@needle-tools/engine 4.4.0-beta → 4.4.0-beta.2

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 (1056) hide show
  1. package/CHANGELOG.md +3607 -3604
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +2256 -2254
  6. package/dist/needle-engine.bundle.light.js +2256 -2254
  7. package/dist/needle-engine.bundle.light.min.js +118 -118
  8. package/dist/needle-engine.bundle.light.umd.cjs +116 -116
  9. package/dist/needle-engine.bundle.min.js +118 -118
  10. package/dist/needle-engine.bundle.umd.cjs +116 -116
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.js +468 -467
  13. package/dist/needle-engine.light.d.ts +130 -138
  14. package/dist/needle-engine.light.js +468 -467
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/dist/postprocessing.js +1673 -1527
  20. package/dist/postprocessing.light.js +1673 -1527
  21. package/dist/postprocessing.light.min.js +80 -66
  22. package/dist/postprocessing.light.umd.cjs +83 -69
  23. package/dist/postprocessing.min.js +80 -66
  24. package/dist/postprocessing.umd.cjs +83 -69
  25. package/dist/vendor.js +1 -1
  26. package/dist/vendor.light.js +1 -1
  27. package/lib/asap/needle-asap.d.ts +1 -1
  28. package/lib/asap/needle-asap.js +95 -95
  29. package/lib/asap/sessiongranted.d.ts +3 -3
  30. package/lib/asap/sessiongranted.js +65 -65
  31. package/lib/asap/utils.d.ts +1 -1
  32. package/lib/asap/utils.js +3 -3
  33. package/lib/engine/analytics/index.d.ts +6 -6
  34. package/lib/engine/analytics/index.js +12 -12
  35. package/lib/engine/analytics/lcp.d.ts +3 -3
  36. package/lib/engine/analytics/lcp.js +34 -34
  37. package/lib/engine/api.d.ts +81 -81
  38. package/lib/engine/api.js +80 -80
  39. package/lib/engine/assets/index.d.ts +11 -11
  40. package/lib/engine/assets/index.js +47 -47
  41. package/lib/engine/assets/static.d.ts +1 -1
  42. package/lib/engine/assets/static.js +4 -4
  43. package/lib/engine/codegen/register_types.d.ts +1 -1
  44. package/lib/engine/codegen/register_types.js +300 -298
  45. package/lib/engine/codegen/register_types.js.map +1 -1
  46. package/lib/engine/debug/debug.d.ts +15 -15
  47. package/lib/engine/debug/debug.js +44 -44
  48. package/lib/engine/debug/debug_console.d.ts +2 -2
  49. package/lib/engine/debug/debug_console.js +307 -307
  50. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  51. package/lib/engine/debug/debug_overlay.js +316 -316
  52. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_spatial_console.js +390 -390
  54. package/lib/engine/debug/index.d.ts +2 -2
  55. package/lib/engine/debug/index.js +2 -2
  56. package/lib/engine/engine_addressables.d.ts +166 -166
  57. package/lib/engine/engine_addressables.js +608 -608
  58. package/lib/engine/engine_animation.d.ts +43 -43
  59. package/lib/engine/engine_animation.js +133 -133
  60. package/lib/engine/engine_application.d.ts +40 -40
  61. package/lib/engine/engine_application.js +104 -104
  62. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  63. package/lib/engine/engine_assetdatabase.js +344 -344
  64. package/lib/engine/engine_audio.d.ts +4 -4
  65. package/lib/engine/engine_audio.js +23 -23
  66. package/lib/engine/engine_camera.d.ts +13 -13
  67. package/lib/engine/engine_camera.js +30 -30
  68. package/lib/engine/engine_components.d.ts +110 -110
  69. package/lib/engine/engine_components.js +380 -380
  70. package/lib/engine/engine_components_internal.d.ts +9 -9
  71. package/lib/engine/engine_components_internal.js +36 -36
  72. package/lib/engine/engine_constants.d.ts +10 -10
  73. package/lib/engine/engine_constants.js +41 -41
  74. package/lib/engine/engine_context.d.ts +345 -345
  75. package/lib/engine/engine_context.js +1515 -1515
  76. package/lib/engine/engine_context_registry.d.ts +71 -71
  77. package/lib/engine/engine_context_registry.js +117 -117
  78. package/lib/engine/engine_coroutine.d.ts +35 -35
  79. package/lib/engine/engine_coroutine.js +52 -52
  80. package/lib/engine/engine_create_objects.d.ts +118 -118
  81. package/lib/engine/engine_create_objects.js +308 -308
  82. package/lib/engine/engine_default_parameters.d.ts +2 -2
  83. package/lib/engine/engine_default_parameters.js +3 -3
  84. package/lib/engine/engine_editor-sync.d.ts +21 -21
  85. package/lib/engine/engine_editor-sync.js +4 -4
  86. package/lib/engine/engine_element.d.ts +113 -113
  87. package/lib/engine/engine_element.js +830 -830
  88. package/lib/engine/engine_element_attributes.d.ts +72 -72
  89. package/lib/engine/engine_element_attributes.js +1 -1
  90. package/lib/engine/engine_element_extras.d.ts +6 -6
  91. package/lib/engine/engine_element_extras.js +13 -13
  92. package/lib/engine/engine_element_loading.d.ts +44 -44
  93. package/lib/engine/engine_element_loading.js +349 -349
  94. package/lib/engine/engine_element_overlay.d.ts +21 -21
  95. package/lib/engine/engine_element_overlay.js +166 -166
  96. package/lib/engine/engine_fileloader.d.ts +2 -2
  97. package/lib/engine/engine_fileloader.js +8 -8
  98. package/lib/engine/engine_gameobject.d.ts +68 -68
  99. package/lib/engine/engine_gameobject.js +591 -591
  100. package/lib/engine/engine_generic_utils.d.ts +1 -1
  101. package/lib/engine/engine_generic_utils.js +13 -13
  102. package/lib/engine/engine_gizmos.d.ts +149 -149
  103. package/lib/engine/engine_gizmos.js +530 -530
  104. package/lib/engine/engine_gltf.d.ts +12 -12
  105. package/lib/engine/engine_gltf.js +15 -15
  106. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  107. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  108. package/lib/engine/engine_hot_reload.d.ts +7 -7
  109. package/lib/engine/engine_hot_reload.js +184 -184
  110. package/lib/engine/engine_input.d.ts +352 -352
  111. package/lib/engine/engine_input.js +1265 -1265
  112. package/lib/engine/engine_input_utils.d.ts +2 -2
  113. package/lib/engine/engine_input_utils.js +22 -22
  114. package/lib/engine/engine_instancing.d.ts +19 -19
  115. package/lib/engine/engine_instancing.js +39 -39
  116. package/lib/engine/engine_license.d.ts +9 -9
  117. package/lib/engine/engine_license.js +320 -320
  118. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  119. package/lib/engine/engine_lifecycle_api.js +99 -99
  120. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  121. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  122. package/lib/engine/engine_lightdata.d.ts +23 -23
  123. package/lib/engine/engine_lightdata.js +91 -91
  124. package/lib/engine/engine_loaders.d.ts +13 -13
  125. package/lib/engine/engine_loaders.js +62 -62
  126. package/lib/engine/engine_lods.d.ts +31 -31
  127. package/lib/engine/engine_lods.js +146 -146
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +252 -252
  135. package/lib/engine/engine_networking.js +743 -743
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +212 -212
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1432 -1432
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_scenetools.d.ts +50 -50
  169. package/lib/engine/engine_scenetools.js +321 -321
  170. package/lib/engine/engine_serialization.d.ts +3 -3
  171. package/lib/engine/engine_serialization.js +3 -3
  172. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  173. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  174. package/lib/engine/engine_serialization_core.d.ts +85 -85
  175. package/lib/engine/engine_serialization_core.js +602 -602
  176. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  177. package/lib/engine/engine_serialization_decorator.js +66 -66
  178. package/lib/engine/engine_setup.d.ts +1 -1
  179. package/lib/engine/engine_setup.js +2 -2
  180. package/lib/engine/engine_shaders.d.ts +53 -53
  181. package/lib/engine/engine_shaders.js +252 -252
  182. package/lib/engine/engine_shims.d.ts +4 -4
  183. package/lib/engine/engine_shims.js +24 -24
  184. package/lib/engine/engine_test_utils.d.ts +39 -39
  185. package/lib/engine/engine_test_utils.js +83 -83
  186. package/lib/engine/engine_texture.d.ts +28 -28
  187. package/lib/engine/engine_texture.js +64 -64
  188. package/lib/engine/engine_three_utils.d.ts +201 -201
  189. package/lib/engine/engine_three_utils.js +731 -731
  190. package/lib/engine/engine_time.d.ts +51 -51
  191. package/lib/engine/engine_time.js +82 -82
  192. package/lib/engine/engine_time_utils.d.ts +88 -88
  193. package/lib/engine/engine_time_utils.js +215 -215
  194. package/lib/engine/engine_tonemapping.d.ts +2 -2
  195. package/lib/engine/engine_tonemapping.js +194 -194
  196. package/lib/engine/engine_types.d.ts +572 -572
  197. package/lib/engine/engine_types.js +88 -88
  198. package/lib/engine/engine_typestore.d.ts +28 -28
  199. package/lib/engine/engine_typestore.js +55 -55
  200. package/lib/engine/engine_util_decorator.d.ts +13 -13
  201. package/lib/engine/engine_util_decorator.js +116 -116
  202. package/lib/engine/engine_utils.d.ts +266 -266
  203. package/lib/engine/engine_utils.js +878 -878
  204. package/lib/engine/engine_utils_format.d.ts +21 -21
  205. package/lib/engine/engine_utils_format.js +193 -193
  206. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  207. package/lib/engine/engine_utils_screenshot.js +513 -513
  208. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  209. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  262. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  263. package/lib/engine/js-extensions/Vector.js +13 -13
  264. package/lib/engine/js-extensions/index.d.ts +5 -5
  265. package/lib/engine/js-extensions/index.js +5 -5
  266. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  268. package/lib/engine/shaders/shaderData.d.ts +55 -55
  269. package/lib/engine/shaders/shaderData.js +58 -58
  270. package/lib/engine/tests/test_utils.d.ts +2 -2
  271. package/lib/engine/tests/test_utils.js +53 -53
  272. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  273. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  274. package/lib/engine/webcomponents/api.d.ts +5 -5
  275. package/lib/engine/webcomponents/api.js +4 -4
  276. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  277. package/lib/engine/webcomponents/buttons.js +237 -237
  278. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  279. package/lib/engine/webcomponents/fonts.js +32 -32
  280. package/lib/engine/webcomponents/icons.d.ts +9 -9
  281. package/lib/engine/webcomponents/icons.js +52 -52
  282. package/lib/engine/webcomponents/index.d.ts +1 -1
  283. package/lib/engine/webcomponents/index.js +1 -1
  284. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  285. package/lib/engine/webcomponents/logo-element.js +67 -67
  286. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  288. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  289. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  290. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  291. package/lib/engine/webcomponents/needle-button.js +161 -161
  292. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  293. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  294. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  295. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  296. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  297. package/lib/engine/xr/NeedleXRSync.js +188 -188
  298. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  299. package/lib/engine/xr/SceneTransition.js +69 -69
  300. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  301. package/lib/engine/xr/TempXRContext.js +187 -187
  302. package/lib/engine/xr/XRRig.d.ts +7 -7
  303. package/lib/engine/xr/XRRig.js +1 -1
  304. package/lib/engine/xr/api.d.ts +6 -6
  305. package/lib/engine/xr/api.js +6 -6
  306. package/lib/engine/xr/events.d.ts +66 -66
  307. package/lib/engine/xr/events.js +93 -93
  308. package/lib/engine/xr/internal.d.ts +12 -12
  309. package/lib/engine/xr/internal.js +25 -25
  310. package/lib/engine/xr/usdz.d.ts +12 -12
  311. package/lib/engine/xr/usdz.js +29 -29
  312. package/lib/engine/xr/utils.d.ts +11 -11
  313. package/lib/engine/xr/utils.js +34 -34
  314. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  315. package/lib/engine-components/AlignmentConstraint.js +39 -39
  316. package/lib/engine-components/Animation.d.ts +156 -156
  317. package/lib/engine-components/Animation.js +508 -508
  318. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  319. package/lib/engine-components/AnimationCurve.js +159 -159
  320. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  321. package/lib/engine-components/AnimationUtils.js +27 -27
  322. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  323. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  324. package/lib/engine-components/Animator.d.ts +217 -217
  325. package/lib/engine-components/Animator.js +354 -354
  326. package/lib/engine-components/AnimatorController.d.ts +227 -227
  327. package/lib/engine-components/AnimatorController.js +1152 -1152
  328. package/lib/engine-components/AudioListener.d.ts +33 -33
  329. package/lib/engine-components/AudioListener.js +86 -86
  330. package/lib/engine-components/AudioSource.d.ts +217 -217
  331. package/lib/engine-components/AudioSource.js +627 -627
  332. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  333. package/lib/engine-components/AvatarLoader.js +231 -231
  334. package/lib/engine-components/AxesHelper.d.ts +32 -32
  335. package/lib/engine-components/AxesHelper.js +67 -67
  336. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  337. package/lib/engine-components/BasicIKConstraint.js +43 -43
  338. package/lib/engine-components/BoxCollider.d.ts +2 -2
  339. package/lib/engine-components/BoxCollider.js +2 -2
  340. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  341. package/lib/engine-components/BoxHelperComponent.js +102 -102
  342. package/lib/engine-components/Camera.d.ts +231 -231
  343. package/lib/engine-components/Camera.js +694 -694
  344. package/lib/engine-components/CameraUtils.d.ts +1 -1
  345. package/lib/engine-components/CameraUtils.js +127 -127
  346. package/lib/engine-components/CameraUtils.js.map +1 -1
  347. package/lib/engine-components/CharacterController.d.ts +55 -55
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  1019. package/src/engine-schemes/vec2.ts +33 -33
  1020. package/src/engine-schemes/vec3.ts +38 -38
  1021. package/src/engine-schemes/vec4.ts +43 -43
  1022. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1023. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1024. package/src/include/draco/draco_decoder.js +34 -34
  1025. package/src/include/ktx2/basis_transcoder.js +21 -21
  1026. package/src/include/needle/arial-msdf.json +1471 -1471
  1027. package/src/include/three/DragControls.js +231 -231
  1028. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1029. package/src/needle-engine.ts +70 -70
  1030. package/lib/engine/engine.d.ts +0 -4
  1031. package/lib/engine/engine.js +0 -12
  1032. package/lib/engine/engine.js.map +0 -1
  1033. package/lib/engine/engine_web_api.d.ts +0 -12
  1034. package/lib/engine/engine_web_api.js +0 -113
  1035. package/lib/engine/engine_web_api.js.map +0 -1
  1036. package/lib/engine-components/FlyControls.d.ts +0 -10
  1037. package/lib/engine-components/FlyControls.js +0 -29
  1038. package/lib/engine-components/FlyControls.js.map +0 -1
  1039. package/src/engine-schemes/dist/api.js +0 -17
  1040. package/src/engine-schemes/dist/api.js.meta +0 -7
  1041. package/src/engine-schemes/dist/schemes.js +0 -25
  1042. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1043. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1044. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1045. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1046. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1047. package/src/engine-schemes/dist/transform.js +0 -46
  1048. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1049. package/src/engine-schemes/dist/vec2.js +0 -32
  1050. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1051. package/src/engine-schemes/dist/vec3.js +0 -36
  1052. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1053. package/src/engine-schemes/dist/vec4.js +0 -40
  1054. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1055. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1056. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,792 +1,792 @@
1
- /// <reference types="webxr" />
2
- import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
3
- import { type AssetReference } from "../engine/engine_addressables.js";
4
- import { type IInstantiateOptions } from "../engine/engine_gameobject.js";
5
- import { SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
6
- import { Context, FrameEvent } from "../engine/engine_setup.js";
7
- import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
8
- import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
9
- import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
10
- /**
11
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
12
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
13
- * They manage their components and provide methods to add, remove and get components.
14
- *
15
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
16
- * These methods are available directly on the GameObject instance:
17
- * ```typescript
18
- * target.addComponent(MyComponent);
19
- * ```
20
- *
21
- * And can be called statically on the GameObject class as well:
22
- * ```typescript
23
- * GameObject.setActive(target, true);
24
- * ```
25
- */
26
- export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
27
- /**
28
- * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
29
- * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
30
- */
31
- abstract activeSelf: boolean;
32
- /** @deprecated Use {@link addComponent} instead */
33
- abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
34
- /**
35
- * Creates a new component on this gameObject or adds an existing component instance
36
- * @param comp Component type constructor or existing component instance
37
- * @param init Optional initialization values for the component
38
- * @returns The newly created or added component
39
- */
40
- abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
41
- /**
42
- * Removes a component from this GameObject
43
- * @param comp Component instance to remove
44
- * @returns The removed component
45
- */
46
- abstract removeComponent<T extends IComponent>(comp: T): T;
47
- /**
48
- * Gets an existing component of the specified type or adds a new one if it doesn't exist
49
- * @param typeName Constructor of the component type to get or add
50
- * @returns The existing or newly added component
51
- */
52
- abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
53
- /**
54
- * Gets a component of the specified type attached to this GameObject
55
- * @param type Constructor of the component type to get
56
- * @returns The component if found, otherwise null
57
- */
58
- abstract getComponent<T>(type: Constructor<T>): T | null;
59
- /**
60
- * Gets all components of the specified type attached to this GameObject
61
- * @param type Constructor of the component type to get
62
- * @param arr Optional array to populate with the components
63
- * @returns Array of components
64
- */
65
- abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
66
- /**
67
- * Gets a component of the specified type in this GameObject's children hierarchy
68
- * @param type Constructor of the component type to get
69
- * @returns The first matching component if found, otherwise null
70
- */
71
- abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
72
- /**
73
- * Gets all components of the specified type in this GameObject's children hierarchy
74
- * @param type Constructor of the component type to get
75
- * @param arr Optional array to populate with the components
76
- * @returns Array of components
77
- */
78
- abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
79
- /**
80
- * Gets a component of the specified type in this GameObject's parent hierarchy
81
- * @param type Constructor of the component type to get
82
- * @returns The first matching component if found, otherwise null
83
- */
84
- abstract getComponentInParent<T>(type: Constructor<T>): T | null;
85
- /**
86
- * Gets all components of the specified type in this GameObject's parent hierarchy
87
- * @param type Constructor of the component type to get
88
- * @param arr Optional array to populate with the components
89
- * @returns Array of components
90
- */
91
- abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
92
- /**
93
- * The position of this GameObject in world space
94
- */
95
- abstract get worldPosition(): Vector3;
96
- abstract set worldPosition(val: Vector3);
97
- /**
98
- * The rotation of this GameObject in world space as a quaternion
99
- */
100
- abstract set worldQuaternion(val: Quaternion);
101
- abstract get worldQuaternion(): Quaternion;
102
- /**
103
- * The rotation of this GameObject in world space in euler angles (degrees)
104
- */
105
- abstract set worldRotation(val: Vector3);
106
- abstract get worldRotation(): Vector3;
107
- /**
108
- * The scale of this GameObject in world space
109
- */
110
- abstract set worldScale(val: Vector3);
111
- abstract get worldScale(): Vector3;
112
- /**
113
- * The forward direction vector of this GameObject in world space
114
- */
115
- abstract get worldForward(): Vector3;
116
- /**
117
- * The right direction vector of this GameObject in world space
118
- */
119
- abstract get worldRight(): Vector3;
120
- /**
121
- * The up direction vector of this GameObject in world space
122
- */
123
- abstract get worldUp(): Vector3;
124
- /**
125
- * Unique identifier for this GameObject
126
- */
127
- guid: string | undefined;
128
- /**
129
- * Destroys this GameObject and all its components.
130
- * Internally, this is added to the three.js {@link Object3D} prototype.
131
- */
132
- abstract destroy(): any;
133
- /**
134
- * Checks if a GameObject has been destroyed
135
- * @param go The GameObject to check
136
- * @returns True if the GameObject has been destroyed
137
- */
138
- static isDestroyed(go: Object3D): boolean;
139
- /**
140
- * Sets the active state of a GameObject
141
- * @param go The GameObject to modify
142
- * @param active Whether the GameObject should be active
143
- * @param processStart Whether to process the start callbacks if being activated
144
- */
145
- static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
146
- /**
147
- * Checks if the GameObject itself is active (same as go.visible)
148
- * @param go The GameObject to check
149
- * @returns True if the GameObject is active
150
- */
151
- static isActiveSelf(go: Object3D): boolean;
152
- /**
153
- * 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)
154
- * @param go The GameObject to check
155
- * @returns True if the GameObject is active in the hierarchy
156
- */
157
- static isActiveInHierarchy(go: Object3D): boolean;
158
- /**
159
- * Marks a GameObject to be rendered using instancing
160
- * @param go The GameObject to mark
161
- * @param instanced Whether the GameObject should use instanced rendering
162
- */
163
- static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
164
- /**
165
- * Checks if a GameObject is using instanced rendering
166
- * @param instance The GameObject to check
167
- * @returns True if the GameObject is using instanced rendering
168
- */
169
- static isUsingInstancing(instance: Object3D): boolean;
170
- /**
171
- * Executes a callback for all components of the provided type on the provided object and its children
172
- * @param instance Object to run the method on
173
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
174
- * @param recursive If true, the method will be run on all children as well
175
- * @returns The last return value of the callback
176
- */
177
- static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
178
- /**
179
- * Creates a new instance of the provided object that will be replicated to all connected clients
180
- * @param instance Object to instantiate
181
- * @param opts Options for the instantiation
182
- * @returns The newly created instance or null if creation failed
183
- */
184
- static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
185
- /**
186
- * Creates a new instance of the provided object (like cloning it including all components and children)
187
- * @param instance Object to instantiate
188
- * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
189
- * @returns The newly created instance
190
- */
191
- static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>;
192
- static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject;
193
- /**
194
- * Destroys an object on all connected clients (if in a networked session)
195
- * @param instance Object to destroy
196
- * @param context Optional context to use
197
- * @param recursive If true, all children will be destroyed as well
198
- */
199
- static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
200
- /**
201
- * Destroys an object
202
- * @param instance Object to destroy
203
- * @param recursive If true, all children will be destroyed as well. Default: true
204
- */
205
- static destroy(instance: Object3D | Component, recursive?: boolean): void;
206
- /**
207
- * Adds an object to parent and ensures all components are properly registered
208
- * @param instance Object to add
209
- * @param parent Parent to add the object to
210
- * @param context Optional context to use
211
- */
212
- static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
213
- /**
214
- * Removes the object from its parent and deactivates all of its components
215
- * @param instance Object to remove
216
- */
217
- static remove(instance: Object3D | null | undefined): void;
218
- /**
219
- * Invokes a method on all components including children (if a method with that name exists)
220
- * @param go GameObject to invoke the method on
221
- * @param functionName Name of the method to invoke
222
- * @param args Arguments to pass to the method
223
- */
224
- static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
225
- /**
226
- * Invokes a method on all components that have a method matching the provided name
227
- * @param go GameObject to invoke the method on
228
- * @param functionName Name of the method to invoke
229
- * @param children Whether to invoke on children as well
230
- * @param args Arguments to pass to the method
231
- */
232
- static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
233
- /** @deprecated use `addComponent` */
234
- static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
235
- /**
236
- * Adds a new component (or moves an existing component) to the provided object
237
- * @param go Object to add the component to
238
- * @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
239
- * @param init Optional init object to initialize the component with
240
- * @param opts Optional options for adding the component
241
- * @returns The added or moved component
242
- */
243
- static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
244
- callAwake: boolean;
245
- }): T;
246
- /**
247
- * Moves a component to a new object
248
- * @param go GameObject to move the component to
249
- * @param instance Component to move
250
- * @returns The moved component
251
- */
252
- static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
253
- /**
254
- * Removes a component from its object
255
- * @param instance Component to remove
256
- * @returns The removed component
257
- */
258
- static removeComponent<T extends IComponent>(instance: T): T;
259
- /**
260
- * Gets or adds a component of the specified type
261
- * @param go GameObject to get or add the component to
262
- * @param typeName Constructor of the component type
263
- * @returns The existing or newly added component
264
- */
265
- static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
266
- /**
267
- * Gets a component on the provided object
268
- * @param go GameObject to get the component from
269
- * @param typeName Constructor of the component type
270
- * @returns The component if found, otherwise null
271
- */
272
- static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
273
- /**
274
- * Gets all components of the specified type on the provided object
275
- * @param go GameObject to get the components from
276
- * @param typeName Constructor of the component type
277
- * @param arr Optional array to populate with the components
278
- * @returns Array of components
279
- */
280
- static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
281
- /**
282
- * Finds an object or component by its unique identifier
283
- * @param guid Unique identifier to search for
284
- * @param hierarchy Root object to search in
285
- * @returns The found GameObject or Component, or null/undefined if not found
286
- */
287
- static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
288
- /**
289
- * Finds the first object of the specified component type in the scene
290
- * @param typeName Constructor of the component type
291
- * @param context Context or root object to search in
292
- * @param includeInactive Whether to include inactive objects in the search
293
- * @returns The first matching component if found, otherwise null
294
- */
295
- static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
296
- /**
297
- * Finds all objects of the specified component type in the scene
298
- * @param typeName Constructor of the component type
299
- * @param context Context or root object to search in
300
- * @returns Array of matching components
301
- */
302
- static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
303
- /**
304
- * Gets a component of the specified type in the gameObject's children hierarchy
305
- * @param go GameObject to search in
306
- * @param typeName Constructor of the component type
307
- * @returns The first matching component if found, otherwise null
308
- */
309
- static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
310
- /**
311
- * Gets all components of the specified type in the gameObject's children hierarchy
312
- * @param go GameObject to search in
313
- * @param typeName Constructor of the component type
314
- * @param arr Optional array to populate with the components
315
- * @returns Array of components
316
- */
317
- static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
318
- /**
319
- * Gets a component of the specified type in the gameObject's parent hierarchy
320
- * @param go GameObject to search in
321
- * @param typeName Constructor of the component type
322
- * @returns The first matching component if found, otherwise null
323
- */
324
- static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
325
- /**
326
- * Gets all components of the specified type in the gameObject's parent hierarchy
327
- * @param go GameObject to search in
328
- * @param typeName Constructor of the component type
329
- * @param arr Optional array to populate with the components
330
- * @returns Array of components
331
- */
332
- static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
333
- /**
334
- * Gets all components on the gameObject
335
- * @param go GameObject to get components from
336
- * @returns Array of all components
337
- */
338
- static getAllComponents(go: IGameObject | Object3D): Component[];
339
- /**
340
- * Iterates through all components on the gameObject
341
- * @param go GameObject to iterate components on
342
- * @returns Generator yielding each component
343
- */
344
- static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
345
- }
346
- /**
347
- * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
348
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
349
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
350
- *
351
- * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
352
- *
353
- * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
354
- *
355
- * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
356
- *
357
- * @example
358
- * ```typescript
359
- * import { Behaviour } from "@needle-tools/engine";
360
- * export class MyComponent extends Behaviour {
361
- * start() {
362
- * console.log("Hello World");
363
- * }
364
- * update() {
365
- * console.log("Frame", this.context.time.frame);
366
- * }
367
- * }
368
- * ```
369
- *
370
- * @group Components
371
- */
372
- export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
373
- /**
374
- * Indicates whether this object is a component
375
- * @internal
376
- */
377
- get isComponent(): boolean;
378
- private __context;
379
- /**
380
- * The context this component belongs to, providing access to the runtime environment
381
- * including physics, timing utilities, camera, and scene
382
- */
383
- get context(): Context;
384
- set context(context: Context);
385
- /**
386
- * Shorthand accessor for the current scene from the context
387
- * @returns The scene this component belongs to
388
- */
389
- get scene(): Scene;
390
- /**
391
- * The layer value of the GameObject this component is attached to
392
- * Used for visibility and physics filtering
393
- */
394
- get layer(): number;
395
- /**
396
- * The name of the GameObject this component is attached to
397
- * Used for debugging and finding objects
398
- */
399
- get name(): string;
400
- private __name?;
401
- set name(str: string);
402
- /**
403
- * The tag of the GameObject this component is attached to
404
- * Used for categorizing objects and efficient lookup
405
- */
406
- get tag(): string;
407
- set tag(str: string);
408
- /**
409
- * Indicates whether the GameObject is marked as static
410
- * Static objects typically don't move and can be optimized by the engine
411
- */
412
- get static(): boolean;
413
- set static(value: boolean);
414
- /**
415
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
416
- * Components that are inactive won't receive lifecycle method calls
417
- * @returns True if the component is enabled and all parent GameObjects are active
418
- */
419
- get activeAndEnabled(): boolean;
420
- private get __isActive();
421
- private get __isActiveInHierarchy();
422
- private set __isActiveInHierarchy(value);
423
- /**
424
- * Reference to the GameObject this component is attached to
425
- * This is a three.js Object3D with additional GameObject functionality
426
- */
427
- gameObject: GameObject;
428
- /**
429
- * Unique identifier for this component instance,
430
- * used for finding and tracking components
431
- */
432
- guid: string;
433
- /**
434
- * Identifier for the source asset that created this component.
435
- * For example, URL to the glTF file this component was loaded from
436
- */
437
- sourceId?: SourceIdentifier;
438
- /**
439
- * Called when this component needs to remap guids after an instantiate operation.
440
- * @param guidsMap Mapping from old guids to newly generated guids
441
- */
442
- resolveGuids?(guidsMap: GuidsMap): void;
443
- /**
444
- * Called once when the component becomes active for the first time.
445
- * This is the first lifecycle callback to be invoked
446
- */
447
- awake(): void;
448
- /**
449
- * Called every time the component becomes enabled or active in the hierarchy.
450
- * Invoked after {@link awake} and before {@link start}.
451
- */
452
- onEnable(): void;
453
- /**
454
- * Called every time the component becomes disabled or inactive in the hierarchy.
455
- * Invoked when the component or any parent GameObject becomes invisible
456
- */
457
- onDisable(): void;
458
- /**
459
- * Called when the component is destroyed.
460
- * Use for cleanup operations like removing event listeners
461
- */
462
- onDestroy(): void;
463
- /**
464
- * Called when a field decorated with @validate() is modified.
465
- * @param prop The name of the field that was changed
466
- */
467
- onValidate?(prop?: string): void;
468
- /**
469
- * Called when the context's pause state changes.
470
- * @param isPaused Whether the context is currently paused
471
- * @param wasPaused The previous pause state
472
- */
473
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
474
- /**
475
- * Called once at the beginning of the first frame after the component is enabled.
476
- * Use for initialization that requires other components to be awake.
477
- */
478
- start?(): void;
479
- /**
480
- * Called at the beginning of each frame before regular updates.
481
- * Use for logic that needs to run before standard update callbacks.
482
- */
483
- earlyUpdate?(): void;
484
- /**
485
- * Called once per frame during the main update loop.
486
- * The primary location for frame-based game logic.
487
- */
488
- update?(): void;
489
- /**
490
- * Called after all update functions have been called.
491
- * Use for calculations that depend on other components being updated first.
492
- */
493
- lateUpdate?(): void;
494
- /**
495
- * Called immediately before the scene is rendered.
496
- * @param frame Current XRFrame if in an XR session, null otherwise
497
- */
498
- onBeforeRender?(frame: XRFrame | null): void;
499
- /**
500
- * Called after the scene has been rendered.
501
- * Use for post-processing or UI updates that should happen after rendering
502
- */
503
- onAfterRender?(): void;
504
- /**
505
- * Called when this component's collider begins colliding with another collider.
506
- * @param col Information about the collision that occurred
507
- */
508
- onCollisionEnter?(col: Collision): any;
509
- /**
510
- * Called when this component's collider stops colliding with another collider.
511
- * @param col Information about the collision that ended
512
- */
513
- onCollisionExit?(col: Collision): any;
514
- /**
515
- * Called each frame while this component's collider is colliding with another collider
516
- * @param col Information about the ongoing collision
517
- */
518
- onCollisionStay?(col: Collision): any;
519
- /**
520
- * Called when this component's trigger collider is entered by another collider
521
- * @param col The collider that entered this trigger
522
- */
523
- onTriggerEnter?(col: ICollider): any;
524
- /**
525
- * Called each frame while another collider is inside this component's trigger collider
526
- * @param col The collider that is inside this trigger
527
- */
528
- onTriggerStay?(col: ICollider): any;
529
- /**
530
- * Called when another collider exits this component's trigger collider
531
- * @param col The collider that exited this trigger
532
- */
533
- onTriggerExit?(col: ICollider): any;
534
- /**
535
- * Determines if this component supports a specific XR mode
536
- * @param mode The XR session mode to check support for
537
- * @returns True if the component supports the specified mode
538
- */
539
- supportsXR?(mode: XRSessionMode): boolean;
540
- /**
541
- * Called before an XR session is requested
542
- * Use to modify session initialization parameters
543
- * @param mode The XR session mode being requested
544
- * @param args The session initialization parameters that can be modified
545
- */
546
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
547
- /**
548
- * Called when this component joins an XR session or becomes active in a running session
549
- * @param args Event data for the XR session
550
- */
551
- onEnterXR?(args: NeedleXREventArgs): void;
552
- /**
553
- * Called each frame while this component is active in an XR session
554
- * @param args Event data for the current XR frame
555
- */
556
- onUpdateXR?(args: NeedleXREventArgs): void;
557
- /**
558
- * Called when this component exits an XR session or becomes inactive during a session
559
- * @param args Event data for the XR session
560
- */
561
- onLeaveXR?(args: NeedleXREventArgs): void;
562
- /**
563
- * Called when an XR controller is connected or when this component becomes active
564
- * in a session with existing controllers
565
- * @param args Event data for the controller that was added
566
- */
567
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
568
- /**
569
- * Called when an XR controller is disconnected or when this component becomes inactive
570
- * during a session with controllers
571
- * @param args Event data for the controller that was removed
572
- */
573
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
574
- /**
575
- * Called when a pointer enters this component's GameObject
576
- * @param args Data about the pointer event
577
- */
578
- onPointerEnter?(args: PointerEventData): any;
579
- /**
580
- * Called when a pointer moves while over this component's GameObject
581
- * @param args Data about the pointer event
582
- */
583
- onPointerMove?(args: PointerEventData): any;
584
- /**
585
- * Called when a pointer exits this component's GameObject
586
- * @param args Data about the pointer event
587
- */
588
- onPointerExit?(args: PointerEventData): any;
589
- /**
590
- * Called when a pointer button is pressed while over this component's GameObject
591
- * @param args Data about the pointer event
592
- */
593
- onPointerDown?(args: PointerEventData): any;
594
- /**
595
- * Called when a pointer button is released while over this component's GameObject
596
- * @param args Data about the pointer event
597
- */
598
- onPointerUp?(args: PointerEventData): any;
599
- /**
600
- * Called when a pointer completes a click interaction with this component's GameObject
601
- * @param args Data about the pointer event
602
- */
603
- onPointerClick?(args: PointerEventData): any;
604
- /**
605
- * Starts a coroutine that can yield to wait for events.
606
- * Coroutines allow for time-based sequencing of operations without blocking.
607
- * Coroutines are based on generator functions, a JavaScript language feature.
608
- *
609
- * @param routine Generator function to start
610
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
611
- * @returns The generator function that can be used to stop the coroutine
612
- * @example
613
- * Time-based sequencing of operations
614
- * ```ts
615
- * *myCoroutine() {
616
- * yield WaitForSeconds(1); // wait for 1 second
617
- * yield WaitForFrames(10); // wait for 10 frames
618
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
619
- * }
620
- * ```
621
- * @example
622
- * Coroutine that logs a message every 5 frames
623
- * ```ts
624
- * onEnable() {
625
- * this.startCoroutine(this.myCoroutine());
626
- * }
627
- * private *myCoroutine() {
628
- * while(this.activeAndEnabled) {
629
- * console.log("Hello World", this.context.time.frame);
630
- * // wait for 5 frames
631
- * for(let i = 0; i < 5; i++) yield;
632
- * }
633
- * }
634
- * ```
635
- */
636
- startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
637
- /**
638
- * Stops a coroutine that was previously started with startCoroutine
639
- * @param routine The routine to be stopped
640
- * @param evt The frame event the routine was registered with
641
- */
642
- stopCoroutine(routine: Generator, evt?: FrameEvent): void;
643
- /**
644
- * Checks if this component has been destroyed
645
- * @returns True if the component or its GameObject has been destroyed
646
- */
647
- get destroyed(): boolean;
648
- /**
649
- * Destroys this component and removes it from its GameObject
650
- * After destruction, the component will no longer receive lifecycle callbacks
651
- */
652
- destroy(): void;
653
- /** @internal */
654
- protected __didAwake: boolean;
655
- /** @internal */
656
- private __didStart;
657
- /** @internal */
658
- protected __didEnable: boolean;
659
- /** @internal */
660
- protected __isEnabled: boolean | undefined;
661
- /** @internal */
662
- private __destroyed;
663
- /** @internal */
664
- get __internalDidAwakeAndStart(): boolean;
665
- /** @internal */
666
- constructor(init?: ComponentInit<Component>);
667
- /** @internal */
668
- __internalNewInstanceCreated(init?: ComponentInit<this>): this;
669
- /**
670
- * Initializes component properties from an initialization object
671
- * @param init Object with properties to copy to this component
672
- * @internal
673
- */
674
- _internalInit(init?: ComponentInit<this>): void;
675
- /** @internal */
676
- __internalAwake(): void;
677
- /** @internal */
678
- __internalStart(): void;
679
- /** @internal */
680
- __internalEnable(isAddingToScene?: boolean): boolean;
681
- /** @internal */
682
- __internalDisable(isRemovingFromScene?: boolean): void;
683
- /** @internal */
684
- __internalDestroy(): void;
685
- /**
686
- * Controls whether this component is enabled
687
- * Disabled components don't receive lifecycle callbacks
688
- */
689
- get enabled(): boolean;
690
- set enabled(val: boolean);
691
- /**
692
- * Gets the position of this component's GameObject in world space.
693
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
694
- */
695
- get worldPosition(): Vector3;
696
- /**
697
- * Sets the position of this component's GameObject in world space
698
- * @param val The world position vector to set
699
- */
700
- set worldPosition(val: Vector3);
701
- /**
702
- * Sets the position of this component's GameObject in world space using individual coordinates
703
- * @param x X-coordinate in world space
704
- * @param y Y-coordinate in world space
705
- * @param z Z-coordinate in world space
706
- */
707
- setWorldPosition(x: number, y: number, z: number): void;
708
- /**
709
- * Gets the rotation of this component's GameObject in world space as a quaternion
710
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
711
- */
712
- get worldQuaternion(): Quaternion;
713
- /**
714
- * Sets the rotation of this component's GameObject in world space using a quaternion
715
- * @param val The world rotation quaternion to set
716
- */
717
- set worldQuaternion(val: Quaternion);
718
- /**
719
- * Sets the rotation of this component's GameObject in world space using quaternion components
720
- * @param x X component of the quaternion
721
- * @param y Y component of the quaternion
722
- * @param z Z component of the quaternion
723
- * @param w W component of the quaternion
724
- */
725
- setWorldQuaternion(x: number, y: number, z: number, w: number): void;
726
- /**
727
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
728
- */
729
- get worldEuler(): Euler;
730
- /**
731
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
732
- * @param val The world rotation Euler angles to set
733
- */
734
- set worldEuler(val: Euler);
735
- /**
736
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
737
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
738
- */
739
- get worldRotation(): Vector3;
740
- /**
741
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
742
- * @param val The world rotation vector to set (in degrees)
743
- */
744
- set worldRotation(val: Vector3);
745
- /**
746
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
747
- * @param x X-axis rotation
748
- * @param y Y-axis rotation
749
- * @param z Z-axis rotation
750
- * @param degrees Whether the values are in degrees (true) or radians (false)
751
- */
752
- setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
753
- private static _forward;
754
- /**
755
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
756
- */
757
- get forward(): Vector3;
758
- private static _right;
759
- /**
760
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
761
- */
762
- get right(): Vector3;
763
- private static _up;
764
- /**
765
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
766
- */
767
- get up(): Vector3;
768
- /**
769
- * Storage for event listeners registered to this component
770
- * @private
771
- */
772
- private _eventListeners;
773
- /**
774
- * Registers an event listener for the specified event type
775
- * @param type The event type to listen for
776
- * @param listener The callback function to execute when the event occurs
777
- */
778
- addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
779
- /**
780
- * Removes a previously registered event listener
781
- * @param type The event type the listener was registered for
782
- * @param listener The callback function to remove
783
- */
784
- removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
785
- /**
786
- * Dispatches an event to all registered listeners
787
- * @param evt The event object to dispatch
788
- * @returns Always returns false (standard implementation of EventTarget)
789
- */
790
- dispatchEvent(evt: Event): boolean;
791
- }
792
- export { Component as Behaviour };
1
+ /// <reference types="webxr" />
2
+ import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
3
+ import { type AssetReference } from "../engine/engine_addressables.js";
4
+ import { type IInstantiateOptions } from "../engine/engine_gameobject.js";
5
+ import { SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
6
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
7
+ import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
8
+ import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
9
+ import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
10
+ /**
11
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
12
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
13
+ * They manage their components and provide methods to add, remove and get components.
14
+ *
15
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
16
+ * These methods are available directly on the GameObject instance:
17
+ * ```typescript
18
+ * target.addComponent(MyComponent);
19
+ * ```
20
+ *
21
+ * And can be called statically on the GameObject class as well:
22
+ * ```typescript
23
+ * GameObject.setActive(target, true);
24
+ * ```
25
+ */
26
+ export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
27
+ /**
28
+ * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
29
+ * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
30
+ */
31
+ abstract activeSelf: boolean;
32
+ /** @deprecated Use {@link addComponent} instead */
33
+ abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
34
+ /**
35
+ * Creates a new component on this gameObject or adds an existing component instance
36
+ * @param comp Component type constructor or existing component instance
37
+ * @param init Optional initialization values for the component
38
+ * @returns The newly created or added component
39
+ */
40
+ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
41
+ /**
42
+ * Removes a component from this GameObject
43
+ * @param comp Component instance to remove
44
+ * @returns The removed component
45
+ */
46
+ abstract removeComponent<T extends IComponent>(comp: T): T;
47
+ /**
48
+ * Gets an existing component of the specified type or adds a new one if it doesn't exist
49
+ * @param typeName Constructor of the component type to get or add
50
+ * @returns The existing or newly added component
51
+ */
52
+ abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
53
+ /**
54
+ * Gets a component of the specified type attached to this GameObject
55
+ * @param type Constructor of the component type to get
56
+ * @returns The component if found, otherwise null
57
+ */
58
+ abstract getComponent<T>(type: Constructor<T>): T | null;
59
+ /**
60
+ * Gets all components of the specified type attached to this GameObject
61
+ * @param type Constructor of the component type to get
62
+ * @param arr Optional array to populate with the components
63
+ * @returns Array of components
64
+ */
65
+ abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
66
+ /**
67
+ * Gets a component of the specified type in this GameObject's children hierarchy
68
+ * @param type Constructor of the component type to get
69
+ * @returns The first matching component if found, otherwise null
70
+ */
71
+ abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
72
+ /**
73
+ * Gets all components of the specified type in this GameObject's children hierarchy
74
+ * @param type Constructor of the component type to get
75
+ * @param arr Optional array to populate with the components
76
+ * @returns Array of components
77
+ */
78
+ abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
79
+ /**
80
+ * Gets a component of the specified type in this GameObject's parent hierarchy
81
+ * @param type Constructor of the component type to get
82
+ * @returns The first matching component if found, otherwise null
83
+ */
84
+ abstract getComponentInParent<T>(type: Constructor<T>): T | null;
85
+ /**
86
+ * Gets all components of the specified type in this GameObject's parent hierarchy
87
+ * @param type Constructor of the component type to get
88
+ * @param arr Optional array to populate with the components
89
+ * @returns Array of components
90
+ */
91
+ abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
92
+ /**
93
+ * The position of this GameObject in world space
94
+ */
95
+ abstract get worldPosition(): Vector3;
96
+ abstract set worldPosition(val: Vector3);
97
+ /**
98
+ * The rotation of this GameObject in world space as a quaternion
99
+ */
100
+ abstract set worldQuaternion(val: Quaternion);
101
+ abstract get worldQuaternion(): Quaternion;
102
+ /**
103
+ * The rotation of this GameObject in world space in euler angles (degrees)
104
+ */
105
+ abstract set worldRotation(val: Vector3);
106
+ abstract get worldRotation(): Vector3;
107
+ /**
108
+ * The scale of this GameObject in world space
109
+ */
110
+ abstract set worldScale(val: Vector3);
111
+ abstract get worldScale(): Vector3;
112
+ /**
113
+ * The forward direction vector of this GameObject in world space
114
+ */
115
+ abstract get worldForward(): Vector3;
116
+ /**
117
+ * The right direction vector of this GameObject in world space
118
+ */
119
+ abstract get worldRight(): Vector3;
120
+ /**
121
+ * The up direction vector of this GameObject in world space
122
+ */
123
+ abstract get worldUp(): Vector3;
124
+ /**
125
+ * Unique identifier for this GameObject
126
+ */
127
+ guid: string | undefined;
128
+ /**
129
+ * Destroys this GameObject and all its components.
130
+ * Internally, this is added to the three.js {@link Object3D} prototype.
131
+ */
132
+ abstract destroy(): any;
133
+ /**
134
+ * Checks if a GameObject has been destroyed
135
+ * @param go The GameObject to check
136
+ * @returns True if the GameObject has been destroyed
137
+ */
138
+ static isDestroyed(go: Object3D): boolean;
139
+ /**
140
+ * Sets the active state of a GameObject
141
+ * @param go The GameObject to modify
142
+ * @param active Whether the GameObject should be active
143
+ * @param processStart Whether to process the start callbacks if being activated
144
+ */
145
+ static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
146
+ /**
147
+ * Checks if the GameObject itself is active (same as go.visible)
148
+ * @param go The GameObject to check
149
+ * @returns True if the GameObject is active
150
+ */
151
+ static isActiveSelf(go: Object3D): boolean;
152
+ /**
153
+ * 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)
154
+ * @param go The GameObject to check
155
+ * @returns True if the GameObject is active in the hierarchy
156
+ */
157
+ static isActiveInHierarchy(go: Object3D): boolean;
158
+ /**
159
+ * Marks a GameObject to be rendered using instancing
160
+ * @param go The GameObject to mark
161
+ * @param instanced Whether the GameObject should use instanced rendering
162
+ */
163
+ static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
164
+ /**
165
+ * Checks if a GameObject is using instanced rendering
166
+ * @param instance The GameObject to check
167
+ * @returns True if the GameObject is using instanced rendering
168
+ */
169
+ static isUsingInstancing(instance: Object3D): boolean;
170
+ /**
171
+ * Executes a callback for all components of the provided type on the provided object and its children
172
+ * @param instance Object to run the method on
173
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
174
+ * @param recursive If true, the method will be run on all children as well
175
+ * @returns The last return value of the callback
176
+ */
177
+ static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
178
+ /**
179
+ * Creates a new instance of the provided object that will be replicated to all connected clients
180
+ * @param instance Object to instantiate
181
+ * @param opts Options for the instantiation
182
+ * @returns The newly created instance or null if creation failed
183
+ */
184
+ static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
185
+ /**
186
+ * Creates a new instance of the provided object (like cloning it including all components and children)
187
+ * @param instance Object to instantiate
188
+ * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
189
+ * @returns The newly created instance
190
+ */
191
+ static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>;
192
+ static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject;
193
+ /**
194
+ * Destroys an object on all connected clients (if in a networked session)
195
+ * @param instance Object to destroy
196
+ * @param context Optional context to use
197
+ * @param recursive If true, all children will be destroyed as well
198
+ */
199
+ static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
200
+ /**
201
+ * Destroys an object
202
+ * @param instance Object to destroy
203
+ * @param recursive If true, all children will be destroyed as well. Default: true
204
+ */
205
+ static destroy(instance: Object3D | Component, recursive?: boolean): void;
206
+ /**
207
+ * Adds an object to parent and ensures all components are properly registered
208
+ * @param instance Object to add
209
+ * @param parent Parent to add the object to
210
+ * @param context Optional context to use
211
+ */
212
+ static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
213
+ /**
214
+ * Removes the object from its parent and deactivates all of its components
215
+ * @param instance Object to remove
216
+ */
217
+ static remove(instance: Object3D | null | undefined): void;
218
+ /**
219
+ * Invokes a method on all components including children (if a method with that name exists)
220
+ * @param go GameObject to invoke the method on
221
+ * @param functionName Name of the method to invoke
222
+ * @param args Arguments to pass to the method
223
+ */
224
+ static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
225
+ /**
226
+ * Invokes a method on all components that have a method matching the provided name
227
+ * @param go GameObject to invoke the method on
228
+ * @param functionName Name of the method to invoke
229
+ * @param children Whether to invoke on children as well
230
+ * @param args Arguments to pass to the method
231
+ */
232
+ static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
233
+ /** @deprecated use `addComponent` */
234
+ static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
235
+ /**
236
+ * Adds a new component (or moves an existing component) to the provided object
237
+ * @param go Object to add the component to
238
+ * @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
239
+ * @param init Optional init object to initialize the component with
240
+ * @param opts Optional options for adding the component
241
+ * @returns The added or moved component
242
+ */
243
+ static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
244
+ callAwake: boolean;
245
+ }): T;
246
+ /**
247
+ * Moves a component to a new object
248
+ * @param go GameObject to move the component to
249
+ * @param instance Component to move
250
+ * @returns The moved component
251
+ */
252
+ static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
253
+ /**
254
+ * Removes a component from its object
255
+ * @param instance Component to remove
256
+ * @returns The removed component
257
+ */
258
+ static removeComponent<T extends IComponent>(instance: T): T;
259
+ /**
260
+ * Gets or adds a component of the specified type
261
+ * @param go GameObject to get or add the component to
262
+ * @param typeName Constructor of the component type
263
+ * @returns The existing or newly added component
264
+ */
265
+ static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
266
+ /**
267
+ * Gets a component on the provided object
268
+ * @param go GameObject to get the component from
269
+ * @param typeName Constructor of the component type
270
+ * @returns The component if found, otherwise null
271
+ */
272
+ static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
273
+ /**
274
+ * Gets all components of the specified type on the provided object
275
+ * @param go GameObject to get the components from
276
+ * @param typeName Constructor of the component type
277
+ * @param arr Optional array to populate with the components
278
+ * @returns Array of components
279
+ */
280
+ static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
281
+ /**
282
+ * Finds an object or component by its unique identifier
283
+ * @param guid Unique identifier to search for
284
+ * @param hierarchy Root object to search in
285
+ * @returns The found GameObject or Component, or null/undefined if not found
286
+ */
287
+ static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
288
+ /**
289
+ * Finds the first object of the specified component type in the scene
290
+ * @param typeName Constructor of the component type
291
+ * @param context Context or root object to search in
292
+ * @param includeInactive Whether to include inactive objects in the search
293
+ * @returns The first matching component if found, otherwise null
294
+ */
295
+ static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
296
+ /**
297
+ * Finds all objects of the specified component type in the scene
298
+ * @param typeName Constructor of the component type
299
+ * @param context Context or root object to search in
300
+ * @returns Array of matching components
301
+ */
302
+ static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
303
+ /**
304
+ * Gets a component of the specified type in the gameObject's children hierarchy
305
+ * @param go GameObject to search in
306
+ * @param typeName Constructor of the component type
307
+ * @returns The first matching component if found, otherwise null
308
+ */
309
+ static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
310
+ /**
311
+ * Gets all components of the specified type in the gameObject's children hierarchy
312
+ * @param go GameObject to search in
313
+ * @param typeName Constructor of the component type
314
+ * @param arr Optional array to populate with the components
315
+ * @returns Array of components
316
+ */
317
+ static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
318
+ /**
319
+ * Gets a component of the specified type in the gameObject's parent hierarchy
320
+ * @param go GameObject to search in
321
+ * @param typeName Constructor of the component type
322
+ * @returns The first matching component if found, otherwise null
323
+ */
324
+ static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
325
+ /**
326
+ * Gets all components of the specified type in the gameObject's parent hierarchy
327
+ * @param go GameObject to search in
328
+ * @param typeName Constructor of the component type
329
+ * @param arr Optional array to populate with the components
330
+ * @returns Array of components
331
+ */
332
+ static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
333
+ /**
334
+ * Gets all components on the gameObject
335
+ * @param go GameObject to get components from
336
+ * @returns Array of all components
337
+ */
338
+ static getAllComponents(go: IGameObject | Object3D): Component[];
339
+ /**
340
+ * Iterates through all components on the gameObject
341
+ * @param go GameObject to iterate components on
342
+ * @returns Generator yielding each component
343
+ */
344
+ static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
345
+ }
346
+ /**
347
+ * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
348
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
349
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
350
+ *
351
+ * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
352
+ *
353
+ * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
354
+ *
355
+ * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
356
+ *
357
+ * @example
358
+ * ```typescript
359
+ * import { Behaviour } from "@needle-tools/engine";
360
+ * export class MyComponent extends Behaviour {
361
+ * start() {
362
+ * console.log("Hello World");
363
+ * }
364
+ * update() {
365
+ * console.log("Frame", this.context.time.frame);
366
+ * }
367
+ * }
368
+ * ```
369
+ *
370
+ * @group Components
371
+ */
372
+ export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
373
+ /**
374
+ * Indicates whether this object is a component
375
+ * @internal
376
+ */
377
+ get isComponent(): boolean;
378
+ private __context;
379
+ /**
380
+ * The context this component belongs to, providing access to the runtime environment
381
+ * including physics, timing utilities, camera, and scene
382
+ */
383
+ get context(): Context;
384
+ set context(context: Context);
385
+ /**
386
+ * Shorthand accessor for the current scene from the context
387
+ * @returns The scene this component belongs to
388
+ */
389
+ get scene(): Scene;
390
+ /**
391
+ * The layer value of the GameObject this component is attached to
392
+ * Used for visibility and physics filtering
393
+ */
394
+ get layer(): number;
395
+ /**
396
+ * The name of the GameObject this component is attached to
397
+ * Used for debugging and finding objects
398
+ */
399
+ get name(): string;
400
+ private __name?;
401
+ set name(str: string);
402
+ /**
403
+ * The tag of the GameObject this component is attached to
404
+ * Used for categorizing objects and efficient lookup
405
+ */
406
+ get tag(): string;
407
+ set tag(str: string);
408
+ /**
409
+ * Indicates whether the GameObject is marked as static
410
+ * Static objects typically don't move and can be optimized by the engine
411
+ */
412
+ get static(): boolean;
413
+ set static(value: boolean);
414
+ /**
415
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
416
+ * Components that are inactive won't receive lifecycle method calls
417
+ * @returns True if the component is enabled and all parent GameObjects are active
418
+ */
419
+ get activeAndEnabled(): boolean;
420
+ private get __isActive();
421
+ private get __isActiveInHierarchy();
422
+ private set __isActiveInHierarchy(value);
423
+ /**
424
+ * Reference to the GameObject this component is attached to
425
+ * This is a three.js Object3D with additional GameObject functionality
426
+ */
427
+ gameObject: GameObject;
428
+ /**
429
+ * Unique identifier for this component instance,
430
+ * used for finding and tracking components
431
+ */
432
+ guid: string;
433
+ /**
434
+ * Identifier for the source asset that created this component.
435
+ * For example, URL to the glTF file this component was loaded from
436
+ */
437
+ sourceId?: SourceIdentifier;
438
+ /**
439
+ * Called when this component needs to remap guids after an instantiate operation.
440
+ * @param guidsMap Mapping from old guids to newly generated guids
441
+ */
442
+ resolveGuids?(guidsMap: GuidsMap): void;
443
+ /**
444
+ * Called once when the component becomes active for the first time.
445
+ * This is the first lifecycle callback to be invoked
446
+ */
447
+ awake(): void;
448
+ /**
449
+ * Called every time the component becomes enabled or active in the hierarchy.
450
+ * Invoked after {@link awake} and before {@link start}.
451
+ */
452
+ onEnable(): void;
453
+ /**
454
+ * Called every time the component becomes disabled or inactive in the hierarchy.
455
+ * Invoked when the component or any parent GameObject becomes invisible
456
+ */
457
+ onDisable(): void;
458
+ /**
459
+ * Called when the component is destroyed.
460
+ * Use for cleanup operations like removing event listeners
461
+ */
462
+ onDestroy(): void;
463
+ /**
464
+ * Called when a field decorated with @validate() is modified.
465
+ * @param prop The name of the field that was changed
466
+ */
467
+ onValidate?(prop?: string): void;
468
+ /**
469
+ * Called when the context's pause state changes.
470
+ * @param isPaused Whether the context is currently paused
471
+ * @param wasPaused The previous pause state
472
+ */
473
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
474
+ /**
475
+ * Called once at the beginning of the first frame after the component is enabled.
476
+ * Use for initialization that requires other components to be awake.
477
+ */
478
+ start?(): void;
479
+ /**
480
+ * Called at the beginning of each frame before regular updates.
481
+ * Use for logic that needs to run before standard update callbacks.
482
+ */
483
+ earlyUpdate?(): void;
484
+ /**
485
+ * Called once per frame during the main update loop.
486
+ * The primary location for frame-based game logic.
487
+ */
488
+ update?(): void;
489
+ /**
490
+ * Called after all update functions have been called.
491
+ * Use for calculations that depend on other components being updated first.
492
+ */
493
+ lateUpdate?(): void;
494
+ /**
495
+ * Called immediately before the scene is rendered.
496
+ * @param frame Current XRFrame if in an XR session, null otherwise
497
+ */
498
+ onBeforeRender?(frame: XRFrame | null): void;
499
+ /**
500
+ * Called after the scene has been rendered.
501
+ * Use for post-processing or UI updates that should happen after rendering
502
+ */
503
+ onAfterRender?(): void;
504
+ /**
505
+ * Called when this component's collider begins colliding with another collider.
506
+ * @param col Information about the collision that occurred
507
+ */
508
+ onCollisionEnter?(col: Collision): any;
509
+ /**
510
+ * Called when this component's collider stops colliding with another collider.
511
+ * @param col Information about the collision that ended
512
+ */
513
+ onCollisionExit?(col: Collision): any;
514
+ /**
515
+ * Called each frame while this component's collider is colliding with another collider
516
+ * @param col Information about the ongoing collision
517
+ */
518
+ onCollisionStay?(col: Collision): any;
519
+ /**
520
+ * Called when this component's trigger collider is entered by another collider
521
+ * @param col The collider that entered this trigger
522
+ */
523
+ onTriggerEnter?(col: ICollider): any;
524
+ /**
525
+ * Called each frame while another collider is inside this component's trigger collider
526
+ * @param col The collider that is inside this trigger
527
+ */
528
+ onTriggerStay?(col: ICollider): any;
529
+ /**
530
+ * Called when another collider exits this component's trigger collider
531
+ * @param col The collider that exited this trigger
532
+ */
533
+ onTriggerExit?(col: ICollider): any;
534
+ /**
535
+ * Determines if this component supports a specific XR mode
536
+ * @param mode The XR session mode to check support for
537
+ * @returns True if the component supports the specified mode
538
+ */
539
+ supportsXR?(mode: XRSessionMode): boolean;
540
+ /**
541
+ * Called before an XR session is requested
542
+ * Use to modify session initialization parameters
543
+ * @param mode The XR session mode being requested
544
+ * @param args The session initialization parameters that can be modified
545
+ */
546
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
547
+ /**
548
+ * Called when this component joins an XR session or becomes active in a running session
549
+ * @param args Event data for the XR session
550
+ */
551
+ onEnterXR?(args: NeedleXREventArgs): void;
552
+ /**
553
+ * Called each frame while this component is active in an XR session
554
+ * @param args Event data for the current XR frame
555
+ */
556
+ onUpdateXR?(args: NeedleXREventArgs): void;
557
+ /**
558
+ * Called when this component exits an XR session or becomes inactive during a session
559
+ * @param args Event data for the XR session
560
+ */
561
+ onLeaveXR?(args: NeedleXREventArgs): void;
562
+ /**
563
+ * Called when an XR controller is connected or when this component becomes active
564
+ * in a session with existing controllers
565
+ * @param args Event data for the controller that was added
566
+ */
567
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
568
+ /**
569
+ * Called when an XR controller is disconnected or when this component becomes inactive
570
+ * during a session with controllers
571
+ * @param args Event data for the controller that was removed
572
+ */
573
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
574
+ /**
575
+ * Called when a pointer enters this component's GameObject
576
+ * @param args Data about the pointer event
577
+ */
578
+ onPointerEnter?(args: PointerEventData): any;
579
+ /**
580
+ * Called when a pointer moves while over this component's GameObject
581
+ * @param args Data about the pointer event
582
+ */
583
+ onPointerMove?(args: PointerEventData): any;
584
+ /**
585
+ * Called when a pointer exits this component's GameObject
586
+ * @param args Data about the pointer event
587
+ */
588
+ onPointerExit?(args: PointerEventData): any;
589
+ /**
590
+ * Called when a pointer button is pressed while over this component's GameObject
591
+ * @param args Data about the pointer event
592
+ */
593
+ onPointerDown?(args: PointerEventData): any;
594
+ /**
595
+ * Called when a pointer button is released while over this component's GameObject
596
+ * @param args Data about the pointer event
597
+ */
598
+ onPointerUp?(args: PointerEventData): any;
599
+ /**
600
+ * Called when a pointer completes a click interaction with this component's GameObject
601
+ * @param args Data about the pointer event
602
+ */
603
+ onPointerClick?(args: PointerEventData): any;
604
+ /**
605
+ * Starts a coroutine that can yield to wait for events.
606
+ * Coroutines allow for time-based sequencing of operations without blocking.
607
+ * Coroutines are based on generator functions, a JavaScript language feature.
608
+ *
609
+ * @param routine Generator function to start
610
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
611
+ * @returns The generator function that can be used to stop the coroutine
612
+ * @example
613
+ * Time-based sequencing of operations
614
+ * ```ts
615
+ * *myCoroutine() {
616
+ * yield WaitForSeconds(1); // wait for 1 second
617
+ * yield WaitForFrames(10); // wait for 10 frames
618
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
619
+ * }
620
+ * ```
621
+ * @example
622
+ * Coroutine that logs a message every 5 frames
623
+ * ```ts
624
+ * onEnable() {
625
+ * this.startCoroutine(this.myCoroutine());
626
+ * }
627
+ * private *myCoroutine() {
628
+ * while(this.activeAndEnabled) {
629
+ * console.log("Hello World", this.context.time.frame);
630
+ * // wait for 5 frames
631
+ * for(let i = 0; i < 5; i++) yield;
632
+ * }
633
+ * }
634
+ * ```
635
+ */
636
+ startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
637
+ /**
638
+ * Stops a coroutine that was previously started with startCoroutine
639
+ * @param routine The routine to be stopped
640
+ * @param evt The frame event the routine was registered with
641
+ */
642
+ stopCoroutine(routine: Generator, evt?: FrameEvent): void;
643
+ /**
644
+ * Checks if this component has been destroyed
645
+ * @returns True if the component or its GameObject has been destroyed
646
+ */
647
+ get destroyed(): boolean;
648
+ /**
649
+ * Destroys this component and removes it from its GameObject
650
+ * After destruction, the component will no longer receive lifecycle callbacks
651
+ */
652
+ destroy(): void;
653
+ /** @internal */
654
+ protected __didAwake: boolean;
655
+ /** @internal */
656
+ private __didStart;
657
+ /** @internal */
658
+ protected __didEnable: boolean;
659
+ /** @internal */
660
+ protected __isEnabled: boolean | undefined;
661
+ /** @internal */
662
+ private __destroyed;
663
+ /** @internal */
664
+ get __internalDidAwakeAndStart(): boolean;
665
+ /** @internal */
666
+ constructor(init?: ComponentInit<Component>);
667
+ /** @internal */
668
+ __internalNewInstanceCreated(init?: ComponentInit<this>): this;
669
+ /**
670
+ * Initializes component properties from an initialization object
671
+ * @param init Object with properties to copy to this component
672
+ * @internal
673
+ */
674
+ _internalInit(init?: ComponentInit<this>): void;
675
+ /** @internal */
676
+ __internalAwake(): void;
677
+ /** @internal */
678
+ __internalStart(): void;
679
+ /** @internal */
680
+ __internalEnable(isAddingToScene?: boolean): boolean;
681
+ /** @internal */
682
+ __internalDisable(isRemovingFromScene?: boolean): void;
683
+ /** @internal */
684
+ __internalDestroy(): void;
685
+ /**
686
+ * Controls whether this component is enabled
687
+ * Disabled components don't receive lifecycle callbacks
688
+ */
689
+ get enabled(): boolean;
690
+ set enabled(val: boolean);
691
+ /**
692
+ * Gets the position of this component's GameObject in world space.
693
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
694
+ */
695
+ get worldPosition(): Vector3;
696
+ /**
697
+ * Sets the position of this component's GameObject in world space
698
+ * @param val The world position vector to set
699
+ */
700
+ set worldPosition(val: Vector3);
701
+ /**
702
+ * Sets the position of this component's GameObject in world space using individual coordinates
703
+ * @param x X-coordinate in world space
704
+ * @param y Y-coordinate in world space
705
+ * @param z Z-coordinate in world space
706
+ */
707
+ setWorldPosition(x: number, y: number, z: number): void;
708
+ /**
709
+ * Gets the rotation of this component's GameObject in world space as a quaternion
710
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
711
+ */
712
+ get worldQuaternion(): Quaternion;
713
+ /**
714
+ * Sets the rotation of this component's GameObject in world space using a quaternion
715
+ * @param val The world rotation quaternion to set
716
+ */
717
+ set worldQuaternion(val: Quaternion);
718
+ /**
719
+ * Sets the rotation of this component's GameObject in world space using quaternion components
720
+ * @param x X component of the quaternion
721
+ * @param y Y component of the quaternion
722
+ * @param z Z component of the quaternion
723
+ * @param w W component of the quaternion
724
+ */
725
+ setWorldQuaternion(x: number, y: number, z: number, w: number): void;
726
+ /**
727
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
728
+ */
729
+ get worldEuler(): Euler;
730
+ /**
731
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
732
+ * @param val The world rotation Euler angles to set
733
+ */
734
+ set worldEuler(val: Euler);
735
+ /**
736
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
737
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
738
+ */
739
+ get worldRotation(): Vector3;
740
+ /**
741
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
742
+ * @param val The world rotation vector to set (in degrees)
743
+ */
744
+ set worldRotation(val: Vector3);
745
+ /**
746
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
747
+ * @param x X-axis rotation
748
+ * @param y Y-axis rotation
749
+ * @param z Z-axis rotation
750
+ * @param degrees Whether the values are in degrees (true) or radians (false)
751
+ */
752
+ setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
753
+ private static _forward;
754
+ /**
755
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
756
+ */
757
+ get forward(): Vector3;
758
+ private static _right;
759
+ /**
760
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
761
+ */
762
+ get right(): Vector3;
763
+ private static _up;
764
+ /**
765
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
766
+ */
767
+ get up(): Vector3;
768
+ /**
769
+ * Storage for event listeners registered to this component
770
+ * @private
771
+ */
772
+ private _eventListeners;
773
+ /**
774
+ * Registers an event listener for the specified event type
775
+ * @param type The event type to listen for
776
+ * @param listener The callback function to execute when the event occurs
777
+ */
778
+ addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
779
+ /**
780
+ * Removes a previously registered event listener
781
+ * @param type The event type the listener was registered for
782
+ * @param listener The callback function to remove
783
+ */
784
+ removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
785
+ /**
786
+ * Dispatches an event to all registered listeners
787
+ * @param evt The event object to dispatch
788
+ * @returns Always returns false (standard implementation of EventTarget)
789
+ */
790
+ dispatchEvent(evt: Event): boolean;
791
+ }
792
+ export { Component as Behaviour };