@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
@@ -1,402 +1,402 @@
1
- import { Object3D } from "three";
2
-
3
- import { AssetReference } from "../../engine/engine_addressables.js";
4
- import { RoomEvents } from "../../engine/engine_networking.js";
5
- import { syncField } from "../../engine/engine_networking_auto.js"
6
- import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
- import { serializable } from "../../engine/engine_serialization_decorator.js";
8
- import type { ComponentInit, IGameObject } from "../../engine/engine_types.js";
9
- import { delay, getParam } from "../../engine/engine_utils.js";
10
- import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
11
- import { EventList } from "../../engine-components/EventList.js";
12
-
13
- const debug = getParam("debugplayersync");
14
-
15
- /** Type definition for a PlayerSync instance with a guaranteed asset property */
16
- declare type PlayerSyncWithAsset = PlayerSync & Required<Pick<PlayerSync, "asset">>;
17
-
18
- /**
19
- * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
20
- * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
21
- * @category Networking
22
- */
23
- export class PlayerSync extends Behaviour {
24
-
25
- /**
26
- * This API is experimental and may change or be removed in the future.
27
- * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
28
- * @param url Path to the asset that should be instantiated for each player
29
- * @param init Optional initialization parameters for the PlayerSync component
30
- * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
31
- * @example
32
- * ```typescript
33
- * const res = await PlayerSync.setupFrom("/assets/demo.glb");
34
- * addComponent(res.asset?.asset, DragControls);
35
- * addComponent(res.asset?.asset, SyncedTransform);
36
- * scene.add(res.gameObject);
37
- * ```
38
- */
39
- static async setupFrom(url: string, init?: Omit<ComponentInit<PlayerSync>, "asset">): Promise<PlayerSyncWithAsset> {
40
- const assetReference = AssetReference.getOrCreateFromUrl(url);
41
- if (!assetReference.asset) {
42
- const i = await assetReference.loadAssetAsync();
43
- if(i) GameObject.getOrAddComponent(i, PlayerState);
44
- }
45
- const ps = new PlayerSync();
46
- ps._internalInit(init);
47
- ps.asset = assetReference;
48
- const obj = new Object3D();
49
- obj["guid"] = url;
50
- GameObject.addComponent(obj, ps);
51
- return ps as PlayerSyncWithAsset;
52
- }
53
-
54
- /**
55
- * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
56
- */
57
- @serializable()
58
- autoSync: boolean = true;
59
-
60
- /**
61
- * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
62
- */
63
- @serializable(AssetReference)
64
- asset?: AssetReference;
65
-
66
- /**
67
- * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
68
- * @serializable
69
- */
70
- @serializable(EventList)
71
- onPlayerSpawned?: EventList<Object3D>;
72
-
73
-
74
- private _localInstance?: Promise<IGameObject>;
75
-
76
- awake(): void {
77
- this.watchTabVisible();
78
- if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
79
- }
80
-
81
- onEnable(): void {
82
- this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
83
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
84
- this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
85
- if (this.context.connection.isInRoom) {
86
- this.onJoinedRoom();
87
- }
88
- }
89
- onDisable(): void {
90
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
91
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
92
- this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
93
- }
94
-
95
- private onJoinedRoom = () => {
96
- if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
97
- if (this.autoSync) this.getInstance();
98
- }
99
-
100
- /**
101
- * Gets or creates an instance of the assigned asset for the local player
102
- * @returns Promise resolving to the instantiated player object or null if creation failed
103
- */
104
- async getInstance() {
105
- if (this._localInstance) return this._localInstance;
106
-
107
- if (debug) console.log("PlayerSync.createInstance", this.asset?.url);
108
-
109
- if (!this.asset?.asset && !this.asset?.url) {
110
- console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
111
- return null;
112
- }
113
-
114
- if (!this.gameObject.guid) {
115
- console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
116
- }
117
- this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true) as Promise<IGameObject>;
118
- const instance = await this._localInstance;
119
- if (instance) {
120
- const pl = GameObject.getComponentsInChildren(instance, PlayerState);
121
- if (debug) console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
122
- if (pl?.length) {
123
- for (const state of pl)
124
- state.owner = this.context.connection.connectionId!;
125
- this.onPlayerSpawned?.invoke(instance);
126
- }
127
- else {
128
- this._localInstance = undefined;
129
- console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
130
- GameObject.destroySynced(instance);
131
- }
132
- }
133
- else {
134
- this._localInstance = undefined;
135
- console.warn("PlayerSync: failed instantiating asset!")
136
- }
137
-
138
- return this._localInstance;
139
- }
140
-
141
- /**
142
- * Destroys the current player instance and cleans up networking state
143
- */
144
- destroyInstance = () => {
145
- this._localInstance?.then(go => {
146
- if (debug) console.log("PlayerSync.destroyInstance", go);
147
- syncDestroy(go, this.context.connection, true, { saveInRoom: false });
148
- });
149
- this._localInstance = undefined;
150
- }
151
-
152
- /**
153
- * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
154
- */
155
- private watchTabVisible() {
156
- window.addEventListener("visibilitychange", _ => {
157
- if (document.visibilityState === "visible") {
158
- for (let i = PlayerState.all.length - 1; i >= 0; i--) {
159
- const pl = PlayerState.all[i];
160
- if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
161
- pl.doDestroy();
162
- }
163
- }
164
- }
165
- });
166
- }
167
- }
168
-
169
- /**
170
- * Enum defining events that can be triggered by PlayerState
171
- */
172
- export enum PlayerStateEvent {
173
- /** Triggered when a PlayerState's owner property changes */
174
- OwnerChanged = "ownerChanged",
175
- }
176
-
177
- /** Arguments passed when a PlayerState's owner changes */
178
- export declare interface PlayerStateOwnerChangedArgs {
179
- /** The PlayerState instance that changed */
180
- playerState: PlayerState;
181
- /** Previous owner's connection ID */
182
- oldValue: string;
183
- /** New owner's connection ID */
184
- newValue: string;
185
- }
186
-
187
- /** Callback type for PlayerState events */
188
- export declare type PlayerStateEventCallback = (args: CustomEvent<PlayerStateOwnerChangedArgs>) => void;
189
-
190
- /**
191
- * Represents a player instance in the networked environment.
192
- * Handles ownership, synchronization, and lifecycle management of player objects.
193
- */
194
- export class PlayerState extends Behaviour {
195
-
196
- private static _all: PlayerState[] = [];
197
- /** All PlayerState instances for all players in the scene */
198
- static get all(): PlayerState[] {
199
- return PlayerState._all;
200
- };
201
-
202
- private static _local: PlayerState[] = [];
203
- /** All PlayerState instances that belong to the local player */
204
- static get local(): PlayerState[] {
205
- return PlayerState._local;
206
- }
207
-
208
- /**
209
- * Gets the PlayerState component for a given object or component
210
- * @param obj Object3D or Component to find the PlayerState for
211
- * @returns The PlayerState component if found, undefined otherwise
212
- */
213
- static getFor(obj: Object3D | Component) {
214
- if (obj instanceof Object3D) {
215
- return GameObject.getComponentInParent(obj, PlayerState);
216
- }
217
- else if (obj instanceof Component) {
218
- return GameObject.getComponentInParent(obj.gameObject, PlayerState);
219
- }
220
- return undefined;
221
- }
222
-
223
- /**
224
- * Checks if a given object or component belongs to the local player
225
- * @param obj Object3D or Component to check
226
- * @returns True if the object belongs to the local player, false otherwise
227
- */
228
- static isLocalPlayer(obj: Object3D | Component): boolean {
229
- const state = PlayerState.getFor(obj);
230
- return state?.isLocalPlayer ?? false;
231
- }
232
-
233
- private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
234
- /**
235
- * Registers a callback for a specific PlayerState event
236
- * @param event The event to listen for
237
- * @param cb Callback function that will be invoked when the event occurs
238
- * @returns The provided callback function for chaining
239
- */
240
- static addEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
241
- if (!this._callbacks[event]) this._callbacks[event] = [];
242
- this._callbacks[event].push(cb);
243
- return cb;
244
- }
245
-
246
- /**
247
- * Removes a previously registered event callback
248
- * @param event The event type to remove the callback from
249
- * @param cb The callback function to remove
250
- */
251
- static removeEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
252
- if (!this._callbacks[event]) return;
253
- const index = this._callbacks[event].indexOf(cb);
254
- if (index >= 0) this._callbacks[event].splice(index, 1);
255
- }
256
- private static dispatchEvent(event: PlayerStateEvent, args: CustomEvent<PlayerStateOwnerChangedArgs>) {
257
- if (!this._callbacks[event]) return;
258
- for (const cb of this._callbacks[event]) {
259
- cb(args);
260
- }
261
- }
262
-
263
-
264
- /** Event triggered when the owner of this PlayerState changes */
265
- public onOwnerChangeEvent = new EventList();
266
-
267
- /** Event triggered the first time an owner is assigned to this PlayerState */
268
- public onFirstOwnerChangeEvent = new EventList();
269
-
270
- /** Indicates if this PlayerState has an owner assigned */
271
- public hasOwner = false;
272
-
273
- /**
274
- * The connection ID of the player who owns this PlayerState instance
275
- * @syncField Synchronized across the network
276
- */
277
- @syncField(PlayerState.prototype.onOwnerChange)
278
- owner?: string;
279
-
280
- /**
281
- * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
282
- */
283
- dontDestroy: boolean = false;
284
-
285
- /**
286
- * Indicates if this PlayerState belongs to the local player
287
- */
288
- get isLocalPlayer(): boolean {
289
- return this.owner === this.context.connection.connectionId;
290
- }
291
-
292
- /**
293
- * Handles owner change events and updates relevant state
294
- * @param newOwner The new owner's connection ID
295
- * @param oldOwner The previous owner's connection ID
296
- */
297
- private onOwnerChange(newOwner: string, oldOwner: string) {
298
- if (debug) console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
299
-
300
- // Remove from local owner array if it was local before
301
- const index = PlayerState._local.indexOf(this);
302
- if (index >= 0) PlayerState._local.splice(index, 1);
303
-
304
- // Args to use for dispatching events
305
- const detail: PlayerStateOwnerChangedArgs = {
306
- playerState: this,
307
- oldValue: oldOwner,
308
- newValue: newOwner
309
- }
310
-
311
- // call local events
312
- if (!this.hasOwner) {
313
- this.hasOwner = true;
314
- this.onFirstOwnerChangeEvent?.invoke(detail);
315
- }
316
-
317
- this.onOwnerChangeEvent?.invoke(detail);
318
-
319
- // call remote events
320
- if (this.owner === this.context.connection.connectionId) {
321
- PlayerState._local.push(this);
322
- // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
323
- const evt = new CustomEvent("local-owner-changed", { detail: detail });
324
- this.dispatchEvent(evt);
325
- }
326
- const evt = new CustomEvent("owner-changed", { detail: detail });
327
- this.dispatchEvent(evt);
328
- PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
329
- }
330
-
331
- /** @internal */
332
- awake(): void {
333
- PlayerState.all.push(this);
334
- if (debug) console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all)
335
-
336
- this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
337
- }
338
-
339
- /** @internal */
340
- async start() {
341
- if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
342
-
343
- // If a player is spawned but not in the room anymore we want to destroy it
344
- // this might happen in a case where all users get disconnected at once and the server
345
- // still has the syncInstantiate messages that are sent to all clients
346
- if (this.owner) {
347
- // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
348
- if (!this.context.connection.isInRoom) await delay(300);
349
- if (this.context.connection.userIsInRoom(this.owner) == false) {
350
- if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
351
- this.doDestroy();
352
- }
353
- }
354
- else if (!this.owner) {
355
- if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
356
- // we can delete it here immediately because it is not synced anymore or the owner has left the room
357
- // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
358
- setTimeout(() => {
359
- if (!this.destroyed && !this.owner) {
360
- if (!this.dontDestroy) {
361
- if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
362
- this.doDestroy();
363
- }
364
- else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
365
- }
366
- else if (debug) console.log("PlayerState.start → owner is assigned", this.owner);
367
- }, 2000);
368
- }
369
- }
370
-
371
- /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
372
- doDestroy() {
373
- if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
374
- syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
375
- }
376
-
377
- /** @internal */
378
- onDestroy() {
379
- if(debug) console.warn("PlayerState.onDestroy", this.owner);
380
- this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
381
- PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
382
-
383
- if (this.isLocalPlayer) {
384
- const index = PlayerState._local.indexOf(this);
385
- if (index >= 0)
386
- PlayerState._local.splice(index, 1);
387
- }
388
- }
389
-
390
- /**
391
- * Handler for when a user leaves the networked room
392
- * @param model Object containing the ID of the user who left
393
- */
394
- private onUserLeftRoom = (model: { userId: string }) => {
395
- if (model.userId === this.owner) {
396
- if (debug)
397
- console.log("PLAYERSYNC LEFT", this.owner)
398
- this.doDestroy();
399
- return;
400
- }
401
- }
1
+ import { Object3D } from "three";
2
+
3
+ import { AssetReference } from "../../engine/engine_addressables.js";
4
+ import { RoomEvents } from "../../engine/engine_networking.js";
5
+ import { syncField } from "../../engine/engine_networking_auto.js"
6
+ import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
8
+ import type { ComponentInit, IGameObject } from "../../engine/engine_types.js";
9
+ import { delay, getParam } from "../../engine/engine_utils.js";
10
+ import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
11
+ import { EventList } from "../../engine-components/EventList.js";
12
+
13
+ const debug = getParam("debugplayersync");
14
+
15
+ /** Type definition for a PlayerSync instance with a guaranteed asset property */
16
+ declare type PlayerSyncWithAsset = PlayerSync & Required<Pick<PlayerSync, "asset">>;
17
+
18
+ /**
19
+ * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
20
+ * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
21
+ * @category Networking
22
+ */
23
+ export class PlayerSync extends Behaviour {
24
+
25
+ /**
26
+ * This API is experimental and may change or be removed in the future.
27
+ * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
28
+ * @param url Path to the asset that should be instantiated for each player
29
+ * @param init Optional initialization parameters for the PlayerSync component
30
+ * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
31
+ * @example
32
+ * ```typescript
33
+ * const res = await PlayerSync.setupFrom("/assets/demo.glb");
34
+ * addComponent(res.asset?.asset, DragControls);
35
+ * addComponent(res.asset?.asset, SyncedTransform);
36
+ * scene.add(res.gameObject);
37
+ * ```
38
+ */
39
+ static async setupFrom(url: string, init?: Omit<ComponentInit<PlayerSync>, "asset">): Promise<PlayerSyncWithAsset> {
40
+ const assetReference = AssetReference.getOrCreateFromUrl(url);
41
+ if (!assetReference.asset) {
42
+ const i = await assetReference.loadAssetAsync();
43
+ if(i) GameObject.getOrAddComponent(i, PlayerState);
44
+ }
45
+ const ps = new PlayerSync();
46
+ ps._internalInit(init);
47
+ ps.asset = assetReference;
48
+ const obj = new Object3D();
49
+ obj["guid"] = url;
50
+ GameObject.addComponent(obj, ps);
51
+ return ps as PlayerSyncWithAsset;
52
+ }
53
+
54
+ /**
55
+ * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
56
+ */
57
+ @serializable()
58
+ autoSync: boolean = true;
59
+
60
+ /**
61
+ * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
62
+ */
63
+ @serializable(AssetReference)
64
+ asset?: AssetReference;
65
+
66
+ /**
67
+ * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
68
+ * @serializable
69
+ */
70
+ @serializable(EventList)
71
+ onPlayerSpawned?: EventList<Object3D>;
72
+
73
+
74
+ private _localInstance?: Promise<IGameObject>;
75
+
76
+ awake(): void {
77
+ this.watchTabVisible();
78
+ if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
79
+ }
80
+
81
+ onEnable(): void {
82
+ this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
83
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
84
+ this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
85
+ if (this.context.connection.isInRoom) {
86
+ this.onJoinedRoom();
87
+ }
88
+ }
89
+ onDisable(): void {
90
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
91
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
92
+ this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
93
+ }
94
+
95
+ private onJoinedRoom = () => {
96
+ if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
97
+ if (this.autoSync) this.getInstance();
98
+ }
99
+
100
+ /**
101
+ * Gets or creates an instance of the assigned asset for the local player
102
+ * @returns Promise resolving to the instantiated player object or null if creation failed
103
+ */
104
+ async getInstance() {
105
+ if (this._localInstance) return this._localInstance;
106
+
107
+ if (debug) console.log("PlayerSync.createInstance", this.asset?.url);
108
+
109
+ if (!this.asset?.asset && !this.asset?.url) {
110
+ console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
111
+ return null;
112
+ }
113
+
114
+ if (!this.gameObject.guid) {
115
+ console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
116
+ }
117
+ this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true) as Promise<IGameObject>;
118
+ const instance = await this._localInstance;
119
+ if (instance) {
120
+ const pl = GameObject.getComponentsInChildren(instance, PlayerState);
121
+ if (debug) console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
122
+ if (pl?.length) {
123
+ for (const state of pl)
124
+ state.owner = this.context.connection.connectionId!;
125
+ this.onPlayerSpawned?.invoke(instance);
126
+ }
127
+ else {
128
+ this._localInstance = undefined;
129
+ console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
130
+ GameObject.destroySynced(instance);
131
+ }
132
+ }
133
+ else {
134
+ this._localInstance = undefined;
135
+ console.warn("PlayerSync: failed instantiating asset!")
136
+ }
137
+
138
+ return this._localInstance;
139
+ }
140
+
141
+ /**
142
+ * Destroys the current player instance and cleans up networking state
143
+ */
144
+ destroyInstance = () => {
145
+ this._localInstance?.then(go => {
146
+ if (debug) console.log("PlayerSync.destroyInstance", go);
147
+ syncDestroy(go, this.context.connection, true, { saveInRoom: false });
148
+ });
149
+ this._localInstance = undefined;
150
+ }
151
+
152
+ /**
153
+ * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
154
+ */
155
+ private watchTabVisible() {
156
+ window.addEventListener("visibilitychange", _ => {
157
+ if (document.visibilityState === "visible") {
158
+ for (let i = PlayerState.all.length - 1; i >= 0; i--) {
159
+ const pl = PlayerState.all[i];
160
+ if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
161
+ pl.doDestroy();
162
+ }
163
+ }
164
+ }
165
+ });
166
+ }
167
+ }
168
+
169
+ /**
170
+ * Enum defining events that can be triggered by PlayerState
171
+ */
172
+ export enum PlayerStateEvent {
173
+ /** Triggered when a PlayerState's owner property changes */
174
+ OwnerChanged = "ownerChanged",
175
+ }
176
+
177
+ /** Arguments passed when a PlayerState's owner changes */
178
+ export declare interface PlayerStateOwnerChangedArgs {
179
+ /** The PlayerState instance that changed */
180
+ playerState: PlayerState;
181
+ /** Previous owner's connection ID */
182
+ oldValue: string;
183
+ /** New owner's connection ID */
184
+ newValue: string;
185
+ }
186
+
187
+ /** Callback type for PlayerState events */
188
+ export declare type PlayerStateEventCallback = (args: CustomEvent<PlayerStateOwnerChangedArgs>) => void;
189
+
190
+ /**
191
+ * Represents a player instance in the networked environment.
192
+ * Handles ownership, synchronization, and lifecycle management of player objects.
193
+ */
194
+ export class PlayerState extends Behaviour {
195
+
196
+ private static _all: PlayerState[] = [];
197
+ /** All PlayerState instances for all players in the scene */
198
+ static get all(): PlayerState[] {
199
+ return PlayerState._all;
200
+ };
201
+
202
+ private static _local: PlayerState[] = [];
203
+ /** All PlayerState instances that belong to the local player */
204
+ static get local(): PlayerState[] {
205
+ return PlayerState._local;
206
+ }
207
+
208
+ /**
209
+ * Gets the PlayerState component for a given object or component
210
+ * @param obj Object3D or Component to find the PlayerState for
211
+ * @returns The PlayerState component if found, undefined otherwise
212
+ */
213
+ static getFor(obj: Object3D | Component) {
214
+ if (obj instanceof Object3D) {
215
+ return GameObject.getComponentInParent(obj, PlayerState);
216
+ }
217
+ else if (obj instanceof Component) {
218
+ return GameObject.getComponentInParent(obj.gameObject, PlayerState);
219
+ }
220
+ return undefined;
221
+ }
222
+
223
+ /**
224
+ * Checks if a given object or component belongs to the local player
225
+ * @param obj Object3D or Component to check
226
+ * @returns True if the object belongs to the local player, false otherwise
227
+ */
228
+ static isLocalPlayer(obj: Object3D | Component): boolean {
229
+ const state = PlayerState.getFor(obj);
230
+ return state?.isLocalPlayer ?? false;
231
+ }
232
+
233
+ private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
234
+ /**
235
+ * Registers a callback for a specific PlayerState event
236
+ * @param event The event to listen for
237
+ * @param cb Callback function that will be invoked when the event occurs
238
+ * @returns The provided callback function for chaining
239
+ */
240
+ static addEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
241
+ if (!this._callbacks[event]) this._callbacks[event] = [];
242
+ this._callbacks[event].push(cb);
243
+ return cb;
244
+ }
245
+
246
+ /**
247
+ * Removes a previously registered event callback
248
+ * @param event The event type to remove the callback from
249
+ * @param cb The callback function to remove
250
+ */
251
+ static removeEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
252
+ if (!this._callbacks[event]) return;
253
+ const index = this._callbacks[event].indexOf(cb);
254
+ if (index >= 0) this._callbacks[event].splice(index, 1);
255
+ }
256
+ private static dispatchEvent(event: PlayerStateEvent, args: CustomEvent<PlayerStateOwnerChangedArgs>) {
257
+ if (!this._callbacks[event]) return;
258
+ for (const cb of this._callbacks[event]) {
259
+ cb(args);
260
+ }
261
+ }
262
+
263
+
264
+ /** Event triggered when the owner of this PlayerState changes */
265
+ public onOwnerChangeEvent = new EventList();
266
+
267
+ /** Event triggered the first time an owner is assigned to this PlayerState */
268
+ public onFirstOwnerChangeEvent = new EventList();
269
+
270
+ /** Indicates if this PlayerState has an owner assigned */
271
+ public hasOwner = false;
272
+
273
+ /**
274
+ * The connection ID of the player who owns this PlayerState instance
275
+ * @syncField Synchronized across the network
276
+ */
277
+ @syncField(PlayerState.prototype.onOwnerChange)
278
+ owner?: string;
279
+
280
+ /**
281
+ * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
282
+ */
283
+ dontDestroy: boolean = false;
284
+
285
+ /**
286
+ * Indicates if this PlayerState belongs to the local player
287
+ */
288
+ get isLocalPlayer(): boolean {
289
+ return this.owner === this.context.connection.connectionId;
290
+ }
291
+
292
+ /**
293
+ * Handles owner change events and updates relevant state
294
+ * @param newOwner The new owner's connection ID
295
+ * @param oldOwner The previous owner's connection ID
296
+ */
297
+ private onOwnerChange(newOwner: string, oldOwner: string) {
298
+ if (debug) console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
299
+
300
+ // Remove from local owner array if it was local before
301
+ const index = PlayerState._local.indexOf(this);
302
+ if (index >= 0) PlayerState._local.splice(index, 1);
303
+
304
+ // Args to use for dispatching events
305
+ const detail: PlayerStateOwnerChangedArgs = {
306
+ playerState: this,
307
+ oldValue: oldOwner,
308
+ newValue: newOwner
309
+ }
310
+
311
+ // call local events
312
+ if (!this.hasOwner) {
313
+ this.hasOwner = true;
314
+ this.onFirstOwnerChangeEvent?.invoke(detail);
315
+ }
316
+
317
+ this.onOwnerChangeEvent?.invoke(detail);
318
+
319
+ // call remote events
320
+ if (this.owner === this.context.connection.connectionId) {
321
+ PlayerState._local.push(this);
322
+ // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
323
+ const evt = new CustomEvent("local-owner-changed", { detail: detail });
324
+ this.dispatchEvent(evt);
325
+ }
326
+ const evt = new CustomEvent("owner-changed", { detail: detail });
327
+ this.dispatchEvent(evt);
328
+ PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
329
+ }
330
+
331
+ /** @internal */
332
+ awake(): void {
333
+ PlayerState.all.push(this);
334
+ if (debug) console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all)
335
+
336
+ this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
337
+ }
338
+
339
+ /** @internal */
340
+ async start() {
341
+ if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
342
+
343
+ // If a player is spawned but not in the room anymore we want to destroy it
344
+ // this might happen in a case where all users get disconnected at once and the server
345
+ // still has the syncInstantiate messages that are sent to all clients
346
+ if (this.owner) {
347
+ // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
348
+ if (!this.context.connection.isInRoom) await delay(300);
349
+ if (this.context.connection.userIsInRoom(this.owner) == false) {
350
+ if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
351
+ this.doDestroy();
352
+ }
353
+ }
354
+ else if (!this.owner) {
355
+ if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
356
+ // we can delete it here immediately because it is not synced anymore or the owner has left the room
357
+ // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
358
+ setTimeout(() => {
359
+ if (!this.destroyed && !this.owner) {
360
+ if (!this.dontDestroy) {
361
+ if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
362
+ this.doDestroy();
363
+ }
364
+ else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
365
+ }
366
+ else if (debug) console.log("PlayerState.start → owner is assigned", this.owner);
367
+ }, 2000);
368
+ }
369
+ }
370
+
371
+ /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
372
+ doDestroy() {
373
+ if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
374
+ syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
375
+ }
376
+
377
+ /** @internal */
378
+ onDestroy() {
379
+ if(debug) console.warn("PlayerState.onDestroy", this.owner);
380
+ this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
381
+ PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
382
+
383
+ if (this.isLocalPlayer) {
384
+ const index = PlayerState._local.indexOf(this);
385
+ if (index >= 0)
386
+ PlayerState._local.splice(index, 1);
387
+ }
388
+ }
389
+
390
+ /**
391
+ * Handler for when a user leaves the networked room
392
+ * @param model Object containing the ID of the user who left
393
+ */
394
+ private onUserLeftRoom = (model: { userId: string }) => {
395
+ if (model.userId === this.owner) {
396
+ if (debug)
397
+ console.log("PLAYERSYNC LEFT", this.owner)
398
+ this.doDestroy();
399
+ return;
400
+ }
401
+ }
402
402
  }