@needle-tools/engine 4.4.1 → 4.4.2

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 (1043) hide show
  1. package/CHANGELOG.md +3671 -3667
  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 +333 -219
  6. package/dist/needle-engine.bundle.light.js +333 -219
  7. package/dist/needle-engine.bundle.light.min.js +4 -4
  8. package/dist/needle-engine.bundle.light.umd.cjs +4 -4
  9. package/dist/needle-engine.bundle.min.js +4 -4
  10. package/dist/needle-engine.bundle.umd.cjs +4 -4
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +352 -352
  97. package/lib/engine/engine_input.js +1265 -1265
  98. package/lib/engine/engine_input_utils.d.ts +2 -2
  99. package/lib/engine/engine_input_utils.js +22 -22
  100. package/lib/engine/engine_instancing.d.ts +19 -19
  101. package/lib/engine/engine_instancing.js +39 -39
  102. package/lib/engine/engine_license.d.ts +11 -11
  103. package/lib/engine/engine_license.js +361 -361
  104. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  105. package/lib/engine/engine_lifecycle_api.js +99 -99
  106. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  107. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  108. package/lib/engine/engine_lightdata.d.ts +23 -23
  109. package/lib/engine/engine_lightdata.js +91 -91
  110. package/lib/engine/engine_loaders.d.ts +13 -13
  111. package/lib/engine/engine_loaders.js +62 -62
  112. package/lib/engine/engine_lods.d.ts +31 -31
  113. package/lib/engine/engine_lods.js +146 -146
  114. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  115. package/lib/engine/engine_mainloop_utils.js +466 -466
  116. package/lib/engine/engine_math.d.ts +114 -114
  117. package/lib/engine/engine_math.js +247 -247
  118. package/lib/engine/engine_modules.d.ts +36 -36
  119. package/lib/engine/engine_modules.js +85 -85
  120. package/lib/engine/engine_networking.d.ts +252 -252
  121. package/lib/engine/engine_networking.js +743 -743
  122. package/lib/engine/engine_networking_auto.d.ts +24 -24
  123. package/lib/engine/engine_networking_auto.js +310 -310
  124. package/lib/engine/engine_networking_blob.d.ts +48 -48
  125. package/lib/engine/engine_networking_blob.js +228 -228
  126. package/lib/engine/engine_networking_files.d.ts +35 -35
  127. package/lib/engine/engine_networking_files.js +172 -172
  128. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  129. package/lib/engine/engine_networking_files_default_components.js +42 -42
  130. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  131. package/lib/engine/engine_networking_instantiate.js +345 -345
  132. package/lib/engine/engine_networking_peer.d.ts +15 -15
  133. package/lib/engine/engine_networking_peer.js +132 -132
  134. package/lib/engine/engine_networking_streams.d.ts +123 -123
  135. package/lib/engine/engine_networking_streams.js +645 -645
  136. package/lib/engine/engine_networking_types.d.ts +22 -22
  137. package/lib/engine/engine_networking_types.js +7 -7
  138. package/lib/engine/engine_networking_utils.d.ts +2 -2
  139. package/lib/engine/engine_networking_utils.js +20 -20
  140. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  141. package/lib/engine/engine_networking_websocket.js +2 -2
  142. package/lib/engine/engine_patcher.d.ts +10 -10
  143. package/lib/engine/engine_patcher.js +142 -142
  144. package/lib/engine/engine_physics.d.ts +152 -152
  145. package/lib/engine/engine_physics.js +645 -645
  146. package/lib/engine/engine_physics.types.d.ts +40 -40
  147. package/lib/engine/engine_physics.types.js +33 -33
  148. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  149. package/lib/engine/engine_physics_rapier.js +1433 -1433
  150. package/lib/engine/engine_playerview.d.ts +26 -26
  151. package/lib/engine/engine_playerview.js +64 -64
  152. package/lib/engine/engine_scenelighting.d.ts +71 -71
  153. package/lib/engine/engine_scenelighting.js +226 -226
  154. package/lib/engine/engine_scenetools.d.ts +50 -50
  155. package/lib/engine/engine_scenetools.js +321 -321
  156. package/lib/engine/engine_serialization.d.ts +3 -3
  157. package/lib/engine/engine_serialization.js +3 -3
  158. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  159. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  160. package/lib/engine/engine_serialization_core.d.ts +85 -85
  161. package/lib/engine/engine_serialization_core.js +606 -606
  162. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  163. package/lib/engine/engine_serialization_decorator.js +66 -66
  164. package/lib/engine/engine_setup.d.ts +1 -1
  165. package/lib/engine/engine_setup.js +2 -2
  166. package/lib/engine/engine_shaders.d.ts +53 -53
  167. package/lib/engine/engine_shaders.js +252 -252
  168. package/lib/engine/engine_shims.d.ts +4 -4
  169. package/lib/engine/engine_shims.js +24 -24
  170. package/lib/engine/engine_test_utils.d.ts +39 -39
  171. package/lib/engine/engine_test_utils.js +83 -83
  172. package/lib/engine/engine_texture.d.ts +28 -28
  173. package/lib/engine/engine_texture.js +64 -64
  174. package/lib/engine/engine_three_utils.d.ts +201 -201
  175. package/lib/engine/engine_three_utils.js +731 -731
  176. package/lib/engine/engine_time.d.ts +51 -51
  177. package/lib/engine/engine_time.js +82 -82
  178. package/lib/engine/engine_time_utils.d.ts +88 -88
  179. package/lib/engine/engine_time_utils.js +215 -215
  180. package/lib/engine/engine_tonemapping.d.ts +2 -2
  181. package/lib/engine/engine_tonemapping.js +194 -194
  182. package/lib/engine/engine_types.d.ts +572 -572
  183. package/lib/engine/engine_types.js +88 -88
  184. package/lib/engine/engine_typestore.d.ts +28 -28
  185. package/lib/engine/engine_typestore.js +55 -55
  186. package/lib/engine/engine_util_decorator.d.ts +13 -13
  187. package/lib/engine/engine_util_decorator.js +116 -116
  188. package/lib/engine/engine_utils.d.ts +266 -266
  189. package/lib/engine/engine_utils.js +878 -878
  190. package/lib/engine/engine_utils_format.d.ts +21 -21
  191. package/lib/engine/engine_utils_format.js +193 -193
  192. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  193. package/lib/engine/engine_utils_screenshot.js +513 -513
  194. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  195. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  196. package/lib/engine/engine_xr.d.ts +1 -1
  197. package/lib/engine/engine_xr.js +1 -1
  198. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  199. package/lib/engine/export/gltf/Writers.js +24 -24
  200. package/lib/engine/export/gltf/index.d.ts +11 -11
  201. package/lib/engine/export/gltf/index.js +123 -123
  202. package/lib/engine/export/index.d.ts +2 -2
  203. package/lib/engine/export/index.js +2 -2
  204. package/lib/engine/export/state.d.ts +7 -7
  205. package/lib/engine/export/state.js +17 -17
  206. package/lib/engine/export/utils.d.ts +2 -2
  207. package/lib/engine/export/utils.js +7 -7
  208. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  209. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  210. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  212. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  213. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  214. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  216. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  218. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  219. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  220. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  222. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  223. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  224. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  225. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  226. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  228. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  229. package/lib/engine/extensions/extension_resolver.js +1 -1
  230. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  231. package/lib/engine/extensions/extension_utils.js +152 -152
  232. package/lib/engine/extensions/extensions.d.ts +31 -31
  233. package/lib/engine/extensions/extensions.js +103 -103
  234. package/lib/engine/extensions/index.d.ts +6 -6
  235. package/lib/engine/extensions/index.js +6 -6
  236. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  237. package/lib/engine/extensions/usage_tracker.js +65 -65
  238. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  239. package/lib/engine/js-extensions/Camera.js +39 -39
  240. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  241. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  242. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  243. package/lib/engine/js-extensions/Layers.js +22 -22
  244. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  245. package/lib/engine/js-extensions/Object3D.js +136 -136
  246. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  247. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  248. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  264. package/lib/engine/webcomponents/buttons.js +237 -237
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  280. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  281. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  282. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  283. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  284. package/lib/engine/xr/NeedleXRSync.js +188 -188
  285. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  286. package/lib/engine/xr/SceneTransition.js +69 -69
  287. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  288. package/lib/engine/xr/TempXRContext.js +187 -187
  289. package/lib/engine/xr/XRRig.d.ts +7 -7
  290. package/lib/engine/xr/XRRig.js +1 -1
  291. package/lib/engine/xr/api.d.ts +6 -6
  292. package/lib/engine/xr/api.js +6 -6
  293. package/lib/engine/xr/events.d.ts +66 -66
  294. package/lib/engine/xr/events.js +93 -93
  295. package/lib/engine/xr/internal.d.ts +12 -12
  296. package/lib/engine/xr/internal.js +25 -25
  297. package/lib/engine/xr/usdz.d.ts +12 -12
  298. package/lib/engine/xr/usdz.js +29 -29
  299. package/lib/engine/xr/utils.d.ts +11 -11
  300. package/lib/engine/xr/utils.js +34 -34
  301. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  302. package/lib/engine-components/AlignmentConstraint.js +39 -39
  303. package/lib/engine-components/Animation.d.ts +156 -156
  304. package/lib/engine-components/Animation.js +508 -508
  305. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  306. package/lib/engine-components/AnimationCurve.js +159 -159
  307. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  308. package/lib/engine-components/AnimationUtils.js +27 -27
  309. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  310. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  311. package/lib/engine-components/Animator.d.ts +217 -217
  312. package/lib/engine-components/Animator.js +354 -354
  313. package/lib/engine-components/AnimatorController.d.ts +227 -227
  314. package/lib/engine-components/AnimatorController.js +1152 -1152
  315. package/lib/engine-components/AudioListener.d.ts +33 -33
  316. package/lib/engine-components/AudioListener.js +86 -86
  317. package/lib/engine-components/AudioSource.d.ts +217 -217
  318. package/lib/engine-components/AudioSource.js +634 -634
  319. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  320. package/lib/engine-components/AvatarLoader.js +231 -231
  321. package/lib/engine-components/AxesHelper.d.ts +32 -32
  322. package/lib/engine-components/AxesHelper.js +67 -67
  323. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  324. package/lib/engine-components/BasicIKConstraint.js +43 -43
  325. package/lib/engine-components/BoxCollider.d.ts +2 -2
  326. package/lib/engine-components/BoxCollider.js +2 -2
  327. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  328. package/lib/engine-components/BoxHelperComponent.js +102 -102
  329. package/lib/engine-components/Camera.d.ts +231 -231
  330. package/lib/engine-components/Camera.js +700 -700
  331. package/lib/engine-components/CameraUtils.d.ts +1 -1
  332. package/lib/engine-components/CameraUtils.js +121 -121
  333. package/lib/engine-components/CharacterController.d.ts +55 -55
  334. package/lib/engine-components/CharacterController.js +236 -236
  335. package/lib/engine-components/Collider.d.ts +188 -188
  336. package/lib/engine-components/Collider.js +369 -369
  337. package/lib/engine-components/Component.d.ts +792 -792
  338. package/lib/engine-components/Component.js +915 -915
  339. package/lib/engine-components/ContactShadows.d.ts +82 -82
  340. package/lib/engine-components/ContactShadows.js +430 -430
  341. package/lib/engine-components/DeleteBox.d.ts +19 -19
  342. package/lib/engine-components/DeleteBox.js +58 -58
  343. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  344. package/lib/engine-components/DeviceFlag.js +47 -47
  345. package/lib/engine-components/DragControls.d.ts +170 -170
  346. package/lib/engine-components/DragControls.js +1421 -1421
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  1017. package/lib/engine/engine.d.ts +0 -4
  1018. package/lib/engine/engine.js +0 -12
  1019. package/lib/engine/engine.js.map +0 -1
  1020. package/lib/engine/engine_web_api.d.ts +0 -12
  1021. package/lib/engine/engine_web_api.js +0 -113
  1022. package/lib/engine/engine_web_api.js.map +0 -1
  1023. package/lib/engine-components/FlyControls.d.ts +0 -10
  1024. package/lib/engine-components/FlyControls.js +0 -29
  1025. package/lib/engine-components/FlyControls.js.map +0 -1
  1026. package/src/engine-schemes/dist/api.js +0 -17
  1027. package/src/engine-schemes/dist/api.js.meta +0 -7
  1028. package/src/engine-schemes/dist/schemes.js +0 -25
  1029. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1030. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1031. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1033. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/transform.js +0 -46
  1035. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1036. package/src/engine-schemes/dist/vec2.js +0 -32
  1037. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec3.js +0 -36
  1039. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec4.js +0 -40
  1041. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1043. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1294 +1,1294 @@
1
- import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
2
-
3
- import { isDevEnvironment } from "../engine/debug/index.js";
4
- import { type AssetReference } from "../engine/engine_addressables.js";
5
- import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
6
- import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
7
- import { destroy, findByGuid, foreachComponent, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
8
- import * as main from "../engine/engine_mainloop_utils.js";
9
- import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
10
- import { Context, FrameEvent } from "../engine/engine_setup.js";
11
- import * as threeutils from "../engine/engine_three_utils.js";
12
- import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
13
- import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
14
- import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
15
-
16
-
17
- // export interface ISerializationCallbackReceiver {
18
- // onBeforeSerialize?(): object | void;
19
- // onAfterSerialize?();
20
- // onBeforeDeserialize?(data?: any);
21
- // onAfterDeserialize?();
22
- // onDeserialize?(key: string, value: any): any | void;
23
- // }
24
-
25
- /**
26
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
27
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
28
- * They manage their components and provide methods to add, remove and get components.
29
- *
30
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
31
- * These methods are available directly on the GameObject instance:
32
- * ```typescript
33
- * target.addComponent(MyComponent);
34
- * ```
35
- *
36
- * And can be called statically on the GameObject class as well:
37
- * ```typescript
38
- * GameObject.setActive(target, true);
39
- * ```
40
- */
41
- export abstract class GameObject extends Object3D implements Object3D, IGameObject {
42
-
43
- /**
44
- * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
45
- * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
46
- */
47
- abstract activeSelf: boolean;
48
-
49
- /** @deprecated Use {@link addComponent} instead */
50
- // eslint-disable-next-line deprecation/deprecation
51
- abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
52
-
53
- /**
54
- * Creates a new component on this gameObject or adds an existing component instance
55
- * @param comp Component type constructor or existing component instance
56
- * @param init Optional initialization values for the component
57
- * @returns The newly created or added component
58
- */
59
- abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
60
-
61
- /**
62
- * Removes a component from this GameObject
63
- * @param comp Component instance to remove
64
- * @returns The removed component
65
- */
66
- abstract removeComponent<T extends IComponent>(comp: T): T;
67
-
68
- /**
69
- * Gets an existing component of the specified type or adds a new one if it doesn't exist
70
- * @param typeName Constructor of the component type to get or add
71
- * @returns The existing or newly added component
72
- */
73
- abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
74
-
75
- /**
76
- * Gets a component of the specified type attached to this GameObject
77
- * @param type Constructor of the component type to get
78
- * @returns The component if found, otherwise null
79
- */
80
- abstract getComponent<T>(type: Constructor<T>): T | null;
81
-
82
- /**
83
- * Gets all components of the specified type attached to this GameObject
84
- * @param type Constructor of the component type to get
85
- * @param arr Optional array to populate with the components
86
- * @returns Array of components
87
- */
88
- abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
89
-
90
- /**
91
- * Gets a component of the specified type in this GameObject's children hierarchy
92
- * @param type Constructor of the component type to get
93
- * @returns The first matching component if found, otherwise null
94
- */
95
- abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
96
-
97
- /**
98
- * Gets all components of the specified type in this GameObject's children hierarchy
99
- * @param type Constructor of the component type to get
100
- * @param arr Optional array to populate with the components
101
- * @returns Array of components
102
- */
103
- abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
104
-
105
- /**
106
- * Gets a component of the specified type in this GameObject's parent hierarchy
107
- * @param type Constructor of the component type to get
108
- * @returns The first matching component if found, otherwise null
109
- */
110
- abstract getComponentInParent<T>(type: Constructor<T>): T | null;
111
-
112
- /**
113
- * Gets all components of the specified type in this GameObject's parent hierarchy
114
- * @param type Constructor of the component type to get
115
- * @param arr Optional array to populate with the components
116
- * @returns Array of components
117
- */
118
- abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
119
-
120
-
121
- /**
122
- * The position of this GameObject in world space
123
- */
124
- abstract get worldPosition(): Vector3
125
- abstract set worldPosition(val: Vector3);
126
-
127
- /**
128
- * The rotation of this GameObject in world space as a quaternion
129
- */
130
- abstract set worldQuaternion(val: Quaternion);
131
- abstract get worldQuaternion(): Quaternion;
132
-
133
- /**
134
- * The rotation of this GameObject in world space in euler angles (degrees)
135
- */
136
- abstract set worldRotation(val: Vector3);
137
- abstract get worldRotation(): Vector3;
138
-
139
- /**
140
- * The scale of this GameObject in world space
141
- */
142
- abstract set worldScale(val: Vector3);
143
- abstract get worldScale(): Vector3;
144
-
145
- /**
146
- * The forward direction vector of this GameObject in world space
147
- */
148
- abstract get worldForward(): Vector3;
149
-
150
- /**
151
- * The right direction vector of this GameObject in world space
152
- */
153
- abstract get worldRight(): Vector3;
154
-
155
- /**
156
- * The up direction vector of this GameObject in world space
157
- */
158
- abstract get worldUp(): Vector3;
159
-
160
- /**
161
- * Unique identifier for this GameObject
162
- */
163
- guid: string | undefined;
164
-
165
- /**
166
- * Destroys this GameObject and all its components.
167
- * Internally, this is added to the three.js {@link Object3D} prototype.
168
- */
169
- abstract destroy();
170
-
171
-
172
- /**
173
- * Checks if a GameObject has been destroyed
174
- * @param go The GameObject to check
175
- * @returns True if the GameObject has been destroyed
176
- */
177
- public static isDestroyed(go: Object3D): boolean {
178
- return isDestroyed(go);
179
- }
180
-
181
- /**
182
- * Sets the active state of a GameObject
183
- * @param go The GameObject to modify
184
- * @param active Whether the GameObject should be active
185
- * @param processStart Whether to process the start callbacks if being activated
186
- */
187
- public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
188
- if (!go) return;
189
- setActive(go, active);
190
-
191
- // TODO: do we still need this?:
192
- main.updateIsActive(go);
193
- if (active && processStart)
194
- main.processStart(Context.Current, go);
195
- }
196
-
197
- /**
198
- * Checks if the GameObject itself is active (same as go.visible)
199
- * @param go The GameObject to check
200
- * @returns True if the GameObject is active
201
- */
202
- public static isActiveSelf(go: Object3D): boolean {
203
- return isActiveSelf(go);
204
- }
205
-
206
- /**
207
- * 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)
208
- * @param go The GameObject to check
209
- * @returns True if the GameObject is active in the hierarchy
210
- */
211
- public static isActiveInHierarchy(go: Object3D): boolean {
212
- return isActiveInHierarchy(go);
213
- }
214
-
215
- /**
216
- * Marks a GameObject to be rendered using instancing
217
- * @param go The GameObject to mark
218
- * @param instanced Whether the GameObject should use instanced rendering
219
- */
220
- public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
221
- markAsInstancedRendered(go, instanced);
222
- }
223
-
224
- /**
225
- * Checks if a GameObject is using instanced rendering
226
- * @param instance The GameObject to check
227
- * @returns True if the GameObject is using instanced rendering
228
- */
229
- public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
230
-
231
- /**
232
- * Executes a callback for all components of the provided type on the provided object and its children
233
- * @param instance Object to run the method on
234
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
235
- * @param recursive If true, the method will be run on all children as well
236
- * @returns The last return value of the callback
237
- */
238
- public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
239
- return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
240
- }
241
-
242
- /**
243
- * Creates a new instance of the provided object that will be replicated to all connected clients
244
- * @param instance Object to instantiate
245
- * @param opts Options for the instantiation
246
- * @returns The newly created instance or null if creation failed
247
- */
248
- public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
249
- if (!instance) return null;
250
- return syncInstantiate(instance, opts) as GameObject | null;
251
- }
252
-
253
- /**
254
- * Creates a new instance of the provided object (like cloning it including all components and children)
255
- * @param instance Object to instantiate
256
- * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
257
- * @returns The newly created instance
258
- */
259
- public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
260
- public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
261
- public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
262
- if ('isAssetReference' in instance) {
263
- return instantiate(instance as AssetReference, opts);
264
- }
265
- return instantiate(instance as GameObject | Object3D, opts) as GameObject;
266
- }
267
-
268
- /**
269
- * Destroys an object on all connected clients (if in a networked session)
270
- * @param instance Object to destroy
271
- * @param context Optional context to use
272
- * @param recursive If true, all children will be destroyed as well
273
- */
274
- public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
275
- if (!instance) return;
276
- const go = instance as GameObject;
277
- context = context ?? Context.Current;
278
- syncDestroy(go as any, context.connection, recursive);
279
- }
280
-
281
- /**
282
- * Destroys an object
283
- * @param instance Object to destroy
284
- * @param recursive If true, all children will be destroyed as well. Default: true
285
- */
286
- public static destroy(instance: Object3D | Component, recursive: boolean = true) {
287
- return destroy(instance, recursive);
288
- }
289
-
290
- /**
291
- * Adds an object to parent and ensures all components are properly registered
292
- * @param instance Object to add
293
- * @param parent Parent to add the object to
294
- * @param context Optional context to use
295
- */
296
- public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
297
- if (!instance || !parent) return;
298
- if (instance === parent) {
299
- console.warn("Can not add object to self", instance);
300
- return;
301
- }
302
- if (!context) {
303
- context = Context.Current;
304
- }
305
- parent.add(instance);
306
- setActive(instance, true);
307
- main.updateIsActive(instance);
308
- if (context) {
309
- GameObject.foreachComponent(instance, (comp: Component) => {
310
- main.addScriptToArrays(comp, context!);
311
- if (comp.__internalDidAwakeAndStart) return;
312
- if (context!.new_script_start.includes(comp) === false) {
313
- context!.new_script_start.push(comp as Component);
314
- }
315
- }, true);
316
- }
317
- else {
318
- console.warn("Missing context");
319
- }
320
- }
321
-
322
- /**
323
- * Removes the object from its parent and deactivates all of its components
324
- * @param instance Object to remove
325
- */
326
- public static remove(instance: Object3D | null | undefined) {
327
- if (!instance) return;
328
- instance.parent?.remove(instance);
329
- setActive(instance, false);
330
- main.updateIsActive(instance);
331
- GameObject.foreachComponent(instance, (comp) => {
332
- main.processRemoveFromScene(comp);
333
- }, true);
334
- }
335
-
336
- /**
337
- * Invokes a method on all components including children (if a method with that name exists)
338
- * @param go GameObject to invoke the method on
339
- * @param functionName Name of the method to invoke
340
- * @param args Arguments to pass to the method
341
- */
342
- public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
343
- this.invoke(go, functionName, true, args);
344
- }
345
-
346
- /**
347
- * Invokes a method on all components that have a method matching the provided name
348
- * @param go GameObject to invoke the method on
349
- * @param functionName Name of the method to invoke
350
- * @param children Whether to invoke on children as well
351
- * @param args Arguments to pass to the method
352
- */
353
- public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
354
- if (!go) return;
355
- this.foreachComponent(go, c => {
356
- const fn = c[functionName];
357
- if (fn && typeof fn === "function") {
358
- fn?.call(c, ...args)
359
- }
360
- }, children);
361
- }
362
-
363
- /** @deprecated use `addComponent` */
364
- // eslint-disable-next-line deprecation/deprecation
365
- public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
366
- return addComponent(go, type, init, { callAwake });
367
- }
368
-
369
- /**
370
- * Adds a new component (or moves an existing component) to the provided object
371
- * @param go Object to add the component to
372
- * @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
373
- * @param init Optional init object to initialize the component with
374
- * @param opts Optional options for adding the component
375
- * @returns The added or moved component
376
- */
377
- public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
378
- return addComponent(go, instanceOrType, init, opts);
379
- }
380
-
381
- /**
382
- * Moves a component to a new object
383
- * @param go GameObject to move the component to
384
- * @param instance Component to move
385
- * @returns The moved component
386
- */
387
- public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
388
- return addComponent(go, instance);
389
- }
390
-
391
- /**
392
- * Removes a component from its object
393
- * @param instance Component to remove
394
- * @returns The removed component
395
- */
396
- public static removeComponent<T extends IComponent>(instance: T): T {
397
- removeComponent(instance.gameObject, instance as any);
398
- return instance;
399
- }
400
-
401
- /**
402
- * Gets or adds a component of the specified type
403
- * @param go GameObject to get or add the component to
404
- * @param typeName Constructor of the component type
405
- * @returns The existing or newly added component
406
- */
407
- public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
408
- return getOrAddComponent<any>(go, typeName);
409
- }
410
-
411
- /**
412
- * Gets a component on the provided object
413
- * @param go GameObject to get the component from
414
- * @param typeName Constructor of the component type
415
- * @returns The component if found, otherwise null
416
- */
417
- public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
418
- if (go === null) return null;
419
- // if names are minified we could also use the type store and work with strings everywhere
420
- // not ideal, but I dont know a good/sane way to do this otherwise
421
- // const res = TypeStore.get(typeName);
422
- // if(res) typeName = res;
423
- return getComponent(go, typeName as any);
424
- }
425
-
426
- /**
427
- * Gets all components of the specified type on the provided object
428
- * @param go GameObject to get the components from
429
- * @param typeName Constructor of the component type
430
- * @param arr Optional array to populate with the components
431
- * @returns Array of components
432
- */
433
- public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
434
- if (go === null) return arr ?? [];
435
- return getComponents(go, typeName, arr);
436
- }
437
-
438
- /**
439
- * Finds an object or component by its unique identifier
440
- * @param guid Unique identifier to search for
441
- * @param hierarchy Root object to search in
442
- * @returns The found GameObject or Component, or null/undefined if not found
443
- */
444
- public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
445
- const res = findByGuid(guid, hierarchy);
446
- return res as GameObject | Component | null | undefined;
447
- }
448
-
449
- /**
450
- * Finds the first object of the specified component type in the scene
451
- * @param typeName Constructor of the component type
452
- * @param context Context or root object to search in
453
- * @param includeInactive Whether to include inactive objects in the search
454
- * @returns The first matching component if found, otherwise null
455
- */
456
- public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
457
- return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
458
- }
459
-
460
- /**
461
- * Finds all objects of the specified component type in the scene
462
- * @param typeName Constructor of the component type
463
- * @param context Context or root object to search in
464
- * @returns Array of matching components
465
- */
466
- public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
467
- const arr = [];
468
- findObjectsOfType(typeName, arr, context);
469
- return arr;
470
- }
471
-
472
- /**
473
- * Gets a component of the specified type in the gameObject's children hierarchy
474
- * @param go GameObject to search in
475
- * @param typeName Constructor of the component type
476
- * @returns The first matching component if found, otherwise null
477
- */
478
- public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
479
- return getComponentInChildren(go, typeName);
480
- }
481
-
482
- /**
483
- * Gets all components of the specified type in the gameObject's children hierarchy
484
- * @param go GameObject to search in
485
- * @param typeName Constructor of the component type
486
- * @param arr Optional array to populate with the components
487
- * @returns Array of components
488
- */
489
- public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
490
- return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
491
- }
492
-
493
- /**
494
- * Gets a component of the specified type in the gameObject's parent hierarchy
495
- * @param go GameObject to search in
496
- * @param typeName Constructor of the component type
497
- * @returns The first matching component if found, otherwise null
498
- */
499
- public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
500
- return getComponentInParent(go, typeName);
501
- }
502
-
503
- /**
504
- * Gets all components of the specified type in the gameObject's parent hierarchy
505
- * @param go GameObject to search in
506
- * @param typeName Constructor of the component type
507
- * @param arr Optional array to populate with the components
508
- * @returns Array of components
509
- */
510
- public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
511
- return getComponentsInParent(go, typeName, arr);
512
- }
513
-
514
- /**
515
- * Gets all components on the gameObject
516
- * @param go GameObject to get components from
517
- * @returns Array of all components
518
- */
519
- public static getAllComponents(go: IGameObject | Object3D): Component[] {
520
- const componentsList = go.userData?.components;
521
- if (!componentsList) return [];
522
- const newList = [...componentsList];
523
- return newList;
524
- }
525
-
526
- /**
527
- * Iterates through all components on the gameObject
528
- * @param go GameObject to iterate components on
529
- * @returns Generator yielding each component
530
- */
531
- public static *iterateComponents(go: IGameObject | Object3D) {
532
- const list = go?.userData?.components;
533
- if (list && Array.isArray(list)) {
534
- for (let i = 0; i < list.length; i++) {
535
- yield list[i];
536
- }
537
- }
538
- }
539
- }
540
-
541
-
542
-
543
- /**
544
- * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
545
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
546
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
547
- *
548
- * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
549
- *
550
- * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
551
- *
552
- * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
553
- *
554
- * @example
555
- * ```typescript
556
- * import { Behaviour } from "@needle-tools/engine";
557
- * export class MyComponent extends Behaviour {
558
- * start() {
559
- * console.log("Hello World");
560
- * }
561
- * update() {
562
- * console.log("Frame", this.context.time.frame);
563
- * }
564
- * }
565
- * ```
566
- *
567
- * @group Components
568
- */
569
- export abstract class Component implements IComponent, EventTarget,
570
- Partial<INeedleXRSessionEventReceiver>,
571
- Partial<IPointerEventHandler>
572
- {
573
- /**
574
- * Indicates whether this object is a component
575
- * @internal
576
- */
577
- get isComponent(): boolean { return true; }
578
-
579
- private __context: Context | undefined;
580
-
581
- /**
582
- * The context this component belongs to, providing access to the runtime environment
583
- * including physics, timing utilities, camera, and scene
584
- */
585
- get context(): Context {
586
- return this.__context ?? Context.Current;
587
- }
588
- set context(context: Context) {
589
- this.__context = context;
590
- }
591
-
592
- /**
593
- * Shorthand accessor for the current scene from the context
594
- * @returns The scene this component belongs to
595
- */
596
- get scene(): Scene { return this.context.scene; }
597
-
598
- /**
599
- * The layer value of the GameObject this component is attached to
600
- * Used for visibility and physics filtering
601
- */
602
- get layer(): number {
603
- return this.gameObject?.userData?.layer;
604
- }
605
-
606
- /**
607
- * The name of the GameObject this component is attached to
608
- * Used for debugging and finding objects
609
- */
610
- get name(): string {
611
- if (this.gameObject?.name) {
612
- return this.gameObject.name;
613
- }
614
- return this.gameObject?.userData.name;
615
- }
616
- private __name?: string;
617
- set name(str: string) {
618
- if (this.gameObject) {
619
- if (!this.gameObject.userData) this.gameObject.userData = {}
620
- this.gameObject.userData.name = str;
621
- this.__name = str;
622
- }
623
- else {
624
- this.__name = str;
625
- }
626
- }
627
-
628
- /**
629
- * The tag of the GameObject this component is attached to
630
- * Used for categorizing objects and efficient lookup
631
- */
632
- get tag(): string {
633
- return this.gameObject?.userData.tag;
634
- }
635
- set tag(str: string) {
636
- if (this.gameObject) {
637
- if (!this.gameObject.userData) this.gameObject.userData = {}
638
- this.gameObject.userData.tag = str;
639
- }
640
- }
641
-
642
- /**
643
- * Indicates whether the GameObject is marked as static
644
- * Static objects typically don't move and can be optimized by the engine
645
- */
646
- get static() {
647
- return this.gameObject?.userData.static;
648
- }
649
- set static(value: boolean) {
650
- if (this.gameObject) {
651
- if (!this.gameObject.userData) this.gameObject.userData = {}
652
- this.gameObject.userData.static = value;
653
- }
654
- }
655
- // get hideFlags(): HideFlags {
656
- // return this.gameObject?.hideFlags;
657
- // }
658
-
659
- /**
660
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
661
- * Components that are inactive won't receive lifecycle method calls
662
- * @returns True if the component is enabled and all parent GameObjects are active
663
- */
664
- get activeAndEnabled(): boolean {
665
- if (this.destroyed) return false;
666
- if (this.__isEnabled === false) return false;
667
- if (!this.__isActiveInHierarchy) return false;
668
- // let go = this.gameObject;
669
- // do {
670
- // // console.log(go.name, go.visible)
671
- // if (!go.visible) return false;
672
- // go = go.parent as GameObject;
673
- // }
674
- // while (go);
675
- return true;
676
- }
677
-
678
- private get __isActive(): boolean {
679
- return this.gameObject.visible;
680
- }
681
-
682
- private get __isActiveInHierarchy(): boolean {
683
- if (!this.gameObject) return false;
684
- const res = this.gameObject[activeInHierarchyFieldName];
685
- if (res === undefined) return true;
686
- return res;
687
- }
688
-
689
- private set __isActiveInHierarchy(val: boolean) {
690
- if (!this.gameObject) return;
691
- this.gameObject[activeInHierarchyFieldName] = val;
692
- }
693
-
694
- /**
695
- * Reference to the GameObject this component is attached to
696
- * This is a three.js Object3D with additional GameObject functionality
697
- */
698
- gameObject!: GameObject;
699
-
700
- /**
701
- * Unique identifier for this component instance,
702
- * used for finding and tracking components
703
- */
704
- guid: string = "invalid";
705
-
706
- /**
707
- * Identifier for the source asset that created this component.
708
- * For example, URL to the glTF file this component was loaded from
709
- */
710
- sourceId?: SourceIdentifier;
711
-
712
- /**
713
- * Called when this component needs to remap guids after an instantiate operation.
714
- * @param guidsMap Mapping from old guids to newly generated guids
715
- */
716
- resolveGuids?(guidsMap: GuidsMap): void;
717
-
718
- /**
719
- * Called once when the component becomes active for the first time.
720
- * This is the first lifecycle callback to be invoked
721
- */
722
- awake() { }
723
-
724
- /**
725
- * Called every time the component becomes enabled or active in the hierarchy.
726
- * Invoked after {@link awake} and before {@link start}.
727
- */
728
- onEnable() { }
729
-
730
- /**
731
- * Called every time the component becomes disabled or inactive in the hierarchy.
732
- * Invoked when the component or any parent GameObject becomes invisible
733
- */
734
- onDisable() { }
735
-
736
- /**
737
- * Called when the component is destroyed.
738
- * Use for cleanup operations like removing event listeners
739
- */
740
- onDestroy() {
741
- this.__destroyed = true;
742
- }
743
-
744
- /**
745
- * Called when a field decorated with @validate() is modified.
746
- * @param prop The name of the field that was changed
747
- */
748
- onValidate?(prop?: string): void;
749
-
750
- /**
751
- * Called when the context's pause state changes.
752
- * @param isPaused Whether the context is currently paused
753
- * @param wasPaused The previous pause state
754
- */
755
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
756
-
757
- /**
758
- * Called once at the beginning of the first frame after the component is enabled.
759
- * Use for initialization that requires other components to be awake.
760
- */
761
- start?(): void;
762
-
763
- /**
764
- * Called at the beginning of each frame before regular updates.
765
- * Use for logic that needs to run before standard update callbacks.
766
- */
767
- earlyUpdate?(): void;
768
-
769
- /**
770
- * Called once per frame during the main update loop.
771
- * The primary location for frame-based game logic.
772
- */
773
- update?(): void;
774
-
775
- /**
776
- * Called after all update functions have been called.
777
- * Use for calculations that depend on other components being updated first.
778
- */
779
- lateUpdate?(): void;
780
-
781
- /**
782
- * Called immediately before the scene is rendered.
783
- * @param frame Current XRFrame if in an XR session, null otherwise
784
- */
785
- onBeforeRender?(frame: XRFrame | null): void;
786
-
787
- /**
788
- * Called after the scene has been rendered.
789
- * Use for post-processing or UI updates that should happen after rendering
790
- */
791
- onAfterRender?(): void;
792
-
793
- /**
794
- * Called when this component's collider begins colliding with another collider.
795
- * @param col Information about the collision that occurred
796
- */
797
- onCollisionEnter?(col: Collision);
798
-
799
- /**
800
- * Called when this component's collider stops colliding with another collider.
801
- * @param col Information about the collision that ended
802
- */
803
- onCollisionExit?(col: Collision);
804
-
805
- /**
806
- * Called each frame while this component's collider is colliding with another collider
807
- * @param col Information about the ongoing collision
808
- */
809
- onCollisionStay?(col: Collision);
810
-
811
- /**
812
- * Called when this component's trigger collider is entered by another collider
813
- * @param col The collider that entered this trigger
814
- */
815
- onTriggerEnter?(col: ICollider);
816
-
817
- /**
818
- * Called each frame while another collider is inside this component's trigger collider
819
- * @param col The collider that is inside this trigger
820
- */
821
- onTriggerStay?(col: ICollider);
822
-
823
- /**
824
- * Called when another collider exits this component's trigger collider
825
- * @param col The collider that exited this trigger
826
- */
827
- onTriggerExit?(col: ICollider);
828
-
829
- /**
830
- * Determines if this component supports a specific XR mode
831
- * @param mode The XR session mode to check support for
832
- * @returns True if the component supports the specified mode
833
- */
834
- supportsXR?(mode: XRSessionMode): boolean;
835
-
836
- /**
837
- * Called before an XR session is requested
838
- * Use to modify session initialization parameters
839
- * @param mode The XR session mode being requested
840
- * @param args The session initialization parameters that can be modified
841
- */
842
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
843
-
844
- /**
845
- * Called when this component joins an XR session or becomes active in a running session
846
- * @param args Event data for the XR session
847
- */
848
- onEnterXR?(args: NeedleXREventArgs): void;
849
-
850
- /**
851
- * Called each frame while this component is active in an XR session
852
- * @param args Event data for the current XR frame
853
- */
854
- onUpdateXR?(args: NeedleXREventArgs): void;
855
-
856
- /**
857
- * Called when this component exits an XR session or becomes inactive during a session
858
- * @param args Event data for the XR session
859
- */
860
- onLeaveXR?(args: NeedleXREventArgs): void;
861
-
862
- /**
863
- * Called when an XR controller is connected or when this component becomes active
864
- * in a session with existing controllers
865
- * @param args Event data for the controller that was added
866
- */
867
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
868
-
869
- /**
870
- * Called when an XR controller is disconnected or when this component becomes inactive
871
- * during a session with controllers
872
- * @param args Event data for the controller that was removed
873
- */
874
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
875
-
876
- /**
877
- * Called when a pointer enters this component's GameObject
878
- * @param args Data about the pointer event
879
- */
880
- onPointerEnter?(args: PointerEventData);
881
-
882
- /**
883
- * Called when a pointer moves while over this component's GameObject
884
- * @param args Data about the pointer event
885
- */
886
- onPointerMove?(args: PointerEventData);
887
-
888
- /**
889
- * Called when a pointer exits this component's GameObject
890
- * @param args Data about the pointer event
891
- */
892
- onPointerExit?(args: PointerEventData);
893
-
894
- /**
895
- * Called when a pointer button is pressed while over this component's GameObject
896
- * @param args Data about the pointer event
897
- */
898
- onPointerDown?(args: PointerEventData);
899
-
900
- /**
901
- * Called when a pointer button is released while over this component's GameObject
902
- * @param args Data about the pointer event
903
- */
904
- onPointerUp?(args: PointerEventData);
905
-
906
- /**
907
- * Called when a pointer completes a click interaction with this component's GameObject
908
- * @param args Data about the pointer event
909
- */
910
- onPointerClick?(args: PointerEventData);
911
-
912
- /**
913
- * Starts a coroutine that can yield to wait for events.
914
- * Coroutines allow for time-based sequencing of operations without blocking.
915
- * Coroutines are based on generator functions, a JavaScript language feature.
916
- *
917
- * @param routine Generator function to start
918
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
919
- * @returns The generator function that can be used to stop the coroutine
920
- * @example
921
- * Time-based sequencing of operations
922
- * ```ts
923
- * *myCoroutine() {
924
- * yield WaitForSeconds(1); // wait for 1 second
925
- * yield WaitForFrames(10); // wait for 10 frames
926
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
927
- * }
928
- * ```
929
- * @example
930
- * Coroutine that logs a message every 5 frames
931
- * ```ts
932
- * onEnable() {
933
- * this.startCoroutine(this.myCoroutine());
934
- * }
935
- * private *myCoroutine() {
936
- * while(this.activeAndEnabled) {
937
- * console.log("Hello World", this.context.time.frame);
938
- * // wait for 5 frames
939
- * for(let i = 0; i < 5; i++) yield;
940
- * }
941
- * }
942
- * ```
943
- */
944
- startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
945
- return this.context.registerCoroutineUpdate(this, routine, evt);
946
- }
947
-
948
- /**
949
- * Stops a coroutine that was previously started with startCoroutine
950
- * @param routine The routine to be stopped
951
- * @param evt The frame event the routine was registered with
952
- */
953
- stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
954
- this.context.unregisterCoroutineUpdate(routine, evt);
955
- }
956
-
957
- /**
958
- * Checks if this component has been destroyed
959
- * @returns True if the component or its GameObject has been destroyed
960
- */
961
- public get destroyed(): boolean {
962
- return this.__destroyed;
963
- }
964
-
965
- /**
966
- * Destroys this component and removes it from its GameObject
967
- * After destruction, the component will no longer receive lifecycle callbacks
968
- */
969
- public destroy() {
970
- if (this.__destroyed) return;
971
- this.__internalDestroy();
972
- }
973
-
974
- /** @internal */
975
- protected __didAwake: boolean = false;
976
-
977
- /** @internal */
978
- private __didStart: boolean = false;
979
-
980
- /** @internal */
981
- protected __didEnable: boolean = false;
982
-
983
- /** @internal */
984
- protected __isEnabled: boolean | undefined = undefined;
985
-
986
- /** @internal */
987
- private __destroyed: boolean = false;
988
-
989
- /** @internal */
990
- get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
991
-
992
- /** @internal */
993
- constructor(init?: ComponentInit<Component>) {
994
- this.__didAwake = false;
995
- this.__didStart = false;
996
- this.__didEnable = false;
997
- this.__isEnabled = undefined;
998
- this.__destroyed = false;
999
- this._internalInit(init as ComponentInit<this>);
1000
- }
1001
-
1002
- /** @internal */
1003
- __internalNewInstanceCreated(init?: ComponentInit<this>): this {
1004
- this.__didAwake = false;
1005
- this.__didStart = false;
1006
- this.__didEnable = false;
1007
- this.__isEnabled = undefined;
1008
- this.__destroyed = false;
1009
- this._internalInit(init);
1010
- return this;
1011
- }
1012
-
1013
- /**
1014
- * Initializes component properties from an initialization object
1015
- * @param init Object with properties to copy to this component
1016
- * @internal
1017
- */
1018
- _internalInit(init?: ComponentInit<this>) {
1019
- if (typeof init === "object") {
1020
- for (const key of Object.keys(init)) {
1021
- const value = init[key];
1022
- // we don't want to allow overriding functions via init
1023
- if (typeof value === "function") continue;
1024
- (this as any)[key] = value;
1025
- }
1026
- }
1027
- }
1028
-
1029
- /** @internal */
1030
- __internalAwake() {
1031
- if (this.__didAwake) return;
1032
- this.__didAwake = true;
1033
- this.awake();
1034
- }
1035
-
1036
-
1037
- /** @internal */
1038
- __internalStart() {
1039
- if (this.__didStart) return;
1040
- this.__didStart = true;
1041
- if (this.start) this.start();
1042
- }
1043
-
1044
-
1045
- /** @internal */
1046
- __internalEnable(isAddingToScene?: boolean): boolean {
1047
- if (this.__destroyed) {
1048
- if (isDevEnvironment()) {
1049
- console.warn("[Needle Engine Dev] Trying to enable destroyed component");
1050
- }
1051
- return false;
1052
- }
1053
- // Don't change enable before awake
1054
- // But a user can change enable during awake
1055
- if (!this.__didAwake) return false;
1056
- if (this.__didEnable) {
1057
- // We dont want to change the enable state if we are adding to scene
1058
- // But we want to change the state when e.g. a user changes the enable state during awake
1059
- if (isAddingToScene !== true)
1060
- this.__isEnabled = true;
1061
- return false;
1062
- }
1063
- // console.trace("INTERNAL ENABLE");
1064
- this.__didEnable = true;
1065
- this.__isEnabled = true;
1066
- this.onEnable();
1067
- return true;
1068
- }
1069
-
1070
- /** @internal */
1071
- __internalDisable(isRemovingFromScene?: boolean) {
1072
- // Don't change enable before awake
1073
- // But a user can change enable during awake
1074
- if (!this.__didAwake) return;
1075
- if (!this.__didEnable) {
1076
- // We dont want to change the enable state if we are removing from a scene
1077
- if (isRemovingFromScene !== true)
1078
- this.__isEnabled = false;
1079
- return;
1080
- }
1081
- this.__didEnable = false;
1082
- this.__isEnabled = false;
1083
- this.onDisable();
1084
- }
1085
-
1086
- /** @internal */
1087
- __internalDestroy() {
1088
- if (this.__destroyed) return;
1089
- this.__destroyed = true;
1090
- if (this.__didAwake) {
1091
- this.onDestroy?.call(this);
1092
- this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
1093
- }
1094
- destroyComponentInstance(this as any);
1095
- }
1096
-
1097
- /**
1098
- * Controls whether this component is enabled
1099
- * Disabled components don't receive lifecycle callbacks
1100
- */
1101
- get enabled(): boolean {
1102
- return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
1103
- }
1104
- set enabled(val: boolean) {
1105
- if (this.__destroyed) {
1106
- if (isDevEnvironment()) {
1107
- console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
1108
- }
1109
- return;
1110
- }
1111
- // when called from animationclip we receive numbers
1112
- // due to interpolation they can be anything between 0 and 1
1113
- if (typeof val === "number") {
1114
- if (val >= 0.5) val = true;
1115
- else val = false;
1116
- }
1117
-
1118
- // need to check here because codegen is calling this before everything is setup
1119
- if (!this.__didAwake) {
1120
- this.__isEnabled = val;
1121
- return;
1122
- }
1123
- if (val) {
1124
- this.__internalEnable();
1125
- } else {
1126
- this.__internalDisable();
1127
- }
1128
- }
1129
-
1130
- /**
1131
- * Gets the position of this component's GameObject in world space.
1132
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
1133
- */
1134
- get worldPosition(): Vector3 {
1135
- return threeutils.getWorldPosition(this.gameObject);
1136
- }
1137
-
1138
- /**
1139
- * Sets the position of this component's GameObject in world space
1140
- * @param val The world position vector to set
1141
- */
1142
- set worldPosition(val: Vector3) {
1143
- threeutils.setWorldPosition(this.gameObject, val);
1144
- }
1145
-
1146
- /**
1147
- * Sets the position of this component's GameObject in world space using individual coordinates
1148
- * @param x X-coordinate in world space
1149
- * @param y Y-coordinate in world space
1150
- * @param z Z-coordinate in world space
1151
- */
1152
- setWorldPosition(x: number, y: number, z: number) {
1153
- threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
1154
- }
1155
-
1156
- /**
1157
- * Gets the rotation of this component's GameObject in world space as a quaternion
1158
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
1159
- */
1160
- get worldQuaternion(): Quaternion {
1161
- return threeutils.getWorldQuaternion(this.gameObject);
1162
- }
1163
-
1164
- /**
1165
- * Sets the rotation of this component's GameObject in world space using a quaternion
1166
- * @param val The world rotation quaternion to set
1167
- */
1168
- set worldQuaternion(val: Quaternion) {
1169
- threeutils.setWorldQuaternion(this.gameObject, val);
1170
- }
1171
-
1172
- /**
1173
- * Sets the rotation of this component's GameObject in world space using quaternion components
1174
- * @param x X component of the quaternion
1175
- * @param y Y component of the quaternion
1176
- * @param z Z component of the quaternion
1177
- * @param w W component of the quaternion
1178
- */
1179
- setWorldQuaternion(x: number, y: number, z: number, w: number) {
1180
- threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
1181
- }
1182
-
1183
- /**
1184
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
1185
- */
1186
- get worldEuler(): Euler {
1187
- return threeutils.getWorldEuler(this.gameObject);
1188
- }
1189
-
1190
- /**
1191
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
1192
- * @param val The world rotation Euler angles to set
1193
- */
1194
- set worldEuler(val: Euler) {
1195
- threeutils.setWorldEuler(this.gameObject, val);
1196
- }
1197
-
1198
- /**
1199
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
1200
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
1201
- */
1202
- get worldRotation(): Vector3 {
1203
- return this.gameObject.worldRotation;
1204
- }
1205
-
1206
- /**
1207
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
1208
- * @param val The world rotation vector to set (in degrees)
1209
- */
1210
- set worldRotation(val: Vector3) {
1211
- this.setWorldRotation(val.x, val.y, val.z, true);
1212
- }
1213
-
1214
- /**
1215
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
1216
- * @param x X-axis rotation
1217
- * @param y Y-axis rotation
1218
- * @param z Z-axis rotation
1219
- * @param degrees Whether the values are in degrees (true) or radians (false)
1220
- */
1221
- setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
1222
- threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
1223
- }
1224
-
1225
- private static _forward: Vector3 = new Vector3();
1226
- /**
1227
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
1228
- */
1229
- public get forward(): Vector3 {
1230
- return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
1231
- }
1232
- private static _right: Vector3 = new Vector3();
1233
- /**
1234
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
1235
- */
1236
- public get right(): Vector3 {
1237
- return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
1238
- }
1239
- private static _up: Vector3 = new Vector3();
1240
- /**
1241
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
1242
- */
1243
- public get up(): Vector3 {
1244
- return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
1245
- }
1246
-
1247
- // EventTarget implementation:
1248
-
1249
- /**
1250
- * Storage for event listeners registered to this component
1251
- * @private
1252
- */
1253
- private _eventListeners = new Map<string, EventListener[]>();
1254
-
1255
- /**
1256
- * Registers an event listener for the specified event type
1257
- * @param type The event type to listen for
1258
- * @param listener The callback function to execute when the event occurs
1259
- */
1260
- addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
1261
- this._eventListeners[type] = this._eventListeners[type] || [];
1262
- this._eventListeners[type].push(listener);
1263
- }
1264
-
1265
- /**
1266
- * Removes a previously registered event listener
1267
- * @param type The event type the listener was registered for
1268
- * @param listener The callback function to remove
1269
- */
1270
- removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
1271
- if (!this._eventListeners[type]) return;
1272
- const index = this._eventListeners[type].indexOf(listener);
1273
- if (index >= 0) this._eventListeners[type].splice(index, 1);
1274
- }
1275
-
1276
- /**
1277
- * Dispatches an event to all registered listeners
1278
- * @param evt The event object to dispatch
1279
- * @returns Always returns false (standard implementation of EventTarget)
1280
- */
1281
- dispatchEvent(evt: Event): boolean {
1282
- if (!evt || !this._eventListeners[evt.type]) return false;
1283
- const listeners = this._eventListeners[evt.type];
1284
- for (let i = 0; i < listeners.length; i++) {
1285
- listeners[i](evt);
1286
- }
1287
-
1288
- return false;
1289
- }
1290
- }
1291
-
1292
- // For legacy reasons we need to export this as well
1293
- // (and we don't use extend to inherit the component docs)
1294
- export { Component as Behaviour };
1
+ import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { type AssetReference } from "../engine/engine_addressables.js";
5
+ import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
6
+ import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
7
+ import { destroy, findByGuid, foreachComponent, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
8
+ import * as main from "../engine/engine_mainloop_utils.js";
9
+ import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
10
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
11
+ import * as threeutils from "../engine/engine_three_utils.js";
12
+ import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
13
+ import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
14
+ import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
15
+
16
+
17
+ // export interface ISerializationCallbackReceiver {
18
+ // onBeforeSerialize?(): object | void;
19
+ // onAfterSerialize?();
20
+ // onBeforeDeserialize?(data?: any);
21
+ // onAfterDeserialize?();
22
+ // onDeserialize?(key: string, value: any): any | void;
23
+ // }
24
+
25
+ /**
26
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
27
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
28
+ * They manage their components and provide methods to add, remove and get components.
29
+ *
30
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
31
+ * These methods are available directly on the GameObject instance:
32
+ * ```typescript
33
+ * target.addComponent(MyComponent);
34
+ * ```
35
+ *
36
+ * And can be called statically on the GameObject class as well:
37
+ * ```typescript
38
+ * GameObject.setActive(target, true);
39
+ * ```
40
+ */
41
+ export abstract class GameObject extends Object3D implements Object3D, IGameObject {
42
+
43
+ /**
44
+ * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
45
+ * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
46
+ */
47
+ abstract activeSelf: boolean;
48
+
49
+ /** @deprecated Use {@link addComponent} instead */
50
+ // eslint-disable-next-line deprecation/deprecation
51
+ abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
52
+
53
+ /**
54
+ * Creates a new component on this gameObject or adds an existing component instance
55
+ * @param comp Component type constructor or existing component instance
56
+ * @param init Optional initialization values for the component
57
+ * @returns The newly created or added component
58
+ */
59
+ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
60
+
61
+ /**
62
+ * Removes a component from this GameObject
63
+ * @param comp Component instance to remove
64
+ * @returns The removed component
65
+ */
66
+ abstract removeComponent<T extends IComponent>(comp: T): T;
67
+
68
+ /**
69
+ * Gets an existing component of the specified type or adds a new one if it doesn't exist
70
+ * @param typeName Constructor of the component type to get or add
71
+ * @returns The existing or newly added component
72
+ */
73
+ abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
74
+
75
+ /**
76
+ * Gets a component of the specified type attached to this GameObject
77
+ * @param type Constructor of the component type to get
78
+ * @returns The component if found, otherwise null
79
+ */
80
+ abstract getComponent<T>(type: Constructor<T>): T | null;
81
+
82
+ /**
83
+ * Gets all components of the specified type attached to this GameObject
84
+ * @param type Constructor of the component type to get
85
+ * @param arr Optional array to populate with the components
86
+ * @returns Array of components
87
+ */
88
+ abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
89
+
90
+ /**
91
+ * Gets a component of the specified type in this GameObject's children hierarchy
92
+ * @param type Constructor of the component type to get
93
+ * @returns The first matching component if found, otherwise null
94
+ */
95
+ abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
96
+
97
+ /**
98
+ * Gets all components of the specified type in this GameObject's children hierarchy
99
+ * @param type Constructor of the component type to get
100
+ * @param arr Optional array to populate with the components
101
+ * @returns Array of components
102
+ */
103
+ abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
104
+
105
+ /**
106
+ * Gets a component of the specified type in this GameObject's parent hierarchy
107
+ * @param type Constructor of the component type to get
108
+ * @returns The first matching component if found, otherwise null
109
+ */
110
+ abstract getComponentInParent<T>(type: Constructor<T>): T | null;
111
+
112
+ /**
113
+ * Gets all components of the specified type in this GameObject's parent hierarchy
114
+ * @param type Constructor of the component type to get
115
+ * @param arr Optional array to populate with the components
116
+ * @returns Array of components
117
+ */
118
+ abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
119
+
120
+
121
+ /**
122
+ * The position of this GameObject in world space
123
+ */
124
+ abstract get worldPosition(): Vector3
125
+ abstract set worldPosition(val: Vector3);
126
+
127
+ /**
128
+ * The rotation of this GameObject in world space as a quaternion
129
+ */
130
+ abstract set worldQuaternion(val: Quaternion);
131
+ abstract get worldQuaternion(): Quaternion;
132
+
133
+ /**
134
+ * The rotation of this GameObject in world space in euler angles (degrees)
135
+ */
136
+ abstract set worldRotation(val: Vector3);
137
+ abstract get worldRotation(): Vector3;
138
+
139
+ /**
140
+ * The scale of this GameObject in world space
141
+ */
142
+ abstract set worldScale(val: Vector3);
143
+ abstract get worldScale(): Vector3;
144
+
145
+ /**
146
+ * The forward direction vector of this GameObject in world space
147
+ */
148
+ abstract get worldForward(): Vector3;
149
+
150
+ /**
151
+ * The right direction vector of this GameObject in world space
152
+ */
153
+ abstract get worldRight(): Vector3;
154
+
155
+ /**
156
+ * The up direction vector of this GameObject in world space
157
+ */
158
+ abstract get worldUp(): Vector3;
159
+
160
+ /**
161
+ * Unique identifier for this GameObject
162
+ */
163
+ guid: string | undefined;
164
+
165
+ /**
166
+ * Destroys this GameObject and all its components.
167
+ * Internally, this is added to the three.js {@link Object3D} prototype.
168
+ */
169
+ abstract destroy();
170
+
171
+
172
+ /**
173
+ * Checks if a GameObject has been destroyed
174
+ * @param go The GameObject to check
175
+ * @returns True if the GameObject has been destroyed
176
+ */
177
+ public static isDestroyed(go: Object3D): boolean {
178
+ return isDestroyed(go);
179
+ }
180
+
181
+ /**
182
+ * Sets the active state of a GameObject
183
+ * @param go The GameObject to modify
184
+ * @param active Whether the GameObject should be active
185
+ * @param processStart Whether to process the start callbacks if being activated
186
+ */
187
+ public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
188
+ if (!go) return;
189
+ setActive(go, active);
190
+
191
+ // TODO: do we still need this?:
192
+ main.updateIsActive(go);
193
+ if (active && processStart)
194
+ main.processStart(Context.Current, go);
195
+ }
196
+
197
+ /**
198
+ * Checks if the GameObject itself is active (same as go.visible)
199
+ * @param go The GameObject to check
200
+ * @returns True if the GameObject is active
201
+ */
202
+ public static isActiveSelf(go: Object3D): boolean {
203
+ return isActiveSelf(go);
204
+ }
205
+
206
+ /**
207
+ * 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)
208
+ * @param go The GameObject to check
209
+ * @returns True if the GameObject is active in the hierarchy
210
+ */
211
+ public static isActiveInHierarchy(go: Object3D): boolean {
212
+ return isActiveInHierarchy(go);
213
+ }
214
+
215
+ /**
216
+ * Marks a GameObject to be rendered using instancing
217
+ * @param go The GameObject to mark
218
+ * @param instanced Whether the GameObject should use instanced rendering
219
+ */
220
+ public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
221
+ markAsInstancedRendered(go, instanced);
222
+ }
223
+
224
+ /**
225
+ * Checks if a GameObject is using instanced rendering
226
+ * @param instance The GameObject to check
227
+ * @returns True if the GameObject is using instanced rendering
228
+ */
229
+ public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
230
+
231
+ /**
232
+ * Executes a callback for all components of the provided type on the provided object and its children
233
+ * @param instance Object to run the method on
234
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
235
+ * @param recursive If true, the method will be run on all children as well
236
+ * @returns The last return value of the callback
237
+ */
238
+ public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
239
+ return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
240
+ }
241
+
242
+ /**
243
+ * Creates a new instance of the provided object that will be replicated to all connected clients
244
+ * @param instance Object to instantiate
245
+ * @param opts Options for the instantiation
246
+ * @returns The newly created instance or null if creation failed
247
+ */
248
+ public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
249
+ if (!instance) return null;
250
+ return syncInstantiate(instance, opts) as GameObject | null;
251
+ }
252
+
253
+ /**
254
+ * Creates a new instance of the provided object (like cloning it including all components and children)
255
+ * @param instance Object to instantiate
256
+ * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
257
+ * @returns The newly created instance
258
+ */
259
+ public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
260
+ public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
261
+ public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
262
+ if ('isAssetReference' in instance) {
263
+ return instantiate(instance as AssetReference, opts);
264
+ }
265
+ return instantiate(instance as GameObject | Object3D, opts) as GameObject;
266
+ }
267
+
268
+ /**
269
+ * Destroys an object on all connected clients (if in a networked session)
270
+ * @param instance Object to destroy
271
+ * @param context Optional context to use
272
+ * @param recursive If true, all children will be destroyed as well
273
+ */
274
+ public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
275
+ if (!instance) return;
276
+ const go = instance as GameObject;
277
+ context = context ?? Context.Current;
278
+ syncDestroy(go as any, context.connection, recursive);
279
+ }
280
+
281
+ /**
282
+ * Destroys an object
283
+ * @param instance Object to destroy
284
+ * @param recursive If true, all children will be destroyed as well. Default: true
285
+ */
286
+ public static destroy(instance: Object3D | Component, recursive: boolean = true) {
287
+ return destroy(instance, recursive);
288
+ }
289
+
290
+ /**
291
+ * Adds an object to parent and ensures all components are properly registered
292
+ * @param instance Object to add
293
+ * @param parent Parent to add the object to
294
+ * @param context Optional context to use
295
+ */
296
+ public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
297
+ if (!instance || !parent) return;
298
+ if (instance === parent) {
299
+ console.warn("Can not add object to self", instance);
300
+ return;
301
+ }
302
+ if (!context) {
303
+ context = Context.Current;
304
+ }
305
+ parent.add(instance);
306
+ setActive(instance, true);
307
+ main.updateIsActive(instance);
308
+ if (context) {
309
+ GameObject.foreachComponent(instance, (comp: Component) => {
310
+ main.addScriptToArrays(comp, context!);
311
+ if (comp.__internalDidAwakeAndStart) return;
312
+ if (context!.new_script_start.includes(comp) === false) {
313
+ context!.new_script_start.push(comp as Component);
314
+ }
315
+ }, true);
316
+ }
317
+ else {
318
+ console.warn("Missing context");
319
+ }
320
+ }
321
+
322
+ /**
323
+ * Removes the object from its parent and deactivates all of its components
324
+ * @param instance Object to remove
325
+ */
326
+ public static remove(instance: Object3D | null | undefined) {
327
+ if (!instance) return;
328
+ instance.parent?.remove(instance);
329
+ setActive(instance, false);
330
+ main.updateIsActive(instance);
331
+ GameObject.foreachComponent(instance, (comp) => {
332
+ main.processRemoveFromScene(comp);
333
+ }, true);
334
+ }
335
+
336
+ /**
337
+ * Invokes a method on all components including children (if a method with that name exists)
338
+ * @param go GameObject to invoke the method on
339
+ * @param functionName Name of the method to invoke
340
+ * @param args Arguments to pass to the method
341
+ */
342
+ public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
343
+ this.invoke(go, functionName, true, args);
344
+ }
345
+
346
+ /**
347
+ * Invokes a method on all components that have a method matching the provided name
348
+ * @param go GameObject to invoke the method on
349
+ * @param functionName Name of the method to invoke
350
+ * @param children Whether to invoke on children as well
351
+ * @param args Arguments to pass to the method
352
+ */
353
+ public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
354
+ if (!go) return;
355
+ this.foreachComponent(go, c => {
356
+ const fn = c[functionName];
357
+ if (fn && typeof fn === "function") {
358
+ fn?.call(c, ...args)
359
+ }
360
+ }, children);
361
+ }
362
+
363
+ /** @deprecated use `addComponent` */
364
+ // eslint-disable-next-line deprecation/deprecation
365
+ public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
366
+ return addComponent(go, type, init, { callAwake });
367
+ }
368
+
369
+ /**
370
+ * Adds a new component (or moves an existing component) to the provided object
371
+ * @param go Object to add the component to
372
+ * @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
373
+ * @param init Optional init object to initialize the component with
374
+ * @param opts Optional options for adding the component
375
+ * @returns The added or moved component
376
+ */
377
+ public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
378
+ return addComponent(go, instanceOrType, init, opts);
379
+ }
380
+
381
+ /**
382
+ * Moves a component to a new object
383
+ * @param go GameObject to move the component to
384
+ * @param instance Component to move
385
+ * @returns The moved component
386
+ */
387
+ public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
388
+ return addComponent(go, instance);
389
+ }
390
+
391
+ /**
392
+ * Removes a component from its object
393
+ * @param instance Component to remove
394
+ * @returns The removed component
395
+ */
396
+ public static removeComponent<T extends IComponent>(instance: T): T {
397
+ removeComponent(instance.gameObject, instance as any);
398
+ return instance;
399
+ }
400
+
401
+ /**
402
+ * Gets or adds a component of the specified type
403
+ * @param go GameObject to get or add the component to
404
+ * @param typeName Constructor of the component type
405
+ * @returns The existing or newly added component
406
+ */
407
+ public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
408
+ return getOrAddComponent<any>(go, typeName);
409
+ }
410
+
411
+ /**
412
+ * Gets a component on the provided object
413
+ * @param go GameObject to get the component from
414
+ * @param typeName Constructor of the component type
415
+ * @returns The component if found, otherwise null
416
+ */
417
+ public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
418
+ if (go === null) return null;
419
+ // if names are minified we could also use the type store and work with strings everywhere
420
+ // not ideal, but I dont know a good/sane way to do this otherwise
421
+ // const res = TypeStore.get(typeName);
422
+ // if(res) typeName = res;
423
+ return getComponent(go, typeName as any);
424
+ }
425
+
426
+ /**
427
+ * Gets all components of the specified type on the provided object
428
+ * @param go GameObject to get the components from
429
+ * @param typeName Constructor of the component type
430
+ * @param arr Optional array to populate with the components
431
+ * @returns Array of components
432
+ */
433
+ public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
434
+ if (go === null) return arr ?? [];
435
+ return getComponents(go, typeName, arr);
436
+ }
437
+
438
+ /**
439
+ * Finds an object or component by its unique identifier
440
+ * @param guid Unique identifier to search for
441
+ * @param hierarchy Root object to search in
442
+ * @returns The found GameObject or Component, or null/undefined if not found
443
+ */
444
+ public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
445
+ const res = findByGuid(guid, hierarchy);
446
+ return res as GameObject | Component | null | undefined;
447
+ }
448
+
449
+ /**
450
+ * Finds the first object of the specified component type in the scene
451
+ * @param typeName Constructor of the component type
452
+ * @param context Context or root object to search in
453
+ * @param includeInactive Whether to include inactive objects in the search
454
+ * @returns The first matching component if found, otherwise null
455
+ */
456
+ public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
457
+ return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
458
+ }
459
+
460
+ /**
461
+ * Finds all objects of the specified component type in the scene
462
+ * @param typeName Constructor of the component type
463
+ * @param context Context or root object to search in
464
+ * @returns Array of matching components
465
+ */
466
+ public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
467
+ const arr = [];
468
+ findObjectsOfType(typeName, arr, context);
469
+ return arr;
470
+ }
471
+
472
+ /**
473
+ * Gets a component of the specified type in the gameObject's children hierarchy
474
+ * @param go GameObject to search in
475
+ * @param typeName Constructor of the component type
476
+ * @returns The first matching component if found, otherwise null
477
+ */
478
+ public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
479
+ return getComponentInChildren(go, typeName);
480
+ }
481
+
482
+ /**
483
+ * Gets all components of the specified type in the gameObject's children hierarchy
484
+ * @param go GameObject to search in
485
+ * @param typeName Constructor of the component type
486
+ * @param arr Optional array to populate with the components
487
+ * @returns Array of components
488
+ */
489
+ public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
490
+ return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
491
+ }
492
+
493
+ /**
494
+ * Gets a component of the specified type in the gameObject's parent hierarchy
495
+ * @param go GameObject to search in
496
+ * @param typeName Constructor of the component type
497
+ * @returns The first matching component if found, otherwise null
498
+ */
499
+ public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
500
+ return getComponentInParent(go, typeName);
501
+ }
502
+
503
+ /**
504
+ * Gets all components of the specified type in the gameObject's parent hierarchy
505
+ * @param go GameObject to search in
506
+ * @param typeName Constructor of the component type
507
+ * @param arr Optional array to populate with the components
508
+ * @returns Array of components
509
+ */
510
+ public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
511
+ return getComponentsInParent(go, typeName, arr);
512
+ }
513
+
514
+ /**
515
+ * Gets all components on the gameObject
516
+ * @param go GameObject to get components from
517
+ * @returns Array of all components
518
+ */
519
+ public static getAllComponents(go: IGameObject | Object3D): Component[] {
520
+ const componentsList = go.userData?.components;
521
+ if (!componentsList) return [];
522
+ const newList = [...componentsList];
523
+ return newList;
524
+ }
525
+
526
+ /**
527
+ * Iterates through all components on the gameObject
528
+ * @param go GameObject to iterate components on
529
+ * @returns Generator yielding each component
530
+ */
531
+ public static *iterateComponents(go: IGameObject | Object3D) {
532
+ const list = go?.userData?.components;
533
+ if (list && Array.isArray(list)) {
534
+ for (let i = 0; i < list.length; i++) {
535
+ yield list[i];
536
+ }
537
+ }
538
+ }
539
+ }
540
+
541
+
542
+
543
+ /**
544
+ * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
545
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
546
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
547
+ *
548
+ * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
549
+ *
550
+ * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
551
+ *
552
+ * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
553
+ *
554
+ * @example
555
+ * ```typescript
556
+ * import { Behaviour } from "@needle-tools/engine";
557
+ * export class MyComponent extends Behaviour {
558
+ * start() {
559
+ * console.log("Hello World");
560
+ * }
561
+ * update() {
562
+ * console.log("Frame", this.context.time.frame);
563
+ * }
564
+ * }
565
+ * ```
566
+ *
567
+ * @group Components
568
+ */
569
+ export abstract class Component implements IComponent, EventTarget,
570
+ Partial<INeedleXRSessionEventReceiver>,
571
+ Partial<IPointerEventHandler>
572
+ {
573
+ /**
574
+ * Indicates whether this object is a component
575
+ * @internal
576
+ */
577
+ get isComponent(): boolean { return true; }
578
+
579
+ private __context: Context | undefined;
580
+
581
+ /**
582
+ * The context this component belongs to, providing access to the runtime environment
583
+ * including physics, timing utilities, camera, and scene
584
+ */
585
+ get context(): Context {
586
+ return this.__context ?? Context.Current;
587
+ }
588
+ set context(context: Context) {
589
+ this.__context = context;
590
+ }
591
+
592
+ /**
593
+ * Shorthand accessor for the current scene from the context
594
+ * @returns The scene this component belongs to
595
+ */
596
+ get scene(): Scene { return this.context.scene; }
597
+
598
+ /**
599
+ * The layer value of the GameObject this component is attached to
600
+ * Used for visibility and physics filtering
601
+ */
602
+ get layer(): number {
603
+ return this.gameObject?.userData?.layer;
604
+ }
605
+
606
+ /**
607
+ * The name of the GameObject this component is attached to
608
+ * Used for debugging and finding objects
609
+ */
610
+ get name(): string {
611
+ if (this.gameObject?.name) {
612
+ return this.gameObject.name;
613
+ }
614
+ return this.gameObject?.userData.name;
615
+ }
616
+ private __name?: string;
617
+ set name(str: string) {
618
+ if (this.gameObject) {
619
+ if (!this.gameObject.userData) this.gameObject.userData = {}
620
+ this.gameObject.userData.name = str;
621
+ this.__name = str;
622
+ }
623
+ else {
624
+ this.__name = str;
625
+ }
626
+ }
627
+
628
+ /**
629
+ * The tag of the GameObject this component is attached to
630
+ * Used for categorizing objects and efficient lookup
631
+ */
632
+ get tag(): string {
633
+ return this.gameObject?.userData.tag;
634
+ }
635
+ set tag(str: string) {
636
+ if (this.gameObject) {
637
+ if (!this.gameObject.userData) this.gameObject.userData = {}
638
+ this.gameObject.userData.tag = str;
639
+ }
640
+ }
641
+
642
+ /**
643
+ * Indicates whether the GameObject is marked as static
644
+ * Static objects typically don't move and can be optimized by the engine
645
+ */
646
+ get static() {
647
+ return this.gameObject?.userData.static;
648
+ }
649
+ set static(value: boolean) {
650
+ if (this.gameObject) {
651
+ if (!this.gameObject.userData) this.gameObject.userData = {}
652
+ this.gameObject.userData.static = value;
653
+ }
654
+ }
655
+ // get hideFlags(): HideFlags {
656
+ // return this.gameObject?.hideFlags;
657
+ // }
658
+
659
+ /**
660
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
661
+ * Components that are inactive won't receive lifecycle method calls
662
+ * @returns True if the component is enabled and all parent GameObjects are active
663
+ */
664
+ get activeAndEnabled(): boolean {
665
+ if (this.destroyed) return false;
666
+ if (this.__isEnabled === false) return false;
667
+ if (!this.__isActiveInHierarchy) return false;
668
+ // let go = this.gameObject;
669
+ // do {
670
+ // // console.log(go.name, go.visible)
671
+ // if (!go.visible) return false;
672
+ // go = go.parent as GameObject;
673
+ // }
674
+ // while (go);
675
+ return true;
676
+ }
677
+
678
+ private get __isActive(): boolean {
679
+ return this.gameObject.visible;
680
+ }
681
+
682
+ private get __isActiveInHierarchy(): boolean {
683
+ if (!this.gameObject) return false;
684
+ const res = this.gameObject[activeInHierarchyFieldName];
685
+ if (res === undefined) return true;
686
+ return res;
687
+ }
688
+
689
+ private set __isActiveInHierarchy(val: boolean) {
690
+ if (!this.gameObject) return;
691
+ this.gameObject[activeInHierarchyFieldName] = val;
692
+ }
693
+
694
+ /**
695
+ * Reference to the GameObject this component is attached to
696
+ * This is a three.js Object3D with additional GameObject functionality
697
+ */
698
+ gameObject!: GameObject;
699
+
700
+ /**
701
+ * Unique identifier for this component instance,
702
+ * used for finding and tracking components
703
+ */
704
+ guid: string = "invalid";
705
+
706
+ /**
707
+ * Identifier for the source asset that created this component.
708
+ * For example, URL to the glTF file this component was loaded from
709
+ */
710
+ sourceId?: SourceIdentifier;
711
+
712
+ /**
713
+ * Called when this component needs to remap guids after an instantiate operation.
714
+ * @param guidsMap Mapping from old guids to newly generated guids
715
+ */
716
+ resolveGuids?(guidsMap: GuidsMap): void;
717
+
718
+ /**
719
+ * Called once when the component becomes active for the first time.
720
+ * This is the first lifecycle callback to be invoked
721
+ */
722
+ awake() { }
723
+
724
+ /**
725
+ * Called every time the component becomes enabled or active in the hierarchy.
726
+ * Invoked after {@link awake} and before {@link start}.
727
+ */
728
+ onEnable() { }
729
+
730
+ /**
731
+ * Called every time the component becomes disabled or inactive in the hierarchy.
732
+ * Invoked when the component or any parent GameObject becomes invisible
733
+ */
734
+ onDisable() { }
735
+
736
+ /**
737
+ * Called when the component is destroyed.
738
+ * Use for cleanup operations like removing event listeners
739
+ */
740
+ onDestroy() {
741
+ this.__destroyed = true;
742
+ }
743
+
744
+ /**
745
+ * Called when a field decorated with @validate() is modified.
746
+ * @param prop The name of the field that was changed
747
+ */
748
+ onValidate?(prop?: string): void;
749
+
750
+ /**
751
+ * Called when the context's pause state changes.
752
+ * @param isPaused Whether the context is currently paused
753
+ * @param wasPaused The previous pause state
754
+ */
755
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
756
+
757
+ /**
758
+ * Called once at the beginning of the first frame after the component is enabled.
759
+ * Use for initialization that requires other components to be awake.
760
+ */
761
+ start?(): void;
762
+
763
+ /**
764
+ * Called at the beginning of each frame before regular updates.
765
+ * Use for logic that needs to run before standard update callbacks.
766
+ */
767
+ earlyUpdate?(): void;
768
+
769
+ /**
770
+ * Called once per frame during the main update loop.
771
+ * The primary location for frame-based game logic.
772
+ */
773
+ update?(): void;
774
+
775
+ /**
776
+ * Called after all update functions have been called.
777
+ * Use for calculations that depend on other components being updated first.
778
+ */
779
+ lateUpdate?(): void;
780
+
781
+ /**
782
+ * Called immediately before the scene is rendered.
783
+ * @param frame Current XRFrame if in an XR session, null otherwise
784
+ */
785
+ onBeforeRender?(frame: XRFrame | null): void;
786
+
787
+ /**
788
+ * Called after the scene has been rendered.
789
+ * Use for post-processing or UI updates that should happen after rendering
790
+ */
791
+ onAfterRender?(): void;
792
+
793
+ /**
794
+ * Called when this component's collider begins colliding with another collider.
795
+ * @param col Information about the collision that occurred
796
+ */
797
+ onCollisionEnter?(col: Collision);
798
+
799
+ /**
800
+ * Called when this component's collider stops colliding with another collider.
801
+ * @param col Information about the collision that ended
802
+ */
803
+ onCollisionExit?(col: Collision);
804
+
805
+ /**
806
+ * Called each frame while this component's collider is colliding with another collider
807
+ * @param col Information about the ongoing collision
808
+ */
809
+ onCollisionStay?(col: Collision);
810
+
811
+ /**
812
+ * Called when this component's trigger collider is entered by another collider
813
+ * @param col The collider that entered this trigger
814
+ */
815
+ onTriggerEnter?(col: ICollider);
816
+
817
+ /**
818
+ * Called each frame while another collider is inside this component's trigger collider
819
+ * @param col The collider that is inside this trigger
820
+ */
821
+ onTriggerStay?(col: ICollider);
822
+
823
+ /**
824
+ * Called when another collider exits this component's trigger collider
825
+ * @param col The collider that exited this trigger
826
+ */
827
+ onTriggerExit?(col: ICollider);
828
+
829
+ /**
830
+ * Determines if this component supports a specific XR mode
831
+ * @param mode The XR session mode to check support for
832
+ * @returns True if the component supports the specified mode
833
+ */
834
+ supportsXR?(mode: XRSessionMode): boolean;
835
+
836
+ /**
837
+ * Called before an XR session is requested
838
+ * Use to modify session initialization parameters
839
+ * @param mode The XR session mode being requested
840
+ * @param args The session initialization parameters that can be modified
841
+ */
842
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
843
+
844
+ /**
845
+ * Called when this component joins an XR session or becomes active in a running session
846
+ * @param args Event data for the XR session
847
+ */
848
+ onEnterXR?(args: NeedleXREventArgs): void;
849
+
850
+ /**
851
+ * Called each frame while this component is active in an XR session
852
+ * @param args Event data for the current XR frame
853
+ */
854
+ onUpdateXR?(args: NeedleXREventArgs): void;
855
+
856
+ /**
857
+ * Called when this component exits an XR session or becomes inactive during a session
858
+ * @param args Event data for the XR session
859
+ */
860
+ onLeaveXR?(args: NeedleXREventArgs): void;
861
+
862
+ /**
863
+ * Called when an XR controller is connected or when this component becomes active
864
+ * in a session with existing controllers
865
+ * @param args Event data for the controller that was added
866
+ */
867
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
868
+
869
+ /**
870
+ * Called when an XR controller is disconnected or when this component becomes inactive
871
+ * during a session with controllers
872
+ * @param args Event data for the controller that was removed
873
+ */
874
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
875
+
876
+ /**
877
+ * Called when a pointer enters this component's GameObject
878
+ * @param args Data about the pointer event
879
+ */
880
+ onPointerEnter?(args: PointerEventData);
881
+
882
+ /**
883
+ * Called when a pointer moves while over this component's GameObject
884
+ * @param args Data about the pointer event
885
+ */
886
+ onPointerMove?(args: PointerEventData);
887
+
888
+ /**
889
+ * Called when a pointer exits this component's GameObject
890
+ * @param args Data about the pointer event
891
+ */
892
+ onPointerExit?(args: PointerEventData);
893
+
894
+ /**
895
+ * Called when a pointer button is pressed while over this component's GameObject
896
+ * @param args Data about the pointer event
897
+ */
898
+ onPointerDown?(args: PointerEventData);
899
+
900
+ /**
901
+ * Called when a pointer button is released while over this component's GameObject
902
+ * @param args Data about the pointer event
903
+ */
904
+ onPointerUp?(args: PointerEventData);
905
+
906
+ /**
907
+ * Called when a pointer completes a click interaction with this component's GameObject
908
+ * @param args Data about the pointer event
909
+ */
910
+ onPointerClick?(args: PointerEventData);
911
+
912
+ /**
913
+ * Starts a coroutine that can yield to wait for events.
914
+ * Coroutines allow for time-based sequencing of operations without blocking.
915
+ * Coroutines are based on generator functions, a JavaScript language feature.
916
+ *
917
+ * @param routine Generator function to start
918
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
919
+ * @returns The generator function that can be used to stop the coroutine
920
+ * @example
921
+ * Time-based sequencing of operations
922
+ * ```ts
923
+ * *myCoroutine() {
924
+ * yield WaitForSeconds(1); // wait for 1 second
925
+ * yield WaitForFrames(10); // wait for 10 frames
926
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
927
+ * }
928
+ * ```
929
+ * @example
930
+ * Coroutine that logs a message every 5 frames
931
+ * ```ts
932
+ * onEnable() {
933
+ * this.startCoroutine(this.myCoroutine());
934
+ * }
935
+ * private *myCoroutine() {
936
+ * while(this.activeAndEnabled) {
937
+ * console.log("Hello World", this.context.time.frame);
938
+ * // wait for 5 frames
939
+ * for(let i = 0; i < 5; i++) yield;
940
+ * }
941
+ * }
942
+ * ```
943
+ */
944
+ startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
945
+ return this.context.registerCoroutineUpdate(this, routine, evt);
946
+ }
947
+
948
+ /**
949
+ * Stops a coroutine that was previously started with startCoroutine
950
+ * @param routine The routine to be stopped
951
+ * @param evt The frame event the routine was registered with
952
+ */
953
+ stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
954
+ this.context.unregisterCoroutineUpdate(routine, evt);
955
+ }
956
+
957
+ /**
958
+ * Checks if this component has been destroyed
959
+ * @returns True if the component or its GameObject has been destroyed
960
+ */
961
+ public get destroyed(): boolean {
962
+ return this.__destroyed;
963
+ }
964
+
965
+ /**
966
+ * Destroys this component and removes it from its GameObject
967
+ * After destruction, the component will no longer receive lifecycle callbacks
968
+ */
969
+ public destroy() {
970
+ if (this.__destroyed) return;
971
+ this.__internalDestroy();
972
+ }
973
+
974
+ /** @internal */
975
+ protected __didAwake: boolean = false;
976
+
977
+ /** @internal */
978
+ private __didStart: boolean = false;
979
+
980
+ /** @internal */
981
+ protected __didEnable: boolean = false;
982
+
983
+ /** @internal */
984
+ protected __isEnabled: boolean | undefined = undefined;
985
+
986
+ /** @internal */
987
+ private __destroyed: boolean = false;
988
+
989
+ /** @internal */
990
+ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
991
+
992
+ /** @internal */
993
+ constructor(init?: ComponentInit<Component>) {
994
+ this.__didAwake = false;
995
+ this.__didStart = false;
996
+ this.__didEnable = false;
997
+ this.__isEnabled = undefined;
998
+ this.__destroyed = false;
999
+ this._internalInit(init as ComponentInit<this>);
1000
+ }
1001
+
1002
+ /** @internal */
1003
+ __internalNewInstanceCreated(init?: ComponentInit<this>): this {
1004
+ this.__didAwake = false;
1005
+ this.__didStart = false;
1006
+ this.__didEnable = false;
1007
+ this.__isEnabled = undefined;
1008
+ this.__destroyed = false;
1009
+ this._internalInit(init);
1010
+ return this;
1011
+ }
1012
+
1013
+ /**
1014
+ * Initializes component properties from an initialization object
1015
+ * @param init Object with properties to copy to this component
1016
+ * @internal
1017
+ */
1018
+ _internalInit(init?: ComponentInit<this>) {
1019
+ if (typeof init === "object") {
1020
+ for (const key of Object.keys(init)) {
1021
+ const value = init[key];
1022
+ // we don't want to allow overriding functions via init
1023
+ if (typeof value === "function") continue;
1024
+ (this as any)[key] = value;
1025
+ }
1026
+ }
1027
+ }
1028
+
1029
+ /** @internal */
1030
+ __internalAwake() {
1031
+ if (this.__didAwake) return;
1032
+ this.__didAwake = true;
1033
+ this.awake();
1034
+ }
1035
+
1036
+
1037
+ /** @internal */
1038
+ __internalStart() {
1039
+ if (this.__didStart) return;
1040
+ this.__didStart = true;
1041
+ if (this.start) this.start();
1042
+ }
1043
+
1044
+
1045
+ /** @internal */
1046
+ __internalEnable(isAddingToScene?: boolean): boolean {
1047
+ if (this.__destroyed) {
1048
+ if (isDevEnvironment()) {
1049
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
1050
+ }
1051
+ return false;
1052
+ }
1053
+ // Don't change enable before awake
1054
+ // But a user can change enable during awake
1055
+ if (!this.__didAwake) return false;
1056
+ if (this.__didEnable) {
1057
+ // We dont want to change the enable state if we are adding to scene
1058
+ // But we want to change the state when e.g. a user changes the enable state during awake
1059
+ if (isAddingToScene !== true)
1060
+ this.__isEnabled = true;
1061
+ return false;
1062
+ }
1063
+ // console.trace("INTERNAL ENABLE");
1064
+ this.__didEnable = true;
1065
+ this.__isEnabled = true;
1066
+ this.onEnable();
1067
+ return true;
1068
+ }
1069
+
1070
+ /** @internal */
1071
+ __internalDisable(isRemovingFromScene?: boolean) {
1072
+ // Don't change enable before awake
1073
+ // But a user can change enable during awake
1074
+ if (!this.__didAwake) return;
1075
+ if (!this.__didEnable) {
1076
+ // We dont want to change the enable state if we are removing from a scene
1077
+ if (isRemovingFromScene !== true)
1078
+ this.__isEnabled = false;
1079
+ return;
1080
+ }
1081
+ this.__didEnable = false;
1082
+ this.__isEnabled = false;
1083
+ this.onDisable();
1084
+ }
1085
+
1086
+ /** @internal */
1087
+ __internalDestroy() {
1088
+ if (this.__destroyed) return;
1089
+ this.__destroyed = true;
1090
+ if (this.__didAwake) {
1091
+ this.onDestroy?.call(this);
1092
+ this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
1093
+ }
1094
+ destroyComponentInstance(this as any);
1095
+ }
1096
+
1097
+ /**
1098
+ * Controls whether this component is enabled
1099
+ * Disabled components don't receive lifecycle callbacks
1100
+ */
1101
+ get enabled(): boolean {
1102
+ return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
1103
+ }
1104
+ set enabled(val: boolean) {
1105
+ if (this.__destroyed) {
1106
+ if (isDevEnvironment()) {
1107
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
1108
+ }
1109
+ return;
1110
+ }
1111
+ // when called from animationclip we receive numbers
1112
+ // due to interpolation they can be anything between 0 and 1
1113
+ if (typeof val === "number") {
1114
+ if (val >= 0.5) val = true;
1115
+ else val = false;
1116
+ }
1117
+
1118
+ // need to check here because codegen is calling this before everything is setup
1119
+ if (!this.__didAwake) {
1120
+ this.__isEnabled = val;
1121
+ return;
1122
+ }
1123
+ if (val) {
1124
+ this.__internalEnable();
1125
+ } else {
1126
+ this.__internalDisable();
1127
+ }
1128
+ }
1129
+
1130
+ /**
1131
+ * Gets the position of this component's GameObject in world space.
1132
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
1133
+ */
1134
+ get worldPosition(): Vector3 {
1135
+ return threeutils.getWorldPosition(this.gameObject);
1136
+ }
1137
+
1138
+ /**
1139
+ * Sets the position of this component's GameObject in world space
1140
+ * @param val The world position vector to set
1141
+ */
1142
+ set worldPosition(val: Vector3) {
1143
+ threeutils.setWorldPosition(this.gameObject, val);
1144
+ }
1145
+
1146
+ /**
1147
+ * Sets the position of this component's GameObject in world space using individual coordinates
1148
+ * @param x X-coordinate in world space
1149
+ * @param y Y-coordinate in world space
1150
+ * @param z Z-coordinate in world space
1151
+ */
1152
+ setWorldPosition(x: number, y: number, z: number) {
1153
+ threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
1154
+ }
1155
+
1156
+ /**
1157
+ * Gets the rotation of this component's GameObject in world space as a quaternion
1158
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
1159
+ */
1160
+ get worldQuaternion(): Quaternion {
1161
+ return threeutils.getWorldQuaternion(this.gameObject);
1162
+ }
1163
+
1164
+ /**
1165
+ * Sets the rotation of this component's GameObject in world space using a quaternion
1166
+ * @param val The world rotation quaternion to set
1167
+ */
1168
+ set worldQuaternion(val: Quaternion) {
1169
+ threeutils.setWorldQuaternion(this.gameObject, val);
1170
+ }
1171
+
1172
+ /**
1173
+ * Sets the rotation of this component's GameObject in world space using quaternion components
1174
+ * @param x X component of the quaternion
1175
+ * @param y Y component of the quaternion
1176
+ * @param z Z component of the quaternion
1177
+ * @param w W component of the quaternion
1178
+ */
1179
+ setWorldQuaternion(x: number, y: number, z: number, w: number) {
1180
+ threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
1181
+ }
1182
+
1183
+ /**
1184
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
1185
+ */
1186
+ get worldEuler(): Euler {
1187
+ return threeutils.getWorldEuler(this.gameObject);
1188
+ }
1189
+
1190
+ /**
1191
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
1192
+ * @param val The world rotation Euler angles to set
1193
+ */
1194
+ set worldEuler(val: Euler) {
1195
+ threeutils.setWorldEuler(this.gameObject, val);
1196
+ }
1197
+
1198
+ /**
1199
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
1200
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
1201
+ */
1202
+ get worldRotation(): Vector3 {
1203
+ return this.gameObject.worldRotation;
1204
+ }
1205
+
1206
+ /**
1207
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
1208
+ * @param val The world rotation vector to set (in degrees)
1209
+ */
1210
+ set worldRotation(val: Vector3) {
1211
+ this.setWorldRotation(val.x, val.y, val.z, true);
1212
+ }
1213
+
1214
+ /**
1215
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
1216
+ * @param x X-axis rotation
1217
+ * @param y Y-axis rotation
1218
+ * @param z Z-axis rotation
1219
+ * @param degrees Whether the values are in degrees (true) or radians (false)
1220
+ */
1221
+ setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
1222
+ threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
1223
+ }
1224
+
1225
+ private static _forward: Vector3 = new Vector3();
1226
+ /**
1227
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
1228
+ */
1229
+ public get forward(): Vector3 {
1230
+ return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
1231
+ }
1232
+ private static _right: Vector3 = new Vector3();
1233
+ /**
1234
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
1235
+ */
1236
+ public get right(): Vector3 {
1237
+ return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
1238
+ }
1239
+ private static _up: Vector3 = new Vector3();
1240
+ /**
1241
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
1242
+ */
1243
+ public get up(): Vector3 {
1244
+ return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
1245
+ }
1246
+
1247
+ // EventTarget implementation:
1248
+
1249
+ /**
1250
+ * Storage for event listeners registered to this component
1251
+ * @private
1252
+ */
1253
+ private _eventListeners = new Map<string, EventListener[]>();
1254
+
1255
+ /**
1256
+ * Registers an event listener for the specified event type
1257
+ * @param type The event type to listen for
1258
+ * @param listener The callback function to execute when the event occurs
1259
+ */
1260
+ addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
1261
+ this._eventListeners[type] = this._eventListeners[type] || [];
1262
+ this._eventListeners[type].push(listener);
1263
+ }
1264
+
1265
+ /**
1266
+ * Removes a previously registered event listener
1267
+ * @param type The event type the listener was registered for
1268
+ * @param listener The callback function to remove
1269
+ */
1270
+ removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
1271
+ if (!this._eventListeners[type]) return;
1272
+ const index = this._eventListeners[type].indexOf(listener);
1273
+ if (index >= 0) this._eventListeners[type].splice(index, 1);
1274
+ }
1275
+
1276
+ /**
1277
+ * Dispatches an event to all registered listeners
1278
+ * @param evt The event object to dispatch
1279
+ * @returns Always returns false (standard implementation of EventTarget)
1280
+ */
1281
+ dispatchEvent(evt: Event): boolean {
1282
+ if (!evt || !this._eventListeners[evt.type]) return false;
1283
+ const listeners = this._eventListeners[evt.type];
1284
+ for (let i = 0; i < listeners.length; i++) {
1285
+ listeners[i](evt);
1286
+ }
1287
+
1288
+ return false;
1289
+ }
1290
+ }
1291
+
1292
+ // For legacy reasons we need to export this as well
1293
+ // (and we don't use extend to inherit the component docs)
1294
+ export { Component as Behaviour };