@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.
Files changed (1067) 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-BaNp_Xtp.js +25 -0
  6. package/dist/{gltf-progressive-zdhlW609.umd.cjs → gltf-progressive-B9o1T8Vr.umd.cjs} +1 -1
  7. package/dist/{gltf-progressive-YjtQYFa9.js → gltf-progressive-DO0SisAM.js} +2 -2
  8. package/dist/{gltf-progressive-yOP1mp5W.min.js → gltf-progressive-DQF10PJE.min.js} +1 -1
  9. package/dist/{needle-engine.bundle-BhDF-YSv.min.js → needle-engine.bundle-B-NoV0t_.min.js} +64 -64
  10. package/dist/{needle-engine.bundle-D2myV4E4.umd.cjs → needle-engine.bundle-BMnlxDfi.umd.cjs} +59 -59
  11. package/dist/{needle-engine.bundle-gp00DTS4.js → needle-engine.bundle-CFi0ugBx.js} +638 -638
  12. package/dist/needle-engine.d.ts +130 -129
  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-8AQTeZsr.umd.cjs → postprocessing-CjW23fio.umd.cjs} +2 -2
  17. package/dist/{postprocessing-BkxN_08g.js → postprocessing-DYLNOL3W.js} +3 -3
  18. package/dist/{postprocessing-BDScN9yu.min.js → postprocessing-xYQWCHFu.min.js} +2 -2
  19. package/dist/{three-DMrv-4ar.umd.cjs → three-B_hneGZr.umd.cjs} +4 -4
  20. package/dist/{three-Bz6X1mrw.js → three-DrqIzZTH.js} +4198 -4198
  21. package/dist/{three-Boa-jOq-.min.js → three-DuDKwKB8.min.js} +33 -33
  22. package/dist/{three-examples-GggCDHv0.js → three-examples-B50TT3Iu.js} +5 -5
  23. package/dist/{three-examples-DuVhxqft.min.js → three-examples-DaDLBuy6.min.js} +14 -14
  24. package/dist/{three-examples-C7ryg8vN.umd.cjs → three-examples-X3OadjXB.umd.cjs} +3 -3
  25. package/dist/{three-mesh-ui-CY6Izc7C.min.js → three-mesh-ui-B3p3gyUz.min.js} +1 -1
  26. package/dist/{three-mesh-ui-CwlN0FUC.umd.cjs → three-mesh-ui-CQiIQIlA.umd.cjs} +1 -1
  27. package/dist/{three-mesh-ui-CLNOfsWn.js → three-mesh-ui-CxuWt7m-.js} +1 -1
  28. package/dist/{vendor-zxXa3Dmr.min.js → vendor-BlSxe9JJ.min.js} +3 -3
  29. package/dist/{vendor-BSD1RQIh.js → vendor-BmYIgaS1.js} +3 -3
  30. package/dist/{vendor-DHr4aqIZ.umd.cjs → vendor-Cavtu3CP.umd.cjs} +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_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +788 -788
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
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  998. package/src/engine-components/ui/PointerEvents.ts +206 -206
  999. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1000. package/src/engine-components/ui/Raycaster.ts +102 -102
  1001. package/src/engine-components/ui/RectTransform.ts +375 -375
  1002. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1003. package/src/engine-components/ui/Symbols.ts +1 -1
  1004. package/src/engine-components/ui/Text.ts +578 -578
  1005. package/src/engine-components/ui/Utils.ts +113 -113
  1006. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1007. package/src/engine-components/utils/LookAt.ts +88 -88
  1008. package/src/engine-components/utils/OpenURL.ts +114 -114
  1009. package/src/engine-components/webxr/Avatar.ts +265 -265
  1010. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1011. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1012. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1013. package/src/engine-components/webxr/WebXR.ts +585 -585
  1014. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1015. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1016. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1017. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1018. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1019. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1020. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1021. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1022. package/src/engine-components/webxr/index.ts +2 -2
  1023. package/src/engine-components/webxr/types.ts +3 -3
  1024. package/src/engine-components-experimental/Presentation.ts +12 -12
  1025. package/src/engine-components-experimental/api.ts +4 -4
  1026. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1027. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1028. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1029. package/src/engine-schemes/README.md +1 -1
  1030. package/src/engine-schemes/api.ts +12 -12
  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1050. package/src/engine-schemes/dist/api.js +0 -17
  1051. package/src/engine-schemes/dist/api.js.meta +0 -7
  1052. package/src/engine-schemes/dist/schemes.js +0 -25
  1053. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1054. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1055. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1056. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1057. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1058. package/src/engine-schemes/dist/transform.js +0 -46
  1059. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec2.js +0 -32
  1061. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vec3.js +0 -36
  1063. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1064. package/src/engine-schemes/dist/vec4.js +0 -40
  1065. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1066. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1067. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,357 +1,357 @@
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);
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