@needle-tools/engine 4.8.8 → 4.8.9
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/CHANGELOG.md +10 -0
- package/README.md +50 -45
- package/components.needle.json +1 -1
- package/dist/{needle-engine.bundle-C071tpzX.js → needle-engine.bundle-BdgNRB4B.js} +2656 -2629
- package/dist/{needle-engine.bundle-CK8rTkFm.umd.cjs → needle-engine.bundle-DGca1cic.umd.cjs} +108 -108
- package/dist/{needle-engine.bundle--H5L0liy.min.js → needle-engine.bundle-TQyyn3pE.min.js} +109 -109
- 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/js-extensions/index.d.ts +2 -1
- package/lib/engine/js-extensions/index.js +1 -1
- package/lib/engine/js-extensions/index.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/Camera.d.ts +2 -0
- package/lib/engine-components/Camera.js +5 -1
- package/lib/engine-components/Camera.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.d.ts +29 -6
- package/lib/engine-components/OrbitControls.js +45 -9
- 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/lib/engine-components/api.d.ts +1 -0
- package/lib/engine-components/api.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/js-extensions/index.ts +3 -2
- package/src/engine/webcomponents/needle-engine.ts +10 -17
- package/src/engine-components/Camera.ts +7 -1
- 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 +67 -21
- package/src/engine-components/Renderer.ts +2 -1
- package/src/engine-components/Skybox.ts +9 -10
- package/src/engine-components/api.ts +2 -1
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@@ -18,7 +18,7 @@ import { Addressables } from './engine_addressables.js';
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import { AnimationsRegistry } from './engine_animation.js';
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import { Application } from './engine_application.js';
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import { AssetDatabase } from './engine_assetdatabase.js';
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-
import { FocusRect, updateCameraFocusRect } from './engine_camera.js';
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import { FocusRect, FocusRectSettings, updateCameraFocusRect } from './engine_camera.js';
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import { VERSION } from './engine_constants.js';
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import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
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import { WaitForPromise } from './engine_coroutine.js';
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@@ -1378,11 +1378,26 @@ export class Context implements IContext {
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* Set a rect or dom element. The camera center will be moved to the center of the rect.
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* 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.
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* For that you can simply pass in the rect or HMTL div that you want the camera to center on.
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* @param rect The focus rect or null to disable
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* @param settings Optional settings for the focus rect. These will override the `focusRectSettings` property
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*/
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public setCameraFocusRect(rect: FocusRect | null) {
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public setCameraFocusRect(rect: FocusRect | null, settings?: Partial<FocusRectSettings>) {
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this._focusRect = rect;
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if (settings) {
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Object.assign(this.focusRectSettings, settings);
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}
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}
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get focusRect() { return this._focusRect; }
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/** Settings when a focus rect is set. Use `setCameraFocusRect(...)` to do so.
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* This can be used to offset the renderer center e.g. to a specific DOM element.
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*/
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readonly focusRectSettings: FocusRectSettings = {
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/** Controls how fast the rect is centered. Smaller values mean the rect is centered faster.
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* A minimum value of 0 means the rect is centered instantly.
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* @default .05
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*/
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damping: .05
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};
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private _focusRect: FocusRect | null = null;
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@@ -1514,8 +1529,11 @@ export class Context implements IContext {
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if (this.isVisibleToUser || this.runInBackground) {
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if (this._focusRect) {
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if (this.mainCamera instanceof PerspectiveCamera)
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-
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if (this.mainCamera instanceof PerspectiveCamera) {
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const settings = this.focusRectSettings;
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const dt = settings.damping > 0 ? this.time.deltaTime / settings.damping : 1;
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updateCameraFocusRect(this._focusRect, dt, this.mainCamera, this.renderer);
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}
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}
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this._currentFrameEvent = FrameEvent.OnBeforeRender;
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@@ -42,13 +42,13 @@ export type ObjectOptions = {
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/**
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* The position of the object in local space
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*/
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position?: Vec3 | [number, number, number],
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position?: Partial<Vec3> | [number, number, number],
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/** The rotation of the object in local space */
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rotation?: Vec3 | [number, number, number],
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rotation?: Partial<Vec3> | [number, number, number],
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/**
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* The scale of the object in local space
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*/
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scale?: Vec3 | number | [number, number, number],
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scale?: Partial<Vec3> | number | [number, number, number],
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/**
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* If the object should receive shadows
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* @default true
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if (opts?.position) {
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if (Array.isArray(opts.position))
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obj.position.set(opts.position[0], opts.position[1], opts.position[2]);
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else
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obj.position.set(opts.position.x, opts.position.y, opts.position.z);
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else {
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obj.position.set(opts.position.x || 0, opts.position.y || 0, opts.position.z || 0);
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}
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}
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if (opts?.rotation) {
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if (Array.isArray(opts.rotation))
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obj.rotation.set(opts.rotation[0], opts.rotation[1], opts.rotation[2]);
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else
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obj.rotation.set(opts.rotation.x, opts.rotation.y, opts.rotation.z);
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obj.rotation.set(opts.rotation.x || 0, opts.rotation.y || 0, opts.rotation.z || 0);
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}
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if (opts?.scale) {
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if (typeof opts.scale === "number")
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obj.scale.set(opts.scale[0], opts.scale[1], opts.scale[2]);
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}
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else {
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obj.scale.set(opts.scale.x, opts.scale.y, opts.scale.z);
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obj.scale.set(opts.scale.x || 1, opts.scale.y || 1, opts.scale.z || 1);
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}
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}
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setDestroyed(obj, true);
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if (dispose) {
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disposeObjectResources(obj);
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// This needs to be called after disposing because it removes the references to resources
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__internalRemoveReferences(obj);
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}
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// This needs to be called after disposing because it removes the references to resources
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__internalRemoveReferences(obj);
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}
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destroyed_objects.length = 0;
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destroyed_components.length = 0;
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if (gltf.scenes) {
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for (const scene of gltf.scenes) {
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await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve);
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await onCreateBuiltinComponents(serializationContext, scene, deserializeQueue, lateResolve, 0);
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}
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}
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// TODO: when is the gltf here an object3d?
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if (gltf.children) {
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for (const ch of gltf.children) {
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await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve);
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await onCreateBuiltinComponents(serializationContext, ch, deserializeQueue, lateResolve, 0);
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}
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}
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async function onCreateBuiltinComponents(context: SerializationContext, obj: Object3D,
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deserialize: DeserializeData[], lateResolve: LateResolveCallback[]) {
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deserialize: DeserializeData[], lateResolve: LateResolveCallback[], level: number) {
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if (!obj) return;
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// iterate injected data
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}
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// console.debug("finished adding gltf builtin components", obj);
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}
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if (unknownComponentsBuffer.length > 0) {
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if (isLocalNetwork())
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showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${unknown}\n\nThis could mean you forgot to add a npmdef to your ExportInfo\n<a href="https://engine.needle.tools/docs/project_structure.html#creating-and-installing-a-npmdef" target="_blank">documentation</a>`, LogType.Warn);
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}
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await onCreateBuiltinComponents(context, ch, deserialize, lateResolve, level + 1);
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showBalloonMessage(`<strong>Unknown components in scene</strong>:\n\n${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);
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}
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}
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function handleDeserialization(data: DeserializeData, context: SerializationContext) {
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* ```
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export function onCreateCustomModelLoader(callback: CustomLoaderCallback, opts?: CustomLoaderOptions) {
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this._hemisphereLightObj.removeFromParent();
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}
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this.context.
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}
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onDisable() {
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console.log(entry);
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let res: Promise<any> | null = null;
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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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Vector3.prototype["slerp"] = function (end: Vector3, t: number) {
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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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*
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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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329
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case "tonemapping":
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-
case "tone-mapping":
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-
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333
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-
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-
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|
-
case "
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-
|
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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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333
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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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|
@@ -9,6 +9,7 @@ import { RenderTexture } from "../engine/engine_texture.js";
|
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9
9
|
import { getTempColor, getWorldPosition } from "../engine/engine_three_utils.js";
|
|
10
10
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import type { ICamera } from "../engine/engine_types.js"
|
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11
11
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import { getParam } from "../engine/engine_utils.js";
|
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12
|
+
import { NeedleXREventArgs } from "../engine/engine_xr.js";
|
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12
13
|
import { RGBAColor } from "../engine/js-extensions/index.js";
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13
14
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import { Behaviour, GameObject } from "./Component.js";
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import { OrbitControls } from "./OrbitControls.js";
|
|
@@ -446,6 +447,11 @@ export class Camera extends Behaviour implements ICamera {
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446
447
|
this.context.removeCamera(this);
|
|
447
448
|
}
|
|
448
449
|
|
|
450
|
+
onLeaveXR(_args: NeedleXREventArgs): void {
|
|
451
|
+
// Restore previous FOV
|
|
452
|
+
this.fieldOfView = this._fov;
|
|
453
|
+
}
|
|
454
|
+
|
|
449
455
|
|
|
450
456
|
/** @internal */
|
|
451
457
|
onBeforeRender() {
|
|
@@ -553,7 +559,7 @@ export class Camera extends Behaviour implements ICamera {
|
|
|
553
559
|
}
|
|
554
560
|
|
|
555
561
|
// restore previous fov (e.g. when user was in VR or AR and the camera's fov has changed)
|
|
556
|
-
this.fieldOfView = this.
|
|
562
|
+
this.fieldOfView = this.fieldOfView;
|
|
557
563
|
|
|
558
564
|
if (debug) {
|
|
559
565
|
const msg = `[Camera] Apply ClearFlags: ${ClearFlags[this._clearFlags]} - \"${this.name}\"`;
|
|
@@ -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
|
|
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());
|
|
@@ -399,10 +399,11 @@ export class DropListener extends Behaviour {
|
|
|
399
399
|
private _abort: AbortController | null = null;
|
|
400
400
|
|
|
401
401
|
/**
|
|
402
|
-
* Processes dropped files
|
|
403
|
-
*
|
|
402
|
+
* Processes dropped files and loads them as 3D models.
|
|
403
|
+
* When enabled, it also handles network drops (sending files between clients).
|
|
404
|
+
* Automatically handles cancelling previous uploads if new files are dropped.
|
|
404
405
|
* @param fileList Array of dropped files
|
|
405
|
-
* @param ctx Context information about where the drop occurred
|
|
406
|
+
* @param ctx Context information about where on the screen or in 3D space the drop occurred
|
|
406
407
|
*/
|
|
407
408
|
private async addFromFiles(fileList: Array<File>, ctx: DropContext) {
|
|
408
409
|
if (debug) console.log("Add files", fileList)
|
|
@@ -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
|
-
|
|
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
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
res
|
|
56
|
-
|
|
57
|
-
res.
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
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
|
-
|
|
73
|
+
|
|
65
74
|
}
|
|
66
75
|
}
|
|
67
76
|
|