Needle Engine

Changes between version 3.32.6-alpha and 3.31.1
Files changed (92) hide show
  1. src/engine-schemes/vrUserStateBuffer.fbs +0 -0
  2. src/engine-schemes/README.md +0 -2
  3. src/engine-components/api.ts +1 -1
  4. src/engine/api.ts +0 -1
  5. src/engine-components/AudioSource.ts +1 -1
  6. src/engine-components/webxr/Avatar.ts +0 -220
  7. src/engine-components/avatar/AvatarBlink_Simple.ts +1 -1
  8. src/engine-components/ui/BaseUIComponent.ts +2 -2
  9. src/engine-components/ui/Button.ts +2 -2
  10. src/engine-components/Camera.ts +3 -2
  11. src/engine-components/ui/Canvas.ts +11 -28
  12. src/engine-components/Component.ts +6 -90
  13. src/engine-components/codegen/components.ts +14 -9
  14. src/engine/debug/debug_console.ts +4 -8
  15. src/engine/debug/debug_overlay.ts +5 -6
  16. src/engine-components/DragControls.ts +176 -931
  17. src/engine-components/Duplicatable.ts +88 -69
  18. src/engine/engine_context.ts +43 -89
  19. src/engine/engine_create_objects.ts +0 -11
  20. src/engine/engine_element_loading.ts +9 -22
  21. src/engine/engine_element_overlay.ts +0 -17
  22. src/engine/engine_element.ts +3 -28
  23. src/engine/engine_gizmos.ts +16 -56
  24. src/engine/engine_input.ts +177 -369
  25. src/engine/engine_lifecycle_api.ts +3 -27
  26. src/engine/engine_mainloop_utils.ts +1 -27
  27. src/engine/engine_networking_instantiate.ts +2 -7
  28. src/engine/engine_networking_streams.ts +3 -3
  29. src/engine/engine_networking.ts +4 -7
  30. src/engine/engine_physics_rapier.ts +6 -12
  31. src/engine/engine_physics.ts +12 -14
  32. src/engine/engine_serialization_core.ts +2 -2
  33. src/engine/engine_three_utils.ts +2 -15
  34. src/engine/engine_types.ts +1 -29
  35. src/engine/engine_utils.ts +4 -68
  36. src/engine/engine_xr.ts +0 -2
  37. src/engine-components/ui/EventSystem.ts +126 -111
  38. src/engine-components/ui/Graphic.ts +2 -2
  39. src/engine-components/GroundProjection.ts +2 -7
  40. src/engine-components/webxr/index.ts +2 -1
  41. src/engine/xr/index.ts +0 -5
  42. src/engine-components/Interactable.ts +14 -6
  43. src/engine/xr/internal.ts +0 -34
  44. src/engine-components/Light.ts +7 -3
  45. src/engine/extensions/NEEDLE_techniques_webgl.ts +0 -2
  46. src/needle-engine.ts +3 -0
  47. src/engine/xr/NeedleXRController.ts +0 -615
  48. src/engine/xr/NeedleXRSession.ts +0 -1270
  49. src/engine/xr/NeedleXRSync.ts +0 -221
  50. src/engine-components/utils/OpenURL.ts +37 -5
  51. src/engine-components/OrbitControls.ts +3 -3
  52. src/engine-components/ParticleSystem.ts +0 -5
  53. src/engine-components/ParticleSystemModules.ts +2 -9
  54. src/engine-components/timeline/PlayableDirector.ts +1 -1
  55. src/engine-components/PlayerColor.ts +13 -17
  56. src/engine-components-experimental/networking/PlayerSync.ts +21 -108
  57. src/engine-components/ui/PointerEvents.ts +23 -48
  58. src/engine-components/ui/Raycaster.ts +7 -25
  59. src/engine/codegen/register_types.ts +25 -15
  60. src/engine-components/Renderer.ts +25 -19
  61. src/engine-components/RendererLightmap.ts +2 -2
  62. src/engine-components/SceneSwitcher.ts +9 -9
  63. src/engine-components/SpectatorCamera.ts +23 -12
  64. src/engine-components/SyncedCamera.ts +2 -1
  65. src/engine-components/SyncedTransform.ts +0 -17
  66. src/engine-components/webxr/TeleportTarget.ts +0 -9
  67. src/engine/xr/TempXRContext.ts +0 -182
  68. src/engine-components/ui/Text.ts +4 -4
  69. src/engine-components/timeline/TimelineTracks.ts +14 -51
  70. src/engine-components/webxr/types.ts +0 -4
  71. src/engine-components/export/usdz/USDZExporter.ts +78 -6
  72. src/engine-components/export/usdz/extensions/USDZUI.ts +1 -1
  73. src/engine-components/ui/Utils.ts +1 -2
  74. src/engine/xr/utils.ts +0 -39
  75. src/engine-schemes/vr-user-state-buffer.ts +30 -37
  76. src/engine-components/webxr/WebARCameraBackground.ts +45 -37
  77. src/engine-components/webxr/WebARSessionRoot.ts +27 -397
  78. src/engine-components/webxr/WebXR.ts +674 -208
  79. src/engine-components/webxr/WebXRAvatar.ts +299 -8
  80. src/engine-components/webxr/WebXRButtons.ts +0 -266
  81. src/engine-components/webxr/WebXRImageTracking.ts +71 -63
  82. src/engine-components/webxr/WebXRPlaneTracking.ts +45 -52
  83. src/engine-components/webxr/WebXRRig.ts +8 -44
  84. src/engine-components/webxr/controllers/XRControllerFollow.ts +0 -58
  85. src/engine-components/webxr/controllers/XRControllerModel.ts +0 -252
  86. src/engine-components/webxr/controllers/XRControllerMovement.ts +0 -316
  87. src/engine-components/webxr/XRFlag.ts +0 -143
  88. src/engine/xr/XRRig.ts +0 -9
  89. src/engine-components/webxr/WebXRController.ts +1168 -0
  90. src/engine-components/webxr/WebXRGrabRendering.ts +151 -0
  91. src/engine-components/webxr/WebXRSync.ts +463 -0
  92. src/engine-components/XRFlag.ts +139 -0
src/engine-schemes/vrUserStateBuffer.fbs CHANGED
File without changes
src/engine-schemes/README.md DELETED
@@ -1,2 +0,0 @@
1
- Using flatbuffer compiler 2.0
2
- https://github.com/google/flatbuffers/releases/tag/v2.0.0
src/engine-components/api.ts CHANGED
@@ -4,7 +4,7 @@
4
4
  // We dont want to export everything in the extensions
5
5
  export * from "./js-extensions/RGBAColor.js";
6
6
  export * from "./js-extensions/Object3D.js";
7
- export * from "./webxr/XRFlag.js"
7
+ export * from "./XRFlag.js"
8
8
 
9
9
  export * from "./export/index.js"
10
10
  export * from "./postprocessing/index.js"
src/engine/api.ts CHANGED
@@ -47,7 +47,6 @@
47
47
  export * from "./engine_utils_screenshot.js";
48
48
  export * from "./engine_web_api.js";
49
49
  export * from "./engine_utils.js";
50
- export * from "./engine_xr.js";
51
50
 
52
51
  export { TypeStore, registerType } from "./engine_typestore.js";
53
52
 
src/engine-components/AudioSource.ts CHANGED
@@ -411,7 +411,7 @@
411
411
  this._hasEnded = true;
412
412
  if (debug)
413
413
  console.log("Audio clip ended", this.clip);
414
- this.dispatchEvent(new CustomEvent("ended", { detail: this }));
414
+ this.sound.dispatchEvent({ type: 'ended', target: this });
415
415
  }
416
416
 
417
417
  // this.gameObject.position.x = Math.sin(time.time) * 2;
src/engine-components/webxr/Avatar.ts DELETED
@@ -1,220 +0,0 @@
1
- import { AssetReference } from "../../engine/engine_addressables.js";
2
- import { serializable } from "../../engine/engine_serialization_decorator.js";
3
- import { PromiseAllWithErrors, getParam } from "../../engine/engine_utils.js";
4
- import { NeedleXREventArgs, NeedleXRSession, NeedleXRUtils } from "../../engine/xr/index.js";
5
- import { Behaviour, GameObject } from "../Component.js";
6
- import { Object3D, Quaternion, Vector3 } from "three";
7
- import { ObjectUtils, PrimitiveType } from "../../engine/engine_create_objects.js";
8
- import { SyncedTransform } from "../SyncedTransform.js";
9
- import { PlayerState } from "../../engine-components-experimental/networking/PlayerSync.js";
10
- import { IGameObject } from "../../engine/engine_types.js";
11
- import { XRFlag } from "./XRFlag.js";
12
- import { AvatarMarker } from "./WebXRAvatar.js";
13
-
14
- const debug = getParam("debugwebxr");
15
-
16
- const flipForwardQuaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
17
-
18
- export class Avatar extends Behaviour {
19
-
20
- @serializable(AssetReference)
21
- head?: AssetReference;
22
-
23
- @serializable(AssetReference)
24
- leftHand?: AssetReference;
25
-
26
- @serializable(AssetReference)
27
- rightHand?: AssetReference;
28
-
29
- private _syncTransforms?: SyncedTransform[];
30
-
31
- async onEnterXR(_args: NeedleXREventArgs) {
32
- if (!this.activeAndEnabled) return;
33
- if (debug) console.warn("AVATAR ENTER XR", this.guid, this.sourceId, this, this.activeAndEnabled)
34
- if (this._syncTransforms)
35
- this._syncTransforms.length = 0;
36
- await this.prepareAvatar();
37
-
38
- const playerstate = PlayerState.getFor(this);
39
- if (playerstate?.owner) {
40
- const marker = this.gameObject.addNewComponent(AvatarMarker)!;
41
- marker.avatar = this.gameObject;
42
- marker.connectionId = playerstate.owner;
43
- }
44
- else if(this.context.connection.isConnected) console.error("No player state found for avatar", this);
45
- }
46
-
47
- onLeaveXR(_args: NeedleXREventArgs): void {
48
- const marker = this.gameObject.getComponent(AvatarMarker);
49
- if (marker) {
50
- marker.destroy();
51
- }
52
- }
53
-
54
- onUpdateXR(args: NeedleXREventArgs): void {
55
- if (!this.activeAndEnabled) return;
56
-
57
- const isLocalPlayer = PlayerState.isLocalPlayer(this);
58
- if (!isLocalPlayer) return;
59
-
60
- const xr = args.xr;
61
- // make sure the avatar is inside the active rig
62
- if (xr.rig && xr.rig.gameObject !== this.gameObject.parent) {
63
- this.gameObject.position.set(0, 0, 0);
64
- this.gameObject.rotation.set(0, 0, 0);
65
- this.gameObject.scale.set(1, 1, 1);
66
- xr.rig.gameObject.add(this.gameObject);
67
- }
68
- // this.gameObject.position.copy(xr.rig!.gameObject.position);
69
- // this.gameObject.quaternion.copy(xr.rig!.gameObject.quaternion);
70
- // this.gameObject.scale.set(1, 1, 1);
71
-
72
-
73
- if (this._syncTransforms && isLocalPlayer) {
74
- for (const sync of this._syncTransforms) {
75
- sync.fastMode = true;
76
- if (!sync.isOwned())
77
- sync.requestOwnership();
78
- }
79
- }
80
-
81
-
82
- // synchronize head
83
- if (this.head && this.context.mainCamera) {
84
- const headObj = this.head.asset as IGameObject;
85
- headObj.position.copy(this.context.mainCamera.position);
86
- headObj.quaternion.copy(this.context.mainCamera.quaternion);
87
- headObj.quaternion.x *= -1;
88
-
89
- // HACK: XRFlag limitation workaround to make sure first person user head is never rendered
90
- if (this.context.time.frameCount % 10 === 0) {
91
- const xrflags = GameObject.getComponentsInChildren(this.head.asset, XRFlag);
92
- for (const flag of xrflags) {
93
- flag.enabled = false;
94
- flag.gameObject.visible = false;
95
- }
96
- }
97
- }
98
-
99
- // synchronize hands
100
- const leftCtrl = args.xr.leftController;
101
- const leftObj = this.leftHand?.asset as Object3D;
102
- if (leftCtrl && leftObj) {
103
- leftObj.position.copy(leftCtrl.gripPosition);
104
- leftObj.quaternion.copy(leftCtrl.gripQuaternion);
105
- leftObj.quaternion.multiply(flipForwardQuaternion);
106
- leftObj.visible = leftCtrl.isTracking;
107
- }
108
-
109
- const right = args.xr.rightController;
110
- if (right && this.rightHand?.asset) {
111
- const rightObj = this.rightHand.asset as Object3D;
112
- rightObj.position.copy(right.gripPosition);
113
- rightObj.quaternion.copy(right.gripQuaternion);
114
- rightObj.quaternion.multiply(flipForwardQuaternion);
115
- rightObj.visible = right.isTracking;
116
- }
117
- }
118
-
119
- onBeforeRender(): void {
120
- if (this.context.time.frame % 10 === 0)
121
- this.updateRemoteAvatarVisibility();
122
- }
123
-
124
-
125
- private updateRemoteAvatarVisibility() {
126
- if (this.context.connection.isConnected) {
127
- const state = PlayerState.getFor(this);
128
- if (state && state.isLocalPlayer == false) {
129
-
130
- const sync = NeedleXRSession.getXRSync(this.context);
131
- if (sync) {
132
- if (sync.hasState(state.owner)) {
133
- this.tryFindAvatarObjectsIfMissing();
134
-
135
- const leftObj = this.leftHand?.asset as Object3D;
136
- if (leftObj) {
137
- leftObj.visible = sync?.isTracking(state.owner, "left") ?? false;
138
- }
139
- const rightObj = this.rightHand?.asset as Object3D;
140
- if (rightObj) {
141
- rightObj.visible = sync?.isTracking(state.owner, "right") ?? false;
142
- }
143
- }
144
- }
145
-
146
- // HACK: XRFlag limitation workaround to make sure first person user head of OTHER users is ALWAYS rendered
147
- if (this.head?.asset) {
148
- const xrflags = GameObject.getComponentsInChildren(this.head.asset, XRFlag);
149
- for (const flag of xrflags) {
150
- flag.enabled = false;
151
- flag.gameObject.visible = true;
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
-
159
-
160
- private tryFindAvatarObjectsIfMissing() {
161
- // if no avatar objects are set, try to find them
162
- if (!this.head || !this.leftHand || !this.rightHand) {
163
- const res = { head: this.head, leftHand: this.leftHand, rightHand: this.rightHand };
164
- NeedleXRUtils.tryFindAvatarObjects(this.gameObject, this.sourceId || "", res);
165
- if (res.head) this.head = res.head;
166
- if (res.leftHand) this.leftHand = res.leftHand;
167
- if (res.rightHand) this.rightHand = res.rightHand;
168
- }
169
- }
170
-
171
- private async prepareAvatar() {
172
- // if no avatar objects are set, try to find them
173
- this.tryFindAvatarObjectsIfMissing();
174
-
175
- if (!this.head) {
176
- const head = new Object3D();
177
- head.name = "Head";
178
- const cube = ObjectUtils.createPrimitive(PrimitiveType.Cube);
179
- head.add(cube);
180
- this.gameObject.add(head);
181
- this.head = new AssetReference("", this.sourceId, head);
182
- if (debug) console.log("Create head", head);
183
- }
184
-
185
- if (!this.rightHand) {
186
- const rightHand = new Object3D();
187
- rightHand.name = "Right Hand";
188
- this.gameObject.add(rightHand);
189
- this.rightHand = new AssetReference("", this.sourceId, rightHand);
190
- if (debug) console.log("Create right hand", rightHand);
191
- }
192
-
193
- if (!this.leftHand) {
194
- const leftHand = new Object3D();
195
- leftHand.name = "Left Hand";
196
- this.gameObject.add(leftHand);
197
- this.leftHand = new AssetReference("", this.sourceId, leftHand);
198
- if (debug) console.log("Create left hand", leftHand);
199
- }
200
-
201
- await this.loadAvatarObjects(this.head, this.leftHand, this.rightHand);
202
-
203
- if (PlayerState.isLocalPlayer(this.gameObject)) {
204
- this._syncTransforms = GameObject.getComponentsInChildren(this.gameObject, SyncedTransform);
205
- }
206
- }
207
-
208
-
209
- private async loadAvatarObjects(head: AssetReference, left: AssetReference, right: AssetReference) {
210
- const pHead = head.loadAssetAsync();
211
- const pHandLeft = left.loadAssetAsync();
212
- const pHandRight = right.loadAssetAsync();
213
- const promises = new Array<Promise<any>>();
214
- if (pHead) promises.push(pHead);
215
- if (pHandLeft) promises.push(pHandLeft);
216
- if (pHandRight) promises.push(pHandRight);
217
- const res = await PromiseAllWithErrors(promises);
218
- if (debug) console.log("Avatar loaded results:", res);
219
- }
220
- }
src/engine-components/avatar/AvatarBlink_Simple.ts CHANGED
@@ -1,6 +1,6 @@
1
1
  import { Object3D } from "three";
2
2
  import { Behaviour, GameObject } from "../Component.js";
3
- import { XRFlag, XRState } from "../webxr/XRFlag.js";
3
+ import { XRFlag, XRState } from "../XRFlag.js";
4
4
  import { serializable } from "../../engine/engine_serialization_decorator.js";
5
5
 
6
6
 
src/engine-components/ui/BaseUIComponent.ts CHANGED
@@ -38,7 +38,7 @@
38
38
  EventSystem.markUIDirty(this.context);
39
39
  }
40
40
 
41
- shadowComponent: Object3D | null = null;
41
+ shadowComponent: ThreeMeshUI.Block | null = null;
42
42
 
43
43
  private _controlsChildLayout = true;
44
44
  get controlsChildLayout(): boolean { return this._controlsChildLayout; }
@@ -148,7 +148,7 @@
148
148
  // })
149
149
  }
150
150
 
151
- protected setShadowComponentOwner(current: ThreeMeshUI.MeshUIBaseElement | Object3D | null | undefined) {
151
+ protected setShadowComponentOwner(current: Object3D | null | undefined) {
152
152
  if (!current) return;
153
153
  // TODO: only traverse our own hierarchy, we can stop if we find another owner
154
154
  if (current[$shadowDomOwner] === undefined || current[$shadowDomOwner] === this) {
src/engine-components/ui/Button.ts CHANGED
@@ -120,10 +120,10 @@
120
120
  }
121
121
 
122
122
  onPointerClick(args: PointerEventData) {
123
- if (!this.interactable) return;
123
+ if (!this.interactable || args.pointerId !== 0) return;
124
124
 
125
- if (args.button !== 0 && args.event.pointerType === PointerType.Mouse) return;
126
125
  // Button clicks should only run with left mouse button while using mouse
126
+ if(args.pointerId !== 0 && this.context.input.getIsMouse(args.pointerId)) return;
127
127
  if (debug) {
128
128
  console.warn("Button Click", this.onClick);
129
129
  showBalloonMessage("CLICKED button " + this.name + " at " + this.context.time.frameCount);
src/engine-components/Camera.ts CHANGED
@@ -2,7 +2,7 @@
2
2
  import { getParam } from "../engine/engine_utils.js";
3
3
  import { serializable } from "../engine/engine_serialization_decorator.js";
4
4
  import { RGBAColor } from "./js-extensions/RGBAColor.js";
5
- import { Context } from "../engine/engine_setup.js";
5
+ import { Context, XRSessionMode } from "../engine/engine_setup.js";
6
6
  import type { ICamera } from "../engine/engine_types.js"
7
7
  import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
8
8
  import { getWorldPosition } from "../engine/engine_three_utils.js";
@@ -350,6 +350,7 @@
350
350
  if (this._backgroundBlurriness !== undefined)
351
351
  this.context.scene.backgroundBlurriness = this._backgroundBlurriness;
352
352
  if (this._backgroundIntensity !== undefined)
353
+ //@ts-ignore
353
354
  this.context.scene.backgroundIntensity = this._backgroundIntensity;
354
355
 
355
356
  break;
@@ -391,7 +392,7 @@
391
392
  if (debug)
392
393
  showBalloonMessage("Environment blend mode: " + environmentBlendMode + " on " + navigator.userAgent);
393
394
  let transparent = environmentBlendMode === 'additive' || environmentBlendMode === 'alpha-blend';
394
- if (context.isInAR) {
395
+ if (context.xrSessionMode === XRSessionMode.ImmersiveAR) {
395
396
  if (environmentBlendMode === "opaque") {
396
397
  // workaround for Quest 2 returning opaque when it should be alpha-blend
397
398
  // check user agent if this is the Quest browser and return true if so
src/engine-components/ui/Canvas.ts CHANGED
@@ -12,7 +12,6 @@
12
12
  import { getParam } from "../../engine/engine_utils.js";
13
13
  import { LayoutGroup } from "./Layout.js";
14
14
  import { Mathf } from "../../engine/engine_math.js";
15
- import { NeedleXREventArgs } from "../../engine/xr/index.js";
16
15
 
17
16
  export enum RenderMode {
18
17
  ScreenSpaceOverlay = 0,
@@ -201,30 +200,19 @@
201
200
  }
202
201
  }
203
202
 
204
- onEnterXR(args: NeedleXREventArgs): void {
205
- if (this.screenspace) {
206
- if (args.xr.isVR || args.xr.isPassThrough) {
207
- this.gameObject.visible = false;
208
- }
209
- }
210
- }
211
- onLeaveXR(args: NeedleXREventArgs): void {
212
- if (this.screenspace) {
213
- if (args.xr.isVR || args.xr.isPassThrough) {
214
- this.gameObject.visible = true;
215
- }
216
- }
217
- }
218
-
219
203
  onBeforeRenderRoutine = () => {
220
- this.previousParent = this.gameObject.parent;
221
- if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
222
- // see https://linear.app/needle/issue/NE-4114
223
- this.gameObject.visible = false;
224
- this.gameObject.removeFromParent();
204
+ if (this.context.isInVR) {
205
+ this.onUpdateRenderMode();
206
+ this.handleLayoutUpdates();
207
+ // TODO TMUI @swingingtom - For VR this is so we don't have text clipping
208
+ this.shadowComponent?.updateMatrixWorld(true);
209
+ this.shadowComponent?.updateWorldMatrix(true, true);
210
+ this.invokeBeforeRenderEvents();
211
+ EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
225
212
  return;
226
213
  }
227
214
 
215
+ this.previousParent = this.gameObject.parent;
228
216
  // console.log(this.previousParent?.name + "/" + this.gameObject.name);
229
217
 
230
218
  if (this.renderOnTop || this.screenspace) {
@@ -243,12 +231,7 @@
243
231
  }
244
232
 
245
233
  onAfterRenderRoutine = () => {
246
- if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
247
- this.previousParent?.add(this.gameObject);
248
- // this is currently causing an error during XR (https://linear.app/needle/issue/NE-4114)
249
- // this.gameObject.visible = true;
250
- return;
251
- }
234
+ if(this.context.isInVR) return;
252
235
  if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
253
236
  if (this.screenspace) {
254
237
  const camObj = this.context.mainCamera;
@@ -293,7 +276,7 @@
293
276
  for (const ch of this._rectTransforms) {
294
277
  if (matrixWorldChanged) ch.markDirty();
295
278
  let layout = this._layoutGroups.get(ch.gameObject);
296
- if (ch.isDirty && !layout) {
279
+ if(ch.isDirty && !layout){
297
280
  layout = ch.gameObject.getComponentInParent(LayoutGroup) as LayoutGroup;
298
281
  }
299
282
  if (ch.isDirty || layout?.isDirty) {
src/engine-components/Component.ts CHANGED
@@ -10,8 +10,6 @@
10
10
 
11
11
  import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
12
12
  import { showBalloonWarning, isDevEnvironment } from "../engine/debug/index.js";
13
- import { ControllerChangedEvt, INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs, NeedleXRSession } from "../engine/engine_xr.js";
14
- import { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
15
13
 
16
14
  // export interface ISerializationCallbackReceiver {
17
15
  // onBeforeSerialize?(): object | void;
@@ -296,7 +294,7 @@
296
294
  abstract set worldQuaternion(val: Quaternion);
297
295
  abstract get worldQuaternion(): Quaternion;
298
296
  abstract set worldRotation(val: Vector3);
299
- abstract get worldRotation(): Vector3;
297
+ abstract get worldRotation(): Vector3;
300
298
  abstract set worldScale(val: Vector3);
301
299
  abstract get worldScale(): Vector3;
302
300
 
@@ -307,22 +305,17 @@
307
305
 
308
306
 
309
307
 
310
- export abstract class Component implements IComponent, EventTarget,
311
- Partial<INeedleXRSessionEventReceiver>,
312
- Partial<IPointerEventHandler>
313
- {
308
+ export class Component implements IComponent, EventTarget {
314
309
 
315
310
  get isComponent(): boolean { return true; }
316
311
 
317
312
  private __context: Context | undefined;
318
- /** Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene */
319
313
  get context(): Context {
320
314
  return this.__context ?? Context.Current;
321
315
  }
322
316
  set context(context: Context) {
323
317
  this.__context = context;
324
318
  }
325
- /** shorthand for `this.context.scene` */
326
319
  get scene(): Scene { return this.context.scene; }
327
320
 
328
321
  get layer(): number {
@@ -362,7 +355,7 @@
362
355
  return this.gameObject?.userData.hideFlags;
363
356
  }
364
357
 
365
- /** @returns true if the object is enabled and active in the hierarchy */
358
+
366
359
  get activeAndEnabled(): boolean {
367
360
  if (this.destroyed) return false;
368
361
  if (this.__isEnabled === false) return false;
@@ -392,27 +385,19 @@
392
385
  this.gameObject[activeInHierarchyFieldName] = val;
393
386
  }
394
387
 
395
- /** the object this component is attached to. Note that this is a threejs Object3D with some additional features */
396
388
  gameObject!: GameObject;
397
- /** the unique identifier for this component */
398
389
  guid: string = "invalid";
399
- /** holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF) */
400
390
  sourceId?: SourceIdentifier;
401
391
  // transform: Object3D = nullObject;
402
392
 
403
393
  /** called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them) */
404
394
  resolveGuids?(guidsMap: GuidsMap): void;
405
395
 
406
- /** called once when the component becomes active for the first time (once per component)
407
- * This is the first callback to be called */
396
+ /** called once when the component becomes active for the first time */
408
397
  awake() { }
409
- /** called every time when the component gets enabled (this is invoked after awake and before start)
410
- * or when it becomes active in the hierarchy (e.g. if a parent object or this.gameObject gets set to visible)
411
- */
398
+ /** called every time when the component gets enabled (this is invoked after awake and before start) */
412
399
  onEnable() { }
413
- /** called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible */
414
400
  onDisable() { }
415
- /** Called when the component gets destroyed */
416
401
  onDestroy() {
417
402
  this.__destroyed = true;
418
403
  }
@@ -424,17 +409,11 @@
424
409
  /** Called for all scripts when the context gets paused or unpaused */
425
410
  onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
426
411
 
427
- /** called at the beginning of a frame (once per component) */
428
412
  start?(): void;
429
- /** first callback in a frame (called every frame when implemented) */
430
413
  earlyUpdate?(): void;
431
- /** regular callback in a frame (called every frame when implemented) */
432
414
  update?(): void;
433
- /** late callback in a frame (called every frame when implemented) */
434
415
  lateUpdate?(): void;
435
- /** called before the scene gets rendered in the main update loop */
436
416
  onBeforeRender?(frame: XRFrame | null): void;
437
- /** called after the scene was rendered */
438
417
  onAfterRender?(): void;
439
418
 
440
419
  onCollisionEnter?(col: Collision);
@@ -445,79 +424,18 @@
445
424
  onTriggerStay?(col: ICollider);
446
425
  onTriggerExit?(col: ICollider);
447
426
 
448
-
449
- /** Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
450
- * @returns true if the mode is supported (if false the mode is not supported by this ciomponent and it will not receive XR callbacks for this mode)
451
- */
452
- supportsXR?(mode: XRSessionMode): boolean;
453
- /** Called before the XR session is requested. Use this callback if you want to modify the session init features */
454
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
455
- /** Callback when this component joins a xr session (or becomes active in a running XR session) */
456
- onEnterXR?(args: NeedleXREventArgs): void;
457
- /** Callback when a xr session updates (while it is still active in XR session) */
458
- onUpdateXR?(args: NeedleXREventArgs): void;
459
- /** Callback when this component exists a xr session (or when it becomes inactive in a running XR session) */
460
- onLeaveXR?(args: NeedleXREventArgs): void;
461
- /** Callback when a controller is connected/added while in a XR session
462
- * OR when the component joins a running XR session that has already connected controllers
463
- * OR when the component becomes active during a running XR session that has already connected controllers */
464
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
465
- /** callback when a controller is removed while in a XR session
466
- * OR when the component becomes inactive during a running XR session
467
- */
468
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
469
-
470
-
471
- /* IPointerEventReceiver */
472
- /* @inheritdoc */
473
- onPointerEnter?(args: PointerEventData);
474
- onPointerMove?(args: PointerEventData);
475
- onPointerExit?(args: PointerEventData);
476
- onPointerDown?(args: PointerEventData);
477
- onPointerUp?(args: PointerEventData);
478
- onPointerClick?(args: PointerEventData);
479
-
480
-
481
- /** starts a coroutine (javascript generator function)
482
- * `yield` will wait for the next frame:
483
- * - Use `yield WaitForSeconds(1)` to wait for 1 second.
484
- * - Use `yield WaitForFrames(10)` to wait for 10 frames.
485
- * - Use `yield new Promise(...)` to wait for a promise to resolve.
486
- * @param routine generator function to start
487
- * @param evt event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example `FrameEvent.Update` will be called after regular component `update()` methods)
488
- * @returns the generator function (use it to stop the coroutine with `stopCoroutine`)
489
- * @example
490
- * ```ts
491
- * onEnable() { this.startCoroutine(this.myCoroutine()); }
492
- * private *myCoroutine() {
493
- * while(this.activeAndEnabled) {
494
- * console.log("Hello World", this.context.time.frame);
495
- * // wait for 5 frames
496
- * for(let i = 0; i < 5; i++) yield;
497
- * }
498
- * }
499
- * ```
500
- */
501
427
  startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
502
428
  return this.context.registerCoroutineUpdate(this, routine, evt);
503
429
  }
504
- /**
505
- * Stop a coroutine that was previously started with `startCoroutine`
506
- * @param routine the routine to be stopped
507
- * @param evt the frame event to unregister the routine from (default: FrameEvent.Update)
508
- */
430
+
509
431
  stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
510
432
  this.context.unregisterCoroutineUpdate(routine, evt);
511
433
  }
512
434
 
513
- /** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */
514
435
  public get destroyed(): boolean {
515
436
  return this.__destroyed;
516
437
  }
517
438
 
518
- /**
519
- * Destroys this component (and removes it from the object)
520
- */
521
439
  public destroy() {
522
440
  if (this.__destroyed) return;
523
441
  this.__internalDestroy();
@@ -748,7 +666,5 @@
748
666
  }
749
667
  }
750
668
 
751
-
752
-
753
669
  export class Behaviour extends Component {
754
670
  }
src/engine-components/codegen/components.ts CHANGED
@@ -11,11 +11,11 @@
11
11
  export { Animator } from "../Animator.js";
12
12
  export { AnimatorController } from "../AnimatorController.js";
13
13
  export { Antialiasing } from "../postprocessing/Effects/Antialiasing.js";
14
+ export { AttachedObject } from "../webxr/WebXRController.js";
14
15
  export { AudioExtension } from "../export/usdz/extensions/behavior/AudioExtension.js";
15
16
  export { AudioListener } from "../AudioListener.js";
16
17
  export { AudioSource } from "../AudioSource.js";
17
18
  export { AudioTrackHandler } from "../timeline/TimelineTracks.js";
18
- export { Avatar } from "../webxr/Avatar.js";
19
19
  export { Avatar_Brain_LookAt } from "../avatar/Avatar_Brain_LookAt.js";
20
20
  export { Avatar_MouthShapes } from "../avatar/Avatar_MouthShapes.js";
21
21
  export { Avatar_MustacheShake } from "../avatar/Avatar_MustacheShake.js";
@@ -51,6 +51,7 @@
51
51
  export { ColorAdjustments } from "../postprocessing/Effects/ColorAdjustments.js";
52
52
  export { ColorBySpeedModule } from "../ParticleSystemModules.js";
53
53
  export { ColorOverLifetimeModule } from "../ParticleSystemModules.js";
54
+ export { Component } from "../Component.js";
54
55
  export { ContactShadows } from "../ContactShadows.js";
55
56
  export { ControlTrackHandler } from "../timeline/TimelineTracks.js";
56
57
  export { CustomBranding } from "../export/usdz/USDZExporter.js";
@@ -87,6 +88,7 @@
87
88
  export { Image } from "../ui/Image.js";
88
89
  export { InheritVelocityModule } from "../ParticleSystemModules.js";
89
90
  export { InputField } from "../ui/InputField.js";
91
+ export { Interactable } from "../Interactable.js";
90
92
  export { Light } from "../Light.js";
91
93
  export { LimitVelocityOverLifetimeModule } from "../ParticleSystemModules.js";
92
94
  export { LODGroup } from "../LODGroup.js";
@@ -100,7 +102,6 @@
100
102
  export { MeshRenderer } from "../Renderer.js";
101
103
  export { MinMaxCurve } from "../ParticleSystemModules.js";
102
104
  export { MinMaxGradient } from "../ParticleSystemModules.js";
103
- export { NeedleWebXRHtmlElement } from "../webxr/WebXRButtons.js";
104
105
  export { NestedGltf } from "../NestedGltf.js";
105
106
  export { Networking } from "../Networking.js";
106
107
  export { NoiseModule } from "../ParticleSystemModules.js";
@@ -124,6 +125,7 @@
124
125
  export { PreliminaryAction } from "../export/usdz/extensions/behavior/BehaviourComponents.js";
125
126
  export { PreliminaryTrigger } from "../export/usdz/extensions/behavior/BehaviourComponents.js";
126
127
  export { RawImage } from "../ui/Image.js";
128
+ export { Raycaster } from "../ui/Raycaster.js";
127
129
  export { Rect } from "../ui/RectTransform.js";
128
130
  export { RectTransform } from "../ui/RectTransform.js";
129
131
  export { ReflectionProbe } from "../ReflectionProbe.js";
@@ -151,7 +153,6 @@
151
153
  export { SizeOverLifetimeModule } from "../ParticleSystemModules.js";
152
154
  export { SkinnedMeshRenderer } from "../Renderer.js";
153
155
  export { SmoothFollow } from "../SmoothFollow.js";
154
- export { SpatialGrabRaycaster } from "../ui/Raycaster.js";
155
156
  export { SpatialHtml } from "../ui/SpatialHtml.js";
156
157
  export { SpatialTrigger } from "../SpatialTrigger.js";
157
158
  export { SpatialTriggerReceiver } from "../SpatialTrigger.js";
@@ -166,7 +167,7 @@
166
167
  export { SyncedRoom } from "../SyncedRoom.js";
167
168
  export { SyncedTransform } from "../SyncedTransform.js";
168
169
  export { TapGestureTrigger } from "../export/usdz/extensions/behavior/BehaviourComponents.js";
169
- export { TeleportTarget } from "../webxr/TeleportTarget.js";
170
+ export { TeleportTarget } from "../webxr/WebXRController.js";
170
171
  export { TestRunner } from "../TestRunner.js";
171
172
  export { TestSimulateUserData } from "../TestRunner.js";
172
173
  export { Text } from "../ui/Text.js";
@@ -196,16 +197,20 @@
196
197
  export { Volume } from "../postprocessing/Volume.js";
197
198
  export { VolumeParameter } from "../postprocessing/VolumeParameter.js";
198
199
  export { VolumeProfile } from "../postprocessing/VolumeProfile.js";
200
+ export { VRUserState } from "../webxr/WebXRSync.js";
201
+ export { WebAR } from "../webxr/WebXR.js";
199
202
  export { WebARCameraBackground } from "../webxr/WebARCameraBackground.js";
200
203
  export { WebARSessionRoot } from "../webxr/WebARSessionRoot.js";
201
204
  export { WebXR } from "../webxr/WebXR.js";
205
+ export { WebXRAvatar } from "../webxr/WebXRAvatar.js";
206
+ export { WebXRController } from "../webxr/WebXRController.js";
202
207
  export { WebXRImageTracking } from "../webxr/WebXRImageTracking.js";
203
208
  export { WebXRImageTrackingModel } from "../webxr/WebXRImageTracking.js";
204
209
  export { WebXRPlaneTracking } from "../webxr/WebXRPlaneTracking.js";
210
+ export { WebXRSync } from "../webxr/WebXRSync.js";
205
211
  export { WebXRTrackedImage } from "../webxr/WebXRImageTracking.js";
206
- export { XRControllerFollow } from "../webxr/controllers/XRControllerFollow.js";
207
- export { XRControllerModel } from "../webxr/controllers/XRControllerModel.js";
208
- export { XRControllerMovement } from "../webxr/controllers/XRControllerMovement.js";
209
- export { XRFlag } from "../webxr/XRFlag.js";
212
+ export { XRFlag } from "../XRFlag.js";
213
+ export { XRGrabModel } from "../webxr/WebXRGrabRendering.js";
214
+ export { XRGrabRendering } from "../webxr/WebXRGrabRendering.js";
210
215
  export { XRRig } from "../webxr/WebXRRig.js";
211
- export { XRState } from "../webxr/XRFlag.js";
216
+ export { XRState } from "../XRFlag.js";
src/engine/debug/debug_console.ts CHANGED
@@ -1,7 +1,6 @@
1
- import { getErrorCount, makeErrorsVisibleForDevelopment } from "./debug_overlay.js";
2
- import { getParam, isMobileDevice, isQuest } from "../engine_utils.js";
1
+ import { getErrorCount } from "./debug_overlay.js";
2
+ import { getParam, isMobileDevice } from "../engine_utils.js";
3
3
  import { isLocalNetwork } from "../engine_networking_utils.js";
4
- import { isDevEnvironment } from "./debug.js";
5
4
 
6
5
  let consoleInstance: any = null;
7
6
  let consoleHtmlElement: HTMLElement | null = null;
@@ -23,11 +22,8 @@
23
22
  currentUrl.searchParams.set("console", "1");
24
23
  console.log("🌵 Tip: You can add the \"?console\" query parameter to the url to show the debug console (on mobile it will automatically open in the bottom right corner when your get errors during development)", "\nOpen this page console: " + currentUrl.toString());
25
24
  }
26
- const isMobile = isMobileDevice() || (isQuest() && isDevEnvironment());
25
+ const isMobile = isMobileDevice();
27
26
  if (isMobile) {
28
- // we need to invoke this here - otherwise we will miss errors that happen after the console is loaded
29
- // and calling the method from the root needle-engine.ts import is evaluated later (if we import the method from the toplevel file and then invoke it)
30
- makeErrorsVisibleForDevelopment();
31
27
  beginWatchingLogs();
32
28
  createConsole(true);
33
29
  if (isMobile) {
@@ -195,7 +191,7 @@
195
191
  }
196
192
  `;
197
193
  consoleHtmlElement?.prepend(styles);
198
- if (startHidden === true && getErrorCount() <= 0)
194
+ if (startHidden === true)
199
195
  hideDebugConsole();
200
196
  console.log("🌵 Debug console has loaded");
201
197
  }
src/engine/debug/debug_overlay.ts CHANGED
@@ -15,7 +15,7 @@
15
15
  }
16
16
 
17
17
  export function getErrorCount() {
18
- return _errorCount;
18
+ return errorCount;
19
19
  }
20
20
 
21
21
  const originalConsoleError = console.error;
@@ -37,10 +37,9 @@
37
37
  if (hide) return;
38
38
  const isLocal = isLocalNetwork();
39
39
  if (debug) console.log("Is this a local network?", isLocal);
40
- if (isLocal)
41
- {
40
+ if (isLocal) {
42
41
  if (debug)
43
- console.warn("Patch console", window.location.hostname);
42
+ console.log(window.location.hostname);
44
43
  console.error = patchedConsoleError;
45
44
  window.addEventListener("error", (event) => {
46
45
  if (hide) return;
@@ -67,10 +66,10 @@
67
66
  }
68
67
 
69
68
 
70
- let _errorCount = 0;
69
+ let errorCount = 0;
71
70
 
72
71
  function onReceivedError() {
73
- _errorCount += 1;
72
+ errorCount += 1;
74
73
  }
75
74
 
76
75
  function onParseError(args: Array<any>) {
src/engine-components/DragControls.ts CHANGED
@@ -1,125 +1,104 @@
1
- import { Behaviour, GameObject } from "./Component.js";
1
+ import { GameObject } from "./Component.js";
2
2
  import { SyncedTransform } from "./SyncedTransform.js";
3
- import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
3
+ import type { IPointerDownHandler, IPointerEnterHandler, IPointerEventHandler, IPointerExitHandler, IPointerUpHandler, PointerEventData } from "./ui/PointerEvents.js";
4
4
  import { Context } from "../engine/engine_setup.js";
5
- import { UsageMarker } from "./Interactable.js";
5
+ import { Interactable, UsageMarker } from "./Interactable.js";
6
6
  import { Rigidbody } from "./RigidBody.js";
7
+ import { WebXR } from "./webxr/WebXR.js";
7
8
  import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
8
9
  import { RaycastOptions } from "../engine/engine_physics.js";
9
10
  import { getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
11
+ import type { KeyCode } from "../engine/engine_input.js";
12
+ import { nameofFactory } from "../engine/engine_utils.js";
10
13
  import { InstancingUtil } from "../engine/engine_instancing.js";
11
14
  import { OrbitControls } from "./OrbitControls.js";
12
- import { AxesHelper, Box3, BufferGeometry, Camera, Color, Event, Line, LineBasicMaterial, Matrix3, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, PlaneHelper, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
15
+ import { BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Ray, Raycaster, SphereGeometry, Vector2, Vector3 } from "three";
13
16
  import { ObjectRaycaster } from "./ui/Raycaster.js";
14
17
  import { serializable } from "../engine/engine_serialization_decorator.js";
15
- import { IGameObject } from "../engine/engine_types.js";
16
- import { Mathf } from "../engine/engine_math.js";
17
- import { getParam } from "../engine/engine_utils.js";
18
- import { Gizmos } from "../engine/engine_gizmos.js";
19
- import { NeedleXRSession } from "../engine/engine_xr.js";
20
18
 
21
- const debug = getParam("debugdrag");
19
+ const debug = false;
22
20
 
23
- export enum DragMode {
24
- /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
25
- XZPlane = 0,
26
- /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
27
- Attached = 1,
28
- /** Object is dragged along the initial raycast hit normal. */
29
- HitNormal = 2,
30
- /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
31
- DynamicViewAngle = 3,
32
- /** The drag plane is adjusted dynamically while dragging. */
33
- SnapToSurfaces = 4,
21
+ export enum DragEvents {
22
+ SelectStart = "selectstart",
23
+ SelectEnd = "selectend",
34
24
  }
35
25
 
36
- export class DragControls extends Behaviour implements IPointerEventHandler {
26
+ interface SelectArgs {
27
+ selected: Object3D;
28
+ attached: Object3D | GameObject | null;
29
+ }
37
30
 
38
- // dragPlane (floor, object, view)
39
- // snap to surface (snap orientation?)
40
- // two-handed drag (scale, rotate, move)
41
- // keep upright (no tilt)
42
31
 
43
- /** How and where the object is dragged along. */
44
- @serializable()
45
- public dragMode: DragMode = DragMode.DynamicViewAngle;
32
+ export interface IDragEventListener {
33
+ onDragStart?();
34
+ onDragEnd?();
35
+ }
46
36
 
47
- /** Snap dragged objects to a XYZ grid – 0 means: no snapping. */
48
- @serializable()
49
- public snapGridResolution: number = 0.0;
50
-
51
- /** Keep the original rotation of the dragged object. */
52
- @serializable()
53
- public keepRotation: boolean = true;
54
-
55
- /** How and where the object is dragged along while dragging in XR. */
56
- @serializable()
57
- public xrDragMode: DragMode = DragMode.Attached;
37
+ export class DragControls extends Interactable implements IPointerEventHandler {
58
38
 
59
- /** Keep the original rotation of the dragged object while dragging in XR. */
60
- @serializable()
61
- public xrKeepRotation: boolean = false;
39
+ private static _active: number = 0;
40
+ public static get HasAnySelected(): boolean { return this._active > 0; }
62
41
 
63
- /** Accelerate dragging objects closer / further away when in XR */
42
+ /** Show's drag gizmos when enabled */
64
43
  @serializable()
65
- public xrDistanceDragFactor: number = 1;
44
+ public showGizmo: boolean = true;
66
45
 
67
- /** When enabled, draws a line from the dragged object downwards to the next raycast hit. */
46
+ /** When enabled DragControls will drag vertically when the object is viewed from a low angle */
68
47
  @serializable()
69
- public showGizmo: boolean = false;
48
+ public useViewAngle: boolean = true;
70
49
 
71
- // future:
72
- // constraints?
50
+ public transformSelf: boolean = true;
51
+ // public transformGroup: boolean = true;
52
+ // public targets: Object3D[] | null = null;
73
53
 
74
- public static get HasAnySelected(): boolean { return this._active > 0; }
75
- private static _active: number = 0;
76
-
77
- /** The object to be dragged – we pass this to handlers when they are created */
78
- private targetObject: GameObject | null = null;
54
+ // private controls: Control | null = null;
79
55
  private orbit: OrbitControls | null = null;
80
- private _dragHelper: LegacyDragVisualsHelper | null = null;
81
- private static lastHovered: Object3D;
82
- private _draggingRigidbodies: Rigidbody[] = [];
83
- private _potentialDragStartEvt: PointerEventData | null = null;
84
- private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
85
- private _totalMovement: Vector3 = new Vector3();
86
- /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
87
- private _marker: UsageMarker | null = null;
88
- private _isDragging: boolean = false;
89
- private _didDrag: boolean = false;
90
56
 
91
- setTargetObject(obj: Object3D | null) {
92
- this.targetObject = obj as GameObject;
93
- for (const handler of this._dragHandlers.values()) {
94
- handler.setTargetObject(obj);
95
- }
57
+ private selectStartEventListener: ((controls: DragControls, args: SelectArgs) => void)[] = [];
58
+ private selectEndEventListener: Array<Function> = [];
59
+ private _dragHelper: DragHelper | null = null;
60
+
61
+ constructor() {
62
+ super();
63
+ this.selectStartEventListener = [];
64
+ this.selectEndEventListener = [];
65
+ this._dragDelta = new Vector2();
96
66
  }
97
67
 
98
- awake() {
99
- // initialize all data that may be cloned incorrectly otherwise
100
- this._potentialDragStartEvt = null;
101
- this._dragHandlers = new Map();
102
- this._totalMovement = new Vector3();
103
- this._marker = null;
104
- this._isDragging = false;
105
- this._didDrag = false;
106
- this._dragHelper = null;
107
- this._draggingRigidbodies = [];
68
+
69
+ // TODO: Update DragEventListener code
70
+ addDragEventListener(type: DragEvents, cb: (ctrls: DragControls, args: SelectArgs) => void | Function) {
71
+ switch (type) {
72
+ case DragEvents.SelectStart:
73
+ this.selectStartEventListener.push(cb);
74
+ break;
75
+ case DragEvents.SelectEnd:
76
+ this.selectEndEventListener.push(cb);
77
+ break;
78
+ }
108
79
  }
109
80
 
81
+
82
+
110
83
  start() {
111
84
  this.orbit = GameObject.findObjectOfType(OrbitControls, this.context);
112
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
85
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster)) {
113
86
  this.gameObject.addNewComponent(ObjectRaycaster);
87
+ }
114
88
  }
115
89
 
90
+ private static lastHovered: Object3D;
91
+ private _draggingRigidbodies: Rigidbody[] = [];
92
+
116
93
  private allowEdit(_obj: Object3D | null = null) {
117
94
  return this.context.connection.allowEditing;
118
95
  }
119
96
 
120
97
  onPointerEnter(evt: PointerEventData) {
121
98
  if (!this.allowEdit(this.gameObject)) return;
122
- if (evt.mode !== "screen") return;
99
+ if (WebXR.IsInWebXR) return;
100
+ // const interactable = GameObject.getComponentInParent(evt.object, Interactable);
101
+ // if (!interactable) return;
123
102
  const dc = GameObject.getComponentInParent(evt.object, DragControls);
124
103
  if (!dc || dc !== this) return;
125
104
  DragControls.lastHovered = evt.object;
@@ -128,120 +107,83 @@
128
107
 
129
108
  onPointerExit(evt: PointerEventData) {
130
109
  if (!this.allowEdit(this.gameObject)) return;
131
- if (evt.mode !== "screen") return;
110
+ if (WebXR.IsInWebXR) return;
132
111
  if (DragControls.lastHovered !== evt.object) return;
112
+ // const interactable = GameObject.getComponentInParent(evt.object, Interactable);
113
+ // if (!interactable) return;
133
114
  this.context.domElement.style.cursor = 'auto';
134
115
  }
135
116
 
117
+ private _waitingForDragStart: PointerEventData | null = null;
118
+
136
119
  onPointerDown(args: PointerEventData) {
137
120
  if (!this.allowEdit(this.gameObject)) return;
138
- DragControls.lastHovered = args.object;
139
-
140
- if (args.button === 0) {
141
- if (this._dragHandlers.size === 0) {
142
- this._didDrag = false;
143
- this._totalMovement.set(0, 0, 0);
144
- this._potentialDragStartEvt = args;
145
- }
146
-
147
- DragControls._active += 1;
148
-
149
- const newDragHandler = new DragPointerHandler(this, this.targetObject || this.gameObject);
150
- this._dragHandlers.set(args.event.space, newDragHandler);
151
-
152
- // We need to turn off OrbitControls immediately, otherwise they still get data for a short moment
153
- // and they don't properly handle being disabled while already processing data (smoothing happens when enabling again)
154
- if (this.orbit) this.orbit.enabled = false;
155
-
156
- newDragHandler.onDragStart(args);
157
-
158
- if (this._dragHandlers.size === 2) {
159
- const iterator = this._dragHandlers.values();
160
- const a = iterator.next().value;
161
- const b = iterator.next().value;
162
- const mtHandler = new MultiTouchDragHandler(this, this.targetObject || this.gameObject, a, b);
163
- this._dragHandlers.set(this.gameObject, mtHandler);
164
-
165
- mtHandler.onDragStart(args);
166
- }
167
-
168
- args.use();
169
- }
121
+ if (WebXR.IsInWebXR) return;
122
+ DragControls._active += 1;
123
+ this._dragDelta.set(0, 0);
124
+ this._didDrag = false;
125
+ // Clone to not modify the original event (and this event is used in the actual onDragStart method)
126
+ this._waitingForDragStart = args.clone();
127
+ args.stopPropagation();
128
+ // disabling pointer controls here already, otherwise we get a few frames of movement event in orbit controls and this will rotate the camera sligthly AFTER drag controls dragging ends.
129
+ if (this.orbit) this.orbit.enabled = false;
170
130
  }
171
131
 
172
132
  onPointerMove(args: PointerEventData) {
173
- if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
133
+ if(this._isDragging || this._waitingForDragStart !== null) args.use();
174
134
  }
175
135
 
176
136
  onPointerUp(args: PointerEventData) {
177
-
178
- if(debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
179
-
137
+ this._waitingForDragStart = null;
180
138
  if (!this.allowEdit(this.gameObject)) return;
181
- if (args.button !== 0) return;
182
- this._potentialDragStartEvt = null;
139
+ if (DragControls._active > 0)
140
+ DragControls._active -= 1;
141
+ if (WebXR.IsInWebXR) return;
142
+ this.onDragEnd(args);
143
+ args.stopPropagation();
144
+ if (this.orbit) this.orbit.enabled = true;
145
+ }
183
146
 
184
- const handler = this._dragHandlers.get(args.event.space);
185
- const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
186
- if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
187
- // any of the two handlers has been released, so we can remove the multi-touch handler
188
- this._dragHandlers.delete(this.gameObject);
189
- mtHandler.onDragEnd(args);
190
- }
191
147
 
192
- if (handler) {
193
- if (DragControls._active > 0)
194
- DragControls._active -= 1;
195
-
196
- if (handler.onDragEnd) handler.onDragEnd(args);
197
- this._dragHandlers.delete(args.event.space);
198
-
199
- if (this._dragHandlers.size === 0) {
200
- this.onLastDragEnd(args);
201
- }
202
- args.use();
203
- }
204
-
205
- if (DragControls._active === 0) {
206
- if (this.orbit) this.orbit.enabled = true;
207
- }
208
- }
209
-
210
148
  update(): void {
149
+ if (WebXR.IsInWebXR) return;
211
150
 
212
- for (const handler of this._dragHandlers.values()) {
213
- if (handler.collectMovementInfo) handler.collectMovementInfo();
214
- // TODO this doesn't make sense, we should instead just use the max here
215
- // or even better, each handler can decide on their own how to handle this
216
- if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
217
- }
218
-
219
151
  // drag start only after having dragged for some pixels
220
- if (this._potentialDragStartEvt) {
152
+ if (this._waitingForDragStart) {
221
153
  if (!this._didDrag) {
222
- // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
223
- // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
224
- if (this._totalMovement.length() > 0.0003)
154
+ // this is so we can e.g. process clicks without having a drag change the position
155
+ // e.g. a click to rotate the object
156
+ const delta = this.context.input.getPointerPositionDelta(0);
157
+ if (delta)
158
+ this._dragDelta.add(delta);
159
+ if (this._dragDelta.length() > 2)
225
160
  this._didDrag = true;
226
161
  else return;
227
162
  }
228
- const args = this._potentialDragStartEvt;
229
- this._potentialDragStartEvt = null;
230
- this.onFirstDragStart(args);
163
+ const args = this._waitingForDragStart;
164
+ this._waitingForDragStart = null;
165
+ this.onDragStart(args);
231
166
  }
232
167
 
233
- for (const handler of this._dragHandlers.values())
234
- if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
235
-
236
- if (this._dragHelper && this._dragHelper.hasSelected)
237
- this.onAnyDragUpdate();
168
+ if (this._dragHelper && this._dragHelper.hasSelected) {
169
+ this.onUpdateDrag();
170
+ }
171
+
172
+ if (this._dragHelper?.hasSelected === false || (this._activePointerId !== undefined && this.context.input.getPointerPressed(this._activePointerId) === false)) {
173
+ this.onDragEnd(null);
174
+ }
238
175
  }
239
176
 
240
- /** Called when the first pointer starts dragging on this object. Not called for subsequent pointers on the same object. */
241
- private onFirstDragStart(evt: PointerEventData) {
177
+ private _isDragging: boolean = false;
178
+ private _marker: UsageMarker | null = null;
179
+ private _dragDelta!: Vector2;
180
+ private _didDrag: boolean = false;
181
+ private _activePointerId?: number;
182
+
183
+ private onDragStart(evt: PointerEventData) {
242
184
  if (!this._dragHelper) {
243
185
  if (this.context.mainCamera)
244
- this._dragHelper = new LegacyDragVisualsHelper(this.context.mainCamera);
186
+ this._dragHelper = new DragHelper(this.context.mainCamera);
245
187
  else
246
188
  return;
247
189
  }
@@ -250,17 +192,46 @@
250
192
  const dc = GameObject.getComponentInParent(evt.object, DragControls);
251
193
  if (!dc || dc !== this) return;
252
194
 
253
- const object = this.targetObject || this.gameObject;
254
195
 
255
- if (!object) return;
196
+ let object: Object3D = evt.object;
256
197
 
198
+ if (this.transformSelf) {
199
+ object = this.gameObject;
200
+ }
201
+
202
+ // raise event
203
+ const args: { selected: Object3D, attached: Object3D | null } = { selected: object, attached: object };
204
+ for (const listener of this.selectStartEventListener) {
205
+ listener(this, args);
206
+ }
207
+
208
+ this._activePointerId = evt.pointerId;
209
+
210
+ if (!args.attached) return;
211
+ if (args.attached !== object) {
212
+ // // if duplicatable changes the object being dragged
213
+ // // should it also change the active drag controls (e.g. if it has a own one)
214
+ // const drag = GameObject.getComponentInParent(args.attached, DragControls);
215
+ // if (drag && drag !== this) {
216
+ // // incredibly ugly code to pass the drag controls event to another drag controls instance
217
+ // // This is necessary since we dont call the onPointerUp events anymore for all objects
218
+ // // that have previously received the onPointerDown event.
219
+ // // NOTE: added the EventSystem.raisedPointerDownEvents array again because of this uglyness here. The code was originally removed in 757fc5e5bafd02aa13d6cd35dd5e8729c841465a and now we're adding it in 8ce886d8344d1abd5ebb89ae3e1fb8d6d47293da
220
+ // this.onDragEnd(null);
221
+ // drag.onPointerDown(evt);
222
+ // evt.object = args.attached;
223
+ // drag.onDragStart(evt);
224
+ // return;
225
+ // }
226
+ }
227
+ object = args.attached;
257
228
  this._isDragging = true;
258
229
  this._dragHelper.setSelected(object, this.context);
259
230
  if (this.orbit) this.orbit.enabled = false;
260
231
 
261
232
  const sync = GameObject.getComponentInChildren(object, SyncedTransform);
262
- if (debug) console.log("DRAG START", sync, object);
263
-
233
+ if (debug)
234
+ console.log("DRAG START", sync, object);
264
235
  if (sync) {
265
236
  sync.fastMode = true;
266
237
  sync?.requestOwnership();
@@ -268,31 +239,30 @@
268
239
 
269
240
  this._marker = GameObject.addNewComponent(object, UsageMarker);
270
241
 
242
+ // console.log(object, this._marker);
243
+
271
244
  this._draggingRigidbodies.length = 0;
272
245
  const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
273
246
  if (rbs)
274
247
  this._draggingRigidbodies.push(...rbs);
248
+
249
+ const l = nameofFactory<IDragEventListener>();
250
+ GameObject.invokeOnChildren(this._dragHelper.selected, l("onDragStart"));
275
251
  }
276
252
 
277
- /** Called each frame as long as any pointer is dragging this object. */
278
- private onAnyDragUpdate() {
253
+ private onUpdateDrag() {
279
254
  if (!this._dragHelper) return;
280
255
  this._dragHelper.showGizmo = this.showGizmo;
256
+ this._dragHelper.useViewAngle = this.useViewAngle;
281
257
 
282
258
  this._dragHelper.onUpdate(this.context);
283
259
  for (const rb of this._draggingRigidbodies) {
284
260
  rb.wakeUp();
285
261
  rb.resetVelocities();
286
- rb.resetForcesAndTorques();
287
262
  }
288
-
289
- const object = this.targetObject || this.gameObject;
290
-
291
- InstancingUtil.markDirty(object);
292
263
  }
293
264
 
294
- /** Called when the last pointer has been removed from this object. */
295
- private onLastDragEnd(evt: PointerEventData | null) {
265
+ private onDragEnd(evt: PointerEventData | null) {
296
266
  if (!this || !this._isDragging) return;
297
267
  this._isDragging = false;
298
268
  if (!this._dragHelper) return;
@@ -301,7 +271,8 @@
301
271
  }
302
272
  this._draggingRigidbodies.length = 0;
303
273
  const selected = this._dragHelper.selected;
304
- if (debug) console.log("DRAG END", selected, selected?.visible)
274
+ if (debug)
275
+ console.log("DRAG END", selected, selected?.visible)
305
276
  this._dragHelper.setSelected(null, this.context);
306
277
  if (this.orbit) this.orbit.enabled = true;
307
278
  if (evt?.object) {
@@ -311,751 +282,23 @@
311
282
  // sync?.requestOwnership();
312
283
  }
313
284
  }
314
- if (this._marker)
285
+ if (this._marker) {
315
286
  this._marker.destroy();
316
- }
317
- }
318
-
319
- /** Handles two touch points affecting one object. Allows movement, scale and rotation of objects. */
320
- class MultiTouchDragHandler implements IDragHandler {
321
-
322
- handlerA: DragPointerHandler;
323
- handlerB: DragPointerHandler;
324
-
325
- private context: Context;
326
- private settings: DragControls;
327
- private gameObject: GameObject;
328
- private _handlerAAttachmentPoint: Vector3 = new Vector3();
329
- private _handlerBAttachmentPoint: Vector3 = new Vector3();
330
-
331
- private _followObject: GameObject;
332
- private _manipulatorObject: GameObject;
333
- private _deviceMode!: XRTargetRayMode;
334
- private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
335
-
336
- constructor(dragControls: DragControls, gameObject: GameObject, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
337
- this.context = dragControls.context;
338
- this.settings = dragControls;
339
- this.gameObject = gameObject;
340
- this.handlerA = pointerA;
341
- this.handlerB = pointerB;
342
-
343
- this._followObject = new Object3D() as GameObject;
344
- this._manipulatorObject = new Object3D() as GameObject;
345
-
346
- this.context.scene.add(this._manipulatorObject);
347
-
348
- const rig = NeedleXRSession.active?.rig?.gameObject;
349
-
350
- if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
351
- console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
352
- return;
353
287
  }
354
-
355
- this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
356
- this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
357
- this.gameObject.localToWorld(this._tempVec1);
358
- this.gameObject.localToWorld(this._tempVec2);
359
- if (rig) {
360
- rig.worldToLocal(this._tempVec1);
361
- rig.worldToLocal(this._tempVec2);
288
+ // raise event
289
+ for (const listener of this.selectEndEventListener) {
290
+ listener(this);
362
291
  }
363
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
364
-
365
- if (this._initialDistance < 0.02) {
366
- if (debug) {
367
- console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
368
- }
369
- // We want two reasonable pointer attachment points here.
370
- // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
371
- this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
372
- this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
373
- this._handlerAAttachmentPoint.copy(this._tempVec1);
374
- this._handlerBAttachmentPoint.copy(this._tempVec2);
375
- this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
376
- this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
377
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
378
292
 
379
- if (this._initialDistance < 0.001) {
380
- console.warn("Not supported right now – controller drag points for multitouch are too close!");
381
- this._initialDistance = 1;
382
- }
383
- }
384
- else {
385
- this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
386
- this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
387
- }
388
-
389
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
390
- this._initialScale.copy(gameObject.scale);
391
-
392
- if (debug) {
393
- this._followObject.add(new AxesHelper(2));
394
- this._manipulatorObject.add(new AxesHelper(5));
395
-
396
- const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
397
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
398
- Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
399
- }
293
+ const l = nameofFactory<IDragEventListener>();
294
+ GameObject.invokeOnChildren(selected, l("onDragEnd"));
400
295
  }
401
-
402
- onDragStart(_args: PointerEventData): void {
403
- // align _followObject with the object we want to drag
404
- this.gameObject.add(this._followObject);
405
- this._followObject.matrixAutoUpdate = false;
406
- this._followObject.matrix.identity();
407
- this._deviceMode = _args.mode;
408
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
409
-
410
- // align _manipulatorObject in the same way it would if this was a drag update
411
- this.alignManipulator();
412
-
413
- // and then parent it to the space object so it follows along.
414
- this._manipulatorObject.attach(this._followObject);
415
-
416
- // store offsets in local space
417
- this._manipulatorPosOffset.copy(this._followObject.position);
418
- this._manipulatorRotOffset.copy(this._followObject.quaternion);
419
- this._manipulatorScaleOffset.copy(this._followObject.scale);
420
- }
421
-
422
- onDragEnd(_args: PointerEventData): void {
423
- if (!this.handlerA || !this.handlerB) {
424
- console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
425
- return;
426
- }
427
-
428
- // we want to initialize the drag points for these handlers again.
429
- // one of them will be removed, but we don't know here which one
430
- this.handlerA.recenter();
431
- this.handlerB.recenter();
432
-
433
- // destroy helper objects
434
- this._manipulatorObject.removeFromParent();
435
- this._followObject.removeFromParent();
436
- this._manipulatorObject.destroy();
437
- this._followObject.destroy();
438
- }
439
-
440
- private _manipulatorPosOffset: Vector3 = new Vector3();
441
- private _manipulatorRotOffset: Quaternion = new Quaternion();
442
- private _manipulatorScaleOffset: Vector3 = new Vector3();
443
-
444
- private _tempVec1: Vector3 = new Vector3();
445
- private _tempVec2: Vector3 = new Vector3();
446
- private _tempVec3: Vector3 = new Vector3();
447
- private tempLookMatrix: Matrix4 = new Matrix4();
448
- private _initialScale: Vector3 = new Vector3();
449
- private _initialDistance: number = 0;
450
-
451
- private alignManipulator() {
452
- this._tempVec1.copy(this._handlerAAttachmentPoint);
453
- this._tempVec2.copy(this._handlerBAttachmentPoint);
454
- this.handlerA.followObject.localToWorld(this._tempVec1);
455
- this.handlerB.followObject.localToWorld(this._tempVec2);
456
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
457
-
458
- this._manipulatorObject.position.copy(this._tempVec3);
459
-
460
- // - lookAt the second point on handlerB
461
- const camera = this.context.mainCamera;
462
- this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
463
- this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
464
-
465
- // - scale based on the distance between the two points
466
- const dist = this._tempVec1.distanceTo(this._tempVec2);
467
- this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
468
-
469
- this._manipulatorObject.updateMatrix();
470
- this._manipulatorObject.updateMatrixWorld(true);
471
-
472
- if (debug) {
473
- Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0,0.2,0)), "A:B " + dist.toFixed(2), 0.03);
474
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
475
-
476
- // const wp = this._manipulatorObject.worldPosition;
477
- // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
478
- }
479
- }
480
-
481
- onDragUpdate() {
482
- // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
483
- // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
484
- // into a reasonable two-handed translation/rotation/scale.
485
- // One approach:
486
- // - position our control object on the center between the two pointer control objects
487
-
488
- // TODO close grab needs to be handled differently because there we don't have a hit point -
489
- // Hit point is just the center of the object
490
- // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
491
-
492
- this.alignManipulator();
493
-
494
- // apply (smoothed) to the gameObject
495
- const lerpStrength = 30;
496
- const lerpFactor = 1.0;
497
-
498
- this._followObject.position.copy(this._manipulatorPosOffset);
499
- this._followObject.quaternion.copy(this._manipulatorRotOffset);
500
- this._followObject.scale.copy(this._manipulatorScaleOffset);
501
-
502
- const draggedObject = this.gameObject;
503
- const targetObject = this._followObject;
504
-
505
- targetObject.updateMatrix();
506
- targetObject.updateMatrixWorld(true);
507
-
508
- const isSpatialInput = this._deviceMode === "tracked-pointer";
509
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
510
-
511
- // TODO refactor to a common place
512
- // apply constraints (position grid snap, rotation, ...)
513
- if (this.settings.snapGridResolution > 0) {
514
- const wp = this._followObject.worldPosition;
515
- const snap = this.settings.snapGridResolution;
516
- wp.x = Math.round(wp.x / snap) * snap;
517
- wp.y = Math.round(wp.y / snap) * snap;
518
- wp.z = Math.round(wp.z / snap) * snap;
519
- this._followObject.worldPosition = wp;
520
- this._followObject.updateMatrix();
521
- }
522
- if (keepRotation) {
523
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
524
- this._followObject.updateMatrix();
525
- }
526
-
527
- // TODO refactor to a common place
528
- // TODO should use unscaled time here // some test for lerp speed depending on distance
529
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
530
-
531
- const wp = draggedObject.worldPosition;
532
- wp.lerp(targetObject.worldPosition, t);
533
- draggedObject.worldPosition = wp;
534
-
535
- const rot = draggedObject.worldQuaternion;
536
- rot.slerp(targetObject.worldQuaternion, t);
537
- draggedObject.worldQuaternion = rot;
538
-
539
- const scl = draggedObject.worldScale;
540
- scl.lerp(targetObject.worldScale, t);
541
- draggedObject.worldScale = scl;
542
- }
543
-
544
- setTargetObject(obj: Object3D | null): void {
545
- this.gameObject = obj as GameObject;
546
- }
547
296
  }
548
297
 
549
- /** Common interface for pointer handlers (single touch and multi touch) */
550
- interface IDragHandler {
551
- /** Used to determine if a drag has happened for this handler */
552
- getTotalMovement?(): Vector3;
553
- /** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
554
- setTargetObject(obj: Object3D | null): void;
555
-
556
- /** Prewarms the drag – can already move internal points around here but should not move the object itself */
557
- collectMovementInfo?(): void;
558
- onDragStart?(args: PointerEventData): void;
559
- onDragEnd?(args: PointerEventData): void;
560
- /** The target object is moved around */
561
- onDragUpdate?(numberOfPointers: number): void;
562
- }
563
298
 
564
- /** Handles a single pointer on an object. DragPointerHandlers are created on pointer enter,
565
- * help with determining if there's actually a drag, and then perform operations based on spatial pointer data.
566
- */
567
- class DragPointerHandler implements IDragHandler {
568
299
 
569
- /** Absolute movement of the pointer. Used for determining if a motion/drag is happening.
570
- * This is in world units, so very small for screens (near-plane space change) */
571
- getTotalMovement(): Vector3 { return this._totalMovement; }
572
- get followObject(): GameObject { return this._followObject; }
573
- get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
300
+ class DragHelper {
574
301
 
575
- private context: Context;
576
- private gameObject: GameObject;
577
- private settings: DragControls;
578
- private _lastRig: IGameObject | undefined = undefined;
579
-
580
- /** This object is placed at the pivot of the dragged object, and parented to the control space. */
581
- private _followObject: GameObject;
582
- private _totalMovement: Vector3 = new Vector3();
583
- /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
584
- * effort someone is putting into moving an object closer or further away. */
585
- private _totalMovementAlongRayDirection: number = 0;
586
- /** Distance between _followObject and its parent at grab start, in local space */
587
- private _grabStartDistance: number = 0;
588
- private _deviceMode!: XRTargetRayMode;
589
- private _followObjectStartPosition: Vector3 = new Vector3();
590
- private _followObjectStartQuaternion: Quaternion = new Quaternion();
591
- private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
592
- private _lastDragPosRigSpace: Vector3 | undefined;
593
- private _tempVec: Vector3 = new Vector3();
594
- private _tempMat: Matrix4 = new Matrix4();
595
-
596
- private _hitPointInLocalSpace: Vector3 = new Vector3();
597
- private _hitNormalInLocalSpace: Vector3 = new Vector3();
598
- private _bottomCenter = new Vector3();
599
- private _backCenter = new Vector3();
600
- private _backBottomCenter = new Vector3();
601
- private _bounds = new Box3();
602
- private _dragPlane = new Plane(new Vector3(0, 1, 0));
603
- private _draggedOverObject: Object3D | null = null;
604
- private _draggedOverObjectLastSetUp: Object3D | null = null;
605
- private _draggedOverObjectLastNormal: Vector3 = new Vector3();
606
- private _draggedOverObjectDuration: number = 0;
607
-
608
- /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
609
- setTargetObject(obj: Object3D | null) {
610
- this.gameObject = obj as GameObject;
611
- }
612
-
613
- constructor(dragControls: DragControls, gameObject: GameObject) {
614
- this.settings = dragControls;
615
- this.context = dragControls.context;
616
- this.gameObject = gameObject;
617
- this._followObject = new Object3D() as GameObject;
618
- }
619
-
620
- recenter() {
621
- if (!this._followObject.parent) {
622
- console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
623
- return;
624
- }
625
-
626
- const p = this._followObject.parent as GameObject;
627
-
628
- this.gameObject.add(this._followObject);
629
- this._followObject.matrixAutoUpdate = false;
630
-
631
- this._followObject.position.set(0, 0, 0);
632
- this._followObject.quaternion.set(0, 0, 0, 1);
633
- this._followObject.scale.set(1, 1, 1);
634
-
635
- this._followObject.updateMatrix();
636
- this._followObject.updateMatrixWorld(true);
637
-
638
- p.attach(this._followObject);
639
-
640
- this._followObjectStartPosition.copy(this._followObject.position);
641
- this._followObjectStartQuaternion.copy(this._followObject.quaternion);
642
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
643
-
644
- this._followObject.updateMatrix();
645
- this._followObject.updateMatrixWorld(true);
646
-
647
- const hitPointWP = this._hitPointInLocalSpace.clone();
648
- this.gameObject.localToWorld(hitPointWP);
649
- this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
650
- const rig = NeedleXRSession.active?.rig?.gameObject;
651
- const rigScale = rig?.worldScale.x || 1;
652
- this._grabStartDistance /= rigScale;
653
-
654
- this._totalMovementAlongRayDirection = 0;
655
- this._lastDragPosRigSpace = undefined;
656
-
657
- if (debug)
658
- {
659
- Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
660
- Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0,0.1,0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
661
- }
662
- }
663
-
664
- onDragStart(args: PointerEventData) {
665
-
666
- args.event.space.add(this._followObject);
667
-
668
- // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
669
- this._lastDragPosRigSpace = undefined;
670
-
671
- if (args.point && args.normal) {
672
- this._hitPointInLocalSpace.copy(args.point);
673
- this.gameObject.worldToLocal(this._hitPointInLocalSpace);
674
- this._hitNormalInLocalSpace.copy(args.normal);
675
- }
676
- else if (args) {
677
- // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
678
- // convert controller world position to local space instead and use that as hit point
679
- const controller = args.event.space as GameObject;
680
- const controllerWp = controller.worldPosition;
681
- this.gameObject.worldToLocal(controllerWp);
682
- this._hitPointInLocalSpace.copy(controllerWp);
683
-
684
- const controllerUp = controller.worldUp;
685
- this._tempMat.copy(this.gameObject.matrixWorld).invert();
686
- controllerUp.transformDirection(this._tempMat);
687
- this._hitNormalInLocalSpace.copy(controllerUp);
688
- }
689
-
690
- this.recenter();
691
-
692
- this._totalMovement.set(0, 0, 0);
693
- this._deviceMode = args.mode;
694
-
695
-
696
- const dragSource = this._followObject.parent as IGameObject;
697
- const rayDirection = dragSource.worldForward;
698
-
699
- const isSpatialInput = this._deviceMode === "tracked-pointer";
700
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
701
-
702
- // set up drag plane; we don't really know the normal yet but we can already set the point
703
- const hitWP = this._hitPointInLocalSpace.clone();
704
- this.gameObject.localToWorld(hitWP);
705
-
706
- switch (dragMode) {
707
- case DragMode.XZPlane:
708
- const up = new Vector3(0,1,0);
709
- if (this.gameObject.parent) {
710
- // TODO in this case _dragPlane should be in parent space, not world space,
711
- // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
712
- up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
713
- }
714
- this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
715
- break;
716
- case DragMode.HitNormal:
717
- const hitNormal = this._hitNormalInLocalSpace.clone();
718
- hitNormal.transformDirection(this.gameObject.matrixWorld);
719
- this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
720
- break;
721
- case DragMode.Attached:
722
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
723
- break;
724
- case DragMode.DynamicViewAngle:
725
- const v0 = new Vector3(0, 1, 0);
726
- const v1 = rayDirection;
727
- const angle = v0.angleTo(v1);
728
- const angleThreshold = 0.5;
729
- if (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold)
730
- this._dragPlane.setFromNormalAndCoplanarPoint(new Vector3(0, 1, 0), hitWP);
731
- else
732
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
733
- break;
734
- }
735
-
736
- // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
737
- const bbox = new Box3();
738
- const p = this.gameObject.parent;
739
- const localP = this.gameObject.position.clone();
740
- const localQ = this.gameObject.quaternion.clone();
741
- const localS = this.gameObject.scale.clone();
742
- if (p) p.remove(this.gameObject);
743
- this.gameObject.position.set(0, 0, 0);
744
- this.gameObject.quaternion.set(0, 0, 0, 1);
745
- this.gameObject.scale.set(1, 1, 1);
746
- bbox.setFromObject(this.gameObject);
747
-
748
- // get front center point of the bbox. basically (0, 0, 1) in local space
749
- const bboxCenter = new Vector3();
750
- bbox.getCenter(bboxCenter);
751
- const bboxSize = new Vector3();
752
- bbox.getSize(bboxSize);
753
-
754
- // attachment points for dragging
755
- this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
756
- this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
757
- this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
758
-
759
- this._bounds.copy(bbox);
760
-
761
- // restore original transform
762
- if (p) p.add(this.gameObject);
763
- this.gameObject.position.copy(localP);
764
- this.gameObject.quaternion.copy(localQ);
765
- this.gameObject.scale.copy(localS);
766
-
767
- // surface snapping
768
- this._draggedOverObject = null;
769
- this._draggedOverObjectLastSetUp = null;
770
- this._draggedOverObjectLastNormal.set(0, 1, 0);
771
- this._draggedOverObjectDuration = 0;
772
- }
773
-
774
- collectMovementInfo() {
775
- // we're dragging - there is a controlling object
776
- if (!this._followObject.parent) return;
777
-
778
- // TODO This should all be handled properly per-pointer
779
- // and we want to have a chance to react to multiple pointers being on the same object.
780
- // some common stuff (calculating of movement offsets, etc) could be done by default
781
- // and then the main thing to override is the actual movement of the object based on N _followObjects
782
-
783
- const dragSource = this._followObject.parent as IGameObject;
784
-
785
- // modify _followObject with constraints, e.g.
786
- // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
787
- /* TODO fix jump on drag start
788
- const p0 = this._followObject.parent as GameObject;
789
- const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
790
- const p = new Vector3();
791
- const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
792
- if (t0 !== null)
793
- this._followObject.worldPosition = t0;
794
- */
795
-
796
- this._followObject.updateMatrix();
797
- const dragPosRigSpace = dragSource.worldPosition;
798
- const rig = NeedleXRSession.active?.rig?.gameObject;
799
- if (rig)
800
- rig.worldToLocal(dragPosRigSpace);
801
-
802
- // sum up delta
803
- // TODO We need to do all/most of these calculations in Rig Space instead of world space
804
- // moving the rig while holding an object should not affect _rayDelta / _dragDelta
805
- if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
806
- this._lastDragPosRigSpace = dragPosRigSpace.clone();
807
- this._lastRig = rig;
808
- }
809
- this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
810
-
811
- const rayDirectionRigSpace = dragSource.worldForward;
812
- if (rig) {
813
- this._tempMat.copy(rig.matrixWorld).invert();
814
- rayDirectionRigSpace.transformDirection(this._tempMat);
815
- }
816
- // sum up delta movement along ray
817
- this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
818
- this._tempVec.x = Math.abs(this._tempVec.x);
819
- this._tempVec.y = Math.abs(this._tempVec.y);
820
- this._tempVec.z = Math.abs(this._tempVec.z);
821
-
822
- // sum up absolute total movement
823
- this._totalMovement.add(this._tempVec);
824
- this._lastDragPosRigSpace.copy(dragPosRigSpace);
825
-
826
- if (debug) {
827
- let wp = dragPosRigSpace;
828
- // ray direction of the input source object
829
- if (rig) {
830
- wp = wp.clone();
831
- wp.transformDirection(rig.matrixWorld);
832
- }
833
- Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
834
- }
835
- }
836
-
837
- onDragUpdate(numberOfPointers: number) {
838
-
839
- // can only handle a single pointer
840
- // if there's more, we defer to multi-touch drag handlers
841
- if (numberOfPointers > 1) return;
842
-
843
- const draggedObject = this.gameObject as IGameObject;
844
- const dragSource = this._followObject.parent as IGameObject;
845
- this._followObject.updateMatrix();
846
- const dragSourceWP = dragSource.worldPosition;
847
- const rayDirection = dragSource.worldForward;
848
-
849
-
850
- // Actually move and rotate draggedObject
851
- const isSpatialInput = this._deviceMode === "tracked-pointer";
852
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
853
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
854
-
855
- const lerpStrength = 10;
856
- // - keeping rotation constant during dragging
857
- if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
858
- this._followObject.updateMatrix();
859
- this._followObject.updateMatrixWorld(true);
860
-
861
- // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
862
- let currentDist = 1.0;
863
- let lerpFactor = 1.0;
864
- if (this._deviceMode === "tracked-pointer" && this._grabStartDistance > 0.5) // hands and controllers, but not touches
865
- {
866
- const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
867
- currentDist = Math.max(0.0, factor);
868
- currentDist = currentDist * currentDist * currentDist;
869
- }
870
- else if (this._grabStartDistance <= 0.5)
871
- {
872
- // TODO there's still a frame delay between dragged objects and the hand models
873
- lerpFactor = 3.0;
874
- }
875
-
876
- // reset _followObject to its original position and rotation
877
- this._followObject.position.copy(this._followObjectStartPosition);
878
- if (!keepRotation)
879
- this._followObject.quaternion.copy(this._followObjectStartQuaternion);
880
-
881
- // TODO restore previous functionality:
882
- // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
883
- // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
884
- // move the grabbed point to your head and not slap the cube in your head.
885
- this._followObject.position.multiplyScalar(currentDist);
886
- this._followObject.updateMatrix();
887
-
888
- const ray = new Ray(dragSourceWP, rayDirection);
889
-
890
- // Surface snapping.
891
- // Feels quite weird in VR right now!
892
- if (dragMode == DragMode.SnapToSurfaces) {
893
- // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
894
- // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
895
- // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
896
- const opts = new RaycastOptions();
897
- opts.ignore = [draggedObject];
898
- const hits = this.context.physics.raycastFromRay(ray, opts);
899
-
900
- if (hits.length > 0) {
901
- const hit = hits[0];
902
- // if we're above the same surface for a specified time, adjust drag options:
903
- // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
904
- // - if the drag plane is an object, we also want to
905
- // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
906
- // - rotate the dragged object to match the surface normal
907
- if (this._draggedOverObject === hit.object)
908
- this._draggedOverObjectDuration += this.context.time.deltaTime;
909
- else {
910
- this._draggedOverObject = hit.object;
911
- this._draggedOverObjectDuration = 0;
912
- }
913
-
914
- if (hit.face) {
915
- // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
916
- // or if the surface normal changed
917
- if (this._draggedOverObjectDuration > 0.15 &&
918
- (this._draggedOverObjectLastSetUp !== this._draggedOverObject ||
919
- this._draggedOverObjectLastNormal.dot(hit.face.normal) < 0.999999)
920
- ) {
921
- this._draggedOverObjectLastSetUp = this._draggedOverObject;
922
- this._draggedOverObjectLastNormal.copy(hit.face.normal);
923
-
924
- const center = new Vector3();
925
- const size = new Vector3();
926
-
927
- this._bounds.getCenter(center);
928
- this._bounds.getSize(size);
929
- center.sub(size.multiplyScalar(0.5).multiply(hit.face.normal));
930
- this._hitPointInLocalSpace.copy(center);
931
- this._hitNormalInLocalSpace.copy(hit.face.normal);
932
-
933
- // ensure plane is far enough up that we don't drag into the surface
934
- // Which offset we use here depends on the face normal direction we hit
935
- // If we hit the bottom, we want to use the top, and vice versa
936
- // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
937
- this._bounds.getCenter(center);
938
- this._bounds.getSize(size);
939
- center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
940
-
941
- const offset = this._hitPointInLocalSpace.clone().add(center);
942
- this._followObject.localToWorld(offset);
943
- const offsetWP = this._followObject.worldPosition.sub(offset);
944
-
945
- this._dragPlane.setFromNormalAndCoplanarPoint(hit.face.normal, hit.point.sub(offsetWP));
946
- }
947
- }
948
- }
949
- }
950
-
951
- // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
952
- // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
953
- // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
954
- if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
955
-
956
- this._followObject.worldPosition = this._tempVec;
957
- this._followObject.updateMatrix();
958
- this._followObject.updateMatrixWorld(true);
959
-
960
- const newWP = this._hitPointInLocalSpace.clone();
961
- this._followObject.localToWorld(newWP);
962
-
963
- if (debug) {
964
- Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
965
- }
966
-
967
- this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
968
- this._followObject.updateMatrix();
969
-
970
- /*
971
- // TODO figure out nicer look rotation here
972
- const normal = this._dragPlane.normal;
973
- const lookPoint = normal.clone().multiplyScalar(1000).add(this._tempVec);
974
- if (lookPoint) {
975
- this._followObject.lookAt(lookPoint);
976
- this._followObject.rotateX(Math.PI / 2);
977
- }
978
- */
979
- this._followObject.updateMatrix();
980
- }
981
-
982
- // TODO refactor to a common place
983
- // apply constraints (position grid snap, rotation, ...)
984
- if (this.settings.snapGridResolution > 0) {
985
- const wp = this._followObject.worldPosition;
986
- const snap = this.settings.snapGridResolution;
987
- wp.x = Math.round(wp.x / snap) * snap;
988
- wp.y = Math.round(wp.y / snap) * snap;
989
- wp.z = Math.round(wp.z / snap) * snap;
990
- this._followObject.worldPosition = wp;
991
- this._followObject.updateMatrix();
992
- }
993
- if (keepRotation) {
994
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
995
- this._followObject.updateMatrix();
996
- }
997
-
998
- // TODO refactor to a common place
999
- // TODO should use unscaled time here // some test for lerp speed depending on distance
1000
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
1001
-
1002
- const wp = draggedObject.worldPosition;
1003
- wp.lerp(this._followObject.worldPosition, t);
1004
- draggedObject.worldPosition = wp;
1005
-
1006
- const rot = draggedObject.worldQuaternion;
1007
- rot.slerp(this._followObject.worldQuaternion, t);
1008
- draggedObject.worldQuaternion = rot;
1009
-
1010
-
1011
- if (debug)
1012
- {
1013
- const hitPointWP = this._hitPointInLocalSpace.clone();
1014
- draggedObject.localToWorld(hitPointWP);
1015
- // draw grab attachment point and normal. They are in grabbed object space
1016
- Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1017
- const hitNormalWP = this._hitNormalInLocalSpace.clone();
1018
- hitNormalWP.applyQuaternion(rot);
1019
- Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1020
-
1021
- // debug info
1022
- Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
1023
- `Distance: ${this._totalMovement.length().toFixed(2)}\n
1024
- Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1025
- Session: ${!!NeedleXRSession.active}\n
1026
- Device: ${this._deviceMode}\n
1027
- `,
1028
- 0.03
1029
- );
1030
-
1031
- // draw bottom/back snap points
1032
- const bottomCenter = this._bottomCenter.clone();
1033
- const backCenter = this._backCenter.clone();
1034
- const backBottomCenter = this._backBottomCenter.clone();
1035
- draggedObject.localToWorld(bottomCenter);
1036
- draggedObject.localToWorld(backCenter);
1037
- draggedObject.localToWorld(backBottomCenter);
1038
- Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1039
- Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1040
- Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1041
- Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1042
- Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1043
- }
1044
- }
1045
-
1046
- onDragEnd(args: PointerEventData) {
1047
- console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1048
- this._followObject.removeFromParent();
1049
- this._followObject.destroy();
1050
- this._lastDragPosRigSpace = undefined;
1051
- }
1052
- }
1053
-
1054
- /** Currently does _only_ provide visuals support for DragControls operations.
1055
- * Previously it also provided the actual drag functionality, but that has been moved to DragControls for now.
1056
- */
1057
- class LegacyDragVisualsHelper {
1058
-
1059
302
  showGizmo: boolean = true;
1060
303
  useViewAngle: boolean = true;
1061
304
 
@@ -1093,12 +336,13 @@
1093
336
  constructor(camera: Camera) {
1094
337
  this._camera = camera;
1095
338
 
1096
- const line = new Line(LegacyDragVisualsHelper.geometry);
339
+ const line = new Line(DragHelper.geometry);
1097
340
  const mat = line.material as LineBasicMaterial;
1098
341
  mat.color = new Color(.4, .4, .4);
1099
342
  line.layers.set(2);
1100
343
  line.name = 'line';
1101
344
  line.scale.y = 1;
345
+ // line.matrixAutoUpdate = false;
1102
346
  this._groundLine = line;
1103
347
 
1104
348
  const geometry = new SphereGeometry(.5, 22, 22);
@@ -1113,12 +357,13 @@
1113
357
  if (this._selected && context) {
1114
358
  for (const rb of this._rbs) {
1115
359
  rb.wakeUp();
360
+ // if (!rb.smoothedVelocity) continue;
1116
361
  rb.setVelocity(0, 0, 0);
1117
362
  }
1118
363
  }
1119
364
 
1120
365
  if (this._selected) {
1121
- // TODO move somewhere else
366
+
1122
367
  Avatar_POI.Remove(context, this._selected);
1123
368
  }
1124
369
 
@@ -1140,8 +385,6 @@
1140
385
  console.error("DragHelper: no context");
1141
386
  return;
1142
387
  }
1143
-
1144
- // TODO move somewhere else
1145
388
  Avatar_POI.Add(context, this._selected, null);
1146
389
 
1147
390
  this._groundOffsetFactor = 0;
@@ -1149,6 +392,7 @@
1149
392
  this._groundOffset.set(0, 0, 0);
1150
393
  this._requireUpdateGroundPlane = true;
1151
394
 
395
+ // this._rbs = GameObject.getComponentsInChildren(this._selected, Rigidbody);
1152
396
  this.onUpdateScreenSpacePlane();
1153
397
  }
1154
398
  }
@@ -1158,16 +402,6 @@
1158
402
  private _didDragOnGroundPlaneLastFrame: boolean = false;
1159
403
 
1160
404
  onUpdate(_context: Context) {
1161
-
1162
- if (!this._selected) return;
1163
-
1164
- const wp = getWorldPosition(this._selected);
1165
- this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1166
- this.onUpdateGroundPlane();
1167
- this._didDragOnGroundPlaneLastFrame = true;
1168
- this._hasGroundPlane = true;
1169
-
1170
- /*
1171
405
  if (!this._context) return;
1172
406
 
1173
407
  const mainKey: KeyCode = "Space";
@@ -1254,7 +488,6 @@
1254
488
  this.onDidUpdate();
1255
489
  }
1256
490
  }
1257
- */
1258
491
  }
1259
492
 
1260
493
  private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
@@ -1316,6 +549,18 @@
1316
549
  this._groundOffset.copy(this._intersection).sub(wp);
1317
550
  }
1318
551
 
552
+ private onDidUpdate() {
553
+ // todo: when using instancing we need to mark the matrix to update
554
+ InstancingUtil.markDirty(this._selected);
555
+
556
+ for (const rb of this._rbs) {
557
+ rb.wakeUp();
558
+ rb.resetForcesAndTorques();
559
+ // rb.setBodyFromGameObject({ x: 0, y: 0, z: 0 });
560
+ rb.setAngularVelocity(0, 0, 0);
561
+ }
562
+ }
563
+
1319
564
  private contains(obj: Object3D, toSearch: Object3D): boolean {
1320
565
  if (obj === toSearch) return true;
1321
566
  if (obj.children) {
src/engine-components/Duplicatable.ts CHANGED
@@ -1,25 +1,22 @@
1
1
  import { Behaviour, GameObject } from "./Component.js";
2
- import { DragControls } from "./DragControls.js";
2
+ import { WebXRController, ControllerEvents } from "./webxr/WebXRController.js";
3
+ import { DragControls, DragEvents } from "./DragControls.js";
4
+ import { Interactable } from "./Interactable.js";
5
+ import { Animation } from "./Animation.js";
3
6
  import { Vector3, Quaternion, Object3D } from "three";
4
7
  import { serializable } from "../engine/engine_serialization_decorator.js";
5
8
  import { InstantiateOptions } from "../engine/engine_gameobject.js";
6
- import { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
7
- import { ObjectRaycaster } from "./ui/Raycaster.js";
8
9
 
9
- export class Duplicatable extends Behaviour implements IPointerEventHandler {
10
+ export class Duplicatable extends Interactable {
10
11
 
11
- /** Duplicates will be parented into the set object. If not defined, this GameObject will be used as parent. */
12
12
  @serializable(Object3D)
13
13
  parent: GameObject | null = null;
14
-
15
- /** The object to be duplicated */
16
14
  @serializable(Object3D)
17
15
  object: GameObject | null = null;
18
16
 
19
17
  // limit max object spawn count per interval
20
18
  @serializable()
21
19
  limitCount = 10;
22
-
23
20
  @serializable()
24
21
  limitInterval = 60;
25
22
 
@@ -27,7 +24,17 @@
27
24
  private _startPosition: THREE.Vector3 | null = null;
28
25
  private _startQuaternion: THREE.Quaternion | null = null;
29
26
 
30
- start(): void {
27
+ awake(): void {
28
+ // TODO: add support to not having to assign a object to clone
29
+ // if(!this.object){
30
+ // const opts = new InstantiateOptions();
31
+ // opts.parent = this.gameObject;
32
+ // opts.idProvider = InstantiateIdProvider.createFromString(this.guid);
33
+ // const clone = GameObject.instantiate(this.gameObject, opts);
34
+ // const duplicatable =
35
+ // this.object = clone;
36
+ // }
37
+ // console.log(this, this.object);
31
38
  if (this.object) {
32
39
  if (this.object as any === this.gameObject) {
33
40
  console.error("Can not duplicate self");
@@ -41,43 +48,32 @@
41
48
  this._startQuaternion = this.object.quaternion?.clone() ?? new Quaternion(0, 0, 0, 1);
42
49
  }
43
50
 
44
- // legacy – DragControls was required for duplication and so often the component is still there; we work around that by disabling it here
45
- const dragControls = this.gameObject.getComponent(DragControls);
46
- if (dragControls) {
47
- console.warn("Please remove DragControls from object with Duplicatable component, it's not needed anymore.");
48
- dragControls.enabled = false;
51
+ const drag = GameObject.getComponentInParent(this.gameObject, DragControls);
52
+ if (drag) {
53
+ drag.addDragEventListener(DragEvents.SelectStart, (_ctrls, args) => {
54
+ if (this._currentCount >= this.limitCount) {
55
+ args.attached = null;
56
+ return;
57
+ }
58
+ const res = this.handleDuplication(args.selected);
59
+ if (res) {
60
+ console.assert(res !== args.selected, "Duplicated object is original");
61
+ args.attached = res;
62
+ }
63
+ });
49
64
  }
50
-
51
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
52
- this.gameObject.addNewComponent(ObjectRaycaster);
65
+ else console.warn("Could no find drag controls in parent", this.name);
53
66
 
54
- this.cloneLimitIntervalFn();
55
- }
56
-
57
- private _forwardPointerEvents: Map<Object3D, DragControls> = new Map();
58
-
59
- onPointerDown(args: PointerEventData) {
60
- if (!this.object) return;
61
- if (!this.context.connection.allowEditing) return;
62
- if (args.button !== 0) return;
63
-
64
- const res = this.handleDuplication();
65
- if (res) {
66
- const dragControls = GameObject.getComponent(res, DragControls);
67
- if (!dragControls) console.warn("Duplicated object does not have DragControls");
68
- else {
69
- dragControls.onPointerDown(args);
70
- this._forwardPointerEvents.set(args.event.space, dragControls);
67
+ WebXRController.addEventListener(ControllerEvents.SelectStart, (_controller: WebXRController, args: { selected: THREE.Object3D, grab: THREE.Object3D | GameObject | null }) => {
68
+ if (this._currentCount >= this.limitCount) {
69
+ args.grab = null;
70
+ return;
71
71
  }
72
- }
73
- }
72
+ const res = this.handleDuplication(args.selected);
73
+ if (res) args.grab = res;
74
+ });
74
75
 
75
- onPointerUp(args: PointerEventData) {
76
- const dragControls = this._forwardPointerEvents.get(args.event.space);
77
- if (dragControls) {
78
- dragControls.onPointerUp(args);
79
- this._forwardPointerEvents.delete(args.event.space);
80
- }
76
+ this.cloneLimitIntervalFn();
81
77
  }
82
78
 
83
79
  private cloneLimitIntervalFn() {
@@ -90,39 +86,62 @@
90
86
  }, (this.limitInterval / this.limitCount) * 1000);
91
87
  }
92
88
 
93
- private handleDuplication(): THREE.Object3D | null {
89
+ private handleDuplication(selected: THREE.Object3D): THREE.Object3D | null {
90
+ if (this._currentCount >= this.limitCount) return null;
94
91
  if (!this.object) return null;
95
- if (this._currentCount >= this.limitCount) return null;
96
- if (this.object as any === this.gameObject) return null;
92
+ if (selected === this.gameObject || this.handleMultiObject(selected)) {
97
93
 
98
- this.object.visible = true;
94
+ if (this.object as any === this.gameObject) return null;
95
+ this.object.visible = true;
99
96
 
100
- if (this._startPosition)
101
- this.object.position.copy(this._startPosition);
102
- if (this._startQuaternion)
103
- this.object.quaternion.copy(this._startQuaternion);
97
+ if (this._startPosition)
98
+ this.object.position.copy(this._startPosition);
99
+ if (this._startQuaternion)
100
+ this.object.quaternion.copy(this._startQuaternion);
104
101
 
105
- const opts = new InstantiateOptions();
106
- if (!this.parent) this.parent = this.gameObject.parent as GameObject;
107
- if (this.parent) {
108
- opts.parent = this.parent.guid ?? this.parent.userData?.guid;
109
- opts.keepWorldPosition = true;
102
+ const opts = new InstantiateOptions();
103
+ if (!this.parent) this.parent = this.gameObject.parent as GameObject;
104
+ if (this.parent) {
105
+ opts.parent = this.parent.guid ?? this.parent.userData?.guid;
106
+ opts.keepWorldPosition = true;
107
+ }
108
+ opts.position = this.worldPosition;
109
+ opts.rotation = this.worldQuaternion;
110
+ opts.context = this.context;
111
+ this._currentCount += 1;
112
+
113
+ const newInstance = GameObject.instantiateSynced(this.object as GameObject, opts) as GameObject;
114
+ console.assert(newInstance !== this.object, "Duplicated object is original");
115
+ this.object.visible = false;
116
+
117
+ // see if this fixes object being offset when duplicated and dragged - it looks like three clone has shared position/quaternion objects?
118
+ if (this._startPosition)
119
+ this.object.position.clone().copy(this._startPosition);
120
+ if (this._startQuaternion)
121
+ this.object.quaternion.clone().copy(this._startQuaternion);
122
+
123
+ return newInstance;
110
124
  }
111
- opts.position = this.worldPosition;
112
- opts.rotation = this.worldQuaternion;
113
- opts.context = this.context;
114
- this._currentCount += 1;
125
+ return null;
126
+ }
115
127
 
116
- const newInstance = GameObject.instantiateSynced(this.object as GameObject, opts) as GameObject;
117
- console.assert(newInstance !== this.object, "Duplicated object is original");
118
- this.object.visible = false;
128
+ private handleMultiObject(selected: THREE.Object3D): boolean {
129
+ const shouldSearchInChildren = this.gameObject.type === "Group" || this.gameObject.type === "Object3D";
130
+ if (!shouldSearchInChildren) return false;
131
+ return this.isInChildren(this.gameObject, selected);
132
+ }
119
133
 
120
- // see if this fixes object being offset when duplicated and dragged - it looks like three clone has shared position/quaternion objects?
121
- if (this._startPosition)
122
- this.object.position.clone().copy(this._startPosition);
123
- if (this._startQuaternion)
124
- this.object.quaternion.clone().copy(this._startQuaternion);
134
+ private isInChildren(current: THREE.Object3D, search: THREE.Object3D): boolean {
135
+ if (!current) return false;
136
+ if (current === search) return true;
137
+ if (current.children) {
138
+ for (const child of current.children) {
139
+ if (this.isInChildren(child, search)) {
140
+ return true;
141
+ }
142
+ }
143
+ }
144
+ return false;
145
+ }
125
146
 
126
- return newInstance;
127
- }
128
147
  }
src/engine/engine_context.ts CHANGED
@@ -26,7 +26,7 @@
26
26
  import { LightDataRegistry, type ILightDataRegistry } from './engine_lightdata.js';
27
27
  import { PlayerViewManager } from './engine_playerview.js';
28
28
 
29
- import { INeedleXRSession, type CoroutineData, type GLTF, type ICamera, type IComponent, type IContext, type ILight, type LoadedGLTF } from "./engine_types.js";
29
+ import { type CoroutineData, type GLTF, type ICamera, type IComponent, type IContext, type ILight, type LoadedGLTF } from "./engine_types.js";
30
30
  import { destroy, foreachComponent } from './engine_gameobject.js';
31
31
  import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
32
32
  import { delay, getParam } from './engine_utils.js';
@@ -36,7 +36,6 @@
36
36
  import { isLocalNetwork } from './engine_networking_utils.js';
37
37
  import { WaitForPromise } from './engine_coroutine.js';
38
38
  import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
39
- import type { INeedleXRSessionEventReceiver } from './engine_xr.js';
40
39
 
41
40
 
42
41
  const debug = utils.getParam("debugcontext");
@@ -102,6 +101,11 @@
102
101
  Undefined = -1,
103
102
  }
104
103
 
104
+ export enum XRSessionMode {
105
+ ImmersiveVR = "immersive-vr",
106
+ ImmersiveAR = "immersive-ar",
107
+ }
108
+
105
109
  /** threejs callback event signature */
106
110
  export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
107
111
 
@@ -209,7 +213,6 @@
209
213
  private _boundingClientRectFrame: number = -1;
210
214
  private _boundingClientRect: DOMRect | null = null;
211
215
  private _domX; private _domY;
212
- /** update bounding rects + domX, domY */
213
216
  private calculateBoundingClientRect() {
214
217
  // workaround for mozilla webXR viewer
215
218
  if (this.isInAR) {
@@ -224,44 +227,30 @@
224
227
  this._domY = this._boundingClientRect.y;
225
228
  }
226
229
 
227
- /** The width of the `<needle-engine>` element on the website */
228
230
  get domWidth(): number {
229
231
  // for mozilla XR
230
232
  if (this.isInAR) return window.innerWidth;
231
233
  return this.domElement.clientWidth;
232
234
  }
233
- /** The height of the `<needle-engine>` element on the website */
234
235
  get domHeight(): number {
235
236
  // for mozilla XR
236
237
  if (this.isInAR) return window.innerHeight;
237
238
  return this.domElement.clientHeight;
238
239
  }
239
- /** the X position of the Needle Engine element on the website */
240
240
  get domX(): number {
241
241
  this.calculateBoundingClientRect();
242
242
  return this._domX;
243
243
  }
244
- /** the Y position of the Needlee Engine element on the website */
245
244
  get domY(): number {
246
245
  this.calculateBoundingClientRect();
247
246
  return this._domY;
248
247
  }
249
248
  get isInXR() { return this.renderer?.xr?.isPresenting || false; }
250
- /** shorthand for `NeedleXRSession.active`
251
- * Automatically set by NeedleXRSession when a XR session is active */
252
- xr: INeedleXRSession | null = null;
253
- get xrSessionMode() { return this.xr?.mode; }
254
- get isInVR() { return this.xrSessionMode === "immersive-vr"; }
255
- get isInAR() { return this.xrSessionMode === "immersive-ar"; }
256
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
257
- get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
258
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
249
+ xrSessionMode: XRSessionMode | undefined = undefined;
250
+ get isInVR() { return this.xrSessionMode === XRSessionMode.ImmersiveVR; }
251
+ get isInAR() { return this.xrSessionMode === XRSessionMode.ImmersiveAR; }
259
252
  get xrSession() { return this.renderer?.xr?.getSession(); }
260
- /** @returns the latest XRFrame (if a XRSession is currently active)
261
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
262
- */
263
253
  get xrFrame() { return this._xrFrame }
264
- /** @returns the current WebXR camera (shorthand for `context.renderer.xr.getCamera()`) */
265
254
  get xrCamera(): WebXRArrayCamera | undefined { return this.renderer?.xr?.getCamera(); }
266
255
  private _xrFrame: XRFrame | null = null;
267
256
  get arOverlayElement(): HTMLElement {
@@ -281,37 +270,17 @@
281
270
  composer: EffectComposer | null = null;
282
271
 
283
272
  // all scripts
284
- readonly scripts: IComponent[] = [];
285
- readonly scripts_pausedChanged: IComponent[] = [];
273
+ scripts: IComponent[] = [];
274
+ scripts_pausedChanged: IComponent[] = [];
286
275
  // scripts with update event
287
- readonly scripts_earlyUpdate: IComponent[] = [];
288
- readonly scripts_update: IComponent[] = [];
289
- readonly scripts_lateUpdate: IComponent[] = [];
290
- readonly scripts_onBeforeRender: IComponent[] = [];
291
- readonly scripts_onAfterRender: IComponent[] = [];
292
- readonly scripts_WithCorroutines: IComponent[] = [];
293
- readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[] = [];
294
- readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[] = [];
295
- readonly coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
276
+ scripts_earlyUpdate: IComponent[] = [];
277
+ scripts_update: IComponent[] = [];
278
+ scripts_lateUpdate: IComponent[] = [];
279
+ scripts_onBeforeRender: IComponent[] = [];
280
+ scripts_onAfterRender: IComponent[] = [];
281
+ scripts_WithCorroutines: IComponent[] = [];
282
+ coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
296
283
 
297
- /** callbacks called once after the context has been created */
298
- readonly post_setup_callbacks: Function[] = [];
299
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
300
- readonly pre_update_callbacks: Function[] = [];
301
- /** called every frame before rendering (after all component events) */
302
- readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void> = [];
303
- /** called every frame after rendering (after all component events) */
304
- readonly post_render_callbacks: Function[] = [];
305
-
306
- /** called every frame befroe update (this list is emptied every frame) */
307
- readonly pre_update_oneshot_callbacks: Function[] = [];
308
-
309
- readonly new_scripts: IComponent[] = [];
310
- readonly new_script_start: IComponent[] = [];
311
- readonly new_scripts_pre_setup_callbacks: Function[] = [];
312
- readonly new_scripts_post_setup_callbacks: Function[] = [];
313
- readonly new_scripts_xr: INeedleXRSessionEventReceiver[] = [];
314
-
315
284
  mainCameraComponent: ICamera | undefined;
316
285
 
317
286
  private _camera: Camera | null = null;
@@ -331,13 +300,20 @@
331
300
  this._camera = cam;
332
301
  }
333
302
 
303
+ post_setup_callbacks: Function[] = [];
304
+ pre_update_callbacks: Function[] = [];
305
+ pre_render_callbacks: Function[] = [];
306
+ post_render_callbacks: Function[] = [];
307
+
308
+ new_scripts: IComponent[] = [];
309
+ new_script_start: IComponent[] = [];
310
+ new_scripts_pre_setup_callbacks: Function[] = [];
311
+ new_scripts_post_setup_callbacks: Function[] = [];
312
+
334
313
  application: Application;
335
- /** access timings (current frame number, deltaTime, timeScale, ...) */
336
314
  time: Time;
337
315
  input: Input;
338
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
339
316
  physics: Physics;
340
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
341
317
  connection: NetworkConnection;
342
318
  /**
343
319
  * @deprecated AssetDataBase is deprecated
@@ -417,7 +393,7 @@
417
393
  }
418
394
  }
419
395
  }
420
- if (debug) console.log("Using Renderer Parameters:", params, this.domElement)
396
+ if(debug) console.log("Using Renderer Parameters:", params, this.domElement)
421
397
 
422
398
  this.renderer = new WebGLRenderer(params);
423
399
 
@@ -436,8 +412,6 @@
436
412
  this.renderer.outputColorSpace = SRGBColorSpace;
437
413
  // https://github.com/mrdoob/three.js/pull/25556
438
414
  this.renderer.useLegacyLights = false;
439
-
440
- this.input.bindEvents();
441
415
  }
442
416
 
443
417
 
@@ -449,13 +423,10 @@
449
423
 
450
424
  private _disposeCallbacks: Function[] = [];
451
425
 
426
+ // private _requestSizeUpdate : boolean = false;
452
427
 
453
- /** will request a renderer size update the next render call (will call updateSize the next update) */
454
- requestSizeUpdate() { this._sizeChanged = true; }
455
-
456
- /** update the renderer and canvas size */
457
- updateSize(force: boolean = false) {
458
- if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
428
+ updateSize() {
429
+ if (!this.isManagedExternally && this.renderer.xr?.isPresenting === false) {
459
430
  this._sizeChanged = false;
460
431
  const scaleFactor = this.resolutionScaleFactor;
461
432
  const width = this.domWidth * scaleFactor;
@@ -506,7 +477,7 @@
506
477
  async create(opts?: ContextCreateArgs) {
507
478
  try {
508
479
  this._isCreating = true;
509
- if (opts !== this._originalCreationArgs)
480
+ if(opts !== this._originalCreationArgs)
510
481
  this._originalCreationArgs = utils.deepClone(opts);
511
482
  window.addEventListener("unhandledrejection", this.onUnhandledRejection)
512
483
  const res = await this.internalOnCreate(opts);
@@ -559,11 +530,11 @@
559
530
  if (this.renderer) {
560
531
  this.renderer.setClearAlpha(0);
561
532
  this.renderer.clear();
562
- if (!this.isManagedExternally) {
563
- if (debug) console.log("Disposing renderer");
564
- this.renderer.dispose();
565
- }
566
533
  }
534
+ if (!this.isManagedExternally) {
535
+ if(debug) console.log("Disposing renderer");
536
+ this.renderer.dispose();
537
+ }
567
538
  this.scene = null!;
568
539
  this.renderer = null!;
569
540
  this.input.dispose();
@@ -581,10 +552,6 @@
581
552
  this._isCreated = false;
582
553
  ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
583
554
  ContextRegistry.unregister(this);
584
- if (Context.Current === this) {
585
- //@ts-ignore
586
- Context.Current = null;
587
- }
588
555
  }
589
556
 
590
557
  registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator {
@@ -736,7 +703,7 @@
736
703
  private async internalOnCreate(opts?: ContextCreateArgs) {
737
704
  const createId = ++this._createId;
738
705
 
739
- if (debug) console.log("Creating context", this.name, opts);
706
+ if(debug) console.log("Creating context", this.name, opts);
740
707
 
741
708
  this.clear();
742
709
  // stop the animation loop if its running during creation
@@ -843,8 +810,6 @@
843
810
  }
844
811
  }
845
812
 
846
- this.input.bindEvents();
847
-
848
813
  Context.Current = this;
849
814
  looputils.processNewScripts(this);
850
815
 
@@ -887,7 +852,7 @@
887
852
  this._dispatchReadyAfterFrame = true;
888
853
  const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
889
854
  if (res) {
890
- if ("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
855
+ if("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
891
856
  this.domElement?.internalSetLoadingMessage("finish loading");
892
857
  await res;
893
858
  }
@@ -931,7 +896,7 @@
931
896
  }
932
897
 
933
898
  args?.onLoadingStart?.call(this, i, file);
934
- if (debug) console.log("Context Load " + file);
899
+ if(debug) console.log("Context Load " + file);
935
900
  const res = await loader.loadSync(this, file, file, loadingHash, prog => {
936
901
  progressArg.name = file;
937
902
  progressArg.progress = prog;
@@ -1007,7 +972,7 @@
1007
972
  catch (err) {
1008
973
  this._renderlooperrors += 1;
1009
974
  if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
1010
- showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
975
+ showBalloonMessage("Caught unhandled exception during render-loop.<br/>Stopping renderloop...<br/>See console for details.", LogType.Error);
1011
976
  console.error(err);
1012
977
  if (this._renderlooperrors > 10) {
1013
978
  console.warn("Stopping render loop due to error")
@@ -1042,11 +1007,7 @@
1042
1007
 
1043
1008
  private internalOnBeforeRender(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
1044
1009
 
1045
- const sessionStarted = frame !== null && this._xrFrame === null;
1046
1010
  this._xrFrame = frame;
1047
- if (sessionStarted) {
1048
- this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1049
- }
1050
1011
 
1051
1012
  this._currentFrameEvent = FrameEvent.Undefined;
1052
1013
 
@@ -1085,13 +1046,6 @@
1085
1046
  this.setCurrentCamera(last);
1086
1047
  }
1087
1048
 
1088
- if (this.pre_update_oneshot_callbacks) {
1089
- for (const i in this.pre_update_oneshot_callbacks) {
1090
- this.pre_update_oneshot_callbacks[i]();
1091
- }
1092
- this.pre_update_oneshot_callbacks.length = 0;
1093
- }
1094
-
1095
1049
  if (this.pre_update_callbacks) {
1096
1050
  for (const i in this.pre_update_callbacks) {
1097
1051
  this.pre_update_callbacks[i]();
@@ -1174,7 +1128,7 @@
1174
1128
 
1175
1129
  if (this.pre_render_callbacks) {
1176
1130
  for (const i in this.pre_render_callbacks) {
1177
- this.pre_render_callbacks[i](frame);
1131
+ this.pre_render_callbacks[i]();
1178
1132
  }
1179
1133
  }
1180
1134
 
@@ -1252,8 +1206,8 @@
1252
1206
  }
1253
1207
  this._isRendering = true;
1254
1208
  this.renderRequiredTextures();
1209
+
1255
1210
 
1256
-
1257
1211
  if (this.composer && !this.isInXR) {
1258
1212
  this.composer.render(this.time.deltaTime);
1259
1213
  }
src/engine/engine_create_objects.ts CHANGED
@@ -1,5 +1,4 @@
1
1
  import { PlaneGeometry, MeshBasicMaterial, DoubleSide, Mesh, Material, MeshStandardMaterial, BoxGeometry, SphereGeometry, ColorRepresentation } from "three"
2
- import { Vec3 } from "./engine_types.js";
3
2
 
4
3
  export enum PrimitiveType {
5
4
  Quad = 0,
@@ -10,10 +9,6 @@
10
9
  export type ObjectOptions = {
11
10
  name?: string,
12
11
  material?: Material,
13
- position?: Vec3,
14
- /** euler */
15
- rotation?: Vec3,
16
- scale?: Vec3,
17
12
  }
18
13
 
19
14
  export class ObjectUtils {
@@ -40,12 +35,6 @@
40
35
  }
41
36
  if (opts?.name)
42
37
  obj.name = opts.name;
43
- if (opts?.position)
44
- obj.position.set(opts.position.x, opts.position.y, opts.position.z);
45
- if (opts?.rotation)
46
- obj.rotation.set(opts.rotation.x, opts.rotation.y, opts.rotation.z);
47
- if (opts?.scale)
48
- obj.scale.set(opts.scale.x, opts.scale.y, opts.scale.z);
49
38
  return obj;
50
39
  }
51
40
  }
src/engine/engine_element_loading.ts CHANGED
@@ -233,7 +233,7 @@
233
233
  const maxWidth = 30;
234
234
  loadingBarContainer.style.display = "flex";
235
235
  loadingBarContainer.style.width = maxWidth + "%";
236
- loadingBarContainer.style.height = "3px";
236
+ loadingBarContainer.style.height = "2px";
237
237
  if (loadingStyle === "light")
238
238
  loadingBarContainer.style.backgroundColor = "rgba(0,0,0,.2)"
239
239
  else
@@ -247,15 +247,6 @@
247
247
  logo.style.marginBottom = "20px";
248
248
  logo.style.userSelect = "none";
249
249
  logo.style.objectFit = "contain";
250
- if (!hasCommercialLicense()) {
251
- logo.style.transition = "transform 1s ease-in-out, opacity 1s ease-in-out";
252
- logo.style.transform = "translateY(10px)";
253
- logo.style.opacity = "1";
254
- setTimeout(() => {
255
- logo.style.transform = "translateY(0px)";
256
- logo.style.opacity = "1";
257
- }, 1);
258
- }
259
250
  logo.src = logoSVG;
260
251
  let isUsingCustomLogo = false;
261
252
  if (hasLicense && this._element) {
@@ -332,16 +323,6 @@
332
323
  // if it's the case then we don't need to perform a runtime check
333
324
  if (commercialLicense) return;
334
325
 
335
- // If we don't have a commercial license, then we need to display our message
336
- if (debugLicense) console.log("Loading UI has commercial license?", commercialLicense);
337
- const nonCommercialContainer = document.createElement("div");
338
- nonCommercialContainer.style.paddingTop = ".6em";
339
- nonCommercialContainer.style.fontSize = ".8em";
340
- nonCommercialContainer.style.textTransform = "uppercase";
341
- nonCommercialContainer.innerText = "non commercial";
342
- nonCommercialContainer.style.opacity = "0";
343
- loadingElement.appendChild(nonCommercialContainer);
344
-
345
326
  // Use the runtime license check
346
327
  if (runtimeLicenseCheckPromise) {
347
328
  if (debugLicense) console.log("Waiting for runtime license check");
@@ -349,7 +330,13 @@
349
330
  commercialLicense = hasCommercialLicense();
350
331
  }
351
332
  if (commercialLicense) return;
352
- nonCommercialContainer.style.transition = "opacity .5s ease-in-out";
353
- nonCommercialContainer.style.opacity = "1";
333
+
334
+ // If we don't have a commercial license, then we need to display our message
335
+ if (debugLicense) console.log("Loading UI has commercial license?", commercialLicense);
336
+ const nonCommercialContainer = document.createElement("div");
337
+ nonCommercialContainer.style.paddingTop = ".6em";
338
+ nonCommercialContainer.style.fontSize = ".8em";
339
+ nonCommercialContainer.innerText = "NON COMMERCIAL";
340
+ loadingElement.appendChild(nonCommercialContainer);
354
341
  }
355
342
  }
src/engine/engine_element_overlay.ts CHANGED
@@ -16,7 +16,6 @@
16
16
  private _createdAROnlyElements: Array<any> = [];
17
17
  private _reparentedObjects: Array<{ el: Element, previousParent: HTMLElement | null }> = [];
18
18
  private contentElement: HTMLElement | null = null;
19
- private originalDomOverlayParent: ParentNode | null = null;
20
19
 
21
20
  requestEndAR = () => {
22
21
  this.onRequestedEndAR();
@@ -35,22 +34,6 @@
35
34
  this._reparentedObjects.push({ el: el, previousParent: el.parentElement });
36
35
  this.arContainer?.appendChild(el);
37
36
  }
38
-
39
- if(overlayContainer) {
40
- this.originalDomOverlayParent = overlayContainer.parentNode;
41
- if (this.originalDomOverlayParent)
42
- {
43
- console.log("Reparent DOM Overlay to body", overlayContainer, overlayContainer.style.display);
44
- // mozilla webxr does hide elements on session start
45
- // this is only necessary if we generated the overlay element
46
- overlayContainer.style.display = "";
47
- overlayContainer.style.visibility = "";
48
- document.body.appendChild(overlayContainer);
49
- }
50
- }
51
- else {
52
- console.warn("WebXRViewer: No DOM Overlay found");
53
- }
54
37
  }
55
38
  this.ensureQuitARButton(this.arContainer);
56
39
  }
src/engine/engine_element.ts CHANGED
@@ -143,15 +143,12 @@
143
143
  }
144
144
  :host .quit-ar-button {
145
145
  position: absolute;
146
- // top: env(titlebar-area-y); /** this doesnt work **/
147
- top: 60px; /** camera access needs a bit more space **/
146
+ top: 40px;
148
147
  right: 20px;
149
148
  z-index: 9999;
150
149
  }
151
150
  </style>
152
- <div> <!-- this wrapper is necessary for WebXR https://github.com/meta-quest/immersive-web-emulator/issues/55 -->
153
- <canvas></canvas>
154
- </div>
151
+ <canvas></canvas>
155
152
  <div class="content">
156
153
  <slot class="overlay-content"></slot>
157
154
  </div>
@@ -170,7 +167,6 @@
170
167
  console.log("<needle-engine> connected");
171
168
  }
172
169
 
173
- this.addEventListener("xr-session-started", this.onXRSessionStarted);
174
170
  this.onSetupDesktop();
175
171
 
176
172
  if (!this.getAttribute("src")) {
@@ -200,8 +196,6 @@
200
196
  }
201
197
 
202
198
  disconnectedCallback() {
203
- this.removeEventListener("xr-session-started", this.onXRSessionStarted);
204
-
205
199
  this._didFullyLoad = false;
206
200
  const keepAlive = this.getAttribute("keep-alive");
207
201
  const dispose = keepAlive == undefined || (keepAlive?.length > 0 && keepAlive !== "true" && keepAlive !== "1");
@@ -390,23 +384,6 @@
390
384
  }));
391
385
  }
392
386
 
393
- private onXRSessionStarted = () => {
394
- const xrSessionMode = this.context.xrSessionMode;
395
- if (xrSessionMode === "immersive-ar")
396
- this.onEnterAR(this.context.xrSession!);
397
- else if (xrSessionMode === "immersive-vr")
398
- this.onEnterVR(this.context.xrSession!);
399
-
400
- // handle session end:
401
- this.context.xrSession?.addEventListener("end", () => {
402
- this.dispatchEvent(new CustomEvent("xr-session-ended", { detail: { session: this.context.xrSession, context: this._context, sessionMode: xrSessionMode } }));
403
- if (xrSessionMode === "immersive-ar")
404
- this.onExitAR(this.context.xrSession!);
405
- else if (xrSessionMode === "immersive-vr")
406
- this.onExitVR(this.context.xrSession!);
407
- });
408
- };
409
-
410
387
  /** called by the context when the first frame has been rendered */
411
388
  private onReady = () => this._loadingView?.onLoadingFinished();
412
389
  private onError = () => this._loadingView?.setMessage("Loading failed!");
@@ -497,10 +474,8 @@
497
474
  return null;
498
475
  }
499
476
 
500
- onEnterAR(session: XRSession) {
477
+ onEnterAR(session: XRSession, overlayContainer: HTMLElement) {
501
478
  this.onSetupAR();
502
- const overlayContainer = this.getAROverlayContainer();
503
- console.log("onEnterAR", session, overlayContainer);
504
479
  this._overlay_ar.onBegin(this._context!, overlayContainer, session);
505
480
  this.dispatchEvent(new CustomEvent("enter-ar", { detail: { session: session, context: this._context, htmlContainer: this._overlay_ar?.ARContainer } }));
506
481
  }
src/engine/engine_gizmos.ts CHANGED
@@ -6,7 +6,6 @@
6
6
  import { getParam } from './engine_utils.js';
7
7
  import { type Options } from 'three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js';
8
8
  import { isDestroyed } from './engine_gameobject.js';
9
- import { NeedleXRSession } from './engine_xr.js';
10
9
 
11
10
  const _tmp = new Vector3();
12
11
  const _tmp2 = new Vector3();
@@ -22,15 +21,6 @@
22
21
 
23
22
  export class Gizmos {
24
23
 
25
- /**
26
- * Allow creating gizmos
27
- * If disabled then no gizmos will be added to the scene anymore
28
- */
29
- static enabled = true;
30
-
31
- /**
32
- * Returns true if a given object is a gizmo
33
- */
34
24
  static isGizmo(obj: Object3D) {
35
25
  return obj[$cacheSymbol] !== undefined;
36
26
  }
@@ -39,12 +29,10 @@
39
29
  * Draw a label in the scene or attached to an object (if a parent is provided)
40
30
  * @returns a handle to the label that can be used to change the text
41
31
  */
42
- static DrawLabel(position: Vec3, text: string, size: number = .1, duration: number = 0, color?: ColorRepresentation, backgroundColor?: ColorRepresentation | ColorWithAlpha, parent?: Object3D,) {
43
- if (!Gizmos.enabled) return null;
32
+ static DrawLabel(position: Vec3, text: string, size: number = .1, duration: number = 9999, color?: ColorRepresentation, backgroundColor?: ColorRepresentation | ColorWithAlpha, parent?: Object3D,) {
44
33
  if (!color) color = defaultColor;
45
- const rigScale = NeedleXRSession.active?.rigScale ?? 1;
46
- const element = Internal.getTextLabel(duration, text, size * rigScale, color, backgroundColor);
47
- if (parent instanceof Object3D) parent.add(element as any);
34
+ const element = Internal.getTextLabel(duration, text, size, color, backgroundColor);
35
+ if (parent instanceof Object3D) parent.add(element);
48
36
  element.position.x = position.x;
49
37
  element.position.y = position.y;
50
38
  element.position.z = position.z;
@@ -52,7 +40,6 @@
52
40
  }
53
41
 
54
42
  static DrawRay(origin: Vec3, dir: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
55
- if (!Gizmos.enabled) return;
56
43
  const obj = Internal.getLine(duration);
57
44
  const positions = obj.geometry.getAttribute("position");
58
45
  positions.setXYZ(0, origin.x, origin.y, origin.z);
@@ -65,7 +52,6 @@
65
52
  }
66
53
 
67
54
  static DrawDirection(pt: Vec3, direction: Vec3 | Vec4, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true, lengthFactor: number = 1) {
68
- if (!Gizmos.enabled) return;
69
55
  const obj = Internal.getLine(duration);
70
56
  const positions = obj.geometry.getAttribute("position");
71
57
  positions.setXYZ(0, pt.x, pt.y, pt.z);
@@ -87,8 +73,8 @@
87
73
  }
88
74
 
89
75
  static DrawLine(pt0: Vec3, pt1: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
90
- if (!Gizmos.enabled) return;
91
76
  const obj = Internal.getLine(duration);
77
+
92
78
  const positions = obj.geometry.getAttribute("position");
93
79
  positions.setXYZ(0, pt0.x, pt0.y, pt0.z);
94
80
  positions.setXYZ(1, pt1.x, pt1.y, pt1.z);
@@ -99,7 +85,6 @@
99
85
  }
100
86
 
101
87
  static DrawWireSphere(center: Vec3, radius: number, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
102
- if (!Gizmos.enabled) return;
103
88
  const obj = Internal.getSphere(radius, duration, true);
104
89
  setWorldPositionXYZ(obj, center.x, center.y, center.z);
105
90
  obj.material["color"].set(color);
@@ -108,7 +93,6 @@
108
93
  }
109
94
 
110
95
  static DrawSphere(center: Vec3, radius: number, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
111
- if (!Gizmos.enabled) return;
112
96
  const obj = Internal.getSphere(radius, duration, false);
113
97
  setWorldPositionXYZ(obj, center.x, center.y, center.z);
114
98
  obj.material["color"].set(color);
@@ -117,7 +101,6 @@
117
101
  }
118
102
 
119
103
  static DrawWireBox(center: Vec3, size: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
120
- if (!Gizmos.enabled) return;
121
104
  const obj = Internal.getBox(duration);
122
105
  obj.position.set(center.x, center.y, center.z);
123
106
  obj.scale.set(size.x, size.y, size.z);
@@ -128,7 +111,6 @@
128
111
  }
129
112
 
130
113
  static DrawWireBox3(box: Box3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
131
- if (!Gizmos.enabled) return;
132
114
  const obj = Internal.getBox(duration);
133
115
  obj.position.copy(box.getCenter(_tmp));
134
116
  obj.scale.copy(box.getSize(_tmp));
@@ -140,7 +122,6 @@
140
122
 
141
123
  private static _up = new Vector3(0, 1, 0);
142
124
  static DrawArrow(pt0: Vec3, pt1: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true, wireframe: boolean = false) {
143
- if (!Gizmos.enabled) return;
144
125
  const obj = Internal.getArrowHead(duration);
145
126
  obj.position.set(pt1.x, pt1.y, pt1.z);
146
127
  obj.quaternion.setFromUnitVectors(this._up.set(0, 1, 0), _tmp.set(pt1.x, pt1.y, pt1.z).sub(_tmp2.set(pt0.x, pt0.y, pt0.z)).normalize());
@@ -213,7 +194,6 @@
213
194
  textContent: text,
214
195
  borderRadius: 1 * size,
215
196
  padding: 1 * size,
216
- whiteSpace: 'pre',
217
197
  };
218
198
 
219
199
  if (!element) {
@@ -221,7 +201,7 @@
221
201
  const global = this;
222
202
  const labelHandle = element as LabelHandle & Text;
223
203
  labelHandle.setText = function (str: string) {
224
- this.set({ textContent: str });
204
+ this.set({ textContent: str, whiteSpace: 'pre' });
225
205
  global.tmuiNeedsUpdate = true;
226
206
  };
227
207
  }
@@ -231,8 +211,9 @@
231
211
  // handle.setText(text);
232
212
  }
233
213
  this.tmuiNeedsUpdate = true;
234
- element.layers.enableAll();
235
- this.registerTimedObject(Context.Current, element as any, duration, this.textLabelCache as any);
214
+ element.layers.disableAll();
215
+ element.layers.enable(2);
216
+ this.registerTimedObject(Context.Current, element, duration, this.textLabelCache);
236
217
  return element as Text & LabelHandle;
237
218
  }
238
219
 
@@ -288,41 +269,20 @@
288
269
  private static textLabelCache: Array<Text> = [];
289
270
 
290
271
  private static registerTimedObject(context: Context, object: Object3D, duration: number, cache: Array<Object3D>) {
291
- const beforeRender = this.contextBeforeRenderCallbacks.get(context);
292
- const postRender = this.contextPostRenderCallbacks.get(context);
293
-
294
- if (!beforeRender) {
295
- const cb = () => { this.onBeforeRender(context, this.timedObjectsBuffer) };
296
- this.contextBeforeRenderCallbacks.set(context, cb);
297
- context.pre_render_callbacks.push(cb);
298
- }
299
- // make sure gizmo pre render is the last one being called
300
- else if (context.pre_render_callbacks[context.pre_render_callbacks.length - 1] !== beforeRender) {
301
- const index = context.pre_render_callbacks.indexOf(beforeRender);
302
- if (index >= 0) {
303
- context.pre_render_callbacks.splice(index, 1);
304
- }
305
- context.pre_render_callbacks.push(beforeRender);
306
- }
307
-
308
- if (!postRender) {
272
+ if (!this.contextPostRenderCallbacks.get(context)) {
309
273
  const cb = () => { this.onPostRender(context, this.timedObjectsBuffer, this.timesBuffer) };
310
274
  this.contextPostRenderCallbacks.set(context, cb);
311
275
  context.post_render_callbacks.push(cb);
312
276
  }
313
- // make sure gizmo post render is the last one being called
314
- else if (context.post_render_callbacks[context.post_render_callbacks.length - 1] !== postRender) {
315
- const index = context.post_render_callbacks.indexOf(postRender);
316
- if (index >= 0) {
317
- context.post_render_callbacks.splice(index, 1);
318
- }
319
- context.post_render_callbacks.push(postRender);
277
+ if (!this.contextBeforeRenderCallbacks.get(context)) {
278
+ const cb = () => { this.onBeforeRender(context, this.timedObjectsBuffer) };
279
+ this.contextBeforeRenderCallbacks.set(context, cb);
280
+ context.pre_render_callbacks.push(cb);
320
281
  }
321
282
 
283
+ object.renderOrder = 999999;
322
284
  object.layers.disableAll();
323
285
  object.layers.enable(2);
324
-
325
- object.renderOrder = 999999;
326
286
  object[$cacheSymbol] = cache;
327
287
  this.timedObjectsBuffer.push(object);
328
288
  this.timesBuffer.push(Context.Current.time.realtimeSinceStartup + duration);
@@ -344,13 +304,13 @@
344
304
  for (let i = 0; i < objects.length; i++) {
345
305
  const obj = objects[i];
346
306
  if (ctx.mainCamera && obj instanceof ThreeMeshUI.MeshUIBaseElement) {
347
- if (isDestroyed(obj as any)) {
307
+ if (isDestroyed(obj)) {
348
308
  continue;
349
309
  }
350
310
  const isInXR = ctx.isInVR;
351
311
  const keepUp = isInXR;
352
312
  const copyRotation = !isInXR;
353
- lookAtObject(obj as any, ctx.mainCamera, keepUp, copyRotation);
313
+ lookAtObject(obj, ctx.mainCamera, keepUp, copyRotation);
354
314
  }
355
315
  }
356
316
  }
src/engine/engine_input.ts CHANGED
@@ -1,112 +1,22 @@
1
- import { Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
1
+ import { Vector2 } from 'three';
2
2
  import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
3
3
  import { Context } from './engine_setup.js';
4
- import type { ButtonName, IGameObject, IInput, MouseButtonName, Vec2 } from './engine_types.js';
5
- import { EnumToPrimitiveUnion, getParam, isMozillaXR } from './engine_utils.js';
4
+ import type { IInput, Vec2 } from './engine_types.js';
5
+ import { getParam } from './engine_utils.js';
6
6
 
7
7
  const debug = getParam("debuginput");
8
8
 
9
-
10
- export const enum PointerType {
11
- Mouse = "mouse",
12
- Touch = "touch",
13
- Controller = "controller",
14
- Hand = "hand"
15
- }
16
- export type PointerTypeNames = EnumToPrimitiveUnion<PointerType>;
17
-
18
- const enum PointerEnumType {
19
- PointerDown = "pointerdown",
20
- PointerUp = "pointerup",
21
- PointerMove = "pointermove",
22
- }
23
- const enum KeyboardEnumType {
24
- KeyDown = "keydown",
25
- KeyUp = "keyup",
26
- KeyPressed = "keypress"
27
- }
28
-
29
- export const enum InputEvents {
30
- PointerDown = "pointerdown",
31
- PointerUp = "pointerup",
32
- PointerMove = "pointermove",
33
- KeyDown = "keydown",
34
- KeyUp = "keyup",
35
- KeyPressed = "keypress"
36
- }
37
- export type InputEventNames = EnumToPrimitiveUnion<InputEvents>;
38
-
39
-
40
-
41
- export declare type NEPointerEventInit = PointerEventInit &
42
- {
43
- origin: object;
44
- pointerId: number;
45
- pointerType: PointerTypeNames;
46
- mode: XRTargetRayMode,
47
- ray?: Ray;
48
- /** The control object for this input. In the case of spatial devices the controller,
49
- * otherwise a generated object in screen space. The object may not be in the scene. */
50
- device: IGameObject;
51
- buttonName: ButtonName | "none";
52
- }
53
-
54
-
55
9
  export class NEPointerEvent extends PointerEvent {
56
-
57
- /** The origin of the event contains a reference to the creator of this event.
58
- * This can be the Needle Engine input system or e.g. a XR controller
59
- */
60
- readonly origin: object;
61
-
62
- /** the browser event that triggered this event (if any) */
63
10
  readonly source: Event | null;
64
11
 
65
- readonly mode: XRTargetRayMode;
66
- /** A ray in worldspace for the event.
67
- * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
68
- readonly ray?: Ray;
69
- /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
70
- * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
71
- */
72
- readonly space: IGameObject;
73
-
74
- /** true if this event is a click */
75
- isClick: boolean = false;
76
- /** true if this event is a double click */
77
- isDoubleClick: boolean = false;
78
-
79
- // this is set via the init arguments (we override it here for intellisense to show the string options)
80
- override readonly pointerType!: PointerTypeNames;
81
-
82
- constructor(type: InputEvents | InputEventNames, source: Event | null, init: NEPointerEventInit) {
12
+ constructor(type: InputEvents, source: Event | null, init: PointerEventInit) {
83
13
  super(type, init)
84
- this.origin = init.origin;
85
14
  this.source = source;
86
- this.mode = init.mode;
87
- this.ray = init.ray;
88
- this.space = init.device;
89
15
  }
90
-
91
- private _immediatePropagationStopped = false;
92
- get immediatePropagationStopped() {
93
- return this._immediatePropagationStopped;
94
- }
95
- private _propagationStopped = false;
96
- get propagationStopped() {
97
- return this._immediatePropagationStopped || this._propagationStopped;
98
- }
99
-
100
16
  stopImmediatePropagation(): void {
101
- this._immediatePropagationStopped = true;
102
17
  super.stopImmediatePropagation();
103
18
  this.source?.stopImmediatePropagation();
104
19
  }
105
- stopPropagation(): void {
106
- this._propagationStopped = true;
107
- super.stopPropagation();
108
- this.source?.stopPropagation();
109
- }
110
20
  }
111
21
  export class NEKeyboardEvent extends KeyboardEvent {
112
22
  source?: Event
@@ -131,44 +41,22 @@
131
41
  }
132
42
  }
133
43
 
44
+ export enum InputEvents {
45
+ PointerDown = "pointerdown",
46
+ PointerUp = "pointerup",
47
+ PointerMove = "pointermove",
48
+ KeyDown = "keydown",
49
+ KeyUp = "keyup",
50
+ KeyPressed = "keypress"
51
+ }
134
52
 
53
+ export enum PointerType {
54
+ Mouse = "mouse",
55
+ Touch = "touch",
56
+ }
135
57
 
136
- declare type PointerEventListener = (evt: NEPointerEvent) => void;
137
- declare type KeyboardEventListener = (evt: NEKeyboardEvent) => void;
138
- declare type InputEventListener = PointerEventListener | KeyboardEventListener;
58
+ export class Input extends EventTarget implements IInput {
139
59
 
140
- export class Input implements IInput {
141
-
142
- private readonly _pointerEventListener: { [key: string]: PointerEventListener[] } = {};
143
-
144
- addEventListener(type: InputEvents | InputEventNames, callback: PointerEventListener): void {
145
- if (!this._pointerEventListener[type]) this._pointerEventListener[type] = [];
146
- this._pointerEventListener[type].push(callback);
147
- }
148
- removeEventListener(type: InputEvents | InputEventNames, callback: PointerEventListener): void {
149
- if (!this._pointerEventListener[type]) return;
150
- const index = this._pointerEventListener[type].indexOf(callback);
151
- if (index >= 0) this._pointerEventListener[type].splice(index, 1);
152
- }
153
- private dispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
154
- if (evt instanceof NEKeyboardEvent) {
155
- // TODO: implement. We want typescript to be smart enough to detect the event listener by the type union (e.g. keydown | keyup === keyboard events)
156
- }
157
- else {
158
- const listeners = this._pointerEventListener[evt.type];
159
- if (listeners) {
160
- for (const l of listeners) {
161
- if (evt.immediatePropagationStopped) {
162
- if (debug) console.log("immediatePropagationStopped", evt.type);
163
- break;
164
- }
165
- l(evt);
166
- }
167
- }
168
- }
169
- }
170
-
171
-
172
60
  _doubleClickTimeThreshold = .2;
173
61
  _longPressTimeThreshold = 1;
174
62
 
@@ -355,8 +243,6 @@
355
243
  private _mouseWheelDeltaY: number[] = [0];
356
244
  private _pointerEvent: Event[] = [];
357
245
  private _pointerUsed: boolean[] = [];
358
- /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
359
- private _pointerSpace: IGameObject[] = [];
360
246
 
361
247
  getKeyDown(): string | null {
362
248
  for (const key in this.keysPressed) {
@@ -427,54 +313,39 @@
427
313
  return null;
428
314
  }
429
315
 
430
- createInputEvent(args: NEPointerEvent) {
431
- // TODO: technically we would need to check for circular invocations here!
432
- switch (args.type) {
433
- case InputEvents.PointerDown:
434
- if (debug) showBalloonMessage("Create Pointer down");
435
- this.onDown(args);
436
- break;
437
- case InputEvents.PointerMove:
438
- if (debug) showBalloonMessage("Create Pointer move");
439
- this.onMove(args);
440
- break;
441
- case InputEvents.PointerUp:
442
- if (debug) showBalloonMessage("Create Pointer up");
443
- this.onUp(args);
444
- break;
445
- }
316
+ createPointerDown(args: NEPointerEvent) {
317
+ if (debug) showBalloonMessage("Create Pointer down");
318
+ this.onDown(args);
446
319
  }
447
320
 
321
+ createPointerMove(args: NEPointerEvent) {
322
+ if (debug) showBalloonMessage("Create Pointer move");
323
+ this.onMove(args);
324
+ }
325
+
326
+ createPointerUp(args: NEPointerEvent) {
327
+ if (debug) showBalloonMessage("Create Pointer up");
328
+ this.onUp(args);
329
+ }
330
+
448
331
  convertScreenspaceToRaycastSpace(vec2: Vec2) {
449
332
  vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
450
333
  vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
451
334
  }
452
335
 
453
336
  constructor(context: Context) {
337
+ super();
454
338
  this.context = context;
455
339
  this.context.post_render_callbacks.push(this.onEndOfFrame);
456
- }
457
340
 
458
- /** this is the html element we subscribed to for events */
459
- private _htmlEventSource!: HTMLElement;
460
-
461
- bindEvents() {
462
- this.unbindEvents();
463
-
464
- // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
465
- // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
466
- this._htmlEventSource = this.context.renderer.domElement;
467
-
468
-
469
- this._htmlEventSource.addEventListener('touchstart', this.onTouchStart, false);
470
- window.addEventListener('touchstart', this.onTouchStartWindow);
341
+ window.addEventListener('touchstart', this.onTouchStart, false);
471
342
  window.addEventListener('touchmove', this.onTouchMove, { passive: true });
472
343
  window.addEventListener('touchend', this.onTouchUp, false);
473
344
 
474
- this._htmlEventSource.addEventListener('mousedown', this.onMouseDown);
345
+ window.addEventListener('mousedown', this.onMouseDown, false);
475
346
  window.addEventListener('mousemove', this.onMouseMove, false);
476
347
  window.addEventListener('mouseup', this.onMouseUp, false);
477
- this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
348
+ window.addEventListener('wheel', this.onMouseWheel, { passive: true });
478
349
 
479
350
  window.addEventListener("keydown", this.onKeyDown, false);
480
351
  window.addEventListener("keypress", this.onKeyPressed, false);
@@ -484,16 +355,18 @@
484
355
  window.addEventListener('blur', this.onLostFocus);
485
356
  }
486
357
 
487
- unbindEvents() {
488
- this._htmlEventSource?.removeEventListener('touchstart', this.onTouchStart, false);
489
- window.removeEventListener('touchstart', this.onTouchStartWindow);
358
+ dispose() {
359
+ const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
360
+ if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
361
+
362
+ window.removeEventListener('touchstart', this.onTouchStart, false);
490
363
  window.removeEventListener('touchmove', this.onTouchMove, false);
491
364
  window.removeEventListener('touchend', this.onTouchUp, false);
492
365
 
493
- this._htmlEventSource?.removeEventListener('mousedown', this.onMouseDown, false);
366
+ window.removeEventListener('mousedown', this.onMouseDown, false);
494
367
  window.removeEventListener('mousemove', this.onMouseMove, false);
495
368
  window.removeEventListener('mouseup', this.onMouseUp, false);
496
- this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
369
+ window.removeEventListener('wheel', this.onMouseWheel, false);
497
370
 
498
371
  window.removeEventListener("keydown", this.onKeyDown, false);
499
372
  window.removeEventListener("keypress", this.onKeyPressed, false);
@@ -502,12 +375,6 @@
502
375
  window.removeEventListener('blur', this.onLostFocus);
503
376
  }
504
377
 
505
- dispose() {
506
- const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
507
- if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
508
- this.unbindEvents();
509
- }
510
-
511
378
  private onLostFocus = () => {
512
379
  for (const kp in this.keysPressed) {
513
380
  this.keysPressed[kp].pressed = false;
@@ -536,14 +403,11 @@
536
403
  // if(evt.target === this.context.renderer.domElement) return true;
537
404
  // const css = window.getComputedStyle(evt.target as HTMLElement);
538
405
  // if(css.pointerEvents === "all") return false;
406
+
539
407
  // We only check the target elements here since the canvas may be overlapped by other elements
540
408
  // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
541
- if (evt.target === this.context.renderer?.domElement) return true;
542
- if (evt.target === this.context.domElement) return true;
543
-
544
- // looks like in Mozilla WebXR viewer the target element is the body
545
- if (this.context.isInAR && evt.target === document.body && isMozillaXR()) return true;
546
-
409
+ if(evt.target === this.context.renderer?.domElement) return true;
410
+ if(evt.target === this.context.domElement) return true;
547
411
  return false;
548
412
  }
549
413
 
@@ -589,12 +453,6 @@
589
453
  this._mouseWheelDeltaY[0] = current + evt.deltaY;
590
454
  }
591
455
 
592
- private onTouchStartWindow = (evt: TouchEvent) => {
593
- // onTouchStart registers on the renderer canvas so that we don't receive events when clicking on UI elements slotted in Needle Engine
594
- // however in AR we need to handle these events on the window since they're not emitted otherwise (see NE-4098)
595
- if (!this.context.isInAR) return;
596
- this.onTouchStart(evt);
597
- };
598
456
  private onTouchStart = (evt: TouchEvent) => {
599
457
  if (evt.changedTouches.length <= 0) return;
600
458
  if (this.canReceiveInput(evt) === false) return;
@@ -602,8 +460,7 @@
602
460
  const touch = evt.changedTouches[i];
603
461
  const id = this.getPointerIndex(touch.identifier)
604
462
  if (debug) showBalloonMessage(`touch start #${id}, identifier:${touch.identifier}`);
605
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
606
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch, buttonName: "unknown", device: space });
463
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { button: id, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch });
607
464
  this.onDown(ne);
608
465
  }
609
466
  }
@@ -613,8 +470,7 @@
613
470
  for (let i = 0; i < evt.changedTouches.length; i++) {
614
471
  const touch = evt.changedTouches[i];
615
472
  const id = this.getPointerIndex(touch.identifier)
616
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
617
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch, buttonName: "unknown", device: space });
473
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { button: id, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch });
618
474
  this.onMove(ne);
619
475
  }
620
476
  }
@@ -628,78 +484,34 @@
628
484
  if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) continue;
629
485
 
630
486
  if (debug) showBalloonMessage(`touch up #${id}, identifier:${touch.identifier}`);
631
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
632
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch, buttonName: "unknown", device: space });
487
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { button: id, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch });
633
488
  this.onUp(ne);
634
489
  }
635
490
  }
636
491
 
637
492
  private onMouseDown = (evt: MouseEvent) => {
638
- if (this.context.isInVR) return;
639
493
  if (evt.defaultPrevented) return;
640
494
  if (this.canReceiveInput(evt) === false) return;
641
- // TODO: if we have multiple mouse devices we need to get the deviceId
642
495
  const id = evt.button;
643
- let buttonName: MouseButtonName | "none" = "none";
644
- switch (id) {
645
- case 0: buttonName = "left"; break;
646
- case 1: buttonName = "middle"; break;
647
- case 2: buttonName = "right"; break;
648
- }
649
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
650
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", pointerId: 0, button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse, buttonName: buttonName, device: space });
496
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse });
651
497
  this.onDown(ne);
652
498
  }
653
499
 
654
500
  private onMouseMove = (evt: MouseEvent) => {
655
- if (this.context.isInVR) return;
656
501
  if (evt.defaultPrevented) return;
657
502
  const id = evt.button;
658
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
659
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", pointerId: 0, button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse, buttonName: "none", device: space });
503
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse });
660
504
  this.onMove(ne);
661
505
  }
662
506
 
663
507
  private onMouseUp = (evt: MouseEvent) => {
664
- if (this.context.isInVR) return;
665
508
  if (evt.defaultPrevented) return;
666
509
  const id = evt.button;
667
510
  if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
668
- let buttonName: MouseButtonName | "none" = "none";
669
- switch (id) {
670
- case 0: buttonName = "left"; break;
671
- case 1: buttonName = "middle"; break;
672
- case 2: buttonName = "right"; break;
673
- }
674
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
675
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", pointerId: 0, button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse, buttonName: buttonName, device: space, });
511
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse });
676
512
  this.onUp(ne);
677
513
  }
678
514
 
679
- private readonly tempNearPlaneVector = new Vector3();
680
- private readonly tempFarPlaneVector = new Vector3();
681
- private readonly tempLookMatrix = new Matrix4();
682
- private getAndUpdateSpatialObjectForScreenPosition(id: number, screenX: number, screenY: number): IGameObject {
683
- let space = this._pointerSpace[id]
684
- if (!space) {
685
- space = new Object3D() as unknown as IGameObject;
686
- this._pointerSpace[id] = space;
687
- }
688
- this._pointerSpace[id] = space;
689
- const camera = this.context.mainCamera;
690
- if (camera) {
691
- const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
692
- this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
693
- const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
694
- pointOnNearPlane.unproject(camera);
695
- pointOnFarPlane.unproject(camera);
696
- this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, (camera as any as IGameObject).worldUp);
697
- space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
698
- space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
699
- }
700
- return space;
701
- }
702
-
703
515
  // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
704
516
  private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
705
517
  while (arr.length <= index) arr.push(-1);
@@ -720,19 +532,12 @@
720
532
  }
721
533
 
722
534
  private onDown(evt: NEPointerEvent) {
723
- const index = evt.pointerId;
724
- if (this.getPointerPressed(index)) {
725
- console.error("ERROR: pointerId is already pressed", index);
726
- return;
727
- }
728
- if (debug) console.log(evt.pointerType, "DOWN", index);
535
+ if (debug) console.log(evt.pointerType, "DOWN", evt.button);
729
536
  if (!this.isInRect(evt)) return;
730
537
 
731
- // TODO: this whole pointer handling doesnt consider that in VR we have multiple pointers. It's not enough to store the button as the pointer ID anymore
732
-
733
538
  // check if we received an mouse UP event for a touch (for some reason we get a mouse.down for touch.up)
734
539
  if (evt.pointerType === PointerType.Mouse) {
735
- const upTime = this._pointerUpTimestamp[index];
540
+ const upTime = this._pointerUpTimestamp[evt.button];
736
541
  if (upTime > 0 && evt.source?.timeStamp !== undefined) {
737
542
  const diff = (evt.source.timeStamp - upTime);
738
543
  // on android touch up and mouse up have the exact same value
@@ -745,20 +550,20 @@
745
550
  }
746
551
  }
747
552
 
748
- this.setPointerState(index, this._pointerPressed, true);
749
- this.setPointerState(index, this._pointerDown, true);
750
- this.setPointerStateT(index, this._pointerEvent, evt.source);
553
+ this.setPointerState(evt.button, this._pointerPressed, true);
554
+ this.setPointerState(evt.button, this._pointerDown, true);
555
+ this.setPointerStateT(evt.button, this._pointerEvent, evt.source);
751
556
 
752
- while (index >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
753
- this._pointerTypes[index] = evt.pointerType;
557
+ while (evt.button >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
558
+ this._pointerTypes[evt.button] = evt.pointerType;
754
559
 
755
- while (index >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector2());
756
- this._pointerPositionDown[index].set(evt.clientX, evt.clientY);
757
- while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
758
- this._pointerPositions[index].set(evt.clientX, evt.clientY);
560
+ while (evt.button >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector2());
561
+ this._pointerPositionDown[evt.button].set(evt.clientX, evt.clientY);
562
+ while (evt.button >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
563
+ this._pointerPositions[evt.button].set(evt.clientX, evt.clientY);
759
564
 
760
- if (index >= this._pointerDownTime.length) this._pointerDownTime.push(0);
761
- this._pointerDownTime[index] = this.context.time.time;
565
+ if (evt.button >= this._pointerDownTime.length) this._pointerDownTime.push(0);
566
+ this._pointerDownTime[evt.button] = this.context.time.time;
762
567
 
763
568
  this.updatePointerPosition(evt);
764
569
 
@@ -766,60 +571,63 @@
766
571
  }
767
572
  // moveEvent?: Event;
768
573
  private onMove(evt: NEPointerEvent) {
769
- const index = evt.pointerId;
770
-
574
+ const index = evt.button;
575
+
771
576
  const isDown = this.getPointerPressed(index);
772
577
  if (isDown === false && !this.isInRect(evt)) return;
773
578
  if (evt.pointerType === PointerType.Touch && !isDown) return;
774
- if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
775
-
579
+ if (debug) console.log(evt.pointerType, "MOVE", index);
580
+
776
581
  this.updatePointerPosition(evt);
777
582
  this.setPointerStateT(index, this._pointerEvent, evt.source);
778
583
  this.onDispatchEvent(evt);
779
584
  }
780
585
  private onUp(evt: NEPointerEvent) {
781
- const index = evt.pointerId;
782
- const wasDown = this.getPointerPressed(index);
586
+ if (this._pointerIds?.length >= evt.button)
587
+ this._pointerIds[evt.button] = -1;
588
+ const wasDown = this._pointerPressed[evt.button];
783
589
  if (!wasDown) {
784
- if (debug) console.log(evt.pointerType, "UP", index, "was not down");
590
+ if (debug) console.log(evt.pointerType, "UP", evt.button, "was not down");
785
591
  return;
786
592
  }
787
- if (debug) console.log(evt.pointerType, "UP", index);
788
- this.setPointerState(index, this._pointerPressed, false);
789
- this.setPointerStateT(index, this._pointerEvent, evt.source);
790
- this.setPointerState(index, this._pointerUp, true);
593
+ if (debug) console.log(evt.pointerType, "UP", evt.button);
594
+ this.setPointerState(evt.button, this._pointerPressed, false);
595
+ this.setPointerStateT(evt.button, this._pointerEvent, evt.source);
791
596
 
792
- while (index >= this._pointerUsed.length) this._pointerUsed.push(false);
793
- this.setPointerState(index, this._pointerUsed, false);
597
+ // if (!this.isInRect(evt)) {
598
+ // if (debug) showBalloonWarning("Pointer out of bounds: " + evt.clientX + ", " + evt.clientY);
599
+ // return;
600
+ // }
601
+ this.setPointerState(evt.button, this._pointerUp, true);
794
602
 
603
+ while (evt.button >= this._pointerUsed.length) this._pointerUsed.push(false);
604
+ this.setPointerState(evt.button, this._pointerUsed, false);
605
+
795
606
  this.updatePointerPosition(evt);
796
607
 
797
- if (!this._pointerPositionDown[index]) {
798
- if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + index);
799
- console.warn("Received pointer up event without matching down event for button: " + index)
608
+ if (!this._pointerPositionDown[evt.button]) {
609
+ if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + evt.button);
610
+ console.warn("Received pointer up event without matching down event for button: " + evt.button)
800
611
  return;
801
612
  }
802
- const dx = evt.clientX - this._pointerPositionDown[index].x;
803
- const dy = evt.clientY - this._pointerPositionDown[index].y;
613
+ const dx = evt.clientX - this._pointerPositionDown[evt.button].x;
614
+ const dy = evt.clientY - this._pointerPositionDown[evt.button].y;
804
615
 
805
- if (index >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
616
+ if (evt.button >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
806
617
 
807
-
618
+ // console.log(dx, dy);
808
619
  if (Math.abs(dx) < 5 && Math.abs(dy) < 5) {
809
- if (debug) console.log("CLICK", index)
810
- this.setPointerState(index, this._pointerClick, true);
811
- evt.isClick = true;
620
+ this.setPointerState(evt.button, this._pointerClick, true);
812
621
 
813
622
  // handle double click
814
- const lastUp = this._pointerUpTime[index];
623
+ const lastUp = this._pointerUpTime[evt.button];
815
624
  const dt = this.context.time.time - lastUp;
816
625
  // console.log(dt);
817
626
  if (dt < this._doubleClickTimeThreshold && dt > 0) {
818
- this.setPointerState(index, this._pointerDoubleClick, true);
819
- evt.isDoubleClick = true;
627
+ this.setPointerState(evt.button, this._pointerDoubleClick, true);
820
628
  }
821
629
  }
822
- this._pointerUpTime[index] = this.context.time.time;
630
+ this._pointerUpTime[evt.button] = this.context.time.time;
823
631
 
824
632
  this.onDispatchEvent(evt);
825
633
  }
@@ -837,11 +645,11 @@
837
645
  let dx = evt.clientX - lf.x;
838
646
  let dy = evt.clientY - lf.y;
839
647
  // if pointer is locked, clientX and Y are not changed, but Movement is.
840
- if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
648
+ if(evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
841
649
  const source = evt.source as PointerEvent;
842
- if (dx === 0 && source.movementX !== 0)
650
+ if(dx === 0 && source.movementX !== 0)
843
651
  dx = source.movementX || 0;
844
- if (dy === 0 && source.movementY !== 0)
652
+ if(dy === 0 && source.movementY !== 0)
845
653
  dy = source.movementY || 0;
846
654
  }
847
655
  delta.x += dx;
@@ -883,16 +691,16 @@
883
691
  }
884
692
 
885
693
  private setPointerState(index: number, arr: boolean[], value: boolean) {
694
+ while (arr.length <= index) arr.push(false);
886
695
  arr[index] = value;
887
696
  }
888
697
 
889
698
  private setPointerStateT<T>(index: number, arr: T[], value: T) {
890
- // while (arr.length <= index) arr.push(null as any);
699
+ while (arr.length <= index) arr.push(null as any);
891
700
  arr[index] = value;
892
- return value;
893
701
  }
894
702
 
895
- private onDispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
703
+ private onDispatchEvent(evt: NEPointerEvent | KeyboardEvent) {
896
704
  const prevContext = Context.Current;
897
705
  try {
898
706
  Context.Current = this.context;
@@ -992,81 +800,81 @@
992
800
  | "F11"
993
801
  | "F12";
994
802
 
995
- // KEY_1 = 49,
996
- // KEY_2 = 50,
997
- // KEY_3 = 51,
998
- // KEY_4 = 52,
999
- // KEY_5 = 53,
1000
- // KEY_6 = 54,
1001
- // KEY_7 = 55,
1002
- // KEY_8 = 56,
1003
- // KEY_9 = 57,
1004
- // KEY_A = 65,
1005
- // KEY_B = 66,
1006
- // KEY_C = 67,
1007
- // KEY_D = "d",
1008
- // KEY_E = 69,
1009
- // KEY_F = 70,
1010
- // KEY_G = 71,
1011
- // KEY_H = 72,
1012
- // KEY_I = 73,
1013
- // KEY_J = 74,
1014
- // KEY_K = 75,
1015
- // KEY_L = 76,
1016
- // KEY_M = 77,
1017
- // KEY_N = 78,
1018
- // KEY_O = 79,
1019
- // KEY_P = 80,
1020
- // KEY_Q = 81,
1021
- // KEY_R = 82,
1022
- // KEY_S = 83,
1023
- // KEY_T = 84,
1024
- // KEY_U = 85,
1025
- // KEY_V = 86,
1026
- // KEY_W = 87,
1027
- // KEY_X = 88,
1028
- // KEY_Y = 89,
1029
- // KEY_Z = 90,
1030
- // LEFT_META = 91,
1031
- // RIGHT_META = 92,
1032
- // SELECT = 93,
1033
- // NUMPAD_0 = 96,
1034
- // NUMPAD_1 = 97,
1035
- // NUMPAD_2 = 98,
1036
- // NUMPAD_3 = 99,
1037
- // NUMPAD_4 = 100,
1038
- // NUMPAD_5 = 101,
1039
- // NUMPAD_6 = 102,
1040
- // NUMPAD_7 = 103,
1041
- // NUMPAD_8 = 104,
1042
- // NUMPAD_9 = 105,
1043
- // MULTIPLY = 106,
1044
- // ADD = 107,
1045
- // SUBTRACT = 109,
1046
- // DECIMAL = 110,
1047
- // DIVIDE = 111,
1048
- // F1 = 112,
1049
- // F2 = 113,
1050
- // F3 = 114,
1051
- // F4 = 115,
1052
- // F5 = 116,
1053
- // F6 = 117,
1054
- // F7 = 118,
1055
- // F8 = 119,
1056
- // F9 = 120,
1057
- // F10 = 121,
1058
- // F11 = 122,
1059
- // F12 = 123,
1060
- // NUM_LOCK = 144,
1061
- // SCROLL_LOCK = 145,
1062
- // SEMICOLON = 186,
1063
- // EQUALS = 187,
1064
- // COMMA = 188,
1065
- // DASH = 189,
1066
- // PERIOD = 190,
1067
- // FORWARD_SLASH = 191,
1068
- // GRAVE_ACCENT = 192,
1069
- // OPEN_BRACKET = 219,
1070
- // BACK_SLASH = 220,
1071
- // CLOSE_BRACKET = 221,
1072
- // SINGLE_QUOTE = 222
803
+ // KEY_1 = 49,
804
+ // KEY_2 = 50,
805
+ // KEY_3 = 51,
806
+ // KEY_4 = 52,
807
+ // KEY_5 = 53,
808
+ // KEY_6 = 54,
809
+ // KEY_7 = 55,
810
+ // KEY_8 = 56,
811
+ // KEY_9 = 57,
812
+ // KEY_A = 65,
813
+ // KEY_B = 66,
814
+ // KEY_C = 67,
815
+ // KEY_D = "d",
816
+ // KEY_E = 69,
817
+ // KEY_F = 70,
818
+ // KEY_G = 71,
819
+ // KEY_H = 72,
820
+ // KEY_I = 73,
821
+ // KEY_J = 74,
822
+ // KEY_K = 75,
823
+ // KEY_L = 76,
824
+ // KEY_M = 77,
825
+ // KEY_N = 78,
826
+ // KEY_O = 79,
827
+ // KEY_P = 80,
828
+ // KEY_Q = 81,
829
+ // KEY_R = 82,
830
+ // KEY_S = 83,
831
+ // KEY_T = 84,
832
+ // KEY_U = 85,
833
+ // KEY_V = 86,
834
+ // KEY_W = 87,
835
+ // KEY_X = 88,
836
+ // KEY_Y = 89,
837
+ // KEY_Z = 90,
838
+ // LEFT_META = 91,
839
+ // RIGHT_META = 92,
840
+ // SELECT = 93,
841
+ // NUMPAD_0 = 96,
842
+ // NUMPAD_1 = 97,
843
+ // NUMPAD_2 = 98,
844
+ // NUMPAD_3 = 99,
845
+ // NUMPAD_4 = 100,
846
+ // NUMPAD_5 = 101,
847
+ // NUMPAD_6 = 102,
848
+ // NUMPAD_7 = 103,
849
+ // NUMPAD_8 = 104,
850
+ // NUMPAD_9 = 105,
851
+ // MULTIPLY = 106,
852
+ // ADD = 107,
853
+ // SUBTRACT = 109,
854
+ // DECIMAL = 110,
855
+ // DIVIDE = 111,
856
+ // F1 = 112,
857
+ // F2 = 113,
858
+ // F3 = 114,
859
+ // F4 = 115,
860
+ // F5 = 116,
861
+ // F6 = 117,
862
+ // F7 = 118,
863
+ // F8 = 119,
864
+ // F9 = 120,
865
+ // F10 = 121,
866
+ // F11 = 122,
867
+ // F12 = 123,
868
+ // NUM_LOCK = 144,
869
+ // SCROLL_LOCK = 145,
870
+ // SEMICOLON = 186,
871
+ // EQUALS = 187,
872
+ // COMMA = 188,
873
+ // DASH = 189,
874
+ // PERIOD = 190,
875
+ // FORWARD_SLASH = 191,
876
+ // GRAVE_ACCENT = 192,
877
+ // OPEN_BRACKET = 219,
878
+ // BACK_SLASH = 220,
879
+ // CLOSE_BRACKET = 221,
880
+ // SINGLE_QUOTE = 222
src/engine/engine_lifecycle_api.ts CHANGED
@@ -6,49 +6,25 @@
6
6
  /**
7
7
  * Register a callback in the engine context created event.
8
8
  * This happens once per context (after the context has been created and the first content has been loaded)
9
- * ```ts
10
- * onInitialized((ctx : Context) => {
11
- * // do something
12
- * }
13
- * ```
14
- * */
9
+ */
15
10
  export function onInitialized(cb: LifecycleMethod) {
16
11
  registerFrameEventCallback(cb, ContextEvent.ContextCreated);
17
12
  }
18
13
 
19
14
  /** Register a callback in the engine start event.
20
- * This happens at the beginning of each frame
21
- * ```ts
22
- * onStart((ctx : Context) => {
23
- * // do something
24
- * }
25
- * ```
26
- * */
15
+ * This happens at the beginning of each frame */
27
16
  export function onStart(cb: LifecycleMethod) {
28
17
  registerFrameEventCallback(cb, FrameEvent.Start);
29
18
  }
30
19
 
31
20
 
32
21
  /** Register a callback in the engine update event
33
- * This is called every frame
34
- * ```ts
35
- * onUpdate((ctx : Context) => {
36
- * // do something
37
- * }
38
- * ```
22
+ * This is called every frame
39
23
  * */
40
24
  export function onUpdate(cb: LifecycleMethod) {
41
25
  registerFrameEventCallback(cb, FrameEvent.Update);
42
26
  }
43
27
 
44
- /** Register a callback in the engine onBeforeRender event
45
- * This is called every frame
46
- * ```ts
47
- * onBeforeRender((ctx : Context) => {
48
- * // do something
49
- * }
50
- * ```
51
- * */
52
28
  export function onBeforeRender(cb: LifecycleMethod) {
53
29
  registerFrameEventCallback(cb, FrameEvent.OnBeforeRender);
54
30
  }
src/engine/engine_mainloop_utils.ts CHANGED
@@ -6,7 +6,6 @@
6
6
  import { isActiveSelf } from './engine_gameobject.js';
7
7
  import { ContextRegistry } from "./engine_context_registry.js";
8
8
  import { isDevEnvironment } from "./debug/index.js";
9
- import type { INeedleXRSessionEventReceiver } from "./engine_xr.js";
10
9
 
11
10
  const debug = getParam("debugnewscripts");
12
11
  const debugHierarchy = getParam("debughierarchy");
@@ -209,12 +208,9 @@
209
208
  if (script.onBeforeRender) context.scripts_onBeforeRender.push(script);
210
209
  if (script.onAfterRender) context.scripts_onAfterRender.push(script);
211
210
  if (script.onPausedChanged) context.scripts_pausedChanged.push(script);
212
- if (isNeedleXRSessionEventReceiver(script, null)) context.new_scripts_xr.push(script);
213
- // do we want to check if a XR session is active before adding scripts here?
214
- if (isNeedleXRSessionEventReceiver(script, "immersive-vr")) context.scripts_immersive_vr.push(script);
215
- if (isNeedleXRSessionEventReceiver(script, "immersive-ar")) context.scripts_immersive_ar.push(script);
216
211
  }
217
212
 
213
+
218
214
  export function removeScriptFromContext(script: any, context: IContext) {
219
215
  removeFromArray(script, context.new_scripts);
220
216
  removeFromArray(script, context.new_script_start);
@@ -225,9 +221,6 @@
225
221
  removeFromArray(script, context.scripts_onBeforeRender);
226
222
  removeFromArray(script, context.scripts_onAfterRender);
227
223
  removeFromArray(script, context.scripts_pausedChanged);
228
- removeFromArray(script, context.new_scripts_xr);
229
- removeFromArray(script, context.scripts_immersive_vr);
230
- removeFromArray(script, context.scripts_immersive_ar);
231
224
  context.stopAllCoroutinesFrom(script);
232
225
  }
233
226
 
@@ -236,26 +229,7 @@
236
229
  if (index >= 0) array.splice(index, 1);
237
230
  }
238
231
 
239
- export function isNeedleXRSessionEventReceiver(script: any, mode: XRSessionMode | null): script is INeedleXRSessionEventReceiver {
240
- if (script) {
241
- const i = script as Partial<INeedleXRSessionEventReceiver>;
242
- if (i.onBeforeXR ||
243
- i.onEnterXR ||
244
- i.onUpdateXR ||
245
- i.onLeaveXR ||
246
- i.onXRControllerAdded ||
247
- i.onXRControllerRemoved
248
- ) {
249
- if (mode != null) {
250
- if (i.supportsXR?.(mode) === false) return false;
251
- }
252
- return true;
253
- }
254
- }
255
- return false;
256
- }
257
232
 
258
-
259
233
  export function updateIsActive(obj?: Object3D) {
260
234
  if (!obj) obj = ContextRegistry.Current.scene;
261
235
  if (!obj) {
src/engine/engine_networking_instantiate.ts CHANGED
@@ -163,7 +163,7 @@
163
163
  }
164
164
  }
165
165
 
166
- export class NewInstanceModel implements IModel {
166
+ class NewInstanceModel implements IModel {
167
167
  guid: string;
168
168
  originalGuid: string;
169
169
  seed: number | undefined;
@@ -176,9 +176,6 @@
176
176
  rotation: { x: number, y: number, z: number, w: number } | undefined;
177
177
  scale: { x: number, y: number, z: number } | undefined;
178
178
 
179
- /** Set to true to prevent this model from being instantiated */
180
- preventCreation?: boolean = undefined;
181
-
182
179
  constructor(originalGuid: string, newGuid: string) {
183
180
  this.originalGuid = originalGuid;
184
181
  this.guid = newGuid;
@@ -252,13 +249,11 @@
252
249
  export function beginListenInstantiate(context: Context) {
253
250
  context.connection.beginListen(InstantiateEvent.NewInstanceCreated, async (model: NewInstanceModel) => {
254
251
  const obj: GameObject | null = await tryResolvePrefab(model.originalGuid, context.scene) as GameObject;
255
- if (model.preventCreation === true) {
256
- return;
257
- }
258
252
  if (!obj) {
259
253
  console.warn("could not find object that was instantiated: " + model.guid);
260
254
  return;
261
255
  }
256
+ // console.log(model);
262
257
  const options = new InstantiateOptions();
263
258
  if (model.position)
264
259
  options.position = new THREE.Vector3(model.position.x, model.position.y, model.position.z);
src/engine/engine_networking_streams.ts CHANGED
@@ -56,7 +56,7 @@
56
56
  Outgoing = "outgoing",
57
57
  }
58
58
 
59
- class CallHandle extends EventDispatcher<any> {
59
+ class CallHandle extends EventDispatcher {
60
60
  readonly userId: string;
61
61
  readonly direction: CallDirection;
62
62
  readonly call: MediaConnection;
@@ -105,7 +105,7 @@
105
105
  }
106
106
  }
107
107
 
108
- export class PeerHandle extends EventDispatcher<any> {
108
+ export class PeerHandle extends EventDispatcher {
109
109
 
110
110
  private static readonly instances: Map<string, PeerHandle> = new Map();
111
111
 
@@ -305,7 +305,7 @@
305
305
  // userId: string;
306
306
  // }
307
307
 
308
- export class NetworkedStreams extends EventDispatcher<any> {
308
+ export class NetworkedStreams extends EventDispatcher {
309
309
 
310
310
  static create(comp: IComponent) {
311
311
  const peer = PeerHandle.getOrCreate(comp.context, comp.context.connection.connectionId!);
src/engine/engine_networking.ts CHANGED
@@ -1,7 +1,7 @@
1
1
  const defaultNetworkingBackendUrlProvider = "https://urls.needle.tools/default-networking-backend/index";
2
2
  let serverUrl: string | undefined = "wss://needle-tiny-starter.glitch.me/socket";
3
3
 
4
- import { type Websocket } from 'websocket-ts';
4
+ import { Websocket, type WebsocketBuilder } from 'websocket-ts';
5
5
  // import { Networking } from '../engine-components/Networking.js';
6
6
  import { Context } from './engine_setup.js';
7
7
  import * as utils from "./engine_utils.js";
@@ -14,7 +14,6 @@
14
14
 
15
15
  export const debugNet = utils.getParam("debugnet") ? true : false;
16
16
  export const debugOwner = debugNet || utils.getParam("debugowner") ? true : false;
17
- const debugnetBin = utils.getParam("debugnetbin");
18
17
 
19
18
  export interface INetworkingWebsocketUrlProvider {
20
19
  getWebsocketUrl(): string | null;
@@ -390,7 +389,7 @@
390
389
 
391
390
  /** Send a binary message to the server (broadcasted to all connected users) */
392
391
  public sendBinary(bin: Uint8Array) {
393
- if (debugnetBin) console.log("<< send binary", this.context.time.frame, (bin.length / 1024) + " KB");
392
+ if (debugNet) console.log("<< bin", bin.length);
394
393
  this._ws?.send(bin);
395
394
  }
396
395
 
@@ -548,11 +547,10 @@
548
547
  console.error("⊠ Websocket error", i, ev);
549
548
  resolve(false);
550
549
  })
550
+ .onMessage(this.onMessage.bind(this))
551
551
  .onRetry(() => { console.log("Retry connecting to networking websocket") })
552
552
  .build();
553
- ws.addEventListener(pkg.WebsocketEvent.message, (socket, msg) => {
554
- this.onMessage(socket, msg);
555
- });
553
+
556
554
  });
557
555
  }
558
556
 
@@ -583,7 +581,6 @@
583
581
  }
584
582
 
585
583
  private async handleIncomingBinaryMessage(blob: Blob) {
586
- if (debugnetBin) console.log("<< bin", this.context.time.frame);
587
584
  const buf = await blob.arrayBuffer();
588
585
  var data = new Uint8Array(buf);
589
586
  const bb = new flatbuffers.ByteBuffer(data);
src/engine/engine_physics_rapier.ts CHANGED
@@ -166,14 +166,12 @@
166
166
  addForce(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
167
167
  this.validate();
168
168
  const body = this.internal_getRigidbody(rigidbody);
169
- if(body) body.addForce(force, wakeup)
170
- else console.warn("Rigidbody doesn't exist: can not apply force");
169
+ body?.addForce(force, wakeup)
171
170
  }
172
171
  addImpulse(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
173
172
  this.validate();
174
173
  const body = this.internal_getRigidbody(rigidbody);
175
- if (body) body.applyImpulse(force, wakeup);
176
- else console.warn("Rigidbody doesn't exist: can not apply impulse");
174
+ body?.applyImpulse(force, wakeup)
177
175
  }
178
176
  getLinearVelocity(comp: IRigidbody | ICollider): Vec3 | null {
179
177
  this.validate();
@@ -206,15 +204,13 @@
206
204
  applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
207
205
  this.validate();
208
206
  const body = this.internal_getRigidbody(rb);
209
- if(body) body.applyImpulse(vec, wakeup);
210
- else console.warn("Rigidbody doesn't exist: can not apply impulse");
207
+ body?.applyImpulse(vec, wakeup);
211
208
  }
212
209
 
213
210
  wakeup(rb: IRigidbody) {
214
211
  this.validate();
215
212
  const body = this.internal_getRigidbody(rb);
216
- if(body) body.wakeUp();
217
- else console.warn("Rigidbody doesn't exist: can not wake up");
213
+ body?.wakeUp();
218
214
  }
219
215
  isSleeping(rb: IRigidbody) {
220
216
  this.validate();
@@ -224,14 +220,12 @@
224
220
  setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
225
221
  this.validate();
226
222
  const body = this.internal_getRigidbody(rb);
227
- if(body) body.setAngvel(vec, wakeup);
228
- else console.warn("Rigidbody doesn't exist: can not set angular velocity");
223
+ body?.setAngvel(vec, wakeup);
229
224
  }
230
225
  setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
231
226
  this.validate();
232
227
  const body = this.internal_getRigidbody(rb);
233
- if(body) body.setLinvel(vec, wakeup);
234
- else console.warn("Rigidbody doesn't exist: can not set linear velocity");
228
+ body?.setLinvel(vec, wakeup);
235
229
  }
236
230
 
237
231
  private context?: IContext;
src/engine/engine_physics.ts CHANGED
@@ -12,7 +12,7 @@
12
12
  export declare type RaycastTestObjectReturnType = void | boolean | "continue in children";
13
13
  export declare type RaycastTestObjectCallback = (obj: Object3D) => RaycastTestObjectReturnType;
14
14
 
15
- export declare interface IRaycastOptions {
15
+ declare interface IRaycastOptions {
16
16
  /** Optionally a custom raycaster can be provided. Other properties will then be set on this raycaster */
17
17
  raycaster?: Raycaster;
18
18
  /** Optional ray that can be used for raycasting
@@ -165,19 +165,17 @@
165
165
  if (obj.type === "Mesh" && obj.layers.test(mask) && !Gizmos.isGizmo(obj)) {
166
166
  const mesh = obj as Mesh;
167
167
  const geo = mesh.geometry;
168
- if (geo) {
169
- if (!geo.boundingBox)
170
- geo.computeBoundingBox();
171
- if (geo.boundingBox) {
172
- if (mesh.matrixWorldNeedsUpdate) mesh.updateMatrixWorld();
173
- const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
174
- if (sp.intersectsBox(test)) {
175
- const wp = getWorldPosition(obj);
176
- const dist = wp.distanceTo(sp.center);
177
- const int = new SphereIntersection(obj, dist, wp);
178
- results.push(int);
179
- if (!traverseChildsAfterHit) return;
180
- }
168
+ if (!geo.boundingBox)
169
+ geo.computeBoundingBox();
170
+ if (geo.boundingBox) {
171
+ if (mesh.matrixWorldNeedsUpdate) mesh.updateMatrixWorld();
172
+ const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
173
+ if (sp.intersectsBox(test)) {
174
+ const wp = getWorldPosition(obj);
175
+ const dist = wp.distanceTo(sp.center);
176
+ const int = new SphereIntersection(obj, dist, wp);
177
+ results.push(int);
178
+ if (!traverseChildsAfterHit) return;
181
179
  }
182
180
  }
183
181
  }
src/engine/engine_serialization_core.ts CHANGED
@@ -3,7 +3,7 @@
3
3
  import { AnimationClip, Material, Mesh, Object3D, Texture } from "three";
4
4
  import { Context } from "./engine_setup.js";
5
5
  import { isPersistentAsset } from "./extensions/NEEDLE_persistent_assets.js";
6
- import { Constructor, type ConstructorConcrete, type SourceIdentifier } from "./engine_types.js";
6
+ import { type ConstructorConcrete, type SourceIdentifier } from "./engine_types.js";
7
7
  import { debugExtension } from "../engine/engine_default_parameters.js";
8
8
  import { LogType, addLog } from "./debug/debug_overlay.js";
9
9
  import { isLocalNetwork } from "./engine_networking_utils.js";
@@ -124,7 +124,7 @@
124
124
  // }
125
125
  // }
126
126
 
127
- constructor(type: Constructor<any> | Constructor<any>[]) {
127
+ constructor(type: ConstructorConcrete<any> | ConstructorConcrete<any>[]) {
128
128
  if (Array.isArray(type)) {
129
129
  for (const key of type)
130
130
  helper.register(key.name, this);
src/engine/engine_three_utils.ts CHANGED
@@ -47,24 +47,11 @@
47
47
 
48
48
 
49
49
  const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
50
- export function getTempVector(vecOrX?: Vector3 | number | DOMPointReadOnly, y?: number, z?: number) {
50
+ export function getTempVector(value?: Vector3) {
51
51
  const vec = _tempVecs.get();
52
- if (vecOrX instanceof Vector3) vec.copy(vecOrX);
53
- else if (vecOrX instanceof DOMPointReadOnly) vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
54
- else {
55
- if (typeof vecOrX === "number") vec.x = vecOrX;
56
- if (typeof y === "number") vec.y = y;
57
- if (typeof z === "number") vec.z = z;
58
- }
52
+ if(value instanceof Vector3) vec.copy(value);
59
53
  return vec;
60
54
  }
61
- const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
62
- export function getTempQuaternion(value?: Quaternion | DOMPointReadOnly) {
63
- const val = _tempQuats.get();
64
- if (value instanceof Quaternion) val.copy(value);
65
- else if (value instanceof DOMPointReadOnly) val.set(value.x, value.y, value.z, value.w);
66
- return val;
67
- }
68
55
 
69
56
 
70
57
  const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
src/engine/engine_types.ts CHANGED
@@ -5,7 +5,6 @@
5
5
  import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
6
6
  import { CircularBuffer } from "./engine_utils.js";
7
7
  import { type GLTF as GLTF3 } from "three/examples/jsm/loaders/GLTFLoader.js";
8
- import { type INeedleXRSessionEventReceiver } from "./engine_xr.js";
9
8
 
10
9
  export type GLTF = GLTF3 & {
11
10
  // asset: { generator: string, version: string }
@@ -73,14 +72,13 @@
73
72
 
74
73
  scripts: IComponent[];
75
74
  scripts_pausedChanged: IComponent[];
75
+ // scripts with update event
76
76
  scripts_earlyUpdate: IComponent[];
77
77
  scripts_update: IComponent[];
78
78
  scripts_lateUpdate: IComponent[];
79
79
  scripts_onBeforeRender: IComponent[];
80
80
  scripts_onAfterRender: IComponent[];
81
81
  scripts_WithCorroutines: IComponent[];
82
- scripts_immersive_vr: INeedleXRSessionEventReceiver[];
83
- scripts_immersive_ar: INeedleXRSessionEventReceiver[];
84
82
  coroutines: { [FrameEvent: number]: Array<CoroutineData> };
85
83
 
86
84
  post_setup_callbacks: Function[];
@@ -92,21 +90,10 @@
92
90
  new_script_start: IComponent[];
93
91
  new_scripts_pre_setup_callbacks: Function[];
94
92
  new_scripts_post_setup_callbacks: Function[];
95
- new_scripts_xr: INeedleXRSessionEventReceiver[];
96
93
 
97
94
  stopAllCoroutinesFrom(script: IComponent);
98
95
  }
99
96
 
100
- export interface INeedleXRSession {
101
- get running(): boolean;
102
- readonly mode: XRSessionMode;
103
- readonly session: XRSession;
104
-
105
- get isVR();
106
- get isAR();
107
- get isPassThrough();
108
- }
109
-
110
97
  export declare interface INeedleEngineComponent extends HTMLElement {
111
98
  getAROverlayContainer(): HTMLElement;
112
99
  onEnterAR(session: XRSession, overlayContainer: HTMLElement);
@@ -520,18 +507,3 @@
520
507
  /** Enable to visualize raycasts in the scene with gizmos */
521
508
  debugRenderRaycasts: boolean;
522
509
  }
523
-
524
-
525
- /** Typical mouse button names for most devices */
526
- export type MouseButtonName = "left" | "right" | "middle";
527
-
528
- /** Button names on typical controllers (since there seems to be no agreed naming)
529
- * https://w3c.github.io/gamepad/#remapping
530
- */
531
- export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
532
- /** Button names as used in the xr profile */
533
-
534
- export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName;
535
-
536
- /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
537
- export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName;
src/engine/engine_utils.ts CHANGED
@@ -1,8 +1,6 @@
1
1
  // use for typesafe interface method calls
2
2
  import { Quaternion, type Vector, Vector2, Vector3, Vector4 } from "three";
3
3
  import { type SourceIdentifier } from "./engine_types.js";
4
- import { ContextRegistry } from "./engine_context_registry.js";
5
- import { type Context } from "./engine_context.js";
6
4
 
7
5
  // https://schneidenbach.gitbooks.io/typescript-cookbook/content/nameof-operator.html
8
6
  export const nameofFactory = <T>() => (name: keyof T) => name;
@@ -10,8 +8,6 @@
10
8
  return nameofFactory<T>()(name);
11
9
  }
12
10
 
13
- type ParseNumber<T> = T extends `${infer U extends number}` ? U : never;
14
- export type EnumToPrimitiveUnion<T> = `${T & string}` | ParseNumber<`${T & number}`>;
15
11
 
16
12
  export function isDebugMode(): boolean {
17
13
  return getParam("debug") ? true : false;
@@ -211,37 +207,12 @@
211
207
  return obj;
212
208
  }
213
209
 
214
- /** @returns a promise that resolves after a certain amount of milliseconds
215
- * e.g. `await delay(1000)` will wait for 1 second
216
- */
217
210
  export function delay(milliseconds: number): Promise<void> {
218
211
  return new Promise((res, _) => {
219
212
  setTimeout(res, milliseconds);
220
213
  });
221
214
  }
222
215
 
223
- /** @returns a promise that resolves after a certain amount of frames
224
- * e.g. `await delayForFrames(10)` will wait for 10 frames to pass
225
- */
226
- export function delayForFrames(frameCount: number, context?: Context): Promise<void> {
227
-
228
- if (frameCount <= 0) return Promise.resolve();
229
- if (!context) context = ContextRegistry.Current as Context;
230
- if (!context) return Promise.reject("No context");
231
-
232
- const endFrame = context.time.frameCount + frameCount;
233
- return new Promise((res, rej) => {
234
- if (!context) return rej("No context");
235
- const cb = () => {
236
- if (context!.time.frameCount >= endFrame) {
237
- context!.pre_update_callbacks.splice(context!.pre_update_callbacks.indexOf(cb), 1);
238
- res();
239
- }
240
- }
241
- context!.pre_update_callbacks.push(cb);
242
- });
243
- }
244
-
245
216
  // 1) if a timeline is exported via menu item the audio clip path is relative to the glb (same folder)
246
217
  // we need to detect that here and build the new audio source path relative to the new glb location
247
218
  // the same is/might be true for any file that is/will be exported via menu item
@@ -545,6 +516,10 @@
545
516
  return json;
546
517
  }
547
518
 
519
+
520
+
521
+
522
+
548
523
  declare type AttributeChangeCallback = (value: string | null) => void;
549
524
  declare type HtmlElementExtra = {
550
525
  observer: MutationObserver,
@@ -636,43 +611,4 @@
636
611
  anyFailed: anyFailed,
637
612
  results: res,
638
613
  };
639
- }
640
-
641
-
642
-
643
-
644
-
645
-
646
- /** using https://github.com/davidshimjs/qrcodejs */
647
- export async function generateQRCode(args: { domElement?: HTMLElement, text: string, width?: number, height?: number, colorDark?: string, colorLight?: string, correctLevel?: any }): Promise<HTMLElement> {
648
-
649
- // ensure that the QRCode library is loaded
650
- if (!globalThis["QRCode"]) {
651
- const url = "https://cdn.rawgit.com/davidshimjs/qrcodejs/gh-pages/qrcode.min.js";
652
- let script = document.head.querySelector(`script[src="${url}"]`) as HTMLScriptElement;
653
- if (!script) {
654
- script = document.createElement("script");
655
- script.src = url;
656
- document.head.appendChild(script);
657
- }
658
-
659
- await new Promise((res, _) => {
660
- script.addEventListener("load", () => {
661
- res(true);
662
- });
663
- });
664
- }
665
-
666
- const QRCODE = globalThis["QRCode"];
667
- const target = args.domElement ?? document.createElement("div");
668
- new QRCODE(target, {
669
- width: args.width ?? 256,
670
- height: args.height ?? 256,
671
- colorDark: "#000000",
672
- colorLight: "#ffffff",
673
- correctLevel: QRCODE.CorrectLevel.M,
674
- ...args,
675
- });
676
- console.log("QRCode generated for " + args.text);
677
- return target;
678
614
  }
src/engine/engine_xr.ts DELETED
@@ -1,2 +0,0 @@
1
-
2
- export * from "./xr/index.js"
src/engine-components/ui/EventSystem.ts CHANGED
@@ -1,11 +1,13 @@
1
1
  import { RaycastOptions, RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
2
- import { Behaviour, GameObject } from "../Component.js";
2
+ import { Behaviour, Component, GameObject } from "../Component.js";
3
+ import { WebXR } from "../webxr/WebXR.js";
4
+ import { ControllerEvents, WebXRController } from "../webxr/WebXRController.js";
3
5
  import * as ThreeMeshUI from 'three-mesh-ui'
4
6
  import { Context } from "../../engine/engine_setup.js";
5
7
  import { type IPointerEventHandler, PointerEventData, hasPointerEventComponent } from "./PointerEvents.js";
6
8
  import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
7
9
  import { InputEvents, NEPointerEvent, PointerType } from "../../engine/engine_input.js";
8
- import { Object3D } from "three";
10
+ import { Mesh, Object3D } from "three";
9
11
  import type { ICanvasGroup } from "./Interfaces.js";
10
12
  import { getParam } from "../../engine/engine_utils.js";
11
13
  import { UIRaycastUtils } from "./RaycastUtils.js";
@@ -13,7 +15,6 @@
13
15
  import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
14
16
  import { Mathf } from "../../engine/engine_math.js";
15
17
  import { isUIObject } from "./Utils.js";
16
- import { Gizmos } from "../../engine/engine_gizmos.js";
17
18
 
18
19
  const debug = getParam("debugeventsystem");
19
20
 
@@ -111,16 +112,89 @@
111
112
  }
112
113
  }
113
114
 
115
+ private _selectStartFn?: any;
116
+ private _selectEndFn?: any;
117
+ private _selectUpdateFn?: any;
118
+ private _handleEventCycleFn?: any;
114
119
  private _handleInputFn?: any;
115
120
 
116
121
  onEnable(): void {
117
- this._handleInputFn ??= this.onPointerEvent.bind(this);
122
+ const grabbed: Map<any, Object3D | null> = new Map();
123
+ this._selectStartFn ??= (ctrl, args: { grab: THREE.Object3D | null }) => {
124
+ if (!args.grab) return;
125
+ MeshUIHelper.resetLastSelected();
126
+ const opts = new PointerEventData(this.context.input);
127
+ opts.inputSource = ctrl;
128
+ opts.pointerId = 0;
129
+ opts.isDown = ctrl.selectionDown;
130
+ opts.isUp = ctrl.selectionUp;
131
+ opts.isPressed = ctrl.selectionPressed;
132
+ opts.isClicked = false;
133
+ grabbed.set(ctrl, args.grab);
134
+ if (args.grab && !this.handleEventOnObject(args.grab, opts)) {
135
+ args.grab = null;
136
+ };
137
+ }
138
+ this._selectEndFn ??= (ctrl: WebXRController, args: { grab: THREE.Object3D }) => {
139
+ if (!args.grab) return;
140
+ const opts = new PointerEventData(this.context.input);
141
+ opts.inputSource = ctrl;
142
+ opts.pointerId = 0;
143
+ opts.isDown = ctrl.selectionDown;
144
+ opts.isUp = ctrl.selectionUp;
145
+ opts.isPressed = ctrl.selectionPressed;
146
+ opts.isClicked = ctrl.selectionClick;
147
+ this.handleEventOnObject(args.grab, opts);
148
+
149
+ const prevGrabbed = grabbed.get(ctrl);
150
+ grabbed.set(ctrl, null);
151
+ if (prevGrabbed) {
152
+
153
+ for (const key of this.pressedByID.keys()) {
154
+ const e = this.pressedByID[key] as {
155
+ obj: Object3D<Event>;
156
+ data: PointerEventData;
157
+ handler: IPointerEventHandler;
158
+ };
159
+
160
+ if (e && e.obj === prevGrabbed && e.handler) {
161
+ e.handler.onPointerUp?.call(e.handler, opts);
162
+ this.pressedByID.delete(key);
163
+ }
164
+ }
165
+ }
166
+ };
167
+
168
+ const controllerRcOpts = new RaycastOptions();
169
+ this._selectUpdateFn ??= (_ctrl: WebXRController) => {
170
+ controllerRcOpts.ray = _ctrl.getRay();
171
+ const rc = this.performRaycast(controllerRcOpts) ?? [];
172
+ const opts = new PointerEventData(this.context.input);
173
+ opts.inputSource = _ctrl;
174
+ opts.pointerId = _ctrl.input?.handedness === "right" ? 0 : 1;
175
+ opts.isDown = _ctrl.selectionDown;
176
+ opts.isUp = _ctrl.selectionUp;
177
+ opts.isPressed = _ctrl.selectionPressed;
178
+ opts.isClicked = false;
179
+ this.handleIntersections(opts.pointerId, rc, opts);
180
+ };
181
+
182
+ WebXRController.addEventListener(ControllerEvents.SelectStart, this._selectStartFn);
183
+ WebXRController.addEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
184
+ WebXRController.addEventListener(ControllerEvents.Update, this._selectUpdateFn);
185
+
186
+ this._handleInputFn = this.onPointerEvent.bind(this);
187
+
118
188
  this.context.input.addEventListener(InputEvents.PointerDown, this._handleInputFn);
119
189
  this.context.input.addEventListener(InputEvents.PointerUp, this._handleInputFn);
120
190
  this.context.input.addEventListener(InputEvents.PointerMove, this._handleInputFn);
121
191
  }
122
192
 
123
193
  onDisable(): void {
194
+ WebXRController.removeEventListener(ControllerEvents.SelectStart, this._selectStartFn);
195
+ WebXRController.removeEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
196
+ WebXRController.removeEventListener(ControllerEvents.Update, this._selectUpdateFn);
197
+
124
198
  this.context.input.removeEventListener(InputEvents.PointerDown, this._handleInputFn);
125
199
  this.context.input.removeEventListener(InputEvents.PointerUp, this._handleInputFn);
126
200
  this.context.input.removeEventListener(InputEvents.PointerMove, this._handleInputFn);
@@ -150,32 +224,28 @@
150
224
  */
151
225
  private onPointerEvent(pointerEvent: NEPointerEvent) {
152
226
  if (pointerEvent === undefined) return;
153
- if (pointerEvent.propagationStopped) return;
154
227
 
155
- // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
156
- const id = pointerEvent.pointerId * 100 + pointerEvent.button;
157
- const data = new PointerEventData(id, this.context.input, pointerEvent);
228
+ // On mouse input has to be always 0 regardless of the button user pressed
229
+ // because otherwise it would be taken as 3 unique pointers and create OnEnter and OnExit events which is not expected
230
+ const id = pointerEvent.pointerType == PointerType.Touch ? pointerEvent.button : 0;
231
+ const data = new PointerEventData(this.context.input, pointerEvent);
158
232
 
159
233
  data.inputSource = this.context.input;
160
- data.isClicked = pointerEvent.isClick;
234
+ data.pointerId = pointerEvent.button;
235
+ data.isClicked = pointerEvent.type == InputEvents.PointerUp && this.context.input.getPointerClicked(pointerEvent.button)
161
236
  // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
162
237
  data.isDown = pointerEvent.type == InputEvents.PointerDown;
163
238
  data.isUp = pointerEvent.type == InputEvents.PointerUp;
164
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
239
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.button);
165
240
 
166
241
  if (debug && data.isClicked) console.log("CLICK", data.pointerId);
167
242
 
168
243
  // raycast
169
244
  const options = new RaycastOptions();
170
- if (pointerEvent.ray) {
171
- options.ray = pointerEvent.ray;
172
- }
173
- else {
174
- options.screenPoint = this.context.input.getPointerPositionRC(id)!;
175
- }
245
+ options.screenPoint = this.context.input.getPointerPositionRC(id)!;
176
246
 
177
-
178
247
  const hits = this.performRaycast(options);
248
+ if (!hits) return;
179
249
 
180
250
  if (debug && data.isClicked) {
181
251
  showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
@@ -201,9 +271,6 @@
201
271
  * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
202
272
  */
203
273
  private readonly _testObjectsCache = new Map<Object3D, boolean>();
204
- /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
205
- private _currentlyActiveRaycaster: Raycaster | null = null;
206
-
207
274
  /**
208
275
  * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
209
276
  * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
@@ -216,72 +283,57 @@
216
283
  * */
217
284
  private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
218
285
  // check if this object is actually a UI shadow hierarchy object
219
- let uiOwner: Object3D | null = null;
286
+ let shadowComponent: Object3D | null = null;
220
287
  const isUI = isUIObject(obj);
221
288
  // if yes we want to grab the actual object that is the owner of the shadow dom
222
289
  // and check that object for the event component
223
290
  if (isUI) {
224
- uiOwner = obj[$shadowDomOwner]?.gameObject;
291
+ shadowComponent = obj[$shadowDomOwner]?.gameObject;
225
292
  }
226
293
 
227
294
  // check if the object was seen previously
228
- if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
295
+ if (this._testObjectsCache.has(obj) || (shadowComponent && this._testObjectsCache.has(shadowComponent))) {
229
296
  // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
230
297
  const prev = this._testObjectsCache.get(obj)!;
231
298
  if (prev === false) return "continue in children"
232
299
  return true;
233
300
  }
234
301
  else {
235
-
236
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
237
- // because then this other raycaster is responsible for raycasting this object
238
- // const rc = GameObject.getComponent(obj, Raycaster);
239
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
240
-
241
302
  // the object was not yet seen so we test if it has an event component
242
303
  let hasEventComponent = hasPointerEventComponent(obj);
243
- if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner);
304
+ if (!hasEventComponent && shadowComponent) hasEventComponent = hasPointerEventComponent(shadowComponent);
244
305
 
245
306
  if (hasEventComponent) {
246
307
  // it has an event component: we add it and all its children to the cache
247
308
  // we don't need to do the same for the shadow component hierarchy
248
309
  // because the next object that will be detecting that the shadow owner was already seen
249
310
  this._testObjectsCache.set(obj, true);
250
- for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
311
+ obj.traverse((o) => {
312
+ this._testObjectsCache.set(o, true);
313
+ })
251
314
  return true;
252
315
  }
253
316
  this._testObjectsCache.set(obj, false);
254
317
  return "continue in children"
255
318
  }
256
319
  }
257
- private shouldRaycastObject_AddToYesCache(obj: Object3D) {
258
- // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
259
- // because then this other raycaster is responsible for raycasting this object
260
- // const rc = GameObject.getComponent(obj, Raycaster);
261
- // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
262
320
 
263
- this._testObjectsCache.set(obj, true);
264
- for (const ch of obj.children) {
265
- this.shouldRaycastObject_AddToYesCache(ch);
266
- }
267
- }
268
-
269
321
  /** the raycast filter is always overriden */
270
322
  private performRaycast(opts: RaycastOptions | null): THREE.Intersection[] | null {
271
323
  if (!this.raycaster) return null;
272
- // we clear the cache of previously seen objects
273
- this._testObjectsCache.clear();
324
+
274
325
  this._sortedHits.length = 0;
275
326
 
276
327
  if (!opts) opts = new RaycastOptions();
328
+
329
+ // we clear the cache of previously seen objects
330
+ this._testObjectsCache.clear();
277
331
  opts.testObject = this.shouldRaycastObject;
278
332
 
279
333
  for (const rc of this.raycaster) {
280
334
  if (!rc.activeAndEnabled) continue;
281
335
 
282
- this._currentlyActiveRaycaster = rc;
283
336
  const res = rc.performRaycast(opts);
284
- this._currentlyActiveRaycaster = null;
285
337
 
286
338
  if (res && res.length > 0) {
287
339
  // console.log(res.length, res.map(r => r.object.name));
@@ -294,13 +346,10 @@
294
346
  return this._sortedHits;
295
347
  }
296
348
 
297
- private handleIntersections(id: number, hits: THREE.Intersection[] | null | undefined, args: PointerEventData): boolean {
349
+ private handleIntersections(id:number, hits: THREE.Intersection[], args: PointerEventData): boolean {
298
350
  if (hits?.length) {
299
351
  hits = this.sortCandidates(hits);
300
352
  for (const hit of hits) {
301
- if (args.event.immediatePropagationStopped) {
302
- return false;
303
- }
304
353
  const { object } = hit;
305
354
  args.point = hit.point;
306
355
  args.normal = hit.normal;
@@ -318,7 +367,7 @@
318
367
  // thus is not hovering over anything
319
368
  const hoveredData = this.hoveredByID.get(id);
320
369
  if (hoveredData) {
321
- this.triggerOnExit(hoveredData.obj, hoveredData.data, null);
370
+ this.triggerOnExit(hoveredData.obj, hoveredData.data);
322
371
  }
323
372
  this.hoveredByID.delete(id);
324
373
 
@@ -374,7 +423,7 @@
374
423
 
375
424
  // Event without pointer can't be handled
376
425
  if (args.pointerId === undefined) {
377
- if (debug) console.warn("Event without pointer can't be handled", args);
426
+ if(debug) console.warn("Event without pointer can't be handled", args);
378
427
  return false;
379
428
  }
380
429
 
@@ -423,12 +472,11 @@
423
472
  // Handle OnPointerExit -> in case when we are about to hover something new
424
473
  // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
425
474
  const hovering = this.hoveredByID.get(args.pointerId);
426
- const prevHovering = hovering?.obj;
427
- const isNewlyHovering = prevHovering !== object;
475
+ const isNewlyHovering = hovering?.obj !== object;
428
476
 
429
477
  // trigger onPointerExit
430
- if (isNewlyHovering && prevHovering) {
431
- this.triggerOnExit(prevHovering, hovering.data, object);
478
+ if (isNewlyHovering && hovering?.obj) {
479
+ this.triggerOnExit(hovering.obj, hovering.data);
432
480
  }
433
481
 
434
482
  // save hovered object
@@ -451,7 +499,7 @@
451
499
  }
452
500
  }
453
501
  if (canvasGroup === null || canvasGroup.interactable) {
454
- this.handleMainInteraction(object, args, prevHovering ?? null);
502
+ this.handleMainInteraction(object, args, isNewlyHovering);
455
503
  }
456
504
 
457
505
  return true;
@@ -460,20 +508,22 @@
460
508
  /**
461
509
  * Propagate up in hiearchy and call the callback for each component that is possibly a handler
462
510
  */
463
- private propagate(object: Object3D | null, args: PointerEventData, onComponent: (behaviour: Behaviour) => void) {
511
+ private propagate(object: THREE.Object3D, _args: PointerEventData, onComponent: (behaviour: Behaviour) => void) {
464
512
 
465
513
  while (true) {
466
-
467
514
  // Propagate up the hierarchy
468
- if (args.used) break;
469
515
 
470
- if (!object) break;
516
+ if(_args.used) return;
471
517
 
472
518
  GameObject.foreachComponent(object, comp => {
473
519
  // TODO: implement Stop Immediate Propagation
520
+
474
521
  onComponent(comp);
522
+ // return undefined to continue iterating
523
+ return undefined;
475
524
  }, false);
476
525
 
526
+ if (!object.parent) break;
477
527
  // walk up
478
528
  object = object.parent;
479
529
  }
@@ -483,40 +533,18 @@
483
533
  /**
484
534
  * Propagate up in hiearchy and call handlers based on the pointer event data
485
535
  */
486
- private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
536
+ private handleMainInteraction(object: THREE.Object3D, args: PointerEventData, isNewlyHovering: boolean) {
487
537
  if (args.pointerId === undefined) return;
488
538
  const pressedEvent = this.pressedByID.get(args.pointerId);
489
- const hoveredObjectChanged = prevHovering !== object;
490
539
 
491
- // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
492
- let isMoving = true;
493
- switch (args.event.pointerType) {
494
- case "mouse":
495
- case "touch":
496
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
497
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
498
- isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
499
- break;
500
- case "controller":
501
- case "hand":
502
- // for hands and controller we assume they are never totally still (except for simulated environments)
503
- // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
504
- // so maybe check the angle every frame?
505
- break;
506
- }
507
-
508
540
  this.propagate(object, args, (behaviour) => {
509
541
  const comp = behaviour as any;
510
542
 
511
543
  if (comp.interactable === false) return;
512
544
 
513
545
  if (comp.onPointerEnter) {
514
- if (hoveredObjectChanged) {
515
- if (!comp[this.pointerEnterSymbol]) {
516
- comp[this.pointerEnterSymbol] = true;
517
- delete comp[this.pointerExitSymbol];
518
- comp.onPointerEnter(args);
519
- }
546
+ if (isNewlyHovering) {
547
+ comp.onPointerEnter(args);
520
548
  }
521
549
  }
522
550
 
@@ -531,9 +559,12 @@
531
559
  }
532
560
  }
533
561
 
534
- if (comp.onPointerMove) {
535
- if (isMoving)
536
- comp.onPointerMove(args);
562
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
563
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
564
+ const isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
565
+
566
+ if (isMoving && comp.onPointerMove) {
567
+ comp.onPointerMove(args);
537
568
  }
538
569
 
539
570
  if (args.isUp) {
@@ -578,35 +609,19 @@
578
609
  /**
579
610
  * Propagate up in hiearchy and call OnExit regardless of the pointer event data
580
611
  */
581
- private triggerOnExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
612
+ private triggerOnExit(object: THREE.Object3D, args: PointerEventData) {
613
+ args.used = false;
582
614
 
583
615
  this.propagate(object, args, (behaviour) => {
584
616
  if (!behaviour.gameObject || behaviour.destroyed) return;
585
617
 
586
618
  const inst: any = behaviour;
587
619
  if (inst.onPointerExit) {
588
- // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
589
- if (newObject && this.isChild(newObject, behaviour.gameObject)) {
590
- return;
591
- }
592
- if (inst[this.pointerExitSymbol]) return;
593
- inst[this.pointerExitSymbol] = true;
594
- delete inst[this.pointerEnterSymbol];
595
620
  inst.onPointerExit(args);
596
621
  }
597
622
  });
598
623
  }
599
624
 
600
- private readonly pointerEnterSymbol = Symbol("pointerEnter");
601
- private readonly pointerExitSymbol = Symbol("pointerExit");
602
-
603
- private isChild(obj: Object3D, possibleChild: Object3D): boolean {
604
- if (!obj || !possibleChild) return false;
605
- if (obj === possibleChild) return true;
606
- if (!obj.parent) return false;
607
- return this.isChild(obj.parent, possibleChild);
608
- }
609
-
610
625
  private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
611
626
  if (!obj || !obj.isUI) return true;
612
627
  const hit = this.handleMeshUIIntersection(obj, pressed);
@@ -614,7 +629,7 @@
614
629
  return hit;
615
630
  }
616
631
 
617
- private currentActiveMeshUIComponents: Object3D[] = [];
632
+ private currentActiveMeshUIComponents: ThreeMeshUI.Block[] = [];
618
633
 
619
634
  private handleMeshUIIntersection(meshUiObject: THREE.Object3D, pressed: boolean): boolean {
620
635
  const res = MeshUIHelper.updateState(meshUiObject, pressed);
@@ -682,8 +697,8 @@
682
697
  threeMeshUI.update();
683
698
  }
684
699
 
685
- static updateState(intersect: THREE.Object3D, _selectState: boolean): Object3D | null {
686
- let foundBlock: Object3D | null = null;
700
+ static updateState(intersect: THREE.Object3D, _selectState: boolean): ThreeMeshUI.Block | null {
701
+ let foundBlock: ThreeMeshUI.Block | null = null;
687
702
 
688
703
  if (intersect) {
689
704
  foundBlock = this.findBlockInParent(intersect);
@@ -710,7 +725,7 @@
710
725
  this.needsUpdate = true;
711
726
  }
712
727
 
713
- static findBlockInParent(elem: any): Object3D | null {
728
+ static findBlockInParent(elem: any): ThreeMeshUI.Block | null {
714
729
  if (!elem) return null;
715
730
  if (elem.isBlock) {
716
731
  // @TODO : Replace states managements
src/engine-components/ui/Graphic.ts CHANGED
@@ -3,7 +3,7 @@
3
3
  import { RGBAColor } from "../js-extensions/RGBAColor.js"
4
4
  import { BaseUIComponent } from "./BaseUIComponent.js";
5
5
  import { serializable } from '../../engine/engine_serialization_decorator.js';
6
- import { Color, LinearSRGBColorSpace, Object3D, SRGBColorSpace, Texture } from 'three';
6
+ import { Color, LinearSRGBColorSpace, SRGBColorSpace, Texture } from 'three';
7
7
  import { RectTransform } from './RectTransform.js';
8
8
  import { onChange, scheduleAction } from "./Utils.js"
9
9
  import { GameObject } from '../Component.js';
@@ -137,7 +137,7 @@
137
137
  onEnable(): void {
138
138
  super.onEnable();
139
139
  if (this.uiObject) {
140
- this.rectTransform.shadowComponent?.add(this.uiObject as unknown as Object3D);
140
+ this.rectTransform.shadowComponent?.add(this.uiObject);
141
141
  this.addShadowComponent(this.uiObject, this.rectTransform);
142
142
  }
143
143
 
src/engine-components/GroundProjection.ts CHANGED
@@ -1,5 +1,5 @@
1
1
  import { Behaviour, GameObject } from "./Component.js";
2
- import { GroundedSkybox as GroundProjection } from 'three/examples/jsm/objects/GroundedSkybox.js';
2
+ import { GroundProjectedSkybox as GroundProjection } from 'three/examples/jsm/objects/GroundProjectedSkybox.js';
3
3
  import { serializable } from "../engine/engine_serialization_decorator.js";
4
4
  import { Watch as Watch, getParam } from "../engine/engine_utils.js";
5
5
  import { Texture } from "three";
@@ -81,19 +81,14 @@
81
81
  if (!this.env || this.context.scene.environment !== this._lastEnvironment) {
82
82
  if (debug)
83
83
  console.log("Create/Update Ground Projection", this.context.scene.environment.name);
84
- this.env = new GroundProjection(this.context.scene.environment, this._height, this.radius, 32);
85
- this.env.position.y = this._height;
84
+ this.env = new GroundProjection(this.context.scene.environment);
86
85
  }
87
86
  this._lastEnvironment = this.context.scene.environment;
88
87
  if (!this.env.parent)
89
88
  this.gameObject.add(this.env);
90
-
91
- /* TODO realtime adjustments aren't possible anymore with GroundedSkybox (mesh generation)
92
89
  this.env.scale.setScalar(this._scale);
93
90
  this.env.radius = this._radius;
94
91
  this.env.height = this._height;
95
- */
96
-
97
92
  // dont make the ground projection raycastable by default
98
93
  if (this.env.isObject3D === true) {
99
94
  this.env.layers.set(2);
src/engine-components/webxr/index.ts CHANGED
@@ -1,3 +1,4 @@
1
+ export * from "./WebXR.js";
1
2
  export * from "./WebXRPlaneTracking.js";
2
3
  export * from "./WebXRImageTracking.js";
3
- export { WebXR as WebXR } from "./WebXR.js";
4
+ export * from "./WebXRController.js";
src/engine/xr/index.ts DELETED
@@ -1,5 +0,0 @@
1
- export * from "./XRRig.js";
2
- export * from "./NeedleXRSession.js";
3
- export * from "./NeedleXRController.js";
4
- export * from "./NeedleXRSync.js"
5
- export * from "./utils.js"
src/engine-components/Interactable.ts CHANGED
@@ -1,11 +1,19 @@
1
1
  import { Behaviour } from "./Component.js";
2
+ import type { IPointerClickHandler, PointerEventData } from "./ui/PointerEvents.js";
2
3
 
3
- /**
4
- * Marks an object as currently being interacted with.
5
- * For example, DragControls set this on the dragged object to prevent DeleteBox from deleting it.
6
- */
4
+
5
+ export class Interactable extends Behaviour implements IPointerClickHandler {
6
+
7
+ canGrab : boolean = true;
8
+
9
+ onPointerClick(_args: PointerEventData) {
10
+ }
11
+ }
12
+
13
+
14
+ // TODO: how do we sync things like that...
7
15
  export class UsageMarker extends Behaviour
8
16
  {
9
- public isUsed: boolean = true;
10
- public usedBy: any = null;
17
+ public isUsed : boolean = true;
18
+ public usedBy : any = null;
11
19
  }
src/engine/xr/internal.ts DELETED
@@ -1,34 +0,0 @@
1
- import { Matrix4, Object3D, Quaternion, Scene, Vector3 } from 'three';
2
- import { IXRRig } from './XRRig.js';
3
- import { IGameObject } from '../engine_types.js';
4
- import { getParam } from '../engine_utils.js';
5
- import { CreateWireCube, Gizmos } from '../engine_gizmos.js';
6
-
7
- export const flipForwardMatrix = new Matrix4().makeRotationY(Math.PI);
8
- export const flipForwardQuaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
9
-
10
- const debug = getParam("debugwebxr");
11
-
12
- export class ImplictXRRig implements IXRRig {
13
-
14
- priority = -100000;
15
- gameObject: IGameObject;
16
-
17
- isXRRig(): boolean {
18
- return true;
19
- }
20
-
21
- get isActive(): boolean {
22
- return this.gameObject.visible;
23
- }
24
-
25
- constructor() {
26
- this.gameObject = new Object3D() as IGameObject;
27
- this.gameObject.name = "Implicit XR Rig";
28
- if (debug) {
29
- const cube = CreateWireCube(0xff55dd);
30
- cube.position.y += .5;
31
- this.gameObject.add(cube);
32
- }
33
- }
34
- }
src/engine-components/Light.ts CHANGED
@@ -5,9 +5,9 @@
5
5
  import { FrameEvent } from "../engine/engine_setup.js";
6
6
  import { serializable } from "../engine/engine_serialization_decorator.js";
7
7
  import { Color, DirectionalLight, OrthographicCamera } from "three";
8
+ import { WebXR, WebXREvent } from "./webxr/WebXR.js";
8
9
  import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
9
10
  import type { ILight } from "../engine/engine_types.js";
10
- import { NeedleXREventArgs } from "../engine/xr/index.js";
11
11
 
12
12
  // https://threejs.org/examples/webgl_shadowmap_csm.html
13
13
 
@@ -270,6 +270,8 @@
270
270
  }
271
271
  if (this.type === LightType.Directional)
272
272
  this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
273
+ this._webXRStartedListener = WebXR.addEventListener(WebXREvent.XRStarted, this.onWebXRStarted.bind(this));
274
+ this._webXREndedListener = WebXR.addEventListener(WebXREvent.XRStopped, this.onWebXREnded.bind(this));
273
275
  }
274
276
 
275
277
  onDisable() {
@@ -280,13 +282,15 @@
280
282
  else
281
283
  this.light.visible = false;
282
284
  }
285
+ WebXR.removeEventListener(WebXREvent.XRStarted, this._webXRStartedListener);
286
+ WebXR.removeEventListener(WebXREvent.XRStopped, this._webXREndedListener);
283
287
  }
284
288
 
285
289
  private _webXRStartedListener?: Function;
286
290
  private _webXREndedListener?: Function;
287
291
  private _webARRoot?: WebARSessionRoot;
288
292
 
289
- onEnterXR(_args: NeedleXREventArgs): void {
293
+ private onWebXRStarted() {
290
294
  this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
291
295
  // this.startCoroutine(this._updateLightIntensityInARRoutine());
292
296
  }
@@ -299,7 +303,7 @@
299
303
  // }
300
304
  // }
301
305
 
302
- onLeaveXR(_args: NeedleXREventArgs): void {
306
+ private onWebXREnded() {
303
307
  // this.updateIntensity();
304
308
  }
305
309
 
src/engine/extensions/NEEDLE_techniques_webgl.ts CHANGED
@@ -88,9 +88,7 @@
88
88
  if (debug)
89
89
  console.log(this);
90
90
 
91
- //@ts-ignore - TODO: how to override and do we even need this?
92
91
  this.type = "NEEDLE_CUSTOM_SHADER";
93
-
94
92
  if (!this.uniforms[this._objToWorldName])
95
93
  this.uniforms[this._objToWorldName] = { value: [] };
96
94
  if (!this.uniforms[this._worldToObjectName])
src/needle-engine.ts CHANGED
@@ -1,3 +1,6 @@
1
+ import { makeErrorsVisibleForDevelopment } from "./engine/debug/debug_overlay.js";
2
+ makeErrorsVisibleForDevelopment();
3
+
1
4
  import "./engine/engine_element.js";
2
5
  import "./engine/engine_setup.js";
3
6
  export * from "./engine/api.js";
src/engine/xr/NeedleXRController.ts DELETED
@@ -1,615 +0,0 @@
1
- import { AxesHelper, Int8BufferAttribute, Object3D, Quaternion, Ray, Vector3 } from "three";
2
- import { MotionController, fetchProfile } from "@webxr-input-profiles/motion-controllers";
3
- import type { ButtonName, IGameObject, Vec3, XRControllerButtonName } from "../engine_types.js";
4
- import { Context } from "../engine_context.js";
5
- import { Gizmos } from "../engine_gizmos.js";
6
- import { InputEvents, NEPointerEventInit, PointerType, NEPointerEvent, InputEventNames } from "../engine_input.js";
7
- import { getTempVector, getTempQuaternion, getWorldQuaternion } from "../engine_three_utils.js";
8
- import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
9
- import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
10
- import { getParam } from "../engine_utils.js";
11
-
12
- const debug = getParam("debugwebxr");
13
-
14
- // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
15
- declare type ControllerAxes = "xr-standard-thumbstick";
16
- declare type StickName = "xr-standard-thumbstick";
17
- declare type Mapping = "xr-standard";
18
- declare type ComponentType = "button" | "thumbstick" | "squeeze";
19
- declare type GamepadKey = "button" | "xAxis" | "yAxis";
20
-
21
-
22
- declare type ComponentMap = {
23
- type: ComponentType,
24
- rootNodeName?: string,
25
- gamepadIndices?: { [key in GamepadKey]?: number },
26
- visualResponses?: { [key: string]: { states: Array<string> } }
27
- }
28
-
29
- declare type InputDeviceLayout = {
30
- selectComponentId: string,
31
- components: { [key: string]: ComponentMap }
32
- mapping: Mapping;
33
- gamepad: Array<XRControllerButtonName>,
34
- axes: Array<{
35
- componentId: ControllerAxes,
36
- axis: "x-axis" | "y-axis",
37
- }>,
38
- }
39
- declare type InputDeviceProfile = {
40
- profileId: string,
41
- fallbackProfileIds: string[],
42
- layouts: [
43
- left: InputDeviceLayout,
44
- right: InputDeviceLayout
45
- ]
46
- }
47
-
48
- // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
49
- const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles';
50
- const DEFAULT_PROFILE = 'generic-trigger';
51
-
52
-
53
- /**
54
- * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
55
- * You can access specific buttons using `getButton` and `getStick`
56
- * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
57
- * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
58
- * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
59
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
60
- */
61
- export class NeedleXRController {
62
- /** the Needle XR Session */
63
- readonly xr: NeedleXRSession;
64
- /**
65
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
66
- */
67
- readonly inputSource: XRInputSource;
68
- /** the input source index */
69
- readonly index: number = 0;
70
-
71
- /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
72
- * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
73
- */
74
- emitEvents = true;
75
-
76
- // EXPOSE API
77
- /**
78
- * Is the controller still connected?
79
- */
80
- get connected() { return this.inputSource.gamepad?.connected ?? false; }
81
- get isTracking() { return this._isTracking; }
82
- private _isTracking: boolean = false;
83
- /** the input source gamepad giving raw access to the gamepad values
84
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
85
- */
86
- get gamepad() { return this.inputSource.gamepad; }
87
- /**
88
- * If this is a hand then this is the hand info (XRHand)
89
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
90
- */
91
- get hand() { return this.inputSource.hand; }
92
- /** The input source profiles */
93
- get profiles() { return this.inputSource.profiles; }
94
- /** The device input layout */
95
- get layout() { return this._layout; }
96
-
97
- /** shorthand for `inputSource.targetRayMode` */
98
- get targetRayMode() { return this.inputSource.targetRayMode; }
99
- /** shorthand for `inputSource.targetRaySpace` */
100
- get targetRaySpace() { return this.inputSource.targetRaySpace; }
101
- /** shorthand for `inputSource.gripSpace` */
102
- get gripSpace() { return this.inputSource.gripSpace; }
103
- /**
104
- * If the controller if held in the left or right hand (or if it's a left or right hand)
105
- **/
106
- get side() { return this.inputSource.handedness; }
107
- /** is right side. shorthand for `side === 'right'` */
108
- get isRight() { return this.side === 'right'; }
109
- /** is left side. shorthand for `side === 'left'` */
110
- get isLeft() { return this.side === 'left'; }
111
-
112
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
113
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
114
- * Requires the hit-test feature to be enabled in the XRSession
115
- */
116
- get hitTestSource() { return this._hitTestSource; }
117
- private _hitTestSource: XRTransientInputHitTestSource | undefined = undefined;
118
-
119
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
120
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
121
- */
122
- getHitTest(): NeedleXRHitTestResult | null {
123
- return this.xr.getHitTest(this);
124
- }
125
-
126
- private readonly _gripPosition = new Vector3();
127
- private readonly _gripQuaternion = new Quaternion();
128
- private readonly _rayPosition = new Vector3();
129
- private readonly _rayQuaternion = new Quaternion();
130
-
131
- /** Grip position in rig space */
132
- get gripPosition() { return getTempVector(this._gripPosition).applyMatrix4(flipForwardMatrix) }
133
- /** Grip rotation in rig space */
134
- get gripQuaternion() { return getTempQuaternion(this._gripQuaternion).premultiply(flipForwardQuaternion) }
135
- /** Ray position in rig space */
136
- get rayPosition() { return getTempVector(this._rayPosition).applyMatrix4(flipForwardMatrix) }
137
- /** Ray rotation in rig space */
138
- get rayQuaternion() { return getTempQuaternion(this._rayQuaternion).premultiply(flipForwardQuaternion) }
139
-
140
- /** Controller grip position in worldspace */
141
- get gripWorldPosition() {
142
- const v = getTempVector(this._gripPosition);
143
- const space = this.xr.context.mainCamera?.parent;
144
- if (!space) return v;
145
- return v.applyMatrix4(space.matrixWorld);
146
- }
147
- /** Controller grip rotation in wordspace */
148
- get gripWorldQuaternion() {
149
- const q = getTempQuaternion(this._gripQuaternion);
150
- // flip forward because we want +Z to be forward
151
- q.multiply(flipForwardQuaternion);
152
- const space = this.xr.context.mainCamera?.parent;
153
- if (!space) return q;
154
- q.premultiply(getWorldQuaternion(space))
155
- return q;
156
- }
157
- /** Controller ray position in worldspace */
158
- get rayWorldPosition() {
159
- const v = getTempVector(this._rayPosition);
160
- const space = this.xr.context.mainCamera?.parent;
161
- if (!space) return v;
162
- return v.applyMatrix4(space.matrixWorld);
163
- }
164
- /** Controller ray rotation in wordspace */
165
- get rayWorldQuaternion() {
166
- const q = getTempQuaternion(this._rayQuaternion)
167
- // flip forward because we want +Z to be forward
168
- .multiply(flipForwardQuaternion);
169
- const space = this.xr.context.mainCamera?.parent;
170
- if (!space) return q;
171
- q.premultiply(getWorldQuaternion(space))
172
- return q;
173
- }
174
-
175
- /** The controller ray in worldspace */
176
- get ray(): Ray {
177
- this._ray.origin.copy(this.rayWorldPosition);
178
- this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
179
- return this._ray;
180
- }
181
- private readonly _ray;
182
-
183
- /** The controller object space.
184
- * You can use it to attach objects to the controller.
185
- * Children will be automatically detached and put into the scene when the controller disconnects
186
- */
187
- get object() { return this._object; }
188
- private readonly _object: IGameObject;
189
-
190
- private readonly _debugAxesHelper = new AxesHelper(.03);
191
-
192
- /** returns the URL of the default controller model */
193
- async getModelUrl(): Promise<string | null> {
194
- return this.getMotionController?.then(res => res.assetUrl || null);
195
- }
196
-
197
- constructor(session: NeedleXRSession, device: XRInputSource, index: number) {
198
- this.xr = session;
199
- this.inputSource = device;
200
- this.index = index;
201
- this._object = new Object3D() as unknown as IGameObject;
202
- if (debug)
203
- this._object.add(this._debugAxesHelper);
204
- this.xr.context.scene.add(this._object);
205
- this._ray = new Ray();
206
- this.pointerInit = {
207
- origin: this,
208
- pointerType: this.hand ? "hand" : "controller",
209
- pointerId: -1, // < this will be updated in the emitPointerEvent method
210
- mode: this.inputSource.targetRayMode,
211
- ray: this._ray,
212
- device: this._object,
213
- buttonName: "none",
214
- }
215
- this.initialize();
216
- this.subscribeEvents();
217
-
218
- // TODO: change this to check if we have hit-testing enabled instead of pass through.
219
- if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer") {
220
- // request hittest source
221
- this.xr.session.requestHitTestSourceForTransientInput?.({
222
- profile: this.inputSource.profiles[0],
223
- offsetRay: new XRRay(),
224
- })?.then(hitTestSource => {
225
- this._hitTestSource = hitTestSource;
226
- });
227
- }
228
- }
229
-
230
- onUpdate(frame: XRFrame) {
231
- this.onUpdateFrame(frame);
232
- this.updateInputEvents();
233
- this.onUpdateMove();
234
- }
235
-
236
- onRenderDebug() {
237
- Gizmos.DrawWireSphere(this.rayWorldPosition, .02);
238
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
239
- }
240
-
241
- private onUpdateFrame(frame: XRFrame) {
242
- if (!this.xr.referenceSpace) {
243
- this._isTracking = false;
244
- return;
245
- }
246
-
247
- // TODO: we might actually want to apply the rotation here now already to avoid the matrix multiplications in the vector and quaternion getters since we now ALWAYS deal witht the rotated data (previously the camera was rotated before calling the update methods hence we needed other data etc but this has been changed in 99a8b96fe03676078e194f5504743576a19a9b1a and now the camera is rotated at the very end of the frame - or at least it should be - which also fixed the issue with selectstart controller events requiring other frame data etc)
248
-
249
- const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
250
- this._isTracking = rayPose != null;
251
-
252
- if (rayPose) {
253
- const t = rayPose.transform;
254
- this._rayPosition.set(t.position.x, t.position.y, t.position.z);
255
- this._rayQuaternion.set(t.orientation.x, t.orientation.y, t.orientation.z, t.orientation.w);
256
- }
257
-
258
- if (this.inputSource.gripSpace) {
259
- const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace!);
260
- if (gripPose) {
261
- const t = gripPose.transform;
262
- this._gripPosition.set(t.position.x, t.position.y, t.position.z);
263
- this._gripQuaternion.set(t.orientation.x, t.orientation.y, t.orientation.z, t.orientation.w);
264
- }
265
- }
266
-
267
- // update controller object position
268
- if (this.xr.context.mainCamera?.parent && this._object.parent !== this.xr.context.mainCamera?.parent)
269
- this.xr.context.mainCamera.parent.add(this._object);
270
-
271
- // for controllers, we set the position and rotation of the object to the ray position and rotation
272
- // for hands, we take the wrist position and rotation
273
- const hand = this.hand;
274
- if (hand) {
275
- // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
276
- let gotWrist = false;
277
- // TODO check why types are not correct here
278
- // @ts-ignore
279
- const wrist = hand.get("wrist");
280
- if (wrist && frame.getJointPose) {
281
- const pose = frame.getJointPose(wrist, this.xr.referenceSpace);
282
- if (pose) {
283
- gotWrist = true;
284
- const p = pose.transform.position;
285
- const q = pose.transform.orientation;
286
- this._object.position.set(p.x, p.y, p.z);
287
- this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
288
- }
289
- }
290
- if (!gotWrist) {
291
- this._object.position.copy(this._rayPosition);
292
- this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
293
- }
294
-
295
- //@ts-ignore
296
- const middle = hand.get("middle-finger-metacarpal");
297
- if (middle && frame.getJointPose) {
298
- const pose = frame.getJointPose(middle, this.xr.referenceSpace);
299
- if (pose) {
300
- const p = pose.transform.position;
301
- const q = pose.transform.orientation;
302
- // for some reason the grip rotation is different from the wrist rotation
303
- // but we want to use the wrist rotation for the grip
304
- this._gripPosition.set(p.x, p.y, p.z);
305
- this._gripQuaternion.set(q.x, q.y, q.z, q.w);
306
- }
307
- }
308
- }
309
- else {
310
- this._object.position.copy(this._rayPosition);
311
- this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
312
- }
313
- }
314
-
315
- /** Called when the input source disconnects */
316
- onDisconnected() {
317
- if (this.connected) return;
318
- // move all attached objects into the scene
319
- for (const child of this._object.children) {
320
- this.xr.context.scene.attach(child);
321
- }
322
- this._object.removeFromParent();
323
- this._debugAxesHelper.removeFromParent();
324
- this.unsubscribeEvents();
325
- }
326
-
327
- /**
328
- * Get a gamepad button
329
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
330
- * @param key the controller button name e.g. x-button
331
- * @returns the gamepad button if it exists on the controller - otherwise undefined
332
- */
333
- getButton(key: ButtonName | "primary-button" | "primary"): NeedleGamepadButton | undefined {
334
- if (!this._layout) return undefined;
335
-
336
- switch (key) {
337
- case "primary-button":
338
- if (this.isLeft) key = "x-button";
339
- else if (this.isRight) key = "a-button";
340
- else return undefined;
341
- break;
342
- case "primary":
343
- return this.toNeedleGamepadButton(0);
344
- }
345
-
346
-
347
- if (this._buttonMap.has(key)) {
348
- return this.toNeedleGamepadButton(this._buttonMap.get(key)!);
349
- }
350
- const componentModel = this._layout?.components[key];
351
- if (componentModel?.gamepadIndices) {
352
- switch (componentModel.type) {
353
- case "button":
354
- case "squeeze":
355
- if (this.inputSource.gamepad) {
356
- const index = componentModel.gamepadIndices!.button!;
357
- this._buttonMap.set(key, index);
358
- return this.toNeedleGamepadButton(index);
359
- }
360
- break;
361
- default:
362
- console.warn("Unsupported component type", componentModel.type);
363
- break;
364
- }
365
- }
366
- this._buttonMap.set(key, undefined!);
367
- return undefined;
368
- }
369
-
370
- private readonly _needleGamepadButtons = new Array<NeedleGamepadButton>();
371
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
372
- private toNeedleGamepadButton(index: number): NeedleGamepadButton {
373
- const button = this.inputSource.gamepad?.buttons[index];
374
- const state = this.states[index];
375
- const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton();
376
- if (button) {
377
- needleButton.pressed = button.pressed;
378
- needleButton.value = button.value;
379
- needleButton.touched = button.touched;
380
- }
381
- if (state) {
382
- needleButton.isDown = state.isDown;
383
- needleButton.isUp = state.isUp;
384
- }
385
- this._needleGamepadButtons[index] = needleButton;
386
- return needleButton;
387
- }
388
-
389
- /**
390
- * Get the values of a controller joystick
391
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
392
- * @returns the stick values where x is left/right, y is up/down and z is the button value
393
- */
394
- getStick(key: StickName | "primary"): Vec3 {
395
- if (!this._layout) return { x: 0, y: 0, z: 0 };
396
-
397
- if (key === "primary") {
398
- const x = this.inputSource.gamepad?.axes[0] || 0;
399
- const y = this.inputSource.gamepad?.axes[1] || 0;
400
- // the primary thumbstick is button 3 (see gamepads module explainer)
401
- const z = this.inputSource.gamepad?.buttons[3].value || 0;
402
- return { x, y, z }
403
- }
404
-
405
- const componentModel = this._layout?.components[key];
406
- if (componentModel?.gamepadIndices) {
407
- switch (componentModel.type) {
408
- case "thumbstick":
409
- if (this.inputSource.gamepad) {
410
- const xIndex = componentModel.gamepadIndices!.xAxis!;
411
- const yIndex = componentModel.gamepadIndices!.yAxis!;
412
- let x = this.inputSource.gamepad?.axes[xIndex];
413
- let y = this.inputSource.gamepad?.axes[yIndex];
414
- x *= -1;
415
- y *= -1;
416
- const buttonIndex = componentModel.gamepadIndices!.button!;
417
- const z = this.inputSource.gamepad?.buttons[buttonIndex].value;
418
- return { x, y, z }
419
- }
420
- }
421
- }
422
- return { x: 0, y: 0, z: 0 }
423
- }
424
-
425
-
426
- private readonly _buttonMap = new Map<ButtonName, number>();
427
-
428
- // the motion controller contains the controller scheme, we use this to simplify button access
429
- private _motioncontroller?: MotionController;
430
- private _layout: InputDeviceLayout | undefined;
431
- private getMotionController!: Promise<MotionController>;
432
- private initialize() {
433
- if (!this._layout) {
434
- // TODO: we should fetch the profiles or better yet the profile list once and cache it
435
- const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
436
- /** @ts-ignore */
437
- this.getMotionController = fetchProfileCall.then(res => {
438
-
439
- if (!this.connected) return null;
440
-
441
- this._motioncontroller = new MotionController(
442
- this.inputSource,
443
- res.profile,
444
- res.assetPath || ""
445
- );
446
-
447
- const profile = res.profile as InputDeviceProfile;
448
- const layout = profile.layouts[this.inputSource.handedness];
449
- this._layout = layout;
450
- if (this._layout) {
451
- if (!this._layout.gamepad?.length) {
452
- this._layout.gamepad = [];
453
- for (const key in this._layout.components) {
454
- const component = this._layout.components[key];
455
- this._layout.gamepad[component.gamepadIndices!.button!] = key as XRControllerButtonName;
456
- }
457
- }
458
- }
459
- // if (debug) console.log(this._layout, this.inputSource);
460
- // debugger;
461
- // this.getButton("a-button")
462
- return this._motioncontroller;
463
- }).catch(err => {
464
- console.error(err);
465
- });
466
- }
467
- }
468
-
469
- private subscribeEvents() {
470
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
471
- this.xr.session.addEventListener("selectstart", this.onSelectStart);
472
- this.xr.session.addEventListener("selectend", this.onSelectEnd);
473
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
474
- this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
475
- this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
476
- }
477
- private unsubscribeEvents() {
478
- this.xr.session.removeEventListener("selectstart", this.onSelectStart);
479
- this.xr.session.removeEventListener("selectend", this.onSelectEnd);
480
- this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
481
- this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
482
- }
483
-
484
- private _selectButtonIndex: number | undefined = undefined;
485
- private _squeezeButtonIndex: number | undefined = undefined;
486
-
487
- private onSelectStart = (evt: XRInputSourceEvent) => {
488
- if (this.inputSource !== evt.inputSource) return;
489
- const selectComponentId = this._layout?.selectComponentId;
490
- const i = this._layout?.components[selectComponentId!]?.gamepadIndices?.button;
491
- if (i !== undefined) this._selectButtonIndex = i;
492
- if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
493
- this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
494
- }
495
- private onSelectEnd = (evt: XRInputSourceEvent) => {
496
- if (this.inputSource !== evt.inputSource) return;
497
- this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
498
- }
499
- private onSequeezeStart = (evt: XRInputSourceEvent) => {
500
- if (this.inputSource !== evt.inputSource) return;
501
- this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
502
- if (this._squeezeButtonIndex !== undefined) {
503
- if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
504
- this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
505
- }
506
- };
507
- private onSequeezeEnd = (evt: XRInputSourceEvent) => {
508
- if (this.inputSource !== evt.inputSource) return;
509
- if (this._squeezeButtonIndex !== undefined)
510
- this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
511
- };
512
-
513
- /** Index = button index */
514
- private readonly states = new Array<InputState>();
515
- // If we want to invoke button events for ALL buttons we need to keep track of the previous state
516
- // instead of using XR input select start events which is only raised for the primary button
517
- // we should probably do both but then we need to ignore the primary index in the following function (to not raise an event for the same button twice)
518
- // and start with index = 1
519
- private updateInputEvents() {
520
- if (!this._layout) return;
521
-
522
- // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
523
- if (this.gamepad?.buttons) {
524
- for (let k = 0; k < this.gamepad.buttons.length; k++) {
525
- const button = this.gamepad.buttons[k];
526
- const state = this.states[k] || new InputState();
527
- let eventName: InputEventNames | null = null;
528
-
529
- // is down
530
- if (button.pressed && !state.pressed) {
531
- eventName = "pointerdown";
532
- state.isDown = true;
533
- state.isUp = false;
534
- }
535
- // is up
536
- else if (!button.pressed && state.pressed) {
537
- eventName = "pointerup"
538
- state.isDown = false;
539
- state.isUp = true;
540
- }
541
- else {
542
- state.isDown = false;
543
- state.isUp = false;
544
- }
545
-
546
- state.value = button.value;
547
- state.pressed = button.pressed;
548
- this.states[k] = state;
549
-
550
- // the selection event is handled in the "selectstart" callback
551
- const emitEvent = k !== this._selectButtonIndex && k !== this._squeezeButtonIndex;
552
-
553
- if (eventName != null && emitEvent) {
554
- const name = this._layout?.gamepad[k];
555
- this.emitPointerEvent(eventName, k, name ?? "none", false);
556
- }
557
- }
558
- }
559
- }
560
- private onUpdateMove() {
561
- this.emitPointerEvent("pointermove", 0, "none", false);
562
- }
563
-
564
-
565
- /** cached spatial pointer init object. We re-use it to not have */
566
- private readonly pointerInit: NEPointerEventInit;
567
- private emitPointerEvent(type: InputEventNames, button: number, buttonName: ButtonName | "none", primary: boolean, source: Event | null = null) {
568
-
569
- if (!this.emitEvents) {
570
- if(debug && type !== InputEvents.PointerMove) console.warn("Pointer events are disabled for this controller", this.index, type, button);
571
- return;
572
- }
573
-
574
- // Currently we do only want to emit pointer events for NON screen based events
575
- // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
576
- // Not sure if *this* is enough to determine if the event is spatial or not
577
- if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
578
- this.pointerInit.origin = this;
579
- this.pointerInit.pointerId = this.index * 10 + button;
580
- this.pointerInit.pointerType = this.hand ? "hand" : "controller";
581
- this.pointerInit.button = button;
582
- this.pointerInit.buttonName = buttonName;
583
- this.pointerInit.isPrimary = primary;
584
- this.pointerInit.mode = this.inputSource.targetRayMode;
585
- this.pointerInit.ray = this.ray;
586
- this.pointerInit.device = this.object;
587
-
588
- const prevContext = Context.Current;
589
- Context.Current = this.xr.context;
590
- this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
591
- Context.Current = prevContext;
592
- }
593
- }
594
- }
595
-
596
- class InputState {
597
- /** if the button was pressed the last update */
598
- isDown: boolean = false;
599
- /** if the button was released the last update */
600
- isUp: boolean = false;
601
-
602
- pressed: boolean = false;
603
- value: number = 0;
604
- };
605
-
606
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
607
- class NeedleGamepadButton {
608
- touched: boolean = false;
609
- pressed: boolean = false;
610
- value: number = 0;
611
- /** was the button just pressed down the last update */
612
- isDown: boolean = false;
613
- /** was the button just released the last update */
614
- isUp: boolean = false;
615
- }
src/engine/xr/NeedleXRSession.ts DELETED
@@ -1,1270 +0,0 @@
1
- import { Mesh, Object3D, PerspectiveCamera, Quaternion, Vector3, PlaneHelper, PlaneGeometry, MeshBasicMaterial, Camera, WebXRArrayCamera, DoubleSide } from "three";
2
- import { Context, FrameEvent } from "../engine_context.js";
3
- import { ContextEvent, ContextRegistry } from "../engine_context_registry.js";
4
- import { Gizmos } from "../engine_gizmos.js";
5
- import { getTempVector, getTempQuaternion, getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../engine_three_utils.js";
6
- import { NeedleXRController } from "./NeedleXRController.js";
7
- import type { IXRRig } from "./XRRig.js";
8
- import { ImplictXRRig, flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
9
- import { delay, getParam, isDesktop, isQuest } from "../engine_utils.js";
10
- import { ICamera, IComponent, INeedleXRSession } from "../engine_types.js";
11
- import { NeedleXRSync } from "./NeedleXRSync.js";
12
- import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../debug/index.js";
13
- import { registerFrameEventCallback, unregisterFrameEventCallback } from "../engine_lifecycle_functions_internal.js";
14
- import { isDestroyed } from "../engine_gameobject.js";
15
- import { TemporaryXRContext } from "./TempXRContext.js";
16
- import { Mathf } from "../engine_math.js";
17
-
18
- export type NeedleXREventArgs = { xr: NeedleXRSession }
19
- export type SessionChangedEvt = (args: NeedleXREventArgs) => void;
20
- export type SessionRequestedEvent = (args: { mode: XRSessionMode, init: XRSessionInit }) => void;
21
- export type SessionRequestedEndEvent = (args: { mode: XRSessionMode, init: XRSessionInit, newSession: XRSession | null }) => void;
22
-
23
- /** Result of a XR hit-test
24
- * @property {XRHitTestResult} hit The original XRHitTestResult
25
- * @property {Vector3} position The hit position in world space
26
- * @property {Quaternion} quaternion The hit rotation in world space
27
- */
28
- export type NeedleXRHitTestResult = { hit: XRHitTestResult, position: Vector3, quaternion: Quaternion };
29
-
30
- const debug = getParam("debugwebxr");
31
-
32
- // TODO: move this into the IComponent interface!?
33
- export interface INeedleXRSessionEventReceiver extends Pick<IComponent, "destroyed"> {
34
- get activeAndEnabled(): boolean;
35
- supportsXR?(mode: XRSessionMode): boolean;
36
- /** Called before requesting a XR session */
37
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
38
- onEnterXR?(args: NeedleXREventArgs): void;
39
- onUpdateXR?(args: NeedleXREventArgs): void;
40
- onLeaveXR?(args: NeedleXREventArgs): void;
41
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
42
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
43
- }
44
-
45
- /** Contains a reference to the currently active webxr session and the controller that has changed */
46
- export type NeedleXRControllerEventArgs = NeedleXREventArgs & { controller: NeedleXRController, change: "added" | "removed" }
47
- /** Event Arguments when a controller changed event is invoked (added or removed) */
48
- export type ControllerChangedEvt = (args: NeedleXRControllerEventArgs) => void;
49
-
50
-
51
-
52
- function getDOMOverlayElement(domElement: HTMLElement) {
53
- let arOverlayElement: HTMLElement | null = null;
54
- // for react cases we dont have an Engine Element
55
- const element: any = domElement;
56
- if (element.getAROverlayContainer)
57
- arOverlayElement = element.getAROverlayContainer();
58
- else arOverlayElement = domElement;
59
- return arOverlayElement;
60
- }
61
-
62
-
63
-
64
- registerSessionGranted();
65
- function registerSessionGranted() {
66
- if ('xr' in navigator) {
67
- // WebXRViewer (based on Firefox) has a bug where addEventListener
68
- // throws a silent exception and aborts execution entirely.
69
- if (/WebXRViewer\//i.test(navigator.userAgent)) {
70
- console.warn('WebXRViewer does not support addEventListener');
71
- return;
72
- }
73
-
74
- navigator.xr?.addEventListener('sessiongranted', () => {
75
- console.log("Received Session Granted...")
76
- const lastSessionMode = sessionStorage.getItem("needle_xr_session_mode");
77
- const lastSessionInit = sessionStorage.getItem("needle_xr_session_init");
78
- if (lastSessionMode && lastSessionInit) {
79
- console.log("Session Granted: Restore last session")
80
- const init = JSON.parse(lastSessionInit);
81
- NeedleXRSession.start(lastSessionMode as XRSessionMode, init).catch(e => console.warn(e));
82
- }
83
- else {
84
- // if no session was found we start VR by default
85
- NeedleXRSession.start("immersive-vr").catch(e => console.warn("Session Granted failed:", e));
86
- }
87
- });
88
- }
89
- }
90
- function saveSessionInfo(mode: XRSessionMode, init: XRSessionInit) {
91
- sessionStorage.setItem("needle_xr_session_mode", mode);
92
- sessionStorage.setItem("needle_xr_session_init", JSON.stringify(init));
93
- }
94
-
95
- function deleteSessionInfo() {
96
- sessionStorage.removeItem("needle_xr_session_mode");
97
- sessionStorage.removeItem("needle_xr_session_init");
98
- }
99
-
100
- if (isDesktop() && isDevEnvironment()) {
101
- window.addEventListener("keydown", (evt) => {
102
- if (evt.key === "x") {
103
- if (NeedleXRSession.active) {
104
- NeedleXRSession.stop();
105
- }
106
- }
107
- });
108
- }
109
-
110
- if (getParam("simulatewebxrloading")) {
111
- ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, async _cb => {
112
- await delay(3000);
113
- setTimeout(async () => {
114
- const info = await TemporaryXRContext.handoff();
115
- if (info) NeedleXRSession.setSession(info.mode, info.session, info.init, Context.Current);
116
- else
117
- NeedleXRSession.start("immersive-vr")
118
- }, 6000)
119
- });
120
- let triggered = false;
121
- window.addEventListener("click", () => {
122
- if (triggered) return;
123
- triggered = true;
124
- TemporaryXRContext.start("immersive-vr", NeedleXRSession.getDefaultSessionInit("immersive-vr"));
125
- });
126
- }
127
-
128
- /**
129
- * This class manages an XRSession to provide helper methods and events
130
- * It provides easy access to the XRInputSources (controllers and hands)
131
- * If a XRSession is active you can use all XR-related event methods on your components to receive XR events
132
- * - Start a XRSession with `NeedleXRSession.start(...)`
133
- * - Stop a XRSession with `NeedleXRSession.stop()`
134
- * - Access running XRSession with `NeedleXRSession.active`
135
- * - Listen to XRSession start events with `NeedleXRSession.onXRStart(...)`
136
- * - Listen to XRSession end events with `NeedleXRSession.onXREnd(...)`
137
- * - Listen to XRSession controller added events with `NeedleXRSession.onControllerAdded(...)`
138
- * - Listen to XRSession controller removed events with `NeedleXRSession.onControllerRemoved(...)`
139
- *
140
- */
141
- export class NeedleXRSession implements INeedleXRSession {
142
-
143
- private static _sync: NeedleXRSync | null = null;
144
- static getXRSync(context: Context) {
145
- if (!this._sync) this._sync = new NeedleXRSync(context);
146
- return this._sync;
147
- }
148
-
149
- static get currentSessionRequest(): XRSessionMode | null { return this._currentSessionRequestMode; }
150
- private static _currentSessionRequestMode: XRSessionMode | null = null;
151
-
152
- static get active(): NeedleXRSession | null { return this._activeSession; }
153
- /** The active xr session mode (if any xr session is active) */
154
- static get activeMode() { return this._activeSession?.mode ?? null; }
155
- /** XRSystem via navigator.xr access
156
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSystem
157
- */
158
- static get xrSystem(): XRSystem | undefined {
159
- return ('xr' in navigator) ? navigator.xr : undefined;
160
- }
161
- static isXRSupported() { return Promise.all([this.isVRSupported(), this.isARSupported()]).then(res => res.some(e => e)) }
162
- static isVRSupported() { return this.xrSystem?.isSessionSupported('immersive-vr') ?? Promise.resolve(false); }
163
- static isARSupported() { return this.xrSystem?.isSessionSupported('immersive-ar') ?? Promise.resolve(false); }
164
-
165
- private static _currentSessionRequest?: Promise<XRSession>;
166
- private static _activeSession: NeedleXRSession | null;
167
-
168
- static onSessionRequestStart(evt: SessionRequestedEvent) {
169
- this._sessionRequestStartListeners.push(evt);
170
- }
171
- static offSessionRequestStart(evt: SessionRequestedEvent) {
172
- const index = this._sessionRequestStartListeners.indexOf(evt);
173
- if (index >= 0) this._sessionRequestStartListeners.splice(index, 1);
174
- }
175
- private static readonly _sessionRequestStartListeners: SessionRequestedEvent[] = [];
176
-
177
- /** Called after the session request has finished */
178
- static onSessionRequestEnd(evt: SessionRequestedEndEvent) {
179
- this._sessionRequestEndListeners.push(evt);
180
- }
181
- /** Unsubscribe from request end evt */
182
- static offSessionRequestEnd(evt: SessionRequestedEndEvent) {
183
- const index = this._sessionRequestEndListeners.indexOf(evt);
184
- if (index >= 0) this._sessionRequestEndListeners.splice(index, 1);
185
- }
186
- private static readonly _sessionRequestEndListeners: SessionRequestedEndEvent[] = [];
187
-
188
- /** Listen to XR session started */
189
- static onXRStart(evt: SessionChangedEvt) {
190
- this._xrStartListeners.push(evt);
191
- };
192
- /** Unsubscribe from XRSession started events */
193
- static offXRStart(evt: SessionChangedEvt) {
194
- const index = this._xrStartListeners.indexOf(evt);
195
- if (index >= 0) this._xrStartListeners.splice(index, 1);
196
- }
197
- private static readonly _xrStartListeners: SessionChangedEvt[] = [];
198
-
199
- /** Listen to controller added events.
200
- * Events are cleared when starting a new session
201
- **/
202
- static onControllerAdded(evt: ControllerChangedEvt) {
203
- this._controllerAddedListeners.push(evt);
204
- }
205
- /** Unsubscribe from controller added evts */
206
- static offControllerAdded(evt: ControllerChangedEvt) {
207
- const index = this._controllerAddedListeners.indexOf(evt);
208
- if (index >= 0) this._controllerAddedListeners.splice(index, 1);
209
- }
210
- private static readonly _controllerAddedListeners: ControllerChangedEvt[] = [];
211
-
212
- /** Listen to controller removed events
213
- * Events are cleared when starting a new session
214
- **/
215
- static onControllerRemoved(evt: ControllerChangedEvt) {
216
- this._controllerRemovedListeners.push(evt);
217
- }
218
- /** Unsubscribe from controller removed events */
219
- static offControllerRemoved(evt: ControllerChangedEvt) {
220
- const index = this._controllerRemovedListeners.indexOf(evt);
221
- if (index >= 0) this._controllerRemovedListeners.splice(index, 1);
222
- }
223
- private static readonly _controllerRemovedListeners: ControllerChangedEvt[] = [];
224
-
225
- /** If the browser supports offerSession - creating a VR or AR button in the browser navigation bar */
226
- static offerSession(mode: XRSessionMode, init: XRSessionInit | "default", context: Context): boolean {
227
- if ('xr' in navigator && navigator.xr && 'offerSession' in navigator.xr) {
228
- if (typeof navigator.xr.offerSession === "function") {
229
- console.log("WebXR offerSession is available - requesting mode: " + mode);
230
- if (init == "default") {
231
- init = this.getDefaultSessionInit(mode);
232
- }
233
- navigator.xr.offerSession(mode, {
234
- ...init
235
- }).then((session) => {
236
- NeedleXRSession.setSession(mode, session, init as XRSessionInit, context);
237
- }).catch(_ => {
238
- console.log("XRSession offer rejected (perhaps because another call to offerSession was made or a call to requestSession was made)")
239
- });
240
- }
241
- return true;
242
- }
243
- return false;
244
- }
245
-
246
- /** @returns a new XRSession init object with defaults */
247
- static getDefaultSessionInit(mode: Omit<XRSessionMode, "inline">): XRSessionInit {
248
- switch (mode) {
249
- case "immersive-ar":
250
- return {
251
- optionalFeatures: ['anchors', 'local-floor', 'hand-tracking', 'layers', 'dom-overlay', 'hit-test'],
252
- }
253
- case "immersive-vr":
254
- return {
255
- optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking', 'high-fixed-foveation-level', 'layers'],
256
- }
257
- default:
258
- console.warn("No default session init for mode", mode);
259
- return {};
260
- }
261
- }
262
-
263
- /** start a new webXR session (make sure to stop already running sessions before calling this method) */
264
- static async start(mode: XRSessionMode, init?: XRSessionInit, context?: Context): Promise<NeedleXRSession | null> {
265
-
266
- if (this._currentSessionRequest) {
267
- console.warn("A XRSession is already being requested");
268
- if (debug || isDevEnvironment()) showBalloonWarning("A XRSession is already being requested");
269
- return this._currentSessionRequest.then(() => this._activeSession!);
270
- }
271
-
272
- if (this._activeSession) {
273
- console.error("A XRSession is already running");
274
- return this._activeSession;
275
- }
276
-
277
- // Make sure we have a context
278
- if (!context) context = Context.Current;
279
- if (!context) context = ContextRegistry.All[0] as Context;
280
- if (!context) throw new Error("No Needle Engine Context found");
281
-
282
- // setup session init args, make sure we have default values
283
- if (!init) init = {};
284
- switch (mode) {
285
-
286
- // Setup VR initialization parameters
287
- case "immersive-ar":
288
- {
289
- const supported = await this.xrSystem?.isSessionSupported('immersive-ar')
290
- if (supported !== true) {
291
- console.error(mode + ' is not supported by this browser.');
292
- return null;
293
- }
294
- const defaultInit: XRSessionInit = this.getDefaultSessionInit(mode);
295
- const domOverlayElement = getDOMOverlayElement(context.domElement);
296
- if (domOverlayElement && !isQuest()) { // excluding quest since dom-overlay breaks sessiongranted
297
- defaultInit.domOverlay = { root: domOverlayElement };
298
- defaultInit.optionalFeatures!.push('dom-overlay');
299
- }
300
- init = {
301
- ...defaultInit,
302
- ...init,
303
- }
304
- }
305
- break;
306
-
307
- // Setup AR initialization parameters
308
- case "immersive-vr":
309
- {
310
- const supported = await this.xrSystem?.isSessionSupported('immersive-vr')
311
- if (supported !== true) {
312
- console.error(mode + ' is not supported by this browser.');
313
- return null;
314
- }
315
- const defaultInit: XRSessionInit = this.getDefaultSessionInit(mode);
316
- init = {
317
- ...defaultInit,
318
- ...init,
319
- }
320
- }
321
- break;
322
-
323
- default:
324
- console.warn("No default session init for mode", mode);
325
- break;
326
- }
327
-
328
- // we stop a temporary session here (if any runs)
329
- await TemporaryXRContext.stop();
330
-
331
- const scripts = mode == "immersive-ar" ? context.scripts_immersive_ar : context.scripts_immersive_vr
332
-
333
- if (debug)
334
- console.log("%c" + `Requesting ${mode} session`, "font-weight:bold;", init, scripts);
335
- else
336
- console.log("%c" + `Requesting ${mode} session`, "font-weight:bold;");
337
- for (const script of scripts) {
338
- if (script.onBeforeXR) script.onBeforeXR(mode, init);
339
- }
340
- for (const listener of this._sessionRequestStartListeners) {
341
- listener({ mode, init });
342
- }
343
- if (debug) showBalloonMessage("Requesting " + mode + " session (" + Date.now() + ")");
344
- this._currentSessionRequest = navigator.xr?.requestSession(mode, init);
345
- this._currentSessionRequestMode = mode;
346
- /**@type {XRSystem} */
347
- const newSession = await (this._currentSessionRequest)?.catch(e => {
348
- console.error(e, "Code: " + e.code);
349
- if (e.code === 9) showBalloonWarning("Make sure your device has the required permissions (e.g. camera access)")
350
- console.log("If the specified XR configuration is not supported (e.g. entering AR doesnt work) - make sure you access the website on a secure connection (HTTPS) and your device has the required permissions (e.g. camera access)");
351
- const notSecure = location.protocol === 'http:';
352
- if (notSecure) showBalloonWarning("XR requires a secure connection (HTTPS)");
353
- });
354
- this._currentSessionRequest = undefined;
355
- this._currentSessionRequestMode = null;
356
- for (const listener of this._sessionRequestEndListeners) {
357
- listener({ mode, init, newSession: newSession || null });
358
- }
359
- if (!newSession) {
360
- console.warn("XR Session request was rejected");
361
- return null;
362
- }
363
- return this.setSession(mode, newSession, init, context);
364
- }
365
-
366
- static setSession(mode: XRSessionMode, session: XRSession, init: XRSessionInit, context: Context) {
367
- if (this._activeSession) {
368
- console.error("A XRSession is already running");
369
- return this._activeSession;
370
- }
371
- const scripts = mode == "immersive-ar" ? context.scripts_immersive_ar : context.scripts_immersive_vr;
372
- this._activeSession = new NeedleXRSession(mode, session, context, {
373
- scripts: scripts,
374
- controller_added: this._controllerAddedListeners,
375
- controller_removed: this._controllerRemovedListeners,
376
- init: init
377
- });
378
- session.addEventListener("end", this.onEnd);
379
- if (debug)
380
- console.log("%c" + `Started ${mode} session`, "font-weight:bold;", scripts);
381
- else
382
- console.log("%c" + `Started ${mode} session`, "font-weight:bold;");
383
- return this._activeSession;
384
- }
385
- /** stops the active XR session */
386
- static stop() {
387
- this._activeSession?.end();
388
- }
389
- private static onEnd = () => {
390
- if (debug) console.log("XR Session ended");
391
- this._activeSession = null;
392
- }
393
-
394
-
395
- /** The needle engine context this session was started from */
396
- readonly context: Context;
397
-
398
- get sync(): NeedleXRSync | null {
399
- return NeedleXRSession._sync;
400
- }
401
-
402
- /** Returns true if the xr session is still active */
403
- get running(): boolean { return !this._ended && this.session != null; }
404
-
405
- /**
406
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession
407
- */
408
- readonly session: XRSession;
409
-
410
- /** XR Session Mode: AR or VR */
411
- readonly mode: XRSessionMode;
412
-
413
- /**
414
- * The XRSession interface's read-only interactionMode property describes the best space (according to the user agent) for the application to draw an interactive UI for the current session.
415
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession/interactionMode
416
- */
417
- get interactionMode(): "screen-space" | "world-space" { return this.session["interactionMode"]; }
418
-
419
- /**
420
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession/visibilityState
421
- */
422
- get visibilityState() { return this.session.visibilityState; }
423
-
424
- /**
425
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession/environmentBlendMode
426
- */
427
- get environmentBlendMode() { return this.session.environmentBlendMode; }
428
-
429
- /**
430
- * The current XR frame
431
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
432
- */
433
- get frame(): XRFrame { return this.context.xrFrame!; }
434
-
435
- /** The currently active/connected controllers */
436
- readonly controllers: NeedleXRController[] = [];
437
- /** shorthand to query the left controller. Use `controllers` to get access to all connected controllers */
438
- get leftController() { return this.controllers.find(c => c.isLeft); }
439
- /** shorthand to query the right controller. Use `controllers` to get access to all connected controllers */
440
- get rightController() { return this.controllers.find(c => c.isRight); }
441
- /** @returns the given controller if it is connected */
442
- getController(side: XRHandedness) { return this.controllers.find(c => c.side === side) || null; }
443
-
444
- /** Returns true if running in pass through mode in immersive AR */
445
- get isPassThrough() {
446
- if (this.environmentBlendMode !== 'opaque' && this.interactionMode === "world-space") return true;
447
- // since we can not rely on interactionMode check we check the controllers too
448
- // https://linear.app/needle/issue/NE-4057
449
- // the following is a workaround for the issue above
450
- if (this.mode === "immersive-ar" && this.environmentBlendMode !== 'opaque') {
451
- // if we have any tracked pointer controllers we're also in passthrough
452
- if (this.controllers.some(c => c.inputSource.targetRayMode === "tracked-pointer"))
453
- return true;
454
- }
455
- if (isDevEnvironment() && isDesktop() && this.mode === "immersive-ar") {
456
- return true;
457
- }
458
- return false;
459
- }
460
- get isAR() { return this.mode === 'immersive-ar'; }
461
- get isVR() { return this.mode === 'immersive-vr'; }
462
-
463
- get posePosition() { return this._transformPosition; }
464
- get poseOrientation() { return this._transformOrientation; }
465
- /** @returns the context.renderer.xr.getReferenceSpace() result */
466
- get referenceSpace(): XRSpace | null { return this.context.renderer.xr.getReferenceSpace(); }
467
- /** @returns the XRFrame `viewerpose` using the xr `referenceSpace` */
468
- get viewerPose(): XRViewerPose | undefined { return this._viewerPose; }
469
-
470
-
471
- /** @returns `true` if any image is currently being tracked */
472
- /** returns true if images are currently being tracked */
473
- get isTrackingImages() {
474
- if (this.frame && "getImageTrackingResults" in this.frame && typeof this.frame.getImageTrackingResults === "function") {
475
- try {
476
- const trackingResult = this.frame.getImageTrackingResults();
477
- for (const result of trackingResult) {
478
- const state = result.trackingState;
479
- if (state === "tracked") return true;
480
- }
481
- }
482
- catch {
483
- // Looks like we get a NotSupportedException on Android since the method is known
484
- // but the feature is not supported by the session
485
- // TODO Can we check here if we even requested the image-tracking feature instead of catching?
486
- return false;
487
- }
488
- }
489
- return false;
490
- }
491
-
492
-
493
- /** The currently active XR rig */
494
- get rig(): IXRRig | null {
495
- const rig = this._rigs[0] ?? null;
496
- if (rig?.gameObject && isDestroyed(rig.gameObject) || rig?.isActive === false) {
497
- this.updateActiveXRRig();
498
- return this._rigs[0] ?? null;
499
- }
500
- return rig;
501
- }
502
- private _rigScale: number = 1;
503
- private _lastRigScaleUpdate: number = -1;
504
- /** get the XR rig worldscale */
505
- get rigScale() {
506
- if (!this._rigs[0]) return 1;
507
- if (this._lastRigScaleUpdate !== this.context.time.frame) {
508
- this._lastRigScaleUpdate = this.context.time.frame;
509
- this._rigScale = this._rigs[0].gameObject.worldScale.x;
510
- }
511
- return this._rigScale;
512
- }
513
- /** add a rig to the available XR rigs - if it's priority is higher than the currently active rig it will be enabled */
514
- addRig(rig: IXRRig) {
515
- const i = this._rigs.indexOf(rig);
516
- if (i >= 0) return;
517
- if (rig.priority === undefined) rig.priority = 0;
518
- this._rigs.push(rig);
519
- this.updateActiveXRRig();
520
- }
521
- /** Remove a rig from the available XR Rigs */
522
- removeRig(rig: IXRRig) {
523
- const i = this._rigs.indexOf(rig);
524
- if (i === -1) return;
525
- this._rigs.splice(i, 1);
526
- this.updateActiveXRRig();
527
- }
528
- /** Sets a XRRig to be active which will parent the camera to this rig */
529
- setRigActive(rig: IXRRig) {
530
- const i = this._rigs.indexOf(rig);
531
- this._rigs.splice(i, 1);
532
- this._rigs.unshift(rig);
533
- this.updateActiveXRRig();
534
- }
535
- private updateActiveXRRig() {
536
- const previouslyActiveRig = this._rigs[0] ?? null;
537
-
538
- // ensure that the default rig is in the scene
539
- if (this._defaultRig.gameObject.parent !== this.context.scene)
540
- this.context.scene.add(this._defaultRig.gameObject);
541
- // ensure the fallback rig is always active!!!
542
- this._defaultRig.gameObject.visible = true;
543
- // ensure that the default rig is in the list of available rigs
544
- if (!this._rigs.includes(this._defaultRig))
545
- this._rigs.push(this._defaultRig);
546
-
547
- // find the rig with the highest priority and make sure it's at the beginning of the array
548
- let highestPriorityRig: IXRRig = this._rigs[0];
549
- if (highestPriorityRig && highestPriorityRig.priority === undefined) highestPriorityRig.priority = 0;
550
-
551
- for (let i = 1; i < this._rigs.length; i++) {
552
- const rig = this._rigs[i];
553
- if (!rig.isActive) continue;
554
- if (isDestroyed(rig.gameObject)) {
555
- this._rigs.splice(i, 1);
556
- i--;
557
- continue;
558
- }
559
- if (!highestPriorityRig || highestPriorityRig.isActive === false || (rig.priority !== undefined && rig.priority > highestPriorityRig.priority!)) {
560
- highestPriorityRig = rig;
561
- }
562
- }
563
-
564
- // make sure the highest priority rig is at the beginning if it isnt already
565
- if (previouslyActiveRig !== highestPriorityRig) {
566
- const index = this._rigs.indexOf(highestPriorityRig);
567
- if (index >= 0) this._rigs.splice(index, 1);
568
- this._rigs.unshift(highestPriorityRig);
569
- }
570
-
571
- if (debug) {
572
- if (previouslyActiveRig === highestPriorityRig)
573
- console.log("Updated Active XR Rig:", highestPriorityRig, "prev:", previouslyActiveRig);
574
- else console.log("Updated Active XRRig:", highestPriorityRig, " (the same as before)");
575
- }
576
- }
577
- private _rigs: IXRRig[] = [];
578
-
579
-
580
-
581
- private _viewerHitTestSource: XRHitTestSource | null = null;
582
-
583
- /** Returns a XR hit test result (if hit-testing is available) in rig space
584
- * @param source If provided, the hit test will be performed for the given controller
585
- */
586
- getHitTest(source?: NeedleXRController): NeedleXRHitTestResult | null {
587
- if (source) {
588
- return this.getControllerHitTest(source);
589
- }
590
-
591
- if (!this._viewerHitTestSource) return null;
592
- const hitTestSource = this._viewerHitTestSource;
593
- const hitTestResults = this.frame.getHitTestResults(hitTestSource);
594
- if (hitTestResults.length > 0) {
595
- const hit = hitTestResults[0];
596
- return this.convertHitTestResult(hit);
597
- }
598
- return null;
599
- }
600
- private getControllerHitTest(controller: NeedleXRController): NeedleXRHitTestResult | null {
601
- const hitTestSource = controller.hitTestSource;
602
- if (!hitTestSource) return null;
603
- const res = this.frame.getHitTestResultsForTransientInput(hitTestSource);
604
- for (const result of res) {
605
- if (result.inputSource === controller.inputSource) {
606
- for (const hit of result.results) {
607
- return this.convertHitTestResult(hit);
608
- }
609
- }
610
- }
611
- return null;
612
- }
613
- private convertHitTestResult(result: XRHitTestResult): NeedleXRHitTestResult | null {
614
- const referenceSpace = this.context.renderer.xr.getReferenceSpace();
615
- const pose = referenceSpace && result.getPose(referenceSpace);
616
- if (pose) {
617
- const pos = getTempVector(pose.transform.position);
618
- const rot = getTempQuaternion(pose.transform.orientation);
619
- const camera = this.context.mainCamera;
620
- if (camera?.parent !== this._cameraRenderParent) {
621
- pos.applyMatrix4(flipForwardMatrix);
622
- }
623
- if (camera?.parent) {
624
- pos.applyMatrix4(camera.parent.matrixWorld);
625
- rot.multiply(flipForwardQuaternion);
626
- // apply parent quaternion (if parent is moved/rotated)
627
- const parentRotation = getWorldQuaternion(camera.parent);
628
- // ensure that "up" (y+) is pointing away from the wall
629
- parentRotation.premultiply(flipForwardQuaternion);
630
- rot.premultiply(parentRotation);
631
- }
632
- return { hit: result, position: pos, quaternion: rot };
633
- }
634
- return null;
635
- }
636
-
637
-
638
- /** convert a XRRigidTransform from XR session space to threejs / Needle Engine XR space */
639
- convertSpace(transform: XRRigidTransform): { position: Vector3, quaternion: Quaternion } {
640
- const pos = getTempVector(transform.position);
641
- pos.applyMatrix4(flipForwardMatrix);
642
- const rot = getTempQuaternion(transform.orientation);
643
- rot.premultiply(flipForwardQuaternion);
644
- return { position: pos, quaternion: rot };
645
- }
646
-
647
- /** this is the implictly created XR rig */
648
- private readonly _defaultRig: IXRRig;
649
-
650
- /** all scripts that receive some sort of XR update event */
651
- private readonly _xr_scripts: INeedleXRSessionEventReceiver[];
652
- /** scripts that have onUpdateXR event methods */
653
- private readonly _xr_update_scripts: INeedleXRSessionEventReceiver[] = [];
654
- /** scripts that are in the scene but inactive (e.g. disabled parent gameObject) */
655
- private readonly _inactive_scripts: INeedleXRSessionEventReceiver[] = [];
656
- private readonly _controllerAdded: ControllerChangedEvt[];
657
- private readonly _controllerRemoved: ControllerChangedEvt[];
658
- private readonly _originalCameraWorldPosition?: Vector3 | null;
659
- private readonly _originalCameraWorldRotation?: Quaternion | null;
660
- private readonly _originalCameraWorldScale?: Vector3 | null;
661
- private readonly _originalCameraParent?: Object3D | null;
662
- /** we store the main camera reference here each frame to make sure we have a rendering camera
663
- * this e.g. the case when the XR rig with the camera gets disabled (and thus this.context.mainCamera is unassigned)
664
- */
665
- private _mainCamera: ICamera | null = null;
666
-
667
- private constructor(mode: XRSessionMode, session: XRSession, context: Context, extra: {
668
- scripts: INeedleXRSessionEventReceiver[],
669
- controller_added: ControllerChangedEvt[],
670
- controller_removed: ControllerChangedEvt[],
671
- /** the initialization arguments */
672
- init: XRSessionInit,
673
- }) {
674
- saveSessionInfo(mode, extra.init);
675
- this.session = session;
676
- this.mode = mode;
677
- this.context = context;
678
- this.context.renderer.xr.enabled = true;
679
- this.context.renderer.xr.setSession(this.session);
680
- this.context.xr = this;
681
-
682
- this._xr_scripts = [...extra.scripts];
683
- this._xr_update_scripts = this._xr_scripts.filter(e => typeof e.onUpdateXR === "function");
684
- this._controllerAdded = extra.controller_added;
685
- this._controllerRemoved = extra.controller_removed;
686
-
687
- registerFrameEventCallback(this.onBefore, FrameEvent.LateUpdate);
688
- this.context.pre_render_callbacks.push(this.onBeforeRender);
689
- this.context.post_render_callbacks.push(this.onAfterRender);
690
-
691
-
692
- if (extra.init.optionalFeatures?.includes("hit-test") || extra.init.requiredFeatures?.includes("hit-test")) {
693
- session.requestReferenceSpace('viewer').then((referenceSpace) => {
694
- session.requestHitTestSource?.call(session, { space: referenceSpace })?.then((source) => {
695
- this._viewerHitTestSource = source;
696
- });
697
- })
698
- }
699
-
700
- if (this.context.mainCamera) {
701
- this._originalCameraWorldPosition = getWorldPosition(this.context.mainCamera, new Vector3());
702
- this._originalCameraWorldRotation = getWorldQuaternion(this.context.mainCamera, new Quaternion());
703
- this._originalCameraWorldScale = getWorldScale(this.context.mainCamera, new Vector3());
704
- this._originalCameraParent = this.context.mainCamera.parent;
705
- }
706
-
707
- this.context.mainCameraComponent?.applyClearFlags();
708
-
709
- this._defaultRig = new ImplictXRRig();
710
- this.context.scene.add(this._defaultRig.gameObject);
711
- this.addRig(this._defaultRig);
712
-
713
- // register already connected input sources
714
- // this is for when the session is already running (via a temporary xr session)
715
- // and the controllers are already connected
716
- for (const sources of this.session.inputSources) {
717
- this.onInputSourceAdded(sources);
718
- }
719
-
720
- // handle controller and input source changes changes
721
- this.session.addEventListener('end', this.onEnd);
722
- // handle input sources change
723
- this.session.addEventListener("inputsourceschange", (evt: XRInputSourceChangeEvent) => {
724
- // handle removed controllers
725
- for (const removedInputSource of evt.removed) {
726
- this.disconnectInputSource(removedInputSource);
727
- }
728
- for (const newInputSource of evt.added) {
729
- this.onInputSourceAdded(newInputSource);
730
- }
731
- });
732
- }
733
- private onInputSourceAdded = (newInputSource: XRInputSource) => {
734
- // do not create XR controllers for screen input sources
735
- if (newInputSource.targetRayMode === "screen") {
736
- return;
737
- }
738
- let index = 0;
739
- for (let i = 0; i < this.session.inputSources.length; i++) {
740
- if (this.session.inputSources[i] === newInputSource) {
741
- index = i;
742
- break;
743
- }
744
- }
745
- // check if an xr controller for this input source already exists
746
- // in case we have both an event from inputsourceschange and from the construtor initial input sources
747
- if (this.controllers.find(c => c.inputSource === newInputSource)) return;
748
-
749
- const newController = new NeedleXRController(this, newInputSource, index);
750
- this.controllers.push(newController);
751
- this._newControllers.push(newController);
752
- this.invokeControllerEvent(newController, this._controllerAdded, "added");
753
-
754
- }
755
-
756
- /** End the XR Session */
757
- end() {
758
- // this can be called by external code to end the session
759
- // the actual cleanup happens in onEnd which subscribes to the session end event
760
- // so users can also just regularly call session.end() and the cleanup will happen automatically
761
- if (this._ended) return;
762
- this.session.end().catch(e => console.warn(e));
763
- }
764
-
765
- private _ended: boolean = false;
766
- private readonly _newControllers: NeedleXRController[] = [];
767
-
768
- private onEnd = (_evt: XRSessionEvent) => {
769
- if (this._ended) return;
770
- this._ended = true;
771
-
772
- if (debug) console.log("XR Session ended");
773
-
774
- deleteSessionInfo();
775
-
776
- this.onAfterRender();
777
- this.revertCustomForward();
778
- this._didStart = false;
779
- this._previousCameraParent = null;
780
-
781
- unregisterFrameEventCallback(this.onBefore, FrameEvent.LateUpdate);
782
- const index = this.context.pre_render_callbacks.indexOf(this.onBeforeRender);
783
- if (index >= 0) this.context.pre_render_callbacks.splice(index, 1);
784
- const index2 = this.context.post_render_callbacks.indexOf(this.onAfterRender);
785
- if (index2 >= 0) this.context.post_render_callbacks.splice(index2, 1);
786
-
787
- this.context.xr = null;
788
- this.context.renderer.xr.enabled = false;
789
- this.context.mainCameraComponent?.applyClearFlags();
790
-
791
- // make sure we disconnect all controllers
792
- for (let i = 0; i < this.controllers.length; i++) {
793
- this.disconnectInputSource(this.controllers[i].inputSource);
794
- }
795
-
796
- // we want to call leave XR for *all* scripts that are still registered
797
- // even if they might already be destroyed e.g. by the WebXR component (it destroys the default controller scripts)
798
- // they should still receive this callback to be properly cleaned up
799
- for (const listener of this._xr_scripts) {
800
- listener?.onLeaveXR?.({ xr: this });
801
- }
802
-
803
- this.sync?.onExitXR(this);
804
-
805
-
806
- if (this.context.mainCamera) {
807
- // if we have a main camera we want to move it back to it's original parent
808
- this._originalCameraParent?.add(this.context.mainCamera);
809
-
810
- if (this._originalCameraWorldPosition) {
811
- setWorldPosition(this.context.mainCamera, this._originalCameraWorldPosition);
812
- }
813
- if (this._originalCameraWorldRotation) {
814
- setWorldQuaternion(this.context.mainCamera, this._originalCameraWorldRotation);
815
- }
816
- if (this._originalCameraWorldScale) {
817
- setWorldScale(this.context.mainCamera, this._originalCameraWorldScale);
818
- }
819
- }
820
-
821
- // mark for size change since DPI might have changed
822
- this.context.requestSizeUpdate();
823
-
824
- this._defaultRig.gameObject.removeFromParent();
825
- };
826
-
827
- /** Disconnects the controller, invokes events and notifies previou controller (if any) */
828
- private disconnectInputSource(inputSource: XRInputSource) {
829
- for (let i = this.controllers.length - 1; i >= 0; i--) {
830
- const oldController = this.controllers[i];
831
- if (oldController.inputSource === inputSource) {
832
- this.controllers.splice(i, 1);
833
- this.invokeControllerEvent(oldController, this._controllerRemoved, "removed");
834
- const args: NeedleXRControllerEventArgs = {
835
- xr: this,
836
- controller: oldController,
837
- change: "removed"
838
- };
839
- for (const script of this._xr_scripts) {
840
- if (script.onXRControllerRemoved) script.onXRControllerRemoved(args);
841
- }
842
- oldController.onDisconnected();
843
- }
844
- }
845
- }
846
-
847
- private _didStart: boolean = false;
848
-
849
- /** Called every frame by the engine */
850
- private onBefore = (context: Context) => {
851
- const frame = context.xrFrame;
852
- if (!frame) return;
853
-
854
- // ensure that XR is always set to a running session
855
- this.context.xr = this;
856
-
857
- // ensure that we always have the correct main camera reference
858
- // we need to store the main camera reference here because the main camera can be disabled and then it's removed from the context
859
- // but in XR we want to ensure we always have a active camera (or at least parent the camera to the active rig)
860
- if (this.context.mainCameraComponent && this.context.mainCameraComponent !== this._mainCamera) {
861
- this._mainCamera = this.context.mainCameraComponent;
862
- }
863
-
864
- if (this.rig?.isActive == false) {
865
- if (debug) console.warn("Latest rig is not active - trying to activate a different rig", this.rig);
866
- this.updateActiveXRRig();
867
- }
868
-
869
- if (debug && this.rig) {
870
- const pos = this.rig.gameObject.worldPosition;
871
- const forward = this.rig.gameObject.worldForward;
872
- pos.add(forward.multiplyScalar(1.5));
873
- const upwards = this.rig.gameObject.worldUp;
874
- pos.add(upwards.multiplyScalar(2.5));
875
- Gizmos.DrawLabel(pos, this.context.time.smoothedFps.toFixed(1));
876
- }
877
-
878
- // make sure the camera is parented to the active rig
879
- if (this.rig && this._mainCamera?.gameObject) {
880
- const currentParent = this._mainCamera?.gameObject?.parent;
881
- if (currentParent !== this.rig.gameObject) {
882
- this.rig.gameObject.add(this._mainCamera?.gameObject);
883
- }
884
- }
885
-
886
- this.internalUpdateState();
887
-
888
- // we apply the flip immediately and keep it while in XR so that regular raycasts just work
889
- // otherwise rendering would fool us
890
- this.applyCustomForward();
891
-
892
- const args: NeedleXREventArgs = { xr: this };
893
-
894
- // we want to invoke ENTERXR for NEW component nad EXITXR for REMOVED components
895
- // we want to invoke onControllerAdded to components joining a running XR session if controllers are already connected
896
- //TODO: handle REMOVED components during a session (we want to call leave session events and controller removed events)
897
-
898
- // deferred start because we need an XR frame
899
- if (!this._didStart) {
900
- this._didStart = true;
901
-
902
- for (const listener of NeedleXRSession._xrStartListeners) {
903
- listener(args);
904
- }
905
-
906
- // invoke session listeners start
907
- // we need to make a copy because the array might be modified during the loop (could also use a for loop and iterate backwards perhaps but then order of invocation would be changed OR check if the size has changed...)
908
- const copy = [...this._xr_scripts];
909
- if (debug) console.log("NeedleXRSession start, handle scripts:", copy);
910
- for (const script of copy) {
911
- if (script.destroyed) {
912
- this._script_to_remove.push(script);
913
- continue;
914
- }
915
- if (!script.activeAndEnabled) {
916
- this.markInactive(script);
917
- continue;
918
- }
919
- // if ((script as IComponent).activeAndEnabled === false) continue;
920
- this.invokeCallback_EnterXR(script);
921
- // also invoke all events for currently (already) connected controllers
922
- for (const controller of this.controllers) {
923
- this.invokeCallback_ControllerAdded(script, controller);
924
- }
925
- }
926
- }
927
- else if (this.context.new_scripts_xr.length > 0) {
928
- // invoke start on all new scripts that were added during the session and that support the current mode
929
- const copy = [...this.context.new_scripts_xr];
930
- for (let i = 0; i < copy.length; i++) {
931
- const script = this.context.new_scripts_xr[i] as IComponent & INeedleXRSessionEventReceiver;
932
- if (!script || script.destroyed || script.supportsXR?.(this.mode) == false) {
933
- this.context.new_scripts_xr.splice(i, 1);
934
- continue;
935
- }
936
- if (!script.activeAndEnabled) {
937
- this.context.new_scripts_xr.splice(i, 1);
938
- this.markInactive(script);
939
- continue;
940
- }
941
- // ignore inactive scripts
942
- // if (script.activeAndEnabled === false) continue;
943
- if (this.addScript(script)) {
944
- // invoke onEnterXR on those scripts because they joined a running session
945
- this.invokeCallback_EnterXR(script);
946
- // also invoke all events for currently (already) connected controllers
947
- for (const controller of this.controllers) {
948
- this.invokeCallback_ControllerAdded(script, controller);
949
- }
950
- }
951
- }
952
- }
953
-
954
- // make sure camera layers are correct
955
- // we do this every frame here but I think it would be enough to do it once after the first rendering
956
- // since we want to override the settings in three's WebXRManager
957
- // we also want to continuously sync the culling mask if a user changes it on the main cam while in XR
958
- this.syncCameraCullingMask();
959
-
960
- // update controllers
961
- for (const controller of this.controllers) {
962
- controller.onUpdate(frame);
963
- }
964
-
965
- // handle when new controllers have been added
966
- for (const controller of this._newControllers) {
967
- for (const script of this._xr_scripts) {
968
- if (script.destroyed) {
969
- this._script_to_remove.push(script);
970
- continue;
971
- }
972
- if (script.onXRControllerAdded) script.onXRControllerAdded({ xr: this, controller, change: "added" });
973
- }
974
- }
975
- this._newControllers.length = 0;
976
-
977
- // invoke update on all scripts
978
- for (const script of this._xr_update_scripts) {
979
- if (script.destroyed === true) {
980
- this._script_to_remove.push(script);
981
- continue;
982
- }
983
- if (script.activeAndEnabled === false) {
984
- this.markInactive(script);
985
- continue;
986
- }
987
- if (script.onUpdateXR) script.onUpdateXR(args);
988
- }
989
-
990
- // handle inactive scripts
991
- this.handleInactiveScripts();
992
-
993
- // handle removed scripts
994
- if (this._script_to_remove.length > 0) {
995
- // make sure we have no duplicates
996
- const unique = [...new Set(this._script_to_remove)];
997
- this._script_to_remove.length = 0;
998
- for (const script of unique) {
999
- if (!script.destroyed && this.running) {
1000
- script.onLeaveXR?.(args);
1001
- }
1002
- this.removeScript(script);
1003
- }
1004
- }
1005
-
1006
- this.sync?.onUpdate(this);
1007
-
1008
- if (debug) {
1009
- for (const controller of this.controllers) {
1010
- controller.onRenderDebug();
1011
- }
1012
- }
1013
- }
1014
-
1015
- private onBeforeRender = () => {
1016
- if (this.context.mainCamera)
1017
- this.updateFade(this.context.mainCamera);
1018
- }
1019
-
1020
- private onAfterRender = () => {
1021
- this.onUpdateFade_PostRender();
1022
-
1023
- // render spectator view if we're in VR using Link
1024
- if (isDesktop()) {
1025
- const renderer = this.context.renderer;
1026
- if (renderer.xr.isPresenting && this.context.mainCamera) {
1027
- const wasXr = renderer.xr.enabled;
1028
- const previousRenderTarget = renderer.getRenderTarget();
1029
- renderer.xr.enabled = false;
1030
- renderer.setRenderTarget(null);
1031
- renderer.render(this.context.scene, this.context.mainCamera);
1032
- renderer.xr.enabled = wasXr;
1033
- renderer.setRenderTarget(previousRenderTarget);
1034
- }
1035
- }
1036
- }
1037
-
1038
- /** register a new XR script if it hasnt added yet */
1039
- private addScript(script: INeedleXRSessionEventReceiver) {
1040
- if (this._xr_scripts.includes(script)) return false;
1041
- if (debug) console.log("Register new XRScript", script);
1042
- this._xr_scripts.push(script);
1043
- if (typeof script.onUpdateXR === "function") {
1044
- this._xr_update_scripts.push(script);
1045
- }
1046
- return true;
1047
- }
1048
-
1049
- /** mark a script as inactive and invokes callbacks */
1050
- private markInactive(script: INeedleXRSessionEventReceiver) {
1051
- if (this._inactive_scripts.indexOf(script) >= 0) return;
1052
- // inactive scripts should not receive any regular callbacks anymore
1053
- this.removeScript(script, false);
1054
- this._inactive_scripts.push(script);
1055
- // inactive scripts receive callbacks as if the XR session has ended
1056
- for (const ctrl of this.controllers) this.invokeCallback_ControllerRemoved(script, ctrl);
1057
- this.invokeCallback_LeaveXR(script);
1058
- }
1059
- private handleInactiveScripts() {
1060
- if (this._inactive_scripts.length > 0) {
1061
- for (let i = this._inactive_scripts.length - 1; i >= 0; i--) {
1062
- const script = this._inactive_scripts[i];
1063
- if (script.activeAndEnabled) {
1064
- this._inactive_scripts.splice(i, 1);
1065
- this.addScript(script);
1066
- this.invokeCallback_EnterXR(script);
1067
- for (const ctrl of this.controllers) this.invokeCallback_ControllerAdded(script, ctrl);
1068
- }
1069
- }
1070
- }
1071
- }
1072
-
1073
- private readonly _script_to_remove: INeedleXRSessionEventReceiver[] = [];
1074
-
1075
- private removeScript(script: INeedleXRSessionEventReceiver, removeCompletely: boolean = true) {
1076
- if (debug) console.log("Remove XRScript", script);
1077
- const index = this._xr_scripts.indexOf(script);
1078
- if (index >= 0) this._xr_scripts.splice(index, 1);
1079
- const index2 = this._xr_update_scripts.indexOf(script);
1080
- if (index2 >= 0) this._xr_update_scripts.splice(index2, 1);
1081
- if (removeCompletely) {
1082
- const index3 = this._inactive_scripts.indexOf(script);
1083
- if (index3 >= 0) this._inactive_scripts.splice(index3, 1);
1084
- }
1085
- }
1086
-
1087
- private invokeCallback_EnterXR(script: INeedleXRSessionEventReceiver) {
1088
- if (script.onEnterXR) {
1089
- script.onEnterXR({ xr: this });
1090
- }
1091
- }
1092
- private invokeCallback_ControllerAdded(script: INeedleXRSessionEventReceiver, controller: NeedleXRController) {
1093
- if (script.onXRControllerAdded) {
1094
- script.onXRControllerAdded({ xr: this, controller, change: "added" });
1095
- }
1096
- }
1097
- private invokeCallback_ControllerRemoved(script: INeedleXRSessionEventReceiver, controller: NeedleXRController) {
1098
- if (script.onXRControllerRemoved) {
1099
- script.onXRControllerRemoved({ xr: this, controller, change: "removed" });
1100
- }
1101
- }
1102
- private invokeCallback_LeaveXR(script: INeedleXRSessionEventReceiver) {
1103
- if (script.onLeaveXR && !script.destroyed) {
1104
- script.onLeaveXR({ xr: this });
1105
- }
1106
- }
1107
-
1108
- private syncCameraCullingMask() {
1109
- // when we set unity layers objects will only be rendered on one eye
1110
- // we set layers to sync raycasting and have a similar behaviour to unity
1111
- const cam = this.context.xrCamera;
1112
- const cull = this.context.mainCameraComponent?.cullingMask;
1113
- if (cam && cull !== undefined) {
1114
- for (const c of cam.cameras) {
1115
- c.layers.mask = cull;
1116
- }
1117
- cam.layers.mask = cull;
1118
- }
1119
- else if (cam) {
1120
- for (const c of cam.cameras) {
1121
- c.layers.enableAll();
1122
- }
1123
- cam.layers.enableAll();
1124
- }
1125
- }
1126
-
1127
- private invokeControllerEvent(controller: NeedleXRController, listeners: ControllerChangedEvt[], change: "added" | "removed") {
1128
- for (let i = listeners.length - 1; i >= 0; i--) {
1129
- const listener = listeners[i];
1130
- if (!listener) continue;
1131
- try {
1132
- listener({
1133
- xr: this,
1134
- controller,
1135
- change
1136
- });
1137
- }
1138
- catch (e) {
1139
- console.error(e);
1140
- }
1141
- }
1142
- }
1143
-
1144
-
1145
- private _camera!: Object3D;
1146
- private readonly _cameraRenderParent: Object3D = new Object3D().rotateY(Math.PI);
1147
- private _previousCameraParent!: Object3D | null;
1148
- private readonly _customforward: boolean = true;
1149
- private originalCameraNearPlane?: number;
1150
- /** This is used to have the XR system camera look into threejs Z forward direction (instead of -z) */
1151
- private applyCustomForward() {
1152
- if (this.context.mainCamera && this._customforward) {
1153
- this._camera = this.context.mainCamera;
1154
- if (this._camera.parent !== this._cameraRenderParent) {
1155
- this._previousCameraParent = this._camera.parent;
1156
- this._previousCameraParent?.add(this._cameraRenderParent);
1157
- }
1158
- this._cameraRenderParent.name = "XR Camera Render Parent";
1159
- this._cameraRenderParent.add(this._camera);
1160
-
1161
- let minNearPlane = .02;
1162
- if (this.rig) {
1163
- const rigWorldScale = getWorldScale(this.rig.gameObject);
1164
- minNearPlane *= rigWorldScale.x;
1165
- }
1166
- if (this._camera instanceof PerspectiveCamera && this._camera.near > minNearPlane) {
1167
- this.originalCameraNearPlane = this._camera.near;
1168
- this._camera.near = minNearPlane;
1169
- }
1170
- }
1171
- }
1172
- private revertCustomForward() {
1173
- if (this._camera && this._previousCameraParent) {
1174
- this._previousCameraParent.add(this._camera);
1175
- }
1176
- this._previousCameraParent = null;
1177
-
1178
- if (this._camera instanceof PerspectiveCamera && this.originalCameraNearPlane != undefined) {
1179
- this._camera.near = this.originalCameraNearPlane;
1180
- }
1181
- }
1182
-
1183
-
1184
- private _viewerPose?: XRViewerPose;
1185
- private readonly _transformOrientation = new Quaternion();
1186
- private readonly _transformPosition = new Vector3();
1187
-
1188
- private internalUpdateState() {
1189
- const referenceSpace = this.context.renderer.xr.getReferenceSpace();
1190
- if (!referenceSpace) {
1191
- this._viewerPose = undefined;
1192
- return;
1193
- }
1194
- this._viewerPose = this.frame.getViewerPose(referenceSpace);
1195
- if (this._viewerPose) {
1196
- const transform: XRRigidTransform = this._viewerPose.transform;
1197
- this._transformPosition.set(transform.position.x, transform.position.y, transform.position.z);
1198
- this._transformOrientation.set(transform.orientation.x, transform.orientation.y, transform.orientation.z, transform.orientation.w);
1199
- }
1200
- }
1201
-
1202
- // TODO: for scene transitions (e.g. SceneSwitcher) where creating the scene might take a few moments we might want more control over when/how this fading occurs and how long the scene stays black
1203
-
1204
- /** Call to fade rendering to black for a short moment (the returned promise will be resolved when fully black)
1205
- * This can be used to mask scene transitions or teleportation
1206
- * @returns a promise that is resolved when the screen is fully black
1207
- * @example `fadeTransition().then(() => { <fully_black> })`
1208
- */
1209
- fadeTransition() {
1210
- if (this._transitionPromise) return this._transitionPromise;
1211
- this._requestedFadeValue = 1;
1212
- const promise = new Promise<void>(resolve => {
1213
- this._transitionResolve = resolve;
1214
- });
1215
- this._transitionPromise = promise;
1216
- return promise;
1217
- }
1218
-
1219
- private _requestedFadeValue: number = 0;
1220
- private _transitionPromise: Promise<void> | null = null;
1221
- private _transitionResolve: (() => void) | null = null;
1222
- private _fadeToColorQuad: Mesh | null = null;
1223
- private _fadeToColorMaterial!: MeshBasicMaterial;
1224
-
1225
- /** e.g. FadeToBlack */
1226
- private updateFade(camera: Camera) {
1227
- if (!(camera instanceof PerspectiveCamera)) return;
1228
- if (!this._fadeToColorQuad || !this._fadeToColorMaterial) {
1229
- this._fadeToColorMaterial = new MeshBasicMaterial({
1230
- color: 0x000000,
1231
- transparent: true,
1232
- depthTest: false,
1233
- fog: false,
1234
- side: DoubleSide,
1235
- });
1236
- this._fadeToColorQuad = new Mesh(new PlaneGeometry(10, 10), this._fadeToColorMaterial);
1237
- }
1238
-
1239
- // ensure that the quad is setup with the right properties
1240
- const quad = this._fadeToColorQuad;
1241
- const mat = this._fadeToColorMaterial;
1242
-
1243
- // make sure the quad is in the scene
1244
- if (quad.parent !== camera && mat.opacity > 0) {
1245
- camera!.add(quad);
1246
- }
1247
- else if (mat.opacity === 0) {
1248
- quad.removeFromParent();
1249
- }
1250
- quad.layers.set(2);
1251
- quad.material = this._fadeToColorMaterial!;
1252
- quad.position.z = -1;
1253
- // perform the fade
1254
- const fadeValue = this._requestedFadeValue;
1255
- mat.opacity = Mathf.lerp(mat.opacity, fadeValue, this.context.time.deltaTime / .03);
1256
- // check if we're close enough to the desired value:
1257
- if (Math.abs(mat.opacity - fadeValue) <= .01) {
1258
- if (this._transitionResolve) {
1259
- this._transitionResolve();
1260
- this._transitionResolve = null;
1261
- this._transitionPromise = null;
1262
- this._requestedFadeValue = 0;
1263
- }
1264
- }
1265
- }
1266
-
1267
- private onUpdateFade_PostRender() {
1268
- this._fadeToColorQuad?.removeFromParent();
1269
- }
1270
- }
src/engine/xr/NeedleXRSync.ts DELETED
@@ -1,221 +0,0 @@
1
- import type { Context } from "../engine_context.js";
2
- import { getParam } from "../engine_utils.js";
3
- import { RoomEvents, UserJoinedOrLeftRoomModel } from "../engine_networking.js";
4
- import { NeedleXRSession } from "./NeedleXRSession.js";
5
- import { NeedleXRController } from "./NeedleXRController.js";
6
-
7
- const debug = getParam("debugwebxr");
8
-
9
-
10
- declare type XRControllerType = "hand" | "controller";
11
-
12
- declare type XRControllerState = {
13
- // adding a guid so it's saved on the server, ideally we have a "room lifetime" store that doesnt save state forever on disc but just until the room is disposed (we have to add support for this in the networking backend tho)
14
- guid: string;
15
- index: number;
16
- handedness: XRHandedness;
17
- isTracking: boolean;
18
- type: XRControllerType;
19
- }
20
-
21
- class XRUserState {
22
-
23
- readonly controllerStates: XRControllerState[] = [];
24
-
25
- readonly userId: string;
26
- readonly context: Context;
27
-
28
- private readonly userStateEvtName: string;
29
-
30
- constructor(userId: string, context: Context) {
31
- this.userId = userId;
32
- this.context = context;
33
- this.userStateEvtName = "xr-sync-user-state-" + userId;
34
- this.context.connection.beginListen(this.userStateEvtName, this.onReceivedControllerState);
35
- }
36
-
37
- dispose() {
38
- this.context.connection.stopListen(this.userStateEvtName, this.onReceivedControllerState);
39
- }
40
-
41
- onReceivedControllerState = (state: XRControllerState) => {
42
- if (debug) console.log(`XRSync: Received change for ${this.userId}: ${state.type} ${state.handedness}; tracked=${state.isTracking}`);
43
-
44
- let found = false;
45
- for (let i = 0; i < this.controllerStates.length; i++) {
46
- const ctrl = this.controllerStates[i];
47
- if (ctrl.index === state.index) {
48
- this.controllerStates[i] = state;
49
- found = true;
50
- break;
51
- }
52
- }
53
- if (!found) {
54
- this.controllerStates.push(state);
55
- }
56
- }
57
-
58
- update(session: NeedleXRSession) {
59
- if (this.context.connection.isConnected == false) return;
60
-
61
- for (let i = this.controllerStates.length - 1; i >= 0; i--) {
62
- const state = this.controllerStates[i];
63
- let foundController = false;
64
- for (let i = 0; i < session.controllers.length; i++) {
65
- const ctrl = session.controllers[i];
66
- if (ctrl.index === state.index) {
67
- foundController = true;
68
- }
69
- }
70
- if (!foundController) {
71
- // controller was removed
72
- if (debug) console.log(`XRSync: ${state.type} ${state.handedness} removed`, state.index);
73
- this.controllerStates.splice(i, 1);
74
- this.sendControllerRemoved(state);
75
- }
76
- }
77
-
78
- for (const ctrl of session.controllers) {
79
- this.updateControllerStates(ctrl);
80
- }
81
- }
82
-
83
- onExitXR(_session: NeedleXRSession) {
84
- for (const state of this.controllerStates) {
85
- this.sendControllerRemoved(state);
86
- }
87
- this.controllerStates.length = 0;
88
- }
89
-
90
- private sendControllerRemoved(state: XRControllerState) {
91
- state.isTracking = false;
92
- state.guid = "";
93
- this.context.connection.send(this.userStateEvtName, state);
94
- this.context.connection.sendDeleteRemoteState(state.guid);
95
- }
96
-
97
- private updateControllerStates(ctrl: NeedleXRController) {
98
-
99
- // this.context.connection.send(this.userStateEvtName, {});
100
- const existing = this.controllerStates.find(x => x.index === ctrl.index);
101
- if (existing) {
102
- let hasChanged = false;
103
- hasChanged ||= existing.isTracking != ctrl.isTracking;
104
- if (hasChanged) {
105
- existing.isTracking = ctrl.isTracking;
106
- this.context.connection.send(this.userStateEvtName, existing);
107
- }
108
- }
109
- else {
110
- const state: XRControllerState = {
111
- guid: this.userId + "-" + ctrl.index,
112
- isTracking: ctrl.isTracking,
113
- handedness: ctrl.side,
114
- index: ctrl.index,
115
- type: ctrl.hand ? "hand" : "controller"
116
- }
117
- this.controllerStates.push(state);
118
- this.context.connection.send(this.userStateEvtName, state);
119
- if (debug) console.log(`XRSync: ${state.type} ${state.handedness} added`, state.index);
120
- }
121
- }
122
-
123
-
124
- }
125
-
126
- export class NeedleXRSync {
127
-
128
- hasState(userId: string | null | undefined) {
129
- if (!userId) return false;
130
- return this._states.has(userId);
131
- }
132
-
133
- /** Is the left controller or hand tracked */
134
- isTracking(userId: string | null | undefined, handedness: XRHandedness): boolean | undefined {
135
- if (!userId) return undefined;
136
- const user = this._states.get(userId);
137
- if (!user) return undefined;
138
- const ctrl = user.controllerStates.find(x => x.handedness === handedness);
139
- return ctrl?.isTracking || false;
140
- }
141
-
142
- /** Is it hand tracking or a controller */
143
- getDeviceType(userId: string, handedness: XRHandedness): XRControllerType | undefined | "unknown" {
144
- if (!userId) return undefined;
145
- const user = this._states.get(userId);
146
- if (!user) return undefined;
147
- const ctrl = user.controllerStates.find(x => x.handedness === handedness);
148
- return ctrl?.type || "unknown";
149
- }
150
-
151
- private readonly context: Context;
152
-
153
- constructor(context: Context) {
154
- this.context = context;
155
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
156
- this.context.connection.beginListen(RoomEvents.LeftRoom, this.onLeftRoom)
157
- this.context.connection.beginListen(RoomEvents.UserJoinedRoom, this.onOtherUserJoinedRoom);
158
- this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onOtherUserLeftRoom);
159
- }
160
- destroy() {
161
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
162
- this.context.connection.stopListen(RoomEvents.LeftRoom, this.onLeftRoom)
163
- this.context.connection.stopListen(RoomEvents.UserJoinedRoom, this.onOtherUserJoinedRoom);
164
- this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onOtherUserLeftRoom);
165
- }
166
-
167
- private onJoinedRoom = () => {
168
- if (this.context.connection.connectionId) {
169
- if (!this._states.has(this.context.connection.connectionId)) {
170
- if (debug) console.log("XRSync: Local user joined room", this.context.connection.connectionId);
171
- this._states.set(this.context.connection.connectionId, new XRUserState(this.context.connection.connectionId, this.context));
172
- }
173
- for (const user of this.context.connection.usersInRoom()) {
174
- if (!this._states.has(user)) {
175
- this._states.set(user, new XRUserState(user, this.context));
176
- }
177
- }
178
- }
179
- }
180
- private onLeftRoom = () => {
181
- if (this.context.connection.connectionId) {
182
- if (!this._states.has(this.context.connection.connectionId)) {
183
- const state = this._states.get(this.context.connection.connectionId);
184
- state?.dispose();
185
- this._states.delete(this.context.connection.connectionId);
186
- }
187
- }
188
- }
189
- private onOtherUserJoinedRoom = (evt: UserJoinedOrLeftRoomModel) => {
190
- const userId = evt.userId;
191
- if (!this._states.has(userId)) {
192
- if (debug) console.log("XRSync: Remote user joined room", userId);
193
- this._states.set(userId, new XRUserState(userId, this.context));
194
- }
195
- }
196
- private onOtherUserLeftRoom = (evt: UserJoinedOrLeftRoomModel) => {
197
- const userId = evt.userId;
198
- if (!this._states.has(userId)) {
199
- const state = this._states.get(userId);
200
- state?.dispose();
201
- this._states.delete(userId);
202
- }
203
- }
204
-
205
- private _states: Map<string, XRUserState> = new Map();
206
-
207
- onUpdate(session: NeedleXRSession) {
208
- if (this.context.connection.isConnected && this.context.connection.connectionId) {
209
- const localState = this._states.get(this.context.connection.connectionId);
210
- localState?.update(session);
211
- }
212
- }
213
-
214
- onExitXR(session: NeedleXRSession) {
215
- if (this.context.connection.isConnected && this.context.connection.connectionId) {
216
- const localState = this._states.get(this.context.connection.connectionId);
217
- localState?.onExitXR(session);
218
- }
219
- }
220
-
221
- }
src/engine-components/utils/OpenURL.ts CHANGED
@@ -3,7 +3,7 @@
3
3
  import { Behaviour } from "../Component.js";
4
4
  import { serializable } from "../../engine/engine_serialization.js";
5
5
  import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
6
- import { isSafari, isiOS } from "../../engine/engine_utils.js";
6
+ import { isSafari } from "../../engine/engine_utils.js";
7
7
  import { ObjectRaycaster, Raycaster } from "../ui/Raycaster.js";
8
8
  import { tryGetUIComponent } from "../ui/Utils.js";
9
9
 
@@ -34,6 +34,7 @@
34
34
 
35
35
  if (isDevEnvironment()) showBalloonMessage("Open URL: " + this.url)
36
36
 
37
+
37
38
  switch (this.mode) {
38
39
  case OpenURLMode.NewTab:
39
40
  if (isSafari()) {
@@ -43,12 +44,10 @@
43
44
  globalThis.open(this.url, "_blank");
44
45
  break;
45
46
  case OpenURLMode.SameTab:
46
- // TODO: test if "same tab" now also works on iOS
47
- if (isSafari() && isiOS()) {
47
+ if (isSafari()) {
48
48
  globalThis.open(this.url, "_top");
49
49
  }
50
- else
51
- globalThis.open(this.url, "_self");
50
+ else globalThis.open(this.url, "_self");
52
51
  break;
53
52
  case OpenURLMode.NewWindow:
54
53
  if (isSafari()) {
@@ -59,10 +58,19 @@
59
58
 
60
59
  }
61
60
  }
61
+
62
62
  start(): void {
63
63
  const raycaster = this.gameObject.getComponentInParent(ObjectRaycaster);
64
64
  if (!raycaster) this.gameObject.addNewComponent(ObjectRaycaster);
65
65
  }
66
+
67
+ onEnable(): void {
68
+ if (isSafari()) window.addEventListener("touchend", this._safariNewTabWorkaround);
69
+ }
70
+ onDisable(): void {
71
+ if (isSafari()) window.removeEventListener("touchend", this._safariNewTabWorkaround);
72
+ }
73
+
66
74
  onPointerEnter(args) {
67
75
  if (!args.used && this.clickable)
68
76
  this.context.input.setCursorPointer();
@@ -75,6 +83,30 @@
75
83
  if (this.clickable && !args.used && this.url?.length)
76
84
  this.open();
77
85
  }
86
+
87
+ private _safariNewTabWorkaround = () => {
88
+ if (!this.clickable || !this.url?.length) return;
89
+ // we only need this workaround for opening a new tab
90
+ if (this.mode === OpenURLMode.SameTab) return;
91
+ // When we process the click directly in the browser event we can open a new tab
92
+ // by emitting a link attribute and calling onClick
93
+ const raycaster = this.gameObject.getComponentInParent(Raycaster);
94
+ if (raycaster) {
95
+ const hits = raycaster.performRaycast();
96
+ if (!hits) return;
97
+ for (const hit of hits) {
98
+ if (hit.object === this.gameObject || tryGetUIComponent(hit.object)?.gameObject === this.gameObject) {
99
+ this._validateUrl();
100
+ var a = document.createElement('a') as HTMLAnchorElement;
101
+ a.setAttribute("target", "_blank");
102
+ a.setAttribute("href", this.url);
103
+ a.click();
104
+ break;
105
+ }
106
+ }
107
+ }
108
+ }
109
+
78
110
  private _validateUrl() {
79
111
  if (!this.url) return;
80
112
  if (this.url.startsWith("www.")) {
src/engine-components/OrbitControls.ts CHANGED
@@ -13,7 +13,7 @@
13
13
  import { setCameraController, useForAutoFit } from "../engine/engine_camera.js";
14
14
  import { SyncedTransform } from "./SyncedTransform.js";
15
15
  import { tryGetUIComponent } from "./ui/Utils.js";
16
- import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
16
+ import { GroundProjectedSkybox } from "three/examples/jsm/objects/GroundProjectedSkybox.js";
17
17
  import { Mathf } from "../engine/engine_math.js";
18
18
  import { Gizmos } from "../engine/engine_gizmos.js";
19
19
 
@@ -373,7 +373,7 @@
373
373
  this._controls.enableZoom = false;
374
374
  }
375
375
  }
376
-
376
+ //@ts-ignore
377
377
  // this._controls.zoomToCursor = this.zoomToCursor;
378
378
  if (!this.context.isInXR) {
379
379
  if (!freeCam && this.lookAtConstraint?.locked) this.setLookTargetFromConstraint(0, this.lookAtConstraint01);
@@ -542,7 +542,7 @@
542
542
  if (obj instanceof Box3Helper) allowExpanding = false;
543
543
  if (obj instanceof GridHelper) allowExpanding = false;
544
544
  // ignore GroundProjectedEnv
545
- if (obj instanceof GroundedSkybox) allowExpanding = false;
545
+ if (obj instanceof GroundProjectedSkybox) allowExpanding = false;
546
546
  // // Ignore shadow catcher geometry
547
547
  if ((obj as Mesh).material instanceof ShadowMaterial) allowExpanding = false;
548
548
  // ONLY fit meshes
src/engine-components/ParticleSystem.ts CHANGED
@@ -968,9 +968,6 @@
968
968
  const emitter = this._particleSystem.emitter;
969
969
  this.context.scene.add(emitter);
970
970
 
971
- this.inheritVelocity?.awake();
972
- this.inheritVelocity.system = this;
973
-
974
971
  if (debug) {
975
972
  console.log(this);
976
973
  this.gameObject.add(new AxesHelper(1))
@@ -1113,8 +1110,6 @@
1113
1110
  this._interface.update();
1114
1111
  this.shape.update(this, this.context, this.main.simulationSpace, this.gameObject);
1115
1112
  this.noise.update(this.context);
1116
-
1117
- this.inheritVelocity.system = this;
1118
1113
  this.inheritVelocity?.update(this.context);
1119
1114
  this.velocityOverLifetime.update(this);
1120
1115
  }
src/engine-components/ParticleSystemModules.ts CHANGED
@@ -1385,18 +1385,11 @@
1385
1385
  mode!: ParticleSystemInheritVelocityMode;
1386
1386
 
1387
1387
  system!: IParticleSystem;
1388
-
1389
- private _lastWorldPosition: Vector3 | null = null;
1388
+ private _lastWorldPosition!: Vector3;
1390
1389
  private _velocity: Vector3 = new Vector3();
1391
1390
  private _temp: Vector3 = new Vector3();
1392
1391
 
1393
- awake() {
1394
- this._lastWorldPosition = null!;
1395
- this._velocity = new Vector3();
1396
- this._temp = new Vector3();
1397
- }
1398
-
1399
- update (_context: Context) {
1392
+ update(_context: Context) {
1400
1393
  if (!this.enabled) return;
1401
1394
  if (this.system.worldspace === false) return;
1402
1395
  if (this._lastWorldPosition) {
src/engine-components/timeline/PlayableDirector.ts CHANGED
@@ -164,9 +164,9 @@
164
164
  if (!this.isValid()) return;
165
165
  const pauseChanged = this._isPaused == true;
166
166
  this._isPaused = false;
167
+ if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
167
168
  if (this._isPlaying) return;
168
169
  this._isPlaying = true;
169
- if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
170
170
  if (this.waitForAudio) {
171
171
  // Make sure audio tracks have loaded at the current time
172
172
  const promises: Array<Promise<any>> = [];
src/engine-components/PlayerColor.ts CHANGED
@@ -1,44 +1,40 @@
1
1
  import { RoomEvents } from "../engine/engine_networking.js";
2
2
  import { Behaviour, GameObject } from "./Component.js";
3
3
  import * as THREE from "three";
4
+ import { AvatarMarker } from "./webxr/WebXRAvatar.js";
4
5
  import { WaitForSeconds } from "../engine/engine_coroutine.js";
5
- import { PlayerState } from "../engine-components-experimental/networking/PlayerSync.js";
6
- import { AvatarMarker } from "./webxr/WebXRAvatar.js";
7
6
 
8
7
 
9
8
  export class PlayerColor extends Behaviour {
10
9
 
10
+ awake(): void {
11
+ // console.log("AWAKE", this.name);
12
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.tryAssignColor.bind(this));
13
+ }
14
+
11
15
  private _didAssignPlayerColor: boolean = false;
12
16
 
13
17
  onEnable(): void {
14
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.tryAssignColor);
18
+ // console.log("ENABLE", this.name);
15
19
  if (!this._didAssignPlayerColor)
16
20
  this.startCoroutine(this.waitForConnection());
17
21
  }
18
- onDisable(): void {
19
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.tryAssignColor);
20
- }
21
22
 
22
23
  private *waitForConnection() {
23
- while (!this.destroyed && this.activeAndEnabled) {
24
+ while (!this.destroyed && this.enabled) {
24
25
  yield WaitForSeconds(.2);
25
26
  if (this.tryAssignColor()) break;
26
27
  }
28
+ // console.log("STOP WAITING", this.name, this.destroyed);
27
29
  }
28
30
 
29
- private tryAssignColor = () => {
30
- const marker = GameObject.getComponentInParent(this.gameObject, PlayerState);
31
- if (marker && marker.owner) {
31
+ private tryAssignColor(): boolean {
32
+ const marker = GameObject.getComponentInParent(this.gameObject, AvatarMarker);
33
+ if (marker && marker.connectionId) {
32
34
  this._didAssignPlayerColor = true;
33
- this.assignUserColor(marker.owner);
35
+ this.assignUserColor(marker.connectionId);
34
36
  return true;
35
37
  }
36
- const avatar = GameObject.getComponentInParent(this.gameObject, AvatarMarker);
37
- if (avatar?.connectionId) {
38
- this._didAssignPlayerColor = true;
39
- this.assignUserColor(avatar.connectionId);
40
- return true;
41
- }
42
38
  return false;
43
39
  }
44
40
 
src/engine-components-experimental/networking/PlayerSync.ts CHANGED
@@ -4,66 +4,36 @@
4
4
  import { syncField } from "../../engine/engine_networking_auto.js"
5
5
  import { RoomEvents } from "../../engine/engine_networking.js";
6
6
  import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
- import { delay, getParam } from "../../engine/engine_utils.js";
7
+ import { getParam } from "../../engine/engine_utils.js";
8
8
 
9
9
  import { Object3D } from "three";
10
10
  import { EventList } from "../../engine-components/EventList.js";
11
- import { IGameObject } from "../../engine/engine_types.js";
12
11
 
13
12
 
14
13
  const debug = getParam("debugplayersync");
15
14
 
16
15
  export class PlayerSync extends Behaviour {
17
-
18
- /** when enabled PlayerSync will automatically load and instantiate the assigned asset when joining a networked room */
19
- @serializable()
20
- autoSync: boolean = true;
21
-
22
- /** This asset will be loaded and instantiated when PlayerSync becomes active and joins a networked room */
23
16
  @serializable(AssetReference)
24
17
  asset?: AssetReference;
25
18
 
26
- /** Event called when */
27
19
  @serializable(EventList)
28
20
  onPlayerSpawned?: EventList;
29
21
 
30
-
31
- private _localInstance?: Promise<IGameObject>;
32
-
33
22
  awake(): void {
34
23
  this.watchTabVisible();
35
- if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
36
24
  }
37
25
 
38
26
  onEnable(): void {
39
27
  this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
40
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
41
- if (this.context.connection.isInRoom) {
42
- this.onJoinedRoom();
43
- }
44
28
  }
45
29
  onDisable(): void {
46
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
47
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
30
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom)
48
31
  }
49
32
 
50
- private onJoinedRoom = () => {
51
- if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
52
- if (this.autoSync) this.getInstance();
53
- }
33
+ private onJoinedRoom = async (_model) => {
34
+ if (debug) console.log("PlayerSync.onUserJoined", _model);
54
35
 
55
- async getInstance() {
56
- if (this._localInstance) return this._localInstance;
57
-
58
- if (debug) console.log("PlayerSync.createInstance", this.asset?.uri);
59
-
60
- if (!this.asset?.asset && !this.asset?.uri) {
61
- console.error("PlayerSync: can not create an instance because \"asset\" is not set!");
62
- return null;
63
- }
64
-
65
- this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject }, true) as Promise<IGameObject>;
66
- const instance = await this._localInstance;
36
+ const instance = await this.asset?.instantiateSynced({ parent: this.gameObject }, true);
67
37
  if (instance) {
68
38
  const pl = GameObject.getComponent(instance, PlayerState);
69
39
  if (pl) {
@@ -71,29 +41,15 @@
71
41
  this.onPlayerSpawned?.invoke(instance);
72
42
  }
73
43
  else {
74
- this._localInstance = undefined;
75
44
  console.error("<strong>Failed finding PlayerState on " + this.asset?.uri + "</strong>: please make sure the asset has a PlayerState component!");
76
45
  GameObject.destroySynced(instance);
77
46
  }
78
47
  }
79
- else {
80
- this._localInstance = undefined;
48
+ else{
81
49
  console.warn("PlayerSync: failed instantiating asset!")
82
50
  }
83
-
84
- return this._localInstance;
85
51
  }
86
52
 
87
- destroyInstance() {
88
- this._localInstance?.then(go => {
89
- if (debug) console.log("PlayerSync.destroyInstance", go);
90
- GameObject.destroySynced(go);
91
- });
92
- this._localInstance = undefined;
93
- }
94
-
95
-
96
-
97
53
  private watchTabVisible() {
98
54
  window.addEventListener("visibilitychange", _ => {
99
55
  if (document.visibilityState === "visible") {
@@ -134,22 +90,19 @@
134
90
  return PlayerState._local;
135
91
  }
136
92
 
137
- static getFor(obj: Object3D | Component) {
93
+ //** use to check if a component or gameobject is part of a instance owned by the local player */
94
+ static isLocalPlayer(obj: Object3D | Component): boolean {
138
95
  if (obj instanceof Object3D) {
139
- return GameObject.getComponentInParent(obj, PlayerState);
96
+ const state = GameObject.getComponentInParent(obj, PlayerState);
97
+ return state?.isLocalPlayer ?? false;
140
98
  }
141
99
  else if (obj instanceof Component) {
142
- return GameObject.getComponentInParent(obj.gameObject, PlayerState);
100
+ const state = GameObject.getComponentInParent(obj.gameObject, PlayerState);
101
+ return state?.isLocalPlayer ?? false;
143
102
  }
144
- return undefined;
103
+ return false;
145
104
  }
146
105
 
147
- //** use to check if a component or gameobject is part of a instance owned by the local player */
148
- static isLocalPlayer(obj: Object3D | Component): boolean {
149
- const state = PlayerState.getFor(obj);
150
- return state?.isLocalPlayer ?? false;
151
- }
152
-
153
106
  // static Callback
154
107
  private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
155
108
  /**
@@ -199,13 +152,13 @@
199
152
  }
200
153
 
201
154
  // call local events
202
- if (!this.hasOwner) {
155
+ if(!this.hasOwner) {
203
156
  this.hasOwner = true;
204
157
  this.onFirstOwnerChangeEvent?.invoke(detail);
205
158
  }
206
159
 
207
160
  this.onOwnerChangeEvent?.invoke(detail);
208
-
161
+
209
162
  // call remote events
210
163
  if (this.owner === this.context.connection.connectionId) {
211
164
  PlayerState._local.push(this);
@@ -235,60 +188,20 @@
235
188
  }
236
189
 
237
190
 
238
- async start() {
239
- if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
240
-
241
- // generate number from owner
242
- // if (this.owner) {
243
- // // string to number
244
- // let num = 0;
245
- // for (let i = 0; i < this.owner.length; i++) {
246
- // num += this.owner.charCodeAt(i);
247
- // }
248
- // console.log(num)
249
- // num = num / 1000
250
- // this.gameObject.position.y = num;
251
- // }
252
-
191
+ start() {
253
192
  // If a player is spawned but not in the room anymore we want to destroy it
254
193
  // this might happen in a case where all users get disconnected at once and the server
255
194
  // still has the syncInstantiate messages that are sent to all clients
256
- if (this.owner) {
257
- // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
258
- if (!this.context.connection.isInRoom) await delay(300);
259
- if (this.context.connection.userIsInRoom(this.owner) == false) {
260
- if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
261
- this.doDestroy();
262
- }
195
+ if (this.owner && !this.context.connection.userIsInRoom(this.owner)) {
196
+ if (debug) console.log("PlayerSync.start → doDestroy because user is not in room anymore...", this)
197
+ this.doDestroy();
198
+ return;
263
199
  }
264
- else if (!this.owner) {
265
- if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
266
- // we can delete it here immediately because it is not synced anymore or the owner has left the room
267
- // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
268
- setTimeout(() => {
269
- if (!this.destroyed && !this.owner) {
270
- if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
271
- this.doDestroy();
272
- }
273
- else console.log("PlayerState.start → owner is assigned", this.owner);
274
- }, 2000);
275
- }
276
200
  }
277
201
 
278
- // onEnable() {
279
- // if (debug) this.startCoroutine(this.debugRoutine());
280
- // }
281
-
282
- // *debugRoutine() {
283
- // while (!this.destroyed && this.activeAndEnabled) {
284
- // Gizmos.DrawLabel(this.gameObject.worldPosition, this.owner ?? "no owner");
285
- // yield;
286
- // }
287
- // }
288
-
289
202
  /** this tells the server that this client has been destroyed and the networking message for the instantiate will be removed */
290
203
  doDestroy() {
291
- if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
204
+ if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this);
292
205
  syncDestroy(this.gameObject, this.context.connection);
293
206
  }
294
207
 
src/engine-components/ui/PointerEvents.ts CHANGED
@@ -1,7 +1,6 @@
1
1
  import { GameObject } from "../Component.js";
2
2
  import { Input, NEPointerEvent } from "../../engine/engine_input.js";
3
3
  import { Face, Object3D, Vector3 } from "three";
4
- import { GamepadButtonName, MouseButtonName } from "../../engine/engine_types.js";
5
4
 
6
5
  export interface IInputEventArgs {
7
6
  get used(): boolean;
@@ -11,117 +10,93 @@
11
10
 
12
11
  export class PointerEventData implements IInputEventArgs {
13
12
 
14
- readonly event: NEPointerEvent;
15
- readonly pointerId: number;
16
- /**
17
- * mouse button 0 === LEFT, 1 === MIDDLE, 2 === RIGHT
18
- * */
19
- readonly button: number;
20
- readonly buttonName: MouseButtonName | GamepadButtonName | undefined;
13
+ // TODO: should we make this a getter and return the input used state instead? -> this.context.getPointerUsed(this.pointerId);
14
+ used: boolean = false;
21
15
 
22
- private _used: boolean = false;
23
- get used(): boolean {
24
- return this._used;
25
- }
26
-
27
16
  use() {
28
- this._used = true;
17
+ this.used = true;
29
18
  if (this.pointerId !== undefined)
30
19
  this.input.setPointerUsed(this.pointerId);
31
20
  }
32
21
 
33
- /** @deprecated use `stopImmediatePropagation` */
34
22
  stopPropagation() {
35
- // we currently don't have a distinction between stopPropagation and stopImmediatePropagation
36
- this.event.stopImmediatePropagation();
23
+ this._event?.stopImmediatePropagation();
37
24
  }
38
- stopImmediatePropagation() {
39
- this.event.stopImmediatePropagation();
25
+
26
+ /**@deprecated use use() */
27
+ Use() {
28
+ this.use();
40
29
  }
41
30
 
31
+ /**@deprecated use stopPropagation() */
32
+ StopPropagation() {
33
+ this._event?.stopImmediatePropagation();
34
+ }
42
35
 
43
36
  /** Who initiated this event */
44
37
  inputSource: Input | any;
45
38
 
46
- /** Returns the input target ray mode e.g. "screen" for 2D mouse and touch events */
47
- get mode(): XRTargetRayMode { return this.event.mode; }
48
-
49
39
  /** The object this event hit or interacted with */
50
40
  object!: THREE.Object3D;
51
41
  /** The world position of this event */
52
42
  point?: Vector3;
53
- /** The object-space normal of this event */
43
+ /** The world normal of this event */
54
44
  normal?: Vector3;
55
- /** */
56
45
  face?: Face | null;
57
- /** The distance of the hit point from the origin */
58
46
  distance?: number;
59
- /** The instance ID of an object hit by a raycast (if a instanced object was hit) */
60
47
  instanceId?: number;
61
48
 
49
+ pointerId: number | undefined;
62
50
  isDown: boolean | undefined;
63
51
  isUp: boolean | undefined;
64
52
  isPressed: boolean | undefined;
65
53
  isClicked: boolean | undefined;
66
54
 
55
+ /** mouse button 0 === LEFT, 1 === MIDDLE, 2 === RIGHT */
56
+ readonly button: number | string;
67
57
 
68
58
  private input: Input;
69
59
 
70
- constructor(pointerId: number, input: Input, event: NEPointerEvent) {
71
- this.pointerId = pointerId;
72
- this.event = event;
60
+ private _event?: NEPointerEvent;
61
+ get event() { return this._event; }
62
+
63
+ constructor(input: Input, event?: NEPointerEvent) {
64
+ this._event = event;
73
65
  this.input = input;
74
- this.button = event.button;
66
+ this.button = event?.button ?? 0;
75
67
  }
76
68
 
77
69
  clone() {
78
- const clone = new PointerEventData(this.pointerId, this.input, this.event);
70
+ const clone = new PointerEventData(this.input, this._event);
79
71
  Object.assign(clone, this);
80
72
  return clone;
81
73
  }
82
-
83
- /**@deprecated use use() */
84
- Use() {
85
- this.use();
86
- }
87
-
88
- /**@deprecated use stopPropagation() */
89
- StopPropagation() {
90
- this.event.stopImmediatePropagation();
91
- }
92
74
  }
93
75
 
94
76
  export interface IPointerDownHandler {
95
- /** Called when a button is started to being pressed on an object (or a child object) */
96
77
  onPointerDown?(args: PointerEventData);
97
78
  }
98
79
 
99
80
  export interface IPointerUpHandler {
100
- /** Called when a button is released (which was previously pressed in `onPointerDown`) */
101
81
  onPointerUp?(args: PointerEventData);
102
82
  }
103
83
 
104
84
  export interface IPointerEnterHandler {
105
- /** Called when a pointer (mouse, touch, xr controller) starts pointing on/hovering an object (or a child object) */
106
85
  onPointerEnter?(args: PointerEventData);
107
86
  }
108
87
 
109
88
  export interface IPointerMoveHandler {
110
- /** Called when a pointer (mouse, touch, xr controller) is moving over an object (or a child object) */
111
89
  onPointerMove?(args: PointerEventData);
112
90
  }
113
91
 
114
92
  export interface IPointerExitHandler {
115
- /** Called when a pointer (mouse, touch, xr controller) exists an object (it was hovering the object before but now it's not anymore) */
116
93
  onPointerExit?(args: PointerEventData);
117
94
  }
118
95
 
119
96
  export interface IPointerClickHandler {
120
- /** Called when an object (or any child object) is clicked (needs a EventSystem in the scene) */
121
97
  onPointerClick?(args: PointerEventData);
122
98
  }
123
99
 
124
- /** Implement on your component to receive input events via the `EventSystem` component */
125
100
  export interface IPointerEventHandler extends IPointerDownHandler,
126
101
  IPointerUpHandler, IPointerEnterHandler, IPointerMoveHandler, IPointerExitHandler, IPointerClickHandler { }
127
102
 
src/engine-components/ui/Raycaster.ts CHANGED
@@ -1,16 +1,11 @@
1
1
  import { serializable } from "../../engine/engine_serialization.js";
2
- import { IRaycastOptions, RaycastOptions } from "../../engine/engine_physics.js";
3
- import { Behaviour } from "../Component.js";
2
+ import { RaycastOptions } from "../../engine/engine_physics.js";
3
+ import { Behaviour, Component } from "../Component.js";
4
4
  import { EventSystem } from "./EventSystem.js";
5
5
  import { SkinnedMesh } from "three";
6
- import { NeedleXRSession } from "../../engine/engine_xr.js";
7
6
 
8
7
 
9
- /** Derive from this class to create your own custom Raycaster
10
- * If you override awake, onEnable or onDisable, be sure to call the base class methods
11
- * Implement `performRaycast` to perform your custom raycasting logic
12
- */
13
- export abstract class Raycaster extends Behaviour {
8
+ export class Raycaster extends Behaviour {
14
9
  awake(): void {
15
10
  EventSystem.createIfNoneExists(this.context);
16
11
  }
@@ -23,7 +18,9 @@
23
18
  EventSystem.get(this.context)?.unregister(this);
24
19
  }
25
20
 
26
- abstract performRaycast(_opts?: IRaycastOptions | RaycastOptions | null): THREE.Intersection[] | null;
21
+ performRaycast(_opts: RaycastOptions | null = null): THREE.Intersection[] | null {
22
+ return null;
23
+ }
27
24
  }
28
25
 
29
26
 
@@ -38,7 +35,7 @@
38
35
  this.targets = [this.gameObject];
39
36
  }
40
37
 
41
- performRaycast(opts: IRaycastOptions | RaycastOptions | null = null): THREE.Intersection[] | null {
38
+ performRaycast(opts: RaycastOptions | null = null): THREE.Intersection[] | null {
42
39
  if (!this.targets) return null;
43
40
  opts ??= new RaycastOptions();
44
41
  opts.targets = this.targets;
@@ -73,19 +70,4 @@
73
70
  }
74
71
  }
75
72
 
76
- export class SpatialGrabRaycaster extends Raycaster {
77
- performRaycast(_opts?: IRaycastOptions | RaycastOptions | null): THREE.Intersection[] | null {
78
- // ensure we're in XR, otherwise return
79
- if (!NeedleXRSession.active) return null;
80
- if (!_opts?.ray) return null;
81
73
 
82
- const rayOrigin = _opts.ray.origin;
83
- const radius = 0.01;
84
-
85
- // TODO if needed, check if the input source is a XR controller or hand
86
- // draw gizmo around ray origin
87
- // Gizmos.DrawSphere(rayOrigin, radius, 0x00ff0022);
88
-
89
- return this.context.physics.sphereOverlap(rayOrigin, radius);
90
- }
91
- }
src/engine/codegen/register_types.ts CHANGED
@@ -13,11 +13,11 @@
13
13
  import { Animator } from "../../engine-components/Animator.js";
14
14
  import { AnimatorController } from "../../engine-components/AnimatorController.js";
15
15
  import { Antialiasing } from "../../engine-components/postprocessing/Effects/Antialiasing.js";
16
+ import { AttachedObject } from "../../engine-components/webxr/WebXRController.js";
16
17
  import { AudioExtension } from "../../engine-components/export/usdz/extensions/behavior/AudioExtension.js";
17
18
  import { AudioListener } from "../../engine-components/AudioListener.js";
18
19
  import { AudioSource } from "../../engine-components/AudioSource.js";
19
20
  import { AudioTrackHandler } from "../../engine-components/timeline/TimelineTracks.js";
20
- import { Avatar } from "../../engine-components/webxr/Avatar.js";
21
21
  import { Avatar_Brain_LookAt } from "../../engine-components/avatar/Avatar_Brain_LookAt.js";
22
22
  import { Avatar_MouthShapes } from "../../engine-components/avatar/Avatar_MouthShapes.js";
23
23
  import { Avatar_MustacheShake } from "../../engine-components/avatar/Avatar_MustacheShake.js";
@@ -53,6 +53,7 @@
53
53
  import { ColorAdjustments } from "../../engine-components/postprocessing/Effects/ColorAdjustments.js";
54
54
  import { ColorBySpeedModule } from "../../engine-components/ParticleSystemModules.js";
55
55
  import { ColorOverLifetimeModule } from "../../engine-components/ParticleSystemModules.js";
56
+ import { Component } from "../../engine-components/Component.js";
56
57
  import { ContactShadows } from "../../engine-components/ContactShadows.js";
57
58
  import { ControlTrackHandler } from "../../engine-components/timeline/TimelineTracks.js";
58
59
  import { CustomBranding } from "../../engine-components/export/usdz/USDZExporter.js";
@@ -89,6 +90,7 @@
89
90
  import { Image } from "../../engine-components/ui/Image.js";
90
91
  import { InheritVelocityModule } from "../../engine-components/ParticleSystemModules.js";
91
92
  import { InputField } from "../../engine-components/ui/InputField.js";
93
+ import { Interactable } from "../../engine-components/Interactable.js";
92
94
  import { Light } from "../../engine-components/Light.js";
93
95
  import { LimitVelocityOverLifetimeModule } from "../../engine-components/ParticleSystemModules.js";
94
96
  import { LODGroup } from "../../engine-components/LODGroup.js";
@@ -102,7 +104,6 @@
102
104
  import { MeshRenderer } from "../../engine-components/Renderer.js";
103
105
  import { MinMaxCurve } from "../../engine-components/ParticleSystemModules.js";
104
106
  import { MinMaxGradient } from "../../engine-components/ParticleSystemModules.js";
105
- import { NeedleWebXRHtmlElement } from "../../engine-components/webxr/WebXRButtons.js";
106
107
  import { NestedGltf } from "../../engine-components/NestedGltf.js";
107
108
  import { Networking } from "../../engine-components/Networking.js";
108
109
  import { NoiseModule } from "../../engine-components/ParticleSystemModules.js";
@@ -129,6 +130,7 @@
129
130
  import { PreliminaryTrigger } from "../../engine-components/export/usdz/extensions/behavior/BehaviourComponents.js";
130
131
  import { PresentationMode } from "../../engine-components-experimental/Presentation.js";
131
132
  import { RawImage } from "../../engine-components/ui/Image.js";
133
+ import { Raycaster } from "../../engine-components/ui/Raycaster.js";
132
134
  import { Rect } from "../../engine-components/ui/RectTransform.js";
133
135
  import { RectTransform } from "../../engine-components/ui/RectTransform.js";
134
136
  import { ReflectionProbe } from "../../engine-components/ReflectionProbe.js";
@@ -156,7 +158,6 @@
156
158
  import { SizeOverLifetimeModule } from "../../engine-components/ParticleSystemModules.js";
157
159
  import { SkinnedMeshRenderer } from "../../engine-components/Renderer.js";
158
160
  import { SmoothFollow } from "../../engine-components/SmoothFollow.js";
159
- import { SpatialGrabRaycaster } from "../../engine-components/ui/Raycaster.js";
160
161
  import { SpatialHtml } from "../../engine-components/ui/SpatialHtml.js";
161
162
  import { SpatialTrigger } from "../../engine-components/SpatialTrigger.js";
162
163
  import { SpatialTriggerReceiver } from "../../engine-components/SpatialTrigger.js";
@@ -171,7 +172,7 @@
171
172
  import { SyncedRoom } from "../../engine-components/SyncedRoom.js";
172
173
  import { SyncedTransform } from "../../engine-components/SyncedTransform.js";
173
174
  import { TapGestureTrigger } from "../../engine-components/export/usdz/extensions/behavior/BehaviourComponents.js";
174
- import { TeleportTarget } from "../../engine-components/webxr/TeleportTarget.js";
175
+ import { TeleportTarget } from "../../engine-components/webxr/WebXRController.js";
175
176
  import { TestRunner } from "../../engine-components/TestRunner.js";
176
177
  import { TestSimulateUserData } from "../../engine-components/TestRunner.js";
177
178
  import { Text } from "../../engine-components/ui/Text.js";
@@ -201,19 +202,23 @@
201
202
  import { Volume } from "../../engine-components/postprocessing/Volume.js";
202
203
  import { VolumeParameter } from "../../engine-components/postprocessing/VolumeParameter.js";
203
204
  import { VolumeProfile } from "../../engine-components/postprocessing/VolumeProfile.js";
205
+ import { VRUserState } from "../../engine-components/webxr/WebXRSync.js";
206
+ import { WebAR } from "../../engine-components/webxr/WebXR.js";
204
207
  import { WebARCameraBackground } from "../../engine-components/webxr/WebARCameraBackground.js";
205
208
  import { WebARSessionRoot } from "../../engine-components/webxr/WebARSessionRoot.js";
206
209
  import { WebXR } from "../../engine-components/webxr/WebXR.js";
210
+ import { WebXRAvatar } from "../../engine-components/webxr/WebXRAvatar.js";
211
+ import { WebXRController } from "../../engine-components/webxr/WebXRController.js";
207
212
  import { WebXRImageTracking } from "../../engine-components/webxr/WebXRImageTracking.js";
208
213
  import { WebXRImageTrackingModel } from "../../engine-components/webxr/WebXRImageTracking.js";
209
214
  import { WebXRPlaneTracking } from "../../engine-components/webxr/WebXRPlaneTracking.js";
215
+ import { WebXRSync } from "../../engine-components/webxr/WebXRSync.js";
210
216
  import { WebXRTrackedImage } from "../../engine-components/webxr/WebXRImageTracking.js";
211
- import { XRControllerFollow } from "../../engine-components/webxr/controllers/XRControllerFollow.js";
212
- import { XRControllerModel } from "../../engine-components/webxr/controllers/XRControllerModel.js";
213
- import { XRControllerMovement } from "../../engine-components/webxr/controllers/XRControllerMovement.js";
214
- import { XRFlag } from "../../engine-components/webxr/XRFlag.js";
217
+ import { XRFlag } from "../../engine-components/XRFlag.js";
218
+ import { XRGrabModel } from "../../engine-components/webxr/WebXRGrabRendering.js";
219
+ import { XRGrabRendering } from "../../engine-components/webxr/WebXRGrabRendering.js";
215
220
  import { XRRig } from "../../engine-components/webxr/WebXRRig.js";
216
- import { XRState } from "../../engine-components/webxr/XRFlag.js";
221
+ import { XRState } from "../../engine-components/XRFlag.js";
217
222
 
218
223
  // Register types
219
224
  TypeStore.add("__Ignore", __Ignore);
@@ -228,11 +233,11 @@
228
233
  TypeStore.add("Animator", Animator);
229
234
  TypeStore.add("AnimatorController", AnimatorController);
230
235
  TypeStore.add("Antialiasing", Antialiasing);
236
+ TypeStore.add("AttachedObject", AttachedObject);
231
237
  TypeStore.add("AudioExtension", AudioExtension);
232
238
  TypeStore.add("AudioListener", AudioListener);
233
239
  TypeStore.add("AudioSource", AudioSource);
234
240
  TypeStore.add("AudioTrackHandler", AudioTrackHandler);
235
- TypeStore.add("Avatar", Avatar);
236
241
  TypeStore.add("Avatar_Brain_LookAt", Avatar_Brain_LookAt);
237
242
  TypeStore.add("Avatar_MouthShapes", Avatar_MouthShapes);
238
243
  TypeStore.add("Avatar_MustacheShake", Avatar_MustacheShake);
@@ -268,6 +273,7 @@
268
273
  TypeStore.add("ColorAdjustments", ColorAdjustments);
269
274
  TypeStore.add("ColorBySpeedModule", ColorBySpeedModule);
270
275
  TypeStore.add("ColorOverLifetimeModule", ColorOverLifetimeModule);
276
+ TypeStore.add("Component", Component);
271
277
  TypeStore.add("ContactShadows", ContactShadows);
272
278
  TypeStore.add("ControlTrackHandler", ControlTrackHandler);
273
279
  TypeStore.add("CustomBranding", CustomBranding);
@@ -304,6 +310,7 @@
304
310
  TypeStore.add("Image", Image);
305
311
  TypeStore.add("InheritVelocityModule", InheritVelocityModule);
306
312
  TypeStore.add("InputField", InputField);
313
+ TypeStore.add("Interactable", Interactable);
307
314
  TypeStore.add("Light", Light);
308
315
  TypeStore.add("LimitVelocityOverLifetimeModule", LimitVelocityOverLifetimeModule);
309
316
  TypeStore.add("LODGroup", LODGroup);
@@ -317,7 +324,6 @@
317
324
  TypeStore.add("MeshRenderer", MeshRenderer);
318
325
  TypeStore.add("MinMaxCurve", MinMaxCurve);
319
326
  TypeStore.add("MinMaxGradient", MinMaxGradient);
320
- TypeStore.add("NeedleWebXRHtmlElement", NeedleWebXRHtmlElement);
321
327
  TypeStore.add("NestedGltf", NestedGltf);
322
328
  TypeStore.add("Networking", Networking);
323
329
  TypeStore.add("NoiseModule", NoiseModule);
@@ -344,6 +350,7 @@
344
350
  TypeStore.add("PreliminaryTrigger", PreliminaryTrigger);
345
351
  TypeStore.add("PresentationMode", PresentationMode);
346
352
  TypeStore.add("RawImage", RawImage);
353
+ TypeStore.add("Raycaster", Raycaster);
347
354
  TypeStore.add("Rect", Rect);
348
355
  TypeStore.add("RectTransform", RectTransform);
349
356
  TypeStore.add("ReflectionProbe", ReflectionProbe);
@@ -371,7 +378,6 @@
371
378
  TypeStore.add("SizeOverLifetimeModule", SizeOverLifetimeModule);
372
379
  TypeStore.add("SkinnedMeshRenderer", SkinnedMeshRenderer);
373
380
  TypeStore.add("SmoothFollow", SmoothFollow);
374
- TypeStore.add("SpatialGrabRaycaster", SpatialGrabRaycaster);
375
381
  TypeStore.add("SpatialHtml", SpatialHtml);
376
382
  TypeStore.add("SpatialTrigger", SpatialTrigger);
377
383
  TypeStore.add("SpatialTriggerReceiver", SpatialTriggerReceiver);
@@ -416,16 +422,20 @@
416
422
  TypeStore.add("Volume", Volume);
417
423
  TypeStore.add("VolumeParameter", VolumeParameter);
418
424
  TypeStore.add("VolumeProfile", VolumeProfile);
425
+ TypeStore.add("VRUserState", VRUserState);
426
+ TypeStore.add("WebAR", WebAR);
419
427
  TypeStore.add("WebARCameraBackground", WebARCameraBackground);
420
428
  TypeStore.add("WebARSessionRoot", WebARSessionRoot);
421
429
  TypeStore.add("WebXR", WebXR);
430
+ TypeStore.add("WebXRAvatar", WebXRAvatar);
431
+ TypeStore.add("WebXRController", WebXRController);
422
432
  TypeStore.add("WebXRImageTracking", WebXRImageTracking);
423
433
  TypeStore.add("WebXRImageTrackingModel", WebXRImageTrackingModel);
424
434
  TypeStore.add("WebXRPlaneTracking", WebXRPlaneTracking);
435
+ TypeStore.add("WebXRSync", WebXRSync);
425
436
  TypeStore.add("WebXRTrackedImage", WebXRTrackedImage);
426
- TypeStore.add("XRControllerFollow", XRControllerFollow);
427
- TypeStore.add("XRControllerModel", XRControllerModel);
428
- TypeStore.add("XRControllerMovement", XRControllerMovement);
429
437
  TypeStore.add("XRFlag", XRFlag);
438
+ TypeStore.add("XRGrabModel", XRGrabModel);
439
+ TypeStore.add("XRGrabRendering", XRGrabRendering);
430
440
  TypeStore.add("XRRig", XRRig);
431
441
  TypeStore.add("XRState", XRState);
src/engine-components/Renderer.ts CHANGED
@@ -253,11 +253,11 @@
253
253
  return undefined;
254
254
  }
255
255
 
256
- get sharedMaterial(): Material {
256
+ get sharedMaterial(): THREE.Material {
257
257
  return this.sharedMaterials[0];
258
258
  }
259
259
 
260
- set sharedMaterial(mat: Material) {
260
+ set sharedMaterial(mat: THREE.Material) {
261
261
  const cur = this.sharedMaterials[0];
262
262
  if (cur === mat) return;
263
263
  this.sharedMaterials[0] = mat;
@@ -265,12 +265,12 @@
265
265
  }
266
266
 
267
267
  /**@deprecated please use sharedMaterial */
268
- get material(): Material {
268
+ get material(): THREE.Material {
269
269
  return this.sharedMaterials[0];
270
270
  }
271
271
 
272
272
  /**@deprecated please use sharedMaterial */
273
- set material(mat: Material) {
273
+ set material(mat: THREE.Material) {
274
274
  this.sharedMaterial = mat;
275
275
  }
276
276
 
@@ -455,10 +455,12 @@
455
455
 
456
456
  private _isInstancingEnabled: boolean = false;
457
457
  private handles: InstanceHandle[] | null | undefined = undefined;
458
+ private prevLayers: number[] | null | undefined = undefined;
458
459
 
459
460
  private clearInstancingState() {
460
461
  this._isInstancingEnabled = false;
461
462
  this.handles = undefined;
463
+ this.prevLayers = undefined;
462
464
  }
463
465
 
464
466
  setInstancingEnabled(enabled: boolean): boolean {
@@ -604,7 +606,11 @@
604
606
  if (this._isInstancingEnabled && this.handles) {
605
607
  for (let i = 0; i < this.handles.length; i++) {
606
608
  const handle = this.handles[i];
607
- setCustomVisibility(handle.object, false);
609
+ if (!this.prevLayers) this.prevLayers = [];
610
+ const layer = handle.object.layers.mask;
611
+ if (i >= this.prevLayers.length) this.prevLayers.push(layer);
612
+ else this.prevLayers[i] = layer;
613
+ handle.object.layers.disableAll();
608
614
  }
609
615
  }
610
616
 
@@ -671,10 +677,10 @@
671
677
  }
672
678
 
673
679
  onAfterRender() {
674
- if (this._isInstancingEnabled && this.handles) {
680
+ if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
675
681
  for (let i = 0; i < this.handles.length; i++) {
676
682
  const handle = this.handles[i];
677
- setCustomVisibility(handle.object, true);
683
+ handle.object.layers.mask = this.prevLayers[i];
678
684
  }
679
685
  }
680
686
 
@@ -993,8 +999,8 @@
993
999
  this.inst = new THREE.InstancedMesh(geo, material, count);
994
1000
  this.inst[$instancingAutoUpdateBounds] = true;
995
1001
  this.inst.count = 0;
1002
+ this.inst.layers.set(2);
996
1003
  this.inst.visible = true;
997
- this.context.scene.add(this.inst);
998
1004
 
999
1005
  // Not handled by RawShaderMaterial, so we need to set the define explicitly.
1000
1006
  // Edge case: theoretically some users of the material could use it in an
@@ -1008,25 +1014,26 @@
1008
1014
  material.defines["USE_INSTANCING"] = true;
1009
1015
  material.needsUpdate = true;
1010
1016
  }
1011
-
1017
+
1018
+ // this.inst.castShadow = true;
1019
+ // this.inst.receiveShadow = true;
1020
+ this.context.scene.add(this.inst);
1012
1021
  context.pre_render_callbacks.push(this.onBeforeRender);
1013
- context.post_render_callbacks.push(this.onAfterRender);
1022
+ // console.log(this.inst);
1023
+ // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
1024
+
1025
+ // setInterval(() => {
1026
+ // this.inst.visible = !this.inst.visible;
1027
+ // }, 500);
1014
1028
  }
1015
1029
 
1016
1030
  private onBeforeRender = () => {
1017
- // ensure the instanced mesh is rendered / has correct layers
1018
- this.inst.layers.enableAll();
1019
-
1020
1031
  if (this._needUpdateBounds && this.inst[$instancingAutoUpdateBounds] === true) {
1021
1032
  if (debugInstancing)
1022
1033
  console.log("Update instancing bounds", this.name, this.inst.matrixWorldNeedsUpdate);
1023
1034
  this.updateBounds();
1024
1035
  }
1025
1036
  }
1026
- private onAfterRender = () => {
1027
- // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
1028
- this.inst.layers.disableAll();
1029
- }
1030
1037
 
1031
1038
  private randomColor() {
1032
1039
  return new THREE.Color(Math.random(), Math.random(), Math.random());
@@ -1069,7 +1076,7 @@
1069
1076
  if (this.inst.count > 0)
1070
1077
  this.inst.visible = true;
1071
1078
 
1072
- if (debugInstancing) console.log("Added", this.name, this.inst.count);
1079
+ // console.log("Added", this.name, this.inst.count, this.handles);
1073
1080
  }
1074
1081
 
1075
1082
  remove(handle: InstanceHandle) {
@@ -1109,7 +1116,6 @@
1109
1116
  this.inst.visible = false;
1110
1117
 
1111
1118
  this.inst.instanceMatrix.needsUpdate = true;
1112
- if (debugInstancing) console.log("Removed", this.name, this.inst.count);
1113
1119
  }
1114
1120
 
1115
1121
  updateInstance(mat: THREE.Matrix4, index: number) {
src/engine-components/RendererLightmap.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { Material, Mesh, type WebGLProgramParametersWithUniforms, ShaderMaterial, Texture, Vector4 } from "three";
1
+ import { Material, Mesh, type Shader, ShaderMaterial, Texture, Vector4 } from "three";
2
2
  import type { Context, OnRenderCallback } from "../engine/engine_setup.js";
3
3
  import { getParam } from "../engine/engine_utils.js";
4
4
 
@@ -99,7 +99,7 @@
99
99
  }
100
100
  }
101
101
 
102
- private onBeforeCompile = (shader: WebGLProgramParametersWithUniforms, _) => {
102
+ private onBeforeCompile = (shader: Shader, _) => {
103
103
  if (debug) console.log("Lightmaps, before compile", shader)
104
104
  //@ts-ignore
105
105
  shader.lightMapUv = "uv1";
src/engine-components/SceneSwitcher.ts CHANGED
@@ -125,9 +125,9 @@
125
125
 
126
126
  async onEnable() {
127
127
  globalThis.addEventListener("popstate", this.onPopState);
128
- this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
129
- this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
130
- this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
128
+ this.context.input.addEventListener(InputEvents.KeyDown, this.onKeyDown);
129
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerMove);
130
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerUp);
131
131
 
132
132
  if (!this._engineElementOverserver) {
133
133
  this._engineElementOverserver = new MutationObserver((mutations) => {
@@ -172,9 +172,9 @@
172
172
 
173
173
  onDisable(): void {
174
174
  globalThis.removeEventListener("popstate", this.onPopState);
175
- this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
176
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
177
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
175
+ this.context.input.removeEventListener(InputEvents.KeyDown, this.onKeyDown);
176
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerMove);
177
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerUp);
178
178
  this._preloadScheduler?.stop();
179
179
  }
180
180
 
@@ -202,7 +202,7 @@
202
202
 
203
203
  private normalizedSwipeThresholdX = 0.1;
204
204
  private _didSwipe: boolean = false;
205
- private onInputPointerMove = (e: any) => {
205
+ private onPointerMove = (e: any) => {
206
206
  if (!this.useSwipe) return;
207
207
  if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
208
208
  const delta = this.context.input.getPointerPositionDelta(e.button);
@@ -220,13 +220,13 @@
220
220
  }
221
221
  }
222
222
 
223
- private onInputPointerUp = (e: any) => {
223
+ private onPointerUp = (e: any) => {
224
224
  if (e.button === 0) {
225
225
  this._didSwipe = false;
226
226
  }
227
227
  };
228
228
 
229
- private onInputKeyDown = (e: any) => {
229
+ private onKeyDown = (e: any) => {
230
230
  if (!this.useKeyboard) return;
231
231
  if (!this.scenes) return;
232
232
  const key = e.key.toLowerCase();
src/engine-components/SpectatorCamera.ts CHANGED
@@ -2,8 +2,9 @@
2
2
  import { Camera } from "./Camera.js";
3
3
  import * as THREE from "three";
4
4
  import { OrbitControls } from "./OrbitControls.js";
5
+ import { WebXR, WebXREvent } from "./webxr/WebXR.js";
5
6
  import { AvatarMarker } from "./webxr/WebXRAvatar.js";
6
- import { XRStateFlag } from "./webxr/XRFlag.js";
7
+ import { XRStateFlag } from "./XRFlag.js";
7
8
  import { SmoothFollow } from "./SmoothFollow.js";
8
9
  import { Object3D } from "three";
9
10
  import { InputEvents } from "../engine/engine_input.js";
@@ -144,11 +145,23 @@
144
145
  if (!this._handler && this.cam)
145
146
  this._handler = new SpectatorHandler(this.context, this.cam, this);
146
147
 
148
+
149
+ this.eventSub_WebXRRequestStartEvent = this.onXRSessionRequestStart.bind(this);
150
+ this.eventSub_WebXRStartEvent = this.onXRSessionStart.bind(this);
151
+ this.eventSub_WebXREndEvent = this.onXRSessionEnded.bind(this);
152
+
153
+ WebXR.addEventListener(WebXREvent.RequestVRSession, this.eventSub_WebXRRequestStartEvent);
154
+ WebXR.addEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
155
+ WebXR.addEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
156
+
147
157
  this.orbit = GameObject.getComponent(this.context.mainCamera, OrbitControls);
148
158
  }
149
159
 
150
160
  onDestroy(): void {
151
161
  this.stopSpectating();
162
+ WebXR.removeEventListener(WebXREvent.RequestVRSession, this.eventSub_WebXRStartEvent);
163
+ WebXR.removeEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
164
+ WebXR.removeEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
152
165
  this._handler?.destroy();
153
166
  this._networking?.destroy();
154
167
  }
@@ -160,13 +173,13 @@
160
173
  return standalone && !isHololens;
161
174
  }
162
175
 
163
- onBeforeXR(_evt) {
176
+ private onXRSessionRequestStart(_evt) {
164
177
  if (!this.isSupportedPlatform()) return;
165
178
  GameObject.setActive(this.gameObject, true);
166
179
  }
167
180
 
168
181
 
169
- onEnterXR(_evt) {
182
+ private onXRSessionStart(_evt) {
170
183
  if (!this.isSupportedPlatform()) return;
171
184
  if (debug) console.log(this.context.mainCamera);
172
185
  if (this.context.mainCamera) {
@@ -174,7 +187,7 @@
174
187
  }
175
188
  }
176
189
 
177
- onLeaveXR(_evt) {
190
+ private onXRSessionEnded(_evt) {
178
191
  this.context.removeCamera(this.cam as ICamera);
179
192
  GameObject.setActive(this.gameObject, false);
180
193
  if (this.orbit) this.orbit.enabled = true;
@@ -211,16 +224,14 @@
211
224
  const previousRenderTarget = renderer.getRenderTarget();
212
225
  let oldFramebuffer: WebGLFramebuffer | null = null;
213
226
 
214
- const webglState = renderer.state as THREE.WebGLState & { bindXRFramebuffer?: Function };
215
-
216
227
  // seems that in some cases, renderer.getRenderTarget returns null
217
228
  // even when we're rendering to a headset.
218
229
  if (!previousRenderTarget) {
219
- if (!renderer.state.bindFramebuffer || !webglState.bindXRFramebuffer)
230
+ if (!renderer.state.bindFramebuffer || !renderer.state.bindXRFramebuffer)
220
231
  return;
221
232
 
222
233
  oldFramebuffer = renderer["_framebuffer"];
223
- webglState.bindXRFramebuffer(null);
234
+ renderer.state.bindXRFramebuffer(null);
224
235
  }
225
236
 
226
237
  this.setAvatarFlagsBeforeRender();
@@ -268,8 +279,8 @@
268
279
 
269
280
  if (previousRenderTarget)
270
281
  renderer.setRenderTarget(previousRenderTarget);
271
- else if (webglState.bindXRFramebuffer)
272
- webglState.bindXRFramebuffer(oldFramebuffer);
282
+ else
283
+ renderer.state.bindXRFramebuffer(oldFramebuffer);
273
284
 
274
285
  this.resetAvatarFlags();
275
286
  }
@@ -278,7 +289,7 @@
278
289
  const isFirstPersonMode = this._mode === SpectatorMode.FirstPerson;
279
290
 
280
291
  for (const av of AvatarMarker.instances) {
281
- if (av.avatar && "isLocalAvatar" in av.avatar && "flags" in av.avatar) {
292
+ if (av.avatar && "isLocalAvatar" in av.avatar) {
282
293
  let mask = XRStateFlag.All;
283
294
  if (this.isSpectatingSelf)
284
295
  mask = isFirstPersonMode && av.avatar.isLocalAvatar ? XRStateFlag.FirstPerson : XRStateFlag.ThirdPerson;
@@ -297,7 +308,7 @@
297
308
  const flags = av.avatar.flags;
298
309
  if (!flags) continue;
299
310
  for (const flag of flags) {
300
- if ("isLocalAvatar" in av.avatar && av.avatar?.isLocalAvatar) {
311
+ if (av.avatar?.isLocalAvatar) {
301
312
  flag.UpdateVisible(XRStateFlag.FirstPerson);
302
313
  }
303
314
  else {
src/engine-components/SyncedCamera.ts CHANGED
@@ -2,6 +2,7 @@
2
2
  import { Behaviour, GameObject } from "./Component.js";
3
3
  import { Camera } from "./Camera.js";
4
4
  import * as utils from "../engine/engine_three_utils.js"
5
+ import { WebXR } from "./webxr/WebXR.js";
5
6
  import { Builder } from "flatbuffers";
6
7
  import { SyncedCameraModel } from "../engine-schemes/synced-camera-model.js";
7
8
  import { Vec3 } from "../engine-schemes/vec3.js";
@@ -129,7 +130,7 @@
129
130
  }
130
131
  }
131
132
 
132
- if (this.context.isInXR) return;
133
+ if (WebXR.IsInWebXR) return;
133
134
 
134
135
  const cam = this.context.mainCamera
135
136
  if (cam === null) {
src/engine-components/SyncedTransform.ts CHANGED
@@ -10,7 +10,6 @@
10
10
  import { Transform } from '../engine-schemes/transform.js';
11
11
  import { registerBinaryType } from '../engine-schemes/schemes.js';
12
12
  import { setWorldEuler } from '../engine/engine_three_utils.js';
13
- import { onUpdate } from '../engine/engine_lifecycle_api.js';
14
13
 
15
14
  const debug = utils.getParam("debugsync");
16
15
  export const SyncedTransformIdentifier = "STRS";
@@ -36,19 +35,8 @@
36
35
  }
37
36
 
38
37
 
39
- let FAST_ACTIVE_SYNCTRANSFORMS = 0;
40
- let FAST_INTERVAL = 0;
41
- onUpdate((ctx) => {
42
- const isRunningOnGlitch = ctx.connection.currentServerUrl?.includes("glitch");
43
- const threshold = isRunningOnGlitch ? 10 : 40;
44
- FAST_INTERVAL = Math.floor(FAST_ACTIVE_SYNCTRANSFORMS / threshold);
45
- FAST_ACTIVE_SYNCTRANSFORMS = 0;
46
- if(debug && FAST_INTERVAL > 0) console.log("Sync Transform Fast Interval", FAST_INTERVAL);
47
- })
48
-
49
38
  export class SyncedTransform extends Behaviour {
50
39
 
51
-
52
40
  // public autoOwnership: boolean = true;
53
41
  public overridePhysics: boolean = true
54
42
  public interpolatePosition: boolean = true;
@@ -69,7 +57,6 @@
69
57
  private _receivedFastUpdate: boolean = false;
70
58
  private _shouldRequestOwnership: boolean = false;
71
59
 
72
- /** Request ownership of an object - you need to be connected to a room */
73
60
  public requestOwnership() {
74
61
  if (debug)
75
62
  console.log("Request ownership");
@@ -305,12 +292,8 @@
305
292
 
306
293
  const updateInterval = 10;
307
294
  const fastUpdate = this.rb || this.fastMode;
308
-
309
295
  if (this._needsUpdate && (updateInterval <= 0 || updateInterval > 0 && this.context.time.frameCount % updateInterval === 0 || fastUpdate)) {
310
296
 
311
- FAST_ACTIVE_SYNCTRANSFORMS++;
312
- if (fastUpdate && FAST_INTERVAL > 0 && this.context.time.frameCount % FAST_INTERVAL !== 0) return;
313
-
314
297
  if (debug)
315
298
  console.log("send update", this.context.connection.connectionId, this.guid, this.gameObject.name, this.gameObject.guid);
316
299
 
src/engine-components/webxr/TeleportTarget.ts DELETED
@@ -1,9 +0,0 @@
1
- import { Behaviour } from "../Component.js";
2
-
3
- /** This component is just used as a marker on objects for WebXR teleportation
4
- * The default XRControllerMovement script checks if this component is on the object you are pointing at and if so it will teleport to that location if triggered
5
- * If the component is not present it won't teleport
6
- */
7
- export class TeleportTarget extends Behaviour {
8
-
9
- }
src/engine/xr/TempXRContext.ts DELETED
@@ -1,182 +0,0 @@
1
- import { AxesHelper, Camera, Color, DirectionalLight, GridHelper, Mesh, MeshBasicMaterial, MeshStandardMaterial, PerspectiveCamera, Scene, WebGLRenderer } from "three";
2
- import { delay } from "../engine_utils.js";
3
- import { ObjectUtils, PrimitiveType } from "../engine_create_objects.js";
4
- import { Mathf } from "../engine_math.js";
5
-
6
- declare type SessionInfo = { session: XRSession, mode: XRSessionMode, init: XRSessionInit };
7
-
8
- /** Create with static `start`- used to start an XR session while waiting for session granted */
9
- export class TemporaryXRContext {
10
-
11
- private static _active: TemporaryXRContext | null = null;
12
- static get active() {
13
- return this._active;
14
- }
15
-
16
- private static _requestInFlight = false;
17
-
18
- static async start(mode: XRSessionMode, init: XRSessionInit) {
19
- if (this._active) {
20
- console.error("Cannot start a new XR session while one is already active");
21
- return null;
22
- }
23
- if (this._requestInFlight) {
24
- console.error("Cannot start a new XR session while a request is already in flight");
25
- return null;
26
- }
27
-
28
- if ('xr' in navigator && navigator.xr) {
29
- if (!init) {
30
- console.error("XRSessionInit must be provided");
31
- return null;
32
- }
33
- this._requestInFlight = true;
34
- const session = await navigator.xr.requestSession(mode, init);
35
- session.addEventListener("end", () => {
36
- this._active = null;
37
- });
38
- if (!this._requestInFlight) {
39
- session.end();
40
- return null;
41
- }
42
- this._requestInFlight = false;
43
- this._active = new TemporaryXRContext(mode, init, session);
44
- return this._active;
45
- }
46
-
47
- return null;
48
- }
49
-
50
- static async handoff(): Promise<SessionInfo | null> {
51
- if (this._active) {
52
- return this._active.handoff();
53
- }
54
- return null;
55
- }
56
-
57
- static async stop() {
58
- this._requestInFlight = false;
59
- if (this._active) {
60
- await this._active.end();
61
- await delay(100);
62
- }
63
- this._active = null;
64
- }
65
-
66
- private readonly _session: XRSession | null;
67
- private readonly _mode: XRSessionMode;
68
- private readonly _init: XRSessionInit;
69
-
70
- private readonly _renderer: WebGLRenderer;
71
- private readonly _camera: Camera;
72
- private readonly _scene: Scene;
73
-
74
- private constructor(mode: XRSessionMode, init: XRSessionInit, session: XRSession) {
75
- this._mode = mode;
76
- this._init = init;
77
- this._session = session;
78
- this._session.addEventListener("end", this.onEnd);
79
-
80
- this._renderer = new WebGLRenderer({ alpha: true });
81
- this._renderer.setAnimationLoop(this.onFrame);
82
- this._renderer.xr.setSession(session);
83
- this._renderer.xr.enabled = true;
84
- this._camera = new PerspectiveCamera();
85
- this._scene = new Scene();
86
- this._scene.add(this._camera);
87
- this.setupScene();
88
- }
89
-
90
- end() {
91
- if (!this._session) return Promise.resolve();
92
- return this._session.end();
93
- }
94
-
95
- /** returns the session and session info and stops the temporary rendering */
96
- async handoff() {
97
- if (!this._session) throw new Error("Cannot handoff a session that has already ended");
98
- const info: SessionInfo = {
99
- session: this._session,
100
- mode: this._mode,
101
- init: this._init
102
- };
103
- await this.onBeforeHandoff();
104
- // calling onEnd here directly because we dont end the session
105
- this.onEnd();
106
- // set the session to null because we dont want this class to accidentaly end the session
107
- //@ts-ignore
108
- this._session = null;
109
- return info;
110
- }
111
-
112
- private onEnd = () => {
113
- this._session?.removeEventListener("end", this.onEnd);
114
- this._renderer.setAnimationLoop(null);
115
- this._renderer.dispose();
116
- this._scene.clear();
117
- }
118
-
119
- private _lastTime = 0;
120
- private onFrame = (time: DOMHighResTimeStamp, _frame: XRFrame) => {
121
- const dt = time - this._lastTime;
122
- this.update(time, dt);
123
- if (this._camera.parent !== this._scene) {
124
- this._scene.add(this._camera);
125
- }
126
- this._renderer.render(this._scene, this._camera);
127
- }
128
-
129
- /** can be used to prepare the user or fade to black */
130
- private async onBeforeHandoff() {
131
- const obj = ObjectUtils.createPrimitive(PrimitiveType.Cube);
132
- obj.position.z = -3;
133
- obj.position.y = .5;
134
- this._scene.add(obj);
135
- await delay(4000);
136
- this._scene.clear();
137
- await delay(100);
138
- }
139
-
140
-
141
- private _spheres: Mesh[] = [];
142
- private setupScene() {
143
- this._scene.background = new Color(0x000000);
144
- this._scene.add(new GridHelper(5, 10, 0x111111, 0x222222));
145
-
146
- const light = new DirectionalLight(0xffffff, 1);
147
- light.position.set(2, 2, 2);
148
- light.castShadow = false;
149
- this._scene.add(light);
150
-
151
- const light2 = new DirectionalLight(0xffffff, 1);
152
- light2.position.set(-2, -2, -2);
153
- light2.castShadow = false;
154
- this._scene.add(light2);
155
-
156
- const sphereRange = 50;
157
- for (let i = 0; i < 100; i++) {
158
- const sphere = ObjectUtils.createPrimitive(PrimitiveType.Sphere, {
159
- material: new MeshStandardMaterial({
160
- color: 0x222222,
161
- metalness: 1,
162
- roughness: .8,
163
- })
164
- });
165
- sphere.position.x = Mathf.random(-sphereRange, sphereRange);
166
- sphere.position.y = Mathf.random(3, 40);
167
- sphere.position.z = Mathf.random(-sphereRange, sphereRange);
168
- sphere.scale.multiplyScalar(2);
169
- this._spheres.push(sphere);
170
- this._scene.add(sphere);
171
- }
172
- }
173
-
174
- private update(time: number, _deltaTime: number) {
175
-
176
- const speed = time * .0004;
177
- for (let i = 0; i < this._spheres.length; i++) {
178
- const sphere = this._spheres[i];
179
- sphere.position.y += Math.sin(speed + i * .5) * 0.002;
180
- }
181
- }
182
- }
src/engine-components/ui/Text.ts CHANGED
@@ -313,12 +313,12 @@
313
313
  const child = this.uiObject.children[i];
314
314
  // @ts-ignore
315
315
  if (child.isUI) {
316
- this.uiObject.remove(child as any);
316
+ this.uiObject.remove(child);
317
317
  child.clear();
318
318
  }
319
319
  }
320
320
  const el = new ThreeMeshUI.Inline({ textContent: text.substring(0, currentTag.startIndex), color: 'inherit' });
321
- this.uiObject.add(el as any);
321
+ this.uiObject.add(el);
322
322
  }
323
323
 
324
324
  const stackArray: Array<TagStackEntry> = [];
@@ -335,13 +335,13 @@
335
335
  opts.textContent = this.getText(text, currentTag, next);
336
336
  this.handleTag(currentTag, opts, stackArray);
337
337
  const el = new ThreeMeshUI.Inline(opts);
338
- this.uiObject?.add(el as any)
338
+ this.uiObject?.add(el)
339
339
 
340
340
  } else {
341
341
  opts.textContent = text.substring(currentTag.endIndex);
342
342
  this.handleTag(currentTag, opts, stackArray);
343
343
  const el = new ThreeMeshUI.Inline(opts);
344
- this.uiObject?.add(el as any);
344
+ this.uiObject?.add(el);
345
345
  }
346
346
  currentTag = next;
347
347
  }
src/engine-components/timeline/TimelineTracks.ts CHANGED
@@ -563,16 +563,14 @@
563
563
 
564
564
  const muteAudioTracks = getParam("mutetimeline");
565
565
 
566
- declare type AudioClipModel = Models.ClipModel & { _didTriggerPlay: boolean };
567
-
568
566
  export class AudioTrackHandler extends TrackHandler {
569
567
 
570
- models: Array<AudioClipModel> = [];
568
+ models: Array<Models.ClipModel> = [];
571
569
  listener!: AudioListener;
572
570
  audio: Array<Audio> = [];
573
571
  audioContextTimeOffset: Array<number> = [];
574
572
  lastTime: number = 0;
575
- audioSource?: AudioSource;
573
+ audioSource?:AudioSource;
576
574
 
577
575
  private _audioLoader: AudioLoader | null = null;
578
576
 
@@ -593,9 +591,7 @@
593
591
  addModel(model: Models.ClipModel) {
594
592
  const audio = new Audio(this.listener as any);
595
593
  this.audio.push(audio);
596
- const audioClipModel = model as AudioClipModel;
597
- audioClipModel._didTriggerPlay = false;
598
- this.models.push(audioClipModel);
594
+ this.models.push(model);
599
595
  }
600
596
 
601
597
  onDisable() {
@@ -603,9 +599,6 @@
603
599
  if (audio.isPlaying)
604
600
  audio.stop();
605
601
  }
606
- for (const model of this.models) {
607
- model._didTriggerPlay = false;
608
- }
609
602
  }
610
603
 
611
604
  onDestroy() {
@@ -633,23 +626,8 @@
633
626
  if (audio?.isPlaying)
634
627
  audio.stop();
635
628
  }
636
- for (const model of this.models) {
637
- model._didTriggerPlay = false;
638
- }
639
629
  }
640
630
 
641
- private _playableDirectorResumed = false;
642
- onPauseChanged() {
643
- // if the timeline gets paused we stop all audio clips
644
- // we dont reset the triggerPlay here (this will automatically reset when the timeline start evaluating again)
645
- for (let i = 0; i < this.audio.length; i++) {
646
- const audio = this.audio[i];
647
- if (audio?.isPlaying)
648
- audio.stop();
649
- }
650
- this._playableDirectorResumed = this.director.isPlaying;
651
- }
652
-
653
631
  evaluate(time: number) {
654
632
  if (muteAudioTracks) return;
655
633
  if (this.track.muted) return;
@@ -658,8 +636,6 @@
658
636
  return;
659
637
  }
660
638
  const isMuted = this.director.context.application.muted;
661
- const resumePlay = this._playableDirectorResumed;
662
- this._playableDirectorResumed = false;
663
639
  // this is just so that we dont hear the very first beat when the audio starts but is muted
664
640
  // if we dont add a delay we hear a little bit of the audio before it shuts down
665
641
  // MAYBE instead of doing it like this we should connect a custom audio node (or disconnect the output node?)
@@ -677,24 +653,15 @@
677
653
  audio.playbackRate = this.director.context.time.timeScale * this.director.speed;
678
654
  audio.loop = asset.loop;
679
655
  if (time >= model.start && time <= model.end && time < this.director.duration) {
680
- if (!audio.isPlaying || !this.director.isPlaying) {
681
- // if the timeline is paused we trigger the audio clip once when the model is entered
682
- // we dont playback the audio clip if we scroll back in time
683
- // this is to support audioclip playback when using timeline with manual scrolling (scrollytelling)
684
- if (resumePlay || (!model._didTriggerPlay && this.lastTime < time)) {
685
- // we don't want to clip in the audio if it's a very short clip
686
- const clipDuration = model.duration * model.timeScale;
687
- if (clipDuration > .3)
688
- audio.offset = model.clipIn + (time - model.start) * model.timeScale;
689
- else audio.offset = 0;
690
- if (debug) console.log("Timeline Audio (" + this.track.name + ") play with offset " + audio.offset + " - " + model.asset.clip);
691
- audio.play(playTimeOffset);
692
- model._didTriggerPlay = true;
693
- }
694
- else {
695
- // do nothing...
696
- }
656
+ if (this.director.isPlaying == false) {
657
+ if (audio.isPlaying)
658
+ audio.stop();
659
+ if (this.lastTime === time) continue;
697
660
  }
661
+ else if (!audio.isPlaying) {
662
+ audio.offset = model.clipIn + (time - model.start) * model.timeScale;
663
+ audio.play(playTimeOffset);
664
+ }
698
665
  else {
699
666
  const targetOffset = model.clipIn + (time - model.start) * model.timeScale;
700
667
  // seems it's non-trivial to get the right time from audio sources;
@@ -710,7 +677,7 @@
710
677
  }
711
678
  let vol = asset.volume as number;
712
679
 
713
- if (this.track.volume !== undefined)
680
+ if(this.track.volume !== undefined)
714
681
  vol *= this.track.volume;
715
682
 
716
683
  if (isMuted) vol = 0;
@@ -725,12 +692,8 @@
725
692
  audio.setVolume(vol * this.director.weight);
726
693
  }
727
694
  else {
728
- model._didTriggerPlay = false;
729
- if (this.director.isPlaying) {
730
- if (audio.isPlaying) {
731
- audio.stop();
732
- }
733
- }
695
+ if (audio.isPlaying)
696
+ audio.stop();
734
697
  }
735
698
  }
736
699
  this.lastTime = time;
src/engine-components/webxr/types.ts DELETED
@@ -1,4 +0,0 @@
1
-
2
- export interface XRMovementBehaviour {
3
- isXRMovementHandler: true;
4
- }
src/engine-components/export/usdz/USDZExporter.ts CHANGED
@@ -7,6 +7,7 @@
7
7
  import { registerAnimatorsImplictly } from "./utils/animationutils.js";
8
8
  import type { IUSDExporterExtension } from "./Extension.js";
9
9
  import { Behaviour, GameObject } from "../../Component.js";
10
+ import { WebXR } from "../../webxr/WebXR.js"
10
11
  import { serializable } from "../../../engine/engine_serialization.js";
11
12
  import { showBalloonMessage, showBalloonWarning } from "../../../engine/debug/index.js";
12
13
  import { Context } from "../../../engine/engine_setup.js";
@@ -17,7 +18,7 @@
17
18
  import { TextExtension } from "./extensions/USDZText.js";
18
19
  import { USDZUIExtension } from "./extensions/USDZUI.js";
19
20
  import { Renderer } from "../../Renderer.js"
20
- import { XRFlag, XRState, XRStateFlag } from "../../webxr/XRFlag.js";
21
+ import { XRFlag, XRState, XRStateFlag } from "../../XRFlag.js";
21
22
 
22
23
  const debug = getParam("debugusdz");
23
24
 
@@ -75,6 +76,7 @@
75
76
  extensions: IUSDExporterExtension[] = [];
76
77
 
77
78
  private link!: HTMLAnchorElement;
79
+ private webxr?: WebXR;
78
80
 
79
81
  start() {
80
82
  if (debug) {
@@ -112,6 +114,8 @@
112
114
  const ios = isiOS()
113
115
  const safari = isSafari();
114
116
  if (debug || (ios && safari)) {
117
+ if (debug || this.allowCreateQuicklookButton)
118
+ this.addQuicklookButton();
115
119
  this.lastCallback = this.quicklookCallback.bind(this);
116
120
  this.link = ensureQuicklookLinkIsCreated(this.context);
117
121
  this.link.addEventListener('message', this.lastCallback);
@@ -124,11 +128,11 @@
124
128
 
125
129
  onDisable() {
126
130
  this.link?.removeEventListener('message', this.lastCallback);
127
- // const ios = isiOS()
128
- // const safari = isSafari();
129
- // if (debug || (ios && safari)) {
130
- // this.removeQuicklookButton();
131
- // }
131
+ const ios = isiOS()
132
+ const safari = isSafari();
133
+ if (debug || (ios && safari)) {
134
+ this.removeQuicklookButton();
135
+ }
132
136
  if (debug)
133
137
  showBalloonMessage("USDZ Exporter disabled: " + this.name);
134
138
 
@@ -379,6 +383,74 @@
379
383
 
380
384
 
381
385
 
386
+
387
+ private _quicklookButton?: HTMLElement;
388
+
389
+ private async createQuicklookButton() {
390
+ if (!this.webxr) {
391
+ await delay(1);
392
+ this.webxr = GameObject.findObjectOfType(WebXR) ?? undefined;
393
+ if (this.webxr) {
394
+ if (this.webxr.VRButton) this.webxr.VRButton.parentElement?.removeChild(this.webxr.VRButton);
395
+ // check if we have an AR button already and re-use that
396
+ if (this.webxr.ARButton && this._quicklookButton !== this.webxr.ARButton) {
397
+ this._quicklookButton = this.webxr.ARButton;
398
+ // Hack to remove the immersiveweb link
399
+ const linkInButton = this.webxr.ARButton.parentElement?.querySelector("a");
400
+ if (linkInButton) {
401
+ linkInButton.href = "";
402
+ }
403
+ this.webxr.ARButton.innerText = "Open in Quicklook";
404
+ this.webxr.ARButton.disabled = false;
405
+ this.webxr.ARButton.addEventListener("click", evt => {
406
+ evt.preventDefault();
407
+ this.exportAsync();
408
+ });
409
+ this.webxr.ARButton.classList.add("quicklook-ar-button");
410
+ this._quicklookButtonContainer = this.webxr.ARButton.parentElement;
411
+ this.dispatchEvent(new CustomEvent("created-button", { detail: this.webxr.ARButton }))
412
+ }
413
+ // create a button if WebXR didnt create one yet
414
+ else {
415
+ this.webxr.createARButton = false;
416
+ this.webxr.createVRButton = false;
417
+ let container = this.context.domElement.shadowRoot!.querySelector(".webxr-buttons");
418
+ if (!container) {
419
+ container = document.createElement("div");
420
+ container.classList.add("webxr-buttons");
421
+ }
422
+ const button = document.createElement("button");
423
+ button.innerText = "Open in Quicklook";
424
+ button.addEventListener("click", () => {
425
+ this.exportAsync();
426
+ });
427
+ button.classList.add('webxr-ar-button');
428
+ button.classList.add('webxr-button');
429
+ button.classList.add("quicklook-ar-button");
430
+ this._quicklookButton = button;
431
+ container.appendChild(button);
432
+ this._quicklookButtonContainer = container;
433
+ this.dispatchEvent(new CustomEvent("created-button", { detail: button }))
434
+ }
435
+ }
436
+ else {
437
+ console.warn("Could not find WebXR component: will not create Quicklook button", Context.Current);
438
+ }
439
+ }
440
+ }
441
+
442
+
443
+ private _quicklookButtonContainer: Element | null = null;
444
+ private async addQuicklookButton() {
445
+ await this.createQuicklookButton();
446
+ if (this._quicklookButton && this._quicklookButtonContainer) {
447
+ this._quicklookButtonContainer.appendChild(this._quicklookButton);
448
+ }
449
+ }
450
+ private removeQuicklookButton() {
451
+ this._quicklookButton?.remove();
452
+ }
453
+
382
454
  private applyWebARSessionRoot() {
383
455
  if (!this.objectToExport) return;
384
456
 
src/engine-components/export/usdz/extensions/USDZUI.ts CHANGED
@@ -31,7 +31,7 @@
31
31
  height = rt.height;
32
32
 
33
33
  const shadowRootModel = USDObject.createEmpty();
34
- const shadowComponent = rt.shadowComponent as unknown as Object3D;
34
+ const shadowComponent = rt.shadowComponent;
35
35
  model.add(shadowRootModel);
36
36
 
37
37
  if (shadowComponent) {
src/engine-components/ui/Utils.ts CHANGED
@@ -3,7 +3,6 @@
3
3
  import { FrameEvent } from "../../engine/engine_setup.js";
4
4
  import { Behaviour } from "../Component.js";
5
5
  import { $shadowDomOwner, BaseUIComponent } from "./BaseUIComponent.js";
6
- import ThreeMeshUI from "three-mesh-ui";
7
6
 
8
7
  export function tryGetUIComponent(obj: Object3D): BaseUIComponent | null {
9
8
  const owner = obj[$shadowDomOwner];
@@ -28,7 +27,7 @@
28
27
  receiveShadows?: boolean;
29
28
  }
30
29
 
31
- export function updateRenderSettings(shadowComponent: Object3D | ThreeMeshUI.MeshUIBaseElement, settings: RenderSettings) {
30
+ export function updateRenderSettings(shadowComponent: Object3D, settings: RenderSettings) {
32
31
  if (!shadowComponent) return;
33
32
  // const owner = shadowComponent[$shadowDomOwner];
34
33
  // if (!owner)
src/engine/xr/utils.ts DELETED
@@ -1,39 +0,0 @@
1
- import { Object3D } from "three";
2
- import type { SourceIdentifier } from "../engine_types.js";
3
- import { AssetReference } from "../engine_addressables.js";
4
- import { getParam } from "../engine_utils.js";
5
-
6
- const debug = getParam("debugwebxr");
7
-
8
- export class NeedleXRUtils {
9
-
10
- /** Searches the hierarchy for objects following a specific naming scheme */
11
- static tryFindAvatarObjects(obj: Object3D, sourceId: SourceIdentifier, result: { head?: AssetReference, leftHand?: AssetReference, rightHand?: AssetReference }) {
12
- if (result.head && result.leftHand && result.rightHand) return;
13
-
14
- const name = obj.name.toLocaleLowerCase();
15
-
16
- if (!result.head && name.includes("head")) {
17
- if (debug) console.log("FOUND AVATAR HEAD", obj.name)
18
- result.head = new AssetReference("", sourceId, obj);
19
- }
20
- if (name.includes("hand")) {
21
- if (!result.leftHand && name.includes("left")) {
22
- if (debug) console.log("FOUND AVATAR LEFT HAND", obj.name)
23
- result.leftHand = new AssetReference("", sourceId, obj);
24
- }
25
- if (!result.rightHand && name.includes("right")) {
26
- if (debug) console.log("FOUND AVATAR RIGHT HAND", obj.name)
27
- result.rightHand = new AssetReference("", sourceId, obj);
28
- }
29
- }
30
-
31
- for (let i = 0; i < obj.children.length; i++) {
32
- if (result.head && result.leftHand && result.rightHand) return;
33
- const child = obj.children[i];
34
- this.tryFindAvatarObjects(child, sourceId, result);
35
- }
36
- }
37
-
38
-
39
- }
src/engine-schemes/vr-user-state-buffer.ts CHANGED
@@ -24,109 +24,102 @@
24
24
  return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
25
25
  }
26
26
 
27
+ guid():string|null
28
+ guid(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
29
+ guid(optionalEncoding?:any):string|Uint8Array|null {
30
+ const offset = this.bb!.__offset(this.bb_pos, 4);
31
+ return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
32
+ }
33
+
27
34
  time():flatbuffers.Long {
28
- const offset = this.bb!.__offset(this.bb_pos, 4);
35
+ const offset = this.bb!.__offset(this.bb_pos, 6);
29
36
  return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
30
37
  }
31
38
 
32
39
  avatarId():string|null
33
40
  avatarId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
34
41
  avatarId(optionalEncoding?:any):string|Uint8Array|null {
35
- const offset = this.bb!.__offset(this.bb_pos, 6);
42
+ const offset = this.bb!.__offset(this.bb_pos, 8);
36
43
  return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
37
44
  }
38
45
 
39
46
  position(obj?:Vec3):Vec3|null {
40
- const offset = this.bb!.__offset(this.bb_pos, 8);
47
+ const offset = this.bb!.__offset(this.bb_pos, 10);
41
48
  return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
42
49
  }
43
50
 
44
51
  rotation(obj?:Vec4):Vec4|null {
45
- const offset = this.bb!.__offset(this.bb_pos, 10);
52
+ const offset = this.bb!.__offset(this.bb_pos, 12);
46
53
  return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
47
54
  }
48
55
 
49
56
  scale():number {
50
- const offset = this.bb!.__offset(this.bb_pos, 12);
57
+ const offset = this.bb!.__offset(this.bb_pos, 14);
51
58
  return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0;
52
59
  }
53
60
 
54
- headPosition(obj?:Vec3):Vec3|null {
55
- const offset = this.bb!.__offset(this.bb_pos, 14);
56
- return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
57
- }
58
-
59
- headRotation(obj?:Vec4):Vec4|null {
61
+ posLeftHand(obj?:Vec3):Vec3|null {
60
62
  const offset = this.bb!.__offset(this.bb_pos, 16);
61
- return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
62
- }
63
-
64
- posLeftHand(obj?:Vec3):Vec3|null {
65
- const offset = this.bb!.__offset(this.bb_pos, 18);
66
63
  return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
67
64
  }
68
65
 
69
66
  posRightHand(obj?:Vec3):Vec3|null {
70
- const offset = this.bb!.__offset(this.bb_pos, 20);
67
+ const offset = this.bb!.__offset(this.bb_pos, 18);
71
68
  return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
72
69
  }
73
70
 
74
71
  rotLeftHand(obj?:Vec4):Vec4|null {
75
- const offset = this.bb!.__offset(this.bb_pos, 22);
72
+ const offset = this.bb!.__offset(this.bb_pos, 20);
76
73
  return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
77
74
  }
78
75
 
79
76
  rotRightHand(obj?:Vec4):Vec4|null {
80
- const offset = this.bb!.__offset(this.bb_pos, 24);
77
+ const offset = this.bb!.__offset(this.bb_pos, 22);
81
78
  return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
82
79
  }
83
80
 
84
81
  static startVrUserStateBuffer(builder:flatbuffers.Builder) {
85
- builder.startObject(11);
82
+ builder.startObject(10);
86
83
  }
87
84
 
85
+ static addGuid(builder:flatbuffers.Builder, guidOffset:flatbuffers.Offset) {
86
+ builder.addFieldOffset(0, guidOffset, 0);
87
+ }
88
+
88
89
  static addTime(builder:flatbuffers.Builder, time:flatbuffers.Long) {
89
- builder.addFieldInt64(0, time, builder.createLong(0, 0));
90
+ builder.addFieldInt64(1, time, builder.createLong(0, 0));
90
91
  }
91
92
 
92
93
  static addAvatarId(builder:flatbuffers.Builder, avatarIdOffset:flatbuffers.Offset) {
93
- builder.addFieldOffset(1, avatarIdOffset, 0);
94
+ builder.addFieldOffset(2, avatarIdOffset, 0);
94
95
  }
95
96
 
96
97
  static addPosition(builder:flatbuffers.Builder, positionOffset:flatbuffers.Offset) {
97
- builder.addFieldStruct(2, positionOffset, 0);
98
+ builder.addFieldStruct(3, positionOffset, 0);
98
99
  }
99
100
 
100
101
  static addRotation(builder:flatbuffers.Builder, rotationOffset:flatbuffers.Offset) {
101
- builder.addFieldStruct(3, rotationOffset, 0);
102
+ builder.addFieldStruct(4, rotationOffset, 0);
102
103
  }
103
104
 
104
105
  static addScale(builder:flatbuffers.Builder, scale:number) {
105
- builder.addFieldFloat32(4, scale, 0.0);
106
+ builder.addFieldFloat32(5, scale, 0.0);
106
107
  }
107
108
 
108
- static addHeadPosition(builder:flatbuffers.Builder, headPositionOffset:flatbuffers.Offset) {
109
- builder.addFieldStruct(5, headPositionOffset, 0);
110
- }
111
-
112
- static addHeadRotation(builder:flatbuffers.Builder, headRotationOffset:flatbuffers.Offset) {
113
- builder.addFieldStruct(6, headRotationOffset, 0);
114
- }
115
-
116
109
  static addPosLeftHand(builder:flatbuffers.Builder, posLeftHandOffset:flatbuffers.Offset) {
117
- builder.addFieldStruct(7, posLeftHandOffset, 0);
110
+ builder.addFieldStruct(6, posLeftHandOffset, 0);
118
111
  }
119
112
 
120
113
  static addPosRightHand(builder:flatbuffers.Builder, posRightHandOffset:flatbuffers.Offset) {
121
- builder.addFieldStruct(8, posRightHandOffset, 0);
114
+ builder.addFieldStruct(7, posRightHandOffset, 0);
122
115
  }
123
116
 
124
117
  static addRotLeftHand(builder:flatbuffers.Builder, rotLeftHandOffset:flatbuffers.Offset) {
125
- builder.addFieldStruct(9, rotLeftHandOffset, 0);
118
+ builder.addFieldStruct(8, rotLeftHandOffset, 0);
126
119
  }
127
120
 
128
121
  static addRotRightHand(builder:flatbuffers.Builder, rotRightHandOffset:flatbuffers.Offset) {
129
- builder.addFieldStruct(10, rotRightHandOffset, 0);
122
+ builder.addFieldStruct(9, rotRightHandOffset, 0);
130
123
  }
131
124
 
132
125
  static endVrUserStateBuffer(builder:flatbuffers.Builder):flatbuffers.Offset {
src/engine-components/webxr/WebARCameraBackground.ts CHANGED
@@ -1,8 +1,7 @@
1
1
  import { Behaviour } from "../Component.js";
2
2
  import { serializable } from "../../engine/engine_serialization_decorator.js";
3
3
  import { RGBAColor } from "../js-extensions/RGBAColor.js"
4
- import { getParam } from "../../engine/engine_utils.js";
5
- import { NeedleXREventArgs } from "../../engine/engine_xr.js";
4
+ import { WebXR } from "./WebXR.js";
6
5
  import {
7
6
  Scene,
8
7
  Texture,
@@ -15,39 +14,36 @@
15
14
  PerspectiveCamera,
16
15
  } from "three";
17
16
 
18
- const debug = getParam("debugarcamera");
19
-
20
17
  export class WebARCameraBackground extends Behaviour {
21
18
 
22
- onBeforeXR(_mode: XRSessionMode, args: XRSessionInit): void {
23
- args.optionalFeatures = args.optionalFeatures || [];
24
- args.optionalFeatures.push('camera-access');
19
+ awake(): void {
20
+ WebXR.OptionalFeatures_AR.push('camera-access');
21
+ }
25
22
 
26
- if (debug) console.warn("Requesting camera-access");
23
+ @serializable()
24
+ public backgroundTint: RGBAColor = new RGBAColor(1,1,1,1);
25
+
26
+ public get background() {
27
+ return this.backgroundPlane;
27
28
  }
28
29
 
29
- onEnterXR(_args: NeedleXREventArgs): void {
30
+ private _preRender;
31
+
32
+ onEnable(): void {
33
+ this._preRender = this.preRender.bind(this);
34
+ this.context.pre_render_callbacks.push(this._preRender);
35
+
30
36
  if (this.backgroundPlane) {
31
- this.context.scene.add(this.backgroundPlane);
37
+ this.gameObject.add(this.backgroundPlane);
32
38
  this.backgroundPlane.visible = false;
33
39
  }
34
-
35
- if (this.backgroundPlane) this.context.scene.add(this.backgroundPlane);
36
- this.context.pre_render_callbacks.push(this.preRender);
37
40
  }
38
41
 
39
- onLeaveXR(_args: NeedleXREventArgs): void {
40
- if (this.backgroundPlane) this.backgroundPlane.removeFromParent();
41
- const i = this.context.pre_render_callbacks.indexOf(this.preRender);
42
- if (i >= 0)
43
- this.context.pre_render_callbacks.splice(i, 1);
44
- }
42
+ onDisable(): void {
43
+ this.context.pre_render_callbacks = this.context.pre_render_callbacks.filter(cb => cb !== this._preRender);
45
44
 
46
- @serializable()
47
- public backgroundTint: RGBAColor = new RGBAColor(1,1,1,1);
48
-
49
- public get background() {
50
- return this.backgroundPlane;
45
+ if (this.backgroundPlane)
46
+ this.gameObject.remove(this.backgroundPlane);
51
47
  }
52
48
 
53
49
  private backgroundPlane?: Mesh;
@@ -62,13 +58,11 @@
62
58
  return function forceTextureInitialization(renderer, texture) {
63
59
  material.map = texture;
64
60
  renderer.render(scene, camera);
65
- if (debug) console.warn("Force texture initialization");
66
61
  };
67
62
  }();
68
63
 
69
-
70
-
71
- private preRender = () => {
64
+ // TODO should only attach on session start, and detach on session end
65
+ private preRender() {
72
66
  if (!this || !this.gameObject) return;
73
67
 
74
68
  const xr = this.context.renderer.xr;
@@ -87,14 +81,19 @@
87
81
  // from three: WebGLBackground
88
82
  if (this.backgroundPlane === undefined) {
89
83
  this.backgroundPlane = makeFullscreenPlane(this.backgroundTint);
84
+ this.gameObject.add(this.backgroundPlane);
90
85
  }
91
- if(this.backgroundPlane.parent !== this.scene)
92
- this.scene.add(this.backgroundPlane);
93
86
 
94
87
  // WebXR Raw Camera Access -
95
88
  // we composite the camera texture into the scene background by rendering it first.
96
89
  this.updateFromFrame(frame);
97
90
  }
91
+
92
+ /*
93
+ if (this.planeMesh) {
94
+ this.planeMesh.visible = frame != null;
95
+ }
96
+ */
98
97
  }
99
98
 
100
99
  onBeforeRender(frame: XRFrame | null) {
@@ -132,9 +131,17 @@
132
131
  this.backgroundPlane.setTexture(this.threeTexture);
133
132
  this.backgroundPlane.visible = true;
134
133
  }
135
- else {
136
- if (debug) console.warn("No background plane to set texture on");
134
+
135
+ // TODO this would be a lot better but currently
136
+ // setting color space doesn't work.
137
+ // Plus we need to understand how we can supply a custom shader in
138
+ // this case.
139
+ /*
140
+ if (this.threeTexture) {
141
+ this.context.scene.background = this.threeTexture;
142
+ this.threeTexture.colorSpace = NoColorSpace;
137
143
  }
144
+ */
138
145
  }
139
146
  }
140
147
  else {
@@ -168,14 +175,15 @@
168
175
  gl_FragColor = texColor * <backgroundTint>;
169
176
 
170
177
  #include <tonemapping_fragment>
171
- #include <colorspace_fragment>
178
+ #include <encodings_fragment>
179
+
172
180
  }
173
181
  `;
174
182
 
175
183
  // not sure where we want to move this and in which form is best (extends Object3D?)
176
184
  export function makeFullscreenPlane(tint: RGBAColor ) {
177
185
  const replacementTint = "vec4(" + tint.r.toFixed(3) + "," + tint.g.toFixed(3) + "," + tint.b.toFixed(3) + "," + tint.a.toFixed(3) + ")";
178
- if (debug) console.log(replacementTint);
186
+ console.log(replacementTint);
179
187
  const planeMesh = new Mesh(
180
188
  new PlaneGeometry(2, 2),
181
189
  // @ts-ignore
@@ -183,7 +191,7 @@
183
191
  name: 'BackgroundMaterial',
184
192
  uniforms: UniformsUtils.clone( ShaderLib.background.uniforms ),
185
193
  vertexShader: ShaderLib.background.vertexShader,
186
- fragmentShader: backgroundFragment.replaceAll("<backgroundTint>", replacementTint), // ShaderLib.background.fragmentShader,
194
+ fragmentShader: backgroundFragment.replace("<backgroundTint>", replacementTint), // ShaderLib.background.fragmentShader,
187
195
  side: DoubleSide,
188
196
  depthTest: false,
189
197
  depthWrite: false,
@@ -203,8 +211,8 @@
203
211
  // Option 1: add the planeMesh to our scene for rendering.
204
212
  // This is useful for applying custom shader effects on the background (instead of using the system composite)
205
213
  planeMesh.renderOrder = -10000; // render first
206
- // planeMesh.layers.disableAll();
207
- planeMesh.layers.set(2); // ignore raycasts
214
+ planeMesh.layers.disableAll();
215
+ planeMesh.layers.enable(2); // ignore raycasts
208
216
  planeMesh.frustumCulled = false;
209
217
 
210
218
  // should be a class, for now lets just define a method for the weird way the texture needs to be set
src/engine-components/webxr/WebARSessionRoot.ts CHANGED
@@ -1,387 +1,44 @@
1
1
  import { Behaviour, GameObject } from "../Component.js";
2
- import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
+ import { Matrix4, Object3D, Plane, Quaternion, Ray, Raycaster, Vector2, Vector3 } from "three";
3
+ import { WebAR, WebXR } from "./WebXR.js";
4
+ import { InstancingUtil } from "../../engine/engine_instancing.js";
3
5
  import { serializable } from "../../engine/engine_serialization_decorator.js";
4
6
  import { Context } from "../../engine/engine_context.js";
5
- import { IComponent, IGameObject } from "../../engine/engine_types.js";
6
- import { NeedleXRController, NeedleXREventArgs, NeedleXRHitTestResult, NeedleXRSession } from "../../engine/engine_xr.js";
7
- import { NEPointerEvent } from "../../engine/engine_input.js";
8
- import { getParam } from "../../engine/engine_utils.js";
9
- import { destroy } from "../../engine/engine_gameobject.js";
10
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
11
- import { ObjectUtils, PrimitiveType } from "../../engine/engine_create_objects.js";
7
+ import { isQuest } from "../../engine/engine_utils.js";
12
8
 
13
9
  // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
14
10
 
15
- const debug = getParam("debugwebxr");
11
+ const tempMatrix = new Matrix4();
16
12
 
17
- const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
13
+ export class WebARSessionRoot extends Behaviour {
18
14
 
19
- // TODO: webarsessionroot needs to place the rig (and not itself)
15
+ webAR: WebAR | null = null;
20
16
 
21
- export class WebARSessionRoot extends Behaviour {
22
-
23
- /** The scale of a user in AR:
24
- * a large value makes the scene appear smaller
25
- * default is 1
26
- */
27
- @serializable()
28
- get arScale(): number {
29
- return this._arScale;
17
+ get rig(): Object3D | undefined {
18
+ return this.webAR?.webxr.Rig;
30
19
  }
31
- set arScale(val: number) {
32
- if (val === this._arScale) return;
33
- this._arScale = val;
34
- this.onScaleChanged();
35
- }
36
- private _arScale: number = 1;
37
20
 
38
- /** When enabled the scene will be rotated by 180° in the Y axes */
39
21
  @serializable()
40
22
  invertForward: boolean = false;
41
23
 
42
- /** When enabled we will create a XR anchor for the scene placement
43
- * and make sure the scene is at that anchored point during a XR session */
44
- @serializable()
45
- useXRAnchor: boolean = false;
46
-
47
24
  /** Preview feature: enable touch transform */
48
25
  @serializable()
49
26
  arTouchTransform: boolean = false;
50
27
 
51
- /** true if we're currently placing the scene */
52
- private _isPlacing = true;
53
-
54
- /** This is the world matrix of the ar session root when entering webxr
55
- * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
56
- */
57
- private readonly _startOffset: Matrix4 = new Matrix4();
58
-
59
- private _createdPlacementObject: Object3D | null = null;
60
- private readonly _reparentedComponents: Array<{ comp: IComponent, originalObject: IGameObject }> = [];
61
-
62
- // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
63
- // e.g. we want the avatar to still be updated while placing
64
- // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
65
- private readonly _placementScene: Scene = new Scene();
66
-
67
- /** the reticles used for placement */
68
- private readonly _reticle: IGameObject[] = [];
69
- /** needs to be in sync with the reticles */
70
- private readonly _hits: XRHitTestResult[] = [];
71
-
72
- private _placementStartTime: number = -1;
73
- private _rigPlacementMatrix?: Matrix4;
74
- /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
75
- private _anchor: XRAnchor | null = null;
76
- /** user input is used for ar touch transform */
77
- private userInput?: WebXRSessionRootUserInput;
78
-
79
- supportsXR(mode: XRSessionMode): boolean {
80
- return mode === "immersive-ar";
28
+ @serializable()
29
+ get arScale(): number {
30
+ return this._arScale;
81
31
  }
82
-
83
- onEnterXR(_args: NeedleXREventArgs): void {
84
- if (debug) console.log("ENTER WEBXR: SessionRoot start...");
85
-
86
- this._anchor = null;
87
-
88
- // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
89
- // console.warn("Image tracking is enabled - will not place scene");
90
- // return;
91
- // }
92
-
93
- // save the transform of the session root in the scene to apply it when placing the scene
94
- this.gameObject.updateMatrixWorld();
95
- this._startOffset.copy(this.gameObject.matrixWorld);
96
-
97
- // create a new root object for the session placement scripts
98
- // and move all the children in the scene in a temporary scene that is not rendered
99
- const rootObject = new Object3D();
100
- this._createdPlacementObject = rootObject;
101
- rootObject.name = "AR Session Root";
102
- this._placementScene.name = "AR Placement Scene";
103
- this._placementScene.children.length = 0;
104
- for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
105
- const ch = this.context.scene.children[i];
106
- this._placementScene.add(ch);
107
- }
108
- this.context.scene.add(rootObject);
109
-
110
- // reparent components
111
- // save which gameobject the sessionroot component was previously attached to
112
- this._reparentedComponents.length = 0;
113
- this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
114
- GameObject.addComponent(rootObject, this);
115
- // const webXR = GameObject.findObjectOfType(WebXR2);
116
- // if (webXR) {
117
- // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
118
- // GameObject.addComponent(rootObject, webXR);
119
- // const playerSync = GameObject.findObjectOfType(XRFlag);
120
- // }
121
-
122
- // recreate the reticle every time we enter AR
123
- for (const ret of this._reticle) {
124
- destroy(ret);
125
- }
126
- this._reticle.length = 0;
127
- this._isPlacing = true;
128
- this.context.input.addEventListener("pointerup", this.onPlaceScene);
32
+ set arScale(val: number) {
33
+ if (val === this._arScale) return;
34
+ this._arScale = val;
35
+ this.setScale(val);
129
36
  }
130
- onLeaveXR() {
131
- // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
132
- this.context.input.removeEventListener("pointerup", this.onPlaceScene)
133
- this.onRevertSceneChanges();
134
- // this._anchor?.delete();
135
- this._anchor = null;
136
- this._rigPlacementMatrix = undefined;
137
- }
138
- onUpdateXR(args: NeedleXREventArgs): void {
139
37
 
140
- // disable session placement while images are being tracked
141
- if (args.xr.isTrackingImages) {
142
- for (const ret of this._reticle)
143
- ret.visible = false;
144
- return;
145
- }
146
-
147
- if (this._isPlacing) {
148
- const rigObject = args.xr.rig?.gameObject;
149
- // the rig should be parented to the scene while placing
150
- // since the camera is always parented to the rig this ensures that the camera is always rendering
151
- if (rigObject && rigObject.parent !== this.context.scene) {
152
- this.context.scene.add(rigObject);
153
- }
154
-
155
- // in pass through mode we want to place the scene using an XR controller
156
- let controllersDidHit = false;
157
- if (args.xr.isPassThrough && args.xr.controllers.length > 0) {
158
- for (const ctrl of args.xr.controllers) {
159
- // with this we can only place with the left / first controller right now
160
- // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
161
- // and then place at the reticle for which the user clicked the place button
162
- const hit = ctrl.getHitTest();
163
- if (hit) {
164
- controllersDidHit = true;
165
- this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
166
- }
167
- }
168
- }
169
- // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
170
- if (!controllersDidHit) {
171
- const hit = args.xr.getHitTest();
172
- if (hit) {
173
- this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
174
- }
175
- }
176
-
177
- }
178
- else {
179
- if (this._anchor && args.xr.referenceSpace) {
180
- const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
181
- if (pose && this.context.time.frame % 20 === 0) {
182
- // apply the anchor pose to one of the reticles
183
- const converted = args.xr.convertSpace(pose.transform);
184
- const reticle = this._reticle[0];
185
- if (reticle) {
186
- reticle.position.copy(converted.position);
187
- reticle.quaternion.copy(converted.quaternion);
188
- this.onApplyPose(reticle);
189
- }
190
- }
191
- }
192
-
193
- // scene has been placed
194
- if (this.arTouchTransform) {
195
- if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
196
- this.userInput?.enable();
197
- }
198
- else this.userInput?.disable();
199
- if (this.arTouchTransform && this.userInput?.hasChanged) {
200
- if (args.xr.rig) {
201
- const rig = args.xr.rig.gameObject;
202
- this.userInput.applyMatrixTo(rig.matrix, true);
203
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
204
- // if the rig is scaled large we want the drag touch to be faster
205
- this.userInput.factor = rig.scale.x;
206
- }
207
- this.userInput.reset();
208
- }
209
- }
210
- }
211
-
212
- private updateReticleAndHits(_xr: NeedleXRSession, i: number, hit: NeedleXRHitTestResult, scale: number) {
213
- // save the hit test
214
- this._hits[i] = hit.hit;
215
-
216
- let reticle = this._reticle[i];
217
- if (!reticle) {
218
- reticle = new Mesh(
219
- new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
220
- new MeshBasicMaterial({ side: DoubleSide })
221
- ) as any as IGameObject;
222
- if (debug) {
223
- const axes = new AxesHelper(1);
224
- axes.position.y += .01;
225
- reticle.add(axes);
226
- }
227
- this._reticle[i] = reticle;
228
- reticle.name = "AR Placement Reticle";
229
- reticle.matrixAutoUpdate = false;
230
- reticle.visible = false;
231
- }
232
-
233
- reticle.position.lerp(hit.position, this.context.time.deltaTime / .1);
234
- reticle.quaternion.slerp(hit.quaternion, this.context.time.deltaTime / .05);
235
- reticle.scale.set(scale, scale, scale);
236
- // if (this.invertForward) {
237
- // reticle.rotateY(Math.PI);
238
- // }
239
- reticle.updateMatrix();
240
- reticle.visible = true;
241
- if (reticle.parent !== this.context.scene)
242
- this.context.scene.add(reticle);
243
-
244
- if (this._placementStartTime < 0) {
245
- this._placementStartTime = this.context.time.realtimeSinceStartup;
246
- }
247
- }
248
-
249
- private onPlaceScene = (evt: NEPointerEvent) => {
250
- if (this._isPlacing == false) return;
251
-
252
- let reticle = this._reticle[0];
253
- let hit = this._hits[0];
254
-
255
- if (evt.origin instanceof NeedleXRController) {
256
- // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
257
- reticle = this._reticle[evt.origin.index];
258
- hit = this._hits[evt.origin.index];
259
- }
260
-
261
- if (!reticle) {
262
- console.warn("No reticle to place...");
263
- return;
264
- }
265
-
266
- if (!reticle.visible) {
267
- console.warn("Reticle is not visible (can not place)");
268
- return;
269
- }
270
-
271
- if (NeedleXRSession.active?.isTrackingImages) {
272
- console.warn("Scene Placement is disabled while images are being tracked");
273
- return;
274
- }
275
-
276
- // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
277
- evt.stopImmediatePropagation();
278
-
279
- this._isPlacing = false;
280
- this.context.input.removeEventListener("pointerup", this.onPlaceScene);
281
-
282
- this.onRevertSceneChanges();
283
-
284
- this.onApplyPose(reticle);
285
-
286
- if (this.useXRAnchor) {
287
- this.onCreateAnchor(NeedleXRSession.active!, hit);
288
- }
289
- }
290
-
291
- private onScaleChanged() {
292
- // TODO: implement
293
- }
294
-
295
- private onRevertSceneChanges() {
296
- for (const ret of this._reticle) {
297
- ret.visible = false;
298
- ret?.removeFromParent();
299
- }
300
- this._reticle.length = 0;
301
-
302
- for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
303
- const ch = this._placementScene.children[i];
304
- this.context.scene.add(ch);
305
- }
306
- this._createdPlacementObject?.removeFromParent();
307
-
308
- for (const reparented of this._reparentedComponents) {
309
- GameObject.addComponent(reparented.originalObject, reparented.comp);
310
- }
311
- }
312
-
313
- private async onCreateAnchor(session: NeedleXRSession, hit: XRHitTestResult) {
314
- if (hit.createAnchor === undefined) {
315
- console.warn("Hit does not support creating an anchor", hit);
316
- if (isDevEnvironment()) showBalloonWarning("Hit does not support creating an anchor");
317
- return;
318
- }
319
- else {
320
- const anchor = await hit.createAnchor(session.viewerPose!.transform);
321
- // make sure the session is still active
322
- if (session.running && anchor) {
323
- this._anchor = anchor;
324
- }
325
- }
326
- }
327
-
328
- private onApplyPose(reticle: Object3D) {
329
- const rigObject = NeedleXRSession.active?.rig?.gameObject;
330
- if (rigObject) {
331
- // save the previous rig parent
332
- const previousParent = rigObject.parent || this.context.scene;
333
-
334
- // if we have placed this rig before and this is just "replacing" with the anchor
335
- // we need to make sure the XRRig attached to the reticle is at the same position as last time
336
- // since in the following code we move it inside the reticle (relative to the reticle)
337
- if (this._rigPlacementMatrix) {
338
- this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
339
- }
340
- else {
341
- this._rigPlacementMatrix = rigObject.matrix.clone();
342
- }
343
-
344
- reticle.updateMatrix();
345
- // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
346
- this.context.scene.add(reticle);
347
- reticle.attach(rigObject);
348
- reticle.removeFromParent();
349
-
350
-
351
- // move rig now relative tot he reticle
352
- // apply scale
353
- rigObject.scale.set(this.arScale, this.arScale, this.arScale);
354
- rigObject.position.multiplyScalar(this.arScale);
355
-
356
- rigObject.updateMatrix();
357
- // if invert forward is disabled we need to invert the forward rotation
358
- // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
359
- if (!this.invertForward)
360
- rigObject.matrix.premultiply(invertForwardMatrix);
361
- rigObject.matrix.premultiply(this._startOffset);
362
-
363
- // apply the rig modifications and add it back to the previous parent
364
- rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
365
- previousParent.add(rigObject);
366
- }
367
- }
368
-
369
-
370
-
371
-
372
- /*
373
-
374
- webAR: WebAR | null = null;
375
-
376
- get rig(): Object3D | undefined {
377
- return this.webAR?.webxr.Rig;
378
- }
379
-
380
-
381
-
382
38
  private readonly _initalMatrix = new Matrix4();
383
39
  private readonly _selectStartFn = this.onSelectStart.bind(this);
384
40
  private readonly _selectEndFn = this.onSelectEnd.bind(this);
41
+ private userInput?: WebXRSessionRootUserInput;
385
42
 
386
43
  start() {
387
44
  const xr = GameObject.findObjectOfType(WebXR);
@@ -391,6 +48,7 @@
391
48
  }
392
49
  }
393
50
 
51
+ private _arScale: number = 1;
394
52
  private _rig: Object3D | null = null;
395
53
  private _startPose: Matrix4 | null = null;
396
54
  private _placementPose: Matrix4 | null = null;
@@ -443,7 +101,7 @@
443
101
  if (this.webAR) this.webAR.setReticleActive(false);
444
102
  this.placeAt(rig, poseMatrix);
445
103
  if (hit && pose && !isQuest()) // TODO anchors seem to behave differently with an XRRig
446
- this.onCreatePlacementAnchor(hit, pose);
104
+ this.onCreatePlacementAnchor(hit, pose);
447
105
 
448
106
  return true;
449
107
  }
@@ -562,8 +220,6 @@
562
220
  rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
563
221
  rig.updateMatrixWorld();
564
222
  }
565
-
566
- */
567
223
  }
568
224
 
569
225
 
@@ -578,14 +234,11 @@
578
234
  twoFingerRotate: boolean = true;
579
235
  twoFingerScale: boolean = true;
580
236
 
581
- factor: number = 1;
582
-
583
237
  readonly context: Context;
584
238
  readonly offset: Matrix4;
585
239
  readonly plane: Plane;
586
240
 
587
241
  private _scale: number = 1;
588
- private _hasChanged: boolean = false;
589
242
 
590
243
  // readonly translate: Vector3 = new Vector3();
591
244
  // readonly rotation: Quaternion = new Quaternion();
@@ -617,21 +270,8 @@
617
270
  this._scale = 1;
618
271
  this.offset.identity();
619
272
  }
620
- get hasChanged() { return this._hasChanged; }
621
-
622
- /**
623
- * Applies the matrix to the offset matrix
624
- * @param matrix the matrix to apply the drag offset to
625
- * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
626
- */
627
- applyMatrixTo(matrix: Matrix4, invert: boolean) {
628
- this._hasChanged = false;
629
- if (invert) {
630
- this.offset.invert();
631
- matrix.premultiply(this.offset);
632
- }
633
- else
634
- matrix.multiply(this.offset);
273
+ applyMatrixTo(matrix: Matrix4) {
274
+ matrix.premultiply(this.offset);
635
275
  // if (this._needsUpdate)
636
276
  // this.updateMatrix();
637
277
  // matrix.premultiply(this._rotationMatrix);
@@ -684,7 +324,7 @@
684
324
  }
685
325
  private touchMove = (evt: TouchEvent) => {
686
326
  if (evt.defaultPrevented) return;
687
-
327
+
688
328
  if (evt.touches.length === 1) {
689
329
  // if we had multiple touches before due to e.g. pinching / rotating
690
330
  // and stopping one of the touches, we don't want to move the scene suddenly
@@ -765,26 +405,21 @@
765
405
  // this.translate.z -= dz;
766
406
  // this._needsUpdate = true;
767
407
  // return
768
-
408
+ // some arbitrary factor
409
+ dx *= .75;
410
+ dz *= .75;
769
411
  // increase diff if the scene is scaled small
770
412
  dx /= this._scale;
771
413
  dz /= this._scale;
772
-
773
- dx *= this.factor;
774
- dz *= this.factor;
775
-
776
414
  // apply it
777
- this.offset.elements[12] += dx;
778
- this.offset.elements[14] += dz;
779
- if (dx !== 0 || dz !== 0)
780
- this._hasChanged = true;
415
+ this.offset.elements[12] -= dx;
416
+ this.offset.elements[14] -= dz;
781
417
  };
782
418
 
783
419
  private readonly _tempMatrix: Matrix4 = new Matrix4();
784
420
 
785
421
  private addScale(diff: number) {
786
422
  diff /= window.innerWidth
787
- diff *= -1;
788
423
 
789
424
  // this.scale.x *= 1 + diff;
790
425
  // this.scale.y *= 1 + diff;
@@ -798,19 +433,14 @@
798
433
  // apply the scale
799
434
  this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
800
435
  this.offset.premultiply(this._tempMatrix);
801
- if (diff !== 0)
802
- this._hasChanged = true;
803
436
  }
804
437
 
805
438
 
806
439
  private addRotation(rot: number) {
807
- rot *= -1;
808
440
  // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
809
441
  // this._needsUpdate = true;
810
442
  // return;
811
443
  this._tempMatrix.makeRotationY(rot);
812
444
  this.offset.premultiply(this._tempMatrix);
813
- if (rot !== 0)
814
- this._hasChanged = true;
815
445
  }
816
446
  }
src/engine-components/webxr/WebXR.ts CHANGED
@@ -1,296 +1,762 @@
1
+ import { Color, Euler, EventDispatcher, Group, Matrix4, Mesh, MeshBasicMaterial, Object3D, Quaternion, RingGeometry, Texture, Vector3, type WebXRArrayCamera } from 'three';
2
+ import { ARButton } from '../../include/three/ARButton.js';
3
+ import { VRButton } from '../../include/three/VRButton.js';
4
+
5
+ import { AssetReference } from "../../engine/engine_addressables.js";
6
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
7
+ import { XRSessionMode } from "../../engine/engine_setup.js";
8
+ import { getWorldPosition, getWorldQuaternion, setWorldPosition, setWorldQuaternion } from "../../engine/engine_three_utils.js";
9
+ import type { INeedleEngineComponent } from "../../engine/engine_types.js";
10
+ import { getParam, isMozillaXR, isQuest, setOrAddParamsToUrl } from "../../engine/engine_utils.js";
11
+
1
12
  import { Behaviour, GameObject } from "../Component.js";
2
- import { NeedleXREventArgs, NeedleXRSession } from "../../engine/engine_xr.js";
3
- import { AssetReference } from "../../engine/engine_addressables.js";
4
- import { serializable } from "../../engine/engine_serialization.js";
5
- import { Object3D } from "three";
6
- import { Avatar } from "./Avatar.js";
7
- import { XRState, XRStateFlag } from "./XRFlag.js";
13
+ import { noVoip } from "../Voip.js";
8
14
  import { WebARSessionRoot } from "./WebARSessionRoot.js";
9
- import { USDZExporter } from "../export/usdz/USDZExporter.js";
10
- import { getParam, isDesktop, isMobileDevice, isQuest, isSafari, isiOS } from "../../engine/engine_utils.js";
11
- import { XRControllerMovement } from "./controllers/XRControllerMovement.js";
12
- import { XRControllerModel } from "./controllers/XRControllerModel.js";
13
- import { PlayerSync } from "../../engine-components-experimental/networking/PlayerSync.js";
14
- import { SpatialGrabRaycaster } from "../ui/Raycaster.js";
15
- import { NeedleWebXRHtmlElement } from "./WebXRButtons.js";
15
+ import { ControllerType, WebXRController } from "./WebXRController.js";
16
+ import { XRRig } from "./WebXRRig.js";
17
+ import { WebXRSync } from "./WebXRSync.js";
18
+ import { XRState, XRStateFlag } from "../XRFlag.js";
19
+ import { showBalloonWarning } from '../../engine/debug/index.js';
20
+ import { isDestroyed } from '../../engine/engine_gameobject.js';
16
21
 
17
- const debug = getParam("debugwebxr");
18
- const debugQuicklook = getParam("debugusdz");
22
+ const debugWebXR = getParam("debugwebxr");
19
23
 
20
- export class WebXR extends Behaviour {
24
+ export async function detectARSupport() {
25
+ if (isMozillaXR()) return true;
26
+ if ("xr" in navigator) {
27
+ //@ts-ignore
28
+ return (await navigator["xr"].isSessionSupported('immersive-ar')) === true;
29
+ }
30
+ return false;
31
+ }
32
+ export async function detectVRSupport() {
33
+ if ("xr" in navigator) {
34
+ //@ts-ignore
35
+ return (await navigator["xr"].isSessionSupported('immersive-vr')) === true;
36
+ }
37
+ return false;
38
+ }
21
39
 
22
- // UI
23
- /** When enabled a button will be added to the UI to enter VR */
24
- createVRButton: boolean = true;
25
- /** When enabled a button will be added to the UI to enter AR */
26
- createARButton: boolean = true;
27
- /** When enabled a send to quest button will be shown if the device does not support VR */
28
- createSendToQuestButton: boolean = true;
29
- /** When enabled a QRCode will be created to open the website on a mobile device */
30
- createQRCode: boolean = true;
40
+ let arSupported = false;
41
+ let vrSupported = false;
42
+ detectARSupport().then(res => arSupported = res);
43
+ detectVRSupport().then(res => vrSupported = res);
31
44
 
32
- // VR Settings
33
- /** When enabled default movement behaviour will be added */
34
- useDefaultControls: boolean = true;
35
- /** When enabled controller models will automatically be created and updated when you are using controllers in WebXR */
36
- showControllerModels: boolean = true;
37
- /** When enabled hand models will automatically be created and updated when you are using hands in WebXR */
38
- showHandModels: boolean = true;
45
+ // import TeleportVR from "teleportvr.js";
39
46
 
40
- // AR Settings
41
- /** When enabled the scene must be placed in AR */
42
- usePlacementReticle: boolean = true;
43
- /** When enabled you can position, rotate or scale your AR scene with one or two fingers */
44
- usePlacementAdjustment: boolean = true;
45
- /** Used when `usePlacementReticle` is enabled */
46
- arSceneScale: number = 1;
47
- /** Experimental: When enabled an XRAnchor will be created for the AR scene and the position will be updated to the anchor position every few frames */
48
- useXRAnchor: boolean = false;
47
+ export enum WebXREvent {
48
+ XRStarted = "xrStarted",
49
+ XRStopped = "xrStopped",
50
+ XRUpdate = "xrUpdate",
51
+ RequestVRSession = "requestVRSession",
52
+ ModifyAROptions = "modify-ar-options",
53
+ }
49
54
 
50
- /** When enabled a USDZExporter component will be added to the scene (if none is found) */
51
- useQuicklookExport: boolean = false;
55
+ export declare type CreateButtonOptions = {
56
+ registerClick: boolean
57
+ };
52
58
 
59
+ export class WebXR extends Behaviour {
53
60
 
54
- /** Preview feature enabling occlusion (when available: https://github.com/cabanier/three.js/commit/b6ee92bcd8f20718c186120b7f19a3b68a1d4e47)
55
- * Enables the 'depth-sensing' WebXR feature to provide realtime depth occlusion. Only supported on Oculus Quest right now.
56
- */
57
- useDepthSensing: boolean = false;
61
+ @serializable()
62
+ enableVR = true;
63
+ @serializable()
64
+ enableAR = true;
58
65
 
59
-
60
- /** This avatar representation will be spawned when you enter a webxr session */
61
66
  @serializable(AssetReference)
62
67
  defaultAvatar?: AssetReference;
68
+ @serializable()
69
+ handModelPath: string = "";
63
70
 
64
- private _playerSync?: PlayerSync;
65
- /** these components were created by the WebXR component on session start and will be cleaned up again in session end */
66
- private readonly _createdComponentsInSession: Behaviour[] = [];
71
+ @serializable()
72
+ createVRButton: boolean = true;
73
+ @serializable()
74
+ createARButton: boolean = true;
67
75
 
68
- private _usdzExporter?: USDZExporter;
76
+ private static _isInXr: boolean = false;
77
+ private static events: EventDispatcher = new EventDispatcher();
69
78
 
70
- awake() {
71
- NeedleXRSession.getXRSync(this.context);
72
- if (debug) window.addEventListener("keydown", evt => { if (evt.key === "x") this.exitXR(); });
79
+ public static get IsInWebXR(): boolean { return this._isInXr; }
80
+ public static get XRSupported(): boolean { return 'xr' in navigator && (arSupported || vrSupported); }
81
+ public static get IsARSupported(): boolean { return arSupported; }
82
+ public static get IsVRSupported(): boolean { return vrSupported; }
83
+
84
+ private static _optionalFeatures_VR: string[] = ['local-floor', 'bounded-floor', 'hand-tracking', 'high-fixed-foveation-level', 'layers'];
85
+ private static _optionalFeatures_AR: string[] = ['anchors', 'local-floor', 'hand-tracking', 'layers'];
86
+ public static get OptionalFeatures_VR(): string[] { return this._optionalFeatures_VR; }
87
+ public static get OptionalFeatures_AR(): string[] { return this._optionalFeatures_AR; }
88
+
89
+ public static addEventListener(type: string, listener: any): any {
90
+ this.events.addEventListener(type, listener);
91
+ return listener;
73
92
  }
93
+ public static removeEventListener(type: string, listener: any): any {
94
+ this.events.removeEventListener(type, listener);
95
+ return listener;
96
+ }
97
+ private static dispatchEvent(type: string, event: any): void {
98
+ this.events.dispatchEvent({ type, detail: event });
99
+ }
74
100
 
75
- onEnable(): void {
76
- if (this.useQuicklookExport) {
77
- this._usdzExporter = GameObject.findObjectOfType(USDZExporter) || undefined;
78
- if (!this._usdzExporter) {
79
- // if no USDZ Exporter is found we add one and assign the scene to be exported
80
- if (debug) console.log("WebXR: Adding USDZExporter");
81
- this._usdzExporter = GameObject.addNewComponent(this.gameObject, USDZExporter);
82
- this._usdzExporter.objectToExport = this.context.scene;
83
- }
101
+ public static createVRButton(webXR: WebXR, opts?: CreateButtonOptions): HTMLButtonElement | HTMLAnchorElement {
102
+ if (!WebXR.XRSupported) {
103
+ console.warn("WebXR is not supported on this device");
84
104
  }
105
+ else
106
+ webXR.__internalAwake();
107
+ const options = { optionalFeatures: WebXR.OptionalFeatures_VR };
108
+ const vrButton = VRButton.createButton(webXR.context.renderer, options);
109
+ vrButton.classList.add('webxr-ar-button');
110
+ vrButton.classList.add('webxr-button');
111
+ this.resetButtonStyles(vrButton);
112
+ // if (this.enableAR) vrButton.style.marginLeft = "60px";
113
+ if (opts?.registerClick ?? true)
114
+ vrButton.addEventListener('click', webXR.onClickedVRButton.bind(webXR));
115
+ return vrButton;
116
+ }
85
117
 
86
- this.handleCreatingHTML();
87
- this.handleOfferSession();
88
-
89
- if (this.defaultAvatar) {
90
- this._playerSync = this.gameObject.getOrAddComponent(PlayerSync);
91
- this._playerSync.autoSync = false;
118
+ public static createARButton(webXR: WebXR, opts?: CreateButtonOptions): HTMLButtonElement | HTMLAnchorElement {
119
+ webXR.__internalAwake();
120
+ const domOverlayRoot = webXR.webAR?.getAROverlayContainer();
121
+ const options: any = { optionalFeatures: [...this.OptionalFeatures_AR] };
122
+ if (domOverlayRoot) {
123
+ options.domOverlay = { root: domOverlayRoot };
124
+ options.optionalFeatures.push('dom-overlay')
125
+ options.optionalFeatures.push('hit-test');
126
+ options.optionalFeatures.push('anchors');
92
127
  }
93
- if (this._playerSync) {
94
- this._playerSync.asset = this.defaultAvatar;
95
- this._playerSync.onPlayerSpawned?.removeEventListener(this.onAvatarSpawned);
96
- this._playerSync.onPlayerSpawned?.addEventListener(this.onAvatarSpawned);
128
+ else {
129
+ console.warn("No dom overlay root found, HTML overlays on top of screen-based AR will not work.");
97
130
  }
98
131
 
99
- // if a button container exists and is not attached to any parent element we attach it to the shadow root (assuming it was removed during onDisable)
100
- if (this._container && !this._container.parentNode) {
101
- this.context.domElement.shadowRoot?.appendChild(this._container);
102
- }
132
+ const arButton = ARButton.createButton(webXR.context.renderer, options, this.onModifyAROptions.bind(this));
133
+ arButton.classList.add('webxr-ar-button');
134
+ arButton.classList.add('webxr-button');
135
+ WebXR.resetButtonStyles(arButton);
136
+ if (opts?.registerClick ?? true)
137
+ arButton.addEventListener('click', webXR.onClickedARButton.bind(webXR));
138
+ return arButton;
103
139
  }
104
140
 
105
- onDisable(): void {
106
- // remove the container automatically if it was added to the shadow root
107
- this._container?.remove();
141
+ private static onModifyAROptions(options) {
142
+ WebXR.dispatchEvent(WebXREvent.ModifyAROptions, options);
108
143
  }
109
144
 
110
- private async handleOfferSession() {
111
- if (this.createVRButton) {
112
- const hasVRSupport = await NeedleXRSession.isVRSupported();
113
- if (hasVRSupport && this.createVRButton) {
114
- return NeedleXRSession.offerSession("immersive-vr", "default", this.context);
115
- }
116
- }
117
- if (this.createARButton) {
118
- const hasARSupport = await NeedleXRSession.isARSupported();
119
- if (hasARSupport && this.createARButton) {
120
- return NeedleXRSession.offerSession("immersive-ar", "default", this.context);
121
- }
122
- }
123
- return false;
145
+ public static resetButtonStyles(button) {
146
+ if (!button) return;
147
+ button.style.position = "";
148
+ button.style.bottom = "";
149
+ button.style.left = "";
124
150
  }
125
151
 
126
- /** the currently active webxr input session */
127
- get session(): NeedleXRSession | null {
128
- return NeedleXRSession.active ?? null;
152
+ public endSession() {
153
+ const session = this.context.renderer.xr.getSession();
154
+ if (session) session.end();
129
155
  }
130
- /** immersive-vr or immersive-ar */
131
- get sessionMode(): XRSessionMode | null {
132
- return NeedleXRSession.activeMode ?? null;;
156
+
157
+ public get Rig(): Object3D {
158
+ this.ensureRig();
159
+ return this.rig;
133
160
  }
134
161
 
135
- /** Call to start an WebVR session */
136
- async enterVR(init?: XRSessionInit): Promise<NeedleXRSession | null> {
137
- return NeedleXRSession.start("immersive-vr", init, this.context);
162
+
163
+ private controllers: WebXRController[] = [];
164
+ public get Controllers(): WebXRController[] {
165
+ return this.controllers;
138
166
  }
139
- /** Call to start an WebAR session */
140
- async enterAR(init?: XRSessionInit): Promise<NeedleXRSession | null> {
141
- return NeedleXRSession.start("immersive-ar", init, this.context);
167
+
168
+ public get LeftController(): WebXRController | null {
169
+ if (this.controllers.length > 0 && this.controllers[0].input?.handedness === "left") return this.controllers[0];
170
+ if (this.controllers.length > 1 && this.controllers[1].input?.handedness === "left") return this.controllers[1];
171
+ return null;
142
172
  }
143
- /** Call to end a WebXR (AR or VR) session */
144
- exitXR() {
145
- NeedleXRSession.stop();
173
+
174
+ public get RightController(): WebXRController | null {
175
+ if (this.controllers.length > 0 && this.controllers[0].input?.handedness === "right") return this.controllers[0];
176
+ if (this.controllers.length > 1 && this.controllers[1].input?.handedness === "right") return this.controllers[1];
177
+ return null;
146
178
  }
147
179
 
148
- private _previousXRState: number = 0;
180
+ public get ARButton(): HTMLButtonElement | undefined {
181
+ return this._arButton;
182
+ }
149
183
 
150
- onBeforeXR(_mode: XRSessionMode, args: XRSessionInit): void {
151
- if (_mode == "immersive-ar" && this.useDepthSensing) {
152
- args.optionalFeatures = args.optionalFeatures || [];
153
- args.optionalFeatures.push("depth-sensing");
154
- }
184
+ public get VRButton(): HTMLButtonElement | undefined {
185
+ return this._vrButton;
155
186
  }
156
187
 
157
- async onEnterXR(args: NeedleXREventArgs) {
158
- if (debug) console.log("WebXR onEnterXR")
159
- // set XR flags
160
- this._previousXRState = XRState.Global.Mask;
161
- const isVR = args.xr.isVR;
162
- XRState.Global.Set(isVR ? XRStateFlag.VR : XRStateFlag.AR);
188
+ public get IsInVR() { return this._isInVR; }
189
+ public get IsInAR() { return this._isInAR; }
163
190
 
164
- // Handle AR session root
165
- if (this.usePlacementReticle && args.xr.isAR) {
166
- let sessionroot = GameObject.findObjectOfType(WebARSessionRoot);
167
- if (!sessionroot) {
168
- const implicitSessionRoot = new Object3D();
169
- for (const ch of this.context.scene.children)
170
- implicitSessionRoot.add(ch);
171
- this.context.scene.add(implicitSessionRoot);
172
- sessionroot = GameObject.addNewComponent(implicitSessionRoot, WebARSessionRoot)!;
173
- this._createdComponentsInSession.push(sessionroot);
174
- sessionroot.arScale = this.arSceneScale;
175
- sessionroot.arTouchTransform = this.usePlacementAdjustment;
176
- sessionroot.useXRAnchor = this.useXRAnchor;
191
+ /** When enabled */
192
+ allowARPlacementReticle: boolean = true;
193
+
194
+ private rig!: Object3D;
195
+ private isInit: boolean = false;
196
+
197
+ private _requestedAR: boolean = false;
198
+ private _requestedVR: boolean = false;
199
+ private _isInAR: boolean = false;
200
+ private _isInVR: boolean = false;
201
+
202
+ private _arButton?: HTMLButtonElement;
203
+ private _vrButton?: HTMLButtonElement;
204
+
205
+ private webAR: WebAR | null = null;
206
+
207
+ awake(): void {
208
+ // as the webxr component is most of the times currently loaded as part of the scene
209
+ // and not part of the glTF directly and thus does not go through the whole serialization process currently
210
+ // we need to to manuall make sure it is of the correct type here
211
+ if (this.defaultAvatar) {
212
+ if (typeof (this.defaultAvatar) === "string") {
213
+ this.defaultAvatar = AssetReference.getOrCreate(this.sourceId ?? "/", this.defaultAvatar, this.context);
177
214
  }
178
- else if(debug) console.log("WebXR: WebARSessionRoot already exists, not creating a new one")
179
215
  }
216
+ if (!GameObject.findObjectOfType(WebXRSync, this.context)) {
217
+ const sync = GameObject.addNewComponent(this.gameObject, WebXRSync, false) as WebXRSync;
218
+ sync.webXR = this;
219
+ }
220
+ this.webAR = new WebAR(this);
180
221
 
181
- // handle VR controls
182
- if (this.useDefaultControls) {
183
- this.setDefaultMovementEnabled(true);
222
+ if (location.protocol == 'http:' && location.host.indexOf('localhost') < 0) {
223
+ showBalloonWarning("WebXR only works on https");
224
+ console.warn("WebXR only works on https. https://engine.needle.tools/docs/xr.html");
184
225
  }
185
- if (this.showControllerModels || this.showHandModels) {
186
- this.setDefaultControllerRenderingEnabled(true);
226
+ }
227
+
228
+ onEnable() {
229
+ if (this.isInit) return;
230
+ if (!this.enableAR && !this.enableVR) return;
231
+ this.isInit = true;
232
+
233
+ this.context.renderer.xr.enabled = true;
234
+
235
+ // TODO: move the whole buttons positioning out of here and make it configureable from css
236
+ // better set proper classes so user code can react to it instead
237
+ // of this hardcoded stuff
238
+ let arButton, vrButton;
239
+ const buttonsContainer = document.createElement('div');
240
+ buttonsContainer.classList.add("webxr-buttons");
241
+ buttonsContainer.style.cssText = `
242
+ position: absolute;
243
+ bottom: 21px;
244
+ left: 50%;
245
+ transform: translate(-50%, 0%);
246
+ z-index: 1000;
247
+
248
+ display: flex;
249
+ flex-direction: row;
250
+ justify-content: center;
251
+ align-items: flex-start;
252
+ gap: 10px;
253
+ `;
254
+ this.context.appendHTMLElement(buttonsContainer);
255
+
256
+ const forceButtons = debugWebXR;
257
+ if (debugWebXR) console.log("ARSupported?", arSupported, "VRSupported?", vrSupported);
258
+
259
+ // AR support
260
+ if (forceButtons || (this.createARButton && this.enableAR && arSupported)) {
261
+ arButton = WebXR.createARButton(this);
262
+ this._arButton = arButton;
263
+ buttonsContainer.appendChild(arButton);
187
264
  }
188
265
 
189
- // ensure we have a spatial grab raycaster for close grabs
190
- let raycaster = GameObject.findObjectOfType(SpatialGrabRaycaster);
191
- if (!raycaster) {
192
- raycaster = this.gameObject.addNewComponent(SpatialGrabRaycaster);
266
+ // VR support
267
+ if (forceButtons || (this.createVRButton && this.enableVR && vrSupported)) {
268
+ vrButton = WebXR.createVRButton(this);
269
+ this._vrButton = vrButton;
270
+ buttonsContainer.appendChild(vrButton);
193
271
  }
194
272
 
195
- this.createLocalAvatar(args.xr);
273
+ setTimeout(() => {
274
+ WebXR.resetButtonStyles(vrButton);
275
+ WebXR.resetButtonStyles(arButton);
276
+ }, 1000);
196
277
  }
197
278
 
198
- onLeaveXR(_: NeedleXREventArgs): void {
199
- // revert XR flags
200
- XRState.Global.Set(this._previousXRState);
279
+ private _transformOrientation: Quaternion = new Quaternion();
280
+ public get TransformOrientation(): Quaternion { return this._transformOrientation; }
201
281
 
202
- this._playerSync?.destroyInstance();
282
+ private _currentHeadPose: XRViewerPose | null = null;
283
+ public get HeadPose(): XRViewerPose | null { return this._currentHeadPose; }
203
284
 
204
- for (const comp of this._createdComponentsInSession) {
205
- comp.destroy();
285
+ onBeforeRender(frame:XRFrame | null | undefined) {
286
+ if (!frame) return;
287
+ // TODO: figure out why screen is black if we enable the code written here
288
+ // const referenceSpace = renderer.xr.getReferenceSpace();
289
+ const session = this.context.renderer.xr.getSession();
290
+
291
+
292
+ if (session) {
293
+ const referenceSpace = this.context.renderer.xr.getReferenceSpace();
294
+ if(!referenceSpace) return;
295
+ const pose = frame.getViewerPose(referenceSpace);
296
+ if (!pose) return;
297
+ this._currentHeadPose = pose;
298
+ const transform: XRRigidTransform = pose?.transform;
299
+ if (transform) {
300
+ this._transformOrientation.set(transform.orientation.x, transform.orientation.y, transform.orientation.z, transform.orientation.w);
301
+ }
302
+
303
+ if (WebXR._isInXr === false && session) {
304
+ this.onEnterXR(session, frame);
305
+ }
306
+ else if (this.IsInVR) {
307
+ if (this.context.mainCamera) {
308
+ this.ensureRig();
309
+ }
310
+ }
311
+
312
+ for (const ctrl of this.controllers) {
313
+ ctrl.onUpdate(session);
314
+ }
315
+
316
+ if (this._isInAR) {
317
+ this.webAR?.onUpdate(session, frame);
318
+ }
206
319
  }
207
- this._createdComponentsInSession.length = 0;
208
320
 
209
- this.handleOfferSession();
321
+ WebXR.events.dispatchEvent({ type: WebXREvent.XRUpdate, frame: frame, xr: this.context.renderer.xr, rig: this.rig });
210
322
  }
211
323
 
324
+ private onClickedARButton() {
325
+ if (!this._isInAR) {
326
+ this._requestedAR = true;
327
+ this._requestedVR = false;
212
328
 
213
- /** Call to enable or disable default controller behaviour */
214
- setDefaultMovementEnabled(enabled: boolean): XRControllerMovement | null {
215
- let movement = this.gameObject.getComponent(XRControllerMovement)
216
- if (!movement && enabled) {
217
- movement = this.gameObject.addNewComponent(XRControllerMovement)!;
218
- this._createdComponentsInSession.push(movement);
329
+ // if we do this on enter xr the state has already been changed in AR mode
330
+ // so we need to to this before session has started
331
+ this.captureStateBeforeXR();
219
332
  }
220
- if (movement) movement.enabled = enabled;
221
- return movement;
222
333
  }
223
- /** Call to enable or disable default controller rendering */
224
- setDefaultControllerRenderingEnabled(enabled: boolean): XRControllerModel | null {
225
- let models = this.gameObject.getComponent(XRControllerModel);
226
- if (!models && enabled) {
227
- models = this.gameObject.addNewComponent(XRControllerModel)!;
228
- this._createdComponentsInSession.push(models);
229
- models.createControllerModel = this.showControllerModels;
230
- models.createHandModel == this.showHandModels;
334
+
335
+ private onClickedVRButton() {
336
+ if (!this._isInVR) {
337
+
338
+ // happens e.g. when headset is off and xr session never actually started
339
+ if (this._requestedVR) {
340
+ this.onExitXR(null);
341
+ return;
342
+ }
343
+
344
+ this._requestedAR = false;
345
+ this._requestedVR = true;
346
+ this.captureStateBeforeXR();
347
+
348
+ // build controllers before session begins - this seems to fix issue with controller models not appearing/not getting connection event
349
+ this.ensureRig();
350
+ for (let i = 0; i < 2; i++) {
351
+ WebXRController.Create(this, i, this.gameObject as GameObject, ControllerType.PhysicalDevice);
352
+ }
353
+
354
+ WebXR.events.dispatchEvent({ type: WebXREvent.RequestVRSession });
231
355
  }
232
- if (models) models.enabled = enabled;
233
- return models;
234
356
  }
235
357
 
358
+ private captureStateBeforeXR() {
359
+ if (this.context.mainCamera) {
360
+ this._originalCameraPosition.copy(getWorldPosition(this.context.mainCamera));
361
+ this._originalCameraRotation.copy(getWorldQuaternion(this.context.mainCamera));
362
+ this._originalCameraParent = this.context.mainCamera.parent;
363
+ }
364
+ if (this.Rig) {
365
+ this._originalXRRigParent = this.Rig.parent;
366
+ this._originalXRRigPosition.copy(this.Rig.position);
367
+ this._originalXRRigRotation.copy(this.Rig.quaternion);
368
+ }
369
+ }
236
370
 
371
+ private ensureRig() {
372
+ if (!this.rig || isDestroyed(this.rig)) {
373
+ // currently just used for pose
374
+ const xrRig = GameObject.findObjectOfType(XRRig, this.context);
375
+ if (xrRig) {
376
+ // make it match unity forward
377
+ this.rig = xrRig.gameObject;
378
+ this.rig.rotateY(Math.PI);
379
+ // this.rig.position.copy(existing.worldPosition);
380
+ // this.rig.quaternion.premultiply(existing.worldQuaternion);
381
+ }
382
+ else {
383
+ this.rig = new Group();
384
+ this.rig.rotateY(Math.PI);
385
+ this.rig.name = "XRRig";
386
+ this.context.scene.add(this.rig);
387
+ }
388
+ }
237
389
 
238
- protected async createLocalAvatar(xr: NeedleXRSession) {
239
- if (this._playerSync && xr.running) {
240
- this._playerSync.asset = this.defaultAvatar;
241
- await this._playerSync.getInstance();
390
+ // Make sure the webxr camera is parented to the xr rig
391
+ if (this.context.isInXR && this.context.mainCamera && this.context.mainCamera.parent !== this.rig) {
392
+ this.rig.add(this.context.mainCamera);
393
+
394
+ // Hack: make sure we have the correct position and rotation (e.g. where we are dealing with an implicitly created rig)
395
+ // This handles the case where we switch between multiple scenes
396
+ if (this.IsInVR) {
397
+ const other = GameObject.findObjectOfType(XRRig);
398
+ if (other && other?.gameObject !== this.rig) {
399
+ this.rig.position.copy(other.gameObject.position);
400
+ this.rig.quaternion.copy(other.gameObject.quaternion);
401
+ this.rig.rotateY(Math.PI);
402
+ this.rig.scale.copy(other.gameObject.scale);
403
+ }
404
+ }
242
405
  }
243
406
  }
244
407
 
245
- private onAvatarSpawned = (instance: GameObject) => {
246
- // spawned webxr avatars must have a avatar component
247
- if (debug) console.log("WebXR.onAvatarSpawned", instance);
248
- GameObject.getOrAddComponent(instance, Avatar);
249
- };
250
408
 
409
+ private _originalCameraParent: Object3D | null = null;
410
+ private _originalCameraPosition: Vector3 = new Vector3();
411
+ private _originalCameraRotation: Quaternion = new Quaternion();
251
412
 
413
+ private _originalXRRigParent: Object3D | null = null;
414
+ private _originalXRRigPosition: Vector3 = new Vector3();
415
+ private _originalXRRigRotation: Quaternion = new Quaternion();
252
416
 
417
+ private onEnterXR(session: XRSession, frame: XRFrame) {
418
+ console.log("[XR] session begin", session, frame);
419
+ WebXR._isInXr = true;
253
420
 
254
- // HTML UI
255
- /** Calling this function will get the Needle WebXR button container (it will be created if it doesnt exist yet)
256
- * @returns the Needle WebXR button container */
257
- getButtonsContainer(): NeedleWebXRHtmlElement {
258
- if (!this._container) {
259
- this._container = NeedleWebXRHtmlElement.create();
260
- this.context.domElement.shadowRoot?.appendChild(this._container);
421
+ this.ensureRig();
422
+
423
+ const space = this.context.renderer.xr.getReferenceSpace();
424
+ if (space && this.rig) {
425
+ const pose = frame.getViewerPose(space);
426
+ const rot = pose?.transform.orientation;
427
+ if (rot) {
428
+ const quat = new Quaternion(rot.x, rot.y, rot.z, rot.w);
429
+ const eu = new Euler().setFromQuaternion(quat);
430
+ this.rig.rotateY(eu.y);
431
+ // this.rig.quaternion.multiply(quat);
432
+ }
261
433
  }
262
- return this._container;
434
+
435
+ // when we set unity layers objects will only be rendered on one eye
436
+ // we set layers to sync raycasting and have a similar behaviour to unity
437
+ const xr = this.context.renderer.xr;
438
+ if (this.context.mainCamera) {
439
+ const cam = xr.getCamera() as WebXRArrayCamera;
440
+ if (debugWebXR) console.log("WebXRCamera", cam);
441
+ const cull = this.context.mainCameraComponent?.cullingMask;
442
+ if (cam && cull !== undefined) {
443
+ for (const c of cam.cameras) {
444
+ c.layers.mask = cull;
445
+ }
446
+ cam.layers.mask = cull;
447
+ }
448
+ else if (cam) {
449
+ for (const c of cam.cameras) {
450
+ c.layers.enableAll();
451
+ }
452
+ cam.layers.enableAll();
453
+ }
454
+ if (this._requestedAR) {
455
+ this.context.scene.add(this.rig);
456
+ }
457
+ }
458
+
459
+ const flag = this._requestedAR ? XRStateFlag.AR : XRStateFlag.VR;
460
+
461
+ XRState.Global.Set(flag);
462
+
463
+ switch (flag) {
464
+ case XRStateFlag.AR:
465
+ this.context.xrSessionMode = XRSessionMode.ImmersiveAR;
466
+ this._isInAR = true;
467
+ this.webAR?.onBegin(session);
468
+ break;
469
+ case XRStateFlag.VR:
470
+ this.context.xrSessionMode = XRSessionMode.ImmersiveVR;
471
+ this._isInVR = true;
472
+ this.onEnterVR(session);
473
+ break;
474
+ }
475
+
476
+ session.addEventListener('end', () => {
477
+ console.log("[XR] session end");
478
+ WebXR._isInXr = false;
479
+ this.onExitXR(session);
480
+ });
481
+
482
+ this.onEnterXR_HandleMirrorWindow(session);
483
+
484
+ WebXR.events.dispatchEvent({ type: WebXREvent.XRStarted, session: session });
263
485
  }
264
486
 
265
- private _container?: NeedleWebXRHtmlElement;
266
- private handleCreatingHTML() {
487
+ private onExitXR(session: XRSession | null) {
267
488
 
268
- if (this.createARButton || this.createVRButton || this.useQuicklookExport) {
269
- // Quicklook / iOS
270
- if ((isiOS() && isSafari()) || debugQuicklook) {
271
- if (this.useQuicklookExport) {
272
- this.getButtonsContainer().createQuicklookButton();
273
- }
489
+ const wasInAR = this._isInAR;
490
+
491
+ if (session) {
492
+ if (this._isInAR) {
493
+ this.webAR?.onEnd(session);
274
494
  }
275
- // WebXR
276
495
  else {
277
- if (this.createARButton) this.getButtonsContainer().createARButton();
278
- if (this.createVRButton) this.getButtonsContainer().createVRButton();
496
+ // if in VR we want to restore the FOV
497
+ this.context.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
279
498
  }
280
499
  }
281
500
 
282
- if (this.createSendToQuestButton && !isQuest()) {
283
- NeedleXRSession.isVRSupported().then(supported => {
284
- if (!supported) this.getButtonsContainer().createSendToQuestButton();
285
- });
501
+ this._isInAR = false;
502
+ this._isInVR = false;
503
+ this._requestedAR = false;
504
+ this._requestedVR = false;
505
+ this.context.xrSessionMode = undefined;
506
+
507
+ if (this.xrMirrorWindow) {
508
+ this.xrMirrorWindow.close();
509
+ this.xrMirrorWindow = null;
286
510
  }
287
511
 
288
- if (this.createQRCode && !isMobileDevice()) {
289
- NeedleXRSession.isXRSupported().then(supported => {
290
- if (isDesktop() || !supported) this.getButtonsContainer().createQRCode();
512
+ this.destroyControllers();
513
+
514
+ if (this.context.mainCamera) {
515
+ this._originalCameraParent?.add(this.context.mainCamera);
516
+ setWorldPosition(this.context.mainCamera, this._originalCameraPosition);
517
+ setWorldQuaternion(this.context.mainCamera, this._originalCameraRotation);
518
+ this.context.mainCamera.scale.set(1, 1, 1);
519
+ }
520
+
521
+ if (wasInAR) {
522
+ this._originalXRRigParent?.add(this.rig);
523
+ this.rig.position.copy(this._originalXRRigPosition);
524
+ this.rig.quaternion.copy(this._originalXRRigRotation);
525
+ }
526
+
527
+ XRState.Global.Set(XRStateFlag.Browser | XRStateFlag.ThirdPerson);
528
+ WebXR.events.dispatchEvent({ type: WebXREvent.XRStopped, session: session });
529
+ }
530
+
531
+ private onEnterVR(_session: XRSession) {
532
+ }
533
+
534
+ private destroyControllers() {
535
+ for (let i = this.controllers.length - 1; i >= 0; i -= 1) {
536
+ this.controllers[i]?.destroy();
537
+ }
538
+ this.controllers.length = 0;
539
+ }
540
+
541
+ private xrMirrorWindow: Window | null = null;
542
+
543
+ private onEnterXR_HandleMirrorWindow(session: XRSession) {
544
+ if (!getParam("mirror")) return;
545
+ setTimeout(() => {
546
+ if (!WebXR.IsInWebXR) return;
547
+ const url = new URL(window.location.href);
548
+ setOrAddParamsToUrl(url.searchParams, noVoip, 1);
549
+ setOrAddParamsToUrl(url.searchParams, "isMirror", 1);
550
+ const str = url.toString();
551
+ this.xrMirrorWindow = window.open(str, "webxr sync", "popup=yes");
552
+ if (this.xrMirrorWindow) {
553
+ this.xrMirrorWindow.onload = () => {
554
+ if (this.xrMirrorWindow)
555
+ this.xrMirrorWindow.onbeforeunload = () => {
556
+ if (WebXR.IsInWebXR)
557
+ session.end();
558
+ };
559
+ }
560
+ }
561
+ }, 1000);
562
+ }
563
+ }
564
+
565
+
566
+ // not sure if this should be a behaviour.
567
+ // for now we dont really need it to go through the usual update loop
568
+ export class WebAR {
569
+
570
+ get webxr(): WebXR { return this._webxr; }
571
+
572
+ private _webxr: WebXR;
573
+
574
+ private reticle: Object3D | null = null;
575
+ private reticleParent: Object3D | null = null;
576
+ private hitTestSource: XRHitTestSource | null = null;
577
+ private reticleActive: boolean = true;
578
+
579
+ // scene.background before entering AR
580
+ private previousBackground: Color | null | Texture = null;
581
+ private previousEnvironment: Texture | null = null;
582
+
583
+ private sessionRoot: WebARSessionRoot | null = null;
584
+ private _previousParent: Object3D | null = null;
585
+ // we need this in case the session root is on the same object as the webxr component
586
+ // so if we disable the session root we attach the webxr component to this temporary object
587
+ // to still receive updates
588
+ private static tempWebXRObject: Object3D;
589
+
590
+ private get context() { return this.webxr.context; }
591
+
592
+ constructor(webxr: WebXR) {
593
+ this._webxr = webxr;
594
+ }
595
+
596
+ private arDomOverlay: HTMLElement | null = null;
597
+ private arOverlayElement: INeedleEngineComponent | HTMLElement | null = null;
598
+ private noHitTestAvailable: boolean = false;
599
+ private didPlaceARSessionRoot: boolean = false;
600
+
601
+ getAROverlayContainer(): HTMLElement | null {
602
+ this.arDomOverlay = this.webxr.context.domElement as HTMLElement;
603
+ // for react cases we dont have an Engine Element
604
+ const element: any = this.arDomOverlay;
605
+ if (element.getAROverlayContainer)
606
+ this.arOverlayElement = element.getAROverlayContainer();
607
+ else this.arOverlayElement = this.arDomOverlay;
608
+ return this.arOverlayElement;
609
+ }
610
+
611
+ setReticleActive(active: boolean) {
612
+ this.reticleActive = active;
613
+ }
614
+
615
+ async onBegin(session: XRSession) {
616
+ const context = this.webxr.context;
617
+ this.reticleActive = true;
618
+ this.didPlaceARSessionRoot = false;
619
+ this.getAROverlayContainer();
620
+
621
+ const deviceType = isQuest() ? ControllerType.PhysicalDevice : ControllerType.Touch;
622
+ const controllerCount = deviceType === ControllerType.Touch ? 4 : 2;
623
+ for (let i = 0; i < controllerCount; i++) {
624
+ WebXRController.Create(this.webxr, i, this.webxr.gameObject as GameObject, deviceType)
625
+ }
626
+
627
+ if (!this.sessionRoot || this.sessionRoot.destroyed || !this.sessionRoot.activeAndEnabled)
628
+ this.sessionRoot = GameObject.findObjectOfType(WebARSessionRoot, context);
629
+ if (!this.sessionRoot) {
630
+ // TODO: adding it on the scene directly doesnt work (probably because then everything in the scene is disabled including this component). See code a bit furhter below where we add this component to a temporary object inside the scene
631
+ const obj = this.webxr.gameObject;
632
+ this.sessionRoot = GameObject.addNewComponent(obj, WebARSessionRoot);
633
+ console.warn("WebAR: No ARSessionRoot found, creating one automatically on the WebXR object");
634
+ }
635
+
636
+ this.previousBackground = context.scene.background;
637
+ this.previousEnvironment = context.scene.environment;
638
+ context.scene.background = null;
639
+
640
+ session.requestReferenceSpace('viewer').then((referenceSpace) => {
641
+ session.requestHitTestSource?.call(session, { space: referenceSpace })?.then((source) => {
642
+ this.hitTestSource = source;
643
+ }).catch((err) => {
644
+ this.noHitTestAvailable = true;
645
+ console.warn("WebXR: Hit test not supported", err);
291
646
  });
647
+ });
648
+
649
+ if (!this.reticle && this.sessionRoot) {
650
+ this.reticle = new Mesh(
651
+ new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
652
+ new MeshBasicMaterial()
653
+ );
654
+ this.reticle.name = "AR Placement reticle";
655
+ this.reticle.matrixAutoUpdate = false;
656
+ this.reticle.visible = false;
657
+
658
+ // create AR reticle parent to allow WebXRSessionRoot to be translated, rotated or scaled
659
+ this.reticleParent = new Object3D();
660
+ this.reticleParent.name = "AR Reticle Parent";
661
+ this.reticleParent.matrixAutoUpdate = false;
662
+ this.reticleParent.add(this.reticle);
663
+ // this.reticleParent.matrix.copy(this.sessionRoot.gameObject.matrixWorld);
664
+
665
+ if (this.webxr.scene) {
666
+ this.context.scene.add(this.reticleParent);
667
+ // this.context.scene.add(this.reticle);
668
+ this.context.scene.visible = true;
669
+ }
670
+ else console.warn("Could not found WebXR Rig");
292
671
  }
672
+
673
+ this._previousParent = this.webxr.gameObject;
674
+ if (!WebAR.tempWebXRObject) WebAR.tempWebXRObject = new Object3D();
675
+ this.context.scene.add(WebAR.tempWebXRObject);
676
+ GameObject.addComponent(WebAR.tempWebXRObject as GameObject, this.webxr);
677
+
678
+ if (this.sessionRoot) {
679
+ this.sessionRoot.webAR = this;
680
+ this.sessionRoot?.onBegin(session);
681
+ }
682
+ else console.warn("No WebARSessionRoot found in scene")
683
+
684
+ const eng = this.context.domElement as INeedleEngineComponent;
685
+ eng?.onEnterAR?.call(eng, session, this.arOverlayElement!);
686
+
687
+ this.context.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
293
688
  }
294
689
 
690
+ onEnd(session: XRSession) {
691
+ if (this._previousParent) {
692
+ GameObject.addComponent(this._previousParent as GameObject, this.webxr);
693
+ this._previousParent = null;
694
+ }
695
+ this.hitTestSource = null;
696
+ const context = this.webxr.context;
697
+ context.scene.background = this.previousBackground;
698
+ context.scene.environment = this.previousEnvironment;
699
+ if (this.sessionRoot) {
700
+ this.sessionRoot.onEnd(this.webxr.Rig, session);
701
+ }
295
702
 
703
+ const el = this.context.domElement as INeedleEngineComponent;
704
+ el.onExitAR?.call(el, session);
705
+
706
+ this.context.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
707
+ }
708
+
709
+ onUpdate(session: XRSession, frame: XRFrame) {
710
+
711
+ if (this.noHitTestAvailable === true) {
712
+ if (this.reticle)
713
+ this.reticle.visible = false;
714
+ if (!this.didPlaceARSessionRoot) {
715
+ this.didPlaceARSessionRoot = true;
716
+ const rig = this.webxr.Rig;
717
+ const placementMatrix = arPlacementWithoutHitTestMatrix.clone();
718
+ // if (rig) {
719
+ // const positionFromRig = new Vector3(0, 0, 0).add(rig.position).divideScalar(this.sessionRoot?.arScale ?? 1);
720
+ // placementMatrix.multiply(new Matrix4().makeTranslation(positionFromRig.x, positionFromRig.y, positionFromRig.z));
721
+ // // placementMatrix.setPosition(positionFromRig);
722
+ // }
723
+ this.sessionRoot?.placeAt(rig, placementMatrix);
724
+ }
725
+ return;
726
+ }
727
+
728
+ if (!this.hitTestSource) return;
729
+ const hitTestResults = frame.getHitTestResults(this.hitTestSource);
730
+ if (hitTestResults.length) {
731
+ const hit = hitTestResults[0];
732
+ const referenceSpace = this.webxr.context.renderer.xr.getReferenceSpace();
733
+ if (referenceSpace) {
734
+ const pose = hit.getPose(referenceSpace);
735
+
736
+ if (this.sessionRoot) {
737
+ const didPlace = this.sessionRoot.onUpdate(this.webxr.Rig, session, hit, pose);
738
+ this.didPlaceARSessionRoot = didPlace;
739
+ }
740
+
741
+ if (this.reticle) {
742
+ this.reticle.visible = this.reticleActive && this._webxr.allowARPlacementReticle;
743
+ if (this.reticleActive) {
744
+ if (pose) {
745
+ const matrix = pose.transform.matrix;
746
+ this.reticle.matrix.fromArray(matrix);
747
+ if (this.webxr.Rig)
748
+ this.reticle.matrix.premultiply(this.webxr.Rig.matrix);
749
+ }
750
+ }
751
+ }
752
+ }
753
+
754
+ } else {
755
+ this.sessionRoot?.onUpdate(this.webxr.Rig, session, null, null);
756
+ if (this.reticle)
757
+ this.reticle.visible = false;
758
+ }
759
+ }
296
760
  }
761
+
762
+ const arPlacementWithoutHitTestMatrix = new Matrix4().identity().makeTranslation(0, 0, 0);
src/engine-components/webxr/WebXRAvatar.ts CHANGED
@@ -1,7 +1,16 @@
1
1
  import { Behaviour, GameObject } from "../Component.js";
2
+ import { WebXR } from "./WebXR.js";
3
+ import { Quaternion, Vector3 } from "three";
4
+ import { AvatarLoader } from "../AvatarLoader.js";
5
+ import { XRFlag, XRStateFlag } from "../XRFlag.js";
6
+ import { Avatar_POI } from "../avatar/Avatar_Brain_LookAt.js";
7
+ import { Context } from "../../engine/engine_setup.js";
8
+ import { AssetReference } from "../../engine/engine_addressables.js";
2
9
  import { Object3D } from "three";
10
+ import { VRUserState } from "./WebXRSync.js";
3
11
  import { getParam } from "../../engine/engine_utils.js";
4
- import { XRFlag } from "./XRFlag.js";
12
+ import { ViewDevice } from "../../engine/engine_playerview.js";
13
+ import { InstancingUtil } from "../../engine/engine_instancing.js";
5
14
 
6
15
  export const debug = getParam("debugavatar");
7
16
 
@@ -10,12 +19,6 @@
10
19
  gameObject: Object3D;
11
20
  }
12
21
 
13
- /**
14
- * This is used to mark an object being controlled / owned by a player
15
- * This system might be refactored and moved to a more centralized place in a future version
16
- */
17
- // We might be updating this system in the future to a centralized API (PlayerView)
18
- // but since currently quite a few core components rely on it, we're keeping it for now
19
22
  export class AvatarMarker extends Behaviour {
20
23
 
21
24
  public static getAvatar(index: number): AvatarMarker | null {
@@ -41,7 +44,7 @@
41
44
 
42
45
 
43
46
  public connectionId!: string;
44
- public avatar?: Object3D & { flags?: XRFlag[] }
47
+ public avatar?: WebXRAvatar | Object3D;
45
48
 
46
49
  awake() {
47
50
  AvatarMarker.instances.push(this);
@@ -62,4 +65,292 @@
62
65
  isLocalAvatar() {
63
66
  return this.connectionId === this.context.connection.connectionId;
64
67
  }
68
+
69
+ setVisible(visible: boolean) {
70
+ if (this.avatar) {
71
+ if ("setVisible" in this.avatar)
72
+ this.avatar.setVisible(visible);
73
+ else {
74
+ GameObject.setActive(this.avatar, visible);
75
+ }
76
+ }
77
+ }
65
78
  }
79
+
80
+
81
+ export class WebXRAvatar {
82
+ private static loader: AvatarLoader = new AvatarLoader();
83
+
84
+ private _isVisible: boolean = true;
85
+ setVisible(visible: boolean) {
86
+ this._isVisible = visible;
87
+ this.updateVisibility();
88
+ }
89
+
90
+ get isWebXRAvatar() { return true; }
91
+
92
+ // TODO: set layers on all avatars
93
+ /** the user id */
94
+ public guid: string;
95
+
96
+ private root: Object3D | null = null;
97
+ public head: Object3D | null = null;
98
+ public handLeft: Object3D | null = null;
99
+ public handRight: Object3D | null = null;
100
+ public lastUpdate: number = -1;
101
+ public isLocalAvatar: boolean = false;
102
+ public flags: XRFlag[] | null = null;
103
+ private headScale: Vector3 = new Vector3(1, 1, 1);
104
+ private handLeftScale: Vector3 = new Vector3(1, 1, 1);
105
+ private handRightScale: Vector3 = new Vector3(1, 1, 1);
106
+
107
+ private readonly webxr: WebXR;
108
+
109
+ private lastAvatarId: string | null = null;
110
+ private hasAvatarOverride: boolean = false;
111
+
112
+
113
+ private context: Context;
114
+ private avatarMarker: AvatarMarker | null = null;
115
+
116
+ constructor(context: Context, guid: string, webXR: WebXR) {
117
+ this.context = context;
118
+ this.guid = guid;
119
+ this.webxr = webXR;
120
+ this.setupCustomAvatar(this.webxr.defaultAvatar);
121
+ }
122
+
123
+ public updateFlags() {
124
+ if (!this.flags)
125
+ return;
126
+ let mask = this.isLocalAvatar ? XRStateFlag.FirstPerson : XRStateFlag.ThirdPerson;
127
+ if (this.context.isInVR)
128
+ mask |= XRStateFlag.VR;
129
+ else if (this.context.isInAR)
130
+ mask |= XRStateFlag.AR;
131
+ else
132
+ mask |= XRStateFlag.Browser;
133
+ for (const f of this.flags) {
134
+ f.gameObject.visible = true;
135
+ f.UpdateVisible(mask);
136
+ }
137
+ }
138
+
139
+ public async setAvatarOverride(avatarId: string | null): Promise<boolean | null> {
140
+ this.hasAvatarOverride = avatarId !== null;
141
+ if (this.hasAvatarOverride && this.lastAvatarId !== avatarId) {
142
+ this.lastAvatarId = avatarId;
143
+ if (avatarId != null && avatarId.length > 0)
144
+ return await this.setupCustomAvatar(avatarId);
145
+ }
146
+ return null;
147
+ }
148
+
149
+ private _headTarget: Object3D = new Object3D();
150
+ private _handLeftTarget: Object3D = new Object3D();
151
+ private _handRightTarget: Object3D = new Object3D();
152
+ private _canInterpolate: boolean = false;
153
+
154
+ private static invertRotation: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
155
+
156
+ public tryUpdate(state: VRUserState, _timeDiff: number) {
157
+ if (state.guid === this.guid) {
158
+
159
+ if (this.lastAvatarId !== state.avatarId && state.avatarId && state.avatarId.length > 0) {
160
+ this.lastAvatarId = state.avatarId;
161
+ this.setupCustomAvatar(state.avatarId);
162
+ }
163
+
164
+ this.lastUpdate = state.time;
165
+ if (this.head) {
166
+
167
+ const device = this.webxr.IsInAR ? ViewDevice.Handheld : ViewDevice.Headset;
168
+ const viewObj = this.head;
169
+ // if (this.isLocalAvatar) {
170
+ // if (this.context.mainCamera && this.context.isInXR) {
171
+ // viewObj = this.context.renderer.xr.getCamera(this.context.mainCamera);
172
+ // }
173
+ // }
174
+ this.context.players.setPlayerView(state.guid, viewObj, device);
175
+
176
+ InstancingUtil.markDirty(this.head);
177
+
178
+ this._canInterpolate = true;
179
+ const ht = this.isLocalAvatar ? this.head : this._headTarget;
180
+ ht.position.set(state.position.x, state.position.y, state.position.z);
181
+ // not sure how position in local space can be correct but rotation is wrong / offset when parent rotates
182
+ ht.quaternion.set(state.rotation.x, state.rotation.y, state.rotation.z, state.rotation.w);
183
+ ht.scale.set(state.scale, state.scale, state.scale);
184
+ ht.scale.multiply(this.headScale);
185
+
186
+ if (this.handLeft) {
187
+ const ht = this.isLocalAvatar ? this.handLeft : this._handLeftTarget;
188
+ ht.position.set(state.posLeftHand.x, state.posLeftHand.y, state.posLeftHand.z);
189
+ ht.quaternion.set(state.rotLeftHand["_x"], state.rotLeftHand["_y"], state.rotLeftHand["_z"], state.rotLeftHand["_w"]);
190
+ ht.quaternion.multiply(WebXRAvatar.invertRotation);
191
+ ht.scale.set(state.scale, state.scale, state.scale);
192
+ ht.scale.multiply(this.handLeftScale);
193
+ InstancingUtil.markDirty(this.handLeft);
194
+ }
195
+
196
+ if (this.handRight) {
197
+ const ht = this.isLocalAvatar ? this.handRight : this._handRightTarget;
198
+ ht.position.set(state.posRightHand.x, state.posRightHand.y, state.posRightHand.z);
199
+ ht.quaternion.set(state.rotRightHand["_x"], state.rotRightHand["_y"], state.rotRightHand["_z"], state.rotRightHand["_w"]);
200
+ ht.quaternion.multiply(WebXRAvatar.invertRotation);
201
+ ht.scale.set(state.scale, state.scale, state.scale);
202
+ ht.scale.multiply(this.handRightScale);
203
+ InstancingUtil.markDirty(this.handRight);
204
+ }
205
+ }
206
+ }
207
+ }
208
+
209
+ public update() {
210
+ if (this.isLocalAvatar)
211
+ return;
212
+ if (!this._canInterpolate)
213
+ return;
214
+ const t = this.context.time.deltaTime / .1;
215
+ if (this.head) {
216
+ this.head.position.lerp(this._headTarget.position, t);
217
+ this.head.quaternion.slerp(this._headTarget.quaternion, t);
218
+ this.head.scale.lerp(this._headTarget.scale, t);
219
+ }
220
+ if (this.handLeft && this._handLeftTarget) {
221
+ this.handLeft.position.lerp(this._handLeftTarget.position, t);
222
+ this.handLeft.quaternion.slerp(this._handLeftTarget.quaternion, t);
223
+ this.handLeft.scale.lerp(this._handLeftTarget.scale, t);
224
+ }
225
+ if (this.handRight && this._handRightTarget) {
226
+ this.handRight.position.lerp(this._handRightTarget.position, t);
227
+ this.handRight.quaternion.slerp(this._handRightTarget.quaternion, t);
228
+ this.handRight.scale.lerp(this._handRightTarget.scale, t);
229
+ }
230
+ }
231
+
232
+ public destroy() {
233
+ if (debug)
234
+ console.log("Destroy avatar", this.guid);
235
+ this.root?.removeFromParent();
236
+ this.avatarMarker?.destroy();
237
+ this.lastAvatarId = null;
238
+
239
+ if (this.head) {
240
+ Avatar_POI.Remove(this.context, this.head);
241
+ }
242
+ // this.head?.removeFromParent();
243
+ // this.handLeft?.removeFromParent();
244
+ // this.handRight?.removeFromParent();
245
+ }
246
+
247
+ private updateVisibility() {
248
+ const root = this.root;
249
+ if (root) {
250
+ GameObject.setActive(root, this._isVisible);
251
+ }
252
+ }
253
+
254
+ private async setupCustomAvatar(avatarId: string | Object3D | AssetReference | undefined): Promise<boolean> {
255
+ if (debug)
256
+ console.log("LOAD", avatarId, this);
257
+
258
+ if (!avatarId || (typeof avatarId === "string" && avatarId.length <= 0))
259
+ return false;
260
+
261
+ if (this.head) {
262
+ Avatar_POI.Remove(this.context, this.head);
263
+ }
264
+
265
+ const reference = avatarId as AssetReference;
266
+ if (reference?.loadAssetAsync !== undefined) {
267
+ await reference.loadAssetAsync();
268
+ const prefab = reference.asset as Object3D;
269
+ GameObject.setActive(prefab, false);
270
+ avatarId = GameObject.instantiate(prefab as Object3D) as Object3D;
271
+ GameObject.setActive(avatarId, true);
272
+ // console.log("Avatar", avatarId);
273
+ }
274
+ if (debug)
275
+ console.log(avatarId);
276
+
277
+ const model = await WebXRAvatar.loader.getOrCreateNewAvatarInstance(this.context, avatarId as (Object3D | string));
278
+ if (debug)
279
+ console.log(model, model?.isValid, this.lastAvatarId, avatarId);
280
+ // if (this.lastAvatarId !== avatarId) {
281
+ // // avatar id changed in the meantime
282
+ // return true;
283
+ // }
284
+ if (model?.isValid) {
285
+ this.root = model.root;
286
+
287
+ this.root.position.set(0, 0, 0);
288
+ this.root.quaternion.set(0, 0, 0, 1);
289
+ this.root.scale.set(1, 1, 1); // should we allow a scaled avatar root?!
290
+
291
+ this.avatarMarker = GameObject.addNewComponent(this.root as GameObject, AvatarMarker) as AvatarMarker;
292
+ this.avatarMarker.connectionId = this.guid;
293
+ this.avatarMarker.avatar = this;
294
+
295
+ if (this.head && this.head !== model.head)
296
+ this.head?.removeFromParent();
297
+ this.head = model.head;
298
+ this.headScale.copy(this.head.scale);
299
+
300
+ if (this.head && !this.isLocalAvatar) {
301
+ Avatar_POI.Add(this.context, this.head, this.avatarMarker);
302
+ }
303
+
304
+ if (model.leftHand)
305
+ this.handLeft?.removeFromParent();
306
+ this.handLeft = model.leftHand ?? this.handLeft;
307
+ if (this.handLeft)
308
+ this.handLeftScale.copy(this.handLeft.scale);
309
+ else
310
+ this.handLeftScale.set(1, 1, 1);
311
+
312
+ if (model.rigthHand)
313
+ this.handRight?.removeFromParent();
314
+ this.handRight = model.rigthHand ?? this.handRight;
315
+ if (this.handRight)
316
+ this.handRightScale.copy(this.handRight.scale);
317
+ else
318
+ this.handRightScale.set(1, 1, 1);
319
+
320
+
321
+ this.context.scene.add(this.root);
322
+ // scene.add(this.handLeft);
323
+ // scene.add(this.handRight);
324
+ // this.mouthShapes = null;
325
+ // this.needSearchEyes = true;
326
+ if (this.flags == null)
327
+ this.flags = [];
328
+ this.flags.length = 0;
329
+ this.flags.push(...GameObject.getComponentsInChildren(this.root as GameObject, XRFlag));
330
+ // if no flags are found add at least a head flag to hide head in first person VR
331
+ if (this.flags.length <= 0) {
332
+ if (this.head) {
333
+ const flag = GameObject.addNewComponent(this.head, XRFlag) as XRFlag;
334
+ // TODO: the defaults are wrong? should be Desktop | ThirdPerson ?
335
+ flag.visibleIn = XRStateFlag.ThirdPerson | XRStateFlag.VR;
336
+ this.flags.push(flag);
337
+ if (debug)
338
+ console.log("Added flag to head: " + flag.visibleIn, this.head.name);
339
+ }
340
+ }
341
+
342
+ if (debug)
343
+ console.log("[Avatar], is Local? ", this.isLocalAvatar, this.root);
344
+ this.updateFlags();
345
+
346
+ this.updateVisibility();
347
+
348
+ return true;
349
+ }
350
+ else {
351
+ if (debug)
352
+ console.warn("build avatar failed");
353
+ return false;
354
+ }
355
+ }
356
+ }
src/engine-components/webxr/WebXRButtons.ts DELETED
@@ -1,266 +0,0 @@
1
- import { GameObject } from "../Component.js";
2
- import { NeedleXRSession } from "../../engine/engine_xr.js";
3
- import { USDZExporter } from "../export/usdz/USDZExporter.js";
4
- import { isDevEnvironment } from "../../engine/debug/index.js";
5
- import { generateQRCode } from "../../engine/engine_utils.js";
6
- import { isMozillaXR } from "../../engine/engine_utils.js";
7
-
8
- const webXRElementName = "needle-webxr-buttons";
9
-
10
- // TODO: add feedback process to the buttons when XR session is requested/pending... perhaps we need to expose an event on the NeedleXRSession class for this
11
-
12
- export class NeedleWebXRHtmlElement extends HTMLElement {
13
-
14
- static create() {
15
- return document.createElement(webXRElementName) as NeedleWebXRHtmlElement;
16
- }
17
-
18
- constructor() {
19
- super();
20
- this.attachShadow({ mode: 'open' });
21
- const template = document.createElement('template');
22
- template.innerHTML = `<style>
23
- :host {
24
- position: absolute;
25
- display: flex;
26
- /** increase z-index (nipplejs has 999 as default) */
27
- z-index: 5000;
28
- bottom: 100px;
29
- left: 50%;
30
- transform: translateX(-50%);
31
- }
32
- :host button {
33
- font-family: Roboto, sans-serif, Arial;
34
- border: none;
35
- color: black;
36
- background: rgba(255, 255, 255, 1);
37
- margin: 0 5px;
38
- padding: 0.5rem .7rem;
39
- font-size: 1rem;
40
- white-space: nowrap;
41
- transition: all 0.2s ease-in-out;
42
- border-radius: .2rem;
43
- border: rgba(255, 255, 255, 0.2) solid 1px;
44
- box-shadow: 0 0 12px rgba(0, 0, 0, 0.2);
45
- font-weight: normal;
46
- }
47
- :host button:hover {
48
- cursor: pointer;
49
- background: rgba(255, 255, 255, 1);
50
- box-shadow: inset 0 0 10px rgba(0, 0, 0, 0.1), 0 0 15px rgba(255, 255, 255, 0.2);
51
- transition: all 0.1s ease-in-out;
52
- }
53
- :host button:disabled {
54
- background: rgba(255, 255, 255, 1);
55
- color: rgba(100, 100, 100, 1);
56
- border: rgba(0,0,0,0) 1px solid;
57
- box-shadow: none;
58
- cursor: initial;
59
- }
60
- :host button.this-mode-is-requested {
61
- font-weight: bold;
62
- background: repeating-linear-gradient(to right, #fff 0%, #fff 40%, #aaffff 55%, #fff 80%);
63
- background-size: 200% auto;
64
- background-position: 0 100%;
65
- animation: AnimationName .7s ease infinite forwards;
66
- }
67
- :host button.other-mode-is-requested {
68
- }
69
-
70
- @keyframes AnimationName {
71
- 0% { background-position: 0% 0 }
72
- 100% { background-position: -200% 0 }
73
- }
74
-
75
- :host .qr-code-container {
76
- position: absolute;
77
- display: initial;
78
- bottom: 100%;
79
- left: 50%;
80
- transform: translateX(-50%) translateY(-10px);
81
- background-color: white;
82
- padding: 0.8rem;
83
- border-radius: 0.2rem;
84
- pointer-events: all;
85
- opacity: 1;
86
- transition: opacity 0.2s ease-in-out;
87
- }
88
-
89
- :host .qr-code-container img {
90
- max-width: calc(min(100vw, 300px) - 20px);
91
- }
92
-
93
- :host .qr-code-container.hidden {
94
- opacity: 0;
95
- display: none; /* prevents the QR code from overflowing the body when it's actually disabled but breaks animation */
96
- pointer-events: none;
97
- }
98
- </style>
99
- `;
100
- if (this.shadowRoot)
101
- this.shadowRoot.appendChild(template.content.cloneNode(true));
102
- }
103
-
104
- /** @returns the quicklook button if it was created */
105
- get quicklookButton() { return this.shadowRoot?.querySelector("[data-needle='quicklook-button']") as HTMLButtonElement | null; }
106
- /** get or create the quicklook button */
107
- createQuicklookButton(): HTMLButtonElement {
108
- const existingButton = this.shadowRoot?.querySelector("[data-needle='quicklook-button']") as HTMLButtonElement | null;
109
- if (existingButton) return existingButton;
110
- const button = document.createElement("button");
111
- button.dataset["needle"] = "quicklook-button";
112
- button.innerText = "Open in Quicklook";
113
- button.addEventListener("click", () => {
114
- const usdzExporter = GameObject.findObjectOfType(USDZExporter);
115
- if (usdzExporter) {
116
- usdzExporter.exportAsync();
117
- }
118
- });
119
- this.shadowRoot?.appendChild(button);
120
- return button;
121
- }
122
-
123
- /** @returns the WebXR AR button if it was created */
124
- get arButton() { return this.shadowRoot?.querySelector("[data-needle='webxr-ar-button']") as HTMLButtonElement | null; }
125
- /** get or create the WebXR AR button */
126
- createARButton(init?: XRSessionInit): HTMLButtonElement {
127
- const existingButton = this.shadowRoot?.querySelector("[data-needle='webxr-ar-button']") as HTMLButtonElement | null;
128
- if (existingButton) return existingButton;
129
- const mode: XRSessionMode = "immersive-ar";
130
- const button = document.createElement("button");
131
- button.dataset["needle"] = "webxr-ar-button";
132
- button.innerText = "Enter AR";
133
- button.addEventListener("click", () => NeedleXRSession.start(mode, init));
134
- this.updateSessionSupported(button, mode);
135
- this.listenToXRSessionState(button, mode);
136
- this.shadowRoot?.appendChild(button);
137
-
138
- if (!isMozillaXR()) // WebXR Viewer can't attach events before session start
139
- navigator.xr?.addEventListener("devicechange", () => this.updateSessionSupported(button, mode));
140
-
141
- return button;
142
- }
143
-
144
- /** @returns the WebXR VR button if it was created */
145
- get vrButton() { return this.shadowRoot?.querySelector("[data-needle='webxr-vr-button']") as HTMLButtonElement | null; }
146
- /** get or create the WebXR VR button */
147
- createVRButton(init?: XRSessionInit): HTMLButtonElement {
148
- const hasButton = this.shadowRoot?.querySelector("[data-needle='webxr-vr-button']");
149
- if (hasButton) return hasButton as HTMLButtonElement;
150
- const mode: XRSessionMode = "immersive-vr";
151
- const button = document.createElement("button");
152
- button.dataset["needle"] = "webxr-vr-button";
153
- button.innerText = "Enter VR";
154
- button.addEventListener("click", () => NeedleXRSession.start(mode, init));
155
- this.updateSessionSupported(button, mode);
156
- this.listenToXRSessionState(button, mode);
157
- this.shadowRoot?.appendChild(button);
158
-
159
- if (!isMozillaXR()) // WebXR Viewer can't attach events before session start
160
- navigator.xr?.addEventListener("devicechange", () => this.updateSessionSupported(button, mode));
161
-
162
- return button;
163
- }
164
-
165
- /** @returns the Send to Quest button */
166
- get sendToQuestButton() { return this.shadowRoot?.querySelector("[data-needle='webxr-sendtoquest-button']") as HTMLButtonElement | null; }
167
- /** get or create the Send To Quest button */
168
- createSendToQuestButton(): HTMLButtonElement {
169
- const hasButton = this.shadowRoot?.querySelector("[data-needle='webxr-sendtoquest-button']");
170
- if (hasButton) return hasButton as HTMLButtonElement;
171
- const baseUrl = `https://oculus.com/open_url/?url=`
172
- const button = document.createElement("button");
173
- button.dataset["needle"] = "webxr-sendtoquest-button";
174
- button.innerText = "Open on Quest";
175
- button.addEventListener("click", () => {
176
- const urlParameter = encodeURIComponent(window.location.href);
177
- window.open(baseUrl + urlParameter);
178
- });
179
- // make sure to hide the button when we have VR support directly on the device
180
- if (!isMozillaXR()) {// WebXR Viewer can't attach events before session start
181
- navigator.xr?.addEventListener("devicechange", () => {
182
- if (navigator.xr?.isSessionSupported("immersive-vr")) {
183
- button.style.display = "none";
184
- }
185
- else {
186
- button.style.display = "";
187
- }
188
- });
189
- }
190
- this.shadowRoot?.appendChild(button);
191
- return button;
192
- }
193
-
194
- async createQRCode() {
195
- const wrapper = document.createElement("div");
196
- wrapper.style.position = "relative";
197
- wrapper.style.display = "inline-block";
198
-
199
- const qrCodeContainer = document.createElement("div");
200
- qrCodeContainer.classList.add("qr-code-container");
201
- qrCodeContainer.classList.add("hidden");
202
- generateAndInsertQRCode();
203
-
204
- const qrCodeButton = document.createElement("button");
205
- qrCodeButton.innerText = "QR Code";
206
- qrCodeButton.title = "Scan this QR code with your phone to open this page";
207
-
208
- qrCodeButton.addEventListener("click", () => {
209
- qrCodeContainer.classList.toggle("hidden");
210
- if (qrCodeContainer.classList.contains("hidden")) return;
211
- // generate the qr code when the button is clicked - this ensures that we get the QRcode with the latest URL
212
- generateAndInsertQRCode();
213
- });
214
- async function generateAndInsertQRCode() {
215
- const size = 256;
216
- const code = await generateQRCode({
217
- text: window.location.href,
218
- width: size,
219
- height: size,
220
- });
221
- qrCodeContainer.innerHTML = "";
222
- qrCodeContainer.appendChild(code);
223
- }
224
-
225
- wrapper.appendChild(qrCodeButton);
226
- wrapper.appendChild(qrCodeContainer);
227
-
228
- this.shadowRoot?.appendChild(wrapper);
229
- }
230
-
231
- private updateSessionSupported(button: HTMLButtonElement, mode: XRSessionMode) {
232
- if(!navigator.xr){
233
- button.style.display = "none";
234
- return;
235
- }
236
- navigator.xr.isSessionSupported(mode).then(supported => {
237
- button.style.display = !supported ? "none" : "";
238
- if (isDevEnvironment() && !supported) console.warn(mode + " is not supported on this device - make sure your server runs using HTTPS and you have a device connected that supports " + mode);
239
- });
240
- }
241
-
242
- private listenToXRSessionState(button: HTMLButtonElement, mode: XRSessionMode) {
243
- NeedleXRSession.onSessionRequestStart(args => {
244
- if (args.mode === mode) {
245
- button.classList.add("this-mode-is-requested");
246
- // button["original-text"] = button.innerText;
247
- // let modeText = mode === "immersive-vr" ? "VR" : "AR";
248
- // button.innerText = "Starting " + modeText + "...";
249
- }
250
- else {
251
- button["was-disabled"] = button.disabled;
252
- button.disabled = true;
253
- button.classList.add("other-mode-is-requested");
254
- }
255
- });
256
- NeedleXRSession.onSessionRequestEnd(_ => {
257
- button.classList.remove("this-mode-is-requested");
258
- button.classList.remove("other-mode-is-requested");
259
- button.disabled = button["was-disabled"];
260
- // button.innerText = button["original-text"];
261
- });
262
- }
263
- }
264
-
265
- if (!customElements.get(webXRElementName))
266
- customElements.define(webXRElementName, NeedleWebXRHtmlElement);
src/engine-components/webxr/WebXRImageTracking.ts CHANGED
@@ -1,3 +1,4 @@
1
+ import { WebXR, WebXREvent } from "./WebXR.js";
1
2
  import { serializable } from "../../engine/engine_serialization.js";
2
3
  import { Behaviour, GameObject } from "../Component.js";
3
4
  import { Object3D, Quaternion, Vector3 } from "three";
@@ -7,8 +8,6 @@
7
8
 
8
9
  import { USDZExporter } from "../../engine-components/export/usdz/USDZExporter.js";
9
10
  import { USDZExporterContext, USDWriter, imageToCanvas } from "../../engine-components/export/usdz/ThreeUSDZExporter.js";
10
- import { NeedleXREventArgs, NeedleXRSession } from "../../engine/xr/index.js";
11
- import { InstancingUtil, Renderer } from "../Renderer.js";
12
11
 
13
12
  // https://github.com/immersive-web/marker-tracking/blob/main/explainer.md
14
13
 
@@ -45,13 +44,11 @@
45
44
  if (t01 === undefined || t01 >= 1 || haveChanged) {
46
45
  object.position.copy(this._position);
47
46
  object.quaternion.copy(this._rotation);
48
- // InstancingUtil.markDirty(object);
49
47
  }
50
48
  else {
51
49
  t01 = Math.max(0, Math.min(1, t01));
52
50
  object.position.lerp(this._position, t01);
53
51
  object.quaternion.slerp(this._rotation, t01);
54
- // InstancingUtil.markDirty(object);
55
52
  }
56
53
  object.quaternion.multiply(WebXRTrackedImage.y180);
57
54
  }
@@ -64,10 +61,15 @@
64
61
  if (!this._position) {
65
62
  this._position = WebXRTrackedImage._positionBuffer.get();
66
63
  this._rotation = WebXRTrackedImage._rotationBuffer.get();
67
- const t = this._pose.transform as XRRigidTransform;
68
- const converted = NeedleXRSession.active!.convertSpace(t);
69
- this._position.copy(converted?.position);
70
- this._rotation.copy(converted?.quaternion);
64
+ const t = this._pose.transform;
65
+
66
+ // when parented to the world, we need to flip data here
67
+ //this._position.set(-t.position.x, t.position.y, -t.position.z);
68
+ // this._rotation.set(-t.orientation.x, t.orientation.y, -t.orientation.z, t.orientation.w);
69
+
70
+ // for some reason when parented to the XRRig, we need the original data
71
+ this._position.set(t.position.x, t.position.y, t.position.z);
72
+ this._rotation.set(t.orientation.x, t.orientation.y, t.orientation.z, t.orientation.w);
71
73
  }
72
74
  }
73
75
 
@@ -139,7 +141,9 @@
139
141
  trackedImages?: WebXRImageTrackingModel[];
140
142
 
141
143
  private readonly trackedImageIndexMap: Map<number, WebXRImageTrackingModel> = new Map();
144
+
142
145
  private static _imageElements: Map<string, ImageBitmap | null> = new Map();
146
+ private webxr: WebXR | null = null;
143
147
 
144
148
  awake(): void {
145
149
  if (debug) console.log(this)
@@ -178,35 +182,51 @@
178
182
  }
179
183
  }
180
184
 
181
- onBeforeXR(_mode: XRSessionMode, args: XRSessionInit & { trackedImages: Array<any> }): void {
182
- // console.log("onXRRequested", args, this.trackedImages)
183
- if (this.trackedImages) {
184
- args.optionalFeatures = args.optionalFeatures || [];
185
- if (!args.optionalFeatures.includes("image-tracking"))
186
- args.optionalFeatures.push("image-tracking");
187
185
 
188
- args.trackedImages = [];
189
- for (const trackedImage of this.trackedImages) {
190
- if (trackedImage.image?.length && trackedImage.widthInMeters > 0) {
191
- const bitmap = WebXRImageTracking._imageElements.get(trackedImage.image);
192
- if (bitmap) {
193
- this.trackedImageIndexMap.set(args.trackedImages.length, trackedImage);
194
- args.trackedImages.push({
195
- image: bitmap,
196
- widthInMeters: trackedImage.widthInMeters
197
- });
198
- }
186
+ onEnable(): void {
187
+ this.webxr = GameObject.findObjectOfType(WebXR);
188
+ WebXR.addEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
189
+ WebXR.addEventListener(WebXREvent.XRStarted, this.onXRStarted);
190
+ WebXR.addEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
191
+ this.addEventListener("image-tracking", this.onImageTrackingUpdate);
192
+ }
193
+
194
+ onDisable(): void {
195
+ WebXR.removeEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
196
+ WebXR.removeEventListener(WebXREvent.XRStarted, this.onXRStarted);
197
+ WebXR.removeEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
198
+ this.removeEventListener("image-tracking", this.onImageTrackingUpdate);
199
+ }
200
+
201
+ private onModifyAROptions = (event: any) => {
202
+ if (!this.trackedImages) return;
203
+ const options = event.detail;
204
+ const features = options.optionalFeatures || [];
205
+ if (!features.includes("image-tracking"))
206
+ features.push("image-tracking");
207
+ options.optionalFeatures = features;
208
+
209
+ options.trackedImages = [];
210
+ for (const trackedImage of this.trackedImages) {
211
+ if (trackedImage.image?.length && trackedImage.widthInMeters > 0) {
212
+ const bitmap = WebXRImageTracking._imageElements.get(trackedImage.image);
213
+ if (bitmap) {
214
+ this.trackedImageIndexMap.set(options.trackedImages.length, trackedImage);
215
+ options.trackedImages.push({
216
+ image: bitmap,
217
+ widthInMeters: trackedImage.widthInMeters
218
+ });
199
219
  }
200
220
  }
201
221
  }
202
222
  }
203
223
 
204
- onEnterXR(_args: NeedleXREventArgs): void {
224
+ private onXRStarted = (_: any) => {
205
225
  if (this.trackedImages) {
206
226
  for (const trackedImage of this.trackedImages) {
207
227
  if (trackedImage.object?.asset) {
208
228
  const obj = trackedImage.object.asset;
209
- // obj.visible = false;
229
+ obj.visible = false;
210
230
  }
211
231
  }
212
232
  }
@@ -216,16 +236,17 @@
216
236
  }
217
237
  };
218
238
 
219
- private readonly imageToObjectMap = new Map<WebXRImageTrackingModel, { object: GameObject | null, frames: number, lastTrackingTime: number }>();
239
+ private readonly imageToObjectMap = new Map<WebXRImageTrackingModel, { object: GameObject | null, frames: number, lastTrackingTime:number }>();
220
240
  private readonly currentImages: WebXRTrackedImage[] = [];
221
241
 
222
- onUpdateXR(args: NeedleXREventArgs): void {
242
+
243
+ private onXRUpdate = (evt): void => {
223
244
  this.currentImages.length = 0;
224
245
 
225
- const frame = args.xr.frame;
246
+ const frame = evt.frame;
226
247
  if (!frame) return;
227
248
 
228
- if (!("getImageTrackingResults" in frame)) {
249
+ if (frame.session && !("getImageTrackingResults" in frame)) {
229
250
  const warning = "Image tracking is currently not supported on this device. On Chrome for Android, you can enable the <a target=\"_blank\" href=\"#\" onclick=\"() => console.log('I')\">chrome://flags/#webxr-incubations</a> flag.";
230
251
  if (!this["didPrintWarning"]) {
231
252
  this["didPrintWarning"] = true;
@@ -234,7 +255,8 @@
234
255
  showBalloonWarning(warning);
235
256
  return;
236
257
  }
237
- else if (frame.session && typeof frame.getImageTrackingResults === "function") {
258
+
259
+ if (frame.session && typeof frame.getImageTrackingResults === "function") {
238
260
  const results = frame.getImageTrackingResults();
239
261
  if (results.length > 0) {
240
262
  const space = this.context.renderer.xr.getReferenceSpace();
@@ -257,7 +279,9 @@
257
279
  if (this.currentImages.length > 0) {
258
280
  try {
259
281
  this.dispatchEvent(new CustomEvent("image-tracking", { detail: this.currentImages }));
260
- this.onImageTrackingUpdate(this.currentImages);
282
+ if (this.webxr && this.webxr.allowARPlacementReticle) {
283
+ this.webxr.allowARPlacementReticle = false;
284
+ }
261
285
  }
262
286
  catch (e) {
263
287
  console.error(e);
@@ -290,11 +314,9 @@
290
314
  }
291
315
 
292
316
 
293
- private onImageTrackingUpdate = (images: WebXRTrackedImage[]) => {
294
- const xr = NeedleXRSession.active;
295
- if (!xr) return;
317
+ private onImageTrackingUpdate = (event: any) => {
318
+ const images = event.detail as WebXRTrackedImage[];
296
319
 
297
-
298
320
  for (const image of images) {
299
321
  const model = image.model;
300
322
  const isTracked = image.state === "tracked";
@@ -314,31 +336,20 @@
314
336
  if (asset) {
315
337
  trackedData!.object = asset;
316
338
 
317
- // workaround for instancing currently not properly updating
318
- // instanced objects become visible when the image is recognized for the second time
319
- // we need to look into this further https://linear.app/needle/issue/NE-3936
320
- for (const rend of asset.getComponentsInChildren(Renderer)) {
321
- rend.setInstancingEnabled(false);
322
- }
323
-
324
339
  // make sure to parent to the WebXR.rig
325
- if (xr.rig) {
326
- xr.rig.gameObject.add(asset);
327
- image.applyToObject(asset);
328
- if (!asset.activeSelf)
329
- GameObject.setActive(asset, true);
330
- // InstancingUtil.markDirty(asset);
340
+ if (this.webxr) {
341
+ this.webxr.Rig.add(asset);
331
342
  }
332
- else {
333
- console.warn("XRImageTracking: missing XRRig");
334
- }
335
343
 
344
+ image.applyToObject(asset);
345
+ if (!asset.activeSelf)
346
+ GameObject.setActive(asset, true);
336
347
  }
337
348
  });
338
349
  }
339
350
  else {
340
351
  trackedData.frames++;
341
- if (isTracked)
352
+ if(isTracked)
342
353
  trackedData.lastTrackingTime = Date.now();
343
354
 
344
355
  // TODO we could do a bit more here: e.g. sample for the first 1s or so of getting pose data
@@ -348,16 +359,13 @@
348
359
 
349
360
  if (!trackedData.object) continue;
350
361
 
351
- if (xr.rig) {
362
+ if (this.webxr) {
363
+ this.webxr.Rig.add(trackedData.object);
364
+ }
352
365
 
353
- xr.rig.gameObject.add(trackedData.object);
354
-
355
- image.applyToObject(trackedData.object);
356
- if (!trackedData.object.activeSelf) {
357
- GameObject.setActive(trackedData.object, true);
358
- }
359
- // InstancingUtil.markDirty(trackedData.object);
360
- }
366
+ image.applyToObject(trackedData.object);
367
+ if (!trackedData.object.activeSelf)
368
+ GameObject.setActive(trackedData.object, true);
361
369
  }
362
370
  }
363
371
  }
src/engine-components/webxr/WebXRPlaneTracking.ts CHANGED
@@ -1,14 +1,13 @@
1
- import { Box3, BufferAttribute, BufferGeometry, Group, Material, Matrix4, Mesh, MeshBasicMaterial, MeshNormalMaterial, Object3D, Vector3 } from "three";
1
+ import { Box3, BufferAttribute, BufferGeometry, Group, Material, Mesh, Object3D, Vector3 } from "three";
2
2
 
3
3
  import { MeshCollider } from "../Collider.js";
4
4
  import { Behaviour, GameObject } from "../Component.js";
5
+ import { WebXR, WebXREvent } from "./WebXR.js";
5
6
  import { serializable } from "../../engine/engine_serialization.js";
6
7
  import type { Vec3 } from "../../engine/engine_types.js";
7
8
  import { disposeObjectResources } from "../../engine/engine_assetdatabase.js";
8
9
  import { getParam } from "../../engine/engine_utils.js";
9
10
  import { destroy } from "../../engine/engine_gameobject.js";
10
- import { NeedleXREventArgs, NeedleXRSession } from "../../engine/engine_xr.js";
11
- import { AssetReference } from "../../engine/engine_addressables.js";
12
11
  // import { SimplifyModifier } from 'three/examples/jsm/modifiers/SimplifyModifier.js';
13
12
 
14
13
  const debug = getParam("debugplanetracking");
@@ -42,8 +41,8 @@
42
41
  export class WebXRPlaneTracking extends Behaviour {
43
42
 
44
43
  /** Optional: if assigned it will be instantiated per tracked plane/tracked mesh */
45
- @serializable(AssetReference)
46
- dataTemplate?: AssetReference;
44
+ @serializable(Object3D)
45
+ dataTemplate?: Object3D;
47
46
 
48
47
  @serializable()
49
48
  initiateRoomCaptureIfNoData = true;
@@ -54,25 +53,34 @@
54
53
  @serializable()
55
54
  useMeshData: boolean = true;
56
55
 
57
- /** when enabled mesh or plane tracking will also be used in VR */
58
- @serializable()
59
- runInVR = true;
60
-
61
56
  get trackedPlanes() { return this._allPlanes.values(); }
62
57
  get trackedMeshes() { return this._allMeshes.values(); }
63
58
 
59
+ onEnable(): void {
60
+ WebXR.addEventListener(WebXREvent.XRStarted, this.onXRStarted);
61
+ WebXR.addEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
62
+ WebXR.addEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
63
+ }
64
64
 
65
+ onDisable(): void {
66
+ WebXR.removeEventListener(WebXREvent.XRStarted, this.onXRStarted);
67
+ WebXR.removeEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
68
+ WebXR.removeEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
69
+ }
65
70
 
66
- onBeforeXR(_mode: XRSessionMode, args: XRSessionInit): void {
67
- if (_mode === "immersive-vr" && !this.runInVR) return;
68
- args.optionalFeatures = args.optionalFeatures || [];
69
- if (this.usePlaneData && !args.optionalFeatures.includes("plane-detection"))
70
- args.optionalFeatures.push("plane-detection");
71
- if (this.useMeshData && !args.optionalFeatures.includes("mesh-detection"))
72
- args.optionalFeatures.push("mesh-detection");
71
+ private onModifyAROptions = (event: any) => {
72
+ const options = event.detail;
73
+ const features = options.optionalFeatures || [];
74
+
75
+ if (this.usePlaneData && !features.includes("plane-detection"))
76
+ features.push("plane-detection");
77
+ if (this.useMeshData && !features.includes("mesh-detection"))
78
+ features.push("mesh-detection");
79
+
80
+ options.optionalFeatures = features;
73
81
  }
74
82
 
75
- onEnterXR(_evt) {
83
+ private onXRStarted = (_evt) => {
76
84
  // remove all previously added data from the scene again
77
85
  for (const data of this._allPlanes.keys()) {
78
86
  this.removeData(data, this._allPlanes);
@@ -82,24 +90,18 @@
82
90
  }
83
91
  }
84
92
 
85
- onUpdateXR(args: NeedleXREventArgs): void {
86
-
87
- if (!this.runInVR && args.xr.isVR) return;
88
-
93
+ private onXRUpdate = (evt) => {
94
+
89
95
  // parenting tracked planes to the XR rig ensures that they synced with the real-world user data;
90
96
  // otherwise they would "swim away" when the user rotates / moves / teleports and so on.
91
97
  // There may be cases where we want that! E.g. a user walks around on their own table in castle builder
92
- const rig = args.xr.rig;
93
- if (!rig) {
94
- console.warn("No XR rig found, cannot parent tracked planes to it");
95
- return;
96
- }
98
+ if (!evt.rig) return;
97
99
 
98
- const frame = args.xr.frame as XRFramePlanes;
100
+ const frame = evt.frame as XRFramePlanes;
99
101
  const renderer = this.context.renderer;
100
102
  const referenceSpace = renderer.xr.getReferenceSpace();
101
103
  if (!referenceSpace) return;
102
-
104
+
103
105
  const planes = frame.detectedPlanes;
104
106
  const meshes = frame.detectedMeshes;
105
107
  const hasAnyPlanes = planes !== undefined && planes.size > 0;
@@ -124,10 +126,10 @@
124
126
  }
125
127
 
126
128
  if (planes !== undefined)
127
- this.processFrameData(args.xr, rig.gameObject, frame, planes, this._allPlanes);
129
+ this.processFrameData(evt.rig, evt.frame, planes, this._allPlanes);
128
130
 
129
131
  if (meshes !== undefined)
130
- this.processFrameData(args.xr, rig.gameObject, frame, meshes, this._allMeshes);
132
+ this.processFrameData(evt.rig, evt.frame, meshes, this._allMeshes);
131
133
  }
132
134
 
133
135
  private removeData(data: XRPlane | XRMesh, _all: Map<XRPlane | XRMesh, XRPlaneContext>) {
@@ -154,11 +156,11 @@
154
156
  private readonly _allMeshes = new Map<XRMesh, XRPlaneContext>();
155
157
  private firstTimeNoPlanesDetected = -100;
156
158
 
157
- private processFrameData(_xr: NeedleXRSession, rig: Object3D, frame: XRFramePlanes, detected: Set<XRPlane | XRMesh>, _all: Map<XRPlane | XRMesh, XRPlaneContext>) {
159
+ private processFrameData(rig: Object3D, frame: XRFramePlanes, detected: Set<XRPlane | XRMesh>, _all: Map<XRPlane | XRMesh, XRPlaneContext>) {
158
160
  const renderer = this.context.renderer;
159
161
  const referenceSpace = renderer.xr.getReferenceSpace();
160
162
  if (!referenceSpace) return;
161
-
163
+
162
164
  for (const data of _all.keys()) {
163
165
  if (!detected.has(data)) {
164
166
  this.removeData(data, _all);
@@ -168,7 +170,7 @@
168
170
  for (const data of detected) {
169
171
  const space = "planeSpace" in data ? data.planeSpace
170
172
  : ("meshSpace" in data ? data.meshSpace
171
- : undefined);
173
+ : undefined);
172
174
  if (!space) continue;
173
175
  const planePose = frame.getPose(space, referenceSpace);
174
176
 
@@ -241,18 +243,12 @@
241
243
 
242
244
  // if we don't have any template assigned we just use a simple mesh object
243
245
  if (!this.dataTemplate) {
244
- const mesh = new Mesh();
245
- if (debug) mesh.material = new MeshNormalMaterial();
246
- else mesh.material = new MeshBasicMaterial({ wireframe: true, opacity: .33, transparent: true, color: 0x000000 });
247
- this.dataTemplate = new AssetReference("", "", mesh);
246
+ this.dataTemplate = new Mesh();
248
247
  }
249
248
 
250
- if (!this.dataTemplate.asset) {
251
- this.dataTemplate.loadAssetAsync();
252
- }
253
- else {
249
+ if (this.dataTemplate) {
254
250
  // Create instance
255
- const newPlane = GameObject.instantiate(this.dataTemplate.asset) as GameObject;
251
+ const newPlane = GameObject.instantiate(this.dataTemplate) as GameObject;
256
252
  planeMesh = newPlane;
257
253
 
258
254
  if (newPlane instanceof Mesh) {
@@ -269,7 +265,7 @@
269
265
  }
270
266
  }
271
267
  }
272
-
268
+
273
269
  const mc = newPlane.getComponent(MeshCollider) as MeshCollider;
274
270
  if (mc) {
275
271
  const mesh = newPlane as unknown as Mesh;
@@ -316,7 +312,6 @@
316
312
  if (planePose) {
317
313
  planeMesh.visible = true;
318
314
  planeMesh.matrix.fromArray(planePose.transform.matrix);
319
- planeMesh.matrix.premultiply(this._flipForwardMatrix);
320
315
  } else {
321
316
  planeMesh.visible = false;
322
317
  }
@@ -324,11 +319,9 @@
324
319
  };
325
320
  }
326
321
 
327
- private _flipForwardMatrix = new Matrix4().makeRotationY(Math.PI);
328
-
329
322
  // heuristic to determine if a collider should be convex or not -
330
323
  // the "global mesh" should be non-convex, other meshes should be
331
- private checkIfContextShouldBeConvex(mesh: Mesh | Group | undefined, xrData: XRPlane | XRMesh) {
324
+ checkIfContextShouldBeConvex(mesh: Mesh | Group | undefined, xrData: XRPlane | XRMesh) {
332
325
  if (!mesh) return true;
333
326
  if (mesh) {
334
327
  // get bounding box of the mesh
@@ -353,7 +346,7 @@
353
346
  return true;
354
347
  }
355
348
 
356
- private createGeometry(data: XRPlane | XRMesh) {
349
+ createGeometry(data: XRPlane | XRMesh) {
357
350
  if ("polygon" in data) {
358
351
  return this.createPlaneGeometry(data.polygon);
359
352
  }
@@ -366,7 +359,7 @@
366
359
  // we cache vertices-to-geometry, because it looks like when we get an update sometimes the geometry stays the same.
367
360
  // so we don't want to re-create the geometry every time.
368
361
  private _verticesCache = new Map<string, BufferGeometry>();
369
- private createMeshGeometry(vertices: Float32Array, indices: Uint32Array) {
362
+ createMeshGeometry(vertices: Float32Array, indices: Uint32Array) {
370
363
  const key = vertices.toString() + "_" + indices.toString();
371
364
  if (this._verticesCache.has(key)) {
372
365
  return this._verticesCache.get(key)!;
@@ -376,7 +369,7 @@
376
369
  geometry.setAttribute('position', new BufferAttribute(vertices, 3));
377
370
  // set UVs in worldspace
378
371
  const uvs = Array<number>();
379
- for (let i = 0; i < vertices.length; i += 3) {
372
+ for (let i = 0; i < vertices.length; i+=3) {
380
373
  uvs.push(vertices[i], vertices[i + 2]);
381
374
  }
382
375
  geometry.setAttribute('uv', new BufferAttribute(new Float32Array(uvs), 2));
@@ -394,9 +387,9 @@
394
387
 
395
388
  this._verticesCache.set(key, geometry);
396
389
  return geometry;
397
- }
390
+ }
398
391
 
399
- private createPlaneGeometry(polygon: Vec3[]) {
392
+ createPlaneGeometry(polygon: Vec3[]) {
400
393
  const geometry = new BufferGeometry();
401
394
 
402
395
  const vertices: number[] = [];
src/engine-components/webxr/WebXRRig.ts CHANGED
@@ -1,58 +1,22 @@
1
- import { AxesHelper, Euler, Object3D, Quaternion, Vector3 } from "three";
1
+ import { Object3D } from "three";
2
2
  import type { IGameObject } from "../../engine/engine_types.js";
3
3
  import { getParam } from "../../engine/engine_utils.js";
4
4
  import { Behaviour } from "../Component.js";
5
5
  import { BoxGizmo } from "../Gizmos.js";
6
- import { NeedleXREventArgs, NeedleXRSession } from "../../engine/engine_xr.js";
7
- import { IXRRig } from "../../engine/engine_xr.js";
8
- import { serializable } from "../../engine/engine_serialization_decorator.js";
9
6
 
10
- const debug = getParam("debugwebxr");
7
+ const debug = getParam("debugrig");
11
8
 
12
- export class XRRig extends Behaviour implements IXRRig {
13
-
14
- @serializable()
15
- priority: number = 0;
16
-
17
- get isActive() { return this.activeAndEnabled && this.gameObject.visible; }
18
-
19
- /** Sets this rig to be the active XR rig (needs to be called during an active XR session) */
20
- setAsActiveXRRig() {
21
- NeedleXRSession.active?.setRigActive(this);
22
- }
23
-
9
+ export class XRRig extends Behaviour {
24
10
  awake(): void {
11
+ // const helper = new AxesHelper(.1);
12
+ // this.gameObject.add(helper);
25
13
  if (debug) {
26
14
  const gizmoObj = new Object3D() as IGameObject;
27
15
  gizmoObj.position.y += .5;
28
16
  this.gameObject.add(gizmoObj);
29
- const box = gizmoObj.addNewComponent(BoxGizmo);
30
- if (box)
31
- box.isGizmo = false;
32
- const axes = new AxesHelper(.5);
33
- this.gameObject.add(axes)
17
+ const gizmo = gizmoObj.addNewComponent(BoxGizmo);
18
+ if (gizmo)
19
+ gizmo.isGizmo = false;
34
20
  }
35
21
  }
36
-
37
- isXRRig(): boolean {
38
- return true;
39
- }
40
-
41
- supportsXR(_mode: XRSessionMode): boolean {
42
- return true;
43
- }
44
-
45
- private _startScale?: Vector3;
46
-
47
- onEnterXR(args: NeedleXREventArgs): void {
48
- this._startScale = this.gameObject.scale.clone();
49
- args.xr.addRig(this);
50
- if(debug) console.log("WebXR: add Rig", this.name, this.priority)
51
- }
52
- onLeaveXR(args: NeedleXREventArgs): void {
53
- args.xr.removeRig(this);
54
- if (this._startScale && this.gameObject)
55
- this.gameObject.scale.copy(this._startScale);
56
- }
57
-
58
22
  }
src/engine-components/webxr/controllers/XRControllerFollow.ts DELETED
@@ -1,58 +0,0 @@
1
-
2
- import { serializable } from "../../../engine/engine_serialization_decorator.js";
3
- import { NeedleXREventArgs } from "../../../engine/engine_xr.js";
4
- import { Behaviour } from "../../Component.js";
5
-
6
-
7
- /** Add this script to an object and set `side` to make the object follow a specific controller */
8
- export class XRControllerFollow extends Behaviour {
9
-
10
- // override active and enabled here so that we always receive xr update events
11
- get activeAndEnabled() {
12
- return true;
13
- }
14
-
15
- /** should this object follow a right hand/controller or left hand/controller */
16
- @serializable()
17
- side: XRHandedness = "none";
18
-
19
- /** should it follow controllers (the physics controller) */
20
- @serializable()
21
- controller: boolean = true;
22
-
23
- /** should it follow hands (when using hand tracking in WebXR) */
24
- hands: boolean = false;
25
-
26
- /** Disable if you don't want this script to modify the object's visibility
27
- * If enabled the object will be hidden when the configured controller or hand is not available
28
- * If disabled this script will not modify the object's visibility
29
- */
30
- controlVisibility: boolean = true;
31
-
32
- onUpdateXR(args: NeedleXREventArgs): void {
33
-
34
- // try to get the controller
35
- const ctrl = args.xr.getController(this.side);
36
- if (ctrl) {
37
- // check if this is a hand and hands are allowed
38
- if (ctrl.hand && !this.hands) {
39
- if (this.controlVisibility)
40
- this.gameObject.visible = false;
41
- return;
42
- }
43
- // check if this is a controller and controllers are allowed
44
- else if (!this.controller) {
45
- if (this.controlVisibility)
46
- this.gameObject.visible = false;
47
- return;
48
- }
49
- // we're following a controller (or hand)
50
- if (this.controlVisibility)
51
- this.gameObject.visible = true;
52
- this.gameObject.worldPosition = ctrl.gripWorldPosition;
53
- this.gameObject.worldQuaternion = ctrl.gripWorldQuaternion;
54
- }
55
-
56
- }
57
-
58
- }
src/engine-components/webxr/controllers/XRControllerModel.ts DELETED
@@ -1,252 +0,0 @@
1
- import { Behaviour, GameObject } from "../../Component.js"
2
- import { XRControllerModelFactory } from "three/examples/jsm/webxr/XRControllerModelFactory.js";
3
- import { AssetReference } from "../../../engine/engine_addressables.js";
4
- import { NeedleXRController, NeedleXRControllerEventArgs, NeedleXREventArgs, NeedleXRSession } from "../../../engine/engine_xr.js";
5
- import { serializable } from "../../../engine/engine_serialization_decorator.js";
6
- import { IGameObject } from "../../../engine/engine_types.js";
7
- import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
8
- import { addDracoAndKTX2Loaders } from "../../../engine/engine_loaders.js";
9
- import { XRHandMeshModel } from "three/examples/jsm/webxr/XRHandMeshModel.js";
10
- import { AxesHelper, Group, Material, Mesh, Object3D } from "three";
11
- import { getParam } from "../../../engine/engine_utils.js";
12
- import { showBalloonWarning } from "../../../engine/debug/index.js";
13
-
14
- const debug = getParam("debugwebxr");
15
-
16
- export class XRControllerModel extends Behaviour {
17
-
18
- @serializable()
19
- createControllerModel: boolean = true;
20
-
21
- @serializable()
22
- createHandModel: boolean = true;
23
-
24
- /** assign a model or model url to create custom hand models */
25
- @serializable(AssetReference)
26
- customLeftHand?: AssetReference;
27
- /** assign a model or model url to create custom hand models */
28
- @serializable(AssetReference)
29
- customRightHand?: AssetReference;
30
-
31
-
32
- static readonly factory: XRControllerModelFactory = new XRControllerModelFactory();
33
-
34
- supportsXR(mode: XRSessionMode): boolean {
35
- return mode === "immersive-vr" || mode === "immersive-ar";
36
- }
37
-
38
- private _models = new Array<{ model?: IGameObject, controller: NeedleXRController, handmesh?: XRHandMeshModel }>();
39
-
40
-
41
- async onXRControllerAdded(args: NeedleXRControllerEventArgs) {
42
-
43
- // TODO we may want to treat controllers differently in AR/Passthrough mode
44
- const isSupportedSession = args.xr.isVR || args.xr.isPassThrough;
45
- if (!isSupportedSession) return;
46
-
47
- const { controller } = args;
48
-
49
- if (debug) console.warn("Add Controller Model for", controller.side, controller.index)
50
-
51
- if (this.createControllerModel) {
52
- if (controller.hand) {
53
- if (this.createHandModel) {
54
- const res = await this.loadHandModel(controller);
55
- if (!res || !controller.connected) return;
56
- this._models[controller.index] = { controller: controller, model: res.handObject, handmesh: res.handmesh };
57
- this.scene.add(res.handObject);
58
- }
59
- }
60
- else {
61
- if (this.createControllerModel) {
62
- const assetUrl = await controller.getModelUrl();
63
- if (assetUrl) {
64
- const model = await this.loadModel(controller, assetUrl);
65
- if (!model || !controller.connected) return;
66
- this._models[controller.index] = { controller: controller, model };
67
- this.scene.add(model);
68
- // The controller mesh should by default inherit layers.
69
- model.traverse(child => {
70
- child.layers.disableAll();
71
- child.layers.enable(2);
72
- });
73
- }
74
- else {
75
- console.warn("XRControllerModel: no model found for " + controller.side);
76
- }
77
- }
78
- }
79
- }
80
- }
81
- onXRControllerRemoved(args: NeedleXRControllerEventArgs): void {
82
- // we need to find the index by the controller because if controller 0 is removed first then args.controller.index 1 will be at index 0
83
- const indexInArray = this._models.findIndex(m => m?.controller === args.controller);
84
- const entry = this._models[indexInArray];
85
- if (!entry) return;
86
- this._models.splice(indexInArray, 1);
87
-
88
- if (entry.handmesh) {
89
- entry.handmesh.handModel?.removeFromParent();
90
- }
91
- if (entry.model) {
92
- entry.model.removeFromParent();
93
- }
94
- }
95
- onBeforeRender() {
96
- if (!NeedleXRSession.active) return;
97
-
98
- const xr = NeedleXRSession.active;
99
-
100
- for (let i = 0; i < this._models.length; i++) {
101
- const entry = this._models[i];
102
- if (!entry) continue;
103
- const ctrl = entry.controller;
104
- if (!ctrl.connected) {
105
- // the actual removal of the model happens in onXRControllerRemoved
106
- if (debug) console.warn("XRControllerModel.onUpdateXR: controller is not connected anymore", ctrl.side, ctrl.hand);
107
- continue;
108
- }
109
-
110
- // do we have a controller model?
111
- if (entry.model && !entry.handmesh) {
112
- // TODO: if the model would just be in the XR rig, we could just set grip position and we would not need to override the scale
113
- // entry.model.position.copy(ctrl.gripWorldPosition);
114
- entry.model.position.copy(ctrl.gripPosition);
115
- // entry.model.quaternion.copy(ctrl.gripWorldQuaternion);
116
- entry.model.quaternion.copy(ctrl.gripQuaternion);
117
- entry.model.visible = ctrl.isTracking;
118
- // ensure that controller models are in rig space
119
- xr.rig?.gameObject.add(entry.model);
120
- }
121
- // do we have a hand mesh?
122
- else if (ctrl.inputSource.hand && entry.handmesh) {
123
- const referenceSpace = xr.referenceSpace;
124
- const hand = this.context.renderer.xr.getHand(ctrl.index);
125
- if (referenceSpace && xr.frame.getJointPose) {
126
- for (const inputjoint of ctrl.inputSource.hand.values()) {
127
- // Update the joints groups with the XRJoint poses
128
- const jointPose = xr.frame.getJointPose(inputjoint, referenceSpace);
129
- // The transform of this joint will be updated with the joint pose on each frame
130
- const joint = hand.joints[inputjoint.jointName];
131
- if (joint) {
132
- if (jointPose) {
133
- const { position, quaternion } = xr.convertSpace(jointPose.transform);
134
- joint.position.copy(position);
135
- joint.quaternion.copy(quaternion);
136
- joint.matrixWorldNeedsUpdate = true;
137
- // joint.jointRadius = jointPose.radius;
138
- }
139
- joint.visible = jointPose != null;
140
- }
141
- }
142
- // ensure that the hand renders in rig space
143
- if (entry.model) {
144
- entry.model.visible = ctrl.isTracking;
145
- if (entry.model.parent !== xr.rig?.gameObject) {
146
- entry.model.position.set(0, 0, 0);
147
- xr.rig?.gameObject.add(entry.model);
148
- }
149
- }
150
-
151
- entry.handmesh?.updateMesh();
152
- }
153
- }
154
- }
155
- }
156
- onLeaveXR(_args: NeedleXREventArgs): void {
157
- for (const entry of this._models) {
158
- if (!entry) continue;
159
- entry.model?.removeFromParent();
160
- }
161
- this._models = [];
162
- }
163
-
164
- protected async loadModel(controller: NeedleXRController, url: string): Promise<IGameObject | null> {
165
- if (!controller.connected) {
166
- console.warn("XRControllerModel.onXRControllerAdded: controller is not connected anymore", controller.side);
167
- return null;
168
- }
169
- const assetReference = AssetReference.getOrCreate("", url);
170
- const model = await assetReference.instantiate() as GameObject;
171
-
172
- if (NeedleXRSession.active?.isPassThrough) {
173
- model.traverseVisible((obj: Object3D) => {
174
- this.makeOccluder(obj);
175
- })
176
- }
177
- return model as IGameObject;
178
- }
179
-
180
- protected async loadHandModel(controller: NeedleXRController): Promise<{ handObject: IGameObject, handmesh: XRHandMeshModel } | null> {
181
-
182
- const context = this.context;
183
- const hand = context.renderer.xr.getHand(controller.index);
184
-
185
- const loader = new GLTFLoader();
186
- addDracoAndKTX2Loaders(loader, context);
187
- loader.setPath('https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles/generic-hand/');
188
-
189
- // TODO: we should handle the loading here ourselves to not have this requirement of a specific model name
190
- const expectedHandModelName = controller.side === "left" ? "left." : "right.";
191
- const customHand = controller.side === "left" ? this.customLeftHand : this.customRightHand;
192
- if (customHand) {
193
- if (!customHand.uri.includes(expectedHandModelName)) {
194
- console.warn("XRControllerModel: custom hand model must be named " + expectedHandModelName);
195
- showBalloonWarning("Custom Hand: unexpected name, please see the console for details");
196
- }
197
- else {
198
- const basePath = customHand.uri.substring(0, customHand.uri.indexOf(expectedHandModelName));
199
- loader.setPath(basePath);
200
- if(debug) console.log("XRControllerModel: loading custom hand model from " + basePath);
201
- }
202
- }
203
-
204
-
205
- const handObject = new Object3D();
206
- // @ts-ignore
207
- const handmesh = new XRHandMeshModel(handObject, hand, loader.path, controller.inputSource.handedness, loader, (object: Object3D) => {
208
- // The hand mesh should not receive raycasts
209
- object.traverseVisible(child => {
210
- child.layers.disableAll();
211
- child.layers.enable(2);
212
- if (NeedleXRSession.active?.isPassThrough)
213
- this.makeOccluder(child);
214
- });
215
- });
216
-
217
- if (debug) handObject.add(new AxesHelper(.5));
218
-
219
- if (controller.inputSource.hand) {
220
- if (debug) console.log(controller.inputSource.hand);
221
- for (const inputjoint of controller.inputSource.hand.values()) {
222
-
223
- if (hand.joints[inputjoint.jointName] === undefined) {
224
-
225
- const joint = new Group();
226
- joint.matrixAutoUpdate = false;
227
- joint.visible = true;
228
- // joint.jointRadius = 0.01;
229
- // @ts-ignore
230
- hand.joints[inputjoint.jointName] = joint;
231
- hand.add(joint);
232
-
233
- }
234
- }
235
- }
236
- return { handObject: handObject as IGameObject, handmesh: handmesh };
237
- }
238
-
239
- private makeOccluder(obj: Object3D) {
240
- if (obj instanceof Mesh) {
241
- let mat = obj.material;
242
- if (mat instanceof Material) {
243
- mat = obj.material = mat.clone();
244
- // depth only
245
- mat.depthWrite = true;
246
- mat.depthTest = true;
247
- mat.colorWrite = false;
248
- obj.renderOrder = -100;
249
- }
250
- }
251
- }
252
- }
src/engine-components/webxr/controllers/XRControllerMovement.ts DELETED
@@ -1,316 +0,0 @@
1
- import { Behaviour, GameObject } from "../../Component.js"
2
- import { AdditiveBlending, BufferAttribute, Color, DoubleSide, Line, Line3, Mesh, MeshBasicMaterial, Object3D, RingGeometry, SubtractiveBlending, Vector3 } from "three";
3
- import { Mathf } from "../../../engine/engine_math.js";
4
- import { Gizmos } from "../../../engine/engine_gizmos.js";
5
- import { NeedleXRController, NeedleXREventArgs, NeedleXRSession } from "../../../engine/engine_xr.js";
6
- import { TeleportTarget } from "../TeleportTarget.js";
7
- import { XRMovementBehaviour } from "../types.js";
8
- import { serializable } from "../../../engine/engine_serialization.js"
9
- import { IGameObject } from "../../../engine/engine_types.js";
10
- import { getWorldQuaternion, getWorldScale } from "../../../engine/engine_three_utils.js";
11
- import { getParam } from "../../../engine/engine_utils.js";
12
-
13
- import { Line2 } from "three/examples/jsm/lines/Line2.js";
14
- import { LineGeometry } from "three/examples/jsm/lines/LineGeometry.js";
15
- import { LineMaterial } from "three/examples/jsm/lines/LineMaterial.js";
16
-
17
- const debug = getParam("debugwebxr");
18
-
19
- export class XRControllerMovement extends Behaviour implements XRMovementBehaviour {
20
-
21
- /** Movement speed in meters per second */
22
- @serializable()
23
- movementSpeed = 1;
24
-
25
- /** How many degrees to rotate the XR rig when using the rotation trigger */
26
- @serializable()
27
- rotationStep = 60;
28
-
29
- /** When enabled you can teleport using the right XR controller's thumbstick by pressing forward */
30
- @serializable()
31
- useTeleport: boolean = true;
32
-
33
- /** Enable to only allow teleporting on objects with a teleport target component */
34
- @serializable()
35
- useTeleportTarget = false;
36
-
37
- /** Enable to fade out the scene when teleporting */
38
- @serializable()
39
- useTeleportFade = false;
40
-
41
- /** enable to visualize controller rays in the 3D scene */
42
- @serializable()
43
- showRays: boolean = true;
44
-
45
- /** enable to visualize pointer targets in the 3D scene */
46
- @serializable()
47
- showHits: boolean = true;
48
-
49
- readonly isXRMovementHandler: true = true;
50
-
51
- readonly xrSessionMode = "immersive-vr";
52
-
53
- private _didApplyRotation = false;
54
- private _didTeleport = false;
55
-
56
- onUpdateXR(args: NeedleXREventArgs): void {
57
- const rig = args.xr.rig;
58
- if (!rig?.gameObject) return;
59
-
60
- // in AR pass through mode we dont want to move the rig
61
- if (args.xr.isPassThrough) {
62
- if (this.showRays)
63
- this.renderRays(args.xr);
64
- if (this.showHits)
65
- this.renderHits(args.xr);
66
- return;
67
- }
68
-
69
- const movementController = args.xr.leftController;
70
- const teleportController = args.xr.rightController;
71
-
72
- if (movementController)
73
- this.onHandleMovement(movementController, rig.gameObject);
74
- if (teleportController) {
75
- this.onHandleRotation(teleportController, rig.gameObject);
76
- if (this.useTeleport)
77
- this.onHandleTeleport(teleportController, rig.gameObject);
78
- }
79
-
80
- if (this.showRays)
81
- this.renderRays(args.xr);
82
- if (this.showHits)
83
- this.renderHits(args.xr);
84
- }
85
- onLeaveXR(_: NeedleXREventArgs): void {
86
- for (const line of this._lines) {
87
- line.removeFromParent();
88
- }
89
- for (const disc of this._hitDiscs) {
90
- disc?.removeFromParent();
91
- }
92
- }
93
-
94
- protected onHandleMovement(controller: NeedleXRController, rig: IGameObject) {
95
- const stick = controller.getStick("xr-standard-thumbstick");
96
- const vec = new Vector3(stick.x, 0, stick.y);
97
- vec.multiplyScalar(this.context.time.deltaTime * this.movementSpeed);
98
- const scale = getWorldScale(rig);
99
- vec.multiplyScalar(scale.x);
100
- vec.applyQuaternion(controller.xr.poseOrientation);
101
- vec.y = 0;
102
- vec.applyQuaternion(rig.worldQuaternion);
103
- rig.position.add(vec);
104
-
105
- // TODO: if we dont do this here the XRControllerModel will be frame-delayed - maybe we need to introduce a priority order for XR components?
106
- rig.updateMatrixWorld();
107
- }
108
-
109
-
110
- protected onHandleRotation(controller: NeedleXRController, rig: IGameObject) {
111
- const stick = controller.getStick("xr-standard-thumbstick");
112
- const rotationInput = stick.x;
113
- if (this._didApplyRotation) {
114
- if (Math.abs(rotationInput) < .3) {
115
- this._didApplyRotation = false;
116
- }
117
- }
118
- else if (Math.abs(rotationInput) > .5) {
119
- this._didApplyRotation = true;
120
- const dir = rotationInput > 0 ? 1 : -1;
121
- rig.rotateY(dir * Mathf.toRadians(this.rotationStep));
122
- }
123
-
124
- const pos = controller.rayWorldPosition;
125
- pos.y += .1
126
- if (debug) Gizmos.DrawLabel(pos, stick.x.toFixed(2) + ", " + stick.y.toFixed(2), .02, 0)
127
- }
128
-
129
- protected onHandleTeleport(controller: NeedleXRController, rig: IGameObject) {
130
- const teleportInput = controller.getStick("xr-standard-thumbstick")
131
- if (this._didTeleport) {
132
- if (teleportInput.y < .2) {
133
- this._didTeleport = false;
134
- }
135
- }
136
- else if (teleportInput.y > .8) {
137
- this._didTeleport = true;
138
- const hit = this.context.physics.raycastFromRay(controller.ray)[0];
139
- if (hit) {
140
- if (this.useTeleportTarget) {
141
- const teleportTarget = GameObject.getComponentInParent(hit.object, TeleportTarget);
142
- if (!teleportTarget) return;
143
- }
144
- if (debug) Gizmos.DrawSphere(hit.point, .025, 0xff0000, 5);
145
- const point = hit.point.clone();
146
- if (this.useTeleportFade) {
147
- controller.xr.fadeTransition()?.then(() => {
148
- rig.worldPosition = point;
149
- })
150
- }
151
- else {
152
- rig.worldPosition = point;
153
- }
154
- }
155
- else {
156
- // TODO: add option to allow teleportation on current ground plane
157
- }
158
- }
159
- }
160
-
161
- private readonly _lines: Object3D[] = [];
162
- private readonly _hitDiscs: Object3D[] = [];
163
-
164
- protected renderRays(session: NeedleXRSession) {
165
-
166
- if (session.controllers.length < this._lines.length) {
167
- for (let i = session.controllers.length; i < this._lines.length; i++) {
168
- const line = this._lines[i];
169
- line.visible = false;
170
- }
171
- }
172
-
173
- for (const disc of this._hitDiscs) {
174
- if (disc) disc.visible = false;
175
- }
176
-
177
- for (let i = 0; i < session.controllers.length; i++) {
178
- const ctrl = session.controllers[i];
179
- let line = this._lines[i];
180
- if (!line) {
181
- line = this.createRayLineObject();
182
- line.scale.z = .5;
183
- this._lines[i] = line;
184
- }
185
-
186
- const pos = ctrl.rayWorldPosition;
187
- const rot = ctrl.rayWorldQuaternion;
188
- line.position.copy(pos);
189
- line.quaternion.copy(rot);
190
- const scale = session.rigScale;
191
- line.scale.set(scale, scale, scale);
192
- line.visible = true;
193
- line.layers.disableAll();
194
- line.layers.enable(2);
195
- if (line.parent !== this.context.scene)
196
- this.context.scene.add(line);
197
- }
198
- }
199
-
200
- protected renderHits(session: NeedleXRSession) {
201
- for (const disc of this._hitDiscs) {
202
- if (disc) disc.visible = false;
203
- }
204
- for (let i = 0; i < session.controllers.length; i++) {
205
- const ctrl = session.controllers[i];
206
-
207
- const hit = this.context.physics.raycastFromRay(ctrl.ray, {})[0];
208
- if (hit) {
209
- const rigScale = (session.rigScale ?? 1);
210
- if (debug) Gizmos.DrawWireSphere(hit.point, .025 * rigScale, 0xff0000, .2);
211
-
212
- let disc = this._hitDiscs[i];
213
- if (!disc) {
214
- disc = this.createHitPointObject();
215
- this._hitDiscs[i] = disc;
216
- }
217
- disc.visible = true;
218
- const size = (.01 * (1 + hit.distance));
219
- disc.scale.set(size, size, size);
220
- disc.layers.disableAll();
221
- disc.layers.enable(2);
222
-
223
- if (hit.normal) {
224
- const factor = 0.02 * rigScale;
225
- disc.position.set(0, 0, -.1 * factor).applyQuaternion(ctrl.rayWorldQuaternion);
226
- disc.position.add(hit.point);
227
- const worldNormal = hit.normal.applyQuaternion(getWorldQuaternion(hit.object));
228
- disc.quaternion.setFromUnitVectors(up, worldNormal);
229
- }
230
- else {
231
- disc.position.add(hit.point);
232
- }
233
-
234
- if (disc.parent !== this.context.scene) {
235
- this.context.scene.add(disc);
236
- }
237
- }
238
- else {
239
- if (this._hitDiscs[i]) {
240
- this._hitDiscs[i].visible = false;
241
- }
242
- }
243
- }
244
- }
245
-
246
- /** create an object to visualize hit points in the scene */
247
- protected createHitPointObject(): Object3D {
248
- var container = new Object3D();
249
- const disc = new Mesh(
250
- new RingGeometry(.3, 0.5, 32).rotateX(- Math.PI / 2),
251
- new MeshBasicMaterial({
252
- color: 0xeeeeee,
253
- opacity: .7,
254
- transparent: true,
255
- side: DoubleSide,
256
- })
257
- );
258
- disc.layers.disableAll();
259
- disc.layers.enable(2);
260
- container.add(disc);
261
-
262
- const disc2 = new Mesh(
263
- new RingGeometry(.43, 0.5, 32).rotateX(- Math.PI / 2),
264
- new MeshBasicMaterial({
265
- color: 0x000000,
266
- opacity: .2,
267
- transparent: true,
268
- side: DoubleSide,
269
- })
270
- );
271
- disc2.layers.disableAll();
272
- disc2.layers.enable(2);
273
- disc2.position.z -= .01;
274
- container.add(disc2);
275
- return container;
276
- }
277
-
278
- /** create an object to visualize controller rays */
279
- protected createRayLineObject() {
280
- const line = new Line2();
281
- line.layers.disableAll();
282
- line.layers.enable(2);
283
-
284
- const geometry = new LineGeometry();
285
- line.geometry = geometry;
286
-
287
- const positions = new Float32Array(9);
288
- positions.set([0, 0, .02, 0, 0, .4, 0, 0, 1]);
289
- geometry.setPositions(positions)
290
-
291
- const colors = new Float32Array(9);
292
- colors.set([1, 1, 1, .1, .1, .1, 0, 0, 0]);
293
- geometry.setColors(colors);
294
-
295
- const mat = new LineMaterial({
296
- color: 0xffffff,
297
- vertexColors: true,
298
- worldUnits: true,
299
- linewidth: .004,
300
-
301
- transparent: true,
302
- // TODO: this doesnt work with passthrough
303
- blending: AdditiveBlending,
304
- dashed: false,
305
- alphaToCoverage: true,
306
-
307
- });
308
- line.material = mat;
309
-
310
- return line;
311
- }
312
- }
313
-
314
-
315
- const up = new Vector3(0, 1, 0);
316
-
src/engine-components/webxr/XRFlag.ts DELETED
@@ -1,143 +0,0 @@
1
- import { Behaviour, GameObject } from "../Component.js";
2
- import { getParam } from "../../engine/engine_utils.js";
3
- import { serializable } from "../../engine/engine_serialization_decorator.js";
4
-
5
-
6
- const debug = getParam("debugxrflags");
7
- const disable = getParam("disablexrflags");
8
- if (disable) { console.warn("XRFlags are disabled") }
9
-
10
- export enum XRStateFlag {
11
- Never = 0,
12
- Browser = 1 << 0,
13
- AR = 1 << 1,
14
- VR = 1 << 2,
15
- FirstPerson = 1 << 3,
16
- ThirdPerson = 1 << 4,
17
- All = 0xffffffff
18
- }
19
-
20
- export class XRState {
21
-
22
- public static Global: XRState = new XRState();
23
-
24
- public Mask: XRStateFlag = XRStateFlag.Browser | XRStateFlag.ThirdPerson;
25
-
26
- public Has(state: XRStateFlag) {
27
- const res = (this.Mask & state);
28
- return res !== 0;
29
- }
30
-
31
- public Set(state: number) {
32
- if (debug) console.warn("Set XR flag state to", state)
33
- this.Mask = state as number;
34
- XRFlag.Apply();
35
- }
36
-
37
- public Enable(state: number) {
38
- this.Mask |= state;
39
- XRFlag.Apply();
40
- }
41
-
42
- public Disable(state: number) {
43
- this.Mask &= ~state;
44
- XRFlag.Apply();
45
- }
46
-
47
- public Toggle(state: number) {
48
- this.Mask ^= state;
49
- XRFlag.Apply();
50
- }
51
-
52
- public EnableAll() {
53
- this.Mask = 0xffffffff | 0;
54
- XRFlag.Apply();
55
- }
56
-
57
- public DisableAll() {
58
- this.Mask = 0;
59
- XRFlag.Apply();
60
- }
61
- }
62
-
63
- export class XRFlag extends Behaviour {
64
-
65
- private static registry: XRFlag[] = [];
66
-
67
- public static Apply() {
68
- for (const r of this.registry) r.UpdateVisible(XRState.Global);
69
- }
70
-
71
- private static firstApply: boolean;
72
- private static buffer: XRState = new XRState();
73
-
74
- @serializable()
75
- public visibleIn!: number;
76
-
77
- awake() {
78
- XRFlag.registry.push(this);
79
- }
80
-
81
- onEnable(): void {
82
- if (!XRFlag.firstApply) {
83
- XRFlag.firstApply = true;
84
- XRFlag.Apply();
85
- }
86
- else {
87
- this.UpdateVisible(XRState.Global);
88
- }
89
- }
90
-
91
- onDestroy(): void {
92
- const i = XRFlag.registry.indexOf(this);
93
- if (i >= 0)
94
- XRFlag.registry.splice(i, 1);
95
- }
96
-
97
- public get isOn(): boolean { return this.gameObject.visible; }
98
-
99
- public UpdateVisible(state: XRState | XRStateFlag | null = null) {
100
- if (disable) {
101
- return;
102
- }
103
- // XR flags set visibility of whole hierarchy which is like setting the whole object inactive
104
- // so we need to ignore the enabled state of the XRFlag component
105
- // if(!this.enabled) return;
106
- let res: boolean | undefined = undefined;
107
-
108
- const flag = state as number;
109
- if (flag && typeof flag === "number") {
110
- console.assert(typeof flag === "number", "XRFlag.UpdateVisible: state must be a number", flag);
111
- if (debug)
112
- console.log(flag);
113
- XRFlag.buffer.Mask = flag;
114
- state = XRFlag.buffer;
115
- }
116
-
117
- if (state instanceof XRState) {
118
- if (debug)
119
- console.warn(this.name, "use passed in mask", state.Mask, this.visibleIn)
120
- res = state.Has(this.visibleIn);
121
- }
122
- else {
123
- if (debug)
124
- console.log(this.name, "use global mask")
125
- XRState.Global.Has(this.visibleIn);
126
- }
127
- if (res === undefined) return;
128
- if (res) {
129
- if (debug)
130
- console.log(this.name, "is visible", this.gameObject.uuid)
131
- // this.gameObject.visible = true;
132
- GameObject.setActive(this.gameObject, true);
133
- } else {
134
- if (debug)
135
- console.log(this.name, "is not visible", this.gameObject.uuid);
136
- const isVisible = this.gameObject.visible;
137
- if (!isVisible) return;
138
- this.gameObject.visible = false;
139
- // console.trace("DISABLE", this.name);
140
- // GameObject.setActive(this.gameObject, false);
141
- }
142
- }
143
- }
src/engine/xr/XRRig.ts DELETED
@@ -1,9 +0,0 @@
1
- import { IComponent } from "../engine_types.js";
2
-
3
-
4
- export interface IXRRig extends Pick<IComponent, "gameObject"> {
5
- isXRRig(): boolean;
6
- get isActive(): boolean;
7
- /** The rig with the highest priority will be chosen */
8
- priority?: number;
9
- }
src/engine-components/webxr/WebXRController.ts ADDED
@@ -0,0 +1,1168 @@
1
+ import { BoxHelper, BufferGeometry, Color, Euler, Group, type Intersection, Layers, Line, LineBasicMaterial, Material, Mesh, MeshBasicMaterial, Object3D, PerspectiveCamera, Quaternion, Ray, SphereGeometry, Vector2, Vector3 } from "three";
2
+ import { OculusHandModel } from 'three/examples/jsm/webxr/OculusHandModel.js';
3
+ import { OculusHandPointerModel } from 'three/examples/jsm/webxr/OculusHandPointerModel.js';
4
+ import { XRControllerModel, XRControllerModelFactory } from 'three/examples/jsm/webxr/XRControllerModelFactory.js';
5
+ import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
6
+
7
+ import { InstancingUtil } from "../../engine/engine_instancing.js";
8
+ import { Mathf } from "../../engine/engine_math.js";
9
+ import { RaycastOptions } from "../../engine/engine_physics.js";
10
+ import { getWorldPosition, getWorldQuaternion, setWorldPosition, setWorldQuaternion } from "../../engine/engine_three_utils.js";
11
+ import { getParam, resolveUrl } from "../../engine/engine_utils.js";
12
+ import { addDracoAndKTX2Loaders } from "../../engine/engine_loaders.js";
13
+
14
+ import { Avatar_POI } from "../avatar/Avatar_Brain_LookAt.js";
15
+ import { Behaviour, GameObject } from "../Component.js";
16
+ import { Interactable, UsageMarker } from "../Interactable.js";
17
+ import { Rigidbody } from "../RigidBody.js";
18
+ import { SyncedTransform } from "../SyncedTransform.js";
19
+ import { UIRaycastUtils } from "../ui/RaycastUtils.js";
20
+ import { WebXR } from "./WebXR.js";
21
+ import { XRRig } from "./WebXRRig.js";
22
+ import { InputEvents, NEPointerEvent, PointerType } from "../../engine/engine_input.js";
23
+
24
+ const debug = getParam("debugwebxrcontroller");
25
+
26
+ export enum ControllerType {
27
+ PhysicalDevice = 0,
28
+ Touch = 1,
29
+ }
30
+
31
+ export enum ControllerEvents {
32
+ SelectStart = "select-start",
33
+ SelectEnd = "select-end",
34
+ Update = "update",
35
+ }
36
+
37
+ export class TeleportTarget extends Behaviour {
38
+
39
+ }
40
+
41
+ export class WebXRController extends Behaviour {
42
+
43
+ public static Factory: XRControllerModelFactory = new XRControllerModelFactory();
44
+
45
+ private static raycastColor: Color = new Color(.9, .3, .3);
46
+ private static raycastNoHitColor: Color = new Color(.6, .6, .6);
47
+ private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, 0, -1)]);
48
+ private static handModels: { [index: number]: OculusHandPointerModel } = {};
49
+
50
+ private static CreateRaycastLine(): Line {
51
+ const line = new Line(this.geometry);
52
+ const mat = line.material as LineBasicMaterial;
53
+ mat.color = this.raycastColor;
54
+ // mat.linewidth = 10;
55
+ line.layers.set(2);
56
+ line.name = 'line';
57
+ line.scale.z = 1;
58
+ return line;
59
+ }
60
+
61
+ private static CreateRaycastHitPoint(): Mesh {
62
+ const geometry = new SphereGeometry(.5, 22, 22);
63
+ const material = new MeshBasicMaterial({ color: this.raycastColor });
64
+ const sphere = new Mesh(geometry, material);
65
+ sphere.visible = false;
66
+ sphere.layers.set(2);
67
+ return sphere;
68
+ }
69
+
70
+ public static Create(owner: WebXR, index: number, addTo: GameObject, type: ControllerType): WebXRController {
71
+ const ctrl = addTo ? GameObject.addNewComponent(addTo, WebXRController, false) : new WebXRController();
72
+
73
+ ctrl.webXR = owner;
74
+ ctrl.index = index;
75
+ ctrl.type = type;
76
+
77
+ const context = owner.context;
78
+ // from https://github.com/mrdoob/js/blob/master/examples/webxr_vr_dragging.html
79
+ // controllers
80
+ ctrl.controller = context.renderer.xr.getController(index);
81
+ ctrl.controllerGrip = context.renderer.xr.getControllerGrip(index);
82
+ ctrl.controllerModel = this.Factory.createControllerModel(ctrl.controller);
83
+ ctrl.controllerGrip.add(ctrl.controllerModel);
84
+
85
+ ctrl.hand = context.renderer.xr.getHand(index);
86
+
87
+ const loader = new GLTFLoader();
88
+ addDracoAndKTX2Loaders(loader, context);
89
+ if (ctrl.webXR.handModelPath && ctrl.webXR.handModelPath !== "")
90
+ loader.setPath(resolveUrl(owner.sourceId, ctrl.webXR.handModelPath));
91
+ else
92
+ // from XRHandMeshModel.js
93
+ loader.setPath('https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles/generic-hand/');
94
+ //@ts-ignore
95
+ const hand = new OculusHandModel(ctrl.hand, loader);
96
+
97
+ ctrl.hand.add(hand);
98
+ ctrl.hand.traverse(x => x.layers.set(2));
99
+
100
+ ctrl.handPointerModel = new OculusHandPointerModel(ctrl.hand, ctrl.controller);
101
+
102
+
103
+ // TODO remove all these once https://github.com/mrdoob/js/pull/23279 lands
104
+ ctrl.controller.addEventListener('connected', (_) => {
105
+ ctrl.setControllerLayers(ctrl.controllerModel, 2);
106
+ ctrl.setControllerLayers(ctrl.controllerGrip, 2);
107
+ ctrl.setControllerLayers(ctrl.hand, 2);
108
+ setTimeout(() => {
109
+ ctrl.setControllerLayers(ctrl.controllerModel, 2);
110
+ ctrl.setControllerLayers(ctrl.controllerGrip, 2);
111
+ ctrl.setControllerLayers(ctrl.hand, 2);
112
+ }, 1000);
113
+ });
114
+
115
+ // TODO: unsubscribe! this should be moved into onenable and ondisable!
116
+ // TODO remove all these once https://github.com/mrdoob/js/pull/23279 lands
117
+ ctrl.hand.addEventListener('connected', (event) => {
118
+ const xrInputSource = event.data;
119
+ if (xrInputSource.hand) {
120
+ if (owner.Rig) owner.Rig.add(ctrl.hand);
121
+ ctrl.type = ControllerType.PhysicalDevice;
122
+ ctrl.handPointerModel.traverse(x => x.layers.set(2)); // ignore raycast
123
+ ctrl.handPointerModel.pointerObject?.traverse(x => x.layers.set(2));
124
+
125
+ // when exiting and re-entering xr the joints are not parented to the hand anymore
126
+ // this is a workaround to fix that temporarely
127
+ // see https://github.com/needle-tools/needle-tiny-playground/issues/123
128
+ const jnts = ctrl.hand["joints"];
129
+ if (jnts) {
130
+ for (const key of Object.keys(jnts)) {
131
+ const joint = jnts[key];
132
+ if (joint.parent) continue;
133
+ ctrl.hand.add(joint);
134
+ }
135
+ }
136
+ }
137
+ });
138
+
139
+ return ctrl;
140
+ }
141
+
142
+ // TODO: replace with component events
143
+ public static addEventListener(evt: ControllerEvents, callback: (controller: WebXRController, args: any) => void) {
144
+ const list = this.eventSubs[evt] ?? [];
145
+ list.push(callback);
146
+ this.eventSubs[evt] = list;
147
+ }
148
+
149
+ // TODO: replace with component events
150
+ public static removeEventListener(evt: ControllerEvents, callback: (controller: WebXRController, args: any) => void) {
151
+ if (!callback) return;
152
+ const list = this.eventSubs[evt] ?? [];
153
+ const idx = list.indexOf(callback);
154
+ if (idx >= 0) list.splice(idx, 1);
155
+ this.eventSubs[evt] = list;
156
+ }
157
+
158
+ private static eventSubs: { [key: string]: Function[] } = {};
159
+
160
+ public webXR?: WebXR;
161
+ public index: number = -1;
162
+ public controllerModel!: XRControllerModel;
163
+ public controller!: Group;
164
+ public controllerGrip!: Group;
165
+ public hand!: Group;
166
+ public handPointerModel!: OculusHandPointerModel;
167
+ public grabbed: AttachedObject | null = null;
168
+ public input: XRInputSource | null = null;
169
+ public type: ControllerType = ControllerType.PhysicalDevice;
170
+ public showRaycastLine: boolean = true;
171
+ public enableRaycasts: boolean = true;
172
+ public enableDefaultControls: boolean = true;
173
+
174
+ get isUsingHands(): boolean {
175
+ const r = this.input?.hand;
176
+ return r !== null && r !== undefined;
177
+ }
178
+
179
+ get wrist(): Object3D | null {
180
+ if (!this.hand) return null;
181
+ const jnts = this.hand["joints"];
182
+ if (!jnts) return null;
183
+ return jnts["wrist"];
184
+ }
185
+
186
+ private _wristQuaternion: Quaternion | null = null;
187
+ getWristQuaternion(): Quaternion | null {
188
+ const wrist = this.wrist;
189
+ if (!wrist) return null;
190
+ if (!this._wristQuaternion) this._wristQuaternion = new Quaternion();
191
+ const wr = getWorldQuaternion(wrist).multiply(this._wristQuaternion.setFromEuler(new Euler(-Math.PI / 4, 0, 0)));
192
+ return wr;
193
+ }
194
+
195
+ private movementVector: Vector3 = new Vector3();
196
+ private worldRot: Quaternion = new Quaternion();
197
+ private joystick: Vector2 = new Vector2();
198
+ private didRotate: boolean = false;
199
+ private didTeleport: boolean = false;
200
+ private didChangeScale: boolean = false;
201
+ private static PreviousCameraFarDistance: number | undefined = undefined;
202
+ private static MovementSpeedFactor: number = 1;
203
+
204
+ private lastHit: Intersection | null = null;
205
+
206
+ private raycastLine: Line | null = null;
207
+ private _raycastHitPoint: Object3D | null = null;
208
+ private _connnectedCallback: any | null = null;
209
+ private _disconnectedCallback: any | null = null;
210
+ private _selectStartEvt: any | null = null;
211
+ private _selectEndEvt: any | null = null;
212
+
213
+ public get selectionDown(): boolean { return this._selectionPressed && !this._selectionPressedLastFrame; }
214
+ public get selectionUp(): boolean { return !this._selectionPressed && this._selectionPressedLastFrame; }
215
+ public get selectionPressed(): boolean { return this._selectionPressed; }
216
+ public get selectionClick(): boolean { return this._selectionEndTime - this._selectionStartTime < 0.3; }
217
+ public get raycastHitPoint(): Object3D | null { return this._raycastHitPoint; }
218
+
219
+ private _selectionPressed: boolean = false;
220
+ private _selectionPressedLastFrame: boolean = false;
221
+ private _selectionStartTime: number = 0;
222
+ private _selectionEndTime: number = 0;
223
+
224
+ public get useSmoothing(): boolean { return this._useSmoothing };
225
+ private _useSmoothing: boolean = true;
226
+
227
+ awake(): void {
228
+ if (!this.controller) {
229
+ console.warn("WebXRController: Missing controller object.", this);
230
+ return;
231
+ }
232
+ this._connnectedCallback = this.onSourceConnected.bind(this);
233
+ this._disconnectedCallback = this.onSourceDisconnected.bind(this);
234
+ this._selectStartEvt = this.onSelectStart.bind(this);
235
+ this._selectEndEvt = this.onSelectEnd.bind(this);
236
+ if (this.type === ControllerType.Touch) {
237
+ this.controllerGrip.addEventListener("connected", this._connnectedCallback);
238
+ this.controllerGrip.addEventListener("disconnected", this._disconnectedCallback);
239
+ this.controller.addEventListener('selectstart', this._selectStartEvt);
240
+ this.controller.addEventListener('selectend', this._selectEndEvt);
241
+ }
242
+ if (this.type === ControllerType.PhysicalDevice) {
243
+ this.controller.addEventListener('selectstart', this._selectStartEvt);
244
+ this.controller.addEventListener('selectend', this._selectEndEvt);
245
+ }
246
+ }
247
+
248
+ onDestroy(): void {
249
+ if (this.type === ControllerType.Touch) {
250
+ this.controllerGrip.removeEventListener("connected", this._connnectedCallback);
251
+ this.controllerGrip.removeEventListener("disconnected", this._disconnectedCallback);
252
+ this.controller.removeEventListener('selectstart', this._selectStartEvt);
253
+ this.controller.removeEventListener('selectend', this._selectEndEvt);
254
+ }
255
+ if (this.type === ControllerType.PhysicalDevice) {
256
+ this.controller.removeEventListener('selectstart', this._selectStartEvt);
257
+ this.controller.removeEventListener('selectend', this._selectEndEvt);
258
+ }
259
+
260
+ this.hand?.clear();
261
+ this.controllerGrip?.clear();
262
+ this.controller?.clear();
263
+ }
264
+
265
+ public onEnable(): void {
266
+ if (!this.webXR) {
267
+ console.warn("No WebXR component assigned to WebXRController.");
268
+ return;
269
+ }
270
+
271
+ if (this.hand)
272
+ this.hand.name = "Hand";
273
+ if (this.controllerGrip)
274
+ this.controllerGrip.name = "ControllerGrip";
275
+ if (this.controller)
276
+ this.controller.name = "Controller";
277
+ if (this.raycastLine)
278
+ this.raycastLine.name = "RaycastLine;"
279
+
280
+ if (this.webXR.Controllers.indexOf(this) < 0)
281
+ this.webXR.Controllers.push(this);
282
+
283
+ if (!this.raycastLine)
284
+ this.raycastLine = WebXRController.CreateRaycastLine();
285
+ if (!this._raycastHitPoint)
286
+ this._raycastHitPoint = WebXRController.CreateRaycastHitPoint();
287
+
288
+ this.webXR.Rig?.add(this.hand);
289
+ this.webXR.Rig?.add(this.controllerGrip);
290
+ this.webXR.Rig?.add(this.controller);
291
+ this.webXR.Rig?.add(this.raycastLine);
292
+ this.raycastLine?.add(this._raycastHitPoint);
293
+ this._raycastHitPoint.visible = false;
294
+ this.hand.add(this.handPointerModel);
295
+ if (debug)
296
+ console.log("ADDED TO RIG", this.webXR.Rig);
297
+
298
+ // // console.log("enable", this.index, this.controllerGrip.uuid)
299
+ }
300
+
301
+ onDisable(): void {
302
+ // console.log("XR controller disabled", this);
303
+ this.hand?.removeFromParent();
304
+ this.controllerGrip?.removeFromParent();
305
+ this.controller?.removeFromParent();
306
+ this.raycastLine?.removeFromParent();
307
+ this._raycastHitPoint?.removeFromParent();
308
+ // console.log("Disable", this._connnectedCallback, this._disconnectedCallback);
309
+ // this.controllerGrip.removeEventListener("connected", this._connnectedCallback);
310
+ // this.controllerGrip.removeEventListener("disconnected", this._disconnectedCallback);
311
+
312
+ if (this.webXR) {
313
+ const i = this.webXR.Controllers.indexOf(this);
314
+ if (i >= 0)
315
+ this.webXR.Controllers.splice(i, 1);
316
+ }
317
+ }
318
+
319
+ // onDestroy(): void {
320
+ // console.log("destroyed", this.index);
321
+ // }
322
+
323
+ private _isConnected: boolean = false;
324
+
325
+ private onSourceConnected(e: { data: XRInputSource, target: any }) {
326
+ if (this._isConnected) {
327
+ console.warn("Received connected event for controller that is already connected", this.index, e);
328
+ return;
329
+ }
330
+ this._isConnected = true;
331
+ this.input = e.data;
332
+
333
+ if (this.type === ControllerType.Touch) {
334
+ this.onSelectStart();
335
+ }
336
+ }
337
+
338
+ private onSourceDisconnected(_e: any) {
339
+ if (!this._isConnected) {
340
+ console.warn("Received discnnected event for controller that is not connected", _e);
341
+ return;
342
+ }
343
+ this._isConnected = false;
344
+ if (this.type === ControllerType.Touch) {
345
+ this.onSelectEnd();
346
+ }
347
+ this.input = null;
348
+ }
349
+
350
+ private createPointerEvent(type: string) {
351
+ switch (type) {
352
+ case "down":
353
+ this.context.input.createPointerDown(new NEPointerEvent(InputEvents.PointerDown, null, { clientX: 0, clientY: 0, button: this.index, pointerType: PointerType.Touch }));
354
+ break;
355
+ case "move":
356
+ break;
357
+ case "up":
358
+ this.context.input.createPointerUp(new NEPointerEvent(InputEvents.PointerUp, null, { clientX: 0, clientY: 0, button: this.index, pointerType: PointerType.Touch }));
359
+ break;
360
+ }
361
+ }
362
+
363
+ rayRotation: Quaternion = new Quaternion();
364
+
365
+ private raycastUpdate(raycastLine: Line, wp: Vector3) {
366
+ const allowRaycastLineVisible = this.showRaycastLine && this.type !== ControllerType.Touch;
367
+ if (this.type === ControllerType.Touch) {
368
+ raycastLine.visible = false;
369
+ }
370
+ else if (this.isUsingHands) {
371
+ raycastLine.visible = !this.grabbed && allowRaycastLineVisible;
372
+ setWorldPosition(raycastLine, wp);
373
+ const jnts = this.hand!['joints'];
374
+ if (jnts) {
375
+ const wrist = jnts['wrist'];
376
+ if (wrist && this.grabbed && this.grabbed.isCloseGrab) {
377
+ const wr = this.getWristQuaternion();
378
+ if (wr)
379
+ this.rayRotation.copy(wr);
380
+ // this.rayRotation.slerp(wr, this.useSmoothing ? t * 2 : 1);
381
+ }
382
+ }
383
+ setWorldQuaternion(raycastLine, this.rayRotation);
384
+ }
385
+ else {
386
+ raycastLine.visible = allowRaycastLineVisible;
387
+ setWorldQuaternion(raycastLine, this.rayRotation);
388
+ setWorldPosition(raycastLine, wp);
389
+ }
390
+ }
391
+
392
+ update(): void {
393
+ if (!this.webXR) return;
394
+
395
+ // TODO: we should wait until we actually have models, this is just a workaround
396
+ if (this.context.time.frameCount % 60 === 0) {
397
+ this.setControllerLayers(this.controller, 2);
398
+ this.setControllerLayers(this.controllerGrip, 2);
399
+ this.setControllerLayers(this.hand, 2);
400
+ }
401
+
402
+ const subs = WebXRController.eventSubs[ControllerEvents.Update];
403
+ if (subs && subs.length > 0) {
404
+ for (const sub of subs) {
405
+ sub(this);
406
+ }
407
+ }
408
+
409
+ let t = 1;
410
+ if (this.type === ControllerType.PhysicalDevice) t = this.context.time.deltaTime / .1;
411
+ else if (this.isUsingHands && this.handPointerModel.pinched) t = this.context.time.deltaTime / .3;
412
+ this.rayRotation.slerp(getWorldQuaternion(this.controller), this.useSmoothing ? t : 1.0);
413
+ const wp = getWorldPosition(this.controller);
414
+
415
+ // hide hand pointer model, it's giant and doesn't really help
416
+ if (this.isUsingHands && this.handPointerModel.cursorObject) {
417
+ this.handPointerModel.cursorObject.visible = false;
418
+ }
419
+
420
+ // perform raycasts
421
+ if(this.enableRaycasts)
422
+ {
423
+ if (this.raycastLine) {
424
+ this.raycastUpdate(this.raycastLine, wp);
425
+ }
426
+
427
+ this.lastHit = this.updateLastHit();
428
+
429
+ if (this.grabbed) {
430
+ this.grabbed.update();
431
+ }
432
+ }
433
+ else { // hide line when raycasting is disabled
434
+ if (this.raycastLine) {
435
+ this.raycastLine.visible = false;
436
+ }
437
+ }
438
+
439
+ this._selectionPressedLastFrame = this._selectionPressed;
440
+
441
+ if (this.selectStartCallback) {
442
+ this.selectStartCallback();
443
+ }
444
+ }
445
+
446
+ onUpdate(session: XRSession) {
447
+ this.lastHit = null;
448
+
449
+ if (!session || session.inputSources.length <= this.index) {
450
+ this.input = null;
451
+ return;
452
+ }
453
+ if (this.type === ControllerType.PhysicalDevice)
454
+ this.input = session.inputSources[this.index];
455
+ if (!this.input) return;
456
+ const rig = this.webXR!.Rig;
457
+ if (!rig) return;
458
+
459
+ if (this._didNotEndSelection && !this.handPointerModel.pinched) {
460
+ this._didNotEndSelection = false;
461
+ this.onSelectEnd();
462
+ }
463
+
464
+ this.updateStick(this.input);
465
+
466
+ const buttons = this.input?.gamepad?.buttons;
467
+
468
+ if(this.enableDefaultControls) {
469
+ switch (this.input.handedness) {
470
+ case "left":
471
+ this.movementUpdate(rig, buttons);
472
+ break;
473
+
474
+ case "right":
475
+ this.rotationUpdate(rig, buttons);
476
+ break;
477
+ }
478
+ }
479
+ }
480
+
481
+
482
+ private movementUpdate(rig: Object3D, buttons?: readonly GamepadButton[]) {
483
+ const speedFactor = 3 * WebXRController.MovementSpeedFactor;
484
+ const powFactor = 2;
485
+ const speed = Mathf.clamp01(this.joystick.length() * 2);
486
+
487
+ const sideDir = this.joystick.x > 0 ? 1 : -1;
488
+ let side = Math.pow(this.joystick.x, powFactor);
489
+ side *= sideDir;
490
+ side *= speed;
491
+
492
+
493
+ const forwardDir = this.joystick.y > 0 ? 1 : -1;
494
+ let forward = Math.pow(this.joystick.y, powFactor);
495
+ forward *= forwardDir;
496
+ side *= speed;
497
+
498
+ rig.getWorldQuaternion(this.worldRot);
499
+ this.movementVector.set(side, 0, forward);
500
+ this.movementVector.applyQuaternion(this.webXR!.TransformOrientation);
501
+ this.movementVector.y = 0;
502
+ this.movementVector.applyQuaternion(this.worldRot);
503
+ this.movementVector.multiplyScalar(speedFactor * this.context.time.deltaTime);
504
+ rig.position.add(this.movementVector);
505
+
506
+ if (this.isUsingHands)
507
+ this.runTeleport(rig, buttons);
508
+ }
509
+
510
+ private rotationUpdate(rig: Object3D, buttons?: readonly GamepadButton[]) {
511
+ const rotate = this.joystick.x;
512
+ const rotAbs = Math.abs(rotate);
513
+ if (rotAbs < 0.4) {
514
+ this.didRotate = false;
515
+ }
516
+ else if (rotAbs > .5 && !this.didRotate) {
517
+ const dir = rotate > 0 ? -1 : 1;
518
+ rig.rotateY(Mathf.toRadians(30 * dir));
519
+ this.didRotate = true;
520
+ }
521
+
522
+ this.runTeleport(rig, buttons);
523
+ }
524
+ private _pinchStartTime: number | undefined = undefined;
525
+
526
+ private runTeleport(rig: Object3D, buttons?: readonly GamepadButton[]) {
527
+ let teleport = -this.joystick.y;
528
+ if (this.hand?.visible && !this.grabbed) {
529
+ const pinched = this.handPointerModel.isPinched();
530
+ if (pinched && this._pinchStartTime === undefined) {
531
+ this._pinchStartTime = this.context.time.time;
532
+ }
533
+ if (pinched && this._pinchStartTime && this.context.time.time - this._pinchStartTime > .8) {
534
+ // hacky approach for basic hand teleportation -
535
+ // we teleport if we pinch and the back of the hand points down (open hand gesture)
536
+ // const v1 = new Vector3();
537
+ // const worldQuaternion = new Quaternion();
538
+ // this.controller.getWorldQuaternion(worldQuaternion);
539
+ // v1.copy(this.controller.up).applyQuaternion(worldQuaternion);
540
+ // const dotPr = -v1.dot(this.controller.up);
541
+ teleport = this.handPointerModel.isPinched() ? 1 : 0;
542
+ }
543
+ if (!pinched) this._pinchStartTime = undefined;
544
+ }
545
+ else this._pinchStartTime = undefined;
546
+
547
+ const inVR = this.webXR!.IsInVR;
548
+ const xrRig = this.webXR!.Rig;
549
+ let doTeleport = teleport > .5 && inVR;
550
+ let isInMiniatureMode = xrRig ? xrRig?.scale?.x < .999 : false;
551
+ let newRigScale: number | null = null;
552
+
553
+ if (buttons && this.input && !this.input.hand) {
554
+ for (let i = 0; i < buttons.length; i++) {
555
+ const btn = buttons[i];
556
+ // button[4] seems to be the A button if it exists. On hololens it's randomly pressed though for hands
557
+ // see https://www.w3.org/TR/webxr-gamepads-module-1/#xr-standard-gamepad-mapping
558
+ if (i === 4) {
559
+ if (btn.pressed && !this.didChangeScale && inVR) {
560
+ this.didChangeScale = true;
561
+ const rig = xrRig;
562
+ if (rig) {
563
+ const args = this.switchScale(rig, doTeleport, isInMiniatureMode, newRigScale);
564
+ doTeleport = args.doTeleport;
565
+ isInMiniatureMode = args.isInMiniatureMode;
566
+ newRigScale = args.newRigScale;
567
+ }
568
+ }
569
+ else if (!btn.pressed)
570
+ this.didChangeScale = false;
571
+ }
572
+ }
573
+ }
574
+
575
+ if (doTeleport) {
576
+ if (!this.didTeleport) {
577
+ const rc = this.raycast();
578
+ this.didTeleport = true;
579
+ if (rc && rc.length > 0) {
580
+ const hit = rc[0];
581
+ if (isInMiniatureMode || this.isValidTeleportTarget(hit.object)) {
582
+ const point = hit.point;
583
+ setWorldPosition(rig, point);
584
+ }
585
+ }
586
+ }
587
+ }
588
+ else if (teleport < .1) {
589
+ this.didTeleport = false;
590
+ }
591
+
592
+ if (newRigScale !== null) {
593
+ rig.scale.set(newRigScale, newRigScale, newRigScale);
594
+ rig.updateMatrixWorld();
595
+ }
596
+ }
597
+
598
+
599
+ private isValidTeleportTarget(obj: Object3D): boolean {
600
+ return GameObject.getComponentInParent(obj, TeleportTarget) != null;
601
+ }
602
+
603
+ private switchScale(rig: Object3D, doTeleport: boolean, isInMiniatureMode: boolean, newRigScale: number | null) {
604
+ if (!isInMiniatureMode) {
605
+ isInMiniatureMode = true;
606
+ doTeleport = true;
607
+ newRigScale = .1;
608
+ WebXRController.MovementSpeedFactor = newRigScale * 2;
609
+ const cam = this.context.mainCamera as PerspectiveCamera;
610
+ WebXRController.PreviousCameraFarDistance = cam.far;
611
+ cam.far /= newRigScale;
612
+ }
613
+ else {
614
+ isInMiniatureMode = false;
615
+ rig.scale.set(1, 1, 1);
616
+ newRigScale = 1;
617
+ WebXRController.MovementSpeedFactor = 1;
618
+ const cam = this.context.mainCamera as PerspectiveCamera;
619
+ if (WebXRController.PreviousCameraFarDistance)
620
+ cam.far = WebXRController.PreviousCameraFarDistance;
621
+ }
622
+ return { doTeleport, isInMiniatureMode, newRigScale }
623
+ }
624
+
625
+ private updateStick(inputSource: XRInputSource) {
626
+ if (!inputSource || !inputSource.gamepad || inputSource.gamepad.axes?.length < 4) return;
627
+ this.joystick.x = inputSource.gamepad.axes[2];
628
+ this.joystick.y = inputSource.gamepad.axes[3];
629
+ }
630
+
631
+ private updateLastHit(): Intersection | null {
632
+ const rc = this.raycast();
633
+ const hit = rc ? rc[0] : null;
634
+ this.lastHit = hit;
635
+ let factor = 1;
636
+ if (this.webXR!.Rig) {
637
+ factor /= this.webXR!.Rig.scale.x;
638
+ }
639
+ // if (!hit) factor = 0;
640
+
641
+ if (this.raycastLine) {
642
+ this.raycastLine.scale.z = factor * (this.lastHit?.distance ?? 9999);
643
+ const mat = this.raycastLine.material as LineBasicMaterial;
644
+ if (hit != null) mat.color = WebXRController.raycastColor;
645
+ else mat.color = WebXRController.raycastNoHitColor;
646
+ }
647
+ if (this._raycastHitPoint) {
648
+ if (this.lastHit != null) {
649
+ this._raycastHitPoint.position.z = -1;// -this.lastHit.distance;
650
+ const scale = Mathf.clamp(this.lastHit.distance * .01 * factor, .015, .1);
651
+ this._raycastHitPoint.scale.set(scale, scale, scale);
652
+ }
653
+ this._raycastHitPoint.visible = this.lastHit !== null && this.lastHit !== undefined;
654
+ }
655
+ return hit;
656
+ }
657
+
658
+ private onSelectStart() {
659
+ if (!this.context.connection.allowEditing) return;
660
+ // console.log("SELECT START", _event);
661
+ // if we process the event immediately the controller
662
+ // world positions are not yet correctly updated and we have info from the last frame
663
+ // so we delay the event processing one frame
664
+ // only necessary for AR - ideally we can get it to work right here
665
+ // but should be fine as a workaround for now
666
+ this.selectStartCallback = () => this.onHandleSelectStart();
667
+ }
668
+
669
+ private selectStartCallback: Function | null = null;
670
+ private lastSelectStartObject: Object3D | null = null;;
671
+
672
+ private onHandleSelectStart() {
673
+ this.selectStartCallback = null;
674
+ this._selectionPressed = true;
675
+ this._selectionStartTime = this.context.time.time;
676
+ this._selectionEndTime = 1000;
677
+ // console.log("DOWN", this.index, WebXRController.eventSubs);
678
+
679
+ // let maxDistance = this.isUsingHands ? .1 : undefined;
680
+ let intersections: Intersection[] | null = null;
681
+ let closeGrab: boolean = false;
682
+ if (this.isUsingHands) {
683
+ intersections = this.overlap();
684
+ if (intersections.length <= 0) {
685
+ intersections = this.raycast();
686
+ closeGrab = false;
687
+ }
688
+ else {
689
+ closeGrab = true;
690
+ }
691
+ }
692
+ else intersections = this.raycast();
693
+
694
+ if (debug)
695
+ console.log("onHandleSelectStart", "close grab? " + closeGrab, "intersections", intersections);
696
+
697
+ if (intersections && intersections.length > 0) {
698
+ for (const intersection of intersections) {
699
+ const object = intersection.object;
700
+ this.lastSelectStartObject = object;
701
+ const args = { selected: object, grab: object };
702
+ const subs = WebXRController.eventSubs[ControllerEvents.SelectStart];
703
+ if (subs && subs.length > 0) {
704
+ for (const sub of subs) {
705
+ sub(this, args);
706
+ }
707
+ }
708
+ if (args.grab !== object && debug)
709
+ console.log("Grabbed object changed", "original", object, "new", args.grab);
710
+ if (args.grab) {
711
+ this.grabbed = AttachedObject.TryTake(this, args.grab, intersection, closeGrab);
712
+ }
713
+ break;
714
+ }
715
+ }
716
+ else {
717
+ const subs = WebXRController.eventSubs[ControllerEvents.SelectStart];
718
+ const args = { selected: null, grab: null };
719
+ if (subs && subs.length > 0) {
720
+ for (const sub of subs) {
721
+ sub(this, args);
722
+ }
723
+ }
724
+ }
725
+ }
726
+
727
+ private _didNotEndSelection: boolean = false;
728
+
729
+ private onSelectEnd() {
730
+ if (this.isUsingHands) {
731
+ if (this.handPointerModel.pinched) {
732
+ this._didNotEndSelection = true;
733
+ return;
734
+ }
735
+ }
736
+
737
+ if (!this._selectionPressed) return;
738
+ this.selectStartCallback = null;
739
+ this._selectionPressed = false;
740
+ this._selectionEndTime = this.context.time.time;
741
+
742
+ const args = { grab: this.grabbed?.selected ?? this.lastSelectStartObject };
743
+ const subs = WebXRController.eventSubs[ControllerEvents.SelectEnd];
744
+ if (subs && subs.length > 0) {
745
+ for (const sub of subs) {
746
+ sub(this, args);
747
+ }
748
+ }
749
+
750
+ if (this.grabbed) {
751
+ this.grabbed.free();
752
+ this.grabbed = null;
753
+ }
754
+ }
755
+
756
+ private testIsVisible(obj: Object3D | null): boolean {
757
+ if (!obj) return false;
758
+ if (GameObject.isActiveInHierarchy(obj) === false) return false;
759
+ if (UIRaycastUtils.isInteractable(obj) === false) {
760
+ return false;
761
+ }
762
+ return true;
763
+ // if (!obj.visible) return false;
764
+ // return this.testIsVisible(obj.parent);
765
+ }
766
+
767
+ private setControllerLayers(obj: Object3D, layer: number) {
768
+ if (!obj) return;
769
+ obj.layers.set(layer);
770
+ if (obj.children) {
771
+ for (const ch of obj.children) {
772
+ if (this.grabbed?.selected === ch || this.grabbed?.selectedMesh === ch) {
773
+ continue;
774
+ }
775
+ this.setControllerLayers(ch, layer);
776
+ }
777
+ }
778
+ }
779
+
780
+ public getRay(): Ray {
781
+ const ray = new Ray();
782
+ // this.tempMatrix.identity().extractRotation(this.controller.matrixWorld);
783
+ // ray.origin.setFromMatrixPosition(this.controller.matrixWorld);
784
+ ray.origin.copy(getWorldPosition(this.controller));
785
+ ray.direction.set(0, 0, -1).applyQuaternion(this.rayRotation);
786
+ return ray;
787
+ }
788
+
789
+ private closeGrabBoundingBoxHelper?: BoxHelper;
790
+
791
+ public overlap(): Intersection[] {
792
+ const overlapCenter = (this.isUsingHands && this.handPointerModel) ? this.handPointerModel.pointerObject : this.controllerGrip;
793
+
794
+ if (debug) {
795
+ if (!this.closeGrabBoundingBoxHelper && overlapCenter) {
796
+ this.closeGrabBoundingBoxHelper = new BoxHelper(overlapCenter, 0xffff00);
797
+ this.scene.add(this.closeGrabBoundingBoxHelper);
798
+ }
799
+
800
+ if (this.closeGrabBoundingBoxHelper && overlapCenter) {
801
+ this.closeGrabBoundingBoxHelper.setFromObject(overlapCenter);
802
+ }
803
+ }
804
+
805
+ if (!overlapCenter)
806
+ return new Array<Intersection>();
807
+
808
+ const wp = getWorldPosition(overlapCenter).clone();
809
+ return this.context.physics.sphereOverlap(wp, .02);
810
+ }
811
+
812
+ public raycast(): Intersection[] {
813
+ const opts = new RaycastOptions();
814
+ opts.layerMask = new Layers();
815
+ opts.layerMask.enableAll();
816
+ opts.layerMask.disable(2);
817
+ opts.ray = this.getRay();
818
+ const hits = this.context.physics.raycast(opts);
819
+ for (let i = 0; i < hits.length; i++) {
820
+ const hit = hits[i];
821
+ const obj = hit.object;
822
+ if (!this.testIsVisible(obj)) {
823
+ hits.splice(i, 1);
824
+ i--;
825
+ continue;
826
+ }
827
+ hit.object = UIRaycastUtils.getObject(obj);
828
+ break;
829
+ }
830
+ // console.log(...hits);
831
+ return hits;
832
+ }
833
+ }
834
+
835
+
836
+ export enum AttachedObjectEvents {
837
+ WillTake = "WillTake",
838
+ DidTake = "DidTake",
839
+ WillFree = "WillFree",
840
+ DidFree = "DidFree",
841
+ }
842
+
843
+ export class AttachedObject {
844
+
845
+ public static Events: { [key: string]: Function[] } = {};
846
+ public static AddEventListener(event: AttachedObjectEvents, callback: Function): Function {
847
+ if (!AttachedObject.Events[event]) AttachedObject.Events[event] = [];
848
+ AttachedObject.Events[event].push(callback);
849
+ return callback;
850
+ }
851
+ public static RemoveEventListener(event: AttachedObjectEvents, callback: Function | null) {
852
+ if (!callback) return;
853
+ if (!AttachedObject.Events[event]) return;
854
+ const idx = AttachedObject.Events[event].indexOf(callback);
855
+ if (idx >= 0) AttachedObject.Events[event].splice(idx, 1);
856
+ }
857
+
858
+
859
+ public static Current: AttachedObject[] = [];
860
+
861
+ private static Register(obj: AttachedObject) {
862
+
863
+ if (!this.Current.find(x => x === obj)) {
864
+ this.Current.push(obj);
865
+ }
866
+ }
867
+
868
+ private static Remove(obj: AttachedObject) {
869
+ const i = this.Current.indexOf(obj);
870
+ if (i >= 0) {
871
+ this.Current.splice(i, 1);
872
+ }
873
+ }
874
+
875
+ public static TryTake(controller: WebXRController, candidate: Object3D, intersection: Intersection, closeGrab: boolean): AttachedObject | null {
876
+ const interactable = GameObject.getComponentInParent(candidate, Interactable);
877
+ if (!interactable) {
878
+ if (debug)
879
+ console.warn("Prevented taking object that is not interactable", candidate);
880
+ return null;
881
+ }
882
+ else candidate = interactable.gameObject;
883
+
884
+
885
+ let objectToAttach = candidate;
886
+ const sync = GameObject.getComponentInParent(candidate, SyncedTransform);
887
+ if (sync) {
888
+ sync.requestOwnership();
889
+ objectToAttach = sync.gameObject;
890
+ }
891
+
892
+ for (const o of this.Current) {
893
+ if (o.selected === objectToAttach) {
894
+ if (o.controller === controller) return o;
895
+ o.free();
896
+ o.Take(controller, objectToAttach, candidate, sync, interactable, intersection, closeGrab);
897
+ return o;
898
+ }
899
+ }
900
+
901
+ const att = new AttachedObject();
902
+ att.Take(controller, objectToAttach, candidate, sync, interactable, intersection, closeGrab);
903
+ return att;
904
+ }
905
+
906
+
907
+ public sync: SyncedTransform | null = null;
908
+ public selected: Object3D | null = null;
909
+ public selectedParent: Object3D | null = null;
910
+ public selectedMesh: Mesh | null = null;
911
+ public controller: WebXRController | null = null;
912
+ public grabTime: number = 0;
913
+ public grabUUID: string = "";
914
+ public isCloseGrab: boolean = false; // when taken via sphere cast with hands
915
+
916
+ private originalMaterial: Material | Material[] | null = null;
917
+ private usageMarker: UsageMarker | null = null;
918
+ private rigidbodies: Rigidbody[] | null = null;
919
+ private didReparent: boolean = false;
920
+ private grabDistance: number = 0;
921
+ private interactable: Interactable | null = null;
922
+ private positionSource: Object3D | null = null;
923
+
924
+ private Take(controller: WebXRController, take: Object3D, hit: Object3D, sync: SyncedTransform | null, _interactable: Interactable,
925
+ intersection: Intersection, closeGrab: boolean)
926
+ : AttachedObject {
927
+ console.assert(take !== null, "Expected object to be taken but was", take);
928
+
929
+ if (controller.isUsingHands) {
930
+ this.positionSource = closeGrab ? controller.wrist : controller.controller;
931
+ }
932
+ else {
933
+ this.positionSource = controller.controller;
934
+ }
935
+ if (!this.positionSource) {
936
+ console.warn("No position source");
937
+ return this;
938
+ }
939
+
940
+ const args = { controller, take, hit, sync, interactable: _interactable };
941
+ AttachedObject.Events.WillTake?.forEach(x => x(this, args));
942
+
943
+
944
+ const mesh = hit as Mesh;
945
+ if (mesh?.material) {
946
+ this.originalMaterial = mesh.material;
947
+ if (!Array.isArray(mesh.material)) {
948
+ mesh.material = (mesh.material as Material).clone();
949
+ if (mesh.material && mesh.material["emissive"])
950
+ mesh.material["emissive"].b = .2;
951
+ }
952
+ }
953
+
954
+ this.selected = take;
955
+ if (!this.selectedParent) {
956
+ this.selectedParent = take.parent;
957
+ }
958
+ this.selectedMesh = mesh;
959
+ this.controller = controller;
960
+ this.interactable = _interactable;
961
+ this.isCloseGrab = closeGrab;
962
+ // if (interactable.canGrab) {
963
+ // this.didReparent = true;
964
+ // this.device.controller.attach(take);
965
+ // }
966
+ // else
967
+ this.didReparent = false;
968
+
969
+
970
+ this.sync = sync;
971
+ this.grabTime = controller.context.time.time;
972
+ this.grabUUID = Date.now().toString();
973
+ this.usageMarker = GameObject.addNewComponent(this.selected, UsageMarker);
974
+ this.rigidbodies = GameObject.getComponentsInChildren(this.selected, Rigidbody);
975
+ getWorldPosition(this.positionSource, this.lastControllerWorldPos);
976
+ const getGrabPoint = () => closeGrab ? this.lastControllerWorldPos.clone() : intersection.point.clone();
977
+ this.grabDistance = getGrabPoint().distanceTo(this.lastControllerWorldPos);
978
+ this.totalChangeAlongDirection = 0.0;
979
+
980
+ // we're storing position relative to the grab point
981
+ // we're storing rotation relative to the ray
982
+ this.localPositionOffsetToGrab = this.selected.worldToLocal(getGrabPoint());
983
+ const rot = controller.isUsingHands && closeGrab ? this.controller.getWristQuaternion()!.clone() : controller.rayRotation.clone();
984
+ getWorldQuaternion(this.selected, this.localQuaternionToGrab).premultiply(rot.invert());
985
+
986
+ const rig = this.controller.webXR!.Rig;
987
+ if (rig)
988
+ this.rigPositionLastFrame.copy(getWorldPosition(rig))
989
+
990
+ Avatar_POI.Add(controller.context, this.selected);
991
+ AttachedObject.Register(this);
992
+
993
+ if (this.sync) {
994
+ this.sync.fastMode = true;
995
+ }
996
+
997
+ AttachedObject.Events.DidTake?.forEach(x => x(this, args));
998
+
999
+ return this;
1000
+ }
1001
+
1002
+ public free(): void {
1003
+ if (!this.selected) return;
1004
+
1005
+ const args = { controller: this.controller, take: this.selected, hit: this.selected, sync: this.sync, interactable: null };
1006
+ AttachedObject.Events.WillFree?.forEach(x => x(this, args));
1007
+
1008
+ Avatar_POI.Remove(this.controller!.context, this.selected);
1009
+ AttachedObject.Remove(this);
1010
+
1011
+ if (this.sync) {
1012
+ this.sync.fastMode = false;
1013
+ }
1014
+
1015
+ const mesh = this.selectedMesh;
1016
+ if (mesh && this.originalMaterial && mesh.material) {
1017
+ mesh.material = this.originalMaterial;
1018
+ }
1019
+
1020
+ const object = this.selected;
1021
+ // only attach the object back if it has a parent
1022
+ // no parent means it was destroyed while holding it!
1023
+ if (this.didReparent && object.parent) {
1024
+ const prevParent = this.selectedParent;
1025
+ if (prevParent) prevParent.attach(object);
1026
+ else this.controller?.context.scene.attach(object);
1027
+ }
1028
+
1029
+ this.usageMarker?.destroy();
1030
+
1031
+ if (this.controller)
1032
+ this.controller.grabbed = null;
1033
+ this.selected = null;
1034
+ this.selectedParent = null;
1035
+ this.selectedMesh = null;
1036
+ this.sync = null;
1037
+
1038
+
1039
+ // TODO: make throwing work again
1040
+ if (this.rigidbodies) {
1041
+ for (const rb of this.rigidbodies) {
1042
+ rb.wakeUp();
1043
+ rb.setVelocity(rb.smoothedVelocity);
1044
+ }
1045
+ }
1046
+ this.rigidbodies = null;
1047
+
1048
+ this.localPositionOffsetToGrab = null;
1049
+ this.quaternionLerp = null;
1050
+
1051
+ AttachedObject.Events.DidFree?.forEach(x => x(this, args));
1052
+ }
1053
+
1054
+ public grabPoint: Vector3 = new Vector3();
1055
+
1056
+ private localPositionOffsetToGrab: Vector3 | null = null;
1057
+ private localPositionOffsetToGrab_worldSpace: Vector3 = new Vector3();
1058
+ private localQuaternionToGrab: Quaternion = new Quaternion(0, 0, 0, 1);
1059
+ private targetDir: Vector3 | null = null;
1060
+ private quaternionLerp: Quaternion | null = null;
1061
+
1062
+ private controllerDir = new Vector3();
1063
+ private controllerWorldPos = new Vector3();
1064
+ private lastControllerWorldPos = new Vector3();
1065
+ private controllerPosDelta = new Vector3();
1066
+ private totalChangeAlongDirection = 0.0;
1067
+ private rigPositionLastFrame = new Vector3();
1068
+
1069
+ private controllerMovementSinceLastFrame() {
1070
+ if (!this.positionSource || !this.controller) return 0.0;
1071
+
1072
+ // controller direction
1073
+ this.controllerDir.set(0, 0, -1);
1074
+ this.controllerDir.applyQuaternion(this.controller.rayRotation);
1075
+
1076
+ // controller delta
1077
+ getWorldPosition(this.positionSource, this.controllerWorldPos);
1078
+ this.controllerPosDelta.copy(this.controllerWorldPos);
1079
+ this.controllerPosDelta.sub(this.lastControllerWorldPos);
1080
+ this.lastControllerWorldPos.copy(this.controllerWorldPos);
1081
+ const rig = this.controller.webXR!.Rig;
1082
+ if (rig) {
1083
+ const rigPos = getWorldPosition(rig);
1084
+ const rigDelta = this.rigPositionLastFrame.sub(rigPos);
1085
+ this.controllerPosDelta.add(rigDelta);
1086
+ this.rigPositionLastFrame.copy(rigPos);
1087
+ }
1088
+
1089
+ // calculate delta along direction
1090
+ const changeAlongControllerDirection = this.controllerDir.dot(this.controllerPosDelta);
1091
+
1092
+ return changeAlongControllerDirection;
1093
+ }
1094
+
1095
+ public update() {
1096
+ if (this.rigidbodies)
1097
+ for (const rb of this.rigidbodies)
1098
+ rb.resetVelocities();
1099
+ // TODO: add/use sync lost ownership event
1100
+ if (this.sync && this.controller && this.controller.context.connection.isInRoom) {
1101
+ const td = this.controller.context.time.time - this.grabTime;
1102
+ // if (time.frameCount % 60 === 0) {
1103
+ // console.log("ownership?", this.selected.name, this.sync.hasOwnership(), td)
1104
+ // }
1105
+ if (td > 3) {
1106
+ // if (time.frameCount % 60 === 0) {
1107
+ // console.log(this.sync.hasOwnership())
1108
+ // }
1109
+ if (this.sync.hasOwnership() === false) {
1110
+ console.log("no ownership, will leave", this.sync.guid);
1111
+ this.free();
1112
+ }
1113
+ }
1114
+ }
1115
+ if (this.interactable && !this.interactable.canGrab) return;
1116
+
1117
+ if (!this.didReparent && this.selected && this.controller) {
1118
+
1119
+ const rigScale = this.controller.webXR!.Rig?.scale.x ?? 1.0;
1120
+
1121
+ this.totalChangeAlongDirection += this.controllerMovementSinceLastFrame();
1122
+ // console.log(this.totalChangeAlongDirection);
1123
+
1124
+ // alert("yo: " + this.controller.webXR.Rig?.scale.x); // this is 0.1 on Hololens
1125
+ let currentDist = 1.0;
1126
+ if (this.controller.type === ControllerType.PhysicalDevice) // only for controllers and not on touch (AR touches are controllers)
1127
+ {
1128
+ currentDist = Math.max(0.0, 1 + this.totalChangeAlongDirection * 2.0 / rigScale);
1129
+ currentDist = currentDist * currentDist * currentDist;
1130
+ }
1131
+ if (this.grabDistance / rigScale < 0.8) currentDist = 1.0; // don't accelerate if this is a close grab, want full control
1132
+
1133
+ if (!this.targetDir) {
1134
+ this.targetDir = new Vector3();
1135
+ }
1136
+ this.targetDir.set(0, 0, -this.grabDistance * currentDist);
1137
+ const target = this.targetDir.applyQuaternion(this.controller.rayRotation).add(this.controllerWorldPos);
1138
+
1139
+ // apply rotation
1140
+ const targetQuat = this.controller.rayRotation.clone().multiplyQuaternions(this.controller.rayRotation, this.localQuaternionToGrab);
1141
+ if (!this.quaternionLerp) {
1142
+ this.quaternionLerp = targetQuat.clone();
1143
+ }
1144
+ this.quaternionLerp.slerp(targetQuat, this.controller.useSmoothing ? this.controller.context.time.deltaTime / .03 : 1.0);
1145
+ setWorldQuaternion(this.selected, this.quaternionLerp);
1146
+ this.selected.updateWorldMatrix(false, false); // necessary so that rotation is correct for the following position update
1147
+
1148
+ // apply position
1149
+ this.grabPoint.copy(target);
1150
+ // apply local grab offset
1151
+ if (this.localPositionOffsetToGrab) {
1152
+ this.localPositionOffsetToGrab_worldSpace.copy(this.localPositionOffsetToGrab);
1153
+ this.selected.localToWorld(this.localPositionOffsetToGrab_worldSpace).sub(getWorldPosition(this.selected));
1154
+ target.sub(this.localPositionOffsetToGrab_worldSpace);
1155
+ }
1156
+ setWorldPosition(this.selected, target);
1157
+ }
1158
+
1159
+
1160
+ if (this.rigidbodies != null) {
1161
+ for (const rb of this.rigidbodies) {
1162
+ rb.wakeUp();
1163
+ }
1164
+ }
1165
+
1166
+ InstancingUtil.markDirty(this.selected, true);
1167
+ }
1168
+ }
src/engine-components/webxr/WebXRGrabRendering.ts ADDED
@@ -0,0 +1,151 @@
1
+ import { getWorldPosition, setWorldPosition, setWorldPositionXYZ } from "../../engine/engine_three_utils.js";
2
+ import { Behaviour, GameObject } from "../Component.js";
3
+ import { AttachedObject, AttachedObjectEvents } from "./WebXRController.js";
4
+ import { Object3D, Vector3 } from "three";
5
+ import { PlayerColor } from "../PlayerColor.js";
6
+ import { Context } from "../../engine/engine_setup.js";
7
+ import { type IModel, SendQueue } from "../../engine/engine_networking_types.js";
8
+
9
+ enum XRGrabEvent {
10
+ StartOrUpdate = "xr-grab-visual-start-or-update",
11
+ End = "xr-grab-visual-end",
12
+ }
13
+
14
+ export class XRGrabModel implements IModel {
15
+ guid!: any;
16
+ dontSave: boolean = true;
17
+
18
+ userId : string | null | undefined;
19
+ point: { x: number, y: number, z: number } = { x: 0, y: 0, z: 0 };
20
+ source: { x: number, y: number, z: number } = { x: 0, y: 0, z: 0 };
21
+ target: string | undefined;
22
+
23
+ update(context : Context, point: Vector3, source: Vector3, target: string | undefined = undefined) {
24
+ this.userId = context.connection.connectionId;
25
+ this.point.x = point.x;
26
+ this.point.y = point.y;
27
+ this.point.z = point.z;
28
+ this.source.x = source.x;
29
+ this.source.y = source.y;
30
+ this.source.z = source.z;
31
+ this.target = target;
32
+ }
33
+ }
34
+
35
+ // sends grab info to other users and creates rendering instances
36
+ export class XRGrabRendering extends Behaviour {
37
+ prefab: Object3D | null = null;
38
+
39
+ private _grabModels: Array<XRGrabModel> = [];
40
+ private _grabModelsUpdateTime: Array<number> = [];
41
+ private _addOrUpdateSub: Function | null = null;
42
+ private _endSub: Function | null = null;
43
+ private _freeSub: Function | null = null;
44
+ private _instances: { [key: string]: {instance:Object3D, model:XRGrabModel} } = {};
45
+
46
+ awake(): void {
47
+ if(this.prefab) this.prefab.visible = false;
48
+ }
49
+
50
+ onEnable(): void {
51
+ this._addOrUpdateSub = this.context.connection.beginListen(XRGrabEvent.StartOrUpdate, this.onRemoteGrabStartOrUpdate.bind(this));
52
+ this._endSub = this.context.connection.beginListen(XRGrabEvent.End, this.onRemoteGrabEnd.bind(this));
53
+ this._freeSub = AttachedObject.AddEventListener(AttachedObjectEvents.WillFree, this.onAttachedObjectFree.bind(this));
54
+ }
55
+
56
+ onDisable(): void {
57
+ this.context.connection.stopListen(XRGrabEvent.StartOrUpdate, this._addOrUpdateSub);
58
+ this.context.connection.stopListen(XRGrabEvent.End, this._endSub);
59
+ AttachedObject.RemoveEventListener(AttachedObjectEvents.WillFree, this._freeSub);
60
+ }
61
+
62
+ addOrUpdateGrab(model: XRGrabModel) {
63
+ this.context.connection.send(XRGrabEvent.StartOrUpdate, model, SendQueue.Queued);
64
+ }
65
+
66
+ endGrab(model: XRGrabModel) {
67
+ this.context.connection.send(XRGrabEvent.End, model, SendQueue.Queued);
68
+ }
69
+
70
+ private onRemoteGrabStartOrUpdate(data: XRGrabModel) {
71
+ if(!this.prefab) return;
72
+ const inst = this._instances[data.guid];
73
+ if(!inst)
74
+ {
75
+ const instance = GameObject.instantiate(this.prefab) as Object3D;
76
+ instance.visible = true;
77
+ this._instances[data.guid] = {instance, model:data};
78
+ if(data.userId){
79
+ const playerColor = GameObject.getComponentsInChildren(instance, PlayerColor);
80
+ if(playerColor?.length > 0)
81
+ {
82
+ for(const pl of playerColor){
83
+ pl.assignUserColor(data.userId)
84
+ }
85
+ }
86
+ }
87
+ return;
88
+ }
89
+ inst.model = data;
90
+ }
91
+
92
+ private onRemoteGrabEnd(data: XRGrabModel) {
93
+ if (!data) return;
94
+ const id = data.guid;
95
+ if(this._instances[id])
96
+ {
97
+ GameObject.destroy(this._instances[id].instance);
98
+ delete this._instances[id];
99
+ }
100
+ }
101
+
102
+ private onAttachedObjectFree(att: AttachedObject) {
103
+ if (this._grabModels.length <= 0) return;
104
+ const mod = this._grabModels[0];
105
+ this.updateModel(mod, att);
106
+ this.endGrab(mod);
107
+ }
108
+
109
+ onBeforeRender() {
110
+ this.updateRendering();
111
+
112
+ if (!this.prefab) return;
113
+ this.prefab.visible = false;
114
+ if (this.context.time.frameCount % 10 !== 0) return;
115
+ for (let i = 0; i < AttachedObject.Current.length; i++) {
116
+ const att = AttachedObject.Current[i];
117
+
118
+ if (!att.controller || !att.selected) continue;
119
+
120
+ if (this._grabModels.length <= i) {
121
+ this._grabModels.push(new XRGrabModel());
122
+ this._grabModelsUpdateTime.push(0);
123
+ }
124
+ this._grabModelsUpdateTime[i] = this.context.time.time;
125
+ const model = this._grabModels[i];
126
+ this.updateModel(model, att);
127
+ this.addOrUpdateGrab(model);
128
+ }
129
+ }
130
+
131
+ private updateModel(model: XRGrabModel, att: AttachedObject) {
132
+ if (!att.controller || !att.selected) return;
133
+ model.guid = att.grabUUID;
134
+ const targetObject = att.selected["guid"];
135
+ model.update(this.context, att.grabPoint, att.controller.worldPosition, targetObject);
136
+ }
137
+
138
+ private temp : Vector3 = new Vector3();
139
+ private updateRendering() {
140
+ const step = this.context.time.deltaTime / .5;
141
+ for(const key in this._instances){
142
+ const { instance, model } = this._instances[key];
143
+ if(!instance || !model) continue;
144
+ const { point } = model;
145
+ const wp = getWorldPosition(instance);
146
+ this.temp.set(point.x, point.y, point.z);
147
+ wp.lerp(this.temp, step);
148
+ setWorldPosition(instance, wp);
149
+ }
150
+ }
151
+ }
src/engine-components/webxr/WebXRSync.ts ADDED
@@ -0,0 +1,463 @@
1
+ import { Behaviour, GameObject } from "../Component.js";
2
+ import { RoomEvents, OwnershipModel, NetworkConnection } from "../../engine/engine_networking.js";
3
+ import { WebXR, WebXREvent } from "./WebXR.js";
4
+ import { Group, Quaternion, Vector3, Vector4, WebXRManager } from "three";
5
+ import { getParam } from "../../engine/engine_utils.js";
6
+ import { Voip } from "../Voip.js";
7
+ import { Builder, Long } from "flatbuffers";
8
+ import { VrUserStateBuffer } from "../../engine-schemes/vr-user-state-buffer.js";
9
+ import { Vec3 } from "../../engine-schemes/vec3.js";
10
+ import { registerBinaryType } from "../../engine-schemes/schemes.js";
11
+ import { Vec4 } from "../../engine-schemes/vec4.js";
12
+ import { WebXRAvatar } from "./WebXRAvatar.js";
13
+
14
+ // for debug GUI
15
+ // import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
16
+ // import { HTMLMesh } from 'three/examples/jsm/interactive/HTMLMesh.js';
17
+ // import { InteractiveGroup } from 'three/examples/jsm/interactive/InteractiveGroup.js';
18
+ // import { renderer, sceneData } from "../engine/engine_setup.js";
19
+
20
+ const debugLogs = getParam("debugxr");
21
+ const debugAvatar = getParam("debugavatar");
22
+ // const debugAvatarVoip = getParam("debugavatarvoip");
23
+
24
+ enum WebXRSyncEvent {
25
+ WebXR_UserJoined = "webxr-user-joined",
26
+ WebXR_UserLeft = "webxr-user-left",
27
+ VRSessionStart = "vr-session-started",
28
+ VRSessionEnd = "vr-session-ended",
29
+ VRSessionUpdate = "vr-session-update",
30
+ }
31
+
32
+ enum XRMode {
33
+ VR = "vr",
34
+ AR = "ar",
35
+ }
36
+
37
+ const VRUserStateBufferIdentifier = "VRUS";
38
+ registerBinaryType(VRUserStateBufferIdentifier, VrUserStateBuffer.getRootAsVrUserStateBuffer);
39
+
40
+ function getTimeStampNow() {
41
+ return new Date().getTime(); // avoid sending millis in flatbuffer
42
+ }
43
+
44
+ function flatbuffers_long_from_number(num: number): Long {
45
+ const low = num & 0xffffffff
46
+ const high = (num / Math.pow(2, 32)) & 0xfffff
47
+ return Long.create(low, high);
48
+ }
49
+
50
+ export class VRUserState {
51
+ public guid: string;
52
+ public time!: number;
53
+ public avatarId!: string;
54
+ public position: Vector3 = new Vector3();
55
+ public rotation: Vector4 = new Vector4();
56
+ public scale: number = 1;
57
+
58
+ public posLeftHand = new Vector3();
59
+ public posRightHand = new Vector3();
60
+
61
+ public rotLeftHand = new Quaternion();
62
+ public rotRightHand = new Quaternion();
63
+
64
+ public constructor(guid: string) {
65
+ this.guid = guid;
66
+ }
67
+
68
+ private static invertRotation: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
69
+
70
+ public update(rig: Group, pos: DOMPointReadOnly, rot: DOMPointReadOnly, webXR: WebXR, avatarId: string) {
71
+ this.time = getTimeStampNow();
72
+ this.avatarId = avatarId;
73
+ this.position.set(pos.x, pos.y, pos.z);
74
+ if (rig)
75
+ this.position.applyMatrix4(rig.matrixWorld);
76
+
77
+ let q0 = VRUserState.quat0;
78
+ const q1 = VRUserState.quat1;
79
+ q0.set(rot.x, rot.y, rot.z, rot.w);
80
+ q0 = q0.multiplyQuaternions(q0, VRUserState.invertRotation);
81
+
82
+ if (rig) {
83
+ rig.getWorldQuaternion(q1);
84
+ q0.multiplyQuaternions(q1, q0);
85
+ }
86
+
87
+ this.rotation.set(q0.x, q0.y, q0.z, q0.w);
88
+ this.scale = rig.scale.x;
89
+
90
+ // for controllers, it seems we need grip pose
91
+ const ctrl0 = webXR.LeftController?.controllerGrip;
92
+ if (ctrl0) {
93
+ ctrl0.getWorldPosition(this.posLeftHand);
94
+ ctrl0.getWorldQuaternion(this.rotLeftHand);
95
+ }
96
+ const ctrl1 = webXR.RightController?.controllerGrip;
97
+ if (ctrl1) {
98
+ ctrl1.getWorldPosition(this.posRightHand);
99
+ ctrl1.getWorldQuaternion(this.rotRightHand);
100
+ }
101
+
102
+ // if this is a hand, we need to get the root bone of that / use that for position/rotation
103
+ if (webXR.LeftController?.hand?.visible) {
104
+ const wrist = webXR.LeftController.wrist;
105
+ if (wrist) {
106
+ wrist.getWorldPosition(this.posLeftHand);
107
+ wrist.getWorldQuaternion(this.rotLeftHand);
108
+ }
109
+ }
110
+
111
+ if (webXR.RightController?.hand?.visible) {
112
+ const wrist = webXR.RightController.wrist;
113
+ if (wrist) {
114
+ wrist.getWorldPosition(this.posRightHand);
115
+ wrist.getWorldQuaternion(this.rotRightHand);
116
+ }
117
+ }
118
+ }
119
+
120
+ private static quat0: Quaternion = new Quaternion();
121
+ private static quat1: Quaternion = new Quaternion();
122
+
123
+ public sendAsBuffer(builder: Builder, net: NetworkConnection) {
124
+ builder.clear();
125
+ const guid = builder.createString(this.guid);
126
+ const id = builder.createString(this.avatarId);
127
+ VrUserStateBuffer.startVrUserStateBuffer(builder);
128
+ VrUserStateBuffer.addGuid(builder, guid);
129
+ VrUserStateBuffer.addTime(builder, flatbuffers_long_from_number(this.time));
130
+ VrUserStateBuffer.addAvatarId(builder, id);
131
+ VrUserStateBuffer.addPosition(builder, Vec3.createVec3(builder, this.position.x, this.position.y, this.position.z));
132
+ VrUserStateBuffer.addRotation(builder, Vec4.createVec4(builder, this.rotation.x, this.rotation.y, this.rotation.z, this.rotation.w));
133
+ VrUserStateBuffer.addScale(builder, this.scale);
134
+ VrUserStateBuffer.addPosLeftHand(builder, Vec3.createVec3(builder, this.posLeftHand.x, this.posLeftHand.y, this.posLeftHand.z));
135
+ VrUserStateBuffer.addPosRightHand(builder, Vec3.createVec3(builder, this.posRightHand.x, this.posRightHand.y, this.posRightHand.z));
136
+ VrUserStateBuffer.addRotLeftHand(builder, Vec4.createVec4(builder, this.rotLeftHand.x, this.rotLeftHand.y, this.rotLeftHand.z, this.rotLeftHand.w));
137
+ VrUserStateBuffer.addRotRightHand(builder, Vec4.createVec4(builder, this.rotRightHand.x, this.rotRightHand.y, this.rotRightHand.z, this.rotRightHand.w));
138
+ const res = VrUserStateBuffer.endVrUserStateBuffer(builder);
139
+ builder.finish(res, VRUserStateBufferIdentifier);
140
+ const arr = builder.asUint8Array();
141
+ net.sendBinary(arr);
142
+ }
143
+
144
+ public setFromBuffer(guid: string, state: VrUserStateBuffer) {
145
+ if (!guid) return;
146
+ this.guid = guid;
147
+ this.time = state.time().toFloat64();
148
+ const id = state.avatarId();
149
+ if (id)
150
+ this.avatarId = id;
151
+ const pos = state.position();
152
+ if (pos)
153
+ this.position.set(pos.x(), pos.y(), pos.z());
154
+ // TODO: maybe just send one float more instead of converting back and forth
155
+ const rot = state.rotation();
156
+ if (rot)
157
+ this.rotation.set(rot.x(), rot.y(), rot.z(), rot.w());
158
+ const posLeftHand = state.posLeftHand();
159
+ if (posLeftHand)
160
+ this.posLeftHand.set(posLeftHand.x(), posLeftHand.y(), posLeftHand.z());
161
+ const posRightHand = state.posRightHand();
162
+ if (posRightHand)
163
+ this.posRightHand.set(posRightHand.x(), posRightHand.y(), posRightHand.z());
164
+ const rotLeftHand = state.rotLeftHand();
165
+ if (rotLeftHand)
166
+ this.rotLeftHand.set(rotLeftHand.x(), rotLeftHand.y(), rotLeftHand.z(), rotLeftHand.w());
167
+ const rotRightHand = state.rotRightHand();
168
+ if (rotRightHand)
169
+ this.rotRightHand.set(rotRightHand.x(), rotRightHand.y(), rotRightHand.z(), rotRightHand.w());
170
+ this.scale = state.scale();
171
+ }
172
+ }
173
+
174
+ export class WebXRSync extends Behaviour {
175
+
176
+ webXR: WebXR | null = null;
177
+
178
+ // private allowCustomAvatars: boolean | null = true;
179
+
180
+ private debugAvatarUser: WebXRAvatar | null = null;
181
+ private voip: Voip | null = null;
182
+
183
+ async awake() {
184
+
185
+ if(!this.webXR) this.webXR = GameObject.getComponent(this.gameObject, WebXR);
186
+ if(!this.webXR) this.webXR = GameObject.findObjectOfType(WebXR, this.context);
187
+
188
+ if(!this.webXR)
189
+ {
190
+ this.webXR = GameObject.findObjectOfType(WebXR, this.context);
191
+ if(!this.webXR) {
192
+ console.warn("WebXRSync: Could not find WebXR component, won't sync.");
193
+ return;
194
+ }
195
+ }
196
+
197
+ if (!this.voip) this.voip = GameObject.findObjectOfType(Voip, this.context);
198
+
199
+ if (debugAvatar) {
200
+ const debugGuid = "debug-avatar-" + debugAvatar;
201
+ const newUser = new WebXRAvatar(this.context, debugGuid, this.webXR);
202
+ // newUser.isLocalAvatar = true;
203
+ this.debugAvatarUser = newUser;
204
+ if (typeof debugAvatar === "string" && debugAvatar.length > 0) {
205
+ if (await newUser.setAvatarOverride(debugAvatar)) {
206
+ const debugState = new VRUserState(debugGuid);
207
+ debugState.position.y += 1;
208
+ const off = .5;
209
+ debugState.posLeftHand.y += off;
210
+ debugState.posLeftHand.x += off;
211
+ debugState.posRightHand.y += off;
212
+ debugState.posRightHand.x -= off;
213
+ newUser.tryUpdate(debugState, 0);
214
+ }
215
+ else {
216
+ newUser.destroy();
217
+ }
218
+ }
219
+ }
220
+ }
221
+
222
+ onEnable() {
223
+ // const debugUser = new WebXRAvatar(this.context, "sorry-no-guid", this.webXR!);
224
+
225
+ if (!this.webXR) {
226
+ this.webXR = GameObject.getComponent(this.gameObject, WebXR);
227
+ if (!this.webXR) {
228
+ console.warn("Missing webxr component on " + this.gameObject.name);
229
+ return;
230
+ }
231
+ }
232
+
233
+ this.eventSub_WebXRStartEvent = this.onXRSessionStart.bind(this);
234
+ WebXR.addEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
235
+ this.eventSub_WebXRUpdateEvent = this.onXRSessionUpdate.bind(this);
236
+ WebXR.addEventListener(WebXREvent.XRUpdate, this.eventSub_WebXRUpdateEvent);
237
+ this.eventSub_WebXREndEvent = this.onXRSessionEnded.bind(this);
238
+ WebXR.addEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
239
+
240
+ this.eventSub_ConnectionEvent = this.onConnected.bind(this);
241
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.eventSub_ConnectionEvent);
242
+ this.context.connection.beginListen(WebXRSyncEvent.WebXR_UserJoined, _evt => {
243
+ console.log("webxr user joined evt");
244
+ });
245
+ this.context.connection.beginListen(WebXRSyncEvent.WebXR_UserLeft, evt => {
246
+ const hasId = evt.id !== null && evt.id !== undefined;
247
+ if (!hasId) return;
248
+ console.log("webxr user left evt");
249
+ if (hasId) {
250
+ const avatar = this.avatars[evt.id];
251
+ avatar?.destroy();
252
+ this.avatars[evt.id] = undefined;
253
+ }
254
+ });
255
+ this.context.connection.beginListenBinary(VRUserStateBufferIdentifier, (state: VrUserStateBuffer) => {
256
+ // console.log("BUFFER", state);
257
+ const guid = state.guid();
258
+ if (!guid) return;
259
+ const time = state.time().toFloat64();
260
+ const temp = this.tempState;
261
+ temp.setFromBuffer(guid, state);
262
+ // console.log(temp);
263
+ const user = this.onTryGetAvatar(guid, time);
264
+ user?.tryUpdate(temp, time);
265
+ });
266
+ this.context.connection.beginListen(WebXRSyncEvent.VRSessionUpdate, (state: VRUserState) => {
267
+ const guid = state.guid;
268
+ const time = state.time;
269
+ const user = this.onTryGetAvatar(guid, time);
270
+ user?.tryUpdate(state, time);
271
+ });
272
+ }
273
+
274
+ private tempState: VRUserState = new VRUserState("");
275
+
276
+ private onTryGetAvatar(guid: string, time: number) {
277
+ if (guid === this.context.connection.connectionId) return null; // ignore self in case we receive that also!
278
+ const timeDiff = new Date().getTime() - time;
279
+ if (timeDiff > 5000) {
280
+ if (debugLogs)
281
+ console.log("old data", timeDiff, guid)
282
+ return null;
283
+ }
284
+ if (!this.webXR) return null;
285
+ let user = this.avatars[guid];
286
+ if (user === undefined) {
287
+ try {
288
+ console.log("create new avatar");
289
+ const newUser = new WebXRAvatar(this.context, guid, this.webXR);
290
+ user = newUser;
291
+ this.avatars[guid] = newUser;
292
+ } catch (err) {
293
+ this.avatars[guid] = null;
294
+ console.error(err);
295
+ }
296
+ }
297
+ return user;
298
+ }
299
+
300
+ onDisable() {
301
+ if (this.eventSub_ConnectionEvent)
302
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.eventSub_ConnectionEvent);
303
+ WebXR.removeEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
304
+ WebXR.removeEventListener(WebXREvent.XRUpdate, this.eventSub_WebXRUpdateEvent);
305
+ WebXR.removeEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
306
+ }
307
+
308
+ update(): void {
309
+
310
+ const now = getTimeStampNow();
311
+
312
+ if (this.debugAvatarUser) {
313
+ this.debugAvatarUser.lastUpdate = now;
314
+ }
315
+
316
+ this.detectPotentiallyDisconnectedAvatarsAndRemove();
317
+
318
+ for (const key in this.avatars) {
319
+ const avatar = this.avatars[key];
320
+ if (!avatar) continue;
321
+ avatar.update();
322
+ }
323
+ }
324
+
325
+
326
+ private _removeAvatarsList: string[] = [];
327
+ private detectPotentiallyDisconnectedAvatarsAndRemove() {
328
+ const utcnow = getTimeStampNow();
329
+ for (const key in this.avatars) {
330
+ const avatar = this.avatars[key];
331
+ if (!avatar) {
332
+ this._removeAvatarsList.push(key);
333
+ continue;
334
+ }
335
+ if (utcnow - avatar.lastUpdate > 10_000) {
336
+ console.log("avatar timed out (didnt receive any updates in a while) - destroying it now");
337
+ avatar.destroy();
338
+ this.avatars[key] = undefined;
339
+ }
340
+ }
341
+ for (const rem of this._removeAvatarsList) {
342
+ delete this.avatars[rem];
343
+ }
344
+ this._removeAvatarsList.length = 0;
345
+ }
346
+
347
+ private buildLocalAvatar() {
348
+ if (this.localAvatar || !this.webXR) return;
349
+ const connectionId = this.context.connection?.connectionId ?? this.k_LocalAvatarNoNetworkingGuid;
350
+ this.localAvatar = new WebXRAvatar(this.context, connectionId, this.webXR);
351
+ this.localAvatar.isLocalAvatar = true;
352
+ this.localAvatar.setAvatarOverride(this.getAvatarId());
353
+ this.avatars[this.localAvatar.guid] = this.localAvatar;
354
+ }
355
+
356
+
357
+ private eventSub_ConnectionEvent: Function | null = null;
358
+ private eventSub_WebXRStartEvent: Function | null = null;
359
+ private eventSub_WebXREndEvent: Function | null = null;
360
+ private eventSub_WebXRUpdateEvent: Function | null = null;
361
+ private avatars: { [key: string]: WebXRAvatar | undefined | null } = {}
362
+ private localAvatar: WebXRAvatar | null = null;
363
+ private k_LocalAvatarNoNetworkingGuid = "local";
364
+
365
+ private onConnected() {
366
+ // this event gets fired when we have joined a room and are ready to update
367
+ if (debugLogs)
368
+ console.log("Hey you are connected as " + this.context.connection.connectionId);
369
+
370
+ if (this.localAvatar?.guid === this.k_LocalAvatarNoNetworkingGuid) {
371
+ if (this.localAvatar) {
372
+ this.localAvatar?.destroy();
373
+ this.avatars[this.localAvatar.guid] = undefined;
374
+ }
375
+ this.localAvatar = null;
376
+ this.xrState = null;
377
+ this.ownership?.freeOwnership();
378
+ this.ownership = null;
379
+ }
380
+ }
381
+
382
+ private onXRSessionStart(_evt: { session: XRSession }) {
383
+ console.log("XR session started");
384
+ this.context.connection.send(WebXRSyncEvent.WebXR_UserJoined, { id: this.context.connection.connectionId, mode: XRMode.VR });
385
+
386
+ if (this.localAvatar) {
387
+ this.localAvatar?.destroy();
388
+ this.avatars[this.localAvatar.guid] = undefined;
389
+ this.localAvatar = null;
390
+ }
391
+ this.xrState = null;
392
+ this.ownership?.freeOwnership();
393
+ this.ownership = null;
394
+
395
+ if (this.avatars) {
396
+ for (const key in this.avatars) {
397
+ this.avatars[key]?.updateFlags();
398
+ }
399
+ }
400
+ }
401
+
402
+ private onXRSessionEnded(_evt: { session: XRSession }) {
403
+ console.log("XR session ended");
404
+ this.context.connection.send(WebXRSyncEvent.WebXR_UserLeft, { id: this.context.connection.connectionId, mode: XRMode.VR });
405
+ if(this.localAvatar){
406
+ this.localAvatar?.destroy();
407
+ this.avatars[this.localAvatar.guid] = undefined;
408
+ this.localAvatar = null;
409
+ }
410
+ }
411
+
412
+ private ownership: OwnershipModel | null = null;
413
+ private xrState: VRUserState | null = null;
414
+ private builder: Builder = new Builder(1024);
415
+
416
+ private onXRSessionUpdate(evt: { rig: Group, frame: XRFrame, xr: WebXRManager, input: XRInputSource[] }) {
417
+
418
+ this.xrState ??= new VRUserState(this.context.connection.connectionId ?? this.k_LocalAvatarNoNetworkingGuid);
419
+ this.ownership ??= new OwnershipModel(this.context.connection, this.context.connection.connectionId ?? this.k_LocalAvatarNoNetworkingGuid);
420
+ this.ownership.guid = this.context.connection.connectionId ?? this.k_LocalAvatarNoNetworkingGuid;
421
+ this.buildLocalAvatar();
422
+
423
+
424
+ const { frame, xr, rig } = evt;
425
+ const pose = frame.getViewerPose(xr.getReferenceSpace()!);
426
+ if (!pose) return; // e.g. if user is not wearing headset
427
+ const transform: XRRigidTransform = pose?.transform;
428
+ const pos = transform.position;
429
+ const rot = transform.orientation;
430
+ this.xrState.update(rig, pos, rot, this.webXR!, this.getAvatarId());
431
+
432
+ if (this.localAvatar) {
433
+ if (this.context.connection.connectionId) {
434
+ this.localAvatar.guid = this.context.connection.connectionId;
435
+ }
436
+ this.localAvatar.tryUpdate(this.xrState, 0);
437
+ }
438
+
439
+ if (this.ownership && !this.ownership.hasOwnership && this.context.connection.isConnected) {
440
+ if (this.context.time.frameCount % 120 === 0)
441
+ this.ownership.requestOwnership();
442
+ if (!this.ownership.hasOwnership) {
443
+ // console.log("NO OWNERSHIP", this.ownership.guid);
444
+ return;
445
+ }
446
+ }
447
+
448
+ if (!this.context.connection.isConnected || !this.context.connection.connectionId) {
449
+ return;
450
+ }
451
+
452
+ this.xrState.sendAsBuffer(this.builder, this.context.connection);
453
+
454
+ // this.context.connection.send(WebXRSyncEvent.VRSessionUpdate, this.xrState);
455
+
456
+ }
457
+
458
+ private getAvatarId() {
459
+ const urlAvatar = getParam("avatar") as string;
460
+ const avatarId = urlAvatar ?? null;
461
+ return avatarId;
462
+ }
463
+ }
src/engine-components/XRFlag.ts ADDED
@@ -0,0 +1,139 @@
1
+ import { Behaviour, GameObject } from "./Component.js";
2
+ import { getParam } from "../engine/engine_utils.js";
3
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
+
5
+
6
+ const debug = getParam("debugflags");
7
+
8
+ export enum XRStateFlag {
9
+ Never = 0,
10
+ Browser = 1 << 0,
11
+ AR = 1 << 1,
12
+ VR = 1 << 2,
13
+ FirstPerson = 1 << 3,
14
+ ThirdPerson = 1 << 4,
15
+ All = 0xffffffff
16
+ }
17
+
18
+ export class XRState {
19
+
20
+ public static Global: XRState = new XRState();
21
+
22
+ public Mask: XRStateFlag = XRStateFlag.Browser | XRStateFlag.ThirdPerson;
23
+
24
+ public Has(state: XRStateFlag) {
25
+ const res = (this.Mask & state);
26
+ return res !== 0;
27
+ }
28
+
29
+ public Set(state: number) {
30
+ if(debug) console.warn("Set XR flag state to", state)
31
+ this.Mask = state as number;
32
+ XRFlag.Apply();
33
+ }
34
+
35
+ public Enable(state: number) {
36
+ this.Mask |= state;
37
+ XRFlag.Apply();
38
+ }
39
+
40
+ public Disable(state: number) {
41
+ this.Mask &= ~state;
42
+ XRFlag.Apply();
43
+ }
44
+
45
+ public Toggle(state: number) {
46
+ this.Mask ^= state;
47
+ XRFlag.Apply();
48
+ }
49
+
50
+ public EnableAll() {
51
+ this.Mask = 0xffffffff | 0;
52
+ XRFlag.Apply();
53
+ }
54
+
55
+ public DisableAll() {
56
+ this.Mask = 0;
57
+ XRFlag.Apply();
58
+ }
59
+ }
60
+
61
+ export class XRFlag extends Behaviour {
62
+
63
+ private static registry: XRFlag[] = [];
64
+
65
+ public static Apply() {
66
+ for (const r of this.registry) r.UpdateVisible(XRState.Global);
67
+ }
68
+
69
+ private static firstApply: boolean;
70
+ private static buffer: XRState = new XRState();
71
+
72
+ @serializable()
73
+ public visibleIn!: number;
74
+
75
+ awake() {
76
+ XRFlag.registry.push(this);
77
+ }
78
+
79
+ onEnable(): void {
80
+ if (!XRFlag.firstApply) {
81
+ XRFlag.firstApply = true;
82
+ XRFlag.Apply();
83
+ }
84
+ else {
85
+ this.UpdateVisible(XRState.Global);
86
+ }
87
+ }
88
+
89
+ onDestroy(): void {
90
+ const i = XRFlag.registry.indexOf(this);
91
+ if (i >= 0)
92
+ XRFlag.registry.splice(i, 1);
93
+ }
94
+
95
+ public get isOn(): boolean { return this.gameObject.visible; }
96
+
97
+ public UpdateVisible(state: XRState | XRStateFlag | null = null) {
98
+ // XR flags set visibility of whole hierarchy which is like setting the whole object inactive
99
+ // so we need to ignore the enabled state of the XRFlag component
100
+ // if(!this.enabled) return;
101
+ let res: boolean | undefined = undefined;
102
+
103
+ const flag = state as number;
104
+ if (flag && typeof flag === "number") {
105
+ console.assert(typeof flag === "number", "XRFlag.UpdateVisible: state must be a number", flag);
106
+ if (debug)
107
+ console.log(flag);
108
+ XRFlag.buffer.Mask = flag;
109
+ state = XRFlag.buffer;
110
+ }
111
+
112
+ const st = state as XRState;
113
+ if (st) {
114
+ if (debug)
115
+ console.warn(this.name, "use passed in mask", st.Mask, this.visibleIn)
116
+ res = st.Has(this.visibleIn);
117
+ }
118
+ else {
119
+ if (debug)
120
+ console.log(this.name, "use global mask")
121
+ XRState.Global.Has(this.visibleIn);
122
+ }
123
+ if (res === undefined) return;
124
+ if (res) {
125
+ if (debug)
126
+ console.log(this.name, "is visible", this.gameObject.uuid)
127
+ // this.gameObject.visible = true;
128
+ GameObject.setActive(this.gameObject, true);
129
+ } else {
130
+ if (debug)
131
+ console.log(this.name, "is not visible", this.gameObject.uuid);
132
+ const isVisible = this.gameObject.visible;
133
+ if(!isVisible) return;
134
+ this.gameObject.visible = false;
135
+ // console.trace("DISABLE", this.name);
136
+ // GameObject.setActive(this.gameObject, false);
137
+ }
138
+ }
139
+ }