@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
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  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
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  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
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  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
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  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
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  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
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  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
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  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
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  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,796 +1,796 @@
1
- /// <reference types="webxr" />
2
- import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
3
- import { type AssetReference } from "../engine/engine_addressables.js";
4
- import { type IInstantiateOptions } from "../engine/engine_gameobject.js";
5
- import { SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
6
- import { Context, FrameEvent } from "../engine/engine_setup.js";
7
- import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
8
- import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
9
- import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
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- /**
11
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
12
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
13
- * They manage their components and provide methods to add, remove and get components.
14
- *
15
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
16
- * These methods are available directly on the GameObject instance:
17
- * ```typescript
18
- * target.addComponent(MyComponent);
19
- * ```
20
- *
21
- * And can be called statically on the GameObject class as well:
22
- * ```typescript
23
- * GameObject.setActive(target, true);
24
- * ```
25
- */
26
- export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
27
- /**
28
- * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
29
- * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
30
- */
31
- abstract activeSelf: boolean;
32
- /** @deprecated Use {@link addComponent} instead */
33
- abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
34
- /**
35
- * Creates a new component on this gameObject or adds an existing component instance
36
- * @param comp Component type constructor or existing component instance
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- * @param init Optional initialization values for the component
38
- * @returns The newly created or added component
39
- */
40
- abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
41
- /**
42
- * Removes a component from this GameObject
43
- * @param comp Component instance to remove
44
- * @returns The removed component
45
- */
46
- abstract removeComponent<T extends IComponent>(comp: T): T;
47
- /**
48
- * Gets an existing component of the specified type or adds a new one if it doesn't exist
49
- * @param typeName Constructor of the component type to get or add
50
- * @returns The existing or newly added component
51
- */
52
- abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
53
- /**
54
- * Gets a component of the specified type attached to this GameObject
55
- * @param type Constructor of the component type to get
56
- * @returns The component if found, otherwise null
57
- */
58
- abstract getComponent<T>(type: Constructor<T>): T | null;
59
- /**
60
- * Gets all components of the specified type attached to this GameObject
61
- * @param type Constructor of the component type to get
62
- * @param arr Optional array to populate with the components
63
- * @returns Array of components
64
- */
65
- abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
66
- /**
67
- * Gets a component of the specified type in this GameObject's children hierarchy
68
- * @param type Constructor of the component type to get
69
- * @returns The first matching component if found, otherwise null
70
- */
71
- abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
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- /**
73
- * Gets all components of the specified type in this GameObject's children hierarchy
74
- * @param type Constructor of the component type to get
75
- * @param arr Optional array to populate with the components
76
- * @returns Array of components
77
- */
78
- abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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- /**
80
- * Gets a component of the specified type in this GameObject's parent hierarchy
81
- * @param type Constructor of the component type to get
82
- * @returns The first matching component if found, otherwise null
83
- */
84
- abstract getComponentInParent<T>(type: Constructor<T>): T | null;
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- /**
86
- * Gets all components of the specified type in this GameObject's parent hierarchy
87
- * @param type Constructor of the component type to get
88
- * @param arr Optional array to populate with the components
89
- * @returns Array of components
90
- */
91
- abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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- /**
93
- * The position of this GameObject in world space
94
- */
95
- abstract get worldPosition(): Vector3;
96
- abstract set worldPosition(val: Vector3);
97
- /**
98
- * The rotation of this GameObject in world space as a quaternion
99
- */
100
- abstract set worldQuaternion(val: Quaternion);
101
- abstract get worldQuaternion(): Quaternion;
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- /**
103
- * The rotation of this GameObject in world space in euler angles (degrees)
104
- */
105
- abstract set worldRotation(val: Vector3);
106
- abstract get worldRotation(): Vector3;
107
- /**
108
- * The scale of this GameObject in world space
109
- */
110
- abstract set worldScale(val: Vector3);
111
- abstract get worldScale(): Vector3;
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- /**
113
- * The forward direction vector of this GameObject in world space
114
- */
115
- abstract get worldForward(): Vector3;
116
- abstract set worldForward(val: Vector3);
117
- /**
118
- * The right direction vector of this GameObject in world space
119
- */
120
- abstract get worldRight(): Vector3;
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- /**
122
- * The up direction vector of this GameObject in world space
123
- */
124
- abstract get worldUp(): Vector3;
125
- /**
126
- * Unique identifier for this GameObject
127
- */
128
- guid: string | undefined;
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- /**
130
- * Destroys this GameObject and all its components.
131
- * Internally, this is added to the three.js {@link Object3D} prototype.
132
- */
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- abstract destroy(): any;
134
- /**
135
- * Checks if a GameObject has been destroyed
136
- * @param go The GameObject to check
137
- * @returns True if the GameObject has been destroyed
138
- */
139
- static isDestroyed(go: Object3D): boolean;
140
- /**
141
- * Sets the active state of a GameObject
142
- * @param go The GameObject to modify
143
- * @param active Whether the GameObject should be active
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- * @param processStart Whether to process the start callbacks if being activated
145
- */
146
- static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
147
- /**
148
- * Checks if the GameObject itself is active (same as go.visible)
149
- * @param go The GameObject to check
150
- * @returns True if the GameObject is active
151
- */
152
- static isActiveSelf(go: Object3D): boolean;
153
- /**
154
- * Checks if the GameObject is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
155
- * @param go The GameObject to check
156
- * @returns True if the GameObject is active in the hierarchy
157
- */
158
- static isActiveInHierarchy(go: Object3D): boolean;
159
- /**
160
- * Marks a GameObject to be rendered using instancing
161
- * @param go The GameObject to mark
162
- * @param instanced Whether the GameObject should use instanced rendering
163
- */
164
- static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
165
- /**
166
- * Checks if a GameObject is using instanced rendering
167
- * @param instance The GameObject to check
168
- * @returns True if the GameObject is using instanced rendering
169
- */
170
- static isUsingInstancing(instance: Object3D): boolean;
171
- /**
172
- * Executes a callback for all components of the provided type on the provided object and its children
173
- * @param instance Object to run the method on
174
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
175
- * @param recursive If true, the method will be run on all children as well
176
- * @returns The last return value of the callback
177
- */
178
- static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
179
- /**
180
- * Creates a new instance of the provided object that will be replicated to all connected clients
181
- * @param instance Object to instantiate
182
- * @param opts Options for the instantiation
183
- * @returns The newly created instance or null if creation failed
184
- */
185
- static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
186
- /**
187
- * Creates a new instance of the provided object (like cloning it including all components and children)
188
- * @param instance Object to instantiate
189
- * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
190
- * @returns The newly created instance
191
- */
192
- static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>;
193
- static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject;
194
- /**
195
- * Destroys an object on all connected clients (if in a networked session)
196
- * @param instance Object to destroy
197
- * @param context Optional context to use
198
- * @param recursive If true, all children will be destroyed as well
199
- */
200
- static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
201
- /**
202
- * Destroys an object
203
- * @param instance Object to destroy
204
- * @param recursive If true, all children will be destroyed as well. Default: true
205
- */
206
- static destroy(instance: Object3D | Component, recursive?: boolean): void;
207
- /**
208
- * Adds an object to parent and ensures all components are properly registered
209
- * @param instance Object to add
210
- * @param parent Parent to add the object to
211
- * @param context Optional context to use
212
- */
213
- static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
214
- /**
215
- * Removes the object from its parent and deactivates all of its components
216
- * @param instance Object to remove
217
- */
218
- static remove(instance: Object3D | null | undefined): void;
219
- /**
220
- * Invokes a method on all components including children (if a method with that name exists)
221
- * @param go GameObject to invoke the method on
222
- * @param functionName Name of the method to invoke
223
- * @param args Arguments to pass to the method
224
- */
225
- static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
226
- /**
227
- * Invokes a method on all components that have a method matching the provided name
228
- * @param go GameObject to invoke the method on
229
- * @param functionName Name of the method to invoke
230
- * @param children Whether to invoke on children as well
231
- * @param args Arguments to pass to the method
232
- */
233
- static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
234
- /** @deprecated use `addComponent` */
235
- static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
236
- /**
237
- * Adds a new component (or moves an existing component) to the provided object
238
- * @param go Object to add the component to
239
- * @param instanceOrType If an instance is provided it will be moved to the new object, if a type is provided a new instance will be created
240
- * @param init Optional init object to initialize the component with
241
- * @param opts Optional options for adding the component
242
- * @returns The added or moved component
243
- */
244
- static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
245
- callAwake: boolean;
246
- }): T;
247
- /**
248
- * Moves a component to a new object
249
- * @param go GameObject to move the component to
250
- * @param instance Component to move
251
- * @returns The moved component
252
- */
253
- static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
254
- /**
255
- * Removes a component from its object
256
- * @param instance Component to remove
257
- * @returns The removed component
258
- */
259
- static removeComponent<T extends IComponent>(instance: T): T;
260
- /**
261
- * Gets or adds a component of the specified type
262
- * @param go GameObject to get or add the component to
263
- * @param typeName Constructor of the component type
264
- * @returns The existing or newly added component
265
- */
266
- static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
267
- /**
268
- * Gets a component on the provided object
269
- * @param go GameObject to get the component from
270
- * @param typeName Constructor of the component type
271
- * @returns The component if found, otherwise null
272
- */
273
- static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
274
- /**
275
- * Gets all components of the specified type on the provided object
276
- * @param go GameObject to get the components from
277
- * @param typeName Constructor of the component type
278
- * @param arr Optional array to populate with the components
279
- * @returns Array of components
280
- */
281
- static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
282
- /**
283
- * Finds an object or component by its unique identifier
284
- * @param guid Unique identifier to search for
285
- * @param hierarchy Root object to search in
286
- * @returns The found GameObject or Component, or null/undefined if not found
287
- */
288
- static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
289
- /**
290
- * Finds the first object of the specified component type in the scene
291
- * @param typeName Constructor of the component type
292
- * @param context Context or root object to search in
293
- * @param includeInactive Whether to include inactive objects in the search
294
- * @returns The first matching component if found, otherwise null
295
- */
296
- static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
297
- /**
298
- * Finds all objects of the specified component type in the scene
299
- * @param typeName Constructor of the component type
300
- * @param context Context or root object to search in
301
- * @returns Array of matching components
302
- */
303
- static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
304
- /**
305
- * Gets a component of the specified type in the gameObject's children hierarchy
306
- * @param go GameObject to search in
307
- * @param typeName Constructor of the component type
308
- * @returns The first matching component if found, otherwise null
309
- */
310
- static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
311
- /**
312
- * Gets all components of the specified type in the gameObject's children hierarchy
313
- * @param go GameObject to search in
314
- * @param typeName Constructor of the component type
315
- * @param arr Optional array to populate with the components
316
- * @returns Array of components
317
- */
318
- static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
319
- /**
320
- * Gets a component of the specified type in the gameObject's parent hierarchy
321
- * @param go GameObject to search in
322
- * @param typeName Constructor of the component type
323
- * @returns The first matching component if found, otherwise null
324
- */
325
- static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
326
- /**
327
- * Gets all components of the specified type in the gameObject's parent hierarchy
328
- * @param go GameObject to search in
329
- * @param typeName Constructor of the component type
330
- * @param arr Optional array to populate with the components
331
- * @returns Array of components
332
- */
333
- static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
334
- /**
335
- * Gets all components on the gameObject
336
- * @param go GameObject to get components from
337
- * @returns Array of all components
338
- */
339
- static getAllComponents(go: IGameObject | Object3D): Component[];
340
- /**
341
- * Iterates through all components on the gameObject
342
- * @param go GameObject to iterate components on
343
- * @returns Generator yielding each component
344
- */
345
- static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
346
- }
347
- /**
348
- * Needle Engine component's are the main building blocks of the Needle Engine.
349
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
350
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
351
- *
352
- * **Component lifecycle event methods:**
353
- * {@link awake}, {@link start}, {@link onEnable}, {@link onDisable}, {@link onDestroy}, {@link earlyUpdate}, {@link update}, {@link lateUpdate}, {@link onBeforeRender}, {@link onAfterRender}.
354
- *
355
- * **XR event methods:**
356
- * {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
357
- *
358
- * **Input event methods:**
359
- * {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
360
- *
361
- * @example
362
- * ```typescript
363
- * import { Behaviour } from "@needle-tools/engine";
364
- * export class MyComponent extends Behaviour {
365
- * start() {
366
- * console.log("Hello World", this.gameObject.name);
367
- * }
368
- * update() {
369
- * console.log("Frame", this.context.time.frame);
370
- * }
371
- * }
372
- * ```
373
- *
374
- * @group Components
375
- */
376
- export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
377
- /**
378
- * Indicates whether this object is a component
379
- * @internal
380
- */
381
- get isComponent(): boolean;
382
- private __context;
383
- /**
384
- * The context this component belongs to, providing access to the runtime environment
385
- * including physics, timing utilities, camera, and scene
386
- */
387
- get context(): Context;
388
- set context(context: Context);
389
- /**
390
- * Shorthand accessor for the current scene from the context
391
- * @returns The scene this component belongs to
392
- */
393
- get scene(): Scene;
394
- /**
395
- * The layer value of the GameObject this component is attached to
396
- * Used for visibility and physics filtering
397
- */
398
- get layer(): number;
399
- /**
400
- * The name of the GameObject this component is attached to
401
- * Used for debugging and finding objects
402
- */
403
- get name(): string;
404
- private __name?;
405
- set name(str: string);
406
- /**
407
- * The tag of the GameObject this component is attached to
408
- * Used for categorizing objects and efficient lookup
409
- */
410
- get tag(): string;
411
- set tag(str: string);
412
- /**
413
- * Indicates whether the GameObject is marked as static
414
- * Static objects typically don't move and can be optimized by the engine
415
- */
416
- get static(): boolean;
417
- set static(value: boolean);
418
- /**
419
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
420
- * Components that are inactive won't receive lifecycle method calls
421
- * @returns True if the component is enabled and all parent GameObjects are active
422
- */
423
- get activeAndEnabled(): boolean;
424
- private get __isActive();
425
- private get __isActiveInHierarchy();
426
- private set __isActiveInHierarchy(value);
427
- /**
428
- * Reference to the GameObject this component is attached to
429
- * This is a three.js Object3D with additional GameObject functionality
430
- */
431
- gameObject: GameObject;
432
- /**
433
- * Unique identifier for this component instance,
434
- * used for finding and tracking components
435
- */
436
- guid: string;
437
- /**
438
- * Identifier for the source asset that created this component.
439
- * For example, URL to the glTF file this component was loaded from
440
- */
441
- sourceId?: SourceIdentifier;
442
- /**
443
- * Called when this component needs to remap guids after an instantiate operation.
444
- * @param guidsMap Mapping from old guids to newly generated guids
445
- */
446
- resolveGuids?(guidsMap: GuidsMap): void;
447
- /**
448
- * Called once when the component becomes active for the first time.
449
- * This is the first lifecycle callback to be invoked
450
- */
451
- awake(): void;
452
- /**
453
- * Called every time the component becomes enabled or active in the hierarchy.
454
- * Invoked after {@link awake} and before {@link start}.
455
- */
456
- onEnable(): void;
457
- /**
458
- * Called every time the component becomes disabled or inactive in the hierarchy.
459
- * Invoked when the component or any parent GameObject becomes invisible
460
- */
461
- onDisable(): void;
462
- /**
463
- * Called when the component is destroyed.
464
- * Use for cleanup operations like removing event listeners
465
- */
466
- onDestroy(): void;
467
- /**
468
- * Called when a field decorated with @validate() is modified.
469
- * @param prop The name of the field that was changed
470
- */
471
- onValidate?(prop?: string): void;
472
- /**
473
- * Called when the context's pause state changes.
474
- * @param isPaused Whether the context is currently paused
475
- * @param wasPaused The previous pause state
476
- */
477
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
478
- /**
479
- * Called once at the beginning of the first frame after the component is enabled.
480
- * Use for initialization that requires other components to be awake.
481
- */
482
- start?(): void;
483
- /**
484
- * Called at the beginning of each frame before regular updates.
485
- * Use for logic that needs to run before standard update callbacks.
486
- */
487
- earlyUpdate?(): void;
488
- /**
489
- * Called once per frame during the main update loop.
490
- * The primary location for frame-based game logic.
491
- */
492
- update?(): void;
493
- /**
494
- * Called after all update functions have been called.
495
- * Use for calculations that depend on other components being updated first.
496
- */
497
- lateUpdate?(): void;
498
- /**
499
- * Called immediately before the scene is rendered.
500
- * @param frame Current XRFrame if in an XR session, null otherwise
501
- */
502
- onBeforeRender?(frame: XRFrame | null): void;
503
- /**
504
- * Called after the scene has been rendered.
505
- * Use for post-processing or UI updates that should happen after rendering
506
- */
507
- onAfterRender?(): void;
508
- /**
509
- * Called when this component's collider begins colliding with another collider.
510
- * @param col Information about the collision that occurred
511
- */
512
- onCollisionEnter?(col: Collision): any;
513
- /**
514
- * Called when this component's collider stops colliding with another collider.
515
- * @param col Information about the collision that ended
516
- */
517
- onCollisionExit?(col: Collision): any;
518
- /**
519
- * Called each frame while this component's collider is colliding with another collider
520
- * @param col Information about the ongoing collision
521
- */
522
- onCollisionStay?(col: Collision): any;
523
- /**
524
- * Called when this component's trigger collider is entered by another collider
525
- * @param col The collider that entered this trigger
526
- */
527
- onTriggerEnter?(col: ICollider): any;
528
- /**
529
- * Called each frame while another collider is inside this component's trigger collider
530
- * @param col The collider that is inside this trigger
531
- */
532
- onTriggerStay?(col: ICollider): any;
533
- /**
534
- * Called when another collider exits this component's trigger collider
535
- * @param col The collider that exited this trigger
536
- */
537
- onTriggerExit?(col: ICollider): any;
538
- /**
539
- * Determines if this component supports a specific XR mode
540
- * @param mode The XR session mode to check support for
541
- * @returns True if the component supports the specified mode
542
- */
543
- supportsXR?(mode: XRSessionMode): boolean;
544
- /**
545
- * Called before an XR session is requested
546
- * Use to modify session initialization parameters
547
- * @param mode The XR session mode being requested
548
- * @param args The session initialization parameters that can be modified
549
- */
550
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
551
- /**
552
- * Called when this component joins an XR session or becomes active in a running session
553
- * @param args Event data for the XR session
554
- */
555
- onEnterXR?(args: NeedleXREventArgs): void;
556
- /**
557
- * Called each frame while this component is active in an XR session
558
- * @param args Event data for the current XR frame
559
- */
560
- onUpdateXR?(args: NeedleXREventArgs): void;
561
- /**
562
- * Called when this component exits an XR session or becomes inactive during a session
563
- * @param args Event data for the XR session
564
- */
565
- onLeaveXR?(args: NeedleXREventArgs): void;
566
- /**
567
- * Called when an XR controller is connected or when this component becomes active
568
- * in a session with existing controllers
569
- * @param args Event data for the controller that was added
570
- */
571
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
572
- /**
573
- * Called when an XR controller is disconnected or when this component becomes inactive
574
- * during a session with controllers
575
- * @param args Event data for the controller that was removed
576
- */
577
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
578
- /**
579
- * Called when a pointer enters this component's GameObject
580
- * @param args Data about the pointer event
581
- */
582
- onPointerEnter?(args: PointerEventData): any;
583
- /**
584
- * Called when a pointer moves while over this component's GameObject
585
- * @param args Data about the pointer event
586
- */
587
- onPointerMove?(args: PointerEventData): any;
588
- /**
589
- * Called when a pointer exits this component's GameObject
590
- * @param args Data about the pointer event
591
- */
592
- onPointerExit?(args: PointerEventData): any;
593
- /**
594
- * Called when a pointer button is pressed while over this component's GameObject
595
- * @param args Data about the pointer event
596
- */
597
- onPointerDown?(args: PointerEventData): any;
598
- /**
599
- * Called when a pointer button is released while over this component's GameObject
600
- * @param args Data about the pointer event
601
- */
602
- onPointerUp?(args: PointerEventData): any;
603
- /**
604
- * Called when a pointer completes a click interaction with this component's GameObject
605
- * @param args Data about the pointer event
606
- */
607
- onPointerClick?(args: PointerEventData): any;
608
- /**
609
- * Starts a coroutine that can yield to wait for events.
610
- * Coroutines allow for time-based sequencing of operations without blocking.
611
- * Coroutines are based on generator functions, a JavaScript language feature.
612
- *
613
- * @param routine Generator function to start
614
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
615
- * @returns The generator function that can be used to stop the coroutine
616
- * @example
617
- * Time-based sequencing of operations
618
- * ```ts
619
- * *myCoroutine() {
620
- * yield WaitForSeconds(1); // wait for 1 second
621
- * yield WaitForFrames(10); // wait for 10 frames
622
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
623
- * }
624
- * ```
625
- * @example
626
- * Coroutine that logs a message every 5 frames
627
- * ```ts
628
- * onEnable() {
629
- * this.startCoroutine(this.myCoroutine());
630
- * }
631
- * private *myCoroutine() {
632
- * while(this.activeAndEnabled) {
633
- * console.log("Hello World", this.context.time.frame);
634
- * // wait for 5 frames
635
- * for(let i = 0; i < 5; i++) yield;
636
- * }
637
- * }
638
- * ```
639
- */
640
- startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
641
- /**
642
- * Stops a coroutine that was previously started with startCoroutine
643
- * @param routine The routine to be stopped
644
- * @param evt The frame event the routine was registered with
645
- */
646
- stopCoroutine(routine: Generator, evt?: FrameEvent): void;
647
- /**
648
- * Checks if this component has been destroyed
649
- * @returns True if the component or its GameObject has been destroyed
650
- */
651
- get destroyed(): boolean;
652
- /**
653
- * Destroys this component and removes it from its GameObject
654
- * After destruction, the component will no longer receive lifecycle callbacks
655
- */
656
- destroy(): void;
657
- /** @internal */
658
- protected __didAwake: boolean;
659
- /** @internal */
660
- private __didStart;
661
- /** @internal */
662
- protected __didEnable: boolean;
663
- /** @internal */
664
- protected __isEnabled: boolean | undefined;
665
- /** @internal */
666
- private __destroyed;
667
- /** @internal */
668
- get __internalDidAwakeAndStart(): boolean;
669
- /** @internal */
670
- constructor(init?: ComponentInit<Component>);
671
- /** @internal */
672
- __internalNewInstanceCreated(init?: ComponentInit<this>): this;
673
- /**
674
- * Initializes component properties from an initialization object
675
- * @param init Object with properties to copy to this component
676
- * @internal
677
- */
678
- _internalInit(init?: ComponentInit<this>): void;
679
- /** @internal */
680
- __internalAwake(): void;
681
- /** @internal */
682
- __internalStart(): void;
683
- /** @internal */
684
- __internalEnable(isAddingToScene?: boolean): boolean;
685
- /** @internal */
686
- __internalDisable(isRemovingFromScene?: boolean): void;
687
- /** @internal */
688
- __internalDestroy(): void;
689
- /**
690
- * Controls whether this component is enabled
691
- * Disabled components don't receive lifecycle callbacks
692
- */
693
- get enabled(): boolean;
694
- set enabled(val: boolean);
695
- /**
696
- * Gets the position of this component's GameObject in world space.
697
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
698
- */
699
- get worldPosition(): Vector3;
700
- /**
701
- * Sets the position of this component's GameObject in world space
702
- * @param val The world position vector to set
703
- */
704
- set worldPosition(val: Vector3);
705
- /**
706
- * Sets the position of this component's GameObject in world space using individual coordinates
707
- * @param x X-coordinate in world space
708
- * @param y Y-coordinate in world space
709
- * @param z Z-coordinate in world space
710
- */
711
- setWorldPosition(x: number, y: number, z: number): void;
712
- /**
713
- * Gets the rotation of this component's GameObject in world space as a quaternion
714
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
715
- */
716
- get worldQuaternion(): Quaternion;
717
- /**
718
- * Sets the rotation of this component's GameObject in world space using a quaternion
719
- * @param val The world rotation quaternion to set
720
- */
721
- set worldQuaternion(val: Quaternion);
722
- /**
723
- * Sets the rotation of this component's GameObject in world space using quaternion components
724
- * @param x X component of the quaternion
725
- * @param y Y component of the quaternion
726
- * @param z Z component of the quaternion
727
- * @param w W component of the quaternion
728
- */
729
- setWorldQuaternion(x: number, y: number, z: number, w: number): void;
730
- /**
731
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
732
- */
733
- get worldEuler(): Euler;
734
- /**
735
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
736
- * @param val The world rotation Euler angles to set
737
- */
738
- set worldEuler(val: Euler);
739
- /**
740
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
741
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
742
- */
743
- get worldRotation(): Vector3;
744
- /**
745
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
746
- * @param val The world rotation vector to set (in degrees)
747
- */
748
- set worldRotation(val: Vector3);
749
- /**
750
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
751
- * @param x X-axis rotation
752
- * @param y Y-axis rotation
753
- * @param z Z-axis rotation
754
- * @param degrees Whether the values are in degrees (true) or radians (false)
755
- */
756
- setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
757
- private static _forward;
758
- /**
759
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
760
- */
761
- get forward(): Vector3;
762
- private static _right;
763
- /**
764
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
765
- */
766
- get right(): Vector3;
767
- private static _up;
768
- /**
769
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
770
- */
771
- get up(): Vector3;
772
- /**
773
- * Storage for event listeners registered to this component
774
- * @private
775
- */
776
- private _eventListeners;
777
- /**
778
- * Registers an event listener for the specified event type
779
- * @param type The event type to listen for
780
- * @param listener The callback function to execute when the event occurs
781
- */
782
- addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
783
- /**
784
- * Removes a previously registered event listener
785
- * @param type The event type the listener was registered for
786
- * @param listener The callback function to remove
787
- */
788
- removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
789
- /**
790
- * Dispatches an event to all registered listeners
791
- * @param evt The event object to dispatch
792
- * @returns Always returns false (standard implementation of EventTarget)
793
- */
794
- dispatchEvent(evt: Event): boolean;
795
- }
796
- export { Component as Behaviour };
1
+ /// <reference types="webxr" />
2
+ import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
3
+ import { type AssetReference } from "../engine/engine_addressables.js";
4
+ import { type IInstantiateOptions } from "../engine/engine_gameobject.js";
5
+ import { SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
6
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
7
+ import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
8
+ import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
9
+ import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
10
+ /**
11
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
12
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
13
+ * They manage their components and provide methods to add, remove and get components.
14
+ *
15
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
16
+ * These methods are available directly on the GameObject instance:
17
+ * ```typescript
18
+ * target.addComponent(MyComponent);
19
+ * ```
20
+ *
21
+ * And can be called statically on the GameObject class as well:
22
+ * ```typescript
23
+ * GameObject.setActive(target, true);
24
+ * ```
25
+ */
26
+ export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
27
+ /**
28
+ * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
29
+ * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
30
+ */
31
+ abstract activeSelf: boolean;
32
+ /** @deprecated Use {@link addComponent} instead */
33
+ abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
34
+ /**
35
+ * Creates a new component on this gameObject or adds an existing component instance
36
+ * @param comp Component type constructor or existing component instance
37
+ * @param init Optional initialization values for the component
38
+ * @returns The newly created or added component
39
+ */
40
+ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
41
+ /**
42
+ * Removes a component from this GameObject
43
+ * @param comp Component instance to remove
44
+ * @returns The removed component
45
+ */
46
+ abstract removeComponent<T extends IComponent>(comp: T): T;
47
+ /**
48
+ * Gets an existing component of the specified type or adds a new one if it doesn't exist
49
+ * @param typeName Constructor of the component type to get or add
50
+ * @returns The existing or newly added component
51
+ */
52
+ abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
53
+ /**
54
+ * Gets a component of the specified type attached to this GameObject
55
+ * @param type Constructor of the component type to get
56
+ * @returns The component if found, otherwise null
57
+ */
58
+ abstract getComponent<T>(type: Constructor<T>): T | null;
59
+ /**
60
+ * Gets all components of the specified type attached to this GameObject
61
+ * @param type Constructor of the component type to get
62
+ * @param arr Optional array to populate with the components
63
+ * @returns Array of components
64
+ */
65
+ abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
66
+ /**
67
+ * Gets a component of the specified type in this GameObject's children hierarchy
68
+ * @param type Constructor of the component type to get
69
+ * @returns The first matching component if found, otherwise null
70
+ */
71
+ abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
72
+ /**
73
+ * Gets all components of the specified type in this GameObject's children hierarchy
74
+ * @param type Constructor of the component type to get
75
+ * @param arr Optional array to populate with the components
76
+ * @returns Array of components
77
+ */
78
+ abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
79
+ /**
80
+ * Gets a component of the specified type in this GameObject's parent hierarchy
81
+ * @param type Constructor of the component type to get
82
+ * @returns The first matching component if found, otherwise null
83
+ */
84
+ abstract getComponentInParent<T>(type: Constructor<T>): T | null;
85
+ /**
86
+ * Gets all components of the specified type in this GameObject's parent hierarchy
87
+ * @param type Constructor of the component type to get
88
+ * @param arr Optional array to populate with the components
89
+ * @returns Array of components
90
+ */
91
+ abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
92
+ /**
93
+ * The position of this GameObject in world space
94
+ */
95
+ abstract get worldPosition(): Vector3;
96
+ abstract set worldPosition(val: Vector3);
97
+ /**
98
+ * The rotation of this GameObject in world space as a quaternion
99
+ */
100
+ abstract set worldQuaternion(val: Quaternion);
101
+ abstract get worldQuaternion(): Quaternion;
102
+ /**
103
+ * The rotation of this GameObject in world space in euler angles (degrees)
104
+ */
105
+ abstract set worldRotation(val: Vector3);
106
+ abstract get worldRotation(): Vector3;
107
+ /**
108
+ * The scale of this GameObject in world space
109
+ */
110
+ abstract set worldScale(val: Vector3);
111
+ abstract get worldScale(): Vector3;
112
+ /**
113
+ * The forward direction vector of this GameObject in world space
114
+ */
115
+ abstract get worldForward(): Vector3;
116
+ abstract set worldForward(val: Vector3);
117
+ /**
118
+ * The right direction vector of this GameObject in world space
119
+ */
120
+ abstract get worldRight(): Vector3;
121
+ /**
122
+ * The up direction vector of this GameObject in world space
123
+ */
124
+ abstract get worldUp(): Vector3;
125
+ /**
126
+ * Unique identifier for this GameObject
127
+ */
128
+ guid: string | undefined;
129
+ /**
130
+ * Destroys this GameObject and all its components.
131
+ * Internally, this is added to the three.js {@link Object3D} prototype.
132
+ */
133
+ abstract destroy(): any;
134
+ /**
135
+ * Checks if a GameObject has been destroyed
136
+ * @param go The GameObject to check
137
+ * @returns True if the GameObject has been destroyed
138
+ */
139
+ static isDestroyed(go: Object3D): boolean;
140
+ /**
141
+ * Sets the active state of a GameObject
142
+ * @param go The GameObject to modify
143
+ * @param active Whether the GameObject should be active
144
+ * @param processStart Whether to process the start callbacks if being activated
145
+ */
146
+ static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
147
+ /**
148
+ * Checks if the GameObject itself is active (same as go.visible)
149
+ * @param go The GameObject to check
150
+ * @returns True if the GameObject is active
151
+ */
152
+ static isActiveSelf(go: Object3D): boolean;
153
+ /**
154
+ * Checks if the GameObject is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
155
+ * @param go The GameObject to check
156
+ * @returns True if the GameObject is active in the hierarchy
157
+ */
158
+ static isActiveInHierarchy(go: Object3D): boolean;
159
+ /**
160
+ * Marks a GameObject to be rendered using instancing
161
+ * @param go The GameObject to mark
162
+ * @param instanced Whether the GameObject should use instanced rendering
163
+ */
164
+ static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
165
+ /**
166
+ * Checks if a GameObject is using instanced rendering
167
+ * @param instance The GameObject to check
168
+ * @returns True if the GameObject is using instanced rendering
169
+ */
170
+ static isUsingInstancing(instance: Object3D): boolean;
171
+ /**
172
+ * Executes a callback for all components of the provided type on the provided object and its children
173
+ * @param instance Object to run the method on
174
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
175
+ * @param recursive If true, the method will be run on all children as well
176
+ * @returns The last return value of the callback
177
+ */
178
+ static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
179
+ /**
180
+ * Creates a new instance of the provided object that will be replicated to all connected clients
181
+ * @param instance Object to instantiate
182
+ * @param opts Options for the instantiation
183
+ * @returns The newly created instance or null if creation failed
184
+ */
185
+ static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
186
+ /**
187
+ * Creates a new instance of the provided object (like cloning it including all components and children)
188
+ * @param instance Object to instantiate
189
+ * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
190
+ * @returns The newly created instance
191
+ */
192
+ static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>;
193
+ static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject;
194
+ /**
195
+ * Destroys an object on all connected clients (if in a networked session)
196
+ * @param instance Object to destroy
197
+ * @param context Optional context to use
198
+ * @param recursive If true, all children will be destroyed as well
199
+ */
200
+ static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
201
+ /**
202
+ * Destroys an object
203
+ * @param instance Object to destroy
204
+ * @param recursive If true, all children will be destroyed as well. Default: true
205
+ */
206
+ static destroy(instance: Object3D | Component, recursive?: boolean): void;
207
+ /**
208
+ * Adds an object to parent and ensures all components are properly registered
209
+ * @param instance Object to add
210
+ * @param parent Parent to add the object to
211
+ * @param context Optional context to use
212
+ */
213
+ static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
214
+ /**
215
+ * Removes the object from its parent and deactivates all of its components
216
+ * @param instance Object to remove
217
+ */
218
+ static remove(instance: Object3D | null | undefined): void;
219
+ /**
220
+ * Invokes a method on all components including children (if a method with that name exists)
221
+ * @param go GameObject to invoke the method on
222
+ * @param functionName Name of the method to invoke
223
+ * @param args Arguments to pass to the method
224
+ */
225
+ static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
226
+ /**
227
+ * Invokes a method on all components that have a method matching the provided name
228
+ * @param go GameObject to invoke the method on
229
+ * @param functionName Name of the method to invoke
230
+ * @param children Whether to invoke on children as well
231
+ * @param args Arguments to pass to the method
232
+ */
233
+ static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
234
+ /** @deprecated use `addComponent` */
235
+ static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
236
+ /**
237
+ * Adds a new component (or moves an existing component) to the provided object
238
+ * @param go Object to add the component to
239
+ * @param instanceOrType If an instance is provided it will be moved to the new object, if a type is provided a new instance will be created
240
+ * @param init Optional init object to initialize the component with
241
+ * @param opts Optional options for adding the component
242
+ * @returns The added or moved component
243
+ */
244
+ static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
245
+ callAwake: boolean;
246
+ }): T;
247
+ /**
248
+ * Moves a component to a new object
249
+ * @param go GameObject to move the component to
250
+ * @param instance Component to move
251
+ * @returns The moved component
252
+ */
253
+ static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
254
+ /**
255
+ * Removes a component from its object
256
+ * @param instance Component to remove
257
+ * @returns The removed component
258
+ */
259
+ static removeComponent<T extends IComponent>(instance: T): T;
260
+ /**
261
+ * Gets or adds a component of the specified type
262
+ * @param go GameObject to get or add the component to
263
+ * @param typeName Constructor of the component type
264
+ * @returns The existing or newly added component
265
+ */
266
+ static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
267
+ /**
268
+ * Gets a component on the provided object
269
+ * @param go GameObject to get the component from
270
+ * @param typeName Constructor of the component type
271
+ * @returns The component if found, otherwise null
272
+ */
273
+ static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
274
+ /**
275
+ * Gets all components of the specified type on the provided object
276
+ * @param go GameObject to get the components from
277
+ * @param typeName Constructor of the component type
278
+ * @param arr Optional array to populate with the components
279
+ * @returns Array of components
280
+ */
281
+ static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
282
+ /**
283
+ * Finds an object or component by its unique identifier
284
+ * @param guid Unique identifier to search for
285
+ * @param hierarchy Root object to search in
286
+ * @returns The found GameObject or Component, or null/undefined if not found
287
+ */
288
+ static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
289
+ /**
290
+ * Finds the first object of the specified component type in the scene
291
+ * @param typeName Constructor of the component type
292
+ * @param context Context or root object to search in
293
+ * @param includeInactive Whether to include inactive objects in the search
294
+ * @returns The first matching component if found, otherwise null
295
+ */
296
+ static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
297
+ /**
298
+ * Finds all objects of the specified component type in the scene
299
+ * @param typeName Constructor of the component type
300
+ * @param context Context or root object to search in
301
+ * @returns Array of matching components
302
+ */
303
+ static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
304
+ /**
305
+ * Gets a component of the specified type in the gameObject's children hierarchy
306
+ * @param go GameObject to search in
307
+ * @param typeName Constructor of the component type
308
+ * @returns The first matching component if found, otherwise null
309
+ */
310
+ static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
311
+ /**
312
+ * Gets all components of the specified type in the gameObject's children hierarchy
313
+ * @param go GameObject to search in
314
+ * @param typeName Constructor of the component type
315
+ * @param arr Optional array to populate with the components
316
+ * @returns Array of components
317
+ */
318
+ static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
319
+ /**
320
+ * Gets a component of the specified type in the gameObject's parent hierarchy
321
+ * @param go GameObject to search in
322
+ * @param typeName Constructor of the component type
323
+ * @returns The first matching component if found, otherwise null
324
+ */
325
+ static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
326
+ /**
327
+ * Gets all components of the specified type in the gameObject's parent hierarchy
328
+ * @param go GameObject to search in
329
+ * @param typeName Constructor of the component type
330
+ * @param arr Optional array to populate with the components
331
+ * @returns Array of components
332
+ */
333
+ static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
334
+ /**
335
+ * Gets all components on the gameObject
336
+ * @param go GameObject to get components from
337
+ * @returns Array of all components
338
+ */
339
+ static getAllComponents(go: IGameObject | Object3D): Component[];
340
+ /**
341
+ * Iterates through all components on the gameObject
342
+ * @param go GameObject to iterate components on
343
+ * @returns Generator yielding each component
344
+ */
345
+ static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
346
+ }
347
+ /**
348
+ * Needle Engine component's are the main building blocks of the Needle Engine.
349
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
350
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
351
+ *
352
+ * **Component lifecycle event methods:**
353
+ * {@link awake}, {@link start}, {@link onEnable}, {@link onDisable}, {@link onDestroy}, {@link earlyUpdate}, {@link update}, {@link lateUpdate}, {@link onBeforeRender}, {@link onAfterRender}.
354
+ *
355
+ * **XR event methods:**
356
+ * {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
357
+ *
358
+ * **Input event methods:**
359
+ * {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
360
+ *
361
+ * @example
362
+ * ```typescript
363
+ * import { Behaviour } from "@needle-tools/engine";
364
+ * export class MyComponent extends Behaviour {
365
+ * start() {
366
+ * console.log("Hello World", this.gameObject.name);
367
+ * }
368
+ * update() {
369
+ * console.log("Frame", this.context.time.frame);
370
+ * }
371
+ * }
372
+ * ```
373
+ *
374
+ * @group Components
375
+ */
376
+ export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
377
+ /**
378
+ * Indicates whether this object is a component
379
+ * @internal
380
+ */
381
+ get isComponent(): boolean;
382
+ private __context;
383
+ /**
384
+ * The context this component belongs to, providing access to the runtime environment
385
+ * including physics, timing utilities, camera, and scene
386
+ */
387
+ get context(): Context;
388
+ set context(context: Context);
389
+ /**
390
+ * Shorthand accessor for the current scene from the context
391
+ * @returns The scene this component belongs to
392
+ */
393
+ get scene(): Scene;
394
+ /**
395
+ * The layer value of the GameObject this component is attached to
396
+ * Used for visibility and physics filtering
397
+ */
398
+ get layer(): number;
399
+ /**
400
+ * The name of the GameObject this component is attached to
401
+ * Used for debugging and finding objects
402
+ */
403
+ get name(): string;
404
+ private __name?;
405
+ set name(str: string);
406
+ /**
407
+ * The tag of the GameObject this component is attached to
408
+ * Used for categorizing objects and efficient lookup
409
+ */
410
+ get tag(): string;
411
+ set tag(str: string);
412
+ /**
413
+ * Indicates whether the GameObject is marked as static
414
+ * Static objects typically don't move and can be optimized by the engine
415
+ */
416
+ get static(): boolean;
417
+ set static(value: boolean);
418
+ /**
419
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
420
+ * Components that are inactive won't receive lifecycle method calls
421
+ * @returns True if the component is enabled and all parent GameObjects are active
422
+ */
423
+ get activeAndEnabled(): boolean;
424
+ private get __isActive();
425
+ private get __isActiveInHierarchy();
426
+ private set __isActiveInHierarchy(value);
427
+ /**
428
+ * Reference to the GameObject this component is attached to
429
+ * This is a three.js Object3D with additional GameObject functionality
430
+ */
431
+ gameObject: GameObject;
432
+ /**
433
+ * Unique identifier for this component instance,
434
+ * used for finding and tracking components
435
+ */
436
+ guid: string;
437
+ /**
438
+ * Identifier for the source asset that created this component.
439
+ * For example, URL to the glTF file this component was loaded from
440
+ */
441
+ sourceId?: SourceIdentifier;
442
+ /**
443
+ * Called when this component needs to remap guids after an instantiate operation.
444
+ * @param guidsMap Mapping from old guids to newly generated guids
445
+ */
446
+ resolveGuids?(guidsMap: GuidsMap): void;
447
+ /**
448
+ * Called once when the component becomes active for the first time.
449
+ * This is the first lifecycle callback to be invoked
450
+ */
451
+ awake(): void;
452
+ /**
453
+ * Called every time the component becomes enabled or active in the hierarchy.
454
+ * Invoked after {@link awake} and before {@link start}.
455
+ */
456
+ onEnable(): void;
457
+ /**
458
+ * Called every time the component becomes disabled or inactive in the hierarchy.
459
+ * Invoked when the component or any parent GameObject becomes invisible
460
+ */
461
+ onDisable(): void;
462
+ /**
463
+ * Called when the component is destroyed.
464
+ * Use for cleanup operations like removing event listeners
465
+ */
466
+ onDestroy(): void;
467
+ /**
468
+ * Called when a field decorated with @validate() is modified.
469
+ * @param prop The name of the field that was changed
470
+ */
471
+ onValidate?(prop?: string): void;
472
+ /**
473
+ * Called when the context's pause state changes.
474
+ * @param isPaused Whether the context is currently paused
475
+ * @param wasPaused The previous pause state
476
+ */
477
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
478
+ /**
479
+ * Called once at the beginning of the first frame after the component is enabled.
480
+ * Use for initialization that requires other components to be awake.
481
+ */
482
+ start?(): void;
483
+ /**
484
+ * Called at the beginning of each frame before regular updates.
485
+ * Use for logic that needs to run before standard update callbacks.
486
+ */
487
+ earlyUpdate?(): void;
488
+ /**
489
+ * Called once per frame during the main update loop.
490
+ * The primary location for frame-based game logic.
491
+ */
492
+ update?(): void;
493
+ /**
494
+ * Called after all update functions have been called.
495
+ * Use for calculations that depend on other components being updated first.
496
+ */
497
+ lateUpdate?(): void;
498
+ /**
499
+ * Called immediately before the scene is rendered.
500
+ * @param frame Current XRFrame if in an XR session, null otherwise
501
+ */
502
+ onBeforeRender?(frame: XRFrame | null): void;
503
+ /**
504
+ * Called after the scene has been rendered.
505
+ * Use for post-processing or UI updates that should happen after rendering
506
+ */
507
+ onAfterRender?(): void;
508
+ /**
509
+ * Called when this component's collider begins colliding with another collider.
510
+ * @param col Information about the collision that occurred
511
+ */
512
+ onCollisionEnter?(col: Collision): any;
513
+ /**
514
+ * Called when this component's collider stops colliding with another collider.
515
+ * @param col Information about the collision that ended
516
+ */
517
+ onCollisionExit?(col: Collision): any;
518
+ /**
519
+ * Called each frame while this component's collider is colliding with another collider
520
+ * @param col Information about the ongoing collision
521
+ */
522
+ onCollisionStay?(col: Collision): any;
523
+ /**
524
+ * Called when this component's trigger collider is entered by another collider
525
+ * @param col The collider that entered this trigger
526
+ */
527
+ onTriggerEnter?(col: ICollider): any;
528
+ /**
529
+ * Called each frame while another collider is inside this component's trigger collider
530
+ * @param col The collider that is inside this trigger
531
+ */
532
+ onTriggerStay?(col: ICollider): any;
533
+ /**
534
+ * Called when another collider exits this component's trigger collider
535
+ * @param col The collider that exited this trigger
536
+ */
537
+ onTriggerExit?(col: ICollider): any;
538
+ /**
539
+ * Determines if this component supports a specific XR mode
540
+ * @param mode The XR session mode to check support for
541
+ * @returns True if the component supports the specified mode
542
+ */
543
+ supportsXR?(mode: XRSessionMode): boolean;
544
+ /**
545
+ * Called before an XR session is requested
546
+ * Use to modify session initialization parameters
547
+ * @param mode The XR session mode being requested
548
+ * @param args The session initialization parameters that can be modified
549
+ */
550
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
551
+ /**
552
+ * Called when this component joins an XR session or becomes active in a running session
553
+ * @param args Event data for the XR session
554
+ */
555
+ onEnterXR?(args: NeedleXREventArgs): void;
556
+ /**
557
+ * Called each frame while this component is active in an XR session
558
+ * @param args Event data for the current XR frame
559
+ */
560
+ onUpdateXR?(args: NeedleXREventArgs): void;
561
+ /**
562
+ * Called when this component exits an XR session or becomes inactive during a session
563
+ * @param args Event data for the XR session
564
+ */
565
+ onLeaveXR?(args: NeedleXREventArgs): void;
566
+ /**
567
+ * Called when an XR controller is connected or when this component becomes active
568
+ * in a session with existing controllers
569
+ * @param args Event data for the controller that was added
570
+ */
571
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
572
+ /**
573
+ * Called when an XR controller is disconnected or when this component becomes inactive
574
+ * during a session with controllers
575
+ * @param args Event data for the controller that was removed
576
+ */
577
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
578
+ /**
579
+ * Called when a pointer enters this component's GameObject
580
+ * @param args Data about the pointer event
581
+ */
582
+ onPointerEnter?(args: PointerEventData): any;
583
+ /**
584
+ * Called when a pointer moves while over this component's GameObject
585
+ * @param args Data about the pointer event
586
+ */
587
+ onPointerMove?(args: PointerEventData): any;
588
+ /**
589
+ * Called when a pointer exits this component's GameObject
590
+ * @param args Data about the pointer event
591
+ */
592
+ onPointerExit?(args: PointerEventData): any;
593
+ /**
594
+ * Called when a pointer button is pressed while over this component's GameObject
595
+ * @param args Data about the pointer event
596
+ */
597
+ onPointerDown?(args: PointerEventData): any;
598
+ /**
599
+ * Called when a pointer button is released while over this component's GameObject
600
+ * @param args Data about the pointer event
601
+ */
602
+ onPointerUp?(args: PointerEventData): any;
603
+ /**
604
+ * Called when a pointer completes a click interaction with this component's GameObject
605
+ * @param args Data about the pointer event
606
+ */
607
+ onPointerClick?(args: PointerEventData): any;
608
+ /**
609
+ * Starts a coroutine that can yield to wait for events.
610
+ * Coroutines allow for time-based sequencing of operations without blocking.
611
+ * Coroutines are based on generator functions, a JavaScript language feature.
612
+ *
613
+ * @param routine Generator function to start
614
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
615
+ * @returns The generator function that can be used to stop the coroutine
616
+ * @example
617
+ * Time-based sequencing of operations
618
+ * ```ts
619
+ * *myCoroutine() {
620
+ * yield WaitForSeconds(1); // wait for 1 second
621
+ * yield WaitForFrames(10); // wait for 10 frames
622
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
623
+ * }
624
+ * ```
625
+ * @example
626
+ * Coroutine that logs a message every 5 frames
627
+ * ```ts
628
+ * onEnable() {
629
+ * this.startCoroutine(this.myCoroutine());
630
+ * }
631
+ * private *myCoroutine() {
632
+ * while(this.activeAndEnabled) {
633
+ * console.log("Hello World", this.context.time.frame);
634
+ * // wait for 5 frames
635
+ * for(let i = 0; i < 5; i++) yield;
636
+ * }
637
+ * }
638
+ * ```
639
+ */
640
+ startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
641
+ /**
642
+ * Stops a coroutine that was previously started with startCoroutine
643
+ * @param routine The routine to be stopped
644
+ * @param evt The frame event the routine was registered with
645
+ */
646
+ stopCoroutine(routine: Generator, evt?: FrameEvent): void;
647
+ /**
648
+ * Checks if this component has been destroyed
649
+ * @returns True if the component or its GameObject has been destroyed
650
+ */
651
+ get destroyed(): boolean;
652
+ /**
653
+ * Destroys this component and removes it from its GameObject
654
+ * After destruction, the component will no longer receive lifecycle callbacks
655
+ */
656
+ destroy(): void;
657
+ /** @internal */
658
+ protected __didAwake: boolean;
659
+ /** @internal */
660
+ private __didStart;
661
+ /** @internal */
662
+ protected __didEnable: boolean;
663
+ /** @internal */
664
+ protected __isEnabled: boolean | undefined;
665
+ /** @internal */
666
+ private __destroyed;
667
+ /** @internal */
668
+ get __internalDidAwakeAndStart(): boolean;
669
+ /** @internal */
670
+ constructor(init?: ComponentInit<Component>);
671
+ /** @internal */
672
+ __internalNewInstanceCreated(init?: ComponentInit<this>): this;
673
+ /**
674
+ * Initializes component properties from an initialization object
675
+ * @param init Object with properties to copy to this component
676
+ * @internal
677
+ */
678
+ _internalInit(init?: ComponentInit<this>): void;
679
+ /** @internal */
680
+ __internalAwake(): void;
681
+ /** @internal */
682
+ __internalStart(): void;
683
+ /** @internal */
684
+ __internalEnable(isAddingToScene?: boolean): boolean;
685
+ /** @internal */
686
+ __internalDisable(isRemovingFromScene?: boolean): void;
687
+ /** @internal */
688
+ __internalDestroy(): void;
689
+ /**
690
+ * Controls whether this component is enabled
691
+ * Disabled components don't receive lifecycle callbacks
692
+ */
693
+ get enabled(): boolean;
694
+ set enabled(val: boolean);
695
+ /**
696
+ * Gets the position of this component's GameObject in world space.
697
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
698
+ */
699
+ get worldPosition(): Vector3;
700
+ /**
701
+ * Sets the position of this component's GameObject in world space
702
+ * @param val The world position vector to set
703
+ */
704
+ set worldPosition(val: Vector3);
705
+ /**
706
+ * Sets the position of this component's GameObject in world space using individual coordinates
707
+ * @param x X-coordinate in world space
708
+ * @param y Y-coordinate in world space
709
+ * @param z Z-coordinate in world space
710
+ */
711
+ setWorldPosition(x: number, y: number, z: number): void;
712
+ /**
713
+ * Gets the rotation of this component's GameObject in world space as a quaternion
714
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
715
+ */
716
+ get worldQuaternion(): Quaternion;
717
+ /**
718
+ * Sets the rotation of this component's GameObject in world space using a quaternion
719
+ * @param val The world rotation quaternion to set
720
+ */
721
+ set worldQuaternion(val: Quaternion);
722
+ /**
723
+ * Sets the rotation of this component's GameObject in world space using quaternion components
724
+ * @param x X component of the quaternion
725
+ * @param y Y component of the quaternion
726
+ * @param z Z component of the quaternion
727
+ * @param w W component of the quaternion
728
+ */
729
+ setWorldQuaternion(x: number, y: number, z: number, w: number): void;
730
+ /**
731
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
732
+ */
733
+ get worldEuler(): Euler;
734
+ /**
735
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
736
+ * @param val The world rotation Euler angles to set
737
+ */
738
+ set worldEuler(val: Euler);
739
+ /**
740
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
741
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
742
+ */
743
+ get worldRotation(): Vector3;
744
+ /**
745
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
746
+ * @param val The world rotation vector to set (in degrees)
747
+ */
748
+ set worldRotation(val: Vector3);
749
+ /**
750
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
751
+ * @param x X-axis rotation
752
+ * @param y Y-axis rotation
753
+ * @param z Z-axis rotation
754
+ * @param degrees Whether the values are in degrees (true) or radians (false)
755
+ */
756
+ setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
757
+ private static _forward;
758
+ /**
759
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
760
+ */
761
+ get forward(): Vector3;
762
+ private static _right;
763
+ /**
764
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
765
+ */
766
+ get right(): Vector3;
767
+ private static _up;
768
+ /**
769
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
770
+ */
771
+ get up(): Vector3;
772
+ /**
773
+ * Storage for event listeners registered to this component
774
+ * @private
775
+ */
776
+ private _eventListeners;
777
+ /**
778
+ * Registers an event listener for the specified event type
779
+ * @param type The event type to listen for
780
+ * @param listener The callback function to execute when the event occurs
781
+ */
782
+ addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
783
+ /**
784
+ * Removes a previously registered event listener
785
+ * @param type The event type the listener was registered for
786
+ * @param listener The callback function to remove
787
+ */
788
+ removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
789
+ /**
790
+ * Dispatches an event to all registered listeners
791
+ * @param evt The event object to dispatch
792
+ * @returns Always returns false (standard implementation of EventTarget)
793
+ */
794
+ dispatchEvent(evt: Event): boolean;
795
+ }
796
+ export { Component as Behaviour };