@needle-tools/engine 2.24.0-pre

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Files changed (697) hide show
  1. package/CHANGELOG.md +568 -0
  2. package/LICENSE.md +10 -0
  3. package/README.md +11 -0
  4. package/dist/needle-engine.d.ts +5011 -0
  5. package/dist/needle-engine.js +6605 -0
  6. package/dist/needle-engine.js.map +7 -0
  7. package/dist/needle-engine.min.js +167 -0
  8. package/dist/needle-engine.min.js.map +7 -0
  9. package/lib/engine/debug/error_overlay.d.ts +1 -0
  10. package/lib/engine/debug/error_overlay.js +110 -0
  11. package/lib/engine/debug/error_overlay.js.map +1 -0
  12. package/lib/engine/engine.d.ts +27 -0
  13. package/lib/engine/engine.js +13 -0
  14. package/lib/engine/engine.js.map +1 -0
  15. package/lib/engine/engine_addressables.d.ts +46 -0
  16. package/lib/engine/engine_addressables.js +264 -0
  17. package/lib/engine/engine_addressables.js.map +1 -0
  18. package/lib/engine/engine_application.d.ts +13 -0
  19. package/lib/engine/engine_application.js +35 -0
  20. package/lib/engine/engine_application.js.map +1 -0
  21. package/lib/engine/engine_assetdatabase.d.ts +54 -0
  22. package/lib/engine/engine_assetdatabase.js +150 -0
  23. package/lib/engine/engine_assetdatabase.js.map +1 -0
  24. package/lib/engine/engine_caching.d.ts +0 -0
  25. package/lib/engine/engine_caching.js +2 -0
  26. package/lib/engine/engine_caching.js.map +1 -0
  27. package/lib/engine/engine_constants.d.ts +2 -0
  28. package/lib/engine/engine_constants.js +3 -0
  29. package/lib/engine/engine_constants.js.map +1 -0
  30. package/lib/engine/engine_coroutine.d.ts +3 -0
  31. package/lib/engine/engine_coroutine.js +14 -0
  32. package/lib/engine/engine_coroutine.js.map +1 -0
  33. package/lib/engine/engine_default_parameters.d.ts +2 -0
  34. package/lib/engine/engine_default_parameters.js +4 -0
  35. package/lib/engine/engine_default_parameters.js.map +1 -0
  36. package/lib/engine/engine_element.d.ts +32 -0
  37. package/lib/engine/engine_element.js +340 -0
  38. package/lib/engine/engine_element.js.map +1 -0
  39. package/lib/engine/engine_element_loading.d.ts +31 -0
  40. package/lib/engine/engine_element_loading.js +154 -0
  41. package/lib/engine/engine_element_loading.js.map +1 -0
  42. package/lib/engine/engine_element_overlay.d.ts +17 -0
  43. package/lib/engine/engine_element_overlay.js +95 -0
  44. package/lib/engine/engine_element_overlay.js.map +1 -0
  45. package/lib/engine/engine_gizmos.d.ts +2 -0
  46. package/lib/engine/engine_gizmos.js +14 -0
  47. package/lib/engine/engine_gizmos.js.map +1 -0
  48. package/lib/engine/engine_gltf.d.ts +2 -0
  49. package/lib/engine/engine_gltf.js +2 -0
  50. package/lib/engine/engine_gltf.js.map +1 -0
  51. package/lib/engine/engine_gltf_builtin_components.d.ts +8 -0
  52. package/lib/engine/engine_gltf_builtin_components.js +251 -0
  53. package/lib/engine/engine_gltf_builtin_components.js.map +1 -0
  54. package/lib/engine/engine_input.d.ts +193 -0
  55. package/lib/engine/engine_input.js +566 -0
  56. package/lib/engine/engine_input.js.map +1 -0
  57. package/lib/engine/engine_input_utils.d.ts +2 -0
  58. package/lib/engine/engine_input_utils.js +23 -0
  59. package/lib/engine/engine_input_utils.js.map +1 -0
  60. package/lib/engine/engine_lightdata.d.ts +21 -0
  61. package/lib/engine/engine_lightdata.js +85 -0
  62. package/lib/engine/engine_lightdata.js.map +1 -0
  63. package/lib/engine/engine_loaders.d.ts +3 -0
  64. package/lib/engine/engine_loaders.js +20 -0
  65. package/lib/engine/engine_loaders.js.map +1 -0
  66. package/lib/engine/engine_mainloop_utils.d.ts +9 -0
  67. package/lib/engine/engine_mainloop_utils.js +288 -0
  68. package/lib/engine/engine_mainloop_utils.js.map +1 -0
  69. package/lib/engine/engine_math.d.ts +11 -0
  70. package/lib/engine/engine_math.js +40 -0
  71. package/lib/engine/engine_math.js.map +1 -0
  72. package/lib/engine/engine_networking.d.ts +133 -0
  73. package/lib/engine/engine_networking.js +541 -0
  74. package/lib/engine/engine_networking.js.map +1 -0
  75. package/lib/engine/engine_networking_auto.d.ts +18 -0
  76. package/lib/engine/engine_networking_auto.js +252 -0
  77. package/lib/engine/engine_networking_auto.js.map +1 -0
  78. package/lib/engine/engine_networking_files.d.ts +23 -0
  79. package/lib/engine/engine_networking_files.js +173 -0
  80. package/lib/engine/engine_networking_files.js.map +1 -0
  81. package/lib/engine/engine_networking_files_default_components.d.ts +3 -0
  82. package/lib/engine/engine_networking_files_default_components.js +45 -0
  83. package/lib/engine/engine_networking_files_default_components.js.map +1 -0
  84. package/lib/engine/engine_networking_instantiate.d.ts +34 -0
  85. package/lib/engine/engine_networking_instantiate.js +274 -0
  86. package/lib/engine/engine_networking_instantiate.js.map +1 -0
  87. package/lib/engine/engine_networking_peer.d.ts +10 -0
  88. package/lib/engine/engine_networking_peer.js +106 -0
  89. package/lib/engine/engine_networking_peer.js.map +1 -0
  90. package/lib/engine/engine_networking_utils.d.ts +1 -0
  91. package/lib/engine/engine_networking_utils.js +11 -0
  92. package/lib/engine/engine_networking_utils.js.map +1 -0
  93. package/lib/engine/engine_networking_websocket.d.ts +0 -0
  94. package/lib/engine/engine_networking_websocket.js +3 -0
  95. package/lib/engine/engine_networking_websocket.js.map +1 -0
  96. package/lib/engine/engine_physics.d.ts +88 -0
  97. package/lib/engine/engine_physics.js +563 -0
  98. package/lib/engine/engine_physics.js.map +1 -0
  99. package/lib/engine/engine_rendererdata.d.ts +48 -0
  100. package/lib/engine/engine_rendererdata.js +182 -0
  101. package/lib/engine/engine_rendererdata.js.map +1 -0
  102. package/lib/engine/engine_scenetools.d.ts +25 -0
  103. package/lib/engine/engine_scenetools.js +211 -0
  104. package/lib/engine/engine_scenetools.js.map +1 -0
  105. package/lib/engine/engine_serialization.d.ts +3 -0
  106. package/lib/engine/engine_serialization.js +5 -0
  107. package/lib/engine/engine_serialization.js.map +1 -0
  108. package/lib/engine/engine_serialization_builtin_serializer.d.ts +49 -0
  109. package/lib/engine/engine_serialization_builtin_serializer.js +238 -0
  110. package/lib/engine/engine_serialization_builtin_serializer.js.map +1 -0
  111. package/lib/engine/engine_serialization_core.d.ts +70 -0
  112. package/lib/engine/engine_serialization_core.js +417 -0
  113. package/lib/engine/engine_serialization_core.js.map +1 -0
  114. package/lib/engine/engine_serialization_decorator.d.ts +9 -0
  115. package/lib/engine/engine_serialization_decorator.js +44 -0
  116. package/lib/engine/engine_serialization_decorator.js.map +1 -0
  117. package/lib/engine/engine_setup.d.ts +129 -0
  118. package/lib/engine/engine_setup.js +609 -0
  119. package/lib/engine/engine_setup.js.map +1 -0
  120. package/lib/engine/engine_shaders.d.ts +31 -0
  121. package/lib/engine/engine_shaders.js +230 -0
  122. package/lib/engine/engine_shaders.js.map +1 -0
  123. package/lib/engine/engine_three_utils.d.ts +20 -0
  124. package/lib/engine/engine_three_utils.js +247 -0
  125. package/lib/engine/engine_three_utils.js.map +1 -0
  126. package/lib/engine/engine_time.d.ts +13 -0
  127. package/lib/engine/engine_time.js +31 -0
  128. package/lib/engine/engine_time.js.map +1 -0
  129. package/lib/engine/engine_typestore.d.ts +7 -0
  130. package/lib/engine/engine_typestore.js +17 -0
  131. package/lib/engine/engine_typestore.js.map +1 -0
  132. package/lib/engine/engine_utils.d.ts +34 -0
  133. package/lib/engine/engine_utils.js +239 -0
  134. package/lib/engine/engine_utils.js.map +1 -0
  135. package/lib/engine/engine_web_api.d.ts +12 -0
  136. package/lib/engine/engine_web_api.js +114 -0
  137. package/lib/engine/engine_web_api.js.map +1 -0
  138. package/lib/engine/extensions/KHR_animation_pointer.d.ts +0 -0
  139. package/lib/engine/extensions/KHR_animation_pointer.js +385 -0
  140. package/lib/engine/extensions/KHR_animation_pointer.js.map +1 -0
  141. package/lib/engine/extensions/NEEDLE_animator_controller.d.ts +0 -0
  142. package/lib/engine/extensions/NEEDLE_animator_controller.js +59 -0
  143. package/lib/engine/extensions/NEEDLE_animator_controller.js.map +1 -0
  144. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +108 -0
  145. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +92 -0
  146. package/lib/engine/extensions/NEEDLE_animator_controller_model.js.map +1 -0
  147. package/lib/engine/extensions/NEEDLE_components.d.ts +32 -0
  148. package/lib/engine/extensions/NEEDLE_components.js +193 -0
  149. package/lib/engine/extensions/NEEDLE_components.js.map +1 -0
  150. package/lib/engine/extensions/NEEDLE_deferred_texture.d.ts +18 -0
  151. package/lib/engine/extensions/NEEDLE_deferred_texture.js +149 -0
  152. package/lib/engine/extensions/NEEDLE_deferred_texture.js.map +1 -0
  153. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -0
  154. package/lib/engine/extensions/NEEDLE_gameobject_data.js +54 -0
  155. package/lib/engine/extensions/NEEDLE_gameobject_data.js.map +1 -0
  156. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +35 -0
  157. package/lib/engine/extensions/NEEDLE_lighting_settings.js +136 -0
  158. package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -0
  159. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +17 -0
  160. package/lib/engine/extensions/NEEDLE_lightmaps.js +69 -0
  161. package/lib/engine/extensions/NEEDLE_lightmaps.js.map +1 -0
  162. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -0
  163. package/lib/engine/extensions/NEEDLE_persistent_assets.js +64 -0
  164. package/lib/engine/extensions/NEEDLE_persistent_assets.js.map +1 -0
  165. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +12 -0
  166. package/lib/engine/extensions/NEEDLE_render_objects.js +144 -0
  167. package/lib/engine/extensions/NEEDLE_render_objects.js.map +1 -0
  168. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -0
  169. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +419 -0
  170. package/lib/engine/extensions/NEEDLE_techniques_webgl.js.map +1 -0
  171. package/lib/engine/extensions/NEEDLE_timeline.d.ts +0 -0
  172. package/lib/engine/extensions/NEEDLE_timeline.js +57 -0
  173. package/lib/engine/extensions/NEEDLE_timeline.js.map +1 -0
  174. package/lib/engine/extensions/extension_resolver.d.ts +4 -0
  175. package/lib/engine/extensions/extension_resolver.js +2 -0
  176. package/lib/engine/extensions/extension_resolver.js.map +1 -0
  177. package/lib/engine/extensions/extension_utils.d.ts +2 -0
  178. package/lib/engine/extensions/extension_utils.js +130 -0
  179. package/lib/engine/extensions/extension_utils.js.map +1 -0
  180. package/lib/engine/extensions/extensions.d.ts +6 -0
  181. package/lib/engine/extensions/extensions.js +41 -0
  182. package/lib/engine/extensions/extensions.js.map +1 -0
  183. package/lib/engine/shaders/shaderData.d.ts +55 -0
  184. package/lib/engine/shaders/shaderData.js +59 -0
  185. package/lib/engine/shaders/shaderData.js.map +1 -0
  186. package/lib/engine/tests/simulate_avatars.d.ts +0 -0
  187. package/lib/engine/tests/simulate_avatars.js +3 -0
  188. package/lib/engine/tests/simulate_avatars.js.map +1 -0
  189. package/lib/engine/tests/test_utils.d.ts +2 -0
  190. package/lib/engine/tests/test_utils.js +54 -0
  191. package/lib/engine/tests/test_utils.js.map +1 -0
  192. package/lib/engine-components/AlignmentConstraint.d.ts +10 -0
  193. package/lib/engine-components/AlignmentConstraint.js +27 -0
  194. package/lib/engine-components/AlignmentConstraint.js.map +1 -0
  195. package/lib/engine-components/Animation.d.ts +44 -0
  196. package/lib/engine-components/Animation.js +257 -0
  197. package/lib/engine-components/Animation.js.map +1 -0
  198. package/lib/engine-components/AnimationCurve.d.ts +15 -0
  199. package/lib/engine-components/AnimationCurve.js +62 -0
  200. package/lib/engine-components/AnimationCurve.js.map +1 -0
  201. package/lib/engine-components/Animator.d.ts +48 -0
  202. package/lib/engine-components/Animator.js +126 -0
  203. package/lib/engine-components/Animator.js.map +1 -0
  204. package/lib/engine-components/AnimatorController.d.ts +39 -0
  205. package/lib/engine-components/AnimatorController.js +687 -0
  206. package/lib/engine-components/AnimatorController.js.map +1 -0
  207. package/lib/engine-components/AudioListener.d.ts +7 -0
  208. package/lib/engine-components/AudioListener.js +29 -0
  209. package/lib/engine-components/AudioListener.js.map +1 -0
  210. package/lib/engine-components/AudioSource.d.ts +61 -0
  211. package/lib/engine-components/AudioSource.js +377 -0
  212. package/lib/engine-components/AudioSource.js.map +1 -0
  213. package/lib/engine-components/AvatarLoader.d.ts +22 -0
  214. package/lib/engine-components/AvatarLoader.js +203 -0
  215. package/lib/engine-components/AvatarLoader.js.map +1 -0
  216. package/lib/engine-components/AxesHelper.d.ts +9 -0
  217. package/lib/engine-components/AxesHelper.js +43 -0
  218. package/lib/engine-components/AxesHelper.js.map +1 -0
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -0
  220. package/lib/engine-components/BasicIKConstraint.js +44 -0
  221. package/lib/engine-components/BasicIKConstraint.js.map +1 -0
  222. package/lib/engine-components/BoxCollider.d.ts +2 -0
  223. package/lib/engine-components/BoxCollider.js +3 -0
  224. package/lib/engine-components/BoxCollider.js.map +1 -0
  225. package/lib/engine-components/BoxHelperComponent.d.ts +16 -0
  226. package/lib/engine-components/BoxHelperComponent.js +72 -0
  227. package/lib/engine-components/BoxHelperComponent.js.map +1 -0
  228. package/lib/engine-components/Camera.d.ts +38 -0
  229. package/lib/engine-components/Camera.js +258 -0
  230. package/lib/engine-components/Camera.js.map +1 -0
  231. package/lib/engine-components/Collider.d.ts +21 -0
  232. package/lib/engine-components/Collider.js +65 -0
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  234. package/lib/engine-components/Component.d.ts +165 -0
  235. package/lib/engine-components/Component.js +895 -0
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  237. package/lib/engine-components/ComponentExtensions.d.ts +2 -0
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  240. package/lib/engine-components/DeleteBox.d.ts +9 -0
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  243. package/lib/engine-components/DeviceFlag.d.ts +12 -0
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  246. package/lib/engine-components/DragControls.d.ts +44 -0
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  249. package/lib/engine-components/DropListener.d.ts +15 -0
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  252. package/lib/engine-components/Duplicatable.d.ts +16 -0
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  255. package/lib/engine-components/EventList.d.ts +22 -0
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  258. package/lib/engine-components/EventTrigger.d.ts +3 -0
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  261. package/lib/engine-components/EventType.d.ts +19 -0
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  264. package/lib/engine-components/FlyControls.d.ts +7 -0
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  267. package/lib/engine-components/Gizmos.d.ts +12 -0
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  269. package/lib/engine-components/Gizmos.js.map +1 -0
  270. package/lib/engine-components/GltfExport.d.ts +28 -0
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  273. package/lib/engine-components/GridHelper.d.ts +11 -0
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  276. package/lib/engine-components/GroundProjection.d.ts +18 -0
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  279. package/lib/engine-components/Interactable.d.ts +10 -0
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  282. package/lib/engine-components/LODGroup.d.ts +29 -0
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  285. package/lib/engine-components/Light.d.ts +69 -0
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  288. package/lib/engine-components/LookAtConstraint.d.ts +7 -0
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  291. package/lib/engine-components/MeshCollider.d.ts +4 -0
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  300. package/lib/engine-components/Networking.d.ts +9 -0
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  318. package/lib/engine-components/Renderer.d.ts +72 -0
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  333. package/lib/engine-components/Skybox.d.ts +16 -0
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  686. package/src/engine-schemes/synced-camera-model.ts +92 -0
  687. package/src/engine-schemes/synced-transform-model.ts +90 -0
  688. package/src/engine-schemes/syncedCamera.fbs +11 -0
  689. package/src/engine-schemes/transform.ts +50 -0
  690. package/src/engine-schemes/transforms.fbs +26 -0
  691. package/src/engine-schemes/vec.fbs +19 -0
  692. package/src/engine-schemes/vec2.ts +33 -0
  693. package/src/engine-schemes/vec3.ts +38 -0
  694. package/src/engine-schemes/vec4.ts +43 -0
  695. package/src/engine-schemes/vr-user-state-buffer.ts +138 -0
  696. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -0
  697. package/src/needle-engine.ts +39 -0
@@ -0,0 +1,895 @@
1
+ import * as THREE from "three";
2
+ import * as object from "../engine/engine_components";
3
+ import { Mathf } from "../engine/engine_math";
4
+ import * as threeutils from "../engine/engine_three_utils";
5
+ import * as utils from "../engine/engine_utils";
6
+ import { activeInHierarchyFieldName } from "../engine/engine_constants";
7
+ import { Context, FrameEvent } from "../engine/engine_setup";
8
+ import * as main from "../engine/engine_mainloop_utils";
9
+ import { InstantiateIdProvider, syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate";
10
+ // export interface ISerializationCallbackReceiver {
11
+ // onBeforeSerialize?(): object | void;
12
+ // onAfterSerialize?();
13
+ // onBeforeDeserialize?(data?: any);
14
+ // onAfterDeserialize?();
15
+ // onDeserialize?(key: string, value: any): any | void;
16
+ // }
17
+ const debug = utils.getParam("debugcomponents");
18
+ export var HideFlags;
19
+ (function (HideFlags) {
20
+ HideFlags[HideFlags["None"] = 0] = "None";
21
+ HideFlags[HideFlags["HideInHierarchy"] = 1] = "HideInHierarchy";
22
+ HideFlags[HideFlags["HideInInspector"] = 2] = "HideInInspector";
23
+ HideFlags[HideFlags["DontSaveInEditor"] = 4] = "DontSaveInEditor";
24
+ HideFlags[HideFlags["NotEditable"] = 8] = "NotEditable";
25
+ HideFlags[HideFlags["DontSaveInBuild"] = 16] = "DontSaveInBuild";
26
+ HideFlags[HideFlags["DontUnloadUnusedAsset"] = 32] = "DontUnloadUnusedAsset";
27
+ HideFlags[HideFlags["DontSave"] = 52] = "DontSave";
28
+ HideFlags[HideFlags["HideAndDontSave"] = 61] = "HideAndDontSave";
29
+ })(HideFlags || (HideFlags = {}));
30
+ export class InstantiateOptions {
31
+ idProvider;
32
+ //** parent guid */
33
+ parent;
34
+ /** for duplicatable parenting */
35
+ keepWorldPosition;
36
+ position;
37
+ rotation;
38
+ scale;
39
+ visible;
40
+ context;
41
+ }
42
+ THREE.Object3D.prototype["SetActive"] = function (active) {
43
+ this.visible = active;
44
+ };
45
+ class GameObject extends THREE.Object3D {
46
+ guid;
47
+ static setActive(go, active) {
48
+ if (!go)
49
+ return;
50
+ go.visible = active;
51
+ }
52
+ static isActiveSelf(go) {
53
+ return go.visible || GameObject.isUsingInstancing(go);
54
+ }
55
+ static isActiveInHierarchy(go) {
56
+ return go[activeInHierarchyFieldName] || GameObject.isUsingInstancing(go);
57
+ }
58
+ static markAsInstancedRendered(go, instanced) {
59
+ go["__isUsingInstancing"] = instanced;
60
+ }
61
+ static isUsingInstancing(instance) { return instance["__isUsingInstancing"] === true; }
62
+ static foreachComponent(instance, cb, recursive = true) {
63
+ if (!instance)
64
+ return;
65
+ if (instance.userData.components) {
66
+ for (let i = 0; i < instance.userData.components.length; i++) {
67
+ const comp = instance.userData.components[i];
68
+ if (comp instanceof Behaviour) {
69
+ const res = cb(comp);
70
+ if (res !== undefined)
71
+ return res;
72
+ }
73
+ }
74
+ }
75
+ if (recursive && instance.children) {
76
+ for (let i = 0; i < instance.children.length; i++) {
77
+ const child = instance.children[i];
78
+ if (!child)
79
+ continue;
80
+ const res = GameObject.foreachComponent(child, cb, recursive);
81
+ if (res !== undefined)
82
+ return res;
83
+ }
84
+ }
85
+ }
86
+ static instantiateSynced(instance, opts) {
87
+ if (!instance)
88
+ return null;
89
+ return syncInstantiate(instance, opts);
90
+ }
91
+ static instantiate(instance, opts = null) {
92
+ if (instance === null)
93
+ return null;
94
+ let options = null;
95
+ if (opts !== null) {
96
+ // 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
97
+ if (opts["x"] !== undefined) {
98
+ options = new InstantiateOptions();
99
+ options.position = opts;
100
+ }
101
+ else {
102
+ // if (opts instanceof InstantiateOptions)
103
+ options = opts;
104
+ // else {
105
+ // options = new InstantiateOptions();
106
+ // Object.assign(options, opts);
107
+ // }
108
+ }
109
+ }
110
+ let context = Context.Current;
111
+ if (options?.context)
112
+ context = options.context;
113
+ if (debug && context.alias)
114
+ console.log("context", context.alias);
115
+ // we need to create the id provider before calling internal instantiate because cloned gameobjects also create new guids
116
+ if (options && !options.idProvider) {
117
+ options.idProvider = new InstantiateIdProvider(Date.now());
118
+ }
119
+ const components = [];
120
+ const goMapping = {}; // used to resolve references on components to components on other gameobjects to their new counterpart
121
+ const skinnedMeshes = {};
122
+ const clone = this.internalInstantiate(context, instance, options, components, goMapping, skinnedMeshes);
123
+ if (clone) {
124
+ this.resolveReferences(goMapping);
125
+ this.resolveAndBindSkinnedMeshBones(skinnedMeshes, goMapping);
126
+ }
127
+ if (debug) {
128
+ threeutils.logHierarchy(instance, true);
129
+ threeutils.logHierarchy(clone, true);
130
+ }
131
+ const guidsMap = {};
132
+ for (const i in components) {
133
+ const copy = components[i];
134
+ const oldGuid = copy.guid;
135
+ if (options && options.idProvider) {
136
+ copy.guid = options.idProvider.generateUUID();
137
+ guidsMap[oldGuid] = copy.guid;
138
+ if (debug)
139
+ console.log(copy.name, copy.guid);
140
+ }
141
+ object.registerComponent(copy, context);
142
+ if (copy.__internalNewInstanceCreated)
143
+ copy.__internalNewInstanceCreated();
144
+ }
145
+ for (const i in components) {
146
+ const copy = components[i];
147
+ if (copy.resolveGuids)
148
+ copy.resolveGuids(guidsMap);
149
+ if (copy.enabled === false)
150
+ continue;
151
+ else
152
+ copy.enabled = true;
153
+ }
154
+ main.processNewScripts(context);
155
+ return clone;
156
+ }
157
+ static internalInstantiate(context, instance, opts, componentsList, newGameObjectsMap, skinnedMeshesMap) {
158
+ if (!instance)
159
+ return null;
160
+ // prepare, remove things that dont work out of the box
161
+ // e.g. user data we want to manually clone
162
+ // also children throw errors (e.g. recursive toJson with nested meshes)
163
+ const userData = instance.userData;
164
+ instance.userData = {};
165
+ const children = instance.children;
166
+ instance.children = [];
167
+ let clone;
168
+ clone = instance.clone(false);
169
+ instance.userData = userData;
170
+ instance.children = children;
171
+ // make reference from old id to new object
172
+ newGameObjectsMap[instance.uuid] = { original: instance, clone: clone };
173
+ if (instance.type === "SkinnedMesh") {
174
+ skinnedMeshesMap[instance.uuid] = { original: instance, clone: clone };
175
+ }
176
+ // DO NOT EVER RENAME BECAUSE IT BREAKS / MIGHT BREAK ANIMATIONS
177
+ // clone.name += " (Clone)";
178
+ if (opts?.visible !== undefined)
179
+ clone.visible = opts.visible;
180
+ if (opts?.idProvider) {
181
+ clone.uuid = opts.idProvider.generateUUID();
182
+ const cloneGo = clone;
183
+ if (cloneGo)
184
+ cloneGo.guid = clone.uuid;
185
+ }
186
+ if (instance.animations && instance.animations.length > 0) {
187
+ clone.animations = [...instance.animations];
188
+ }
189
+ const parent = instance.parent;
190
+ if (parent) {
191
+ parent.add(clone);
192
+ }
193
+ // apply transform
194
+ if (opts?.position) {
195
+ threeutils.setWorldPosition(clone, opts.position);
196
+ }
197
+ else
198
+ clone.position.copy(instance.position);
199
+ if (opts?.rotation) {
200
+ threeutils.setWorldQuaternion(clone, opts.rotation);
201
+ // clone.quaternion.copy(opts.rotation);
202
+ }
203
+ else
204
+ clone.quaternion.copy(instance.quaternion);
205
+ if (opts?.scale) {
206
+ // TODO: make set world scale work
207
+ clone.scale.copy(opts.scale);
208
+ }
209
+ else
210
+ clone.scale.copy(instance.scale);
211
+ if (opts?.parent && opts.parent !== "scene") {
212
+ let requestedParent = null;
213
+ if (typeof opts.parent === "string") {
214
+ requestedParent = utils.tryFindObject(opts.parent, context.scene, true);
215
+ }
216
+ else {
217
+ requestedParent = opts.parent;
218
+ }
219
+ if (requestedParent) {
220
+ const func = opts.keepWorldPosition === true ? requestedParent.attach : requestedParent.add;
221
+ if (!func)
222
+ console.error("Invalid parent object", requestedParent, "received when instantiating:", instance);
223
+ else
224
+ func.call(requestedParent, clone);
225
+ }
226
+ else
227
+ console.warn("could not find parent:", opts.parent);
228
+ }
229
+ for (const [key, value] of Object.entries(instance.userData)) {
230
+ if (key === "components")
231
+ continue;
232
+ clone.userData[key] = value;
233
+ }
234
+ if (instance.userData?.components) {
235
+ const components = instance.userData.components;
236
+ const newComponents = [];
237
+ clone.userData.components = newComponents;
238
+ for (let i = 0; i < components.length; i++) {
239
+ const comp = components[i];
240
+ const copy = Object.create(comp);
241
+ Object.assign(copy, comp);
242
+ newComponents.push(copy);
243
+ copy.gameObject = clone;
244
+ // copy.transform = clone;
245
+ componentsList.push(copy);
246
+ }
247
+ }
248
+ // children should just clone the original transform
249
+ if (opts) {
250
+ opts.position = undefined;
251
+ opts.rotation = undefined;
252
+ opts.scale = undefined;
253
+ opts.parent = undefined;
254
+ }
255
+ for (const ch in instance.children) {
256
+ const child = instance.children[ch];
257
+ const newChild = GameObject.internalInstantiate(context, child, opts, componentsList, newGameObjectsMap, skinnedMeshesMap);
258
+ if (newChild)
259
+ clone.add(newChild);
260
+ }
261
+ return clone;
262
+ }
263
+ static resolveAndBindSkinnedMeshBones(skinnedMeshes, newObjectsMap) {
264
+ for (const key in skinnedMeshes) {
265
+ const val = skinnedMeshes[key];
266
+ const original = val.original;
267
+ const originalSkeleton = original.skeleton;
268
+ const clone = val.clone;
269
+ // clone.updateWorldMatrix(true, true);
270
+ if (!originalSkeleton) {
271
+ console.warn("Skinned mesh has no skeleton?", val);
272
+ continue;
273
+ }
274
+ const originalBones = originalSkeleton.bones;
275
+ const clonedSkeleton = clone.skeleton.clone();
276
+ clone.skeleton = clonedSkeleton;
277
+ clone.bindMatrix.clone().copy(original.bindMatrix);
278
+ // console.log(clone.bindMatrix)
279
+ clone.bindMatrixInverse.copy(original.bindMatrixInverse);
280
+ // clone.bindMatrix.multiplyScalar(.025);
281
+ // console.assert(originalSkeleton.uuid !== clonedSkeleton.uuid);
282
+ // console.assert(originalBones.length === clonedSkeleton.bones.length);
283
+ const bones = [];
284
+ clonedSkeleton.bones = bones;
285
+ for (let i = 0; i < originalBones.length; i++) {
286
+ const bone = originalBones[i];
287
+ const newBoneInfo = newObjectsMap[bone.uuid];
288
+ const clonedBone = newBoneInfo.clone;
289
+ // console.log("NEW BONE: ", clonedBone, "BEFORE", newBoneInfo.original);
290
+ bones.push(clonedBone);
291
+ }
292
+ // clone.skeleton = new THREE.Skeleton(bones);
293
+ // clone.skeleton.update();
294
+ // clone.pose();
295
+ // clone.scale.set(1,1,1);
296
+ // clone.position.y += .1;
297
+ // console.log("ORIG", original, "CLONE", clone);
298
+ }
299
+ for (const key in skinnedMeshes) {
300
+ const clone = skinnedMeshes[key].clone;
301
+ clone.skeleton.update();
302
+ // clone.skeleton.calculateInverses();
303
+ clone.bind(clone.skeleton, clone.bindMatrix);
304
+ clone.updateMatrixWorld(true);
305
+ // clone.pose();
306
+ }
307
+ }
308
+ // private static bindNewSkinnedMeshBones(source, clone) {
309
+ // const sourceLookup = new Map();
310
+ // const cloneLookup = new Map();
311
+ // // const clone = source.clone(false);
312
+ // function parallelTraverse(a, b, callback) {
313
+ // callback(a, b);
314
+ // for (let i = 0; i < a.children.length; i++) {
315
+ // parallelTraverse(a.children[i], b.children[i], callback);
316
+ // }
317
+ // }
318
+ // parallelTraverse(source, clone, function (sourceNode, clonedNode) {
319
+ // sourceLookup.set(clonedNode, sourceNode);
320
+ // cloneLookup.set(sourceNode, clonedNode);
321
+ // });
322
+ // clone.traverse(function (node) {
323
+ // if (!node.isSkinnedMesh) return;
324
+ // const clonedMesh = node;
325
+ // const sourceMesh = sourceLookup.get(node);
326
+ // const sourceBones = sourceMesh.skeleton.bones;
327
+ // clonedMesh.skeleton = sourceMesh.skeleton.clone();
328
+ // clonedMesh.bindMatrix.copy(sourceMesh.bindMatrix);
329
+ // clonedMesh.skeleton.bones = sourceBones.map(function (bone) {
330
+ // return cloneLookup.get(bone);
331
+ // });
332
+ // clonedMesh.bind(clonedMesh.skeleton, clonedMesh.bindMatrix);
333
+ // });
334
+ // return clone;
335
+ // }
336
+ static resolveReferences(newObjectsMap) {
337
+ // for every object that is newly created we want to update references to their newly created counterparts
338
+ // e.g. a collider instance referencing a rigidbody instance should be updated so that
339
+ // the cloned collider does not reference the cloned rigidbody (instead of the original rigidbody)
340
+ for (const key in newObjectsMap) {
341
+ const val = newObjectsMap[key];
342
+ const clone = val.clone;
343
+ // resolve references
344
+ if (clone.userData?.components) {
345
+ for (let i = 0; i < clone.userData.components.length; i++) {
346
+ const copy = clone.userData.components[i];
347
+ // find referenced within a cloned gameobject
348
+ const entries = Object.entries(copy);
349
+ // console.log(copy, entries);
350
+ for (const [key, value] of entries) {
351
+ if (Array.isArray(value)) {
352
+ const clonedArray = [];
353
+ copy[key] = clonedArray;
354
+ // console.log(copy, key, value, copy[key]);
355
+ for (let i = 0; i < value.length; i++) {
356
+ const entry = value[i];
357
+ // push value types into new array
358
+ if (typeof entry !== "object") {
359
+ clonedArray.push(entry);
360
+ continue;
361
+ }
362
+ const res = this.postProcessNewInstance(copy, key, entry, newObjectsMap);
363
+ if (res !== undefined)
364
+ clonedArray.push(res);
365
+ else
366
+ clonedArray.push(entry);
367
+ }
368
+ // console.log(copy[key])
369
+ }
370
+ else if (typeof value === "object") {
371
+ const res = this.postProcessNewInstance(copy, key, value, newObjectsMap);
372
+ if (res !== undefined) {
373
+ copy[key] = res;
374
+ }
375
+ }
376
+ }
377
+ }
378
+ }
379
+ }
380
+ }
381
+ static postProcessNewInstance(copy, key, value, newObjectsMap) {
382
+ if (value instanceof Component || value instanceof Behaviour) {
383
+ const originalGameObjectReference = value["gameObject"];
384
+ // console.log(key, value, originalGameObjectReference);
385
+ if (originalGameObjectReference) {
386
+ const id = originalGameObjectReference.uuid;
387
+ const newGameObject = newObjectsMap[id]?.clone;
388
+ if (!newGameObject) {
389
+ // reference has not changed!
390
+ if (debug)
391
+ console.log("reference did not change", key, copy, value);
392
+ return;
393
+ }
394
+ const index = originalGameObjectReference.userData.components.indexOf(value);
395
+ if (index >= 0) {
396
+ if (debug)
397
+ console.log(key, id);
398
+ const found = newGameObject.userData.components[index];
399
+ return found;
400
+ }
401
+ else {
402
+ console.warn("could not find component", key, value);
403
+ }
404
+ }
405
+ }
406
+ else if (value instanceof THREE.Object3D) {
407
+ // console.log(value);
408
+ if (key === "gameObject")
409
+ return;
410
+ const originalGameObjectReference = value;
411
+ if (originalGameObjectReference) {
412
+ const id = originalGameObjectReference.uuid;
413
+ const newGameObject = newObjectsMap[id]?.clone;
414
+ if (newGameObject) {
415
+ if (debug)
416
+ console.log(key, "old", value, "new", newGameObject);
417
+ return newGameObject;
418
+ }
419
+ }
420
+ }
421
+ }
422
+ static destroySynced(instance, context, recursive = true) {
423
+ if (!instance)
424
+ return;
425
+ const go = instance;
426
+ context = context ?? Context.Current;
427
+ syncDestroy(go, context.connection, recursive);
428
+ }
429
+ static destroy(instance, recursive = true, isRoot = true) {
430
+ const comp = instance;
431
+ if (comp.isComponent) {
432
+ comp.destroy();
433
+ return;
434
+ }
435
+ const obj = instance;
436
+ if (debug)
437
+ console.log(obj);
438
+ if (recursive && obj.children) {
439
+ for (const ch of obj.children) {
440
+ GameObject.destroy(ch, recursive, false);
441
+ }
442
+ }
443
+ const components = obj.userData.components;
444
+ if (components) {
445
+ let lastLength = components.length;
446
+ for (let i = 0; i < components.length; i++) {
447
+ const comp = components[i];
448
+ if (comp.destroy) {
449
+ if (debug)
450
+ console.log("destroying", comp);
451
+ comp.destroy();
452
+ }
453
+ // components will be removed from componentlist in destroy
454
+ if (components.length < lastLength) {
455
+ lastLength = components.length;
456
+ i--;
457
+ }
458
+ }
459
+ }
460
+ if (isRoot)
461
+ obj.removeFromParent();
462
+ }
463
+ /**
464
+ * Add an object to parent and also ensure all components are being registered
465
+ */
466
+ static add(instance, parent, context) {
467
+ if (!instance || !parent)
468
+ return;
469
+ if (instance === parent) {
470
+ console.warn("Can not add object to self", instance);
471
+ return;
472
+ }
473
+ if (!context) {
474
+ context = Context.Current;
475
+ }
476
+ parent.add(instance);
477
+ main.updateActiveInHierarchyWithoutEventCall(instance);
478
+ if (context) {
479
+ GameObject.foreachComponent(instance, (comp) => {
480
+ main.addScriptToArrays(comp, context);
481
+ if (context.new_script_start.includes(comp) === false) {
482
+ context.new_script_start.push(comp);
483
+ }
484
+ }, true);
485
+ }
486
+ else {
487
+ console.warn("Missing context");
488
+ }
489
+ }
490
+ /**
491
+ * Removes the object from its parent and deactivates all of its components
492
+ */
493
+ static remove(instance) {
494
+ if (!instance)
495
+ return;
496
+ instance.parent?.remove(instance);
497
+ GameObject.foreachComponent(instance, (comp) => {
498
+ main.processRemoveFromScene(comp);
499
+ }, true);
500
+ }
501
+ static invokeOnChildren(go, functionName, ...args) {
502
+ this.invoke(go, functionName, true, args);
503
+ }
504
+ static invoke(go, functionName, children = false, ...args) {
505
+ if (!go)
506
+ return;
507
+ // console.log(go);
508
+ this.foreachComponent(go, c => {
509
+ const fn = c[functionName];
510
+ if (fn && typeof fn === "function") {
511
+ const bound = fn.bind(c);
512
+ // console.log(c, bound)
513
+ bound(...args);
514
+ }
515
+ }, children);
516
+ }
517
+ static addNewComponent(go, type, callAwake = true) {
518
+ const instance = new type();
519
+ object.addNewComponentInstance(instance, go, callAwake);
520
+ return instance;
521
+ }
522
+ static addComponent(go, instance) {
523
+ if (instance.gameObject == null) {
524
+ throw new Error("Did you mean to create a new component? Use addNewComponent");
525
+ }
526
+ object.moveComponentInstance(instance, go);
527
+ }
528
+ static removeComponent(instance) {
529
+ object.removeComponent(instance.gameObject, instance);
530
+ return instance;
531
+ }
532
+ static getOrAddComponent(go, typeName) {
533
+ const comp = this.getComponent(go, typeName);
534
+ if (comp)
535
+ return comp;
536
+ return this.addNewComponent(go, typeName);
537
+ }
538
+ static getComponent(go, typeName) {
539
+ if (go === null)
540
+ return null;
541
+ // if names are minified we could also use the type store and work with strings everywhere
542
+ // not ideal, but I dont know a good/sane way to do this otherwise
543
+ // const res = TypeStore.get(typeName);
544
+ // if(res) typeName = res;
545
+ return object.getComponent(typeName, go);
546
+ }
547
+ static getComponents(go, typeName, arr = null) {
548
+ if (go === null)
549
+ return arr ?? [];
550
+ return object.getComponents(typeName, go, arr);
551
+ }
552
+ static findByGuid(guid, hierarchy) {
553
+ return utils.tryFindObject(guid, hierarchy, true, true);
554
+ }
555
+ static findObjectOfType(typeName, context, includeInactive = true) {
556
+ return object.findObjectOfType(typeName, context, includeInactive);
557
+ }
558
+ static findObjectsOfType(typeName, context) {
559
+ const arr = [];
560
+ object.findObjectsOfType(typeName, arr, context);
561
+ return arr;
562
+ }
563
+ static getComponentInChildren(go, typeName) {
564
+ return object.getComponentInChildren(typeName, go);
565
+ }
566
+ static getComponentsInChildren(go, typeName, arr = null) {
567
+ return object.getComponentsInChildren(typeName, go, arr);
568
+ }
569
+ static getComponentInParent(go, typeName) {
570
+ return object.getComponentInParent(typeName, go);
571
+ }
572
+ static getComponentsInParent(go, typeName, arr = null) {
573
+ return object.getComponentsInParent(typeName, go, arr);
574
+ }
575
+ static getAllComponents(go) {
576
+ const componentsList = go.userData?.components;
577
+ const newList = [...componentsList];
578
+ return newList;
579
+ }
580
+ static *iterateComponents(go) {
581
+ const list = go?.userData?.components;
582
+ if (list && Array.isArray(list)) {
583
+ for (let i = 0; i < list.length; i++) {
584
+ yield list[i];
585
+ }
586
+ }
587
+ }
588
+ }
589
+ THREE.Object3D.prototype["addNewComponent"] = function (type) {
590
+ return GameObject.addNewComponent(this, type);
591
+ };
592
+ THREE.Object3D.prototype["removeComponent"] = function (inst) {
593
+ return GameObject.removeComponent(inst);
594
+ };
595
+ THREE.Object3D.prototype["getOrAddComponent"] = function (typeName) {
596
+ return GameObject.getOrAddComponent(this, typeName);
597
+ };
598
+ THREE.Object3D.prototype["getComponent"] = function (type) {
599
+ return GameObject.getComponent(this, type);
600
+ };
601
+ THREE.Object3D.prototype["getComponents"] = function (type, arr) {
602
+ return GameObject.getComponents(this, type, arr);
603
+ };
604
+ THREE.Object3D.prototype["getComponentInChildren"] = function (type) {
605
+ return GameObject.getComponentInChildren(this, type);
606
+ };
607
+ THREE.Object3D.prototype["getComponentsInChildren"] = function (type, arr) {
608
+ return GameObject.getComponentsInChildren(this, type, arr);
609
+ };
610
+ THREE.Object3D.prototype["getComponentInParent"] = function (type) {
611
+ return GameObject.getComponentInParent(this, type);
612
+ };
613
+ THREE.Object3D.prototype["getComponentsInParent"] = function (type, arr) {
614
+ return GameObject.getComponentsInParent(this, type, arr);
615
+ };
616
+ // function patch_THREEObject3D() {
617
+ // const props = Object.getOwnPropertyNames(GameObject.prototype);
618
+ // for (const propName in props) {
619
+ // const prop = props[propName];
620
+ // if (prop === "constructor") continue;
621
+ // const fn = GameObject.prototype[prop];
622
+ // THREE.Object3D.prototype[prop] = fn;
623
+ // }
624
+ // }
625
+ // patch_THREEObject3D();
626
+ class Component {
627
+ get isComponent() { return true; }
628
+ __context;
629
+ get context() {
630
+ return this.__context ?? Context.Current;
631
+ }
632
+ set context(context) {
633
+ this.__context = context;
634
+ }
635
+ get scene() { return this.context.scene; }
636
+ get layer() {
637
+ return this.gameObject?.userData?.layer;
638
+ }
639
+ get name() {
640
+ return this.gameObject?.userData.name;
641
+ }
642
+ __name;
643
+ set name(str) {
644
+ if (this.gameObject) {
645
+ if (!this.gameObject.userData)
646
+ this.gameObject.userData = {};
647
+ this.gameObject.userData.name = str;
648
+ this.__name = str;
649
+ }
650
+ else {
651
+ this.__name = str;
652
+ }
653
+ }
654
+ get tag() {
655
+ return this.gameObject?.userData.tag;
656
+ }
657
+ set tag(str) {
658
+ if (this.gameObject)
659
+ this.gameObject.userData.tag = str;
660
+ }
661
+ get static() {
662
+ return this.gameObject?.userData.static;
663
+ }
664
+ get hideFlags() {
665
+ return this.gameObject?.userData.hideFlags;
666
+ }
667
+ get activeAndEnabled() {
668
+ if (this.destroyed)
669
+ return false;
670
+ if (this.__isEnabled === false)
671
+ return false;
672
+ if (!this.__isActiveInHierarchy)
673
+ return false;
674
+ // let go = this.gameObject;
675
+ // do {
676
+ // // console.log(go.name, go.visible)
677
+ // if (!go.visible) return false;
678
+ // go = go.parent as GameObject;
679
+ // }
680
+ // while (go);
681
+ return true;
682
+ }
683
+ get __isActive() {
684
+ return this.gameObject.visible;
685
+ }
686
+ get __isActiveInHierarchy() {
687
+ if (!this.gameObject)
688
+ return false;
689
+ const res = this.gameObject[activeInHierarchyFieldName];
690
+ if (res === undefined)
691
+ return true;
692
+ return res;
693
+ }
694
+ gameObject;
695
+ guid = "invalid";
696
+ sourceId;
697
+ // TODO: can we not have these and then check in update loop if they are implemented (magick methods) ?
698
+ awake() { }
699
+ // update() { }
700
+ onEnable() { }
701
+ onDisable() { }
702
+ onDestroy() {
703
+ this.__destroyed = true;
704
+ }
705
+ startCoroutine(routine, evt = FrameEvent.Update) {
706
+ return this.context.registerCoroutineUpdate(this, routine, evt);
707
+ }
708
+ stopCoroutine(routine, evt = FrameEvent.Update) {
709
+ this.context.unregisterCoroutineUpdate(routine, evt);
710
+ }
711
+ get destroyed() {
712
+ return this.__destroyed;
713
+ }
714
+ destroy() {
715
+ if (this.destroyed)
716
+ return;
717
+ // console.log("destroy", this);
718
+ object.destroyComponentInstance(this);
719
+ }
720
+ __didAwake = false;
721
+ __didStart = false;
722
+ __didEnable = false;
723
+ __isEnabled = undefined;
724
+ __destroyed = false;
725
+ __internalNewInstanceCreated() {
726
+ this.__didAwake = false;
727
+ this.__didStart = false;
728
+ this.__didEnable = false;
729
+ this.__isEnabled = undefined;
730
+ this.__destroyed = false;
731
+ }
732
+ __internalAwake() {
733
+ if (this.__didAwake)
734
+ return;
735
+ // console.log("__internalAwake");
736
+ this.__didAwake = true;
737
+ // this.gameObject.test();
738
+ this.awake();
739
+ }
740
+ __internalStart() {
741
+ if (this.__didStart)
742
+ return;
743
+ this.__didStart = true;
744
+ if (this.start)
745
+ this.start();
746
+ }
747
+ __internalEnable() {
748
+ if (this.__didEnable)
749
+ return;
750
+ // console.trace("INTERNAL ENABLE");
751
+ this.__didEnable = true;
752
+ this.onEnable();
753
+ }
754
+ __internalDisable() {
755
+ if (!this.__didEnable)
756
+ return;
757
+ this.__didEnable = false;
758
+ this.onDisable();
759
+ }
760
+ constructor() {
761
+ this.__internalNewInstanceCreated();
762
+ }
763
+ // TODO move this to threeutils
764
+ // we need a copy for modifying the values to local space
765
+ static _worldPositionBuffer = new THREE.Vector3();
766
+ static _worldQuaternionBuffer = new THREE.Quaternion();
767
+ static _worldEulerBuffer = new THREE.Euler();
768
+ _worldPosition = undefined;
769
+ _worldQuaternion = undefined;
770
+ static _tempQuaternionBuffer2 = new THREE.Quaternion();
771
+ _worldEuler = undefined;
772
+ _worldRotation = undefined;
773
+ get worldPosition() {
774
+ if (!this._worldPosition)
775
+ this._worldPosition = new THREE.Vector3();
776
+ threeutils.getWorldPosition(this.gameObject, this._worldPosition);
777
+ // this.gameObject.getWorldPosition(this._worldPosition);
778
+ return this._worldPosition;
779
+ }
780
+ set worldPosition(val) {
781
+ threeutils.setWorldPosition(this.gameObject, val);
782
+ }
783
+ setWorldPosition(x, y, z) {
784
+ Component._worldPositionBuffer.set(x, y, z);
785
+ this.worldPosition = Component._worldPositionBuffer;
786
+ }
787
+ get worldQuaternion() {
788
+ if (!this._worldQuaternion)
789
+ this._worldQuaternion = new THREE.Quaternion();
790
+ return threeutils.getWorldQuaternion(this.gameObject, this._worldQuaternion);
791
+ }
792
+ set worldQuaternion(val) {
793
+ threeutils.setWorldQuaternion(this.gameObject, val);
794
+ }
795
+ setWorldQuaternion(x, y, z, w) {
796
+ Component._worldQuaternionBuffer.set(x, y, z, w);
797
+ this.worldQuaternion = Component._worldQuaternionBuffer;
798
+ }
799
+ // world euler (in radians)
800
+ get worldEuler() {
801
+ if (!this._worldEuler)
802
+ this._worldEuler = new THREE.Euler();
803
+ this._worldEuler.setFromQuaternion(this.worldQuaternion);
804
+ return this._worldEuler;
805
+ }
806
+ // world euler (in radians)
807
+ set worldEuler(val) {
808
+ if (!this._worldQuaternion)
809
+ this._worldQuaternion = new THREE.Quaternion();
810
+ this._worldQuaternion?.setFromEuler(val);
811
+ this.worldQuaternion = this._worldQuaternion;
812
+ }
813
+ // returns rotation in degrees
814
+ get worldRotation() {
815
+ const rot = this.worldEuler;
816
+ if (!this._worldRotation)
817
+ this._worldRotation = new THREE.Vector3();
818
+ const wr = this._worldRotation;
819
+ wr.set(rot.x, rot.y, rot.z);
820
+ wr.x = Mathf.toDegrees(wr.x);
821
+ wr.y = Mathf.toDegrees(wr.y);
822
+ wr.z = Mathf.toDegrees(wr.z);
823
+ return wr;
824
+ }
825
+ set worldRotation(val) {
826
+ this.setWorldRotation(val.x, val.y, val.z, true);
827
+ }
828
+ setWorldRotation(x, y, z, degrees = true) {
829
+ if (degrees) {
830
+ x = Mathf.toRadians(x);
831
+ y = Mathf.toRadians(y);
832
+ z = Mathf.toRadians(z);
833
+ }
834
+ Component._worldEulerBuffer.set(x, y, z);
835
+ Component._worldQuaternionBuffer.setFromEuler(Component._worldEulerBuffer);
836
+ this.worldQuaternion = Component._worldQuaternionBuffer;
837
+ }
838
+ static _forward = new THREE.Vector3(0, 0, 1);
839
+ get forward() {
840
+ return Component._forward.set(0, 0, 1).applyQuaternion(this.worldQuaternion);
841
+ }
842
+ // EventTarget implementation:
843
+ _eventListeners = new Map();
844
+ addEventListener(type, listener) {
845
+ this._eventListeners[type] = this._eventListeners[type] || [];
846
+ this._eventListeners[type].push(listener);
847
+ }
848
+ removeEventListener(type, listener) {
849
+ if (!this._eventListeners[type])
850
+ return;
851
+ const index = this._eventListeners[type].indexOf(listener);
852
+ if (index >= 0)
853
+ this._eventListeners[type].splice(index, 1);
854
+ }
855
+ dispatchEvent(evt) {
856
+ if (!this._eventListeners[evt.type])
857
+ return false;
858
+ const listeners = this._eventListeners[evt.type];
859
+ for (let i = 0; i < listeners.length; i++) {
860
+ listeners[i](evt);
861
+ }
862
+ return false;
863
+ }
864
+ }
865
+ class Behaviour extends Component {
866
+ // isActiveAndEnabled: boolean = false;
867
+ get enabled() {
868
+ return this.__isEnabled ?? true; // if it has no enabled field it is always enabled
869
+ }
870
+ set enabled(val) {
871
+ // when called from animationclip we receive numbers
872
+ // due to interpolation they can be anything between 0 and 1
873
+ if (typeof val === "number") {
874
+ if (val >= 0.5)
875
+ val = true;
876
+ else
877
+ val = false;
878
+ }
879
+ if (val === this.__isEnabled)
880
+ return;
881
+ this.__isEnabled = val;
882
+ // console.log(val);
883
+ // need to check here because codegen is calling this before everything is setup
884
+ if (!this.__didAwake)
885
+ return;
886
+ if (val) {
887
+ this.__internalEnable();
888
+ }
889
+ else {
890
+ this.__internalDisable();
891
+ }
892
+ }
893
+ }
894
+ export { Behaviour, Component, GameObject };
895
+ //# sourceMappingURL=Component.js.map