@needle-tools/engine 5.1.0-alpha → 5.1.0-alpha.2

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.
Files changed (193) hide show
  1. package/.needle/generated/needle-bindings.gen.d.ts +5 -0
  2. package/CHANGELOG.md +27 -1
  3. package/SKILL.md +39 -21
  4. package/components.needle.json +1 -1
  5. package/dist/{gltf-progressive-DJBMx-zB.umd.cjs → gltf-progressive-BmblPzFj.umd.cjs} +4 -4
  6. package/dist/{gltf-progressive-BryRjllq.min.js → gltf-progressive-CN_mbb66.min.js} +2 -2
  7. package/dist/{gltf-progressive-Cl167Vjx.js → gltf-progressive-DUlhxdv4.js} +5 -2
  8. package/dist/{needle-engine.bundle-qDahLTqW.min.js → needle-engine.bundle-B-5Q2CpC.min.js} +249 -173
  9. package/dist/{needle-engine.bundle-CwhCzjep.js → needle-engine.bundle-dit3f1l5.js} +13238 -12724
  10. package/dist/{needle-engine.bundle-wM-BWPX9.umd.cjs → needle-engine.bundle-qZfVf_v-.umd.cjs} +250 -174
  11. package/dist/needle-engine.d.ts +295 -31
  12. package/dist/needle-engine.js +569 -563
  13. package/dist/needle-engine.min.js +1 -1
  14. package/dist/needle-engine.umd.cjs +1 -1
  15. package/dist/{postprocessing-B_9sKVU7.min.js → postprocessing-B571qGWR.min.js} +34 -34
  16. package/dist/{postprocessing-WDc9WwI3.js → postprocessing-CfrLAbLX.js} +0 -1
  17. package/dist/{postprocessing-B2wb6pzI.umd.cjs → postprocessing-CiGkAeM9.umd.cjs} +17 -17
  18. package/dist/{vendor-CAcsI0eU.js → vendor-BFrMaK9q.js} +8983 -9136
  19. package/dist/vendor-CJmyOrCq.min.js +1116 -0
  20. package/dist/vendor-DkMW3WY4.umd.cjs +1116 -0
  21. package/lib/engine/api.d.ts +12 -0
  22. package/lib/engine/api.js +2 -0
  23. package/lib/engine/api.js.map +1 -1
  24. package/lib/engine/debug/debug_environment.js +1 -1
  25. package/lib/engine/debug/debug_environment.js.map +1 -1
  26. package/lib/engine/engine_application.js +8 -6
  27. package/lib/engine/engine_application.js.map +1 -1
  28. package/lib/engine/engine_components.js +5 -1
  29. package/lib/engine/engine_components.js.map +1 -1
  30. package/lib/engine/engine_constants.js +6 -0
  31. package/lib/engine/engine_constants.js.map +1 -1
  32. package/lib/engine/engine_context.d.ts +33 -7
  33. package/lib/engine/engine_context.js +40 -2
  34. package/lib/engine/engine_context.js.map +1 -1
  35. package/lib/engine/engine_context_registry.js +1 -1
  36. package/lib/engine/engine_context_registry.js.map +1 -1
  37. package/lib/engine/engine_init.js +7 -0
  38. package/lib/engine/engine_init.js.map +1 -1
  39. package/lib/engine/engine_input.d.ts +3 -2
  40. package/lib/engine/engine_input.js +3 -2
  41. package/lib/engine/engine_input.js.map +1 -1
  42. package/lib/engine/engine_license.d.ts +2 -0
  43. package/lib/engine/engine_license.js +25 -15
  44. package/lib/engine/engine_license.js.map +1 -1
  45. package/lib/engine/engine_lifecycle_functions_internal.js +5 -0
  46. package/lib/engine/engine_lifecycle_functions_internal.js.map +1 -1
  47. package/lib/engine/engine_networking_blob.d.ts +1 -1
  48. package/lib/engine/engine_networking_blob.js +5 -11
  49. package/lib/engine/engine_networking_blob.js.map +1 -1
  50. package/lib/engine/engine_physics_rapier.d.ts +3 -0
  51. package/lib/engine/engine_physics_rapier.js +13 -10
  52. package/lib/engine/engine_physics_rapier.js.map +1 -1
  53. package/lib/engine/engine_pmrem.js +2 -2
  54. package/lib/engine/engine_pmrem.js.map +1 -1
  55. package/lib/engine/engine_scenedata.d.ts +30 -0
  56. package/lib/engine/engine_scenedata.js +136 -0
  57. package/lib/engine/engine_scenedata.js.map +1 -0
  58. package/lib/engine/engine_ssr.d.ts +18 -0
  59. package/lib/engine/engine_ssr.js +40 -0
  60. package/lib/engine/engine_ssr.js.map +1 -0
  61. package/lib/engine/engine_three_utils.d.ts +14 -7
  62. package/lib/engine/engine_three_utils.js +14 -7
  63. package/lib/engine/engine_three_utils.js.map +1 -1
  64. package/lib/engine/engine_types.d.ts +2 -0
  65. package/lib/engine/engine_types.js.map +1 -1
  66. package/lib/engine/engine_utils.js +4 -2
  67. package/lib/engine/engine_utils.js.map +1 -1
  68. package/lib/engine/engine_utils_hash.d.ts +9 -0
  69. package/lib/engine/engine_utils_hash.js +112 -0
  70. package/lib/engine/engine_utils_hash.js.map +1 -0
  71. package/lib/engine/webcomponents/jsx.d.ts +51 -0
  72. package/lib/engine/webcomponents/logo-element.d.ts +2 -1
  73. package/lib/engine/webcomponents/logo-element.js +2 -1
  74. package/lib/engine/webcomponents/logo-element.js.map +1 -1
  75. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +4 -4
  76. package/lib/engine/webcomponents/needle menu/needle-menu.js +2 -1
  77. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  78. package/lib/engine/webcomponents/needle-button.d.ts +2 -1
  79. package/lib/engine/webcomponents/needle-button.js +2 -1
  80. package/lib/engine/webcomponents/needle-button.js.map +1 -1
  81. package/lib/engine/webcomponents/needle-engine.d.ts +2 -1
  82. package/lib/engine/webcomponents/needle-engine.js +2 -1
  83. package/lib/engine/webcomponents/needle-engine.js.map +1 -1
  84. package/lib/engine/xr/NeedleXRSession.d.ts +1 -0
  85. package/lib/engine/xr/NeedleXRSession.js +5 -5
  86. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  87. package/lib/engine/xr/events.d.ts +30 -3
  88. package/lib/engine/xr/events.js +38 -0
  89. package/lib/engine/xr/events.js.map +1 -1
  90. package/lib/engine/xr/init.js +1 -7
  91. package/lib/engine/xr/init.js.map +1 -1
  92. package/lib/engine-components/AnimatorController.d.ts +135 -2
  93. package/lib/engine-components/AnimatorController.js +218 -2
  94. package/lib/engine-components/AnimatorController.js.map +1 -1
  95. package/lib/engine-components/GroundProjection.d.ts +1 -0
  96. package/lib/engine-components/GroundProjection.js +184 -48
  97. package/lib/engine-components/GroundProjection.js.map +1 -1
  98. package/lib/engine-components/Light.d.ts +6 -8
  99. package/lib/engine-components/Light.js +40 -27
  100. package/lib/engine-components/Light.js.map +1 -1
  101. package/lib/engine-components/RigidBody.js +3 -3
  102. package/lib/engine-components/RigidBody.js.map +1 -1
  103. package/lib/engine-components/SceneSwitcher.js +2 -0
  104. package/lib/engine-components/SceneSwitcher.js.map +1 -1
  105. package/lib/engine-components/api.d.ts +1 -0
  106. package/lib/engine-components/api.js +1 -0
  107. package/lib/engine-components/api.js.map +1 -1
  108. package/lib/engine-components/codegen/components.d.ts +1 -0
  109. package/lib/engine-components/codegen/components.js +1 -0
  110. package/lib/engine-components/codegen/components.js.map +1 -1
  111. package/lib/engine-components/postprocessing/Effects/BloomEffect.d.ts +1 -1
  112. package/lib/engine-components/postprocessing/Effects/Sharpening.js +1 -2
  113. package/lib/engine-components/postprocessing/Effects/Sharpening.js.map +1 -1
  114. package/lib/engine-components/postprocessing/PostProcessingHandler.js +5 -6
  115. package/lib/engine-components/postprocessing/PostProcessingHandler.js.map +1 -1
  116. package/lib/engine-components/web/ScrollFollow.d.ts +0 -1
  117. package/lib/engine-components/web/ScrollFollow.js +3 -2
  118. package/lib/engine-components/web/ScrollFollow.js.map +1 -1
  119. package/lib/needle-engine.d.ts +2 -0
  120. package/lib/needle-engine.js +2 -0
  121. package/lib/needle-engine.js.map +1 -1
  122. package/package.json +6 -4
  123. package/plugins/common/logger.js +42 -19
  124. package/plugins/dts-generator/dts.codegen.js +334 -0
  125. package/plugins/dts-generator/dts.scan.js +99 -0
  126. package/plugins/dts-generator/dts.writer.js +59 -0
  127. package/plugins/dts-generator/glb.discovery.js +279 -0
  128. package/plugins/dts-generator/glb.extractor.js +215 -0
  129. package/plugins/dts-generator/glb.reader.js +167 -0
  130. package/plugins/dts-generator/index.js +36 -0
  131. package/plugins/dts-generator/manifest.types.js +174 -0
  132. package/plugins/types/index.d.ts +2 -1
  133. package/plugins/types/needle-bindings.d.ts +30 -0
  134. package/plugins/types/userconfig.d.ts +21 -2
  135. package/plugins/vite/asap.js +1 -1
  136. package/plugins/vite/dependency-watcher.d.ts +2 -2
  137. package/plugins/vite/dependency-watcher.js +3 -4
  138. package/plugins/vite/drop.d.ts +2 -2
  139. package/plugins/vite/drop.js +3 -4
  140. package/plugins/vite/dts-generator.d.ts +7 -0
  141. package/plugins/vite/dts-generator.js +191 -0
  142. package/plugins/vite/index.d.ts +10 -3
  143. package/plugins/vite/index.js +27 -10
  144. package/plugins/vite/logger.client.js +4 -3
  145. package/plugins/vite/logging.js +2 -2
  146. package/plugins/vite/meta.js +4 -2
  147. package/plugins/vite/poster.d.ts +2 -2
  148. package/plugins/vite/poster.js +3 -5
  149. package/plugins/vite/reload.d.ts +2 -2
  150. package/plugins/vite/reload.js +23 -22
  151. package/src/engine/api.ts +15 -1
  152. package/src/engine/debug/debug_environment.ts +1 -1
  153. package/src/engine/engine_application.ts +8 -6
  154. package/src/engine/engine_components.ts +7 -4
  155. package/src/engine/engine_constants.ts +11 -6
  156. package/src/engine/engine_context.ts +50 -7
  157. package/src/engine/engine_context_registry.ts +1 -1
  158. package/src/engine/engine_init.ts +6 -0
  159. package/src/engine/engine_input.ts +3 -2
  160. package/src/engine/engine_license.ts +23 -19
  161. package/src/engine/engine_lifecycle_functions_internal.ts +7 -0
  162. package/src/engine/engine_networking_blob.ts +5 -11
  163. package/src/engine/engine_physics_rapier.ts +14 -12
  164. package/src/engine/engine_pmrem.ts +3 -3
  165. package/src/engine/engine_scenedata.ts +134 -0
  166. package/src/engine/engine_ssr.ts +48 -0
  167. package/src/engine/engine_three_utils.ts +15 -7
  168. package/src/engine/engine_types.ts +2 -0
  169. package/src/engine/engine_utils.ts +3 -2
  170. package/src/engine/engine_utils_hash.ts +65 -0
  171. package/src/engine/webcomponents/jsx.d.ts +51 -0
  172. package/src/engine/webcomponents/logo-element.ts +3 -1
  173. package/src/engine/webcomponents/needle menu/needle-menu.ts +4 -2
  174. package/src/engine/webcomponents/needle-button.ts +3 -1
  175. package/src/engine/webcomponents/needle-engine.ts +3 -1
  176. package/src/engine/xr/NeedleXRSession.ts +6 -6
  177. package/src/engine/xr/events.ts +44 -1
  178. package/src/engine/xr/init.ts +0 -7
  179. package/src/engine-components/AnimatorController.ts +286 -4
  180. package/src/engine-components/GroundProjection.ts +226 -52
  181. package/src/engine-components/Light.ts +40 -26
  182. package/src/engine-components/RigidBody.ts +3 -3
  183. package/src/engine-components/SceneSwitcher.ts +1 -0
  184. package/src/engine-components/api.ts +1 -0
  185. package/src/engine-components/codegen/components.ts +1 -0
  186. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +1 -1
  187. package/src/engine-components/postprocessing/Effects/Sharpening.ts +1 -2
  188. package/src/engine-components/postprocessing/PostProcessingHandler.ts +4 -8
  189. package/src/engine-components/web/ScrollFollow.ts +2 -2
  190. package/src/needle-engine.ts +3 -0
  191. package/src/vite-env.d.ts +16 -0
  192. package/dist/vendor-CEM38hLE.umd.cjs +0 -1116
  193. package/dist/vendor-HRlxIBga.min.js +0 -1116
@@ -4,7 +4,7 @@ var __decorate = (this && this.__decorate) || function (decorators, target, key,
4
4
  else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
5
  return c > 3 && r && Object.defineProperty(target, key, r), r;
6
6
  };
7
- import { ShaderMaterial, Texture } from "three";
7
+ import { CubeUVReflectionMapping, ShaderMaterial, Texture } from "three";
8
8
  import { GroundedSkybox as GroundProjection } from 'three/examples/jsm/objects/GroundedSkybox.js';
9
9
  import { Gizmos } from "../engine/engine_gizmos.js";
10
10
  import { serializable } from "../engine/engine_serialization_decorator.js";
@@ -12,6 +12,142 @@ import { getBoundingBox, getTempVector, getWorldScale, Graphics, setVisibleInCus
12
12
  import { delayForFrames, getParam, Watch as Watch } from "../engine/engine_utils.js";
13
13
  import { Behaviour } from "./Component.js";
14
14
  const debug = getParam("debuggroundprojection");
15
+ const needleCubeUvMapVarying = /* glsl */ `
16
+ #ifdef NEEDLE_USE_CUBE_UV_MAP
17
+ varying vec3 vNeedleGroundProjectionWorldDirection;
18
+ #endif
19
+ `;
20
+ const needleGroundProjectionFragmentPars = /* glsl */ `
21
+ ${needleCubeUvMapVarying}
22
+ uniform float needleGroundProjectionBlurriness;
23
+ uniform float needleGroundProjectionBlending;
24
+ uniform float needleGroundProjectionAlphaFactor;
25
+ uniform float needleGroundProjectionBackgroundIntensity;
26
+
27
+ float needleGroundProjectionSmoothstep(float edge0, float edge1, float x) {
28
+ float t = clamp((x - edge0) / max(edge1 - edge0, 0.000001), 0.0, 1.0);
29
+ return t * t * (3.0 - 2.0 * t);
30
+ }
31
+
32
+ float needleGroundProjectionDistance() {
33
+ return length(vec2(0.0, vMapUv.y));
34
+ }
35
+
36
+ float needleGroundProjectionBlurFactor(float needleGroundProjectionDistanceValue) {
37
+ return clamp(needleGroundProjectionSmoothstep(0.5, 1.0, needleGroundProjectionDistanceValue * 2.0), 0.0, 1.0);
38
+ }
39
+ `;
40
+ const needleCubeUvMapFragment = /* glsl */ `
41
+ #ifdef USE_MAP
42
+
43
+ float needleGroundProjectionDistanceValue = needleGroundProjectionDistance();
44
+ float needleGroundProjectionBlurFactorValue = needleGroundProjectionBlurFactor(needleGroundProjectionDistanceValue);
45
+ vec4 sampledDiffuseColor;
46
+
47
+ #ifdef NEEDLE_USE_CUBE_UV_MAP
48
+ sampledDiffuseColor = textureCubeUV(
49
+ map,
50
+ normalize( vNeedleGroundProjectionWorldDirection ),
51
+ needleGroundProjectionBlurriness * needleGroundProjectionBlurFactorValue
52
+ );
53
+ #else
54
+ #ifdef USE_MIPMAP_BIAS
55
+ sampledDiffuseColor = texture2D( map, vMapUv, mipmapBias );
56
+ #else
57
+ sampledDiffuseColor = texture2D( map, vMapUv );
58
+ #endif
59
+ #endif
60
+
61
+ #ifdef DECODE_VIDEO_TEXTURE
62
+
63
+ // use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures (#26516)
64
+
65
+ sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
66
+
67
+ #endif
68
+
69
+ sampledDiffuseColor.rgb *= mix(1.0, needleGroundProjectionBackgroundIntensity, needleGroundProjectionBlurFactorValue);
70
+ diffuseColor *= sampledDiffuseColor;
71
+
72
+ #endif
73
+ `;
74
+ const needleGroundProjectionAlphaFragment = /* glsl */ `
75
+ #ifdef USE_MAP
76
+ if (needleGroundProjectionBlending > 0.000001) {
77
+ float needleGroundProjectionBrightness = dot(diffuseColor.rgb, vec3(0.299, 0.587, 0.114));
78
+ float needleGroundProjectionStepFactor = needleGroundProjectionBlending - needleGroundProjectionBrightness * 0.1;
79
+ diffuseColor.a *= pow(
80
+ 1.0 - needleGroundProjectionBlending * needleGroundProjectionSmoothstep(
81
+ 0.35 * needleGroundProjectionStepFactor,
82
+ 0.45 * needleGroundProjectionStepFactor,
83
+ needleGroundProjectionDistanceValue
84
+ ),
85
+ 5.0
86
+ );
87
+ }
88
+ #endif
89
+ diffuseColor.a *= needleGroundProjectionAlphaFactor;
90
+ `;
91
+ function getCubeUvSize(texture) {
92
+ const imageHeight = texture.image?.height;
93
+ if (!imageHeight)
94
+ return null;
95
+ const maxMip = Math.log2(imageHeight) - 2;
96
+ const texelHeight = 1 / imageHeight;
97
+ const texelWidth = 1 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16));
98
+ return { texelWidth, texelHeight, maxMip };
99
+ }
100
+ function getGroundProjectionShaderUniforms(material) {
101
+ const userData = material.userData;
102
+ return userData.needleGroundProjectionUniforms ??= {
103
+ needleGroundProjectionBlurriness: { value: 0 },
104
+ needleGroundProjectionBlending: { value: 0 },
105
+ needleGroundProjectionAlphaFactor: { value: 1 },
106
+ needleGroundProjectionBackgroundIntensity: { value: 1 }
107
+ };
108
+ }
109
+ function configureGroundProjectionMaterial(material, texture) {
110
+ const projectionUniforms = getGroundProjectionShaderUniforms(material);
111
+ material.onBeforeCompile = shader => {
112
+ shader.uniforms.needleGroundProjectionBlurriness = projectionUniforms.needleGroundProjectionBlurriness;
113
+ shader.uniforms.needleGroundProjectionBlending = projectionUniforms.needleGroundProjectionBlending;
114
+ shader.uniforms.needleGroundProjectionAlphaFactor = projectionUniforms.needleGroundProjectionAlphaFactor;
115
+ shader.uniforms.needleGroundProjectionBackgroundIntensity = projectionUniforms.needleGroundProjectionBackgroundIntensity;
116
+ shader.vertexShader = shader.vertexShader
117
+ .replace("#include <uv_pars_vertex>", `#include <uv_pars_vertex>\n${needleCubeUvMapVarying}`)
118
+ .replace("#include <worldpos_vertex>", `#include <worldpos_vertex>
119
+ #ifdef NEEDLE_USE_CUBE_UV_MAP
120
+ // GroundedSkybox mirrors geometry on Z, so undo that before deriving the sampling direction.
121
+ vNeedleGroundProjectionWorldDirection = transformDirection( vec3( position.x, position.y, -position.z ), modelMatrix );
122
+ #endif`);
123
+ shader.fragmentShader = shader.fragmentShader
124
+ .replace("#include <map_pars_fragment>", `#include <map_pars_fragment>
125
+ ${needleGroundProjectionFragmentPars}
126
+ #include <cube_uv_reflection_fragment>`)
127
+ .replace("#include <map_fragment>", needleCubeUvMapFragment)
128
+ .replace("#include <opaque_fragment>", `${needleGroundProjectionAlphaFragment}\n#include <opaque_fragment>`);
129
+ };
130
+ const defines = material.defines ??= {};
131
+ const prevDefineState = JSON.stringify(defines);
132
+ const cubeUvSize = texture.mapping === CubeUVReflectionMapping ? getCubeUvSize(texture) : null;
133
+ if (cubeUvSize) {
134
+ defines.NEEDLE_USE_CUBE_UV_MAP = 1;
135
+ defines.ENVMAP_TYPE_CUBE_UV = 1;
136
+ defines.CUBEUV_TEXEL_WIDTH = cubeUvSize.texelWidth;
137
+ defines.CUBEUV_TEXEL_HEIGHT = cubeUvSize.texelHeight;
138
+ defines.CUBEUV_MAX_MIP = `${cubeUvSize.maxMip}.0`;
139
+ }
140
+ else {
141
+ delete defines.NEEDLE_USE_CUBE_UV_MAP;
142
+ delete defines.ENVMAP_TYPE_CUBE_UV;
143
+ delete defines.CUBEUV_TEXEL_WIDTH;
144
+ delete defines.CUBEUV_TEXEL_HEIGHT;
145
+ delete defines.CUBEUV_MAX_MIP;
146
+ }
147
+ if (prevDefineState !== JSON.stringify(defines)) {
148
+ material.needsUpdate = true;
149
+ }
150
+ }
15
151
  /**
16
152
  * The [GroundProjectedEnv](https://engine.needle.tools/docs/api/GroundProjectedEnv) projects the environment map onto a virtual ground plane.
17
153
  * Creates a realistic floor from 360° panoramas/HDRIs by deforming the skybox
@@ -138,12 +274,10 @@ export class GroundProjectedEnv extends Behaviour {
138
274
  if (this._projection && this.scene.backgroundRotation) {
139
275
  this._projection.rotation.copy(this.scene.backgroundRotation);
140
276
  }
141
- const blurrinessChanged = this.context.scene.backgroundBlurriness !== undefined && this._lastBlurriness != this.context.scene.backgroundBlurriness && this.context.scene.backgroundBlurriness > 0.001;
142
- if (blurrinessChanged) {
143
- this.updateProjection();
144
- }
145
- else if (this._needsTextureUpdate && this.context.scene.background instanceof Texture) {
146
- this.updateBlurriness(this.context.scene.background, this.context.scene.backgroundBlurriness);
277
+ if (this._projection && this.context.scene.background instanceof Texture) {
278
+ const blurriness = this.context.scene.backgroundBlurriness ?? 0;
279
+ const blurrinessChanged = this._lastBlurriness !== blurriness;
280
+ this.updateProjectionMaterial(this.context.scene.background, blurrinessChanged || this._needsTextureUpdate);
147
281
  }
148
282
  }
149
283
  updateAndCreate() {
@@ -184,6 +318,7 @@ export class GroundProjectedEnv extends Behaviour {
184
318
  this._projection?.removeFromParent();
185
319
  try {
186
320
  this._projection = new GroundProjection(backgroundTexture, this._height, this._radius, 64);
321
+ configureGroundProjectionMaterial(this._projection.material, backgroundTexture);
187
322
  }
188
323
  catch (e) {
189
324
  console.error("Error creating three GroundProjection", e);
@@ -219,9 +354,7 @@ export class GroundProjectedEnv extends Behaviour {
219
354
  this.env.radius = this._radius;
220
355
  this.env.height = this._height;
221
356
  */
222
- if (this.context.scene.backgroundBlurriness > 0.001 && this._needsTextureUpdate) {
223
- this.updateBlurriness(backgroundTexture, this.context.scene.backgroundBlurriness);
224
- }
357
+ this.updateProjectionMaterial(backgroundTexture, true);
225
358
  this._lastBackground = backgroundTexture;
226
359
  this._lastHeight = this._height;
227
360
  this._lastRadius = this._radius;
@@ -229,23 +362,51 @@ export class GroundProjectedEnv extends Behaviour {
229
362
  }
230
363
  _blurrynessShader = null;
231
364
  _lastBlurriness = -1;
232
- updateBlurriness(texture, blurriness) {
365
+ updateProjectionMaterial(texture, forceTextureUpdate = false) {
233
366
  if (!this._projection) {
234
367
  return;
235
368
  }
236
- else if (!texture) {
237
- return;
369
+ const blurriness = this.context.scene.backgroundBlurriness ?? 0;
370
+ const useCubeUvBlur = texture.mapping === CubeUVReflectionMapping;
371
+ let targetTexture = texture;
372
+ if (!useCubeUvBlur && blurriness > 0.001) {
373
+ const hasBlurredTextureAssigned = !!this._projection.material.map && this._projection.material.map !== texture;
374
+ if (forceTextureUpdate || !hasBlurredTextureAssigned) {
375
+ targetTexture = this.updateBlurriness(texture, blurriness);
376
+ }
377
+ else if (this._projection.material.map) {
378
+ targetTexture = this._projection.material.map;
379
+ }
380
+ }
381
+ if (this._projection.material.map !== targetTexture) {
382
+ this._projection.material.map = targetTexture;
238
383
  }
384
+ const appliedTexture = this._projection.material.map ?? texture;
385
+ appliedTexture.mapping = texture.mapping;
386
+ configureGroundProjectionMaterial(this._projection.material, appliedTexture);
387
+ const shaderUniforms = getGroundProjectionShaderUniforms(this._projection.material);
388
+ shaderUniforms.needleGroundProjectionBlurriness.value = useCubeUvBlur ? blurriness : 0;
389
+ shaderUniforms.needleGroundProjectionBackgroundIntensity.value = this.context.scene.backgroundIntensity ?? 1;
390
+ const wasTransparent = this._projection.material.transparent;
391
+ this._projection.material.transparent = (this.context.xr?.isAR === true && this.arBlending > 0.000001) ?? false;
392
+ shaderUniforms.needleGroundProjectionBlending.value = this._projection.material.transparent ? this.arBlending : 0;
393
+ shaderUniforms.needleGroundProjectionAlphaFactor.value = this.context.isInPassThrough ? 0.95 : 1;
394
+ if (wasTransparent !== this._projection.material.transparent) {
395
+ this._projection.material.needsUpdate = true;
396
+ }
397
+ this._projection.material.depthTest = true;
398
+ this._projection.material.depthWrite = false;
399
+ this._lastBlurriness = blurriness;
239
400
  this._needsTextureUpdate = false;
401
+ }
402
+ updateBlurriness(texture, blurriness) {
240
403
  if (debug)
241
404
  console.log("Update Blurriness", blurriness);
242
405
  this._blurrynessShader ??= new ShaderMaterial({
243
406
  name: "GroundProjectionBlurriness",
244
407
  uniforms: {
245
408
  map: { value: texture },
246
- blurriness: { value: blurriness },
247
- blending: { value: 0 },
248
- alphaFactor: { value: 1 }
409
+ blurriness: { value: blurriness }
249
410
  },
250
411
  vertexShader: blurVertexShader,
251
412
  fragmentShader: blurFragmentShader
@@ -253,31 +414,10 @@ export class GroundProjectedEnv extends Behaviour {
253
414
  this._blurrynessShader.depthWrite = false;
254
415
  this._blurrynessShader.uniforms.map.value = texture;
255
416
  this._blurrynessShader.uniforms.blurriness.value = blurriness;
256
- this._lastBlurriness = blurriness;
257
417
  texture.needsUpdate = true;
258
- const wasTransparent = this._projection.material.transparent;
259
- this._projection.material.transparent = (this.context.xr?.isAR === true && this.arBlending > 0.000001) ?? false;
260
- if (this._projection.material.transparent) {
261
- this._blurrynessShader.uniforms.blending.value = this.arBlending;
262
- }
263
- else {
264
- this._blurrynessShader.uniforms.blending.value = 0;
265
- }
266
- if (this.context.isInPassThrough) {
267
- // Make the ground slightly transparent in passthrough mode
268
- this._blurrynessShader.uniforms.alphaFactor.value = 0.95;
269
- }
270
- else {
271
- this._blurrynessShader.uniforms.alphaFactor.value = 1;
272
- }
273
- // Make sure the material is updated if the transparency changed
274
- if (wasTransparent !== this._projection.material.transparent) {
275
- this._projection.material.needsUpdate = true;
276
- }
277
- // Update the texture
278
- this._projection.material.map = Graphics.copyTexture(texture, this._blurrynessShader);
279
- this._projection.material.depthTest = true;
280
- this._projection.material.depthWrite = false;
418
+ const blurredTexture = Graphics.copyTexture(texture, this._blurrynessShader);
419
+ blurredTexture.mapping = texture.mapping;
420
+ return blurredTexture;
281
421
  }
282
422
  }
283
423
  __decorate([
@@ -307,8 +447,6 @@ const blurVertexShader = `
307
447
  const blurFragmentShader = `
308
448
  uniform sampler2D map;
309
449
  uniform float blurriness;
310
- uniform float alphaFactor;
311
- uniform float blending;
312
450
  varying vec2 vUv;
313
451
 
314
452
  const float PI = 3.14159265359;
@@ -339,6 +477,10 @@ const blurFragmentShader = `
339
477
  vec4 color = vec4(0.0);
340
478
  float totalWeight = 0.0;
341
479
  int blurSize = int(60.0 * min(1.0, blurriness) * blurAmount); // Adjust blur size based on distance and blurriness
480
+ if (blurSize <= 0) {
481
+ gl_FragColor = texture2D(map, vUv);
482
+ return;
483
+ }
342
484
  float lodLevel = log2(float(blurSize)) * 0.5; // Compute LOD level
343
485
 
344
486
  for (int x = -blurSize; x <= blurSize; x++) {
@@ -354,12 +496,6 @@ const blurFragmentShader = `
354
496
 
355
497
  gl_FragColor = color;
356
498
 
357
- float brightness = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
358
- float stepFactor = blending - brightness * .1;
359
- gl_FragColor.a = pow(1.0 - blending * customSmoothstep(0.35 * stepFactor, 0.45 * stepFactor, distance), 5.);
360
- gl_FragColor.a *= alphaFactor;
361
- // gl_FragColor.rgb = vec3(1.0);
362
-
363
499
  // #include <tonemapping_fragment>
364
500
  // #include <colorspace_fragment>
365
501
 
@@ -1 +1 @@
1
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@@ -81,10 +81,13 @@ declare enum LightShadows {
81
81
  */
82
82
  export declare class Light extends Behaviour implements ILight {
83
83
  /**
84
- * The type of light (spot, directional, point, etc.)
85
- * Can not be changed at runtime.
84
+ * The type of light as a lowercase string: `"directional"`, `"point"`, `"spot"`.
85
+ * Implements {@link ILight.type}. Can not be changed at runtime.
86
86
  */
87
- private type;
87
+ get type(): ILight["type"];
88
+ /** Numeric LightType serialized from Unity/Blender — converts to string on write */
89
+ set type(value: LightType | ILight["type"]);
90
+ private _type;
88
91
  /**
89
92
  * The maximum distance the light affects.
90
93
  * Only applicable for spot and point lights.
@@ -190,11 +193,6 @@ export declare class Light extends Behaviour implements ILight {
190
193
  * and applies all settings like shadows, intensity, and color.
191
194
  */
192
195
  createLight(): void;
193
- /**
194
- * Coroutine that updates the main light reference in the context
195
- * if this directional light should be the main light
196
- */
197
- updateMainLightRoutine(): Generator<undefined, void, unknown>;
198
196
  /**
199
197
  * Controls whether the renderer's shadow map type can be changed when soft shadows are used
200
198
  */
@@ -6,7 +6,6 @@ var __decorate = (this && this.__decorate) || function (decorators, target, key,
6
6
  };
7
7
  import { CameraHelper, Color, DirectionalLight, DirectionalLightHelper, PointLight, SpotLight, Vector3 } from "three";
8
8
  import { serializable } from "../engine/engine_serialization_decorator.js";
9
- import { FrameEvent } from "../engine/engine_setup.js";
10
9
  import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
10
  import { getParam } from "../engine/engine_utils.js";
12
11
  import { Behaviour } from "./Component.js";
@@ -101,10 +100,37 @@ var LightShadows;
101
100
  */
102
101
  export class Light extends Behaviour {
103
102
  /**
104
- * The type of light (spot, directional, point, etc.)
105
- * Can not be changed at runtime.
103
+ * The type of light as a lowercase string: `"directional"`, `"point"`, `"spot"`.
104
+ * Implements {@link ILight.type}. Can not be changed at runtime.
106
105
  */
107
- type = 0;
106
+ get type() {
107
+ return this._type;
108
+ }
109
+ /** Numeric LightType serialized from Unity/Blender — converts to string on write */
110
+ set type(value) {
111
+ if (this.light && this.__didAwake) {
112
+ throw new Error("Changing the light type at runtime is not supported");
113
+ }
114
+ switch (value) {
115
+ case LightType.Directional:
116
+ this._type = "directional";
117
+ break;
118
+ case LightType.Point:
119
+ this._type = "point";
120
+ break;
121
+ case LightType.Spot:
122
+ this._type = "spot";
123
+ break;
124
+ case "directional":
125
+ case "point":
126
+ case "spot":
127
+ this._type = value;
128
+ break;
129
+ default:
130
+ throw new Error("Invalid light type: " + value);
131
+ }
132
+ }
133
+ _type = "point";
108
134
  /**
109
135
  * The maximum distance the light affects.
110
136
  * Only applicable for spot and point lights.
@@ -316,7 +342,7 @@ export class Light extends Behaviour {
316
342
  */
317
343
  getWorldPosition(vec) {
318
344
  if (this.light) {
319
- if (this.type === LightType.Directional) {
345
+ if (this.type === "directional") {
320
346
  return this.light.getWorldPosition(vec).multiplyScalar(1);
321
347
  }
322
348
  return this.light.getWorldPosition(vec);
@@ -345,12 +371,14 @@ export class Light extends Behaviour {
345
371
  else if (this.light.parent !== this.gameObject)
346
372
  this.gameObject.add(this.light);
347
373
  }
348
- if (this.type === LightType.Directional)
349
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
374
+ this.context.lights.push(this);
350
375
  }
351
376
  onDisable() {
352
377
  if (debug)
353
378
  console.log("DISABLE LIGHT", this.name);
379
+ const index = this.context.lights.indexOf(this);
380
+ if (index !== -1)
381
+ this.context.lights.splice(index, 1);
354
382
  if (this.light) {
355
383
  if (this.selfIsLight)
356
384
  this.light.intensity = 0;
@@ -369,14 +397,14 @@ export class Light extends Behaviour {
369
397
  this.light.name = this.name;
370
398
  this._intensity = this.light.intensity;
371
399
  switch (this.type) {
372
- case LightType.Directional:
400
+ case "directional":
373
401
  this.setDirectionalLight(this.light);
374
402
  break;
375
403
  }
376
404
  }
377
405
  else if (!this.light) {
378
406
  switch (this.type) {
379
- case LightType.Directional:
407
+ case "directional":
380
408
  // console.log(this);
381
409
  const dirLight = new DirectionalLight(this.color, this.intensity * Math.PI);
382
410
  // directional light target is at 0 0 0 by default
@@ -393,7 +421,7 @@ export class Light extends Behaviour {
393
421
  // this.context.scene.add(bh);
394
422
  }
395
423
  break;
396
- case LightType.Spot:
424
+ case "spot":
397
425
  const spotLight = new SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
398
426
  spotLight.position.set(0, 0, 0);
399
427
  spotLight.rotation.set(0, 0, 0);
@@ -403,7 +431,7 @@ export class Light extends Behaviour {
403
431
  spotLightTarget.position.set(0, 0, this.range);
404
432
  spotLightTarget.rotation.set(0, 0, 0);
405
433
  break;
406
- case LightType.Point:
434
+ case "point":
407
435
  const pointLight = new PointLight(this.color, this.intensity * Math.PI, this.range);
408
436
  this.light = pointLight;
409
437
  // const pointHelper = new PointLightHelper(pointLight, this.range, this.color);
@@ -477,21 +505,6 @@ export class Light extends Behaviour {
477
505
  this.gameObject.add(this.light);
478
506
  }
479
507
  }
480
- /**
481
- * Coroutine that updates the main light reference in the context
482
- * if this directional light should be the main light
483
- */
484
- *updateMainLightRoutine() {
485
- while (true) {
486
- if (this.type === LightType.Directional) {
487
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
488
- this.context.mainLight = this;
489
- }
490
- yield;
491
- }
492
- break;
493
- }
494
- }
495
508
  /**
496
509
  * Controls whether the renderer's shadow map type can be changed when soft shadows are used
497
510
  */
@@ -557,7 +570,7 @@ export class Light extends Behaviour {
557
570
  }
558
571
  __decorate([
559
572
  serializable()
560
- ], Light.prototype, "type", void 0);
573
+ ], Light.prototype, "type", null);
561
574
  __decorate([
562
575
  serializable()
563
576
  ], Light.prototype, "range", null);
@@ -1 +1 @@
1
- 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@@ -344,12 +344,12 @@ export class Rigidbody extends Behaviour {
344
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  this._watch.start(true, true);
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  this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
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  if (isDevEnvironment()) {
347
- if (!globalThis["NEEDLE_USE_RAPIER"])
348
- console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
347
+ if (globalThis["NEEDLE_USE_RAPIER"] === false)
348
+ console.warn(`RAPIER physics are disabled in your build. Enable them by setting NEEDLE_USE_RAPIER to true in your build config: Rigidbody could not be created.`);
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  else {
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  MODULES.RAPIER_PHYSICS.ready().then(async () => {
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  await delayForFrames(3);
352
- if (!this.context.physics.engine?.getBody(this))
352
+ if (this.activeAndEnabled && !this.context.physics.engine?.getBody(this))
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  console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
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  });
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  }