@needle-tools/engine 4.8.8-next.e4d7577 → 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.
- package/README.md +6 -2
- package/components.needle.json +1 -1
- package/dist/{needle-engine.bundle-qWPeuyPt.umd.cjs → needle-engine.bundle-DK1r3WiC.umd.cjs} +101 -101
- package/dist/{needle-engine.bundle-BQOCkmgC.js → needle-engine.bundle-DfWoUjQM.js} +2037 -2015
- package/dist/{needle-engine.bundle-fWjqSVUr.min.js → needle-engine.bundle-IGziSts0.min.js} +95 -95
- 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/engine_loaders.callbacks.d.ts +1 -0
- package/lib/engine/engine_loaders.callbacks.js +1 -0
- package/lib/engine/engine_loaders.callbacks.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/webcomponents/needle-engine.d.ts +2 -2
- package/lib/engine/webcomponents/needle-engine.js +11 -18
- package/lib/engine/webcomponents/needle-engine.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/DropListener.d.ts +4 -3
- package/lib/engine-components/DropListener.js +4 -3
- package/lib/engine-components/DropListener.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/lib/engine-components/Skybox.js +8 -9
- package/lib/engine-components/Skybox.js.map +1 -1
- package/package.json +2 -2
- package/plugins/common/files.js +6 -3
- package/plugins/vite/editor-connection.js +4 -4
- 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/engine_loaders.callbacks.ts +1 -0
- 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/webcomponents/needle-engine.ts +10 -17
- package/src/engine-components/ContactShadows.ts +27 -6
- package/src/engine-components/DropListener.ts +4 -3
- package/src/engine-components/NestedGltf.ts +33 -24
- package/src/engine-components/OrbitControls.ts +2 -6
- package/src/engine-components/Renderer.ts +2 -1
- package/src/engine-components/Skybox.ts +9 -10
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@@ -55,8 +55,8 @@ const observedAttributes = [
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* The needle engine web component creates and manages a needle engine context which is responsible for rendering a 3D scene using threejs.
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* The needle engine context is created when the src attribute is set and disposed when the needle engine is removed from the document (you can prevent this by setting the keep-alive attribute to true).
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* The needle engine context is accessible via the context property on the needle engine element (e.g. document.querySelector("needle-engine").context).
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* @link https://engine.needle.tools/docs/reference/needle-engine-attributes
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*
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* See {@link https://engine.needle.tools/docs/reference/needle-engine-attributes}
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*
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* @example
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* <needle-engine src="https://example.com/scene.glb"></needle-engine>
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* @example
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@@ -65,7 +65,7 @@ const observedAttributes = [
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export class NeedleEngineWebComponent extends HTMLElement implements INeedleEngineComponent {
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static get observedAttributes() {
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return observedAttributes
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return observedAttributes;
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}
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public get loadingProgress01(): number { return this._loadingProgress01; }
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@@ -95,7 +95,7 @@ export class NeedleEngineWebComponent extends HTMLElement implements INeedleEngi
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/**
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* Get the current context for this web component instance. The context is created when the src attribute is set and the loading has finished.
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* The context is disposed when the needle engine is removed from the document (you can prevent this by setting the keep-alive attribute to true).
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* @returns
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* @returns a promise that resolves to the context when the loading has finished
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*/
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public getContext(): Promise<Context> {
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return new Promise((res, _rej) => {
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@@ -328,19 +328,12 @@ export class NeedleEngineWebComponent extends HTMLElement implements INeedleEngi
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break;
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case "tonemapping":
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case "tone-mapping":
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case "
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break;
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}
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case "background-blurriness": {
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this.applyAttributes();
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break;
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}
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case "environment-intensity": {
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case "tone-mapping":
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case "tone-mapping-exposure":
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case "background-blurriness":
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case "background-color":
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case "environment-intensity":
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{
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this.applyAttributes();
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break;
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}
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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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* @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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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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* 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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if (debug) console.log("Fitted shadows to scene", this.shadowsRoot.scale.clone());
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private _abort: AbortController | null = null;
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/**
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*
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* Processes dropped files and loads them as 3D models.
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* When enabled, it also handles network drops (sending files between clients).
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* Automatically handles cancelling previous uploads if new files are dropped.
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* @param fileList Array of dropped files
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* @param ctx Context information about where on the screen or in 3D space the drop occurred
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private async addFromFiles(fileList: Array<File>, ctx: DropContext) {
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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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/** 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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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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this._isLoadingOrDoneLoading = true;
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const opts = new InstantiateOptions();
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// we need to provide stable guids for creating nested gltfs
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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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if (debug) console.log("Nested loaded:", this.filePath?.url ?? this.filePath, res);
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if (res && this.loadAssetInParent !== false) {
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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 });
|
|
70
|
+
}
|
|
71
|
+
if (debug) console.log("Nested loading done:", this.filePath?.url ?? this.filePath, res);
|
|
63
72
|
}
|
|
64
|
-
|
|
73
|
+
|
|
65
74
|
}
|
|
66
75
|
}
|
|
67
76
|
|
|
@@ -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));
|
|
@@ -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.
|
|
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
|
|
@@ -48,21 +48,20 @@ function createRemoteSkyboxComponent(context: IContext, url: string, skybox: boo
|
|
|
48
48
|
const promises = new Array<Promise<any>>();
|
|
49
49
|
ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, (args) => {
|
|
50
50
|
const context = args.context;
|
|
51
|
-
const
|
|
51
|
+
const backgroundImage = context.domElement.getAttribute("background-image");
|
|
52
52
|
const environmentImage = context.domElement.getAttribute("environment-image");
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
if (debug) console.log("Creating remote skybox to load " + skyboxImage);
|
|
53
|
+
|
|
54
|
+
if (backgroundImage) {
|
|
55
|
+
if (debug) console.log("Creating RemoteSkybox to load background " + backgroundImage);
|
|
57
56
|
// if the user is loading a GLB without a camera then the CameraUtils (which creates the default camera)
|
|
58
57
|
// checks if we have this attribute set and then sets the skybox clearflags accordingly
|
|
59
58
|
// if the user has a GLB with a camera but set to solid color then the skybox image is not visible -> we will just warn then and not override the camera settings
|
|
60
|
-
const promise = createRemoteSkyboxComponent(context,
|
|
59
|
+
const promise = createRemoteSkyboxComponent(context, backgroundImage, true, false, "background-image");
|
|
61
60
|
if (promise) promises.push(promise);
|
|
62
61
|
}
|
|
63
62
|
if (environmentImage) {
|
|
64
|
-
if (debug) console.log("Creating
|
|
65
|
-
const promise = createRemoteSkyboxComponent(context, environmentImage,
|
|
63
|
+
if (debug) console.log("Creating RemoteSkybox to load environment " + environmentImage);
|
|
64
|
+
const promise = createRemoteSkyboxComponent(context, environmentImage, false, true, "environment-image");
|
|
66
65
|
if (promise) promises.push(promise);
|
|
67
66
|
}
|
|
68
67
|
});
|
|
@@ -200,7 +199,7 @@ export class RemoteSkybox extends Behaviour {
|
|
|
200
199
|
console.warn("Potentially invalid skybox URL: \"" + name + "\" on " + (this.name || this.gameObject?.name || "context"));
|
|
201
200
|
}
|
|
202
201
|
|
|
203
|
-
if (debug) console.log("Set
|
|
202
|
+
if (debug) console.log("Set RemoteSkybox url: " + url);
|
|
204
203
|
|
|
205
204
|
if (this._prevUrl === url && this._prevLoadedEnvironment) {
|
|
206
205
|
this.apply();
|
|
@@ -258,7 +257,7 @@ export class RemoteSkybox extends Behaviour {
|
|
|
258
257
|
this._prevBackground = this.context.scene.background;
|
|
259
258
|
if (this.context.scene.environment !== envMap)
|
|
260
259
|
this._prevEnvironment = this.context.scene.environment;
|
|
261
|
-
if (debug) console.log("Set
|
|
260
|
+
if (debug) console.log("Set RemoteSkybox (" + ((this.environment && this.background) ? "environment and background" : this.environment ? "environment" : this.background ? "background" : "none") + ")", this.url, !Camera.backgroundShouldBeTransparent(this.context));
|
|
262
261
|
if (this.environment)
|
|
263
262
|
this.context.scene.environment = envMap;
|
|
264
263
|
if (this.background && !Camera.backgroundShouldBeTransparent(this.context))
|