@needle-tools/engine 4.8.8-next.c758977 → 4.8.8-next.e80f4d7

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.
@@ -25,7 +25,11 @@ export function setCameraController(cam: Camera, cameraController: ICameraContro
25
25
 
26
26
  const autofit = "needle:autofit";
27
27
 
28
- /** @internal */
28
+ /**
29
+ * Used by e.g. getBoundingBox via ContactShadows or OrbitControls when fitting the camera or shadow planes. Objects can be marked to be excluded from bounding box calculations via `setAutoFitEnabled(obj, <bool>)`
30
+ * @see setAutoFitEnabled
31
+ * @internal
32
+ */
29
33
  export function useForAutoFit(obj: Object3D): boolean {
30
34
  // if autofit is not defined we assume it may be included
31
35
  if (obj[autofit] === undefined) return true;
@@ -34,7 +38,9 @@ export function useForAutoFit(obj: Object3D): boolean {
34
38
  }
35
39
 
36
40
  /**
37
- * Enable or disable autofitting for the given object
41
+ * Enable or disable autofitting for the given object. Objects that are 'disabled' will be excluded in getBoundingBox calculations.
42
+ * This is used by ContactShadows or OrbitControls when fitting the shadow plane or camera to the given objects or scene.
43
+ * @see useForAutoFit
38
44
  */
39
45
  export function setAutoFitEnabled(obj: Object3D, enabled: boolean): void {
40
46
  obj[autofit] = enabled;
@@ -42,12 +48,18 @@ export function setAutoFitEnabled(obj: Object3D, enabled: boolean): void {
42
48
 
43
49
 
44
50
 
45
-
51
+ export type FocusRectSettings = {
52
+ /** Lower values will result in faster alignment with the rect (value ~= seconds to reach target)
53
+ * Minimum value is 0.
54
+ */
55
+ damping: number
56
+ }
46
57
  export type FocusRect = DOMRect | Element | { x: number, y: number, width: number, height: number };
47
58
 
48
59
  let rendererRect: DOMRect | undefined = undefined;
49
60
  const overlapRect = { x: 0, y: 0, width: 0, height: 0 };
50
61
 
62
+ /** Used internally by the Needle Engine context via 'setFocusRect(<rect>)' */
51
63
  export function updateCameraFocusRect(focusRect: FocusRect, dt: number, camera: PerspectiveCamera, renderer: WebGLRenderer) {
52
64
 
53
65
  if (focusRect instanceof Element) {
@@ -18,7 +18,7 @@ import { Addressables } from './engine_addressables.js';
18
18
  import { AnimationsRegistry } from './engine_animation.js';
19
19
  import { Application } from './engine_application.js';
20
20
  import { AssetDatabase } from './engine_assetdatabase.js';
21
- import { FocusRect, updateCameraFocusRect } from './engine_camera.js';
21
+ import { FocusRect, FocusRectSettings, updateCameraFocusRect } from './engine_camera.js';
22
22
  import { VERSION } from './engine_constants.js';
23
23
  import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
24
24
  import { WaitForPromise } from './engine_coroutine.js';
@@ -1378,11 +1378,26 @@ export class Context implements IContext {
1378
1378
  * Set a rect or dom element. The camera center will be moved to the center of the rect.
1379
1379
  * This is useful if you have Needle Engine embedded in a HTML layout and while you want the webgl background to fill e.g. the whole screen you want to move the camera center to free space.
1380
1380
  * For that you can simply pass in the rect or HMTL div that you want the camera to center on.
1381
+ * @param rect The focus rect or null to disable
1382
+ * @param settings Optional settings for the focus rect. These will override the `focusRectSettings` property
1381
1383
  */
1382
- public setCameraFocusRect(rect: FocusRect | null) {
1384
+ public setCameraFocusRect(rect: FocusRect | null, settings?: Partial<FocusRectSettings>) {
1383
1385
  this._focusRect = rect;
1386
+ if (settings) {
1387
+ Object.assign(this.focusRectSettings, settings);
1388
+ }
1384
1389
  }
1385
1390
  get focusRect() { return this._focusRect; }
1391
+ /** Settings when a focus rect is set. Use `setCameraFocusRect(...)` to do so.
1392
+ * This can be used to offset the renderer center e.g. to a specific DOM element.
1393
+ */
1394
+ readonly focusRectSettings: FocusRectSettings = {
1395
+ /** Controls how fast the rect is centered. Smaller values mean the rect is centered faster.
1396
+ * A minimum value of 0 means the rect is centered instantly.
1397
+ * @default .05
1398
+ */
1399
+ damping: .05
1400
+ };
1386
1401
  private _focusRect: FocusRect | null = null;
1387
1402
 
1388
1403
 
@@ -1514,8 +1529,11 @@ export class Context implements IContext {
1514
1529
  if (this.isVisibleToUser || this.runInBackground) {
1515
1530
 
1516
1531
  if (this._focusRect) {
1517
- if (this.mainCamera instanceof PerspectiveCamera)
1518
- updateCameraFocusRect(this._focusRect, this.time.deltaTime / .05, this.mainCamera, this.renderer);
1532
+ if (this.mainCamera instanceof PerspectiveCamera) {
1533
+ const settings = this.focusRectSettings;
1534
+ const dt = settings.damping > 0 ? this.time.deltaTime / settings.damping : 1;
1535
+ updateCameraFocusRect(this._focusRect, dt, this.mainCamera, this.renderer);
1536
+ }
1519
1537
  }
1520
1538
 
1521
1539
  this._currentFrameEvent = FrameEvent.OnBeforeRender;
@@ -42,13 +42,13 @@ export type ObjectOptions = {
42
42
  /**
43
43
  * The position of the object in local space
44
44
  */
45
- position?: Vec3 | [number, number, number],
45
+ position?: Partial<Vec3> | [number, number, number],
46
46
  /** The rotation of the object in local space */
47
- rotation?: Vec3 | [number, number, number],
47
+ rotation?: Partial<Vec3> | [number, number, number],
48
48
  /**
49
49
  * The scale of the object in local space
50
50
  */
51
- scale?: Vec3 | number | [number, number, number],
51
+ scale?: Partial<Vec3> | number | [number, number, number],
52
52
  /**
53
53
  * If the object should receive shadows
54
54
  * @default true
@@ -251,14 +251,15 @@ export class ObjectUtils {
251
251
  if (opts?.position) {
252
252
  if (Array.isArray(opts.position))
253
253
  obj.position.set(opts.position[0], opts.position[1], opts.position[2]);
254
- else
255
- obj.position.set(opts.position.x, opts.position.y, opts.position.z);
254
+ else {
255
+ obj.position.set(opts.position.x || 0, opts.position.y || 0, opts.position.z || 0);
256
+ }
256
257
  }
257
258
  if (opts?.rotation) {
258
259
  if (Array.isArray(opts.rotation))
259
260
  obj.rotation.set(opts.rotation[0], opts.rotation[1], opts.rotation[2]);
260
261
  else
261
- obj.rotation.set(opts.rotation.x, opts.rotation.y, opts.rotation.z);
262
+ obj.rotation.set(opts.rotation.x || 0, opts.rotation.y || 0, opts.rotation.z || 0);
262
263
  }
263
264
  if (opts?.scale) {
264
265
  if (typeof opts.scale === "number")
@@ -267,7 +268,7 @@ export class ObjectUtils {
267
268
  obj.scale.set(opts.scale[0], opts.scale[1], opts.scale[2]);
268
269
  }
269
270
  else {
270
- obj.scale.set(opts.scale.x, opts.scale.y, opts.scale.z);
271
+ obj.scale.set(opts.scale.x || 1, opts.scale.y || 1, opts.scale.z || 1);
271
272
 
272
273
  }
273
274
  }
@@ -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() {
@@ -1044,15 +1044,13 @@ export class OrbitControls extends Behaviour implements ICameraController {
1044
1044
  // and thus we're just getting some maximum that will work for sure.
1045
1045
  const box = getBoundingBox(objects, undefined, this._camera?.threeCamera?.layers);
1046
1046
  const boxCopy = box.clone();
1047
-
1048
- camera.updateMatrixWorld();
1049
- camera.updateProjectionMatrix();
1050
1047
  box.getCenter(center);
1051
1048
 
1052
1049
  const box_size = new Vector3();
1053
1050
  box.getSize(box_size);
1054
1051
 
1055
1052
  // project this box into camera space
1053
+ camera.updateMatrixWorld();
1056
1054
  box.applyMatrix4(camera.matrixWorldInverse);
1057
1055
 
1058
1056
  box.getSize(size);
@@ -1104,6 +1102,7 @@ export class OrbitControls extends Behaviour implements ICameraController {
1104
1102
  // TODO: this doesnt take the Camera component nearClipPlane into account
1105
1103
  camera.near = (distance / 100);
1106
1104
  camera.far = boundsMax + distance * 10;
1105
+ camera.updateProjectionMatrix();
1107
1106
 
1108
1107
  // adjust maxZoom so that the ground projection radius is always inside
1109
1108
  if (groundprojection) {
@@ -1116,9 +1115,6 @@ export class OrbitControls extends Behaviour implements ICameraController {
1116
1115
  if (currentZoom < this.minZoom) this.minZoom = currentZoom * 0.9;
1117
1116
  if (currentZoom > this.maxZoom) this.maxZoom = currentZoom * 1.1;
1118
1117
 
1119
- camera.updateMatrixWorld();
1120
- camera.updateProjectionMatrix();
1121
-
1122
1118
  const direction = center.clone();
1123
1119
  if (options.fitDirection) {
1124
1120
  direction.sub(new Vector3().copy(options.fitDirection).multiplyScalar(1_000_000));