@needle-tools/engine 4.7.0-alpha → 4.7.0-next.da47826

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 (1063) 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-CK8cQ3FX.umd.cjs → needle-engine.bundle-Bu88IoKB.umd.cjs} +57 -57
  10. package/dist/{needle-engine.bundle-CXtflnL6.js → needle-engine.bundle-CO1Ub9sm.js} +638 -638
  11. package/dist/{needle-engine.bundle-BEUFTdl6.min.js → needle-engine.bundle-D95XN5pP.min.js} +62 -62
  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 +1672 -1672
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +619 -619
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +784 -784
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
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  998. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  999. package/src/engine-components/ui/Symbols.ts +1 -1
  1000. package/src/engine-components/ui/Text.ts +578 -578
  1001. package/src/engine-components/ui/Utils.ts +113 -113
  1002. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1003. package/src/engine-components/utils/LookAt.ts +88 -88
  1004. package/src/engine-components/utils/OpenURL.ts +114 -114
  1005. package/src/engine-components/webxr/Avatar.ts +265 -265
  1006. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1007. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1008. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1009. package/src/engine-components/webxr/WebXR.ts +585 -585
  1010. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1011. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1012. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1013. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1014. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1015. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1016. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1017. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1018. package/src/engine-components/webxr/index.ts +2 -2
  1019. package/src/engine-components/webxr/types.ts +3 -3
  1020. package/src/engine-components-experimental/Presentation.ts +12 -12
  1021. package/src/engine-components-experimental/api.ts +4 -4
  1022. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1023. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1024. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1025. package/src/engine-schemes/README.md +1 -1
  1026. package/src/engine-schemes/api.ts +12 -12
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
  1045. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1046. package/src/engine-schemes/dist/api.js +0 -17
  1047. package/src/engine-schemes/dist/api.js.meta +0 -7
  1048. package/src/engine-schemes/dist/schemes.js +0 -25
  1049. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1050. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1051. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1052. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1053. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1054. package/src/engine-schemes/dist/transform.js +0 -46
  1055. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1056. package/src/engine-schemes/dist/vec2.js +0 -32
  1057. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1058. package/src/engine-schemes/dist/vec3.js +0 -36
  1059. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec4.js +0 -40
  1061. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1063. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,835 +1,835 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
- import { showBalloonWarning } from "../engine/debug/index.js";
10
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
- import { Gizmos } from "../engine/engine_gizmos.js";
12
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
- import { serializable } from "../engine/engine_serialization_decorator.js";
15
- import { FrameEvent } from "../engine/engine_setup.js";
16
- import { getTempVector } from "../engine/engine_three_utils.js";
17
- import { getParam } from "../engine/engine_utils.js";
18
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
- import { Behaviour, GameObject } from "./Component.js";
21
- import { ReflectionProbe } from "./ReflectionProbe.js";
22
- import { InstancingHandler } from "./RendererInstancing.js";
23
- // import { RendererCustomShader } from "./RendererCustomShader.js";
24
- import { RendererLightmap } from "./RendererLightmap.js";
25
- // for staying compatible with old code
26
- export { InstancingUtil } from "../engine/engine_instancing.js";
27
- const debugRenderer = getParam("debugrenderer");
28
- const debugskinnedmesh = getParam("debugskinnedmesh");
29
- const suppressInstancing = getParam("noinstancing");
30
- const showWireframe = getParam("wireframe");
31
- export var ReflectionProbeUsage;
32
- (function (ReflectionProbeUsage) {
33
- ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
- ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
- })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
- export class FieldWithDefault {
39
- path = null;
40
- asset = null;
41
- default;
42
- }
43
- export var RenderState;
44
- (function (RenderState) {
45
- RenderState[RenderState["Both"] = 0] = "Both";
46
- RenderState[RenderState["Back"] = 1] = "Back";
47
- RenderState[RenderState["Front"] = 2] = "Front";
48
- })(RenderState || (RenderState = {}));
49
- // support sharedMaterials[index] assigning materials directly to the objects
50
- class SharedMaterialArray {
51
- _renderer;
52
- _targets = [];
53
- _indexMapMaxIndex;
54
- _indexMap;
55
- _changed = false;
56
- get changed() {
57
- return this._changed;
58
- }
59
- set changed(value) {
60
- if (value === true) {
61
- if (debugRenderer)
62
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
- }
64
- this._changed = value;
65
- }
66
- is(renderer) {
67
- return this._renderer === renderer;
68
- }
69
- constructor(renderer, originalMaterials) {
70
- this._renderer = renderer;
71
- const setMaterial = this.setMaterial.bind(this);
72
- const getMaterial = this.getMaterial.bind(this);
73
- const go = renderer.gameObject;
74
- this._targets = [];
75
- if (go) {
76
- switch (go.type) {
77
- case "Group":
78
- this._targets = [...go.children];
79
- break;
80
- case "SkinnedMesh":
81
- case "Mesh":
82
- this._targets.push(go);
83
- break;
84
- }
85
- }
86
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
- let hasMissingMaterials = false;
88
- let indexMap = undefined;
89
- let maxIndex = 0;
90
- for (let i = 0; i < this._targets.length; i++) {
91
- const target = this._targets[i];
92
- if (!target)
93
- continue;
94
- const mat = target.material;
95
- if (!mat)
96
- continue;
97
- // set the shadow side to the same as the side of the material, three flips this for some reason
98
- mat.shadowSide = mat.side;
99
- for (let k = 0; k < originalMaterials.length; k++) {
100
- const orig = originalMaterials[k];
101
- if (!orig) {
102
- hasMissingMaterials = true;
103
- continue;
104
- }
105
- if (mat.name === orig.name) {
106
- if (indexMap === undefined)
107
- indexMap = new Map();
108
- indexMap.set(k, i);
109
- maxIndex = Math.max(maxIndex, k);
110
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
- break;
112
- }
113
- }
114
- }
115
- if (hasMissingMaterials) {
116
- this._indexMapMaxIndex = maxIndex;
117
- this._indexMap = indexMap;
118
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
- console.warn(warningMessage);
120
- if (isLocalNetwork())
121
- showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
- }
123
- // this lets us override the javascript indexer, only works in ES6 tho
124
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
- return new Proxy(this, {
126
- get(target, key) {
127
- if (typeof key === "string") {
128
- const index = parseInt(key);
129
- if (!isNaN(index)) {
130
- return getMaterial(index);
131
- }
132
- }
133
- return target[key];
134
- },
135
- set(target, key, value) {
136
- if (typeof key === "string")
137
- setMaterial(value, Number.parseInt(key));
138
- // console.log(target, key, value);
139
- if (Reflect.set(target, key, value)) {
140
- if (value instanceof Material)
141
- target.changed = true;
142
- return true;
143
- }
144
- return false;
145
- }
146
- });
147
- }
148
- get length() {
149
- if (this._indexMapMaxIndex !== undefined)
150
- return this._indexMapMaxIndex + 1;
151
- return this._targets.length;
152
- }
153
- // iterator to support: for(const mat of sharedMaterials)
154
- *[Symbol.iterator]() {
155
- for (let i = 0; i < this.length; i++) {
156
- yield this.getMaterial(i);
157
- }
158
- }
159
- resolveIndex(index) {
160
- const map = this._indexMap;
161
- // if we have a index map it means that some materials were missing
162
- if (map) {
163
- if (map.has(index))
164
- return map.get(index);
165
- // return -1;
166
- }
167
- return index;
168
- }
169
- setMaterial(mat, index) {
170
- index = this.resolveIndex(index);
171
- if (index < 0 || index >= this._targets.length)
172
- return;
173
- const target = this._targets[index];
174
- if (!target || target["material"] === undefined)
175
- return;
176
- target["material"] = mat;
177
- this.changed = true;
178
- }
179
- getMaterial(index) {
180
- index = this.resolveIndex(index);
181
- if (index < 0)
182
- return null;
183
- const obj = this._targets;
184
- if (index >= obj.length)
185
- return null;
186
- const target = obj[index];
187
- if (!target)
188
- return null;
189
- return target["material"];
190
- }
191
- }
192
- /**
193
- * @category Rendering
194
- * @group Components
195
- */
196
- export class Renderer extends Behaviour {
197
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
- * @returns the Renderer component that was created or already existed on the object
199
- */
200
- static setInstanced(obj, enableInstancing) {
201
- const renderer = getOrAddComponent(obj, Renderer);
202
- renderer.setInstancingEnabled(enableInstancing);
203
- return renderer;
204
- }
205
- /** Check if an object is currently rendered using instancing
206
- * @returns true if the object is rendered using instancing
207
- */
208
- static isInstanced(obj) {
209
- const renderer = getComponent(obj, Renderer);
210
- if (renderer)
211
- return renderer.isInstancingActive;
212
- return InstancingUtil.isUsingInstancing(obj);
213
- }
214
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
- *
216
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
- static setVisible(obj, visible) {
218
- setCustomVisibility(obj, visible);
219
- }
220
- receiveShadows = false;
221
- shadowCastingMode = ShadowCastingMode.Off;
222
- lightmapIndex = -1;
223
- lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
- /** If the renderer should use instancing
225
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
- * If this is an array of booleans the materials will be instanced based on the index of the material.
227
- */
228
- enableInstancing = undefined;
229
- renderOrder = undefined;
230
- allowOcclusionWhenDynamic = true;
231
- probeAnchor;
232
- reflectionProbeUsage = ReflectionProbeUsage.Off;
233
- // custom shader
234
- // get materialProperties(): Array<MaterialProperties> | undefined {
235
- // return this._materialProperties;
236
- // }
237
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
- // this._materialProperties = value;
239
- // }
240
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
- _lightmaps;
243
- /** Get the mesh Object3D for this renderer
244
- * Warn: if this is a multimaterial object it will return the first mesh only
245
- * @returns a mesh object3D.
246
- * */
247
- get sharedMesh() {
248
- if (this.gameObject.type === "Mesh") {
249
- return this.gameObject;
250
- }
251
- else if (this.gameObject.type === "SkinnesMesh") {
252
- return this.gameObject;
253
- }
254
- else if (this.gameObject.type === "Group") {
255
- return this.gameObject.children[0];
256
- }
257
- return undefined;
258
- }
259
- _sharedMeshes = [];
260
- /** Get all the mesh Object3D for this renderer
261
- * @returns an array of mesh object3D.
262
- */
263
- get sharedMeshes() {
264
- if (this.destroyed || !this.gameObject)
265
- return this._sharedMeshes;
266
- this._sharedMeshes.length = 0;
267
- if (this.gameObject.type === "Group") {
268
- for (const ch of this.gameObject.children) {
269
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
- this._sharedMeshes.push(ch);
271
- }
272
- }
273
- }
274
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
- this._sharedMeshes.push(this.gameObject);
276
- }
277
- return this._sharedMeshes;
278
- }
279
- get sharedMaterial() {
280
- return this.sharedMaterials[0];
281
- }
282
- set sharedMaterial(mat) {
283
- const cur = this.sharedMaterials[0];
284
- if (cur === mat)
285
- return;
286
- this.sharedMaterials[0] = mat;
287
- this.applyLightmapping();
288
- }
289
- /**@deprecated please use sharedMaterial */
290
- get material() {
291
- return this.sharedMaterials[0];
292
- }
293
- /**@deprecated please use sharedMaterial */
294
- set material(mat) {
295
- this.sharedMaterial = mat;
296
- }
297
- _sharedMaterials;
298
- _originalMaterials;
299
- _probeAnchorLastFrame;
300
- // this is just available during deserialization
301
- set sharedMaterials(_val) {
302
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
- if (!this._originalMaterials) {
304
- this._originalMaterials = _val;
305
- }
306
- else if (_val) {
307
- let didWarn = false;
308
- for (let i = 0; i < this._sharedMaterials.length; i++) {
309
- const mat = i < _val.length ? _val[i] : null;
310
- if (mat && mat instanceof Material) {
311
- this.sharedMaterials[i] = mat;
312
- }
313
- else {
314
- if (!didWarn) {
315
- didWarn = true;
316
- console.warn("Can not assign null as material: " + this.name, mat);
317
- }
318
- }
319
- }
320
- }
321
- }
322
- //@ts-ignore
323
- get sharedMaterials() {
324
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
- if (!this._originalMaterials)
326
- this._originalMaterials = [];
327
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
- }
329
- return this._sharedMaterials;
330
- }
331
- static get shouldSuppressInstancing() {
332
- return suppressInstancing;
333
- }
334
- _lightmapTextureOverride = undefined;
335
- get lightmap() {
336
- if (this._lightmaps?.length) {
337
- return this._lightmaps[0].lightmap;
338
- }
339
- return null;
340
- }
341
- /** set undefined to return to default lightmap */
342
- set lightmap(tex) {
343
- this._lightmapTextureOverride = tex;
344
- if (tex === undefined) {
345
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
- }
347
- if (this._lightmaps?.length) {
348
- for (const lm of this._lightmaps) {
349
- lm.lightmap = tex;
350
- }
351
- }
352
- }
353
- get hasLightmap() {
354
- const lm = this.lightmap;
355
- return lm !== null && lm !== undefined;
356
- }
357
- allowProgressiveLoading = true;
358
- _firstFrame = -1;
359
- registering() {
360
- if (!this.enabled) {
361
- this.setVisibility(false);
362
- }
363
- }
364
- awake() {
365
- this._firstFrame = this.context.time.frame;
366
- if (debugRenderer)
367
- console.log("Renderer ", this.name, this);
368
- this.clearInstancingState();
369
- if (this.probeAnchor && debugRenderer)
370
- this.probeAnchor.add(new AxesHelper(.2));
371
- this._reflectionProbe = null;
372
- if (this.isMultiMaterialObject(this.gameObject)) {
373
- for (const child of this.gameObject.children) {
374
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
- child.layers.mask = this.gameObject.layers.mask;
376
- }
377
- if (this.renderOrder !== undefined) {
378
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
- // or perhaps just regular child objects that have their own renderer component (?)
380
- let index = 0;
381
- for (let i = 0; i < this.gameObject.children.length; i++) {
382
- const ch = this.gameObject.children[i];
383
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
- continue;
386
- if (this.renderOrder.length <= index) {
387
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
- continue;
389
- }
390
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
- ch.renderOrder = this.renderOrder[index];
392
- index += 1;
393
- }
394
- }
395
- }
396
- // TODO: custom shader with sub materials
397
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
- this.gameObject.renderOrder = this.renderOrder[0];
401
- }
402
- else {
403
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
- }
405
- this.applyLightmapping();
406
- if (showWireframe) {
407
- for (let i = 0; i < this.sharedMaterials.length; i++) {
408
- const mat = this.sharedMaterials[i];
409
- if (mat) {
410
- mat.wireframe = true;
411
- }
412
- }
413
- }
414
- }
415
- applyLightmapping() {
416
- if (this.lightmapIndex >= 0) {
417
- const type = this.gameObject.type;
418
- // use the override lightmap if its not undefined
419
- const tex = this._lightmapTextureOverride !== undefined
420
- ? this._lightmapTextureOverride
421
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
- if (tex) {
423
- if (!this._lightmaps)
424
- this._lightmaps = [];
425
- if (type === "Mesh") {
426
- const mat = this.gameObject["material"];
427
- if (!mat?.isMeshBasicMaterial) {
428
- if (this._lightmaps.length <= 0) {
429
- const rm = new RendererLightmap(this.gameObject, this.context);
430
- this._lightmaps.push(rm);
431
- }
432
- const rm = this._lightmaps[0];
433
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
- }
435
- else {
436
- if (mat)
437
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
- }
439
- }
440
- // for multi materials we need to loop through children
441
- // and then we add a lightmap renderer component to each of them
442
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
- for (let i = 0; i < this.gameObject.children.length; i++) {
444
- const child = this.gameObject.children[i];
445
- if (!child["material"]?.isMeshBasicMaterial) {
446
- let rm = undefined;
447
- if (i >= this._lightmaps.length) {
448
- rm = new RendererLightmap(child, this.context);
449
- this._lightmaps.push(rm);
450
- }
451
- else
452
- rm = this._lightmaps[i];
453
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
- }
455
- }
456
- }
457
- }
458
- else {
459
- if (debugRenderer)
460
- console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
- }
462
- }
463
- }
464
- _isInstancingEnabled = false;
465
- _handles = undefined;
466
- /**
467
- * @returns true if this renderer has instanced objects
468
- */
469
- get isInstancingActive() {
470
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
- }
472
- /** @returns the instancing handles */
473
- get instances() {
474
- if (!this._handles || this._handles.length <= 0) {
475
- return null;
476
- }
477
- this._handlesTempArray.length = 0;
478
- if (this._handles) {
479
- for (const h of this._handles) {
480
- this._handlesTempArray.push(h);
481
- }
482
- }
483
- return this._handlesTempArray;
484
- }
485
- _handlesTempArray = [];
486
- /** Enable or disable instancing for this renderer.
487
- * @param enabled true to enable instancing, false to disable it
488
- */
489
- setInstancingEnabled(enabled) {
490
- if (this._isInstancingEnabled === enabled)
491
- return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
- this._isInstancingEnabled = enabled;
493
- if (enabled) {
494
- if (this.enableInstancing === undefined)
495
- this.enableInstancing = true;
496
- if (this._handles === undefined) {
497
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
- if (this._handles) {
499
- GameObject.markAsInstancedRendered(this.gameObject, true);
500
- return true;
501
- }
502
- }
503
- else if (this._handles !== null) {
504
- for (const handler of this._handles) {
505
- handler.updateInstanceMatrix(true);
506
- handler.add();
507
- }
508
- GameObject.markAsInstancedRendered(this.gameObject, true);
509
- return true;
510
- }
511
- }
512
- else {
513
- if (this._handles) {
514
- for (const handler of this._handles) {
515
- handler.remove(this.destroyed);
516
- }
517
- }
518
- return true;
519
- }
520
- return false;
521
- }
522
- clearInstancingState() {
523
- this._isInstancingEnabled = false;
524
- this._handles = undefined;
525
- }
526
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
- * This is a separate method to be overrideable from user code
528
- */
529
- useInstanceMatrixWorldAutoUpdate() {
530
- return true;
531
- }
532
- start() {
533
- if (this.enableInstancing && !suppressInstancing) {
534
- this.setInstancingEnabled(true);
535
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
- InstancingUtil.markDirty(this.gameObject);
538
- }
539
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
- if (this.isMultiMaterialObject(this.gameObject)) {
541
- for (let i = 0; i < this.gameObject.children.length; i++) {
542
- const ch = this.gameObject.children[i];
543
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
- }
545
- }
546
- }
547
- onEnable() {
548
- // ensure shared meshes are initialized
549
- const _ = this.sharedMeshes;
550
- this.setVisibility(true);
551
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
- const isUsingInstancing = this._isInstancingEnabled ||
553
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
- if (isUsingInstancing) {
555
- if (this.__internalDidAwakeAndStart)
556
- this.setInstancingEnabled(true);
557
- }
558
- // if no insancing is used we can apply the stencil settings
559
- // but instancing and stencil at the same time is not supported
560
- else if (this.enabled) {
561
- this.applyStencil();
562
- }
563
- this.updateReflectionProbe();
564
- // this.testIfLODLevelsAreAvailable();
565
- }
566
- onDisable() {
567
- this.setVisibility(false);
568
- if (this._handles && this._handles.length > 0) {
569
- this.setInstancingEnabled(false);
570
- }
571
- }
572
- onDestroy() {
573
- this._handles = null;
574
- if (this.isMultiMaterialObject(this.gameObject)) {
575
- for (const child of this.gameObject.children) {
576
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
- }
578
- }
579
- else {
580
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
- }
582
- }
583
- onBeforeRender() {
584
- if (!this.gameObject) {
585
- return;
586
- }
587
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
- this._reflectionProbe?.onUnset(this);
589
- this.updateReflectionProbe();
590
- }
591
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
- this.gameObject.geometry.computeBoundingSphere();
593
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
- }
596
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
- for (const ch of this.gameObject.children) {
598
- this.applySettings(ch);
599
- }
600
- }
601
- else {
602
- this.applySettings(this.gameObject);
603
- }
604
- if (this.sharedMaterials.changed) {
605
- this.sharedMaterials.changed = false;
606
- this.applyLightmapping();
607
- }
608
- if (this._handles?.length) {
609
- // if (this.name === "Darbouka")
610
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
- const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
- if (needsUpdate) {
613
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
- const remove = false; // Math.random() < .01;
616
- for (let i = this._handles.length - 1; i >= 0; i--) {
617
- const h = this._handles[i];
618
- if (remove) {
619
- h.remove(this.destroyed);
620
- this._handles.splice(i, 1);
621
- }
622
- else
623
- h.updateInstanceMatrix();
624
- }
625
- this.gameObject.matrixWorldNeedsUpdate = false;
626
- }
627
- }
628
- if (this._handles && this._handles.length <= 0) {
629
- GameObject.markAsInstancedRendered(this.gameObject, false);
630
- }
631
- if (this._isInstancingEnabled && this._handles) {
632
- for (let i = 0; i < this._handles.length; i++) {
633
- const handle = this._handles[i];
634
- setCustomVisibility(handle.object, false);
635
- }
636
- }
637
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
- this._reflectionProbe.onSet(this);
639
- }
640
- // since three 163 we need to set the envMap to the scene envMap if it is not set
641
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
642
- // internal issue: https://linear.app/needle/issue/NE-6363
643
- for (const mat of this._sharedMaterials) {
644
- // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
645
- if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
646
- mat.envMap = this.context.scene.environment;
647
- }
648
- }
649
- }
650
- onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
651
- if (material.envMapIntensity !== undefined) {
652
- const factor = this.hasLightmap ? Math.PI : 1;
653
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
654
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
655
- }
656
- if (this._lightmaps) {
657
- for (const lm of this._lightmaps) {
658
- lm.updateLightmapUniforms(material);
659
- lm.applyLightmap();
660
- }
661
- }
662
- };
663
- onAfterRender() {
664
- if (this._isInstancingEnabled && this._handles) {
665
- for (let i = 0; i < this._handles.length; i++) {
666
- const handle = this._handles[i];
667
- setCustomVisibility(handle.object, true);
668
- }
669
- }
670
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
671
- this._reflectionProbe.onUnset(this);
672
- }
673
- if (this.static && this.gameObject.matrixAutoUpdate) {
674
- this.gameObject.matrixAutoUpdate = false;
675
- }
676
- }
677
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
678
- applyStencil() {
679
- NEEDLE_render_objects.applyStencil(this);
680
- }
681
- /** Apply the settings of this renderer to the given object
682
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
683
- */
684
- applySettings(go) {
685
- go.receiveShadow = this.receiveShadows;
686
- if (this.shadowCastingMode == ShadowCastingMode.On) {
687
- go.castShadow = true;
688
- }
689
- else
690
- go.castShadow = false;
691
- }
692
- _reflectionProbe = null;
693
- updateReflectionProbe() {
694
- // handle reflection probe
695
- this._reflectionProbe = null;
696
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
697
- // update the reflection probe right before rendering
698
- // if we do it immediately the reflection probe might not be enabled yet
699
- // (since this method is called from onEnable)
700
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
701
- this._probeAnchorLastFrame = this.probeAnchor;
702
- }
703
- }
704
- *_updateReflectionProbe() {
705
- const obj = this.probeAnchor || this.gameObject;
706
- const isAnchor = this.probeAnchor ? true : false;
707
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
708
- }
709
- setVisibility(visible) {
710
- if (!this.isMultiMaterialObject(this.gameObject)) {
711
- setCustomVisibility(this.gameObject, visible);
712
- }
713
- else {
714
- for (const ch of this.gameObject.children) {
715
- if (this.isMeshOrSkinnedMesh(ch)) {
716
- setCustomVisibility(ch, visible);
717
- }
718
- }
719
- }
720
- }
721
- isMultiMaterialObject(obj) {
722
- return obj.type === "Group";
723
- }
724
- isMeshOrSkinnedMesh(obj) {
725
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
726
- }
727
- }
728
- __decorate([
729
- serializable()
730
- ], Renderer.prototype, "receiveShadows", void 0);
731
- __decorate([
732
- serializable()
733
- ], Renderer.prototype, "shadowCastingMode", void 0);
734
- __decorate([
735
- serializable()
736
- ], Renderer.prototype, "lightmapIndex", void 0);
737
- __decorate([
738
- serializable(Vector4)
739
- ], Renderer.prototype, "lightmapScaleOffset", void 0);
740
- __decorate([
741
- serializable()
742
- ], Renderer.prototype, "enableInstancing", void 0);
743
- __decorate([
744
- serializable()
745
- ], Renderer.prototype, "renderOrder", void 0);
746
- __decorate([
747
- serializable()
748
- ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
749
- __decorate([
750
- serializable(Object3D)
751
- ], Renderer.prototype, "probeAnchor", void 0);
752
- __decorate([
753
- serializable()
754
- ], Renderer.prototype, "reflectionProbeUsage", void 0);
755
- export class MeshRenderer extends Renderer {
756
- }
757
- export class SkinnedMeshRenderer extends MeshRenderer {
758
- _needUpdateBoundingSphere = false;
759
- // private _lastWorldPosition = new Vector3();
760
- awake() {
761
- super.awake();
762
- if (debugskinnedmesh)
763
- console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
764
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
765
- this.allowOcclusionWhenDynamic = false;
766
- for (const mesh of this.sharedMeshes) {
767
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
768
- mesh.parent?.updateWorldMatrix(false, true);
769
- this.markBoundsDirty();
770
- }
771
- }
772
- onAfterRender() {
773
- super.onAfterRender();
774
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
775
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
776
- // const bounds = this.gameObject.geometry.boundingSphere;
777
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
778
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
779
- // this._lastWorldPosition.copy(worldpos);
780
- // this.markBoundsDirty();
781
- // };
782
- // }
783
- if (this._needUpdateBoundingSphere) {
784
- for (const mesh of this.sharedMeshes) {
785
- if (mesh instanceof SkinnedMesh) {
786
- this._needUpdateBoundingSphere = false;
787
- try {
788
- const geometry = mesh.geometry;
789
- const raycastmesh = getRaycastMesh(mesh);
790
- if (raycastmesh) {
791
- mesh.geometry = raycastmesh;
792
- }
793
- mesh.computeBoundingSphere();
794
- mesh.geometry = geometry;
795
- }
796
- catch (err) {
797
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
798
- }
799
- }
800
- }
801
- }
802
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
803
- if (debugskinnedmesh) {
804
- for (const mesh of this.sharedMeshes) {
805
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
806
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
807
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
808
- }
809
- }
810
- }
811
- }
812
- markBoundsDirty() {
813
- this._needUpdateBoundingSphere = true;
814
- }
815
- }
816
- export var ShadowCastingMode;
817
- (function (ShadowCastingMode) {
818
- /// <summary>
819
- /// <para>No shadows are cast from this object.</para>
820
- /// </summary>
821
- ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
822
- /// <summary>
823
- /// <para>Shadows are cast from this object.</para>
824
- /// </summary>
825
- ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
826
- /// <summary>
827
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
828
- /// </summary>
829
- ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
830
- /// <summary>
831
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
832
- /// </summary>
833
- ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
834
- })(ShadowCastingMode || (ShadowCastingMode = {}));
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
+ import { showBalloonWarning } from "../engine/debug/index.js";
10
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
+ import { Gizmos } from "../engine/engine_gizmos.js";
12
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
+ import { serializable } from "../engine/engine_serialization_decorator.js";
15
+ import { FrameEvent } from "../engine/engine_setup.js";
16
+ import { getTempVector } from "../engine/engine_three_utils.js";
17
+ import { getParam } from "../engine/engine_utils.js";
18
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { Behaviour, GameObject } from "./Component.js";
21
+ import { ReflectionProbe } from "./ReflectionProbe.js";
22
+ import { InstancingHandler } from "./RendererInstancing.js";
23
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
24
+ import { RendererLightmap } from "./RendererLightmap.js";
25
+ // for staying compatible with old code
26
+ export { InstancingUtil } from "../engine/engine_instancing.js";
27
+ const debugRenderer = getParam("debugrenderer");
28
+ const debugskinnedmesh = getParam("debugskinnedmesh");
29
+ const suppressInstancing = getParam("noinstancing");
30
+ const showWireframe = getParam("wireframe");
31
+ export var ReflectionProbeUsage;
32
+ (function (ReflectionProbeUsage) {
33
+ ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
+ ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
+ })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
+ export class FieldWithDefault {
39
+ path = null;
40
+ asset = null;
41
+ default;
42
+ }
43
+ export var RenderState;
44
+ (function (RenderState) {
45
+ RenderState[RenderState["Both"] = 0] = "Both";
46
+ RenderState[RenderState["Back"] = 1] = "Back";
47
+ RenderState[RenderState["Front"] = 2] = "Front";
48
+ })(RenderState || (RenderState = {}));
49
+ // support sharedMaterials[index] assigning materials directly to the objects
50
+ class SharedMaterialArray {
51
+ _renderer;
52
+ _targets = [];
53
+ _indexMapMaxIndex;
54
+ _indexMap;
55
+ _changed = false;
56
+ get changed() {
57
+ return this._changed;
58
+ }
59
+ set changed(value) {
60
+ if (value === true) {
61
+ if (debugRenderer)
62
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
+ }
64
+ this._changed = value;
65
+ }
66
+ is(renderer) {
67
+ return this._renderer === renderer;
68
+ }
69
+ constructor(renderer, originalMaterials) {
70
+ this._renderer = renderer;
71
+ const setMaterial = this.setMaterial.bind(this);
72
+ const getMaterial = this.getMaterial.bind(this);
73
+ const go = renderer.gameObject;
74
+ this._targets = [];
75
+ if (go) {
76
+ switch (go.type) {
77
+ case "Group":
78
+ this._targets = [...go.children];
79
+ break;
80
+ case "SkinnedMesh":
81
+ case "Mesh":
82
+ this._targets.push(go);
83
+ break;
84
+ }
85
+ }
86
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
+ let hasMissingMaterials = false;
88
+ let indexMap = undefined;
89
+ let maxIndex = 0;
90
+ for (let i = 0; i < this._targets.length; i++) {
91
+ const target = this._targets[i];
92
+ if (!target)
93
+ continue;
94
+ const mat = target.material;
95
+ if (!mat)
96
+ continue;
97
+ // set the shadow side to the same as the side of the material, three flips this for some reason
98
+ mat.shadowSide = mat.side;
99
+ for (let k = 0; k < originalMaterials.length; k++) {
100
+ const orig = originalMaterials[k];
101
+ if (!orig) {
102
+ hasMissingMaterials = true;
103
+ continue;
104
+ }
105
+ if (mat.name === orig.name) {
106
+ if (indexMap === undefined)
107
+ indexMap = new Map();
108
+ indexMap.set(k, i);
109
+ maxIndex = Math.max(maxIndex, k);
110
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
+ break;
112
+ }
113
+ }
114
+ }
115
+ if (hasMissingMaterials) {
116
+ this._indexMapMaxIndex = maxIndex;
117
+ this._indexMap = indexMap;
118
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
+ console.warn(warningMessage);
120
+ if (isLocalNetwork())
121
+ showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
+ }
123
+ // this lets us override the javascript indexer, only works in ES6 tho
124
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
+ return new Proxy(this, {
126
+ get(target, key) {
127
+ if (typeof key === "string") {
128
+ const index = parseInt(key);
129
+ if (!isNaN(index)) {
130
+ return getMaterial(index);
131
+ }
132
+ }
133
+ return target[key];
134
+ },
135
+ set(target, key, value) {
136
+ if (typeof key === "string")
137
+ setMaterial(value, Number.parseInt(key));
138
+ // console.log(target, key, value);
139
+ if (Reflect.set(target, key, value)) {
140
+ if (value instanceof Material)
141
+ target.changed = true;
142
+ return true;
143
+ }
144
+ return false;
145
+ }
146
+ });
147
+ }
148
+ get length() {
149
+ if (this._indexMapMaxIndex !== undefined)
150
+ return this._indexMapMaxIndex + 1;
151
+ return this._targets.length;
152
+ }
153
+ // iterator to support: for(const mat of sharedMaterials)
154
+ *[Symbol.iterator]() {
155
+ for (let i = 0; i < this.length; i++) {
156
+ yield this.getMaterial(i);
157
+ }
158
+ }
159
+ resolveIndex(index) {
160
+ const map = this._indexMap;
161
+ // if we have a index map it means that some materials were missing
162
+ if (map) {
163
+ if (map.has(index))
164
+ return map.get(index);
165
+ // return -1;
166
+ }
167
+ return index;
168
+ }
169
+ setMaterial(mat, index) {
170
+ index = this.resolveIndex(index);
171
+ if (index < 0 || index >= this._targets.length)
172
+ return;
173
+ const target = this._targets[index];
174
+ if (!target || target["material"] === undefined)
175
+ return;
176
+ target["material"] = mat;
177
+ this.changed = true;
178
+ }
179
+ getMaterial(index) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0)
182
+ return null;
183
+ const obj = this._targets;
184
+ if (index >= obj.length)
185
+ return null;
186
+ const target = obj[index];
187
+ if (!target)
188
+ return null;
189
+ return target["material"];
190
+ }
191
+ }
192
+ /**
193
+ * @category Rendering
194
+ * @group Components
195
+ */
196
+ export class Renderer extends Behaviour {
197
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
+ * @returns the Renderer component that was created or already existed on the object
199
+ */
200
+ static setInstanced(obj, enableInstancing) {
201
+ const renderer = getOrAddComponent(obj, Renderer);
202
+ renderer.setInstancingEnabled(enableInstancing);
203
+ return renderer;
204
+ }
205
+ /** Check if an object is currently rendered using instancing
206
+ * @returns true if the object is rendered using instancing
207
+ */
208
+ static isInstanced(obj) {
209
+ const renderer = getComponent(obj, Renderer);
210
+ if (renderer)
211
+ return renderer.isInstancingActive;
212
+ return InstancingUtil.isUsingInstancing(obj);
213
+ }
214
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
+ *
216
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
+ static setVisible(obj, visible) {
218
+ setCustomVisibility(obj, visible);
219
+ }
220
+ receiveShadows = false;
221
+ shadowCastingMode = ShadowCastingMode.Off;
222
+ lightmapIndex = -1;
223
+ lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
+ /** If the renderer should use instancing
225
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
227
+ */
228
+ enableInstancing = undefined;
229
+ renderOrder = undefined;
230
+ allowOcclusionWhenDynamic = true;
231
+ probeAnchor;
232
+ reflectionProbeUsage = ReflectionProbeUsage.Off;
233
+ // custom shader
234
+ // get materialProperties(): Array<MaterialProperties> | undefined {
235
+ // return this._materialProperties;
236
+ // }
237
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
+ // this._materialProperties = value;
239
+ // }
240
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
+ _lightmaps;
243
+ /** Get the mesh Object3D for this renderer
244
+ * Warn: if this is a multimaterial object it will return the first mesh only
245
+ * @returns a mesh object3D.
246
+ * */
247
+ get sharedMesh() {
248
+ if (this.gameObject.type === "Mesh") {
249
+ return this.gameObject;
250
+ }
251
+ else if (this.gameObject.type === "SkinnesMesh") {
252
+ return this.gameObject;
253
+ }
254
+ else if (this.gameObject.type === "Group") {
255
+ return this.gameObject.children[0];
256
+ }
257
+ return undefined;
258
+ }
259
+ _sharedMeshes = [];
260
+ /** Get all the mesh Object3D for this renderer
261
+ * @returns an array of mesh object3D.
262
+ */
263
+ get sharedMeshes() {
264
+ if (this.destroyed || !this.gameObject)
265
+ return this._sharedMeshes;
266
+ this._sharedMeshes.length = 0;
267
+ if (this.gameObject.type === "Group") {
268
+ for (const ch of this.gameObject.children) {
269
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
+ this._sharedMeshes.push(ch);
271
+ }
272
+ }
273
+ }
274
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
+ this._sharedMeshes.push(this.gameObject);
276
+ }
277
+ return this._sharedMeshes;
278
+ }
279
+ get sharedMaterial() {
280
+ return this.sharedMaterials[0];
281
+ }
282
+ set sharedMaterial(mat) {
283
+ const cur = this.sharedMaterials[0];
284
+ if (cur === mat)
285
+ return;
286
+ this.sharedMaterials[0] = mat;
287
+ this.applyLightmapping();
288
+ }
289
+ /**@deprecated please use sharedMaterial */
290
+ get material() {
291
+ return this.sharedMaterials[0];
292
+ }
293
+ /**@deprecated please use sharedMaterial */
294
+ set material(mat) {
295
+ this.sharedMaterial = mat;
296
+ }
297
+ _sharedMaterials;
298
+ _originalMaterials;
299
+ _probeAnchorLastFrame;
300
+ // this is just available during deserialization
301
+ set sharedMaterials(_val) {
302
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
+ if (!this._originalMaterials) {
304
+ this._originalMaterials = _val;
305
+ }
306
+ else if (_val) {
307
+ let didWarn = false;
308
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
309
+ const mat = i < _val.length ? _val[i] : null;
310
+ if (mat && mat instanceof Material) {
311
+ this.sharedMaterials[i] = mat;
312
+ }
313
+ else {
314
+ if (!didWarn) {
315
+ didWarn = true;
316
+ console.warn("Can not assign null as material: " + this.name, mat);
317
+ }
318
+ }
319
+ }
320
+ }
321
+ }
322
+ //@ts-ignore
323
+ get sharedMaterials() {
324
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
+ if (!this._originalMaterials)
326
+ this._originalMaterials = [];
327
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
+ }
329
+ return this._sharedMaterials;
330
+ }
331
+ static get shouldSuppressInstancing() {
332
+ return suppressInstancing;
333
+ }
334
+ _lightmapTextureOverride = undefined;
335
+ get lightmap() {
336
+ if (this._lightmaps?.length) {
337
+ return this._lightmaps[0].lightmap;
338
+ }
339
+ return null;
340
+ }
341
+ /** set undefined to return to default lightmap */
342
+ set lightmap(tex) {
343
+ this._lightmapTextureOverride = tex;
344
+ if (tex === undefined) {
345
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
+ }
347
+ if (this._lightmaps?.length) {
348
+ for (const lm of this._lightmaps) {
349
+ lm.lightmap = tex;
350
+ }
351
+ }
352
+ }
353
+ get hasLightmap() {
354
+ const lm = this.lightmap;
355
+ return lm !== null && lm !== undefined;
356
+ }
357
+ allowProgressiveLoading = true;
358
+ _firstFrame = -1;
359
+ registering() {
360
+ if (!this.enabled) {
361
+ this.setVisibility(false);
362
+ }
363
+ }
364
+ awake() {
365
+ this._firstFrame = this.context.time.frame;
366
+ if (debugRenderer)
367
+ console.log("Renderer ", this.name, this);
368
+ this.clearInstancingState();
369
+ if (this.probeAnchor && debugRenderer)
370
+ this.probeAnchor.add(new AxesHelper(.2));
371
+ this._reflectionProbe = null;
372
+ if (this.isMultiMaterialObject(this.gameObject)) {
373
+ for (const child of this.gameObject.children) {
374
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
+ child.layers.mask = this.gameObject.layers.mask;
376
+ }
377
+ if (this.renderOrder !== undefined) {
378
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
+ // or perhaps just regular child objects that have their own renderer component (?)
380
+ let index = 0;
381
+ for (let i = 0; i < this.gameObject.children.length; i++) {
382
+ const ch = this.gameObject.children[i];
383
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
+ continue;
386
+ if (this.renderOrder.length <= index) {
387
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
+ continue;
389
+ }
390
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
+ ch.renderOrder = this.renderOrder[index];
392
+ index += 1;
393
+ }
394
+ }
395
+ }
396
+ // TODO: custom shader with sub materials
397
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
+ this.gameObject.renderOrder = this.renderOrder[0];
401
+ }
402
+ else {
403
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
+ }
405
+ this.applyLightmapping();
406
+ if (showWireframe) {
407
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
408
+ const mat = this.sharedMaterials[i];
409
+ if (mat) {
410
+ mat.wireframe = true;
411
+ }
412
+ }
413
+ }
414
+ }
415
+ applyLightmapping() {
416
+ if (this.lightmapIndex >= 0) {
417
+ const type = this.gameObject.type;
418
+ // use the override lightmap if its not undefined
419
+ const tex = this._lightmapTextureOverride !== undefined
420
+ ? this._lightmapTextureOverride
421
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
+ if (tex) {
423
+ if (!this._lightmaps)
424
+ this._lightmaps = [];
425
+ if (type === "Mesh") {
426
+ const mat = this.gameObject["material"];
427
+ if (!mat?.isMeshBasicMaterial) {
428
+ if (this._lightmaps.length <= 0) {
429
+ const rm = new RendererLightmap(this.gameObject, this.context);
430
+ this._lightmaps.push(rm);
431
+ }
432
+ const rm = this._lightmaps[0];
433
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
+ }
435
+ else {
436
+ if (mat)
437
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
+ }
439
+ }
440
+ // for multi materials we need to loop through children
441
+ // and then we add a lightmap renderer component to each of them
442
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
+ for (let i = 0; i < this.gameObject.children.length; i++) {
444
+ const child = this.gameObject.children[i];
445
+ if (!child["material"]?.isMeshBasicMaterial) {
446
+ let rm = undefined;
447
+ if (i >= this._lightmaps.length) {
448
+ rm = new RendererLightmap(child, this.context);
449
+ this._lightmaps.push(rm);
450
+ }
451
+ else
452
+ rm = this._lightmaps[i];
453
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
+ }
455
+ }
456
+ }
457
+ }
458
+ else {
459
+ if (debugRenderer)
460
+ console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
+ }
462
+ }
463
+ }
464
+ _isInstancingEnabled = false;
465
+ _handles = undefined;
466
+ /**
467
+ * @returns true if this renderer has instanced objects
468
+ */
469
+ get isInstancingActive() {
470
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
+ }
472
+ /** @returns the instancing handles */
473
+ get instances() {
474
+ if (!this._handles || this._handles.length <= 0) {
475
+ return null;
476
+ }
477
+ this._handlesTempArray.length = 0;
478
+ if (this._handles) {
479
+ for (const h of this._handles) {
480
+ this._handlesTempArray.push(h);
481
+ }
482
+ }
483
+ return this._handlesTempArray;
484
+ }
485
+ _handlesTempArray = [];
486
+ /** Enable or disable instancing for this renderer.
487
+ * @param enabled true to enable instancing, false to disable it
488
+ */
489
+ setInstancingEnabled(enabled) {
490
+ if (this._isInstancingEnabled === enabled)
491
+ return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
+ this._isInstancingEnabled = enabled;
493
+ if (enabled) {
494
+ if (this.enableInstancing === undefined)
495
+ this.enableInstancing = true;
496
+ if (this._handles === undefined) {
497
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
+ if (this._handles) {
499
+ GameObject.markAsInstancedRendered(this.gameObject, true);
500
+ return true;
501
+ }
502
+ }
503
+ else if (this._handles !== null) {
504
+ for (const handler of this._handles) {
505
+ handler.updateInstanceMatrix(true);
506
+ handler.add();
507
+ }
508
+ GameObject.markAsInstancedRendered(this.gameObject, true);
509
+ return true;
510
+ }
511
+ }
512
+ else {
513
+ if (this._handles) {
514
+ for (const handler of this._handles) {
515
+ handler.remove(this.destroyed);
516
+ }
517
+ }
518
+ return true;
519
+ }
520
+ return false;
521
+ }
522
+ clearInstancingState() {
523
+ this._isInstancingEnabled = false;
524
+ this._handles = undefined;
525
+ }
526
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
+ * This is a separate method to be overrideable from user code
528
+ */
529
+ useInstanceMatrixWorldAutoUpdate() {
530
+ return true;
531
+ }
532
+ start() {
533
+ if (this.enableInstancing && !suppressInstancing) {
534
+ this.setInstancingEnabled(true);
535
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
+ InstancingUtil.markDirty(this.gameObject);
538
+ }
539
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
+ if (this.isMultiMaterialObject(this.gameObject)) {
541
+ for (let i = 0; i < this.gameObject.children.length; i++) {
542
+ const ch = this.gameObject.children[i];
543
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
+ }
545
+ }
546
+ }
547
+ onEnable() {
548
+ // ensure shared meshes are initialized
549
+ const _ = this.sharedMeshes;
550
+ this.setVisibility(true);
551
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
+ const isUsingInstancing = this._isInstancingEnabled ||
553
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
+ if (isUsingInstancing) {
555
+ if (this.__internalDidAwakeAndStart)
556
+ this.setInstancingEnabled(true);
557
+ }
558
+ // if no insancing is used we can apply the stencil settings
559
+ // but instancing and stencil at the same time is not supported
560
+ else if (this.enabled) {
561
+ this.applyStencil();
562
+ }
563
+ this.updateReflectionProbe();
564
+ // this.testIfLODLevelsAreAvailable();
565
+ }
566
+ onDisable() {
567
+ this.setVisibility(false);
568
+ if (this._handles && this._handles.length > 0) {
569
+ this.setInstancingEnabled(false);
570
+ }
571
+ }
572
+ onDestroy() {
573
+ this._handles = null;
574
+ if (this.isMultiMaterialObject(this.gameObject)) {
575
+ for (const child of this.gameObject.children) {
576
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
+ }
578
+ }
579
+ else {
580
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
+ }
582
+ }
583
+ onBeforeRender() {
584
+ if (!this.gameObject) {
585
+ return;
586
+ }
587
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
+ this._reflectionProbe?.onUnset(this);
589
+ this.updateReflectionProbe();
590
+ }
591
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
+ this.gameObject.geometry.computeBoundingSphere();
593
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
+ }
596
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
+ for (const ch of this.gameObject.children) {
598
+ this.applySettings(ch);
599
+ }
600
+ }
601
+ else {
602
+ this.applySettings(this.gameObject);
603
+ }
604
+ if (this.sharedMaterials.changed) {
605
+ this.sharedMaterials.changed = false;
606
+ this.applyLightmapping();
607
+ }
608
+ if (this._handles?.length) {
609
+ // if (this.name === "Darbouka")
610
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
+ if (needsUpdate) {
613
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
+ const remove = false; // Math.random() < .01;
616
+ for (let i = this._handles.length - 1; i >= 0; i--) {
617
+ const h = this._handles[i];
618
+ if (remove) {
619
+ h.remove(this.destroyed);
620
+ this._handles.splice(i, 1);
621
+ }
622
+ else
623
+ h.updateInstanceMatrix();
624
+ }
625
+ this.gameObject.matrixWorldNeedsUpdate = false;
626
+ }
627
+ }
628
+ if (this._handles && this._handles.length <= 0) {
629
+ GameObject.markAsInstancedRendered(this.gameObject, false);
630
+ }
631
+ if (this._isInstancingEnabled && this._handles) {
632
+ for (let i = 0; i < this._handles.length; i++) {
633
+ const handle = this._handles[i];
634
+ setCustomVisibility(handle.object, false);
635
+ }
636
+ }
637
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
+ this._reflectionProbe.onSet(this);
639
+ }
640
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
641
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
642
+ // internal issue: https://linear.app/needle/issue/NE-6363
643
+ for (const mat of this._sharedMaterials) {
644
+ // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
645
+ if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
646
+ mat.envMap = this.context.scene.environment;
647
+ }
648
+ }
649
+ }
650
+ onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
651
+ if (material.envMapIntensity !== undefined) {
652
+ const factor = this.hasLightmap ? Math.PI : 1;
653
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
654
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
655
+ }
656
+ if (this._lightmaps) {
657
+ for (const lm of this._lightmaps) {
658
+ lm.updateLightmapUniforms(material);
659
+ lm.applyLightmap();
660
+ }
661
+ }
662
+ };
663
+ onAfterRender() {
664
+ if (this._isInstancingEnabled && this._handles) {
665
+ for (let i = 0; i < this._handles.length; i++) {
666
+ const handle = this._handles[i];
667
+ setCustomVisibility(handle.object, true);
668
+ }
669
+ }
670
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
671
+ this._reflectionProbe.onUnset(this);
672
+ }
673
+ if (this.static && this.gameObject.matrixAutoUpdate) {
674
+ this.gameObject.matrixAutoUpdate = false;
675
+ }
676
+ }
677
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
678
+ applyStencil() {
679
+ NEEDLE_render_objects.applyStencil(this);
680
+ }
681
+ /** Apply the settings of this renderer to the given object
682
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
683
+ */
684
+ applySettings(go) {
685
+ go.receiveShadow = this.receiveShadows;
686
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
687
+ go.castShadow = true;
688
+ }
689
+ else
690
+ go.castShadow = false;
691
+ }
692
+ _reflectionProbe = null;
693
+ updateReflectionProbe() {
694
+ // handle reflection probe
695
+ this._reflectionProbe = null;
696
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
697
+ // update the reflection probe right before rendering
698
+ // if we do it immediately the reflection probe might not be enabled yet
699
+ // (since this method is called from onEnable)
700
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
701
+ this._probeAnchorLastFrame = this.probeAnchor;
702
+ }
703
+ }
704
+ *_updateReflectionProbe() {
705
+ const obj = this.probeAnchor || this.gameObject;
706
+ const isAnchor = this.probeAnchor ? true : false;
707
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
708
+ }
709
+ setVisibility(visible) {
710
+ if (!this.isMultiMaterialObject(this.gameObject)) {
711
+ setCustomVisibility(this.gameObject, visible);
712
+ }
713
+ else {
714
+ for (const ch of this.gameObject.children) {
715
+ if (this.isMeshOrSkinnedMesh(ch)) {
716
+ setCustomVisibility(ch, visible);
717
+ }
718
+ }
719
+ }
720
+ }
721
+ isMultiMaterialObject(obj) {
722
+ return obj.type === "Group";
723
+ }
724
+ isMeshOrSkinnedMesh(obj) {
725
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
726
+ }
727
+ }
728
+ __decorate([
729
+ serializable()
730
+ ], Renderer.prototype, "receiveShadows", void 0);
731
+ __decorate([
732
+ serializable()
733
+ ], Renderer.prototype, "shadowCastingMode", void 0);
734
+ __decorate([
735
+ serializable()
736
+ ], Renderer.prototype, "lightmapIndex", void 0);
737
+ __decorate([
738
+ serializable(Vector4)
739
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
740
+ __decorate([
741
+ serializable()
742
+ ], Renderer.prototype, "enableInstancing", void 0);
743
+ __decorate([
744
+ serializable()
745
+ ], Renderer.prototype, "renderOrder", void 0);
746
+ __decorate([
747
+ serializable()
748
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
749
+ __decorate([
750
+ serializable(Object3D)
751
+ ], Renderer.prototype, "probeAnchor", void 0);
752
+ __decorate([
753
+ serializable()
754
+ ], Renderer.prototype, "reflectionProbeUsage", void 0);
755
+ export class MeshRenderer extends Renderer {
756
+ }
757
+ export class SkinnedMeshRenderer extends MeshRenderer {
758
+ _needUpdateBoundingSphere = false;
759
+ // private _lastWorldPosition = new Vector3();
760
+ awake() {
761
+ super.awake();
762
+ if (debugskinnedmesh)
763
+ console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
764
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
765
+ this.allowOcclusionWhenDynamic = false;
766
+ for (const mesh of this.sharedMeshes) {
767
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
768
+ mesh.parent?.updateWorldMatrix(false, true);
769
+ this.markBoundsDirty();
770
+ }
771
+ }
772
+ onAfterRender() {
773
+ super.onAfterRender();
774
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
775
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
776
+ // const bounds = this.gameObject.geometry.boundingSphere;
777
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
778
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
779
+ // this._lastWorldPosition.copy(worldpos);
780
+ // this.markBoundsDirty();
781
+ // };
782
+ // }
783
+ if (this._needUpdateBoundingSphere) {
784
+ for (const mesh of this.sharedMeshes) {
785
+ if (mesh instanceof SkinnedMesh) {
786
+ this._needUpdateBoundingSphere = false;
787
+ try {
788
+ const geometry = mesh.geometry;
789
+ const raycastmesh = getRaycastMesh(mesh);
790
+ if (raycastmesh) {
791
+ mesh.geometry = raycastmesh;
792
+ }
793
+ mesh.computeBoundingSphere();
794
+ mesh.geometry = geometry;
795
+ }
796
+ catch (err) {
797
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
798
+ }
799
+ }
800
+ }
801
+ }
802
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
803
+ if (debugskinnedmesh) {
804
+ for (const mesh of this.sharedMeshes) {
805
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
806
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
807
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
808
+ }
809
+ }
810
+ }
811
+ }
812
+ markBoundsDirty() {
813
+ this._needUpdateBoundingSphere = true;
814
+ }
815
+ }
816
+ export var ShadowCastingMode;
817
+ (function (ShadowCastingMode) {
818
+ /// <summary>
819
+ /// <para>No shadows are cast from this object.</para>
820
+ /// </summary>
821
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
822
+ /// <summary>
823
+ /// <para>Shadows are cast from this object.</para>
824
+ /// </summary>
825
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
826
+ /// <summary>
827
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
828
+ /// </summary>
829
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
830
+ /// <summary>
831
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
832
+ /// </summary>
833
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
834
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
835
835
  //# sourceMappingURL=Renderer.js.map