathf.lerp(len1, len2, t);
14
+ return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
+ }
16
+ const _tempQuat = new Quaternion();
17
+ const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
+ export function lookAtInverse(obj, target) {
19
+ obj.lookAt(target);
20
+ obj.quaternion.multiply(flipYQuat);
21
+ }
22
+ /** Better lookAt
23
+ * @param object the object that the lookAt should be applied to
24
+ * @param target the target to look at
25
+ * @param keepUpDirection if true the up direction will be kept
26
+ * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
+ */
28
+ export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
+ if (object === target)
30
+ return;
31
+ _tempQuat.copy(object.quaternion);
32
+ const lookTarget = getWorldPosition(target);
33
+ const lookFrom = getWorldPosition(object);
34
+ if (copyTargetRotation) {
35
+ setWorldQuaternion(object, getWorldQuaternion(target));
36
+ // look at forward again so we don't get any roll
37
+ if (keepUpDirection) {
38
+ const ypos = lookFrom.y;
39
+ const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
+ forwardPoint.y = ypos;
41
+ object.lookAt(forwardPoint);
42
+ object.quaternion.multiply(flipYQuat);
43
+ }
44
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
+ if (Number.isNaN(object.quaternion.x)) {
46
+ object.quaternion.copy(_tempQuat);
47
+ }
48
+ return;
49
+ }
50
+ if (keepUpDirection) {
51
+ lookTarget.y = lookFrom.y;
52
+ }
53
+ object.lookAt(lookTarget);
54
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
+ if (Number.isNaN(object.quaternion.x)) {
56
+ object.quaternion.copy(_tempQuat);
57
+ }
58
+ }
59
+ /**
60
+ * Look at a 2D point in screen space
61
+ * @param object the object to look at the point
62
+ * @param target the target point in 2D screen space XY e.g. from a mouse event
63
+ * @param camera the camera to use for the lookAt
64
+ * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
+ * @returns the target point in world space
66
+ *
67
+ * @example Needle Engine Component
68
+ * ```ts
69
+ * export class MyLookAtComponent extends Behaviour {
70
+ * update() {
71
+ * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
+ * }
73
+ * }
74
+ * ```
75
+ *
76
+ * @example Look at from browser mouse move event
77
+ * ```ts
78
+ * window.addEventListener("mousemove", (e) => {
79
+ * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
+ * });
81
+ * ```
82
+ */
83
+ export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
+ if (camera) {
85
+ const pos = getTempVector(0, 0, 0);
86
+ const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
+ const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
+ pos.set(ndcx, ndcy, 0);
89
+ pos.unproject(camera);
90
+ // get distance from object to camera
91
+ const camPos = camera.worldPosition;
92
+ const dist = object.worldPosition.distanceTo(camPos);
93
+ // Create direction from camera through cursor point
94
+ const dir = pos.sub(camPos);
95
+ dir.multiplyScalar(factor * 3.6 * dist);
96
+ const targetPoint = camera.worldPosition.add(dir);
97
+ object.lookAt(targetPoint);
98
+ return targetPoint;
99
+ }
100
+ return null;
101
+ }
102
+ const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
+ export function getTempVector(vecOrX, y, z) {
104
+ const vec = _tempVecs.get();
105
+ vec.set(0, 0, 0); // initialize with default values
106
+ if (vecOrX instanceof Vector3)
107
+ vec.copy(vecOrX);
108
+ else if (Array.isArray(vecOrX))
109
+ vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
+ else if (vecOrX instanceof DOMPointReadOnly)
111
+ vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
+ else {
113
+ if (typeof vecOrX === "number") {
114
+ vec.x = vecOrX;
115
+ vec.y = y !== undefined ? y : vec.x;
116
+ vec.z = z !== undefined ? z : vec.x;
117
+ }
118
+ else if (typeof vecOrX === "object") {
119
+ vec.x = vecOrX.x;
120
+ vec.y = vecOrX.y;
121
+ vec.z = vecOrX.z;
122
+ }
123
+ }
124
+ return vec;
125
+ }
126
+ const _tempColors = new CircularBuffer(() => new Color(), 30);
127
+ export function getTempColor(color) {
128
+ const col = _tempColors.get();
129
+ if (color)
130
+ col.copy(color);
131
+ else {
132
+ col.set(0, 0, 0);
133
+ }
134
+ return col;
135
+ }
136
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
+ /**
138
+ * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
+ * Temporary quaternions are cached and reused internally. Don't store them!
140
+ * @param value the quaternion to copy
141
+ * @returns a temporary quaternion
142
+ */
143
+ export function getTempQuaternion(value) {
144
+ const val = _tempQuats.get();
145
+ val.identity();
146
+ if (value instanceof Quaternion)
147
+ val.copy(value);
148
+ else if (value instanceof DOMPointReadOnly)
149
+ val.set(value.x, value.y, value.z, value.w);
150
+ return val;
151
+ }
152
+ const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
+ const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
+ /**
155
+ * Get the world position of an object
156
+ * @param obj the object to get the world position from
157
+ * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
+ * @param updateParents if true the parents will be updated before getting the world position
159
+ * @returns the world position
160
+ */
161
+ export function getWorldPosition(obj, vec = null, updateParents = true) {
162
+ const wp = vec ?? _worldPositions.get();
163
+ if (!obj)
164
+ return wp.set(0, 0, 0);
165
+ if (!obj.parent)
166
+ return wp.copy(obj.position);
167
+ if (updateParents)
168
+ obj.updateWorldMatrix(true, false);
169
+ if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
+ obj[_lastMatrixWorldUpdateKey] = Date.now();
171
+ obj.updateMatrixWorld();
172
+ }
173
+ wp.setFromMatrixPosition(obj.matrixWorld);
174
+ return wp;
175
+ }
176
+ /**
177
+ * Set the world position of an object
178
+ * @param obj the object to set the world position of
179
+ * @param val the world position to set
180
+ */
181
+ export function setWorldPosition(obj, val) {
182
+ if (!obj)
183
+ return obj;
184
+ const wp = _worldPositions.get();
185
+ if (val !== wp)
186
+ wp.copy(val);
187
+ const obj2 = obj?.parent ?? obj;
188
+ obj2.worldToLocal(wp);
189
+ obj.position.set(wp.x, wp.y, wp.z);
190
+ return obj;
191
+ }
192
+ /**
193
+ * Set the world position of an object
194
+ * @param obj the object to set the world position of
195
+ * @param x the x position
196
+ * @param y the y position
197
+ * @param z the z position
198
+ */
199
+ export function setWorldPositionXYZ(obj, x, y, z) {
200
+ const wp = _worldPositions.get();
201
+ wp.set(x, y, z);
202
+ setWorldPosition(obj, wp);
203
+ return obj;
204
+ }
205
+ const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
+ const _worldQuaternionBuffer = new Quaternion();
207
+ const _tempQuaternionBuffer2 = new Quaternion();
208
+ export function getWorldQuaternion(obj, target = null) {
209
+ if (!obj)
210
+ return _worldQuaternions.get().identity();
211
+ const quat = target ?? _worldQuaternions.get();
212
+ if (!obj.parent)
213
+ return quat.copy(obj.quaternion);
214
+ obj.getWorldQuaternion(quat);
215
+ return quat;
216
+ }
217
+ export function setWorldQuaternion(obj, val) {
218
+ if (!obj)
219
+ return;
220
+ if (val !== _worldQuaternionBuffer)
221
+ _worldQuaternionBuffer.copy(val);
222
+ const tempVec = _worldQuaternionBuffer;
223
+ const parent = obj?.parent;
224
+ parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
+ _tempQuaternionBuffer2.invert();
226
+ const q = _tempQuaternionBuffer2.multiply(tempVec);
227
+ // console.log(tempVec);
228
+ obj.quaternion.set(q.x, q.y, q.z, q.w);
229
+ // console.error("quaternion world to local is not yet implemented");
230
+ }
231
+ export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
+ _worldQuaternionBuffer.set(x, y, z, w);
233
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
234
+ }
235
+ const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
+ const _worldScale = new Vector3();
237
+ export function getWorldScale(obj, vec = null) {
238
+ if (!vec)
239
+ vec = _worldScaleBuffer.get();
240
+ if (!obj)
241
+ return vec.set(0, 0, 0);
242
+ if (!obj.parent)
243
+ return vec.copy(obj.scale);
244
+ obj.getWorldScale(vec);
245
+ return vec;
246
+ }
247
+ export function setWorldScale(obj, vec) {
248
+ if (!obj)
249
+ return;
250
+ if (!obj.parent) {
251
+ obj.scale.copy(vec);
252
+ return;
253
+ }
254
+ const tempVec = _worldScale;
255
+ const obj2 = obj.parent;
256
+ obj2.getWorldScale(tempVec);
257
+ obj.scale.copy(vec);
258
+ obj.scale.divide(tempVec);
259
+ }
260
+ const _forward = new Vector3();
261
+ const _forwardQuat = new Quaternion();
262
+ export function forward(obj) {
263
+ getWorldQuaternion(obj, _forwardQuat);
264
+ return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
+ }
266
+ const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
+ const _worldDirectionQuat = new Quaternion();
268
+ /** Get the world direction. Returns world forward if nothing is passed in.
269
+ * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
+ * The returned vector will not be normalized
271
+ */
272
+ export function getWorldDirection(obj, dir) {
273
+ // If no direction is passed in set the direction to the forward vector
274
+ if (!dir)
275
+ dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
+ getWorldQuaternion(obj, _worldDirectionQuat);
277
+ return dir.applyQuaternion(_worldDirectionQuat);
278
+ }
279
+ const _worldEulerBuffer = new Euler();
280
+ const _worldEuler = new Euler();
281
+ const _worldRotation = new Vector3();
282
+ // world euler (in radians)
283
+ export function getWorldEuler(obj) {
284
+ const quat = _worldQuaternions.get();
285
+ obj.getWorldQuaternion(quat);
286
+ _worldEuler.setFromQuaternion(quat);
287
+ return _worldEuler;
288
+ }
289
+ // world euler (in radians)
290
+ export function setWorldEuler(obj, val) {
291
+ const quat = _worldQuaternions.get();
292
+ setWorldQuaternion(obj, quat.setFromEuler(val));
293
+ ;
294
+ }
295
+ // returns rotation in degrees
296
+ export function getWorldRotation(obj) {
297
+ const rot = getWorldEuler(obj);
298
+ const wr = _worldRotation;
299
+ wr.set(rot.x, rot.y, rot.z);
300
+ wr.x = Mathf.toDegrees(wr.x);
301
+ wr.y = Mathf.toDegrees(wr.y);
302
+ wr.z = Mathf.toDegrees(wr.z);
303
+ return wr;
304
+ }
305
+ export function setWorldRotation(obj, val) {
306
+ setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
+ }
308
+ export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
+ if (degrees) {
310
+ x = Mathf.toRadians(x);
311
+ y = Mathf.toRadians(y);
312
+ z = Mathf.toRadians(z);
313
+ }
314
+ _worldEulerBuffer.set(x, y, z);
315
+ _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
317
+ }
318
+ // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
+ export function logHierarchy(root, collapsible = true) {
320
+ if (!root)
321
+ return;
322
+ if (collapsible) {
323
+ (function printGraph(obj) {
324
+ console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
+ obj.children.forEach(printGraph);
326
+ console.groupEnd();
327
+ }(root));
328
+ }
329
+ else {
330
+ root.traverse(function (obj) {
331
+ var s = '|___';
332
+ var obj2 = obj;
333
+ while (obj2.parent !== null) {
334
+ s = '\t' + s;
335
+ obj2 = obj2.parent;
336
+ }
337
+ console.log(s + obj.name + ' <' + obj.type + '>');
338
+ });
339
+ }
340
+ ;
341
+ }
342
+ export function getParentHierarchyPath(obj) {
343
+ let path = obj?.name || "";
344
+ if (!obj)
345
+ return path;
346
+ let parent = obj.parent;
347
+ while (parent) {
348
+ path = parent.name + "/" + path;
349
+ parent = parent.parent;
350
+ }
351
+ return path;
352
+ }
353
+ export function isAnimationAction(obj) {
354
+ if (obj) {
355
+ // this doesnt work :(
356
+ // return obj instanceof AnimationAction;
357
+ // instead we do this:
358
+ const act = obj;
359
+ return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
+ }
361
+ return false;
362
+ }
363
+ class BlitMaterial extends ShaderMaterial {
364
+ static vertex = `
365
+ varying vec2 vUv;
366
+ void main(){
367
+ vUv = uv;
368
+ gl_Position = vec4(position.xy, 0., 1.0);
369
+ }`;
370
+ constructor() {
371
+ super({
372
+ vertexShader: BlitMaterial.vertex,
373
+ uniforms: {
374
+ map: new Uniform(null),
375
+ flipY: new Uniform(true),
376
+ writeDepth: new Uniform(false),
377
+ depthTexture: new Uniform(null)
378
+ },
379
+ fragmentShader: `
380
+ uniform sampler2D map;
381
+ uniform bool flipY;
382
+ uniform bool writeDepth;
383
+ uniform sampler2D depthTexture;
384
+
385
+ varying vec2 vUv;
386
+
387
+ void main(){
388
+ vec2 uv = vUv;
389
+ if (flipY) uv.y = 1.0 - uv.y;
390
+ gl_FragColor = texture2D(map, uv);
391
+
392
+ if (writeDepth) {
393
+ float depth = texture2D(depthTexture, uv).r;
394
+ gl_FragDepth = depth;
395
+
396
+ // float linearDepth = (depth - 0.99) * 100.0; // Enhance near 1.0 values
397
+ // gl_FragColor = vec4(linearDepth, linearDepth, linearDepth, 1.0);
398
+ }
399
+ }`
400
+ });
401
+ }
402
+ reset() {
403
+ this.uniforms.map.value = null;
404
+ this.uniforms.flipY.value = true;
405
+ this.uniforms.writeDepth.value = false;
406
+ this.uniforms.depthTexture.value = null;
407
+ this.needsUpdate = true;
408
+ this.uniformsNeedUpdate = true;
409
+ }
410
+ }
411
+ /**
412
+ * Utility class to perform various graphics operations like copying textures to canvas
413
+ */
414
+ export class Graphics {
415
+ static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
416
+ static renderer = new WebGLRenderer({ antialias: false, alpha: true });
417
+ static perspectiveCam = new PerspectiveCamera();
418
+ static orthographicCam = new OrthographicCamera();
419
+ static scene = new Scene();
420
+ static blitMaterial = new BlitMaterial();
421
+ static mesh = new Mesh(Graphics.planeGeometry, Graphics.blitMaterial);
422
+ /**
423
+ * Copy a texture to a new texture
424
+ * @param texture the texture to copy
425
+ * @param blitMaterial the material to use for copying (optional)
426
+ * @returns the newly created, copied texture
427
+ */
428
+ static copyTexture(texture, blitMaterial) {
429
+ // ensure that a blit material exists
430
+ if (!blitMaterial) {
431
+ blitMaterial = this.blitMaterial;
432
+ }
433
+ ;
434
+ this.blitMaterial.reset();
435
+ const material = blitMaterial || this.blitMaterial;
436
+ // TODO: reset the uniforms...
437
+ material.uniforms.map.value = texture;
438
+ material.needsUpdate = true;
439
+ material.uniformsNeedUpdate = true;
440
+ // ensure that the blit material has the correct vertex shader
441
+ const origVertexShader = material.vertexShader;
442
+ material.vertexShader = BlitMaterial.vertex;
443
+ const mesh = this.mesh;
444
+ mesh.material = material;
445
+ mesh.frustumCulled = false;
446
+ this.scene.children.length = 0;
447
+ this.scene.add(mesh);
448
+ this.renderer.setSize(texture.image.width, texture.image.height);
449
+ this.renderer.clear();
450
+ this.renderer.render(this.scene, this.perspectiveCam);
451
+ const tex = new Texture(this.renderer.domElement);
452
+ tex.name = "Copy";
453
+ tex.needsUpdate = true; // < important!
454
+ // reset vertex shader
455
+ material.vertexShader = origVertexShader;
456
+ return tex;
457
+ }
458
+ static blit(src, target, options) {
459
+ const { renderer = this.renderer, blitMaterial = this.blitMaterial, flipY = false, depthTexture = null, depthTest = true, depthWrite = true, } = options || {};
460
+ this.blitMaterial.reset();
461
+ if (blitMaterial.uniforms.map)
462
+ blitMaterial.uniforms.map.value = src;
463
+ if (blitMaterial.uniforms.flipY)
464
+ blitMaterial.uniforms.flipY.value = flipY;
465
+ if (depthTexture) {
466
+ blitMaterial.uniforms.writeDepth = new Uniform(true);
467
+ blitMaterial.uniforms.depthTexture.value = depthTexture;
468
+ }
469
+ else {
470
+ blitMaterial.uniforms.writeDepth = new Uniform(false);
471
+ blitMaterial.uniforms.depthTexture.value = null;
472
+ }
473
+ blitMaterial.needsUpdate = true;
474
+ blitMaterial.uniformsNeedUpdate = true;
475
+ const mesh = this.mesh;
476
+ mesh.material = blitMaterial;
477
+ mesh.frustumCulled = false;
478
+ this.scene.children.length = 0;
479
+ this.scene.add(mesh);
480
+ // Save state
481
+ const renderTarget = renderer.getRenderTarget();
482
+ const gl = renderer.getContext();
483
+ const depthTestEnabled = gl.getParameter(gl.DEPTH_TEST);
484
+ const depthWriteMask = gl.getParameter(gl.DEPTH_WRITEMASK);
485
+ const depthFunc = gl.getParameter(gl.DEPTH_FUNC);
486
+ // Set state
487
+ if (depthTest)
488
+ renderer.getContext().enable(renderer.getContext().DEPTH_TEST);
489
+ else
490
+ renderer.getContext().disable(renderer.getContext().DEPTH_TEST);
491
+ renderer.state.buffers.depth.setMask(depthWrite);
492
+ renderer.setClearColor(new Color(0, 0, 0), 0);
493
+ // renderer.setSize(target.width, target.height);
494
+ renderer.setPixelRatio(window.devicePixelRatio);
495
+ renderer.setRenderTarget(target);
496
+ renderer.clear();
497
+ renderer.render(this.scene, this.perspectiveCam);
498
+ // Restore state
499
+ renderer.setRenderTarget(renderTarget); // reset render target
500
+ const depthBuffer = renderer.state.buffers.depth;
501
+ depthBuffer.setTest(depthTestEnabled);
502
+ depthBuffer.setMask(depthWriteMask);
503
+ depthBuffer.setFunc(depthFunc);
504
+ }
505
+ /**
506
+ * Copy a texture to a HTMLCanvasElement
507
+ * @param texture the texture convert
508
+ * @param force if true the texture will be copied to a new texture before converting
509
+ * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
510
+ */
511
+ static textureToCanvas(texture, force = false) {
512
+ if (!texture) {
513
+ return null;
514
+ }
515
+ if (force === true || texture["isCompressedTexture"] === true) {
516
+ texture = copyTexture(texture);
517
+ }
518
+ const image = texture.image;
519
+ if (isImageBitmap(image)) {
520
+ const canvas = document.createElement('canvas');
521
+ canvas.width = image.width;
522
+ canvas.height = image.height;
523
+ const context = canvas.getContext('2d');
524
+ if (!context) {
525
+ console.error("Failed getting canvas 2d context");
526
+ return null;
527
+ }
528
+ context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
529
+ return canvas;
530
+ }
531
+ return null;
532
+ }
533
+ }
534
+ /**@obsolete use Graphics.copyTexture */
535
+ export function copyTexture(texture) {
536
+ return Graphics.copyTexture(texture);
537
+ }
538
+ /**@obsolete use Graphics.textureToCanvas */
539
+ export function textureToCanvas(texture, force = false) {
540
+ return Graphics.textureToCanvas(texture, force);
541
+ }
542
+ ;
543
+ function isImageBitmap(image) {
544
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
545
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
546
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
547
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
548
+ }
549
+ function isMesh(obj) {
550
+ const type = obj.type;
551
+ // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
552
+ return type === "Mesh" || type === "SkinnedMesh";
553
+ }
554
+ // for contact shadows
555
+ export function setVisibleInCustomShadowRendering(obj, enabled) {
556
+ if (enabled)
557
+ obj["needle:rendercustomshadow"] = true;
558
+ else {
559
+ obj["needle:rendercustomshadow"] = false;
560
+ }
561
+ }
562
+ export function getVisibleInCustomShadowRendering(obj) {
563
+ if (obj) {
564
+ if (obj["needle:rendercustomshadow"] === true) {
565
+ return true;
566
+ }
567
+ else if (obj["needle:rendercustomshadow"] == undefined) {
568
+ return true;
569
+ }
570
+ }
571
+ return false;
572
+ }
573
+ /**
574
+ * Get the axis-aligned bounding box of a list of objects.
575
+ * @param objects The objects to get the bounding box from.
576
+ * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
577
+ * @param layers The layers to include. Typically the main camera's layers.
578
+ * @param result The result box to store the bounding box in. Returns a new box if not passed in.
579
+ */
580
+ export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
581
+ const box = result || new Box3();
582
+ box.makeEmpty();
583
+ const emptyChildren = [];
584
+ function expandByObjectRecursive(obj) {
585
+ let allowExpanding = true;
586
+ // we dont want to check invisible objects
587
+ if (!obj.visible)
588
+ return;
589
+ if (useForAutoFit(obj) === false)
590
+ return;
591
+ if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
592
+ return;
593
+ // ignore Box3Helpers
594
+ if (obj instanceof Box3Helper)
595
+ allowExpanding = false;
596
+ if (obj instanceof GridHelper)
597
+ allowExpanding = false;
598
+ // ignore GroundProjectedEnv
599
+ if (obj instanceof GroundedSkybox)
600
+ allowExpanding = false;
601
+ if (obj.isGizmo === true)
602
+ allowExpanding = false;
603
+ // // Ignore shadow catcher geometry
604
+ if (obj.material instanceof ShadowMaterial)
605
+ allowExpanding = false;
606
+ // ONLY fit meshes
607
+ if (!(isMesh(obj)))
608
+ allowExpanding = false;
609
+ // Layer test, typically with the main camera
610
+ if (layers && obj.layers.test(layers) === false)
611
+ allowExpanding = false;
612
+ if (allowExpanding) {
613
+ // Ignore things parented to the camera + ignore the camera
614
+ if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
615
+ return;
616
+ else if (typeof ignore === "function") {
617
+ if (ignore(obj) === true)
618
+ return;
619
+ }
620
+ }
621
+ // We don't want to fit UI objects
622
+ if (obj["isUI"] === true)
623
+ return;
624
+ // If we encountered some geometry that should be ignored
625
+ // Then we don't want to use that for expanding the view
626
+ if (allowExpanding) {
627
+ // Temporary override children
628
+ const children = obj.children;
629
+ obj.children = emptyChildren;
630
+ // TODO: validate that object doesn't contain NaN values
631
+ const pos = obj.position;
632
+ const scale = obj.scale;
633
+ if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
634
+ console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
635
+ return;
636
+ }
637
+ box.expandByObject(obj, true);
638
+ obj.children = children;
639
+ }
640
+ for (const child of obj.children) {
641
+ expandByObjectRecursive(child);
642
+ }
643
+ }
644
+ let hasAnyObject = false;
645
+ if (!Array.isArray(objects))
646
+ objects = [objects];
647
+ for (const object of objects) {
648
+ if (!object)
649
+ continue;
650
+ hasAnyObject = true;
651
+ object.updateMatrixWorld();
652
+ expandByObjectRecursive(object);
653
+ }
654
+ if (!hasAnyObject) {
655
+ console.warn("No objects to fit camera to...");
656
+ return box;
657
+ }
658
+ return box;
659
+ }
660
+ /**
661
+ * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
662
+ * @param obj the object to fit
663
+ * @param volume the volume to fit the object into
664
+ * @param opts options for fitting
665
+ */
666
+ export function fitObjectIntoVolume(obj, volume, opts) {
667
+ const box = getBoundingBox([obj], opts?.ignore);
668
+ const boundsSize = new Vector3();
669
+ box.getSize(boundsSize);
670
+ const boundsCenter = new Vector3();
671
+ box.getCenter(boundsCenter);
672
+ const targetSize = new Vector3();
673
+ volume.getSize(targetSize);
674
+ const targetCenter = new Vector3();
675
+ volume.getCenter(targetCenter);
676
+ const scale = new Vector3();
677
+ scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
678
+ const minScale = Math.min(scale.x, scale.y, scale.z);
679
+ const useScale = opts?.scale !== false;
680
+ if (useScale) {
681
+ setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
682
+ }
683
+ if (opts?.position !== false) {
684
+ const boundsBottomPosition = new Vector3();
685
+ box.getCenter(boundsBottomPosition);
686
+ boundsBottomPosition.y = box.min.y;
687
+ const targetBottomPosition = new Vector3();
688
+ volume.getCenter(targetBottomPosition);
689
+ targetBottomPosition.y = volume.min.y;
690
+ const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
691
+ if (useScale)
692
+ offset.multiplyScalar(minScale);
693
+ setWorldPosition(obj, getWorldPosition(obj).add(offset));
694
+ }
695
+ return {
696
+ boundsBefore: box,
697
+ scale,
698
+ };
699
+ }
700
+ /**
701
+ * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
702
+ * The object will be visually placed on the surface (the object's pivot will be ignored).
703
+ * @param obj the object to place on the surface
704
+ * @param point the point to place the object on
705
+ * @returns the offset from the object bounds to the pivot
706
+ */
707
+ export function placeOnSurface(obj, point) {
708
+ const bounds = getBoundingBox([obj]);
709
+ const center = new Vector3();
710
+ bounds.getCenter(center);
711
+ center.y = bounds.min.y;
712
+ const offset = point.clone().sub(center);
713
+ const worldPos = getWorldPosition(obj);
714
+ setWorldPosition(obj, worldPos.add(offset));
715
+ return {
716
+ offset,
717
+ bounds,
718
+ };
719
+ }
720
+ /**
721
+ * Postprocesses the material of an object loaded by {@link FBXLoader}.
722
+ * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
723
+ * This ensures consistent lighting and shading, including environment effects.
724
+ */
725
+ export function postprocessFBXMaterials(obj, material, index, array) {
726
+ if (Array.isArray(material)) {
727
+ let success = true;
728
+ for (let i = 0; i < material.length; i++) {
729
+ const res = postprocessFBXMaterials(obj, material[i], i, material);
730
+ if (!res)
731
+ success = false;
732
+ }
733
+ return success;
734
+ }
735
+ // ignore if the material is already a MeshStandardMaterial
736
+ if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
737
+ return false;
738
+ }
739
+ // check if the material was already processed
740
+ else if (material["material:fbx"] != undefined) {
741
+ return true;
742
+ }
743
+ const newMaterial = new MeshStandardMaterial();
744
+ newMaterial["material:fbx"] = material;
745
+ const oldMaterial = material;
746
+ if (oldMaterial) {
747
+ // If a map is present then the FBX color should be ignored
748
+ // Tested e.g. in Unity and Substance Stager
749
+ // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
750
+ if (!oldMaterial.map)
751
+ newMaterial.color.copyLinearToSRGB(oldMaterial.color);
752
+ else
753
+ newMaterial.color.set(1, 1, 1);
754
+ newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
755
+ newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
756
+ newMaterial.opacity = oldMaterial.opacity;
757
+ newMaterial.displacementScale = oldMaterial.displacementScale;
758
+ newMaterial.transparent = oldMaterial.transparent;
759
+ newMaterial.bumpMap = oldMaterial.bumpMap;
760
+ newMaterial.aoMap = oldMaterial.aoMap;
761
+ newMaterial.map = oldMaterial.map;
762
+ newMaterial.displacementMap = oldMaterial.displacementMap;
763
+ newMaterial.emissiveMap = oldMaterial.emissiveMap;
764
+ newMaterial.normalMap = oldMaterial.normalMap;
765
+ newMaterial.envMap = oldMaterial.envMap;
766
+ newMaterial.alphaMap = oldMaterial.alphaMap;
767
+ newMaterial.metalness = oldMaterial.reflectivity;
768
+ newMaterial.vertexColors = oldMaterial.vertexColors;
769
+ if (oldMaterial.shininess) {
770
+ // from blender source code
771
+ // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
772
+ // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
773
+ newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
774
+ }
775
+ newMaterial.needsUpdate = true;
776
+ }
777
+ if (index === undefined) {
778
+ obj.material = newMaterial;
779
+ }
780
+ else {
781
+ array[index] = newMaterial;
782
+ }
783
+ return true;
784
+ }
785
785
  //# sourceMappingURL=engine_three_utils.js.map