@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
@@ -1,1824 +1,1824 @@
1
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
-
3
- import type { EffectComposer } from "postprocessing";
4
- import {
5
- BufferGeometry, Camera, Color, DepthTexture, Group,
6
- Material, NearestFilter, NoToneMapping, Object3D, OrthographicCamera, PCFSoftShadowMap,
7
- PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace,
8
- Texture, WebGLRenderer, type WebGLRendererParameters, WebGLRenderTarget, type WebXRArrayCamera
9
- } from 'three';
10
- /** @ts-ignore (not yet in types?) */
11
- import { BasicNodeLibrary } from "three";
12
- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
13
- import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
14
- import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
15
-
16
- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
17
- import { Addressables } from './engine_addressables.js';
18
- import { AnimationsRegistry } from './engine_animation.js';
19
- import { Application } from './engine_application.js';
20
- import { AssetDatabase } from './engine_assetdatabase.js';
21
- import { VERSION } from './engine_constants.js';
22
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
23
- import { WaitForPromise } from './engine_coroutine.js';
24
- import { ObjectUtils } from "./engine_create_objects.js";
25
- import { destroy, foreachComponent } from './engine_gameobject.js';
26
- import { getLoader } from './engine_gltf.js';
27
- import { Input } from './engine_input.js';
28
- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
29
- import { type ILightDataRegistry, LightDataRegistry } from './engine_lightdata.js';
30
- import { LODsManager } from "./engine_lods.js";
31
- import * as looputils from './engine_mainloop_utils.js';
32
- import { NetworkConnection } from './engine_networking.js';
33
- import { Physics } from './engine_physics.js';
34
- import { PlayerViewManager } from './engine_playerview.js';
35
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
36
- import { getTempColor, logHierarchy } from './engine_three_utils.js';
37
- import { Time } from './engine_time.js';
38
- import { patchTonemapping } from './engine_tonemapping.js';
39
- import type { CoroutineData, ICamera, IComponent, IContext, ILight, LoadedModel, Model, Vec2 } from "./engine_types.js";
40
- import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
41
- import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
42
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
43
- import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
44
-
45
- const debug = getParam("debugcontext");
46
- const stats = getParam("stats");
47
- const debugActive = getParam("debugactive");
48
- const debugframerate = getParam("debugframerate");
49
- const debugCoroutine = getParam("debugcoroutine");
50
-
51
- // this is where functions that setup unity scenes will be pushed into
52
- // those will be accessed from our custom html element to load them into their context
53
- export const build_scene_functions: { [name: string]: (context: Context) => Promise<void> } = {};
54
-
55
-
56
- export declare class LoadingProgressArgs {
57
- /** the name or URL of the loaded file */
58
- name: string;
59
- /** the loading progress event from the loader */
60
- progress: ProgressEvent;
61
- /** the index of the loaded file */
62
- index: number;
63
- /** the total number of files to load */
64
- count: number;
65
- }
66
- export declare class ContextCreateArgs {
67
- /** list of glTF or GLB files to load */
68
- files: Array<string>;
69
- abortSignal?: AbortSignal;
70
- /** called when loading a provided glTF file started */
71
- onLoadingStart?: (index: number, file: string) => void;
72
- /** called on update for each loaded glTF file */
73
- onLoadingProgress?: (args: LoadingProgressArgs) => void;
74
- /** Called after a gLTF file has finished loading */
75
- onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
76
- }
77
-
78
- export class ContextArgs {
79
- name?: string;
80
- /** for debugging only */
81
- alias?: string;
82
- /** the hash is used as a seed when initially loading the scene files */
83
- hash?: string;
84
-
85
- /** when true the context will not check if it's visible in the viewport and always update and render */
86
- runInBackground?: boolean;
87
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
88
- domElement?: HTMLElement | null;
89
- /** externally owned renderer */
90
- renderer?: WebGLRenderer;
91
- /** externally owned camera */
92
- camera?: Camera;
93
- /** externally owned scene */
94
- scene?: Scene;
95
- }
96
-
97
- export enum FrameEvent {
98
- Start = -1,
99
- EarlyUpdate = 0,
100
- Update = 1,
101
- LateUpdate = 2,
102
- OnBeforeRender = 3,
103
- OnAfterRender = 4,
104
- PrePhysicsStep = 9,
105
- PostPhysicsStep = 10,
106
- Undefined = -1,
107
- }
108
-
109
- /** threejs callback event signature */
110
- export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
111
-
112
-
113
- export function registerComponent(script: IComponent, context?: Context) {
114
- if (!script) return;
115
- if (!script.isComponent) {
116
- if (isDevEnvironment() || debug)
117
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
118
- return;
119
- }
120
- if (!context) {
121
- context = Context.Current;
122
- if (debug) console.warn("> Registering component without context");
123
- }
124
- const new_scripts = context?.new_scripts;
125
- if (!new_scripts.includes(script)) {
126
- new_scripts.push(script);
127
- }
128
- }
129
-
130
- /**
131
- * The context is the main object that holds all the data and state of the Needle Engine.
132
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
133
- * @example
134
- * ```typescript
135
- * import { Behaviour } from "@needle-tools/engine";
136
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
137
- * export class MyScript extends Behaviour {
138
- * start() {
139
- * console.log("Hello from MyScript");
140
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
141
- * }
142
- * }
143
- * ```
144
- */
145
- export class Context implements IContext {
146
-
147
- private static _defaultTargetFramerate: { value?: number, toString?() } = { value: 90, toString() { return this.value; } }
148
- /** When a new context is created this is the framerate that will be used by default */
149
- static get DefaultTargetFrameRate(): number | undefined {
150
- return Context._defaultTargetFramerate.value;
151
- }
152
- /** When a new context is created this is the framerate that will be used by default */
153
- static set DefaultTargetFrameRate(val: number | undefined) {
154
- Context._defaultTargetFramerate.value = val;
155
- }
156
-
157
- private static _defaultWebglRendererParameters: WebGLRendererParameters = {
158
- antialias: true,
159
- alpha: false,
160
- // Note: this is due to a bug on OSX devices. See NE-5370
161
- powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
162
- stencil: true,
163
- // logarithmicDepthBuffer: true,
164
- // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
165
- };
166
- /** The default parameters that will be used when creating a new WebGLRenderer.
167
- * Modify in global context to change the default parameters for all new contexts.
168
- * @example
169
- * ```typescript
170
- * import { Context } from "@needle-tools/engine";
171
- * Context.DefaultWebGLRendererParameters.antialias = false;
172
- * ```
173
- */
174
- static get DefaultWebGLRendererParameters(): WebGLRendererParameters {
175
- return Context._defaultWebglRendererParameters;
176
- }
177
-
178
- /** The needle engine version */
179
- get version() {
180
- return VERSION;
181
- }
182
-
183
- /** The currently active context. Only set during the update loops */
184
- static get Current(): Context {
185
- return ContextRegistry.Current as Context;
186
- }
187
-
188
- /** @internal this property should not be set by user code */
189
- static set Current(context: Context) {
190
- ContextRegistry.Current = context;
191
- }
192
-
193
- static get All(): Context[] {
194
- return ContextRegistry.All as Context[];
195
- }
196
-
197
- /** The name of the context */
198
- name: string;
199
- /** An alias for the context */
200
- alias: string | undefined | null;
201
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
202
- * When this is false you are responsible to call update(timestamp, xframe.
203
- * It is also currently assumed that rendering is handled performed by an external process
204
- * */
205
- isManagedExternally: boolean = false;
206
- /** set to true to pause the update loop. You can receive an event for it in your components.
207
- * Note that script updates will not be called when paused */
208
- isPaused: boolean = false;
209
- /** When enabled the application will run while not visible on the page */
210
- runInBackground: boolean = false;
211
- /**
212
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
213
- * Set to undefined if you want to run at the maximum framerate
214
- */
215
- targetFrameRate?: number | { value?: number };
216
-
217
- /** Use a higher number for more accurate physics simulation.
218
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
219
- * Set to 0 to disable physics updates
220
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
221
- */
222
- private physicsSteps?: number = 1;
223
-
224
- /** used to append to loaded assets */
225
- hash?: string;
226
-
227
- /** The `<needle-engine>` web component */
228
- domElement: NeedleEngineWebComponent | HTMLElement;
229
-
230
- appendHTMLElement(element: HTMLElement) {
231
- if (this.domElement.shadowRoot)
232
- return this.domElement.shadowRoot.appendChild(element);
233
- else return this.domElement.appendChild(element);
234
- }
235
-
236
- get resolutionScaleFactor() { return this._resolutionScaleFactor; }
237
- /** use to scale the resolution up or down of the renderer. default is 1 */
238
- set resolutionScaleFactor(val: number) {
239
- if (val === this._resolutionScaleFactor) return;
240
- if (typeof val !== "number") return;
241
- if (val <= 0) {
242
- console.error("Invalid resolution scale factor", val);
243
- return;
244
- }
245
- this._resolutionScaleFactor = val;
246
- this.updateSize();
247
- }
248
- private _resolutionScaleFactor: number = 1;
249
-
250
- // domElement.clientLeft etc doesnt return absolute position
251
- private _boundingClientRectFrame: number = -1;
252
- private _boundingClientRect: DOMRect | null = null;
253
- private _domX; private _domY;
254
- /** update bounding rects + domX, domY */
255
- private calculateBoundingClientRect() {
256
- // workaround for mozilla webXR viewer
257
- if (this.xr) {
258
- this._domX = 0;
259
- this._domY = 0;
260
- return;
261
- }
262
- // TODO: cache this
263
- if (this._boundingClientRectFrame === this.time.frame) return;
264
- this._boundingClientRectFrame = this.time.frame;
265
- this._boundingClientRect = this.domElement.getBoundingClientRect();
266
- this._domX = this._boundingClientRect.x;
267
- this._domY = this._boundingClientRect.y;
268
- }
269
-
270
- /** The width of the `<needle-engine>` element on the website */
271
- get domWidth(): number {
272
- // for mozilla XR
273
- if (this.isInAR) return window.innerWidth;
274
- return this.domElement.clientWidth;
275
- }
276
- /** The height of the `<needle-engine>` element on the website */
277
- get domHeight(): number {
278
- // for mozilla XR
279
- if (this.isInAR) return window.innerHeight;
280
- return this.domElement.clientHeight;
281
- }
282
- /** the X position of the `<needle-engine>` element on the website */
283
- get domX(): number {
284
- this.calculateBoundingClientRect();
285
- return this._domX;
286
- }
287
- /** the Y position of the `<needle-engine>` element on the website */
288
- get domY(): number {
289
- this.calculateBoundingClientRect();
290
- return this._domY;
291
- }
292
- /**
293
- * Is a XR session currently active and presenting?
294
- * @returns true if the xr renderer is currently presenting
295
- */
296
- get isInXR() { return this.renderer?.xr?.isPresenting || false; }
297
- /** shorthand for `NeedleXRSession.active`
298
- * Automatically set by NeedleXRSession when a XR session is active
299
- * @returns the active XR session or null if no session is active
300
- * */
301
- xr: NeedleXRSession | null = null;
302
- /**
303
- * Shorthand for `this.xr?.mode`. AR or VR
304
- * @returns the current XR session mode (immersive-vr or immersive-ar)
305
- */
306
- get xrSessionMode() { return this.xr?.mode; }
307
- /** Shorthand for `this.xrSessionMode === "immersive-vr"`
308
- * @returns true if a webxr VR session is currently active.
309
- */
310
- get isInVR() { return this.xrSessionMode === "immersive-vr"; }
311
- /**
312
- * Shorthand for `this.xrSessionMode === "immersive-ar"`
313
- * @returns true if a webxr AR session is currently active.
314
- */
315
- get isInAR() { return this.xrSessionMode === "immersive-ar"; }
316
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
317
- * @returns true if the XR session is in pass through mode
318
- */
319
- get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
320
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
321
- get xrSession() { return this.renderer?.xr?.getSession(); }
322
- /** @returns the latest XRFrame (if a XRSession is currently active)
323
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
324
- */
325
- get xrFrame() { return this._xrFrame }
326
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
327
- get xrCamera(): WebXRArrayCamera | undefined { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined }
328
- private _xrFrame: XRFrame | null = null;
329
- /**
330
- * The AR overlay element is used to display 2D HTML elements while a AR session is active.
331
- */
332
- get arOverlayElement(): HTMLElement {
333
- const el = this.domElement as any;
334
- if (typeof el.getAROverlayContainer === "function")
335
- return el.getAROverlayContainer();
336
- return this.domElement;
337
- }
338
- /**
339
- * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
340
- */
341
- get currentFrameEvent(): FrameEvent {
342
- return this._currentFrameEvent;
343
- }
344
- private _currentFrameEvent: FrameEvent = FrameEvent.Undefined;
345
-
346
- /**
347
- * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
348
- */
349
- scene: Scene;
350
- /**
351
- * The renderer is used to render the scene. It is automatically created when the context is created.
352
- */
353
- renderer!: WebGLRenderer;
354
- /**
355
- * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
356
- */
357
- composer: EffectComposer | ThreeEffectComposer | null = null;
358
-
359
- /**
360
- * @internal All known components. Don't use directly
361
- */
362
- readonly scripts: IComponent[] = [];
363
- /**
364
- * @internal All paused components. Don't use directly
365
- */
366
- readonly scripts_pausedChanged: IComponent[] = [];
367
- /**
368
- * @internal All components that have a early update event. Don't use directly
369
- */
370
- readonly scripts_earlyUpdate: IComponent[] = [];
371
- /**
372
- * @internal All components that have a update event. Don't use directly
373
- */
374
- readonly scripts_update: IComponent[] = [];
375
- /**
376
- * @internal All components that have a late update event. Don't use directly
377
- */
378
- readonly scripts_lateUpdate: IComponent[] = [];
379
- /**
380
- * @internal All components that have a onBeforeRender event. Don't use directly
381
- */
382
- readonly scripts_onBeforeRender: IComponent[] = [];
383
- /**
384
- * @internal All components that have a onAfterRender event. Don't use directly
385
- */
386
- readonly scripts_onAfterRender: IComponent[] = [];
387
- /**
388
- * @internal All components that have coroutines. Don't use directly
389
- */
390
- readonly scripts_WithCorroutines: IComponent[] = [];
391
- /**
392
- * @internal Components with immersive-vr event methods. Don't use directly
393
- */
394
- readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[] = [];
395
- /**
396
- * @internal Components with immersive-ar event methods. Don't use directly
397
- */
398
- readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[] = [];
399
- /**
400
- * @internal Coroutine data
401
- */
402
- readonly coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
403
-
404
- /** callbacks called once after the context has been created */
405
- readonly post_setup_callbacks: Function[] = [];
406
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
407
- readonly pre_update_callbacks: Function[] = [];
408
- /** called every frame before rendering (after all component events) */
409
- readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void> = [];
410
- /** called every frame after rendering (after all component events) */
411
- readonly post_render_callbacks: Function[] = [];
412
- /** called every frame befroe update (this list is emptied every frame) */
413
- readonly pre_update_oneshot_callbacks: Function[] = [];
414
-
415
- /** @internal */
416
- readonly new_scripts: IComponent[] = [];
417
- /** @internal */
418
- readonly new_script_start: IComponent[] = [];
419
- /** @internal */
420
- readonly new_scripts_pre_setup_callbacks: Function[] = [];
421
- /** @internal */
422
- readonly new_scripts_post_setup_callbacks: Function[] = [];
423
- /** @internal */
424
- readonly new_scripts_xr: INeedleXRSessionEventReceiver[] = [];
425
-
426
- /**
427
- * The **main camera component** of the scene - this camera is used for rendering.
428
- * Use `setCurrentCamera` for updating the main camera.
429
- */
430
- mainCameraComponent: ICamera | undefined = undefined;
431
-
432
- /**
433
- * The main camera of the scene - this camera is used for rendering
434
- * Use `setCurrentCamera` for updating the main camera.
435
- */
436
- get mainCamera(): Camera {
437
- if (this._mainCamera) {
438
- return this._mainCamera;
439
- }
440
- if (this.mainCameraComponent) {
441
- const cam = this.mainCameraComponent as ICamera;
442
- if (!cam.threeCamera)
443
- cam.buildCamera();
444
- return cam.threeCamera;
445
- }
446
- if (!this._fallbackCamera) {
447
- this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
448
- }
449
- return this._fallbackCamera;
450
- }
451
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
452
- set mainCamera(cam: Camera | null) {
453
- this._mainCamera = cam;
454
- }
455
- private _mainCamera: Camera | null = null;
456
- private _fallbackCamera: PerspectiveCamera | null = null;
457
-
458
- /** access application state (e.g. if all audio should be muted) */
459
- application: Application;
460
- /** access animation mixer used by components in the scene */
461
- animations: AnimationsRegistry;
462
- /** access timings (current frame number, deltaTime, timeScale, ...) */
463
- time: Time;
464
- /** access input data (e.g. click or touch events) */
465
- input: Input;
466
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
467
- physics: Physics;
468
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
469
- connection: NetworkConnection;
470
- /**
471
- * @deprecated AssetDataBase is deprecated
472
- */
473
- assets: AssetDatabase;
474
- /** The main light in the scene */
475
- mainLight: ILight | null = null;
476
- /** @deprecated Use sceneLighting */
477
- get rendererData() { return this.sceneLighting }
478
- sceneLighting: SceneLighting;
479
- addressables: Addressables;
480
- lightmaps: ILightDataRegistry;
481
- players: PlayerViewManager;
482
- readonly lodsManager: LODsManager;
483
- /** Access the needle menu to add or remove buttons to the menu element */
484
- readonly menu: NeedleMenu;
485
-
486
- /** @returns true if the context is fully created and ready */
487
- get isCreated() { return this._isCreated; }
488
-
489
- private _needsUpdateSize: boolean = false;
490
- private _isCreated: boolean = false;
491
- private _isCreating: boolean = false;
492
- private _isVisible: boolean = false;
493
-
494
- private _stats = stats ? new Stats.default() : null;
495
-
496
- constructor(args?: ContextArgs) {
497
- this.name = args?.name || "";
498
- this.alias = args?.alias;
499
- this.domElement = args?.domElement || document.body;
500
- this.hash = args?.hash;
501
-
502
- if (args?.renderer) {
503
- this.renderer = args.renderer;
504
- this.isManagedExternally = true;
505
- }
506
- if (args?.runInBackground !== undefined) this.runInBackground = args.runInBackground;
507
- if (args?.scene) this.scene = args.scene;
508
- else this.scene = new Scene();
509
- if (args?.camera) this._mainCamera = args.camera;
510
-
511
- this.application = new Application(this);
512
- this.time = new Time();
513
- this.input = new Input(this);
514
- this.physics = new Physics(this);
515
- this.connection = new NetworkConnection(this);
516
- // eslint-disable-next-line deprecation/deprecation
517
- this.assets = new AssetDatabase();
518
- this.sceneLighting = new SceneLighting(this);
519
- this.addressables = new Addressables(this);
520
- this.lightmaps = new LightDataRegistry(this);
521
- this.players = new PlayerViewManager(this);
522
- this.menu = new NeedleMenu(this);
523
- this.lodsManager = new LODsManager(this);
524
- this.animations = new AnimationsRegistry(this);
525
-
526
-
527
- const resizeCallback = () => this._needsUpdateSize = true;
528
- window.addEventListener('resize', resizeCallback);
529
- this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
530
-
531
- const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
532
- resizeObserver.observe(this.domElement);
533
- this._disposeCallbacks.push(() => resizeObserver.disconnect());
534
-
535
- this._intersectionObserver = new IntersectionObserver(entries => {
536
- this._isVisible = entries[0].isIntersecting;
537
- });
538
- this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
539
-
540
- ContextRegistry.register(this);
541
- }
542
-
543
- /**
544
- * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
545
- * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
546
- * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
547
- * @returns {WebGLRenderer} the newly created renderer
548
- */
549
- createNewRenderer(params?: WebGLRendererParameters) {
550
- this.renderer?.dispose();
551
-
552
- params = { ...Context.DefaultWebGLRendererParameters, ...params };
553
- if (!params.canvas) {
554
- // get canvas already configured in the Needle Engine Web Component
555
- const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
556
- if (canvas) {
557
- params.canvas = canvas;
558
- if (debug) {
559
- console.log("Using canvas from shadow root", canvas);
560
- }
561
- }
562
- }
563
- if (debug) console.log("Using Renderer Parameters:", params, this.domElement)
564
-
565
- this.renderer = new WebGLRenderer(params);
566
-
567
- this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
568
-
569
- // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
570
- this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
571
- this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
572
-
573
- this.renderer.setClearColor(new Color('lightgrey'), 0);
574
- // // @ts-ignore
575
- // this.renderer.alpha = false;
576
- this.renderer.shadowMap.enabled = true;
577
- this.renderer.shadowMap.type = PCFSoftShadowMap;
578
- this.renderer.setSize(this.domWidth, this.domHeight);
579
- this.renderer.outputColorSpace = SRGBColorSpace;
580
-
581
- // Injecting the core nodes library here, like WebGPURenderer backends do
582
- //@ts-ignore
583
- this.renderer.nodes = {
584
- library: new BasicNodeLibrary(),
585
- modelViewMatrix: null,
586
- modelNormalViewMatrix: null,
587
- };
588
- // this.renderer.toneMapping = AgXToneMapping;
589
- this.lodsManager.setRenderer(this.renderer);
590
-
591
- this.input.bindEvents();
592
-
593
- return this.renderer;
594
- }
595
-
596
-
597
- private _intersectionObserver: IntersectionObserver | null = null;
598
- private internalOnUpdateVisible() {
599
- this._intersectionObserver?.disconnect();
600
- this._intersectionObserver?.observe(this.domElement);
601
- }
602
-
603
- private _disposeCallbacks: Function[] = [];
604
-
605
-
606
- /** will request a renderer size update the next render call (will call updateSize the next update) */
607
- requestSizeUpdate() { this._needsUpdateSize = true; }
608
-
609
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
610
- maxRenderResolution?: Vec2;
611
-
612
- /** Control the renderer devicePixelRatio.
613
- * **Options**
614
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
615
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
616
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
617
- */
618
- get devicePixelRatio() { return this._devicePixelRatio; }
619
- set devicePixelRatio(val: "auto" | "manual" | number) {
620
- if (val !== this._devicePixelRatio) {
621
- this._devicePixelRatio = val;
622
- this._needsUpdateSize = true;
623
- }
624
- }
625
- private _devicePixelRatio: "auto" | "manual" | number = "auto";
626
-
627
- /**
628
- * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
629
- */
630
- updateSize(force: boolean = false) {
631
- if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
632
- this._needsUpdateSize = false;
633
- const scaleFactor = this.resolutionScaleFactor;
634
- let width = this.domWidth * scaleFactor;
635
- let height = this.domHeight * scaleFactor;
636
- if (this.maxRenderResolution) {
637
- this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
638
- width = Math.min(this.maxRenderResolution.x, width);
639
- this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
640
- height = Math.min(this.maxRenderResolution.y, height);
641
- }
642
- const camera = this.mainCamera as PerspectiveCamera;
643
- this.updateAspect(camera);
644
- this.renderer.setSize(width, height, true);
645
- // avoid setting pixel values here since this can cause pingpong updates
646
- // e.g. when system scale is set to 125%
647
- // https://github.com/needle-tools/needle-engine-support/issues/69
648
- this.renderer.domElement.style.width = "100%";
649
- this.renderer.domElement.style.height = "100%";
650
-
651
- const devicePixelRatio = typeof this.devicePixelRatio === "number"
652
- ? this.devicePixelRatio
653
- : this.devicePixelRatio === "auto"
654
- ? window.devicePixelRatio
655
- : undefined;
656
- if (devicePixelRatio !== undefined) {
657
- this.renderer.setPixelRatio(devicePixelRatio);
658
- }
659
-
660
- if (this.composer) {
661
- this.composer.setSize?.call(this.composer, width, height);
662
- if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
663
- this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
664
- }
665
- }
666
- }
667
-
668
- /**
669
- * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
670
- */
671
- updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number) {
672
- if (!camera) return;
673
- if (width === undefined)
674
- width = this.domWidth;
675
- if (height === undefined)
676
- height = this.domHeight;
677
- const aspectRatio = width / height;
678
- if ((camera as PerspectiveCamera).isPerspectiveCamera) {
679
- const cam = camera as PerspectiveCamera;
680
- const pa = cam.aspect;
681
- cam.aspect = aspectRatio;
682
- if (pa !== cam.aspect)
683
- camera.updateProjectionMatrix();
684
- }
685
- else if ((camera as OrthographicCamera).isOrthographicCamera) {
686
- const cam = camera as OrthographicCamera;
687
- // Maintain the camera's current vertical size (top - bottom)
688
- const verticalSize = cam.top - cam.bottom;
689
- // Calculate new horizontal size based on aspect ratio
690
- const horizontalSize = verticalSize * aspectRatio;
691
- // Update camera bounds while maintaining center position
692
- const halfWidth = horizontalSize / 2;
693
- const halfHeight = verticalSize / 2;
694
- if (cam.left != -halfWidth || cam.top != halfHeight) {
695
- cam.left = -halfWidth;
696
- cam.right = halfWidth;
697
- cam.top = halfHeight;
698
- cam.bottom = -halfHeight;
699
- camera.updateProjectionMatrix();
700
- }
701
- }
702
- }
703
-
704
- /** This will recreate the whole needle engine context and dispose the whole scene content
705
- * All content will be reloaded (loading times might be faster due to browser caches)
706
- * All scripts will be recreated */
707
- recreate() {
708
- this.clear();
709
- this.create(this._originalCreationArgs);
710
- }
711
-
712
- private _originalCreationArgs?: ContextCreateArgs;
713
-
714
- /** @deprecated use create. This method will be removed in a future version */
715
- async onCreate(opts?: ContextCreateArgs) {
716
- return this.create(opts);
717
- }
718
- /** @internal */
719
- async create(opts?: ContextCreateArgs) {
720
- try {
721
- this._isCreating = true;
722
- if (opts !== this._originalCreationArgs)
723
- this._originalCreationArgs = deepClone(opts);
724
- window.addEventListener("unhandledrejection", this.onUnhandledRejection)
725
- const res = await this.internalOnCreate(opts);
726
- this._isCreated = res;
727
- return res;
728
- }
729
- finally {
730
- window.removeEventListener("unhandledrejection", this.onUnhandledRejection)
731
- this._isCreating = false;
732
- }
733
- }
734
-
735
- private onUnhandledRejection = (event: PromiseRejectionEvent) => {
736
- this.onError(event.reason);
737
- };
738
-
739
- /** Dispatches an error */
740
- private onError(error: string) {
741
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
742
- }
743
-
744
- /**
745
- * Clears the context and destroys all scenes and objects in the scene.
746
- * The ContextCleared event is called at the end.
747
- * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
748
- * or when the web component is removed from the DOM
749
- */
750
- clear() {
751
- ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
752
- invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
753
- // NOTE: this does dispose the environment/background image too
754
- // which is probably not desired if it is set via the background-image attribute
755
- destroy(this.scene, true, true);
756
- this.scene = new Scene();
757
- this.addressables?.dispose();
758
- this.lightmaps?.clear();
759
- this.physics?.engine?.clearCaches();
760
- this.lodsManager.disable();
761
-
762
- this._onBeforeRenderListeners.clear();
763
- this._onAfterRenderListeners.clear();
764
-
765
- if (!this.isManagedExternally) {
766
- if (this.renderer) {
767
- this.renderer.renderLists.dispose();
768
- this.renderer.state.reset();
769
- this.renderer.resetState();
770
- }
771
- }
772
- // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
773
- // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
774
- ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
775
- }
776
-
777
- /**
778
- * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
779
- */
780
- dispose() {
781
- this.internalOnDestroy();
782
- }
783
-
784
- /**@deprecated use dispose() */
785
- onDestroy() { this.internalOnDestroy(); }
786
-
787
- private internalOnDestroy() {
788
- Context.Current = this;
789
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
790
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
791
- this.clear();
792
- this.renderer?.setAnimationLoop(null);
793
- if (this.renderer) {
794
- this.renderer.setClearAlpha(0);
795
- this.renderer.clear();
796
- if (!this.isManagedExternally) {
797
- if (debug) console.log("Disposing renderer");
798
- this.renderer.dispose();
799
- }
800
- }
801
- this.scene = null!;
802
- this.renderer = null!;
803
- this.input.dispose();
804
- this.menu.onDestroy();
805
- this.animations.onDestroy();
806
- for (const cb of this._disposeCallbacks) {
807
- try {
808
- cb();
809
- }
810
- catch (e) {
811
- console.error("Error in on dispose callback:", e, cb);
812
- }
813
- }
814
- if (this.domElement?.parentElement) {
815
- this.domElement.parentElement.removeChild(this.domElement);
816
- }
817
- this._isCreated = false;
818
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
819
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
820
- ContextRegistry.unregister(this);
821
- if (Context.Current === this) {
822
- //@ts-ignore
823
- Context.Current = null;
824
- }
825
- }
826
-
827
- /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
828
- registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator {
829
- if (typeof coroutine?.next !== "function") {
830
- console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"")
831
- return coroutine;
832
- }
833
- if (!this.coroutines[evt]) this.coroutines[evt] = [];
834
- this.coroutines[evt].push({ comp: script, main: coroutine });
835
- return coroutine;
836
- }
837
-
838
- /** @internal Automatically called by components. */
839
- unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void {
840
- if (!this.coroutines[evt]) return;
841
- const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
842
- if (idx >= 0) this.coroutines[evt].splice(idx, 1);
843
- }
844
-
845
- /** @internal Automatically called */
846
- stopAllCoroutinesFrom(script: IComponent) {
847
- for (const evt in this.coroutines) {
848
- const rout: CoroutineData[] = this.coroutines[evt];
849
- for (let i = rout.length - 1; i >= 0; i--) {
850
- const r = rout[i];
851
- if (r.comp === script) {
852
- rout.splice(i, 1);
853
- }
854
- }
855
- }
856
- }
857
-
858
- private _cameraStack: ICamera[] = [];
859
-
860
- /** Change the main camera */
861
- setCurrentCamera(cam: ICamera) {
862
- if (!cam) return;
863
- if (!cam.threeCamera) cam.buildCamera(); // < to build camera
864
- if (!cam.threeCamera) {
865
- console.warn("Camera component is missing camera", cam)
866
- return;
867
- }
868
- const index = this._cameraStack.indexOf(cam);
869
- if (index >= 0) this._cameraStack.splice(index, 1);
870
- this._cameraStack.push(cam);
871
- this.mainCameraComponent = cam;
872
- const camera = cam.threeCamera as PerspectiveCamera;
873
- if (camera.isPerspectiveCamera)
874
- this.updateAspect(camera);
875
- (this.mainCameraComponent as ICamera)?.applyClearFlagsIfIsActiveCamera();
876
- }
877
-
878
- /**
879
- * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
880
- */
881
- removeCamera(cam?: ICamera | null) {
882
- if (!cam) return;
883
- const index = this._cameraStack.indexOf(cam);
884
- if (index >= 0) this._cameraStack.splice(index, 1);
885
-
886
- if (this.mainCameraComponent === cam) {
887
- this.mainCameraComponent = undefined;
888
-
889
- if (this._cameraStack.length > 0) {
890
- const last = this._cameraStack[this._cameraStack.length - 1];
891
- this.setCurrentCamera(last);
892
- }
893
- }
894
- }
895
-
896
- private readonly _onBeforeRenderListeners = new Map<string, OnRenderCallback[]>();
897
- private readonly _onAfterRenderListeners = new Map<string, OnRenderCallback[]>();
898
-
899
- /** Use to subscribe to onBeforeRender events on threejs objects.
900
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
901
- */
902
- addBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
903
- if (!this._onBeforeRenderListeners.has(target.uuid)) {
904
- const arr: OnRenderCallback[] = [];
905
- this._onBeforeRenderListeners.set(target.uuid, arr);
906
- target.onBeforeRender = this._createRenderCallbackWrapper(arr);
907
- }
908
- this._onBeforeRenderListeners.get(target.uuid)!.push(callback);
909
- }
910
- /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
911
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
912
- */
913
- removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
914
- if (this._onBeforeRenderListeners.has(target.uuid)) {
915
- const arr = this._onBeforeRenderListeners.get(target.uuid)!;
916
- const idx = arr.indexOf(callback);
917
- if (idx >= 0) arr.splice(idx, 1);
918
- }
919
- }
920
-
921
- /**
922
- * Subscribe to onAfterRender events on threejs objects
923
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
924
- */
925
- addAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
926
- if (!this._onAfterRenderListeners.has(target.uuid)) {
927
- const arr = [];
928
- this._onAfterRenderListeners.set(target.uuid, arr);
929
- target.onAfterRender = this._createRenderCallbackWrapper(arr);
930
- }
931
- this._onAfterRenderListeners.get(target.uuid)?.push(callback);
932
- }
933
- /**
934
- * Remove from onAfterRender events on threejs objects
935
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
936
- */
937
- removeAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
938
- if (this._onAfterRenderListeners.has(target.uuid)) {
939
- const arr = this._onAfterRenderListeners.get(target.uuid)!;
940
- const idx = arr.indexOf(callback);
941
- if (idx >= 0) arr.splice(idx, 1);
942
- }
943
- }
944
-
945
-
946
- private _createRenderCallbackWrapper(array: OnRenderCallback[]): OnRenderCallback {
947
- return (renderer, scene, camera, geometry, material, group) => {
948
- for (let i = 0; i < array.length; i++) {
949
- const fn = array[i];
950
- fn(renderer, scene, camera, geometry, material, group);
951
- }
952
- }
953
- }
954
-
955
-
956
-
957
- private _requireDepthTexture: boolean = false;
958
- private _requireColorTexture: boolean = false;
959
- private _renderTarget?: WebGLRenderTarget;
960
- private _isRendering: boolean = false;
961
-
962
- /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
963
- get isRendering() { return this._isRendering; }
964
-
965
- setRequireDepth(val: boolean) {
966
- this._requireDepthTexture = val;
967
- }
968
- setRequireColor(val: boolean) {
969
- this._requireColorTexture = val;
970
- }
971
- get depthTexture(): DepthTexture | null {
972
- return this._renderTarget?.depthTexture || null;
973
- }
974
- get opaqueColorTexture(): Texture | null {
975
- return this._renderTarget?.texture || null;
976
- }
977
-
978
- /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
979
- get isVisibleToUser() {
980
- if (this.isInXR) return true;
981
- if (!this._isVisible) return false;
982
- const style = getComputedStyle(this.domElement);
983
- return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
984
- }
985
-
986
- private _createId: number = 0;
987
- private async internalOnCreate(opts?: ContextCreateArgs): Promise<boolean> {
988
- const createId = ++this._createId;
989
-
990
- if (debug) console.log("Creating context", this.name, opts);
991
-
992
- // wait for async imported dependencies to be loaded
993
- // see https://linear.app/needle/issue/NE-4445
994
- const dependenciesReady = globalThis["needle:dependencies:ready"];
995
- if (dependenciesReady instanceof Promise) {
996
- if (debug) console.log("Waiting for dependencies to be ready");
997
- await dependenciesReady
998
- .catch(err => {
999
- if (debug || isDevEnvironment()) {
1000
- showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
1001
- const printedError = false;
1002
- if (err instanceof ReferenceError) {
1003
- let offendingComponentName = "YourComponentName";
1004
- const offendingComponentStartIndex = err.message.indexOf("'");
1005
- if (offendingComponentStartIndex > 0) {
1006
- const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
1007
- if (offendingComponentEndIndex > 0) {
1008
- const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
1009
- if (name.length > 3) offendingComponentName = name;
1010
- }
1011
- }
1012
- console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err)
1013
- return;
1014
- }
1015
- if (!printedError) {
1016
- console.error("Needle Engine dependencies failed to load", err);
1017
- }
1018
- }
1019
- })
1020
- .then(() => {
1021
- if (debug) console.log("Needle Engine dependencies are ready");
1022
- });
1023
- }
1024
-
1025
- this.clear();
1026
-
1027
- const oldRenderer = this.renderer;
1028
- // We only need to create a new renderer if we don't have one yet
1029
- // We do prevent creating a new renderer here to avoid flickering when the context is created while the content is still being loaded. This can be the case where CSS transformations update the layout (e.g. scale() while loading + old canvas disposed but in the DOM layout.)
1030
- const needsNewRenderer = !oldRenderer || oldRenderer["isDisposed"] === true;
1031
-
1032
- // stop the animation loop if its running during creation
1033
- // since we do not want to start enabling scripts etc before they are deserialized
1034
- if (this.isManagedExternally === false && (needsNewRenderer)) {
1035
- this.createNewRenderer();
1036
- }
1037
- else {
1038
- this.lodsManager.setRenderer(this.renderer);
1039
- }
1040
- this.renderer?.setAnimationLoop(null);
1041
-
1042
- await delay(1);
1043
-
1044
- Context.Current = this;
1045
- await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
1046
-
1047
- // load and create scene
1048
- let prepare_succeeded = true;
1049
- let loadedFiles!: Array<LoadedModel | null>;
1050
- try {
1051
- Context.Current = this;
1052
- if (opts) {
1053
- loadedFiles = await this.internalLoadInitialContent(createId, opts);
1054
- }
1055
- else loadedFiles = [];
1056
- }
1057
- catch (err) {
1058
- console.error(err);
1059
- prepare_succeeded = false;
1060
- }
1061
- if (!prepare_succeeded) {
1062
- this.onError("Failed to load initial content");
1063
- return false;
1064
- }
1065
- if (createId !== this._createId || opts?.abortSignal?.aborted) {
1066
- return false;
1067
- }
1068
-
1069
- this.internalOnUpdateVisible();
1070
-
1071
- if (!this.renderer) {
1072
- if (debug) console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
1073
- return false;
1074
- }
1075
-
1076
- if (!this.isManagedExternally && !this.domElement.shadowRoot) {
1077
- this.domElement.prepend(this.renderer.domElement);
1078
- }
1079
-
1080
- Context.Current = this;
1081
-
1082
- // TODO: we could configure if we need physics
1083
- // await this.physics.engine?.initialize();
1084
-
1085
- // Setup
1086
- Context.Current = this;
1087
- for (let i = 0; i < this.new_scripts.length; i++) {
1088
- const script = this.new_scripts[i];
1089
- if (script.gameObject !== undefined && script.gameObject !== null) {
1090
- if (script.gameObject.userData === undefined) script.gameObject.userData = {};
1091
- if (script.gameObject.userData.components === undefined) script.gameObject.userData.components = [];
1092
- const arr = script.gameObject.userData.components;
1093
- if (!arr.includes(script)) arr.push(script);
1094
- }
1095
- // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
1096
- // this.raycastTargets.push(script.gameObject);
1097
- // }
1098
- }
1099
-
1100
- // const context = new SerializationContext(this.scene);
1101
- // for (let i = 0; i < this.new_scripts.length; i++) {
1102
- // const script = this.new_scripts[i];
1103
- // const ser = script as unknown as ISerializable;
1104
- // if (ser.$serializedTypes === undefined) continue;
1105
- // context.context = this;
1106
- // context.object = script.gameObject;
1107
- // deserializeObject(ser, script, context);
1108
- // }
1109
-
1110
- // resolve post setup callbacks (things that rely on threejs objects having references to components)
1111
- if (this.post_setup_callbacks) {
1112
- for (let i = 0; i < this.post_setup_callbacks.length; i++) {
1113
- Context.Current = this;
1114
- await this.post_setup_callbacks[i](this);
1115
- }
1116
- }
1117
-
1118
- if (!this._mainCamera) {
1119
- Context.Current = this;
1120
- let camera: ICamera | null = null;
1121
- foreachComponent(this.scene, comp => {
1122
- const cam = comp as ICamera;
1123
- if (cam?.isCamera) {
1124
- looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1125
- if (!cam.activeAndEnabled) return undefined;
1126
- if (cam.tag === "MainCamera") {
1127
- camera = cam;
1128
- return true;
1129
- }
1130
- else camera = cam;
1131
- }
1132
- return undefined;
1133
- });
1134
- if (camera) {
1135
- this.setCurrentCamera(camera);
1136
- }
1137
- else {
1138
- const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1139
- if (!res && !this.mainCamera && !this.isManagedExternally)
1140
- console.warn("Missing camera in main scene", this);
1141
- }
1142
- }
1143
-
1144
- this.input.bindEvents();
1145
-
1146
- Context.Current = this;
1147
- looputils.processNewScripts(this);
1148
-
1149
- // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1150
- if (this.physics.engine) {
1151
- this.physics.engine?.step(0);
1152
- this.physics.engine?.postStep();
1153
- }
1154
-
1155
- // const mainCam = this.mainCameraComponent as Camera;
1156
- // if (mainCam) {
1157
- // mainCam.applyClearFlagsIfIsActiveCamera();
1158
- // }
1159
-
1160
- if (!this.isManagedExternally && this.composer && this.mainCamera) {
1161
- // TODO: import postprocessing async
1162
- // const renderPass = new RenderPass(this.scene, this.mainCamera);
1163
- // this.renderer.setSize(this.domWidth, this.domHeight);
1164
- // this.composer.addPass(renderPass);
1165
- // this.composer.setSize(this.domWidth, this.domHeight);
1166
- }
1167
-
1168
- this._needsUpdateSize = true;
1169
-
1170
- if (this._stats) {
1171
- this._stats.showPanel(0);
1172
- this._stats.dom.style.position = "absolute"; // (default is fixed)
1173
- this.domElement.shadowRoot?.appendChild(this._stats.dom);
1174
- }
1175
-
1176
- if (debug)
1177
- logHierarchy(this.scene, true);
1178
-
1179
- // If no target framerate was set we use the default
1180
- if (this.targetFrameRate === undefined) {
1181
- if (debug) console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1182
- // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1183
- this.targetFrameRate = Context._defaultTargetFramerate;
1184
- }
1185
- else if (debug) console.log("Target framerate set to", this.targetFrameRate);
1186
-
1187
- this._dispatchReadyAfterFrame = true;
1188
- const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1189
- if (res) {
1190
- const domElement = this.domElement as HTMLElement;
1191
- if ("internalSetLoadingMessage" in domElement && typeof domElement.internalSetLoadingMessage === "function")
1192
- domElement?.internalSetLoadingMessage("finish loading");
1193
- await res;
1194
- }
1195
- if (opts?.abortSignal?.aborted) {
1196
- return false;
1197
- }
1198
- invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1199
- if (debug) console.log("Context Created...", this.renderer, this.renderer.domElement)
1200
-
1201
- this._isCreating = false;
1202
- if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1203
- this.restartRenderLoop();
1204
- return true;
1205
- }
1206
-
1207
- private async internalLoadInitialContent(createId: number, args: ContextCreateArgs): Promise<Array<LoadedModel>> {
1208
- const results = new Array<LoadedModel>();
1209
- // early out if we dont have any files to load
1210
- if (args.files.length === 0) return results;
1211
-
1212
-
1213
- const files = [...args.files];
1214
- const progressArg: LoadingProgressArgs = {
1215
- name: "",
1216
- progress: null!,
1217
- index: 0,
1218
- count: files.length
1219
- }
1220
-
1221
- const loader = getLoader();
1222
- // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1223
- const loadingHash = 0;
1224
- for (let i = 0; i < files.length; i++) {
1225
- if (args.abortSignal?.aborted) {
1226
- if (debug) console.log("Aborting loading because of abort signal");
1227
- break;
1228
- }
1229
- // abort loading if the create id has changed
1230
- if (createId !== this._createId) {
1231
- if (debug) console.log("Aborting loading because create id changed", createId, this._createId);
1232
- break;
1233
- }
1234
- const file = files[i];
1235
- args?.onLoadingStart?.call(this, i, file);
1236
- if (debug) console.log("Context Load " + file);
1237
- const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1238
- if (args.abortSignal?.aborted) return;
1239
- progressArg.name = file;
1240
- progressArg.progress = prog;
1241
- progressArg.index = i;
1242
- progressArg.count = files.length;
1243
- args.onLoadingProgress?.call(this, progressArg);
1244
- });
1245
- args?.onLoadingFinished?.call(this, i, file, res ?? null);
1246
- if (res) {
1247
- results.push({
1248
- src: file,
1249
- file: res
1250
- });
1251
- }
1252
- else {
1253
- // a file could not be loaded
1254
- console.warn("Could not load file: " + file);
1255
- }
1256
- }
1257
-
1258
- // if the id was changed while still loading
1259
- // then we want to cleanup/destroy previously loaded files
1260
- if (createId !== this._createId || args.abortSignal?.aborted) {
1261
- if (debug) console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1262
- for (const res of results) {
1263
- if (res && res.file) {
1264
- for (const scene of res.file.scenes)
1265
- destroy(scene, true, true);
1266
- }
1267
- }
1268
- }
1269
- // otherwise we want to add the loaded files to the current scene
1270
- else {
1271
- let anyModelFound = false;
1272
- for (const res of results) {
1273
- if (res && res.file) {
1274
- // TODO: should we load all scenes in a glTF here?
1275
- if (res.file.scene) {
1276
- anyModelFound = true;
1277
- this.scene.add(res.file.scene);
1278
- }
1279
- else {
1280
- console.warn("No scene found in loaded file");
1281
- }
1282
- }
1283
- }
1284
- // If the loaded files do not contain ANY model
1285
- // We then attempt to create a mesh from each material in the loaded files to visualize it
1286
- // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1287
- if (!anyModelFound) {
1288
- for (const res of results) {
1289
- if (res && res.file && "parser" in res.file) {
1290
- let y = 0;
1291
- if (!Array.isArray(res.file.parser.json.materials)) continue;
1292
- for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1293
- const mat = await res.file.parser.getDependency("material", i);
1294
- const parent = new Object3D();
1295
- parent.position.x = i * 1.1;
1296
- parent.position.y = y;
1297
- this.scene.add(parent);
1298
- ObjectUtils.createPrimitive("ShaderBall", {
1299
- parent,
1300
- material: mat
1301
- });
1302
- }
1303
- y += 1;
1304
- }
1305
- }
1306
- }
1307
- }
1308
-
1309
- return results;
1310
- }
1311
-
1312
-
1313
- /** Sets the animation loop.
1314
- * Can not be done while creating the context or when disposed
1315
- **/
1316
- public restartRenderLoop(): boolean {
1317
- if (!this.renderer) {
1318
- console.error("Can not start render loop without renderer");
1319
- return false;
1320
- }
1321
- if (this._isCreating) {
1322
- console.warn("Can not start render loop while creating context");
1323
- return false;
1324
- }
1325
- this.renderer.setAnimationLoop((timestamp, frame: XRFrame | null) => {
1326
- if (this.isManagedExternally) return;
1327
- this.update(timestamp, frame)
1328
- });
1329
- return true;
1330
- }
1331
-
1332
- private _renderlooperrors = 0;
1333
-
1334
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1335
- public update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null) {
1336
- if (frame === undefined) frame = null;
1337
- if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1338
- try {
1339
- //performance.mark('update.start');
1340
- this.internalStep(timestamp, frame);
1341
- this._renderlooperrors = 0;
1342
- //performance.mark('update.end');
1343
- //performance.measure('NE Frame', 'update.start', 'update.end');
1344
- }
1345
- catch (err) {
1346
- this._renderlooperrors += 1;
1347
- if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1348
- showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1349
- console.error("Frame #" + this.time.frame + "\n", err);
1350
- if (this._renderlooperrors >= 3) {
1351
- console.warn("Stopping render loop due to error")
1352
- this.renderer.setAnimationLoop(null);
1353
- }
1354
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1355
- }
1356
- }
1357
- else {
1358
- this.internalStep(timestamp, frame);
1359
- }
1360
- }
1361
-
1362
- /** Call to **manually** perform physics steps.
1363
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
1364
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1365
- * */
1366
- public updatePhysics(steps: number) {
1367
- this.internalUpdatePhysics(steps);
1368
- }
1369
-
1370
- private _lastTimestamp = 0;
1371
- private _accumulatedTime = 0;
1372
- private _dispatchReadyAfterFrame = false;
1373
-
1374
- // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1375
- private internalStep(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
1376
- if (this.internalOnBeforeRender(timestamp, frame) === false) return;
1377
- this.internalOnRender();
1378
- this.internalOnAfterRender();
1379
- }
1380
-
1381
- private internalOnBeforeRender(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
1382
-
1383
- // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1384
- // But when we're using postprocessing we need to reset manually: https://discourse.threejs.org/t/accessing-draw-calls-when-using-effectcomposer
1385
- this.renderer.info.autoReset = frame ? true : false;
1386
- if (this.renderer.info.autoReset === false) {
1387
- this.renderer.info.reset();
1388
- }
1389
-
1390
-
1391
- const sessionStarted = frame !== null && this._xrFrame === null;
1392
- this._xrFrame = frame;
1393
- if (sessionStarted) {
1394
- this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1395
- }
1396
-
1397
- this._currentFrameEvent = FrameEvent.Undefined;
1398
-
1399
- if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1400
- if (this._lastTimestamp === 0) this._lastTimestamp = timestamp;
1401
- this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1402
- this._lastTimestamp = timestamp;
1403
- let targetFrameRate = this.targetFrameRate;
1404
- if (typeof targetFrameRate === "object") targetFrameRate = targetFrameRate.value!;
1405
- // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1406
- if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1407
- return false;
1408
- }
1409
- this._accumulatedTime = 0;
1410
- }
1411
-
1412
- this._stats?.begin();
1413
-
1414
- Context.Current = this;
1415
- if (this.onHandlePaused()) return false;
1416
-
1417
- Context.Current = this;
1418
- this.time.update();
1419
- if (debugframerate)
1420
- console.log("FPS", (this.time.smoothedFps).toFixed(0));
1421
-
1422
-
1423
- looputils.processNewScripts(this);
1424
- looputils.updateIsActive(this.scene);
1425
- looputils.processStart(this);
1426
- invokeLifecycleFunctions(this, FrameEvent.Start);
1427
-
1428
- while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1429
- this._cameraStack.splice(this._cameraStack.length - 1, 1);
1430
- const last = this._cameraStack[this._cameraStack.length - 1];
1431
- this.setCurrentCamera(last);
1432
- }
1433
-
1434
- if (this.pre_update_oneshot_callbacks) {
1435
- for (const i in this.pre_update_oneshot_callbacks) {
1436
- this.pre_update_oneshot_callbacks[i]();
1437
- }
1438
- this.pre_update_oneshot_callbacks.length = 0;
1439
- }
1440
-
1441
- if (this.pre_update_callbacks) {
1442
- for (const i in this.pre_update_callbacks) {
1443
- this.pre_update_callbacks[i]();
1444
- }
1445
- }
1446
-
1447
- this._currentFrameEvent = FrameEvent.EarlyUpdate;
1448
-
1449
- for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1450
- const script = this.scripts_earlyUpdate[i];
1451
- if (!script.activeAndEnabled) continue;
1452
- if (script.earlyUpdate !== undefined) {
1453
- Context.Current = this;
1454
- script.earlyUpdate();
1455
- }
1456
- }
1457
- this.executeCoroutines(FrameEvent.EarlyUpdate);
1458
- invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1459
- if (this.onHandlePaused()) return false;
1460
-
1461
- this._currentFrameEvent = FrameEvent.Update;
1462
-
1463
- for (let i = 0; i < this.scripts_update.length; i++) {
1464
- const script = this.scripts_update[i];
1465
- if (!script.activeAndEnabled) continue;
1466
- if (script.update !== undefined) {
1467
- Context.Current = this;
1468
- script.update();
1469
- }
1470
- }
1471
- this.executeCoroutines(FrameEvent.Update);
1472
- invokeLifecycleFunctions(this, FrameEvent.Update);
1473
- if (this.onHandlePaused()) return false;
1474
-
1475
- this._currentFrameEvent = FrameEvent.LateUpdate;
1476
-
1477
- for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1478
- const script = this.scripts_lateUpdate[i];
1479
- if (!script.activeAndEnabled) continue;
1480
- if (script.lateUpdate !== undefined) {
1481
- Context.Current = this;
1482
- script.lateUpdate();
1483
- }
1484
- }
1485
-
1486
- // this.mainLight = null;
1487
- this.executeCoroutines(FrameEvent.LateUpdate);
1488
- invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1489
- if (this.onHandlePaused()) return false;
1490
-
1491
- if (this.physicsSteps === undefined) {
1492
- this.physicsSteps = 1;
1493
- }
1494
- if (this.physics.engine && this.physicsSteps > 0) {
1495
- this.internalUpdatePhysics(this.physicsSteps);
1496
- }
1497
-
1498
- if (this.onHandlePaused()) return false;
1499
-
1500
- if (this.isVisibleToUser || this.runInBackground) {
1501
-
1502
- this._currentFrameEvent = FrameEvent.OnBeforeRender;
1503
-
1504
- // should we move these callbacks in the regular three onBeforeRender events?
1505
- for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1506
- const script = this.scripts_onBeforeRender[i];
1507
- if (!script.activeAndEnabled) continue;
1508
- // if(script.isActiveAndEnabled === false) continue;
1509
- if (script.onBeforeRender !== undefined) {
1510
- Context.Current = this;
1511
- script.onBeforeRender(frame);
1512
- }
1513
- }
1514
-
1515
- this.executeCoroutines(FrameEvent.OnBeforeRender);
1516
- invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1517
-
1518
- if (this._needsUpdateSize)
1519
- this.updateSize();
1520
-
1521
- if (this.pre_render_callbacks) {
1522
- for (const i in this.pre_render_callbacks) {
1523
- this.pre_render_callbacks[i](frame);
1524
- }
1525
- }
1526
-
1527
- }
1528
-
1529
- return true;
1530
- }
1531
-
1532
- private internalUpdatePhysics(steps: number) {
1533
- if (!this.physics.engine) return false;
1534
- const physicsSteps = steps;
1535
- const dt = this.time.deltaTime / physicsSteps;
1536
- for (let i = 0; i < physicsSteps; i++) {
1537
- this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1538
- this.executeCoroutines(FrameEvent.PrePhysicsStep);
1539
- this.physics.engine.step(dt);
1540
- this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1541
- this.executeCoroutines(FrameEvent.PostPhysicsStep);
1542
- }
1543
- this.physics.engine.postStep();
1544
- return true;
1545
- }
1546
-
1547
- private internalOnRender() {
1548
- if (!this.isManagedExternally) {
1549
- // when loading assets we compile them async after GLTFLoader is done
1550
- // but as a fallback we still register them (if e.g. there's no camera for compile async)
1551
- looputils.runPrewarm(this);
1552
- this._currentFrameEvent = FrameEvent.Undefined;
1553
- nodeFrame.update();
1554
- this.renderNow();
1555
- this._currentFrameEvent = FrameEvent.OnAfterRender;
1556
- }
1557
- }
1558
-
1559
- private internalOnAfterRender() {
1560
- if (this.isVisibleToUser || this.runInBackground) {
1561
- for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1562
- const script = this.scripts_onAfterRender[i];
1563
- if (!script.activeAndEnabled) continue;
1564
- if (script.onAfterRender !== undefined) {
1565
- Context.Current = this;
1566
- script.onAfterRender();
1567
- }
1568
- }
1569
-
1570
- this.executeCoroutines(FrameEvent.OnAfterRender);
1571
- invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1572
-
1573
- if (this.post_render_callbacks) {
1574
- for (const i in this.post_render_callbacks) {
1575
- this.post_render_callbacks[i]();
1576
- }
1577
- }
1578
- }
1579
-
1580
- this._currentFrameEvent = -1;
1581
-
1582
- this.connection.sendBufferedMessagesNow();
1583
-
1584
- if (this._stats) {
1585
- this._stats.end();
1586
- if (this.time.frameCount % 150 === 0)
1587
- console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1588
- }
1589
-
1590
- if (this._dispatchReadyAfterFrame) {
1591
- this._dispatchReadyAfterFrame = false;
1592
- this.domElement.dispatchEvent(new CustomEvent("ready"));
1593
- ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1594
- }
1595
- }
1596
-
1597
- private readonly _tempClearColor = new Color();
1598
- private readonly _tempClearColor2 = new Color();
1599
- renderNow(camera?: Camera) {
1600
- if (!camera) {
1601
- camera = this.mainCamera as Camera;
1602
- if (!camera) return false;
1603
- }
1604
- this.handleRendererContextLost();
1605
-
1606
- this._isRendering = true;
1607
- this.renderRequiredTextures();
1608
-
1609
- if (this.renderer.toneMapping !== NoToneMapping)
1610
- patchTonemapping(this);
1611
-
1612
- if (this.composer && !this.isInXR) {
1613
- // if a camera is passed in we need to check if we need to update the composer's camera
1614
- if (camera && "setMainCamera" in this.composer) {
1615
- const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1616
- if (currentPassesCamera != camera)
1617
- this.composer.setMainCamera(camera);
1618
- }
1619
-
1620
- const backgroundColor = this.renderer.getClearColor(this._tempClearColor);
1621
- const clearAlpha = this.renderer.getClearAlpha();
1622
- this._tempClearColor2.copy(backgroundColor);
1623
- this.renderer.setClearColor(backgroundColor.convertSRGBToLinear(), this.renderer.getClearAlpha());
1624
- this.composer.render(this.time.deltaTime);
1625
- this.renderer.setClearColor(this._tempClearColor2, clearAlpha); // restore clear color
1626
- }
1627
- else if (camera) {
1628
- // Workaround for issue on Vision Pro –
1629
- // depth buffer is not cleared between eye draws, despite the spec...
1630
- if (this.isInXR && DeviceUtilities.isMacOS())
1631
- this.renderer.clearDepth();
1632
- this.renderer.render(this.scene, camera);
1633
- }
1634
- this._isRendering = false;
1635
- return true;
1636
- }
1637
-
1638
- private _contextRestoreTries = 0;
1639
- private handleRendererContextLost() {
1640
- // Try to restore the context every x frames
1641
- if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1642
- if (this._contextRestoreTries++ < 100) {
1643
- console.warn("Attempting to recover WebGL context...");
1644
- this.renderer.forceContextRestore();
1645
- }
1646
- }
1647
- }
1648
-
1649
- /** returns true if we should return out of the frame loop */
1650
- private _wasPaused: boolean = false;
1651
- private onHandlePaused(): boolean {
1652
- const paused = this.evaluatePaused();
1653
- if (this._wasPaused !== paused) {
1654
- if (debugActive) console.log("Paused?", paused, "context:" + this.alias);
1655
- for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1656
- const script = this.scripts_pausedChanged[i];
1657
- if (!script.activeAndEnabled) continue;
1658
- if (script.onPausedChanged !== undefined) {
1659
- Context.Current = this;
1660
- script.onPausedChanged(paused, this._wasPaused);
1661
- }
1662
- }
1663
- }
1664
- this._wasPaused = paused;
1665
- return paused;
1666
- }
1667
-
1668
- private evaluatePaused(): boolean {
1669
- if (this.isInXR) return false;
1670
- if (this.isPaused) return true;
1671
- // if the element is not visible use the runInBackground flag to determine if we should continue
1672
- if (this.runInBackground) {
1673
- return false;
1674
- }
1675
- const paused = !this.isVisibleToUser;
1676
- return paused;
1677
- }
1678
-
1679
- private renderRequiredTextures() {
1680
- if (!this.mainCamera) return;
1681
- if (!this._requireDepthTexture && !this._requireColorTexture) return;
1682
- if (!this._renderTarget) {
1683
- this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1684
- if (this._requireDepthTexture) {
1685
- const dt = new DepthTexture(this.domWidth, this.domHeight);;
1686
- this._renderTarget.depthTexture = dt;
1687
- }
1688
- if (this._requireColorTexture) {
1689
- this._renderTarget.texture = new Texture();
1690
- this._renderTarget.texture.generateMipmaps = false;
1691
- this._renderTarget.texture.minFilter = NearestFilter;
1692
- this._renderTarget.texture.magFilter = NearestFilter;
1693
- this._renderTarget.texture.format = RGBAFormat;
1694
- }
1695
- }
1696
- const rt = this._renderTarget;
1697
- if (rt.texture) {
1698
- rt.texture.colorSpace = this.renderer.outputColorSpace;
1699
- }
1700
- const prevTarget = this.renderer.getRenderTarget();
1701
- this.renderer.setRenderTarget(rt);
1702
- this.renderer.render(this.scene, this.mainCamera);
1703
- this.renderer.setRenderTarget(prevTarget);
1704
- }
1705
-
1706
- private executeCoroutines(evt: FrameEvent) {
1707
- if (this.coroutines[evt]) {
1708
- const evts = this.coroutines[evt];
1709
- for (let i = 0; i < evts.length; i++) {
1710
- try {
1711
- const evt = evts[i];
1712
- // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1713
- const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1714
- if (remove) {
1715
- if (debugCoroutine) console.log("Removing coroutine", evt.comp, evt.comp["enabled"])
1716
- evts.splice(i, 1);
1717
- --i;
1718
- continue;
1719
- }
1720
- const iter = evt.chained;
1721
- if (iter && iter.length > 0) {
1722
- const last: Generator = iter[iter.length - 1];
1723
- const res = last.next();
1724
- if (res.done) {
1725
- iter.pop();
1726
- }
1727
- if (isGenerator(res)) {
1728
- if (!evt.chained) evt.chained = [];
1729
- evt.chained.push(res.value);
1730
- }
1731
- if (!res.done) continue;
1732
- }
1733
-
1734
- const res = evt.main.next();
1735
- if (res.done === true) {
1736
- evts.splice(i, 1);
1737
- --i;
1738
- continue;
1739
- }
1740
- const val = res.value;
1741
- if (isGenerator(val)) {
1742
- // invoke once if its a generator
1743
- // this means e.g. WaitForFrame(1) works and will capture
1744
- // the frame it was created
1745
- const gen = val as Generator;
1746
- const res = gen.next();
1747
- if (res.done) continue;
1748
- if (!evt.chained) evt.chained = [];
1749
- evt.chained.push(val as Generator);
1750
- }
1751
- else if (val instanceof Promise) {
1752
- // If its a promise we want to wait for it to resolve
1753
- const prom = val as Promise<any>;
1754
- if (!evt.chained) evt.chained = [];
1755
- const nested = WaitForPromise(prom);
1756
- evt.chained?.push(nested);
1757
- continue;
1758
- }
1759
- }
1760
- catch (e) {
1761
- console.error(e);
1762
- }
1763
- }
1764
- }
1765
-
1766
- function isGenerator(val: any): boolean {
1767
- if (val) {
1768
- if (val.next && val.return) {
1769
- return true;
1770
- }
1771
- }
1772
- return false;
1773
- }
1774
- }
1775
-
1776
- }
1777
-
1778
-
1779
- // const scene = new Scene();
1780
- // const useComposer = utils.getParam("postfx");
1781
- // const renderer = new WebGLRenderer({ antialias: true });
1782
- // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1783
-
1784
- // renderer.setClearColor(new Color('lightgrey'), 0)
1785
- // renderer.antialias = true;
1786
- // renderer.alpha = false;
1787
- // renderer.shadowMap.enabled = true;
1788
- // renderer.shadowMap.type = PCFSoftShadowMap;
1789
- // renderer.setSize(window.innerWidth, window.innerHeight);
1790
- // renderer.outputEncoding = sRGBEncoding;
1791
- // renderer.physicallyCorrectLights = true;
1792
- // document.body.appendChild(renderer.domElement);
1793
-
1794
- // // generation pushes loading requests in this array
1795
- // const sceneData: {
1796
- // mainCamera: Camera | undefined
1797
- // } = {
1798
- // preparing: [],
1799
- // resolving: [],
1800
- // scripts: [],
1801
- // raycastTargets: [],
1802
- // mainCamera: undefined,
1803
- // mainCameraComponent: undefined,
1804
- // };
1805
-
1806
- // // contains a list of functions to be called after loading is done
1807
- // const post_setup_callbacks = [];
1808
-
1809
- // const pre_render_Callbacks = [];
1810
- // const post_render_callbacks = [];
1811
-
1812
- // const new_scripts = [];
1813
- // const new_scripts_post_setup_callbacks = [];
1814
- // const new_scripts_pre_setup_callbacks = [];
1815
-
1816
- // export {
1817
- // scene, renderer, composer,
1818
- // new_scripts,
1819
- // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1820
- // sceneData,
1821
- // post_setup_callbacks,
1822
- // pre_render_Callbacks,
1823
- // post_render_callbacks
1824
- // }
1
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
+
3
+ import type { EffectComposer } from "postprocessing";
4
+ import {
5
+ BufferGeometry, Camera, Color, DepthTexture, Group,
6
+ Material, NearestFilter, NoToneMapping, Object3D, OrthographicCamera, PCFSoftShadowMap,
7
+ PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace,
8
+ Texture, WebGLRenderer, type WebGLRendererParameters, WebGLRenderTarget, type WebXRArrayCamera
9
+ } from 'three';
10
+ /** @ts-ignore (not yet in types?) */
11
+ import { BasicNodeLibrary } from "three";
12
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
13
+ import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
14
+ import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
15
+
16
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
17
+ import { Addressables } from './engine_addressables.js';
18
+ import { AnimationsRegistry } from './engine_animation.js';
19
+ import { Application } from './engine_application.js';
20
+ import { AssetDatabase } from './engine_assetdatabase.js';
21
+ import { VERSION } from './engine_constants.js';
22
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
23
+ import { WaitForPromise } from './engine_coroutine.js';
24
+ import { ObjectUtils } from "./engine_create_objects.js";
25
+ import { destroy, foreachComponent } from './engine_gameobject.js';
26
+ import { getLoader } from './engine_gltf.js';
27
+ import { Input } from './engine_input.js';
28
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
29
+ import { type ILightDataRegistry, LightDataRegistry } from './engine_lightdata.js';
30
+ import { LODsManager } from "./engine_lods.js";
31
+ import * as looputils from './engine_mainloop_utils.js';
32
+ import { NetworkConnection } from './engine_networking.js';
33
+ import { Physics } from './engine_physics.js';
34
+ import { PlayerViewManager } from './engine_playerview.js';
35
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
36
+ import { getTempColor, logHierarchy } from './engine_three_utils.js';
37
+ import { Time } from './engine_time.js';
38
+ import { patchTonemapping } from './engine_tonemapping.js';
39
+ import type { CoroutineData, ICamera, IComponent, IContext, ILight, LoadedModel, Model, Vec2 } from "./engine_types.js";
40
+ import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
41
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
42
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
43
+ import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
44
+
45
+ const debug = getParam("debugcontext");
46
+ const stats = getParam("stats");
47
+ const debugActive = getParam("debugactive");
48
+ const debugframerate = getParam("debugframerate");
49
+ const debugCoroutine = getParam("debugcoroutine");
50
+
51
+ // this is where functions that setup unity scenes will be pushed into
52
+ // those will be accessed from our custom html element to load them into their context
53
+ export const build_scene_functions: { [name: string]: (context: Context) => Promise<void> } = {};
54
+
55
+
56
+ export declare class LoadingProgressArgs {
57
+ /** the name or URL of the loaded file */
58
+ name: string;
59
+ /** the loading progress event from the loader */
60
+ progress: ProgressEvent;
61
+ /** the index of the loaded file */
62
+ index: number;
63
+ /** the total number of files to load */
64
+ count: number;
65
+ }
66
+ export declare class ContextCreateArgs {
67
+ /** list of glTF or GLB files to load */
68
+ files: Array<string>;
69
+ abortSignal?: AbortSignal;
70
+ /** called when loading a provided glTF file started */
71
+ onLoadingStart?: (index: number, file: string) => void;
72
+ /** called on update for each loaded glTF file */
73
+ onLoadingProgress?: (args: LoadingProgressArgs) => void;
74
+ /** Called after a gLTF file has finished loading */
75
+ onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
76
+ }
77
+
78
+ export class ContextArgs {
79
+ name?: string;
80
+ /** for debugging only */
81
+ alias?: string;
82
+ /** the hash is used as a seed when initially loading the scene files */
83
+ hash?: string;
84
+
85
+ /** when true the context will not check if it's visible in the viewport and always update and render */
86
+ runInBackground?: boolean;
87
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
88
+ domElement?: HTMLElement | null;
89
+ /** externally owned renderer */
90
+ renderer?: WebGLRenderer;
91
+ /** externally owned camera */
92
+ camera?: Camera;
93
+ /** externally owned scene */
94
+ scene?: Scene;
95
+ }
96
+
97
+ export enum FrameEvent {
98
+ Start = -1,
99
+ EarlyUpdate = 0,
100
+ Update = 1,
101
+ LateUpdate = 2,
102
+ OnBeforeRender = 3,
103
+ OnAfterRender = 4,
104
+ PrePhysicsStep = 9,
105
+ PostPhysicsStep = 10,
106
+ Undefined = -1,
107
+ }
108
+
109
+ /** threejs callback event signature */
110
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
111
+
112
+
113
+ export function registerComponent(script: IComponent, context?: Context) {
114
+ if (!script) return;
115
+ if (!script.isComponent) {
116
+ if (isDevEnvironment() || debug)
117
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
118
+ return;
119
+ }
120
+ if (!context) {
121
+ context = Context.Current;
122
+ if (debug) console.warn("> Registering component without context");
123
+ }
124
+ const new_scripts = context?.new_scripts;
125
+ if (!new_scripts.includes(script)) {
126
+ new_scripts.push(script);
127
+ }
128
+ }
129
+
130
+ /**
131
+ * The context is the main object that holds all the data and state of the Needle Engine.
132
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
133
+ * @example
134
+ * ```typescript
135
+ * import { Behaviour } from "@needle-tools/engine";
136
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
137
+ * export class MyScript extends Behaviour {
138
+ * start() {
139
+ * console.log("Hello from MyScript");
140
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
141
+ * }
142
+ * }
143
+ * ```
144
+ */
145
+ export class Context implements IContext {
146
+
147
+ private static _defaultTargetFramerate: { value?: number, toString?() } = { value: 90, toString() { return this.value; } }
148
+ /** When a new context is created this is the framerate that will be used by default */
149
+ static get DefaultTargetFrameRate(): number | undefined {
150
+ return Context._defaultTargetFramerate.value;
151
+ }
152
+ /** When a new context is created this is the framerate that will be used by default */
153
+ static set DefaultTargetFrameRate(val: number | undefined) {
154
+ Context._defaultTargetFramerate.value = val;
155
+ }
156
+
157
+ private static _defaultWebglRendererParameters: WebGLRendererParameters = {
158
+ antialias: true,
159
+ alpha: false,
160
+ // Note: this is due to a bug on OSX devices. See NE-5370
161
+ powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
162
+ stencil: true,
163
+ // logarithmicDepthBuffer: true,
164
+ // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
165
+ };
166
+ /** The default parameters that will be used when creating a new WebGLRenderer.
167
+ * Modify in global context to change the default parameters for all new contexts.
168
+ * @example
169
+ * ```typescript
170
+ * import { Context } from "@needle-tools/engine";
171
+ * Context.DefaultWebGLRendererParameters.antialias = false;
172
+ * ```
173
+ */
174
+ static get DefaultWebGLRendererParameters(): WebGLRendererParameters {
175
+ return Context._defaultWebglRendererParameters;
176
+ }
177
+
178
+ /** The needle engine version */
179
+ get version() {
180
+ return VERSION;
181
+ }
182
+
183
+ /** The currently active context. Only set during the update loops */
184
+ static get Current(): Context {
185
+ return ContextRegistry.Current as Context;
186
+ }
187
+
188
+ /** @internal this property should not be set by user code */
189
+ static set Current(context: Context) {
190
+ ContextRegistry.Current = context;
191
+ }
192
+
193
+ static get All(): Context[] {
194
+ return ContextRegistry.All as Context[];
195
+ }
196
+
197
+ /** The name of the context */
198
+ name: string;
199
+ /** An alias for the context */
200
+ alias: string | undefined | null;
201
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
202
+ * When this is false you are responsible to call update(timestamp, xframe.
203
+ * It is also currently assumed that rendering is handled performed by an external process
204
+ * */
205
+ isManagedExternally: boolean = false;
206
+ /** set to true to pause the update loop. You can receive an event for it in your components.
207
+ * Note that script updates will not be called when paused */
208
+ isPaused: boolean = false;
209
+ /** When enabled the application will run while not visible on the page */
210
+ runInBackground: boolean = false;
211
+ /**
212
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
213
+ * Set to undefined if you want to run at the maximum framerate
214
+ */
215
+ targetFrameRate?: number | { value?: number };
216
+
217
+ /** Use a higher number for more accurate physics simulation.
218
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
219
+ * Set to 0 to disable physics updates
220
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
221
+ */
222
+ private physicsSteps?: number = 1;
223
+
224
+ /** used to append to loaded assets */
225
+ hash?: string;
226
+
227
+ /** The `<needle-engine>` web component */
228
+ domElement: NeedleEngineWebComponent | HTMLElement;
229
+
230
+ appendHTMLElement(element: HTMLElement) {
231
+ if (this.domElement.shadowRoot)
232
+ return this.domElement.shadowRoot.appendChild(element);
233
+ else return this.domElement.appendChild(element);
234
+ }
235
+
236
+ get resolutionScaleFactor() { return this._resolutionScaleFactor; }
237
+ /** use to scale the resolution up or down of the renderer. default is 1 */
238
+ set resolutionScaleFactor(val: number) {
239
+ if (val === this._resolutionScaleFactor) return;
240
+ if (typeof val !== "number") return;
241
+ if (val <= 0) {
242
+ console.error("Invalid resolution scale factor", val);
243
+ return;
244
+ }
245
+ this._resolutionScaleFactor = val;
246
+ this.updateSize();
247
+ }
248
+ private _resolutionScaleFactor: number = 1;
249
+
250
+ // domElement.clientLeft etc doesnt return absolute position
251
+ private _boundingClientRectFrame: number = -1;
252
+ private _boundingClientRect: DOMRect | null = null;
253
+ private _domX; private _domY;
254
+ /** update bounding rects + domX, domY */
255
+ private calculateBoundingClientRect() {
256
+ // workaround for mozilla webXR viewer
257
+ if (this.xr) {
258
+ this._domX = 0;
259
+ this._domY = 0;
260
+ return;
261
+ }
262
+ // TODO: cache this
263
+ if (this._boundingClientRectFrame === this.time.frame) return;
264
+ this._boundingClientRectFrame = this.time.frame;
265
+ this._boundingClientRect = this.domElement.getBoundingClientRect();
266
+ this._domX = this._boundingClientRect.x;
267
+ this._domY = this._boundingClientRect.y;
268
+ }
269
+
270
+ /** The width of the `<needle-engine>` element on the website */
271
+ get domWidth(): number {
272
+ // for mozilla XR
273
+ if (this.isInAR) return window.innerWidth;
274
+ return this.domElement.clientWidth;
275
+ }
276
+ /** The height of the `<needle-engine>` element on the website */
277
+ get domHeight(): number {
278
+ // for mozilla XR
279
+ if (this.isInAR) return window.innerHeight;
280
+ return this.domElement.clientHeight;
281
+ }
282
+ /** the X position of the `<needle-engine>` element on the website */
283
+ get domX(): number {
284
+ this.calculateBoundingClientRect();
285
+ return this._domX;
286
+ }
287
+ /** the Y position of the `<needle-engine>` element on the website */
288
+ get domY(): number {
289
+ this.calculateBoundingClientRect();
290
+ return this._domY;
291
+ }
292
+ /**
293
+ * Is a XR session currently active and presenting?
294
+ * @returns true if the xr renderer is currently presenting
295
+ */
296
+ get isInXR() { return this.renderer?.xr?.isPresenting || false; }
297
+ /** shorthand for `NeedleXRSession.active`
298
+ * Automatically set by NeedleXRSession when a XR session is active
299
+ * @returns the active XR session or null if no session is active
300
+ * */
301
+ xr: NeedleXRSession | null = null;
302
+ /**
303
+ * Shorthand for `this.xr?.mode`. AR or VR
304
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
305
+ */
306
+ get xrSessionMode() { return this.xr?.mode; }
307
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
308
+ * @returns true if a webxr VR session is currently active.
309
+ */
310
+ get isInVR() { return this.xrSessionMode === "immersive-vr"; }
311
+ /**
312
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
313
+ * @returns true if a webxr AR session is currently active.
314
+ */
315
+ get isInAR() { return this.xrSessionMode === "immersive-ar"; }
316
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
317
+ * @returns true if the XR session is in pass through mode
318
+ */
319
+ get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
320
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
321
+ get xrSession() { return this.renderer?.xr?.getSession(); }
322
+ /** @returns the latest XRFrame (if a XRSession is currently active)
323
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
324
+ */
325
+ get xrFrame() { return this._xrFrame }
326
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
327
+ get xrCamera(): WebXRArrayCamera | undefined { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined }
328
+ private _xrFrame: XRFrame | null = null;
329
+ /**
330
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
331
+ */
332
+ get arOverlayElement(): HTMLElement {
333
+ const el = this.domElement as any;
334
+ if (typeof el.getAROverlayContainer === "function")
335
+ return el.getAROverlayContainer();
336
+ return this.domElement;
337
+ }
338
+ /**
339
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
340
+ */
341
+ get currentFrameEvent(): FrameEvent {
342
+ return this._currentFrameEvent;
343
+ }
344
+ private _currentFrameEvent: FrameEvent = FrameEvent.Undefined;
345
+
346
+ /**
347
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
348
+ */
349
+ scene: Scene;
350
+ /**
351
+ * The renderer is used to render the scene. It is automatically created when the context is created.
352
+ */
353
+ renderer!: WebGLRenderer;
354
+ /**
355
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
356
+ */
357
+ composer: EffectComposer | ThreeEffectComposer | null = null;
358
+
359
+ /**
360
+ * @internal All known components. Don't use directly
361
+ */
362
+ readonly scripts: IComponent[] = [];
363
+ /**
364
+ * @internal All paused components. Don't use directly
365
+ */
366
+ readonly scripts_pausedChanged: IComponent[] = [];
367
+ /**
368
+ * @internal All components that have a early update event. Don't use directly
369
+ */
370
+ readonly scripts_earlyUpdate: IComponent[] = [];
371
+ /**
372
+ * @internal All components that have a update event. Don't use directly
373
+ */
374
+ readonly scripts_update: IComponent[] = [];
375
+ /**
376
+ * @internal All components that have a late update event. Don't use directly
377
+ */
378
+ readonly scripts_lateUpdate: IComponent[] = [];
379
+ /**
380
+ * @internal All components that have a onBeforeRender event. Don't use directly
381
+ */
382
+ readonly scripts_onBeforeRender: IComponent[] = [];
383
+ /**
384
+ * @internal All components that have a onAfterRender event. Don't use directly
385
+ */
386
+ readonly scripts_onAfterRender: IComponent[] = [];
387
+ /**
388
+ * @internal All components that have coroutines. Don't use directly
389
+ */
390
+ readonly scripts_WithCorroutines: IComponent[] = [];
391
+ /**
392
+ * @internal Components with immersive-vr event methods. Don't use directly
393
+ */
394
+ readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[] = [];
395
+ /**
396
+ * @internal Components with immersive-ar event methods. Don't use directly
397
+ */
398
+ readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[] = [];
399
+ /**
400
+ * @internal Coroutine data
401
+ */
402
+ readonly coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
403
+
404
+ /** callbacks called once after the context has been created */
405
+ readonly post_setup_callbacks: Function[] = [];
406
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
407
+ readonly pre_update_callbacks: Function[] = [];
408
+ /** called every frame before rendering (after all component events) */
409
+ readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void> = [];
410
+ /** called every frame after rendering (after all component events) */
411
+ readonly post_render_callbacks: Function[] = [];
412
+ /** called every frame befroe update (this list is emptied every frame) */
413
+ readonly pre_update_oneshot_callbacks: Function[] = [];
414
+
415
+ /** @internal */
416
+ readonly new_scripts: IComponent[] = [];
417
+ /** @internal */
418
+ readonly new_script_start: IComponent[] = [];
419
+ /** @internal */
420
+ readonly new_scripts_pre_setup_callbacks: Function[] = [];
421
+ /** @internal */
422
+ readonly new_scripts_post_setup_callbacks: Function[] = [];
423
+ /** @internal */
424
+ readonly new_scripts_xr: INeedleXRSessionEventReceiver[] = [];
425
+
426
+ /**
427
+ * The **main camera component** of the scene - this camera is used for rendering.
428
+ * Use `setCurrentCamera` for updating the main camera.
429
+ */
430
+ mainCameraComponent: ICamera | undefined = undefined;
431
+
432
+ /**
433
+ * The main camera of the scene - this camera is used for rendering
434
+ * Use `setCurrentCamera` for updating the main camera.
435
+ */
436
+ get mainCamera(): Camera {
437
+ if (this._mainCamera) {
438
+ return this._mainCamera;
439
+ }
440
+ if (this.mainCameraComponent) {
441
+ const cam = this.mainCameraComponent as ICamera;
442
+ if (!cam.threeCamera)
443
+ cam.buildCamera();
444
+ return cam.threeCamera;
445
+ }
446
+ if (!this._fallbackCamera) {
447
+ this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
448
+ }
449
+ return this._fallbackCamera;
450
+ }
451
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
452
+ set mainCamera(cam: Camera | null) {
453
+ this._mainCamera = cam;
454
+ }
455
+ private _mainCamera: Camera | null = null;
456
+ private _fallbackCamera: PerspectiveCamera | null = null;
457
+
458
+ /** access application state (e.g. if all audio should be muted) */
459
+ application: Application;
460
+ /** access animation mixer used by components in the scene */
461
+ animations: AnimationsRegistry;
462
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
463
+ time: Time;
464
+ /** access input data (e.g. click or touch events) */
465
+ input: Input;
466
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
467
+ physics: Physics;
468
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
469
+ connection: NetworkConnection;
470
+ /**
471
+ * @deprecated AssetDataBase is deprecated
472
+ */
473
+ assets: AssetDatabase;
474
+ /** The main light in the scene */
475
+ mainLight: ILight | null = null;
476
+ /** @deprecated Use sceneLighting */
477
+ get rendererData() { return this.sceneLighting }
478
+ sceneLighting: SceneLighting;
479
+ addressables: Addressables;
480
+ lightmaps: ILightDataRegistry;
481
+ players: PlayerViewManager;
482
+ readonly lodsManager: LODsManager;
483
+ /** Access the needle menu to add or remove buttons to the menu element */
484
+ readonly menu: NeedleMenu;
485
+
486
+ /** @returns true if the context is fully created and ready */
487
+ get isCreated() { return this._isCreated; }
488
+
489
+ private _needsUpdateSize: boolean = false;
490
+ private _isCreated: boolean = false;
491
+ private _isCreating: boolean = false;
492
+ private _isVisible: boolean = false;
493
+
494
+ private _stats = stats ? new Stats.default() : null;
495
+
496
+ constructor(args?: ContextArgs) {
497
+ this.name = args?.name || "";
498
+ this.alias = args?.alias;
499
+ this.domElement = args?.domElement || document.body;
500
+ this.hash = args?.hash;
501
+
502
+ if (args?.renderer) {
503
+ this.renderer = args.renderer;
504
+ this.isManagedExternally = true;
505
+ }
506
+ if (args?.runInBackground !== undefined) this.runInBackground = args.runInBackground;
507
+ if (args?.scene) this.scene = args.scene;
508
+ else this.scene = new Scene();
509
+ if (args?.camera) this._mainCamera = args.camera;
510
+
511
+ this.application = new Application(this);
512
+ this.time = new Time();
513
+ this.input = new Input(this);
514
+ this.physics = new Physics(this);
515
+ this.connection = new NetworkConnection(this);
516
+ // eslint-disable-next-line deprecation/deprecation
517
+ this.assets = new AssetDatabase();
518
+ this.sceneLighting = new SceneLighting(this);
519
+ this.addressables = new Addressables(this);
520
+ this.lightmaps = new LightDataRegistry(this);
521
+ this.players = new PlayerViewManager(this);
522
+ this.menu = new NeedleMenu(this);
523
+ this.lodsManager = new LODsManager(this);
524
+ this.animations = new AnimationsRegistry(this);
525
+
526
+
527
+ const resizeCallback = () => this._needsUpdateSize = true;
528
+ window.addEventListener('resize', resizeCallback);
529
+ this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
530
+
531
+ const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
532
+ resizeObserver.observe(this.domElement);
533
+ this._disposeCallbacks.push(() => resizeObserver.disconnect());
534
+
535
+ this._intersectionObserver = new IntersectionObserver(entries => {
536
+ this._isVisible = entries[0].isIntersecting;
537
+ });
538
+ this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
539
+
540
+ ContextRegistry.register(this);
541
+ }
542
+
543
+ /**
544
+ * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
545
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
546
+ * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
547
+ * @returns {WebGLRenderer} the newly created renderer
548
+ */
549
+ createNewRenderer(params?: WebGLRendererParameters) {
550
+ this.renderer?.dispose();
551
+
552
+ params = { ...Context.DefaultWebGLRendererParameters, ...params };
553
+ if (!params.canvas) {
554
+ // get canvas already configured in the Needle Engine Web Component
555
+ const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
556
+ if (canvas) {
557
+ params.canvas = canvas;
558
+ if (debug) {
559
+ console.log("Using canvas from shadow root", canvas);
560
+ }
561
+ }
562
+ }
563
+ if (debug) console.log("Using Renderer Parameters:", params, this.domElement)
564
+
565
+ this.renderer = new WebGLRenderer(params);
566
+
567
+ this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
568
+
569
+ // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
570
+ this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
571
+ this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
572
+
573
+ this.renderer.setClearColor(new Color('lightgrey'), 0);
574
+ // // @ts-ignore
575
+ // this.renderer.alpha = false;
576
+ this.renderer.shadowMap.enabled = true;
577
+ this.renderer.shadowMap.type = PCFSoftShadowMap;
578
+ this.renderer.setSize(this.domWidth, this.domHeight);
579
+ this.renderer.outputColorSpace = SRGBColorSpace;
580
+
581
+ // Injecting the core nodes library here, like WebGPURenderer backends do
582
+ //@ts-ignore
583
+ this.renderer.nodes = {
584
+ library: new BasicNodeLibrary(),
585
+ modelViewMatrix: null,
586
+ modelNormalViewMatrix: null,
587
+ };
588
+ // this.renderer.toneMapping = AgXToneMapping;
589
+ this.lodsManager.setRenderer(this.renderer);
590
+
591
+ this.input.bindEvents();
592
+
593
+ return this.renderer;
594
+ }
595
+
596
+
597
+ private _intersectionObserver: IntersectionObserver | null = null;
598
+ private internalOnUpdateVisible() {
599
+ this._intersectionObserver?.disconnect();
600
+ this._intersectionObserver?.observe(this.domElement);
601
+ }
602
+
603
+ private _disposeCallbacks: Function[] = [];
604
+
605
+
606
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
607
+ requestSizeUpdate() { this._needsUpdateSize = true; }
608
+
609
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
610
+ maxRenderResolution?: Vec2;
611
+
612
+ /** Control the renderer devicePixelRatio.
613
+ * **Options**
614
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
615
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
616
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
617
+ */
618
+ get devicePixelRatio() { return this._devicePixelRatio; }
619
+ set devicePixelRatio(val: "auto" | "manual" | number) {
620
+ if (val !== this._devicePixelRatio) {
621
+ this._devicePixelRatio = val;
622
+ this._needsUpdateSize = true;
623
+ }
624
+ }
625
+ private _devicePixelRatio: "auto" | "manual" | number = "auto";
626
+
627
+ /**
628
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
629
+ */
630
+ updateSize(force: boolean = false) {
631
+ if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
632
+ this._needsUpdateSize = false;
633
+ const scaleFactor = this.resolutionScaleFactor;
634
+ let width = this.domWidth * scaleFactor;
635
+ let height = this.domHeight * scaleFactor;
636
+ if (this.maxRenderResolution) {
637
+ this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
638
+ width = Math.min(this.maxRenderResolution.x, width);
639
+ this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
640
+ height = Math.min(this.maxRenderResolution.y, height);
641
+ }
642
+ const camera = this.mainCamera as PerspectiveCamera;
643
+ this.updateAspect(camera);
644
+ this.renderer.setSize(width, height, true);
645
+ // avoid setting pixel values here since this can cause pingpong updates
646
+ // e.g. when system scale is set to 125%
647
+ // https://github.com/needle-tools/needle-engine-support/issues/69
648
+ this.renderer.domElement.style.width = "100%";
649
+ this.renderer.domElement.style.height = "100%";
650
+
651
+ const devicePixelRatio = typeof this.devicePixelRatio === "number"
652
+ ? this.devicePixelRatio
653
+ : this.devicePixelRatio === "auto"
654
+ ? window.devicePixelRatio
655
+ : undefined;
656
+ if (devicePixelRatio !== undefined) {
657
+ this.renderer.setPixelRatio(devicePixelRatio);
658
+ }
659
+
660
+ if (this.composer) {
661
+ this.composer.setSize?.call(this.composer, width, height);
662
+ if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
663
+ this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
664
+ }
665
+ }
666
+ }
667
+
668
+ /**
669
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
670
+ */
671
+ updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number) {
672
+ if (!camera) return;
673
+ if (width === undefined)
674
+ width = this.domWidth;
675
+ if (height === undefined)
676
+ height = this.domHeight;
677
+ const aspectRatio = width / height;
678
+ if ((camera as PerspectiveCamera).isPerspectiveCamera) {
679
+ const cam = camera as PerspectiveCamera;
680
+ const pa = cam.aspect;
681
+ cam.aspect = aspectRatio;
682
+ if (pa !== cam.aspect)
683
+ camera.updateProjectionMatrix();
684
+ }
685
+ else if ((camera as OrthographicCamera).isOrthographicCamera) {
686
+ const cam = camera as OrthographicCamera;
687
+ // Maintain the camera's current vertical size (top - bottom)
688
+ const verticalSize = cam.top - cam.bottom;
689
+ // Calculate new horizontal size based on aspect ratio
690
+ const horizontalSize = verticalSize * aspectRatio;
691
+ // Update camera bounds while maintaining center position
692
+ const halfWidth = horizontalSize / 2;
693
+ const halfHeight = verticalSize / 2;
694
+ if (cam.left != -halfWidth || cam.top != halfHeight) {
695
+ cam.left = -halfWidth;
696
+ cam.right = halfWidth;
697
+ cam.top = halfHeight;
698
+ cam.bottom = -halfHeight;
699
+ camera.updateProjectionMatrix();
700
+ }
701
+ }
702
+ }
703
+
704
+ /** This will recreate the whole needle engine context and dispose the whole scene content
705
+ * All content will be reloaded (loading times might be faster due to browser caches)
706
+ * All scripts will be recreated */
707
+ recreate() {
708
+ this.clear();
709
+ this.create(this._originalCreationArgs);
710
+ }
711
+
712
+ private _originalCreationArgs?: ContextCreateArgs;
713
+
714
+ /** @deprecated use create. This method will be removed in a future version */
715
+ async onCreate(opts?: ContextCreateArgs) {
716
+ return this.create(opts);
717
+ }
718
+ /** @internal */
719
+ async create(opts?: ContextCreateArgs) {
720
+ try {
721
+ this._isCreating = true;
722
+ if (opts !== this._originalCreationArgs)
723
+ this._originalCreationArgs = deepClone(opts);
724
+ window.addEventListener("unhandledrejection", this.onUnhandledRejection)
725
+ const res = await this.internalOnCreate(opts);
726
+ this._isCreated = res;
727
+ return res;
728
+ }
729
+ finally {
730
+ window.removeEventListener("unhandledrejection", this.onUnhandledRejection)
731
+ this._isCreating = false;
732
+ }
733
+ }
734
+
735
+ private onUnhandledRejection = (event: PromiseRejectionEvent) => {
736
+ this.onError(event.reason);
737
+ };
738
+
739
+ /** Dispatches an error */
740
+ private onError(error: string) {
741
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
742
+ }
743
+
744
+ /**
745
+ * Clears the context and destroys all scenes and objects in the scene.
746
+ * The ContextCleared event is called at the end.
747
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
748
+ * or when the web component is removed from the DOM
749
+ */
750
+ clear() {
751
+ ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
752
+ invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
753
+ // NOTE: this does dispose the environment/background image too
754
+ // which is probably not desired if it is set via the background-image attribute
755
+ destroy(this.scene, true, true);
756
+ this.scene = new Scene();
757
+ this.addressables?.dispose();
758
+ this.lightmaps?.clear();
759
+ this.physics?.engine?.clearCaches();
760
+ this.lodsManager.disable();
761
+
762
+ this._onBeforeRenderListeners.clear();
763
+ this._onAfterRenderListeners.clear();
764
+
765
+ if (!this.isManagedExternally) {
766
+ if (this.renderer) {
767
+ this.renderer.renderLists.dispose();
768
+ this.renderer.state.reset();
769
+ this.renderer.resetState();
770
+ }
771
+ }
772
+ // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
773
+ // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
774
+ ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
775
+ }
776
+
777
+ /**
778
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
779
+ */
780
+ dispose() {
781
+ this.internalOnDestroy();
782
+ }
783
+
784
+ /**@deprecated use dispose() */
785
+ onDestroy() { this.internalOnDestroy(); }
786
+
787
+ private internalOnDestroy() {
788
+ Context.Current = this;
789
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
790
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
791
+ this.clear();
792
+ this.renderer?.setAnimationLoop(null);
793
+ if (this.renderer) {
794
+ this.renderer.setClearAlpha(0);
795
+ this.renderer.clear();
796
+ if (!this.isManagedExternally) {
797
+ if (debug) console.log("Disposing renderer");
798
+ this.renderer.dispose();
799
+ }
800
+ }
801
+ this.scene = null!;
802
+ this.renderer = null!;
803
+ this.input.dispose();
804
+ this.menu.onDestroy();
805
+ this.animations.onDestroy();
806
+ for (const cb of this._disposeCallbacks) {
807
+ try {
808
+ cb();
809
+ }
810
+ catch (e) {
811
+ console.error("Error in on dispose callback:", e, cb);
812
+ }
813
+ }
814
+ if (this.domElement?.parentElement) {
815
+ this.domElement.parentElement.removeChild(this.domElement);
816
+ }
817
+ this._isCreated = false;
818
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
819
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
820
+ ContextRegistry.unregister(this);
821
+ if (Context.Current === this) {
822
+ //@ts-ignore
823
+ Context.Current = null;
824
+ }
825
+ }
826
+
827
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
828
+ registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator {
829
+ if (typeof coroutine?.next !== "function") {
830
+ console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"")
831
+ return coroutine;
832
+ }
833
+ if (!this.coroutines[evt]) this.coroutines[evt] = [];
834
+ this.coroutines[evt].push({ comp: script, main: coroutine });
835
+ return coroutine;
836
+ }
837
+
838
+ /** @internal Automatically called by components. */
839
+ unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void {
840
+ if (!this.coroutines[evt]) return;
841
+ const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
842
+ if (idx >= 0) this.coroutines[evt].splice(idx, 1);
843
+ }
844
+
845
+ /** @internal Automatically called */
846
+ stopAllCoroutinesFrom(script: IComponent) {
847
+ for (const evt in this.coroutines) {
848
+ const rout: CoroutineData[] = this.coroutines[evt];
849
+ for (let i = rout.length - 1; i >= 0; i--) {
850
+ const r = rout[i];
851
+ if (r.comp === script) {
852
+ rout.splice(i, 1);
853
+ }
854
+ }
855
+ }
856
+ }
857
+
858
+ private _cameraStack: ICamera[] = [];
859
+
860
+ /** Change the main camera */
861
+ setCurrentCamera(cam: ICamera) {
862
+ if (!cam) return;
863
+ if (!cam.threeCamera) cam.buildCamera(); // < to build camera
864
+ if (!cam.threeCamera) {
865
+ console.warn("Camera component is missing camera", cam)
866
+ return;
867
+ }
868
+ const index = this._cameraStack.indexOf(cam);
869
+ if (index >= 0) this._cameraStack.splice(index, 1);
870
+ this._cameraStack.push(cam);
871
+ this.mainCameraComponent = cam;
872
+ const camera = cam.threeCamera as PerspectiveCamera;
873
+ if (camera.isPerspectiveCamera)
874
+ this.updateAspect(camera);
875
+ (this.mainCameraComponent as ICamera)?.applyClearFlagsIfIsActiveCamera();
876
+ }
877
+
878
+ /**
879
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
880
+ */
881
+ removeCamera(cam?: ICamera | null) {
882
+ if (!cam) return;
883
+ const index = this._cameraStack.indexOf(cam);
884
+ if (index >= 0) this._cameraStack.splice(index, 1);
885
+
886
+ if (this.mainCameraComponent === cam) {
887
+ this.mainCameraComponent = undefined;
888
+
889
+ if (this._cameraStack.length > 0) {
890
+ const last = this._cameraStack[this._cameraStack.length - 1];
891
+ this.setCurrentCamera(last);
892
+ }
893
+ }
894
+ }
895
+
896
+ private readonly _onBeforeRenderListeners = new Map<string, OnRenderCallback[]>();
897
+ private readonly _onAfterRenderListeners = new Map<string, OnRenderCallback[]>();
898
+
899
+ /** Use to subscribe to onBeforeRender events on threejs objects.
900
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
901
+ */
902
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
903
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
904
+ const arr: OnRenderCallback[] = [];
905
+ this._onBeforeRenderListeners.set(target.uuid, arr);
906
+ target.onBeforeRender = this._createRenderCallbackWrapper(arr);
907
+ }
908
+ this._onBeforeRenderListeners.get(target.uuid)!.push(callback);
909
+ }
910
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
911
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
912
+ */
913
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
914
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
915
+ const arr = this._onBeforeRenderListeners.get(target.uuid)!;
916
+ const idx = arr.indexOf(callback);
917
+ if (idx >= 0) arr.splice(idx, 1);
918
+ }
919
+ }
920
+
921
+ /**
922
+ * Subscribe to onAfterRender events on threejs objects
923
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
924
+ */
925
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
926
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
927
+ const arr = [];
928
+ this._onAfterRenderListeners.set(target.uuid, arr);
929
+ target.onAfterRender = this._createRenderCallbackWrapper(arr);
930
+ }
931
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
932
+ }
933
+ /**
934
+ * Remove from onAfterRender events on threejs objects
935
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
936
+ */
937
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
938
+ if (this._onAfterRenderListeners.has(target.uuid)) {
939
+ const arr = this._onAfterRenderListeners.get(target.uuid)!;
940
+ const idx = arr.indexOf(callback);
941
+ if (idx >= 0) arr.splice(idx, 1);
942
+ }
943
+ }
944
+
945
+
946
+ private _createRenderCallbackWrapper(array: OnRenderCallback[]): OnRenderCallback {
947
+ return (renderer, scene, camera, geometry, material, group) => {
948
+ for (let i = 0; i < array.length; i++) {
949
+ const fn = array[i];
950
+ fn(renderer, scene, camera, geometry, material, group);
951
+ }
952
+ }
953
+ }
954
+
955
+
956
+
957
+ private _requireDepthTexture: boolean = false;
958
+ private _requireColorTexture: boolean = false;
959
+ private _renderTarget?: WebGLRenderTarget;
960
+ private _isRendering: boolean = false;
961
+
962
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
963
+ get isRendering() { return this._isRendering; }
964
+
965
+ setRequireDepth(val: boolean) {
966
+ this._requireDepthTexture = val;
967
+ }
968
+ setRequireColor(val: boolean) {
969
+ this._requireColorTexture = val;
970
+ }
971
+ get depthTexture(): DepthTexture | null {
972
+ return this._renderTarget?.depthTexture || null;
973
+ }
974
+ get opaqueColorTexture(): Texture | null {
975
+ return this._renderTarget?.texture || null;
976
+ }
977
+
978
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
979
+ get isVisibleToUser() {
980
+ if (this.isInXR) return true;
981
+ if (!this._isVisible) return false;
982
+ const style = getComputedStyle(this.domElement);
983
+ return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
984
+ }
985
+
986
+ private _createId: number = 0;
987
+ private async internalOnCreate(opts?: ContextCreateArgs): Promise<boolean> {
988
+ const createId = ++this._createId;
989
+
990
+ if (debug) console.log("Creating context", this.name, opts);
991
+
992
+ // wait for async imported dependencies to be loaded
993
+ // see https://linear.app/needle/issue/NE-4445
994
+ const dependenciesReady = globalThis["needle:dependencies:ready"];
995
+ if (dependenciesReady instanceof Promise) {
996
+ if (debug) console.log("Waiting for dependencies to be ready");
997
+ await dependenciesReady
998
+ .catch(err => {
999
+ if (debug || isDevEnvironment()) {
1000
+ showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
1001
+ const printedError = false;
1002
+ if (err instanceof ReferenceError) {
1003
+ let offendingComponentName = "YourComponentName";
1004
+ const offendingComponentStartIndex = err.message.indexOf("'");
1005
+ if (offendingComponentStartIndex > 0) {
1006
+ const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
1007
+ if (offendingComponentEndIndex > 0) {
1008
+ const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
1009
+ if (name.length > 3) offendingComponentName = name;
1010
+ }
1011
+ }
1012
+ console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err)
1013
+ return;
1014
+ }
1015
+ if (!printedError) {
1016
+ console.error("Needle Engine dependencies failed to load", err);
1017
+ }
1018
+ }
1019
+ })
1020
+ .then(() => {
1021
+ if (debug) console.log("Needle Engine dependencies are ready");
1022
+ });
1023
+ }
1024
+
1025
+ this.clear();
1026
+
1027
+ const oldRenderer = this.renderer;
1028
+ // We only need to create a new renderer if we don't have one yet
1029
+ // We do prevent creating a new renderer here to avoid flickering when the context is created while the content is still being loaded. This can be the case where CSS transformations update the layout (e.g. scale() while loading + old canvas disposed but in the DOM layout.)
1030
+ const needsNewRenderer = !oldRenderer || oldRenderer["isDisposed"] === true;
1031
+
1032
+ // stop the animation loop if its running during creation
1033
+ // since we do not want to start enabling scripts etc before they are deserialized
1034
+ if (this.isManagedExternally === false && (needsNewRenderer)) {
1035
+ this.createNewRenderer();
1036
+ }
1037
+ else {
1038
+ this.lodsManager.setRenderer(this.renderer);
1039
+ }
1040
+ this.renderer?.setAnimationLoop(null);
1041
+
1042
+ await delay(1);
1043
+
1044
+ Context.Current = this;
1045
+ await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
1046
+
1047
+ // load and create scene
1048
+ let prepare_succeeded = true;
1049
+ let loadedFiles!: Array<LoadedModel | null>;
1050
+ try {
1051
+ Context.Current = this;
1052
+ if (opts) {
1053
+ loadedFiles = await this.internalLoadInitialContent(createId, opts);
1054
+ }
1055
+ else loadedFiles = [];
1056
+ }
1057
+ catch (err) {
1058
+ console.error(err);
1059
+ prepare_succeeded = false;
1060
+ }
1061
+ if (!prepare_succeeded) {
1062
+ this.onError("Failed to load initial content");
1063
+ return false;
1064
+ }
1065
+ if (createId !== this._createId || opts?.abortSignal?.aborted) {
1066
+ return false;
1067
+ }
1068
+
1069
+ this.internalOnUpdateVisible();
1070
+
1071
+ if (!this.renderer) {
1072
+ if (debug) console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
1073
+ return false;
1074
+ }
1075
+
1076
+ if (!this.isManagedExternally && !this.domElement.shadowRoot) {
1077
+ this.domElement.prepend(this.renderer.domElement);
1078
+ }
1079
+
1080
+ Context.Current = this;
1081
+
1082
+ // TODO: we could configure if we need physics
1083
+ // await this.physics.engine?.initialize();
1084
+
1085
+ // Setup
1086
+ Context.Current = this;
1087
+ for (let i = 0; i < this.new_scripts.length; i++) {
1088
+ const script = this.new_scripts[i];
1089
+ if (script.gameObject !== undefined && script.gameObject !== null) {
1090
+ if (script.gameObject.userData === undefined) script.gameObject.userData = {};
1091
+ if (script.gameObject.userData.components === undefined) script.gameObject.userData.components = [];
1092
+ const arr = script.gameObject.userData.components;
1093
+ if (!arr.includes(script)) arr.push(script);
1094
+ }
1095
+ // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
1096
+ // this.raycastTargets.push(script.gameObject);
1097
+ // }
1098
+ }
1099
+
1100
+ // const context = new SerializationContext(this.scene);
1101
+ // for (let i = 0; i < this.new_scripts.length; i++) {
1102
+ // const script = this.new_scripts[i];
1103
+ // const ser = script as unknown as ISerializable;
1104
+ // if (ser.$serializedTypes === undefined) continue;
1105
+ // context.context = this;
1106
+ // context.object = script.gameObject;
1107
+ // deserializeObject(ser, script, context);
1108
+ // }
1109
+
1110
+ // resolve post setup callbacks (things that rely on threejs objects having references to components)
1111
+ if (this.post_setup_callbacks) {
1112
+ for (let i = 0; i < this.post_setup_callbacks.length; i++) {
1113
+ Context.Current = this;
1114
+ await this.post_setup_callbacks[i](this);
1115
+ }
1116
+ }
1117
+
1118
+ if (!this._mainCamera) {
1119
+ Context.Current = this;
1120
+ let camera: ICamera | null = null;
1121
+ foreachComponent(this.scene, comp => {
1122
+ const cam = comp as ICamera;
1123
+ if (cam?.isCamera) {
1124
+ looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1125
+ if (!cam.activeAndEnabled) return undefined;
1126
+ if (cam.tag === "MainCamera") {
1127
+ camera = cam;
1128
+ return true;
1129
+ }
1130
+ else camera = cam;
1131
+ }
1132
+ return undefined;
1133
+ });
1134
+ if (camera) {
1135
+ this.setCurrentCamera(camera);
1136
+ }
1137
+ else {
1138
+ const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1139
+ if (!res && !this.mainCamera && !this.isManagedExternally)
1140
+ console.warn("Missing camera in main scene", this);
1141
+ }
1142
+ }
1143
+
1144
+ this.input.bindEvents();
1145
+
1146
+ Context.Current = this;
1147
+ looputils.processNewScripts(this);
1148
+
1149
+ // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1150
+ if (this.physics.engine) {
1151
+ this.physics.engine?.step(0);
1152
+ this.physics.engine?.postStep();
1153
+ }
1154
+
1155
+ // const mainCam = this.mainCameraComponent as Camera;
1156
+ // if (mainCam) {
1157
+ // mainCam.applyClearFlagsIfIsActiveCamera();
1158
+ // }
1159
+
1160
+ if (!this.isManagedExternally && this.composer && this.mainCamera) {
1161
+ // TODO: import postprocessing async
1162
+ // const renderPass = new RenderPass(this.scene, this.mainCamera);
1163
+ // this.renderer.setSize(this.domWidth, this.domHeight);
1164
+ // this.composer.addPass(renderPass);
1165
+ // this.composer.setSize(this.domWidth, this.domHeight);
1166
+ }
1167
+
1168
+ this._needsUpdateSize = true;
1169
+
1170
+ if (this._stats) {
1171
+ this._stats.showPanel(0);
1172
+ this._stats.dom.style.position = "absolute"; // (default is fixed)
1173
+ this.domElement.shadowRoot?.appendChild(this._stats.dom);
1174
+ }
1175
+
1176
+ if (debug)
1177
+ logHierarchy(this.scene, true);
1178
+
1179
+ // If no target framerate was set we use the default
1180
+ if (this.targetFrameRate === undefined) {
1181
+ if (debug) console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1182
+ // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1183
+ this.targetFrameRate = Context._defaultTargetFramerate;
1184
+ }
1185
+ else if (debug) console.log("Target framerate set to", this.targetFrameRate);
1186
+
1187
+ this._dispatchReadyAfterFrame = true;
1188
+ const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1189
+ if (res) {
1190
+ const domElement = this.domElement as HTMLElement;
1191
+ if ("internalSetLoadingMessage" in domElement && typeof domElement.internalSetLoadingMessage === "function")
1192
+ domElement?.internalSetLoadingMessage("finish loading");
1193
+ await res;
1194
+ }
1195
+ if (opts?.abortSignal?.aborted) {
1196
+ return false;
1197
+ }
1198
+ invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1199
+ if (debug) console.log("Context Created...", this.renderer, this.renderer.domElement)
1200
+
1201
+ this._isCreating = false;
1202
+ if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1203
+ this.restartRenderLoop();
1204
+ return true;
1205
+ }
1206
+
1207
+ private async internalLoadInitialContent(createId: number, args: ContextCreateArgs): Promise<Array<LoadedModel>> {
1208
+ const results = new Array<LoadedModel>();
1209
+ // early out if we dont have any files to load
1210
+ if (args.files.length === 0) return results;
1211
+
1212
+
1213
+ const files = [...args.files];
1214
+ const progressArg: LoadingProgressArgs = {
1215
+ name: "",
1216
+ progress: null!,
1217
+ index: 0,
1218
+ count: files.length
1219
+ }
1220
+
1221
+ const loader = getLoader();
1222
+ // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1223
+ const loadingHash = 0;
1224
+ for (let i = 0; i < files.length; i++) {
1225
+ if (args.abortSignal?.aborted) {
1226
+ if (debug) console.log("Aborting loading because of abort signal");
1227
+ break;
1228
+ }
1229
+ // abort loading if the create id has changed
1230
+ if (createId !== this._createId) {
1231
+ if (debug) console.log("Aborting loading because create id changed", createId, this._createId);
1232
+ break;
1233
+ }
1234
+ const file = files[i];
1235
+ args?.onLoadingStart?.call(this, i, file);
1236
+ if (debug) console.log("Context Load " + file);
1237
+ const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1238
+ if (args.abortSignal?.aborted) return;
1239
+ progressArg.name = file;
1240
+ progressArg.progress = prog;
1241
+ progressArg.index = i;
1242
+ progressArg.count = files.length;
1243
+ args.onLoadingProgress?.call(this, progressArg);
1244
+ });
1245
+ args?.onLoadingFinished?.call(this, i, file, res ?? null);
1246
+ if (res) {
1247
+ results.push({
1248
+ src: file,
1249
+ file: res
1250
+ });
1251
+ }
1252
+ else {
1253
+ // a file could not be loaded
1254
+ console.warn("Could not load file: " + file);
1255
+ }
1256
+ }
1257
+
1258
+ // if the id was changed while still loading
1259
+ // then we want to cleanup/destroy previously loaded files
1260
+ if (createId !== this._createId || args.abortSignal?.aborted) {
1261
+ if (debug) console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1262
+ for (const res of results) {
1263
+ if (res && res.file) {
1264
+ for (const scene of res.file.scenes)
1265
+ destroy(scene, true, true);
1266
+ }
1267
+ }
1268
+ }
1269
+ // otherwise we want to add the loaded files to the current scene
1270
+ else {
1271
+ let anyModelFound = false;
1272
+ for (const res of results) {
1273
+ if (res && res.file) {
1274
+ // TODO: should we load all scenes in a glTF here?
1275
+ if (res.file.scene) {
1276
+ anyModelFound = true;
1277
+ this.scene.add(res.file.scene);
1278
+ }
1279
+ else {
1280
+ console.warn("No scene found in loaded file");
1281
+ }
1282
+ }
1283
+ }
1284
+ // If the loaded files do not contain ANY model
1285
+ // We then attempt to create a mesh from each material in the loaded files to visualize it
1286
+ // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1287
+ if (!anyModelFound) {
1288
+ for (const res of results) {
1289
+ if (res && res.file && "parser" in res.file) {
1290
+ let y = 0;
1291
+ if (!Array.isArray(res.file.parser.json.materials)) continue;
1292
+ for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1293
+ const mat = await res.file.parser.getDependency("material", i);
1294
+ const parent = new Object3D();
1295
+ parent.position.x = i * 1.1;
1296
+ parent.position.y = y;
1297
+ this.scene.add(parent);
1298
+ ObjectUtils.createPrimitive("ShaderBall", {
1299
+ parent,
1300
+ material: mat
1301
+ });
1302
+ }
1303
+ y += 1;
1304
+ }
1305
+ }
1306
+ }
1307
+ }
1308
+
1309
+ return results;
1310
+ }
1311
+
1312
+
1313
+ /** Sets the animation loop.
1314
+ * Can not be done while creating the context or when disposed
1315
+ **/
1316
+ public restartRenderLoop(): boolean {
1317
+ if (!this.renderer) {
1318
+ console.error("Can not start render loop without renderer");
1319
+ return false;
1320
+ }
1321
+ if (this._isCreating) {
1322
+ console.warn("Can not start render loop while creating context");
1323
+ return false;
1324
+ }
1325
+ this.renderer.setAnimationLoop((timestamp, frame: XRFrame | null) => {
1326
+ if (this.isManagedExternally) return;
1327
+ this.update(timestamp, frame)
1328
+ });
1329
+ return true;
1330
+ }
1331
+
1332
+ private _renderlooperrors = 0;
1333
+
1334
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1335
+ public update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null) {
1336
+ if (frame === undefined) frame = null;
1337
+ if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1338
+ try {
1339
+ //performance.mark('update.start');
1340
+ this.internalStep(timestamp, frame);
1341
+ this._renderlooperrors = 0;
1342
+ //performance.mark('update.end');
1343
+ //performance.measure('NE Frame', 'update.start', 'update.end');
1344
+ }
1345
+ catch (err) {
1346
+ this._renderlooperrors += 1;
1347
+ if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1348
+ showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1349
+ console.error("Frame #" + this.time.frame + "\n", err);
1350
+ if (this._renderlooperrors >= 3) {
1351
+ console.warn("Stopping render loop due to error")
1352
+ this.renderer.setAnimationLoop(null);
1353
+ }
1354
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1355
+ }
1356
+ }
1357
+ else {
1358
+ this.internalStep(timestamp, frame);
1359
+ }
1360
+ }
1361
+
1362
+ /** Call to **manually** perform physics steps.
1363
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
1364
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1365
+ * */
1366
+ public updatePhysics(steps: number) {
1367
+ this.internalUpdatePhysics(steps);
1368
+ }
1369
+
1370
+ private _lastTimestamp = 0;
1371
+ private _accumulatedTime = 0;
1372
+ private _dispatchReadyAfterFrame = false;
1373
+
1374
+ // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1375
+ private internalStep(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
1376
+ if (this.internalOnBeforeRender(timestamp, frame) === false) return;
1377
+ this.internalOnRender();
1378
+ this.internalOnAfterRender();
1379
+ }
1380
+
1381
+ private internalOnBeforeRender(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
1382
+
1383
+ // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1384
+ // But when we're using postprocessing we need to reset manually: https://discourse.threejs.org/t/accessing-draw-calls-when-using-effectcomposer
1385
+ this.renderer.info.autoReset = frame ? true : false;
1386
+ if (this.renderer.info.autoReset === false) {
1387
+ this.renderer.info.reset();
1388
+ }
1389
+
1390
+
1391
+ const sessionStarted = frame !== null && this._xrFrame === null;
1392
+ this._xrFrame = frame;
1393
+ if (sessionStarted) {
1394
+ this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1395
+ }
1396
+
1397
+ this._currentFrameEvent = FrameEvent.Undefined;
1398
+
1399
+ if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1400
+ if (this._lastTimestamp === 0) this._lastTimestamp = timestamp;
1401
+ this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1402
+ this._lastTimestamp = timestamp;
1403
+ let targetFrameRate = this.targetFrameRate;
1404
+ if (typeof targetFrameRate === "object") targetFrameRate = targetFrameRate.value!;
1405
+ // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1406
+ if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1407
+ return false;
1408
+ }
1409
+ this._accumulatedTime = 0;
1410
+ }
1411
+
1412
+ this._stats?.begin();
1413
+
1414
+ Context.Current = this;
1415
+ if (this.onHandlePaused()) return false;
1416
+
1417
+ Context.Current = this;
1418
+ this.time.update();
1419
+ if (debugframerate)
1420
+ console.log("FPS", (this.time.smoothedFps).toFixed(0));
1421
+
1422
+
1423
+ looputils.processNewScripts(this);
1424
+ looputils.updateIsActive(this.scene);
1425
+ looputils.processStart(this);
1426
+ invokeLifecycleFunctions(this, FrameEvent.Start);
1427
+
1428
+ while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1429
+ this._cameraStack.splice(this._cameraStack.length - 1, 1);
1430
+ const last = this._cameraStack[this._cameraStack.length - 1];
1431
+ this.setCurrentCamera(last);
1432
+ }
1433
+
1434
+ if (this.pre_update_oneshot_callbacks) {
1435
+ for (const i in this.pre_update_oneshot_callbacks) {
1436
+ this.pre_update_oneshot_callbacks[i]();
1437
+ }
1438
+ this.pre_update_oneshot_callbacks.length = 0;
1439
+ }
1440
+
1441
+ if (this.pre_update_callbacks) {
1442
+ for (const i in this.pre_update_callbacks) {
1443
+ this.pre_update_callbacks[i]();
1444
+ }
1445
+ }
1446
+
1447
+ this._currentFrameEvent = FrameEvent.EarlyUpdate;
1448
+
1449
+ for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1450
+ const script = this.scripts_earlyUpdate[i];
1451
+ if (!script.activeAndEnabled) continue;
1452
+ if (script.earlyUpdate !== undefined) {
1453
+ Context.Current = this;
1454
+ script.earlyUpdate();
1455
+ }
1456
+ }
1457
+ this.executeCoroutines(FrameEvent.EarlyUpdate);
1458
+ invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1459
+ if (this.onHandlePaused()) return false;
1460
+
1461
+ this._currentFrameEvent = FrameEvent.Update;
1462
+
1463
+ for (let i = 0; i < this.scripts_update.length; i++) {
1464
+ const script = this.scripts_update[i];
1465
+ if (!script.activeAndEnabled) continue;
1466
+ if (script.update !== undefined) {
1467
+ Context.Current = this;
1468
+ script.update();
1469
+ }
1470
+ }
1471
+ this.executeCoroutines(FrameEvent.Update);
1472
+ invokeLifecycleFunctions(this, FrameEvent.Update);
1473
+ if (this.onHandlePaused()) return false;
1474
+
1475
+ this._currentFrameEvent = FrameEvent.LateUpdate;
1476
+
1477
+ for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1478
+ const script = this.scripts_lateUpdate[i];
1479
+ if (!script.activeAndEnabled) continue;
1480
+ if (script.lateUpdate !== undefined) {
1481
+ Context.Current = this;
1482
+ script.lateUpdate();
1483
+ }
1484
+ }
1485
+
1486
+ // this.mainLight = null;
1487
+ this.executeCoroutines(FrameEvent.LateUpdate);
1488
+ invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1489
+ if (this.onHandlePaused()) return false;
1490
+
1491
+ if (this.physicsSteps === undefined) {
1492
+ this.physicsSteps = 1;
1493
+ }
1494
+ if (this.physics.engine && this.physicsSteps > 0) {
1495
+ this.internalUpdatePhysics(this.physicsSteps);
1496
+ }
1497
+
1498
+ if (this.onHandlePaused()) return false;
1499
+
1500
+ if (this.isVisibleToUser || this.runInBackground) {
1501
+
1502
+ this._currentFrameEvent = FrameEvent.OnBeforeRender;
1503
+
1504
+ // should we move these callbacks in the regular three onBeforeRender events?
1505
+ for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1506
+ const script = this.scripts_onBeforeRender[i];
1507
+ if (!script.activeAndEnabled) continue;
1508
+ // if(script.isActiveAndEnabled === false) continue;
1509
+ if (script.onBeforeRender !== undefined) {
1510
+ Context.Current = this;
1511
+ script.onBeforeRender(frame);
1512
+ }
1513
+ }
1514
+
1515
+ this.executeCoroutines(FrameEvent.OnBeforeRender);
1516
+ invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1517
+
1518
+ if (this._needsUpdateSize)
1519
+ this.updateSize();
1520
+
1521
+ if (this.pre_render_callbacks) {
1522
+ for (const i in this.pre_render_callbacks) {
1523
+ this.pre_render_callbacks[i](frame);
1524
+ }
1525
+ }
1526
+
1527
+ }
1528
+
1529
+ return true;
1530
+ }
1531
+
1532
+ private internalUpdatePhysics(steps: number) {
1533
+ if (!this.physics.engine) return false;
1534
+ const physicsSteps = steps;
1535
+ const dt = this.time.deltaTime / physicsSteps;
1536
+ for (let i = 0; i < physicsSteps; i++) {
1537
+ this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1538
+ this.executeCoroutines(FrameEvent.PrePhysicsStep);
1539
+ this.physics.engine.step(dt);
1540
+ this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1541
+ this.executeCoroutines(FrameEvent.PostPhysicsStep);
1542
+ }
1543
+ this.physics.engine.postStep();
1544
+ return true;
1545
+ }
1546
+
1547
+ private internalOnRender() {
1548
+ if (!this.isManagedExternally) {
1549
+ // when loading assets we compile them async after GLTFLoader is done
1550
+ // but as a fallback we still register them (if e.g. there's no camera for compile async)
1551
+ looputils.runPrewarm(this);
1552
+ this._currentFrameEvent = FrameEvent.Undefined;
1553
+ nodeFrame.update();
1554
+ this.renderNow();
1555
+ this._currentFrameEvent = FrameEvent.OnAfterRender;
1556
+ }
1557
+ }
1558
+
1559
+ private internalOnAfterRender() {
1560
+ if (this.isVisibleToUser || this.runInBackground) {
1561
+ for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1562
+ const script = this.scripts_onAfterRender[i];
1563
+ if (!script.activeAndEnabled) continue;
1564
+ if (script.onAfterRender !== undefined) {
1565
+ Context.Current = this;
1566
+ script.onAfterRender();
1567
+ }
1568
+ }
1569
+
1570
+ this.executeCoroutines(FrameEvent.OnAfterRender);
1571
+ invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1572
+
1573
+ if (this.post_render_callbacks) {
1574
+ for (const i in this.post_render_callbacks) {
1575
+ this.post_render_callbacks[i]();
1576
+ }
1577
+ }
1578
+ }
1579
+
1580
+ this._currentFrameEvent = -1;
1581
+
1582
+ this.connection.sendBufferedMessagesNow();
1583
+
1584
+ if (this._stats) {
1585
+ this._stats.end();
1586
+ if (this.time.frameCount % 150 === 0)
1587
+ console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1588
+ }
1589
+
1590
+ if (this._dispatchReadyAfterFrame) {
1591
+ this._dispatchReadyAfterFrame = false;
1592
+ this.domElement.dispatchEvent(new CustomEvent("ready"));
1593
+ ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1594
+ }
1595
+ }
1596
+
1597
+ private readonly _tempClearColor = new Color();
1598
+ private readonly _tempClearColor2 = new Color();
1599
+ renderNow(camera?: Camera) {
1600
+ if (!camera) {
1601
+ camera = this.mainCamera as Camera;
1602
+ if (!camera) return false;
1603
+ }
1604
+ this.handleRendererContextLost();
1605
+
1606
+ this._isRendering = true;
1607
+ this.renderRequiredTextures();
1608
+
1609
+ if (this.renderer.toneMapping !== NoToneMapping)
1610
+ patchTonemapping(this);
1611
+
1612
+ if (this.composer && !this.isInXR) {
1613
+ // if a camera is passed in we need to check if we need to update the composer's camera
1614
+ if (camera && "setMainCamera" in this.composer) {
1615
+ const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1616
+ if (currentPassesCamera != camera)
1617
+ this.composer.setMainCamera(camera);
1618
+ }
1619
+
1620
+ const backgroundColor = this.renderer.getClearColor(this._tempClearColor);
1621
+ const clearAlpha = this.renderer.getClearAlpha();
1622
+ this._tempClearColor2.copy(backgroundColor);
1623
+ this.renderer.setClearColor(backgroundColor.convertSRGBToLinear(), this.renderer.getClearAlpha());
1624
+ this.composer.render(this.time.deltaTime);
1625
+ this.renderer.setClearColor(this._tempClearColor2, clearAlpha); // restore clear color
1626
+ }
1627
+ else if (camera) {
1628
+ // Workaround for issue on Vision Pro –
1629
+ // depth buffer is not cleared between eye draws, despite the spec...
1630
+ if (this.isInXR && DeviceUtilities.isMacOS())
1631
+ this.renderer.clearDepth();
1632
+ this.renderer.render(this.scene, camera);
1633
+ }
1634
+ this._isRendering = false;
1635
+ return true;
1636
+ }
1637
+
1638
+ private _contextRestoreTries = 0;
1639
+ private handleRendererContextLost() {
1640
+ // Try to restore the context every x frames
1641
+ if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1642
+ if (this._contextRestoreTries++ < 100) {
1643
+ console.warn("Attempting to recover WebGL context...");
1644
+ this.renderer.forceContextRestore();
1645
+ }
1646
+ }
1647
+ }
1648
+
1649
+ /** returns true if we should return out of the frame loop */
1650
+ private _wasPaused: boolean = false;
1651
+ private onHandlePaused(): boolean {
1652
+ const paused = this.evaluatePaused();
1653
+ if (this._wasPaused !== paused) {
1654
+ if (debugActive) console.log("Paused?", paused, "context:" + this.alias);
1655
+ for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1656
+ const script = this.scripts_pausedChanged[i];
1657
+ if (!script.activeAndEnabled) continue;
1658
+ if (script.onPausedChanged !== undefined) {
1659
+ Context.Current = this;
1660
+ script.onPausedChanged(paused, this._wasPaused);
1661
+ }
1662
+ }
1663
+ }
1664
+ this._wasPaused = paused;
1665
+ return paused;
1666
+ }
1667
+
1668
+ private evaluatePaused(): boolean {
1669
+ if (this.isInXR) return false;
1670
+ if (this.isPaused) return true;
1671
+ // if the element is not visible use the runInBackground flag to determine if we should continue
1672
+ if (this.runInBackground) {
1673
+ return false;
1674
+ }
1675
+ const paused = !this.isVisibleToUser;
1676
+ return paused;
1677
+ }
1678
+
1679
+ private renderRequiredTextures() {
1680
+ if (!this.mainCamera) return;
1681
+ if (!this._requireDepthTexture && !this._requireColorTexture) return;
1682
+ if (!this._renderTarget) {
1683
+ this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1684
+ if (this._requireDepthTexture) {
1685
+ const dt = new DepthTexture(this.domWidth, this.domHeight);;
1686
+ this._renderTarget.depthTexture = dt;
1687
+ }
1688
+ if (this._requireColorTexture) {
1689
+ this._renderTarget.texture = new Texture();
1690
+ this._renderTarget.texture.generateMipmaps = false;
1691
+ this._renderTarget.texture.minFilter = NearestFilter;
1692
+ this._renderTarget.texture.magFilter = NearestFilter;
1693
+ this._renderTarget.texture.format = RGBAFormat;
1694
+ }
1695
+ }
1696
+ const rt = this._renderTarget;
1697
+ if (rt.texture) {
1698
+ rt.texture.colorSpace = this.renderer.outputColorSpace;
1699
+ }
1700
+ const prevTarget = this.renderer.getRenderTarget();
1701
+ this.renderer.setRenderTarget(rt);
1702
+ this.renderer.render(this.scene, this.mainCamera);
1703
+ this.renderer.setRenderTarget(prevTarget);
1704
+ }
1705
+
1706
+ private executeCoroutines(evt: FrameEvent) {
1707
+ if (this.coroutines[evt]) {
1708
+ const evts = this.coroutines[evt];
1709
+ for (let i = 0; i < evts.length; i++) {
1710
+ try {
1711
+ const evt = evts[i];
1712
+ // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1713
+ const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1714
+ if (remove) {
1715
+ if (debugCoroutine) console.log("Removing coroutine", evt.comp, evt.comp["enabled"])
1716
+ evts.splice(i, 1);
1717
+ --i;
1718
+ continue;
1719
+ }
1720
+ const iter = evt.chained;
1721
+ if (iter && iter.length > 0) {
1722
+ const last: Generator = iter[iter.length - 1];
1723
+ const res = last.next();
1724
+ if (res.done) {
1725
+ iter.pop();
1726
+ }
1727
+ if (isGenerator(res)) {
1728
+ if (!evt.chained) evt.chained = [];
1729
+ evt.chained.push(res.value);
1730
+ }
1731
+ if (!res.done) continue;
1732
+ }
1733
+
1734
+ const res = evt.main.next();
1735
+ if (res.done === true) {
1736
+ evts.splice(i, 1);
1737
+ --i;
1738
+ continue;
1739
+ }
1740
+ const val = res.value;
1741
+ if (isGenerator(val)) {
1742
+ // invoke once if its a generator
1743
+ // this means e.g. WaitForFrame(1) works and will capture
1744
+ // the frame it was created
1745
+ const gen = val as Generator;
1746
+ const res = gen.next();
1747
+ if (res.done) continue;
1748
+ if (!evt.chained) evt.chained = [];
1749
+ evt.chained.push(val as Generator);
1750
+ }
1751
+ else if (val instanceof Promise) {
1752
+ // If its a promise we want to wait for it to resolve
1753
+ const prom = val as Promise<any>;
1754
+ if (!evt.chained) evt.chained = [];
1755
+ const nested = WaitForPromise(prom);
1756
+ evt.chained?.push(nested);
1757
+ continue;
1758
+ }
1759
+ }
1760
+ catch (e) {
1761
+ console.error(e);
1762
+ }
1763
+ }
1764
+ }
1765
+
1766
+ function isGenerator(val: any): boolean {
1767
+ if (val) {
1768
+ if (val.next && val.return) {
1769
+ return true;
1770
+ }
1771
+ }
1772
+ return false;
1773
+ }
1774
+ }
1775
+
1776
+ }
1777
+
1778
+
1779
+ // const scene = new Scene();
1780
+ // const useComposer = utils.getParam("postfx");
1781
+ // const renderer = new WebGLRenderer({ antialias: true });
1782
+ // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1783
+
1784
+ // renderer.setClearColor(new Color('lightgrey'), 0)
1785
+ // renderer.antialias = true;
1786
+ // renderer.alpha = false;
1787
+ // renderer.shadowMap.enabled = true;
1788
+ // renderer.shadowMap.type = PCFSoftShadowMap;
1789
+ // renderer.setSize(window.innerWidth, window.innerHeight);
1790
+ // renderer.outputEncoding = sRGBEncoding;
1791
+ // renderer.physicallyCorrectLights = true;
1792
+ // document.body.appendChild(renderer.domElement);
1793
+
1794
+ // // generation pushes loading requests in this array
1795
+ // const sceneData: {
1796
+ // mainCamera: Camera | undefined
1797
+ // } = {
1798
+ // preparing: [],
1799
+ // resolving: [],
1800
+ // scripts: [],
1801
+ // raycastTargets: [],
1802
+ // mainCamera: undefined,
1803
+ // mainCameraComponent: undefined,
1804
+ // };
1805
+
1806
+ // // contains a list of functions to be called after loading is done
1807
+ // const post_setup_callbacks = [];
1808
+
1809
+ // const pre_render_Callbacks = [];
1810
+ // const post_render_callbacks = [];
1811
+
1812
+ // const new_scripts = [];
1813
+ // const new_scripts_post_setup_callbacks = [];
1814
+ // const new_scripts_pre_setup_callbacks = [];
1815
+
1816
+ // export {
1817
+ // scene, renderer, composer,
1818
+ // new_scripts,
1819
+ // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1820
+ // sceneData,
1821
+ // post_setup_callbacks,
1822
+ // pre_render_Callbacks,
1823
+ // post_render_callbacks
1824
+ // }