@needle-tools/engine 4.8.8-next.5537a55 → 4.8.8-next.68a4ed9

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Files changed (50) hide show
  1. package/components.needle.json +1 -1
  2. package/dist/{needle-engine.bundle-BoZqXGLO.js → needle-engine.bundle-DC3b3Kq9.js} +2011 -1982
  3. package/dist/{needle-engine.bundle-CpsmWsJo.min.js → needle-engine.bundle-Dh2Fn0ZZ.min.js} +95 -95
  4. package/dist/{needle-engine.bundle-D6vHQoPC.umd.cjs → needle-engine.bundle-DrstVBTv.umd.cjs} +100 -100
  5. package/dist/needle-engine.d.ts +7 -0
  6. package/dist/needle-engine.js +2 -2
  7. package/dist/needle-engine.min.js +1 -1
  8. package/dist/needle-engine.umd.cjs +1 -1
  9. package/lib/engine/engine_addressables.js +2 -0
  10. package/lib/engine/engine_addressables.js.map +1 -1
  11. package/lib/engine/engine_animation.js +4 -4
  12. package/lib/engine/engine_animation.js.map +1 -1
  13. package/lib/engine/engine_camera.d.ts +3 -0
  14. package/lib/engine/engine_camera.js.map +1 -1
  15. package/lib/engine/engine_context.d.ts +8 -2
  16. package/lib/engine/engine_context.js +21 -3
  17. package/lib/engine/engine_context.js.map +1 -1
  18. package/lib/engine/engine_create_objects.d.ts +3 -3
  19. package/lib/engine/engine_create_objects.js +5 -4
  20. package/lib/engine/engine_create_objects.js.map +1 -1
  21. package/lib/engine/engine_gltf_builtin_components.js +11 -11
  22. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  23. package/lib/engine/extensions/NEEDLE_lighting_settings.js +5 -2
  24. package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -1
  25. package/lib/engine/extensions/NEEDLE_lightmaps.js +1 -1
  26. package/lib/engine/extensions/NEEDLE_lightmaps.js.map +1 -1
  27. package/lib/engine/js-extensions/Object3D.d.ts +1 -1
  28. package/lib/engine/js-extensions/Vector.d.ts +5 -0
  29. package/lib/engine/js-extensions/Vector.js.map +1 -1
  30. package/lib/engine-components/ContactShadows.d.ts +12 -2
  31. package/lib/engine-components/ContactShadows.js +24 -4
  32. package/lib/engine-components/ContactShadows.js.map +1 -1
  33. package/lib/engine-components/NestedGltf.d.ts +9 -4
  34. package/lib/engine-components/NestedGltf.js +32 -26
  35. package/lib/engine-components/NestedGltf.js.map +1 -1
  36. package/lib/engine-components/Renderer.js +2 -1
  37. package/lib/engine-components/Renderer.js.map +1 -1
  38. package/package.json +1 -1
  39. package/src/engine/engine_addressables.ts +2 -0
  40. package/src/engine/engine_animation.ts +4 -4
  41. package/src/engine/engine_camera.ts +3 -1
  42. package/src/engine/engine_context.ts +22 -4
  43. package/src/engine/engine_create_objects.ts +8 -7
  44. package/src/engine/engine_gltf_builtin_components.ts +12 -11
  45. package/src/engine/extensions/NEEDLE_lighting_settings.ts +5 -2
  46. package/src/engine/extensions/NEEDLE_lightmaps.ts +1 -1
  47. package/src/engine/js-extensions/Vector.ts +6 -0
  48. package/src/engine-components/ContactShadows.ts +27 -6
  49. package/src/engine-components/NestedGltf.ts +33 -24
  50. package/src/engine-components/Renderer.ts +2 -1
@@ -72,13 +72,13 @@ export async function createBuiltinComponents(context: Context, gltfId: SourceId
72
72
 
73
73
  if (gltf.scenes) {
74
74
  for (const scene of gltf.scenes) {
75
- await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve);
75
+ await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve, 0);
76
76
  }
77
77
  }
78
78
  // TODO: when is the gltf here an object3d?
79
79
  if (gltf.children) {
80
80
  for (const ch of gltf.children) {
81
- await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve);
81
+ await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve, 0);
82
82
  }
83
83
  }
84
84
 
@@ -202,7 +202,7 @@ const unknownComponentsBuffer: Array<string> = [];
202
202
 
203
203
 
204
204
  async function onCreateBuiltinComponents(context: SerializationContext, obj: Object3D,
205
- deserialize: DeserializeData[], lateResolve: LateResolveCallback[]) {
205
+ deserialize: DeserializeData[], lateResolve: LateResolveCallback[], level: number) {
206
206
  if (!obj) return;
207
207
 
208
208
  // iterate injected data
@@ -267,20 +267,21 @@ async function onCreateBuiltinComponents(context: SerializationContext, obj: Obj
267
267
  }
268
268
  // console.debug("finished adding gltf builtin components", obj);
269
269
  }
270
- if (unknownComponentsBuffer.length > 0) {
271
- const unknown = unknownComponentsBuffer.join(", ");
272
- console.warn("unknown components: " + unknown);
273
- unknownComponentsBuffer.length = 0;
274
- if (isLocalNetwork())
275
- showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
276
- }
277
270
  }
278
271
 
279
272
  if (obj.children) {
280
273
  for (const ch of obj.children) {
281
- await onCreateBuiltinComponents(context, ch, deserialize, lateResolve);
274
+ await onCreateBuiltinComponents(context, ch, deserialize, lateResolve, level + 1);
282
275
  }
283
276
  }
277
+
278
+ if (unknownComponentsBuffer.length > 0 && level === 0) {
279
+ const unknown = unknownComponentsBuffer.join(", ");
280
+ console.warn(`Unknown components in scene: ${unknown}`);
281
+ unknownComponentsBuffer.length = 0;
282
+ if (isLocalNetwork())
283
+ showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
284
+ }
284
285
  }
285
286
 
286
287
  function handleDeserialization(data: DeserializeData, context: SerializationContext) {
@@ -169,8 +169,11 @@ export class SceneLightSettings extends Behaviour {
169
169
  this._hemisphereLightObj.removeFromParent();
170
170
  }
171
171
 
172
- if (this.sourceId)
173
- this.context.sceneLighting.internalEnableReflection(this.sourceId);
172
+ if (this.sourceId) {
173
+ if (!this.context.domElement.getAttribute("environment-image")) {
174
+ this.context.sceneLighting.internalEnableReflection(this.sourceId);
175
+ }
176
+ }
174
177
  }
175
178
 
176
179
  onDisable() {
@@ -70,7 +70,7 @@ export class NEEDLE_lightmaps implements GLTFLoaderPlugin {
70
70
  console.log(entry);
71
71
  let res: Promise<any> | null = null;
72
72
  // Check if the pointer is a json pointer:
73
- if (entry.pointer.startsWith("/textures/")) {
73
+ if (entry.pointer.startsWith("/textures/") || /** legacy support e.g. SOC */entry.pointer.startsWith("textures/")) {
74
74
  if (debug) console.log("Load texture from gltf", entry.pointer);
75
75
  res = resolveReferences(this.parser, entry.pointer).then(res => this.resolveTexture(entry, res));
76
76
  }
@@ -10,6 +10,12 @@ export function apply(object: Vector3) {
10
10
  }
11
11
  }
12
12
 
13
+ // NOTE: keep in sync with method declarations below
14
+ declare module 'three' {
15
+ export interface Vector3 {
16
+ slerp(end: Vector3, t: number): Vector3;
17
+ }
18
+ }
13
19
 
14
20
  Vector3.prototype["slerp"] = function (end: Vector3, t: number) {
15
21
  return slerp(this, end, t);
@@ -1,4 +1,4 @@
1
- import { BackSide, CustomBlending, DoubleSide, FrontSide, Group, Material, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshStandardMaterial, MinEquation, Object3D, OrthographicCamera, PlaneGeometry, RenderItem, ShaderMaterial, Vector3, WebGLRenderTarget } from "three";
1
+ import { BackSide, CustomBlending, DoubleSide, FrontSide, Group, Material, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshStandardMaterial, MinEquation, Object3D, OrthographicCamera, PlaneGeometry, RenderItem, ShaderMaterial, Vector3, Vector3Like, WebGLRenderTarget } from "three";
2
2
  import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
3
3
  import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
4
4
 
@@ -27,7 +27,14 @@ onStart(ctx => {
27
27
  shadows.darkness = intensity;
28
28
  }
29
29
  }
30
- })
30
+ });
31
+
32
+
33
+ type FitParameters = {
34
+ object?: Object3D | Object3D[];
35
+ positionOffset?: Partial<Vector3Like>;
36
+ scaleFactor?: Partial<Vector3Like>;
37
+ }
31
38
 
32
39
  // Adapted from https://github.com/mrdoob/three.js/blob/master/examples/webgl_shadow_contact.html.
33
40
 
@@ -50,7 +57,7 @@ export class ContactShadows extends Behaviour {
50
57
  * @param context The context to create the contact shadows in.
51
58
  * @returns The instance of the contact shadows.
52
59
  */
53
- static auto(context?: Context): ContactShadows {
60
+ static auto(context?: Context, params?: FitParameters): ContactShadows {
54
61
  if (!context) context = Context.Current;
55
62
  if (!context) {
56
63
  throw new Error("No context provided and no current context set.");
@@ -65,12 +72,13 @@ export class ContactShadows extends Behaviour {
65
72
  this._instances.set(context, instance);
66
73
  }
67
74
  context.scene.add(instance.gameObject);
68
- instance.fitShadows();
75
+ instance.fitShadows(params);
69
76
  return instance;
70
77
  }
71
78
 
72
79
  /**
73
80
  * When enabled the contact shadows component will be created to fit the whole scene.
81
+ * @default false
74
82
  */
75
83
  @serializable()
76
84
  autoFit: boolean = false;
@@ -107,12 +115,14 @@ export class ContactShadows extends Behaviour {
107
115
 
108
116
  /**
109
117
  * The minimum size of the shadows box
118
+ * @default undefined
110
119
  */
111
120
  minSize?: Partial<Vec3>;
112
121
 
113
122
  /**
114
123
  * When enabled the shadows will not be updated automatically. Use `needsUpdate()` to update the shadows manually.
115
124
  * This is useful when you want to update the shadows only when the scene changes.
125
+ * @default false
116
126
  */
117
127
  manualUpdate: boolean = false;
118
128
  /**
@@ -150,10 +160,11 @@ export class ContactShadows extends Behaviour {
150
160
  /**
151
161
  * Call to fit the shadows to the scene.
152
162
  */
153
- fitShadows() {
163
+ fitShadows(params: FitParameters = {}) {
154
164
  if (debug) console.warn("Fitting shadows to scene");
155
165
  setAutoFitEnabled(this.shadowsRoot, false);
156
- const box = getBoundingBox(this.context.scene.children, [this.shadowsRoot]);
166
+ const objectToFit = params.object || this.context.scene;
167
+ const box = getBoundingBox(objectToFit, [this.shadowsRoot]);
157
168
  // expand box in all directions (except below ground)
158
169
  // 0.75 expands by 75% in each direction
159
170
  // The "32" is pretty much heuristically determined – adjusting the value until we don't get a visible border anymore.
@@ -175,6 +186,16 @@ export class ContactShadows extends Behaviour {
175
186
  // We can't move GroundProjection down because of immersive-ar mesh/plane tracking where occlusion would otherwise hide GroundProjection
176
187
  this.shadowsRoot.position.set((min.x + box.max.x) / 2, min.y - offset, (min.z + box.max.z) / 2);
177
188
  this.shadowsRoot.scale.set(box.max.x - min.x, box.max.y - min.y, box.max.z - min.z);
189
+ if (params.positionOffset) {
190
+ if (params.positionOffset.x !== undefined) this.shadowsRoot.position.x += params.positionOffset.x;
191
+ if (params.positionOffset.y !== undefined) this.shadowsRoot.position.y += params.positionOffset.y;
192
+ if (params.positionOffset.z !== undefined) this.shadowsRoot.position.z += params.positionOffset.z;
193
+ }
194
+ if (params.scaleFactor) {
195
+ if (params.scaleFactor.x !== undefined) this.shadowsRoot.scale.x *= params.scaleFactor.x;
196
+ if (params.scaleFactor.y !== undefined) this.shadowsRoot.scale.y *= params.scaleFactor.y;
197
+ if (params.scaleFactor.z !== undefined) this.shadowsRoot.scale.z *= params.scaleFactor.z;
198
+ }
178
199
  this.applyMinSize();
179
200
  this.shadowsRoot.matrixWorldNeedsUpdate = true;
180
201
  if (debug) console.log("Fitted shadows to scene", this.shadowsRoot.scale.clone());
@@ -4,6 +4,7 @@ import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.j
4
4
  import { serializable } from "../engine/engine_serialization_decorator.js";
5
5
  import { getParam } from "../engine/engine_utils.js";
6
6
  import { Behaviour } from "../engine-components/Component.js";
7
+ import { EventList } from "./EventList.js";
7
8
 
8
9
  const debug = getParam("debugnestedgltf");
9
10
 
@@ -11,17 +12,21 @@ const debug = getParam("debugnestedgltf");
11
12
  * It will load the gltf file and instantiate it as a child of the parent of the GameObject that has this component
12
13
  */
13
14
  export class NestedGltf extends Behaviour {
14
- /**
15
- * A reference to the gltf file that should be loaded
16
- */
15
+
16
+ /** A reference to the gltf file that should be loaded */
17
17
  @serializable(AssetReference)
18
18
  filePath?: AssetReference;
19
19
 
20
+ /** Invoked when the nested glTF file has been instantiated */
21
+ @serializable(EventList)
22
+ loaded: EventList<{ component: NestedGltf, instance: any, asset: AssetReference }> = new EventList();
23
+
20
24
  /**
21
25
  * EXPERIMENTAL for cloud asset loading
22
26
  */
23
27
  loadAssetInParent = true;
24
28
 
29
+
25
30
  private _isLoadingOrDoneLoading: boolean = false;
26
31
 
27
32
  /** Register a callback that will be called when the progress of the loading changes */
@@ -31,7 +36,7 @@ export class NestedGltf extends Behaviour {
31
36
 
32
37
  /** Begin loading the referenced gltf file in filePath */
33
38
  preload() {
34
- this.filePath?.preload();
39
+ return this.filePath?.preload() || null;
35
40
  }
36
41
 
37
42
  /** @internal */
@@ -41,27 +46,31 @@ export class NestedGltf extends Behaviour {
41
46
 
42
47
  const parent = this.gameObject.parent;
43
48
  if (parent) {
44
- this._isLoadingOrDoneLoading = true;
45
- const opts = new InstantiateOptions();
46
- // we need to provide stable guids for creating nested gltfs
47
- opts.idProvider = new InstantiateIdProvider(this.hash(this.guid));
48
- opts.parent = this.loadAssetInParent !== false ? parent : this.gameObject;
49
- this.gameObject.updateMatrix();
50
- const matrix = this.gameObject.matrix;
51
- if (debug) console.log("Load nested:", this.filePath?.url ?? this.filePath, this.gameObject.position);
52
- const res = await this.filePath?.instantiate?.call(this.filePath, opts);
53
- if (debug) console.log("Nested loaded:", this.filePath?.url ?? this.filePath, res);
54
- if (res && this.loadAssetInParent !== false) {
55
- res.matrixAutoUpdate = false;
56
- res.matrix.identity();
57
- res.applyMatrix4(matrix);
58
- res.matrixAutoUpdate = true;
59
- res.layers.disableAll();
60
- res.layers.set(this.layer);
61
-
62
- this.dispatchEvent(new CustomEvent("loaded", { detail: { instance: res, assetReference: this.filePath } }));
49
+
50
+ if (this.filePath) {
51
+
52
+ this._isLoadingOrDoneLoading = true;
53
+ const opts = new InstantiateOptions();
54
+ // we need to provide stable guids for creating nested gltfs
55
+ opts.idProvider = new InstantiateIdProvider(this.hash(this.guid));
56
+ opts.parent = this.loadAssetInParent !== false ? parent : this.gameObject;
57
+ this.gameObject.updateMatrix();
58
+ const matrix = this.gameObject.matrix;
59
+ if (debug) console.log("Load nested:", this.filePath?.url ?? this.filePath, this.gameObject.position);
60
+ const res = await this.filePath?.instantiate?.call(this.filePath, opts);
61
+ if (debug) console.log("Nested loaded:", this.filePath?.url ?? this.filePath, res);
62
+ if (res && this.loadAssetInParent !== false) {
63
+ res.matrixAutoUpdate = false;
64
+ res.matrix.identity();
65
+ res.applyMatrix4(matrix);
66
+ res.matrixAutoUpdate = true;
67
+ res.layers.disableAll();
68
+ res.layers.set(this.layer);
69
+ this.loaded.invoke({ component: this, instance: res, asset: this.filePath });
70
+ }
71
+ if (debug) console.log("Nested loading done:", this.filePath?.url ?? this.filePath, res);
63
72
  }
64
- if (debug) console.log("Nested loading done:", this.filePath?.url ?? this.filePath, res);
73
+
65
74
  }
66
75
  }
67
76
 
@@ -706,7 +706,8 @@ export class Renderer extends Behaviour implements IRenderer {
706
706
  }
707
707
 
708
708
  if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
709
- this._reflectionProbe.onSet(this);
709
+ if (!this._lightmaps?.length) // Currently reflectionprobes cant be used with lightmaps
710
+ this._reflectionProbe.onSet(this);
710
711
  }
711
712
  // since three 163 we need to set the envMap to the scene envMap if it is not set
712
713
  // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903