@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
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  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
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  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
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  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
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  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
@@ -1,924 +1,924 @@
1
- import { Object3D, Vector3 } from "three";
2
- import { isDevEnvironment } from "../engine/debug/index.js";
3
- import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
4
- import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
5
- import { destroy, findByGuid, foreachComponent, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
6
- import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
7
- import * as main from "../engine/engine_mainloop_utils.js";
8
- import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
9
- import { Context, FrameEvent } from "../engine/engine_setup.js";
10
- import * as threeutils from "../engine/engine_three_utils.js";
11
- // export interface ISerializationCallbackReceiver {
12
- // onBeforeSerialize?(): object | void;
13
- // onAfterSerialize?();
14
- // onBeforeDeserialize?(data?: any);
15
- // onAfterDeserialize?();
16
- // onDeserialize?(key: string, value: any): any | void;
17
- // }
18
- /**
19
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
20
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
21
- * They manage their components and provide methods to add, remove and get components.
22
- *
23
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
24
- * These methods are available directly on the GameObject instance:
25
- * ```typescript
26
- * target.addComponent(MyComponent);
27
- * ```
28
- *
29
- * And can be called statically on the GameObject class as well:
30
- * ```typescript
31
- * GameObject.setActive(target, true);
32
- * ```
33
- */
34
- export class GameObject extends Object3D {
35
- /**
36
- * Unique identifier for this GameObject
37
- */
38
- guid;
39
- /**
40
- * Checks if a GameObject has been destroyed
41
- * @param go The GameObject to check
42
- * @returns True if the GameObject has been destroyed
43
- */
44
- static isDestroyed(go) {
45
- return isDestroyed(go);
46
- }
47
- /**
48
- * Sets the active state of a GameObject
49
- * @param go The GameObject to modify
50
- * @param active Whether the GameObject should be active
51
- * @param processStart Whether to process the start callbacks if being activated
52
- */
53
- static setActive(go, active, processStart = true) {
54
- if (!go)
55
- return;
56
- setActive(go, active);
57
- // TODO: do we still need this?:
58
- main.updateIsActive(go);
59
- if (active && processStart)
60
- main.processStart(Context.Current, go);
61
- }
62
- /**
63
- * Checks if the GameObject itself is active (same as go.visible)
64
- * @param go The GameObject to check
65
- * @returns True if the GameObject is active
66
- */
67
- static isActiveSelf(go) {
68
- return isActiveSelf(go);
69
- }
70
- /**
71
- * 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)
72
- * @param go The GameObject to check
73
- * @returns True if the GameObject is active in the hierarchy
74
- */
75
- static isActiveInHierarchy(go) {
76
- return isActiveInHierarchy(go);
77
- }
78
- /**
79
- * Marks a GameObject to be rendered using instancing
80
- * @param go The GameObject to mark
81
- * @param instanced Whether the GameObject should use instanced rendering
82
- */
83
- static markAsInstancedRendered(go, instanced) {
84
- markAsInstancedRendered(go, instanced);
85
- }
86
- /**
87
- * Checks if a GameObject is using instanced rendering
88
- * @param instance The GameObject to check
89
- * @returns True if the GameObject is using instanced rendering
90
- */
91
- static isUsingInstancing(instance) { return isUsingInstancing(instance); }
92
- /**
93
- * Executes a callback for all components of the provided type on the provided object and its children
94
- * @param instance Object to run the method on
95
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
96
- * @param recursive If true, the method will be run on all children as well
97
- * @returns The last return value of the callback
98
- */
99
- static foreachComponent(instance, cb, recursive = true) {
100
- return foreachComponent(instance, cb, recursive);
101
- }
102
- /**
103
- * Creates a new instance of the provided object that will be replicated to all connected clients
104
- * @param instance Object to instantiate
105
- * @param opts Options for the instantiation
106
- * @returns The newly created instance or null if creation failed
107
- */
108
- static instantiateSynced(instance, opts) {
109
- if (!instance)
110
- return null;
111
- return syncInstantiate(instance, opts);
112
- }
113
- static instantiate(instance, opts = null) {
114
- if ('isAssetReference' in instance) {
115
- return instantiate(instance, opts);
116
- }
117
- return instantiate(instance, opts);
118
- }
119
- /**
120
- * Destroys an object on all connected clients (if in a networked session)
121
- * @param instance Object to destroy
122
- * @param context Optional context to use
123
- * @param recursive If true, all children will be destroyed as well
124
- */
125
- static destroySynced(instance, context, recursive = true) {
126
- if (!instance)
127
- return;
128
- const go = instance;
129
- context = context ?? Context.Current;
130
- syncDestroy(go, context.connection, recursive);
131
- }
132
- /**
133
- * Destroys an object
134
- * @param instance Object to destroy
135
- * @param recursive If true, all children will be destroyed as well. Default: true
136
- */
137
- static destroy(instance, recursive = true) {
138
- return destroy(instance, recursive);
139
- }
140
- /**
141
- * Adds an object to parent and ensures all components are properly registered
142
- * @param instance Object to add
143
- * @param parent Parent to add the object to
144
- * @param context Optional context to use
145
- */
146
- static add(instance, parent, context) {
147
- if (!instance || !parent)
148
- return;
149
- if (instance === parent) {
150
- console.warn("Can not add object to self", instance);
151
- return;
152
- }
153
- if (!context) {
154
- context = Context.Current;
155
- }
156
- parent.add(instance);
157
- setActive(instance, true);
158
- main.updateIsActive(instance);
159
- if (context) {
160
- GameObject.foreachComponent(instance, (comp) => {
161
- main.addScriptToArrays(comp, context);
162
- if (comp.__internalDidAwakeAndStart)
163
- return;
164
- if (context.new_script_start.includes(comp) === false) {
165
- context.new_script_start.push(comp);
166
- }
167
- }, true);
168
- }
169
- else {
170
- console.warn("Missing context");
171
- }
172
- }
173
- /**
174
- * Removes the object from its parent and deactivates all of its components
175
- * @param instance Object to remove
176
- */
177
- static remove(instance) {
178
- if (!instance)
179
- return;
180
- instance.parent?.remove(instance);
181
- setActive(instance, false);
182
- main.updateIsActive(instance);
183
- GameObject.foreachComponent(instance, (comp) => {
184
- main.processRemoveFromScene(comp);
185
- }, true);
186
- }
187
- /**
188
- * Invokes a method on all components including children (if a method with that name exists)
189
- * @param go GameObject to invoke the method on
190
- * @param functionName Name of the method to invoke
191
- * @param args Arguments to pass to the method
192
- */
193
- static invokeOnChildren(go, functionName, ...args) {
194
- this.invoke(go, functionName, true, args);
195
- }
196
- /**
197
- * Invokes a method on all components that have a method matching the provided name
198
- * @param go GameObject to invoke the method on
199
- * @param functionName Name of the method to invoke
200
- * @param children Whether to invoke on children as well
201
- * @param args Arguments to pass to the method
202
- */
203
- static invoke(go, functionName, children = false, ...args) {
204
- if (!go)
205
- return;
206
- this.foreachComponent(go, c => {
207
- const fn = c[functionName];
208
- if (fn && typeof fn === "function") {
209
- fn?.call(c, ...args);
210
- }
211
- }, children);
212
- }
213
- /** @deprecated use `addComponent` */
214
- // eslint-disable-next-line deprecation/deprecation
215
- static addNewComponent(go, type, init, callAwake = true) {
216
- return addComponent(go, type, init, { callAwake });
217
- }
218
- /**
219
- * Adds a new component (or moves an existing component) to the provided object
220
- * @param go Object to add the component to
221
- * @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
222
- * @param init Optional init object to initialize the component with
223
- * @param opts Optional options for adding the component
224
- * @returns The added or moved component
225
- */
226
- static addComponent(go, instanceOrType, init, opts) {
227
- return addComponent(go, instanceOrType, init, opts);
228
- }
229
- /**
230
- * Moves a component to a new object
231
- * @param go GameObject to move the component to
232
- * @param instance Component to move
233
- * @returns The moved component
234
- */
235
- static moveComponent(go, instance) {
236
- return addComponent(go, instance);
237
- }
238
- /**
239
- * Removes a component from its object
240
- * @param instance Component to remove
241
- * @returns The removed component
242
- */
243
- static removeComponent(instance) {
244
- removeComponent(instance.gameObject, instance);
245
- return instance;
246
- }
247
- /**
248
- * Gets or adds a component of the specified type
249
- * @param go GameObject to get or add the component to
250
- * @param typeName Constructor of the component type
251
- * @returns The existing or newly added component
252
- */
253
- static getOrAddComponent(go, typeName) {
254
- return getOrAddComponent(go, typeName);
255
- }
256
- /**
257
- * Gets a component on the provided object
258
- * @param go GameObject to get the component from
259
- * @param typeName Constructor of the component type
260
- * @returns The component if found, otherwise null
261
- */
262
- static getComponent(go, typeName) {
263
- if (go === null)
264
- return null;
265
- // if names are minified we could also use the type store and work with strings everywhere
266
- // not ideal, but I dont know a good/sane way to do this otherwise
267
- // const res = TypeStore.get(typeName);
268
- // if(res) typeName = res;
269
- return getComponent(go, typeName);
270
- }
271
- /**
272
- * Gets all components of the specified type on the provided object
273
- * @param go GameObject to get the components from
274
- * @param typeName Constructor of the component type
275
- * @param arr Optional array to populate with the components
276
- * @returns Array of components
277
- */
278
- static getComponents(go, typeName, arr = null) {
279
- if (go === null)
280
- return arr ?? [];
281
- return getComponents(go, typeName, arr);
282
- }
283
- /**
284
- * Finds an object or component by its unique identifier
285
- * @param guid Unique identifier to search for
286
- * @param hierarchy Root object to search in
287
- * @returns The found GameObject or Component, or null/undefined if not found
288
- */
289
- static findByGuid(guid, hierarchy) {
290
- const res = findByGuid(guid, hierarchy);
291
- return res;
292
- }
293
- /**
294
- * Finds the first object of the specified component type in the scene
295
- * @param typeName Constructor of the component type
296
- * @param context Context or root object to search in
297
- * @param includeInactive Whether to include inactive objects in the search
298
- * @returns The first matching component if found, otherwise null
299
- */
300
- static findObjectOfType(typeName, context, includeInactive = true) {
301
- return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
302
- }
303
- /**
304
- * Finds all objects of the specified component type in the scene
305
- * @param typeName Constructor of the component type
306
- * @param context Context or root object to search in
307
- * @returns Array of matching components
308
- */
309
- static findObjectsOfType(typeName, context) {
310
- const arr = [];
311
- findObjectsOfType(typeName, arr, context);
312
- return arr;
313
- }
314
- /**
315
- * Gets a component of the specified type in the gameObject's children hierarchy
316
- * @param go GameObject to search in
317
- * @param typeName Constructor of the component type
318
- * @returns The first matching component if found, otherwise null
319
- */
320
- static getComponentInChildren(go, typeName) {
321
- return getComponentInChildren(go, typeName);
322
- }
323
- /**
324
- * Gets all components of the specified type in the gameObject's children hierarchy
325
- * @param go GameObject to search in
326
- * @param typeName Constructor of the component type
327
- * @param arr Optional array to populate with the components
328
- * @returns Array of components
329
- */
330
- static getComponentsInChildren(go, typeName, arr = null) {
331
- return getComponentsInChildren(go, typeName, arr ?? undefined);
332
- }
333
- /**
334
- * Gets a component of the specified type in the gameObject's parent hierarchy
335
- * @param go GameObject to search in
336
- * @param typeName Constructor of the component type
337
- * @returns The first matching component if found, otherwise null
338
- */
339
- static getComponentInParent(go, typeName) {
340
- return getComponentInParent(go, typeName);
341
- }
342
- /**
343
- * Gets all components of the specified type in the gameObject's parent hierarchy
344
- * @param go GameObject to search in
345
- * @param typeName Constructor of the component type
346
- * @param arr Optional array to populate with the components
347
- * @returns Array of components
348
- */
349
- static getComponentsInParent(go, typeName, arr = null) {
350
- return getComponentsInParent(go, typeName, arr);
351
- }
352
- /**
353
- * Gets all components on the gameObject
354
- * @param go GameObject to get components from
355
- * @returns Array of all components
356
- */
357
- static getAllComponents(go) {
358
- const componentsList = go.userData?.components;
359
- if (!componentsList)
360
- return [];
361
- const newList = [...componentsList];
362
- return newList;
363
- }
364
- /**
365
- * Iterates through all components on the gameObject
366
- * @param go GameObject to iterate components on
367
- * @returns Generator yielding each component
368
- */
369
- static *iterateComponents(go) {
370
- const list = go?.userData?.components;
371
- if (list && Array.isArray(list)) {
372
- for (let i = 0; i < list.length; i++) {
373
- yield list[i];
374
- }
375
- }
376
- }
377
- }
378
- /**
379
- * Needle Engine component's are the main building blocks of the Needle Engine.
380
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
381
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
382
- *
383
- * **Component lifecycle event methods:**
384
- * {@link awake}, {@link start}, {@link onEnable}, {@link onDisable}, {@link onDestroy}, {@link earlyUpdate}, {@link update}, {@link lateUpdate}, {@link onBeforeRender}, {@link onAfterRender}.
385
- *
386
- * **XR event methods:**
387
- * {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
388
- *
389
- * **Input event methods:**
390
- * {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
391
- *
392
- * @example
393
- * ```typescript
394
- * import { Behaviour } from "@needle-tools/engine";
395
- * export class MyComponent extends Behaviour {
396
- * start() {
397
- * console.log("Hello World", this.gameObject.name);
398
- * }
399
- * update() {
400
- * console.log("Frame", this.context.time.frame);
401
- * }
402
- * }
403
- * ```
404
- *
405
- * @group Components
406
- */
407
- export class Component {
408
- /**
409
- * Indicates whether this object is a component
410
- * @internal
411
- */
412
- get isComponent() { return true; }
413
- __context;
414
- /**
415
- * The context this component belongs to, providing access to the runtime environment
416
- * including physics, timing utilities, camera, and scene
417
- */
418
- get context() {
419
- return this.__context ?? Context.Current;
420
- }
421
- set context(context) {
422
- this.__context = context;
423
- }
424
- /**
425
- * Shorthand accessor for the current scene from the context
426
- * @returns The scene this component belongs to
427
- */
428
- get scene() { return this.context.scene; }
429
- /**
430
- * The layer value of the GameObject this component is attached to
431
- * Used for visibility and physics filtering
432
- */
433
- get layer() {
434
- return this.gameObject?.userData?.layer;
435
- }
436
- /**
437
- * The name of the GameObject this component is attached to
438
- * Used for debugging and finding objects
439
- */
440
- get name() {
441
- if (this.gameObject?.name) {
442
- return this.gameObject.name;
443
- }
444
- return this.gameObject?.userData.name;
445
- }
446
- __name;
447
- set name(str) {
448
- if (this.gameObject) {
449
- if (!this.gameObject.userData)
450
- this.gameObject.userData = {};
451
- this.gameObject.userData.name = str;
452
- this.__name = str;
453
- }
454
- else {
455
- this.__name = str;
456
- }
457
- }
458
- /**
459
- * The tag of the GameObject this component is attached to
460
- * Used for categorizing objects and efficient lookup
461
- */
462
- get tag() {
463
- return this.gameObject?.userData.tag;
464
- }
465
- set tag(str) {
466
- if (this.gameObject) {
467
- if (!this.gameObject.userData)
468
- this.gameObject.userData = {};
469
- this.gameObject.userData.tag = str;
470
- }
471
- }
472
- /**
473
- * Indicates whether the GameObject is marked as static
474
- * Static objects typically don't move and can be optimized by the engine
475
- */
476
- get static() {
477
- return this.gameObject?.userData.static;
478
- }
479
- set static(value) {
480
- if (this.gameObject) {
481
- if (!this.gameObject.userData)
482
- this.gameObject.userData = {};
483
- this.gameObject.userData.static = value;
484
- }
485
- }
486
- // get hideFlags(): HideFlags {
487
- // return this.gameObject?.hideFlags;
488
- // }
489
- /**
490
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
491
- * Components that are inactive won't receive lifecycle method calls
492
- * @returns True if the component is enabled and all parent GameObjects are active
493
- */
494
- get activeAndEnabled() {
495
- if (this.destroyed)
496
- return false;
497
- if (this.__isEnabled === false)
498
- return false;
499
- if (!this.__isActiveInHierarchy)
500
- return false;
501
- // let go = this.gameObject;
502
- // do {
503
- // // console.log(go.name, go.visible)
504
- // if (!go.visible) return false;
505
- // go = go.parent as GameObject;
506
- // }
507
- // while (go);
508
- return true;
509
- }
510
- get __isActive() {
511
- return this.gameObject.visible;
512
- }
513
- get __isActiveInHierarchy() {
514
- if (!this.gameObject)
515
- return false;
516
- const res = this.gameObject[activeInHierarchyFieldName];
517
- if (res === undefined)
518
- return true;
519
- return res;
520
- }
521
- set __isActiveInHierarchy(val) {
522
- if (!this.gameObject)
523
- return;
524
- this.gameObject[activeInHierarchyFieldName] = val;
525
- }
526
- /**
527
- * Reference to the GameObject this component is attached to
528
- * This is a three.js Object3D with additional GameObject functionality
529
- */
530
- gameObject;
531
- /**
532
- * Unique identifier for this component instance,
533
- * used for finding and tracking components
534
- */
535
- guid = "invalid";
536
- /**
537
- * Identifier for the source asset that created this component.
538
- * For example, URL to the glTF file this component was loaded from
539
- */
540
- sourceId;
541
- /**
542
- * Called once when the component becomes active for the first time.
543
- * This is the first lifecycle callback to be invoked
544
- */
545
- awake() { }
546
- /**
547
- * Called every time the component becomes enabled or active in the hierarchy.
548
- * Invoked after {@link awake} and before {@link start}.
549
- */
550
- onEnable() { }
551
- /**
552
- * Called every time the component becomes disabled or inactive in the hierarchy.
553
- * Invoked when the component or any parent GameObject becomes invisible
554
- */
555
- onDisable() { }
556
- /**
557
- * Called when the component is destroyed.
558
- * Use for cleanup operations like removing event listeners
559
- */
560
- onDestroy() {
561
- this.__destroyed = true;
562
- }
563
- /**
564
- * Starts a coroutine that can yield to wait for events.
565
- * Coroutines allow for time-based sequencing of operations without blocking.
566
- * Coroutines are based on generator functions, a JavaScript language feature.
567
- *
568
- * @param routine Generator function to start
569
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
570
- * @returns The generator function that can be used to stop the coroutine
571
- * @example
572
- * Time-based sequencing of operations
573
- * ```ts
574
- * *myCoroutine() {
575
- * yield WaitForSeconds(1); // wait for 1 second
576
- * yield WaitForFrames(10); // wait for 10 frames
577
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
578
- * }
579
- * ```
580
- * @example
581
- * Coroutine that logs a message every 5 frames
582
- * ```ts
583
- * onEnable() {
584
- * this.startCoroutine(this.myCoroutine());
585
- * }
586
- * private *myCoroutine() {
587
- * while(this.activeAndEnabled) {
588
- * console.log("Hello World", this.context.time.frame);
589
- * // wait for 5 frames
590
- * for(let i = 0; i < 5; i++) yield;
591
- * }
592
- * }
593
- * ```
594
- */
595
- startCoroutine(routine, evt = FrameEvent.Update) {
596
- return this.context.registerCoroutineUpdate(this, routine, evt);
597
- }
598
- /**
599
- * Stops a coroutine that was previously started with startCoroutine
600
- * @param routine The routine to be stopped
601
- * @param evt The frame event the routine was registered with
602
- */
603
- stopCoroutine(routine, evt = FrameEvent.Update) {
604
- this.context.unregisterCoroutineUpdate(routine, evt);
605
- }
606
- /**
607
- * Checks if this component has been destroyed
608
- * @returns True if the component or its GameObject has been destroyed
609
- */
610
- get destroyed() {
611
- return this.__destroyed;
612
- }
613
- /**
614
- * Destroys this component and removes it from its GameObject
615
- * After destruction, the component will no longer receive lifecycle callbacks
616
- */
617
- destroy() {
618
- if (this.__destroyed)
619
- return;
620
- this.__internalDestroy();
621
- }
622
- /** @internal */
623
- __didAwake = false;
624
- /** @internal */
625
- __didStart = false;
626
- /** @internal */
627
- __didEnable = false;
628
- /** @internal */
629
- __isEnabled = undefined;
630
- /** @internal */
631
- __destroyed = false;
632
- /** @internal */
633
- get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
634
- /** @internal */
635
- constructor(init) {
636
- this.__didAwake = false;
637
- this.__didStart = false;
638
- this.__didEnable = false;
639
- this.__isEnabled = undefined;
640
- this.__destroyed = false;
641
- this._internalInit(init);
642
- if (isHotReloadEnabled())
643
- registerHotReloadType(this);
644
- }
645
- /** @internal */
646
- __internalNewInstanceCreated(init) {
647
- this.__didAwake = false;
648
- this.__didStart = false;
649
- this.__didEnable = false;
650
- this.__isEnabled = undefined;
651
- this.__destroyed = false;
652
- this._internalInit(init);
653
- return this;
654
- }
655
- /**
656
- * Initializes component properties from an initialization object
657
- * @param init Object with properties to copy to this component
658
- * @internal
659
- */
660
- _internalInit(init) {
661
- if (typeof init === "object") {
662
- for (const key of Object.keys(init)) {
663
- const value = init[key];
664
- // we don't want to allow overriding functions via init
665
- if (typeof value === "function")
666
- continue;
667
- this[key] = value;
668
- }
669
- }
670
- }
671
- /** @internal */
672
- __internalAwake() {
673
- if (this.__didAwake)
674
- return;
675
- this.__didAwake = true;
676
- this.awake();
677
- }
678
- /** @internal */
679
- __internalStart() {
680
- if (this.__didStart)
681
- return;
682
- this.__didStart = true;
683
- if (this.start)
684
- this.start();
685
- }
686
- /** @internal */
687
- __internalEnable(isAddingToScene) {
688
- if (this.__destroyed) {
689
- if (isDevEnvironment()) {
690
- console.warn("[Needle Engine Dev] Trying to enable destroyed component");
691
- }
692
- return false;
693
- }
694
- // Don't change enable before awake
695
- // But a user can change enable during awake
696
- if (!this.__didAwake)
697
- return false;
698
- if (this.__didEnable) {
699
- // We dont want to change the enable state if we are adding to scene
700
- // But we want to change the state when e.g. a user changes the enable state during awake
701
- if (isAddingToScene !== true)
702
- this.__isEnabled = true;
703
- return false;
704
- }
705
- // console.trace("INTERNAL ENABLE");
706
- this.__didEnable = true;
707
- this.__isEnabled = true;
708
- this.onEnable();
709
- return true;
710
- }
711
- /** @internal */
712
- __internalDisable(isRemovingFromScene) {
713
- // Don't change enable before awake
714
- // But a user can change enable during awake
715
- if (!this.__didAwake)
716
- return;
717
- if (!this.__didEnable) {
718
- // We dont want to change the enable state if we are removing from a scene
719
- if (isRemovingFromScene !== true)
720
- this.__isEnabled = false;
721
- return;
722
- }
723
- this.__didEnable = false;
724
- this.__isEnabled = false;
725
- this.onDisable();
726
- }
727
- /** @internal */
728
- __internalDestroy() {
729
- if (this.__destroyed)
730
- return;
731
- this.__destroyed = true;
732
- if (this.__didAwake) {
733
- this.onDestroy?.call(this);
734
- this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
735
- }
736
- destroyComponentInstance(this);
737
- if (isHotReloadEnabled())
738
- unregisterHotReloadType(this);
739
- }
740
- /**
741
- * Controls whether this component is enabled
742
- * Disabled components don't receive lifecycle callbacks
743
- */
744
- get enabled() {
745
- return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
746
- }
747
- set enabled(val) {
748
- if (this.__destroyed) {
749
- if (isDevEnvironment()) {
750
- console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
751
- }
752
- return;
753
- }
754
- // when called from animationclip we receive numbers
755
- // due to interpolation they can be anything between 0 and 1
756
- if (typeof val === "number") {
757
- if (val >= 0.5)
758
- val = true;
759
- else
760
- val = false;
761
- }
762
- // need to check here because codegen is calling this before everything is setup
763
- if (!this.__didAwake) {
764
- this.__isEnabled = val;
765
- return;
766
- }
767
- if (val) {
768
- this.__internalEnable();
769
- }
770
- else {
771
- this.__internalDisable();
772
- }
773
- }
774
- /**
775
- * Gets the position of this component's GameObject in world space.
776
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
777
- */
778
- get worldPosition() {
779
- return threeutils.getWorldPosition(this.gameObject);
780
- }
781
- /**
782
- * Sets the position of this component's GameObject in world space
783
- * @param val The world position vector to set
784
- */
785
- set worldPosition(val) {
786
- threeutils.setWorldPosition(this.gameObject, val);
787
- }
788
- /**
789
- * Sets the position of this component's GameObject in world space using individual coordinates
790
- * @param x X-coordinate in world space
791
- * @param y Y-coordinate in world space
792
- * @param z Z-coordinate in world space
793
- */
794
- setWorldPosition(x, y, z) {
795
- threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
796
- }
797
- /**
798
- * Gets the rotation of this component's GameObject in world space as a quaternion
799
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
800
- */
801
- get worldQuaternion() {
802
- return threeutils.getWorldQuaternion(this.gameObject);
803
- }
804
- /**
805
- * Sets the rotation of this component's GameObject in world space using a quaternion
806
- * @param val The world rotation quaternion to set
807
- */
808
- set worldQuaternion(val) {
809
- threeutils.setWorldQuaternion(this.gameObject, val);
810
- }
811
- /**
812
- * Sets the rotation of this component's GameObject in world space using quaternion components
813
- * @param x X component of the quaternion
814
- * @param y Y component of the quaternion
815
- * @param z Z component of the quaternion
816
- * @param w W component of the quaternion
817
- */
818
- setWorldQuaternion(x, y, z, w) {
819
- threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
820
- }
821
- /**
822
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
823
- */
824
- get worldEuler() {
825
- return threeutils.getWorldEuler(this.gameObject);
826
- }
827
- /**
828
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
829
- * @param val The world rotation Euler angles to set
830
- */
831
- set worldEuler(val) {
832
- threeutils.setWorldEuler(this.gameObject, val);
833
- }
834
- /**
835
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
836
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
837
- */
838
- get worldRotation() {
839
- return this.gameObject.worldRotation;
840
- }
841
- /**
842
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
843
- * @param val The world rotation vector to set (in degrees)
844
- */
845
- set worldRotation(val) {
846
- this.setWorldRotation(val.x, val.y, val.z, true);
847
- }
848
- /**
849
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
850
- * @param x X-axis rotation
851
- * @param y Y-axis rotation
852
- * @param z Z-axis rotation
853
- * @param degrees Whether the values are in degrees (true) or radians (false)
854
- */
855
- setWorldRotation(x, y, z, degrees = true) {
856
- threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
857
- }
858
- static _forward = new Vector3();
859
- /**
860
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
861
- */
862
- get forward() {
863
- return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
864
- }
865
- static _right = new Vector3();
866
- /**
867
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
868
- */
869
- get right() {
870
- return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
871
- }
872
- static _up = new Vector3();
873
- /**
874
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
875
- */
876
- get up() {
877
- return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
878
- }
879
- // EventTarget implementation:
880
- /**
881
- * Storage for event listeners registered to this component
882
- * @private
883
- */
884
- _eventListeners = new Map();
885
- /**
886
- * Registers an event listener for the specified event type
887
- * @param type The event type to listen for
888
- * @param listener The callback function to execute when the event occurs
889
- */
890
- addEventListener(type, listener) {
891
- this._eventListeners[type] = this._eventListeners[type] || [];
892
- this._eventListeners[type].push(listener);
893
- }
894
- /**
895
- * Removes a previously registered event listener
896
- * @param type The event type the listener was registered for
897
- * @param listener The callback function to remove
898
- */
899
- removeEventListener(type, listener) {
900
- if (!this._eventListeners[type])
901
- return;
902
- const index = this._eventListeners[type].indexOf(listener);
903
- if (index >= 0)
904
- this._eventListeners[type].splice(index, 1);
905
- }
906
- /**
907
- * Dispatches an event to all registered listeners
908
- * @param evt The event object to dispatch
909
- * @returns Always returns false (standard implementation of EventTarget)
910
- */
911
- dispatchEvent(evt) {
912
- if (!evt || !this._eventListeners[evt.type])
913
- return false;
914
- const listeners = this._eventListeners[evt.type];
915
- for (let i = 0; i < listeners.length; i++) {
916
- listeners[i](evt);
917
- }
918
- return false;
919
- }
920
- }
921
- // For legacy reasons we need to export this as well
922
- // (and we don't use extend to inherit the component docs)
923
- export { Component as Behaviour };
1
+ import { Object3D, Vector3 } from "three";
2
+ import { isDevEnvironment } from "../engine/debug/index.js";
3
+ import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
4
+ import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
5
+ import { destroy, findByGuid, foreachComponent, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
6
+ import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
7
+ import * as main from "../engine/engine_mainloop_utils.js";
8
+ import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
9
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
10
+ import * as threeutils from "../engine/engine_three_utils.js";
11
+ // export interface ISerializationCallbackReceiver {
12
+ // onBeforeSerialize?(): object | void;
13
+ // onAfterSerialize?();
14
+ // onBeforeDeserialize?(data?: any);
15
+ // onAfterDeserialize?();
16
+ // onDeserialize?(key: string, value: any): any | void;
17
+ // }
18
+ /**
19
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
20
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
21
+ * They manage their components and provide methods to add, remove and get components.
22
+ *
23
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
24
+ * These methods are available directly on the GameObject instance:
25
+ * ```typescript
26
+ * target.addComponent(MyComponent);
27
+ * ```
28
+ *
29
+ * And can be called statically on the GameObject class as well:
30
+ * ```typescript
31
+ * GameObject.setActive(target, true);
32
+ * ```
33
+ */
34
+ export class GameObject extends Object3D {
35
+ /**
36
+ * Unique identifier for this GameObject
37
+ */
38
+ guid;
39
+ /**
40
+ * Checks if a GameObject has been destroyed
41
+ * @param go The GameObject to check
42
+ * @returns True if the GameObject has been destroyed
43
+ */
44
+ static isDestroyed(go) {
45
+ return isDestroyed(go);
46
+ }
47
+ /**
48
+ * Sets the active state of a GameObject
49
+ * @param go The GameObject to modify
50
+ * @param active Whether the GameObject should be active
51
+ * @param processStart Whether to process the start callbacks if being activated
52
+ */
53
+ static setActive(go, active, processStart = true) {
54
+ if (!go)
55
+ return;
56
+ setActive(go, active);
57
+ // TODO: do we still need this?:
58
+ main.updateIsActive(go);
59
+ if (active && processStart)
60
+ main.processStart(Context.Current, go);
61
+ }
62
+ /**
63
+ * Checks if the GameObject itself is active (same as go.visible)
64
+ * @param go The GameObject to check
65
+ * @returns True if the GameObject is active
66
+ */
67
+ static isActiveSelf(go) {
68
+ return isActiveSelf(go);
69
+ }
70
+ /**
71
+ * 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)
72
+ * @param go The GameObject to check
73
+ * @returns True if the GameObject is active in the hierarchy
74
+ */
75
+ static isActiveInHierarchy(go) {
76
+ return isActiveInHierarchy(go);
77
+ }
78
+ /**
79
+ * Marks a GameObject to be rendered using instancing
80
+ * @param go The GameObject to mark
81
+ * @param instanced Whether the GameObject should use instanced rendering
82
+ */
83
+ static markAsInstancedRendered(go, instanced) {
84
+ markAsInstancedRendered(go, instanced);
85
+ }
86
+ /**
87
+ * Checks if a GameObject is using instanced rendering
88
+ * @param instance The GameObject to check
89
+ * @returns True if the GameObject is using instanced rendering
90
+ */
91
+ static isUsingInstancing(instance) { return isUsingInstancing(instance); }
92
+ /**
93
+ * Executes a callback for all components of the provided type on the provided object and its children
94
+ * @param instance Object to run the method on
95
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
96
+ * @param recursive If true, the method will be run on all children as well
97
+ * @returns The last return value of the callback
98
+ */
99
+ static foreachComponent(instance, cb, recursive = true) {
100
+ return foreachComponent(instance, cb, recursive);
101
+ }
102
+ /**
103
+ * Creates a new instance of the provided object that will be replicated to all connected clients
104
+ * @param instance Object to instantiate
105
+ * @param opts Options for the instantiation
106
+ * @returns The newly created instance or null if creation failed
107
+ */
108
+ static instantiateSynced(instance, opts) {
109
+ if (!instance)
110
+ return null;
111
+ return syncInstantiate(instance, opts);
112
+ }
113
+ static instantiate(instance, opts = null) {
114
+ if ('isAssetReference' in instance) {
115
+ return instantiate(instance, opts);
116
+ }
117
+ return instantiate(instance, opts);
118
+ }
119
+ /**
120
+ * Destroys an object on all connected clients (if in a networked session)
121
+ * @param instance Object to destroy
122
+ * @param context Optional context to use
123
+ * @param recursive If true, all children will be destroyed as well
124
+ */
125
+ static destroySynced(instance, context, recursive = true) {
126
+ if (!instance)
127
+ return;
128
+ const go = instance;
129
+ context = context ?? Context.Current;
130
+ syncDestroy(go, context.connection, recursive);
131
+ }
132
+ /**
133
+ * Destroys an object
134
+ * @param instance Object to destroy
135
+ * @param recursive If true, all children will be destroyed as well. Default: true
136
+ */
137
+ static destroy(instance, recursive = true) {
138
+ return destroy(instance, recursive);
139
+ }
140
+ /**
141
+ * Adds an object to parent and ensures all components are properly registered
142
+ * @param instance Object to add
143
+ * @param parent Parent to add the object to
144
+ * @param context Optional context to use
145
+ */
146
+ static add(instance, parent, context) {
147
+ if (!instance || !parent)
148
+ return;
149
+ if (instance === parent) {
150
+ console.warn("Can not add object to self", instance);
151
+ return;
152
+ }
153
+ if (!context) {
154
+ context = Context.Current;
155
+ }
156
+ parent.add(instance);
157
+ setActive(instance, true);
158
+ main.updateIsActive(instance);
159
+ if (context) {
160
+ GameObject.foreachComponent(instance, (comp) => {
161
+ main.addScriptToArrays(comp, context);
162
+ if (comp.__internalDidAwakeAndStart)
163
+ return;
164
+ if (context.new_script_start.includes(comp) === false) {
165
+ context.new_script_start.push(comp);
166
+ }
167
+ }, true);
168
+ }
169
+ else {
170
+ console.warn("Missing context");
171
+ }
172
+ }
173
+ /**
174
+ * Removes the object from its parent and deactivates all of its components
175
+ * @param instance Object to remove
176
+ */
177
+ static remove(instance) {
178
+ if (!instance)
179
+ return;
180
+ instance.parent?.remove(instance);
181
+ setActive(instance, false);
182
+ main.updateIsActive(instance);
183
+ GameObject.foreachComponent(instance, (comp) => {
184
+ main.processRemoveFromScene(comp);
185
+ }, true);
186
+ }
187
+ /**
188
+ * Invokes a method on all components including children (if a method with that name exists)
189
+ * @param go GameObject to invoke the method on
190
+ * @param functionName Name of the method to invoke
191
+ * @param args Arguments to pass to the method
192
+ */
193
+ static invokeOnChildren(go, functionName, ...args) {
194
+ this.invoke(go, functionName, true, args);
195
+ }
196
+ /**
197
+ * Invokes a method on all components that have a method matching the provided name
198
+ * @param go GameObject to invoke the method on
199
+ * @param functionName Name of the method to invoke
200
+ * @param children Whether to invoke on children as well
201
+ * @param args Arguments to pass to the method
202
+ */
203
+ static invoke(go, functionName, children = false, ...args) {
204
+ if (!go)
205
+ return;
206
+ this.foreachComponent(go, c => {
207
+ const fn = c[functionName];
208
+ if (fn && typeof fn === "function") {
209
+ fn?.call(c, ...args);
210
+ }
211
+ }, children);
212
+ }
213
+ /** @deprecated use `addComponent` */
214
+ // eslint-disable-next-line deprecation/deprecation
215
+ static addNewComponent(go, type, init, callAwake = true) {
216
+ return addComponent(go, type, init, { callAwake });
217
+ }
218
+ /**
219
+ * Adds a new component (or moves an existing component) to the provided object
220
+ * @param go Object to add the component to
221
+ * @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
222
+ * @param init Optional init object to initialize the component with
223
+ * @param opts Optional options for adding the component
224
+ * @returns The added or moved component
225
+ */
226
+ static addComponent(go, instanceOrType, init, opts) {
227
+ return addComponent(go, instanceOrType, init, opts);
228
+ }
229
+ /**
230
+ * Moves a component to a new object
231
+ * @param go GameObject to move the component to
232
+ * @param instance Component to move
233
+ * @returns The moved component
234
+ */
235
+ static moveComponent(go, instance) {
236
+ return addComponent(go, instance);
237
+ }
238
+ /**
239
+ * Removes a component from its object
240
+ * @param instance Component to remove
241
+ * @returns The removed component
242
+ */
243
+ static removeComponent(instance) {
244
+ removeComponent(instance.gameObject, instance);
245
+ return instance;
246
+ }
247
+ /**
248
+ * Gets or adds a component of the specified type
249
+ * @param go GameObject to get or add the component to
250
+ * @param typeName Constructor of the component type
251
+ * @returns The existing or newly added component
252
+ */
253
+ static getOrAddComponent(go, typeName) {
254
+ return getOrAddComponent(go, typeName);
255
+ }
256
+ /**
257
+ * Gets a component on the provided object
258
+ * @param go GameObject to get the component from
259
+ * @param typeName Constructor of the component type
260
+ * @returns The component if found, otherwise null
261
+ */
262
+ static getComponent(go, typeName) {
263
+ if (go === null)
264
+ return null;
265
+ // if names are minified we could also use the type store and work with strings everywhere
266
+ // not ideal, but I dont know a good/sane way to do this otherwise
267
+ // const res = TypeStore.get(typeName);
268
+ // if(res) typeName = res;
269
+ return getComponent(go, typeName);
270
+ }
271
+ /**
272
+ * Gets all components of the specified type on the provided object
273
+ * @param go GameObject to get the components from
274
+ * @param typeName Constructor of the component type
275
+ * @param arr Optional array to populate with the components
276
+ * @returns Array of components
277
+ */
278
+ static getComponents(go, typeName, arr = null) {
279
+ if (go === null)
280
+ return arr ?? [];
281
+ return getComponents(go, typeName, arr);
282
+ }
283
+ /**
284
+ * Finds an object or component by its unique identifier
285
+ * @param guid Unique identifier to search for
286
+ * @param hierarchy Root object to search in
287
+ * @returns The found GameObject or Component, or null/undefined if not found
288
+ */
289
+ static findByGuid(guid, hierarchy) {
290
+ const res = findByGuid(guid, hierarchy);
291
+ return res;
292
+ }
293
+ /**
294
+ * Finds the first object of the specified component type in the scene
295
+ * @param typeName Constructor of the component type
296
+ * @param context Context or root object to search in
297
+ * @param includeInactive Whether to include inactive objects in the search
298
+ * @returns The first matching component if found, otherwise null
299
+ */
300
+ static findObjectOfType(typeName, context, includeInactive = true) {
301
+ return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
302
+ }
303
+ /**
304
+ * Finds all objects of the specified component type in the scene
305
+ * @param typeName Constructor of the component type
306
+ * @param context Context or root object to search in
307
+ * @returns Array of matching components
308
+ */
309
+ static findObjectsOfType(typeName, context) {
310
+ const arr = [];
311
+ findObjectsOfType(typeName, arr, context);
312
+ return arr;
313
+ }
314
+ /**
315
+ * Gets a component of the specified type in the gameObject's children hierarchy
316
+ * @param go GameObject to search in
317
+ * @param typeName Constructor of the component type
318
+ * @returns The first matching component if found, otherwise null
319
+ */
320
+ static getComponentInChildren(go, typeName) {
321
+ return getComponentInChildren(go, typeName);
322
+ }
323
+ /**
324
+ * Gets all components of the specified type in the gameObject's children hierarchy
325
+ * @param go GameObject to search in
326
+ * @param typeName Constructor of the component type
327
+ * @param arr Optional array to populate with the components
328
+ * @returns Array of components
329
+ */
330
+ static getComponentsInChildren(go, typeName, arr = null) {
331
+ return getComponentsInChildren(go, typeName, arr ?? undefined);
332
+ }
333
+ /**
334
+ * Gets a component of the specified type in the gameObject's parent hierarchy
335
+ * @param go GameObject to search in
336
+ * @param typeName Constructor of the component type
337
+ * @returns The first matching component if found, otherwise null
338
+ */
339
+ static getComponentInParent(go, typeName) {
340
+ return getComponentInParent(go, typeName);
341
+ }
342
+ /**
343
+ * Gets all components of the specified type in the gameObject's parent hierarchy
344
+ * @param go GameObject to search in
345
+ * @param typeName Constructor of the component type
346
+ * @param arr Optional array to populate with the components
347
+ * @returns Array of components
348
+ */
349
+ static getComponentsInParent(go, typeName, arr = null) {
350
+ return getComponentsInParent(go, typeName, arr);
351
+ }
352
+ /**
353
+ * Gets all components on the gameObject
354
+ * @param go GameObject to get components from
355
+ * @returns Array of all components
356
+ */
357
+ static getAllComponents(go) {
358
+ const componentsList = go.userData?.components;
359
+ if (!componentsList)
360
+ return [];
361
+ const newList = [...componentsList];
362
+ return newList;
363
+ }
364
+ /**
365
+ * Iterates through all components on the gameObject
366
+ * @param go GameObject to iterate components on
367
+ * @returns Generator yielding each component
368
+ */
369
+ static *iterateComponents(go) {
370
+ const list = go?.userData?.components;
371
+ if (list && Array.isArray(list)) {
372
+ for (let i = 0; i < list.length; i++) {
373
+ yield list[i];
374
+ }
375
+ }
376
+ }
377
+ }
378
+ /**
379
+ * Needle Engine component's are the main building blocks of the Needle Engine.
380
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
381
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
382
+ *
383
+ * **Component lifecycle event methods:**
384
+ * {@link awake}, {@link start}, {@link onEnable}, {@link onDisable}, {@link onDestroy}, {@link earlyUpdate}, {@link update}, {@link lateUpdate}, {@link onBeforeRender}, {@link onAfterRender}.
385
+ *
386
+ * **XR event methods:**
387
+ * {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
388
+ *
389
+ * **Input event methods:**
390
+ * {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
391
+ *
392
+ * @example
393
+ * ```typescript
394
+ * import { Behaviour } from "@needle-tools/engine";
395
+ * export class MyComponent extends Behaviour {
396
+ * start() {
397
+ * console.log("Hello World", this.gameObject.name);
398
+ * }
399
+ * update() {
400
+ * console.log("Frame", this.context.time.frame);
401
+ * }
402
+ * }
403
+ * ```
404
+ *
405
+ * @group Components
406
+ */
407
+ export class Component {
408
+ /**
409
+ * Indicates whether this object is a component
410
+ * @internal
411
+ */
412
+ get isComponent() { return true; }
413
+ __context;
414
+ /**
415
+ * The context this component belongs to, providing access to the runtime environment
416
+ * including physics, timing utilities, camera, and scene
417
+ */
418
+ get context() {
419
+ return this.__context ?? Context.Current;
420
+ }
421
+ set context(context) {
422
+ this.__context = context;
423
+ }
424
+ /**
425
+ * Shorthand accessor for the current scene from the context
426
+ * @returns The scene this component belongs to
427
+ */
428
+ get scene() { return this.context.scene; }
429
+ /**
430
+ * The layer value of the GameObject this component is attached to
431
+ * Used for visibility and physics filtering
432
+ */
433
+ get layer() {
434
+ return this.gameObject?.userData?.layer;
435
+ }
436
+ /**
437
+ * The name of the GameObject this component is attached to
438
+ * Used for debugging and finding objects
439
+ */
440
+ get name() {
441
+ if (this.gameObject?.name) {
442
+ return this.gameObject.name;
443
+ }
444
+ return this.gameObject?.userData.name;
445
+ }
446
+ __name;
447
+ set name(str) {
448
+ if (this.gameObject) {
449
+ if (!this.gameObject.userData)
450
+ this.gameObject.userData = {};
451
+ this.gameObject.userData.name = str;
452
+ this.__name = str;
453
+ }
454
+ else {
455
+ this.__name = str;
456
+ }
457
+ }
458
+ /**
459
+ * The tag of the GameObject this component is attached to
460
+ * Used for categorizing objects and efficient lookup
461
+ */
462
+ get tag() {
463
+ return this.gameObject?.userData.tag;
464
+ }
465
+ set tag(str) {
466
+ if (this.gameObject) {
467
+ if (!this.gameObject.userData)
468
+ this.gameObject.userData = {};
469
+ this.gameObject.userData.tag = str;
470
+ }
471
+ }
472
+ /**
473
+ * Indicates whether the GameObject is marked as static
474
+ * Static objects typically don't move and can be optimized by the engine
475
+ */
476
+ get static() {
477
+ return this.gameObject?.userData.static;
478
+ }
479
+ set static(value) {
480
+ if (this.gameObject) {
481
+ if (!this.gameObject.userData)
482
+ this.gameObject.userData = {};
483
+ this.gameObject.userData.static = value;
484
+ }
485
+ }
486
+ // get hideFlags(): HideFlags {
487
+ // return this.gameObject?.hideFlags;
488
+ // }
489
+ /**
490
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
491
+ * Components that are inactive won't receive lifecycle method calls
492
+ * @returns True if the component is enabled and all parent GameObjects are active
493
+ */
494
+ get activeAndEnabled() {
495
+ if (this.destroyed)
496
+ return false;
497
+ if (this.__isEnabled === false)
498
+ return false;
499
+ if (!this.__isActiveInHierarchy)
500
+ return false;
501
+ // let go = this.gameObject;
502
+ // do {
503
+ // // console.log(go.name, go.visible)
504
+ // if (!go.visible) return false;
505
+ // go = go.parent as GameObject;
506
+ // }
507
+ // while (go);
508
+ return true;
509
+ }
510
+ get __isActive() {
511
+ return this.gameObject.visible;
512
+ }
513
+ get __isActiveInHierarchy() {
514
+ if (!this.gameObject)
515
+ return false;
516
+ const res = this.gameObject[activeInHierarchyFieldName];
517
+ if (res === undefined)
518
+ return true;
519
+ return res;
520
+ }
521
+ set __isActiveInHierarchy(val) {
522
+ if (!this.gameObject)
523
+ return;
524
+ this.gameObject[activeInHierarchyFieldName] = val;
525
+ }
526
+ /**
527
+ * Reference to the GameObject this component is attached to
528
+ * This is a three.js Object3D with additional GameObject functionality
529
+ */
530
+ gameObject;
531
+ /**
532
+ * Unique identifier for this component instance,
533
+ * used for finding and tracking components
534
+ */
535
+ guid = "invalid";
536
+ /**
537
+ * Identifier for the source asset that created this component.
538
+ * For example, URL to the glTF file this component was loaded from
539
+ */
540
+ sourceId;
541
+ /**
542
+ * Called once when the component becomes active for the first time.
543
+ * This is the first lifecycle callback to be invoked
544
+ */
545
+ awake() { }
546
+ /**
547
+ * Called every time the component becomes enabled or active in the hierarchy.
548
+ * Invoked after {@link awake} and before {@link start}.
549
+ */
550
+ onEnable() { }
551
+ /**
552
+ * Called every time the component becomes disabled or inactive in the hierarchy.
553
+ * Invoked when the component or any parent GameObject becomes invisible
554
+ */
555
+ onDisable() { }
556
+ /**
557
+ * Called when the component is destroyed.
558
+ * Use for cleanup operations like removing event listeners
559
+ */
560
+ onDestroy() {
561
+ this.__destroyed = true;
562
+ }
563
+ /**
564
+ * Starts a coroutine that can yield to wait for events.
565
+ * Coroutines allow for time-based sequencing of operations without blocking.
566
+ * Coroutines are based on generator functions, a JavaScript language feature.
567
+ *
568
+ * @param routine Generator function to start
569
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
570
+ * @returns The generator function that can be used to stop the coroutine
571
+ * @example
572
+ * Time-based sequencing of operations
573
+ * ```ts
574
+ * *myCoroutine() {
575
+ * yield WaitForSeconds(1); // wait for 1 second
576
+ * yield WaitForFrames(10); // wait for 10 frames
577
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
578
+ * }
579
+ * ```
580
+ * @example
581
+ * Coroutine that logs a message every 5 frames
582
+ * ```ts
583
+ * onEnable() {
584
+ * this.startCoroutine(this.myCoroutine());
585
+ * }
586
+ * private *myCoroutine() {
587
+ * while(this.activeAndEnabled) {
588
+ * console.log("Hello World", this.context.time.frame);
589
+ * // wait for 5 frames
590
+ * for(let i = 0; i < 5; i++) yield;
591
+ * }
592
+ * }
593
+ * ```
594
+ */
595
+ startCoroutine(routine, evt = FrameEvent.Update) {
596
+ return this.context.registerCoroutineUpdate(this, routine, evt);
597
+ }
598
+ /**
599
+ * Stops a coroutine that was previously started with startCoroutine
600
+ * @param routine The routine to be stopped
601
+ * @param evt The frame event the routine was registered with
602
+ */
603
+ stopCoroutine(routine, evt = FrameEvent.Update) {
604
+ this.context.unregisterCoroutineUpdate(routine, evt);
605
+ }
606
+ /**
607
+ * Checks if this component has been destroyed
608
+ * @returns True if the component or its GameObject has been destroyed
609
+ */
610
+ get destroyed() {
611
+ return this.__destroyed;
612
+ }
613
+ /**
614
+ * Destroys this component and removes it from its GameObject
615
+ * After destruction, the component will no longer receive lifecycle callbacks
616
+ */
617
+ destroy() {
618
+ if (this.__destroyed)
619
+ return;
620
+ this.__internalDestroy();
621
+ }
622
+ /** @internal */
623
+ __didAwake = false;
624
+ /** @internal */
625
+ __didStart = false;
626
+ /** @internal */
627
+ __didEnable = false;
628
+ /** @internal */
629
+ __isEnabled = undefined;
630
+ /** @internal */
631
+ __destroyed = false;
632
+ /** @internal */
633
+ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
634
+ /** @internal */
635
+ constructor(init) {
636
+ this.__didAwake = false;
637
+ this.__didStart = false;
638
+ this.__didEnable = false;
639
+ this.__isEnabled = undefined;
640
+ this.__destroyed = false;
641
+ this._internalInit(init);
642
+ if (isHotReloadEnabled())
643
+ registerHotReloadType(this);
644
+ }
645
+ /** @internal */
646
+ __internalNewInstanceCreated(init) {
647
+ this.__didAwake = false;
648
+ this.__didStart = false;
649
+ this.__didEnable = false;
650
+ this.__isEnabled = undefined;
651
+ this.__destroyed = false;
652
+ this._internalInit(init);
653
+ return this;
654
+ }
655
+ /**
656
+ * Initializes component properties from an initialization object
657
+ * @param init Object with properties to copy to this component
658
+ * @internal
659
+ */
660
+ _internalInit(init) {
661
+ if (typeof init === "object") {
662
+ for (const key of Object.keys(init)) {
663
+ const value = init[key];
664
+ // we don't want to allow overriding functions via init
665
+ if (typeof value === "function")
666
+ continue;
667
+ this[key] = value;
668
+ }
669
+ }
670
+ }
671
+ /** @internal */
672
+ __internalAwake() {
673
+ if (this.__didAwake)
674
+ return;
675
+ this.__didAwake = true;
676
+ this.awake();
677
+ }
678
+ /** @internal */
679
+ __internalStart() {
680
+ if (this.__didStart)
681
+ return;
682
+ this.__didStart = true;
683
+ if (this.start)
684
+ this.start();
685
+ }
686
+ /** @internal */
687
+ __internalEnable(isAddingToScene) {
688
+ if (this.__destroyed) {
689
+ if (isDevEnvironment()) {
690
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
691
+ }
692
+ return false;
693
+ }
694
+ // Don't change enable before awake
695
+ // But a user can change enable during awake
696
+ if (!this.__didAwake)
697
+ return false;
698
+ if (this.__didEnable) {
699
+ // We dont want to change the enable state if we are adding to scene
700
+ // But we want to change the state when e.g. a user changes the enable state during awake
701
+ if (isAddingToScene !== true)
702
+ this.__isEnabled = true;
703
+ return false;
704
+ }
705
+ // console.trace("INTERNAL ENABLE");
706
+ this.__didEnable = true;
707
+ this.__isEnabled = true;
708
+ this.onEnable();
709
+ return true;
710
+ }
711
+ /** @internal */
712
+ __internalDisable(isRemovingFromScene) {
713
+ // Don't change enable before awake
714
+ // But a user can change enable during awake
715
+ if (!this.__didAwake)
716
+ return;
717
+ if (!this.__didEnable) {
718
+ // We dont want to change the enable state if we are removing from a scene
719
+ if (isRemovingFromScene !== true)
720
+ this.__isEnabled = false;
721
+ return;
722
+ }
723
+ this.__didEnable = false;
724
+ this.__isEnabled = false;
725
+ this.onDisable();
726
+ }
727
+ /** @internal */
728
+ __internalDestroy() {
729
+ if (this.__destroyed)
730
+ return;
731
+ this.__destroyed = true;
732
+ if (this.__didAwake) {
733
+ this.onDestroy?.call(this);
734
+ this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
735
+ }
736
+ destroyComponentInstance(this);
737
+ if (isHotReloadEnabled())
738
+ unregisterHotReloadType(this);
739
+ }
740
+ /**
741
+ * Controls whether this component is enabled
742
+ * Disabled components don't receive lifecycle callbacks
743
+ */
744
+ get enabled() {
745
+ return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
746
+ }
747
+ set enabled(val) {
748
+ if (this.__destroyed) {
749
+ if (isDevEnvironment()) {
750
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
751
+ }
752
+ return;
753
+ }
754
+ // when called from animationclip we receive numbers
755
+ // due to interpolation they can be anything between 0 and 1
756
+ if (typeof val === "number") {
757
+ if (val >= 0.5)
758
+ val = true;
759
+ else
760
+ val = false;
761
+ }
762
+ // need to check here because codegen is calling this before everything is setup
763
+ if (!this.__didAwake) {
764
+ this.__isEnabled = val;
765
+ return;
766
+ }
767
+ if (val) {
768
+ this.__internalEnable();
769
+ }
770
+ else {
771
+ this.__internalDisable();
772
+ }
773
+ }
774
+ /**
775
+ * Gets the position of this component's GameObject in world space.
776
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
777
+ */
778
+ get worldPosition() {
779
+ return threeutils.getWorldPosition(this.gameObject);
780
+ }
781
+ /**
782
+ * Sets the position of this component's GameObject in world space
783
+ * @param val The world position vector to set
784
+ */
785
+ set worldPosition(val) {
786
+ threeutils.setWorldPosition(this.gameObject, val);
787
+ }
788
+ /**
789
+ * Sets the position of this component's GameObject in world space using individual coordinates
790
+ * @param x X-coordinate in world space
791
+ * @param y Y-coordinate in world space
792
+ * @param z Z-coordinate in world space
793
+ */
794
+ setWorldPosition(x, y, z) {
795
+ threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
796
+ }
797
+ /**
798
+ * Gets the rotation of this component's GameObject in world space as a quaternion
799
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
800
+ */
801
+ get worldQuaternion() {
802
+ return threeutils.getWorldQuaternion(this.gameObject);
803
+ }
804
+ /**
805
+ * Sets the rotation of this component's GameObject in world space using a quaternion
806
+ * @param val The world rotation quaternion to set
807
+ */
808
+ set worldQuaternion(val) {
809
+ threeutils.setWorldQuaternion(this.gameObject, val);
810
+ }
811
+ /**
812
+ * Sets the rotation of this component's GameObject in world space using quaternion components
813
+ * @param x X component of the quaternion
814
+ * @param y Y component of the quaternion
815
+ * @param z Z component of the quaternion
816
+ * @param w W component of the quaternion
817
+ */
818
+ setWorldQuaternion(x, y, z, w) {
819
+ threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
820
+ }
821
+ /**
822
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
823
+ */
824
+ get worldEuler() {
825
+ return threeutils.getWorldEuler(this.gameObject);
826
+ }
827
+ /**
828
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
829
+ * @param val The world rotation Euler angles to set
830
+ */
831
+ set worldEuler(val) {
832
+ threeutils.setWorldEuler(this.gameObject, val);
833
+ }
834
+ /**
835
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
836
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
837
+ */
838
+ get worldRotation() {
839
+ return this.gameObject.worldRotation;
840
+ }
841
+ /**
842
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
843
+ * @param val The world rotation vector to set (in degrees)
844
+ */
845
+ set worldRotation(val) {
846
+ this.setWorldRotation(val.x, val.y, val.z, true);
847
+ }
848
+ /**
849
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
850
+ * @param x X-axis rotation
851
+ * @param y Y-axis rotation
852
+ * @param z Z-axis rotation
853
+ * @param degrees Whether the values are in degrees (true) or radians (false)
854
+ */
855
+ setWorldRotation(x, y, z, degrees = true) {
856
+ threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
857
+ }
858
+ static _forward = new Vector3();
859
+ /**
860
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
861
+ */
862
+ get forward() {
863
+ return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
864
+ }
865
+ static _right = new Vector3();
866
+ /**
867
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
868
+ */
869
+ get right() {
870
+ return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
871
+ }
872
+ static _up = new Vector3();
873
+ /**
874
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
875
+ */
876
+ get up() {
877
+ return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
878
+ }
879
+ // EventTarget implementation:
880
+ /**
881
+ * Storage for event listeners registered to this component
882
+ * @private
883
+ */
884
+ _eventListeners = new Map();
885
+ /**
886
+ * Registers an event listener for the specified event type
887
+ * @param type The event type to listen for
888
+ * @param listener The callback function to execute when the event occurs
889
+ */
890
+ addEventListener(type, listener) {
891
+ this._eventListeners[type] = this._eventListeners[type] || [];
892
+ this._eventListeners[type].push(listener);
893
+ }
894
+ /**
895
+ * Removes a previously registered event listener
896
+ * @param type The event type the listener was registered for
897
+ * @param listener The callback function to remove
898
+ */
899
+ removeEventListener(type, listener) {
900
+ if (!this._eventListeners[type])
901
+ return;
902
+ const index = this._eventListeners[type].indexOf(listener);
903
+ if (index >= 0)
904
+ this._eventListeners[type].splice(index, 1);
905
+ }
906
+ /**
907
+ * Dispatches an event to all registered listeners
908
+ * @param evt The event object to dispatch
909
+ * @returns Always returns false (standard implementation of EventTarget)
910
+ */
911
+ dispatchEvent(evt) {
912
+ if (!evt || !this._eventListeners[evt.type])
913
+ return false;
914
+ const listeners = this._eventListeners[evt.type];
915
+ for (let i = 0; i < listeners.length; i++) {
916
+ listeners[i](evt);
917
+ }
918
+ return false;
919
+ }
920
+ }
921
+ // For legacy reasons we need to export this as well
922
+ // (and we don't use extend to inherit the component docs)
923
+ export { Component as Behaviour };
924
924
  //# sourceMappingURL=Component.js.map