@needle-tools/engine 4.7.0 → 4.7.2-alpha

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 (1074) hide show
  1. package/CHANGELOG.md +3782 -3778
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
  6. package/dist/gltf-progressive-YjtQYFa9.js +1052 -0
  7. package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
  8. package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
  9. package/dist/{needle-engine.bundle-BFsiOavn.min.js → needle-engine.bundle-BhDF-YSv.min.js} +107 -107
  10. package/dist/{needle-engine.bundle-BxOXkBoQ.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +114 -114
  11. package/dist/{needle-engine.bundle-BodidWhS.js → needle-engine.bundle-gp00DTS4.js} +2932 -2920
  12. package/dist/needle-engine.d.ts +129 -130
  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-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
  17. package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
  18. package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
  19. package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
  20. package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
  21. package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
  22. package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
  23. package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
  24. package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
  25. package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
  26. package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
  27. package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
  28. package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
  29. package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
  30. package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +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 +164 -166
  60. package/lib/engine/engine_addressables.js +601 -608
  61. package/lib/engine/engine_addressables.js.map +1 -1
  62. package/lib/engine/engine_animation.d.ts +43 -43
  63. package/lib/engine/engine_animation.js +133 -133
  64. package/lib/engine/engine_application.d.ts +45 -45
  65. package/lib/engine/engine_application.js +104 -104
  66. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  67. package/lib/engine/engine_assetdatabase.js +346 -346
  68. package/lib/engine/engine_audio.d.ts +4 -4
  69. package/lib/engine/engine_audio.js +23 -23
  70. package/lib/engine/engine_camera.d.ts +13 -13
  71. package/lib/engine/engine_camera.js +30 -30
  72. package/lib/engine/engine_components.d.ts +110 -110
  73. package/lib/engine/engine_components.js +374 -374
  74. package/lib/engine/engine_components_internal.d.ts +9 -9
  75. package/lib/engine/engine_components_internal.js +36 -36
  76. package/lib/engine/engine_constants.d.ts +10 -10
  77. package/lib/engine/engine_constants.js +41 -41
  78. package/lib/engine/engine_context.d.ts +475 -475
  79. package/lib/engine/engine_context.js +1673 -1673
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +101 -91
  118. package/lib/engine/engine_lightdata.js.map +1 -1
  119. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  120. package/lib/engine/engine_loaders.callbacks.js +86 -86
  121. package/lib/engine/engine_loaders.d.ts +48 -48
  122. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  123. package/lib/engine/engine_loaders.gltf.js +62 -62
  124. package/lib/engine/engine_loaders.js +337 -337
  125. package/lib/engine/engine_lods.d.ts +35 -31
  126. package/lib/engine/engine_lods.js +160 -146
  127. package/lib/engine/engine_lods.js.map +1 -1
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +260 -260
  135. package/lib/engine/engine_networking.js +764 -764
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +228 -228
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1433 -1433
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +94 -94
  173. package/lib/engine/engine_serialization_core.js +607 -607
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +204 -204
  187. package/lib/engine/engine_three_utils.js +788 -788
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +6 -6
  193. package/lib/engine/engine_tonemapping.js +197 -197
  194. package/lib/engine/engine_types.d.ts +578 -578
  195. package/lib/engine/engine_types.js +95 -95
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +248 -248
  201. package/lib/engine/engine_utils.js +1012 -1012
  202. package/lib/engine/engine_utils_format.d.ts +24 -24
  203. package/lib/engine/engine_utils_format.js +239 -239
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +522 -522
  206. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  207. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  208. package/lib/engine/engine_xr.d.ts +1 -1
  209. package/lib/engine/engine_xr.js +1 -1
  210. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  211. package/lib/engine/export/gltf/Writers.js +24 -24
  212. package/lib/engine/export/gltf/index.d.ts +11 -11
  213. package/lib/engine/export/gltf/index.js +123 -123
  214. package/lib/engine/export/index.d.ts +2 -2
  215. package/lib/engine/export/index.js +2 -2
  216. package/lib/engine/export/state.d.ts +7 -7
  217. package/lib/engine/export/state.js +17 -17
  218. package/lib/engine/export/utils.d.ts +2 -2
  219. package/lib/engine/export/utils.js +7 -7
  220. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  221. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  222. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  223. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  224. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  225. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  226. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  227. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  228. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  229. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  230. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  231. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  232. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  233. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  234. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  235. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  236. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  237. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  238. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  239. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  240. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  241. package/lib/engine/extensions/extension_resolver.js +1 -1
  242. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  243. package/lib/engine/extensions/extension_utils.js +152 -152
  244. package/lib/engine/extensions/extensions.d.ts +32 -32
  245. package/lib/engine/extensions/extensions.js +107 -107
  246. package/lib/engine/extensions/index.d.ts +6 -6
  247. package/lib/engine/extensions/index.js +6 -6
  248. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  249. package/lib/engine/extensions/usage_tracker.js +65 -65
  250. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  251. package/lib/engine/js-extensions/Camera.js +39 -39
  252. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  253. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  254. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  255. package/lib/engine/js-extensions/Layers.js +22 -22
  256. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  257. package/lib/engine/js-extensions/Object3D.js +136 -136
  258. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  259. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  260. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  261. package/lib/engine/js-extensions/Vector.js +13 -13
  262. package/lib/engine/js-extensions/index.d.ts +5 -5
  263. package/lib/engine/js-extensions/index.js +5 -5
  264. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  265. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  266. package/lib/engine/shaders/shaderData.d.ts +55 -55
  267. package/lib/engine/shaders/shaderData.js +58 -58
  268. package/lib/engine/tests/test_utils.d.ts +2 -2
  269. package/lib/engine/tests/test_utils.js +53 -53
  270. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  271. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  272. package/lib/engine/webcomponents/api.d.ts +5 -5
  273. package/lib/engine/webcomponents/api.js +4 -4
  274. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  275. package/lib/engine/webcomponents/buttons.js +264 -264
  276. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  277. package/lib/engine/webcomponents/fonts.js +32 -32
  278. package/lib/engine/webcomponents/icons.d.ts +9 -9
  279. package/lib/engine/webcomponents/icons.js +52 -52
  280. package/lib/engine/webcomponents/index.d.ts +1 -1
  281. package/lib/engine/webcomponents/index.js +1 -1
  282. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  283. package/lib/engine/webcomponents/logo-element.js +67 -67
  284. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  285. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  286. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  287. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  288. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  289. package/lib/engine/webcomponents/needle-button.js +161 -161
  290. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  291. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  292. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  293. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  294. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  295. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  296. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  297. package/lib/engine/webcomponents/needle-engine.js +821 -821
  298. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  299. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  300. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  301. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  302. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  303. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  304. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  305. package/lib/engine/xr/NeedleXRSync.js +188 -188
  306. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  307. package/lib/engine/xr/SceneTransition.js +69 -69
  308. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  309. package/lib/engine/xr/TempXRContext.js +187 -187
  310. package/lib/engine/xr/XRRig.d.ts +7 -7
  311. package/lib/engine/xr/XRRig.js +1 -1
  312. package/lib/engine/xr/api.d.ts +6 -6
  313. package/lib/engine/xr/api.js +6 -6
  314. package/lib/engine/xr/events.d.ts +66 -66
  315. package/lib/engine/xr/events.js +93 -93
  316. package/lib/engine/xr/internal.d.ts +12 -12
  317. package/lib/engine/xr/internal.js +25 -25
  318. package/lib/engine/xr/usdz.d.ts +12 -12
  319. package/lib/engine/xr/usdz.js +29 -29
  320. package/lib/engine/xr/utils.d.ts +11 -11
  321. package/lib/engine/xr/utils.js +34 -34
  322. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  323. package/lib/engine-components/AlignmentConstraint.js +39 -39
  324. package/lib/engine-components/Animation.d.ts +156 -156
  325. package/lib/engine-components/Animation.js +508 -508
  326. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  327. package/lib/engine-components/AnimationCurve.js +159 -159
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  1001. package/src/engine-components/ui/Outline.ts +13 -13
  1002. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1003. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1004. package/src/engine-components/ui/Raycaster.ts +102 -102
  1005. package/src/engine-components/ui/RectTransform.ts +375 -375
  1006. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1007. package/src/engine-components/ui/Symbols.ts +1 -1
  1008. package/src/engine-components/ui/Text.ts +578 -578
  1009. package/src/engine-components/ui/Utils.ts +113 -113
  1010. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
  1071. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1072. package/dist/gltf-progressive-Bl4okF1b.min.js +0 -8
  1073. package/dist/gltf-progressive-DSpdn0QT.js +0 -1054
  1074. package/dist/gltf-progressive-P8b8a0qY.umd.cjs +0 -8
@@ -1,835 +1,835 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
- import { showBalloonWarning } from "../engine/debug/index.js";
10
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
- import { Gizmos } from "../engine/engine_gizmos.js";
12
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
- import { serializable } from "../engine/engine_serialization_decorator.js";
15
- import { FrameEvent } from "../engine/engine_setup.js";
16
- import { getTempVector } from "../engine/engine_three_utils.js";
17
- import { getParam } from "../engine/engine_utils.js";
18
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
- import { Behaviour, GameObject } from "./Component.js";
21
- import { ReflectionProbe } from "./ReflectionProbe.js";
22
- import { InstancingHandler } from "./RendererInstancing.js";
23
- // import { RendererCustomShader } from "./RendererCustomShader.js";
24
- import { RendererLightmap } from "./RendererLightmap.js";
25
- // for staying compatible with old code
26
- export { InstancingUtil } from "../engine/engine_instancing.js";
27
- const debugRenderer = getParam("debugrenderer");
28
- const debugskinnedmesh = getParam("debugskinnedmesh");
29
- const suppressInstancing = getParam("noinstancing");
30
- const showWireframe = getParam("wireframe");
31
- export var ReflectionProbeUsage;
32
- (function (ReflectionProbeUsage) {
33
- ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
- ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
- })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
- export class FieldWithDefault {
39
- path = null;
40
- asset = null;
41
- default;
42
- }
43
- export var RenderState;
44
- (function (RenderState) {
45
- RenderState[RenderState["Both"] = 0] = "Both";
46
- RenderState[RenderState["Back"] = 1] = "Back";
47
- RenderState[RenderState["Front"] = 2] = "Front";
48
- })(RenderState || (RenderState = {}));
49
- // support sharedMaterials[index] assigning materials directly to the objects
50
- class SharedMaterialArray {
51
- _renderer;
52
- _targets = [];
53
- _indexMapMaxIndex;
54
- _indexMap;
55
- _changed = false;
56
- get changed() {
57
- return this._changed;
58
- }
59
- set changed(value) {
60
- if (value === true) {
61
- if (debugRenderer)
62
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
- }
64
- this._changed = value;
65
- }
66
- is(renderer) {
67
- return this._renderer === renderer;
68
- }
69
- constructor(renderer, originalMaterials) {
70
- this._renderer = renderer;
71
- const setMaterial = this.setMaterial.bind(this);
72
- const getMaterial = this.getMaterial.bind(this);
73
- const go = renderer.gameObject;
74
- this._targets = [];
75
- if (go) {
76
- switch (go.type) {
77
- case "Group":
78
- this._targets = [...go.children];
79
- break;
80
- case "SkinnedMesh":
81
- case "Mesh":
82
- this._targets.push(go);
83
- break;
84
- }
85
- }
86
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
- let hasMissingMaterials = false;
88
- let indexMap = undefined;
89
- let maxIndex = 0;
90
- for (let i = 0; i < this._targets.length; i++) {
91
- const target = this._targets[i];
92
- if (!target)
93
- continue;
94
- const mat = target.material;
95
- if (!mat)
96
- continue;
97
- // set the shadow side to the same as the side of the material, three flips this for some reason
98
- mat.shadowSide = mat.side;
99
- for (let k = 0; k < originalMaterials.length; k++) {
100
- const orig = originalMaterials[k];
101
- if (!orig) {
102
- hasMissingMaterials = true;
103
- continue;
104
- }
105
- if (mat.name === orig.name) {
106
- if (indexMap === undefined)
107
- indexMap = new Map();
108
- indexMap.set(k, i);
109
- maxIndex = Math.max(maxIndex, k);
110
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
- break;
112
- }
113
- }
114
- }
115
- if (hasMissingMaterials) {
116
- this._indexMapMaxIndex = maxIndex;
117
- this._indexMap = indexMap;
118
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
- console.warn(warningMessage);
120
- if (isLocalNetwork())
121
- showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
- }
123
- // this lets us override the javascript indexer, only works in ES6 tho
124
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
- return new Proxy(this, {
126
- get(target, key) {
127
- if (typeof key === "string") {
128
- const index = parseInt(key);
129
- if (!isNaN(index)) {
130
- return getMaterial(index);
131
- }
132
- }
133
- return target[key];
134
- },
135
- set(target, key, value) {
136
- if (typeof key === "string")
137
- setMaterial(value, Number.parseInt(key));
138
- // console.log(target, key, value);
139
- if (Reflect.set(target, key, value)) {
140
- if (value instanceof Material)
141
- target.changed = true;
142
- return true;
143
- }
144
- return false;
145
- }
146
- });
147
- }
148
- get length() {
149
- if (this._indexMapMaxIndex !== undefined)
150
- return this._indexMapMaxIndex + 1;
151
- return this._targets.length;
152
- }
153
- // iterator to support: for(const mat of sharedMaterials)
154
- *[Symbol.iterator]() {
155
- for (let i = 0; i < this.length; i++) {
156
- yield this.getMaterial(i);
157
- }
158
- }
159
- resolveIndex(index) {
160
- const map = this._indexMap;
161
- // if we have a index map it means that some materials were missing
162
- if (map) {
163
- if (map.has(index))
164
- return map.get(index);
165
- // return -1;
166
- }
167
- return index;
168
- }
169
- setMaterial(mat, index) {
170
- index = this.resolveIndex(index);
171
- if (index < 0 || index >= this._targets.length)
172
- return;
173
- const target = this._targets[index];
174
- if (!target || target["material"] === undefined)
175
- return;
176
- target["material"] = mat;
177
- this.changed = true;
178
- }
179
- getMaterial(index) {
180
- index = this.resolveIndex(index);
181
- if (index < 0)
182
- return null;
183
- const obj = this._targets;
184
- if (index >= obj.length)
185
- return null;
186
- const target = obj[index];
187
- if (!target)
188
- return null;
189
- return target["material"];
190
- }
191
- }
192
- /**
193
- * @category Rendering
194
- * @group Components
195
- */
196
- export class Renderer extends Behaviour {
197
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
- * @returns the Renderer component that was created or already existed on the object
199
- */
200
- static setInstanced(obj, enableInstancing) {
201
- const renderer = getOrAddComponent(obj, Renderer);
202
- renderer.setInstancingEnabled(enableInstancing);
203
- return renderer;
204
- }
205
- /** Check if an object is currently rendered using instancing
206
- * @returns true if the object is rendered using instancing
207
- */
208
- static isInstanced(obj) {
209
- const renderer = getComponent(obj, Renderer);
210
- if (renderer)
211
- return renderer.isInstancingActive;
212
- return InstancingUtil.isUsingInstancing(obj);
213
- }
214
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
- *
216
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
- static setVisible(obj, visible) {
218
- setCustomVisibility(obj, visible);
219
- }
220
- receiveShadows = false;
221
- shadowCastingMode = ShadowCastingMode.Off;
222
- lightmapIndex = -1;
223
- lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
- /** If the renderer should use instancing
225
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
- * If this is an array of booleans the materials will be instanced based on the index of the material.
227
- */
228
- enableInstancing = undefined;
229
- renderOrder = undefined;
230
- allowOcclusionWhenDynamic = true;
231
- probeAnchor;
232
- reflectionProbeUsage = ReflectionProbeUsage.Off;
233
- // custom shader
234
- // get materialProperties(): Array<MaterialProperties> | undefined {
235
- // return this._materialProperties;
236
- // }
237
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
- // this._materialProperties = value;
239
- // }
240
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
- _lightmaps;
243
- /** Get the mesh Object3D for this renderer
244
- * Warn: if this is a multimaterial object it will return the first mesh only
245
- * @returns a mesh object3D.
246
- * */
247
- get sharedMesh() {
248
- if (this.gameObject.type === "Mesh") {
249
- return this.gameObject;
250
- }
251
- else if (this.gameObject.type === "SkinnesMesh") {
252
- return this.gameObject;
253
- }
254
- else if (this.gameObject.type === "Group") {
255
- return this.gameObject.children[0];
256
- }
257
- return undefined;
258
- }
259
- _sharedMeshes = [];
260
- /** Get all the mesh Object3D for this renderer
261
- * @returns an array of mesh object3D.
262
- */
263
- get sharedMeshes() {
264
- if (this.destroyed || !this.gameObject)
265
- return this._sharedMeshes;
266
- this._sharedMeshes.length = 0;
267
- if (this.gameObject.type === "Group") {
268
- for (const ch of this.gameObject.children) {
269
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
- this._sharedMeshes.push(ch);
271
- }
272
- }
273
- }
274
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
- this._sharedMeshes.push(this.gameObject);
276
- }
277
- return this._sharedMeshes;
278
- }
279
- get sharedMaterial() {
280
- return this.sharedMaterials[0];
281
- }
282
- set sharedMaterial(mat) {
283
- const cur = this.sharedMaterials[0];
284
- if (cur === mat)
285
- return;
286
- this.sharedMaterials[0] = mat;
287
- this.applyLightmapping();
288
- }
289
- /**@deprecated please use sharedMaterial */
290
- get material() {
291
- return this.sharedMaterials[0];
292
- }
293
- /**@deprecated please use sharedMaterial */
294
- set material(mat) {
295
- this.sharedMaterial = mat;
296
- }
297
- _sharedMaterials;
298
- _originalMaterials;
299
- _probeAnchorLastFrame;
300
- // this is just available during deserialization
301
- set sharedMaterials(_val) {
302
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
- if (!this._originalMaterials) {
304
- this._originalMaterials = _val;
305
- }
306
- else if (_val) {
307
- let didWarn = false;
308
- for (let i = 0; i < this._sharedMaterials.length; i++) {
309
- const mat = i < _val.length ? _val[i] : null;
310
- if (mat && mat instanceof Material) {
311
- this.sharedMaterials[i] = mat;
312
- }
313
- else {
314
- if (!didWarn) {
315
- didWarn = true;
316
- console.warn("Can not assign null as material: " + this.name, mat);
317
- }
318
- }
319
- }
320
- }
321
- }
322
- //@ts-ignore
323
- get sharedMaterials() {
324
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
- if (!this._originalMaterials)
326
- this._originalMaterials = [];
327
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
- }
329
- return this._sharedMaterials;
330
- }
331
- static get shouldSuppressInstancing() {
332
- return suppressInstancing;
333
- }
334
- _lightmapTextureOverride = undefined;
335
- get lightmap() {
336
- if (this._lightmaps?.length) {
337
- return this._lightmaps[0].lightmap;
338
- }
339
- return null;
340
- }
341
- /** set undefined to return to default lightmap */
342
- set lightmap(tex) {
343
- this._lightmapTextureOverride = tex;
344
- if (tex === undefined) {
345
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
- }
347
- if (this._lightmaps?.length) {
348
- for (const lm of this._lightmaps) {
349
- lm.lightmap = tex;
350
- }
351
- }
352
- }
353
- get hasLightmap() {
354
- const lm = this.lightmap;
355
- return lm !== null && lm !== undefined;
356
- }
357
- allowProgressiveLoading = true;
358
- _firstFrame = -1;
359
- registering() {
360
- if (!this.enabled) {
361
- this.setVisibility(false);
362
- }
363
- }
364
- awake() {
365
- this._firstFrame = this.context.time.frame;
366
- if (debugRenderer)
367
- console.log("Renderer ", this.name, this);
368
- this.clearInstancingState();
369
- if (this.probeAnchor && debugRenderer)
370
- this.probeAnchor.add(new AxesHelper(.2));
371
- this._reflectionProbe = null;
372
- if (this.isMultiMaterialObject(this.gameObject)) {
373
- for (const child of this.gameObject.children) {
374
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
- child.layers.mask = this.gameObject.layers.mask;
376
- }
377
- if (this.renderOrder !== undefined) {
378
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
- // or perhaps just regular child objects that have their own renderer component (?)
380
- let index = 0;
381
- for (let i = 0; i < this.gameObject.children.length; i++) {
382
- const ch = this.gameObject.children[i];
383
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
- continue;
386
- if (this.renderOrder.length <= index) {
387
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
- continue;
389
- }
390
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
- ch.renderOrder = this.renderOrder[index];
392
- index += 1;
393
- }
394
- }
395
- }
396
- // TODO: custom shader with sub materials
397
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
- this.gameObject.renderOrder = this.renderOrder[0];
401
- }
402
- else {
403
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
- }
405
- this.applyLightmapping();
406
- if (showWireframe) {
407
- for (let i = 0; i < this.sharedMaterials.length; i++) {
408
- const mat = this.sharedMaterials[i];
409
- if (mat) {
410
- mat.wireframe = true;
411
- }
412
- }
413
- }
414
- }
415
- applyLightmapping() {
416
- if (this.lightmapIndex >= 0) {
417
- const type = this.gameObject.type;
418
- // use the override lightmap if its not undefined
419
- const tex = this._lightmapTextureOverride !== undefined
420
- ? this._lightmapTextureOverride
421
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
- if (tex) {
423
- if (!this._lightmaps)
424
- this._lightmaps = [];
425
- if (type === "Mesh") {
426
- const mat = this.gameObject["material"];
427
- if (!mat?.isMeshBasicMaterial) {
428
- if (this._lightmaps.length <= 0) {
429
- const rm = new RendererLightmap(this.gameObject, this.context);
430
- this._lightmaps.push(rm);
431
- }
432
- const rm = this._lightmaps[0];
433
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
- }
435
- else {
436
- if (mat)
437
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
- }
439
- }
440
- // for multi materials we need to loop through children
441
- // and then we add a lightmap renderer component to each of them
442
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
- for (let i = 0; i < this.gameObject.children.length; i++) {
444
- const child = this.gameObject.children[i];
445
- if (!child["material"]?.isMeshBasicMaterial) {
446
- let rm = undefined;
447
- if (i >= this._lightmaps.length) {
448
- rm = new RendererLightmap(child, this.context);
449
- this._lightmaps.push(rm);
450
- }
451
- else
452
- rm = this._lightmaps[i];
453
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
- }
455
- }
456
- }
457
- }
458
- else {
459
- if (debugRenderer)
460
- console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
- }
462
- }
463
- }
464
- _isInstancingEnabled = false;
465
- _handles = undefined;
466
- /**
467
- * @returns true if this renderer has instanced objects
468
- */
469
- get isInstancingActive() {
470
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
- }
472
- /** @returns the instancing handles */
473
- get instances() {
474
- if (!this._handles || this._handles.length <= 0) {
475
- return null;
476
- }
477
- this._handlesTempArray.length = 0;
478
- if (this._handles) {
479
- for (const h of this._handles) {
480
- this._handlesTempArray.push(h);
481
- }
482
- }
483
- return this._handlesTempArray;
484
- }
485
- _handlesTempArray = [];
486
- /** Enable or disable instancing for this renderer.
487
- * @param enabled true to enable instancing, false to disable it
488
- */
489
- setInstancingEnabled(enabled) {
490
- if (this._isInstancingEnabled === enabled)
491
- return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
- this._isInstancingEnabled = enabled;
493
- if (enabled) {
494
- if (this.enableInstancing === undefined)
495
- this.enableInstancing = true;
496
- if (this._handles === undefined) {
497
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
- if (this._handles) {
499
- GameObject.markAsInstancedRendered(this.gameObject, true);
500
- return true;
501
- }
502
- }
503
- else if (this._handles !== null) {
504
- for (const handler of this._handles) {
505
- handler.updateInstanceMatrix(true);
506
- handler.add();
507
- }
508
- GameObject.markAsInstancedRendered(this.gameObject, true);
509
- return true;
510
- }
511
- }
512
- else {
513
- if (this._handles) {
514
- for (const handler of this._handles) {
515
- handler.remove(this.destroyed);
516
- }
517
- }
518
- return true;
519
- }
520
- return false;
521
- }
522
- clearInstancingState() {
523
- this._isInstancingEnabled = false;
524
- this._handles = undefined;
525
- }
526
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
- * This is a separate method to be overrideable from user code
528
- */
529
- useInstanceMatrixWorldAutoUpdate() {
530
- return true;
531
- }
532
- start() {
533
- if (this.enableInstancing && !suppressInstancing) {
534
- this.setInstancingEnabled(true);
535
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
- InstancingUtil.markDirty(this.gameObject);
538
- }
539
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
- if (this.isMultiMaterialObject(this.gameObject)) {
541
- for (let i = 0; i < this.gameObject.children.length; i++) {
542
- const ch = this.gameObject.children[i];
543
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
- }
545
- }
546
- }
547
- onEnable() {
548
- // ensure shared meshes are initialized
549
- const _ = this.sharedMeshes;
550
- this.setVisibility(true);
551
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
- const isUsingInstancing = this._isInstancingEnabled ||
553
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
- if (isUsingInstancing) {
555
- if (this.__internalDidAwakeAndStart)
556
- this.setInstancingEnabled(true);
557
- }
558
- // if no insancing is used we can apply the stencil settings
559
- // but instancing and stencil at the same time is not supported
560
- else if (this.enabled) {
561
- this.applyStencil();
562
- }
563
- this.updateReflectionProbe();
564
- // this.testIfLODLevelsAreAvailable();
565
- }
566
- onDisable() {
567
- this.setVisibility(false);
568
- if (this._handles && this._handles.length > 0) {
569
- this.setInstancingEnabled(false);
570
- }
571
- }
572
- onDestroy() {
573
- this._handles = null;
574
- if (this.isMultiMaterialObject(this.gameObject)) {
575
- for (const child of this.gameObject.children) {
576
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
- }
578
- }
579
- else {
580
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
- }
582
- }
583
- onBeforeRender() {
584
- if (!this.gameObject) {
585
- return;
586
- }
587
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
- this._reflectionProbe?.onUnset(this);
589
- this.updateReflectionProbe();
590
- }
591
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
- this.gameObject.geometry.computeBoundingSphere();
593
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
- }
596
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
- for (const ch of this.gameObject.children) {
598
- this.applySettings(ch);
599
- }
600
- }
601
- else {
602
- this.applySettings(this.gameObject);
603
- }
604
- if (this.sharedMaterials.changed) {
605
- this.sharedMaterials.changed = false;
606
- this.applyLightmapping();
607
- }
608
- if (this._handles?.length) {
609
- // if (this.name === "Darbouka")
610
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
- const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
- if (needsUpdate) {
613
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
- const remove = false; // Math.random() < .01;
616
- for (let i = this._handles.length - 1; i >= 0; i--) {
617
- const h = this._handles[i];
618
- if (remove) {
619
- h.remove(this.destroyed);
620
- this._handles.splice(i, 1);
621
- }
622
- else
623
- h.updateInstanceMatrix();
624
- }
625
- this.gameObject.matrixWorldNeedsUpdate = false;
626
- }
627
- }
628
- if (this._handles && this._handles.length <= 0) {
629
- GameObject.markAsInstancedRendered(this.gameObject, false);
630
- }
631
- if (this._isInstancingEnabled && this._handles) {
632
- for (let i = 0; i < this._handles.length; i++) {
633
- const handle = this._handles[i];
634
- setCustomVisibility(handle.object, false);
635
- }
636
- }
637
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
- this._reflectionProbe.onSet(this);
639
- }
640
- // since three 163 we need to set the envMap to the scene envMap if it is not set
641
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
642
- // internal issue: https://linear.app/needle/issue/NE-6363
643
- for (const mat of this._sharedMaterials) {
644
- // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
645
- if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
646
- mat.envMap = this.context.scene.environment;
647
- }
648
- }
649
- }
650
- onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
651
- if (material.envMapIntensity !== undefined) {
652
- const factor = this.hasLightmap ? Math.PI : 1;
653
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
654
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
655
- }
656
- if (this._lightmaps) {
657
- for (const lm of this._lightmaps) {
658
- lm.updateLightmapUniforms(material);
659
- lm.applyLightmap();
660
- }
661
- }
662
- };
663
- onAfterRender() {
664
- if (this._isInstancingEnabled && this._handles) {
665
- for (let i = 0; i < this._handles.length; i++) {
666
- const handle = this._handles[i];
667
- setCustomVisibility(handle.object, true);
668
- }
669
- }
670
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
671
- this._reflectionProbe.onUnset(this);
672
- }
673
- if (this.static && this.gameObject.matrixAutoUpdate) {
674
- this.gameObject.matrixAutoUpdate = false;
675
- }
676
- }
677
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
678
- applyStencil() {
679
- NEEDLE_render_objects.applyStencil(this);
680
- }
681
- /** Apply the settings of this renderer to the given object
682
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
683
- */
684
- applySettings(go) {
685
- go.receiveShadow = this.receiveShadows;
686
- if (this.shadowCastingMode == ShadowCastingMode.On) {
687
- go.castShadow = true;
688
- }
689
- else
690
- go.castShadow = false;
691
- }
692
- _reflectionProbe = null;
693
- updateReflectionProbe() {
694
- // handle reflection probe
695
- this._reflectionProbe = null;
696
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
697
- // update the reflection probe right before rendering
698
- // if we do it immediately the reflection probe might not be enabled yet
699
- // (since this method is called from onEnable)
700
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
701
- this._probeAnchorLastFrame = this.probeAnchor;
702
- }
703
- }
704
- *_updateReflectionProbe() {
705
- const obj = this.probeAnchor || this.gameObject;
706
- const isAnchor = this.probeAnchor ? true : false;
707
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
708
- }
709
- setVisibility(visible) {
710
- if (!this.isMultiMaterialObject(this.gameObject)) {
711
- setCustomVisibility(this.gameObject, visible);
712
- }
713
- else {
714
- for (const ch of this.gameObject.children) {
715
- if (this.isMeshOrSkinnedMesh(ch)) {
716
- setCustomVisibility(ch, visible);
717
- }
718
- }
719
- }
720
- }
721
- isMultiMaterialObject(obj) {
722
- return obj.type === "Group";
723
- }
724
- isMeshOrSkinnedMesh(obj) {
725
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
726
- }
727
- }
728
- __decorate([
729
- serializable()
730
- ], Renderer.prototype, "receiveShadows", void 0);
731
- __decorate([
732
- serializable()
733
- ], Renderer.prototype, "shadowCastingMode", void 0);
734
- __decorate([
735
- serializable()
736
- ], Renderer.prototype, "lightmapIndex", void 0);
737
- __decorate([
738
- serializable(Vector4)
739
- ], Renderer.prototype, "lightmapScaleOffset", void 0);
740
- __decorate([
741
- serializable()
742
- ], Renderer.prototype, "enableInstancing", void 0);
743
- __decorate([
744
- serializable()
745
- ], Renderer.prototype, "renderOrder", void 0);
746
- __decorate([
747
- serializable()
748
- ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
749
- __decorate([
750
- serializable(Object3D)
751
- ], Renderer.prototype, "probeAnchor", void 0);
752
- __decorate([
753
- serializable()
754
- ], Renderer.prototype, "reflectionProbeUsage", void 0);
755
- export class MeshRenderer extends Renderer {
756
- }
757
- export class SkinnedMeshRenderer extends MeshRenderer {
758
- _needUpdateBoundingSphere = false;
759
- // private _lastWorldPosition = new Vector3();
760
- awake() {
761
- super.awake();
762
- if (debugskinnedmesh)
763
- console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
764
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
765
- this.allowOcclusionWhenDynamic = false;
766
- for (const mesh of this.sharedMeshes) {
767
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
768
- mesh.parent?.updateWorldMatrix(false, true);
769
- this.markBoundsDirty();
770
- }
771
- }
772
- onAfterRender() {
773
- super.onAfterRender();
774
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
775
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
776
- // const bounds = this.gameObject.geometry.boundingSphere;
777
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
778
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
779
- // this._lastWorldPosition.copy(worldpos);
780
- // this.markBoundsDirty();
781
- // };
782
- // }
783
- if (this._needUpdateBoundingSphere) {
784
- for (const mesh of this.sharedMeshes) {
785
- if (mesh instanceof SkinnedMesh) {
786
- this._needUpdateBoundingSphere = false;
787
- try {
788
- const geometry = mesh.geometry;
789
- const raycastmesh = getRaycastMesh(mesh);
790
- if (raycastmesh) {
791
- mesh.geometry = raycastmesh;
792
- }
793
- mesh.computeBoundingSphere();
794
- mesh.geometry = geometry;
795
- }
796
- catch (err) {
797
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
798
- }
799
- }
800
- }
801
- }
802
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
803
- if (debugskinnedmesh) {
804
- for (const mesh of this.sharedMeshes) {
805
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
806
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
807
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
808
- }
809
- }
810
- }
811
- }
812
- markBoundsDirty() {
813
- this._needUpdateBoundingSphere = true;
814
- }
815
- }
816
- export var ShadowCastingMode;
817
- (function (ShadowCastingMode) {
818
- /// <summary>
819
- /// <para>No shadows are cast from this object.</para>
820
- /// </summary>
821
- ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
822
- /// <summary>
823
- /// <para>Shadows are cast from this object.</para>
824
- /// </summary>
825
- ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
826
- /// <summary>
827
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
828
- /// </summary>
829
- ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
830
- /// <summary>
831
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
832
- /// </summary>
833
- ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
834
- })(ShadowCastingMode || (ShadowCastingMode = {}));
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
+ import { showBalloonWarning } from "../engine/debug/index.js";
10
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
+ import { Gizmos } from "../engine/engine_gizmos.js";
12
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
+ import { serializable } from "../engine/engine_serialization_decorator.js";
15
+ import { FrameEvent } from "../engine/engine_setup.js";
16
+ import { getTempVector } from "../engine/engine_three_utils.js";
17
+ import { getParam } from "../engine/engine_utils.js";
18
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { Behaviour, GameObject } from "./Component.js";
21
+ import { ReflectionProbe } from "./ReflectionProbe.js";
22
+ import { InstancingHandler } from "./RendererInstancing.js";
23
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
24
+ import { RendererLightmap } from "./RendererLightmap.js";
25
+ // for staying compatible with old code
26
+ export { InstancingUtil } from "../engine/engine_instancing.js";
27
+ const debugRenderer = getParam("debugrenderer");
28
+ const debugskinnedmesh = getParam("debugskinnedmesh");
29
+ const suppressInstancing = getParam("noinstancing");
30
+ const showWireframe = getParam("wireframe");
31
+ export var ReflectionProbeUsage;
32
+ (function (ReflectionProbeUsage) {
33
+ ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
+ ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
+ })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
+ export class FieldWithDefault {
39
+ path = null;
40
+ asset = null;
41
+ default;
42
+ }
43
+ export var RenderState;
44
+ (function (RenderState) {
45
+ RenderState[RenderState["Both"] = 0] = "Both";
46
+ RenderState[RenderState["Back"] = 1] = "Back";
47
+ RenderState[RenderState["Front"] = 2] = "Front";
48
+ })(RenderState || (RenderState = {}));
49
+ // support sharedMaterials[index] assigning materials directly to the objects
50
+ class SharedMaterialArray {
51
+ _renderer;
52
+ _targets = [];
53
+ _indexMapMaxIndex;
54
+ _indexMap;
55
+ _changed = false;
56
+ get changed() {
57
+ return this._changed;
58
+ }
59
+ set changed(value) {
60
+ if (value === true) {
61
+ if (debugRenderer)
62
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
63
+ }
64
+ this._changed = value;
65
+ }
66
+ is(renderer) {
67
+ return this._renderer === renderer;
68
+ }
69
+ constructor(renderer, originalMaterials) {
70
+ this._renderer = renderer;
71
+ const setMaterial = this.setMaterial.bind(this);
72
+ const getMaterial = this.getMaterial.bind(this);
73
+ const go = renderer.gameObject;
74
+ this._targets = [];
75
+ if (go) {
76
+ switch (go.type) {
77
+ case "Group":
78
+ this._targets = [...go.children];
79
+ break;
80
+ case "SkinnedMesh":
81
+ case "Mesh":
82
+ this._targets.push(go);
83
+ break;
84
+ }
85
+ }
86
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
+ let hasMissingMaterials = false;
88
+ let indexMap = undefined;
89
+ let maxIndex = 0;
90
+ for (let i = 0; i < this._targets.length; i++) {
91
+ const target = this._targets[i];
92
+ if (!target)
93
+ continue;
94
+ const mat = target.material;
95
+ if (!mat)
96
+ continue;
97
+ // set the shadow side to the same as the side of the material, three flips this for some reason
98
+ mat.shadowSide = mat.side;
99
+ for (let k = 0; k < originalMaterials.length; k++) {
100
+ const orig = originalMaterials[k];
101
+ if (!orig) {
102
+ hasMissingMaterials = true;
103
+ continue;
104
+ }
105
+ if (mat.name === orig.name) {
106
+ if (indexMap === undefined)
107
+ indexMap = new Map();
108
+ indexMap.set(k, i);
109
+ maxIndex = Math.max(maxIndex, k);
110
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
+ break;
112
+ }
113
+ }
114
+ }
115
+ if (hasMissingMaterials) {
116
+ this._indexMapMaxIndex = maxIndex;
117
+ this._indexMap = indexMap;
118
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
+ console.warn(warningMessage);
120
+ if (isLocalNetwork())
121
+ showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
+ }
123
+ // this lets us override the javascript indexer, only works in ES6 tho
124
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
+ return new Proxy(this, {
126
+ get(target, key) {
127
+ if (typeof key === "string") {
128
+ const index = parseInt(key);
129
+ if (!isNaN(index)) {
130
+ return getMaterial(index);
131
+ }
132
+ }
133
+ return target[key];
134
+ },
135
+ set(target, key, value) {
136
+ if (typeof key === "string")
137
+ setMaterial(value, Number.parseInt(key));
138
+ // console.log(target, key, value);
139
+ if (Reflect.set(target, key, value)) {
140
+ if (value instanceof Material)
141
+ target.changed = true;
142
+ return true;
143
+ }
144
+ return false;
145
+ }
146
+ });
147
+ }
148
+ get length() {
149
+ if (this._indexMapMaxIndex !== undefined)
150
+ return this._indexMapMaxIndex + 1;
151
+ return this._targets.length;
152
+ }
153
+ // iterator to support: for(const mat of sharedMaterials)
154
+ *[Symbol.iterator]() {
155
+ for (let i = 0; i < this.length; i++) {
156
+ yield this.getMaterial(i);
157
+ }
158
+ }
159
+ resolveIndex(index) {
160
+ const map = this._indexMap;
161
+ // if we have a index map it means that some materials were missing
162
+ if (map) {
163
+ if (map.has(index))
164
+ return map.get(index);
165
+ // return -1;
166
+ }
167
+ return index;
168
+ }
169
+ setMaterial(mat, index) {
170
+ index = this.resolveIndex(index);
171
+ if (index < 0 || index >= this._targets.length)
172
+ return;
173
+ const target = this._targets[index];
174
+ if (!target || target["material"] === undefined)
175
+ return;
176
+ target["material"] = mat;
177
+ this.changed = true;
178
+ }
179
+ getMaterial(index) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0)
182
+ return null;
183
+ const obj = this._targets;
184
+ if (index >= obj.length)
185
+ return null;
186
+ const target = obj[index];
187
+ if (!target)
188
+ return null;
189
+ return target["material"];
190
+ }
191
+ }
192
+ /**
193
+ * @category Rendering
194
+ * @group Components
195
+ */
196
+ export class Renderer extends Behaviour {
197
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
+ * @returns the Renderer component that was created or already existed on the object
199
+ */
200
+ static setInstanced(obj, enableInstancing) {
201
+ const renderer = getOrAddComponent(obj, Renderer);
202
+ renderer.setInstancingEnabled(enableInstancing);
203
+ return renderer;
204
+ }
205
+ /** Check if an object is currently rendered using instancing
206
+ * @returns true if the object is rendered using instancing
207
+ */
208
+ static isInstanced(obj) {
209
+ const renderer = getComponent(obj, Renderer);
210
+ if (renderer)
211
+ return renderer.isInstancingActive;
212
+ return InstancingUtil.isUsingInstancing(obj);
213
+ }
214
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
+ *
216
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
+ static setVisible(obj, visible) {
218
+ setCustomVisibility(obj, visible);
219
+ }
220
+ receiveShadows = false;
221
+ shadowCastingMode = ShadowCastingMode.Off;
222
+ lightmapIndex = -1;
223
+ lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
+ /** If the renderer should use instancing
225
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
227
+ */
228
+ enableInstancing = undefined;
229
+ renderOrder = undefined;
230
+ allowOcclusionWhenDynamic = true;
231
+ probeAnchor;
232
+ reflectionProbeUsage = ReflectionProbeUsage.Off;
233
+ // custom shader
234
+ // get materialProperties(): Array<MaterialProperties> | undefined {
235
+ // return this._materialProperties;
236
+ // }
237
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
+ // this._materialProperties = value;
239
+ // }
240
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
+ _lightmaps;
243
+ /** Get the mesh Object3D for this renderer
244
+ * Warn: if this is a multimaterial object it will return the first mesh only
245
+ * @returns a mesh object3D.
246
+ * */
247
+ get sharedMesh() {
248
+ if (this.gameObject.type === "Mesh") {
249
+ return this.gameObject;
250
+ }
251
+ else if (this.gameObject.type === "SkinnesMesh") {
252
+ return this.gameObject;
253
+ }
254
+ else if (this.gameObject.type === "Group") {
255
+ return this.gameObject.children[0];
256
+ }
257
+ return undefined;
258
+ }
259
+ _sharedMeshes = [];
260
+ /** Get all the mesh Object3D for this renderer
261
+ * @returns an array of mesh object3D.
262
+ */
263
+ get sharedMeshes() {
264
+ if (this.destroyed || !this.gameObject)
265
+ return this._sharedMeshes;
266
+ this._sharedMeshes.length = 0;
267
+ if (this.gameObject.type === "Group") {
268
+ for (const ch of this.gameObject.children) {
269
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
+ this._sharedMeshes.push(ch);
271
+ }
272
+ }
273
+ }
274
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
+ this._sharedMeshes.push(this.gameObject);
276
+ }
277
+ return this._sharedMeshes;
278
+ }
279
+ get sharedMaterial() {
280
+ return this.sharedMaterials[0];
281
+ }
282
+ set sharedMaterial(mat) {
283
+ const cur = this.sharedMaterials[0];
284
+ if (cur === mat)
285
+ return;
286
+ this.sharedMaterials[0] = mat;
287
+ this.applyLightmapping();
288
+ }
289
+ /**@deprecated please use sharedMaterial */
290
+ get material() {
291
+ return this.sharedMaterials[0];
292
+ }
293
+ /**@deprecated please use sharedMaterial */
294
+ set material(mat) {
295
+ this.sharedMaterial = mat;
296
+ }
297
+ _sharedMaterials;
298
+ _originalMaterials;
299
+ _probeAnchorLastFrame;
300
+ // this is just available during deserialization
301
+ set sharedMaterials(_val) {
302
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
303
+ if (!this._originalMaterials) {
304
+ this._originalMaterials = _val;
305
+ }
306
+ else if (_val) {
307
+ let didWarn = false;
308
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
309
+ const mat = i < _val.length ? _val[i] : null;
310
+ if (mat && mat instanceof Material) {
311
+ this.sharedMaterials[i] = mat;
312
+ }
313
+ else {
314
+ if (!didWarn) {
315
+ didWarn = true;
316
+ console.warn("Can not assign null as material: " + this.name, mat);
317
+ }
318
+ }
319
+ }
320
+ }
321
+ }
322
+ //@ts-ignore
323
+ get sharedMaterials() {
324
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
325
+ if (!this._originalMaterials)
326
+ this._originalMaterials = [];
327
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
328
+ }
329
+ return this._sharedMaterials;
330
+ }
331
+ static get shouldSuppressInstancing() {
332
+ return suppressInstancing;
333
+ }
334
+ _lightmapTextureOverride = undefined;
335
+ get lightmap() {
336
+ if (this._lightmaps?.length) {
337
+ return this._lightmaps[0].lightmap;
338
+ }
339
+ return null;
340
+ }
341
+ /** set undefined to return to default lightmap */
342
+ set lightmap(tex) {
343
+ this._lightmapTextureOverride = tex;
344
+ if (tex === undefined) {
345
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
346
+ }
347
+ if (this._lightmaps?.length) {
348
+ for (const lm of this._lightmaps) {
349
+ lm.lightmap = tex;
350
+ }
351
+ }
352
+ }
353
+ get hasLightmap() {
354
+ const lm = this.lightmap;
355
+ return lm !== null && lm !== undefined;
356
+ }
357
+ allowProgressiveLoading = true;
358
+ _firstFrame = -1;
359
+ registering() {
360
+ if (!this.enabled) {
361
+ this.setVisibility(false);
362
+ }
363
+ }
364
+ awake() {
365
+ this._firstFrame = this.context.time.frame;
366
+ if (debugRenderer)
367
+ console.log("Renderer ", this.name, this);
368
+ this.clearInstancingState();
369
+ if (this.probeAnchor && debugRenderer)
370
+ this.probeAnchor.add(new AxesHelper(.2));
371
+ this._reflectionProbe = null;
372
+ if (this.isMultiMaterialObject(this.gameObject)) {
373
+ for (const child of this.gameObject.children) {
374
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
375
+ child.layers.mask = this.gameObject.layers.mask;
376
+ }
377
+ if (this.renderOrder !== undefined) {
378
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
379
+ // or perhaps just regular child objects that have their own renderer component (?)
380
+ let index = 0;
381
+ for (let i = 0; i < this.gameObject.children.length; i++) {
382
+ const ch = this.gameObject.children[i];
383
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
384
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
385
+ continue;
386
+ if (this.renderOrder.length <= index) {
387
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
388
+ continue;
389
+ }
390
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
391
+ ch.renderOrder = this.renderOrder[index];
392
+ index += 1;
393
+ }
394
+ }
395
+ }
396
+ // TODO: custom shader with sub materials
397
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
398
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
399
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
400
+ this.gameObject.renderOrder = this.renderOrder[0];
401
+ }
402
+ else {
403
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
404
+ }
405
+ this.applyLightmapping();
406
+ if (showWireframe) {
407
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
408
+ const mat = this.sharedMaterials[i];
409
+ if (mat) {
410
+ mat.wireframe = true;
411
+ }
412
+ }
413
+ }
414
+ }
415
+ applyLightmapping() {
416
+ if (this.lightmapIndex >= 0) {
417
+ const type = this.gameObject.type;
418
+ // use the override lightmap if its not undefined
419
+ const tex = this._lightmapTextureOverride !== undefined
420
+ ? this._lightmapTextureOverride
421
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
422
+ if (tex) {
423
+ if (!this._lightmaps)
424
+ this._lightmaps = [];
425
+ if (type === "Mesh") {
426
+ const mat = this.gameObject["material"];
427
+ if (!mat?.isMeshBasicMaterial) {
428
+ if (this._lightmaps.length <= 0) {
429
+ const rm = new RendererLightmap(this.gameObject, this.context);
430
+ this._lightmaps.push(rm);
431
+ }
432
+ const rm = this._lightmaps[0];
433
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
434
+ }
435
+ else {
436
+ if (mat)
437
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
438
+ }
439
+ }
440
+ // for multi materials we need to loop through children
441
+ // and then we add a lightmap renderer component to each of them
442
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
443
+ for (let i = 0; i < this.gameObject.children.length; i++) {
444
+ const child = this.gameObject.children[i];
445
+ if (!child["material"]?.isMeshBasicMaterial) {
446
+ let rm = undefined;
447
+ if (i >= this._lightmaps.length) {
448
+ rm = new RendererLightmap(child, this.context);
449
+ this._lightmaps.push(rm);
450
+ }
451
+ else
452
+ rm = this._lightmaps[i];
453
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
454
+ }
455
+ }
456
+ }
457
+ }
458
+ else {
459
+ if (debugRenderer)
460
+ console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
461
+ }
462
+ }
463
+ }
464
+ _isInstancingEnabled = false;
465
+ _handles = undefined;
466
+ /**
467
+ * @returns true if this renderer has instanced objects
468
+ */
469
+ get isInstancingActive() {
470
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
471
+ }
472
+ /** @returns the instancing handles */
473
+ get instances() {
474
+ if (!this._handles || this._handles.length <= 0) {
475
+ return null;
476
+ }
477
+ this._handlesTempArray.length = 0;
478
+ if (this._handles) {
479
+ for (const h of this._handles) {
480
+ this._handlesTempArray.push(h);
481
+ }
482
+ }
483
+ return this._handlesTempArray;
484
+ }
485
+ _handlesTempArray = [];
486
+ /** Enable or disable instancing for this renderer.
487
+ * @param enabled true to enable instancing, false to disable it
488
+ */
489
+ setInstancingEnabled(enabled) {
490
+ if (this._isInstancingEnabled === enabled)
491
+ return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
492
+ this._isInstancingEnabled = enabled;
493
+ if (enabled) {
494
+ if (this.enableInstancing === undefined)
495
+ this.enableInstancing = true;
496
+ if (this._handles === undefined) {
497
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
498
+ if (this._handles) {
499
+ GameObject.markAsInstancedRendered(this.gameObject, true);
500
+ return true;
501
+ }
502
+ }
503
+ else if (this._handles !== null) {
504
+ for (const handler of this._handles) {
505
+ handler.updateInstanceMatrix(true);
506
+ handler.add();
507
+ }
508
+ GameObject.markAsInstancedRendered(this.gameObject, true);
509
+ return true;
510
+ }
511
+ }
512
+ else {
513
+ if (this._handles) {
514
+ for (const handler of this._handles) {
515
+ handler.remove(this.destroyed);
516
+ }
517
+ }
518
+ return true;
519
+ }
520
+ return false;
521
+ }
522
+ clearInstancingState() {
523
+ this._isInstancingEnabled = false;
524
+ this._handles = undefined;
525
+ }
526
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
527
+ * This is a separate method to be overrideable from user code
528
+ */
529
+ useInstanceMatrixWorldAutoUpdate() {
530
+ return true;
531
+ }
532
+ start() {
533
+ if (this.enableInstancing && !suppressInstancing) {
534
+ this.setInstancingEnabled(true);
535
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
536
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
537
+ InstancingUtil.markDirty(this.gameObject);
538
+ }
539
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
540
+ if (this.isMultiMaterialObject(this.gameObject)) {
541
+ for (let i = 0; i < this.gameObject.children.length; i++) {
542
+ const ch = this.gameObject.children[i];
543
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
544
+ }
545
+ }
546
+ }
547
+ onEnable() {
548
+ // ensure shared meshes are initialized
549
+ const _ = this.sharedMeshes;
550
+ this.setVisibility(true);
551
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
552
+ const isUsingInstancing = this._isInstancingEnabled ||
553
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
554
+ if (isUsingInstancing) {
555
+ if (this.__internalDidAwakeAndStart)
556
+ this.setInstancingEnabled(true);
557
+ }
558
+ // if no insancing is used we can apply the stencil settings
559
+ // but instancing and stencil at the same time is not supported
560
+ else if (this.enabled) {
561
+ this.applyStencil();
562
+ }
563
+ this.updateReflectionProbe();
564
+ // this.testIfLODLevelsAreAvailable();
565
+ }
566
+ onDisable() {
567
+ this.setVisibility(false);
568
+ if (this._handles && this._handles.length > 0) {
569
+ this.setInstancingEnabled(false);
570
+ }
571
+ }
572
+ onDestroy() {
573
+ this._handles = null;
574
+ if (this.isMultiMaterialObject(this.gameObject)) {
575
+ for (const child of this.gameObject.children) {
576
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
577
+ }
578
+ }
579
+ else {
580
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
581
+ }
582
+ }
583
+ onBeforeRender() {
584
+ if (!this.gameObject) {
585
+ return;
586
+ }
587
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
588
+ this._reflectionProbe?.onUnset(this);
589
+ this.updateReflectionProbe();
590
+ }
591
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
592
+ this.gameObject.geometry.computeBoundingSphere();
593
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
594
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
595
+ }
596
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
597
+ for (const ch of this.gameObject.children) {
598
+ this.applySettings(ch);
599
+ }
600
+ }
601
+ else {
602
+ this.applySettings(this.gameObject);
603
+ }
604
+ if (this.sharedMaterials.changed) {
605
+ this.sharedMaterials.changed = false;
606
+ this.applyLightmapping();
607
+ }
608
+ if (this._handles?.length) {
609
+ // if (this.name === "Darbouka")
610
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
611
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
612
+ if (needsUpdate) {
613
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
614
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
615
+ const remove = false; // Math.random() < .01;
616
+ for (let i = this._handles.length - 1; i >= 0; i--) {
617
+ const h = this._handles[i];
618
+ if (remove) {
619
+ h.remove(this.destroyed);
620
+ this._handles.splice(i, 1);
621
+ }
622
+ else
623
+ h.updateInstanceMatrix();
624
+ }
625
+ this.gameObject.matrixWorldNeedsUpdate = false;
626
+ }
627
+ }
628
+ if (this._handles && this._handles.length <= 0) {
629
+ GameObject.markAsInstancedRendered(this.gameObject, false);
630
+ }
631
+ if (this._isInstancingEnabled && this._handles) {
632
+ for (let i = 0; i < this._handles.length; i++) {
633
+ const handle = this._handles[i];
634
+ setCustomVisibility(handle.object, false);
635
+ }
636
+ }
637
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
638
+ this._reflectionProbe.onSet(this);
639
+ }
640
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
641
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
642
+ // internal issue: https://linear.app/needle/issue/NE-6363
643
+ for (const mat of this._sharedMaterials) {
644
+ // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
645
+ if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
646
+ mat.envMap = this.context.scene.environment;
647
+ }
648
+ }
649
+ }
650
+ onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
651
+ if (material.envMapIntensity !== undefined) {
652
+ const factor = this.hasLightmap ? Math.PI : 1;
653
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
654
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
655
+ }
656
+ if (this._lightmaps) {
657
+ for (const lm of this._lightmaps) {
658
+ lm.updateLightmapUniforms(material);
659
+ lm.applyLightmap();
660
+ }
661
+ }
662
+ };
663
+ onAfterRender() {
664
+ if (this._isInstancingEnabled && this._handles) {
665
+ for (let i = 0; i < this._handles.length; i++) {
666
+ const handle = this._handles[i];
667
+ setCustomVisibility(handle.object, true);
668
+ }
669
+ }
670
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
671
+ this._reflectionProbe.onUnset(this);
672
+ }
673
+ if (this.static && this.gameObject.matrixAutoUpdate) {
674
+ this.gameObject.matrixAutoUpdate = false;
675
+ }
676
+ }
677
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
678
+ applyStencil() {
679
+ NEEDLE_render_objects.applyStencil(this);
680
+ }
681
+ /** Apply the settings of this renderer to the given object
682
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
683
+ */
684
+ applySettings(go) {
685
+ go.receiveShadow = this.receiveShadows;
686
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
687
+ go.castShadow = true;
688
+ }
689
+ else
690
+ go.castShadow = false;
691
+ }
692
+ _reflectionProbe = null;
693
+ updateReflectionProbe() {
694
+ // handle reflection probe
695
+ this._reflectionProbe = null;
696
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
697
+ // update the reflection probe right before rendering
698
+ // if we do it immediately the reflection probe might not be enabled yet
699
+ // (since this method is called from onEnable)
700
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
701
+ this._probeAnchorLastFrame = this.probeAnchor;
702
+ }
703
+ }
704
+ *_updateReflectionProbe() {
705
+ const obj = this.probeAnchor || this.gameObject;
706
+ const isAnchor = this.probeAnchor ? true : false;
707
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
708
+ }
709
+ setVisibility(visible) {
710
+ if (!this.isMultiMaterialObject(this.gameObject)) {
711
+ setCustomVisibility(this.gameObject, visible);
712
+ }
713
+ else {
714
+ for (const ch of this.gameObject.children) {
715
+ if (this.isMeshOrSkinnedMesh(ch)) {
716
+ setCustomVisibility(ch, visible);
717
+ }
718
+ }
719
+ }
720
+ }
721
+ isMultiMaterialObject(obj) {
722
+ return obj.type === "Group";
723
+ }
724
+ isMeshOrSkinnedMesh(obj) {
725
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
726
+ }
727
+ }
728
+ __decorate([
729
+ serializable()
730
+ ], Renderer.prototype, "receiveShadows", void 0);
731
+ __decorate([
732
+ serializable()
733
+ ], Renderer.prototype, "shadowCastingMode", void 0);
734
+ __decorate([
735
+ serializable()
736
+ ], Renderer.prototype, "lightmapIndex", void 0);
737
+ __decorate([
738
+ serializable(Vector4)
739
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
740
+ __decorate([
741
+ serializable()
742
+ ], Renderer.prototype, "enableInstancing", void 0);
743
+ __decorate([
744
+ serializable()
745
+ ], Renderer.prototype, "renderOrder", void 0);
746
+ __decorate([
747
+ serializable()
748
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
749
+ __decorate([
750
+ serializable(Object3D)
751
+ ], Renderer.prototype, "probeAnchor", void 0);
752
+ __decorate([
753
+ serializable()
754
+ ], Renderer.prototype, "reflectionProbeUsage", void 0);
755
+ export class MeshRenderer extends Renderer {
756
+ }
757
+ export class SkinnedMeshRenderer extends MeshRenderer {
758
+ _needUpdateBoundingSphere = false;
759
+ // private _lastWorldPosition = new Vector3();
760
+ awake() {
761
+ super.awake();
762
+ if (debugskinnedmesh)
763
+ console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
764
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
765
+ this.allowOcclusionWhenDynamic = false;
766
+ for (const mesh of this.sharedMeshes) {
767
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
768
+ mesh.parent?.updateWorldMatrix(false, true);
769
+ this.markBoundsDirty();
770
+ }
771
+ }
772
+ onAfterRender() {
773
+ super.onAfterRender();
774
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
775
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
776
+ // const bounds = this.gameObject.geometry.boundingSphere;
777
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
778
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
779
+ // this._lastWorldPosition.copy(worldpos);
780
+ // this.markBoundsDirty();
781
+ // };
782
+ // }
783
+ if (this._needUpdateBoundingSphere) {
784
+ for (const mesh of this.sharedMeshes) {
785
+ if (mesh instanceof SkinnedMesh) {
786
+ this._needUpdateBoundingSphere = false;
787
+ try {
788
+ const geometry = mesh.geometry;
789
+ const raycastmesh = getRaycastMesh(mesh);
790
+ if (raycastmesh) {
791
+ mesh.geometry = raycastmesh;
792
+ }
793
+ mesh.computeBoundingSphere();
794
+ mesh.geometry = geometry;
795
+ }
796
+ catch (err) {
797
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
798
+ }
799
+ }
800
+ }
801
+ }
802
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
803
+ if (debugskinnedmesh) {
804
+ for (const mesh of this.sharedMeshes) {
805
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
806
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
807
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
808
+ }
809
+ }
810
+ }
811
+ }
812
+ markBoundsDirty() {
813
+ this._needUpdateBoundingSphere = true;
814
+ }
815
+ }
816
+ export var ShadowCastingMode;
817
+ (function (ShadowCastingMode) {
818
+ /// <summary>
819
+ /// <para>No shadows are cast from this object.</para>
820
+ /// </summary>
821
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
822
+ /// <summary>
823
+ /// <para>Shadows are cast from this object.</para>
824
+ /// </summary>
825
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
826
+ /// <summary>
827
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
828
+ /// </summary>
829
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
830
+ /// <summary>
831
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
832
+ /// </summary>
833
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
834
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
835
835
  //# sourceMappingURL=Renderer.js.map