@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
@@ -1,713 +1,713 @@
1
- import { Bone, Object3D, Quaternion, SkinnedMesh, Vector3 } from "three";
2
-
3
- import { $shadowDomOwner } from "../engine-components/ui/Symbols.js";
4
- import { type AssetReference } from "./engine_addressables.js";
5
- import { __internalNotifyObjectDestroyed as __internalRemoveReferences, disposeObjectResources } from "./engine_assetdatabase.js";
6
- import { ComponentLifecycleEvents } from "./engine_components_internal.js";
7
- import { activeInHierarchyFieldName } from "./engine_constants.js";
8
- import { editorGuidKeyName } from "./engine_constants.js";
9
- import { $isUsingInstancing, InstancingUtil } from "./engine_instancing.js";
10
- import { processNewScripts } from "./engine_mainloop_utils.js";
11
- import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
12
- import { assign, ISerializable } from "./engine_serialization_core.js";
13
- import { Context, registerComponent } from "./engine_setup.js";
14
- import { logHierarchy, setWorldPosition, setWorldQuaternion } from "./engine_three_utils.js";
15
- import { type Constructor, type GuidsMap, type IComponent as Component, type IComponent, IEventList, type IGameObject as GameObject, type UIDProvider } from "./engine_types.js";
16
- import { deepClone, getParam, tryFindObject } from "./engine_utils.js";
17
- import { apply } from "./js-extensions/index.js";
18
-
19
- const debug = getParam("debuggetcomponent");
20
- const debugInstantiate = getParam("debuginstantiate");
21
-
22
- export type IInstantiateOptions = {
23
- idProvider?: UIDProvider;
24
- //** parent guid or object */
25
- parent?: string | Object3D;
26
- /** position in local space. Set `keepWorldPosition` to true if this is world space */
27
- position?: Vector3;
28
- /** for duplicatable parenting */
29
- keepWorldPosition?: boolean;
30
- /** rotation in local space. Set `keepWorldPosition` to true if this is world space */
31
- rotation?: Quaternion;
32
- scale?: Vector3;
33
- /** if the instantiated object should be visible */
34
- visible?: boolean;
35
- context?: Context;
36
- /** If true the components will be cloned as well
37
- * @default true
38
- */
39
- components?: boolean;
40
- }
41
-
42
- /**
43
- * Instantiation options for {@link syncInstantiate}
44
- */
45
- export class InstantiateOptions implements IInstantiateOptions {
46
- idProvider?: UIDProvider | undefined;
47
- parent?: string | undefined | Object3D;
48
- keepWorldPosition?: boolean
49
- position?: Vector3 | undefined;
50
- rotation?: Quaternion | undefined;
51
- scale?: Vector3 | undefined;
52
- visible?: boolean | undefined;
53
- context?: Context | undefined;
54
- components?: boolean | undefined;
55
-
56
- clone() {
57
- const clone = new InstantiateOptions();
58
- clone.idProvider = this.idProvider;
59
- clone.parent = this.parent;
60
- clone.keepWorldPosition = this.keepWorldPosition;
61
- clone.position = this.position?.clone();
62
- clone.rotation = this.rotation?.clone();
63
- clone.scale = this.scale?.clone();
64
- clone.visible = this.visible;
65
- clone.context = this.context;
66
- clone.components = this.components;
67
- return clone;
68
- }
69
-
70
- /** Copy fields from another object, clone field references */
71
- cloneAssign(other: InstantiateOptions | IInstantiateOptions) {
72
- this.idProvider = other.idProvider;
73
- this.parent = other.parent;
74
- this.keepWorldPosition = other.keepWorldPosition;
75
- this.position = other.position?.clone();
76
- this.rotation = other.rotation?.clone();
77
- this.scale = other.scale?.clone();
78
- this.visible = other.visible;
79
- this.context = other.context;
80
- this.components = other.components;
81
- }
82
- }
83
-
84
-
85
- // export function setActive(go: Object3D, active: boolean, processStart: boolean = true) {
86
- // if (!go) return;
87
- // go.visible = active;
88
- // main.updateActiveInHierarchyWithoutEventCall(go);
89
- // if (active && processStart)
90
- // main.processStart(Context.Current, go);
91
- // }
92
-
93
-
94
- // Object.defineProperty(Object3D.prototype, "visible", {
95
- // get: function () {
96
- // return this._visible;
97
- // },
98
- // set: function (val) {
99
- // // const changed = val !== this._visible;
100
- // this._visible = val;
101
- // // if (changed) {
102
- // // setActive(this, val);
103
- // // }
104
- // }
105
- // });
106
-
107
-
108
- const $isActive = Symbol("isActive");
109
- export function isActiveSelf(go: Object3D): boolean {
110
- // if (go[$isActive] === undefined) {
111
- // go[$isActive] = true;
112
- // }
113
- return go.visible;
114
- }
115
-
116
- export function setActive(go: Object3D, active: boolean | number): boolean {
117
- if (typeof active === "number") active = active > .5;
118
- // go[$isActive] = active;
119
- go.visible = active;
120
- return go.visible;// go[$isActive];
121
- }
122
-
123
- export function isActiveInHierarchy(go: Object3D): boolean {
124
- return go[activeInHierarchyFieldName] || isUsingInstancing(go);
125
- }
126
-
127
- export function markAsInstancedRendered(go: Object3D, instanced: boolean) {
128
- go[$isUsingInstancing] = instanced;
129
- }
130
-
131
- export function isUsingInstancing(instance: Object3D): boolean { return InstancingUtil.isUsingInstancing(instance); }
132
-
133
-
134
- export function findByGuid(guid: string, hierarchy: Object3D): GameObject | IComponent | null | undefined {
135
- return tryFindObject(guid, hierarchy, true, true);
136
- }
137
-
138
-
139
- const $isDestroyed = Symbol("isDestroyed");
140
- export function isDestroyed(go: Object3D): boolean {
141
- return go[$isDestroyed];
142
- }
143
- export function setDestroyed(go: Object3D, value: boolean) {
144
- go[$isDestroyed] = value;
145
- }
146
-
147
- const $isDontDestroy = Symbol("isDontDestroy");
148
-
149
- /** Mark an Object3D or component as not destroyable
150
- * @param instance the object to be marked as not destroyable
151
- * @param value true if the object should not be destroyed in `destroy`
152
- */
153
- export function setDontDestroy(instance: Object3D | Component, value: boolean = true) {
154
- instance[$isDontDestroy] = value;
155
- }
156
-
157
- const destroyed_components: Array<IComponent> = [];
158
- const destroyed_objects: Array<Object3D> = [];
159
- export function destroy(instance: Object3D | Component, recursive: boolean = true, dispose: boolean = false) {
160
- destroyed_components.length = 0;
161
- destroyed_objects.length = 0;
162
- internalDestroy(instance, recursive, true);
163
- for (const comp of destroyed_components) {
164
- comp.gameObject = null!;
165
- //@ts-ignore
166
- comp.context = null;
167
- }
168
- // dipose resources and remove references
169
- for (const obj of destroyed_objects) {
170
- setDestroyed(obj, true);
171
- if (dispose) {
172
- disposeObjectResources(obj);
173
- }
174
- // This needs to be called after disposing because it removes the references to resources
175
- __internalRemoveReferences(obj);
176
- }
177
- destroyed_objects.length = 0;
178
- destroyed_components.length = 0;
179
- }
180
-
181
- function internalDestroy(instance: Object3D | Component, recursive: boolean = true, isRoot: boolean = true) {
182
- if (instance === null || instance === undefined)
183
- return;
184
-
185
- const comp = instance as Component;
186
- if (comp.isComponent) {
187
- // Handle Component
188
- if (comp[$isDontDestroy]) return;
189
- destroyed_components.push(comp);
190
- const go = comp.gameObject;
191
- comp.__internalDisable();
192
- comp.__internalDestroy();
193
- comp.gameObject = go;
194
- return;
195
- }
196
-
197
- // handle Object3D
198
- if (instance[$isDontDestroy]) return;
199
-
200
- const obj = instance as GameObject;
201
- if (debug) console.log(obj);
202
- destroyed_objects.push(obj);
203
-
204
- // first disable and call onDestroy on components
205
- const components = obj.userData?.components;
206
- if (components != null && Array.isArray(components)) {
207
- let lastLength = components.length;
208
- for (let i = 0; i < components.length; i++) {
209
- const comp: Component = components[i];
210
- internalDestroy(comp, recursive, false);
211
- // components will be removed from componentlist in destroy
212
- if (components.length < lastLength) {
213
- lastLength = components.length;
214
- i--;
215
- }
216
- }
217
- }
218
- // then continue in children of the passed in object
219
- if (recursive && obj.children) {
220
- for (const ch of obj.children) {
221
- internalDestroy(ch, recursive, false);
222
- }
223
- }
224
-
225
- if (isRoot)
226
- obj.removeFromParent();
227
- }
228
-
229
- declare type ForEachComponentCallback = (comp: Component) => any;
230
-
231
- export function foreachComponent(instance: Object3D, cb: ForEachComponentCallback, recursive: boolean = true): any {
232
- return internalForEachComponent(instance, cb, recursive);
233
- }
234
-
235
- export function* foreachComponentEnumerator<T extends IComponent>(instance: Object3D, type?: Constructor<T>, includeChildren: boolean = false, maxLevel: number = 999, _currentLevel: number = 0): Generator<T> {
236
- if (!instance?.userData.components) return;
237
- if (_currentLevel > maxLevel) return;
238
- for (const comp of instance.userData.components) {
239
- if (type && comp?.isComponent === true && comp instanceof type) {
240
- yield comp;
241
- }
242
- else {
243
- yield comp;
244
- }
245
- }
246
- if (includeChildren === true) {
247
- for (const ch of instance.children) {
248
- yield* foreachComponentEnumerator(ch, type, true, maxLevel, _currentLevel + 1);
249
- }
250
- }
251
- }
252
-
253
- function internalForEachComponent(instance: Object3D, cb: ForEachComponentCallback, recursive: boolean, level: number = 0): any {
254
- if (!instance) return;
255
- if (!instance.isObject3D) {
256
- new Error("Expected Object3D but got " + instance);
257
- }
258
- if (level > 1000) {
259
- console.warn("Failed to iterate components: too many levels");
260
- return;
261
- }
262
- if (instance.userData?.components) {
263
- for (let i = 0; i < instance.userData.components.length; i++) {
264
- const comp = instance.userData.components[i];
265
- if (comp?.isComponent === true) {
266
- const res = cb(comp);
267
- if (res !== undefined) return res;
268
- }
269
- }
270
- }
271
-
272
- if (recursive && instance.children) {
273
- // childArrayBuffer.length = 0;
274
- // childArrayBuffer.push(...instance.children);
275
- const nextLevel = level + 1;
276
- for (let i = 0; i < instance.children.length; i++) {
277
- const child = instance.children[i];
278
- if (!child) continue;
279
- const res = internalForEachComponent(child, cb, recursive, nextLevel);
280
- if (res !== undefined) return res;
281
- }
282
- // childArrayBuffer.length = 0;
283
- }
284
-
285
- }
286
-
287
- declare type ObjectCloneReference = {
288
- readonly original: object;
289
- readonly clone: object;
290
- }
291
-
292
-
293
- declare type InstantiateReferenceMap = Record<string, ObjectCloneReference>;
294
- /**
295
- * Provides access to the instantiated object and its clone
296
- */
297
- export declare type InstantiateContext = Readonly<InstantiateReferenceMap>;
298
-
299
- export function instantiate(instance: AssetReference, opts?: IInstantiateOptions | null): Promise<Object3D | null>
300
- export function instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null): GameObject
301
- export function instantiate(instance: AssetReference | GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject | Promise<Object3D | null> {
302
-
303
- if ("isAssetReference" in instance) {
304
- return instance.instantiate(opts ?? undefined);
305
- }
306
-
307
- let options: InstantiateOptions | null = null;
308
-
309
- if (opts !== null && opts !== undefined) {
310
- // if x is defined assume this is a vec3 - this is just to not break everything at once and stay a little bit backwards compatible
311
- if (opts["x"] !== undefined) {
312
- options = new InstantiateOptions();
313
- options.position = opts as unknown as Vector3;
314
- }
315
- else {
316
- // if (opts instanceof InstantiateOptions)
317
- options = opts as InstantiateOptions;
318
- }
319
- }
320
-
321
- let context = Context.Current;
322
- if (options?.context) context = options.context;
323
- if (debug && context.alias)
324
- console.log("context", context.alias);
325
-
326
- // we need to create the id provider before calling internal instantiate because cloned gameobjects also create new guids
327
- if (options && !options.idProvider) {
328
- options.idProvider = new InstantiateIdProvider(Date.now());
329
- }
330
-
331
- const components: Array<Component> = [];
332
- const goMapping: InstantiateReferenceMap = {}; // used to resolve references on components to components on other gameobjects to their new counterpart
333
- const skinnedMeshes: InstantiateReferenceMap = {}; // used to resolve skinned mesh bones
334
- const clone = internalInstantiate(context, instance, options, components, goMapping, skinnedMeshes);
335
-
336
- if (clone) {
337
- resolveReferences(goMapping);
338
- resolveAndBindSkinnedMeshBones(skinnedMeshes, goMapping);
339
- }
340
-
341
- if (debug) {
342
- logHierarchy(instance, true);
343
- logHierarchy(clone, true);
344
- }
345
-
346
- const guidsMap: GuidsMap = {};
347
- if (options?.components !== false) {
348
- for (const i in components) {
349
- const copy = components[i];
350
- const oldGuid = copy.guid;
351
- if (options && options.idProvider) {
352
- copy.guid = options.idProvider.generateUUID();
353
- guidsMap[oldGuid] = copy.guid;
354
- if (debug)
355
- console.log(copy.name, copy.guid)
356
- }
357
- registerComponent(copy, context);
358
- if (copy.__internalNewInstanceCreated)
359
- copy.__internalNewInstanceCreated();
360
- }
361
- for (const i in components) {
362
- const copy = components[i];
363
- if (copy.resolveGuids)
364
- copy.resolveGuids(guidsMap);
365
- if (copy.enabled === false) continue;
366
- else copy.enabled = true;
367
- }
368
-
369
- processNewScripts(context);
370
- }
371
-
372
- return clone as GameObject;
373
- }
374
-
375
-
376
- function internalInstantiate(
377
- context: Context, instance: GameObject | Object3D, opts: IInstantiateOptions | InstantiateOptions | null,
378
- componentsList: Array<Component>,
379
- objectsMap: InstantiateReferenceMap,
380
- skinnedMeshesMap: InstantiateReferenceMap
381
- )
382
- : GameObject | Object3D | null {
383
- if (!instance) return null;
384
-
385
- // Don't clone UI shadow objects
386
- if (instance[$shadowDomOwner]) {
387
- return null;
388
- }
389
-
390
- // prepare, remove things that dont work out of the box
391
- // e.g. user data we want to manually clone
392
- // also children throw errors (e.g. recursive toJson with nested meshes)
393
- const userData = instance.userData;
394
- instance.userData = {};
395
- const children = instance.children;
396
- instance.children = [];
397
- const clone: Object3D | GameObject = instance.clone(false);
398
- apply(clone);
399
- // if(instance[$originalGuid])
400
- // clone[$originalGuid] = instance[$originalGuid];
401
- instance.userData = userData;
402
- instance.children = children;
403
-
404
- // make reference from old id to new object
405
- objectsMap[instance.uuid] = { original: instance, clone: clone };
406
- if (debugInstantiate) console.log("ADD", instance, clone)
407
-
408
- if (instance.type === "SkinnedMesh") {
409
- skinnedMeshesMap[instance.uuid] = { original: instance, clone: clone };
410
- }
411
-
412
- // DO NOT EVER RENAME BECAUSE IT BREAKS / MIGHT BREAK ANIMATIONS
413
- // clone.name += " (Clone)";
414
-
415
- if (opts?.visible !== undefined)
416
- clone.visible = opts.visible;
417
-
418
- if (opts?.idProvider) {
419
- clone.uuid = opts.idProvider.generateUUID();
420
- const cloneGo: GameObject = clone as GameObject;
421
- if (cloneGo) cloneGo.guid = clone.uuid;
422
- }
423
-
424
- if (instance.animations && instance.animations.length > 0) {
425
- clone.animations = [...instance.animations];
426
- }
427
-
428
- const parent = instance.parent;
429
- if (parent) {
430
- parent.add(clone);
431
- }
432
-
433
- // apply transform
434
- if (opts?.position) {
435
- setWorldPosition(clone, opts.position);
436
- }
437
- else clone.position.copy(instance.position);
438
- if (opts?.rotation) {
439
- setWorldQuaternion(clone, opts.rotation);
440
- }
441
- else clone.quaternion.copy(instance.quaternion);
442
- if (opts?.scale) {
443
- clone.scale.copy(opts.scale);
444
- // TODO MAJOR: replace with worldscale
445
- // clone.worldScale = opts.scale;
446
- }
447
- else clone.scale.copy(instance.scale);
448
-
449
- if (opts?.parent && opts.parent !== "scene") {
450
- let requestedParent: Object3D | null = null;
451
- if (typeof opts.parent === "string") {
452
- requestedParent = tryFindObject(opts.parent, context.scene, true);
453
- }
454
- else {
455
- requestedParent = opts.parent;
456
- }
457
- if (requestedParent) {
458
- const func = opts.keepWorldPosition === true ? requestedParent.attach : requestedParent.add;
459
- if (!func) console.error("Invalid parent object", requestedParent, "received when instantiating:", instance);
460
- else func.call(requestedParent, clone);
461
- }
462
- else console.warn("could not find parent:", opts.parent);
463
- }
464
-
465
- for (const [key, value] of Object.entries(instance.userData)) {
466
- if (key === "components") continue;
467
- clone.userData[key] = value;
468
- }
469
-
470
- if (instance.userData?.components) {
471
- const components = instance.userData.components;
472
- const newComponents: Component[] = [];
473
- clone.userData.components = newComponents;
474
- for (let i = 0; i < components.length; i++) {
475
- const comp = components[i];
476
- const copy = new comp.constructor();
477
- assign(copy, comp, undefined, {
478
- // onAssign: (source, key, value) => {
479
- // if (typeof value === "object") {
480
- // const serializable = source as ISerializable;
481
- // if (serializable?.$serializedTypes?.[key]) {
482
- // console.debug("TODO CLONE", key, value);
483
- // }
484
- // }
485
- // return value;
486
- // }
487
- });
488
- // make sure the original guid stays intact
489
- if (comp[editorGuidKeyName] !== undefined)
490
- copy[editorGuidKeyName] = comp[editorGuidKeyName];
491
- newComponents.push(copy);
492
- copy.gameObject = clone;
493
- // copy.transform = clone;
494
- componentsList.push(copy);
495
- objectsMap[comp.guid] = { original: comp, clone: copy };
496
- ComponentLifecycleEvents.dispatchComponentLifecycleEvent("component-added", copy);
497
- }
498
- }
499
-
500
- // children should just clone the original transform
501
- if (opts) {
502
- opts.position = undefined;
503
- opts.rotation = undefined;
504
- opts.scale = undefined;
505
- opts.parent = undefined;
506
- opts.visible = undefined;
507
- }
508
-
509
- for (const ch in instance.children) {
510
- const child = instance.children[ch];
511
- const newChild = internalInstantiate(context, child as GameObject, opts, componentsList, objectsMap, skinnedMeshesMap);
512
- if (newChild) {
513
- objectsMap[newChild.uuid] = { original: child, clone: newChild };
514
- clone.add(newChild);
515
- }
516
- }
517
-
518
- return clone;
519
-
520
- }
521
-
522
- function resolveAndBindSkinnedMeshBones(
523
- skinnedMeshes: { [key: string]: ObjectCloneReference },
524
- newObjectsMap: { [key: string]: ObjectCloneReference }
525
- ) {
526
- for (const key in skinnedMeshes) {
527
- const val = skinnedMeshes[key];
528
- const original = val.original as SkinnedMesh;
529
- const originalSkeleton = original.skeleton;
530
- const clone = val.clone as SkinnedMesh;
531
- // clone.updateWorldMatrix(true, true);
532
- if (!originalSkeleton) {
533
- console.warn("Skinned mesh has no skeleton?", val);
534
- continue;
535
- }
536
- const originalBones = originalSkeleton.bones;
537
- const clonedSkeleton = clone.skeleton.clone();
538
-
539
- clone.skeleton = clonedSkeleton;
540
- clone.bindMatrix.clone().copy(original.bindMatrix);
541
- // console.log(clone.bindMatrix)
542
- clone.bindMatrixInverse.copy(original.bindMatrixInverse);
543
- // clone.bindMatrix.multiplyScalar(.025);
544
- // console.assert(originalSkeleton.uuid !== clonedSkeleton.uuid);
545
- // console.assert(originalBones.length === clonedSkeleton.bones.length);
546
- const bones: Array<Bone> = [];
547
- clonedSkeleton.bones = bones;
548
- for (let i = 0; i < originalBones.length; i++) {
549
- const bone = originalBones[i];
550
- const newBoneInfo = newObjectsMap[bone.uuid];
551
- const clonedBone = newBoneInfo.clone as Bone;
552
- // console.log("NEW BONE: ", clonedBone, "BEFORE", newBoneInfo.original);
553
- bones.push(clonedBone);
554
- }
555
- // clone.skeleton = new Skeleton(bones);
556
- // clone.skeleton.update();
557
- // clone.pose();
558
- // clone.scale.set(1,1,1);
559
- // clone.position.y += .1;
560
- // console.log("ORIG", original, "CLONE", clone);
561
- }
562
- for (const key in skinnedMeshes) {
563
- const clone = skinnedMeshes[key].clone as SkinnedMesh;
564
- clone.skeleton.update();
565
- // clone.skeleton.calculateInverses();
566
- clone.bind(clone.skeleton, clone.bindMatrix);
567
- clone.updateMatrixWorld(true);
568
- // clone.pose();
569
- }
570
- }
571
-
572
- // private static bindNewSkinnedMeshBones(source, clone) {
573
- // const sourceLookup = new Map();
574
- // const cloneLookup = new Map();
575
- // // const clone = source.clone(false);
576
-
577
- // function parallelTraverse(a, b, callback) {
578
- // callback(a, b);
579
- // for (let i = 0; i < a.children.length; i++) {
580
- // parallelTraverse(a.children[i], b.children[i], callback);
581
- // }
582
- // }
583
- // parallelTraverse(source, clone, function (sourceNode, clonedNode) {
584
- // sourceLookup.set(clonedNode, sourceNode);
585
- // cloneLookup.set(sourceNode, clonedNode);
586
- // });
587
-
588
- // clone.traverse(function (node) {
589
- // if (!node.isSkinnedMesh) return;
590
- // const clonedMesh = node;
591
- // const sourceMesh = sourceLookup.get(node);
592
- // const sourceBones = sourceMesh.skeleton.bones;
593
-
594
- // clonedMesh.skeleton = sourceMesh.skeleton.clone();
595
- // clonedMesh.bindMatrix.copy(sourceMesh.bindMatrix);
596
-
597
- // clonedMesh.skeleton.bones = sourceBones.map(function (bone) {
598
- // return cloneLookup.get(bone);
599
- // });
600
- // clonedMesh.bind(clonedMesh.skeleton, clonedMesh.bindMatrix);
601
- // });
602
- // return clone;
603
-
604
- // }
605
-
606
- function resolveReferences(newObjectsMap: InstantiateReferenceMap) {
607
- // for every object that is newly created we want to update references to their newly created counterparts
608
- // e.g. a collider instance referencing a rigidbody instance should be updated so that
609
- // the cloned collider does not reference the cloned rigidbody (instead of the original rigidbody)
610
- for (const key in newObjectsMap) {
611
- const val = newObjectsMap[key];
612
- const clone = val.clone as Object3D;
613
- // resolve references
614
- if (clone?.isObject3D && clone?.userData?.components) {
615
- for (let i = 0; i < clone.userData.components.length; i++) {
616
- const copy = clone.userData.components[i];
617
- // find referenced within a cloned gameobject
618
- const entries = Object.entries(copy);
619
- // console.log(copy, entries);
620
- for (const [key, value] of entries) {
621
- if (Array.isArray(value)) {
622
- const clonedArray: Array<any> = [];
623
- copy[key] = clonedArray;
624
- // console.log(copy, key, value, copy[key]);
625
- for (let i = 0; i < value.length; i++) {
626
- const entry = value[i];
627
- // push value types into new array
628
- if (typeof entry !== "object") {
629
- clonedArray.push(entry);
630
- continue;
631
- }
632
- const res: any = postProcessNewInstance(copy, key, entry, newObjectsMap);
633
- if (res !== undefined) {
634
- if (debugInstantiate) console.log("Found new instance for", key, entry, "->", res);
635
- clonedArray.push(res);
636
- }
637
- else {
638
- if (debugInstantiate) console.warn("Could not find new instance for", key, entry);
639
- clonedArray.push(entry);
640
- }
641
- }
642
- // console.log(copy[key])
643
- }
644
- else if (typeof value === "object") {
645
- const res = postProcessNewInstance(copy, key, value as IComponent | Object3D, newObjectsMap);
646
- if (res !== undefined) {
647
- copy[key] = res;
648
- }
649
- else {
650
- if (debugInstantiate) console.warn("Could not find new instance for", key, value);
651
- }
652
- }
653
- }
654
- }
655
- }
656
- }
657
-
658
- }
659
-
660
- function postProcessNewInstance(copy: Object3D, key: string, value: IComponent | Object3D | any, newObjectsMap: InstantiateReferenceMap) {
661
- if (value === null || value === undefined) return;
662
- if ((value as IComponent).isComponent === true) {
663
- const originalGameObjectReference = value["gameObject"];
664
- // console.log(key, value, originalGameObjectReference);
665
- if (originalGameObjectReference) {
666
- const id = originalGameObjectReference.uuid;
667
- const newGameObject = newObjectsMap[id]?.clone;
668
- if (!newGameObject) {
669
- // reference has not changed!
670
- if (debugInstantiate)
671
- console.log("reference did not change", key, copy, value);
672
- return;
673
- }
674
- const index = originalGameObjectReference.userData.components.indexOf(value);
675
- if (index >= 0 && (newGameObject as Object3D).isObject3D) {
676
- if (debugInstantiate)
677
- console.log(key, id);
678
- const found = (newGameObject as Object3D).userData.components[index];
679
- return found;
680
- }
681
- else {
682
- console.warn("could not find component", key, value);
683
- }
684
- }
685
- } else if ((value as Object3D).isObject3D === true) {
686
- // console.log(value);
687
- if (key === "gameObject") return;
688
- const originalGameObjectReference = value as Object3D;
689
- if (originalGameObjectReference) {
690
- const id = originalGameObjectReference.uuid;
691
- const newGameObject = newObjectsMap[id]?.clone;
692
- if (newGameObject) {
693
- if (debugInstantiate)
694
- console.log(key, "old", value, "new", newGameObject);
695
- return newGameObject;
696
- }
697
- }
698
- }
699
- else {
700
- // create new instances for some types that we know should usually not be shared and can safely be cloned
701
- if (value.isVector4 || value.isVector3 || value.isVector2 || value.isQuaternion || value.isEuler) {
702
- return value.clone();
703
- }
704
- else if (value.isColor === true) {
705
- return value.clone();
706
- }
707
- else if ((value as IEventList).isEventList === true) {
708
- // create a new instance of the object
709
- const copy = (value as IEventList).__internalOnInstantiate(newObjectsMap);
710
- return copy;
711
- }
712
- }
1
+ import { Bone, Object3D, Quaternion, SkinnedMesh, Vector3 } from "three";
2
+
3
+ import { $shadowDomOwner } from "../engine-components/ui/Symbols.js";
4
+ import { type AssetReference } from "./engine_addressables.js";
5
+ import { __internalNotifyObjectDestroyed as __internalRemoveReferences, disposeObjectResources } from "./engine_assetdatabase.js";
6
+ import { ComponentLifecycleEvents } from "./engine_components_internal.js";
7
+ import { activeInHierarchyFieldName } from "./engine_constants.js";
8
+ import { editorGuidKeyName } from "./engine_constants.js";
9
+ import { $isUsingInstancing, InstancingUtil } from "./engine_instancing.js";
10
+ import { processNewScripts } from "./engine_mainloop_utils.js";
11
+ import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
12
+ import { assign, ISerializable } from "./engine_serialization_core.js";
13
+ import { Context, registerComponent } from "./engine_setup.js";
14
+ import { logHierarchy, setWorldPosition, setWorldQuaternion } from "./engine_three_utils.js";
15
+ import { type Constructor, type GuidsMap, type IComponent as Component, type IComponent, IEventList, type IGameObject as GameObject, type UIDProvider } from "./engine_types.js";
16
+ import { deepClone, getParam, tryFindObject } from "./engine_utils.js";
17
+ import { apply } from "./js-extensions/index.js";
18
+
19
+ const debug = getParam("debuggetcomponent");
20
+ const debugInstantiate = getParam("debuginstantiate");
21
+
22
+ export type IInstantiateOptions = {
23
+ idProvider?: UIDProvider;
24
+ //** parent guid or object */
25
+ parent?: string | Object3D;
26
+ /** position in local space. Set `keepWorldPosition` to true if this is world space */
27
+ position?: Vector3;
28
+ /** for duplicatable parenting */
29
+ keepWorldPosition?: boolean;
30
+ /** rotation in local space. Set `keepWorldPosition` to true if this is world space */
31
+ rotation?: Quaternion;
32
+ scale?: Vector3;
33
+ /** if the instantiated object should be visible */
34
+ visible?: boolean;
35
+ context?: Context;
36
+ /** If true the components will be cloned as well
37
+ * @default true
38
+ */
39
+ components?: boolean;
40
+ }
41
+
42
+ /**
43
+ * Instantiation options for {@link syncInstantiate}
44
+ */
45
+ export class InstantiateOptions implements IInstantiateOptions {
46
+ idProvider?: UIDProvider | undefined;
47
+ parent?: string | undefined | Object3D;
48
+ keepWorldPosition?: boolean
49
+ position?: Vector3 | undefined;
50
+ rotation?: Quaternion | undefined;
51
+ scale?: Vector3 | undefined;
52
+ visible?: boolean | undefined;
53
+ context?: Context | undefined;
54
+ components?: boolean | undefined;
55
+
56
+ clone() {
57
+ const clone = new InstantiateOptions();
58
+ clone.idProvider = this.idProvider;
59
+ clone.parent = this.parent;
60
+ clone.keepWorldPosition = this.keepWorldPosition;
61
+ clone.position = this.position?.clone();
62
+ clone.rotation = this.rotation?.clone();
63
+ clone.scale = this.scale?.clone();
64
+ clone.visible = this.visible;
65
+ clone.context = this.context;
66
+ clone.components = this.components;
67
+ return clone;
68
+ }
69
+
70
+ /** Copy fields from another object, clone field references */
71
+ cloneAssign(other: InstantiateOptions | IInstantiateOptions) {
72
+ this.idProvider = other.idProvider;
73
+ this.parent = other.parent;
74
+ this.keepWorldPosition = other.keepWorldPosition;
75
+ this.position = other.position?.clone();
76
+ this.rotation = other.rotation?.clone();
77
+ this.scale = other.scale?.clone();
78
+ this.visible = other.visible;
79
+ this.context = other.context;
80
+ this.components = other.components;
81
+ }
82
+ }
83
+
84
+
85
+ // export function setActive(go: Object3D, active: boolean, processStart: boolean = true) {
86
+ // if (!go) return;
87
+ // go.visible = active;
88
+ // main.updateActiveInHierarchyWithoutEventCall(go);
89
+ // if (active && processStart)
90
+ // main.processStart(Context.Current, go);
91
+ // }
92
+
93
+
94
+ // Object.defineProperty(Object3D.prototype, "visible", {
95
+ // get: function () {
96
+ // return this._visible;
97
+ // },
98
+ // set: function (val) {
99
+ // // const changed = val !== this._visible;
100
+ // this._visible = val;
101
+ // // if (changed) {
102
+ // // setActive(this, val);
103
+ // // }
104
+ // }
105
+ // });
106
+
107
+
108
+ const $isActive = Symbol("isActive");
109
+ export function isActiveSelf(go: Object3D): boolean {
110
+ // if (go[$isActive] === undefined) {
111
+ // go[$isActive] = true;
112
+ // }
113
+ return go.visible;
114
+ }
115
+
116
+ export function setActive(go: Object3D, active: boolean | number): boolean {
117
+ if (typeof active === "number") active = active > .5;
118
+ // go[$isActive] = active;
119
+ go.visible = active;
120
+ return go.visible;// go[$isActive];
121
+ }
122
+
123
+ export function isActiveInHierarchy(go: Object3D): boolean {
124
+ return go[activeInHierarchyFieldName] || isUsingInstancing(go);
125
+ }
126
+
127
+ export function markAsInstancedRendered(go: Object3D, instanced: boolean) {
128
+ go[$isUsingInstancing] = instanced;
129
+ }
130
+
131
+ export function isUsingInstancing(instance: Object3D): boolean { return InstancingUtil.isUsingInstancing(instance); }
132
+
133
+
134
+ export function findByGuid(guid: string, hierarchy: Object3D): GameObject | IComponent | null | undefined {
135
+ return tryFindObject(guid, hierarchy, true, true);
136
+ }
137
+
138
+
139
+ const $isDestroyed = Symbol("isDestroyed");
140
+ export function isDestroyed(go: Object3D): boolean {
141
+ return go[$isDestroyed];
142
+ }
143
+ export function setDestroyed(go: Object3D, value: boolean) {
144
+ go[$isDestroyed] = value;
145
+ }
146
+
147
+ const $isDontDestroy = Symbol("isDontDestroy");
148
+
149
+ /** Mark an Object3D or component as not destroyable
150
+ * @param instance the object to be marked as not destroyable
151
+ * @param value true if the object should not be destroyed in `destroy`
152
+ */
153
+ export function setDontDestroy(instance: Object3D | Component, value: boolean = true) {
154
+ instance[$isDontDestroy] = value;
155
+ }
156
+
157
+ const destroyed_components: Array<IComponent> = [];
158
+ const destroyed_objects: Array<Object3D> = [];
159
+ export function destroy(instance: Object3D | Component, recursive: boolean = true, dispose: boolean = false) {
160
+ destroyed_components.length = 0;
161
+ destroyed_objects.length = 0;
162
+ internalDestroy(instance, recursive, true);
163
+ for (const comp of destroyed_components) {
164
+ comp.gameObject = null!;
165
+ //@ts-ignore
166
+ comp.context = null;
167
+ }
168
+ // dipose resources and remove references
169
+ for (const obj of destroyed_objects) {
170
+ setDestroyed(obj, true);
171
+ if (dispose) {
172
+ disposeObjectResources(obj);
173
+ }
174
+ // This needs to be called after disposing because it removes the references to resources
175
+ __internalRemoveReferences(obj);
176
+ }
177
+ destroyed_objects.length = 0;
178
+ destroyed_components.length = 0;
179
+ }
180
+
181
+ function internalDestroy(instance: Object3D | Component, recursive: boolean = true, isRoot: boolean = true) {
182
+ if (instance === null || instance === undefined)
183
+ return;
184
+
185
+ const comp = instance as Component;
186
+ if (comp.isComponent) {
187
+ // Handle Component
188
+ if (comp[$isDontDestroy]) return;
189
+ destroyed_components.push(comp);
190
+ const go = comp.gameObject;
191
+ comp.__internalDisable();
192
+ comp.__internalDestroy();
193
+ comp.gameObject = go;
194
+ return;
195
+ }
196
+
197
+ // handle Object3D
198
+ if (instance[$isDontDestroy]) return;
199
+
200
+ const obj = instance as GameObject;
201
+ if (debug) console.log(obj);
202
+ destroyed_objects.push(obj);
203
+
204
+ // first disable and call onDestroy on components
205
+ const components = obj.userData?.components;
206
+ if (components != null && Array.isArray(components)) {
207
+ let lastLength = components.length;
208
+ for (let i = 0; i < components.length; i++) {
209
+ const comp: Component = components[i];
210
+ internalDestroy(comp, recursive, false);
211
+ // components will be removed from componentlist in destroy
212
+ if (components.length < lastLength) {
213
+ lastLength = components.length;
214
+ i--;
215
+ }
216
+ }
217
+ }
218
+ // then continue in children of the passed in object
219
+ if (recursive && obj.children) {
220
+ for (const ch of obj.children) {
221
+ internalDestroy(ch, recursive, false);
222
+ }
223
+ }
224
+
225
+ if (isRoot)
226
+ obj.removeFromParent();
227
+ }
228
+
229
+ declare type ForEachComponentCallback = (comp: Component) => any;
230
+
231
+ export function foreachComponent(instance: Object3D, cb: ForEachComponentCallback, recursive: boolean = true): any {
232
+ return internalForEachComponent(instance, cb, recursive);
233
+ }
234
+
235
+ export function* foreachComponentEnumerator<T extends IComponent>(instance: Object3D, type?: Constructor<T>, includeChildren: boolean = false, maxLevel: number = 999, _currentLevel: number = 0): Generator<T> {
236
+ if (!instance?.userData.components) return;
237
+ if (_currentLevel > maxLevel) return;
238
+ for (const comp of instance.userData.components) {
239
+ if (type && comp?.isComponent === true && comp instanceof type) {
240
+ yield comp;
241
+ }
242
+ else {
243
+ yield comp;
244
+ }
245
+ }
246
+ if (includeChildren === true) {
247
+ for (const ch of instance.children) {
248
+ yield* foreachComponentEnumerator(ch, type, true, maxLevel, _currentLevel + 1);
249
+ }
250
+ }
251
+ }
252
+
253
+ function internalForEachComponent(instance: Object3D, cb: ForEachComponentCallback, recursive: boolean, level: number = 0): any {
254
+ if (!instance) return;
255
+ if (!instance.isObject3D) {
256
+ new Error("Expected Object3D but got " + instance);
257
+ }
258
+ if (level > 1000) {
259
+ console.warn("Failed to iterate components: too many levels");
260
+ return;
261
+ }
262
+ if (instance.userData?.components) {
263
+ for (let i = 0; i < instance.userData.components.length; i++) {
264
+ const comp = instance.userData.components[i];
265
+ if (comp?.isComponent === true) {
266
+ const res = cb(comp);
267
+ if (res !== undefined) return res;
268
+ }
269
+ }
270
+ }
271
+
272
+ if (recursive && instance.children) {
273
+ // childArrayBuffer.length = 0;
274
+ // childArrayBuffer.push(...instance.children);
275
+ const nextLevel = level + 1;
276
+ for (let i = 0; i < instance.children.length; i++) {
277
+ const child = instance.children[i];
278
+ if (!child) continue;
279
+ const res = internalForEachComponent(child, cb, recursive, nextLevel);
280
+ if (res !== undefined) return res;
281
+ }
282
+ // childArrayBuffer.length = 0;
283
+ }
284
+
285
+ }
286
+
287
+ declare type ObjectCloneReference = {
288
+ readonly original: object;
289
+ readonly clone: object;
290
+ }
291
+
292
+
293
+ declare type InstantiateReferenceMap = Record<string, ObjectCloneReference>;
294
+ /**
295
+ * Provides access to the instantiated object and its clone
296
+ */
297
+ export declare type InstantiateContext = Readonly<InstantiateReferenceMap>;
298
+
299
+ export function instantiate(instance: AssetReference, opts?: IInstantiateOptions | null): Promise<Object3D | null>
300
+ export function instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null): GameObject
301
+ export function instantiate(instance: AssetReference | GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject | Promise<Object3D | null> {
302
+
303
+ if ("isAssetReference" in instance) {
304
+ return instance.instantiate(opts ?? undefined);
305
+ }
306
+
307
+ let options: InstantiateOptions | null = null;
308
+
309
+ if (opts !== null && opts !== undefined) {
310
+ // if x is defined assume this is a vec3 - this is just to not break everything at once and stay a little bit backwards compatible
311
+ if (opts["x"] !== undefined) {
312
+ options = new InstantiateOptions();
313
+ options.position = opts as unknown as Vector3;
314
+ }
315
+ else {
316
+ // if (opts instanceof InstantiateOptions)
317
+ options = opts as InstantiateOptions;
318
+ }
319
+ }
320
+
321
+ let context = Context.Current;
322
+ if (options?.context) context = options.context;
323
+ if (debug && context.alias)
324
+ console.log("context", context.alias);
325
+
326
+ // we need to create the id provider before calling internal instantiate because cloned gameobjects also create new guids
327
+ if (options && !options.idProvider) {
328
+ options.idProvider = new InstantiateIdProvider(Date.now());
329
+ }
330
+
331
+ const components: Array<Component> = [];
332
+ const goMapping: InstantiateReferenceMap = {}; // used to resolve references on components to components on other gameobjects to their new counterpart
333
+ const skinnedMeshes: InstantiateReferenceMap = {}; // used to resolve skinned mesh bones
334
+ const clone = internalInstantiate(context, instance, options, components, goMapping, skinnedMeshes);
335
+
336
+ if (clone) {
337
+ resolveReferences(goMapping);
338
+ resolveAndBindSkinnedMeshBones(skinnedMeshes, goMapping);
339
+ }
340
+
341
+ if (debug) {
342
+ logHierarchy(instance, true);
343
+ logHierarchy(clone, true);
344
+ }
345
+
346
+ const guidsMap: GuidsMap = {};
347
+ if (options?.components !== false) {
348
+ for (const i in components) {
349
+ const copy = components[i];
350
+ const oldGuid = copy.guid;
351
+ if (options && options.idProvider) {
352
+ copy.guid = options.idProvider.generateUUID();
353
+ guidsMap[oldGuid] = copy.guid;
354
+ if (debug)
355
+ console.log(copy.name, copy.guid)
356
+ }
357
+ registerComponent(copy, context);
358
+ if (copy.__internalNewInstanceCreated)
359
+ copy.__internalNewInstanceCreated();
360
+ }
361
+ for (const i in components) {
362
+ const copy = components[i];
363
+ if (copy.resolveGuids)
364
+ copy.resolveGuids(guidsMap);
365
+ if (copy.enabled === false) continue;
366
+ else copy.enabled = true;
367
+ }
368
+
369
+ processNewScripts(context);
370
+ }
371
+
372
+ return clone as GameObject;
373
+ }
374
+
375
+
376
+ function internalInstantiate(
377
+ context: Context, instance: GameObject | Object3D, opts: IInstantiateOptions | InstantiateOptions | null,
378
+ componentsList: Array<Component>,
379
+ objectsMap: InstantiateReferenceMap,
380
+ skinnedMeshesMap: InstantiateReferenceMap
381
+ )
382
+ : GameObject | Object3D | null {
383
+ if (!instance) return null;
384
+
385
+ // Don't clone UI shadow objects
386
+ if (instance[$shadowDomOwner]) {
387
+ return null;
388
+ }
389
+
390
+ // prepare, remove things that dont work out of the box
391
+ // e.g. user data we want to manually clone
392
+ // also children throw errors (e.g. recursive toJson with nested meshes)
393
+ const userData = instance.userData;
394
+ instance.userData = {};
395
+ const children = instance.children;
396
+ instance.children = [];
397
+ const clone: Object3D | GameObject = instance.clone(false);
398
+ apply(clone);
399
+ // if(instance[$originalGuid])
400
+ // clone[$originalGuid] = instance[$originalGuid];
401
+ instance.userData = userData;
402
+ instance.children = children;
403
+
404
+ // make reference from old id to new object
405
+ objectsMap[instance.uuid] = { original: instance, clone: clone };
406
+ if (debugInstantiate) console.log("ADD", instance, clone)
407
+
408
+ if (instance.type === "SkinnedMesh") {
409
+ skinnedMeshesMap[instance.uuid] = { original: instance, clone: clone };
410
+ }
411
+
412
+ // DO NOT EVER RENAME BECAUSE IT BREAKS / MIGHT BREAK ANIMATIONS
413
+ // clone.name += " (Clone)";
414
+
415
+ if (opts?.visible !== undefined)
416
+ clone.visible = opts.visible;
417
+
418
+ if (opts?.idProvider) {
419
+ clone.uuid = opts.idProvider.generateUUID();
420
+ const cloneGo: GameObject = clone as GameObject;
421
+ if (cloneGo) cloneGo.guid = clone.uuid;
422
+ }
423
+
424
+ if (instance.animations && instance.animations.length > 0) {
425
+ clone.animations = [...instance.animations];
426
+ }
427
+
428
+ const parent = instance.parent;
429
+ if (parent) {
430
+ parent.add(clone);
431
+ }
432
+
433
+ // apply transform
434
+ if (opts?.position) {
435
+ setWorldPosition(clone, opts.position);
436
+ }
437
+ else clone.position.copy(instance.position);
438
+ if (opts?.rotation) {
439
+ setWorldQuaternion(clone, opts.rotation);
440
+ }
441
+ else clone.quaternion.copy(instance.quaternion);
442
+ if (opts?.scale) {
443
+ clone.scale.copy(opts.scale);
444
+ // TODO MAJOR: replace with worldscale
445
+ // clone.worldScale = opts.scale;
446
+ }
447
+ else clone.scale.copy(instance.scale);
448
+
449
+ if (opts?.parent && opts.parent !== "scene") {
450
+ let requestedParent: Object3D | null = null;
451
+ if (typeof opts.parent === "string") {
452
+ requestedParent = tryFindObject(opts.parent, context.scene, true);
453
+ }
454
+ else {
455
+ requestedParent = opts.parent;
456
+ }
457
+ if (requestedParent) {
458
+ const func = opts.keepWorldPosition === true ? requestedParent.attach : requestedParent.add;
459
+ if (!func) console.error("Invalid parent object", requestedParent, "received when instantiating:", instance);
460
+ else func.call(requestedParent, clone);
461
+ }
462
+ else console.warn("could not find parent:", opts.parent);
463
+ }
464
+
465
+ for (const [key, value] of Object.entries(instance.userData)) {
466
+ if (key === "components") continue;
467
+ clone.userData[key] = value;
468
+ }
469
+
470
+ if (instance.userData?.components) {
471
+ const components = instance.userData.components;
472
+ const newComponents: Component[] = [];
473
+ clone.userData.components = newComponents;
474
+ for (let i = 0; i < components.length; i++) {
475
+ const comp = components[i];
476
+ const copy = new comp.constructor();
477
+ assign(copy, comp, undefined, {
478
+ // onAssign: (source, key, value) => {
479
+ // if (typeof value === "object") {
480
+ // const serializable = source as ISerializable;
481
+ // if (serializable?.$serializedTypes?.[key]) {
482
+ // console.debug("TODO CLONE", key, value);
483
+ // }
484
+ // }
485
+ // return value;
486
+ // }
487
+ });
488
+ // make sure the original guid stays intact
489
+ if (comp[editorGuidKeyName] !== undefined)
490
+ copy[editorGuidKeyName] = comp[editorGuidKeyName];
491
+ newComponents.push(copy);
492
+ copy.gameObject = clone;
493
+ // copy.transform = clone;
494
+ componentsList.push(copy);
495
+ objectsMap[comp.guid] = { original: comp, clone: copy };
496
+ ComponentLifecycleEvents.dispatchComponentLifecycleEvent("component-added", copy);
497
+ }
498
+ }
499
+
500
+ // children should just clone the original transform
501
+ if (opts) {
502
+ opts.position = undefined;
503
+ opts.rotation = undefined;
504
+ opts.scale = undefined;
505
+ opts.parent = undefined;
506
+ opts.visible = undefined;
507
+ }
508
+
509
+ for (const ch in instance.children) {
510
+ const child = instance.children[ch];
511
+ const newChild = internalInstantiate(context, child as GameObject, opts, componentsList, objectsMap, skinnedMeshesMap);
512
+ if (newChild) {
513
+ objectsMap[newChild.uuid] = { original: child, clone: newChild };
514
+ clone.add(newChild);
515
+ }
516
+ }
517
+
518
+ return clone;
519
+
520
+ }
521
+
522
+ function resolveAndBindSkinnedMeshBones(
523
+ skinnedMeshes: { [key: string]: ObjectCloneReference },
524
+ newObjectsMap: { [key: string]: ObjectCloneReference }
525
+ ) {
526
+ for (const key in skinnedMeshes) {
527
+ const val = skinnedMeshes[key];
528
+ const original = val.original as SkinnedMesh;
529
+ const originalSkeleton = original.skeleton;
530
+ const clone = val.clone as SkinnedMesh;
531
+ // clone.updateWorldMatrix(true, true);
532
+ if (!originalSkeleton) {
533
+ console.warn("Skinned mesh has no skeleton?", val);
534
+ continue;
535
+ }
536
+ const originalBones = originalSkeleton.bones;
537
+ const clonedSkeleton = clone.skeleton.clone();
538
+
539
+ clone.skeleton = clonedSkeleton;
540
+ clone.bindMatrix.clone().copy(original.bindMatrix);
541
+ // console.log(clone.bindMatrix)
542
+ clone.bindMatrixInverse.copy(original.bindMatrixInverse);
543
+ // clone.bindMatrix.multiplyScalar(.025);
544
+ // console.assert(originalSkeleton.uuid !== clonedSkeleton.uuid);
545
+ // console.assert(originalBones.length === clonedSkeleton.bones.length);
546
+ const bones: Array<Bone> = [];
547
+ clonedSkeleton.bones = bones;
548
+ for (let i = 0; i < originalBones.length; i++) {
549
+ const bone = originalBones[i];
550
+ const newBoneInfo = newObjectsMap[bone.uuid];
551
+ const clonedBone = newBoneInfo.clone as Bone;
552
+ // console.log("NEW BONE: ", clonedBone, "BEFORE", newBoneInfo.original);
553
+ bones.push(clonedBone);
554
+ }
555
+ // clone.skeleton = new Skeleton(bones);
556
+ // clone.skeleton.update();
557
+ // clone.pose();
558
+ // clone.scale.set(1,1,1);
559
+ // clone.position.y += .1;
560
+ // console.log("ORIG", original, "CLONE", clone);
561
+ }
562
+ for (const key in skinnedMeshes) {
563
+ const clone = skinnedMeshes[key].clone as SkinnedMesh;
564
+ clone.skeleton.update();
565
+ // clone.skeleton.calculateInverses();
566
+ clone.bind(clone.skeleton, clone.bindMatrix);
567
+ clone.updateMatrixWorld(true);
568
+ // clone.pose();
569
+ }
570
+ }
571
+
572
+ // private static bindNewSkinnedMeshBones(source, clone) {
573
+ // const sourceLookup = new Map();
574
+ // const cloneLookup = new Map();
575
+ // // const clone = source.clone(false);
576
+
577
+ // function parallelTraverse(a, b, callback) {
578
+ // callback(a, b);
579
+ // for (let i = 0; i < a.children.length; i++) {
580
+ // parallelTraverse(a.children[i], b.children[i], callback);
581
+ // }
582
+ // }
583
+ // parallelTraverse(source, clone, function (sourceNode, clonedNode) {
584
+ // sourceLookup.set(clonedNode, sourceNode);
585
+ // cloneLookup.set(sourceNode, clonedNode);
586
+ // });
587
+
588
+ // clone.traverse(function (node) {
589
+ // if (!node.isSkinnedMesh) return;
590
+ // const clonedMesh = node;
591
+ // const sourceMesh = sourceLookup.get(node);
592
+ // const sourceBones = sourceMesh.skeleton.bones;
593
+
594
+ // clonedMesh.skeleton = sourceMesh.skeleton.clone();
595
+ // clonedMesh.bindMatrix.copy(sourceMesh.bindMatrix);
596
+
597
+ // clonedMesh.skeleton.bones = sourceBones.map(function (bone) {
598
+ // return cloneLookup.get(bone);
599
+ // });
600
+ // clonedMesh.bind(clonedMesh.skeleton, clonedMesh.bindMatrix);
601
+ // });
602
+ // return clone;
603
+
604
+ // }
605
+
606
+ function resolveReferences(newObjectsMap: InstantiateReferenceMap) {
607
+ // for every object that is newly created we want to update references to their newly created counterparts
608
+ // e.g. a collider instance referencing a rigidbody instance should be updated so that
609
+ // the cloned collider does not reference the cloned rigidbody (instead of the original rigidbody)
610
+ for (const key in newObjectsMap) {
611
+ const val = newObjectsMap[key];
612
+ const clone = val.clone as Object3D;
613
+ // resolve references
614
+ if (clone?.isObject3D && clone?.userData?.components) {
615
+ for (let i = 0; i < clone.userData.components.length; i++) {
616
+ const copy = clone.userData.components[i];
617
+ // find referenced within a cloned gameobject
618
+ const entries = Object.entries(copy);
619
+ // console.log(copy, entries);
620
+ for (const [key, value] of entries) {
621
+ if (Array.isArray(value)) {
622
+ const clonedArray: Array<any> = [];
623
+ copy[key] = clonedArray;
624
+ // console.log(copy, key, value, copy[key]);
625
+ for (let i = 0; i < value.length; i++) {
626
+ const entry = value[i];
627
+ // push value types into new array
628
+ if (typeof entry !== "object") {
629
+ clonedArray.push(entry);
630
+ continue;
631
+ }
632
+ const res: any = postProcessNewInstance(copy, key, entry, newObjectsMap);
633
+ if (res !== undefined) {
634
+ if (debugInstantiate) console.log("Found new instance for", key, entry, "->", res);
635
+ clonedArray.push(res);
636
+ }
637
+ else {
638
+ if (debugInstantiate) console.warn("Could not find new instance for", key, entry);
639
+ clonedArray.push(entry);
640
+ }
641
+ }
642
+ // console.log(copy[key])
643
+ }
644
+ else if (typeof value === "object") {
645
+ const res = postProcessNewInstance(copy, key, value as IComponent | Object3D, newObjectsMap);
646
+ if (res !== undefined) {
647
+ copy[key] = res;
648
+ }
649
+ else {
650
+ if (debugInstantiate) console.warn("Could not find new instance for", key, value);
651
+ }
652
+ }
653
+ }
654
+ }
655
+ }
656
+ }
657
+
658
+ }
659
+
660
+ function postProcessNewInstance(copy: Object3D, key: string, value: IComponent | Object3D | any, newObjectsMap: InstantiateReferenceMap) {
661
+ if (value === null || value === undefined) return;
662
+ if ((value as IComponent).isComponent === true) {
663
+ const originalGameObjectReference = value["gameObject"];
664
+ // console.log(key, value, originalGameObjectReference);
665
+ if (originalGameObjectReference) {
666
+ const id = originalGameObjectReference.uuid;
667
+ const newGameObject = newObjectsMap[id]?.clone;
668
+ if (!newGameObject) {
669
+ // reference has not changed!
670
+ if (debugInstantiate)
671
+ console.log("reference did not change", key, copy, value);
672
+ return;
673
+ }
674
+ const index = originalGameObjectReference.userData.components.indexOf(value);
675
+ if (index >= 0 && (newGameObject as Object3D).isObject3D) {
676
+ if (debugInstantiate)
677
+ console.log(key, id);
678
+ const found = (newGameObject as Object3D).userData.components[index];
679
+ return found;
680
+ }
681
+ else {
682
+ console.warn("could not find component", key, value);
683
+ }
684
+ }
685
+ } else if ((value as Object3D).isObject3D === true) {
686
+ // console.log(value);
687
+ if (key === "gameObject") return;
688
+ const originalGameObjectReference = value as Object3D;
689
+ if (originalGameObjectReference) {
690
+ const id = originalGameObjectReference.uuid;
691
+ const newGameObject = newObjectsMap[id]?.clone;
692
+ if (newGameObject) {
693
+ if (debugInstantiate)
694
+ console.log(key, "old", value, "new", newGameObject);
695
+ return newGameObject;
696
+ }
697
+ }
698
+ }
699
+ else {
700
+ // create new instances for some types that we know should usually not be shared and can safely be cloned
701
+ if (value.isVector4 || value.isVector3 || value.isVector2 || value.isQuaternion || value.isEuler) {
702
+ return value.clone();
703
+ }
704
+ else if (value.isColor === true) {
705
+ return value.clone();
706
+ }
707
+ else if ((value as IEventList).isEventList === true) {
708
+ // create a new instance of the object
709
+ const copy = (value as IEventList).__internalOnInstantiate(newObjectsMap);
710
+ return copy;
711
+ }
712
+ }
713
713
  }