@needle-tools/engine 4.7.1 → 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 (1072) hide show
  1. package/CHANGELOG.md +3782 -3782
  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-CN9UC6Ju.min.js → needle-engine.bundle-BhDF-YSv.min.js} +65 -65
  10. package/dist/{needle-engine.bundle-B7M9iBIa.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +61 -61
  11. package/dist/{needle-engine.bundle-BpCihhaP.js → needle-engine.bundle-gp00DTS4.js} +641 -641
  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 -164
  60. package/lib/engine/engine_addressables.js +601 -601
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1673 -1673
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +619 -619
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +101 -101
  117. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +35 -35
  124. package/lib/engine/engine_lods.js +160 -160
  125. package/lib/engine/engine_lods.js.map +1 -1
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +788 -788
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  325. package/lib/engine-components/AnimationCurve.js +159 -159
  326. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  327. package/lib/engine-components/AnimationUtils.js +27 -27
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  1000. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1001. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1002. package/src/engine-components/ui/Raycaster.ts +102 -102
  1003. package/src/engine-components/ui/RectTransform.ts +375 -375
  1004. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1005. package/src/engine-components/ui/Symbols.ts +1 -1
  1006. package/src/engine-components/ui/Text.ts +578 -578
  1007. package/src/engine-components/ui/Utils.ts +113 -113
  1008. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1009. package/src/engine-components/utils/LookAt.ts +88 -88
  1010. package/src/engine-components/utils/OpenURL.ts +114 -114
  1011. package/src/engine-components/webxr/Avatar.ts +265 -265
  1012. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1013. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1014. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1015. package/src/engine-components/webxr/WebXR.ts +585 -585
  1016. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1017. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1018. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1019. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1020. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1021. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1022. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1023. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1024. package/src/engine-components/webxr/index.ts +2 -2
  1025. package/src/engine-components/webxr/types.ts +3 -3
  1026. package/src/engine-components-experimental/Presentation.ts +12 -12
  1027. package/src/engine-components-experimental/api.ts +4 -4
  1028. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1029. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1030. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1031. package/src/engine-schemes/README.md +1 -1
  1032. package/src/engine-schemes/api.ts +12 -12
  1033. package/src/engine-schemes/dist/api.js +17 -0
  1034. package/src/engine-schemes/dist/api.js.meta +7 -0
  1035. package/src/engine-schemes/dist/schemes.js +25 -0
  1036. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1037. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1038. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1040. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/transform.js +46 -0
  1042. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec2.js +32 -0
  1044. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec3.js +36 -0
  1046. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec4.js +40 -0
  1048. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1050. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1051. package/src/engine-schemes/schemes.ts +28 -28
  1052. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1053. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1054. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1055. package/src/engine-schemes/transform.ts +50 -50
  1056. package/src/engine-schemes/transforms.fbs +25 -25
  1057. package/src/engine-schemes/vec.fbs +19 -19
  1058. package/src/engine-schemes/vec2.ts +33 -33
  1059. package/src/engine-schemes/vec3.ts +38 -38
  1060. package/src/engine-schemes/vec4.ts +43 -43
  1061. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1062. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1063. package/src/include/draco/draco_decoder.js +34 -34
  1064. package/src/include/ktx2/basis_transcoder.js +21 -21
  1065. package/src/include/needle/arial-msdf.json +1471 -1471
  1066. package/src/include/three/DragControls.js +231 -231
  1067. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1068. package/src/needle-engine.ts +70 -70
  1069. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1070. package/dist/gltf-progressive-60Qk5ebF.min.js +0 -8
  1071. package/dist/gltf-progressive-DM5ZiecW.js +0 -1060
  1072. package/dist/gltf-progressive-wxtaVmio.umd.cjs +0 -8
@@ -1,1674 +1,1674 @@
1
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
- import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- /** @ts-ignore (not yet in types?) */
4
- import { BasicNodeLibrary } from "three";
5
- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
- import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
- import { Addressables } from './engine_addressables.js';
9
- import { AnimationsRegistry } from './engine_animation.js';
10
- import { Application } from './engine_application.js';
11
- import { AssetDatabase } from './engine_assetdatabase.js';
12
- import { VERSION } from './engine_constants.js';
13
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
- import { WaitForPromise } from './engine_coroutine.js';
15
- import { ObjectUtils } from "./engine_create_objects.js";
16
- import { destroy, foreachComponent } from './engine_gameobject.js';
17
- import { getLoader } from './engine_gltf.js';
18
- import { Input } from './engine_input.js';
19
- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
- import { LightDataRegistry } from './engine_lightdata.js';
21
- import { LODsManager } from "./engine_lods.js";
22
- import * as looputils from './engine_mainloop_utils.js';
23
- import { NetworkConnection } from './engine_networking.js';
24
- import { Physics } from './engine_physics.js';
25
- import { PlayerViewManager } from './engine_playerview.js';
26
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
- import { logHierarchy } from './engine_three_utils.js';
28
- import { Time } from './engine_time.js';
29
- import { patchTonemapping } from './engine_tonemapping.js';
30
- import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
- const debug = getParam("debugcontext");
33
- const stats = getParam("stats");
34
- const debugActive = getParam("debugactive");
35
- const debugframerate = getParam("debugframerate");
36
- const debugCoroutine = getParam("debugcoroutine");
37
- // this is where functions that setup unity scenes will be pushed into
38
- // those will be accessed from our custom html element to load them into their context
39
- export const build_scene_functions = {};
40
- export class ContextArgs {
41
- name;
42
- /** for debugging only */
43
- alias;
44
- /** the hash is used as a seed when initially loading the scene files */
45
- hash;
46
- /** when true the context will not check if it's visible in the viewport and always update and render */
47
- runInBackground;
48
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
- domElement;
50
- /** externally owned renderer */
51
- renderer;
52
- /** externally owned camera */
53
- camera;
54
- /** externally owned scene */
55
- scene;
56
- }
57
- export var FrameEvent;
58
- (function (FrameEvent) {
59
- FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
- FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
- FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
- FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
- FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
- FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
- FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
- FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
- FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
- })(FrameEvent || (FrameEvent = {}));
69
- export function registerComponent(script, context) {
70
- if (!script)
71
- return;
72
- if (!script.isComponent) {
73
- if (isDevEnvironment() || debug)
74
- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
- return;
76
- }
77
- if (!context) {
78
- context = Context.Current;
79
- if (debug)
80
- console.warn("> Registering component without context");
81
- }
82
- const new_scripts = context?.new_scripts;
83
- if (!new_scripts.includes(script)) {
84
- new_scripts.push(script);
85
- }
86
- }
87
- /**
88
- * The context is the main object that holds all the data and state of the Needle Engine.
89
- * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
- * @example
91
- * ```typescript
92
- * import { Behaviour } from "@needle-tools/engine";
93
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
- * export class MyScript extends Behaviour {
95
- * start() {
96
- * console.log("Hello from MyScript");
97
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
- * }
99
- * }
100
- * ```
101
- */
102
- export class Context {
103
- static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
- /** When a new context is created this is the framerate that will be used by default */
105
- static get DefaultTargetFrameRate() {
106
- return Context._defaultTargetFramerate.value;
107
- }
108
- /** When a new context is created this is the framerate that will be used by default */
109
- static set DefaultTargetFrameRate(val) {
110
- Context._defaultTargetFramerate.value = val;
111
- }
112
- static _defaultWebglRendererParameters = {
113
- antialias: true,
114
- alpha: false,
115
- // Note: this is due to a bug on OSX devices. See NE-5370
116
- powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
- stencil: true,
118
- // logarithmicDepthBuffer: true,
119
- // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
- };
121
- /** The default parameters that will be used when creating a new WebGLRenderer.
122
- * Modify in global context to change the default parameters for all new contexts.
123
- * @example
124
- * ```typescript
125
- * import { Context } from "@needle-tools/engine";
126
- * Context.DefaultWebGLRendererParameters.antialias = false;
127
- * ```
128
- */
129
- static get DefaultWebGLRendererParameters() {
130
- return Context._defaultWebglRendererParameters;
131
- }
132
- /** The needle engine version */
133
- get version() {
134
- return VERSION;
135
- }
136
- /** The currently active context. Only set during the update loops */
137
- static get Current() {
138
- return ContextRegistry.Current;
139
- }
140
- /** @internal this property should not be set by user code */
141
- static set Current(context) {
142
- ContextRegistry.Current = context;
143
- }
144
- static get All() {
145
- return ContextRegistry.All;
146
- }
147
- /** The name of the context */
148
- name;
149
- /** An alias for the context */
150
- alias;
151
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
- * When this is false you are responsible to call update(timestamp, xframe.
153
- * It is also currently assumed that rendering is handled performed by an external process
154
- * */
155
- isManagedExternally = false;
156
- /** set to true to pause the update loop. You can receive an event for it in your components.
157
- * Note that script updates will not be called when paused */
158
- isPaused = false;
159
- /** When enabled the application will run while not visible on the page */
160
- runInBackground = false;
161
- /**
162
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
- * Set to undefined if you want to run at the maximum framerate
164
- */
165
- targetFrameRate;
166
- /** Use a higher number for more accurate physics simulation.
167
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
- * Set to 0 to disable physics updates
169
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
- */
171
- physicsSteps = 1;
172
- /** used to append to loaded assets */
173
- hash;
174
- /** The `<needle-engine>` web component */
175
- domElement;
176
- appendHTMLElement(element) {
177
- if (this.domElement.shadowRoot)
178
- return this.domElement.shadowRoot.appendChild(element);
179
- else
180
- return this.domElement.appendChild(element);
181
- }
182
- get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
- /** use to scale the resolution up or down of the renderer. default is 1 */
184
- set resolutionScaleFactor(val) {
185
- if (val === this._resolutionScaleFactor)
186
- return;
187
- if (typeof val !== "number")
188
- return;
189
- if (val <= 0) {
190
- console.error("Invalid resolution scale factor", val);
191
- return;
192
- }
193
- this._resolutionScaleFactor = val;
194
- this.updateSize();
195
- }
196
- _resolutionScaleFactor = 1;
197
- // domElement.clientLeft etc doesnt return absolute position
198
- _boundingClientRectFrame = -1;
199
- _boundingClientRect = null;
200
- _domX;
201
- _domY;
202
- /** update bounding rects + domX, domY */
203
- calculateBoundingClientRect() {
204
- // workaround for mozilla webXR viewer
205
- if (this.xr) {
206
- this._domX = 0;
207
- this._domY = 0;
208
- return;
209
- }
210
- // TODO: cache this
211
- if (this._boundingClientRectFrame === this.time.frame)
212
- return;
213
- this._boundingClientRectFrame = this.time.frame;
214
- this._boundingClientRect = this.domElement.getBoundingClientRect();
215
- this._domX = this._boundingClientRect.x;
216
- this._domY = this._boundingClientRect.y;
217
- }
218
- /** The width of the `<needle-engine>` element on the website */
219
- get domWidth() {
220
- // for mozilla XR
221
- if (this.isInAR)
222
- return window.innerWidth;
223
- return this.domElement.clientWidth;
224
- }
225
- /** The height of the `<needle-engine>` element on the website */
226
- get domHeight() {
227
- // for mozilla XR
228
- if (this.isInAR)
229
- return window.innerHeight;
230
- return this.domElement.clientHeight;
231
- }
232
- /** the X position of the `<needle-engine>` element on the website */
233
- get domX() {
234
- this.calculateBoundingClientRect();
235
- return this._domX;
236
- }
237
- /** the Y position of the `<needle-engine>` element on the website */
238
- get domY() {
239
- this.calculateBoundingClientRect();
240
- return this._domY;
241
- }
242
- /**
243
- * Is a XR session currently active and presenting?
244
- * @returns true if the xr renderer is currently presenting
245
- */
246
- get isInXR() { return this.renderer?.xr?.isPresenting || false; }
247
- /** shorthand for `NeedleXRSession.active`
248
- * Automatically set by NeedleXRSession when a XR session is active
249
- * @returns the active XR session or null if no session is active
250
- * */
251
- xr = null;
252
- /**
253
- * Shorthand for `this.xr?.mode`. AR or VR
254
- * @returns the current XR session mode (immersive-vr or immersive-ar)
255
- */
256
- get xrSessionMode() { return this.xr?.mode; }
257
- /** Shorthand for `this.xrSessionMode === "immersive-vr"`
258
- * @returns true if a webxr VR session is currently active.
259
- */
260
- get isInVR() { return this.xrSessionMode === "immersive-vr"; }
261
- /**
262
- * Shorthand for `this.xrSessionMode === "immersive-ar"`
263
- * @returns true if a webxr AR session is currently active.
264
- */
265
- get isInAR() { return this.xrSessionMode === "immersive-ar"; }
266
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
267
- * @returns true if the XR session is in pass through mode
268
- */
269
- get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
270
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
271
- get xrSession() { return this.renderer?.xr?.getSession(); }
272
- /** @returns the latest XRFrame (if a XRSession is currently active)
273
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
274
- */
275
- get xrFrame() { return this._xrFrame; }
276
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
277
- get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
278
- _xrFrame = null;
279
- /**
280
- * The AR overlay element is used to display 2D HTML elements while a AR session is active.
281
- */
282
- get arOverlayElement() {
283
- const el = this.domElement;
284
- if (typeof el.getAROverlayContainer === "function")
285
- return el.getAROverlayContainer();
286
- return this.domElement;
287
- }
288
- /**
289
- * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
290
- */
291
- get currentFrameEvent() {
292
- return this._currentFrameEvent;
293
- }
294
- _currentFrameEvent = FrameEvent.Undefined;
295
- /**
296
- * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
297
- */
298
- scene;
299
- /**
300
- * The renderer is used to render the scene. It is automatically created when the context is created.
301
- */
302
- renderer;
303
- /**
304
- * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
305
- */
306
- composer = null;
307
- /**
308
- * @internal All known components. Don't use directly
309
- */
310
- scripts = [];
311
- /**
312
- * @internal All paused components. Don't use directly
313
- */
314
- scripts_pausedChanged = [];
315
- /**
316
- * @internal All components that have a early update event. Don't use directly
317
- */
318
- scripts_earlyUpdate = [];
319
- /**
320
- * @internal All components that have a update event. Don't use directly
321
- */
322
- scripts_update = [];
323
- /**
324
- * @internal All components that have a late update event. Don't use directly
325
- */
326
- scripts_lateUpdate = [];
327
- /**
328
- * @internal All components that have a onBeforeRender event. Don't use directly
329
- */
330
- scripts_onBeforeRender = [];
331
- /**
332
- * @internal All components that have a onAfterRender event. Don't use directly
333
- */
334
- scripts_onAfterRender = [];
335
- /**
336
- * @internal All components that have coroutines. Don't use directly
337
- */
338
- scripts_WithCorroutines = [];
339
- /**
340
- * @internal Components with immersive-vr event methods. Don't use directly
341
- */
342
- scripts_immersive_vr = [];
343
- /**
344
- * @internal Components with immersive-ar event methods. Don't use directly
345
- */
346
- scripts_immersive_ar = [];
347
- /**
348
- * @internal Coroutine data
349
- */
350
- coroutines = {};
351
- /** callbacks called once after the context has been created */
352
- post_setup_callbacks = [];
353
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
354
- pre_update_callbacks = [];
355
- /** called every frame before rendering (after all component events) */
356
- pre_render_callbacks = [];
357
- /** called every frame after rendering (after all component events) */
358
- post_render_callbacks = [];
359
- /** called every frame befroe update (this list is emptied every frame) */
360
- pre_update_oneshot_callbacks = [];
361
- /** @internal */
362
- new_scripts = [];
363
- /** @internal */
364
- new_script_start = [];
365
- /** @internal */
366
- new_scripts_pre_setup_callbacks = [];
367
- /** @internal */
368
- new_scripts_post_setup_callbacks = [];
369
- /** @internal */
370
- new_scripts_xr = [];
371
- /**
372
- * The **main camera component** of the scene - this camera is used for rendering.
373
- * Use `setCurrentCamera` for updating the main camera.
374
- */
375
- mainCameraComponent = undefined;
376
- /**
377
- * The main camera of the scene - this camera is used for rendering
378
- * Use `setCurrentCamera` for updating the main camera.
379
- */
380
- get mainCamera() {
381
- if (this._mainCamera) {
382
- return this._mainCamera;
383
- }
384
- if (this.mainCameraComponent) {
385
- const cam = this.mainCameraComponent;
386
- if (!cam.threeCamera)
387
- cam.buildCamera();
388
- return cam.threeCamera;
389
- }
390
- if (!this._fallbackCamera) {
391
- this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
392
- }
393
- return this._fallbackCamera;
394
- }
395
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
396
- set mainCamera(cam) {
397
- this._mainCamera = cam;
398
- }
399
- _mainCamera = null;
400
- _fallbackCamera = null;
401
- /** access application state (e.g. if all audio should be muted) */
402
- application;
403
- /** access animation mixer used by components in the scene */
404
- animations;
405
- /** access timings (current frame number, deltaTime, timeScale, ...) */
406
- time;
407
- /** access input data (e.g. click or touch events) */
408
- input;
409
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
410
- physics;
411
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
412
- connection;
413
- /**
414
- * @deprecated AssetDataBase is deprecated
415
- */
416
- assets;
417
- /** The main light in the scene */
418
- mainLight = null;
419
- /** @deprecated Use sceneLighting */
420
- get rendererData() { return this.sceneLighting; }
421
- sceneLighting;
422
- addressables;
423
- lightmaps;
424
- players;
425
- lodsManager;
426
- /** Access the needle menu to add or remove buttons to the menu element */
427
- menu;
428
- /** @returns true if the context is fully created and ready */
429
- get isCreated() { return this._isCreated; }
430
- _needsUpdateSize = false;
431
- _isCreated = false;
432
- _isCreating = false;
433
- _isVisible = false;
434
- _stats = stats ? new Stats.default() : null;
435
- constructor(args) {
436
- this.name = args?.name || "";
437
- this.alias = args?.alias;
438
- this.domElement = args?.domElement || document.body;
439
- this.hash = args?.hash;
440
- if (args?.renderer) {
441
- this.renderer = args.renderer;
442
- this.isManagedExternally = true;
443
- }
444
- if (args?.runInBackground !== undefined)
445
- this.runInBackground = args.runInBackground;
446
- if (args?.scene)
447
- this.scene = args.scene;
448
- else
449
- this.scene = new Scene();
450
- if (args?.camera)
451
- this._mainCamera = args.camera;
452
- this.application = new Application(this);
453
- this.time = new Time();
454
- this.input = new Input(this);
455
- this.physics = new Physics(this);
456
- this.connection = new NetworkConnection(this);
457
- // eslint-disable-next-line deprecation/deprecation
458
- this.assets = new AssetDatabase();
459
- this.sceneLighting = new SceneLighting(this);
460
- this.addressables = new Addressables(this);
461
- this.lightmaps = new LightDataRegistry(this);
462
- this.players = new PlayerViewManager(this);
463
- this.menu = new NeedleMenu(this);
464
- this.lodsManager = new LODsManager(this);
465
- this.animations = new AnimationsRegistry(this);
466
- const resizeCallback = () => this._needsUpdateSize = true;
467
- window.addEventListener('resize', resizeCallback);
468
- this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
469
- const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
470
- resizeObserver.observe(this.domElement);
471
- this._disposeCallbacks.push(() => resizeObserver.disconnect());
472
- this._intersectionObserver = new IntersectionObserver(entries => {
473
- this._isVisible = entries[0].isIntersecting;
474
- });
475
- this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
476
- ContextRegistry.register(this);
477
- }
478
- /**
479
- * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
480
- * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
481
- * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
482
- * @returns {WebGLRenderer} the newly created renderer
483
- */
484
- createNewRenderer(params) {
485
- this.renderer?.dispose();
486
- params = { ...Context.DefaultWebGLRendererParameters, ...params };
487
- if (!params.canvas) {
488
- // get canvas already configured in the Needle Engine Web Component
489
- const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
490
- if (canvas) {
491
- params.canvas = canvas;
492
- if (debug) {
493
- console.log("Using canvas from shadow root", canvas);
494
- }
495
- }
496
- }
497
- if (debug)
498
- console.log("Using Renderer Parameters:", params, this.domElement);
499
- this.renderer = new WebGLRenderer(params);
500
- this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
501
- // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
502
- this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
503
- this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
504
- this.renderer.setClearColor(new Color('lightgrey'), 0);
505
- // // @ts-ignore
506
- // this.renderer.alpha = false;
507
- this.renderer.shadowMap.enabled = true;
508
- this.renderer.shadowMap.type = PCFSoftShadowMap;
509
- this.renderer.setSize(this.domWidth, this.domHeight);
510
- this.renderer.outputColorSpace = SRGBColorSpace;
511
- // Injecting the core nodes library here, like WebGPURenderer backends do
512
- //@ts-ignore
513
- this.renderer.nodes = {
514
- library: new BasicNodeLibrary(),
515
- modelViewMatrix: null,
516
- modelNormalViewMatrix: null,
517
- };
518
- // this.renderer.toneMapping = AgXToneMapping;
519
- this.lodsManager.setRenderer(this.renderer);
520
- this.input.bindEvents();
521
- return this.renderer;
522
- }
523
- _intersectionObserver = null;
524
- internalOnUpdateVisible() {
525
- this._intersectionObserver?.disconnect();
526
- this._intersectionObserver?.observe(this.domElement);
527
- }
528
- _disposeCallbacks = [];
529
- /** will request a renderer size update the next render call (will call updateSize the next update) */
530
- requestSizeUpdate() { this._needsUpdateSize = true; }
531
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
532
- maxRenderResolution;
533
- /** Control the renderer devicePixelRatio.
534
- * **Options**
535
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
536
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
537
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
538
- */
539
- get devicePixelRatio() { return this._devicePixelRatio; }
540
- set devicePixelRatio(val) {
541
- if (val !== this._devicePixelRatio) {
542
- this._devicePixelRatio = val;
543
- this._needsUpdateSize = true;
544
- }
545
- }
546
- _devicePixelRatio = "auto";
547
- /**
548
- * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
549
- */
550
- updateSize(force = false) {
551
- if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
552
- this._needsUpdateSize = false;
553
- const scaleFactor = this.resolutionScaleFactor;
554
- let width = this.domWidth * scaleFactor;
555
- let height = this.domHeight * scaleFactor;
556
- if (this.maxRenderResolution) {
557
- this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
558
- width = Math.min(this.maxRenderResolution.x, width);
559
- this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
560
- height = Math.min(this.maxRenderResolution.y, height);
561
- }
562
- const camera = this.mainCamera;
563
- this.updateAspect(camera);
564
- this.renderer.setSize(width, height, true);
565
- // avoid setting pixel values here since this can cause pingpong updates
566
- // e.g. when system scale is set to 125%
567
- // https://github.com/needle-tools/needle-engine-support/issues/69
568
- this.renderer.domElement.style.width = "100%";
569
- this.renderer.domElement.style.height = "100%";
570
- const devicePixelRatio = typeof this.devicePixelRatio === "number"
571
- ? this.devicePixelRatio
572
- : this.devicePixelRatio === "auto"
573
- ? window.devicePixelRatio
574
- : undefined;
575
- if (devicePixelRatio !== undefined) {
576
- this.renderer.setPixelRatio(devicePixelRatio);
577
- }
578
- if (this.composer) {
579
- this.composer.setSize?.call(this.composer, width, height);
580
- if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
581
- this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
582
- }
583
- }
584
- }
585
- /**
586
- * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
587
- */
588
- updateAspect(camera, width, height) {
589
- if (!camera)
590
- return;
591
- if (width === undefined)
592
- width = this.domWidth;
593
- if (height === undefined)
594
- height = this.domHeight;
595
- const aspectRatio = width / height;
596
- if (camera.isPerspectiveCamera) {
597
- const cam = camera;
598
- const pa = cam.aspect;
599
- cam.aspect = aspectRatio;
600
- if (pa !== cam.aspect)
601
- camera.updateProjectionMatrix();
602
- }
603
- else if (camera.isOrthographicCamera) {
604
- const cam = camera;
605
- // Maintain the camera's current vertical size (top - bottom)
606
- const verticalSize = cam.top - cam.bottom;
607
- // Calculate new horizontal size based on aspect ratio
608
- const horizontalSize = verticalSize * aspectRatio;
609
- // Update camera bounds while maintaining center position
610
- const halfWidth = horizontalSize / 2;
611
- const halfHeight = verticalSize / 2;
612
- if (cam.left != -halfWidth || cam.top != halfHeight) {
613
- cam.left = -halfWidth;
614
- cam.right = halfWidth;
615
- cam.top = halfHeight;
616
- cam.bottom = -halfHeight;
617
- camera.updateProjectionMatrix();
618
- }
619
- }
620
- }
621
- /** This will recreate the whole needle engine context and dispose the whole scene content
622
- * All content will be reloaded (loading times might be faster due to browser caches)
623
- * All scripts will be recreated */
624
- recreate() {
625
- this.clear();
626
- this.create(this._originalCreationArgs);
627
- }
628
- _originalCreationArgs;
629
- /** @deprecated use create. This method will be removed in a future version */
630
- async onCreate(opts) {
631
- return this.create(opts);
632
- }
633
- /** @internal */
634
- async create(opts) {
635
- try {
636
- this._isCreating = true;
637
- if (opts !== this._originalCreationArgs)
638
- this._originalCreationArgs = deepClone(opts);
639
- window.addEventListener("unhandledrejection", this.onUnhandledRejection);
640
- const res = await this.internalOnCreate(opts);
641
- this._isCreated = res;
642
- return res;
643
- }
644
- finally {
645
- window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
646
- this._isCreating = false;
647
- }
648
- }
649
- onUnhandledRejection = (event) => {
650
- this.onError(event.reason);
651
- };
652
- /** Dispatches an error */
653
- onError(error) {
654
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
655
- }
656
- /**
657
- * Clears the context and destroys all scenes and objects in the scene.
658
- * The ContextCleared event is called at the end.
659
- * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
660
- * or when the web component is removed from the DOM
661
- */
662
- clear() {
663
- ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
664
- invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
665
- // NOTE: this does dispose the environment/background image too
666
- // which is probably not desired if it is set via the background-image attribute
667
- destroy(this.scene, true, true);
668
- this.scene = new Scene();
669
- this.addressables?.dispose();
670
- this.lightmaps?.clear();
671
- this.physics?.engine?.clearCaches();
672
- this.lodsManager.disable();
673
- this._onBeforeRenderListeners.clear();
674
- this._onAfterRenderListeners.clear();
675
- if (!this.isManagedExternally) {
676
- if (this.renderer) {
677
- this.renderer.renderLists.dispose();
678
- this.renderer.state.reset();
679
- this.renderer.resetState();
680
- }
681
- }
682
- // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
683
- // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
684
- ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
685
- }
686
- /**
687
- * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
688
- */
689
- dispose() {
690
- this.internalOnDestroy();
691
- }
692
- /**@deprecated use dispose() */
693
- onDestroy() { this.internalOnDestroy(); }
694
- internalOnDestroy() {
695
- Context.Current = this;
696
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
697
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
698
- this.clear();
699
- this.renderer?.setAnimationLoop(null);
700
- if (this.renderer) {
701
- this.renderer.setClearAlpha(0);
702
- this.renderer.clear();
703
- if (!this.isManagedExternally) {
704
- if (debug)
705
- console.log("Disposing renderer");
706
- this.renderer.dispose();
707
- }
708
- }
709
- this.scene = null;
710
- this.renderer = null;
711
- this.input.dispose();
712
- this.menu.onDestroy();
713
- this.animations.onDestroy();
714
- for (const cb of this._disposeCallbacks) {
715
- try {
716
- cb();
717
- }
718
- catch (e) {
719
- console.error("Error in on dispose callback:", e, cb);
720
- }
721
- }
722
- if (this.domElement?.parentElement) {
723
- this.domElement.parentElement.removeChild(this.domElement);
724
- }
725
- this._isCreated = false;
726
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
727
- invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
728
- ContextRegistry.unregister(this);
729
- if (Context.Current === this) {
730
- //@ts-ignore
731
- Context.Current = null;
732
- }
733
- }
734
- /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
735
- registerCoroutineUpdate(script, coroutine, evt) {
736
- if (typeof coroutine?.next !== "function") {
737
- console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
738
- return coroutine;
739
- }
740
- if (!this.coroutines[evt])
741
- this.coroutines[evt] = [];
742
- this.coroutines[evt].push({ comp: script, main: coroutine });
743
- return coroutine;
744
- }
745
- /** @internal Automatically called by components. */
746
- unregisterCoroutineUpdate(coroutine, evt) {
747
- if (!this.coroutines[evt])
748
- return;
749
- const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
750
- if (idx >= 0)
751
- this.coroutines[evt].splice(idx, 1);
752
- }
753
- /** @internal Automatically called */
754
- stopAllCoroutinesFrom(script) {
755
- for (const evt in this.coroutines) {
756
- const rout = this.coroutines[evt];
757
- for (let i = rout.length - 1; i >= 0; i--) {
758
- const r = rout[i];
759
- if (r.comp === script) {
760
- rout.splice(i, 1);
761
- }
762
- }
763
- }
764
- }
765
- _cameraStack = [];
766
- /** Change the main camera */
767
- setCurrentCamera(cam) {
768
- if (!cam)
769
- return;
770
- if (!cam.threeCamera)
771
- cam.buildCamera(); // < to build camera
772
- if (!cam.threeCamera) {
773
- console.warn("Camera component is missing camera", cam);
774
- return;
775
- }
776
- const index = this._cameraStack.indexOf(cam);
777
- if (index >= 0)
778
- this._cameraStack.splice(index, 1);
779
- this._cameraStack.push(cam);
780
- this.mainCameraComponent = cam;
781
- const camera = cam.threeCamera;
782
- if (camera.isPerspectiveCamera)
783
- this.updateAspect(camera);
784
- this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
785
- }
786
- /**
787
- * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
788
- */
789
- removeCamera(cam) {
790
- if (!cam)
791
- return;
792
- const index = this._cameraStack.indexOf(cam);
793
- if (index >= 0)
794
- this._cameraStack.splice(index, 1);
795
- if (this.mainCameraComponent === cam) {
796
- this.mainCameraComponent = undefined;
797
- if (this._cameraStack.length > 0) {
798
- const last = this._cameraStack[this._cameraStack.length - 1];
799
- this.setCurrentCamera(last);
800
- }
801
- }
802
- }
803
- _onBeforeRenderListeners = new Map();
804
- _onAfterRenderListeners = new Map();
805
- /** Use to subscribe to onBeforeRender events on threejs objects.
806
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
807
- */
808
- addBeforeRenderListener(target, callback) {
809
- if (!this._onBeforeRenderListeners.has(target.uuid)) {
810
- const arr = [];
811
- this._onBeforeRenderListeners.set(target.uuid, arr);
812
- target.onBeforeRender = this._createRenderCallbackWrapper(arr);
813
- }
814
- this._onBeforeRenderListeners.get(target.uuid).push(callback);
815
- }
816
- /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
817
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
818
- */
819
- removeBeforeRenderListener(target, callback) {
820
- if (this._onBeforeRenderListeners.has(target.uuid)) {
821
- const arr = this._onBeforeRenderListeners.get(target.uuid);
822
- const idx = arr.indexOf(callback);
823
- if (idx >= 0)
824
- arr.splice(idx, 1);
825
- }
826
- }
827
- /**
828
- * Subscribe to onAfterRender events on threejs objects
829
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
830
- */
831
- addAfterRenderListener(target, callback) {
832
- if (!this._onAfterRenderListeners.has(target.uuid)) {
833
- const arr = [];
834
- this._onAfterRenderListeners.set(target.uuid, arr);
835
- target.onAfterRender = this._createRenderCallbackWrapper(arr);
836
- }
837
- this._onAfterRenderListeners.get(target.uuid)?.push(callback);
838
- }
839
- /**
840
- * Remove from onAfterRender events on threejs objects
841
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
842
- */
843
- removeAfterRenderListener(target, callback) {
844
- if (this._onAfterRenderListeners.has(target.uuid)) {
845
- const arr = this._onAfterRenderListeners.get(target.uuid);
846
- const idx = arr.indexOf(callback);
847
- if (idx >= 0)
848
- arr.splice(idx, 1);
849
- }
850
- }
851
- _createRenderCallbackWrapper(array) {
852
- return (renderer, scene, camera, geometry, material, group) => {
853
- for (let i = 0; i < array.length; i++) {
854
- const fn = array[i];
855
- fn(renderer, scene, camera, geometry, material, group);
856
- }
857
- };
858
- }
859
- _requireDepthTexture = false;
860
- _requireColorTexture = false;
861
- _renderTarget;
862
- _isRendering = false;
863
- /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
864
- get isRendering() { return this._isRendering; }
865
- setRequireDepth(val) {
866
- this._requireDepthTexture = val;
867
- }
868
- setRequireColor(val) {
869
- this._requireColorTexture = val;
870
- }
871
- get depthTexture() {
872
- return this._renderTarget?.depthTexture || null;
873
- }
874
- get opaqueColorTexture() {
875
- return this._renderTarget?.texture || null;
876
- }
877
- /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
878
- get isVisibleToUser() {
879
- if (this.isInXR)
880
- return true;
881
- if (!this._isVisible)
882
- return false;
883
- const style = getComputedStyle(this.domElement);
884
- return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
885
- }
886
- _createId = 0;
887
- async internalOnCreate(opts) {
888
- const createId = ++this._createId;
889
- if (debug)
890
- console.log("Creating context", this.name, opts);
891
- // wait for async imported dependencies to be loaded
892
- // see https://linear.app/needle/issue/NE-4445
893
- const dependenciesReady = globalThis["needle:dependencies:ready"];
894
- if (dependenciesReady instanceof Promise) {
895
- if (debug)
896
- console.log("Waiting for dependencies to be ready");
897
- await dependenciesReady
898
- .catch(err => {
899
- if (debug || isDevEnvironment()) {
900
- showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
901
- const printedError = false;
902
- if (err instanceof ReferenceError) {
903
- let offendingComponentName = "YourComponentName";
904
- const offendingComponentStartIndex = err.message.indexOf("'");
905
- if (offendingComponentStartIndex > 0) {
906
- const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
907
- if (offendingComponentEndIndex > 0) {
908
- const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
909
- if (name.length > 3)
910
- offendingComponentName = name;
911
- }
912
- }
913
- console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
914
- return;
915
- }
916
- if (!printedError) {
917
- console.error("Needle Engine dependencies failed to load", err);
918
- }
919
- }
920
- })
921
- .then(() => {
922
- if (debug)
923
- console.log("Needle Engine dependencies are ready");
924
- });
925
- }
926
- this.clear();
927
- const oldRenderer = this.renderer;
928
- // We only need to create a new renderer if we don't have one yet
929
- // We do prevent creating a new renderer here to avoid flickering when the context is created while the content is still being loaded. This can be the case where CSS transformations update the layout (e.g. scale() while loading + old canvas disposed but in the DOM layout.)
930
- const needsNewRenderer = !oldRenderer || oldRenderer["isDisposed"] === true;
931
- // stop the animation loop if its running during creation
932
- // since we do not want to start enabling scripts etc before they are deserialized
933
- if (this.isManagedExternally === false && (needsNewRenderer)) {
934
- this.createNewRenderer();
935
- }
936
- else {
937
- this.lodsManager.setRenderer(this.renderer);
938
- }
939
- this.renderer?.setAnimationLoop(null);
940
- await delay(1);
941
- Context.Current = this;
942
- await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
943
- // load and create scene
944
- let prepare_succeeded = true;
945
- let loadedFiles;
946
- try {
947
- Context.Current = this;
948
- if (opts) {
949
- loadedFiles = await this.internalLoadInitialContent(createId, opts);
950
- }
951
- else
952
- loadedFiles = [];
953
- }
954
- catch (err) {
955
- console.error(err);
956
- prepare_succeeded = false;
957
- }
958
- if (!prepare_succeeded) {
959
- this.onError("Failed to load initial content");
960
- return false;
961
- }
962
- if (createId !== this._createId || opts?.abortSignal?.aborted) {
963
- return false;
964
- }
965
- this.internalOnUpdateVisible();
966
- if (!this.renderer) {
967
- if (debug)
968
- console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
969
- return false;
970
- }
971
- if (!this.isManagedExternally && !this.domElement.shadowRoot) {
972
- this.domElement.prepend(this.renderer.domElement);
973
- }
974
- Context.Current = this;
975
- // TODO: we could configure if we need physics
976
- // await this.physics.engine?.initialize();
977
- // Setup
978
- Context.Current = this;
979
- for (let i = 0; i < this.new_scripts.length; i++) {
980
- const script = this.new_scripts[i];
981
- if (script.gameObject !== undefined && script.gameObject !== null) {
982
- if (script.gameObject.userData === undefined)
983
- script.gameObject.userData = {};
984
- if (script.gameObject.userData.components === undefined)
985
- script.gameObject.userData.components = [];
986
- const arr = script.gameObject.userData.components;
987
- if (!arr.includes(script))
988
- arr.push(script);
989
- }
990
- // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
991
- // this.raycastTargets.push(script.gameObject);
992
- // }
993
- }
994
- // const context = new SerializationContext(this.scene);
995
- // for (let i = 0; i < this.new_scripts.length; i++) {
996
- // const script = this.new_scripts[i];
997
- // const ser = script as unknown as ISerializable;
998
- // if (ser.$serializedTypes === undefined) continue;
999
- // context.context = this;
1000
- // context.object = script.gameObject;
1001
- // deserializeObject(ser, script, context);
1002
- // }
1003
- // resolve post setup callbacks (things that rely on threejs objects having references to components)
1004
- if (this.post_setup_callbacks) {
1005
- for (let i = 0; i < this.post_setup_callbacks.length; i++) {
1006
- Context.Current = this;
1007
- await this.post_setup_callbacks[i](this);
1008
- }
1009
- }
1010
- if (!this._mainCamera) {
1011
- Context.Current = this;
1012
- let camera = null;
1013
- foreachComponent(this.scene, comp => {
1014
- const cam = comp;
1015
- if (cam?.isCamera) {
1016
- looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1017
- if (!cam.activeAndEnabled)
1018
- return undefined;
1019
- if (cam.tag === "MainCamera") {
1020
- camera = cam;
1021
- return true;
1022
- }
1023
- else
1024
- camera = cam;
1025
- }
1026
- return undefined;
1027
- });
1028
- if (camera) {
1029
- this.setCurrentCamera(camera);
1030
- }
1031
- else {
1032
- const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1033
- if (!res && !this.mainCamera && !this.isManagedExternally)
1034
- console.warn("Missing camera in main scene", this);
1035
- }
1036
- }
1037
- this.input.bindEvents();
1038
- Context.Current = this;
1039
- looputils.processNewScripts(this);
1040
- // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1041
- if (this.physics.engine) {
1042
- this.physics.engine?.step(0);
1043
- this.physics.engine?.postStep();
1044
- }
1045
- // const mainCam = this.mainCameraComponent as Camera;
1046
- // if (mainCam) {
1047
- // mainCam.applyClearFlagsIfIsActiveCamera();
1048
- // }
1049
- if (!this.isManagedExternally && this.composer && this.mainCamera) {
1050
- // TODO: import postprocessing async
1051
- // const renderPass = new RenderPass(this.scene, this.mainCamera);
1052
- // this.renderer.setSize(this.domWidth, this.domHeight);
1053
- // this.composer.addPass(renderPass);
1054
- // this.composer.setSize(this.domWidth, this.domHeight);
1055
- }
1056
- this._needsUpdateSize = true;
1057
- if (this._stats) {
1058
- this._stats.showPanel(0);
1059
- this._stats.dom.style.position = "absolute"; // (default is fixed)
1060
- this.domElement.shadowRoot?.appendChild(this._stats.dom);
1061
- }
1062
- if (debug)
1063
- logHierarchy(this.scene, true);
1064
- // If no target framerate was set we use the default
1065
- if (this.targetFrameRate === undefined) {
1066
- if (debug)
1067
- console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1068
- // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1069
- this.targetFrameRate = Context._defaultTargetFramerate;
1070
- }
1071
- else if (debug)
1072
- console.log("Target framerate set to", this.targetFrameRate);
1073
- this._dispatchReadyAfterFrame = true;
1074
- const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1075
- if (res) {
1076
- const domElement = this.domElement;
1077
- if ("internalSetLoadingMessage" in domElement && typeof domElement.internalSetLoadingMessage === "function")
1078
- domElement?.internalSetLoadingMessage("finish loading");
1079
- await res;
1080
- }
1081
- if (opts?.abortSignal?.aborted) {
1082
- return false;
1083
- }
1084
- invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1085
- if (debug)
1086
- console.log("Context Created...", this.renderer, this.renderer.domElement);
1087
- this._isCreating = false;
1088
- if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1089
- this.restartRenderLoop();
1090
- return true;
1091
- }
1092
- async internalLoadInitialContent(createId, args) {
1093
- const results = new Array();
1094
- // early out if we dont have any files to load
1095
- if (args.files.length === 0)
1096
- return results;
1097
- const files = [...args.files];
1098
- const progressArg = {
1099
- name: "",
1100
- progress: null,
1101
- index: 0,
1102
- count: files.length
1103
- };
1104
- const loader = getLoader();
1105
- // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1106
- const loadingHash = 0;
1107
- for (let i = 0; i < files.length; i++) {
1108
- if (args.abortSignal?.aborted) {
1109
- if (debug)
1110
- console.log("Aborting loading because of abort signal");
1111
- break;
1112
- }
1113
- // abort loading if the create id has changed
1114
- if (createId !== this._createId) {
1115
- if (debug)
1116
- console.log("Aborting loading because create id changed", createId, this._createId);
1117
- break;
1118
- }
1119
- const file = files[i];
1120
- args?.onLoadingStart?.call(this, i, file);
1121
- if (debug)
1122
- console.log("Context Load " + file);
1123
- const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1124
- if (args.abortSignal?.aborted)
1125
- return;
1126
- progressArg.name = file;
1127
- progressArg.progress = prog;
1128
- progressArg.index = i;
1129
- progressArg.count = files.length;
1130
- args.onLoadingProgress?.call(this, progressArg);
1131
- });
1132
- args?.onLoadingFinished?.call(this, i, file, res ?? null);
1133
- if (res) {
1134
- results.push({
1135
- src: file,
1136
- file: res
1137
- });
1138
- }
1139
- else {
1140
- // a file could not be loaded
1141
- console.warn("Could not load file: " + file);
1142
- }
1143
- }
1144
- // if the id was changed while still loading
1145
- // then we want to cleanup/destroy previously loaded files
1146
- if (createId !== this._createId || args.abortSignal?.aborted) {
1147
- if (debug)
1148
- console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1149
- for (const res of results) {
1150
- if (res && res.file) {
1151
- for (const scene of res.file.scenes)
1152
- destroy(scene, true, true);
1153
- }
1154
- }
1155
- }
1156
- // otherwise we want to add the loaded files to the current scene
1157
- else {
1158
- let anyModelFound = false;
1159
- for (const res of results) {
1160
- if (res && res.file) {
1161
- // TODO: should we load all scenes in a glTF here?
1162
- if (res.file.scene) {
1163
- anyModelFound = true;
1164
- this.scene.add(res.file.scene);
1165
- }
1166
- else {
1167
- console.warn("No scene found in loaded file");
1168
- }
1169
- }
1170
- }
1171
- // If the loaded files do not contain ANY model
1172
- // We then attempt to create a mesh from each material in the loaded files to visualize it
1173
- // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1174
- if (!anyModelFound) {
1175
- for (const res of results) {
1176
- if (res && res.file && "parser" in res.file) {
1177
- let y = 0;
1178
- if (!Array.isArray(res.file.parser.json.materials))
1179
- continue;
1180
- for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1181
- const mat = await res.file.parser.getDependency("material", i);
1182
- const parent = new Object3D();
1183
- parent.position.x = i * 1.1;
1184
- parent.position.y = y;
1185
- this.scene.add(parent);
1186
- ObjectUtils.createPrimitive("ShaderBall", {
1187
- parent,
1188
- material: mat
1189
- });
1190
- }
1191
- y += 1;
1192
- }
1193
- }
1194
- }
1195
- }
1196
- return results;
1197
- }
1198
- /** Sets the animation loop.
1199
- * Can not be done while creating the context or when disposed
1200
- **/
1201
- restartRenderLoop() {
1202
- if (!this.renderer) {
1203
- console.error("Can not start render loop without renderer");
1204
- return false;
1205
- }
1206
- if (this._isCreating) {
1207
- console.warn("Can not start render loop while creating context");
1208
- return false;
1209
- }
1210
- this.renderer.setAnimationLoop((timestamp, frame) => {
1211
- if (this.isManagedExternally)
1212
- return;
1213
- this.update(timestamp, frame);
1214
- });
1215
- return true;
1216
- }
1217
- _renderlooperrors = 0;
1218
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1219
- update(timestamp, frame) {
1220
- if (frame === undefined)
1221
- frame = null;
1222
- if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1223
- try {
1224
- //performance.mark('update.start');
1225
- this.internalStep(timestamp, frame);
1226
- this._renderlooperrors = 0;
1227
- //performance.mark('update.end');
1228
- //performance.measure('NE Frame', 'update.start', 'update.end');
1229
- }
1230
- catch (err) {
1231
- this._renderlooperrors += 1;
1232
- if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1233
- showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1234
- console.error("Frame #" + this.time.frame + "\n", err);
1235
- if (this._renderlooperrors >= 3) {
1236
- console.warn("Stopping render loop due to error");
1237
- this.renderer.setAnimationLoop(null);
1238
- }
1239
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1240
- }
1241
- }
1242
- else {
1243
- this.internalStep(timestamp, frame);
1244
- }
1245
- }
1246
- /** Call to **manually** perform physics steps.
1247
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
1248
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1249
- * */
1250
- updatePhysics(steps) {
1251
- this.internalUpdatePhysics(steps);
1252
- }
1253
- _lastTimestamp = 0;
1254
- _accumulatedTime = 0;
1255
- _dispatchReadyAfterFrame = false;
1256
- // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1257
- internalStep(timestamp, frame) {
1258
- if (this.internalOnBeforeRender(timestamp, frame) === false)
1259
- return;
1260
- this.internalOnRender();
1261
- this.internalOnAfterRender();
1262
- }
1263
- internalOnBeforeRender(timestamp, frame) {
1264
- // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1265
- // But when we're using postprocessing we need to reset manually: https://discourse.threejs.org/t/accessing-draw-calls-when-using-effectcomposer
1266
- this.renderer.info.autoReset = frame ? true : false;
1267
- if (this.renderer.info.autoReset === false) {
1268
- this.renderer.info.reset();
1269
- }
1270
- const sessionStarted = frame !== null && this._xrFrame === null;
1271
- this._xrFrame = frame;
1272
- if (sessionStarted) {
1273
- this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1274
- }
1275
- this._currentFrameEvent = FrameEvent.Undefined;
1276
- if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1277
- if (this._lastTimestamp === 0)
1278
- this._lastTimestamp = timestamp;
1279
- this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1280
- this._lastTimestamp = timestamp;
1281
- let targetFrameRate = this.targetFrameRate;
1282
- if (typeof targetFrameRate === "object")
1283
- targetFrameRate = targetFrameRate.value;
1284
- // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1285
- if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1286
- return false;
1287
- }
1288
- this._accumulatedTime = 0;
1289
- }
1290
- this._stats?.begin();
1291
- Context.Current = this;
1292
- if (this.onHandlePaused())
1293
- return false;
1294
- Context.Current = this;
1295
- this.time.update();
1296
- if (debugframerate)
1297
- console.log("FPS", (this.time.smoothedFps).toFixed(0));
1298
- looputils.processNewScripts(this);
1299
- looputils.updateIsActive(this.scene);
1300
- looputils.processStart(this);
1301
- invokeLifecycleFunctions(this, FrameEvent.Start);
1302
- while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1303
- this._cameraStack.splice(this._cameraStack.length - 1, 1);
1304
- const last = this._cameraStack[this._cameraStack.length - 1];
1305
- this.setCurrentCamera(last);
1306
- }
1307
- if (this.pre_update_oneshot_callbacks) {
1308
- for (const i in this.pre_update_oneshot_callbacks) {
1309
- this.pre_update_oneshot_callbacks[i]();
1310
- }
1311
- this.pre_update_oneshot_callbacks.length = 0;
1312
- }
1313
- if (this.pre_update_callbacks) {
1314
- for (const i in this.pre_update_callbacks) {
1315
- this.pre_update_callbacks[i]();
1316
- }
1317
- }
1318
- this._currentFrameEvent = FrameEvent.EarlyUpdate;
1319
- for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1320
- const script = this.scripts_earlyUpdate[i];
1321
- if (!script.activeAndEnabled)
1322
- continue;
1323
- if (script.earlyUpdate !== undefined) {
1324
- Context.Current = this;
1325
- script.earlyUpdate();
1326
- }
1327
- }
1328
- this.executeCoroutines(FrameEvent.EarlyUpdate);
1329
- invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1330
- if (this.onHandlePaused())
1331
- return false;
1332
- this._currentFrameEvent = FrameEvent.Update;
1333
- for (let i = 0; i < this.scripts_update.length; i++) {
1334
- const script = this.scripts_update[i];
1335
- if (!script.activeAndEnabled)
1336
- continue;
1337
- if (script.update !== undefined) {
1338
- Context.Current = this;
1339
- script.update();
1340
- }
1341
- }
1342
- this.executeCoroutines(FrameEvent.Update);
1343
- invokeLifecycleFunctions(this, FrameEvent.Update);
1344
- if (this.onHandlePaused())
1345
- return false;
1346
- this._currentFrameEvent = FrameEvent.LateUpdate;
1347
- for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1348
- const script = this.scripts_lateUpdate[i];
1349
- if (!script.activeAndEnabled)
1350
- continue;
1351
- if (script.lateUpdate !== undefined) {
1352
- Context.Current = this;
1353
- script.lateUpdate();
1354
- }
1355
- }
1356
- // this.mainLight = null;
1357
- this.executeCoroutines(FrameEvent.LateUpdate);
1358
- invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1359
- if (this.onHandlePaused())
1360
- return false;
1361
- if (this.physicsSteps === undefined) {
1362
- this.physicsSteps = 1;
1363
- }
1364
- if (this.physics.engine && this.physicsSteps > 0) {
1365
- this.internalUpdatePhysics(this.physicsSteps);
1366
- }
1367
- if (this.onHandlePaused())
1368
- return false;
1369
- if (this.isVisibleToUser || this.runInBackground) {
1370
- this._currentFrameEvent = FrameEvent.OnBeforeRender;
1371
- // should we move these callbacks in the regular three onBeforeRender events?
1372
- for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1373
- const script = this.scripts_onBeforeRender[i];
1374
- if (!script.activeAndEnabled)
1375
- continue;
1376
- // if(script.isActiveAndEnabled === false) continue;
1377
- if (script.onBeforeRender !== undefined) {
1378
- Context.Current = this;
1379
- script.onBeforeRender(frame);
1380
- }
1381
- }
1382
- this.executeCoroutines(FrameEvent.OnBeforeRender);
1383
- invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1384
- if (this._needsUpdateSize)
1385
- this.updateSize();
1386
- if (this.pre_render_callbacks) {
1387
- for (const i in this.pre_render_callbacks) {
1388
- this.pre_render_callbacks[i](frame);
1389
- }
1390
- }
1391
- }
1392
- return true;
1393
- }
1394
- internalUpdatePhysics(steps) {
1395
- if (!this.physics.engine)
1396
- return false;
1397
- const physicsSteps = steps;
1398
- const dt = this.time.deltaTime / physicsSteps;
1399
- for (let i = 0; i < physicsSteps; i++) {
1400
- this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1401
- this.executeCoroutines(FrameEvent.PrePhysicsStep);
1402
- this.physics.engine.step(dt);
1403
- this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1404
- this.executeCoroutines(FrameEvent.PostPhysicsStep);
1405
- }
1406
- this.physics.engine.postStep();
1407
- return true;
1408
- }
1409
- internalOnRender() {
1410
- if (!this.isManagedExternally) {
1411
- // when loading assets we compile them async after GLTFLoader is done
1412
- // but as a fallback we still register them (if e.g. there's no camera for compile async)
1413
- looputils.runPrewarm(this);
1414
- this._currentFrameEvent = FrameEvent.Undefined;
1415
- nodeFrame.update();
1416
- this.renderNow();
1417
- this._currentFrameEvent = FrameEvent.OnAfterRender;
1418
- }
1419
- }
1420
- internalOnAfterRender() {
1421
- if (this.isVisibleToUser || this.runInBackground) {
1422
- for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1423
- const script = this.scripts_onAfterRender[i];
1424
- if (!script.activeAndEnabled)
1425
- continue;
1426
- if (script.onAfterRender !== undefined) {
1427
- Context.Current = this;
1428
- script.onAfterRender();
1429
- }
1430
- }
1431
- this.executeCoroutines(FrameEvent.OnAfterRender);
1432
- invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1433
- if (this.post_render_callbacks) {
1434
- for (const i in this.post_render_callbacks) {
1435
- this.post_render_callbacks[i]();
1436
- }
1437
- }
1438
- }
1439
- this._currentFrameEvent = -1;
1440
- this.connection.sendBufferedMessagesNow();
1441
- if (this._stats) {
1442
- this._stats.end();
1443
- if (this.time.frameCount % 150 === 0)
1444
- console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1445
- }
1446
- if (this._dispatchReadyAfterFrame) {
1447
- this._dispatchReadyAfterFrame = false;
1448
- this.domElement.dispatchEvent(new CustomEvent("ready"));
1449
- ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1450
- }
1451
- }
1452
- _tempClearColor = new Color();
1453
- _tempClearColor2 = new Color();
1454
- renderNow(camera) {
1455
- if (!camera) {
1456
- camera = this.mainCamera;
1457
- if (!camera)
1458
- return false;
1459
- }
1460
- this.handleRendererContextLost();
1461
- this._isRendering = true;
1462
- this.renderRequiredTextures();
1463
- if (this.renderer.toneMapping !== NoToneMapping)
1464
- patchTonemapping(this);
1465
- if (this.composer && !this.isInXR) {
1466
- // if a camera is passed in we need to check if we need to update the composer's camera
1467
- if (camera && "setMainCamera" in this.composer) {
1468
- const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1469
- if (currentPassesCamera != camera)
1470
- this.composer.setMainCamera(camera);
1471
- }
1472
- const backgroundColor = this.renderer.getClearColor(this._tempClearColor);
1473
- const clearAlpha = this.renderer.getClearAlpha();
1474
- this._tempClearColor2.copy(backgroundColor);
1475
- this.renderer.setClearColor(backgroundColor.convertSRGBToLinear(), this.renderer.getClearAlpha());
1476
- this.composer.render(this.time.deltaTime);
1477
- this.renderer.setClearColor(this._tempClearColor2, clearAlpha); // restore clear color
1478
- }
1479
- else if (camera) {
1480
- // Workaround for issue on Vision Pro –
1481
- // depth buffer is not cleared between eye draws, despite the spec...
1482
- if (this.isInXR && DeviceUtilities.isMacOS())
1483
- this.renderer.clearDepth();
1484
- this.renderer.render(this.scene, camera);
1485
- }
1486
- this._isRendering = false;
1487
- return true;
1488
- }
1489
- _contextRestoreTries = 0;
1490
- handleRendererContextLost() {
1491
- // Try to restore the context every x frames
1492
- if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1493
- if (this._contextRestoreTries++ < 100) {
1494
- console.warn("Attempting to recover WebGL context...");
1495
- this.renderer.forceContextRestore();
1496
- }
1497
- }
1498
- }
1499
- /** returns true if we should return out of the frame loop */
1500
- _wasPaused = false;
1501
- onHandlePaused() {
1502
- const paused = this.evaluatePaused();
1503
- if (this._wasPaused !== paused) {
1504
- if (debugActive)
1505
- console.log("Paused?", paused, "context:" + this.alias);
1506
- for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1507
- const script = this.scripts_pausedChanged[i];
1508
- if (!script.activeAndEnabled)
1509
- continue;
1510
- if (script.onPausedChanged !== undefined) {
1511
- Context.Current = this;
1512
- script.onPausedChanged(paused, this._wasPaused);
1513
- }
1514
- }
1515
- }
1516
- this._wasPaused = paused;
1517
- return paused;
1518
- }
1519
- evaluatePaused() {
1520
- if (this.isInXR)
1521
- return false;
1522
- if (this.isPaused)
1523
- return true;
1524
- // if the element is not visible use the runInBackground flag to determine if we should continue
1525
- if (this.runInBackground) {
1526
- return false;
1527
- }
1528
- const paused = !this.isVisibleToUser;
1529
- return paused;
1530
- }
1531
- renderRequiredTextures() {
1532
- if (!this.mainCamera)
1533
- return;
1534
- if (!this._requireDepthTexture && !this._requireColorTexture)
1535
- return;
1536
- if (!this._renderTarget) {
1537
- this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1538
- if (this._requireDepthTexture) {
1539
- const dt = new DepthTexture(this.domWidth, this.domHeight);
1540
- ;
1541
- this._renderTarget.depthTexture = dt;
1542
- }
1543
- if (this._requireColorTexture) {
1544
- this._renderTarget.texture = new Texture();
1545
- this._renderTarget.texture.generateMipmaps = false;
1546
- this._renderTarget.texture.minFilter = NearestFilter;
1547
- this._renderTarget.texture.magFilter = NearestFilter;
1548
- this._renderTarget.texture.format = RGBAFormat;
1549
- }
1550
- }
1551
- const rt = this._renderTarget;
1552
- if (rt.texture) {
1553
- rt.texture.colorSpace = this.renderer.outputColorSpace;
1554
- }
1555
- const prevTarget = this.renderer.getRenderTarget();
1556
- this.renderer.setRenderTarget(rt);
1557
- this.renderer.render(this.scene, this.mainCamera);
1558
- this.renderer.setRenderTarget(prevTarget);
1559
- }
1560
- executeCoroutines(evt) {
1561
- if (this.coroutines[evt]) {
1562
- const evts = this.coroutines[evt];
1563
- for (let i = 0; i < evts.length; i++) {
1564
- try {
1565
- const evt = evts[i];
1566
- // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1567
- const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1568
- if (remove) {
1569
- if (debugCoroutine)
1570
- console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1571
- evts.splice(i, 1);
1572
- --i;
1573
- continue;
1574
- }
1575
- const iter = evt.chained;
1576
- if (iter && iter.length > 0) {
1577
- const last = iter[iter.length - 1];
1578
- const res = last.next();
1579
- if (res.done) {
1580
- iter.pop();
1581
- }
1582
- if (isGenerator(res)) {
1583
- if (!evt.chained)
1584
- evt.chained = [];
1585
- evt.chained.push(res.value);
1586
- }
1587
- if (!res.done)
1588
- continue;
1589
- }
1590
- const res = evt.main.next();
1591
- if (res.done === true) {
1592
- evts.splice(i, 1);
1593
- --i;
1594
- continue;
1595
- }
1596
- const val = res.value;
1597
- if (isGenerator(val)) {
1598
- // invoke once if its a generator
1599
- // this means e.g. WaitForFrame(1) works and will capture
1600
- // the frame it was created
1601
- const gen = val;
1602
- const res = gen.next();
1603
- if (res.done)
1604
- continue;
1605
- if (!evt.chained)
1606
- evt.chained = [];
1607
- evt.chained.push(val);
1608
- }
1609
- else if (val instanceof Promise) {
1610
- // If its a promise we want to wait for it to resolve
1611
- const prom = val;
1612
- if (!evt.chained)
1613
- evt.chained = [];
1614
- const nested = WaitForPromise(prom);
1615
- evt.chained?.push(nested);
1616
- continue;
1617
- }
1618
- }
1619
- catch (e) {
1620
- console.error(e);
1621
- }
1622
- }
1623
- }
1624
- function isGenerator(val) {
1625
- if (val) {
1626
- if (val.next && val.return) {
1627
- return true;
1628
- }
1629
- }
1630
- return false;
1631
- }
1632
- }
1633
- }
1634
- // const scene = new Scene();
1635
- // const useComposer = utils.getParam("postfx");
1636
- // const renderer = new WebGLRenderer({ antialias: true });
1637
- // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1638
- // renderer.setClearColor(new Color('lightgrey'), 0)
1639
- // renderer.antialias = true;
1640
- // renderer.alpha = false;
1641
- // renderer.shadowMap.enabled = true;
1642
- // renderer.shadowMap.type = PCFSoftShadowMap;
1643
- // renderer.setSize(window.innerWidth, window.innerHeight);
1644
- // renderer.outputEncoding = sRGBEncoding;
1645
- // renderer.physicallyCorrectLights = true;
1646
- // document.body.appendChild(renderer.domElement);
1647
- // // generation pushes loading requests in this array
1648
- // const sceneData: {
1649
- // mainCamera: Camera | undefined
1650
- // } = {
1651
- // preparing: [],
1652
- // resolving: [],
1653
- // scripts: [],
1654
- // raycastTargets: [],
1655
- // mainCamera: undefined,
1656
- // mainCameraComponent: undefined,
1657
- // };
1658
- // // contains a list of functions to be called after loading is done
1659
- // const post_setup_callbacks = [];
1660
- // const pre_render_Callbacks = [];
1661
- // const post_render_callbacks = [];
1662
- // const new_scripts = [];
1663
- // const new_scripts_post_setup_callbacks = [];
1664
- // const new_scripts_pre_setup_callbacks = [];
1665
- // export {
1666
- // scene, renderer, composer,
1667
- // new_scripts,
1668
- // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1669
- // sceneData,
1670
- // post_setup_callbacks,
1671
- // pre_render_Callbacks,
1672
- // post_render_callbacks
1673
- // }
1
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
2
+ import { Color, DepthTexture, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, Texture, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ /** @ts-ignore (not yet in types?) */
4
+ import { BasicNodeLibrary } from "three";
5
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
6
+ import { nodeFrame } from "three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js";
7
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage } from './debug/index.js';
8
+ import { Addressables } from './engine_addressables.js';
9
+ import { AnimationsRegistry } from './engine_animation.js';
10
+ import { Application } from './engine_application.js';
11
+ import { AssetDatabase } from './engine_assetdatabase.js';
12
+ import { VERSION } from './engine_constants.js';
13
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
14
+ import { WaitForPromise } from './engine_coroutine.js';
15
+ import { ObjectUtils } from "./engine_create_objects.js";
16
+ import { destroy, foreachComponent } from './engine_gameobject.js';
17
+ import { getLoader } from './engine_gltf.js';
18
+ import { Input } from './engine_input.js';
19
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
20
+ import { LightDataRegistry } from './engine_lightdata.js';
21
+ import { LODsManager } from "./engine_lods.js";
22
+ import * as looputils from './engine_mainloop_utils.js';
23
+ import { NetworkConnection } from './engine_networking.js';
24
+ import { Physics } from './engine_physics.js';
25
+ import { PlayerViewManager } from './engine_playerview.js';
26
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
27
+ import { logHierarchy } from './engine_three_utils.js';
28
+ import { Time } from './engine_time.js';
29
+ import { patchTonemapping } from './engine_tonemapping.js';
30
+ import { deepClone, delay, DeviceUtilities, getParam } from './engine_utils.js';
31
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
32
+ const debug = getParam("debugcontext");
33
+ const stats = getParam("stats");
34
+ const debugActive = getParam("debugactive");
35
+ const debugframerate = getParam("debugframerate");
36
+ const debugCoroutine = getParam("debugcoroutine");
37
+ // this is where functions that setup unity scenes will be pushed into
38
+ // those will be accessed from our custom html element to load them into their context
39
+ export const build_scene_functions = {};
40
+ export class ContextArgs {
41
+ name;
42
+ /** for debugging only */
43
+ alias;
44
+ /** the hash is used as a seed when initially loading the scene files */
45
+ hash;
46
+ /** when true the context will not check if it's visible in the viewport and always update and render */
47
+ runInBackground;
48
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
49
+ domElement;
50
+ /** externally owned renderer */
51
+ renderer;
52
+ /** externally owned camera */
53
+ camera;
54
+ /** externally owned scene */
55
+ scene;
56
+ }
57
+ export var FrameEvent;
58
+ (function (FrameEvent) {
59
+ FrameEvent[FrameEvent["Start"] = -1] = "Start";
60
+ FrameEvent[FrameEvent["EarlyUpdate"] = 0] = "EarlyUpdate";
61
+ FrameEvent[FrameEvent["Update"] = 1] = "Update";
62
+ FrameEvent[FrameEvent["LateUpdate"] = 2] = "LateUpdate";
63
+ FrameEvent[FrameEvent["OnBeforeRender"] = 3] = "OnBeforeRender";
64
+ FrameEvent[FrameEvent["OnAfterRender"] = 4] = "OnAfterRender";
65
+ FrameEvent[FrameEvent["PrePhysicsStep"] = 9] = "PrePhysicsStep";
66
+ FrameEvent[FrameEvent["PostPhysicsStep"] = 10] = "PostPhysicsStep";
67
+ FrameEvent[FrameEvent["Undefined"] = -1] = "Undefined";
68
+ })(FrameEvent || (FrameEvent = {}));
69
+ export function registerComponent(script, context) {
70
+ if (!script)
71
+ return;
72
+ if (!script.isComponent) {
73
+ if (isDevEnvironment() || debug)
74
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
75
+ return;
76
+ }
77
+ if (!context) {
78
+ context = Context.Current;
79
+ if (debug)
80
+ console.warn("> Registering component without context");
81
+ }
82
+ const new_scripts = context?.new_scripts;
83
+ if (!new_scripts.includes(script)) {
84
+ new_scripts.push(script);
85
+ }
86
+ }
87
+ /**
88
+ * The context is the main object that holds all the data and state of the Needle Engine.
89
+ * It can be used to access the scene, renderer, camera, input, physics, networking, and more.
90
+ * @example
91
+ * ```typescript
92
+ * import { Behaviour } from "@needle-tools/engine";
93
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
94
+ * export class MyScript extends Behaviour {
95
+ * start() {
96
+ * console.log("Hello from MyScript");
97
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
98
+ * }
99
+ * }
100
+ * ```
101
+ */
102
+ export class Context {
103
+ static _defaultTargetFramerate = { value: 90, toString() { return this.value; } };
104
+ /** When a new context is created this is the framerate that will be used by default */
105
+ static get DefaultTargetFrameRate() {
106
+ return Context._defaultTargetFramerate.value;
107
+ }
108
+ /** When a new context is created this is the framerate that will be used by default */
109
+ static set DefaultTargetFrameRate(val) {
110
+ Context._defaultTargetFramerate.value = val;
111
+ }
112
+ static _defaultWebglRendererParameters = {
113
+ antialias: true,
114
+ alpha: false,
115
+ // Note: this is due to a bug on OSX devices. See NE-5370
116
+ powerPreference: (DeviceUtilities.isiOS() || DeviceUtilities.isMacOS()) ? "default" : "high-performance",
117
+ stencil: true,
118
+ // logarithmicDepthBuffer: true,
119
+ // reverseDepthBuffer: true, // https://github.com/mrdoob/three.js/issues/29770
120
+ };
121
+ /** The default parameters that will be used when creating a new WebGLRenderer.
122
+ * Modify in global context to change the default parameters for all new contexts.
123
+ * @example
124
+ * ```typescript
125
+ * import { Context } from "@needle-tools/engine";
126
+ * Context.DefaultWebGLRendererParameters.antialias = false;
127
+ * ```
128
+ */
129
+ static get DefaultWebGLRendererParameters() {
130
+ return Context._defaultWebglRendererParameters;
131
+ }
132
+ /** The needle engine version */
133
+ get version() {
134
+ return VERSION;
135
+ }
136
+ /** The currently active context. Only set during the update loops */
137
+ static get Current() {
138
+ return ContextRegistry.Current;
139
+ }
140
+ /** @internal this property should not be set by user code */
141
+ static set Current(context) {
142
+ ContextRegistry.Current = context;
143
+ }
144
+ static get All() {
145
+ return ContextRegistry.All;
146
+ }
147
+ /** The name of the context */
148
+ name;
149
+ /** An alias for the context */
150
+ alias;
151
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
152
+ * When this is false you are responsible to call update(timestamp, xframe.
153
+ * It is also currently assumed that rendering is handled performed by an external process
154
+ * */
155
+ isManagedExternally = false;
156
+ /** set to true to pause the update loop. You can receive an event for it in your components.
157
+ * Note that script updates will not be called when paused */
158
+ isPaused = false;
159
+ /** When enabled the application will run while not visible on the page */
160
+ runInBackground = false;
161
+ /**
162
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
163
+ * Set to undefined if you want to run at the maximum framerate
164
+ */
165
+ targetFrameRate;
166
+ /** Use a higher number for more accurate physics simulation.
167
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
168
+ * Set to 0 to disable physics updates
169
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
170
+ */
171
+ physicsSteps = 1;
172
+ /** used to append to loaded assets */
173
+ hash;
174
+ /** The `<needle-engine>` web component */
175
+ domElement;
176
+ appendHTMLElement(element) {
177
+ if (this.domElement.shadowRoot)
178
+ return this.domElement.shadowRoot.appendChild(element);
179
+ else
180
+ return this.domElement.appendChild(element);
181
+ }
182
+ get resolutionScaleFactor() { return this._resolutionScaleFactor; }
183
+ /** use to scale the resolution up or down of the renderer. default is 1 */
184
+ set resolutionScaleFactor(val) {
185
+ if (val === this._resolutionScaleFactor)
186
+ return;
187
+ if (typeof val !== "number")
188
+ return;
189
+ if (val <= 0) {
190
+ console.error("Invalid resolution scale factor", val);
191
+ return;
192
+ }
193
+ this._resolutionScaleFactor = val;
194
+ this.updateSize();
195
+ }
196
+ _resolutionScaleFactor = 1;
197
+ // domElement.clientLeft etc doesnt return absolute position
198
+ _boundingClientRectFrame = -1;
199
+ _boundingClientRect = null;
200
+ _domX;
201
+ _domY;
202
+ /** update bounding rects + domX, domY */
203
+ calculateBoundingClientRect() {
204
+ // workaround for mozilla webXR viewer
205
+ if (this.xr) {
206
+ this._domX = 0;
207
+ this._domY = 0;
208
+ return;
209
+ }
210
+ // TODO: cache this
211
+ if (this._boundingClientRectFrame === this.time.frame)
212
+ return;
213
+ this._boundingClientRectFrame = this.time.frame;
214
+ this._boundingClientRect = this.domElement.getBoundingClientRect();
215
+ this._domX = this._boundingClientRect.x;
216
+ this._domY = this._boundingClientRect.y;
217
+ }
218
+ /** The width of the `<needle-engine>` element on the website */
219
+ get domWidth() {
220
+ // for mozilla XR
221
+ if (this.isInAR)
222
+ return window.innerWidth;
223
+ return this.domElement.clientWidth;
224
+ }
225
+ /** The height of the `<needle-engine>` element on the website */
226
+ get domHeight() {
227
+ // for mozilla XR
228
+ if (this.isInAR)
229
+ return window.innerHeight;
230
+ return this.domElement.clientHeight;
231
+ }
232
+ /** the X position of the `<needle-engine>` element on the website */
233
+ get domX() {
234
+ this.calculateBoundingClientRect();
235
+ return this._domX;
236
+ }
237
+ /** the Y position of the `<needle-engine>` element on the website */
238
+ get domY() {
239
+ this.calculateBoundingClientRect();
240
+ return this._domY;
241
+ }
242
+ /**
243
+ * Is a XR session currently active and presenting?
244
+ * @returns true if the xr renderer is currently presenting
245
+ */
246
+ get isInXR() { return this.renderer?.xr?.isPresenting || false; }
247
+ /** shorthand for `NeedleXRSession.active`
248
+ * Automatically set by NeedleXRSession when a XR session is active
249
+ * @returns the active XR session or null if no session is active
250
+ * */
251
+ xr = null;
252
+ /**
253
+ * Shorthand for `this.xr?.mode`. AR or VR
254
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
255
+ */
256
+ get xrSessionMode() { return this.xr?.mode; }
257
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
258
+ * @returns true if a webxr VR session is currently active.
259
+ */
260
+ get isInVR() { return this.xrSessionMode === "immersive-vr"; }
261
+ /**
262
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
263
+ * @returns true if a webxr AR session is currently active.
264
+ */
265
+ get isInAR() { return this.xrSessionMode === "immersive-ar"; }
266
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
267
+ * @returns true if the XR session is in pass through mode
268
+ */
269
+ get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
270
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
271
+ get xrSession() { return this.renderer?.xr?.getSession(); }
272
+ /** @returns the latest XRFrame (if a XRSession is currently active)
273
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
274
+ */
275
+ get xrFrame() { return this._xrFrame; }
276
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
277
+ get xrCamera() { return this.renderer.xr.isPresenting ? this.renderer?.xr?.getCamera() : undefined; }
278
+ _xrFrame = null;
279
+ /**
280
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
281
+ */
282
+ get arOverlayElement() {
283
+ const el = this.domElement;
284
+ if (typeof el.getAROverlayContainer === "function")
285
+ return el.getAROverlayContainer();
286
+ return this.domElement;
287
+ }
288
+ /**
289
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
290
+ */
291
+ get currentFrameEvent() {
292
+ return this._currentFrameEvent;
293
+ }
294
+ _currentFrameEvent = FrameEvent.Undefined;
295
+ /**
296
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
297
+ */
298
+ scene;
299
+ /**
300
+ * The renderer is used to render the scene. It is automatically created when the context is created.
301
+ */
302
+ renderer;
303
+ /**
304
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
305
+ */
306
+ composer = null;
307
+ /**
308
+ * @internal All known components. Don't use directly
309
+ */
310
+ scripts = [];
311
+ /**
312
+ * @internal All paused components. Don't use directly
313
+ */
314
+ scripts_pausedChanged = [];
315
+ /**
316
+ * @internal All components that have a early update event. Don't use directly
317
+ */
318
+ scripts_earlyUpdate = [];
319
+ /**
320
+ * @internal All components that have a update event. Don't use directly
321
+ */
322
+ scripts_update = [];
323
+ /**
324
+ * @internal All components that have a late update event. Don't use directly
325
+ */
326
+ scripts_lateUpdate = [];
327
+ /**
328
+ * @internal All components that have a onBeforeRender event. Don't use directly
329
+ */
330
+ scripts_onBeforeRender = [];
331
+ /**
332
+ * @internal All components that have a onAfterRender event. Don't use directly
333
+ */
334
+ scripts_onAfterRender = [];
335
+ /**
336
+ * @internal All components that have coroutines. Don't use directly
337
+ */
338
+ scripts_WithCorroutines = [];
339
+ /**
340
+ * @internal Components with immersive-vr event methods. Don't use directly
341
+ */
342
+ scripts_immersive_vr = [];
343
+ /**
344
+ * @internal Components with immersive-ar event methods. Don't use directly
345
+ */
346
+ scripts_immersive_ar = [];
347
+ /**
348
+ * @internal Coroutine data
349
+ */
350
+ coroutines = {};
351
+ /** callbacks called once after the context has been created */
352
+ post_setup_callbacks = [];
353
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
354
+ pre_update_callbacks = [];
355
+ /** called every frame before rendering (after all component events) */
356
+ pre_render_callbacks = [];
357
+ /** called every frame after rendering (after all component events) */
358
+ post_render_callbacks = [];
359
+ /** called every frame befroe update (this list is emptied every frame) */
360
+ pre_update_oneshot_callbacks = [];
361
+ /** @internal */
362
+ new_scripts = [];
363
+ /** @internal */
364
+ new_script_start = [];
365
+ /** @internal */
366
+ new_scripts_pre_setup_callbacks = [];
367
+ /** @internal */
368
+ new_scripts_post_setup_callbacks = [];
369
+ /** @internal */
370
+ new_scripts_xr = [];
371
+ /**
372
+ * The **main camera component** of the scene - this camera is used for rendering.
373
+ * Use `setCurrentCamera` for updating the main camera.
374
+ */
375
+ mainCameraComponent = undefined;
376
+ /**
377
+ * The main camera of the scene - this camera is used for rendering
378
+ * Use `setCurrentCamera` for updating the main camera.
379
+ */
380
+ get mainCamera() {
381
+ if (this._mainCamera) {
382
+ return this._mainCamera;
383
+ }
384
+ if (this.mainCameraComponent) {
385
+ const cam = this.mainCameraComponent;
386
+ if (!cam.threeCamera)
387
+ cam.buildCamera();
388
+ return cam.threeCamera;
389
+ }
390
+ if (!this._fallbackCamera) {
391
+ this._fallbackCamera = new PerspectiveCamera(75, this.domWidth / this.domHeight, 0.1, 1000);
392
+ }
393
+ return this._fallbackCamera;
394
+ }
395
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
396
+ set mainCamera(cam) {
397
+ this._mainCamera = cam;
398
+ }
399
+ _mainCamera = null;
400
+ _fallbackCamera = null;
401
+ /** access application state (e.g. if all audio should be muted) */
402
+ application;
403
+ /** access animation mixer used by components in the scene */
404
+ animations;
405
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
406
+ time;
407
+ /** access input data (e.g. click or touch events) */
408
+ input;
409
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
410
+ physics;
411
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
412
+ connection;
413
+ /**
414
+ * @deprecated AssetDataBase is deprecated
415
+ */
416
+ assets;
417
+ /** The main light in the scene */
418
+ mainLight = null;
419
+ /** @deprecated Use sceneLighting */
420
+ get rendererData() { return this.sceneLighting; }
421
+ sceneLighting;
422
+ addressables;
423
+ lightmaps;
424
+ players;
425
+ lodsManager;
426
+ /** Access the needle menu to add or remove buttons to the menu element */
427
+ menu;
428
+ /** @returns true if the context is fully created and ready */
429
+ get isCreated() { return this._isCreated; }
430
+ _needsUpdateSize = false;
431
+ _isCreated = false;
432
+ _isCreating = false;
433
+ _isVisible = false;
434
+ _stats = stats ? new Stats.default() : null;
435
+ constructor(args) {
436
+ this.name = args?.name || "";
437
+ this.alias = args?.alias;
438
+ this.domElement = args?.domElement || document.body;
439
+ this.hash = args?.hash;
440
+ if (args?.renderer) {
441
+ this.renderer = args.renderer;
442
+ this.isManagedExternally = true;
443
+ }
444
+ if (args?.runInBackground !== undefined)
445
+ this.runInBackground = args.runInBackground;
446
+ if (args?.scene)
447
+ this.scene = args.scene;
448
+ else
449
+ this.scene = new Scene();
450
+ if (args?.camera)
451
+ this._mainCamera = args.camera;
452
+ this.application = new Application(this);
453
+ this.time = new Time();
454
+ this.input = new Input(this);
455
+ this.physics = new Physics(this);
456
+ this.connection = new NetworkConnection(this);
457
+ // eslint-disable-next-line deprecation/deprecation
458
+ this.assets = new AssetDatabase();
459
+ this.sceneLighting = new SceneLighting(this);
460
+ this.addressables = new Addressables(this);
461
+ this.lightmaps = new LightDataRegistry(this);
462
+ this.players = new PlayerViewManager(this);
463
+ this.menu = new NeedleMenu(this);
464
+ this.lodsManager = new LODsManager(this);
465
+ this.animations = new AnimationsRegistry(this);
466
+ const resizeCallback = () => this._needsUpdateSize = true;
467
+ window.addEventListener('resize', resizeCallback);
468
+ this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
469
+ const resizeObserver = new ResizeObserver(_ => this._needsUpdateSize = true);
470
+ resizeObserver.observe(this.domElement);
471
+ this._disposeCallbacks.push(() => resizeObserver.disconnect());
472
+ this._intersectionObserver = new IntersectionObserver(entries => {
473
+ this._isVisible = entries[0].isIntersecting;
474
+ });
475
+ this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
476
+ ContextRegistry.register(this);
477
+ }
478
+ /**
479
+ * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
480
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
481
+ * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
482
+ * @returns {WebGLRenderer} the newly created renderer
483
+ */
484
+ createNewRenderer(params) {
485
+ this.renderer?.dispose();
486
+ params = { ...Context.DefaultWebGLRendererParameters, ...params };
487
+ if (!params.canvas) {
488
+ // get canvas already configured in the Needle Engine Web Component
489
+ const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
490
+ if (canvas) {
491
+ params.canvas = canvas;
492
+ if (debug) {
493
+ console.log("Using canvas from shadow root", canvas);
494
+ }
495
+ }
496
+ }
497
+ if (debug)
498
+ console.log("Using Renderer Parameters:", params, this.domElement);
499
+ this.renderer = new WebGLRenderer(params);
500
+ this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
501
+ // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
502
+ this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
503
+ this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
504
+ this.renderer.setClearColor(new Color('lightgrey'), 0);
505
+ // // @ts-ignore
506
+ // this.renderer.alpha = false;
507
+ this.renderer.shadowMap.enabled = true;
508
+ this.renderer.shadowMap.type = PCFSoftShadowMap;
509
+ this.renderer.setSize(this.domWidth, this.domHeight);
510
+ this.renderer.outputColorSpace = SRGBColorSpace;
511
+ // Injecting the core nodes library here, like WebGPURenderer backends do
512
+ //@ts-ignore
513
+ this.renderer.nodes = {
514
+ library: new BasicNodeLibrary(),
515
+ modelViewMatrix: null,
516
+ modelNormalViewMatrix: null,
517
+ };
518
+ // this.renderer.toneMapping = AgXToneMapping;
519
+ this.lodsManager.setRenderer(this.renderer);
520
+ this.input.bindEvents();
521
+ return this.renderer;
522
+ }
523
+ _intersectionObserver = null;
524
+ internalOnUpdateVisible() {
525
+ this._intersectionObserver?.disconnect();
526
+ this._intersectionObserver?.observe(this.domElement);
527
+ }
528
+ _disposeCallbacks = [];
529
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
530
+ requestSizeUpdate() { this._needsUpdateSize = true; }
531
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
532
+ maxRenderResolution;
533
+ /** Control the renderer devicePixelRatio.
534
+ * **Options**
535
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
536
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
537
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
538
+ */
539
+ get devicePixelRatio() { return this._devicePixelRatio; }
540
+ set devicePixelRatio(val) {
541
+ if (val !== this._devicePixelRatio) {
542
+ this._devicePixelRatio = val;
543
+ this._needsUpdateSize = true;
544
+ }
545
+ }
546
+ _devicePixelRatio = "auto";
547
+ /**
548
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
549
+ */
550
+ updateSize(force = false) {
551
+ if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
552
+ this._needsUpdateSize = false;
553
+ const scaleFactor = this.resolutionScaleFactor;
554
+ let width = this.domWidth * scaleFactor;
555
+ let height = this.domHeight * scaleFactor;
556
+ if (this.maxRenderResolution) {
557
+ this.maxRenderResolution.x = Math.max(1, this.maxRenderResolution.x);
558
+ width = Math.min(this.maxRenderResolution.x, width);
559
+ this.maxRenderResolution.y = Math.max(1, this.maxRenderResolution.y);
560
+ height = Math.min(this.maxRenderResolution.y, height);
561
+ }
562
+ const camera = this.mainCamera;
563
+ this.updateAspect(camera);
564
+ this.renderer.setSize(width, height, true);
565
+ // avoid setting pixel values here since this can cause pingpong updates
566
+ // e.g. when system scale is set to 125%
567
+ // https://github.com/needle-tools/needle-engine-support/issues/69
568
+ this.renderer.domElement.style.width = "100%";
569
+ this.renderer.domElement.style.height = "100%";
570
+ const devicePixelRatio = typeof this.devicePixelRatio === "number"
571
+ ? this.devicePixelRatio
572
+ : this.devicePixelRatio === "auto"
573
+ ? window.devicePixelRatio
574
+ : undefined;
575
+ if (devicePixelRatio !== undefined) {
576
+ this.renderer.setPixelRatio(devicePixelRatio);
577
+ }
578
+ if (this.composer) {
579
+ this.composer.setSize?.call(this.composer, width, height);
580
+ if (devicePixelRatio !== undefined && "setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
581
+ this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
582
+ }
583
+ }
584
+ }
585
+ /**
586
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
587
+ */
588
+ updateAspect(camera, width, height) {
589
+ if (!camera)
590
+ return;
591
+ if (width === undefined)
592
+ width = this.domWidth;
593
+ if (height === undefined)
594
+ height = this.domHeight;
595
+ const aspectRatio = width / height;
596
+ if (camera.isPerspectiveCamera) {
597
+ const cam = camera;
598
+ const pa = cam.aspect;
599
+ cam.aspect = aspectRatio;
600
+ if (pa !== cam.aspect)
601
+ camera.updateProjectionMatrix();
602
+ }
603
+ else if (camera.isOrthographicCamera) {
604
+ const cam = camera;
605
+ // Maintain the camera's current vertical size (top - bottom)
606
+ const verticalSize = cam.top - cam.bottom;
607
+ // Calculate new horizontal size based on aspect ratio
608
+ const horizontalSize = verticalSize * aspectRatio;
609
+ // Update camera bounds while maintaining center position
610
+ const halfWidth = horizontalSize / 2;
611
+ const halfHeight = verticalSize / 2;
612
+ if (cam.left != -halfWidth || cam.top != halfHeight) {
613
+ cam.left = -halfWidth;
614
+ cam.right = halfWidth;
615
+ cam.top = halfHeight;
616
+ cam.bottom = -halfHeight;
617
+ camera.updateProjectionMatrix();
618
+ }
619
+ }
620
+ }
621
+ /** This will recreate the whole needle engine context and dispose the whole scene content
622
+ * All content will be reloaded (loading times might be faster due to browser caches)
623
+ * All scripts will be recreated */
624
+ recreate() {
625
+ this.clear();
626
+ this.create(this._originalCreationArgs);
627
+ }
628
+ _originalCreationArgs;
629
+ /** @deprecated use create. This method will be removed in a future version */
630
+ async onCreate(opts) {
631
+ return this.create(opts);
632
+ }
633
+ /** @internal */
634
+ async create(opts) {
635
+ try {
636
+ this._isCreating = true;
637
+ if (opts !== this._originalCreationArgs)
638
+ this._originalCreationArgs = deepClone(opts);
639
+ window.addEventListener("unhandledrejection", this.onUnhandledRejection);
640
+ const res = await this.internalOnCreate(opts);
641
+ this._isCreated = res;
642
+ return res;
643
+ }
644
+ finally {
645
+ window.removeEventListener("unhandledrejection", this.onUnhandledRejection);
646
+ this._isCreating = false;
647
+ }
648
+ }
649
+ onUnhandledRejection = (event) => {
650
+ this.onError(event.reason);
651
+ };
652
+ /** Dispatches an error */
653
+ onError(error) {
654
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: error }));
655
+ }
656
+ /**
657
+ * Clears the context and destroys all scenes and objects in the scene.
658
+ * The ContextCleared event is called at the end.
659
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
660
+ * or when the web component is removed from the DOM
661
+ */
662
+ clear() {
663
+ ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
664
+ invokeLifecycleFunctions(this, ContextEvent.ContextClearing);
665
+ // NOTE: this does dispose the environment/background image too
666
+ // which is probably not desired if it is set via the background-image attribute
667
+ destroy(this.scene, true, true);
668
+ this.scene = new Scene();
669
+ this.addressables?.dispose();
670
+ this.lightmaps?.clear();
671
+ this.physics?.engine?.clearCaches();
672
+ this.lodsManager.disable();
673
+ this._onBeforeRenderListeners.clear();
674
+ this._onAfterRenderListeners.clear();
675
+ if (!this.isManagedExternally) {
676
+ if (this.renderer) {
677
+ this.renderer.renderLists.dispose();
678
+ this.renderer.state.reset();
679
+ this.renderer.resetState();
680
+ }
681
+ }
682
+ // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
683
+ // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
684
+ ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
685
+ }
686
+ /**
687
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
688
+ */
689
+ dispose() {
690
+ this.internalOnDestroy();
691
+ }
692
+ /**@deprecated use dispose() */
693
+ onDestroy() { this.internalOnDestroy(); }
694
+ internalOnDestroy() {
695
+ Context.Current = this;
696
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroying, this);
697
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroying);
698
+ this.clear();
699
+ this.renderer?.setAnimationLoop(null);
700
+ if (this.renderer) {
701
+ this.renderer.setClearAlpha(0);
702
+ this.renderer.clear();
703
+ if (!this.isManagedExternally) {
704
+ if (debug)
705
+ console.log("Disposing renderer");
706
+ this.renderer.dispose();
707
+ }
708
+ }
709
+ this.scene = null;
710
+ this.renderer = null;
711
+ this.input.dispose();
712
+ this.menu.onDestroy();
713
+ this.animations.onDestroy();
714
+ for (const cb of this._disposeCallbacks) {
715
+ try {
716
+ cb();
717
+ }
718
+ catch (e) {
719
+ console.error("Error in on dispose callback:", e, cb);
720
+ }
721
+ }
722
+ if (this.domElement?.parentElement) {
723
+ this.domElement.parentElement.removeChild(this.domElement);
724
+ }
725
+ this._isCreated = false;
726
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
727
+ invokeLifecycleFunctions(this, ContextEvent.ContextDestroyed);
728
+ ContextRegistry.unregister(this);
729
+ if (Context.Current === this) {
730
+ //@ts-ignore
731
+ Context.Current = null;
732
+ }
733
+ }
734
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
735
+ registerCoroutineUpdate(script, coroutine, evt) {
736
+ if (typeof coroutine?.next !== "function") {
737
+ console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"");
738
+ return coroutine;
739
+ }
740
+ if (!this.coroutines[evt])
741
+ this.coroutines[evt] = [];
742
+ this.coroutines[evt].push({ comp: script, main: coroutine });
743
+ return coroutine;
744
+ }
745
+ /** @internal Automatically called by components. */
746
+ unregisterCoroutineUpdate(coroutine, evt) {
747
+ if (!this.coroutines[evt])
748
+ return;
749
+ const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
750
+ if (idx >= 0)
751
+ this.coroutines[evt].splice(idx, 1);
752
+ }
753
+ /** @internal Automatically called */
754
+ stopAllCoroutinesFrom(script) {
755
+ for (const evt in this.coroutines) {
756
+ const rout = this.coroutines[evt];
757
+ for (let i = rout.length - 1; i >= 0; i--) {
758
+ const r = rout[i];
759
+ if (r.comp === script) {
760
+ rout.splice(i, 1);
761
+ }
762
+ }
763
+ }
764
+ }
765
+ _cameraStack = [];
766
+ /** Change the main camera */
767
+ setCurrentCamera(cam) {
768
+ if (!cam)
769
+ return;
770
+ if (!cam.threeCamera)
771
+ cam.buildCamera(); // < to build camera
772
+ if (!cam.threeCamera) {
773
+ console.warn("Camera component is missing camera", cam);
774
+ return;
775
+ }
776
+ const index = this._cameraStack.indexOf(cam);
777
+ if (index >= 0)
778
+ this._cameraStack.splice(index, 1);
779
+ this._cameraStack.push(cam);
780
+ this.mainCameraComponent = cam;
781
+ const camera = cam.threeCamera;
782
+ if (camera.isPerspectiveCamera)
783
+ this.updateAspect(camera);
784
+ this.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
785
+ }
786
+ /**
787
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
788
+ */
789
+ removeCamera(cam) {
790
+ if (!cam)
791
+ return;
792
+ const index = this._cameraStack.indexOf(cam);
793
+ if (index >= 0)
794
+ this._cameraStack.splice(index, 1);
795
+ if (this.mainCameraComponent === cam) {
796
+ this.mainCameraComponent = undefined;
797
+ if (this._cameraStack.length > 0) {
798
+ const last = this._cameraStack[this._cameraStack.length - 1];
799
+ this.setCurrentCamera(last);
800
+ }
801
+ }
802
+ }
803
+ _onBeforeRenderListeners = new Map();
804
+ _onAfterRenderListeners = new Map();
805
+ /** Use to subscribe to onBeforeRender events on threejs objects.
806
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
807
+ */
808
+ addBeforeRenderListener(target, callback) {
809
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
810
+ const arr = [];
811
+ this._onBeforeRenderListeners.set(target.uuid, arr);
812
+ target.onBeforeRender = this._createRenderCallbackWrapper(arr);
813
+ }
814
+ this._onBeforeRenderListeners.get(target.uuid).push(callback);
815
+ }
816
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
817
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
818
+ */
819
+ removeBeforeRenderListener(target, callback) {
820
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
821
+ const arr = this._onBeforeRenderListeners.get(target.uuid);
822
+ const idx = arr.indexOf(callback);
823
+ if (idx >= 0)
824
+ arr.splice(idx, 1);
825
+ }
826
+ }
827
+ /**
828
+ * Subscribe to onAfterRender events on threejs objects
829
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
830
+ */
831
+ addAfterRenderListener(target, callback) {
832
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
833
+ const arr = [];
834
+ this._onAfterRenderListeners.set(target.uuid, arr);
835
+ target.onAfterRender = this._createRenderCallbackWrapper(arr);
836
+ }
837
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
838
+ }
839
+ /**
840
+ * Remove from onAfterRender events on threejs objects
841
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
842
+ */
843
+ removeAfterRenderListener(target, callback) {
844
+ if (this._onAfterRenderListeners.has(target.uuid)) {
845
+ const arr = this._onAfterRenderListeners.get(target.uuid);
846
+ const idx = arr.indexOf(callback);
847
+ if (idx >= 0)
848
+ arr.splice(idx, 1);
849
+ }
850
+ }
851
+ _createRenderCallbackWrapper(array) {
852
+ return (renderer, scene, camera, geometry, material, group) => {
853
+ for (let i = 0; i < array.length; i++) {
854
+ const fn = array[i];
855
+ fn(renderer, scene, camera, geometry, material, group);
856
+ }
857
+ };
858
+ }
859
+ _requireDepthTexture = false;
860
+ _requireColorTexture = false;
861
+ _renderTarget;
862
+ _isRendering = false;
863
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
864
+ get isRendering() { return this._isRendering; }
865
+ setRequireDepth(val) {
866
+ this._requireDepthTexture = val;
867
+ }
868
+ setRequireColor(val) {
869
+ this._requireColorTexture = val;
870
+ }
871
+ get depthTexture() {
872
+ return this._renderTarget?.depthTexture || null;
873
+ }
874
+ get opaqueColorTexture() {
875
+ return this._renderTarget?.texture || null;
876
+ }
877
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
878
+ get isVisibleToUser() {
879
+ if (this.isInXR)
880
+ return true;
881
+ if (!this._isVisible)
882
+ return false;
883
+ const style = getComputedStyle(this.domElement);
884
+ return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
885
+ }
886
+ _createId = 0;
887
+ async internalOnCreate(opts) {
888
+ const createId = ++this._createId;
889
+ if (debug)
890
+ console.log("Creating context", this.name, opts);
891
+ // wait for async imported dependencies to be loaded
892
+ // see https://linear.app/needle/issue/NE-4445
893
+ const dependenciesReady = globalThis["needle:dependencies:ready"];
894
+ if (dependenciesReady instanceof Promise) {
895
+ if (debug)
896
+ console.log("Waiting for dependencies to be ready");
897
+ await dependenciesReady
898
+ .catch(err => {
899
+ if (debug || isDevEnvironment()) {
900
+ showBalloonError("Needle Engine dependencies failed to load. Please check the console for more details");
901
+ const printedError = false;
902
+ if (err instanceof ReferenceError) {
903
+ let offendingComponentName = "YourComponentName";
904
+ const offendingComponentStartIndex = err.message.indexOf("'");
905
+ if (offendingComponentStartIndex > 0) {
906
+ const offendingComponentEndIndex = err.message.indexOf("'", offendingComponentStartIndex + 1);
907
+ if (offendingComponentEndIndex > 0) {
908
+ const name = err.message.substring(offendingComponentStartIndex + 1, offendingComponentEndIndex);
909
+ if (name.length > 3)
910
+ offendingComponentName = name;
911
+ }
912
+ }
913
+ console.error(`Needle Engine dependencies failed to load:\n\n# Make sure you don't have circular imports in your scripts!\n\nPossible solutions: \n→ Replace @serializable(${offendingComponentName}) in your script with @serializable(Behaviour)\n→ If you only need type information try importing the type only, e.g: import { type ${offendingComponentName} }\n\n---`, err);
914
+ return;
915
+ }
916
+ if (!printedError) {
917
+ console.error("Needle Engine dependencies failed to load", err);
918
+ }
919
+ }
920
+ })
921
+ .then(() => {
922
+ if (debug)
923
+ console.log("Needle Engine dependencies are ready");
924
+ });
925
+ }
926
+ this.clear();
927
+ const oldRenderer = this.renderer;
928
+ // We only need to create a new renderer if we don't have one yet
929
+ // We do prevent creating a new renderer here to avoid flickering when the context is created while the content is still being loaded. This can be the case where CSS transformations update the layout (e.g. scale() while loading + old canvas disposed but in the DOM layout.)
930
+ const needsNewRenderer = !oldRenderer || oldRenderer["isDisposed"] === true;
931
+ // stop the animation loop if its running during creation
932
+ // since we do not want to start enabling scripts etc before they are deserialized
933
+ if (this.isManagedExternally === false && (needsNewRenderer)) {
934
+ this.createNewRenderer();
935
+ }
936
+ else {
937
+ this.lodsManager.setRenderer(this.renderer);
938
+ }
939
+ this.renderer?.setAnimationLoop(null);
940
+ await delay(1);
941
+ Context.Current = this;
942
+ await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
943
+ // load and create scene
944
+ let prepare_succeeded = true;
945
+ let loadedFiles;
946
+ try {
947
+ Context.Current = this;
948
+ if (opts) {
949
+ loadedFiles = await this.internalLoadInitialContent(createId, opts);
950
+ }
951
+ else
952
+ loadedFiles = [];
953
+ }
954
+ catch (err) {
955
+ console.error(err);
956
+ prepare_succeeded = false;
957
+ }
958
+ if (!prepare_succeeded) {
959
+ this.onError("Failed to load initial content");
960
+ return false;
961
+ }
962
+ if (createId !== this._createId || opts?.abortSignal?.aborted) {
963
+ return false;
964
+ }
965
+ this.internalOnUpdateVisible();
966
+ if (!this.renderer) {
967
+ if (debug)
968
+ console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
969
+ return false;
970
+ }
971
+ if (!this.isManagedExternally && !this.domElement.shadowRoot) {
972
+ this.domElement.prepend(this.renderer.domElement);
973
+ }
974
+ Context.Current = this;
975
+ // TODO: we could configure if we need physics
976
+ // await this.physics.engine?.initialize();
977
+ // Setup
978
+ Context.Current = this;
979
+ for (let i = 0; i < this.new_scripts.length; i++) {
980
+ const script = this.new_scripts[i];
981
+ if (script.gameObject !== undefined && script.gameObject !== null) {
982
+ if (script.gameObject.userData === undefined)
983
+ script.gameObject.userData = {};
984
+ if (script.gameObject.userData.components === undefined)
985
+ script.gameObject.userData.components = [];
986
+ const arr = script.gameObject.userData.components;
987
+ if (!arr.includes(script))
988
+ arr.push(script);
989
+ }
990
+ // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
991
+ // this.raycastTargets.push(script.gameObject);
992
+ // }
993
+ }
994
+ // const context = new SerializationContext(this.scene);
995
+ // for (let i = 0; i < this.new_scripts.length; i++) {
996
+ // const script = this.new_scripts[i];
997
+ // const ser = script as unknown as ISerializable;
998
+ // if (ser.$serializedTypes === undefined) continue;
999
+ // context.context = this;
1000
+ // context.object = script.gameObject;
1001
+ // deserializeObject(ser, script, context);
1002
+ // }
1003
+ // resolve post setup callbacks (things that rely on threejs objects having references to components)
1004
+ if (this.post_setup_callbacks) {
1005
+ for (let i = 0; i < this.post_setup_callbacks.length; i++) {
1006
+ Context.Current = this;
1007
+ await this.post_setup_callbacks[i](this);
1008
+ }
1009
+ }
1010
+ if (!this._mainCamera) {
1011
+ Context.Current = this;
1012
+ let camera = null;
1013
+ foreachComponent(this.scene, comp => {
1014
+ const cam = comp;
1015
+ if (cam?.isCamera) {
1016
+ looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
1017
+ if (!cam.activeAndEnabled)
1018
+ return undefined;
1019
+ if (cam.tag === "MainCamera") {
1020
+ camera = cam;
1021
+ return true;
1022
+ }
1023
+ else
1024
+ camera = cam;
1025
+ }
1026
+ return undefined;
1027
+ });
1028
+ if (camera) {
1029
+ this.setCurrentCamera(camera);
1030
+ }
1031
+ else {
1032
+ const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
1033
+ if (!res && !this.mainCamera && !this.isManagedExternally)
1034
+ console.warn("Missing camera in main scene", this);
1035
+ }
1036
+ }
1037
+ this.input.bindEvents();
1038
+ Context.Current = this;
1039
+ looputils.processNewScripts(this);
1040
+ // We have to step once so that colliders that have been created in onEnable can be raycasted in start
1041
+ if (this.physics.engine) {
1042
+ this.physics.engine?.step(0);
1043
+ this.physics.engine?.postStep();
1044
+ }
1045
+ // const mainCam = this.mainCameraComponent as Camera;
1046
+ // if (mainCam) {
1047
+ // mainCam.applyClearFlagsIfIsActiveCamera();
1048
+ // }
1049
+ if (!this.isManagedExternally && this.composer && this.mainCamera) {
1050
+ // TODO: import postprocessing async
1051
+ // const renderPass = new RenderPass(this.scene, this.mainCamera);
1052
+ // this.renderer.setSize(this.domWidth, this.domHeight);
1053
+ // this.composer.addPass(renderPass);
1054
+ // this.composer.setSize(this.domWidth, this.domHeight);
1055
+ }
1056
+ this._needsUpdateSize = true;
1057
+ if (this._stats) {
1058
+ this._stats.showPanel(0);
1059
+ this._stats.dom.style.position = "absolute"; // (default is fixed)
1060
+ this.domElement.shadowRoot?.appendChild(this._stats.dom);
1061
+ }
1062
+ if (debug)
1063
+ logHierarchy(this.scene, true);
1064
+ // If no target framerate was set we use the default
1065
+ if (this.targetFrameRate === undefined) {
1066
+ if (debug)
1067
+ console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
1068
+ // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
1069
+ this.targetFrameRate = Context._defaultTargetFramerate;
1070
+ }
1071
+ else if (debug)
1072
+ console.log("Target framerate set to", this.targetFrameRate);
1073
+ this._dispatchReadyAfterFrame = true;
1074
+ const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
1075
+ if (res) {
1076
+ const domElement = this.domElement;
1077
+ if ("internalSetLoadingMessage" in domElement && typeof domElement.internalSetLoadingMessage === "function")
1078
+ domElement?.internalSetLoadingMessage("finish loading");
1079
+ await res;
1080
+ }
1081
+ if (opts?.abortSignal?.aborted) {
1082
+ return false;
1083
+ }
1084
+ invokeLifecycleFunctions(this, ContextEvent.ContextCreated);
1085
+ if (debug)
1086
+ console.log("Context Created...", this.renderer, this.renderer.domElement);
1087
+ this._isCreating = false;
1088
+ if (!this.isManagedExternally && !opts?.abortSignal?.aborted)
1089
+ this.restartRenderLoop();
1090
+ return true;
1091
+ }
1092
+ async internalLoadInitialContent(createId, args) {
1093
+ const results = new Array();
1094
+ // early out if we dont have any files to load
1095
+ if (args.files.length === 0)
1096
+ return results;
1097
+ const files = [...args.files];
1098
+ const progressArg = {
1099
+ name: "",
1100
+ progress: null,
1101
+ index: 0,
1102
+ count: files.length
1103
+ };
1104
+ const loader = getLoader();
1105
+ // this hash should be constant since it is used to initialize the UIDProvider per initially loaded scene
1106
+ const loadingHash = 0;
1107
+ for (let i = 0; i < files.length; i++) {
1108
+ if (args.abortSignal?.aborted) {
1109
+ if (debug)
1110
+ console.log("Aborting loading because of abort signal");
1111
+ break;
1112
+ }
1113
+ // abort loading if the create id has changed
1114
+ if (createId !== this._createId) {
1115
+ if (debug)
1116
+ console.log("Aborting loading because create id changed", createId, this._createId);
1117
+ break;
1118
+ }
1119
+ const file = files[i];
1120
+ args?.onLoadingStart?.call(this, i, file);
1121
+ if (debug)
1122
+ console.log("Context Load " + file);
1123
+ const res = await loader.loadSync(this, file, file, loadingHash, prog => {
1124
+ if (args.abortSignal?.aborted)
1125
+ return;
1126
+ progressArg.name = file;
1127
+ progressArg.progress = prog;
1128
+ progressArg.index = i;
1129
+ progressArg.count = files.length;
1130
+ args.onLoadingProgress?.call(this, progressArg);
1131
+ });
1132
+ args?.onLoadingFinished?.call(this, i, file, res ?? null);
1133
+ if (res) {
1134
+ results.push({
1135
+ src: file,
1136
+ file: res
1137
+ });
1138
+ }
1139
+ else {
1140
+ // a file could not be loaded
1141
+ console.warn("Could not load file: " + file);
1142
+ }
1143
+ }
1144
+ // if the id was changed while still loading
1145
+ // then we want to cleanup/destroy previously loaded files
1146
+ if (createId !== this._createId || args.abortSignal?.aborted) {
1147
+ if (debug)
1148
+ console.log("Aborting loading because create id changed or abort signal was set", createId, this._createId);
1149
+ for (const res of results) {
1150
+ if (res && res.file) {
1151
+ for (const scene of res.file.scenes)
1152
+ destroy(scene, true, true);
1153
+ }
1154
+ }
1155
+ }
1156
+ // otherwise we want to add the loaded files to the current scene
1157
+ else {
1158
+ let anyModelFound = false;
1159
+ for (const res of results) {
1160
+ if (res && res.file) {
1161
+ // TODO: should we load all scenes in a glTF here?
1162
+ if (res.file.scene) {
1163
+ anyModelFound = true;
1164
+ this.scene.add(res.file.scene);
1165
+ }
1166
+ else {
1167
+ console.warn("No scene found in loaded file");
1168
+ }
1169
+ }
1170
+ }
1171
+ // If the loaded files do not contain ANY model
1172
+ // We then attempt to create a mesh from each material in the loaded files to visualize it
1173
+ // It's ok to do this at this point because we know the context has been cleared because the whole `src` attribute has been set
1174
+ if (!anyModelFound) {
1175
+ for (const res of results) {
1176
+ if (res && res.file && "parser" in res.file) {
1177
+ let y = 0;
1178
+ if (!Array.isArray(res.file.parser.json.materials))
1179
+ continue;
1180
+ for (let i = 0; i < res.file.parser.json.materials.length; i++) {
1181
+ const mat = await res.file.parser.getDependency("material", i);
1182
+ const parent = new Object3D();
1183
+ parent.position.x = i * 1.1;
1184
+ parent.position.y = y;
1185
+ this.scene.add(parent);
1186
+ ObjectUtils.createPrimitive("ShaderBall", {
1187
+ parent,
1188
+ material: mat
1189
+ });
1190
+ }
1191
+ y += 1;
1192
+ }
1193
+ }
1194
+ }
1195
+ }
1196
+ return results;
1197
+ }
1198
+ /** Sets the animation loop.
1199
+ * Can not be done while creating the context or when disposed
1200
+ **/
1201
+ restartRenderLoop() {
1202
+ if (!this.renderer) {
1203
+ console.error("Can not start render loop without renderer");
1204
+ return false;
1205
+ }
1206
+ if (this._isCreating) {
1207
+ console.warn("Can not start render loop while creating context");
1208
+ return false;
1209
+ }
1210
+ this.renderer.setAnimationLoop((timestamp, frame) => {
1211
+ if (this.isManagedExternally)
1212
+ return;
1213
+ this.update(timestamp, frame);
1214
+ });
1215
+ return true;
1216
+ }
1217
+ _renderlooperrors = 0;
1218
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
1219
+ update(timestamp, frame) {
1220
+ if (frame === undefined)
1221
+ frame = null;
1222
+ if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
1223
+ try {
1224
+ //performance.mark('update.start');
1225
+ this.internalStep(timestamp, frame);
1226
+ this._renderlooperrors = 0;
1227
+ //performance.mark('update.end');
1228
+ //performance.measure('NE Frame', 'update.start', 'update.end');
1229
+ }
1230
+ catch (err) {
1231
+ this._renderlooperrors += 1;
1232
+ if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1233
+ showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1234
+ console.error("Frame #" + this.time.frame + "\n", err);
1235
+ if (this._renderlooperrors >= 3) {
1236
+ console.warn("Stopping render loop due to error");
1237
+ this.renderer.setAnimationLoop(null);
1238
+ }
1239
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
1240
+ }
1241
+ }
1242
+ else {
1243
+ this.internalStep(timestamp, frame);
1244
+ }
1245
+ }
1246
+ /** Call to **manually** perform physics steps.
1247
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
1248
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
1249
+ * */
1250
+ updatePhysics(steps) {
1251
+ this.internalUpdatePhysics(steps);
1252
+ }
1253
+ _lastTimestamp = 0;
1254
+ _accumulatedTime = 0;
1255
+ _dispatchReadyAfterFrame = false;
1256
+ // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
1257
+ internalStep(timestamp, frame) {
1258
+ if (this.internalOnBeforeRender(timestamp, frame) === false)
1259
+ return;
1260
+ this.internalOnRender();
1261
+ this.internalOnAfterRender();
1262
+ }
1263
+ internalOnBeforeRender(timestamp, frame) {
1264
+ // If we don't auto reset we get wrong stats in WebXR. AutoReset was turned off to support custom blits and count them too
1265
+ // But when we're using postprocessing we need to reset manually: https://discourse.threejs.org/t/accessing-draw-calls-when-using-effectcomposer
1266
+ this.renderer.info.autoReset = frame ? true : false;
1267
+ if (this.renderer.info.autoReset === false) {
1268
+ this.renderer.info.reset();
1269
+ }
1270
+ const sessionStarted = frame !== null && this._xrFrame === null;
1271
+ this._xrFrame = frame;
1272
+ if (sessionStarted) {
1273
+ this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1274
+ }
1275
+ this._currentFrameEvent = FrameEvent.Undefined;
1276
+ if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1277
+ if (this._lastTimestamp === 0)
1278
+ this._lastTimestamp = timestamp;
1279
+ this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1280
+ this._lastTimestamp = timestamp;
1281
+ let targetFrameRate = this.targetFrameRate;
1282
+ if (typeof targetFrameRate === "object")
1283
+ targetFrameRate = targetFrameRate.value;
1284
+ // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1285
+ if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1286
+ return false;
1287
+ }
1288
+ this._accumulatedTime = 0;
1289
+ }
1290
+ this._stats?.begin();
1291
+ Context.Current = this;
1292
+ if (this.onHandlePaused())
1293
+ return false;
1294
+ Context.Current = this;
1295
+ this.time.update();
1296
+ if (debugframerate)
1297
+ console.log("FPS", (this.time.smoothedFps).toFixed(0));
1298
+ looputils.processNewScripts(this);
1299
+ looputils.updateIsActive(this.scene);
1300
+ looputils.processStart(this);
1301
+ invokeLifecycleFunctions(this, FrameEvent.Start);
1302
+ while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1303
+ this._cameraStack.splice(this._cameraStack.length - 1, 1);
1304
+ const last = this._cameraStack[this._cameraStack.length - 1];
1305
+ this.setCurrentCamera(last);
1306
+ }
1307
+ if (this.pre_update_oneshot_callbacks) {
1308
+ for (const i in this.pre_update_oneshot_callbacks) {
1309
+ this.pre_update_oneshot_callbacks[i]();
1310
+ }
1311
+ this.pre_update_oneshot_callbacks.length = 0;
1312
+ }
1313
+ if (this.pre_update_callbacks) {
1314
+ for (const i in this.pre_update_callbacks) {
1315
+ this.pre_update_callbacks[i]();
1316
+ }
1317
+ }
1318
+ this._currentFrameEvent = FrameEvent.EarlyUpdate;
1319
+ for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1320
+ const script = this.scripts_earlyUpdate[i];
1321
+ if (!script.activeAndEnabled)
1322
+ continue;
1323
+ if (script.earlyUpdate !== undefined) {
1324
+ Context.Current = this;
1325
+ script.earlyUpdate();
1326
+ }
1327
+ }
1328
+ this.executeCoroutines(FrameEvent.EarlyUpdate);
1329
+ invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1330
+ if (this.onHandlePaused())
1331
+ return false;
1332
+ this._currentFrameEvent = FrameEvent.Update;
1333
+ for (let i = 0; i < this.scripts_update.length; i++) {
1334
+ const script = this.scripts_update[i];
1335
+ if (!script.activeAndEnabled)
1336
+ continue;
1337
+ if (script.update !== undefined) {
1338
+ Context.Current = this;
1339
+ script.update();
1340
+ }
1341
+ }
1342
+ this.executeCoroutines(FrameEvent.Update);
1343
+ invokeLifecycleFunctions(this, FrameEvent.Update);
1344
+ if (this.onHandlePaused())
1345
+ return false;
1346
+ this._currentFrameEvent = FrameEvent.LateUpdate;
1347
+ for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1348
+ const script = this.scripts_lateUpdate[i];
1349
+ if (!script.activeAndEnabled)
1350
+ continue;
1351
+ if (script.lateUpdate !== undefined) {
1352
+ Context.Current = this;
1353
+ script.lateUpdate();
1354
+ }
1355
+ }
1356
+ // this.mainLight = null;
1357
+ this.executeCoroutines(FrameEvent.LateUpdate);
1358
+ invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1359
+ if (this.onHandlePaused())
1360
+ return false;
1361
+ if (this.physicsSteps === undefined) {
1362
+ this.physicsSteps = 1;
1363
+ }
1364
+ if (this.physics.engine && this.physicsSteps > 0) {
1365
+ this.internalUpdatePhysics(this.physicsSteps);
1366
+ }
1367
+ if (this.onHandlePaused())
1368
+ return false;
1369
+ if (this.isVisibleToUser || this.runInBackground) {
1370
+ this._currentFrameEvent = FrameEvent.OnBeforeRender;
1371
+ // should we move these callbacks in the regular three onBeforeRender events?
1372
+ for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1373
+ const script = this.scripts_onBeforeRender[i];
1374
+ if (!script.activeAndEnabled)
1375
+ continue;
1376
+ // if(script.isActiveAndEnabled === false) continue;
1377
+ if (script.onBeforeRender !== undefined) {
1378
+ Context.Current = this;
1379
+ script.onBeforeRender(frame);
1380
+ }
1381
+ }
1382
+ this.executeCoroutines(FrameEvent.OnBeforeRender);
1383
+ invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1384
+ if (this._needsUpdateSize)
1385
+ this.updateSize();
1386
+ if (this.pre_render_callbacks) {
1387
+ for (const i in this.pre_render_callbacks) {
1388
+ this.pre_render_callbacks[i](frame);
1389
+ }
1390
+ }
1391
+ }
1392
+ return true;
1393
+ }
1394
+ internalUpdatePhysics(steps) {
1395
+ if (!this.physics.engine)
1396
+ return false;
1397
+ const physicsSteps = steps;
1398
+ const dt = this.time.deltaTime / physicsSteps;
1399
+ for (let i = 0; i < physicsSteps; i++) {
1400
+ this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1401
+ this.executeCoroutines(FrameEvent.PrePhysicsStep);
1402
+ this.physics.engine.step(dt);
1403
+ this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1404
+ this.executeCoroutines(FrameEvent.PostPhysicsStep);
1405
+ }
1406
+ this.physics.engine.postStep();
1407
+ return true;
1408
+ }
1409
+ internalOnRender() {
1410
+ if (!this.isManagedExternally) {
1411
+ // when loading assets we compile them async after GLTFLoader is done
1412
+ // but as a fallback we still register them (if e.g. there's no camera for compile async)
1413
+ looputils.runPrewarm(this);
1414
+ this._currentFrameEvent = FrameEvent.Undefined;
1415
+ nodeFrame.update();
1416
+ this.renderNow();
1417
+ this._currentFrameEvent = FrameEvent.OnAfterRender;
1418
+ }
1419
+ }
1420
+ internalOnAfterRender() {
1421
+ if (this.isVisibleToUser || this.runInBackground) {
1422
+ for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1423
+ const script = this.scripts_onAfterRender[i];
1424
+ if (!script.activeAndEnabled)
1425
+ continue;
1426
+ if (script.onAfterRender !== undefined) {
1427
+ Context.Current = this;
1428
+ script.onAfterRender();
1429
+ }
1430
+ }
1431
+ this.executeCoroutines(FrameEvent.OnAfterRender);
1432
+ invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1433
+ if (this.post_render_callbacks) {
1434
+ for (const i in this.post_render_callbacks) {
1435
+ this.post_render_callbacks[i]();
1436
+ }
1437
+ }
1438
+ }
1439
+ this._currentFrameEvent = -1;
1440
+ this.connection.sendBufferedMessagesNow();
1441
+ if (this._stats) {
1442
+ this._stats.end();
1443
+ if (this.time.frameCount % 150 === 0)
1444
+ console.log(this.renderer.info.render.calls + " DrawCalls", "\nRender:", { ...this.renderer.info.render }, "\nMemory:", { ...this.renderer.info.memory }, "\nTarget Framerate: " + this.targetFrameRate);
1445
+ }
1446
+ if (this._dispatchReadyAfterFrame) {
1447
+ this._dispatchReadyAfterFrame = false;
1448
+ this.domElement.dispatchEvent(new CustomEvent("ready"));
1449
+ ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1450
+ }
1451
+ }
1452
+ _tempClearColor = new Color();
1453
+ _tempClearColor2 = new Color();
1454
+ renderNow(camera) {
1455
+ if (!camera) {
1456
+ camera = this.mainCamera;
1457
+ if (!camera)
1458
+ return false;
1459
+ }
1460
+ this.handleRendererContextLost();
1461
+ this._isRendering = true;
1462
+ this.renderRequiredTextures();
1463
+ if (this.renderer.toneMapping !== NoToneMapping)
1464
+ patchTonemapping(this);
1465
+ if (this.composer && !this.isInXR) {
1466
+ // if a camera is passed in we need to check if we need to update the composer's camera
1467
+ if (camera && "setMainCamera" in this.composer) {
1468
+ const currentPassesCamera = this.composer.passes[0]?.mainCamera;
1469
+ if (currentPassesCamera != camera)
1470
+ this.composer.setMainCamera(camera);
1471
+ }
1472
+ const backgroundColor = this.renderer.getClearColor(this._tempClearColor);
1473
+ const clearAlpha = this.renderer.getClearAlpha();
1474
+ this._tempClearColor2.copy(backgroundColor);
1475
+ this.renderer.setClearColor(backgroundColor.convertSRGBToLinear(), this.renderer.getClearAlpha());
1476
+ this.composer.render(this.time.deltaTime);
1477
+ this.renderer.setClearColor(this._tempClearColor2, clearAlpha); // restore clear color
1478
+ }
1479
+ else if (camera) {
1480
+ // Workaround for issue on Vision Pro –
1481
+ // depth buffer is not cleared between eye draws, despite the spec...
1482
+ if (this.isInXR && DeviceUtilities.isMacOS())
1483
+ this.renderer.clearDepth();
1484
+ this.renderer.render(this.scene, camera);
1485
+ }
1486
+ this._isRendering = false;
1487
+ return true;
1488
+ }
1489
+ _contextRestoreTries = 0;
1490
+ handleRendererContextLost() {
1491
+ // Try to restore the context every x frames
1492
+ if (this.time.frame % 10 && this.renderer.getContext().isContextLost()) {
1493
+ if (this._contextRestoreTries++ < 100) {
1494
+ console.warn("Attempting to recover WebGL context...");
1495
+ this.renderer.forceContextRestore();
1496
+ }
1497
+ }
1498
+ }
1499
+ /** returns true if we should return out of the frame loop */
1500
+ _wasPaused = false;
1501
+ onHandlePaused() {
1502
+ const paused = this.evaluatePaused();
1503
+ if (this._wasPaused !== paused) {
1504
+ if (debugActive)
1505
+ console.log("Paused?", paused, "context:" + this.alias);
1506
+ for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1507
+ const script = this.scripts_pausedChanged[i];
1508
+ if (!script.activeAndEnabled)
1509
+ continue;
1510
+ if (script.onPausedChanged !== undefined) {
1511
+ Context.Current = this;
1512
+ script.onPausedChanged(paused, this._wasPaused);
1513
+ }
1514
+ }
1515
+ }
1516
+ this._wasPaused = paused;
1517
+ return paused;
1518
+ }
1519
+ evaluatePaused() {
1520
+ if (this.isInXR)
1521
+ return false;
1522
+ if (this.isPaused)
1523
+ return true;
1524
+ // if the element is not visible use the runInBackground flag to determine if we should continue
1525
+ if (this.runInBackground) {
1526
+ return false;
1527
+ }
1528
+ const paused = !this.isVisibleToUser;
1529
+ return paused;
1530
+ }
1531
+ renderRequiredTextures() {
1532
+ if (!this.mainCamera)
1533
+ return;
1534
+ if (!this._requireDepthTexture && !this._requireColorTexture)
1535
+ return;
1536
+ if (!this._renderTarget) {
1537
+ this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1538
+ if (this._requireDepthTexture) {
1539
+ const dt = new DepthTexture(this.domWidth, this.domHeight);
1540
+ ;
1541
+ this._renderTarget.depthTexture = dt;
1542
+ }
1543
+ if (this._requireColorTexture) {
1544
+ this._renderTarget.texture = new Texture();
1545
+ this._renderTarget.texture.generateMipmaps = false;
1546
+ this._renderTarget.texture.minFilter = NearestFilter;
1547
+ this._renderTarget.texture.magFilter = NearestFilter;
1548
+ this._renderTarget.texture.format = RGBAFormat;
1549
+ }
1550
+ }
1551
+ const rt = this._renderTarget;
1552
+ if (rt.texture) {
1553
+ rt.texture.colorSpace = this.renderer.outputColorSpace;
1554
+ }
1555
+ const prevTarget = this.renderer.getRenderTarget();
1556
+ this.renderer.setRenderTarget(rt);
1557
+ this.renderer.render(this.scene, this.mainCamera);
1558
+ this.renderer.setRenderTarget(prevTarget);
1559
+ }
1560
+ executeCoroutines(evt) {
1561
+ if (this.coroutines[evt]) {
1562
+ const evts = this.coroutines[evt];
1563
+ for (let i = 0; i < evts.length; i++) {
1564
+ try {
1565
+ const evt = evts[i];
1566
+ // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1567
+ const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1568
+ if (remove) {
1569
+ if (debugCoroutine)
1570
+ console.log("Removing coroutine", evt.comp, evt.comp["enabled"]);
1571
+ evts.splice(i, 1);
1572
+ --i;
1573
+ continue;
1574
+ }
1575
+ const iter = evt.chained;
1576
+ if (iter && iter.length > 0) {
1577
+ const last = iter[iter.length - 1];
1578
+ const res = last.next();
1579
+ if (res.done) {
1580
+ iter.pop();
1581
+ }
1582
+ if (isGenerator(res)) {
1583
+ if (!evt.chained)
1584
+ evt.chained = [];
1585
+ evt.chained.push(res.value);
1586
+ }
1587
+ if (!res.done)
1588
+ continue;
1589
+ }
1590
+ const res = evt.main.next();
1591
+ if (res.done === true) {
1592
+ evts.splice(i, 1);
1593
+ --i;
1594
+ continue;
1595
+ }
1596
+ const val = res.value;
1597
+ if (isGenerator(val)) {
1598
+ // invoke once if its a generator
1599
+ // this means e.g. WaitForFrame(1) works and will capture
1600
+ // the frame it was created
1601
+ const gen = val;
1602
+ const res = gen.next();
1603
+ if (res.done)
1604
+ continue;
1605
+ if (!evt.chained)
1606
+ evt.chained = [];
1607
+ evt.chained.push(val);
1608
+ }
1609
+ else if (val instanceof Promise) {
1610
+ // If its a promise we want to wait for it to resolve
1611
+ const prom = val;
1612
+ if (!evt.chained)
1613
+ evt.chained = [];
1614
+ const nested = WaitForPromise(prom);
1615
+ evt.chained?.push(nested);
1616
+ continue;
1617
+ }
1618
+ }
1619
+ catch (e) {
1620
+ console.error(e);
1621
+ }
1622
+ }
1623
+ }
1624
+ function isGenerator(val) {
1625
+ if (val) {
1626
+ if (val.next && val.return) {
1627
+ return true;
1628
+ }
1629
+ }
1630
+ return false;
1631
+ }
1632
+ }
1633
+ }
1634
+ // const scene = new Scene();
1635
+ // const useComposer = utils.getParam("postfx");
1636
+ // const renderer = new WebGLRenderer({ antialias: true });
1637
+ // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1638
+ // renderer.setClearColor(new Color('lightgrey'), 0)
1639
+ // renderer.antialias = true;
1640
+ // renderer.alpha = false;
1641
+ // renderer.shadowMap.enabled = true;
1642
+ // renderer.shadowMap.type = PCFSoftShadowMap;
1643
+ // renderer.setSize(window.innerWidth, window.innerHeight);
1644
+ // renderer.outputEncoding = sRGBEncoding;
1645
+ // renderer.physicallyCorrectLights = true;
1646
+ // document.body.appendChild(renderer.domElement);
1647
+ // // generation pushes loading requests in this array
1648
+ // const sceneData: {
1649
+ // mainCamera: Camera | undefined
1650
+ // } = {
1651
+ // preparing: [],
1652
+ // resolving: [],
1653
+ // scripts: [],
1654
+ // raycastTargets: [],
1655
+ // mainCamera: undefined,
1656
+ // mainCameraComponent: undefined,
1657
+ // };
1658
+ // // contains a list of functions to be called after loading is done
1659
+ // const post_setup_callbacks = [];
1660
+ // const pre_render_Callbacks = [];
1661
+ // const post_render_callbacks = [];
1662
+ // const new_scripts = [];
1663
+ // const new_scripts_post_setup_callbacks = [];
1664
+ // const new_scripts_pre_setup_callbacks = [];
1665
+ // export {
1666
+ // scene, renderer, composer,
1667
+ // new_scripts,
1668
+ // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1669
+ // sceneData,
1670
+ // post_setup_callbacks,
1671
+ // pre_render_Callbacks,
1672
+ // post_render_callbacks
1673
+ // }
1674
1674
  //# sourceMappingURL=engine_context.js.map