@needle-tools/engine 4.3.0-alpha → 4.3.0-alpha.3

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 (122) hide show
  1. package/CHANGELOG.md +7 -0
  2. package/dist/needle-engine.bundle.js +6683 -5393
  3. package/dist/needle-engine.bundle.light.js +6687 -5397
  4. package/dist/needle-engine.bundle.light.min.js +121 -118
  5. package/dist/needle-engine.bundle.light.umd.cjs +128 -125
  6. package/dist/needle-engine.bundle.min.js +119 -116
  7. package/dist/needle-engine.bundle.umd.cjs +124 -121
  8. package/dist/needle-engine.d.ts +9 -9
  9. package/dist/needle-engine.light.d.ts +9 -9
  10. package/lib/engine/engine_context.js +1 -1
  11. package/lib/engine/engine_context.js.map +1 -1
  12. package/lib/engine/engine_mainloop_utils.js +2 -4
  13. package/lib/engine/engine_mainloop_utils.js.map +1 -1
  14. package/lib/engine/engine_serialization_core.js +1 -1
  15. package/lib/engine/engine_serialization_core.js.map +1 -1
  16. package/lib/engine/engine_types.d.ts +162 -17
  17. package/lib/engine/xr/NeedleXRSession.d.ts +6 -1
  18. package/lib/engine/xr/NeedleXRSession.js +6 -1
  19. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  20. package/lib/engine-components/Animator.d.ts +129 -21
  21. package/lib/engine-components/Animator.js +115 -21
  22. package/lib/engine-components/Animator.js.map +1 -1
  23. package/lib/engine-components/AnimatorController.d.ts +161 -32
  24. package/lib/engine-components/AnimatorController.js +176 -29
  25. package/lib/engine-components/AnimatorController.js.map +1 -1
  26. package/lib/engine-components/AudioListener.d.ts +16 -5
  27. package/lib/engine-components/AudioListener.js +16 -5
  28. package/lib/engine-components/AudioListener.js.map +1 -1
  29. package/lib/engine-components/AudioSource.d.ts +120 -28
  30. package/lib/engine-components/AudioSource.js +121 -40
  31. package/lib/engine-components/AudioSource.js.map +1 -1
  32. package/lib/engine-components/AvatarLoader.d.ts +61 -0
  33. package/lib/engine-components/AvatarLoader.js +61 -1
  34. package/lib/engine-components/AvatarLoader.js.map +1 -1
  35. package/lib/engine-components/AxesHelper.d.ts +19 -1
  36. package/lib/engine-components/AxesHelper.js +19 -1
  37. package/lib/engine-components/AxesHelper.js.map +1 -1
  38. package/lib/engine-components/BoxHelperComponent.d.ts +26 -0
  39. package/lib/engine-components/BoxHelperComponent.js +26 -0
  40. package/lib/engine-components/BoxHelperComponent.js.map +1 -1
  41. package/lib/engine-components/Camera.d.ts +126 -37
  42. package/lib/engine-components/Camera.js +139 -37
  43. package/lib/engine-components/Camera.js.map +1 -1
  44. package/lib/engine-components/CameraUtils.js +20 -0
  45. package/lib/engine-components/CameraUtils.js.map +1 -1
  46. package/lib/engine-components/Collider.d.ts +95 -21
  47. package/lib/engine-components/Collider.js +100 -23
  48. package/lib/engine-components/Collider.js.map +1 -1
  49. package/lib/engine-components/Component.d.ts +554 -106
  50. package/lib/engine-components/Component.js +352 -81
  51. package/lib/engine-components/Component.js.map +1 -1
  52. package/lib/engine-components/DragControls.d.ts +95 -21
  53. package/lib/engine-components/DragControls.js +126 -32
  54. package/lib/engine-components/DragControls.js.map +1 -1
  55. package/lib/engine-components/DropListener.d.ts +99 -16
  56. package/lib/engine-components/DropListener.js +119 -14
  57. package/lib/engine-components/DropListener.js.map +1 -1
  58. package/lib/engine-components/Light.d.ts +102 -5
  59. package/lib/engine-components/Light.js +102 -44
  60. package/lib/engine-components/Light.js.map +1 -1
  61. package/lib/engine-components/NeedleMenu.d.ts +28 -11
  62. package/lib/engine-components/NeedleMenu.js +28 -11
  63. package/lib/engine-components/NeedleMenu.js.map +1 -1
  64. package/lib/engine-components/Networking.d.ts +37 -5
  65. package/lib/engine-components/Networking.js +37 -5
  66. package/lib/engine-components/Networking.js.map +1 -1
  67. package/lib/engine-components/SceneSwitcher.js +44 -0
  68. package/lib/engine-components/SceneSwitcher.js.map +1 -1
  69. package/lib/engine-components/SpatialTrigger.d.ts +66 -1
  70. package/lib/engine-components/SpatialTrigger.js +74 -2
  71. package/lib/engine-components/SpatialTrigger.js.map +1 -1
  72. package/lib/engine-components/SpectatorCamera.d.ts +66 -4
  73. package/lib/engine-components/SpectatorCamera.js +132 -6
  74. package/lib/engine-components/SpectatorCamera.js.map +1 -1
  75. package/lib/engine-components/SyncedTransform.d.ts +45 -6
  76. package/lib/engine-components/SyncedTransform.js +45 -6
  77. package/lib/engine-components/SyncedTransform.js.map +1 -1
  78. package/lib/engine-components/TransformGizmo.d.ts +49 -3
  79. package/lib/engine-components/TransformGizmo.js +49 -3
  80. package/lib/engine-components/TransformGizmo.js.map +1 -1
  81. package/lib/engine-components/particlesystem/ParticleSystem.js +1 -1
  82. package/lib/engine-components/particlesystem/ParticleSystem.js.map +1 -1
  83. package/lib/engine-components/webxr/WebARSessionRoot.d.ts +8 -3
  84. package/lib/engine-components/webxr/WebARSessionRoot.js +30 -9
  85. package/lib/engine-components/webxr/WebARSessionRoot.js.map +1 -1
  86. package/lib/engine-components/webxr/WebXR.d.ts +156 -25
  87. package/lib/engine-components/webxr/WebXR.js +160 -26
  88. package/lib/engine-components/webxr/WebXR.js.map +1 -1
  89. package/lib/engine-components-experimental/networking/PlayerSync.d.ts +82 -9
  90. package/lib/engine-components-experimental/networking/PlayerSync.js +76 -11
  91. package/lib/engine-components-experimental/networking/PlayerSync.js.map +1 -1
  92. package/package.json +1 -1
  93. package/src/engine/engine_context.ts +1 -1
  94. package/src/engine/engine_mainloop_utils.ts +2 -4
  95. package/src/engine/engine_serialization_core.ts +1 -1
  96. package/src/engine/engine_types.ts +179 -18
  97. package/src/engine/xr/NeedleXRSession.ts +7 -1
  98. package/src/engine-components/Animator.ts +142 -22
  99. package/src/engine-components/AnimatorController.ts +184 -34
  100. package/src/engine-components/AudioListener.ts +16 -5
  101. package/src/engine-components/AudioSource.ts +127 -39
  102. package/src/engine-components/AvatarLoader.ts +61 -2
  103. package/src/engine-components/AxesHelper.ts +21 -1
  104. package/src/engine-components/BoxHelperComponent.ts +26 -0
  105. package/src/engine-components/Camera.ts +147 -41
  106. package/src/engine-components/CameraUtils.ts +20 -0
  107. package/src/engine-components/Collider.ts +102 -27
  108. package/src/engine-components/Component.ts +605 -129
  109. package/src/engine-components/DragControls.ts +134 -38
  110. package/src/engine-components/DropListener.ts +143 -23
  111. package/src/engine-components/Light.ts +105 -44
  112. package/src/engine-components/NeedleMenu.ts +29 -11
  113. package/src/engine-components/Networking.ts +37 -6
  114. package/src/engine-components/SceneSwitcher.ts +48 -1
  115. package/src/engine-components/SpatialTrigger.ts +80 -3
  116. package/src/engine-components/SpectatorCamera.ts +136 -18
  117. package/src/engine-components/SyncedTransform.ts +50 -7
  118. package/src/engine-components/TransformGizmo.ts +49 -4
  119. package/src/engine-components/particlesystem/ParticleSystem.ts +2 -2
  120. package/src/engine-components/webxr/WebARSessionRoot.ts +31 -8
  121. package/src/engine-components/webxr/WebXR.ts +173 -29
  122. package/src/engine-components-experimental/networking/PlayerSync.ts +85 -13
@@ -15,17 +15,40 @@ import * as threeutils from "../engine/engine_three_utils.js";
15
15
  // onDeserialize?(key: string, value: any): any | void;
16
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  // }
17
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  /**
18
- * All {@type Object3D} types that are loaded in Needle Engine do automatically receive the GameObject extensions like `addComponent` etc.
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- * Many of the GameObject methods can be imported directly via `@needle-tools/engine` as well:
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+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
19
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
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+ * They manage their components and provide methods to add, remove and get components.
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+ *
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+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
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+ * These methods are available directly on the GameObject instance:
20
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  * ```typescript
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- * import { addComponent } from "@needle-tools/engine";
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+ * target.addComponent(MyComponent);
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+ * ```
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+ *
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+ * And can be called statically on the GameObject class as well:
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+ * ```typescript
30
+ * GameObject.setActive(target, true);
22
31
  * ```
23
32
  */
24
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  export class GameObject extends Object3D {
34
+ /**
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+ * Unique identifier for this GameObject
36
+ */
25
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  guid;
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+ /**
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+ * Checks if a GameObject has been destroyed
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+ * @param go The GameObject to check
41
+ * @returns True if the GameObject has been destroyed
42
+ */
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  static isDestroyed(go) {
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44
  return isDestroyed(go);
28
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  }
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+ /**
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+ * Sets the active state of a GameObject
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+ * @param go The GameObject to modify
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+ * @param active Whether the GameObject should be active
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+ * @param processStart Whether to process the start callbacks if being activated
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+ */
29
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  static setActive(go, active, processStart = true) {
30
53
  if (!go)
31
54
  return;
@@ -35,32 +58,51 @@ export class GameObject extends Object3D {
35
58
  if (active && processStart)
36
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  main.processStart(Context.Current, go);
37
60
  }
38
- /** If the object is active (same as go.visible) */
61
+ /**
62
+ * Checks if the GameObject itself is active (same as go.visible)
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+ * @param go The GameObject to check
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+ * @returns True if the GameObject is active
65
+ */
39
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  static isActiveSelf(go) {
40
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  return isActiveSelf(go);
41
68
  }
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- /** If the object is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
43
- * @param go object to check
44
- */
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+ /**
70
+ * 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)
71
+ * @param go The GameObject to check
72
+ * @returns True if the GameObject is active in the hierarchy
73
+ */
45
74
  static isActiveInHierarchy(go) {
46
75
  return isActiveInHierarchy(go);
47
76
  }
77
+ /**
78
+ * Marks a GameObject to be rendered using instancing
79
+ * @param go The GameObject to mark
80
+ * @param instanced Whether the GameObject should use instanced rendering
81
+ */
48
82
  static markAsInstancedRendered(go, instanced) {
49
83
  markAsInstancedRendered(go, instanced);
50
84
  }
85
+ /**
86
+ * Checks if a GameObject is using instanced rendering
87
+ * @param instance The GameObject to check
88
+ * @returns True if the GameObject is using instanced rendering
89
+ */
51
90
  static isUsingInstancing(instance) { return isUsingInstancing(instance); }
52
- /** Run a callback for all components of the provided type on the provided object and its children (if recursive is true)
53
- * @param instance object to run the method on
54
- * @param cb callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
55
- * @param recursive if true, the method will be run on all children as well
56
- * @returns the last return value of the callback
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+ /**
92
+ * Executes a callback for all components of the provided type on the provided object and its children
93
+ * @param instance Object to run the method on
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+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
95
+ * @param recursive If true, the method will be run on all children as well
96
+ * @returns The last return value of the callback
57
97
  */
58
98
  static foreachComponent(instance, cb, recursive = true) {
59
99
  return foreachComponent(instance, cb, recursive);
60
100
  }
61
- /** Creates a new instance of the provided object. The new instance will be created on all connected clients
62
- * @param instance object to instantiate
63
- * @param opts options for the instantiation
101
+ /**
102
+ * Creates a new instance of the provided object that will be replicated to all connected clients
103
+ * @param instance Object to instantiate
104
+ * @param opts Options for the instantiation
105
+ * @returns The newly created instance or null if creation failed
64
106
  */
65
107
  static instantiateSynced(instance, opts) {
66
108
  if (!instance)
@@ -73,9 +115,12 @@ export class GameObject extends Object3D {
73
115
  }
74
116
  return instantiate(instance, opts);
75
117
  }
76
- /** Destroys a object on all connected clients (if you are in a networked session)
77
- * @param instance object to destroy
78
- */
118
+ /**
119
+ * Destroys an object on all connected clients (if in a networked session)
120
+ * @param instance Object to destroy
121
+ * @param context Optional context to use
122
+ * @param recursive If true, all children will be destroyed as well
123
+ */
79
124
  static destroySynced(instance, context, recursive = true) {
80
125
  if (!instance)
81
126
  return;
@@ -83,15 +128,19 @@ export class GameObject extends Object3D {
83
128
  context = context ?? Context.Current;
84
129
  syncDestroy(go, context.connection, recursive);
85
130
  }
86
- /** Destroys a object
87
- * @param instance object to destroy
88
- * @param recursive if true, all children will be destroyed as well. true by default
131
+ /**
132
+ * Destroys an object
133
+ * @param instance Object to destroy
134
+ * @param recursive If true, all children will be destroyed as well. Default: true
89
135
  */
90
136
  static destroy(instance, recursive = true) {
91
137
  return destroy(instance, recursive);
92
138
  }
93
139
  /**
94
- * Add an object to parent and also ensure all components are being registered
140
+ * Adds an object to parent and ensures all components are properly registered
141
+ * @param instance Object to add
142
+ * @param parent Parent to add the object to
143
+ * @param context Optional context to use
95
144
  */
96
145
  static add(instance, parent, context) {
97
146
  if (!instance || !parent)
@@ -122,6 +171,7 @@ export class GameObject extends Object3D {
122
171
  }
123
172
  /**
124
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  * Removes the object from its parent and deactivates all of its components
174
+ * @param instance Object to remove
125
175
  */
126
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  static remove(instance) {
127
177
  if (!instance)
@@ -133,13 +183,21 @@ export class GameObject extends Object3D {
133
183
  main.processRemoveFromScene(comp);
134
184
  }, true);
135
185
  }
136
- /** Invokes a method on all components including children (if a method with that name exists) */
186
+ /**
187
+ * Invokes a method on all components including children (if a method with that name exists)
188
+ * @param go GameObject to invoke the method on
189
+ * @param functionName Name of the method to invoke
190
+ * @param args Arguments to pass to the method
191
+ */
137
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  static invokeOnChildren(go, functionName, ...args) {
138
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  this.invoke(go, functionName, true, args);
139
194
  }
140
- /** Invokes a method on all components that have a method matching the provided name
141
- * @param go object to invoke the method on all components
142
- * @param functionName name of the method to invoke
195
+ /**
196
+ * Invokes a method on all components that have a method matching the provided name
197
+ * @param go GameObject to invoke the method on
198
+ * @param functionName Name of the method to invoke
199
+ * @param children Whether to invoke on children as well
200
+ * @param args Arguments to pass to the method
143
201
  */
144
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  static invoke(go, functionName, children = false, ...args) {
145
203
  if (!go)
@@ -157,34 +215,49 @@ export class GameObject extends Object3D {
157
215
  return addComponent(go, type, init, { callAwake });
158
216
  }
159
217
  /**
160
- * Add a new component (or move an existing component) to the provided object
161
- * @param go object to add the component to
162
- * @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 and moved to the new object
163
- * @param init optional init object to initialize the component with
164
- * @param callAwake if true, the component will be added and awake will be called immediately
218
+ * Adds a new component (or moves an existing component) to the provided object
219
+ * @param go Object to add the component to
220
+ * @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
221
+ * @param init Optional init object to initialize the component with
222
+ * @param opts Optional options for adding the component
223
+ * @returns The added or moved component
165
224
  */
166
225
  static addComponent(go, instanceOrType, init, opts) {
167
226
  return addComponent(go, instanceOrType, init, opts);
168
227
  }
169
228
  /**
170
229
  * Moves a component to a new object
171
- * @param go component to move the component to
172
- * @param instance component to move to the GO
230
+ * @param go GameObject to move the component to
231
+ * @param instance Component to move
232
+ * @returns The moved component
173
233
  */
174
234
  static moveComponent(go, instance) {
175
235
  return addComponent(go, instance);
176
236
  }
177
- /** Removes a component from its object
178
- * @param instance component to remove
237
+ /**
238
+ * Removes a component from its object
239
+ * @param instance Component to remove
240
+ * @returns The removed component
179
241
  */
180
242
  static removeComponent(instance) {
181
243
  removeComponent(instance.gameObject, instance);
182
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  return instance;
183
245
  }
246
+ /**
247
+ * Gets or adds a component of the specified type
248
+ * @param go GameObject to get or add the component to
249
+ * @param typeName Constructor of the component type
250
+ * @returns The existing or newly added component
251
+ */
184
252
  static getOrAddComponent(go, typeName) {
185
253
  return getOrAddComponent(go, typeName);
186
254
  }
187
- /** Gets a component on the provided object */
255
+ /**
256
+ * Gets a component on the provided object
257
+ * @param go GameObject to get the component from
258
+ * @param typeName Constructor of the component type
259
+ * @returns The component if found, otherwise null
260
+ */
188
261
  static getComponent(go, typeName) {
189
262
  if (go === null)
190
263
  return null;
@@ -194,35 +267,92 @@ export class GameObject extends Object3D {
194
267
  // if(res) typeName = res;
195
268
  return getComponent(go, typeName);
196
269
  }
270
+ /**
271
+ * Gets all components of the specified type on the provided object
272
+ * @param go GameObject to get the components from
273
+ * @param typeName Constructor of the component type
274
+ * @param arr Optional array to populate with the components
275
+ * @returns Array of components
276
+ */
197
277
  static getComponents(go, typeName, arr = null) {
198
278
  if (go === null)
199
279
  return arr ?? [];
200
280
  return getComponents(go, typeName, arr);
201
281
  }
282
+ /**
283
+ * Finds an object or component by its unique identifier
284
+ * @param guid Unique identifier to search for
285
+ * @param hierarchy Root object to search in
286
+ * @returns The found GameObject or Component, or null/undefined if not found
287
+ */
202
288
  static findByGuid(guid, hierarchy) {
203
289
  const res = findByGuid(guid, hierarchy);
204
290
  return res;
205
291
  }
292
+ /**
293
+ * Finds the first object of the specified component type in the scene
294
+ * @param typeName Constructor of the component type
295
+ * @param context Context or root object to search in
296
+ * @param includeInactive Whether to include inactive objects in the search
297
+ * @returns The first matching component if found, otherwise null
298
+ */
206
299
  static findObjectOfType(typeName, context, includeInactive = true) {
207
300
  return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
208
301
  }
302
+ /**
303
+ * Finds all objects of the specified component type in the scene
304
+ * @param typeName Constructor of the component type
305
+ * @param context Context or root object to search in
306
+ * @returns Array of matching components
307
+ */
209
308
  static findObjectsOfType(typeName, context) {
210
309
  const arr = [];
211
310
  findObjectsOfType(typeName, arr, context);
212
311
  return arr;
213
312
  }
313
+ /**
314
+ * Gets a component of the specified type in the gameObject's children hierarchy
315
+ * @param go GameObject to search in
316
+ * @param typeName Constructor of the component type
317
+ * @returns The first matching component if found, otherwise null
318
+ */
214
319
  static getComponentInChildren(go, typeName) {
215
320
  return getComponentInChildren(go, typeName);
216
321
  }
322
+ /**
323
+ * Gets all components of the specified type in the gameObject's children hierarchy
324
+ * @param go GameObject to search in
325
+ * @param typeName Constructor of the component type
326
+ * @param arr Optional array to populate with the components
327
+ * @returns Array of components
328
+ */
217
329
  static getComponentsInChildren(go, typeName, arr = null) {
218
330
  return getComponentsInChildren(go, typeName, arr ?? undefined);
219
331
  }
332
+ /**
333
+ * Gets a component of the specified type in the gameObject's parent hierarchy
334
+ * @param go GameObject to search in
335
+ * @param typeName Constructor of the component type
336
+ * @returns The first matching component if found, otherwise null
337
+ */
220
338
  static getComponentInParent(go, typeName) {
221
339
  return getComponentInParent(go, typeName);
222
340
  }
341
+ /**
342
+ * Gets all components of the specified type in the gameObject's parent hierarchy
343
+ * @param go GameObject to search in
344
+ * @param typeName Constructor of the component type
345
+ * @param arr Optional array to populate with the components
346
+ * @returns Array of components
347
+ */
223
348
  static getComponentsInParent(go, typeName, arr = null) {
224
349
  return getComponentsInParent(go, typeName, arr);
225
350
  }
351
+ /**
352
+ * Gets all components on the gameObject
353
+ * @param go GameObject to get components from
354
+ * @returns Array of all components
355
+ */
226
356
  static getAllComponents(go) {
227
357
  const componentsList = go.userData?.components;
228
358
  if (!componentsList)
@@ -230,6 +360,11 @@ export class GameObject extends Object3D {
230
360
  const newList = [...componentsList];
231
361
  return newList;
232
362
  }
363
+ /**
364
+ * Iterates through all components on the gameObject
365
+ * @param go GameObject to iterate components on
366
+ * @returns Generator yielding each component
367
+ */
233
368
  static *iterateComponents(go) {
234
369
  const list = go?.userData?.components;
235
370
  if (list && Array.isArray(list)) {
@@ -266,24 +401,38 @@ export class GameObject extends Object3D {
266
401
  * @group Components
267
402
  */
268
403
  export class Component {
269
- /** @internal */
404
+ /**
405
+ * Indicates whether this object is a component
406
+ * @internal
407
+ */
270
408
  get isComponent() { return true; }
271
409
  __context;
272
- /** Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene */
410
+ /**
411
+ * The context this component belongs to, providing access to the runtime environment
412
+ * including physics, timing utilities, camera, and scene
413
+ */
273
414
  get context() {
274
415
  return this.__context ?? Context.Current;
275
416
  }
276
417
  set context(context) {
277
418
  this.__context = context;
278
419
  }
279
- /** shorthand for `this.context.scene`
280
- * @returns the scene of the context */
420
+ /**
421
+ * Shorthand accessor for the current scene from the context
422
+ * @returns The scene this component belongs to
423
+ */
281
424
  get scene() { return this.context.scene; }
282
- /** @returns the layer of the gameObject this component is attached to */
425
+ /**
426
+ * The layer value of the GameObject this component is attached to
427
+ * Used for visibility and physics filtering
428
+ */
283
429
  get layer() {
284
430
  return this.gameObject?.userData?.layer;
285
431
  }
286
- /** @returns the name of the gameObject this component is attached to */
432
+ /**
433
+ * The name of the GameObject this component is attached to
434
+ * Used for debugging and finding objects
435
+ */
287
436
  get name() {
288
437
  if (this.gameObject?.name) {
289
438
  return this.gameObject.name;
@@ -302,7 +451,10 @@ export class Component {
302
451
  this.__name = str;
303
452
  }
304
453
  }
305
- /** @returns the tag of the gameObject this component is attached to */
454
+ /**
455
+ * The tag of the GameObject this component is attached to
456
+ * Used for categorizing objects and efficient lookup
457
+ */
306
458
  get tag() {
307
459
  return this.gameObject?.userData.tag;
308
460
  }
@@ -313,7 +465,10 @@ export class Component {
313
465
  this.gameObject.userData.tag = str;
314
466
  }
315
467
  }
316
- /** Is the gameObject marked as static */
468
+ /**
469
+ * Indicates whether the GameObject is marked as static
470
+ * Static objects typically don't move and can be optimized by the engine
471
+ */
317
472
  get static() {
318
473
  return this.gameObject?.userData.static;
319
474
  }
@@ -327,7 +482,11 @@ export class Component {
327
482
  // get hideFlags(): HideFlags {
328
483
  // return this.gameObject?.hideFlags;
329
484
  // }
330
- /** @returns true if the object is enabled and active in the hierarchy */
485
+ /**
486
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
487
+ * Components that are inactive won't receive lifecycle method calls
488
+ * @returns True if the component is enabled and all parent GameObjects are active
489
+ */
331
490
  get activeAndEnabled() {
332
491
  if (this.destroyed)
333
492
  return false;
@@ -360,42 +519,72 @@ export class Component {
360
519
  return;
361
520
  this.gameObject[activeInHierarchyFieldName] = val;
362
521
  }
363
- /** the object this component is attached to. Note that this is a threejs Object3D with some additional features */
522
+ /**
523
+ * Reference to the GameObject this component is attached to
524
+ * This is a three.js Object3D with additional GameObject functionality
525
+ */
364
526
  gameObject;
365
- /** the unique identifier for this component */
527
+ /**
528
+ * Unique identifier for this component instance,
529
+ * used for finding and tracking components
530
+ */
366
531
  guid = "invalid";
367
- /** holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF) */
532
+ /**
533
+ * Identifier for the source asset that created this component.
534
+ * For example, URL to the glTF file this component was loaded from
535
+ */
368
536
  sourceId;
369
- /** called once when the component becomes active for the first time (once per component)
370
- * This is the first callback to be called */
537
+ /**
538
+ * Called once when the component becomes active for the first time.
539
+ * This is the first lifecycle callback to be invoked
540
+ */
371
541
  awake() { }
372
- /** called every time when the component gets enabled (this is invoked after awake and before start)
373
- * or when it becomes active in the hierarchy (e.g. if a parent object or this.gameObject gets set to visible)
374
- */
542
+ /**
543
+ * Called every time the component becomes enabled or active in the hierarchy.
544
+ * Invoked after {@link awake} and before {@link start}.
545
+ */
375
546
  onEnable() { }
376
- /** called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible */
547
+ /**
548
+ * Called every time the component becomes disabled or inactive in the hierarchy.
549
+ * Invoked when the component or any parent GameObject becomes invisible
550
+ */
377
551
  onDisable() { }
378
- /** Called when the component gets destroyed */
552
+ /**
553
+ * Called when the component is destroyed.
554
+ * Use for cleanup operations like removing event listeners
555
+ */
379
556
  onDestroy() {
380
557
  this.__destroyed = true;
381
558
  }
382
- /** starts a coroutine (javascript generator function)
383
- * `yield` will wait for the next frame:
384
- * - Use `yield WaitForSeconds(1)` to wait for 1 second.
385
- * - Use `yield WaitForFrames(10)` to wait for 10 frames.
386
- * - Use `yield new Promise(...)` to wait for a promise to resolve.
387
- * @param routine generator function to start
388
- * @param evt event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example `FrameEvent.Update` will be called after regular component `update()` methods)
389
- * @returns the generator function (use it to stop the coroutine with `stopCoroutine`)
559
+ /**
560
+ * Starts a coroutine that can yield to wait for events.
561
+ * Coroutines allow for time-based sequencing of operations without blocking.
562
+ * Coroutines are based on generator functions, a JavaScript language feature.
563
+ *
564
+ * @param routine Generator function to start
565
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
566
+ * @returns The generator function that can be used to stop the coroutine
567
+ * @example
568
+ * Time-based sequencing of operations
569
+ * ```ts
570
+ * *myCoroutine() {
571
+ * yield WaitForSeconds(1); // wait for 1 second
572
+ * yield WaitForFrames(10); // wait for 10 frames
573
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
574
+ * }
575
+ * ```
390
576
  * @example
577
+ * Coroutine that logs a message every 5 frames
391
578
  * ```ts
392
- * onEnable() { this.startCoroutine(this.myCoroutine()); }
579
+ * onEnable() {
580
+ * this.startCoroutine(this.myCoroutine());
581
+ * }
393
582
  * private *myCoroutine() {
394
- * while(this.activeAndEnabled) {
395
- * console.log("Hello World", this.context.time.frame);
396
- * // wait for 5 frames
397
- * for(let i = 0; i < 5; i++) yield;
398
- * }
583
+ * while(this.activeAndEnabled) {
584
+ * console.log("Hello World", this.context.time.frame);
585
+ * // wait for 5 frames
586
+ * for(let i = 0; i < 5; i++) yield;
587
+ * }
399
588
  * }
400
589
  * ```
401
590
  */
@@ -403,19 +592,23 @@ export class Component {
403
592
  return this.context.registerCoroutineUpdate(this, routine, evt);
404
593
  }
405
594
  /**
406
- * Stop a coroutine that was previously started with `startCoroutine`
407
- * @param routine the routine to be stopped
408
- * @param evt the frame event to unregister the routine from (default: FrameEvent.Update)
595
+ * Stops a coroutine that was previously started with startCoroutine
596
+ * @param routine The routine to be stopped
597
+ * @param evt The frame event the routine was registered with
409
598
  */
410
599
  stopCoroutine(routine, evt = FrameEvent.Update) {
411
600
  this.context.unregisterCoroutineUpdate(routine, evt);
412
601
  }
413
- /** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */
602
+ /**
603
+ * Checks if this component has been destroyed
604
+ * @returns True if the component or its GameObject has been destroyed
605
+ */
414
606
  get destroyed() {
415
607
  return this.__destroyed;
416
608
  }
417
609
  /**
418
- * Destroys this component (and removes it from the object)
610
+ * Destroys this component and removes it from its GameObject
611
+ * After destruction, the component will no longer receive lifecycle callbacks
419
612
  */
420
613
  destroy() {
421
614
  if (this.__destroyed)
@@ -453,6 +646,11 @@ export class Component {
453
646
  this._internalInit(init);
454
647
  return this;
455
648
  }
649
+ /**
650
+ * Initializes component properties from an initialization object
651
+ * @param init Object with properties to copy to this component
652
+ * @internal
653
+ */
456
654
  _internalInit(init) {
457
655
  if (typeof init === "object") {
458
656
  for (const key of Object.keys(init)) {
@@ -531,6 +729,10 @@ export class Component {
531
729
  }
532
730
  destroyComponentInstance(this);
533
731
  }
732
+ /**
733
+ * Controls whether this component is enabled
734
+ * Disabled components don't receive lifecycle callbacks
735
+ */
534
736
  get enabled() {
535
737
  return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
536
738
  }
@@ -561,64 +763,128 @@ export class Component {
561
763
  this.__internalDisable();
562
764
  }
563
765
  }
766
+ /**
767
+ * Gets the position of this component's GameObject in world space
768
+ */
564
769
  get worldPosition() {
565
770
  return threeutils.getWorldPosition(this.gameObject);
566
771
  }
772
+ /**
773
+ * Sets the position of this component's GameObject in world space
774
+ * @param val The world position vector to set
775
+ */
567
776
  set worldPosition(val) {
568
777
  threeutils.setWorldPosition(this.gameObject, val);
569
778
  }
779
+ /**
780
+ * Sets the position of this component's GameObject in world space using individual coordinates
781
+ * @param x X-coordinate in world space
782
+ * @param y Y-coordinate in world space
783
+ * @param z Z-coordinate in world space
784
+ */
570
785
  setWorldPosition(x, y, z) {
571
786
  threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
572
787
  }
788
+ /**
789
+ * Gets the rotation of this component's GameObject in world space as a quaternion
790
+ */
573
791
  get worldQuaternion() {
574
792
  return threeutils.getWorldQuaternion(this.gameObject);
575
793
  }
794
+ /**
795
+ * Sets the rotation of this component's GameObject in world space using a quaternion
796
+ * @param val The world rotation quaternion to set
797
+ */
576
798
  set worldQuaternion(val) {
577
799
  threeutils.setWorldQuaternion(this.gameObject, val);
578
800
  }
801
+ /**
802
+ * Sets the rotation of this component's GameObject in world space using quaternion components
803
+ * @param x X component of the quaternion
804
+ * @param y Y component of the quaternion
805
+ * @param z Z component of the quaternion
806
+ * @param w W component of the quaternion
807
+ */
579
808
  setWorldQuaternion(x, y, z, w) {
580
809
  threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
581
810
  }
582
- // world euler (in radians)
811
+ /**
812
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
813
+ */
583
814
  get worldEuler() {
584
815
  return threeutils.getWorldEuler(this.gameObject);
585
816
  }
586
- // world euler (in radians)
817
+ /**
818
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
819
+ * @param val The world rotation Euler angles to set
820
+ */
587
821
  set worldEuler(val) {
588
822
  threeutils.setWorldEuler(this.gameObject, val);
589
823
  }
590
- // returns rotation in degrees
824
+ /**
825
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
826
+ */
591
827
  get worldRotation() {
592
828
  return this.gameObject.worldRotation;
593
- ;
594
829
  }
830
+ /**
831
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
832
+ * @param val The world rotation vector to set (in degrees)
833
+ */
595
834
  set worldRotation(val) {
596
835
  this.setWorldRotation(val.x, val.y, val.z, true);
597
836
  }
837
+ /**
838
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
839
+ * @param x X-axis rotation
840
+ * @param y Y-axis rotation
841
+ * @param z Z-axis rotation
842
+ * @param degrees Whether the values are in degrees (true) or radians (false)
843
+ */
598
844
  setWorldRotation(x, y, z, degrees = true) {
599
845
  threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
600
846
  }
601
847
  static _forward = new Vector3();
602
- /** Forward (0,0,-1) vector in world space */
848
+ /**
849
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
850
+ */
603
851
  get forward() {
604
852
  return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
605
853
  }
606
854
  static _right = new Vector3();
607
- /** Right (1,0,0) vector in world space */
855
+ /**
856
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
857
+ */
608
858
  get right() {
609
859
  return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
610
860
  }
611
861
  static _up = new Vector3();
612
- /** Up (0,1,0) vector in world space */
862
+ /**
863
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
864
+ */
613
865
  get up() {
614
866
  return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
615
867
  }
616
868
  // EventTarget implementation:
869
+ /**
870
+ * Storage for event listeners registered to this component
871
+ * @private
872
+ */
617
873
  _eventListeners = new Map();
874
+ /**
875
+ * Registers an event listener for the specified event type
876
+ * @param type The event type to listen for
877
+ * @param listener The callback function to execute when the event occurs
878
+ */
618
879
  addEventListener(type, listener) {
619
880
  this._eventListeners[type] = this._eventListeners[type] || [];
620
881
  this._eventListeners[type].push(listener);
621
882
  }
883
+ /**
884
+ * Removes a previously registered event listener
885
+ * @param type The event type the listener was registered for
886
+ * @param listener The callback function to remove
887
+ */
622
888
  removeEventListener(type, listener) {
623
889
  if (!this._eventListeners[type])
624
890
  return;
@@ -626,6 +892,11 @@ export class Component {
626
892
  if (index >= 0)
627
893
  this._eventListeners[type].splice(index, 1);
628
894
  }
895
+ /**
896
+ * Dispatches an event to all registered listeners
897
+ * @param evt The event object to dispatch
898
+ * @returns Always returns false (standard implementation of EventTarget)
899
+ */
629
900
  dispatchEvent(evt) {
630
901
  if (!evt || !this._eventListeners[evt.type])
631
902
  return false;