@needle-tools/engine 4.8.8-next.5cb3196 → 4.8.8-next.63ac8fb
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/README.md +12 -3
- package/components.needle.json +1 -1
- package/dist/{needle-engine.bundle-D83YACrg.umd.cjs → needle-engine.bundle-CMCOdGQK.umd.cjs} +100 -100
- package/dist/{needle-engine.bundle-SWdTk441.min.js → needle-engine.bundle-iScLhzlc.min.js} +95 -95
- package/dist/{needle-engine.bundle-DJA-sz_-.js → needle-engine.bundle-sf6JwVsZ.js} +2018 -1989
- package/dist/needle-engine.d.ts +7 -0
- package/dist/needle-engine.js +2 -2
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/lib/engine/engine_addressables.js +2 -0
- package/lib/engine/engine_addressables.js.map +1 -1
- package/lib/engine/engine_animation.js +4 -4
- package/lib/engine/engine_animation.js.map +1 -1
- package/lib/engine/engine_assetdatabase.js +6 -6
- package/lib/engine/engine_assetdatabase.js.map +1 -1
- package/lib/engine/engine_camera.d.ts +15 -2
- package/lib/engine/engine_camera.js +9 -2
- package/lib/engine/engine_camera.js.map +1 -1
- package/lib/engine/engine_context.d.ts +8 -2
- package/lib/engine/engine_context.js +21 -3
- package/lib/engine/engine_context.js.map +1 -1
- package/lib/engine/engine_create_objects.d.ts +3 -3
- package/lib/engine/engine_create_objects.js +5 -4
- package/lib/engine/engine_create_objects.js.map +1 -1
- package/lib/engine/engine_gameobject.js +2 -2
- package/lib/engine/engine_gameobject.js.map +1 -1
- package/lib/engine/engine_gltf_builtin_components.js +11 -11
- package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
- package/lib/engine/extensions/NEEDLE_lighting_settings.js +5 -2
- package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -1
- package/lib/engine/extensions/NEEDLE_lightmaps.js +1 -1
- package/lib/engine/extensions/NEEDLE_lightmaps.js.map +1 -1
- package/lib/engine/js-extensions/Object3D.d.ts +1 -1
- package/lib/engine/js-extensions/Vector.d.ts +5 -0
- package/lib/engine/js-extensions/Vector.js.map +1 -1
- package/lib/engine-components/ContactShadows.d.ts +12 -2
- package/lib/engine-components/ContactShadows.js +24 -4
- package/lib/engine-components/ContactShadows.js.map +1 -1
- package/lib/engine-components/NestedGltf.d.ts +9 -4
- package/lib/engine-components/NestedGltf.js +32 -26
- package/lib/engine-components/NestedGltf.js.map +1 -1
- package/lib/engine-components/OrbitControls.js +2 -4
- package/lib/engine-components/OrbitControls.js.map +1 -1
- package/lib/engine-components/Renderer.js +2 -1
- package/lib/engine-components/Renderer.js.map +1 -1
- package/package.json +2 -2
- package/plugins/common/files.js +6 -3
- package/src/engine/engine_addressables.ts +2 -0
- package/src/engine/engine_animation.ts +4 -4
- package/src/engine/engine_assetdatabase.ts +7 -7
- package/src/engine/engine_camera.ts +15 -3
- package/src/engine/engine_context.ts +22 -4
- package/src/engine/engine_create_objects.ts +8 -7
- package/src/engine/engine_gameobject.ts +2 -2
- package/src/engine/engine_gltf_builtin_components.ts +12 -11
- package/src/engine/extensions/NEEDLE_lighting_settings.ts +5 -2
- package/src/engine/extensions/NEEDLE_lightmaps.ts +1 -1
- package/src/engine/js-extensions/Vector.ts +6 -0
- package/src/engine-components/ContactShadows.ts +27 -6
- package/src/engine-components/NestedGltf.ts +33 -24
- package/src/engine-components/OrbitControls.ts +2 -6
- package/src/engine-components/Renderer.ts +2 -1
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@@ -169,8 +169,11 @@ export class SceneLightSettings extends Behaviour {
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this._hemisphereLightObj.removeFromParent();
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}
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if (this.sourceId)
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this.context.
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if (this.sourceId) {
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if (!this.context.domElement.getAttribute("environment-image")) {
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this.context.sceneLighting.internalEnableReflection(this.sourceId);
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}
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}
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}
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onDisable() {
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@@ -70,7 +70,7 @@ export class NEEDLE_lightmaps implements GLTFLoaderPlugin {
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console.log(entry);
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let res: Promise<any> | null = null;
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// Check if the pointer is a json pointer:
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if (entry.pointer.startsWith("/textures/")) {
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if (entry.pointer.startsWith("/textures/") || /** legacy support e.g. SOC */entry.pointer.startsWith("textures/")) {
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if (debug) console.log("Load texture from gltf", entry.pointer);
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res = resolveReferences(this.parser, entry.pointer).then(res => this.resolveTexture(entry, res));
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}
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@@ -10,6 +10,12 @@ export function apply(object: Vector3) {
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}
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}
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// NOTE: keep in sync with method declarations below
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declare module 'three' {
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export interface Vector3 {
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slerp(end: Vector3, t: number): Vector3;
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}
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}
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Vector3.prototype["slerp"] = function (end: Vector3, t: number) {
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return slerp(this, end, t);
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@@ -1,4 +1,4 @@
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1
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import { BackSide, CustomBlending, DoubleSide, FrontSide, Group, Material, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshStandardMaterial, MinEquation, Object3D, OrthographicCamera, PlaneGeometry, RenderItem, ShaderMaterial, Vector3, WebGLRenderTarget } from "three";
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import { BackSide, CustomBlending, DoubleSide, FrontSide, Group, Material, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshStandardMaterial, MinEquation, Object3D, OrthographicCamera, PlaneGeometry, RenderItem, ShaderMaterial, Vector3, Vector3Like, WebGLRenderTarget } from "three";
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import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
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import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
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@@ -27,7 +27,14 @@ onStart(ctx => {
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shadows.darkness = intensity;
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}
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}
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})
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});
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type FitParameters = {
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object?: Object3D | Object3D[];
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positionOffset?: Partial<Vector3Like>;
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scaleFactor?: Partial<Vector3Like>;
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}
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// Adapted from https://github.com/mrdoob/three.js/blob/master/examples/webgl_shadow_contact.html.
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@@ -50,7 +57,7 @@ export class ContactShadows extends Behaviour {
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* @param context The context to create the contact shadows in.
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* @returns The instance of the contact shadows.
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*/
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static auto(context?: Context): ContactShadows {
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static auto(context?: Context, params?: FitParameters): ContactShadows {
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if (!context) context = Context.Current;
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if (!context) {
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throw new Error("No context provided and no current context set.");
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@@ -65,12 +72,13 @@ export class ContactShadows extends Behaviour {
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this._instances.set(context, instance);
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}
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context.scene.add(instance.gameObject);
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instance.fitShadows();
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instance.fitShadows(params);
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return instance;
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}
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/**
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* When enabled the contact shadows component will be created to fit the whole scene.
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* @default false
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*/
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@serializable()
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autoFit: boolean = false;
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/**
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* The minimum size of the shadows box
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* @default undefined
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*/
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minSize?: Partial<Vec3>;
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/**
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* When enabled the shadows will not be updated automatically. Use `needsUpdate()` to update the shadows manually.
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* This is useful when you want to update the shadows only when the scene changes.
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* @default false
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*/
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manualUpdate: boolean = false;
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/**
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/**
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* Call to fit the shadows to the scene.
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*/
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fitShadows() {
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fitShadows(params: FitParameters = {}) {
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if (debug) console.warn("Fitting shadows to scene");
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setAutoFitEnabled(this.shadowsRoot, false);
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const
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const objectToFit = params.object || this.context.scene;
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const box = getBoundingBox(objectToFit, [this.shadowsRoot]);
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// expand box in all directions (except below ground)
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// 0.75 expands by 75% in each direction
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// The "32" is pretty much heuristically determined – adjusting the value until we don't get a visible border anymore.
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// We can't move GroundProjection down because of immersive-ar mesh/plane tracking where occlusion would otherwise hide GroundProjection
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this.shadowsRoot.position.set((min.x + box.max.x) / 2, min.y - offset, (min.z + box.max.z) / 2);
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this.shadowsRoot.scale.set(box.max.x - min.x, box.max.y - min.y, box.max.z - min.z);
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if (params.positionOffset) {
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if (params.positionOffset.x !== undefined) this.shadowsRoot.position.x += params.positionOffset.x;
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if (params.positionOffset.y !== undefined) this.shadowsRoot.position.y += params.positionOffset.y;
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if (params.positionOffset.z !== undefined) this.shadowsRoot.position.z += params.positionOffset.z;
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}
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if (params.scaleFactor) {
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if (params.scaleFactor.x !== undefined) this.shadowsRoot.scale.x *= params.scaleFactor.x;
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if (params.scaleFactor.y !== undefined) this.shadowsRoot.scale.y *= params.scaleFactor.y;
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if (params.scaleFactor.z !== undefined) this.shadowsRoot.scale.z *= params.scaleFactor.z;
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}
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this.applyMinSize();
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this.shadowsRoot.matrixWorldNeedsUpdate = true;
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if (debug) console.log("Fitted shadows to scene", this.shadowsRoot.scale.clone());
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import { getParam } from "../engine/engine_utils.js";
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import { Behaviour } from "../engine-components/Component.js";
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import { EventList } from "./EventList.js";
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const debug = getParam("debugnestedgltf");
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* It will load the gltf file and instantiate it as a child of the parent of the GameObject that has this component
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*/
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export class NestedGltf extends Behaviour {
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/** A reference to the gltf file that should be loaded */
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@serializable(AssetReference)
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filePath?: AssetReference;
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/** Invoked when the nested glTF file has been instantiated */
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@serializable(EventList)
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loaded: EventList<{ component: NestedGltf, instance: any, asset: AssetReference }> = new EventList();
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/**
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*/
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loadAssetInParent = true;
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private _isLoadingOrDoneLoading: boolean = false;
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/** Register a callback that will be called when the progress of the loading changes */
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/** Begin loading the referenced gltf file in filePath */
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preload() {
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/** @internal */
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opts.idProvider = new InstantiateIdProvider(this.hash(this.guid));
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opts.parent = this.loadAssetInParent !== false ? parent : this.gameObject;
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this.gameObject.updateMatrix();
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const matrix = this.gameObject.matrix;
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if (debug) console.log("Load nested:", this.filePath?.url ?? this.filePath, this.gameObject.position);
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const res = await this.filePath?.instantiate?.call(this.filePath, opts);
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res.matrixAutoUpdate = false;
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res.matrix.identity();
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res.applyMatrix4(matrix);
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res.matrixAutoUpdate = true;
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res.layers.disableAll();
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res.layers.set(this.layer);
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this.loaded.invoke({ component: this, instance: res, asset: this.filePath });
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// and thus we're just getting some maximum that will work for sure.
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const box = getBoundingBox(objects, undefined, this._camera?.threeCamera?.layers);
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const boxCopy = box.clone();
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camera.near = (distance / 100);
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camera.far = boundsMax + distance * 10;
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if (currentZoom < this.minZoom) this.minZoom = currentZoom * 0.9;
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if (currentZoom > this.maxZoom) this.maxZoom = currentZoom * 1.1;
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const direction = center.clone();
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|
|
708
708
|
if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
|
|
709
|
-
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
|