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