@needle-tools/engine 5.1.9 → 5.1.11
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 +9 -0
- package/SKILL.md +64 -4
- package/components.needle.json +1 -1
- package/dist/{needle-engine.bundle-CHq9xqXv.min.js → needle-engine.bundle-d-dLyN3s.min.js} +137 -136
- package/dist/{needle-engine.bundle-DYPk7VZg.umd.cjs → needle-engine.bundle-n5YALNtc.umd.cjs} +140 -139
- package/dist/{needle-engine.bundle-XZ6cKssu.js → needle-engine.bundle-ue2Lw4bF.js} +5267 -5101
- package/dist/needle-engine.d.ts +138 -26
- package/dist/needle-engine.js +522 -518
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/dist/three-examples.js +727 -781
- package/dist/three-examples.min.js +12 -12
- package/dist/three-examples.umd.cjs +9 -9
- package/lib/engine/api.d.ts +1 -1
- package/lib/engine/api.js +1 -1
- package/lib/engine/api.js.map +1 -1
- package/lib/engine/engine_init.js +2 -2
- package/lib/engine/engine_init.js.map +1 -1
- package/lib/engine/engine_license.d.ts +7 -7
- package/lib/engine/engine_license.js +71 -71
- package/lib/engine/engine_license.js.map +1 -1
- package/lib/engine/engine_materialpropertyblock.d.ts +13 -4
- package/lib/engine/engine_materialpropertyblock.js +16 -5
- package/lib/engine/engine_materialpropertyblock.js.map +1 -1
- package/lib/engine/engine_math.d.ts +13 -0
- package/lib/engine/engine_math.js +17 -0
- package/lib/engine/engine_math.js.map +1 -1
- package/lib/engine/engine_networking_blob.js +3 -3
- package/lib/engine/engine_networking_blob.js.map +1 -1
- package/lib/engine/engine_utils_qrcode.js +2 -2
- package/lib/engine/engine_utils_qrcode.js.map +1 -1
- package/lib/engine/postprocessing/postprocessing.d.ts +18 -0
- package/lib/engine/postprocessing/postprocessing.js +31 -2
- package/lib/engine/postprocessing/postprocessing.js.map +1 -1
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +2 -2
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js.map +1 -1
- package/lib/engine/webcomponents/needle menu/needle-menu.js +5 -5
- package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
- package/lib/engine/webcomponents/needle-engine.js +2 -2
- package/lib/engine/webcomponents/needle-engine.js.map +1 -1
- package/lib/engine/webcomponents/needle-engine.loading.js +2 -2
- package/lib/engine/webcomponents/needle-engine.loading.js.map +1 -1
- package/lib/engine/xr/TempXRContext.js +2 -2
- package/lib/engine/xr/TempXRContext.js.map +1 -1
- package/lib/engine/xr/XRHandMeshModel.d.ts +31 -0
- package/lib/engine/xr/XRHandMeshModel.js +153 -0
- package/lib/engine/xr/XRHandMeshModel.js.map +1 -0
- package/lib/engine-components/DragControls.d.ts +0 -5
- package/lib/engine-components/DragControls.js +0 -8
- package/lib/engine-components/DragControls.js.map +1 -1
- package/lib/engine-components/ReflectionProbe.js +3 -3
- package/lib/engine-components/ReflectionProbe.js.map +1 -1
- package/lib/engine-components/RendererInstancing.d.ts +34 -3
- package/lib/engine-components/RendererInstancing.js +92 -11
- package/lib/engine-components/RendererInstancing.js.map +1 -1
- package/lib/engine-components/RendererLightmap.js +1 -1
- package/lib/engine-components/RendererLightmap.js.map +1 -1
- package/lib/engine-components/SyncedRoom.js +5 -0
- package/lib/engine-components/SyncedRoom.js.map +1 -1
- package/lib/engine-components/export/usdz/USDZExporter.js +4 -4
- package/lib/engine-components/export/usdz/USDZExporter.js.map +1 -1
- package/lib/engine-components/postprocessing/Effects/DepthOfField.js +10 -2
- package/lib/engine-components/postprocessing/Effects/DepthOfField.js.map +1 -1
- package/lib/engine-components/postprocessing/index.d.ts +4 -0
- package/lib/engine-components/postprocessing/index.js +7 -0
- package/lib/engine-components/postprocessing/index.js.map +1 -1
- package/lib/engine-components/splines/SplineWalker.js +9 -3
- package/lib/engine-components/splines/SplineWalker.js.map +1 -1
- package/lib/engine-components/utils/LookAt.d.ts +13 -4
- package/lib/engine-components/utils/LookAt.js +13 -4
- package/lib/engine-components/utils/LookAt.js.map +1 -1
- package/lib/engine-components/webxr/WebXR.js +1 -1
- package/lib/engine-components/webxr/WebXR.js.map +1 -1
- package/lib/engine-components/webxr/controllers/XRControllerModel.d.ts +1 -1
- package/lib/engine-components/webxr/controllers/XRControllerModel.js +12 -7
- package/lib/engine-components/webxr/controllers/XRControllerModel.js.map +1 -1
- package/package.json +2 -2
- package/plugins/common/license.js +4 -4
- package/plugins/vite/license.js +4 -4
- package/src/engine/api.ts +1 -1
- package/src/engine/engine_init.ts +2 -2
- package/src/engine/engine_license.ts +68 -68
- package/src/engine/engine_materialpropertyblock.ts +17 -5
- package/src/engine/engine_math.ts +17 -0
- package/src/engine/engine_networking_blob.ts +3 -3
- package/src/engine/engine_utils_qrcode.ts +2 -2
- package/src/engine/postprocessing/postprocessing.ts +32 -2
- package/src/engine/webcomponents/needle menu/needle-menu-spatial.ts +2 -2
- package/src/engine/webcomponents/needle menu/needle-menu.ts +5 -5
- package/src/engine/webcomponents/needle-engine.loading.ts +6 -6
- package/src/engine/webcomponents/needle-engine.ts +2 -2
- package/src/engine/xr/TempXRContext.ts +2 -2
- package/src/engine/xr/XRHandMeshModel.ts +179 -0
- package/src/engine-components/DragControls.ts +0 -7
- package/src/engine-components/ReflectionProbe.ts +3 -3
- package/src/engine-components/RendererInstancing.ts +92 -11
- package/src/engine-components/RendererLightmap.ts +1 -1
- package/src/engine-components/SyncedRoom.ts +5 -0
- package/src/engine-components/export/usdz/USDZExporter.ts +4 -4
- package/src/engine-components/postprocessing/Effects/DepthOfField.ts +10 -2
- package/src/engine-components/postprocessing/index.ts +7 -0
- package/src/engine-components/splines/SplineWalker.ts +9 -3
- package/src/engine-components/utils/LookAt.ts +13 -4
- package/src/engine-components/webxr/WebXR.ts +1 -1
- package/src/engine-components/webxr/controllers/XRControllerModel.ts +13 -7
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@@ -3,7 +3,7 @@ import type { Texture } from "three";
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import { isDevEnvironment, showBalloonWarning } from "../debug/index.js";
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import { PUBLIC_KEY, VERSION } from "../engine_constants.js";
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import { ContextEvent, ContextRegistry } from "../engine_context_registry.js";
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import {
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import { __zrAx, Telemetry } from "../engine_license.js";
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import { onStart } from "../engine_lifecycle_api.js";
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import { setDracoDecoderPath, setDracoDecoderType, setKtx2TranscoderPath } from "../engine_loaders.gltf.js";
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import { Context, ContextCreateArgs } from "../engine_setup.js";
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@@ -579,7 +579,7 @@ export class NeedleEngineWebComponent extends HTMLElementBase implements INeedle
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// Loading start events
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const allowOverridingDefaultLoading =
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const allowOverridingDefaultLoading = __zrAx();
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// default loading can be overriden by calling preventDefault in the onload start event
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this.ensureLoadStartIsRegistered();
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let useDefaultLoading = this.dispatchEvent(new CustomEvent("loadstart", {
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@@ -3,7 +3,7 @@ import { ArrayCamera, AxesHelper, Camera, Color, DirectionalLight, Fog, GridHelp
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import { needleLogoOnlySVG } from "../assets/index.js";
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import { isDevEnvironment } from "../debug/index.js";
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import { ObjectUtils, PrimitiveType } from "../engine_create_objects.js";
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import {
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import { __zrAx } from "../engine_license.js";
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import { Mathf } from "../engine_math.js";
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import { delay, DeviceUtilities } from "../engine_utils.js";
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@@ -215,7 +215,7 @@ export class TemporaryXRContext {
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this._scene.background = new Color(0x000000);
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let logoSrc = needleLogoOnlySVG;
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if (
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if (__zrAx()) {
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const htmlComponent = document.querySelector("needle-engine");
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if (htmlComponent) {
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const licenseLogo = htmlComponent.getAttribute("logo-src");
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@@ -0,0 +1,179 @@
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import { type Bone, type Object3D, type XRHandSpace } from "three";
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import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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/**
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* Vendored from three's `examples/jsm/webxr/XRHandMeshModel.js` (r185).
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*
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* WHY THIS IS OWNED BY THE ENGINE AND NOT PATCHED IN THE THREE FORK
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* -----------------------------------------------------------------
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* three addons carry no API stability guarantee and this one changed under us twice:
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*
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* - r184 replaced `const object = gltf.scene.children[0]` with
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* `const object = clone(gltf.scene.children[0])`. That single word broke every custom
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* (Unity-exported) hand model, silently: `SkeletonUtils.clone` runs `Object3D.copy`,
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* which deep-copies userData via `JSON.parse(JSON.stringify(...))`. Needle stores live
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* component instances in `userData.components`, and components hold a `gameObject`
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* back-reference, so that throws "Converting circular structure to JSON" — swallowed by
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* GLTFLoader into an onError nobody had set, leaving an empty, invisible hand.
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* - The clone also broke component creation: `XRControllerModel` creates the glTF's builtin
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* components after load, but the parser's node -> object associations point at the parsed
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* original while the clone is what gets displayed.
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*
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* DELIBERATE DIFFERENCES FROM UPSTREAM
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* ------------------------------------
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* 1. No clone. Upstream needs it only because of `customCache`, where several hands share
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* one parsed gltf. We never pass a cache and build a fresh GLTFLoader per hand load, so
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* nothing is shared and the clone was pure overhead. Using the parsed object directly
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* restores the pre-r184 contract the engine is written against: `handModel.add(object)`
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* reparents it out of `gltf.scene` (Object3D.add calls removeFromParent), object identity
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* is preserved so the parser's node map stays valid, and components created during parse
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* live on the object that is actually rendered.
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* 2. `customCache` is dropped entirely rather than left unused — sharing a parsed hand
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* between models would reintroduce the aliasing the clone existed to prevent.
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* 3. The hand mesh inherits the layer mask of the object it is added to (the engine puts
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* hands on the ignore-raycast layer).
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* 4. Load failures are reported instead of vanishing.
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* 5. A missing SkinnedMesh or missing joints no longer throw / spam per joint.
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*
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* When bumping three, diff this against the upstream file and fold in real fixes by hand.
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*/
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const DEFAULT_HAND_PROFILE_PATH = "https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles/generic-hand/";
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/** The joints of a WebXR hand, in the order three's hand models declare them. */
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const JOINT_NAMES = [
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"wrist",
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"thumb-metacarpal",
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"thumb-phalanx-proximal",
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"thumb-phalanx-distal",
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"thumb-tip",
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"index-finger-metacarpal",
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"index-finger-phalanx-proximal",
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"index-finger-phalanx-intermediate",
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"index-finger-phalanx-distal",
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"index-finger-tip",
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"middle-finger-metacarpal",
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"middle-finger-phalanx-proximal",
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"middle-finger-phalanx-intermediate",
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"middle-finger-phalanx-distal",
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"middle-finger-tip",
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"ring-finger-metacarpal",
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"ring-finger-phalanx-proximal",
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"ring-finger-phalanx-intermediate",
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"ring-finger-phalanx-distal",
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"ring-finger-tip",
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"pinky-finger-metacarpal",
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"pinky-finger-phalanx-proximal",
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"pinky-finger-phalanx-intermediate",
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"pinky-finger-phalanx-distal",
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"pinky-finger-tip",
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] as const;
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type JointBone = Bone & { jointName?: string };
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/**
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* Renders a skinned hand mesh and drives its bones from the tracked WebXR joint poses.
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*
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* @see {@link XRControllerModel} which creates one per tracked hand.
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*/
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export class XRHandMeshModel {
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/** The three XRHandSpace whose `joints` drive this mesh. */
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readonly controller: XRHandSpace;
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/** The object the loaded hand mesh is added to. */
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readonly handModel: Object3D;
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/** The bones driven by {@link updateMesh}, in {@link JOINT_NAMES} order. Sparse if the model lacks joints. */
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readonly bones: Array<JointBone | undefined> = [];
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/**
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* @param handModel the object the loaded mesh is parented to
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* @param controller the hand space providing joint poses
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* @param path base path for the model (defaults to the generic hand profile CDN)
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* @param handedness file name to load (without extension) — either "left"/"right" for the
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* default profile, or a full path for a custom hand model
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* @param loader loader to use; a plain GLTFLoader is created when omitted
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* @param onLoad invoked with the loaded hand object once it has been added
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*/
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constructor(
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handModel: Object3D,
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controller: XRHandSpace,
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path: string | null,
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handedness: string,
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loader: GLTFLoader | null = null,
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onLoad: ((object: Object3D) => void) | null = null,
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) {
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this.controller = controller;
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this.handModel = handModel;
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const pathToUse = path || DEFAULT_HAND_PROFILE_PATH;
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if (loader === null) {
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loader = new GLTFLoader();
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loader.setPath(pathToUse);
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}
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const url = `${handedness}.glb`;
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loader.load(url,
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(gltf: GLTF) => {
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const object = gltf.scene.children[0];
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if (!object) {
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console.error(`XRHandMeshModel: "${pathToUse}${url}" contains no hand object.`);
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return;
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}
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// NOTE: adding reparents `object` out of `gltf.scene` (Object3D.add calls
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// removeFromParent), which is what lets the caller detect that the hand has
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// been taken over and create the glTF's builtin components on it.
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this.handModel.add(object);
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// the hand mesh inherits the layers of whatever it was added to
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object.layers.mask = this.handModel.layers.mask;
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const mesh = object.getObjectByProperty("type", "SkinnedMesh");
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if (mesh) {
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mesh.frustumCulled = false;
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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}
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else {
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console.warn(`XRHandMeshModel: no SkinnedMesh in the ${handedness} hand model — it will not deform.`);
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}
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const missing: string[] = [];
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for (const jointName of JOINT_NAMES) {
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const bone = object.getObjectByName(jointName) as JointBone | undefined;
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if (bone) bone.jointName = jointName;
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else missing.push(jointName);
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this.bones.push(bone);
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}
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// one warning instead of one per joint — a model with the wrong rig misses all 25
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if (missing.length) {
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console.warn(`XRHandMeshModel: the ${handedness} hand model is missing ${missing.length} of ${JOINT_NAMES.length} joints (${missing.join(", ")}).`);
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}
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onLoad?.(object);
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},
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undefined,
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(err: unknown) => {
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// Upstream passes no error handler, so a failed hand model silently leaves an
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// empty object and no hand is ever visible. Surface it instead.
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console.error(`XRHandMeshModel: failed to load the ${handedness} hand model from "${pathToUse}${url}" — the hand will not be visible.`, err);
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});
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}
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/** Copies the current tracked joint poses onto the mesh bones. Called every XR frame. */
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updateMesh() {
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const XRJoints = this.controller.joints;
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for (let i = 0; i < this.bones.length; i++) {
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}
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/**
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*/
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readonly screenProfile: DragProfile = new DragProfile(this, false);
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/** Drag profile for XR tracked-pointer and transient-pointer input. Reads live from the flat `xr*` serialized fields. */
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@@ -289,9 +289,9 @@ export class ReflectionProbe extends Behaviour {
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block.
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block.
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block.
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}
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@@ -1,5 +1,5 @@
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1
1
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import { calculateMeshLODLevel, getLODColor } from "@needle-tools/gltf-progressive";
|
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2
|
-
import { BatchedMesh, BufferGeometry, Color, Material, Matrix4, Mesh, MeshStandardMaterial, Object3D, RawShaderMaterial, Vector3 } from "three";
|
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2
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+
import { BatchedMesh, BufferGeometry, Color, Material, Matrix4, Mesh, MeshStandardMaterial, Object3D, RawShaderMaterial, Sphere, Vector3 } from "three";
|
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3
3
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4
4
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import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
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5
5
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import { Gizmos } from "../engine/engine_gizmos.js";
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@@ -25,6 +25,11 @@ function trackProgressiveLOD<T>(context: Context, type: "mesh" | "texture", obje
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25
25
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return promise;
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26
26
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}
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27
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+
/** Mirrored = negative determinant, which reverses triangle winding. */
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29
|
+
function isMirrored(matrix: Matrix4): boolean {
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30
|
+
return matrix.determinant() < 0;
|
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|
+
}
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+
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|
/**
|
|
29
34
|
* Handles instancing for Needle Engine.
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30
35
|
*/
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|
@@ -108,8 +113,12 @@ export class InstancingHandler {
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const mat = mesh.material as Material | Material[];
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if (Array.isArray(mat)) return null;
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// mirrored objects need their own batch, see InstancedMeshRenderer
|
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+
mesh.updateWorldMatrix(true, false);
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+
const mirrored = isMirrored(mesh.matrixWorld);
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+
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for (const i of this.objs) {
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if (!i.canAdd(geometry, mat)) continue;
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+
if (!i.canAdd(geometry, mat, mirrored)) continue;
|
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const handle = i.addInstance(mesh, geometry);
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return handle;
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}
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@@ -119,7 +128,7 @@ export class InstancingHandler {
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|
}
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|
let name = obj.name;
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|
if (!name?.length) name = makeIdFromRandomWords();
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-
const i = new InstancedMeshRenderer(name, geometry, mat, maxInstances, context);
|
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|
+
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|
|
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132
|
this.objs.push(i);
|
|
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const handle = i.addInstance(mesh, geometry);
|
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return handle;
|
|
@@ -240,8 +249,18 @@ export class InstanceHandle {
|
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240
249
|
updateInstanceMatrix(updateChildren: boolean = false, updateMatrix: boolean = true) {
|
|
241
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|
if (this.__instanceIndex < 0) return;
|
|
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|
if (updateMatrix) this.object.updateWorldMatrix(true, updateChildren);
|
|
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|
+
this.assertMirroringUnchanged();
|
|
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253
|
this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
|
|
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254
|
}
|
|
255
|
+
|
|
256
|
+
private _didWarnAboutMirroringChange = false;
|
|
257
|
+
/** Batches are bucketed by mirroring at setup time and an instance can not move between them. */
|
|
258
|
+
private assertMirroringUnchanged() {
|
|
259
|
+
if (this._didWarnAboutMirroringChange) return;
|
|
260
|
+
if (isMirrored(this.object.matrixWorld) === this.renderer.mirrored) return;
|
|
261
|
+
this._didWarnAboutMirroringChange = true;
|
|
262
|
+
console.warn(`[Instancing] "${this.name}" changed its mirroring at runtime (world matrix determinant flipped sign). Instanced objects can not change mirroring - this object will render its backfaces. Disable instancing for it via Renderer.setInstanced(obj, false).`);
|
|
263
|
+
}
|
|
245
264
|
/** Updates the matrix of the instance */
|
|
246
265
|
setMatrix(matrix: Matrix4) {
|
|
247
266
|
if (this.__instanceIndex < 0) return;
|
|
@@ -320,6 +339,23 @@ export class InstanceHandle {
|
|
|
320
339
|
}
|
|
321
340
|
}
|
|
322
341
|
|
|
342
|
+
/**
|
|
343
|
+
* Renders one geometry+material combination for many objects using a
|
|
344
|
+
* {@link https://threejs.org/docs/#api/en/objects/BatchedMesh | BatchedMesh}.
|
|
345
|
+
*
|
|
346
|
+
* The BatchedMesh belongs to this class: it is created here, parented directly to the untransformed
|
|
347
|
+
* `context.scene` and never moved, so its transform is whatever {@link applyBatchTransform} puts
|
|
348
|
+
* there and nothing else.
|
|
349
|
+
*
|
|
350
|
+
* **Mirroring:** three flips the winding for a mirrored transform per *draw call*, from
|
|
351
|
+
* `object.matrixWorld.determinant()` - and for a batch that object is the BatchedMesh, not the
|
|
352
|
+
* instance. So mirrored instances get their own batch, which carries the mirror on its own
|
|
353
|
+
* transform (`scale.z = -1`); otherwise their front faces would be culled.
|
|
354
|
+
*
|
|
355
|
+
* That mirror is the one transform the shader's `modelMatrix * batchingMatrix` would otherwise apply
|
|
356
|
+
* twice, so a mirrored batch stores its instance matrices with it undone. Every other batch is
|
|
357
|
+
* untransformed and stores world matrices as they are.
|
|
358
|
+
*/
|
|
323
359
|
class InstancedMeshRenderer {
|
|
324
360
|
/** The three instanced mesh
|
|
325
361
|
* @link https://threejs.org/docs/#api/en/objects/InstancedMesh
|
|
@@ -327,6 +363,11 @@ class InstancedMeshRenderer {
|
|
|
327
363
|
get batchedMesh() {
|
|
328
364
|
return this._batchedMesh;
|
|
329
365
|
}
|
|
366
|
+
|
|
367
|
+
/** True if this batch renders mirrored objects. A batch only holds one or the other. */
|
|
368
|
+
get mirrored() {
|
|
369
|
+
return this._mirrored;
|
|
370
|
+
}
|
|
330
371
|
get visible(): boolean {
|
|
331
372
|
return this._batchedMesh.visible;
|
|
332
373
|
}
|
|
@@ -369,15 +410,17 @@ class InstancedMeshRenderer {
|
|
|
369
410
|
if (sphere)
|
|
370
411
|
this._batchedMesh.computeBoundingSphere();
|
|
371
412
|
if (debugInstancing && this._batchedMesh.boundingSphere) {
|
|
372
|
-
|
|
373
|
-
|
|
374
|
-
|
|
413
|
+
// the bounding sphere is in the batch's local space, the gizmo expects world space
|
|
414
|
+
const sphere = InstancedMeshRenderer.debugBoundsSphere
|
|
415
|
+
.copy(this._batchedMesh.boundingSphere)
|
|
416
|
+
.applyMatrix4(this._batchedMesh.matrixWorld);
|
|
375
417
|
Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
|
|
376
418
|
}
|
|
377
419
|
}
|
|
378
420
|
|
|
379
421
|
private _context: Context;
|
|
380
422
|
private _batchedMesh: BatchedMesh;
|
|
423
|
+
private readonly _mirrored: boolean;
|
|
381
424
|
private _handles: (InstanceHandle | null)[] = [];
|
|
382
425
|
private _geometryIds = new WeakMap<BufferGeometry, number>();
|
|
383
426
|
private _maxInstanceCount: number;
|
|
@@ -389,8 +432,9 @@ class InstancedMeshRenderer {
|
|
|
389
432
|
private _maxVertexCount: number;
|
|
390
433
|
private _maxIndexCount: number;
|
|
391
434
|
|
|
392
|
-
private static
|
|
435
|
+
private static instanceMatrix: Matrix4 = new Matrix4();
|
|
393
436
|
private static lodProjectionScreenMatrix: Matrix4 = new Matrix4();
|
|
437
|
+
private static debugBoundsSphere: Sphere = new Sphere();
|
|
394
438
|
private static debugLODColor = new Color();
|
|
395
439
|
private static lodSelectionResult = {
|
|
396
440
|
level: -1,
|
|
@@ -403,12 +447,15 @@ class InstancedMeshRenderer {
|
|
|
403
447
|
/** Check if the geometry can be added to this instancer
|
|
404
448
|
* @param geometry The geometry to check
|
|
405
449
|
* @param material The material of the geometry
|
|
450
|
+
* @param mirrored Whether the object's world matrix has a negative determinant
|
|
406
451
|
* @returns true if the geometry can be added
|
|
407
452
|
*/
|
|
408
|
-
canAdd(geometry: BufferGeometry, material: Material): boolean {
|
|
453
|
+
canAdd(geometry: BufferGeometry, material: Material, mirrored: boolean): boolean {
|
|
409
454
|
|
|
410
455
|
if (this._maxVertexCount > 10_000_000) return false;
|
|
411
456
|
|
|
457
|
+
if (this._mirrored !== mirrored) return false;
|
|
458
|
+
|
|
412
459
|
// The material instance must match
|
|
413
460
|
// perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
|
|
414
461
|
if (material !== this.material) {
|
|
@@ -482,11 +529,12 @@ class InstancedMeshRenderer {
|
|
|
482
529
|
return this.name ? `${this.name} (BatchedMesh)` : "BatchedMesh";
|
|
483
530
|
}
|
|
484
531
|
|
|
485
|
-
constructor(name: string, geo: BufferGeometry, material: Material, initialMaxCount: number, context: Context) {
|
|
532
|
+
constructor(name: string, geo: BufferGeometry, material: Material, initialMaxCount: number, context: Context, mirrored: boolean = false) {
|
|
486
533
|
this.name = name;
|
|
487
534
|
this.geometry = geo;
|
|
488
535
|
this.material = material;
|
|
489
536
|
this._context = context;
|
|
537
|
+
this._mirrored = mirrored;
|
|
490
538
|
this._maxInstanceCount = Math.max(2, initialMaxCount);
|
|
491
539
|
if (debugInstancing) {
|
|
492
540
|
this._debugMaterial = createDebugMaterial(debugLODColors);
|
|
@@ -496,6 +544,7 @@ class InstancedMeshRenderer {
|
|
|
496
544
|
this._maxIndexCount = estimate.indexCount;
|
|
497
545
|
this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
|
|
498
546
|
this._batchedMesh.name = this.getBatchedMeshName();
|
|
547
|
+
this.applyBatchTransform(this._batchedMesh);
|
|
499
548
|
// this.inst = new InstancedMesh(geo, material, count);
|
|
500
549
|
this._batchedMesh[$instancingAutoUpdateBounds] = true;
|
|
501
550
|
// this.inst.count = 0;
|
|
@@ -614,10 +663,39 @@ class InstancedMeshRenderer {
|
|
|
614
663
|
}
|
|
615
664
|
|
|
616
665
|
updateInstance(mat: Matrix4, index: number) {
|
|
617
|
-
this.
|
|
666
|
+
this.setInstanceMatrix(index, mat);
|
|
618
667
|
this.markNeedsUpdate();
|
|
619
668
|
}
|
|
620
669
|
|
|
670
|
+
/** The batch's own transform. This class owns it: the mirror is the only thing that ever goes
|
|
671
|
+
* here, and the batch is never reparented away from the untransformed scene root. */
|
|
672
|
+
private applyBatchTransform(batch: BatchedMesh) {
|
|
673
|
+
// every other batch keeps the identity a fresh BatchedMesh is constructed with
|
|
674
|
+
if (!this._mirrored) return;
|
|
675
|
+
if (batch.scale.z === -1) return;
|
|
676
|
+
// negative determinant on the batch itself -> three flips the winding for the whole draw call
|
|
677
|
+
batch.scale.z = -1;
|
|
678
|
+
// three composes the TRS into matrix/matrixWorld no earlier than the render, which would leave
|
|
679
|
+
// those identity for a frame - and updateBounds() reads matrixWorld from a pre-render callback
|
|
680
|
+
batch.updateMatrixWorld();
|
|
681
|
+
}
|
|
682
|
+
|
|
683
|
+
/** Writes a *world* matrix to an instance slot, converted into the batch's local space.
|
|
684
|
+
* All instance matrix writes go through here. */
|
|
685
|
+
private setInstanceMatrix(index: number, worldMatrix: Matrix4) {
|
|
686
|
+
if (!this._mirrored) {
|
|
687
|
+
// an untransformed batch: local space *is* world space
|
|
688
|
+
this._batchedMesh.setMatrixAt(index, worldMatrix);
|
|
689
|
+
return;
|
|
690
|
+
}
|
|
691
|
+
// undo the batch's mirror, so the shader's modelMatrix * batchingMatrix composes back to the world matrix.
|
|
692
|
+
// a pure z flip only negates row 2 (column-major indices 2/6/10/14), so it's cheaper than a full multiply
|
|
693
|
+
const local = InstancedMeshRenderer.instanceMatrix.copy(worldMatrix);
|
|
694
|
+
const e = local.elements;
|
|
695
|
+
e[2] = -e[2]; e[6] = -e[6]; e[10] = -e[10]; e[14] = -e[14];
|
|
696
|
+
this._batchedMesh.setMatrixAt(index, local);
|
|
697
|
+
}
|
|
698
|
+
|
|
621
699
|
updateGeometry(geo: BufferGeometry, geometryIndex: number): boolean {
|
|
622
700
|
if (!this.validateGeometry(geo)) {
|
|
623
701
|
return false;
|
|
@@ -815,11 +893,14 @@ class InstancedMeshRenderer {
|
|
|
815
893
|
newInst.receiveShadow = this._batchedMesh.receiveShadow;
|
|
816
894
|
newInst.visible = this._batchedMesh.visible;
|
|
817
895
|
newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
|
|
896
|
+
|
|
818
897
|
newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
|
|
819
898
|
newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
|
|
820
899
|
newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
|
|
821
900
|
newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
|
|
822
901
|
newInst.matrix.copy(this._batchedMesh.matrix);
|
|
902
|
+
// the replacement must carry the mirror too, otherwise every instance in it ends up culled
|
|
903
|
+
this.applyBatchTransform(newInst);
|
|
823
904
|
|
|
824
905
|
// dispose the old batched mesh
|
|
825
906
|
this._batchedMesh.dispose();
|
|
@@ -942,7 +1023,7 @@ class InstancedMeshRenderer {
|
|
|
942
1023
|
handle.__instanceIndex = i;
|
|
943
1024
|
handle.__reservedVertexRange = handle.maxVertexCount;
|
|
944
1025
|
handle.__reservedIndexRange = handle.maxIndexCount;
|
|
945
|
-
this.
|
|
1026
|
+
this.setInstanceMatrix(i, handle.object.matrixWorld);
|
|
946
1027
|
this.updateDebugLODColor(handle);
|
|
947
1028
|
if (debugInstancing)
|
|
948
1029
|
console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}\nVertices: ${this._currentVertexCount.toLocaleString()}/${this._maxVertexCount.toLocaleString()},\nIndices: ${this._currentIndexCount.toLocaleString()}/${this._maxIndexCount.toLocaleString()}`);
|
|
@@ -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 {
|
|
6
|
+
import { oMxKl } from "../../../engine/engine_license.js";
|
|
7
7
|
import { serializable } from "../../../engine/engine_serialization.js";
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8
8
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import { getFormattedDate, Progress } from "../../../engine/engine_time_utils.js";
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9
9
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import { DeviceUtilities, getParam } from "../../../engine/engine_utils.js";
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@@ -277,7 +277,7 @@ export class USDZExporter extends Behaviour {
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277
277
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let name = this.exportFileName ?? this.objectToExport?.name ?? this.name;
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278
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name += "-" + getFormattedDate(); // seems iOS caches the file in some cases, this ensures we always have a fresh file
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279
279
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280
|
-
if (!
|
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280
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+
if (!oMxKl()) {
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281
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if (name !== "") name += "-";
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282
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name += "MadeWithNeedle";
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283
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}
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@@ -682,7 +682,7 @@ export class USDZExporter extends Behaviour {
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682
682
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if (debug)
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683
683
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showBalloonMessage("Quicklook url: " + callToActionURL);
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684
684
|
if (callToActionURL) {
|
|
685
|
-
if (!
|
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685
|
+
if (!oMxKl()) {
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686
686
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console.warn("Quicklook closed: custom redirects require a Needle Engine Pro license: https://needle.tools/pricing", callToActionURL)
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687
687
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}
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688
688
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else {
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@@ -697,7 +697,7 @@ export class USDZExporter extends Behaviour {
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697
697
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private buildQuicklookOverlay(): CustomBranding {
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698
698
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const obj: CustomBranding = {};
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699
699
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if (this.customBranding) Object.assign(obj, this.customBranding);
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|
700
|
-
if (!
|
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700
|
+
if (!oMxKl()) {
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701
701
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console.log("Custom Quicklook banner text requires pro license: https://needle.tools/pricing");
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702
702
|
obj.callToAction = "Close";
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|
703
703
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obj.checkoutTitle = "🌵 Made with Needle";
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|
@@ -83,12 +83,20 @@ export class DepthOfField extends PostProcessingEffect {
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83
83
|
// inverted: true,
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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: .
|
|
94
|
+
worldFocusRange: this.focalLength.value,
|
|
88
95
|
focalLength: 1,
|
|
89
|
-
bokehScale:
|
|
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"
|
|
@@ -74,7 +74,11 @@ export class SplineWalker extends Behaviour {
|
|
|
74
74
|
return this._position01;
|
|
75
75
|
}
|
|
76
76
|
set position01(v: number) {
|
|
77
|
-
|
|
77
|
+
// Normalize on assignment so reading the value back is predictable and never out of range.
|
|
78
|
+
// Doing this only in updateFromPosition() made it depend on a spline + curve + object being
|
|
79
|
+
// ready and a frame having run — until then this property reported e.g. 1.5.
|
|
80
|
+
// Note this is destructive (as clamping always is): setting 1.5 while clamped stores 1.
|
|
81
|
+
this._position01 = this.clamp ? Mathf.clamp01(v) : Mathf.repeat(v);
|
|
78
82
|
this._needsUpdate = true;
|
|
79
83
|
}
|
|
80
84
|
|
|
@@ -156,10 +160,12 @@ export class SplineWalker extends Behaviour {
|
|
|
156
160
|
if (!this.spline || !this.spline.curve) return;
|
|
157
161
|
if (!this.object) return;
|
|
158
162
|
|
|
163
|
+
// Still normalized here as well: autoRun accumulates into _position01 directly (bypassing the
|
|
164
|
+
// setter), and `clamp` may change after a value was assigned.
|
|
159
165
|
if (this.clamp) this._position01 = Mathf.clamp01(this._position01);
|
|
160
|
-
else this._position01 = this._position01
|
|
166
|
+
else this._position01 = Mathf.repeat(this._position01);
|
|
161
167
|
|
|
162
|
-
const t = this._position01 >= 1 ? 1 : this._position01
|
|
168
|
+
const t = this._position01 >= 1 ? 1 : Mathf.repeat(this._position01);
|
|
163
169
|
const pt = this.spline.getPointAt(t);
|
|
164
170
|
|
|
165
171
|
if (this.pullStrength >= 1) {
|
|
@@ -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.
|
|
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
|
-
*
|
|
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
|
-
*
|
|
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
|
|
523
|
+
models.createHandModel = this.showHandModels;
|
|
524
524
|
}
|
|
525
525
|
if (models) models.enabled = enabled;
|
|
526
526
|
return models;
|