@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
@@ -1,404 +1,404 @@
1
- import "./codegen/register_types.js";
2
-
3
- import { Object3D } from "three";
4
- import { type GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
-
6
- import { LogType, showBalloonMessage } from "./debug/index.js";
7
- import { addNewComponent } from "./engine_components.js";
8
- import { builtinComponentKeyName, editorGuidKeyName } from "./engine_constants.js";
9
- import { debugExtension } from "./engine_default_parameters.js";
10
- import { InstantiateIdProvider } from "./engine_networking_instantiate.js"
11
- import { isLocalNetwork } from "./engine_networking_utils.js";
12
- import { deserializeObject, serializeObject } from "./engine_serialization.js";
13
- import { assign, ImplementationInformation, type ISerializable, SerializationContext } from "./engine_serialization_core.js";
14
- import { Context } from "./engine_setup.js";
15
- import type { GuidsMap, ICamera, ICollider, IComponent, IGameObject, IRigidbody, SourceIdentifier, UIDProvider } from "./engine_types.js";
16
- import { TypeStore } from "./engine_typestore.js";
17
- import { getParam } from "./engine_utils.js";
18
- import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
19
-
20
-
21
-
22
- const debug = debugExtension;
23
- const debugTypeStore = getParam("debugtypestore");
24
- if (debugTypeStore) console.log(TypeStore);
25
-
26
- export function writeBuiltinComponentData(comp: IComponent, context: SerializationContext): object | null {
27
-
28
- // const fn = (comp as unknown as ISerializable)?.onBeforeSerialize;
29
- // if (fn) {
30
- // const res = fn?.call(comp);
31
- // if (res !== undefined) {
32
- // res["name"] = comp.constructor.name;
33
- // return res;
34
- // }
35
- // }
36
- const serializable = comp as unknown as ISerializable;
37
- const data = serializeObject(serializable, context);
38
- // console.log(data);
39
- if (data !== undefined) return data;
40
- return null;
41
- }
42
-
43
- const typeImplementationInformation = new ImplementationInformation();
44
- const $context_deserialize_queue = Symbol("deserialize-queue");
45
-
46
- export async function createBuiltinComponents(context: Context, gltfId: SourceIdentifier, gltf: GLTF & { children?: Array<Object3D> }, seed: number | null | UIDProvider = null, extension?: NEEDLE_components) {
47
- if (!gltf) {
48
- console.debug("Can not create component instances: gltf is null");
49
- return;
50
- }
51
- const lateResolve: Array<(gltf: Object3D) => {}> = [];
52
-
53
- let idProvider: UIDProvider | null = seed as UIDProvider;
54
- if (typeof idProvider === "number") {
55
- idProvider = new InstantiateIdProvider(seed as number);
56
- }
57
-
58
- const idEnd = gltfId.indexOf("?");
59
- gltfId = idEnd === -1 ? gltfId : gltfId.substring(0, idEnd);
60
-
61
- const serializationContext = new SerializationContext(gltf.scene);
62
- serializationContext.gltfId = gltfId;
63
- serializationContext.context = context;
64
- serializationContext.gltf = gltf;
65
- serializationContext.nodeToObject = extension?.nodeToObjectMap;
66
- serializationContext.implementationInformation = typeImplementationInformation;
67
-
68
- // If we're loading multiple gltf files in one scene we need to make sure we deserialize all of them in one go
69
- // for that we collect them in one list per context
70
- let deserializeQueue = context[$context_deserialize_queue];
71
- if (!deserializeQueue) deserializeQueue = context[$context_deserialize_queue] = [];
72
-
73
- if (gltf.scenes) {
74
- for (const scene of gltf.scenes) {
75
- await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve);
76
- }
77
- }
78
- // TODO: when is the gltf here an object3d?
79
- if (gltf.children) {
80
- for (const ch of gltf.children) {
81
- await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve);
82
- }
83
- }
84
-
85
- context.new_scripts_pre_setup_callbacks.push(() => {
86
- // First deserialize ALL components that were loaded before pre setup
87
- // Down below they get new guids assigned so we have to do all of them first
88
- // E.g. in cases where we load multiple glb files on startup from one scene
89
- // and they might have cross-glb references
90
- const queue = context[$context_deserialize_queue];
91
- if (queue) {
92
- for (const des of queue) {
93
- handleDeserialization(des, serializationContext);
94
- }
95
- queue.length = 0;
96
- }
97
- // when dropping the same file multiple times we need to generate new guids
98
- // e.g. SyncedTransform sends its own guid to the server to know about ownership
99
- // so it requires a unique guid for a new instance
100
- // doing it here at the end of resolving of references should ensure that
101
- // and this should run before awake and onenable of newly created components
102
- if (idProvider) {
103
- // TODO: should we do this after setup callbacks now?
104
- const guidsMap: GuidsMap = {};
105
- const resolveGuids: IHasResolveGuids[] = [];
106
- // TODO: when is the gltf here an object3d?
107
- recursiveCreateGuids(gltf as any, idProvider, guidsMap, resolveGuids);
108
- for (const scene of gltf.scenes)
109
- recursiveCreateGuids(scene, idProvider, guidsMap, resolveGuids);
110
- // make sure to resolve all guids AFTER new guids have been assigned
111
- for (const res of resolveGuids) {
112
- res.resolveGuids(guidsMap);
113
- }
114
- }
115
- });
116
- }
117
-
118
- declare type IHasResolveGuids = {
119
- resolveGuids: (guidsMap: GuidsMap) => void;
120
- }
121
-
122
- const originalComponentNameKey = Symbol("original-component-name");
123
-
124
- /**
125
- * We want to create one id provider per component
126
- * If a component is used multiple times we want to create a new id provider for each instance
127
- * That way the order of components in the scene doesnt affect the result GUID
128
- */
129
- // TODO: clear this when re-loading the context
130
- const idProviderCache = new Map<string, InstantiateIdProvider>();
131
-
132
- function recursiveCreateGuids(obj: Object3D, idProvider: UIDProvider | null, guidsMap: GuidsMap, resolveGuids: IHasResolveGuids[]) {
133
- if (idProvider === null) return;
134
- if (!obj) return;
135
- const prev = obj.guid;
136
-
137
- // we also want to use the idproviderCache for objects because they might be removed or re-ordered in the scene hierarchy
138
- // in which case we dont want to e.g. change the syncedInstantiate objects that get created because suddenly another object has that guid
139
- const idProviderKey = obj.guid;
140
- if (idProviderKey?.length) {
141
- if (!idProviderCache.has(idProviderKey)) {
142
- if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for object " + obj.name);
143
- idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
144
- }
145
- }
146
- const objectIdProvider = idProviderKey && idProviderCache.get(idProviderKey) || idProvider;
147
-
148
- obj.guid = objectIdProvider.generateUUID();
149
- if (prev && prev !== "invalid")
150
- guidsMap[prev] = obj.guid;
151
-
152
- // console.log(obj);
153
- if (obj && obj.userData && obj.userData.components) {
154
- for (const comp of obj.userData.components) {
155
- if (comp === null) continue;
156
-
157
- // by default we use the component guid as a key - order of the components in the scene doesnt matter with this approach
158
- // this is to prevent cases where multiple GLBs are loaded with the same component guid
159
- const idProviderKey = comp.guid;
160
- if (idProviderKey) {
161
- if (!idProviderCache.has(idProviderKey)) {
162
- if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for component " + comp[originalComponentNameKey]);
163
- idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
164
- }
165
- }
166
- else if (debug) console.warn("Can not create IdProvider: component " + comp[originalComponentNameKey] + " has no guid", comp.guid);
167
- const componentIdProvider = idProviderCache.get(idProviderKey) || idProvider
168
-
169
- const prev = comp.guid;
170
- comp.guid = componentIdProvider.generateUUID();
171
- if (prev && prev !== "invalid")
172
- guidsMap[prev] = comp.guid;
173
- if (comp.resolveGuids)
174
- resolveGuids.push(comp);
175
- }
176
-
177
- }
178
- if (obj.children) {
179
- for (const child of obj.children) {
180
- recursiveCreateGuids(child as IGameObject, idProvider, guidsMap, resolveGuids);
181
- }
182
- }
183
- }
184
-
185
- declare interface IGltfbuiltinComponent {
186
- name: string;
187
- }
188
-
189
- declare interface IGltfBuiltinComponentData {
190
- [builtinComponentKeyName]: IGltfbuiltinComponent[];
191
- }
192
-
193
- declare class DeserializeData {
194
- instance: any;
195
- compData: IGltfbuiltinComponent;
196
- obj: Object3D;
197
- }
198
-
199
- declare type LateResolveCallback = (gltf: Object3D) => void;
200
-
201
- const unknownComponentsBuffer: Array<string> = [];
202
-
203
-
204
- async function onCreateBuiltinComponents(context: SerializationContext, obj: Object3D,
205
- deserialize: DeserializeData[], lateResolve: LateResolveCallback[]) {
206
- if (!obj) return;
207
-
208
- // iterate injected data
209
- const data = obj.userData as IGltfBuiltinComponentData;
210
- if (data) {
211
- const components = data.builtin_components;
212
- if (components && components.length > 0) {
213
- // console.log(obj);
214
- for (const compData of components) {
215
- try {
216
- if (compData === null) continue;
217
- const type = TypeStore.get(compData.name);
218
- // console.log(compData, compData.name, type, TypeStore);
219
- if (type !== undefined && type !== null) {
220
- const instance: IComponent = new type() as IComponent;
221
- instance.sourceId = context.gltfId;
222
-
223
- // assign basic fields
224
- assign(instance, compData, context.implementationInformation);
225
-
226
- // make sure we assign the Needle Engine Context because Context.Current is unreliable when loading multiple <needle-engine> elements at the same time due to async processes
227
- instance.context = context.context;
228
-
229
- // assign the guid of the original instance
230
- if ("guid" in compData)
231
- instance[editorGuidKeyName] = compData.guid;
232
-
233
- // we store the original component name per component which will later be used to get or initialize the InstanceIdProvider
234
- instance[originalComponentNameKey] = compData.name;
235
-
236
- // Object.assign(instance, compData);
237
- // dont call awake here because some references might not be resolved yet and components that access those fields in awake will throw
238
- // for example Duplicatable reference to object might still be { node: id }
239
- const callAwake = false;
240
- addNewComponent(obj, instance, callAwake);
241
- deserialize.push({ instance, compData, obj });
242
-
243
- // if the component instance is a camera and we dont have a main camera yet
244
- // we want to assign it to the context BEFORE any component becomes active (ensuring that in awake and onEnable the mainCamera is assigned)
245
- // alternatively we could try to search for the mainCamera in the getter of the context when creating the engine for the first time
246
- if ((instance as ICamera).isCamera && context.context) {
247
- if (context.context.mainCamera === null && (instance.tag === "MainCamera"))
248
- context.context.setCurrentCamera(instance as ICamera);
249
- }
250
-
251
- // if the component is a rigidbody or collider and the physics engine is not initialized yet
252
- // initialize the physics engine right away
253
- if (context.context?.physics?.engine?.isInitialized === false && ((instance as ICollider).isCollider || (instance as IRigidbody).isRigidbody)) {
254
- context.context?.physics.engine?.initialize();
255
- }
256
- }
257
- else {
258
- if (debug)
259
- console.debug("unknown component: " + compData.name);
260
- if (!unknownComponentsBuffer.includes(compData.name))
261
- unknownComponentsBuffer.push(compData.name);
262
- }
263
- }
264
- catch (err: any) {
265
- console.error(compData.name + " - " + err.message, err);
266
- }
267
- }
268
- // console.debug("finished adding gltf builtin components", obj);
269
- }
270
- if (unknownComponentsBuffer.length > 0) {
271
- const unknown = unknownComponentsBuffer.join(", ");
272
- console.warn("unknown components: " + unknown);
273
- unknownComponentsBuffer.length = 0;
274
- if (isLocalNetwork())
275
- showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
276
- }
277
- }
278
-
279
- if (obj.children) {
280
- for (const ch of obj.children) {
281
- await onCreateBuiltinComponents(context, ch, deserialize, lateResolve);
282
- }
283
- }
284
- }
285
-
286
- function handleDeserialization(data: DeserializeData, context: SerializationContext) {
287
- const { instance, compData, obj } = data;
288
- context.object = obj;
289
- context.target = instance;
290
-
291
- // const beforeFn = (instance as ISerializationCallbackReceiver)?.onBeforeDeserialize;
292
- // console.log(beforeFn, instance);
293
- // if (beforeFn) beforeFn.call(instance, data.compData);
294
-
295
- let deserialized: boolean = true;
296
- // console.log(instance, compData);
297
- // TODO: first build components and then deserialize data?
298
- // currently a component referencing another component can not find it if the referenced component hasnt been added
299
- // we should split this up in two steps then.
300
- deserialized = deserializeObject(instance, compData, context) === true;
301
-
302
- // if (!deserialized) {
303
- // // now loop through data again and search for special reference types
304
- // for (const key in compData) {
305
- // const entry = compData[key];
306
- // if (!entry) {
307
- // instance[key] = null;
308
- // continue;
309
- // }
310
-
311
- // const fn = (instance as ISerializationCallbackReceiver)?.onDeserialize;
312
- // if (fn) {
313
- // const res = fn.call(instance, key, entry);
314
- // if (res !== undefined) {
315
- // instance[key] = res;
316
- // continue;
317
- // }
318
- // }
319
-
320
- // // if (!resolve(instance, key, entry, lateResolve)) {
321
- // // }
322
- // }
323
- // }
324
-
325
- // console.log(instance);
326
- // const afterFn = (instance as ISerializationCallbackReceiver)?.onAfterDeserialize;
327
- // if (afterFn) afterFn.call(instance);
328
- if (debug)
329
- console.debug("add " + compData.name, compData, instance);
330
- }
331
-
332
- // // TODO: THIS should be legacy once we update unity builtin component exports
333
- // function resolve(instance, key: string, entry, lateResolve: LateResolveCallback[]): boolean {
334
-
335
- // switch (entry["$type"]) {
336
- // default:
337
- // const type = entry["$type"];
338
- // if (type !== undefined) {
339
- // const res = tryResolveType(type, entry);
340
- // if (res !== undefined)
341
- // instance[key] = res;
342
- // return res !== undefined;
343
- // }
344
- // break;
345
- // // the thing is a reference
346
- // case "reference":
347
- // // we expect some identifier entry to use for finding the reference
348
- // const guid = entry["guid"];
349
- // lateResolve.push(async (gltf) => {
350
- // instance[key] = findInGltf(guid, gltf);
351
- // });
352
- // return true;
353
- // }
354
-
355
- // if (Array.isArray(entry)) {
356
- // // the thing is an array
357
- // const targetArray = instance[key];
358
- // for (const index in entry) {
359
- // const val = entry[index];
360
- // if (val === null) {
361
- // targetArray[index] = null;
362
- // continue;
363
- // }
364
- // switch (val["$type"]) {
365
- // default:
366
- // const type = val["$type"];
367
- // if (type !== undefined) {
368
- // const res = tryResolveType(type, entry);
369
- // if (res !== undefined) targetArray[index] = res;
370
- // }
371
- // break;
372
- // case "reference":
373
- // // this entry is a reference
374
- // const guid = val["guid"];
375
- // lateResolve.push(async (gltf) => {
376
- // targetArray[index] = findInGltf(guid, gltf);
377
- // });
378
- // break;
379
- // }
380
- // }
381
- // return true;
382
- // }
383
- // return false;
384
- // }
385
-
386
- // function findInGltf(guid: string, gltf) {
387
- // let res = tools.tryFindScript(guid);
388
- // if (!res) res = tools.tryFindObject(guid, gltf, true);
389
- // return res;
390
- // }
391
-
392
- // function tryResolveType(type, entry): any | undefined {
393
- // switch (type) {
394
- // case "Vector2":
395
- // return new Vector2(entry.x, entry.y);
396
- // case "Vector3":
397
- // return new Vector3(entry.x, entry.y, entry.z);
398
- // case "Vector4":
399
- // return new Vector4(entry.x, entry.y, entry.z, entry.w);
400
- // case "Quaternion":
401
- // return new Quaternion(entry.x, entry.y, entry.z, entry.w);
402
- // }
403
- // return undefined;
1
+ import "./codegen/register_types.js";
2
+
3
+ import { Object3D } from "three";
4
+ import { type GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
+
6
+ import { LogType, showBalloonMessage } from "./debug/index.js";
7
+ import { addNewComponent } from "./engine_components.js";
8
+ import { builtinComponentKeyName, editorGuidKeyName } from "./engine_constants.js";
9
+ import { debugExtension } from "./engine_default_parameters.js";
10
+ import { InstantiateIdProvider } from "./engine_networking_instantiate.js"
11
+ import { isLocalNetwork } from "./engine_networking_utils.js";
12
+ import { deserializeObject, serializeObject } from "./engine_serialization.js";
13
+ import { assign, ImplementationInformation, type ISerializable, SerializationContext } from "./engine_serialization_core.js";
14
+ import { Context } from "./engine_setup.js";
15
+ import type { GuidsMap, ICamera, ICollider, IComponent, IGameObject, IRigidbody, SourceIdentifier, UIDProvider } from "./engine_types.js";
16
+ import { TypeStore } from "./engine_typestore.js";
17
+ import { getParam } from "./engine_utils.js";
18
+ import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
19
+
20
+
21
+
22
+ const debug = debugExtension;
23
+ const debugTypeStore = getParam("debugtypestore");
24
+ if (debugTypeStore) console.log(TypeStore);
25
+
26
+ export function writeBuiltinComponentData(comp: IComponent, context: SerializationContext): object | null {
27
+
28
+ // const fn = (comp as unknown as ISerializable)?.onBeforeSerialize;
29
+ // if (fn) {
30
+ // const res = fn?.call(comp);
31
+ // if (res !== undefined) {
32
+ // res["name"] = comp.constructor.name;
33
+ // return res;
34
+ // }
35
+ // }
36
+ const serializable = comp as unknown as ISerializable;
37
+ const data = serializeObject(serializable, context);
38
+ // console.log(data);
39
+ if (data !== undefined) return data;
40
+ return null;
41
+ }
42
+
43
+ const typeImplementationInformation = new ImplementationInformation();
44
+ const $context_deserialize_queue = Symbol("deserialize-queue");
45
+
46
+ export async function createBuiltinComponents(context: Context, gltfId: SourceIdentifier, gltf: GLTF & { children?: Array<Object3D> }, seed: number | null | UIDProvider = null, extension?: NEEDLE_components) {
47
+ if (!gltf) {
48
+ console.debug("Can not create component instances: gltf is null");
49
+ return;
50
+ }
51
+ const lateResolve: Array<(gltf: Object3D) => {}> = [];
52
+
53
+ let idProvider: UIDProvider | null = seed as UIDProvider;
54
+ if (typeof idProvider === "number") {
55
+ idProvider = new InstantiateIdProvider(seed as number);
56
+ }
57
+
58
+ const idEnd = gltfId.indexOf("?");
59
+ gltfId = idEnd === -1 ? gltfId : gltfId.substring(0, idEnd);
60
+
61
+ const serializationContext = new SerializationContext(gltf.scene);
62
+ serializationContext.gltfId = gltfId;
63
+ serializationContext.context = context;
64
+ serializationContext.gltf = gltf;
65
+ serializationContext.nodeToObject = extension?.nodeToObjectMap;
66
+ serializationContext.implementationInformation = typeImplementationInformation;
67
+
68
+ // If we're loading multiple gltf files in one scene we need to make sure we deserialize all of them in one go
69
+ // for that we collect them in one list per context
70
+ let deserializeQueue = context[$context_deserialize_queue];
71
+ if (!deserializeQueue) deserializeQueue = context[$context_deserialize_queue] = [];
72
+
73
+ if (gltf.scenes) {
74
+ for (const scene of gltf.scenes) {
75
+ await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve);
76
+ }
77
+ }
78
+ // TODO: when is the gltf here an object3d?
79
+ if (gltf.children) {
80
+ for (const ch of gltf.children) {
81
+ await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve);
82
+ }
83
+ }
84
+
85
+ context.new_scripts_pre_setup_callbacks.push(() => {
86
+ // First deserialize ALL components that were loaded before pre setup
87
+ // Down below they get new guids assigned so we have to do all of them first
88
+ // E.g. in cases where we load multiple glb files on startup from one scene
89
+ // and they might have cross-glb references
90
+ const queue = context[$context_deserialize_queue];
91
+ if (queue) {
92
+ for (const des of queue) {
93
+ handleDeserialization(des, serializationContext);
94
+ }
95
+ queue.length = 0;
96
+ }
97
+ // when dropping the same file multiple times we need to generate new guids
98
+ // e.g. SyncedTransform sends its own guid to the server to know about ownership
99
+ // so it requires a unique guid for a new instance
100
+ // doing it here at the end of resolving of references should ensure that
101
+ // and this should run before awake and onenable of newly created components
102
+ if (idProvider) {
103
+ // TODO: should we do this after setup callbacks now?
104
+ const guidsMap: GuidsMap = {};
105
+ const resolveGuids: IHasResolveGuids[] = [];
106
+ // TODO: when is the gltf here an object3d?
107
+ recursiveCreateGuids(gltf as any, idProvider, guidsMap, resolveGuids);
108
+ for (const scene of gltf.scenes)
109
+ recursiveCreateGuids(scene, idProvider, guidsMap, resolveGuids);
110
+ // make sure to resolve all guids AFTER new guids have been assigned
111
+ for (const res of resolveGuids) {
112
+ res.resolveGuids(guidsMap);
113
+ }
114
+ }
115
+ });
116
+ }
117
+
118
+ declare type IHasResolveGuids = {
119
+ resolveGuids: (guidsMap: GuidsMap) => void;
120
+ }
121
+
122
+ const originalComponentNameKey = Symbol("original-component-name");
123
+
124
+ /**
125
+ * We want to create one id provider per component
126
+ * If a component is used multiple times we want to create a new id provider for each instance
127
+ * That way the order of components in the scene doesnt affect the result GUID
128
+ */
129
+ // TODO: clear this when re-loading the context
130
+ const idProviderCache = new Map<string, InstantiateIdProvider>();
131
+
132
+ function recursiveCreateGuids(obj: Object3D, idProvider: UIDProvider | null, guidsMap: GuidsMap, resolveGuids: IHasResolveGuids[]) {
133
+ if (idProvider === null) return;
134
+ if (!obj) return;
135
+ const prev = obj.guid;
136
+
137
+ // we also want to use the idproviderCache for objects because they might be removed or re-ordered in the scene hierarchy
138
+ // in which case we dont want to e.g. change the syncedInstantiate objects that get created because suddenly another object has that guid
139
+ const idProviderKey = obj.guid;
140
+ if (idProviderKey?.length) {
141
+ if (!idProviderCache.has(idProviderKey)) {
142
+ if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for object " + obj.name);
143
+ idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
144
+ }
145
+ }
146
+ const objectIdProvider = idProviderKey && idProviderCache.get(idProviderKey) || idProvider;
147
+
148
+ obj.guid = objectIdProvider.generateUUID();
149
+ if (prev && prev !== "invalid")
150
+ guidsMap[prev] = obj.guid;
151
+
152
+ // console.log(obj);
153
+ if (obj && obj.userData && obj.userData.components) {
154
+ for (const comp of obj.userData.components) {
155
+ if (comp === null) continue;
156
+
157
+ // by default we use the component guid as a key - order of the components in the scene doesnt matter with this approach
158
+ // this is to prevent cases where multiple GLBs are loaded with the same component guid
159
+ const idProviderKey = comp.guid;
160
+ if (idProviderKey) {
161
+ if (!idProviderCache.has(idProviderKey)) {
162
+ if (debug) console.log("Creating InstanceIdProvider with key \"" + idProviderKey + "\" for component " + comp[originalComponentNameKey]);
163
+ idProviderCache.set(idProviderKey, new InstantiateIdProvider(idProviderKey));
164
+ }
165
+ }
166
+ else if (debug) console.warn("Can not create IdProvider: component " + comp[originalComponentNameKey] + " has no guid", comp.guid);
167
+ const componentIdProvider = idProviderCache.get(idProviderKey) || idProvider
168
+
169
+ const prev = comp.guid;
170
+ comp.guid = componentIdProvider.generateUUID();
171
+ if (prev && prev !== "invalid")
172
+ guidsMap[prev] = comp.guid;
173
+ if (comp.resolveGuids)
174
+ resolveGuids.push(comp);
175
+ }
176
+
177
+ }
178
+ if (obj.children) {
179
+ for (const child of obj.children) {
180
+ recursiveCreateGuids(child as IGameObject, idProvider, guidsMap, resolveGuids);
181
+ }
182
+ }
183
+ }
184
+
185
+ declare interface IGltfbuiltinComponent {
186
+ name: string;
187
+ }
188
+
189
+ declare interface IGltfBuiltinComponentData {
190
+ [builtinComponentKeyName]: IGltfbuiltinComponent[];
191
+ }
192
+
193
+ declare class DeserializeData {
194
+ instance: any;
195
+ compData: IGltfbuiltinComponent;
196
+ obj: Object3D;
197
+ }
198
+
199
+ declare type LateResolveCallback = (gltf: Object3D) => void;
200
+
201
+ const unknownComponentsBuffer: Array<string> = [];
202
+
203
+
204
+ async function onCreateBuiltinComponents(context: SerializationContext, obj: Object3D,
205
+ deserialize: DeserializeData[], lateResolve: LateResolveCallback[]) {
206
+ if (!obj) return;
207
+
208
+ // iterate injected data
209
+ const data = obj.userData as IGltfBuiltinComponentData;
210
+ if (data) {
211
+ const components = data.builtin_components;
212
+ if (components && components.length > 0) {
213
+ // console.log(obj);
214
+ for (const compData of components) {
215
+ try {
216
+ if (compData === null) continue;
217
+ const type = TypeStore.get(compData.name);
218
+ // console.log(compData, compData.name, type, TypeStore);
219
+ if (type !== undefined && type !== null) {
220
+ const instance: IComponent = new type() as IComponent;
221
+ instance.sourceId = context.gltfId;
222
+
223
+ // assign basic fields
224
+ assign(instance, compData, context.implementationInformation);
225
+
226
+ // make sure we assign the Needle Engine Context because Context.Current is unreliable when loading multiple <needle-engine> elements at the same time due to async processes
227
+ instance.context = context.context;
228
+
229
+ // assign the guid of the original instance
230
+ if ("guid" in compData)
231
+ instance[editorGuidKeyName] = compData.guid;
232
+
233
+ // we store the original component name per component which will later be used to get or initialize the InstanceIdProvider
234
+ instance[originalComponentNameKey] = compData.name;
235
+
236
+ // Object.assign(instance, compData);
237
+ // dont call awake here because some references might not be resolved yet and components that access those fields in awake will throw
238
+ // for example Duplicatable reference to object might still be { node: id }
239
+ const callAwake = false;
240
+ addNewComponent(obj, instance, callAwake);
241
+ deserialize.push({ instance, compData, obj });
242
+
243
+ // if the component instance is a camera and we dont have a main camera yet
244
+ // we want to assign it to the context BEFORE any component becomes active (ensuring that in awake and onEnable the mainCamera is assigned)
245
+ // alternatively we could try to search for the mainCamera in the getter of the context when creating the engine for the first time
246
+ if ((instance as ICamera).isCamera && context.context) {
247
+ if (context.context.mainCamera === null && (instance.tag === "MainCamera"))
248
+ context.context.setCurrentCamera(instance as ICamera);
249
+ }
250
+
251
+ // if the component is a rigidbody or collider and the physics engine is not initialized yet
252
+ // initialize the physics engine right away
253
+ if (context.context?.physics?.engine?.isInitialized === false && ((instance as ICollider).isCollider || (instance as IRigidbody).isRigidbody)) {
254
+ context.context?.physics.engine?.initialize();
255
+ }
256
+ }
257
+ else {
258
+ if (debug)
259
+ console.debug("unknown component: " + compData.name);
260
+ if (!unknownComponentsBuffer.includes(compData.name))
261
+ unknownComponentsBuffer.push(compData.name);
262
+ }
263
+ }
264
+ catch (err: any) {
265
+ console.error(compData.name + " - " + err.message, err);
266
+ }
267
+ }
268
+ // console.debug("finished adding gltf builtin components", obj);
269
+ }
270
+ if (unknownComponentsBuffer.length > 0) {
271
+ const unknown = unknownComponentsBuffer.join(", ");
272
+ console.warn("unknown components: " + unknown);
273
+ unknownComponentsBuffer.length = 0;
274
+ if (isLocalNetwork())
275
+ showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
276
+ }
277
+ }
278
+
279
+ if (obj.children) {
280
+ for (const ch of obj.children) {
281
+ await onCreateBuiltinComponents(context, ch, deserialize, lateResolve);
282
+ }
283
+ }
284
+ }
285
+
286
+ function handleDeserialization(data: DeserializeData, context: SerializationContext) {
287
+ const { instance, compData, obj } = data;
288
+ context.object = obj;
289
+ context.target = instance;
290
+
291
+ // const beforeFn = (instance as ISerializationCallbackReceiver)?.onBeforeDeserialize;
292
+ // console.log(beforeFn, instance);
293
+ // if (beforeFn) beforeFn.call(instance, data.compData);
294
+
295
+ let deserialized: boolean = true;
296
+ // console.log(instance, compData);
297
+ // TODO: first build components and then deserialize data?
298
+ // currently a component referencing another component can not find it if the referenced component hasnt been added
299
+ // we should split this up in two steps then.
300
+ deserialized = deserializeObject(instance, compData, context) === true;
301
+
302
+ // if (!deserialized) {
303
+ // // now loop through data again and search for special reference types
304
+ // for (const key in compData) {
305
+ // const entry = compData[key];
306
+ // if (!entry) {
307
+ // instance[key] = null;
308
+ // continue;
309
+ // }
310
+
311
+ // const fn = (instance as ISerializationCallbackReceiver)?.onDeserialize;
312
+ // if (fn) {
313
+ // const res = fn.call(instance, key, entry);
314
+ // if (res !== undefined) {
315
+ // instance[key] = res;
316
+ // continue;
317
+ // }
318
+ // }
319
+
320
+ // // if (!resolve(instance, key, entry, lateResolve)) {
321
+ // // }
322
+ // }
323
+ // }
324
+
325
+ // console.log(instance);
326
+ // const afterFn = (instance as ISerializationCallbackReceiver)?.onAfterDeserialize;
327
+ // if (afterFn) afterFn.call(instance);
328
+ if (debug)
329
+ console.debug("add " + compData.name, compData, instance);
330
+ }
331
+
332
+ // // TODO: THIS should be legacy once we update unity builtin component exports
333
+ // function resolve(instance, key: string, entry, lateResolve: LateResolveCallback[]): boolean {
334
+
335
+ // switch (entry["$type"]) {
336
+ // default:
337
+ // const type = entry["$type"];
338
+ // if (type !== undefined) {
339
+ // const res = tryResolveType(type, entry);
340
+ // if (res !== undefined)
341
+ // instance[key] = res;
342
+ // return res !== undefined;
343
+ // }
344
+ // break;
345
+ // // the thing is a reference
346
+ // case "reference":
347
+ // // we expect some identifier entry to use for finding the reference
348
+ // const guid = entry["guid"];
349
+ // lateResolve.push(async (gltf) => {
350
+ // instance[key] = findInGltf(guid, gltf);
351
+ // });
352
+ // return true;
353
+ // }
354
+
355
+ // if (Array.isArray(entry)) {
356
+ // // the thing is an array
357
+ // const targetArray = instance[key];
358
+ // for (const index in entry) {
359
+ // const val = entry[index];
360
+ // if (val === null) {
361
+ // targetArray[index] = null;
362
+ // continue;
363
+ // }
364
+ // switch (val["$type"]) {
365
+ // default:
366
+ // const type = val["$type"];
367
+ // if (type !== undefined) {
368
+ // const res = tryResolveType(type, entry);
369
+ // if (res !== undefined) targetArray[index] = res;
370
+ // }
371
+ // break;
372
+ // case "reference":
373
+ // // this entry is a reference
374
+ // const guid = val["guid"];
375
+ // lateResolve.push(async (gltf) => {
376
+ // targetArray[index] = findInGltf(guid, gltf);
377
+ // });
378
+ // break;
379
+ // }
380
+ // }
381
+ // return true;
382
+ // }
383
+ // return false;
384
+ // }
385
+
386
+ // function findInGltf(guid: string, gltf) {
387
+ // let res = tools.tryFindScript(guid);
388
+ // if (!res) res = tools.tryFindObject(guid, gltf, true);
389
+ // return res;
390
+ // }
391
+
392
+ // function tryResolveType(type, entry): any | undefined {
393
+ // switch (type) {
394
+ // case "Vector2":
395
+ // return new Vector2(entry.x, entry.y);
396
+ // case "Vector3":
397
+ // return new Vector3(entry.x, entry.y, entry.z);
398
+ // case "Vector4":
399
+ // return new Vector4(entry.x, entry.y, entry.z, entry.w);
400
+ // case "Quaternion":
401
+ // return new Quaternion(entry.x, entry.y, entry.z, entry.w);
402
+ // }
403
+ // return undefined;
404
404
  // }