@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
@@ -1,855 +1,855 @@
1
- import { type Intersection, Mesh, Object3D } from "three";
2
-
3
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
- import { type InputEventNames, InputEvents, NEPointerEvent, NEPointerEventIntersection, PointerType } from "../../engine/engine_input.js";
5
- import { onInitialized } from "../../engine/engine_lifecycle_api.js";
6
- import { Mathf } from "../../engine/engine_math.js";
7
- import { RaycastOptions, type RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
8
- import { Context } from "../../engine/engine_setup.js";
9
- import { HideFlags, type IComponent } from "../../engine/engine_types.js";
10
- import { getParam } from "../../engine/engine_utils.js";
11
- import { Behaviour, GameObject } from "../Component.js";
12
- import type { ICanvasGroup } from "./Interfaces.js";
13
- import { hasPointerEventComponent, type IPointerEventHandler, type IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
14
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
15
- import { UIRaycastUtils } from "./RaycastUtils.js";
16
- import { $shadowDomOwner } from "./Symbols.js";
17
- import { isUIObject } from "./Utils.js";
18
-
19
- const debug = getParam("debugeventsystem");
20
-
21
- export enum EventSystemEvents {
22
- BeforeHandleInput = "BeforeHandleInput",
23
- AfterHandleInput = "AfterHandleInput",
24
- }
25
-
26
- export declare type AfterHandleInputEvent = {
27
- sender: EventSystem,
28
- args: PointerEventData,
29
- hasActiveUI: boolean
30
- }
31
-
32
- declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
33
-
34
- onInitialized((ctx) => {
35
- EventSystem.createIfNoneExists(ctx);
36
- })
37
-
38
- /**
39
- * @category User Interface
40
- * @group Components
41
- */
42
- export class EventSystem extends Behaviour {
43
- //@ts-ignore
44
- static ensureUpdateMeshUI(instance, context: Context, force: boolean = false) {
45
- MeshUIHelper.update(instance, context, force);
46
- }
47
- static markUIDirty(_context: Context) {
48
- MeshUIHelper.markDirty();
49
- }
50
-
51
- static createIfNoneExists(context: Context) {
52
- if (!context.scene.getComponent(EventSystem)) {
53
- context.scene.addComponent(EventSystem);
54
- }
55
- }
56
-
57
- static get(ctx: Context): EventSystem | null {
58
- this.createIfNoneExists(ctx);
59
- return ctx.scene.getComponent(EventSystem);
60
- }
61
-
62
- /** Get the currently active event system */
63
- static get instance(): EventSystem | null {
64
- return this.get(Context.Current);
65
- }
66
-
67
- private readonly raycaster: Raycaster[] = [];
68
- register(rc: Raycaster) {
69
- if (rc && this.raycaster && !this.raycaster.includes(rc))
70
- this.raycaster?.push(rc);
71
- }
72
- unregister(rc: Raycaster) {
73
- const i = this.raycaster?.indexOf(rc);
74
- if (i !== undefined && i !== -1) {
75
- this.raycaster?.splice(i, 1);
76
- }
77
- }
78
-
79
- get hasActiveUI() {
80
- return this.currentActiveMeshUIComponents.length > 0;
81
- }
82
-
83
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
84
-
85
- awake(): void {
86
- // We only want ONE eventsystem on the root scene
87
- // as long as this component is not implemented in core we need to check this here
88
- if (this.gameObject as Object3D !== this.context.scene) {
89
- console.debug(`[Needle Engine] EventSystem is only allowed on the scene root. Disabling EventSystem on '${this.gameObject.name}'`);
90
- this.enabled = false;
91
- }
92
- }
93
-
94
- start() {
95
- if (!this.context.scene.getComponent(Raycaster)) {
96
- this.context.scene.addComponent(ObjectRaycaster);
97
- }
98
- }
99
-
100
- onEnable(): void {
101
- this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
102
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
103
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
104
- }
105
-
106
- onDisable(): void {
107
- this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
108
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
109
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
110
- }
111
-
112
- /**
113
- * all pointers that have pressed something
114
- *
115
- * key: pointerId
116
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
117
- */
118
- private pressedByID: Map<number, { obj: Object3D | null, data: PointerEventData, handlers: Set<IPointerEventHandler> }> = new Map();
119
- /**
120
- * all hovered objects
121
- *
122
- * key: pointerId
123
- * value: object that is hovered, data of the pointer event
124
- */
125
- private hoveredByID: Map<number, { obj: Object3D, data: PointerEventData }> = new Map();
126
-
127
- onBeforeRender() {
128
- this.resetMeshUIStates();
129
- }
130
-
131
- /**
132
- * Handle an pointer event from the input system
133
- */
134
- private onPointerEvent = (pointerEvent: NEPointerEvent) => {
135
- if (pointerEvent === undefined) return;
136
- if (pointerEvent.propagationStopped) return;
137
- if (pointerEvent.defaultPrevented) return;
138
- if (pointerEvent.used) return;
139
-
140
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
141
- const data = new PointerEventData(this.context.input, pointerEvent);
142
- this._currentPointerEventName = pointerEvent.type;
143
-
144
- data.inputSource = this.context.input;
145
- data.isClick = pointerEvent.isClick;
146
- data.isDoubleClick = pointerEvent.isDoubleClick;
147
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
148
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
149
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
150
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
151
-
152
- if (debug) {
153
- if (data.isDown) console.log("DOWN", data.pointerId);
154
- else if (data.isUp) console.log("UP", data.pointerId);
155
- if (data.isClick) console.log("CLICK", data.pointerId);
156
- }
157
-
158
- // raycast
159
- const options = new RaycastOptions();
160
- if (pointerEvent.hasRay) {
161
- options.ray = pointerEvent.ray;
162
- }
163
- else {
164
- options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
165
- }
166
-
167
- const hits = this.performRaycast(options) as Array<NEPointerEventIntersection>;
168
- if (hits) {
169
- for (const hit of hits) {
170
- hit.event = pointerEvent;
171
- pointerEvent.intersections.push(hit);
172
- }
173
- if (pointerEvent.origin.onPointerHits) {
174
- pointerEvent.origin.onPointerHits({
175
- sender: this,
176
- event: pointerEvent,
177
- hits
178
- });
179
- }
180
- }
181
-
182
-
183
- if (debug && data.isClick) {
184
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
185
- }
186
-
187
- const evt: AfterHandleInputEvent = {
188
- sender: this,
189
- args: data,
190
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
191
- }
192
-
193
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
194
-
195
- // then handle the intersections and call the callbacks on the regular objects
196
- this.handleIntersections(hits, data);
197
-
198
- this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
199
- }
200
-
201
- private readonly _sortedHits: Intersection[] = [];
202
-
203
- /**
204
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
205
- */
206
- private readonly _testObjectsCache = new Map<Object3D, boolean>();
207
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
208
- private _currentlyActiveRaycaster: Raycaster | null = null;
209
- private _currentPointerEventName: InputEventNames | null = null;
210
-
211
- /**
212
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
213
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
214
- * We do this to avoid raycasts against objects that are not going to be used by the event system
215
- * Because there's no component callback to be invoked anyways.
216
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
217
- *
218
- * Further optimizations would be to check what type of event we're dealing with
219
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
220
- * */
221
- private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
222
- // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
223
- // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
224
-
225
- const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
226
- if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
227
- return false;
228
- }
229
- // if (this._currentPointerEventName == "pointermove") {
230
- // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
231
- // }
232
-
233
- // check if this object is actually a UI shadow hierarchy object
234
- let uiOwner: Object3D | null = null;
235
- const isUI = isUIObject(obj);
236
- // if yes we want to grab the actual object that is the owner of the shadow dom
237
- // and check that object for the event component
238
- if (isUI) {
239
- uiOwner = obj[$shadowDomOwner]?.gameObject;
240
- }
241
-
242
- // check if the object was seen previously
243
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
244
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
245
- const prev = this._testObjectsCache.get(obj)!;
246
- if (prev === false) return "continue in children"
247
- return true;
248
- }
249
- else {
250
-
251
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
252
- // because then this other raycaster is responsible for raycasting this object
253
- // const rc = GameObject.getComponent(obj, Raycaster);
254
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
255
-
256
- // the object was not yet seen so we test if it has an event component
257
- let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
258
- if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
259
-
260
- if (hasEventComponent) {
261
- // it has an event component: we add it and all its children to the cache
262
- // we don't need to do the same for the shadow component hierarchy
263
- // because the next object that will be detecting that the shadow owner was already seen
264
- this._testObjectsCache.set(obj, true);
265
- for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
266
- return true;
267
- }
268
- this._testObjectsCache.set(obj, false);
269
- return "continue in children"
270
- }
271
- }
272
- private shouldRaycastObject_AddToYesCache(obj: Object3D) {
273
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
274
- // because then this other raycaster is responsible for raycasting this object
275
- // const rc = GameObject.getComponent(obj, Raycaster);
276
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
277
-
278
- this._testObjectsCache.set(obj, true);
279
- for (const ch of obj.children) {
280
- this.shouldRaycastObject_AddToYesCache(ch);
281
- }
282
- }
283
-
284
- /** the raycast filter is always overriden */
285
- private performRaycast(opts: RaycastOptions | null): Intersection[] | null {
286
- if (!this.raycaster) return null;
287
- // we clear the cache of previously seen objects
288
- this._testObjectsCache.clear();
289
- this._sortedHits.length = 0;
290
-
291
- if (!opts) opts = new RaycastOptions();
292
- opts.testObject = this.shouldRaycastObject;
293
-
294
- for (const rc of this.raycaster) {
295
- if (!rc.activeAndEnabled) continue;
296
-
297
- this._currentlyActiveRaycaster = rc;
298
- const res = rc.performRaycast(opts);
299
- this._currentlyActiveRaycaster = null;
300
-
301
- if (res && res.length > 0) {
302
- // console.log(res.length, res.map(r => r.object.name));
303
- this._sortedHits.push(...res);
304
- }
305
- }
306
- this._sortedHits.sort((a, b) => {
307
- return a.distance - b.distance;
308
- });
309
- return this._sortedHits;
310
- }
311
-
312
- private assignHitInformation(args: PointerEventData, hit?: Intersection) {
313
- if (!hit) {
314
- args.intersection = undefined;
315
- args.point = undefined;
316
- args.normal = undefined;
317
- args.face = undefined;
318
- args.distance = undefined;
319
- args.instanceId = undefined;
320
- }
321
- else {
322
- args.intersection = hit;
323
- args.point = hit.point;
324
- args.normal = hit.normal;
325
- args.face = hit.face;
326
- args.distance = hit.distance;
327
- args.instanceId = hit.instanceId;
328
- }
329
- }
330
-
331
- private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
332
-
333
- if (hits?.length) {
334
- hits = this.sortCandidates(hits);
335
- for (const hit of hits) {
336
- if (args.event.immediatePropagationStopped) {
337
- return false;
338
- }
339
- this.assignHitInformation(args, hit);
340
- if (this.handleEventOnObject(hit.object, args)) {
341
- return true;
342
- }
343
- }
344
- }
345
-
346
- // first invoke captured pointers
347
- this.assignHitInformation(args, hits?.[0]);
348
- this.invokePointerCapture(args);
349
-
350
- // pointer has not hit any object to handle
351
-
352
- // thus is not hovering over anything
353
- const hoveredData = this.hoveredByID.get(args.pointerId);
354
- if (hoveredData) {
355
- this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
356
- }
357
- this.hoveredByID.delete(args.pointerId);
358
-
359
- // if it was up, it means it should notify things that it down on before
360
- if (args.isUp) {
361
- this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
362
- this.pressedByID.delete(args.pointerId);
363
- }
364
-
365
- return false;
366
- }
367
-
368
- private _sortingBuffer: Intersection[] = [];
369
- private _noDepthTestingResults: Intersection[] = [];
370
-
371
- private sortCandidates(hits: Intersection[]): Intersection[] {
372
- // iterate over all hits and filter for nodepth objects and normal hit objects
373
- // the no-depth objects will be handled first starting from the closest
374
- // assuming the hits array is sorted by distance (closest > furthest)
375
- this._sortingBuffer.length = 0;
376
- this._noDepthTestingResults.length = 0;
377
- for (let i = 0; i < hits.length; i++) {
378
- const hit = hits[i];
379
- const object = hit.object as Mesh;
380
- if (object.material) {
381
- if (object.material["depthTest"] === false) {
382
- this._noDepthTestingResults.push(hit);
383
- continue;
384
- }
385
- }
386
- this._sortingBuffer.push(hit);
387
- }
388
- for (const obj of this._sortingBuffer) {
389
- this._noDepthTestingResults.push(obj);
390
- }
391
- return this._noDepthTestingResults;
392
- }
393
-
394
- private out: { canvasGroup?: ICanvasGroup } = {};
395
-
396
- /**
397
- * Handle hit result by preparing all needed information before propagation.
398
- * Then calling propagate.
399
- */
400
- private handleEventOnObject(object: Object3D, args: PointerEventData): boolean {
401
- // ensures that invisible objects are ignored
402
- if (!this.testIsVisible(object)) {
403
- if (args.isClick && debug)
404
- console.log("not allowed", object);
405
- return false;
406
- }
407
-
408
- // Event without pointer can't be handled
409
- if (args.pointerId === undefined) {
410
- if (debug) console.error("Event without pointer can't be handled", args);
411
- return false;
412
- }
413
-
414
- // Correct the handled object to match the relevant object in shadow dom (?)
415
- args.object = object;
416
-
417
- const parent = object.parent as any;
418
- let isShadow = false;
419
- const clicked = args.isClick ?? false;
420
-
421
- let canvasGroup: ICanvasGroup | null = null;
422
-
423
- // handle potential shadow dom built from three mesh ui
424
- if (parent && parent.isUI) {
425
- const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
426
- if (parent[$shadowDomOwner]) {
427
- const actualGo = parent[$shadowDomOwner].gameObject;
428
- if (actualGo) {
429
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
430
- if (!res) return false;
431
- canvasGroup = this.out.canvasGroup ?? null;
432
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
433
- if (!clicked && handled) {
434
- // return true;
435
- }
436
- object = actualGo;
437
- isShadow = true;
438
- }
439
- }
440
-
441
- // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
442
- // if(parent["needle:use_eventsystem"] == true){
443
- // // if use_eventsystem is true, we want to handle the event
444
- // }
445
- // else if (!isShadow) {
446
- // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
447
- // if (obj) return true;
448
- // }
449
- }
450
-
451
- if (clicked && debug)
452
- console.log(this.context.time.frame, object);
453
-
454
- // Handle OnPointerExit -> in case when we are about to hover something new
455
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
456
- const hovering = this.hoveredByID.get(args.pointerId);
457
- const prevHovering = hovering?.obj;
458
- const isNewlyHovering = prevHovering !== object;
459
-
460
- // trigger onPointerExit
461
- if (isNewlyHovering && prevHovering) {
462
- this.propagatePointerExit(prevHovering, hovering.data, object);
463
- }
464
-
465
- // save hovered object
466
- const entry = this.hoveredByID.get(args.pointerId);
467
- if (!entry)
468
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
469
- else {
470
- entry.obj = object;
471
- entry.data = args;
472
- }
473
-
474
- // create / update pressed entry
475
- if (args.isDown) {
476
- const data = this.pressedByID.get(args.pointerId);
477
- if (!data)
478
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set<IPointerEventHandler>() });
479
- else {
480
- data.obj = object;
481
- data.data = args;
482
- }
483
- }
484
- if (canvasGroup === null || canvasGroup.interactable) {
485
- this.handleMainInteraction(object, args, prevHovering ?? null);
486
- }
487
-
488
- return true;
489
- }
490
-
491
- /**
492
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
493
- */
494
- private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
495
-
496
- while (true) {
497
-
498
- if (!object) break;
499
-
500
- GameObject.foreachComponent(object, comp => {
501
- // TODO: implement Stop Immediate Propagation
502
- onComponent(comp);
503
- }, false);
504
-
505
- // walk up
506
- object = object.parent;
507
- }
508
-
509
- }
510
-
511
- /**
512
- * Propagate up in hierarchy and call handlers based on the pointer event data
513
- */
514
- private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
515
- const pressedEvent = this.pressedByID.get(args.pointerId);
516
- const hoveredObjectChanged = prevHovering !== object;
517
-
518
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
519
- let isMoving = true;
520
- switch (args.event.pointerType) {
521
- case "mouse":
522
- case "touch":
523
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
524
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
525
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
526
- break;
527
- case "controller":
528
- case "hand":
529
- // for hands and controller we assume they are never totally still (except for simulated environments)
530
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
531
- // so maybe check the angle every frame?
532
- break;
533
- }
534
-
535
- this.propagate(object, (behaviour) => {
536
- const comp = behaviour as IComponentCanMaybeReceiveEvents;
537
-
538
- if (comp.interactable === false) return;
539
- if (!comp.activeAndEnabled || !comp.enabled) return;
540
-
541
- if (comp.onPointerEnter) {
542
- if (hoveredObjectChanged) {
543
- this.handlePointerEnter(comp, args);
544
- }
545
- }
546
-
547
- if (args.isDown) {
548
- if (comp.onPointerDown) {
549
- comp.onPointerDown(args);
550
- // Set the handler that we called the down event on
551
- // So we can call the up event on the same handler
552
- // In a scenario where we Down on one object and Up on another
553
- pressedEvent?.handlers.add(comp);
554
- this.handlePointerCapture(args, comp);
555
- }
556
- }
557
-
558
- if (comp.onPointerMove) {
559
- if (isMoving)
560
- comp.onPointerMove(args);
561
- this.handlePointerCapture(args, comp);
562
- }
563
-
564
- if (args.isUp) {
565
- if (comp.onPointerUp) {
566
- this.invokeOnPointerUp(args, comp);
567
-
568
- // We don't want to call Up twice if we Down and Up on the same object
569
- // But if we Down on one and Up on another we want to call Up on the first one as well
570
- // For example if the object was cloned by the Duplicatable
571
- // The original component that received the down event SHOULD also receive the up event
572
- pressedEvent?.handlers.delete(comp);
573
- }
574
-
575
- // handle touch onExit (touchUp) since the pointer stops existing
576
- // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
577
- // Mouse 0 is always persistent
578
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
579
- this.handlePointerExit(comp, args);
580
- this.hoveredByID.delete(args.pointerId!);
581
- }
582
- }
583
-
584
- if (args.isClick) {
585
- if (comp.onPointerClick) {
586
- comp.onPointerClick(args);
587
- }
588
- }
589
- });
590
-
591
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
592
- // If user drags away from the object, then it doesn't get the UP event
593
- if (args.isUp) {
594
- pressedEvent?.handlers.forEach((handler) => {
595
- this.invokeOnPointerUp(args, handler);
596
- });
597
-
598
- this.pressedByID.delete(args.pointerId);
599
- }
600
- }
601
-
602
- /** Propagate up in hierarchy and call onPointerExit */
603
- private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
604
- this.propagate(object, (behaviour) => {
605
- if (!behaviour.gameObject || behaviour.destroyed) return;
606
-
607
- const inst: any = behaviour;
608
- if (inst.onPointerExit || inst.onPointerEnter) {
609
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
610
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
611
- return;
612
- }
613
- this.handlePointerExit(inst, args);
614
- }
615
- });
616
- }
617
-
618
- /** handles onPointerUp - this will also release the pointerCapture */
619
- private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
620
- handler.onPointerUp?.call(handler, evt);
621
- this.releasePointerCapture(evt, handler);
622
- }
623
-
624
- /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
625
- private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
626
- if (comp.onPointerEnter) {
627
- if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
628
- comp.onPointerEnter(args);
629
- }
630
- }
631
- this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
632
- }
633
-
634
- /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
635
- private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
636
- if (comp.onPointerExit) {
637
- if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
638
- comp.onPointerExit(evt);
639
- }
640
- }
641
- this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
642
- }
643
-
644
- /** updates the pointer state list for a component
645
- * @param comp the component to update
646
- * @param pointerId the pointerId to update
647
- * @param symbol the symbol to use for the state
648
- * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
649
- */
650
- private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
651
- let state = comp[symbol];
652
-
653
- if (add) {
654
- // the pointer is already in the state list
655
- if (state && state.includes(pointerId)) return false;
656
- state = state || [];
657
- state.push(pointerId);
658
- comp[symbol] = state;
659
- return true;
660
- }
661
- else {
662
- if (!state || !state.includes(pointerId)) return false;
663
- const i = state.indexOf(pointerId);
664
- if (i !== -1) {
665
- state.splice(i, 1);
666
- }
667
- return true;
668
- }
669
- }
670
-
671
- /** the list of component handlers that requested pointerCapture for a specific pointerId */
672
- private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
673
-
674
- /** check if the event was marked to be captured: if yes add the current component to the captured list */
675
- private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
676
- if (evt.z__pointer_ctured) {
677
- evt.z__pointer_ctured = false;
678
- const id = evt.pointerId;
679
- // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
680
- if (comp.onPointerMove) {
681
- const list = this._capturedPointer[id] || [];
682
- list.push(comp);
683
- this._capturedPointer[id] = list;
684
- }
685
- else {
686
- if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
687
- comp["z__warned_no_pointermove"] = true;
688
- console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
689
- }
690
- }
691
- }
692
- else if (evt.z__pointer_cture_rleased) {
693
- evt.z__pointer_cture_rleased = false;
694
- this.releasePointerCapture(evt, comp);
695
- }
696
- }
697
-
698
- /** removes the component from the pointer capture list */
699
- releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
700
- const id = evt.pointerId;
701
- if (this._capturedPointer[id]) {
702
- const i = this._capturedPointer[id].indexOf(component);
703
- if (i !== -1) {
704
- this._capturedPointer[id].splice(i, 1);
705
- if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
706
- }
707
- }
708
- }
709
- /** invoke the pointerMove event on all captured handlers */
710
- private invokePointerCapture(evt: PointerEventData) {
711
- if (evt.event.type === InputEvents.PointerMove) {
712
- const id = evt.pointerId;
713
- const captured = this._capturedPointer[id];
714
- if (captured) {
715
- if (debug) console.log("Captured", id, captured)
716
- for (let i = 0; i < captured.length; i++) {
717
- const handler = captured[i];
718
- // check if it was destroyed
719
- const comp = handler as IComponent;
720
- if (comp.destroyed) {
721
- captured.splice(i, 1);
722
- i--;
723
- continue;
724
- }
725
- // invoke pointer move
726
- handler.onPointerMove?.call(handler, evt);
727
- }
728
- }
729
- }
730
- }
731
-
732
- private readonly pointerEnterSymbol = Symbol("pointerEnter");
733
- private readonly pointerExitSymbol = Symbol("pointerExit");
734
-
735
- private isChild(obj: Object3D, possibleChild: Object3D): boolean {
736
- if (!obj || !possibleChild) return false;
737
- if (obj === possibleChild) return true;
738
- if (!obj.parent) return false;
739
- return this.isChild(obj.parent, possibleChild);
740
- }
741
-
742
- private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
743
- if (!obj || !obj.isUI) return true;
744
- const hit = this.handleMeshUIIntersection(obj, pressed);
745
-
746
- return hit;
747
- }
748
-
749
- private currentActiveMeshUIComponents: Object3D[] = [];
750
-
751
- private handleMeshUIIntersection(meshUiObject: Object3D, pressed: boolean): boolean {
752
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
753
- if (res) {
754
- this.currentActiveMeshUIComponents.push(res);
755
- }
756
- return res !== null;
757
- }
758
-
759
- private resetMeshUIStates() {
760
- if (this.context.input.getPointerPressedCount() > 0) {
761
- MeshUIHelper.resetLastSelected();
762
- }
763
-
764
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0) return;
765
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
766
- const comp = this.currentActiveMeshUIComponents[i];
767
- MeshUIHelper.resetState(comp);
768
- }
769
- this.currentActiveMeshUIComponents.length = 0;
770
- }
771
-
772
- private testIsVisible(obj: Object3D | null): boolean {
773
- if (!obj) return true;
774
- if (!GameObject.isActiveSelf(obj)) return false;
775
- return this.testIsVisible(obj.parent);
776
- }
777
- }
778
-
779
-
780
- class MeshUIHelper {
781
-
782
- private static lastSelected: Object3D | null = null;
783
- private static lastUpdateFrame: { context: Context, frame: number, nextUpdate: number }[] = [];
784
- private static needsUpdate: boolean = false;
785
-
786
- static markDirty() {
787
- this.needsUpdate = true;
788
- }
789
-
790
- static update(threeMeshUI: any, context: Context, force: boolean = false) {
791
- if (force) {
792
- threeMeshUI.update();
793
- return;
794
- }
795
- const currentFrame = context.time.frameCount;
796
- for (const lu of this.lastUpdateFrame) {
797
- if (lu.context === context) {
798
- if (currentFrame === lu.frame) return;
799
- lu.frame = currentFrame;
800
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
801
- if (lu.nextUpdate <= currentFrame) shouldUpdate = true;
802
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
803
- if (shouldUpdate) {
804
- // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
805
- if (debug) console.log("Update threemeshui");
806
- this.needsUpdate = false;
807
- lu.nextUpdate = currentFrame + 60;
808
- threeMeshUI.update();
809
- }
810
- return;
811
- }
812
- }
813
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
814
- threeMeshUI.update();
815
- this.needsUpdate = false;
816
- }
817
-
818
- static updateState(intersect: Object3D, _selectState: boolean): Object3D | null {
819
- let foundBlock: Object3D | null = null;
820
-
821
- if (intersect) {
822
- foundBlock = this.findBlockOrTextInParent(intersect);
823
- // console.log(intersect, "-- found block:", foundBlock)
824
- if (foundBlock && foundBlock !== this.lastSelected) {
825
- const interactable = foundBlock["interactable"];
826
- if (interactable === false) return null;
827
- this.needsUpdate = true;
828
- }
829
- }
830
-
831
- return foundBlock;
832
- }
833
-
834
- static resetLastSelected() {
835
- const last = this.lastSelected;
836
- if (!last) return;
837
- this.lastSelected = null;
838
- this.resetState(last);
839
- }
840
-
841
- static resetState(obj: any) {
842
- if (!obj) return;
843
- this.needsUpdate = true;
844
- }
845
-
846
- static findBlockOrTextInParent(elem: any): Object3D | null {
847
- if (!elem) return null;
848
- if (elem.isBlock || (elem.isText)) {
849
- // @TODO : Replace states managements
850
- // if (Object.keys(elem.states).length > 0)
851
- return elem;
852
- }
853
- return this.findBlockOrTextInParent(elem.parent);
854
- }
1
+ import { type Intersection, Mesh, Object3D } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
+ import { type InputEventNames, InputEvents, NEPointerEvent, NEPointerEventIntersection, PointerType } from "../../engine/engine_input.js";
5
+ import { onInitialized } from "../../engine/engine_lifecycle_api.js";
6
+ import { Mathf } from "../../engine/engine_math.js";
7
+ import { RaycastOptions, type RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
8
+ import { Context } from "../../engine/engine_setup.js";
9
+ import { HideFlags, type IComponent } from "../../engine/engine_types.js";
10
+ import { getParam } from "../../engine/engine_utils.js";
11
+ import { Behaviour, GameObject } from "../Component.js";
12
+ import type { ICanvasGroup } from "./Interfaces.js";
13
+ import { hasPointerEventComponent, type IPointerEventHandler, type IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
14
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
15
+ import { UIRaycastUtils } from "./RaycastUtils.js";
16
+ import { $shadowDomOwner } from "./Symbols.js";
17
+ import { isUIObject } from "./Utils.js";
18
+
19
+ const debug = getParam("debugeventsystem");
20
+
21
+ export enum EventSystemEvents {
22
+ BeforeHandleInput = "BeforeHandleInput",
23
+ AfterHandleInput = "AfterHandleInput",
24
+ }
25
+
26
+ export declare type AfterHandleInputEvent = {
27
+ sender: EventSystem,
28
+ args: PointerEventData,
29
+ hasActiveUI: boolean
30
+ }
31
+
32
+ declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
33
+
34
+ onInitialized((ctx) => {
35
+ EventSystem.createIfNoneExists(ctx);
36
+ })
37
+
38
+ /**
39
+ * @category User Interface
40
+ * @group Components
41
+ */
42
+ export class EventSystem extends Behaviour {
43
+ //@ts-ignore
44
+ static ensureUpdateMeshUI(instance, context: Context, force: boolean = false) {
45
+ MeshUIHelper.update(instance, context, force);
46
+ }
47
+ static markUIDirty(_context: Context) {
48
+ MeshUIHelper.markDirty();
49
+ }
50
+
51
+ static createIfNoneExists(context: Context) {
52
+ if (!context.scene.getComponent(EventSystem)) {
53
+ context.scene.addComponent(EventSystem);
54
+ }
55
+ }
56
+
57
+ static get(ctx: Context): EventSystem | null {
58
+ this.createIfNoneExists(ctx);
59
+ return ctx.scene.getComponent(EventSystem);
60
+ }
61
+
62
+ /** Get the currently active event system */
63
+ static get instance(): EventSystem | null {
64
+ return this.get(Context.Current);
65
+ }
66
+
67
+ private readonly raycaster: Raycaster[] = [];
68
+ register(rc: Raycaster) {
69
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
70
+ this.raycaster?.push(rc);
71
+ }
72
+ unregister(rc: Raycaster) {
73
+ const i = this.raycaster?.indexOf(rc);
74
+ if (i !== undefined && i !== -1) {
75
+ this.raycaster?.splice(i, 1);
76
+ }
77
+ }
78
+
79
+ get hasActiveUI() {
80
+ return this.currentActiveMeshUIComponents.length > 0;
81
+ }
82
+
83
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
84
+
85
+ awake(): void {
86
+ // We only want ONE eventsystem on the root scene
87
+ // as long as this component is not implemented in core we need to check this here
88
+ if (this.gameObject as Object3D !== this.context.scene) {
89
+ console.debug(`[Needle Engine] EventSystem is only allowed on the scene root. Disabling EventSystem on '${this.gameObject.name}'`);
90
+ this.enabled = false;
91
+ }
92
+ }
93
+
94
+ start() {
95
+ if (!this.context.scene.getComponent(Raycaster)) {
96
+ this.context.scene.addComponent(ObjectRaycaster);
97
+ }
98
+ }
99
+
100
+ onEnable(): void {
101
+ this.context.input.addEventListener(InputEvents.PointerDown, this.onPointerEvent);
102
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerEvent);
103
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerEvent);
104
+ }
105
+
106
+ onDisable(): void {
107
+ this.context.input.removeEventListener(InputEvents.PointerDown, this.onPointerEvent);
108
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerEvent);
109
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerEvent);
110
+ }
111
+
112
+ /**
113
+ * all pointers that have pressed something
114
+ *
115
+ * key: pointerId
116
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
117
+ */
118
+ private pressedByID: Map<number, { obj: Object3D | null, data: PointerEventData, handlers: Set<IPointerEventHandler> }> = new Map();
119
+ /**
120
+ * all hovered objects
121
+ *
122
+ * key: pointerId
123
+ * value: object that is hovered, data of the pointer event
124
+ */
125
+ private hoveredByID: Map<number, { obj: Object3D, data: PointerEventData }> = new Map();
126
+
127
+ onBeforeRender() {
128
+ this.resetMeshUIStates();
129
+ }
130
+
131
+ /**
132
+ * Handle an pointer event from the input system
133
+ */
134
+ private onPointerEvent = (pointerEvent: NEPointerEvent) => {
135
+ if (pointerEvent === undefined) return;
136
+ if (pointerEvent.propagationStopped) return;
137
+ if (pointerEvent.defaultPrevented) return;
138
+ if (pointerEvent.used) return;
139
+
140
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
141
+ const data = new PointerEventData(this.context.input, pointerEvent);
142
+ this._currentPointerEventName = pointerEvent.type;
143
+
144
+ data.inputSource = this.context.input;
145
+ data.isClick = pointerEvent.isClick;
146
+ data.isDoubleClick = pointerEvent.isDoubleClick;
147
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
148
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
149
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
150
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
151
+
152
+ if (debug) {
153
+ if (data.isDown) console.log("DOWN", data.pointerId);
154
+ else if (data.isUp) console.log("UP", data.pointerId);
155
+ if (data.isClick) console.log("CLICK", data.pointerId);
156
+ }
157
+
158
+ // raycast
159
+ const options = new RaycastOptions();
160
+ if (pointerEvent.hasRay) {
161
+ options.ray = pointerEvent.ray;
162
+ }
163
+ else {
164
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
165
+ }
166
+
167
+ const hits = this.performRaycast(options) as Array<NEPointerEventIntersection>;
168
+ if (hits) {
169
+ for (const hit of hits) {
170
+ hit.event = pointerEvent;
171
+ pointerEvent.intersections.push(hit);
172
+ }
173
+ if (pointerEvent.origin.onPointerHits) {
174
+ pointerEvent.origin.onPointerHits({
175
+ sender: this,
176
+ event: pointerEvent,
177
+ hits
178
+ });
179
+ }
180
+ }
181
+
182
+
183
+ if (debug && data.isClick) {
184
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
185
+ }
186
+
187
+ const evt: AfterHandleInputEvent = {
188
+ sender: this,
189
+ args: data,
190
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
191
+ }
192
+
193
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
194
+
195
+ // then handle the intersections and call the callbacks on the regular objects
196
+ this.handleIntersections(hits, data);
197
+
198
+ this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
199
+ }
200
+
201
+ private readonly _sortedHits: Intersection[] = [];
202
+
203
+ /**
204
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
205
+ */
206
+ private readonly _testObjectsCache = new Map<Object3D, boolean>();
207
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
208
+ private _currentlyActiveRaycaster: Raycaster | null = null;
209
+ private _currentPointerEventName: InputEventNames | null = null;
210
+
211
+ /**
212
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
213
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
214
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
215
+ * Because there's no component callback to be invoked anyways.
216
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
217
+ *
218
+ * Further optimizations would be to check what type of event we're dealing with
219
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
220
+ * */
221
+ private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
222
+ // TODO: this implementation below should be removed and we should regularly raycast objects in the scene unless marked as "do not raycast"
223
+ // with the introduction of the mesh-bvh based raycasting the performance impact should be greatly reduced. But this needs further testing
224
+
225
+ const raycasterOnObject = obj && "getComponent" in obj ? obj.getComponent(Raycaster) : null;
226
+ if (raycasterOnObject && raycasterOnObject != this._currentlyActiveRaycaster) {
227
+ return false;
228
+ }
229
+ // if (this._currentPointerEventName == "pointermove") {
230
+ // console.log(this.context.time.frame, obj.name, obj.type, obj.guid)
231
+ // }
232
+
233
+ // check if this object is actually a UI shadow hierarchy object
234
+ let uiOwner: Object3D | null = null;
235
+ const isUI = isUIObject(obj);
236
+ // if yes we want to grab the actual object that is the owner of the shadow dom
237
+ // and check that object for the event component
238
+ if (isUI) {
239
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
240
+ }
241
+
242
+ // check if the object was seen previously
243
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
244
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
245
+ const prev = this._testObjectsCache.get(obj)!;
246
+ if (prev === false) return "continue in children"
247
+ return true;
248
+ }
249
+ else {
250
+
251
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
252
+ // because then this other raycaster is responsible for raycasting this object
253
+ // const rc = GameObject.getComponent(obj, Raycaster);
254
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
255
+
256
+ // the object was not yet seen so we test if it has an event component
257
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
258
+ if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
259
+
260
+ if (hasEventComponent) {
261
+ // it has an event component: we add it and all its children to the cache
262
+ // we don't need to do the same for the shadow component hierarchy
263
+ // because the next object that will be detecting that the shadow owner was already seen
264
+ this._testObjectsCache.set(obj, true);
265
+ for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
266
+ return true;
267
+ }
268
+ this._testObjectsCache.set(obj, false);
269
+ return "continue in children"
270
+ }
271
+ }
272
+ private shouldRaycastObject_AddToYesCache(obj: Object3D) {
273
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
274
+ // because then this other raycaster is responsible for raycasting this object
275
+ // const rc = GameObject.getComponent(obj, Raycaster);
276
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
277
+
278
+ this._testObjectsCache.set(obj, true);
279
+ for (const ch of obj.children) {
280
+ this.shouldRaycastObject_AddToYesCache(ch);
281
+ }
282
+ }
283
+
284
+ /** the raycast filter is always overriden */
285
+ private performRaycast(opts: RaycastOptions | null): Intersection[] | null {
286
+ if (!this.raycaster) return null;
287
+ // we clear the cache of previously seen objects
288
+ this._testObjectsCache.clear();
289
+ this._sortedHits.length = 0;
290
+
291
+ if (!opts) opts = new RaycastOptions();
292
+ opts.testObject = this.shouldRaycastObject;
293
+
294
+ for (const rc of this.raycaster) {
295
+ if (!rc.activeAndEnabled) continue;
296
+
297
+ this._currentlyActiveRaycaster = rc;
298
+ const res = rc.performRaycast(opts);
299
+ this._currentlyActiveRaycaster = null;
300
+
301
+ if (res && res.length > 0) {
302
+ // console.log(res.length, res.map(r => r.object.name));
303
+ this._sortedHits.push(...res);
304
+ }
305
+ }
306
+ this._sortedHits.sort((a, b) => {
307
+ return a.distance - b.distance;
308
+ });
309
+ return this._sortedHits;
310
+ }
311
+
312
+ private assignHitInformation(args: PointerEventData, hit?: Intersection) {
313
+ if (!hit) {
314
+ args.intersection = undefined;
315
+ args.point = undefined;
316
+ args.normal = undefined;
317
+ args.face = undefined;
318
+ args.distance = undefined;
319
+ args.instanceId = undefined;
320
+ }
321
+ else {
322
+ args.intersection = hit;
323
+ args.point = hit.point;
324
+ args.normal = hit.normal;
325
+ args.face = hit.face;
326
+ args.distance = hit.distance;
327
+ args.instanceId = hit.instanceId;
328
+ }
329
+ }
330
+
331
+ private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
332
+
333
+ if (hits?.length) {
334
+ hits = this.sortCandidates(hits);
335
+ for (const hit of hits) {
336
+ if (args.event.immediatePropagationStopped) {
337
+ return false;
338
+ }
339
+ this.assignHitInformation(args, hit);
340
+ if (this.handleEventOnObject(hit.object, args)) {
341
+ return true;
342
+ }
343
+ }
344
+ }
345
+
346
+ // first invoke captured pointers
347
+ this.assignHitInformation(args, hits?.[0]);
348
+ this.invokePointerCapture(args);
349
+
350
+ // pointer has not hit any object to handle
351
+
352
+ // thus is not hovering over anything
353
+ const hoveredData = this.hoveredByID.get(args.pointerId);
354
+ if (hoveredData) {
355
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
356
+ }
357
+ this.hoveredByID.delete(args.pointerId);
358
+
359
+ // if it was up, it means it should notify things that it down on before
360
+ if (args.isUp) {
361
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
362
+ this.pressedByID.delete(args.pointerId);
363
+ }
364
+
365
+ return false;
366
+ }
367
+
368
+ private _sortingBuffer: Intersection[] = [];
369
+ private _noDepthTestingResults: Intersection[] = [];
370
+
371
+ private sortCandidates(hits: Intersection[]): Intersection[] {
372
+ // iterate over all hits and filter for nodepth objects and normal hit objects
373
+ // the no-depth objects will be handled first starting from the closest
374
+ // assuming the hits array is sorted by distance (closest > furthest)
375
+ this._sortingBuffer.length = 0;
376
+ this._noDepthTestingResults.length = 0;
377
+ for (let i = 0; i < hits.length; i++) {
378
+ const hit = hits[i];
379
+ const object = hit.object as Mesh;
380
+ if (object.material) {
381
+ if (object.material["depthTest"] === false) {
382
+ this._noDepthTestingResults.push(hit);
383
+ continue;
384
+ }
385
+ }
386
+ this._sortingBuffer.push(hit);
387
+ }
388
+ for (const obj of this._sortingBuffer) {
389
+ this._noDepthTestingResults.push(obj);
390
+ }
391
+ return this._noDepthTestingResults;
392
+ }
393
+
394
+ private out: { canvasGroup?: ICanvasGroup } = {};
395
+
396
+ /**
397
+ * Handle hit result by preparing all needed information before propagation.
398
+ * Then calling propagate.
399
+ */
400
+ private handleEventOnObject(object: Object3D, args: PointerEventData): boolean {
401
+ // ensures that invisible objects are ignored
402
+ if (!this.testIsVisible(object)) {
403
+ if (args.isClick && debug)
404
+ console.log("not allowed", object);
405
+ return false;
406
+ }
407
+
408
+ // Event without pointer can't be handled
409
+ if (args.pointerId === undefined) {
410
+ if (debug) console.error("Event without pointer can't be handled", args);
411
+ return false;
412
+ }
413
+
414
+ // Correct the handled object to match the relevant object in shadow dom (?)
415
+ args.object = object;
416
+
417
+ const parent = object.parent as any;
418
+ let isShadow = false;
419
+ const clicked = args.isClick ?? false;
420
+
421
+ let canvasGroup: ICanvasGroup | null = null;
422
+
423
+ // handle potential shadow dom built from three mesh ui
424
+ if (parent && parent.isUI) {
425
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
426
+ if (parent[$shadowDomOwner]) {
427
+ const actualGo = parent[$shadowDomOwner].gameObject;
428
+ if (actualGo) {
429
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
430
+ if (!res) return false;
431
+ canvasGroup = this.out.canvasGroup ?? null;
432
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
433
+ if (!clicked && handled) {
434
+ // return true;
435
+ }
436
+ object = actualGo;
437
+ isShadow = true;
438
+ }
439
+ }
440
+
441
+ // adding this to have a way for allowing to receive events on TMUI elements without shadow hierarchy
442
+ // if(parent["needle:use_eventsystem"] == true){
443
+ // // if use_eventsystem is true, we want to handle the event
444
+ // }
445
+ // else if (!isShadow) {
446
+ // const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
447
+ // if (obj) return true;
448
+ // }
449
+ }
450
+
451
+ if (clicked && debug)
452
+ console.log(this.context.time.frame, object);
453
+
454
+ // Handle OnPointerExit -> in case when we are about to hover something new
455
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
456
+ const hovering = this.hoveredByID.get(args.pointerId);
457
+ const prevHovering = hovering?.obj;
458
+ const isNewlyHovering = prevHovering !== object;
459
+
460
+ // trigger onPointerExit
461
+ if (isNewlyHovering && prevHovering) {
462
+ this.propagatePointerExit(prevHovering, hovering.data, object);
463
+ }
464
+
465
+ // save hovered object
466
+ const entry = this.hoveredByID.get(args.pointerId);
467
+ if (!entry)
468
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
469
+ else {
470
+ entry.obj = object;
471
+ entry.data = args;
472
+ }
473
+
474
+ // create / update pressed entry
475
+ if (args.isDown) {
476
+ const data = this.pressedByID.get(args.pointerId);
477
+ if (!data)
478
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set<IPointerEventHandler>() });
479
+ else {
480
+ data.obj = object;
481
+ data.data = args;
482
+ }
483
+ }
484
+ if (canvasGroup === null || canvasGroup.interactable) {
485
+ this.handleMainInteraction(object, args, prevHovering ?? null);
486
+ }
487
+
488
+ return true;
489
+ }
490
+
491
+ /**
492
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
493
+ */
494
+ private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
495
+
496
+ while (true) {
497
+
498
+ if (!object) break;
499
+
500
+ GameObject.foreachComponent(object, comp => {
501
+ // TODO: implement Stop Immediate Propagation
502
+ onComponent(comp);
503
+ }, false);
504
+
505
+ // walk up
506
+ object = object.parent;
507
+ }
508
+
509
+ }
510
+
511
+ /**
512
+ * Propagate up in hierarchy and call handlers based on the pointer event data
513
+ */
514
+ private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
515
+ const pressedEvent = this.pressedByID.get(args.pointerId);
516
+ const hoveredObjectChanged = prevHovering !== object;
517
+
518
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
519
+ let isMoving = true;
520
+ switch (args.event.pointerType) {
521
+ case "mouse":
522
+ case "touch":
523
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
524
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
525
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
526
+ break;
527
+ case "controller":
528
+ case "hand":
529
+ // for hands and controller we assume they are never totally still (except for simulated environments)
530
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
531
+ // so maybe check the angle every frame?
532
+ break;
533
+ }
534
+
535
+ this.propagate(object, (behaviour) => {
536
+ const comp = behaviour as IComponentCanMaybeReceiveEvents;
537
+
538
+ if (comp.interactable === false) return;
539
+ if (!comp.activeAndEnabled || !comp.enabled) return;
540
+
541
+ if (comp.onPointerEnter) {
542
+ if (hoveredObjectChanged) {
543
+ this.handlePointerEnter(comp, args);
544
+ }
545
+ }
546
+
547
+ if (args.isDown) {
548
+ if (comp.onPointerDown) {
549
+ comp.onPointerDown(args);
550
+ // Set the handler that we called the down event on
551
+ // So we can call the up event on the same handler
552
+ // In a scenario where we Down on one object and Up on another
553
+ pressedEvent?.handlers.add(comp);
554
+ this.handlePointerCapture(args, comp);
555
+ }
556
+ }
557
+
558
+ if (comp.onPointerMove) {
559
+ if (isMoving)
560
+ comp.onPointerMove(args);
561
+ this.handlePointerCapture(args, comp);
562
+ }
563
+
564
+ if (args.isUp) {
565
+ if (comp.onPointerUp) {
566
+ this.invokeOnPointerUp(args, comp);
567
+
568
+ // We don't want to call Up twice if we Down and Up on the same object
569
+ // But if we Down on one and Up on another we want to call Up on the first one as well
570
+ // For example if the object was cloned by the Duplicatable
571
+ // The original component that received the down event SHOULD also receive the up event
572
+ pressedEvent?.handlers.delete(comp);
573
+ }
574
+
575
+ // handle touch onExit (touchUp) since the pointer stops existing
576
+ // mouse onExit (mouseUp) is handled when we hover over something else / on nothing
577
+ // Mouse 0 is always persistent
578
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
579
+ this.handlePointerExit(comp, args);
580
+ this.hoveredByID.delete(args.pointerId!);
581
+ }
582
+ }
583
+
584
+ if (args.isClick) {
585
+ if (comp.onPointerClick) {
586
+ comp.onPointerClick(args);
587
+ }
588
+ }
589
+ });
590
+
591
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
592
+ // If user drags away from the object, then it doesn't get the UP event
593
+ if (args.isUp) {
594
+ pressedEvent?.handlers.forEach((handler) => {
595
+ this.invokeOnPointerUp(args, handler);
596
+ });
597
+
598
+ this.pressedByID.delete(args.pointerId);
599
+ }
600
+ }
601
+
602
+ /** Propagate up in hierarchy and call onPointerExit */
603
+ private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
604
+ this.propagate(object, (behaviour) => {
605
+ if (!behaviour.gameObject || behaviour.destroyed) return;
606
+
607
+ const inst: any = behaviour;
608
+ if (inst.onPointerExit || inst.onPointerEnter) {
609
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
610
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
611
+ return;
612
+ }
613
+ this.handlePointerExit(inst, args);
614
+ }
615
+ });
616
+ }
617
+
618
+ /** handles onPointerUp - this will also release the pointerCapture */
619
+ private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
620
+ handler.onPointerUp?.call(handler, evt);
621
+ this.releasePointerCapture(evt, handler);
622
+ }
623
+
624
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
625
+ private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
626
+ if (comp.onPointerEnter) {
627
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
628
+ comp.onPointerEnter(args);
629
+ }
630
+ }
631
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
632
+ }
633
+
634
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
635
+ private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
636
+ if (comp.onPointerExit) {
637
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
638
+ comp.onPointerExit(evt);
639
+ }
640
+ }
641
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
642
+ }
643
+
644
+ /** updates the pointer state list for a component
645
+ * @param comp the component to update
646
+ * @param pointerId the pointerId to update
647
+ * @param symbol the symbol to use for the state
648
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
649
+ */
650
+ private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
651
+ let state = comp[symbol];
652
+
653
+ if (add) {
654
+ // the pointer is already in the state list
655
+ if (state && state.includes(pointerId)) return false;
656
+ state = state || [];
657
+ state.push(pointerId);
658
+ comp[symbol] = state;
659
+ return true;
660
+ }
661
+ else {
662
+ if (!state || !state.includes(pointerId)) return false;
663
+ const i = state.indexOf(pointerId);
664
+ if (i !== -1) {
665
+ state.splice(i, 1);
666
+ }
667
+ return true;
668
+ }
669
+ }
670
+
671
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
672
+ private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
673
+
674
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
675
+ private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
676
+ if (evt.z__pointer_ctured) {
677
+ evt.z__pointer_ctured = false;
678
+ const id = evt.pointerId;
679
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
680
+ if (comp.onPointerMove) {
681
+ const list = this._capturedPointer[id] || [];
682
+ list.push(comp);
683
+ this._capturedPointer[id] = list;
684
+ }
685
+ else {
686
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
687
+ comp["z__warned_no_pointermove"] = true;
688
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
689
+ }
690
+ }
691
+ }
692
+ else if (evt.z__pointer_cture_rleased) {
693
+ evt.z__pointer_cture_rleased = false;
694
+ this.releasePointerCapture(evt, comp);
695
+ }
696
+ }
697
+
698
+ /** removes the component from the pointer capture list */
699
+ releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
700
+ const id = evt.pointerId;
701
+ if (this._capturedPointer[id]) {
702
+ const i = this._capturedPointer[id].indexOf(component);
703
+ if (i !== -1) {
704
+ this._capturedPointer[id].splice(i, 1);
705
+ if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
706
+ }
707
+ }
708
+ }
709
+ /** invoke the pointerMove event on all captured handlers */
710
+ private invokePointerCapture(evt: PointerEventData) {
711
+ if (evt.event.type === InputEvents.PointerMove) {
712
+ const id = evt.pointerId;
713
+ const captured = this._capturedPointer[id];
714
+ if (captured) {
715
+ if (debug) console.log("Captured", id, captured)
716
+ for (let i = 0; i < captured.length; i++) {
717
+ const handler = captured[i];
718
+ // check if it was destroyed
719
+ const comp = handler as IComponent;
720
+ if (comp.destroyed) {
721
+ captured.splice(i, 1);
722
+ i--;
723
+ continue;
724
+ }
725
+ // invoke pointer move
726
+ handler.onPointerMove?.call(handler, evt);
727
+ }
728
+ }
729
+ }
730
+ }
731
+
732
+ private readonly pointerEnterSymbol = Symbol("pointerEnter");
733
+ private readonly pointerExitSymbol = Symbol("pointerExit");
734
+
735
+ private isChild(obj: Object3D, possibleChild: Object3D): boolean {
736
+ if (!obj || !possibleChild) return false;
737
+ if (obj === possibleChild) return true;
738
+ if (!obj.parent) return false;
739
+ return this.isChild(obj.parent, possibleChild);
740
+ }
741
+
742
+ private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
743
+ if (!obj || !obj.isUI) return true;
744
+ const hit = this.handleMeshUIIntersection(obj, pressed);
745
+
746
+ return hit;
747
+ }
748
+
749
+ private currentActiveMeshUIComponents: Object3D[] = [];
750
+
751
+ private handleMeshUIIntersection(meshUiObject: Object3D, pressed: boolean): boolean {
752
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
753
+ if (res) {
754
+ this.currentActiveMeshUIComponents.push(res);
755
+ }
756
+ return res !== null;
757
+ }
758
+
759
+ private resetMeshUIStates() {
760
+ if (this.context.input.getPointerPressedCount() > 0) {
761
+ MeshUIHelper.resetLastSelected();
762
+ }
763
+
764
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0) return;
765
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
766
+ const comp = this.currentActiveMeshUIComponents[i];
767
+ MeshUIHelper.resetState(comp);
768
+ }
769
+ this.currentActiveMeshUIComponents.length = 0;
770
+ }
771
+
772
+ private testIsVisible(obj: Object3D | null): boolean {
773
+ if (!obj) return true;
774
+ if (!GameObject.isActiveSelf(obj)) return false;
775
+ return this.testIsVisible(obj.parent);
776
+ }
777
+ }
778
+
779
+
780
+ class MeshUIHelper {
781
+
782
+ private static lastSelected: Object3D | null = null;
783
+ private static lastUpdateFrame: { context: Context, frame: number, nextUpdate: number }[] = [];
784
+ private static needsUpdate: boolean = false;
785
+
786
+ static markDirty() {
787
+ this.needsUpdate = true;
788
+ }
789
+
790
+ static update(threeMeshUI: any, context: Context, force: boolean = false) {
791
+ if (force) {
792
+ threeMeshUI.update();
793
+ return;
794
+ }
795
+ const currentFrame = context.time.frameCount;
796
+ for (const lu of this.lastUpdateFrame) {
797
+ if (lu.context === context) {
798
+ if (currentFrame === lu.frame) return;
799
+ lu.frame = currentFrame;
800
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
801
+ if (lu.nextUpdate <= currentFrame) shouldUpdate = true;
802
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
803
+ if (shouldUpdate) {
804
+ // console.warn(currentFrame, lu.nextUpdate, this.needsUpdate)
805
+ if (debug) console.log("Update threemeshui");
806
+ this.needsUpdate = false;
807
+ lu.nextUpdate = currentFrame + 60;
808
+ threeMeshUI.update();
809
+ }
810
+ return;
811
+ }
812
+ }
813
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame + 60 }];
814
+ threeMeshUI.update();
815
+ this.needsUpdate = false;
816
+ }
817
+
818
+ static updateState(intersect: Object3D, _selectState: boolean): Object3D | null {
819
+ let foundBlock: Object3D | null = null;
820
+
821
+ if (intersect) {
822
+ foundBlock = this.findBlockOrTextInParent(intersect);
823
+ // console.log(intersect, "-- found block:", foundBlock)
824
+ if (foundBlock && foundBlock !== this.lastSelected) {
825
+ const interactable = foundBlock["interactable"];
826
+ if (interactable === false) return null;
827
+ this.needsUpdate = true;
828
+ }
829
+ }
830
+
831
+ return foundBlock;
832
+ }
833
+
834
+ static resetLastSelected() {
835
+ const last = this.lastSelected;
836
+ if (!last) return;
837
+ this.lastSelected = null;
838
+ this.resetState(last);
839
+ }
840
+
841
+ static resetState(obj: any) {
842
+ if (!obj) return;
843
+ this.needsUpdate = true;
844
+ }
845
+
846
+ static findBlockOrTextInParent(elem: any): Object3D | null {
847
+ if (!elem) return null;
848
+ if (elem.isBlock || (elem.isText)) {
849
+ // @TODO : Replace states managements
850
+ // if (Object.keys(elem.states).length > 0)
851
+ return elem;
852
+ }
853
+ return this.findBlockOrTextInParent(elem.parent);
854
+ }
855
855
  }