@needle-tools/engine 4.7.2-alpha → 4.7.2-next.6f2cd71
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.
- package/CHANGELOG.md +3782 -3782
- package/LICENSE.md +10 -10
- package/README.md +64 -64
- package/components.needle.json +1 -1
- package/dist/generateMeshBVH.worker-BaNp_Xtp.js +25 -0
- package/dist/{gltf-progressive-zdhlW609.umd.cjs → gltf-progressive-B9o1T8Vr.umd.cjs} +1 -1
- package/dist/{gltf-progressive-YjtQYFa9.js → gltf-progressive-DO0SisAM.js} +2 -2
- package/dist/{gltf-progressive-yOP1mp5W.min.js → gltf-progressive-DQF10PJE.min.js} +1 -1
- package/dist/{needle-engine.bundle-BhDF-YSv.min.js → needle-engine.bundle-B-NoV0t_.min.js} +64 -64
- package/dist/{needle-engine.bundle-D2myV4E4.umd.cjs → needle-engine.bundle-BMnlxDfi.umd.cjs} +59 -59
- package/dist/{needle-engine.bundle-gp00DTS4.js → needle-engine.bundle-CFi0ugBx.js} +638 -638
- package/dist/needle-engine.d.ts +130 -129
- package/dist/needle-engine.js +4 -4
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/dist/{postprocessing-8AQTeZsr.umd.cjs → postprocessing-CjW23fio.umd.cjs} +2 -2
- package/dist/{postprocessing-BkxN_08g.js → postprocessing-DYLNOL3W.js} +3 -3
- package/dist/{postprocessing-BDScN9yu.min.js → postprocessing-xYQWCHFu.min.js} +2 -2
- package/dist/{three-DMrv-4ar.umd.cjs → three-B_hneGZr.umd.cjs} +4 -4
- package/dist/{three-Bz6X1mrw.js → three-DrqIzZTH.js} +4198 -4198
- package/dist/{three-Boa-jOq-.min.js → three-DuDKwKB8.min.js} +33 -33
- package/dist/{three-examples-GggCDHv0.js → three-examples-B50TT3Iu.js} +5 -5
- package/dist/{three-examples-DuVhxqft.min.js → three-examples-DaDLBuy6.min.js} +14 -14
- package/dist/{three-examples-C7ryg8vN.umd.cjs → three-examples-X3OadjXB.umd.cjs} +3 -3
- package/dist/{three-mesh-ui-CY6Izc7C.min.js → three-mesh-ui-B3p3gyUz.min.js} +1 -1
- package/dist/{three-mesh-ui-CwlN0FUC.umd.cjs → three-mesh-ui-CQiIQIlA.umd.cjs} +1 -1
- package/dist/{three-mesh-ui-CLNOfsWn.js → three-mesh-ui-CxuWt7m-.js} +1 -1
- package/dist/{vendor-zxXa3Dmr.min.js → vendor-BlSxe9JJ.min.js} +3 -3
- package/dist/{vendor-BSD1RQIh.js → vendor-BmYIgaS1.js} +3 -3
- package/dist/{vendor-DHr4aqIZ.umd.cjs → vendor-Cavtu3CP.umd.cjs} +3 -3
- package/lib/asap/needle-asap.d.ts +1 -1
- package/lib/asap/needle-asap.js +95 -95
- package/lib/asap/sessiongranted.d.ts +3 -3
- package/lib/asap/sessiongranted.js +65 -65
- package/lib/asap/utils.d.ts +1 -1
- package/lib/asap/utils.js +3 -3
- package/lib/engine/analytics/index.d.ts +6 -6
- package/lib/engine/analytics/index.js +12 -12
- package/lib/engine/analytics/lcp.d.ts +3 -3
- package/lib/engine/analytics/lcp.js +34 -34
- package/lib/engine/api.d.ts +82 -82
- package/lib/engine/api.js +81 -81
- package/lib/engine/assets/index.d.ts +11 -11
- package/lib/engine/assets/index.js +47 -47
- package/lib/engine/assets/static.d.ts +1 -1
- package/lib/engine/assets/static.js +4 -4
- package/lib/engine/codegen/register_types.d.ts +1 -1
- package/lib/engine/codegen/register_types.js +300 -300
- package/lib/engine/debug/debug.d.ts +15 -15
- package/lib/engine/debug/debug.js +44 -44
- package/lib/engine/debug/debug_console.d.ts +2 -2
- package/lib/engine/debug/debug_console.js +307 -307
- package/lib/engine/debug/debug_overlay.d.ts +22 -22
- package/lib/engine/debug/debug_overlay.js +316 -316
- package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
- package/lib/engine/debug/debug_spatial_console.js +390 -390
- package/lib/engine/debug/index.d.ts +2 -2
- package/lib/engine/debug/index.js +2 -2
- package/lib/engine/engine_addressables.d.ts +164 -164
- package/lib/engine/engine_addressables.js +601 -601
- package/lib/engine/engine_animation.d.ts +43 -43
- package/lib/engine/engine_animation.js +133 -133
- package/lib/engine/engine_application.d.ts +45 -45
- package/lib/engine/engine_application.js +104 -104
- package/lib/engine/engine_assetdatabase.d.ts +25 -25
- package/lib/engine/engine_assetdatabase.js +346 -346
- package/lib/engine/engine_audio.d.ts +4 -4
- package/lib/engine/engine_audio.js +23 -23
- package/lib/engine/engine_camera.d.ts +13 -13
- package/lib/engine/engine_camera.js +30 -30
- package/lib/engine/engine_components.d.ts +110 -110
- package/lib/engine/engine_components.js +374 -374
- package/lib/engine/engine_components_internal.d.ts +9 -9
- package/lib/engine/engine_components_internal.js +36 -36
- package/lib/engine/engine_constants.d.ts +10 -10
- package/lib/engine/engine_constants.js +41 -41
- package/lib/engine/engine_context.d.ts +475 -475
- package/lib/engine/engine_context.js +1673 -1673
- package/lib/engine/engine_context_registry.d.ts +71 -71
- package/lib/engine/engine_context_registry.js +117 -117
- package/lib/engine/engine_coroutine.d.ts +35 -35
- package/lib/engine/engine_coroutine.js +52 -52
- package/lib/engine/engine_create_objects.d.ts +119 -119
- package/lib/engine/engine_create_objects.js +320 -320
- package/lib/engine/engine_default_parameters.d.ts +2 -2
- package/lib/engine/engine_default_parameters.js +3 -3
- package/lib/engine/engine_editor-sync.d.ts +21 -21
- package/lib/engine/engine_editor-sync.js +4 -4
- package/lib/engine/engine_fileloader.d.ts +2 -2
- package/lib/engine/engine_fileloader.js +8 -8
- package/lib/engine/engine_gameobject.d.ts +68 -68
- package/lib/engine/engine_gameobject.js +619 -619
- package/lib/engine/engine_generic_utils.d.ts +1 -1
- package/lib/engine/engine_generic_utils.js +13 -13
- package/lib/engine/engine_gizmos.d.ts +149 -149
- package/lib/engine/engine_gizmos.js +530 -530
- package/lib/engine/engine_gltf.d.ts +12 -12
- package/lib/engine/engine_gltf.js +15 -15
- package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
- package/lib/engine/engine_gltf_builtin_components.js +341 -341
- package/lib/engine/engine_hot_reload.d.ts +8 -8
- package/lib/engine/engine_hot_reload.js +197 -197
- package/lib/engine/engine_input.d.ts +362 -362
- package/lib/engine/engine_input.js +1294 -1294
- package/lib/engine/engine_input_utils.d.ts +2 -2
- package/lib/engine/engine_input_utils.js +22 -22
- package/lib/engine/engine_instancing.d.ts +19 -19
- package/lib/engine/engine_instancing.js +39 -39
- package/lib/engine/engine_license.d.ts +11 -11
- package/lib/engine/engine_license.js +369 -369
- package/lib/engine/engine_lifecycle_api.d.ts +83 -83
- package/lib/engine/engine_lifecycle_api.js +106 -106
- package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
- package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
- package/lib/engine/engine_lightdata.d.ts +23 -23
- package/lib/engine/engine_lightdata.js +101 -101
- package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
- package/lib/engine/engine_loaders.callbacks.js +86 -86
- package/lib/engine/engine_loaders.d.ts +48 -48
- package/lib/engine/engine_loaders.gltf.d.ts +13 -13
- package/lib/engine/engine_loaders.gltf.js +62 -62
- package/lib/engine/engine_loaders.js +337 -337
- package/lib/engine/engine_lods.d.ts +35 -35
- package/lib/engine/engine_lods.js +160 -160
- package/lib/engine/engine_mainloop_utils.d.ts +32 -32
- package/lib/engine/engine_mainloop_utils.js +466 -466
- package/lib/engine/engine_math.d.ts +114 -114
- package/lib/engine/engine_math.js +247 -247
- package/lib/engine/engine_modules.d.ts +36 -36
- package/lib/engine/engine_modules.js +85 -85
- package/lib/engine/engine_networking.d.ts +260 -260
- package/lib/engine/engine_networking.js +764 -764
- package/lib/engine/engine_networking_auto.d.ts +24 -24
- package/lib/engine/engine_networking_auto.js +310 -310
- package/lib/engine/engine_networking_blob.d.ts +48 -48
- package/lib/engine/engine_networking_blob.js +228 -228
- package/lib/engine/engine_networking_files.d.ts +35 -35
- package/lib/engine/engine_networking_files.js +172 -172
- package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
- package/lib/engine/engine_networking_files_default_components.js +42 -42
- package/lib/engine/engine_networking_instantiate.d.ts +100 -100
- package/lib/engine/engine_networking_instantiate.js +345 -345
- package/lib/engine/engine_networking_peer.d.ts +15 -15
- package/lib/engine/engine_networking_peer.js +132 -132
- package/lib/engine/engine_networking_streams.d.ts +123 -123
- package/lib/engine/engine_networking_streams.js +645 -645
- package/lib/engine/engine_networking_types.d.ts +22 -22
- package/lib/engine/engine_networking_types.js +7 -7
- package/lib/engine/engine_networking_utils.d.ts +2 -2
- package/lib/engine/engine_networking_utils.js +20 -20
- package/lib/engine/engine_networking_websocket.d.ts +1 -1
- package/lib/engine/engine_networking_websocket.js +2 -2
- package/lib/engine/engine_patcher.d.ts +10 -10
- package/lib/engine/engine_patcher.js +142 -142
- package/lib/engine/engine_physics.d.ts +152 -152
- package/lib/engine/engine_physics.js +645 -645
- package/lib/engine/engine_physics.types.d.ts +40 -40
- package/lib/engine/engine_physics.types.js +33 -33
- package/lib/engine/engine_physics_rapier.d.ts +147 -147
- package/lib/engine/engine_physics_rapier.js +1433 -1433
- package/lib/engine/engine_playerview.d.ts +26 -26
- package/lib/engine/engine_playerview.js +64 -64
- package/lib/engine/engine_scenelighting.d.ts +71 -71
- package/lib/engine/engine_scenelighting.js +226 -226
- package/lib/engine/engine_serialization.d.ts +3 -3
- package/lib/engine/engine_serialization.js +3 -3
- package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
- package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
- package/lib/engine/engine_serialization_core.d.ts +94 -94
- package/lib/engine/engine_serialization_core.js +607 -607
- package/lib/engine/engine_serialization_decorator.d.ts +23 -23
- package/lib/engine/engine_serialization_decorator.js +66 -66
- package/lib/engine/engine_setup.d.ts +1 -1
- package/lib/engine/engine_setup.js +2 -2
- package/lib/engine/engine_shaders.d.ts +53 -53
- package/lib/engine/engine_shaders.js +252 -252
- package/lib/engine/engine_shims.d.ts +4 -4
- package/lib/engine/engine_shims.js +24 -24
- package/lib/engine/engine_test_utils.d.ts +39 -39
- package/lib/engine/engine_test_utils.js +83 -83
- package/lib/engine/engine_texture.d.ts +28 -28
- package/lib/engine/engine_texture.js +64 -64
- package/lib/engine/engine_three_utils.d.ts +204 -204
- package/lib/engine/engine_three_utils.js +788 -788
- package/lib/engine/engine_time.d.ts +51 -51
- package/lib/engine/engine_time.js +82 -82
- package/lib/engine/engine_time_utils.d.ts +88 -88
- package/lib/engine/engine_time_utils.js +215 -215
- package/lib/engine/engine_tonemapping.d.ts +6 -6
- package/lib/engine/engine_tonemapping.js +197 -197
- package/lib/engine/engine_types.d.ts +578 -578
- package/lib/engine/engine_types.js +95 -95
- package/lib/engine/engine_typestore.d.ts +28 -28
- package/lib/engine/engine_typestore.js +55 -55
- package/lib/engine/engine_util_decorator.d.ts +13 -13
- package/lib/engine/engine_util_decorator.js +116 -116
- package/lib/engine/engine_utils.d.ts +248 -248
- package/lib/engine/engine_utils.js +1012 -1012
- package/lib/engine/engine_utils_format.d.ts +24 -24
- package/lib/engine/engine_utils_format.js +239 -239
- package/lib/engine/engine_utils_screenshot.d.ts +159 -159
- package/lib/engine/engine_utils_screenshot.js +522 -522
- package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
- package/lib/engine/engine_utils_screenshot.xr.js +90 -90
- package/lib/engine/engine_xr.d.ts +1 -1
- package/lib/engine/engine_xr.js +1 -1
- package/lib/engine/export/gltf/Writers.d.ts +19 -19
- package/lib/engine/export/gltf/Writers.js +24 -24
- package/lib/engine/export/gltf/index.d.ts +11 -11
- package/lib/engine/export/gltf/index.js +123 -123
- package/lib/engine/export/index.d.ts +2 -2
- package/lib/engine/export/index.js +2 -2
- package/lib/engine/export/state.d.ts +7 -7
- package/lib/engine/export/state.js +17 -17
- package/lib/engine/export/utils.d.ts +2 -2
- package/lib/engine/export/utils.js +7 -7
- package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
- package/lib/engine/extensions/EXT_texture_exr.js +32 -32
- package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
- package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
- package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
- package/lib/engine/extensions/NEEDLE_components.js +220 -220
- package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
- package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
- package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
- package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
- package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
- package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
- package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
- package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
- package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
- package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
- package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
- package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
- package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
- package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
- package/lib/engine/extensions/extension_resolver.d.ts +4 -4
- package/lib/engine/extensions/extension_resolver.js +1 -1
- package/lib/engine/extensions/extension_utils.d.ts +12 -12
- package/lib/engine/extensions/extension_utils.js +152 -152
- package/lib/engine/extensions/extensions.d.ts +32 -32
- package/lib/engine/extensions/extensions.js +107 -107
- package/lib/engine/extensions/index.d.ts +6 -6
- package/lib/engine/extensions/index.js +6 -6
- package/lib/engine/extensions/usage_tracker.d.ts +13 -13
- package/lib/engine/extensions/usage_tracker.js +65 -65
- package/lib/engine/js-extensions/Camera.d.ts +1 -1
- package/lib/engine/js-extensions/Camera.js +39 -39
- package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
- package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
- package/lib/engine/js-extensions/Layers.d.ts +6 -6
- package/lib/engine/js-extensions/Layers.js +22 -22
- package/lib/engine/js-extensions/Object3D.d.ts +120 -120
- package/lib/engine/js-extensions/Object3D.js +136 -136
- package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
- package/lib/engine/js-extensions/RGBAColor.js +111 -111
- package/lib/engine/js-extensions/Vector.d.ts +3 -3
- package/lib/engine/js-extensions/Vector.js +13 -13
- package/lib/engine/js-extensions/index.d.ts +5 -5
- package/lib/engine/js-extensions/index.js +5 -5
- package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
- package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
- package/lib/engine/shaders/shaderData.d.ts +55 -55
- package/lib/engine/shaders/shaderData.js +58 -58
- package/lib/engine/tests/test_utils.d.ts +2 -2
- package/lib/engine/tests/test_utils.js +53 -53
- package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
- package/lib/engine/webcomponents/WebXRButtons.js +230 -230
- package/lib/engine/webcomponents/api.d.ts +5 -5
- package/lib/engine/webcomponents/api.js +4 -4
- package/lib/engine/webcomponents/buttons.d.ts +51 -51
- package/lib/engine/webcomponents/buttons.js +264 -264
- package/lib/engine/webcomponents/fonts.d.ts +9 -9
- package/lib/engine/webcomponents/fonts.js +32 -32
- package/lib/engine/webcomponents/icons.d.ts +9 -9
- package/lib/engine/webcomponents/icons.js +52 -52
- package/lib/engine/webcomponents/index.d.ts +1 -1
- package/lib/engine/webcomponents/index.js +1 -1
- package/lib/engine/webcomponents/logo-element.d.ts +10 -10
- package/lib/engine/webcomponents/logo-element.js +67 -67
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
- package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
- package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
- package/lib/engine/webcomponents/needle-button.d.ts +34 -34
- package/lib/engine/webcomponents/needle-button.js +161 -161
- package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
- package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
- package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
- package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
- package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
- package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
- package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
- package/lib/engine/webcomponents/needle-engine.js +821 -821
- package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
- package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
- package/lib/engine/xr/NeedleXRController.d.ts +313 -313
- package/lib/engine/xr/NeedleXRController.js +1007 -1007
- package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
- package/lib/engine/xr/NeedleXRSession.js +1463 -1463
- package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
- package/lib/engine/xr/NeedleXRSync.js +188 -188
- package/lib/engine/xr/SceneTransition.d.ts +18 -18
- package/lib/engine/xr/SceneTransition.js +69 -69
- package/lib/engine/xr/TempXRContext.d.ts +34 -34
- package/lib/engine/xr/TempXRContext.js +187 -187
- package/lib/engine/xr/XRRig.d.ts +7 -7
- package/lib/engine/xr/XRRig.js +1 -1
- package/lib/engine/xr/api.d.ts +6 -6
- package/lib/engine/xr/api.js +6 -6
- package/lib/engine/xr/events.d.ts +66 -66
- package/lib/engine/xr/events.js +93 -93
- package/lib/engine/xr/internal.d.ts +12 -12
- package/lib/engine/xr/internal.js +25 -25
- package/lib/engine/xr/usdz.d.ts +12 -12
- package/lib/engine/xr/usdz.js +29 -29
- package/lib/engine/xr/utils.d.ts +11 -11
- package/lib/engine/xr/utils.js +34 -34
- package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
- package/lib/engine-components/AlignmentConstraint.js +39 -39
- package/lib/engine-components/Animation.d.ts +156 -156
- package/lib/engine-components/Animation.js +508 -508
- package/lib/engine-components/AnimationCurve.d.ts +40 -40
- package/lib/engine-components/AnimationCurve.js +159 -159
- package/lib/engine-components/AnimationUtils.d.ts +8 -8
- package/lib/engine-components/AnimationUtils.js +27 -27
- package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
- package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
- package/lib/engine-components/Animator.d.ts +217 -217
- package/lib/engine-components/Animator.js +354 -354
- package/lib/engine-components/AnimatorController.d.ts +227 -227
- package/lib/engine-components/AnimatorController.js +1152 -1152
- package/lib/engine-components/AudioListener.d.ts +33 -33
- package/lib/engine-components/AudioListener.js +86 -86
- package/lib/engine-components/AudioSource.d.ts +217 -217
- package/lib/engine-components/AudioSource.js +635 -635
- package/lib/engine-components/AvatarLoader.d.ts +80 -80
- package/lib/engine-components/AvatarLoader.js +231 -231
- package/lib/engine-components/AxesHelper.d.ts +32 -32
- package/lib/engine-components/AxesHelper.js +67 -67
- package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
- package/lib/engine-components/BasicIKConstraint.js +43 -43
- package/lib/engine-components/BoxCollider.d.ts +2 -2
- package/lib/engine-components/BoxCollider.js +2 -2
- package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
- package/lib/engine-components/BoxHelperComponent.js +102 -102
- package/lib/engine-components/Camera.d.ts +231 -231
- package/lib/engine-components/Camera.js +700 -700
- package/lib/engine-components/CameraUtils.d.ts +1 -1
- package/lib/engine-components/CameraUtils.js +123 -123
- package/lib/engine-components/CharacterController.d.ts +55 -55
- package/lib/engine-components/CharacterController.js +236 -236
- package/lib/engine-components/Collider.d.ts +188 -188
- package/lib/engine-components/Collider.js +369 -369
- package/lib/engine-components/Component.d.ts +792 -792
- package/lib/engine-components/Component.js +920 -920
- package/lib/engine-components/ContactShadows.d.ts +94 -94
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import { onChange } from "./Utils.js";
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15
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const debug = getParam("debugui");
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16
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const debugLayout = getParam("debuguilayout");
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17
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export class Size {
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18
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width;
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19
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height;
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20
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}
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21
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export class Rect {
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22
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x;
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23
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y;
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24
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width;
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25
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height;
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26
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}
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27
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const tempVec = new Vector3();
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28
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const tempMatrix = new Matrix4();
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29
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const tempQuaternion = new Quaternion();
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30
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export class RectTransform extends BaseUIComponent {
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31
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get parent() {
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32
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return this._parentRectTransform;
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33
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}
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34
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// @serializable(Object3D)
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35
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// root? : Object3D;
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36
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get translation() { return this.gameObject.position; }
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37
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get rotation() { return this.gameObject.quaternion; }
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38
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get scale() { return this.gameObject.scale; }
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39
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_anchoredPosition;
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40
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get anchoredPosition() {
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41
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if (!this._anchoredPosition)
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42
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this._anchoredPosition = new Vector2();
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43
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return this._anchoredPosition;
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44
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}
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45
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set anchoredPosition(value) {
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46
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this._anchoredPosition = value;
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47
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}
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48
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sizeDelta = new Vector2(100, 100);
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49
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pivot = new Vector2(.5, .5);
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50
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anchorMin = new Vector2(0, 0);
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51
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anchorMax = new Vector2(1, 1);
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52
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// @serializable(Vector2)
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53
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// offsetMin: Vector2 = new Vector2(0, 0);
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54
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// @serializable(Vector2)
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55
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// offsetMax: Vector2 = new Vector2(0, 0);
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56
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/** Optional min width in pixel, set to undefined to disable it */
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57
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minWidth;
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58
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/** Optional min height in pixel, set to undefined to disable it */
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59
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minHeight;
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60
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get width() {
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61
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let width = this.sizeDelta.x;
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62
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if (this.anchorMin.x !== this.anchorMax.x) {
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63
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if (this._parentRectTransform) {
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64
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const parentWidth = this._parentRectTransform.width;
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65
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const anchorWidth = this.anchorMax.x - this.anchorMin.x;
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66
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width = parentWidth * anchorWidth;
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67
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width += this.sizeDelta.x;
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68
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}
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69
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}
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70
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if (this.minWidth !== undefined && width < this.minWidth)
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71
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return this.minWidth;
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72
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return width;
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73
|
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}
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74
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get height() {
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75
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let height = this.sizeDelta.y;
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76
|
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if (this.anchorMin.y !== this.anchorMax.y) {
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77
|
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if (this._parentRectTransform) {
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78
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const parentHeight = this._parentRectTransform.height;
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79
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const anchorHeight = this.anchorMax.y - this.anchorMin.y;
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80
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height = parentHeight * anchorHeight;
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81
|
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height += this.sizeDelta.y;
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82
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}
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83
|
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}
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84
|
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if (this.minHeight !== undefined && height < this.minHeight)
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85
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return this.minHeight;
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|
86
|
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return height;
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|
87
|
-
}
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88
|
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// private lastMatrixWorld!: Matrix4;
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89
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lastMatrix;
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90
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rectBlock;
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91
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_transformNeedsUpdate = false;
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92
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_initialPosition;
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93
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_parentRectTransform;
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94
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_lastUpdateFrame = -1;
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95
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awake() {
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96
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super.awake();
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97
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this._lastUpdateFrame = -1;
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98
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this._parentRectTransform = undefined;
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99
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this.rectBlock = new Object3D();
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100
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this.rectBlock.name = this.name;
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101
|
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this.lastMatrix = new Matrix4();
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102
|
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this._lastAnchoring = null;
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103
|
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// TODO: get rid of the initial position
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104
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this._initialPosition = this.gameObject.position.clone();
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105
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this._initialPosition.z = 0;
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106
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// this is required if an animator animated the transform anchoring
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107
|
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if (!this._anchoredPosition)
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108
|
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this._anchoredPosition = new Vector2();
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109
|
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// TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
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110
|
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// perhaps we can also just manually check the few properties in the update loops?
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111
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// TODO: check if value actually changed, this is called on assignment
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112
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onChange(this, "_anchoredPosition", () => { this.markDirty(); });
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113
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onChange(this, "sizeDelta", () => { this.markDirty(); });
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114
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onChange(this, "pivot", () => { this.markDirty(); });
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115
|
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onChange(this, "anchorMin", () => { this.markDirty(); });
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116
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onChange(this, "anchorMax", () => { this.markDirty(); });
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117
|
-
}
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118
|
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onEnable() {
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119
|
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super.onEnable();
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120
|
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if (!this.rectBlock)
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121
|
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this.rectBlock = new Object3D();
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122
|
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if (!this.lastMatrix)
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123
|
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this.lastMatrix = new Matrix4();
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124
|
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if (!this._lastAnchoring)
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125
|
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this._lastAnchoring = new Vector2();
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126
|
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if (!this._initialPosition)
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|
127
|
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this._initialPosition = new Vector3();
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|
128
|
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if (!this._anchoredPosition)
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129
|
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this._anchoredPosition = new Vector2();
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130
|
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this.addShadowComponent(this.rectBlock);
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131
|
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this._transformNeedsUpdate = true;
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|
132
|
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this.canvas?.registerTransform(this);
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133
|
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// this.onApplyTransform("enable");
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|
134
|
-
}
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|
135
|
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onDisable() {
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|
136
|
-
super.onDisable();
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|
137
|
-
this.removeShadowComponent();
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|
138
|
-
this.canvas?.unregisterTransform(this);
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|
139
|
-
}
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|
140
|
-
onParentRectTransformChanged(comp) {
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|
141
|
-
if (this._transformNeedsUpdate)
|
|
142
|
-
return;
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|
143
|
-
// When the parent rect transform changes we have to to recalculate our transform
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|
144
|
-
this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
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|
145
|
-
}
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|
146
|
-
get isDirty() {
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|
147
|
-
if (!this._transformNeedsUpdate)
|
|
148
|
-
this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
|
|
149
|
-
return this._transformNeedsUpdate;
|
|
150
|
-
}
|
|
151
|
-
// private _copyMatrixAfterRender: boolean = false;
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|
152
|
-
markDirty() {
|
|
153
|
-
if (this._transformNeedsUpdate)
|
|
154
|
-
return;
|
|
155
|
-
if (debugLayout)
|
|
156
|
-
console.warn("RectTransform markDirty()", this.name);
|
|
157
|
-
this._transformNeedsUpdate = true;
|
|
158
|
-
// If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
|
|
159
|
-
// if we dont reset it here we get delayed layout updates
|
|
160
|
-
this._lastUpdateFrame = -1;
|
|
161
|
-
}
|
|
162
|
-
/** Will update the transforms if it changed or is dirty */
|
|
163
|
-
updateTransform() {
|
|
164
|
-
// TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
|
|
165
|
-
const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
|
|
166
|
-
if (transformChanged && this.canUpdate()) {
|
|
167
|
-
this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
|
|
168
|
-
}
|
|
169
|
-
}
|
|
170
|
-
canUpdate() {
|
|
171
|
-
return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
|
|
172
|
-
}
|
|
173
|
-
onApplyTransform(reason) {
|
|
174
|
-
// TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
|
|
175
|
-
if (this.context.time.frameCount === this._lastUpdateFrame)
|
|
176
|
-
return;
|
|
177
|
-
this._lastUpdateFrame = this.context.time.frameCount;
|
|
178
|
-
const uiobject = this.shadowComponent;
|
|
179
|
-
if (!uiobject)
|
|
180
|
-
return;
|
|
181
|
-
if (this.gameObject.parent)
|
|
182
|
-
this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
|
|
183
|
-
else
|
|
184
|
-
this._parentRectTransform = undefined;
|
|
185
|
-
this._transformNeedsUpdate = false;
|
|
186
|
-
if (debugLayout)
|
|
187
|
-
console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
|
|
188
|
-
if (!this.isRoot()) {
|
|
189
|
-
// Reset temp matrix
|
|
190
|
-
uiobject.matrix.identity();
|
|
191
|
-
uiobject.matrixAutoUpdate = false;
|
|
192
|
-
// calc pivot and apply
|
|
193
|
-
tempVec.set(0, 0, 0);
|
|
194
|
-
this.applyPivot(tempVec);
|
|
195
|
-
uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
|
|
196
|
-
// calc rotation matrix and apply (we can skip this if it's not rotated)
|
|
197
|
-
if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
|
|
198
|
-
tempQuaternion.copy(this.gameObject.quaternion);
|
|
199
|
-
tempQuaternion.x *= -1;
|
|
200
|
-
tempQuaternion.z *= -1;
|
|
201
|
-
tempMatrix.makeRotationFromQuaternion(tempQuaternion);
|
|
202
|
-
uiobject.matrix.premultiply(tempMatrix);
|
|
203
|
-
}
|
|
204
|
-
// calc anchors and offset and apply
|
|
205
|
-
tempVec.set(0, 0, 0);
|
|
206
|
-
this.applyAnchoring(tempVec);
|
|
207
|
-
if (this.canvas?.screenspace)
|
|
208
|
-
tempVec.z += .1;
|
|
209
|
-
else
|
|
210
|
-
tempVec.z += .01;
|
|
211
|
-
tempMatrix.identity();
|
|
212
|
-
tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
|
|
213
|
-
uiobject.matrix.premultiply(tempMatrix);
|
|
214
|
-
// apply scale if necessary
|
|
215
|
-
uiobject.matrix.scale(this.gameObject.scale);
|
|
216
|
-
}
|
|
217
|
-
else {
|
|
218
|
-
// We have to rotate the canvas when it's in worldspace
|
|
219
|
-
const canvas = this.Root;
|
|
220
|
-
if (!canvas.screenspace)
|
|
221
|
-
uiobject.rotation.y = Math.PI;
|
|
222
|
-
}
|
|
223
|
-
this.lastMatrix.copy(this.gameObject.matrix);
|
|
224
|
-
// iterate other components on this object that might need to know about the transform change
|
|
225
|
-
// e.g. Graphic components should update their width and height
|
|
226
|
-
const includeChildren = true;
|
|
227
|
-
for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
|
|
228
|
-
if (comp === this)
|
|
229
|
-
continue;
|
|
230
|
-
if (!comp.activeAndEnabled)
|
|
231
|
-
continue;
|
|
232
|
-
const callback = comp;
|
|
233
|
-
if (callback.onParentRectTransformChanged) {
|
|
234
|
-
// if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
|
|
235
|
-
callback.onParentRectTransformChanged(this);
|
|
236
|
-
}
|
|
237
|
-
}
|
|
238
|
-
// const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
|
|
239
|
-
}
|
|
240
|
-
// onAfterRender() {
|
|
241
|
-
// if (this._copyMatrixAfterRender) {
|
|
242
|
-
// // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
|
|
243
|
-
// this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
|
|
244
|
-
// }
|
|
245
|
-
// }
|
|
246
|
-
_lastAnchoring;
|
|
247
|
-
/** applies the position offset to the passed in vector */
|
|
248
|
-
applyAnchoring(pos) {
|
|
249
|
-
if (!this._lastAnchoring)
|
|
250
|
-
this._lastAnchoring = new Vector2();
|
|
251
|
-
const diff = this._lastAnchoring.sub(this._anchoredPosition);
|
|
252
|
-
this.gameObject.position.x += diff.x;
|
|
253
|
-
this.gameObject.position.y += diff.y;
|
|
254
|
-
this._lastAnchoring.copy(this._anchoredPosition);
|
|
255
|
-
pos.x += (this._initialPosition.x - this.gameObject.position.x);
|
|
256
|
-
pos.y += (this._initialPosition.y - this.gameObject.position.y);
|
|
257
|
-
pos.z += (this._initialPosition.z - this.gameObject.position.z);
|
|
258
|
-
const parent = this._parentRectTransform;
|
|
259
|
-
if (parent) {
|
|
260
|
-
// Calculate vertical offset
|
|
261
|
-
let oy = 0;
|
|
262
|
-
const vert = 1 - this.anchorMax.y - this.anchorMin.y;
|
|
263
|
-
oy -= (parent.height * .5) * vert;
|
|
264
|
-
pos.y += oy;
|
|
265
|
-
// calculate horizontal offset
|
|
266
|
-
let ox = 0;
|
|
267
|
-
const horz = 1 - this.anchorMax.x - this.anchorMin.x;
|
|
268
|
-
ox -= (parent.width * .5) * horz;
|
|
269
|
-
pos.x += ox;
|
|
270
|
-
}
|
|
271
|
-
}
|
|
272
|
-
/** applies the pivot offset to the passed in vector */
|
|
273
|
-
applyPivot(vec) {
|
|
274
|
-
if (this.pivot && !this.isRoot()) {
|
|
275
|
-
const pv = this.pivot.x - .5;
|
|
276
|
-
vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
|
|
277
|
-
const ph = this.pivot.y - .5;
|
|
278
|
-
vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
|
|
279
|
-
}
|
|
280
|
-
}
|
|
281
|
-
getBasicOptions() {
|
|
282
|
-
// @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
|
|
283
|
-
// ThreeMeshUI.DefaultValues.set({
|
|
284
|
-
// backgroundOpacity: 1,
|
|
285
|
-
// borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
|
|
286
|
-
// borderRadius: 0,
|
|
287
|
-
// borderOpacity: 0,
|
|
288
|
-
// })
|
|
289
|
-
const opts = {
|
|
290
|
-
width: this.sizeDelta.x,
|
|
291
|
-
height: this.sizeDelta.y,
|
|
292
|
-
offset: 0,
|
|
293
|
-
backgroundOpacity: 0,
|
|
294
|
-
borderWidth: 0,
|
|
295
|
-
borderRadius: 0,
|
|
296
|
-
borderOpacity: 0,
|
|
297
|
-
letterSpacing: -0.03,
|
|
298
|
-
// justifyContent: 'center',
|
|
299
|
-
// alignItems: 'center',
|
|
300
|
-
// alignContent: 'center',
|
|
301
|
-
// backgroundColor: new Color(1, 1, 1),
|
|
302
|
-
};
|
|
303
|
-
this.ensureValidSize(opts);
|
|
304
|
-
return opts;
|
|
305
|
-
}
|
|
306
|
-
// e.g. when a transform has the size 0,0 we still want to render the text
|
|
307
|
-
ensureValidSize(opts, fallbackWidth = 0.0001) {
|
|
308
|
-
if (opts.width <= 0) {
|
|
309
|
-
opts.width = fallbackWidth;
|
|
310
|
-
}
|
|
311
|
-
if (opts.height <= 0)
|
|
312
|
-
opts.height = 0.0001;
|
|
313
|
-
return opts;
|
|
314
|
-
}
|
|
315
|
-
_createdBlocks = [];
|
|
316
|
-
_createdTextBlocks = [];
|
|
317
|
-
createNewBlock(opts) {
|
|
318
|
-
opts = {
|
|
319
|
-
...this.getBasicOptions(),
|
|
320
|
-
...opts
|
|
321
|
-
};
|
|
322
|
-
if (debug)
|
|
323
|
-
console.log(this.name, opts);
|
|
324
|
-
const block = new ThreeMeshUI.Block(opts);
|
|
325
|
-
this._createdBlocks.push(block);
|
|
326
|
-
return block;
|
|
327
|
-
}
|
|
328
|
-
createNewText(opts) {
|
|
329
|
-
if (debug)
|
|
330
|
-
console.log(opts);
|
|
331
|
-
opts = {
|
|
332
|
-
...this.getBasicOptions(),
|
|
333
|
-
...opts,
|
|
334
|
-
};
|
|
335
|
-
if (debug)
|
|
336
|
-
console.log(this.name, opts);
|
|
337
|
-
const block = new ThreeMeshUI.Text(opts);
|
|
338
|
-
this._createdTextBlocks.push(block);
|
|
339
|
-
return block;
|
|
340
|
-
}
|
|
341
|
-
}
|
|
342
|
-
__decorate([
|
|
343
|
-
serializable(Vector2)
|
|
344
|
-
], RectTransform.prototype, "anchoredPosition", null);
|
|
345
|
-
__decorate([
|
|
346
|
-
serializable(Vector2)
|
|
347
|
-
], RectTransform.prototype, "sizeDelta", void 0);
|
|
348
|
-
__decorate([
|
|
349
|
-
serializable(Vector2)
|
|
350
|
-
], RectTransform.prototype, "pivot", void 0);
|
|
351
|
-
__decorate([
|
|
352
|
-
serializable(Vector2)
|
|
353
|
-
], RectTransform.prototype, "anchorMin", void 0);
|
|
354
|
-
__decorate([
|
|
355
|
-
serializable(Vector2)
|
|
356
|
-
], RectTransform.prototype, "anchorMax", void 0);
|
|
1
|
+
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
|
|
2
|
+
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
|
|
3
|
+
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
|
|
4
|
+
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
|
|
5
|
+
return c > 3 && r && Object.defineProperty(target, key, r), r;
|
|
6
|
+
};
|
|
7
|
+
import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
|
|
8
|
+
import * as ThreeMeshUI from 'three-mesh-ui';
|
|
9
|
+
import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
|
|
10
|
+
import { serializable } from "../../engine/engine_serialization_decorator.js";
|
|
11
|
+
import { getParam } from "../../engine/engine_utils.js";
|
|
12
|
+
import { GameObject } from '../Component.js';
|
|
13
|
+
import { BaseUIComponent } from "./BaseUIComponent.js";
|
|
14
|
+
import { onChange } from "./Utils.js";
|
|
15
|
+
const debug = getParam("debugui");
|
|
16
|
+
const debugLayout = getParam("debuguilayout");
|
|
17
|
+
export class Size {
|
|
18
|
+
width;
|
|
19
|
+
height;
|
|
20
|
+
}
|
|
21
|
+
export class Rect {
|
|
22
|
+
x;
|
|
23
|
+
y;
|
|
24
|
+
width;
|
|
25
|
+
height;
|
|
26
|
+
}
|
|
27
|
+
const tempVec = new Vector3();
|
|
28
|
+
const tempMatrix = new Matrix4();
|
|
29
|
+
const tempQuaternion = new Quaternion();
|
|
30
|
+
export class RectTransform extends BaseUIComponent {
|
|
31
|
+
get parent() {
|
|
32
|
+
return this._parentRectTransform;
|
|
33
|
+
}
|
|
34
|
+
// @serializable(Object3D)
|
|
35
|
+
// root? : Object3D;
|
|
36
|
+
get translation() { return this.gameObject.position; }
|
|
37
|
+
get rotation() { return this.gameObject.quaternion; }
|
|
38
|
+
get scale() { return this.gameObject.scale; }
|
|
39
|
+
_anchoredPosition;
|
|
40
|
+
get anchoredPosition() {
|
|
41
|
+
if (!this._anchoredPosition)
|
|
42
|
+
this._anchoredPosition = new Vector2();
|
|
43
|
+
return this._anchoredPosition;
|
|
44
|
+
}
|
|
45
|
+
set anchoredPosition(value) {
|
|
46
|
+
this._anchoredPosition = value;
|
|
47
|
+
}
|
|
48
|
+
sizeDelta = new Vector2(100, 100);
|
|
49
|
+
pivot = new Vector2(.5, .5);
|
|
50
|
+
anchorMin = new Vector2(0, 0);
|
|
51
|
+
anchorMax = new Vector2(1, 1);
|
|
52
|
+
// @serializable(Vector2)
|
|
53
|
+
// offsetMin: Vector2 = new Vector2(0, 0);
|
|
54
|
+
// @serializable(Vector2)
|
|
55
|
+
// offsetMax: Vector2 = new Vector2(0, 0);
|
|
56
|
+
/** Optional min width in pixel, set to undefined to disable it */
|
|
57
|
+
minWidth;
|
|
58
|
+
/** Optional min height in pixel, set to undefined to disable it */
|
|
59
|
+
minHeight;
|
|
60
|
+
get width() {
|
|
61
|
+
let width = this.sizeDelta.x;
|
|
62
|
+
if (this.anchorMin.x !== this.anchorMax.x) {
|
|
63
|
+
if (this._parentRectTransform) {
|
|
64
|
+
const parentWidth = this._parentRectTransform.width;
|
|
65
|
+
const anchorWidth = this.anchorMax.x - this.anchorMin.x;
|
|
66
|
+
width = parentWidth * anchorWidth;
|
|
67
|
+
width += this.sizeDelta.x;
|
|
68
|
+
}
|
|
69
|
+
}
|
|
70
|
+
if (this.minWidth !== undefined && width < this.minWidth)
|
|
71
|
+
return this.minWidth;
|
|
72
|
+
return width;
|
|
73
|
+
}
|
|
74
|
+
get height() {
|
|
75
|
+
let height = this.sizeDelta.y;
|
|
76
|
+
if (this.anchorMin.y !== this.anchorMax.y) {
|
|
77
|
+
if (this._parentRectTransform) {
|
|
78
|
+
const parentHeight = this._parentRectTransform.height;
|
|
79
|
+
const anchorHeight = this.anchorMax.y - this.anchorMin.y;
|
|
80
|
+
height = parentHeight * anchorHeight;
|
|
81
|
+
height += this.sizeDelta.y;
|
|
82
|
+
}
|
|
83
|
+
}
|
|
84
|
+
if (this.minHeight !== undefined && height < this.minHeight)
|
|
85
|
+
return this.minHeight;
|
|
86
|
+
return height;
|
|
87
|
+
}
|
|
88
|
+
// private lastMatrixWorld!: Matrix4;
|
|
89
|
+
lastMatrix;
|
|
90
|
+
rectBlock;
|
|
91
|
+
_transformNeedsUpdate = false;
|
|
92
|
+
_initialPosition;
|
|
93
|
+
_parentRectTransform;
|
|
94
|
+
_lastUpdateFrame = -1;
|
|
95
|
+
awake() {
|
|
96
|
+
super.awake();
|
|
97
|
+
this._lastUpdateFrame = -1;
|
|
98
|
+
this._parentRectTransform = undefined;
|
|
99
|
+
this.rectBlock = new Object3D();
|
|
100
|
+
this.rectBlock.name = this.name;
|
|
101
|
+
this.lastMatrix = new Matrix4();
|
|
102
|
+
this._lastAnchoring = null;
|
|
103
|
+
// TODO: get rid of the initial position
|
|
104
|
+
this._initialPosition = this.gameObject.position.clone();
|
|
105
|
+
this._initialPosition.z = 0;
|
|
106
|
+
// this is required if an animator animated the transform anchoring
|
|
107
|
+
if (!this._anchoredPosition)
|
|
108
|
+
this._anchoredPosition = new Vector2();
|
|
109
|
+
// TODO: we need to replace this with the watch that e.g. Rigibody is using (or the one in utils?)
|
|
110
|
+
// perhaps we can also just manually check the few properties in the update loops?
|
|
111
|
+
// TODO: check if value actually changed, this is called on assignment
|
|
112
|
+
onChange(this, "_anchoredPosition", () => { this.markDirty(); });
|
|
113
|
+
onChange(this, "sizeDelta", () => { this.markDirty(); });
|
|
114
|
+
onChange(this, "pivot", () => { this.markDirty(); });
|
|
115
|
+
onChange(this, "anchorMin", () => { this.markDirty(); });
|
|
116
|
+
onChange(this, "anchorMax", () => { this.markDirty(); });
|
|
117
|
+
}
|
|
118
|
+
onEnable() {
|
|
119
|
+
super.onEnable();
|
|
120
|
+
if (!this.rectBlock)
|
|
121
|
+
this.rectBlock = new Object3D();
|
|
122
|
+
if (!this.lastMatrix)
|
|
123
|
+
this.lastMatrix = new Matrix4();
|
|
124
|
+
if (!this._lastAnchoring)
|
|
125
|
+
this._lastAnchoring = new Vector2();
|
|
126
|
+
if (!this._initialPosition)
|
|
127
|
+
this._initialPosition = new Vector3();
|
|
128
|
+
if (!this._anchoredPosition)
|
|
129
|
+
this._anchoredPosition = new Vector2();
|
|
130
|
+
this.addShadowComponent(this.rectBlock);
|
|
131
|
+
this._transformNeedsUpdate = true;
|
|
132
|
+
this.canvas?.registerTransform(this);
|
|
133
|
+
// this.onApplyTransform("enable");
|
|
134
|
+
}
|
|
135
|
+
onDisable() {
|
|
136
|
+
super.onDisable();
|
|
137
|
+
this.removeShadowComponent();
|
|
138
|
+
this.canvas?.unregisterTransform(this);
|
|
139
|
+
}
|
|
140
|
+
onParentRectTransformChanged(comp) {
|
|
141
|
+
if (this._transformNeedsUpdate)
|
|
142
|
+
return;
|
|
143
|
+
// When the parent rect transform changes we have to to recalculate our transform
|
|
144
|
+
this.onApplyTransform(debugLayout ? `${comp.name} changed` : undefined);
|
|
145
|
+
}
|
|
146
|
+
get isDirty() {
|
|
147
|
+
if (!this._transformNeedsUpdate)
|
|
148
|
+
this._transformNeedsUpdate = !this.lastMatrix.equals(this.gameObject.matrix);
|
|
149
|
+
return this._transformNeedsUpdate;
|
|
150
|
+
}
|
|
151
|
+
// private _copyMatrixAfterRender: boolean = false;
|
|
152
|
+
markDirty() {
|
|
153
|
+
if (this._transformNeedsUpdate)
|
|
154
|
+
return;
|
|
155
|
+
if (debugLayout)
|
|
156
|
+
console.warn("RectTransform markDirty()", this.name);
|
|
157
|
+
this._transformNeedsUpdate = true;
|
|
158
|
+
// If mark dirty is called explictly we want to allow updating the transform again when updateTransform is called
|
|
159
|
+
// if we dont reset it here we get delayed layout updates
|
|
160
|
+
this._lastUpdateFrame = -1;
|
|
161
|
+
}
|
|
162
|
+
/** Will update the transforms if it changed or is dirty */
|
|
163
|
+
updateTransform() {
|
|
164
|
+
// TODO: instead of checking matrix again it would perhaps be better to test if position, rotation or scale have changed individually?
|
|
165
|
+
const transformChanged = this._transformNeedsUpdate || !this.lastMatrix.equals(this.gameObject.matrix); // || !this.lastMatrixWorld.equals(this.gameObject.matrixWorld);
|
|
166
|
+
if (transformChanged && this.canUpdate()) {
|
|
167
|
+
this.onApplyTransform(this._transformNeedsUpdate ? "Marked dirty" : "Matrix changed");
|
|
168
|
+
}
|
|
169
|
+
}
|
|
170
|
+
canUpdate() {
|
|
171
|
+
return this._transformNeedsUpdate && this.activeAndEnabled && this._lastUpdateFrame !== this.context.time.frame;
|
|
172
|
+
}
|
|
173
|
+
onApplyTransform(reason) {
|
|
174
|
+
// TODO: need to improve the update logic, with this UI updates have some frame delay but dont happen exponentially per hierarchy
|
|
175
|
+
if (this.context.time.frameCount === this._lastUpdateFrame)
|
|
176
|
+
return;
|
|
177
|
+
this._lastUpdateFrame = this.context.time.frameCount;
|
|
178
|
+
const uiobject = this.shadowComponent;
|
|
179
|
+
if (!uiobject)
|
|
180
|
+
return;
|
|
181
|
+
if (this.gameObject.parent)
|
|
182
|
+
this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform);
|
|
183
|
+
else
|
|
184
|
+
this._parentRectTransform = undefined;
|
|
185
|
+
this._transformNeedsUpdate = false;
|
|
186
|
+
if (debugLayout)
|
|
187
|
+
console.warn("RectTransform → ApplyTransform", this.name + " because " + reason);
|
|
188
|
+
if (!this.isRoot()) {
|
|
189
|
+
// Reset temp matrix
|
|
190
|
+
uiobject.matrix.identity();
|
|
191
|
+
uiobject.matrixAutoUpdate = false;
|
|
192
|
+
// calc pivot and apply
|
|
193
|
+
tempVec.set(0, 0, 0);
|
|
194
|
+
this.applyPivot(tempVec);
|
|
195
|
+
uiobject.matrix.setPosition(tempVec.x, tempVec.y, 0);
|
|
196
|
+
// calc rotation matrix and apply (we can skip this if it's not rotated)
|
|
197
|
+
if (this.gameObject.quaternion.x || this.gameObject.quaternion.y || this.gameObject.quaternion.z) {
|
|
198
|
+
tempQuaternion.copy(this.gameObject.quaternion);
|
|
199
|
+
tempQuaternion.x *= -1;
|
|
200
|
+
tempQuaternion.z *= -1;
|
|
201
|
+
tempMatrix.makeRotationFromQuaternion(tempQuaternion);
|
|
202
|
+
uiobject.matrix.premultiply(tempMatrix);
|
|
203
|
+
}
|
|
204
|
+
// calc anchors and offset and apply
|
|
205
|
+
tempVec.set(0, 0, 0);
|
|
206
|
+
this.applyAnchoring(tempVec);
|
|
207
|
+
if (this.canvas?.screenspace)
|
|
208
|
+
tempVec.z += .1;
|
|
209
|
+
else
|
|
210
|
+
tempVec.z += .01;
|
|
211
|
+
tempMatrix.identity();
|
|
212
|
+
tempMatrix.setPosition(tempVec.x, tempVec.y, tempVec.z);
|
|
213
|
+
uiobject.matrix.premultiply(tempMatrix);
|
|
214
|
+
// apply scale if necessary
|
|
215
|
+
uiobject.matrix.scale(this.gameObject.scale);
|
|
216
|
+
}
|
|
217
|
+
else {
|
|
218
|
+
// We have to rotate the canvas when it's in worldspace
|
|
219
|
+
const canvas = this.Root;
|
|
220
|
+
if (!canvas.screenspace)
|
|
221
|
+
uiobject.rotation.y = Math.PI;
|
|
222
|
+
}
|
|
223
|
+
this.lastMatrix.copy(this.gameObject.matrix);
|
|
224
|
+
// iterate other components on this object that might need to know about the transform change
|
|
225
|
+
// e.g. Graphic components should update their width and height
|
|
226
|
+
const includeChildren = true;
|
|
227
|
+
for (const comp of foreachComponentEnumerator(this.gameObject, BaseUIComponent, includeChildren, 1)) {
|
|
228
|
+
if (comp === this)
|
|
229
|
+
continue;
|
|
230
|
+
if (!comp.activeAndEnabled)
|
|
231
|
+
continue;
|
|
232
|
+
const callback = comp;
|
|
233
|
+
if (callback.onParentRectTransformChanged) {
|
|
234
|
+
// if (debugLayout) console.log(`RectTransform ${this.name} → call`, comp.name + "/" + comp.constructor.name)
|
|
235
|
+
callback.onParentRectTransformChanged(this);
|
|
236
|
+
}
|
|
237
|
+
}
|
|
238
|
+
// const layout = GameObject.getComponentInParent(this.gameObject, ILayoutGroup);
|
|
239
|
+
}
|
|
240
|
+
// onAfterRender() {
|
|
241
|
+
// if (this._copyMatrixAfterRender) {
|
|
242
|
+
// // can we only have this event when the transform changed in this frame? Otherwise all RectTransforms will be iterated. Not sure what is better
|
|
243
|
+
// this.lastMatrixWorld.copy(this.gameObject.matrixWorld);
|
|
244
|
+
// }
|
|
245
|
+
// }
|
|
246
|
+
_lastAnchoring;
|
|
247
|
+
/** applies the position offset to the passed in vector */
|
|
248
|
+
applyAnchoring(pos) {
|
|
249
|
+
if (!this._lastAnchoring)
|
|
250
|
+
this._lastAnchoring = new Vector2();
|
|
251
|
+
const diff = this._lastAnchoring.sub(this._anchoredPosition);
|
|
252
|
+
this.gameObject.position.x += diff.x;
|
|
253
|
+
this.gameObject.position.y += diff.y;
|
|
254
|
+
this._lastAnchoring.copy(this._anchoredPosition);
|
|
255
|
+
pos.x += (this._initialPosition.x - this.gameObject.position.x);
|
|
256
|
+
pos.y += (this._initialPosition.y - this.gameObject.position.y);
|
|
257
|
+
pos.z += (this._initialPosition.z - this.gameObject.position.z);
|
|
258
|
+
const parent = this._parentRectTransform;
|
|
259
|
+
if (parent) {
|
|
260
|
+
// Calculate vertical offset
|
|
261
|
+
let oy = 0;
|
|
262
|
+
const vert = 1 - this.anchorMax.y - this.anchorMin.y;
|
|
263
|
+
oy -= (parent.height * .5) * vert;
|
|
264
|
+
pos.y += oy;
|
|
265
|
+
// calculate horizontal offset
|
|
266
|
+
let ox = 0;
|
|
267
|
+
const horz = 1 - this.anchorMax.x - this.anchorMin.x;
|
|
268
|
+
ox -= (parent.width * .5) * horz;
|
|
269
|
+
pos.x += ox;
|
|
270
|
+
}
|
|
271
|
+
}
|
|
272
|
+
/** applies the pivot offset to the passed in vector */
|
|
273
|
+
applyPivot(vec) {
|
|
274
|
+
if (this.pivot && !this.isRoot()) {
|
|
275
|
+
const pv = this.pivot.x - .5;
|
|
276
|
+
vec.x -= pv * this.sizeDelta.x * this.gameObject.scale.x;
|
|
277
|
+
const ph = this.pivot.y - .5;
|
|
278
|
+
vec.y -= ph * this.sizeDelta.y * this.gameObject.scale.y;
|
|
279
|
+
}
|
|
280
|
+
}
|
|
281
|
+
getBasicOptions() {
|
|
282
|
+
// @TODO : instead of getBasicOptions for each component we could use once needleEngine initialized
|
|
283
|
+
// ThreeMeshUI.DefaultValues.set({
|
|
284
|
+
// backgroundOpacity: 1,
|
|
285
|
+
// borderWidth: 0, // if we dont specify width here a border will automatically propagated to child blocks
|
|
286
|
+
// borderRadius: 0,
|
|
287
|
+
// borderOpacity: 0,
|
|
288
|
+
// })
|
|
289
|
+
const opts = {
|
|
290
|
+
width: this.sizeDelta.x,
|
|
291
|
+
height: this.sizeDelta.y,
|
|
292
|
+
offset: 0,
|
|
293
|
+
backgroundOpacity: 0,
|
|
294
|
+
borderWidth: 0,
|
|
295
|
+
borderRadius: 0,
|
|
296
|
+
borderOpacity: 0,
|
|
297
|
+
letterSpacing: -0.03,
|
|
298
|
+
// justifyContent: 'center',
|
|
299
|
+
// alignItems: 'center',
|
|
300
|
+
// alignContent: 'center',
|
|
301
|
+
// backgroundColor: new Color(1, 1, 1),
|
|
302
|
+
};
|
|
303
|
+
this.ensureValidSize(opts);
|
|
304
|
+
return opts;
|
|
305
|
+
}
|
|
306
|
+
// e.g. when a transform has the size 0,0 we still want to render the text
|
|
307
|
+
ensureValidSize(opts, fallbackWidth = 0.0001) {
|
|
308
|
+
if (opts.width <= 0) {
|
|
309
|
+
opts.width = fallbackWidth;
|
|
310
|
+
}
|
|
311
|
+
if (opts.height <= 0)
|
|
312
|
+
opts.height = 0.0001;
|
|
313
|
+
return opts;
|
|
314
|
+
}
|
|
315
|
+
_createdBlocks = [];
|
|
316
|
+
_createdTextBlocks = [];
|
|
317
|
+
createNewBlock(opts) {
|
|
318
|
+
opts = {
|
|
319
|
+
...this.getBasicOptions(),
|
|
320
|
+
...opts
|
|
321
|
+
};
|
|
322
|
+
if (debug)
|
|
323
|
+
console.log(this.name, opts);
|
|
324
|
+
const block = new ThreeMeshUI.Block(opts);
|
|
325
|
+
this._createdBlocks.push(block);
|
|
326
|
+
return block;
|
|
327
|
+
}
|
|
328
|
+
createNewText(opts) {
|
|
329
|
+
if (debug)
|
|
330
|
+
console.log(opts);
|
|
331
|
+
opts = {
|
|
332
|
+
...this.getBasicOptions(),
|
|
333
|
+
...opts,
|
|
334
|
+
};
|
|
335
|
+
if (debug)
|
|
336
|
+
console.log(this.name, opts);
|
|
337
|
+
const block = new ThreeMeshUI.Text(opts);
|
|
338
|
+
this._createdTextBlocks.push(block);
|
|
339
|
+
return block;
|
|
340
|
+
}
|
|
341
|
+
}
|
|
342
|
+
__decorate([
|
|
343
|
+
serializable(Vector2)
|
|
344
|
+
], RectTransform.prototype, "anchoredPosition", null);
|
|
345
|
+
__decorate([
|
|
346
|
+
serializable(Vector2)
|
|
347
|
+
], RectTransform.prototype, "sizeDelta", void 0);
|
|
348
|
+
__decorate([
|
|
349
|
+
serializable(Vector2)
|
|
350
|
+
], RectTransform.prototype, "pivot", void 0);
|
|
351
|
+
__decorate([
|
|
352
|
+
serializable(Vector2)
|
|
353
|
+
], RectTransform.prototype, "anchorMin", void 0);
|
|
354
|
+
__decorate([
|
|
355
|
+
serializable(Vector2)
|
|
356
|
+
], RectTransform.prototype, "anchorMax", void 0);
|
|
357
357
|
//# sourceMappingURL=RectTransform.js.map
|