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