@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
@@ -1,578 +1,578 @@
1
- /// <reference types="webxr" />
2
- import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
3
- import { AnimationClip, Color, Material, Mesh, Object3D, Quaternion } from "three";
4
- import { Vector3 } from "three";
5
- import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
6
- import type { Camera as CameraComponent } from "../engine-components/api.js";
7
- import type { Context } from "./engine_context.js";
8
- import { InstantiateContext } from "./engine_gameobject.js";
9
- import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
- import type { NeedleXRSession } from "./engine_xr.js";
11
- /** Removes all properties that match TypesToFilter */
12
- type FilterTypes<T, TypesToFilter> = {
13
- [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P];
14
- };
15
- /** Removes all undefined functions */
16
- type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
- type FilterStartingWith<T, Prefix extends string> = {
18
- [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K];
19
- };
20
- /** Removes all properties that start with an underscore */
21
- type NoInternals<T> = FilterStartingWith<T, "_">;
22
- type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
23
- export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>;
24
- /** GLTF, GLB or VRM */
25
- export type GLTF = THREE_GLTF;
26
- /** FBX type */
27
- export type FBX = {
28
- animations: AnimationClip[];
29
- scene: Object3D;
30
- scenes: Object3D[];
31
- };
32
- /** OBJ type */
33
- export type OBJ = {
34
- animations: AnimationClip[];
35
- scene: Object3D;
36
- scenes: Object3D[];
37
- };
38
- export type CustomModel = {
39
- animations: AnimationClip[];
40
- scene: Object3D;
41
- scenes: Object3D[];
42
- };
43
- /** All possible model types that Needle Engine can load */
44
- export type Model = (GLTF | FBX | OBJ | CustomModel);
45
- export declare function isGLTFModel(model: Model): model is GLTF;
46
- /** A loaded model */
47
- export type LoadedModel = {
48
- src: string;
49
- file: Model;
50
- };
51
- /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
52
- export declare type SourceIdentifier = string;
53
- export type Constructor<T> = abstract new (...args: any[]) => T;
54
- export type ConstructorConcrete<T> = new (...args: any[]) => T;
55
- export type GuidsMap = {
56
- [key: string]: string;
57
- };
58
- export interface UIDProvider {
59
- seed: number;
60
- generateUUID(): string;
61
- }
62
- export declare type CoroutineData = {
63
- comp: IComponent;
64
- main: Generator;
65
- chained?: Array<Generator>;
66
- };
67
- export interface ITime {
68
- get time(): number;
69
- get deltaTime(): number;
70
- }
71
- export interface IInput {
72
- convertScreenspaceToRaycastSpace(vec: Vec2): void;
73
- getPointerPosition(i: number): Vec2 | null;
74
- }
75
- export interface IPhysics {
76
- engine?: IPhysicsEngine;
77
- }
78
- export type IContext = Context;
79
- export type INeedleXRSession = NeedleXRSession;
80
- export declare interface INeedleEngineComponent extends HTMLElement {
81
- getAROverlayContainer(): HTMLElement;
82
- onEnterAR(session: XRSession, overlayContainer: HTMLElement): any;
83
- onExitAR(session: XRSession): any;
84
- }
85
- export declare enum HideFlags {
86
- None = 0,
87
- /** When enabled the glTF exporter will omit this object and all children from being exported */
88
- DontExport = 1
89
- }
90
- export declare interface IGameObject extends Object3D {
91
- /** the object's unique identifier */
92
- guid: string | undefined;
93
- /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
94
- activeSelf: boolean;
95
- /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
96
- destroy(): void;
97
- /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
98
- addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
99
- /** Remove a component from this object. Expected a component instance
100
- * @returns the removed component (equal to the passed in component)
101
- */
102
- addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
103
- removeComponent<T extends IComponent>(comp: T): T;
104
- /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
105
- getOrAddComponent<T>(typeName: Constructor<T> | null): T;
106
- /** Tries to find a component of a type on this object.
107
- * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
108
- getComponent<T>(type: Constructor<T>): T | null;
109
- /** @returns all components of a certain type on this object */
110
- getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
111
- /** Finds a component of a certain type on this object OR a child object if any exists */
112
- getComponentInChildren<T>(type: Constructor<T>): T | null;
113
- /** Finds all components of a certain type on this object AND all children (recursively) */
114
- getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
115
- /** Finds a component of a certain type on this object OR a parent object if any exists */
116
- getComponentInParent<T>(type: Constructor<T>): T | null;
117
- /** Finds all components of a certain type on this object AND all parents (recursively) */
118
- getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
119
- get worldPosition(): Vector3;
120
- set worldPosition(val: Vector3);
121
- get worldQuaternion(): Quaternion;
122
- set worldQuaternion(val: Quaternion);
123
- get worldRotation(): Vector3;
124
- set worldRotation(val: Vector3);
125
- get worldScale(): Vector3;
126
- set worldScale(val: Vector3);
127
- get worldForward(): Vector3;
128
- get worldRight(): Vector3;
129
- get worldUp(): Vector3;
130
- }
131
- export interface IHasGuid {
132
- guid: string;
133
- }
134
- export interface IComponent extends IHasGuid {
135
- get isComponent(): boolean;
136
- /** the object this component is attached to */
137
- gameObject: IGameObject;
138
- enabled: boolean;
139
- sourceId?: SourceIdentifier;
140
- get name(): string;
141
- get layer(): number;
142
- get destroyed(): boolean;
143
- get tag(): string;
144
- context: any;
145
- get activeAndEnabled(): boolean;
146
- /** @internal */
147
- __internalNewInstanceCreated(init?: ComponentInit<any>): any;
148
- /** @internal */
149
- _internalInit(init?: ComponentInit<any>): any;
150
- /** @internal */
151
- __internalAwake(): any;
152
- /** @internal */
153
- __internalStart(): any;
154
- /** @internal */
155
- __internalEnable(isAddingOrRemovingFromScene?: boolean): any;
156
- /** @internal */
157
- __internalDisable(isAddingOrRemovingFromScene?: boolean): any;
158
- /** @internal */
159
- __internalDestroy(): any;
160
- /** @internal */
161
- resolveGuids?(guidsMap: GuidsMap): void;
162
- /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
163
- registering?(): any;
164
- awake(): any;
165
- onEnable(): any;
166
- onDisable(): any;
167
- onDestroy(): any;
168
- destroy(): any;
169
- /** called for properties decorated with the @validate decorator */
170
- onValidate?(property?: string): any;
171
- /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
172
- * e.g. when the DOM element becomes hidden or out ot view
173
- */
174
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): any;
175
- start?(): void;
176
- earlyUpdate?(): void;
177
- update?(): void;
178
- lateUpdate?(): void;
179
- onBeforeRender?(frame: XRFrame | null): void;
180
- onAfterRender?(): void;
181
- onCollisionEnter?(col: Collision): any;
182
- onCollisionExit?(col: Collision): any;
183
- onCollisionStay?(col: Collision): any;
184
- onTriggerEnter?(col: ICollider): any;
185
- onTriggerStay?(col: ICollider): any;
186
- onTriggerExit?(col: ICollider): any;
187
- get forward(): Vector3;
188
- get worldPosition(): Vector3;
189
- get worldQuaternion(): Quaternion;
190
- }
191
- export declare function isComponent(obj: any): obj is IComponent;
192
- export type ICamera = CameraComponent;
193
- export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
194
- isAnimationComponent: boolean;
195
- addClip?(clip: AnimationClip): any;
196
- };
197
- /** Interface for a camera controller component that can be attached to a camera to control it */
198
- export declare interface ICameraController {
199
- get isCameraController(): boolean;
200
- }
201
- export declare interface ILight extends IComponent {
202
- intensity: number;
203
- color: Color;
204
- }
205
- export declare interface ISharedMaterials {
206
- [num: number]: Material;
207
- get length(): number;
208
- }
209
- export declare interface IRenderer extends IComponent {
210
- sharedMaterial: Material;
211
- get sharedMaterials(): ISharedMaterials;
212
- }
213
- export declare interface IEventList {
214
- readonly isEventList: true;
215
- __internalOnInstantiate(map: InstantiateContext): IEventList;
216
- }
217
- export declare interface ICollider extends IComponent {
218
- get isCollider(): any;
219
- attachedRigidbody: IRigidbody | null;
220
- /**
221
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
222
- */
223
- isTrigger: boolean;
224
- /**
225
- * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
226
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
227
- */
228
- sharedMaterial?: PhysicsMaterial;
229
- center?: Vec3 & {
230
- multiply(vec: Vec3): any;
231
- };
232
- updateProperties(): void;
233
- updatePhysicsMaterial(): void;
234
- /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
235
- * An `undefined` array indicates that the collider is part of all groups
236
- * Note: Make sure to call updateProperties after having changed this property
237
- * Default: [0]
238
- */
239
- membership?: number[];
240
- /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
241
- * An `undefined` array indicates that the collider can interact with all groups
242
- * Note: Make sure to call updateProperties after having changed this property
243
- * Default: undefined
244
- */
245
- filter?: number[];
246
- }
247
- export declare interface ISphereCollider extends ICollider {
248
- radius: number;
249
- }
250
- export declare interface IBoxCollider extends ICollider {
251
- size: Vec3;
252
- }
253
- export declare interface IRigidbody extends IComponent {
254
- get isRigidbody(): boolean;
255
- constraints: RigidbodyConstraints;
256
- isKinematic: boolean;
257
- /** When true the mass will automatically calculated by attached colliders */
258
- autoMass: boolean;
259
- mass: number;
260
- drag: number;
261
- angularDrag: number;
262
- useGravity: boolean;
263
- centerOfMass: Vec3;
264
- gravityScale: number;
265
- dominanceGroup: number;
266
- collisionDetectionMode: CollisionDetectionMode;
267
- lockPositionX: boolean;
268
- lockPositionY: boolean;
269
- lockPositionZ: boolean;
270
- lockRotationX: boolean;
271
- lockRotationY: boolean;
272
- lockRotationZ: boolean;
273
- }
274
- export declare const $physicsKey: unique symbol;
275
- export declare type ICollisionContext = {
276
- getCollider(obj: Object3D): ICollider;
277
- };
278
- export type Vec2 = {
279
- x: number;
280
- y: number;
281
- };
282
- export type Vec3 = {
283
- x: number;
284
- y: number;
285
- z: number;
286
- };
287
- export type Vec4 = {
288
- x: number;
289
- y: number;
290
- z: number;
291
- w: number;
292
- };
293
- /**
294
- * Holds information about physics contacts
295
- */
296
- export declare class ContactPoint {
297
- private readonly _point;
298
- private readonly _normal;
299
- private readonly _tangentVelocity;
300
- /** the distance of the collision point */
301
- readonly distance: number;
302
- /** the impulse velocity */
303
- readonly impulse: number;
304
- readonly friction: number;
305
- /** worldspace point */
306
- get point(): Vector3;
307
- /** worldspace normal */
308
- get normal(): Vector3;
309
- /** worldspace tangent */
310
- get tangentVelocity(): Vector3;
311
- /** @internal */
312
- constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3);
313
- }
314
- /**
315
- * Holds information about a collision event. Includes a list of contact points and the colliders involved
316
- */
317
- export declare class Collision {
318
- /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
319
- readonly contacts: ContactPoint[];
320
- /** @internal */
321
- constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]);
322
- /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
323
- readonly me: IGameObject;
324
- private _collider;
325
- /** the other collider the collision happened with */
326
- get collider(): ICollider;
327
- private _gameObject;
328
- /** the other object the collision happened with */
329
- get gameObject(): IGameObject;
330
- /** the other rigidbody we hit, null if none attached */
331
- get rigidBody(): IRigidbody | null;
332
- }
333
- export type RaycastResult = null | {
334
- point: Vector3;
335
- collider: ICollider;
336
- normal?: Vector3;
337
- };
338
- export declare class SphereOverlapResult {
339
- object: Object3D;
340
- collider: ICollider;
341
- constructor(object: Object3D, collider: ICollider);
342
- }
343
- export interface IPhysicsEngine {
344
- /** Initializes the physics engine */
345
- initialize(): Promise<boolean>;
346
- /** Indicates whether the physics engine has been initialized */
347
- get isInitialized(): boolean;
348
- /** Advances physics simulation by the given time step */
349
- step(dt: number): void;
350
- postStep(): any;
351
- /** Indicates whether the physics engine is currently updating */
352
- get isUpdating(): boolean;
353
- /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
354
- clearCaches(): any;
355
- /** Enables or disables the physics engine */
356
- enabled: boolean;
357
- /** Returns the underlying physics world object */
358
- get world(): World | undefined;
359
- /** Sets the gravity vector for the physics simulation */
360
- set gravity(vec3: Vec3);
361
- /** Gets the current gravity vector */
362
- get gravity(): Vec3;
363
- /**
364
- * Gets the rapier physics body for a Needle component
365
- * @param obj The collider or rigidbody component
366
- * @returns The underlying physics body or null if not found
367
- */
368
- getBody(obj: ICollider | IRigidbody): null | any;
369
- /**
370
- * Gets the Needle Engine component for a rapier physics object
371
- * @param rapierObject The rapier physics object
372
- * @returns The associated component or null if not found
373
- */
374
- getComponent(rapierObject: object): IComponent | null;
375
- /**
376
- * Performs a fast raycast against physics colliders
377
- * @param origin Ray origin in screen or worldspace
378
- * @param direction Ray direction in worldspace
379
- * @param options Additional raycast configuration options
380
- * @returns Raycast result containing hit point and collider, or null if no hit
381
- */
382
- raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
383
- maxDistance?: number;
384
- /** True if you want to also hit objects when the raycast starts from inside a collider */
385
- solid?: boolean;
386
- queryFilterFlags?: QueryFilterFlags;
387
- /**
388
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
389
- * The scene query will only consider hits with colliders with collision groups compatible with
390
- * this collision group (using the bitwise test described in the collision groups section).
391
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
392
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
393
- */
394
- filterGroups?: number;
395
- /**
396
- * Predicate to filter colliders in raycast results
397
- * @param collider The collider being tested
398
- * @returns False to ignore this collider, true to include it
399
- */
400
- filterPredicate?: (collider: ICollider) => boolean;
401
- }): RaycastResult;
402
- /**
403
- * Performs a raycast that also returns the normal vector at the hit point
404
- * @param origin Ray origin in screen or worldspace
405
- * @param direction Ray direction in worldspace
406
- * @param options Additional raycast configuration options
407
- * @returns Raycast result containing hit point, normal, and collider, or null if no hit
408
- */
409
- raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
410
- maxDistance?: number;
411
- /** True if you want to also hit objects when the raycast starts from inside a collider */
412
- solid?: boolean;
413
- queryFilterFlags?: QueryFilterFlags;
414
- /**
415
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
416
- * The scene query will only consider hits with colliders with collision groups compatible with
417
- * this collision group (using the bitwise test described in the collision groups section).
418
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
419
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
420
- */
421
- filterGroups?: number;
422
- /**
423
- * Predicate to filter colliders in raycast results
424
- * @param collider The collider being tested
425
- * @returns False to ignore this collider, true to include it
426
- */
427
- filterPredicate?: (collider: ICollider) => boolean;
428
- }): RaycastResult;
429
- /**
430
- * Finds all colliders within a sphere
431
- * @param point The center point of the sphere
432
- * @param radius The radius of the sphere
433
- * @returns Array of objects that overlap with the sphere
434
- */
435
- sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
436
- /**
437
- * Adds a sphere collider to the physics world
438
- * @param collider The collider component to add
439
- */
440
- addSphereCollider(collider: ICollider): any;
441
- /**
442
- * Adds a box collider to the physics world
443
- * @param collider The collider component to add
444
- * @param size The size of the box
445
- */
446
- addBoxCollider(collider: ICollider, size: Vector3): any;
447
- /**
448
- * Adds a capsule collider to the physics world
449
- * @param collider The collider component to add
450
- * @param radius The radius of the capsule
451
- * @param height The height of the capsule
452
- */
453
- addCapsuleCollider(collider: ICollider, radius: number, height: number): any;
454
- /**
455
- * Adds a mesh collider to the physics world
456
- * @param collider The collider component to add
457
- * @param mesh The mesh to use for collision
458
- * @param convex Whether the collision mesh should be treated as convex
459
- * @param scale Optional scale to apply to the mesh
460
- */
461
- addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined): any;
462
- /**
463
- * Updates the physics material properties of a collider
464
- * @param collider The collider to update
465
- */
466
- updatePhysicsMaterial(collider: ICollider): any;
467
- /**
468
- * Wakes up a sleeping rigidbody
469
- * @param rb The rigidbody to wake up
470
- */
471
- wakeup(rb: IRigidbody): any;
472
- /**
473
- * Checks if a rigidbody is currently sleeping
474
- * @param rb The rigidbody to check
475
- * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
476
- */
477
- isSleeping(rb: IRigidbody): boolean | undefined;
478
- /**
479
- * Updates the physical properties of a rigidbody or collider
480
- * @param rb The rigidbody or collider to update
481
- */
482
- updateProperties(rb: IRigidbody | ICollider): any;
483
- /**
484
- * Resets all forces acting on a rigidbody
485
- * @param rb The rigidbody to reset forces on
486
- * @param wakeup Whether to wake up the rigidbody
487
- */
488
- resetForces(rb: IRigidbody, wakeup: boolean): any;
489
- /**
490
- * Resets all torques acting on a rigidbody
491
- * @param rb The rigidbody to reset torques on
492
- * @param wakeup Whether to wake up the rigidbody
493
- */
494
- resetTorques(rb: IRigidbody, wakeup: boolean): any;
495
- /**
496
- * Adds a continuous force to a rigidbody
497
- * @param rb The rigidbody to add force to
498
- * @param vec The force vector to add
499
- * @param wakeup Whether to wake up the rigidbody
500
- */
501
- addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
502
- /**
503
- * Applies an instantaneous impulse to a rigidbody
504
- * @param rb The rigidbody to apply impulse to
505
- * @param vec The impulse vector to apply
506
- * @param wakeup Whether to wake up the rigidbody
507
- */
508
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
509
- /**
510
- * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
511
- * @param rb The rigidbody or collider to get velocity from
512
- * @returns The linear velocity vector or null if not available
513
- */
514
- getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
515
- /**
516
- * Gets the angular velocity of a rigidbody
517
- * @param rb The rigidbody to get angular velocity from
518
- * @returns The angular velocity vector or null if not available
519
- */
520
- getAngularVelocity(rb: IRigidbody): Vec3 | null;
521
- /**
522
- * Sets the angular velocity of a rigidbody
523
- * @param rb The rigidbody to set angular velocity for
524
- * @param vec The angular velocity vector to set
525
- * @param wakeup Whether to wake up the rigidbody
526
- */
527
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
528
- /**
529
- * Sets the linear velocity of a rigidbody
530
- * @param rb The rigidbody to set linear velocity for
531
- * @param vec The linear velocity vector to set
532
- * @param wakeup Whether to wake up the rigidbody
533
- */
534
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
535
- /**
536
- * Updates the position and/or rotation of a physics body
537
- * @param comp The collider or rigidbody component to update
538
- * @param translation Whether to update the position
539
- * @param rotation Whether to update the rotation
540
- */
541
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean): any;
542
- /**
543
- * Removes a physics body from the simulation
544
- * @param body The component whose physics body should be removed
545
- */
546
- removeBody(body: IComponent): any;
547
- /**
548
- * Gets the physics body for a component
549
- * @param obj The collider or rigidbody component
550
- * @returns The underlying physics body or null if not found
551
- */
552
- getBody(obj: ICollider | IRigidbody): null | any;
553
- addFixedJoint(body1: IRigidbody, body2: IRigidbody): any;
554
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3): any;
555
- /** Enable to render collider shapes */
556
- debugRenderColliders: boolean;
557
- /** Enable to visualize raycasts in the scene with gizmos */
558
- debugRenderRaycasts: boolean;
559
- }
560
- /**
561
- * Available cursor types
562
- * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
563
- */
564
- export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
565
- /** Typical mouse button names for most devices */
566
- export type MouseButtonName = "left" | "right" | "middle";
567
- /** Button names on typical controllers (since there seems to be no agreed naming)
568
- * https://w3c.github.io/gamepad/#remapping
569
- */
570
- export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
571
- /** Needle-defined names for stylus (MX Ink) */
572
- export type StylusButtonName = "stylus-touch" | "stylus-tip";
573
- /** Button names as used in the xr profile */
574
- export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
575
- export type XRGestureName = "pinch";
576
- /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
577
- export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName | XRGestureName;
578
- export {};
1
+ /// <reference types="webxr" />
2
+ import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
3
+ import { AnimationClip, Color, Material, Mesh, Object3D, Quaternion } from "three";
4
+ import { Vector3 } from "three";
5
+ import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
6
+ import type { Camera as CameraComponent } from "../engine-components/api.js";
7
+ import type { Context } from "./engine_context.js";
8
+ import { InstantiateContext } from "./engine_gameobject.js";
9
+ import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
+ import type { NeedleXRSession } from "./engine_xr.js";
11
+ /** Removes all properties that match TypesToFilter */
12
+ type FilterTypes<T, TypesToFilter> = {
13
+ [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P];
14
+ };
15
+ /** Removes all undefined functions */
16
+ type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
+ type FilterStartingWith<T, Prefix extends string> = {
18
+ [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K];
19
+ };
20
+ /** Removes all properties that start with an underscore */
21
+ type NoInternals<T> = FilterStartingWith<T, "_">;
22
+ type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
23
+ export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>;
24
+ /** GLTF, GLB or VRM */
25
+ export type GLTF = THREE_GLTF;
26
+ /** FBX type */
27
+ export type FBX = {
28
+ animations: AnimationClip[];
29
+ scene: Object3D;
30
+ scenes: Object3D[];
31
+ };
32
+ /** OBJ type */
33
+ export type OBJ = {
34
+ animations: AnimationClip[];
35
+ scene: Object3D;
36
+ scenes: Object3D[];
37
+ };
38
+ export type CustomModel = {
39
+ animations: AnimationClip[];
40
+ scene: Object3D;
41
+ scenes: Object3D[];
42
+ };
43
+ /** All possible model types that Needle Engine can load */
44
+ export type Model = (GLTF | FBX | OBJ | CustomModel);
45
+ export declare function isGLTFModel(model: Model): model is GLTF;
46
+ /** A loaded model */
47
+ export type LoadedModel = {
48
+ src: string;
49
+ file: Model;
50
+ };
51
+ /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
52
+ export declare type SourceIdentifier = string;
53
+ export type Constructor<T> = abstract new (...args: any[]) => T;
54
+ export type ConstructorConcrete<T> = new (...args: any[]) => T;
55
+ export type GuidsMap = {
56
+ [key: string]: string;
57
+ };
58
+ export interface UIDProvider {
59
+ seed: number;
60
+ generateUUID(): string;
61
+ }
62
+ export declare type CoroutineData = {
63
+ comp: IComponent;
64
+ main: Generator;
65
+ chained?: Array<Generator>;
66
+ };
67
+ export interface ITime {
68
+ get time(): number;
69
+ get deltaTime(): number;
70
+ }
71
+ export interface IInput {
72
+ convertScreenspaceToRaycastSpace(vec: Vec2): void;
73
+ getPointerPosition(i: number): Vec2 | null;
74
+ }
75
+ export interface IPhysics {
76
+ engine?: IPhysicsEngine;
77
+ }
78
+ export type IContext = Context;
79
+ export type INeedleXRSession = NeedleXRSession;
80
+ export declare interface INeedleEngineComponent extends HTMLElement {
81
+ getAROverlayContainer(): HTMLElement;
82
+ onEnterAR(session: XRSession, overlayContainer: HTMLElement): any;
83
+ onExitAR(session: XRSession): any;
84
+ }
85
+ export declare enum HideFlags {
86
+ None = 0,
87
+ /** When enabled the glTF exporter will omit this object and all children from being exported */
88
+ DontExport = 1
89
+ }
90
+ export declare interface IGameObject extends Object3D {
91
+ /** the object's unique identifier */
92
+ guid: string | undefined;
93
+ /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
94
+ activeSelf: boolean;
95
+ /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
96
+ destroy(): void;
97
+ /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
98
+ addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
99
+ /** Remove a component from this object. Expected a component instance
100
+ * @returns the removed component (equal to the passed in component)
101
+ */
102
+ addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
103
+ removeComponent<T extends IComponent>(comp: T): T;
104
+ /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
105
+ getOrAddComponent<T>(typeName: Constructor<T> | null): T;
106
+ /** Tries to find a component of a type on this object.
107
+ * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
108
+ getComponent<T>(type: Constructor<T>): T | null;
109
+ /** @returns all components of a certain type on this object */
110
+ getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
111
+ /** Finds a component of a certain type on this object OR a child object if any exists */
112
+ getComponentInChildren<T>(type: Constructor<T>): T | null;
113
+ /** Finds all components of a certain type on this object AND all children (recursively) */
114
+ getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
115
+ /** Finds a component of a certain type on this object OR a parent object if any exists */
116
+ getComponentInParent<T>(type: Constructor<T>): T | null;
117
+ /** Finds all components of a certain type on this object AND all parents (recursively) */
118
+ getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
119
+ get worldPosition(): Vector3;
120
+ set worldPosition(val: Vector3);
121
+ get worldQuaternion(): Quaternion;
122
+ set worldQuaternion(val: Quaternion);
123
+ get worldRotation(): Vector3;
124
+ set worldRotation(val: Vector3);
125
+ get worldScale(): Vector3;
126
+ set worldScale(val: Vector3);
127
+ get worldForward(): Vector3;
128
+ get worldRight(): Vector3;
129
+ get worldUp(): Vector3;
130
+ }
131
+ export interface IHasGuid {
132
+ guid: string;
133
+ }
134
+ export interface IComponent extends IHasGuid {
135
+ get isComponent(): boolean;
136
+ /** the object this component is attached to */
137
+ gameObject: IGameObject;
138
+ enabled: boolean;
139
+ sourceId?: SourceIdentifier;
140
+ get name(): string;
141
+ get layer(): number;
142
+ get destroyed(): boolean;
143
+ get tag(): string;
144
+ context: any;
145
+ get activeAndEnabled(): boolean;
146
+ /** @internal */
147
+ __internalNewInstanceCreated(init?: ComponentInit<any>): any;
148
+ /** @internal */
149
+ _internalInit(init?: ComponentInit<any>): any;
150
+ /** @internal */
151
+ __internalAwake(): any;
152
+ /** @internal */
153
+ __internalStart(): any;
154
+ /** @internal */
155
+ __internalEnable(isAddingOrRemovingFromScene?: boolean): any;
156
+ /** @internal */
157
+ __internalDisable(isAddingOrRemovingFromScene?: boolean): any;
158
+ /** @internal */
159
+ __internalDestroy(): any;
160
+ /** @internal */
161
+ resolveGuids?(guidsMap: GuidsMap): void;
162
+ /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
163
+ registering?(): any;
164
+ awake(): any;
165
+ onEnable(): any;
166
+ onDisable(): any;
167
+ onDestroy(): any;
168
+ destroy(): any;
169
+ /** called for properties decorated with the @validate decorator */
170
+ onValidate?(property?: string): any;
171
+ /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
172
+ * e.g. when the DOM element becomes hidden or out ot view
173
+ */
174
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): any;
175
+ start?(): void;
176
+ earlyUpdate?(): void;
177
+ update?(): void;
178
+ lateUpdate?(): void;
179
+ onBeforeRender?(frame: XRFrame | null): void;
180
+ onAfterRender?(): void;
181
+ onCollisionEnter?(col: Collision): any;
182
+ onCollisionExit?(col: Collision): any;
183
+ onCollisionStay?(col: Collision): any;
184
+ onTriggerEnter?(col: ICollider): any;
185
+ onTriggerStay?(col: ICollider): any;
186
+ onTriggerExit?(col: ICollider): any;
187
+ get forward(): Vector3;
188
+ get worldPosition(): Vector3;
189
+ get worldQuaternion(): Quaternion;
190
+ }
191
+ export declare function isComponent(obj: any): obj is IComponent;
192
+ export type ICamera = CameraComponent;
193
+ export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
194
+ isAnimationComponent: boolean;
195
+ addClip?(clip: AnimationClip): any;
196
+ };
197
+ /** Interface for a camera controller component that can be attached to a camera to control it */
198
+ export declare interface ICameraController {
199
+ get isCameraController(): boolean;
200
+ }
201
+ export declare interface ILight extends IComponent {
202
+ intensity: number;
203
+ color: Color;
204
+ }
205
+ export declare interface ISharedMaterials {
206
+ [num: number]: Material;
207
+ get length(): number;
208
+ }
209
+ export declare interface IRenderer extends IComponent {
210
+ sharedMaterial: Material;
211
+ get sharedMaterials(): ISharedMaterials;
212
+ }
213
+ export declare interface IEventList {
214
+ readonly isEventList: true;
215
+ __internalOnInstantiate(map: InstantiateContext): IEventList;
216
+ }
217
+ export declare interface ICollider extends IComponent {
218
+ get isCollider(): any;
219
+ attachedRigidbody: IRigidbody | null;
220
+ /**
221
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
222
+ */
223
+ isTrigger: boolean;
224
+ /**
225
+ * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
226
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
227
+ */
228
+ sharedMaterial?: PhysicsMaterial;
229
+ center?: Vec3 & {
230
+ multiply(vec: Vec3): any;
231
+ };
232
+ updateProperties(): void;
233
+ updatePhysicsMaterial(): void;
234
+ /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
235
+ * An `undefined` array indicates that the collider is part of all groups
236
+ * Note: Make sure to call updateProperties after having changed this property
237
+ * Default: [0]
238
+ */
239
+ membership?: number[];
240
+ /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
241
+ * An `undefined` array indicates that the collider can interact with all groups
242
+ * Note: Make sure to call updateProperties after having changed this property
243
+ * Default: undefined
244
+ */
245
+ filter?: number[];
246
+ }
247
+ export declare interface ISphereCollider extends ICollider {
248
+ radius: number;
249
+ }
250
+ export declare interface IBoxCollider extends ICollider {
251
+ size: Vec3;
252
+ }
253
+ export declare interface IRigidbody extends IComponent {
254
+ get isRigidbody(): boolean;
255
+ constraints: RigidbodyConstraints;
256
+ isKinematic: boolean;
257
+ /** When true the mass will automatically calculated by attached colliders */
258
+ autoMass: boolean;
259
+ mass: number;
260
+ drag: number;
261
+ angularDrag: number;
262
+ useGravity: boolean;
263
+ centerOfMass: Vec3;
264
+ gravityScale: number;
265
+ dominanceGroup: number;
266
+ collisionDetectionMode: CollisionDetectionMode;
267
+ lockPositionX: boolean;
268
+ lockPositionY: boolean;
269
+ lockPositionZ: boolean;
270
+ lockRotationX: boolean;
271
+ lockRotationY: boolean;
272
+ lockRotationZ: boolean;
273
+ }
274
+ export declare const $physicsKey: unique symbol;
275
+ export declare type ICollisionContext = {
276
+ getCollider(obj: Object3D): ICollider;
277
+ };
278
+ export type Vec2 = {
279
+ x: number;
280
+ y: number;
281
+ };
282
+ export type Vec3 = {
283
+ x: number;
284
+ y: number;
285
+ z: number;
286
+ };
287
+ export type Vec4 = {
288
+ x: number;
289
+ y: number;
290
+ z: number;
291
+ w: number;
292
+ };
293
+ /**
294
+ * Holds information about physics contacts
295
+ */
296
+ export declare class ContactPoint {
297
+ private readonly _point;
298
+ private readonly _normal;
299
+ private readonly _tangentVelocity;
300
+ /** the distance of the collision point */
301
+ readonly distance: number;
302
+ /** the impulse velocity */
303
+ readonly impulse: number;
304
+ readonly friction: number;
305
+ /** worldspace point */
306
+ get point(): Vector3;
307
+ /** worldspace normal */
308
+ get normal(): Vector3;
309
+ /** worldspace tangent */
310
+ get tangentVelocity(): Vector3;
311
+ /** @internal */
312
+ constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3);
313
+ }
314
+ /**
315
+ * Holds information about a collision event. Includes a list of contact points and the colliders involved
316
+ */
317
+ export declare class Collision {
318
+ /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
319
+ readonly contacts: ContactPoint[];
320
+ /** @internal */
321
+ constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]);
322
+ /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
323
+ readonly me: IGameObject;
324
+ private _collider;
325
+ /** the other collider the collision happened with */
326
+ get collider(): ICollider;
327
+ private _gameObject;
328
+ /** the other object the collision happened with */
329
+ get gameObject(): IGameObject;
330
+ /** the other rigidbody we hit, null if none attached */
331
+ get rigidBody(): IRigidbody | null;
332
+ }
333
+ export type RaycastResult = null | {
334
+ point: Vector3;
335
+ collider: ICollider;
336
+ normal?: Vector3;
337
+ };
338
+ export declare class SphereOverlapResult {
339
+ object: Object3D;
340
+ collider: ICollider;
341
+ constructor(object: Object3D, collider: ICollider);
342
+ }
343
+ export interface IPhysicsEngine {
344
+ /** Initializes the physics engine */
345
+ initialize(): Promise<boolean>;
346
+ /** Indicates whether the physics engine has been initialized */
347
+ get isInitialized(): boolean;
348
+ /** Advances physics simulation by the given time step */
349
+ step(dt: number): void;
350
+ postStep(): any;
351
+ /** Indicates whether the physics engine is currently updating */
352
+ get isUpdating(): boolean;
353
+ /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
354
+ clearCaches(): any;
355
+ /** Enables or disables the physics engine */
356
+ enabled: boolean;
357
+ /** Returns the underlying physics world object */
358
+ get world(): World | undefined;
359
+ /** Sets the gravity vector for the physics simulation */
360
+ set gravity(vec3: Vec3);
361
+ /** Gets the current gravity vector */
362
+ get gravity(): Vec3;
363
+ /**
364
+ * Gets the rapier physics body for a Needle component
365
+ * @param obj The collider or rigidbody component
366
+ * @returns The underlying physics body or null if not found
367
+ */
368
+ getBody(obj: ICollider | IRigidbody): null | any;
369
+ /**
370
+ * Gets the Needle Engine component for a rapier physics object
371
+ * @param rapierObject The rapier physics object
372
+ * @returns The associated component or null if not found
373
+ */
374
+ getComponent(rapierObject: object): IComponent | null;
375
+ /**
376
+ * Performs a fast raycast against physics colliders
377
+ * @param origin Ray origin in screen or worldspace
378
+ * @param direction Ray direction in worldspace
379
+ * @param options Additional raycast configuration options
380
+ * @returns Raycast result containing hit point and collider, or null if no hit
381
+ */
382
+ raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
383
+ maxDistance?: number;
384
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
385
+ solid?: boolean;
386
+ queryFilterFlags?: QueryFilterFlags;
387
+ /**
388
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
389
+ * The scene query will only consider hits with colliders with collision groups compatible with
390
+ * this collision group (using the bitwise test described in the collision groups section).
391
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
392
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
393
+ */
394
+ filterGroups?: number;
395
+ /**
396
+ * Predicate to filter colliders in raycast results
397
+ * @param collider The collider being tested
398
+ * @returns False to ignore this collider, true to include it
399
+ */
400
+ filterPredicate?: (collider: ICollider) => boolean;
401
+ }): RaycastResult;
402
+ /**
403
+ * Performs a raycast that also returns the normal vector at the hit point
404
+ * @param origin Ray origin in screen or worldspace
405
+ * @param direction Ray direction in worldspace
406
+ * @param options Additional raycast configuration options
407
+ * @returns Raycast result containing hit point, normal, and collider, or null if no hit
408
+ */
409
+ raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
410
+ maxDistance?: number;
411
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
412
+ solid?: boolean;
413
+ queryFilterFlags?: QueryFilterFlags;
414
+ /**
415
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
416
+ * The scene query will only consider hits with colliders with collision groups compatible with
417
+ * this collision group (using the bitwise test described in the collision groups section).
418
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
419
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
420
+ */
421
+ filterGroups?: number;
422
+ /**
423
+ * Predicate to filter colliders in raycast results
424
+ * @param collider The collider being tested
425
+ * @returns False to ignore this collider, true to include it
426
+ */
427
+ filterPredicate?: (collider: ICollider) => boolean;
428
+ }): RaycastResult;
429
+ /**
430
+ * Finds all colliders within a sphere
431
+ * @param point The center point of the sphere
432
+ * @param radius The radius of the sphere
433
+ * @returns Array of objects that overlap with the sphere
434
+ */
435
+ sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
436
+ /**
437
+ * Adds a sphere collider to the physics world
438
+ * @param collider The collider component to add
439
+ */
440
+ addSphereCollider(collider: ICollider): any;
441
+ /**
442
+ * Adds a box collider to the physics world
443
+ * @param collider The collider component to add
444
+ * @param size The size of the box
445
+ */
446
+ addBoxCollider(collider: ICollider, size: Vector3): any;
447
+ /**
448
+ * Adds a capsule collider to the physics world
449
+ * @param collider The collider component to add
450
+ * @param radius The radius of the capsule
451
+ * @param height The height of the capsule
452
+ */
453
+ addCapsuleCollider(collider: ICollider, radius: number, height: number): any;
454
+ /**
455
+ * Adds a mesh collider to the physics world
456
+ * @param collider The collider component to add
457
+ * @param mesh The mesh to use for collision
458
+ * @param convex Whether the collision mesh should be treated as convex
459
+ * @param scale Optional scale to apply to the mesh
460
+ */
461
+ addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined): any;
462
+ /**
463
+ * Updates the physics material properties of a collider
464
+ * @param collider The collider to update
465
+ */
466
+ updatePhysicsMaterial(collider: ICollider): any;
467
+ /**
468
+ * Wakes up a sleeping rigidbody
469
+ * @param rb The rigidbody to wake up
470
+ */
471
+ wakeup(rb: IRigidbody): any;
472
+ /**
473
+ * Checks if a rigidbody is currently sleeping
474
+ * @param rb The rigidbody to check
475
+ * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
476
+ */
477
+ isSleeping(rb: IRigidbody): boolean | undefined;
478
+ /**
479
+ * Updates the physical properties of a rigidbody or collider
480
+ * @param rb The rigidbody or collider to update
481
+ */
482
+ updateProperties(rb: IRigidbody | ICollider): any;
483
+ /**
484
+ * Resets all forces acting on a rigidbody
485
+ * @param rb The rigidbody to reset forces on
486
+ * @param wakeup Whether to wake up the rigidbody
487
+ */
488
+ resetForces(rb: IRigidbody, wakeup: boolean): any;
489
+ /**
490
+ * Resets all torques acting on a rigidbody
491
+ * @param rb The rigidbody to reset torques on
492
+ * @param wakeup Whether to wake up the rigidbody
493
+ */
494
+ resetTorques(rb: IRigidbody, wakeup: boolean): any;
495
+ /**
496
+ * Adds a continuous force to a rigidbody
497
+ * @param rb The rigidbody to add force to
498
+ * @param vec The force vector to add
499
+ * @param wakeup Whether to wake up the rigidbody
500
+ */
501
+ addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
502
+ /**
503
+ * Applies an instantaneous impulse to a rigidbody
504
+ * @param rb The rigidbody to apply impulse to
505
+ * @param vec The impulse vector to apply
506
+ * @param wakeup Whether to wake up the rigidbody
507
+ */
508
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
509
+ /**
510
+ * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
511
+ * @param rb The rigidbody or collider to get velocity from
512
+ * @returns The linear velocity vector or null if not available
513
+ */
514
+ getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
515
+ /**
516
+ * Gets the angular velocity of a rigidbody
517
+ * @param rb The rigidbody to get angular velocity from
518
+ * @returns The angular velocity vector or null if not available
519
+ */
520
+ getAngularVelocity(rb: IRigidbody): Vec3 | null;
521
+ /**
522
+ * Sets the angular velocity of a rigidbody
523
+ * @param rb The rigidbody to set angular velocity for
524
+ * @param vec The angular velocity vector to set
525
+ * @param wakeup Whether to wake up the rigidbody
526
+ */
527
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
528
+ /**
529
+ * Sets the linear velocity of a rigidbody
530
+ * @param rb The rigidbody to set linear velocity for
531
+ * @param vec The linear velocity vector to set
532
+ * @param wakeup Whether to wake up the rigidbody
533
+ */
534
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean): any;
535
+ /**
536
+ * Updates the position and/or rotation of a physics body
537
+ * @param comp The collider or rigidbody component to update
538
+ * @param translation Whether to update the position
539
+ * @param rotation Whether to update the rotation
540
+ */
541
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean): any;
542
+ /**
543
+ * Removes a physics body from the simulation
544
+ * @param body The component whose physics body should be removed
545
+ */
546
+ removeBody(body: IComponent): any;
547
+ /**
548
+ * Gets the physics body for a component
549
+ * @param obj The collider or rigidbody component
550
+ * @returns The underlying physics body or null if not found
551
+ */
552
+ getBody(obj: ICollider | IRigidbody): null | any;
553
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody): any;
554
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3): any;
555
+ /** Enable to render collider shapes */
556
+ debugRenderColliders: boolean;
557
+ /** Enable to visualize raycasts in the scene with gizmos */
558
+ debugRenderRaycasts: boolean;
559
+ }
560
+ /**
561
+ * Available cursor types
562
+ * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
563
+ */
564
+ export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
565
+ /** Typical mouse button names for most devices */
566
+ export type MouseButtonName = "left" | "right" | "middle";
567
+ /** Button names on typical controllers (since there seems to be no agreed naming)
568
+ * https://w3c.github.io/gamepad/#remapping
569
+ */
570
+ export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
571
+ /** Needle-defined names for stylus (MX Ink) */
572
+ export type StylusButtonName = "stylus-touch" | "stylus-tip";
573
+ /** Button names as used in the xr profile */
574
+ export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
575
+ export type XRGestureName = "pinch";
576
+ /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
577
+ export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName | XRGestureName;
578
+ export {};