@relu-interactives/spatial-ecs 0.3.20 → 0.4.0
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/dist/{System-BhnLw0fZ.d.cts → System-QjjSc6LZ.d.cts} +14 -0
- package/dist/{System-BhnLw0fZ.d.ts → System-QjjSc6LZ.d.ts} +14 -0
- package/dist/{XRHandPose-CLl4MiHx.d.cts → XRHandPose-Capx-RTD.d.cts} +47 -2
- package/dist/{XRHandPose-CrzI57JA.d.ts → XRHandPose-Csd3QGkj.d.ts} +47 -2
- package/dist/{chunk-CDSE7476.js → chunk-24ZMSBR7.js} +540 -5
- package/dist/chunk-24ZMSBR7.js.map +1 -0
- package/dist/{chunk-D6KXWNYT.js → chunk-2GTFFLGG.js} +3 -3
- package/dist/{chunk-D6KXWNYT.js.map → chunk-2GTFFLGG.js.map} +1 -1
- package/dist/{chunk-P42OE3RU.js → chunk-OWQPGEBB.js} +4 -4
- package/dist/{chunk-P42OE3RU.js.map → chunk-OWQPGEBB.js.map} +1 -1
- package/dist/{chunk-H6DQ7JRE.js → chunk-ZWONFM2F.js} +33 -3
- package/dist/chunk-ZWONFM2F.js.map +1 -0
- package/dist/components/index.cjs +30 -0
- package/dist/components/index.cjs.map +1 -1
- package/dist/components/index.d.cts +3 -3
- package/dist/components/index.d.ts +3 -3
- package/dist/components/index.js +1 -1
- package/dist/docs/guide/accessing-components.md +7 -6
- package/dist/docs/guide/behaviour-data-binding/component-input.md +10 -6
- package/dist/docs/guide/behaviour-data-binding/entity-input.md +13 -5
- package/dist/docs/guide/camera-rigs.md +2 -2
- package/dist/docs/guide/components/animation.md +12 -5
- package/dist/docs/guide/components/audio.md +13 -6
- package/dist/docs/guide/components/camera.md +10 -4
- package/dist/docs/guide/components/entity-type.md +13 -6
- package/dist/docs/guide/components/image-target-anchor.md +6 -2
- package/dist/docs/guide/components/image-target.md +10 -5
- package/dist/docs/guide/components/image.md +10 -4
- package/dist/docs/guide/components/instance-slot.md +7 -3
- package/dist/docs/guide/components/instanced-mesh.md +15 -7
- package/dist/docs/guide/components/light.md +10 -4
- package/dist/docs/guide/components/material.md +14 -8
- package/dist/docs/guide/components/mesh-geometry.md +10 -4
- package/dist/docs/guide/components/mesh.md +10 -4
- package/dist/docs/guide/components/model.md +4 -2
- package/dist/docs/guide/components/name.md +11 -6
- package/dist/docs/guide/components/object3d-ref.md +7 -3
- package/dist/docs/guide/components/parent-id.md +10 -4
- package/dist/docs/guide/components/physics.md +12 -6
- package/dist/docs/guide/components/script.md +10 -4
- package/dist/docs/guide/components/sprite.md +10 -4
- package/dist/docs/guide/components/transform.md +6 -2
- package/dist/docs/guide/components/video.md +10 -4
- package/dist/docs/guide/prefabs.md +2 -0
- package/dist/docs/guide/runtime-entity-management.md +1 -1
- package/dist/docs/guide/spawning/instanced-mesh.md +11 -6
- package/dist/docs/guide/systems/input-system.md +4 -1
- package/dist/docs/guide/systems/script-object-system.md +9 -1
- package/dist/docs/guide/vr-and-hand-poses.md +7 -3
- package/dist/docs/guide/world-api.md +23 -15
- package/dist/factories/index.cjs +6 -0
- package/dist/factories/index.cjs.map +1 -1
- package/dist/factories/index.d.cts +2 -2
- package/dist/factories/index.d.ts +2 -2
- package/dist/factories/index.js +3 -3
- package/dist/{index-6l4hn2Sh.d.ts → index-BAeeVJ6f.d.ts} +94 -2
- package/dist/{index-g777AmFv.d.cts → index-BRATaqTT.d.ts} +78 -4
- package/dist/{index-JRcoel9F.d.ts → index-C1rprGz_.d.cts} +78 -4
- package/dist/{index-C2I5PxCI.d.cts → index-SC9Mgjht.d.cts} +94 -2
- package/dist/index.cjs +586 -0
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +7 -7
- package/dist/index.d.ts +7 -7
- package/dist/index.js +26 -8
- package/dist/index.js.map +1 -1
- package/dist/systems/index.cjs +566 -0
- package/dist/systems/index.cjs.map +1 -1
- package/dist/systems/index.d.cts +2 -2
- package/dist/systems/index.d.ts +2 -2
- package/dist/systems/index.js +3 -3
- package/dist/types.d.cts +1 -1
- package/dist/types.d.ts +1 -1
- package/dist/worldSnapshotUtils.d.cts +1 -1
- package/dist/worldSnapshotUtils.d.ts +1 -1
- package/package.json +4 -2
- package/dist/chunk-CDSE7476.js.map +0 -1
- package/dist/chunk-H6DQ7JRE.js.map +0 -1
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@@ -973,6 +973,20 @@ declare class World {
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* the head pose as `parent.matrixWorld × headPose`.
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*/
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isXrPresenting(): boolean;
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/**
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* `true` while the session is compositing over the real world (passthrough).
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*
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* Read from the session's `environmentBlendMode` rather than from what the app
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* ASKED for: a request for `immersive-ar` can be granted as a plain opaque
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* session, and the blend mode is the only thing that says what the user is
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* actually looking at. `additive` (optical see-through) and `alpha-blend`
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* (video passthrough) both mean the real world is visible behind the render.
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*
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* The load-bearing consequence is that nothing may paint an opaque background:
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* a skybox drawn over the whole framebuffer hides the room completely, which
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* looks exactly like passthrough having failed.
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*/
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isXrPassthrough(): boolean;
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/**
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* Pauses world simulation. While paused, `update()` skips all system ticks so
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* physics, animation, scripts, and rendering stop advancing. The last rendered
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@@ -973,6 +973,20 @@ declare class World {
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* the head pose as `parent.matrixWorld × headPose`.
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*/
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isXrPresenting(): boolean;
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/**
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* `true` while the session is compositing over the real world (passthrough).
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*
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* Read from the session's `environmentBlendMode` rather than from what the app
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980
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* ASKED for: a request for `immersive-ar` can be granted as a plain opaque
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* session, and the blend mode is the only thing that says what the user is
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* actually looking at. `additive` (optical see-through) and `alpha-blend`
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* (video passthrough) both mean the real world is visible behind the render.
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*
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* The load-bearing consequence is that nothing may paint an opaque background:
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* a skybox drawn over the whole framebuffer hides the room completely, which
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* looks exactly like passthrough having failed.
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*/
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isXrPassthrough(): boolean;
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/**
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* Pauses world simulation. While paused, `update()` skips all system ticks so
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* physics, animation, scripts, and rendering stop advancing. The last rendered
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@@ -1,5 +1,5 @@
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import * as THREE from 'three';
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import { C as Component, p as EcsEntityKind, F as EcsEntityEditorKind, r as EntityId } from './System-
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import { C as Component, p as EcsEntityKind, F as EcsEntityEditorKind, r as EntityId } from './System-QjjSc6LZ.cjs';
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import * as RAPIER from '@dimforge/rapier3d-compat';
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import { a as XrFinger, c as XrHandPoseDirection, b as XrHandPoseOrientation, X as XrHandPoseDefinition } from './handPose-DlcTtqgx.cjs';
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@@ -1436,6 +1436,20 @@ declare function createAttachPoint(partial: Partial<XrAttachPoint> & {
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type XrTrackingOrigin = "floor" | "eye";
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/** How the player moves through the scene in an immersive session. */
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type XrLocomotionMode = "teleport" | "smooth" | "none";
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/**
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* Which real-world geometry becomes physics colliders in a passthrough session.
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*
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* `planes` uses the flat surfaces the headset detects (floor, walls, desks) —
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* cheap, and available on more devices. `mesh` uses the full room scan, which is
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* far more faithful (chair legs, clutter) but only exists where the runtime
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* grants `mesh-detection`. `auto` takes the mesh when it is granted and quietly
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* falls back to planes.
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*
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* `none` is the default because BOTH options make the headset ask the user for
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* permission to share a scan of their room — a prompt no project should trigger
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* unless it actually uses the result.
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*/
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type XrEnvironmentPhysics = "none" | "planes" | "mesh" | "auto";
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/** Optional initializer for {@link XRRigComponent}. */
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type XRRigOptions = {
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/** Where the headset origin sits. Defaults to `floor`. */
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@@ -1456,6 +1470,18 @@ type XRRigOptions = {
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teleportArcInvalidColor?: string;
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/** Teleport arc thickness (diameter), metres. */
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teleportArcThickness?: number;
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/** Run the session in passthrough (`immersive-ar`) instead of VR. */
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passthrough?: boolean;
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/** Let real objects occlude virtual ones, via WebXR depth sensing. */
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depthOcclusion?: boolean;
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/** Which detected real-world geometry becomes physics colliders. */
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environmentPhysics?: XrEnvironmentPhysics;
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/** Draw the detected room geometry on-device, for checking a scan. */
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environmentDebug?: boolean;
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/** Allow scripts to raycast against the real room (`hit-test`). */
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hitTest?: boolean;
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/** Allow content to be pinned to real-world features (`anchors`). */
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anchors?: boolean;
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};
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/**
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* Marks an entity as the XR rig — the player's movable origin.
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teleportArcInvalidColor: string;
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/** Teleport arc thickness (diameter), metres. */
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teleportArcThickness: number;
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/**
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* Run the session in passthrough — the real room shows through.
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*
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* This is the VR/MR switch for the whole project: the entry button requests
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* `immersive-ar` instead of `immersive-vr`. Blend mode is fixed for the life
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* of a session, so this cannot be flipped mid-session — ending and re-entering
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* is the only way to change it.
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*/
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passthrough: boolean;
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/** Let real objects occlude virtual ones, via WebXR depth sensing. */
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depthOcclusion: boolean;
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/** Which detected real-world geometry becomes physics colliders. */
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environmentPhysics: XrEnvironmentPhysics;
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/** Draw the detected room geometry on-device, for checking a scan. */
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environmentDebug: boolean;
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/** Allow scripts to raycast against the real room (`hit-test`). */
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hitTest: boolean;
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/** Allow content to be pinned to real-world features (`anchors`). */
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anchors: boolean;
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constructor(options?: XRRigOptions);
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}
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constructor(options?: XRHandPoseOptions);
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}
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export { Selectable as $, AnimationComponent as A, type MaterialValueState as B, CameraComponent as C, DEFAULT_COLLIDER_STATE as D, type EditableMeshObjectKind as E, MeshComponent as F, MeshGeometryComponent as G, type MeshGeometryParameters as H, ImageComponent as I, type MeshGeometryParametersByKind as J, ModelComponent as K, LightComponent as L, MaterialComponent as M, Name as N, Object3DRef as O, PhysicsComponent as P, type PhysicsState as Q, type PlaneMeshParameters as R, type RadiusHeightMeshParameters as S, type RadiusMeshParameters as T, type RigidbodyState as U, type RigidbodyType as V, ScriptComponent as W, type ScriptEntry as X, ScriptObjectComponent as Y, type ScriptObjectComponentInput as Z, type ScriptObjectRuntimeState as _, type AnimationComponentOptions as a, SelectionTransformState as a0, SpriteComponent as a1, type TextureFilteringValue as a2, type TransformModeValue as a3, type TransformSpaceValue as a4, VRTeleportAreaComponent as a5, type VRTeleportAreaOptions as a6, VideoComponent as a7, type VrTeleportShape as a8, XRHandPoseComponent as a9, type AnimationStateCallbacks as
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export { Selectable as $, AnimationComponent as A, type MaterialValueState as B, CameraComponent as C, DEFAULT_COLLIDER_STATE as D, type EditableMeshObjectKind as E, MeshComponent as F, MeshGeometryComponent as G, type MeshGeometryParameters as H, ImageComponent as I, type MeshGeometryParametersByKind as J, ModelComponent as K, LightComponent as L, MaterialComponent as M, Name as N, Object3DRef as O, PhysicsComponent as P, type PhysicsState as Q, type PlaneMeshParameters as R, type RadiusHeightMeshParameters as S, type RadiusMeshParameters as T, type RigidbodyState as U, type RigidbodyType as V, ScriptComponent as W, type ScriptEntry as X, ScriptObjectComponent as Y, type ScriptObjectComponentInput as Z, type ScriptObjectRuntimeState as _, type AnimationComponentOptions as a, SelectionTransformState as a0, SpriteComponent as a1, type TextureFilteringValue as a2, type TransformModeValue as a3, type TransformSpaceValue as a4, VRTeleportAreaComponent as a5, type VRTeleportAreaOptions as a6, VideoComponent as a7, type VrTeleportShape as a8, XRHandPoseComponent as a9, setPhysicsLiveRef as aA, type AnimationStateCallbacks as aB, AnimationStateMachine as aC, AnimationStateManager as aD, type StateMachine as aE, type XRHandPoseOptions as aa, XRInteractableComponent as ab, type XRInteractableOptions as ac, XRInteractorComponent as ad, type XRInteractorOptions as ae, XRInteractorSideComponent as af, XRRigComponent as ag, type XRRigOptions as ah, type XrAttachPoint as ai, type XrDistanceGrabBehavior as aj, type XrEnvironmentPhysics as ak, type XrGrabGesture as al, type XrGrabHands as am, type XrGrabReach as an, type XrHandPoseEntry as ao, type XrHandPreset as ap, type XrInteractorSide as aq, type XrInteractorType as ar, type XrLocomotionMode as as, type XrTrackingOrigin as at, type XrTwoHandRotation as au, createAttachPoint as av, createHandPoseEntry as aw, defaultMaterialValue as ax, handPoseDefinitionFor as ay, normalizePhysicsState as az, AudioComponent as b, type CameraComponentOptions as c, type CameraProjection as d, type CameraRuntimeType as e, type ColliderShape as f, type ColliderState as g, type CubeMeshParameters as h, DEFAULT_INSTANCED_MESH_PARAMETERS as i, DEFAULT_INSTANCE_TRANSFORM as j, DEFAULT_MESH_GEOMETRY_PARAMETERS as k, DEFAULT_PHYSICS_STATE as l, DEFAULT_POSE_CURLS as m, DEFAULT_POSE_DIRECTIONS as n, DEFAULT_RIGIDBODY_STATE as o, EntityType as p, ImageTarget as q, ImageTargetAnchor as r, type ImageTargetAnchorOptions as s, type ImageTargetReference as t, InstanceSlotComponent as u, type InstanceTransform as v, InstancedMeshComponent as w, type InstancedMeshKind as x, type LightValueState as y, type MaterialTypeValue as z };
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import * as THREE from 'three';
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import { C as Component, p as EcsEntityKind, F as EcsEntityEditorKind, r as EntityId } from './System-
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import { C as Component, p as EcsEntityKind, F as EcsEntityEditorKind, r as EntityId } from './System-QjjSc6LZ.js';
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import * as RAPIER from '@dimforge/rapier3d-compat';
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import { a as XrFinger, c as XrHandPoseDirection, b as XrHandPoseOrientation, X as XrHandPoseDefinition } from './handPose-DlcTtqgx.js';
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type XrTrackingOrigin = "floor" | "eye";
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/** How the player moves through the scene in an immersive session. */
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type XrLocomotionMode = "teleport" | "smooth" | "none";
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/**
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* Which real-world geometry becomes physics colliders in a passthrough session.
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*
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* `planes` uses the flat surfaces the headset detects (floor, walls, desks) —
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* cheap, and available on more devices. `mesh` uses the full room scan, which is
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* far more faithful (chair legs, clutter) but only exists where the runtime
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* grants `mesh-detection`. `auto` takes the mesh when it is granted and quietly
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* falls back to planes.
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*
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* `none` is the default because BOTH options make the headset ask the user for
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* permission to share a scan of their room — a prompt no project should trigger
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* unless it actually uses the result.
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*/
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type XrEnvironmentPhysics = "none" | "planes" | "mesh" | "auto";
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/** Optional initializer for {@link XRRigComponent}. */
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type XRRigOptions = {
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/** Teleport arc thickness (diameter), metres. */
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teleportArcThickness?: number;
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/** Run the session in passthrough (`immersive-ar`) instead of VR. */
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passthrough?: boolean;
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/** Let real objects occlude virtual ones, via WebXR depth sensing. */
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depthOcclusion?: boolean;
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/** Which detected real-world geometry becomes physics colliders. */
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environmentPhysics?: XrEnvironmentPhysics;
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/** Draw the detected room geometry on-device, for checking a scan. */
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environmentDebug?: boolean;
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/** Allow scripts to raycast against the real room (`hit-test`). */
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hitTest?: boolean;
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/** Allow content to be pinned to real-world features (`anchors`). */
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anchors?: boolean;
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};
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/**
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* Marks an entity as the XR rig — the player's movable origin.
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teleportArcInvalidColor: string;
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/** Teleport arc thickness (diameter), metres. */
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/**
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* Run the session in passthrough — the real room shows through.
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*
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* This is the VR/MR switch for the whole project: the entry button requests
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+
* `immersive-ar` instead of `immersive-vr`. Blend mode is fixed for the life
|
|
1524
|
+
* of a session, so this cannot be flipped mid-session — ending and re-entering
|
|
1525
|
+
* is the only way to change it.
|
|
1526
|
+
*/
|
|
1527
|
+
passthrough: boolean;
|
|
1528
|
+
/** Let real objects occlude virtual ones, via WebXR depth sensing. */
|
|
1529
|
+
depthOcclusion: boolean;
|
|
1530
|
+
/** Which detected real-world geometry becomes physics colliders. */
|
|
1531
|
+
environmentPhysics: XrEnvironmentPhysics;
|
|
1532
|
+
/** Draw the detected room geometry on-device, for checking a scan. */
|
|
1533
|
+
environmentDebug: boolean;
|
|
1534
|
+
/** Allow scripts to raycast against the real room (`hit-test`). */
|
|
1535
|
+
hitTest: boolean;
|
|
1536
|
+
/** Allow content to be pinned to real-world features (`anchors`). */
|
|
1537
|
+
anchors: boolean;
|
|
1493
1538
|
constructor(options?: XRRigOptions);
|
|
1494
1539
|
}
|
|
1495
1540
|
|
|
@@ -1657,4 +1702,4 @@ declare class XRHandPoseComponent extends Component {
|
|
|
1657
1702
|
constructor(options?: XRHandPoseOptions);
|
|
1658
1703
|
}
|
|
1659
1704
|
|
|
1660
|
-
export { Selectable as $, AnimationComponent as A, type MaterialValueState as B, CameraComponent as C, DEFAULT_COLLIDER_STATE as D, type EditableMeshObjectKind as E, MeshComponent as F, MeshGeometryComponent as G, type MeshGeometryParameters as H, ImageComponent as I, type MeshGeometryParametersByKind as J, ModelComponent as K, LightComponent as L, MaterialComponent as M, Name as N, Object3DRef as O, PhysicsComponent as P, type PhysicsState as Q, type PlaneMeshParameters as R, type RadiusHeightMeshParameters as S, type RadiusMeshParameters as T, type RigidbodyState as U, type RigidbodyType as V, ScriptComponent as W, type ScriptEntry as X, ScriptObjectComponent as Y, type ScriptObjectComponentInput as Z, type ScriptObjectRuntimeState as _, type AnimationComponentOptions as a, SelectionTransformState as a0, SpriteComponent as a1, type TextureFilteringValue as a2, type TransformModeValue as a3, type TransformSpaceValue as a4, VRTeleportAreaComponent as a5, type VRTeleportAreaOptions as a6, VideoComponent as a7, type VrTeleportShape as a8, XRHandPoseComponent as a9, type AnimationStateCallbacks as
|
|
1705
|
+
export { Selectable as $, AnimationComponent as A, type MaterialValueState as B, CameraComponent as C, DEFAULT_COLLIDER_STATE as D, type EditableMeshObjectKind as E, MeshComponent as F, MeshGeometryComponent as G, type MeshGeometryParameters as H, ImageComponent as I, type MeshGeometryParametersByKind as J, ModelComponent as K, LightComponent as L, MaterialComponent as M, Name as N, Object3DRef as O, PhysicsComponent as P, type PhysicsState as Q, type PlaneMeshParameters as R, type RadiusHeightMeshParameters as S, type RadiusMeshParameters as T, type RigidbodyState as U, type RigidbodyType as V, ScriptComponent as W, type ScriptEntry as X, ScriptObjectComponent as Y, type ScriptObjectComponentInput as Z, type ScriptObjectRuntimeState as _, type AnimationComponentOptions as a, SelectionTransformState as a0, SpriteComponent as a1, type TextureFilteringValue as a2, type TransformModeValue as a3, type TransformSpaceValue as a4, VRTeleportAreaComponent as a5, type VRTeleportAreaOptions as a6, VideoComponent as a7, type VrTeleportShape as a8, XRHandPoseComponent as a9, setPhysicsLiveRef as aA, type AnimationStateCallbacks as aB, AnimationStateMachine as aC, AnimationStateManager as aD, type StateMachine as aE, type XRHandPoseOptions as aa, XRInteractableComponent as ab, type XRInteractableOptions as ac, XRInteractorComponent as ad, type XRInteractorOptions as ae, XRInteractorSideComponent as af, XRRigComponent as ag, type XRRigOptions as ah, type XrAttachPoint as ai, type XrDistanceGrabBehavior as aj, type XrEnvironmentPhysics as ak, type XrGrabGesture as al, type XrGrabHands as am, type XrGrabReach as an, type XrHandPoseEntry as ao, type XrHandPreset as ap, type XrInteractorSide as aq, type XrInteractorType as ar, type XrLocomotionMode as as, type XrTrackingOrigin as at, type XrTwoHandRotation as au, createAttachPoint as av, createHandPoseEntry as aw, defaultMaterialValue as ax, handPoseDefinitionFor as ay, normalizePhysicsState as az, AudioComponent as b, type CameraComponentOptions as c, type CameraProjection as d, type CameraRuntimeType as e, type ColliderShape as f, type ColliderState as g, type CubeMeshParameters as h, DEFAULT_INSTANCED_MESH_PARAMETERS as i, DEFAULT_INSTANCE_TRANSFORM as j, DEFAULT_MESH_GEOMETRY_PARAMETERS as k, DEFAULT_PHYSICS_STATE as l, DEFAULT_POSE_CURLS as m, DEFAULT_POSE_DIRECTIONS as n, DEFAULT_RIGIDBODY_STATE as o, EntityType as p, ImageTarget as q, ImageTargetAnchor as r, type ImageTargetAnchorOptions as s, type ImageTargetReference as t, InstanceSlotComponent as u, type InstanceTransform as v, InstancedMeshComponent as w, type InstancedMeshKind as x, type LightValueState as y, type MaterialTypeValue as z };
|