@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
@@ -1,408 +1,408 @@
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 { Matrix4 } from "three";
8
- import * as ThreeMeshUI from 'three-mesh-ui';
9
- import { Mathf } from "../../engine/engine_math.js";
10
- import { serializable } from "../../engine/engine_serialization_decorator.js";
11
- import { FrameEvent } from "../../engine/engine_setup.js";
12
- import { delayForFrames, getParam } from "../../engine/engine_utils.js";
13
- import { Camera } from "../Camera.js";
14
- import { GameObject } from "../Component.js";
15
- import { BaseUIComponent, UIRootComponent } from "./BaseUIComponent.js";
16
- import { EventSystem } from "./EventSystem.js";
17
- import { LayoutGroup } from "./Layout.js";
18
- import { RectTransform } from "./RectTransform.js";
19
- import { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
20
- export var RenderMode;
21
- (function (RenderMode) {
22
- RenderMode[RenderMode["ScreenSpaceOverlay"] = 0] = "ScreenSpaceOverlay";
23
- RenderMode[RenderMode["ScreenSpaceCamera"] = 1] = "ScreenSpaceCamera";
24
- RenderMode[RenderMode["WorldSpace"] = 2] = "WorldSpace";
25
- RenderMode[RenderMode["Undefined"] = -1] = "Undefined";
26
- })(RenderMode || (RenderMode = {}));
27
- const debugLayout = getParam("debuguilayout");
28
- /**
29
- * @category User Interface
30
- * @group Components
31
- */
32
- export class Canvas extends UIRootComponent {
33
- get isCanvas() {
34
- return true;
35
- }
36
- get screenspace() {
37
- return this.renderMode !== RenderMode.WorldSpace;
38
- }
39
- set renderOnTop(val) {
40
- if (val === this._renderOnTop) {
41
- return;
42
- }
43
- this._renderOnTop = val;
44
- this.onRenderSettingsChanged();
45
- }
46
- get renderOnTop() {
47
- if (this._renderOnTop !== undefined)
48
- return this._renderOnTop;
49
- if (this.screenspace) {
50
- // Render ScreenSpaceOverlay always on top
51
- if (this._renderMode === RenderMode.ScreenSpaceOverlay)
52
- return true;
53
- }
54
- return false;
55
- }
56
- _renderOnTop;
57
- set depthWrite(val) {
58
- if (this._depthWrite === val)
59
- return;
60
- this._depthWrite = val;
61
- this.onRenderSettingsChanged();
62
- }
63
- get depthWrite() { return this._depthWrite; }
64
- _depthWrite = false;
65
- set doubleSided(val) {
66
- if (this._doubleSided === val)
67
- return;
68
- this._doubleSided = val;
69
- this.onRenderSettingsChanged();
70
- }
71
- get doubleSided() { return this._doubleSided; }
72
- _doubleSided = true;
73
- set castShadows(val) {
74
- if (this._castShadows === val)
75
- return;
76
- this._castShadows = val;
77
- this.onRenderSettingsChanged();
78
- }
79
- get castShadows() { return this._castShadows; }
80
- _castShadows = false;
81
- set receiveShadows(val) {
82
- if (this._receiveShadows === val)
83
- return;
84
- this._receiveShadows = val;
85
- this.onRenderSettingsChanged();
86
- }
87
- get receiveShadows() { return this._receiveShadows; }
88
- _receiveShadows = false;
89
- get renderMode() {
90
- return this._renderMode;
91
- }
92
- set renderMode(val) {
93
- if (this._renderMode === val)
94
- return;
95
- this._renderMode = val;
96
- this.onRenderSettingsChanged();
97
- }
98
- _renderMode = RenderMode.Undefined;
99
- _rootCanvas;
100
- set rootCanvas(val) {
101
- if (this._rootCanvas instanceof Canvas)
102
- return;
103
- this._rootCanvas = val;
104
- }
105
- get rootCanvas() {
106
- return this._rootCanvas;
107
- }
108
- _scaleFactor = 1;
109
- get scaleFactor() {
110
- return this._scaleFactor;
111
- }
112
- set scaleFactor(val) {
113
- this._scaleFactor = val;
114
- }
115
- worldCamera;
116
- planeDistance = -1;
117
- awake() {
118
- //@ts-ignore
119
- this.shadowComponent = this.gameObject;
120
- this.previousParent = this.gameObject.parent;
121
- if (debugLayout)
122
- console.log("Canvas.Awake()", this.previousParent?.name + "/" + this.gameObject.name);
123
- super.awake();
124
- }
125
- start() {
126
- this.applyRenderSettings();
127
- }
128
- onEnable() {
129
- super.onEnable();
130
- this._updateRenderSettingsRoutine = undefined;
131
- this._lastMatrixWorld = new Matrix4();
132
- this.applyRenderSettings();
133
- document.addEventListener("resize", this._boundRenderSettingsChanged);
134
- // We want to run AFTER all regular onBeforeRender callbacks
135
- this.context.pre_render_callbacks.push(this.onBeforeRenderRoutine);
136
- this.context.post_render_callbacks.push(this.onAfterRenderRoutine);
137
- }
138
- onDisable() {
139
- super.onDisable();
140
- document.removeEventListener("resize", this._boundRenderSettingsChanged);
141
- // Remove callbacks
142
- const preRenderIndex = this.context.pre_render_callbacks.indexOf(this.onBeforeRenderRoutine);
143
- if (preRenderIndex !== -1) {
144
- this.context.pre_render_callbacks.splice(preRenderIndex, 1);
145
- }
146
- const postRenderIndex = this.context.post_render_callbacks.indexOf(this.onAfterRenderRoutine);
147
- if (postRenderIndex !== -1) {
148
- this.context.post_render_callbacks.splice(postRenderIndex, 1);
149
- }
150
- }
151
- _boundRenderSettingsChanged = this.onRenderSettingsChanged.bind(this);
152
- previousParent = null;
153
- _lastMatrixWorld = null;
154
- _rectTransforms = [];
155
- registerTransform(rt) {
156
- this._rectTransforms.push(rt);
157
- }
158
- unregisterTransform(rt) {
159
- const index = this._rectTransforms.indexOf(rt);
160
- if (index !== -1) {
161
- this._rectTransforms.splice(index, 1);
162
- }
163
- }
164
- _layoutGroups = new Map();
165
- registerLayoutGroup(group) {
166
- const obj = group.gameObject;
167
- this._layoutGroups.set(obj, group);
168
- }
169
- unregisterLayoutGroup(group) {
170
- const obj = group.gameObject;
171
- this._layoutGroups.delete(obj);
172
- }
173
- _receivers = [];
174
- registerEventReceiver(receiver) {
175
- this._receivers.push(receiver);
176
- }
177
- unregisterEventReceiver(receiver) {
178
- const index = this._receivers.indexOf(receiver);
179
- if (index !== -1) {
180
- this._receivers.splice(index, 1);
181
- }
182
- }
183
- async onEnterXR(args) {
184
- // workaround for https://linear.app/needle/issue/NE-4114
185
- if (this.screenspace) {
186
- if (args.xr.isVR || args.xr.isPassThrough) {
187
- this.gameObject.visible = false;
188
- }
189
- }
190
- else {
191
- this.gameObject.visible = false;
192
- await delayForFrames(1).then(() => {
193
- this.gameObject.visible = true;
194
- });
195
- }
196
- }
197
- onLeaveXR(args) {
198
- if (this.screenspace) {
199
- if (args.xr.isVR || args.xr.isPassThrough) {
200
- this.gameObject.visible = true;
201
- }
202
- }
203
- }
204
- onBeforeRenderRoutine = () => {
205
- this.previousParent = this.gameObject.parent;
206
- if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
207
- // see https://linear.app/needle/issue/NE-4114
208
- this.gameObject.visible = false;
209
- this.gameObject.removeFromParent();
210
- return;
211
- }
212
- // console.log(this.previousParent?.name + "/" + this.gameObject.name);
213
- if (this.renderOnTop || this.screenspace) {
214
- // TODO: Ideally all screenspace canvases should be combined in one render pass
215
- this.gameObject.removeFromParent();
216
- }
217
- else {
218
- this.onUpdateRenderMode();
219
- this.handleLayoutUpdates();
220
- // TODO: we might need to optimize this. This is here to make sure the TMUI text clipping matrices are correct. Ideally the text does use onBeforeRender and apply the clipping matrix there so we dont have to force update all the matrices here
221
- this.shadowComponent?.updateMatrixWorld(true);
222
- this.shadowComponent?.updateWorldMatrix(true, true);
223
- this.invokeBeforeRenderEvents();
224
- EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context);
225
- }
226
- };
227
- onAfterRenderRoutine = () => {
228
- if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
229
- this.previousParent?.add(this.gameObject);
230
- // this is currently causing an error during XR (https://linear.app/needle/issue/NE-4114)
231
- // this.gameObject.visible = true;
232
- return;
233
- }
234
- if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
235
- if (this.screenspace) {
236
- const camObj = this.context.mainCamera;
237
- camObj?.add(this.gameObject);
238
- }
239
- else {
240
- this.previousParent.add(this.gameObject);
241
- }
242
- const prevAutoClearDepth = this.context.renderer.autoClear;
243
- const prevAutoClearColor = this.context.renderer.autoClearColor;
244
- this.context.renderer.autoClear = false;
245
- this.context.renderer.autoClearColor = false;
246
- this.context.renderer.clearDepth();
247
- this.onUpdateRenderMode(true);
248
- this.handleLayoutUpdates();
249
- this.shadowComponent?.updateMatrixWorld(true);
250
- // this.handleLayoutUpdates();
251
- this.invokeBeforeRenderEvents();
252
- EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
253
- this.context.renderer.render(this.gameObject, this.context.mainCamera);
254
- this.context.renderer.autoClear = prevAutoClearDepth;
255
- this.context.renderer.autoClearColor = prevAutoClearColor;
256
- this.previousParent.add(this.gameObject);
257
- }
258
- this._lastMatrixWorld?.copy(this.gameObject.matrixWorld);
259
- };
260
- invokeBeforeRenderEvents() {
261
- for (const receiver of this._receivers) {
262
- receiver.onBeforeCanvasRender?.(this);
263
- }
264
- }
265
- handleLayoutUpdates() {
266
- if (this._lastMatrixWorld === null) {
267
- this._lastMatrixWorld = new Matrix4();
268
- }
269
- const matrixWorldChanged = !this._lastMatrixWorld.equals(this.gameObject.matrixWorld);
270
- if (debugLayout && matrixWorldChanged)
271
- console.log("Canvas Layout changed", this.context.time.frameCount, this.name);
272
- // TODO: optimize this, we should only need to update a subhierarchy of the parts where layout has changed
273
- const didLog = false;
274
- for (const ch of this._rectTransforms) {
275
- if (matrixWorldChanged)
276
- ch.markDirty();
277
- let layout = this._layoutGroups.get(ch.gameObject);
278
- if (ch.isDirty && !layout) {
279
- layout = ch.gameObject.getComponentInParent(LayoutGroup);
280
- }
281
- if (ch.isDirty || layout?.isDirty) {
282
- if (debugLayout && !didLog) {
283
- console.log("CANVAS UPDATE ### " + ch.name + " ##################################### " + this.context.time.frame);
284
- // didLog = true;
285
- }
286
- layout?.updateLayout();
287
- ch.updateTransform();
288
- }
289
- }
290
- }
291
- applyRenderSettings() {
292
- this.onRenderSettingsChanged();
293
- }
294
- _updateRenderSettingsRoutine;
295
- onRenderSettingsChanged() {
296
- if (this._updateRenderSettingsRoutine)
297
- return;
298
- this._updateRenderSettingsRoutine = this.startCoroutine(this._updateRenderSettingsDelayed(), FrameEvent.OnBeforeRender);
299
- }
300
- *_updateRenderSettingsDelayed() {
301
- yield;
302
- this._updateRenderSettingsRoutine = undefined;
303
- if (this.shadowComponent) {
304
- this.onUpdateRenderMode();
305
- // this.onWillUpdateRenderSettings();
306
- updateRenderSettingsRecursive(this.shadowComponent, this);
307
- for (const ch of GameObject.getComponentsInChildren(this.gameObject, BaseUIComponent)) {
308
- updateRenderSettingsRecursive(ch.shadowComponent, this);
309
- }
310
- }
311
- }
312
- _activeRenderMode = -1;
313
- _lastWidth = -1;
314
- _lastHeight = -1;
315
- onUpdateRenderMode(force = false) {
316
- if (!force) {
317
- if (this._renderMode === this._activeRenderMode && this._lastWidth === this.context.domWidth && this._lastHeight === this.context.domHeight) {
318
- return;
319
- }
320
- }
321
- this._activeRenderMode = this._renderMode;
322
- let camera = this.context.mainCameraComponent;
323
- let planeDistance = 10;
324
- if (camera && camera.nearClipPlane > 0 && camera.farClipPlane > 0) {
325
- // TODO: this is a hack/workaround for event system currently only passing events to the nearest object so we move the canvas close to the nearplane
326
- planeDistance = Mathf.lerp(camera.nearClipPlane, camera.farClipPlane, .01);
327
- }
328
- if (this._renderMode === RenderMode.ScreenSpaceCamera) {
329
- if (this.worldCamera)
330
- camera = this.worldCamera;
331
- if (this.planeDistance > 0)
332
- planeDistance = this.planeDistance;
333
- }
334
- switch (this._renderMode) {
335
- case RenderMode.ScreenSpaceOverlay:
336
- case RenderMode.ScreenSpaceCamera:
337
- this._lastWidth = this.context.domWidth;
338
- this._lastHeight = this.context.domHeight;
339
- // showBalloonWarning("Screenspace Canvas is not supported yet. Please use worldspace");
340
- if (!camera)
341
- return;
342
- // we move the plane SLIGHTLY closer to be sure not to cull the canvas
343
- const plane = planeDistance + .01;
344
- this.gameObject.position.x = 0;
345
- this.gameObject.position.y = 0;
346
- this.gameObject.position.z = -plane;
347
- this.gameObject.quaternion.identity();
348
- const rect = this.gameObject.getComponent(RectTransform);
349
- let hasChanged = false;
350
- if (rect.sizeDelta.x !== this.context.domWidth) {
351
- hasChanged = true;
352
- }
353
- if (rect.sizeDelta.y !== this.context.domHeight) {
354
- hasChanged = true;
355
- }
356
- const vFOV = camera.fieldOfView * Math.PI / 180;
357
- const h = 2 * Math.tan(vFOV / 2) * Math.abs(plane);
358
- this.gameObject.scale.x = h / this.context.domHeight;
359
- this.gameObject.scale.y = h / this.context.domHeight;
360
- // Set scale.z, otherwise small offsets in screenspace mode have different visual results based on export scale and other settings
361
- this.gameObject.scale.z = .01;
362
- if (hasChanged) {
363
- rect.sizeDelta.x = this.context.domWidth;
364
- rect.sizeDelta.y = this.context.domHeight;
365
- rect?.markDirty();
366
- }
367
- // this.context.scene.add(this.gameObject)
368
- // this.gameObject.scale.multiplyScalar(.01);
369
- // this.gameObject.position.set(0,0,0);
370
- break;
371
- case RenderMode.WorldSpace:
372
- this._lastWidth = -1;
373
- this._lastHeight = -1;
374
- break;
375
- }
376
- }
377
- }
378
- __decorate([
379
- serializable()
380
- ], Canvas.prototype, "renderOnTop", null);
381
- __decorate([
382
- serializable()
383
- ], Canvas.prototype, "depthWrite", null);
384
- __decorate([
385
- serializable()
386
- ], Canvas.prototype, "doubleSided", null);
387
- __decorate([
388
- serializable()
389
- ], Canvas.prototype, "castShadows", null);
390
- __decorate([
391
- serializable()
392
- ], Canvas.prototype, "receiveShadows", null);
393
- __decorate([
394
- serializable()
395
- ], Canvas.prototype, "renderMode", null);
396
- __decorate([
397
- serializable(Canvas)
398
- ], Canvas.prototype, "rootCanvas", null);
399
- __decorate([
400
- serializable()
401
- ], Canvas.prototype, "scaleFactor", null);
402
- __decorate([
403
- serializable(Camera)
404
- ], Canvas.prototype, "worldCamera", void 0);
405
- __decorate([
406
- serializable()
407
- ], Canvas.prototype, "planeDistance", void 0);
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 { Matrix4 } from "three";
8
+ import * as ThreeMeshUI from 'three-mesh-ui';
9
+ import { Mathf } from "../../engine/engine_math.js";
10
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
11
+ import { FrameEvent } from "../../engine/engine_setup.js";
12
+ import { delayForFrames, getParam } from "../../engine/engine_utils.js";
13
+ import { Camera } from "../Camera.js";
14
+ import { GameObject } from "../Component.js";
15
+ import { BaseUIComponent, UIRootComponent } from "./BaseUIComponent.js";
16
+ import { EventSystem } from "./EventSystem.js";
17
+ import { LayoutGroup } from "./Layout.js";
18
+ import { RectTransform } from "./RectTransform.js";
19
+ import { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
20
+ export var RenderMode;
21
+ (function (RenderMode) {
22
+ RenderMode[RenderMode["ScreenSpaceOverlay"] = 0] = "ScreenSpaceOverlay";
23
+ RenderMode[RenderMode["ScreenSpaceCamera"] = 1] = "ScreenSpaceCamera";
24
+ RenderMode[RenderMode["WorldSpace"] = 2] = "WorldSpace";
25
+ RenderMode[RenderMode["Undefined"] = -1] = "Undefined";
26
+ })(RenderMode || (RenderMode = {}));
27
+ const debugLayout = getParam("debuguilayout");
28
+ /**
29
+ * @category User Interface
30
+ * @group Components
31
+ */
32
+ export class Canvas extends UIRootComponent {
33
+ get isCanvas() {
34
+ return true;
35
+ }
36
+ get screenspace() {
37
+ return this.renderMode !== RenderMode.WorldSpace;
38
+ }
39
+ set renderOnTop(val) {
40
+ if (val === this._renderOnTop) {
41
+ return;
42
+ }
43
+ this._renderOnTop = val;
44
+ this.onRenderSettingsChanged();
45
+ }
46
+ get renderOnTop() {
47
+ if (this._renderOnTop !== undefined)
48
+ return this._renderOnTop;
49
+ if (this.screenspace) {
50
+ // Render ScreenSpaceOverlay always on top
51
+ if (this._renderMode === RenderMode.ScreenSpaceOverlay)
52
+ return true;
53
+ }
54
+ return false;
55
+ }
56
+ _renderOnTop;
57
+ set depthWrite(val) {
58
+ if (this._depthWrite === val)
59
+ return;
60
+ this._depthWrite = val;
61
+ this.onRenderSettingsChanged();
62
+ }
63
+ get depthWrite() { return this._depthWrite; }
64
+ _depthWrite = false;
65
+ set doubleSided(val) {
66
+ if (this._doubleSided === val)
67
+ return;
68
+ this._doubleSided = val;
69
+ this.onRenderSettingsChanged();
70
+ }
71
+ get doubleSided() { return this._doubleSided; }
72
+ _doubleSided = true;
73
+ set castShadows(val) {
74
+ if (this._castShadows === val)
75
+ return;
76
+ this._castShadows = val;
77
+ this.onRenderSettingsChanged();
78
+ }
79
+ get castShadows() { return this._castShadows; }
80
+ _castShadows = false;
81
+ set receiveShadows(val) {
82
+ if (this._receiveShadows === val)
83
+ return;
84
+ this._receiveShadows = val;
85
+ this.onRenderSettingsChanged();
86
+ }
87
+ get receiveShadows() { return this._receiveShadows; }
88
+ _receiveShadows = false;
89
+ get renderMode() {
90
+ return this._renderMode;
91
+ }
92
+ set renderMode(val) {
93
+ if (this._renderMode === val)
94
+ return;
95
+ this._renderMode = val;
96
+ this.onRenderSettingsChanged();
97
+ }
98
+ _renderMode = RenderMode.Undefined;
99
+ _rootCanvas;
100
+ set rootCanvas(val) {
101
+ if (this._rootCanvas instanceof Canvas)
102
+ return;
103
+ this._rootCanvas = val;
104
+ }
105
+ get rootCanvas() {
106
+ return this._rootCanvas;
107
+ }
108
+ _scaleFactor = 1;
109
+ get scaleFactor() {
110
+ return this._scaleFactor;
111
+ }
112
+ set scaleFactor(val) {
113
+ this._scaleFactor = val;
114
+ }
115
+ worldCamera;
116
+ planeDistance = -1;
117
+ awake() {
118
+ //@ts-ignore
119
+ this.shadowComponent = this.gameObject;
120
+ this.previousParent = this.gameObject.parent;
121
+ if (debugLayout)
122
+ console.log("Canvas.Awake()", this.previousParent?.name + "/" + this.gameObject.name);
123
+ super.awake();
124
+ }
125
+ start() {
126
+ this.applyRenderSettings();
127
+ }
128
+ onEnable() {
129
+ super.onEnable();
130
+ this._updateRenderSettingsRoutine = undefined;
131
+ this._lastMatrixWorld = new Matrix4();
132
+ this.applyRenderSettings();
133
+ document.addEventListener("resize", this._boundRenderSettingsChanged);
134
+ // We want to run AFTER all regular onBeforeRender callbacks
135
+ this.context.pre_render_callbacks.push(this.onBeforeRenderRoutine);
136
+ this.context.post_render_callbacks.push(this.onAfterRenderRoutine);
137
+ }
138
+ onDisable() {
139
+ super.onDisable();
140
+ document.removeEventListener("resize", this._boundRenderSettingsChanged);
141
+ // Remove callbacks
142
+ const preRenderIndex = this.context.pre_render_callbacks.indexOf(this.onBeforeRenderRoutine);
143
+ if (preRenderIndex !== -1) {
144
+ this.context.pre_render_callbacks.splice(preRenderIndex, 1);
145
+ }
146
+ const postRenderIndex = this.context.post_render_callbacks.indexOf(this.onAfterRenderRoutine);
147
+ if (postRenderIndex !== -1) {
148
+ this.context.post_render_callbacks.splice(postRenderIndex, 1);
149
+ }
150
+ }
151
+ _boundRenderSettingsChanged = this.onRenderSettingsChanged.bind(this);
152
+ previousParent = null;
153
+ _lastMatrixWorld = null;
154
+ _rectTransforms = [];
155
+ registerTransform(rt) {
156
+ this._rectTransforms.push(rt);
157
+ }
158
+ unregisterTransform(rt) {
159
+ const index = this._rectTransforms.indexOf(rt);
160
+ if (index !== -1) {
161
+ this._rectTransforms.splice(index, 1);
162
+ }
163
+ }
164
+ _layoutGroups = new Map();
165
+ registerLayoutGroup(group) {
166
+ const obj = group.gameObject;
167
+ this._layoutGroups.set(obj, group);
168
+ }
169
+ unregisterLayoutGroup(group) {
170
+ const obj = group.gameObject;
171
+ this._layoutGroups.delete(obj);
172
+ }
173
+ _receivers = [];
174
+ registerEventReceiver(receiver) {
175
+ this._receivers.push(receiver);
176
+ }
177
+ unregisterEventReceiver(receiver) {
178
+ const index = this._receivers.indexOf(receiver);
179
+ if (index !== -1) {
180
+ this._receivers.splice(index, 1);
181
+ }
182
+ }
183
+ async onEnterXR(args) {
184
+ // workaround for https://linear.app/needle/issue/NE-4114
185
+ if (this.screenspace) {
186
+ if (args.xr.isVR || args.xr.isPassThrough) {
187
+ this.gameObject.visible = false;
188
+ }
189
+ }
190
+ else {
191
+ this.gameObject.visible = false;
192
+ await delayForFrames(1).then(() => {
193
+ this.gameObject.visible = true;
194
+ });
195
+ }
196
+ }
197
+ onLeaveXR(args) {
198
+ if (this.screenspace) {
199
+ if (args.xr.isVR || args.xr.isPassThrough) {
200
+ this.gameObject.visible = true;
201
+ }
202
+ }
203
+ }
204
+ onBeforeRenderRoutine = () => {
205
+ this.previousParent = this.gameObject.parent;
206
+ if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
207
+ // see https://linear.app/needle/issue/NE-4114
208
+ this.gameObject.visible = false;
209
+ this.gameObject.removeFromParent();
210
+ return;
211
+ }
212
+ // console.log(this.previousParent?.name + "/" + this.gameObject.name);
213
+ if (this.renderOnTop || this.screenspace) {
214
+ // TODO: Ideally all screenspace canvases should be combined in one render pass
215
+ this.gameObject.removeFromParent();
216
+ }
217
+ else {
218
+ this.onUpdateRenderMode();
219
+ this.handleLayoutUpdates();
220
+ // TODO: we might need to optimize this. This is here to make sure the TMUI text clipping matrices are correct. Ideally the text does use onBeforeRender and apply the clipping matrix there so we dont have to force update all the matrices here
221
+ this.shadowComponent?.updateMatrixWorld(true);
222
+ this.shadowComponent?.updateWorldMatrix(true, true);
223
+ this.invokeBeforeRenderEvents();
224
+ EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context);
225
+ }
226
+ };
227
+ onAfterRenderRoutine = () => {
228
+ if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
229
+ this.previousParent?.add(this.gameObject);
230
+ // this is currently causing an error during XR (https://linear.app/needle/issue/NE-4114)
231
+ // this.gameObject.visible = true;
232
+ return;
233
+ }
234
+ if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
235
+ if (this.screenspace) {
236
+ const camObj = this.context.mainCamera;
237
+ camObj?.add(this.gameObject);
238
+ }
239
+ else {
240
+ this.previousParent.add(this.gameObject);
241
+ }
242
+ const prevAutoClearDepth = this.context.renderer.autoClear;
243
+ const prevAutoClearColor = this.context.renderer.autoClearColor;
244
+ this.context.renderer.autoClear = false;
245
+ this.context.renderer.autoClearColor = false;
246
+ this.context.renderer.clearDepth();
247
+ this.onUpdateRenderMode(true);
248
+ this.handleLayoutUpdates();
249
+ this.shadowComponent?.updateMatrixWorld(true);
250
+ // this.handleLayoutUpdates();
251
+ this.invokeBeforeRenderEvents();
252
+ EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
253
+ this.context.renderer.render(this.gameObject, this.context.mainCamera);
254
+ this.context.renderer.autoClear = prevAutoClearDepth;
255
+ this.context.renderer.autoClearColor = prevAutoClearColor;
256
+ this.previousParent.add(this.gameObject);
257
+ }
258
+ this._lastMatrixWorld?.copy(this.gameObject.matrixWorld);
259
+ };
260
+ invokeBeforeRenderEvents() {
261
+ for (const receiver of this._receivers) {
262
+ receiver.onBeforeCanvasRender?.(this);
263
+ }
264
+ }
265
+ handleLayoutUpdates() {
266
+ if (this._lastMatrixWorld === null) {
267
+ this._lastMatrixWorld = new Matrix4();
268
+ }
269
+ const matrixWorldChanged = !this._lastMatrixWorld.equals(this.gameObject.matrixWorld);
270
+ if (debugLayout && matrixWorldChanged)
271
+ console.log("Canvas Layout changed", this.context.time.frameCount, this.name);
272
+ // TODO: optimize this, we should only need to update a subhierarchy of the parts where layout has changed
273
+ const didLog = false;
274
+ for (const ch of this._rectTransforms) {
275
+ if (matrixWorldChanged)
276
+ ch.markDirty();
277
+ let layout = this._layoutGroups.get(ch.gameObject);
278
+ if (ch.isDirty && !layout) {
279
+ layout = ch.gameObject.getComponentInParent(LayoutGroup);
280
+ }
281
+ if (ch.isDirty || layout?.isDirty) {
282
+ if (debugLayout && !didLog) {
283
+ console.log("CANVAS UPDATE ### " + ch.name + " ##################################### " + this.context.time.frame);
284
+ // didLog = true;
285
+ }
286
+ layout?.updateLayout();
287
+ ch.updateTransform();
288
+ }
289
+ }
290
+ }
291
+ applyRenderSettings() {
292
+ this.onRenderSettingsChanged();
293
+ }
294
+ _updateRenderSettingsRoutine;
295
+ onRenderSettingsChanged() {
296
+ if (this._updateRenderSettingsRoutine)
297
+ return;
298
+ this._updateRenderSettingsRoutine = this.startCoroutine(this._updateRenderSettingsDelayed(), FrameEvent.OnBeforeRender);
299
+ }
300
+ *_updateRenderSettingsDelayed() {
301
+ yield;
302
+ this._updateRenderSettingsRoutine = undefined;
303
+ if (this.shadowComponent) {
304
+ this.onUpdateRenderMode();
305
+ // this.onWillUpdateRenderSettings();
306
+ updateRenderSettingsRecursive(this.shadowComponent, this);
307
+ for (const ch of GameObject.getComponentsInChildren(this.gameObject, BaseUIComponent)) {
308
+ updateRenderSettingsRecursive(ch.shadowComponent, this);
309
+ }
310
+ }
311
+ }
312
+ _activeRenderMode = -1;
313
+ _lastWidth = -1;
314
+ _lastHeight = -1;
315
+ onUpdateRenderMode(force = false) {
316
+ if (!force) {
317
+ if (this._renderMode === this._activeRenderMode && this._lastWidth === this.context.domWidth && this._lastHeight === this.context.domHeight) {
318
+ return;
319
+ }
320
+ }
321
+ this._activeRenderMode = this._renderMode;
322
+ let camera = this.context.mainCameraComponent;
323
+ let planeDistance = 10;
324
+ if (camera && camera.nearClipPlane > 0 && camera.farClipPlane > 0) {
325
+ // TODO: this is a hack/workaround for event system currently only passing events to the nearest object so we move the canvas close to the nearplane
326
+ planeDistance = Mathf.lerp(camera.nearClipPlane, camera.farClipPlane, .01);
327
+ }
328
+ if (this._renderMode === RenderMode.ScreenSpaceCamera) {
329
+ if (this.worldCamera)
330
+ camera = this.worldCamera;
331
+ if (this.planeDistance > 0)
332
+ planeDistance = this.planeDistance;
333
+ }
334
+ switch (this._renderMode) {
335
+ case RenderMode.ScreenSpaceOverlay:
336
+ case RenderMode.ScreenSpaceCamera:
337
+ this._lastWidth = this.context.domWidth;
338
+ this._lastHeight = this.context.domHeight;
339
+ // showBalloonWarning("Screenspace Canvas is not supported yet. Please use worldspace");
340
+ if (!camera)
341
+ return;
342
+ // we move the plane SLIGHTLY closer to be sure not to cull the canvas
343
+ const plane = planeDistance + .01;
344
+ this.gameObject.position.x = 0;
345
+ this.gameObject.position.y = 0;
346
+ this.gameObject.position.z = -plane;
347
+ this.gameObject.quaternion.identity();
348
+ const rect = this.gameObject.getComponent(RectTransform);
349
+ let hasChanged = false;
350
+ if (rect.sizeDelta.x !== this.context.domWidth) {
351
+ hasChanged = true;
352
+ }
353
+ if (rect.sizeDelta.y !== this.context.domHeight) {
354
+ hasChanged = true;
355
+ }
356
+ const vFOV = camera.fieldOfView * Math.PI / 180;
357
+ const h = 2 * Math.tan(vFOV / 2) * Math.abs(plane);
358
+ this.gameObject.scale.x = h / this.context.domHeight;
359
+ this.gameObject.scale.y = h / this.context.domHeight;
360
+ // Set scale.z, otherwise small offsets in screenspace mode have different visual results based on export scale and other settings
361
+ this.gameObject.scale.z = .01;
362
+ if (hasChanged) {
363
+ rect.sizeDelta.x = this.context.domWidth;
364
+ rect.sizeDelta.y = this.context.domHeight;
365
+ rect?.markDirty();
366
+ }
367
+ // this.context.scene.add(this.gameObject)
368
+ // this.gameObject.scale.multiplyScalar(.01);
369
+ // this.gameObject.position.set(0,0,0);
370
+ break;
371
+ case RenderMode.WorldSpace:
372
+ this._lastWidth = -1;
373
+ this._lastHeight = -1;
374
+ break;
375
+ }
376
+ }
377
+ }
378
+ __decorate([
379
+ serializable()
380
+ ], Canvas.prototype, "renderOnTop", null);
381
+ __decorate([
382
+ serializable()
383
+ ], Canvas.prototype, "depthWrite", null);
384
+ __decorate([
385
+ serializable()
386
+ ], Canvas.prototype, "doubleSided", null);
387
+ __decorate([
388
+ serializable()
389
+ ], Canvas.prototype, "castShadows", null);
390
+ __decorate([
391
+ serializable()
392
+ ], Canvas.prototype, "receiveShadows", null);
393
+ __decorate([
394
+ serializable()
395
+ ], Canvas.prototype, "renderMode", null);
396
+ __decorate([
397
+ serializable(Canvas)
398
+ ], Canvas.prototype, "rootCanvas", null);
399
+ __decorate([
400
+ serializable()
401
+ ], Canvas.prototype, "scaleFactor", null);
402
+ __decorate([
403
+ serializable(Camera)
404
+ ], Canvas.prototype, "worldCamera", void 0);
405
+ __decorate([
406
+ serializable()
407
+ ], Canvas.prototype, "planeDistance", void 0);
408
408
  //# sourceMappingURL=Canvas.js.map