@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
@@ -1,789 +1,789 @@
1
- import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
- import { ShaderMaterial, WebGLRenderer } from "three";
3
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
- import { useForAutoFit } from "./engine_camera.js";
5
- import { Mathf } from "./engine_math.js";
6
- import { CircularBuffer } from "./engine_utils.js";
7
- /**
8
- * Slerp between two vectors
9
- */
10
- export function slerp(vec, end, t) {
11
- const len1 = vec.length();
12
- const len2 = end.length();
13
- const targetLen = Mathf.lerp(len1, len2, t);
14
- return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
- }
16
- const _tempQuat = new Quaternion();
17
- const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
- export function lookAtInverse(obj, target) {
19
- obj.lookAt(target);
20
- obj.quaternion.multiply(flipYQuat);
21
- }
22
- /** Better lookAt
23
- * @param object the object that the lookAt should be applied to
24
- * @param target the target to look at
25
- * @param keepUpDirection if true the up direction will be kept
26
- * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
- */
28
- export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
- if (object === target)
30
- return;
31
- _tempQuat.copy(object.quaternion);
32
- const lookTarget = getWorldPosition(target);
33
- const lookFrom = getWorldPosition(object);
34
- if (copyTargetRotation) {
35
- setWorldQuaternion(object, getWorldQuaternion(target));
36
- // look at forward again so we don't get any roll
37
- if (keepUpDirection) {
38
- const ypos = lookFrom.y;
39
- const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
- forwardPoint.y = ypos;
41
- object.lookAt(forwardPoint);
42
- object.quaternion.multiply(flipYQuat);
43
- }
44
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
- if (Number.isNaN(object.quaternion.x)) {
46
- object.quaternion.copy(_tempQuat);
47
- }
48
- return;
49
- }
50
- if (keepUpDirection) {
51
- lookTarget.y = lookFrom.y;
52
- }
53
- object.lookAt(lookTarget);
54
- // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
- if (Number.isNaN(object.quaternion.x)) {
56
- object.quaternion.copy(_tempQuat);
57
- }
58
- }
59
- /**
60
- * Look at a 2D point in screen space
61
- * @param object the object to look at the point
62
- * @param target the target point in 2D screen space XY e.g. from a mouse event
63
- * @param camera the camera to use for the lookAt
64
- * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
- * @returns the target point in world space
66
- *
67
- * @example Needle Engine Component
68
- * ```ts
69
- * export class MyLookAtComponent extends Behaviour {
70
- * update() {
71
- * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
- * }
73
- * }
74
- * ```
75
- *
76
- * @example Look at from browser mouse move event
77
- * ```ts
78
- * window.addEventListener("mousemove", (e) => {
79
- * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
- * });
81
- * ```
82
- */
83
- export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
- if (camera) {
85
- const pos = getTempVector(0, 0, 0);
86
- const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
- const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
- pos.set(ndcx, ndcy, 0);
89
- pos.unproject(camera);
90
- // get distance from object to camera
91
- const camPos = camera.worldPosition;
92
- const dist = object.worldPosition.distanceTo(camPos);
93
- // Create direction from camera through cursor point
94
- const dir = pos.sub(camPos);
95
- dir.multiplyScalar(factor * 3.6 * dist);
96
- const targetPoint = camera.worldPosition.add(dir);
97
- object.lookAt(targetPoint);
98
- return targetPoint;
99
- }
100
- return null;
101
- }
102
- const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
- export function getTempVector(vecOrX, y, z) {
104
- const vec = _tempVecs.get();
105
- vec.set(0, 0, 0); // initialize with default values
106
- if (vecOrX instanceof Vector3)
107
- vec.copy(vecOrX);
108
- else if (Array.isArray(vecOrX))
109
- vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
- else if (vecOrX instanceof DOMPointReadOnly)
111
- vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
- else {
113
- if (typeof vecOrX === "number") {
114
- vec.x = vecOrX;
115
- vec.y = y !== undefined ? y : vec.x;
116
- vec.z = z !== undefined ? z : vec.x;
117
- }
118
- else if (typeof vecOrX === "object") {
119
- vec.x = vecOrX.x;
120
- vec.y = vecOrX.y;
121
- vec.z = vecOrX.z;
122
- }
123
- }
124
- return vec;
125
- }
126
- const _tempColors = new CircularBuffer(() => new Color(), 30);
127
- export function getTempColor(color) {
128
- const col = _tempColors.get();
129
- if (color)
130
- col.copy(color);
131
- else {
132
- col.set(0, 0, 0);
133
- }
134
- return col;
135
- }
136
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
- /**
138
- * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
- * Temporary quaternions are cached and reused internally. Don't store them!
140
- * @param value the quaternion to copy
141
- * @returns a temporary quaternion
142
- */
143
- export function getTempQuaternion(value) {
144
- const val = _tempQuats.get();
145
- val.identity();
146
- if (value instanceof Quaternion)
147
- val.copy(value);
148
- else if (value instanceof DOMPointReadOnly)
149
- val.set(value.x, value.y, value.z, value.w);
150
- return val;
151
- }
152
- const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
- const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
- /**
155
- * Get the world position of an object
156
- * @param obj the object to get the world position from
157
- * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
- * @param updateParents if true the parents will be updated before getting the world position
159
- * @returns the world position
160
- */
161
- export function getWorldPosition(obj, vec = null, updateParents = true) {
162
- const wp = vec ?? _worldPositions.get();
163
- if (!obj)
164
- return wp.set(0, 0, 0);
165
- if (!obj.parent)
166
- return wp.copy(obj.position);
167
- if (updateParents)
168
- obj.updateWorldMatrix(true, false);
169
- if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
- obj[_lastMatrixWorldUpdateKey] = Date.now();
171
- obj.updateMatrixWorld();
172
- }
173
- wp.setFromMatrixPosition(obj.matrixWorld);
174
- return wp;
175
- }
176
- /**
177
- * Set the world position of an object
178
- * @param obj the object to set the world position of
179
- * @param val the world position to set
180
- */
181
- export function setWorldPosition(obj, val) {
182
- if (!obj)
183
- return obj;
184
- const wp = _worldPositions.get();
185
- if (val !== wp)
186
- wp.copy(val);
187
- const obj2 = obj?.parent ?? obj;
188
- obj2.worldToLocal(wp);
189
- obj.position.set(wp.x, wp.y, wp.z);
190
- return obj;
191
- }
192
- /**
193
- * Set the world position of an object
194
- * @param obj the object to set the world position of
195
- * @param x the x position
196
- * @param y the y position
197
- * @param z the z position
198
- */
199
- export function setWorldPositionXYZ(obj, x, y, z) {
200
- const wp = _worldPositions.get();
201
- wp.set(x, y, z);
202
- setWorldPosition(obj, wp);
203
- return obj;
204
- }
205
- const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
- const _worldQuaternionBuffer = new Quaternion();
207
- const _tempQuaternionBuffer2 = new Quaternion();
208
- export function getWorldQuaternion(obj, target = null) {
209
- if (!obj)
210
- return _worldQuaternions.get().identity();
211
- const quat = target ?? _worldQuaternions.get();
212
- if (!obj.parent)
213
- return quat.copy(obj.quaternion);
214
- obj.getWorldQuaternion(quat);
215
- return quat;
216
- }
217
- export function setWorldQuaternion(obj, val) {
218
- if (!obj)
219
- return;
220
- if (val !== _worldQuaternionBuffer)
221
- _worldQuaternionBuffer.copy(val);
222
- const tempVec = _worldQuaternionBuffer;
223
- const parent = obj?.parent;
224
- parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
- _tempQuaternionBuffer2.invert();
226
- const q = _tempQuaternionBuffer2.multiply(tempVec);
227
- // console.log(tempVec);
228
- obj.quaternion.set(q.x, q.y, q.z, q.w);
229
- // console.error("quaternion world to local is not yet implemented");
230
- }
231
- export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
- _worldQuaternionBuffer.set(x, y, z, w);
233
- setWorldQuaternion(obj, _worldQuaternionBuffer);
234
- }
235
- const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
- const _worldScale = new Vector3();
237
- export function getWorldScale(obj, vec = null) {
238
- if (!vec)
239
- vec = _worldScaleBuffer.get();
240
- if (!obj)
241
- return vec.set(0, 0, 0);
242
- if (!obj.parent)
243
- return vec.copy(obj.scale);
244
- obj.getWorldScale(vec);
245
- return vec;
246
- }
247
- export function setWorldScale(obj, vec) {
248
- if (!obj)
249
- return;
250
- if (!obj.parent) {
251
- obj.scale.copy(vec);
252
- return;
253
- }
254
- const tempVec = _worldScale;
255
- const obj2 = obj.parent;
256
- obj2.getWorldScale(tempVec);
257
- obj.scale.copy(vec);
258
- obj.scale.divide(tempVec);
259
- }
260
- const _forward = new Vector3();
261
- const _forwardQuat = new Quaternion();
262
- export function forward(obj) {
263
- getWorldQuaternion(obj, _forwardQuat);
264
- return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
- }
266
- const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
- const _worldDirectionQuat = new Quaternion();
268
- /** Get the world direction. Returns world forward if nothing is passed in.
269
- * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
- * The returned vector will not be normalized
271
- */
272
- export function getWorldDirection(obj, dir) {
273
- // If no direction is passed in set the direction to the forward vector
274
- if (!dir)
275
- dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
- getWorldQuaternion(obj, _worldDirectionQuat);
277
- return dir.applyQuaternion(_worldDirectionQuat);
278
- }
279
- const _worldEulerBuffer = new Euler();
280
- const _worldEuler = new Euler();
281
- const _worldRotation = new Vector3();
282
- // world euler (in radians)
283
- export function getWorldEuler(obj) {
284
- const quat = _worldQuaternions.get();
285
- obj.getWorldQuaternion(quat);
286
- _worldEuler.setFromQuaternion(quat);
287
- return _worldEuler;
288
- }
289
- // world euler (in radians)
290
- export function setWorldEuler(obj, val) {
291
- const quat = _worldQuaternions.get();
292
- setWorldQuaternion(obj, quat.setFromEuler(val));
293
- ;
294
- }
295
- // returns rotation in degrees
296
- export function getWorldRotation(obj) {
297
- const rot = getWorldEuler(obj);
298
- const wr = _worldRotation;
299
- wr.set(rot.x, rot.y, rot.z);
300
- wr.x = Mathf.toDegrees(wr.x);
301
- wr.y = Mathf.toDegrees(wr.y);
302
- wr.z = Mathf.toDegrees(wr.z);
303
- return wr;
304
- }
305
- export function setWorldRotation(obj, val) {
306
- setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
- }
308
- export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
- if (degrees) {
310
- x = Mathf.toRadians(x);
311
- y = Mathf.toRadians(y);
312
- z = Mathf.toRadians(z);
313
- }
314
- _worldEulerBuffer.set(x, y, z);
315
- _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
- setWorldQuaternion(obj, _worldQuaternionBuffer);
317
- }
318
- // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
- export function logHierarchy(root, collapsible = true) {
320
- if (!root)
321
- return;
322
- if (collapsible) {
323
- (function printGraph(obj) {
324
- console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
- obj.children.forEach(printGraph);
326
- console.groupEnd();
327
- }(root));
328
- }
329
- else {
330
- root.traverse(function (obj) {
331
- var s = '|___';
332
- var obj2 = obj;
333
- while (obj2.parent !== null) {
334
- s = '\t' + s;
335
- obj2 = obj2.parent;
336
- }
337
- console.log(s + obj.name + ' <' + obj.type + '>');
338
- });
339
- }
340
- ;
341
- }
342
- export function getParentHierarchyPath(obj) {
343
- let path = obj?.name || "";
344
- if (!obj)
345
- return path;
346
- let parent = obj.parent;
347
- while (parent) {
348
- path = parent.name + "/" + path;
349
- parent = parent.parent;
350
- }
351
- return path;
352
- }
353
- export function isAnimationAction(obj) {
354
- if (obj) {
355
- // this doesnt work :(
356
- // return obj instanceof AnimationAction;
357
- // instead we do this:
358
- const act = obj;
359
- return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
- }
361
- return false;
362
- }
363
- class BlitMaterial extends ShaderMaterial {
364
- static vertex = `
365
- varying vec2 vUv;
366
- void main(){
367
- vUv = uv;
368
- gl_Position = vec4(position.xy, 0., 1.0);
369
- }`;
370
- constructor() {
371
- super({
372
- vertexShader: BlitMaterial.vertex,
373
- uniforms: {
374
- map: new Uniform(null),
375
- flipY: new Uniform(true),
376
- writeDepth: new Uniform(false),
377
- depthTexture: new Uniform(null)
378
- },
379
- fragmentShader: `
380
- uniform sampler2D map;
381
- uniform bool flipY;
382
- uniform bool writeDepth;
383
- uniform sampler2D depthTexture;
384
-
385
- varying vec2 vUv;
386
-
387
- void main(){
388
- vec2 uv = vUv;
389
- if (flipY) uv.y = 1.0 - uv.y;
390
- gl_FragColor = texture2D(map, uv);
391
-
392
- if (writeDepth) {
393
- float depth = texture2D(depthTexture, uv).r;
394
- gl_FragDepth = depth;
395
-
396
- // float linearDepth = (depth - 0.99) * 100.0; // Enhance near 1.0 values
397
- // gl_FragColor = vec4(linearDepth, linearDepth, linearDepth, 1.0);
398
- }
399
- }`
400
- });
401
- }
402
- reset() {
403
- this.uniforms.map.value = null;
404
- this.uniforms.flipY.value = true;
405
- this.uniforms.writeDepth.value = false;
406
- this.uniforms.depthTexture.value = null;
407
- this.needsUpdate = true;
408
- this.uniformsNeedUpdate = true;
409
- }
410
- }
411
- /**
412
- * Utility class to perform various graphics operations like copying textures to canvas
413
- */
414
- export class Graphics {
415
- static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
416
- static renderer = new WebGLRenderer({ antialias: false, alpha: true });
417
- static perspectiveCam = new PerspectiveCamera();
418
- static orthographicCam = new OrthographicCamera();
419
- static scene = new Scene();
420
- static blitMaterial = new BlitMaterial();
421
- static mesh = new Mesh(Graphics.planeGeometry, Graphics.blitMaterial);
422
- /**
423
- * Copy a texture to a new texture
424
- * @param texture the texture to copy
425
- * @param blitMaterial the material to use for copying (optional)
426
- * @returns the newly created, copied texture
427
- */
428
- static copyTexture(texture, blitMaterial) {
429
- // ensure that a blit material exists
430
- if (!blitMaterial) {
431
- blitMaterial = this.blitMaterial;
432
- }
433
- ;
434
- this.blitMaterial.reset();
435
- const material = blitMaterial || this.blitMaterial;
436
- // TODO: reset the uniforms...
437
- material.uniforms.map.value = texture;
438
- material.needsUpdate = true;
439
- material.uniformsNeedUpdate = true;
440
- // ensure that the blit material has the correct vertex shader
441
- const origVertexShader = material.vertexShader;
442
- material.vertexShader = BlitMaterial.vertex;
443
- const mesh = this.mesh;
444
- mesh.material = material;
445
- mesh.frustumCulled = false;
446
- this.scene.children.length = 0;
447
- this.scene.add(mesh);
448
- this.renderer.setSize(texture.image.width, texture.image.height);
449
- this.renderer.clear();
450
- this.renderer.render(this.scene, this.perspectiveCam);
451
- const tex = new Texture(this.renderer.domElement);
452
- tex.name = "Copy";
453
- tex.needsUpdate = true; // < important!
454
- // reset vertex shader
455
- material.vertexShader = origVertexShader;
456
- return tex;
457
- }
458
- static blit(src, target, options) {
459
- const { renderer = this.renderer, blitMaterial = this.blitMaterial, flipY = false, depthTexture = null, depthTest = true, depthWrite = true, } = options || {};
460
- this.blitMaterial.reset();
461
- if (blitMaterial.uniforms.map)
462
- blitMaterial.uniforms.map.value = src;
463
- if (blitMaterial.uniforms.flipY)
464
- blitMaterial.uniforms.flipY.value = flipY;
465
- if (depthTexture) {
466
- blitMaterial.uniforms.writeDepth = new Uniform(true);
467
- blitMaterial.uniforms.depthTexture.value = depthTexture;
468
- }
469
- else {
470
- blitMaterial.uniforms.writeDepth = new Uniform(false);
471
- blitMaterial.uniforms.depthTexture.value = null;
472
- }
473
- blitMaterial.needsUpdate = true;
474
- blitMaterial.uniformsNeedUpdate = true;
475
- const mesh = this.mesh;
476
- mesh.material = blitMaterial;
477
- mesh.frustumCulled = false;
478
- this.scene.children.length = 0;
479
- this.scene.add(mesh);
480
- // Save state
481
- const renderTarget = renderer.getRenderTarget();
482
- const gl = renderer.getContext();
483
- const depthTestEnabled = gl.getParameter(gl.DEPTH_TEST);
484
- const depthWriteMask = gl.getParameter(gl.DEPTH_WRITEMASK);
485
- const depthFunc = gl.getParameter(gl.DEPTH_FUNC);
486
- // Set state
487
- if (depthTest)
488
- renderer.getContext().enable(renderer.getContext().DEPTH_TEST);
489
- else
490
- renderer.getContext().disable(renderer.getContext().DEPTH_TEST);
491
- renderer.state.buffers.depth.setMask(depthWrite);
492
- renderer.setClearColor(new Color(0, 0, 0), 0);
493
- // renderer.setSize(target.width, target.height);
494
- renderer.setPixelRatio(window.devicePixelRatio);
495
- renderer.setRenderTarget(target);
496
- renderer.clear();
497
- renderer.render(this.scene, this.perspectiveCam);
498
- // Restore state
499
- renderer.setRenderTarget(renderTarget); // reset render target
500
- const depthBuffer = renderer.state.buffers.depth;
501
- depthBuffer.setTest(depthTestEnabled);
502
- depthBuffer.setMask(depthWriteMask);
503
- depthBuffer.setFunc(depthFunc);
504
- }
505
- /**
506
- * Copy a texture to a HTMLCanvasElement
507
- * @param texture the texture convert
508
- * @param force if true the texture will be copied to a new texture before converting
509
- * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
510
- */
511
- static textureToCanvas(texture, force = false) {
512
- if (!texture) {
513
- return null;
514
- }
515
- if (force === true || texture["isCompressedTexture"] === true) {
516
- texture = copyTexture(texture);
517
- }
518
- const image = texture.image;
519
- if (isImageBitmap(image)) {
520
- const canvas = document.createElement('canvas');
521
- canvas.width = image.width;
522
- canvas.height = image.height;
523
- const context = canvas.getContext('2d');
524
- if (!context) {
525
- console.error("Failed getting canvas 2d context");
526
- return null;
527
- }
528
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
529
- return canvas;
530
- }
531
- return null;
532
- }
533
- }
534
- /**@obsolete use Graphics.copyTexture */
535
- export function copyTexture(texture) {
536
- return Graphics.copyTexture(texture);
537
- }
538
- /**@obsolete use Graphics.textureToCanvas */
539
- export function textureToCanvas(texture, force = false) {
540
- return Graphics.textureToCanvas(texture, force);
541
- }
542
- ;
543
- function isImageBitmap(image) {
544
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
545
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
546
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
547
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
548
- }
549
- function isMesh(obj) {
550
- const type = obj.type;
551
- // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
552
- return type === "Mesh" || type === "SkinnedMesh";
553
- }
554
- // for contact shadows
555
- export function setVisibleInCustomShadowRendering(obj, enabled) {
556
- if (enabled)
557
- obj["needle:rendercustomshadow"] = true;
558
- else {
559
- obj["needle:rendercustomshadow"] = false;
560
- }
561
- }
562
- export function getVisibleInCustomShadowRendering(obj) {
563
- if (obj) {
564
- if (obj["needle:rendercustomshadow"] === true) {
565
- return true;
566
- }
567
- else if (obj["needle:rendercustomshadow"] == undefined) {
568
- return true;
569
- }
570
- }
571
- return false;
572
- }
573
- /**
574
- * Get the axis-aligned bounding box of a list of objects.
575
- * @param objects The objects to get the bounding box from.
576
- * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
577
- * @param layers The layers to include. Typically the main camera's layers.
578
- * @param result The result box to store the bounding box in. Returns a new box if not passed in.
579
- */
580
- export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
581
- const box = result || new Box3();
582
- box.makeEmpty();
583
- const emptyChildren = [];
584
- function expandByObjectRecursive(obj) {
585
- let allowExpanding = true;
586
- // we dont want to check invisible objects
587
- if (!obj.visible)
588
- return;
589
- if (useForAutoFit(obj) === false)
590
- return;
591
- if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
592
- return;
593
- // ignore Box3Helpers
594
- if (obj instanceof Box3Helper)
595
- allowExpanding = false;
596
- if (obj instanceof GridHelper)
597
- allowExpanding = false;
598
- // ignore GroundProjectedEnv
599
- if (obj instanceof GroundedSkybox)
600
- allowExpanding = false;
601
- if (obj.isGizmo === true)
602
- allowExpanding = false;
603
- // // Ignore shadow catcher geometry
604
- if (obj.material instanceof ShadowMaterial)
605
- allowExpanding = false;
606
- // ONLY fit meshes
607
- if (!(isMesh(obj)))
608
- allowExpanding = false;
609
- // Layer test, typically with the main camera
610
- if (layers && obj.layers.test(layers) === false)
611
- allowExpanding = false;
612
- if (allowExpanding) {
613
- // Ignore things parented to the camera + ignore the camera
614
- if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
615
- return;
616
- else if (typeof ignore === "function") {
617
- if (ignore(obj) === true)
618
- return;
619
- }
620
- }
621
- // We don't want to fit UI objects
622
- if (obj["isUI"] === true)
623
- return;
624
- // If we encountered some geometry that should be ignored
625
- // Then we don't want to use that for expanding the view
626
- if (allowExpanding) {
627
- // Temporary override children
628
- const children = obj.children;
629
- obj.children = emptyChildren;
630
- // TODO: validate that object doesn't contain NaN values
631
- const pos = obj.position;
632
- const scale = obj.scale;
633
- if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
634
- console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
635
- return;
636
- }
637
- // Sanitize for the three.js method that only checks for undefined here
638
- // @ts-ignore
639
- if (obj.geometry === null)
640
- obj.geometry = undefined;
641
- box.expandByObject(obj, true);
642
- obj.children = children;
643
- }
644
- for (const child of obj.children) {
645
- expandByObjectRecursive(child);
646
- }
647
- }
648
- let hasAnyObject = false;
649
- if (!Array.isArray(objects))
650
- objects = [objects];
651
- for (const object of objects) {
652
- if (!object)
653
- continue;
654
- hasAnyObject = true;
655
- object.updateMatrixWorld();
656
- expandByObjectRecursive(object);
657
- }
658
- if (!hasAnyObject) {
659
- console.warn("No objects to fit camera to...");
660
- return box;
661
- }
662
- return box;
663
- }
664
- /**
665
- * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
666
- * @param obj the object to fit
667
- * @param volume the volume to fit the object into
668
- * @param opts options for fitting
669
- */
670
- export function fitObjectIntoVolume(obj, volume, opts) {
671
- const box = getBoundingBox([obj], opts?.ignore);
672
- const boundsSize = new Vector3();
673
- box.getSize(boundsSize);
674
- const boundsCenter = new Vector3();
675
- box.getCenter(boundsCenter);
676
- const targetSize = new Vector3();
677
- volume.getSize(targetSize);
678
- const targetCenter = new Vector3();
679
- volume.getCenter(targetCenter);
680
- const scale = new Vector3();
681
- scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
682
- const minScale = Math.min(scale.x, scale.y, scale.z);
683
- const useScale = opts?.scale !== false;
684
- if (useScale) {
685
- setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
686
- }
687
- if (opts?.position !== false) {
688
- const boundsBottomPosition = new Vector3();
689
- box.getCenter(boundsBottomPosition);
690
- boundsBottomPosition.y = box.min.y;
691
- const targetBottomPosition = new Vector3();
692
- volume.getCenter(targetBottomPosition);
693
- targetBottomPosition.y = volume.min.y;
694
- const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
695
- if (useScale)
696
- offset.multiplyScalar(minScale);
697
- setWorldPosition(obj, getWorldPosition(obj).add(offset));
698
- }
699
- return {
700
- boundsBefore: box,
701
- scale,
702
- };
703
- }
704
- /**
705
- * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
706
- * The object will be visually placed on the surface (the object's pivot will be ignored).
707
- * @param obj the object to place on the surface
708
- * @param point the point to place the object on
709
- * @returns the offset from the object bounds to the pivot
710
- */
711
- export function placeOnSurface(obj, point) {
712
- const bounds = getBoundingBox([obj]);
713
- const center = new Vector3();
714
- bounds.getCenter(center);
715
- center.y = bounds.min.y;
716
- const offset = point.clone().sub(center);
717
- const worldPos = getWorldPosition(obj);
718
- setWorldPosition(obj, worldPos.add(offset));
719
- return {
720
- offset,
721
- bounds,
722
- };
723
- }
724
- /**
725
- * Postprocesses the material of an object loaded by {@link FBXLoader}.
726
- * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
727
- * This ensures consistent lighting and shading, including environment effects.
728
- */
729
- export function postprocessFBXMaterials(obj, material, index, array) {
730
- if (Array.isArray(material)) {
731
- let success = true;
732
- for (let i = 0; i < material.length; i++) {
733
- const res = postprocessFBXMaterials(obj, material[i], i, material);
734
- if (!res)
735
- success = false;
736
- }
737
- return success;
738
- }
739
- // ignore if the material is already a MeshStandardMaterial
740
- if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
741
- return false;
742
- }
743
- // check if the material was already processed
744
- else if (material["material:fbx"] != undefined) {
745
- return true;
746
- }
747
- const newMaterial = new MeshStandardMaterial();
748
- newMaterial["material:fbx"] = material;
749
- const oldMaterial = material;
750
- if (oldMaterial) {
751
- // If a map is present then the FBX color should be ignored
752
- // Tested e.g. in Unity and Substance Stager
753
- // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
754
- if (!oldMaterial.map)
755
- newMaterial.color.copyLinearToSRGB(oldMaterial.color);
756
- else
757
- newMaterial.color.set(1, 1, 1);
758
- newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
759
- newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
760
- newMaterial.opacity = oldMaterial.opacity;
761
- newMaterial.displacementScale = oldMaterial.displacementScale;
762
- newMaterial.transparent = oldMaterial.transparent;
763
- newMaterial.bumpMap = oldMaterial.bumpMap;
764
- newMaterial.aoMap = oldMaterial.aoMap;
765
- newMaterial.map = oldMaterial.map;
766
- newMaterial.displacementMap = oldMaterial.displacementMap;
767
- newMaterial.emissiveMap = oldMaterial.emissiveMap;
768
- newMaterial.normalMap = oldMaterial.normalMap;
769
- newMaterial.envMap = oldMaterial.envMap;
770
- newMaterial.alphaMap = oldMaterial.alphaMap;
771
- newMaterial.metalness = oldMaterial.reflectivity;
772
- newMaterial.vertexColors = oldMaterial.vertexColors;
773
- if (oldMaterial.shininess) {
774
- // from blender source code
775
- // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
776
- // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
777
- newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
778
- }
779
- newMaterial.needsUpdate = true;
780
- }
781
- if (index === undefined) {
782
- obj.material = newMaterial;
783
- }
784
- else {
785
- array[index] = newMaterial;
786
- }
787
- return true;
788
- }
1
+ import { Box3, Box3Helper, Color, Euler, GridHelper, Mesh, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, ShadowMaterial, Texture, Uniform, Vector3 } from "three";
2
+ import { ShaderMaterial, WebGLRenderer } from "three";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+ import { useForAutoFit } from "./engine_camera.js";
5
+ import { Mathf } from "./engine_math.js";
6
+ import { CircularBuffer } from "./engine_utils.js";
7
+ /**
8
+ * Slerp between two vectors
9
+ */
10
+ export function slerp(vec, end, t) {
11
+ const len1 = vec.length();
12
+ const len2 = end.length();
13
+ const targetLen = Mathf.lerp(len1, len2, t);
14
+ return vec.lerp(end, t).normalize().multiplyScalar(targetLen);
15
+ }
16
+ const _tempQuat = new Quaternion();
17
+ const flipYQuat = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
+ export function lookAtInverse(obj, target) {
19
+ obj.lookAt(target);
20
+ obj.quaternion.multiply(flipYQuat);
21
+ }
22
+ /** Better lookAt
23
+ * @param object the object that the lookAt should be applied to
24
+ * @param target the target to look at
25
+ * @param keepUpDirection if true the up direction will be kept
26
+ * @param copyTargetRotation if true the target rotation will be copied so the rotation is not skewed
27
+ */
28
+ export function lookAtObject(object, target, keepUpDirection = true, copyTargetRotation = false) {
29
+ if (object === target)
30
+ return;
31
+ _tempQuat.copy(object.quaternion);
32
+ const lookTarget = getWorldPosition(target);
33
+ const lookFrom = getWorldPosition(object);
34
+ if (copyTargetRotation) {
35
+ setWorldQuaternion(object, getWorldQuaternion(target));
36
+ // look at forward again so we don't get any roll
37
+ if (keepUpDirection) {
38
+ const ypos = lookFrom.y;
39
+ const forwardPoint = lookFrom.sub(getWorldDirection(object));
40
+ forwardPoint.y = ypos;
41
+ object.lookAt(forwardPoint);
42
+ object.quaternion.multiply(flipYQuat);
43
+ }
44
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
45
+ if (Number.isNaN(object.quaternion.x)) {
46
+ object.quaternion.copy(_tempQuat);
47
+ }
48
+ return;
49
+ }
50
+ if (keepUpDirection) {
51
+ lookTarget.y = lookFrom.y;
52
+ }
53
+ object.lookAt(lookTarget);
54
+ // sanitize – three.js sometimes returns NaN values when parents are non-uniformly scaled
55
+ if (Number.isNaN(object.quaternion.x)) {
56
+ object.quaternion.copy(_tempQuat);
57
+ }
58
+ }
59
+ /**
60
+ * Look at a 2D point in screen space
61
+ * @param object the object to look at the point
62
+ * @param target the target point in 2D screen space XY e.g. from a mouse event
63
+ * @param camera the camera to use for the lookAt
64
+ * @param factor the factor to multiply the distance from the camera to the object. Default is 1
65
+ * @returns the target point in world space
66
+ *
67
+ * @example Needle Engine Component
68
+ * ```ts
69
+ * export class MyLookAtComponent extends Behaviour {
70
+ * update() {
71
+ * lookAtScreenPoint(this.gameObject, this.context.input.mousePosition, this.context.mainCamera);
72
+ * }
73
+ * }
74
+ * ```
75
+ *
76
+ * @example Look at from browser mouse move event
77
+ * ```ts
78
+ * window.addEventListener("mousemove", (e) => {
79
+ * lookAtScreenPoint(object, new Vector2(e.clientX, e.clientY), camera);
80
+ * });
81
+ * ```
82
+ */
83
+ export function lookAtScreenPoint(object, target, camera, factor = 1) {
84
+ if (camera) {
85
+ const pos = getTempVector(0, 0, 0);
86
+ const ndcx = (target.x / window.innerWidth) * 2 - 1;
87
+ const ndcy = -(target.y / window.innerHeight) * 2 + 1;
88
+ pos.set(ndcx, ndcy, 0);
89
+ pos.unproject(camera);
90
+ // get distance from object to camera
91
+ const camPos = camera.worldPosition;
92
+ const dist = object.worldPosition.distanceTo(camPos);
93
+ // Create direction from camera through cursor point
94
+ const dir = pos.sub(camPos);
95
+ dir.multiplyScalar(factor * 3.6 * dist);
96
+ const targetPoint = camera.worldPosition.add(dir);
97
+ object.lookAt(targetPoint);
98
+ return targetPoint;
99
+ }
100
+ return null;
101
+ }
102
+ const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
103
+ export function getTempVector(vecOrX, y, z) {
104
+ const vec = _tempVecs.get();
105
+ vec.set(0, 0, 0); // initialize with default values
106
+ if (vecOrX instanceof Vector3)
107
+ vec.copy(vecOrX);
108
+ else if (Array.isArray(vecOrX))
109
+ vec.set(vecOrX[0], vecOrX[1], vecOrX[2]);
110
+ else if (vecOrX instanceof DOMPointReadOnly)
111
+ vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
112
+ else {
113
+ if (typeof vecOrX === "number") {
114
+ vec.x = vecOrX;
115
+ vec.y = y !== undefined ? y : vec.x;
116
+ vec.z = z !== undefined ? z : vec.x;
117
+ }
118
+ else if (typeof vecOrX === "object") {
119
+ vec.x = vecOrX.x;
120
+ vec.y = vecOrX.y;
121
+ vec.z = vecOrX.z;
122
+ }
123
+ }
124
+ return vec;
125
+ }
126
+ const _tempColors = new CircularBuffer(() => new Color(), 30);
127
+ export function getTempColor(color) {
128
+ const col = _tempColors.get();
129
+ if (color)
130
+ col.copy(color);
131
+ else {
132
+ col.set(0, 0, 0);
133
+ }
134
+ return col;
135
+ }
136
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
137
+ /**
138
+ * Gets a temporary quaternion. If a quaternion is passed in it will be copied to the temporary quaternion
139
+ * Temporary quaternions are cached and reused internally. Don't store them!
140
+ * @param value the quaternion to copy
141
+ * @returns a temporary quaternion
142
+ */
143
+ export function getTempQuaternion(value) {
144
+ const val = _tempQuats.get();
145
+ val.identity();
146
+ if (value instanceof Quaternion)
147
+ val.copy(value);
148
+ else if (value instanceof DOMPointReadOnly)
149
+ val.set(value.x, value.y, value.z, value.w);
150
+ return val;
151
+ }
152
+ const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
153
+ const _lastMatrixWorldUpdateKey = Symbol("lastMatrixWorldUpdateKey");
154
+ /**
155
+ * Get the world position of an object
156
+ * @param obj the object to get the world position from
157
+ * @param vec a vector to store the result in. If not passed in a temporary vector will be used
158
+ * @param updateParents if true the parents will be updated before getting the world position
159
+ * @returns the world position
160
+ */
161
+ export function getWorldPosition(obj, vec = null, updateParents = true) {
162
+ const wp = vec ?? _worldPositions.get();
163
+ if (!obj)
164
+ return wp.set(0, 0, 0);
165
+ if (!obj.parent)
166
+ return wp.copy(obj.position);
167
+ if (updateParents)
168
+ obj.updateWorldMatrix(true, false);
169
+ if (obj.matrixWorldNeedsUpdate && obj[_lastMatrixWorldUpdateKey] !== Date.now()) {
170
+ obj[_lastMatrixWorldUpdateKey] = Date.now();
171
+ obj.updateMatrixWorld();
172
+ }
173
+ wp.setFromMatrixPosition(obj.matrixWorld);
174
+ return wp;
175
+ }
176
+ /**
177
+ * Set the world position of an object
178
+ * @param obj the object to set the world position of
179
+ * @param val the world position to set
180
+ */
181
+ export function setWorldPosition(obj, val) {
182
+ if (!obj)
183
+ return obj;
184
+ const wp = _worldPositions.get();
185
+ if (val !== wp)
186
+ wp.copy(val);
187
+ const obj2 = obj?.parent ?? obj;
188
+ obj2.worldToLocal(wp);
189
+ obj.position.set(wp.x, wp.y, wp.z);
190
+ return obj;
191
+ }
192
+ /**
193
+ * Set the world position of an object
194
+ * @param obj the object to set the world position of
195
+ * @param x the x position
196
+ * @param y the y position
197
+ * @param z the z position
198
+ */
199
+ export function setWorldPositionXYZ(obj, x, y, z) {
200
+ const wp = _worldPositions.get();
201
+ wp.set(x, y, z);
202
+ setWorldPosition(obj, wp);
203
+ return obj;
204
+ }
205
+ const _worldQuaternions = new CircularBuffer(() => new Quaternion(), 100);
206
+ const _worldQuaternionBuffer = new Quaternion();
207
+ const _tempQuaternionBuffer2 = new Quaternion();
208
+ export function getWorldQuaternion(obj, target = null) {
209
+ if (!obj)
210
+ return _worldQuaternions.get().identity();
211
+ const quat = target ?? _worldQuaternions.get();
212
+ if (!obj.parent)
213
+ return quat.copy(obj.quaternion);
214
+ obj.getWorldQuaternion(quat);
215
+ return quat;
216
+ }
217
+ export function setWorldQuaternion(obj, val) {
218
+ if (!obj)
219
+ return;
220
+ if (val !== _worldQuaternionBuffer)
221
+ _worldQuaternionBuffer.copy(val);
222
+ const tempVec = _worldQuaternionBuffer;
223
+ const parent = obj?.parent;
224
+ parent?.getWorldQuaternion(_tempQuaternionBuffer2);
225
+ _tempQuaternionBuffer2.invert();
226
+ const q = _tempQuaternionBuffer2.multiply(tempVec);
227
+ // console.log(tempVec);
228
+ obj.quaternion.set(q.x, q.y, q.z, q.w);
229
+ // console.error("quaternion world to local is not yet implemented");
230
+ }
231
+ export function setWorldQuaternionXYZW(obj, x, y, z, w) {
232
+ _worldQuaternionBuffer.set(x, y, z, w);
233
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
234
+ }
235
+ const _worldScaleBuffer = new CircularBuffer(() => new Vector3(), 100);
236
+ const _worldScale = new Vector3();
237
+ export function getWorldScale(obj, vec = null) {
238
+ if (!vec)
239
+ vec = _worldScaleBuffer.get();
240
+ if (!obj)
241
+ return vec.set(0, 0, 0);
242
+ if (!obj.parent)
243
+ return vec.copy(obj.scale);
244
+ obj.getWorldScale(vec);
245
+ return vec;
246
+ }
247
+ export function setWorldScale(obj, vec) {
248
+ if (!obj)
249
+ return;
250
+ if (!obj.parent) {
251
+ obj.scale.copy(vec);
252
+ return;
253
+ }
254
+ const tempVec = _worldScale;
255
+ const obj2 = obj.parent;
256
+ obj2.getWorldScale(tempVec);
257
+ obj.scale.copy(vec);
258
+ obj.scale.divide(tempVec);
259
+ }
260
+ const _forward = new Vector3();
261
+ const _forwardQuat = new Quaternion();
262
+ export function forward(obj) {
263
+ getWorldQuaternion(obj, _forwardQuat);
264
+ return _forward.set(0, 0, 1).applyQuaternion(_forwardQuat);
265
+ }
266
+ const _worldDirectionBuffer = new CircularBuffer(() => new Vector3(), 100);
267
+ const _worldDirectionQuat = new Quaternion();
268
+ /** Get the world direction. Returns world forward if nothing is passed in.
269
+ * Pass in a relative direction to get it converted to world space (e.g. dir = new Vector3(0, 1, 1))
270
+ * The returned vector will not be normalized
271
+ */
272
+ export function getWorldDirection(obj, dir) {
273
+ // If no direction is passed in set the direction to the forward vector
274
+ if (!dir)
275
+ dir = _worldDirectionBuffer.get().set(0, 0, 1);
276
+ getWorldQuaternion(obj, _worldDirectionQuat);
277
+ return dir.applyQuaternion(_worldDirectionQuat);
278
+ }
279
+ const _worldEulerBuffer = new Euler();
280
+ const _worldEuler = new Euler();
281
+ const _worldRotation = new Vector3();
282
+ // world euler (in radians)
283
+ export function getWorldEuler(obj) {
284
+ const quat = _worldQuaternions.get();
285
+ obj.getWorldQuaternion(quat);
286
+ _worldEuler.setFromQuaternion(quat);
287
+ return _worldEuler;
288
+ }
289
+ // world euler (in radians)
290
+ export function setWorldEuler(obj, val) {
291
+ const quat = _worldQuaternions.get();
292
+ setWorldQuaternion(obj, quat.setFromEuler(val));
293
+ ;
294
+ }
295
+ // returns rotation in degrees
296
+ export function getWorldRotation(obj) {
297
+ const rot = getWorldEuler(obj);
298
+ const wr = _worldRotation;
299
+ wr.set(rot.x, rot.y, rot.z);
300
+ wr.x = Mathf.toDegrees(wr.x);
301
+ wr.y = Mathf.toDegrees(wr.y);
302
+ wr.z = Mathf.toDegrees(wr.z);
303
+ return wr;
304
+ }
305
+ export function setWorldRotation(obj, val) {
306
+ setWorldRotationXYZ(obj, val.x, val.y, val.z, true);
307
+ }
308
+ export function setWorldRotationXYZ(obj, x, y, z, degrees = true) {
309
+ if (degrees) {
310
+ x = Mathf.toRadians(x);
311
+ y = Mathf.toRadians(y);
312
+ z = Mathf.toRadians(z);
313
+ }
314
+ _worldEulerBuffer.set(x, y, z);
315
+ _worldQuaternionBuffer.setFromEuler(_worldEulerBuffer);
316
+ setWorldQuaternion(obj, _worldQuaternionBuffer);
317
+ }
318
+ // from https://github.com/mrdoob/js/pull/10995#issuecomment-287614722
319
+ export function logHierarchy(root, collapsible = true) {
320
+ if (!root)
321
+ return;
322
+ if (collapsible) {
323
+ (function printGraph(obj) {
324
+ console.groupCollapsed((obj.name ? obj.name : '(no name : ' + obj.type + ')') + ' %o', obj);
325
+ obj.children.forEach(printGraph);
326
+ console.groupEnd();
327
+ }(root));
328
+ }
329
+ else {
330
+ root.traverse(function (obj) {
331
+ var s = '|___';
332
+ var obj2 = obj;
333
+ while (obj2.parent !== null) {
334
+ s = '\t' + s;
335
+ obj2 = obj2.parent;
336
+ }
337
+ console.log(s + obj.name + ' <' + obj.type + '>');
338
+ });
339
+ }
340
+ ;
341
+ }
342
+ export function getParentHierarchyPath(obj) {
343
+ let path = obj?.name || "";
344
+ if (!obj)
345
+ return path;
346
+ let parent = obj.parent;
347
+ while (parent) {
348
+ path = parent.name + "/" + path;
349
+ parent = parent.parent;
350
+ }
351
+ return path;
352
+ }
353
+ export function isAnimationAction(obj) {
354
+ if (obj) {
355
+ // this doesnt work :(
356
+ // return obj instanceof AnimationAction;
357
+ // instead we do this:
358
+ const act = obj;
359
+ return act.blendMode !== undefined && act.clampWhenFinished !== undefined && act.enabled !== undefined && act.fadeIn !== undefined && act.getClip !== undefined;
360
+ }
361
+ return false;
362
+ }
363
+ class BlitMaterial extends ShaderMaterial {
364
+ static vertex = `
365
+ varying vec2 vUv;
366
+ void main(){
367
+ vUv = uv;
368
+ gl_Position = vec4(position.xy, 0., 1.0);
369
+ }`;
370
+ constructor() {
371
+ super({
372
+ vertexShader: BlitMaterial.vertex,
373
+ uniforms: {
374
+ map: new Uniform(null),
375
+ flipY: new Uniform(true),
376
+ writeDepth: new Uniform(false),
377
+ depthTexture: new Uniform(null)
378
+ },
379
+ fragmentShader: `
380
+ uniform sampler2D map;
381
+ uniform bool flipY;
382
+ uniform bool writeDepth;
383
+ uniform sampler2D depthTexture;
384
+
385
+ varying vec2 vUv;
386
+
387
+ void main(){
388
+ vec2 uv = vUv;
389
+ if (flipY) uv.y = 1.0 - uv.y;
390
+ gl_FragColor = texture2D(map, uv);
391
+
392
+ if (writeDepth) {
393
+ float depth = texture2D(depthTexture, uv).r;
394
+ gl_FragDepth = depth;
395
+
396
+ // float linearDepth = (depth - 0.99) * 100.0; // Enhance near 1.0 values
397
+ // gl_FragColor = vec4(linearDepth, linearDepth, linearDepth, 1.0);
398
+ }
399
+ }`
400
+ });
401
+ }
402
+ reset() {
403
+ this.uniforms.map.value = null;
404
+ this.uniforms.flipY.value = true;
405
+ this.uniforms.writeDepth.value = false;
406
+ this.uniforms.depthTexture.value = null;
407
+ this.needsUpdate = true;
408
+ this.uniformsNeedUpdate = true;
409
+ }
410
+ }
411
+ /**
412
+ * Utility class to perform various graphics operations like copying textures to canvas
413
+ */
414
+ export class Graphics {
415
+ static planeGeometry = new PlaneGeometry(2, 2, 1, 1);
416
+ static renderer = new WebGLRenderer({ antialias: false, alpha: true });
417
+ static perspectiveCam = new PerspectiveCamera();
418
+ static orthographicCam = new OrthographicCamera();
419
+ static scene = new Scene();
420
+ static blitMaterial = new BlitMaterial();
421
+ static mesh = new Mesh(Graphics.planeGeometry, Graphics.blitMaterial);
422
+ /**
423
+ * Copy a texture to a new texture
424
+ * @param texture the texture to copy
425
+ * @param blitMaterial the material to use for copying (optional)
426
+ * @returns the newly created, copied texture
427
+ */
428
+ static copyTexture(texture, blitMaterial) {
429
+ // ensure that a blit material exists
430
+ if (!blitMaterial) {
431
+ blitMaterial = this.blitMaterial;
432
+ }
433
+ ;
434
+ this.blitMaterial.reset();
435
+ const material = blitMaterial || this.blitMaterial;
436
+ // TODO: reset the uniforms...
437
+ material.uniforms.map.value = texture;
438
+ material.needsUpdate = true;
439
+ material.uniformsNeedUpdate = true;
440
+ // ensure that the blit material has the correct vertex shader
441
+ const origVertexShader = material.vertexShader;
442
+ material.vertexShader = BlitMaterial.vertex;
443
+ const mesh = this.mesh;
444
+ mesh.material = material;
445
+ mesh.frustumCulled = false;
446
+ this.scene.children.length = 0;
447
+ this.scene.add(mesh);
448
+ this.renderer.setSize(texture.image.width, texture.image.height);
449
+ this.renderer.clear();
450
+ this.renderer.render(this.scene, this.perspectiveCam);
451
+ const tex = new Texture(this.renderer.domElement);
452
+ tex.name = "Copy";
453
+ tex.needsUpdate = true; // < important!
454
+ // reset vertex shader
455
+ material.vertexShader = origVertexShader;
456
+ return tex;
457
+ }
458
+ static blit(src, target, options) {
459
+ const { renderer = this.renderer, blitMaterial = this.blitMaterial, flipY = false, depthTexture = null, depthTest = true, depthWrite = true, } = options || {};
460
+ this.blitMaterial.reset();
461
+ if (blitMaterial.uniforms.map)
462
+ blitMaterial.uniforms.map.value = src;
463
+ if (blitMaterial.uniforms.flipY)
464
+ blitMaterial.uniforms.flipY.value = flipY;
465
+ if (depthTexture) {
466
+ blitMaterial.uniforms.writeDepth = new Uniform(true);
467
+ blitMaterial.uniforms.depthTexture.value = depthTexture;
468
+ }
469
+ else {
470
+ blitMaterial.uniforms.writeDepth = new Uniform(false);
471
+ blitMaterial.uniforms.depthTexture.value = null;
472
+ }
473
+ blitMaterial.needsUpdate = true;
474
+ blitMaterial.uniformsNeedUpdate = true;
475
+ const mesh = this.mesh;
476
+ mesh.material = blitMaterial;
477
+ mesh.frustumCulled = false;
478
+ this.scene.children.length = 0;
479
+ this.scene.add(mesh);
480
+ // Save state
481
+ const renderTarget = renderer.getRenderTarget();
482
+ const gl = renderer.getContext();
483
+ const depthTestEnabled = gl.getParameter(gl.DEPTH_TEST);
484
+ const depthWriteMask = gl.getParameter(gl.DEPTH_WRITEMASK);
485
+ const depthFunc = gl.getParameter(gl.DEPTH_FUNC);
486
+ // Set state
487
+ if (depthTest)
488
+ renderer.getContext().enable(renderer.getContext().DEPTH_TEST);
489
+ else
490
+ renderer.getContext().disable(renderer.getContext().DEPTH_TEST);
491
+ renderer.state.buffers.depth.setMask(depthWrite);
492
+ renderer.setClearColor(new Color(0, 0, 0), 0);
493
+ // renderer.setSize(target.width, target.height);
494
+ renderer.setPixelRatio(window.devicePixelRatio);
495
+ renderer.setRenderTarget(target);
496
+ renderer.clear();
497
+ renderer.render(this.scene, this.perspectiveCam);
498
+ // Restore state
499
+ renderer.setRenderTarget(renderTarget); // reset render target
500
+ const depthBuffer = renderer.state.buffers.depth;
501
+ depthBuffer.setTest(depthTestEnabled);
502
+ depthBuffer.setMask(depthWriteMask);
503
+ depthBuffer.setFunc(depthFunc);
504
+ }
505
+ /**
506
+ * Copy a texture to a HTMLCanvasElement
507
+ * @param texture the texture convert
508
+ * @param force if true the texture will be copied to a new texture before converting
509
+ * @returns the HTMLCanvasElement with the texture or null if the texture could not be copied
510
+ */
511
+ static textureToCanvas(texture, force = false) {
512
+ if (!texture) {
513
+ return null;
514
+ }
515
+ if (force === true || texture["isCompressedTexture"] === true) {
516
+ texture = copyTexture(texture);
517
+ }
518
+ const image = texture.image;
519
+ if (isImageBitmap(image)) {
520
+ const canvas = document.createElement('canvas');
521
+ canvas.width = image.width;
522
+ canvas.height = image.height;
523
+ const context = canvas.getContext('2d');
524
+ if (!context) {
525
+ console.error("Failed getting canvas 2d context");
526
+ return null;
527
+ }
528
+ context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
529
+ return canvas;
530
+ }
531
+ return null;
532
+ }
533
+ }
534
+ /**@obsolete use Graphics.copyTexture */
535
+ export function copyTexture(texture) {
536
+ return Graphics.copyTexture(texture);
537
+ }
538
+ /**@obsolete use Graphics.textureToCanvas */
539
+ export function textureToCanvas(texture, force = false) {
540
+ return Graphics.textureToCanvas(texture, force);
541
+ }
542
+ ;
543
+ function isImageBitmap(image) {
544
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
545
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
546
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
547
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
548
+ }
549
+ function isMesh(obj) {
550
+ const type = obj.type;
551
+ // Note: we don't use the instanceof check here because it's unreliable in certain minification scenarios where it returns false
552
+ return type === "Mesh" || type === "SkinnedMesh";
553
+ }
554
+ // for contact shadows
555
+ export function setVisibleInCustomShadowRendering(obj, enabled) {
556
+ if (enabled)
557
+ obj["needle:rendercustomshadow"] = true;
558
+ else {
559
+ obj["needle:rendercustomshadow"] = false;
560
+ }
561
+ }
562
+ export function getVisibleInCustomShadowRendering(obj) {
563
+ if (obj) {
564
+ if (obj["needle:rendercustomshadow"] === true) {
565
+ return true;
566
+ }
567
+ else if (obj["needle:rendercustomshadow"] == undefined) {
568
+ return true;
569
+ }
570
+ }
571
+ return false;
572
+ }
573
+ /**
574
+ * Get the axis-aligned bounding box of a list of objects.
575
+ * @param objects The objects to get the bounding box from.
576
+ * @param ignore Objects to ignore when calculating the bounding box. Objects that are invisible (gizmos, helpers, etc.) are excluded by default.
577
+ * @param layers The layers to include. Typically the main camera's layers.
578
+ * @param result The result box to store the bounding box in. Returns a new box if not passed in.
579
+ */
580
+ export function getBoundingBox(objects, ignore = undefined, layers = undefined, result = undefined) {
581
+ const box = result || new Box3();
582
+ box.makeEmpty();
583
+ const emptyChildren = [];
584
+ function expandByObjectRecursive(obj) {
585
+ let allowExpanding = true;
586
+ // we dont want to check invisible objects
587
+ if (!obj.visible)
588
+ return;
589
+ if (useForAutoFit(obj) === false)
590
+ return;
591
+ if (obj.type === "TransformControlsGizmo" || obj.type === "TransformControlsPlane")
592
+ return;
593
+ // ignore Box3Helpers
594
+ if (obj instanceof Box3Helper)
595
+ allowExpanding = false;
596
+ if (obj instanceof GridHelper)
597
+ allowExpanding = false;
598
+ // ignore GroundProjectedEnv
599
+ if (obj instanceof GroundedSkybox)
600
+ allowExpanding = false;
601
+ if (obj.isGizmo === true)
602
+ allowExpanding = false;
603
+ // // Ignore shadow catcher geometry
604
+ if (obj.material instanceof ShadowMaterial)
605
+ allowExpanding = false;
606
+ // ONLY fit meshes
607
+ if (!(isMesh(obj)))
608
+ allowExpanding = false;
609
+ // Layer test, typically with the main camera
610
+ if (layers && obj.layers.test(layers) === false)
611
+ allowExpanding = false;
612
+ if (allowExpanding) {
613
+ // Ignore things parented to the camera + ignore the camera
614
+ if (ignore && Array.isArray(ignore) && ignore?.includes(obj))
615
+ return;
616
+ else if (typeof ignore === "function") {
617
+ if (ignore(obj) === true)
618
+ return;
619
+ }
620
+ }
621
+ // We don't want to fit UI objects
622
+ if (obj["isUI"] === true)
623
+ return;
624
+ // If we encountered some geometry that should be ignored
625
+ // Then we don't want to use that for expanding the view
626
+ if (allowExpanding) {
627
+ // Temporary override children
628
+ const children = obj.children;
629
+ obj.children = emptyChildren;
630
+ // TODO: validate that object doesn't contain NaN values
631
+ const pos = obj.position;
632
+ const scale = obj.scale;
633
+ if (Number.isNaN(pos.x) || Number.isNaN(pos.y) || Number.isNaN(pos.z)) {
634
+ console.warn(`Object \"${obj.name}\" has NaN values in position or scale.... will ignore it`, pos, scale);
635
+ return;
636
+ }
637
+ // Sanitize for the three.js method that only checks for undefined here
638
+ // @ts-ignore
639
+ if (obj.geometry === null)
640
+ obj.geometry = undefined;
641
+ box.expandByObject(obj, true);
642
+ obj.children = children;
643
+ }
644
+ for (const child of obj.children) {
645
+ expandByObjectRecursive(child);
646
+ }
647
+ }
648
+ let hasAnyObject = false;
649
+ if (!Array.isArray(objects))
650
+ objects = [objects];
651
+ for (const object of objects) {
652
+ if (!object)
653
+ continue;
654
+ hasAnyObject = true;
655
+ object.updateMatrixWorld();
656
+ expandByObjectRecursive(object);
657
+ }
658
+ if (!hasAnyObject) {
659
+ console.warn("No objects to fit camera to...");
660
+ return box;
661
+ }
662
+ return box;
663
+ }
664
+ /**
665
+ * Fits an object into a bounding volume. The volume is defined by a Box3 in world space.
666
+ * @param obj the object to fit
667
+ * @param volume the volume to fit the object into
668
+ * @param opts options for fitting
669
+ */
670
+ export function fitObjectIntoVolume(obj, volume, opts) {
671
+ const box = getBoundingBox([obj], opts?.ignore);
672
+ const boundsSize = new Vector3();
673
+ box.getSize(boundsSize);
674
+ const boundsCenter = new Vector3();
675
+ box.getCenter(boundsCenter);
676
+ const targetSize = new Vector3();
677
+ volume.getSize(targetSize);
678
+ const targetCenter = new Vector3();
679
+ volume.getCenter(targetCenter);
680
+ const scale = new Vector3();
681
+ scale.set(targetSize.x / boundsSize.x, targetSize.y / boundsSize.y, targetSize.z / boundsSize.z);
682
+ const minScale = Math.min(scale.x, scale.y, scale.z);
683
+ const useScale = opts?.scale !== false;
684
+ if (useScale) {
685
+ setWorldScale(obj, getWorldScale(obj).multiplyScalar(minScale));
686
+ }
687
+ if (opts?.position !== false) {
688
+ const boundsBottomPosition = new Vector3();
689
+ box.getCenter(boundsBottomPosition);
690
+ boundsBottomPosition.y = box.min.y;
691
+ const targetBottomPosition = new Vector3();
692
+ volume.getCenter(targetBottomPosition);
693
+ targetBottomPosition.y = volume.min.y;
694
+ const offset = targetBottomPosition.clone().sub(boundsBottomPosition);
695
+ if (useScale)
696
+ offset.multiplyScalar(minScale);
697
+ setWorldPosition(obj, getWorldPosition(obj).add(offset));
698
+ }
699
+ return {
700
+ boundsBefore: box,
701
+ scale,
702
+ };
703
+ }
704
+ /**
705
+ * Place an object on a surface. This will calculate the object bounds which might be an expensive operation for complex objects.
706
+ * The object will be visually placed on the surface (the object's pivot will be ignored).
707
+ * @param obj the object to place on the surface
708
+ * @param point the point to place the object on
709
+ * @returns the offset from the object bounds to the pivot
710
+ */
711
+ export function placeOnSurface(obj, point) {
712
+ const bounds = getBoundingBox([obj]);
713
+ const center = new Vector3();
714
+ bounds.getCenter(center);
715
+ center.y = bounds.min.y;
716
+ const offset = point.clone().sub(center);
717
+ const worldPos = getWorldPosition(obj);
718
+ setWorldPosition(obj, worldPos.add(offset));
719
+ return {
720
+ offset,
721
+ bounds,
722
+ };
723
+ }
724
+ /**
725
+ * Postprocesses the material of an object loaded by {@link FBXLoader}.
726
+ * It will apply necessary color conversions, remap shininess to roughness, and turn everything into {@link MeshStandardMaterial} on the object.
727
+ * This ensures consistent lighting and shading, including environment effects.
728
+ */
729
+ export function postprocessFBXMaterials(obj, material, index, array) {
730
+ if (Array.isArray(material)) {
731
+ let success = true;
732
+ for (let i = 0; i < material.length; i++) {
733
+ const res = postprocessFBXMaterials(obj, material[i], i, material);
734
+ if (!res)
735
+ success = false;
736
+ }
737
+ return success;
738
+ }
739
+ // ignore if the material is already a MeshStandardMaterial
740
+ if (material.type === "MeshStandardMaterial" || material.type === "MeshBasicMaterial") {
741
+ return false;
742
+ }
743
+ // check if the material was already processed
744
+ else if (material["material:fbx"] != undefined) {
745
+ return true;
746
+ }
747
+ const newMaterial = new MeshStandardMaterial();
748
+ newMaterial["material:fbx"] = material;
749
+ const oldMaterial = material;
750
+ if (oldMaterial) {
751
+ // If a map is present then the FBX color should be ignored
752
+ // Tested e.g. in Unity and Substance Stager
753
+ // https://docs.unity3d.com/2020.1/Documentation/Manual/FBXImporter-Materials.html#:~:text=If%20a%20diffuse%20Texture%20is%20set%2C%20it%20ignores%20the%20diffuse%20color%20(this%20matches%20how%20it%20works%20in%20Autodesk®%20Maya®%20and%20Autodesk®%203ds%20Max®)
754
+ if (!oldMaterial.map)
755
+ newMaterial.color.copyLinearToSRGB(oldMaterial.color);
756
+ else
757
+ newMaterial.color.set(1, 1, 1);
758
+ newMaterial.emissive.copyLinearToSRGB(oldMaterial.emissive);
759
+ newMaterial.emissiveIntensity = oldMaterial.emissiveIntensity;
760
+ newMaterial.opacity = oldMaterial.opacity;
761
+ newMaterial.displacementScale = oldMaterial.displacementScale;
762
+ newMaterial.transparent = oldMaterial.transparent;
763
+ newMaterial.bumpMap = oldMaterial.bumpMap;
764
+ newMaterial.aoMap = oldMaterial.aoMap;
765
+ newMaterial.map = oldMaterial.map;
766
+ newMaterial.displacementMap = oldMaterial.displacementMap;
767
+ newMaterial.emissiveMap = oldMaterial.emissiveMap;
768
+ newMaterial.normalMap = oldMaterial.normalMap;
769
+ newMaterial.envMap = oldMaterial.envMap;
770
+ newMaterial.alphaMap = oldMaterial.alphaMap;
771
+ newMaterial.metalness = oldMaterial.reflectivity;
772
+ newMaterial.vertexColors = oldMaterial.vertexColors;
773
+ if (oldMaterial.shininess) {
774
+ // from blender source code
775
+ // https://github.com/blender/blender-addons/blob/5e66092bcbe0df6855b3fa814b4826add8b01360/io_scene_fbx/import_fbx.py#L1442
776
+ // https://github.com/blender/blender-addons/blob/main/io_scene_fbx/import_fbx.py#L2060
777
+ newMaterial.roughness = 1.0 - (Math.sqrt(oldMaterial.shininess) / 10.0);
778
+ }
779
+ newMaterial.needsUpdate = true;
780
+ }
781
+ if (index === undefined) {
782
+ obj.material = newMaterial;
783
+ }
784
+ else {
785
+ array[index] = newMaterial;
786
+ }
787
+ return true;
788
+ }
789
789
  //# sourceMappingURL=engine_three_utils.js.map