@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
@@ -1,1301 +1,1301 @@
1
- import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
2
-
3
- import { isDevEnvironment } from "../engine/debug/index.js";
4
- import { type AssetReference } from "../engine/engine_addressables.js";
5
- import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
6
- import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
7
- import { destroy, findByGuid, foreachComponent, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
8
- import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
9
- import * as main from "../engine/engine_mainloop_utils.js";
10
- import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
11
- import { Context, FrameEvent } from "../engine/engine_setup.js";
12
- import * as threeutils from "../engine/engine_three_utils.js";
13
- import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
14
- import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
15
- import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
16
-
17
-
18
- // export interface ISerializationCallbackReceiver {
19
- // onBeforeSerialize?(): object | void;
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- // onAfterSerialize?();
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- // onBeforeDeserialize?(data?: any);
22
- // onAfterDeserialize?();
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- // onDeserialize?(key: string, value: any): any | void;
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- // }
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-
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- /**
27
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
28
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
29
- * They manage their components and provide methods to add, remove and get components.
30
- *
31
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
32
- * These methods are available directly on the GameObject instance:
33
- * ```typescript
34
- * target.addComponent(MyComponent);
35
- * ```
36
- *
37
- * And can be called statically on the GameObject class as well:
38
- * ```typescript
39
- * GameObject.setActive(target, true);
40
- * ```
41
- */
42
- export abstract class GameObject extends Object3D implements Object3D, IGameObject {
43
-
44
- /**
45
- * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
46
- * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
47
- */
48
- abstract activeSelf: boolean;
49
-
50
- /** @deprecated Use {@link addComponent} instead */
51
- // eslint-disable-next-line deprecation/deprecation
52
- abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
53
-
54
- /**
55
- * Creates a new component on this gameObject or adds an existing component instance
56
- * @param comp Component type constructor or existing component instance
57
- * @param init Optional initialization values for the component
58
- * @returns The newly created or added component
59
- */
60
- abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
61
-
62
- /**
63
- * Removes a component from this GameObject
64
- * @param comp Component instance to remove
65
- * @returns The removed component
66
- */
67
- abstract removeComponent<T extends IComponent>(comp: T): T;
68
-
69
- /**
70
- * Gets an existing component of the specified type or adds a new one if it doesn't exist
71
- * @param typeName Constructor of the component type to get or add
72
- * @returns The existing or newly added component
73
- */
74
- abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
75
-
76
- /**
77
- * Gets a component of the specified type attached to this GameObject
78
- * @param type Constructor of the component type to get
79
- * @returns The component if found, otherwise null
80
- */
81
- abstract getComponent<T>(type: Constructor<T>): T | null;
82
-
83
- /**
84
- * Gets all components of the specified type attached to this GameObject
85
- * @param type Constructor of the component type to get
86
- * @param arr Optional array to populate with the components
87
- * @returns Array of components
88
- */
89
- abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
90
-
91
- /**
92
- * Gets a component of the specified type in this GameObject's children hierarchy
93
- * @param type Constructor of the component type to get
94
- * @returns The first matching component if found, otherwise null
95
- */
96
- abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
97
-
98
- /**
99
- * Gets all components of the specified type in this GameObject's children hierarchy
100
- * @param type Constructor of the component type to get
101
- * @param arr Optional array to populate with the components
102
- * @returns Array of components
103
- */
104
- abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
105
-
106
- /**
107
- * Gets a component of the specified type in this GameObject's parent hierarchy
108
- * @param type Constructor of the component type to get
109
- * @returns The first matching component if found, otherwise null
110
- */
111
- abstract getComponentInParent<T>(type: Constructor<T>): T | null;
112
-
113
- /**
114
- * Gets all components of the specified type in this GameObject's parent hierarchy
115
- * @param type Constructor of the component type to get
116
- * @param arr Optional array to populate with the components
117
- * @returns Array of components
118
- */
119
- abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
120
-
121
-
122
- /**
123
- * The position of this GameObject in world space
124
- */
125
- abstract get worldPosition(): Vector3
126
- abstract set worldPosition(val: Vector3);
127
-
128
- /**
129
- * The rotation of this GameObject in world space as a quaternion
130
- */
131
- abstract set worldQuaternion(val: Quaternion);
132
- abstract get worldQuaternion(): Quaternion;
133
-
134
- /**
135
- * The rotation of this GameObject in world space in euler angles (degrees)
136
- */
137
- abstract set worldRotation(val: Vector3);
138
- abstract get worldRotation(): Vector3;
139
-
140
- /**
141
- * The scale of this GameObject in world space
142
- */
143
- abstract set worldScale(val: Vector3);
144
- abstract get worldScale(): Vector3;
145
-
146
- /**
147
- * The forward direction vector of this GameObject in world space
148
- */
149
- abstract get worldForward(): Vector3;
150
- abstract set worldForward(val: Vector3);
151
-
152
- /**
153
- * The right direction vector of this GameObject in world space
154
- */
155
- abstract get worldRight(): Vector3;
156
-
157
- /**
158
- * The up direction vector of this GameObject in world space
159
- */
160
- abstract get worldUp(): Vector3;
161
-
162
- /**
163
- * Unique identifier for this GameObject
164
- */
165
- guid: string | undefined;
166
-
167
- /**
168
- * Destroys this GameObject and all its components.
169
- * Internally, this is added to the three.js {@link Object3D} prototype.
170
- */
171
- abstract destroy();
172
-
173
-
174
- /**
175
- * Checks if a GameObject has been destroyed
176
- * @param go The GameObject to check
177
- * @returns True if the GameObject has been destroyed
178
- */
179
- public static isDestroyed(go: Object3D): boolean {
180
- return isDestroyed(go);
181
- }
182
-
183
- /**
184
- * Sets the active state of a GameObject
185
- * @param go The GameObject to modify
186
- * @param active Whether the GameObject should be active
187
- * @param processStart Whether to process the start callbacks if being activated
188
- */
189
- public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
190
- if (!go) return;
191
- setActive(go, active);
192
-
193
- // TODO: do we still need this?:
194
- main.updateIsActive(go);
195
- if (active && processStart)
196
- main.processStart(Context.Current, go);
197
- }
198
-
199
- /**
200
- * Checks if the GameObject itself is active (same as go.visible)
201
- * @param go The GameObject to check
202
- * @returns True if the GameObject is active
203
- */
204
- public static isActiveSelf(go: Object3D): boolean {
205
- return isActiveSelf(go);
206
- }
207
-
208
- /**
209
- * 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)
210
- * @param go The GameObject to check
211
- * @returns True if the GameObject is active in the hierarchy
212
- */
213
- public static isActiveInHierarchy(go: Object3D): boolean {
214
- return isActiveInHierarchy(go);
215
- }
216
-
217
- /**
218
- * Marks a GameObject to be rendered using instancing
219
- * @param go The GameObject to mark
220
- * @param instanced Whether the GameObject should use instanced rendering
221
- */
222
- public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
223
- markAsInstancedRendered(go, instanced);
224
- }
225
-
226
- /**
227
- * Checks if a GameObject is using instanced rendering
228
- * @param instance The GameObject to check
229
- * @returns True if the GameObject is using instanced rendering
230
- */
231
- public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
232
-
233
- /**
234
- * Executes a callback for all components of the provided type on the provided object and its children
235
- * @param instance Object to run the method on
236
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
237
- * @param recursive If true, the method will be run on all children as well
238
- * @returns The last return value of the callback
239
- */
240
- public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
241
- return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
242
- }
243
-
244
- /**
245
- * Creates a new instance of the provided object that will be replicated to all connected clients
246
- * @param instance Object to instantiate
247
- * @param opts Options for the instantiation
248
- * @returns The newly created instance or null if creation failed
249
- */
250
- public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
251
- if (!instance) return null;
252
- return syncInstantiate(instance, opts) as GameObject | null;
253
- }
254
-
255
- /**
256
- * Creates a new instance of the provided object (like cloning it including all components and children)
257
- * @param instance Object to instantiate
258
- * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
259
- * @returns The newly created instance
260
- */
261
- public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
262
- public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
263
- public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
264
- if ('isAssetReference' in instance) {
265
- return instantiate(instance as AssetReference, opts);
266
- }
267
- return instantiate(instance as GameObject | Object3D, opts) as GameObject;
268
- }
269
-
270
- /**
271
- * Destroys an object on all connected clients (if in a networked session)
272
- * @param instance Object to destroy
273
- * @param context Optional context to use
274
- * @param recursive If true, all children will be destroyed as well
275
- */
276
- public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
277
- if (!instance) return;
278
- const go = instance as GameObject;
279
- context = context ?? Context.Current;
280
- syncDestroy(go as any, context.connection, recursive);
281
- }
282
-
283
- /**
284
- * Destroys an object
285
- * @param instance Object to destroy
286
- * @param recursive If true, all children will be destroyed as well. Default: true
287
- */
288
- public static destroy(instance: Object3D | Component, recursive: boolean = true) {
289
- return destroy(instance, recursive);
290
- }
291
-
292
- /**
293
- * Adds an object to parent and ensures all components are properly registered
294
- * @param instance Object to add
295
- * @param parent Parent to add the object to
296
- * @param context Optional context to use
297
- */
298
- public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
299
- if (!instance || !parent) return;
300
- if (instance === parent) {
301
- console.warn("Can not add object to self", instance);
302
- return;
303
- }
304
- if (!context) {
305
- context = Context.Current;
306
- }
307
- parent.add(instance);
308
- setActive(instance, true);
309
- main.updateIsActive(instance);
310
- if (context) {
311
- GameObject.foreachComponent(instance, (comp: Component) => {
312
- main.addScriptToArrays(comp, context!);
313
- if (comp.__internalDidAwakeAndStart) return;
314
- if (context!.new_script_start.includes(comp) === false) {
315
- context!.new_script_start.push(comp as Component);
316
- }
317
- }, true);
318
- }
319
- else {
320
- console.warn("Missing context");
321
- }
322
- }
323
-
324
- /**
325
- * Removes the object from its parent and deactivates all of its components
326
- * @param instance Object to remove
327
- */
328
- public static remove(instance: Object3D | null | undefined) {
329
- if (!instance) return;
330
- instance.parent?.remove(instance);
331
- setActive(instance, false);
332
- main.updateIsActive(instance);
333
- GameObject.foreachComponent(instance, (comp) => {
334
- main.processRemoveFromScene(comp);
335
- }, true);
336
- }
337
-
338
- /**
339
- * Invokes a method on all components including children (if a method with that name exists)
340
- * @param go GameObject to invoke the method on
341
- * @param functionName Name of the method to invoke
342
- * @param args Arguments to pass to the method
343
- */
344
- public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
345
- this.invoke(go, functionName, true, args);
346
- }
347
-
348
- /**
349
- * Invokes a method on all components that have a method matching the provided name
350
- * @param go GameObject to invoke the method on
351
- * @param functionName Name of the method to invoke
352
- * @param children Whether to invoke on children as well
353
- * @param args Arguments to pass to the method
354
- */
355
- public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
356
- if (!go) return;
357
- this.foreachComponent(go, c => {
358
- const fn = c[functionName];
359
- if (fn && typeof fn === "function") {
360
- fn?.call(c, ...args)
361
- }
362
- }, children);
363
- }
364
-
365
- /** @deprecated use `addComponent` */
366
- // eslint-disable-next-line deprecation/deprecation
367
- public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
368
- return addComponent(go, type, init, { callAwake });
369
- }
370
-
371
- /**
372
- * Adds a new component (or moves an existing component) to the provided object
373
- * @param go Object to add the component to
374
- * @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
375
- * @param init Optional init object to initialize the component with
376
- * @param opts Optional options for adding the component
377
- * @returns The added or moved component
378
- */
379
- public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
380
- return addComponent(go, instanceOrType, init, opts);
381
- }
382
-
383
- /**
384
- * Moves a component to a new object
385
- * @param go GameObject to move the component to
386
- * @param instance Component to move
387
- * @returns The moved component
388
- */
389
- public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
390
- return addComponent(go, instance);
391
- }
392
-
393
- /**
394
- * Removes a component from its object
395
- * @param instance Component to remove
396
- * @returns The removed component
397
- */
398
- public static removeComponent<T extends IComponent>(instance: T): T {
399
- removeComponent(instance.gameObject, instance as any);
400
- return instance;
401
- }
402
-
403
- /**
404
- * Gets or adds a component of the specified type
405
- * @param go GameObject to get or add the component to
406
- * @param typeName Constructor of the component type
407
- * @returns The existing or newly added component
408
- */
409
- public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
410
- return getOrAddComponent<any>(go, typeName);
411
- }
412
-
413
- /**
414
- * Gets a component on the provided object
415
- * @param go GameObject to get the component from
416
- * @param typeName Constructor of the component type
417
- * @returns The component if found, otherwise null
418
- */
419
- public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
420
- if (go === null) return null;
421
- // if names are minified we could also use the type store and work with strings everywhere
422
- // not ideal, but I dont know a good/sane way to do this otherwise
423
- // const res = TypeStore.get(typeName);
424
- // if(res) typeName = res;
425
- return getComponent(go, typeName as any);
426
- }
427
-
428
- /**
429
- * Gets all components of the specified type on the provided object
430
- * @param go GameObject to get the components from
431
- * @param typeName Constructor of the component type
432
- * @param arr Optional array to populate with the components
433
- * @returns Array of components
434
- */
435
- public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
436
- if (go === null) return arr ?? [];
437
- return getComponents(go, typeName, arr);
438
- }
439
-
440
- /**
441
- * Finds an object or component by its unique identifier
442
- * @param guid Unique identifier to search for
443
- * @param hierarchy Root object to search in
444
- * @returns The found GameObject or Component, or null/undefined if not found
445
- */
446
- public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
447
- const res = findByGuid(guid, hierarchy);
448
- return res as GameObject | Component | null | undefined;
449
- }
450
-
451
- /**
452
- * Finds the first object of the specified component type in the scene
453
- * @param typeName Constructor of the component type
454
- * @param context Context or root object to search in
455
- * @param includeInactive Whether to include inactive objects in the search
456
- * @returns The first matching component if found, otherwise null
457
- */
458
- public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
459
- return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
460
- }
461
-
462
- /**
463
- * Finds all objects of the specified component type in the scene
464
- * @param typeName Constructor of the component type
465
- * @param context Context or root object to search in
466
- * @returns Array of matching components
467
- */
468
- public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
469
- const arr = [];
470
- findObjectsOfType(typeName, arr, context);
471
- return arr;
472
- }
473
-
474
- /**
475
- * Gets a component of the specified type in the gameObject's children hierarchy
476
- * @param go GameObject to search in
477
- * @param typeName Constructor of the component type
478
- * @returns The first matching component if found, otherwise null
479
- */
480
- public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
481
- return getComponentInChildren(go, typeName);
482
- }
483
-
484
- /**
485
- * Gets all components of the specified type in the gameObject's children hierarchy
486
- * @param go GameObject to search in
487
- * @param typeName Constructor of the component type
488
- * @param arr Optional array to populate with the components
489
- * @returns Array of components
490
- */
491
- public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
492
- return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
493
- }
494
-
495
- /**
496
- * Gets a component of the specified type in the gameObject's parent hierarchy
497
- * @param go GameObject to search in
498
- * @param typeName Constructor of the component type
499
- * @returns The first matching component if found, otherwise null
500
- */
501
- public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
502
- return getComponentInParent(go, typeName);
503
- }
504
-
505
- /**
506
- * Gets all components of the specified type in the gameObject's parent hierarchy
507
- * @param go GameObject to search in
508
- * @param typeName Constructor of the component type
509
- * @param arr Optional array to populate with the components
510
- * @returns Array of components
511
- */
512
- public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
513
- return getComponentsInParent(go, typeName, arr);
514
- }
515
-
516
- /**
517
- * Gets all components on the gameObject
518
- * @param go GameObject to get components from
519
- * @returns Array of all components
520
- */
521
- public static getAllComponents(go: IGameObject | Object3D): Component[] {
522
- const componentsList = go.userData?.components;
523
- if (!componentsList) return [];
524
- const newList = [...componentsList];
525
- return newList;
526
- }
527
-
528
- /**
529
- * Iterates through all components on the gameObject
530
- * @param go GameObject to iterate components on
531
- * @returns Generator yielding each component
532
- */
533
- public static *iterateComponents(go: IGameObject | Object3D) {
534
- const list = go?.userData?.components;
535
- if (list && Array.isArray(list)) {
536
- for (let i = 0; i < list.length; i++) {
537
- yield list[i];
538
- }
539
- }
540
- }
541
- }
542
-
543
-
544
-
545
- /**
546
- * Needle Engine component's are the main building blocks of the Needle Engine.
547
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
548
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
549
- *
550
- * **Component lifecycle event methods:**
551
- * {@link awake}, {@link start}, {@link onEnable}, {@link onDisable}, {@link onDestroy}, {@link earlyUpdate}, {@link update}, {@link lateUpdate}, {@link onBeforeRender}, {@link onAfterRender}.
552
- *
553
- * **XR event methods:**
554
- * {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
555
- *
556
- * **Input event methods:**
557
- * {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
558
- *
559
- * @example
560
- * ```typescript
561
- * import { Behaviour } from "@needle-tools/engine";
562
- * export class MyComponent extends Behaviour {
563
- * start() {
564
- * console.log("Hello World", this.gameObject.name);
565
- * }
566
- * update() {
567
- * console.log("Frame", this.context.time.frame);
568
- * }
569
- * }
570
- * ```
571
- *
572
- * @group Components
573
- */
574
- export abstract class Component implements IComponent, EventTarget,
575
- Partial<INeedleXRSessionEventReceiver>,
576
- Partial<IPointerEventHandler>
577
- {
578
- /**
579
- * Indicates whether this object is a component
580
- * @internal
581
- */
582
- get isComponent(): boolean { return true; }
583
-
584
- private __context: Context | undefined;
585
-
586
- /**
587
- * The context this component belongs to, providing access to the runtime environment
588
- * including physics, timing utilities, camera, and scene
589
- */
590
- get context(): Context {
591
- return this.__context ?? Context.Current;
592
- }
593
- set context(context: Context) {
594
- this.__context = context;
595
- }
596
-
597
- /**
598
- * Shorthand accessor for the current scene from the context
599
- * @returns The scene this component belongs to
600
- */
601
- get scene(): Scene { return this.context.scene; }
602
-
603
- /**
604
- * The layer value of the GameObject this component is attached to
605
- * Used for visibility and physics filtering
606
- */
607
- get layer(): number {
608
- return this.gameObject?.userData?.layer;
609
- }
610
-
611
- /**
612
- * The name of the GameObject this component is attached to
613
- * Used for debugging and finding objects
614
- */
615
- get name(): string {
616
- if (this.gameObject?.name) {
617
- return this.gameObject.name;
618
- }
619
- return this.gameObject?.userData.name;
620
- }
621
- private __name?: string;
622
- set name(str: string) {
623
- if (this.gameObject) {
624
- if (!this.gameObject.userData) this.gameObject.userData = {}
625
- this.gameObject.userData.name = str;
626
- this.__name = str;
627
- }
628
- else {
629
- this.__name = str;
630
- }
631
- }
632
-
633
- /**
634
- * The tag of the GameObject this component is attached to
635
- * Used for categorizing objects and efficient lookup
636
- */
637
- get tag(): string {
638
- return this.gameObject?.userData.tag;
639
- }
640
- set tag(str: string) {
641
- if (this.gameObject) {
642
- if (!this.gameObject.userData) this.gameObject.userData = {}
643
- this.gameObject.userData.tag = str;
644
- }
645
- }
646
-
647
- /**
648
- * Indicates whether the GameObject is marked as static
649
- * Static objects typically don't move and can be optimized by the engine
650
- */
651
- get static() {
652
- return this.gameObject?.userData.static;
653
- }
654
- set static(value: boolean) {
655
- if (this.gameObject) {
656
- if (!this.gameObject.userData) this.gameObject.userData = {}
657
- this.gameObject.userData.static = value;
658
- }
659
- }
660
- // get hideFlags(): HideFlags {
661
- // return this.gameObject?.hideFlags;
662
- // }
663
-
664
- /**
665
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
666
- * Components that are inactive won't receive lifecycle method calls
667
- * @returns True if the component is enabled and all parent GameObjects are active
668
- */
669
- get activeAndEnabled(): boolean {
670
- if (this.destroyed) return false;
671
- if (this.__isEnabled === false) return false;
672
- if (!this.__isActiveInHierarchy) return false;
673
- // let go = this.gameObject;
674
- // do {
675
- // // console.log(go.name, go.visible)
676
- // if (!go.visible) return false;
677
- // go = go.parent as GameObject;
678
- // }
679
- // while (go);
680
- return true;
681
- }
682
-
683
- private get __isActive(): boolean {
684
- return this.gameObject.visible;
685
- }
686
-
687
- private get __isActiveInHierarchy(): boolean {
688
- if (!this.gameObject) return false;
689
- const res = this.gameObject[activeInHierarchyFieldName];
690
- if (res === undefined) return true;
691
- return res;
692
- }
693
-
694
- private set __isActiveInHierarchy(val: boolean) {
695
- if (!this.gameObject) return;
696
- this.gameObject[activeInHierarchyFieldName] = val;
697
- }
698
-
699
- /**
700
- * Reference to the GameObject this component is attached to
701
- * This is a three.js Object3D with additional GameObject functionality
702
- */
703
- gameObject!: GameObject;
704
-
705
- /**
706
- * Unique identifier for this component instance,
707
- * used for finding and tracking components
708
- */
709
- guid: string = "invalid";
710
-
711
- /**
712
- * Identifier for the source asset that created this component.
713
- * For example, URL to the glTF file this component was loaded from
714
- */
715
- sourceId?: SourceIdentifier;
716
-
717
- /**
718
- * Called when this component needs to remap guids after an instantiate operation.
719
- * @param guidsMap Mapping from old guids to newly generated guids
720
- */
721
- resolveGuids?(guidsMap: GuidsMap): void;
722
-
723
- /**
724
- * Called once when the component becomes active for the first time.
725
- * This is the first lifecycle callback to be invoked
726
- */
727
- awake() { }
728
-
729
- /**
730
- * Called every time the component becomes enabled or active in the hierarchy.
731
- * Invoked after {@link awake} and before {@link start}.
732
- */
733
- onEnable() { }
734
-
735
- /**
736
- * Called every time the component becomes disabled or inactive in the hierarchy.
737
- * Invoked when the component or any parent GameObject becomes invisible
738
- */
739
- onDisable() { }
740
-
741
- /**
742
- * Called when the component is destroyed.
743
- * Use for cleanup operations like removing event listeners
744
- */
745
- onDestroy() {
746
- this.__destroyed = true;
747
- }
748
-
749
- /**
750
- * Called when a field decorated with @validate() is modified.
751
- * @param prop The name of the field that was changed
752
- */
753
- onValidate?(prop?: string): void;
754
-
755
- /**
756
- * Called when the context's pause state changes.
757
- * @param isPaused Whether the context is currently paused
758
- * @param wasPaused The previous pause state
759
- */
760
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
761
-
762
- /**
763
- * Called once at the beginning of the first frame after the component is enabled.
764
- * Use for initialization that requires other components to be awake.
765
- */
766
- start?(): void;
767
-
768
- /**
769
- * Called at the beginning of each frame before regular updates.
770
- * Use for logic that needs to run before standard update callbacks.
771
- */
772
- earlyUpdate?(): void;
773
-
774
- /**
775
- * Called once per frame during the main update loop.
776
- * The primary location for frame-based game logic.
777
- */
778
- update?(): void;
779
-
780
- /**
781
- * Called after all update functions have been called.
782
- * Use for calculations that depend on other components being updated first.
783
- */
784
- lateUpdate?(): void;
785
-
786
- /**
787
- * Called immediately before the scene is rendered.
788
- * @param frame Current XRFrame if in an XR session, null otherwise
789
- */
790
- onBeforeRender?(frame: XRFrame | null): void;
791
-
792
- /**
793
- * Called after the scene has been rendered.
794
- * Use for post-processing or UI updates that should happen after rendering
795
- */
796
- onAfterRender?(): void;
797
-
798
- /**
799
- * Called when this component's collider begins colliding with another collider.
800
- * @param col Information about the collision that occurred
801
- */
802
- onCollisionEnter?(col: Collision);
803
-
804
- /**
805
- * Called when this component's collider stops colliding with another collider.
806
- * @param col Information about the collision that ended
807
- */
808
- onCollisionExit?(col: Collision);
809
-
810
- /**
811
- * Called each frame while this component's collider is colliding with another collider
812
- * @param col Information about the ongoing collision
813
- */
814
- onCollisionStay?(col: Collision);
815
-
816
- /**
817
- * Called when this component's trigger collider is entered by another collider
818
- * @param col The collider that entered this trigger
819
- */
820
- onTriggerEnter?(col: ICollider);
821
-
822
- /**
823
- * Called each frame while another collider is inside this component's trigger collider
824
- * @param col The collider that is inside this trigger
825
- */
826
- onTriggerStay?(col: ICollider);
827
-
828
- /**
829
- * Called when another collider exits this component's trigger collider
830
- * @param col The collider that exited this trigger
831
- */
832
- onTriggerExit?(col: ICollider);
833
-
834
- /**
835
- * Determines if this component supports a specific XR mode
836
- * @param mode The XR session mode to check support for
837
- * @returns True if the component supports the specified mode
838
- */
839
- supportsXR?(mode: XRSessionMode): boolean;
840
-
841
- /**
842
- * Called before an XR session is requested
843
- * Use to modify session initialization parameters
844
- * @param mode The XR session mode being requested
845
- * @param args The session initialization parameters that can be modified
846
- */
847
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
848
-
849
- /**
850
- * Called when this component joins an XR session or becomes active in a running session
851
- * @param args Event data for the XR session
852
- */
853
- onEnterXR?(args: NeedleXREventArgs): void;
854
-
855
- /**
856
- * Called each frame while this component is active in an XR session
857
- * @param args Event data for the current XR frame
858
- */
859
- onUpdateXR?(args: NeedleXREventArgs): void;
860
-
861
- /**
862
- * Called when this component exits an XR session or becomes inactive during a session
863
- * @param args Event data for the XR session
864
- */
865
- onLeaveXR?(args: NeedleXREventArgs): void;
866
-
867
- /**
868
- * Called when an XR controller is connected or when this component becomes active
869
- * in a session with existing controllers
870
- * @param args Event data for the controller that was added
871
- */
872
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
873
-
874
- /**
875
- * Called when an XR controller is disconnected or when this component becomes inactive
876
- * during a session with controllers
877
- * @param args Event data for the controller that was removed
878
- */
879
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
880
-
881
- /**
882
- * Called when a pointer enters this component's GameObject
883
- * @param args Data about the pointer event
884
- */
885
- onPointerEnter?(args: PointerEventData);
886
-
887
- /**
888
- * Called when a pointer moves while over this component's GameObject
889
- * @param args Data about the pointer event
890
- */
891
- onPointerMove?(args: PointerEventData);
892
-
893
- /**
894
- * Called when a pointer exits this component's GameObject
895
- * @param args Data about the pointer event
896
- */
897
- onPointerExit?(args: PointerEventData);
898
-
899
- /**
900
- * Called when a pointer button is pressed while over this component's GameObject
901
- * @param args Data about the pointer event
902
- */
903
- onPointerDown?(args: PointerEventData);
904
-
905
- /**
906
- * Called when a pointer button is released while over this component's GameObject
907
- * @param args Data about the pointer event
908
- */
909
- onPointerUp?(args: PointerEventData);
910
-
911
- /**
912
- * Called when a pointer completes a click interaction with this component's GameObject
913
- * @param args Data about the pointer event
914
- */
915
- onPointerClick?(args: PointerEventData);
916
-
917
- /**
918
- * Starts a coroutine that can yield to wait for events.
919
- * Coroutines allow for time-based sequencing of operations without blocking.
920
- * Coroutines are based on generator functions, a JavaScript language feature.
921
- *
922
- * @param routine Generator function to start
923
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
924
- * @returns The generator function that can be used to stop the coroutine
925
- * @example
926
- * Time-based sequencing of operations
927
- * ```ts
928
- * *myCoroutine() {
929
- * yield WaitForSeconds(1); // wait for 1 second
930
- * yield WaitForFrames(10); // wait for 10 frames
931
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
932
- * }
933
- * ```
934
- * @example
935
- * Coroutine that logs a message every 5 frames
936
- * ```ts
937
- * onEnable() {
938
- * this.startCoroutine(this.myCoroutine());
939
- * }
940
- * private *myCoroutine() {
941
- * while(this.activeAndEnabled) {
942
- * console.log("Hello World", this.context.time.frame);
943
- * // wait for 5 frames
944
- * for(let i = 0; i < 5; i++) yield;
945
- * }
946
- * }
947
- * ```
948
- */
949
- startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
950
- return this.context.registerCoroutineUpdate(this, routine, evt);
951
- }
952
-
953
- /**
954
- * Stops a coroutine that was previously started with startCoroutine
955
- * @param routine The routine to be stopped
956
- * @param evt The frame event the routine was registered with
957
- */
958
- stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
959
- this.context.unregisterCoroutineUpdate(routine, evt);
960
- }
961
-
962
- /**
963
- * Checks if this component has been destroyed
964
- * @returns True if the component or its GameObject has been destroyed
965
- */
966
- public get destroyed(): boolean {
967
- return this.__destroyed;
968
- }
969
-
970
- /**
971
- * Destroys this component and removes it from its GameObject
972
- * After destruction, the component will no longer receive lifecycle callbacks
973
- */
974
- public destroy() {
975
- if (this.__destroyed) return;
976
- this.__internalDestroy();
977
- }
978
-
979
- /** @internal */
980
- protected __didAwake: boolean = false;
981
-
982
- /** @internal */
983
- private __didStart: boolean = false;
984
-
985
- /** @internal */
986
- protected __didEnable: boolean = false;
987
-
988
- /** @internal */
989
- protected __isEnabled: boolean | undefined = undefined;
990
-
991
- /** @internal */
992
- private __destroyed: boolean = false;
993
-
994
- /** @internal */
995
- get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
996
-
997
- /** @internal */
998
- constructor(init?: ComponentInit<Component>) {
999
- this.__didAwake = false;
1000
- this.__didStart = false;
1001
- this.__didEnable = false;
1002
- this.__isEnabled = undefined;
1003
- this.__destroyed = false;
1004
- this._internalInit(init as ComponentInit<this>);
1005
- if (isHotReloadEnabled()) registerHotReloadType(this);
1006
- }
1007
-
1008
- /** @internal */
1009
- __internalNewInstanceCreated(init?: ComponentInit<this>): this {
1010
- this.__didAwake = false;
1011
- this.__didStart = false;
1012
- this.__didEnable = false;
1013
- this.__isEnabled = undefined;
1014
- this.__destroyed = false;
1015
- this._internalInit(init);
1016
- return this;
1017
- }
1018
-
1019
- /**
1020
- * Initializes component properties from an initialization object
1021
- * @param init Object with properties to copy to this component
1022
- * @internal
1023
- */
1024
- _internalInit(init?: ComponentInit<this>) {
1025
- if (typeof init === "object") {
1026
- for (const key of Object.keys(init)) {
1027
- const value = init[key];
1028
- // we don't want to allow overriding functions via init
1029
- if (typeof value === "function") continue;
1030
- (this as any)[key] = value;
1031
- }
1032
- }
1033
- }
1034
-
1035
- /** @internal */
1036
- __internalAwake() {
1037
- if (this.__didAwake) return;
1038
- this.__didAwake = true;
1039
- this.awake();
1040
- }
1041
-
1042
-
1043
- /** @internal */
1044
- __internalStart() {
1045
- if (this.__didStart) return;
1046
- this.__didStart = true;
1047
- if (this.start) this.start();
1048
- }
1049
-
1050
-
1051
- /** @internal */
1052
- __internalEnable(isAddingToScene?: boolean): boolean {
1053
- if (this.__destroyed) {
1054
- if (isDevEnvironment()) {
1055
- console.warn("[Needle Engine Dev] Trying to enable destroyed component");
1056
- }
1057
- return false;
1058
- }
1059
- // Don't change enable before awake
1060
- // But a user can change enable during awake
1061
- if (!this.__didAwake) return false;
1062
- if (this.__didEnable) {
1063
- // We dont want to change the enable state if we are adding to scene
1064
- // But we want to change the state when e.g. a user changes the enable state during awake
1065
- if (isAddingToScene !== true)
1066
- this.__isEnabled = true;
1067
- return false;
1068
- }
1069
- // console.trace("INTERNAL ENABLE");
1070
- this.__didEnable = true;
1071
- this.__isEnabled = true;
1072
- this.onEnable();
1073
- return true;
1074
- }
1075
-
1076
- /** @internal */
1077
- __internalDisable(isRemovingFromScene?: boolean) {
1078
- // Don't change enable before awake
1079
- // But a user can change enable during awake
1080
- if (!this.__didAwake) return;
1081
- if (!this.__didEnable) {
1082
- // We dont want to change the enable state if we are removing from a scene
1083
- if (isRemovingFromScene !== true)
1084
- this.__isEnabled = false;
1085
- return;
1086
- }
1087
- this.__didEnable = false;
1088
- this.__isEnabled = false;
1089
- this.onDisable();
1090
- }
1091
-
1092
- /** @internal */
1093
- __internalDestroy() {
1094
- if (this.__destroyed) return;
1095
- this.__destroyed = true;
1096
- if (this.__didAwake) {
1097
- this.onDestroy?.call(this);
1098
- this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
1099
- }
1100
- destroyComponentInstance(this as any);
1101
- if(isHotReloadEnabled()) unregisterHotReloadType(this);
1102
- }
1103
-
1104
- /**
1105
- * Controls whether this component is enabled
1106
- * Disabled components don't receive lifecycle callbacks
1107
- */
1108
- get enabled(): boolean {
1109
- return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
1110
- }
1111
- set enabled(val: boolean) {
1112
- if (this.__destroyed) {
1113
- if (isDevEnvironment()) {
1114
- console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
1115
- }
1116
- return;
1117
- }
1118
- // when called from animationclip we receive numbers
1119
- // due to interpolation they can be anything between 0 and 1
1120
- if (typeof val === "number") {
1121
- if (val >= 0.5) val = true;
1122
- else val = false;
1123
- }
1124
-
1125
- // need to check here because codegen is calling this before everything is setup
1126
- if (!this.__didAwake) {
1127
- this.__isEnabled = val;
1128
- return;
1129
- }
1130
- if (val) {
1131
- this.__internalEnable();
1132
- } else {
1133
- this.__internalDisable();
1134
- }
1135
- }
1136
-
1137
- /**
1138
- * Gets the position of this component's GameObject in world space.
1139
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
1140
- */
1141
- get worldPosition(): Vector3 {
1142
- return threeutils.getWorldPosition(this.gameObject);
1143
- }
1144
-
1145
- /**
1146
- * Sets the position of this component's GameObject in world space
1147
- * @param val The world position vector to set
1148
- */
1149
- set worldPosition(val: Vector3) {
1150
- threeutils.setWorldPosition(this.gameObject, val);
1151
- }
1152
-
1153
- /**
1154
- * Sets the position of this component's GameObject in world space using individual coordinates
1155
- * @param x X-coordinate in world space
1156
- * @param y Y-coordinate in world space
1157
- * @param z Z-coordinate in world space
1158
- */
1159
- setWorldPosition(x: number, y: number, z: number) {
1160
- threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
1161
- }
1162
-
1163
- /**
1164
- * Gets the rotation of this component's GameObject in world space as a quaternion
1165
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
1166
- */
1167
- get worldQuaternion(): Quaternion {
1168
- return threeutils.getWorldQuaternion(this.gameObject);
1169
- }
1170
-
1171
- /**
1172
- * Sets the rotation of this component's GameObject in world space using a quaternion
1173
- * @param val The world rotation quaternion to set
1174
- */
1175
- set worldQuaternion(val: Quaternion) {
1176
- threeutils.setWorldQuaternion(this.gameObject, val);
1177
- }
1178
-
1179
- /**
1180
- * Sets the rotation of this component's GameObject in world space using quaternion components
1181
- * @param x X component of the quaternion
1182
- * @param y Y component of the quaternion
1183
- * @param z Z component of the quaternion
1184
- * @param w W component of the quaternion
1185
- */
1186
- setWorldQuaternion(x: number, y: number, z: number, w: number) {
1187
- threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
1188
- }
1189
-
1190
- /**
1191
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
1192
- */
1193
- get worldEuler(): Euler {
1194
- return threeutils.getWorldEuler(this.gameObject);
1195
- }
1196
-
1197
- /**
1198
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
1199
- * @param val The world rotation Euler angles to set
1200
- */
1201
- set worldEuler(val: Euler) {
1202
- threeutils.setWorldEuler(this.gameObject, val);
1203
- }
1204
-
1205
- /**
1206
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
1207
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
1208
- */
1209
- get worldRotation(): Vector3 {
1210
- return this.gameObject.worldRotation;
1211
- }
1212
-
1213
- /**
1214
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
1215
- * @param val The world rotation vector to set (in degrees)
1216
- */
1217
- set worldRotation(val: Vector3) {
1218
- this.setWorldRotation(val.x, val.y, val.z, true);
1219
- }
1220
-
1221
- /**
1222
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
1223
- * @param x X-axis rotation
1224
- * @param y Y-axis rotation
1225
- * @param z Z-axis rotation
1226
- * @param degrees Whether the values are in degrees (true) or radians (false)
1227
- */
1228
- setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
1229
- threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
1230
- }
1231
-
1232
- private static _forward: Vector3 = new Vector3();
1233
- /**
1234
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
1235
- */
1236
- public get forward(): Vector3 {
1237
- return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
1238
- }
1239
- private static _right: Vector3 = new Vector3();
1240
- /**
1241
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
1242
- */
1243
- public get right(): Vector3 {
1244
- return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
1245
- }
1246
- private static _up: Vector3 = new Vector3();
1247
- /**
1248
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
1249
- */
1250
- public get up(): Vector3 {
1251
- return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
1252
- }
1253
-
1254
- // EventTarget implementation:
1255
-
1256
- /**
1257
- * Storage for event listeners registered to this component
1258
- * @private
1259
- */
1260
- private _eventListeners = new Map<string, EventListener[]>();
1261
-
1262
- /**
1263
- * Registers an event listener for the specified event type
1264
- * @param type The event type to listen for
1265
- * @param listener The callback function to execute when the event occurs
1266
- */
1267
- addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
1268
- this._eventListeners[type] = this._eventListeners[type] || [];
1269
- this._eventListeners[type].push(listener);
1270
- }
1271
-
1272
- /**
1273
- * Removes a previously registered event listener
1274
- * @param type The event type the listener was registered for
1275
- * @param listener The callback function to remove
1276
- */
1277
- removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
1278
- if (!this._eventListeners[type]) return;
1279
- const index = this._eventListeners[type].indexOf(listener);
1280
- if (index >= 0) this._eventListeners[type].splice(index, 1);
1281
- }
1282
-
1283
- /**
1284
- * Dispatches an event to all registered listeners
1285
- * @param evt The event object to dispatch
1286
- * @returns Always returns false (standard implementation of EventTarget)
1287
- */
1288
- dispatchEvent(evt: Event): boolean {
1289
- if (!evt || !this._eventListeners[evt.type]) return false;
1290
- const listeners = this._eventListeners[evt.type];
1291
- for (let i = 0; i < listeners.length; i++) {
1292
- listeners[i](evt);
1293
- }
1294
-
1295
- return false;
1296
- }
1297
- }
1298
-
1299
- // For legacy reasons we need to export this as well
1300
- // (and we don't use extend to inherit the component docs)
1301
- export { Component as Behaviour };
1
+ import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { type AssetReference } from "../engine/engine_addressables.js";
5
+ import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
6
+ import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
7
+ import { destroy, findByGuid, foreachComponent, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
8
+ import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
9
+ import * as main from "../engine/engine_mainloop_utils.js";
10
+ import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
11
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
12
+ import * as threeutils from "../engine/engine_three_utils.js";
13
+ import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
14
+ import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
15
+ import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
16
+
17
+
18
+ // export interface ISerializationCallbackReceiver {
19
+ // onBeforeSerialize?(): object | void;
20
+ // onAfterSerialize?();
21
+ // onBeforeDeserialize?(data?: any);
22
+ // onAfterDeserialize?();
23
+ // onDeserialize?(key: string, value: any): any | void;
24
+ // }
25
+
26
+ /**
27
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
28
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
29
+ * They manage their components and provide methods to add, remove and get components.
30
+ *
31
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
32
+ * These methods are available directly on the GameObject instance:
33
+ * ```typescript
34
+ * target.addComponent(MyComponent);
35
+ * ```
36
+ *
37
+ * And can be called statically on the GameObject class as well:
38
+ * ```typescript
39
+ * GameObject.setActive(target, true);
40
+ * ```
41
+ */
42
+ export abstract class GameObject extends Object3D implements Object3D, IGameObject {
43
+
44
+ /**
45
+ * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
46
+ * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
47
+ */
48
+ abstract activeSelf: boolean;
49
+
50
+ /** @deprecated Use {@link addComponent} instead */
51
+ // eslint-disable-next-line deprecation/deprecation
52
+ abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
53
+
54
+ /**
55
+ * Creates a new component on this gameObject or adds an existing component instance
56
+ * @param comp Component type constructor or existing component instance
57
+ * @param init Optional initialization values for the component
58
+ * @returns The newly created or added component
59
+ */
60
+ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
61
+
62
+ /**
63
+ * Removes a component from this GameObject
64
+ * @param comp Component instance to remove
65
+ * @returns The removed component
66
+ */
67
+ abstract removeComponent<T extends IComponent>(comp: T): T;
68
+
69
+ /**
70
+ * Gets an existing component of the specified type or adds a new one if it doesn't exist
71
+ * @param typeName Constructor of the component type to get or add
72
+ * @returns The existing or newly added component
73
+ */
74
+ abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
75
+
76
+ /**
77
+ * Gets a component of the specified type attached to this GameObject
78
+ * @param type Constructor of the component type to get
79
+ * @returns The component if found, otherwise null
80
+ */
81
+ abstract getComponent<T>(type: Constructor<T>): T | null;
82
+
83
+ /**
84
+ * Gets all components of the specified type attached to this GameObject
85
+ * @param type Constructor of the component type to get
86
+ * @param arr Optional array to populate with the components
87
+ * @returns Array of components
88
+ */
89
+ abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
90
+
91
+ /**
92
+ * Gets a component of the specified type in this GameObject's children hierarchy
93
+ * @param type Constructor of the component type to get
94
+ * @returns The first matching component if found, otherwise null
95
+ */
96
+ abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
97
+
98
+ /**
99
+ * Gets all components of the specified type in this GameObject's children hierarchy
100
+ * @param type Constructor of the component type to get
101
+ * @param arr Optional array to populate with the components
102
+ * @returns Array of components
103
+ */
104
+ abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
105
+
106
+ /**
107
+ * Gets a component of the specified type in this GameObject's parent hierarchy
108
+ * @param type Constructor of the component type to get
109
+ * @returns The first matching component if found, otherwise null
110
+ */
111
+ abstract getComponentInParent<T>(type: Constructor<T>): T | null;
112
+
113
+ /**
114
+ * Gets all components of the specified type in this GameObject's parent hierarchy
115
+ * @param type Constructor of the component type to get
116
+ * @param arr Optional array to populate with the components
117
+ * @returns Array of components
118
+ */
119
+ abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
120
+
121
+
122
+ /**
123
+ * The position of this GameObject in world space
124
+ */
125
+ abstract get worldPosition(): Vector3
126
+ abstract set worldPosition(val: Vector3);
127
+
128
+ /**
129
+ * The rotation of this GameObject in world space as a quaternion
130
+ */
131
+ abstract set worldQuaternion(val: Quaternion);
132
+ abstract get worldQuaternion(): Quaternion;
133
+
134
+ /**
135
+ * The rotation of this GameObject in world space in euler angles (degrees)
136
+ */
137
+ abstract set worldRotation(val: Vector3);
138
+ abstract get worldRotation(): Vector3;
139
+
140
+ /**
141
+ * The scale of this GameObject in world space
142
+ */
143
+ abstract set worldScale(val: Vector3);
144
+ abstract get worldScale(): Vector3;
145
+
146
+ /**
147
+ * The forward direction vector of this GameObject in world space
148
+ */
149
+ abstract get worldForward(): Vector3;
150
+ abstract set worldForward(val: Vector3);
151
+
152
+ /**
153
+ * The right direction vector of this GameObject in world space
154
+ */
155
+ abstract get worldRight(): Vector3;
156
+
157
+ /**
158
+ * The up direction vector of this GameObject in world space
159
+ */
160
+ abstract get worldUp(): Vector3;
161
+
162
+ /**
163
+ * Unique identifier for this GameObject
164
+ */
165
+ guid: string | undefined;
166
+
167
+ /**
168
+ * Destroys this GameObject and all its components.
169
+ * Internally, this is added to the three.js {@link Object3D} prototype.
170
+ */
171
+ abstract destroy();
172
+
173
+
174
+ /**
175
+ * Checks if a GameObject has been destroyed
176
+ * @param go The GameObject to check
177
+ * @returns True if the GameObject has been destroyed
178
+ */
179
+ public static isDestroyed(go: Object3D): boolean {
180
+ return isDestroyed(go);
181
+ }
182
+
183
+ /**
184
+ * Sets the active state of a GameObject
185
+ * @param go The GameObject to modify
186
+ * @param active Whether the GameObject should be active
187
+ * @param processStart Whether to process the start callbacks if being activated
188
+ */
189
+ public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
190
+ if (!go) return;
191
+ setActive(go, active);
192
+
193
+ // TODO: do we still need this?:
194
+ main.updateIsActive(go);
195
+ if (active && processStart)
196
+ main.processStart(Context.Current, go);
197
+ }
198
+
199
+ /**
200
+ * Checks if the GameObject itself is active (same as go.visible)
201
+ * @param go The GameObject to check
202
+ * @returns True if the GameObject is active
203
+ */
204
+ public static isActiveSelf(go: Object3D): boolean {
205
+ return isActiveSelf(go);
206
+ }
207
+
208
+ /**
209
+ * 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)
210
+ * @param go The GameObject to check
211
+ * @returns True if the GameObject is active in the hierarchy
212
+ */
213
+ public static isActiveInHierarchy(go: Object3D): boolean {
214
+ return isActiveInHierarchy(go);
215
+ }
216
+
217
+ /**
218
+ * Marks a GameObject to be rendered using instancing
219
+ * @param go The GameObject to mark
220
+ * @param instanced Whether the GameObject should use instanced rendering
221
+ */
222
+ public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
223
+ markAsInstancedRendered(go, instanced);
224
+ }
225
+
226
+ /**
227
+ * Checks if a GameObject is using instanced rendering
228
+ * @param instance The GameObject to check
229
+ * @returns True if the GameObject is using instanced rendering
230
+ */
231
+ public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
232
+
233
+ /**
234
+ * Executes a callback for all components of the provided type on the provided object and its children
235
+ * @param instance Object to run the method on
236
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
237
+ * @param recursive If true, the method will be run on all children as well
238
+ * @returns The last return value of the callback
239
+ */
240
+ public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
241
+ return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
242
+ }
243
+
244
+ /**
245
+ * Creates a new instance of the provided object that will be replicated to all connected clients
246
+ * @param instance Object to instantiate
247
+ * @param opts Options for the instantiation
248
+ * @returns The newly created instance or null if creation failed
249
+ */
250
+ public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
251
+ if (!instance) return null;
252
+ return syncInstantiate(instance, opts) as GameObject | null;
253
+ }
254
+
255
+ /**
256
+ * Creates a new instance of the provided object (like cloning it including all components and children)
257
+ * @param instance Object to instantiate
258
+ * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
259
+ * @returns The newly created instance
260
+ */
261
+ public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
262
+ public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
263
+ public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
264
+ if ('isAssetReference' in instance) {
265
+ return instantiate(instance as AssetReference, opts);
266
+ }
267
+ return instantiate(instance as GameObject | Object3D, opts) as GameObject;
268
+ }
269
+
270
+ /**
271
+ * Destroys an object on all connected clients (if in a networked session)
272
+ * @param instance Object to destroy
273
+ * @param context Optional context to use
274
+ * @param recursive If true, all children will be destroyed as well
275
+ */
276
+ public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
277
+ if (!instance) return;
278
+ const go = instance as GameObject;
279
+ context = context ?? Context.Current;
280
+ syncDestroy(go as any, context.connection, recursive);
281
+ }
282
+
283
+ /**
284
+ * Destroys an object
285
+ * @param instance Object to destroy
286
+ * @param recursive If true, all children will be destroyed as well. Default: true
287
+ */
288
+ public static destroy(instance: Object3D | Component, recursive: boolean = true) {
289
+ return destroy(instance, recursive);
290
+ }
291
+
292
+ /**
293
+ * Adds an object to parent and ensures all components are properly registered
294
+ * @param instance Object to add
295
+ * @param parent Parent to add the object to
296
+ * @param context Optional context to use
297
+ */
298
+ public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
299
+ if (!instance || !parent) return;
300
+ if (instance === parent) {
301
+ console.warn("Can not add object to self", instance);
302
+ return;
303
+ }
304
+ if (!context) {
305
+ context = Context.Current;
306
+ }
307
+ parent.add(instance);
308
+ setActive(instance, true);
309
+ main.updateIsActive(instance);
310
+ if (context) {
311
+ GameObject.foreachComponent(instance, (comp: Component) => {
312
+ main.addScriptToArrays(comp, context!);
313
+ if (comp.__internalDidAwakeAndStart) return;
314
+ if (context!.new_script_start.includes(comp) === false) {
315
+ context!.new_script_start.push(comp as Component);
316
+ }
317
+ }, true);
318
+ }
319
+ else {
320
+ console.warn("Missing context");
321
+ }
322
+ }
323
+
324
+ /**
325
+ * Removes the object from its parent and deactivates all of its components
326
+ * @param instance Object to remove
327
+ */
328
+ public static remove(instance: Object3D | null | undefined) {
329
+ if (!instance) return;
330
+ instance.parent?.remove(instance);
331
+ setActive(instance, false);
332
+ main.updateIsActive(instance);
333
+ GameObject.foreachComponent(instance, (comp) => {
334
+ main.processRemoveFromScene(comp);
335
+ }, true);
336
+ }
337
+
338
+ /**
339
+ * Invokes a method on all components including children (if a method with that name exists)
340
+ * @param go GameObject to invoke the method on
341
+ * @param functionName Name of the method to invoke
342
+ * @param args Arguments to pass to the method
343
+ */
344
+ public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
345
+ this.invoke(go, functionName, true, args);
346
+ }
347
+
348
+ /**
349
+ * Invokes a method on all components that have a method matching the provided name
350
+ * @param go GameObject to invoke the method on
351
+ * @param functionName Name of the method to invoke
352
+ * @param children Whether to invoke on children as well
353
+ * @param args Arguments to pass to the method
354
+ */
355
+ public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
356
+ if (!go) return;
357
+ this.foreachComponent(go, c => {
358
+ const fn = c[functionName];
359
+ if (fn && typeof fn === "function") {
360
+ fn?.call(c, ...args)
361
+ }
362
+ }, children);
363
+ }
364
+
365
+ /** @deprecated use `addComponent` */
366
+ // eslint-disable-next-line deprecation/deprecation
367
+ public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
368
+ return addComponent(go, type, init, { callAwake });
369
+ }
370
+
371
+ /**
372
+ * Adds a new component (or moves an existing component) to the provided object
373
+ * @param go Object to add the component to
374
+ * @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
375
+ * @param init Optional init object to initialize the component with
376
+ * @param opts Optional options for adding the component
377
+ * @returns The added or moved component
378
+ */
379
+ public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
380
+ return addComponent(go, instanceOrType, init, opts);
381
+ }
382
+
383
+ /**
384
+ * Moves a component to a new object
385
+ * @param go GameObject to move the component to
386
+ * @param instance Component to move
387
+ * @returns The moved component
388
+ */
389
+ public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
390
+ return addComponent(go, instance);
391
+ }
392
+
393
+ /**
394
+ * Removes a component from its object
395
+ * @param instance Component to remove
396
+ * @returns The removed component
397
+ */
398
+ public static removeComponent<T extends IComponent>(instance: T): T {
399
+ removeComponent(instance.gameObject, instance as any);
400
+ return instance;
401
+ }
402
+
403
+ /**
404
+ * Gets or adds a component of the specified type
405
+ * @param go GameObject to get or add the component to
406
+ * @param typeName Constructor of the component type
407
+ * @returns The existing or newly added component
408
+ */
409
+ public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
410
+ return getOrAddComponent<any>(go, typeName);
411
+ }
412
+
413
+ /**
414
+ * Gets a component on the provided object
415
+ * @param go GameObject to get the component from
416
+ * @param typeName Constructor of the component type
417
+ * @returns The component if found, otherwise null
418
+ */
419
+ public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
420
+ if (go === null) return null;
421
+ // if names are minified we could also use the type store and work with strings everywhere
422
+ // not ideal, but I dont know a good/sane way to do this otherwise
423
+ // const res = TypeStore.get(typeName);
424
+ // if(res) typeName = res;
425
+ return getComponent(go, typeName as any);
426
+ }
427
+
428
+ /**
429
+ * Gets all components of the specified type on the provided object
430
+ * @param go GameObject to get the components from
431
+ * @param typeName Constructor of the component type
432
+ * @param arr Optional array to populate with the components
433
+ * @returns Array of components
434
+ */
435
+ public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
436
+ if (go === null) return arr ?? [];
437
+ return getComponents(go, typeName, arr);
438
+ }
439
+
440
+ /**
441
+ * Finds an object or component by its unique identifier
442
+ * @param guid Unique identifier to search for
443
+ * @param hierarchy Root object to search in
444
+ * @returns The found GameObject or Component, or null/undefined if not found
445
+ */
446
+ public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
447
+ const res = findByGuid(guid, hierarchy);
448
+ return res as GameObject | Component | null | undefined;
449
+ }
450
+
451
+ /**
452
+ * Finds the first object of the specified component type in the scene
453
+ * @param typeName Constructor of the component type
454
+ * @param context Context or root object to search in
455
+ * @param includeInactive Whether to include inactive objects in the search
456
+ * @returns The first matching component if found, otherwise null
457
+ */
458
+ public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
459
+ return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
460
+ }
461
+
462
+ /**
463
+ * Finds all objects of the specified component type in the scene
464
+ * @param typeName Constructor of the component type
465
+ * @param context Context or root object to search in
466
+ * @returns Array of matching components
467
+ */
468
+ public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
469
+ const arr = [];
470
+ findObjectsOfType(typeName, arr, context);
471
+ return arr;
472
+ }
473
+
474
+ /**
475
+ * Gets a component of the specified type in the gameObject's children hierarchy
476
+ * @param go GameObject to search in
477
+ * @param typeName Constructor of the component type
478
+ * @returns The first matching component if found, otherwise null
479
+ */
480
+ public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
481
+ return getComponentInChildren(go, typeName);
482
+ }
483
+
484
+ /**
485
+ * Gets all components of the specified type in the gameObject's children hierarchy
486
+ * @param go GameObject to search in
487
+ * @param typeName Constructor of the component type
488
+ * @param arr Optional array to populate with the components
489
+ * @returns Array of components
490
+ */
491
+ public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
492
+ return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
493
+ }
494
+
495
+ /**
496
+ * Gets a component of the specified type in the gameObject's parent hierarchy
497
+ * @param go GameObject to search in
498
+ * @param typeName Constructor of the component type
499
+ * @returns The first matching component if found, otherwise null
500
+ */
501
+ public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
502
+ return getComponentInParent(go, typeName);
503
+ }
504
+
505
+ /**
506
+ * Gets all components of the specified type in the gameObject's parent hierarchy
507
+ * @param go GameObject to search in
508
+ * @param typeName Constructor of the component type
509
+ * @param arr Optional array to populate with the components
510
+ * @returns Array of components
511
+ */
512
+ public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
513
+ return getComponentsInParent(go, typeName, arr);
514
+ }
515
+
516
+ /**
517
+ * Gets all components on the gameObject
518
+ * @param go GameObject to get components from
519
+ * @returns Array of all components
520
+ */
521
+ public static getAllComponents(go: IGameObject | Object3D): Component[] {
522
+ const componentsList = go.userData?.components;
523
+ if (!componentsList) return [];
524
+ const newList = [...componentsList];
525
+ return newList;
526
+ }
527
+
528
+ /**
529
+ * Iterates through all components on the gameObject
530
+ * @param go GameObject to iterate components on
531
+ * @returns Generator yielding each component
532
+ */
533
+ public static *iterateComponents(go: IGameObject | Object3D) {
534
+ const list = go?.userData?.components;
535
+ if (list && Array.isArray(list)) {
536
+ for (let i = 0; i < list.length; i++) {
537
+ yield list[i];
538
+ }
539
+ }
540
+ }
541
+ }
542
+
543
+
544
+
545
+ /**
546
+ * Needle Engine component's are the main building blocks of the Needle Engine.
547
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
548
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
549
+ *
550
+ * **Component lifecycle event methods:**
551
+ * {@link awake}, {@link start}, {@link onEnable}, {@link onDisable}, {@link onDestroy}, {@link earlyUpdate}, {@link update}, {@link lateUpdate}, {@link onBeforeRender}, {@link onAfterRender}.
552
+ *
553
+ * **XR event methods:**
554
+ * {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
555
+ *
556
+ * **Input event methods:**
557
+ * {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
558
+ *
559
+ * @example
560
+ * ```typescript
561
+ * import { Behaviour } from "@needle-tools/engine";
562
+ * export class MyComponent extends Behaviour {
563
+ * start() {
564
+ * console.log("Hello World", this.gameObject.name);
565
+ * }
566
+ * update() {
567
+ * console.log("Frame", this.context.time.frame);
568
+ * }
569
+ * }
570
+ * ```
571
+ *
572
+ * @group Components
573
+ */
574
+ export abstract class Component implements IComponent, EventTarget,
575
+ Partial<INeedleXRSessionEventReceiver>,
576
+ Partial<IPointerEventHandler>
577
+ {
578
+ /**
579
+ * Indicates whether this object is a component
580
+ * @internal
581
+ */
582
+ get isComponent(): boolean { return true; }
583
+
584
+ private __context: Context | undefined;
585
+
586
+ /**
587
+ * The context this component belongs to, providing access to the runtime environment
588
+ * including physics, timing utilities, camera, and scene
589
+ */
590
+ get context(): Context {
591
+ return this.__context ?? Context.Current;
592
+ }
593
+ set context(context: Context) {
594
+ this.__context = context;
595
+ }
596
+
597
+ /**
598
+ * Shorthand accessor for the current scene from the context
599
+ * @returns The scene this component belongs to
600
+ */
601
+ get scene(): Scene { return this.context.scene; }
602
+
603
+ /**
604
+ * The layer value of the GameObject this component is attached to
605
+ * Used for visibility and physics filtering
606
+ */
607
+ get layer(): number {
608
+ return this.gameObject?.userData?.layer;
609
+ }
610
+
611
+ /**
612
+ * The name of the GameObject this component is attached to
613
+ * Used for debugging and finding objects
614
+ */
615
+ get name(): string {
616
+ if (this.gameObject?.name) {
617
+ return this.gameObject.name;
618
+ }
619
+ return this.gameObject?.userData.name;
620
+ }
621
+ private __name?: string;
622
+ set name(str: string) {
623
+ if (this.gameObject) {
624
+ if (!this.gameObject.userData) this.gameObject.userData = {}
625
+ this.gameObject.userData.name = str;
626
+ this.__name = str;
627
+ }
628
+ else {
629
+ this.__name = str;
630
+ }
631
+ }
632
+
633
+ /**
634
+ * The tag of the GameObject this component is attached to
635
+ * Used for categorizing objects and efficient lookup
636
+ */
637
+ get tag(): string {
638
+ return this.gameObject?.userData.tag;
639
+ }
640
+ set tag(str: string) {
641
+ if (this.gameObject) {
642
+ if (!this.gameObject.userData) this.gameObject.userData = {}
643
+ this.gameObject.userData.tag = str;
644
+ }
645
+ }
646
+
647
+ /**
648
+ * Indicates whether the GameObject is marked as static
649
+ * Static objects typically don't move and can be optimized by the engine
650
+ */
651
+ get static() {
652
+ return this.gameObject?.userData.static;
653
+ }
654
+ set static(value: boolean) {
655
+ if (this.gameObject) {
656
+ if (!this.gameObject.userData) this.gameObject.userData = {}
657
+ this.gameObject.userData.static = value;
658
+ }
659
+ }
660
+ // get hideFlags(): HideFlags {
661
+ // return this.gameObject?.hideFlags;
662
+ // }
663
+
664
+ /**
665
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
666
+ * Components that are inactive won't receive lifecycle method calls
667
+ * @returns True if the component is enabled and all parent GameObjects are active
668
+ */
669
+ get activeAndEnabled(): boolean {
670
+ if (this.destroyed) return false;
671
+ if (this.__isEnabled === false) return false;
672
+ if (!this.__isActiveInHierarchy) return false;
673
+ // let go = this.gameObject;
674
+ // do {
675
+ // // console.log(go.name, go.visible)
676
+ // if (!go.visible) return false;
677
+ // go = go.parent as GameObject;
678
+ // }
679
+ // while (go);
680
+ return true;
681
+ }
682
+
683
+ private get __isActive(): boolean {
684
+ return this.gameObject.visible;
685
+ }
686
+
687
+ private get __isActiveInHierarchy(): boolean {
688
+ if (!this.gameObject) return false;
689
+ const res = this.gameObject[activeInHierarchyFieldName];
690
+ if (res === undefined) return true;
691
+ return res;
692
+ }
693
+
694
+ private set __isActiveInHierarchy(val: boolean) {
695
+ if (!this.gameObject) return;
696
+ this.gameObject[activeInHierarchyFieldName] = val;
697
+ }
698
+
699
+ /**
700
+ * Reference to the GameObject this component is attached to
701
+ * This is a three.js Object3D with additional GameObject functionality
702
+ */
703
+ gameObject!: GameObject;
704
+
705
+ /**
706
+ * Unique identifier for this component instance,
707
+ * used for finding and tracking components
708
+ */
709
+ guid: string = "invalid";
710
+
711
+ /**
712
+ * Identifier for the source asset that created this component.
713
+ * For example, URL to the glTF file this component was loaded from
714
+ */
715
+ sourceId?: SourceIdentifier;
716
+
717
+ /**
718
+ * Called when this component needs to remap guids after an instantiate operation.
719
+ * @param guidsMap Mapping from old guids to newly generated guids
720
+ */
721
+ resolveGuids?(guidsMap: GuidsMap): void;
722
+
723
+ /**
724
+ * Called once when the component becomes active for the first time.
725
+ * This is the first lifecycle callback to be invoked
726
+ */
727
+ awake() { }
728
+
729
+ /**
730
+ * Called every time the component becomes enabled or active in the hierarchy.
731
+ * Invoked after {@link awake} and before {@link start}.
732
+ */
733
+ onEnable() { }
734
+
735
+ /**
736
+ * Called every time the component becomes disabled or inactive in the hierarchy.
737
+ * Invoked when the component or any parent GameObject becomes invisible
738
+ */
739
+ onDisable() { }
740
+
741
+ /**
742
+ * Called when the component is destroyed.
743
+ * Use for cleanup operations like removing event listeners
744
+ */
745
+ onDestroy() {
746
+ this.__destroyed = true;
747
+ }
748
+
749
+ /**
750
+ * Called when a field decorated with @validate() is modified.
751
+ * @param prop The name of the field that was changed
752
+ */
753
+ onValidate?(prop?: string): void;
754
+
755
+ /**
756
+ * Called when the context's pause state changes.
757
+ * @param isPaused Whether the context is currently paused
758
+ * @param wasPaused The previous pause state
759
+ */
760
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
761
+
762
+ /**
763
+ * Called once at the beginning of the first frame after the component is enabled.
764
+ * Use for initialization that requires other components to be awake.
765
+ */
766
+ start?(): void;
767
+
768
+ /**
769
+ * Called at the beginning of each frame before regular updates.
770
+ * Use for logic that needs to run before standard update callbacks.
771
+ */
772
+ earlyUpdate?(): void;
773
+
774
+ /**
775
+ * Called once per frame during the main update loop.
776
+ * The primary location for frame-based game logic.
777
+ */
778
+ update?(): void;
779
+
780
+ /**
781
+ * Called after all update functions have been called.
782
+ * Use for calculations that depend on other components being updated first.
783
+ */
784
+ lateUpdate?(): void;
785
+
786
+ /**
787
+ * Called immediately before the scene is rendered.
788
+ * @param frame Current XRFrame if in an XR session, null otherwise
789
+ */
790
+ onBeforeRender?(frame: XRFrame | null): void;
791
+
792
+ /**
793
+ * Called after the scene has been rendered.
794
+ * Use for post-processing or UI updates that should happen after rendering
795
+ */
796
+ onAfterRender?(): void;
797
+
798
+ /**
799
+ * Called when this component's collider begins colliding with another collider.
800
+ * @param col Information about the collision that occurred
801
+ */
802
+ onCollisionEnter?(col: Collision);
803
+
804
+ /**
805
+ * Called when this component's collider stops colliding with another collider.
806
+ * @param col Information about the collision that ended
807
+ */
808
+ onCollisionExit?(col: Collision);
809
+
810
+ /**
811
+ * Called each frame while this component's collider is colliding with another collider
812
+ * @param col Information about the ongoing collision
813
+ */
814
+ onCollisionStay?(col: Collision);
815
+
816
+ /**
817
+ * Called when this component's trigger collider is entered by another collider
818
+ * @param col The collider that entered this trigger
819
+ */
820
+ onTriggerEnter?(col: ICollider);
821
+
822
+ /**
823
+ * Called each frame while another collider is inside this component's trigger collider
824
+ * @param col The collider that is inside this trigger
825
+ */
826
+ onTriggerStay?(col: ICollider);
827
+
828
+ /**
829
+ * Called when another collider exits this component's trigger collider
830
+ * @param col The collider that exited this trigger
831
+ */
832
+ onTriggerExit?(col: ICollider);
833
+
834
+ /**
835
+ * Determines if this component supports a specific XR mode
836
+ * @param mode The XR session mode to check support for
837
+ * @returns True if the component supports the specified mode
838
+ */
839
+ supportsXR?(mode: XRSessionMode): boolean;
840
+
841
+ /**
842
+ * Called before an XR session is requested
843
+ * Use to modify session initialization parameters
844
+ * @param mode The XR session mode being requested
845
+ * @param args The session initialization parameters that can be modified
846
+ */
847
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
848
+
849
+ /**
850
+ * Called when this component joins an XR session or becomes active in a running session
851
+ * @param args Event data for the XR session
852
+ */
853
+ onEnterXR?(args: NeedleXREventArgs): void;
854
+
855
+ /**
856
+ * Called each frame while this component is active in an XR session
857
+ * @param args Event data for the current XR frame
858
+ */
859
+ onUpdateXR?(args: NeedleXREventArgs): void;
860
+
861
+ /**
862
+ * Called when this component exits an XR session or becomes inactive during a session
863
+ * @param args Event data for the XR session
864
+ */
865
+ onLeaveXR?(args: NeedleXREventArgs): void;
866
+
867
+ /**
868
+ * Called when an XR controller is connected or when this component becomes active
869
+ * in a session with existing controllers
870
+ * @param args Event data for the controller that was added
871
+ */
872
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
873
+
874
+ /**
875
+ * Called when an XR controller is disconnected or when this component becomes inactive
876
+ * during a session with controllers
877
+ * @param args Event data for the controller that was removed
878
+ */
879
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
880
+
881
+ /**
882
+ * Called when a pointer enters this component's GameObject
883
+ * @param args Data about the pointer event
884
+ */
885
+ onPointerEnter?(args: PointerEventData);
886
+
887
+ /**
888
+ * Called when a pointer moves while over this component's GameObject
889
+ * @param args Data about the pointer event
890
+ */
891
+ onPointerMove?(args: PointerEventData);
892
+
893
+ /**
894
+ * Called when a pointer exits this component's GameObject
895
+ * @param args Data about the pointer event
896
+ */
897
+ onPointerExit?(args: PointerEventData);
898
+
899
+ /**
900
+ * Called when a pointer button is pressed while over this component's GameObject
901
+ * @param args Data about the pointer event
902
+ */
903
+ onPointerDown?(args: PointerEventData);
904
+
905
+ /**
906
+ * Called when a pointer button is released while over this component's GameObject
907
+ * @param args Data about the pointer event
908
+ */
909
+ onPointerUp?(args: PointerEventData);
910
+
911
+ /**
912
+ * Called when a pointer completes a click interaction with this component's GameObject
913
+ * @param args Data about the pointer event
914
+ */
915
+ onPointerClick?(args: PointerEventData);
916
+
917
+ /**
918
+ * Starts a coroutine that can yield to wait for events.
919
+ * Coroutines allow for time-based sequencing of operations without blocking.
920
+ * Coroutines are based on generator functions, a JavaScript language feature.
921
+ *
922
+ * @param routine Generator function to start
923
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
924
+ * @returns The generator function that can be used to stop the coroutine
925
+ * @example
926
+ * Time-based sequencing of operations
927
+ * ```ts
928
+ * *myCoroutine() {
929
+ * yield WaitForSeconds(1); // wait for 1 second
930
+ * yield WaitForFrames(10); // wait for 10 frames
931
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
932
+ * }
933
+ * ```
934
+ * @example
935
+ * Coroutine that logs a message every 5 frames
936
+ * ```ts
937
+ * onEnable() {
938
+ * this.startCoroutine(this.myCoroutine());
939
+ * }
940
+ * private *myCoroutine() {
941
+ * while(this.activeAndEnabled) {
942
+ * console.log("Hello World", this.context.time.frame);
943
+ * // wait for 5 frames
944
+ * for(let i = 0; i < 5; i++) yield;
945
+ * }
946
+ * }
947
+ * ```
948
+ */
949
+ startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
950
+ return this.context.registerCoroutineUpdate(this, routine, evt);
951
+ }
952
+
953
+ /**
954
+ * Stops a coroutine that was previously started with startCoroutine
955
+ * @param routine The routine to be stopped
956
+ * @param evt The frame event the routine was registered with
957
+ */
958
+ stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
959
+ this.context.unregisterCoroutineUpdate(routine, evt);
960
+ }
961
+
962
+ /**
963
+ * Checks if this component has been destroyed
964
+ * @returns True if the component or its GameObject has been destroyed
965
+ */
966
+ public get destroyed(): boolean {
967
+ return this.__destroyed;
968
+ }
969
+
970
+ /**
971
+ * Destroys this component and removes it from its GameObject
972
+ * After destruction, the component will no longer receive lifecycle callbacks
973
+ */
974
+ public destroy() {
975
+ if (this.__destroyed) return;
976
+ this.__internalDestroy();
977
+ }
978
+
979
+ /** @internal */
980
+ protected __didAwake: boolean = false;
981
+
982
+ /** @internal */
983
+ private __didStart: boolean = false;
984
+
985
+ /** @internal */
986
+ protected __didEnable: boolean = false;
987
+
988
+ /** @internal */
989
+ protected __isEnabled: boolean | undefined = undefined;
990
+
991
+ /** @internal */
992
+ private __destroyed: boolean = false;
993
+
994
+ /** @internal */
995
+ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
996
+
997
+ /** @internal */
998
+ constructor(init?: ComponentInit<Component>) {
999
+ this.__didAwake = false;
1000
+ this.__didStart = false;
1001
+ this.__didEnable = false;
1002
+ this.__isEnabled = undefined;
1003
+ this.__destroyed = false;
1004
+ this._internalInit(init as ComponentInit<this>);
1005
+ if (isHotReloadEnabled()) registerHotReloadType(this);
1006
+ }
1007
+
1008
+ /** @internal */
1009
+ __internalNewInstanceCreated(init?: ComponentInit<this>): this {
1010
+ this.__didAwake = false;
1011
+ this.__didStart = false;
1012
+ this.__didEnable = false;
1013
+ this.__isEnabled = undefined;
1014
+ this.__destroyed = false;
1015
+ this._internalInit(init);
1016
+ return this;
1017
+ }
1018
+
1019
+ /**
1020
+ * Initializes component properties from an initialization object
1021
+ * @param init Object with properties to copy to this component
1022
+ * @internal
1023
+ */
1024
+ _internalInit(init?: ComponentInit<this>) {
1025
+ if (typeof init === "object") {
1026
+ for (const key of Object.keys(init)) {
1027
+ const value = init[key];
1028
+ // we don't want to allow overriding functions via init
1029
+ if (typeof value === "function") continue;
1030
+ (this as any)[key] = value;
1031
+ }
1032
+ }
1033
+ }
1034
+
1035
+ /** @internal */
1036
+ __internalAwake() {
1037
+ if (this.__didAwake) return;
1038
+ this.__didAwake = true;
1039
+ this.awake();
1040
+ }
1041
+
1042
+
1043
+ /** @internal */
1044
+ __internalStart() {
1045
+ if (this.__didStart) return;
1046
+ this.__didStart = true;
1047
+ if (this.start) this.start();
1048
+ }
1049
+
1050
+
1051
+ /** @internal */
1052
+ __internalEnable(isAddingToScene?: boolean): boolean {
1053
+ if (this.__destroyed) {
1054
+ if (isDevEnvironment()) {
1055
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
1056
+ }
1057
+ return false;
1058
+ }
1059
+ // Don't change enable before awake
1060
+ // But a user can change enable during awake
1061
+ if (!this.__didAwake) return false;
1062
+ if (this.__didEnable) {
1063
+ // We dont want to change the enable state if we are adding to scene
1064
+ // But we want to change the state when e.g. a user changes the enable state during awake
1065
+ if (isAddingToScene !== true)
1066
+ this.__isEnabled = true;
1067
+ return false;
1068
+ }
1069
+ // console.trace("INTERNAL ENABLE");
1070
+ this.__didEnable = true;
1071
+ this.__isEnabled = true;
1072
+ this.onEnable();
1073
+ return true;
1074
+ }
1075
+
1076
+ /** @internal */
1077
+ __internalDisable(isRemovingFromScene?: boolean) {
1078
+ // Don't change enable before awake
1079
+ // But a user can change enable during awake
1080
+ if (!this.__didAwake) return;
1081
+ if (!this.__didEnable) {
1082
+ // We dont want to change the enable state if we are removing from a scene
1083
+ if (isRemovingFromScene !== true)
1084
+ this.__isEnabled = false;
1085
+ return;
1086
+ }
1087
+ this.__didEnable = false;
1088
+ this.__isEnabled = false;
1089
+ this.onDisable();
1090
+ }
1091
+
1092
+ /** @internal */
1093
+ __internalDestroy() {
1094
+ if (this.__destroyed) return;
1095
+ this.__destroyed = true;
1096
+ if (this.__didAwake) {
1097
+ this.onDestroy?.call(this);
1098
+ this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
1099
+ }
1100
+ destroyComponentInstance(this as any);
1101
+ if(isHotReloadEnabled()) unregisterHotReloadType(this);
1102
+ }
1103
+
1104
+ /**
1105
+ * Controls whether this component is enabled
1106
+ * Disabled components don't receive lifecycle callbacks
1107
+ */
1108
+ get enabled(): boolean {
1109
+ return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
1110
+ }
1111
+ set enabled(val: boolean) {
1112
+ if (this.__destroyed) {
1113
+ if (isDevEnvironment()) {
1114
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
1115
+ }
1116
+ return;
1117
+ }
1118
+ // when called from animationclip we receive numbers
1119
+ // due to interpolation they can be anything between 0 and 1
1120
+ if (typeof val === "number") {
1121
+ if (val >= 0.5) val = true;
1122
+ else val = false;
1123
+ }
1124
+
1125
+ // need to check here because codegen is calling this before everything is setup
1126
+ if (!this.__didAwake) {
1127
+ this.__isEnabled = val;
1128
+ return;
1129
+ }
1130
+ if (val) {
1131
+ this.__internalEnable();
1132
+ } else {
1133
+ this.__internalDisable();
1134
+ }
1135
+ }
1136
+
1137
+ /**
1138
+ * Gets the position of this component's GameObject in world space.
1139
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
1140
+ */
1141
+ get worldPosition(): Vector3 {
1142
+ return threeutils.getWorldPosition(this.gameObject);
1143
+ }
1144
+
1145
+ /**
1146
+ * Sets the position of this component's GameObject in world space
1147
+ * @param val The world position vector to set
1148
+ */
1149
+ set worldPosition(val: Vector3) {
1150
+ threeutils.setWorldPosition(this.gameObject, val);
1151
+ }
1152
+
1153
+ /**
1154
+ * Sets the position of this component's GameObject in world space using individual coordinates
1155
+ * @param x X-coordinate in world space
1156
+ * @param y Y-coordinate in world space
1157
+ * @param z Z-coordinate in world space
1158
+ */
1159
+ setWorldPosition(x: number, y: number, z: number) {
1160
+ threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
1161
+ }
1162
+
1163
+ /**
1164
+ * Gets the rotation of this component's GameObject in world space as a quaternion
1165
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
1166
+ */
1167
+ get worldQuaternion(): Quaternion {
1168
+ return threeutils.getWorldQuaternion(this.gameObject);
1169
+ }
1170
+
1171
+ /**
1172
+ * Sets the rotation of this component's GameObject in world space using a quaternion
1173
+ * @param val The world rotation quaternion to set
1174
+ */
1175
+ set worldQuaternion(val: Quaternion) {
1176
+ threeutils.setWorldQuaternion(this.gameObject, val);
1177
+ }
1178
+
1179
+ /**
1180
+ * Sets the rotation of this component's GameObject in world space using quaternion components
1181
+ * @param x X component of the quaternion
1182
+ * @param y Y component of the quaternion
1183
+ * @param z Z component of the quaternion
1184
+ * @param w W component of the quaternion
1185
+ */
1186
+ setWorldQuaternion(x: number, y: number, z: number, w: number) {
1187
+ threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
1188
+ }
1189
+
1190
+ /**
1191
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
1192
+ */
1193
+ get worldEuler(): Euler {
1194
+ return threeutils.getWorldEuler(this.gameObject);
1195
+ }
1196
+
1197
+ /**
1198
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
1199
+ * @param val The world rotation Euler angles to set
1200
+ */
1201
+ set worldEuler(val: Euler) {
1202
+ threeutils.setWorldEuler(this.gameObject, val);
1203
+ }
1204
+
1205
+ /**
1206
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
1207
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
1208
+ */
1209
+ get worldRotation(): Vector3 {
1210
+ return this.gameObject.worldRotation;
1211
+ }
1212
+
1213
+ /**
1214
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
1215
+ * @param val The world rotation vector to set (in degrees)
1216
+ */
1217
+ set worldRotation(val: Vector3) {
1218
+ this.setWorldRotation(val.x, val.y, val.z, true);
1219
+ }
1220
+
1221
+ /**
1222
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
1223
+ * @param x X-axis rotation
1224
+ * @param y Y-axis rotation
1225
+ * @param z Z-axis rotation
1226
+ * @param degrees Whether the values are in degrees (true) or radians (false)
1227
+ */
1228
+ setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
1229
+ threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
1230
+ }
1231
+
1232
+ private static _forward: Vector3 = new Vector3();
1233
+ /**
1234
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
1235
+ */
1236
+ public get forward(): Vector3 {
1237
+ return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
1238
+ }
1239
+ private static _right: Vector3 = new Vector3();
1240
+ /**
1241
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
1242
+ */
1243
+ public get right(): Vector3 {
1244
+ return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
1245
+ }
1246
+ private static _up: Vector3 = new Vector3();
1247
+ /**
1248
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
1249
+ */
1250
+ public get up(): Vector3 {
1251
+ return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
1252
+ }
1253
+
1254
+ // EventTarget implementation:
1255
+
1256
+ /**
1257
+ * Storage for event listeners registered to this component
1258
+ * @private
1259
+ */
1260
+ private _eventListeners = new Map<string, EventListener[]>();
1261
+
1262
+ /**
1263
+ * Registers an event listener for the specified event type
1264
+ * @param type The event type to listen for
1265
+ * @param listener The callback function to execute when the event occurs
1266
+ */
1267
+ addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
1268
+ this._eventListeners[type] = this._eventListeners[type] || [];
1269
+ this._eventListeners[type].push(listener);
1270
+ }
1271
+
1272
+ /**
1273
+ * Removes a previously registered event listener
1274
+ * @param type The event type the listener was registered for
1275
+ * @param listener The callback function to remove
1276
+ */
1277
+ removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
1278
+ if (!this._eventListeners[type]) return;
1279
+ const index = this._eventListeners[type].indexOf(listener);
1280
+ if (index >= 0) this._eventListeners[type].splice(index, 1);
1281
+ }
1282
+
1283
+ /**
1284
+ * Dispatches an event to all registered listeners
1285
+ * @param evt The event object to dispatch
1286
+ * @returns Always returns false (standard implementation of EventTarget)
1287
+ */
1288
+ dispatchEvent(evt: Event): boolean {
1289
+ if (!evt || !this._eventListeners[evt.type]) return false;
1290
+ const listeners = this._eventListeners[evt.type];
1291
+ for (let i = 0; i < listeners.length; i++) {
1292
+ listeners[i](evt);
1293
+ }
1294
+
1295
+ return false;
1296
+ }
1297
+ }
1298
+
1299
+ // For legacy reasons we need to export this as well
1300
+ // (and we don't use extend to inherit the component docs)
1301
+ export { Component as Behaviour };