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import {
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import { BufferGeometry,Material, Matrix4, Object3D } from "three";
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import { USDDocument,USDObject } from "../../ThreeUSDZExporter.js";
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import { ActionBuilder, ActionModel } from "./BehavioursBuilder.js";
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import { USDObject, USDDocument } from "../../ThreeUSDZExporter.js";
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export abstract class DocumentAction {
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import { Behaviour, GameObject } from "./Component.js";
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import * as utils from "./../engine/engine_three_utils.js";
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import { Vector3 } from "three";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import * as utils from "./../engine/engine_three_utils.js";
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import { Behaviour, GameObject } from "./Component.js";
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export class AlignmentConstraint extends Behaviour {
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import { Behaviour } from "./Component.js";
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import { AnimationAction, AnimationClip, AnimationMixer, LoopOnce, LoopRepeat } from "three";
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import { Mathf } from "../engine/engine_math.js";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import { Mathf } from "../engine/engine_math.js";
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import type { Vec2 } from "../engine/engine_types.js";
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import { getParam } from "../engine/engine_utils.js";
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import { MixerEvent } from "./Animator.js";
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import { Behaviour } from "./Component.js";
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const debug = getParam("debuganimation");
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import { AnimationClip, Bone,Interpolant, KeyframeTrack, Matrix4, Object3D, PropertyBinding, Quaternion, Vector3 } from "three";
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import { getParam } from "../../../../engine/engine_utils.js";
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import { Animator } from "../../../Animator.js";
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import { GameObject } from "../../../Component.js";
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import { getParam } from "../../../../engine/engine_utils.js";
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import { USDObject, buildMatrix, findStructuralNodesInBoneHierarchy, usdNumberFormatting as fn, getPathToSkeleton } from "../ThreeUSDZExporter.js";
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import type { IUSDExporterExtension } from "../Extension.js";
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import {
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import { Animator } from "../../../Animator.js";
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import { buildMatrix, findStructuralNodesInBoneHierarchy, getPathToSkeleton,usdNumberFormatting as fn, USDObject } from "../ThreeUSDZExporter.js";
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const debug = getParam("debugusdzanimation");
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const debugSerialization = getParam("debugusdzanimationserialization");
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@serializable(Keyframe)
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keys!: Array<Keyframe>;
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clone() {
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const curve = new AnimationCurve();
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curve.keys = this.keys?.map(k => {
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const key = new Keyframe();
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key.time = k.time;
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key.value = k.value;
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key.inTangent = k.inTangent;
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key.inWeight = k.inWeight;
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key.outTangent = k.outTangent;
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key.outWeight = k.outWeight;
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key.weightedMode = k.weightedMode;
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return key;
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}) || [];
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return curve;
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}
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get duration(): number {
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if (!this.keys || this.keys.length == 0) return 0;
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return this.keys[this.keys.length - 1].time;
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for (let i = 0; i < this.keys.length; i++) {
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const kf = this.keys[i];
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if (kf.time <= time) {
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const hasNextKeyframe = i+1 < this.keys.length;
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const hasNextKeyframe = i + 1 < this.keys.length;
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if (hasNextKeyframe) {
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const nextKf = this.keys[i+1];
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const nextKf = this.keys[i + 1];
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// if the next
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if (nextKf.time < time) continue;
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// tangents are set to Infinity if interpolation is set to constant - in that case we should always return the floored value
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import { Object3D } from "three";
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import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
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import { addNewComponent } from "../engine/engine_components.js";
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import { ContextEvent, ContextRegistry } from "../engine/engine_context_registry.js";
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import {
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import { Animation } from "./Animation.js";
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import { Animator } from "./Animator.js";
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import { Animation } from "./Animation.js";
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import { GameObject } from "./Component.js";
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import { PlayableDirector } from "./timeline/PlayableDirector.js";
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import { Object3D } from "three";
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const $objectAnimationKey = Symbol("objectIsAnimatedData");
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import { AnimationClip,Object3D } from "three";
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import { getParam } from "../../../../engine/engine_utils.js";
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import { Animation } from "../../../Animation.js";
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import { Animator } from "../../../Animator.js";
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import {
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import { Object3D, AnimationClip } from "three";
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import { Behaviour, GameObject } from "../../../Component.js";
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import { AnimationExtension } from "../extensions/Animation.js";
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import { Behaviour, GameObject } from "../../../Component.js";
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import { getParam } from "../../../../engine/engine_utils.js";
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import { PlayAnimationOnClick } from "../extensions/behavior/BehaviourComponents.js";
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const debug = getParam("debugusdz");
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import {
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import type { AnimationAction, AnimationActionLoopStyles, AnimationMixer } from "three";
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import { Mathf } from "../engine/engine_math.js";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import { getParam } from "../engine/engine_utils.js";
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import type { AnimatorControllerModel } from "../engine/extensions/NEEDLE_animator_controller_model.js";
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import { getObjectAnimated } from "./AnimationUtils.js";
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import { AnimatorController } from "./AnimatorController.js";
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import {
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import { Mathf } from "../engine/engine_math.js";
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import { getObjectAnimated } from "./AnimationUtils.js";
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import { Behaviour } from "./Component.js";
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const debug = getParam("debuganimator");
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import { Animator } from "./Animator.js";
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import type { AnimatorControllerModel, Condition, State, Transition } from "../engine/extensions/NEEDLE_animator_controller_model.js";
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import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model.js";
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import { AnimationAction, AnimationClip, AnimationMixer, AxesHelper, Euler, KeyframeTrack, LoopOnce, Object3D, Quaternion, Vector3 } from "three";
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import { isDevEnvironment } from "../engine/debug/index.js";
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import { Mathf } from "../engine/engine_math.js";
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import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
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import { assign,SerializationContext, TypeSerializer } from "../engine/engine_serialization_core.js";
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import { Context } from "../engine/engine_setup.js";
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import { isAnimationAction } from "../engine/engine_three_utils.js";
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import { TypeStore } from "../engine/engine_typestore.js";
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import {
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import {
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import {
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import {
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import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
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import { deepClone, getParam } from "../engine/engine_utils.js";
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import type { AnimatorControllerModel, Condition, State, Transition } from "../engine/extensions/NEEDLE_animator_controller_model.js";
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import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model.js";
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import { Animator } from "./Animator.js";
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const debug = getParam("debuganimatorcontroller");
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const debugRootMotion = getParam("debugrootmotion");
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import { EdgeDetectionMode, SMAAEffect, SMAAPreset } from "postprocessing";
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import { serializable } from "../../../engine/engine_serialization.js";
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import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
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import { VolumeParameter } from "../VolumeParameter.js";
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export * from "./codegen/components.js";
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export { Behaviour, Component, GameObject } from "./Component.js"
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export * from "./codegen/components.js";
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// We dont want to export everything in the extensions
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export { ClearFlags } from "./Camera.js"
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export * from "./export/index.js"
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export * from "./js-extensions/Object3D.js";
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export * from "./js-extensions/RGBAColor.js";
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export * from "./js-extensions/Object3D.js";
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export * from "./XRFlag.js"
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export * from "./export/index.js"
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export * from "./postprocessing/index.js"
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export { type ISceneEventListener } from "./SceneSwitcher.js";
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export * from "./timeline/index.js"
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export * from "./ui/index.js"
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export * from "./webxr/index.js"
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export * from "./webxr/XRFlag.js"
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export { ClearFlags } from "./Camera.js"
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export { type ISceneEventListener } from "./SceneSwitcher.js";
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import "./CameraUtils.js"
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import "./AnimationUtils.js"
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export * from "./
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export * from "./debug/index.js";
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export * from "./engine_addressables.js";
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export * from "./engine_application.js";
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export * from "./engine_assetdatabase.js";
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export * from "./engine_create_objects.js";
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export * from "./engine_components_internal.js";
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export * from "./engine_components.js";
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export * from "./engine_components_internal.js";
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export * from "./engine_components_internal.js";
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export * from "./engine_constants.js";
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export * from "./engine_context.js";
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export * from "./engine_context_registry.js";
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export * from "./engine_context.js";
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export * from "./engine_coroutine.js"
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export * from "./
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export * from "./debug/index.js";
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export * from "./engine_create_objects.js";
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export * from "./engine_element.js";
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export * from "./engine_element_attributes.js";
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export * from "./engine_element_loading.js";
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export * from "./
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export * from "./engine_gameobject.js";
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export { Gizmos } from "./engine_gizmos.js"
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export * from "./engine_gltf.js";
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export * from "./engine_hot_reload.js";
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export * from "./
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export * from "./engine_input.js";
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export { InstancingUtil } from "./engine_instancing.js";
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export { hasIndieLicense,hasProLicense } from "./engine_license.js";
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export * from "./engine_lifecycle_api.js";
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export * from "./engine_math.js";
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export * from "./engine_networking.js";
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export * from "./engine_networking_types.js";
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export { syncField } from "./engine_networking_auto.js";
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export * from "./engine_networking_files.js";
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export * from "./engine_networking_instantiate.js";
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export * from "./engine_networking_peer.js";
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export * from "./engine_networking_streams.js";
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export * from "./engine_networking_types.js";
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export * from "./engine_networking_utils.js";
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export * from "./engine_networking_peer.js";
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export * from "./engine_patcher.js";
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export * from "./engine_playerview.js";
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export * from "./engine_physics.js";
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export * from "./engine_physics.types.js";
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export * from "./engine_physics_rapier.js";
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export * from "./engine_playerview.js";
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export * from "./engine_scenelighting.js";
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export * from "./engine_input.js";
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export * from "./engine_lifecycle_api.js";
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export * from "./engine_math.js";
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export * from "./js-extensions/index.js";
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export * from "./engine_scenetools.js";
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export * from "./engine_serialization.js";
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export { type ISerializable } from "./engine_serialization_core.js";
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export * from "./engine_three_utils.js";
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export * from "./engine_time.js";
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export * from "./engine_types.js";
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export { registerType,TypeStore } from "./engine_typestore.js";
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export { prefix,validate } from "./engine_util_decorator.js";
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export * from "./engine_utils.js";
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export * from "./engine_utils_screenshot.js";
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export * from "./engine_web_api.js";
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export
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export { InstancingUtil } from "./engine_instancing.js";
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export { validate, prefix } from "./engine_util_decorator.js";
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export { hasProLicense, hasIndieLicense } from "./engine_license.js";
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export * from "./engine_xr.js";
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export * from "./extensions/index.js";
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export * from "./js-extensions/index.js";
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import { Object3D } from "three";
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import { AudioSource } from "../../../../AudioSource.js";
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import { GameObject } from "../../../../Component.js";
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import type { IUSDExporterExtension } from "../../Extension.js";
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import { USDObject, USDWriter, USDZExporterContext } from "../../ThreeUSDZExporter.js";
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import { Object3D } from "three";
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import { AudioSource } from "../../../../AudioSource.js";
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export class AudioExtension implements IUSDExporterExtension {
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import { Behaviour, GameObject } from "./Component.js";
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import { AudioListener as ThreeAudioListener } from "three";
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import { AudioSource } from "./AudioSource.js";
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import { Camera } from "./Camera.js";
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import { Behaviour, GameObject } from "./Component.js";
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export class AudioListener extends Behaviour {
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import {
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import { Audio, AudioContext, AudioLoader, PositionalAudio } from "three";
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import { PositionalAudioHelper } from 'three/examples/jsm/helpers/PositionalAudioHelper.js';
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import { isDevEnvironment } from "../engine/debug/index.js";
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import { ApplicationEvents } from "../engine/engine_application.js";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import * as utils from "../engine/engine_utils.js";
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import { AudioListener } from "./AudioListener.js";
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import
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import { ApplicationEvents } from "../engine/engine_application.js";
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import { Audio, AudioContext, AudioLoader, PositionalAudio } from "three";
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import { isDevEnvironment } from "../engine/debug/index.js";
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import { Behaviour, GameObject } from "./Component.js";
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const debug = utils.getParam("debugaudio");
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if (!listener && this.context.mainCamera) listener = GameObject.addNewComponent(this.context.mainCamera, AudioListener);
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if (listener?.listener) {
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this.sound = new PositionalAudio(listener.listener);
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this.gameObject
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this.gameObject?.add(this.sound);
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}
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else if (debug) console.warn("No audio listener found in scene - can not play audio");
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}
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}
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onEnable(): void {
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if (this.sound)
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this.gameObject.add(this.sound);
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if (!AudioSource.userInteractionRegistered) {
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AudioSource.registerWaitForAllowAudio(() => {
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if (this.enabled && !this.destroyed && this.shouldPlay)
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import { Voip } from "../Voip.js";
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@@ -1,12 +1,13 @@
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import { Box3, Object3D, Vector3 } from "three";
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import { GameObject } from "./Component.js";
|
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import { download_file } from "../engine/engine_web_api.js";
|
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import { getLoader } from "../engine/engine_gltf.js";
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import { Box3, Object3D, Vector3 } from "three";
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import {
|
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|
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|
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import {
|
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|
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|
|
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|
export class AxesHelper extends Behaviour {
|
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@serializable()
|
@@ -1,11 +1,12 @@
|
|
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// import { Canvas } from './Canvas.js';
|
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import { AxesHelper, Object3D } from 'three';
|
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|
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|
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|
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|
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import { Behaviour, GameObject } from "../Component.js";
|
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import { EventSystem } from "./EventSystem.js";
|
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|
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import { showGizmos } from '../../engine/engine_default_parameters.js';
|
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|
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import { AxesHelper, Object3D } from 'three';
|
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import type { ICanvas } from './Interfaces.js';
|
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|
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import { getParam } from '../../engine/engine_utils.js';
|
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|
export const includesDir = "./include";
|
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|
|
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|
const debug = getParam("debugshadowcomponents");
|
@@ -24,22 +25,38 @@
|
|
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|
|
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|
export const $shadowDomOwner = Symbol("shadowDomOwner");
|
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27
|
|
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|
+
/** Derive from this class if you want to implement your own UI components
|
29
|
+
* It provides utility methods and simplifies managing the underlying three-mesh-ui hierarchy
|
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|
+
*/
|
27
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|
export class BaseUIComponent extends Behaviour {
|
28
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|
|
33
|
+
/** Is this object on the root of the UI hierarchy ? */
|
29
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|
isRoot() { return this.Root?.gameObject === this.gameObject; }
|
30
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|
|
36
|
+
/** Access the parent canvas component */
|
31
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|
get canvas() {
|
32
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|
const cv = this.Root as any as ICanvas;
|
33
39
|
if (cv?.isCanvas) return cv;
|
34
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|
return null;
|
35
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|
}
|
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|
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/** @deprecated use `canvas` */
|
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|
+
protected get Canvas() {
|
44
|
+
return this.canvas;
|
45
|
+
}
|
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|
|
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|
+
/** Mark the UI dirty which will trigger an THREE-Mesh-UI update */
|
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|
markDirty() {
|
38
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|
EventSystem.markUIDirty(this.context);
|
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|
}
|
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|
|
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|
-
|
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|
+
/** the underlying three-mesh-ui */
|
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|
+
get shadowComponent() { return this._shadowComponent }
|
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|
+
private set shadowComponent(val: Object3D | null) {
|
55
|
+
this._shadowComponent = val;
|
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|
+
}
|
42
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|
|
58
|
+
private _shadowComponent: Object3D | null = null;
|
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|
+
|
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|
private _controlsChildLayout = true;
|
44
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|
get controlsChildLayout(): boolean { return this._controlsChildLayout; }
|
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|
set controlsChildLayout(val: boolean) {
|
@@ -58,11 +75,6 @@
|
|
58
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|
return this._root;
|
59
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|
}
|
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|
|
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|
-
// TODO: rename to canvas
|
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|
-
protected get Canvas() {
|
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|
-
return this.canvas;
|
64
|
-
}
|
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|
-
|
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|
// private _intermediate?: Object3D;
|
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79
|
protected _parentComponent?: BaseUIComponent | null = undefined;
|
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|
|
@@ -77,7 +89,10 @@
|
|
77
89
|
super.onEnable();
|
78
90
|
}
|
79
91
|
|
80
|
-
|
92
|
+
/** Add a three-mesh-ui object to the UI hierarchy
|
93
|
+
* @param container the three-mesh-ui object to add
|
94
|
+
* @param parent the parent component to add the object to
|
95
|
+
*/
|
81
96
|
protected addShadowComponent(container: any, parent?: BaseUIComponent) {
|
82
97
|
|
83
98
|
this.removeShadowComponent();
|
@@ -134,21 +149,7 @@
|
|
134
149
|
if(debug) console.log(this.shadowComponent)
|
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150
|
}
|
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|
|
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|
-
|
138
|
-
set(_state: object) {
|
139
|
-
// if (!this.shadowComponent) return;
|
140
|
-
// this.traverseOwnedShadowComponents(this.shadowComponent, this, o => {
|
141
|
-
// for (const ch of o.children) {
|
142
|
-
// console.log(this, ch);
|
143
|
-
// if (ch.isUI && typeof ch.set === "function") {
|
144
|
-
// // ch.set(state);
|
145
|
-
// // ch.update(true, true, true);
|
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|
-
// }
|
147
|
-
// }
|
148
|
-
// })
|
149
|
-
}
|
150
|
-
|
151
|
-
protected setShadowComponentOwner(current: Object3D | null | undefined) {
|
152
|
+
protected setShadowComponentOwner(current: ThreeMeshUI.MeshUIBaseElement | Object3D | null | undefined) {
|
152
153
|
if (!current) return;
|
153
154
|
// TODO: only traverse our own hierarchy, we can stop if we find another owner
|
154
155
|
if (current[$shadowDomOwner] === undefined || current[$shadowDomOwner] === this) {
|
@@ -171,6 +172,7 @@
|
|
171
172
|
}
|
172
173
|
}
|
173
174
|
|
175
|
+
/** Remove the underlying UI object from the hierarchy */
|
174
176
|
protected removeShadowComponent() {
|
175
177
|
if (this.shadowComponent) {
|
176
178
|
this.shadowComponent.removeFromParent();
|
@@ -1,7 +1,8 @@
|
|
1
|
-
import { Behaviour, GameObject } from "./Component.js";
|
2
|
-
import * as utils from "./../engine/engine_three_utils.js";
|
3
1
|
import { Vector3 } from "three";
|
4
2
|
|
3
|
+
import * as utils from "./../engine/engine_three_utils.js";
|
4
|
+
import { Behaviour, GameObject } from "./Component.js";
|
5
|
+
|
5
6
|
export class BasicIKConstraint extends Behaviour {
|
6
7
|
|
7
8
|
private from!: GameObject;
|
@@ -1,8 +1,8 @@
|
|
1
|
+
import { getParam } from "../../../../../engine/engine_utils.js";
|
1
2
|
import { GameObject } from "../../../../Component.js";
|
2
3
|
import type { IUSDExporterExtension } from "../../Extension.js";
|
3
4
|
import { USDObject, USDWriter, USDZExporterContext } from "../../ThreeUSDZExporter.js";
|
4
5
|
import { BehaviorModel } from "./BehavioursBuilder.js";
|
5
|
-
import { getParam } from "../../../../../engine/engine_utils.js";
|
6
6
|
|
7
7
|
const debug = getParam("debugusdz");
|
8
8
|
|
@@ -1,21 +1,20 @@
|
|
1
|
+
import { Group,Material, Mesh, Object3D, Quaternion, Vector3 } from "three";
|
2
|
+
|
3
|
+
import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
|
4
|
+
import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
|
5
|
+
import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
|
6
|
+
import type { State } from "../../../../../engine/extensions/NEEDLE_animator_controller_model.js";
|
7
|
+
import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
|
8
|
+
import { Animator } from "../../../../Animator.js";
|
9
|
+
import { AudioSource } from "../../../../AudioSource.js";
|
1
10
|
import { Behaviour, GameObject } from "../../../../Component.js";
|
2
|
-
import { Animator } from "../../../../Animator.js";
|
3
11
|
import { Renderer } from "../../../../Renderer.js";
|
4
|
-
import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
|
5
12
|
import type { IPointerClickHandler, PointerEventData } from "../../../../ui/PointerEvents.js";
|
13
|
+
import { ObjectRaycaster,Raycaster } from "../../../../ui/Raycaster.js";
|
14
|
+
import { USDDocument, USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
|
6
15
|
import { AnimationExtension, RegisteredAnimationInfo, type UsdzAnimation } from "../Animation.js";
|
7
|
-
import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
|
8
|
-
|
9
|
-
import { Object3D, Material, Vector3, Quaternion, Mesh, Group } from "three";
|
10
|
-
import { USDDocument, USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
|
11
|
-
|
12
16
|
import type { BehaviorExtension, UsdzBehaviour } from "./Behaviour.js";
|
13
|
-
import { ActionBuilder, ActionModel, AuralMode, BehaviorModel, type IBehaviorElement, MotionType, PlayAction, Space, TriggerBuilder
|
14
|
-
import { AudioSource } from "../../../../AudioSource.js";
|
15
|
-
import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
|
16
|
-
import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
|
17
|
-
import { Raycaster, ObjectRaycaster } from "../../../../ui/Raycaster.js";
|
18
|
-
import type { State } from "../../../../../engine/extensions/NEEDLE_animator_controller_model.js";
|
17
|
+
import { ActionBuilder, ActionModel, AuralMode, BehaviorModel, GroupActionModel, type IBehaviorElement, MotionType, MultiplePerformOperation,PlayAction, Space, TriggerBuilder } from "./BehavioursBuilder.js";
|
19
18
|
|
20
19
|
function ensureRaycaster(obj: GameObject) {
|
21
20
|
if (!obj) return;
|
@@ -1,8 +1,8 @@
|
|
1
1
|
import { Object3D } from "three";
|
2
|
-
import { USDDocument, USDObject, USDWriter, makeNameSafeForUSD } from "../../ThreeUSDZExporter.js";
|
3
2
|
|
3
|
+
import { getParam } from "../../../../../engine/engine_utils.js";
|
4
|
+
import { makeNameSafeForUSD,USDDocument, USDObject, USDWriter } from "../../ThreeUSDZExporter.js";
|
4
5
|
import { BehaviorExtension } from "./Behaviour.js";
|
5
|
-
import { getParam } from "../../../../../engine/engine_utils.js";
|
6
6
|
|
7
7
|
const debug = getParam("debugusdz");
|
8
8
|
|
@@ -1,4 +1,5 @@
|
|
1
1
|
import { BlendFunction, BloomEffect, SelectiveBloomEffect } from "postprocessing";
|
2
|
+
|
2
3
|
import { serializable } from "../../../engine/engine_serialization.js";
|
3
4
|
import { PostProcessingEffect } from "../PostProcessingEffect.js";
|
4
5
|
import { VolumeParameter } from "../VolumeParameter.js";
|
@@ -1,8 +1,9 @@
|
|
1
|
-
import {
|
2
|
-
|
1
|
+
import { Box3, Color, type ColorRepresentation, LineSegments, Object3D, Vector3 } from "three";
|
2
|
+
|
3
3
|
import { CreateWireCube, Gizmos } from "../engine/engine_gizmos.js";
|
4
4
|
import { getWorldPosition, getWorldScale } from "../engine/engine_three_utils.js";
|
5
|
-
import {
|
5
|
+
import { getParam } from "../engine/engine_utils.js";
|
6
|
+
import { Behaviour } from "./Component.js";
|
6
7
|
|
7
8
|
const gizmos = getParam("gizmos");
|
8
9
|
const debug = getParam("debugboxhelper");
|
@@ -1,15 +1,15 @@
|
|
1
|
+
import { showBalloonMessage } from "../../engine/debug/index.js";
|
2
|
+
import { Gizmos } from "../../engine/engine_gizmos.js";
|
3
|
+
import { PointerType } from "../../engine/engine_input.js";
|
4
|
+
import { serializable } from "../../engine/engine_serialization_decorator.js";
|
5
|
+
import { getParam } from "../../engine/engine_utils.js";
|
6
|
+
import { Animator } from "../Animator.js";
|
1
7
|
import { Behaviour, GameObject } from "../Component.js";
|
2
8
|
import { EventList } from "../EventList.js";
|
9
|
+
import { RGBAColor } from "../js-extensions/RGBAColor.js";
|
10
|
+
import { Image } from "./Image.js";
|
3
11
|
import type { IPointerClickHandler, IPointerEnterHandler, IPointerEventHandler, IPointerExitHandler, PointerEventData } from "./PointerEvents.js";
|
4
|
-
import { Image } from "./Image.js";
|
5
|
-
import { RGBAColor } from "../js-extensions/RGBAColor.js";
|
6
|
-
import { serializable } from "../../engine/engine_serialization_decorator.js";
|
7
|
-
import { Animator } from "../Animator.js";
|
8
|
-
import { getParam } from "../../engine/engine_utils.js";
|
9
|
-
import { showBalloonMessage } from "../../engine/debug/index.js";
|
10
12
|
import { GraphicRaycaster, ObjectRaycaster, Raycaster } from "./Raycaster.js";
|
11
|
-
import { PointerType } from "../../engine/engine_input.js";
|
12
|
-
import { Gizmos } from "../../engine/engine_gizmos.js";
|
13
13
|
|
14
14
|
const debug = getParam("debugbutton");
|
15
15
|
|
@@ -120,10 +120,10 @@
|
|
120
120
|
}
|
121
121
|
|
122
122
|
onPointerClick(args: PointerEventData) {
|
123
|
-
if (!this.interactable
|
123
|
+
if (!this.interactable) return;
|
124
124
|
|
125
|
+
if (args.button !== 0 && args.event.pointerType === PointerType.Mouse) return;
|
125
126
|
// 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
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|
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@@ -1,17 +1,17 @@
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import { EquirectangularReflectionMapping, OrthographicCamera, PerspectiveCamera, Ray, SRGBColorSpace, Vector3 } from "three";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import { Context } from "../engine/engine_setup.js";
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import { RenderTexture } from "../engine/engine_texture.js";
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import { getWorldPosition } from "../engine/engine_three_utils.js";
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import type { ICamera } from "../engine/engine_types.js"
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import { getParam } from "../engine/engine_utils.js";
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import { Behaviour, GameObject } from "./Component.js";
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import { getParam } from "../engine/engine_utils.js";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import { RGBAColor } from "./js-extensions/RGBAColor.js";
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import { Context, XRSessionMode } from "../engine/engine_setup.js";
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import type { ICamera } from "../engine/engine_types.js"
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import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
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-
import { getWorldPosition } from "../engine/engine_three_utils.js";
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import { Gizmos } from "../engine/engine_gizmos.js";
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import { EquirectangularReflectionMapping, OrthographicCamera, PerspectiveCamera, Ray, SRGBColorSpace, Vector3 } from "three";
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import { RenderTexture } from "../engine/engine_texture.js";
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import { Texture } from "three";
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Skybox = 1,
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//@ts-ignore
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break;
|
@@ -392,7 +391,7 @@
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showBalloonMessage("Environment blend mode: " + environmentBlendMode + " on " + navigator.userAgent);
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// check user agent if this is the Quest browser and return true if so
|
@@ -1,14 +1,15 @@
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import {
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import { Object3D } from "three";
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+
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import { getCameraController } from "../engine/engine_camera.js";
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import { addNewComponent, getOrAddComponent } from "../engine/engine_components.js";
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import {
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import type { ICamera, IContext } from "../engine/engine_types.js";
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-
import { RGBAColor } from "./js-extensions/RGBAColor.js";
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+
import { Context } from "../engine/engine_context.js";
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import { ContextEvent, ContextRegistry } from "../engine/engine_context_registry.js";
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-
import { getCameraController } from "../engine/engine_camera.js";
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-
import { Camera, ClearFlags } from "./Camera.js";
|
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7
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import { NeedleEngineHTMLElement } from "../engine/engine_element.js";
|
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+
import type { ICamera, IContext } from "../engine/engine_types.js";
|
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9
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import { getParam } from "../engine/engine_utils.js";
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-
import {
|
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+
import { Camera, ClearFlags } from "./Camera.js";
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+
import { RGBAColor } from "./js-extensions/RGBAColor.js";
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+
import { OrbitControls } from "./OrbitControls.js";
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const debug = getParam("debugmissingcamera");
|
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15
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|
@@ -1,17 +1,19 @@
|
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-
import {
|
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+
import { Matrix4, Object3D } from "three";
|
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+
import * as ThreeMeshUI from 'three-mesh-ui'
|
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+
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+
import { Mathf } from "../../engine/engine_math.js";
|
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import { serializable } from "../../engine/engine_serialization_decorator.js";
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import { FrameEvent } from "../../engine/engine_setup.js";
|
7
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+
import { getParam } from "../../engine/engine_utils.js";
|
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+
import { NeedleXREventArgs } from "../../engine/xr/index.js";
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+
import { Camera } from "../Camera.js";
|
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+
import { GameObject } from "../Component.js";
|
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import { BaseUIComponent, UIRootComponent } from "./BaseUIComponent.js";
|
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-
import {
|
6
|
-
import { Matrix4, Object3D } from "three";
|
7
|
-
import { RectTransform } from "./RectTransform.js";
|
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+
import { EventSystem } from "./EventSystem.js";
|
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13
|
import type { ICanvas, ICanvasEventReceiver, ILayoutGroup, IRectTransform } from "./Interfaces.js";
|
9
|
-
import { Camera } from "../Camera.js";
|
10
|
-
import { EventSystem } from "./EventSystem.js";
|
11
|
-
import * as ThreeMeshUI from 'three-mesh-ui'
|
12
|
-
import { getParam } from "../../engine/engine_utils.js";
|
13
14
|
import { LayoutGroup } from "./Layout.js";
|
14
|
-
import {
|
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|
+
import { RectTransform } from "./RectTransform.js";
|
16
|
+
import { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
|
15
17
|
|
16
18
|
export enum RenderMode {
|
17
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|
ScreenSpaceOverlay = 0,
|
@@ -200,19 +202,30 @@
|
|
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}
|
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203
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}
|
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|
|
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|
+
onEnterXR(args: NeedleXREventArgs): void {
|
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|
+
if (this.screenspace) {
|
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|
+
if (args.xr.isVR || args.xr.isPassThrough) {
|
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|
+
this.gameObject.visible = false;
|
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|
+
}
|
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|
+
}
|
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|
+
}
|
212
|
+
onLeaveXR(args: NeedleXREventArgs): void {
|
213
|
+
if (this.screenspace) {
|
214
|
+
if (args.xr.isVR || args.xr.isPassThrough) {
|
215
|
+
this.gameObject.visible = true;
|
216
|
+
}
|
217
|
+
}
|
218
|
+
}
|
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|
+
|
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220
|
onBeforeRenderRoutine = () => {
|
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|
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|
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|
-
|
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|
-
|
207
|
-
|
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|
-
this.
|
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|
-
this.shadowComponent?.updateWorldMatrix(true, true);
|
210
|
-
this.invokeBeforeRenderEvents();
|
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|
-
EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
|
221
|
+
this.previousParent = this.gameObject.parent;
|
222
|
+
if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
|
223
|
+
// see https://linear.app/needle/issue/NE-4114
|
224
|
+
this.gameObject.visible = false;
|
225
|
+
this.gameObject.removeFromParent();
|
212
226
|
return;
|
213
227
|
}
|
214
228
|
|
215
|
-
this.previousParent = this.gameObject.parent;
|
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229
|
// console.log(this.previousParent?.name + "/" + this.gameObject.name);
|
217
230
|
|
218
231
|
if (this.renderOnTop || this.screenspace) {
|
@@ -231,7 +244,12 @@
|
|
231
244
|
}
|
232
245
|
|
233
246
|
onAfterRenderRoutine = () => {
|
234
|
-
if(this.context.
|
247
|
+
if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
|
248
|
+
this.previousParent?.add(this.gameObject);
|
249
|
+
// this is currently causing an error during XR (https://linear.app/needle/issue/NE-4114)
|
250
|
+
// this.gameObject.visible = true;
|
251
|
+
return;
|
252
|
+
}
|
235
253
|
if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
|
236
254
|
if (this.screenspace) {
|
237
255
|
const camObj = this.context.mainCamera;
|
@@ -276,7 +294,7 @@
|
|
276
294
|
for (const ch of this._rectTransforms) {
|
277
295
|
if (matrixWorldChanged) ch.markDirty();
|
278
296
|
let layout = this._layoutGroups.get(ch.gameObject);
|
279
|
-
if(ch.isDirty && !layout){
|
297
|
+
if (ch.isDirty && !layout) {
|
280
298
|
layout = ch.gameObject.getComponentInParent(LayoutGroup) as LayoutGroup;
|
281
299
|
}
|
282
300
|
if (ch.isDirty || layout?.isDirty) {
|
@@ -1,9 +1,9 @@
|
|
1
|
-
import {
|
1
|
+
import { serializable } from "../../engine/engine_serialization_decorator.js";
|
2
2
|
import { FrameEvent } from "../../engine/engine_setup.js";
|
3
3
|
import { Behaviour, GameObject } from "../Component.js";
|
4
|
+
import { BaseUIComponent } from "./BaseUIComponent.js";
|
5
|
+
import { Graphic } from "./Graphic.js";
|
4
6
|
import { type ICanvasGroup, type IHasAlphaFactor } from "./Interfaces.js";
|
5
|
-
import { serializable } from "../../engine/engine_serialization_decorator.js";
|
6
|
-
import { BaseUIComponent } from "./BaseUIComponent.js";
|
7
7
|
|
8
8
|
|
9
9
|
export class CanvasGroup extends Behaviour implements ICanvasGroup {
|
@@ -1,14 +1,15 @@
|
|
1
1
|
import { Quaternion, Ray, Vector2, Vector3 } from "three";
|
2
|
+
|
2
3
|
import { Mathf } from "../engine/engine_math.js";
|
4
|
+
import { RaycastOptions } from "../engine/engine_physics.js";
|
3
5
|
import { serializable } from "../engine/engine_serialization.js";
|
6
|
+
import { getWorldPosition } from "../engine/engine_three_utils.js";
|
4
7
|
import { Collision } from "../engine/engine_types.js";
|
8
|
+
import { getParam } from "../engine/engine_utils.js";
|
9
|
+
import { Animator } from "./Animator.js"
|
5
10
|
import { CapsuleCollider } from "./Collider.js";
|
6
11
|
import { Behaviour, GameObject } from "./Component.js";
|
7
12
|
import { Rigidbody } from "./RigidBody.js";
|
8
|
-
import { Animator } from "./Animator.js"
|
9
|
-
import { RaycastOptions } from "../engine/engine_physics.js";
|
10
|
-
import { getWorldPosition } from "../engine/engine_three_utils.js";
|
11
|
-
import { getParam } from "../engine/engine_utils.js";
|
12
13
|
|
13
14
|
const debug = getParam("debugcharactercontroller");
|
14
15
|
|
@@ -1,5 +1,6 @@
|
|
1
1
|
import { ChromaticAberrationEffect } from "postprocessing";
|
2
2
|
import { Vector2 } from "three";
|
3
|
+
|
3
4
|
import { serializable } from "../../../engine/engine_serialization.js";
|
4
5
|
import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
|
5
6
|
import { VolumeParameter } from "../VolumeParameter.js";
|
@@ -1,13 +1,14 @@
|
|
1
|
-
import {
|
2
|
-
|
1
|
+
import { Group, Mesh, Vector3 } from "three"
|
2
|
+
|
3
|
+
import type { PhysicsMaterial } from "../engine/engine_physics.types.js";
|
3
4
|
import { serializable } from "../engine/engine_serialization_decorator.js";
|
4
|
-
import {
|
5
|
+
import { getWorldScale } from "../engine/engine_three_utils.js";
|
5
6
|
// import { IColliderProvider, registerColliderProvider } from "../engine/engine_physics.js";
|
6
7
|
import type { IBoxCollider, ICollider, ISphereCollider } from "../engine/engine_types.js";
|
7
|
-
import { getWorldScale } from "../engine/engine_three_utils.js";
|
8
|
-
import type { PhysicsMaterial } from "../engine/engine_physics.types.js";
|
9
8
|
import { validate } from "../engine/engine_util_decorator.js";
|
10
9
|
import { unwatchWrite, watchWrite } from "../engine/engine_utils.js";
|
10
|
+
import { Behaviour } from "./Component.js";
|
11
|
+
import { Rigidbody } from "./RigidBody.js";
|
11
12
|
|
12
13
|
|
13
14
|
export class Collider extends Behaviour implements ICollider {
|
@@ -1,9 +1,10 @@
|
|
1
1
|
import { BrightnessContrastEffect, HueSaturationEffect } from "postprocessing";
|
2
|
+
import { LinearToneMapping, NoToneMapping } from "three";
|
3
|
+
|
2
4
|
import { serializable } from "../../../engine/engine_serialization.js";
|
3
5
|
import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
|
4
6
|
import { VolumeParameter } from "../VolumeParameter.js";
|
5
7
|
import { registerCustomEffectType } from "../VolumeProfile.js";
|
6
|
-
import { LinearToneMapping, NoToneMapping } from "three";
|
7
8
|
|
8
9
|
|
9
10
|
export class ColorAdjustments extends PostProcessingEffect {
|
@@ -1,15 +1,17 @@
|
|
1
|
-
import {
|
2
|
-
|
1
|
+
import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
|
2
|
+
|
3
|
+
import { isDevEnvironment } from "../engine/debug/index.js";
|
4
|
+
import { addNewComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, moveComponentInstance, removeComponent } from "../engine/engine_components.js";
|
3
5
|
import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
|
4
|
-
import {
|
6
|
+
import { destroy, findByGuid, foreachComponent, HideFlags, IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
|
5
7
|
import * as main from "../engine/engine_mainloop_utils.js";
|
6
8
|
import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
|
7
|
-
import
|
8
|
-
import
|
9
|
-
import {
|
9
|
+
import { Context, FrameEvent } from "../engine/engine_setup.js";
|
10
|
+
import * as threeutils from "../engine/engine_three_utils.js";
|
11
|
+
import type { Collision, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
|
12
|
+
import { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
|
13
|
+
import { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
|
10
14
|
|
11
|
-
import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
|
12
|
-
import { showBalloonWarning, isDevEnvironment } from "../engine/debug/index.js";
|
13
15
|
|
14
16
|
// export interface ISerializationCallbackReceiver {
|
15
17
|
// onBeforeSerialize?(): object | void;
|
@@ -123,7 +125,7 @@
|
|
123
125
|
main.addScriptToArrays(comp, context!);
|
124
126
|
if (comp.__internalDidAwakeAndStart) return;
|
125
127
|
if (context!.new_script_start.includes(comp) === false) {
|
126
|
-
context!.new_script_start.push(comp as
|
128
|
+
context!.new_script_start.push(comp as Component);
|
127
129
|
}
|
128
130
|
}, true);
|
129
131
|
}
|
@@ -254,7 +256,7 @@
|
|
254
256
|
return getComponentsInParent(go, typeName, arr);
|
255
257
|
}
|
256
258
|
|
257
|
-
public static getAllComponents(go: IGameObject | Object3D):
|
259
|
+
public static getAllComponents(go: IGameObject | Object3D): Component[] {
|
258
260
|
const componentsList = go.userData?.components;
|
259
261
|
const newList = [...componentsList];
|
260
262
|
return newList;
|
@@ -294,7 +296,7 @@
|
|
294
296
|
abstract set worldQuaternion(val: Quaternion);
|
295
297
|
abstract get worldQuaternion(): Quaternion;
|
296
298
|
abstract set worldRotation(val: Vector3);
|
297
|
-
abstract get worldRotation(): Vector3;
|
299
|
+
abstract get worldRotation(): Vector3;
|
298
300
|
abstract set worldScale(val: Vector3);
|
299
301
|
abstract get worldScale(): Vector3;
|
300
302
|
|
@@ -305,17 +307,28 @@
|
|
305
307
|
|
306
308
|
|
307
309
|
|
308
|
-
|
310
|
+
/** Needle Engine component base class. Derive from this component to implement your own using the provided lifecycle methods. Components can be added to threejs objects using `GameObject.addComponent`.
|
311
|
+
*
|
312
|
+
* The most common lifecycle methods are `awake`, `start`, `onEanble`, `onDisable` `update` and `onDestroy`.
|
313
|
+
* XR specific callbacks include `onEnterXR`, `onLeaveXR`, `onUpdateXR`, `onControllerAdded` and `onControllerRemoved`.
|
314
|
+
* To receive pointer events implement `onPointerDown`, `onPointerUp`, `onPointerEnter`, `onPointerExit` and `onPointerMove`.
|
315
|
+
*/
|
316
|
+
export abstract class Component implements IComponent, EventTarget,
|
317
|
+
Partial<INeedleXRSessionEventReceiver>,
|
318
|
+
Partial<IPointerEventHandler>
|
319
|
+
{
|
309
320
|
|
310
321
|
get isComponent(): boolean { return true; }
|
311
322
|
|
312
323
|
private __context: Context | undefined;
|
324
|
+
/** Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene */
|
313
325
|
get context(): Context {
|
314
326
|
return this.__context ?? Context.Current;
|
315
327
|
}
|
316
328
|
set context(context: Context) {
|
317
329
|
this.__context = context;
|
318
330
|
}
|
331
|
+
/** shorthand for `this.context.scene` */
|
319
332
|
get scene(): Scene { return this.context.scene; }
|
320
333
|
|
321
334
|
get layer(): number {
|
@@ -355,7 +368,7 @@
|
|
355
368
|
return this.gameObject?.userData.hideFlags;
|
356
369
|
}
|
357
370
|
|
358
|
-
|
371
|
+
/** @returns true if the object is enabled and active in the hierarchy */
|
359
372
|
get activeAndEnabled(): boolean {
|
360
373
|
if (this.destroyed) return false;
|
361
374
|
if (this.__isEnabled === false) return false;
|
@@ -385,19 +398,27 @@
|
|
385
398
|
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/** Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
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*/
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/** Callback when this component joins a xr session (or becomes active in a running XR session) */
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onEnterXR?(args: NeedleXREventArgs): void;
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/** Callback when a xr session updates (while it is still active in XR session) */
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/** Callback when this component exists a xr session (or when it becomes inactive in a running XR session) */
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/** Callback when a controller is connected/added while in a XR session
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* OR when the component joins a running XR session that has already connected controllers
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* OR when the component becomes inactive during a running XR session
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*/
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onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
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/* IPointerEventReceiver */
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/* @inheritdoc */
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onPointerEnter?(args: PointerEventData);
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onPointerDown?(args: PointerEventData);
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/** starts a coroutine (javascript generator function)
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* `yield` will wait for the next frame:
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* - Use `yield WaitForSeconds(1)` to wait for 1 second.
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* - Use `yield WaitForFrames(10)` to wait for 10 frames.
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* - Use `yield new Promise(...)` to wait for a promise to resolve.
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* @param routine generator function to start
|
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* @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)
|
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* @returns the generator function (use it to stop the coroutine with `stopCoroutine`)
|
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* @example
|
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* ```ts
|
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* onEnable() { this.startCoroutine(this.myCoroutine()); }
|
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* private *myCoroutine() {
|
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* while(this.activeAndEnabled) {
|
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+
* console.log("Hello World", this.context.time.frame);
|
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* // wait for 5 frames
|
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* for(let i = 0; i < 5; i++) yield;
|
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* }
|
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* }
|
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|
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* ```
|
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|
+
*/
|
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|
startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
|
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|
return this.context.registerCoroutineUpdate(this, routine, evt);
|
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|
}
|
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-
|
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/**
|
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* Stop a coroutine that was previously started with `startCoroutine`
|
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+
* @param routine the routine to be stopped
|
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+
* @param evt the frame event to unregister the routine from (default: FrameEvent.Update)
|
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+
*/
|
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|
stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
|
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|
this.context.unregisterCoroutineUpdate(routine, evt);
|
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}
|
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|
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|
+
/** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */
|
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|
public get destroyed(): boolean {
|
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|
return this.__destroyed;
|
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|
}
|
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|
|
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|
+
/**
|
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+
* Destroys this component (and removes it from the object)
|
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|
+
*/
|
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|
public destroy() {
|
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|
if (this.__destroyed) return;
|
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|
this.__internalDestroy();
|
@@ -464,7 +552,11 @@
|
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|
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|
/** @internal */
|
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|
constructor() {
|
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|
-
this.
|
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|
+
this.__didAwake = false;
|
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|
+
this.__didStart = false;
|
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|
+
this.__didEnable = false;
|
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|
+
this.__isEnabled = undefined;
|
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|
+
this.__destroyed = false;
|
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|
}
|
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|
|
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|
|
@@ -666,5 +758,6 @@
|
|
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|
}
|
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|
}
|
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|
|
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|
-
export
|
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|
-
|
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|
+
// For legacy reasons we need to export this as well
|
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|
+
// (and we don't use extend to inherit the component docs)
|
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|
+
export { Component as Behaviour };
|
@@ -1,3 +1,4 @@
|
|
1
|
+
/* eslint-disable */
|
1
2
|
// Export types
|
2
3
|
export class __Ignore {}
|
3
4
|
export { ActionBuilder } from "../export/usdz/extensions/behavior/BehavioursBuilder.js";
|
@@ -11,11 +12,11 @@
|
|
11
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|
export { Animator } from "../Animator.js";
|
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|
export { AnimatorController } from "../AnimatorController.js";
|
13
14
|
export { Antialiasing } from "../postprocessing/Effects/Antialiasing.js";
|
14
|
-
export { AttachedObject } from "../webxr/WebXRController.js";
|
15
15
|
export { AudioExtension } from "../export/usdz/extensions/behavior/AudioExtension.js";
|
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|
export { AudioListener } from "../AudioListener.js";
|
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|
export { AudioSource } from "../AudioSource.js";
|
18
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|
export { AudioTrackHandler } from "../timeline/TimelineTracks.js";
|
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|
+
export { Avatar } from "../webxr/Avatar.js";
|
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|
export { Avatar_Brain_LookAt } from "../avatar/Avatar_Brain_LookAt.js";
|
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|
export { Avatar_MouthShapes } from "../avatar/Avatar_MouthShapes.js";
|
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|
export { Avatar_MustacheShake } from "../avatar/Avatar_MustacheShake.js";
|
@@ -30,7 +31,6 @@
|
|
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|
export { BasicIKConstraint } from "../BasicIKConstraint.js";
|
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|
export { BehaviorExtension } from "../export/usdz/extensions/behavior/Behaviour.js";
|
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|
export { BehaviorModel } from "../export/usdz/extensions/behavior/BehavioursBuilder.js";
|
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|
-
export { Behaviour } from "../Component.js";
|
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|
export { Bloom } from "../postprocessing/Effects/Bloom.js";
|
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|
export { BoxCollider } from "../Collider.js";
|
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|
export { BoxGizmo } from "../Gizmos.js";
|
@@ -51,7 +51,6 @@
|
|
51
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|
export { ColorAdjustments } from "../postprocessing/Effects/ColorAdjustments.js";
|
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|
export { ColorBySpeedModule } from "../ParticleSystemModules.js";
|
53
53
|
export { ColorOverLifetimeModule } from "../ParticleSystemModules.js";
|
54
|
-
export { Component } from "../Component.js";
|
55
54
|
export { ContactShadows } from "../ContactShadows.js";
|
56
55
|
export { ControlTrackHandler } from "../timeline/TimelineTracks.js";
|
57
56
|
export { CustomBranding } from "../export/usdz/USDZExporter.js";
|
@@ -88,7 +87,6 @@
|
|
88
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|
export { Image } from "../ui/Image.js";
|
89
88
|
export { InheritVelocityModule } from "../ParticleSystemModules.js";
|
90
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|
export { InputField } from "../ui/InputField.js";
|
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|
-
export { Interactable } from "../Interactable.js";
|
92
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|
export { Light } from "../Light.js";
|
93
91
|
export { LimitVelocityOverLifetimeModule } from "../ParticleSystemModules.js";
|
94
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|
export { LODGroup } from "../LODGroup.js";
|
@@ -102,6 +100,7 @@
|
|
102
100
|
export { MeshRenderer } from "../Renderer.js";
|
103
101
|
export { MinMaxCurve } from "../ParticleSystemModules.js";
|
104
102
|
export { MinMaxGradient } from "../ParticleSystemModules.js";
|
103
|
+
export { NeedleWebXRHtmlElement } from "../webxr/WebXRButtons.js";
|
105
104
|
export { NestedGltf } from "../NestedGltf.js";
|
106
105
|
export { Networking } from "../Networking.js";
|
107
106
|
export { NoiseModule } from "../ParticleSystemModules.js";
|
@@ -125,7 +124,6 @@
|
|
125
124
|
export { PreliminaryAction } from "../export/usdz/extensions/behavior/BehaviourComponents.js";
|
126
125
|
export { PreliminaryTrigger } from "../export/usdz/extensions/behavior/BehaviourComponents.js";
|
127
126
|
export { RawImage } from "../ui/Image.js";
|
128
|
-
export { Raycaster } from "../ui/Raycaster.js";
|
129
127
|
export { Rect } from "../ui/RectTransform.js";
|
130
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|
export { RectTransform } from "../ui/RectTransform.js";
|
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129
|
export { ReflectionProbe } from "../ReflectionProbe.js";
|
@@ -153,6 +151,7 @@
|
|
153
151
|
export { SizeOverLifetimeModule } from "../ParticleSystemModules.js";
|
154
152
|
export { SkinnedMeshRenderer } from "../Renderer.js";
|
155
153
|
export { SmoothFollow } from "../SmoothFollow.js";
|
154
|
+
export { SpatialGrabRaycaster } from "../ui/Raycaster.js";
|
156
155
|
export { SpatialHtml } from "../ui/SpatialHtml.js";
|
157
156
|
export { SpatialTrigger } from "../SpatialTrigger.js";
|
158
157
|
export { SpatialTriggerReceiver } from "../SpatialTrigger.js";
|
@@ -167,7 +166,7 @@
|
|
167
166
|
export { SyncedRoom } from "../SyncedRoom.js";
|
168
167
|
export { SyncedTransform } from "../SyncedTransform.js";
|
169
168
|
export { TapGestureTrigger } from "../export/usdz/extensions/behavior/BehaviourComponents.js";
|
170
|
-
export { TeleportTarget } from "../webxr/
|
169
|
+
export { TeleportTarget } from "../webxr/TeleportTarget.js";
|
171
170
|
export { TestRunner } from "../TestRunner.js";
|
172
171
|
export { TestSimulateUserData } from "../TestRunner.js";
|
173
172
|
export { Text } from "../ui/Text.js";
|
@@ -197,20 +196,16 @@
|
|
197
196
|
export { Volume } from "../postprocessing/Volume.js";
|
198
197
|
export { VolumeParameter } from "../postprocessing/VolumeParameter.js";
|
199
198
|
export { VolumeProfile } from "../postprocessing/VolumeProfile.js";
|
200
|
-
export { VRUserState } from "../webxr/WebXRSync.js";
|
201
|
-
export { WebAR } from "../webxr/WebXR.js";
|
202
199
|
export { WebARCameraBackground } from "../webxr/WebARCameraBackground.js";
|
203
200
|
export { WebARSessionRoot } from "../webxr/WebARSessionRoot.js";
|
204
201
|
export { WebXR } from "../webxr/WebXR.js";
|
205
|
-
export { WebXRAvatar } from "../webxr/WebXRAvatar.js";
|
206
|
-
export { WebXRController } from "../webxr/WebXRController.js";
|
207
202
|
export { WebXRImageTracking } from "../webxr/WebXRImageTracking.js";
|
208
203
|
export { WebXRImageTrackingModel } from "../webxr/WebXRImageTracking.js";
|
209
204
|
export { WebXRPlaneTracking } from "../webxr/WebXRPlaneTracking.js";
|
210
|
-
export { WebXRSync } from "../webxr/WebXRSync.js";
|
211
205
|
export { WebXRTrackedImage } from "../webxr/WebXRImageTracking.js";
|
212
|
-
export {
|
213
|
-
export {
|
214
|
-
export {
|
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";
|
215
210
|
export { XRRig } from "../webxr/WebXRRig.js";
|
216
|
-
export { XRState } from "../XRFlag.js";
|
211
|
+
export { XRState } from "../webxr/XRFlag.js";
|
@@ -1,11 +1,11 @@
|
|
1
|
-
import { Behaviour } from "./Component.js";
|
2
|
-
import { serializable } from "../engine/engine_serialization_decorator.js";
|
3
|
-
|
4
1
|
import { CustomBlending, DoubleSide, Group, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MinEquation, OrthographicCamera, PlaneGeometry, ShaderMaterial, WebGLRenderTarget } from "three";
|
5
2
|
import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
|
6
3
|
import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
|
4
|
+
|
5
|
+
import { serializable } from "../engine/engine_serialization_decorator.js";
|
7
6
|
import { getParam } from "../engine/engine_utils.js"
|
8
7
|
import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
|
8
|
+
import { Behaviour } from "./Component.js";
|
9
9
|
|
10
10
|
const debug = getParam("debugcontactshadows");
|
11
11
|
|
@@ -1,6 +1,7 @@
|
|
1
|
-
import { getErrorCount } from "./debug_overlay.js";
|
2
|
-
import { getParam, isMobileDevice } from "../engine_utils.js";
|
3
1
|
import { isLocalNetwork } from "../engine_networking_utils.js";
|
2
|
+
import { getParam, isMobileDevice, isQuest } from "../engine_utils.js";
|
3
|
+
import { isDevEnvironment } from "./debug.js";
|
4
|
+
import { getErrorCount, makeErrorsVisibleForDevelopment } from "./debug_overlay.js";
|
4
5
|
|
5
6
|
let consoleInstance: any = null;
|
6
7
|
let consoleHtmlElement: HTMLElement | null = null;
|
@@ -22,8 +23,11 @@
|
|
22
23
|
currentUrl.searchParams.set("console", "1");
|
23
24
|
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());
|
24
25
|
}
|
25
|
-
const isMobile = isMobileDevice();
|
26
|
+
const isMobile = isMobileDevice() || (isQuest() && isDevEnvironment());
|
26
27
|
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();
|
27
31
|
beginWatchingLogs();
|
28
32
|
createConsole(true);
|
29
33
|
if (isMobile) {
|
@@ -191,7 +195,7 @@
|
|
191
195
|
}
|
192
196
|
`;
|
193
197
|
consoleHtmlElement?.prepend(styles);
|
194
|
-
if (startHidden === true)
|
198
|
+
if (startHidden === true && getErrorCount() <= 0)
|
195
199
|
hideDebugConsole();
|
196
200
|
console.log("🌵 Debug console has loaded");
|
197
201
|
}
|
@@ -1,6 +1,6 @@
|
|
1
|
+
import { ContextRegistry } from "../engine_context_registry.js";
|
2
|
+
import { isLocalNetwork } from "../engine_networking_utils.js";
|
1
3
|
import { getParam } from "../engine_utils.js";
|
2
|
-
import { isLocalNetwork } from "../engine_networking_utils.js";
|
3
|
-
import { ContextRegistry } from "../engine_context_registry.js";
|
4
4
|
|
5
5
|
const debug = getParam("debugdebug");
|
6
6
|
let hide = false;
|
@@ -15,7 +15,7 @@
|
|
15
15
|
}
|
16
16
|
|
17
17
|
export function getErrorCount() {
|
18
|
-
return
|
18
|
+
return _errorCount;
|
19
19
|
}
|
20
20
|
|
21
21
|
const originalConsoleError = console.error;
|
@@ -37,9 +37,10 @@
|
|
37
37
|
if (hide) return;
|
38
38
|
const isLocal = isLocalNetwork();
|
39
39
|
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|
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|
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console.
|
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|
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|
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|
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let
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function onParseError(args: Array<any>) {
|
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|
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import { isLocalNetwork } from "../engine_networking_utils.js";
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import { showDebugConsole } from "./debug_console.js";
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import * as THREE from "three";
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import {
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import
|
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import { AxesHelper, Box3, BufferGeometry, Camera, Color, Event, Line, LineBasicMaterial, Matrix3, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, PlaneHelper, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
|
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import { Gizmos } from "../engine/engine_gizmos.js";
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import { serializable } from "../engine/engine_serialization_decorator.js";
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import {
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import {
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import {
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import { IGameObject } from "../engine/engine_types.js";
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import { getParam } from "../engine/engine_utils.js";
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import { NeedleXRSession } from "../engine/engine_xr.js";
|
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import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
|
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import {
|
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import {
|
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import type { KeyCode } from "../engine/engine_input.js";
|
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import { nameofFactory } from "../engine/engine_utils.js";
|
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|
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import { InstancingUtil } from "../engine/engine_instancing.js";
|
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|
+
import { Behaviour, GameObject } from "./Component.js";
|
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|
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import { UsageMarker } from "./Interactable.js";
|
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16
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import { OrbitControls } from "./OrbitControls.js";
|
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import {
|
17
|
+
import { Rigidbody } from "./RigidBody.js";
|
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|
+
import { SyncedTransform } from "./SyncedTransform.js";
|
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|
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import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
|
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20
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import { ObjectRaycaster } from "./ui/Raycaster.js";
|
17
|
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import { serializable } from "../engine/engine_serialization_decorator.js";
|
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21
|
|
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|
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const debug =
|
22
|
+
const debug = getParam("debugdrag");
|
20
23
|
|
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|
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export enum
|
22
|
-
|
23
|
-
|
24
|
+
export enum DragMode {
|
25
|
+
/** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
|
26
|
+
XZPlane = 0,
|
27
|
+
/** 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. */
|
28
|
+
Attached = 1,
|
29
|
+
/** Object is dragged along the initial raycast hit normal. */
|
30
|
+
HitNormal = 2,
|
31
|
+
/** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
|
32
|
+
DynamicViewAngle = 3,
|
33
|
+
/** The drag plane is adjusted dynamically while dragging. */
|
34
|
+
SnapToSurfaces = 4,
|
24
35
|
}
|
25
36
|
|
26
|
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|
27
|
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selected: Object3D;
|
28
|
-
attached: Object3D | GameObject | null;
|
29
|
-
}
|
37
|
+
export class DragControls extends Behaviour implements IPointerEventHandler {
|
30
38
|
|
39
|
+
// dragPlane (floor, object, view)
|
40
|
+
// snap to surface (snap orientation?)
|
41
|
+
// two-handed drag (scale, rotate, move)
|
42
|
+
// keep upright (no tilt)
|
31
43
|
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
}
|
44
|
+
/** How and where the object is dragged along. */
|
45
|
+
@serializable()
|
46
|
+
public dragMode: DragMode = DragMode.DynamicViewAngle;
|
36
47
|
|
37
|
-
|
48
|
+
/** Snap dragged objects to a XYZ grid – 0 means: no snapping. */
|
49
|
+
@serializable()
|
50
|
+
public snapGridResolution: number = 0.0;
|
51
|
+
|
52
|
+
/** Keep the original rotation of the dragged object. */
|
53
|
+
@serializable()
|
54
|
+
public keepRotation: boolean = true;
|
55
|
+
|
56
|
+
/** How and where the object is dragged along while dragging in XR. */
|
57
|
+
@serializable()
|
58
|
+
public xrDragMode: DragMode = DragMode.Attached;
|
38
59
|
|
39
|
-
|
40
|
-
|
60
|
+
/** Keep the original rotation of the dragged object while dragging in XR. */
|
61
|
+
@serializable()
|
62
|
+
public xrKeepRotation: boolean = false;
|
41
63
|
|
42
|
-
/**
|
64
|
+
/** Accelerate dragging objects closer / further away when in XR */
|
43
65
|
@serializable()
|
44
|
-
public
|
66
|
+
public xrDistanceDragFactor: number = 1;
|
45
67
|
|
46
|
-
/** When enabled
|
68
|
+
/** When enabled, draws a line from the dragged object downwards to the next raycast hit. */
|
47
69
|
@serializable()
|
48
|
-
public
|
70
|
+
public showGizmo: boolean = false;
|
49
71
|
|
50
|
-
|
51
|
-
//
|
52
|
-
// public targets: Object3D[] | null = null;
|
72
|
+
// future:
|
73
|
+
// constraints?
|
53
74
|
|
54
|
-
|
75
|
+
public static get HasAnySelected(): boolean { return this._active > 0; }
|
76
|
+
private static _active: number = 0;
|
77
|
+
|
78
|
+
/** The object to be dragged – we pass this to handlers when they are created */
|
79
|
+
private targetObject: GameObject | null = null;
|
55
80
|
private orbit: OrbitControls | null = null;
|
81
|
+
private _dragHelper: LegacyDragVisualsHelper | null = null;
|
82
|
+
private static lastHovered: Object3D;
|
83
|
+
private _draggingRigidbodies: Rigidbody[] = [];
|
84
|
+
private _potentialDragStartEvt: PointerEventData | null = null;
|
85
|
+
private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
|
86
|
+
private _totalMovement: Vector3 = new Vector3();
|
87
|
+
/** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
|
88
|
+
private _marker: UsageMarker | null = null;
|
89
|
+
private _isDragging: boolean = false;
|
90
|
+
private _didDrag: boolean = false;
|
56
91
|
|
57
|
-
|
58
|
-
|
59
|
-
|
60
|
-
|
61
|
-
|
62
|
-
super();
|
63
|
-
this.selectStartEventListener = [];
|
64
|
-
this.selectEndEventListener = [];
|
65
|
-
this._dragDelta = new Vector2();
|
92
|
+
setTargetObject(obj: Object3D | null) {
|
93
|
+
this.targetObject = obj as GameObject;
|
94
|
+
for (const handler of this._dragHandlers.values()) {
|
95
|
+
handler.setTargetObject(obj);
|
96
|
+
}
|
66
97
|
}
|
67
98
|
|
68
|
-
|
69
|
-
|
70
|
-
|
71
|
-
|
72
|
-
|
73
|
-
|
74
|
-
|
75
|
-
|
76
|
-
|
77
|
-
|
78
|
-
}
|
99
|
+
awake() {
|
100
|
+
// initialize all data that may be cloned incorrectly otherwise
|
101
|
+
this._potentialDragStartEvt = null;
|
102
|
+
this._dragHandlers = new Map();
|
103
|
+
this._totalMovement = new Vector3();
|
104
|
+
this._marker = null;
|
105
|
+
this._isDragging = false;
|
106
|
+
this._didDrag = false;
|
107
|
+
this._dragHelper = null;
|
108
|
+
this._draggingRigidbodies = [];
|
79
109
|
}
|
80
110
|
|
81
|
-
|
82
|
-
|
83
111
|
start() {
|
84
112
|
this.orbit = GameObject.findObjectOfType(OrbitControls, this.context);
|
85
|
-
if (!this.gameObject.getComponentInParent(ObjectRaycaster))
|
113
|
+
if (!this.gameObject.getComponentInParent(ObjectRaycaster))
|
86
114
|
this.gameObject.addNewComponent(ObjectRaycaster);
|
87
|
-
}
|
88
115
|
}
|
89
116
|
|
90
|
-
private static lastHovered: Object3D;
|
91
|
-
private _draggingRigidbodies: Rigidbody[] = [];
|
92
|
-
|
93
117
|
private allowEdit(_obj: Object3D | null = null) {
|
94
118
|
return this.context.connection.allowEditing;
|
95
119
|
}
|
96
120
|
|
97
121
|
onPointerEnter(evt: PointerEventData) {
|
98
122
|
if (!this.allowEdit(this.gameObject)) return;
|
99
|
-
if (
|
100
|
-
// const interactable = GameObject.getComponentInParent(evt.object, Interactable);
|
101
|
-
// if (!interactable) return;
|
123
|
+
if (evt.mode !== "screen") return;
|
102
124
|
const dc = GameObject.getComponentInParent(evt.object, DragControls);
|
103
125
|
if (!dc || dc !== this) return;
|
104
126
|
DragControls.lastHovered = evt.object;
|
@@ -107,83 +129,121 @@
|
|
107
129
|
|
108
130
|
onPointerExit(evt: PointerEventData) {
|
109
131
|
if (!this.allowEdit(this.gameObject)) return;
|
110
|
-
if (
|
132
|
+
if (evt.mode !== "screen") return;
|
111
133
|
if (DragControls.lastHovered !== evt.object) return;
|
112
|
-
// const interactable = GameObject.getComponentInParent(evt.object, Interactable);
|
113
|
-
// if (!interactable) return;
|
114
134
|
this.context.domElement.style.cursor = 'auto';
|
115
135
|
}
|
116
136
|
|
117
|
-
private _waitingForDragStart: PointerEventData | null = null;
|
118
|
-
|
119
137
|
onPointerDown(args: PointerEventData) {
|
120
138
|
if (!this.allowEdit(this.gameObject)) return;
|
121
|
-
if (
|
122
|
-
DragControls.
|
123
|
-
|
124
|
-
|
125
|
-
|
126
|
-
|
127
|
-
|
128
|
-
|
129
|
-
|
139
|
+
if (args.used) return;
|
140
|
+
DragControls.lastHovered = args.object;
|
141
|
+
|
142
|
+
if (args.button === 0) {
|
143
|
+
if (this._dragHandlers.size === 0) {
|
144
|
+
this._didDrag = false;
|
145
|
+
this._totalMovement.set(0, 0, 0);
|
146
|
+
this._potentialDragStartEvt = args;
|
147
|
+
}
|
148
|
+
|
149
|
+
DragControls._active += 1;
|
150
|
+
|
151
|
+
const newDragHandler = new DragPointerHandler(this, this.targetObject || this.gameObject);
|
152
|
+
this._dragHandlers.set(args.event.space, newDragHandler);
|
153
|
+
|
154
|
+
// We need to turn off OrbitControls immediately, otherwise they still get data for a short moment
|
155
|
+
// and they don't properly handle being disabled while already processing data (smoothing happens when enabling again)
|
156
|
+
if (this.orbit) this.orbit.enabled = false;
|
157
|
+
|
158
|
+
newDragHandler.onDragStart(args);
|
159
|
+
|
160
|
+
if (this._dragHandlers.size === 2) {
|
161
|
+
const iterator = this._dragHandlers.values();
|
162
|
+
const a = iterator.next().value;
|
163
|
+
const b = iterator.next().value;
|
164
|
+
const mtHandler = new MultiTouchDragHandler(this, this.targetObject || this.gameObject, a, b);
|
165
|
+
this._dragHandlers.set(this.gameObject, mtHandler);
|
166
|
+
|
167
|
+
mtHandler.onDragStart(args);
|
168
|
+
}
|
169
|
+
|
170
|
+
args.use();
|
171
|
+
}
|
130
172
|
}
|
131
173
|
|
132
174
|
onPointerMove(args: PointerEventData) {
|
133
|
-
if(this._isDragging || this.
|
175
|
+
if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
|
134
176
|
}
|
135
177
|
|
136
178
|
onPointerUp(args: PointerEventData) {
|
137
|
-
|
179
|
+
|
180
|
+
if(debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
|
181
|
+
|
138
182
|
if (!this.allowEdit(this.gameObject)) return;
|
139
|
-
if (
|
140
|
-
|
141
|
-
|
142
|
-
this.
|
143
|
-
|
144
|
-
if (
|
183
|
+
if (args.button !== 0) return;
|
184
|
+
this._potentialDragStartEvt = null;
|
185
|
+
|
186
|
+
const handler = this._dragHandlers.get(args.event.space);
|
187
|
+
const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
|
188
|
+
if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
|
189
|
+
// any of the two handlers has been released, so we can remove the multi-touch handler
|
190
|
+
this._dragHandlers.delete(this.gameObject);
|
191
|
+
mtHandler.onDragEnd(args);
|
192
|
+
}
|
193
|
+
|
194
|
+
if (handler) {
|
195
|
+
if (DragControls._active > 0)
|
196
|
+
DragControls._active -= 1;
|
197
|
+
|
198
|
+
if (handler.onDragEnd) handler.onDragEnd(args);
|
199
|
+
this._dragHandlers.delete(args.event.space);
|
200
|
+
|
201
|
+
if (this._dragHandlers.size === 0) {
|
202
|
+
this.onLastDragEnd(args);
|
203
|
+
}
|
204
|
+
args.use();
|
205
|
+
}
|
206
|
+
|
207
|
+
if (DragControls._active === 0) {
|
208
|
+
if (this.orbit) this.orbit.enabled = true;
|
209
|
+
}
|
145
210
|
}
|
146
211
|
|
147
|
-
|
148
212
|
update(): void {
|
149
|
-
if (WebXR.IsInWebXR) return;
|
150
213
|
|
214
|
+
for (const handler of this._dragHandlers.values()) {
|
215
|
+
if (handler.collectMovementInfo) handler.collectMovementInfo();
|
216
|
+
// TODO this doesn't make sense, we should instead just use the max here
|
217
|
+
// or even better, each handler can decide on their own how to handle this
|
218
|
+
if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
|
219
|
+
}
|
220
|
+
|
151
221
|
// drag start only after having dragged for some pixels
|
152
|
-
if (this.
|
222
|
+
if (this._potentialDragStartEvt) {
|
153
223
|
if (!this._didDrag) {
|
154
|
-
// this is so we can e.g. process clicks without having a drag change the position
|
155
|
-
//
|
156
|
-
|
157
|
-
if (delta)
|
158
|
-
this._dragDelta.add(delta);
|
159
|
-
if (this._dragDelta.length() > 2)
|
224
|
+
// this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
|
225
|
+
// TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
|
226
|
+
if (this._totalMovement.length() > 0.0003)
|
160
227
|
this._didDrag = true;
|
161
228
|
else return;
|
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229
|
}
|
163
|
-
const args = this.
|
164
|
-
this.
|
165
|
-
this.
|
230
|
+
const args = this._potentialDragStartEvt;
|
231
|
+
this._potentialDragStartEvt = null;
|
232
|
+
this.onFirstDragStart(args);
|
166
233
|
}
|
167
234
|
|
168
|
-
|
169
|
-
this.
|
170
|
-
|
171
|
-
|
172
|
-
|
173
|
-
this.onDragEnd(null);
|
174
|
-
}
|
235
|
+
for (const handler of this._dragHandlers.values())
|
236
|
+
if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
|
237
|
+
|
238
|
+
if (this._dragHelper && this._dragHelper.hasSelected)
|
239
|
+
this.onAnyDragUpdate();
|
175
240
|
}
|
176
241
|
|
177
|
-
|
178
|
-
private
|
179
|
-
private _dragDelta!: Vector2;
|
180
|
-
private _didDrag: boolean = false;
|
181
|
-
private _activePointerId?: number;
|
182
|
-
|
183
|
-
private onDragStart(evt: PointerEventData) {
|
242
|
+
/** Called when the first pointer starts dragging on this object. Not called for subsequent pointers on the same object. */
|
243
|
+
private onFirstDragStart(evt: PointerEventData) {
|
184
244
|
if (!this._dragHelper) {
|
185
245
|
if (this.context.mainCamera)
|
186
|
-
this._dragHelper = new
|
246
|
+
this._dragHelper = new LegacyDragVisualsHelper(this.context.mainCamera);
|
187
247
|
else
|
188
248
|
return;
|
189
249
|
}
|
@@ -192,46 +252,17 @@
|
|
192
252
|
const dc = GameObject.getComponentInParent(evt.object, DragControls);
|
193
253
|
if (!dc || dc !== this) return;
|
194
254
|
|
255
|
+
const object = this.targetObject || this.gameObject;
|
195
256
|
|
196
|
-
|
257
|
+
if (!object) return;
|
197
258
|
|
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;
|
228
259
|
this._isDragging = true;
|
229
260
|
this._dragHelper.setSelected(object, this.context);
|
230
261
|
if (this.orbit) this.orbit.enabled = false;
|
231
262
|
|
232
263
|
const sync = GameObject.getComponentInChildren(object, SyncedTransform);
|
233
|
-
if (debug)
|
234
|
-
|
264
|
+
if (debug) console.log("DRAG START", sync, object);
|
265
|
+
|
235
266
|
if (sync) {
|
236
267
|
sync.fastMode = true;
|
237
268
|
sync?.requestOwnership();
|
@@ -239,30 +270,31 @@
|
|
239
270
|
|
240
271
|
this._marker = GameObject.addNewComponent(object, UsageMarker);
|
241
272
|
|
242
|
-
// console.log(object, this._marker);
|
243
|
-
|
244
273
|
this._draggingRigidbodies.length = 0;
|
245
274
|
const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
|
246
275
|
if (rbs)
|
247
276
|
this._draggingRigidbodies.push(...rbs);
|
248
|
-
|
249
|
-
const l = nameofFactory<IDragEventListener>();
|
250
|
-
GameObject.invokeOnChildren(this._dragHelper.selected, l("onDragStart"));
|
251
277
|
}
|
252
278
|
|
253
|
-
|
279
|
+
/** Called each frame as long as any pointer is dragging this object. */
|
280
|
+
private onAnyDragUpdate() {
|
254
281
|
if (!this._dragHelper) return;
|
255
282
|
this._dragHelper.showGizmo = this.showGizmo;
|
256
|
-
this._dragHelper.useViewAngle = this.useViewAngle;
|
257
283
|
|
258
284
|
this._dragHelper.onUpdate(this.context);
|
259
285
|
for (const rb of this._draggingRigidbodies) {
|
260
286
|
rb.wakeUp();
|
261
287
|
rb.resetVelocities();
|
288
|
+
rb.resetForcesAndTorques();
|
262
289
|
}
|
290
|
+
|
291
|
+
const object = this.targetObject || this.gameObject;
|
292
|
+
|
293
|
+
InstancingUtil.markDirty(object);
|
263
294
|
}
|
264
295
|
|
265
|
-
|
296
|
+
/** Called when the last pointer has been removed from this object. */
|
297
|
+
private onLastDragEnd(evt: PointerEventData | null) {
|
266
298
|
if (!this || !this._isDragging) return;
|
267
299
|
this._isDragging = false;
|
268
300
|
if (!this._dragHelper) return;
|
@@ -271,8 +303,7 @@
|
|
271
303
|
}
|
272
304
|
this._draggingRigidbodies.length = 0;
|
273
305
|
const selected = this._dragHelper.selected;
|
274
|
-
if (debug)
|
275
|
-
console.log("DRAG END", selected, selected?.visible)
|
306
|
+
if (debug) console.log("DRAG END", selected, selected?.visible)
|
276
307
|
this._dragHelper.setSelected(null, this.context);
|
277
308
|
if (this.orbit) this.orbit.enabled = true;
|
278
309
|
if (evt?.object) {
|
@@ -282,23 +313,751 @@
|
|
282
313
|
// sync?.requestOwnership();
|
283
314
|
}
|
284
315
|
}
|
285
|
-
if (this._marker)
|
316
|
+
if (this._marker)
|
286
317
|
this._marker.destroy();
|
318
|
+
}
|
319
|
+
}
|
320
|
+
|
321
|
+
/** Handles two touch points affecting one object. Allows movement, scale and rotation of objects. */
|
322
|
+
class MultiTouchDragHandler implements IDragHandler {
|
323
|
+
|
324
|
+
handlerA: DragPointerHandler;
|
325
|
+
handlerB: DragPointerHandler;
|
326
|
+
|
327
|
+
private context: Context;
|
328
|
+
private settings: DragControls;
|
329
|
+
private gameObject: GameObject;
|
330
|
+
private _handlerAAttachmentPoint: Vector3 = new Vector3();
|
331
|
+
private _handlerBAttachmentPoint: Vector3 = new Vector3();
|
332
|
+
|
333
|
+
private _followObject: GameObject;
|
334
|
+
private _manipulatorObject: GameObject;
|
335
|
+
private _deviceMode!: XRTargetRayMode;
|
336
|
+
private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
|
337
|
+
|
338
|
+
constructor(dragControls: DragControls, gameObject: GameObject, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
|
339
|
+
this.context = dragControls.context;
|
340
|
+
this.settings = dragControls;
|
341
|
+
this.gameObject = gameObject;
|
342
|
+
this.handlerA = pointerA;
|
343
|
+
this.handlerB = pointerB;
|
344
|
+
|
345
|
+
this._followObject = new Object3D() as GameObject;
|
346
|
+
this._manipulatorObject = new Object3D() as GameObject;
|
347
|
+
|
348
|
+
this.context.scene.add(this._manipulatorObject);
|
349
|
+
|
350
|
+
const rig = NeedleXRSession.active?.rig?.gameObject;
|
351
|
+
|
352
|
+
if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
|
353
|
+
console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
|
354
|
+
return;
|
287
355
|
}
|
288
|
-
|
289
|
-
|
290
|
-
|
356
|
+
|
357
|
+
this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
|
358
|
+
this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
|
359
|
+
this.gameObject.localToWorld(this._tempVec1);
|
360
|
+
this.gameObject.localToWorld(this._tempVec2);
|
361
|
+
if (rig) {
|
362
|
+
rig.worldToLocal(this._tempVec1);
|
363
|
+
rig.worldToLocal(this._tempVec2);
|
291
364
|
}
|
365
|
+
this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
|
366
|
+
|
367
|
+
if (this._initialDistance < 0.02) {
|
368
|
+
if (debug) {
|
369
|
+
console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
|
370
|
+
}
|
371
|
+
// We want two reasonable pointer attachment points here.
|
372
|
+
// But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
|
373
|
+
this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
|
374
|
+
this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
|
375
|
+
this._handlerAAttachmentPoint.copy(this._tempVec1);
|
376
|
+
this._handlerBAttachmentPoint.copy(this._tempVec2);
|
377
|
+
this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
|
378
|
+
this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
|
379
|
+
this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
|
292
380
|
|
293
|
-
|
294
|
-
|
381
|
+
if (this._initialDistance < 0.001) {
|
382
|
+
console.warn("Not supported right now – controller drag points for multitouch are too close!");
|
383
|
+
this._initialDistance = 1;
|
384
|
+
}
|
385
|
+
}
|
386
|
+
else {
|
387
|
+
this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
|
388
|
+
this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
|
389
|
+
}
|
390
|
+
|
391
|
+
this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
|
392
|
+
this._initialScale.copy(gameObject.scale);
|
393
|
+
|
394
|
+
if (debug) {
|
395
|
+
this._followObject.add(new AxesHelper(2));
|
396
|
+
this._manipulatorObject.add(new AxesHelper(5));
|
397
|
+
|
398
|
+
const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
|
399
|
+
Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
|
400
|
+
Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
|
401
|
+
}
|
295
402
|
}
|
403
|
+
|
404
|
+
onDragStart(_args: PointerEventData): void {
|
405
|
+
// align _followObject with the object we want to drag
|
406
|
+
this.gameObject.add(this._followObject);
|
407
|
+
this._followObject.matrixAutoUpdate = false;
|
408
|
+
this._followObject.matrix.identity();
|
409
|
+
this._deviceMode = _args.mode;
|
410
|
+
this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
|
411
|
+
|
412
|
+
// align _manipulatorObject in the same way it would if this was a drag update
|
413
|
+
this.alignManipulator();
|
414
|
+
|
415
|
+
// and then parent it to the space object so it follows along.
|
416
|
+
this._manipulatorObject.attach(this._followObject);
|
417
|
+
|
418
|
+
// store offsets in local space
|
419
|
+
this._manipulatorPosOffset.copy(this._followObject.position);
|
420
|
+
this._manipulatorRotOffset.copy(this._followObject.quaternion);
|
421
|
+
this._manipulatorScaleOffset.copy(this._followObject.scale);
|
422
|
+
}
|
423
|
+
|
424
|
+
onDragEnd(_args: PointerEventData): void {
|
425
|
+
if (!this.handlerA || !this.handlerB) {
|
426
|
+
console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
|
427
|
+
return;
|
428
|
+
}
|
429
|
+
|
430
|
+
// we want to initialize the drag points for these handlers again.
|
431
|
+
// one of them will be removed, but we don't know here which one
|
432
|
+
this.handlerA.recenter();
|
433
|
+
this.handlerB.recenter();
|
434
|
+
|
435
|
+
// destroy helper objects
|
436
|
+
this._manipulatorObject.removeFromParent();
|
437
|
+
this._followObject.removeFromParent();
|
438
|
+
this._manipulatorObject.destroy();
|
439
|
+
this._followObject.destroy();
|
440
|
+
}
|
441
|
+
|
442
|
+
private _manipulatorPosOffset: Vector3 = new Vector3();
|
443
|
+
private _manipulatorRotOffset: Quaternion = new Quaternion();
|
444
|
+
private _manipulatorScaleOffset: Vector3 = new Vector3();
|
445
|
+
|
446
|
+
private _tempVec1: Vector3 = new Vector3();
|
447
|
+
private _tempVec2: Vector3 = new Vector3();
|
448
|
+
private _tempVec3: Vector3 = new Vector3();
|
449
|
+
private tempLookMatrix: Matrix4 = new Matrix4();
|
450
|
+
private _initialScale: Vector3 = new Vector3();
|
451
|
+
private _initialDistance: number = 0;
|
452
|
+
|
453
|
+
private alignManipulator() {
|
454
|
+
this._tempVec1.copy(this._handlerAAttachmentPoint);
|
455
|
+
this._tempVec2.copy(this._handlerBAttachmentPoint);
|
456
|
+
this.handlerA.followObject.localToWorld(this._tempVec1);
|
457
|
+
this.handlerB.followObject.localToWorld(this._tempVec2);
|
458
|
+
this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
|
459
|
+
|
460
|
+
this._manipulatorObject.position.copy(this._tempVec3);
|
461
|
+
|
462
|
+
// - lookAt the second point on handlerB
|
463
|
+
const camera = this.context.mainCamera;
|
464
|
+
this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
|
465
|
+
this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
|
466
|
+
|
467
|
+
// - scale based on the distance between the two points
|
468
|
+
const dist = this._tempVec1.distanceTo(this._tempVec2);
|
469
|
+
this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
|
470
|
+
|
471
|
+
this._manipulatorObject.updateMatrix();
|
472
|
+
this._manipulatorObject.updateMatrixWorld(true);
|
473
|
+
|
474
|
+
if (debug) {
|
475
|
+
Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0,0.2,0)), "A:B " + dist.toFixed(2), 0.03);
|
476
|
+
Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
|
477
|
+
|
478
|
+
// const wp = this._manipulatorObject.worldPosition;
|
479
|
+
// Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
|
480
|
+
}
|
481
|
+
}
|
482
|
+
|
483
|
+
onDragUpdate() {
|
484
|
+
// At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
|
485
|
+
// two events at the same time. They're basically providing us with two Object3D's and we can combine these here
|
486
|
+
// into a reasonable two-handed translation/rotation/scale.
|
487
|
+
// One approach:
|
488
|
+
// - position our control object on the center between the two pointer control objects
|
489
|
+
|
490
|
+
// TODO close grab needs to be handled differently because there we don't have a hit point -
|
491
|
+
// Hit point is just the center of the object
|
492
|
+
// So probably we should fix that close grab has a better hit point approximation (point on bounds?)
|
493
|
+
|
494
|
+
this.alignManipulator();
|
495
|
+
|
496
|
+
// apply (smoothed) to the gameObject
|
497
|
+
const lerpStrength = 30;
|
498
|
+
const lerpFactor = 1.0;
|
499
|
+
|
500
|
+
this._followObject.position.copy(this._manipulatorPosOffset);
|
501
|
+
this._followObject.quaternion.copy(this._manipulatorRotOffset);
|
502
|
+
this._followObject.scale.copy(this._manipulatorScaleOffset);
|
503
|
+
|
504
|
+
const draggedObject = this.gameObject;
|
505
|
+
const targetObject = this._followObject;
|
506
|
+
|
507
|
+
targetObject.updateMatrix();
|
508
|
+
targetObject.updateMatrixWorld(true);
|
509
|
+
|
510
|
+
const isSpatialInput = this._deviceMode === "tracked-pointer";
|
511
|
+
const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
|
512
|
+
|
513
|
+
// TODO refactor to a common place
|
514
|
+
// apply constraints (position grid snap, rotation, ...)
|
515
|
+
if (this.settings.snapGridResolution > 0) {
|
516
|
+
const wp = this._followObject.worldPosition;
|
517
|
+
const snap = this.settings.snapGridResolution;
|
518
|
+
wp.x = Math.round(wp.x / snap) * snap;
|
519
|
+
wp.y = Math.round(wp.y / snap) * snap;
|
520
|
+
wp.z = Math.round(wp.z / snap) * snap;
|
521
|
+
this._followObject.worldPosition = wp;
|
522
|
+
this._followObject.updateMatrix();
|
523
|
+
}
|
524
|
+
if (keepRotation) {
|
525
|
+
this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
526
|
+
this._followObject.updateMatrix();
|
527
|
+
}
|
528
|
+
|
529
|
+
// TODO refactor to a common place
|
530
|
+
// TODO should use unscaled time here // some test for lerp speed depending on distance
|
531
|
+
const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
|
532
|
+
|
533
|
+
const wp = draggedObject.worldPosition;
|
534
|
+
wp.lerp(targetObject.worldPosition, t);
|
535
|
+
draggedObject.worldPosition = wp;
|
536
|
+
|
537
|
+
const rot = draggedObject.worldQuaternion;
|
538
|
+
rot.slerp(targetObject.worldQuaternion, t);
|
539
|
+
draggedObject.worldQuaternion = rot;
|
540
|
+
|
541
|
+
const scl = draggedObject.worldScale;
|
542
|
+
scl.lerp(targetObject.worldScale, t);
|
543
|
+
draggedObject.worldScale = scl;
|
544
|
+
}
|
545
|
+
|
546
|
+
setTargetObject(obj: Object3D | null): void {
|
547
|
+
this.gameObject = obj as GameObject;
|
548
|
+
}
|
296
549
|
}
|
297
550
|
|
551
|
+
/** Common interface for pointer handlers (single touch and multi touch) */
|
552
|
+
interface IDragHandler {
|
553
|
+
/** Used to determine if a drag has happened for this handler */
|
554
|
+
getTotalMovement?(): Vector3;
|
555
|
+
/** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
|
556
|
+
setTargetObject(obj: Object3D | null): void;
|
557
|
+
|
558
|
+
/** Prewarms the drag – can already move internal points around here but should not move the object itself */
|
559
|
+
collectMovementInfo?(): void;
|
560
|
+
onDragStart?(args: PointerEventData): void;
|
561
|
+
onDragEnd?(args: PointerEventData): void;
|
562
|
+
/** The target object is moved around */
|
563
|
+
onDragUpdate?(numberOfPointers: number): void;
|
564
|
+
}
|
298
565
|
|
566
|
+
/** Handles a single pointer on an object. DragPointerHandlers are created on pointer enter,
|
567
|
+
* help with determining if there's actually a drag, and then perform operations based on spatial pointer data.
|
568
|
+
*/
|
569
|
+
class DragPointerHandler implements IDragHandler {
|
299
570
|
|
300
|
-
|
571
|
+
/** Absolute movement of the pointer. Used for determining if a motion/drag is happening.
|
572
|
+
* This is in world units, so very small for screens (near-plane space change) */
|
573
|
+
getTotalMovement(): Vector3 { return this._totalMovement; }
|
574
|
+
get followObject(): GameObject { return this._followObject; }
|
575
|
+
get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
|
301
576
|
|
577
|
+
private context: Context;
|
578
|
+
private gameObject: GameObject;
|
579
|
+
private settings: DragControls;
|
580
|
+
private _lastRig: IGameObject | undefined = undefined;
|
581
|
+
|
582
|
+
/** This object is placed at the pivot of the dragged object, and parented to the control space. */
|
583
|
+
private _followObject: GameObject;
|
584
|
+
private _totalMovement: Vector3 = new Vector3();
|
585
|
+
/** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
|
586
|
+
* effort someone is putting into moving an object closer or further away. */
|
587
|
+
private _totalMovementAlongRayDirection: number = 0;
|
588
|
+
/** Distance between _followObject and its parent at grab start, in local space */
|
589
|
+
private _grabStartDistance: number = 0;
|
590
|
+
private _deviceMode!: XRTargetRayMode;
|
591
|
+
private _followObjectStartPosition: Vector3 = new Vector3();
|
592
|
+
private _followObjectStartQuaternion: Quaternion = new Quaternion();
|
593
|
+
private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
|
594
|
+
private _lastDragPosRigSpace: Vector3 | undefined;
|
595
|
+
private _tempVec: Vector3 = new Vector3();
|
596
|
+
private _tempMat: Matrix4 = new Matrix4();
|
597
|
+
|
598
|
+
private _hitPointInLocalSpace: Vector3 = new Vector3();
|
599
|
+
private _hitNormalInLocalSpace: Vector3 = new Vector3();
|
600
|
+
private _bottomCenter = new Vector3();
|
601
|
+
private _backCenter = new Vector3();
|
602
|
+
private _backBottomCenter = new Vector3();
|
603
|
+
private _bounds = new Box3();
|
604
|
+
private _dragPlane = new Plane(new Vector3(0, 1, 0));
|
605
|
+
private _draggedOverObject: Object3D | null = null;
|
606
|
+
private _draggedOverObjectLastSetUp: Object3D | null = null;
|
607
|
+
private _draggedOverObjectLastNormal: Vector3 = new Vector3();
|
608
|
+
private _draggedOverObjectDuration: number = 0;
|
609
|
+
|
610
|
+
/** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
|
611
|
+
setTargetObject(obj: Object3D | null) {
|
612
|
+
this.gameObject = obj as GameObject;
|
613
|
+
}
|
614
|
+
|
615
|
+
constructor(dragControls: DragControls, gameObject: GameObject) {
|
616
|
+
this.settings = dragControls;
|
617
|
+
this.context = dragControls.context;
|
618
|
+
this.gameObject = gameObject;
|
619
|
+
this._followObject = new Object3D() as GameObject;
|
620
|
+
}
|
621
|
+
|
622
|
+
recenter() {
|
623
|
+
if (!this._followObject.parent) {
|
624
|
+
console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
|
625
|
+
return;
|
626
|
+
}
|
627
|
+
|
628
|
+
const p = this._followObject.parent as GameObject;
|
629
|
+
|
630
|
+
this.gameObject.add(this._followObject);
|
631
|
+
this._followObject.matrixAutoUpdate = false;
|
632
|
+
|
633
|
+
this._followObject.position.set(0, 0, 0);
|
634
|
+
this._followObject.quaternion.set(0, 0, 0, 1);
|
635
|
+
this._followObject.scale.set(1, 1, 1);
|
636
|
+
|
637
|
+
this._followObject.updateMatrix();
|
638
|
+
this._followObject.updateMatrixWorld(true);
|
639
|
+
|
640
|
+
p.attach(this._followObject);
|
641
|
+
|
642
|
+
this._followObjectStartPosition.copy(this._followObject.position);
|
643
|
+
this._followObjectStartQuaternion.copy(this._followObject.quaternion);
|
644
|
+
this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
|
645
|
+
|
646
|
+
this._followObject.updateMatrix();
|
647
|
+
this._followObject.updateMatrixWorld(true);
|
648
|
+
|
649
|
+
const hitPointWP = this._hitPointInLocalSpace.clone();
|
650
|
+
this.gameObject.localToWorld(hitPointWP);
|
651
|
+
this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
|
652
|
+
const rig = NeedleXRSession.active?.rig?.gameObject;
|
653
|
+
const rigScale = rig?.worldScale.x || 1;
|
654
|
+
this._grabStartDistance /= rigScale;
|
655
|
+
|
656
|
+
this._totalMovementAlongRayDirection = 0;
|
657
|
+
this._lastDragPosRigSpace = undefined;
|
658
|
+
|
659
|
+
if (debug)
|
660
|
+
{
|
661
|
+
Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
|
662
|
+
Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0,0.1,0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
|
663
|
+
}
|
664
|
+
}
|
665
|
+
|
666
|
+
onDragStart(args: PointerEventData) {
|
667
|
+
|
668
|
+
args.event.space.add(this._followObject);
|
669
|
+
|
670
|
+
// prepare for drag, we will start dragging after an object has been dragged for a few centimeters
|
671
|
+
this._lastDragPosRigSpace = undefined;
|
672
|
+
|
673
|
+
if (args.point && args.normal) {
|
674
|
+
this._hitPointInLocalSpace.copy(args.point);
|
675
|
+
this.gameObject.worldToLocal(this._hitPointInLocalSpace);
|
676
|
+
|