Needle Engine

Changes between version 3.31.6 and 3.32.19-alpha
Files changed (236) hide show
  1. src/engine-schemes/vrUserStateBuffer.fbs +0 -0
  2. plugins/vite/config.js +1 -0
  3. plugins/vite/copyfiles.js +4 -1
  4. plugins/vite/defines.js +4 -1
  5. plugins/vite/dependency-watcher.js +23 -17
  6. plugins/vite/index.js +4 -0
  7. plugins/vite/meta.js +2 -0
  8. src/engine-components/export/usdz/extensions/behavior/Actions.ts +3 -2
  9. src/engine-components/AlignmentConstraint.ts +3 -2
  10. src/engine-components/Animation.ts +4 -3
  11. src/engine-components/export/usdz/extensions/Animation.ts +5 -4
  12. src/engine-components/AnimationCurve.ts +18 -2
  13. src/engine-components/AnimationUtils.ts +4 -3
  14. src/engine-components/export/usdz/utils/animationutils.ts +5 -4
  15. src/engine-components/Animator.ts +6 -5
  16. src/engine-components/AnimatorController.ts +21 -12
  17. src/engine-components/postprocessing/Effects/Antialiasing.ts +1 -0
  18. src/engine-components/api.ts +7 -9
  19. src/engine/api.ts +21 -22
  20. src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +3 -2
  21. src/engine-components/AudioListener.ts +2 -1
  22. src/engine-components/AudioSource.ts +103 -41
  23. src/engine-components/avatar/Avatar_Brain_LookAt.ts +5 -4
  24. src/engine-components/avatar/Avatar_MouthShapes.ts +4 -3
  25. src/engine-components/avatar/AvatarBlink_Simple.ts +3 -2
  26. src/engine-components/avatar/AvatarEyeLook_Rotation.ts +5 -4
  27. src/engine-components/AvatarLoader.ts +6 -5
  28. src/engine-components/AxesHelper.ts +3 -2
  29. src/engine-components/ui/BaseUIComponent.ts +27 -25
  30. src/engine-components/BasicIKConstraint.ts +3 -2
  31. src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +1 -1
  32. src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +12 -13
  33. src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +2 -2
  34. src/engine-components/postprocessing/Effects/Bloom.ts +1 -0
  35. src/engine-components/BoxHelperComponent.ts +4 -3
  36. src/engine-components/ui/Button.ts +17 -15
  37. src/engine-components/Camera.ts +12 -13
  38. src/engine-components/CameraUtils.ts +8 -7
  39. src/engine-components/ui/Canvas.ts +45 -20
  40. src/engine-components/ui/CanvasGroup.ts +3 -3
  41. src/engine-components/CharacterController.ts +5 -4
  42. src/engine-components/postprocessing/Effects/ChromaticAberration.ts +1 -0
  43. src/engine-components/Collider.ts +12 -5
  44. src/engine-components/postprocessing/Effects/ColorAdjustments.ts +2 -1
  45. src/engine-components/Component.ts +114 -21
  46. src/engine-components/codegen/components.ts +10 -15
  47. src/engine-components/ContactShadows.ts +3 -3
  48. src/engine/debug/debug_console.ts +8 -4
  49. src/engine/debug/debug_overlay.ts +8 -7
  50. src/engine/debug/debug.ts +6 -2
  51. src/engine-components/DeleteBox.ts +1 -0
  52. src/engine-components/postprocessing/Effects/DepthOfField.ts +2 -1
  53. src/engine-components/DeviceFlag.ts +1 -1
  54. src/engine-components/DragControls.ts +949 -182
  55. src/engine-components/DropListener.ts +5 -4
  56. src/engine-components/Duplicatable.ts +74 -91
  57. src/engine/engine_addressables.ts +7 -6
  58. src/engine/engine_assetdatabase.ts +2 -1
  59. src/engine/engine_camera.ts +2 -1
  60. src/engine/engine_components.ts +7 -6
  61. src/engine/engine_constants.ts +5 -2
  62. src/engine/engine_context.ts +112 -70
  63. src/engine/engine_create_objects.ts +13 -1
  64. src/engine/engine_element_loading.ts +41 -16
  65. src/engine/engine_element_overlay.ts +17 -0
  66. src/engine/engine_element.ts +66 -13
  67. src/engine/engine_gameobject.ts +56 -44
  68. src/engine/engine_gizmos.ts +68 -26
  69. src/engine/engine_gltf_builtin_components.ts +11 -9
  70. src/engine/engine_gltf.ts +4 -3
  71. src/engine/engine_hot_reload.ts +2 -2
  72. src/engine/engine_input.ts +480 -185
  73. src/engine/engine_license.ts +26 -12
  74. src/engine/engine_lifecycle_api.ts +28 -4
  75. src/engine/engine_lifecycle_functions_internal.ts +2 -2
  76. src/engine/engine_lightdata.ts +4 -3
  77. src/engine/engine_loaders.ts +3 -3
  78. src/engine/engine_mainloop_utils.ts +34 -7
  79. src/engine/engine_networking_auto.ts +1 -1
  80. src/engine/engine_networking_files_default_components.ts +2 -1
  81. src/engine/engine_networking_files.ts +8 -7
  82. src/engine/engine_networking_instantiate.ts +17 -12
  83. src/engine/engine_networking_peer.ts +2 -1
  84. src/engine/engine_networking_streams.ts +8 -7
  85. src/engine/engine_networking.ts +12 -8
  86. src/engine/engine_physics_rapier.ts +62 -47
  87. src/engine/engine_physics.ts +23 -18
  88. src/engine/engine_playerview.ts +2 -1
  89. src/engine/engine_scenelighting.ts +5 -4
  90. src/engine/engine_scenetools.ts +9 -8
  91. src/engine/engine_serialization_builtin_serializer.ts +18 -8
  92. src/engine/engine_serialization_core.ts +8 -8
  93. src/engine/engine_serialization.ts +4 -5
  94. src/engine/engine_shaders.ts +4 -3
  95. src/engine/engine_texture.ts +2 -1
  96. src/engine/engine_three_utils.ts +18 -4
  97. src/engine/engine_time.ts +4 -3
  98. src/engine/engine_types.ts +27 -4
  99. src/engine/engine_util_decorator.ts +3 -2
  100. src/engine/engine_utils_screenshot.ts +2 -1
  101. src/engine/engine_utils.ts +70 -6
  102. src/engine/engine.ts +3 -3
  103. src/engine-components/ui/EventSystem.ts +281 -185
  104. src/engine-components/EventTrigger.ts +2 -2
  105. src/engine/extensions/EXT_texture_exr.ts +3 -2
  106. src/engine/extensions/extension_utils.ts +2 -1
  107. src/engine-components/export/usdz/Extension.ts +2 -1
  108. src/engine/extensions/extensions.ts +12 -11
  109. src/engine-components/js-extensions/ExtensionUtils.ts +1 -0
  110. src/engine-components/FlyControls.ts +2 -1
  111. src/engine-components/Fog.ts +2 -1
  112. src/engine-components/Gizmos.ts +5 -4
  113. src/engine-components/export/gltf/GltfExport.ts +6 -6
  114. src/engine-components/ui/Graphic.ts +8 -7
  115. src/engine-components/GridHelper.ts +4 -3
  116. src/engine-components/GroundProjection.ts +11 -5
  117. src/engine-components/ui/Image.ts +2 -1
  118. src/engine-components/export/usdz/index.ts +3 -3
  119. src/engine-components/postprocessing/index.ts +2 -2
  120. src/engine-components/timeline/index.ts +2 -2
  121. src/engine-components/webxr/index.ts +2 -3
  122. src/engine/extensions/index.ts +2 -2
  123. src/engine-components/ui/InputField.ts +4 -4
  124. src/engine-components/Interactable.ts +6 -14
  125. src/engine-components/Joints.ts +1 -0
  126. src/engine-components/ui/Layout.ts +3 -3
  127. src/engine-components/Light.ts +10 -13
  128. src/engine-components/LODGroup.ts +5 -4
  129. src/engine-components/debug/LogStats.ts +1 -1
  130. src/engine-components/utils/LookAt.ts +4 -4
  131. src/engine-components/LookAtConstraint.ts +3 -2
  132. src/engine/extensions/NEEDLE_animator_controller_model.ts +3 -2
  133. src/engine/extensions/NEEDLE_components.ts +7 -6
  134. src/engine/extensions/NEEDLE_gameobject_data.ts +3 -3
  135. src/engine/extensions/NEEDLE_lighting_settings.ts +7 -6
  136. src/engine/extensions/NEEDLE_lightmaps.ts +8 -7
  137. src/engine/extensions/NEEDLE_persistent_assets.ts +3 -2
  138. src/engine/extensions/NEEDLE_progressive.ts +5 -3
  139. src/engine/extensions/NEEDLE_render_objects.ts +18 -18
  140. src/engine/extensions/NEEDLE_techniques_webgl.ts +8 -5
  141. src/needle-engine.ts +0 -3
  142. src/engine-components/NestedGltf.ts +4 -4
  143. src/engine-components/Networking.ts +1 -1
  144. src/engine-components/js-extensions/Object3D.ts +11 -12
  145. src/engine-components/OffsetConstraint.ts +4 -3
  146. src/engine-components/utils/OpenURL.ts +8 -40
  147. src/engine-components/OrbitControls.ts +15 -15
  148. src/engine-components/ui/Outline.ts +3 -2
  149. src/engine-components/ParticleSystem.ts +39 -34
  150. src/engine-components/ParticleSystemModules.ts +205 -24
  151. src/engine-components/ParticleSystemSubEmitter.ts +4 -3
  152. src/engine-components/postprocessing/Effects/Pixelation.ts +4 -3
  153. src/engine-components/timeline/PlayableDirector.ts +10 -9
  154. src/engine-components/PlayerColor.ts +19 -14
  155. src/engine-components-experimental/networking/PlayerSync.ts +119 -26
  156. src/engine-components/ui/PointerEvents.ts +118 -30
  157. src/engine-components/postprocessing/PostProcessingEffect.ts +5 -4
  158. src/engine-components/postprocessing/PostProcessingHandler.ts +5 -4
  159. src/engine-components-experimental/Presentation.ts +1 -1
  160. src/engine-components/ui/Raycaster.ts +27 -8
  161. src/engine-components/ui/RaycastUtils.ts +2 -1
  162. src/engine-components/ui/RectTransform.ts +6 -5
  163. src/engine-components/ReflectionProbe.ts +3 -2
  164. src/engine/codegen/register_types.ts +17 -28
  165. src/engine-components/Renderer.ts +60 -38
  166. src/engine-components/RendererLightmap.ts +3 -2
  167. src/engine-components/js-extensions/RGBAColor.ts +2 -1
  168. src/engine-components/RigidBody.ts +15 -6
  169. src/engine-components/SceneSwitcher.ts +13 -12
  170. src/engine-schemes/schemes.ts +2 -1
  171. src/engine-components/ScreenCapture.ts +9 -8
  172. src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +1 -0
  173. src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +3 -2
  174. src/engine-components/ShadowCatcher.ts +4 -3
  175. src/engine-components/timeline/SignalAsset.ts +2 -2
  176. src/engine-components/Skybox.ts +10 -9
  177. src/engine-components/SmoothFollow.ts +5 -4
  178. src/engine-components/ui/SpatialHtml.ts +1 -0
  179. src/engine-components/SpatialTrigger.ts +4 -3
  180. src/engine-components/SpectatorCamera.ts +23 -33
  181. src/engine-components/SpriteRenderer.ts +4 -3
  182. src/engine-components/SyncedCamera.ts +13 -13
  183. src/engine-components/SyncedRoom.ts +2 -2
  184. src/engine-components/SyncedTransform.ts +25 -7
  185. src/engine/tests/test_utils.ts +1 -1
  186. src/engine-components/TestRunner.ts +6 -5
  187. src/engine-components/ui/Text.ts +9 -8
  188. src/engine-components/export/usdz/ThreeUSDZExporter.ts +36 -33
  189. src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +4 -3
  190. src/engine-components/timeline/TimelineTracks.ts +60 -22
  191. src/engine-components/postprocessing/Effects/Tonemapping.ts +1 -0
  192. src/engine-components/TransformGizmo.ts +6 -5
  193. src/engine/extensions/usage_tracker.ts +2 -1
  194. src/engine-components/export/usdz/USDZExporter.ts +41 -94
  195. src/engine-components/export/usdz/extensions/USDZText.ts +6 -5
  196. src/engine-components/export/usdz/extensions/USDZUI.ts +13 -9
  197. plugins/types/userconfig.d.ts +3 -0
  198. src/engine-components/ui/Utils.ts +4 -2
  199. src/engine-components/js-extensions/Vector.ts +2 -1
  200. src/engine-components/VideoPlayer.ts +12 -9
  201. src/engine-components/postprocessing/Effects/Vignette.ts +3 -2
  202. src/engine-components/Voip.ts +6 -5
  203. src/engine-components/postprocessing/Volume.ts +7 -6
  204. src/engine-schemes/vr-user-state-buffer.ts +37 -30
  205. src/engine-components/webxr/WebARCameraBackground.ts +46 -53
  206. src/engine-components/webxr/WebARSessionRoot.ts +390 -164
  207. src/engine-components/webxr/WebXR.ts +211 -672
  208. src/engine-components/webxr/WebXRAvatar.ts +10 -300
  209. src/engine-components/webxr/WebXRController.ts +0 -1168
  210. src/engine-components/webxr/WebXRGrabRendering.ts +0 -151
  211. src/engine-components/webxr/WebXRImageTracking.ts +70 -78
  212. src/engine-components/webxr/WebXRPlaneTracking.ts +56 -49
  213. src/engine-components/webxr/WebXRRig.ts +45 -8
  214. src/engine-components/webxr/WebXRSync.ts +0 -463
  215. src/engine-components/XRFlag.ts +0 -139
  216. plugins/common/buildinfo.js +56 -0
  217. plugins/vite/buildinfo.js +23 -0
  218. src/engine-schemes/README.md +2 -0
  219. src/engine-components/webxr/Avatar.ts +232 -0
  220. src/engine/engine_xr.ts +2 -0
  221. src/engine/xr/index.ts +5 -0
  222. src/engine/xr/internal.ts +35 -0
  223. src/engine/xr/NeedleXRController.ts +785 -0
  224. src/engine/xr/NeedleXRSession.ts +1290 -0
  225. src/engine/xr/NeedleXRSync.ts +221 -0
  226. src/engine/xr/SceneTransition.ts +79 -0
  227. src/engine-components/webxr/TeleportTarget.ts +9 -0
  228. src/engine/xr/TempXRContext.ts +183 -0
  229. src/engine-components/webxr/types.ts +4 -0
  230. src/engine/xr/utils.ts +40 -0
  231. src/engine-components/webxr/WebXRButtons.ts +348 -0
  232. src/engine-components/webxr/controllers/XRControllerFollow.ts +67 -0
  233. src/engine-components/webxr/controllers/XRControllerModel.ts +307 -0
  234. src/engine-components/webxr/controllers/XRControllerMovement.ts +340 -0
  235. src/engine-components/webxr/XRFlag.ts +143 -0
  236. src/engine/xr/XRRig.ts +9 -0
src/engine-schemes/vrUserStateBuffer.fbs CHANGED
File without changes
plugins/vite/config.js CHANGED
@@ -68,6 +68,7 @@
68
68
  return "assets";
69
69
  }
70
70
 
71
+ /** @returns the fullpath of the build */
71
72
  export function getOutputDirectory() {
72
73
  const projectConfig = tryLoadProjectConfig();
73
74
  return process.cwd() + "/" + (projectConfig?.buildDirectory || "dist");
plugins/vite/copyfiles.js CHANGED
@@ -36,7 +36,10 @@
36
36
  const needleConfig = tryLoadProjectConfig();
37
37
  if (needleConfig) {
38
38
  assetsDirName = needleConfig.assetsDirectory;
39
- while(assetsDirName.startsWith('/')) assetsDirName = assetsDirName.substring(1);
39
+ while (assetsDirName.startsWith('/')) assetsDirName = assetsDirName.substring(1);
40
+
41
+ if (needleConfig.buildDirectory)
42
+ outdirName = needleConfig.buildDirectory;
40
43
  }
41
44
 
42
45
  if (copyIncludesFromEngine !== false) {
plugins/vite/defines.js CHANGED
@@ -26,7 +26,7 @@
26
26
  // console.log("Update vite defines -------------------------------------------");
27
27
  if (!viteConfig.define) viteConfig.define = {};
28
28
  const version = tryGetNeedleEngineVersion();
29
- console.log("Needle Engine Version:", version, needleEngineConfig?.generator);
29
+ console.log("Needle Engine Version: " + version, needleEngineConfig?.generator ?? "(unknown generator)");
30
30
  if (version)
31
31
  viteConfig.define.NEEDLE_ENGINE_VERSION = "\"" + version + "\"";
32
32
  if (needleEngineConfig)
@@ -42,6 +42,9 @@
42
42
  if (viteConfig.define.NEEDLE_USE_RAPIER === undefined) {
43
43
  viteConfig.define.NEEDLE_USE_RAPIER = useRapier;
44
44
  }
45
+
46
+ // this gives a timestamp containing the timezone
47
+ viteConfig.define.NEEDLE_PROJECT_BUILD_TIME = "\"" + new Date().toString() + "\"";
45
48
  }
46
49
  }
47
50
  }
plugins/vite/dependency-watcher.js CHANGED
@@ -39,11 +39,14 @@
39
39
  });
40
40
  }
41
41
 
42
- function triggerReloadOnClients() {
43
- log("Triggering reload on clients (todo)", currentClients.size)
44
- // for (const client of currentClients) {
45
- // client.send(JSON.stringify({ type: "full-reload" }));
46
- // }
42
+ async function triggerReloadOnClients() {
43
+ log(`Triggering reload on ${currentClients.size} clients...`)
44
+ for (const client of currentClients) {
45
+ client.send(JSON.stringify({ type: "full-reload" }));
46
+ }
47
+ return new Promise((resolve) => {
48
+ setTimeout(resolve, 100);
49
+ });
47
50
  }
48
51
 
49
52
 
@@ -81,9 +84,6 @@
81
84
  modified = true;
82
85
  }
83
86
  if (modified || requireInstall) {
84
- if (modified) {
85
- log("package.json has changed. Require install?", requireInstall)
86
- }
87
87
 
88
88
  let requireReload = false;
89
89
  if (!requireInstall) {
@@ -95,7 +95,7 @@
95
95
  if (newPackageJson.dependencies) {
96
96
  for (const key in newPackageJson.dependencies) {
97
97
  if (packageJson.dependencies[key] !== newPackageJson.dependencies[key] && newPackageJson.dependencies[key] !== undefined) {
98
- log("Dependency added", key)
98
+ log("Detected new dependency: " + key)
99
99
  requireReload = true;
100
100
  requireInstall = true;
101
101
  }
@@ -104,13 +104,16 @@
104
104
  if (packageJson.devDependencies) {
105
105
  for (const key in packageJson.devDependencies) {
106
106
  if (packageJson.devDependencies[key] !== newPackageJson.devDependencies[key] && newPackageJson.devDependencies[key] !== undefined) {
107
- log("DevDependency added", key)
107
+ log("Detected new devDependency: " + key)
108
108
  requireReload = true;
109
109
  requireInstall = true;
110
110
  }
111
111
  }
112
112
  }
113
113
 
114
+ if (modified) {
115
+ log("package.json has changed. Require install: " + (requireInstall ? "yes" : "no"))
116
+ }
114
117
 
115
118
  packageJsonSize = packageJsonStat.size;
116
119
  lastEditTime = packageJsonStat.mtime;
@@ -119,7 +122,7 @@
119
122
  restart(server, projectDir, cachePath);
120
123
  }
121
124
  }
122
- }, 1000);
125
+ }, 2000);
123
126
  }
124
127
 
125
128
  function testIfInstallIsRequired(projectDir, packageJson) {
@@ -142,7 +145,7 @@
142
145
  }
143
146
  }
144
147
  }
145
- log("Dependency not installed", key)
148
+ log("Dependency not installed: " + key)
146
149
  return true;
147
150
  }
148
151
  else {
@@ -161,9 +164,11 @@
161
164
  const isRange = expectedVersion.includes("^") || expectedVersion.includes(">") || expectedVersion.includes("<");
162
165
  if (!isRange) {
163
166
  const packageJsonPath = path.join(depPath, "package.json");
167
+ /** @type {String} */
164
168
  const installedVersion = JSON.parse(readFileSync(packageJsonPath, "utf8")).version;
165
- if (expectedVersion !== installedVersion) {
166
- log(`Dependency ${key} is installed but version is not correct. Expected ${expectedVersion} but got ${installedVersion}`)
169
+ // fix check for cases where the version contains a alias e.g. npm:[email protected]
170
+ if (expectedVersion.trimEnd().endsWith(installedVersion.trim()) == false) {
171
+ log(`Dependency ${key} is installed but version is not the right one. Expected \"${expectedVersion}/" but got \"${installedVersion}\"`)
167
172
  return true;
168
173
  }
169
174
  }
@@ -194,13 +199,13 @@
194
199
  }
195
200
 
196
201
  if (id !== restartId) return;
197
- if (Date.now() - lastRestartTime < 1000) return;
202
+ if (Date.now() - lastRestartTime < 3000) return;
198
203
  log("Restarting server...")
199
204
  lastRestartTime = Date.now();
200
205
  requireInstall = false;
201
206
  if (existsSync(cachePath))
202
207
  rmSync(cachePath, { recursive: true, force: true });
203
- triggerReloadOnClients();
208
+ await triggerReloadOnClients();
204
209
 
205
210
  // touch vite config to trigger reload
206
211
  // const viteConfigPath = path.join(projectDir, "vite.config.js");
@@ -212,8 +217,9 @@
212
217
  // }
213
218
 
214
219
  // check if server is running
215
- if (server.httpServer.listening)
220
+ if (server.httpServer.listening) {
216
221
  server.restart();
222
+ }
217
223
  isRunningRestart = false;
218
224
  console.log("-----------------------------------------------")
219
225
  }
plugins/vite/index.js CHANGED
@@ -42,6 +42,7 @@
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42
 
43
43
  import { vite_4_4_hack } from "./vite-4.4-hack.js";
44
44
  import { needleImportsLogger } from "./imports-logger.js";
45
+ import { needleBuildInfo } from "./buildinfo.js";
45
46
 
46
47
 
47
48
  export * from "./gzip.js";
@@ -57,6 +58,8 @@
57
58
  */
58
59
  export const needlePlugins = async (command, config, userSettings) => {
59
60
 
61
+ if(!config) config = {}
62
+
60
63
  // ensure we have user settings initialized with defaults
61
64
  userSettings = { ...defaultUserSettings, ...userSettings }
62
65
  const array = [
@@ -67,6 +70,7 @@
67
70
  needlePoster(command, config, userSettings),
68
71
  needleReload(command, config, userSettings),
69
72
  needleBuild(command, config, userSettings),
73
+ needleBuildInfo(command, config, userSettings),
70
74
  needleCopyFiles(command, config, userSettings),
71
75
  needleTransformCodegen(command, config, userSettings),
72
76
  needleDrop(command, config, userSettings),
plugins/vite/meta.js CHANGED
@@ -109,6 +109,8 @@
109
109
  }
110
110
  else console.log("WARN: could not find needle engine package.json")
111
111
 
112
+ tags.push({ tag: 'meta', attrs: { name: 'needle:buildtime', content: new Date().toISOString() } });
113
+
112
114
  return { html, tags }
113
115
  },
114
116
  }
src/engine-components/export/usdz/extensions/behavior/Actions.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { Object3D, Matrix4, Material, BufferGeometry } from "three";
1
+ import { BufferGeometry,Material, Matrix4, Object3D } from "three";
2
+
3
+ import { USDDocument,USDObject } from "../../ThreeUSDZExporter.js";
2
4
  import { ActionBuilder, ActionModel } from "./BehavioursBuilder.js";
3
- import { USDObject, USDDocument } from "../../ThreeUSDZExporter.js";
4
5
 
5
6
  export abstract class DocumentAction {
6
7
 
src/engine-components/AlignmentConstraint.ts CHANGED
@@ -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";
2
+
4
3
  import { serializable } from "../engine/engine_serialization_decorator.js";
4
+ import * as utils from "./../engine/engine_three_utils.js";
5
+ import { Behaviour, GameObject } from "./Component.js";
5
6
 
6
7
  export class AlignmentConstraint extends Behaviour {
7
8
 
src/engine-components/Animation.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Behaviour } from "./Component.js";
2
1
  import { AnimationAction, AnimationClip, AnimationMixer, LoopOnce, LoopRepeat } from "three";
3
- import { MixerEvent } from "./Animator.js";
2
+
3
+ import { Mathf } from "../engine/engine_math.js";
4
4
  import { serializable } from "../engine/engine_serialization_decorator.js";
5
- import { Mathf } from "../engine/engine_math.js";
6
5
  import type { Vec2 } from "../engine/engine_types.js";
7
6
  import { getParam } from "../engine/engine_utils.js";
7
+ import { MixerEvent } from "./Animator.js";
8
+ import { Behaviour } from "./Component.js";
8
9
 
9
10
  const debug = getParam("debuganimation");
10
11
 
src/engine-components/export/usdz/extensions/Animation.ts CHANGED
@@ -1,9 +1,10 @@
1
+ import { AnimationClip, Bone,Interpolant, KeyframeTrack, Matrix4, Object3D, PropertyBinding, Quaternion, Vector3 } from "three";
2
+
3
+ import { getParam } from "../../../../engine/engine_utils.js";
4
+ import { Animator } from "../../../Animator.js";
1
5
  import { GameObject } from "../../../Component.js";
2
- import { getParam } from "../../../../engine/engine_utils.js";
3
- import { USDObject, buildMatrix, findStructuralNodesInBoneHierarchy, usdNumberFormatting as fn, getPathToSkeleton } from "../ThreeUSDZExporter.js";
4
6
  import type { IUSDExporterExtension } from "../Extension.js";
5
- import { Object3D, Matrix4, Vector3, Quaternion, Interpolant, AnimationClip, KeyframeTrack, PropertyBinding, Bone } from "three";
6
- import { Animator } from "../../../Animator.js";
7
+ import { buildMatrix, findStructuralNodesInBoneHierarchy, getPathToSkeleton,usdNumberFormatting as fn, USDObject } from "../ThreeUSDZExporter.js";
7
8
 
8
9
  const debug = getParam("debugusdzanimation");
9
10
  const debugSerialization = getParam("debugusdzanimationserialization");
src/engine-components/AnimationCurve.ts CHANGED
@@ -23,6 +23,22 @@
23
23
  @serializable(Keyframe)
24
24
  keys!: Array<Keyframe>;
25
25
 
26
+ clone() {
27
+ const curve = new AnimationCurve();
28
+ curve.keys = this.keys?.map(k => {
29
+ const key = new Keyframe();
30
+ key.time = k.time;
31
+ key.value = k.value;
32
+ key.inTangent = k.inTangent;
33
+ key.inWeight = k.inWeight;
34
+ key.outTangent = k.outTangent;
35
+ key.outWeight = k.outWeight;
36
+ key.weightedMode = k.weightedMode;
37
+ return key;
38
+ }) || [];
39
+ return curve;
40
+ }
41
+
26
42
  get duration(): number {
27
43
  if (!this.keys || this.keys.length == 0) return 0;
28
44
  return this.keys[this.keys.length - 1].time;
@@ -38,9 +54,9 @@
38
54
  for (let i = 0; i < this.keys.length; i++) {
39
55
  const kf = this.keys[i];
40
56
  if (kf.time <= time) {
41
- const hasNextKeyframe = i+1 < this.keys.length;
57
+ const hasNextKeyframe = i + 1 < this.keys.length;
42
58
  if (hasNextKeyframe) {
43
- const nextKf = this.keys[i+1];
59
+ const nextKf = this.keys[i + 1];
44
60
  // if the next
45
61
  if (nextKf.time < time) continue;
46
62
  // tangents are set to Infinity if interpolation is set to constant - in that case we should always return the floored value
src/engine-components/AnimationUtils.ts CHANGED
@@ -1,11 +1,12 @@
1
+ import { Object3D } from "three";
1
2
  import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
3
+
4
+ import { addNewComponent } from "../engine/engine_components.js";
2
5
  import { ContextEvent, ContextRegistry } from "../engine/engine_context_registry.js";
3
- import { addNewComponent } from "../engine/engine_components.js";
6
+ import { Animation } from "./Animation.js";
4
7
  import { Animator } from "./Animator.js";
5
- import { Animation } from "./Animation.js";
6
8
  import { GameObject } from "./Component.js";
7
9
  import { PlayableDirector } from "./timeline/PlayableDirector.js";
8
- import { Object3D } from "three";
9
10
 
10
11
 
11
12
  const $objectAnimationKey = Symbol("objectIsAnimatedData");
src/engine-components/export/usdz/utils/animationutils.ts CHANGED
@@ -1,9 +1,10 @@
1
+ import { AnimationClip,Object3D } from "three";
2
+
3
+ import { getParam } from "../../../../engine/engine_utils.js";
4
+ import { Animation } from "../../../Animation.js";
1
5
  import { Animator } from "../../../Animator.js";
2
- import { Animation } from "../../../Animation.js";
3
- import { Object3D, AnimationClip } from "three";
6
+ import { Behaviour, GameObject } from "../../../Component.js";
4
7
  import { AnimationExtension } from "../extensions/Animation.js";
5
- import { Behaviour, GameObject } from "../../../Component.js";
6
- import { getParam } from "../../../../engine/engine_utils.js";
7
8
  import { PlayAnimationOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
9
 
9
10
  const debug = getParam("debugusdz");
src/engine-components/Animator.ts CHANGED
@@ -1,11 +1,12 @@
1
- import { Behaviour } from "./Component.js";
2
- import type { AnimationActionLoopStyles, AnimationAction, AnimationMixer } from "three";
1
+ import type { AnimationAction, AnimationActionLoopStyles, AnimationMixer } from "three";
2
+
3
+ import { Mathf } from "../engine/engine_math.js";
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
3
5
  import { getParam } from "../engine/engine_utils.js";
4
6
  import type { AnimatorControllerModel } from "../engine/extensions/NEEDLE_animator_controller_model.js";
7
+ import { getObjectAnimated } from "./AnimationUtils.js";
5
8
  import { AnimatorController } from "./AnimatorController.js";
6
- import { serializable } from "../engine/engine_serialization_decorator.js";
7
- import { Mathf } from "../engine/engine_math.js";
8
- import { getObjectAnimated } from "./AnimationUtils.js";
9
+ import { Behaviour } from "./Component.js";
9
10
 
10
11
  const debug = getParam("debuganimator");
11
12
 
src/engine-components/AnimatorController.ts CHANGED
@@ -1,15 +1,16 @@
1
- import { Animator } from "./Animator.js";
2
- import type { AnimatorControllerModel, Condition, State, Transition } from "../engine/extensions/NEEDLE_animator_controller_model.js";
3
- import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model.js";
4
1
  import { AnimationAction, AnimationClip, AnimationMixer, AxesHelper, Euler, KeyframeTrack, LoopOnce, Object3D, Quaternion, Vector3 } from "three";
5
- import { deepClone, getParam } from "../engine/engine_utils.js";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { Mathf } from "../engine/engine_math.js";
5
+ import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
6
+ import { assign,SerializationContext, TypeSerializer } from "../engine/engine_serialization_core.js";
6
7
  import { Context } from "../engine/engine_setup.js";
8
+ import { isAnimationAction } from "../engine/engine_three_utils.js";
7
9
  import { TypeStore } from "../engine/engine_typestore.js";
8
- import { SerializationContext, TypeSerializer, assign } from "../engine/engine_serialization_core.js";
9
- import { Mathf } from "../engine/engine_math.js";
10
- import { isAnimationAction } from "../engine/engine_three_utils.js";
11
- import { isDevEnvironment } from "../engine/debug/index.js";
12
- import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
10
+ import { deepClone, getParam } from "../engine/engine_utils.js";
11
+ import type { AnimatorControllerModel, Condition, State, Transition } from "../engine/extensions/NEEDLE_animator_controller_model.js";
12
+ import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model.js";
13
+ import { Animator } from "./Animator.js";
13
14
 
14
15
  const debug = getParam("debuganimatorcontroller");
15
16
  const debugRootMotion = getParam("debugrootmotion");
@@ -212,6 +213,7 @@
212
213
  console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
213
214
  return null;
214
215
  }
216
+ if (debug) console.warn("AnimatorController clone()", this.model);
215
217
  // clone runtime controller but dont clone clip or action
216
218
  const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
217
219
  if (_value === null || _value === undefined) return true;
@@ -224,6 +226,8 @@
224
226
  }
225
227
  // dont clone AnimationClip
226
228
  if (_value["tracks"] !== undefined) return false;
229
+ // when assigned __concreteInstance during serialization
230
+ if (_value instanceof AnimatorController) return false;
227
231
  return true;
228
232
  }) as AnimatorControllerModel;
229
233
  console.assert(clonedModel !== this.model);
@@ -581,7 +585,7 @@
581
585
  }
582
586
 
583
587
  private createActions(_animator: Animator) {
584
- // console.trace(this.model, _animator);
588
+ if (debug) console.log("AnimatorController createActions", this.model);
585
589
  for (const layer of this.model.layers) {
586
590
  const sm = layer.stateMachine;
587
591
  for (let index = 0; index < sm.states.length; index++) {
@@ -608,8 +612,13 @@
608
612
  if (this.animator && state.motion.clips) {
609
613
  // TODO: we have to compare by name because on instantiate we clone objects but not the node object
610
614
  const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
611
- // console.log(state.name, mapping?.clip);
612
- state.motion.clip = mapping?.clip;
615
+ if (!mapping) {
616
+ if (debug || isDevEnvironment()) {
617
+ console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
618
+ }
619
+ }
620
+ else
621
+ state.motion.clip = mapping.clip;
613
622
  }
614
623
 
615
624
  // ensure we have a clip to blend to
src/engine-components/postprocessing/Effects/Antialiasing.ts CHANGED
@@ -1,4 +1,5 @@
1
1
  import { EdgeDetectionMode, SMAAEffect, SMAAPreset } from "postprocessing";
2
+
2
3
  import { serializable } from "../../../engine/engine_serialization.js";
3
4
  import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
4
5
  import { VolumeParameter } from "../VolumeParameter.js";
src/engine-components/api.ts CHANGED
@@ -1,22 +1,20 @@
1
+ export * from "./codegen/components.js";
1
2
  export { Behaviour, Component, GameObject } from "./Component.js"
2
- export * from "./codegen/components.js";
3
3
 
4
4
  // We dont want to export everything in the extensions
5
+ export { ClearFlags } from "./Camera.js"
6
+ export * from "./export/index.js"
7
+ export * from "./js-extensions/Object3D.js";
5
8
  export * from "./js-extensions/RGBAColor.js";
6
- export * from "./js-extensions/Object3D.js";
7
- export * from "./XRFlag.js"
8
-
9
- export * from "./export/index.js"
10
9
  export * from "./postprocessing/index.js"
10
+ export { type ISceneEventListener } from "./SceneSwitcher.js";
11
11
  export * from "./timeline/index.js"
12
12
  export * from "./ui/index.js"
13
13
  export * from "./webxr/index.js"
14
+ export * from "./webxr/XRFlag.js"
14
15
 
15
- export { ClearFlags } from "./Camera.js"
16
- export { type ISceneEventListener } from "./SceneSwitcher.js";
17
-
18
16
  import "./CameraUtils.js"
19
17
  import "./AnimationUtils.js"
20
18
 
21
19
  export { ParticleSystemBaseBehaviour, type QParticle, type QParticleBehaviour } from "./ParticleSystem.js"
22
-
20
+ export { ParticleSystemShapeType } from "./ParticleSystemModules.js"
src/engine/api.ts CHANGED
@@ -1,42 +1,42 @@
1
1
 
2
- export * from "./extensions/index.js";
2
+ export * from "./debug/index.js";
3
3
  export * from "./engine_addressables.js";
4
4
  export * from "./engine_application.js";
5
5
  export * from "./engine_assetdatabase.js";
6
- export * from "./engine_create_objects.js";
7
- export * from "./engine_components_internal.js";
8
6
  export * from "./engine_components.js";
9
7
  export * from "./engine_components_internal.js";
8
+ export * from "./engine_components_internal.js";
9
+ export * from "./engine_constants.js";
10
+ export * from "./engine_context.js";
10
11
  export * from "./engine_context_registry.js";
11
- export * from "./engine_context.js";
12
12
  export * from "./engine_coroutine.js"
13
- export * from "./engine_constants.js";
14
- export * from "./debug/index.js";
13
+ export * from "./engine_create_objects.js";
15
14
  export * from "./engine_element.js";
15
+ export * from "./engine_element_attributes.js";
16
16
  export * from "./engine_element_loading.js";
17
- export * from "./engine_element_attributes.js";
17
+ export * from "./engine_gameobject.js";
18
18
  export { Gizmos } from "./engine_gizmos.js"
19
19
  export * from "./engine_gltf.js";
20
20
  export * from "./engine_hot_reload.js";
21
- export * from "./engine_gameobject.js";
21
+ export * from "./engine_input.js";
22
+ export { InstancingUtil } from "./engine_instancing.js";
23
+ export { hasIndieLicense,hasProLicense } from "./engine_license.js";
24
+ export * from "./engine_lifecycle_api.js";
25
+ export * from "./engine_math.js";
22
26
  export * from "./engine_networking.js";
23
- export * from "./engine_networking_types.js";
24
27
  export { syncField } from "./engine_networking_auto.js";
25
28
  export * from "./engine_networking_files.js";
26
29
  export * from "./engine_networking_instantiate.js";
30
+ export * from "./engine_networking_peer.js";
27
31
  export * from "./engine_networking_streams.js";
32
+ export * from "./engine_networking_types.js";
28
33
  export * from "./engine_networking_utils.js";
29
- export * from "./engine_networking_peer.js";
30
34
  export * from "./engine_patcher.js";
31
- export * from "./engine_playerview.js";
32
35
  export * from "./engine_physics.js";
33
36
  export * from "./engine_physics.types.js";
34
37
  export * from "./engine_physics_rapier.js";
38
+ export * from "./engine_playerview.js";
35
39
  export * from "./engine_scenelighting.js";
36
- export * from "./engine_input.js";
37
- export * from "./engine_lifecycle_api.js";
38
- export * from "./engine_math.js";
39
- export * from "./js-extensions/index.js";
40
40
  export * from "./engine_scenetools.js";
41
41
  export * from "./engine_serialization.js";
42
42
  export { type ISerializable } from "./engine_serialization_core.js";
@@ -44,12 +44,11 @@
44
44
  export * from "./engine_three_utils.js";
45
45
  export * from "./engine_time.js";
46
46
  export * from "./engine_types.js";
47
+ export { registerType,TypeStore } from "./engine_typestore.js";
48
+ export { prefix,validate } from "./engine_util_decorator.js";
49
+ export * from "./engine_utils.js";
47
50
  export * from "./engine_utils_screenshot.js";
48
51
  export * from "./engine_web_api.js";
49
- export * from "./engine_utils.js";
50
-
51
- export { TypeStore, registerType } from "./engine_typestore.js";
52
-
53
- export { InstancingUtil } from "./engine_instancing.js";
54
- export { validate, prefix } from "./engine_util_decorator.js";
55
- export { hasProLicense, hasIndieLicense } from "./engine_license.js";
52
+ export * from "./engine_xr.js";
53
+ export * from "./extensions/index.js";
54
+ export * from "./js-extensions/index.js";
src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts CHANGED
@@ -1,8 +1,9 @@
1
+ import { Object3D } from "three";
2
+
3
+ import { AudioSource } from "../../../../AudioSource.js";
1
4
  import { GameObject } from "../../../../Component.js";
2
5
  import type { IUSDExporterExtension } from "../../Extension.js";
3
6
  import { USDObject, USDWriter, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
- import { Object3D } from "three";
5
- import { AudioSource } from "../../../../AudioSource.js";
6
7
 
7
8
  export class AudioExtension implements IUSDExporterExtension {
8
9
 
src/engine-components/AudioListener.ts CHANGED
@@ -1,7 +1,8 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import { AudioListener as ThreeAudioListener } from "three";
2
+
3
3
  import { AudioSource } from "./AudioSource.js";
4
4
  import { Camera } from "./Camera.js";
5
+ import { Behaviour, GameObject } from "./Component.js";
5
6
 
6
7
 
7
8
  export class AudioListener extends Behaviour {
src/engine-components/AudioSource.ts CHANGED
@@ -1,11 +1,14 @@
1
- import { Behaviour, GameObject } from "./Component.js";
1
+ import { Audio, AudioContext, AudioLoader, PositionalAudio, Vector3 } from "three";
2
2
  import { PositionalAudioHelper } from 'three/examples/jsm/helpers/PositionalAudioHelper.js';
3
+
4
+ import { isDevEnvironment } from "../engine/debug/index.js";
5
+ import { ApplicationEvents } from "../engine/engine_application.js";
6
+ import { Mathf } from "../engine/engine_math.js";
7
+ import { serializable } from "../engine/engine_serialization_decorator.js";
8
+ import { getTempVector } from "../engine/engine_three_utils.js";
9
+ import * as utils from "../engine/engine_utils.js";
3
10
  import { AudioListener } from "./AudioListener.js";
4
- import * as utils from "../engine/engine_utils.js";
5
- import { serializable } from "../engine/engine_serialization_decorator.js";
6
- import { ApplicationEvents } from "../engine/engine_application.js";
7
- import { Audio, AudioContext, AudioLoader, PositionalAudio } from "three";
8
- import { isDevEnvironment } from "../engine/debug/index.js";
11
+ import { Behaviour, GameObject } from "./Component.js";
9
12
 
10
13
 
11
14
  const debug = utils.getParam("debugaudio");
@@ -65,6 +68,9 @@
65
68
  playOnAwake: boolean = false;
66
69
 
67
70
  @serializable()
71
+ preload: boolean = false;
72
+
73
+ @serializable()
68
74
  get loop(): boolean {
69
75
  if (this.sound) this._loop = this.sound.getLoop();
70
76
  return this._loop;
@@ -140,23 +146,69 @@
140
146
  if (!listener && this.context.mainCamera) listener = GameObject.addNewComponent(this.context.mainCamera, AudioListener);
141
147
  if (listener?.listener) {
142
148
  this.sound = new PositionalAudio(listener.listener);
143
- this.gameObject.add(this.sound);
149
+ this.gameObject?.add(this.sound);
150
+
151
+ // this._listener = listener;
152
+ // this._originalSoundMatrixWorldFunction = this.sound.updateMatrixWorld;
153
+ // this.sound.updateMatrixWorld = this._onSoundMatrixWorld;
144
154
  }
145
155
  else if (debug) console.warn("No audio listener found in scene - can not play audio");
146
156
  }
147
157
  return this.sound;
148
158
  }
149
159
 
160
+ // This is a hacky workaround to get the PositionalAudio behave like a 2D audio source
161
+ // private _listener: AudioListener | null = null;
162
+ // private _originalSoundMatrixWorldFunction: Function | null = null;
163
+ // private _onSoundMatrixWorld = (force: boolean) => {
164
+ // if (this._spatialBlend > .05) {
165
+ // if (this._originalSoundMatrixWorldFunction) {
166
+ // this._originalSoundMatrixWorldFunction.call(this.sound, force);
167
+ // }
168
+ // }
169
+ // else {
170
+ // // we use another object's matrix world function (but bound to the positional audio)
171
+ // // this is just a little trick to prevent calling the PositionalAudio's updateMatrixWorld function
172
+ // this.gameObject.updateMatrixWorld?.call(this.sound, force);
173
+ // if (this.sound && this._listener) {
174
+ // this.sound.gain.connect(this._listener.listener.getInput());
175
+ // // const pos = getTempVector().setFromMatrixPosition(this._listener.gameObject.matrixWorld);
176
+ // // const ctx = this.sound.context;
177
+ // // const delay = this._listener.listener.timeDelta;
178
+ // // const time = ctx.currentTime ;
179
+ // // this.sound.panner.positionX.setValueAtTime(pos.x, time);
180
+ // // this.sound.panner.positionY.setValueAtTime(pos.y, time);
181
+ // // this.sound.panner.positionZ.setValueAtTime(pos.z, time);
182
+ // // this.sound.panner.orientationX.setValueAtTime(0, time);
183
+ // // this.sound.panner.orientationY.setValueAtTime(0, time);
184
+ // // this.sound.panner.orientationZ.setValueAtTime(-1, time);
185
+ // }
186
+ // }
187
+ // }
188
+
150
189
  public get ShouldPlay(): boolean { return this.shouldPlay; }
151
190
 
191
+ /** Get the audio context from the Sound */
192
+ public get audioContext() {
193
+ return this.sound?.context;
194
+ }
152
195
 
153
196
  awake() {
154
- if(debug) console.log(this);
197
+ if (debug) console.log(this);
155
198
  this.audioLoader = new AudioLoader();
156
199
  if (this.playOnAwake) this.shouldPlay = true;
200
+
201
+ if (this.preload) {
202
+ if (typeof this.clip === "string") {
203
+ this.audioLoader.load(this.clip, this.createAudio, () => { }, console.error);
204
+ }
205
+ }
157
206
  }
158
207
 
159
208
  onEnable(): void {
209
+ if (this.sound)
210
+ this.gameObject.add(this.sound);
211
+
160
212
  if (!AudioSource.userInteractionRegistered) {
161
213
  AudioSource.registerWaitForAllowAudio(() => {
162
214
  if (this.enabled && !this.destroyed && this.shouldPlay)
@@ -202,50 +254,56 @@
202
254
  this.sound?.setVolume(this.volume);
203
255
  }
204
256
 
205
- private lerp = (x, y, a) => x * (1 - a) + y * a;
206
-
207
257
  private createAudio = (buffer?: AudioBuffer) => {
208
- if (debug) console.log("audio buffer loaded");
209
- AudioSource.registerWaitForAllowAudio(() => {
210
- if (debug)
211
- console.log("finished loading", buffer);
258
+ if (debug) console.log("AudioBuffer finished loading", buffer);
212
259
 
213
- const sound = this.Sound;
214
- if (!sound) {
215
- console.warn("Failed getting sound", this.name);
216
- return;
217
- }
218
- if (sound.isPlaying)
219
- sound.stop();
260
+ const sound = this.Sound;
261
+ if (!sound) {
262
+ if (debug) console.warn("Failed getting sound?", this.name);
263
+ return;
264
+ }
220
265
 
221
- if (buffer)
222
- sound.setBuffer(buffer);
223
- sound.loop = this._loop;
224
- if (this.context.application.muted) sound.setVolume(0);
225
- else sound.setVolume(this.volume);
226
- sound.autoplay = this.shouldPlay;
227
- // sound.setDistanceModel('linear');
228
- // sound.setRolloffFactor(1);
229
- this.applySpatialDistanceSettings();
230
- // sound.setDirectionalCone(180, 360, 0.1);
231
- if (sound.isPlaying)
232
- sound.stop();
266
+ if (sound.isPlaying)
267
+ sound.stop();
233
268
 
234
- if (debug) console.log(this.name, this.shouldPlay, AudioSource.userInteractionRegistered, this);
269
+ if (buffer) sound.setBuffer(buffer);
270
+ sound.loop = this._loop;
271
+ if (this.context.application.muted) sound.setVolume(0);
272
+ else sound.setVolume(this.volume);
273
+ sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
235
274
 
236
- if (this.shouldPlay && AudioSource.userInteractionRegistered)
237
- this.play();
238
- });
275
+ this.applySpatialDistanceSettings();
276
+
277
+ if (sound.isPlaying)
278
+ sound.stop();
279
+
280
+ // const src = sound.context.createBufferSource();
281
+ // src.buffer = sound.buffer;
282
+ // src.connect(sound.panner);
283
+ // src.start(this.audioContext?.currentTime);
284
+ // const gain = sound.context.createGain();
285
+ // gain.gain.value = 1 - this.spatialBlend;
286
+ // src.connect(gain);
287
+
288
+ // make sure we only play the sound if the user has interacted with the page
289
+ AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
239
290
  }
291
+ private __onAllowAudioCallback = () => {
292
+ if (this.shouldPlay)
293
+ this.play();
294
+ }
240
295
 
241
296
  private applySpatialDistanceSettings() {
242
297
  const sound = this.sound;
243
298
  if (!sound) return;
244
299
  this._needUpdateSpatialDistanceSettings = false;
245
- const dist = this.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
300
+ const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
246
301
  if (debug) console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
247
302
  sound.setRefDistance(dist);
248
303
  sound.setMaxDistance(Math.max(0.01, this._maxDistance));
304
+ // sound.setRolloffFactor(this.spatialBlend);
305
+ // sound.panner.positionZ.automationRate
306
+
249
307
  // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
250
308
  switch (this.rollOffMode) {
251
309
  case AudioRolloffMode.Logarithmic:
@@ -269,7 +327,7 @@
269
327
  }
270
328
  }
271
329
 
272
- private onNewClip(clip?: string | MediaStream) {
330
+ private async onNewClip(clip?: string | MediaStream) {
273
331
  if (clip) this.clip = clip;
274
332
  if (typeof clip === "string") {
275
333
  if (debug)
@@ -285,7 +343,10 @@
285
343
  this._lastClipStartedLoading = clip;
286
344
  if (debug)
287
345
  console.log("load audio", clip);
288
- this.audioLoader.load(clip, this.createAudio, () => { }, console.error);
346
+ const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
347
+ this._lastClipStartedLoading = null;
348
+ if (buffer)
349
+ this.createAudio(buffer);
289
350
  }
290
351
  else console.warn("Unsupported audio clip type", clip)
291
352
  }
@@ -328,6 +389,7 @@
328
389
  if (this.sound && !this.sound.isPlaying) {
329
390
  const muted = this.context.application.muted;
330
391
  if (muted) this.sound.setVolume(0);
392
+ this.gameObject?.add(this.sound);
331
393
 
332
394
  if (this.clip instanceof MediaStream) {
333
395
 
@@ -411,7 +473,7 @@
411
473
  this._hasEnded = true;
412
474
  if (debug)
413
475
  console.log("Audio clip ended", this.clip);
414
- this.sound.dispatchEvent({ type: 'ended', target: this });
476
+ this.dispatchEvent(new CustomEvent("ended", { detail: this }));
415
477
  }
416
478
 
417
479
  // this.gameObject.position.x = Math.sin(time.time) * 2;
src/engine-components/avatar/Avatar_Brain_LookAt.ts CHANGED
@@ -1,11 +1,12 @@
1
1
  import * as THREE from "three";
2
+
3
+ import { OwnershipModel } from "../../engine/engine_networking.js";
4
+ import type { IModel } from "../../engine/engine_networking_types.js";
5
+ import { Context } from "../../engine/engine_setup.js";
6
+ import * as utils from "../../engine/engine_three_utils.js";
2
7
  import { TypeStore } from "../../engine/engine_typestore.js";
3
8
  import { Behaviour, GameObject } from "../Component.js";
4
9
  import { AvatarMarker } from "../webxr/WebXRAvatar.js";
5
- import * as utils from "../../engine/engine_three_utils.js";
6
- import { OwnershipModel } from "../../engine/engine_networking.js";
7
- import { Context } from "../../engine/engine_setup.js";
8
- import type { IModel } from "../../engine/engine_networking_types.js";
9
10
 
10
11
  export class Avatar_POI {
11
12
 
src/engine-components/avatar/Avatar_MouthShapes.ts CHANGED
@@ -1,9 +1,10 @@
1
+ import { Object3D } from "three";
2
+
3
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
4
+ import * as utils from "../../engine/engine_utils.js";
1
5
  import { Behaviour, GameObject } from "../Component.js";
2
6
  import { Voip } from "../Voip.js";
3
7
  import { AvatarMarker } from "../webxr/WebXRAvatar.js";
4
- import * as utils from "../../engine/engine_utils.js";
5
- import { Object3D } from "three";
6
- import { serializable } from "../../engine/engine_serialization_decorator.js";
7
8
 
8
9
  const debug = utils.getParam("debugmouth");
9
10
 
src/engine-components/avatar/AvatarBlink_Simple.ts CHANGED
@@ -1,7 +1,8 @@
1
1
  import { Object3D } from "three";
2
+
3
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
2
4
  import { Behaviour, GameObject } from "../Component.js";
3
- import { XRFlag, XRState } from "../XRFlag.js";
4
- import { serializable } from "../../engine/engine_serialization_decorator.js";
5
+ import { XRFlag, XRState } from "../webxr/XRFlag.js";
5
6
 
6
7
 
7
8
  export class AvatarBlink_Simple extends Behaviour {
src/engine-components/avatar/AvatarEyeLook_Rotation.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Behaviour, GameObject } from "../Component.js";
2
- import * as utils from "../../engine/engine_three_utils.js"
3
1
  import * as THREE from "three";
4
- import { Avatar_Brain_LookAt } from "./Avatar_Brain_LookAt.js";
5
- import { serializable } from "../../engine/engine_serialization_decorator.js";
6
2
  import { Object3D } from "three";
7
3
 
4
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
5
+ import * as utils from "../../engine/engine_three_utils.js"
6
+ import { Behaviour, GameObject } from "../Component.js";
7
+ import { Avatar_Brain_LookAt } from "./Avatar_Brain_LookAt.js";
8
+
8
9
  export class AvatarEyeLook_Rotation extends Behaviour {
9
10
 
10
11
  @serializable(Object3D)
src/engine-components/AvatarLoader.ts CHANGED
@@ -1,12 +1,13 @@
1
+ import { Box3, Object3D, Vector3 } from "three";
1
2
  import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
2
- import * as utils from "../engine/engine_utils.js"
3
+
4
+ import { InstantiateOptions } from "../engine/engine_gameobject.js";
5
+ import { getLoader } from "../engine/engine_gltf.js";
3
6
  import * as loaders from "../engine/engine_loaders.js"
4
7
  import { Context } from "../engine/engine_setup.js";
8
+ import * as utils from "../engine/engine_utils.js"
9
+ import { download_file } from "../engine/engine_web_api.js";
5
10
  import { GameObject } from "./Component.js";
6
- import { download_file } from "../engine/engine_web_api.js";
7
- import { getLoader } from "../engine/engine_gltf.js";
8
- import { InstantiateOptions } from "../engine/engine_gameobject.js";
9
- import { Box3, Object3D, Vector3 } from "three";
10
11
 
11
12
  const debug = utils.getParam("debugavatar");
12
13
 
src/engine-components/AxesHelper.ts CHANGED
@@ -1,7 +1,8 @@
1
- import { Behaviour } from "./Component.js";
1
+ import { AxesHelper as _AxesHelper } from "three";
2
+
2
3
  import * as params from "../engine/engine_default_parameters.js";
3
4
  import { serializable } from "../engine/engine_serialization_decorator.js";
4
- import { AxesHelper as _AxesHelper } from "three";
5
+ import { Behaviour } from "./Component.js";
5
6
 
6
7
  export class AxesHelper extends Behaviour {
7
8
  @serializable()
src/engine-components/ui/BaseUIComponent.ts CHANGED
@@ -1,11 +1,12 @@
1
1
  // import { Canvas } from './Canvas.js';
2
+ import { AxesHelper, Object3D } from 'three';
2
3
  import * as ThreeMeshUI from 'three-mesh-ui';
4
+
5
+ import { showGizmos } from '../../engine/engine_default_parameters.js';
6
+ import { getParam } from '../../engine/engine_utils.js';
3
7
  import { Behaviour, GameObject } from "../Component.js";
4
8
  import { EventSystem } from "./EventSystem.js";
5
- import { showGizmos } from '../../engine/engine_default_parameters.js';
6
- import { AxesHelper, Object3D } from 'three';
7
9
  import type { ICanvas } from './Interfaces.js';
8
- import { getParam } from '../../engine/engine_utils.js';
9
10
  export const includesDir = "./include";
10
11
 
11
12
  const debug = getParam("debugshadowcomponents");
@@ -24,22 +25,38 @@
24
25
 
25
26
  export const $shadowDomOwner = Symbol("shadowDomOwner");
26
27
 
28
+ /** 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
30
+ */
27
31
  export class BaseUIComponent extends Behaviour {
28
32
 
33
+ /** Is this object on the root of the UI hierarchy ? */
29
34
  isRoot() { return this.Root?.gameObject === this.gameObject; }
30
35
 
36
+ /** Access the parent canvas component */
31
37
  get canvas() {
32
38
  const cv = this.Root as any as ICanvas;
33
39
  if (cv?.isCanvas) return cv;
34
40
  return null;
35
41
  }
42
+ /** @deprecated use `canvas` */
43
+ protected get Canvas() {
44
+ return this.canvas;
45
+ }
36
46
 
47
+ /** Mark the UI dirty which will trigger an THREE-Mesh-UI update */
37
48
  markDirty() {
38
49
  EventSystem.markUIDirty(this.context);
39
50
  }
40
51
 
41
- shadowComponent: ThreeMeshUI.Block | null = null;
52
+ /** the underlying three-mesh-ui */
53
+ get shadowComponent() { return this._shadowComponent }
54
+ private set shadowComponent(val: Object3D | null) {
55
+ this._shadowComponent = val;
56
+ }
42
57
 
58
+ private _shadowComponent: Object3D | null = null;
59
+
43
60
  private _controlsChildLayout = true;
44
61
  get controlsChildLayout(): boolean { return this._controlsChildLayout; }
45
62
  set controlsChildLayout(val: boolean) {
@@ -58,11 +75,6 @@
58
75
  return this._root;
59
76
  }
60
77
 
61
- // TODO: rename to canvas
62
- protected get Canvas() {
63
- return this.canvas;
64
- }
65
-
66
78
  // private _intermediate?: Object3D;
67
79
  protected _parentComponent?: BaseUIComponent | null = undefined;
68
80
 
@@ -77,7 +89,10 @@
77
89
  super.onEnable();
78
90
  }
79
91
 
80
- //@ts-ignore
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)
135
150
  }
136
151
 
137
-
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);
146
- // }
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();
src/engine-components/BasicIKConstraint.ts CHANGED
@@ -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;
src/engine-components/export/usdz/extensions/behavior/Behaviour.ts CHANGED
@@ -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
 
src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts CHANGED
@@ -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, GroupActionModel, MultiplePerformOperation } from "./BehavioursBuilder.js";
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;
src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts CHANGED
@@ -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
 
src/engine-components/postprocessing/Effects/Bloom.ts CHANGED
@@ -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";
src/engine-components/BoxHelperComponent.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { Behaviour } from "./Component.js";
2
- import { getParam } from "../engine/engine_utils.js";
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 { Box3, Color, type ColorRepresentation, LineSegments, Object3D, Vector3 } from "three";
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");
src/engine-components/ui/Button.ts CHANGED
@@ -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
 
@@ -65,12 +65,12 @@
65
65
  @serializable(EventList)
66
66
  onClick?: EventList;
67
67
 
68
- private _isHovered: boolean = false;
68
+ private _isHovered: number = 0;
69
69
 
70
70
  onPointerEnter(_) {
71
+ this._isHovered += 1;
71
72
  if (debug)
72
- console.log("Button Enter", this.animationTriggers?.highlightedTrigger, this.animator);
73
- this._isHovered = true;
73
+ console.warn("Button Enter", this._isHovered, this.animationTriggers?.highlightedTrigger, this.animator);
74
74
  if (!this.interactable) return;
75
75
  if (this.transition == Transition.Animation && this.animationTriggers && this.animator) {
76
76
  this.animator.setTrigger(this.animationTriggers.highlightedTrigger);
@@ -82,10 +82,12 @@
82
82
  }
83
83
 
84
84
  onPointerExit() {
85
+ this._isHovered -= 1;
85
86
  if (debug)
86
- console.log("Button Exit", this.animationTriggers?.highlightedTrigger, this.animator);
87
- this._isHovered = false;
87
+ console.log("Button Exit", this._isHovered, this.animationTriggers?.highlightedTrigger, this.animator);
88
88
  if (!this.interactable) return;
89
+ if (this._isHovered > 0) return;
90
+ this._isHovered = 0;
89
91
  if (this.transition == Transition.Animation && this.animationTriggers && this.animator) {
90
92
  this.animator.setTrigger(this.animationTriggers.normalTrigger);
91
93
  }
@@ -120,10 +122,10 @@
120
122
  }
121
123
 
122
124
  onPointerClick(args: PointerEventData) {
123
- if (!this.interactable || args.pointerId !== 0) return;
125
+ if (!this.interactable) return;
124
126
 
127
+ if (args.button !== 0 && args.event.pointerType === PointerType.Mouse) return;
125
128
  // 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
129
  if (debug) {
128
130
  console.warn("Button Click", this.onClick);
129
131
  showBalloonMessage("CLICKED button " + this.name + " at " + this.context.time.frameCount);
src/engine-components/Camera.ts CHANGED
@@ -1,17 +1,17 @@
1
+ import { EquirectangularReflectionMapping, OrthographicCamera, PerspectiveCamera, Ray, SRGBColorSpace, Vector3 } from "three";
2
+ import { Texture } from "three";
3
+
4
+ import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
5
+ import { Gizmos } from "../engine/engine_gizmos.js";
6
+ import { serializable } from "../engine/engine_serialization_decorator.js";
7
+ import { Context } from "../engine/engine_setup.js";
8
+ import { RenderTexture } from "../engine/engine_texture.js";
9
+ import { getWorldPosition } from "../engine/engine_three_utils.js";
10
+ import type { ICamera } from "../engine/engine_types.js"
11
+ import { getParam } from "../engine/engine_utils.js";
1
12
  import { Behaviour, GameObject } from "./Component.js";
2
- import { getParam } from "../engine/engine_utils.js";
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
13
  import { RGBAColor } from "./js-extensions/RGBAColor.js";
5
- import { Context, XRSessionMode } from "../engine/engine_setup.js";
6
- import type { ICamera } from "../engine/engine_types.js"
7
- import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
8
- import { getWorldPosition } from "../engine/engine_three_utils.js";
9
- import { Gizmos } from "../engine/engine_gizmos.js";
10
-
11
- import { EquirectangularReflectionMapping, OrthographicCamera, PerspectiveCamera, Ray, SRGBColorSpace, Vector3 } from "three";
12
14
  import { OrbitControls } from "./OrbitControls.js";
13
- import { RenderTexture } from "../engine/engine_texture.js";
14
- import { Texture } from "three";
15
15
 
16
16
  export enum ClearFlags {
17
17
  Skybox = 1,
@@ -350,7 +350,6 @@
350
350
  if (this._backgroundBlurriness !== undefined)
351
351
  this.context.scene.backgroundBlurriness = this._backgroundBlurriness;
352
352
  if (this._backgroundIntensity !== undefined)
353
- //@ts-ignore
354
353
  this.context.scene.backgroundIntensity = this._backgroundIntensity;
355
354
 
356
355
  break;
@@ -392,7 +391,7 @@
392
391
  if (debug)
393
392
  showBalloonMessage("Environment blend mode: " + environmentBlendMode + " on " + navigator.userAgent);
394
393
  let transparent = environmentBlendMode === 'additive' || environmentBlendMode === 'alpha-blend';
395
- if (context.xrSessionMode === XRSessionMode.ImmersiveAR) {
394
+ if (context.isInAR) {
396
395
  if (environmentBlendMode === "opaque") {
397
396
  // workaround for Quest 2 returning opaque when it should be alpha-blend
398
397
  // check user agent if this is the Quest browser and return true if so
src/engine-components/CameraUtils.ts CHANGED
@@ -1,14 +1,15 @@
1
- import { OrbitControls } from "./OrbitControls.js";
1
+ import { Object3D } from "three";
2
+
3
+ import { getCameraController } from "../engine/engine_camera.js";
2
4
  import { addNewComponent, getOrAddComponent } from "../engine/engine_components.js";
3
- import { Object3D } from "three";
4
- import type { ICamera, IContext } from "../engine/engine_types.js";
5
- import { RGBAColor } from "./js-extensions/RGBAColor.js";
5
+ import { Context } from "../engine/engine_context.js";
6
6
  import { ContextEvent, ContextRegistry } from "../engine/engine_context_registry.js";
7
- import { getCameraController } from "../engine/engine_camera.js";
8
- import { Camera, ClearFlags } from "./Camera.js";
9
7
  import { NeedleEngineHTMLElement } from "../engine/engine_element.js";
8
+ import type { ICamera, IContext } from "../engine/engine_types.js";
10
9
  import { getParam } from "../engine/engine_utils.js";
11
- import { Context } from "../engine/engine_context.js";
10
+ import { Camera, ClearFlags } from "./Camera.js";
11
+ import { RGBAColor } from "./js-extensions/RGBAColor.js";
12
+ import { OrbitControls } from "./OrbitControls.js";
12
13
 
13
14
  const debug = getParam("debugmissingcamera");
14
15
 
src/engine-components/ui/Canvas.ts CHANGED
@@ -1,17 +1,19 @@
1
- import { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
1
+ import { Matrix4, Object3D } from "three";
2
+ import * as ThreeMeshUI from 'three-mesh-ui'
3
+
4
+ import { Mathf } from "../../engine/engine_math.js";
2
5
  import { serializable } from "../../engine/engine_serialization_decorator.js";
3
6
  import { FrameEvent } from "../../engine/engine_setup.js";
7
+ import { delayForFrames, getParam } from "../../engine/engine_utils.js";
8
+ import { NeedleXREventArgs } from "../../engine/xr/index.js";
9
+ import { Camera } from "../Camera.js";
10
+ import { GameObject } from "../Component.js";
4
11
  import { BaseUIComponent, UIRootComponent } from "./BaseUIComponent.js";
5
- import { GameObject } from "../Component.js";
6
- import { Matrix4, Object3D } from "three";
7
- import { RectTransform } from "./RectTransform.js";
12
+ import { EventSystem } from "./EventSystem.js";
8
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 { Mathf } from "../../engine/engine_math.js";
15
+ import { RectTransform } from "./RectTransform.js";
16
+ import { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
15
17
 
16
18
  export enum RenderMode {
17
19
  ScreenSpaceOverlay = 0,
@@ -200,19 +202,37 @@
200
202
  }
201
203
  }
202
204
 
205
+ async onEnterXR(args: NeedleXREventArgs) {
206
+ // workaround for https://linear.app/needle/issue/NE-4114
207
+ if (this.screenspace) {
208
+ if (args.xr.isVR || args.xr.isPassThrough) {
209
+ this.gameObject.visible = false;
210
+ }
211
+ }
212
+ else {
213
+ this.gameObject.visible = false;
214
+ await delayForFrames(1).then(()=>{
215
+ this.gameObject.visible = true;
216
+ });
217
+ }
218
+ }
219
+ onLeaveXR(args: NeedleXREventArgs): void {
220
+ if (this.screenspace) {
221
+ if (args.xr.isVR || args.xr.isPassThrough) {
222
+ this.gameObject.visible = true;
223
+ }
224
+ }
225
+ }
226
+
203
227
  onBeforeRenderRoutine = () => {
204
- if (this.context.isInVR) {
205
- this.onUpdateRenderMode();
206
- this.handleLayoutUpdates();
207
- // TODO TMUI @swingingtom - For VR this is so we don't have text clipping
208
- this.shadowComponent?.updateMatrixWorld(true);
209
- this.shadowComponent?.updateWorldMatrix(true, true);
210
- this.invokeBeforeRenderEvents();
211
- EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
228
+ this.previousParent = this.gameObject.parent;
229
+ if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
230
+ // see https://linear.app/needle/issue/NE-4114
231
+ this.gameObject.visible = false;
232
+ this.gameObject.removeFromParent();
212
233
  return;
213
234
  }
214
235
 
215
- this.previousParent = this.gameObject.parent;
216
236
  // console.log(this.previousParent?.name + "/" + this.gameObject.name);
217
237
 
218
238
  if (this.renderOnTop || this.screenspace) {
@@ -231,7 +251,12 @@
231
251
  }
232
252
 
233
253
  onAfterRenderRoutine = () => {
234
- if(this.context.isInVR) return;
254
+ if ((this.context.xr?.isVR || this.context.xr?.isPassThrough) && this.screenspace) {
255
+ this.previousParent?.add(this.gameObject);
256
+ // this is currently causing an error during XR (https://linear.app/needle/issue/NE-4114)
257
+ // this.gameObject.visible = true;
258
+ return;
259
+ }
235
260
  if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
236
261
  if (this.screenspace) {
237
262
  const camObj = this.context.mainCamera;
@@ -276,7 +301,7 @@
276
301
  for (const ch of this._rectTransforms) {
277
302
  if (matrixWorldChanged) ch.markDirty();
278
303
  let layout = this._layoutGroups.get(ch.gameObject);
279
- if(ch.isDirty && !layout){
304
+ if (ch.isDirty && !layout) {
280
305
  layout = ch.gameObject.getComponentInParent(LayoutGroup) as LayoutGroup;
281
306
  }
282
307
  if (ch.isDirty || layout?.isDirty) {
src/engine-components/ui/CanvasGroup.ts CHANGED
@@ -1,9 +1,9 @@
1
- import { Graphic } from "./Graphic.js";
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 {
src/engine-components/CharacterController.ts CHANGED
@@ -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
 
src/engine-components/postprocessing/Effects/ChromaticAberration.ts CHANGED
@@ -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";
src/engine-components/Collider.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { Behaviour } from "./Component.js";
2
- import { Rigidbody } from "./RigidBody.js";
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 { Group, Mesh, Vector3 } from "three"
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 {
@@ -105,8 +106,14 @@
105
106
  onEnable() {
106
107
  super.onEnable();
107
108
  this.context.physics.engine?.addBoxCollider(this, this.size);
109
+ watchWrite(this.gameObject.scale, this.updateProperties);
108
110
  }
109
111
 
112
+ onDisable(): void {
113
+ super.onDisable();
114
+ unwatchWrite(this.gameObject.scale, this.updateProperties);
115
+ }
116
+
110
117
  onValidate(): void {
111
118
  this.updateProperties();
112
119
  }
src/engine-components/postprocessing/Effects/ColorAdjustments.ts CHANGED
@@ -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 {
src/engine-components/Component.ts CHANGED
@@ -1,15 +1,17 @@
1
- import { Mathf } from "../engine/engine_math.js";
2
- import * as threeutils from "../engine/engine_three_utils.js";
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 { Context, FrameEvent } from "../engine/engine_setup.js";
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 type { ConstructorConcrete, SourceIdentifier, IComponent, IGameObject, Constructor, GuidsMap, Collision, ICollider } from "../engine/engine_types.js";
8
- import { addNewComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, moveComponentInstance, removeComponent } from "../engine/engine_components.js";
9
- import { findByGuid, destroy, InstantiateOptions, instantiate, HideFlags, foreachComponent, markAsInstancedRendered, isActiveInHierarchy, isActiveSelf, isUsingInstancing, setActive, isDestroyed, IInstantiateOptions } from "../engine/engine_gameobject.js";
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;
@@ -81,8 +83,8 @@
81
83
  * @param instance object to instantiate
82
84
  * @param opts options for the instantiation (e.g. with what parent, position, etc.)
83
85
  */
84
- public static instantiate(instance: GameObject | Object3D | null, opts: IInstantiateOptions | null = null): GameObject | null {
85
- return instantiate(instance, opts) as GameObject | null;
86
+ public static instantiate(instance: GameObject | Object3D, opts: IInstantiateOptions | null = null): GameObject {
87
+ return instantiate(instance, opts) as GameObject;
86
88
  }
87
89
 
88
90
  /** Destroys a object on all connected clients (if you are in a networked session)
@@ -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 Behaviour);
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): Behaviour[] {
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
- export class Component implements IComponent, EventTarget {
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
  this.gameObject[activeInHierarchyFieldName] = val;
386
399
  }
387
400
 
401
+ /** the object this component is attached to. Note that this is a threejs Object3D with some additional features */
388
402
  gameObject!: GameObject;
403
+ /** the unique identifier for this component */
389
404
  guid: string = "invalid";
405
+ /** holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF) */
390
406
  sourceId?: SourceIdentifier;
391
407
  // transform: Object3D = nullObject;
392
408
 
393
409
  /** called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them) */
394
410
  resolveGuids?(guidsMap: GuidsMap): void;
395
411
 
396
- /** called once when the component becomes active for the first time */
412
+ /** called once when the component becomes active for the first time (once per component)
413
+ * This is the first callback to be called */
397
414
  awake() { }
398
- /** called every time when the component gets enabled (this is invoked after awake and before start) */
415
+ /** called every time when the component gets enabled (this is invoked after awake and before start)
416
+ * or when it becomes active in the hierarchy (e.g. if a parent object or this.gameObject gets set to visible)
417
+ */
399
418
  onEnable() { }
419
+ /** called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible */
400
420
  onDisable() { }
421
+ /** Called when the component gets destroyed */
401
422
  onDestroy() {
402
423
  this.__destroyed = true;
403
424
  }
@@ -409,11 +430,17 @@
409
430
  /** Called for all scripts when the context gets paused or unpaused */
410
431
  onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
411
432
 
433
+ /** called at the beginning of a frame (once per component) */
412
434
  start?(): void;
435
+ /** first callback in a frame (called every frame when implemented) */
413
436
  earlyUpdate?(): void;
437
+ /** regular callback in a frame (called every frame when implemented) */
414
438
  update?(): void;
439
+ /** late callback in a frame (called every frame when implemented) */
415
440
  lateUpdate?(): void;
441
+ /** called before the scene gets rendered in the main update loop */
416
442
  onBeforeRender?(frame: XRFrame | null): void;
443
+ /** called after the scene was rendered */
417
444
  onAfterRender?(): void;
418
445
 
419
446
  onCollisionEnter?(col: Collision);
@@ -424,18 +451,79 @@
424
451
  onTriggerStay?(col: ICollider);
425
452
  onTriggerExit?(col: ICollider);
426
453
 
454
+
455
+ /** Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
456
+ * @returns true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
457
+ */
458
+ supportsXR?(mode: XRSessionMode): boolean;
459
+ /** Called before the XR session is requested. Use this callback if you want to modify the session init features */
460
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
461
+ /** Callback when this component joins a xr session (or becomes active in a running XR session) */
462
+ onEnterXR?(args: NeedleXREventArgs): void;
463
+ /** Callback when a xr session updates (while it is still active in XR session) */
464
+ onUpdateXR?(args: NeedleXREventArgs): void;
465
+ /** Callback when this component exists a xr session (or when it becomes inactive in a running XR session) */
466
+ onLeaveXR?(args: NeedleXREventArgs): void;
467
+ /** Callback when a controller is connected/added while in a XR session
468
+ * OR when the component joins a running XR session that has already connected controllers
469
+ * OR when the component becomes active during a running XR session that has already connected controllers */
470
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
471
+ /** callback when a controller is removed while in a XR session
472
+ * OR when the component becomes inactive during a running XR session
473
+ */
474
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
475
+
476
+
477
+ /* IPointerEventReceiver */
478
+ /* @inheritdoc */
479
+ onPointerEnter?(args: PointerEventData);
480
+ onPointerMove?(args: PointerEventData);
481
+ onPointerExit?(args: PointerEventData);
482
+ onPointerDown?(args: PointerEventData);
483
+ onPointerUp?(args: PointerEventData);
484
+ onPointerClick?(args: PointerEventData);
485
+
486
+
487
+ /** starts a coroutine (javascript generator function)
488
+ * `yield` will wait for the next frame:
489
+ * - Use `yield WaitForSeconds(1)` to wait for 1 second.
490
+ * - Use `yield WaitForFrames(10)` to wait for 10 frames.
491
+ * - Use `yield new Promise(...)` to wait for a promise to resolve.
492
+ * @param routine generator function to start
493
+ * @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)
494
+ * @returns the generator function (use it to stop the coroutine with `stopCoroutine`)
495
+ * @example
496
+ * ```ts
497
+ * onEnable() { this.startCoroutine(this.myCoroutine()); }
498
+ * private *myCoroutine() {
499
+ * while(this.activeAndEnabled) {
500
+ * console.log("Hello World", this.context.time.frame);
501
+ * // wait for 5 frames
502
+ * for(let i = 0; i < 5; i++) yield;
503
+ * }
504
+ * }
505
+ * ```
506
+ */
427
507
  startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
428
508
  return this.context.registerCoroutineUpdate(this, routine, evt);
429
509
  }
430
-
510
+ /**
511
+ * Stop a coroutine that was previously started with `startCoroutine`
512
+ * @param routine the routine to be stopped
513
+ * @param evt the frame event to unregister the routine from (default: FrameEvent.Update)
514
+ */
431
515
  stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
432
516
  this.context.unregisterCoroutineUpdate(routine, evt);
433
517
  }
434
518
 
519
+ /** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */
435
520
  public get destroyed(): boolean {
436
521
  return this.__destroyed;
437
522
  }
438
523
 
524
+ /**
525
+ * Destroys this component (and removes it from the object)
526
+ */
439
527
  public destroy() {
440
528
  if (this.__destroyed) return;
441
529
  this.__internalDestroy();
@@ -464,7 +552,11 @@
464
552
 
465
553
  /** @internal */
466
554
  constructor() {
467
- this.__internalNewInstanceCreated();
555
+ this.__didAwake = false;
556
+ this.__didStart = false;
557
+ this.__didEnable = false;
558
+ this.__isEnabled = undefined;
559
+ this.__destroyed = false;
468
560
  }
469
561
 
470
562
 
@@ -666,5 +758,6 @@
666
758
  }
667
759
  }
668
760
 
669
- export class Behaviour extends Component {
670
- }
761
+ // For legacy reasons we need to export this as well
762
+ // (and we don't use extend to inherit the component docs)
763
+ export { Component as Behaviour };
src/engine-components/codegen/components.ts CHANGED
@@ -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
12
  export { Animator } from "../Animator.js";
12
13
  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";
16
16
  export { AudioListener } from "../AudioListener.js";
17
17
  export { AudioSource } from "../AudioSource.js";
18
18
  export { AudioTrackHandler } from "../timeline/TimelineTracks.js";
19
+ export { Avatar } from "../webxr/Avatar.js";
19
20
  export { Avatar_Brain_LookAt } from "../avatar/Avatar_Brain_LookAt.js";
20
21
  export { Avatar_MouthShapes } from "../avatar/Avatar_MouthShapes.js";
21
22
  export { Avatar_MustacheShake } from "../avatar/Avatar_MustacheShake.js";
@@ -30,7 +31,6 @@
30
31
  export { BasicIKConstraint } from "../BasicIKConstraint.js";
31
32
  export { BehaviorExtension } from "../export/usdz/extensions/behavior/Behaviour.js";
32
33
  export { BehaviorModel } from "../export/usdz/extensions/behavior/BehavioursBuilder.js";
33
- export { Behaviour } from "../Component.js";
34
34
  export { Bloom } from "../postprocessing/Effects/Bloom.js";
35
35
  export { BoxCollider } from "../Collider.js";
36
36
  export { BoxGizmo } from "../Gizmos.js";
@@ -51,7 +51,6 @@
51
51
  export { ColorAdjustments } from "../postprocessing/Effects/ColorAdjustments.js";
52
52
  export { ColorBySpeedModule } from "../ParticleSystemModules.js";
53
53
  export { ColorOverLifetimeModule } from "../ParticleSystemModules.js";
54
- export { Component } from "../Component.js";
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
87
  export { Image } from "../ui/Image.js";
89
88
  export { InheritVelocityModule } from "../ParticleSystemModules.js";
90
89
  export { InputField } from "../ui/InputField.js";
91
- export { Interactable } from "../Interactable.js";
92
90
  export { Light } from "../Light.js";
93
91
  export { LimitVelocityOverLifetimeModule } from "../ParticleSystemModules.js";
94
92
  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
128
  export { RectTransform } from "../ui/RectTransform.js";
131
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/WebXRController.js";
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 { XRFlag } from "../XRFlag.js";
213
- export { XRGrabModel } from "../webxr/WebXRGrabRendering.js";
214
- export { XRGrabRendering } from "../webxr/WebXRGrabRendering.js";
206
+ export { XRControllerFollow } from "../webxr/controllers/XRControllerFollow.js";
207
+ export { XRControllerModel } from "../webxr/controllers/XRControllerModel.js";
208
+ export { XRControllerMovement } from "../webxr/controllers/XRControllerMovement.js";
209
+ export { XRFlag } from "../webxr/XRFlag.js";
215
210
  export { XRRig } from "../webxr/WebXRRig.js";
216
- export { XRState } from "../XRFlag.js";
211
+ export { XRState } from "../webxr/XRFlag.js";
src/engine-components/ContactShadows.ts CHANGED
@@ -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
 
src/engine/debug/debug_console.ts CHANGED
@@ -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
  }
src/engine/debug/debug_overlay.ts CHANGED
@@ -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 errorCount;
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
  if (debug) console.log("Is this a local network?", isLocal);
40
- if (isLocal) {
40
+ if (isLocal)
41
+ {
41
42
  if (debug)
42
- console.log(window.location.hostname);
43
+ console.warn("Patch console", window.location.hostname);
43
44
  console.error = patchedConsoleError;
44
45
  window.addEventListener("error", (event) => {
45
46
  if (hide) return;
@@ -66,10 +67,10 @@
66
67
  }
67
68
 
68
69
 
69
- let errorCount = 0;
70
+ let _errorCount = 0;
70
71
 
71
72
  function onReceivedError() {
72
- errorCount += 1;
73
+ _errorCount += 1;
73
74
  }
74
75
 
75
76
  function onParseError(args: Array<any>) {
src/engine/debug/debug.ts CHANGED
@@ -1,10 +1,13 @@
1
+ import { isLocalNetwork } from "../engine_networking_utils.js";
2
+ import { getParam } from "../engine_utils.js";
3
+ import { showDebugConsole } from "./debug_console.js";
1
4
  import { addLog, LogType, setAllowOverlayMessages } from "./debug_overlay.js";
2
- import { showDebugConsole } from "./debug_console.js";
3
- import { isLocalNetwork } from "../engine_networking_utils.js";
4
5
 
5
6
  export { showDebugConsole }
6
7
  export { LogType, setAllowOverlayMessages };
7
8
 
9
+ const noDevLogs = getParam("nodevlogs");
10
+
8
11
  /** Displays a debug message on screen for a certain amount of time */
9
12
  export function showBalloonMessage(text: string, logType: LogType = LogType.Log): void {
10
13
  addLog(logType, text);
@@ -22,6 +25,7 @@
22
25
 
23
26
  /** True when the application runs on a local url */
24
27
  export function isDevEnvironment(): boolean {
28
+ if (noDevLogs) return false;
25
29
  if (_manuallySetDevEnvironment !== undefined) return _manuallySetDevEnvironment;
26
30
  return isLocalNetwork();
27
31
  }
src/engine-components/DeleteBox.ts CHANGED
@@ -1,5 +1,6 @@
1
1
 
2
2
  import * as THREE from "three";
3
+
3
4
  import { syncDestroy } from "../engine/engine_networking_instantiate.js";
4
5
  import { getParam } from "../engine/engine_utils.js";
5
6
  import { BoxHelperComponent } from "./BoxHelperComponent.js";
src/engine-components/postprocessing/Effects/DepthOfField.ts CHANGED
@@ -1,6 +1,7 @@
1
1
  import { DepthOfFieldEffect } from "postprocessing";
2
+
3
+ import { Mathf } from "../../../engine/engine_math.js";
2
4
  import { serializable } from "../../../engine/engine_serialization.js";
3
- import { Mathf } from "../../../engine/engine_math.js";
4
5
  import { getParam, isMobileDevice } from "../../../engine/engine_utils.js";
5
6
  import { PostProcessingEffect } from "../PostProcessingEffect.js";
6
7
  import { VolumeParameter } from "../VolumeParameter.js";
src/engine-components/DeviceFlag.ts CHANGED
@@ -1,6 +1,6 @@
1
1
 
2
+ import { serializable } from "../engine/engine_serialization_decorator.js";
2
3
  import { isMobileDevice } from "../engine/engine_utils.js";
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
4
  import { Behaviour, GameObject } from "./Component.js";
5
5
 
6
6
 
src/engine-components/DragControls.ts CHANGED
@@ -1,104 +1,126 @@
1
- import { GameObject } from "./Component.js";
2
- import { SyncedTransform } from "./SyncedTransform.js";
3
- import type { IPointerDownHandler, IPointerEnterHandler, IPointerEventHandler, IPointerExitHandler, IPointerUpHandler, PointerEventData } from "./ui/PointerEvents.js";
1
+ import { AxesHelper, Box3, BufferGeometry, Camera, Color, Event, Line, LineBasicMaterial, Matrix3, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, PlaneHelper, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
2
+
3
+ import { Gizmos } from "../engine/engine_gizmos.js";
4
+ import { InstancingUtil } from "../engine/engine_instancing.js";
5
+ import { Mathf } from "../engine/engine_math.js";
6
+ import { RaycastOptions } from "../engine/engine_physics.js";
7
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
8
  import { Context } from "../engine/engine_setup.js";
5
- import { Interactable, UsageMarker } from "./Interactable.js";
6
- import { Rigidbody } from "./RigidBody.js";
7
- import { WebXR } from "./webxr/WebXR.js";
9
+ import { getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
10
+ import { IGameObject } from "../engine/engine_types.js";
11
+ import { getParam } from "../engine/engine_utils.js";
12
+ import { NeedleXRSession } from "../engine/engine_xr.js";
8
13
  import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
9
- import { RaycastOptions } from "../engine/engine_physics.js";
10
- import { getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
11
- import type { KeyCode } from "../engine/engine_input.js";
12
- import { nameofFactory } from "../engine/engine_utils.js";
13
- import { InstancingUtil } from "../engine/engine_instancing.js";
14
+ import { Behaviour, GameObject } from "./Component.js";
15
+ import { UsageMarker } from "./Interactable.js";
14
16
  import { OrbitControls } from "./OrbitControls.js";
15
- import { BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Ray, Raycaster, SphereGeometry, Vector2, Vector3 } from "three";
17
+ import { Rigidbody } from "./RigidBody.js";
18
+ import { SyncedTransform } from "./SyncedTransform.js";
19
+ import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
16
20
  import { ObjectRaycaster } from "./ui/Raycaster.js";
17
- import { serializable } from "../engine/engine_serialization_decorator.js";
18
21
 
19
- const debug = false;
22
+ const debug = getParam("debugdrag");
20
23
 
21
- export enum DragEvents {
22
- SelectStart = "selectstart",
23
- SelectEnd = "selectend",
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
- interface SelectArgs {
27
- 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
- export interface IDragEventListener {
33
- onDragStart?();
34
- onDragEnd?();
35
- }
44
+ /** How and where the object is dragged along. */
45
+ @serializable()
46
+ public dragMode: DragMode = DragMode.DynamicViewAngle;
36
47
 
37
- export class DragControls extends Interactable implements IPointerEventHandler {
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
- private static _active: number = 0;
40
- public static get HasAnySelected(): boolean { return this._active > 0; }
60
+ /** Keep the original rotation of the dragged object while dragging in XR. */
61
+ @serializable()
62
+ public xrKeepRotation: boolean = false;
41
63
 
42
- /** Show's drag gizmos when enabled */
64
+ /** Accelerate dragging objects closer / further away when in XR */
43
65
  @serializable()
44
- public showGizmo: boolean = true;
66
+ public xrDistanceDragFactor: number = 1;
45
67
 
46
- /** When enabled DragControls will drag vertically when the object is viewed from a low angle */
68
+ /** When enabled, draws a line from the dragged object downwards to the next raycast hit. */
47
69
  @serializable()
48
- public useViewAngle: boolean = true;
70
+ public showGizmo: boolean = false;
49
71
 
50
- public transformSelf: boolean = true;
51
- // public transformGroup: boolean = true;
52
- // public targets: Object3D[] | null = null;
72
+ // future:
73
+ // constraints?
53
74
 
54
- // private controls: Control | null = null;
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
- private selectStartEventListener: ((controls: DragControls, args: SelectArgs) => void)[] = [];
58
- private selectEndEventListener: Array<Function> = [];
59
- private _dragHelper: DragHelper | null = null;
60
-
61
- constructor() {
62
- super();
63
- this.selectStartEventListener = [];
64
- this.selectEndEventListener = [];
65
- this._dragDelta = new Vector2();
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
- // TODO: Update DragEventListener code
70
- addDragEventListener(type: DragEvents, cb: (ctrls: DragControls, args: SelectArgs) => void | Function) {
71
- switch (type) {
72
- case DragEvents.SelectStart:
73
- this.selectStartEventListener.push(cb);
74
- break;
75
- case DragEvents.SelectEnd:
76
- this.selectEndEventListener.push(cb);
77
- break;
78
- }
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 (WebXR.IsInWebXR) return;
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 (WebXR.IsInWebXR) return;
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 (WebXR.IsInWebXR) return;
122
- DragControls._active += 1;
123
- this._dragDelta.set(0, 0);
124
- this._didDrag = false;
125
- // Clone to not modify the original event (and this event is used in the actual onDragStart method)
126
- this._waitingForDragStart = args.clone();
127
- args.stopPropagation();
128
- // disabling pointer controls here already, otherwise we get a few frames of movement event in orbit controls and this will rotate the camera sligthly AFTER drag controls dragging ends.
129
- if (this.orbit) this.orbit.enabled = false;
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._waitingForDragStart !== null) args.use();
175
+ if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
134
176
  }
135
177
 
136
178
  onPointerUp(args: PointerEventData) {
137
- this._waitingForDragStart = null;
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 (DragControls._active > 0)
140
- DragControls._active -= 1;
141
- if (WebXR.IsInWebXR) return;
142
- this.onDragEnd(args);
143
- args.stopPropagation();
144
- if (this.orbit) this.orbit.enabled = true;
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._waitingForDragStart) {
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
- // e.g. a click to rotate the object
156
- const delta = this.context.input.getPointerPositionDelta(0);
157
- if (delta)
158
- this._dragDelta.add(delta);
159
- if (this._dragDelta.length() > 2)
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;
162
229
  }
163
- const args = this._waitingForDragStart;
164
- this._waitingForDragStart = null;
165
- this.onDragStart(args);
230
+ const args = this._potentialDragStartEvt;
231
+ this._potentialDragStartEvt = null;
232
+ this.onFirstDragStart(args);
166
233
  }
167
234
 
168
- if (this._dragHelper && this._dragHelper.hasSelected) {
169
- this.onUpdateDrag();
170
- }
171
-
172
- if (this._dragHelper?.hasSelected === false || (this._activePointerId !== undefined && this.context.input.getPointerPressed(this._activePointerId) === false)) {
173
- this.onDragEnd(null);
174
- }
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
- private _isDragging: boolean = false;
178
- private _marker: UsageMarker | null = null;
179
- private _dragDelta!: Vector2;
180
- private _didDrag: boolean = false;
181
- private _activePointerId?: number;
182
-
183
- private onDragStart(evt: PointerEventData) {
242
+ /** 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 DragHelper(this.context.mainCamera);
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
- let object: Object3D = evt.object;
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
- console.log("DRAG START", sync, object);
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
- private onUpdateDrag() {
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
- private onDragEnd(evt: PointerEventData | null) {
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 +313,761 @@
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
- // raise event
289
- for (const listener of this.selectEndEventListener) {
290
- listener(this);
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
- const l = nameofFactory<IDragEventListener>();
294
- GameObject.invokeOnChildren(selected, l("onDragEnd"));
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
+ if (!this.handlerA || !this.handlerB) {
455
+ console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
456
+ return;
457
+ }
458
+
459
+ if (!this.handlerA.followObject || !this.handlerB.followObject) {
460
+ console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
461
+ return;
462
+ }
463
+
464
+ this._tempVec1.copy(this._handlerAAttachmentPoint);
465
+ this._tempVec2.copy(this._handlerBAttachmentPoint);
466
+ this.handlerA.followObject.localToWorld(this._tempVec1);
467
+ this.handlerB.followObject.localToWorld(this._tempVec2);
468
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
469
+
470
+ this._manipulatorObject.position.copy(this._tempVec3);
471
+
472
+ // - lookAt the second point on handlerB
473
+ const camera = this.context.mainCamera;
474
+ this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
475
+ this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
476
+
477
+ // - scale based on the distance between the two points
478
+ const dist = this._tempVec1.distanceTo(this._tempVec2);
479
+ this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
480
+
481
+ this._manipulatorObject.updateMatrix();
482
+ this._manipulatorObject.updateMatrixWorld(true);
483
+
484
+ if (debug) {
485
+ Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0,0.2,0)), "A:B " + dist.toFixed(2), 0.03);
486
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
487
+
488
+ // const wp = this._manipulatorObject.worldPosition;
489
+ // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
490
+ }
491
+ }
492
+
493
+ onDragUpdate() {
494
+ // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
495
+ // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
496
+ // into a reasonable two-handed translation/rotation/scale.
497
+ // One approach:
498
+ // - position our control object on the center between the two pointer control objects
499
+
500
+ // TODO close grab needs to be handled differently because there we don't have a hit point -
501
+ // Hit point is just the center of the object
502
+ // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
503
+
504
+ this.alignManipulator();
505
+
506
+ // apply (smoothed) to the gameObject
507
+ const lerpStrength = 30;
508
+ const lerpFactor = 1.0;
509
+
510
+ this._followObject.position.copy(this._manipulatorPosOffset);
511
+ this._followObject.quaternion.copy(this._manipulatorRotOffset);
512
+ this._followObject.scale.copy(this._manipulatorScaleOffset);
513
+
514
+ const draggedObject = this.gameObject;
515
+ const targetObject = this._followObject;
516
+
517
+ targetObject.updateMatrix();
518
+ targetObject.updateMatrixWorld(true);
519
+
520
+ const isSpatialInput = this._deviceMode === "tracked-pointer";
521
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
522
+
523
+ // TODO refactor to a common place
524
+ // apply constraints (position grid snap, rotation, ...)
525
+ if (this.settings.snapGridResolution > 0) {
526
+ const wp = this._followObject.worldPosition;
527
+ const snap = this.settings.snapGridResolution;
528
+ wp.x = Math.round(wp.x / snap) * snap;
529
+ wp.y = Math.round(wp.y / snap) * snap;
530
+ wp.z = Math.round(wp.z / snap) * snap;
531
+ this._followObject.worldPosition = wp;
532
+ this._followObject.updateMatrix();
533
+ }
534
+ if (keepRotation) {
535
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
536
+ this._followObject.updateMatrix();
537
+ }
538
+
539
+ // TODO refactor to a common place
540
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
541
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
542
+
543
+ const wp = draggedObject.worldPosition;
544
+ wp.lerp(targetObject.worldPosition, t);
545
+ draggedObject.worldPosition = wp;
546
+
547
+ const rot = draggedObject.worldQuaternion;
548
+ rot.slerp(targetObject.worldQuaternion, t);
549
+ draggedObject.worldQuaternion = rot;
550
+
551
+ const scl = draggedObject.worldScale;
552
+ scl.lerp(targetObject.worldScale, t);
553
+ draggedObject.worldScale = scl;
554
+ }
555
+
556
+ setTargetObject(obj: Object3D | null): void {
557
+ this.gameObject = obj as GameObject;
558
+ }
296
559
  }
297
560
 
561
+ /** Common interface for pointer handlers (single touch and multi touch) */
562
+ interface IDragHandler {
563
+ /** Used to determine if a drag has happened for this handler */
564
+ getTotalMovement?(): Vector3;
565
+ /** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
566
+ setTargetObject(obj: Object3D | null): void;
567
+
568
+ /** Prewarms the drag – can already move internal points around here but should not move the object itself */
569
+ collectMovementInfo?(): void;
570
+ onDragStart?(args: PointerEventData): void;
571
+ onDragEnd?(args: PointerEventData): void;
572
+ /** The target object is moved around */
573
+ onDragUpdate?(numberOfPointers: number): void;
574
+ }
298
575
 
576
+ /** Handles a single pointer on an object. DragPointerHandlers are created on pointer enter,
577
+ * help with determining if there's actually a drag, and then perform operations based on spatial pointer data.
578
+ */
579
+ class DragPointerHandler implements IDragHandler {
299
580
 
300
- class DragHelper {
581
+ /** Absolute movement of the pointer. Used for determining if a motion/drag is happening.
582
+ * This is in world units, so very small for screens (near-plane space change) */
583
+ getTotalMovement(): Vector3 { return this._totalMovement; }
584
+ get followObject(): GameObject { return this._followObject; }
585
+ get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
301
586
 
587
+ private context: Context;
588
+ private gameObject: GameObject;
589
+ private settings: DragControls;
590
+ private _lastRig: IGameObject | undefined = undefined;
591
+
592
+ /** This object is placed at the pivot of the dragged object, and parented to the control space. */
593
+ private _followObject: GameObject;
594
+ private _totalMovement: Vector3 = new Vector3();
595
+ /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
596
+ * effort someone is putting into moving an object closer or further away. */
597
+ private _totalMovementAlongRayDirection: number = 0;
598
+ /** Distance between _followObject and its parent at grab start, in local space */
599
+ private _grabStartDistance: number = 0;
600
+ private _deviceMode!: XRTargetRayMode;
601
+ private _followObjectStartPosition: Vector3 = new Vector3();
602
+ private _followObjectStartQuaternion: Quaternion = new Quaternion();
603
+ private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
604
+ private _lastDragPosRigSpace: Vector3 | undefined;
605
+ private _tempVec: Vector3 = new Vector3();
606
+ private _tempMat: Matrix4 = new Matrix4();
607
+
608
+ private _hitPointInLocalSpace: Vector3 = new Vector3();
609
+ private _hitNormalInLocalSpace: Vector3 = new Vector3();
610
+ private _bottomCenter = new Vector3();
611
+ private _backCenter = new Vector3();
612
+ private _backBottomCenter = new Vector3();
613
+ private _bounds = new Box3();
614
+ private _dragPlane = new Plane(new Vector3(0, 1, 0));
615
+ private _draggedOverObject: Object3D | null = null;
616
+ private _draggedOverObjectLastSetUp: Object3D | null = null;
617
+ private _draggedOverObjectLastNormal: Vector3 = new Vector3();
618
+ private _draggedOverObjectDuration: number = 0;
619
+
620
+ /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
621
+ setTargetObject(obj: Object3D | null) {
622
+ this.gameObject = obj as GameObject;
623
+ }
624
+
625
+ constructor(dragControls: DragControls, gameObject: GameObject) {
626
+ this.settings = dragControls;
627
+ this.context = dragControls.context;
628
+ this.gameObject = gameObject;
629
+ this._followObject = new Object3D() as GameObject;
630
+ }
631
+
632
+ recenter() {
633
+ if (!this._followObject.parent) {
634
+ console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
635
+ return;
636
+ }
637
+
638
+ const p = this._followObject.parent as GameObject;
639
+
640
+ this.gameObject.add(this._followObject);
641
+ this._followObject.matrixAutoUpdate = false;
642
+
643
+ this._followObject.position.set(0, 0, 0);
644
+ this._followObject.quaternion.set(0, 0, 0, 1);
645
+ this._followObject.scale.set(1, 1, 1);
646
+
647
+ this._followObject.updateMatrix();
648
+ this._followObject.updateMatrixWorld(true);
649
+
650
+ p.attach(this._followObject);
651
+
652
+ this._followObjectStartPosition.copy(this._followObject.position);
653
+ this._followObjectStartQuaternion.copy(this._followObject.quaternion);
654
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
655
+
656
+ this._followObject.updateMatrix();
657
+ this._followObject.updateMatrixWorld(true);
658
+
659
+ const hitPointWP = this._hitPointInLocalSpace.clone();
660
+ this.gameObject.localToWorld(hitPointWP);
661
+ this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
662
+ const rig = NeedleXRSession.active?.rig?.gameObject;
663
+ const rigScale = rig?.worldScale.x || 1;
664
+ this._grabStartDistance /= rigScale;
665
+
666
+ this._totalMovementAlongRayDirection = 0;
667
+ this._lastDragPosRigSpace = undefined;
668
+
669
+ if (debug)
670
+ {
671
+ Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
672
+ Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0,0.1,0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
673
+ }
674
+ }
675
+
676
+ onDragStart(args: PointerEventData) {
677
+
678
+ args.event.space.add(this._followObject);
679
+
680
+ // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
681
+ this._lastDragPosRigSpace = undefined;
682
+
683
+ if (args.point && args.normal) {
684
+ this._hitPointInLocalSpace.copy(args.point);
685
+ this.gameObject.worldToLocal(this._hitPointInLocalSpace);
686
+ this._hitNormalInLocalSpace.copy(args.normal);
687
+ }
688
+ else if (args) {
689
+ // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
690
+ // convert controller world position to local space instead and use that as hit point
691
+ const controller = args.event.space as GameObject;
692
+ const controllerWp = controller.worldPosition;
693
+ this.gameObject.worldToLocal(controllerWp);
694
+ this._hitPointInLocalSpace.copy(controllerWp);
695
+
696
+ const controllerUp = controller.worldUp;
697
+ this._tempMat.copy(this.gameObject.matrixWorld).invert();
698
+ controllerUp.transformDirection(this._tempMat);
699
+ this._hitNormalInLocalSpace.copy(controllerUp);
700
+ }
701
+
702
+ this.recenter();
703
+
704
+ this._totalMovement.set(0, 0, 0);
705
+ this._deviceMode = args.mode;
706
+
707
+
708
+ const dragSource = this._followObject.parent as IGameObject;
709
+ const rayDirection = dragSource.worldForward;
710
+
711
+ const isSpatialInput = this._deviceMode === "tracked-pointer";
712
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
713
+
714
+ // set up drag plane; we don't really know the normal yet but we can already set the point
715
+ const hitWP = this._hitPointInLocalSpace.clone();
716
+ this.gameObject.localToWorld(hitWP);
717
+
718
+ switch (dragMode) {
719
+ case DragMode.XZPlane:
720
+ const up = new Vector3(0,1,0);
721
+ if (this.gameObject.parent) {
722
+ // TODO in this case _dragPlane should be in parent space, not world space,
723
+ // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
724
+ up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
725
+ }
726
+ this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
727
+ break;
728
+ case DragMode.HitNormal:
729
+ const hitNormal = this._hitNormalInLocalSpace.clone();
730
+ hitNormal.transformDirection(this.gameObject.matrixWorld);
731
+ this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
732
+ break;
733
+ case DragMode.Attached:
734
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
735
+ break;
736
+ case DragMode.DynamicViewAngle:
737
+ const v0 = new Vector3(0, 1, 0);
738
+ const v1 = rayDirection;
739
+ const angle = v0.angleTo(v1);
740
+ const angleThreshold = 0.5;
741
+ if (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold)
742
+ this._dragPlane.setFromNormalAndCoplanarPoint(new Vector3(0, 1, 0), hitWP);
743
+ else
744
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
745
+ break;
746
+ }
747
+
748
+ // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
749
+ const bbox = new Box3();
750
+ const p = this.gameObject.parent;
751
+ const localP = this.gameObject.position.clone();
752
+ const localQ = this.gameObject.quaternion.clone();
753
+ const localS = this.gameObject.scale.clone();
754
+ if (p) p.remove(this.gameObject);
755
+ this.gameObject.position.set(0, 0, 0);
756
+ this.gameObject.quaternion.set(0, 0, 0, 1);
757
+ this.gameObject.scale.set(1, 1, 1);
758
+ bbox.setFromObject(this.gameObject);
759
+
760
+ // get front center point of the bbox. basically (0, 0, 1) in local space
761
+ const bboxCenter = new Vector3();
762
+ bbox.getCenter(bboxCenter);
763
+ const bboxSize = new Vector3();
764
+ bbox.getSize(bboxSize);
765
+
766
+ // attachment points for dragging
767
+ this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
768
+ this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
769
+ this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
770
+
771
+ this._bounds.copy(bbox);
772
+
773
+ // restore original transform
774
+ if (p) p.add(this.gameObject);
775
+ this.gameObject.position.copy(localP);
776
+ this.gameObject.quaternion.copy(localQ);
777
+ this.gameObject.scale.copy(localS);
778
+
779
+ // surface snapping
780
+ this._draggedOverObject = null;
781
+ this._draggedOverObjectLastSetUp = null;
782
+ this._draggedOverObjectLastNormal.set(0, 1, 0);
783
+ this._draggedOverObjectDuration = 0;
784
+ }
785
+
786
+ collectMovementInfo() {
787
+ // we're dragging - there is a controlling object
788
+ if (!this._followObject.parent) return;
789
+
790
+ // TODO This should all be handled properly per-pointer
791
+ // and we want to have a chance to react to multiple pointers being on the same object.
792
+ // some common stuff (calculating of movement offsets, etc) could be done by default
793
+ // and then the main thing to override is the actual movement of the object based on N _followObjects
794
+
795
+ const dragSource = this._followObject.parent as IGameObject;
796
+
797
+ // modify _followObject with constraints, e.g.
798
+ // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
799
+ /* TODO fix jump on drag start
800
+ const p0 = this._followObject.parent as GameObject;
801
+ const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
802
+ const p = new Vector3();
803
+ const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
804
+ if (t0 !== null)
805
+ this._followObject.worldPosition = t0;
806
+ */
807
+
808
+ this._followObject.updateMatrix();
809
+ const dragPosRigSpace = dragSource.worldPosition;
810
+ const rig = NeedleXRSession.active?.rig?.gameObject;
811
+ if (rig)
812
+ rig.worldToLocal(dragPosRigSpace);
813
+
814
+ // sum up delta
815
+ // TODO We need to do all/most of these calculations in Rig Space instead of world space
816
+ // moving the rig while holding an object should not affect _rayDelta / _dragDelta
817
+ if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
818
+ this._lastDragPosRigSpace = dragPosRigSpace.clone();
819
+ this._lastRig = rig;
820
+ }
821
+ this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
822
+
823
+ const rayDirectionRigSpace = dragSource.worldForward;
824
+ if (rig) {
825
+ this._tempMat.copy(rig.matrixWorld).invert();
826
+ rayDirectionRigSpace.transformDirection(this._tempMat);
827
+ }
828
+ // sum up delta movement along ray
829
+ this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
830
+ this._tempVec.x = Math.abs(this._tempVec.x);
831
+ this._tempVec.y = Math.abs(this._tempVec.y);
832
+ this._tempVec.z = Math.abs(this._tempVec.z);
833
+
834
+ // sum up absolute total movement
835
+ this._totalMovement.add(this._tempVec);
836
+ this._lastDragPosRigSpace.copy(dragPosRigSpace);
837
+
838
+ if (debug) {
839
+ let wp = dragPosRigSpace;
840
+ // ray direction of the input source object
841
+ if (rig) {
842
+ wp = wp.clone();
843
+ wp.transformDirection(rig.matrixWorld);
844
+ }
845
+ Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
846
+ }
847
+ }
848
+
849
+ onDragUpdate(numberOfPointers: number) {
850
+
851
+ // can only handle a single pointer
852
+ // if there's more, we defer to multi-touch drag handlers
853
+ if (numberOfPointers > 1) return;
854
+
855
+ const draggedObject = this.gameObject as IGameObject;
856
+ const dragSource = this._followObject.parent as IGameObject;
857
+ this._followObject.updateMatrix();
858
+ const dragSourceWP = dragSource.worldPosition;
859
+ const rayDirection = dragSource.worldForward;
860
+
861
+
862
+ // Actually move and rotate draggedObject
863
+ const isSpatialInput = this._deviceMode === "tracked-pointer";
864
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
865
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
866
+
867
+ const lerpStrength = 10;
868
+ // - keeping rotation constant during dragging
869
+ if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
870
+ this._followObject.updateMatrix();
871
+ this._followObject.updateMatrixWorld(true);
872
+
873
+ // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
874
+ let currentDist = 1.0;
875
+ let lerpFactor = 1.0;
876
+ if (this._deviceMode === "tracked-pointer" && this._grabStartDistance > 0.5) // hands and controllers, but not touches
877
+ {
878
+ const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
879
+ currentDist = Math.max(0.0, factor);
880
+ currentDist = currentDist * currentDist * currentDist;
881
+ }
882
+ else if (this._grabStartDistance <= 0.5)
883
+ {
884
+ // TODO there's still a frame delay between dragged objects and the hand models
885
+ lerpFactor = 3.0;
886
+ }
887
+
888
+ // reset _followObject to its original position and rotation
889
+ this._followObject.position.copy(this._followObjectStartPosition);
890
+ if (!keepRotation)
891
+ this._followObject.quaternion.copy(this._followObjectStartQuaternion);
892
+
893
+ // TODO restore previous functionality:
894
+ // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
895
+ // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
896
+ // move the grabbed point to your head and not slap the cube in your head.
897
+ this._followObject.position.multiplyScalar(currentDist);
898
+ this._followObject.updateMatrix();
899
+
900
+ const ray = new Ray(dragSourceWP, rayDirection);
901
+
902
+ // Surface snapping.
903
+ // Feels quite weird in VR right now!
904
+ if (dragMode == DragMode.SnapToSurfaces) {
905
+ // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
906
+ // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
907
+ // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
908
+ const opts = new RaycastOptions();
909
+ opts.ignore = [draggedObject];
910
+ const hits = this.context.physics.raycastFromRay(ray, opts);
911
+
912
+ if (hits.length > 0) {
913
+ const hit = hits[0];
914
+ // if we're above the same surface for a specified time, adjust drag options:
915
+ // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
916
+ // - if the drag plane is an object, we also want to
917
+ // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
918
+ // - rotate the dragged object to match the surface normal
919
+ if (this._draggedOverObject === hit.object)
920
+ this._draggedOverObjectDuration += this.context.time.deltaTime;
921
+ else {
922
+ this._draggedOverObject = hit.object;
923
+ this._draggedOverObjectDuration = 0;
924
+ }
925
+
926
+ if (hit.face) {
927
+ // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
928
+ // or if the surface normal changed
929
+ if (this._draggedOverObjectDuration > 0.15 &&
930
+ (this._draggedOverObjectLastSetUp !== this._draggedOverObject ||
931
+ this._draggedOverObjectLastNormal.dot(hit.face.normal) < 0.999999)
932
+ ) {
933
+ this._draggedOverObjectLastSetUp = this._draggedOverObject;
934
+ this._draggedOverObjectLastNormal.copy(hit.face.normal);
935
+
936
+ const center = new Vector3();
937
+ const size = new Vector3();
938
+
939
+ this._bounds.getCenter(center);
940
+ this._bounds.getSize(size);
941
+ center.sub(size.multiplyScalar(0.5).multiply(hit.face.normal));
942
+ this._hitPointInLocalSpace.copy(center);
943
+ this._hitNormalInLocalSpace.copy(hit.face.normal);
944
+
945
+ // ensure plane is far enough up that we don't drag into the surface
946
+ // Which offset we use here depends on the face normal direction we hit
947
+ // If we hit the bottom, we want to use the top, and vice versa
948
+ // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
949
+ this._bounds.getCenter(center);
950
+ this._bounds.getSize(size);
951
+ center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
952
+
953
+ const offset = this._hitPointInLocalSpace.clone().add(center);
954
+ this._followObject.localToWorld(offset);
955
+ const offsetWP = this._followObject.worldPosition.sub(offset);
956
+
957
+ this._dragPlane.setFromNormalAndCoplanarPoint(hit.face.normal, hit.point.sub(offsetWP));
958
+ }
959
+ }
960
+ }
961
+ }
962
+
963
+ // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
964
+ // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
965
+ // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
966
+ if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
967
+
968
+ this._followObject.worldPosition = this._tempVec;
969
+ this._followObject.updateMatrix();
970
+ this._followObject.updateMatrixWorld(true);
971
+
972
+ const newWP = this._hitPointInLocalSpace.clone();
973
+ this._followObject.localToWorld(newWP);
974
+
975
+ if (debug) {
976
+ Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
977
+ }
978
+
979
+ this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
980
+ this._followObject.updateMatrix();
981
+
982
+ /*
983
+ // TODO figure out nicer look rotation here
984
+ const normal = this._dragPlane.normal;
985
+ const lookPoint = normal.clone().multiplyScalar(1000).add(this._tempVec);
986
+ if (lookPoint) {
987
+ this._followObject.lookAt(lookPoint);
988
+ this._followObject.rotateX(Math.PI / 2);
989
+ }
990
+ */
991
+ this._followObject.updateMatrix();
992
+ }
993
+
994
+ // TODO refactor to a common place
995
+ // apply constraints (position grid snap, rotation, ...)
996
+ if (this.settings.snapGridResolution > 0) {
997
+ const wp = this._followObject.worldPosition;
998
+ const snap = this.settings.snapGridResolution;
999
+ wp.x = Math.round(wp.x / snap) * snap;
1000
+ wp.y = Math.round(wp.y / snap) * snap;
1001
+ wp.z = Math.round(wp.z / snap) * snap;
1002
+ this._followObject.worldPosition = wp;
1003
+ this._followObject.updateMatrix();
1004
+ }
1005
+ if (keepRotation) {
1006
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1007
+ this._followObject.updateMatrix();
1008
+ }
1009
+
1010
+ // TODO refactor to a common place
1011
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
1012
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
1013
+
1014
+ const wp = draggedObject.worldPosition;
1015
+ wp.lerp(this._followObject.worldPosition, t);
1016
+ draggedObject.worldPosition = wp;
1017
+
1018
+ const rot = draggedObject.worldQuaternion;
1019
+ rot.slerp(this._followObject.worldQuaternion, t);
1020
+ draggedObject.worldQuaternion = rot;
1021
+
1022
+
1023
+ if (debug)
1024
+ {
1025
+ const hitPointWP = this._hitPointInLocalSpace.clone();
1026
+ draggedObject.localToWorld(hitPointWP);
1027
+ // draw grab attachment point and normal. They are in grabbed object space
1028
+ Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1029
+ const hitNormalWP = this._hitNormalInLocalSpace.clone();
1030
+ hitNormalWP.applyQuaternion(rot);
1031
+ Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1032
+
1033
+ // debug info
1034
+ Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
1035
+ `Distance: ${this._totalMovement.length().toFixed(2)}\n
1036
+ Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1037
+ Session: ${!!NeedleXRSession.active}\n
1038
+ Device: ${this._deviceMode}\n
1039
+ `,
1040
+ 0.03
1041
+ );
1042
+
1043
+ // draw bottom/back snap points
1044
+ const bottomCenter = this._bottomCenter.clone();
1045
+ const backCenter = this._backCenter.clone();
1046
+ const backBottomCenter = this._backBottomCenter.clone();
1047
+ draggedObject.localToWorld(bottomCenter);
1048
+ draggedObject.localToWorld(backCenter);
1049
+ draggedObject.localToWorld(backBottomCenter);
1050
+ Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1051
+ Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1052
+ Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1053
+ Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1054
+ Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1055
+ }
1056
+ }
1057
+
1058
+ onDragEnd(args: PointerEventData) {
1059
+ console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1060
+ this._followObject.removeFromParent();
1061
+ this._followObject.destroy();
1062
+ this._lastDragPosRigSpace = undefined;
1063
+ }
1064
+ }
1065
+
1066
+ /** Currently does _only_ provide visuals support for DragControls operations.
1067
+ * Previously it also provided the actual drag functionality, but that has been moved to DragControls for now.
1068
+ */
1069
+ class LegacyDragVisualsHelper {
1070
+
302
1071
  showGizmo: boolean = true;
303
1072
  useViewAngle: boolean = true;
304
1073
 
@@ -336,13 +1105,12 @@
336
1105
  constructor(camera: Camera) {
337
1106
  this._camera = camera;
338
1107
 
339
- const line = new Line(DragHelper.geometry);
1108
+ const line = new Line(LegacyDragVisualsHelper.geometry);
340
1109
  const mat = line.material as LineBasicMaterial;
341
1110
  mat.color = new Color(.4, .4, .4);
342
1111
  line.layers.set(2);
343
1112
  line.name = 'line';
344
1113
  line.scale.y = 1;
345
- // line.matrixAutoUpdate = false;
346
1114
  this._groundLine = line;
347
1115
 
348
1116
  const geometry = new SphereGeometry(.5, 22, 22);
@@ -357,13 +1125,12 @@
357
1125
  if (this._selected && context) {
358
1126
  for (const rb of this._rbs) {
359
1127
  rb.wakeUp();
360
- // if (!rb.smoothedVelocity) continue;
361
1128
  rb.setVelocity(0, 0, 0);
362
1129
  }
363
1130
  }
364
1131
 
365
1132
  if (this._selected) {
366
-
1133
+ // TODO move somewhere else
367
1134
  Avatar_POI.Remove(context, this._selected);
368
1135
  }
369
1136
 
@@ -385,6 +1152,8 @@
385
1152
  console.error("DragHelper: no context");
386
1153
  return;
387
1154
  }
1155
+
1156
+ // TODO move somewhere else
388
1157
  Avatar_POI.Add(context, this._selected, null);
389
1158
 
390
1159
  this._groundOffsetFactor = 0;
@@ -392,7 +1161,6 @@
392
1161
  this._groundOffset.set(0, 0, 0);
393
1162
  this._requireUpdateGroundPlane = true;
394
1163
 
395
- // this._rbs = GameObject.getComponentsInChildren(this._selected, Rigidbody);
396
1164
  this.onUpdateScreenSpacePlane();
397
1165
  }
398
1166
  }
@@ -402,6 +1170,16 @@
402
1170
  private _didDragOnGroundPlaneLastFrame: boolean = false;
403
1171
 
404
1172
  onUpdate(_context: Context) {
1173
+
1174
+ if (!this._selected) return;
1175
+
1176
+ const wp = getWorldPosition(this._selected);
1177
+ this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1178
+ this.onUpdateGroundPlane();
1179
+ this._didDragOnGroundPlaneLastFrame = true;
1180
+ this._hasGroundPlane = true;
1181
+
1182
+ /*
405
1183
  if (!this._context) return;
406
1184
 
407
1185
  const mainKey: KeyCode = "Space";
@@ -488,6 +1266,7 @@
488
1266
  this.onDidUpdate();
489
1267
  }
490
1268
  }
1269
+ */
491
1270
  }
492
1271
 
493
1272
  private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
@@ -549,18 +1328,6 @@
549
1328
  this._groundOffset.copy(this._intersection).sub(wp);
550
1329
  }
551
1330
 
552
- private onDidUpdate() {
553
- // todo: when using instancing we need to mark the matrix to update
554
- InstancingUtil.markDirty(this._selected);
555
-
556
- for (const rb of this._rbs) {
557
- rb.wakeUp();
558
- rb.resetForcesAndTorques();
559
- // rb.setBodyFromGameObject({ x: 0, y: 0, z: 0 });
560
- rb.setAngularVelocity(0, 0, 0);
561
- }
562
- }
563
-
564
1331
  private contains(obj: Object3D, toSearch: Object3D): boolean {
565
1332
  if (obj === toSearch) return true;
566
1333
  if (obj.children) {
src/engine-components/DropListener.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Behaviour, GameObject } from "./Component.js";
1
+ import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
2
+
3
+ import * as files from "../engine/engine_networking_files.js";
2
4
  import { RaycastOptions } from "../engine/engine_physics.js";
3
- import * as files from "../engine/engine_networking_files.js";
4
5
  import { serializable } from "../engine/engine_serialization_decorator.js";
6
+ import { getParam } from "../engine/engine_utils.js";
5
7
  import { Networking } from "../engine-components/Networking.js";
6
- import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
7
- import { getParam } from "../engine/engine_utils.js";
8
+ import { Behaviour, GameObject } from "./Component.js";
8
9
 
9
10
  const debug = getParam("debugdroplistener");
10
11
 
src/engine-components/Duplicatable.ts CHANGED
@@ -1,22 +1,27 @@
1
+ import { Object3D, Quaternion, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { InstantiateOptions } from "../engine/engine_gameobject.js";
5
+ import { serializable } from "../engine/engine_serialization_decorator.js";
1
6
  import { Behaviour, GameObject } from "./Component.js";
2
- import { WebXRController, ControllerEvents } from "./webxr/WebXRController.js";
3
- import { DragControls, DragEvents } from "./DragControls.js";
4
- import { Interactable } from "./Interactable.js";
5
- import { Animation } from "./Animation.js";
6
- import { Vector3, Quaternion, Object3D } from "three";
7
- import { serializable } from "../engine/engine_serialization_decorator.js";
8
- import { InstantiateOptions } from "../engine/engine_gameobject.js";
7
+ import { DragControls } from "./DragControls.js";
8
+ import { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
9
+ import { ObjectRaycaster } from "./ui/Raycaster.js";
9
10
 
10
- export class Duplicatable extends Interactable {
11
+ export class Duplicatable extends Behaviour implements IPointerEventHandler {
11
12
 
13
+ /** Duplicates will be parented into the set object. If not defined, this GameObject will be used as parent. */
12
14
  @serializable(Object3D)
13
15
  parent: GameObject | null = null;
16
+
17
+ /** The object to be duplicated */
14
18
  @serializable(Object3D)
15
19
  object: GameObject | null = null;
16
20
 
17
21
  // limit max object spawn count per interval
18
22
  @serializable()
19
23
  limitCount = 10;
24
+
20
25
  @serializable()
21
26
  limitInterval = 60;
22
27
 
@@ -24,17 +29,7 @@
24
29
  private _startPosition: THREE.Vector3 | null = null;
25
30
  private _startQuaternion: THREE.Quaternion | null = null;
26
31
 
27
- awake(): void {
28
- // TODO: add support to not having to assign a object to clone
29
- // if(!this.object){
30
- // const opts = new InstantiateOptions();
31
- // opts.parent = this.gameObject;
32
- // opts.idProvider = InstantiateIdProvider.createFromString(this.guid);
33
- // const clone = GameObject.instantiate(this.gameObject, opts);
34
- // const duplicatable =
35
- // this.object = clone;
36
- // }
37
- // console.log(this, this.object);
32
+ start(): void {
38
33
  if (this.object) {
39
34
  if (this.object as any === this.gameObject) {
40
35
  console.error("Can not duplicate self");
@@ -48,34 +43,45 @@
48
43
  this._startQuaternion = this.object.quaternion?.clone() ?? new Quaternion(0, 0, 0, 1);
49
44
  }
50
45
 
51
- const drag = GameObject.getComponentInParent(this.gameObject, DragControls);
52
- if (drag) {
53
- drag.addDragEventListener(DragEvents.SelectStart, (_ctrls, args) => {
54
- if (this._currentCount >= this.limitCount) {
55
- args.attached = null;
56
- return;
57
- }
58
- const res = this.handleDuplication(args.selected);
59
- if (res) {
60
- console.assert(res !== args.selected, "Duplicated object is original");
61
- args.attached = res;
62
- }
63
- });
46
+ // legacy – DragControls was required for duplication and so often the component is still there; we work around that by disabling it here
47
+ const dragControls = this.gameObject.getComponent(DragControls);
48
+ if (dragControls) {
49
+ if (isDevEnvironment()) console.warn(`Please remove DragControls from \"${dragControls.name}\": it's not needed anymore when the object also has a Duplicatable component`);
50
+ dragControls.enabled = false;
64
51
  }
65
- else console.warn("Could no find drag controls in parent", this.name);
66
52
 
67
- WebXRController.addEventListener(ControllerEvents.SelectStart, (_controller: WebXRController, args: { selected: THREE.Object3D, grab: THREE.Object3D | GameObject | null }) => {
68
- if (this._currentCount >= this.limitCount) {
69
- args.grab = null;
70
- return;
71
- }
72
- const res = this.handleDuplication(args.selected);
73
- if (res) args.grab = res;
74
- });
53
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster))
54
+ this.gameObject.addNewComponent(ObjectRaycaster);
75
55
 
76
56
  this.cloneLimitIntervalFn();
77
57
  }
78
58
 
59
+ private _forwardPointerEvents: Map<Object3D, DragControls> = new Map();
60
+
61
+ onPointerDown(args: PointerEventData) {
62
+ if (!this.object) return;
63
+ if (!this.context.connection.allowEditing) return;
64
+ if (args.button !== 0) return;
65
+
66
+ const res = this.handleDuplication();
67
+ if (res) {
68
+ const dragControls = GameObject.getComponent(res, DragControls);
69
+ if (!dragControls) console.warn("Duplicated object does not have DragControls");
70
+ else {
71
+ dragControls.onPointerDown(args);
72
+ this._forwardPointerEvents.set(args.event.space, dragControls);
73
+ }
74
+ }
75
+ }
76
+
77
+ onPointerUp(args: PointerEventData) {
78
+ const dragControls = this._forwardPointerEvents.get(args.event.space);
79
+ if (dragControls) {
80
+ dragControls.onPointerUp(args);
81
+ this._forwardPointerEvents.delete(args.event.space);
82
+ }
83
+ }
84
+
79
85
  private cloneLimitIntervalFn() {
80
86
  if (this.destroyed) return;
81
87
  if (this._currentCount > 0) {
@@ -86,62 +92,39 @@
86
92
  }, (this.limitInterval / this.limitCount) * 1000);
87
93
  }
88
94
 
89
- private handleDuplication(selected: THREE.Object3D): THREE.Object3D | null {
95
+ private handleDuplication(): THREE.Object3D | null {
96
+ if (!this.object) return null;
90
97
  if (this._currentCount >= this.limitCount) return null;
91
- if (!this.object) return null;
92
- if (selected === this.gameObject || this.handleMultiObject(selected)) {
98
+ if (this.object as any === this.gameObject) return null;
93
99
 
94
- if (this.object as any === this.gameObject) return null;
95
- this.object.visible = true;
100
+ this.object.visible = true;
96
101
 
97
- if (this._startPosition)
98
- this.object.position.copy(this._startPosition);
99
- if (this._startQuaternion)
100
- this.object.quaternion.copy(this._startQuaternion);
102
+ if (this._startPosition)
103
+ this.object.position.copy(this._startPosition);
104
+ if (this._startQuaternion)
105
+ this.object.quaternion.copy(this._startQuaternion);
101
106
 
102
- const opts = new InstantiateOptions();
103
- if (!this.parent) this.parent = this.gameObject.parent as GameObject;
104
- if (this.parent) {
105
- opts.parent = this.parent.guid ?? this.parent.userData?.guid;
106
- opts.keepWorldPosition = true;
107
- }
108
- opts.position = this.worldPosition;
109
- opts.rotation = this.worldQuaternion;
110
- opts.context = this.context;
111
- this._currentCount += 1;
107
+ const opts = new InstantiateOptions();
108
+ if (!this.parent) this.parent = this.gameObject.parent as GameObject;
109
+ if (this.parent) {
110
+ opts.parent = this.parent.guid ?? this.parent.userData?.guid;
111
+ opts.keepWorldPosition = true;
112
+ }
113
+ opts.position = this.worldPosition;
114
+ opts.rotation = this.worldQuaternion;
115
+ opts.context = this.context;
116
+ this._currentCount += 1;
112
117
 
113
- const newInstance = GameObject.instantiateSynced(this.object as GameObject, opts) as GameObject;
114
- console.assert(newInstance !== this.object, "Duplicated object is original");
115
- this.object.visible = false;
118
+ const newInstance = GameObject.instantiateSynced(this.object as GameObject, opts) as GameObject;
119
+ console.assert(newInstance !== this.object, "Duplicated object is original");
120
+ this.object.visible = false;
116
121
 
117
- // see if this fixes object being offset when duplicated and dragged - it looks like three clone has shared position/quaternion objects?
118
- if (this._startPosition)
119
- this.object.position.clone().copy(this._startPosition);
120
- if (this._startQuaternion)
121
- this.object.quaternion.clone().copy(this._startQuaternion);
122
+ // see if this fixes object being offset when duplicated and dragged - it looks like three clone has shared position/quaternion objects?
123
+ if (this._startPosition)
124
+ this.object.position.clone().copy(this._startPosition);
125
+ if (this._startQuaternion)
126
+ this.object.quaternion.clone().copy(this._startQuaternion);
122
127
 
123
- return newInstance;
124
- }
125
- return null;
128
+ return newInstance;
126
129
  }
127
-
128
- private handleMultiObject(selected: THREE.Object3D): boolean {
129
- const shouldSearchInChildren = this.gameObject.type === "Group" || this.gameObject.type === "Object3D";
130
- if (!shouldSearchInChildren) return false;
131
- return this.isInChildren(this.gameObject, selected);
132
- }
133
-
134
- private isInChildren(current: THREE.Object3D, search: THREE.Object3D): boolean {
135
- if (!current) return false;
136
- if (current === search) return true;
137
- if (current.children) {
138
- for (const child of current.children) {
139
- if (this.isInChildren(child, search)) {
140
- return true;
141
- }
142
- }
143
- }
144
- return false;
145
- }
146
-
147
130
  }
src/engine/engine_addressables.ts CHANGED
@@ -1,13 +1,14 @@
1
+ import { Group, Object3D, Texture, TextureLoader } from "three";
2
+
1
3
  import { deepClone, getParam, resolveUrl } from "../engine/engine_utils.js";
2
- import { SerializationContext, TypeSerializer, assign } from "./engine_serialization_core.js";
3
- import { Context } from "./engine_setup.js";
4
- import { Group, Object3D, Texture, TextureLoader } from "three";
4
+ import { destroy, IInstantiateOptions, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
5
+ import { getLoader } from "./engine_gltf.js";
5
6
  import { processNewScripts } from "./engine_mainloop_utils.js";
6
7
  import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
+ import { assign,SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
9
+ import { Context } from "./engine_setup.js";
10
+ import type { IComponent, IGameObject, SourceIdentifier } from "./engine_types.js";
7
11
  import { download } from "./engine_web_api.js";
8
- import { getLoader } from "./engine_gltf.js";
9
- import type { IComponent, IGameObject, SourceIdentifier } from "./engine_types.js";
10
- import { destroy, IInstantiateOptions, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
11
12
 
12
13
  const debug = getParam("debugaddressables");
13
14
 
src/engine/engine_assetdatabase.ts CHANGED
@@ -1,7 +1,8 @@
1
- import { InternalUsageTrackerPlugin } from "./extensions/usage_tracker.js";
2
1
  import { Bone, BufferAttribute, BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Material, Mesh, NeverCompare, Object3D, Scene, Skeleton, SkinnedMesh, Source, Texture, Uniform, WebGLRenderer } from "three";
2
+
3
3
  import { addPatch } from "./engine_patcher.js";
4
4
  import { getParam } from "./engine_utils.js";
5
+ import { InternalUsageTrackerPlugin } from "./extensions/usage_tracker.js";
5
6
 
6
7
 
7
8
  export class AssetDatabase {
src/engine/engine_camera.ts CHANGED
@@ -1,7 +1,8 @@
1
- import type { ICameraController } from "./engine_types.js";
2
1
  import { Camera, Object3D } from "three";
3
2
 
3
+ import type { ICameraController } from "./engine_types.js";
4
4
 
5
+
5
6
  const $cameraController = Symbol("cameraController");
6
7
 
7
8
  export function getCameraController(cam: Camera): ICameraController | null {
src/engine/engine_components.ts CHANGED
@@ -1,12 +1,13 @@
1
1
  import { Object3D, Scene } from "three";
2
+
3
+ import { apply } from "../engine-components/js-extensions/Object3D.js";
4
+ import { ComponentEvents, ComponentLifecycleEvents } from "./engine_components_internal.js";
5
+ import { activeInHierarchyFieldName } from "./engine_constants.js";
6
+ import { removeScriptFromContext, updateActiveInHierarchyWithoutEventCall } from "./engine_mainloop_utils.js";
7
+ import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
8
+ import { Context, registerComponent } from "./engine_setup.js";
2
9
  import type { Constructor, ConstructorConcrete, IComponent, IGameObject } from "./engine_types.js";
3
- import { Context, registerComponent } from "./engine_setup.js";
4
10
  import { getParam } from "./engine_utils.js";
5
- import { removeScriptFromContext, updateActiveInHierarchyWithoutEventCall } from "./engine_mainloop_utils.js";
6
- import { activeInHierarchyFieldName } from "./engine_constants.js";
7
- import { apply } from "../engine-components/js-extensions/Object3D.js";
8
- import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
9
- import { ComponentEvents, ComponentLifecycleEvents } from "./engine_components_internal.js";
10
11
 
11
12
  const debug = getParam("debuggetcomponent");
12
13
 
src/engine/engine_constants.ts CHANGED
@@ -8,19 +8,22 @@
8
8
 
9
9
  tryEval(`if(!globalThis["NEEDLE_ENGINE_VERSION"]) globalThis["NEEDLE_ENGINE_VERSION"] = "0.0.0";`)
10
10
  tryEval(`if(!globalThis["NEEDLE_ENGINE_GENERATOR"]) globalThis["NEEDLE_ENGINE_GENERATOR"] = "unknown";`)
11
+ tryEval(`if(!globalThis["NEEDLE_PROJECT_BUILD_TIME"]) globalThis["NEEDLE_PROJECT_BUILD_TIME"] = "unknown";`)
11
12
 
12
13
  declare const NEEDLE_ENGINE_VERSION: string
13
14
  declare const NEEDLE_ENGINE_GENERATOR: string;
15
+ declare const NEEDLE_PROJECT_BUILD_TIME: string;
14
16
 
15
17
  // Make sure to wrap the new global this define in underscores to prevent the bundler from replacing it with the actual value
16
18
  tryEval(`globalThis["__NEEDLE_ENGINE_VERSION__"] = "` + NEEDLE_ENGINE_VERSION + `";`)
17
19
  tryEval(`globalThis["__NEEDLE_ENGINE_GENERATOR__"] = "` + NEEDLE_ENGINE_GENERATOR + `";`)
20
+ tryEval(`globalThis["__NEEDLE_PROJECT_BUILD_TIME__"] = "` + NEEDLE_PROJECT_BUILD_TIME + `";`)
18
21
 
19
22
 
20
-
21
23
  export const VERSION = NEEDLE_ENGINE_VERSION;
22
24
  export const GENERATOR = NEEDLE_ENGINE_GENERATOR;
23
- if (debug) console.log(`Engine version: ${VERSION} (generator: ${GENERATOR})`);
25
+ const BUILD_TIME = NEEDLE_PROJECT_BUILD_TIME;
26
+ if (debug) console.log(`Engine version: ${VERSION} (generator: ${GENERATOR})\nProject built at ${BUILD_TIME}`);
24
27
 
25
28
  export const activeInHierarchyFieldName = "needle_isActiveInHierarchy";
26
29
  export const builtinComponentKeyName = "builtin_components";
src/engine/engine_context.ts CHANGED
@@ -1,41 +1,36 @@
1
+ import { EffectComposer, RenderPass } from "postprocessing";
1
2
  import {
2
3
  BufferGeometry, Cache, Camera, Clock, Color, DepthTexture, Group,
3
4
  Material, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap,
4
5
  PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace,
5
6
  Texture, WebGLRenderer, type WebGLRendererParameters, WebGLRenderTarget, type WebXRArrayCamera
6
7
  } from 'three';
8
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
7
9
 
10
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage, showBalloonWarning } from './debug/index.js';
11
+ import { Addressables } from './engine_addressables.js';
12
+ import { Application } from './engine_application.js';
13
+ import { AssetDatabase } from './engine_assetdatabase.js';
14
+ import { VERSION } from './engine_constants.js';
15
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
16
+ import { WaitForPromise } from './engine_coroutine.js';
17
+ import { destroy, foreachComponent } from './engine_gameobject.js';
18
+ import { getLoader } from './engine_gltf.js';
8
19
  import { Input } from './engine_input.js';
20
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
21
+ import { type ILightDataRegistry, LightDataRegistry } from './engine_lightdata.js';
22
+ import * as looputils from './engine_mainloop_utils.js';
23
+ import { NetworkConnection } from './engine_networking.js';
24
+ import { isLocalNetwork } from './engine_networking_utils.js';
9
25
  import { Physics } from './engine_physics.js';
26
+ import { PlayerViewManager } from './engine_playerview.js';
27
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
28
+ import { logHierarchy } from './engine_three_utils.js';
10
29
  import { Time } from './engine_time.js';
11
- import { NetworkConnection } from './engine_networking.js';
12
-
13
- import * as looputils from './engine_mainloop_utils.js';
30
+ import { type CoroutineData, type GLTF, type ICamera, type IComponent, type IContext, type ILight, INeedleXRSession, type LoadedGLTF } from "./engine_types.js";
14
31
  import * as utils from "./engine_utils.js";
15
-
16
- import { EffectComposer, RenderPass } from "postprocessing";
17
-
18
- import { AssetDatabase } from './engine_assetdatabase.js';
19
-
20
- import { logHierarchy } from './engine_three_utils.js';
21
-
22
- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
23
- import { RendererData as SceneLighting } from './engine_scenelighting.js';
24
- import { Addressables } from './engine_addressables.js';
25
- import { Application } from './engine_application.js';
26
- import { LightDataRegistry, type ILightDataRegistry } from './engine_lightdata.js';
27
- import { PlayerViewManager } from './engine_playerview.js';
28
-
29
- import { type CoroutineData, type GLTF, type ICamera, type IComponent, type IContext, type ILight, type LoadedGLTF } from "./engine_types.js";
30
- import { destroy, foreachComponent } from './engine_gameobject.js';
31
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
32
32
  import { delay, getParam } from './engine_utils.js';
33
- import { VERSION } from './engine_constants.js';
34
- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage, showBalloonWarning } from './debug/index.js';
35
- import { getLoader } from './engine_gltf.js';
36
- import { isLocalNetwork } from './engine_networking_utils.js';
37
- import { WaitForPromise } from './engine_coroutine.js';
38
- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
33
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
39
34
 
40
35
 
41
36
  const debug = utils.getParam("debugcontext");
@@ -101,11 +96,6 @@
101
96
  Undefined = -1,
102
97
  }
103
98
 
104
- export enum XRSessionMode {
105
- ImmersiveVR = "immersive-vr",
106
- ImmersiveAR = "immersive-ar",
107
- }
108
-
109
99
  /** threejs callback event signature */
110
100
  export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
111
101
 
@@ -213,6 +203,7 @@
213
203
  private _boundingClientRectFrame: number = -1;
214
204
  private _boundingClientRect: DOMRect | null = null;
215
205
  private _domX; private _domY;
206
+ /** update bounding rects + domX, domY */
216
207
  private calculateBoundingClientRect() {
217
208
  // workaround for mozilla webXR viewer
218
209
  if (this.isInAR) {
@@ -227,30 +218,46 @@
227
218
  this._domY = this._boundingClientRect.y;
228
219
  }
229
220
 
221
+ /** The width of the `<needle-engine>` element on the website */
230
222
  get domWidth(): number {
231
223
  // for mozilla XR
232
224
  if (this.isInAR) return window.innerWidth;
233
225
  return this.domElement.clientWidth;
234
226
  }
227
+ /** The height of the `<needle-engine>` element on the website */
235
228
  get domHeight(): number {
236
229
  // for mozilla XR
237
230
  if (this.isInAR) return window.innerHeight;
238
231
  return this.domElement.clientHeight;
239
232
  }
233
+ /** the X position of the Needle Engine element on the website */
240
234
  get domX(): number {
241
235
  this.calculateBoundingClientRect();
242
236
  return this._domX;
243
237
  }
238
+ /** the Y position of the Needlee Engine element on the website */
244
239
  get domY(): number {
245
240
  this.calculateBoundingClientRect();
246
241
  return this._domY;
247
242
  }
248
243
  get isInXR() { return this.renderer?.xr?.isPresenting || false; }
249
- xrSessionMode: XRSessionMode | undefined = undefined;
250
- get isInVR() { return this.xrSessionMode === XRSessionMode.ImmersiveVR; }
251
- get isInAR() { return this.xrSessionMode === XRSessionMode.ImmersiveAR; }
244
+ /** shorthand for `NeedleXRSession.active`
245
+ * Automatically set by NeedleXRSession when a XR session is active
246
+ * @returns the active XR session or null if no session is active
247
+ * */
248
+ xr: NeedleXRSession | null = null;
249
+ get xrSessionMode() { return this.xr?.mode; }
250
+ get isInVR() { return this.xrSessionMode === "immersive-vr"; }
251
+ get isInAR() { return this.xrSessionMode === "immersive-ar"; }
252
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest) */
253
+ get isInPassThrough() { return this.xr ? this.xr.isPassThrough : false; }
254
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
252
255
  get xrSession() { return this.renderer?.xr?.getSession(); }
256
+ /** @returns the latest XRFrame (if a XRSession is currently active)
257
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
258
+ */
253
259
  get xrFrame() { return this._xrFrame }
260
+ /** @returns the current WebXR camera (shorthand for `context.renderer.xr.getCamera()`) */
254
261
  get xrCamera(): WebXRArrayCamera | undefined { return this.renderer?.xr?.getCamera(); }
255
262
  private _xrFrame: XRFrame | null = null;
256
263
  get arOverlayElement(): HTMLElement {
@@ -270,17 +277,37 @@
270
277
  composer: EffectComposer | null = null;
271
278
 
272
279
  // all scripts
273
- scripts: IComponent[] = [];
274
- scripts_pausedChanged: IComponent[] = [];
280
+ readonly scripts: IComponent[] = [];
281
+ readonly scripts_pausedChanged: IComponent[] = [];
275
282
  // scripts with update event
276
- scripts_earlyUpdate: IComponent[] = [];
277
- scripts_update: IComponent[] = [];
278
- scripts_lateUpdate: IComponent[] = [];
279
- scripts_onBeforeRender: IComponent[] = [];
280
- scripts_onAfterRender: IComponent[] = [];
281
- scripts_WithCorroutines: IComponent[] = [];
282
- coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
283
+ readonly scripts_earlyUpdate: IComponent[] = [];
284
+ readonly scripts_update: IComponent[] = [];
285
+ readonly scripts_lateUpdate: IComponent[] = [];
286
+ readonly scripts_onBeforeRender: IComponent[] = [];
287
+ readonly scripts_onAfterRender: IComponent[] = [];
288
+ readonly scripts_WithCorroutines: IComponent[] = [];
289
+ readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[] = [];
290
+ readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[] = [];
291
+ readonly coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
283
292
 
293
+ /** callbacks called once after the context has been created */
294
+ readonly post_setup_callbacks: Function[] = [];
295
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
296
+ readonly pre_update_callbacks: Function[] = [];
297
+ /** called every frame before rendering (after all component events) */
298
+ readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void> = [];
299
+ /** called every frame after rendering (after all component events) */
300
+ readonly post_render_callbacks: Function[] = [];
301
+
302
+ /** called every frame befroe update (this list is emptied every frame) */
303
+ readonly pre_update_oneshot_callbacks: Function[] = [];
304
+
305
+ readonly new_scripts: IComponent[] = [];
306
+ readonly new_script_start: IComponent[] = [];
307
+ readonly new_scripts_pre_setup_callbacks: Function[] = [];
308
+ readonly new_scripts_post_setup_callbacks: Function[] = [];
309
+ readonly new_scripts_xr: INeedleXRSessionEventReceiver[] = [];
310
+
284
311
  mainCameraComponent: ICamera | undefined;
285
312
 
286
313
  private _camera: Camera | null = null;
@@ -300,20 +327,13 @@
300
327
  this._camera = cam;
301
328
  }
302
329
 
303
- post_setup_callbacks: Function[] = [];
304
- pre_update_callbacks: Function[] = [];
305
- pre_render_callbacks: Function[] = [];
306
- post_render_callbacks: Function[] = [];
307
-
308
- new_scripts: IComponent[] = [];
309
- new_script_start: IComponent[] = [];
310
- new_scripts_pre_setup_callbacks: Function[] = [];
311
- new_scripts_post_setup_callbacks: Function[] = [];
312
-
313
330
  application: Application;
331
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
314
332
  time: Time;
315
333
  input: Input;
334
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
316
335
  physics: Physics;
336
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
317
337
  connection: NetworkConnection;
318
338
  /**
319
339
  * @deprecated AssetDataBase is deprecated
@@ -394,7 +414,7 @@
394
414
  }
395
415
  }
396
416
  }
397
- if(debug) console.log("Using Renderer Parameters:", params, this.domElement)
417
+ if (debug) console.log("Using Renderer Parameters:", params, this.domElement)
398
418
 
399
419
  this.renderer = new WebGLRenderer(params);
400
420
 
@@ -413,6 +433,8 @@
413
433
  this.renderer.outputColorSpace = SRGBColorSpace;
414
434
  // https://github.com/mrdoob/three.js/pull/25556
415
435
  this.renderer.useLegacyLights = false;
436
+
437
+ this.input.bindEvents();
416
438
  }
417
439
 
418
440
 
@@ -424,10 +446,13 @@
424
446
 
425
447
  private _disposeCallbacks: Function[] = [];
426
448
 
427
- // private _requestSizeUpdate : boolean = false;
428
449
 
429
- updateSize() {
430
- if (!this.isManagedExternally && this.renderer.xr?.isPresenting === false) {
450
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
451
+ requestSizeUpdate() { this._sizeChanged = true; }
452
+
453
+ /** update the renderer and canvas size */
454
+ updateSize(force: boolean = false) {
455
+ if (force || (!this.isManagedExternally && this.renderer.xr?.isPresenting === false)) {
431
456
  this._sizeChanged = false;
432
457
  const scaleFactor = this.resolutionScaleFactor;
433
458
  const width = this.domWidth * scaleFactor;
@@ -478,7 +503,7 @@
478
503
  async create(opts?: ContextCreateArgs) {
479
504
  try {
480
505
  this._isCreating = true;
481
- if(opts !== this._originalCreationArgs)
506
+ if (opts !== this._originalCreationArgs)
482
507
  this._originalCreationArgs = utils.deepClone(opts);
483
508
  window.addEventListener("unhandledrejection", this.onUnhandledRejection)
484
509
  const res = await this.internalOnCreate(opts);
@@ -531,11 +556,11 @@
531
556
  if (this.renderer) {
532
557
  this.renderer.setClearAlpha(0);
533
558
  this.renderer.clear();
559
+ if (!this.isManagedExternally) {
560
+ if (debug) console.log("Disposing renderer");
561
+ this.renderer.dispose();
562
+ }
534
563
  }
535
- if (!this.isManagedExternally) {
536
- if(debug) console.log("Disposing renderer");
537
- this.renderer.dispose();
538
- }
539
564
  this.scene = null!;
540
565
  this.renderer = null!;
541
566
  this.input.dispose();
@@ -553,6 +578,10 @@
553
578
  this._isCreated = false;
554
579
  ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
555
580
  ContextRegistry.unregister(this);
581
+ if (Context.Current === this) {
582
+ //@ts-ignore
583
+ Context.Current = null;
584
+ }
556
585
  }
557
586
 
558
587
  registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator {
@@ -704,7 +733,7 @@
704
733
  private async internalOnCreate(opts?: ContextCreateArgs) {
705
734
  const createId = ++this._createId;
706
735
 
707
- if(debug) console.log("Creating context", this.name, opts);
736
+ if (debug) console.log("Creating context", this.name, opts);
708
737
 
709
738
  this.clear();
710
739
  // stop the animation loop if its running during creation
@@ -811,6 +840,8 @@
811
840
  }
812
841
  }
813
842
 
843
+ this.input.bindEvents();
844
+
814
845
  Context.Current = this;
815
846
  looputils.processNewScripts(this);
816
847
 
@@ -853,7 +884,7 @@
853
884
  this._dispatchReadyAfterFrame = true;
854
885
  const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
855
886
  if (res) {
856
- if("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
887
+ if ("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
857
888
  this.domElement?.internalSetLoadingMessage("finish loading");
858
889
  await res;
859
890
  }
@@ -897,7 +928,7 @@
897
928
  }
898
929
 
899
930
  args?.onLoadingStart?.call(this, i, file);
900
- if(debug) console.log("Context Load " + file);
931
+ if (debug) console.log("Context Load " + file);
901
932
  const res = await loader.loadSync(this, file, file, loadingHash, prog => {
902
933
  progressArg.name = file;
903
934
  progressArg.progress = prog;
@@ -973,9 +1004,9 @@
973
1004
  catch (err) {
974
1005
  this._renderlooperrors += 1;
975
1006
  if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
976
- showBalloonMessage("Caught unhandled exception during render-loop.<br/>Stopping renderloop...<br/>See console for details.", LogType.Error);
977
- console.error(err);
978
- if (this._renderlooperrors > 10) {
1007
+ showBalloonMessage(`Caught unhandled exception during render-loop - see console for details.`, LogType.Error);
1008
+ console.error("Frame #" + this.time.frame + "\n", err);
1009
+ if (this._renderlooperrors >= 3) {
979
1010
  console.warn("Stopping render loop due to error")
980
1011
  this.renderer.setAnimationLoop(null);
981
1012
  }
@@ -1008,7 +1039,11 @@
1008
1039
 
1009
1040
  private internalOnBeforeRender(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
1010
1041
 
1042
+ const sessionStarted = frame !== null && this._xrFrame === null;
1011
1043
  this._xrFrame = frame;
1044
+ if (sessionStarted) {
1045
+ this.domElement.dispatchEvent(new CustomEvent("xr-session-started", { detail: { context: this, session: this.xrSession, frame: frame } }));
1046
+ }
1012
1047
 
1013
1048
  this._currentFrameEvent = FrameEvent.Undefined;
1014
1049
 
@@ -1047,6 +1082,13 @@
1047
1082
  this.setCurrentCamera(last);
1048
1083
  }
1049
1084
 
1085
+ if (this.pre_update_oneshot_callbacks) {
1086
+ for (const i in this.pre_update_oneshot_callbacks) {
1087
+ this.pre_update_oneshot_callbacks[i]();
1088
+ }
1089
+ this.pre_update_oneshot_callbacks.length = 0;
1090
+ }
1091
+
1050
1092
  if (this.pre_update_callbacks) {
1051
1093
  for (const i in this.pre_update_callbacks) {
1052
1094
  this.pre_update_callbacks[i]();
@@ -1129,7 +1171,7 @@
1129
1171
 
1130
1172
  if (this.pre_render_callbacks) {
1131
1173
  for (const i in this.pre_render_callbacks) {
1132
- this.pre_render_callbacks[i]();
1174
+ this.pre_render_callbacks[i](frame);
1133
1175
  }
1134
1176
  }
1135
1177
 
@@ -1207,8 +1249,8 @@
1207
1249
  }
1208
1250
  this._isRendering = true;
1209
1251
  this.renderRequiredTextures();
1210
-
1211
1252
 
1253
+
1212
1254
  if (this.composer && !this.isInXR) {
1213
1255
  this.composer.render(this.time.deltaTime);
1214
1256
  }
src/engine/engine_create_objects.ts CHANGED
@@ -1,5 +1,7 @@
1
- import { PlaneGeometry, MeshBasicMaterial, DoubleSide, Mesh, Material, MeshStandardMaterial, BoxGeometry, SphereGeometry, ColorRepresentation } from "three"
1
+ import { BoxGeometry, ColorRepresentation,DoubleSide, Material, Mesh, MeshBasicMaterial, MeshStandardMaterial, PlaneGeometry, SphereGeometry } from "three"
2
2
 
3
+ import { Vec3 } from "./engine_types.js";
4
+
3
5
  export enum PrimitiveType {
4
6
  Quad = 0,
5
7
  Cube = 1,
@@ -9,6 +11,10 @@
9
11
  export type ObjectOptions = {
10
12
  name?: string,
11
13
  material?: Material,
14
+ position?: Vec3,
15
+ /** euler */
16
+ rotation?: Vec3,
17
+ scale?: Vec3,
12
18
  }
13
19
 
14
20
  export class ObjectUtils {
@@ -35,6 +41,12 @@
35
41
  }
36
42
  if (opts?.name)
37
43
  obj.name = opts.name;
44
+ if (opts?.position)
45
+ obj.position.set(opts.position.x, opts.position.y, opts.position.z);
46
+ if (opts?.rotation)
47
+ obj.rotation.set(opts.rotation.x, opts.rotation.y, opts.rotation.z);
48
+ if (opts?.scale)
49
+ obj.scale.set(opts.scale.x, opts.scale.y, opts.scale.z);
38
50
  return obj;
39
51
  }
40
52
  }
src/engine/engine_element_loading.ts CHANGED
@@ -1,9 +1,9 @@
1
+ import { logoSVG } from "./assets/index.js"
1
2
  import { showBalloonWarning } from "./debug/index.js";
3
+ import { hasCommercialLicense, hasProLicense, runtimeLicenseCheckPromise } from "./engine_license.js";
2
4
  import { Mathf } from "./engine_math.js";
3
5
  import { LoadingProgressArgs } from "./engine_setup.js";
4
6
  import { getParam } from "./engine_utils.js";
5
- import { logoSVG } from "./assets/index.js"
6
- import { hasCommercialLicense, hasProLicense, runtimeLicenseCheckPromise } from "./engine_license.js";
7
7
 
8
8
  const debug = getParam("debugloading");
9
9
  const debugRendering = getParam("debugloadingrendering");
@@ -228,12 +228,24 @@
228
228
  }
229
229
  }
230
230
 
231
+ const container = document.createElement("div");
232
+ container.style.cssText = `
233
+ display: flex;
234
+ flex-direction: column;
235
+ align-items: center;
236
+ justify-content: center;
237
+ width: 100%;
238
+ opacity: 0;
239
+ transition: opacity 1.2s ease-in-out .2s;
240
+ `;
241
+ setTimeout(() => { container.style.opacity = "1"; }, 1);
242
+ this._loadingElement.appendChild(container);
231
243
 
232
244
  const loadingBarContainer = document.createElement("div");
233
245
  const maxWidth = 30;
234
246
  loadingBarContainer.style.display = "flex";
235
247
  loadingBarContainer.style.width = maxWidth + "%";
236
- loadingBarContainer.style.height = "2px";
248
+ loadingBarContainer.style.height = "3px";
237
249
  if (loadingStyle === "light")
238
250
  loadingBarContainer.style.backgroundColor = "rgba(0,0,0,.2)"
239
251
  else
@@ -247,6 +259,15 @@
247
259
  logo.style.marginBottom = "20px";
248
260
  logo.style.userSelect = "none";
249
261
  logo.style.objectFit = "contain";
262
+ if (!hasCommercialLicense()) {
263
+ logo.style.transition = "transform 1s ease-in-out, opacity 1s ease-in-out";
264
+ logo.style.transform = "translateY(10px)";
265
+ logo.style.opacity = "1";
266
+ setTimeout(() => {
267
+ logo.style.transform = "translateY(0px)";
268
+ logo.style.opacity = "1";
269
+ }, 1);
270
+ }
250
271
  logo.src = logoSVG;
251
272
  let isUsingCustomLogo = false;
252
273
  if (hasLicense && this._element) {
@@ -261,8 +282,8 @@
261
282
  logo.style.pointerEvents = "all";
262
283
  logo.addEventListener("click", () => window.open("https://needle.tools", "_blank"));
263
284
  }
264
- this._loadingElement.appendChild(logo);
265
- this._loadingElement.appendChild(loadingBarContainer);
285
+ container.appendChild(logo);
286
+ container.appendChild(loadingBarContainer);
266
287
 
267
288
 
268
289
  this._loadingBar = document.createElement("div");
@@ -293,7 +314,7 @@
293
314
  this._loadingTextContainer.style.display = "flex";
294
315
  this._loadingTextContainer.style.justifyContent = "center";
295
316
  this._loadingTextContainer.style.marginTop = "1.2em";
296
- this._loadingElement.appendChild(this._loadingTextContainer);
317
+ container.appendChild(this._loadingTextContainer);
297
318
 
298
319
  const messageContainer = document.createElement("div");
299
320
  this._messageContainer = messageContainer;
@@ -303,7 +324,7 @@
303
324
  messageContainer.style.fontWeight = "200";
304
325
  // messageContainer.style.border = "1px solid rgba(255,255,255,.1)";
305
326
  messageContainer.style.justifyContent = "center";
306
- this._loadingElement.appendChild(messageContainer);
327
+ container.appendChild(messageContainer);
307
328
 
308
329
  if (hasLicense && this._element) {
309
330
  const loadingTextColor = this._element.getAttribute("loading-text-color");
@@ -312,7 +333,7 @@
312
333
  }
313
334
  }
314
335
 
315
- this.handleRuntimeLicense(this._loadingElement);
336
+ this.handleRuntimeLicense(container);
316
337
 
317
338
  return this._loadingElement;
318
339
  }
@@ -323,6 +344,16 @@
323
344
  // if it's the case then we don't need to perform a runtime check
324
345
  if (commercialLicense) return;
325
346
 
347
+ // If we don't have a commercial license, then we need to display our message
348
+ if (debugLicense) console.log("Loading UI has commercial license?", commercialLicense);
349
+ const nonCommercialContainer = document.createElement("div");
350
+ nonCommercialContainer.style.paddingTop = ".6em";
351
+ nonCommercialContainer.style.fontSize = ".8em";
352
+ nonCommercialContainer.style.textTransform = "uppercase";
353
+ nonCommercialContainer.innerText = "non commercial";
354
+ nonCommercialContainer.style.opacity = "0";
355
+ loadingElement.appendChild(nonCommercialContainer);
356
+
326
357
  // Use the runtime license check
327
358
  if (runtimeLicenseCheckPromise) {
328
359
  if (debugLicense) console.log("Waiting for runtime license check");
@@ -330,13 +361,7 @@
330
361
  commercialLicense = hasCommercialLicense();
331
362
  }
332
363
  if (commercialLicense) return;
333
-
334
- // If we don't have a commercial license, then we need to display our message
335
- if (debugLicense) console.log("Loading UI has commercial license?", commercialLicense);
336
- const nonCommercialContainer = document.createElement("div");
337
- nonCommercialContainer.style.paddingTop = ".6em";
338
- nonCommercialContainer.style.fontSize = ".8em";
339
- nonCommercialContainer.innerText = "NON COMMERCIAL";
340
- loadingElement.appendChild(nonCommercialContainer);
364
+ nonCommercialContainer.style.transition = "opacity .5s ease-in-out";
365
+ nonCommercialContainer.style.opacity = "1";
341
366
  }
342
367
  }
src/engine/engine_element_overlay.ts CHANGED
@@ -16,6 +16,7 @@
16
16
  private _createdAROnlyElements: Array<any> = [];
17
17
  private _reparentedObjects: Array<{ el: Element, previousParent: HTMLElement | null }> = [];
18
18
  private contentElement: HTMLElement | null = null;
19
+ private originalDomOverlayParent: ParentNode | null = null;
19
20
 
20
21
  requestEndAR = () => {
21
22
  this.onRequestedEndAR();
@@ -34,6 +35,22 @@
34
35
  this._reparentedObjects.push({ el: el, previousParent: el.parentElement });
35
36
  this.arContainer?.appendChild(el);
36
37
  }
38
+
39
+ if(overlayContainer) {
40
+ this.originalDomOverlayParent = overlayContainer.parentNode;
41
+ if (this.originalDomOverlayParent)
42
+ {
43
+ console.log("Reparent DOM Overlay to body", overlayContainer, overlayContainer.style.display);
44
+ // mozilla webxr does hide elements on session start
45
+ // this is only necessary if we generated the overlay element
46
+ overlayContainer.style.display = "";
47
+ overlayContainer.style.visibility = "";
48
+ document.body.appendChild(overlayContainer);
49
+ }
50
+ }
51
+ else {
52
+ console.warn("WebXRViewer: No DOM Overlay found");
53
+ }
37
54
  }
38
55
  this.ensureQuitARButton(this.arContainer);
39
56
  }
src/engine/engine_element.ts CHANGED
@@ -1,15 +1,15 @@
1
- import { Context, ContextCreateArgs, LoadingProgressArgs } from "./engine_setup.js";
2
- import { AROverlayHandler, arContainerClassName } from "./engine_element_overlay.js";
1
+ import { getLoader, registerLoader } from "../engine/engine_gltf.js";
3
2
  import { GameObject } from "../engine-components/Component.js";
3
+ import { isDevEnvironment, showBalloonWarning } from "./debug/index.js";
4
+ import { VERSION } from "./engine_constants.js";
4
5
  import { calculateProgress01, EngineLoadingView, type ILoadingViewHandler } from "./engine_element_loading.js";
5
- import { getParam } from "./engine_utils.js";
6
+ import { arContainerClassName,AROverlayHandler } from "./engine_element_overlay.js";
7
+ import { hasCommercialLicense } from "./engine_license.js";
6
8
  import { setDracoDecoderPath, setDracoDecoderType, setKtx2TranscoderPath } from "./engine_loaders.js";
7
- import { getLoader, registerLoader } from "../engine/engine_gltf.js";
8
9
  import { NeedleGltfLoader } from "./engine_scenetools.js";
10
+ import { Context, ContextCreateArgs, LoadingProgressArgs } from "./engine_setup.js";
9
11
  import { type INeedleEngineComponent, type LoadedGLTF } from "./engine_types.js";
10
- import { isDevEnvironment, showBalloonWarning } from "./debug/index.js";
11
- import { hasCommercialLicense } from "./engine_license.js";
12
- import { VERSION } from "./engine_constants.js";
12
+ import { getParam } from "./engine_utils.js";
13
13
 
14
14
  //
15
15
  // registering loader here too to make sure it's imported when using engine via vanilla js
@@ -143,12 +143,15 @@
143
143
  }
144
144
  :host .quit-ar-button {
145
145
  position: absolute;
146
- top: 40px;
146
+ // top: env(titlebar-area-y); /** this doesnt work **/
147
+ top: 60px; /** camera access needs a bit more space **/
147
148
  right: 20px;
148
149
  z-index: 9999;
149
150
  }
150
151
  </style>
151
- <canvas></canvas>
152
+ <div> <!-- this wrapper is necessary for WebXR https://github.com/meta-quest/immersive-web-emulator/issues/55 -->
153
+ <canvas></canvas>
154
+ </div>
152
155
  <div class="content">
153
156
  <slot class="overlay-content"></slot>
154
157
  </div>
@@ -167,6 +170,7 @@
167
170
  console.log("<needle-engine> connected");
168
171
  }
169
172
 
173
+ this.addEventListener("xr-session-started", this.onXRSessionStarted);
170
174
  this.onSetupDesktop();
171
175
 
172
176
  if (!this.getAttribute("src")) {
@@ -196,6 +200,8 @@
196
200
  }
197
201
 
198
202
  disconnectedCallback() {
203
+ this.removeEventListener("xr-session-started", this.onXRSessionStarted);
204
+
199
205
  this._didFullyLoad = false;
200
206
  const keepAlive = this.getAttribute("keep-alive");
201
207
  const dispose = keepAlive == undefined || (keepAlive?.length > 0 && keepAlive !== "true" && keepAlive !== "1");
@@ -340,10 +346,15 @@
340
346
  totalProgress01: this._loadingProgress01
341
347
  };
342
348
  const progressEvent = new CustomEvent("progress", { detail: progressEventDetail });
349
+ const displayNames = new Array<string>();
343
350
  const args: ContextCreateArgs = {
344
351
  files: filesToLoad,
345
352
  onLoadingProgress: evt => {
346
- evt.name = getNameFromUrl(evt.name);
353
+ const index = evt.index;
354
+ if (!displayNames[index] && evt.name) {
355
+ displayNames[index] = getDisplayName(evt.name);
356
+ }
357
+ evt.name = displayNames[index];
347
358
  if (useDefaultLoading) this._loadingView?.onLoadingUpdate(evt);
348
359
  progressEventDetail.name = evt.name;
349
360
  progressEventDetail.progress = evt.progress;
@@ -384,6 +395,23 @@
384
395
  }));
385
396
  }
386
397
 
398
+ private onXRSessionStarted = () => {
399
+ const xrSessionMode = this.context.xrSessionMode;
400
+ if (xrSessionMode === "immersive-ar")
401
+ this.onEnterAR(this.context.xrSession!);
402
+ else if (xrSessionMode === "immersive-vr")
403
+ this.onEnterVR(this.context.xrSession!);
404
+
405
+ // handle session end:
406
+ this.context.xrSession?.addEventListener("end", () => {
407
+ this.dispatchEvent(new CustomEvent("xr-session-ended", { detail: { session: this.context.xrSession, context: this._context, sessionMode: xrSessionMode } }));
408
+ if (xrSessionMode === "immersive-ar")
409
+ this.onExitAR(this.context.xrSession!);
410
+ else if (xrSessionMode === "immersive-vr")
411
+ this.onExitVR(this.context.xrSession!);
412
+ });
413
+ };
414
+
387
415
  /** called by the context when the first frame has been rendered */
388
416
  private onReady = () => this._loadingView?.onLoadingFinished();
389
417
  private onError = () => this._loadingView?.setMessage("Loading failed!");
@@ -474,8 +502,9 @@
474
502
  return null;
475
503
  }
476
504
 
477
- onEnterAR(session: XRSession, overlayContainer: HTMLElement) {
505
+ onEnterAR(session: XRSession) {
478
506
  this.onSetupAR();
507
+ const overlayContainer = this.getAROverlayContainer();
479
508
  this._overlay_ar.onBegin(this._context!, overlayContainer, session);
480
509
  this.dispatchEvent(new CustomEvent("enter-ar", { detail: { session: session, context: this._context, htmlContainer: this._overlay_ar?.ARContainer } }));
481
510
  }
@@ -590,12 +619,36 @@
590
619
  return hash;
591
620
  }
592
621
 
593
- function getNameFromUrl(str: string) {
622
+ function getDisplayName(str: string) {
594
623
  const parts = str.split("/");
595
624
  let name = parts[parts.length - 1];
596
625
  // Remove params
597
626
  const index = name.indexOf("?")
598
627
  if (index > 0)
599
628
  name = name.substring(0, index);
600
- return decodeURIComponent(name);
629
+ const extension = name.split(".").pop();
630
+ if (extension === "glb" || extension === "gltf")
631
+ name = name.substring(0, name.length - 4);
632
+ name = decodeURIComponent(name);
633
+ if (name.length > 3) {
634
+ let displayName = "";
635
+ for (let i = 0; i < name.length; i++) {
636
+ let c = name[i];
637
+ if (c === ' ' && displayName.length <= 0) continue;
638
+ const isFirstCharacter = displayName.length === 0;
639
+ if (isFirstCharacter == false && c === c.toUpperCase()) {
640
+ displayName += " " + c;
641
+ }
642
+ else {
643
+ if (isFirstCharacter) {
644
+ c = c.toUpperCase();
645
+ }
646
+ displayName += c;
647
+ }
648
+ }
649
+ if (debug) console.log("displayName", name, displayName);
650
+ return displayName;
651
+ }
652
+ if (debug) console.log("displayName", name);
653
+ return name;
601
654
  }
src/engine/engine_gameobject.ts CHANGED
@@ -1,17 +1,18 @@
1
1
  import { Bone, Object3D, Quaternion, SkinnedMesh, Vector3 } from "three";
2
+
3
+ import { apply } from "../engine-components/js-extensions/Object3D.js";
4
+ import { __internalNotifyObjectDestroyed as __internalRemoveReferences,disposeObjectResources } from "./engine_assetdatabase.js";
5
+ import { ComponentEvents,ComponentLifecycleEvents } from "./engine_components_internal.js";
6
+ import { activeInHierarchyFieldName } from "./engine_constants.js";
7
+ import { editorGuidKeyName } from "./engine_constants.js";
8
+ import { $isUsingInstancing, InstancingUtil } from "./engine_instancing.js";
2
9
  import { processNewScripts } from "./engine_mainloop_utils.js";
3
10
  import { InstantiateIdProvider } from "./engine_networking_instantiate.js";
11
+ import { assign } from "./engine_serialization_core.js";
4
12
  import { Context, registerComponent } from "./engine_setup.js";
5
13
  import { logHierarchy, setWorldPosition, setWorldQuaternion } from "./engine_three_utils.js";
6
- import { type GuidsMap, type IComponent as Component, type IComponent, type IGameObject as GameObject, type UIDProvider, type Constructor } from "./engine_types.js";
14
+ import { type Constructor,type GuidsMap, type IComponent as Component, type IComponent, type IGameObject as GameObject, type UIDProvider } from "./engine_types.js";
7
15
  import { getParam, tryFindObject } from "./engine_utils.js";
8
- import { apply } from "../engine-components/js-extensions/Object3D.js";
9
- import { $isUsingInstancing, InstancingUtil } from "./engine_instancing.js";
10
- import { activeInHierarchyFieldName } from "./engine_constants.js";
11
- import { assign } from "./engine_serialization_core.js";
12
- import { disposeObjectResources, __internalNotifyObjectDestroyed as __internalRemoveReferences } from "./engine_assetdatabase.js";
13
- import { editorGuidKeyName } from "./engine_constants.js";
14
- import { ComponentLifecycleEvents, ComponentEvents } from "./engine_components_internal.js";
15
16
 
16
17
  const debug = getParam("debuggetcomponent");
17
18
  const debugInstantiate = getParam("debuginstantiate");
@@ -32,9 +33,11 @@
32
33
  idProvider?: UIDProvider;
33
34
  //** parent guid or object */
34
35
  parent?: string | Object3D;
36
+ /** position in local space. Set `keepWorldPosition` to true if this is world space */
35
37
  position?: Vector3;
36
38
  /** for duplicatable parenting */
37
39
  keepWorldPosition?: boolean;
40
+ /** rotation in local space. Set `keepWorldPosition` to true if this is world space */
38
41
  rotation?: Quaternion;
39
42
  scale?: Vector3;
40
43
  /** if the instantiated object should be visible */
@@ -137,23 +140,49 @@
137
140
  go[$isDestroyed] = value;
138
141
  }
139
142
 
143
+ const $isDontDestroy = Symbol("isDontDestroy");
144
+
145
+ /** Mark an Object3D or component as not destroyable
146
+ * @param instance the object to be marked as not destroyable
147
+ * @param value true if the object should not be destroyed in `destroy`
148
+ */
149
+ export function setDontDestroy(instance: Object3D | Component, value: boolean = true) {
150
+ instance[$isDontDestroy] = value;
151
+ }
152
+
153
+ const destroyed_components: Array<IComponent> = [];
154
+ const destroyed_objects: Array<Object3D> = [];
140
155
  export function destroy(instance: Object3D | Component, recursive: boolean = true, dispose: boolean = false) {
141
- const allComponents: IComponent[] = [];
142
- internalDestroy(instance, recursive, dispose, true, allComponents);
143
- for (const comp of allComponents) {
156
+ destroyed_components.length = 0;
157
+ destroyed_objects.length = 0;
158
+ internalDestroy(instance, recursive, dispose, true);
159
+ for (const comp of destroyed_components) {
144
160
  comp.gameObject = null!;
145
161
  //@ts-ignore
146
162
  comp.context = null;
147
163
  }
164
+ // dipose resources and remove references
165
+ for (const obj of destroyed_objects) {
166
+ setDestroyed(obj, true);
167
+ if (dispose) {
168
+ disposeObjectResources(obj);
169
+ }
170
+ // This needs to be called after disposing because it removes the references to resources
171
+ __internalRemoveReferences(obj);
172
+ }
173
+ destroyed_objects.length = 0;
174
+ destroyed_components.length = 0;
148
175
  }
149
176
 
150
- function internalDestroy(instance: Object3D | Component, recursive: boolean = true, dispose: boolean = false, isRoot: boolean = true, allComponents: IComponent[]) {
177
+ function internalDestroy(instance: Object3D | Component, recursive: boolean = true, dispose: boolean = false, isRoot: boolean = true) {
151
178
  if (instance === null || instance === undefined)
152
179
  return;
153
180
 
154
181
  const comp = instance as Component;
155
182
  if (comp.isComponent) {
156
- allComponents.push(comp);
183
+ // Handle Component
184
+ if (comp[$isDontDestroy]) return;
185
+ destroyed_components.push(comp);
157
186
  const go = comp.gameObject;
158
187
  comp.__internalDisable();
159
188
  comp.__internalDestroy();
@@ -161,44 +190,34 @@
161
190
  return;
162
191
  }
163
192
 
193
+ // handle Object3D
194
+ if (instance[$isDontDestroy]) return;
164
195
 
165
196
  const obj = instance as GameObject;
166
- setDestroyed(obj, true);
167
- if (dispose) {
168
- disposeObjectResources(obj);
169
- }
170
- // This needs to be called after disposing because it removes the references to resources
171
- __internalRemoveReferences(obj);
172
-
173
197
  if (debug) console.log(obj);
198
+ destroyed_objects.push(obj);
174
199
 
175
- if (recursive && obj.children) {
176
- for (const ch of obj.children) {
177
- internalDestroy(ch, recursive, dispose, false, allComponents);
178
- }
179
- }
180
-
200
+ // first disable and call onDestroy on components
181
201
  const components = obj.userData.components;
182
202
  if (components) {
183
203
  let lastLength = components.length;
184
204
  for (let i = 0; i < components.length; i++) {
185
205
  const comp: Component = components[i];
186
- allComponents.push(comp);
187
- const go = comp.gameObject;
188
- comp.__internalDisable();
189
- comp.__internalDestroy();
190
- comp.gameObject = go;
191
- // if (comp.destroy) {
192
- // if (debug) console.log("destroying", comp);
193
- // comp.destroy();
194
- // }
195
- // components will be removed from componentlist in destroy
206
+ internalDestroy(comp, recursive, dispose, false);
207
+ // components will be removed from componentlist in destroy
196
208
  if (components.length < lastLength) {
197
209
  lastLength = components.length;
198
210
  i--;
199
211
  }
200
212
  }
201
213
  }
214
+ // then continue in children of the passed in object
215
+ if (recursive && obj.children) {
216
+ for (const ch of obj.children) {
217
+ internalDestroy(ch, recursive, dispose, false);
218
+ }
219
+ }
220
+
202
221
  if (isRoot)
203
222
  obj.removeFromParent();
204
223
  }
@@ -266,9 +285,7 @@
266
285
  clone: Object3D;
267
286
  }
268
287
 
269
- export function instantiate(instance: GameObject | Object3D | null, opts: IInstantiateOptions | null = null): GameObject | null {
270
- if (instance === null) return null;
271
-
288
+ export function instantiate(instance: GameObject | Object3D, opts: IInstantiateOptions | null = null): GameObject {
272
289
  let options: InstantiateOptions | null = null;
273
290
  if (opts !== null) {
274
291
  // if x is defined assume this is a vec3 - this is just to not break everything at once and stay a little bit backwards compatible
@@ -279,13 +296,8 @@
279
296
  else {
280
297
  // if (opts instanceof InstantiateOptions)
281
298
  options = opts as InstantiateOptions;
282
- // else {
283
- // options = new InstantiateOptions();
284
- // Object.assign(options, opts);
285
- // }
286
299
  }
287
300
  }
288
- console.log(options?.position)
289
301
 
290
302
  let context = Context.Current;
291
303
  if (options?.context) context = options.context;
src/engine/engine_gizmos.ts CHANGED
@@ -1,11 +1,13 @@
1
- import { BufferAttribute, Line, BoxGeometry, EdgesGeometry, Color, LineSegments, LineBasicMaterial, Object3D, Mesh, SphereGeometry, type ColorRepresentation, Vector3, Box3, Quaternion, CylinderGeometry, AxesHelper } from 'three';
1
+ import { AxesHelper,Box3, BoxGeometry, BufferAttribute, Color, type ColorRepresentation, CylinderGeometry, EdgesGeometry, Line, LineBasicMaterial, LineSegments, Mesh, Object3D, Quaternion, SphereGeometry, Vector3 } from 'three';
2
+ import ThreeMeshUI, { Inline, Text } from "three-mesh-ui"
3
+ import { type Options } from 'three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js';
4
+
5
+ import { isDestroyed } from './engine_gameobject.js';
2
6
  import { Context } from './engine_setup.js';
3
7
  import { getWorldPosition, lookAtObject, setWorldPositionXYZ } from './engine_three_utils.js';
4
8
  import type { Vec3, Vec4 } from './engine_types.js';
5
- import ThreeMeshUI, { Inline, Text } from "three-mesh-ui"
6
9
  import { getParam } from './engine_utils.js';
7
- import { type Options } from 'three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js';
8
- import { isDestroyed } from './engine_gameobject.js';
10
+ import { NeedleXRSession } from './engine_xr.js';
9
11
 
10
12
  const _tmp = new Vector3();
11
13
  const _tmp2 = new Vector3();
@@ -21,6 +23,15 @@
21
23
 
22
24
  export class Gizmos {
23
25
 
26
+ /**
27
+ * Allow creating gizmos
28
+ * If disabled then no gizmos will be added to the scene anymore
29
+ */
30
+ static enabled = true;
31
+
32
+ /**
33
+ * Returns true if a given object is a gizmo
34
+ */
24
35
  static isGizmo(obj: Object3D) {
25
36
  return obj[$cacheSymbol] !== undefined;
26
37
  }
@@ -29,10 +40,12 @@
29
40
  * Draw a label in the scene or attached to an object (if a parent is provided)
30
41
  * @returns a handle to the label that can be used to change the text
31
42
  */
32
- static DrawLabel(position: Vec3, text: string, size: number = .1, duration: number = 9999, color?: ColorRepresentation, backgroundColor?: ColorRepresentation | ColorWithAlpha, parent?: Object3D,) {
43
+ static DrawLabel(position: Vec3, text: string, size: number = .05, duration: number = 0, color?: ColorRepresentation, backgroundColor?: ColorRepresentation | ColorWithAlpha, parent?: Object3D,) {
44
+ if (!Gizmos.enabled) return null;
33
45
  if (!color) color = defaultColor;
34
- const element = Internal.getTextLabel(duration, text, size, color, backgroundColor);
35
- if (parent instanceof Object3D) parent.add(element);
46
+ const rigScale = NeedleXRSession.active?.rigScale ?? 1;
47
+ const element = Internal.getTextLabel(duration, text, size * rigScale, color, backgroundColor);
48
+ if (parent instanceof Object3D) parent.add(element as any);
36
49
  element.position.x = position.x;
37
50
  element.position.y = position.y;
38
51
  element.position.z = position.z;
@@ -40,6 +53,7 @@
40
53
  }
41
54
 
42
55
  static DrawRay(origin: Vec3, dir: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
56
+ if (!Gizmos.enabled) return;
43
57
  const obj = Internal.getLine(duration);
44
58
  const positions = obj.geometry.getAttribute("position");
45
59
  positions.setXYZ(0, origin.x, origin.y, origin.z);
@@ -52,6 +66,7 @@
52
66
  }
53
67
 
54
68
  static DrawDirection(pt: Vec3, direction: Vec3 | Vec4, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true, lengthFactor: number = 1) {
69
+ if (!Gizmos.enabled) return;
55
70
  const obj = Internal.getLine(duration);
56
71
  const positions = obj.geometry.getAttribute("position");
57
72
  positions.setXYZ(0, pt.x, pt.y, pt.z);
@@ -73,8 +88,8 @@
73
88
  }
74
89
 
75
90
  static DrawLine(pt0: Vec3, pt1: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
91
+ if (!Gizmos.enabled) return;
76
92
  const obj = Internal.getLine(duration);
77
-
78
93
  const positions = obj.geometry.getAttribute("position");
79
94
  positions.setXYZ(0, pt0.x, pt0.y, pt0.z);
80
95
  positions.setXYZ(1, pt1.x, pt1.y, pt1.z);
@@ -85,6 +100,7 @@
85
100
  }
86
101
 
87
102
  static DrawWireSphere(center: Vec3, radius: number, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
103
+ if (!Gizmos.enabled) return;
88
104
  const obj = Internal.getSphere(radius, duration, true);
89
105
  setWorldPositionXYZ(obj, center.x, center.y, center.z);
90
106
  obj.material["color"].set(color);
@@ -93,6 +109,7 @@
93
109
  }
94
110
 
95
111
  static DrawSphere(center: Vec3, radius: number, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
112
+ if (!Gizmos.enabled) return;
96
113
  const obj = Internal.getSphere(radius, duration, false);
97
114
  setWorldPositionXYZ(obj, center.x, center.y, center.z);
98
115
  obj.material["color"].set(color);
@@ -101,6 +118,7 @@
101
118
  }
102
119
 
103
120
  static DrawWireBox(center: Vec3, size: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
121
+ if (!Gizmos.enabled) return;
104
122
  const obj = Internal.getBox(duration);
105
123
  obj.position.set(center.x, center.y, center.z);
106
124
  obj.scale.set(size.x, size.y, size.z);
@@ -111,6 +129,7 @@
111
129
  }
112
130
 
113
131
  static DrawWireBox3(box: Box3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true) {
132
+ if (!Gizmos.enabled) return;
114
133
  const obj = Internal.getBox(duration);
115
134
  obj.position.copy(box.getCenter(_tmp));
116
135
  obj.scale.copy(box.getSize(_tmp));
@@ -122,6 +141,7 @@
122
141
 
123
142
  private static _up = new Vector3(0, 1, 0);
124
143
  static DrawArrow(pt0: Vec3, pt1: Vec3, color: ColorRepresentation = defaultColor, duration: number = 0, depthTest: boolean = true, wireframe: boolean = false) {
144
+ if (!Gizmos.enabled) return;
125
145
  const obj = Internal.getArrowHead(duration);
126
146
  obj.position.set(pt1.x, pt1.y, pt1.z);
127
147
  obj.quaternion.setFromUnitVectors(this._up.set(0, 1, 0), _tmp.set(pt1.x, pt1.y, pt1.z).sub(_tmp2.set(pt0.x, pt0.y, pt0.z)).normalize());
@@ -188,12 +208,13 @@
188
208
  width: "auto",
189
209
  fontSize: size,
190
210
  color: color,
191
- lineHeight: .75,
211
+ lineHeight: 1,
192
212
  backgroundColor: backgroundColor ?? undefined,
193
213
  backgroundOpacity: opacity,
194
214
  textContent: text,
195
- borderRadius: 1 * size,
196
- padding: 1 * size,
215
+ borderRadius: .5 * size,
216
+ padding: .8 * size,
217
+ whiteSpace: 'pre',
197
218
  };
198
219
 
199
220
  if (!element) {
@@ -201,7 +222,7 @@
201
222
  const global = this;
202
223
  const labelHandle = element as LabelHandle & Text;
203
224
  labelHandle.setText = function (str: string) {
204
- this.set({ textContent: str, whiteSpace: 'pre' });
225
+ this.set({ textContent: str });
205
226
  global.tmuiNeedsUpdate = true;
206
227
  };
207
228
  }
@@ -211,9 +232,7 @@
211
232
  // handle.setText(text);
212
233
  }
213
234
  this.tmuiNeedsUpdate = true;
214
- element.layers.disableAll();
215
- element.layers.enable(2);
216
- this.registerTimedObject(Context.Current, element, duration, this.textLabelCache);
235
+ this.registerTimedObject(Context.Current, element as any, duration, this.textLabelCache as any);
217
236
  return element as Text & LabelHandle;
218
237
  }
219
238
 
@@ -269,20 +288,43 @@
269
288
  private static textLabelCache: Array<Text> = [];
270
289
 
271
290
  private static registerTimedObject(context: Context, object: Object3D, duration: number, cache: Array<Object3D>) {
272
- if (!this.contextPostRenderCallbacks.get(context)) {
291
+ const beforeRender = this.contextBeforeRenderCallbacks.get(context);
292
+ const postRender = this.contextPostRenderCallbacks.get(context);
293
+
294
+ if (!beforeRender) {
295
+ const cb = () => { this.onBeforeRender(context, this.timedObjectsBuffer) };
296
+ this.contextBeforeRenderCallbacks.set(context, cb);
297
+ context.pre_render_callbacks.push(cb);
298
+ }
299
+ // make sure gizmo pre render is the last one being called
300
+ else if (context.pre_render_callbacks[context.pre_render_callbacks.length - 1] !== beforeRender) {
301
+ const index = context.pre_render_callbacks.indexOf(beforeRender);
302
+ if (index >= 0) {
303
+ context.pre_render_callbacks.splice(index, 1);
304
+ }
305
+ context.pre_render_callbacks.push(beforeRender);
306
+ }
307
+
308
+ if (!postRender) {
273
309
  const cb = () => { this.onPostRender(context, this.timedObjectsBuffer, this.timesBuffer) };
274
310
  this.contextPostRenderCallbacks.set(context, cb);
275
311
  context.post_render_callbacks.push(cb);
276
312
  }
277
- if (!this.contextBeforeRenderCallbacks.get(context)) {
278
- const cb = () => { this.onBeforeRender(context, this.timedObjectsBuffer) };
279
- this.contextBeforeRenderCallbacks.set(context, cb);
280
- context.pre_render_callbacks.push(cb);
313
+ // make sure gizmo post render is the last one being called
314
+ else if (context.post_render_callbacks[context.post_render_callbacks.length - 1] !== postRender) {
315
+ const index = context.post_render_callbacks.indexOf(postRender);
316
+ if (index >= 0) {
317
+ context.post_render_callbacks.splice(index, 1);
318
+ }
319
+ context.post_render_callbacks.push(postRender);
281
320
  }
282
321
 
322
+ object.traverse(obj => {
323
+ obj.layers.disableAll();
324
+ obj.layers.enable(2);
325
+ });
326
+
283
327
  object.renderOrder = 999999;
284
- object.layers.disableAll();
285
- object.layers.enable(2);
286
328
  object[$cacheSymbol] = cache;
287
329
  this.timedObjectsBuffer.push(object);
288
330
  this.timesBuffer.push(Context.Current.time.realtimeSinceStartup + duration);
@@ -304,13 +346,13 @@
304
346
  for (let i = 0; i < objects.length; i++) {
305
347
  const obj = objects[i];
306
348
  if (ctx.mainCamera && obj instanceof ThreeMeshUI.MeshUIBaseElement) {
307
- if (isDestroyed(obj)) {
349
+ if (isDestroyed(obj as any)) {
308
350
  continue;
309
351
  }
310
352
  const isInXR = ctx.isInVR;
311
- const keepUp = isInXR;
353
+ const keepUp = false;
312
354
  const copyRotation = !isInXR;
313
- lookAtObject(obj, ctx.mainCamera, keepUp, copyRotation);
355
+ lookAtObject(obj as any, ctx.mainCamera, keepUp, copyRotation);
314
356
  }
315
357
  }
316
358
  }
@@ -323,7 +365,7 @@
323
365
  objects.splice(i, 1);
324
366
  times.splice(i, 1);
325
367
  obj.removeFromParent();
326
- if (isDestroyed(obj) == false) {
368
+ if (isDestroyed(obj) != true) {
327
369
  const cache = obj[$cacheSymbol];
328
370
  cache.push(obj);
329
371
  }
src/engine/engine_gltf_builtin_components.ts CHANGED
@@ -1,18 +1,20 @@
1
1
  import "./codegen/register_types.js";
2
- import { TypeStore } from "./engine_typestore.js";
2
+
3
+ import { Object3D } from "three";
4
+
5
+ import { LogType, showBalloonMessage } from "./debug/index.js";
6
+ import { addNewComponent } from "./engine_components.js";
7
+ import { builtinComponentKeyName,editorGuidKeyName } from "./engine_constants.js";
8
+ import { debugExtension } from "./engine_default_parameters.js";
3
9
  import { InstantiateIdProvider } from "./engine_networking_instantiate.js"
4
- import { Context } from "./engine_setup.js";
10
+ import { isLocalNetwork } from "./engine_networking_utils.js";
5
11
  import { deserializeObject, serializeObject } from "./engine_serialization.js";
6
12
  import { assign, ImplementationInformation, type ISerializable, SerializationContext } from "./engine_serialization_core.js";
7
- import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
8
- import { debugExtension } from "./engine_default_parameters.js";
9
- import { editorGuidKeyName, builtinComponentKeyName } from "./engine_constants.js";
13
+ import { Context } from "./engine_setup.js";
10
14
  import type { GuidsMap, ICamera, IComponent, IGameObject, SourceIdentifier, UIDProvider } from "./engine_types.js";
11
- import { addNewComponent } from "./engine_components.js";
15
+ import { TypeStore } from "./engine_typestore.js";
12
16
  import { getParam } from "./engine_utils.js";
13
- import { LogType, showBalloonMessage } from "./debug/index.js";
14
- import { isLocalNetwork } from "./engine_networking_utils.js";
15
- import { Object3D } from "three";
17
+ import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
16
18
 
17
19
 
18
20
  const debug = debugExtension;
src/engine/engine_gltf.ts CHANGED
@@ -1,8 +1,9 @@
1
+ import type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js'
2
+
3
+ import { SerializationContext } from "./engine_serialization_core.js";
4
+ import { Context } from "./engine_setup.js";
1
5
  import type { ConstructorConcrete, SourceIdentifier, UIDProvider } from "./engine_types.js";
2
- import { Context } from "./engine_setup.js";
3
6
  import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
4
- import { SerializationContext } from "./engine_serialization_core.js";
5
- import type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js'
6
7
 
7
8
 
8
9
  export interface INeedleGltfLoader {
src/engine/engine_hot_reload.ts CHANGED
@@ -1,8 +1,8 @@
1
+ import { addLog, LogType } from "./debug/debug_overlay.js";
2
+ import { addScriptToArrays, removeScriptFromContext } from "./engine_mainloop_utils.js"
1
3
  import type { IComponent } from "./engine_types.js";
2
4
  import { TypeStore } from "./engine_typestore.js";
3
- import { addScriptToArrays, removeScriptFromContext } from "./engine_mainloop_utils.js"
4
5
  import { getParam } from "./engine_utils.js";
5
- import { addLog, LogType } from "./debug/debug_overlay.js";
6
6
 
7
7
  const debug = getParam("debughotreload");
8
8
 
src/engine/engine_input.ts CHANGED
@@ -1,22 +1,137 @@
1
- import { Vector2 } from 'three';
1
+ import { Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
+
2
3
  import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
3
4
  import { Context } from './engine_setup.js';
4
- import type { IInput, Vec2 } from './engine_types.js';
5
- import { getParam } from './engine_utils.js';
5
+ import type { ButtonName, IGameObject, IInput, MouseButtonName, Vec2 } from './engine_types.js';
6
+ import { EnumToPrimitiveUnion, getParam, isMozillaXR } from './engine_utils.js';
6
7
 
7
8
  const debug = getParam("debuginput");
8
9
 
10
+
11
+ export const enum PointerType {
12
+ Mouse = "mouse",
13
+ Touch = "touch",
14
+ Controller = "controller",
15
+ Hand = "hand"
16
+ }
17
+ export type PointerTypeNames = EnumToPrimitiveUnion<PointerType>;
18
+
19
+ const enum PointerEnumType {
20
+ PointerDown = "pointerdown",
21
+ PointerUp = "pointerup",
22
+ PointerMove = "pointermove",
23
+ }
24
+ const enum KeyboardEnumType {
25
+ KeyDown = "keydown",
26
+ KeyUp = "keyup",
27
+ KeyPressed = "keypress"
28
+ }
29
+
30
+ export const enum InputEvents {
31
+ PointerDown = "pointerdown",
32
+ PointerUp = "pointerup",
33
+ PointerMove = "pointermove",
34
+ KeyDown = "keydown",
35
+ KeyUp = "keyup",
36
+ KeyPressed = "keypress"
37
+ }
38
+ /** e.g. `pointerdown` */
39
+ export type InputEventNames = EnumToPrimitiveUnion<InputEvents>;
40
+
41
+
42
+
43
+ export declare type NEPointerEventInit = PointerEventInit &
44
+ {
45
+ origin: object;
46
+ pointerId: number;
47
+ /** the index of the device */
48
+ deviceIndex: number;
49
+ pointerType: PointerTypeNames;
50
+ mode: XRTargetRayMode,
51
+ ray?: Ray;
52
+ /** The control object for this input. In the case of spatial devices the controller,
53
+ * otherwise a generated object in screen space. The object may not be in the scene. */
54
+ device: IGameObject;
55
+ buttonName: ButtonName | "none";
56
+ }
57
+
58
+
9
59
  export class NEPointerEvent extends PointerEvent {
60
+
61
+ /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
62
+ readonly deviceIndex: number;
63
+
64
+ /** The origin of the event contains a reference to the creator of this event.
65
+ * This can be the Needle Engine input system or e.g. a XR controller
66
+ */
67
+ readonly origin: object;
68
+
69
+ /** the browser event that triggered this event (if any) */
10
70
  readonly source: Event | null;
11
71
 
12
- constructor(type: InputEvents, source: Event | null, init: PointerEventInit) {
13
- super(type, init)
72
+ readonly mode: XRTargetRayMode;
73
+ /** A ray in worldspace for the event.
74
+ * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
75
+ readonly ray?: Ray;
76
+ /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
77
+ * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
78
+ */
79
+ readonly space: IGameObject;
80
+
81
+ /** true if this event is a click */
82
+ isClick: boolean = false;
83
+ /** true if this event is a double click */
84
+ isDoubleClick: boolean = false;
85
+
86
+
87
+ /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 101) */
88
+ override get pointerId(): number { return this._pointerid; }
89
+ private readonly _pointerid;
90
+
91
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
92
+ override get pointerType(): PointerTypeNames { return this._pointerType; }
93
+ private readonly _pointerType: PointerTypeNames;
94
+
95
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
96
+ /** The input that raised this event like `pointerdown` */
97
+ override get type(): InputEventNames { return this._type; }
98
+ private readonly _type: InputEventNames;
99
+
100
+ constructor(type: InputEvents | InputEventNames, source: Event | null, init: NEPointerEventInit) {
101
+ super(type, init);
102
+ // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
103
+ // so we have to be careful if we override properties - we then also need to set them in the constructor
104
+ this._pointerid = init.pointerId;
105
+ this._pointerType = init.pointerType;
106
+ this._type = type;
107
+
108
+ this.deviceIndex = init.deviceIndex;
109
+ this.origin = init.origin;
14
110
  this.source = source;
111
+ this.mode = init.mode;
112
+ this.ray = init.ray;
113
+ this.space = init.device;
15
114
  }
115
+
116
+ private _immediatePropagationStopped = false;
117
+ get immediatePropagationStopped() {
118
+ return this._immediatePropagationStopped;
119
+ }
120
+ private _propagationStopped = false;
121
+ get propagationStopped() {
122
+ return this._immediatePropagationStopped || this._propagationStopped;
123
+ }
124
+
16
125
  stopImmediatePropagation(): void {
126
+ this._immediatePropagationStopped = true;
17
127
  super.stopImmediatePropagation();
18
128
  this.source?.stopImmediatePropagation();
19
129
  }
130
+ stopPropagation(): void {
131
+ this._propagationStopped = true;
132
+ super.stopPropagation();
133
+ this.source?.stopPropagation();
134
+ }
20
135
  }
21
136
  export class NEKeyboardEvent extends KeyboardEvent {
22
137
  source?: Event
@@ -41,22 +156,49 @@
41
156
  }
42
157
  }
43
158
 
44
- export enum InputEvents {
45
- PointerDown = "pointerdown",
46
- PointerUp = "pointerup",
47
- PointerMove = "pointermove",
48
- KeyDown = "keydown",
49
- KeyUp = "keyup",
50
- KeyPressed = "keypress"
51
- }
52
159
 
53
- export enum PointerType {
54
- Mouse = "mouse",
55
- Touch = "touch",
56
- }
57
160
 
58
- export class Input extends EventTarget implements IInput {
161
+ declare type PointerEventListener = (evt: NEPointerEvent) => void;
162
+ declare type KeyboardEventListener = (evt: NEKeyboardEvent) => void;
163
+ declare type InputEventListener = PointerEventListener | KeyboardEventListener;
59
164
 
165
+ export class Input implements IInput {
166
+
167
+ private readonly _eventListeners: { [key: string]: InputEventListener[] } = {};
168
+
169
+ addEventListener(type: InputEvents | InputEventNames, callback: PointerEventListener): void {
170
+ if (!this._eventListeners[type]) this._eventListeners[type] = [];
171
+ this._eventListeners[type].push(callback);
172
+ }
173
+ removeEventListener(type: InputEvents | InputEventNames, callback: PointerEventListener): void {
174
+ if (!this._eventListeners[type]) return;
175
+ const index = this._eventListeners[type].indexOf(callback);
176
+ if (index >= 0) this._eventListeners[type].splice(index, 1);
177
+ }
178
+ private dispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
179
+ if (evt instanceof NEKeyboardEvent) {
180
+ const listeners = this._eventListeners[evt.type];
181
+ if (listeners) {
182
+ for (const l of listeners) {
183
+ (l as KeyboardEventListener)(evt);
184
+ }
185
+ }
186
+ }
187
+ else if (evt instanceof NEPointerEvent) {
188
+ const listeners = this._eventListeners[evt.type];
189
+ if (listeners) {
190
+ for (const l of listeners) {
191
+ if (evt.immediatePropagationStopped) {
192
+ if (debug) console.log("immediatePropagationStopped", evt.type);
193
+ break;
194
+ }
195
+ (l as PointerEventListener)(evt);
196
+ }
197
+ }
198
+ }
199
+ }
200
+
201
+
60
202
  _doubleClickTimeThreshold = .2;
61
203
  _longPressTimeThreshold = 1;
62
204
 
@@ -243,7 +385,41 @@
243
385
  private _mouseWheelDeltaY: number[] = [0];
244
386
  private _pointerEvent: Event[] = [];
245
387
  private _pointerUsed: boolean[] = [];
388
+ /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
389
+ private _pointerSpace: IGameObject[] = [];
246
390
 
391
+
392
+
393
+ private readonly _pressedStack = new Map<number, number[]>();
394
+ private onDownButton(pointerId: number, button: number) {
395
+ let stack = this._pressedStack.get(pointerId);
396
+ if (!stack) {
397
+ stack = [];
398
+ this._pressedStack.set(pointerId, stack);
399
+ }
400
+ stack.push(button);
401
+ }
402
+ private onReleaseButton(pointerId: number, button: number) {
403
+ const stack = this._pressedStack.get(pointerId);
404
+ if (!stack) return;
405
+ const index = stack.indexOf(button);
406
+ if (index >= 0) stack.splice(index, 1);
407
+ }
408
+ /** the first button that was down and is currently pressed */
409
+ getFirstPressedButtonForPointer(pointerId: number): number | undefined {
410
+ const stack = this._pressedStack.get(pointerId);
411
+ if (!stack) return undefined;
412
+ return stack[0];
413
+ }
414
+ /** the last (most recent) button that was down and is currently pressed */
415
+ getLatestPressedButtonForPointer(pointerId: number): number | undefined {
416
+ const stack = this._pressedStack.get(pointerId);
417
+ if (!stack) return undefined;
418
+ return stack[stack.length - 1];
419
+ }
420
+
421
+
422
+
247
423
  getKeyDown(): string | null {
248
424
  for (const key in this.keysPressed) {
249
425
  const k = this.keysPressed[key];
@@ -313,39 +489,58 @@
313
489
  return null;
314
490
  }
315
491
 
316
- createPointerDown(args: NEPointerEvent) {
317
- if (debug) showBalloonMessage("Create Pointer down");
318
- this.onDown(args);
492
+ createInputEvent(args: NEPointerEvent) {
493
+ // TODO: technically we would need to check for circular invocations here!
494
+ switch (args.type) {
495
+ case InputEvents.PointerDown:
496
+ if (debug) showBalloonMessage("Create Pointer down");
497
+ this.onDownButton(args.deviceIndex, args.button);
498
+ this.onDown(args);
499
+ break;
500
+ case InputEvents.PointerMove:
501
+ if (debug) showBalloonMessage("Create Pointer move");
502
+ this.onMove(args);
503
+ break;
504
+ case InputEvents.PointerUp:
505
+ if (debug) showBalloonMessage("Create Pointer up");
506
+ this.onUp(args);
507
+ this.onReleaseButton(args.deviceIndex, args.button);
508
+ break;
509
+ }
319
510
  }
320
511
 
321
- createPointerMove(args: NEPointerEvent) {
322
- if (debug) showBalloonMessage("Create Pointer move");
323
- this.onMove(args);
324
- }
325
-
326
- createPointerUp(args: NEPointerEvent) {
327
- if (debug) showBalloonMessage("Create Pointer up");
328
- this.onUp(args);
329
- }
330
-
331
512
  convertScreenspaceToRaycastSpace(vec2: Vec2) {
332
513
  vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
333
514
  vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
334
515
  }
335
516
 
336
517
  constructor(context: Context) {
337
- super();
338
518
  this.context = context;
339
519
  this.context.post_render_callbacks.push(this.onEndOfFrame);
520
+ }
340
521
 
341
- window.addEventListener('touchstart', this.onTouchStart, false);
522
+ /** this is the html element we subscribed to for events */
523
+ private _htmlEventSource!: HTMLElement;
524
+
525
+ bindEvents() {
526
+ this.unbindEvents();
527
+
528
+ // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
529
+ // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
530
+ this._htmlEventSource = this.context.renderer.domElement;
531
+
532
+ window.addEventListener('contextmenu', this.onContextMenu);
533
+
534
+ this._htmlEventSource.addEventListener('touchstart', this.onTouchStart, false);
535
+ window.addEventListener('touchstart', this.onTouchStartWindow);
342
536
  window.addEventListener('touchmove', this.onTouchMove, { passive: true });
343
537
  window.addEventListener('touchend', this.onTouchUp, false);
538
+ window.addEventListener("touchcancel", this.onTouchCancel, false);
344
539
 
345
- window.addEventListener('mousedown', this.onMouseDown, false);
540
+ this._htmlEventSource.addEventListener('mousedown', this.onMouseDown);
346
541
  window.addEventListener('mousemove', this.onMouseMove, false);
347
542
  window.addEventListener('mouseup', this.onMouseUp, false);
348
- window.addEventListener('wheel', this.onMouseWheel, { passive: true });
543
+ this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
349
544
 
350
545
  window.addEventListener("keydown", this.onKeyDown, false);
351
546
  window.addEventListener("keypress", this.onKeyPressed, false);
@@ -355,18 +550,19 @@
355
550
  window.addEventListener('blur', this.onLostFocus);
356
551
  }
357
552
 
358
- dispose() {
359
- const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
360
- if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
553
+ unbindEvents() {
554
+ window.removeEventListener('contextmenu', this.onContextMenu);
361
555
 
362
- window.removeEventListener('touchstart', this.onTouchStart, false);
556
+ this._htmlEventSource?.removeEventListener('touchstart', this.onTouchStart, false);
557
+ window.removeEventListener('touchstart', this.onTouchStartWindow);
363
558
  window.removeEventListener('touchmove', this.onTouchMove, false);
364
559
  window.removeEventListener('touchend', this.onTouchUp, false);
560
+ window.removeEventListener("touchcancel", this.onTouchCancel, false);
365
561
 
366
- window.removeEventListener('mousedown', this.onMouseDown, false);
562
+ this._htmlEventSource?.removeEventListener('mousedown', this.onMouseDown, false);
367
563
  window.removeEventListener('mousemove', this.onMouseMove, false);
368
564
  window.removeEventListener('mouseup', this.onMouseUp, false);
369
- window.removeEventListener('wheel', this.onMouseWheel, false);
565
+ this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
370
566
 
371
567
  window.removeEventListener("keydown", this.onKeyDown, false);
372
568
  window.removeEventListener("keypress", this.onKeyPressed, false);
@@ -375,6 +571,12 @@
375
571
  window.removeEventListener('blur', this.onLostFocus);
376
572
  }
377
573
 
574
+ dispose() {
575
+ const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
576
+ if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
577
+ this.unbindEvents();
578
+ }
579
+
378
580
  private onLostFocus = () => {
379
581
  for (const kp in this.keysPressed) {
380
582
  this.keysPressed[kp].pressed = false;
@@ -403,17 +605,41 @@
403
605
  // if(evt.target === this.context.renderer.domElement) return true;
404
606
  // const css = window.getComputedStyle(evt.target as HTMLElement);
405
607
  // if(css.pointerEvents === "all") return false;
406
-
407
608
  // We only check the target elements here since the canvas may be overlapped by other elements
408
609
  // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
409
- if(evt.target === this.context.renderer?.domElement) return true;
410
- if(evt.target === this.context.domElement) return true;
610
+ if (evt.target === this.context.renderer?.domElement) return true;
611
+ if (evt.target === this.context.domElement) return true;
612
+
613
+ // looks like in Mozilla WebXR viewer the target element is the body
614
+ if (this.context.isInAR && evt.target === document.body && isMozillaXR()) return true;
615
+
411
616
  return false;
412
617
  }
413
618
 
619
+ private onContextMenu = (evt: Event) => {
620
+ if (this.canReceiveInput(evt) === false)
621
+ return;
622
+ if (evt instanceof PointerEvent) {
623
+ // for longpress on touch there might open a context menu
624
+ // in which case we set the pointer pressed back to false (resetting the pressed pointer)
625
+ // we need to emit a pointer up event here as well
626
+ if (evt.pointerType === "touch") {
627
+ // for (const index in this._pointerPressed) {
628
+ // if (this._pointerTypes[index] === PointerType.Touch) {
629
+ // // this._pointerPressed[index] = false;
630
+ // // this throws orbit controls?
631
+ // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
632
+ // // this.onUp(ne);
633
+ // }
634
+ // }
635
+ }
636
+ }
637
+ }
638
+
414
639
  private keysPressed: { [key: KeyCode | string]: { pressed: boolean, frame: number, startFrame: number, key: string, code: KeyCode | string } } = {};
415
640
 
416
641
  private onKeyDown = (evt: KeyboardEvent) => {
642
+ if (debug) console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
417
643
  if (!this.context.application.hasFocus)
418
644
  return;
419
645
  const ex = this.keysPressed[evt.code];
@@ -453,6 +679,12 @@
453
679
  this._mouseWheelDeltaY[0] = current + evt.deltaY;
454
680
  }
455
681
 
682
+ private onTouchStartWindow = (evt: TouchEvent) => {
683
+ // onTouchStart registers on the renderer canvas so that we don't receive events when clicking on UI elements slotted in Needle Engine
684
+ // however in AR we need to handle these events on the window since they're not emitted otherwise (see NE-4098)
685
+ if (!this.context.isInAR) return;
686
+ this.onTouchStart(evt);
687
+ };
456
688
  private onTouchStart = (evt: TouchEvent) => {
457
689
  if (evt.changedTouches.length <= 0) return;
458
690
  if (this.canReceiveInput(evt) === false) return;
@@ -460,7 +692,8 @@
460
692
  const touch = evt.changedTouches[i];
461
693
  const id = this.getPointerIndex(touch.identifier)
462
694
  if (debug) showBalloonMessage(`touch start #${id}, identifier:${touch.identifier}`);
463
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { button: id, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch });
695
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
696
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch, buttonName: "unknown", device: space, pressure: touch.force });
464
697
  this.onDown(ne);
465
698
  }
466
699
  }
@@ -469,8 +702,9 @@
469
702
  if (evt.changedTouches.length <= 0) return;
470
703
  for (let i = 0; i < evt.changedTouches.length; i++) {
471
704
  const touch = evt.changedTouches[i];
472
- const id = this.getPointerIndex(touch.identifier)
473
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { button: id, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch });
705
+ const id = this.getPointerIndex(touch.identifier);
706
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
707
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch, buttonName: "unknown", device: space, pressure: touch.force });
474
708
  this.onMove(ne);
475
709
  }
476
710
  }
@@ -480,38 +714,96 @@
480
714
  for (let i = 0; i < evt.changedTouches.length; i++) {
481
715
  const touch = evt.changedTouches[i];
482
716
  const id = this.getPointerIndex(touch.identifier);
483
-
484
717
  if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) continue;
485
-
486
- if (debug) showBalloonMessage(`touch up #${id}, identifier:${touch.identifier}`);
487
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { button: id, clientX: touch.clientX, clientY: touch.clientY, pointerType: PointerType.Touch });
718
+ const ne = this.createPointerEventFromTouch("pointerup", touch.identifier, touch.clientX, touch.clientY, touch.force, evt);
488
719
  this.onUp(ne);
489
720
  }
490
721
  }
722
+ private createPointerEventFromTouch(type: InputEventNames, touchIdentifier: number, x: number, y: number, force: number, evt: Event): NEPointerEvent {
723
+ const id = this.getPointerIndex(touchIdentifier);
724
+ if (debug) showBalloonMessage(`touch up #${id}, identifier:${touchIdentifier}`);
725
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, x, y);
726
+ const ne = new NEPointerEvent(type, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: x, clientY: y, pointerType: PointerType.Touch, buttonName: "unknown", device: space, pressure: force });
727
+ return ne;
728
+ }
491
729
 
730
+ private onTouchCancel = (_evt: Event) => {
731
+ };
732
+
492
733
  private onMouseDown = (evt: MouseEvent) => {
734
+ this.onDownButton(0, evt.button);
735
+ if (this.context.isInVR) return;
493
736
  if (evt.defaultPrevented) return;
494
737
  if (this.canReceiveInput(evt) === false) return;
495
- const id = evt.button;
496
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse });
738
+ // TODO: if we have multiple mouse devices we need to get the deviceId
739
+ const button = evt.button;
740
+ let buttonName: MouseButtonName | "none" = "none";
741
+ switch (button) {
742
+ case 0: buttonName = "left"; break;
743
+ case 1: buttonName = "middle"; break;
744
+ case 2: buttonName = "right"; break;
745
+ }
746
+ const pointerId = 0 + button;
747
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(pointerId, evt.clientX, evt.clientY);
748
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse, buttonName: buttonName, device: space, pressure: 1 });
497
749
  this.onDown(ne);
498
750
  }
499
751
 
500
752
  private onMouseMove = (evt: MouseEvent) => {
753
+ if (this.context.isInVR) return;
501
754
  if (evt.defaultPrevented) return;
502
- const id = evt.button;
503
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse });
755
+ // take the last pressed button (or should the first pressed button have priority?)
756
+ const pressedButton = this.getFirstPressedButtonForPointer(0);
757
+ const button = pressedButton ?? 0;
758
+ const pointerId = 0 + button;
759
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(pointerId, evt.clientX, evt.clientY);
760
+ const pressure = pressedButton !== undefined ? 1 : 0;
761
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse, buttonName: "none", device: space, pressure });
504
762
  this.onMove(ne);
505
763
  }
506
764
 
507
765
  private onMouseUp = (evt: MouseEvent) => {
766
+ this.onReleaseButton(0, evt.button);
767
+ if (this.context.isInVR) return;
768
+ const button = evt.button;
769
+ if (!this.isNewEvent(evt.timeStamp, button, this._pointerUpTimestamp)) return;
770
+ let buttonName: MouseButtonName | "none" = "none";
771
+ switch (button) {
772
+ case 0: buttonName = "left"; break;
773
+ case 1: buttonName = "middle"; break;
774
+ case 2: buttonName = "right"; break;
775
+ }
776
+ const pointerId = 0 + button;
508
777
  if (evt.defaultPrevented) return;
509
- const id = evt.button;
510
- if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
511
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { button: id, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse });
778
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(pointerId, evt.clientX, evt.clientY);
779
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: PointerType.Mouse, buttonName: buttonName, device: space, pressure: 0 });
512
780
  this.onUp(ne);
513
781
  }
514
782
 
783
+ private readonly tempNearPlaneVector = new Vector3();
784
+ private readonly tempFarPlaneVector = new Vector3();
785
+ private readonly tempLookMatrix = new Matrix4();
786
+ private getAndUpdateSpatialObjectForScreenPosition(id: number, screenX: number, screenY: number): IGameObject {
787
+ let space = this._pointerSpace[id]
788
+ if (!space) {
789
+ space = new Object3D() as unknown as IGameObject;
790
+ this._pointerSpace[id] = space;
791
+ }
792
+ this._pointerSpace[id] = space;
793
+ const camera = this.context.mainCamera;
794
+ if (camera) {
795
+ const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
796
+ this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
797
+ const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
798
+ pointOnNearPlane.unproject(camera);
799
+ pointOnFarPlane.unproject(camera);
800
+ this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, (camera as any as IGameObject).worldUp);
801
+ space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
802
+ space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
803
+ }
804
+ return space;
805
+ }
806
+
515
807
  // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
516
808
  private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
517
809
  while (arr.length <= index) arr.push(-1);
@@ -532,12 +824,18 @@
532
824
  }
533
825
 
534
826
  private onDown(evt: NEPointerEvent) {
535
- if (debug) console.log(evt.pointerType, "DOWN", evt.button);
827
+ const index = evt.pointerId;
828
+ if (this.getPointerPressed(index)) {
829
+ console.warn(`pointerId is already pressed: ${index}`, debug ? evt : '');
830
+ }
831
+ if (debug) console.log(evt.pointerType, "DOWN", index);
536
832
  if (!this.isInRect(evt)) return;
537
833
 
834
+ // TODO: this whole pointer handling doesnt consider that in VR we have multiple pointers. It's not enough to store the button as the pointer ID anymore
835
+
538
836
  // check if we received an mouse UP event for a touch (for some reason we get a mouse.down for touch.up)
539
837
  if (evt.pointerType === PointerType.Mouse) {
540
- const upTime = this._pointerUpTimestamp[evt.button];
838
+ const upTime = this._pointerUpTimestamp[index];
541
839
  if (upTime > 0 && evt.source?.timeStamp !== undefined) {
542
840
  const diff = (evt.source.timeStamp - upTime);
543
841
  // on android touch up and mouse up have the exact same value
@@ -550,20 +848,20 @@
550
848
  }
551
849
  }
552
850
 
553
- this.setPointerState(evt.button, this._pointerPressed, true);
554
- this.setPointerState(evt.button, this._pointerDown, true);
555
- this.setPointerStateT(evt.button, this._pointerEvent, evt.source);
851
+ this.setPointerState(index, this._pointerPressed, true);
852
+ this.setPointerState(index, this._pointerDown, true);
853
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
556
854
 
557
- while (evt.button >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
558
- this._pointerTypes[evt.button] = evt.pointerType;
855
+ while (index >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
856
+ this._pointerTypes[index] = evt.pointerType;
559
857
 
560
- while (evt.button >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector2());
561
- this._pointerPositionDown[evt.button].set(evt.clientX, evt.clientY);
562
- while (evt.button >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
563
- this._pointerPositions[evt.button].set(evt.clientX, evt.clientY);
858
+ while (index >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector2());
859
+ this._pointerPositionDown[index].set(evt.clientX, evt.clientY);
860
+ while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
861
+ this._pointerPositions[index].set(evt.clientX, evt.clientY);
564
862
 
565
- if (evt.button >= this._pointerDownTime.length) this._pointerDownTime.push(0);
566
- this._pointerDownTime[evt.button] = this.context.time.time;
863
+ if (index >= this._pointerDownTime.length) this._pointerDownTime.push(0);
864
+ this._pointerDownTime[index] = this.context.time.time;
567
865
 
568
866
  this.updatePointerPosition(evt);
569
867
 
@@ -571,63 +869,60 @@
571
869
  }
572
870
  // moveEvent?: Event;
573
871
  private onMove(evt: NEPointerEvent) {
574
- const index = evt.button;
575
-
872
+ const index = evt.pointerId;
873
+
576
874
  const isDown = this.getPointerPressed(index);
577
875
  if (isDown === false && !this.isInRect(evt)) return;
578
876
  if (evt.pointerType === PointerType.Touch && !isDown) return;
579
- if (debug) console.log(evt.pointerType, "MOVE", index);
580
-
877
+ if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
878
+
581
879
  this.updatePointerPosition(evt);
582
880
  this.setPointerStateT(index, this._pointerEvent, evt.source);
583
881
  this.onDispatchEvent(evt);
584
882
  }
585
883
  private onUp(evt: NEPointerEvent) {
586
- if (this._pointerIds?.length >= evt.button)
587
- this._pointerIds[evt.button] = -1;
588
- const wasDown = this._pointerPressed[evt.button];
884
+ const index = evt.pointerId;
885
+ const wasDown = this.getPointerPressed(index);
589
886
  if (!wasDown) {
590
- if (debug) console.log(evt.pointerType, "UP", evt.button, "was not down");
887
+ if (debug) console.log(evt.pointerType, "UP", index, "was not down");
591
888
  return;
592
889
  }
593
- if (debug) console.log(evt.pointerType, "UP", evt.button);
594
- this.setPointerState(evt.button, this._pointerPressed, false);
595
- this.setPointerStateT(evt.button, this._pointerEvent, evt.source);
890
+ if (debug) console.log(evt.pointerType, "UP", index);
891
+ this.setPointerState(index, this._pointerPressed, false);
892
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
893
+ this.setPointerState(index, this._pointerUp, true);
596
894
 
597
- // if (!this.isInRect(evt)) {
598
- // if (debug) showBalloonWarning("Pointer out of bounds: " + evt.clientX + ", " + evt.clientY);
599
- // return;
600
- // }
601
- this.setPointerState(evt.button, this._pointerUp, true);
895
+ while (index >= this._pointerUsed.length) this._pointerUsed.push(false);
896
+ this.setPointerState(index, this._pointerUsed, false);
602
897
 
603
- while (evt.button >= this._pointerUsed.length) this._pointerUsed.push(false);
604
- this.setPointerState(evt.button, this._pointerUsed, false);
605
-
606
898
  this.updatePointerPosition(evt);
607
899
 
608
- if (!this._pointerPositionDown[evt.button]) {
609
- if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + evt.button);
610
- console.warn("Received pointer up event without matching down event for button: " + evt.button)
900
+ if (!this._pointerPositionDown[index]) {
901
+ if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + index);
902
+ console.warn("Received pointer up event without matching down event for button: " + index)
611
903
  return;
612
904
  }
613
- const dx = evt.clientX - this._pointerPositionDown[evt.button].x;
614
- const dy = evt.clientY - this._pointerPositionDown[evt.button].y;
905
+ const dx = evt.clientX - this._pointerPositionDown[index].x;
906
+ const dy = evt.clientY - this._pointerPositionDown[index].y;
615
907
 
616
- if (evt.button >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
908
+ if (index >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
617
909
 
618
- // console.log(dx, dy);
910
+
619
911
  if (Math.abs(dx) < 5 && Math.abs(dy) < 5) {
620
- this.setPointerState(evt.button, this._pointerClick, true);
912
+ if (debug) console.log("CLICK", index)
913
+ this.setPointerState(index, this._pointerClick, true);
914
+ evt.isClick = true;
621
915
 
622
916
  // handle double click
623
- const lastUp = this._pointerUpTime[evt.button];
917
+ const lastUp = this._pointerUpTime[index];
624
918
  const dt = this.context.time.time - lastUp;
625
919
  // console.log(dt);
626
920
  if (dt < this._doubleClickTimeThreshold && dt > 0) {
627
- this.setPointerState(evt.button, this._pointerDoubleClick, true);
921
+ this.setPointerState(index, this._pointerDoubleClick, true);
922
+ evt.isDoubleClick = true;
628
923
  }
629
924
  }
630
- this._pointerUpTime[evt.button] = this.context.time.time;
925
+ this._pointerUpTime[index] = this.context.time.time;
631
926
 
632
927
  this.onDispatchEvent(evt);
633
928
  }
@@ -645,11 +940,11 @@
645
940
  let dx = evt.clientX - lf.x;
646
941
  let dy = evt.clientY - lf.y;
647
942
  // if pointer is locked, clientX and Y are not changed, but Movement is.
648
- if(evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
943
+ if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
649
944
  const source = evt.source as PointerEvent;
650
- if(dx === 0 && source.movementX !== 0)
945
+ if (dx === 0 && source.movementX !== 0)
651
946
  dx = source.movementX || 0;
652
- if(dy === 0 && source.movementY !== 0)
947
+ if (dy === 0 && source.movementY !== 0)
653
948
  dy = source.movementY || 0;
654
949
  }
655
950
  delta.x += dx;
@@ -691,16 +986,16 @@
691
986
  }
692
987
 
693
988
  private setPointerState(index: number, arr: boolean[], value: boolean) {
694
- while (arr.length <= index) arr.push(false);
695
989
  arr[index] = value;
696
990
  }
697
991
 
698
992
  private setPointerStateT<T>(index: number, arr: T[], value: T) {
699
- while (arr.length <= index) arr.push(null as any);
993
+ // while (arr.length <= index) arr.push(null as any);
700
994
  arr[index] = value;
995
+ return value;
701
996
  }
702
997
 
703
- private onDispatchEvent(evt: NEPointerEvent | KeyboardEvent) {
998
+ private onDispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
704
999
  const prevContext = Context.Current;
705
1000
  try {
706
1001
  Context.Current = this.context;
@@ -800,81 +1095,81 @@
800
1095
  | "F11"
801
1096
  | "F12";
802
1097
 
803
- // KEY_1 = 49,
804
- // KEY_2 = 50,
805
- // KEY_3 = 51,
806
- // KEY_4 = 52,
807
- // KEY_5 = 53,
808
- // KEY_6 = 54,
809
- // KEY_7 = 55,
810
- // KEY_8 = 56,
811
- // KEY_9 = 57,
812
- // KEY_A = 65,
813
- // KEY_B = 66,
814
- // KEY_C = 67,
815
- // KEY_D = "d",
816
- // KEY_E = 69,
817
- // KEY_F = 70,
818
- // KEY_G = 71,
819
- // KEY_H = 72,
820
- // KEY_I = 73,
821
- // KEY_J = 74,
822
- // KEY_K = 75,
823
- // KEY_L = 76,
824
- // KEY_M = 77,
825
- // KEY_N = 78,
826
- // KEY_O = 79,
827
- // KEY_P = 80,
828
- // KEY_Q = 81,
829
- // KEY_R = 82,
830
- // KEY_S = 83,
831
- // KEY_T = 84,
832
- // KEY_U = 85,
833
- // KEY_V = 86,
834
- // KEY_W = 87,
835
- // KEY_X = 88,
836
- // KEY_Y = 89,
837
- // KEY_Z = 90,
838
- // LEFT_META = 91,
839
- // RIGHT_META = 92,
840
- // SELECT = 93,
841
- // NUMPAD_0 = 96,
842
- // NUMPAD_1 = 97,
843
- // NUMPAD_2 = 98,
844
- // NUMPAD_3 = 99,
845
- // NUMPAD_4 = 100,
846
- // NUMPAD_5 = 101,
847
- // NUMPAD_6 = 102,
848
- // NUMPAD_7 = 103,
849
- // NUMPAD_8 = 104,
850
- // NUMPAD_9 = 105,
851
- // MULTIPLY = 106,
852
- // ADD = 107,
853
- // SUBTRACT = 109,
854
- // DECIMAL = 110,
855
- // DIVIDE = 111,
856
- // F1 = 112,
857
- // F2 = 113,
858
- // F3 = 114,
859
- // F4 = 115,
860
- // F5 = 116,
861
- // F6 = 117,
862
- // F7 = 118,
863
- // F8 = 119,
864
- // F9 = 120,
865
- // F10 = 121,
866
- // F11 = 122,
867
- // F12 = 123,
868
- // NUM_LOCK = 144,
869
- // SCROLL_LOCK = 145,
870
- // SEMICOLON = 186,
871
- // EQUALS = 187,
872
- // COMMA = 188,
873
- // DASH = 189,
874
- // PERIOD = 190,
875
- // FORWARD_SLASH = 191,
876
- // GRAVE_ACCENT = 192,
877
- // OPEN_BRACKET = 219,
878
- // BACK_SLASH = 220,
879
- // CLOSE_BRACKET = 221,
880
- // SINGLE_QUOTE = 222
1098
+ // KEY_1 = 49,
1099
+ // KEY_2 = 50,
1100
+ // KEY_3 = 51,
1101
+ // KEY_4 = 52,
1102
+ // KEY_5 = 53,
1103
+ // KEY_6 = 54,
1104
+ // KEY_7 = 55,
1105
+ // KEY_8 = 56,
1106
+ // KEY_9 = 57,
1107
+ // KEY_A = 65,
1108
+ // KEY_B = 66,
1109
+ // KEY_C = 67,
1110
+ // KEY_D = "d",
1111
+ // KEY_E = 69,
1112
+ // KEY_F = 70,
1113
+ // KEY_G = 71,
1114
+ // KEY_H = 72,
1115
+ // KEY_I = 73,
1116
+ // KEY_J = 74,
1117
+ // KEY_K = 75,
1118
+ // KEY_L = 76,
1119
+ // KEY_M = 77,
1120
+ // KEY_N = 78,
1121
+ // KEY_O = 79,
1122
+ // KEY_P = 80,
1123
+ // KEY_Q = 81,
1124
+ // KEY_R = 82,
1125
+ // KEY_S = 83,
1126
+ // KEY_T = 84,
1127
+ // KEY_U = 85,
1128
+ // KEY_V = 86,
1129
+ // KEY_W = 87,
1130
+ // KEY_X = 88,
1131
+ // KEY_Y = 89,
1132
+ // KEY_Z = 90,
1133
+ // LEFT_META = 91,
1134
+ // RIGHT_META = 92,
1135
+ // SELECT = 93,
1136
+ // NUMPAD_0 = 96,
1137
+ // NUMPAD_1 = 97,
1138
+ // NUMPAD_2 = 98,
1139
+ // NUMPAD_3 = 99,
1140
+ // NUMPAD_4 = 100,
1141
+ // NUMPAD_5 = 101,
1142
+ // NUMPAD_6 = 102,
1143
+ // NUMPAD_7 = 103,
1144
+ // NUMPAD_8 = 104,
1145
+ // NUMPAD_9 = 105,
1146
+ // MULTIPLY = 106,
1147
+ // ADD = 107,
1148
+ // SUBTRACT = 109,
1149
+ // DECIMAL = 110,
1150
+ // DIVIDE = 111,
1151
+ // F1 = 112,
1152
+ // F2 = 113,
1153
+ // F3 = 114,
1154
+ // F4 = 115,
1155
+ // F5 = 116,
1156
+ // F6 = 117,
1157
+ // F7 = 118,
1158
+ // F8 = 119,
1159
+ // F9 = 120,
1160
+ // F10 = 121,
1161
+ // F11 = 122,
1162
+ // F12 = 123,
1163
+ // NUM_LOCK = 144,
1164
+ // SCROLL_LOCK = 145,
1165
+ // SEMICOLON = 186,
1166
+ // EQUALS = 187,
1167
+ // COMMA = 188,
1168
+ // DASH = 189,
1169
+ // PERIOD = 190,
1170
+ // FORWARD_SLASH = 191,
1171
+ // GRAVE_ACCENT = 192,
1172
+ // OPEN_BRACKET = 219,
1173
+ // BACK_SLASH = 220,
1174
+ // CLOSE_BRACKET = 221,
1175
+ // SINGLE_QUOTE = 222
src/engine/engine_license.ts CHANGED
@@ -1,8 +1,8 @@
1
- import { getParam, isMobileDevice } from "./engine_utils.js";
1
+ import { logoSVG } from "./assets/index.js";
2
+ import { GENERATOR, VERSION } from "./engine_constants.js";
2
3
  import { ContextEvent, ContextRegistry } from "./engine_context_registry.js";
3
4
  import type { IContext } from "./engine_types.js";
4
- import { logoSVG } from "./assets/index.js";
5
- import { GENERATOR, VERSION } from "./engine_constants.js";
5
+ import { getParam, isMobileDevice } from "./engine_utils.js";
6
6
 
7
7
  const debug = getParam("debuglicense");
8
8
 
@@ -50,18 +50,21 @@
50
50
  const licenseUrl = "https://engine.needle.tools/licensing/check?location=" + encodeURIComponent(window.location.href) + "&version=" + VERSION + "&generator=" + encodeURIComponent(GENERATOR);
51
51
  const res = await fetch(licenseUrl, {
52
52
  method: "GET",
53
- }).catch();
53
+ }).catch(_err => {
54
+ if (debug) console.error("License check failed", _err);
55
+ return undefined;
56
+ });
54
57
  if (res?.status === 200) {
55
58
  applicationIsForbidden = false;
56
59
  if (debug) console.log("License check succeeded");
57
60
  NEEDLE_ENGINE_LICENSE_TYPE = "pro";
58
61
  }
59
- else if (res.status === 403) {
62
+ else if (res?.status === 403) {
60
63
  applicationIsForbidden = true;
61
64
  applicationForbiddenText = await res.text();
62
65
  }
63
66
  else {
64
- if (debug) console.log("License check failed with status " + res.status);
67
+ if (debug) console.log("License check failed with status " + res?.status);
65
68
  }
66
69
  }
67
70
  catch (err) {
@@ -136,23 +139,34 @@
136
139
  const licenseDelay = 1200;
137
140
 
138
141
  async function onNonCommercialVersionDetected(ctx: IContext) {
142
+ // if the engine loads faster than the license check, we need to capture the ready event here
143
+ let isReady = false;
144
+ ctx.domElement.addEventListener("ready", () => isReady = true);
145
+
139
146
  await runtimeLicenseCheckPromise?.catch(() => { });
140
147
  if (hasCommercialLicense()) return;
141
148
  logNonCommercialUse();
142
- ctx.domElement.addEventListener("ready", () => {
149
+
150
+ // check if the engine is already ready (meaning has finished loading)
151
+ if (isReady) {
143
152
  insertNonCommercialUseHint(ctx);
144
- });
153
+ }
154
+ else {
155
+ ctx.domElement.addEventListener("ready", () => {
156
+ insertNonCommercialUseHint(ctx);
157
+ });
158
+ }
145
159
  }
146
160
 
147
161
  function insertNonCommercialUseHint(ctx: IContext) {
148
-
149
162
  const licenseElement = createLicenseElement();
150
163
  const style = createLicenseStyle();
151
164
 
152
165
  const imgElement = document.createElement("img");
153
166
  imgElement.src = logoSVG;
154
167
  imgElement.classList.add("logo");
155
- imgElement.style.cssText = `width: 40px; height: 40px; margin-right: 2px; vertical-align: middle; margin-bottom: 2px;`;
168
+ const imageElementCssText = `width: 55px; height: 55px; margin-right: 2px; vertical-align: middle; margin-bottom: 2px;`;
169
+ imgElement.style.cssText = imageElementCssText;
156
170
  licenseElement.appendChild(imgElement);
157
171
 
158
172
  const setAndUpdateStyle = () => {
@@ -165,9 +179,9 @@
165
179
  if (imgElement.parentElement !== licenseElement) {
166
180
  licenseElement.appendChild(imgElement);
167
181
  }
168
- if (imgElement.src !== logoSVG) {
182
+ if (imgElement.src !== logoSVG || imageElementCssText !== imgElement.style.cssText) {
169
183
  imgElement.setAttribute("src", logoSVG);
170
- imgElement.style.cssText = `width: 40px; height: 40px; margin-right: 2px; vertical-align: middle; margin-bottom: 2px;`;
184
+ imgElement.style.cssText = imageElementCssText
171
185
  }
172
186
  };
173
187
 
src/engine/engine_lifecycle_api.ts CHANGED
@@ -1,30 +1,54 @@
1
+ import { FrameEvent } from "./engine_context.js";
1
2
  import { ContextEvent } from "./engine_context_registry.js";
2
- import { FrameEvent } from "./engine_context.js";
3
3
  import { LifecycleMethod, registerFrameEventCallback } from "./engine_lifecycle_functions_internal.js";
4
4
 
5
5
 
6
6
  /**
7
7
  * Register a callback in the engine context created event.
8
8
  * This happens once per context (after the context has been created and the first content has been loaded)
9
- */
9
+ * ```ts
10
+ * onInitialized((ctx : Context) => {
11
+ * // do something
12
+ * }
13
+ * ```
14
+ * */
10
15
  export function onInitialized(cb: LifecycleMethod) {
11
16
  registerFrameEventCallback(cb, ContextEvent.ContextCreated);
12
17
  }
13
18
 
14
19
  /** Register a callback in the engine start event.
15
- * This happens at the beginning of each frame */
20
+ * This happens at the beginning of each frame
21
+ * ```ts
22
+ * onStart((ctx : Context) => {
23
+ * // do something
24
+ * }
25
+ * ```
26
+ * */
16
27
  export function onStart(cb: LifecycleMethod) {
17
28
  registerFrameEventCallback(cb, FrameEvent.Start);
18
29
  }
19
30
 
20
31
 
21
32
  /** Register a callback in the engine update event
22
- * This is called every frame
33
+ * This is called every frame
34
+ * ```ts
35
+ * onUpdate((ctx : Context) => {
36
+ * // do something
37
+ * }
38
+ * ```
23
39
  * */
24
40
  export function onUpdate(cb: LifecycleMethod) {
25
41
  registerFrameEventCallback(cb, FrameEvent.Update);
26
42
  }
27
43
 
44
+ /** Register a callback in the engine onBeforeRender event
45
+ * This is called every frame
46
+ * ```ts
47
+ * onBeforeRender((ctx : Context) => {
48
+ * // do something
49
+ * }
50
+ * ```
51
+ * */
28
52
  export function onBeforeRender(cb: LifecycleMethod) {
29
53
  registerFrameEventCallback(cb, FrameEvent.OnBeforeRender);
30
54
  }
src/engine/engine_lifecycle_functions_internal.ts CHANGED
@@ -1,6 +1,6 @@
1
+ import { type Context,FrameEvent } from "./engine_context.js";
2
+ import type { ContextEvent } from "./engine_context_registry.js";
1
3
  import { safeInvoke } from "./engine_generic_utils.js";
2
- import { FrameEvent, type Context } from "./engine_context.js";
3
- import type { ContextEvent } from "./engine_context_registry.js";
4
4
 
5
5
  export declare type LifecycleMethod = (ctx: Context) => void;
6
6
  export declare type Event = ContextEvent | FrameEvent;
src/engine/engine_lightdata.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { LightmapType } from "./extensions/NEEDLE_lightmaps.js";
2
- import { Texture, ShaderChunk, UniformsLib, Vector4 } from "three";
1
+ import { ShaderChunk, Texture, UniformsLib, Vector4 } from "three";
2
+
3
3
  import { Context } from "./engine_setup.js";
4
+ import type { SourceIdentifier } from "./engine_types.js";
4
5
  import { getParam } from "./engine_utils.js";
5
- import type { SourceIdentifier } from "./engine_types.js";
6
+ import { LightmapType } from "./extensions/NEEDLE_lightmaps.js";
6
7
 
7
8
  const debugLightmap = getParam("debuglightmaps") ? true : false;
8
9
 
src/engine/engine_loaders.ts CHANGED
@@ -1,10 +1,10 @@
1
1
 
2
- import { Context } from "./engine_setup.js"
2
+ import { MeshoptDecoder } from 'three/examples/jsm/libs/meshopt_decoder.module.js';
3
+ import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
3
4
  import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
4
- import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
5
5
  import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader.js';
6
- import { MeshoptDecoder } from 'three/examples/jsm/libs/meshopt_decoder.module.js';
7
6
 
7
+ import { Context } from "./engine_setup.js"
8
8
  import { getParam } from "./engine_utils.js";
9
9
 
10
10
  const debug = getParam("debugdecoders");
src/engine/engine_mainloop_utils.ts CHANGED
@@ -1,11 +1,13 @@
1
+ import { CubeCamera, Object3D, Scene, WebGLCubeRenderTarget } from 'three';
2
+
3
+ import { isDevEnvironment } from "./debug/index.js";
4
+ import * as constants from "./engine_constants.js";
5
+ import { ContextRegistry } from "./engine_context_registry.js";
6
+ import { isActiveSelf } from './engine_gameobject.js';
1
7
  import { safeInvoke } from "./engine_generic_utils.js";
2
- import * as constants from "./engine_constants.js";
8
+ import type { IComponent, IContext } from './engine_types.js';
3
9
  import { getParam } from './engine_utils.js';
4
- import { CubeCamera, Object3D, Scene, WebGLCubeRenderTarget } from 'three';
5
- import type { IComponent, IContext } from './engine_types.js';
6
- import { isActiveSelf } from './engine_gameobject.js';
7
- import { ContextRegistry } from "./engine_context_registry.js";
8
- import { isDevEnvironment } from "./debug/index.js";
10
+ import type { INeedleXRSessionEventReceiver } from "./engine_xr.js";
9
11
 
10
12
  const debug = getParam("debugnewscripts");
11
13
  const debugHierarchy = getParam("debughierarchy");
@@ -208,9 +210,12 @@
208
210
  if (script.onBeforeRender) context.scripts_onBeforeRender.push(script);
209
211
  if (script.onAfterRender) context.scripts_onAfterRender.push(script);
210
212
  if (script.onPausedChanged) context.scripts_pausedChanged.push(script);
213
+ if (isNeedleXRSessionEventReceiver(script, null)) context.new_scripts_xr.push(script);
214
+ // do we want to check if a XR session is active before adding scripts here?
215
+ if (isNeedleXRSessionEventReceiver(script, "immersive-vr")) context.scripts_immersive_vr.push(script);
216
+ if (isNeedleXRSessionEventReceiver(script, "immersive-ar")) context.scripts_immersive_ar.push(script);
211
217
  }
212
218
 
213
-
214
219
  export function removeScriptFromContext(script: any, context: IContext) {
215
220
  removeFromArray(script, context.new_scripts);
216
221
  removeFromArray(script, context.new_script_start);
@@ -221,6 +226,9 @@
221
226
  removeFromArray(script, context.scripts_onBeforeRender);
222
227
  removeFromArray(script, context.scripts_onAfterRender);
223
228
  removeFromArray(script, context.scripts_pausedChanged);
229
+ removeFromArray(script, context.new_scripts_xr);
230
+ removeFromArray(script, context.scripts_immersive_vr);
231
+ removeFromArray(script, context.scripts_immersive_ar);
224
232
  context.stopAllCoroutinesFrom(script);
225
233
  }
226
234
 
@@ -229,7 +237,26 @@
229
237
  if (index >= 0) array.splice(index, 1);
230
238
  }
231
239
 
240
+ export function isNeedleXRSessionEventReceiver(script: any, mode: XRSessionMode | null): script is INeedleXRSessionEventReceiver {
241
+ if (script) {
242
+ const i = script as Partial<INeedleXRSessionEventReceiver>;
243
+ if (i.onBeforeXR ||
244
+ i.onEnterXR ||
245
+ i.onUpdateXR ||
246
+ i.onLeaveXR ||
247
+ i.onXRControllerAdded ||
248
+ i.onXRControllerRemoved
249
+ ) {
250
+ if (mode != null) {
251
+ if (i.supportsXR?.(mode) === false) return false;
252
+ }
253
+ return true;
254
+ }
255
+ }
256
+ return false;
257
+ }
232
258
 
259
+
233
260
  export function updateIsActive(obj?: Object3D) {
234
261
  if (!obj) obj = ContextRegistry.Current.scene;
235
262
  if (!obj) {
src/engine/engine_networking_auto.ts CHANGED
@@ -1,6 +1,6 @@
1
- import { getParam } from "./engine_utils.js";
2
1
  import { isDevEnvironment } from "./debug/index.js";
3
2
  import type { IComponent } from "./engine_types.js";
3
+ import { getParam } from "./engine_utils.js";
4
4
 
5
5
  const debug = getParam("debugautosync");
6
6
 
src/engine/engine_networking_files_default_components.ts CHANGED
@@ -1,8 +1,9 @@
1
1
  // import { SyncedTransform } from "../engine-components/SyncedTransform.js";
2
2
  // import { DragControls } from "../engine-components/DragControls.js"
3
3
  // import { ObjectRaycaster } from "../engine-components/ui/Raycaster.js";
4
+ import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
+
4
6
  import type { UIDProvider } from "./engine_types.js";
5
- import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
6
7
  // import { Animation } from "../engine-components/Animation.js";
7
8
 
8
9
 
src/engine/engine_networking_files.ts CHANGED
@@ -1,15 +1,16 @@
1
+ import { BoxGeometry, BoxHelper, Mesh, MeshBasicMaterial, Object3D, Vector3 } from "three";
2
+ import type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js'
3
+
4
+ import { getLoader } from "../engine/engine_gltf.js";
5
+ import { NetworkConnection } from "../engine/engine_networking.js";
6
+ import { generateSeed, InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
1
7
  import { Context } from "../engine/engine_setup.js";
2
8
  import * as web from "../engine/engine_web_api.js";
3
- import { NetworkConnection } from "../engine/engine_networking.js";
4
- import { generateSeed, InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
9
+ import { ContextEvent, ContextRegistry } from "./engine_context_registry.js";
10
+ import { findByGuid } from "./engine_gameobject.js";
5
11
  import * as def from "./engine_networking_files_default_components.js"
6
- import type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js'
7
- import { getLoader } from "../engine/engine_gltf.js";
8
12
  import type { IModel } from "./engine_networking_types.js";
9
13
  import type { IGameObject } from "./engine_types.js";
10
- import { findByGuid } from "./engine_gameobject.js";
11
- import { ContextEvent, ContextRegistry } from "./engine_context_registry.js";
12
- import { BoxGeometry, BoxHelper, Mesh, MeshBasicMaterial, Object3D, Vector3 } from "three";
13
14
 
14
15
  export enum File_Event {
15
16
  File_Spawned = "file-spawned",
src/engine/engine_networking_instantiate.ts CHANGED
@@ -1,20 +1,20 @@
1
1
  // import { IModel, NetworkConnection } from "./engine_networking.js"
2
2
  import * as THREE from "three";
3
- import { Context } from "./engine_setup.js"
4
- import * as utils from "./engine_utils.js"
5
- import type { INetworkConnection } from "./engine_networking_types.js";
6
- import type { IGameObject as GameObject, IComponent as Component } from "./engine_types.js"
7
-
3
+ import { Object3D } from "three";
8
4
  // https://github.com/uuidjs/uuid
9
5
  // v5 takes string and namespace
10
6
  import { v5 } from 'uuid';
11
- import type { UIDProvider } from "./engine_types.js";
7
+
8
+ import { ContextEvent, ContextRegistry } from "../engine/engine_context_registry.js";
9
+ import { destroy, findByGuid, IInstantiateOptions, instantiate } from "./engine_gameobject.js";
10
+ import { InstantiateOptions } from "./engine_gameobject.js";
11
+ import type { INetworkConnection } from "./engine_networking_types.js";
12
12
  import type { IModel } from "./engine_networking_types.js";
13
13
  import { SendQueue } from "./engine_networking_types.js";
14
- import { IInstantiateOptions, destroy, findByGuid, instantiate } from "./engine_gameobject.js";
15
- import { Object3D } from "three";
16
- import { InstantiateOptions } from "./engine_gameobject.js";
17
- import { ContextEvent, ContextRegistry } from "../engine/engine_context_registry.js";
14
+ import { Context } from "./engine_setup.js"
15
+ import type { IComponent as Component,IGameObject as GameObject } from "./engine_types.js"
16
+ import type { UIDProvider } from "./engine_types.js";
17
+ import * as utils from "./engine_utils.js"
18
18
 
19
19
 
20
20
 
@@ -163,7 +163,7 @@
163
163
  }
164
164
  }
165
165
 
166
- class NewInstanceModel implements IModel {
166
+ export class NewInstanceModel implements IModel {
167
167
  guid: string;
168
168
  originalGuid: string;
169
169
  seed: number | undefined;
@@ -176,6 +176,9 @@
176
176
  rotation: { x: number, y: number, z: number, w: number } | undefined;
177
177
  scale: { x: number, y: number, z: number } | undefined;
178
178
 
179
+ /** Set to true to prevent this model from being instantiated */
180
+ preventCreation?: boolean = undefined;
181
+
179
182
  constructor(originalGuid: string, newGuid: string) {
180
183
  this.originalGuid = originalGuid;
181
184
  this.guid = newGuid;
@@ -249,11 +252,13 @@
249
252
  export function beginListenInstantiate(context: Context) {
250
253
  context.connection.beginListen(InstantiateEvent.NewInstanceCreated, async (model: NewInstanceModel) => {
251
254
  const obj: GameObject | null = await tryResolvePrefab(model.originalGuid, context.scene) as GameObject;
255
+ if (model.preventCreation === true) {
256
+ return;
257
+ }
252
258
  if (!obj) {
253
259
  console.warn("could not find object that was instantiated: " + model.guid);
254
260
  return;
255
261
  }
256
- // console.log(model);
257
262
  const options = new InstantiateOptions();
258
263
  if (model.position)
259
264
  options.position = new THREE.Vector3(model.position.x, model.position.y, model.position.z);
src/engine/engine_networking_peer.ts CHANGED
@@ -1,5 +1,6 @@
1
+ import type { DataConnection, PeerJSOption } from "peerjs";
1
2
  import Peer, { type PeerConnectOption } from "peerjs";
2
- import type { DataConnection, PeerJSOption } from "peerjs";
3
+
3
4
  import { type ConstructorConcrete } from "./engine_types.js";
4
5
 
5
6
  let peerOptions: PeerJSOption | undefined = undefined;
src/engine/engine_networking_streams.ts CHANGED
@@ -1,12 +1,13 @@
1
- import { type Context } from "./engine_context.js";
2
1
  import Peer, { MediaConnection } from "peerjs"
2
+ import { EventDispatcher } from "three";
3
+
3
4
  import { RoomEvents } from "../engine/engine_networking.js";
4
5
  import { UserJoinedOrLeftRoomModel } from "../engine/engine_networking.js";
6
+ import { getPeerjsInstance } from "../engine/engine_networking_peer.js";
7
+ import { type Context } from "./engine_context.js";
5
8
  import type { IModel } from "./engine_networking_types.js";
6
- import { getPeerjsInstance } from "../engine/engine_networking_peer.js";
7
- import { EventDispatcher } from "three";
9
+ import { type IComponent } from "./engine_types.js";
8
10
  import { getParam } from "./engine_utils.js";
9
- import { type IComponent } from "./engine_types.js";
10
11
 
11
12
 
12
13
 
@@ -56,7 +57,7 @@
56
57
  Outgoing = "outgoing",
57
58
  }
58
59
 
59
- class CallHandle extends EventDispatcher {
60
+ class CallHandle extends EventDispatcher<any> {
60
61
  readonly userId: string;
61
62
  readonly direction: CallDirection;
62
63
  readonly call: MediaConnection;
@@ -105,7 +106,7 @@
105
106
  }
106
107
  }
107
108
 
108
- export class PeerHandle extends EventDispatcher {
109
+ export class PeerHandle extends EventDispatcher<any> {
109
110
 
110
111
  private static readonly instances: Map<string, PeerHandle> = new Map();
111
112
 
@@ -305,7 +306,7 @@
305
306
  // userId: string;
306
307
  // }
307
308
 
308
- export class NetworkedStreams extends EventDispatcher {
309
+ export class NetworkedStreams extends EventDispatcher<any> {
309
310
 
310
311
  static create(comp: IComponent) {
311
312
  const peer = PeerHandle.getOrCreate(comp.context, comp.context.connection.connectionId!);
src/engine/engine_networking.ts CHANGED
@@ -1,19 +1,21 @@
1
1
  const defaultNetworkingBackendUrlProvider = "https://urls.needle.tools/default-networking-backend/index";
2
2
  let serverUrl: string | undefined = "wss://needle-tiny-starter.glitch.me/socket";
3
3
 
4
- import { Websocket, type WebsocketBuilder } from 'websocket-ts';
5
- // import { Networking } from '../engine-components/Networking.js';
6
- import { Context } from './engine_setup.js';
7
- import * as utils from "./engine_utils.js";
8
4
  import * as flatbuffers from 'flatbuffers';
5
+ import { type Websocket } from 'websocket-ts';
6
+
9
7
  import * as schemes from "../engine-schemes/schemes.js";
8
+ import { isDevEnvironment } from './debug/debug.js';
10
9
  import { PeerNetworking } from './engine_networking_peer.js';
11
10
  import { type IModel, type INetworkConnection, SendQueue } from './engine_networking_types.js';
12
11
  import { isHostedOnGlitch } from './engine_networking_utils.js';
13
- import { isDevEnvironment } from './debug/debug.js';
12
+ // import { Networking } from '../engine-components/Networking.js';
13
+ import { Context } from './engine_setup.js';
14
+ import * as utils from "./engine_utils.js";
14
15
 
15
16
  export const debugNet = utils.getParam("debugnet") ? true : false;
16
17
  export const debugOwner = debugNet || utils.getParam("debugowner") ? true : false;
18
+ const debugnetBin = utils.getParam("debugnetbin");
17
19
 
18
20
  export interface INetworkingWebsocketUrlProvider {
19
21
  getWebsocketUrl(): string | null;
@@ -389,7 +391,7 @@
389
391
 
390
392
  /** Send a binary message to the server (broadcasted to all connected users) */
391
393
  public sendBinary(bin: Uint8Array) {
392
- if (debugNet) console.log("<< bin", bin.length);
394
+ if (debugnetBin) console.log("<< send binary", this.context.time.frame, (bin.length / 1024) + " KB");
393
395
  this._ws?.send(bin);
394
396
  }
395
397
 
@@ -547,10 +549,11 @@
547
549
  console.error("⊠ Websocket error", i, ev);
548
550
  resolve(false);
549
551
  })
550
- .onMessage(this.onMessage.bind(this))
551
552
  .onRetry(() => { console.log("Retry connecting to networking websocket") })
552
553
  .build();
553
-
554
+ ws.addEventListener(pkg.WebsocketEvent.message, (socket, msg) => {
555
+ this.onMessage(socket, msg);
556
+ });
554
557
  });
555
558
  }
556
559
 
@@ -581,6 +584,7 @@
581
584
  }
582
585
 
583
586
  private async handleIncomingBinaryMessage(blob: Blob) {
587
+ if (debugnetBin) console.log("<< bin", this.context.time.frame);
584
588
  const buf = await blob.arrayBuffer();
585
589
  var data = new Uint8Array(buf);
586
590
  const bb = new flatbuffers.ByteBuffer(data);
src/engine/engine_physics_rapier.ts CHANGED
@@ -1,29 +1,29 @@
1
+ import { ActiveCollisionTypes, ActiveEvents, Ball, CoefficientCombineRule, Collider, ColliderDesc, Cuboid, EventQueue, JointData, QueryFilterFlags, Ray, RigidBody, RigidBodyType, ShapeColliderTOI, ShapeType, World } from '@dimforge/rapier3d-compat';
1
2
  import { BufferAttribute, BufferGeometry, LineBasicMaterial, LineSegments, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from 'three'
2
3
  import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'
3
- import { CircularBuffer, getParam } from "./engine_utils.js"
4
+
5
+ import { CollisionDetectionMode, type PhysicsMaterial, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
6
+ import { isDevEnvironment } from './debug/debug.js';
7
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
8
+ import { foreachComponent } from './engine_gameobject.js';
9
+ import { Gizmos } from './engine_gizmos.js';
10
+ import { Mathf } from './engine_math.js';
4
11
  import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js"
5
12
  import type {
13
+ IBoxCollider,
14
+ ICollider,
15
+ IComponent,
16
+ IContext,
17
+ IGameObject,
6
18
  IPhysicsEngine,
7
- IComponent,
8
- ICollider,
9
19
  IRigidbody,
20
+ ISphereCollider,
21
+ Vec2,
10
22
  Vec3,
11
- IGameObject,
12
- Vec2,
13
- IContext,
14
- ISphereCollider,
15
- IBoxCollider,
16
23
  } from './engine_types.js';
17
- import { ContactPoint, Collision } from './engine_types.js';
18
- import { foreachComponent } from './engine_gameobject.js';
19
-
20
- import { ActiveCollisionTypes, ActiveEvents, CoefficientCombineRule, Ball, Collider, ColliderDesc, EventQueue, JointData, QueryFilterFlags, RigidBody, RigidBodyType, ShapeColliderTOI, World, Ray, ShapeType, Cuboid } from '@dimforge/rapier3d-compat';
21
- import { CollisionDetectionMode, type PhysicsMaterial, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
22
- import { Gizmos } from './engine_gizmos.js';
23
- import { Mathf } from './engine_math.js';
24
+ import { Collision,ContactPoint } from './engine_types.js';
24
25
  import { SphereOverlapResult } from './engine_types.js';
25
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
26
- import { isDevEnvironment } from './debug/debug.js';
26
+ import { CircularBuffer, getParam } from "./engine_utils.js"
27
27
 
28
28
  const debugPhysics = getParam("debugphysics");
29
29
  const debugColliderPlacement = getParam("debugcolliderplacement");
@@ -166,12 +166,14 @@
166
166
  addForce(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
167
167
  this.validate();
168
168
  const body = this.internal_getRigidbody(rigidbody);
169
- body?.addForce(force, wakeup)
169
+ if(body) body.addForce(force, wakeup)
170
+ else console.warn("Rigidbody doesn't exist: can not apply force");
170
171
  }
171
172
  addImpulse(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
172
173
  this.validate();
173
174
  const body = this.internal_getRigidbody(rigidbody);
174
- body?.applyImpulse(force, wakeup)
175
+ if (body) body.applyImpulse(force, wakeup);
176
+ else console.warn("Rigidbody doesn't exist: can not apply impulse");
175
177
  }
176
178
  getLinearVelocity(comp: IRigidbody | ICollider): Vec3 | null {
177
179
  this.validate();
@@ -204,13 +206,15 @@
204
206
  applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
205
207
  this.validate();
206
208
  const body = this.internal_getRigidbody(rb);
207
- body?.applyImpulse(vec, wakeup);
209
+ if(body) body.applyImpulse(vec, wakeup);
210
+ else console.warn("Rigidbody doesn't exist: can not apply impulse");
208
211
  }
209
212
 
210
213
  wakeup(rb: IRigidbody) {
211
214
  this.validate();
212
215
  const body = this.internal_getRigidbody(rb);
213
- body?.wakeUp();
216
+ if(body) body.wakeUp();
217
+ else console.warn("Rigidbody doesn't exist: can not wake up");
214
218
  }
215
219
  isSleeping(rb: IRigidbody) {
216
220
  this.validate();
@@ -220,12 +224,14 @@
220
224
  setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
221
225
  this.validate();
222
226
  const body = this.internal_getRigidbody(rb);
223
- body?.setAngvel(vec, wakeup);
227
+ if(body) body.setAngvel(vec, wakeup);
228
+ else console.warn("Rigidbody doesn't exist: can not set angular velocity");
224
229
  }
225
230
  setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
226
231
  this.validate();
227
232
  const body = this.internal_getRigidbody(rb);
228
- body?.setLinvel(vec, wakeup);
233
+ if(body) body.setLinvel(vec, wakeup);
234
+ else console.warn("Rigidbody doesn't exist: can not set linear velocity");
229
235
  }
230
236
 
231
237
  private context?: IContext;
@@ -892,9 +898,11 @@
892
898
  case ShapeType.Cuboid:
893
899
  const cuboid = shape as Cuboid;
894
900
  const sc = col as IBoxCollider;
895
- const newX = sc.size.x * 0.5;
896
- const newY = sc.size.y * 0.5;
897
- const newZ = sc.size.z * 0.5;
901
+ const obj = col.gameObject;
902
+ const scale = getWorldScale(obj, this._tempPosition);
903
+ const newX = sc.size.x * 0.5 * scale.x;
904
+ const newY = sc.size.y * 0.5 * scale.y;
905
+ const newZ = sc.size.z * 0.5 * scale.z;
898
906
  sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
899
907
  cuboid.halfExtents.x = newX;
900
908
  cuboid.halfExtents.y = newY;
@@ -988,6 +996,22 @@
988
996
  }
989
997
  this.world.step(this.eventQueue);
990
998
  this._isUpdatingPhysicsWorld = false;
999
+ }
1000
+
1001
+ public postStep() {
1002
+ if (!this.world) return;
1003
+ if (!this.enabled) return;
1004
+ this._isUpdatingPhysicsWorld = true;
1005
+ this.syncObjects();
1006
+ this._isUpdatingPhysicsWorld = false;
1007
+
1008
+ if (this.eventQueue && !this.collisionHandler) {
1009
+ this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1010
+ }
1011
+ if (this.collisionHandler) {
1012
+ this.collisionHandler.handleCollisionEvents();
1013
+ this.collisionHandler.update();
1014
+ }
991
1015
  this.updateDebugRendering(this.world);
992
1016
  }
993
1017
 
@@ -995,7 +1019,7 @@
995
1019
  if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
996
1020
  if (!this.lines) {
997
1021
  const material = new LineBasicMaterial({
998
- color: 0x227700,
1022
+ color: 0x77dd77,
999
1023
  fog: false,
1000
1024
  // vertexColors: THREE.VertexColors
1001
1025
  });
@@ -1017,22 +1041,6 @@
1017
1041
  }
1018
1042
  }
1019
1043
 
1020
- public postStep() {
1021
- if (!this.world) return;
1022
- if (!this.enabled) return;
1023
- this._isUpdatingPhysicsWorld = true;
1024
- this.syncObjects();
1025
- this._isUpdatingPhysicsWorld = false;
1026
-
1027
- if (this.eventQueue && !this.collisionHandler) {
1028
- this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1029
- }
1030
- if (this.collisionHandler) {
1031
- this.collisionHandler.handleCollisionEvents();
1032
- this.collisionHandler.update();
1033
- }
1034
- }
1035
-
1036
1044
  /** sync rendered objects with physics world (except for colliders without rigidbody) */
1037
1045
  private syncObjects() {
1038
1046
  if (debugColliderPlacement) return;
@@ -1069,8 +1077,8 @@
1069
1077
  if (center && center.isVector3) {
1070
1078
  this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1071
1079
  const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1072
- // const scale = getWorldScale(obj.gameObject);
1073
- // offset.multiply(scale);
1080
+ const scale = getWorldScale(obj.gameObject);
1081
+ offset.multiply(scale);
1074
1082
  pos.x -= offset.x;
1075
1083
  pos.y -= offset.y;
1076
1084
  pos.z -= offset.z;
@@ -1167,8 +1175,14 @@
1167
1175
  this._tempCenterPos.z = center.z;
1168
1176
  getWorldScale(collider.gameObject, this._tempCenterVec);
1169
1177
  this._tempCenterPos.multiply(this._tempCenterVec);
1170
- const rot = getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1171
- this._tempCenterPos.applyQuaternion(rot);
1178
+ if (!collider.attachedRigidbody)
1179
+ {
1180
+ getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1181
+ this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1182
+ }
1183
+ else {
1184
+ this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1185
+ }
1172
1186
  targetVector.x += this._tempCenterPos.x;
1173
1187
  targetVector.y += this._tempCenterPos.y;
1174
1188
  targetVector.z += this._tempCenterPos.z;
@@ -1282,6 +1296,7 @@
1282
1296
  this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1283
1297
  const col1 = this.world!.getCollider(handle1);
1284
1298
  const col2 = this.world!.getCollider(handle2);
1299
+ if (!col1 || !col2) return;
1285
1300
  const colliderComponent1 = col1[$componentKey];
1286
1301
  const colliderComponent2 = col2[$componentKey];
1287
1302
  if (debugCollisions)
src/engine/engine_physics.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Box3, Camera, type Intersection, Layers, Mesh, Object3D, Ray, Raycaster, Sphere, Vector2, Vector3, AxesHelper, Line } from 'three'
1
+ import { AxesHelper, Box3, Camera, type Intersection, Layers, Line,Mesh, Object3D, Ray, Raycaster, Sphere, Vector2, Vector3 } from 'three'
2
+
3
+ import { Gizmos } from './engine_gizmos.js';
2
4
  import { Context } from './engine_setup.js';
3
- import { getParam } from "./engine_utils.js"
4
5
  import { getWorldPosition } from "./engine_three_utils.js"
5
6
  import type { Vec2, Vec3, } from './engine_types.js';
6
7
  import type { IPhysicsEngine } from './engine_types.js';
7
- import { Gizmos } from './engine_gizmos.js';
8
+ import { getParam } from "./engine_utils.js"
8
9
 
9
10
  const debugPhysics = getParam("debugphysics");
10
11
  const layerMaskHelper: Layers = new Layers();
@@ -12,7 +13,7 @@
12
13
  export declare type RaycastTestObjectReturnType = void | boolean | "continue in children";
13
14
  export declare type RaycastTestObjectCallback = (obj: Object3D) => RaycastTestObjectReturnType;
14
15
 
15
- declare interface IRaycastOptions {
16
+ export declare interface IRaycastOptions {
16
17
  /** Optionally a custom raycaster can be provided. Other properties will then be set on this raycaster */
17
18
  raycaster?: Raycaster;
18
19
  /** Optional ray that can be used for raycasting
@@ -165,17 +166,19 @@
165
166
  if (obj.type === "Mesh" && obj.layers.test(mask) && !Gizmos.isGizmo(obj)) {
166
167
  const mesh = obj as Mesh;
167
168
  const geo = mesh.geometry;
168
- if (!geo.boundingBox)
169
- geo.computeBoundingBox();
170
- if (geo.boundingBox) {
171
- if (mesh.matrixWorldNeedsUpdate) mesh.updateMatrixWorld();
172
- const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
173
- if (sp.intersectsBox(test)) {
174
- const wp = getWorldPosition(obj);
175
- const dist = wp.distanceTo(sp.center);
176
- const int = new SphereIntersection(obj, dist, wp);
177
- results.push(int);
178
- if (!traverseChildsAfterHit) return;
169
+ if (geo) {
170
+ if (!geo.boundingBox)
171
+ geo.computeBoundingBox();
172
+ if (geo.boundingBox) {
173
+ if (mesh.matrixWorldNeedsUpdate) mesh.updateMatrixWorld();
174
+ const test = this.tempBoundingBox.copy(geo.boundingBox).applyMatrix4(mesh.matrixWorld);
175
+ if (sp.intersectsBox(test)) {
176
+ const wp = getWorldPosition(obj);
177
+ const dist = wp.distanceTo(sp.center);
178
+ const int = new SphereIntersection(obj, dist, wp);
179
+ results.push(int);
180
+ if (!traverseChildsAfterHit) return;
181
+ }
179
182
  }
180
183
  }
181
184
  }
@@ -188,7 +191,7 @@
188
191
  }
189
192
  }
190
193
 
191
- public raycastFromRay(ray: Ray, options: IRaycastOptions | RaycastOptions | null = null): Array<Intersection> {
194
+ public raycastFromRay(ray: Ray, options: IRaycastOptions | null = null): Array<Intersection> {
192
195
  const opts = options ?? this.defaultRaycastOptions;
193
196
  opts.ray = ray;
194
197
  const res = this.raycast(opts);
@@ -203,7 +206,7 @@
203
206
  * Use raycastPhysics for raycasting against physic colliders only. Depending on your scenario this might be faster.
204
207
  * @param options raycast options. If null, default options will be used.
205
208
  */
206
- public raycast(options: IRaycastOptions | RaycastOptions | null = null): Array<Intersection> {
209
+ public raycast(options: IRaycastOptions | null = null): Array<Intersection> {
207
210
  if (!options) options = this.defaultRaycastOptions;
208
211
  const mp = options.screenPoint ?? this.context.input.mousePositionRC;
209
212
  const rc = options.raycaster ?? this.raycaster;
@@ -271,8 +274,10 @@
271
274
 
272
275
  private intersect(raycaster: Raycaster, objects: Object3D[], results: Intersection[], options: IRaycastOptions) {
273
276
  for (const obj of objects) {
277
+ // dont raycast invisible objects
278
+ if (obj.visible === false) continue;
279
+
274
280
  if (Gizmos.isGizmo(obj)) continue;
275
-
276
281
  // dont raycast object if it's a line and the line threshold is < 0
277
282
  if (options.lineThreshold !== undefined && options.lineThreshold < 0) {
278
283
  if (obj instanceof Line) {
src/engine/engine_playerview.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { getParam } from "./engine_utils.js";
2
1
  import { Object3D } from "three";
2
+
3
3
  import { Context } from "./engine_setup.js";
4
+ import { getParam } from "./engine_utils.js";
4
5
 
5
6
  const debug = getParam("debugplayerview");
6
7
 
src/engine/engine_scenelighting.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Vector4, EquirectangularReflectionMapping, WebGLCubeRenderTarget, Texture, LightProbe, SphericalHarmonics3, SRGBColorSpace } from "three";
1
+ import { EquirectangularReflectionMapping, LightProbe, SphericalHarmonics3, SRGBColorSpace,Texture, Vector4, WebGLCubeRenderTarget } from "three";
2
+
3
+ import { AssetReference } from "./engine_addressables.js";
2
4
  import { Context } from "./engine_setup.js";
3
- import { SceneLightSettings } from "./extensions/NEEDLE_lighting_settings.js";
4
5
  import { createFlatTexture, createTrilightTexture } from "./engine_shaders.js";
6
+ import { type SourceIdentifier } from "./engine_types.js";
5
7
  import { getParam } from "./engine_utils.js";
6
- import { type SourceIdentifier } from "./engine_types.js";
7
- import { AssetReference } from "./engine_addressables.js";
8
+ import { SceneLightSettings } from "./extensions/NEEDLE_lighting_settings.js";
8
9
  // import { LightProbeGenerator } from "three/examples/jsm/lights/LightProbeGenerator.js"
9
10
 
10
11
  const debug = getParam("debugenvlight");
src/engine/engine_scenetools.ts CHANGED
@@ -1,17 +1,18 @@
1
- import { Context } from "./engine_setup.js"
1
+ import { Object3D } from "three";
2
2
  import { type GLTF, GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
3
+
4
+ import { showBalloonMessage } from "./debug/index.js";
5
+ import { getLoader, type INeedleGltfLoader, registerLoader } from "./engine_gltf.js";
6
+ import { createBuiltinComponents, writeBuiltinComponentData } from "./engine_gltf_builtin_components.js";
3
7
  // import * as object from "./engine_gltf_builtin_components.js";
4
8
  import * as loaders from "./engine_loaders.js"
9
+ import { registerPrewarmObject } from "./engine_mainloop_utils.js";
10
+ import { SerializationContext } from "./engine_serialization_core.js";
11
+ import { Context } from "./engine_setup.js"
12
+ import { type SourceIdentifier, type UIDProvider } from "./engine_types.js";
5
13
  import * as utils from "./engine_utils.js";
6
14
  import { registerComponentExtension, registerExtensions } from "./extensions/extensions.js";
7
- import { getLoader, type INeedleGltfLoader, registerLoader } from "./engine_gltf.js";
8
- import { type SourceIdentifier, type UIDProvider } from "./engine_types.js";
9
- import { createBuiltinComponents, writeBuiltinComponentData } from "./engine_gltf_builtin_components.js";
10
- import { SerializationContext } from "./engine_serialization_core.js";
11
15
  import { NEEDLE_components } from "./extensions/NEEDLE_components.js";
12
- import { registerPrewarmObject } from "./engine_mainloop_utils.js";
13
- import { Object3D } from "three";
14
- import { showBalloonMessage } from "./debug/index.js";
15
16
 
16
17
 
17
18
  export class NeedleGltfLoader implements INeedleGltfLoader {
src/engine/engine_serialization_builtin_serializer.ts CHANGED
@@ -1,14 +1,15 @@
1
1
  import * as THREE from "three";
2
+ import { Color, CompressedTexture, Object3D, Texture, WebGLRenderTarget } from "three";
3
+
4
+ import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
5
+ import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
6
+ import { CallInfo, EventList } from "../engine-components/EventList.js";
2
7
  import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
8
+ import { AssetReference } from "./engine_addressables.js";
9
+ import { debugExtension } from "./engine_default_parameters.js";
3
10
  import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
4
- import { Behaviour, Component, GameObject } from "../engine-components/Component.js";
5
- import { debugExtension } from "./engine_default_parameters.js";
6
- import { CallInfo, EventList } from "../engine-components/EventList.js";
7
- import { Color, CompressedTexture, Object3D, Texture, WebGLRenderTarget } from "three";
8
11
  import { RenderTexture } from "./engine_texture.js";
9
- import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../engine/debug/index.js";
10
12
  import { resolveUrl } from "./engine_utils.js";
11
- import { AssetReference } from "./engine_addressables.js";
12
13
 
13
14
  // export class SourcePath {
14
15
  // src?:string
@@ -156,6 +157,14 @@
156
157
 
157
158
  onDeserialize(data: any, context: SerializationContext) {
158
159
  if (data?.guid) {
160
+
161
+ // it's a workaround for VolumeParameter having a guid as well. Generally we will probably never have to resolve a component in the scene when it's coming from the persistent asset extension (like in the case for postprocessing volume parameters)
162
+ if (data.___persistentAsset) {
163
+ if(debugExtension) console.log("Skipping component deserialization because it's a persistent asset", data);
164
+ return undefined;
165
+ }
166
+
167
+ const currentPath = context.path;
159
168
  // TODO: need to serialize some identifier for referenced components as well, maybe just guid?
160
169
  // because here the components are created but dont have their former guid assigned
161
170
  // and will later in the stack just get a newly generated guid
@@ -173,8 +182,9 @@
173
182
  res = this.findObjectForGuid(data.guid, context.context?.scene);
174
183
  if (res) return res;
175
184
  }
176
- if (isDevEnvironment() || debugExtension)
177
- console.warn("Could not resolve component reference", context.path, data, context.target);
185
+ if (isDevEnvironment() || debugExtension) {
186
+ console.warn("Could not resolve component reference: \"" + currentPath + "\" using guid " + data.guid, context.target);
187
+ }
178
188
  data["could_not_resolve"] = true;
179
189
  return undefined;
180
190
  }
src/engine/engine_serialization_core.ts CHANGED
@@ -1,13 +1,14 @@
1
+ import { AnimationClip, Material, Mesh, Object3D, Texture } from "three";
1
2
  import { type GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
2
- import { getParam } from "./engine_utils.js";
3
- import { AnimationClip, Material, Mesh, Object3D, Texture } from "three";
4
- import { Context } from "./engine_setup.js";
5
- import { isPersistentAsset } from "./extensions/NEEDLE_persistent_assets.js";
6
- import { type ConstructorConcrete, type SourceIdentifier } from "./engine_types.js";
3
+
7
4
  import { debugExtension } from "../engine/engine_default_parameters.js";
8
- import { LogType, addLog } from "./debug/debug_overlay.js";
5
+ import { addLog,LogType } from "./debug/debug_overlay.js";
9
6
  import { isLocalNetwork } from "./engine_networking_utils.js";
7
+ import { Context } from "./engine_setup.js";
8
+ import { Constructor, type ConstructorConcrete, type SourceIdentifier } from "./engine_types.js";
10
9
  import { $BuiltInTypeFlag } from "./engine_typestore.js";
10
+ import { getParam } from "./engine_utils.js";
11
+ import { isPersistentAsset } from "./extensions/NEEDLE_persistent_assets.js";
11
12
 
12
13
  const debug = getParam("debugserializer");
13
14
 
@@ -124,7 +125,7 @@
124
125
  // }
125
126
  // }
126
127
 
127
- constructor(type: ConstructorConcrete<any> | ConstructorConcrete<any>[]) {
128
+ constructor(type: Constructor<any> | Constructor<any>[]) {
128
129
  if (Array.isArray(type)) {
129
130
  for (const key of type)
130
131
  helper.register(key.name, this);
@@ -359,7 +360,6 @@
359
360
  obj.onAfterDeserialize(serializedData, context);
360
361
  }
361
362
 
362
- context.path = undefined;
363
363
  return true;
364
364
  }
365
365
 
src/engine/engine_serialization.ts CHANGED
@@ -1,7 +1,6 @@
1
- import { serializeObject, deserializeObject } from "./engine_serialization_core.js";
1
+ import { deserializeObject,serializeObject } from "./engine_serialization_core.js";
2
2
 
3
- export { serializeObject, deserializeObject };
3
+ export { deserializeObject,serializeObject };
4
4
 
5
- export { serializable, serializeable } from "./engine_serialization_decorator.js"
6
-
7
- export * from "./engine_serialization_builtin_serializer.js";
5
+ export * from "./engine_serialization_builtin_serializer.js";
6
+ export { serializable, serializeable } from "./engine_serialization_decorator.js"
src/engine/engine_shaders.ts CHANGED
@@ -1,9 +1,10 @@
1
1
 
2
+ import { Color,DataTexture, FileLoader, RGBAFormat, Vector4 } from "three";
3
+
4
+ import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
2
5
  import * as loader from "./engine_fileloader.js"
6
+ import { Mathf } from "./engine_math.js";
3
7
  import * as SHADERDATA from "./shaders/shaderData.js"
4
- import { Vector4, FileLoader, DataTexture, RGBAFormat, Color } from "three";
5
- import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
6
- import { Mathf } from "./engine_math.js";
7
8
 
8
9
 
9
10
  const white = new Uint8Array(4);
src/engine/engine_texture.ts CHANGED
@@ -1,5 +1,6 @@
1
+ import { EffectComposer } from "postprocessing";
1
2
  import { Camera, Mesh, Object3D, Texture, WebGLRenderer, WebGLRenderTarget } from "three";
2
- import { EffectComposer } from "postprocessing";
3
+
3
4
  import { findResourceUsers } from "./engine_assetdatabase.js";
4
5
 
5
6
 
src/engine/engine_three_utils.ts CHANGED
@@ -1,6 +1,7 @@
1
+ import { AnimationAction, Euler, Mesh,Object3D, PerspectiveCamera, PlaneGeometry, Quaternion, Scene, Texture, Uniform, Vector3 } from "three";
2
+ import { ShaderMaterial,WebGLRenderer } from "three";
3
+
1
4
  import { Mathf } from "./engine_math.js"
2
- import { Vector3, Quaternion, Uniform, Texture, AnimationAction, PerspectiveCamera, Object3D, Euler, PlaneGeometry, Scene, Mesh } from "three";
3
- import { WebGLRenderer, ShaderMaterial } from "three";
4
5
  import { CircularBuffer } from "./engine_utils.js";
5
6
 
6
7
 
@@ -47,11 +48,24 @@
47
48
 
48
49
 
49
50
  const _tempVecs = new CircularBuffer(() => new Vector3(), 100);
50
- export function getTempVector(value?: Vector3) {
51
+ export function getTempVector(vecOrX?: Vector3 | number | DOMPointReadOnly, y?: number, z?: number) {
51
52
  const vec = _tempVecs.get();
52
- if(value instanceof Vector3) vec.copy(value);
53
+ if (vecOrX instanceof Vector3) vec.copy(vecOrX);
54
+ else if (vecOrX instanceof DOMPointReadOnly) vec.set(vecOrX.x, vecOrX.y, vecOrX.z);
55
+ else {
56
+ if (typeof vecOrX === "number") vec.x = vecOrX;
57
+ if (typeof y === "number") vec.y = y;
58
+ if (typeof z === "number") vec.z = z;
59
+ }
53
60
  return vec;
54
61
  }
62
+ const _tempQuats = new CircularBuffer(() => new Quaternion(), 100);
63
+ export function getTempQuaternion(value?: Quaternion | DOMPointReadOnly) {
64
+ const val = _tempQuats.get();
65
+ if (value instanceof Quaternion) val.copy(value);
66
+ else if (value instanceof DOMPointReadOnly) val.set(value.x, value.y, value.z, value.w);
67
+ return val;
68
+ }
55
69
 
56
70
 
57
71
  const _worldPositions = new CircularBuffer(() => new Vector3(), 100);
src/engine/engine_time.ts CHANGED
@@ -1,6 +1,7 @@
1
1
  import { Clock } from 'three'
2
+
3
+ import { type ITime } from './engine_types.js';
2
4
  import { getParam } from './engine_utils.js';
3
- import { type ITime } from './engine_types.js';
4
5
 
5
6
  const timescaleUrl = getParam("timescale");
6
7
  let timeScale = 1;
@@ -45,8 +46,8 @@
45
46
  this.frame += 1;
46
47
  this.time += this.deltaTime;
47
48
 
48
- if (this._fpsSamples.length < 30) this._fpsSamples.push(this.deltaTime);
49
- else this._fpsSamples[(this._fpsSampleIndex++) % 30] = this.deltaTime;
49
+ if (this._fpsSamples.length < 60) this._fpsSamples.push(this.deltaTime);
50
+ else this._fpsSamples[(this._fpsSampleIndex++) % 60] = this.deltaTime;
50
51
  let sum = 0;
51
52
  for (let i = 0; i < this._fpsSamples.length; i++)
52
53
  sum += this._fpsSamples[i];
src/engine/engine_types.ts CHANGED
@@ -1,10 +1,12 @@
1
- import { RenderTexture } from "./engine_texture.js";
2
- import type { Camera, Color, Material, Object3D, Quaternion, Ray, Scene, WebGLRenderer, Mesh } from "three";
1
+ import type { Camera, Color, Material, Mesh, Object3D, Quaternion, Ray, Scene, WebGLRenderer } from "three";
3
2
  import { Vector3 } from "three";
3
+ import { type GLTF as GLTF3 } from "three/examples/jsm/loaders/GLTFLoader.js";
4
+
4
5
  import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
5
6
  import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
7
+ import { RenderTexture } from "./engine_texture.js";
6
8
  import { CircularBuffer } from "./engine_utils.js";
7
- import { type GLTF as GLTF3 } from "three/examples/jsm/loaders/GLTFLoader.js";
9
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from "./engine_xr.js";
8
10
 
9
11
  export type GLTF = GLTF3 & {
10
12
  // asset: { generator: string, version: string }
@@ -72,13 +74,14 @@
72
74
 
73
75
  scripts: IComponent[];
74
76
  scripts_pausedChanged: IComponent[];
75
- // scripts with update event
76
77
  scripts_earlyUpdate: IComponent[];
77
78
  scripts_update: IComponent[];
78
79
  scripts_lateUpdate: IComponent[];
79
80
  scripts_onBeforeRender: IComponent[];
80
81
  scripts_onAfterRender: IComponent[];
81
82
  scripts_WithCorroutines: IComponent[];
83
+ scripts_immersive_vr: INeedleXRSessionEventReceiver[];
84
+ scripts_immersive_ar: INeedleXRSessionEventReceiver[];
82
85
  coroutines: { [FrameEvent: number]: Array<CoroutineData> };
83
86
 
84
87
  post_setup_callbacks: Function[];
@@ -90,10 +93,13 @@
90
93
  new_script_start: IComponent[];
91
94
  new_scripts_pre_setup_callbacks: Function[];
92
95
  new_scripts_post_setup_callbacks: Function[];
96
+ new_scripts_xr: INeedleXRSessionEventReceiver[];
93
97
 
94
98
  stopAllCoroutinesFrom(script: IComponent);
95
99
  }
96
100
 
101
+ export type INeedleXRSession = NeedleXRSession;
102
+
97
103
  export declare interface INeedleEngineComponent extends HTMLElement {
98
104
  getAROverlayContainer(): HTMLElement;
99
105
  onEnterAR(session: XRSession, overlayContainer: HTMLElement);
@@ -507,3 +513,20 @@
507
513
  /** Enable to visualize raycasts in the scene with gizmos */
508
514
  debugRenderRaycasts: boolean;
509
515
  }
516
+
517
+
518
+ /** Typical mouse button names for most devices */
519
+ export type MouseButtonName = "left" | "right" | "middle";
520
+
521
+ /** Button names on typical controllers (since there seems to be no agreed naming)
522
+ * https://w3c.github.io/gamepad/#remapping
523
+ */
524
+ export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
525
+ /** Button names as used in the xr profile */
526
+
527
+ export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName;
528
+
529
+ export type XRGestureName = "pinch";
530
+
531
+ /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
532
+ export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName | XRGestureName;
src/engine/engine_util_decorator.ts CHANGED
@@ -1,7 +1,8 @@
1
+ import { Quaternion, Vector2, Vector3, Vector4 } from "three";
2
+
3
+ import { isDevEnvironment, LogType, showBalloonMessage } from "./debug/index.js";
1
4
  import { $isAssigningProperties } from "./engine_serialization_core.js";
2
- import { LogType, isDevEnvironment, showBalloonMessage } from "./debug/index.js";
3
5
  import { type Constructor, type IComponent } from "./engine_types.js";
4
- import { Quaternion, Vector2, Vector3, Vector4 } from "three";
5
6
  import { watchWrite } from "./engine_utils.js";
6
7
 
7
8
 
src/engine/engine_utils_screenshot.ts CHANGED
@@ -1,6 +1,7 @@
1
+ import { Camera,PerspectiveCamera } from "three";
2
+
1
3
  import { ContextRegistry } from "./engine_context_registry.js";
2
4
  import { Context } from "./engine_setup.js";
3
- import { PerspectiveCamera, Camera } from "three";
4
5
 
5
6
  declare type ImageMimeType = "image/webp" | "image/png";
6
7
 
src/engine/engine_utils.ts CHANGED
@@ -1,5 +1,8 @@
1
1
  // use for typesafe interface method calls
2
2
  import { Quaternion, type Vector, Vector2, Vector3, Vector4 } from "three";
3
+
4
+ import { type Context } from "./engine_context.js";
5
+ import { ContextRegistry } from "./engine_context_registry.js";
3
6
  import { type SourceIdentifier } from "./engine_types.js";
4
7
 
5
8
  // https://schneidenbach.gitbooks.io/typescript-cookbook/content/nameof-operator.html
@@ -8,6 +11,8 @@
8
11
  return nameofFactory<T>()(name);
9
12
  }
10
13
 
14
+ type ParseNumber<T> = T extends `${infer U extends number}` ? U : never;
15
+ export type EnumToPrimitiveUnion<T> = `${T & string}` | ParseNumber<`${T & number}`>;
11
16
 
12
17
  export function isDebugMode(): boolean {
13
18
  return getParam("debug") ? true : false;
@@ -207,12 +212,37 @@
207
212
  return obj;
208
213
  }
209
214
 
215
+ /** @returns a promise that resolves after a certain amount of milliseconds
216
+ * e.g. `await delay(1000)` will wait for 1 second
217
+ */
210
218
  export function delay(milliseconds: number): Promise<void> {
211
- return new Promise((res, _) => {
212
- setTimeout(res, milliseconds);
219
+ return new Promise((resolve, _reject) => {
220
+ setTimeout(resolve, milliseconds);
213
221
  });
214
222
  }
215
223
 
224
+ /** @returns a promise that resolves after a certain amount of frames
225
+ * e.g. `await delayForFrames(10)` will wait for 10 frames to pass
226
+ */
227
+ export function delayForFrames(frameCount: number, context?: Context): Promise<void> {
228
+
229
+ if (frameCount <= 0) return Promise.resolve();
230
+ if (!context) context = ContextRegistry.Current as Context;
231
+ if (!context) return Promise.reject("No context");
232
+
233
+ const endFrame = context.time.frameCount + frameCount;
234
+ return new Promise((resolve, reject) => {
235
+ if (!context) return reject("No context");
236
+ const cb = () => {
237
+ if (context!.time.frameCount >= endFrame) {
238
+ context!.pre_update_callbacks.splice(context!.pre_update_callbacks.indexOf(cb), 1);
239
+ resolve();
240
+ }
241
+ }
242
+ context!.pre_update_callbacks.push(cb);
243
+ });
244
+ }
245
+
216
246
  // 1) if a timeline is exported via menu item the audio clip path is relative to the glb (same folder)
217
247
  // we need to detect that here and build the new audio source path relative to the new glb location
218
248
  // the same is/might be true for any file that is/will be exported via menu item
@@ -516,10 +546,6 @@
516
546
  return json;
517
547
  }
518
548
 
519
-
520
-
521
-
522
-
523
549
  declare type AttributeChangeCallback = (value: string | null) => void;
524
550
  declare type HtmlElementExtra = {
525
551
  observer: MutationObserver,
@@ -611,4 +637,42 @@
611
637
  anyFailed: anyFailed,
612
638
  results: res,
613
639
  };
640
+ }
641
+
642
+
643
+
644
+
645
+
646
+
647
+ /** using https://github.com/davidshimjs/qrcodejs */
648
+ export async function generateQRCode(args: { domElement?: HTMLElement, text: string, width?: number, height?: number, colorDark?: string, colorLight?: string, correctLevel?: any }): Promise<HTMLElement> {
649
+
650
+ // ensure that the QRCode library is loaded
651
+ if (!globalThis["QRCode"]) {
652
+ const url = "https://cdn.rawgit.com/davidshimjs/qrcodejs/gh-pages/qrcode.min.js";
653
+ let script = document.head.querySelector(`script[src="${url}"]`) as HTMLScriptElement;
654
+ if (!script) {
655
+ script = document.createElement("script");
656
+ script.src = url;
657
+ document.head.appendChild(script);
658
+ }
659
+
660
+ await new Promise((resolve, _reject) => {
661
+ script.addEventListener("load", () => {
662
+ resolve(true);
663
+ });
664
+ });
665
+ }
666
+
667
+ const QRCODE = globalThis["QRCode"];
668
+ const target = args.domElement ?? document.createElement("div");
669
+ new QRCODE(target, {
670
+ width: args.width ?? 256,
671
+ height: args.height ?? 256,
672
+ colorDark: "#000000",
673
+ colorLight: "#ffffff",
674
+ correctLevel: QRCODE.CorrectLevel.M,
675
+ ...args,
676
+ });
677
+ return target;
614
678
  }
src/engine/engine.ts CHANGED
@@ -1,9 +1,9 @@
1
1
  import "./engine_hot_reload.js";
2
+ import "./tests/test_utils.js";
2
3
 
4
+ import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
5
+ import * as engine_scenetools from "./engine_scenetools.js";
3
6
  import * as engine_setup from "./engine_setup.js";
4
- import * as engine_scenetools from "./engine_scenetools.js";
5
- import "./tests/test_utils.js";
6
- import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
7
7
 
8
8
  const engine : any = {
9
9
  ...engine_setup,
src/engine-components/ui/EventSystem.ts CHANGED
@@ -1,19 +1,18 @@
1
+ import { Intersection, Object3D } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
4
+ import { Input, InputEventNames, InputEvents, NEPointerEvent, PointerType } from "../../engine/engine_input.js";
5
+ import { Mathf } from "../../engine/engine_math.js";
1
6
  import { RaycastOptions, RaycastTestObjectReturnType } from "../../engine/engine_physics.js";
2
- import { Behaviour, Component, GameObject } from "../Component.js";
3
- import { WebXR } from "../webxr/WebXR.js";
4
- import { ControllerEvents, WebXRController } from "../webxr/WebXRController.js";
5
- import * as ThreeMeshUI from 'three-mesh-ui'
6
7
  import { Context } from "../../engine/engine_setup.js";
7
- import { type IPointerEventHandler, PointerEventData, hasPointerEventComponent } from "./PointerEvents.js";
8
+ import { IComponent } from "../../engine/engine_types.js";
9
+ import { getParam } from "../../engine/engine_utils.js";
10
+ import { Behaviour, GameObject } from "../Component.js";
11
+ import { $shadowDomOwner } from "./BaseUIComponent.js";
12
+ import type { ICanvasGroup } from "./Interfaces.js";
13
+ import { hasPointerEventComponent, type IPointerEventHandler, IPointerUpHandler, PointerEventData } from "./PointerEvents.js";
8
14
  import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
9
- import { InputEvents, NEPointerEvent, PointerType } from "../../engine/engine_input.js";
10
- import { Mesh, Object3D } from "three";
11
- import type { ICanvasGroup } from "./Interfaces.js";
12
- import { getParam } from "../../engine/engine_utils.js";
13
15
  import { UIRaycastUtils } from "./RaycastUtils.js";
14
- import { $shadowDomOwner } from "./BaseUIComponent.js";
15
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
16
- import { Mathf } from "../../engine/engine_math.js";
17
16
  import { isUIObject } from "./Utils.js";
18
17
 
19
18
  const debug = getParam("debugeventsystem");
@@ -29,6 +28,8 @@
29
28
  hasActiveUI: boolean
30
29
  }
31
30
 
31
+ declare type IComponentCanMaybeReceiveEvents = IPointerEventHandler & IComponent & { interactable?: boolean };
32
+
32
33
  export class EventSystem extends Behaviour {
33
34
  private static _eventSystemMap = new Map<Context, EventSystem[]>();
34
35
 
@@ -93,10 +94,9 @@
93
94
  const res = GameObject.findObjectOfType(Raycaster, this.context);
94
95
  if (!res) {
95
96
  const rc = GameObject.addNewComponent(this.context.scene, ObjectRaycaster);
96
- rc.ignoreSkinnedMeshes = true;
97
97
  this.raycaster.push(rc);
98
98
  if (isDevEnvironment() || debug)
99
- console.warn("Added an ObjectRaycaster to the scene because no raycaster was found. Skinnedmeshes will be ignored for better performance");
99
+ console.warn("Added an ObjectRaycaster to the scene because no raycaster was found.");
100
100
  }
101
101
  }
102
102
  }
@@ -112,89 +112,16 @@
112
112
  }
113
113
  }
114
114
 
115
- private _selectStartFn?: any;
116
- private _selectEndFn?: any;
117
- private _selectUpdateFn?: any;
118
- private _handleEventCycleFn?: any;
119
115
  private _handleInputFn?: any;
120
116
 
121
117
  onEnable(): void {
122
- const grabbed: Map<any, Object3D | null> = new Map();
123
- this._selectStartFn ??= (ctrl, args: { grab: THREE.Object3D | null }) => {
124
- if (!args.grab) return;
125
- MeshUIHelper.resetLastSelected();
126
- const opts = new PointerEventData(this.context.input);
127
- opts.inputSource = ctrl;
128
- opts.pointerId = 0;
129
- opts.isDown = ctrl.selectionDown;
130
- opts.isUp = ctrl.selectionUp;
131
- opts.isPressed = ctrl.selectionPressed;
132
- opts.isClicked = false;
133
- grabbed.set(ctrl, args.grab);
134
- if (args.grab && !this.handleEventOnObject(args.grab, opts)) {
135
- args.grab = null;
136
- };
137
- }
138
- this._selectEndFn ??= (ctrl: WebXRController, args: { grab: THREE.Object3D }) => {
139
- if (!args.grab) return;
140
- const opts = new PointerEventData(this.context.input);
141
- opts.inputSource = ctrl;
142
- opts.pointerId = 0;
143
- opts.isDown = ctrl.selectionDown;
144
- opts.isUp = ctrl.selectionUp;
145
- opts.isPressed = ctrl.selectionPressed;
146
- opts.isClicked = ctrl.selectionClick;
147
- this.handleEventOnObject(args.grab, opts);
148
-
149
- const prevGrabbed = grabbed.get(ctrl);
150
- grabbed.set(ctrl, null);
151
- if (prevGrabbed) {
152
-
153
- for (const key of this.pressedByID.keys()) {
154
- const e = this.pressedByID[key] as {
155
- obj: Object3D<Event>;
156
- data: PointerEventData;
157
- handler: IPointerEventHandler;
158
- };
159
-
160
- if (e && e.obj === prevGrabbed && e.handler) {
161
- e.handler.onPointerUp?.call(e.handler, opts);
162
- this.pressedByID.delete(key);
163
- }
164
- }
165
- }
166
- };
167
-
168
- const controllerRcOpts = new RaycastOptions();
169
- this._selectUpdateFn ??= (_ctrl: WebXRController) => {
170
- controllerRcOpts.ray = _ctrl.getRay();
171
- const rc = this.performRaycast(controllerRcOpts) ?? [];
172
- const opts = new PointerEventData(this.context.input);
173
- opts.inputSource = _ctrl;
174
- opts.pointerId = _ctrl.input?.handedness === "right" ? 0 : 1;
175
- opts.isDown = _ctrl.selectionDown;
176
- opts.isUp = _ctrl.selectionUp;
177
- opts.isPressed = _ctrl.selectionPressed;
178
- opts.isClicked = false;
179
- this.handleIntersections(opts.pointerId, rc, opts);
180
- };
181
-
182
- WebXRController.addEventListener(ControllerEvents.SelectStart, this._selectStartFn);
183
- WebXRController.addEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
184
- WebXRController.addEventListener(ControllerEvents.Update, this._selectUpdateFn);
185
-
186
- this._handleInputFn = this.onPointerEvent.bind(this);
187
-
118
+ this._handleInputFn ??= this.onPointerEvent.bind(this);
188
119
  this.context.input.addEventListener(InputEvents.PointerDown, this._handleInputFn);
189
120
  this.context.input.addEventListener(InputEvents.PointerUp, this._handleInputFn);
190
121
  this.context.input.addEventListener(InputEvents.PointerMove, this._handleInputFn);
191
122
  }
192
123
 
193
124
  onDisable(): void {
194
- WebXRController.removeEventListener(ControllerEvents.SelectStart, this._selectStartFn);
195
- WebXRController.removeEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
196
- WebXRController.removeEventListener(ControllerEvents.Update, this._selectUpdateFn);
197
-
198
125
  this.context.input.removeEventListener(InputEvents.PointerDown, this._handleInputFn);
199
126
  this.context.input.removeEventListener(InputEvents.PointerUp, this._handleInputFn);
200
127
  this.context.input.removeEventListener(InputEvents.PointerMove, this._handleInputFn);
@@ -224,30 +151,39 @@
224
151
  */
225
152
  private onPointerEvent(pointerEvent: NEPointerEvent) {
226
153
  if (pointerEvent === undefined) return;
154
+ if (pointerEvent.propagationStopped) return;
227
155
 
228
- // On mouse input has to be always 0 regardless of the button user pressed
229
- // because otherwise it would be taken as 3 unique pointers and create OnEnter and OnExit events which is not expected
230
- const id = pointerEvent.pointerType == PointerType.Touch ? pointerEvent.button : 0;
156
+ // Use the pointerID, this is the touch id or the mouse (always 0, could be index of the mouse DEVICE) or the index of the XRInputSource
231
157
  const data = new PointerEventData(this.context.input, pointerEvent);
158
+ this._currentPointerEventName = pointerEvent.type;
232
159
 
233
160
  data.inputSource = this.context.input;
234
- data.pointerId = pointerEvent.button;
235
- data.isClicked = pointerEvent.type == InputEvents.PointerUp && this.context.input.getPointerClicked(pointerEvent.button)
161
+ data.isClick = pointerEvent.isClick;
162
+ data.isDoubleClick = pointerEvent.isDoubleClick;
236
163
  // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
237
164
  data.isDown = pointerEvent.type == InputEvents.PointerDown;
238
165
  data.isUp = pointerEvent.type == InputEvents.PointerUp;
239
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.button);
166
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.pointerId);
240
167
 
241
- if (debug && data.isClicked) console.log("CLICK", data.pointerId);
168
+ if (debug) {
169
+ if (data.isDown) console.log("DOWN", data.pointerId);
170
+ else if (data.isUp) console.log("UP", data.pointerId);
171
+ if (data.isClick) console.log("CLICK", data.pointerId);
172
+ }
242
173
 
243
174
  // raycast
244
175
  const options = new RaycastOptions();
245
- options.screenPoint = this.context.input.getPointerPositionRC(id)!;
176
+ if (pointerEvent.ray) {
177
+ options.ray = pointerEvent.ray;
178
+ }
179
+ else {
180
+ options.screenPoint = this.context.input.getPointerPositionRC(pointerEvent.pointerId)!;
181
+ }
246
182
 
183
+
247
184
  const hits = this.performRaycast(options);
248
- if (!hits) return;
249
185
 
250
- if (debug && data.isClicked) {
186
+ if (debug && data.isClick) {
251
187
  showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown)
252
188
  }
253
189
 
@@ -257,12 +193,12 @@
257
193
  hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
258
194
  }
259
195
 
260
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }))
196
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
261
197
 
262
- // handle hit objects
263
- this.handleIntersections(id, hits, data)
198
+ // then handle the intersections and call the callbacks on the regular objects
199
+ this.handleIntersections(hits, data);
264
200
 
265
- this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }))
201
+ this.dispatchEvent(new CustomEvent<AfterHandleInputEvent>(EventSystemEvents.AfterHandleInput, { detail: evt }));
266
202
  }
267
203
 
268
204
  private readonly _sortedHits: THREE.Intersection[] = [];
@@ -271,6 +207,10 @@
271
207
  * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
272
208
  */
273
209
  private readonly _testObjectsCache = new Map<Object3D, boolean>();
210
+ /** that's the raycaster that is CURRENTLY being used for raycasting (the shouldRaycastObject method uses this) */
211
+ private _currentlyActiveRaycaster: Raycaster | null = null;
212
+ private _currentPointerEventName: InputEventNames | null = null;
213
+
274
214
  /**
275
215
  * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
276
216
  * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
@@ -283,57 +223,72 @@
283
223
  * */
284
224
  private shouldRaycastObject = (obj: Object3D): RaycastTestObjectReturnType => {
285
225
  // check if this object is actually a UI shadow hierarchy object
286
- let shadowComponent: Object3D | null = null;
226
+ let uiOwner: Object3D | null = null;
287
227
  const isUI = isUIObject(obj);
288
228
  // if yes we want to grab the actual object that is the owner of the shadow dom
289
229
  // and check that object for the event component
290
230
  if (isUI) {
291
- shadowComponent = obj[$shadowDomOwner]?.gameObject;
231
+ uiOwner = obj[$shadowDomOwner]?.gameObject;
292
232
  }
293
233
 
294
234
  // check if the object was seen previously
295
- if (this._testObjectsCache.has(obj) || (shadowComponent && this._testObjectsCache.has(shadowComponent))) {
235
+ if (this._testObjectsCache.has(obj) || (uiOwner && this._testObjectsCache.has(uiOwner))) {
296
236
  // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
297
237
  const prev = this._testObjectsCache.get(obj)!;
298
238
  if (prev === false) return "continue in children"
299
239
  return true;
300
240
  }
301
241
  else {
242
+
243
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
244
+ // because then this other raycaster is responsible for raycasting this object
245
+ // const rc = GameObject.getComponent(obj, Raycaster);
246
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return false;
247
+
302
248
  // the object was not yet seen so we test if it has an event component
303
- let hasEventComponent = hasPointerEventComponent(obj);
304
- if (!hasEventComponent && shadowComponent) hasEventComponent = hasPointerEventComponent(shadowComponent);
249
+ let hasEventComponent = hasPointerEventComponent(obj, this._currentPointerEventName);
250
+ if (!hasEventComponent && uiOwner) hasEventComponent = hasPointerEventComponent(uiOwner, this._currentPointerEventName);
305
251
 
306
252
  if (hasEventComponent) {
307
253
  // it has an event component: we add it and all its children to the cache
308
254
  // we don't need to do the same for the shadow component hierarchy
309
255
  // because the next object that will be detecting that the shadow owner was already seen
310
256
  this._testObjectsCache.set(obj, true);
311
- obj.traverse((o) => {
312
- this._testObjectsCache.set(o, true);
313
- })
257
+ for (const ch of obj.children) this.shouldRaycastObject_AddToYesCache(ch);
314
258
  return true;
315
259
  }
316
260
  this._testObjectsCache.set(obj, false);
317
261
  return "continue in children"
318
262
  }
319
263
  }
264
+ private shouldRaycastObject_AddToYesCache(obj: Object3D) {
265
+ // if the object has another raycaster component than the one that is currently raycasting, we ignore this here
266
+ // because then this other raycaster is responsible for raycasting this object
267
+ // const rc = GameObject.getComponent(obj, Raycaster);
268
+ // if (rc?.activeAndEnabled && rc !== this._currentlyActiveRaycaster) return;
320
269
 
270
+ this._testObjectsCache.set(obj, true);
271
+ for (const ch of obj.children) {
272
+ this.shouldRaycastObject_AddToYesCache(ch);
273
+ }
274
+ }
275
+
321
276
  /** the raycast filter is always overriden */
322
277
  private performRaycast(opts: RaycastOptions | null): THREE.Intersection[] | null {
323
278
  if (!this.raycaster) return null;
324
-
279
+ // we clear the cache of previously seen objects
280
+ this._testObjectsCache.clear();
325
281
  this._sortedHits.length = 0;
326
282
 
327
283
  if (!opts) opts = new RaycastOptions();
328
-
329
- // we clear the cache of previously seen objects
330
- this._testObjectsCache.clear();
331
284
  opts.testObject = this.shouldRaycastObject;
332
285
 
333
286
  for (const rc of this.raycaster) {
334
287
  if (!rc.activeAndEnabled) continue;
335
288
 
289
+ this._currentlyActiveRaycaster = rc;
336
290
  const res = rc.performRaycast(opts);
291
+ this._currentlyActiveRaycaster = null;
337
292
 
338
293
  if (res && res.length > 0) {
339
294
  // console.log(res.length, res.map(r => r.object.name));
@@ -346,36 +301,55 @@
346
301
  return this._sortedHits;
347
302
  }
348
303
 
349
- private handleIntersections(id:number, hits: THREE.Intersection[], args: PointerEventData): boolean {
304
+ private assignHitInformation(args: PointerEventData, hit?: Intersection) {
305
+ if (!hit) {
306
+ args.point = undefined;
307
+ args.normal = undefined;
308
+ args.face = undefined;
309
+ args.distance = undefined;
310
+ args.instanceId = undefined;
311
+ }
312
+ else {
313
+ args.point = hit.point;
314
+ args.normal = hit.normal;
315
+ args.face = hit.face;
316
+ args.distance = hit.distance;
317
+ args.instanceId = hit.instanceId;
318
+ }
319
+ }
320
+
321
+ private handleIntersections(hits: Intersection[] | null | undefined, args: PointerEventData): boolean {
322
+
350
323
  if (hits?.length) {
351
324
  hits = this.sortCandidates(hits);
352
325
  for (const hit of hits) {
353
- const { object } = hit;
354
- args.point = hit.point;
355
- args.normal = hit.normal;
356
- args.face = hit.face;
357
- args.distance = hit.distance;
358
- args.instanceId = hit.instanceId;
359
- if (this.handleEventOnObject(object, args)) {
326
+ if (args.event.immediatePropagationStopped) {
327
+ return false;
328
+ }
329
+ this.assignHitInformation(args, hit);
330
+ if (this.handleEventOnObject(hit.object, args)) {
360
331
  return true;
361
332
  }
362
333
  }
363
334
  }
364
335
 
336
+ // first invoke captured pointers
337
+ this.assignHitInformation(args, hits?.[0]);
338
+ this.invokePointerCapture(args);
339
+
365
340
  // pointer has not hit any object to handle
366
341
 
367
342
  // thus is not hovering over anything
368
- const hoveredData = this.hoveredByID.get(id);
343
+ const hoveredData = this.hoveredByID.get(args.pointerId);
369
344
  if (hoveredData) {
370
- this.triggerOnExit(hoveredData.obj, hoveredData.data);
345
+ this.propagatePointerExit(hoveredData.obj, hoveredData.data, null);
371
346
  }
372
- this.hoveredByID.delete(id);
347
+ this.hoveredByID.delete(args.pointerId);
373
348
 
374
349
  // if it was up, it means it doesn't should notify things that it down on before
375
350
  if (args.isUp) {
376
- const pressedData = this.pressedByID.get(id);
377
- pressedData?.handlers.forEach(h => h.onPointerUp?.call(h, args));
378
- this.pressedByID.delete(id);
351
+ this.pressedByID.get(args.pointerId)?.handlers.forEach(h => this.invokeOnPointerUp(args, h));
352
+ this.pressedByID.delete(args.pointerId);
379
353
  }
380
354
 
381
355
  return false;
@@ -416,34 +390,29 @@
416
390
  private handleEventOnObject(object: THREE.Object3D, args: PointerEventData): boolean {
417
391
  // ensures that invisible objects are ignored
418
392
  if (!this.testIsVisible(object)) {
419
- if (args.isClicked && debug)
393
+ if (args.isClick && debug)
420
394
  console.log("not allowed", object);
421
395
  return false;
422
396
  }
423
397
 
424
398
  // Event without pointer can't be handled
425
399
  if (args.pointerId === undefined) {
426
- if(debug) console.warn("Event without pointer can't be handled", args);
400
+ if (debug) console.error("Event without pointer can't be handled", args);
427
401
  return false;
428
402
  }
429
403
 
430
- // We want to call all event methods even if the event was used
431
- // Used event can't be handled
432
- // if (args.used) return false;
433
-
434
404
  // Correct the handled object to match the relevant object in shadow dom (?)
435
- const originalObject = object;
436
405
  args.object = object;
437
406
 
438
407
  const parent = object.parent as any;
439
408
  let isShadow = false;
440
- const clicked = args.isClicked ?? false;
409
+ const clicked = args.isClick ?? false;
441
410
 
442
411
  let canvasGroup: ICanvasGroup | null = null;
443
412
 
444
413
  // handle potential shadow dom built from three mesh ui
445
414
  if (parent && parent.isUI) {
446
- const pressedOrClicked = (args.isPressed || args.isClicked) ?? false;
415
+ const pressedOrClicked = (args.isPressed || args.isClick) ?? false;
447
416
  if (parent[$shadowDomOwner]) {
448
417
  const actualGo = parent[$shadowDomOwner].gameObject;
449
418
  if (actualGo) {
@@ -472,11 +441,12 @@
472
441
  // Handle OnPointerExit -> in case when we are about to hover something new
473
442
  // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
474
443
  const hovering = this.hoveredByID.get(args.pointerId);
475
- const isNewlyHovering = hovering?.obj !== object;
444
+ const prevHovering = hovering?.obj;
445
+ const isNewlyHovering = prevHovering !== object;
476
446
 
477
447
  // trigger onPointerExit
478
- if (isNewlyHovering && hovering?.obj) {
479
- this.triggerOnExit(hovering.obj, hovering.data);
448
+ if (isNewlyHovering && prevHovering) {
449
+ this.propagatePointerExit(prevHovering, hovering.data, object);
480
450
  }
481
451
 
482
452
  // save hovered object
@@ -499,7 +469,7 @@
499
469
  }
500
470
  }
501
471
  if (canvasGroup === null || canvasGroup.interactable) {
502
- this.handleMainInteraction(object, args, isNewlyHovering);
472
+ this.handleMainInteraction(object, args, prevHovering ?? null);
503
473
  }
504
474
 
505
475
  return true;
@@ -508,22 +478,17 @@
508
478
  /**
509
479
  * Propagate up in hiearchy and call the callback for each component that is possibly a handler
510
480
  */
511
- private propagate(object: THREE.Object3D, _args: PointerEventData, onComponent: (behaviour: Behaviour) => void) {
481
+ private propagate(object: Object3D | null, onComponent: (behaviour: Behaviour) => void) {
512
482
 
513
483
  while (true) {
514
- // Propagate up the hierarchy
515
484
 
516
- if(_args.used) return;
485
+ if (!object) break;
517
486
 
518
487
  GameObject.foreachComponent(object, comp => {
519
488
  // TODO: implement Stop Immediate Propagation
520
-
521
489
  onComponent(comp);
522
- // return undefined to continue iterating
523
- return undefined;
524
490
  }, false);
525
491
 
526
- if (!object.parent) break;
527
492
  // walk up
528
493
  object = object.parent;
529
494
  }
@@ -533,43 +498,59 @@
533
498
  /**
534
499
  * Propagate up in hiearchy and call handlers based on the pointer event data
535
500
  */
536
- private handleMainInteraction(object: THREE.Object3D, args: PointerEventData, isNewlyHovering: boolean) {
537
- if (args.pointerId === undefined) return;
501
+ private handleMainInteraction(object: Object3D, args: PointerEventData, prevHovering: Object3D | null) {
538
502
  const pressedEvent = this.pressedByID.get(args.pointerId);
503
+ const hoveredObjectChanged = prevHovering !== object;
539
504
 
540
- this.propagate(object, args, (behaviour) => {
541
- const comp = behaviour as any;
505
+ // TODO: should we not move this check up before we even raycast for "pointerMove" events? We dont need to do any processing if the pointer didnt move
506
+ let isMoving = true;
507
+ switch (args.event.pointerType) {
508
+ case "mouse":
509
+ case "touch":
510
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
511
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
512
+ isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
513
+ break;
514
+ case "controller":
515
+ case "hand":
516
+ // for hands and controller we assume they are never totally still (except for simulated environments)
517
+ // we might want to add a threshold here (e.g. if a user holds their hand very still or controller)
518
+ // so maybe check the angle everxy frame?
519
+ break;
520
+ }
542
521
 
522
+ this.propagate(object, (behaviour) => {
523
+ const comp = behaviour as IComponentCanMaybeReceiveEvents;
524
+
543
525
  if (comp.interactable === false) return;
526
+ if (!comp.activeAndEnabled || !comp.enabled) return;
544
527
 
545
528
  if (comp.onPointerEnter) {
546
- if (isNewlyHovering) {
547
- comp.onPointerEnter(args);
529
+ if (hoveredObjectChanged) {
530
+ this.handlePointerEnter(comp, args);
548
531
  }
549
532
  }
550
533
 
551
534
  if (args.isDown) {
552
535
  if (comp.onPointerDown) {
553
536
  comp.onPointerDown(args);
554
-
555
537
  // Set the handler that we called the down event on
556
538
  // So we can call the up event on the same handler
557
539
  // In a scenario where we Down on one object and Up on another
558
540
  pressedEvent?.handlers.add(comp);
541
+ this.handlePointerCapture(args, comp);
559
542
  }
560
543
  }
561
544
 
562
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId!)!;
563
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId!)!;
564
- const isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
565
-
566
- if (isMoving && comp.onPointerMove) {
567
- comp.onPointerMove(args);
545
+ if (comp.onPointerMove) {
546
+ if (isMoving)
547
+ comp.onPointerMove(args);
548
+ this.handlePointerCapture(args, comp);
568
549
  }
569
550
 
570
551
  if (args.isUp) {
571
552
  if (comp.onPointerUp) {
572
- comp.onPointerUp(args);
553
+ this.invokeOnPointerUp(args, comp);
573
554
 
574
555
  // We don't want to call Up twice if we Down and Up on the same object
575
556
  // But if we Down on one and Up on another we want to call Up on the first one as well
@@ -577,16 +558,9 @@
577
558
  // The original component that received the down event SHOULD also receive the up event
578
559
  pressedEvent?.handlers.delete(comp);
579
560
  }
580
-
581
- // handle onExit on touchUp
582
- // onExit on mouse is handled when we hover over something else / on nothing
583
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
584
- comp.onPointerExit(args);
585
- this.hoveredByID.delete(args.pointerId!);
586
- }
587
561
  }
588
562
 
589
- if (args.isClicked) {
563
+ if (args.isClick) {
590
564
  if (comp.onPointerClick) {
591
565
  comp.onPointerClick(args);
592
566
  }
@@ -597,31 +571,153 @@
597
571
  // If user drags away from the object, then it doesn't get the UP event
598
572
  if (args.isUp) {
599
573
  pressedEvent?.handlers.forEach((handler) => {
600
- if (handler.onPointerUp) {
601
- handler.onPointerUp(args);
602
- }
574
+ this.invokeOnPointerUp(args, handler);
603
575
  });
604
576
 
605
577
  this.pressedByID.delete(args.pointerId);
606
578
  }
607
579
  }
608
580
 
609
- /**
610
- * Propagate up in hiearchy and call OnExit regardless of the pointer event data
611
- */
612
- private triggerOnExit(object: THREE.Object3D, args: PointerEventData) {
613
- args.used = false;
614
-
615
- this.propagate(object, args, (behaviour) => {
581
+ /** Propagate up in hierarchy and call onPointerExit */
582
+ private propagatePointerExit(object: Object3D, args: PointerEventData, newObject: Object3D | null) {
583
+ this.propagate(object, (behaviour) => {
616
584
  if (!behaviour.gameObject || behaviour.destroyed) return;
617
585
 
618
586
  const inst: any = behaviour;
619
587
  if (inst.onPointerExit) {
620
- inst.onPointerExit(args);
588
+ // if the newly hovered object is a child of the current object, we don't want to call onPointerExit
589
+ if (newObject && this.isChild(newObject, behaviour.gameObject)) {
590
+ return;
591
+ }
592
+ this.handlePointerExit(inst, args);
621
593
  }
622
594
  });
623
595
  }
624
596
 
597
+ /** handles onPointerUp - this will also release the pointerCapture */
598
+ private invokeOnPointerUp(evt: PointerEventData, handler: IPointerUpHandler) {
599
+ handler.onPointerUp?.call(handler, evt);
600
+ this.releasePointerCapture(evt, handler);
601
+ }
602
+
603
+ /** Responsible for invoking onPointerEnter (and updating onPointerExit). We invoke onPointerEnter once per active pointerId */
604
+ private handlePointerEnter(comp: IComponentCanMaybeReceiveEvents, args: PointerEventData) {
605
+ if (comp.onPointerEnter) {
606
+ if (this.updatePointerState(comp, args.pointerId, this.pointerEnterSymbol, true)) {
607
+ comp.onPointerEnter(args);
608
+ }
609
+ }
610
+ this.updatePointerState(comp, args.pointerId, this.pointerExitSymbol, false);
611
+ }
612
+
613
+ /** Responsible for invoking onPointerExit (and updating onPointerEnter). We invoke onPointerExit once per active pointerId */
614
+ private handlePointerExit(comp: IComponentCanMaybeReceiveEvents, evt: PointerEventData) {
615
+ if (comp.onPointerExit) {
616
+ if (this.updatePointerState(comp, evt.pointerId, this.pointerExitSymbol, true)) {
617
+ comp.onPointerExit(evt);
618
+ }
619
+ }
620
+ this.updatePointerState(comp, evt.pointerId, this.pointerEnterSymbol, false);
621
+ }
622
+
623
+ /** updates the pointer state list for a component
624
+ * @param comp the component to update
625
+ * @param pointerId the pointerId to update
626
+ * @param symbol the symbol to use for the state
627
+ * @param add if true, the pointerId is added to the state list, if false the pointerId will be removed
628
+ */
629
+ private updatePointerState(comp: IComponentCanMaybeReceiveEvents, pointerId: number, symbol: symbol, add: boolean) {
630
+ let state = comp[symbol];
631
+
632
+ if (add) {
633
+ // the pointer is already in the state list
634
+ if (state && state.includes(pointerId)) return false;
635
+ state = state || [];
636
+ state.push(pointerId);
637
+ comp[symbol] = state;
638
+ return true;
639
+ }
640
+ else {
641
+ if (!state || !state.includes(pointerId)) return false;
642
+ const i = state.indexOf(pointerId);
643
+ if (i !== -1) {
644
+ state.splice(i, 1);
645
+ }
646
+ return true;
647
+ }
648
+ }
649
+
650
+ /** the list of component handlers that requested pointerCapture for a specific pointerId */
651
+ private readonly _capturedPointer: { [id: number]: IPointerEventHandler[] } = {};
652
+
653
+ /** check if the event was marked to be captured: if yes add the current component to the captured list */
654
+ private handlePointerCapture(evt: PointerEventData, comp: IPointerEventHandler) {
655
+ if (evt.z__pointer_ctured) {
656
+ evt.z__pointer_ctured = false;
657
+ const id = evt.pointerId;
658
+ // only the onPointerMove event is called with captured pointers so we don't need to add it to our list if it doesnt implement onPointerMove
659
+ if (comp.onPointerMove) {
660
+ const list = this._capturedPointer[id] || [];
661
+ list.push(comp);
662
+ this._capturedPointer[id] = list;
663
+ }
664
+ else {
665
+ if (isDevEnvironment() && !comp["z__warned_no_pointermove"]) {
666
+ comp["z__warned_no_pointermove"] = true;
667
+ console.warn("PointerCapture was requested but the component doesn't implement onPointerMove. It will not receive any pointer events");
668
+ }
669
+ }
670
+ }
671
+ else if (evt.z__pointer_cture_rleased) {
672
+ evt.z__pointer_cture_rleased = false;
673
+ this.releasePointerCapture(evt, comp);
674
+ }
675
+ }
676
+
677
+ /** removes the component from the pointer capture list */
678
+ releasePointerCapture(evt: PointerEventData, component: IPointerEventHandler) {
679
+ const id = evt.pointerId;
680
+ if (this._capturedPointer[id]) {
681
+ const i = this._capturedPointer[id].indexOf(component);
682
+ if (i !== -1) {
683
+ this._capturedPointer[id].splice(i, 1);
684
+ if (debug) console.log("released pointer capture", id, component, this._capturedPointer)
685
+ }
686
+ }
687
+ }
688
+ /** invoke the pointerMove event on all captured handlers */
689
+ private invokePointerCapture(evt: PointerEventData) {
690
+ if (evt.event.type === InputEvents.PointerMove) {
691
+ const id = evt.pointerId;
692
+ const captured = this._capturedPointer[id];
693
+ if (captured) {
694
+ if (debug) console.log("Captured", id, captured)
695
+ for (let i = 0; i < captured.length; i++) {
696
+ const handler = captured[i];
697
+ // check if it was destroyed
698
+ const comp = handler as IComponent;
699
+ if (comp.destroyed) {
700
+ captured.splice(i, 1);
701
+ i--;
702
+ continue;
703
+ }
704
+ // invoke pointer move
705
+ handler.onPointerMove?.call(handler, evt);
706
+ }
707
+ }
708
+ }
709
+ }
710
+
711
+ private readonly pointerEnterSymbol = Symbol("pointerEnter");
712
+ private readonly pointerExitSymbol = Symbol("pointerExit");
713
+
714
+ private isChild(obj: Object3D, possibleChild: Object3D): boolean {
715
+ if (!obj || !possibleChild) return false;
716
+ if (obj === possibleChild) return true;
717
+ if (!obj.parent) return false;
718
+ return this.isChild(obj.parent, possibleChild);
719
+ }
720
+
625
721
  private handleMeshUiObjectWithoutShadowDom(obj: any, pressed: boolean) {
626
722
  if (!obj || !obj.isUI) return true;
627
723
  const hit = this.handleMeshUIIntersection(obj, pressed);
@@ -629,7 +725,7 @@
629
725
  return hit;
630
726
  }
631
727
 
632
- private currentActiveMeshUIComponents: ThreeMeshUI.Block[] = [];
728
+ private currentActiveMeshUIComponents: Object3D[] = [];
633
729
 
634
730
  private handleMeshUIIntersection(meshUiObject: THREE.Object3D, pressed: boolean): boolean {
635
731
  const res = MeshUIHelper.updateState(meshUiObject, pressed);
@@ -697,8 +793,8 @@
697
793
  threeMeshUI.update();
698
794
  }
699
795
 
700
- static updateState(intersect: THREE.Object3D, _selectState: boolean): ThreeMeshUI.Block | null {
701
- let foundBlock: ThreeMeshUI.Block | null = null;
796
+ static updateState(intersect: THREE.Object3D, _selectState: boolean): Object3D | null {
797
+ let foundBlock: Object3D | null = null;
702
798
 
703
799
  if (intersect) {
704
800
  foundBlock = this.findBlockInParent(intersect);
@@ -725,7 +821,7 @@
725
821
  this.needsUpdate = true;
726
822
  }
727
823
 
728
- static findBlockInParent(elem: any): ThreeMeshUI.Block | null {
824
+ static findBlockInParent(elem: any): Object3D | null {
729
825
  if (!elem) return null;
730
826
  if (elem.isBlock) {
731
827
  // @TODO : Replace states managements
src/engine-components/EventTrigger.ts CHANGED
@@ -1,8 +1,8 @@
1
1
  import { serializable } from "../engine/engine_serialization.js";
2
+ import { Behaviour } from "./Component.js"
2
3
  import { EventList } from "./EventList.js";
4
+ import { EventType } from "./EventType.js"
3
5
  import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js"
4
- import { Behaviour } from "./Component.js"
5
- import { EventType } from "./EventType.js"
6
6
 
7
7
  class TriggerEvent {
8
8
  @serializable()
src/engine/extensions/EXT_texture_exr.ts CHANGED
@@ -1,9 +1,10 @@
1
- import { getParam } from "../engine_utils.js";
1
+ import { Texture } from "three";
2
2
  import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
3
- import { Texture } from "three";
4
3
  import { type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
5
4
 
5
+ import { getParam } from "../engine_utils.js";
6
6
 
7
+
7
8
  const debug = getParam("debugexr");
8
9
 
9
10
  export class EXT_texture_exr implements GLTFLoaderPlugin {
src/engine/extensions/extension_utils.ts CHANGED
@@ -1,7 +1,8 @@
1
- import { type IExtensionReferenceResolver } from "./extension_resolver.js";
2
1
  import { GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
2
+
3
3
  import { debugExtension } from "../engine_default_parameters.js";
4
4
  import { getParam } from "../engine_utils.js";
5
+ import { type IExtensionReferenceResolver } from "./extension_resolver.js";
5
6
 
6
7
  const debug = getParam("debugresolvedependencies");
7
8
 
src/engine-components/export/usdz/Extension.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { USDObject, USDZExporterContext } from "./ThreeUSDZExporter.js";
2
1
  import { Object3D } from "three";
3
2
 
3
+ import { USDObject, USDZExporterContext } from "./ThreeUSDZExporter.js";
4
+
4
5
  export interface IUSDExporterExtension {
5
6
 
6
7
  get extensionName(): string;
src/engine/extensions/extensions.ts CHANGED
@@ -1,20 +1,21 @@
1
- import { NEEDLE_techniques_webgl } from "./NEEDLE_techniques_webgl.js";
1
+ import { GLTFExporter, GLTFExporterPlugin, GLTFWriter } from "three/examples/jsm/exporters/GLTFExporter.js";
2
2
  import { GLTFLoader, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
3
+
4
+ import { isDevEnvironment } from "../debug/index.js";
5
+ import { isResourceTrackingEnabled } from "../engine_assetdatabase.js";
6
+ import { Context } from "../engine_setup.js";
7
+ import { type ConstructorConcrete, type SourceIdentifier } from "../engine_types.js";
8
+ import { getParam } from "../engine_utils.js";
9
+ import { NEEDLE_lightmaps } from "../extensions/NEEDLE_lightmaps.js";
10
+ import { EXT_texture_exr } from "./EXT_texture_exr.js";
3
11
  import { NEEDLE_components } from "./NEEDLE_components.js";
4
- import { EXT_texture_exr } from "./EXT_texture_exr.js";
5
12
  import { NEEDLE_gameobject_data } from "./NEEDLE_gameobject_data.js";
13
+ import { NEEDLE_lighting_settings } from "./NEEDLE_lighting_settings.js";
6
14
  import { NEEDLE_persistent_assets } from "./NEEDLE_persistent_assets.js";
7
- import { NEEDLE_lightmaps } from "../extensions/NEEDLE_lightmaps.js";
8
- import { type ConstructorConcrete, type SourceIdentifier } from "../engine_types.js";
9
- import { Context } from "../engine_setup.js";
10
- import { NEEDLE_lighting_settings } from "./NEEDLE_lighting_settings.js";
15
+ import { NEEDLE_progressive } from "./NEEDLE_progressive.js";
11
16
  import { NEEDLE_render_objects } from "./NEEDLE_render_objects.js";
12
- import { NEEDLE_progressive } from "./NEEDLE_progressive.js";
17
+ import { NEEDLE_techniques_webgl } from "./NEEDLE_techniques_webgl.js";
13
18
  import { InternalUsageTrackerPlugin } from "./usage_tracker.js";
14
- import { isResourceTrackingEnabled } from "../engine_assetdatabase.js";
15
- import { getParam } from "../engine_utils.js";
16
- import { isDevEnvironment } from "../debug/index.js";
17
- import { GLTFExporter, GLTFExporterPlugin, GLTFWriter } from "three/examples/jsm/exporters/GLTFExporter.js";
18
19
 
19
20
  const debug = getParam("debugextensions");
20
21
 
src/engine-components/js-extensions/ExtensionUtils.ts CHANGED
@@ -1,4 +1,5 @@
1
1
  import { Object3D } from "three";
2
+
2
3
  import type { Constructor } from "../../engine/engine_types.js";
3
4
 
4
5
  const handlers: Map<any, ApplyPrototypeExtension> = new Map();
src/engine-components/FlyControls.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import { FlyControls as ThreeFlyControls } from "three/examples/jsm/controls/FlyControls.js";
2
+
3
3
  import { Camera } from "./Camera.js";
4
+ import { Behaviour, GameObject } from "./Component.js";
4
5
 
5
6
  export class FlyControls extends Behaviour {
6
7
  private _controls: ThreeFlyControls | null = null;
src/engine-components/Fog.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { Behaviour } from "./Component.js";
2
1
  import { Color, Fog as Fog3 } from "three";
2
+
3
3
  import { serializable } from "../engine/engine_serialization.js";
4
+ import { Behaviour } from "./Component.js";
4
5
 
5
6
 
6
7
  export enum FogMode {
src/engine-components/Gizmos.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Behaviour } from "./Component.js";
2
1
  import * as THREE from "three";
2
+ import { BoxHelper, Color } from "three";
3
+
4
+ import * as params from "../engine/engine_default_parameters.js";
3
5
  import * as Gizmos from "../engine/engine_gizmos.js";
4
- import * as params from "../engine/engine_default_parameters.js";
6
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
7
  import { FrameEvent } from "../engine/engine_setup.js";
6
- import { BoxHelper, Color } from "three";
7
- import { serializable } from "../engine/engine_serialization_decorator.js";
8
+ import { Behaviour } from "./Component.js";
8
9
 
9
10
 
10
11
  export class BoxGizmo extends Behaviour {
src/engine-components/export/gltf/GltfExport.ts CHANGED
@@ -1,17 +1,17 @@
1
1
  import { Object3D, Vector3 } from "three";
2
+ import { AnimationClip } from "three";
2
3
  import { GLTFExporter, type GLTFExporterOptions } from 'three/examples/jsm/exporters/GLTFExporter.js';
3
4
 
4
- import { Behaviour, GameObject } from "../../Component.js";
5
- import GLTFMeshGPUInstancingExtension from '../../../include/three/EXT_mesh_gpu_instancing_exporter.js';
6
- import { Renderer } from "../../Renderer.js";
7
5
  import { SerializationContext } from "../../../engine/engine_serialization_core.js";
8
6
  import { serializable } from "../../../engine/engine_serialization_decorator.js";
9
- import { NEEDLE_components } from "../../../engine/extensions/NEEDLE_components.js";
10
7
  import { getWorldPosition } from "../../../engine/engine_three_utils.js";
11
- import { BoxHelperComponent } from "../../BoxHelperComponent.js";
12
- import { AnimationClip } from "three";
13
8
  import { getParam } from "../../../engine/engine_utils.js";
14
9
  import { registerExportExtensions } from "../../../engine/extensions/index.js";
10
+ import { NEEDLE_components } from "../../../engine/extensions/NEEDLE_components.js";
11
+ import GLTFMeshGPUInstancingExtension from '../../../include/three/EXT_mesh_gpu_instancing_exporter.js';
12
+ import { BoxHelperComponent } from "../../BoxHelperComponent.js";
13
+ import { Behaviour, GameObject } from "../../Component.js";
14
+ import { Renderer } from "../../Renderer.js";
15
15
 
16
16
  const debugExport = getParam("debuggltfexport");
17
17
 
src/engine-components/ui/Graphic.ts CHANGED
@@ -1,14 +1,15 @@
1
- import { type IGraphic, type IRectTransformChangedReceiver } from './Interfaces.js';
1
+ import { Color, LinearSRGBColorSpace, Object3D, SRGBColorSpace, Texture } from 'three';
2
2
  import * as ThreeMeshUI from 'three-mesh-ui'
3
+ import SimpleStateBehavior from "three-mesh-ui/examples/behaviors/states/SimpleStateBehavior.js"
4
+
5
+ import { serializable } from '../../engine/engine_serialization_decorator.js';
6
+ import { GameObject } from '../Component.js';
3
7
  import { RGBAColor } from "../js-extensions/RGBAColor.js"
4
8
  import { BaseUIComponent } from "./BaseUIComponent.js";
5
- import { serializable } from '../../engine/engine_serialization_decorator.js';
6
- import { Color, LinearSRGBColorSpace, SRGBColorSpace, Texture } from 'three';
9
+ import { type IGraphic, type IRectTransformChangedReceiver } from './Interfaces.js';
10
+ import { Outline } from './Outline.js';
7
11
  import { RectTransform } from './RectTransform.js';
8
12
  import { onChange, scheduleAction } from "./Utils.js"
9
- import { GameObject } from '../Component.js';
10
- import SimpleStateBehavior from "three-mesh-ui/examples/behaviors/states/SimpleStateBehavior.js"
11
- import { Outline } from './Outline.js';
12
13
 
13
14
  const _colorStateObject: { backgroundColor: Color, backgroundOpacity: number, borderColor: Color, borderOpacity: number } = {
14
15
  backgroundColor: new Color(1, 1, 1),
@@ -137,7 +138,7 @@
137
138
  onEnable(): void {
138
139
  super.onEnable();
139
140
  if (this.uiObject) {
140
- this.rectTransform.shadowComponent?.add(this.uiObject);
141
+ this.rectTransform.shadowComponent?.add(this.uiObject as unknown as Object3D);
141
142
  this.addShadowComponent(this.uiObject, this.rectTransform);
142
143
  }
143
144
 
src/engine-components/GridHelper.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { Behaviour } from "./Component.js";
2
- import { serializable } from "../engine/engine_serialization_decorator.js";
3
- import * as params from "../engine/engine_default_parameters.js";
4
1
  import { Color, GridHelper as _GridHelper } from "three";
5
2
 
3
+ import * as params from "../engine/engine_default_parameters.js";
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
+ import { Behaviour } from "./Component.js";
6
+
6
7
  export class GridHelper extends Behaviour {
7
8
 
8
9
  @serializable()
src/engine-components/GroundProjection.ts CHANGED
@@ -1,9 +1,10 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
- import { GroundProjectedSkybox as GroundProjection } from 'three/examples/jsm/objects/GroundProjectedSkybox.js';
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
- import { Watch as Watch, getParam } from "../engine/engine_utils.js";
5
1
  import { Texture } from "three";
2
+ import { GroundedSkybox as GroundProjection } from 'three/examples/jsm/objects/GroundedSkybox.js';
6
3
 
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
+ import { getParam,Watch as Watch } from "../engine/engine_utils.js";
6
+ import { Behaviour, GameObject } from "./Component.js";
7
+
7
8
  const debug = getParam("debuggroundprojection");
8
9
 
9
10
  export class GroundProjectedEnv extends Behaviour {
@@ -81,14 +82,19 @@
81
82
  if (!this.env || this.context.scene.environment !== this._lastEnvironment) {
82
83
  if (debug)
83
84
  console.log("Create/Update Ground Projection", this.context.scene.environment.name);
84
- this.env = new GroundProjection(this.context.scene.environment);
85
+ this.env = new GroundProjection(this.context.scene.environment, this._height, this.radius, 32);
86
+ this.env.position.y = this._height;
85
87
  }
86
88
  this._lastEnvironment = this.context.scene.environment;
87
89
  if (!this.env.parent)
88
90
  this.gameObject.add(this.env);
91
+
92
+ /* TODO realtime adjustments aren't possible anymore with GroundedSkybox (mesh generation)
89
93
  this.env.scale.setScalar(this._scale);
90
94
  this.env.radius = this._radius;
91
95
  this.env.height = this._height;
96
+ */
97
+
92
98
  // dont make the ground projection raycastable by default
93
99
  if (this.env.isObject3D === true) {
94
100
  this.env.layers.set(2);
src/engine-components/ui/Image.ts CHANGED
@@ -1,5 +1,6 @@
1
+ import { Color, Texture } from 'three';
2
+
1
3
  import { serializable } from '../../engine/engine_serialization_decorator.js';
2
- import { Color, Texture } from 'three';
3
4
  import { MaskableGraphic } from './Graphic.js';
4
5
 
5
6
 
src/engine-components/export/usdz/index.ts CHANGED
@@ -1,3 +1,3 @@
1
- export { USDZExporter } from "./USDZExporter.js";
2
- export { USDObject, imageToCanvas } from "./ThreeUSDZExporter.js";
3
- export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
1
+ export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
+ export { imageToCanvas,USDObject } from "./ThreeUSDZExporter.js";
3
+ export { USDZExporter } from "./USDZExporter.js";
src/engine-components/postprocessing/index.ts CHANGED
@@ -1,4 +1,4 @@
1
+ export * from "./PostProcessingEffect.js";
2
+ export * from "./PostProcessingHandler.js"
1
3
  export * from "./VolumeParameter.js"
2
- export * from "./PostProcessingHandler.js"
3
- export * from "./PostProcessingEffect.js";
4
4
  export * from "./VolumeProfile.js";
src/engine-components/timeline/index.ts CHANGED
@@ -1,4 +1,4 @@
1
+ export { type ITimelineAnimationCallbacks as ITimelineAnimationOverride } from "./PlayableDirector.js"
1
2
  export * from "./SignalAsset.js"
2
- export * from "./TimelineTracks.js"
3
3
  export * from "./TimelineModels.js"
4
- export { type ITimelineAnimationCallbacks as ITimelineAnimationOverride } from "./PlayableDirector.js"
4
+ export * from "./TimelineTracks.js"
src/engine-components/webxr/index.ts CHANGED
@@ -1,4 +1,3 @@
1
- export * from "./WebXR.js";
2
- export * from "./WebXRPlaneTracking.js";
1
+ export { WebXR as WebXR } from "./WebXR.js";
3
2
  export * from "./WebXRImageTracking.js";
4
- export * from "./WebXRController.js";
3
+ export * from "./WebXRPlaneTracking.js";
src/engine/extensions/index.ts CHANGED
@@ -1,5 +1,5 @@
1
1
  export * from "./extensions.js"
2
2
  export * from "./NEEDLE_animator_controller_model.js"
3
+ export { SceneLightSettings } from "./NEEDLE_lighting_settings.js"
3
4
  export * from "./NEEDLE_progressive.js"
4
- export { CustomShader } from "./NEEDLE_techniques_webgl.js"
5
- export { SceneLightSettings } from "./NEEDLE_lighting_settings.js"
5
+ export { CustomShader } from "./NEEDLE_techniques_webgl.js"
src/engine-components/ui/InputField.ts CHANGED
@@ -1,10 +1,10 @@
1
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
2
+ import { FrameEvent } from "../../engine/engine_setup.js";
3
+ import { getParam, isiOS } from "../../engine/engine_utils.js";
1
4
  import { Behaviour, GameObject } from "../Component.js";
5
+ import { EventList } from "../EventList.js";
2
6
  import { type IPointerEventHandler } from "./PointerEvents.js";
3
- import { FrameEvent } from "../../engine/engine_setup.js";
4
- import { serializable } from "../../engine/engine_serialization_decorator.js";
5
7
  import { Text } from "./Text.js";
6
- import { getParam, isiOS } from "../../engine/engine_utils.js";
7
- import { EventList } from "../EventList.js";
8
8
  import { tryGetUIComponent } from "./Utils.js";
9
9
 
10
10
  const debug = getParam("debuginputfield");
src/engine-components/Interactable.ts CHANGED
@@ -1,19 +1,11 @@
1
1
  import { Behaviour } from "./Component.js";
2
- import type { IPointerClickHandler, PointerEventData } from "./ui/PointerEvents.js";
3
2
 
4
-
5
- export class Interactable extends Behaviour implements IPointerClickHandler {
6
-
7
- canGrab : boolean = true;
8
-
9
- onPointerClick(_args: PointerEventData) {
10
- }
11
- }
12
-
13
-
14
- // TODO: how do we sync things like that...
3
+ /**
4
+ * Marks an object as currently being interacted with.
5
+ * For example, DragControls set this on the dragged object to prevent DeleteBox from deleting it.
6
+ */
15
7
  export class UsageMarker extends Behaviour
16
8
  {
17
- public isUsed : boolean = true;
18
- public usedBy : any = null;
9
+ public isUsed: boolean = true;
10
+ public usedBy: any = null;
19
11
  }
src/engine-components/Joints.ts CHANGED
@@ -1,4 +1,5 @@
1
1
  import { Vector3 } from "three";
2
+
2
3
  import { serializable } from "../engine/engine_serialization.js";
3
4
  import { Behaviour } from "./Component.js";
4
5
  import { Rigidbody } from "./RigidBody.js";
src/engine-components/ui/Layout.ts CHANGED
@@ -1,9 +1,9 @@
1
- import { type ILayoutGroup, type IRectTransform } from "./Interfaces.js";
1
+ import { serializable } from "../../engine/engine_serialization.js";
2
+ import { getParam } from "../../engine/engine_utils.js";
2
3
  import { Behaviour, GameObject } from "../Component.js";
3
- import { serializable } from "../../engine/engine_serialization.js";
4
4
  import { Canvas } from "./Canvas.js";
5
+ import { type ILayoutGroup, type IRectTransform } from "./Interfaces.js";
5
6
  import { RectTransform } from "./RectTransform.js";
6
- import { getParam } from "../../engine/engine_utils.js";
7
7
 
8
8
  const debug = getParam("debuguilayout");
9
9
 
src/engine-components/Light.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import * as THREE from "three";
2
+ import { Color, DirectionalLight, OrthographicCamera } from "three";
3
+
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
+ import { FrameEvent } from "../engine/engine_setup.js";
6
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
7
+ import type { ILight } from "../engine/engine_types.js";
3
8
  import { getParam, isMobileDevice } from "../engine/engine_utils.js";
4
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
5
- import { FrameEvent } from "../engine/engine_setup.js";
6
- import { serializable } from "../engine/engine_serialization_decorator.js";
7
- import { Color, DirectionalLight, OrthographicCamera } from "three";
8
- import { WebXR, WebXREvent } from "./webxr/WebXR.js";
9
+ import { NeedleXREventArgs } from "../engine/xr/index.js";
10
+ import { Behaviour, GameObject } from "./Component.js";
9
11
  import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
10
- import type { ILight } from "../engine/engine_types.js";
11
12
 
12
13
  // https://threejs.org/examples/webgl_shadowmap_csm.html
13
14
 
@@ -270,8 +271,6 @@
270
271
  }
271
272
  if (this.type === LightType.Directional)
272
273
  this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
273
- this._webXRStartedListener = WebXR.addEventListener(WebXREvent.XRStarted, this.onWebXRStarted.bind(this));
274
- this._webXREndedListener = WebXR.addEventListener(WebXREvent.XRStopped, this.onWebXREnded.bind(this));
275
274
  }
276
275
 
277
276
  onDisable() {
@@ -282,15 +281,13 @@
282
281
  else
283
282
  this.light.visible = false;
284
283
  }
285
- WebXR.removeEventListener(WebXREvent.XRStarted, this._webXRStartedListener);
286
- WebXR.removeEventListener(WebXREvent.XRStopped, this._webXREndedListener);
287
284
  }
288
285
 
289
286
  private _webXRStartedListener?: Function;
290
287
  private _webXREndedListener?: Function;
291
288
  private _webARRoot?: WebARSessionRoot;
292
289
 
293
- private onWebXRStarted() {
290
+ onEnterXR(_args: NeedleXREventArgs): void {
294
291
  this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
295
292
  // this.startCoroutine(this._updateLightIntensityInARRoutine());
296
293
  }
@@ -303,7 +300,7 @@
303
300
  // }
304
301
  // }
305
302
 
306
- private onWebXREnded() {
303
+ onLeaveXR(_args: NeedleXREventArgs): void {
307
304
  // this.updateIntensity();
308
305
  }
309
306
 
src/engine-components/LODGroup.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import * as THREE from "three";
3
- import { Renderer } from "./Renderer.js";
4
- import { getParam } from "../engine/engine_utils.js";
5
- import { serializable } from "../engine/engine_serialization_decorator.js";
6
2
  import { Vector3 } from "three";
7
3
 
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
+ import { getParam } from "../engine/engine_utils.js";
6
+ import { Behaviour, GameObject } from "./Component.js";
7
+ import { Renderer } from "./Renderer.js";
8
+
8
9
  const debug = getParam("debuglods");
9
10
  const noLods = getParam("nolods");
10
11
 
src/engine-components/debug/LogStats.ts CHANGED
@@ -1,6 +1,6 @@
1
- import { Behaviour } from "../../engine-components/Component.js";
2
1
  import { FrameEvent } from "../../engine/engine_setup.js";
3
2
  import { getParam } from "../../engine/engine_utils.js";
3
+ import { Behaviour } from "../../engine-components/Component.js";
4
4
 
5
5
  const debug = getParam("logstats");
6
6
 
src/engine-components/utils/LookAt.ts CHANGED
@@ -1,11 +1,11 @@
1
+ import { Matrix4, Object3D, Quaternion, Vector3 } from "three";
2
+
1
3
  import { serializable } from "../../engine/engine_serialization.js";
2
- import { Behaviour } from "../Component.js";
3
- import { Matrix4, Object3D, Quaternion, Vector3 } from "three";
4
4
  import { getWorldPosition, getWorldQuaternion, lookAtObject, setWorldQuaternion } from "../../engine/engine_three_utils.js";
5
-
6
- import { USDObject } from "../../engine-components/export/usdz/ThreeUSDZExporter.js";
7
5
  import { type UsdzBehaviour } from "../../engine-components/export/usdz/extensions/behavior/Behaviour.js";
8
6
  import { ActionBuilder, BehaviorModel, TriggerBuilder, USDVec3 } from "../../engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js";
7
+ import { USDObject } from "../../engine-components/export/usdz/ThreeUSDZExporter.js";
8
+ import { Behaviour } from "../Component.js";
9
9
 
10
10
  export class LookAt extends Behaviour implements UsdzBehaviour {
11
11
 
src/engine-components/LookAtConstraint.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import * as THREE from "three";
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
2
  import { Object3D } from "three";
5
3
 
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
+ import { Behaviour, GameObject } from "./Component.js";
6
+
6
7
  export class LookAtConstraint extends Behaviour {
7
8
 
8
9
  constraintActive: boolean = true;
src/engine/extensions/NEEDLE_animator_controller_model.ts CHANGED
@@ -1,7 +1,8 @@
1
+ import { AnimationAction, AnimationClip, MathUtils, Object3D } from "three"
2
+
3
+ import { InstantiateIdProvider } from "../../engine/engine_networking_instantiate.js";
1
4
  import { Animator } from "../../engine-components/Animator.js";
2
- import { AnimationAction, AnimationClip, MathUtils, Object3D } from "three"
3
5
  import { Context } from "../engine_setup.js";
4
- import { InstantiateIdProvider } from "../../engine/engine_networking_instantiate.js";
5
6
 
6
7
 
7
8
  export declare type AnimatorControllerModel = {
src/engine/extensions/NEEDLE_components.ts CHANGED
@@ -1,12 +1,13 @@
1
+ import { Object3D } from "three";
2
+ import { GLTFExporter } from 'three/examples/jsm/exporters/GLTFExporter.js';
1
3
  import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
4
+
5
+ import { apply } from "../../engine-components/js-extensions/Object3D.js";
6
+ import { builtinComponentKeyName } from "../engine_constants.js";
7
+ import { debugExtension } from "../engine_default_parameters.js";
8
+ import { getLoader } from "../engine_gltf.js";
2
9
  import { type NodeToObjectMap, type ObjectToNodeMap, SerializationContext } from "../engine_serialization_core.js";
3
- import { GLTFExporter } from 'three/examples/jsm/exporters/GLTFExporter.js';
4
- import { debugExtension } from "../engine_default_parameters.js";
5
- import { builtinComponentKeyName } from "../engine_constants.js";
6
10
  import { resolveReferences } from "./extension_utils.js";
7
- import { apply } from "../../engine-components/js-extensions/Object3D.js";
8
- import { getLoader } from "../engine_gltf.js";
9
- import { Object3D } from "three";
10
11
 
11
12
  export const debug = debugExtension
12
13
  const componentsArrayExportKey = "$___Export_Components";
src/engine/extensions/NEEDLE_gameobject_data.ts CHANGED
@@ -39,7 +39,7 @@
39
39
  // }
40
40
 
41
41
  // private lastIndex: number = -1;
42
- afterRoot(_result: GLTF): Promise<void> | null {
42
+ afterRoot(_result: GLTF): Promise<any> | null {
43
43
  // console.log("AFTER ROOT", _result);
44
44
  const promises: Promise<void>[] = [];
45
45
  for (let index = 0; index < this.parser.json.nodes?.length; index++) {
@@ -52,7 +52,7 @@
52
52
  }
53
53
  }
54
54
  }
55
- return Promise.all(promises).then(() => { });
55
+ return Promise.all(promises).then(() => null);
56
56
  }
57
57
 
58
58
  private async findAndApplyExtensionData(nodeId: number, ext: GameObjectData) {
@@ -76,7 +76,7 @@
76
76
  node.userData.static = ext.static ?? false;
77
77
 
78
78
  node.visible = ext.activeSelf ?? true;
79
-
79
+
80
80
  node["guid"] = ext.guid;
81
81
  // console.log(node.name, ext.activeSelf, node);
82
82
  }
src/engine/extensions/NEEDLE_lighting_settings.ts CHANGED
@@ -1,14 +1,15 @@
1
1
  import { AmbientLight, Color, HemisphereLight, Object3D } from "three";
2
+ import { LightProbe } from "three";
2
3
  import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
3
- import { type SourceIdentifier } from "../engine_types.js";
4
+
4
5
  import { Behaviour, GameObject } from "../../engine-components/Component.js";
6
+ import { ContextEvent, ContextRegistry } from "../engine_context_registry.js";
7
+ import { Mathf } from "../engine_math.js";
5
8
  import { AmbientMode, DefaultReflectionMode } from "../engine_scenelighting.js";
9
+ import { Context } from "../engine_setup.js";
10
+ import { type SourceIdentifier } from "../engine_types.js";
11
+ import { getParam } from "../engine_utils.js";
6
12
  import { LightmapType } from "./NEEDLE_lightmaps.js";
7
- import { getParam } from "../engine_utils.js";
8
- import { Context } from "../engine_setup.js";
9
- import { LightProbe } from "three";
10
- import { ContextEvent, ContextRegistry } from "../engine_context_registry.js";
11
- import { Mathf } from "../engine_math.js";
12
13
 
13
14
  export const EXTENSION_NAME = "NEEDLE_lighting_settings";
14
15
  const debug = getParam("debugenvlight");
src/engine/extensions/NEEDLE_lightmaps.ts CHANGED
@@ -1,12 +1,13 @@
1
- import { type ILightDataRegistry } from "../engine_lightdata.js";
2
1
  import { LinearSRGBColorSpace, SRGBColorSpace, Texture, TextureLoader } from "three";
2
+ import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
3
3
  import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
4
+ import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
5
+
6
+ import { isDevEnvironment } from "../debug/debug.js";
7
+ import { type ILightDataRegistry } from "../engine_lightdata.js";
4
8
  import { type SourceIdentifier } from "../engine_types.js";
9
+ import { getParam, PromiseAllWithErrors, resolveUrl } from "../engine_utils.js";
5
10
  import { resolveReferences } from "./extension_utils.js";
6
- import { getParam, PromiseAllWithErrors, resolveUrl } from "../engine_utils.js";
7
- import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
8
- import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
9
- import { isDevEnvironment } from "../debug/debug.js";
10
11
 
11
12
  // the lightmap extension is aimed to also export export skyboxes and custom reflection maps
12
13
  // should we rename it?
@@ -60,7 +61,7 @@
60
61
  if (debug)
61
62
  console.log(ext);
62
63
 
63
- return new Promise(async (res, _rej) => {
64
+ return new Promise(async (resolve, _reject) => {
64
65
 
65
66
  const dependencies: Array<Promise<any>> = [];
66
67
  for (const entry of arr) {
@@ -97,7 +98,7 @@
97
98
  if (isDevEnvironment())
98
99
  console.error("Failed to load lightmap extension", results);
99
100
  }
100
- res();
101
+ resolve();
101
102
  });
102
103
  }
103
104
  }
src/engine/extensions/NEEDLE_persistent_assets.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { resolveReferences } from "./extension_utils.js";
2
1
  import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
3
- import { type IExtensionReferenceResolver } from "./extension_resolver.js";
2
+
4
3
  import { debugExtension } from "../engine_default_parameters.js";
5
4
  import { TypeStore } from "../engine_typestore.js";
5
+ import { type IExtensionReferenceResolver } from "./extension_resolver.js";
6
+ import { resolveReferences } from "./extension_utils.js";
6
7
 
7
8
  export const EXTENSION_NAME = "NEEDLE_persistent_assets";
8
9
 
src/engine/extensions/NEEDLE_progressive.ts CHANGED
@@ -1,9 +1,10 @@
1
1
  import { Material, RawShaderMaterial, Texture, TextureLoader } from "three";
2
2
  import { type GLTF, GLTFLoader, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
3
+
4
+ import { addDracoAndKTX2Loaders } from "../engine_loaders.js";
5
+ import { Context } from "../engine_setup.js";
3
6
  import { type SourceIdentifier } from "../engine_types.js";
4
- import { Context } from "../engine_setup.js";
5
- import { addDracoAndKTX2Loaders } from "../engine_loaders.js";
6
- import { PromiseAllWithErrors, PromiseErrorResult, delay, getParam, resolveUrl } from "../engine_utils.js";
7
+ import { delay, getParam, PromiseAllWithErrors, PromiseErrorResult, resolveUrl } from "../engine_utils.js";
7
8
 
8
9
  export const EXTENSION_NAME = "NEEDLE_progressive";
9
10
 
@@ -132,6 +133,7 @@
132
133
  if (t.source)
133
134
  t.source[$progressiveTextureExtension] = ext;
134
135
  NEEDLE_progressive.cache.set(t.uuid, ext);
136
+ return t;
135
137
  });
136
138
  }
137
139
  }
src/engine/extensions/NEEDLE_render_objects.ts CHANGED
@@ -1,34 +1,34 @@
1
1
 
2
- import { type SourceIdentifier } from "../engine_types.js";
3
- import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
4
- import { type IComponent as Component, type IRenderer } from "../engine_types.js";
5
-
6
2
  import {
7
- // stencil funcs
8
- NeverStencilFunc,
9
- LessStencilFunc,
3
+ AlwaysStencilFunc,
4
+ DecrementStencilOp,
5
+ DecrementWrapStencilOp,
10
6
  EqualStencilFunc,
11
- LessEqualStencilFunc,
7
+ GreaterEqualStencilFunc,
12
8
  GreaterStencilFunc,
13
- NotEqualStencilFunc,
14
- GreaterEqualStencilFunc,
15
- AlwaysStencilFunc,
16
- // stencil ops
17
- ZeroStencilOp,
18
- KeepStencilOp,
19
- ReplaceStencilOp,
20
9
  IncrementStencilOp,
21
- DecrementStencilOp,
22
10
  IncrementWrapStencilOp,
23
- DecrementWrapStencilOp,
24
11
  InvertStencilOp,
12
+ KeepStencilOp,
13
+ LessEqualStencilFunc,
14
+ LessStencilFunc,
15
+ // stencil funcs
16
+ NeverStencilFunc,
17
+ NotEqualStencilFunc,
18
+ ReplaceStencilOp,
25
19
  type StencilFunc,
26
20
  type StencilOp as ThreeStencilOp,
21
+ // stencil ops
22
+ ZeroStencilOp,
27
23
  } from "three";
28
- import { getParam } from "../engine_utils.js";
24
+ import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
25
+
29
26
  import { showBalloonWarning } from "../debug/index.js";
30
27
  import { isUsingInstancing } from "../engine_gameobject.js";
31
28
  import { isLocalNetwork } from "../engine_networking_utils.js";
29
+ import { type SourceIdentifier } from "../engine_types.js";
30
+ import { type IComponent as Component, type IRenderer } from "../engine_types.js";
31
+ import { getParam } from "../engine_utils.js";
32
32
 
33
33
  const debug = getParam("debugstencil");
34
34
 
src/engine/extensions/NEEDLE_techniques_webgl.ts CHANGED
@@ -1,12 +1,13 @@
1
+ import { AlwaysDepth, BackSide, Camera, DoubleSide, EqualDepth, FrontSide, GLSL3, GreaterDepth, GreaterEqualDepth, type IUniform, LessDepth, LessEqualDepth, LinearSRGBColorSpace, Material, Matrix4, NotEqualDepth, Object3D, RawShaderMaterial, Texture, Vector3, Vector4 } from 'three';
1
2
  import { type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
2
- import { FindShaderTechniques, whiteDefaultTexture, ToUnityMatrixArray, SetUnitySphericalHarmonics } from '../engine_shaders.js';
3
- import { AlwaysDepth, BackSide, Camera, DoubleSide, EqualDepth, FrontSide, GLSL3, GreaterDepth, GreaterEqualDepth, type IUniform, LessDepth, LessEqualDepth, LinearSRGBColorSpace, Material, Matrix4, NotEqualDepth, Object3D, RawShaderMaterial, Texture, Vector3, Vector4 } from 'three';
3
+
4
4
  import { Context } from '../engine_setup.js';
5
+ import { FindShaderTechniques, SetUnitySphericalHarmonics,ToUnityMatrixArray, whiteDefaultTexture } from '../engine_shaders.js';
6
+ import { getWorldPosition } from "../engine_three_utils.js";
7
+ import { type SourceIdentifier } from "../engine_types.js";
8
+ import { type ILight } from "../engine_types.js";
5
9
  import { getParam } from "../engine_utils.js";
6
10
  import * as SHADERDATA from "../shaders/shaderData.js"
7
- import { type SourceIdentifier } from "../engine_types.js";
8
- import { type ILight } from "../engine_types.js";
9
- import { getWorldPosition } from "../engine_three_utils.js";
10
11
 
11
12
  const debug = getParam("debugcustomshader");
12
13
 
@@ -88,7 +89,9 @@
88
89
  if (debug)
89
90
  console.log(this);
90
91
 
92
+ //@ts-ignore - TODO: how to override and do we even need this?
91
93
  this.type = "NEEDLE_CUSTOM_SHADER";
94
+
92
95
  if (!this.uniforms[this._objToWorldName])
93
96
  this.uniforms[this._objToWorldName] = { value: [] };
94
97
  if (!this.uniforms[this._worldToObjectName])
src/needle-engine.ts CHANGED
@@ -1,6 +1,3 @@
1
- import { makeErrorsVisibleForDevelopment } from "./engine/debug/debug_overlay.js";
2
- makeErrorsVisibleForDevelopment();
3
-
4
1
  import "./engine/engine_element.js";
5
2
  import "./engine/engine_setup.js";
6
3
  export * from "./engine/api.js";
src/engine-components/NestedGltf.ts CHANGED
@@ -1,9 +1,9 @@
1
+ import { AssetReference, type ProgressCallback } from "../engine/engine_addressables.js";
2
+ import { InstantiateOptions } from "../engine/engine_gameobject.js";
3
+ import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
1
5
  import { getParam } from "../engine/engine_utils.js";
2
6
  import { Behaviour } from "../engine-components/Component.js";
3
- import { AssetReference, type ProgressCallback } from "../engine/engine_addressables.js";
4
- import { serializable } from "../engine/engine_serialization_decorator.js";
5
- import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
6
- import { InstantiateOptions } from "../engine/engine_gameobject.js";
7
7
 
8
8
  const debug = getParam("debugnestedgltf");
9
9
 
src/engine-components/Networking.ts CHANGED
@@ -1,6 +1,6 @@
1
- import { serializable } from "../engine/engine_serialization.js";
2
1
  import type { INetworkingWebsocketUrlProvider } from "../engine/engine_networking.js";
3
2
  import { isLocalNetwork } from "../engine/engine_networking_utils.js";
3
+ import { serializable } from "../engine/engine_serialization.js";
4
4
  import { getParam } from "../engine/engine_utils.js";
5
5
  import { Behaviour } from "./Component.js";
6
6
 
src/engine-components/js-extensions/Object3D.ts CHANGED
@@ -1,24 +1,23 @@
1
- import { applyPrototypeExtensions, registerPrototypeExtensions } from "./ExtensionUtils.js";
2
1
  import { Object3D, Quaternion, Vector3 } from "three";
3
- import type { Constructor, ConstructorConcrete, IComponent, IComponent as Component } from "../../engine/engine_types.js";
4
- import { moveComponentInstance, addNewComponent, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../../engine/engine_components.js";
5
- import { isActiveSelf, setActive, destroy } from "../../engine/engine_gameobject.js";
2
+ import { TransformControlsGizmo } from "three/examples/jsm/controls/TransformControls.js";
3
+
4
+ import { addNewComponent, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, moveComponentInstance, removeComponent } from "../../engine/engine_components.js";
5
+ import { destroy,isActiveSelf, setActive } from "../../engine/engine_gameobject.js";
6
6
  import {
7
- setWorldPosition,
7
+ getTempVector,
8
8
  getWorldPosition,
9
- setWorldQuaternion,
10
9
  getWorldQuaternion,
10
+ getWorldRotation,
11
11
  getWorldScale,
12
- setWorldScale,
12
+ setWorldPosition,
13
+ setWorldQuaternion,
13
14
  setWorldRotation,
14
- getWorldRotation,
15
- getTempVector
16
- }
15
+ setWorldScale}
17
16
  from "../../engine/engine_three_utils.js";
17
+ import type { Constructor, ConstructorConcrete, IComponent as Component,IComponent } from "../../engine/engine_types.js";
18
+ import { applyPrototypeExtensions, registerPrototypeExtensions } from "./ExtensionUtils.js";
18
19
 
19
- import { TransformControlsGizmo } from "three/examples/jsm/controls/TransformControls.js";
20
20
 
21
-
22
21
  // used to decorate cloned object3D objects with the same added components defined above
23
22
  export function apply(object: Object3D) {
24
23
  if (object && object.isObject3D === true) {
src/engine-components/OffsetConstraint.ts CHANGED
@@ -1,7 +1,8 @@
1
+ import { Euler, Plane,Quaternion, Vector3 } from "three";
2
+
3
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
+ import * as utils from "./../engine/engine_three_utils.js";
1
5
  import { Behaviour, GameObject } from "./Component.js";
2
- import * as utils from "./../engine/engine_three_utils.js";
3
- import { Quaternion, Euler, Vector3, Plane } from "three";
4
- import { serializable } from "../engine/engine_serialization_decorator.js";
5
6
 
6
7
  export class OffsetConstraint extends Behaviour {
7
8
 
src/engine-components/utils/OpenURL.ts CHANGED
@@ -1,9 +1,9 @@
1
1
 
2
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
3
+ import { serializable } from "../../engine/engine_serialization.js";
4
+ import { isiOS,isSafari } from "../../engine/engine_utils.js";
5
+ import { Behaviour } from "../Component.js";
2
6
  import { type IPointerClickHandler, PointerEventData } from "../ui/index.js";
3
- import { Behaviour } from "../Component.js";
4
- import { serializable } from "../../engine/engine_serialization.js";
5
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
6
- import { isSafari } from "../../engine/engine_utils.js";
7
7
  import { ObjectRaycaster, Raycaster } from "../ui/Raycaster.js";
8
8
  import { tryGetUIComponent } from "../ui/Utils.js";
9
9
 
@@ -34,7 +34,6 @@
34
34
 
35
35
  if (isDevEnvironment()) showBalloonMessage("Open URL: " + this.url)
36
36
 
37
-
38
37
  switch (this.mode) {
39
38
  case OpenURLMode.NewTab:
40
39
  if (isSafari()) {
@@ -44,10 +43,12 @@
44
43
  globalThis.open(this.url, "_blank");
45
44
  break;
46
45
  case OpenURLMode.SameTab:
47
- if (isSafari()) {
46
+ // TODO: test if "same tab" now also works on iOS
47
+ if (isSafari() && isiOS()) {
48
48
  globalThis.open(this.url, "_top");
49
49
  }
50
- else globalThis.open(this.url, "_self");
50
+ else
51
+ globalThis.open(this.url, "_self");
51
52
  break;
52
53
  case OpenURLMode.NewWindow:
53
54
  if (isSafari()) {
@@ -58,19 +59,10 @@
58
59
 
59
60
  }
60
61
  }
61
-
62
62
  start(): void {
63
63
  const raycaster = this.gameObject.getComponentInParent(ObjectRaycaster);
64
64
  if (!raycaster) this.gameObject.addNewComponent(ObjectRaycaster);
65
65
  }
66
-
67
- onEnable(): void {
68
- if (isSafari()) window.addEventListener("touchend", this._safariNewTabWorkaround);
69
- }
70
- onDisable(): void {
71
- if (isSafari()) window.removeEventListener("touchend", this._safariNewTabWorkaround);
72
- }
73
-
74
66
  onPointerEnter(args) {
75
67
  if (!args.used && this.clickable)
76
68
  this.context.input.setCursorPointer();
@@ -83,30 +75,6 @@
83
75
  if (this.clickable && !args.used && this.url?.length)
84
76
  this.open();
85
77
  }
86
-
87
- private _safariNewTabWorkaround = () => {
88
- if (!this.clickable || !this.url?.length) return;
89
- // we only need this workaround for opening a new tab
90
- if (this.mode === OpenURLMode.SameTab) return;
91
- // When we process the click directly in the browser event we can open a new tab
92
- // by emitting a link attribute and calling onClick
93
- const raycaster = this.gameObject.getComponentInParent(Raycaster);
94
- if (raycaster) {
95
- const hits = raycaster.performRaycast();
96
- if (!hits) return;
97
- for (const hit of hits) {
98
- if (hit.object === this.gameObject || tryGetUIComponent(hit.object)?.gameObject === this.gameObject) {
99
- this._validateUrl();
100
- var a = document.createElement('a') as HTMLAnchorElement;
101
- a.setAttribute("target", "_blank");
102
- a.setAttribute("href", this.url);
103
- a.click();
104
- break;
105
- }
106
- }
107
- }
108
- }
109
-
110
78
  private _validateUrl() {
111
79
  if (!this.url) return;
112
80
  if (this.url.startsWith("www.")) {
src/engine-components/OrbitControls.ts CHANGED
@@ -1,21 +1,21 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
- import { Camera } from "./Camera.js";
3
- import { LookAtConstraint } from "./LookAtConstraint.js";
4
- import { getWorldDirection, getWorldPosition, getWorldRotation, setWorldRotation } from "../engine/engine_three_utils.js";
1
+ import { Box3, Box3Helper, GridHelper, Mesh, Object3D, PerspectiveCamera, Ray,ShadowMaterial, Vector2, Vector3 } from "three";
2
+ import { OrbitControls as ThreeOrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
3
+ import { GroundedSkybox } from "three/examples/jsm/objects/GroundedSkybox.js";
4
+
5
+ import { setCameraController, useForAutoFit } from "../engine/engine_camera.js";
6
+ import { Gizmos } from "../engine/engine_gizmos.js";
7
+ import { Mathf } from "../engine/engine_math.js";
5
8
  import { RaycastOptions } from "../engine/engine_physics.js";
6
9
  import { serializable } from "../engine/engine_serialization_decorator.js";
10
+ import { getWorldDirection, getWorldPosition, getWorldRotation, setWorldRotation } from "../engine/engine_three_utils.js";
11
+ import type { ICameraController } from "../engine/engine_types.js";
7
12
  import { getParam, isMobileDevice } from "../engine/engine_utils.js";
8
-
9
- import { Box3, Object3D, PerspectiveCamera, Vector2, Vector3, Box3Helper, GridHelper, Mesh, ShadowMaterial, Ray } from "three";
10
- import { OrbitControls as ThreeOrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
13
+ import { Camera } from "./Camera.js";
14
+ import { Behaviour, GameObject } from "./Component.js";
15
+ import { LookAtConstraint } from "./LookAtConstraint.js";
16
+ import { SyncedTransform } from "./SyncedTransform.js";
11
17
  import { type AfterHandleInputEvent, EventSystem, EventSystemEvents } from "./ui/EventSystem.js";
12
- import type { ICameraController } from "../engine/engine_types.js";
13
- import { setCameraController, useForAutoFit } from "../engine/engine_camera.js";
14
- import { SyncedTransform } from "./SyncedTransform.js";
15
18
  import { tryGetUIComponent } from "./ui/Utils.js";
16
- import { GroundProjectedSkybox } from "three/examples/jsm/objects/GroundProjectedSkybox.js";
17
- import { Mathf } from "../engine/engine_math.js";
18
- import { Gizmos } from "../engine/engine_gizmos.js";
19
19
 
20
20
 
21
21
  const debug = getParam("debugorbit");
@@ -373,7 +373,7 @@
373
373
  this._controls.enableZoom = false;
374
374
  }
375
375
  }
376
- //@ts-ignore
376
+
377
377
  // this._controls.zoomToCursor = this.zoomToCursor;
378
378
  if (!this.context.isInXR) {
379
379
  if (!freeCam && this.lookAtConstraint?.locked) this.setLookTargetFromConstraint(0, this.lookAtConstraint01);
@@ -542,7 +542,7 @@
542
542
  if (obj instanceof Box3Helper) allowExpanding = false;
543
543
  if (obj instanceof GridHelper) allowExpanding = false;
544
544
  // ignore GroundProjectedEnv
545
- if (obj instanceof GroundProjectedSkybox) allowExpanding = false;
545
+ if (obj instanceof GroundedSkybox) allowExpanding = false;
546
546
  // // Ignore shadow catcher geometry
547
547
  if ((obj as Mesh).material instanceof ShadowMaterial) allowExpanding = false;
548
548
  // ONLY fit meshes
src/engine-components/ui/Outline.ts CHANGED
@@ -1,7 +1,8 @@
1
- import { RGBAColor } from "../js-extensions/index.js";
1
+ import { Color, Vector2 } from "three"
2
+
2
3
  import { serializable } from "../../engine/engine_serialization.js";
3
4
  import { Behaviour } from "../Component.js";
4
- import { Color, Vector2 } from "three"
5
+ import { RGBAColor } from "../js-extensions/index.js";
5
6
 
6
7
  export class Outline extends Behaviour {
7
8
 
src/engine-components/ParticleSystem.ts CHANGED
@@ -1,32 +1,31 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import * as THREE from "three";
3
- import { MainModule, EmissionModule, ShapeModule, ParticleSystemShapeType, MinMaxCurve, MinMaxGradient, ColorOverLifetimeModule, SizeOverLifetimeModule, NoiseModule, ParticleSystemSimulationSpace, ParticleBurst, type IParticleSystem, ParticleSystemRenderMode, TrailModule, VelocityOverLifetimeModule, TextureSheetAnimationModule, RotationOverLifetimeModule, LimitVelocityOverLifetimeModule, RotationBySpeedModule, InheritVelocityModule, SizeBySpeedModule, ColorBySpeedModule, ParticleSystemScalingMode } from "./ParticleSystemModules.js"
4
- import { getParam } from "../engine/engine_utils.js";
2
+ import { AxesHelper, BackSide, BufferGeometry, Color, FrontSide, Material, Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, Object3D, OneMinusDstAlphaFactor, PlaneGeometry, Quaternion, Sprite, SpriteMaterial, Vector3, Vector4 } from "three";
3
+ import type { BatchedRenderer, Behavior, BehaviorPlugin, BillBoardSettings, BurstParameters, ColorGenerator, EmissionState, EmitSubParticleSystem, EmitterShape, FunctionColorGenerator, FunctionJSON, FunctionValueGenerator, IntervalValue, MeshSettings, Particle, ParticleEmitter, ParticleSystemParameters, PointEmitter, RecordState, RotationGenerator, SizeOverLife, TrailSettings, ValueGenerator, VFXBatchSettings } from "three.quarks";
4
+ import { BatchedParticleRenderer, ConstantColor, ConstantValue, ParticleSystem as _ParticleSystem, RenderMode, TrailBatch, TrailParticle } from "three.quarks";
5
5
 
6
+ import { isDevEnvironment, showBalloonWarning } from "../engine/debug/index.js";
7
+ import { Gizmos } from "../engine/engine_gizmos.js";
8
+ import { Mathf } from "../engine/engine_math.js";
6
9
  // https://github.dev/creativelifeform/three-nebula
7
10
  // import System, { Emitter, Position, Life, SpriteRenderer, Particle, Body, MeshRenderer, } from 'three-nebula.js';
8
-
9
11
  import { serializable } from "../engine/engine_serialization.js";
10
- import { RGBAColor } from "./js-extensions/RGBAColor.js";
11
- import { AxesHelper, BufferGeometry, Color, Material, Matrix4, Mesh, MeshStandardMaterial, Object3D, OneMinusDstAlphaFactor, PlaneGeometry, Quaternion, Sprite, SpriteMaterial, Vector3, Vector4 } from "three";
12
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldScale } from "../engine/engine_three_utils.js";
13
12
  import { assign } from "../engine/engine_serialization_core.js";
14
- import { ParticleSystem as _ParticleSystem, ConstantValue, ConstantColor, BatchedParticleRenderer, TrailBatch, TrailParticle, RenderMode } from "three.quarks";
15
- import type { BatchedRenderer, Behavior, BehaviorPlugin, BillBoardSettings, BurstParameters, ColorGenerator, EmissionState, EmitSubParticleSystem, EmitterShape, FunctionColorGenerator, FunctionJSON, FunctionValueGenerator, IntervalValue, MeshSettings, Particle, ParticleEmitter, ParticleSystemParameters, PointEmitter, RecordState, RotationGenerator, SizeOverLife, TrailSettings, VFXBatchSettings, ValueGenerator } from "three.quarks";
13
+ import { Context } from "../engine/engine_setup.js";
16
14
  import { createFlatTexture } from "../engine/engine_shaders.js";
17
- import { Mathf } from "../engine/engine_math.js";
18
- import { Context } from "../engine/engine_setup.js";
15
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldScale } from "../engine/engine_three_utils.js";
16
+ import { getParam } from "../engine/engine_utils.js";
17
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
18
+ import { Behaviour, GameObject } from "./Component.js";
19
+ import { RGBAColor } from "./js-extensions/RGBAColor.js";
20
+ import { ColorBySpeedModule, ColorOverLifetimeModule, EmissionModule, InheritVelocityModule, type IParticleSystem, LimitVelocityOverLifetimeModule, MainModule, MinMaxCurve, MinMaxGradient, NoiseModule, ParticleBurst, ParticleSystemRenderMode, ParticleSystemScalingMode, ParticleSystemShapeType, ParticleSystemSimulationSpace, RotationBySpeedModule, RotationOverLifetimeModule, ShapeModule, SizeBySpeedModule, SizeOverLifetimeModule, TextureSheetAnimationModule, TrailModule, VelocityOverLifetimeModule } from "./ParticleSystemModules.js"
19
21
  import { ParticleSubEmitter } from "./ParticleSystemSubEmitter.js";
20
- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
21
- import { Gizmos } from "../engine/engine_gizmos.js";
22
- import { isDevEnvironment, showBalloonWarning } from "../engine/debug/index.js";
23
22
 
24
23
  const debug = getParam("debugparticles");
25
24
  const suppressProgressiveLoading = getParam("noprogressive");
26
25
  const debugProgressiveLoading = getParam("debugprogressive");
27
26
 
28
27
 
29
- export type { Behavior as QParticleBehaviour, Particle as QParticle } from "three.quarks"
28
+ export type { Particle as QParticle, Behavior as QParticleBehaviour } from "three.quarks"
30
29
 
31
30
 
32
31
 
@@ -81,23 +80,22 @@
81
80
  return res;
82
81
  }
83
82
 
84
- private static _havePatchedQuarkShaders = false;
85
-
86
83
  getMaterial(trailEnabled: boolean = false) {
84
+ let material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
87
85
 
88
- if (!ParticleSystemRenderer._havePatchedQuarkShaders) {
89
- ParticleSystemRenderer._havePatchedQuarkShaders = true;
90
-
91
- // HACK patch three.quarks fo three152+, see https://github.com/Alchemist0823/three.quarks/issues/56#issuecomment-1560825038
92
- const _rebuild = TrailBatch.prototype.rebuildMaterial;
93
- TrailBatch.prototype.rebuildMaterial = function () {
94
- _rebuild.call(this);
95
- this.material.defines.MAP_UV = "uv";
86
+ if (material) {
87
+ if (trailEnabled) {
88
+ // the particle material for trails must be DoubleSide or BackSide (since otherwise the trail is invisible)
89
+ if (material.side === FrontSide) {
90
+ // don't modify the assigned material
91
+ material = material.clone();
92
+ material.side = BackSide;
93
+ if(trailEnabled) this.trailMaterial = material;
94
+ else this.particleMaterial = material;
95
+ }
96
96
  }
97
97
  }
98
98
 
99
- const material = (trailEnabled === true && this.trailMaterial) ? this.trailMaterial : this.particleMaterial;
100
-
101
99
  // progressive load on start
102
100
  // TODO: figure out how to do this before particle system rendering so we only load textures for visible materials
103
101
  if (material && !suppressProgressiveLoading && material["_didRequestTextureLOD"] === undefined) {
@@ -398,7 +396,7 @@
398
396
  let size = particle.size;
399
397
  if (size <= 0 && !this.system.trails.sizeAffectsWidth) {
400
398
  // Not sure where we get to 100* from, tested in SOC trong com
401
- size = 100 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
399
+ size = 20 * this.system.trails.widthOverTrail.evaluate(.5, trailParticle[$trailWidthRandom]);
402
400
  }
403
401
  state.size = this.system.trails.getWidth(size, age01, pos01, trailParticle[$trailWidthRandom]);
404
402
  state.color.copy(particle.color);
@@ -430,9 +428,8 @@
430
428
  initialize(particle: Particle): void {
431
429
  const simulationSpeed = this.system.main.simulationSpeed;
432
430
 
433
- const factor = 1;
434
- particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random()) * factor;
435
- particle.velocity.copy(this.system.shape.getDirection(particle.position)).multiplyScalar(particle.startSpeed);
431
+ particle.startSpeed = this.system.main.startSpeed.evaluate(Math.random(), Math.random());
432
+ particle.velocity.copy(this.system.shape.getDirection(particle, particle.position)).multiplyScalar(particle.startSpeed);
436
433
  if (this.system.inheritVelocity?.enabled) {
437
434
  this.system.inheritVelocity.applyInitial(particle.velocity);
438
435
  }
@@ -616,8 +613,7 @@
616
613
  if (mat && mat["map"]) {
617
614
  const original = mat["map"]! as THREE.Texture;
618
615
  // cache the last original one so we're not creating tons of clones
619
- if (this.clonedTexture.original !== original || !this.clonedTexture.clone)
620
- {
616
+ if (this.clonedTexture.original !== original || !this.clonedTexture.clone) {
621
617
  const tex = original.clone();
622
618
  tex.premultiplyAlpha = false;
623
619
  tex.colorSpace = THREE.LinearSRGBColorSpace;
@@ -756,7 +752,7 @@
756
752
  readonly limitVelocityOverLifetime!: LimitVelocityOverLifetimeModule;
757
753
 
758
754
  @serializable(InheritVelocityModule)
759
- readonly inheritVelocity!: InheritVelocityModule;
755
+ inheritVelocity!: InheritVelocityModule;
760
756
 
761
757
  @serializable(ColorBySpeedModule)
762
758
  readonly colorBySpeed!: ColorBySpeedModule;
@@ -935,6 +931,8 @@
935
931
  }
936
932
 
937
933
  awake(): void {
934
+ this._worldPositionFrame = -1;
935
+
938
936
  this._renderer = this.gameObject.getComponent(ParticleSystemRenderer) as ParticleSystemRenderer;
939
937
 
940
938
  if (!this.main) {
@@ -968,6 +966,12 @@
968
966
  const emitter = this._particleSystem.emitter;
969
967
  this.context.scene.add(emitter);
970
968
 
969
+ if (this.inheritVelocity.system && this.inheritVelocity.system !== this) {
970
+ this.inheritVelocity = this.inheritVelocity.clone();
971
+ }
972
+ this.inheritVelocity.awake(this);
973
+
974
+
971
975
  if (debug) {
972
976
  console.log(this);
973
977
  this.gameObject.add(new AxesHelper(1))
@@ -1110,6 +1114,7 @@
1110
1114
  this._interface.update();
1111
1115
  this.shape.update(this, this.context, this.main.simulationSpace, this.gameObject);
1112
1116
  this.noise.update(this.context);
1117
+
1113
1118
  this.inheritVelocity?.update(this.context);
1114
1119
  this.velocityOverLifetime.update(this);
1115
1120
  }
src/engine-components/ParticleSystemModules.ts CHANGED
@@ -1,14 +1,18 @@
1
- import { Matrix4, Object3D, Quaternion, Vector3, Vector2, Euler, Vector4 } from "three";
1
+ import { createNoise4D, type NoiseFunction4D } from 'simplex-noise';
2
+ import { BufferGeometry, Euler, Matrix4, Mesh, Object3D, Quaternion, Triangle, Vector2, Vector3, Vector4 } from "three";
3
+ import type { EmitterShape, Particle, ShapeJSON } from "three.quarks";
4
+
5
+ import { isDevEnvironment } from '../engine/debug/index.js';
6
+ import { Gizmos } from "../engine/engine_gizmos.js";
2
7
  import { Mathf } from "../engine/engine_math.js";
3
8
  import { serializable } from "../engine/engine_serialization.js";
4
- import { RGBAColor } from "./js-extensions/RGBAColor.js";
5
- import { AnimationCurve } from "./AnimationCurve.js";
9
+ import { Context } from "../engine/engine_setup.js";
10
+ import { getTempVector, getWorldQuaternion } from '../engine/engine_three_utils.js';
6
11
  import type { Vec2, Vec3 } from "../engine/engine_types.js";
7
- import { Context } from "../engine/engine_setup.js";
8
- import type { EmitterShape, Particle, ShapeJSON } from "three.quarks";
9
- import { createNoise4D, type NoiseFunction4D } from 'simplex-noise';
10
- import { Gizmos } from "../engine/engine_gizmos.js";
11
12
  import { getParam } from "../engine/engine_utils.js";
13
+ import { AnimationCurve } from "./AnimationCurve.js";
14
+ import { RGBAColor } from "./js-extensions/RGBAColor.js";
15
+ import { MeshRenderer } from './Renderer.js';
12
16
 
13
17
  const debug = getParam("debugparticles");
14
18
 
@@ -179,6 +183,19 @@
179
183
  @serializable()
180
184
  curveMultiplier?: number;
181
185
 
186
+ clone() {
187
+ const clone = new MinMaxCurve();
188
+ clone.mode = this.mode;
189
+ clone.constant = this.constant;
190
+ clone.constantMin = this.constantMin;
191
+ clone.constantMax = this.constantMax;
192
+ clone.curve = this.curve?.clone();
193
+ clone.curveMin = this.curveMin?.clone();
194
+ clone.curveMax = this.curveMax?.clone();
195
+ clone.curveMultiplier = this.curveMultiplier;
196
+ return clone;
197
+ }
198
+
182
199
  evaluate(t01: number, lerpFactor?: number): number {
183
200
  const t = lerpFactor === undefined ? Math.random() : lerpFactor;
184
201
  switch (this.mode) {
@@ -486,6 +503,13 @@
486
503
  }
487
504
  }
488
505
 
506
+
507
+ export enum ParticleSystemMeshShapeType {
508
+ Vertex = 0,
509
+ Edge = 1,
510
+ Triangle = 2,
511
+ }
512
+
489
513
  export class ShapeModule implements EmitterShape {
490
514
 
491
515
  // Emittershape start
@@ -493,7 +517,7 @@
493
517
  return ParticleSystemShapeType[this.shapeType];
494
518
  }
495
519
  initialize(particle: Particle): void {
496
- this.getPosition();
520
+ this.onInitialize(particle);
497
521
  particle.position.copy(this._vector);
498
522
  }
499
523
  toJSON(): ShapeJSON {
@@ -543,6 +567,30 @@
543
567
  @serializable()
544
568
  randomPositionAmount!: number;
545
569
 
570
+ /** Controls if particles should spawn off vertices, faces or edges. `shapeType` must be set to `MeshRenderer` */
571
+ @serializable()
572
+ meshShapeType?: ParticleSystemMeshShapeType;
573
+ /** When assigned and `shapeType` is set to `MeshRenderer` particles will spawn using a mesh in the scene.
574
+ * Use the `meshShapeType` to choose if particles should be spawned from vertices, faces or edges
575
+ * To re-assign use the `setMesh` function to cache the mesh and geometry
576
+ * */
577
+ @serializable(MeshRenderer)
578
+ meshRenderer?: MeshRenderer;
579
+
580
+ private _meshObj?: Mesh;
581
+ private _meshGeometry?: BufferGeometry;
582
+ setMesh(mesh: MeshRenderer) {
583
+ this.meshRenderer = mesh;
584
+ if (mesh) {
585
+ this._meshObj = mesh.sharedMeshes[Math.floor(Math.random() * mesh.sharedMeshes.length)];
586
+ this._meshGeometry = this._meshObj.geometry;
587
+ }
588
+ else {
589
+ this._meshObj = undefined;
590
+ this._meshGeometry = undefined;
591
+ }
592
+ }
593
+
546
594
  private system!: IParticleSystem;
547
595
  private _space?: ParticleSystemSimulationSpace;
548
596
  private readonly _worldSpaceMatrix: Matrix4 = new Matrix4();
@@ -593,12 +641,14 @@
593
641
  /** initializer implementation */
594
642
  private _vector: Vector3 = new Vector3(0, 0, 0);
595
643
  private _temp: Vector3 = new Vector3(0, 0, 0);
596
- /** called by nebula on initialize */
597
- get vector() {
598
- return this._vector;
599
- }
600
- getPosition(): void {
644
+ private _triangle: Triangle = new Triangle();
645
+
646
+ onInitialize(particle: Particle): void {
601
647
  this._vector.set(0, 0, 0);
648
+ // remove mesh from particle in case it got destroyed (we dont want to keep a reference to a destroyed mesh in the particle system)
649
+ particle["mesh"] = undefined;
650
+ particle["mesh_geometry"] = undefined;
651
+
602
652
  const pos = this._temp.copy(this.position);
603
653
  const isWorldSpace = this._space === ParticleSystemSimulationSpace.World;
604
654
  if (isWorldSpace) {
@@ -624,8 +674,64 @@
624
674
  case ParticleSystemShapeType.Circle:
625
675
  this.randomCirclePoint(this.position, radius, this.radiusThickness, this.arc, this._vector);
626
676
  break;
677
+ case ParticleSystemShapeType.MeshRenderer:
678
+ const renderer = this.meshRenderer;
679
+ if (renderer?.destroyed == false) this.setMesh(renderer);
680
+ const mesh = particle["mesh"] = this._meshObj;
681
+ const geometry = particle["mesh_geometry"] = this._meshGeometry;
682
+ if (mesh && geometry) {
683
+ switch (this.meshShapeType) {
684
+ case ParticleSystemMeshShapeType.Vertex:
685
+ {
686
+ const vertices = geometry.getAttribute("position");
687
+ const index = Math.floor(Math.random() * vertices.count);
688
+ this._vector.fromBufferAttribute(vertices, index);
689
+ this._vector.applyMatrix4(mesh.matrixWorld);
690
+ particle["mesh_normal"] = index;
691
+ }
692
+ break;
693
+ case ParticleSystemMeshShapeType.Edge:
694
+ break;
695
+ case ParticleSystemMeshShapeType.Triangle:
696
+ {
697
+ const faces = geometry.index;
698
+ if (faces) {
699
+ let u = Math.random();
700
+ let v = Math.random();
701
+ if (u + v > 1) {
702
+ u = 1 - u;
703
+ v = 1 - v;
704
+ }
705
+ const faceIndex = Math.floor(Math.random() * (faces.count / 3));
706
+ let i0 = faceIndex * 3;
707
+ let i1 = faceIndex * 3 + 1;
708
+ let i2 = faceIndex * 3 + 2;
709
+ i0 = faces.getX(i0);
710
+ i1 = faces.getX(i1);
711
+ i2 = faces.getX(i2);
712
+ const positionAttribute = geometry.getAttribute("position");
713
+ this._triangle.a.fromBufferAttribute(positionAttribute, i0);
714
+ this._triangle.b.fromBufferAttribute(positionAttribute, i1);
715
+ this._triangle.c.fromBufferAttribute(positionAttribute, i2);
716
+ this._vector
717
+ .set(0, 0, 0)
718
+ .addScaledVector(this._triangle.a, u)
719
+ .addScaledVector(this._triangle.b, v)
720
+ .addScaledVector(this._triangle.c, 1 - (u + v));
721
+ this._vector.applyMatrix4(mesh.matrixWorld);
722
+ particle["mesh_normal"] = faceIndex;
723
+ }
724
+ }
725
+ break;
726
+ }
727
+ }
728
+ break;
627
729
  default:
628
730
  this._vector.set(0, 0, 0);
731
+ if (isDevEnvironment() && !globalThis["__particlesystem_shapetype_unsupported"]) {
732
+ console.warn("ParticleSystem ShapeType is not supported:", ParticleSystemShapeType[this.shapeType]);
733
+ globalThis["__particlesystem_shapetype_unsupported"] = true;
734
+ }
629
735
  break;
630
736
  // case ParticleSystemShapeType.Hemisphere:
631
737
  // randomSpherePoint(this.position.x, this.position.y, this.position.z, this.radius, this.radiusThickness, 180, this._vector);
@@ -651,7 +757,7 @@
651
757
 
652
758
  private _dir: Vector3 = new Vector3();
653
759
 
654
- getDirection(pos: Vec3): Vector3 {
760
+ getDirection(particle: Particle, pos: Vec3): Vector3 {
655
761
  if (!this.enabled) {
656
762
  this._dir.set(0, 0, 1);
657
763
  return this._dir;
@@ -676,6 +782,47 @@
676
782
  else
677
783
  this._dir.sub(this.position)
678
784
  break;
785
+ case ParticleSystemShapeType.MeshRenderer:
786
+ const mesh = particle["mesh"];
787
+ const geometry = particle["mesh_geometry"];
788
+ if (mesh && geometry) {
789
+ switch (this.meshShapeType) {
790
+ case ParticleSystemMeshShapeType.Vertex:
791
+ {
792
+ const normal = geometry.getAttribute("normal");
793
+ const index = particle["mesh_normal"];
794
+ this._dir.fromBufferAttribute(normal, index);
795
+ }
796
+ break;
797
+ case ParticleSystemMeshShapeType.Edge:
798
+ break;
799
+ case ParticleSystemMeshShapeType.Triangle:
800
+ {
801
+ const faces = geometry.index;
802
+ if (faces) {
803
+ const index = particle["mesh_normal"];
804
+ const i0 = faces.getX(index * 3);
805
+ const i1 = faces.getX(index * 3 + 1);
806
+ const i2 = faces.getX(index * 3 + 2);
807
+ const positionAttribute = geometry.getAttribute("position");
808
+ const a = getTempVector();
809
+ const b = getTempVector();
810
+ const c = getTempVector();
811
+ a.fromBufferAttribute(positionAttribute, i0);
812
+ b.fromBufferAttribute(positionAttribute, i1);
813
+ c.fromBufferAttribute(positionAttribute, i2);
814
+ a.sub(b);
815
+ c.sub(b);
816
+ a.cross(c);
817
+ this._dir.copy(a).multiplyScalar(-1);
818
+ const rot = getWorldQuaternion(mesh);
819
+ this._dir.applyQuaternion(rot)
820
+ }
821
+ }
822
+ break;
823
+ }
824
+ }
825
+ break;
679
826
  default:
680
827
  this._dir.set(0, 0, 1);
681
828
  break;
@@ -741,7 +888,7 @@
741
888
  vec.z = z;
742
889
  }
743
890
 
744
- private randomCirclePoint(pos:Vec3, radius:number, thickness:number, arg:number, vec:Vec3){
891
+ private randomCirclePoint(pos: Vec3, radius: number, thickness: number, arg: number, vec: Vec3) {
745
892
  const u = Math.random();
746
893
  const theta = 2 * Math.PI * u * (arg / 360);
747
894
  const r = Mathf.lerp(1, 1 - (Math.pow(1 - Math.random(), Math.PI)), thickness) * (radius);
@@ -972,7 +1119,7 @@
972
1119
  @serializable()
973
1120
  worldSpace: boolean = false;
974
1121
 
975
- getWidth(size: number, _life01: number, pos01: number, t : number) {
1122
+ getWidth(size: number, _life01: number, pos01: number, t: number) {
976
1123
  const res = this.widthOverTrail.evaluate(pos01, t);
977
1124
  size *= res;
978
1125
  return size;
@@ -1384,22 +1531,54 @@
1384
1531
  @serializable()
1385
1532
  mode!: ParticleSystemInheritVelocityMode;
1386
1533
 
1534
+ clone() {
1535
+ const ni = new InheritVelocityModule();
1536
+ ni.enabled = this.enabled;
1537
+ ni.curve = this.curve?.clone();
1538
+ ni.curveMultiplier = this.curveMultiplier;
1539
+ ni.mode = this.mode;
1540
+ return ni;
1541
+ }
1542
+
1387
1543
  system!: IParticleSystem;
1388
- private _lastWorldPosition!: Vector3;
1389
- private _velocity: Vector3 = new Vector3();
1390
- private _temp: Vector3 = new Vector3();
1391
1544
 
1545
+ private get _lastWorldPosition() {
1546
+ if (!this.system['_iv_lastWorldPosition']) {
1547
+ this.system['_iv_lastWorldPosition'] = new Vector3();
1548
+ }
1549
+ return this.system['_iv_lastWorldPosition'];
1550
+ }
1551
+ private get _velocity() {
1552
+ if (!this.system['_iv_velocity']) {
1553
+ this.system['_iv_velocity'] = new Vector3();
1554
+ }
1555
+ return this.system['_iv_velocity'];
1556
+ }
1557
+
1558
+ private readonly _temp: Vector3 = new Vector3();
1559
+ private _firstUpdate: boolean = true;
1560
+
1561
+ awake(system: IParticleSystem) {
1562
+ this.system = system;
1563
+ this.reset();
1564
+ }
1565
+
1566
+ reset() {
1567
+ this._firstUpdate = true;
1568
+ }
1569
+
1392
1570
  update(_context: Context) {
1393
1571
  if (!this.enabled) return;
1394
1572
  if (this.system.worldspace === false) return;
1395
- if (this._lastWorldPosition) {
1573
+ if (this._firstUpdate) {
1574
+ this._firstUpdate = false;
1575
+ this._velocity.set(0, 0, 0);
1576
+ this._lastWorldPosition.copy(this.system.worldPos);
1577
+ }
1578
+ else if (this._lastWorldPosition) {
1396
1579
  this._velocity.copy(this.system.worldPos).sub(this._lastWorldPosition).multiplyScalar(1 / this.system.deltaTime);
1397
1580
  this._lastWorldPosition.copy(this.system.worldPos);
1398
1581
  }
1399
- else {
1400
- this._velocity.set(0, 0, 0);
1401
- this._lastWorldPosition = this.system.worldPos.clone();
1402
- }
1403
1582
  }
1404
1583
 
1405
1584
  // TODO: make work for subsystems
@@ -1413,8 +1592,10 @@
1413
1592
  }
1414
1593
  }
1415
1594
 
1595
+ private _frames = 0;
1416
1596
  applyCurrent(vel: Vector3, t01: number, lerpFactor: number) {
1417
1597
  if (!this.enabled) return;
1598
+ if (!this.system) return;
1418
1599
  if (this.system.worldspace === false) return;
1419
1600
  if (this.mode === ParticleSystemInheritVelocityMode.Current) {
1420
1601
  const factor = this.curve.evaluate(t01, lerpFactor);
src/engine-components/ParticleSystemSubEmitter.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { type Behavior, type Particle, type EmissionState, type ParticleSystem } from "three.quarks";
2
- import { Vector3, Quaternion, Matrix4 } from "three";
3
- import type { IParticleSystem } from "./ParticleSystemModules.js";
1
+ import { Matrix4,Quaternion, Vector3 } from "three";
2
+ import { type Behavior, type EmissionState, type Particle, type ParticleSystem } from "three.quarks";
3
+
4
4
  import { CircularBuffer } from "../engine/engine_utils.js";
5
5
  import { $particleLife, SubEmitterType } from "./ParticleSystem.js";
6
+ import type { IParticleSystem } from "./ParticleSystemModules.js";
6
7
 
7
8
  const VECTOR_ONE = new Vector3(1, 1, 1);
8
9
  const VECTOR_Z = new Vector3(0, 0, 1);
src/engine-components/postprocessing/Effects/Pixelation.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { registerCustomEffectType } from "../VolumeProfile.js";
1
+ import { PixelationEffect as PixelationEffectPP } from "postprocessing";
2
+
3
+ import { serializable } from "../../../engine/engine_serialization.js";
2
4
  import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
3
- import { PixelationEffect as PixelationEffectPP } from "postprocessing";
4
5
  import { VolumeParameter } from "../VolumeParameter.js";
5
- import { serializable } from "../../../engine/engine_serialization.js";
6
+ import { registerCustomEffectType } from "../VolumeProfile.js";
6
7
 
7
8
  export class PixelationEffect extends PostProcessingEffect {
8
9
  get typeName(): string {
src/engine-components/timeline/PlayableDirector.ts CHANGED
@@ -1,16 +1,17 @@
1
+ import * as THREE from 'three';
2
+ import { Object3D, Quaternion, Vector3 } from 'three';
3
+
4
+ import { FrameEvent } from '../../engine/engine_context.js';
5
+ import { isLocalNetwork } from '../../engine/engine_networking_utils.js';
6
+ import type { GuidsMap } from '../../engine/engine_types.js';
7
+ import { deepClone, delay, getParam } from '../../engine/engine_utils.js';
1
8
  import { Animator } from '../Animator.js';
2
- import { Behaviour, GameObject } from '../Component.js';
3
- import * as THREE from 'three';
4
9
  import { AudioListener } from '../AudioListener.js';
5
10
  import { AudioSource } from '../AudioSource.js';
11
+ import { Behaviour, GameObject } from '../Component.js';
6
12
  import { SignalReceiver } from './SignalAsset.js';
7
13
  import * as Models from "./TimelineModels.js";
8
14
  import * as Tracks from "./TimelineTracks.js";
9
- import { deepClone, delay, getParam } from '../../engine/engine_utils.js';
10
- import type { GuidsMap } from '../../engine/engine_types.js';
11
- import { Object3D, Quaternion, Vector3 } from 'three';
12
- import { isLocalNetwork } from '../../engine/engine_networking_utils.js';
13
- import { FrameEvent } from '../../engine/engine_context.js';
14
15
 
15
16
  const debug = getParam("debugtimeline");
16
17
 
@@ -164,9 +165,9 @@
164
165
  if (!this.isValid()) return;
165
166
  const pauseChanged = this._isPaused == true;
166
167
  this._isPaused = false;
167
- if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
168
168
  if (this._isPlaying) return;
169
169
  this._isPlaying = true;
170
+ if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
170
171
  if (this.waitForAudio) {
171
172
  // Make sure audio tracks have loaded at the current time
172
173
  const promises: Array<Promise<any>> = [];
@@ -518,7 +519,7 @@
518
519
  const clipModel = track.clips[i];
519
520
  const animModel = clipModel.asset as Models.AnimationClipModel;
520
521
  if (!animModel) {
521
- console.error("MISSING anim model?", "clip#" + i, clipModel, track, this.playableAsset, this.name);
522
+ console.error(`Timeline ${this.name}: clip #${i} on track \"${track.name}\" has no animation data`);
522
523
  continue;
523
524
  }
524
525
  // console.log(clipModel, track);
src/engine-components/PlayerColor.ts CHANGED
@@ -1,40 +1,45 @@
1
+ import * as THREE from "three";
2
+
3
+ import { WaitForSeconds } from "../engine/engine_coroutine.js";
1
4
  import { RoomEvents } from "../engine/engine_networking.js";
5
+ import { PlayerState } from "../engine-components-experimental/networking/PlayerSync.js";
2
6
  import { Behaviour, GameObject } from "./Component.js";
3
- import * as THREE from "three";
4
7
  import { AvatarMarker } from "./webxr/WebXRAvatar.js";
5
- import { WaitForSeconds } from "../engine/engine_coroutine.js";
6
8
 
7
9
 
8
10
  export class PlayerColor extends Behaviour {
9
11
 
10
- awake(): void {
11
- // console.log("AWAKE", this.name);
12
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.tryAssignColor.bind(this));
13
- }
14
-
15
12
  private _didAssignPlayerColor: boolean = false;
16
13
 
17
14
  onEnable(): void {
18
- // console.log("ENABLE", this.name);
15
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.tryAssignColor);
19
16
  if (!this._didAssignPlayerColor)
20
17
  this.startCoroutine(this.waitForConnection());
21
18
  }
19
+ onDisable(): void {
20
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.tryAssignColor);
21
+ }
22
22
 
23
23
  private *waitForConnection() {
24
- while (!this.destroyed && this.enabled) {
24
+ while (!this.destroyed && this.activeAndEnabled) {
25
25
  yield WaitForSeconds(.2);
26
26
  if (this.tryAssignColor()) break;
27
27
  }
28
- // console.log("STOP WAITING", this.name, this.destroyed);
29
28
  }
30
29
 
31
- private tryAssignColor(): boolean {
32
- const marker = GameObject.getComponentInParent(this.gameObject, AvatarMarker);
33
- if (marker && marker.connectionId) {
30
+ private tryAssignColor = () => {
31
+ const marker = GameObject.getComponentInParent(this.gameObject, PlayerState);
32
+ if (marker && marker.owner) {
34
33
  this._didAssignPlayerColor = true;
35
- this.assignUserColor(marker.connectionId);
34
+ this.assignUserColor(marker.owner);
36
35
  return true;
37
36
  }
37
+ const avatar = GameObject.getComponentInParent(this.gameObject, AvatarMarker);
38
+ if (avatar?.connectionId) {
39
+ this._didAssignPlayerColor = true;
40
+ this.assignUserColor(avatar.connectionId);
41
+ return true;
42
+ }
38
43
  return false;
39
44
  }
40
45
 
src/engine-components-experimental/networking/PlayerSync.ts CHANGED
@@ -1,39 +1,69 @@
1
- import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
1
+ import { Object3D } from "three";
2
+
2
3
  import { AssetReference } from "../../engine/engine_addressables.js";
3
- import { serializable } from "../../engine/engine_serialization_decorator.js";
4
+ import { RoomEvents } from "../../engine/engine_networking.js";
4
5
  import { syncField } from "../../engine/engine_networking_auto.js"
5
- import { RoomEvents } from "../../engine/engine_networking.js";
6
6
  import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
- import { getParam } from "../../engine/engine_utils.js";
8
-
9
- import { Object3D } from "three";
7
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
8
+ import { IGameObject } from "../../engine/engine_types.js";
9
+ import { delay, getParam } from "../../engine/engine_utils.js";
10
+ import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
10
11
  import { EventList } from "../../engine-components/EventList.js";
11
12
 
12
13
 
13
14
  const debug = getParam("debugplayersync");
14
15
 
15
16
  export class PlayerSync extends Behaviour {
17
+
18
+ /** when enabled PlayerSync will automatically load and instantiate the assigned asset when joining a networked room */
19
+ @serializable()
20
+ autoSync: boolean = true;
21
+
22
+ /** This asset will be loaded and instantiated when PlayerSync becomes active and joins a networked room */
16
23
  @serializable(AssetReference)
17
24
  asset?: AssetReference;
18
25
 
26
+ /** Event called when */
19
27
  @serializable(EventList)
20
28
  onPlayerSpawned?: EventList;
21
29
 
30
+
31
+ private _localInstance?: Promise<IGameObject>;
32
+
22
33
  awake(): void {
23
34
  this.watchTabVisible();
35
+ if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
24
36
  }
25
37
 
26
38
  onEnable(): void {
27
39
  this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
40
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
41
+ if (this.context.connection.isInRoom) {
42
+ this.onJoinedRoom();
43
+ }
28
44
  }
29
45
  onDisable(): void {
30
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom)
46
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
47
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
31
48
  }
32
49
 
33
- private onJoinedRoom = async (_model) => {
34
- if (debug) console.log("PlayerSync.onUserJoined", _model);
50
+ private onJoinedRoom = () => {
51
+ if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
52
+ if (this.autoSync) this.getInstance();
53
+ }
35
54
 
36
- const instance = await this.asset?.instantiateSynced({ parent: this.gameObject }, true);
55
+ async getInstance() {
56
+ if (this._localInstance) return this._localInstance;
57
+
58
+ if (debug) console.log("PlayerSync.createInstance", this.asset?.uri);
59
+
60
+ if (!this.asset?.asset && !this.asset?.uri) {
61
+ console.error("PlayerSync: can not create an instance because \"asset\" is not set!");
62
+ return null;
63
+ }
64
+
65
+ this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject }, true) as Promise<IGameObject>;
66
+ const instance = await this._localInstance;
37
67
  if (instance) {
38
68
  const pl = GameObject.getComponent(instance, PlayerState);
39
69
  if (pl) {
@@ -41,15 +71,29 @@
41
71
  this.onPlayerSpawned?.invoke(instance);
42
72
  }
43
73
  else {
74
+ this._localInstance = undefined;
44
75
  console.error("<strong>Failed finding PlayerState on " + this.asset?.uri + "</strong>: please make sure the asset has a PlayerState component!");
45
76
  GameObject.destroySynced(instance);
46
77
  }
47
78
  }
48
- else{
79
+ else {
80
+ this._localInstance = undefined;
49
81
  console.warn("PlayerSync: failed instantiating asset!")
50
82
  }
83
+
84
+ return this._localInstance;
51
85
  }
52
86
 
87
+ destroyInstance() {
88
+ this._localInstance?.then(go => {
89
+ if (debug) console.log("PlayerSync.destroyInstance", go);
90
+ return GameObject.destroySynced(go);
91
+ });
92
+ this._localInstance = undefined;
93
+ }
94
+
95
+
96
+
53
97
  private watchTabVisible() {
54
98
  window.addEventListener("visibilitychange", _ => {
55
99
  if (document.visibilityState === "visible") {
@@ -90,19 +134,22 @@
90
134
  return PlayerState._local;
91
135
  }
92
136
 
93
- //** use to check if a component or gameobject is part of a instance owned by the local player */
94
- static isLocalPlayer(obj: Object3D | Component): boolean {
137
+ static getFor(obj: Object3D | Component) {
95
138
  if (obj instanceof Object3D) {
96
- const state = GameObject.getComponentInParent(obj, PlayerState);
97
- return state?.isLocalPlayer ?? false;
139
+ return GameObject.getComponentInParent(obj, PlayerState);
98
140
  }
99
141
  else if (obj instanceof Component) {
100
- const state = GameObject.getComponentInParent(obj.gameObject, PlayerState);
101
- return state?.isLocalPlayer ?? false;
142
+ return GameObject.getComponentInParent(obj.gameObject, PlayerState);
102
143
  }
103
- return false;
144
+ return undefined;
104
145
  }
105
146
 
147
+ //** use to check if a component or gameobject is part of a instance owned by the local player */
148
+ static isLocalPlayer(obj: Object3D | Component): boolean {
149
+ const state = PlayerState.getFor(obj);
150
+ return state?.isLocalPlayer ?? false;
151
+ }
152
+
106
153
  // static Callback
107
154
  private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
108
155
  /**
@@ -133,6 +180,9 @@
133
180
  @syncField(PlayerState.prototype.onOwnerChange)
134
181
  owner?: string;
135
182
 
183
+ /** when enabled PlayerSync will not destroy itself when not connected anymore */
184
+ dontDestroy: boolean = false;
185
+
136
186
  get isLocalPlayer(): boolean {
137
187
  return this.owner === this.context.connection.connectionId;
138
188
  }
@@ -152,13 +202,13 @@
152
202
  }
153
203
 
154
204
  // call local events
155
- if(!this.hasOwner) {
205
+ if (!this.hasOwner) {
156
206
  this.hasOwner = true;
157
207
  this.onFirstOwnerChangeEvent?.invoke(detail);
158
208
  }
159
209
 
160
210
  this.onOwnerChangeEvent?.invoke(detail);
161
-
211
+
162
212
  // call remote events
163
213
  if (this.owner === this.context.connection.connectionId) {
164
214
  PlayerState._local.push(this);
@@ -188,20 +238,63 @@
188
238
  }
189
239
 
190
240
 
191
- start() {
241
+ async start() {
242
+ if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
243
+
244
+ // generate number from owner
245
+ // if (this.owner) {
246
+ // // string to number
247
+ // let num = 0;
248
+ // for (let i = 0; i < this.owner.length; i++) {
249
+ // num += this.owner.charCodeAt(i);
250
+ // }
251
+ // console.log(num)
252
+ // num = num / 1000
253
+ // this.gameObject.position.y = num;
254
+ // }
255
+
192
256
  // If a player is spawned but not in the room anymore we want to destroy it
193
257
  // this might happen in a case where all users get disconnected at once and the server
194
258
  // still has the syncInstantiate messages that are sent to all clients
195
- if (this.owner && !this.context.connection.userIsInRoom(this.owner)) {
196
- if (debug) console.log("PlayerSync.start → doDestroy because user is not in room anymore...", this)
197
- this.doDestroy();
198
- return;
259
+ if (this.owner) {
260
+ // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
261
+ if (!this.context.connection.isInRoom) await delay(300);
262
+ if (this.context.connection.userIsInRoom(this.owner) == false) {
263
+ if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
264
+ this.doDestroy();
265
+ }
199
266
  }
267
+ else if (!this.owner) {
268
+ if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
269
+ // we can delete it here immediately because it is not synced anymore or the owner has left the room
270
+ // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
271
+ setTimeout(() => {
272
+ if (!this.destroyed && !this.owner) {
273
+ if (!this.dontDestroy) {
274
+ if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
275
+ this.doDestroy();
276
+ }
277
+ else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
278
+ }
279
+ else console.log("PlayerState.start → owner is assigned", this.owner);
280
+ }, 2000);
281
+ }
200
282
  }
201
283
 
284
+ // onEnable() {
285
+ // if (debug) this.startCoroutine(this.debugRoutine());
286
+ // }
287
+
288
+ // *debugRoutine() {
289
+ // while (!this.destroyed && this.activeAndEnabled) {
290
+ // Gizmos.DrawLabel(this.gameObject.worldPosition, this.owner ?? "no owner");
291
+ // yield;
292
+ // }
293
+ // }
294
+
202
295
  /** this tells the server that this client has been destroyed and the networking message for the instantiate will be removed */
203
296
  doDestroy() {
204
- if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this);
297
+ if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
205
298
  syncDestroy(this.gameObject, this.context.connection);
206
299
  }
207
300
 
src/engine-components/ui/PointerEvents.ts CHANGED
@@ -1,102 +1,171 @@
1
- import { GameObject } from "../Component.js";
2
- import { Input, NEPointerEvent } from "../../engine/engine_input.js";
3
1
  import { Face, Object3D, Vector3 } from "three";
4
2
 
3
+ import { Input, InputEventNames, NEPointerEvent } from "../../engine/engine_input.js";
4
+ import { GamepadButtonName, MouseButtonName } from "../../engine/engine_types.js";
5
+ import { GameObject } from "../Component.js";
6
+
5
7
  export interface IInputEventArgs {
6
8
  get used(): boolean;
7
- Use(): void;
8
- StopPropagation?(): void;
9
+ use(): void;
10
+ stopImmediatePropagation?(): void;
9
11
  }
10
12
 
13
+ /** This pointer event data object is passed to all event receivers that are currently active
14
+ * It contains hit information if an object was hovered or clicked
15
+ * If the event is received in onPointerDown or onPointerMove, you can call `setPointerCapture` to receive onPointerMove events even when the pointer has left the object until you call `releasePointerCapture` or when the pointerUp event happens
16
+ * You can get additional information about the event or event source via the `event` property (of type `NEPointerEvent`)
17
+ */
11
18
  export class PointerEventData implements IInputEventArgs {
12
19
 
13
- // TODO: should we make this a getter and return the input used state instead? -> this.context.getPointerUsed(this.pointerId);
14
- used: boolean = false;
20
+ /** the original event */
21
+ readonly event: NEPointerEvent;
15
22
 
23
+ /** the index of the used device
24
+ * mouse and touch are always 0, controller is the gamepad index or XRController index
25
+ */
26
+ get deviceIndex() { return this.event.deviceIndex; }
27
+
28
+ /** a combination of the pointerId + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 101) */
29
+ get pointerId() { return this.event.pointerId; }
30
+
31
+ /**
32
+ * mouse button 0 === LEFT, 1 === MIDDLE, 2 === RIGHT
33
+ * */
34
+ readonly button: number;
35
+ readonly buttonName: MouseButtonName | GamepadButtonName | undefined;
36
+ get pressure(): number { return this.event.pressure; }
37
+
38
+ private _used: boolean = false;
39
+ /** true when `use()` has been called */
40
+ get used(): boolean {
41
+ return this._used;
42
+ }
43
+
44
+ /** mark this event to be used */
16
45
  use() {
17
- this.used = true;
46
+ if (this._used) return;
47
+ this._used = true;
18
48
  if (this.pointerId !== undefined)
19
49
  this.input.setPointerUsed(this.pointerId);
20
50
  }
21
51
 
22
- stopPropagation() {
23
- this._event?.stopImmediatePropagation();
52
+ private _propagationStopped: boolean = false;
53
+ get propagationStopped() {
54
+ return this._propagationStopped;
24
55
  }
25
56
 
26
- /**@deprecated use use() */
27
- Use() {
28
- this.use();
57
+ /** Call this method to stop immediate propagation on the `event` object.
58
+ * WARNING: this is currently equivalent to stopImmediatePropagation
59
+ */
60
+ stopPropagation() {
61
+ // we currently don't have a distinction between stopPropagation and stopImmediatePropagation
62
+ this._propagationStopped = true;
63
+ this.event.stopImmediatePropagation();
29
64
  }
65
+ /** Call this method to stop immediate propagation on the `event` object.
66
+ */
67
+ stopImmediatePropagation() {
68
+ this._propagationStopped = true;
69
+ this.event.stopImmediatePropagation();
70
+ }
30
71
 
31
- /**@deprecated use stopPropagation() */
32
- StopPropagation() {
33
- this._event?.stopImmediatePropagation();
72
+ /**@ignore internal flag, pointer captured (we dont want to see it in intellisense) */
73
+ z__pointer_ctured: boolean = false;
74
+ /** Call this method in `onPointerDown` or `onPointerMove` to receive onPointerMove events for this pointerId even when the pointer has left the object until you call `releasePointerCapture` or when the pointerUp event happens
75
+ */
76
+ setPointerCapture() {
77
+ this.z__pointer_ctured = true;
34
78
  }
79
+ /**@ignore internal flag, pointer capture released */
80
+ z__pointer_cture_rleased: boolean = false;
81
+ /** call this method in `onPointerDown` or `onPointerMove` to stop receiving onPointerMove events */
82
+ releasePointerCapture() {
83
+ this.z__pointer_cture_rleased = true;
84
+ }
35
85
 
86
+
36
87
  /** Who initiated this event */
37
88
  inputSource: Input | any;
38
89
 
90
+ /** Returns the input target ray mode e.g. "screen" for 2D mouse and touch events */
91
+ get mode(): XRTargetRayMode { return this.event.mode; }
92
+
39
93
  /** The object this event hit or interacted with */
40
94
  object!: THREE.Object3D;
41
95
  /** The world position of this event */
42
96
  point?: Vector3;
43
- /** The world normal of this event */
97
+ /** The object-space normal of this event */
44
98
  normal?: Vector3;
99
+ /** */
45
100
  face?: Face | null;
101
+ /** The distance of the hit point from the origin */
46
102
  distance?: number;
103
+ /** The instance ID of an object hit by a raycast (if a instanced object was hit) */
47
104
  instanceId?: number;
48
105
 
49
- pointerId: number | undefined;
50
106
  isDown: boolean | undefined;
51
107
  isUp: boolean | undefined;
52
108
  isPressed: boolean | undefined;
53
- isClicked: boolean | undefined;
109
+ isClick: boolean | undefined;
110
+ isDoubleClick: boolean | undefined;
54
111
 
55
- /** mouse button 0 === LEFT, 1 === MIDDLE, 2 === RIGHT */
56
- readonly button: number | string;
57
112
 
58
113
  private input: Input;
59
114
 
60
- private _event?: NEPointerEvent;
61
- get event() { return this._event; }
62
-
63
- constructor(input: Input, event?: NEPointerEvent) {
64
- this._event = event;
115
+ constructor(input: Input, event: NEPointerEvent) {
116
+ this.event = event;
65
117
  this.input = input;
66
- this.button = event?.button ?? 0;
118
+ this.button = event.button;
67
119
  }
68
120
 
69
121
  clone() {
70
- const clone = new PointerEventData(this.input, this._event);
122
+ const clone = new PointerEventData(this.input, this.event);
71
123
  Object.assign(clone, this);
72
124
  return clone;
73
125
  }
126
+
127
+ /**@deprecated use use() */
128
+ Use() {
129
+ this.use();
130
+ }
131
+
132
+ /**@deprecated use stopPropagation() */
133
+ StopPropagation() {
134
+ this.event.stopImmediatePropagation();
135
+ }
74
136
  }
75
137
 
76
138
  export interface IPointerDownHandler {
139
+ /** Called when a button is started to being pressed on an object (or a child object) */
77
140
  onPointerDown?(args: PointerEventData);
78
141
  }
79
142
 
80
143
  export interface IPointerUpHandler {
144
+ /** Called when a button is released (which was previously pressed in `onPointerDown`) */
81
145
  onPointerUp?(args: PointerEventData);
82
146
  }
83
147
 
84
148
  export interface IPointerEnterHandler {
149
+ /** Called when a pointer (mouse, touch, xr controller) starts pointing on/hovering an object (or a child object) */
85
150
  onPointerEnter?(args: PointerEventData);
86
151
  }
87
152
 
88
153
  export interface IPointerMoveHandler {
154
+ /** Called when a pointer (mouse, touch, xr controller) is moving over an object (or a child object) */
89
155
  onPointerMove?(args: PointerEventData);
90
156
  }
91
157
 
92
158
  export interface IPointerExitHandler {
159
+ /** Called when a pointer (mouse, touch, xr controller) exists an object (it was hovering the object before but now it's not anymore) */
93
160
  onPointerExit?(args: PointerEventData);
94
161
  }
95
162
 
96
163
  export interface IPointerClickHandler {
164
+ /** Called when an object (or any child object) is clicked (needs a EventSystem in the scene) */
97
165
  onPointerClick?(args: PointerEventData);
98
166
  }
99
167
 
168
+ /** Implement on your component to receive input events via the `EventSystem` component */
100
169
  export interface IPointerEventHandler extends IPointerDownHandler,
101
170
  IPointerUpHandler, IPointerEnterHandler, IPointerMoveHandler, IPointerExitHandler, IPointerClickHandler { }
102
171
 
@@ -106,11 +175,30 @@
106
175
  * @internal tests if the object has any PointerEventComponent used by the EventSystem
107
176
  * This is used to skip raycasting on objects that have no components that use pointer events
108
177
  */
109
- export function hasPointerEventComponent(obj: Object3D) {
178
+ export function hasPointerEventComponent(obj: Object3D, event?: InputEventNames | null) {
110
179
  const res = GameObject.foreachComponent(obj, comp => {
180
+ // ignore disabled components
181
+ if (!comp.enabled) return undefined;
182
+
111
183
  const handler = comp as IPointerEventHandler;
112
- if (handler.onPointerDown || handler.onPointerUp || handler.onPointerEnter || handler.onPointerExit || handler.onPointerClick)
113
- return true;
184
+ // if a specific event is passed in, we only check for that event
185
+ if (event) {
186
+ switch (event) {
187
+ case "pointerdown":
188
+ if (handler.onPointerDown) return true;
189
+ break;
190
+ case "pointerup":
191
+ if (handler.onPointerUp || handler.onPointerClick) return true;
192
+ break;
193
+ case "pointermove":
194
+ if (handler.onPointerEnter || handler.onPointerExit || handler.onPointerMove) return true;
195
+ break;
196
+ }
197
+ }
198
+ else {
199
+ if (handler.onPointerDown || handler.onPointerUp || handler.onPointerEnter || handler.onPointerExit || handler.onPointerClick)
200
+ return true;
201
+ }
114
202
  // undefined means continue
115
203
  return undefined;
116
204
  }, false);
src/engine-components/postprocessing/PostProcessingEffect.ts CHANGED
@@ -1,10 +1,11 @@
1
+ import { Effect, Pass } from "postprocessing";
2
+
3
+ import type { EditorModification, IEditorModification } from "../../engine/engine_editor-sync.js";
1
4
  import { serializable } from "../../engine/engine_serialization.js";
2
- import { Effect, Pass } from "postprocessing";
3
- import { VolumeParameter } from "./VolumeParameter.js";
4
- import { Component } from "../Component.js";
5
5
  import type { ISerializable, SerializationContext } from "../../engine/engine_serialization_core.js";
6
- import type { EditorModification, IEditorModification } from "../../engine/engine_editor-sync.js";
7
6
  import { getParam } from "../../engine/engine_utils.js";
7
+ import { Component } from "../Component.js";
8
+ import { VolumeParameter } from "./VolumeParameter.js";
8
9
 
9
10
  const debug = getParam("debugpost");
10
11
 
src/engine-components/postprocessing/PostProcessingHandler.ts CHANGED
@@ -1,12 +1,13 @@
1
+ import { N8AOPostPass } from "n8ao";
2
+ import { BloomEffect, BrightnessContrastEffect, ChromaticAberrationEffect, DepthDownsamplingPass, DepthOfFieldEffect, Effect, EffectComposer, EffectPass, HueSaturationEffect, NormalPass, Pass, PixelationEffect, RenderPass, SelectiveBloomEffect, SSAOEffect, VignetteEffect } from "postprocessing";
1
3
  import { HalfFloatType } from "three";
4
+
5
+ import { showBalloonWarning } from "../../engine/debug/index.js";
2
6
  import { Context } from "../../engine/engine_setup.js";
7
+ import type { Constructor } from "../../engine/engine_types.js";
3
8
  import { getParam, isMobileDevice } from "../../engine/engine_utils.js";
4
- import { BloomEffect, BrightnessContrastEffect, ChromaticAberrationEffect, DepthDownsamplingPass, DepthOfFieldEffect, Effect, EffectComposer, EffectPass, HueSaturationEffect, NormalPass, Pass, PixelationEffect, RenderPass, SelectiveBloomEffect, SSAOEffect, VignetteEffect } from "postprocessing";
5
- import { showBalloonWarning } from "../../engine/debug/index.js";
6
9
  import { Camera } from "../Camera.js";
7
10
  import { PostProcessingEffect } from "./PostProcessingEffect.js";
8
- import type { Constructor } from "../../engine/engine_types.js";
9
- import { N8AOPostPass } from "n8ao";
10
11
 
11
12
  const debug = getParam("debugpost");
12
13
 
src/engine-components-experimental/Presentation.ts CHANGED
@@ -1,5 +1,5 @@
1
+ import type { KeyCode } from "../engine/engine_input.js";
1
2
  import { Behaviour } from "../engine-components/Component.js";
2
- import type { KeyCode } from "../engine/engine_input.js";
3
3
 
4
4
  export class PresentationMode extends Behaviour {
5
5
 
src/engine-components/ui/Raycaster.ts CHANGED
@@ -1,11 +1,17 @@
1
+ import { SkinnedMesh } from "three";
2
+
3
+ import { IRaycastOptions, RaycastOptions } from "../../engine/engine_physics.js";
1
4
  import { serializable } from "../../engine/engine_serialization.js";
2
- import { RaycastOptions } from "../../engine/engine_physics.js";
3
- import { Behaviour, Component } from "../Component.js";
5
+ import { NeedleXRSession } from "../../engine/engine_xr.js";
6
+ import { Behaviour } from "../Component.js";
4
7
  import { EventSystem } from "./EventSystem.js";
5
- import { SkinnedMesh } from "three";
6
8
 
7
9
 
8
- export class Raycaster extends Behaviour {
10
+ /** Derive from this class to create your own custom Raycaster
11
+ * If you override awake, onEnable or onDisable, be sure to call the base class methods
12
+ * Implement `performRaycast` to perform your custom raycasting logic
13
+ */
14
+ export abstract class Raycaster extends Behaviour {
9
15
  awake(): void {
10
16
  EventSystem.createIfNoneExists(this.context);
11
17
  }
@@ -18,9 +24,7 @@
18
24
  EventSystem.get(this.context)?.unregister(this);
19
25
  }
20
26
 
21
- performRaycast(_opts: RaycastOptions | null = null): THREE.Intersection[] | null {
22
- return null;
23
- }
27
+ abstract performRaycast(_opts?: IRaycastOptions | RaycastOptions | null): THREE.Intersection[] | null;
24
28
  }
25
29
 
26
30
 
@@ -35,7 +39,7 @@
35
39
  this.targets = [this.gameObject];
36
40
  }
37
41
 
38
- performRaycast(opts: RaycastOptions | null = null): THREE.Intersection[] | null {
42
+ performRaycast(opts: IRaycastOptions | RaycastOptions | null = null): THREE.Intersection[] | null {
39
43
  if (!this.targets) return null;
40
44
  opts ??= new RaycastOptions();
41
45
  opts.targets = this.targets;
@@ -70,4 +74,19 @@
70
74
  }
71
75
  }
72
76
 
77
+ export class SpatialGrabRaycaster extends Raycaster {
78
+ performRaycast(_opts?: IRaycastOptions | RaycastOptions | null): THREE.Intersection[] | null {
79
+ // ensure we're in XR, otherwise return
80
+ if (!NeedleXRSession.active) return null;
81
+ if (!_opts?.ray) return null;
73
82
 
83
+ const rayOrigin = _opts.ray.origin;
84
+ const radius = 0.01;
85
+
86
+ // TODO if needed, check if the input source is a XR controller or hand
87
+ // draw gizmo around ray origin
88
+ // Gizmos.DrawSphere(rayOrigin, radius, 0x00ff0022);
89
+
90
+ return this.context.physics.sphereOverlap(rayOrigin, radius);
91
+ }
92
+ }
src/engine-components/ui/RaycastUtils.ts CHANGED
@@ -1,8 +1,9 @@
1
+ import { Object3D } from "three";
2
+
1
3
  import { foreachComponent } from "../../engine/engine_gameobject.js";
2
4
  import { type IComponent } from "../../engine/engine_types.js";
3
5
  import { $shadowDomOwner } from "./BaseUIComponent.js";
4
6
  import { type ICanvasGroup, type IGraphic } from "./Interfaces.js";
5
- import { Object3D } from "three";
6
7
 
7
8
 
8
9
  export class UIRaycastUtils {
src/engine-components/ui/RectTransform.ts CHANGED
@@ -1,13 +1,14 @@
1
+ import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
1
2
  import * as ThreeMeshUI from 'three-mesh-ui'
2
- import { BaseUIComponent } from "./BaseUIComponent.js";
3
3
  import { type DocumentedOptions as ThreeMeshUIEveryOptions } from "three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js";
4
+
5
+ import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
4
6
  import { serializable } from "../../engine/engine_serialization_decorator.js";
5
- import { Matrix4, Object3D, Quaternion, Vector2, Vector3 } from "three";
6
7
  import { getParam } from "../../engine/engine_utils.js";
8
+ import { GameObject } from '../Component.js';
9
+ import { BaseUIComponent } from "./BaseUIComponent.js";
10
+ import { type ICanvas, type IRectTransform, type IRectTransformChangedReceiver } from "./Interfaces.js";
7
11
  import { onChange } from "./Utils.js";
8
- import { foreachComponentEnumerator } from "../../engine/engine_gameobject.js";
9
- import { type ICanvas, type IRectTransform, type IRectTransformChangedReceiver } from "./Interfaces.js";
10
- import { GameObject } from '../Component.js';
11
12
 
12
13
  const debug = getParam("debugui");
13
14
  const debugLayout = getParam("debuguilayout");
src/engine-components/ReflectionProbe.ts CHANGED
@@ -1,10 +1,11 @@
1
- import { Behaviour } from "./Component.js";
2
1
  import { EquirectangularReflectionMapping, Material, Object3D, SRGBColorSpace, Texture, Vector3 } from "three";
2
+
3
3
  import { serializable } from "../engine/engine_serialization.js";
4
4
  import { Context } from "../engine/engine_setup.js";
5
5
  import type { IRenderer } from "../engine/engine_types.js";
6
+ import { getParam } from "../engine/engine_utils.js";
6
7
  import { BoxHelperComponent } from "./BoxHelperComponent.js";
7
- import { getParam } from "../engine/engine_utils.js";
8
+ import { Behaviour } from "./Component.js";
8
9
 
9
10
  export const debug = getParam("debugreflectionprobe");
10
11
  const disable = getParam("noreflectionprobe");
src/engine/codegen/register_types.ts CHANGED
@@ -1,4 +1,5 @@
1
- import { TypeStore } from "./../engine_typestore.js"
1
+ /* eslint-disable */
2
+ import { TypeStore } from "./../engine_typestore.js"
2
3
 
3
4
  // Import types
4
5
  import { __Ignore } from "../../engine-components/codegen/components.js";
@@ -13,11 +14,11 @@
13
14
  import { Animator } from "../../engine-components/Animator.js";
14
15
  import { AnimatorController } from "../../engine-components/AnimatorController.js";
15
16
  import { Antialiasing } from "../../engine-components/postprocessing/Effects/Antialiasing.js";
16
- import { AttachedObject } from "../../engine-components/webxr/WebXRController.js";
17
17
  import { AudioExtension } from "../../engine-components/export/usdz/extensions/behavior/AudioExtension.js";
18
18
  import { AudioListener } from "../../engine-components/AudioListener.js";
19
19
  import { AudioSource } from "../../engine-components/AudioSource.js";
20
20
  import { AudioTrackHandler } from "../../engine-components/timeline/TimelineTracks.js";
21
+ import { Avatar } from "../../engine-components/webxr/Avatar.js";
21
22
  import { Avatar_Brain_LookAt } from "../../engine-components/avatar/Avatar_Brain_LookAt.js";
22
23
  import { Avatar_MouthShapes } from "../../engine-components/avatar/Avatar_MouthShapes.js";
23
24
  import { Avatar_MustacheShake } from "../../engine-components/avatar/Avatar_MustacheShake.js";
@@ -32,7 +33,6 @@
32
33
  import { BasicIKConstraint } from "../../engine-components/BasicIKConstraint.js";
33
34
  import { BehaviorExtension } from "../../engine-components/export/usdz/extensions/behavior/Behaviour.js";
34
35
  import { BehaviorModel } from "../../engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js";
35
- import { Behaviour } from "../../engine-components/Component.js";
36
36
  import { Bloom } from "../../engine-components/postprocessing/Effects/Bloom.js";
37
37
  import { BoxCollider } from "../../engine-components/Collider.js";
38
38
  import { BoxGizmo } from "../../engine-components/Gizmos.js";
@@ -53,7 +53,6 @@
53
53
  import { ColorAdjustments } from "../../engine-components/postprocessing/Effects/ColorAdjustments.js";
54
54
  import { ColorBySpeedModule } from "../../engine-components/ParticleSystemModules.js";
55
55
  import { ColorOverLifetimeModule } from "../../engine-components/ParticleSystemModules.js";
56
- import { Component } from "../../engine-components/Component.js";
57
56
  import { ContactShadows } from "../../engine-components/ContactShadows.js";
58
57
  import { ControlTrackHandler } from "../../engine-components/timeline/TimelineTracks.js";
59
58
  import { CustomBranding } from "../../engine-components/export/usdz/USDZExporter.js";
@@ -90,7 +89,6 @@
90
89
  import { Image } from "../../engine-components/ui/Image.js";
91
90
  import { InheritVelocityModule } from "../../engine-components/ParticleSystemModules.js";
92
91
  import { InputField } from "../../engine-components/ui/InputField.js";
93
- import { Interactable } from "../../engine-components/Interactable.js";
94
92
  import { Light } from "../../engine-components/Light.js";
95
93
  import { LimitVelocityOverLifetimeModule } from "../../engine-components/ParticleSystemModules.js";
96
94
  import { LODGroup } from "../../engine-components/LODGroup.js";
@@ -104,6 +102,7 @@
104
102
  import { MeshRenderer } from "../../engine-components/Renderer.js";
105
103
  import { MinMaxCurve } from "../../engine-components/ParticleSystemModules.js";
106
104
  import { MinMaxGradient } from "../../engine-components/ParticleSystemModules.js";
105
+ import { NeedleWebXRHtmlElement } from "../../engine-components/webxr/WebXRButtons.js";
107
106
  import { NestedGltf } from "../../engine-components/NestedGltf.js";
108
107
  import { Networking } from "../../engine-components/Networking.js";
109
108
  import { NoiseModule } from "../../engine-components/ParticleSystemModules.js";
@@ -130,7 +129,6 @@
130
129
  import { PreliminaryTrigger } from "../../engine-components/export/usdz/extensions/behavior/BehaviourComponents.js";
131
130
  import { PresentationMode } from "../../engine-components-experimental/Presentation.js";
132
131
  import { RawImage } from "../../engine-components/ui/Image.js";
133
- import { Raycaster } from "../../engine-components/ui/Raycaster.js";
134
132
  import { Rect } from "../../engine-components/ui/RectTransform.js";
135
133
  import { RectTransform } from "../../engine-components/ui/RectTransform.js";
136
134
  import { ReflectionProbe } from "../../engine-components/ReflectionProbe.js";
@@ -158,6 +156,7 @@
158
156
  import { SizeOverLifetimeModule } from "../../engine-components/ParticleSystemModules.js";
159
157
  import { SkinnedMeshRenderer } from "../../engine-components/Renderer.js";
160
158
  import { SmoothFollow } from "../../engine-components/SmoothFollow.js";
159
+ import { SpatialGrabRaycaster } from "../../engine-components/ui/Raycaster.js";
161
160
  import { SpatialHtml } from "../../engine-components/ui/SpatialHtml.js";
162
161
  import { SpatialTrigger } from "../../engine-components/SpatialTrigger.js";
163
162
  import { SpatialTriggerReceiver } from "../../engine-components/SpatialTrigger.js";
@@ -172,7 +171,7 @@
172
171
  import { SyncedRoom } from "../../engine-components/SyncedRoom.js";
173
172
  import { SyncedTransform } from "../../engine-components/SyncedTransform.js";
174
173
  import { TapGestureTrigger } from "../../engine-components/export/usdz/extensions/behavior/BehaviourComponents.js";
175
- import { TeleportTarget } from "../../engine-components/webxr/WebXRController.js";
174
+ import { TeleportTarget } from "../../engine-components/webxr/TeleportTarget.js";
176
175
  import { TestRunner } from "../../engine-components/TestRunner.js";
177
176
  import { TestSimulateUserData } from "../../engine-components/TestRunner.js";
178
177
  import { Text } from "../../engine-components/ui/Text.js";
@@ -202,23 +201,19 @@
202
201
  import { Volume } from "../../engine-components/postprocessing/Volume.js";
203
202
  import { VolumeParameter } from "../../engine-components/postprocessing/VolumeParameter.js";
204
203
  import { VolumeProfile } from "../../engine-components/postprocessing/VolumeProfile.js";
205
- import { VRUserState } from "../../engine-components/webxr/WebXRSync.js";
206
- import { WebAR } from "../../engine-components/webxr/WebXR.js";
207
204
  import { WebARCameraBackground } from "../../engine-components/webxr/WebARCameraBackground.js";
208
205
  import { WebARSessionRoot } from "../../engine-components/webxr/WebARSessionRoot.js";
209
206
  import { WebXR } from "../../engine-components/webxr/WebXR.js";
210
- import { WebXRAvatar } from "../../engine-components/webxr/WebXRAvatar.js";
211
- import { WebXRController } from "../../engine-components/webxr/WebXRController.js";
212
207
  import { WebXRImageTracking } from "../../engine-components/webxr/WebXRImageTracking.js";
213
208
  import { WebXRImageTrackingModel } from "../../engine-components/webxr/WebXRImageTracking.js";
214
209
  import { WebXRPlaneTracking } from "../../engine-components/webxr/WebXRPlaneTracking.js";
215
- import { WebXRSync } from "../../engine-components/webxr/WebXRSync.js";
216
210
  import { WebXRTrackedImage } from "../../engine-components/webxr/WebXRImageTracking.js";
217
- import { XRFlag } from "../../engine-components/XRFlag.js";
218
- import { XRGrabModel } from "../../engine-components/webxr/WebXRGrabRendering.js";
219
- import { XRGrabRendering } from "../../engine-components/webxr/WebXRGrabRendering.js";
211
+ import { XRControllerFollow } from "../../engine-components/webxr/controllers/XRControllerFollow.js";
212
+ import { XRControllerModel } from "../../engine-components/webxr/controllers/XRControllerModel.js";
213
+ import { XRControllerMovement } from "../../engine-components/webxr/controllers/XRControllerMovement.js";
214
+ import { XRFlag } from "../../engine-components/webxr/XRFlag.js";
220
215
  import { XRRig } from "../../engine-components/webxr/WebXRRig.js";
221
- import { XRState } from "../../engine-components/XRFlag.js";
216
+ import { XRState } from "../../engine-components/webxr/XRFlag.js";
222
217
 
223
218
  // Register types
224
219
  TypeStore.add("__Ignore", __Ignore);
@@ -233,11 +228,11 @@
233
228
  TypeStore.add("Animator", Animator);
234
229
  TypeStore.add("AnimatorController", AnimatorController);
235
230
  TypeStore.add("Antialiasing", Antialiasing);
236
- TypeStore.add("AttachedObject", AttachedObject);
237
231
  TypeStore.add("AudioExtension", AudioExtension);
238
232
  TypeStore.add("AudioListener", AudioListener);
239
233
  TypeStore.add("AudioSource", AudioSource);
240
234
  TypeStore.add("AudioTrackHandler", AudioTrackHandler);
235
+ TypeStore.add("Avatar", Avatar);
241
236
  TypeStore.add("Avatar_Brain_LookAt", Avatar_Brain_LookAt);
242
237
  TypeStore.add("Avatar_MouthShapes", Avatar_MouthShapes);
243
238
  TypeStore.add("Avatar_MustacheShake", Avatar_MustacheShake);
@@ -252,7 +247,6 @@
252
247
  TypeStore.add("BasicIKConstraint", BasicIKConstraint);
253
248
  TypeStore.add("BehaviorExtension", BehaviorExtension);
254
249
  TypeStore.add("BehaviorModel", BehaviorModel);
255
- TypeStore.add("Behaviour", Behaviour);
256
250
  TypeStore.add("Bloom", Bloom);
257
251
  TypeStore.add("BoxCollider", BoxCollider);
258
252
  TypeStore.add("BoxGizmo", BoxGizmo);
@@ -273,7 +267,6 @@
273
267
  TypeStore.add("ColorAdjustments", ColorAdjustments);
274
268
  TypeStore.add("ColorBySpeedModule", ColorBySpeedModule);
275
269
  TypeStore.add("ColorOverLifetimeModule", ColorOverLifetimeModule);
276
- TypeStore.add("Component", Component);
277
270
  TypeStore.add("ContactShadows", ContactShadows);
278
271
  TypeStore.add("ControlTrackHandler", ControlTrackHandler);
279
272
  TypeStore.add("CustomBranding", CustomBranding);
@@ -310,7 +303,6 @@
310
303
  TypeStore.add("Image", Image);
311
304
  TypeStore.add("InheritVelocityModule", InheritVelocityModule);
312
305
  TypeStore.add("InputField", InputField);
313
- TypeStore.add("Interactable", Interactable);
314
306
  TypeStore.add("Light", Light);
315
307
  TypeStore.add("LimitVelocityOverLifetimeModule", LimitVelocityOverLifetimeModule);
316
308
  TypeStore.add("LODGroup", LODGroup);
@@ -324,6 +316,7 @@
324
316
  TypeStore.add("MeshRenderer", MeshRenderer);
325
317
  TypeStore.add("MinMaxCurve", MinMaxCurve);
326
318
  TypeStore.add("MinMaxGradient", MinMaxGradient);
319
+ TypeStore.add("NeedleWebXRHtmlElement", NeedleWebXRHtmlElement);
327
320
  TypeStore.add("NestedGltf", NestedGltf);
328
321
  TypeStore.add("Networking", Networking);
329
322
  TypeStore.add("NoiseModule", NoiseModule);
@@ -350,7 +343,6 @@
350
343
  TypeStore.add("PreliminaryTrigger", PreliminaryTrigger);
351
344
  TypeStore.add("PresentationMode", PresentationMode);
352
345
  TypeStore.add("RawImage", RawImage);
353
- TypeStore.add("Raycaster", Raycaster);
354
346
  TypeStore.add("Rect", Rect);
355
347
  TypeStore.add("RectTransform", RectTransform);
356
348
  TypeStore.add("ReflectionProbe", ReflectionProbe);
@@ -378,6 +370,7 @@
378
370
  TypeStore.add("SizeOverLifetimeModule", SizeOverLifetimeModule);
379
371
  TypeStore.add("SkinnedMeshRenderer", SkinnedMeshRenderer);
380
372
  TypeStore.add("SmoothFollow", SmoothFollow);
373
+ TypeStore.add("SpatialGrabRaycaster", SpatialGrabRaycaster);
381
374
  TypeStore.add("SpatialHtml", SpatialHtml);
382
375
  TypeStore.add("SpatialTrigger", SpatialTrigger);
383
376
  TypeStore.add("SpatialTriggerReceiver", SpatialTriggerReceiver);
@@ -422,20 +415,16 @@
422
415
  TypeStore.add("Volume", Volume);
423
416
  TypeStore.add("VolumeParameter", VolumeParameter);
424
417
  TypeStore.add("VolumeProfile", VolumeProfile);
425
- TypeStore.add("VRUserState", VRUserState);
426
- TypeStore.add("WebAR", WebAR);
427
418
  TypeStore.add("WebARCameraBackground", WebARCameraBackground);
428
419
  TypeStore.add("WebARSessionRoot", WebARSessionRoot);
429
420
  TypeStore.add("WebXR", WebXR);
430
- TypeStore.add("WebXRAvatar", WebXRAvatar);
431
- TypeStore.add("WebXRController", WebXRController);
432
421
  TypeStore.add("WebXRImageTracking", WebXRImageTracking);
433
422
  TypeStore.add("WebXRImageTrackingModel", WebXRImageTrackingModel);
434
423
  TypeStore.add("WebXRPlaneTracking", WebXRPlaneTracking);
435
- TypeStore.add("WebXRSync", WebXRSync);
436
424
  TypeStore.add("WebXRTrackedImage", WebXRTrackedImage);
425
+ TypeStore.add("XRControllerFollow", XRControllerFollow);
426
+ TypeStore.add("XRControllerModel", XRControllerModel);
427
+ TypeStore.add("XRControllerMovement", XRControllerMovement);
437
428
  TypeStore.add("XRFlag", XRFlag);
438
- TypeStore.add("XRGrabModel", XRGrabModel);
439
- TypeStore.add("XRGrabRendering", XRGrabRendering);
440
429
  TypeStore.add("XRRig", XRRig);
441
430
  TypeStore.add("XRState", XRState);
src/engine-components/Renderer.ts CHANGED
@@ -1,21 +1,22 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
1
  import * as THREE from "three";
3
- // import { RendererCustomShader } from "./RendererCustomShader.js";
4
- import { RendererLightmap } from "./RendererLightmap.js";
2
+ import { AxesHelper, Material, Matrix4, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
3
+
4
+ import { showBalloonWarning } from "../engine/debug/index.js";
5
+ import { Gizmos } from "../engine/engine_gizmos.js";
6
+ import { $instancingAutoUpdateBounds, $instancingRenderer, InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
7
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
8
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
9
  import { Context, FrameEvent } from "../engine/engine_setup.js";
10
+ import { getTempVector } from "../engine/engine_three_utils.js";
11
+ import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
6
12
  import { getParam } from "../engine/engine_utils.js";
7
- import { serializable } from "../engine/engine_serialization_decorator.js";
8
- import { AxesHelper, Material, Matrix4, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
13
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
9
14
  import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
10
- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
11
- import { $instancingAutoUpdateBounds, $instancingRenderer, InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
12
- import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
15
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
16
+ import { Behaviour, GameObject } from "./Component.js";
13
17
  import { ReflectionProbe } from "./ReflectionProbe.js";
14
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
15
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
16
- import { showBalloonWarning } from "../engine/debug/index.js";
17
- import { Gizmos } from "../engine/engine_gizmos.js";
18
- import { getTempVector } from "../engine/engine_three_utils.js";
18
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
19
+ import { RendererLightmap } from "./RendererLightmap.js";
19
20
 
20
21
  // for staying compatible with old code
21
22
  export { InstancingUtil } from "../engine/engine_instancing.js";
@@ -240,7 +241,11 @@
240
241
  // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
241
242
  private _lightmaps?: RendererLightmap[];
242
243
 
243
- get sharedMesh(): Mesh | undefined {
244
+ /** Get the mesh Object3D for this renderer
245
+ * Warn: if this is a multimaterial object it will return the first mesh only
246
+ * @returns the mesh object3D.
247
+ * */
248
+ get sharedMesh(): Mesh | SkinnedMesh | undefined {
244
249
  if (this.gameObject.type === "Mesh") {
245
250
  return this.gameObject as unknown as Mesh
246
251
  }
@@ -253,11 +258,31 @@
253
258
  return undefined;
254
259
  }
255
260
 
256
- get sharedMaterial(): THREE.Material {
261
+ private readonly _sharedMeshes: Mesh[] = [];
262
+ /** Get all the mesh Object3D for this renderer
263
+ * @returns an array of mesh object3D.
264
+ */
265
+ get sharedMeshes(): Mesh[] {
266
+ if (this.destroyed || !this.gameObject) return this._sharedMeshes;
267
+ this._sharedMeshes.length = 0;
268
+ if (this.gameObject.type === "Group") {
269
+ for (const ch of this.gameObject.children) {
270
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
271
+ this._sharedMeshes.push(ch as Mesh);
272
+ }
273
+ }
274
+ }
275
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
276
+ this._sharedMeshes.push(this.gameObject as unknown as Mesh);
277
+ }
278
+ return this._sharedMeshes;
279
+ }
280
+
281
+ get sharedMaterial(): Material {
257
282
  return this.sharedMaterials[0];
258
283
  }
259
284
 
260
- set sharedMaterial(mat: THREE.Material) {
285
+ set sharedMaterial(mat: Material) {
261
286
  const cur = this.sharedMaterials[0];
262
287
  if (cur === mat) return;
263
288
  this.sharedMaterials[0] = mat;
@@ -265,12 +290,12 @@
265
290
  }
266
291
 
267
292
  /**@deprecated please use sharedMaterial */
268
- get material(): THREE.Material {
293
+ get material(): Material {
269
294
  return this.sharedMaterials[0];
270
295
  }
271
296
 
272
297
  /**@deprecated please use sharedMaterial */
273
- set material(mat: THREE.Material) {
298
+ set material(mat: Material) {
274
299
  this.sharedMaterial = mat;
275
300
  }
276
301
 
@@ -455,12 +480,10 @@
455
480
 
456
481
  private _isInstancingEnabled: boolean = false;
457
482
  private handles: InstanceHandle[] | null | undefined = undefined;
458
- private prevLayers: number[] | null | undefined = undefined;
459
483
 
460
484
  private clearInstancingState() {
461
485
  this._isInstancingEnabled = false;
462
486
  this.handles = undefined;
463
- this.prevLayers = undefined;
464
487
  }
465
488
 
466
489
  setInstancingEnabled(enabled: boolean): boolean {
@@ -519,6 +542,9 @@
519
542
  }
520
543
 
521
544
  onEnable() {
545
+ // ensure shared meshes are initialized
546
+ const _ = this.sharedMeshes;
547
+
522
548
  this.setVisibility(true);
523
549
 
524
550
  if (this._isInstancingEnabled) {
@@ -606,11 +632,7 @@
606
632
  if (this._isInstancingEnabled && this.handles) {
607
633
  for (let i = 0; i < this.handles.length; i++) {
608
634
  const handle = this.handles[i];
609
- if (!this.prevLayers) this.prevLayers = [];
610
- const layer = handle.object.layers.mask;
611
- if (i >= this.prevLayers.length) this.prevLayers.push(layer);
612
- else this.prevLayers[i] = layer;
613
- handle.object.layers.disableAll();
635
+ setCustomVisibility(handle.object, false);
614
636
  }
615
637
  }
616
638
 
@@ -677,10 +699,10 @@
677
699
  }
678
700
 
679
701
  onAfterRender() {
680
- if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
702
+ if (this._isInstancingEnabled && this.handles) {
681
703
  for (let i = 0; i < this.handles.length; i++) {
682
704
  const handle = this.handles[i];
683
- handle.object.layers.mask = this.prevLayers[i];
705
+ setCustomVisibility(handle.object, true);
684
706
  }
685
707
  }
686
708
 
@@ -999,8 +1021,8 @@
999
1021
  this.inst = new THREE.InstancedMesh(geo, material, count);
1000
1022
  this.inst[$instancingAutoUpdateBounds] = true;
1001
1023
  this.inst.count = 0;
1002
- this.inst.layers.set(2);
1003
1024
  this.inst.visible = true;
1025
+ this.context.scene.add(this.inst);
1004
1026
 
1005
1027
  // Not handled by RawShaderMaterial, so we need to set the define explicitly.
1006
1028
  // Edge case: theoretically some users of the material could use it in an
@@ -1015,25 +1037,24 @@
1015
1037
  material.needsUpdate = true;
1016
1038
  }
1017
1039
 
1018
- // this.inst.castShadow = true;
1019
- // this.inst.receiveShadow = true;
1020
- this.context.scene.add(this.inst);
1021
1040
  context.pre_render_callbacks.push(this.onBeforeRender);
1022
- // console.log(this.inst);
1023
- // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
1024
-
1025
- // setInterval(() => {
1026
- // this.inst.visible = !this.inst.visible;
1027
- // }, 500);
1041
+ context.post_render_callbacks.push(this.onAfterRender);
1028
1042
  }
1029
1043
 
1030
1044
  private onBeforeRender = () => {
1045
+ // ensure the instanced mesh is rendered / has correct layers
1046
+ this.inst.layers.enableAll();
1047
+
1031
1048
  if (this._needUpdateBounds && this.inst[$instancingAutoUpdateBounds] === true) {
1032
1049
  if (debugInstancing)
1033
1050
  console.log("Update instancing bounds", this.name, this.inst.matrixWorldNeedsUpdate);
1034
1051
  this.updateBounds();
1035
1052
  }
1036
1053
  }
1054
+ private onAfterRender = () => {
1055
+ // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
1056
+ this.inst.layers.disableAll();
1057
+ }
1037
1058
 
1038
1059
  private randomColor() {
1039
1060
  return new THREE.Color(Math.random(), Math.random(), Math.random());
@@ -1076,7 +1097,7 @@
1076
1097
  if (this.inst.count > 0)
1077
1098
  this.inst.visible = true;
1078
1099
 
1079
- // console.log("Added", this.name, this.inst.count, this.handles);
1100
+ if (debugInstancing) console.log("Added", this.name, this.inst.count);
1080
1101
  }
1081
1102
 
1082
1103
  remove(handle: InstanceHandle) {
@@ -1116,6 +1137,7 @@
1116
1137
  this.inst.visible = false;
1117
1138
 
1118
1139
  this.inst.instanceMatrix.needsUpdate = true;
1140
+ if (debugInstancing) console.log("Removed", this.name, this.inst.count);
1119
1141
  }
1120
1142
 
1121
1143
  updateInstance(mat: THREE.Matrix4, index: number) {
src/engine-components/RendererLightmap.ts CHANGED
@@ -1,4 +1,5 @@
1
- import { Material, Mesh, type Shader, ShaderMaterial, Texture, Vector4 } from "three";
1
+ import { Material, Mesh, ShaderMaterial, Texture, Vector4,type WebGLProgramParametersWithUniforms } from "three";
2
+
2
3
  import type { Context, OnRenderCallback } from "../engine/engine_setup.js";
3
4
  import { getParam } from "../engine/engine_utils.js";
4
5
 
@@ -99,7 +100,7 @@
99
100
  }
100
101
  }
101
102
 
102
- private onBeforeCompile = (shader: Shader, _) => {
103
+ private onBeforeCompile = (shader: WebGLProgramParametersWithUniforms, _) => {
103
104
  if (debug) console.log("Lightmaps, before compile", shader)
104
105
  //@ts-ignore
105
106
  shader.lightMapUv = "uv1";
src/engine-components/js-extensions/RGBAColor.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { Mathf } from "../../engine/engine_math.js";
2
1
  import { Color } from "three";
3
2
 
3
+ import { Mathf } from "../../engine/engine_math.js";
4
+
4
5
  export class RGBAColor extends Color {
5
6
  alpha: number = 1;
6
7
 
src/engine-components/RigidBody.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { Behaviour } from "./Component.js";
2
1
  import * as THREE from 'three'
2
+ import { Matrix4, Object3D, Vector3 } from "three";
3
+
4
+ import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
5
+ import { serializable } from "../engine/engine_serialization_decorator.js";
6
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
3
7
  import { getWorldPosition } from "../engine/engine_three_utils.js";
4
- import { serializable } from "../engine/engine_serialization_decorator.js";
5
- import { Watch } from "../engine/engine_utils.js";
6
- import { Matrix4, Object3D, Vector3 } from "three";
7
8
  import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
8
- import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
9
9
  import { validate } from "../engine/engine_util_decorator.js";
10
- import { Context, FrameEvent } from "../engine/engine_setup.js";
10
+ import { Watch } from "../engine/engine_utils.js";
11
+ import { Behaviour } from "./Component.js";
11
12
 
12
13
  class TransformWatch {
13
14
 
@@ -361,10 +362,17 @@
361
362
  return this.context.physics.engine?.isSleeping(this);
362
363
  }
363
364
 
365
+ /** Call to force an update of the rigidbody properties in the physics engine */
366
+ public updateProperties() {
367
+ this._propertiesChanged = false;
368
+ return this.context.physics.engine?.updateProperties(this);
369
+ }
370
+
364
371
  /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
365
372
  * the acceleration change is equal to the force divided by the mass:
366
373
  * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
367
374
  public applyForce(vec: Vector3 | Vec3, _rel?: THREE.Vector3, wakeup: boolean = true) {
375
+ if (this._propertiesChanged) this.updateProperties();
368
376
  this.context.physics.engine?.addForce(this, vec, wakeup);
369
377
  }
370
378
 
@@ -372,6 +380,7 @@
372
380
  * the velocity change is equal to the impulse divided by the mass
373
381
  * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
374
382
  public applyImpulse(vec: Vector3 | Vec3, wakeup: boolean = true) {
383
+ if (this._propertiesChanged) this.updateProperties();
375
384
  this.context.physics.engine?.applyImpulse(this, vec, wakeup);
376
385
  }
377
386
 
src/engine-components/SceneSwitcher.ts CHANGED
@@ -1,11 +1,12 @@
1
+ import { Object3D } from "three";
2
+
1
3
  import { AssetReference } from "../engine/engine_addressables.js";
4
+ import { registerObservableAttribute } from "../engine/engine_element_extras.js";
2
5
  import { InputEvents } from "../engine/engine_input.js";
3
6
  import { isLocalNetwork } from "../engine/engine_networking_utils.js";
7
+ import { serializable } from "../engine/engine_serialization.js";
4
8
  import { delay, getParam, setParamWithoutReload } from "../engine/engine_utils.js";
5
- import { serializable } from "../engine/engine_serialization.js";
6
9
  import { Behaviour, GameObject } from "./Component.js";
7
- import { registerObservableAttribute } from "../engine/engine_element_extras.js";
8
- import { Object3D } from "three";
9
10
 
10
11
  const debug = getParam("debugsceneswitcher");
11
12
 
@@ -125,9 +126,9 @@
125
126
 
126
127
  async onEnable() {
127
128
  globalThis.addEventListener("popstate", this.onPopState);
128
- this.context.input.addEventListener(InputEvents.KeyDown, this.onKeyDown);
129
- this.context.input.addEventListener(InputEvents.PointerMove, this.onPointerMove);
130
- this.context.input.addEventListener(InputEvents.PointerUp, this.onPointerUp);
129
+ this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
130
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
131
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
131
132
 
132
133
  if (!this._engineElementOverserver) {
133
134
  this._engineElementOverserver = new MutationObserver((mutations) => {
@@ -172,9 +173,9 @@
172
173
 
173
174
  onDisable(): void {
174
175
  globalThis.removeEventListener("popstate", this.onPopState);
175
- this.context.input.removeEventListener(InputEvents.KeyDown, this.onKeyDown);
176
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onPointerMove);
177
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onPointerUp);
176
+ this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
177
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
178
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
178
179
  this._preloadScheduler?.stop();
179
180
  }
180
181
 
@@ -202,7 +203,7 @@
202
203
 
203
204
  private normalizedSwipeThresholdX = 0.1;
204
205
  private _didSwipe: boolean = false;
205
- private onPointerMove = (e: any) => {
206
+ private onInputPointerMove = (e: any) => {
206
207
  if (!this.useSwipe) return;
207
208
  if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
208
209
  const delta = this.context.input.getPointerPositionDelta(e.button);
@@ -220,13 +221,13 @@
220
221
  }
221
222
  }
222
223
 
223
- private onPointerUp = (e: any) => {
224
+ private onInputPointerUp = (e: any) => {
224
225
  if (e.button === 0) {
225
226
  this._didSwipe = false;
226
227
  }
227
228
  };
228
229
 
229
- private onKeyDown = (e: any) => {
230
+ private onInputKeyDown = (e: any) => {
230
231
  if (!this.useKeyboard) return;
231
232
  if (!this.scenes) return;
232
233
  const key = e.key.toLowerCase();
src/engine-schemes/schemes.ts CHANGED
@@ -1,7 +1,8 @@
1
1
 
2
2
  import * as flatbuffers from "flatbuffers"
3
+
4
+ import { SyncedTransformModel } from "./synced-transform-model.js";
3
5
  import { Transform } from "./transform.js";
4
- import { SyncedTransformModel } from "./synced-transform-model.js";
5
6
 
6
7
  // registry
7
8
  export const binaryIdentifierCasts : {[key:string] : (bin:flatbuffers.ByteBuffer) => object} = {};
src/engine-components/ScreenCapture.ts CHANGED
@@ -1,12 +1,12 @@
1
+ import { showBalloonWarning } from "../engine/debug/index.js";
2
+ import { RoomEvents } from "../engine/engine_networking.js";
3
+ import { disposeStream, NetworkedStreamEvents,NetworkedStreams, PeerHandle, StreamEndedEvent, StreamReceivedEvent } from "../engine/engine_networking_streams.js";
4
+ import { serializable } from "../engine/engine_serialization.js";
5
+ import { delay, getParam } from "../engine/engine_utils.js";
6
+ import { AudioSource } from "./AudioSource.js";
1
7
  import { Behaviour, GameObject } from "./Component.js";
8
+ import type { IPointerClickHandler, PointerEventData } from "./ui/PointerEvents.js";
2
9
  import { AspectMode, VideoPlayer } from "./VideoPlayer.js";
3
- import { serializable } from "../engine/engine_serialization.js";
4
- import type { IPointerClickHandler, PointerEventData } from "./ui/PointerEvents.js";
5
- import { AudioSource } from "./AudioSource.js";
6
- import { delay, getParam } from "../engine/engine_utils.js";
7
- import { showBalloonWarning } from "../engine/debug/index.js";
8
- import { NetworkedStreams, disposeStream, StreamReceivedEvent, StreamEndedEvent, PeerHandle, NetworkedStreamEvents } from "../engine/engine_networking_streams.js";
9
- import { RoomEvents } from "../engine/engine_networking.js";
10
10
 
11
11
  const debug = getParam("debugscreensharing");
12
12
 
@@ -146,6 +146,7 @@
146
146
  delay(1000).then(() => {
147
147
  if (this.enabled && this.autoConnect && !this.isReceiving && !this.isSending && this.context.connection.isInRoom)
148
148
  this.share()
149
+ return 0;
149
150
  });
150
151
  }
151
152
  }
@@ -181,7 +182,7 @@
181
182
  if (this._activeShareRequest) return this._activeShareRequest;
182
183
  this._activeShareRequest = this.internalShare(opts);
183
184
  return this._activeShareRequest.then(() =>{
184
- this._activeShareRequest = null;
185
+ return this._activeShareRequest = null;
185
186
  })
186
187
  }
187
188
 
src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts CHANGED
@@ -1,5 +1,6 @@
1
1
  import { BlendFunction, DepthDownsamplingPass, NormalPass, SSAOEffect } from "postprocessing";
2
2
  import { Color, PerspectiveCamera } 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";
src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts CHANGED
@@ -1,10 +1,11 @@
1
+ import { N8AOPostPass } from "n8ao";
1
2
  import { Color, NeverDepth, PerspectiveCamera } from "three";
3
+
2
4
  import { serializable } from "../../../engine/engine_serialization.js";
5
+ import { validate } from "../../../engine/engine_util_decorator.js";
3
6
  import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
4
7
  import { VolumeParameter } from "../VolumeParameter.js";
5
8
  import { registerCustomEffectType } from "../VolumeProfile.js";
6
- import { N8AOPostPass } from "n8ao";
7
- import { validate } from "../../../engine/engine_util_decorator.js";
8
9
 
9
10
  // https://github.com/N8python/n8ao
10
11
 
src/engine-components/ShadowCatcher.ts CHANGED
@@ -1,8 +1,9 @@
1
+ import { AdditiveBlending, Material, Mesh, MeshBasicMaterial, MeshStandardMaterial,ShadowMaterial } from "three";
2
+
3
+ import { ObjectUtils, PrimitiveType } from "../engine/engine_create_objects.js";
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
1
5
  import { Behaviour, GameObject } from "./Component.js";
2
6
  import { RGBAColor } from "./js-extensions/RGBAColor.js";
3
- import { ShadowMaterial, AdditiveBlending, Material, MeshBasicMaterial, Mesh, MeshStandardMaterial } from "three";
4
- import { serializable } from "../engine/engine_serialization_decorator.js";
5
- import { ObjectUtils, PrimitiveType } from "../engine/engine_create_objects.js";
6
7
  import { Renderer } from "./Renderer.js";
7
8
 
8
9
  enum ShadowMode {
src/engine-components/timeline/SignalAsset.ts CHANGED
@@ -1,7 +1,7 @@
1
- import { EventList } from "../EventList.js";
2
- import { Behaviour } from "../Component.js";
3
1
  import { serializable } from "../../engine/engine_serialization_decorator.js";
4
2
  import { getParam } from "../../engine/engine_utils.js";
3
+ import { Behaviour } from "../Component.js";
4
+ import { EventList } from "../EventList.js";
5
5
 
6
6
  const debug = getParam("debugsignals")
7
7
 
src/engine-components/Skybox.ts CHANGED
@@ -1,15 +1,16 @@
1
- import { serializable } from "../engine/engine_serialization_decorator.js";
2
- import { Behaviour, GameObject } from "./Component.js";
1
+ import { EquirectangularRefractionMapping, NeverDepth, SRGBColorSpace, sRGBEncoding, Texture, TextureLoader } from "three"
2
+ import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
3
3
  import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js';
4
- import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
5
- import { EquirectangularRefractionMapping, NeverDepth, SRGBColorSpace, sRGBEncoding, Texture, TextureLoader } from "three"
6
- import { syncField } from "../engine/engine_networking_auto.js";
7
- import { Camera, ClearFlags } from "./Camera.js";
8
- import { PromiseAllWithErrors, addAttributeChangeCallback, getParam, removeAttributeChangeCallback } from "../engine/engine_utils.js";
4
+
5
+ import { disposeObjectResources, setDisposable } from "../engine/engine_assetdatabase.js";
9
6
  import { ContextRegistry } from "../engine/engine_context_registry.js";
10
7
  import { registerObservableAttribute } from "../engine/engine_element_extras.js";
8
+ import { syncField } from "../engine/engine_networking_auto.js";
9
+ import { serializable } from "../engine/engine_serialization_decorator.js";
11
10
  import { type IContext } from "../engine/engine_types.js";
12
- import { disposeObjectResources, setDisposable } from "../engine/engine_assetdatabase.js";
11
+ import { addAttributeChangeCallback, getParam, PromiseAllWithErrors, removeAttributeChangeCallback } from "../engine/engine_utils.js";
12
+ import { Camera, ClearFlags } from "./Camera.js";
13
+ import { Behaviour, GameObject } from "./Component.js";
13
14
 
14
15
  const debug = getParam("debugskybox");
15
16
 
@@ -92,7 +93,7 @@
92
93
  const entry = cache.shift();
93
94
  if (entry) { disposeCachedTexture(entry.texture); }
94
95
  }
95
- texture.then(t => setDisposable(t, false));
96
+ texture.then(t => { return setDisposable(t, false) });
96
97
  cache.push({ src, texture });
97
98
  }
98
99
 
src/engine-components/SmoothFollow.ts CHANGED
@@ -1,11 +1,12 @@
1
- import { Camera } from "./Camera.js";
2
- import { Behaviour, GameObject } from "./Component.js";
3
1
  import * as THREE from "three";
2
+ import { Object3D } from "three";
3
+
4
4
  import { Mathf } from "../engine/engine_math.js";
5
+ import { Axes } from "../engine/engine_physics.types.js";
5
6
  import { serializable } from "../engine/engine_serialization_decorator.js";
6
- import { Object3D } from "three";
7
7
  import { getWorldPosition, getWorldQuaternion } from "../engine/engine_three_utils.js";
8
- import { Axes } from "../engine/engine_physics.types.js";
8
+ import { Camera } from "./Camera.js";
9
+ import { Behaviour, GameObject } from "./Component.js";
9
10
 
10
11
  export class SmoothFollow extends Behaviour {
11
12
 
src/engine-components/ui/SpatialHtml.ts CHANGED
@@ -1,6 +1,7 @@
1
1
  import * as THREE from 'three'
2
2
  import { HTMLMesh } from 'three/examples/jsm/interactive/HTMLMesh.js';
3
3
  import { InteractiveGroup } from 'three/examples/jsm/interactive/InteractiveGroup.js';
4
+
4
5
  import { getWorldEuler, getWorldRotation, setWorldRotationXYZ } from '../../engine/engine_three_utils.js';
5
6
  import { Behaviour } from '../Component.js';
6
7
 
src/engine-components/SpatialTrigger.ts CHANGED
@@ -1,9 +1,10 @@
1
1
  import { BoxHelper, Layers } from "three";
2
+
3
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
+ import { getParam } from "../engine/engine_utils.js";
5
+ import { BoxHelperComponent } from "./BoxHelperComponent.js"
2
6
  import { Behaviour, GameObject } from "./Component.js";
3
- import { BoxHelperComponent } from "./BoxHelperComponent.js"
4
7
  import { EventList } from "./EventList.js";
5
- import { serializable } from "../engine/engine_serialization_decorator.js";
6
- import { getParam } from "../engine/engine_utils.js";
7
8
 
8
9
  const debug = getParam("debugspatialtrigger");
9
10
 
src/engine-components/SpectatorCamera.ts CHANGED
@@ -1,21 +1,21 @@
1
- import { Behaviour, Component, GameObject } from "./Component.js";
2
- import { Camera } from "./Camera.js";
3
1
  import * as THREE from "three";
4
- import { OrbitControls } from "./OrbitControls.js";
5
- import { WebXR, WebXREvent } from "./webxr/WebXR.js";
6
- import { AvatarMarker } from "./webxr/WebXRAvatar.js";
7
- import { XRStateFlag } from "./XRFlag.js";
8
- import { SmoothFollow } from "./SmoothFollow.js";
9
2
  import { Object3D } from "three";
3
+
10
4
  import { InputEvents } from "../engine/engine_input.js";
11
- import { Context } from "../engine/engine_setup.js";
12
- import { getParam } from "../engine/engine_utils.js";
13
- import { PlayerView, ViewDevice } from "../engine/engine_playerview.js";
14
- import { RaycastOptions } from "../engine/engine_physics.js";
15
5
  import { RoomEvents } from "../engine/engine_networking.js";
16
- import type { ICamera } from "../engine/engine_types.js";
17
6
  import type { IModel } from "../engine/engine_networking_types.js";
7
+ import { RaycastOptions } from "../engine/engine_physics.js";
8
+ import { PlayerView, ViewDevice } from "../engine/engine_playerview.js";
18
9
  import { serializable } from "../engine/engine_serialization.js";
10
+ import { Context } from "../engine/engine_setup.js";
11
+ import type { ICamera } from "../engine/engine_types.js";
12
+ import { getParam } from "../engine/engine_utils.js";
13
+ import { Camera } from "./Camera.js";
14
+ import { Behaviour, Component, GameObject } from "./Component.js";
15
+ import { OrbitControls } from "./OrbitControls.js";
16
+ import { SmoothFollow } from "./SmoothFollow.js";
17
+ import { AvatarMarker } from "./webxr/WebXRAvatar.js";
18
+ import { XRStateFlag } from "./webxr/XRFlag.js";
19
19
 
20
20
 
21
21
  export enum SpectatorMode {
@@ -145,23 +145,11 @@
145
145
  if (!this._handler && this.cam)
146
146
  this._handler = new SpectatorHandler(this.context, this.cam, this);
147
147
 
148
-
149
- this.eventSub_WebXRRequestStartEvent = this.onXRSessionRequestStart.bind(this);
150
- this.eventSub_WebXRStartEvent = this.onXRSessionStart.bind(this);
151
- this.eventSub_WebXREndEvent = this.onXRSessionEnded.bind(this);
152
-
153
- WebXR.addEventListener(WebXREvent.RequestVRSession, this.eventSub_WebXRRequestStartEvent);
154
- WebXR.addEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
155
- WebXR.addEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
156
-
157
148
  this.orbit = GameObject.getComponent(this.context.mainCamera, OrbitControls);
158
149
  }
159
150
 
160
151
  onDestroy(): void {
161
152
  this.stopSpectating();
162
- WebXR.removeEventListener(WebXREvent.RequestVRSession, this.eventSub_WebXRStartEvent);
163
- WebXR.removeEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
164
- WebXR.removeEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
165
153
  this._handler?.destroy();
166
154
  this._networking?.destroy();
167
155
  }
@@ -173,13 +161,13 @@
173
161
  return standalone && !isHololens;
174
162
  }
175
163
 
176
- private onXRSessionRequestStart(_evt) {
164
+ onBeforeXR(_evt) {
177
165
  if (!this.isSupportedPlatform()) return;
178
166
  GameObject.setActive(this.gameObject, true);
179
167
  }
180
168
 
181
169
 
182
- private onXRSessionStart(_evt) {
170
+ onEnterXR(_evt) {
183
171
  if (!this.isSupportedPlatform()) return;
184
172
  if (debug) console.log(this.context.mainCamera);
185
173
  if (this.context.mainCamera) {
@@ -187,7 +175,7 @@
187
175
  }
188
176
  }
189
177
 
190
- private onXRSessionEnded(_evt) {
178
+ onLeaveXR(_evt) {
191
179
  this.context.removeCamera(this.cam as ICamera);
192
180
  GameObject.setActive(this.gameObject, false);
193
181
  if (this.orbit) this.orbit.enabled = true;
@@ -224,14 +212,16 @@
224
212
  const previousRenderTarget = renderer.getRenderTarget();
225
213
  let oldFramebuffer: WebGLFramebuffer | null = null;
226
214
 
215
+ const webglState = renderer.state as THREE.WebGLState & { bindXRFramebuffer?: Function };
216
+
227
217
  // seems that in some cases, renderer.getRenderTarget returns null
228
218
  // even when we're rendering to a headset.
229
219
  if (!previousRenderTarget) {
230
- if (!renderer.state.bindFramebuffer || !renderer.state.bindXRFramebuffer)
220
+ if (!renderer.state.bindFramebuffer || !webglState.bindXRFramebuffer)
231
221
  return;
232
222
 
233
223
  oldFramebuffer = renderer["_framebuffer"];
234
- renderer.state.bindXRFramebuffer(null);
224
+ webglState.bindXRFramebuffer(null);
235
225
  }
236
226
 
237
227
  this.setAvatarFlagsBeforeRender();
@@ -279,8 +269,8 @@
279
269
 
280
270
  if (previousRenderTarget)
281
271
  renderer.setRenderTarget(previousRenderTarget);
282
- else
283
- renderer.state.bindXRFramebuffer(oldFramebuffer);
272
+ else if (webglState.bindXRFramebuffer)
273
+ webglState.bindXRFramebuffer(oldFramebuffer);
284
274
 
285
275
  this.resetAvatarFlags();
286
276
  }
@@ -289,7 +279,7 @@
289
279
  const isFirstPersonMode = this._mode === SpectatorMode.FirstPerson;
290
280
 
291
281
  for (const av of AvatarMarker.instances) {
292
- if (av.avatar && "isLocalAvatar" in av.avatar) {
282
+ if (av.avatar && "isLocalAvatar" in av.avatar && "flags" in av.avatar) {
293
283
  let mask = XRStateFlag.All;
294
284
  if (this.isSpectatingSelf)
295
285
  mask = isFirstPersonMode && av.avatar.isLocalAvatar ? XRStateFlag.FirstPerson : XRStateFlag.ThirdPerson;
@@ -308,7 +298,7 @@
308
298
  const flags = av.avatar.flags;
309
299
  if (!flags) continue;
310
300
  for (const flag of flags) {
311
- if (av.avatar?.isLocalAvatar) {
301
+ if ("isLocalAvatar" in av.avatar && av.avatar?.isLocalAvatar) {
312
302
  flag.UpdateVisible(XRStateFlag.FirstPerson);
313
303
  }
314
304
  else {
src/engine-components/SpriteRenderer.ts CHANGED
@@ -1,9 +1,10 @@
1
- import { Behaviour } from "./Component.js";
2
1
  import * as THREE from "three";
2
+ import { Material, NearestFilter, Texture } from "three";
3
+
3
4
  import { serializable, serializeable } from "../engine/engine_serialization_decorator.js";
4
- import { Material, NearestFilter, Texture } from "three";
5
+ import { getParam } from "../engine/engine_utils.js";
6
+ import { Behaviour } from "./Component.js";
5
7
  import { RGBAColor } from "./js-extensions/RGBAColor.js";
6
- import { getParam } from "../engine/engine_utils.js";
7
8
 
8
9
  const debug = getParam("debugspriterenderer");
9
10
  const showWireframe = getParam("wireframe");
src/engine-components/SyncedCamera.ts CHANGED
@@ -1,20 +1,20 @@
1
+ import { Builder } from "flatbuffers";
2
+ import { Object3D } from "three";
3
+
4
+ import { isDevEnvironment } from "../engine/debug/index.js";
5
+ import { AssetReference } from "../engine/engine_addressables.js";
6
+ import { InstantiateOptions } from "../engine/engine_gameobject.js";
7
+ import { InstancingUtil } from "../engine/engine_instancing.js";
1
8
  import { NetworkConnection } from "../engine/engine_networking.js";
2
- import { Behaviour, GameObject } from "./Component.js";
3
- import { Camera } from "./Camera.js";
9
+ import { ViewDevice } from "../engine/engine_playerview.js";
10
+ import { serializable } from "../engine/engine_serialization_decorator.js";
4
11
  import * as utils from "../engine/engine_three_utils.js"
5
- import { WebXR } from "./webxr/WebXR.js";
6
- import { Builder } from "flatbuffers";
12
+ import { registerBinaryType } from "../engine-schemes/schemes.js";
7
13
  import { SyncedCameraModel } from "../engine-schemes/synced-camera-model.js";
8
14
  import { Vec3 } from "../engine-schemes/vec3.js";
9
- import { registerBinaryType } from "../engine-schemes/schemes.js";
10
- import { InstancingUtil } from "../engine/engine_instancing.js";
11
- import { serializable } from "../engine/engine_serialization_decorator.js";
12
- import { Object3D } from "three";
15
+ import { Camera } from "./Camera.js";
16
+ import { Behaviour, GameObject } from "./Component.js";
13
17
  import { AvatarMarker } from "./webxr/WebXRAvatar.js";
14
- import { AssetReference } from "../engine/engine_addressables.js";
15
- import { ViewDevice } from "../engine/engine_playerview.js";
16
- import { InstantiateOptions } from "../engine/engine_gameobject.js";
17
- import { isDevEnvironment } from "../engine/debug/index.js";
18
18
 
19
19
  const SyncedCameraModelIdentifier = "SCAM";
20
20
  registerBinaryType(SyncedCameraModelIdentifier, SyncedCameraModel.getRootAsSyncedCameraModel);
@@ -130,7 +130,7 @@
130
130
  }
131
131
  }
132
132
 
133
- if (WebXR.IsInWebXR) return;
133
+ if (this.context.isInXR) return;
134
134
 
135
135
  const cam = this.context.mainCamera
136
136
  if (cam === null) {
src/engine-components/SyncedRoom.ts CHANGED
@@ -1,7 +1,7 @@
1
- import { Behaviour } from "./Component.js";
1
+ import { serializable } from "../engine/engine_serialization_decorator.js";
2
2
  import * as utils from "../engine/engine_utils.js"
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
3
  import { getParam } from "../engine/engine_utils.js";
4
+ import { Behaviour } from "./Component.js";
5
5
 
6
6
  const viewParamName = "view";
7
7
  const debug = utils.getParam("debugsyncedroom");
src/engine-components/SyncedTransform.ts CHANGED
@@ -1,15 +1,17 @@
1
+ import * as flatbuffers from "flatbuffers";
1
2
  import * as THREE from 'three'
3
+
4
+ import { InstancingUtil } from "../engine/engine_instancing.js";
5
+ import { onUpdate } from '../engine/engine_lifecycle_api.js';
2
6
  import { OwnershipModel, RoomEvents } from "../engine/engine_networking.js"
3
- import { Behaviour, GameObject } from "./Component.js";
4
- import { Rigidbody } from "./RigidBody.js";
7
+ import { sendDestroyed } from '../engine/engine_networking_instantiate.js';
8
+ import { setWorldEuler } from '../engine/engine_three_utils.js';
5
9
  import * as utils from "../engine/engine_utils.js"
6
- import { sendDestroyed } from '../engine/engine_networking_instantiate.js';
7
- import { InstancingUtil } from "../engine/engine_instancing.js";
10
+ import { registerBinaryType } from '../engine-schemes/schemes.js';
8
11
  import { SyncedTransformModel } from '../engine-schemes/synced-transform-model.js';
9
- import * as flatbuffers from "flatbuffers";
10
12
  import { Transform } from '../engine-schemes/transform.js';
11
- import { registerBinaryType } from '../engine-schemes/schemes.js';
12
- import { setWorldEuler } from '../engine/engine_three_utils.js';
13
+ import { Behaviour, GameObject } from "./Component.js";
14
+ import { Rigidbody } from "./RigidBody.js";
13
15
 
14
16
  const debug = utils.getParam("debugsync");
15
17
  export const SyncedTransformIdentifier = "STRS";
@@ -35,8 +37,19 @@
35
37
  }
36
38
 
37
39
 
40
+ let FAST_ACTIVE_SYNCTRANSFORMS = 0;
41
+ let FAST_INTERVAL = 0;
42
+ onUpdate((ctx) => {
43
+ const isRunningOnGlitch = ctx.connection.currentServerUrl?.includes("glitch");
44
+ const threshold = isRunningOnGlitch ? 10 : 40;
45
+ FAST_INTERVAL = Math.floor(FAST_ACTIVE_SYNCTRANSFORMS / threshold);
46
+ FAST_ACTIVE_SYNCTRANSFORMS = 0;
47
+ if(debug && FAST_INTERVAL > 0) console.log("Sync Transform Fast Interval", FAST_INTERVAL);
48
+ })
49
+
38
50
  export class SyncedTransform extends Behaviour {
39
51
 
52
+
40
53
  // public autoOwnership: boolean = true;
41
54
  public overridePhysics: boolean = true
42
55
  public interpolatePosition: boolean = true;
@@ -57,6 +70,7 @@
57
70
  private _receivedFastUpdate: boolean = false;
58
71
  private _shouldRequestOwnership: boolean = false;
59
72
 
73
+ /** Request ownership of an object - you need to be connected to a room */
60
74
  public requestOwnership() {
61
75
  if (debug)
62
76
  console.log("Request ownership");
@@ -292,8 +306,12 @@
292
306
 
293
307
  const updateInterval = 10;
294
308
  const fastUpdate = this.rb || this.fastMode;
309
+
295
310
  if (this._needsUpdate && (updateInterval <= 0 || updateInterval > 0 && this.context.time.frameCount % updateInterval === 0 || fastUpdate)) {
296
311
 
312
+ FAST_ACTIVE_SYNCTRANSFORMS++;
313
+ if (fastUpdate && FAST_INTERVAL > 0 && this.context.time.frameCount % FAST_INTERVAL !== 0) return;
314
+
297
315
  if (debug)
298
316
  console.log("send update", this.context.connection.connectionId, this.guid, this.gameObject.name, this.gameObject.guid);
299
317
 
src/engine/tests/test_utils.ts CHANGED
@@ -1,6 +1,6 @@
1
1
 
2
+ import { noVoip } from "../../engine-components/Voip.js";
2
3
  import * as utils from "../engine_utils.js";
3
- import { noVoip } from "../../engine-components/Voip.js";
4
4
 
5
5
 
6
6
  export function detect_run_tests(){
src/engine-components/TestRunner.ts CHANGED
@@ -1,11 +1,12 @@
1
- import { Behaviour } from "./Component.js";
1
+ import * as flatbuffers from 'flatbuffers';
2
+ import { Vector3 } from "three";
3
+
4
+ import type { IModel } from "../engine/engine_networking_types.js";
2
5
  import * as tests from "../engine/tests/test_utils.js";
3
- import { createTransformModel, SyncedTransform, SyncedTransformIdentifier } from "./SyncedTransform.js";
4
- import * as flatbuffers from 'flatbuffers';
5
6
  import { SyncedTransformModel } from "../engine-schemes/synced-transform-model.js";
7
+ import { Behaviour } from "./Component.js";
6
8
  import { Rigidbody } from "./RigidBody.js";
7
- import { Vector3 } from "three";
8
- import type { IModel } from "../engine/engine_networking_types.js";
9
+ import { createTransformModel, SyncedTransform, SyncedTransformIdentifier } from "./SyncedTransform.js";
9
10
 
10
11
  export class TestRunner extends Behaviour {
11
12
  awake(): void {
src/engine-components/ui/Text.ts CHANGED
@@ -1,12 +1,13 @@
1
- import { Graphic } from './Graphic.js';
1
+ import { Color } from 'three';
2
2
  import * as ThreeMeshUI from 'three-mesh-ui'
3
3
  import type { DocumentedOptions as ThreeMeshUIEveryOptions } from "three-mesh-ui/build/types/core/elements/MeshUIBaseElement.js";
4
- import { Color } from 'three';
5
- import { updateRenderSettings } from './Utils.js';
6
- import { Canvas } from './Canvas.js';
4
+
7
5
  import { serializable } from '../../engine/engine_serialization_decorator.js';
8
6
  import { getParam } from '../../engine/engine_utils.js';
7
+ import { Canvas } from './Canvas.js';
8
+ import { Graphic } from './Graphic.js';
9
9
  import { type ICanvas, type ICanvasEventReceiver, type IHasAlphaFactor } from './Interfaces.js';
10
+ import { updateRenderSettings } from './Utils.js';
10
11
 
11
12
  const debug = getParam("debugtext");
12
13
 
@@ -313,12 +314,12 @@
313
314
  const child = this.uiObject.children[i];
314
315
  // @ts-ignore
315
316
  if (child.isUI) {
316
- this.uiObject.remove(child);
317
+ this.uiObject.remove(child as any);
317
318
  child.clear();
318
319
  }
319
320
  }
320
321
  const el = new ThreeMeshUI.Inline({ textContent: text.substring(0, currentTag.startIndex), color: 'inherit' });
321
- this.uiObject.add(el);
322
+ this.uiObject.add(el as any);
322
323
  }
323
324
 
324
325
  const stackArray: Array<TagStackEntry> = [];
@@ -335,13 +336,13 @@
335
336
  opts.textContent = this.getText(text, currentTag, next);
336
337
  this.handleTag(currentTag, opts, stackArray);
337
338
  const el = new ThreeMeshUI.Inline(opts);
338
- this.uiObject?.add(el)
339
+ this.uiObject?.add(el as any)
339
340
 
340
341
  } else {
341
342
  opts.textContent = text.substring(currentTag.endIndex);
342
343
  this.handleTag(currentTag, opts, stackArray);
343
344
  const el = new ThreeMeshUI.Inline(opts);
344
- this.uiObject?.add(el);
345
+ this.uiObject?.add(el as any);
345
346
  }
346
347
  currentTag = next;
347
348
  }
src/engine-components/export/usdz/ThreeUSDZExporter.ts CHANGED
@@ -1,36 +1,37 @@
1
- import { Renderer } from '../../Renderer.js';
2
- import { GameObject } from '../../Component.js';
3
- import type { OffscreenCanvasExt } from '../../../engine/engine_shims.js';
4
1
  import '../../../engine/engine_shims.js';
2
+
5
3
  import {
6
- PlaneGeometry,
7
- Texture,
8
- Uniform,
9
- PerspectiveCamera,
10
- Scene,
11
- Mesh,
12
- ShaderMaterial,
13
- WebGLRenderer,
4
+ AnimationClip,
5
+ Bone,
6
+ BufferAttribute,
7
+ BufferGeometry,
8
+ Color,
9
+ DoubleSide,
10
+ Material,
14
11
  MathUtils,
15
12
  Matrix4,
16
- DoubleSide,
17
- BufferGeometry,
18
- Material,
19
- Color,
13
+ Mesh,
14
+ MeshBasicMaterial,
15
+ MeshPhysicalMaterial,
20
16
  MeshStandardMaterial,
21
- MeshPhysicalMaterial,
22
17
  Object3D,
23
- MeshBasicMaterial,
24
- Bone,
18
+ OrthographicCamera,
19
+ PerspectiveCamera,
20
+ PlaneGeometry,
21
+ Scene,
22
+ ShaderMaterial,
25
23
  SkinnedMesh,
26
24
  SRGBColorSpace,
27
- AnimationClip,
28
- OrthographicCamera,
29
- BufferAttribute,
30
- Vector4
31
- } from 'three';
25
+ Texture,
26
+ Uniform,
27
+ Vector4,
28
+ WebGLRenderer} from 'three';
32
29
  import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
33
30
 
31
+ import type { OffscreenCanvasExt } from '../../../engine/engine_shims.js';
32
+ import { GameObject } from '../../Component.js';
33
+ import { Renderer } from '../../Renderer.js';
34
+
34
35
  function makeNameSafe( str ) {
35
36
  str = str.replace( /[^a-zA-Z0-9_]/g, '' );
36
37
 
@@ -1080,7 +1081,9 @@
1080
1081
 
1081
1082
  if ( geometry ) {
1082
1083
  writer.beginBlock( `def ${objType} "${name}"`, "(", false );
1083
- if (context.quickLookCompatible && material && material.side === DoubleSide)
1084
+ // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1085
+ // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1086
+ if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1084
1087
  writer.appendLine(`prepend references = @./geometries/Geometry_${geometry.id}.usd@</Geometry_doubleSided>`);
1085
1088
  else
1086
1089
  writer.appendLine(`prepend references = @./geometries/Geometry_${geometry.id}.usd@</Geometry>`);
@@ -1758,17 +1761,17 @@
1758
1761
  ];
1759
1762
 
1760
1763
  export {
1761
- USDZExporter,
1762
- USDZExporterContext,
1763
- USDWriter,
1764
- USDObject,
1765
1764
  buildMatrix,
1765
+ decompressGpuTexture,
1766
+ findStructuralNodesInBoneHierarchy,
1766
1767
  getBoneName,
1767
1768
  getPathToSkeleton,
1769
+ imageToCanvas,
1770
+ makeNameSafe as makeNameSafeForUSD,
1771
+ USDDocument,
1768
1772
  fn as usdNumberFormatting,
1769
- USDDocument,
1770
- makeNameSafe as makeNameSafeForUSD,
1771
- imageToCanvas,
1772
- decompressGpuTexture,
1773
- findStructuralNodesInBoneHierarchy,
1773
+ USDObject,
1774
+ USDWriter,
1775
+ USDZExporter,
1776
+ USDZExporterContext,
1774
1777
  };
src/engine-components/postprocessing/Effects/TiltShiftEffect.ts CHANGED
@@ -1,8 +1,9 @@
1
- import { registerCustomEffectType } from "../VolumeProfile.js";
1
+ import { KernelSize, TiltShiftEffect as TiltShift } from "postprocessing";
2
+
3
+ import { serializable } from "../../../engine/engine_serialization.js";
2
4
  import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
3
- import { KernelSize, TiltShiftEffect as TiltShift } from "postprocessing";
4
5
  import { VolumeParameter } from "../VolumeParameter.js";
5
- import { serializable } from "../../../engine/engine_serialization.js";
6
+ import { registerCustomEffectType } from "../VolumeProfile.js";
6
7
 
7
8
 
8
9
  export class TiltShiftEffect extends PostProcessingEffect {
src/engine-components/timeline/TimelineTracks.ts CHANGED
@@ -1,14 +1,15 @@
1
- import { PlayableDirector } from "./PlayableDirector.js";
2
- import * as Models from "./TimelineModels.js";
3
- import { GameObject } from "../Component.js";
1
+ import { AnimationAction, AnimationClip, AnimationMixer, Audio, AudioListener, AudioLoader, Euler, Object3D, Quaternion, QuaternionKeyframeTrack, Vector3, VectorKeyframeTrack } from "three";
2
+
3
+ import { isDevEnvironment } from "../../engine/debug/index.js";
4
4
  import { Context } from "../../engine/engine_setup.js";
5
- import { SignalReceiver } from "./SignalAsset.js";
6
- import { Audio, AudioListener, AnimationAction, AnimationClip, AnimationMixer, AudioLoader, Euler, Object3D, Quaternion, QuaternionKeyframeTrack, Vector3, VectorKeyframeTrack } from "three";
7
5
  import { getParam, resolveUrl } from "../../engine/engine_utils.js";
6
+ import { setObjectAnimated } from "../AnimationUtils.js";
7
+ import { Animator } from "../Animator.js"
8
8
  import { AudioSource } from "../AudioSource.js";
9
- import { Animator } from "../Animator.js"
10
- import { setObjectAnimated } from "../AnimationUtils.js";
11
- import { isDevEnvironment } from "../../engine/debug/index.js";
9
+ import { GameObject } from "../Component.js";
10
+ import { PlayableDirector } from "./PlayableDirector.js";
11
+ import { SignalReceiver } from "./SignalAsset.js";
12
+ import * as Models from "./TimelineModels.js";
12
13
 
13
14
  const debug = getParam("debugtimeline");
14
15
 
@@ -563,14 +564,16 @@
563
564
 
564
565
  const muteAudioTracks = getParam("mutetimeline");
565
566
 
567
+ declare type AudioClipModel = Models.ClipModel & { _didTriggerPlay: boolean };
568
+
566
569
  export class AudioTrackHandler extends TrackHandler {
567
570
 
568
- models: Array<Models.ClipModel> = [];
571
+ models: Array<AudioClipModel> = [];
569
572
  listener!: AudioListener;
570
573
  audio: Array<Audio> = [];
571
574
  audioContextTimeOffset: Array<number> = [];
572
575
  lastTime: number = 0;
573
- audioSource?:AudioSource;
576
+ audioSource?: AudioSource;
574
577
 
575
578
  private _audioLoader: AudioLoader | null = null;
576
579
 
@@ -591,7 +594,9 @@
591
594
  addModel(model: Models.ClipModel) {
592
595
  const audio = new Audio(this.listener as any);
593
596
  this.audio.push(audio);
594
- this.models.push(model);
597
+ const audioClipModel = model as AudioClipModel;
598
+ audioClipModel._didTriggerPlay = false;
599
+ this.models.push(audioClipModel);
595
600
  }
596
601
 
597
602
  onDisable() {
@@ -599,6 +604,9 @@
599
604
  if (audio.isPlaying)
600
605
  audio.stop();
601
606
  }
607
+ for (const model of this.models) {
608
+ model._didTriggerPlay = false;
609
+ }
602
610
  }
603
611
 
604
612
  onDestroy() {
@@ -626,8 +634,23 @@
626
634
  if (audio?.isPlaying)
627
635
  audio.stop();
628
636
  }
637
+ for (const model of this.models) {
638
+ model._didTriggerPlay = false;
639
+ }
629
640
  }
630
641
 
642
+ private _playableDirectorResumed = false;
643
+ onPauseChanged() {
644
+ // if the timeline gets paused we stop all audio clips
645
+ // we dont reset the triggerPlay here (this will automatically reset when the timeline start evaluating again)
646
+ for (let i = 0; i < this.audio.length; i++) {
647
+ const audio = this.audio[i];
648
+ if (audio?.isPlaying)
649
+ audio.stop();
650
+ }
651
+ this._playableDirectorResumed = this.director.isPlaying;
652
+ }
653
+
631
654
  evaluate(time: number) {
632
655
  if (muteAudioTracks) return;
633
656
  if (this.track.muted) return;
@@ -636,6 +659,8 @@
636
659
  return;
637
660
  }
638
661
  const isMuted = this.director.context.application.muted;
662
+ const resumePlay = this._playableDirectorResumed;
663
+ this._playableDirectorResumed = false;
639
664
  // this is just so that we dont hear the very first beat when the audio starts but is muted
640
665
  // if we dont add a delay we hear a little bit of the audio before it shuts down
641
666
  // MAYBE instead of doing it like this we should connect a custom audio node (or disconnect the output node?)
@@ -653,15 +678,24 @@
653
678
  audio.playbackRate = this.director.context.time.timeScale * this.director.speed;
654
679
  audio.loop = asset.loop;
655
680
  if (time >= model.start && time <= model.end && time < this.director.duration) {
656
- if (this.director.isPlaying == false) {
657
- if (audio.isPlaying)
658
- audio.stop();
659
- if (this.lastTime === time) continue;
681
+ if (!audio.isPlaying || !this.director.isPlaying) {
682
+ // if the timeline is paused we trigger the audio clip once when the model is entered
683
+ // we dont playback the audio clip if we scroll back in time
684
+ // this is to support audioclip playback when using timeline with manual scrolling (scrollytelling)
685
+ if (resumePlay || (!model._didTriggerPlay && this.lastTime < time)) {
686
+ // we don't want to clip in the audio if it's a very short clip
687
+ const clipDuration = model.duration * model.timeScale;
688
+ if (clipDuration > .3)
689
+ audio.offset = model.clipIn + (time - model.start) * model.timeScale;
690
+ else audio.offset = 0;
691
+ if (debug) console.log("Timeline Audio (" + this.track.name + ") play with offset " + audio.offset + " - " + model.asset.clip);
692
+ audio.play(playTimeOffset);
693
+ model._didTriggerPlay = true;
694
+ }
695
+ else {
696
+ // do nothing...
697
+ }
660
698
  }
661
- else if (!audio.isPlaying) {
662
- audio.offset = model.clipIn + (time - model.start) * model.timeScale;
663
- audio.play(playTimeOffset);
664
- }
665
699
  else {
666
700
  const targetOffset = model.clipIn + (time - model.start) * model.timeScale;
667
701
  // seems it's non-trivial to get the right time from audio sources;
@@ -677,7 +711,7 @@
677
711
  }
678
712
  let vol = asset.volume as number;
679
713
 
680
- if(this.track.volume !== undefined)
714
+ if (this.track.volume !== undefined)
681
715
  vol *= this.track.volume;
682
716
 
683
717
  if (isMuted) vol = 0;
@@ -692,8 +726,12 @@
692
726
  audio.setVolume(vol * this.director.weight);
693
727
  }
694
728
  else {
695
- if (audio.isPlaying)
696
- audio.stop();
729
+ model._didTriggerPlay = false;
730
+ if (this.director.isPlaying) {
731
+ if (audio.isPlaying) {
732
+ audio.stop();
733
+ }
734
+ }
697
735
  }
698
736
  }
699
737
  this.lastTime = time;
src/engine-components/postprocessing/Effects/Tonemapping.ts CHANGED
@@ -1,4 +1,5 @@
1
1
  import { ACESFilmicToneMapping, LinearToneMapping, NoToneMapping, ReinhardToneMapping } from "three";
2
+
2
3
  import { serializable } from "../../../engine/engine_serialization.js";
3
4
  import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
4
5
  import { VolumeParameter } from "../VolumeParameter.js";
src/engine-components/TransformGizmo.ts CHANGED
@@ -1,10 +1,11 @@
1
+ import { MathUtils,Mesh } from "three";
2
+ import { TransformControls } from "three/examples/jsm/controls/TransformControls.js";
3
+
4
+ import * as params from "../engine/engine_default_parameters.js";
5
+ import { serializable } from "../engine/engine_serialization_decorator.js";
1
6
  import { Behaviour, GameObject } from "./Component.js";
7
+ import { OrbitControls } from "./OrbitControls.js";
2
8
  import { SyncedTransform } from "./SyncedTransform.js";
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
- import * as params from "../engine/engine_default_parameters.js";
5
- import { Mesh, MathUtils } from "three";
6
- import { TransformControls } from "three/examples/jsm/controls/TransformControls.js";
7
- import { OrbitControls } from "./OrbitControls.js";
8
9
 
9
10
  export class TransformGizmo extends Behaviour {
10
11
 
src/engine/extensions/usage_tracker.ts CHANGED
@@ -1,6 +1,7 @@
1
1
 
2
+ import { Mesh, Object3D } from "three";
2
3
  import { type GLTF, type GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
3
- import { Mesh, Object3D } from "three";
4
+
4
5
  import { getParam } from "../engine_utils.js";
5
6
 
6
7
 
src/engine-components/export/usdz/USDZExporter.ts CHANGED
@@ -1,24 +1,25 @@
1
+ import { Matrix4,Mesh, Object3D } from "three";
2
+
3
+ import { showBalloonMessage, showBalloonWarning } from "../../../engine/debug/index.js";
4
+ import { hasProLicense } from "../../../engine/engine_license.js";
5
+ import { serializable } from "../../../engine/engine_serialization.js";
6
+ import { Context } from "../../../engine/engine_setup.js";
1
7
  import { delay, getParam, isiOS, isMobileDevice, isSafari } from "../../../engine/engine_utils.js";
2
- import { Object3D, Mesh, Matrix4 } from "three";
3
- import { USDZExporter as ThreeUSDZExporter } from "./ThreeUSDZExporter.js";
4
- import { AnimationExtension } from "./extensions/Animation.js"
5
- import { ensureQuicklookLinkIsCreated } from "./utils/quicklook.js";
6
- import { getFormattedDate } from "./utils/timeutils.js";
7
- import { registerAnimatorsImplictly } from "./utils/animationutils.js";
8
- import type { IUSDExporterExtension } from "./Extension.js";
9
8
  import { Behaviour, GameObject } from "../../Component.js";
10
- import { WebXR } from "../../webxr/WebXR.js"
11
- import { serializable } from "../../../engine/engine_serialization.js";
12
- import { showBalloonMessage, showBalloonWarning } from "../../../engine/debug/index.js";
13
- import { Context } from "../../../engine/engine_setup.js";
9
+ import { Renderer } from "../../Renderer.js"
14
10
  import { WebARSessionRoot } from "../../webxr/WebARSessionRoot.js";
15
- import { hasProLicense } from "../../../engine/engine_license.js";
11
+ import { NeedleWebXRHtmlElement } from "../../webxr/WebXRButtons.js";
12
+ import { XRFlag, XRState, XRStateFlag } from "../../webxr/XRFlag.js";
13
+ import type { IUSDExporterExtension } from "./Extension.js";
14
+ import { AnimationExtension } from "./extensions/Animation.js"
15
+ import { AudioExtension } from "./extensions/behavior/AudioExtension.js";
16
16
  import { BehaviorExtension } from "./extensions/behavior/Behaviour.js";
17
- import { AudioExtension } from "./extensions/behavior/AudioExtension.js";
18
17
  import { TextExtension } from "./extensions/USDZText.js";
19
18
  import { USDZUIExtension } from "./extensions/USDZUI.js";
20
- import { Renderer } from "../../Renderer.js"
21
- import { XRFlag, XRState, XRStateFlag } from "../../XRFlag.js";
19
+ import { USDZExporter as ThreeUSDZExporter } from "./ThreeUSDZExporter.js";
20
+ import { registerAnimatorsImplictly } from "./utils/animationutils.js";
21
+ import { ensureQuicklookLinkIsCreated } from "./utils/quicklook.js";
22
+ import { getFormattedDate } from "./utils/timeutils.js";
22
23
 
23
24
  const debug = getParam("debugusdz");
24
25
 
@@ -76,7 +77,7 @@
76
77
  extensions: IUSDExporterExtension[] = [];
77
78
 
78
79
  private link!: HTMLAnchorElement;
79
- private webxr?: WebXR;
80
+ private button?: HTMLButtonElement;
80
81
 
81
82
  start() {
82
83
  if (debug) {
@@ -114,8 +115,9 @@
114
115
  const ios = isiOS()
115
116
  const safari = isSafari();
116
117
  if (debug || (ios && safari)) {
117
- if (debug || this.allowCreateQuicklookButton)
118
- this.addQuicklookButton();
118
+ if (this.allowCreateQuicklookButton)
119
+ this.button = this.createQuicklookButton();
120
+
119
121
  this.lastCallback = this.quicklookCallback.bind(this);
120
122
  this.link = ensureQuicklookLinkIsCreated(this.context);
121
123
  this.link.addEventListener('message', this.lastCallback);
@@ -127,12 +129,13 @@
127
129
  }
128
130
 
129
131
  onDisable() {
132
+ this.button?.remove();
130
133
  this.link?.removeEventListener('message', this.lastCallback);
131
- const ios = isiOS()
132
- const safari = isSafari();
133
- if (debug || (ios && safari)) {
134
- this.removeQuicklookButton();
135
- }
134
+ // const ios = isiOS()
135
+ // const safari = isSafari();
136
+ // if (debug || (ios && safari)) {
137
+ // this.removeQuicklookButton();
138
+ // }
136
139
  if (debug)
137
140
  showBalloonMessage("USDZ Exporter disabled: " + this.name);
138
141
 
@@ -381,76 +384,7 @@
381
384
  return obj;
382
385
  }
383
386
 
384
-
385
-
386
-
387
- private _quicklookButton?: HTMLElement;
388
-
389
- private async createQuicklookButton() {
390
- if (!this.webxr) {
391
- await delay(1);
392
- this.webxr = GameObject.findObjectOfType(WebXR) ?? undefined;
393
- if (this.webxr) {
394
- if (this.webxr.VRButton) this.webxr.VRButton.parentElement?.removeChild(this.webxr.VRButton);
395
- // check if we have an AR button already and re-use that
396
- if (this.webxr.ARButton && this._quicklookButton !== this.webxr.ARButton) {
397
- this._quicklookButton = this.webxr.ARButton;
398
- // Hack to remove the immersiveweb link
399
- const linkInButton = this.webxr.ARButton.parentElement?.querySelector("a");
400
- if (linkInButton) {
401
- linkInButton.href = "";
402
- }
403
- this.webxr.ARButton.innerText = "Open in Quicklook";
404
- this.webxr.ARButton.disabled = false;
405
- this.webxr.ARButton.addEventListener("click", evt => {
406
- evt.preventDefault();
407
- this.exportAsync();
408
- });
409
- this.webxr.ARButton.classList.add("quicklook-ar-button");
410
- this._quicklookButtonContainer = this.webxr.ARButton.parentElement;
411
- this.dispatchEvent(new CustomEvent("created-button", { detail: this.webxr.ARButton }))
412
- }
413
- // create a button if WebXR didnt create one yet
414
- else {
415
- this.webxr.createARButton = false;
416
- this.webxr.createVRButton = false;
417
- let container = this.context.domElement.shadowRoot!.querySelector(".webxr-buttons");
418
- if (!container) {
419
- container = document.createElement("div");
420
- container.classList.add("webxr-buttons");
421
- }
422
- const button = document.createElement("button");
423
- button.innerText = "Open in Quicklook";
424
- button.addEventListener("click", () => {
425
- this.exportAsync();
426
- });
427
- button.classList.add('webxr-ar-button');
428
- button.classList.add('webxr-button');
429
- button.classList.add("quicklook-ar-button");
430
- this._quicklookButton = button;
431
- container.appendChild(button);
432
- this._quicklookButtonContainer = container;
433
- this.dispatchEvent(new CustomEvent("created-button", { detail: button }))
434
- }
435
- }
436
- else {
437
- console.warn("Could not find WebXR component: will not create Quicklook button", Context.Current);
438
- }
439
- }
440
- }
441
-
442
-
443
- private _quicklookButtonContainer: Element | null = null;
444
- private async addQuicklookButton() {
445
- await this.createQuicklookButton();
446
- if (this._quicklookButton && this._quicklookButtonContainer) {
447
- this._quicklookButtonContainer.appendChild(this._quicklookButton);
448
- }
449
- }
450
- private removeQuicklookButton() {
451
- this._quicklookButton?.remove();
452
- }
453
-
387
+ private static invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
454
388
  private applyWebARSessionRoot() {
455
389
  if (!this.objectToExport) return;
456
390
 
@@ -475,7 +409,20 @@
475
409
  if (debug) console.log("AR Session Root scale", scale, target);
476
410
  target.matrix.makeScale(scale, scale, scale);
477
411
  if (sessionRoot.invertForward) {
478
- target.matrix.multiply(new Matrix4().makeRotationY(Math.PI));
412
+ target.matrix.multiply(USDZExporter.invertForwardMatrix);
479
413
  }
414
+
415
+ // TODO we should refactor this and use one common method in WebARSessionRoot to place an object –
416
+ // basically the inverted effect of WebARSessionRoot.onApplyPose()
417
+
418
+ // TODO why are we not reverting this transformation after the export?
480
419
  }
420
+
421
+
422
+ private createQuicklookButton() {
423
+ const buttoncontainer = NeedleWebXRHtmlElement.getOrCreate(this.context);
424
+ const button = buttoncontainer.createQuicklookButton();
425
+ if(!button.parentNode) buttoncontainer.appendChild(button);
426
+ return button;
427
+ }
481
428
  }
src/engine-components/export/usdz/extensions/USDZText.ts CHANGED
@@ -1,11 +1,12 @@
1
+ import { Color, Material, Matrix4, MeshStandardMaterial, Object3D, Vector3 } from "three";
2
+
3
+ import { GameObject } from "../../../Component.js";
4
+ import { RectTransform } from "../../../ui/RectTransform.js";
5
+ import { Text } from "../../../ui/Text.js"
6
+ import { TextAnchor } from "../../../ui/Text.js";
1
7
  import type { IUSDExporterExtension } from "../Extension.js";
2
8
  import type { IBehaviorElement } from "../extensions/behavior/BehavioursBuilder.js";
3
9
  import { USDDocument, USDObject, USDWriter, USDZExporterContext } from "../ThreeUSDZExporter.js";
4
- import { GameObject } from "../../../Component.js";
5
- import { Text } from "../../../ui/Text.js"
6
- import { RectTransform } from "../../../ui/RectTransform.js";
7
- import { Color, Material, Matrix4, MeshStandardMaterial, Object3D, Vector3 } from "three";
8
- import { TextAnchor } from "../../../ui/Text.js";
9
10
 
10
11
 
11
12
  export enum TextWrapMode {
src/engine-components/export/usdz/extensions/USDZUI.ts CHANGED
@@ -1,13 +1,14 @@
1
- import type { IUSDExporterExtension } from "../Extension.js";
2
- import { USDObject, USDZExporterContext } from "../ThreeUSDZExporter.js";
1
+ import { Color, Mesh, MeshBasicMaterial, Object3D } from "three";
2
+
3
3
  import { GameObject } from "../../../Component.js";
4
+ import { $shadowDomOwner } from "../../../ui/BaseUIComponent.js";
4
5
  import { Canvas } from "../../../ui/Canvas.js";
6
+ import { RenderMode } from "../../../ui/Canvas.js";
5
7
  import { CanvasGroup } from "../../../ui/CanvasGroup.js";
6
- import { $shadowDomOwner } from "../../../ui/BaseUIComponent.js";
7
8
  import { RectTransform } from "../../../ui/RectTransform.js";
8
- import { Color, Mesh, MeshBasicMaterial, Object3D } from "three";
9
+ import type { IUSDExporterExtension } from "../Extension.js";
10
+ import { USDObject, USDZExporterContext } from "../ThreeUSDZExporter.js";
9
11
  import { TextExtension } from "./USDZText.js";
10
- import { RenderMode } from "../../../ui/Canvas.js";
11
12
 
12
13
  export class USDZUIExtension implements IUSDExporterExtension {
13
14
  get extensionName(): string {
@@ -31,7 +32,7 @@
31
32
  height = rt.height;
32
33
 
33
34
  const shadowRootModel = USDObject.createEmpty();
34
- const shadowComponent = rt.shadowComponent;
35
+ const shadowComponent = rt.shadowComponent as unknown as Object3D;
35
36
  model.add(shadowRootModel);
36
37
 
37
38
  if (shadowComponent) {
@@ -52,7 +53,7 @@
52
53
  childModel.matrix.copy(child.matrix);
53
54
 
54
55
  const childParent = child.parent;
55
- const isText = childParent && typeof childParent["textContent"] === "string" && childParent["textContent"].length;
56
+ const isText = !!childParent && typeof childParent["textContent"] === "string" && childParent["textContent"].length > 0;
56
57
  let hierarchyOpacity = opacityMap.get(childParent!) || 1;
57
58
 
58
59
  // TODO CanvasGroup doesn't render something but modifies opacity
@@ -64,8 +65,11 @@
64
65
 
65
66
  if (child instanceof Mesh && isText) {
66
67
  // get shadoDomOwner so we can export Text from the text extension directly
67
- const shadowDomOwner = child[$shadowDomOwner].gameObject;
68
- textExt.exportText(shadowDomOwner, childModel, _context);
68
+ const shadowDomOwner = child[$shadowDomOwner];
69
+ if (!shadowDomOwner)
70
+ console.error("Error when exporting UI: shadow component owner not found. This is likely a bug.", child);
71
+ else
72
+ textExt.exportText(shadowDomOwner.gameObject, childModel, _context);
69
73
  }
70
74
 
71
75
  if (child instanceof Mesh && !isText)
plugins/types/userconfig.d.ts CHANGED
@@ -25,6 +25,9 @@
25
25
  /** Set to true to create an imports.log file that shows all module imports. The file is generated when stopping the server. */
26
26
  logModuleImportChains: boolean;
27
27
 
28
+ /** Set to true to disable generating the buildinfo.json file in your output directory */
29
+ noBuildInfo: boolean;
30
+
28
31
  /** required for @serializable https://github.com/vitejs/vite/issues/13736 */
29
32
  vite44Hack: boolean;
30
33
 
src/engine-components/ui/Utils.ts CHANGED
@@ -1,5 +1,7 @@
1
1
 
2
- import { FrontSide, DoubleSide, Object3D } from "three"
2
+ import { DoubleSide, FrontSide, Object3D } from "three"
3
+ import ThreeMeshUI from "three-mesh-ui";
4
+
3
5
  import { FrameEvent } from "../../engine/engine_setup.js";
4
6
  import { Behaviour } from "../Component.js";
5
7
  import { $shadowDomOwner, BaseUIComponent } from "./BaseUIComponent.js";
@@ -27,7 +29,7 @@
27
29
  receiveShadows?: boolean;
28
30
  }
29
31
 
30
- export function updateRenderSettings(shadowComponent: Object3D, settings: RenderSettings) {
32
+ export function updateRenderSettings(shadowComponent: Object3D | ThreeMeshUI.MeshUIBaseElement, settings: RenderSettings) {
31
33
  if (!shadowComponent) return;
32
34
  // const owner = shadowComponent[$shadowDomOwner];
33
35
  // if (!owner)
src/engine-components/js-extensions/Vector.ts CHANGED
@@ -1,6 +1,7 @@
1
- import { applyPrototypeExtensions, registerPrototypeExtensions } from "./ExtensionUtils.js";
2
1
  import { Vector3 } from "three";
2
+
3
3
  import { slerp } from "../../engine/engine_three_utils.js";
4
+ import { applyPrototypeExtensions, registerPrototypeExtensions } from "./ExtensionUtils.js";
4
5
 
5
6
  export function apply(object: Vector3) {
6
7
  if (object && object.isVector3 === true) {
src/engine-components/VideoPlayer.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
- import { serializable } from "../engine/engine_serialization_decorator.js";
3
1
  import { Material, Mesh, Object3D, ShaderMaterial, SRGBColorSpace, sRGBEncoding, Texture, Vector2, Vector4, VideoTexture } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { ObjectUtils, PrimitiveType } from "../engine/engine_create_objects.js";
4
5
  import { awaitInput } from "../engine/engine_input_utils.js";
6
+ import { serializable } from "../engine/engine_serialization_decorator.js";
7
+ import { Context } from "../engine/engine_setup.js";
8
+ import { getWorldScale } from "../engine/engine_three_utils.js";
5
9
  import { getParam } from "../engine/engine_utils.js";
10
+ import { Behaviour, GameObject } from "./Component.js";
6
11
  import { Renderer } from "./Renderer.js";
7
- import { getWorldScale } from "../engine/engine_three_utils.js";
8
- import { ObjectUtils, PrimitiveType } from "../engine/engine_create_objects.js";
9
- import { Context } from "../engine/engine_setup.js";
10
- import { isDevEnvironment } from "../engine/debug/index.js";
11
12
 
12
13
  const debug = getParam("debugvideo");
13
14
 
@@ -184,11 +185,13 @@
184
185
  private _isPlaying: boolean = false;
185
186
  private wasPlaying: boolean = false;
186
187
 
187
- /** ensure's the video elemnent has been created and will start loading the clip */
188
- preload() {
188
+ /** ensure's the video element has been created and will start loading the clip */
189
+ preloadVideo() {
189
190
  if (debug) console.log("Video Preload: " + this.name, this.clip);
190
191
  this.create(false);
191
192
  }
193
+ /** @deprecated use `preloadVideo()` */
194
+ preload() { this.preloadVideo(); }
192
195
 
193
196
  /** Set a new video stream
194
197
  * starts to play automatically if the videoplayer hasnt been active before and playOnAwake is true */
@@ -234,7 +237,7 @@
234
237
  this.create(true);
235
238
  }
236
239
  else {
237
- this.preload();
240
+ this.preloadVideo();
238
241
  }
239
242
 
240
243
  if (this.screenspace) {
src/engine-components/postprocessing/Effects/Vignette.ts CHANGED
@@ -1,8 +1,9 @@
1
+ import { VignetteEffect } from "postprocessing";
2
+
1
3
  import { serializable } from "../../../engine/engine_serialization.js";
4
+ import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
2
5
  import { VolumeParameter } from "../VolumeParameter.js";
3
- import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
4
6
  import { registerCustomEffectType } from "../VolumeProfile.js";
5
- import { VignetteEffect } from "postprocessing";
6
7
 
7
8
 
8
9
  export class Vignette extends PostProcessingEffect {
src/engine-components/Voip.ts CHANGED
@@ -1,11 +1,12 @@
1
- import { Behaviour } from "./Component.js";
2
- import { StreamEndedEvent, NetworkedStreamEvents, NetworkedStreams, StreamReceivedEvent, disposeStream } from "../engine/engine_networking_streams.js"
1
+ import { AudioAnalyser } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonError, showBalloonWarning } from "../engine/debug/index.js";
4
+ import { RoomEvents } from "../engine/engine_networking.js";
5
+ import { disposeStream,NetworkedStreamEvents, NetworkedStreams, StreamEndedEvent, StreamReceivedEvent } from "../engine/engine_networking_streams.js"
3
6
  import { serializable } from "../engine/engine_serialization_decorator.js";
4
7
  import { getParam, microphonePermissionsGranted } from "../engine/engine_utils.js";
5
- import { RoomEvents } from "../engine/engine_networking.js";
6
8
  import { delay } from "../engine/engine_utils.js";
7
- import { isDevEnvironment, showBalloonError, showBalloonWarning } from "../engine/debug/index.js";
8
- import { AudioAnalyser } from "three";
9
+ import { Behaviour } from "./Component.js";
9
10
 
10
11
  export const noVoip = "noVoip";
11
12
  const debugParam = getParam("debugvoip");
src/engine-components/postprocessing/Volume.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { Behaviour } from "../Component.js";
1
+ import { EffectComposer } from "postprocessing";
2
+
3
+ import { isDevEnvironment } from "../../engine/debug/index.js";
4
+ import type { EditorModification, IEditorModification as IEditorModificationReceiver } from "../../engine/engine_editor-sync.js";
2
5
  import { serializeable } from "../../engine/engine_serialization_decorator.js";
3
6
  import { getParam } from "../../engine/engine_utils.js";
4
- import { VolumeProfile } from "./VolumeProfile.js";
5
- import type { EditorModification, IEditorModification as IEditorModificationReceiver } from "../../engine/engine_editor-sync.js";
7
+ import { Behaviour } from "../Component.js";
8
+ import { PostProcessingEffect } from "./PostProcessingEffect.js";
6
9
  import { PostProcessingHandler } from "./PostProcessingHandler.js";
7
- import { PostProcessingEffect } from "./PostProcessingEffect.js";
8
10
  import { VolumeParameter } from "./VolumeParameter.js";
9
- import { isDevEnvironment } from "../../engine/debug/index.js";
10
- import { EffectComposer } from "postprocessing";
11
+ import { VolumeProfile } from "./VolumeProfile.js";
11
12
 
12
13
  const debug = getParam("debugpost");
13
14
 
src/engine-schemes/vr-user-state-buffer.ts CHANGED
@@ -24,102 +24,109 @@
24
24
  return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
25
25
  }
26
26
 
27
- guid():string|null
28
- guid(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
29
- guid(optionalEncoding?:any):string|Uint8Array|null {
27
+ time():flatbuffers.Long {
30
28
  const offset = this.bb!.__offset(this.bb_pos, 4);
31
- return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
32
- }
33
-
34
- time():flatbuffers.Long {
35
- const offset = this.bb!.__offset(this.bb_pos, 6);
36
29
  return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
37
30
  }
38
31
 
39
32
  avatarId():string|null
40
33
  avatarId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
41
34
  avatarId(optionalEncoding?:any):string|Uint8Array|null {
42
- const offset = this.bb!.__offset(this.bb_pos, 8);
35
+ const offset = this.bb!.__offset(this.bb_pos, 6);
43
36
  return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
44
37
  }
45
38
 
46
39
  position(obj?:Vec3):Vec3|null {
47
- const offset = this.bb!.__offset(this.bb_pos, 10);
40
+ const offset = this.bb!.__offset(this.bb_pos, 8);
48
41
  return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
49
42
  }
50
43
 
51
44
  rotation(obj?:Vec4):Vec4|null {
52
- const offset = this.bb!.__offset(this.bb_pos, 12);
45
+ const offset = this.bb!.__offset(this.bb_pos, 10);
53
46
  return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
54
47
  }
55
48
 
56
49
  scale():number {
57
- const offset = this.bb!.__offset(this.bb_pos, 14);
50
+ const offset = this.bb!.__offset(this.bb_pos, 12);
58
51
  return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0;
59
52
  }
60
53
 
54
+ headPosition(obj?:Vec3):Vec3|null {
55
+ const offset = this.bb!.__offset(this.bb_pos, 14);
56
+ return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
57
+ }
58
+
59
+ headRotation(obj?:Vec4):Vec4|null {
60
+ const offset = this.bb!.__offset(this.bb_pos, 16);
61
+ return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
62
+ }
63
+
61
64
  posLeftHand(obj?:Vec3):Vec3|null {
62
- const offset = this.bb!.__offset(this.bb_pos, 16);
65
+ const offset = this.bb!.__offset(this.bb_pos, 18);
63
66
  return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
64
67
  }
65
68
 
66
69
  posRightHand(obj?:Vec3):Vec3|null {
67
- const offset = this.bb!.__offset(this.bb_pos, 18);
70
+ const offset = this.bb!.__offset(this.bb_pos, 20);
68
71
  return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
69
72
  }
70
73
 
71
74
  rotLeftHand(obj?:Vec4):Vec4|null {
72
- const offset = this.bb!.__offset(this.bb_pos, 20);
75
+ const offset = this.bb!.__offset(this.bb_pos, 22);
73
76
  return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
74
77
  }
75
78
 
76
79
  rotRightHand(obj?:Vec4):Vec4|null {
77
- const offset = this.bb!.__offset(this.bb_pos, 22);
80
+ const offset = this.bb!.__offset(this.bb_pos, 24);
78
81
  return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null;
79
82
  }
80
83
 
81
84
  static startVrUserStateBuffer(builder:flatbuffers.Builder) {
82
- builder.startObject(10);
85
+ builder.startObject(11);
83
86
  }
84
87
 
85
- static addGuid(builder:flatbuffers.Builder, guidOffset:flatbuffers.Offset) {
86
- builder.addFieldOffset(0, guidOffset, 0);
87
- }
88
-
89
88
  static addTime(builder:flatbuffers.Builder, time:flatbuffers.Long) {
90
- builder.addFieldInt64(1, time, builder.createLong(0, 0));
89
+ builder.addFieldInt64(0, time, builder.createLong(0, 0));
91
90
  }
92
91
 
93
92
  static addAvatarId(builder:flatbuffers.Builder, avatarIdOffset:flatbuffers.Offset) {
94
- builder.addFieldOffset(2, avatarIdOffset, 0);
93
+ builder.addFieldOffset(1, avatarIdOffset, 0);
95
94
  }
96
95
 
97
96
  static addPosition(builder:flatbuffers.Builder, positionOffset:flatbuffers.Offset) {
98
- builder.addFieldStruct(3, positionOffset, 0);
97
+ builder.addFieldStruct(2, positionOffset, 0);
99
98
  }
100
99
 
101
100
  static addRotation(builder:flatbuffers.Builder, rotationOffset:flatbuffers.Offset) {
102
- builder.addFieldStruct(4, rotationOffset, 0);
101
+ builder.addFieldStruct(3, rotationOffset, 0);
103
102
  }
104
103
 
105
104
  static addScale(builder:flatbuffers.Builder, scale:number) {
106
- builder.addFieldFloat32(5, scale, 0.0);
105
+ builder.addFieldFloat32(4, scale, 0.0);
107
106
  }
108
107
 
108
+ static addHeadPosition(builder:flatbuffers.Builder, headPositionOffset:flatbuffers.Offset) {
109
+ builder.addFieldStruct(5, headPositionOffset, 0);
110
+ }
111
+
112
+ static addHeadRotation(builder:flatbuffers.Builder, headRotationOffset:flatbuffers.Offset) {
113
+ builder.addFieldStruct(6, headRotationOffset, 0);
114
+ }
115
+
109
116
  static addPosLeftHand(builder:flatbuffers.Builder, posLeftHandOffset:flatbuffers.Offset) {
110
- builder.addFieldStruct(6, posLeftHandOffset, 0);
117
+ builder.addFieldStruct(7, posLeftHandOffset, 0);
111
118
  }
112
119
 
113
120
  static addPosRightHand(builder:flatbuffers.Builder, posRightHandOffset:flatbuffers.Offset) {
114
- builder.addFieldStruct(7, posRightHandOffset, 0);
121
+ builder.addFieldStruct(8, posRightHandOffset, 0);
115
122
  }
116
123
 
117
124
  static addRotLeftHand(builder:flatbuffers.Builder, rotLeftHandOffset:flatbuffers.Offset) {
118
- builder.addFieldStruct(8, rotLeftHandOffset, 0);
125
+ builder.addFieldStruct(9, rotLeftHandOffset, 0);
119
126
  }
120
127
 
121
128
  static addRotRightHand(builder:flatbuffers.Builder, rotRightHandOffset:flatbuffers.Offset) {
122
- builder.addFieldStruct(9, rotRightHandOffset, 0);
129
+ builder.addFieldStruct(10, rotRightHandOffset, 0);
123
130
  }
124
131
 
125
132
  static endVrUserStateBuffer(builder:flatbuffers.Builder):flatbuffers.Offset {
src/engine-components/webxr/WebARCameraBackground.ts CHANGED
@@ -1,49 +1,54 @@
1
- import { Behaviour } from "../Component.js";
2
- import { serializable } from "../../engine/engine_serialization_decorator.js";
3
- import { RGBAColor } from "../js-extensions/RGBAColor.js"
4
- import { WebXR } from "./WebXR.js";
5
1
  import {
6
- Scene,
7
- Texture,
2
+ DoubleSide,
8
3
  Mesh, MeshBasicMaterial,
9
- UniformsUtils,
4
+ PerspectiveCamera,
10
5
  PlaneGeometry,
6
+ Scene,
11
7
  ShaderLib,
12
8
  ShaderMaterial,
13
- DoubleSide,
14
- PerspectiveCamera,
9
+ Texture,
10
+ UniformsUtils,
15
11
  } from "three";
16
12
 
13
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
14
+ import { getParam } from "../../engine/engine_utils.js";
15
+ import { NeedleXREventArgs } from "../../engine/engine_xr.js";
16
+ import { Behaviour } from "../Component.js";
17
+ import { RGBAColor } from "../js-extensions/RGBAColor.js"
18
+
19
+ const debug = getParam("debugarcamera");
20
+
17
21
  export class WebARCameraBackground extends Behaviour {
18
22
 
19
- awake(): void {
20
- WebXR.OptionalFeatures_AR.push('camera-access');
21
- }
23
+ onBeforeXR(_mode: XRSessionMode, args: XRSessionInit): void {
24
+ args.optionalFeatures = args.optionalFeatures || [];
25
+ args.optionalFeatures.push('camera-access');
22
26
 
23
- @serializable()
24
- public backgroundTint: RGBAColor = new RGBAColor(1,1,1,1);
25
-
26
- public get background() {
27
- return this.backgroundPlane;
27
+ if (debug) console.warn("Requesting camera-access");
28
28
  }
29
29
 
30
- private _preRender;
31
-
32
- onEnable(): void {
33
- this._preRender = this.preRender.bind(this);
34
- this.context.pre_render_callbacks.push(this._preRender);
35
-
30
+ onEnterXR(_args: NeedleXREventArgs): void {
36
31
  if (this.backgroundPlane) {
37
- this.gameObject.add(this.backgroundPlane);
32
+ this.context.scene.add(this.backgroundPlane);
38
33
  this.backgroundPlane.visible = false;
39
34
  }
35
+
36
+ if (this.backgroundPlane) this.context.scene.add(this.backgroundPlane);
37
+ this.context.pre_render_callbacks.push(this.preRender);
40
38
  }
41
39
 
42
- onDisable(): void {
43
- this.context.pre_render_callbacks = this.context.pre_render_callbacks.filter(cb => cb !== this._preRender);
40
+ onLeaveXR(_args: NeedleXREventArgs): void {
41
+ if (this.backgroundPlane) this.backgroundPlane.removeFromParent();
42
+ const i = this.context.pre_render_callbacks.indexOf(this.preRender);
43
+ if (i >= 0)
44
+ this.context.pre_render_callbacks.splice(i, 1);
45
+ }
44
46
 
45
- if (this.backgroundPlane)
46
- this.gameObject.remove(this.backgroundPlane);
47
+ @serializable()
48
+ public backgroundTint: RGBAColor = new RGBAColor(1,1,1,1);
49
+
50
+ public get background() {
51
+ return this.backgroundPlane;
47
52
  }
48
53
 
49
54
  private backgroundPlane?: Mesh;
@@ -58,11 +63,13 @@
58
63
  return function forceTextureInitialization(renderer, texture) {
59
64
  material.map = texture;
60
65
  renderer.render(scene, camera);
66
+ if (debug) console.warn("Force texture initialization");
61
67
  };
62
68
  }();
63
69
 
64
- // TODO should only attach on session start, and detach on session end
65
- private preRender() {
70
+
71
+
72
+ private preRender = () => {
66
73
  if (!this || !this.gameObject) return;
67
74
 
68
75
  const xr = this.context.renderer.xr;
@@ -81,19 +88,14 @@
81
88
  // from three: WebGLBackground
82
89
  if (this.backgroundPlane === undefined) {
83
90
  this.backgroundPlane = makeFullscreenPlane(this.backgroundTint);
84
- this.gameObject.add(this.backgroundPlane);
85
91
  }
92
+ if(this.backgroundPlane.parent !== this.scene)
93
+ this.scene.add(this.backgroundPlane);
86
94
 
87
95
  // WebXR Raw Camera Access -
88
96
  // we composite the camera texture into the scene background by rendering it first.
89
97
  this.updateFromFrame(frame);
90
98
  }
91
-
92
- /*
93
- if (this.planeMesh) {
94
- this.planeMesh.visible = frame != null;
95
- }
96
- */
97
99
  }
98
100
 
99
101
  onBeforeRender(frame: XRFrame | null) {
@@ -131,17 +133,9 @@
131
133
  this.backgroundPlane.setTexture(this.threeTexture);
132
134
  this.backgroundPlane.visible = true;
133
135
  }
134
-
135
- // TODO this would be a lot better but currently
136
- // setting color space doesn't work.
137
- // Plus we need to understand how we can supply a custom shader in
138
- // this case.
139
- /*
140
- if (this.threeTexture) {
141
- this.context.scene.background = this.threeTexture;
142
- this.threeTexture.colorSpace = NoColorSpace;
136
+ else {
137
+ if (debug) console.warn("No background plane to set texture on");
143
138
  }
144
- */
145
139
  }
146
140
  }
147
141
  else {
@@ -175,15 +169,14 @@
175
169
  gl_FragColor = texColor * <backgroundTint>;
176
170
 
177
171
  #include <tonemapping_fragment>
178
- #include <encodings_fragment>
179
-
172
+ #include <colorspace_fragment>
180
173
  }
181
174
  `;
182
175
 
183
176
  // not sure where we want to move this and in which form is best (extends Object3D?)
184
177
  export function makeFullscreenPlane(tint: RGBAColor ) {
185
178
  const replacementTint = "vec4(" + tint.r.toFixed(3) + "," + tint.g.toFixed(3) + "," + tint.b.toFixed(3) + "," + tint.a.toFixed(3) + ")";
186
- console.log(replacementTint);
179
+ if (debug) console.log(replacementTint);
187
180
  const planeMesh = new Mesh(
188
181
  new PlaneGeometry(2, 2),
189
182
  // @ts-ignore
@@ -191,7 +184,7 @@
191
184
  name: 'BackgroundMaterial',
192
185
  uniforms: UniformsUtils.clone( ShaderLib.background.uniforms ),
193
186
  vertexShader: ShaderLib.background.vertexShader,
194
- fragmentShader: backgroundFragment.replace("<backgroundTint>", replacementTint), // ShaderLib.background.fragmentShader,
187
+ fragmentShader: backgroundFragment.replaceAll("<backgroundTint>", replacementTint), // ShaderLib.background.fragmentShader,
195
188
  side: DoubleSide,
196
189
  depthTest: false,
197
190
  depthWrite: false,
@@ -211,8 +204,8 @@
211
204
  // Option 1: add the planeMesh to our scene for rendering.
212
205
  // This is useful for applying custom shader effects on the background (instead of using the system composite)
213
206
  planeMesh.renderOrder = -10000; // render first
214
- planeMesh.layers.disableAll();
215
- planeMesh.layers.enable(2); // ignore raycasts
207
+ // planeMesh.layers.disableAll();
208
+ planeMesh.layers.set(2); // ignore raycasts
216
209
  planeMesh.frustumCulled = false;
217
210
 
218
211
  // should be a class, for now lets just define a method for the weird way the texture needs to be set
src/engine-components/webxr/WebARSessionRoot.ts CHANGED
@@ -1,224 +1,424 @@
1
+ import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
4
+ import { AssetReference } from "../../engine/engine_addressables.js";
5
+ import { Context } from "../../engine/engine_context.js";
6
+ import { ObjectUtils, PrimitiveType } from "../../engine/engine_create_objects.js";
7
+ import { destroy, instantiate } from "../../engine/engine_gameobject.js";
8
+ import { NEPointerEvent } from "../../engine/engine_input.js";
9
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
10
+ import { IComponent, IGameObject } from "../../engine/engine_types.js";
11
+ import { getParam } from "../../engine/engine_utils.js";
12
+ import { NeedleXRController, NeedleXREventArgs, NeedleXRHitTestResult, NeedleXRSession } from "../../engine/engine_xr.js";
1
13
  import { Behaviour, GameObject } from "../Component.js";
2
- import { Matrix4, Object3D, Plane, Quaternion, Ray, Raycaster, Vector2, Vector3 } from "three";
3
- import { WebAR, WebXR } from "./WebXR.js";
4
- import { InstancingUtil } from "../../engine/engine_instancing.js";
5
- import { serializable } from "../../engine/engine_serialization_decorator.js";
6
- import { Context } from "../../engine/engine_context.js";
7
- import { isQuest } from "../../engine/engine_utils.js";
8
14
 
9
15
  // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
10
16
 
11
- const tempMatrix = new Matrix4();
17
+ const debug = getParam("debugwebxr");
12
18
 
13
- export class WebARSessionRoot extends Behaviour {
19
+ const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
14
20
 
15
- webAR: WebAR | null = null;
21
+ // TODO: webarsessionroot needs to place the rig (and not itself)
16
22
 
17
- get rig(): Object3D | undefined {
18
- return this.webAR?.webxr.Rig;
19
- }
23
+ export class WebARSessionRoot extends Behaviour {
20
24
 
25
+ /** The scale of a user in AR:
26
+ * a large value makes the scene appear smaller
27
+ * default is 1
28
+ */
21
29
  @serializable()
22
- invertForward: boolean = false;
23
-
24
- /** Preview feature: enable touch transform */
25
- @serializable()
26
- arTouchTransform: boolean = false;
27
-
28
- @serializable()
29
30
  get arScale(): number {
30
31
  return this._arScale;
31
32
  }
32
33
  set arScale(val: number) {
33
34
  if (val === this._arScale) return;
34
35
  this._arScale = val;
35
- this.setScale(val);
36
+ this.onScaleChanged();
36
37
  }
38
+ private _arScale: number = 1;
37
39
 
38
- private readonly _initalMatrix = new Matrix4();
39
- private readonly _selectStartFn = this.onSelectStart.bind(this);
40
- private readonly _selectEndFn = this.onSelectEnd.bind(this);
40
+ /** When enabled the placed scene forward direction will towards the XRRig */
41
+ @serializable()
42
+ invertForward: boolean = false;
43
+
44
+ /** When assigned this asset will be loaded and visualize the placement while in AR */
45
+ @serializable(AssetReference)
46
+ customReticle?: AssetReference;
47
+
48
+ /** When enabled we will create a XR anchor for the scene placement
49
+ * and make sure the scene is at that anchored point during a XR session */
50
+ @serializable()
51
+ useXRAnchor: boolean = false;
52
+
53
+ /** Preview feature: enable touch transform */
54
+ @serializable()
55
+ arTouchTransform: boolean = false;
56
+
57
+ /** true if we're currently placing the scene */
58
+ private _isPlacing = true;
59
+
60
+ /** This is the world matrix of the ar session root when entering webxr
61
+ * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
62
+ */
63
+ private readonly _startOffset: Matrix4 = new Matrix4();
64
+
65
+ private _createdPlacementObject: Object3D | null = null;
66
+ private readonly _reparentedComponents: Array<{ comp: IComponent, originalObject: IGameObject }> = [];
67
+
68
+ // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
69
+ // e.g. we want the avatar to still be updated while placing
70
+ // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
71
+ private readonly _placementScene: Scene = new Scene();
72
+
73
+ /** the reticles used for placement */
74
+ private readonly _reticle: IGameObject[] = [];
75
+ /** needs to be in sync with the reticles */
76
+ private readonly _hits: XRHitTestResult[] = [];
77
+
78
+ private _placementStartTime: number = -1;
79
+ private _rigPlacementMatrix?: Matrix4;
80
+ /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
81
+ private _anchor: XRAnchor | null = null;
82
+ /** user input is used for ar touch transform */
41
83
  private userInput?: WebXRSessionRootUserInput;
42
84
 
43
- start() {
44
- const xr = GameObject.findObjectOfType(WebXR);
45
- if (xr) {
46
- xr.Rig.updateMatrix();
47
- this._initalMatrix.copy(xr.Rig.matrix);
48
- }
85
+ onEnable(): void {
86
+ this.customReticle?.preload();
49
87
  }
50
88
 
51
- private _arScale: number = 1;
52
- private _rig: Object3D | null = null;
53
- private _startPose: Matrix4 | null = null;
54
- private _placementPose: Matrix4 | null = null;
55
- private _isTouching: boolean = false;
56
- private _rigStartPose: Matrix4 | undefined | null = null;
57
- private _gotFirstHitTestResult: boolean = false;
58
- private _anchor: XRAnchor | null = null;
89
+ supportsXR(mode: XRSessionMode): boolean {
90
+ return mode === "immersive-ar";
91
+ }
59
92
 
60
- onBegin(session: XRSession) {
93
+ onEnterXR(_args: NeedleXREventArgs): void {
94
+ if (debug) console.log("ENTER WEBXR: SessionRoot start...");
61
95
 
62
- this._placementPose = null;
63
- this.gameObject.visible = false;
64
- this.gameObject.matrixAutoUpdate = false;
65
- this._startPose = this.gameObject.matrix.clone();
66
- this._rigStartPose = this.rig?.matrix.clone();
67
- this._gotFirstHitTestResult = false;
68
96
  this._anchor = null;
69
- session.addEventListener('selectstart', this._selectStartFn);
70
- session.addEventListener('selectend', this._selectEndFn);
71
- // setTimeout(() => this.gameObject.visible = false, 1000); // TODO test on phone AR and Hololens if this was still needed
72
97
 
73
- // console.log(this.rig?.position, this.rig?.quaternion, this.rig?.scale);
74
- this.gameObject.visible = false;
98
+ // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
99
+ // console.warn("Image tracking is enabled - will not place scene");
100
+ // return;
101
+ // }
75
102
 
76
- if (this.rig) {
77
- // reset rig to initial pose, this is helping the mix of immersive AR and immersive VR that we now have on quest
78
- // where the rig can be moved and scaled by the user in VR mode and we use the rig position when entering
79
- // immersive Ar right now to place the user/offset the session
80
- this.rig.matrixAutoUpdate = true;
81
- this._initalMatrix.decompose(this.rig.position, this.rig.quaternion, this.rig.scale);
103
+ // save the transform of the session root in the scene to apply it when placing the scene
104
+ this.gameObject.updateMatrixWorld();
105
+ this._startOffset.copy(this.gameObject.matrixWorld);
106
+
107
+ // create a new root object for the session placement scripts
108
+ // and move all the children in the scene in a temporary scene that is not rendered
109
+ const rootObject = new Object3D();
110
+ this._createdPlacementObject = rootObject;
111
+ rootObject.name = "AR Session Root";
112
+ this._placementScene.name = "AR Placement Scene";
113
+ this._placementScene.children.length = 0;
114
+ for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
115
+ const ch = this.context.scene.children[i];
116
+ this._placementScene.add(ch);
82
117
  }
118
+ this.context.scene.add(rootObject);
83
119
 
84
- // TODO this is duplicate to WebXR events AND engine events, would be better in one place
85
- this.dispatchEvent(new CustomEvent('onBeginSession'));
120
+ // reparent components
121
+ // save which gameobject the sessionroot component was previously attached to
122
+ this._reparentedComponents.length = 0;
123
+ this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
124
+ GameObject.addComponent(rootObject, this);
125
+ // const webXR = GameObject.findObjectOfType(WebXR2);
126
+ // if (webXR) {
127
+ // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
128
+ // GameObject.addComponent(rootObject, webXR);
129
+ // const playerSync = GameObject.findObjectOfType(XRFlag);
130
+ // }
131
+
132
+ // recreate the reticle every time we enter AR
133
+ for (const ret of this._reticle) {
134
+ destroy(ret);
135
+ }
136
+ this._reticle.length = 0;
137
+ this._isPlacing = true;
138
+ this.context.input.addEventListener("pointerup", this.onPlaceScene);
86
139
  }
140
+ onLeaveXR() {
141
+ // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
142
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene)
143
+ this.onRevertSceneChanges();
144
+ // this._anchor?.delete();
145
+ this._anchor = null;
146
+ this._rigPlacementMatrix = undefined;
147
+ }
148
+ onUpdateXR(args: NeedleXREventArgs): void {
87
149
 
88
- onUpdate(rig: Object3D | null, _session: XRSession, hit: XRHitTestResult | null, pose: XRPose | null | undefined): boolean {
150
+ // disable session placement while images are being tracked
151
+ if (args.xr.isTrackingImages) {
152
+ for (const ret of this._reticle)
153
+ ret.visible = false;
154
+ return;
155
+ }
89
156
 
90
- if (pose && !this._placementPose) {
91
- if (!this._gotFirstHitTestResult) {
92
- this._gotFirstHitTestResult = true;
93
- this.dispatchEvent(new CustomEvent('canPlaceSession', { detail: { pose: pose } }));
157
+ if (this._isPlacing) {
158
+ const rigObject = args.xr.rig?.gameObject;
159
+ // the rig should be parented to the scene while placing
160
+ // since the camera is always parented to the rig this ensures that the camera is always rendering
161
+ if (rigObject && rigObject.parent !== this.context.scene) {
162
+ this.context.scene.add(rigObject);
94
163
  }
95
164
 
96
- if (this._isTouching) {
97
- // callbacks
98
- const poseMatrix = new Matrix4().fromArray(pose.transform.matrix).invert();
99
- this.dispatchEvent(new CustomEvent('placedSession', { detail: { pose, poseMatrix } }));
165
+ // in pass through mode we want to place the scene using an XR controller
166
+ let controllersDidHit = false;
167
+ if (args.xr.isPassThrough && args.xr.controllers.length > 0) {
168
+ for (const ctrl of args.xr.controllers) {
169
+ // with this we can only place with the left / first controller right now
170
+ // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
171
+ // and then place at the reticle for which the user clicked the place button
172
+ const hit = ctrl.getHitTest();
173
+ if (hit) {
174
+ controllersDidHit = true;
175
+ this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
176
+ }
177
+ }
178
+ }
179
+ // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
180
+ if (!controllersDidHit) {
181
+ const hit = args.xr.getHitTest();
182
+ if (hit) {
183
+ this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
184
+ }
185
+ }
100
186
 
101
- if (this.webAR) this.webAR.setReticleActive(false);
102
- this.placeAt(rig, poseMatrix);
103
- if (hit && pose && !isQuest()) // TODO anchors seem to behave differently with an XRRig
104
- this.onCreatePlacementAnchor(hit, pose);
187
+ }
188
+ else {
189
+ if (this._anchor && args.xr.referenceSpace) {
190
+ const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
191
+ if (pose && this.context.time.frame % 20 === 0) {
192
+ // apply the anchor pose to one of the reticles
193
+ const converted = args.xr.convertSpace(pose.transform);
194
+ const reticle = this._reticle[0];
195
+ if (reticle) {
196
+ reticle.position.copy(converted.position);
197
+ reticle.quaternion.copy(converted.quaternion);
198
+ this.onApplyPose(reticle);
199
+ }
200
+ }
201
+ }
105
202
 
106
- return true;
203
+ // scene has been placed
204
+ if (this.arTouchTransform) {
205
+ if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
206
+ this.userInput?.enable();
107
207
  }
208
+ else this.userInput?.disable();
209
+ if (this.arTouchTransform && this.userInput?.hasChanged) {
210
+ if (args.xr.rig) {
211
+ const rig = args.xr.rig.gameObject;
212
+ this.userInput.applyMatrixTo(rig.matrix, true);
213
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
214
+ // if the rig is scaled large we want the drag touch to be faster
215
+ this.userInput.factor = rig.scale.x;
216
+ }
217
+ this.userInput.reset();
218
+ }
108
219
  }
109
- return false;
110
220
  }
111
221
 
112
- private onCreatePlacementAnchor(hit: XRHitTestResult, pose: XRPose) {
113
- this._anchor = null;
114
- hit?.createAnchor?.call(hit, pose.transform)?.then(anchor => {
115
- if (this.context.isInAR)
116
- this._anchor = anchor;
117
- }).catch(ex => {
118
- console.warn("Failed to create anchor", ex);
119
- });
120
- }
222
+ private updateReticleAndHits(_xr: NeedleXRSession, i: number, hit: NeedleXRHitTestResult, scale: number) {
223
+ // save the hit test
224
+ this._hits[i] = hit.hit;
121
225
 
122
- private _anchorMatrix: Matrix4 = new Matrix4();
123
-
124
- onBeforeRender(frame: XRFrame | null): void {
125
- if (frame && this._rig) {
126
- if (this._anchor) {
127
- const referenceSpace = this.context.renderer.xr.getReferenceSpace();
128
- if (referenceSpace) {
129
- const pose = frame.getPose(this._anchor.anchorSpace, referenceSpace);
130
- if (pose) {
131
- const poseMatrix = this._anchorMatrix.fromArray(pose.transform.matrix).invert();
132
- this.placeAt(this._rig, poseMatrix);
133
- return;
134
- }
226
+ let reticle = this._reticle[i];
227
+ if (!reticle) {
228
+ if (this.customReticle) {
229
+ if (this.customReticle.asset) {
230
+ reticle = instantiate(this.customReticle.asset);
135
231
  }
232
+ else {
233
+ this.customReticle.loadAssetAsync();
234
+ return;
235
+ }
136
236
  }
137
- else if (this._placementPose) {
138
- this.placeAt(this._rig, this._placementPose!);
237
+ else {
238
+ reticle = new Mesh(
239
+ new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
240
+ new MeshBasicMaterial({ side: DoubleSide })
241
+ ) as any as IGameObject;
242
+ reticle.name = "AR Placement Reticle";
139
243
  }
244
+ if (debug) {
245
+ const axes = new AxesHelper(1);
246
+ axes.position.y += .01;
247
+ reticle.add(axes);
248
+ }
249
+ this._reticle[i] = reticle;
250
+ reticle.matrixAutoUpdate = false;
251
+ reticle.visible = false;
140
252
  }
253
+
254
+ reticle.position.lerp(hit.position, this.context.time.deltaTime / .1);
255
+ reticle.quaternion.slerp(hit.quaternion, this.context.time.deltaTime / .05);
256
+ reticle.scale.set(scale, scale, scale);
257
+ // if (this.invertForward) {
258
+ // reticle.rotateY(Math.PI);
259
+ // }
260
+
261
+ // Workaround: For a custom reticle we apply the view based transform during placement preview
262
+ // See NE-4161 for context
263
+ if (this.customReticle)
264
+ this.applyViewBasedTransform(reticle);
265
+
266
+ reticle.updateMatrix();
267
+ reticle.visible = true;
268
+ if (reticle.parent !== this.context.scene)
269
+ this.context.scene.add(reticle);
270
+
271
+ if (this._placementStartTime < 0) {
272
+ this._placementStartTime = this.context.time.realtimeSinceStartup;
273
+ }
141
274
  }
142
275
 
143
- private _invertedSessionRootMatrix: Matrix4 = new Matrix4();
144
- private _invertForwardMatrix: Matrix4 = new Matrix4().makeRotationY(Math.PI);
276
+ private onPlaceScene = (evt: NEPointerEvent) => {
277
+ if (this._isPlacing == false) return;
145
278
 
146
- placeAt(rig: Object3D | null, mat: Matrix4) {
147
- if (!this._placementPose) this._placementPose = new Matrix4();
148
- this._placementPose.copy(mat);
279
+ let reticle: IGameObject | undefined = this._reticle[0];
280
+ let hit = this._hits[0];
149
281
 
150
- // apply session root offset
151
- const invertedSessionRoot = this._invertedSessionRootMatrix.copy(this.gameObject.matrixWorld).invert();
152
- this._placementPose.premultiply(invertedSessionRoot);
153
- if (rig) {
154
- if (this.invertForward) {
155
- this._placementPose.premultiply(this._invertForwardMatrix);
282
+ if (evt.origin instanceof NeedleXRController) {
283
+ // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
284
+ const controllerReticle = this._reticle[evt.origin.index];
285
+ if (controllerReticle) {
286
+ reticle = controllerReticle;
287
+ hit = this._hits[evt.origin.index];
156
288
  }
289
+ }
157
290
 
158
- if (!this.userInput) this.userInput = new WebXRSessionRootUserInput(this.context);
159
- this.userInput.enable();
291
+ if (!reticle) {
292
+ console.warn("No reticle to place...");
293
+ return;
294
+ }
160
295
 
161
- this._rig = rig;
162
- this.setScale(this.arScale);
296
+ if (!reticle.visible) {
297
+ console.warn("Reticle is not visible (can not place)");
298
+ return;
163
299
  }
164
- else this._rig = null;
165
- this.gameObject.visible = true;
166
- }
167
300
 
168
- onEnd(rig: Object3D | null, _session: XRSession) {
169
- this.userInput?.disable();
170
- this.userInput?.reset();
301
+ if (NeedleXRSession.active?.isTrackingImages) {
302
+ console.warn("Scene Placement is disabled while images are being tracked");
303
+ return;
304
+ }
171
305
 
172
- this._placementPose = null;
173
- this.gameObject.visible = false;
174
- this.gameObject.matrixAutoUpdate = false;
175
- this._anchor = null;
176
- if (this._startPose) {
177
- this.gameObject.matrix.copy(this._startPose);
306
+ // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
307
+ evt.stopImmediatePropagation();
308
+
309
+ this._isPlacing = false;
310
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene);
311
+
312
+ this.onRevertSceneChanges();
313
+
314
+ this.onApplyPose(reticle);
315
+
316
+ if (this.useXRAnchor) {
317
+ this.onCreateAnchor(NeedleXRSession.active!, hit);
178
318
  }
179
- if (rig) {
180
- rig.matrixAutoUpdate = true;
181
- if (this._rigStartPose) {
182
- this._rigStartPose.decompose(rig.position, rig.quaternion, rig.scale);
183
- // console.log(rig.position, rig.quaternion, rig.scale);
184
- }
185
- }
186
- InstancingUtil.markDirty(this.gameObject, true);
187
- // HACK to fix physics being not in correct place after exiting AR
188
- setTimeout(() => {
189
- if (!this.gameObject) return;
190
- this.gameObject.matrixAutoUpdate = true;
191
- this.gameObject.visible = true;
192
- }, 100);
193
319
  }
194
320
 
195
-
196
- private onSelectStart() {
197
- this._isTouching = true;
321
+ private onScaleChanged() {
322
+ // TODO: implement
198
323
  }
199
324
 
200
- private onSelectEnd() {
201
- this._isTouching = false;
325
+ private onRevertSceneChanges() {
326
+ for (const ret of this._reticle) {
327
+ if (!ret) continue;
328
+ ret.visible = false;
329
+ ret?.removeFromParent();
330
+ }
331
+ this._reticle.length = 0;
332
+
333
+ for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
334
+ const ch = this._placementScene.children[i];
335
+ this.context.scene.add(ch);
336
+ }
337
+ this._createdPlacementObject?.removeFromParent();
338
+
339
+ for (const reparented of this._reparentedComponents) {
340
+ GameObject.addComponent(reparented.originalObject, reparented.comp);
341
+ }
202
342
  }
203
343
 
204
- private setScale(scale) {
205
- const rig = this._rig;
206
- if (!rig || !this._placementPose) {
344
+ private async onCreateAnchor(session: NeedleXRSession, hit: XRHitTestResult) {
345
+ if (hit.createAnchor === undefined) {
346
+ console.warn("Hit does not support creating an anchor", hit);
347
+ if (isDevEnvironment()) showBalloonWarning("Hit does not support creating an anchor");
207
348
  return;
208
349
  }
209
- // Capture the rig position before the first time we move it during a session
210
- if (!this._rigStartPose) {
211
- this._rigStartPose = rig.matrix.clone();
350
+ else {
351
+ const anchor = await hit.createAnchor(session.viewerPose!.transform);
352
+ // make sure the session is still active
353
+ if (session.running && anchor) {
354
+ this._anchor = anchor;
355
+ }
212
356
  }
213
- // we apply the transform to the rig because we want to move the user's position for easy networking
214
- rig.matrixAutoUpdate = false;
215
- if (this.arTouchTransform && this.userInput) {
216
- this.userInput.applyMatrixTo(this._placementPose);
217
- // rig.matrix.premultiply(this.userInput.offset);
357
+ }
358
+
359
+ private applyViewBasedTransform(reticle: Object3D) {
360
+ // Make reticle face the user to unify the placement experience across devices.
361
+ // The pose that we're receiving from the hit test varies between devices:
362
+ // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
363
+ // - Android WebXR: looking at the camera, but pretty random when on a wall
364
+ // - Mozilla WebXR Viewer: aligned to the start of the session
365
+ const camGo = this.context.mainCamera as Object3D as GameObject;
366
+ const reticleGo = reticle as GameObject;
367
+ const camWP = camGo.worldPosition;
368
+ const reticleWp = reticleGo.worldPosition;
369
+ // const distance = camWP.distanceTo(reticleWp);
370
+ camWP.y = reticleWp.y;
371
+ reticle.lookAt(camWP);
372
+
373
+ // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
374
+ // Currently, doing this leads to wrong placement of the scene.
375
+ /*
376
+ const rigScale = NeedleXRSession.active?.rigScale || 1;
377
+ const scale = distance * rigScale;
378
+ reticle.scale.set(scale, scale, scale);
379
+ */
380
+ }
381
+
382
+ private onApplyPose(reticle: Object3D) {
383
+ const rigObject = NeedleXRSession.active?.rig?.gameObject;
384
+ const rigScale = NeedleXRSession.active?.rigScale || 1;
385
+ if (rigObject) {
386
+ // save the previous rig parent
387
+ const previousParent = rigObject.parent || this.context.scene;
388
+
389
+ // if we have placed this rig before and this is just "replacing" with the anchor
390
+ // we need to make sure the XRRig attached to the reticle is at the same position as last time
391
+ // since in the following code we move it inside the reticle (relative to the reticle)
392
+ if (this._rigPlacementMatrix) {
393
+ this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
394
+ }
395
+ else {
396
+ this._rigPlacementMatrix = rigObject.matrix.clone();
397
+ }
398
+
399
+ this.applyViewBasedTransform(reticle);
400
+ reticle.updateMatrix();
401
+ // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
402
+ this.context.scene.add(reticle);
403
+ reticle.attach(rigObject);
404
+ reticle.removeFromParent();
405
+
406
+ // move rig now relative to the reticle
407
+ // TODO support scaled reticle
408
+ rigObject.scale.set(this.arScale, this.arScale, this.arScale);
409
+ rigObject.position.multiplyScalar(this.arScale);
410
+
411
+ rigObject.updateMatrix();
412
+ // if invert forward is disabled we need to invert the forward rotation
413
+ // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
414
+ if (this.invertForward)
415
+ rigObject.matrix.premultiply(invertForwardMatrix);
416
+ rigObject.matrix.premultiply(this._startOffset);
417
+
418
+ // apply the rig modifications and add it back to the previous parent
419
+ rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
420
+ previousParent.add(rigObject);
218
421
  }
219
- rig.matrix.multiplyMatrices(tempMatrix.makeScale(scale, scale, scale), this._placementPose);
220
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
221
- rig.updateMatrixWorld();
222
422
  }
223
423
  }
224
424
 
@@ -234,11 +434,14 @@
234
434
  twoFingerRotate: boolean = true;
235
435
  twoFingerScale: boolean = true;
236
436
 
437
+ factor: number = 1;
438
+
237
439
  readonly context: Context;
238
440
  readonly offset: Matrix4;
239
441
  readonly plane: Plane;
240
442
 
241
443
  private _scale: number = 1;
444
+ private _hasChanged: boolean = false;
242
445
 
243
446
  // readonly translate: Vector3 = new Vector3();
244
447
  // readonly rotation: Quaternion = new Quaternion();
@@ -270,8 +473,21 @@
270
473
  this._scale = 1;
271
474
  this.offset.identity();
272
475
  }
273
- applyMatrixTo(matrix: Matrix4) {
274
- matrix.premultiply(this.offset);
476
+ get hasChanged() { return this._hasChanged; }
477
+
478
+ /**
479
+ * Applies the matrix to the offset matrix
480
+ * @param matrix the matrix to apply the drag offset to
481
+ * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
482
+ */
483
+ applyMatrixTo(matrix: Matrix4, invert: boolean) {
484
+ this._hasChanged = false;
485
+ if (invert) {
486
+ this.offset.invert();
487
+ matrix.premultiply(this.offset);
488
+ }
489
+ else
490
+ matrix.multiply(this.offset);
275
491
  // if (this._needsUpdate)
276
492
  // this.updateMatrix();
277
493
  // matrix.premultiply(this._rotationMatrix);
@@ -324,7 +540,7 @@
324
540
  }
325
541
  private touchMove = (evt: TouchEvent) => {
326
542
  if (evt.defaultPrevented) return;
327
-
543
+
328
544
  if (evt.touches.length === 1) {
329
545
  // if we had multiple touches before due to e.g. pinching / rotating
330
546
  // and stopping one of the touches, we don't want to move the scene suddenly
@@ -405,21 +621,26 @@
405
621
  // this.translate.z -= dz;
406
622
  // this._needsUpdate = true;
407
623
  // return
408
- // some arbitrary factor
409
- dx *= .75;
410
- dz *= .75;
624
+
411
625
  // increase diff if the scene is scaled small
412
626
  dx /= this._scale;
413
627
  dz /= this._scale;
628
+
629
+ dx *= this.factor;
630
+ dz *= this.factor;
631
+
414
632
  // apply it
415
- this.offset.elements[12] -= dx;
416
- this.offset.elements[14] -= dz;
633
+ this.offset.elements[12] += dx;
634
+ this.offset.elements[14] += dz;
635
+ if (dx !== 0 || dz !== 0)
636
+ this._hasChanged = true;
417
637
  };
418
638
 
419
639
  private readonly _tempMatrix: Matrix4 = new Matrix4();
420
640
 
421
641
  private addScale(diff: number) {
422
642
  diff /= window.innerWidth
643
+ diff *= -1;
423
644
 
424
645
  // this.scale.x *= 1 + diff;
425
646
  // this.scale.y *= 1 + diff;
@@ -433,14 +654,19 @@
433
654
  // apply the scale
434
655
  this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
435
656
  this.offset.premultiply(this._tempMatrix);
657
+ if (diff !== 0)
658
+ this._hasChanged = true;
436
659
  }
437
660
 
438
661
 
439
662
  private addRotation(rot: number) {
663
+ rot *= -1;
440
664
  // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
441
665
  // this._needsUpdate = true;
442
666
  // return;
443
667
  this._tempMatrix.makeRotationY(rot);
444
668
  this.offset.premultiply(this._tempMatrix);
669
+ if (rot !== 0)
670
+ this._hasChanged = true;
445
671
  }
446
672
  }
src/engine-components/webxr/WebXR.ts CHANGED
@@ -1,762 +1,301 @@
1
- import { Color, Euler, EventDispatcher, Group, Matrix4, Mesh, MeshBasicMaterial, Object3D, Quaternion, RingGeometry, Texture, Vector3, type WebXRArrayCamera } from 'three';
2
- import { ARButton } from '../../include/three/ARButton.js';
3
- import { VRButton } from '../../include/three/VRButton.js';
1
+ import { Object3D } from "three";
4
2
 
3
+ import { showBalloonWarning } from "../../engine/debug/index.js";
5
4
  import { AssetReference } from "../../engine/engine_addressables.js";
6
- import { serializable } from "../../engine/engine_serialization_decorator.js";
7
- import { XRSessionMode } from "../../engine/engine_setup.js";
8
- import { getWorldPosition, getWorldQuaternion, setWorldPosition, setWorldQuaternion } from "../../engine/engine_three_utils.js";
9
- import type { INeedleEngineComponent } from "../../engine/engine_types.js";
10
- import { getParam, isMozillaXR, isQuest, setOrAddParamsToUrl } from "../../engine/engine_utils.js";
11
-
5
+ import { serializable } from "../../engine/engine_serialization.js";
6
+ import { getParam, isDesktop, isiOS, isMobileDevice, isQuest, isSafari } from "../../engine/engine_utils.js";
7
+ import { NeedleXREventArgs, NeedleXRSession } from "../../engine/engine_xr.js";
8
+ import { PlayerSync } from "../../engine-components-experimental/networking/PlayerSync.js";
12
9
  import { Behaviour, GameObject } from "../Component.js";
13
- import { noVoip } from "../Voip.js";
10
+ import { USDZExporter } from "../export/usdz/USDZExporter.js";
11
+ import { SpatialGrabRaycaster } from "../ui/Raycaster.js";
12
+ import { Avatar } from "./Avatar.js";
13
+ import { XRControllerModel } from "./controllers/XRControllerModel.js";
14
+ import { XRControllerMovement } from "./controllers/XRControllerMovement.js";
14
15
  import { WebARSessionRoot } from "./WebARSessionRoot.js";
15
- import { ControllerType, WebXRController } from "./WebXRController.js";
16
- import { XRRig } from "./WebXRRig.js";
17
- import { WebXRSync } from "./WebXRSync.js";
18
- import { XRState, XRStateFlag } from "../XRFlag.js";
19
- import { showBalloonWarning } from '../../engine/debug/index.js';
20
- import { isDestroyed } from '../../engine/engine_gameobject.js';
16
+ import { NeedleWebXRHtmlElement } from "./WebXRButtons.js";
17
+ import { XRState, XRStateFlag } from "./XRFlag.js";
21
18
 
22
- const debugWebXR = getParam("debugwebxr");
19
+ const debug = getParam("debugwebxr");
20
+ const debugQuicklook = getParam("debugusdz");
23
21
 
24
- export async function detectARSupport() {
25
- if (isMozillaXR()) return true;
26
- if ("xr" in navigator) {
27
- //@ts-ignore
28
- return (await navigator["xr"].isSessionSupported('immersive-ar')) === true;
29
- }
30
- return false;
31
- }
32
- export async function detectVRSupport() {
33
- if ("xr" in navigator) {
34
- //@ts-ignore
35
- return (await navigator["xr"].isSessionSupported('immersive-vr')) === true;
36
- }
37
- return false;
38
- }
22
+ export class WebXR extends Behaviour {
39
23
 
40
- let arSupported = false;
41
- let vrSupported = false;
42
- detectARSupport().then(res => arSupported = res);
43
- detectVRSupport().then(res => vrSupported = res);
24
+ // UI
25
+ /** When enabled a button will be added to the UI to enter VR */
26
+ createVRButton: boolean = true;
27
+ /** When enabled a button will be added to the UI to enter AR */
28
+ createARButton: boolean = true;
29
+ /** When enabled a send to quest button will be shown if the device does not support VR */
30
+ createSendToQuestButton: boolean = true;
31
+ /** When enabled a QRCode will be created to open the website on a mobile device */
32
+ createQRCode: boolean = true;
44
33
 
45
- // import TeleportVR from "teleportvr.js";
34
+ // VR Settings
35
+ /** When enabled default movement behaviour will be added */
36
+ useDefaultControls: boolean = true;
37
+ /** When enabled controller models will automatically be created and updated when you are using controllers in WebXR */
38
+ showControllerModels: boolean = true;
39
+ /** When enabled hand models will automatically be created and updated when you are using hands in WebXR */
40
+ showHandModels: boolean = true;
46
41
 
47
- export enum WebXREvent {
48
- XRStarted = "xrStarted",
49
- XRStopped = "xrStopped",
50
- XRUpdate = "xrUpdate",
51
- RequestVRSession = "requestVRSession",
52
- ModifyAROptions = "modify-ar-options",
53
- }
42
+ // AR Settings
43
+ /** When enabled the scene must be placed in AR */
44
+ usePlacementReticle: boolean = true;
45
+ /** When enabled you can position, rotate or scale your AR scene with one or two fingers */
46
+ usePlacementAdjustment: boolean = true;
47
+ /** Used when `usePlacementReticle` is enabled */
48
+ arSceneScale: number = 1;
49
+ /** Experimental: When enabled an XRAnchor will be created for the AR scene and the position will be updated to the anchor position every few frames */
50
+ useXRAnchor: boolean = false;
54
51
 
55
- export declare type CreateButtonOptions = {
56
- registerClick: boolean
57
- };
52
+ /** When enabled a USDZExporter component will be added to the scene (if none is found) */
53
+ useQuicklookExport: boolean = false;
58
54
 
59
- export class WebXR extends Behaviour {
60
55
 
61
- @serializable()
62
- enableVR = true;
63
- @serializable()
64
- enableAR = true;
56
+ /** Preview feature enabling occlusion (when available: https://github.com/cabanier/three.js/commit/b6ee92bcd8f20718c186120b7f19a3b68a1d4e47)
57
+ * Enables the 'depth-sensing' WebXR feature to provide realtime depth occlusion. Only supported on Oculus Quest right now.
58
+ */
59
+ useDepthSensing: boolean = false;
65
60
 
61
+
62
+ /** This avatar representation will be spawned when you enter a webxr session */
66
63
  @serializable(AssetReference)
67
64
  defaultAvatar?: AssetReference;
68
- @serializable()
69
- handModelPath: string = "";
70
65
 
71
- @serializable()
72
- createVRButton: boolean = true;
73
- @serializable()
74
- createARButton: boolean = true;
66
+ private _playerSync?: PlayerSync;
67
+ /** these components were created by the WebXR component on session start and will be cleaned up again in session end */
68
+ private readonly _createdComponentsInSession: Behaviour[] = [];
75
69
 
76
- private static _isInXr: boolean = false;
77
- private static events: EventDispatcher = new EventDispatcher();
70
+ private _usdzExporter?: USDZExporter;
78
71
 
79
- public static get IsInWebXR(): boolean { return this._isInXr; }
80
- public static get XRSupported(): boolean { return 'xr' in navigator && (arSupported || vrSupported); }
81
- public static get IsARSupported(): boolean { return arSupported; }
82
- public static get IsVRSupported(): boolean { return vrSupported; }
83
-
84
- private static _optionalFeatures_VR: string[] = ['local-floor', 'bounded-floor', 'hand-tracking', 'high-fixed-foveation-level', 'layers'];
85
- private static _optionalFeatures_AR: string[] = ['anchors', 'local-floor', 'hand-tracking', 'layers'];
86
- public static get OptionalFeatures_VR(): string[] { return this._optionalFeatures_VR; }
87
- public static get OptionalFeatures_AR(): string[] { return this._optionalFeatures_AR; }
88
-
89
- public static addEventListener(type: string, listener: any): any {
90
- this.events.addEventListener(type, listener);
91
- return listener;
72
+ awake() {
73
+ NeedleXRSession.getXRSync(this.context);
74
+ if (debug) window.addEventListener("keydown", evt => { if (evt.key === "x") this.exitXR(); });
92
75
  }
93
- public static removeEventListener(type: string, listener: any): any {
94
- this.events.removeEventListener(type, listener);
95
- return listener;
96
- }
97
- private static dispatchEvent(type: string, event: any): void {
98
- this.events.dispatchEvent({ type, detail: event });
99
- }
100
76
 
101
- public static createVRButton(webXR: WebXR, opts?: CreateButtonOptions): HTMLButtonElement | HTMLAnchorElement {
102
- if (!WebXR.XRSupported) {
103
- console.warn("WebXR is not supported on this device");
77
+ onEnable(): void {
78
+ // check if we're on a secure connection:
79
+ if (window.location.protocol !== "https:") {
80
+ showBalloonWarning("<a href=\"https://developer.mozilla.org/en-US/docs/Web/API/WebXR_Device_API\" target=\"_blank\">WebXR</a> only works on secure connections (https).");
104
81
  }
105
- else
106
- webXR.__internalAwake();
107
- const options = { optionalFeatures: WebXR.OptionalFeatures_VR };
108
- const vrButton = VRButton.createButton(webXR.context.renderer, options);
109
- vrButton.classList.add('webxr-ar-button');
110
- vrButton.classList.add('webxr-button');
111
- this.resetButtonStyles(vrButton);
112
- // if (this.enableAR) vrButton.style.marginLeft = "60px";
113
- if (opts?.registerClick ?? true)
114
- vrButton.addEventListener('click', webXR.onClickedVRButton.bind(webXR));
115
- return vrButton;
116
- }
117
82
 
118
- public static createARButton(webXR: WebXR, opts?: CreateButtonOptions): HTMLButtonElement | HTMLAnchorElement {
119
- webXR.__internalAwake();
120
- const domOverlayRoot = webXR.webAR?.getAROverlayContainer();
121
- const options: any = { optionalFeatures: [...this.OptionalFeatures_AR] };
122
- if (domOverlayRoot) {
123
- options.domOverlay = { root: domOverlayRoot };
124
- options.optionalFeatures.push('dom-overlay')
125
- options.optionalFeatures.push('hit-test');
126
- options.optionalFeatures.push('anchors');
83
+ if (this.useQuicklookExport) {
84
+ const existingUSDZExporter = GameObject.findObjectOfType(USDZExporter);
85
+ if (!existingUSDZExporter) {
86
+ // if no USDZ Exporter is found we add one and assign the scene to be exported
87
+ if (debug) console.log("WebXR: Adding USDZExporter");
88
+ this._usdzExporter = GameObject.addNewComponent(this.gameObject, USDZExporter);
89
+ this._usdzExporter.objectToExport = this.context.scene;
90
+ }
127
91
  }
128
- else {
129
- console.warn("No dom overlay root found, HTML overlays on top of screen-based AR will not work.");
130
- }
131
92
 
132
- const arButton = ARButton.createButton(webXR.context.renderer, options, this.onModifyAROptions.bind(this));
133
- arButton.classList.add('webxr-ar-button');
134
- arButton.classList.add('webxr-button');
135
- WebXR.resetButtonStyles(arButton);
136
- if (opts?.registerClick ?? true)
137
- arButton.addEventListener('click', webXR.onClickedARButton.bind(webXR));
138
- return arButton;
139
- }
93
+ this.handleCreatingHTML();
94
+ this.handleOfferSession();
140
95
 
141
- private static onModifyAROptions(options) {
142
- WebXR.dispatchEvent(WebXREvent.ModifyAROptions, options);
143
- }
144
-
145
- public static resetButtonStyles(button) {
146
- if (!button) return;
147
- button.style.position = "";
148
- button.style.bottom = "";
149
- button.style.left = "";
150
- }
151
-
152
- public endSession() {
153
- const session = this.context.renderer.xr.getSession();
154
- if (session) session.end();
155
- }
156
-
157
- public get Rig(): Object3D {
158
- this.ensureRig();
159
- return this.rig;
160
- }
161
-
162
-
163
- private controllers: WebXRController[] = [];
164
- public get Controllers(): WebXRController[] {
165
- return this.controllers;
166
- }
167
-
168
- public get LeftController(): WebXRController | null {
169
- if (this.controllers.length > 0 && this.controllers[0].input?.handedness === "left") return this.controllers[0];
170
- if (this.controllers.length > 1 && this.controllers[1].input?.handedness === "left") return this.controllers[1];
171
- return null;
172
- }
173
-
174
- public get RightController(): WebXRController | null {
175
- if (this.controllers.length > 0 && this.controllers[0].input?.handedness === "right") return this.controllers[0];
176
- if (this.controllers.length > 1 && this.controllers[1].input?.handedness === "right") return this.controllers[1];
177
- return null;
178
- }
179
-
180
- public get ARButton(): HTMLButtonElement | undefined {
181
- return this._arButton;
182
- }
183
-
184
- public get VRButton(): HTMLButtonElement | undefined {
185
- return this._vrButton;
186
- }
187
-
188
- public get IsInVR() { return this._isInVR; }
189
- public get IsInAR() { return this._isInAR; }
190
-
191
- /** When enabled */
192
- allowARPlacementReticle: boolean = true;
193
-
194
- private rig!: Object3D;
195
- private isInit: boolean = false;
196
-
197
- private _requestedAR: boolean = false;
198
- private _requestedVR: boolean = false;
199
- private _isInAR: boolean = false;
200
- private _isInVR: boolean = false;
201
-
202
- private _arButton?: HTMLButtonElement;
203
- private _vrButton?: HTMLButtonElement;
204
-
205
- private webAR: WebAR | null = null;
206
-
207
- awake(): void {
208
- // as the webxr component is most of the times currently loaded as part of the scene
209
- // and not part of the glTF directly and thus does not go through the whole serialization process currently
210
- // we need to to manuall make sure it is of the correct type here
211
96
  if (this.defaultAvatar) {
212
- if (typeof (this.defaultAvatar) === "string") {
213
- this.defaultAvatar = AssetReference.getOrCreate(this.sourceId ?? "/", this.defaultAvatar, this.context);
214
- }
97
+ this._playerSync = this.gameObject.getOrAddComponent(PlayerSync);
98
+ this._playerSync.autoSync = false;
215
99
  }
216
- if (!GameObject.findObjectOfType(WebXRSync, this.context)) {
217
- const sync = GameObject.addNewComponent(this.gameObject, WebXRSync, false) as WebXRSync;
218
- sync.webXR = this;
100
+ if (this._playerSync) {
101
+ this._playerSync.asset = this.defaultAvatar;
102
+ this._playerSync.onPlayerSpawned?.removeEventListener(this.onAvatarSpawned);
103
+ this._playerSync.onPlayerSpawned?.addEventListener(this.onAvatarSpawned);
219
104
  }
220
- this.webAR = new WebAR(this);
221
105
 
222
- if (location.protocol == 'http:' && location.host.indexOf('localhost') < 0) {
223
- showBalloonWarning("WebXR only works on https");
224
- console.warn("WebXR only works on https. https://engine.needle.tools/docs/xr.html");
106
+ // if a button container exists and is not attached to any parent element we attach it to the shadow root (assuming it was removed during onDisable)
107
+ if (this._container && !this._container.parentNode) {
108
+ this.context.domElement.shadowRoot?.appendChild(this._container);
225
109
  }
226
110
  }
227
111
 
228
- onEnable() {
229
- if (this.isInit) return;
230
- if (!this.enableAR && !this.enableVR) return;
231
- this.isInit = true;
232
-
233
- this.context.renderer.xr.enabled = true;
234
-
235
- // TODO: move the whole buttons positioning out of here and make it configureable from css
236
- // better set proper classes so user code can react to it instead
237
- // of this hardcoded stuff
238
- let arButton, vrButton;
239
- const buttonsContainer = document.createElement('div');
240
- buttonsContainer.classList.add("webxr-buttons");
241
- buttonsContainer.style.cssText = `
242
- position: absolute;
243
- bottom: 21px;
244
- left: 50%;
245
- transform: translate(-50%, 0%);
246
- z-index: 1000;
247
-
248
- display: flex;
249
- flex-direction: row;
250
- justify-content: center;
251
- align-items: flex-start;
252
- gap: 10px;
253
- `;
254
- this.context.appendHTMLElement(buttonsContainer);
255
-
256
- const forceButtons = debugWebXR;
257
- if (debugWebXR) console.log("ARSupported?", arSupported, "VRSupported?", vrSupported);
258
-
259
- // AR support
260
- if (forceButtons || (this.createARButton && this.enableAR && arSupported)) {
261
- arButton = WebXR.createARButton(this);
262
- this._arButton = arButton;
263
- buttonsContainer.appendChild(arButton);
264
- }
265
-
266
- // VR support
267
- if (forceButtons || (this.createVRButton && this.enableVR && vrSupported)) {
268
- vrButton = WebXR.createVRButton(this);
269
- this._vrButton = vrButton;
270
- buttonsContainer.appendChild(vrButton);
271
- }
272
-
273
- setTimeout(() => {
274
- WebXR.resetButtonStyles(vrButton);
275
- WebXR.resetButtonStyles(arButton);
276
- }, 1000);
112
+ onDisable(): void {
113
+ // remove the container automatically if it was added to the shadow root
114
+ this._container?.remove();
115
+ this._usdzExporter?.destroy();
277
116
  }
278
117
 
279
- private _transformOrientation: Quaternion = new Quaternion();
280
- public get TransformOrientation(): Quaternion { return this._transformOrientation; }
281
-
282
- private _currentHeadPose: XRViewerPose | null = null;
283
- public get HeadPose(): XRViewerPose | null { return this._currentHeadPose; }
284
-
285
- onBeforeRender(frame:XRFrame | null | undefined) {
286
- if (!frame) return;
287
- // TODO: figure out why screen is black if we enable the code written here
288
- // const referenceSpace = renderer.xr.getReferenceSpace();
289
- const session = this.context.renderer.xr.getSession();
290
-
291
-
292
- if (session) {
293
- const referenceSpace = this.context.renderer.xr.getReferenceSpace();
294
- if(!referenceSpace) return;
295
- const pose = frame.getViewerPose(referenceSpace);
296
- if (!pose) return;
297
- this._currentHeadPose = pose;
298
- const transform: XRRigidTransform = pose?.transform;
299
- if (transform) {
300
- this._transformOrientation.set(transform.orientation.x, transform.orientation.y, transform.orientation.z, transform.orientation.w);
118
+ private async handleOfferSession() {
119
+ if (this.createVRButton) {
120
+ const hasVRSupport = await NeedleXRSession.isVRSupported();
121
+ if (hasVRSupport && this.createVRButton) {
122
+ return NeedleXRSession.offerSession("immersive-vr", "default", this.context);
301
123
  }
302
-
303
- if (WebXR._isInXr === false && session) {
304
- this.onEnterXR(session, frame);
124
+ }
125
+ if (this.createARButton) {
126
+ const hasARSupport = await NeedleXRSession.isARSupported();
127
+ if (hasARSupport && this.createARButton) {
128
+ return NeedleXRSession.offerSession("immersive-ar", "default", this.context);
305
129
  }
306
- else if (this.IsInVR) {
307
- if (this.context.mainCamera) {
308
- this.ensureRig();
309
- }
310
- }
311
-
312
- for (const ctrl of this.controllers) {
313
- ctrl.onUpdate(session);
314
- }
315
-
316
- if (this._isInAR) {
317
- this.webAR?.onUpdate(session, frame);
318
- }
319
130
  }
320
-
321
- WebXR.events.dispatchEvent({ type: WebXREvent.XRUpdate, frame: frame, xr: this.context.renderer.xr, rig: this.rig });
131
+ return false;
322
132
  }
323
133
 
324
- private onClickedARButton() {
325
- if (!this._isInAR) {
326
- this._requestedAR = true;
327
- this._requestedVR = false;
328
-
329
- // if we do this on enter xr the state has already been changed in AR mode
330
- // so we need to to this before session has started
331
- this.captureStateBeforeXR();
332
- }
134
+ /** the currently active webxr input session */
135
+ get session(): NeedleXRSession | null {
136
+ return NeedleXRSession.active ?? null;
333
137
  }
334
-
335
- private onClickedVRButton() {
336
- if (!this._isInVR) {
337
-
338
- // happens e.g. when headset is off and xr session never actually started
339
- if (this._requestedVR) {
340
- this.onExitXR(null);
341
- return;
342
- }
343
-
344
- this._requestedAR = false;
345
- this._requestedVR = true;
346
- this.captureStateBeforeXR();
347
-
348
- // build controllers before session begins - this seems to fix issue with controller models not appearing/not getting connection event
349
- this.ensureRig();
350
- for (let i = 0; i < 2; i++) {
351
- WebXRController.Create(this, i, this.gameObject as GameObject, ControllerType.PhysicalDevice);
352
- }
353
-
354
- WebXR.events.dispatchEvent({ type: WebXREvent.RequestVRSession });
355
- }
138
+ /** immersive-vr or immersive-ar */
139
+ get sessionMode(): XRSessionMode | null {
140
+ return NeedleXRSession.activeMode ?? null;;
356
141
  }
357
142
 
358
- private captureStateBeforeXR() {
359
- if (this.context.mainCamera) {
360
- this._originalCameraPosition.copy(getWorldPosition(this.context.mainCamera));
361
- this._originalCameraRotation.copy(getWorldQuaternion(this.context.mainCamera));
362
- this._originalCameraParent = this.context.mainCamera.parent;
363
- }
364
- if (this.Rig) {
365
- this._originalXRRigParent = this.Rig.parent;
366
- this._originalXRRigPosition.copy(this.Rig.position);
367
- this._originalXRRigRotation.copy(this.Rig.quaternion);
368
- }
143
+ /** Call to start an WebVR session */
144
+ async enterVR(init?: XRSessionInit): Promise<NeedleXRSession | null> {
145
+ return NeedleXRSession.start("immersive-vr", init, this.context);
369
146
  }
147
+ /** Call to start an WebAR session */
148
+ async enterAR(init?: XRSessionInit): Promise<NeedleXRSession | null> {
149
+ return NeedleXRSession.start("immersive-ar", init, this.context);
150
+ }
151
+ /** Call to end a WebXR (AR or VR) session */
152
+ exitXR() {
153
+ NeedleXRSession.stop();
154
+ }
370
155
 
371
- private ensureRig() {
372
- if (!this.rig || isDestroyed(this.rig)) {
373
- // currently just used for pose
374
- const xrRig = GameObject.findObjectOfType(XRRig, this.context);
375
- if (xrRig) {
376
- // make it match unity forward
377
- this.rig = xrRig.gameObject;
378
- this.rig.rotateY(Math.PI);
379
- // this.rig.position.copy(existing.worldPosition);
380
- // this.rig.quaternion.premultiply(existing.worldQuaternion);
381
- }
382
- else {
383
- this.rig = new Group();
384
- this.rig.rotateY(Math.PI);
385
- this.rig.name = "XRRig";
386
- this.context.scene.add(this.rig);
387
- }
388
- }
156
+ private _previousXRState: number = 0;
389
157
 
390
- // Make sure the webxr camera is parented to the xr rig
391
- if (this.context.isInXR && this.context.mainCamera && this.context.mainCamera.parent !== this.rig) {
392
- this.rig.add(this.context.mainCamera);
393
-
394
- // Hack: make sure we have the correct position and rotation (e.g. where we are dealing with an implicitly created rig)
395
- // This handles the case where we switch between multiple scenes
396
- if (this.IsInVR) {
397
- const other = GameObject.findObjectOfType(XRRig);
398
- if (other && other?.gameObject !== this.rig) {
399
- this.rig.position.copy(other.gameObject.position);
400
- this.rig.quaternion.copy(other.gameObject.quaternion);
401
- this.rig.rotateY(Math.PI);
402
- this.rig.scale.copy(other.gameObject.scale);
403
- }
404
- }
158
+ onBeforeXR(_mode: XRSessionMode, args: XRSessionInit): void {
159
+ if (_mode == "immersive-ar" && this.useDepthSensing) {
160
+ args.optionalFeatures = args.optionalFeatures || [];
161
+ args.optionalFeatures.push("depth-sensing");
405
162
  }
406
163
  }
407
164
 
165
+ async onEnterXR(args: NeedleXREventArgs) {
166
+ if (debug) console.log("WebXR onEnterXR")
167
+ // set XR flags
168
+ this._previousXRState = XRState.Global.Mask;
169
+ const isVR = args.xr.isVR;
170
+ XRState.Global.Set(isVR ? XRStateFlag.VR : XRStateFlag.AR);
408
171
 
409
- private _originalCameraParent: Object3D | null = null;
410
- private _originalCameraPosition: Vector3 = new Vector3();
411
- private _originalCameraRotation: Quaternion = new Quaternion();
412
-
413
- private _originalXRRigParent: Object3D | null = null;
414
- private _originalXRRigPosition: Vector3 = new Vector3();
415
- private _originalXRRigRotation: Quaternion = new Quaternion();
416
-
417
- private onEnterXR(session: XRSession, frame: XRFrame) {
418
- console.log("[XR] session begin", session, frame);
419
- WebXR._isInXr = true;
420
-
421
- this.ensureRig();
422
-
423
- const space = this.context.renderer.xr.getReferenceSpace();
424
- if (space && this.rig) {
425
- const pose = frame.getViewerPose(space);
426
- const rot = pose?.transform.orientation;
427
- if (rot) {
428
- const quat = new Quaternion(rot.x, rot.y, rot.z, rot.w);
429
- const eu = new Euler().setFromQuaternion(quat);
430
- this.rig.rotateY(eu.y);
431
- // this.rig.quaternion.multiply(quat);
172
+ // Handle AR session root
173
+ if (this.usePlacementReticle && args.xr.isAR) {
174
+ let sessionroot = GameObject.findObjectOfType(WebARSessionRoot);
175
+ if (!sessionroot) {
176
+ const implicitSessionRoot = new Object3D();
177
+ for (const ch of this.context.scene.children)
178
+ implicitSessionRoot.add(ch);
179
+ this.context.scene.add(implicitSessionRoot);
180
+ sessionroot = GameObject.addNewComponent(implicitSessionRoot, WebARSessionRoot)!;
181
+ this._createdComponentsInSession.push(sessionroot);
182
+ sessionroot.arScale = this.arSceneScale;
183
+ sessionroot.arTouchTransform = this.usePlacementAdjustment;
184
+ sessionroot.useXRAnchor = this.useXRAnchor;
432
185
  }
186
+ else if(debug) console.log("WebXR: WebARSessionRoot already exists, not creating a new one")
433
187
  }
434
188
 
435
- // when we set unity layers objects will only be rendered on one eye
436
- // we set layers to sync raycasting and have a similar behaviour to unity
437
- const xr = this.context.renderer.xr;
438
- if (this.context.mainCamera) {
439
- const cam = xr.getCamera() as WebXRArrayCamera;
440
- if (debugWebXR) console.log("WebXRCamera", cam);
441
- const cull = this.context.mainCameraComponent?.cullingMask;
442
- if (cam && cull !== undefined) {
443
- for (const c of cam.cameras) {
444
- c.layers.mask = cull;
445
- }
446
- cam.layers.mask = cull;
447
- }
448
- else if (cam) {
449
- for (const c of cam.cameras) {
450
- c.layers.enableAll();
451
- }
452
- cam.layers.enableAll();
453
- }
454
- if (this._requestedAR) {
455
- this.context.scene.add(this.rig);
456
- }
189
+ // handle VR controls
190
+ if (this.useDefaultControls) {
191
+ this.setDefaultMovementEnabled(true);
457
192
  }
193
+ if (this.showControllerModels || this.showHandModels) {
194
+ this.setDefaultControllerRenderingEnabled(true);
195
+ }
458
196
 
459
- const flag = this._requestedAR ? XRStateFlag.AR : XRStateFlag.VR;
460
-
461
- XRState.Global.Set(flag);
462
-
463
- switch (flag) {
464
- case XRStateFlag.AR:
465
- this.context.xrSessionMode = XRSessionMode.ImmersiveAR;
466
- this._isInAR = true;
467
- this.webAR?.onBegin(session);
468
- break;
469
- case XRStateFlag.VR:
470
- this.context.xrSessionMode = XRSessionMode.ImmersiveVR;
471
- this._isInVR = true;
472
- this.onEnterVR(session);
473
- break;
197
+ // ensure we have a spatial grab raycaster for close grabs
198
+ let raycaster = GameObject.findObjectOfType(SpatialGrabRaycaster);
199
+ if (!raycaster) {
200
+ raycaster = this.gameObject.addNewComponent(SpatialGrabRaycaster);
474
201
  }
475
202
 
476
- session.addEventListener('end', () => {
477
- console.log("[XR] session end");
478
- WebXR._isInXr = false;
479
- this.onExitXR(session);
480
- });
481
-
482
- this.onEnterXR_HandleMirrorWindow(session);
483
-
484
- WebXR.events.dispatchEvent({ type: WebXREvent.XRStarted, session: session });
203
+ this.createLocalAvatar(args.xr);
485
204
  }
486
205
 
487
- private onExitXR(session: XRSession | null) {
206
+ onLeaveXR(_: NeedleXREventArgs): void {
207
+ // revert XR flags
208
+ XRState.Global.Set(this._previousXRState);
488
209
 
489
- const wasInAR = this._isInAR;
210
+ this._playerSync?.destroyInstance();
490
211
 
491
- if (session) {
492
- if (this._isInAR) {
493
- this.webAR?.onEnd(session);
494
- }
495
- else {
496
- // if in VR we want to restore the FOV
497
- this.context.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
498
- }
212
+ for (const comp of this._createdComponentsInSession) {
213
+ comp.destroy();
499
214
  }
215
+ this._createdComponentsInSession.length = 0;
500
216
 
501
- this._isInAR = false;
502
- this._isInVR = false;
503
- this._requestedAR = false;
504
- this._requestedVR = false;
505
- this.context.xrSessionMode = undefined;
217
+ this.handleOfferSession();
218
+ }
506
219
 
507
- if (this.xrMirrorWindow) {
508
- this.xrMirrorWindow.close();
509
- this.xrMirrorWindow = null;
510
- }
511
220
 
512
- this.destroyControllers();
513
-
514
- if (this.context.mainCamera) {
515
- this._originalCameraParent?.add(this.context.mainCamera);
516
- setWorldPosition(this.context.mainCamera, this._originalCameraPosition);
517
- setWorldQuaternion(this.context.mainCamera, this._originalCameraRotation);
518
- this.context.mainCamera.scale.set(1, 1, 1);
221
+ /** Call to enable or disable default controller behaviour */
222
+ setDefaultMovementEnabled(enabled: boolean): XRControllerMovement | null {
223
+ let movement = this.gameObject.getComponent(XRControllerMovement)
224
+ if (!movement && enabled) {
225
+ movement = this.gameObject.addNewComponent(XRControllerMovement)!;
226
+ this._createdComponentsInSession.push(movement);
519
227
  }
520
-
521
- if (wasInAR) {
522
- this._originalXRRigParent?.add(this.rig);
523
- this.rig.position.copy(this._originalXRRigPosition);
524
- this.rig.quaternion.copy(this._originalXRRigRotation);
525
- }
526
-
527
- XRState.Global.Set(XRStateFlag.Browser | XRStateFlag.ThirdPerson);
528
- WebXR.events.dispatchEvent({ type: WebXREvent.XRStopped, session: session });
228
+ if (movement) movement.enabled = enabled;
229
+ return movement;
529
230
  }
530
-
531
- private onEnterVR(_session: XRSession) {
532
- }
533
-
534
- private destroyControllers() {
535
- for (let i = this.controllers.length - 1; i >= 0; i -= 1) {
536
- this.controllers[i]?.destroy();
231
+ /** Call to enable or disable default controller rendering */
232
+ setDefaultControllerRenderingEnabled(enabled: boolean): XRControllerModel | null {
233
+ let models = this.gameObject.getComponent(XRControllerModel);
234
+ if (!models && enabled) {
235
+ models = this.gameObject.addNewComponent(XRControllerModel)!;
236
+ this._createdComponentsInSession.push(models);
237
+ models.createControllerModel = this.showControllerModels;
238
+ models.createHandModel == this.showHandModels;
537
239
  }
538
- this.controllers.length = 0;
240
+ if (models) models.enabled = enabled;
241
+ return models;
539
242
  }
540
243
 
541
- private xrMirrorWindow: Window | null = null;
542
244
 
543
- private onEnterXR_HandleMirrorWindow(session: XRSession) {
544
- if (!getParam("mirror")) return;
545
- setTimeout(() => {
546
- if (!WebXR.IsInWebXR) return;
547
- const url = new URL(window.location.href);
548
- setOrAddParamsToUrl(url.searchParams, noVoip, 1);
549
- setOrAddParamsToUrl(url.searchParams, "isMirror", 1);
550
- const str = url.toString();
551
- this.xrMirrorWindow = window.open(str, "webxr sync", "popup=yes");
552
- if (this.xrMirrorWindow) {
553
- this.xrMirrorWindow.onload = () => {
554
- if (this.xrMirrorWindow)
555
- this.xrMirrorWindow.onbeforeunload = () => {
556
- if (WebXR.IsInWebXR)
557
- session.end();
558
- };
559
- }
560
- }
561
- }, 1000);
562
- }
563
- }
564
245
 
565
-
566
- // not sure if this should be a behaviour.
567
- // for now we dont really need it to go through the usual update loop
568
- export class WebAR {
569
-
570
- get webxr(): WebXR { return this._webxr; }
571
-
572
- private _webxr: WebXR;
573
-
574
- private reticle: Object3D | null = null;
575
- private reticleParent: Object3D | null = null;
576
- private hitTestSource: XRHitTestSource | null = null;
577
- private reticleActive: boolean = true;
578
-
579
- // scene.background before entering AR
580
- private previousBackground: Color | null | Texture = null;
581
- private previousEnvironment: Texture | null = null;
582
-
583
- private sessionRoot: WebARSessionRoot | null = null;
584
- private _previousParent: Object3D | null = null;
585
- // we need this in case the session root is on the same object as the webxr component
586
- // so if we disable the session root we attach the webxr component to this temporary object
587
- // to still receive updates
588
- private static tempWebXRObject: Object3D;
589
-
590
- private get context() { return this.webxr.context; }
591
-
592
- constructor(webxr: WebXR) {
593
- this._webxr = webxr;
246
+ protected async createLocalAvatar(xr: NeedleXRSession) {
247
+ if (this._playerSync && xr.running) {
248
+ this._playerSync.asset = this.defaultAvatar;
249
+ await this._playerSync.getInstance();
250
+ }
594
251
  }
595
252
 
596
- private arDomOverlay: HTMLElement | null = null;
597
- private arOverlayElement: INeedleEngineComponent | HTMLElement | null = null;
598
- private noHitTestAvailable: boolean = false;
599
- private didPlaceARSessionRoot: boolean = false;
253
+ private onAvatarSpawned = (instance: GameObject) => {
254
+ // spawned webxr avatars must have a avatar component
255
+ if (debug) console.log("WebXR.onAvatarSpawned", instance);
256
+ GameObject.getOrAddComponent(instance, Avatar);
257
+ };
600
258
 
601
- getAROverlayContainer(): HTMLElement | null {
602
- this.arDomOverlay = this.webxr.context.domElement as HTMLElement;
603
- // for react cases we dont have an Engine Element
604
- const element: any = this.arDomOverlay;
605
- if (element.getAROverlayContainer)
606
- this.arOverlayElement = element.getAROverlayContainer();
607
- else this.arOverlayElement = this.arDomOverlay;
608
- return this.arOverlayElement;
609
- }
610
259
 
611
- setReticleActive(active: boolean) {
612
- this.reticleActive = active;
613
- }
614
260
 
615
- async onBegin(session: XRSession) {
616
- const context = this.webxr.context;
617
- this.reticleActive = true;
618
- this.didPlaceARSessionRoot = false;
619
- this.getAROverlayContainer();
620
261
 
621
- const deviceType = isQuest() ? ControllerType.PhysicalDevice : ControllerType.Touch;
622
- const controllerCount = deviceType === ControllerType.Touch ? 4 : 2;
623
- for (let i = 0; i < controllerCount; i++) {
624
- WebXRController.Create(this.webxr, i, this.webxr.gameObject as GameObject, deviceType)
262
+ // HTML UI
263
+ /** Calling this function will get the Needle WebXR button container (it will be created if it doesnt exist yet)
264
+ * @returns the Needle WebXR button container */
265
+ getButtonsContainer(): NeedleWebXRHtmlElement {
266
+ if (!this._container) {
267
+ this._container = NeedleWebXRHtmlElement.getOrCreate(this.context);
625
268
  }
269
+ return this._container;
270
+ }
626
271
 
627
- if (!this.sessionRoot || this.sessionRoot.destroyed || !this.sessionRoot.activeAndEnabled)
628
- this.sessionRoot = GameObject.findObjectOfType(WebARSessionRoot, context);
629
- if (!this.sessionRoot) {
630
- // TODO: adding it on the scene directly doesnt work (probably because then everything in the scene is disabled including this component). See code a bit furhter below where we add this component to a temporary object inside the scene
631
- const obj = this.webxr.gameObject;
632
- this.sessionRoot = GameObject.addNewComponent(obj, WebARSessionRoot);
633
- console.warn("WebAR: No ARSessionRoot found, creating one automatically on the WebXR object");
634
- }
272
+ private _container?: NeedleWebXRHtmlElement;
273
+ private handleCreatingHTML() {
635
274
 
636
- this.previousBackground = context.scene.background;
637
- this.previousEnvironment = context.scene.environment;
638
- context.scene.background = null;
639
-
640
- session.requestReferenceSpace('viewer').then((referenceSpace) => {
641
- session.requestHitTestSource?.call(session, { space: referenceSpace })?.then((source) => {
642
- this.hitTestSource = source;
643
- }).catch((err) => {
644
- this.noHitTestAvailable = true;
645
- console.warn("WebXR: Hit test not supported", err);
646
- });
647
- });
648
-
649
- if (!this.reticle && this.sessionRoot) {
650
- this.reticle = new Mesh(
651
- new RingGeometry(0.07, 0.09, 32).rotateX(- Math.PI / 2),
652
- new MeshBasicMaterial()
653
- );
654
- this.reticle.name = "AR Placement reticle";
655
- this.reticle.matrixAutoUpdate = false;
656
- this.reticle.visible = false;
657
-
658
- // create AR reticle parent to allow WebXRSessionRoot to be translated, rotated or scaled
659
- this.reticleParent = new Object3D();
660
- this.reticleParent.name = "AR Reticle Parent";
661
- this.reticleParent.matrixAutoUpdate = false;
662
- this.reticleParent.add(this.reticle);
663
- // this.reticleParent.matrix.copy(this.sessionRoot.gameObject.matrixWorld);
664
-
665
- if (this.webxr.scene) {
666
- this.context.scene.add(this.reticleParent);
667
- // this.context.scene.add(this.reticle);
668
- this.context.scene.visible = true;
275
+ if (this.createARButton || this.createVRButton || this.useQuicklookExport) {
276
+ // Quicklook / iOS
277
+ if ((isiOS() && isSafari()) || debugQuicklook) {
278
+ if (this.useQuicklookExport) {
279
+ this.getButtonsContainer().createQuicklookButton();
280
+ }
669
281
  }
670
- else console.warn("Could not found WebXR Rig");
282
+ // WebXR
283
+ if (this.createARButton) this.getButtonsContainer().createARButton();
284
+ if (this.createVRButton) this.getButtonsContainer().createVRButton();
671
285
  }
672
286
 
673
- this._previousParent = this.webxr.gameObject;
674
- if (!WebAR.tempWebXRObject) WebAR.tempWebXRObject = new Object3D();
675
- this.context.scene.add(WebAR.tempWebXRObject);
676
- GameObject.addComponent(WebAR.tempWebXRObject as GameObject, this.webxr);
677
-
678
- if (this.sessionRoot) {
679
- this.sessionRoot.webAR = this;
680
- this.sessionRoot?.onBegin(session);
287
+ if (this.createSendToQuestButton && !isQuest()) {
288
+ NeedleXRSession.isVRSupported().then(supported => {
289
+ if (!supported) this.getButtonsContainer().createSendToQuestButton();
290
+ });
681
291
  }
682
- else console.warn("No WebARSessionRoot found in scene")
683
292
 
684
- const eng = this.context.domElement as INeedleEngineComponent;
685
- eng?.onEnterAR?.call(eng, session, this.arOverlayElement!);
686
-
687
- this.context.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
688
- }
689
-
690
- onEnd(session: XRSession) {
691
- if (this._previousParent) {
692
- GameObject.addComponent(this._previousParent as GameObject, this.webxr);
693
- this._previousParent = null;
293
+ if (this.createQRCode && !isMobileDevice()) {
294
+ NeedleXRSession.isXRSupported().then(supported => {
295
+ if (isDesktop() || !supported) this.getButtonsContainer().createQRCode();
296
+ });
694
297
  }
695
- this.hitTestSource = null;
696
- const context = this.webxr.context;
697
- context.scene.background = this.previousBackground;
698
- context.scene.environment = this.previousEnvironment;
699
- if (this.sessionRoot) {
700
- this.sessionRoot.onEnd(this.webxr.Rig, session);
701
- }
702
-
703
- const el = this.context.domElement as INeedleEngineComponent;
704
- el.onExitAR?.call(el, session);
705
-
706
- this.context.mainCameraComponent?.applyClearFlagsIfIsActiveCamera();
707
298
  }
708
299
 
709
- onUpdate(session: XRSession, frame: XRFrame) {
710
300
 
711
- if (this.noHitTestAvailable === true) {
712
- if (this.reticle)
713
- this.reticle.visible = false;
714
- if (!this.didPlaceARSessionRoot) {
715
- this.didPlaceARSessionRoot = true;
716
- const rig = this.webxr.Rig;
717
- const placementMatrix = arPlacementWithoutHitTestMatrix.clone();
718
- // if (rig) {
719
- // const positionFromRig = new Vector3(0, 0, 0).add(rig.position).divideScalar(this.sessionRoot?.arScale ?? 1);
720
- // placementMatrix.multiply(new Matrix4().makeTranslation(positionFromRig.x, positionFromRig.y, positionFromRig.z));
721
- // // placementMatrix.setPosition(positionFromRig);
722
- // }
723
- this.sessionRoot?.placeAt(rig, placementMatrix);
724
- }
725
- return;
726
- }
727
-
728
- if (!this.hitTestSource) return;
729
- const hitTestResults = frame.getHitTestResults(this.hitTestSource);
730
- if (hitTestResults.length) {
731
- const hit = hitTestResults[0];
732
- const referenceSpace = this.webxr.context.renderer.xr.getReferenceSpace();
733
- if (referenceSpace) {
734
- const pose = hit.getPose(referenceSpace);
735
-
736
- if (this.sessionRoot) {
737
- const didPlace = this.sessionRoot.onUpdate(this.webxr.Rig, session, hit, pose);
738
- this.didPlaceARSessionRoot = didPlace;
739
- }
740
-
741
- if (this.reticle) {
742
- this.reticle.visible = this.reticleActive && this._webxr.allowARPlacementReticle;
743
- if (this.reticleActive) {
744
- if (pose) {
745
- const matrix = pose.transform.matrix;
746
- this.reticle.matrix.fromArray(matrix);
747
- if (this.webxr.Rig)
748
- this.reticle.matrix.premultiply(this.webxr.Rig.matrix);
749
- }
750
- }
751
- }
752
- }
753
-
754
- } else {
755
- this.sessionRoot?.onUpdate(this.webxr.Rig, session, null, null);
756
- if (this.reticle)
757
- this.reticle.visible = false;
758
- }
759
- }
760
301
  }
761
-
762
- const arPlacementWithoutHitTestMatrix = new Matrix4().identity().makeTranslation(0, 0, 0);
src/engine-components/webxr/WebXRAvatar.ts CHANGED
@@ -1,16 +1,8 @@
1
- import { Behaviour, GameObject } from "../Component.js";
2
- import { WebXR } from "./WebXR.js";
3
- import { Quaternion, Vector3 } from "three";
4
- import { AvatarLoader } from "../AvatarLoader.js";
5
- import { XRFlag, XRStateFlag } from "../XRFlag.js";
6
- import { Avatar_POI } from "../avatar/Avatar_Brain_LookAt.js";
7
- import { Context } from "../../engine/engine_setup.js";
8
- import { AssetReference } from "../../engine/engine_addressables.js";
9
1
  import { Object3D } from "three";
10
- import { VRUserState } from "./WebXRSync.js";
2
+
11
3
  import { getParam } from "../../engine/engine_utils.js";
12
- import { ViewDevice } from "../../engine/engine_playerview.js";
13
- import { InstancingUtil } from "../../engine/engine_instancing.js";
4
+ import { Behaviour, GameObject } from "../Component.js";
5
+ import { XRFlag } from "./XRFlag.js";
14
6
 
15
7
  export const debug = getParam("debugavatar");
16
8
 
@@ -19,6 +11,12 @@
19
11
  gameObject: Object3D;
20
12
  }
21
13
 
14
+ /**
15
+ * This is used to mark an object being controlled / owned by a player
16
+ * This system might be refactored and moved to a more centralized place in a future version
17
+ */
18
+ // We might be updating this system in the future to a centralized API (PlayerView)
19
+ // but since currently quite a few core components rely on it, we're keeping it for now
22
20
  export class AvatarMarker extends Behaviour {
23
21
 
24
22
  public static getAvatar(index: number): AvatarMarker | null {
@@ -44,7 +42,7 @@
44
42
 
45
43
 
46
44
  public connectionId!: string;
47
- public avatar?: WebXRAvatar | Object3D;
45
+ public avatar?: Object3D & { flags?: XRFlag[] }
48
46
 
49
47
  awake() {
50
48
  AvatarMarker.instances.push(this);
@@ -65,292 +63,4 @@
65
63
  isLocalAvatar() {
66
64
  return this.connectionId === this.context.connection.connectionId;
67
65
  }
68
-
69
- setVisible(visible: boolean) {
70
- if (this.avatar) {
71
- if ("setVisible" in this.avatar)
72
- this.avatar.setVisible(visible);
73
- else {
74
- GameObject.setActive(this.avatar, visible);
75
- }
76
- }
77
- }
78
66
  }
79
-
80
-
81
- export class WebXRAvatar {
82
- private static loader: AvatarLoader = new AvatarLoader();
83
-
84
- private _isVisible: boolean = true;
85
- setVisible(visible: boolean) {
86
- this._isVisible = visible;
87
- this.updateVisibility();
88
- }
89
-
90
- get isWebXRAvatar() { return true; }
91
-
92
- // TODO: set layers on all avatars
93
- /** the user id */
94
- public guid: string;
95
-
96
- private root: Object3D | null = null;
97
- public head: Object3D | null = null;
98
- public handLeft: Object3D | null = null;
99
- public handRight: Object3D | null = null;
100
- public lastUpdate: number = -1;
101
- public isLocalAvatar: boolean = false;
102
- public flags: XRFlag[] | null = null;
103
- private headScale: Vector3 = new Vector3(1, 1, 1);
104
- private handLeftScale: Vector3 = new Vector3(1, 1, 1);
105
- private handRightScale: Vector3 = new Vector3(1, 1, 1);
106
-
107
- private readonly webxr: WebXR;
108
-
109
- private lastAvatarId: string | null = null;
110
- private hasAvatarOverride: boolean = false;
111
-
112
-
113
- private context: Context;
114
- private avatarMarker: AvatarMarker | null = null;
115
-
116
- constructor(context: Context, guid: string, webXR: WebXR) {
117
- this.context = context;
118
- this.guid = guid;
119
- this.webxr = webXR;
120
- this.setupCustomAvatar(this.webxr.defaultAvatar);
121
- }
122
-
123
- public updateFlags() {
124
- if (!this.flags)
125
- return;
126
- let mask = this.isLocalAvatar ? XRStateFlag.FirstPerson : XRStateFlag.ThirdPerson;
127
- if (this.context.isInVR)
128
- mask |= XRStateFlag.VR;
129
- else if (this.context.isInAR)
130
- mask |= XRStateFlag.AR;
131
- else
132
- mask |= XRStateFlag.Browser;
133
- for (const f of this.flags) {
134
- f.gameObject.visible = true;
135
- f.UpdateVisible(mask);
136
- }
137
- }
138
-
139
- public async setAvatarOverride(avatarId: string | null): Promise<boolean | null> {
140
- this.hasAvatarOverride = avatarId !== null;
141
- if (this.hasAvatarOverride && this.lastAvatarId !== avatarId) {
142
- this.lastAvatarId = avatarId;
143
- if (avatarId != null && avatarId.length > 0)
144
- return await this.setupCustomAvatar(avatarId);
145
- }
146
- return null;
147
- }
148
-
149
- private _headTarget: Object3D = new Object3D();
150
- private _handLeftTarget: Object3D = new Object3D();
151
- private _handRightTarget: Object3D = new Object3D();
152
- private _canInterpolate: boolean = false;
153
-
154
- private static invertRotation: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
155
-
156
- public tryUpdate(state: VRUserState, _timeDiff: number) {
157
- if (state.guid === this.guid) {
158
-
159
- if (this.lastAvatarId !== state.avatarId && state.avatarId && state.avatarId.length > 0) {
160
- this.lastAvatarId = state.avatarId;
161
- this.setupCustomAvatar(state.avatarId);
162
- }
163
-
164
- this.lastUpdate = state.time;
165
- if (this.head) {
166
-
167
- const device = this.webxr.IsInAR ? ViewDevice.Handheld : ViewDevice.Headset;
168
- const viewObj = this.head;
169
- // if (this.isLocalAvatar) {
170
- // if (this.context.mainCamera && this.context.isInXR) {
171
- // viewObj = this.context.renderer.xr.getCamera(this.context.mainCamera);
172
- // }
173
- // }
174
- this.context.players.setPlayerView(state.guid, viewObj, device);
175
-
176
- InstancingUtil.markDirty(this.head);
177
-
178
- this._canInterpolate = true;
179
- const ht = this.isLocalAvatar ? this.head : this._headTarget;
180
- ht.position.set(state.position.x, state.position.y, state.position.z);
181
- // not sure how position in local space can be correct but rotation is wrong / offset when parent rotates
182
- ht.quaternion.set(state.rotation.x, state.rotation.y, state.rotation.z, state.rotation.w);
183
- ht.scale.set(state.scale, state.scale, state.scale);
184
- ht.scale.multiply(this.headScale);
185
-
186
- if (this.handLeft) {
187
- const ht = this.isLocalAvatar ? this.handLeft : this._handLeftTarget;
188
- ht.position.set(state.posLeftHand.x, state.posLeftHand.y, state.posLeftHand.z);
189
- ht.quaternion.set(state.rotLeftHand["_x"], state.rotLeftHand["_y"], state.rotLeftHand["_z"], state.rotLeftHand["_w"]);
190
- ht.quaternion.multiply(WebXRAvatar.invertRotation);
191
- ht.scale.set(state.scale, state.scale, state.scale);
192
- ht.scale.multiply(this.handLeftScale);
193
- InstancingUtil.markDirty(this.handLeft);
194
- }
195
-
196
- if (this.handRight) {
197
- const ht = this.isLocalAvatar ? this.handRight : this._handRightTarget;
198
- ht.position.set(state.posRightHand.x, state.posRightHand.y, state.posRightHand.z);
199
- ht.quaternion.set(state.rotRightHand["_x"], state.rotRightHand["_y"], state.rotRightHand["_z"], state.rotRightHand["_w"]);
200
- ht.quaternion.multiply(WebXRAvatar.invertRotation);
201
- ht.scale.set(state.scale, state.scale, state.scale);
202
- ht.scale.multiply(this.handRightScale);
203
- InstancingUtil.markDirty(this.handRight);
204
- }
205
- }
206
- }
207
- }
208
-
209
- public update() {
210
- if (this.isLocalAvatar)
211
- return;
212
- if (!this._canInterpolate)
213
- return;
214
- const t = this.context.time.deltaTime / .1;
215
- if (this.head) {
216
- this.head.position.lerp(this._headTarget.position, t);
217
- this.head.quaternion.slerp(this._headTarget.quaternion, t);
218
- this.head.scale.lerp(this._headTarget.scale, t);
219
- }
220
- if (this.handLeft && this._handLeftTarget) {
221
- this.handLeft.position.lerp(this._handLeftTarget.position, t);
222
- this.handLeft.quaternion.slerp(this._handLeftTarget.quaternion, t);
223
- this.handLeft.scale.lerp(this._handLeftTarget.scale, t);
224
- }
225
- if (this.handRight && this._handRightTarget) {
226
- this.handRight.position.lerp(this._handRightTarget.position, t);
227
- this.handRight.quaternion.slerp(this._handRightTarget.quaternion, t);
228
- this.handRight.scale.lerp(this._handRightTarget.scale, t);
229
- }
230
- }
231
-
232
- public destroy() {
233
- if (debug)
234
- console.log("Destroy avatar", this.guid);
235
- this.root?.removeFromParent();
236
- this.avatarMarker?.destroy();
237
- this.lastAvatarId = null;
238
-
239
- if (this.head) {
240
- Avatar_POI.Remove(this.context, this.head);
241
- }
242
- // this.head?.removeFromParent();
243
- // this.handLeft?.removeFromParent();
244
- // this.handRight?.removeFromParent();
245
- }
246
-
247
- private updateVisibility() {
248
- const root = this.root;
249
- if (root) {
250
- GameObject.setActive(root, this._isVisible);
251
- }
252
- }
253
-
254
- private async setupCustomAvatar(avatarId: string | Object3D | AssetReference | undefined): Promise<boolean> {
255
- if (debug)
256
- console.log("LOAD", avatarId, this);
257
-
258
- if (!avatarId || (typeof avatarId === "string" && avatarId.length <= 0))
259
- return false;
260
-
261
- if (this.head) {
262
- Avatar_POI.Remove(this.context, this.head);
263
- }
264
-
265
- const reference = avatarId as AssetReference;
266
- if (reference?.loadAssetAsync !== undefined) {
267
- await reference.loadAssetAsync();
268
- const prefab = reference.asset as Object3D;
269
- GameObject.setActive(prefab, false);
270
- avatarId = GameObject.instantiate(prefab as Object3D) as Object3D;
271
- GameObject.setActive(avatarId, true);
272
- // console.log("Avatar", avatarId);
273
- }
274
- if (debug)
275
- console.log(avatarId);
276
-
277
- const model = await WebXRAvatar.loader.getOrCreateNewAvatarInstance(this.context, avatarId as (Object3D | string));
278
- if (debug)
279
- console.log(model, model?.isValid, this.lastAvatarId, avatarId);
280
- // if (this.lastAvatarId !== avatarId) {
281
- // // avatar id changed in the meantime
282
- // return true;
283
- // }
284
- if (model?.isValid) {
285
- this.root = model.root;
286
-
287
- this.root.position.set(0, 0, 0);
288
- this.root.quaternion.set(0, 0, 0, 1);
289
- this.root.scale.set(1, 1, 1); // should we allow a scaled avatar root?!
290
-
291
- this.avatarMarker = GameObject.addNewComponent(this.root as GameObject, AvatarMarker) as AvatarMarker;
292
- this.avatarMarker.connectionId = this.guid;
293
- this.avatarMarker.avatar = this;
294
-
295
- if (this.head && this.head !== model.head)
296
- this.head?.removeFromParent();
297
- this.head = model.head;
298
- this.headScale.copy(this.head.scale);
299
-
300
- if (this.head && !this.isLocalAvatar) {
301
- Avatar_POI.Add(this.context, this.head, this.avatarMarker);
302
- }
303
-
304
- if (model.leftHand)
305
- this.handLeft?.removeFromParent();
306
- this.handLeft = model.leftHand ?? this.handLeft;
307
- if (this.handLeft)
308
- this.handLeftScale.copy(this.handLeft.scale);
309
- else
310
- this.handLeftScale.set(1, 1, 1);
311
-
312
- if (model.rigthHand)
313
- this.handRight?.removeFromParent();
314
- this.handRight = model.rigthHand ?? this.handRight;
315
- if (this.handRight)
316
- this.handRightScale.copy(this.handRight.scale);
317
- else
318
- this.handRightScale.set(1, 1, 1);
319
-
320
-
321
- this.context.scene.add(this.root);
322
- // scene.add(this.handLeft);
323
- // scene.add(this.handRight);
324
- // this.mouthShapes = null;
325
- // this.needSearchEyes = true;
326
- if (this.flags == null)
327
- this.flags = [];
328
- this.flags.length = 0;
329
- this.flags.push(...GameObject.getComponentsInChildren(this.root as GameObject, XRFlag));
330
- // if no flags are found add at least a head flag to hide head in first person VR
331
- if (this.flags.length <= 0) {
332
- if (this.head) {
333
- const flag = GameObject.addNewComponent(this.head, XRFlag) as XRFlag;
334
- // TODO: the defaults are wrong? should be Desktop | ThirdPerson ?
335
- flag.visibleIn = XRStateFlag.ThirdPerson | XRStateFlag.VR;
336
- this.flags.push(flag);
337
- if (debug)
338
- console.log("Added flag to head: " + flag.visibleIn, this.head.name);
339
- }
340
- }
341
-
342
- if (debug)
343
- console.log("[Avatar], is Local? ", this.isLocalAvatar, this.root);
344
- this.updateFlags();
345
-
346
- this.updateVisibility();
347
-
348
- return true;
349
- }
350
- else {
351
- if (debug)
352
- console.warn("build avatar failed");
353
- return false;
354
- }
355
- }
356
- }
src/engine-components/webxr/WebXRController.ts DELETED
@@ -1,1168 +0,0 @@
1
- import { BoxHelper, BufferGeometry, Color, Euler, Group, type Intersection, Layers, Line, LineBasicMaterial, Material, Mesh, MeshBasicMaterial, Object3D, PerspectiveCamera, Quaternion, Ray, SphereGeometry, Vector2, Vector3 } from "three";
2
- import { OculusHandModel } from 'three/examples/jsm/webxr/OculusHandModel.js';
3
- import { OculusHandPointerModel } from 'three/examples/jsm/webxr/OculusHandPointerModel.js';
4
- import { XRControllerModel, XRControllerModelFactory } from 'three/examples/jsm/webxr/XRControllerModelFactory.js';
5
- import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
6
-
7
- import { InstancingUtil } from "../../engine/engine_instancing.js";
8
- import { Mathf } from "../../engine/engine_math.js";
9
- import { RaycastOptions } from "../../engine/engine_physics.js";
10
- import { getWorldPosition, getWorldQuaternion, setWorldPosition, setWorldQuaternion } from "../../engine/engine_three_utils.js";
11
- import { getParam, resolveUrl } from "../../engine/engine_utils.js";
12
- import { addDracoAndKTX2Loaders } from "../../engine/engine_loaders.js";
13
-
14
- import { Avatar_POI } from "../avatar/Avatar_Brain_LookAt.js";
15
- import { Behaviour, GameObject } from "../Component.js";
16
- import { Interactable, UsageMarker } from "../Interactable.js";
17
- import { Rigidbody } from "../RigidBody.js";
18
- import { SyncedTransform } from "../SyncedTransform.js";
19
- import { UIRaycastUtils } from "../ui/RaycastUtils.js";
20
- import { WebXR } from "./WebXR.js";
21
- import { XRRig } from "./WebXRRig.js";
22
- import { InputEvents, NEPointerEvent, PointerType } from "../../engine/engine_input.js";
23
-
24
- const debug = getParam("debugwebxrcontroller");
25
-
26
- export enum ControllerType {
27
- PhysicalDevice = 0,
28
- Touch = 1,
29
- }
30
-
31
- export enum ControllerEvents {
32
- SelectStart = "select-start",
33
- SelectEnd = "select-end",
34
- Update = "update",
35
- }
36
-
37
- export class TeleportTarget extends Behaviour {
38
-
39
- }
40
-
41
- export class WebXRController extends Behaviour {
42
-
43
- public static Factory: XRControllerModelFactory = new XRControllerModelFactory();
44
-
45
- private static raycastColor: Color = new Color(.9, .3, .3);
46
- private static raycastNoHitColor: Color = new Color(.6, .6, .6);
47
- private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, 0, -1)]);
48
- private static handModels: { [index: number]: OculusHandPointerModel } = {};
49
-
50
- private static CreateRaycastLine(): Line {
51
- const line = new Line(this.geometry);
52
- const mat = line.material as LineBasicMaterial;
53
- mat.color = this.raycastColor;
54
- // mat.linewidth = 10;
55
- line.layers.set(2);
56
- line.name = 'line';
57
- line.scale.z = 1;
58
- return line;
59
- }
60
-
61
- private static CreateRaycastHitPoint(): Mesh {
62
- const geometry = new SphereGeometry(.5, 22, 22);
63
- const material = new MeshBasicMaterial({ color: this.raycastColor });
64
- const sphere = new Mesh(geometry, material);
65
- sphere.visible = false;
66
- sphere.layers.set(2);
67
- return sphere;
68
- }
69
-
70
- public static Create(owner: WebXR, index: number, addTo: GameObject, type: ControllerType): WebXRController {
71
- const ctrl = addTo ? GameObject.addNewComponent(addTo, WebXRController, false) : new WebXRController();
72
-
73
- ctrl.webXR = owner;
74
- ctrl.index = index;
75
- ctrl.type = type;
76
-
77
- const context = owner.context;
78
- // from https://github.com/mrdoob/js/blob/master/examples/webxr_vr_dragging.html
79
- // controllers
80
- ctrl.controller = context.renderer.xr.getController(index);
81
- ctrl.controllerGrip = context.renderer.xr.getControllerGrip(index);
82
- ctrl.controllerModel = this.Factory.createControllerModel(ctrl.controller);
83
- ctrl.controllerGrip.add(ctrl.controllerModel);
84
-
85
- ctrl.hand = context.renderer.xr.getHand(index);
86
-
87
- const loader = new GLTFLoader();
88
- addDracoAndKTX2Loaders(loader, context);
89
- if (ctrl.webXR.handModelPath && ctrl.webXR.handModelPath !== "")
90
- loader.setPath(resolveUrl(owner.sourceId, ctrl.webXR.handModelPath));
91
- else
92
- // from XRHandMeshModel.js
93
- loader.setPath('https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles/generic-hand/');
94
- //@ts-ignore
95
- const hand = new OculusHandModel(ctrl.hand, loader);
96
-
97
- ctrl.hand.add(hand);
98
- ctrl.hand.traverse(x => x.layers.set(2));
99
-
100
- ctrl.handPointerModel = new OculusHandPointerModel(ctrl.hand, ctrl.controller);
101
-
102
-
103
- // TODO remove all these once https://github.com/mrdoob/js/pull/23279 lands
104
- ctrl.controller.addEventListener('connected', (_) => {
105
- ctrl.setControllerLayers(ctrl.controllerModel, 2);
106
- ctrl.setControllerLayers(ctrl.controllerGrip, 2);
107
- ctrl.setControllerLayers(ctrl.hand, 2);
108
- setTimeout(() => {
109
- ctrl.setControllerLayers(ctrl.controllerModel, 2);
110
- ctrl.setControllerLayers(ctrl.controllerGrip, 2);
111
- ctrl.setControllerLayers(ctrl.hand, 2);
112
- }, 1000);
113
- });
114
-
115
- // TODO: unsubscribe! this should be moved into onenable and ondisable!
116
- // TODO remove all these once https://github.com/mrdoob/js/pull/23279 lands
117
- ctrl.hand.addEventListener('connected', (event) => {
118
- const xrInputSource = event.data;
119
- if (xrInputSource.hand) {
120
- if (owner.Rig) owner.Rig.add(ctrl.hand);
121
- ctrl.type = ControllerType.PhysicalDevice;
122
- ctrl.handPointerModel.traverse(x => x.layers.set(2)); // ignore raycast
123
- ctrl.handPointerModel.pointerObject?.traverse(x => x.layers.set(2));
124
-
125
- // when exiting and re-entering xr the joints are not parented to the hand anymore
126
- // this is a workaround to fix that temporarely
127
- // see https://github.com/needle-tools/needle-tiny-playground/issues/123
128
- const jnts = ctrl.hand["joints"];
129
- if (jnts) {
130
- for (const key of Object.keys(jnts)) {
131
- const joint = jnts[key];
132
- if (joint.parent) continue;
133
- ctrl.hand.add(joint);
134
- }
135
- }
136
- }
137
- });
138
-
139
- return ctrl;
140
- }
141
-
142
- // TODO: replace with component events
143
- public static addEventListener(evt: ControllerEvents, callback: (controller: WebXRController, args: any) => void) {
144
- const list = this.eventSubs[evt] ?? [];
145
- list.push(callback);
146
- this.eventSubs[evt] = list;
147
- }
148
-
149
- // TODO: replace with component events
150
- public static removeEventListener(evt: ControllerEvents, callback: (controller: WebXRController, args: any) => void) {
151
- if (!callback) return;
152
- const list = this.eventSubs[evt] ?? [];
153
- const idx = list.indexOf(callback);
154
- if (idx >= 0) list.splice(idx, 1);
155
- this.eventSubs[evt] = list;
156
- }
157
-
158
- private static eventSubs: { [key: string]: Function[] } = {};
159
-
160
- public webXR?: WebXR;
161
- public index: number = -1;
162
- public controllerModel!: XRControllerModel;
163
- public controller!: Group;
164
- public controllerGrip!: Group;
165
- public hand!: Group;
166
- public handPointerModel!: OculusHandPointerModel;
167
- public grabbed: AttachedObject | null = null;
168
- public input: XRInputSource | null = null;
169
- public type: ControllerType = ControllerType.PhysicalDevice;
170
- public showRaycastLine: boolean = true;
171
- public enableRaycasts: boolean = true;
172
- public enableDefaultControls: boolean = true;
173
-
174
- get isUsingHands(): boolean {
175
- const r = this.input?.hand;
176
- return r !== null && r !== undefined;
177
- }
178
-
179
- get wrist(): Object3D | null {
180
- if (!this.hand) return null;
181
- const jnts = this.hand["joints"];
182
- if (!jnts) return null;
183
- return jnts["wrist"];
184
- }
185
-
186
- private _wristQuaternion: Quaternion | null = null;
187
- getWristQuaternion(): Quaternion | null {
188
- const wrist = this.wrist;
189
- if (!wrist) return null;
190
- if (!this._wristQuaternion) this._wristQuaternion = new Quaternion();
191
- const wr = getWorldQuaternion(wrist).multiply(this._wristQuaternion.setFromEuler(new Euler(-Math.PI / 4, 0, 0)));
192
- return wr;
193
- }
194
-
195
- private movementVector: Vector3 = new Vector3();
196
- private worldRot: Quaternion = new Quaternion();
197
- private joystick: Vector2 = new Vector2();
198
- private didRotate: boolean = false;
199
- private didTeleport: boolean = false;
200
- private didChangeScale: boolean = false;
201
- private static PreviousCameraFarDistance: number | undefined = undefined;
202
- private static MovementSpeedFactor: number = 1;
203
-
204
- private lastHit: Intersection | null = null;
205
-
206
- private raycastLine: Line | null = null;
207
- private _raycastHitPoint: Object3D | null = null;
208
- private _connnectedCallback: any | null = null;
209
- private _disconnectedCallback: any | null = null;
210
- private _selectStartEvt: any | null = null;
211
- private _selectEndEvt: any | null = null;
212
-
213
- public get selectionDown(): boolean { return this._selectionPressed && !this._selectionPressedLastFrame; }
214
- public get selectionUp(): boolean { return !this._selectionPressed && this._selectionPressedLastFrame; }
215
- public get selectionPressed(): boolean { return this._selectionPressed; }
216
- public get selectionClick(): boolean { return this._selectionEndTime - this._selectionStartTime < 0.3; }
217
- public get raycastHitPoint(): Object3D | null { return this._raycastHitPoint; }
218
-
219
- private _selectionPressed: boolean = false;
220
- private _selectionPressedLastFrame: boolean = false;
221
- private _selectionStartTime: number = 0;
222
- private _selectionEndTime: number = 0;
223
-
224
- public get useSmoothing(): boolean { return this._useSmoothing };
225
- private _useSmoothing: boolean = true;
226
-
227
- awake(): void {
228
- if (!this.controller) {
229
- console.warn("WebXRController: Missing controller object.", this);
230
- return;
231
- }
232
- this._connnectedCallback = this.onSourceConnected.bind(this);
233
- this._disconnectedCallback = this.onSourceDisconnected.bind(this);
234
- this._selectStartEvt = this.onSelectStart.bind(this);
235
- this._selectEndEvt = this.onSelectEnd.bind(this);
236
- if (this.type === ControllerType.Touch) {
237
- this.controllerGrip.addEventListener("connected", this._connnectedCallback);
238
- this.controllerGrip.addEventListener("disconnected", this._disconnectedCallback);
239
- this.controller.addEventListener('selectstart', this._selectStartEvt);
240
- this.controller.addEventListener('selectend', this._selectEndEvt);
241
- }
242
- if (this.type === ControllerType.PhysicalDevice) {
243
- this.controller.addEventListener('selectstart', this._selectStartEvt);
244
- this.controller.addEventListener('selectend', this._selectEndEvt);
245
- }
246
- }
247
-
248
- onDestroy(): void {
249
- if (this.type === ControllerType.Touch) {
250
- this.controllerGrip.removeEventListener("connected", this._connnectedCallback);
251
- this.controllerGrip.removeEventListener("disconnected", this._disconnectedCallback);
252
- this.controller.removeEventListener('selectstart', this._selectStartEvt);
253
- this.controller.removeEventListener('selectend', this._selectEndEvt);
254
- }
255
- if (this.type === ControllerType.PhysicalDevice) {
256
- this.controller.removeEventListener('selectstart', this._selectStartEvt);
257
- this.controller.removeEventListener('selectend', this._selectEndEvt);
258
- }
259
-
260
- this.hand?.clear();
261
- this.controllerGrip?.clear();
262
- this.controller?.clear();
263
- }
264
-
265
- public onEnable(): void {
266
- if (!this.webXR) {
267
- console.warn("No WebXR component assigned to WebXRController.");
268
- return;
269
- }
270
-
271
- if (this.hand)
272
- this.hand.name = "Hand";
273
- if (this.controllerGrip)
274
- this.controllerGrip.name = "ControllerGrip";
275
- if (this.controller)
276
- this.controller.name = "Controller";
277
- if (this.raycastLine)
278
- this.raycastLine.name = "RaycastLine;"
279
-
280
- if (this.webXR.Controllers.indexOf(this) < 0)
281
- this.webXR.Controllers.push(this);
282
-
283
- if (!this.raycastLine)
284
- this.raycastLine = WebXRController.CreateRaycastLine();
285
- if (!this._raycastHitPoint)
286
- this._raycastHitPoint = WebXRController.CreateRaycastHitPoint();
287
-
288
- this.webXR.Rig?.add(this.hand);
289
- this.webXR.Rig?.add(this.controllerGrip);
290
- this.webXR.Rig?.add(this.controller);
291
- this.webXR.Rig?.add(this.raycastLine);
292
- this.raycastLine?.add(this._raycastHitPoint);
293
- this._raycastHitPoint.visible = false;
294
- this.hand.add(this.handPointerModel);
295
- if (debug)
296
- console.log("ADDED TO RIG", this.webXR.Rig);
297
-
298
- // // console.log("enable", this.index, this.controllerGrip.uuid)
299
- }
300
-
301
- onDisable(): void {
302
- // console.log("XR controller disabled", this);
303
- this.hand?.removeFromParent();
304
- this.controllerGrip?.removeFromParent();
305
- this.controller?.removeFromParent();
306
- this.raycastLine?.removeFromParent();
307
- this._raycastHitPoint?.removeFromParent();
308
- // console.log("Disable", this._connnectedCallback, this._disconnectedCallback);
309
- // this.controllerGrip.removeEventListener("connected", this._connnectedCallback);
310
- // this.controllerGrip.removeEventListener("disconnected", this._disconnectedCallback);
311
-
312
- if (this.webXR) {
313
- const i = this.webXR.Controllers.indexOf(this);
314
- if (i >= 0)
315
- this.webXR.Controllers.splice(i, 1);
316
- }
317
- }
318
-
319
- // onDestroy(): void {
320
- // console.log("destroyed", this.index);
321
- // }
322
-
323
- private _isConnected: boolean = false;
324
-
325
- private onSourceConnected(e: { data: XRInputSource, target: any }) {
326
- if (this._isConnected) {
327
- console.warn("Received connected event for controller that is already connected", this.index, e);
328
- return;
329
- }
330
- this._isConnected = true;
331
- this.input = e.data;
332
-
333
- if (this.type === ControllerType.Touch) {
334
- this.onSelectStart();
335
- }
336
- }
337
-
338
- private onSourceDisconnected(_e: any) {
339
- if (!this._isConnected) {
340
- console.warn("Received discnnected event for controller that is not connected", _e);
341
- return;
342
- }
343
- this._isConnected = false;
344
- if (this.type === ControllerType.Touch) {
345
- this.onSelectEnd();
346
- }
347
- this.input = null;
348
- }
349
-
350
- private createPointerEvent(type: string) {
351
- switch (type) {
352
- case "down":
353
- this.context.input.createPointerDown(new NEPointerEvent(InputEvents.PointerDown, null, { clientX: 0, clientY: 0, button: this.index, pointerType: PointerType.Touch }));
354
- break;
355
- case "move":
356
- break;
357
- case "up":
358
- this.context.input.createPointerUp(new NEPointerEvent(InputEvents.PointerUp, null, { clientX: 0, clientY: 0, button: this.index, pointerType: PointerType.Touch }));
359
- break;
360
- }
361
- }
362
-
363
- rayRotation: Quaternion = new Quaternion();
364
-
365
- private raycastUpdate(raycastLine: Line, wp: Vector3) {
366
- const allowRaycastLineVisible = this.showRaycastLine && this.type !== ControllerType.Touch;
367
- if (this.type === ControllerType.Touch) {
368
- raycastLine.visible = false;
369
- }
370
- else if (this.isUsingHands) {
371
- raycastLine.visible = !this.grabbed && allowRaycastLineVisible;
372
- setWorldPosition(raycastLine, wp);
373
- const jnts = this.hand!['joints'];
374
- if (jnts) {
375
- const wrist = jnts['wrist'];
376
- if (wrist && this.grabbed && this.grabbed.isCloseGrab) {
377
- const wr = this.getWristQuaternion();
378
- if (wr)
379
- this.rayRotation.copy(wr);
380
- // this.rayRotation.slerp(wr, this.useSmoothing ? t * 2 : 1);
381
- }
382
- }
383
- setWorldQuaternion(raycastLine, this.rayRotation);
384
- }
385
- else {
386
- raycastLine.visible = allowRaycastLineVisible;
387
- setWorldQuaternion(raycastLine, this.rayRotation);
388
- setWorldPosition(raycastLine, wp);
389
- }
390
- }
391
-
392
- update(): void {
393
- if (!this.webXR) return;
394
-
395
- // TODO: we should wait until we actually have models, this is just a workaround
396
- if (this.context.time.frameCount % 60 === 0) {
397
- this.setControllerLayers(this.controller, 2);
398
- this.setControllerLayers(this.controllerGrip, 2);
399
- this.setControllerLayers(this.hand, 2);
400
- }
401
-
402
- const subs = WebXRController.eventSubs[ControllerEvents.Update];
403
- if (subs && subs.length > 0) {
404
- for (const sub of subs) {
405
- sub(this);
406
- }
407
- }
408
-
409
- let t = 1;
410
- if (this.type === ControllerType.PhysicalDevice) t = this.context.time.deltaTime / .1;
411
- else if (this.isUsingHands && this.handPointerModel.pinched) t = this.context.time.deltaTime / .3;
412
- this.rayRotation.slerp(getWorldQuaternion(this.controller), this.useSmoothing ? t : 1.0);
413
- const wp = getWorldPosition(this.controller);
414
-
415
- // hide hand pointer model, it's giant and doesn't really help
416
- if (this.isUsingHands && this.handPointerModel.cursorObject) {
417
- this.handPointerModel.cursorObject.visible = false;
418
- }
419
-
420
- // perform raycasts
421
- if(this.enableRaycasts)
422
- {
423
- if (this.raycastLine) {
424
- this.raycastUpdate(this.raycastLine, wp);
425
- }
426
-
427
- this.lastHit = this.updateLastHit();
428
-
429
- if (this.grabbed) {
430
- this.grabbed.update();
431
- }
432
- }
433
- else { // hide line when raycasting is disabled
434
- if (this.raycastLine) {
435
- this.raycastLine.visible = false;
436
- }
437
- }
438
-
439
- this._selectionPressedLastFrame = this._selectionPressed;
440
-
441
- if (this.selectStartCallback) {
442
- this.selectStartCallback();
443
- }
444
- }
445
-
446
- onUpdate(session: XRSession) {
447
- this.lastHit = null;
448
-
449
- if (!session || session.inputSources.length <= this.index) {
450
- this.input = null;
451
- return;
452
- }
453
- if (this.type === ControllerType.PhysicalDevice)
454
- this.input = session.inputSources[this.index];
455
- if (!this.input) return;
456
- const rig = this.webXR!.Rig;
457
- if (!rig) return;
458
-
459
- if (this._didNotEndSelection && !this.handPointerModel.pinched) {
460
- this._didNotEndSelection = false;
461
- this.onSelectEnd();
462
- }
463
-
464
- this.updateStick(this.input);
465
-
466
- const buttons = this.input?.gamepad?.buttons;
467
-
468
- if(this.enableDefaultControls) {
469
- switch (this.input.handedness) {
470
- case "left":
471
- this.movementUpdate(rig, buttons);
472
- break;
473
-
474
- case "right":
475
- this.rotationUpdate(rig, buttons);
476
- break;
477
- }
478
- }
479
- }
480
-
481
-
482
- private movementUpdate(rig: Object3D, buttons?: readonly GamepadButton[]) {
483
- const speedFactor = 3 * WebXRController.MovementSpeedFactor;
484
- const powFactor = 2;
485
- const speed = Mathf.clamp01(this.joystick.length() * 2);
486
-
487
- const sideDir = this.joystick.x > 0 ? 1 : -1;
488
- let side = Math.pow(this.joystick.x, powFactor);
489
- side *= sideDir;
490
- side *= speed;
491
-
492
-
493
- const forwardDir = this.joystick.y > 0 ? 1 : -1;
494
- let forward = Math.pow(this.joystick.y, powFactor);
495
- forward *= forwardDir;
496
- side *= speed;
497
-
498
- rig.getWorldQuaternion(this.worldRot);
499
- this.movementVector.set(side, 0, forward);
500
- this.movementVector.applyQuaternion(this.webXR!.TransformOrientation);
501
- this.movementVector.y = 0;
502
- this.movementVector.applyQuaternion(this.worldRot);
503
- this.movementVector.multiplyScalar(speedFactor * this.context.time.deltaTime);
504
- rig.position.add(this.movementVector);
505
-
506
- if (this.isUsingHands)
507
- this.runTeleport(rig, buttons);
508
- }
509
-
510
- private rotationUpdate(rig: Object3D, buttons?: readonly GamepadButton[]) {
511
- const rotate = this.joystick.x;
512
- const rotAbs = Math.abs(rotate);
513
- if (rotAbs < 0.4) {
514
- this.didRotate = false;
515
- }
516
- else if (rotAbs > .5 && !this.didRotate) {
517
- const dir = rotate > 0 ? -1 : 1;
518
- rig.rotateY(Mathf.toRadians(30 * dir));
519
- this.didRotate = true;
520
- }
521
-
522
- this.runTeleport(rig, buttons);
523
- }
524
- private _pinchStartTime: number | undefined = undefined;
525
-
526
- private runTeleport(rig: Object3D, buttons?: readonly GamepadButton[]) {
527
- let teleport = -this.joystick.y;
528
- if (this.hand?.visible && !this.grabbed) {
529
- const pinched = this.handPointerModel.isPinched();
530
- if (pinched && this._pinchStartTime === undefined) {
531
- this._pinchStartTime = this.context.time.time;
532
- }
533
- if (pinched && this._pinchStartTime && this.context.time.time - this._pinchStartTime > .8) {
534
- // hacky approach for basic hand teleportation -
535
- // we teleport if we pinch and the back of the hand points down (open hand gesture)
536
- // const v1 = new Vector3();
537
- // const worldQuaternion = new Quaternion();
538
- // this.controller.getWorldQuaternion(worldQuaternion);
539
- // v1.copy(this.controller.up).applyQuaternion(worldQuaternion);
540
- // const dotPr = -v1.dot(this.controller.up);
541
- teleport = this.handPointerModel.isPinched() ? 1 : 0;
542
- }
543
- if (!pinched) this._pinchStartTime = undefined;
544
- }
545
- else this._pinchStartTime = undefined;
546
-
547
- const inVR = this.webXR!.IsInVR;
548
- const xrRig = this.webXR!.Rig;
549
- let doTeleport = teleport > .5 && inVR;
550
- let isInMiniatureMode = xrRig ? xrRig?.scale?.x < .999 : false;
551
- let newRigScale: number | null = null;
552
-
553
- if (buttons && this.input && !this.input.hand) {
554
- for (let i = 0; i < buttons.length; i++) {
555
- const btn = buttons[i];
556
- // button[4] seems to be the A button if it exists. On hololens it's randomly pressed though for hands
557
- // see https://www.w3.org/TR/webxr-gamepads-module-1/#xr-standard-gamepad-mapping
558
- if (i === 4) {
559
- if (btn.pressed && !this.didChangeScale && inVR) {
560
- this.didChangeScale = true;
561
- const rig = xrRig;
562
- if (rig) {
563
- const args = this.switchScale(rig, doTeleport, isInMiniatureMode, newRigScale);
564
- doTeleport = args.doTeleport;
565
- isInMiniatureMode = args.isInMiniatureMode;
566
- newRigScale = args.newRigScale;
567
- }
568
- }
569
- else if (!btn.pressed)
570
- this.didChangeScale = false;
571
- }
572
- }
573
- }
574
-
575
- if (doTeleport) {
576
- if (!this.didTeleport) {
577
- const rc = this.raycast();
578
- this.didTeleport = true;
579
- if (rc && rc.length > 0) {
580
- const hit = rc[0];
581
- if (isInMiniatureMode || this.isValidTeleportTarget(hit.object)) {
582
- const point = hit.point;
583
- setWorldPosition(rig, point);
584
- }
585
- }
586
- }
587
- }
588
- else if (teleport < .1) {
589
- this.didTeleport = false;
590
- }
591
-
592
- if (newRigScale !== null) {
593
- rig.scale.set(newRigScale, newRigScale, newRigScale);
594
- rig.updateMatrixWorld();
595
- }
596
- }
597
-
598
-
599
- private isValidTeleportTarget(obj: Object3D): boolean {
600
- return GameObject.getComponentInParent(obj, TeleportTarget) != null;
601
- }
602
-
603
- private switchScale(rig: Object3D, doTeleport: boolean, isInMiniatureMode: boolean, newRigScale: number | null) {
604
- if (!isInMiniatureMode) {
605
- isInMiniatureMode = true;
606
- doTeleport = true;
607
- newRigScale = .1;
608
- WebXRController.MovementSpeedFactor = newRigScale * 2;
609
- const cam = this.context.mainCamera as PerspectiveCamera;
610
- WebXRController.PreviousCameraFarDistance = cam.far;
611
- cam.far /= newRigScale;
612
- }
613
- else {
614
- isInMiniatureMode = false;
615
- rig.scale.set(1, 1, 1);
616
- newRigScale = 1;
617
- WebXRController.MovementSpeedFactor = 1;
618
- const cam = this.context.mainCamera as PerspectiveCamera;
619
- if (WebXRController.PreviousCameraFarDistance)
620
- cam.far = WebXRController.PreviousCameraFarDistance;
621
- }
622
- return { doTeleport, isInMiniatureMode, newRigScale }
623
- }
624
-
625
- private updateStick(inputSource: XRInputSource) {
626
- if (!inputSource || !inputSource.gamepad || inputSource.gamepad.axes?.length < 4) return;
627
- this.joystick.x = inputSource.gamepad.axes[2];
628
- this.joystick.y = inputSource.gamepad.axes[3];
629
- }
630
-
631
- private updateLastHit(): Intersection | null {
632
- const rc = this.raycast();
633
- const hit = rc ? rc[0] : null;
634
- this.lastHit = hit;
635
- let factor = 1;
636
- if (this.webXR!.Rig) {
637
- factor /= this.webXR!.Rig.scale.x;
638
- }
639
- // if (!hit) factor = 0;
640
-
641
- if (this.raycastLine) {
642
- this.raycastLine.scale.z = factor * (this.lastHit?.distance ?? 9999);
643
- const mat = this.raycastLine.material as LineBasicMaterial;
644
- if (hit != null) mat.color = WebXRController.raycastColor;
645
- else mat.color = WebXRController.raycastNoHitColor;
646
- }
647
- if (this._raycastHitPoint) {
648
- if (this.lastHit != null) {
649
- this._raycastHitPoint.position.z = -1;// -this.lastHit.distance;
650
- const scale = Mathf.clamp(this.lastHit.distance * .01 * factor, .015, .1);
651
- this._raycastHitPoint.scale.set(scale, scale, scale);
652
- }
653
- this._raycastHitPoint.visible = this.lastHit !== null && this.lastHit !== undefined;
654
- }
655
- return hit;
656
- }
657
-
658
- private onSelectStart() {
659
- if (!this.context.connection.allowEditing) return;
660
- // console.log("SELECT START", _event);
661
- // if we process the event immediately the controller
662
- // world positions are not yet correctly updated and we have info from the last frame
663
- // so we delay the event processing one frame
664
- // only necessary for AR - ideally we can get it to work right here
665
- // but should be fine as a workaround for now
666
- this.selectStartCallback = () => this.onHandleSelectStart();
667
- }
668
-
669
- private selectStartCallback: Function | null = null;
670
- private lastSelectStartObject: Object3D | null = null;;
671
-
672
- private onHandleSelectStart() {
673
- this.selectStartCallback = null;
674
- this._selectionPressed = true;
675
- this._selectionStartTime = this.context.time.time;
676
- this._selectionEndTime = 1000;
677
- // console.log("DOWN", this.index, WebXRController.eventSubs);
678
-
679
- // let maxDistance = this.isUsingHands ? .1 : undefined;
680
- let intersections: Intersection[] | null = null;
681
- let closeGrab: boolean = false;
682
- if (this.isUsingHands) {
683
- intersections = this.overlap();
684
- if (intersections.length <= 0) {
685
- intersections = this.raycast();
686
- closeGrab = false;
687
- }
688
- else {
689
- closeGrab = true;
690
- }
691
- }
692
- else intersections = this.raycast();
693
-
694
- if (debug)
695
- console.log("onHandleSelectStart", "close grab? " + closeGrab, "intersections", intersections);
696
-
697
- if (intersections && intersections.length > 0) {
698
- for (const intersection of intersections) {
699
- const object = intersection.object;
700
- this.lastSelectStartObject = object;
701
- const args = { selected: object, grab: object };
702
- const subs = WebXRController.eventSubs[ControllerEvents.SelectStart];
703
- if (subs && subs.length > 0) {
704
- for (const sub of subs) {
705
- sub(this, args);
706
- }
707
- }
708
- if (args.grab !== object && debug)
709
- console.log("Grabbed object changed", "original", object, "new", args.grab);
710
- if (args.grab) {
711
- this.grabbed = AttachedObject.TryTake(this, args.grab, intersection, closeGrab);
712
- }
713
- break;
714
- }
715
- }
716
- else {
717
- const subs = WebXRController.eventSubs[ControllerEvents.SelectStart];
718
- const args = { selected: null, grab: null };
719
- if (subs && subs.length > 0) {
720
- for (const sub of subs) {
721
- sub(this, args);
722
- }
723
- }
724
- }
725
- }
726
-
727
- private _didNotEndSelection: boolean = false;
728
-
729
- private onSelectEnd() {
730
- if (this.isUsingHands) {
731
- if (this.handPointerModel.pinched) {
732
- this._didNotEndSelection = true;
733
- return;
734
- }
735
- }
736
-
737
- if (!this._selectionPressed) return;
738
- this.selectStartCallback = null;
739
- this._selectionPressed = false;
740
- this._selectionEndTime = this.context.time.time;
741
-
742
- const args = { grab: this.grabbed?.selected ?? this.lastSelectStartObject };
743
- const subs = WebXRController.eventSubs[ControllerEvents.SelectEnd];
744
- if (subs && subs.length > 0) {
745
- for (const sub of subs) {
746
- sub(this, args);
747
- }
748
- }
749
-
750
- if (this.grabbed) {
751
- this.grabbed.free();
752
- this.grabbed = null;
753
- }
754
- }
755
-
756
- private testIsVisible(obj: Object3D | null): boolean {
757
- if (!obj) return false;
758
- if (GameObject.isActiveInHierarchy(obj) === false) return false;
759
- if (UIRaycastUtils.isInteractable(obj) === false) {
760
- return false;
761
- }
762
- return true;
763
- // if (!obj.visible) return false;
764
- // return this.testIsVisible(obj.parent);
765
- }
766
-
767
- private setControllerLayers(obj: Object3D, layer: number) {
768
- if (!obj) return;
769
- obj.layers.set(layer);
770
- if (obj.children) {
771
- for (const ch of obj.children) {
772
- if (this.grabbed?.selected === ch || this.grabbed?.selectedMesh === ch) {
773
- continue;
774
- }
775
- this.setControllerLayers(ch, layer);
776
- }
777
- }
778
- }
779
-
780
- public getRay(): Ray {
781
- const ray = new Ray();
782
- // this.tempMatrix.identity().extractRotation(this.controller.matrixWorld);
783
- // ray.origin.setFromMatrixPosition(this.controller.matrixWorld);
784
- ray.origin.copy(getWorldPosition(this.controller));
785
- ray.direction.set(0, 0, -1).applyQuaternion(this.rayRotation);
786
- return ray;
787
- }
788
-
789
- private closeGrabBoundingBoxHelper?: BoxHelper;
790
-
791
- public overlap(): Intersection[] {
792
- const overlapCenter = (this.isUsingHands && this.handPointerModel) ? this.handPointerModel.pointerObject : this.controllerGrip;
793
-
794
- if (debug) {
795
- if (!this.closeGrabBoundingBoxHelper && overlapCenter) {
796
- this.closeGrabBoundingBoxHelper = new BoxHelper(overlapCenter, 0xffff00);
797
- this.scene.add(this.closeGrabBoundingBoxHelper);
798
- }
799
-
800
- if (this.closeGrabBoundingBoxHelper && overlapCenter) {
801
- this.closeGrabBoundingBoxHelper.setFromObject(overlapCenter);
802
- }
803
- }
804
-
805
- if (!overlapCenter)
806
- return new Array<Intersection>();
807
-
808
- const wp = getWorldPosition(overlapCenter).clone();
809
- return this.context.physics.sphereOverlap(wp, .02);
810
- }
811
-
812
- public raycast(): Intersection[] {
813
- const opts = new RaycastOptions();
814
- opts.layerMask = new Layers();
815
- opts.layerMask.enableAll();
816
- opts.layerMask.disable(2);
817
- opts.ray = this.getRay();
818
- const hits = this.context.physics.raycast(opts);
819
- for (let i = 0; i < hits.length; i++) {
820
- const hit = hits[i];
821
- const obj = hit.object;
822
- if (!this.testIsVisible(obj)) {
823
- hits.splice(i, 1);
824
- i--;
825
- continue;
826
- }
827
- hit.object = UIRaycastUtils.getObject(obj);
828
- break;
829
- }
830
- // console.log(...hits);
831
- return hits;
832
- }
833
- }
834
-
835
-
836
- export enum AttachedObjectEvents {
837
- WillTake = "WillTake",
838
- DidTake = "DidTake",
839
- WillFree = "WillFree",
840
- DidFree = "DidFree",
841
- }
842
-
843
- export class AttachedObject {
844
-
845
- public static Events: { [key: string]: Function[] } = {};
846
- public static AddEventListener(event: AttachedObjectEvents, callback: Function): Function {
847
- if (!AttachedObject.Events[event]) AttachedObject.Events[event] = [];
848
- AttachedObject.Events[event].push(callback);
849
- return callback;
850
- }
851
- public static RemoveEventListener(event: AttachedObjectEvents, callback: Function | null) {
852
- if (!callback) return;
853
- if (!AttachedObject.Events[event]) return;
854
- const idx = AttachedObject.Events[event].indexOf(callback);
855
- if (idx >= 0) AttachedObject.Events[event].splice(idx, 1);
856
- }
857
-
858
-
859
- public static Current: AttachedObject[] = [];
860
-
861
- private static Register(obj: AttachedObject) {
862
-
863
- if (!this.Current.find(x => x === obj)) {
864
- this.Current.push(obj);
865
- }
866
- }
867
-
868
- private static Remove(obj: AttachedObject) {
869
- const i = this.Current.indexOf(obj);
870
- if (i >= 0) {
871
- this.Current.splice(i, 1);
872
- }
873
- }
874
-
875
- public static TryTake(controller: WebXRController, candidate: Object3D, intersection: Intersection, closeGrab: boolean): AttachedObject | null {
876
- const interactable = GameObject.getComponentInParent(candidate, Interactable);
877
- if (!interactable) {
878
- if (debug)
879
- console.warn("Prevented taking object that is not interactable", candidate);
880
- return null;
881
- }
882
- else candidate = interactable.gameObject;
883
-
884
-
885
- let objectToAttach = candidate;
886
- const sync = GameObject.getComponentInParent(candidate, SyncedTransform);
887
- if (sync) {
888
- sync.requestOwnership();
889
- objectToAttach = sync.gameObject;
890
- }
891
-
892
- for (const o of this.Current) {
893
- if (o.selected === objectToAttach) {
894
- if (o.controller === controller) return o;
895
- o.free();
896
- o.Take(controller, objectToAttach, candidate, sync, interactable, intersection, closeGrab);
897
- return o;
898
- }
899
- }
900
-
901
- const att = new AttachedObject();
902
- att.Take(controller, objectToAttach, candidate, sync, interactable, intersection, closeGrab);
903
- return att;
904
- }
905
-
906
-
907
- public sync: SyncedTransform | null = null;
908
- public selected: Object3D | null = null;
909
- public selectedParent: Object3D | null = null;
910
- public selectedMesh: Mesh | null = null;
911
- public controller: WebXRController | null = null;
912
- public grabTime: number = 0;
913
- public grabUUID: string = "";
914
- public isCloseGrab: boolean = false; // when taken via sphere cast with hands
915
-
916
- private originalMaterial: Material | Material[] | null = null;
917
- private usageMarker: UsageMarker | null = null;
918
- private rigidbodies: Rigidbody[] | null = null;
919
- private didReparent: boolean = false;
920
- private grabDistance: number = 0;
921
- private interactable: Interactable | null = null;
922
- private positionSource: Object3D | null = null;
923
-
924
- private Take(controller: WebXRController, take: Object3D, hit: Object3D, sync: SyncedTransform | null, _interactable: Interactable,
925
- intersection: Intersection, closeGrab: boolean)
926
- : AttachedObject {
927
- console.assert(take !== null, "Expected object to be taken but was", take);
928
-
929
- if (controller.isUsingHands) {
930
- this.positionSource = closeGrab ? controller.wrist : controller.controller;
931
- }
932
- else {
933
- this.positionSource = controller.controller;
934
- }
935
- if (!this.positionSource) {
936
- console.warn("No position source");
937
- return this;
938
- }
939
-
940
- const args = { controller, take, hit, sync, interactable: _interactable };
941
- AttachedObject.Events.WillTake?.forEach(x => x(this, args));
942
-
943
-
944
- const mesh = hit as Mesh;
945
- if (mesh?.material) {
946
- this.originalMaterial = mesh.material;
947
- if (!Array.isArray(mesh.material)) {
948
- mesh.material = (mesh.material as Material).clone();
949
- if (mesh.material && mesh.material["emissive"])
950
- mesh.material["emissive"].b = .2;
951
- }
952
- }
953
-
954
- this.selected = take;
955
- if (!this.selectedParent) {
956
- this.selectedParent = take.parent;
957
- }
958
- this.selectedMesh = mesh;
959
- this.controller = controller;
960
- this.interactable = _interactable;
961
- this.isCloseGrab = closeGrab;
962
- // if (interactable.canGrab) {
963
- // this.didReparent = true;
964
- // this.device.controller.attach(take);
965
- // }
966
- // else
967
- this.didReparent = false;
968
-
969
-
970
- this.sync = sync;
971
- this.grabTime = controller.context.time.time;
972
- this.grabUUID = Date.now().toString();
973
- this.usageMarker = GameObject.addNewComponent(this.selected, UsageMarker);
974
- this.rigidbodies = GameObject.getComponentsInChildren(this.selected, Rigidbody);
975
- getWorldPosition(this.positionSource, this.lastControllerWorldPos);
976
- const getGrabPoint = () => closeGrab ? this.lastControllerWorldPos.clone() : intersection.point.clone();
977
- this.grabDistance = getGrabPoint().distanceTo(this.lastControllerWorldPos);
978
- this.totalChangeAlongDirection = 0.0;
979
-
980
- // we're storing position relative to the grab point
981
- // we're storing rotation relative to the ray
982
- this.localPositionOffsetToGrab = this.selected.worldToLocal(getGrabPoint());
983
- const rot = controller.isUsingHands && closeGrab ? this.controller.getWristQuaternion()!.clone() : controller.rayRotation.clone();
984
- getWorldQuaternion(this.selected, this.localQuaternionToGrab).premultiply(rot.invert());
985
-
986
- const rig = this.controller.webXR!.Rig;
987
- if (rig)
988
- this.rigPositionLastFrame.copy(getWorldPosition(rig))
989
-
990
- Avatar_POI.Add(controller.context, this.selected);
991
- AttachedObject.Register(this);
992
-
993
- if (this.sync) {
994
- this.sync.fastMode = true;
995
- }
996
-
997
- AttachedObject.Events.DidTake?.forEach(x => x(this, args));
998
-
999
- return this;
1000
- }
1001
-
1002
- public free(): void {
1003
- if (!this.selected) return;
1004
-
1005
- const args = { controller: this.controller, take: this.selected, hit: this.selected, sync: this.sync, interactable: null };
1006
- AttachedObject.Events.WillFree?.forEach(x => x(this, args));
1007
-
1008
- Avatar_POI.Remove(this.controller!.context, this.selected);
1009
- AttachedObject.Remove(this);
1010
-
1011
- if (this.sync) {
1012
- this.sync.fastMode = false;
1013
- }
1014
-
1015
- const mesh = this.selectedMesh;
1016
- if (mesh && this.originalMaterial && mesh.material) {
1017
- mesh.material = this.originalMaterial;
1018
- }
1019
-
1020
- const object = this.selected;
1021
- // only attach the object back if it has a parent
1022
- // no parent means it was destroyed while holding it!
1023
- if (this.didReparent && object.parent) {
1024
- const prevParent = this.selectedParent;
1025
- if (prevParent) prevParent.attach(object);
1026
- else this.controller?.context.scene.attach(object);
1027
- }
1028
-
1029
- this.usageMarker?.destroy();
1030
-
1031
- if (this.controller)
1032
- this.controller.grabbed = null;
1033
- this.selected = null;
1034
- this.selectedParent = null;
1035
- this.selectedMesh = null;
1036
- this.sync = null;
1037
-
1038
-
1039
- // TODO: make throwing work again
1040
- if (this.rigidbodies) {
1041
- for (const rb of this.rigidbodies) {
1042
- rb.wakeUp();
1043
- rb.setVelocity(rb.smoothedVelocity);
1044
- }
1045
- }
1046
- this.rigidbodies = null;
1047
-
1048
- this.localPositionOffsetToGrab = null;
1049
- this.quaternionLerp = null;
1050
-
1051
- AttachedObject.Events.DidFree?.forEach(x => x(this, args));
1052
- }
1053
-
1054
- public grabPoint: Vector3 = new Vector3();
1055
-
1056
- private localPositionOffsetToGrab: Vector3 | null = null;
1057
- private localPositionOffsetToGrab_worldSpace: Vector3 = new Vector3();
1058
- private localQuaternionToGrab: Quaternion = new Quaternion(0, 0, 0, 1);
1059
- private targetDir: Vector3 | null = null;
1060
- private quaternionLerp: Quaternion | null = null;
1061
-
1062
- private controllerDir = new Vector3();
1063
- private controllerWorldPos = new Vector3();
1064
- private lastControllerWorldPos = new Vector3();
1065
- private controllerPosDelta = new Vector3();
1066
- private totalChangeAlongDirection = 0.0;
1067
- private rigPositionLastFrame = new Vector3();
1068
-
1069
- private controllerMovementSinceLastFrame() {
1070
- if (!this.positionSource || !this.controller) return 0.0;
1071
-
1072
- // controller direction
1073
- this.controllerDir.set(0, 0, -1);
1074
- this.controllerDir.applyQuaternion(this.controller.rayRotation);
1075
-
1076
- // controller delta
1077
- getWorldPosition(this.positionSource, this.controllerWorldPos);
1078
- this.controllerPosDelta.copy(this.controllerWorldPos);
1079
- this.controllerPosDelta.sub(this.lastControllerWorldPos);
1080
- this.lastControllerWorldPos.copy(this.controllerWorldPos);
1081
- const rig = this.controller.webXR!.Rig;
1082
- if (rig) {
1083
- const rigPos = getWorldPosition(rig);
1084
- const rigDelta = this.rigPositionLastFrame.sub(rigPos);
1085
- this.controllerPosDelta.add(rigDelta);
1086
- this.rigPositionLastFrame.copy(rigPos);
1087
- }
1088
-
1089
- // calculate delta along direction
1090
- const changeAlongControllerDirection = this.controllerDir.dot(this.controllerPosDelta);
1091
-
1092
- return changeAlongControllerDirection;
1093
- }
1094
-
1095
- public update() {
1096
- if (this.rigidbodies)
1097
- for (const rb of this.rigidbodies)
1098
- rb.resetVelocities();
1099
- // TODO: add/use sync lost ownership event
1100
- if (this.sync && this.controller && this.controller.context.connection.isInRoom) {
1101
- const td = this.controller.context.time.time - this.grabTime;
1102
- // if (time.frameCount % 60 === 0) {
1103
- // console.log("ownership?", this.selected.name, this.sync.hasOwnership(), td)
1104
- // }
1105
- if (td > 3) {
1106
- // if (time.frameCount % 60 === 0) {
1107
- // console.log(this.sync.hasOwnership())
1108
- // }
1109
- if (this.sync.hasOwnership() === false) {
1110
- console.log("no ownership, will leave", this.sync.guid);
1111
- this.free();
1112
- }
1113
- }
1114
- }
1115
- if (this.interactable && !this.interactable.canGrab) return;
1116
-
1117
- if (!this.didReparent && this.selected && this.controller) {
1118
-
1119
- const rigScale = this.controller.webXR!.Rig?.scale.x ?? 1.0;
1120
-
1121
- this.totalChangeAlongDirection += this.controllerMovementSinceLastFrame();
1122
- // console.log(this.totalChangeAlongDirection);
1123
-
1124
- // alert("yo: " + this.controller.webXR.Rig?.scale.x); // this is 0.1 on Hololens
1125
- let currentDist = 1.0;
1126
- if (this.controller.type === ControllerType.PhysicalDevice) // only for controllers and not on touch (AR touches are controllers)
1127
- {
1128
- currentDist = Math.max(0.0, 1 + this.totalChangeAlongDirection * 2.0 / rigScale);
1129
- currentDist = currentDist * currentDist * currentDist;
1130
- }
1131
- if (this.grabDistance / rigScale < 0.8) currentDist = 1.0; // don't accelerate if this is a close grab, want full control
1132
-
1133
- if (!this.targetDir) {
1134
- this.targetDir = new Vector3();
1135
- }
1136
- this.targetDir.set(0, 0, -this.grabDistance * currentDist);
1137
- const target = this.targetDir.applyQuaternion(this.controller.rayRotation).add(this.controllerWorldPos);
1138
-
1139
- // apply rotation
1140
- const targetQuat = this.controller.rayRotation.clone().multiplyQuaternions(this.controller.rayRotation, this.localQuaternionToGrab);
1141
- if (!this.quaternionLerp) {
1142
- this.quaternionLerp = targetQuat.clone();
1143
- }
1144
- this.quaternionLerp.slerp(targetQuat, this.controller.useSmoothing ? this.controller.context.time.deltaTime / .03 : 1.0);
1145
- setWorldQuaternion(this.selected, this.quaternionLerp);
1146
- this.selected.updateWorldMatrix(false, false); // necessary so that rotation is correct for the following position update
1147
-
1148
- // apply position
1149
- this.grabPoint.copy(target);
1150
- // apply local grab offset
1151
- if (this.localPositionOffsetToGrab) {
1152
- this.localPositionOffsetToGrab_worldSpace.copy(this.localPositionOffsetToGrab);
1153
- this.selected.localToWorld(this.localPositionOffsetToGrab_worldSpace).sub(getWorldPosition(this.selected));
1154
- target.sub(this.localPositionOffsetToGrab_worldSpace);
1155
- }
1156
- setWorldPosition(this.selected, target);
1157
- }
1158
-
1159
-
1160
- if (this.rigidbodies != null) {
1161
- for (const rb of this.rigidbodies) {
1162
- rb.wakeUp();
1163
- }
1164
- }
1165
-
1166
- InstancingUtil.markDirty(this.selected, true);
1167
- }
1168
- }
src/engine-components/webxr/WebXRGrabRendering.ts DELETED
@@ -1,151 +0,0 @@
1
- import { getWorldPosition, setWorldPosition, setWorldPositionXYZ } from "../../engine/engine_three_utils.js";
2
- import { Behaviour, GameObject } from "../Component.js";
3
- import { AttachedObject, AttachedObjectEvents } from "./WebXRController.js";
4
- import { Object3D, Vector3 } from "three";
5
- import { PlayerColor } from "../PlayerColor.js";
6
- import { Context } from "../../engine/engine_setup.js";
7
- import { type IModel, SendQueue } from "../../engine/engine_networking_types.js";
8
-
9
- enum XRGrabEvent {
10
- StartOrUpdate = "xr-grab-visual-start-or-update",
11
- End = "xr-grab-visual-end",
12
- }
13
-
14
- export class XRGrabModel implements IModel {
15
- guid!: any;
16
- dontSave: boolean = true;
17
-
18
- userId : string | null | undefined;
19
- point: { x: number, y: number, z: number } = { x: 0, y: 0, z: 0 };
20
- source: { x: number, y: number, z: number } = { x: 0, y: 0, z: 0 };
21
- target: string | undefined;
22
-
23
- update(context : Context, point: Vector3, source: Vector3, target: string | undefined = undefined) {
24
- this.userId = context.connection.connectionId;
25
- this.point.x = point.x;
26
- this.point.y = point.y;
27
- this.point.z = point.z;
28
- this.source.x = source.x;
29
- this.source.y = source.y;
30
- this.source.z = source.z;
31
- this.target = target;
32
- }
33
- }
34
-
35
- // sends grab info to other users and creates rendering instances
36
- export class XRGrabRendering extends Behaviour {
37
- prefab: Object3D | null = null;
38
-
39
- private _grabModels: Array<XRGrabModel> = [];
40
- private _grabModelsUpdateTime: Array<number> = [];
41
- private _addOrUpdateSub: Function | null = null;
42
- private _endSub: Function | null = null;
43
- private _freeSub: Function | null = null;
44
- private _instances: { [key: string]: {instance:Object3D, model:XRGrabModel} } = {};
45
-
46
- awake(): void {
47
- if(this.prefab) this.prefab.visible = false;
48
- }
49
-
50
- onEnable(): void {
51
- this._addOrUpdateSub = this.context.connection.beginListen(XRGrabEvent.StartOrUpdate, this.onRemoteGrabStartOrUpdate.bind(this));
52
- this._endSub = this.context.connection.beginListen(XRGrabEvent.End, this.onRemoteGrabEnd.bind(this));
53
- this._freeSub = AttachedObject.AddEventListener(AttachedObjectEvents.WillFree, this.onAttachedObjectFree.bind(this));
54
- }
55
-
56
- onDisable(): void {
57
- this.context.connection.stopListen(XRGrabEvent.StartOrUpdate, this._addOrUpdateSub);
58
- this.context.connection.stopListen(XRGrabEvent.End, this._endSub);
59
- AttachedObject.RemoveEventListener(AttachedObjectEvents.WillFree, this._freeSub);
60
- }
61
-
62
- addOrUpdateGrab(model: XRGrabModel) {
63
- this.context.connection.send(XRGrabEvent.StartOrUpdate, model, SendQueue.Queued);
64
- }
65
-
66
- endGrab(model: XRGrabModel) {
67
- this.context.connection.send(XRGrabEvent.End, model, SendQueue.Queued);
68
- }
69
-
70
- private onRemoteGrabStartOrUpdate(data: XRGrabModel) {
71
- if(!this.prefab) return;
72
- const inst = this._instances[data.guid];
73
- if(!inst)
74
- {
75
- const instance = GameObject.instantiate(this.prefab) as Object3D;
76
- instance.visible = true;
77
- this._instances[data.guid] = {instance, model:data};
78
- if(data.userId){
79
- const playerColor = GameObject.getComponentsInChildren(instance, PlayerColor);
80
- if(playerColor?.length > 0)
81
- {
82
- for(const pl of playerColor){
83
- pl.assignUserColor(data.userId)
84
- }
85
- }
86
- }
87
- return;
88
- }
89
- inst.model = data;
90
- }
91
-
92
- private onRemoteGrabEnd(data: XRGrabModel) {
93
- if (!data) return;
94
- const id = data.guid;
95
- if(this._instances[id])
96
- {
97
- GameObject.destroy(this._instances[id].instance);
98
- delete this._instances[id];
99
- }
100
- }
101
-
102
- private onAttachedObjectFree(att: AttachedObject) {
103
- if (this._grabModels.length <= 0) return;
104
- const mod = this._grabModels[0];
105
- this.updateModel(mod, att);
106
- this.endGrab(mod);
107
- }
108
-
109
- onBeforeRender() {
110
- this.updateRendering();
111
-
112
- if (!this.prefab) return;
113
- this.prefab.visible = false;
114
- if (this.context.time.frameCount % 10 !== 0) return;
115
- for (let i = 0; i < AttachedObject.Current.length; i++) {
116
- const att = AttachedObject.Current[i];
117
-
118
- if (!att.controller || !att.selected) continue;
119
-
120
- if (this._grabModels.length <= i) {
121
- this._grabModels.push(new XRGrabModel());
122
- this._grabModelsUpdateTime.push(0);
123
- }
124
- this._grabModelsUpdateTime[i] = this.context.time.time;
125
- const model = this._grabModels[i];
126
- this.updateModel(model, att);
127
- this.addOrUpdateGrab(model);
128
- }
129
- }
130
-
131
- private updateModel(model: XRGrabModel, att: AttachedObject) {
132
- if (!att.controller || !att.selected) return;
133
- model.guid = att.grabUUID;
134
- const targetObject = att.selected["guid"];
135
- model.update(this.context, att.grabPoint, att.controller.worldPosition, targetObject);
136
- }
137
-
138
- private temp : Vector3 = new Vector3();
139
- private updateRendering() {
140
- const step = this.context.time.deltaTime / .5;
141
- for(const key in this._instances){
142
- const { instance, model } = this._instances[key];
143
- if(!instance || !model) continue;
144
- const { point } = model;
145
- const wp = getWorldPosition(instance);
146
- this.temp.set(point.x, point.y, point.z);
147
- wp.lerp(this.temp, step);
148
- setWorldPosition(instance, wp);
149
- }
150
- }
151
- }
src/engine-components/webxr/WebXRImageTracking.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { WebXR, WebXREvent } from "./WebXR.js";
1
+ import { Object3D, Quaternion, Vector3 } from "three";
2
+
3
+ import { showBalloonMessage, showBalloonWarning } from "../../engine/debug/index.js";
4
+ import { AssetReference } from "../../engine/engine_addressables.js";
2
5
  import { serializable } from "../../engine/engine_serialization.js";
3
- import { Behaviour, GameObject } from "../Component.js";
4
- import { Object3D, Quaternion, Vector3 } from "three";
5
6
  import { CircularBuffer, getParam } from "../../engine/engine_utils.js";
6
- import { AssetReference } from "../../engine/engine_addressables.js";
7
- import { showBalloonMessage, showBalloonWarning } from "../../engine/debug/index.js";
8
-
7
+ import { NeedleXREventArgs, NeedleXRSession } from "../../engine/xr/index.js";
8
+ import { imageToCanvas,USDWriter, USDZExporterContext } from "../../engine-components/export/usdz/ThreeUSDZExporter.js";
9
9
  import { USDZExporter } from "../../engine-components/export/usdz/USDZExporter.js";
10
- import { USDZExporterContext, USDWriter, imageToCanvas } from "../../engine-components/export/usdz/ThreeUSDZExporter.js";
10
+ import { Behaviour, GameObject } from "../Component.js";
11
+ import { InstancingUtil, Renderer } from "../Renderer.js";
11
12
 
12
13
  // https://github.com/immersive-web/marker-tracking/blob/main/explainer.md
13
14
 
@@ -44,11 +45,13 @@
44
45
  if (t01 === undefined || t01 >= 1 || haveChanged) {
45
46
  object.position.copy(this._position);
46
47
  object.quaternion.copy(this._rotation);
48
+ // InstancingUtil.markDirty(object);
47
49
  }
48
50
  else {
49
51
  t01 = Math.max(0, Math.min(1, t01));
50
52
  object.position.lerp(this._position, t01);
51
53
  object.quaternion.slerp(this._rotation, t01);
54
+ // InstancingUtil.markDirty(object);
52
55
  }
53
56
  object.quaternion.multiply(WebXRTrackedImage.y180);
54
57
  }
@@ -61,15 +64,10 @@
61
64
  if (!this._position) {
62
65
  this._position = WebXRTrackedImage._positionBuffer.get();
63
66
  this._rotation = WebXRTrackedImage._rotationBuffer.get();
64
- const t = this._pose.transform;
65
-
66
- // when parented to the world, we need to flip data here
67
- //this._position.set(-t.position.x, t.position.y, -t.position.z);
68
- // this._rotation.set(-t.orientation.x, t.orientation.y, -t.orientation.z, t.orientation.w);
69
-
70
- // for some reason when parented to the XRRig, we need the original data
71
- this._position.set(t.position.x, t.position.y, t.position.z);
72
- this._rotation.set(t.orientation.x, t.orientation.y, t.orientation.z, t.orientation.w);
67
+ const t = this._pose.transform as XRRigidTransform;
68
+ const converted = NeedleXRSession.active!.convertSpace(t);
69
+ this._position.copy(converted?.position);
70
+ this._rotation.copy(converted?.quaternion);
73
71
  }
74
72
  }
75
73
 
@@ -141,9 +139,7 @@
141
139
  trackedImages?: WebXRImageTrackingModel[];
142
140
 
143
141
  private readonly trackedImageIndexMap: Map<number, WebXRImageTrackingModel> = new Map();
144
-
145
142
  private static _imageElements: Map<string, ImageBitmap | null> = new Map();
146
- private webxr: WebXR | null = null;
147
143
 
148
144
  awake(): void {
149
145
  if (debug) console.log(this)
@@ -182,51 +178,35 @@
182
178
  }
183
179
  }
184
180
 
181
+ onBeforeXR(_mode: XRSessionMode, args: XRSessionInit & { trackedImages: Array<any> }): void {
182
+ // console.log("onXRRequested", args, this.trackedImages)
183
+ if (this.trackedImages) {
184
+ args.optionalFeatures = args.optionalFeatures || [];
185
+ if (!args.optionalFeatures.includes("image-tracking"))
186
+ args.optionalFeatures.push("image-tracking");
185
187
 
186
- onEnable(): void {
187
- this.webxr = GameObject.findObjectOfType(WebXR);
188
- WebXR.addEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
189
- WebXR.addEventListener(WebXREvent.XRStarted, this.onXRStarted);
190
- WebXR.addEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
191
- this.addEventListener("image-tracking", this.onImageTrackingUpdate);
192
- }
193
-
194
- onDisable(): void {
195
- WebXR.removeEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
196
- WebXR.removeEventListener(WebXREvent.XRStarted, this.onXRStarted);
197
- WebXR.removeEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
198
- this.removeEventListener("image-tracking", this.onImageTrackingUpdate);
199
- }
200
-
201
- private onModifyAROptions = (event: any) => {
202
- if (!this.trackedImages) return;
203
- const options = event.detail;
204
- const features = options.optionalFeatures || [];
205
- if (!features.includes("image-tracking"))
206
- features.push("image-tracking");
207
- options.optionalFeatures = features;
208
-
209
- options.trackedImages = [];
210
- for (const trackedImage of this.trackedImages) {
211
- if (trackedImage.image?.length && trackedImage.widthInMeters > 0) {
212
- const bitmap = WebXRImageTracking._imageElements.get(trackedImage.image);
213
- if (bitmap) {
214
- this.trackedImageIndexMap.set(options.trackedImages.length, trackedImage);
215
- options.trackedImages.push({
216
- image: bitmap,
217
- widthInMeters: trackedImage.widthInMeters
218
- });
188
+ args.trackedImages = [];
189
+ for (const trackedImage of this.trackedImages) {
190
+ if (trackedImage.image?.length && trackedImage.widthInMeters > 0) {
191
+ const bitmap = WebXRImageTracking._imageElements.get(trackedImage.image);
192
+ if (bitmap) {
193
+ this.trackedImageIndexMap.set(args.trackedImages.length, trackedImage);
194
+ args.trackedImages.push({
195
+ image: bitmap,
196
+ widthInMeters: trackedImage.widthInMeters
197
+ });
198
+ }
219
199
  }
220
200
  }
221
201
  }
222
202
  }
223
203
 
224
- private onXRStarted = (_: any) => {
204
+ onEnterXR(_args: NeedleXREventArgs): void {
225
205
  if (this.trackedImages) {
226
206
  for (const trackedImage of this.trackedImages) {
227
207
  if (trackedImage.object?.asset) {
228
208
  const obj = trackedImage.object.asset;
229
- obj.visible = false;
209
+ // obj.visible = false;
230
210
  }
231
211
  }
232
212
  }
@@ -236,17 +216,16 @@
236
216
  }
237
217
  };
238
218
 
239
- private readonly imageToObjectMap = new Map<WebXRImageTrackingModel, { object: GameObject | null, frames: number, lastTrackingTime:number }>();
219
+ private readonly imageToObjectMap = new Map<WebXRImageTrackingModel, { object: GameObject | null, frames: number, lastTrackingTime: number }>();
240
220
  private readonly currentImages: WebXRTrackedImage[] = [];
241
221
 
242
-
243
- private onXRUpdate = (evt): void => {
222
+ onUpdateXR(args: NeedleXREventArgs): void {
244
223
  this.currentImages.length = 0;
245
224
 
246
- const frame = evt.frame;
225
+ const frame = args.xr.frame;
247
226
  if (!frame) return;
248
227
 
249
- if (frame.session && !("getImageTrackingResults" in frame)) {
228
+ if (!("getImageTrackingResults" in frame)) {
250
229
  const warning = "Image tracking is currently not supported on this device. On Chrome for Android, you can enable the <a target=\"_blank\" href=\"#\" onclick=\"() => console.log('I')\">chrome://flags/#webxr-incubations</a> flag.";
251
230
  if (!this["didPrintWarning"]) {
252
231
  this["didPrintWarning"] = true;
@@ -255,8 +234,7 @@
255
234
  showBalloonWarning(warning);
256
235
  return;
257
236
  }
258
-
259
- if (frame.session && typeof frame.getImageTrackingResults === "function") {
237
+ else if (frame.session && typeof frame.getImageTrackingResults === "function") {
260
238
  const results = frame.getImageTrackingResults();
261
239
  if (results.length > 0) {
262
240
  const space = this.context.renderer.xr.getReferenceSpace();
@@ -279,9 +257,7 @@
279
257
  if (this.currentImages.length > 0) {
280
258
  try {
281
259
  this.dispatchEvent(new CustomEvent("image-tracking", { detail: this.currentImages }));
282
- if (this.webxr && this.webxr.allowARPlacementReticle) {
283
- this.webxr.allowARPlacementReticle = false;
284
- }
260
+ this.onImageTrackingUpdate(this.currentImages);
285
261
  }
286
262
  catch (e) {
287
263
  console.error(e);
@@ -314,9 +290,11 @@
314
290
  }
315
291
 
316
292
 
317
- private onImageTrackingUpdate = (event: any) => {
318
- const images = event.detail as WebXRTrackedImage[];
293
+ private onImageTrackingUpdate = (images: WebXRTrackedImage[]) => {
294
+ const xr = NeedleXRSession.active;
295
+ if (!xr) return;
319
296
 
297
+
320
298
  for (const image of images) {
321
299
  const model = image.model;
322
300
  const isTracked = image.state === "tracked";
@@ -329,27 +307,38 @@
329
307
  this.imageToObjectMap.set(model, trackedData);
330
308
 
331
309
  model.object.loadAssetAsync().then((asset: GameObject | null) => {
332
- if (model.createObjectInstance) {
310
+ if (model.createObjectInstance && asset) {
333
311
  asset = GameObject.instantiate(asset);
334
312
  }
335
313
 
336
314
  if (asset) {
337
315
  trackedData!.object = asset;
338
316
 
317
+ // workaround for instancing currently not properly updating
318
+ // instanced objects become visible when the image is recognized for the second time
319
+ // we need to look into this further https://linear.app/needle/issue/NE-3936
320
+ for (const rend of asset.getComponentsInChildren(Renderer)) {
321
+ rend.setInstancingEnabled(false);
322
+ }
323
+
339
324
  // make sure to parent to the WebXR.rig
340
- if (this.webxr) {
341
- this.webxr.Rig.add(asset);
325
+ if (xr.rig) {
326
+ xr.rig.gameObject.add(asset);
327
+ image.applyToObject(asset);
328
+ if (!asset.activeSelf)
329
+ GameObject.setActive(asset, true);
330
+ // InstancingUtil.markDirty(asset);
342
331
  }
332
+ else {
333
+ console.warn("XRImageTracking: missing XRRig");
334
+ }
343
335
 
344
- image.applyToObject(asset);
345
- if (!asset.activeSelf)
346
- GameObject.setActive(asset, true);
347
336
  }
348
337
  });
349
338
  }
350
339
  else {
351
340
  trackedData.frames++;
352
- if(isTracked)
341
+ if (isTracked)
353
342
  trackedData.lastTrackingTime = Date.now();
354
343
 
355
344
  // TODO we could do a bit more here: e.g. sample for the first 1s or so of getting pose data
@@ -359,13 +348,16 @@
359
348
 
360
349
  if (!trackedData.object) continue;
361
350
 
362
- if (this.webxr) {
363
- this.webxr.Rig.add(trackedData.object);
351
+ if (xr.rig) {
352
+
353
+ xr.rig.gameObject.add(trackedData.object);
354
+
355
+ image.applyToObject(trackedData.object);
356
+ if (!trackedData.object.activeSelf) {
357
+ GameObject.setActive(trackedData.object, true);
358
+ }
359
+ // InstancingUtil.markDirty(trackedData.object);
364
360
  }
365
-
366
- image.applyToObject(trackedData.object);
367
- if (!trackedData.object.activeSelf)
368
- GameObject.setActive(trackedData.object, true);
369
361
  }
370
362
  }
371
363
  }
src/engine-components/webxr/WebXRPlaneTracking.ts CHANGED
@@ -1,13 +1,14 @@
1
- import { Box3, BufferAttribute, BufferGeometry, Group, Material, Mesh, Object3D, Vector3 } from "three";
1
+ import { Box3, BufferAttribute, BufferGeometry, Group, Material, Matrix4, Mesh, MeshBasicMaterial, MeshNormalMaterial, Object3D, Vector3 } from "three";
2
2
 
3
- import { MeshCollider } from "../Collider.js";
4
- import { Behaviour, GameObject } from "../Component.js";
5
- import { WebXR, WebXREvent } from "./WebXR.js";
3
+ import { AssetReference } from "../../engine/engine_addressables.js";
4
+ import { disposeObjectResources } from "../../engine/engine_assetdatabase.js";
5
+ import { destroy } from "../../engine/engine_gameobject.js";
6
6
  import { serializable } from "../../engine/engine_serialization.js";
7
7
  import type { Vec3 } from "../../engine/engine_types.js";
8
- import { disposeObjectResources } from "../../engine/engine_assetdatabase.js";
9
8
  import { getParam } from "../../engine/engine_utils.js";
10
- import { destroy } from "../../engine/engine_gameobject.js";
9
+ import { NeedleXREventArgs, NeedleXRSession } from "../../engine/engine_xr.js";
10
+ import { MeshCollider } from "../Collider.js";
11
+ import { Behaviour, GameObject } from "../Component.js";
11
12
  // import { SimplifyModifier } from 'three/examples/jsm/modifiers/SimplifyModifier.js';
12
13
 
13
14
  const debug = getParam("debugplanetracking");
@@ -41,8 +42,8 @@
41
42
  export class WebXRPlaneTracking extends Behaviour {
42
43
 
43
44
  /** Optional: if assigned it will be instantiated per tracked plane/tracked mesh */
44
- @serializable(Object3D)
45
- dataTemplate?: Object3D;
45
+ @serializable(AssetReference)
46
+ dataTemplate?: AssetReference;
46
47
 
47
48
  @serializable()
48
49
  initiateRoomCaptureIfNoData = true;
@@ -53,34 +54,25 @@
53
54
  @serializable()
54
55
  useMeshData: boolean = true;
55
56
 
57
+ /** when enabled mesh or plane tracking will also be used in VR */
58
+ @serializable()
59
+ runInVR = true;
60
+
56
61
  get trackedPlanes() { return this._allPlanes.values(); }
57
62
  get trackedMeshes() { return this._allMeshes.values(); }
58
63
 
59
- onEnable(): void {
60
- WebXR.addEventListener(WebXREvent.XRStarted, this.onXRStarted);
61
- WebXR.addEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
62
- WebXR.addEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
63
- }
64
64
 
65
- onDisable(): void {
66
- WebXR.removeEventListener(WebXREvent.XRStarted, this.onXRStarted);
67
- WebXR.removeEventListener(WebXREvent.XRUpdate, this.onXRUpdate);
68
- WebXR.removeEventListener(WebXREvent.ModifyAROptions, this.onModifyAROptions);
69
- }
70
65
 
71
- private onModifyAROptions = (event: any) => {
72
- const options = event.detail;
73
- const features = options.optionalFeatures || [];
74
-
75
- if (this.usePlaneData && !features.includes("plane-detection"))
76
- features.push("plane-detection");
77
- if (this.useMeshData && !features.includes("mesh-detection"))
78
- features.push("mesh-detection");
79
-
80
- options.optionalFeatures = features;
66
+ onBeforeXR(_mode: XRSessionMode, args: XRSessionInit): void {
67
+ if (_mode === "immersive-vr" && !this.runInVR) return;
68
+ args.optionalFeatures = args.optionalFeatures || [];
69
+ if (this.usePlaneData && !args.optionalFeatures.includes("plane-detection"))
70
+ args.optionalFeatures.push("plane-detection");
71
+ if (this.useMeshData && !args.optionalFeatures.includes("mesh-detection"))
72
+ args.optionalFeatures.push("mesh-detection");
81
73
  }
82
74
 
83
- private onXRStarted = (_evt) => {
75
+ onEnterXR(_evt) {
84
76
  // remove all previously added data from the scene again
85
77
  for (const data of this._allPlanes.keys()) {
86
78
  this.removeData(data, this._allPlanes);
@@ -90,18 +82,24 @@
90
82
  }
91
83
  }
92
84
 
93
- private onXRUpdate = (evt) => {
94
-
85
+ onUpdateXR(args: NeedleXREventArgs): void {
86
+
87
+ if (!this.runInVR && args.xr.isVR) return;
88
+
95
89
  // parenting tracked planes to the XR rig ensures that they synced with the real-world user data;
96
90
  // otherwise they would "swim away" when the user rotates / moves / teleports and so on.
97
91
  // There may be cases where we want that! E.g. a user walks around on their own table in castle builder
98
- if (!evt.rig) return;
92
+ const rig = args.xr.rig;
93
+ if (!rig) {
94
+ console.warn("No XR rig found, cannot parent tracked planes to it");
95
+ return;
96
+ }
99
97
 
100
- const frame = evt.frame as XRFramePlanes;
98
+ const frame = args.xr.frame as XRFramePlanes;
101
99
  const renderer = this.context.renderer;
102
100
  const referenceSpace = renderer.xr.getReferenceSpace();
103
101
  if (!referenceSpace) return;
104
-
102
+
105
103
  const planes = frame.detectedPlanes;
106
104
  const meshes = frame.detectedMeshes;
107
105
  const hasAnyPlanes = planes !== undefined && planes.size > 0;
@@ -126,10 +124,10 @@
126
124
  }
127
125
 
128
126
  if (planes !== undefined)
129
- this.processFrameData(evt.rig, evt.frame, planes, this._allPlanes);
127
+ this.processFrameData(args.xr, rig.gameObject, frame, planes, this._allPlanes);
130
128
 
131
129
  if (meshes !== undefined)
132
- this.processFrameData(evt.rig, evt.frame, meshes, this._allMeshes);
130
+ this.processFrameData(args.xr, rig.gameObject, frame, meshes, this._allMeshes);
133
131
  }
134
132
 
135
133
  private removeData(data: XRPlane | XRMesh, _all: Map<XRPlane | XRMesh, XRPlaneContext>) {
@@ -156,11 +154,11 @@
156
154
  private readonly _allMeshes = new Map<XRMesh, XRPlaneContext>();
157
155
  private firstTimeNoPlanesDetected = -100;
158
156
 
159
- private processFrameData(rig: Object3D, frame: XRFramePlanes, detected: Set<XRPlane | XRMesh>, _all: Map<XRPlane | XRMesh, XRPlaneContext>) {
157
+ private processFrameData(_xr: NeedleXRSession, rig: Object3D, frame: XRFramePlanes, detected: Set<XRPlane | XRMesh>, _all: Map<XRPlane | XRMesh, XRPlaneContext>) {
160
158
  const renderer = this.context.renderer;
161
159
  const referenceSpace = renderer.xr.getReferenceSpace();
162
160
  if (!referenceSpace) return;
163
-
161
+
164
162
  for (const data of _all.keys()) {
165
163
  if (!detected.has(data)) {
166
164
  this.removeData(data, _all);
@@ -170,7 +168,7 @@
170
168
  for (const data of detected) {
171
169
  const space = "planeSpace" in data ? data.planeSpace
172
170
  : ("meshSpace" in data ? data.meshSpace
173
- : undefined);
171
+ : undefined);
174
172
  if (!space) continue;
175
173
  const planePose = frame.getPose(space, referenceSpace);
176
174
 
@@ -243,12 +241,18 @@
243
241
 
244
242
  // if we don't have any template assigned we just use a simple mesh object
245
243
  if (!this.dataTemplate) {
246
- this.dataTemplate = new Mesh();
244
+ const mesh = new Mesh();
245
+ if (debug) mesh.material = new MeshNormalMaterial();
246
+ else mesh.material = new MeshBasicMaterial({ wireframe: true, opacity: .33, transparent: true, color: 0x000000 });
247
+ this.dataTemplate = new AssetReference("", "", mesh);
247
248
  }
248
249
 
249
- if (this.dataTemplate) {
250
+ if (!this.dataTemplate.asset) {
251
+ this.dataTemplate.loadAssetAsync();
252
+ }
253
+ else {
250
254
  // Create instance
251
- const newPlane = GameObject.instantiate(this.dataTemplate) as GameObject;
255
+ const newPlane = GameObject.instantiate(this.dataTemplate.asset) as GameObject;
252
256
  planeMesh = newPlane;
253
257
 
254
258
  if (newPlane instanceof Mesh) {
@@ -265,7 +269,7 @@
265
269
  }
266
270
  }
267
271
  }
268
-
272
+
269
273
  const mc = newPlane.getComponent(MeshCollider) as MeshCollider;
270
274
  if (mc) {
271
275
  const mesh = newPlane as unknown as Mesh;
@@ -312,6 +316,7 @@
312
316
  if (planePose) {
313
317
  planeMesh.visible = true;
314
318
  planeMesh.matrix.fromArray(planePose.transform.matrix);
319
+ planeMesh.matrix.premultiply(this._flipForwardMatrix);
315
320
  } else {
316
321
  planeMesh.visible = false;
317
322
  }
@@ -319,9 +324,11 @@
319
324
  };
320
325
  }
321
326
 
327
+ private _flipForwardMatrix = new Matrix4().makeRotationY(Math.PI);
328
+
322
329
  // heuristic to determine if a collider should be convex or not -
323
330
  // the "global mesh" should be non-convex, other meshes should be
324
- checkIfContextShouldBeConvex(mesh: Mesh | Group | undefined, xrData: XRPlane | XRMesh) {
331
+ private checkIfContextShouldBeConvex(mesh: Mesh | Group | undefined, xrData: XRPlane | XRMesh) {
325
332
  if (!mesh) return true;
326
333
  if (mesh) {
327
334
  // get bounding box of the mesh
@@ -346,7 +353,7 @@
346
353
  return true;
347
354
  }
348
355
 
349
- createGeometry(data: XRPlane | XRMesh) {
356
+ private createGeometry(data: XRPlane | XRMesh) {
350
357
  if ("polygon" in data) {
351
358
  return this.createPlaneGeometry(data.polygon);
352
359
  }
@@ -359,7 +366,7 @@
359
366
  // we cache vertices-to-geometry, because it looks like when we get an update sometimes the geometry stays the same.
360
367
  // so we don't want to re-create the geometry every time.
361
368
  private _verticesCache = new Map<string, BufferGeometry>();
362
- createMeshGeometry(vertices: Float32Array, indices: Uint32Array) {
369
+ private createMeshGeometry(vertices: Float32Array, indices: Uint32Array) {
363
370
  const key = vertices.toString() + "_" + indices.toString();
364
371
  if (this._verticesCache.has(key)) {
365
372
  return this._verticesCache.get(key)!;
@@ -369,7 +376,7 @@
369
376
  geometry.setAttribute('position', new BufferAttribute(vertices, 3));
370
377
  // set UVs in worldspace
371
378
  const uvs = Array<number>();
372
- for (let i = 0; i < vertices.length; i+=3) {
379
+ for (let i = 0; i < vertices.length; i += 3) {
373
380
  uvs.push(vertices[i], vertices[i + 2]);
374
381
  }
375
382
  geometry.setAttribute('uv', new BufferAttribute(new Float32Array(uvs), 2));
@@ -387,9 +394,9 @@
387
394
 
388
395
  this._verticesCache.set(key, geometry);
389
396
  return geometry;
390
- }
397
+ }
391
398
 
392
- createPlaneGeometry(polygon: Vec3[]) {
399
+ private createPlaneGeometry(polygon: Vec3[]) {
393
400
  const geometry = new BufferGeometry();
394
401
 
395
402
  const vertices: number[] = [];
src/engine-components/webxr/WebXRRig.ts CHANGED
@@ -1,22 +1,59 @@
1
- import { Object3D } from "three";
1
+ import { AxesHelper, Euler, Object3D, Quaternion, Vector3 } from "three";
2
+
3
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
2
4
  import type { IGameObject } from "../../engine/engine_types.js";
3
5
  import { getParam } from "../../engine/engine_utils.js";
6
+ import { NeedleXREventArgs, NeedleXRSession } from "../../engine/engine_xr.js";
7
+ import { IXRRig } from "../../engine/engine_xr.js";
4
8
  import { Behaviour } from "../Component.js";
5
9
  import { BoxGizmo } from "../Gizmos.js";
6
10
 
7
- const debug = getParam("debugrig");
11
+ const debug = getParam("debugwebxr");
8
12
 
9
- export class XRRig extends Behaviour {
13
+ export class XRRig extends Behaviour implements IXRRig {
14
+
15
+ @serializable()
16
+ priority: number = 0;
17
+
18
+ get isActive() { return this.activeAndEnabled && this.gameObject.visible; }
19
+
20
+ /** Sets this rig to be the active XR rig (needs to be called during an active XR session) */
21
+ setAsActiveXRRig() {
22
+ NeedleXRSession.active?.setRigActive(this);
23
+ }
24
+
10
25
  awake(): void {
11
- // const helper = new AxesHelper(.1);
12
- // this.gameObject.add(helper);
13
26
  if (debug) {
14
27
  const gizmoObj = new Object3D() as IGameObject;
15
28
  gizmoObj.position.y += .5;
16
29
  this.gameObject.add(gizmoObj);
17
- const gizmo = gizmoObj.addNewComponent(BoxGizmo);
18
- if (gizmo)
19
- gizmo.isGizmo = false;
30
+ const box = gizmoObj.addNewComponent(BoxGizmo);
31
+ if (box)
32
+ box.isGizmo = false;
33
+ const axes = new AxesHelper(.5);
34
+ this.gameObject.add(axes)
20
35
  }
21
36
  }
37
+
38
+ isXRRig(): boolean {
39
+ return true;
40
+ }
41
+
42
+ supportsXR(_mode: XRSessionMode): boolean {
43
+ return true;
44
+ }
45
+
46
+ private _startScale?: Vector3;
47
+
48
+ onEnterXR(args: NeedleXREventArgs): void {
49
+ this._startScale = this.gameObject.scale.clone();
50
+ args.xr.addRig(this);
51
+ if(debug) console.log("WebXR: add Rig", this.name, this.priority)
52
+ }
53
+ onLeaveXR(args: NeedleXREventArgs): void {
54
+ args.xr.removeRig(this);
55
+ if (this._startScale && this.gameObject)
56
+ this.gameObject.scale.copy(this._startScale);
57
+ }
58
+
22
59
  }
src/engine-components/webxr/WebXRSync.ts DELETED
@@ -1,463 +0,0 @@
1
- import { Behaviour, GameObject } from "../Component.js";
2
- import { RoomEvents, OwnershipModel, NetworkConnection } from "../../engine/engine_networking.js";
3
- import { WebXR, WebXREvent } from "./WebXR.js";
4
- import { Group, Quaternion, Vector3, Vector4, WebXRManager } from "three";
5
- import { getParam } from "../../engine/engine_utils.js";
6
- import { Voip } from "../Voip.js";
7
- import { Builder, Long } from "flatbuffers";
8
- import { VrUserStateBuffer } from "../../engine-schemes/vr-user-state-buffer.js";
9
- import { Vec3 } from "../../engine-schemes/vec3.js";
10
- import { registerBinaryType } from "../../engine-schemes/schemes.js";
11
- import { Vec4 } from "../../engine-schemes/vec4.js";
12
- import { WebXRAvatar } from "./WebXRAvatar.js";
13
-
14
- // for debug GUI
15
- // import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
16
- // import { HTMLMesh } from 'three/examples/jsm/interactive/HTMLMesh.js';
17
- // import { InteractiveGroup } from 'three/examples/jsm/interactive/InteractiveGroup.js';
18
- // import { renderer, sceneData } from "../engine/engine_setup.js";
19
-
20
- const debugLogs = getParam("debugxr");
21
- const debugAvatar = getParam("debugavatar");
22
- // const debugAvatarVoip = getParam("debugavatarvoip");
23
-
24
- enum WebXRSyncEvent {
25
- WebXR_UserJoined = "webxr-user-joined",
26
- WebXR_UserLeft = "webxr-user-left",
27
- VRSessionStart = "vr-session-started",
28
- VRSessionEnd = "vr-session-ended",
29
- VRSessionUpdate = "vr-session-update",
30
- }
31
-
32
- enum XRMode {
33
- VR = "vr",
34
- AR = "ar",
35
- }
36
-
37
- const VRUserStateBufferIdentifier = "VRUS";
38
- registerBinaryType(VRUserStateBufferIdentifier, VrUserStateBuffer.getRootAsVrUserStateBuffer);
39
-
40
- function getTimeStampNow() {
41
- return new Date().getTime(); // avoid sending millis in flatbuffer
42
- }
43
-
44
- function flatbuffers_long_from_number(num: number): Long {
45
- const low = num & 0xffffffff
46
- const high = (num / Math.pow(2, 32)) & 0xfffff
47
- return Long.create(low, high);
48
- }
49
-
50
- export class VRUserState {
51
- public guid: string;
52
- public time!: number;
53
- public avatarId!: string;
54
- public position: Vector3 = new Vector3();
55
- public rotation: Vector4 = new Vector4();
56
- public scale: number = 1;
57
-
58
- public posLeftHand = new Vector3();
59
- public posRightHand = new Vector3();
60
-
61
- public rotLeftHand = new Quaternion();
62
- public rotRightHand = new Quaternion();
63
-
64
- public constructor(guid: string) {
65
- this.guid = guid;
66
- }
67
-
68
- private static invertRotation: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
69
-
70
- public update(rig: Group, pos: DOMPointReadOnly, rot: DOMPointReadOnly, webXR: WebXR, avatarId: string) {
71
- this.time = getTimeStampNow();
72
- this.avatarId = avatarId;
73
- this.position.set(pos.x, pos.y, pos.z);
74
- if (rig)
75
- this.position.applyMatrix4(rig.matrixWorld);
76
-
77
- let q0 = VRUserState.quat0;
78
- const q1 = VRUserState.quat1;
79
- q0.set(rot.x, rot.y, rot.z, rot.w);
80
- q0 = q0.multiplyQuaternions(q0, VRUserState.invertRotation);
81
-
82
- if (rig) {
83
- rig.getWorldQuaternion(q1);
84
- q0.multiplyQuaternions(q1, q0);
85
- }
86
-
87
- this.rotation.set(q0.x, q0.y, q0.z, q0.w);
88
- this.scale = rig.scale.x;
89
-
90
- // for controllers, it seems we need grip pose
91
- const ctrl0 = webXR.LeftController?.controllerGrip;
92
- if (ctrl0) {
93
- ctrl0.getWorldPosition(this.posLeftHand);
94
- ctrl0.getWorldQuaternion(this.rotLeftHand);
95
- }
96
- const ctrl1 = webXR.RightController?.controllerGrip;
97
- if (ctrl1) {
98
- ctrl1.getWorldPosition(this.posRightHand);
99
- ctrl1.getWorldQuaternion(this.rotRightHand);
100
- }
101
-
102
- // if this is a hand, we need to get the root bone of that / use that for position/rotation
103
- if (webXR.LeftController?.hand?.visible) {
104
- const wrist = webXR.LeftController.wrist;
105
- if (wrist) {
106
- wrist.getWorldPosition(this.posLeftHand);
107
- wrist.getWorldQuaternion(this.rotLeftHand);
108
- }
109
- }
110
-
111
- if (webXR.RightController?.hand?.visible) {
112
- const wrist = webXR.RightController.wrist;
113
- if (wrist) {
114
- wrist.getWorldPosition(this.posRightHand);
115
- wrist.getWorldQuaternion(this.rotRightHand);
116
- }
117
- }
118
- }
119
-
120
- private static quat0: Quaternion = new Quaternion();
121
- private static quat1: Quaternion = new Quaternion();
122
-
123
- public sendAsBuffer(builder: Builder, net: NetworkConnection) {
124
- builder.clear();
125
- const guid = builder.createString(this.guid);
126
- const id = builder.createString(this.avatarId);
127
- VrUserStateBuffer.startVrUserStateBuffer(builder);
128
- VrUserStateBuffer.addGuid(builder, guid);
129
- VrUserStateBuffer.addTime(builder, flatbuffers_long_from_number(this.time));
130
- VrUserStateBuffer.addAvatarId(builder, id);
131
- VrUserStateBuffer.addPosition(builder, Vec3.createVec3(builder, this.position.x, this.position.y, this.position.z));
132
- VrUserStateBuffer.addRotation(builder, Vec4.createVec4(builder, this.rotation.x, this.rotation.y, this.rotation.z, this.rotation.w));
133
- VrUserStateBuffer.addScale(builder, this.scale);
134
- VrUserStateBuffer.addPosLeftHand(builder, Vec3.createVec3(builder, this.posLeftHand.x, this.posLeftHand.y, this.posLeftHand.z));
135
- VrUserStateBuffer.addPosRightHand(builder, Vec3.createVec3(builder, this.posRightHand.x, this.posRightHand.y, this.posRightHand.z));
136
- VrUserStateBuffer.addRotLeftHand(builder, Vec4.createVec4(builder, this.rotLeftHand.x, this.rotLeftHand.y, this.rotLeftHand.z, this.rotLeftHand.w));
137
- VrUserStateBuffer.addRotRightHand(builder, Vec4.createVec4(builder, this.rotRightHand.x, this.rotRightHand.y, this.rotRightHand.z, this.rotRightHand.w));
138
- const res = VrUserStateBuffer.endVrUserStateBuffer(builder);
139
- builder.finish(res, VRUserStateBufferIdentifier);
140
- const arr = builder.asUint8Array();
141
- net.sendBinary(arr);
142
- }
143
-
144
- public setFromBuffer(guid: string, state: VrUserStateBuffer) {
145
- if (!guid) return;
146
- this.guid = guid;
147
- this.time = state.time().toFloat64();
148
- const id = state.avatarId();
149
- if (id)
150
- this.avatarId = id;
151
- const pos = state.position();
152
- if (pos)
153
- this.position.set(pos.x(), pos.y(), pos.z());
154
- // TODO: maybe just send one float more instead of converting back and forth
155
- const rot = state.rotation();
156
- if (rot)
157
- this.rotation.set(rot.x(), rot.y(), rot.z(), rot.w());
158
- const posLeftHand = state.posLeftHand();
159
- if (posLeftHand)
160
- this.posLeftHand.set(posLeftHand.x(), posLeftHand.y(), posLeftHand.z());
161
- const posRightHand = state.posRightHand();
162
- if (posRightHand)
163
- this.posRightHand.set(posRightHand.x(), posRightHand.y(), posRightHand.z());
164
- const rotLeftHand = state.rotLeftHand();
165
- if (rotLeftHand)
166
- this.rotLeftHand.set(rotLeftHand.x(), rotLeftHand.y(), rotLeftHand.z(), rotLeftHand.w());
167
- const rotRightHand = state.rotRightHand();
168
- if (rotRightHand)
169
- this.rotRightHand.set(rotRightHand.x(), rotRightHand.y(), rotRightHand.z(), rotRightHand.w());
170
- this.scale = state.scale();
171
- }
172
- }
173
-
174
- export class WebXRSync extends Behaviour {
175
-
176
- webXR: WebXR | null = null;
177
-
178
- // private allowCustomAvatars: boolean | null = true;
179
-
180
- private debugAvatarUser: WebXRAvatar | null = null;
181
- private voip: Voip | null = null;
182
-
183
- async awake() {
184
-
185
- if(!this.webXR) this.webXR = GameObject.getComponent(this.gameObject, WebXR);
186
- if(!this.webXR) this.webXR = GameObject.findObjectOfType(WebXR, this.context);
187
-
188
- if(!this.webXR)
189
- {
190
- this.webXR = GameObject.findObjectOfType(WebXR, this.context);
191
- if(!this.webXR) {
192
- console.warn("WebXRSync: Could not find WebXR component, won't sync.");
193
- return;
194
- }
195
- }
196
-
197
- if (!this.voip) this.voip = GameObject.findObjectOfType(Voip, this.context);
198
-
199
- if (debugAvatar) {
200
- const debugGuid = "debug-avatar-" + debugAvatar;
201
- const newUser = new WebXRAvatar(this.context, debugGuid, this.webXR);
202
- // newUser.isLocalAvatar = true;
203
- this.debugAvatarUser = newUser;
204
- if (typeof debugAvatar === "string" && debugAvatar.length > 0) {
205
- if (await newUser.setAvatarOverride(debugAvatar)) {
206
- const debugState = new VRUserState(debugGuid);
207
- debugState.position.y += 1;
208
- const off = .5;
209
- debugState.posLeftHand.y += off;
210
- debugState.posLeftHand.x += off;
211
- debugState.posRightHand.y += off;
212
- debugState.posRightHand.x -= off;
213
- newUser.tryUpdate(debugState, 0);
214
- }
215
- else {
216
- newUser.destroy();
217
- }
218
- }
219
- }
220
- }
221
-
222
- onEnable() {
223
- // const debugUser = new WebXRAvatar(this.context, "sorry-no-guid", this.webXR!);
224
-
225
- if (!this.webXR) {
226
- this.webXR = GameObject.getComponent(this.gameObject, WebXR);
227
- if (!this.webXR) {
228
- console.warn("Missing webxr component on " + this.gameObject.name);
229
- return;
230
- }
231
- }
232
-
233
- this.eventSub_WebXRStartEvent = this.onXRSessionStart.bind(this);
234
- WebXR.addEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
235
- this.eventSub_WebXRUpdateEvent = this.onXRSessionUpdate.bind(this);
236
- WebXR.addEventListener(WebXREvent.XRUpdate, this.eventSub_WebXRUpdateEvent);
237
- this.eventSub_WebXREndEvent = this.onXRSessionEnded.bind(this);
238
- WebXR.addEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
239
-
240
- this.eventSub_ConnectionEvent = this.onConnected.bind(this);
241
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.eventSub_ConnectionEvent);
242
- this.context.connection.beginListen(WebXRSyncEvent.WebXR_UserJoined, _evt => {
243
- console.log("webxr user joined evt");
244
- });
245
- this.context.connection.beginListen(WebXRSyncEvent.WebXR_UserLeft, evt => {
246
- const hasId = evt.id !== null && evt.id !== undefined;
247
- if (!hasId) return;
248
- console.log("webxr user left evt");
249
- if (hasId) {
250
- const avatar = this.avatars[evt.id];
251
- avatar?.destroy();
252
- this.avatars[evt.id] = undefined;
253
- }
254
- });
255
- this.context.connection.beginListenBinary(VRUserStateBufferIdentifier, (state: VrUserStateBuffer) => {
256
- // console.log("BUFFER", state);
257
- const guid = state.guid();
258
- if (!guid) return;
259
- const time = state.time().toFloat64();
260
- const temp = this.tempState;
261
- temp.setFromBuffer(guid, state);
262
- // console.log(temp);
263
- const user = this.onTryGetAvatar(guid, time);
264
- user?.tryUpdate(temp, time);
265
- });
266
- this.context.connection.beginListen(WebXRSyncEvent.VRSessionUpdate, (state: VRUserState) => {
267
- const guid = state.guid;
268
- const time = state.time;
269
- const user = this.onTryGetAvatar(guid, time);
270
- user?.tryUpdate(state, time);
271
- });
272
- }
273
-
274
- private tempState: VRUserState = new VRUserState("");
275
-
276
- private onTryGetAvatar(guid: string, time: number) {
277
- if (guid === this.context.connection.connectionId) return null; // ignore self in case we receive that also!
278
- const timeDiff = new Date().getTime() - time;
279
- if (timeDiff > 5000) {
280
- if (debugLogs)
281
- console.log("old data", timeDiff, guid)
282
- return null;
283
- }
284
- if (!this.webXR) return null;
285
- let user = this.avatars[guid];
286
- if (user === undefined) {
287
- try {
288
- console.log("create new avatar");
289
- const newUser = new WebXRAvatar(this.context, guid, this.webXR);
290
- user = newUser;
291
- this.avatars[guid] = newUser;
292
- } catch (err) {
293
- this.avatars[guid] = null;
294
- console.error(err);
295
- }
296
- }
297
- return user;
298
- }
299
-
300
- onDisable() {
301
- if (this.eventSub_ConnectionEvent)
302
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.eventSub_ConnectionEvent);
303
- WebXR.removeEventListener(WebXREvent.XRStarted, this.eventSub_WebXRStartEvent);
304
- WebXR.removeEventListener(WebXREvent.XRUpdate, this.eventSub_WebXRUpdateEvent);
305
- WebXR.removeEventListener(WebXREvent.XRStopped, this.eventSub_WebXREndEvent);
306
- }
307
-
308
- update(): void {
309
-
310
- const now = getTimeStampNow();
311
-
312
- if (this.debugAvatarUser) {
313
- this.debugAvatarUser.lastUpdate = now;
314
- }
315
-
316
- this.detectPotentiallyDisconnectedAvatarsAndRemove();
317
-
318
- for (const key in this.avatars) {
319
- const avatar = this.avatars[key];
320
- if (!avatar) continue;
321
- avatar.update();
322
- }
323
- }
324
-
325
-
326
- private _removeAvatarsList: string[] = [];
327
- private detectPotentiallyDisconnectedAvatarsAndRemove() {
328
- const utcnow = getTimeStampNow();
329
- for (const key in this.avatars) {
330
- const avatar = this.avatars[key];
331
- if (!avatar) {
332
- this._removeAvatarsList.push(key);
333
- continue;
334
- }
335
- if (utcnow - avatar.lastUpdate > 10_000) {
336
- console.log("avatar timed out (didnt receive any updates in a while) - destroying it now");
337
- avatar.destroy();
338
- this.avatars[key] = undefined;
339
- }
340
- }
341
- for (const rem of this._removeAvatarsList) {
342
- delete this.avatars[rem];
343
- }
344
- this._removeAvatarsList.length = 0;
345
- }
346
-
347
- private buildLocalAvatar() {
348
- if (this.localAvatar || !this.webXR) return;
349
- const connectionId = this.context.connection?.connectionId ?? this.k_LocalAvatarNoNetworkingGuid;
350
- this.localAvatar = new WebXRAvatar(this.context, connectionId, this.webXR);
351
- this.localAvatar.isLocalAvatar = true;
352
- this.localAvatar.setAvatarOverride(this.getAvatarId());
353
- this.avatars[this.localAvatar.guid] = this.localAvatar;
354
- }
355
-
356
-
357
- private eventSub_ConnectionEvent: Function | null = null;
358
- private eventSub_WebXRStartEvent: Function | null = null;
359
- private eventSub_WebXREndEvent: Function | null = null;
360
- private eventSub_WebXRUpdateEvent: Function | null = null;
361
- private avatars: { [key: string]: WebXRAvatar | undefined | null } = {}
362
- private localAvatar: WebXRAvatar | null = null;
363
- private k_LocalAvatarNoNetworkingGuid = "local";
364
-
365
- private onConnected() {
366
- // this event gets fired when we have joined a room and are ready to update
367
- if (debugLogs)
368
- console.log("Hey you are connected as " + this.context.connection.connectionId);
369
-
370
- if (this.localAvatar?.guid === this.k_LocalAvatarNoNetworkingGuid) {
371
- if (this.localAvatar) {
372
- this.localAvatar?.destroy();
373
- this.avatars[this.localAvatar.guid] = undefined;
374
- }
375
- this.localAvatar = null;
376
- this.xrState = null;
377
- this.ownership?.freeOwnership();
378
- this.ownership = null;
379
- }
380
- }
381
-
382
- private onXRSessionStart(_evt: { session: XRSession }) {
383
- console.log("XR session started");
384
- this.context.connection.send(WebXRSyncEvent.WebXR_UserJoined, { id: this.context.connection.connectionId, mode: XRMode.VR });
385
-
386
- if (this.localAvatar) {
387
- this.localAvatar?.destroy();
388
- this.avatars[this.localAvatar.guid] = undefined;
389
- this.localAvatar = null;
390
- }
391
- this.xrState = null;
392
- this.ownership?.freeOwnership();
393
- this.ownership = null;
394
-
395
- if (this.avatars) {
396
- for (const key in this.avatars) {
397
- this.avatars[key]?.updateFlags();
398
- }
399
- }
400
- }
401
-
402
- private onXRSessionEnded(_evt: { session: XRSession }) {
403
- console.log("XR session ended");
404
- this.context.connection.send(WebXRSyncEvent.WebXR_UserLeft, { id: this.context.connection.connectionId, mode: XRMode.VR });
405
- if(this.localAvatar){
406
- this.localAvatar?.destroy();
407
- this.avatars[this.localAvatar.guid] = undefined;
408
- this.localAvatar = null;
409
- }
410
- }
411
-
412
- private ownership: OwnershipModel | null = null;
413
- private xrState: VRUserState | null = null;
414
- private builder: Builder = new Builder(1024);
415
-
416
- private onXRSessionUpdate(evt: { rig: Group, frame: XRFrame, xr: WebXRManager, input: XRInputSource[] }) {
417
-
418
- this.xrState ??= new VRUserState(this.context.connection.connectionId ?? this.k_LocalAvatarNoNetworkingGuid);
419
- this.ownership ??= new OwnershipModel(this.context.connection, this.context.connection.connectionId ?? this.k_LocalAvatarNoNetworkingGuid);
420
- this.ownership.guid = this.context.connection.connectionId ?? this.k_LocalAvatarNoNetworkingGuid;
421
- this.buildLocalAvatar();
422
-
423
-
424
- const { frame, xr, rig } = evt;
425
- const pose = frame.getViewerPose(xr.getReferenceSpace()!);
426
- if (!pose) return; // e.g. if user is not wearing headset
427
- const transform: XRRigidTransform = pose?.transform;
428
- const pos = transform.position;
429
- const rot = transform.orientation;
430
- this.xrState.update(rig, pos, rot, this.webXR!, this.getAvatarId());
431
-
432
- if (this.localAvatar) {
433
- if (this.context.connection.connectionId) {
434
- this.localAvatar.guid = this.context.connection.connectionId;
435
- }
436
- this.localAvatar.tryUpdate(this.xrState, 0);
437
- }
438
-
439
- if (this.ownership && !this.ownership.hasOwnership && this.context.connection.isConnected) {
440
- if (this.context.time.frameCount % 120 === 0)
441
- this.ownership.requestOwnership();
442
- if (!this.ownership.hasOwnership) {
443
- // console.log("NO OWNERSHIP", this.ownership.guid);
444
- return;
445
- }
446
- }
447
-
448
- if (!this.context.connection.isConnected || !this.context.connection.connectionId) {
449
- return;
450
- }
451
-
452
- this.xrState.sendAsBuffer(this.builder, this.context.connection);
453
-
454
- // this.context.connection.send(WebXRSyncEvent.VRSessionUpdate, this.xrState);
455
-
456
- }
457
-
458
- private getAvatarId() {
459
- const urlAvatar = getParam("avatar") as string;
460
- const avatarId = urlAvatar ?? null;
461
- return avatarId;
462
- }
463
- }
src/engine-components/XRFlag.ts DELETED
@@ -1,139 +0,0 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
- import { getParam } from "../engine/engine_utils.js";
3
- import { serializable } from "../engine/engine_serialization_decorator.js";
4
-
5
-
6
- const debug = getParam("debugflags");
7
-
8
- export enum XRStateFlag {
9
- Never = 0,
10
- Browser = 1 << 0,
11
- AR = 1 << 1,
12
- VR = 1 << 2,
13
- FirstPerson = 1 << 3,
14
- ThirdPerson = 1 << 4,
15
- All = 0xffffffff
16
- }
17
-
18
- export class XRState {
19
-
20
- public static Global: XRState = new XRState();
21
-
22
- public Mask: XRStateFlag = XRStateFlag.Browser | XRStateFlag.ThirdPerson;
23
-
24
- public Has(state: XRStateFlag) {
25
- const res = (this.Mask & state);
26
- return res !== 0;
27
- }
28
-
29
- public Set(state: number) {
30
- if(debug) console.warn("Set XR flag state to", state)
31
- this.Mask = state as number;
32
- XRFlag.Apply();
33
- }
34
-
35
- public Enable(state: number) {
36
- this.Mask |= state;
37
- XRFlag.Apply();
38
- }
39
-
40
- public Disable(state: number) {
41
- this.Mask &= ~state;
42
- XRFlag.Apply();
43
- }
44
-
45
- public Toggle(state: number) {
46
- this.Mask ^= state;
47
- XRFlag.Apply();
48
- }
49
-
50
- public EnableAll() {
51
- this.Mask = 0xffffffff | 0;
52
- XRFlag.Apply();
53
- }
54
-
55
- public DisableAll() {
56
- this.Mask = 0;
57
- XRFlag.Apply();
58
- }
59
- }
60
-
61
- export class XRFlag extends Behaviour {
62
-
63
- private static registry: XRFlag[] = [];
64
-
65
- public static Apply() {
66
- for (const r of this.registry) r.UpdateVisible(XRState.Global);
67
- }
68
-
69
- private static firstApply: boolean;
70
- private static buffer: XRState = new XRState();
71
-
72
- @serializable()
73
- public visibleIn!: number;
74
-
75
- awake() {
76
- XRFlag.registry.push(this);
77
- }
78
-
79
- onEnable(): void {
80
- if (!XRFlag.firstApply) {
81
- XRFlag.firstApply = true;
82
- XRFlag.Apply();
83
- }
84
- else {
85
- this.UpdateVisible(XRState.Global);
86
- }
87
- }
88
-
89
- onDestroy(): void {
90
- const i = XRFlag.registry.indexOf(this);
91
- if (i >= 0)
92
- XRFlag.registry.splice(i, 1);
93
- }
94
-
95
- public get isOn(): boolean { return this.gameObject.visible; }
96
-
97
- public UpdateVisible(state: XRState | XRStateFlag | null = null) {
98
- // XR flags set visibility of whole hierarchy which is like setting the whole object inactive
99
- // so we need to ignore the enabled state of the XRFlag component
100
- // if(!this.enabled) return;
101
- let res: boolean | undefined = undefined;
102
-
103
- const flag = state as number;
104
- if (flag && typeof flag === "number") {
105
- console.assert(typeof flag === "number", "XRFlag.UpdateVisible: state must be a number", flag);
106
- if (debug)
107
- console.log(flag);
108
- XRFlag.buffer.Mask = flag;
109
- state = XRFlag.buffer;
110
- }
111
-
112
- const st = state as XRState;
113
- if (st) {
114
- if (debug)
115
- console.warn(this.name, "use passed in mask", st.Mask, this.visibleIn)
116
- res = st.Has(this.visibleIn);
117
- }
118
- else {
119
- if (debug)
120
- console.log(this.name, "use global mask")
121
- XRState.Global.Has(this.visibleIn);
122
- }
123
- if (res === undefined) return;
124
- if (res) {
125
- if (debug)
126
- console.log(this.name, "is visible", this.gameObject.uuid)
127
- // this.gameObject.visible = true;
128
- GameObject.setActive(this.gameObject, true);
129
- } else {
130
- if (debug)
131
- console.log(this.name, "is not visible", this.gameObject.uuid);
132
- const isVisible = this.gameObject.visible;
133
- if(!isVisible) return;
134
- this.gameObject.visible = false;
135
- // console.trace("DISABLE", this.name);
136
- // GameObject.setActive(this.gameObject, false);
137
- }
138
- }
139
- }
plugins/common/buildinfo.js ADDED
@@ -0,0 +1,56 @@
1
+ import fs from 'fs';
2
+
3
+
4
+ /** Create a file containing information about the build inside the build directory
5
+ * @param {String} buildDirectory
6
+ */
7
+ export function createBuildInfoFile(buildDirectory) {
8
+ if (!buildDirectory) {
9
+ console.warn("WARN: Can not create build info file because \"buildDirectory\" is not defined");
10
+ return;
11
+ }
12
+ // start creating the buildinfo
13
+ const buildInfo = {
14
+ time: new Date().toISOString(),
15
+ totalsize: 0,
16
+ files: []
17
+ };
18
+ console.log("[needle-buildinfo] - Collect files in " + buildDirectory);
19
+ recursivelyCollectFiles(buildDirectory, "", buildInfo);
20
+ const buildInfoPath = `${buildDirectory}/needle.buildinfo.json`;
21
+ const totalSizeInMB = buildInfo.totalsize / 1024 / 1024;
22
+ console.log(`[needle-buildinfo] - Collected ${buildInfo.files.length} files (${totalSizeInMB.toFixed(2)} MB). Write info to \"${buildInfoPath}\"`);
23
+ fs.writeFileSync(buildInfoPath, JSON.stringify(buildInfo));
24
+ }
25
+
26
+ /** Recursively collect all files in a directory
27
+ * @param {String} directory to search
28
+ * @param {{ files: Array<string>, totalsize:number }} info
29
+ */
30
+ function recursivelyCollectFiles(directory, path, info) {
31
+ const entries = fs.readdirSync(directory, { withFileTypes: true });
32
+ for (const entry of entries) {
33
+ if (entry.isDirectory()) {
34
+ // make sure we never collect files inside node_modules
35
+ if (entry.name === "node_modules") {
36
+ console.warn("WARN: Skipping node_modules directory at " + path);
37
+ continue;
38
+ }
39
+ const newPath = path?.length <= 0 ? entry.name : `${path}/${entry.name}`;
40
+ const newDirectory = `${directory}/${entry.name}`;
41
+ console.log("[needle-buildinfo] - Collect files in " + newPath);
42
+ recursivelyCollectFiles(newDirectory, newPath, info);
43
+ } else {
44
+ const relpath = `${path}/${entry.name}`;
45
+ info.files.push(relpath);
46
+ try {
47
+ const fullpath = `${directory}/${entry.name}`;
48
+ const stats = fs.statSync(fullpath);
49
+ info.totalsize += stats.size;
50
+ }
51
+ catch {
52
+ //ignore
53
+ }
54
+ }
55
+ }
56
+ }
plugins/vite/buildinfo.js ADDED
@@ -0,0 +1,23 @@
1
+ import { createBuildInfoFile } from '../common/buildinfo.js';
2
+ import { getOutputDirectory } from './config.js';
3
+
4
+
5
+
6
+ /** Create a buildinfo file in the build directory
7
+ * @param {import('../types').userSettings} userSettings
8
+ * @returns {import('vite').Plugin}
9
+ */
10
+ export const needleBuildInfo = (command, config, userSettings) => {
11
+
12
+ if (userSettings?.noBuildInfo) return;
13
+
14
+ return {
15
+ name: 'needle-buildinfo',
16
+ apply: "build",
17
+ enforce: "post",
18
+ closeBundle: () => {
19
+ const buildDirectory = getOutputDirectory();
20
+ createBuildInfoFile(buildDirectory);
21
+ }
22
+ }
23
+ }
src/engine-schemes/README.md ADDED
@@ -0,0 +1,2 @@
1
+ Using flatbuffer compiler 2.0
2
+ https://github.com/google/flatbuffers/releases/tag/v2.0.0
src/engine-components/webxr/Avatar.ts ADDED
@@ -0,0 +1,232 @@
1
+ import { Object3D, Quaternion, Vector3 } from "three";
2
+
3
+ import { AssetReference } from "../../engine/engine_addressables.js";
4
+ import { ObjectUtils, PrimitiveType } from "../../engine/engine_create_objects.js";
5
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
6
+ import { IGameObject } from "../../engine/engine_types.js";
7
+ import { getParam,PromiseAllWithErrors } from "../../engine/engine_utils.js";
8
+ import { NeedleXREventArgs, NeedleXRSession, NeedleXRUtils } from "../../engine/xr/index.js";
9
+ import { PlayerState } from "../../engine-components-experimental/networking/PlayerSync.js";
10
+ import { Behaviour, GameObject } from "../Component.js";
11
+ import { SyncedTransform } from "../SyncedTransform.js";
12
+ import { AvatarMarker } from "./WebXRAvatar.js";
13
+ import { XRFlag } from "./XRFlag.js";
14
+
15
+ const debug = getParam("debugwebxr");
16
+
17
+ const flipForwardQuaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
18
+
19
+ export class Avatar extends Behaviour {
20
+
21
+ @serializable(AssetReference)
22
+ head?: AssetReference;
23
+
24
+ @serializable(AssetReference)
25
+ leftHand?: AssetReference;
26
+
27
+ @serializable(AssetReference)
28
+ rightHand?: AssetReference;
29
+
30
+ private _syncTransforms?: SyncedTransform[];
31
+
32
+ async onEnterXR(_args: NeedleXREventArgs) {
33
+ if (!this.activeAndEnabled) return;
34
+ if (debug) console.warn("AVATAR ENTER XR", this.guid, this.sourceId, this, this.activeAndEnabled)
35
+ if (this._syncTransforms)
36
+ this._syncTransforms.length = 0;
37
+ await this.prepareAvatar();
38
+
39
+ const playerstate = PlayerState.getFor(this);
40
+ if (playerstate?.owner) {
41
+ const marker = this.gameObject.addNewComponent(AvatarMarker)!;
42
+ marker.avatar = this.gameObject;
43
+ marker.connectionId = playerstate.owner;
44
+ }
45
+ else if (this.context.connection.isConnected) console.error("No player state found for avatar", this);
46
+ // don't destroy the avatar when entering XR and not connected to a networking backend
47
+ else if (playerstate && !this.context.connection.isConnected) playerstate.dontDestroy = true;
48
+ }
49
+
50
+ onLeaveXR(_args: NeedleXREventArgs): void {
51
+ const marker = this.gameObject.getComponent(AvatarMarker);
52
+ if (marker) {
53
+ marker.destroy();
54
+ }
55
+ }
56
+
57
+ onUpdateXR(args: NeedleXREventArgs): void {
58
+ if (!this.activeAndEnabled) return;
59
+
60
+ const isLocalPlayer = PlayerState.isLocalPlayer(this);
61
+ if (!isLocalPlayer) return;
62
+
63
+ const xr = args.xr;
64
+ // make sure the avatar is inside the active rig
65
+ if (xr.rig && xr.rig.gameObject !== this.gameObject.parent) {
66
+ this.gameObject.position.set(0, 0, 0);
67
+ this.gameObject.rotation.set(0, 0, 0);
68
+ this.gameObject.scale.set(1, 1, 1);
69
+ xr.rig.gameObject.add(this.gameObject);
70
+ }
71
+ // this.gameObject.position.copy(xr.rig!.gameObject.position);
72
+ // this.gameObject.quaternion.copy(xr.rig!.gameObject.quaternion);
73
+ // this.gameObject.scale.set(1, 1, 1);
74
+
75
+
76
+ if (this._syncTransforms && isLocalPlayer) {
77
+ for (const sync of this._syncTransforms) {
78
+ sync.fastMode = true;
79
+ if (!sync.isOwned())
80
+ sync.requestOwnership();
81
+ }
82
+ }
83
+
84
+
85
+ // synchronize head
86
+ if (this.head && this.context.mainCamera) {
87
+ const headObj = this.head.asset as IGameObject;
88
+ headObj.position.copy(this.context.mainCamera.position);
89
+ headObj.quaternion.copy(this.context.mainCamera.quaternion);
90
+ headObj.quaternion.x *= -1;
91
+
92
+ // HACK: XRFlag limitation workaround to make sure first person user head is never rendered
93
+ if (this.context.time.frameCount % 10 === 0) {
94
+ const xrflags = GameObject.getComponentsInChildren(this.head.asset, XRFlag);
95
+ for (const flag of xrflags) {
96
+ flag.enabled = false;
97
+ flag.gameObject.visible = false;
98
+ }
99
+ }
100
+ }
101
+
102
+ // synchronize hands
103
+ const leftCtrl = args.xr.leftController;
104
+ const leftObj = this.leftHand?.asset as Object3D;
105
+ if (leftCtrl && leftObj) {
106
+ leftObj.position.copy(leftCtrl.gripPosition);
107
+ leftObj.quaternion.copy(leftCtrl.gripQuaternion);
108
+ leftObj.quaternion.multiply(flipForwardQuaternion);
109
+ leftObj.visible = leftCtrl.isTracking;
110
+ }
111
+
112
+ const right = args.xr.rightController;
113
+ if (right && this.rightHand?.asset) {
114
+ const rightObj = this.rightHand.asset as Object3D;
115
+ rightObj.position.copy(right.gripPosition);
116
+ rightObj.quaternion.copy(right.gripQuaternion);
117
+ rightObj.quaternion.multiply(flipForwardQuaternion);
118
+ rightObj.visible = right.isTracking;
119
+ }
120
+ }
121
+
122
+ onBeforeRender(): void {
123
+ if (this.context.time.frame % 10 === 0)
124
+ this.updateRemoteAvatarVisibility();
125
+ }
126
+
127
+
128
+ private updateRemoteAvatarVisibility() {
129
+ if (this.context.connection.isConnected) {
130
+ const state = PlayerState.getFor(this);
131
+ if (state && state.isLocalPlayer == false) {
132
+
133
+ const sync = NeedleXRSession.getXRSync(this.context);
134
+ if (sync) {
135
+ if (sync.hasState(state.owner)) {
136
+ this.tryFindAvatarObjectsIfMissing();
137
+
138
+ const leftObj = this.leftHand?.asset as Object3D;
139
+ if (leftObj) {
140
+ leftObj.visible = sync?.isTracking(state.owner, "left") ?? false;
141
+ }
142
+ const rightObj = this.rightHand?.asset as Object3D;
143
+ if (rightObj) {
144
+ rightObj.visible = sync?.isTracking(state.owner, "right") ?? false;
145
+ }
146
+ }
147
+ }
148
+
149
+ // HACK: XRFlag limitation workaround to make sure first person user head of OTHER users is ALWAYS rendered
150
+ if (this.head?.asset) {
151
+ const xrflags = GameObject.getComponentsInChildren(this.head.asset, XRFlag);
152
+ for (const flag of xrflags) {
153
+ flag.enabled = false;
154
+ flag.gameObject.visible = true;
155
+ }
156
+ }
157
+ }
158
+ }
159
+ }
160
+
161
+
162
+
163
+ private tryFindAvatarObjectsIfMissing() {
164
+ // if no avatar objects are set, try to find them
165
+ if (!this.head || !this.leftHand || !this.rightHand) {
166
+ const res = { head: this.head, leftHand: this.leftHand, rightHand: this.rightHand };
167
+ NeedleXRUtils.tryFindAvatarObjects(this.gameObject, this.sourceId || "", res);
168
+ if (res.head) this.head = res.head;
169
+ if (res.leftHand) this.leftHand = res.leftHand;
170
+ if (res.rightHand) this.rightHand = res.rightHand;
171
+ }
172
+ }
173
+
174
+ private async prepareAvatar() {
175
+ // if no avatar objects are set, try to find them
176
+ this.tryFindAvatarObjectsIfMissing();
177
+
178
+ if (!this.head) {
179
+ const head = new Object3D();
180
+ head.name = "Head";
181
+ const cube = ObjectUtils.createPrimitive(PrimitiveType.Cube);
182
+ head.add(cube);
183
+ this.gameObject.add(head);
184
+ this.head = new AssetReference("", this.sourceId, head);
185
+ if (debug) console.log("Create head", head);
186
+ }
187
+ else if (this.head instanceof Object3D) {
188
+ this.head = new AssetReference("", this.sourceId, this.head);
189
+ }
190
+
191
+ if (!this.rightHand) {
192
+ const rightHand = new Object3D();
193
+ rightHand.name = "Right Hand";
194
+ this.gameObject.add(rightHand);
195
+ this.rightHand = new AssetReference("", this.sourceId, rightHand);
196
+ if (debug) console.log("Create right hand", rightHand);
197
+ }
198
+ else if (this.rightHand instanceof Object3D) {
199
+ this.rightHand = new AssetReference("", this.sourceId, this.rightHand);
200
+ }
201
+
202
+ if (!this.leftHand) {
203
+ const leftHand = new Object3D();
204
+ leftHand.name = "Left Hand";
205
+ this.gameObject.add(leftHand);
206
+ this.leftHand = new AssetReference("", this.sourceId, leftHand);
207
+ if (debug) console.log("Create left hand", leftHand);
208
+ }
209
+ else if (this.leftHand instanceof Object3D) {
210
+ this.leftHand = new AssetReference("", this.sourceId, this.leftHand);
211
+ }
212
+
213
+ await this.loadAvatarObjects(this.head, this.leftHand, this.rightHand);
214
+
215
+ if (PlayerState.isLocalPlayer(this.gameObject)) {
216
+ this._syncTransforms = GameObject.getComponentsInChildren(this.gameObject, SyncedTransform);
217
+ }
218
+ }
219
+
220
+
221
+ private async loadAvatarObjects(head: AssetReference, left: AssetReference, right: AssetReference) {
222
+ const pHead = head.loadAssetAsync();
223
+ const pHandLeft = left.loadAssetAsync();
224
+ const pHandRight = right.loadAssetAsync();
225
+ const promises = new Array<Promise<any>>();
226
+ if (pHead) promises.push(pHead);
227
+ if (pHandLeft) promises.push(pHandLeft);
228
+ if (pHandRight) promises.push(pHandRight);
229
+ const res = await PromiseAllWithErrors(promises);
230
+ if (debug) console.log("Avatar loaded results:", res);
231
+ }
232
+ }
src/engine/engine_xr.ts ADDED
@@ -0,0 +1,2 @@
1
+
2
+ export * from "./xr/index.js"
src/engine/xr/index.ts ADDED
@@ -0,0 +1,5 @@
1
+ export * from "./NeedleXRController.js";
2
+ export * from "./NeedleXRSession.js";
3
+ export * from "./NeedleXRSync.js"
4
+ export * from "./utils.js"
5
+ export * from "./XRRig.js";
src/engine/xr/internal.ts ADDED
@@ -0,0 +1,35 @@
1
+ import { Matrix4, Object3D, Quaternion, Scene, Vector3 } from 'three';
2
+
3
+ import { CreateWireCube, Gizmos } from '../engine_gizmos.js';
4
+ import { IGameObject } from '../engine_types.js';
5
+ import { getParam } from '../engine_utils.js';
6
+ import { IXRRig } from './XRRig.js';
7
+
8
+ export const flipForwardMatrix = new Matrix4().makeRotationY(Math.PI);
9
+ export const flipForwardQuaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI);
10
+
11
+ const debug = getParam("debugwebxr");
12
+
13
+ export class ImplictXRRig implements IXRRig {
14
+
15
+ priority = -100000;
16
+ gameObject: IGameObject;
17
+
18
+ isXRRig(): boolean {
19
+ return true;
20
+ }
21
+
22
+ get isActive(): boolean {
23
+ return this.gameObject.visible;
24
+ }
25
+
26
+ constructor() {
27
+ this.gameObject = new Object3D() as IGameObject;
28
+ this.gameObject.name = "Implicit XR Rig";
29
+ if (debug) {
30
+ const cube = CreateWireCube(0xff55dd);
31
+ cube.position.y += .5;
32
+ this.gameObject.add(cube);
33
+ }
34
+ }
35
+ }
src/engine/xr/NeedleXRController.ts ADDED
@@ -0,0 +1,785 @@
1
+ import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
+ import { AxesHelper, Int8BufferAttribute, Object3D, Quaternion, Ray, Vector3 } from "three";
3
+
4
+ import { RGBAColor } from "../../engine-components/js-extensions/RGBAColor.js";
5
+ import { Context } from "../engine_context.js";
6
+ import { Gizmos } from "../engine_gizmos.js";
7
+ import { InputEventNames, InputEvents, NEPointerEvent, NEPointerEventInit, PointerType } from "../engine_input.js";
8
+ import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
9
+ import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
10
+ import { getParam } from "../engine_utils.js";
11
+ import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
12
+ import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
13
+
14
+ const debug = getParam("debugwebxr");
15
+ /** when enabled we will not use the browser select event but instead
16
+ * we will emit the input event based on our own pinch detection
17
+ * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
18
+ */
19
+ const debugCustomGesture = getParam("debugcustomgesture");
20
+
21
+ /** true when selectstart was ever received */
22
+ let _didReceiveSelectStartEvent = false;
23
+
24
+ // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
25
+ declare type ControllerAxes = "xr-standard-thumbstick";
26
+ declare type StickName = "xr-standard-thumbstick";
27
+ declare type Mapping = "xr-standard";
28
+ declare type ComponentType = "button" | "thumbstick" | "squeeze";
29
+ declare type GamepadKey = "button" | "xAxis" | "yAxis";
30
+
31
+
32
+ declare type ComponentMap = {
33
+ type: ComponentType,
34
+ rootNodeName?: string,
35
+ gamepadIndices?: { [key in GamepadKey]?: number },
36
+ visualResponses?: { [key: string]: { states: Array<string> } }
37
+ }
38
+
39
+ declare type InputDeviceLayout = {
40
+ selectComponentId: string,
41
+ components: { [key: string]: ComponentMap }
42
+ mapping: Mapping;
43
+ gamepad: Array<XRControllerButtonName>,
44
+ axes: Array<{
45
+ componentId: ControllerAxes,
46
+ axis: "x-axis" | "y-axis",
47
+ }>,
48
+ }
49
+ declare type InputDeviceProfile = {
50
+ profileId: string,
51
+ fallbackProfileIds: string[],
52
+ layouts: [
53
+ left: InputDeviceLayout,
54
+ right: InputDeviceLayout
55
+ ]
56
+ }
57
+
58
+ // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
59
+ const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles';
60
+ const DEFAULT_PROFILE = 'generic-trigger';
61
+
62
+
63
+ /**
64
+ * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
65
+ * You can access specific buttons using `getButton` and `getStick`
66
+ * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
67
+ * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
68
+ * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
69
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
70
+ */
71
+ export class NeedleXRController {
72
+ /** the Needle XR Session */
73
+ readonly xr: NeedleXRSession;
74
+ get context() { return this.xr.context; }
75
+ /**
76
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
77
+ */
78
+ readonly inputSource: XRInputSource;
79
+ /** the input source index */
80
+ readonly index: number = 0;
81
+
82
+ /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
83
+ * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
84
+ */
85
+ emitEvents = true;
86
+
87
+ /** Is the controller still connected? */
88
+ get connected() {
89
+ return this._connected;
90
+ }
91
+ private _connected: boolean = true;
92
+
93
+ get isTracking() { return this._isTracking; }
94
+ private _isTracking: boolean = false;
95
+ /** the input source gamepad giving raw access to the gamepad values
96
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
97
+ */
98
+ get gamepad() { return this.inputSource.gamepad; }
99
+ /** @returns true if this is a hand (otherwise this is a controller) */
100
+ get isHand() { return this.inputSource.hand != undefined; }
101
+ /**
102
+ * If this is a hand then this is the hand info (XRHand)
103
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
104
+ */
105
+ get hand() { return this.inputSource.hand; }
106
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
107
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
108
+ */
109
+ get handObject() { return this.context.renderer.xr.getHand(this.index); }
110
+ /** The input source profiles */
111
+ get profiles() { return this.inputSource.profiles; }
112
+ /** The device input layout */
113
+ get layout() { return this._layout; }
114
+
115
+ /** shorthand for `inputSource.targetRayMode` */
116
+ get targetRayMode() { return this.inputSource.targetRayMode; }
117
+ /** shorthand for `inputSource.targetRaySpace` */
118
+ get targetRaySpace() { return this.inputSource.targetRaySpace; }
119
+ /** shorthand for `inputSource.gripSpace` */
120
+ get gripSpace() { return this.inputSource.gripSpace; }
121
+ /**
122
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
123
+ **/
124
+ get side() { return this.inputSource.handedness; }
125
+ /** is right side. shorthand for `side === 'right'` */
126
+ get isRight() { return this.side === 'right'; }
127
+ /** is left side. shorthand for `side === 'left'` */
128
+ get isLeft() { return this.side === 'left'; }
129
+
130
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
131
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
132
+ * Requires the hit-test feature to be enabled in the XRSession
133
+ */
134
+ get hitTestSource() { return this._hitTestSource; }
135
+ private _hitTestSource: XRTransientInputHitTestSource | undefined = undefined;
136
+
137
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
138
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
139
+ */
140
+ getHitTest(): NeedleXRHitTestResult | null {
141
+ return this.xr.getHitTest(this);
142
+ }
143
+
144
+ /** This is cleared at the beginning of each frame */
145
+ private readonly _handJointPoses: Map<XRJointSpace, XRJointPose> = new Map();
146
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
147
+ getHandJointPose(joint: XRJointSpace) {
148
+ if (!this.hand || !this.xr.frame?.getJointPose || !this.xr.referenceSpace) return null;
149
+ let pose = this._handJointPoses?.get(joint);
150
+ if (pose) return pose;
151
+ pose = this.xr.frame.getJointPose(joint, this.xr.referenceSpace);
152
+ if (pose) this._handJointPoses.set(joint, pose);
153
+ return pose;
154
+ }
155
+
156
+ private readonly _gripPosition = new Vector3();
157
+ private readonly _gripQuaternion = new Quaternion();
158
+ private readonly _linearVelocity: Vector3 = new Vector3();
159
+ private readonly _rayPosition = new Vector3();
160
+ private readonly _rayQuaternion = new Quaternion();
161
+
162
+ /** Grip position in rig space */
163
+ get gripPosition() { return getTempVector(this._gripPosition).applyMatrix4(flipForwardMatrix) }
164
+ /** Grip rotation in rig space */
165
+ get gripQuaternion() { return getTempQuaternion(this._gripQuaternion).premultiply(flipForwardQuaternion) }
166
+ /** Grip linear velocity in rig space
167
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
168
+ */
169
+ get gripLinearVelocity() {
170
+ return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
171
+ }
172
+ /** Ray position in rig space */
173
+ get rayPosition() { return getTempVector(this._rayPosition).applyMatrix4(flipForwardMatrix) }
174
+ /** Ray rotation in rig space */
175
+ get rayQuaternion() { return getTempQuaternion(this._rayQuaternion).premultiply(flipForwardQuaternion) }
176
+
177
+ /** Controller grip position in worldspace */
178
+ get gripWorldPosition() {
179
+ return getTempVector(this._gripWorldPosition);
180
+ }
181
+ private readonly _gripWorldPosition: Vector3 = new Vector3();
182
+
183
+ /** Controller grip rotation in wordspace */
184
+ get gripWorldQuaternion() {
185
+ return getTempQuaternion(this._gripWorldQuaternion);
186
+ }
187
+ private readonly _gripWorldQuaternion: Quaternion = new Quaternion();
188
+
189
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
190
+ get rayWorldPosition() {
191
+ return getTempVector(this._rayWorldPosition);
192
+ }
193
+ private readonly _rayWorldPosition: Vector3 = new Vector3();
194
+ /** Recalculates the ray world position */
195
+ updateRayWorldPosition() {
196
+ const parent = this.xr.context.mainCamera?.parent;
197
+ this._rayWorldPosition.copy(this._rayPosition);
198
+ if (parent) this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
199
+ }
200
+
201
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
202
+ get rayWorldQuaternion() {
203
+ return getTempQuaternion(this._rayWorldQuaternion);
204
+ }
205
+ private readonly _rayWorldQuaternion: Quaternion = new Quaternion();
206
+ /** Recalculates the ray world quaternion */
207
+ updateRayWorldQuaternion() {
208
+ const parent = this.xr.context.mainCamera?.parent;
209
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
210
+ this._rayWorldQuaternion.copy(this._rayQuaternion)
211
+ // flip forward because we want +Z to be forward
212
+ .multiply(flipForwardQuaternion);
213
+ if (parentWorldQuaternion) this._rayWorldQuaternion.premultiply(parentWorldQuaternion)
214
+ }
215
+
216
+ /** The controller ray in worldspace */
217
+ get ray(): Ray {
218
+ this._ray.origin.copy(this.rayWorldPosition);
219
+ this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
220
+ return this._ray;
221
+ }
222
+ private readonly _ray;
223
+
224
+
225
+ /** The controller object space.
226
+ * You can use it to attach objects to the controller.
227
+ * Children will be automatically detached and put into the scene when the controller disconnects
228
+ */
229
+ get object() { return this._object; }
230
+ private readonly _object: IGameObject;
231
+
232
+ private readonly _debugAxesHelper = new AxesHelper(.2);
233
+
234
+ /** returns the URL of the default controller model */
235
+ async getModelUrl(): Promise<string | null> {
236
+ return this.getMotionController?.then(res => res?.assetUrl || null);
237
+ }
238
+
239
+ constructor(session: NeedleXRSession, device: XRInputSource, index: number) {
240
+ this.xr = session;
241
+ this.inputSource = device;
242
+ this.index = index;
243
+ this._object = new Object3D() as unknown as IGameObject;
244
+ if (debug)
245
+ this._object.add(this._debugAxesHelper);
246
+ this.xr.context.scene.add(this._object);
247
+ this._ray = new Ray();
248
+ this.pointerInit = {
249
+ origin: this,
250
+ pointerType: this.hand ? "hand" : "controller",
251
+ deviceIndex: this.index,
252
+ pointerId: -1, // < this will be updated in the emitPointerEvent method
253
+ mode: this.inputSource.targetRayMode,
254
+ ray: this._ray,
255
+ device: this._object,
256
+ buttonName: "none",
257
+ }
258
+ this.initialize();
259
+ this.subscribeEvents();
260
+
261
+ // TODO: change this to check if we have hit-testing enabled instead of pass through.
262
+ if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer") {
263
+ // request hittest source
264
+ this.xr.session.requestHitTestSourceForTransientInput?.({
265
+ profile: this.inputSource.profiles[0],
266
+ offsetRay: new XRRay(),
267
+ })?.then(hitTestSource => {
268
+ return this._hitTestSource = hitTestSource;
269
+ });
270
+ }
271
+ }
272
+
273
+ onUpdate(frame: XRFrame) {
274
+ this.onUpdateFrame(frame);
275
+ this.updateInputEvents();
276
+ this.onUpdateMove();
277
+ }
278
+
279
+ onRenderDebug() {
280
+ Gizmos.DrawWireSphere(this.rayWorldPosition, .02);
281
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
282
+ const debugLabelPosition = this.gripWorldPosition.sub(this.object.worldForward.multiplyScalar(.1));
283
+ const profileStr = this.inputSource.profiles.join("\n");
284
+ let debugStr = `Controller[${this.index}] ${this.side}
285
+ C:${this.connected ? "yes" : "no"} T:${this.isTracking ? "yes" : "no"} Hand:${this.inputSource.hand ? "yes" : "no"}`;
286
+ if (this.inputSource.hand) debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
287
+ debugStr += "\n" + profileStr;
288
+ Gizmos.DrawLabel(debugLabelPosition, debugStr, .01);
289
+ }
290
+
291
+ private onUpdateFrame(frame: XRFrame) {
292
+ // make sure this is cleared every frame
293
+ this._handJointPoses.clear();
294
+
295
+ if (!this.xr.referenceSpace) {
296
+ this._isTracking = false;
297
+ return;
298
+ }
299
+
300
+ const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
301
+ this._isTracking = rayPose != null;
302
+
303
+ if (rayPose) {
304
+ const t = rayPose.transform;
305
+ this._rayPosition.set(t.position.x, t.position.y, t.position.z);
306
+ this._rayQuaternion.set(t.orientation.x, t.orientation.y, t.orientation.z, t.orientation.w);
307
+ }
308
+
309
+ if (this.inputSource.gripSpace) {
310
+ const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace!);
311
+ if (gripPose) {
312
+ const t = gripPose.transform;
313
+ this._gripPosition.set(t.position.x, t.position.y, t.position.z);
314
+ this._gripQuaternion.set(t.orientation.x, t.orientation.y, t.orientation.z, t.orientation.w);
315
+ if (gripPose.linearVelocity)
316
+ this._linearVelocity.set(gripPose.linearVelocity.x, gripPose.linearVelocity.y, gripPose.linearVelocity.z);
317
+ }
318
+ }
319
+
320
+ // update controller object position
321
+ if (this.xr.context.mainCamera?.parent && this._object.parent !== this.xr.context.mainCamera?.parent)
322
+ this.xr.context.mainCamera.parent.add(this._object);
323
+
324
+ // for controllers, we set the position and rotation of the object to the ray position and rotation
325
+ // for hands, we take the wrist position and rotation
326
+ const hand = this.hand;
327
+ if (hand) {
328
+ // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
329
+ let gotWrist = false;
330
+ // TODO check why types are not correct here
331
+ // @ts-ignore
332
+ const wrist = hand.get("wrist");
333
+ const writePose = wrist && this.getHandJointPose(wrist);
334
+ if (writePose) {
335
+ gotWrist = true;
336
+ const p = writePose.transform.position;
337
+ const q = writePose.transform.orientation;
338
+ this._object.position.set(p.x, p.y, p.z);
339
+ this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
340
+ }
341
+ if (!gotWrist) {
342
+ this._object.position.copy(this._rayPosition);
343
+ this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
344
+ }
345
+
346
+ //@ts-ignore
347
+ const middle = hand.get("middle-finger-metacarpal");
348
+ const middlePose = middle && this.getHandJointPose(middle);
349
+ if (middlePose) {
350
+ const p = middlePose.transform.position;
351
+ const q = middlePose.transform.orientation;
352
+ // for some reason the grip rotation is different from the wrist rotation
353
+ // but we want to use the wrist rotation for the grip
354
+ this._gripPosition.set(p.x, p.y, p.z);
355
+ this._gripQuaternion.set(q.x, q.y, q.z, q.w);
356
+ }
357
+ }
358
+ else {
359
+ this._object.position.copy(this._rayPosition);
360
+ this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
361
+ }
362
+
363
+
364
+ // UPDATE WORLD TRANSFORM DATA
365
+ const parent = this.xr.context.mainCamera?.parent;
366
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
367
+
368
+ // GRIP
369
+ this._gripWorldPosition.copy(this._gripPosition);
370
+ if (parent) this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
371
+ this._gripWorldQuaternion.copy(this._gripQuaternion);
372
+ // flip forward because we want +Z to be forward
373
+ this._gripWorldQuaternion.multiply(flipForwardQuaternion);
374
+ if (parentWorldQuaternion) this._gripWorldQuaternion.premultiply(parentWorldQuaternion)
375
+
376
+ // RAY
377
+ this.updateRayWorldPosition();
378
+ this.updateRayWorldQuaternion();
379
+ }
380
+
381
+ /** Called when the input source disconnects */
382
+ onDisconnected() {
383
+ this._connected = false;
384
+ if (debug) console.warn("Controller disconnected", this.index);
385
+ // move all attached objects into the scene
386
+ for (const child of this._object.children) {
387
+ this.xr.context.scene.attach(child);
388
+ }
389
+ this._object.removeFromParent();
390
+ this._debugAxesHelper.removeFromParent();
391
+ this.unsubscribeEvents();
392
+ }
393
+
394
+ /**
395
+ * Get a gamepad button
396
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
397
+ * @param key the controller button name e.g. x-button
398
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
399
+ */
400
+ getButton(key: ButtonName | "primary-button" | "primary"): NeedleGamepadButton | undefined {
401
+ if (!this._layout) return undefined;
402
+
403
+ switch (key) {
404
+ case "primary-button":
405
+ if (this.isLeft) key = "x-button";
406
+ else if (this.isRight) key = "a-button";
407
+ else return undefined;
408
+ break;
409
+ case "primary":
410
+ return this.toNeedleGamepadButton(0);
411
+ }
412
+
413
+
414
+ if (this._buttonMap.has(key)) {
415
+ return this.toNeedleGamepadButton(this._buttonMap.get(key)!);
416
+ }
417
+ const componentModel = this._layout?.components[key];
418
+ if (componentModel?.gamepadIndices) {
419
+ switch (componentModel.type) {
420
+ case "button":
421
+ case "squeeze":
422
+ if (this.inputSource.gamepad) {
423
+ const index = componentModel.gamepadIndices!.button!;
424
+ this._buttonMap.set(key, index);
425
+ return this.toNeedleGamepadButton(index);
426
+ }
427
+ break;
428
+ default:
429
+ console.warn("Unsupported component type", componentModel.type);
430
+ break;
431
+ }
432
+ }
433
+ this._buttonMap.set(key, undefined!);
434
+ return undefined;
435
+ }
436
+
437
+ /** Get a gesture state */
438
+ getGesture(key: XRGestureName): NeedleGamepadButton | null {
439
+ const state = this.states[key];
440
+ if (!state) return null;
441
+ this.states[key] = state;
442
+ const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton();
443
+ needleButton.pressed = state.pressed;
444
+ needleButton.value = state.value;
445
+ needleButton.isDown = state.isDown;
446
+ needleButton.isUp = state.isUp;
447
+ this._needleGamepadButtons[key] = needleButton;
448
+ return needleButton;
449
+ }
450
+
451
+ private readonly _needleGamepadButtons: { [key: number | string]: NeedleGamepadButton } = {};
452
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
453
+ private toNeedleGamepadButton(index: number): NeedleGamepadButton {
454
+ const button = this.inputSource.gamepad?.buttons[index];
455
+ const state = this.states[index];
456
+ const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton();
457
+ if (button) {
458
+ needleButton.pressed = button.pressed;
459
+ needleButton.value = button.value;
460
+ needleButton.touched = button.touched;
461
+ }
462
+ if (state) {
463
+ needleButton.isDown = state.isDown;
464
+ needleButton.isUp = state.isUp;
465
+ }
466
+ this._needleGamepadButtons[index] = needleButton;
467
+ return needleButton;
468
+ }
469
+
470
+ /**
471
+ * Get the values of a controller joystick
472
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
473
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
474
+ */
475
+ getStick(key: StickName | "primary"): Vec3 {
476
+ if (!this._layout) return { x: 0, y: 0, z: 0 };
477
+
478
+ if (key === "primary") {
479
+ const x = this.inputSource.gamepad?.axes[0] || 0;
480
+ const y = this.inputSource.gamepad?.axes[1] || 0;
481
+ // the primary thumbstick is button 3 (see gamepads module explainer)
482
+ const z = this.inputSource.gamepad?.buttons[3].value || 0;
483
+ return { x, y, z }
484
+ }
485
+
486
+ const componentModel = this._layout?.components[key];
487
+ if (componentModel?.gamepadIndices) {
488
+ switch (componentModel.type) {
489
+ case "thumbstick":
490
+ if (this.inputSource.gamepad) {
491
+ const xIndex = componentModel.gamepadIndices!.xAxis!;
492
+ const yIndex = componentModel.gamepadIndices!.yAxis!;
493
+ let x = this.inputSource.gamepad?.axes[xIndex];
494
+ let y = this.inputSource.gamepad?.axes[yIndex];
495
+ x *= -1;
496
+ y *= -1;
497
+ const buttonIndex = componentModel.gamepadIndices!.button!;
498
+ const z = this.inputSource.gamepad?.buttons[buttonIndex].value;
499
+ return { x, y, z }
500
+ }
501
+ }
502
+ }
503
+ return { x: 0, y: 0, z: 0 }
504
+ }
505
+
506
+ private readonly _buttonMap = new Map<ButtonName, number>();
507
+
508
+ // the motion controller contains the controller scheme, we use this to simplify button access
509
+ private _motioncontroller?: MotionController;
510
+ private _layout: InputDeviceLayout | undefined;
511
+ private getMotionController!: Promise<MotionController>;
512
+ private initialize() {
513
+ if (!this._layout) {
514
+ // TODO: we should fetch the profiles or better yet the profile list once and cache it
515
+ const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
516
+ /** @ts-ignore */
517
+ this.getMotionController = fetchProfileCall.then(res => {
518
+
519
+ if (!this.connected) return null;
520
+
521
+ this._motioncontroller = new MotionController(
522
+ this.inputSource,
523
+ res.profile,
524
+ res.assetPath || ""
525
+ );
526
+
527
+ const profile = res.profile as InputDeviceProfile;
528
+ const layout = profile.layouts[this.inputSource.handedness];
529
+ this._layout = layout;
530
+ if (this._layout) {
531
+ if (!this._layout.gamepad?.length) {
532
+ this._layout.gamepad = [];
533
+ for (const key in this._layout.components) {
534
+ const component = this._layout.components[key];
535
+ this._layout.gamepad[component.gamepadIndices!.button!] = key as XRControllerButtonName;
536
+ }
537
+ }
538
+ }
539
+ // if (debug) console.log(this._layout, this.inputSource);
540
+ // debugger;
541
+ // this.getButton("a-button")
542
+ return this._motioncontroller;
543
+ }).catch(err => {
544
+ console.error(err);
545
+ });
546
+ }
547
+ }
548
+
549
+ private subscribeEvents() {
550
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
551
+ this.xr.session.addEventListener("selectstart", this.onSelectStart);
552
+ this.xr.session.addEventListener("selectend", this.onSelectEnd);
553
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
554
+ this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
555
+ this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
556
+ }
557
+ private unsubscribeEvents() {
558
+ this.xr.session.removeEventListener("selectstart", this.onSelectStart);
559
+ this.xr.session.removeEventListener("selectend", this.onSelectEnd);
560
+ this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
561
+ this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
562
+ }
563
+
564
+ private _selectButtonIndex: number | undefined = undefined;
565
+ private _squeezeButtonIndex: number | undefined = undefined;
566
+
567
+ private onSelectStart = (evt: XRInputSourceEvent) => {
568
+ if (this.inputSource !== evt.inputSource) return;
569
+ const selectComponentId = this._layout?.selectComponentId;
570
+ const i = this._layout?.components[selectComponentId!]?.gamepadIndices?.button;
571
+ if (i !== undefined) this._selectButtonIndex = i;
572
+ if (debugCustomGesture) return;
573
+ if (!_didReceiveSelectStartEvent) {
574
+ _didReceiveSelectStartEvent = true;
575
+ // safeguard first pinch event - check if the pinch gesture is already down
576
+ const pinch = this.getGesture("pinch");
577
+ if (pinch?.pressed) {
578
+ console.warn("Select start event was received but the pinch gesture is already down. This might happen the first time you start pinching", this.index, this.side);
579
+ return;
580
+ }
581
+ }
582
+ if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
583
+ this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
584
+ }
585
+ private onSelectEnd = (evt: XRInputSourceEvent) => {
586
+ if (debugCustomGesture) return;
587
+ if (this.inputSource !== evt.inputSource) return;
588
+ this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
589
+ }
590
+ private onSequeezeStart = (evt: XRInputSourceEvent) => {
591
+ if (this.inputSource !== evt.inputSource) return;
592
+ this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
593
+ if (this._squeezeButtonIndex !== undefined) {
594
+ if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
595
+ this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
596
+ }
597
+ };
598
+ private onSequeezeEnd = (evt: XRInputSourceEvent) => {
599
+ if (this.inputSource !== evt.inputSource) return;
600
+ if (this._squeezeButtonIndex !== undefined)
601
+ this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
602
+ };
603
+
604
+ /** Index = button index */
605
+ private readonly states: { [key: number | string]: InputState } = {};
606
+ // If we want to invoke button events for ALL buttons we need to keep track of the previous state
607
+ // instead of using XR input select start events which is only raised for the primary button
608
+ // we should probably do both but then we need to ignore the primary index in the following function (to not raise an event for the same button twice)
609
+ // and start with index = 1
610
+ private updateInputEvents() {
611
+ // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
612
+ if (this.gamepad?.buttons) {
613
+ for (let k = 0; k < this.gamepad.buttons.length; k++) {
614
+ const button = this.gamepad.buttons[k];
615
+ const state = this.states[k] || new InputState();
616
+ let eventName: InputEventNames | null = null;
617
+
618
+ // is down
619
+ if (button.pressed && !state.pressed) {
620
+ eventName = "pointerdown";
621
+ state.isDown = true;
622
+ state.isUp = false;
623
+ }
624
+ // is up
625
+ else if (!button.pressed && state.pressed) {
626
+ eventName = "pointerup"
627
+ state.isDown = false;
628
+ state.isUp = true;
629
+ }
630
+ else {
631
+ state.isDown = false;
632
+ state.isUp = false;
633
+ }
634
+
635
+ state.value = button.value;
636
+ state.pressed = button.pressed;
637
+ this.states[k] = state;
638
+
639
+ // the selection event is handled in the "selectstart" callback
640
+ const emitEvent = k !== this._selectButtonIndex && k !== this._squeezeButtonIndex;
641
+
642
+ if (eventName != null && emitEvent) {
643
+ const name = this._layout?.gamepad[k];
644
+ if (debug || debugCustomGesture) console.log("Emitting pointer event", eventName, k, name, button.value, this.gamepad, this._layout);
645
+ this.emitPointerEvent(eventName, k, name ?? "none", false, null, button.value);
646
+ }
647
+ }
648
+ }
649
+
650
+ // update hand gesture states
651
+ if (this.hand) {
652
+ const handObject = this.handObject;
653
+ if (handObject) {
654
+ // update pinch state
655
+ const indexTip = handObject.joints["index-finger-tip"];
656
+ const thumbTip = handObject.joints["thumb-tip"];
657
+ if (indexTip && thumbTip) {
658
+ const pinchThreshold = .02;
659
+ const pinchHysteresis = .01;
660
+ const distance = indexTip.position.distanceTo(thumbTip.position);
661
+ const state = this.states["pinch"] || new InputState();
662
+ state.value = distance;
663
+
664
+ const isPressed = distance < (pinchThreshold - pinchHysteresis);
665
+ const isReleased = distance > (pinchThreshold + pinchHysteresis);
666
+ if (isPressed && !state.pressed) {
667
+ if (debugCustomGesture) console.log("pinch start", distance);
668
+ state.isDown = true;
669
+ state.isUp = false;
670
+ state.pressed = true;
671
+ }
672
+ else if (isReleased && state.pressed) {
673
+ state.isDown = false;
674
+ state.isUp = true;
675
+ state.pressed = false;
676
+ }
677
+ else {
678
+ state.isDown = false;
679
+ state.isUp = false;
680
+ }
681
+ this.states["pinch"] = state;
682
+
683
+ /** workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
684
+ * If a select start event was never received we do a manual check here if the user is pinching
685
+ */
686
+ if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
687
+ const eventName = isPressed ? "pointerdown" : "pointerup";
688
+ const pressure = distance / pinchThreshold;
689
+ if (debugCustomGesture) {
690
+ const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
691
+ p.y += .05;
692
+ p.y += Math.random() * .02;
693
+ Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
694
+ }
695
+ this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
696
+ }
697
+ }
698
+ }
699
+ }
700
+ }
701
+
702
+
703
+ private _didMoveLastFrame = false;
704
+ private readonly _lastPointerMovePosition = new Vector3();
705
+ private readonly _lastPointerMoveQuaternion = new Quaternion();
706
+
707
+ private onUpdateMove() {
708
+ let didMove = false;
709
+ const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
710
+ if (dist > .02) didMove = true;
711
+ if (!didMove) {
712
+ const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
713
+ if (angle > .02) didMove = true;
714
+ }
715
+
716
+ if (didMove) {
717
+ this._didMoveLastFrame = true;
718
+ this._lastPointerMovePosition.copy(this.gripWorldPosition);
719
+ this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
720
+ if (debug) Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
721
+
722
+ let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
723
+ if (button === undefined) button = 0;
724
+ const pressure = this.gamepad?.buttons[button]?.value;
725
+ this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
726
+ }
727
+ else {
728
+ this._didMoveLastFrame = false;
729
+ }
730
+ }
731
+
732
+
733
+ /** cached spatial pointer init object. We re-use it to not have */
734
+ private readonly pointerInit: NEPointerEventInit;
735
+ private emitPointerEvent(type: InputEventNames, button: number, buttonName: ButtonName | "none", primary: boolean, source: Event | null = null, pressure?: number) {
736
+
737
+ if (!this.emitEvents) {
738
+ if (debug && type !== InputEvents.PointerMove) console.warn("Pointer events are disabled for this controller", this.index, type, button);
739
+ return;
740
+ }
741
+
742
+ // Currently we do only want to emit pointer events for NON screen based events
743
+ // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
744
+ // Not sure if *this* is enough to determine if the event is spatial or not
745
+ if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
746
+ this.pointerInit.origin = this;
747
+ this.pointerInit.pointerId = this.index * 10 + button;
748
+ this.pointerInit.pointerType = this.hand ? "hand" : "controller";
749
+ this.pointerInit.button = button;
750
+ this.pointerInit.buttonName = buttonName;
751
+ this.pointerInit.isPrimary = primary;
752
+ this.pointerInit.mode = this.inputSource.targetRayMode;
753
+ this.pointerInit.ray = this.ray;
754
+ this.pointerInit.device = this.object;
755
+ this.pointerInit.pressure = pressure;
756
+
757
+ const prevContext = Context.Current;
758
+ Context.Current = this.xr.context;
759
+ if (debug && type !== "pointermove") console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
760
+ this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
761
+ Context.Current = prevContext;
762
+ }
763
+ }
764
+ }
765
+
766
+ class InputState {
767
+ /** if the button was pressed the last update */
768
+ isDown: boolean = false;
769
+ /** if the button was released the last update */
770
+ isUp: boolean = false;
771
+
772
+ pressed: boolean = false;
773
+ value: number = 0;
774
+ };
775
+
776
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
777
+ class NeedleGamepadButton {
778
+ touched: boolean = false;
779
+ pressed: boolean = false;
780
+ value: number = 0;
781
+ /** was the button just pressed down the last update */
782
+ isDown: boolean = false;
783
+ /** was the button just released the last update */
784
+ isUp: boolean = false;
785
+ }
src/engine/xr/NeedleXRSession.ts ADDED
@@ -0,0 +1,1290 @@
1
+ import { Camera, Object3D, PerspectiveCamera, Quaternion, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonMessage, showBalloonWarning } from "../debug/index.js";
4
+ import { Context, FrameEvent } from "../engine_context.js";
5
+ import { ContextEvent, ContextRegistry } from "../engine_context_registry.js";
6
+ import { isDestroyed } from "../engine_gameobject.js";
7
+ import { Gizmos } from "../engine_gizmos.js";
8
+ import { registerFrameEventCallback, unregisterFrameEventCallback } from "../engine_lifecycle_functions_internal.js";
9
+ import { getTempQuaternion, getTempVector, getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../engine_three_utils.js";
10
+ import { ICamera, IComponent, INeedleXRSession } from "../engine_types.js";
11
+ import { delay, getParam, isDesktop, isQuest } from "../engine_utils.js";
12
+ import { flipForwardMatrix, flipForwardQuaternion, ImplictXRRig } from "./internal.js";
13
+ import { NeedleXRController } from "./NeedleXRController.js";
14
+ import { NeedleXRSync } from "./NeedleXRSync.js";
15
+ import { SceneTransition } from "./SceneTransition.js";
16
+ import { TemporaryXRContext } from "./TempXRContext.js";
17
+ import type { IXRRig } from "./XRRig.js";
18
+
19
+
20
+ /** @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame/fillPoses */
21
+ declare type FillPosesFunction = (spaces: IterableIterator<XRJointSpace>, referenceSpace: XRSpace, targetArray: Float32Array) => void;
22
+ declare type NeedleXRFrame = XRFrame & { fillPoses?: FillPosesFunction };
23
+
24
+ /** NeedleXRSession event argument.
25
+ * Use `args.xr` to access the NeedleXRSession */
26
+ export type NeedleXREventArgs = { readonly xr: NeedleXRSession }
27
+ export type SessionChangedEvt = (args: NeedleXREventArgs) => void;
28
+ export type SessionRequestedEvent = (args: { readonly mode: XRSessionMode, readonly init: XRSessionInit }) => void;
29
+ export type SessionRequestedEndEvent = (args: { readonly mode: XRSessionMode, readonly init: XRSessionInit, newSession: XRSession | null }) => void;
30
+
31
+ /** Result of a XR hit-test
32
+ * @property {XRHitTestResult} hit The original XRHitTestResult
33
+ * @property {Vector3} position The hit position in world space
34
+ * @property {Quaternion} quaternion The hit rotation in world space
35
+ */
36
+ export type NeedleXRHitTestResult = { readonly hit: XRHitTestResult, readonly position: Vector3, readonly quaternion: Quaternion };
37
+
38
+ const debug = getParam("debugwebxr");
39
+ const debugFPS = getParam("stats");
40
+
41
+ // TODO: move this into the IComponent interface!?
42
+ export interface INeedleXRSessionEventReceiver extends Pick<IComponent, "destroyed"> {
43
+ get activeAndEnabled(): boolean;
44
+ supportsXR?(mode: XRSessionMode): boolean;
45
+ /** Called before requesting a XR session */
46
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
47
+ onEnterXR?(args: NeedleXREventArgs): void;
48
+ onUpdateXR?(args: NeedleXREventArgs): void;
49
+ onLeaveXR?(args: NeedleXREventArgs): void;
50
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
51
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
52
+ }
53
+
54
+ /** Contains a reference to the currently active webxr session and the controller that has changed */
55
+ export type NeedleXRControllerEventArgs = NeedleXREventArgs & { controller: NeedleXRController, change: "added" | "removed" }
56
+ /** Event Arguments when a controller changed event is invoked (added or removed)
57
+ * Access the controller via `args.controller`, the `args.change` property indicates if the controller was added or removed
58
+ */
59
+ export type ControllerChangedEvt = (args: NeedleXRControllerEventArgs) => void;
60
+
61
+
62
+
63
+ function getDOMOverlayElement(domElement: HTMLElement) {
64
+ let arOverlayElement: HTMLElement | null = null;
65
+ // for react cases we dont have an Engine Element
66
+ const element: any = domElement;
67
+ if (element.getAROverlayContainer)
68
+ arOverlayElement = element.getAROverlayContainer();
69
+ else arOverlayElement = domElement;
70
+ return arOverlayElement;
71
+ }
72
+
73
+
74
+
75
+ registerSessionGranted();
76
+ function registerSessionGranted() {
77
+ if ('xr' in navigator) {
78
+ // WebXRViewer (based on Firefox) has a bug where addEventListener
79
+ // throws a silent exception and aborts execution entirely.
80
+ if (/WebXRViewer\//i.test(navigator.userAgent)) {
81
+ console.warn('WebXRViewer does not support addEventListener');
82
+ return;
83
+ }
84
+
85
+ navigator.xr?.addEventListener('sessiongranted', () => {
86
+ console.log("Received Session Granted...")
87
+ const lastSessionMode = sessionStorage.getItem("needle_xr_session_mode");
88
+ const lastSessionInit = sessionStorage.getItem("needle_xr_session_init");
89
+ if (lastSessionMode && lastSessionInit) {
90
+ console.log("Session Granted: Restore last session")
91
+ const init = JSON.parse(lastSessionInit);
92
+ NeedleXRSession.start(lastSessionMode as XRSessionMode, init).catch(e => console.warn(e));
93
+ }
94
+ else {
95
+ // if no session was found we start VR by default
96
+ NeedleXRSession.start("immersive-vr").catch(e => console.warn("Session Granted failed:", e));
97
+ }
98
+ });
99
+ }
100
+ }
101
+ function saveSessionInfo(mode: XRSessionMode, init: XRSessionInit) {
102
+ sessionStorage.setItem("needle_xr_session_mode", mode);
103
+ sessionStorage.setItem("needle_xr_session_init", JSON.stringify(init));
104
+ }
105
+
106
+ function deleteSessionInfo() {
107
+ sessionStorage.removeItem("needle_xr_session_mode");
108
+ sessionStorage.removeItem("needle_xr_session_init");
109
+ }
110
+
111
+ if (isDesktop() && isDevEnvironment()) {
112
+ window.addEventListener("keydown", (evt) => {
113
+ if (evt.key === "x") {
114
+ if (NeedleXRSession.active) {
115
+ NeedleXRSession.stop();
116
+ }
117
+ }
118
+ });
119
+ }
120
+
121
+ if (getParam("simulatewebxrloading")) {
122
+ ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, async _cb => {
123
+ await delay(3000);
124
+ setTimeout(async () => {
125
+ const info = await TemporaryXRContext.handoff();
126
+ if (info) NeedleXRSession.setSession(info.mode, info.session, info.init, Context.Current);
127
+ else
128
+ NeedleXRSession.start("immersive-vr")
129
+ }, 6000)
130
+ });
131
+ let triggered = false;
132
+ window.addEventListener("click", () => {
133
+ if (triggered) return;
134
+ triggered = true;
135
+ TemporaryXRContext.start("immersive-vr", NeedleXRSession.getDefaultSessionInit("immersive-vr"));
136
+ });
137
+ }
138
+
139
+ /**
140
+ * This class manages an XRSession to provide helper methods and events. It provides easy access to the XRInputSources (controllers and hands)
141
+ * - Start a XRSession with `NeedleXRSession.start(...)`
142
+ * - Stop a XRSession with `NeedleXRSession.stop()`
143
+ * - Access a running XRSession with `NeedleXRSession.active`
144
+ *
145
+ * If a XRSession is active you can use all XR-related event methods on your components to receive XR events e.g. `onEnterXR`, `onUpdateXR`, `onLeaveXR`
146
+ * ```ts
147
+ * export class MyComponent extends Behaviour {
148
+ * // callback invoked whenever the XRSession is started or your component is added to a scene with an active XRSession
149
+ * onEnterXR(args: NeedleXREventArgs) {
150
+ * console.log("Entered XR");
151
+ * // access the NeedleXRSession via args.xr
152
+ * }
153
+ * // callback invoked whenever a controller is added (or you switch from controller to hand tracking)
154
+ * onControllerAdded(args: NeedleXRControllerEventArgs) { }
155
+ * }
156
+ * ```
157
+ *
158
+ * ### XRRig
159
+ * The XRRig can be accessed via the `rig` property
160
+ * Set a custom XRRig via `NeedleXRSession.addRig(...)` or `NeedleXRSession.removeRig(...)`
161
+ * By default the active XRRig with the highest priority in the scene is used
162
+ */
163
+ export class NeedleXRSession implements INeedleXRSession {
164
+
165
+ private static _sync: NeedleXRSync | null = null;
166
+ static getXRSync(context: Context) {
167
+ if (!this._sync) this._sync = new NeedleXRSync(context);
168
+ return this._sync;
169
+ }
170
+
171
+ static get currentSessionRequest(): XRSessionMode | null { return this._currentSessionRequestMode; }
172
+ private static _currentSessionRequestMode: XRSessionMode | null = null;
173
+
174
+ static get active(): NeedleXRSession | null { return this._activeSession; }
175
+ /** The active xr session mode (if any xr session is active) */
176
+ static get activeMode() { return this._activeSession?.mode ?? null; }
177
+ /** XRSystem via navigator.xr access
178
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSystem
179
+ */
180
+ static get xrSystem(): XRSystem | undefined {
181
+ return ('xr' in navigator) ? navigator.xr : undefined;
182
+ }
183
+ static isXRSupported() { return Promise.all([this.isVRSupported(), this.isARSupported()]).then(res => res.some(e => e)).catch(() => false); }
184
+ static isVRSupported() { return this.xrSystem?.isSessionSupported('immersive-vr').catch(err => { if (debug) console.error(err); return false }) ?? Promise.resolve(false); }
185
+ static isARSupported() { return this.xrSystem?.isSessionSupported('immersive-ar').catch(err => { if (debug) console.error(err); return false }) ?? Promise.resolve(false); }
186
+
187
+ private static _currentSessionRequest?: Promise<XRSession>;
188
+ private static _activeSession: NeedleXRSession | null;
189
+
190
+ static onSessionRequestStart(evt: SessionRequestedEvent) {
191
+ this._sessionRequestStartListeners.push(evt);
192
+ }
193
+ static offSessionRequestStart(evt: SessionRequestedEvent) {
194
+ const index = this._sessionRequestStartListeners.indexOf(evt);
195
+ if (index >= 0) this._sessionRequestStartListeners.splice(index, 1);
196
+ }
197
+ private static readonly _sessionRequestStartListeners: SessionRequestedEvent[] = [];
198
+
199
+ /** Called after the session request has finished */
200
+ static onSessionRequestEnd(evt: SessionRequestedEndEvent) {
201
+ this._sessionRequestEndListeners.push(evt);
202
+ }
203
+ /** Unsubscribe from request end evt */
204
+ static offSessionRequestEnd(evt: SessionRequestedEndEvent) {
205
+ const index = this._sessionRequestEndListeners.indexOf(evt);
206
+ if (index >= 0) this._sessionRequestEndListeners.splice(index, 1);
207
+ }
208
+ private static readonly _sessionRequestEndListeners: SessionRequestedEndEvent[] = [];
209
+
210
+ /** Listen to XR session started. Unsubscribe with `offXRSessionStart` */
211
+ static onXRSessionStart(evt: SessionChangedEvt) {
212
+ this._xrStartListeners.push(evt);
213
+ };
214
+ /** Unsubscribe from XRSession started events */
215
+ static offXRSessionStart(evt: SessionChangedEvt) {
216
+ const index = this._xrStartListeners.indexOf(evt);
217
+ if (index >= 0) this._xrStartListeners.splice(index, 1);
218
+ }
219
+ private static readonly _xrStartListeners: SessionChangedEvt[] = [];
220
+
221
+ /** Listen to XR session ended. Unsubscribe with `offXRSessionEnd` */
222
+ static onXRSessionEnd(evt: SessionChangedEvt) {
223
+ this._xrEndListeners.push(evt);
224
+ };
225
+ /** Unsubscribe from XRSession started events */
226
+ static offXRSessionEnd(evt: SessionChangedEvt) {
227
+ const index = this._xrEndListeners.indexOf(evt);
228
+ if (index >= 0) this._xrEndListeners.splice(index, 1);
229
+ }
230
+ private static readonly _xrEndListeners: SessionChangedEvt[] = [];
231
+
232
+ /** Listen to controller added events.
233
+ * Events are cleared when starting a new session
234
+ **/
235
+ static onControllerAdded(evt: ControllerChangedEvt) {
236
+ this._controllerAddedListeners.push(evt);
237
+ }
238
+ /** Unsubscribe from controller added evts */
239
+ static offControllerAdded(evt: ControllerChangedEvt) {
240
+ const index = this._controllerAddedListeners.indexOf(evt);
241
+ if (index >= 0) this._controllerAddedListeners.splice(index, 1);
242
+ }
243
+ private static readonly _controllerAddedListeners: ControllerChangedEvt[] = [];
244
+
245
+ /** Listen to controller removed events
246
+ * Events are cleared when starting a new session
247
+ **/
248
+ static onControllerRemoved(evt: ControllerChangedEvt) {
249
+ this._controllerRemovedListeners.push(evt);
250
+ }
251
+ /** Unsubscribe from controller removed events */
252
+ static offControllerRemoved(evt: ControllerChangedEvt) {
253
+ const index = this._controllerRemovedListeners.indexOf(evt);
254
+ if (index >= 0) this._controllerRemovedListeners.splice(index, 1);
255
+ }
256
+ private static readonly _controllerRemovedListeners: ControllerChangedEvt[] = [];
257
+
258
+ /** If the browser supports offerSession - creating a VR or AR button in the browser navigation bar */
259
+ static offerSession(mode: XRSessionMode, init: XRSessionInit | "default", context: Context): boolean {
260
+ if ('xr' in navigator && navigator.xr && 'offerSession' in navigator.xr) {
261
+ if (typeof navigator.xr.offerSession === "function") {
262
+ console.log("WebXR offerSession is available - requesting mode: " + mode);
263
+ if (init == "default") {
264
+ init = this.getDefaultSessionInit(mode);
265
+ }
266
+ navigator.xr.offerSession(mode, {
267
+ ...init
268
+ }).then((session) => {
269
+ return NeedleXRSession.setSession(mode, session, init as XRSessionInit, context);
270
+ }).catch(_ => {
271
+ console.log("XRSession offer rejected (perhaps because another call to offerSession was made or a call to requestSession was made)")
272
+ });
273
+ }
274
+ return true;
275
+ }
276
+ return false;
277
+ }
278
+
279
+ /** @returns a new XRSession init object with defaults */
280
+ static getDefaultSessionInit(mode: Omit<XRSessionMode, "inline">): XRSessionInit {
281
+ switch (mode) {
282
+ case "immersive-ar":
283
+ return {
284
+ optionalFeatures: ['anchors', 'local-floor', 'hand-tracking', 'layers', 'dom-overlay', 'hit-test'],
285
+ }
286
+ case "immersive-vr":
287
+ return {
288
+ optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking', 'high-fixed-foveation-level', 'layers'],
289
+ }
290
+ default:
291
+ console.warn("No default session init for mode", mode);
292
+ return {};
293
+ }
294
+ }
295
+
296
+ /** start a new webXR session (make sure to stop already running sessions before calling this method)
297
+ * @param mode The XRSessionMode to start (e.g. `immersive-vr` or `immersive-ar`), docs: https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode
298
+ * @param init The XRSessionInit to use (optional), docs: https://developer.mozilla.org/en-US/docs/Web/API/XRSessionInit
299
+ * @param context The Needle Engine context to use
300
+ */
301
+ static async start(mode: XRSessionMode, init?: XRSessionInit, context?: Context): Promise<NeedleXRSession | null> {
302
+
303
+ if (this._currentSessionRequest) {
304
+ console.warn("A XRSession is already being requested");
305
+ if (debug || isDevEnvironment()) showBalloonWarning("A XRSession is already being requested");
306
+ return this._currentSessionRequest.then(() => this._activeSession!);
307
+ }
308
+
309
+ if (this._activeSession) {
310
+ console.error("A XRSession is already running");
311
+ return this._activeSession;
312
+ }
313
+
314
+ // Make sure we have a context
315
+ if (!context) context = Context.Current;
316
+ if (!context) context = ContextRegistry.All[0] as Context;
317
+ if (!context) throw new Error("No Needle Engine Context found");
318
+
319
+ // setup session init args, make sure we have default values
320
+ if (!init) init = {};
321
+ switch (mode) {
322
+
323
+ // Setup VR initialization parameters
324
+ case "immersive-ar":
325
+ {
326
+ const supported = await this.xrSystem?.isSessionSupported('immersive-ar')
327
+ if (supported !== true) {
328
+ console.error(mode + ' is not supported by this browser.');
329
+ return null;
330
+ }
331
+ const defaultInit: XRSessionInit = this.getDefaultSessionInit(mode);
332
+ const domOverlayElement = getDOMOverlayElement(context.domElement);
333
+ if (domOverlayElement && !isQuest()) { // excluding quest since dom-overlay breaks sessiongranted
334
+ defaultInit.domOverlay = { root: domOverlayElement };
335
+ defaultInit.optionalFeatures!.push('dom-overlay');
336
+ }
337
+ init = {
338
+ ...defaultInit,
339
+ ...init,
340
+ }
341
+ }
342
+ break;
343
+
344
+ // Setup AR initialization parameters
345
+ case "immersive-vr":
346
+ {
347
+ const supported = await this.xrSystem?.isSessionSupported('immersive-vr')
348
+ if (supported !== true) {
349
+ console.error(mode + ' is not supported by this browser.');
350
+ return null;
351
+ }
352
+ const defaultInit: XRSessionInit = this.getDefaultSessionInit(mode);
353
+ init = {
354
+ ...defaultInit,
355
+ ...init,
356
+ }
357
+ }
358
+ break;
359
+
360
+ default:
361
+ console.warn("No default session init for mode", mode);
362
+ break;
363
+ }
364
+
365
+ // we stop a temporary session here (if any runs)
366
+ await TemporaryXRContext.stop();
367
+
368
+ const scripts = mode == "immersive-ar" ? context.scripts_immersive_ar : context.scripts_immersive_vr
369
+
370
+ if (debug)
371
+ console.log("%c" + `Requesting ${mode} session`, "font-weight:bold;", init, scripts);
372
+ else
373
+ console.log("%c" + `Requesting ${mode} session`, "font-weight:bold;");
374
+ for (const script of scripts) {
375
+ if (script.onBeforeXR) script.onBeforeXR(mode, init);
376
+ }
377
+ for (const listener of this._sessionRequestStartListeners) {
378
+ listener({ mode, init });
379
+ }
380
+ if (debug) showBalloonMessage("Requesting " + mode + " session (" + Date.now() + ")");
381
+ this._currentSessionRequest = navigator.xr?.requestSession(mode, init);
382
+ this._currentSessionRequestMode = mode;
383
+ /**@type {XRSystem} */
384
+ const newSession = await (this._currentSessionRequest)?.catch(e => {
385
+ console.error(e, "Code: " + e.code);
386
+ if (e.code === 9) showBalloonWarning("Make sure your device has the required permissions (e.g. camera access)")
387
+ console.log("If the specified XR configuration is not supported (e.g. entering AR doesnt work) - make sure you access the website on a secure connection (HTTPS) and your device has the required permissions (e.g. camera access)");
388
+ const notSecure = location.protocol === 'http:';
389
+ if (notSecure) showBalloonWarning("XR requires a secure connection (HTTPS)");
390
+ });
391
+ this._currentSessionRequest = undefined;
392
+ this._currentSessionRequestMode = null;
393
+ for (const listener of this._sessionRequestEndListeners) {
394
+ listener({ mode, init, newSession: newSession || null });
395
+ }
396
+ if (!newSession) {
397
+ console.warn("XR Session request was rejected");
398
+ return null;
399
+ }
400
+ return this.setSession(mode, newSession, init, context);
401
+ }
402
+
403
+ static setSession(mode: XRSessionMode, session: XRSession, init: XRSessionInit, context: Context) {
404
+ if (this._activeSession) {
405
+ console.error("A XRSession is already running");
406
+ return this._activeSession;
407
+ }
408
+ const scripts = mode == "immersive-ar" ? context.scripts_immersive_ar : context.scripts_immersive_vr;
409
+ this._activeSession = new NeedleXRSession(mode, session, context, {
410
+ scripts: scripts,
411
+ controller_added: this._controllerAddedListeners,
412
+ controller_removed: this._controllerRemovedListeners,
413
+ init: init
414
+ });
415
+ session.addEventListener("end", this.onEnd);
416
+ if (debug)
417
+ console.log("%c" + `Started ${mode} session`, "font-weight:bold;", scripts);
418
+ else
419
+ console.log("%c" + `Started ${mode} session`, "font-weight:bold;");
420
+ return this._activeSession;
421
+ }
422
+ /** stops the active XR session */
423
+ static stop() {
424
+ this._activeSession?.end();
425
+ }
426
+ private static onEnd = () => {
427
+ if (debug) console.log("XR Session ended");
428
+ this._activeSession = null;
429
+ }
430
+
431
+
432
+ /** The needle engine context this session was started from */
433
+ readonly context: Context;
434
+
435
+ get sync(): NeedleXRSync | null {
436
+ return NeedleXRSession._sync;
437
+ }
438
+
439
+ /** Returns true if the xr session is still active */
440
+ get running(): boolean { return !this._ended && this.session != null; }
441
+
442
+ /**
443
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession
444
+ */
445
+ readonly session: XRSession;
446
+
447
+ /** XR Session Mode: AR or VR */
448
+ readonly mode: XRSessionMode;
449
+
450
+ /**
451
+ * The XRSession interface's read-only interactionMode property describes the best space (according to the user agent) for the application to draw an interactive UI for the current session.
452
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession/interactionMode
453
+ */
454
+ get interactionMode(): "screen-space" | "world-space" { return this.session["interactionMode"]; }
455
+
456
+ /**
457
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession/visibilityState
458
+ */
459
+ get visibilityState() { return this.session.visibilityState; }
460
+
461
+ /**
462
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRSession/environmentBlendMode
463
+ */
464
+ get environmentBlendMode() { return this.session.environmentBlendMode; }
465
+
466
+ /**
467
+ * The current XR frame
468
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
469
+ */
470
+ get frame(): NeedleXRFrame { return this.context.xrFrame! as NeedleXRFrame; }
471
+
472
+ /** The currently active/connected controllers */
473
+ readonly controllers: NeedleXRController[] = [];
474
+ /** shorthand to query the left controller. Use `controllers` to get access to all connected controllers */
475
+ get leftController() { return this.controllers.find(c => c.isLeft); }
476
+ /** shorthand to query the right controller. Use `controllers` to get access to all connected controllers */
477
+ get rightController() { return this.controllers.find(c => c.isRight); }
478
+ /** @returns the given controller if it is connected */
479
+ getController(side: XRHandedness) { return this.controllers.find(c => c.side === side) || null; }
480
+
481
+ /** Returns true if running in pass through mode in immersive AR */
482
+ get isPassThrough() {
483
+ if (this.environmentBlendMode !== 'opaque' && this.interactionMode === "world-space") return true;
484
+ // since we can not rely on interactionMode check we check the controllers too
485
+ // https://linear.app/needle/issue/NE-4057
486
+ // the following is a workaround for the issue above
487
+ if (this.mode === "immersive-ar" && this.environmentBlendMode !== 'opaque') {
488
+ // if we have any tracked pointer controllers we're also in passthrough
489
+ if (this.controllers.some(c => c.inputSource.targetRayMode === "tracked-pointer"))
490
+ return true;
491
+ }
492
+ if (isDevEnvironment() && isDesktop() && this.mode === "immersive-ar") {
493
+ return true;
494
+ }
495
+ return false;
496
+ }
497
+ get isAR() { return this.mode === 'immersive-ar'; }
498
+ get isVR() { return this.mode === 'immersive-vr'; }
499
+
500
+ get posePosition() { return this._transformPosition; }
501
+ get poseOrientation() { return this._transformOrientation; }
502
+ /** @returns the context.renderer.xr.getReferenceSpace() result */
503
+ get referenceSpace(): XRSpace | null { return this.context.renderer.xr.getReferenceSpace(); }
504
+ /** @returns the XRFrame `viewerpose` using the xr `referenceSpace` */
505
+ get viewerPose(): XRViewerPose | undefined { return this._viewerPose; }
506
+
507
+
508
+ /** @returns `true` if any image is currently being tracked */
509
+ /** returns true if images are currently being tracked */
510
+ get isTrackingImages() {
511
+ if (this.frame && "getImageTrackingResults" in this.frame && typeof this.frame.getImageTrackingResults === "function") {
512
+ try {
513
+ const trackingResult = this.frame.getImageTrackingResults();
514
+ for (const result of trackingResult) {
515
+ const state = result.trackingState;
516
+ if (state === "tracked") return true;
517
+ }
518
+ }
519
+ catch {
520
+ // Looks like we get a NotSupportedException on Android since the method is known
521
+ // but the feature is not supported by the session
522
+ // TODO Can we check here if we even requested the image-tracking feature instead of catching?
523
+ return false;
524
+ }
525
+ }
526
+ return false;
527
+ }
528
+
529
+
530
+ /** The currently active XR rig */
531
+ get rig(): IXRRig | null {
532
+ const rig = this._rigs[0] ?? null;
533
+ if (rig?.gameObject && isDestroyed(rig.gameObject) || rig?.isActive === false) {
534
+ this.updateActiveXRRig();
535
+ return this._rigs[0] ?? null;
536
+ }
537
+ return rig;
538
+ }
539
+ private _rigScale: number = 1;
540
+ private _lastRigScaleUpdate: number = -1;
541
+ /** get the XR rig worldscale */
542
+ get rigScale() {
543
+ if (!this._rigs[0]) return 1;
544
+ if (this._lastRigScaleUpdate !== this.context.time.frame) {
545
+ this._lastRigScaleUpdate = this.context.time.frame;
546
+ this._rigScale = this._rigs[0].gameObject.worldScale.x;
547
+ }
548
+ return this._rigScale;
549
+ }
550
+ /** add a rig to the available XR rigs - if it's priority is higher than the currently active rig it will be enabled */
551
+ addRig(rig: IXRRig) {
552
+ const i = this._rigs.indexOf(rig);
553
+ if (i >= 0) return;
554
+ if (rig.priority === undefined) rig.priority = 0;
555
+ this._rigs.push(rig);
556
+ this.updateActiveXRRig();
557
+ }
558
+ /** Remove a rig from the available XR Rigs */
559
+ removeRig(rig: IXRRig) {
560
+ const i = this._rigs.indexOf(rig);
561
+ if (i === -1) return;
562
+ this._rigs.splice(i, 1);
563
+ this.updateActiveXRRig();
564
+ }
565
+ /** Sets a XRRig to be active which will parent the camera to this rig */
566
+ setRigActive(rig: IXRRig) {
567
+ const i = this._rigs.indexOf(rig);
568
+ this._rigs.splice(i, 1);
569
+ this._rigs.unshift(rig);
570
+ this.updateActiveXRRig();
571
+ }
572
+ private updateActiveXRRig() {
573
+ const previouslyActiveRig = this._rigs[0] ?? null;
574
+
575
+ // ensure that the default rig is in the scene
576
+ if (this._defaultRig.gameObject.parent !== this.context.scene)
577
+ this.context.scene.add(this._defaultRig.gameObject);
578
+ // ensure the fallback rig is always active!!!
579
+ this._defaultRig.gameObject.visible = true;
580
+ // ensure that the default rig is in the list of available rigs
581
+ if (!this._rigs.includes(this._defaultRig))
582
+ this._rigs.push(this._defaultRig);
583
+
584
+ // find the rig with the highest priority and make sure it's at the beginning of the array
585
+ let highestPriorityRig: IXRRig = this._rigs[0];
586
+ if (highestPriorityRig && highestPriorityRig.priority === undefined) highestPriorityRig.priority = 0;
587
+
588
+ for (let i = 1; i < this._rigs.length; i++) {
589
+ const rig = this._rigs[i];
590
+ if (!rig.isActive) continue;
591
+ if (isDestroyed(rig.gameObject)) {
592
+ this._rigs.splice(i, 1);
593
+ i--;
594
+ continue;
595
+ }
596
+ if (!highestPriorityRig || highestPriorityRig.isActive === false || (rig.priority !== undefined && rig.priority > highestPriorityRig.priority!)) {
597
+ highestPriorityRig = rig;
598
+ }
599
+ }
600
+
601
+ // make sure the highest priority rig is at the beginning if it isnt already
602
+ if (previouslyActiveRig !== highestPriorityRig) {
603
+ const index = this._rigs.indexOf(highestPriorityRig);
604
+ if (index >= 0) this._rigs.splice(index, 1);
605
+ this._rigs.unshift(highestPriorityRig);
606
+ }
607
+
608
+ if (debug) {
609
+ if (previouslyActiveRig === highestPriorityRig)
610
+ console.log("Updated Active XR Rig:", highestPriorityRig, "prev:", previouslyActiveRig);
611
+ else console.log("Updated Active XRRig:", highestPriorityRig, " (the same as before)");
612
+ }
613
+ }
614
+ private _rigs: IXRRig[] = [];
615
+
616
+
617
+
618
+ private _viewerHitTestSource: XRHitTestSource | null = null;
619
+
620
+ /** Returns a XR hit test result (if hit-testing is available) in rig space
621
+ * @param source If provided, the hit test will be performed for the given controller
622
+ */
623
+ getHitTest(source?: NeedleXRController): NeedleXRHitTestResult | null {
624
+ if (source) {
625
+ return this.getControllerHitTest(source);
626
+ }
627
+
628
+ if (!this._viewerHitTestSource) return null;
629
+ const hitTestSource = this._viewerHitTestSource;
630
+ const hitTestResults = this.frame.getHitTestResults(hitTestSource);
631
+ if (hitTestResults.length > 0) {
632
+ const hit = hitTestResults[0];
633
+ return this.convertHitTestResult(hit);
634
+ }
635
+ return null;
636
+ }
637
+ private getControllerHitTest(controller: NeedleXRController): NeedleXRHitTestResult | null {
638
+ const hitTestSource = controller.hitTestSource;
639
+ if (!hitTestSource) return null;
640
+ const res = this.frame.getHitTestResultsForTransientInput(hitTestSource);
641
+ for (const result of res) {
642
+ if (result.inputSource === controller.inputSource) {
643
+ for (const hit of result.results) {
644
+ return this.convertHitTestResult(hit);
645
+ }
646
+ }
647
+ }
648
+ return null;
649
+ }
650
+ private convertHitTestResult(result: XRHitTestResult): NeedleXRHitTestResult | null {
651
+ const referenceSpace = this.context.renderer.xr.getReferenceSpace();
652
+ const pose = referenceSpace && result.getPose(referenceSpace);
653
+ if (pose) {
654
+ const pos = getTempVector(pose.transform.position);
655
+ const rot = getTempQuaternion(pose.transform.orientation);
656
+ const camera = this.context.mainCamera;
657
+ if (camera?.parent !== this._cameraRenderParent) {
658
+ pos.applyMatrix4(flipForwardMatrix);
659
+ }
660
+ if (camera?.parent) {
661
+ pos.applyMatrix4(camera.parent.matrixWorld);
662
+ rot.multiply(flipForwardQuaternion);
663
+ // apply parent quaternion (if parent is moved/rotated)
664
+ const parentRotation = getWorldQuaternion(camera.parent);
665
+ // ensure that "up" (y+) is pointing away from the wall
666
+ parentRotation.premultiply(flipForwardQuaternion);
667
+ rot.premultiply(parentRotation);
668
+ }
669
+ return { hit: result, position: pos, quaternion: rot };
670
+ }
671
+ return null;
672
+ }
673
+
674
+
675
+ /** convert a XRRigidTransform from XR session space to threejs / Needle Engine XR space */
676
+ convertSpace(transform: XRRigidTransform): { position: Vector3, quaternion: Quaternion } {
677
+ const pos = getTempVector(transform.position);
678
+ pos.applyMatrix4(flipForwardMatrix);
679
+ const rot = getTempQuaternion(transform.orientation);
680
+ rot.premultiply(flipForwardQuaternion);
681
+ return { position: pos, quaternion: rot };
682
+ }
683
+
684
+ /** this is the implictly created XR rig */
685
+ private readonly _defaultRig: IXRRig;
686
+
687
+ /** all scripts that receive some sort of XR update event */
688
+ private readonly _xr_scripts: INeedleXRSessionEventReceiver[];
689
+ /** scripts that have onUpdateXR event methods */
690
+ private readonly _xr_update_scripts: INeedleXRSessionEventReceiver[] = [];
691
+ /** scripts that are in the scene but inactive (e.g. disabled parent gameObject) */
692
+ private readonly _inactive_scripts: INeedleXRSessionEventReceiver[] = [];
693
+ private readonly _controllerAdded: ControllerChangedEvt[];
694
+ private readonly _controllerRemoved: ControllerChangedEvt[];
695
+ private readonly _originalCameraWorldPosition?: Vector3 | null;
696
+ private readonly _originalCameraWorldRotation?: Quaternion | null;
697
+ private readonly _originalCameraWorldScale?: Vector3 | null;
698
+ private readonly _originalCameraParent?: Object3D | null;
699
+ /** we store the main camera reference here each frame to make sure we have a rendering camera
700
+ * this e.g. the case when the XR rig with the camera gets disabled (and thus this.context.mainCamera is unassigned)
701
+ */
702
+ private _mainCamera: ICamera | null = null;
703
+
704
+ private constructor(mode: XRSessionMode, session: XRSession, context: Context, extra: {
705
+ scripts: INeedleXRSessionEventReceiver[],
706
+ controller_added: ControllerChangedEvt[],
707
+ controller_removed: ControllerChangedEvt[],
708
+ /** the initialization arguments */
709
+ init: XRSessionInit,
710
+ }) {
711
+ saveSessionInfo(mode, extra.init);
712
+ this.session = session;
713
+ this.mode = mode;
714
+ this.context = context;
715
+
716
+ this.context.xr = this;
717
+ this.context.renderer.xr.setSession(this.session).then(this.onRendererSessionSet)
718
+
719
+ this._xr_scripts = [...extra.scripts];
720
+ this._xr_update_scripts = this._xr_scripts.filter(e => typeof e.onUpdateXR === "function");
721
+ this._controllerAdded = extra.controller_added;
722
+ this._controllerRemoved = extra.controller_removed;
723
+
724
+ registerFrameEventCallback(this.onBefore, FrameEvent.LateUpdate);
725
+ this.context.pre_render_callbacks.push(this.onBeforeRender);
726
+ this.context.post_render_callbacks.push(this.onAfterRender);
727
+
728
+
729
+ if (extra.init.optionalFeatures?.includes("hit-test") || extra.init.requiredFeatures?.includes("hit-test")) {
730
+ session.requestReferenceSpace('viewer').then((referenceSpace) => {
731
+ return session.requestHitTestSource?.call(session, { space: referenceSpace })?.then((source) => {
732
+ return this._viewerHitTestSource = source;
733
+ });
734
+ }).catch(e => console.warn(e));
735
+ }
736
+
737
+ if (this.context.mainCamera) {
738
+ this._originalCameraWorldPosition = getWorldPosition(this.context.mainCamera, new Vector3());
739
+ this._originalCameraWorldRotation = getWorldQuaternion(this.context.mainCamera, new Quaternion());
740
+ this._originalCameraWorldScale = getWorldScale(this.context.mainCamera, new Vector3());
741
+ this._originalCameraParent = this.context.mainCamera.parent;
742
+ }
743
+
744
+ this.context.mainCameraComponent?.applyClearFlags();
745
+
746
+ this._defaultRig = new ImplictXRRig();
747
+ this.context.scene.add(this._defaultRig.gameObject);
748
+ this.addRig(this._defaultRig);
749
+
750
+ // register already connected input sources
751
+ // this is for when the session is already running (via a temporary xr session)
752
+ // and the controllers are already connected
753
+ for (const sources of this.session.inputSources) {
754
+ this.onInputSourceAdded(sources);
755
+ }
756
+
757
+ // handle controller and input source changes changes
758
+ this.session.addEventListener('end', this.onEnd);
759
+ // handle input sources change
760
+ this.session.addEventListener("inputsourceschange", (evt: XRInputSourceChangeEvent) => {
761
+ // handle removed controllers
762
+ for (const removedInputSource of evt.removed) {
763
+ this.disconnectInputSource(removedInputSource);
764
+ }
765
+ for (const newInputSource of evt.added) {
766
+ this.onInputSourceAdded(newInputSource);
767
+ }
768
+ });
769
+ }
770
+
771
+ /** called when renderer.setSession is fulfilled */
772
+ private onRendererSessionSet = () => {
773
+ if (!this.running) return;
774
+ this.context.renderer.xr.enabled = true;
775
+ // calling update camera here once to prevent the xr camera left/right NaN in the first frame due to false near/far plane values, see NE-4126
776
+ this.context.renderer.xr.updateCamera(this.context.mainCamera as PerspectiveCamera);
777
+ }
778
+
779
+ private onInputSourceAdded = (newInputSource: XRInputSource) => {
780
+ // do not create XR controllers for screen input sources
781
+ if (newInputSource.targetRayMode === "screen") {
782
+ return;
783
+ }
784
+ let index = 0;
785
+ for (let i = 0; i < this.session.inputSources.length; i++) {
786
+ if (this.session.inputSources[i] === newInputSource) {
787
+ index = i;
788
+ break;
789
+ }
790
+ }
791
+ // check if an xr controller for this input source already exists
792
+ // in case we have both an event from inputsourceschange and from the construtor initial input sources
793
+ if (this.controllers.find(c => c.inputSource === newInputSource)) return;
794
+
795
+ const newController = new NeedleXRController(this, newInputSource, index);
796
+ this.controllers.push(newController);
797
+ this.controllers.sort((a, b) => a.index - b.index);
798
+ this._newControllers.push(newController);
799
+ this.invokeControllerEvent(newController, this._controllerAdded, "added");
800
+
801
+ }
802
+
803
+ /** End the XR Session */
804
+ end() {
805
+ // this can be called by external code to end the session
806
+ // the actual cleanup happens in onEnd which subscribes to the session end event
807
+ // so users can also just regularly call session.end() and the cleanup will happen automatically
808
+ if (this._ended) return;
809
+ this.session.end().catch(e => console.warn(e));
810
+ }
811
+
812
+ private _ended: boolean = false;
813
+ private readonly _newControllers: NeedleXRController[] = [];
814
+
815
+ private onEnd = (_evt: XRSessionEvent) => {
816
+ if (this._ended) return;
817
+ this._ended = true;
818
+
819
+ if (debug) console.log("XR Session ended");
820
+
821
+ deleteSessionInfo();
822
+
823
+ this.onAfterRender();
824
+ this.revertCustomForward();
825
+ this._didStart = false;
826
+ this._previousCameraParent = null;
827
+
828
+ unregisterFrameEventCallback(this.onBefore, FrameEvent.LateUpdate);
829
+ const index = this.context.pre_render_callbacks.indexOf(this.onBeforeRender);
830
+ if (index >= 0) this.context.pre_render_callbacks.splice(index, 1);
831
+ const index2 = this.context.post_render_callbacks.indexOf(this.onAfterRender);
832
+ if (index2 >= 0) this.context.post_render_callbacks.splice(index2, 1);
833
+
834
+ this.context.xr = null;
835
+ this.context.renderer.xr.enabled = false;
836
+ this.context.mainCameraComponent?.applyClearFlags();
837
+
838
+ for (const listener of NeedleXRSession._xrEndListeners) {
839
+ listener({ xr: this });
840
+ }
841
+
842
+ // make sure we disconnect all controllers
843
+ for (let i = 0; i < this.controllers.length; i++) {
844
+ this.disconnectInputSource(this.controllers[i].inputSource);
845
+ }
846
+
847
+ // we want to call leave XR for *all* scripts that are still registered
848
+ // even if they might already be destroyed e.g. by the WebXR component (it destroys the default controller scripts)
849
+ // they should still receive this callback to be properly cleaned up
850
+ for (const listener of this._xr_scripts) {
851
+ listener?.onLeaveXR?.({ xr: this });
852
+ }
853
+
854
+ this.sync?.onExitXR(this);
855
+
856
+
857
+ if (this.context.mainCamera) {
858
+ // if we have a main camera we want to move it back to it's original parent
859
+ this._originalCameraParent?.add(this.context.mainCamera);
860
+
861
+ if (this._originalCameraWorldPosition) {
862
+ setWorldPosition(this.context.mainCamera, this._originalCameraWorldPosition);
863
+ }
864
+ if (this._originalCameraWorldRotation) {
865
+ setWorldQuaternion(this.context.mainCamera, this._originalCameraWorldRotation);
866
+ }
867
+ if (this._originalCameraWorldScale) {
868
+ setWorldScale(this.context.mainCamera, this._originalCameraWorldScale);
869
+ }
870
+ }
871
+
872
+ // mark for size change since DPI might have changed
873
+ this.context.requestSizeUpdate();
874
+
875
+ this._defaultRig.gameObject.removeFromParent();
876
+ };
877
+
878
+ /** Disconnects the controller, invokes events and notifies previou controller (if any) */
879
+ private disconnectInputSource(inputSource: XRInputSource) {
880
+ for (let i = this.controllers.length - 1; i >= 0; i--) {
881
+ const oldController = this.controllers[i];
882
+ if (oldController.inputSource === inputSource) {
883
+ this.controllers.splice(i, 1);
884
+ this.invokeControllerEvent(oldController, this._controllerRemoved, "removed");
885
+ const args: NeedleXRControllerEventArgs = {
886
+ xr: this,
887
+ controller: oldController,
888
+ change: "removed"
889
+ };
890
+ for (const script of this._xr_scripts) {
891
+ if (script.onXRControllerRemoved) script.onXRControllerRemoved(args);
892
+ }
893
+ oldController.onDisconnected();
894
+ }
895
+ }
896
+ }
897
+
898
+ private _didStart: boolean = false;
899
+
900
+ /** Called every frame by the engine */
901
+ private onBefore = (context: Context) => {
902
+ const frame = context.xrFrame;
903
+ if (!frame) return;
904
+
905
+ // ensure that XR is always set to a running session
906
+ this.context.xr = this;
907
+
908
+ // ensure that we always have the correct main camera reference
909
+ // we need to store the main camera reference here because the main camera can be disabled and then it's removed from the context
910
+ // but in XR we want to ensure we always have a active camera (or at least parent the camera to the active rig)
911
+ if (this.context.mainCameraComponent && this.context.mainCameraComponent !== this._mainCamera) {
912
+ this._mainCamera = this.context.mainCameraComponent;
913
+ }
914
+
915
+ if (this.rig?.isActive == false) {
916
+ if (debug) console.warn("Latest rig is not active - trying to activate a different rig", this.rig);
917
+ this.updateActiveXRRig();
918
+ }
919
+
920
+ // make sure the camera is parented to the active rig
921
+ if (this.rig && this._mainCamera?.gameObject) {
922
+ const currentParent = this._mainCamera?.gameObject?.parent;
923
+ if (currentParent !== this.rig.gameObject) {
924
+ this.rig.gameObject.add(this._mainCamera?.gameObject);
925
+ }
926
+ }
927
+
928
+ this.internalUpdateState();
929
+
930
+ // we apply the flip immediately and keep it while in XR so that regular raycasts just work
931
+ // otherwise rendering would fool us
932
+ this.applyCustomForward();
933
+
934
+ const args: NeedleXREventArgs = { xr: this };
935
+
936
+ // we want to invoke ENTERXR for NEW component nad EXITXR for REMOVED components
937
+ // we want to invoke onControllerAdded to components joining a running XR session if controllers are already connected
938
+ //TODO: handle REMOVED components during a session (we want to call leave session events and controller removed events)
939
+
940
+ // deferred start because we need an XR frame
941
+ if (!this._didStart) {
942
+ this._didStart = true;
943
+
944
+ for (const listener of NeedleXRSession._xrStartListeners) {
945
+ listener(args);
946
+ }
947
+
948
+ // invoke session listeners start
949
+ // we need to make a copy because the array might be modified during the loop (could also use a for loop and iterate backwards perhaps but then order of invocation would be changed OR check if the size has changed...)
950
+ const copy = [...this._xr_scripts];
951
+ if (debug) console.log("NeedleXRSession start, handle scripts:", copy);
952
+ for (const script of copy) {
953
+ if (script.destroyed) {
954
+ this._script_to_remove.push(script);
955
+ continue;
956
+ }
957
+ if (!script.activeAndEnabled) {
958
+ this.markInactive(script);
959
+ continue;
960
+ }
961
+ // if ((script as IComponent).activeAndEnabled === false) continue;
962
+ this.invokeCallback_EnterXR(script);
963
+ // also invoke all events for currently (already) connected controllers
964
+ for (const controller of this.controllers) {
965
+ this.invokeCallback_ControllerAdded(script, controller);
966
+ }
967
+ }
968
+ }
969
+ else if (this.context.new_scripts_xr.length > 0) {
970
+ // invoke start on all new scripts that were added during the session and that support the current mode
971
+ const copy = [...this.context.new_scripts_xr];
972
+ for (let i = 0; i < copy.length; i++) {
973
+ const script = this.context.new_scripts_xr[i] as IComponent & INeedleXRSessionEventReceiver;
974
+ if (!script || script.destroyed || script.supportsXR?.(this.mode) == false) {
975
+ this.context.new_scripts_xr.splice(i, 1);
976
+ continue;
977
+ }
978
+ if (!script.activeAndEnabled) {
979
+ this.context.new_scripts_xr.splice(i, 1);
980
+ this.markInactive(script);
981
+ continue;
982
+ }
983
+ // ignore inactive scripts
984
+ // if (script.activeAndEnabled === false) continue;
985
+ if (this.addScript(script)) {
986
+ // invoke onEnterXR on those scripts because they joined a running session
987
+ this.invokeCallback_EnterXR(script);
988
+ // also invoke all events for currently (already) connected controllers
989
+ for (const controller of this.controllers) {
990
+ this.invokeCallback_ControllerAdded(script, controller);
991
+ }
992
+ }
993
+ }
994
+ }
995
+
996
+ // make sure camera layers are correct
997
+ // we do this every frame here but I think it would be enough to do it once after the first rendering
998
+ // since we want to override the settings in three's WebXRManager
999
+ // we also want to continuously sync the culling mask if a user changes it on the main cam while in XR
1000
+ this.syncCameraCullingMask();
1001
+
1002
+ // update controllers
1003
+ for (const controller of this.controllers) {
1004
+ controller.onUpdate(frame);
1005
+ }
1006
+
1007
+ // handle when new controllers have been added
1008
+ for (const controller of this._newControllers) {
1009
+ for (const script of this._xr_scripts) {
1010
+ if (script.destroyed) {
1011
+ this._script_to_remove.push(script);
1012
+ continue;
1013
+ }
1014
+ if (script.onXRControllerAdded) script.onXRControllerAdded({ xr: this, controller, change: "added" });
1015
+ }
1016
+ }
1017
+ this._newControllers.length = 0;
1018
+
1019
+ // invoke update on all scripts
1020
+ for (const script of this._xr_update_scripts) {
1021
+ if (script.destroyed === true) {
1022
+ this._script_to_remove.push(script);
1023
+ continue;
1024
+ }
1025
+ if (script.activeAndEnabled === false) {
1026
+ this.markInactive(script);
1027
+ continue;
1028
+ }
1029
+ if (script.onUpdateXR) script.onUpdateXR(args);
1030
+ }
1031
+
1032
+ // handle inactive scripts
1033
+ this.handleInactiveScripts();
1034
+
1035
+ // handle removed scripts
1036
+ if (this._script_to_remove.length > 0) {
1037
+ // make sure we have no duplicates
1038
+ const unique = [...new Set(this._script_to_remove)];
1039
+ this._script_to_remove.length = 0;
1040
+ for (const script of unique) {
1041
+ if (!script.destroyed && this.running) {
1042
+ script.onLeaveXR?.(args);
1043
+ }
1044
+ this.removeScript(script);
1045
+ }
1046
+ }
1047
+
1048
+ this.sync?.onUpdate(this);
1049
+
1050
+ this.onRenderDebug();
1051
+ }
1052
+
1053
+ private onRenderDebug() {
1054
+ if (debug) {
1055
+ for (const controller of this.controllers) {
1056
+ controller.onRenderDebug();
1057
+ }
1058
+ }
1059
+ if ((debug || debugFPS) && this.rig) {
1060
+ const pos = this.rig.gameObject.worldPosition;
1061
+ const forward = this.rig.gameObject.worldForward;
1062
+ pos.add(forward.multiplyScalar(1.5));
1063
+ const upwards = this.rig.gameObject.worldUp;
1064
+ pos.add(upwards.multiplyScalar(2.5));
1065
+ let debugLabel = "";
1066
+ debugLabel += this.context.time.smoothedFps.toFixed(1);
1067
+ if (debug) {
1068
+ for (const ctrl of this.controllers) {
1069
+ debugLabel += `\n${ctrl.hand ? "hand" : "ctrl"} ${ctrl.inputSource.handedness}[${ctrl.index}] con:${ctrl.connected} tr:${ctrl.isTracking}`;
1070
+ }
1071
+ }
1072
+ Gizmos.DrawLabel(pos, debugLabel);
1073
+ }
1074
+ }
1075
+
1076
+ private onBeforeRender = () => {
1077
+ if (this.context.mainCamera)
1078
+ this.updateFade(this.context.mainCamera);
1079
+ }
1080
+
1081
+ private onAfterRender = () => {
1082
+ this.onUpdateFade_PostRender();
1083
+
1084
+ // render spectator view if we're in VR using Link
1085
+ if (isDesktop()) {
1086
+ const renderer = this.context.renderer;
1087
+ if (renderer.xr.isPresenting && this.context.mainCamera) {
1088
+ const wasXr = renderer.xr.enabled;
1089
+ const previousRenderTarget = renderer.getRenderTarget();
1090
+ renderer.xr.enabled = false;
1091
+ renderer.setRenderTarget(null);
1092
+ renderer.render(this.context.scene, this.context.mainCamera);
1093
+ renderer.xr.enabled = wasXr;
1094
+ renderer.setRenderTarget(previousRenderTarget);
1095
+ }
1096
+ }
1097
+ }
1098
+
1099
+ /** register a new XR script if it hasnt added yet */
1100
+ private addScript(script: INeedleXRSessionEventReceiver) {
1101
+ if (this._xr_scripts.includes(script)) return false;
1102
+ if (debug) console.log("Register new XRScript", script);
1103
+ this._xr_scripts.push(script);
1104
+ if (typeof script.onUpdateXR === "function") {
1105
+ this._xr_update_scripts.push(script);
1106
+ }
1107
+ return true;
1108
+ }
1109
+
1110
+ /** mark a script as inactive and invokes callbacks */
1111
+ private markInactive(script: INeedleXRSessionEventReceiver) {
1112
+ if (this._inactive_scripts.indexOf(script) >= 0) return;
1113
+ // inactive scripts should not receive any regular callbacks anymore
1114
+ this.removeScript(script, false);
1115
+ this._inactive_scripts.push(script);
1116
+ // inactive scripts receive callbacks as if the XR session has ended
1117
+ for (const ctrl of this.controllers) this.invokeCallback_ControllerRemoved(script, ctrl);
1118
+ this.invokeCallback_LeaveXR(script);
1119
+ }
1120
+ private handleInactiveScripts() {
1121
+ if (this._inactive_scripts.length > 0) {
1122
+ for (let i = this._inactive_scripts.length - 1; i >= 0; i--) {
1123
+ const script = this._inactive_scripts[i];
1124
+ if (script.activeAndEnabled) {
1125
+ this._inactive_scripts.splice(i, 1);
1126
+ this.addScript(script);
1127
+ this.invokeCallback_EnterXR(script);
1128
+ for (const ctrl of this.controllers) this.invokeCallback_ControllerAdded(script, ctrl);
1129
+ }
1130
+ }
1131
+ }
1132
+ }
1133
+
1134
+ private readonly _script_to_remove: INeedleXRSessionEventReceiver[] = [];
1135
+
1136
+ private removeScript(script: INeedleXRSessionEventReceiver, removeCompletely: boolean = true) {
1137
+ if (debug) console.log("Remove XRScript", script);
1138
+ const index = this._xr_scripts.indexOf(script);
1139
+ if (index >= 0) this._xr_scripts.splice(index, 1);
1140
+ const index2 = this._xr_update_scripts.indexOf(script);
1141
+ if (index2 >= 0) this._xr_update_scripts.splice(index2, 1);
1142
+ if (removeCompletely) {
1143
+ const index3 = this._inactive_scripts.indexOf(script);
1144
+ if (index3 >= 0) this._inactive_scripts.splice(index3, 1);
1145
+ }
1146
+ }
1147
+
1148
+ private invokeCallback_EnterXR(script: INeedleXRSessionEventReceiver) {
1149
+ if (script.onEnterXR) {
1150
+ script.onEnterXR({ xr: this });
1151
+ }
1152
+ }
1153
+ private invokeCallback_ControllerAdded(script: INeedleXRSessionEventReceiver, controller: NeedleXRController) {
1154
+ if (script.onXRControllerAdded) {
1155
+ script.onXRControllerAdded({ xr: this, controller, change: "added" });
1156
+ }
1157
+ }
1158
+ private invokeCallback_ControllerRemoved(script: INeedleXRSessionEventReceiver, controller: NeedleXRController) {
1159
+ if (script.onXRControllerRemoved) {
1160
+ script.onXRControllerRemoved({ xr: this, controller, change: "removed" });
1161
+ }
1162
+ }
1163
+ private invokeCallback_LeaveXR(script: INeedleXRSessionEventReceiver) {
1164
+ if (script.onLeaveXR && !script.destroyed) {
1165
+ script.onLeaveXR({ xr: this });
1166
+ }
1167
+ }
1168
+
1169
+ private syncCameraCullingMask() {
1170
+ // when we set unity layers objects will only be rendered on one eye
1171
+ // we set layers to sync raycasting and have a similar behaviour to unity
1172
+ const cam = this.context.xrCamera;
1173
+ const cull = this.context.mainCameraComponent?.cullingMask;
1174
+ if (cam && cull !== undefined) {
1175
+ for (const c of cam.cameras) {
1176
+ c.layers.mask = cull;
1177
+ }
1178
+ cam.layers.mask = cull;
1179
+ }
1180
+ else if (cam) {
1181
+ for (const c of cam.cameras) {
1182
+ c.layers.enableAll();
1183
+ }
1184
+ cam.layers.enableAll();
1185
+ }
1186
+ }
1187
+
1188
+ private invokeControllerEvent(controller: NeedleXRController, listeners: ControllerChangedEvt[], change: "added" | "removed") {
1189
+ for (let i = listeners.length - 1; i >= 0; i--) {
1190
+ const listener = listeners[i];
1191
+ if (!listener) continue;
1192
+ try {
1193
+ listener({
1194
+ xr: this,
1195
+ controller,
1196
+ change
1197
+ });
1198
+ }
1199
+ catch (e) {
1200
+ console.error(e);
1201
+ }
1202
+ }
1203
+ }
1204
+
1205
+
1206
+ private _camera!: Object3D;
1207
+ private readonly _cameraRenderParent: Object3D = new Object3D().rotateY(Math.PI);
1208
+ private _previousCameraParent!: Object3D | null;
1209
+ private readonly _customforward: boolean = true;
1210
+ private originalCameraNearPlane?: number;
1211
+ /** This is used to have the XR system camera look into threejs Z forward direction (instead of -z) */
1212
+ private applyCustomForward() {
1213
+ if (this.context.mainCamera && this._customforward) {
1214
+ this._camera = this.context.mainCamera;
1215
+ if (this._camera.parent !== this._cameraRenderParent) {
1216
+ this._previousCameraParent = this._camera.parent;
1217
+ this._previousCameraParent?.add(this._cameraRenderParent);
1218
+ }
1219
+ this._cameraRenderParent.name = "XR Camera Render Parent";
1220
+ this._cameraRenderParent.add(this._camera);
1221
+
1222
+ let minNearPlane = .02;
1223
+ if (this.rig) {
1224
+ const rigWorldScale = getWorldScale(this.rig.gameObject);
1225
+ minNearPlane *= rigWorldScale.x;
1226
+ }
1227
+ if (this._camera instanceof PerspectiveCamera && this._camera.near > minNearPlane) {
1228
+ this.originalCameraNearPlane = this._camera.near;
1229
+ this._camera.near = minNearPlane;
1230
+ }
1231
+ }
1232
+ }
1233
+ private revertCustomForward() {
1234
+ if (this._camera && this._previousCameraParent) {
1235
+ this._previousCameraParent.add(this._camera);
1236
+ }
1237
+ this._previousCameraParent = null;
1238
+
1239
+ if (this._camera instanceof PerspectiveCamera && this.originalCameraNearPlane != undefined) {
1240
+ this._camera.near = this.originalCameraNearPlane;
1241
+ }
1242
+ }
1243
+
1244
+
1245
+ private _viewerPose?: XRViewerPose;
1246
+ private readonly _transformOrientation = new Quaternion();
1247
+ private readonly _transformPosition = new Vector3();
1248
+
1249
+ private internalUpdateState() {
1250
+ const referenceSpace = this.context.renderer.xr.getReferenceSpace();
1251
+ if (!referenceSpace) {
1252
+ this._viewerPose = undefined;
1253
+ return;
1254
+ }
1255
+ this._viewerPose = this.frame.getViewerPose(referenceSpace);
1256
+ if (this._viewerPose) {
1257
+ const transform: XRRigidTransform = this._viewerPose.transform;
1258
+ this._transformPosition.set(transform.position.x, transform.position.y, transform.position.z);
1259
+ this._transformOrientation.set(transform.orientation.x, transform.orientation.y, transform.orientation.z, transform.orientation.w);
1260
+ }
1261
+ }
1262
+
1263
+ // TODO: for scene transitions (e.g. SceneSwitcher) where creating the scene might take a few moments we might want more control over when/how this fading occurs and how long the scene stays black
1264
+ private _transition?: SceneTransition;
1265
+
1266
+ public get transition() {
1267
+ if (!this._transition) this._transition = new SceneTransition();
1268
+ return this._transition;
1269
+ }
1270
+
1271
+ /** Call to fade rendering to black for a short moment (the returned promise will be resolved when fully black)
1272
+ * This can be used to mask scene transitions or teleportation
1273
+ * @returns a promise that is resolved when the screen is fully black
1274
+ * @example `fadeTransition().then(() => { <fully_black> })`
1275
+ */
1276
+ fadeTransition() {
1277
+ if (!this._transition) this._transition = new SceneTransition();
1278
+ return this._transition.fadeTransition();
1279
+ }
1280
+
1281
+ /** e.g. FadeToBlack */
1282
+ private updateFade(camera: Camera) {
1283
+ if (this._transition && camera instanceof PerspectiveCamera)
1284
+ this._transition.update(camera, this.context.time.deltaTime);
1285
+ }
1286
+
1287
+ private onUpdateFade_PostRender() {
1288
+ this._transition?.remove();
1289
+ }
1290
+ }
src/engine/xr/NeedleXRSync.ts ADDED
@@ -0,0 +1,221 @@
1
+ import type { Context } from "../engine_context.js";
2
+ import { RoomEvents, UserJoinedOrLeftRoomModel } from "../engine_networking.js";
3
+ import { getParam } from "../engine_utils.js";
4
+ import { NeedleXRController } from "./NeedleXRController.js";
5
+ import { NeedleXRSession } from "./NeedleXRSession.js";
6
+
7
+ const debug = getParam("debugwebxr");
8
+
9
+
10
+ declare type XRControllerType = "hand" | "controller";
11
+
12
+ declare type XRControllerState = {
13
+ // adding a guid so it's saved on the server, ideally we have a "room lifetime" store that doesnt save state forever on disc but just until the room is disposed (we have to add support for this in the networking backend tho)
14
+ guid: string;
15
+ index: number;
16
+ handedness: XRHandedness;
17
+ isTracking: boolean;
18
+ type: XRControllerType;
19
+ }
20
+
21
+ class XRUserState {
22
+
23
+ readonly controllerStates: XRControllerState[] = [];
24
+
25
+ readonly userId: string;
26
+ readonly context: Context;
27
+
28
+ private readonly userStateEvtName: string;
29
+
30
+ constructor(userId: string, context: Context) {
31
+ this.userId = userId;
32
+ this.context = context;
33
+ this.userStateEvtName = "xr-sync-user-state-" + userId;
34
+ this.context.connection.beginListen(this.userStateEvtName, this.onReceivedControllerState);
35
+ }
36
+
37
+ dispose() {
38
+ this.context.connection.stopListen(this.userStateEvtName, this.onReceivedControllerState);
39
+ }
40
+
41
+ onReceivedControllerState = (state: XRControllerState) => {
42
+ if (debug) console.log(`XRSync: Received change for ${this.userId}: ${state.type} ${state.handedness}; tracked=${state.isTracking}`);
43
+
44
+ let found = false;
45
+ for (let i = 0; i < this.controllerStates.length; i++) {
46
+ const ctrl = this.controllerStates[i];
47
+ if (ctrl.index === state.index) {
48
+ this.controllerStates[i] = state;
49
+ found = true;
50
+ break;
51
+ }
52
+ }
53
+ if (!found) {
54
+ this.controllerStates.push(state);
55
+ }
56
+ }
57
+
58
+ update(session: NeedleXRSession) {
59
+ if (this.context.connection.isConnected == false) return;
60
+
61
+ for (let i = this.controllerStates.length - 1; i >= 0; i--) {
62
+ const state = this.controllerStates[i];
63
+ let foundController = false;
64
+ for (let i = 0; i < session.controllers.length; i++) {
65
+ const ctrl = session.controllers[i];
66
+ if (ctrl.index === state.index) {
67
+ foundController = true;
68
+ }
69
+ }
70
+ if (!foundController) {
71
+ // controller was removed
72
+ if (debug) console.log(`XRSync: ${state.type} ${state.handedness} removed`, state.index);
73
+ this.controllerStates.splice(i, 1);
74
+ this.sendControllerRemoved(state);
75
+ }
76
+ }
77
+
78
+ for (const ctrl of session.controllers) {
79
+ this.updateControllerStates(ctrl);
80
+ }
81
+ }
82
+
83
+ onExitXR(_session: NeedleXRSession) {
84
+ for (const state of this.controllerStates) {
85
+ this.sendControllerRemoved(state);
86
+ }
87
+ this.controllerStates.length = 0;
88
+ }
89
+
90
+ private sendControllerRemoved(state: XRControllerState) {
91
+ state.isTracking = false;
92
+ state.guid = "";
93
+ this.context.connection.send(this.userStateEvtName, state);
94
+ this.context.connection.sendDeleteRemoteState(state.guid);
95
+ }
96
+
97
+ private updateControllerStates(ctrl: NeedleXRController) {
98
+
99
+ // this.context.connection.send(this.userStateEvtName, {});
100
+ const existing = this.controllerStates.find(x => x.index === ctrl.index);
101
+ if (existing) {
102
+ let hasChanged = false;
103
+ hasChanged ||= existing.isTracking != ctrl.isTracking;
104
+ if (hasChanged) {
105
+ existing.isTracking = ctrl.isTracking;
106
+ this.context.connection.send(this.userStateEvtName, existing);
107
+ }
108
+ }
109
+ else {
110
+ const state: XRControllerState = {
111
+ guid: this.userId + "-" + ctrl.index,
112
+ isTracking: ctrl.isTracking,
113
+ handedness: ctrl.side,
114
+ index: ctrl.index,
115
+ type: ctrl.hand ? "hand" : "controller"
116
+ }
117
+ this.controllerStates.push(state);
118
+ this.context.connection.send(this.userStateEvtName, state);
119
+ if (debug) console.log(`XRSync: ${state.type} ${state.handedness} added`, state.index);
120
+ }
121
+ }
122
+
123
+
124
+ }
125
+
126
+ export class NeedleXRSync {
127
+
128
+ hasState(userId: string | null | undefined) {
129
+ if (!userId) return false;
130
+ return this._states.has(userId);
131
+ }
132
+
133
+ /** Is the left controller or hand tracked */
134
+ isTracking(userId: string | null | undefined, handedness: XRHandedness): boolean | undefined {
135
+ if (!userId) return undefined;
136
+ const user = this._states.get(userId);
137
+ if (!user) return undefined;
138
+ const ctrl = user.controllerStates.find(x => x.handedness === handedness);
139
+ return ctrl?.isTracking || false;
140
+ }
141
+
142
+ /** Is it hand tracking or a controller */
143
+ getDeviceType(userId: string, handedness: XRHandedness): XRControllerType | undefined | "unknown" {
144
+ if (!userId) return undefined;
145
+ const user = this._states.get(userId);
146
+ if (!user) return undefined;
147
+ const ctrl = user.controllerStates.find(x => x.handedness === handedness);
148
+ return ctrl?.type || "unknown";
149
+ }
150
+
151
+ private readonly context: Context;
152
+
153
+ constructor(context: Context) {
154
+ this.context = context;
155
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
156
+ this.context.connection.beginListen(RoomEvents.LeftRoom, this.onLeftRoom)
157
+ this.context.connection.beginListen(RoomEvents.UserJoinedRoom, this.onOtherUserJoinedRoom);
158
+ this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onOtherUserLeftRoom);
159
+ }
160
+ destroy() {
161
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
162
+ this.context.connection.stopListen(RoomEvents.LeftRoom, this.onLeftRoom)
163
+ this.context.connection.stopListen(RoomEvents.UserJoinedRoom, this.onOtherUserJoinedRoom);
164
+ this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onOtherUserLeftRoom);
165
+ }
166
+
167
+ private onJoinedRoom = () => {
168
+ if (this.context.connection.connectionId) {
169
+ if (!this._states.has(this.context.connection.connectionId)) {
170
+ if (debug) console.log("XRSync: Local user joined room", this.context.connection.connectionId);
171
+ this._states.set(this.context.connection.connectionId, new XRUserState(this.context.connection.connectionId, this.context));
172
+ }
173
+ for (const user of this.context.connection.usersInRoom()) {
174
+ if (!this._states.has(user)) {
175
+ this._states.set(user, new XRUserState(user, this.context));
176
+ }
177
+ }
178
+ }
179
+ }
180
+ private onLeftRoom = () => {
181
+ if (this.context.connection.connectionId) {
182
+ if (!this._states.has(this.context.connection.connectionId)) {
183
+ const state = this._states.get(this.context.connection.connectionId);
184
+ state?.dispose();
185
+ this._states.delete(this.context.connection.connectionId);
186
+ }
187
+ }
188
+ }
189
+ private onOtherUserJoinedRoom = (evt: UserJoinedOrLeftRoomModel) => {
190
+ const userId = evt.userId;
191
+ if (!this._states.has(userId)) {
192
+ if (debug) console.log("XRSync: Remote user joined room", userId);
193
+ this._states.set(userId, new XRUserState(userId, this.context));
194
+ }
195
+ }
196
+ private onOtherUserLeftRoom = (evt: UserJoinedOrLeftRoomModel) => {
197
+ const userId = evt.userId;
198
+ if (!this._states.has(userId)) {
199
+ const state = this._states.get(userId);
200
+ state?.dispose();
201
+ this._states.delete(userId);
202
+ }
203
+ }
204
+
205
+ private _states: Map<string, XRUserState> = new Map();
206
+
207
+ onUpdate(session: NeedleXRSession) {
208
+ if (this.context.connection.isConnected && this.context.connection.connectionId) {
209
+ const localState = this._states.get(this.context.connection.connectionId);
210
+ localState?.update(session);
211
+ }
212
+ }
213
+
214
+ onExitXR(session: NeedleXRSession) {
215
+ if (this.context.connection.isConnected && this.context.connection.connectionId) {
216
+ const localState = this._states.get(this.context.connection.connectionId);
217
+ localState?.onExitXR(session);
218
+ }
219
+ }
220
+
221
+ }
src/engine/xr/SceneTransition.ts ADDED
@@ -0,0 +1,79 @@
1
+ import { Camera, DoubleSide, Mesh, MeshBasicMaterial, PlaneGeometry } from "three";
2
+
3
+ import { Mathf } from "../engine_math.js";
4
+
5
+ export class SceneTransition {
6
+
7
+ private readonly _fadeToColorQuad: Mesh;
8
+ private readonly _fadeToColorMaterial: MeshBasicMaterial;
9
+
10
+ constructor() {
11
+ this._fadeToColorMaterial = new MeshBasicMaterial({
12
+ color: 0x000000,
13
+ transparent: true,
14
+ depthTest: false,
15
+ fog: false,
16
+ side: DoubleSide,
17
+ });
18
+ this._fadeToColorQuad = new Mesh(new PlaneGeometry(10, 10), this._fadeToColorMaterial);
19
+ }
20
+
21
+ dispose() {
22
+ this._fadeToColorQuad.geometry.dispose();
23
+ this._fadeToColorMaterial.dispose();
24
+ }
25
+
26
+ update(camera: Camera, dt: number) {
27
+ const quad = this._fadeToColorQuad;
28
+ const mat = this._fadeToColorMaterial;
29
+
30
+ // make sure the quad is in the scene
31
+ if (quad.parent !== camera && mat.opacity > 0) {
32
+ camera.add(quad);
33
+ }
34
+ else if (mat.opacity === 0) {
35
+ quad.removeFromParent();
36
+ }
37
+ quad.layers.set(2);
38
+ quad.material = this._fadeToColorMaterial!;
39
+ quad.position.z = -1;
40
+ // because of TMUI
41
+ quad.renderOrder = Infinity;
42
+ // perform the fade
43
+ const fadeValue = this._requestedFadeValue;
44
+ mat.opacity = Mathf.lerp(mat.opacity, fadeValue, dt / .03);
45
+
46
+ // check if we're close enough to the desired value:
47
+ if (Math.abs(mat.opacity - fadeValue) <= .01) {
48
+ if (this._transitionResolve) {
49
+ this._transitionResolve();
50
+ this._transitionResolve = null;
51
+ this._transitionPromise = null;
52
+ this._requestedFadeValue = 0;
53
+ }
54
+ }
55
+ }
56
+ remove() {
57
+ this._fadeToColorQuad.removeFromParent();
58
+ }
59
+
60
+ /** Call to fade rendering to black for a short moment (the returned promise will be resolved when fully black)
61
+ * This can be used to mask scene transitions or teleportation
62
+ * @returns a promise that is resolved when the screen is fully black
63
+ * @example `fadeTransition().then(() => { <fully_black> })`
64
+ */
65
+ fadeTransition() {
66
+ if (this._transitionPromise) return this._transitionPromise;
67
+ this._requestedFadeValue = 1;
68
+ const promise = new Promise<void>(resolve => {
69
+ this._transitionResolve = resolve;
70
+ });
71
+ this._transitionPromise = promise;
72
+ return promise;
73
+ }
74
+
75
+
76
+ private _requestedFadeValue: number = 0;
77
+ private _transitionPromise: Promise<void> | null = null;
78
+ private _transitionResolve: (() => void) | null = null;
79
+ }
src/engine-components/webxr/TeleportTarget.ts ADDED
@@ -0,0 +1,9 @@
1
+ import { Behaviour } from "../Component.js";
2
+
3
+ /** This component is just used as a marker on objects for WebXR teleportation
4
+ * The default XRControllerMovement script checks if this component is on the object you are pointing at and if so it will teleport to that location if triggered
5
+ * If the component is not present it won't teleport
6
+ */
7
+ export class TeleportTarget extends Behaviour {
8
+
9
+ }
src/engine/xr/TempXRContext.ts ADDED
@@ -0,0 +1,183 @@
1
+ import { AxesHelper, Camera, Color, DirectionalLight, GridHelper, Mesh, MeshBasicMaterial, MeshStandardMaterial, PerspectiveCamera, Scene, WebGLRenderer } from "three";
2
+
3
+ import { ObjectUtils, PrimitiveType } from "../engine_create_objects.js";
4
+ import { Mathf } from "../engine_math.js";
5
+ import { delay } from "../engine_utils.js";
6
+
7
+ declare type SessionInfo = { session: XRSession, mode: XRSessionMode, init: XRSessionInit };
8
+
9
+ /** Create with static `start`- used to start an XR session while waiting for session granted */
10
+ export class TemporaryXRContext {
11
+
12
+ private static _active: TemporaryXRContext | null = null;
13
+ static get active() {
14
+ return this._active;
15
+ }
16
+
17
+ private static _requestInFlight = false;
18
+
19
+ static async start(mode: XRSessionMode, init: XRSessionInit) {
20
+ if (this._active) {
21
+ console.error("Cannot start a new XR session while one is already active");
22
+ return null;
23
+ }
24
+ if (this._requestInFlight) {
25
+ console.error("Cannot start a new XR session while a request is already in flight");
26
+ return null;
27
+ }
28
+
29
+ if ('xr' in navigator && navigator.xr) {
30
+ if (!init) {
31
+ console.error("XRSessionInit must be provided");
32
+ return null;
33
+ }
34
+ this._requestInFlight = true;
35
+ const session = await navigator.xr.requestSession(mode, init);
36
+ session.addEventListener("end", () => {
37
+ this._active = null;
38
+ });
39
+ if (!this._requestInFlight) {
40
+ session.end();
41
+ return null;
42
+ }
43
+ this._requestInFlight = false;
44
+ this._active = new TemporaryXRContext(mode, init, session);
45
+ return this._active;
46
+ }
47
+
48
+ return null;
49
+ }
50
+
51
+ static async handoff(): Promise<SessionInfo | null> {
52
+ if (this._active) {
53
+ return this._active.handoff();
54
+ }
55
+ return null;
56
+ }
57
+
58
+ static async stop() {
59
+ this._requestInFlight = false;
60
+ if (this._active) {
61
+ await this._active.end();
62
+ await delay(100);
63
+ }
64
+ this._active = null;
65
+ }
66
+
67
+ private readonly _session: XRSession | null;
68
+ private readonly _mode: XRSessionMode;
69
+ private readonly _init: XRSessionInit;
70
+
71
+ private readonly _renderer: WebGLRenderer;
72
+ private readonly _camera: Camera;
73
+ private readonly _scene: Scene;
74
+
75
+ private constructor(mode: XRSessionMode, init: XRSessionInit, session: XRSession) {
76
+ this._mode = mode;
77
+ this._init = init;
78
+ this._session = session;
79
+ this._session.addEventListener("end", this.onEnd);
80
+
81
+ this._renderer = new WebGLRenderer({ alpha: true });
82
+ this._renderer.setAnimationLoop(this.onFrame);
83
+ this._renderer.xr.setSession(session);
84
+ this._renderer.xr.enabled = true;
85
+ this._camera = new PerspectiveCamera();
86
+ this._scene = new Scene();
87
+ this._scene.add(this._camera);
88
+ this.setupScene();
89
+ }
90
+
91
+ end() {
92
+ if (!this._session) return Promise.resolve();
93
+ return this._session.end();
94
+ }
95
+
96
+ /** returns the session and session info and stops the temporary rendering */
97
+ async handoff() {
98
+ if (!this._session) throw new Error("Cannot handoff a session that has already ended");
99
+ const info: SessionInfo = {
100
+ session: this._session,
101
+ mode: this._mode,
102
+ init: this._init
103
+ };
104
+ await this.onBeforeHandoff();
105
+ // calling onEnd here directly because we dont end the session
106
+ this.onEnd();
107
+ // set the session to null because we dont want this class to accidentaly end the session
108
+ //@ts-ignore
109
+ this._session = null;
110
+ return info;
111
+ }
112
+
113
+ private onEnd = () => {
114
+ this._session?.removeEventListener("end", this.onEnd);
115
+ this._renderer.setAnimationLoop(null);
116
+ this._renderer.dispose();
117
+ this._scene.clear();
118
+ }
119
+
120
+ private _lastTime = 0;
121
+ private onFrame = (time: DOMHighResTimeStamp, _frame: XRFrame) => {
122
+ const dt = time - this._lastTime;
123
+ this.update(time, dt);
124
+ if (this._camera.parent !== this._scene) {
125
+ this._scene.add(this._camera);
126
+ }
127
+ this._renderer.render(this._scene, this._camera);
128
+ }
129
+
130
+ /** can be used to prepare the user or fade to black */
131
+ private async onBeforeHandoff() {
132
+ const obj = ObjectUtils.createPrimitive(PrimitiveType.Cube);
133
+ obj.position.z = -3;
134
+ obj.position.y = .5;
135
+ this._scene.add(obj);
136
+ await delay(4000);
137
+ this._scene.clear();
138
+ await delay(100);
139
+ }
140
+
141
+
142
+ private _spheres: Mesh[] = [];
143
+ private setupScene() {
144
+ this._scene.background = new Color(0x000000);
145
+ this._scene.add(new GridHelper(5, 10, 0x111111, 0x222222));
146
+
147
+ const light = new DirectionalLight(0xffffff, 1);
148
+ light.position.set(2, 2, 2);
149
+ light.castShadow = false;
150
+ this._scene.add(light);
151
+
152
+ const light2 = new DirectionalLight(0xffffff, 1);
153
+ light2.position.set(-2, -2, -2);
154
+ light2.castShadow = false;
155
+ this._scene.add(light2);
156
+
157
+ const sphereRange = 50;
158
+ for (let i = 0; i < 100; i++) {
159
+ const sphere = ObjectUtils.createPrimitive(PrimitiveType.Sphere, {
160
+ material: new MeshStandardMaterial({
161
+ color: 0x222222,
162
+ metalness: 1,
163
+ roughness: .8,
164
+ })
165
+ });
166
+ sphere.position.x = Mathf.random(-sphereRange, sphereRange);
167
+ sphere.position.y = Mathf.random(3, 40);
168
+ sphere.position.z = Mathf.random(-sphereRange, sphereRange);
169
+ sphere.scale.multiplyScalar(2);
170
+ this._spheres.push(sphere);
171
+ this._scene.add(sphere);
172
+ }
173
+ }
174
+
175
+ private update(time: number, _deltaTime: number) {
176
+
177
+ const speed = time * .0004;
178
+ for (let i = 0; i < this._spheres.length; i++) {
179
+ const sphere = this._spheres[i];
180
+ sphere.position.y += Math.sin(speed + i * .5) * 0.002;
181
+ }
182
+ }
183
+ }
src/engine-components/webxr/types.ts ADDED
@@ -0,0 +1,4 @@
1
+
2
+ export interface XRMovementBehaviour {
3
+ isXRMovementHandler: true;
4
+ }
src/engine/xr/utils.ts ADDED
@@ -0,0 +1,40 @@
1
+ import { Object3D } from "three";
2
+
3
+ import { AssetReference } from "../engine_addressables.js";
4
+ import type { SourceIdentifier } from "../engine_types.js";
5
+ import { getParam } from "../engine_utils.js";
6
+
7
+ const debug = getParam("debugwebxr");
8
+
9
+ export class NeedleXRUtils {
10
+
11
+ /** Searches the hierarchy for objects following a specific naming scheme */
12
+ static tryFindAvatarObjects(obj: Object3D, sourceId: SourceIdentifier, result: { head?: AssetReference, leftHand?: AssetReference, rightHand?: AssetReference }) {
13
+ if (result.head && result.leftHand && result.rightHand) return;
14
+
15
+ const name = obj.name.toLocaleLowerCase();
16
+
17
+ if (!result.head && name.includes("head")) {
18
+ if (debug) console.log("FOUND AVATAR HEAD", obj.name)
19
+ result.head = new AssetReference("", sourceId, obj);
20
+ }
21
+ if (name.includes("hand")) {
22
+ if (!result.leftHand && name.includes("left")) {
23
+ if (debug) console.log("FOUND AVATAR LEFT HAND", obj.name)
24
+ result.leftHand = new AssetReference("", sourceId, obj);
25
+ }
26
+ if (!result.rightHand && name.includes("right")) {
27
+ if (debug) console.log("FOUND AVATAR RIGHT HAND", obj.name)
28
+ result.rightHand = new AssetReference("", sourceId, obj);
29
+ }
30
+ }
31
+
32
+ for (let i = 0; i < obj.children.length; i++) {
33
+ if (result.head && result.leftHand && result.rightHand) return;
34
+ const child = obj.children[i];
35
+ this.tryFindAvatarObjects(child, sourceId, result);
36
+ }
37
+ }
38
+
39
+
40
+ }
src/engine-components/webxr/WebXRButtons.ts ADDED
@@ -0,0 +1,348 @@
1
+ import { isDevEnvironment } from "../../engine/debug/index.js";
2
+ import { Context } from "../../engine/engine_context.js";
3
+ import { generateQRCode } from "../../engine/engine_utils.js";
4
+ import { isMozillaXR } from "../../engine/engine_utils.js";
5
+ import { NeedleXRSession } from "../../engine/engine_xr.js";
6
+ import { GameObject } from "../Component.js";
7
+ import { USDZExporter } from "../export/usdz/USDZExporter.js";
8
+
9
+ const webXRElementName = "needle-webxr-buttons";
10
+
11
+ // TODO: add feedback process to the buttons when XR session is requested/pending... perhaps we need to expose an event on the NeedleXRSession class for this
12
+
13
+ export class NeedleWebXRHtmlElement extends HTMLElement {
14
+
15
+ static create() {
16
+ return document.createElement(webXRElementName) as NeedleWebXRHtmlElement;
17
+ }
18
+
19
+ static getOrCreate(context: Context) {
20
+ const domElement = context.domElement;
21
+ let el = domElement.querySelector(webXRElementName);
22
+ if (!el) {
23
+ el = NeedleWebXRHtmlElement.create();
24
+ domElement.appendChild(el);
25
+ };
26
+ return el as NeedleWebXRHtmlElement;
27
+ }
28
+
29
+ private readonly root: HTMLElement;
30
+
31
+ constructor() {
32
+ super();
33
+ this.attachShadow({ mode: 'open' });
34
+ const template = document.createElement('template');
35
+ template.innerHTML = `<style>
36
+ :host {
37
+ position: absolute;
38
+ display: flex;
39
+ flex-wrap: wrap;
40
+ justify-content: center;
41
+ /** increase z-index (nipplejs has 999 as default) */
42
+ z-index: 5000;
43
+ width: 100%;
44
+ bottom: 100px;
45
+ left: 50%;
46
+ transform: translateX(-50%);
47
+ }
48
+ :host button {
49
+ font-family: Roboto, sans-serif, Arial;
50
+ border: none;
51
+ color: black;
52
+ background: rgba(255, 255, 255, 1);
53
+ margin: 5px 5px;
54
+ padding: 0.5rem .7rem;
55
+ font-size: 1rem;
56
+ white-space: nowrap;
57
+ transition: all 0.2s ease-in-out;
58
+ border-radius: .2rem;
59
+ border: rgba(255, 255, 255, 0.2) solid 1px;
60
+ box-shadow: 0 0 12px rgba(0, 0, 0, 0.2);
61
+ font-weight: normal;
62
+ }
63
+ :host button:hover {
64
+ cursor: pointer;
65
+ background: rgba(255, 255, 255, 1);
66
+ box-shadow: inset 0 0 10px rgba(0, 0, 0, 0.1), 0 0 15px rgba(255, 255, 255, 0.2);
67
+ transition: all 0.1s ease-in-out;
68
+ }
69
+ :host button:disabled {
70
+ background: rgba(200, 200, 200, 1);
71
+ color: rgba(100, 100, 100, 1);
72
+ border: rgba(0,0,0,0) 1px solid;
73
+ box-shadow: none;
74
+ cursor: initial;
75
+ }
76
+ :host button.this-mode-is-requested {
77
+ font-weight: bold;
78
+ background: repeating-linear-gradient(to right, #fff 0%, #fff 40%, #aaffff 55%, #fff 80%);
79
+ background-size: 200% auto;
80
+ background-position: 0 100%;
81
+ animation: AnimationName .7s ease infinite forwards;
82
+ }
83
+ :host button.other-mode-is-requested {
84
+ }
85
+
86
+ @keyframes AnimationName {
87
+ 0% { background-position: 0% 0 }
88
+ 100% { background-position: -200% 0 }
89
+ }
90
+
91
+ :host .qr-code-container {
92
+ position: absolute;
93
+ display: initial;
94
+ bottom: 100%;
95
+ left: 50%;
96
+ transform: translateX(-50%) translateY(-10px);
97
+ background-color: white;
98
+ padding: 1.2rem;
99
+ border-radius: 0.4rem;
100
+ pointer-events: all;
101
+ opacity: 1;
102
+ transition: opacity 0.2s ease-in-out;
103
+ box-shadow: 0 0 12px rgba(0, 0, 0, 0.2);
104
+ }
105
+
106
+ :host .qr-code-container img {
107
+ max-width: calc(min(100vw, 300px) - 20px);
108
+ }
109
+
110
+ :host .qr-code-container.hidden {
111
+ opacity: 0;
112
+ display: none; /* prevents the QR code from overflowing the body when it's actually disabled but breaks animation */
113
+ pointer-events: none;
114
+ }
115
+ </style>
116
+ `;
117
+
118
+ this.root = document.createElement("div");
119
+ if (window.location.protocol !== "https:") {
120
+ this.root.classList.add("needs-https");
121
+ }
122
+ if (this.shadowRoot) {
123
+ this.shadowRoot.appendChild(template.content.cloneNode(true));
124
+ this.shadowRoot.appendChild(this.root);
125
+ }
126
+ }
127
+
128
+ private get isSecureConnection() { return window.location.protocol === "https:"; }
129
+
130
+ /** @returns the quicklook button if it was created */
131
+ get quicklookButton() { return this.shadowRoot?.querySelector("[data-needle='quicklook-button']") as HTMLButtonElement | null; }
132
+ /** get or create the quicklook button
133
+ * Behaviour of the button:
134
+ * - if the button is clicked a USDZExporter component will be searched for in the scene and if found, it will be used to export the scene to USDZ / Quicklook
135
+ */
136
+ createQuicklookButton(): HTMLButtonElement {
137
+ const existingButton = this.shadowRoot?.querySelector("[data-needle='quicklook-button']") as HTMLButtonElement | null;
138
+ if (existingButton) return existingButton;
139
+ const button = document.createElement("button");
140
+ button.dataset["needle"] = "quicklook-button";
141
+ button.innerText = "Open in Quicklook";
142
+ button.addEventListener("click", () => {
143
+ const usdzExporter = GameObject.findObjectOfType(USDZExporter);
144
+ if (usdzExporter) {
145
+ usdzExporter.exportAsync();
146
+ }
147
+ else {
148
+ console.warn("No USDZExporter component found in the scene");
149
+ }
150
+ });
151
+ this.hideElementDuringXRSession(button);
152
+ this.root?.appendChild(button);
153
+ return button;
154
+ }
155
+
156
+ /** @returns the WebXR AR button if it was created */
157
+ get arButton() { return this.shadowRoot?.querySelector("[data-needle='webxr-ar-button']") as HTMLButtonElement | null; }
158
+ /** get or create the WebXR AR button
159
+ * @param init optional session init options
160
+ * Behaviour of the button:
161
+ * - if the device supports AR, the button will be visible and clickable
162
+ * - if the device does not support AR, the button will be hidden
163
+ * - if the device changes and now supports AR, the button will be visible
164
+ */
165
+ createARButton(init?: XRSessionInit): HTMLButtonElement {
166
+ const existingButton = this.shadowRoot?.querySelector("[data-needle='webxr-ar-button']") as HTMLButtonElement | null;
167
+ if (existingButton) return existingButton;
168
+ const mode: XRSessionMode = "immersive-ar";
169
+ const button = document.createElement("button");
170
+ button.classList.add("webxr-button");
171
+ button.dataset["needle"] = "webxr-ar-button";
172
+ button.innerText = "Enter AR";
173
+ button.title = "Click to start a WebXR session in AR";
174
+ button.addEventListener("click", () => NeedleXRSession.start(mode, init));
175
+ this.updateSessionSupported(button, mode);
176
+ this.listenToXRSessionState(button, mode);
177
+ this.hideElementDuringXRSession(button);
178
+ this.root?.appendChild(button);
179
+
180
+ if (!this.isSecureConnection) {
181
+ button.disabled = true;
182
+ button.title = "WebXR requires a secure connection (HTTPS)";
183
+ }
184
+
185
+ if (!isMozillaXR()) // WebXR Viewer can't attach events before session start
186
+ navigator.xr?.addEventListener("devicechange", () => this.updateSessionSupported(button, mode));
187
+
188
+ return button;
189
+ }
190
+
191
+ /** @returns the WebXR VR button if it was created */
192
+ get vrButton() { return this.shadowRoot?.querySelector("[data-needle='webxr-vr-button']") as HTMLButtonElement | null; }
193
+ /** get or create the WebXR VR button
194
+ * @param init optional session init options
195
+ * Behaviour of the button:
196
+ * - if the device supports VR, the button will be visible and clickable
197
+ * - if the device does not support VR, the button will be hidden
198
+ * - if the device changes and now supports VR, the button will be visible
199
+ */
200
+ createVRButton(init?: XRSessionInit): HTMLButtonElement {
201
+ const hasButton = this.shadowRoot?.querySelector("[data-needle='webxr-vr-button']");
202
+ if (hasButton) return hasButton as HTMLButtonElement;
203
+ const mode: XRSessionMode = "immersive-vr";
204
+ const button = document.createElement("button");
205
+ button.classList.add("webxr-button");
206
+ button.dataset["needle"] = "webxr-vr-button";
207
+ button.innerText = "Enter VR";
208
+ button.title = "Click to start a WebXR session in VR";
209
+ button.addEventListener("click", () => NeedleXRSession.start(mode, init));
210
+ this.updateSessionSupported(button, mode);
211
+ this.listenToXRSessionState(button, mode);
212
+ this.hideElementDuringXRSession(button);
213
+ this.root?.appendChild(button);
214
+
215
+ if (!this.isSecureConnection) {
216
+ button.disabled = true;
217
+ button.title = "WebXR requires a secure connection (HTTPS)";
218
+ }
219
+
220
+ if (!isMozillaXR()) // WebXR Viewer can't attach events before session start
221
+ navigator.xr?.addEventListener("devicechange", () => this.updateSessionSupported(button, mode));
222
+
223
+ return button;
224
+ }
225
+
226
+ /** @returns the Send to Quest button */
227
+ get sendToQuestButton() { return this.shadowRoot?.querySelector("[data-needle='webxr-sendtoquest-button']") as HTMLButtonElement | null; }
228
+ /** get or create the Send To Quest button
229
+ * Behaviour of the button:
230
+ * - if the button is clicked, the current URL will be sent to the Oculus Browser on the Quest
231
+ */
232
+ createSendToQuestButton(): HTMLButtonElement {
233
+ const hasButton = this.shadowRoot?.querySelector("[data-needle='webxr-sendtoquest-button']");
234
+ if (hasButton) return hasButton as HTMLButtonElement;
235
+ const baseUrl = `https://oculus.com/open_url/?url=`
236
+ const button = document.createElement("button");
237
+ button.dataset["needle"] = "webxr-sendtoquest-button";
238
+ button.innerText = "Open on Quest";
239
+ button.title = "Click to send this page to the Oculus Browser on your Quest";
240
+ button.addEventListener("click", () => {
241
+ const urlParameter = encodeURIComponent(window.location.href);
242
+ window.open(baseUrl + urlParameter);
243
+ });
244
+ this.listenToXRSessionState(button);
245
+ this.hideElementDuringXRSession(button);
246
+ // make sure to hide the button when we have VR support directly on the device
247
+ if (!isMozillaXR()) { // WebXR Viewer can't attach events before session start
248
+ navigator.xr?.addEventListener("devicechange", () => {
249
+ if (navigator.xr?.isSessionSupported("immersive-vr")) {
250
+ button.style.display = "none";
251
+ }
252
+ else {
253
+ button.style.display = "";
254
+ }
255
+ });
256
+ }
257
+ this.root?.appendChild(button);
258
+ return button;
259
+ }
260
+
261
+ async createQRCode() {
262
+ const wrapper = document.createElement("div");
263
+ wrapper.style.position = "relative";
264
+ wrapper.style.display = "inline-block";
265
+ this.hideElementDuringXRSession(wrapper);
266
+
267
+ const qrCodeContainer = document.createElement("div");
268
+ qrCodeContainer.classList.add("qr-code-container");
269
+ qrCodeContainer.classList.add("hidden");
270
+ generateAndInsertQRCode();
271
+
272
+ const qrCodeButton = document.createElement("button");
273
+ qrCodeButton.innerText = "QR Code";
274
+ qrCodeButton.title = "Scan this QR code with your phone to open this page";
275
+
276
+ qrCodeButton.addEventListener("click", () => {
277
+ qrCodeContainer.classList.toggle("hidden");
278
+ if (qrCodeContainer.classList.contains("hidden")) return;
279
+ // generate the qr code when the button is clicked - this ensures that we get the QRcode with the latest URL
280
+ generateAndInsertQRCode();
281
+ });
282
+ async function generateAndInsertQRCode() {
283
+ const size = 200;
284
+ const code = await generateQRCode({
285
+ text: window.location.href,
286
+ width: size,
287
+ height: size,
288
+ });
289
+ qrCodeContainer.innerHTML = "";
290
+ qrCodeContainer.appendChild(code);
291
+ }
292
+
293
+ wrapper.appendChild(qrCodeButton);
294
+ wrapper.appendChild(qrCodeContainer);
295
+
296
+ this.root?.appendChild(wrapper);
297
+ }
298
+
299
+ private updateSessionSupported(button: HTMLButtonElement, mode: XRSessionMode) {
300
+ if (!navigator.xr) {
301
+ button.style.display = "none";
302
+ return;
303
+ }
304
+ navigator.xr.isSessionSupported(mode).then(supported => {
305
+ button.style.display = !supported ? "none" : "";
306
+ if (isDevEnvironment() && !supported) console.warn(mode + " is not supported on this device - make sure your server runs using HTTPS and you have a device connected that supports " + mode);
307
+ });
308
+ }
309
+
310
+ private hideElementDuringXRSession(element: HTMLElement) {
311
+ NeedleXRSession.onXRSessionStart(_ => {
312
+ element["previous-display"] = element.style.display;
313
+ element.style.display = "none";
314
+ });
315
+ NeedleXRSession.onXRSessionEnd(_ => {
316
+ if (element["previous-display"] != undefined)
317
+ element.style.display = element["previous-display"];
318
+ });
319
+ }
320
+
321
+ private listenToXRSessionState(button: HTMLButtonElement, mode?: XRSessionMode) {
322
+
323
+ if (mode) {
324
+ NeedleXRSession.onSessionRequestStart(args => {
325
+ if (args.mode === mode) {
326
+ button.classList.add("this-mode-is-requested");
327
+ // button["original-text"] = button.innerText;
328
+ // let modeText = mode === "immersive-vr" ? "VR" : "AR";
329
+ // button.innerText = "Starting " + modeText + "...";
330
+ }
331
+ else {
332
+ button["was-disabled"] = button.disabled;
333
+ button.disabled = true;
334
+ button.classList.add("other-mode-is-requested");
335
+ }
336
+ });
337
+ NeedleXRSession.onSessionRequestEnd(_ => {
338
+ button.classList.remove("this-mode-is-requested");
339
+ button.classList.remove("other-mode-is-requested");
340
+ button.disabled = button["was-disabled"];
341
+ // button.innerText = button["original-text"];
342
+ });
343
+ }
344
+ }
345
+ }
346
+
347
+ if (!customElements.get(webXRElementName))
348
+ customElements.define(webXRElementName, NeedleWebXRHtmlElement);
src/engine-components/webxr/controllers/XRControllerFollow.ts ADDED
@@ -0,0 +1,67 @@
1
+
2
+ import { serializable } from "../../../engine/engine_serialization_decorator.js";
3
+ import { NeedleXREventArgs } from "../../../engine/engine_xr.js";
4
+ import { Behaviour } from "../../Component.js";
5
+
6
+
7
+ /** Add this script to an object and set `side` to make the object follow a specific controller */
8
+ export class XRControllerFollow extends Behaviour {
9
+
10
+ // override active and enabled here so that we always receive xr update events
11
+ get activeAndEnabled() {
12
+ return true;
13
+ }
14
+
15
+ /** should this object follow a right hand/controller or left hand/controller */
16
+ @serializable()
17
+ side: XRHandedness = "none";
18
+
19
+ /** should it follow controllers (the physics controller) */
20
+ @serializable()
21
+ controller: boolean = true;
22
+
23
+ /** should it follow hands (when using hand tracking in WebXR) */
24
+ hands: boolean = false;
25
+
26
+ /** Disable if you don't want this script to modify the object's visibility
27
+ * If enabled the object will be hidden when the configured controller or hand is not available
28
+ * If disabled this script will not modify the object's visibility
29
+ */
30
+ controlVisibility: boolean = true;
31
+
32
+ /** when true it will use the grip space, otherwise the ray space */
33
+ useGripSpace = false;
34
+
35
+ onUpdateXR(args: NeedleXREventArgs): void {
36
+
37
+ // try to get the controller
38
+ const ctrl = args.xr.getController(this.side);
39
+ if (ctrl) {
40
+ // check if this is a hand and hands are allowed
41
+ if (ctrl.hand && !this.hands) {
42
+ if (this.controlVisibility)
43
+ this.gameObject.visible = false;
44
+ return;
45
+ }
46
+ // check if this is a controller and controllers are allowed
47
+ else if (!this.controller) {
48
+ if (this.controlVisibility)
49
+ this.gameObject.visible = false;
50
+ return;
51
+ }
52
+ // we're following a controller (or hand)
53
+ if (this.controlVisibility)
54
+ this.gameObject.visible = true;
55
+ if (this.useGripSpace) {
56
+ this.gameObject.worldPosition = ctrl.gripWorldPosition;
57
+ this.gameObject.worldQuaternion = ctrl.gripWorldQuaternion;
58
+ }
59
+ else {
60
+ this.gameObject.worldPosition = ctrl.rayWorldPosition;
61
+ this.gameObject.worldQuaternion = ctrl.rayWorldQuaternion;
62
+ }
63
+ }
64
+
65
+ }
66
+
67
+ }
src/engine-components/webxr/controllers/XRControllerModel.ts ADDED
@@ -0,0 +1,307 @@
1
+ import { AxesHelper, Group, Material, Mesh, Object3D, XRHandSpace } from "three";
2
+ import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
3
+ import { XRControllerModelFactory } from "three/examples/jsm/webxr/XRControllerModelFactory.js";
4
+ import { XRHandMeshModel } from "three/examples/jsm/webxr/XRHandMeshModel.js";
5
+
6
+ import { showBalloonWarning } from "../../../engine/debug/index.js";
7
+ import { AssetReference } from "../../../engine/engine_addressables.js";
8
+ import { setDontDestroy } from "../../../engine/engine_gameobject.js";
9
+ import { Gizmos } from "../../../engine/engine_gizmos.js";
10
+ import { addDracoAndKTX2Loaders } from "../../../engine/engine_loaders.js";
11
+ import { serializable } from "../../../engine/engine_serialization_decorator.js";
12
+ import { IGameObject } from "../../../engine/engine_types.js";
13
+ import { getParam } from "../../../engine/engine_utils.js";
14
+ import { NeedleXRController, NeedleXRControllerEventArgs, NeedleXREventArgs, NeedleXRSession } from "../../../engine/engine_xr.js";
15
+ import { Behaviour, GameObject } from "../../Component.js"
16
+
17
+ const debug = getParam("debugwebxr");
18
+
19
+ const handsJointBuffer = new Float32Array(16 * 25);
20
+ const renderingUpdateTimings = new Array<number>();
21
+
22
+ export class XRControllerModel extends Behaviour {
23
+
24
+ @serializable()
25
+ createControllerModel: boolean = true;
26
+
27
+ @serializable()
28
+ createHandModel: boolean = true;
29
+
30
+ /** assign a model or model url to create custom hand models */
31
+ @serializable(AssetReference)
32
+ customLeftHand?: AssetReference;
33
+ /** assign a model or model url to create custom hand models */
34
+ @serializable(AssetReference)
35
+ customRightHand?: AssetReference;
36
+
37
+
38
+ static readonly factory: XRControllerModelFactory = new XRControllerModelFactory();
39
+
40
+ supportsXR(mode: XRSessionMode): boolean {
41
+ return mode === "immersive-vr" || mode === "immersive-ar";
42
+ }
43
+
44
+ private _models = new Array<{ model?: IGameObject, controller: NeedleXRController, handmesh?: XRHandMeshModel }>();
45
+
46
+
47
+ async onXRControllerAdded(args: NeedleXRControllerEventArgs) {
48
+ // TODO we may want to treat controllers differently in AR/Passthrough mode
49
+ const isSupportedSession = args.xr.isVR || args.xr.isPassThrough;
50
+ if (!isSupportedSession) return;
51
+
52
+ const { controller } = args;
53
+
54
+ if (debug) console.warn("Add Controller Model for", controller.side, controller.index)
55
+
56
+ if (this.createControllerModel) {
57
+ if (controller.hand) {
58
+ if (this.createHandModel) {
59
+ const res = await this.loadHandModel(controller);
60
+ if (!res || !controller.connected) {
61
+ res?.handObject?.removeFromParent();
62
+ res?.handmesh?.controller?.removeFromParent();
63
+ return;
64
+ }
65
+ this._models.push({ controller: controller, model: res.handObject, handmesh: res.handmesh });
66
+ this._models.sort((a, b) => a.controller.index - b.controller.index);
67
+ this.scene.add(res.handObject);
68
+ }
69
+ }
70
+ else {
71
+ if (this.createControllerModel) {
72
+ const assetUrl = await controller.getModelUrl();
73
+ if (assetUrl) {
74
+ const model = await this.loadModel(controller, assetUrl);
75
+ if (!model || !controller.connected) return;
76
+ this._models.push({ controller: controller, model });
77
+ this._models.sort((a, b) => a.controller.index - b.controller.index);
78
+ this.scene.add(model);
79
+ // The controller mesh should by default inherit layers.
80
+ model.traverse(child => {
81
+ child.layers.set(2);
82
+ });
83
+ }
84
+ else {
85
+ console.warn("XRControllerModel: no model found for " + controller.side);
86
+ }
87
+ }
88
+ }
89
+ }
90
+ }
91
+ onXRControllerRemoved(args: NeedleXRControllerEventArgs): void {
92
+ // we need to find the index by the controller because if controller 0 is removed first then args.controller.index 1 will be at index 0
93
+ const indexInArray = this._models.findIndex(m => m?.controller === args.controller);
94
+ const entry = this._models[indexInArray];
95
+ if (!entry) return;
96
+ this._models.splice(indexInArray, 1);
97
+
98
+ if (entry.handmesh) {
99
+ entry.handmesh.handModel?.removeFromParent();
100
+ }
101
+ if (entry.model) {
102
+ entry.model.removeFromParent();
103
+ }
104
+ }
105
+ onBeforeRender() {
106
+ if (!NeedleXRSession.active) return;
107
+
108
+ if (debug) renderingUpdateTimings[0] = Date.now();
109
+ // update model
110
+ this.updateRendering(NeedleXRSession.active);
111
+
112
+ if (debug) {
113
+ const dt = Date.now() - renderingUpdateTimings[0];
114
+ renderingUpdateTimings.push(dt);
115
+ if (renderingUpdateTimings.length >= 30) {
116
+ renderingUpdateTimings[0] = 0;
117
+ const avrg = renderingUpdateTimings.reduce((a, b) => a + b, 0) / renderingUpdateTimings.length;
118
+ renderingUpdateTimings.length = 0;
119
+ console.log("[XRControllerModel] " + avrg.toFixed(2) + " ms");
120
+ }
121
+ }
122
+ }
123
+ onLeaveXR(_args: NeedleXREventArgs): void {
124
+ for (const entry of this._models) {
125
+ if (!entry) continue;
126
+ entry.model?.removeFromParent();
127
+ }
128
+ this._models = [];
129
+ }
130
+
131
+ private updateRendering(xr: NeedleXRSession) {
132
+
133
+ for (let i = 0; i < this._models.length; i++) {
134
+ const entry = this._models[i];
135
+ if (!entry) continue;
136
+ const ctrl = entry.controller;
137
+ if (!ctrl.connected) {
138
+ // the actual removal of the model happens in onXRControllerRemoved
139
+ if (debug) console.warn("XRControllerModel.onUpdateXR: controller is not connected anymore", ctrl.side, ctrl.hand);
140
+ continue;
141
+ }
142
+
143
+ // do we have a controller model?
144
+ if (entry.model && !entry.handmesh) {
145
+ // TODO: if the model would just be in the XR rig, we could just set grip position and we would not need to override the scale
146
+ // entry.model.position.copy(ctrl.gripWorldPosition);
147
+ entry.model.position.copy(ctrl.gripPosition);
148
+ // entry.model.quaternion.copy(ctrl.gripWorldQuaternion);
149
+ entry.model.quaternion.copy(ctrl.gripQuaternion);
150
+ entry.model.visible = ctrl.isTracking;
151
+ // ensure that controller models are in rig space
152
+ xr.rig?.gameObject.add(entry.model);
153
+ }
154
+ // do we have a hand mesh?
155
+ else if (ctrl.inputSource.hand && entry.handmesh) {
156
+ const referenceSpace = xr.referenceSpace;
157
+ const hand = this.context.renderer.xr.getHand(ctrl.index);
158
+ // if (referenceSpace && xr.frame.fillPoses) {
159
+ // xr.frame.fillPoses(ctrl.inputSource.hand.values(), referenceSpace, handsJointBuffer);
160
+ // let j = 0;
161
+ // for (const space of ctrl.inputSource.hand.values()) {
162
+ // const joint = hand.joints[space.jointName];
163
+ // if (joint) {
164
+ // joint.matrix.fromArray(handsJointBuffer, j * 16);
165
+ // joint.matrix.decompose(joint.position, joint.quaternion, joint.scale);
166
+ // joint.visible = true;
167
+ // }
168
+ // j++;
169
+ // }
170
+ // }
171
+ // else
172
+ if (referenceSpace && xr.frame.getJointPose) {
173
+ for (const inputjoint of ctrl.inputSource.hand.values()) {
174
+ // The transform of this joint will be updated with the joint pose on each frame
175
+ const joint = hand.joints[inputjoint.jointName];
176
+ if (joint) {
177
+ // Update the joints groups with the XRJoint poses
178
+ const jointPose = ctrl.getHandJointPose(inputjoint);
179
+ if (jointPose) {
180
+ // joint.matrixAutoUpdate = false;
181
+ // joint.matrix.fromArray(jointPose.transform.matrix);
182
+ // joint.matrix.decompose(joint.position, joint.quaternion, joint.scale);
183
+ const { position, quaternion } = xr.convertSpace(jointPose.transform);
184
+ joint.position.copy(position);
185
+ joint.quaternion.copy(quaternion);
186
+ joint.matrixWorldAutoUpdate = false;
187
+ }
188
+ joint.visible = jointPose != null;
189
+ }
190
+ }
191
+ // ensure that the hand renders in rig space
192
+ if (entry.model) {
193
+ entry.model.visible = ctrl.isTracking;
194
+ if (entry.model.visible && entry.model.parent !== xr.rig?.gameObject) {
195
+ xr.rig?.gameObject.add(entry.model);
196
+ }
197
+ entry.model.position.set(0, 0, 0);
198
+ }
199
+
200
+ if (entry.model?.visible) entry.handmesh?.updateMesh();
201
+ }
202
+ }
203
+ }
204
+ }
205
+
206
+ protected async loadModel(controller: NeedleXRController, url: string): Promise<IGameObject | null> {
207
+ if (!controller.connected) {
208
+ console.warn("XRControllerModel.onXRControllerAdded: controller is not connected anymore", controller.side);
209
+ return null;
210
+ }
211
+ const assetReference = AssetReference.getOrCreate("", url);
212
+ const model = await assetReference.instantiate() as GameObject;
213
+ setDontDestroy(model);
214
+
215
+ if (NeedleXRSession.active?.isPassThrough) {
216
+ model.traverseVisible((obj: Object3D) => {
217
+ this.makeOccluder(obj);
218
+ })
219
+ }
220
+ return model as IGameObject;
221
+ }
222
+
223
+ protected async loadHandModel(controller: NeedleXRController): Promise<{ handObject: IGameObject, handmesh: XRHandMeshModel } | null> {
224
+
225
+ const context = this.context;
226
+ const hand = context.renderer.xr.getHand(controller.index);
227
+ if (!hand) {
228
+ if (debug) Gizmos.DrawLabel(controller.rayWorldPosition, "No hand found for index " + controller.index, .05, 5);
229
+ else console.warn("No hand found for index " + controller.index);
230
+ }
231
+
232
+ const loader = new GLTFLoader();
233
+ addDracoAndKTX2Loaders(loader, context);
234
+ loader.setPath('https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles/generic-hand/');
235
+
236
+ // TODO: we should handle the loading here ourselves to not have this requirement of a specific model name
237
+ const expectedHandModelName = controller.side === "left" ? "left." : "right.";
238
+ const customHand = controller.side === "left" ? this.customLeftHand : this.customRightHand;
239
+ if (customHand) {
240
+ if (!customHand.uri.includes(expectedHandModelName)) {
241
+ console.warn("XRControllerModel: custom hand model must be named " + expectedHandModelName);
242
+ showBalloonWarning("Custom Hand: unexpected name, please see the console for details");
243
+ }
244
+ else {
245
+ const basePath = customHand.uri.substring(0, customHand.uri.indexOf(expectedHandModelName));
246
+ loader.setPath(basePath);
247
+ if (debug) console.log("XRControllerModel: loading custom hand model from " + basePath);
248
+ }
249
+ }
250
+
251
+
252
+ const handObject = new Object3D();
253
+ setDontDestroy(handObject);
254
+ // @ts-ignore
255
+ const handmesh = new XRHandMeshModel(handObject, hand, loader.path, controller.inputSource.handedness, loader, (object: Object3D) => {
256
+ // The hand mesh should not receive raycasts
257
+ object.traverseVisible(child => {
258
+ child.layers.set(2);
259
+ if (NeedleXRSession.active?.isPassThrough)
260
+ this.makeOccluder(child);
261
+ });
262
+ if (!controller.connected) {
263
+ if (debug) Gizmos.DrawLabel(controller.rayWorldPosition, "Hand is loaded but not connected anymore", .05, 5);
264
+ object.removeFromParent();
265
+ }
266
+ });
267
+
268
+ if (debug) handObject.add(new AxesHelper(.5));
269
+
270
+ if (controller.inputSource.hand) {
271
+ if (debug) console.log(controller.inputSource.hand);
272
+ for (const inputjoint of controller.inputSource.hand.values()) {
273
+ if (hand.joints[inputjoint.jointName] === undefined) {
274
+ const joint = new Group();
275
+ joint.matrixAutoUpdate = false;
276
+ joint.visible = true;
277
+ // joint.jointRadius = 0.01;
278
+ // @ts-ignore
279
+ hand.joints[inputjoint.jointName] = joint;
280
+ hand.add(joint);
281
+
282
+ }
283
+ }
284
+ }
285
+ else {
286
+ if (debug) {
287
+ Gizmos.DrawLabel(controller.rayWorldPosition, "No inputSource.hand found for index " + controller.index, .05, 5);
288
+ }
289
+ }
290
+
291
+ return { handObject: handObject as IGameObject, handmesh: handmesh };
292
+ }
293
+
294
+ private makeOccluder(obj: Object3D) {
295
+ if (obj instanceof Mesh) {
296
+ let mat = obj.material;
297
+ if (mat instanceof Material) {
298
+ mat = obj.material = mat.clone();
299
+ // depth only
300
+ mat.depthWrite = true;
301
+ mat.depthTest = true;
302
+ mat.colorWrite = false;
303
+ obj.renderOrder = -100;
304
+ }
305
+ }
306
+ }
307
+ }
src/engine-components/webxr/controllers/XRControllerMovement.ts ADDED
@@ -0,0 +1,340 @@
1
+ import { AdditiveBlending, BufferAttribute, Color, DoubleSide, Line, Line3, Mesh, MeshBasicMaterial, Object3D, RingGeometry, SubtractiveBlending, Vector3 } from "three";
2
+ import { Line2 } from "three/examples/jsm/lines/Line2.js";
3
+ import { LineGeometry } from "three/examples/jsm/lines/LineGeometry.js";
4
+ import { LineMaterial } from "three/examples/jsm/lines/LineMaterial.js";
5
+
6
+ import { Gizmos } from "../../../engine/engine_gizmos.js";
7
+ import { Mathf } from "../../../engine/engine_math.js";
8
+ import { RaycastTestObjectCallback } from "../../../engine/engine_physics.js";
9
+ import { serializable } from "../../../engine/engine_serialization.js"
10
+ import { getTempVector, getWorldQuaternion, getWorldScale } from "../../../engine/engine_three_utils.js";
11
+ import { IGameObject } from "../../../engine/engine_types.js";
12
+ import { getParam } from "../../../engine/engine_utils.js";
13
+ import { NeedleXRController, NeedleXREventArgs, NeedleXRSession } from "../../../engine/engine_xr.js";
14
+ import { Behaviour, GameObject } from "../../Component.js"
15
+ import { TeleportTarget } from "../TeleportTarget.js";
16
+ import { XRMovementBehaviour } from "../types.js";
17
+
18
+ const debug = getParam("debugwebxr");
19
+
20
+ export class XRControllerMovement extends Behaviour implements XRMovementBehaviour {
21
+
22
+ /** Movement speed in meters per second */
23
+ @serializable()
24
+ movementSpeed = 1;
25
+
26
+ /** How many degrees to rotate the XR rig when using the rotation trigger */
27
+ @serializable()
28
+ rotationStep = 60;
29
+
30
+ /** When enabled you can teleport using the right XR controller's thumbstick by pressing forward */
31
+ @serializable()
32
+ useTeleport: boolean = true;
33
+
34
+ /** Enable to only allow teleporting on objects with a teleport target component */
35
+ @serializable()
36
+ useTeleportTarget = false;
37
+
38
+ /** Enable to fade out the scene when teleporting */
39
+ @serializable()
40
+ useTeleportFade = false;
41
+
42
+ /** enable to visualize controller rays in the 3D scene */
43
+ @serializable()
44
+ showRays: boolean = true;
45
+
46
+ /** enable to visualize pointer targets in the 3D scene */
47
+ @serializable()
48
+ showHits: boolean = true;
49
+
50
+ readonly isXRMovementHandler: true = true;
51
+
52
+ readonly xrSessionMode = "immersive-vr";
53
+
54
+ private _didApplyRotation = false;
55
+ private _didTeleport = false;
56
+
57
+ onUpdateXR(args: NeedleXREventArgs): void {
58
+ const rig = args.xr.rig;
59
+ if (!rig?.gameObject) return;
60
+
61
+ // in AR pass through mode we dont want to move the rig
62
+ if (args.xr.isPassThrough) {
63
+ return;
64
+ }
65
+
66
+ const movementController = args.xr.leftController;
67
+ const teleportController = args.xr.rightController;
68
+
69
+ if (movementController)
70
+ this.onHandleMovement(movementController, rig.gameObject);
71
+ if (teleportController) {
72
+ this.onHandleRotation(teleportController, rig.gameObject);
73
+ if (this.useTeleport)
74
+ this.onHandleTeleport(teleportController, rig.gameObject);
75
+ }
76
+
77
+ }
78
+ onLeaveXR(_: NeedleXREventArgs): void {
79
+ for (const line of this._lines) {
80
+ line.removeFromParent();
81
+ }
82
+ for (const disc of this._hitDiscs) {
83
+ disc?.removeFromParent();
84
+ }
85
+ }
86
+
87
+ onBeforeRender(): void {
88
+ if (this.context.xr?.running) {
89
+ if (this.showRays)
90
+ this.renderRays(this.context.xr);
91
+ if (this.showHits)
92
+ this.renderHits(this.context.xr);
93
+ }
94
+ }
95
+
96
+ protected onHandleMovement(controller: NeedleXRController, rig: IGameObject) {
97
+ const stick = controller.getStick("xr-standard-thumbstick");
98
+ const vec = new Vector3(stick.x, 0, stick.y);
99
+ vec.multiplyScalar(this.context.time.deltaTime * this.movementSpeed);
100
+ const scale = getWorldScale(rig);
101
+ vec.multiplyScalar(scale.x);
102
+ vec.applyQuaternion(controller.xr.poseOrientation);
103
+ vec.y = 0;
104
+ vec.applyQuaternion(rig.worldQuaternion);
105
+ rig.position.add(vec);
106
+
107
+ // TODO: if we dont do this here the XRControllerModel will be frame-delayed - maybe we need to introduce a priority order for XR components?
108
+ rig.updateMatrixWorld();
109
+ }
110
+
111
+
112
+ protected onHandleRotation(controller: NeedleXRController, rig: IGameObject) {
113
+ const stick = controller.getStick("xr-standard-thumbstick");
114
+ const rotationInput = stick.x;
115
+ if (this._didApplyRotation) {
116
+ if (Math.abs(rotationInput) < .3) {
117
+ this._didApplyRotation = false;
118
+ }
119
+ }
120
+ else if (Math.abs(rotationInput) > .5) {
121
+ this._didApplyRotation = true;
122
+ const dir = rotationInput > 0 ? 1 : -1;
123
+ rig.rotateY(dir * Mathf.toRadians(this.rotationStep));
124
+ }
125
+ }
126
+
127
+ protected onHandleTeleport(controller: NeedleXRController, rig: IGameObject) {
128
+ const teleportInput = controller.getStick("xr-standard-thumbstick")
129
+ if (this._didTeleport) {
130
+ if (teleportInput.y < .2) {
131
+ this._didTeleport = false;
132
+ }
133
+ }
134
+ else if (teleportInput.y > .8) {
135
+ this._didTeleport = true;
136
+ const hit = this.context.physics.raycastFromRay(controller.ray)[0];
137
+ if (hit) {
138
+ if (this.useTeleportTarget) {
139
+ const teleportTarget = GameObject.getComponentInParent(hit.object, TeleportTarget);
140
+ if (!teleportTarget) return;
141
+ }
142
+ if (debug) Gizmos.DrawSphere(hit.point, .025, 0xff0000, 5);
143
+ const point = hit.point.clone();
144
+ if (this.useTeleportFade) {
145
+ controller.xr.fadeTransition()?.then(() => {
146
+ rig.worldPosition = point;
147
+ })
148
+ }
149
+ else {
150
+ rig.worldPosition = point;
151
+ }
152
+ }
153
+ else {
154
+ // TODO: add option to allow teleportation on current ground plane
155
+ }
156
+ }
157
+ }
158
+
159
+ private readonly _lines: Object3D[] = [];
160
+ private readonly _hitDiscs: Object3D[] = [];
161
+ private readonly _hitDistances: number[] = [];
162
+
163
+ protected renderRays(session: NeedleXRSession) {
164
+
165
+ for (let i = 0; i < this._lines.length; i++) {
166
+ const line = this._lines[i];
167
+ line.visible = false;
168
+ }
169
+
170
+ for (let i = 0; i < session.controllers.length; i++) {
171
+ const ctrl = session.controllers[i];
172
+ let line = this._lines[i];
173
+ if (!ctrl.connected || !ctrl.isTracking) {
174
+ if (line) line.visible = false;
175
+ continue;
176
+ }
177
+ if (!line) {
178
+ line = this.createRayLineObject();
179
+ line.scale.z = .5;
180
+ this._lines[i] = line;
181
+ }
182
+
183
+ ctrl.updateRayWorldPosition();
184
+ ctrl.updateRayWorldQuaternion();
185
+ const pos = ctrl.rayWorldPosition;
186
+ const rot = ctrl.rayWorldQuaternion;
187
+ line.position.copy(pos);
188
+ line.quaternion.copy(rot);
189
+ const scale = session.rigScale;
190
+ const dist = this._hitDistances[i] ?? 1;
191
+ line.scale.set(scale, scale, scale * dist);
192
+ line.visible = true;
193
+ line.layers.disableAll();
194
+ line.layers.enable(2);
195
+ if (line.parent !== this.context.scene)
196
+ this.context.scene.add(line);
197
+ }
198
+ }
199
+
200
+ protected renderHits(session: NeedleXRSession) {
201
+ for (const disc of this._hitDiscs) {
202
+ if (disc) disc.visible = false;
203
+ }
204
+ for (let i = 0; i < session.controllers.length; i++) {
205
+ const ctrl = session.controllers[i];
206
+ if (!ctrl.connected || !ctrl.isTracking) continue;
207
+
208
+ // save performance by only raycasting every nth frame
209
+ if (this.context.time.frame % 2 !== 0) {
210
+ const disc = this._hitDiscs[i];
211
+ // if the disc had a hit last frame, we can show it again
212
+ if (disc && disc["hit"]) disc.visible = true;
213
+ continue;
214
+ }
215
+
216
+ const hit = this.context.physics.raycastFromRay(ctrl.ray, { testObject: this.hitPointRaycastFilter })[0];
217
+ this._hitDistances[i] = hit?.distance;
218
+
219
+ let disc = this._hitDiscs[i];
220
+ if (disc) // save the hit object on the disc
221
+ disc["hit"] = hit;
222
+
223
+ if (hit) {
224
+ const rigScale = (session.rigScale ?? 1);
225
+ if (debug) {
226
+ Gizmos.DrawWireSphere(hit.point, .025 * rigScale, 0xff0000);
227
+ Gizmos.DrawLabel(getTempVector(0, .2, 0).add(hit.point), hit.object.name, .02, 0);
228
+ }
229
+
230
+ if (!disc) {
231
+ disc = this.createHitPointObject();
232
+ this._hitDiscs[i] = disc;
233
+ }
234
+ disc.visible = true;
235
+ const size = (.01 * (1 + hit.distance));
236
+ disc.scale.set(size, size, size);
237
+ disc.layers.disableAll();
238
+ disc.layers.enable(2);
239
+ disc["hit"] = hit;
240
+
241
+ if (hit.normal) {
242
+ const factor = 0.02 * rigScale;
243
+ disc.position.set(0, 0, -.1 * factor).applyQuaternion(ctrl.rayWorldQuaternion);
244
+ disc.position.add(hit.point);
245
+ const worldNormal = hit.normal.applyQuaternion(getWorldQuaternion(hit.object));
246
+ disc.quaternion.setFromUnitVectors(up, worldNormal);
247
+ }
248
+ else {
249
+ disc.position.add(hit.point);
250
+ }
251
+
252
+ if (disc.parent !== this.context.scene) {
253
+ this.context.scene.add(disc);
254
+ }
255
+ }
256
+ else {
257
+ if (this._hitDiscs[i]) {
258
+ this._hitDiscs[i].visible = false;
259
+ }
260
+ }
261
+ }
262
+ }
263
+
264
+ protected hitPointRaycastFilter: RaycastTestObjectCallback = (obj: Object3D) => {
265
+ // by default dont raycast ont skinned meshes using the hit point raycast (because it is a big performance hit and only a visual indicator)
266
+ if (obj.type === "SkinnedMesh") return "continue in children";
267
+ return true;
268
+ }
269
+
270
+ /** create an object to visualize hit points in the scene */
271
+ protected createHitPointObject(): Object3D {
272
+ var container = new Object3D();
273
+ const disc = new Mesh(
274
+ new RingGeometry(.3, 0.5, 32).rotateX(- Math.PI / 2),
275
+ new MeshBasicMaterial({
276
+ color: 0xeeeeee,
277
+ opacity: .7,
278
+ transparent: true,
279
+ side: DoubleSide,
280
+ })
281
+ );
282
+ disc.layers.disableAll();
283
+ disc.layers.enable(2);
284
+ container.add(disc);
285
+
286
+ const disc2 = new Mesh(
287
+ new RingGeometry(.43, 0.5, 32).rotateX(- Math.PI / 2),
288
+ new MeshBasicMaterial({
289
+ color: 0x000000,
290
+ opacity: .2,
291
+ transparent: true,
292
+ side: DoubleSide,
293
+ })
294
+ );
295
+ disc2.layers.disableAll();
296
+ disc2.layers.enable(2);
297
+ disc2.position.z -= .01;
298
+ container.add(disc2);
299
+ return container;
300
+ }
301
+
302
+ /** create an object to visualize controller rays */
303
+ protected createRayLineObject() {
304
+ const line = new Line2();
305
+ line.layers.disableAll();
306
+ line.layers.enable(2);
307
+
308
+ const geometry = new LineGeometry();
309
+ line.geometry = geometry;
310
+
311
+ const positions = new Float32Array(9);
312
+ positions.set([0, 0, .02, 0, 0, .4, 0, 0, 1]);
313
+ geometry.setPositions(positions)
314
+
315
+ const colors = new Float32Array(9);
316
+ colors.set([1, 1, 1, .1, .1, .1, 0, 0, 0]);
317
+ geometry.setColors(colors);
318
+
319
+ const mat = new LineMaterial({
320
+ color: 0xffffff,
321
+ vertexColors: true,
322
+ worldUnits: true,
323
+ linewidth: .004,
324
+
325
+ transparent: true,
326
+ // TODO: this doesnt work with passthrough
327
+ blending: AdditiveBlending,
328
+ dashed: false,
329
+ alphaToCoverage: true,
330
+
331
+ });
332
+ line.material = mat;
333
+
334
+ return line;
335
+ }
336
+ }
337
+
338
+
339
+ const up = new Vector3(0, 1, 0);
340
+
src/engine-components/webxr/XRFlag.ts ADDED
@@ -0,0 +1,143 @@
1
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
2
+ import { getParam } from "../../engine/engine_utils.js";
3
+ import { Behaviour, GameObject } from "../Component.js";
4
+
5
+
6
+ const debug = getParam("debugxrflags");
7
+ const disable = getParam("disablexrflags");
8
+ if (disable) { console.warn("XRFlags are disabled") }
9
+
10
+ export enum XRStateFlag {
11
+ Never = 0,
12
+ Browser = 1 << 0,
13
+ AR = 1 << 1,
14
+ VR = 1 << 2,
15
+ FirstPerson = 1 << 3,
16
+ ThirdPerson = 1 << 4,
17
+ All = 0xffffffff
18
+ }
19
+
20
+ export class XRState {
21
+
22
+ public static Global: XRState = new XRState();
23
+
24
+ public Mask: XRStateFlag = XRStateFlag.Browser | XRStateFlag.ThirdPerson;
25
+
26
+ public Has(state: XRStateFlag) {
27
+ const res = (this.Mask & state);
28
+ return res !== 0;
29
+ }
30
+
31
+ public Set(state: number) {
32
+ if (debug) console.warn("Set XR flag state to", state)
33
+ this.Mask = state as number;
34
+ XRFlag.Apply();
35
+ }
36
+
37
+ public Enable(state: number) {
38
+ this.Mask |= state;
39
+ XRFlag.Apply();
40
+ }
41
+
42
+ public Disable(state: number) {
43
+ this.Mask &= ~state;
44
+ XRFlag.Apply();
45
+ }
46
+
47
+ public Toggle(state: number) {
48
+ this.Mask ^= state;
49
+ XRFlag.Apply();
50
+ }
51
+
52
+ public EnableAll() {
53
+ this.Mask = 0xffffffff | 0;
54
+ XRFlag.Apply();
55
+ }
56
+
57
+ public DisableAll() {
58
+ this.Mask = 0;
59
+ XRFlag.Apply();
60
+ }
61
+ }
62
+
63
+ export class XRFlag extends Behaviour {
64
+
65
+ private static registry: XRFlag[] = [];
66
+
67
+ public static Apply() {
68
+ for (const r of this.registry) r.UpdateVisible(XRState.Global);
69
+ }
70
+
71
+ private static firstApply: boolean;
72
+ private static buffer: XRState = new XRState();
73
+
74
+ @serializable()
75
+ public visibleIn!: number;
76
+
77
+ awake() {
78
+ XRFlag.registry.push(this);
79
+ }
80
+
81
+ onEnable(): void {
82
+ if (!XRFlag.firstApply) {
83
+ XRFlag.firstApply = true;
84
+ XRFlag.Apply();
85
+ }
86
+ else {
87
+ this.UpdateVisible(XRState.Global);
88
+ }
89
+ }
90
+
91
+ onDestroy(): void {
92
+ const i = XRFlag.registry.indexOf(this);
93
+ if (i >= 0)
94
+ XRFlag.registry.splice(i, 1);
95
+ }
96
+
97
+ public get isOn(): boolean { return this.gameObject.visible; }
98
+
99
+ public UpdateVisible(state: XRState | XRStateFlag | null = null) {
100
+ if (disable) {
101
+ return;
102
+ }
103
+ // XR flags set visibility of whole hierarchy which is like setting the whole object inactive
104
+ // so we need to ignore the enabled state of the XRFlag component
105
+ // if(!this.enabled) return;
106
+ let res: boolean | undefined = undefined;
107
+
108
+ const flag = state as number;
109
+ if (flag && typeof flag === "number") {
110
+ console.assert(typeof flag === "number", "XRFlag.UpdateVisible: state must be a number", flag);
111
+ if (debug)
112
+ console.log(flag);
113
+ XRFlag.buffer.Mask = flag;
114
+ state = XRFlag.buffer;
115
+ }
116
+
117
+ if (state instanceof XRState) {
118
+ if (debug)
119
+ console.warn(this.name, "use passed in mask", state.Mask, this.visibleIn)
120
+ res = state.Has(this.visibleIn);
121
+ }
122
+ else {
123
+ if (debug)
124
+ console.log(this.name, "use global mask")
125
+ XRState.Global.Has(this.visibleIn);
126
+ }
127
+ if (res === undefined) return;
128
+ if (res) {
129
+ if (debug)
130
+ console.log(this.name, "is visible", this.gameObject.uuid)
131
+ // this.gameObject.visible = true;
132
+ GameObject.setActive(this.gameObject, true);
133
+ } else {
134
+ if (debug)
135
+ console.log(this.name, "is not visible", this.gameObject.uuid);
136
+ const isVisible = this.gameObject.visible;
137
+ if (!isVisible) return;
138
+ this.gameObject.visible = false;
139
+ // console.trace("DISABLE", this.name);
140
+ // GameObject.setActive(this.gameObject, false);
141
+ }
142
+ }
143
+ }
src/engine/xr/XRRig.ts ADDED
@@ -0,0 +1,9 @@
1
+ import { IComponent } from "../engine_types.js";
2
+
3
+
4
+ export interface IXRRig extends Pick<IComponent, "gameObject"> {
5
+ isXRRig(): boolean;
6
+ get isActive(): boolean;
7
+ /** The rig with the highest priority will be chosen */
8
+ priority?: number;
9
+ }