@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in
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text/typescript
import { EquirectangularReflectionMapping, Euler, Frustum, Matrix4, OrthographicCamera, PerspectiveCamera, Ray, Vector3 } from "three";
import { Texture } from "three";
import { showBalloonMessage } from "../engine/debug/index.js";
import { Gizmos } from "../engine/engine_gizmos.js";
import { serializable } from "../engine/engine_serialization_decorator.js";
import { Context } from "../engine/engine_setup.js";
import { RenderTexture } from "../engine/engine_texture.js";
import { getTempColor, getWorldPosition } from "../engine/engine_three_utils.js";
import type { ICamera } from "../engine/engine_types.js"
import { getParam } from "../engine/engine_utils.js";
import { RGBAColor } from "../engine/js-extensions/index.js";
import { Behaviour, GameObject } from "./Component.js";
import { OrbitControls } from "./OrbitControls.js";
/** The ClearFlags enum is used to determine how the camera clears the background */
export enum ClearFlags {
None = 0,
/** Clear the background with a skybox */
Skybox = 1,
/** Clear the background with a solid color. The alpha channel of the color determines the transparency */
SolidColor = 2,
/** Clear the background with a transparent color */
Uninitialized = 4,
}
const debug = getParam("debugcam");
const debugscreenpointtoray = getParam("debugscreenpointtoray");
/**
* @category Camera Controls
* @group Components
*/
export class Camera extends Behaviour implements ICamera {
get isCamera() {
return true;
}
/** The camera's aspect ratio (width divided by height) if it is a perspective camera */
get aspect(): number {
if (this._cam instanceof PerspectiveCamera) return this._cam.aspect;
return (this.context.domWidth / this.context.domHeight);
}
()
set aspect(value: number) {
if (this._cam instanceof PerspectiveCamera) {
if (this._cam.aspect !== value) {
this._cam.aspect = value;
this._cam.updateProjectionMatrix();
}
}
}
/** The camera's field of view in degrees if it is a perspective camera */
get fieldOfView(): number | undefined {
if (this._cam instanceof PerspectiveCamera) {
return this._cam.fov;
}
return this._fov;
}
()
set fieldOfView(val: number | undefined) {
const changed = this.fieldOfView != val;
this._fov = val;
if (changed && this._cam) {
if (this._cam instanceof PerspectiveCamera) {
if (this._fov === undefined) {
console.warn("Can not set undefined fov on PerspectiveCamera");
return;
}
this._cam.fov = this._fov;
this._cam.updateProjectionMatrix();
}
}
}
/** The camera's near clipping plane */
get nearClipPlane(): number { return this._nearClipPlane; }
()
set nearClipPlane(val) {
const changed = this._nearClipPlane != val;
this._nearClipPlane = val;
if (this._cam && (changed || this._cam.near != val)) {
this._cam.near = val;
this._cam.updateProjectionMatrix();
}
}
private _nearClipPlane: number = 0.1;
applyClippingPlane() {
if (this._cam) {
this._cam.near = this._nearClipPlane;
this._cam.far = this._farClipPlane;
this._cam.updateProjectionMatrix();
}
}
/** The camera's far clipping plane */
get farClipPlane(): number { return this._farClipPlane; }
()
set farClipPlane(val) {
const changed = this._farClipPlane != val;
this._farClipPlane = val;
if (this._cam && (changed || this._cam.far != val)) {
this._cam.far = val;
this._cam.updateProjectionMatrix();
}
}
private _farClipPlane: number = 1000;
/** The camera's clear flags - determines if the background is a skybox or a solid color or transparent */
()
public get clearFlags(): ClearFlags {
return this._clearFlags;
}
public set clearFlags(val: ClearFlags) {
if (val === this._clearFlags) return;
this._clearFlags = val;
this.applyClearFlagsIfIsActiveCamera();
}
()
public orthographic: boolean = false;
()
public orthographicSize: number = 5;
()
public ARBackgroundAlpha: number = 0;
/**
* The [`mask`](https://threejs.org/docs/#api/en/core/Layers.mask) value of the three camera object layers
* If you want to just see objects on one layer (e.g. layer 2) then you can use `cullingLayer = 2` on this camera component instead
*/
()
public set cullingMask(val: number) {
this._cullingMask = val;
if (this._cam) {
this._cam.layers.mask = val;
}
}
public get cullingMask(): number {
if (this._cam) return this._cam.layers.mask;
return this._cullingMask;
}
private _cullingMask: number = 0xffffffff;
/** Set only a specific layer active to be rendered by the camera.
* This is equivalent to calling `layers.set(val)`
**/
public set cullingLayer(val: number) {
this.cullingMask = (1 << val | 0) >>> 0;
}
/** The blurriness of the background texture (when using a skybox) */
()
public set backgroundBlurriness(val: number | undefined) {
if (val === this._backgroundBlurriness) return;
if (val === undefined)
this._backgroundBlurriness = undefined;
else
this._backgroundBlurriness = Math.min(Math.max(val, 0), 1);
this.applyClearFlagsIfIsActiveCamera();
}
public get backgroundBlurriness(): number | undefined {
return this._backgroundBlurriness;
}
private _backgroundBlurriness?: number = undefined;
/** The intensity of the background texture (when using a skybox) */
()
public set backgroundIntensity(val: number | undefined) {
if (val === this._backgroundIntensity) return;
if (val === undefined)
this._backgroundIntensity = undefined;
else
this._backgroundIntensity = Math.min(Math.max(val, 0), 10);
this.applyClearFlagsIfIsActiveCamera();
}
public get backgroundIntensity(): number | undefined {
return this._backgroundIntensity;
}
private _backgroundIntensity?: number = undefined;
/** the rotation of the background texture (when using a skybox) */
(Euler)
public set backgroundRotation(val: Euler | undefined) {
if (val === this._backgroundRotation) return;
if (val === undefined)
this._backgroundRotation = undefined;
else
this._backgroundRotation = val;
this.applyClearFlagsIfIsActiveCamera();
}
public get backgroundRotation(): Euler | undefined {
return this._backgroundRotation;
}
private _backgroundRotation?: Euler = undefined;
/** The intensity of the environment map */
()
public set environmentIntensity(val: number | undefined) {
this._environmentIntensity = val;
}
public get environmentIntensity(): number | undefined {
return this._environmentIntensity;
}
private _environmentIntensity?: number = undefined;
/** The background color of the camera when {@link ClearFlags} are set to `SolidColor` */
(RGBAColor)
public get backgroundColor(): RGBAColor | null {
return this._backgroundColor ?? null;
}
public set backgroundColor(val: RGBAColor | null) {
if (!val) return;
if (!this._backgroundColor) {
if (!val.clone) return;
this._backgroundColor = val.clone();
}
else this._backgroundColor.copy(val);
// set background color to solid if provided color doesnt have any alpha channel
if (val.alpha === undefined) this._backgroundColor.alpha = 1;
this.applyClearFlagsIfIsActiveCamera();
}
/** The texture that the camera should render to
* It can be used to render to a {@link Texture} instead of the screen.
*/
(RenderTexture)
public set targetTexture(rt: RenderTexture | null) {
this._targetTexture = rt;
}
public get targetTexture(): RenderTexture | null {
return this._targetTexture;
}
private _targetTexture: RenderTexture | null = null;
private _backgroundColor?: RGBAColor;
private _fov?: number;
private _cam: PerspectiveCamera | OrthographicCamera | null = null;
private _clearFlags: ClearFlags = ClearFlags.SolidColor;
private _skybox?: CameraSkybox;
/**
* Get the three.js camera object. This will create a camera if it does not exist yet.
* @returns {PerspectiveCamera | OrthographicCamera} the three camera
* @deprecated use {@link threeCamera} instead
*/
public get cam(): PerspectiveCamera | OrthographicCamera {
return this.threeCamera;
}
/**
* Get the three.js camera object. This will create a camera if it does not exist yet.
* @returns {PerspectiveCamera | OrthographicCamera} the three camera
*/
public get threeCamera(): PerspectiveCamera | OrthographicCamera {
if (this.activeAndEnabled)
this.buildCamera();
return this._cam!;
}
private static _origin: Vector3 = new Vector3();
private static _direction: Vector3 = new Vector3();
public screenPointToRay(x: number, y: number, ray?: Ray): Ray {
const cam = this.threeCamera;
const origin = Camera._origin;
origin.set(x, y, -1);
this.context.input.convertScreenspaceToRaycastSpace(origin);
if (debugscreenpointtoray) console.log("screenPointToRay", x.toFixed(2), y.toFixed(2), "now:", origin.x.toFixed(2), origin.y.toFixed(2), "isInXR:" + this.context.isInXR);
origin.z = -1;
origin.unproject(cam);
const dir = Camera._direction.set(origin.x, origin.y, origin.z);
const camPosition = getWorldPosition(cam);
dir.sub(camPosition);
dir.normalize();
if (ray) {
ray.set(camPosition, dir);
return ray;
}
else {
return new Ray(camPosition.clone(), dir.clone());
}
}
private _frustum?: Frustum;
/**
* Get a frustum - it will be created the first time this method is called and updated every frame in onBeforeRender when it exists.
* You can also manually update it using the updateFrustum method.
*/
public getFrustum(): Frustum {
if (!this._frustum) {
this._frustum = new Frustum();
this.updateFrustum();
}
return this._frustum;
}
/** Force frustum update - note that this also happens automatically every frame in onBeforeRender */
public updateFrustum() {
if (!this._frustum) this._frustum = new Frustum();
this._frustum.setFromProjectionMatrix(this.getProjectionScreenMatrix(this._projScreenMatrix, true), this.context.renderer.coordinateSystem);
}
/**
* @returns {Matrix4} this camera's projection screen matrix.
*/
public getProjectionScreenMatrix(target: Matrix4, forceUpdate?: boolean) {
if (forceUpdate) {
this._projScreenMatrix.multiplyMatrices(this.threeCamera.projectionMatrix, this.threeCamera.matrixWorldInverse);
}
if (target === this._projScreenMatrix) return target;
return target.copy(this._projScreenMatrix);
}
private readonly _projScreenMatrix = new Matrix4();
/** @internal */
awake() {
if (debugscreenpointtoray) {
window.addEventListener("pointerdown", evt => {
const px = evt.clientX;
const py = evt.clientY;
console.log("touch", px.toFixed(2), py.toFixed(2))
const ray = this.screenPointToRay(px, py);
const randomHex = "#" + Math.floor(Math.random() * 16777215).toString(16);
Gizmos.DrawRay(ray.origin, ray.direction, randomHex, 10);
});
}
}
/** @internal */
onEnable(): void {
if (debug) console.log(`Camera enabled: \"${this.name}\". ClearFlags=${ClearFlags[this._clearFlags]}`, this);
this.buildCamera();
if (this.tag == "MainCamera" || !this.context.mainCameraComponent) {
this.context.setCurrentCamera(this);
handleFreeCam(this);
}
this.applyClearFlagsIfIsActiveCamera({ applySkybox: true });
}
/** @internal */
onDisable() {
this.context.removeCamera(this);
}
/** @internal */
onBeforeRender() {
if (this._cam) {
if (this._frustum) {
this.updateFrustum();
}
// because the background color may be animated!
if (this._clearFlags === ClearFlags.SolidColor)
this.applyClearFlagsIfIsActiveCamera();
if (this._targetTexture) {
if (this.context.isManagedExternally) {
// TODO: rendering with r3f renderer does throw an shader error for some reason?
if (!this["_warnedAboutExternalRenderer"]) {
this["_warnedAboutExternalRenderer"] = true;
console.warn("Rendering with external renderer is not supported yet. This may not work or throw errors. Please remove the the target texture from your camera: " + this.name, this.targetTexture)
}
}
// TODO: optimize to not render twice if this is already the main camera. In that case we just want to blit
const composer = this.context.composer;
const useNormalRenderer = true;// this.context.isInXR || !composer;
const renderer = useNormalRenderer ? this.context.renderer : composer;
if (renderer) {
// TODO: we should do this in onBeforeRender for the main camera only
const mainCam = this.context.mainCameraComponent;
this.applyClearFlags();
this._targetTexture.render(this.context.scene, this._cam, renderer);
mainCam?.applyClearFlags();
}
}
}
}
/**
* Creates a {@link PerspectiveCamera} if it does not exist yet and set the camera's properties. This is internally also called when accessing the {@link cam} property.
**/
buildCamera() {
if (this._cam) return;
const cameraAlreadyCreated = this.gameObject["isCamera"];
// TODO: when exporting from blender we already have a camera in the children
let cam: PerspectiveCamera | OrthographicCamera | null = null;
if (cameraAlreadyCreated) {
cam = this.gameObject as any;
cam?.layers.enableAll();
if (cam instanceof PerspectiveCamera)
this._fov = cam.fov;
}
else
cam = this.gameObject.children[0] as PerspectiveCamera | OrthographicCamera | null;
if (cam && cam.isCamera) {
if (cam instanceof PerspectiveCamera) {
if (this._fov)
cam.fov = this._fov;
cam.near = this._nearClipPlane;
cam.far = this._farClipPlane;
cam.updateProjectionMatrix();
}
}
else if (!this.orthographic) {
cam = new PerspectiveCamera(this.fieldOfView, window.innerWidth / window.innerHeight, this._nearClipPlane, this._farClipPlane);
if (this.fieldOfView)
cam.fov = this.fieldOfView;
this.gameObject.add(cam);
}
else {
const factor = this.orthographicSize * 100;
cam = new OrthographicCamera(window.innerWidth / -factor, window.innerWidth / factor, window.innerHeight / factor, window.innerHeight / -factor, this._nearClipPlane, this._farClipPlane);
this.gameObject.add(cam);
}
this._cam = cam;
this._cam.layers.mask = this._cullingMask;
if (this.tag == "MainCamera") {
this.context.setCurrentCamera(this);
}
}
applyClearFlagsIfIsActiveCamera(opts?: { applySkybox: boolean }) {
if (this.context.mainCameraComponent === this) {
this.applyClearFlags(opts);
}
}
/** Apply this camera's clear flags and related settings to the renderer */
applyClearFlags(opts?: { applySkybox: boolean }) {
if (!this._cam) {
if (debug) console.log("Camera does not exist (apply clear flags)")
return;
}
// restore previous fov (e.g. when user was in VR or AR and the camera's fov has changed)
this.fieldOfView = this._fov;
if (debug) {
const msg = `Camera \"${this.name}\" clear flags: ${ClearFlags[this._clearFlags]}`;
console.debug(msg);
}
switch (this._clearFlags) {
case ClearFlags.None:
return;
case ClearFlags.Skybox:
if (Camera.backgroundShouldBeTransparent(this.context)) {
if (!this.ARBackgroundAlpha || this.ARBackgroundAlpha < 0.001) {
this.context.scene.background = null;
this.context.renderer.setClearColor(0x000000, 0);
return;
}
}
// apply the skybox only if it is not already set or if it's the first time (e.g. if the _skybox is not set yet)
if (!this.scene.background || !this._skybox || opts?.applySkybox === true)
this.applySceneSkybox();
// set background blurriness and intensity
if (this._backgroundBlurriness !== undefined)
this.context.scene.backgroundBlurriness = this._backgroundBlurriness;
else if (debug) console.warn(`Camera \"${this.name}\" has no background blurriness`)
if (this._backgroundIntensity !== undefined)
this.context.scene.backgroundIntensity = this._backgroundIntensity;
if (this._backgroundRotation !== undefined)
this.context.scene.backgroundRotation = this._backgroundRotation;
else if (debug) console.warn(`Camera \"${this.name}\" has no background intensity`)
break;
case ClearFlags.SolidColor:
if (this._backgroundColor) {
let alpha = this._backgroundColor.alpha;
// when in WebXR use ar background alpha override or set to 0
if (Camera.backgroundShouldBeTransparent(this.context)) {
alpha = this.ARBackgroundAlpha ?? 0;
}
this.context.scene.background = null;
// In WebXR VR the background colorspace is wrong
if (this.context.xr?.isVR) {
this.context.renderer.setClearColor(getTempColor(this._backgroundColor).convertLinearToSRGB());
} else {
this.context.renderer.setClearColor(this._backgroundColor, alpha);
}
}
else {
if (debug) console.warn(`Camera \"${this.name}\" has no background color`, this)
}
break;
case ClearFlags.Uninitialized:
this.context.scene.background = null
this.context.renderer.setClearColor(0x000000, 0);
break;
}
}
/**
* Apply the skybox to the scene
*/
applySceneSkybox() {
if (!this._skybox)
this._skybox = new CameraSkybox(this);
this._skybox.apply();
}
/** Used to determine if the background should be transparent when in pass through AR
* @returns true when in XR on a pass through device where the background shouldbe invisible
**/
static backgroundShouldBeTransparent(context: Context) {
const session = context.renderer.xr?.getSession();
if (!session) return false;
if (typeof session["_transparent"] === "boolean") {
return session["_transparent"];
}
const environmentBlendMode = session.environmentBlendMode;
if (debug)
showBalloonMessage("Environment blend mode: " + environmentBlendMode + " on " + navigator.userAgent);
let transparent = environmentBlendMode === 'additive' || environmentBlendMode === 'alpha-blend';
if (context.isInAR) {
if (environmentBlendMode === "opaque") {
// workaround for Quest 2 returning opaque when it should be alpha-blend
// check user agent if this is the Quest browser and return true if so
if (navigator.userAgent?.includes("OculusBrowser")) {
transparent = true;
}
// Mozilla WebXR Viewer
else if (navigator.userAgent?.includes("Mozilla") && navigator.userAgent?.includes("Mobile WebXRViewer/v2")) {
transparent = true;
}
}
}
session["_transparent"] = transparent;
return transparent;
}
}
class CameraSkybox {
private _camera: Camera;
private _skybox?: Texture;
get context() { return this._camera?.context; }
constructor(camera: Camera) {
this._camera = camera;
}
apply() {
this._skybox = this.context.lightmaps.tryGetSkybox(this._camera.sourceId) as Texture;
if (!this._skybox) {
if (!this["_did_log_failed_to_find_skybox"]) {
this["_did_log_failed_to_find_skybox"] = true;
console.warn(`Camera \"${this._camera.name}\" has no skybox texture. ${this._camera.sourceId}`);
}
}
else if (this.context.scene.background !== this._skybox) {
if (debug)
console.log(`Camera \"${this._camera.name}\" set skybox`, this._camera, this._skybox);
this._skybox.mapping = EquirectangularReflectionMapping;
this.context.scene.background = this._skybox;
}
}
}
function handleFreeCam(cam: Camera) {
const isFreecam = getParam("freecam");
if (isFreecam) {
if (cam.context.mainCameraComponent === cam) {
GameObject.getOrAddComponent(cam.gameObject, OrbitControls);
}
}
}