@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
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  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
@@ -1,475 +1,475 @@
1
- /// <reference types="webxr" />
2
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
- import type { EffectComposer } from "postprocessing";
4
- import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
- import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
- import { Addressables } from './engine_addressables.js';
7
- import { AnimationsRegistry } from './engine_animation.js';
8
- import { Application } from './engine_application.js';
9
- import { AssetDatabase } from './engine_assetdatabase.js';
10
- import { Input } from './engine_input.js';
11
- import { type ILightDataRegistry } from './engine_lightdata.js';
12
- import { LODsManager } from "./engine_lods.js";
13
- import { NetworkConnection } from './engine_networking.js';
14
- import { Physics } from './engine_physics.js';
15
- import { PlayerViewManager } from './engine_playerview.js';
16
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
17
- import { Time } from './engine_time.js';
18
- import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, Vec2 } from "./engine_types.js";
19
- import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
20
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
21
- import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
22
- export declare const build_scene_functions: {
23
- [name: string]: (context: Context) => Promise<void>;
24
- };
25
- export declare class LoadingProgressArgs {
26
- /** the name or URL of the loaded file */
27
- name: string;
28
- /** the loading progress event from the loader */
29
- progress: ProgressEvent;
30
- /** the index of the loaded file */
31
- index: number;
32
- /** the total number of files to load */
33
- count: number;
34
- }
35
- export declare class ContextCreateArgs {
36
- /** list of glTF or GLB files to load */
37
- files: Array<string>;
38
- abortSignal?: AbortSignal;
39
- /** called when loading a provided glTF file started */
40
- onLoadingStart?: (index: number, file: string) => void;
41
- /** called on update for each loaded glTF file */
42
- onLoadingProgress?: (args: LoadingProgressArgs) => void;
43
- /** Called after a gLTF file has finished loading */
44
- onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
45
- }
46
- export declare class ContextArgs {
47
- name?: string;
48
- /** for debugging only */
49
- alias?: string;
50
- /** the hash is used as a seed when initially loading the scene files */
51
- hash?: string;
52
- /** when true the context will not check if it's visible in the viewport and always update and render */
53
- runInBackground?: boolean;
54
- /** 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) */
55
- domElement?: HTMLElement | null;
56
- /** externally owned renderer */
57
- renderer?: WebGLRenderer;
58
- /** externally owned camera */
59
- camera?: Camera;
60
- /** externally owned scene */
61
- scene?: Scene;
62
- }
63
- export declare enum FrameEvent {
64
- Start = -1,
65
- EarlyUpdate = 0,
66
- Update = 1,
67
- LateUpdate = 2,
68
- OnBeforeRender = 3,
69
- OnAfterRender = 4,
70
- PrePhysicsStep = 9,
71
- PostPhysicsStep = 10,
72
- Undefined = -1
73
- }
74
- /** threejs callback event signature */
75
- export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
76
- export declare function registerComponent(script: IComponent, context?: Context): void;
77
- /**
78
- * The context is the main object that holds all the data and state of the Needle Engine.
79
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
80
- * @example
81
- * ```typescript
82
- * import { Behaviour } from "@needle-tools/engine";
83
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
84
- * export class MyScript extends Behaviour {
85
- * start() {
86
- * console.log("Hello from MyScript");
87
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
88
- * }
89
- * }
90
- * ```
91
- */
92
- export declare class Context implements IContext {
93
- private static _defaultTargetFramerate;
94
- /** When a new context is created this is the framerate that will be used by default */
95
- static get DefaultTargetFrameRate(): number | undefined;
96
- /** When a new context is created this is the framerate that will be used by default */
97
- static set DefaultTargetFrameRate(val: number | undefined);
98
- private static _defaultWebglRendererParameters;
99
- /** The default parameters that will be used when creating a new WebGLRenderer.
100
- * Modify in global context to change the default parameters for all new contexts.
101
- * @example
102
- * ```typescript
103
- * import { Context } from "@needle-tools/engine";
104
- * Context.DefaultWebGLRendererParameters.antialias = false;
105
- * ```
106
- */
107
- static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
108
- /** The needle engine version */
109
- get version(): string;
110
- /** The currently active context. Only set during the update loops */
111
- static get Current(): Context;
112
- /** @internal this property should not be set by user code */
113
- static set Current(context: Context);
114
- static get All(): Context[];
115
- /** The name of the context */
116
- name: string;
117
- /** An alias for the context */
118
- alias: string | undefined | null;
119
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
120
- * When this is false you are responsible to call update(timestamp, xframe.
121
- * It is also currently assumed that rendering is handled performed by an external process
122
- * */
123
- isManagedExternally: boolean;
124
- /** set to true to pause the update loop. You can receive an event for it in your components.
125
- * Note that script updates will not be called when paused */
126
- isPaused: boolean;
127
- /** When enabled the application will run while not visible on the page */
128
- runInBackground: boolean;
129
- /**
130
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
131
- * Set to undefined if you want to run at the maximum framerate
132
- */
133
- targetFrameRate?: number | {
134
- value?: number;
135
- };
136
- /** Use a higher number for more accurate physics simulation.
137
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
138
- * Set to 0 to disable physics updates
139
- * 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
140
- */
141
- private physicsSteps?;
142
- /** used to append to loaded assets */
143
- hash?: string;
144
- /** The `<needle-engine>` web component */
145
- domElement: NeedleEngineWebComponent | HTMLElement;
146
- appendHTMLElement(element: HTMLElement): HTMLElement;
147
- get resolutionScaleFactor(): number;
148
- /** use to scale the resolution up or down of the renderer. default is 1 */
149
- set resolutionScaleFactor(val: number);
150
- private _resolutionScaleFactor;
151
- private _boundingClientRectFrame;
152
- private _boundingClientRect;
153
- private _domX;
154
- private _domY;
155
- /** update bounding rects + domX, domY */
156
- private calculateBoundingClientRect;
157
- /** The width of the `<needle-engine>` element on the website */
158
- get domWidth(): number;
159
- /** The height of the `<needle-engine>` element on the website */
160
- get domHeight(): number;
161
- /** the X position of the `<needle-engine>` element on the website */
162
- get domX(): number;
163
- /** the Y position of the `<needle-engine>` element on the website */
164
- get domY(): number;
165
- /**
166
- * Is a XR session currently active and presenting?
167
- * @returns true if the xr renderer is currently presenting
168
- */
169
- get isInXR(): boolean;
170
- /** shorthand for `NeedleXRSession.active`
171
- * Automatically set by NeedleXRSession when a XR session is active
172
- * @returns the active XR session or null if no session is active
173
- * */
174
- xr: NeedleXRSession | null;
175
- /**
176
- * Shorthand for `this.xr?.mode`. AR or VR
177
- * @returns the current XR session mode (immersive-vr or immersive-ar)
178
- */
179
- get xrSessionMode(): XRSessionMode | undefined;
180
- /** Shorthand for `this.xrSessionMode === "immersive-vr"`
181
- * @returns true if a webxr VR session is currently active.
182
- */
183
- get isInVR(): boolean;
184
- /**
185
- * Shorthand for `this.xrSessionMode === "immersive-ar"`
186
- * @returns true if a webxr AR session is currently active.
187
- */
188
- get isInAR(): boolean;
189
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
190
- * @returns true if the XR session is in pass through mode
191
- */
192
- get isInPassThrough(): boolean;
193
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
194
- get xrSession(): XRSession | null;
195
- /** @returns the latest XRFrame (if a XRSession is currently active)
196
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
197
- */
198
- get xrFrame(): XRFrame | null;
199
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
200
- get xrCamera(): WebXRArrayCamera | undefined;
201
- private _xrFrame;
202
- /**
203
- * The AR overlay element is used to display 2D HTML elements while a AR session is active.
204
- */
205
- get arOverlayElement(): HTMLElement;
206
- /**
207
- * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
208
- */
209
- get currentFrameEvent(): FrameEvent;
210
- private _currentFrameEvent;
211
- /**
212
- * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
213
- */
214
- scene: Scene;
215
- /**
216
- * The renderer is used to render the scene. It is automatically created when the context is created.
217
- */
218
- renderer: WebGLRenderer;
219
- /**
220
- * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
221
- */
222
- composer: EffectComposer | ThreeEffectComposer | null;
223
- /**
224
- * @internal All known components. Don't use directly
225
- */
226
- readonly scripts: IComponent[];
227
- /**
228
- * @internal All paused components. Don't use directly
229
- */
230
- readonly scripts_pausedChanged: IComponent[];
231
- /**
232
- * @internal All components that have a early update event. Don't use directly
233
- */
234
- readonly scripts_earlyUpdate: IComponent[];
235
- /**
236
- * @internal All components that have a update event. Don't use directly
237
- */
238
- readonly scripts_update: IComponent[];
239
- /**
240
- * @internal All components that have a late update event. Don't use directly
241
- */
242
- readonly scripts_lateUpdate: IComponent[];
243
- /**
244
- * @internal All components that have a onBeforeRender event. Don't use directly
245
- */
246
- readonly scripts_onBeforeRender: IComponent[];
247
- /**
248
- * @internal All components that have a onAfterRender event. Don't use directly
249
- */
250
- readonly scripts_onAfterRender: IComponent[];
251
- /**
252
- * @internal All components that have coroutines. Don't use directly
253
- */
254
- readonly scripts_WithCorroutines: IComponent[];
255
- /**
256
- * @internal Components with immersive-vr event methods. Don't use directly
257
- */
258
- readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
259
- /**
260
- * @internal Components with immersive-ar event methods. Don't use directly
261
- */
262
- readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
263
- /**
264
- * @internal Coroutine data
265
- */
266
- readonly coroutines: {
267
- [FrameEvent: number]: Array<CoroutineData>;
268
- };
269
- /** callbacks called once after the context has been created */
270
- readonly post_setup_callbacks: Function[];
271
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
272
- readonly pre_update_callbacks: Function[];
273
- /** called every frame before rendering (after all component events) */
274
- readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
275
- /** called every frame after rendering (after all component events) */
276
- readonly post_render_callbacks: Function[];
277
- /** called every frame befroe update (this list is emptied every frame) */
278
- readonly pre_update_oneshot_callbacks: Function[];
279
- /** @internal */
280
- readonly new_scripts: IComponent[];
281
- /** @internal */
282
- readonly new_script_start: IComponent[];
283
- /** @internal */
284
- readonly new_scripts_pre_setup_callbacks: Function[];
285
- /** @internal */
286
- readonly new_scripts_post_setup_callbacks: Function[];
287
- /** @internal */
288
- readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
289
- /**
290
- * The **main camera component** of the scene - this camera is used for rendering.
291
- * Use `setCurrentCamera` for updating the main camera.
292
- */
293
- mainCameraComponent: ICamera | undefined;
294
- /**
295
- * The main camera of the scene - this camera is used for rendering
296
- * Use `setCurrentCamera` for updating the main camera.
297
- */
298
- get mainCamera(): Camera;
299
- /** 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 */
300
- set mainCamera(cam: Camera | null);
301
- private _mainCamera;
302
- private _fallbackCamera;
303
- /** access application state (e.g. if all audio should be muted) */
304
- application: Application;
305
- /** access animation mixer used by components in the scene */
306
- animations: AnimationsRegistry;
307
- /** access timings (current frame number, deltaTime, timeScale, ...) */
308
- time: Time;
309
- /** access input data (e.g. click or touch events) */
310
- input: Input;
311
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
312
- physics: Physics;
313
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
314
- connection: NetworkConnection;
315
- /**
316
- * @deprecated AssetDataBase is deprecated
317
- */
318
- assets: AssetDatabase;
319
- /** The main light in the scene */
320
- mainLight: ILight | null;
321
- /** @deprecated Use sceneLighting */
322
- get rendererData(): SceneLighting;
323
- sceneLighting: SceneLighting;
324
- addressables: Addressables;
325
- lightmaps: ILightDataRegistry;
326
- players: PlayerViewManager;
327
- readonly lodsManager: LODsManager;
328
- /** Access the needle menu to add or remove buttons to the menu element */
329
- readonly menu: NeedleMenu;
330
- /** @returns true if the context is fully created and ready */
331
- get isCreated(): boolean;
332
- private _needsUpdateSize;
333
- private _isCreated;
334
- private _isCreating;
335
- private _isVisible;
336
- private _stats;
337
- constructor(args?: ContextArgs);
338
- /**
339
- * 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.
340
- * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
341
- * **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)
342
- * @returns {WebGLRenderer} the newly created renderer
343
- */
344
- createNewRenderer(params?: WebGLRendererParameters): WebGLRenderer;
345
- private _intersectionObserver;
346
- private internalOnUpdateVisible;
347
- private _disposeCallbacks;
348
- /** will request a renderer size update the next render call (will call updateSize the next update) */
349
- requestSizeUpdate(): void;
350
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
351
- maxRenderResolution?: Vec2;
352
- /** Control the renderer devicePixelRatio.
353
- * **Options**
354
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
355
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
356
- * - `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.
357
- */
358
- get devicePixelRatio(): "auto" | "manual" | number;
359
- set devicePixelRatio(val: "auto" | "manual" | number);
360
- private _devicePixelRatio;
361
- /**
362
- * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
363
- */
364
- updateSize(force?: boolean): void;
365
- /**
366
- * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
367
- */
368
- updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
369
- /** This will recreate the whole needle engine context and dispose the whole scene content
370
- * All content will be reloaded (loading times might be faster due to browser caches)
371
- * All scripts will be recreated */
372
- recreate(): void;
373
- private _originalCreationArgs?;
374
- /** @deprecated use create. This method will be removed in a future version */
375
- onCreate(opts?: ContextCreateArgs): Promise<boolean>;
376
- /** @internal */
377
- create(opts?: ContextCreateArgs): Promise<boolean>;
378
- private onUnhandledRejection;
379
- /** Dispatches an error */
380
- private onError;
381
- /**
382
- * Clears the context and destroys all scenes and objects in the scene.
383
- * The ContextCleared event is called at the end.
384
- * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
385
- * or when the web component is removed from the DOM
386
- */
387
- clear(): void;
388
- /**
389
- * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
390
- */
391
- dispose(): void;
392
- /**@deprecated use dispose() */
393
- onDestroy(): void;
394
- private internalOnDestroy;
395
- /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
396
- registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
397
- /** @internal Automatically called by components. */
398
- unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
399
- /** @internal Automatically called */
400
- stopAllCoroutinesFrom(script: IComponent): void;
401
- private _cameraStack;
402
- /** Change the main camera */
403
- setCurrentCamera(cam: ICamera): void;
404
- /**
405
- * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
406
- */
407
- removeCamera(cam?: ICamera | null): void;
408
- private readonly _onBeforeRenderListeners;
409
- private readonly _onAfterRenderListeners;
410
- /** Use to subscribe to onBeforeRender events on threejs objects.
411
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
412
- */
413
- addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
414
- /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
415
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
416
- */
417
- removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
418
- /**
419
- * Subscribe to onAfterRender events on threejs objects
420
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
421
- */
422
- addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
423
- /**
424
- * Remove from onAfterRender events on threejs objects
425
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
426
- */
427
- removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
428
- private _createRenderCallbackWrapper;
429
- private _requireDepthTexture;
430
- private _requireColorTexture;
431
- private _renderTarget?;
432
- private _isRendering;
433
- /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
434
- get isRendering(): boolean;
435
- setRequireDepth(val: boolean): void;
436
- setRequireColor(val: boolean): void;
437
- get depthTexture(): DepthTexture | null;
438
- get opaqueColorTexture(): Texture | null;
439
- /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
440
- get isVisibleToUser(): boolean;
441
- private _createId;
442
- private internalOnCreate;
443
- private internalLoadInitialContent;
444
- /** Sets the animation loop.
445
- * Can not be done while creating the context or when disposed
446
- **/
447
- restartRenderLoop(): boolean;
448
- private _renderlooperrors;
449
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
450
- update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
451
- /** Call to **manually** perform physics steps.
452
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
453
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
454
- * */
455
- updatePhysics(steps: number): void;
456
- private _lastTimestamp;
457
- private _accumulatedTime;
458
- private _dispatchReadyAfterFrame;
459
- private internalStep;
460
- private internalOnBeforeRender;
461
- private internalUpdatePhysics;
462
- private internalOnRender;
463
- private internalOnAfterRender;
464
- private readonly _tempClearColor;
465
- private readonly _tempClearColor2;
466
- renderNow(camera?: Camera): boolean;
467
- private _contextRestoreTries;
468
- private handleRendererContextLost;
469
- /** returns true if we should return out of the frame loop */
470
- private _wasPaused;
471
- private onHandlePaused;
472
- private evaluatePaused;
473
- private renderRequiredTextures;
474
- private executeCoroutines;
475
- }
1
+ /// <reference types="webxr" />
2
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
+ import type { EffectComposer } from "postprocessing";
4
+ import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
+ import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
+ import { Addressables } from './engine_addressables.js';
7
+ import { AnimationsRegistry } from './engine_animation.js';
8
+ import { Application } from './engine_application.js';
9
+ import { AssetDatabase } from './engine_assetdatabase.js';
10
+ import { Input } from './engine_input.js';
11
+ import { type ILightDataRegistry } from './engine_lightdata.js';
12
+ import { LODsManager } from "./engine_lods.js";
13
+ import { NetworkConnection } from './engine_networking.js';
14
+ import { Physics } from './engine_physics.js';
15
+ import { PlayerViewManager } from './engine_playerview.js';
16
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
17
+ import { Time } from './engine_time.js';
18
+ import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, Vec2 } from "./engine_types.js";
19
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
20
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
21
+ import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
22
+ export declare const build_scene_functions: {
23
+ [name: string]: (context: Context) => Promise<void>;
24
+ };
25
+ export declare class LoadingProgressArgs {
26
+ /** the name or URL of the loaded file */
27
+ name: string;
28
+ /** the loading progress event from the loader */
29
+ progress: ProgressEvent;
30
+ /** the index of the loaded file */
31
+ index: number;
32
+ /** the total number of files to load */
33
+ count: number;
34
+ }
35
+ export declare class ContextCreateArgs {
36
+ /** list of glTF or GLB files to load */
37
+ files: Array<string>;
38
+ abortSignal?: AbortSignal;
39
+ /** called when loading a provided glTF file started */
40
+ onLoadingStart?: (index: number, file: string) => void;
41
+ /** called on update for each loaded glTF file */
42
+ onLoadingProgress?: (args: LoadingProgressArgs) => void;
43
+ /** Called after a gLTF file has finished loading */
44
+ onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
45
+ }
46
+ export declare class ContextArgs {
47
+ name?: string;
48
+ /** for debugging only */
49
+ alias?: string;
50
+ /** the hash is used as a seed when initially loading the scene files */
51
+ hash?: string;
52
+ /** when true the context will not check if it's visible in the viewport and always update and render */
53
+ runInBackground?: boolean;
54
+ /** 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) */
55
+ domElement?: HTMLElement | null;
56
+ /** externally owned renderer */
57
+ renderer?: WebGLRenderer;
58
+ /** externally owned camera */
59
+ camera?: Camera;
60
+ /** externally owned scene */
61
+ scene?: Scene;
62
+ }
63
+ export declare enum FrameEvent {
64
+ Start = -1,
65
+ EarlyUpdate = 0,
66
+ Update = 1,
67
+ LateUpdate = 2,
68
+ OnBeforeRender = 3,
69
+ OnAfterRender = 4,
70
+ PrePhysicsStep = 9,
71
+ PostPhysicsStep = 10,
72
+ Undefined = -1
73
+ }
74
+ /** threejs callback event signature */
75
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
76
+ export declare function registerComponent(script: IComponent, context?: Context): void;
77
+ /**
78
+ * The context is the main object that holds all the data and state of the Needle Engine.
79
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
80
+ * @example
81
+ * ```typescript
82
+ * import { Behaviour } from "@needle-tools/engine";
83
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
84
+ * export class MyScript extends Behaviour {
85
+ * start() {
86
+ * console.log("Hello from MyScript");
87
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
88
+ * }
89
+ * }
90
+ * ```
91
+ */
92
+ export declare class Context implements IContext {
93
+ private static _defaultTargetFramerate;
94
+ /** When a new context is created this is the framerate that will be used by default */
95
+ static get DefaultTargetFrameRate(): number | undefined;
96
+ /** When a new context is created this is the framerate that will be used by default */
97
+ static set DefaultTargetFrameRate(val: number | undefined);
98
+ private static _defaultWebglRendererParameters;
99
+ /** The default parameters that will be used when creating a new WebGLRenderer.
100
+ * Modify in global context to change the default parameters for all new contexts.
101
+ * @example
102
+ * ```typescript
103
+ * import { Context } from "@needle-tools/engine";
104
+ * Context.DefaultWebGLRendererParameters.antialias = false;
105
+ * ```
106
+ */
107
+ static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
108
+ /** The needle engine version */
109
+ get version(): string;
110
+ /** The currently active context. Only set during the update loops */
111
+ static get Current(): Context;
112
+ /** @internal this property should not be set by user code */
113
+ static set Current(context: Context);
114
+ static get All(): Context[];
115
+ /** The name of the context */
116
+ name: string;
117
+ /** An alias for the context */
118
+ alias: string | undefined | null;
119
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
120
+ * When this is false you are responsible to call update(timestamp, xframe.
121
+ * It is also currently assumed that rendering is handled performed by an external process
122
+ * */
123
+ isManagedExternally: boolean;
124
+ /** set to true to pause the update loop. You can receive an event for it in your components.
125
+ * Note that script updates will not be called when paused */
126
+ isPaused: boolean;
127
+ /** When enabled the application will run while not visible on the page */
128
+ runInBackground: boolean;
129
+ /**
130
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
131
+ * Set to undefined if you want to run at the maximum framerate
132
+ */
133
+ targetFrameRate?: number | {
134
+ value?: number;
135
+ };
136
+ /** Use a higher number for more accurate physics simulation.
137
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
138
+ * Set to 0 to disable physics updates
139
+ * 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
140
+ */
141
+ private physicsSteps?;
142
+ /** used to append to loaded assets */
143
+ hash?: string;
144
+ /** The `<needle-engine>` web component */
145
+ domElement: NeedleEngineWebComponent | HTMLElement;
146
+ appendHTMLElement(element: HTMLElement): HTMLElement;
147
+ get resolutionScaleFactor(): number;
148
+ /** use to scale the resolution up or down of the renderer. default is 1 */
149
+ set resolutionScaleFactor(val: number);
150
+ private _resolutionScaleFactor;
151
+ private _boundingClientRectFrame;
152
+ private _boundingClientRect;
153
+ private _domX;
154
+ private _domY;
155
+ /** update bounding rects + domX, domY */
156
+ private calculateBoundingClientRect;
157
+ /** The width of the `<needle-engine>` element on the website */
158
+ get domWidth(): number;
159
+ /** The height of the `<needle-engine>` element on the website */
160
+ get domHeight(): number;
161
+ /** the X position of the `<needle-engine>` element on the website */
162
+ get domX(): number;
163
+ /** the Y position of the `<needle-engine>` element on the website */
164
+ get domY(): number;
165
+ /**
166
+ * Is a XR session currently active and presenting?
167
+ * @returns true if the xr renderer is currently presenting
168
+ */
169
+ get isInXR(): boolean;
170
+ /** shorthand for `NeedleXRSession.active`
171
+ * Automatically set by NeedleXRSession when a XR session is active
172
+ * @returns the active XR session or null if no session is active
173
+ * */
174
+ xr: NeedleXRSession | null;
175
+ /**
176
+ * Shorthand for `this.xr?.mode`. AR or VR
177
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
178
+ */
179
+ get xrSessionMode(): XRSessionMode | undefined;
180
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
181
+ * @returns true if a webxr VR session is currently active.
182
+ */
183
+ get isInVR(): boolean;
184
+ /**
185
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
186
+ * @returns true if a webxr AR session is currently active.
187
+ */
188
+ get isInAR(): boolean;
189
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
190
+ * @returns true if the XR session is in pass through mode
191
+ */
192
+ get isInPassThrough(): boolean;
193
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
194
+ get xrSession(): XRSession | null;
195
+ /** @returns the latest XRFrame (if a XRSession is currently active)
196
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
197
+ */
198
+ get xrFrame(): XRFrame | null;
199
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
200
+ get xrCamera(): WebXRArrayCamera | undefined;
201
+ private _xrFrame;
202
+ /**
203
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
204
+ */
205
+ get arOverlayElement(): HTMLElement;
206
+ /**
207
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
208
+ */
209
+ get currentFrameEvent(): FrameEvent;
210
+ private _currentFrameEvent;
211
+ /**
212
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
213
+ */
214
+ scene: Scene;
215
+ /**
216
+ * The renderer is used to render the scene. It is automatically created when the context is created.
217
+ */
218
+ renderer: WebGLRenderer;
219
+ /**
220
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
221
+ */
222
+ composer: EffectComposer | ThreeEffectComposer | null;
223
+ /**
224
+ * @internal All known components. Don't use directly
225
+ */
226
+ readonly scripts: IComponent[];
227
+ /**
228
+ * @internal All paused components. Don't use directly
229
+ */
230
+ readonly scripts_pausedChanged: IComponent[];
231
+ /**
232
+ * @internal All components that have a early update event. Don't use directly
233
+ */
234
+ readonly scripts_earlyUpdate: IComponent[];
235
+ /**
236
+ * @internal All components that have a update event. Don't use directly
237
+ */
238
+ readonly scripts_update: IComponent[];
239
+ /**
240
+ * @internal All components that have a late update event. Don't use directly
241
+ */
242
+ readonly scripts_lateUpdate: IComponent[];
243
+ /**
244
+ * @internal All components that have a onBeforeRender event. Don't use directly
245
+ */
246
+ readonly scripts_onBeforeRender: IComponent[];
247
+ /**
248
+ * @internal All components that have a onAfterRender event. Don't use directly
249
+ */
250
+ readonly scripts_onAfterRender: IComponent[];
251
+ /**
252
+ * @internal All components that have coroutines. Don't use directly
253
+ */
254
+ readonly scripts_WithCorroutines: IComponent[];
255
+ /**
256
+ * @internal Components with immersive-vr event methods. Don't use directly
257
+ */
258
+ readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
259
+ /**
260
+ * @internal Components with immersive-ar event methods. Don't use directly
261
+ */
262
+ readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
263
+ /**
264
+ * @internal Coroutine data
265
+ */
266
+ readonly coroutines: {
267
+ [FrameEvent: number]: Array<CoroutineData>;
268
+ };
269
+ /** callbacks called once after the context has been created */
270
+ readonly post_setup_callbacks: Function[];
271
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
272
+ readonly pre_update_callbacks: Function[];
273
+ /** called every frame before rendering (after all component events) */
274
+ readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
275
+ /** called every frame after rendering (after all component events) */
276
+ readonly post_render_callbacks: Function[];
277
+ /** called every frame befroe update (this list is emptied every frame) */
278
+ readonly pre_update_oneshot_callbacks: Function[];
279
+ /** @internal */
280
+ readonly new_scripts: IComponent[];
281
+ /** @internal */
282
+ readonly new_script_start: IComponent[];
283
+ /** @internal */
284
+ readonly new_scripts_pre_setup_callbacks: Function[];
285
+ /** @internal */
286
+ readonly new_scripts_post_setup_callbacks: Function[];
287
+ /** @internal */
288
+ readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
289
+ /**
290
+ * The **main camera component** of the scene - this camera is used for rendering.
291
+ * Use `setCurrentCamera` for updating the main camera.
292
+ */
293
+ mainCameraComponent: ICamera | undefined;
294
+ /**
295
+ * The main camera of the scene - this camera is used for rendering
296
+ * Use `setCurrentCamera` for updating the main camera.
297
+ */
298
+ get mainCamera(): Camera;
299
+ /** 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 */
300
+ set mainCamera(cam: Camera | null);
301
+ private _mainCamera;
302
+ private _fallbackCamera;
303
+ /** access application state (e.g. if all audio should be muted) */
304
+ application: Application;
305
+ /** access animation mixer used by components in the scene */
306
+ animations: AnimationsRegistry;
307
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
308
+ time: Time;
309
+ /** access input data (e.g. click or touch events) */
310
+ input: Input;
311
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
312
+ physics: Physics;
313
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
314
+ connection: NetworkConnection;
315
+ /**
316
+ * @deprecated AssetDataBase is deprecated
317
+ */
318
+ assets: AssetDatabase;
319
+ /** The main light in the scene */
320
+ mainLight: ILight | null;
321
+ /** @deprecated Use sceneLighting */
322
+ get rendererData(): SceneLighting;
323
+ sceneLighting: SceneLighting;
324
+ addressables: Addressables;
325
+ lightmaps: ILightDataRegistry;
326
+ players: PlayerViewManager;
327
+ readonly lodsManager: LODsManager;
328
+ /** Access the needle menu to add or remove buttons to the menu element */
329
+ readonly menu: NeedleMenu;
330
+ /** @returns true if the context is fully created and ready */
331
+ get isCreated(): boolean;
332
+ private _needsUpdateSize;
333
+ private _isCreated;
334
+ private _isCreating;
335
+ private _isVisible;
336
+ private _stats;
337
+ constructor(args?: ContextArgs);
338
+ /**
339
+ * 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.
340
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
341
+ * **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)
342
+ * @returns {WebGLRenderer} the newly created renderer
343
+ */
344
+ createNewRenderer(params?: WebGLRendererParameters): WebGLRenderer;
345
+ private _intersectionObserver;
346
+ private internalOnUpdateVisible;
347
+ private _disposeCallbacks;
348
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
349
+ requestSizeUpdate(): void;
350
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
351
+ maxRenderResolution?: Vec2;
352
+ /** Control the renderer devicePixelRatio.
353
+ * **Options**
354
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
355
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
356
+ * - `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.
357
+ */
358
+ get devicePixelRatio(): "auto" | "manual" | number;
359
+ set devicePixelRatio(val: "auto" | "manual" | number);
360
+ private _devicePixelRatio;
361
+ /**
362
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
363
+ */
364
+ updateSize(force?: boolean): void;
365
+ /**
366
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
367
+ */
368
+ updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
369
+ /** This will recreate the whole needle engine context and dispose the whole scene content
370
+ * All content will be reloaded (loading times might be faster due to browser caches)
371
+ * All scripts will be recreated */
372
+ recreate(): void;
373
+ private _originalCreationArgs?;
374
+ /** @deprecated use create. This method will be removed in a future version */
375
+ onCreate(opts?: ContextCreateArgs): Promise<boolean>;
376
+ /** @internal */
377
+ create(opts?: ContextCreateArgs): Promise<boolean>;
378
+ private onUnhandledRejection;
379
+ /** Dispatches an error */
380
+ private onError;
381
+ /**
382
+ * Clears the context and destroys all scenes and objects in the scene.
383
+ * The ContextCleared event is called at the end.
384
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
385
+ * or when the web component is removed from the DOM
386
+ */
387
+ clear(): void;
388
+ /**
389
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
390
+ */
391
+ dispose(): void;
392
+ /**@deprecated use dispose() */
393
+ onDestroy(): void;
394
+ private internalOnDestroy;
395
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
396
+ registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
397
+ /** @internal Automatically called by components. */
398
+ unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
399
+ /** @internal Automatically called */
400
+ stopAllCoroutinesFrom(script: IComponent): void;
401
+ private _cameraStack;
402
+ /** Change the main camera */
403
+ setCurrentCamera(cam: ICamera): void;
404
+ /**
405
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
406
+ */
407
+ removeCamera(cam?: ICamera | null): void;
408
+ private readonly _onBeforeRenderListeners;
409
+ private readonly _onAfterRenderListeners;
410
+ /** Use to subscribe to onBeforeRender events on threejs objects.
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+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
412
+ */
413
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
414
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
415
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
416
+ */
417
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
418
+ /**
419
+ * Subscribe to onAfterRender events on threejs objects
420
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
421
+ */
422
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
423
+ /**
424
+ * Remove from onAfterRender events on threejs objects
425
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
426
+ */
427
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
428
+ private _createRenderCallbackWrapper;
429
+ private _requireDepthTexture;
430
+ private _requireColorTexture;
431
+ private _renderTarget?;
432
+ private _isRendering;
433
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
434
+ get isRendering(): boolean;
435
+ setRequireDepth(val: boolean): void;
436
+ setRequireColor(val: boolean): void;
437
+ get depthTexture(): DepthTexture | null;
438
+ get opaqueColorTexture(): Texture | null;
439
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
440
+ get isVisibleToUser(): boolean;
441
+ private _createId;
442
+ private internalOnCreate;
443
+ private internalLoadInitialContent;
444
+ /** Sets the animation loop.
445
+ * Can not be done while creating the context or when disposed
446
+ **/
447
+ restartRenderLoop(): boolean;
448
+ private _renderlooperrors;
449
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
450
+ update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
451
+ /** Call to **manually** perform physics steps.
452
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
453
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
454
+ * */
455
+ updatePhysics(steps: number): void;
456
+ private _lastTimestamp;
457
+ private _accumulatedTime;
458
+ private _dispatchReadyAfterFrame;
459
+ private internalStep;
460
+ private internalOnBeforeRender;
461
+ private internalUpdatePhysics;
462
+ private internalOnRender;
463
+ private internalOnAfterRender;
464
+ private readonly _tempClearColor;
465
+ private readonly _tempClearColor2;
466
+ renderNow(camera?: Camera): boolean;
467
+ private _contextRestoreTries;
468
+ private handleRendererContextLost;
469
+ /** returns true if we should return out of the frame loop */
470
+ private _wasPaused;
471
+ private onHandlePaused;
472
+ private evaluatePaused;
473
+ private renderRequiredTextures;
474
+ private executeCoroutines;
475
+ }