@needle-tools/engine 5.1.9 → 5.1.10

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Files changed (90) hide show
  1. package/CHANGELOG.md +6 -0
  2. package/SKILL.md +62 -4
  3. package/components.needle.json +1 -1
  4. package/dist/{needle-engine.bundle-XZ6cKssu.js → needle-engine.bundle-DP--RGAU.js} +3144 -3021
  5. package/dist/{needle-engine.bundle-CHq9xqXv.min.js → needle-engine.bundle-DZD-GG7l.min.js} +122 -121
  6. package/dist/{needle-engine.bundle-DYPk7VZg.umd.cjs → needle-engine.bundle-Dv5TidOk.umd.cjs} +132 -131
  7. package/dist/needle-engine.d.ts +90 -17
  8. package/dist/needle-engine.js +610 -606
  9. package/dist/needle-engine.min.js +1 -1
  10. package/dist/needle-engine.umd.cjs +1 -1
  11. package/dist/three-examples.js +727 -781
  12. package/dist/three-examples.min.js +12 -12
  13. package/dist/three-examples.umd.cjs +9 -9
  14. package/lib/engine/api.d.ts +1 -1
  15. package/lib/engine/api.js +1 -1
  16. package/lib/engine/api.js.map +1 -1
  17. package/lib/engine/engine_init.js +2 -2
  18. package/lib/engine/engine_init.js.map +1 -1
  19. package/lib/engine/engine_license.d.ts +7 -7
  20. package/lib/engine/engine_license.js +71 -71
  21. package/lib/engine/engine_license.js.map +1 -1
  22. package/lib/engine/engine_materialpropertyblock.d.ts +13 -4
  23. package/lib/engine/engine_materialpropertyblock.js +16 -5
  24. package/lib/engine/engine_materialpropertyblock.js.map +1 -1
  25. package/lib/engine/engine_networking_blob.js +3 -3
  26. package/lib/engine/engine_networking_blob.js.map +1 -1
  27. package/lib/engine/engine_utils_qrcode.js +2 -2
  28. package/lib/engine/engine_utils_qrcode.js.map +1 -1
  29. package/lib/engine/postprocessing/postprocessing.d.ts +18 -0
  30. package/lib/engine/postprocessing/postprocessing.js +31 -2
  31. package/lib/engine/postprocessing/postprocessing.js.map +1 -1
  32. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +2 -2
  33. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js.map +1 -1
  34. package/lib/engine/webcomponents/needle menu/needle-menu.js +5 -5
  35. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  36. package/lib/engine/webcomponents/needle-engine.js +2 -2
  37. package/lib/engine/webcomponents/needle-engine.js.map +1 -1
  38. package/lib/engine/webcomponents/needle-engine.loading.js +2 -2
  39. package/lib/engine/webcomponents/needle-engine.loading.js.map +1 -1
  40. package/lib/engine/xr/TempXRContext.js +2 -2
  41. package/lib/engine/xr/TempXRContext.js.map +1 -1
  42. package/lib/engine/xr/XRHandMeshModel.d.ts +31 -0
  43. package/lib/engine/xr/XRHandMeshModel.js +153 -0
  44. package/lib/engine/xr/XRHandMeshModel.js.map +1 -0
  45. package/lib/engine-components/ReflectionProbe.js +3 -3
  46. package/lib/engine-components/ReflectionProbe.js.map +1 -1
  47. package/lib/engine-components/RendererLightmap.js +1 -1
  48. package/lib/engine-components/RendererLightmap.js.map +1 -1
  49. package/lib/engine-components/SyncedRoom.js +5 -0
  50. package/lib/engine-components/SyncedRoom.js.map +1 -1
  51. package/lib/engine-components/export/usdz/USDZExporter.js +4 -4
  52. package/lib/engine-components/export/usdz/USDZExporter.js.map +1 -1
  53. package/lib/engine-components/postprocessing/Effects/DepthOfField.js +10 -2
  54. package/lib/engine-components/postprocessing/Effects/DepthOfField.js.map +1 -1
  55. package/lib/engine-components/postprocessing/index.d.ts +4 -0
  56. package/lib/engine-components/postprocessing/index.js +7 -0
  57. package/lib/engine-components/postprocessing/index.js.map +1 -1
  58. package/lib/engine-components/utils/LookAt.d.ts +13 -4
  59. package/lib/engine-components/utils/LookAt.js +13 -4
  60. package/lib/engine-components/utils/LookAt.js.map +1 -1
  61. package/lib/engine-components/webxr/WebXR.js +1 -1
  62. package/lib/engine-components/webxr/WebXR.js.map +1 -1
  63. package/lib/engine-components/webxr/controllers/XRControllerModel.d.ts +1 -1
  64. package/lib/engine-components/webxr/controllers/XRControllerModel.js +12 -7
  65. package/lib/engine-components/webxr/controllers/XRControllerModel.js.map +1 -1
  66. package/package.json +2 -2
  67. package/plugins/common/license.js +4 -4
  68. package/plugins/vite/license.js +4 -4
  69. package/src/engine/api.ts +1 -1
  70. package/src/engine/engine_init.ts +2 -2
  71. package/src/engine/engine_license.ts +68 -68
  72. package/src/engine/engine_materialpropertyblock.ts +17 -5
  73. package/src/engine/engine_networking_blob.ts +3 -3
  74. package/src/engine/engine_utils_qrcode.ts +2 -2
  75. package/src/engine/postprocessing/postprocessing.ts +32 -2
  76. package/src/engine/webcomponents/needle menu/needle-menu-spatial.ts +2 -2
  77. package/src/engine/webcomponents/needle menu/needle-menu.ts +5 -5
  78. package/src/engine/webcomponents/needle-engine.loading.ts +6 -6
  79. package/src/engine/webcomponents/needle-engine.ts +2 -2
  80. package/src/engine/xr/TempXRContext.ts +2 -2
  81. package/src/engine/xr/XRHandMeshModel.ts +179 -0
  82. package/src/engine-components/ReflectionProbe.ts +3 -3
  83. package/src/engine-components/RendererLightmap.ts +1 -1
  84. package/src/engine-components/SyncedRoom.ts +5 -0
  85. package/src/engine-components/export/usdz/USDZExporter.ts +4 -4
  86. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +10 -2
  87. package/src/engine-components/postprocessing/index.ts +7 -0
  88. package/src/engine-components/utils/LookAt.ts +13 -4
  89. package/src/engine-components/webxr/WebXR.ts +1 -1
  90. package/src/engine-components/webxr/controllers/XRControllerModel.ts +13 -7
@@ -0,0 +1,179 @@
1
+ import { type Bone, type Object3D, type XRHandSpace } from "three";
2
+ import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
3
+ import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
4
+
5
+ /**
6
+ * Vendored from three's `examples/jsm/webxr/XRHandMeshModel.js` (r185).
7
+ *
8
+ * WHY THIS IS OWNED BY THE ENGINE AND NOT PATCHED IN THE THREE FORK
9
+ * -----------------------------------------------------------------
10
+ * three addons carry no API stability guarantee and this one changed under us twice:
11
+ *
12
+ * - r184 replaced `const object = gltf.scene.children[0]` with
13
+ * `const object = clone(gltf.scene.children[0])`. That single word broke every custom
14
+ * (Unity-exported) hand model, silently: `SkeletonUtils.clone` runs `Object3D.copy`,
15
+ * which deep-copies userData via `JSON.parse(JSON.stringify(...))`. Needle stores live
16
+ * component instances in `userData.components`, and components hold a `gameObject`
17
+ * back-reference, so that throws "Converting circular structure to JSON" — swallowed by
18
+ * GLTFLoader into an onError nobody had set, leaving an empty, invisible hand.
19
+ * - The clone also broke component creation: `XRControllerModel` creates the glTF's builtin
20
+ * components after load, but the parser's node -> object associations point at the parsed
21
+ * original while the clone is what gets displayed.
22
+ *
23
+ * DELIBERATE DIFFERENCES FROM UPSTREAM
24
+ * ------------------------------------
25
+ * 1. No clone. Upstream needs it only because of `customCache`, where several hands share
26
+ * one parsed gltf. We never pass a cache and build a fresh GLTFLoader per hand load, so
27
+ * nothing is shared and the clone was pure overhead. Using the parsed object directly
28
+ * restores the pre-r184 contract the engine is written against: `handModel.add(object)`
29
+ * reparents it out of `gltf.scene` (Object3D.add calls removeFromParent), object identity
30
+ * is preserved so the parser's node map stays valid, and components created during parse
31
+ * live on the object that is actually rendered.
32
+ * 2. `customCache` is dropped entirely rather than left unused — sharing a parsed hand
33
+ * between models would reintroduce the aliasing the clone existed to prevent.
34
+ * 3. The hand mesh inherits the layer mask of the object it is added to (the engine puts
35
+ * hands on the ignore-raycast layer).
36
+ * 4. Load failures are reported instead of vanishing.
37
+ * 5. A missing SkinnedMesh or missing joints no longer throw / spam per joint.
38
+ *
39
+ * When bumping three, diff this against the upstream file and fold in real fixes by hand.
40
+ */
41
+
42
+ const DEFAULT_HAND_PROFILE_PATH = "https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles/generic-hand/";
43
+
44
+ /** The joints of a WebXR hand, in the order three's hand models declare them. */
45
+ const JOINT_NAMES = [
46
+ "wrist",
47
+ "thumb-metacarpal",
48
+ "thumb-phalanx-proximal",
49
+ "thumb-phalanx-distal",
50
+ "thumb-tip",
51
+ "index-finger-metacarpal",
52
+ "index-finger-phalanx-proximal",
53
+ "index-finger-phalanx-intermediate",
54
+ "index-finger-phalanx-distal",
55
+ "index-finger-tip",
56
+ "middle-finger-metacarpal",
57
+ "middle-finger-phalanx-proximal",
58
+ "middle-finger-phalanx-intermediate",
59
+ "middle-finger-phalanx-distal",
60
+ "middle-finger-tip",
61
+ "ring-finger-metacarpal",
62
+ "ring-finger-phalanx-proximal",
63
+ "ring-finger-phalanx-intermediate",
64
+ "ring-finger-phalanx-distal",
65
+ "ring-finger-tip",
66
+ "pinky-finger-metacarpal",
67
+ "pinky-finger-phalanx-proximal",
68
+ "pinky-finger-phalanx-intermediate",
69
+ "pinky-finger-phalanx-distal",
70
+ "pinky-finger-tip",
71
+ ] as const;
72
+
73
+ type JointBone = Bone & { jointName?: string };
74
+
75
+ /**
76
+ * Renders a skinned hand mesh and drives its bones from the tracked WebXR joint poses.
77
+ *
78
+ * @see {@link XRControllerModel} which creates one per tracked hand.
79
+ */
80
+ export class XRHandMeshModel {
81
+
82
+ /** The three XRHandSpace whose `joints` drive this mesh. */
83
+ readonly controller: XRHandSpace;
84
+ /** The object the loaded hand mesh is added to. */
85
+ readonly handModel: Object3D;
86
+ /** The bones driven by {@link updateMesh}, in {@link JOINT_NAMES} order. Sparse if the model lacks joints. */
87
+ readonly bones: Array<JointBone | undefined> = [];
88
+
89
+ /**
90
+ * @param handModel the object the loaded mesh is parented to
91
+ * @param controller the hand space providing joint poses
92
+ * @param path base path for the model (defaults to the generic hand profile CDN)
93
+ * @param handedness file name to load (without extension) — either "left"/"right" for the
94
+ * default profile, or a full path for a custom hand model
95
+ * @param loader loader to use; a plain GLTFLoader is created when omitted
96
+ * @param onLoad invoked with the loaded hand object once it has been added
97
+ */
98
+ constructor(
99
+ handModel: Object3D,
100
+ controller: XRHandSpace,
101
+ path: string | null,
102
+ handedness: string,
103
+ loader: GLTFLoader | null = null,
104
+ onLoad: ((object: Object3D) => void) | null = null,
105
+ ) {
106
+ this.controller = controller;
107
+ this.handModel = handModel;
108
+
109
+ const pathToUse = path || DEFAULT_HAND_PROFILE_PATH;
110
+
111
+ if (loader === null) {
112
+ loader = new GLTFLoader();
113
+ loader.setPath(pathToUse);
114
+ }
115
+
116
+ const url = `${handedness}.glb`;
117
+ loader.load(url,
118
+ (gltf: GLTF) => {
119
+ const object = gltf.scene.children[0];
120
+ if (!object) {
121
+ console.error(`XRHandMeshModel: "${pathToUse}${url}" contains no hand object.`);
122
+ return;
123
+ }
124
+
125
+ // NOTE: adding reparents `object` out of `gltf.scene` (Object3D.add calls
126
+ // removeFromParent), which is what lets the caller detect that the hand has
127
+ // been taken over and create the glTF's builtin components on it.
128
+ this.handModel.add(object);
129
+ // the hand mesh inherits the layers of whatever it was added to
130
+ object.layers.mask = this.handModel.layers.mask;
131
+
132
+ const mesh = object.getObjectByProperty("type", "SkinnedMesh");
133
+ if (mesh) {
134
+ mesh.frustumCulled = false;
135
+ mesh.castShadow = true;
136
+ mesh.receiveShadow = true;
137
+ }
138
+ else {
139
+ console.warn(`XRHandMeshModel: no SkinnedMesh in the ${handedness} hand model — it will not deform.`);
140
+ }
141
+
142
+ const missing: string[] = [];
143
+ for (const jointName of JOINT_NAMES) {
144
+ const bone = object.getObjectByName(jointName) as JointBone | undefined;
145
+ if (bone) bone.jointName = jointName;
146
+ else missing.push(jointName);
147
+ this.bones.push(bone);
148
+ }
149
+ // one warning instead of one per joint — a model with the wrong rig misses all 25
150
+ if (missing.length) {
151
+ console.warn(`XRHandMeshModel: the ${handedness} hand model is missing ${missing.length} of ${JOINT_NAMES.length} joints (${missing.join(", ")}).`);
152
+ }
153
+
154
+ onLoad?.(object);
155
+ },
156
+ undefined,
157
+ (err: unknown) => {
158
+ // Upstream passes no error handler, so a failed hand model silently leaves an
159
+ // empty object and no hand is ever visible. Surface it instead.
160
+ console.error(`XRHandMeshModel: failed to load the ${handedness} hand model from "${pathToUse}${url}" — the hand will not be visible.`, err);
161
+ });
162
+ }
163
+
164
+ /** Copies the current tracked joint poses onto the mesh bones. Called every XR frame. */
165
+ updateMesh() {
166
+ const XRJoints = this.controller.joints;
167
+
168
+ for (let i = 0; i < this.bones.length; i++) {
169
+ const bone = this.bones[i];
170
+ if (!bone?.jointName) continue;
171
+
172
+ const XRJoint = XRJoints[bone.jointName];
173
+ if (XRJoint?.visible) {
174
+ bone.position.copy(XRJoint.position);
175
+ bone.quaternion.copy(XRJoint.quaternion);
176
+ }
177
+ }
178
+ }
179
+ }
@@ -289,9 +289,9 @@ export class ReflectionProbe extends Behaviour {
289
289
  if (block) {
290
290
  const current = block.getOverride("envMap")?.value;
291
291
  if (current === this.texture) {
292
- block.removeOveride("envMap");
293
- block.removeOveride("envMapRotation");
294
- block.removeOveride("envMapIntensity");
292
+ block.removeOverride("envMap");
293
+ block.removeOverride("envMapRotation");
294
+ block.removeOverride("envMapIntensity");
295
295
  }
296
296
  }
297
297
  }
@@ -146,7 +146,7 @@ export class RendererLightmap {
146
146
  }
147
147
  const block = MaterialPropertyBlock.get(this.gameObject);
148
148
  if (block) {
149
- block.removeOveride("lightMap");
149
+ block.removeOverride("lightMap");
150
150
  }
151
151
  }
152
152
 
@@ -190,6 +190,11 @@ export class SyncedRoom extends Behaviour {
190
190
  if (val && (typeof val === "string" || typeof val === "number")) {
191
191
  hasRoomParameter = true;
192
192
  const roomNameParam = utils.sanitizeString(val.toString());
193
+ // The URL parameter takes precedence over the configured roomName. That is
194
+ // easy to miss when a room name was set deliberately, so say so in dev.
195
+ if ((debug || isDevEnvironment()) && this.roomName?.length > 0 && this.roomName !== roomNameParam) {
196
+ console.warn(`[SyncedRoom] Joining "${roomNameParam}" from the "${this.urlParameterName}" URL parameter — the roomName set on the component ("${this.roomName}") is ignored.\nThe URL parameter always wins. To use the component's room name instead, clear "urlParameterName".`);
197
+ }
193
198
  this.roomName = roomNameParam;
194
199
  }
195
200
  else if (this.joinRandomRoom) {
@@ -3,7 +3,7 @@ import { Euler, Material, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from "t
3
3
 
4
4
  import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../../../engine/debug/index.js";
5
5
  import { findObjectOfType } from "../../../engine/engine_components.js";
6
- import { _iXmRJVD } from "../../../engine/engine_license.js";
6
+ import { $Ljyi } from "../../../engine/engine_license.js";
7
7
  import { serializable } from "../../../engine/engine_serialization.js";
8
8
  import { getFormattedDate, Progress } from "../../../engine/engine_time_utils.js";
9
9
  import { DeviceUtilities, getParam } from "../../../engine/engine_utils.js";
@@ -277,7 +277,7 @@ export class USDZExporter extends Behaviour {
277
277
  let name = this.exportFileName ?? this.objectToExport?.name ?? this.name;
278
278
  name += "-" + getFormattedDate(); // seems iOS caches the file in some cases, this ensures we always have a fresh file
279
279
 
280
- if (!_iXmRJVD()) {
280
+ if (!$Ljyi()) {
281
281
  if (name !== "") name += "-";
282
282
  name += "MadeWithNeedle";
283
283
  }
@@ -682,7 +682,7 @@ export class USDZExporter extends Behaviour {
682
682
  if (debug)
683
683
  showBalloonMessage("Quicklook url: " + callToActionURL);
684
684
  if (callToActionURL) {
685
- if (!_iXmRJVD()) {
685
+ if (!$Ljyi()) {
686
686
  console.warn("Quicklook closed: custom redirects require a Needle Engine Pro license: https://needle.tools/pricing", callToActionURL)
687
687
  }
688
688
  else {
@@ -697,7 +697,7 @@ export class USDZExporter extends Behaviour {
697
697
  private buildQuicklookOverlay(): CustomBranding {
698
698
  const obj: CustomBranding = {};
699
699
  if (this.customBranding) Object.assign(obj, this.customBranding);
700
- if (!_iXmRJVD()) {
700
+ if (!$Ljyi()) {
701
701
  console.log("Custom Quicklook banner text requires pro license: https://needle.tools/pricing");
702
702
  obj.callToAction = "Close";
703
703
  obj.checkoutTitle = "🌵 Made with Needle";
@@ -83,12 +83,20 @@ export class DepthOfField extends PostProcessingEffect {
83
83
  // inverted: true,
84
84
  // // blendFunction: BlendFunction.SET,
85
85
  // });
86
+ // Seed from the parameters, the same way BloomEffect does. The
87
+ // onValueChanged handlers below only fire on a LATER assignment, so
88
+ // hardcoding defaults here discarded anything set before the effect
89
+ // was created — which is the usual case, since components are
90
+ // configured right after addComponent but the effect is built when
91
+ // the composer asks for it. Values applied in awake/start were lost
92
+ // and only took hold if the same value was assigned a second time.
86
93
  const dof = new MODULES.POSTPROCESSING.MODULE.DepthOfFieldEffect(this.context.mainCamera!, {
87
- worldFocusRange: .2,
94
+ worldFocusRange: this.focalLength.value,
88
95
  focalLength: 1,
89
- bokehScale: 20,
96
+ bokehScale: this.aperture.value,
90
97
  resolutionScale: this.resolutionScale.value,
91
98
  });
99
+ dof.cocMaterial.worldFocusDistance = this.focusDistance.value;
92
100
 
93
101
  this.focusDistance.onValueChanged = v => {
94
102
  dof.cocMaterial.worldFocusDistance = v;
@@ -1,6 +1,13 @@
1
1
  export * from "./PostProcessingEffect.js";
2
2
  export * from "./PostProcessingHandler.js"
3
3
  export { PostProcessingEffectOrder } from "./utils.js";
4
+ /* Effect option enums. The effect components themselves are exported from
5
+ codegen/components.ts, but these were unreachable: `DepthOfField.mode`
6
+ could not be set to a named value from outside the package. */
7
+ export { DepthOfFieldMode } from "./Effects/DepthOfField.js";
8
+ export { QualityLevel } from "./Effects/Antialiasing.js";
9
+ export { ScreenSpaceAmbientOcclusionN8QualityMode } from "./Effects/ScreenspaceAmbientOcclusionN8.js";
10
+ export { NEToneMappingMode } from "./Effects/Tonemapping.utils.js";
4
11
  export { PostProcessingManager } from "./Volume.js"
5
12
  export { Volume } from "./Volume.js"
6
13
  export * from "./VolumeParameter.js"
@@ -20,25 +20,34 @@ import { Behaviour } from "../Component.js";
20
20
  export class LookAt extends Behaviour implements UsdzBehaviour {
21
21
 
22
22
  /**
23
- * The target object to look at. If not set, the main camera will be used.
23
+ * The target object to look at.
24
+ * @default undefined — when no target is set the main camera is used
24
25
  */
25
26
  @serializable(Object3D)
26
27
  target?: Object3D;
27
28
 
28
29
  /**
29
- * Inverts the forward direction.
30
+ * Inverts the forward direction, so the object turns its back to the target
31
+ * instead of facing it. Useful for models authored facing -Z.
32
+ * @default false
30
33
  */
31
34
  @serializable()
32
35
  invertForward: boolean = false;
33
36
 
34
37
  /**
35
- * Keep the up direction.
38
+ * Keeps the object upright while turning, so it only rotates around the up
39
+ * axis rather than tilting to point directly at a target above or below it.
40
+ * @default true
36
41
  */
37
42
  @serializable()
38
43
  keepUpDirection: boolean = true;
39
44
 
40
45
  /**
41
- * Copy the target rotation.
46
+ * Copies the target's rotation instead of aiming at its position. Use this to
47
+ * match a target's orientation, for example to align with the camera.
48
+ *
49
+ * Ignored during a VR or AR session.
50
+ * @default false
42
51
  */
43
52
  @serializable()
44
53
  copyTargetRotation: boolean = false;
@@ -520,7 +520,7 @@ export class WebXR extends Behaviour {
520
520
  models = this.gameObject.addComponent(XRControllerModel)!;
521
521
  this._createdComponentsInSession.push(models);
522
522
  models.createControllerModel = this.showControllerModels;
523
- models.createHandModel == this.showHandModels;
523
+ models.createHandModel = this.showHandModels;
524
524
  }
525
525
  if (models) models.enabled = enabled;
526
526
  return models;
@@ -1,7 +1,6 @@
1
1
  import { AxesHelper, Group, Material, Mesh, Object3D, XRHandSpace } from "three";
2
2
  import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
3
3
  import { XRControllerModelFactory } from "three/examples/jsm/webxr/XRControllerModelFactory.js";
4
- import { XRHandMeshModel } from "three/examples/jsm/webxr/XRHandMeshModel.js";
5
4
 
6
5
  import { AssetReference } from "../../../engine/engine_addressables.js";
7
6
  import { setDontDestroy } from "../../../engine/engine_gameobject.js";
@@ -15,6 +14,7 @@ import { NeedleXRController, type NeedleXRControllerEventArgs, type NeedleXREven
15
14
  import { registerComponentExtension, registerExtensions } from "../../../engine/extensions/extensions.js";
16
15
  import { NEEDLE_progressive } from "../../../engine/extensions/NEEDLE_progressive.js";
17
16
  import { flipForwardMatrix } from "../../../engine/xr/internal.js";
17
+ import { XRHandMeshModel } from "../../../engine/xr/XRHandMeshModel.js";
18
18
  import { Behaviour, Component, GameObject } from "../../Component.js"
19
19
 
20
20
  const debug = getParam("debugwebxr");
@@ -288,8 +288,6 @@ export class XRControllerModel extends Behaviour {
288
288
 
289
289
  const loader = new GLTFLoader();
290
290
  addDracoAndKTX2Loaders(loader, context);
291
- await registerExtensions(loader, context, this.sourceId ?? "", this.sourceId ?? "");
292
- const componentsExtension = registerComponentExtension(loader);
293
291
 
294
292
  let filename = "";
295
293
 
@@ -306,22 +304,30 @@ export class XRControllerModel extends Behaviour {
306
304
  loader.setPath('https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles/generic-hand/');
307
305
  }
308
306
 
307
+ // The hand is a separate glTF and needs its own source id: its components resolve their
308
+ // relative uris against it (resolveUrl) and its lightmaps/skybox are keyed by it. Using
309
+ // this component's id resolved the hand's uris next to the HOST glb and let the hand's
310
+ // skybox overwrite the scene's. customHand.url is already resolved, `filename` is not
311
+ // (extension stripped for XRHandMeshModel).
312
+ const handSourceId = customHand?.url ?? `${loader.path}${filename}.glb`;
313
+ await registerExtensions(loader, context, handSourceId, handSourceId);
314
+ const componentsExtension = registerComponentExtension(loader);
315
+
309
316
 
310
317
  const handObject = new Object3D();
311
318
  setDontDestroy(handObject);
312
- // @ts-ignore
313
319
  const handmesh = new XRHandMeshModel(handObject, hand, loader.path, filename, loader, (object: Object3D) => {
314
320
 
315
321
  const gltf = componentsExtension?.gltf;
316
- // The XRHandMeshController removes the hand from the gltf before calling this callback
317
- // we need this in the GLTF scene however for creating the builtin components
322
+ // XRHandMeshModel reparents the hand out of the gltf scene before calling this
323
+ // callback; we need it back in the scene so the builtin components are created on it
318
324
  if (gltf?.scene.children?.length === 0) {
319
325
  gltf.scene.children[0] = object;
320
326
  }
321
327
 
322
328
  // console.log(controller.side, componentsExtension.gltf, object, componentsExtension.gltf.scene?.children)
323
329
  if (componentsExtension?.gltf)
324
- getLoader().createBuiltinComponents(comp.context, comp.sourceId || filename, componentsExtension.gltf, null, componentsExtension);
330
+ getLoader().createBuiltinComponents(comp.context, handSourceId, componentsExtension.gltf, null, componentsExtension);
325
331
 
326
332
  // The hand mesh should not receive raycasts
327
333
  object.traverse(child => {