@needle-tools/engine 4.5.0-alpha.7 → 4.5.1

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 (1066) hide show
  1. package/CHANGELOG.md +3729 -3729
  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-e4d45a4b.light.umd.cjs → needle-engine.bundle-2d3f9594.light.umd.cjs} +5 -5
  6. package/dist/{needle-engine.bundle-b3f8f528.umd.cjs → needle-engine.bundle-4dbc6bd8.umd.cjs} +5 -5
  7. package/dist/{needle-engine.bundle-b0b656a0.js → needle-engine.bundle-55f7e76b.js} +9 -10
  8. package/dist/{needle-engine.bundle-794a5cc4.light.min.js → needle-engine.bundle-7a7b6e91.light.min.js} +3 -3
  9. package/dist/{needle-engine.bundle-ac188401.min.js → needle-engine.bundle-c7347339.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-61f52fd3.light.js → needle-engine.bundle-f56361b5.light.js} +689 -690
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine_addressables.d.ts +166 -166
  49. package/lib/engine/engine_addressables.js +608 -608
  50. package/lib/engine/engine_animation.d.ts +43 -43
  51. package/lib/engine/engine_animation.js +133 -133
  52. package/lib/engine/engine_application.d.ts +45 -45
  53. package/lib/engine/engine_application.js +104 -104
  54. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  55. package/lib/engine/engine_assetdatabase.js +344 -344
  56. package/lib/engine/engine_audio.d.ts +4 -4
  57. package/lib/engine/engine_audio.js +23 -23
  58. package/lib/engine/engine_camera.d.ts +13 -13
  59. package/lib/engine/engine_camera.js +30 -30
  60. package/lib/engine/engine_components.d.ts +110 -110
  61. package/lib/engine/engine_components.js +374 -374
  62. package/lib/engine/engine_components_internal.d.ts +9 -9
  63. package/lib/engine/engine_components_internal.js +36 -36
  64. package/lib/engine/engine_constants.d.ts +10 -10
  65. package/lib/engine/engine_constants.js +41 -41
  66. package/lib/engine/engine_context.d.ts +472 -472
  67. package/lib/engine/engine_context.js +1664 -1664
  68. package/lib/engine/engine_context_registry.d.ts +71 -71
  69. package/lib/engine/engine_context_registry.js +117 -117
  70. package/lib/engine/engine_coroutine.d.ts +35 -35
  71. package/lib/engine/engine_coroutine.js +52 -52
  72. package/lib/engine/engine_create_objects.d.ts +118 -118
  73. package/lib/engine/engine_create_objects.js +308 -308
  74. package/lib/engine/engine_default_parameters.d.ts +2 -2
  75. package/lib/engine/engine_default_parameters.js +3 -3
  76. package/lib/engine/engine_editor-sync.d.ts +21 -21
  77. package/lib/engine/engine_editor-sync.js +4 -4
  78. package/lib/engine/engine_fileloader.d.ts +2 -2
  79. package/lib/engine/engine_fileloader.js +8 -8
  80. package/lib/engine/engine_gameobject.d.ts +68 -68
  81. package/lib/engine/engine_gameobject.js +596 -596
  82. package/lib/engine/engine_generic_utils.d.ts +1 -1
  83. package/lib/engine/engine_generic_utils.js +13 -13
  84. package/lib/engine/engine_gizmos.d.ts +149 -149
  85. package/lib/engine/engine_gizmos.js +530 -530
  86. package/lib/engine/engine_gltf.d.ts +12 -12
  87. package/lib/engine/engine_gltf.js +15 -15
  88. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  89. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  90. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  91. package/lib/engine/engine_hot_reload.d.ts +8 -8
  92. package/lib/engine/engine_hot_reload.js +197 -197
  93. package/lib/engine/engine_input.d.ts +362 -362
  94. package/lib/engine/engine_input.js +1294 -1294
  95. package/lib/engine/engine_input_utils.d.ts +2 -2
  96. package/lib/engine/engine_input_utils.js +22 -22
  97. package/lib/engine/engine_instancing.d.ts +19 -19
  98. package/lib/engine/engine_instancing.js +39 -39
  99. package/lib/engine/engine_license.d.ts +11 -11
  100. package/lib/engine/engine_license.js +361 -361
  101. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  102. package/lib/engine/engine_lifecycle_api.js +106 -106
  103. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  104. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  105. package/lib/engine/engine_lightdata.d.ts +23 -23
  106. package/lib/engine/engine_lightdata.js +91 -91
  107. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  108. package/lib/engine/engine_loaders.callbacks.js +85 -85
  109. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  110. package/lib/engine/engine_loaders.d.ts +48 -48
  111. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  112. package/lib/engine/engine_loaders.gltf.js +62 -62
  113. package/lib/engine/engine_loaders.js +335 -335
  114. package/lib/engine/engine_loaders.js.map +1 -1
  115. package/lib/engine/engine_lods.d.ts +31 -31
  116. package/lib/engine/engine_lods.js +146 -146
  117. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  118. package/lib/engine/engine_mainloop_utils.js +466 -466
  119. package/lib/engine/engine_math.d.ts +114 -114
  120. package/lib/engine/engine_math.js +247 -247
  121. package/lib/engine/engine_modules.d.ts +36 -36
  122. package/lib/engine/engine_modules.js +85 -85
  123. package/lib/engine/engine_networking.d.ts +260 -260
  124. package/lib/engine/engine_networking.js +764 -764
  125. package/lib/engine/engine_networking_auto.d.ts +24 -24
  126. package/lib/engine/engine_networking_auto.js +310 -310
  127. package/lib/engine/engine_networking_blob.d.ts +48 -48
  128. package/lib/engine/engine_networking_blob.js +228 -228
  129. package/lib/engine/engine_networking_files.d.ts +35 -35
  130. package/lib/engine/engine_networking_files.js +172 -172
  131. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  132. package/lib/engine/engine_networking_files_default_components.js +42 -42
  133. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  134. package/lib/engine/engine_networking_instantiate.js +345 -345
  135. package/lib/engine/engine_networking_peer.d.ts +15 -15
  136. package/lib/engine/engine_networking_peer.js +132 -132
  137. package/lib/engine/engine_networking_streams.d.ts +123 -123
  138. package/lib/engine/engine_networking_streams.js +645 -645
  139. package/lib/engine/engine_networking_types.d.ts +22 -22
  140. package/lib/engine/engine_networking_types.js +7 -7
  141. package/lib/engine/engine_networking_utils.d.ts +2 -2
  142. package/lib/engine/engine_networking_utils.js +20 -20
  143. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  144. package/lib/engine/engine_networking_websocket.js +2 -2
  145. package/lib/engine/engine_patcher.d.ts +10 -10
  146. package/lib/engine/engine_patcher.js +142 -142
  147. package/lib/engine/engine_physics.d.ts +152 -152
  148. package/lib/engine/engine_physics.js +645 -645
  149. package/lib/engine/engine_physics.types.d.ts +40 -40
  150. package/lib/engine/engine_physics.types.js +33 -33
  151. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  152. package/lib/engine/engine_physics_rapier.js +1433 -1433
  153. package/lib/engine/engine_playerview.d.ts +26 -26
  154. package/lib/engine/engine_playerview.js +64 -64
  155. package/lib/engine/engine_scenelighting.d.ts +71 -71
  156. package/lib/engine/engine_scenelighting.js +226 -226
  157. package/lib/engine/engine_serialization.d.ts +3 -3
  158. package/lib/engine/engine_serialization.js +3 -3
  159. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  160. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  161. package/lib/engine/engine_serialization_core.d.ts +85 -85
  162. package/lib/engine/engine_serialization_core.js +606 -606
  163. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  164. package/lib/engine/engine_serialization_decorator.js +66 -66
  165. package/lib/engine/engine_setup.d.ts +1 -1
  166. package/lib/engine/engine_setup.js +2 -2
  167. package/lib/engine/engine_shaders.d.ts +53 -53
  168. package/lib/engine/engine_shaders.js +252 -252
  169. package/lib/engine/engine_shims.d.ts +4 -4
  170. package/lib/engine/engine_shims.js +24 -24
  171. package/lib/engine/engine_test_utils.d.ts +39 -39
  172. package/lib/engine/engine_test_utils.js +83 -83
  173. package/lib/engine/engine_texture.d.ts +28 -28
  174. package/lib/engine/engine_texture.js +64 -64
  175. package/lib/engine/engine_three_utils.d.ts +201 -201
  176. package/lib/engine/engine_three_utils.js +731 -731
  177. package/lib/engine/engine_time.d.ts +51 -51
  178. package/lib/engine/engine_time.js +82 -82
  179. package/lib/engine/engine_time_utils.d.ts +88 -88
  180. package/lib/engine/engine_time_utils.js +215 -215
  181. package/lib/engine/engine_tonemapping.d.ts +2 -2
  182. package/lib/engine/engine_tonemapping.js +194 -194
  183. package/lib/engine/engine_types.d.ts +578 -578
  184. package/lib/engine/engine_types.js +95 -95
  185. package/lib/engine/engine_typestore.d.ts +28 -28
  186. package/lib/engine/engine_typestore.js +55 -55
  187. package/lib/engine/engine_util_decorator.d.ts +13 -13
  188. package/lib/engine/engine_util_decorator.js +116 -116
  189. package/lib/engine/engine_utils.d.ts +266 -266
  190. package/lib/engine/engine_utils.js +878 -878
  191. package/lib/engine/engine_utils_format.d.ts +23 -23
  192. package/lib/engine/engine_utils_format.js +212 -212
  193. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  194. package/lib/engine/engine_utils_screenshot.js +513 -513
  195. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  196. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  197. package/lib/engine/engine_xr.d.ts +1 -1
  198. package/lib/engine/engine_xr.js +1 -1
  199. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  200. package/lib/engine/export/gltf/Writers.js +24 -24
  201. package/lib/engine/export/gltf/index.d.ts +11 -11
  202. package/lib/engine/export/gltf/index.js +123 -123
  203. package/lib/engine/export/index.d.ts +2 -2
  204. package/lib/engine/export/index.js +2 -2
  205. package/lib/engine/export/state.d.ts +7 -7
  206. package/lib/engine/export/state.js +17 -17
  207. package/lib/engine/export/utils.d.ts +2 -2
  208. package/lib/engine/export/utils.js +7 -7
  209. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  210. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  213. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  214. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  219. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  220. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  223. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  224. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  225. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  226. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  229. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  230. package/lib/engine/extensions/extension_resolver.js +1 -1
  231. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  232. package/lib/engine/extensions/extension_utils.js +152 -152
  233. package/lib/engine/extensions/extensions.d.ts +32 -32
  234. package/lib/engine/extensions/extensions.js +107 -107
  235. package/lib/engine/extensions/index.d.ts +6 -6
  236. package/lib/engine/extensions/index.js +6 -6
  237. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  238. package/lib/engine/extensions/usage_tracker.js +65 -65
  239. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  240. package/lib/engine/js-extensions/Camera.js +39 -39
  241. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  242. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  243. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  244. package/lib/engine/js-extensions/Layers.js +22 -22
  245. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  246. package/lib/engine/js-extensions/Object3D.js +136 -136
  247. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  248. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  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 +79 -79
  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 +51 -51
  264. package/lib/engine/webcomponents/buttons.js +263 -263
  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/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  280. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  281. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  282. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  283. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  284. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  285. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  286. package/lib/engine/webcomponents/needle-engine.js +831 -831
  287. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  288. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  289. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  290. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  291. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  292. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  293. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  294. package/lib/engine/xr/NeedleXRSync.js +188 -188
  295. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  296. package/lib/engine/xr/SceneTransition.js +69 -69
  297. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  298. package/lib/engine/xr/TempXRContext.js +187 -187
  299. package/lib/engine/xr/XRRig.d.ts +7 -7
  300. package/lib/engine/xr/XRRig.js +1 -1
  301. package/lib/engine/xr/api.d.ts +6 -6
  302. package/lib/engine/xr/api.js +6 -6
  303. package/lib/engine/xr/events.d.ts +66 -66
  304. package/lib/engine/xr/events.js +93 -93
  305. package/lib/engine/xr/internal.d.ts +12 -12
  306. package/lib/engine/xr/internal.js +25 -25
  307. package/lib/engine/xr/usdz.d.ts +12 -12
  308. package/lib/engine/xr/usdz.js +29 -29
  309. package/lib/engine/xr/utils.d.ts +11 -11
  310. package/lib/engine/xr/utils.js +34 -34
  311. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  312. package/lib/engine-components/AlignmentConstraint.js +39 -39
  313. package/lib/engine-components/Animation.d.ts +156 -156
  314. package/lib/engine-components/Animation.js +508 -508
  315. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  316. package/lib/engine-components/AnimationCurve.js +159 -159
  317. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  318. package/lib/engine-components/AnimationUtils.js +27 -27
  319. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  320. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  321. package/lib/engine-components/Animator.d.ts +217 -217
  322. package/lib/engine-components/Animator.js +354 -354
  323. package/lib/engine-components/AnimatorController.d.ts +227 -227
  324. package/lib/engine-components/AnimatorController.js +1152 -1152
  325. package/lib/engine-components/AudioListener.d.ts +33 -33
  326. package/lib/engine-components/AudioListener.js +86 -86
  327. package/lib/engine-components/AudioSource.d.ts +217 -217
  328. package/lib/engine-components/AudioSource.js +634 -634
  329. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  330. package/lib/engine-components/AvatarLoader.js +231 -231
  331. package/lib/engine-components/AxesHelper.d.ts +32 -32
  332. package/lib/engine-components/AxesHelper.js +67 -67
  333. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  334. package/lib/engine-components/BasicIKConstraint.js +43 -43
  335. package/lib/engine-components/BoxCollider.d.ts +2 -2
  336. package/lib/engine-components/BoxCollider.js +2 -2
  337. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
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  1010. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1011. package/src/engine-schemes/README.md +1 -1
  1012. package/src/engine-schemes/api.ts +12 -12
  1013. package/src/engine-schemes/dist/api.js +17 -0
  1014. package/src/engine-schemes/dist/api.js.meta +7 -0
  1015. package/src/engine-schemes/dist/schemes.js +25 -0
  1016. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1017. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1018. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1019. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1020. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1021. package/src/engine-schemes/dist/transform.js +46 -0
  1022. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec2.js +32 -0
  1024. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vec3.js +36 -0
  1026. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1027. package/src/engine-schemes/dist/vec4.js +40 -0
  1028. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1029. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1030. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/lib/engine/engine_element.d.ts +0 -113
  1050. package/lib/engine/engine_element.js +0 -833
  1051. package/lib/engine/engine_element.js.map +0 -1
  1052. package/lib/engine/engine_element_attributes.d.ts +0 -72
  1053. package/lib/engine/engine_element_attributes.js +0 -2
  1054. package/lib/engine/engine_element_attributes.js.map +0 -1
  1055. package/lib/engine/engine_element_extras.d.ts +0 -6
  1056. package/lib/engine/engine_element_extras.js +0 -14
  1057. package/lib/engine/engine_element_extras.js.map +0 -1
  1058. package/lib/engine/engine_element_loading.d.ts +0 -44
  1059. package/lib/engine/engine_element_loading.js +0 -350
  1060. package/lib/engine/engine_element_loading.js.map +0 -1
  1061. package/lib/engine/engine_element_overlay.d.ts +0 -21
  1062. package/lib/engine/engine_element_overlay.js +0 -167
  1063. package/lib/engine/engine_element_overlay.js.map +0 -1
  1064. package/lib/engine/engine_scenetools.d.ts +0 -62
  1065. package/lib/engine/engine_scenetools.js +0 -337
  1066. package/lib/engine/engine_scenetools.js.map +0 -1
@@ -1,1297 +1,1297 @@
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 { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
15
- import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
16
-
17
-
18
- // export interface ISerializationCallbackReceiver {
19
- // onBeforeSerialize?(): object | void;
20
- // onAfterSerialize?();
21
- // onBeforeDeserialize?(data?: any);
22
- // onAfterDeserialize?();
23
- // onDeserialize?(key: string, value: any): any | void;
24
- // }
25
-
26
- /**
27
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
28
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
29
- * They manage their components and provide methods to add, remove and get components.
30
- *
31
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
32
- * These methods are available directly on the GameObject instance:
33
- * ```typescript
34
- * target.addComponent(MyComponent);
35
- * ```
36
- *
37
- * And can be called statically on the GameObject class as well:
38
- * ```typescript
39
- * GameObject.setActive(target, true);
40
- * ```
41
- */
42
- export abstract class GameObject extends Object3D implements Object3D, IGameObject {
43
-
44
- /**
45
- * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
46
- * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
47
- */
48
- abstract activeSelf: boolean;
49
-
50
- /** @deprecated Use {@link addComponent} instead */
51
- // eslint-disable-next-line deprecation/deprecation
52
- abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
53
-
54
- /**
55
- * Creates a new component on this gameObject or adds an existing component instance
56
- * @param comp Component type constructor or existing component instance
57
- * @param init Optional initialization values for the component
58
- * @returns The newly created or added component
59
- */
60
- abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
61
-
62
- /**
63
- * Removes a component from this GameObject
64
- * @param comp Component instance to remove
65
- * @returns The removed component
66
- */
67
- abstract removeComponent<T extends IComponent>(comp: T): T;
68
-
69
- /**
70
- * Gets an existing component of the specified type or adds a new one if it doesn't exist
71
- * @param typeName Constructor of the component type to get or add
72
- * @returns The existing or newly added component
73
- */
74
- abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
75
-
76
- /**
77
- * Gets a component of the specified type attached to this GameObject
78
- * @param type Constructor of the component type to get
79
- * @returns The component if found, otherwise null
80
- */
81
- abstract getComponent<T>(type: Constructor<T>): T | null;
82
-
83
- /**
84
- * Gets all components of the specified type attached to this GameObject
85
- * @param type Constructor of the component type to get
86
- * @param arr Optional array to populate with the components
87
- * @returns Array of components
88
- */
89
- abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
90
-
91
- /**
92
- * Gets a component of the specified type in this GameObject's children hierarchy
93
- * @param type Constructor of the component type to get
94
- * @returns The first matching component if found, otherwise null
95
- */
96
- abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
97
-
98
- /**
99
- * Gets all components of the specified type in this GameObject's children hierarchy
100
- * @param type Constructor of the component type to get
101
- * @param arr Optional array to populate with the components
102
- * @returns Array of components
103
- */
104
- abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
105
-
106
- /**
107
- * Gets a component of the specified type in this GameObject's parent hierarchy
108
- * @param type Constructor of the component type to get
109
- * @returns The first matching component if found, otherwise null
110
- */
111
- abstract getComponentInParent<T>(type: Constructor<T>): T | null;
112
-
113
- /**
114
- * Gets all components of the specified type in this GameObject's parent hierarchy
115
- * @param type Constructor of the component type to get
116
- * @param arr Optional array to populate with the components
117
- * @returns Array of components
118
- */
119
- abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
120
-
121
-
122
- /**
123
- * The position of this GameObject in world space
124
- */
125
- abstract get worldPosition(): Vector3
126
- abstract set worldPosition(val: Vector3);
127
-
128
- /**
129
- * The rotation of this GameObject in world space as a quaternion
130
- */
131
- abstract set worldQuaternion(val: Quaternion);
132
- abstract get worldQuaternion(): Quaternion;
133
-
134
- /**
135
- * The rotation of this GameObject in world space in euler angles (degrees)
136
- */
137
- abstract set worldRotation(val: Vector3);
138
- abstract get worldRotation(): Vector3;
139
-
140
- /**
141
- * The scale of this GameObject in world space
142
- */
143
- abstract set worldScale(val: Vector3);
144
- abstract get worldScale(): Vector3;
145
-
146
- /**
147
- * The forward direction vector of this GameObject in world space
148
- */
149
- abstract get worldForward(): Vector3;
150
-
151
- /**
152
- * The right direction vector of this GameObject in world space
153
- */
154
- abstract get worldRight(): Vector3;
155
-
156
- /**
157
- * The up direction vector of this GameObject in world space
158
- */
159
- abstract get worldUp(): Vector3;
160
-
161
- /**
162
- * Unique identifier for this GameObject
163
- */
164
- guid: string | undefined;
165
-
166
- /**
167
- * Destroys this GameObject and all its components.
168
- * Internally, this is added to the three.js {@link Object3D} prototype.
169
- */
170
- abstract destroy();
171
-
172
-
173
- /**
174
- * Checks if a GameObject has been destroyed
175
- * @param go The GameObject to check
176
- * @returns True if the GameObject has been destroyed
177
- */
178
- public static isDestroyed(go: Object3D): boolean {
179
- return isDestroyed(go);
180
- }
181
-
182
- /**
183
- * Sets the active state of a GameObject
184
- * @param go The GameObject to modify
185
- * @param active Whether the GameObject should be active
186
- * @param processStart Whether to process the start callbacks if being activated
187
- */
188
- public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
189
- if (!go) return;
190
- setActive(go, active);
191
-
192
- // TODO: do we still need this?:
193
- main.updateIsActive(go);
194
- if (active && processStart)
195
- main.processStart(Context.Current, go);
196
- }
197
-
198
- /**
199
- * Checks if the GameObject itself is active (same as go.visible)
200
- * @param go The GameObject to check
201
- * @returns True if the GameObject is active
202
- */
203
- public static isActiveSelf(go: Object3D): boolean {
204
- return isActiveSelf(go);
205
- }
206
-
207
- /**
208
- * 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)
209
- * @param go The GameObject to check
210
- * @returns True if the GameObject is active in the hierarchy
211
- */
212
- public static isActiveInHierarchy(go: Object3D): boolean {
213
- return isActiveInHierarchy(go);
214
- }
215
-
216
- /**
217
- * Marks a GameObject to be rendered using instancing
218
- * @param go The GameObject to mark
219
- * @param instanced Whether the GameObject should use instanced rendering
220
- */
221
- public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
222
- markAsInstancedRendered(go, instanced);
223
- }
224
-
225
- /**
226
- * Checks if a GameObject is using instanced rendering
227
- * @param instance The GameObject to check
228
- * @returns True if the GameObject is using instanced rendering
229
- */
230
- public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
231
-
232
- /**
233
- * Executes a callback for all components of the provided type on the provided object and its children
234
- * @param instance Object to run the method on
235
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
236
- * @param recursive If true, the method will be run on all children as well
237
- * @returns The last return value of the callback
238
- */
239
- public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
240
- return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
241
- }
242
-
243
- /**
244
- * Creates a new instance of the provided object that will be replicated to all connected clients
245
- * @param instance Object to instantiate
246
- * @param opts Options for the instantiation
247
- * @returns The newly created instance or null if creation failed
248
- */
249
- public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
250
- if (!instance) return null;
251
- return syncInstantiate(instance, opts) as GameObject | null;
252
- }
253
-
254
- /**
255
- * Creates a new instance of the provided object (like cloning it including all components and children)
256
- * @param instance Object to instantiate
257
- * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
258
- * @returns The newly created instance
259
- */
260
- public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
261
- public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
262
- public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
263
- if ('isAssetReference' in instance) {
264
- return instantiate(instance as AssetReference, opts);
265
- }
266
- return instantiate(instance as GameObject | Object3D, opts) as GameObject;
267
- }
268
-
269
- /**
270
- * Destroys an object on all connected clients (if in a networked session)
271
- * @param instance Object to destroy
272
- * @param context Optional context to use
273
- * @param recursive If true, all children will be destroyed as well
274
- */
275
- public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
276
- if (!instance) return;
277
- const go = instance as GameObject;
278
- context = context ?? Context.Current;
279
- syncDestroy(go as any, context.connection, recursive);
280
- }
281
-
282
- /**
283
- * Destroys an object
284
- * @param instance Object to destroy
285
- * @param recursive If true, all children will be destroyed as well. Default: true
286
- */
287
- public static destroy(instance: Object3D | Component, recursive: boolean = true) {
288
- return destroy(instance, recursive);
289
- }
290
-
291
- /**
292
- * Adds an object to parent and ensures all components are properly registered
293
- * @param instance Object to add
294
- * @param parent Parent to add the object to
295
- * @param context Optional context to use
296
- */
297
- public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
298
- if (!instance || !parent) return;
299
- if (instance === parent) {
300
- console.warn("Can not add object to self", instance);
301
- return;
302
- }
303
- if (!context) {
304
- context = Context.Current;
305
- }
306
- parent.add(instance);
307
- setActive(instance, true);
308
- main.updateIsActive(instance);
309
- if (context) {
310
- GameObject.foreachComponent(instance, (comp: Component) => {
311
- main.addScriptToArrays(comp, context!);
312
- if (comp.__internalDidAwakeAndStart) return;
313
- if (context!.new_script_start.includes(comp) === false) {
314
- context!.new_script_start.push(comp as Component);
315
- }
316
- }, true);
317
- }
318
- else {
319
- console.warn("Missing context");
320
- }
321
- }
322
-
323
- /**
324
- * Removes the object from its parent and deactivates all of its components
325
- * @param instance Object to remove
326
- */
327
- public static remove(instance: Object3D | null | undefined) {
328
- if (!instance) return;
329
- instance.parent?.remove(instance);
330
- setActive(instance, false);
331
- main.updateIsActive(instance);
332
- GameObject.foreachComponent(instance, (comp) => {
333
- main.processRemoveFromScene(comp);
334
- }, true);
335
- }
336
-
337
- /**
338
- * Invokes a method on all components including children (if a method with that name exists)
339
- * @param go GameObject to invoke the method on
340
- * @param functionName Name of the method to invoke
341
- * @param args Arguments to pass to the method
342
- */
343
- public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
344
- this.invoke(go, functionName, true, args);
345
- }
346
-
347
- /**
348
- * Invokes a method on all components that have a method matching the provided name
349
- * @param go GameObject to invoke the method on
350
- * @param functionName Name of the method to invoke
351
- * @param children Whether to invoke on children as well
352
- * @param args Arguments to pass to the method
353
- */
354
- public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
355
- if (!go) return;
356
- this.foreachComponent(go, c => {
357
- const fn = c[functionName];
358
- if (fn && typeof fn === "function") {
359
- fn?.call(c, ...args)
360
- }
361
- }, children);
362
- }
363
-
364
- /** @deprecated use `addComponent` */
365
- // eslint-disable-next-line deprecation/deprecation
366
- public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
367
- return addComponent(go, type, init, { callAwake });
368
- }
369
-
370
- /**
371
- * Adds a new component (or moves an existing component) to the provided object
372
- * @param go Object to add the component to
373
- * @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
374
- * @param init Optional init object to initialize the component with
375
- * @param opts Optional options for adding the component
376
- * @returns The added or moved component
377
- */
378
- public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
379
- return addComponent(go, instanceOrType, init, opts);
380
- }
381
-
382
- /**
383
- * Moves a component to a new object
384
- * @param go GameObject to move the component to
385
- * @param instance Component to move
386
- * @returns The moved component
387
- */
388
- public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
389
- return addComponent(go, instance);
390
- }
391
-
392
- /**
393
- * Removes a component from its object
394
- * @param instance Component to remove
395
- * @returns The removed component
396
- */
397
- public static removeComponent<T extends IComponent>(instance: T): T {
398
- removeComponent(instance.gameObject, instance as any);
399
- return instance;
400
- }
401
-
402
- /**
403
- * Gets or adds a component of the specified type
404
- * @param go GameObject to get or add the component to
405
- * @param typeName Constructor of the component type
406
- * @returns The existing or newly added component
407
- */
408
- public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
409
- return getOrAddComponent<any>(go, typeName);
410
- }
411
-
412
- /**
413
- * Gets a component on the provided object
414
- * @param go GameObject to get the component from
415
- * @param typeName Constructor of the component type
416
- * @returns The component if found, otherwise null
417
- */
418
- public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
419
- if (go === null) return null;
420
- // if names are minified we could also use the type store and work with strings everywhere
421
- // not ideal, but I dont know a good/sane way to do this otherwise
422
- // const res = TypeStore.get(typeName);
423
- // if(res) typeName = res;
424
- return getComponent(go, typeName as any);
425
- }
426
-
427
- /**
428
- * Gets all components of the specified type on the provided object
429
- * @param go GameObject to get the components from
430
- * @param typeName Constructor of the component type
431
- * @param arr Optional array to populate with the components
432
- * @returns Array of components
433
- */
434
- public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
435
- if (go === null) return arr ?? [];
436
- return getComponents(go, typeName, arr);
437
- }
438
-
439
- /**
440
- * Finds an object or component by its unique identifier
441
- * @param guid Unique identifier to search for
442
- * @param hierarchy Root object to search in
443
- * @returns The found GameObject or Component, or null/undefined if not found
444
- */
445
- public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
446
- const res = findByGuid(guid, hierarchy);
447
- return res as GameObject | Component | null | undefined;
448
- }
449
-
450
- /**
451
- * Finds the first object of the specified component type in the scene
452
- * @param typeName Constructor of the component type
453
- * @param context Context or root object to search in
454
- * @param includeInactive Whether to include inactive objects in the search
455
- * @returns The first matching component if found, otherwise null
456
- */
457
- public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
458
- return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
459
- }
460
-
461
- /**
462
- * Finds all objects of the specified component type in the scene
463
- * @param typeName Constructor of the component type
464
- * @param context Context or root object to search in
465
- * @returns Array of matching components
466
- */
467
- public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
468
- const arr = [];
469
- findObjectsOfType(typeName, arr, context);
470
- return arr;
471
- }
472
-
473
- /**
474
- * Gets a component of the specified type in the gameObject's children hierarchy
475
- * @param go GameObject to search in
476
- * @param typeName Constructor of the component type
477
- * @returns The first matching component if found, otherwise null
478
- */
479
- public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
480
- return getComponentInChildren(go, typeName);
481
- }
482
-
483
- /**
484
- * Gets all components of the specified type in the gameObject's children hierarchy
485
- * @param go GameObject to search in
486
- * @param typeName Constructor of the component type
487
- * @param arr Optional array to populate with the components
488
- * @returns Array of components
489
- */
490
- public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
491
- return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
492
- }
493
-
494
- /**
495
- * Gets a component of the specified type in the gameObject's parent hierarchy
496
- * @param go GameObject to search in
497
- * @param typeName Constructor of the component type
498
- * @returns The first matching component if found, otherwise null
499
- */
500
- public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
501
- return getComponentInParent(go, typeName);
502
- }
503
-
504
- /**
505
- * Gets all components of the specified type in the gameObject's parent hierarchy
506
- * @param go GameObject to search in
507
- * @param typeName Constructor of the component type
508
- * @param arr Optional array to populate with the components
509
- * @returns Array of components
510
- */
511
- public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
512
- return getComponentsInParent(go, typeName, arr);
513
- }
514
-
515
- /**
516
- * Gets all components on the gameObject
517
- * @param go GameObject to get components from
518
- * @returns Array of all components
519
- */
520
- public static getAllComponents(go: IGameObject | Object3D): Component[] {
521
- const componentsList = go.userData?.components;
522
- if (!componentsList) return [];
523
- const newList = [...componentsList];
524
- return newList;
525
- }
526
-
527
- /**
528
- * Iterates through all components on the gameObject
529
- * @param go GameObject to iterate components on
530
- * @returns Generator yielding each component
531
- */
532
- public static *iterateComponents(go: IGameObject | Object3D) {
533
- const list = go?.userData?.components;
534
- if (list && Array.isArray(list)) {
535
- for (let i = 0; i < list.length; i++) {
536
- yield list[i];
537
- }
538
- }
539
- }
540
- }
541
-
542
-
543
-
544
- /**
545
- * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
546
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
547
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
548
- *
549
- * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
550
- *
551
- * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
552
- *
553
- * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
554
- *
555
- * @example
556
- * ```typescript
557
- * import { Behaviour } from "@needle-tools/engine";
558
- * export class MyComponent extends Behaviour {
559
- * start() {
560
- * console.log("Hello World");
561
- * }
562
- * update() {
563
- * console.log("Frame", this.context.time.frame);
564
- * }
565
- * }
566
- * ```
567
- *
568
- * @group Components
569
- */
570
- export abstract class Component implements IComponent, EventTarget,
571
- Partial<INeedleXRSessionEventReceiver>,
572
- Partial<IPointerEventHandler>
573
- {
574
- /**
575
- * Indicates whether this object is a component
576
- * @internal
577
- */
578
- get isComponent(): boolean { return true; }
579
-
580
- private __context: Context | undefined;
581
-
582
- /**
583
- * The context this component belongs to, providing access to the runtime environment
584
- * including physics, timing utilities, camera, and scene
585
- */
586
- get context(): Context {
587
- return this.__context ?? Context.Current;
588
- }
589
- set context(context: Context) {
590
- this.__context = context;
591
- }
592
-
593
- /**
594
- * Shorthand accessor for the current scene from the context
595
- * @returns The scene this component belongs to
596
- */
597
- get scene(): Scene { return this.context.scene; }
598
-
599
- /**
600
- * The layer value of the GameObject this component is attached to
601
- * Used for visibility and physics filtering
602
- */
603
- get layer(): number {
604
- return this.gameObject?.userData?.layer;
605
- }
606
-
607
- /**
608
- * The name of the GameObject this component is attached to
609
- * Used for debugging and finding objects
610
- */
611
- get name(): string {
612
- if (this.gameObject?.name) {
613
- return this.gameObject.name;
614
- }
615
- return this.gameObject?.userData.name;
616
- }
617
- private __name?: string;
618
- set name(str: string) {
619
- if (this.gameObject) {
620
- if (!this.gameObject.userData) this.gameObject.userData = {}
621
- this.gameObject.userData.name = str;
622
- this.__name = str;
623
- }
624
- else {
625
- this.__name = str;
626
- }
627
- }
628
-
629
- /**
630
- * The tag of the GameObject this component is attached to
631
- * Used for categorizing objects and efficient lookup
632
- */
633
- get tag(): string {
634
- return this.gameObject?.userData.tag;
635
- }
636
- set tag(str: string) {
637
- if (this.gameObject) {
638
- if (!this.gameObject.userData) this.gameObject.userData = {}
639
- this.gameObject.userData.tag = str;
640
- }
641
- }
642
-
643
- /**
644
- * Indicates whether the GameObject is marked as static
645
- * Static objects typically don't move and can be optimized by the engine
646
- */
647
- get static() {
648
- return this.gameObject?.userData.static;
649
- }
650
- set static(value: boolean) {
651
- if (this.gameObject) {
652
- if (!this.gameObject.userData) this.gameObject.userData = {}
653
- this.gameObject.userData.static = value;
654
- }
655
- }
656
- // get hideFlags(): HideFlags {
657
- // return this.gameObject?.hideFlags;
658
- // }
659
-
660
- /**
661
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
662
- * Components that are inactive won't receive lifecycle method calls
663
- * @returns True if the component is enabled and all parent GameObjects are active
664
- */
665
- get activeAndEnabled(): boolean {
666
- if (this.destroyed) return false;
667
- if (this.__isEnabled === false) return false;
668
- if (!this.__isActiveInHierarchy) return false;
669
- // let go = this.gameObject;
670
- // do {
671
- // // console.log(go.name, go.visible)
672
- // if (!go.visible) return false;
673
- // go = go.parent as GameObject;
674
- // }
675
- // while (go);
676
- return true;
677
- }
678
-
679
- private get __isActive(): boolean {
680
- return this.gameObject.visible;
681
- }
682
-
683
- private get __isActiveInHierarchy(): boolean {
684
- if (!this.gameObject) return false;
685
- const res = this.gameObject[activeInHierarchyFieldName];
686
- if (res === undefined) return true;
687
- return res;
688
- }
689
-
690
- private set __isActiveInHierarchy(val: boolean) {
691
- if (!this.gameObject) return;
692
- this.gameObject[activeInHierarchyFieldName] = val;
693
- }
694
-
695
- /**
696
- * Reference to the GameObject this component is attached to
697
- * This is a three.js Object3D with additional GameObject functionality
698
- */
699
- gameObject!: GameObject;
700
-
701
- /**
702
- * Unique identifier for this component instance,
703
- * used for finding and tracking components
704
- */
705
- guid: string = "invalid";
706
-
707
- /**
708
- * Identifier for the source asset that created this component.
709
- * For example, URL to the glTF file this component was loaded from
710
- */
711
- sourceId?: SourceIdentifier;
712
-
713
- /**
714
- * Called when this component needs to remap guids after an instantiate operation.
715
- * @param guidsMap Mapping from old guids to newly generated guids
716
- */
717
- resolveGuids?(guidsMap: GuidsMap): void;
718
-
719
- /**
720
- * Called once when the component becomes active for the first time.
721
- * This is the first lifecycle callback to be invoked
722
- */
723
- awake() { }
724
-
725
- /**
726
- * Called every time the component becomes enabled or active in the hierarchy.
727
- * Invoked after {@link awake} and before {@link start}.
728
- */
729
- onEnable() { }
730
-
731
- /**
732
- * Called every time the component becomes disabled or inactive in the hierarchy.
733
- * Invoked when the component or any parent GameObject becomes invisible
734
- */
735
- onDisable() { }
736
-
737
- /**
738
- * Called when the component is destroyed.
739
- * Use for cleanup operations like removing event listeners
740
- */
741
- onDestroy() {
742
- this.__destroyed = true;
743
- }
744
-
745
- /**
746
- * Called when a field decorated with @validate() is modified.
747
- * @param prop The name of the field that was changed
748
- */
749
- onValidate?(prop?: string): void;
750
-
751
- /**
752
- * Called when the context's pause state changes.
753
- * @param isPaused Whether the context is currently paused
754
- * @param wasPaused The previous pause state
755
- */
756
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
757
-
758
- /**
759
- * Called once at the beginning of the first frame after the component is enabled.
760
- * Use for initialization that requires other components to be awake.
761
- */
762
- start?(): void;
763
-
764
- /**
765
- * Called at the beginning of each frame before regular updates.
766
- * Use for logic that needs to run before standard update callbacks.
767
- */
768
- earlyUpdate?(): void;
769
-
770
- /**
771
- * Called once per frame during the main update loop.
772
- * The primary location for frame-based game logic.
773
- */
774
- update?(): void;
775
-
776
- /**
777
- * Called after all update functions have been called.
778
- * Use for calculations that depend on other components being updated first.
779
- */
780
- lateUpdate?(): void;
781
-
782
- /**
783
- * Called immediately before the scene is rendered.
784
- * @param frame Current XRFrame if in an XR session, null otherwise
785
- */
786
- onBeforeRender?(frame: XRFrame | null): void;
787
-
788
- /**
789
- * Called after the scene has been rendered.
790
- * Use for post-processing or UI updates that should happen after rendering
791
- */
792
- onAfterRender?(): void;
793
-
794
- /**
795
- * Called when this component's collider begins colliding with another collider.
796
- * @param col Information about the collision that occurred
797
- */
798
- onCollisionEnter?(col: Collision);
799
-
800
- /**
801
- * Called when this component's collider stops colliding with another collider.
802
- * @param col Information about the collision that ended
803
- */
804
- onCollisionExit?(col: Collision);
805
-
806
- /**
807
- * Called each frame while this component's collider is colliding with another collider
808
- * @param col Information about the ongoing collision
809
- */
810
- onCollisionStay?(col: Collision);
811
-
812
- /**
813
- * Called when this component's trigger collider is entered by another collider
814
- * @param col The collider that entered this trigger
815
- */
816
- onTriggerEnter?(col: ICollider);
817
-
818
- /**
819
- * Called each frame while another collider is inside this component's trigger collider
820
- * @param col The collider that is inside this trigger
821
- */
822
- onTriggerStay?(col: ICollider);
823
-
824
- /**
825
- * Called when another collider exits this component's trigger collider
826
- * @param col The collider that exited this trigger
827
- */
828
- onTriggerExit?(col: ICollider);
829
-
830
- /**
831
- * Determines if this component supports a specific XR mode
832
- * @param mode The XR session mode to check support for
833
- * @returns True if the component supports the specified mode
834
- */
835
- supportsXR?(mode: XRSessionMode): boolean;
836
-
837
- /**
838
- * Called before an XR session is requested
839
- * Use to modify session initialization parameters
840
- * @param mode The XR session mode being requested
841
- * @param args The session initialization parameters that can be modified
842
- */
843
- onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
844
-
845
- /**
846
- * Called when this component joins an XR session or becomes active in a running session
847
- * @param args Event data for the XR session
848
- */
849
- onEnterXR?(args: NeedleXREventArgs): void;
850
-
851
- /**
852
- * Called each frame while this component is active in an XR session
853
- * @param args Event data for the current XR frame
854
- */
855
- onUpdateXR?(args: NeedleXREventArgs): void;
856
-
857
- /**
858
- * Called when this component exits an XR session or becomes inactive during a session
859
- * @param args Event data for the XR session
860
- */
861
- onLeaveXR?(args: NeedleXREventArgs): void;
862
-
863
- /**
864
- * Called when an XR controller is connected or when this component becomes active
865
- * in a session with existing controllers
866
- * @param args Event data for the controller that was added
867
- */
868
- onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
869
-
870
- /**
871
- * Called when an XR controller is disconnected or when this component becomes inactive
872
- * during a session with controllers
873
- * @param args Event data for the controller that was removed
874
- */
875
- onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
876
-
877
- /**
878
- * Called when a pointer enters this component's GameObject
879
- * @param args Data about the pointer event
880
- */
881
- onPointerEnter?(args: PointerEventData);
882
-
883
- /**
884
- * Called when a pointer moves while over this component's GameObject
885
- * @param args Data about the pointer event
886
- */
887
- onPointerMove?(args: PointerEventData);
888
-
889
- /**
890
- * Called when a pointer exits this component's GameObject
891
- * @param args Data about the pointer event
892
- */
893
- onPointerExit?(args: PointerEventData);
894
-
895
- /**
896
- * Called when a pointer button is pressed while over this component's GameObject
897
- * @param args Data about the pointer event
898
- */
899
- onPointerDown?(args: PointerEventData);
900
-
901
- /**
902
- * Called when a pointer button is released while over this component's GameObject
903
- * @param args Data about the pointer event
904
- */
905
- onPointerUp?(args: PointerEventData);
906
-
907
- /**
908
- * Called when a pointer completes a click interaction with this component's GameObject
909
- * @param args Data about the pointer event
910
- */
911
- onPointerClick?(args: PointerEventData);
912
-
913
- /**
914
- * Starts a coroutine that can yield to wait for events.
915
- * Coroutines allow for time-based sequencing of operations without blocking.
916
- * Coroutines are based on generator functions, a JavaScript language feature.
917
- *
918
- * @param routine Generator function to start
919
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
920
- * @returns The generator function that can be used to stop the coroutine
921
- * @example
922
- * Time-based sequencing of operations
923
- * ```ts
924
- * *myCoroutine() {
925
- * yield WaitForSeconds(1); // wait for 1 second
926
- * yield WaitForFrames(10); // wait for 10 frames
927
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
928
- * }
929
- * ```
930
- * @example
931
- * Coroutine that logs a message every 5 frames
932
- * ```ts
933
- * onEnable() {
934
- * this.startCoroutine(this.myCoroutine());
935
- * }
936
- * private *myCoroutine() {
937
- * while(this.activeAndEnabled) {
938
- * console.log("Hello World", this.context.time.frame);
939
- * // wait for 5 frames
940
- * for(let i = 0; i < 5; i++) yield;
941
- * }
942
- * }
943
- * ```
944
- */
945
- startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
946
- return this.context.registerCoroutineUpdate(this, routine, evt);
947
- }
948
-
949
- /**
950
- * Stops a coroutine that was previously started with startCoroutine
951
- * @param routine The routine to be stopped
952
- * @param evt The frame event the routine was registered with
953
- */
954
- stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
955
- this.context.unregisterCoroutineUpdate(routine, evt);
956
- }
957
-
958
- /**
959
- * Checks if this component has been destroyed
960
- * @returns True if the component or its GameObject has been destroyed
961
- */
962
- public get destroyed(): boolean {
963
- return this.__destroyed;
964
- }
965
-
966
- /**
967
- * Destroys this component and removes it from its GameObject
968
- * After destruction, the component will no longer receive lifecycle callbacks
969
- */
970
- public destroy() {
971
- if (this.__destroyed) return;
972
- this.__internalDestroy();
973
- }
974
-
975
- /** @internal */
976
- protected __didAwake: boolean = false;
977
-
978
- /** @internal */
979
- private __didStart: boolean = false;
980
-
981
- /** @internal */
982
- protected __didEnable: boolean = false;
983
-
984
- /** @internal */
985
- protected __isEnabled: boolean | undefined = undefined;
986
-
987
- /** @internal */
988
- private __destroyed: boolean = false;
989
-
990
- /** @internal */
991
- get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
992
-
993
- /** @internal */
994
- constructor(init?: ComponentInit<Component>) {
995
- this.__didAwake = false;
996
- this.__didStart = false;
997
- this.__didEnable = false;
998
- this.__isEnabled = undefined;
999
- this.__destroyed = false;
1000
- this._internalInit(init as ComponentInit<this>);
1001
- if (isHotReloadEnabled()) registerHotReloadType(this);
1002
- }
1003
-
1004
- /** @internal */
1005
- __internalNewInstanceCreated(init?: ComponentInit<this>): this {
1006
- this.__didAwake = false;
1007
- this.__didStart = false;
1008
- this.__didEnable = false;
1009
- this.__isEnabled = undefined;
1010
- this.__destroyed = false;
1011
- this._internalInit(init);
1012
- return this;
1013
- }
1014
-
1015
- /**
1016
- * Initializes component properties from an initialization object
1017
- * @param init Object with properties to copy to this component
1018
- * @internal
1019
- */
1020
- _internalInit(init?: ComponentInit<this>) {
1021
- if (typeof init === "object") {
1022
- for (const key of Object.keys(init)) {
1023
- const value = init[key];
1024
- // we don't want to allow overriding functions via init
1025
- if (typeof value === "function") continue;
1026
- (this as any)[key] = value;
1027
- }
1028
- }
1029
- }
1030
-
1031
- /** @internal */
1032
- __internalAwake() {
1033
- if (this.__didAwake) return;
1034
- this.__didAwake = true;
1035
- this.awake();
1036
- }
1037
-
1038
-
1039
- /** @internal */
1040
- __internalStart() {
1041
- if (this.__didStart) return;
1042
- this.__didStart = true;
1043
- if (this.start) this.start();
1044
- }
1045
-
1046
-
1047
- /** @internal */
1048
- __internalEnable(isAddingToScene?: boolean): boolean {
1049
- if (this.__destroyed) {
1050
- if (isDevEnvironment()) {
1051
- console.warn("[Needle Engine Dev] Trying to enable destroyed component");
1052
- }
1053
- return false;
1054
- }
1055
- // Don't change enable before awake
1056
- // But a user can change enable during awake
1057
- if (!this.__didAwake) return false;
1058
- if (this.__didEnable) {
1059
- // We dont want to change the enable state if we are adding to scene
1060
- // But we want to change the state when e.g. a user changes the enable state during awake
1061
- if (isAddingToScene !== true)
1062
- this.__isEnabled = true;
1063
- return false;
1064
- }
1065
- // console.trace("INTERNAL ENABLE");
1066
- this.__didEnable = true;
1067
- this.__isEnabled = true;
1068
- this.onEnable();
1069
- return true;
1070
- }
1071
-
1072
- /** @internal */
1073
- __internalDisable(isRemovingFromScene?: boolean) {
1074
- // Don't change enable before awake
1075
- // But a user can change enable during awake
1076
- if (!this.__didAwake) return;
1077
- if (!this.__didEnable) {
1078
- // We dont want to change the enable state if we are removing from a scene
1079
- if (isRemovingFromScene !== true)
1080
- this.__isEnabled = false;
1081
- return;
1082
- }
1083
- this.__didEnable = false;
1084
- this.__isEnabled = false;
1085
- this.onDisable();
1086
- }
1087
-
1088
- /** @internal */
1089
- __internalDestroy() {
1090
- if (this.__destroyed) return;
1091
- this.__destroyed = true;
1092
- if (this.__didAwake) {
1093
- this.onDestroy?.call(this);
1094
- this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
1095
- }
1096
- destroyComponentInstance(this as any);
1097
- if(isHotReloadEnabled()) unregisterHotReloadType(this);
1098
- }
1099
-
1100
- /**
1101
- * Controls whether this component is enabled
1102
- * Disabled components don't receive lifecycle callbacks
1103
- */
1104
- get enabled(): boolean {
1105
- return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
1106
- }
1107
- set enabled(val: boolean) {
1108
- if (this.__destroyed) {
1109
- if (isDevEnvironment()) {
1110
- console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
1111
- }
1112
- return;
1113
- }
1114
- // when called from animationclip we receive numbers
1115
- // due to interpolation they can be anything between 0 and 1
1116
- if (typeof val === "number") {
1117
- if (val >= 0.5) val = true;
1118
- else val = false;
1119
- }
1120
-
1121
- // need to check here because codegen is calling this before everything is setup
1122
- if (!this.__didAwake) {
1123
- this.__isEnabled = val;
1124
- return;
1125
- }
1126
- if (val) {
1127
- this.__internalEnable();
1128
- } else {
1129
- this.__internalDisable();
1130
- }
1131
- }
1132
-
1133
- /**
1134
- * Gets the position of this component's GameObject in world space.
1135
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
1136
- */
1137
- get worldPosition(): Vector3 {
1138
- return threeutils.getWorldPosition(this.gameObject);
1139
- }
1140
-
1141
- /**
1142
- * Sets the position of this component's GameObject in world space
1143
- * @param val The world position vector to set
1144
- */
1145
- set worldPosition(val: Vector3) {
1146
- threeutils.setWorldPosition(this.gameObject, val);
1147
- }
1148
-
1149
- /**
1150
- * Sets the position of this component's GameObject in world space using individual coordinates
1151
- * @param x X-coordinate in world space
1152
- * @param y Y-coordinate in world space
1153
- * @param z Z-coordinate in world space
1154
- */
1155
- setWorldPosition(x: number, y: number, z: number) {
1156
- threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
1157
- }
1158
-
1159
- /**
1160
- * Gets the rotation of this component's GameObject in world space as a quaternion
1161
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
1162
- */
1163
- get worldQuaternion(): Quaternion {
1164
- return threeutils.getWorldQuaternion(this.gameObject);
1165
- }
1166
-
1167
- /**
1168
- * Sets the rotation of this component's GameObject in world space using a quaternion
1169
- * @param val The world rotation quaternion to set
1170
- */
1171
- set worldQuaternion(val: Quaternion) {
1172
- threeutils.setWorldQuaternion(this.gameObject, val);
1173
- }
1174
-
1175
- /**
1176
- * Sets the rotation of this component's GameObject in world space using quaternion components
1177
- * @param x X component of the quaternion
1178
- * @param y Y component of the quaternion
1179
- * @param z Z component of the quaternion
1180
- * @param w W component of the quaternion
1181
- */
1182
- setWorldQuaternion(x: number, y: number, z: number, w: number) {
1183
- threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
1184
- }
1185
-
1186
- /**
1187
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
1188
- */
1189
- get worldEuler(): Euler {
1190
- return threeutils.getWorldEuler(this.gameObject);
1191
- }
1192
-
1193
- /**
1194
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
1195
- * @param val The world rotation Euler angles to set
1196
- */
1197
- set worldEuler(val: Euler) {
1198
- threeutils.setWorldEuler(this.gameObject, val);
1199
- }
1200
-
1201
- /**
1202
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
1203
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
1204
- */
1205
- get worldRotation(): Vector3 {
1206
- return this.gameObject.worldRotation;
1207
- }
1208
-
1209
- /**
1210
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
1211
- * @param val The world rotation vector to set (in degrees)
1212
- */
1213
- set worldRotation(val: Vector3) {
1214
- this.setWorldRotation(val.x, val.y, val.z, true);
1215
- }
1216
-
1217
- /**
1218
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
1219
- * @param x X-axis rotation
1220
- * @param y Y-axis rotation
1221
- * @param z Z-axis rotation
1222
- * @param degrees Whether the values are in degrees (true) or radians (false)
1223
- */
1224
- setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
1225
- threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
1226
- }
1227
-
1228
- private static _forward: Vector3 = new Vector3();
1229
- /**
1230
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
1231
- */
1232
- public get forward(): Vector3 {
1233
- return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
1234
- }
1235
- private static _right: Vector3 = new Vector3();
1236
- /**
1237
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
1238
- */
1239
- public get right(): Vector3 {
1240
- return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
1241
- }
1242
- private static _up: Vector3 = new Vector3();
1243
- /**
1244
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
1245
- */
1246
- public get up(): Vector3 {
1247
- return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
1248
- }
1249
-
1250
- // EventTarget implementation:
1251
-
1252
- /**
1253
- * Storage for event listeners registered to this component
1254
- * @private
1255
- */
1256
- private _eventListeners = new Map<string, EventListener[]>();
1257
-
1258
- /**
1259
- * Registers an event listener for the specified event type
1260
- * @param type The event type to listen for
1261
- * @param listener The callback function to execute when the event occurs
1262
- */
1263
- addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
1264
- this._eventListeners[type] = this._eventListeners[type] || [];
1265
- this._eventListeners[type].push(listener);
1266
- }
1267
-
1268
- /**
1269
- * Removes a previously registered event listener
1270
- * @param type The event type the listener was registered for
1271
- * @param listener The callback function to remove
1272
- */
1273
- removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
1274
- if (!this._eventListeners[type]) return;
1275
- const index = this._eventListeners[type].indexOf(listener);
1276
- if (index >= 0) this._eventListeners[type].splice(index, 1);
1277
- }
1278
-
1279
- /**
1280
- * Dispatches an event to all registered listeners
1281
- * @param evt The event object to dispatch
1282
- * @returns Always returns false (standard implementation of EventTarget)
1283
- */
1284
- dispatchEvent(evt: Event): boolean {
1285
- if (!evt || !this._eventListeners[evt.type]) return false;
1286
- const listeners = this._eventListeners[evt.type];
1287
- for (let i = 0; i < listeners.length; i++) {
1288
- listeners[i](evt);
1289
- }
1290
-
1291
- return false;
1292
- }
1293
- }
1294
-
1295
- // For legacy reasons we need to export this as well
1296
- // (and we don't use extend to inherit the component docs)
1297
- export { Component as Behaviour };
1
+ import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { type AssetReference } from "../engine/engine_addressables.js";
5
+ import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
6
+ import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
7
+ import { destroy, findByGuid, foreachComponent, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
8
+ import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
9
+ import * as main from "../engine/engine_mainloop_utils.js";
10
+ import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
11
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
12
+ import * as threeutils from "../engine/engine_three_utils.js";
13
+ import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
14
+ import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
15
+ import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
16
+
17
+
18
+ // export interface ISerializationCallbackReceiver {
19
+ // onBeforeSerialize?(): object | void;
20
+ // onAfterSerialize?();
21
+ // onBeforeDeserialize?(data?: any);
22
+ // onAfterDeserialize?();
23
+ // onDeserialize?(key: string, value: any): any | void;
24
+ // }
25
+
26
+ /**
27
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
28
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
29
+ * They manage their components and provide methods to add, remove and get components.
30
+ *
31
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
32
+ * These methods are available directly on the GameObject instance:
33
+ * ```typescript
34
+ * target.addComponent(MyComponent);
35
+ * ```
36
+ *
37
+ * And can be called statically on the GameObject class as well:
38
+ * ```typescript
39
+ * GameObject.setActive(target, true);
40
+ * ```
41
+ */
42
+ export abstract class GameObject extends Object3D implements Object3D, IGameObject {
43
+
44
+ /**
45
+ * Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
46
+ * When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
47
+ */
48
+ abstract activeSelf: boolean;
49
+
50
+ /** @deprecated Use {@link addComponent} instead */
51
+ // eslint-disable-next-line deprecation/deprecation
52
+ abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
53
+
54
+ /**
55
+ * Creates a new component on this gameObject or adds an existing component instance
56
+ * @param comp Component type constructor or existing component instance
57
+ * @param init Optional initialization values for the component
58
+ * @returns The newly created or added component
59
+ */
60
+ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
61
+
62
+ /**
63
+ * Removes a component from this GameObject
64
+ * @param comp Component instance to remove
65
+ * @returns The removed component
66
+ */
67
+ abstract removeComponent<T extends IComponent>(comp: T): T;
68
+
69
+ /**
70
+ * Gets an existing component of the specified type or adds a new one if it doesn't exist
71
+ * @param typeName Constructor of the component type to get or add
72
+ * @returns The existing or newly added component
73
+ */
74
+ abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
75
+
76
+ /**
77
+ * Gets a component of the specified type attached to this GameObject
78
+ * @param type Constructor of the component type to get
79
+ * @returns The component if found, otherwise null
80
+ */
81
+ abstract getComponent<T>(type: Constructor<T>): T | null;
82
+
83
+ /**
84
+ * Gets all components of the specified type attached to this GameObject
85
+ * @param type Constructor of the component type to get
86
+ * @param arr Optional array to populate with the components
87
+ * @returns Array of components
88
+ */
89
+ abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
90
+
91
+ /**
92
+ * Gets a component of the specified type in this GameObject's children hierarchy
93
+ * @param type Constructor of the component type to get
94
+ * @returns The first matching component if found, otherwise null
95
+ */
96
+ abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
97
+
98
+ /**
99
+ * Gets all components of the specified type in this GameObject's children hierarchy
100
+ * @param type Constructor of the component type to get
101
+ * @param arr Optional array to populate with the components
102
+ * @returns Array of components
103
+ */
104
+ abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
105
+
106
+ /**
107
+ * Gets a component of the specified type in this GameObject's parent hierarchy
108
+ * @param type Constructor of the component type to get
109
+ * @returns The first matching component if found, otherwise null
110
+ */
111
+ abstract getComponentInParent<T>(type: Constructor<T>): T | null;
112
+
113
+ /**
114
+ * Gets all components of the specified type in this GameObject's parent hierarchy
115
+ * @param type Constructor of the component type to get
116
+ * @param arr Optional array to populate with the components
117
+ * @returns Array of components
118
+ */
119
+ abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
120
+
121
+
122
+ /**
123
+ * The position of this GameObject in world space
124
+ */
125
+ abstract get worldPosition(): Vector3
126
+ abstract set worldPosition(val: Vector3);
127
+
128
+ /**
129
+ * The rotation of this GameObject in world space as a quaternion
130
+ */
131
+ abstract set worldQuaternion(val: Quaternion);
132
+ abstract get worldQuaternion(): Quaternion;
133
+
134
+ /**
135
+ * The rotation of this GameObject in world space in euler angles (degrees)
136
+ */
137
+ abstract set worldRotation(val: Vector3);
138
+ abstract get worldRotation(): Vector3;
139
+
140
+ /**
141
+ * The scale of this GameObject in world space
142
+ */
143
+ abstract set worldScale(val: Vector3);
144
+ abstract get worldScale(): Vector3;
145
+
146
+ /**
147
+ * The forward direction vector of this GameObject in world space
148
+ */
149
+ abstract get worldForward(): Vector3;
150
+
151
+ /**
152
+ * The right direction vector of this GameObject in world space
153
+ */
154
+ abstract get worldRight(): Vector3;
155
+
156
+ /**
157
+ * The up direction vector of this GameObject in world space
158
+ */
159
+ abstract get worldUp(): Vector3;
160
+
161
+ /**
162
+ * Unique identifier for this GameObject
163
+ */
164
+ guid: string | undefined;
165
+
166
+ /**
167
+ * Destroys this GameObject and all its components.
168
+ * Internally, this is added to the three.js {@link Object3D} prototype.
169
+ */
170
+ abstract destroy();
171
+
172
+
173
+ /**
174
+ * Checks if a GameObject has been destroyed
175
+ * @param go The GameObject to check
176
+ * @returns True if the GameObject has been destroyed
177
+ */
178
+ public static isDestroyed(go: Object3D): boolean {
179
+ return isDestroyed(go);
180
+ }
181
+
182
+ /**
183
+ * Sets the active state of a GameObject
184
+ * @param go The GameObject to modify
185
+ * @param active Whether the GameObject should be active
186
+ * @param processStart Whether to process the start callbacks if being activated
187
+ */
188
+ public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
189
+ if (!go) return;
190
+ setActive(go, active);
191
+
192
+ // TODO: do we still need this?:
193
+ main.updateIsActive(go);
194
+ if (active && processStart)
195
+ main.processStart(Context.Current, go);
196
+ }
197
+
198
+ /**
199
+ * Checks if the GameObject itself is active (same as go.visible)
200
+ * @param go The GameObject to check
201
+ * @returns True if the GameObject is active
202
+ */
203
+ public static isActiveSelf(go: Object3D): boolean {
204
+ return isActiveSelf(go);
205
+ }
206
+
207
+ /**
208
+ * 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)
209
+ * @param go The GameObject to check
210
+ * @returns True if the GameObject is active in the hierarchy
211
+ */
212
+ public static isActiveInHierarchy(go: Object3D): boolean {
213
+ return isActiveInHierarchy(go);
214
+ }
215
+
216
+ /**
217
+ * Marks a GameObject to be rendered using instancing
218
+ * @param go The GameObject to mark
219
+ * @param instanced Whether the GameObject should use instanced rendering
220
+ */
221
+ public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
222
+ markAsInstancedRendered(go, instanced);
223
+ }
224
+
225
+ /**
226
+ * Checks if a GameObject is using instanced rendering
227
+ * @param instance The GameObject to check
228
+ * @returns True if the GameObject is using instanced rendering
229
+ */
230
+ public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
231
+
232
+ /**
233
+ * Executes a callback for all components of the provided type on the provided object and its children
234
+ * @param instance Object to run the method on
235
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
236
+ * @param recursive If true, the method will be run on all children as well
237
+ * @returns The last return value of the callback
238
+ */
239
+ public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
240
+ return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
241
+ }
242
+
243
+ /**
244
+ * Creates a new instance of the provided object that will be replicated to all connected clients
245
+ * @param instance Object to instantiate
246
+ * @param opts Options for the instantiation
247
+ * @returns The newly created instance or null if creation failed
248
+ */
249
+ public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
250
+ if (!instance) return null;
251
+ return syncInstantiate(instance, opts) as GameObject | null;
252
+ }
253
+
254
+ /**
255
+ * Creates a new instance of the provided object (like cloning it including all components and children)
256
+ * @param instance Object to instantiate
257
+ * @param opts Options for the instantiation (e.g. with what parent, position, etc.)
258
+ * @returns The newly created instance
259
+ */
260
+ public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
261
+ public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
262
+ public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
263
+ if ('isAssetReference' in instance) {
264
+ return instantiate(instance as AssetReference, opts);
265
+ }
266
+ return instantiate(instance as GameObject | Object3D, opts) as GameObject;
267
+ }
268
+
269
+ /**
270
+ * Destroys an object on all connected clients (if in a networked session)
271
+ * @param instance Object to destroy
272
+ * @param context Optional context to use
273
+ * @param recursive If true, all children will be destroyed as well
274
+ */
275
+ public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
276
+ if (!instance) return;
277
+ const go = instance as GameObject;
278
+ context = context ?? Context.Current;
279
+ syncDestroy(go as any, context.connection, recursive);
280
+ }
281
+
282
+ /**
283
+ * Destroys an object
284
+ * @param instance Object to destroy
285
+ * @param recursive If true, all children will be destroyed as well. Default: true
286
+ */
287
+ public static destroy(instance: Object3D | Component, recursive: boolean = true) {
288
+ return destroy(instance, recursive);
289
+ }
290
+
291
+ /**
292
+ * Adds an object to parent and ensures all components are properly registered
293
+ * @param instance Object to add
294
+ * @param parent Parent to add the object to
295
+ * @param context Optional context to use
296
+ */
297
+ public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
298
+ if (!instance || !parent) return;
299
+ if (instance === parent) {
300
+ console.warn("Can not add object to self", instance);
301
+ return;
302
+ }
303
+ if (!context) {
304
+ context = Context.Current;
305
+ }
306
+ parent.add(instance);
307
+ setActive(instance, true);
308
+ main.updateIsActive(instance);
309
+ if (context) {
310
+ GameObject.foreachComponent(instance, (comp: Component) => {
311
+ main.addScriptToArrays(comp, context!);
312
+ if (comp.__internalDidAwakeAndStart) return;
313
+ if (context!.new_script_start.includes(comp) === false) {
314
+ context!.new_script_start.push(comp as Component);
315
+ }
316
+ }, true);
317
+ }
318
+ else {
319
+ console.warn("Missing context");
320
+ }
321
+ }
322
+
323
+ /**
324
+ * Removes the object from its parent and deactivates all of its components
325
+ * @param instance Object to remove
326
+ */
327
+ public static remove(instance: Object3D | null | undefined) {
328
+ if (!instance) return;
329
+ instance.parent?.remove(instance);
330
+ setActive(instance, false);
331
+ main.updateIsActive(instance);
332
+ GameObject.foreachComponent(instance, (comp) => {
333
+ main.processRemoveFromScene(comp);
334
+ }, true);
335
+ }
336
+
337
+ /**
338
+ * Invokes a method on all components including children (if a method with that name exists)
339
+ * @param go GameObject to invoke the method on
340
+ * @param functionName Name of the method to invoke
341
+ * @param args Arguments to pass to the method
342
+ */
343
+ public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
344
+ this.invoke(go, functionName, true, args);
345
+ }
346
+
347
+ /**
348
+ * Invokes a method on all components that have a method matching the provided name
349
+ * @param go GameObject to invoke the method on
350
+ * @param functionName Name of the method to invoke
351
+ * @param children Whether to invoke on children as well
352
+ * @param args Arguments to pass to the method
353
+ */
354
+ public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
355
+ if (!go) return;
356
+ this.foreachComponent(go, c => {
357
+ const fn = c[functionName];
358
+ if (fn && typeof fn === "function") {
359
+ fn?.call(c, ...args)
360
+ }
361
+ }, children);
362
+ }
363
+
364
+ /** @deprecated use `addComponent` */
365
+ // eslint-disable-next-line deprecation/deprecation
366
+ public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
367
+ return addComponent(go, type, init, { callAwake });
368
+ }
369
+
370
+ /**
371
+ * Adds a new component (or moves an existing component) to the provided object
372
+ * @param go Object to add the component to
373
+ * @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
374
+ * @param init Optional init object to initialize the component with
375
+ * @param opts Optional options for adding the component
376
+ * @returns The added or moved component
377
+ */
378
+ public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
379
+ return addComponent(go, instanceOrType, init, opts);
380
+ }
381
+
382
+ /**
383
+ * Moves a component to a new object
384
+ * @param go GameObject to move the component to
385
+ * @param instance Component to move
386
+ * @returns The moved component
387
+ */
388
+ public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
389
+ return addComponent(go, instance);
390
+ }
391
+
392
+ /**
393
+ * Removes a component from its object
394
+ * @param instance Component to remove
395
+ * @returns The removed component
396
+ */
397
+ public static removeComponent<T extends IComponent>(instance: T): T {
398
+ removeComponent(instance.gameObject, instance as any);
399
+ return instance;
400
+ }
401
+
402
+ /**
403
+ * Gets or adds a component of the specified type
404
+ * @param go GameObject to get or add the component to
405
+ * @param typeName Constructor of the component type
406
+ * @returns The existing or newly added component
407
+ */
408
+ public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
409
+ return getOrAddComponent<any>(go, typeName);
410
+ }
411
+
412
+ /**
413
+ * Gets a component on the provided object
414
+ * @param go GameObject to get the component from
415
+ * @param typeName Constructor of the component type
416
+ * @returns The component if found, otherwise null
417
+ */
418
+ public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
419
+ if (go === null) return null;
420
+ // if names are minified we could also use the type store and work with strings everywhere
421
+ // not ideal, but I dont know a good/sane way to do this otherwise
422
+ // const res = TypeStore.get(typeName);
423
+ // if(res) typeName = res;
424
+ return getComponent(go, typeName as any);
425
+ }
426
+
427
+ /**
428
+ * Gets all components of the specified type on the provided object
429
+ * @param go GameObject to get the components from
430
+ * @param typeName Constructor of the component type
431
+ * @param arr Optional array to populate with the components
432
+ * @returns Array of components
433
+ */
434
+ public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
435
+ if (go === null) return arr ?? [];
436
+ return getComponents(go, typeName, arr);
437
+ }
438
+
439
+ /**
440
+ * Finds an object or component by its unique identifier
441
+ * @param guid Unique identifier to search for
442
+ * @param hierarchy Root object to search in
443
+ * @returns The found GameObject or Component, or null/undefined if not found
444
+ */
445
+ public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
446
+ const res = findByGuid(guid, hierarchy);
447
+ return res as GameObject | Component | null | undefined;
448
+ }
449
+
450
+ /**
451
+ * Finds the first object of the specified component type in the scene
452
+ * @param typeName Constructor of the component type
453
+ * @param context Context or root object to search in
454
+ * @param includeInactive Whether to include inactive objects in the search
455
+ * @returns The first matching component if found, otherwise null
456
+ */
457
+ public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
458
+ return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
459
+ }
460
+
461
+ /**
462
+ * Finds all objects of the specified component type in the scene
463
+ * @param typeName Constructor of the component type
464
+ * @param context Context or root object to search in
465
+ * @returns Array of matching components
466
+ */
467
+ public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
468
+ const arr = [];
469
+ findObjectsOfType(typeName, arr, context);
470
+ return arr;
471
+ }
472
+
473
+ /**
474
+ * Gets a component of the specified type in the gameObject's children hierarchy
475
+ * @param go GameObject to search in
476
+ * @param typeName Constructor of the component type
477
+ * @returns The first matching component if found, otherwise null
478
+ */
479
+ public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
480
+ return getComponentInChildren(go, typeName);
481
+ }
482
+
483
+ /**
484
+ * Gets all components of the specified type in the gameObject's children hierarchy
485
+ * @param go GameObject to search in
486
+ * @param typeName Constructor of the component type
487
+ * @param arr Optional array to populate with the components
488
+ * @returns Array of components
489
+ */
490
+ public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
491
+ return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
492
+ }
493
+
494
+ /**
495
+ * Gets a component of the specified type in the gameObject's parent hierarchy
496
+ * @param go GameObject to search in
497
+ * @param typeName Constructor of the component type
498
+ * @returns The first matching component if found, otherwise null
499
+ */
500
+ public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
501
+ return getComponentInParent(go, typeName);
502
+ }
503
+
504
+ /**
505
+ * Gets all components of the specified type in the gameObject's parent hierarchy
506
+ * @param go GameObject to search in
507
+ * @param typeName Constructor of the component type
508
+ * @param arr Optional array to populate with the components
509
+ * @returns Array of components
510
+ */
511
+ public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
512
+ return getComponentsInParent(go, typeName, arr);
513
+ }
514
+
515
+ /**
516
+ * Gets all components on the gameObject
517
+ * @param go GameObject to get components from
518
+ * @returns Array of all components
519
+ */
520
+ public static getAllComponents(go: IGameObject | Object3D): Component[] {
521
+ const componentsList = go.userData?.components;
522
+ if (!componentsList) return [];
523
+ const newList = [...componentsList];
524
+ return newList;
525
+ }
526
+
527
+ /**
528
+ * Iterates through all components on the gameObject
529
+ * @param go GameObject to iterate components on
530
+ * @returns Generator yielding each component
531
+ */
532
+ public static *iterateComponents(go: IGameObject | Object3D) {
533
+ const list = go?.userData?.components;
534
+ if (list && Array.isArray(list)) {
535
+ for (let i = 0; i < list.length; i++) {
536
+ yield list[i];
537
+ }
538
+ }
539
+ }
540
+ }
541
+
542
+
543
+
544
+ /**
545
+ * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
546
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
547
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
548
+ *
549
+ * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
550
+ *
551
+ * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
552
+ *
553
+ * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
554
+ *
555
+ * @example
556
+ * ```typescript
557
+ * import { Behaviour } from "@needle-tools/engine";
558
+ * export class MyComponent extends Behaviour {
559
+ * start() {
560
+ * console.log("Hello World");
561
+ * }
562
+ * update() {
563
+ * console.log("Frame", this.context.time.frame);
564
+ * }
565
+ * }
566
+ * ```
567
+ *
568
+ * @group Components
569
+ */
570
+ export abstract class Component implements IComponent, EventTarget,
571
+ Partial<INeedleXRSessionEventReceiver>,
572
+ Partial<IPointerEventHandler>
573
+ {
574
+ /**
575
+ * Indicates whether this object is a component
576
+ * @internal
577
+ */
578
+ get isComponent(): boolean { return true; }
579
+
580
+ private __context: Context | undefined;
581
+
582
+ /**
583
+ * The context this component belongs to, providing access to the runtime environment
584
+ * including physics, timing utilities, camera, and scene
585
+ */
586
+ get context(): Context {
587
+ return this.__context ?? Context.Current;
588
+ }
589
+ set context(context: Context) {
590
+ this.__context = context;
591
+ }
592
+
593
+ /**
594
+ * Shorthand accessor for the current scene from the context
595
+ * @returns The scene this component belongs to
596
+ */
597
+ get scene(): Scene { return this.context.scene; }
598
+
599
+ /**
600
+ * The layer value of the GameObject this component is attached to
601
+ * Used for visibility and physics filtering
602
+ */
603
+ get layer(): number {
604
+ return this.gameObject?.userData?.layer;
605
+ }
606
+
607
+ /**
608
+ * The name of the GameObject this component is attached to
609
+ * Used for debugging and finding objects
610
+ */
611
+ get name(): string {
612
+ if (this.gameObject?.name) {
613
+ return this.gameObject.name;
614
+ }
615
+ return this.gameObject?.userData.name;
616
+ }
617
+ private __name?: string;
618
+ set name(str: string) {
619
+ if (this.gameObject) {
620
+ if (!this.gameObject.userData) this.gameObject.userData = {}
621
+ this.gameObject.userData.name = str;
622
+ this.__name = str;
623
+ }
624
+ else {
625
+ this.__name = str;
626
+ }
627
+ }
628
+
629
+ /**
630
+ * The tag of the GameObject this component is attached to
631
+ * Used for categorizing objects and efficient lookup
632
+ */
633
+ get tag(): string {
634
+ return this.gameObject?.userData.tag;
635
+ }
636
+ set tag(str: string) {
637
+ if (this.gameObject) {
638
+ if (!this.gameObject.userData) this.gameObject.userData = {}
639
+ this.gameObject.userData.tag = str;
640
+ }
641
+ }
642
+
643
+ /**
644
+ * Indicates whether the GameObject is marked as static
645
+ * Static objects typically don't move and can be optimized by the engine
646
+ */
647
+ get static() {
648
+ return this.gameObject?.userData.static;
649
+ }
650
+ set static(value: boolean) {
651
+ if (this.gameObject) {
652
+ if (!this.gameObject.userData) this.gameObject.userData = {}
653
+ this.gameObject.userData.static = value;
654
+ }
655
+ }
656
+ // get hideFlags(): HideFlags {
657
+ // return this.gameObject?.hideFlags;
658
+ // }
659
+
660
+ /**
661
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
662
+ * Components that are inactive won't receive lifecycle method calls
663
+ * @returns True if the component is enabled and all parent GameObjects are active
664
+ */
665
+ get activeAndEnabled(): boolean {
666
+ if (this.destroyed) return false;
667
+ if (this.__isEnabled === false) return false;
668
+ if (!this.__isActiveInHierarchy) return false;
669
+ // let go = this.gameObject;
670
+ // do {
671
+ // // console.log(go.name, go.visible)
672
+ // if (!go.visible) return false;
673
+ // go = go.parent as GameObject;
674
+ // }
675
+ // while (go);
676
+ return true;
677
+ }
678
+
679
+ private get __isActive(): boolean {
680
+ return this.gameObject.visible;
681
+ }
682
+
683
+ private get __isActiveInHierarchy(): boolean {
684
+ if (!this.gameObject) return false;
685
+ const res = this.gameObject[activeInHierarchyFieldName];
686
+ if (res === undefined) return true;
687
+ return res;
688
+ }
689
+
690
+ private set __isActiveInHierarchy(val: boolean) {
691
+ if (!this.gameObject) return;
692
+ this.gameObject[activeInHierarchyFieldName] = val;
693
+ }
694
+
695
+ /**
696
+ * Reference to the GameObject this component is attached to
697
+ * This is a three.js Object3D with additional GameObject functionality
698
+ */
699
+ gameObject!: GameObject;
700
+
701
+ /**
702
+ * Unique identifier for this component instance,
703
+ * used for finding and tracking components
704
+ */
705
+ guid: string = "invalid";
706
+
707
+ /**
708
+ * Identifier for the source asset that created this component.
709
+ * For example, URL to the glTF file this component was loaded from
710
+ */
711
+ sourceId?: SourceIdentifier;
712
+
713
+ /**
714
+ * Called when this component needs to remap guids after an instantiate operation.
715
+ * @param guidsMap Mapping from old guids to newly generated guids
716
+ */
717
+ resolveGuids?(guidsMap: GuidsMap): void;
718
+
719
+ /**
720
+ * Called once when the component becomes active for the first time.
721
+ * This is the first lifecycle callback to be invoked
722
+ */
723
+ awake() { }
724
+
725
+ /**
726
+ * Called every time the component becomes enabled or active in the hierarchy.
727
+ * Invoked after {@link awake} and before {@link start}.
728
+ */
729
+ onEnable() { }
730
+
731
+ /**
732
+ * Called every time the component becomes disabled or inactive in the hierarchy.
733
+ * Invoked when the component or any parent GameObject becomes invisible
734
+ */
735
+ onDisable() { }
736
+
737
+ /**
738
+ * Called when the component is destroyed.
739
+ * Use for cleanup operations like removing event listeners
740
+ */
741
+ onDestroy() {
742
+ this.__destroyed = true;
743
+ }
744
+
745
+ /**
746
+ * Called when a field decorated with @validate() is modified.
747
+ * @param prop The name of the field that was changed
748
+ */
749
+ onValidate?(prop?: string): void;
750
+
751
+ /**
752
+ * Called when the context's pause state changes.
753
+ * @param isPaused Whether the context is currently paused
754
+ * @param wasPaused The previous pause state
755
+ */
756
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
757
+
758
+ /**
759
+ * Called once at the beginning of the first frame after the component is enabled.
760
+ * Use for initialization that requires other components to be awake.
761
+ */
762
+ start?(): void;
763
+
764
+ /**
765
+ * Called at the beginning of each frame before regular updates.
766
+ * Use for logic that needs to run before standard update callbacks.
767
+ */
768
+ earlyUpdate?(): void;
769
+
770
+ /**
771
+ * Called once per frame during the main update loop.
772
+ * The primary location for frame-based game logic.
773
+ */
774
+ update?(): void;
775
+
776
+ /**
777
+ * Called after all update functions have been called.
778
+ * Use for calculations that depend on other components being updated first.
779
+ */
780
+ lateUpdate?(): void;
781
+
782
+ /**
783
+ * Called immediately before the scene is rendered.
784
+ * @param frame Current XRFrame if in an XR session, null otherwise
785
+ */
786
+ onBeforeRender?(frame: XRFrame | null): void;
787
+
788
+ /**
789
+ * Called after the scene has been rendered.
790
+ * Use for post-processing or UI updates that should happen after rendering
791
+ */
792
+ onAfterRender?(): void;
793
+
794
+ /**
795
+ * Called when this component's collider begins colliding with another collider.
796
+ * @param col Information about the collision that occurred
797
+ */
798
+ onCollisionEnter?(col: Collision);
799
+
800
+ /**
801
+ * Called when this component's collider stops colliding with another collider.
802
+ * @param col Information about the collision that ended
803
+ */
804
+ onCollisionExit?(col: Collision);
805
+
806
+ /**
807
+ * Called each frame while this component's collider is colliding with another collider
808
+ * @param col Information about the ongoing collision
809
+ */
810
+ onCollisionStay?(col: Collision);
811
+
812
+ /**
813
+ * Called when this component's trigger collider is entered by another collider
814
+ * @param col The collider that entered this trigger
815
+ */
816
+ onTriggerEnter?(col: ICollider);
817
+
818
+ /**
819
+ * Called each frame while another collider is inside this component's trigger collider
820
+ * @param col The collider that is inside this trigger
821
+ */
822
+ onTriggerStay?(col: ICollider);
823
+
824
+ /**
825
+ * Called when another collider exits this component's trigger collider
826
+ * @param col The collider that exited this trigger
827
+ */
828
+ onTriggerExit?(col: ICollider);
829
+
830
+ /**
831
+ * Determines if this component supports a specific XR mode
832
+ * @param mode The XR session mode to check support for
833
+ * @returns True if the component supports the specified mode
834
+ */
835
+ supportsXR?(mode: XRSessionMode): boolean;
836
+
837
+ /**
838
+ * Called before an XR session is requested
839
+ * Use to modify session initialization parameters
840
+ * @param mode The XR session mode being requested
841
+ * @param args The session initialization parameters that can be modified
842
+ */
843
+ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
844
+
845
+ /**
846
+ * Called when this component joins an XR session or becomes active in a running session
847
+ * @param args Event data for the XR session
848
+ */
849
+ onEnterXR?(args: NeedleXREventArgs): void;
850
+
851
+ /**
852
+ * Called each frame while this component is active in an XR session
853
+ * @param args Event data for the current XR frame
854
+ */
855
+ onUpdateXR?(args: NeedleXREventArgs): void;
856
+
857
+ /**
858
+ * Called when this component exits an XR session or becomes inactive during a session
859
+ * @param args Event data for the XR session
860
+ */
861
+ onLeaveXR?(args: NeedleXREventArgs): void;
862
+
863
+ /**
864
+ * Called when an XR controller is connected or when this component becomes active
865
+ * in a session with existing controllers
866
+ * @param args Event data for the controller that was added
867
+ */
868
+ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
869
+
870
+ /**
871
+ * Called when an XR controller is disconnected or when this component becomes inactive
872
+ * during a session with controllers
873
+ * @param args Event data for the controller that was removed
874
+ */
875
+ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
876
+
877
+ /**
878
+ * Called when a pointer enters this component's GameObject
879
+ * @param args Data about the pointer event
880
+ */
881
+ onPointerEnter?(args: PointerEventData);
882
+
883
+ /**
884
+ * Called when a pointer moves while over this component's GameObject
885
+ * @param args Data about the pointer event
886
+ */
887
+ onPointerMove?(args: PointerEventData);
888
+
889
+ /**
890
+ * Called when a pointer exits this component's GameObject
891
+ * @param args Data about the pointer event
892
+ */
893
+ onPointerExit?(args: PointerEventData);
894
+
895
+ /**
896
+ * Called when a pointer button is pressed while over this component's GameObject
897
+ * @param args Data about the pointer event
898
+ */
899
+ onPointerDown?(args: PointerEventData);
900
+
901
+ /**
902
+ * Called when a pointer button is released while over this component's GameObject
903
+ * @param args Data about the pointer event
904
+ */
905
+ onPointerUp?(args: PointerEventData);
906
+
907
+ /**
908
+ * Called when a pointer completes a click interaction with this component's GameObject
909
+ * @param args Data about the pointer event
910
+ */
911
+ onPointerClick?(args: PointerEventData);
912
+
913
+ /**
914
+ * Starts a coroutine that can yield to wait for events.
915
+ * Coroutines allow for time-based sequencing of operations without blocking.
916
+ * Coroutines are based on generator functions, a JavaScript language feature.
917
+ *
918
+ * @param routine Generator function to start
919
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
920
+ * @returns The generator function that can be used to stop the coroutine
921
+ * @example
922
+ * Time-based sequencing of operations
923
+ * ```ts
924
+ * *myCoroutine() {
925
+ * yield WaitForSeconds(1); // wait for 1 second
926
+ * yield WaitForFrames(10); // wait for 10 frames
927
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
928
+ * }
929
+ * ```
930
+ * @example
931
+ * Coroutine that logs a message every 5 frames
932
+ * ```ts
933
+ * onEnable() {
934
+ * this.startCoroutine(this.myCoroutine());
935
+ * }
936
+ * private *myCoroutine() {
937
+ * while(this.activeAndEnabled) {
938
+ * console.log("Hello World", this.context.time.frame);
939
+ * // wait for 5 frames
940
+ * for(let i = 0; i < 5; i++) yield;
941
+ * }
942
+ * }
943
+ * ```
944
+ */
945
+ startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
946
+ return this.context.registerCoroutineUpdate(this, routine, evt);
947
+ }
948
+
949
+ /**
950
+ * Stops a coroutine that was previously started with startCoroutine
951
+ * @param routine The routine to be stopped
952
+ * @param evt The frame event the routine was registered with
953
+ */
954
+ stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
955
+ this.context.unregisterCoroutineUpdate(routine, evt);
956
+ }
957
+
958
+ /**
959
+ * Checks if this component has been destroyed
960
+ * @returns True if the component or its GameObject has been destroyed
961
+ */
962
+ public get destroyed(): boolean {
963
+ return this.__destroyed;
964
+ }
965
+
966
+ /**
967
+ * Destroys this component and removes it from its GameObject
968
+ * After destruction, the component will no longer receive lifecycle callbacks
969
+ */
970
+ public destroy() {
971
+ if (this.__destroyed) return;
972
+ this.__internalDestroy();
973
+ }
974
+
975
+ /** @internal */
976
+ protected __didAwake: boolean = false;
977
+
978
+ /** @internal */
979
+ private __didStart: boolean = false;
980
+
981
+ /** @internal */
982
+ protected __didEnable: boolean = false;
983
+
984
+ /** @internal */
985
+ protected __isEnabled: boolean | undefined = undefined;
986
+
987
+ /** @internal */
988
+ private __destroyed: boolean = false;
989
+
990
+ /** @internal */
991
+ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
992
+
993
+ /** @internal */
994
+ constructor(init?: ComponentInit<Component>) {
995
+ this.__didAwake = false;
996
+ this.__didStart = false;
997
+ this.__didEnable = false;
998
+ this.__isEnabled = undefined;
999
+ this.__destroyed = false;
1000
+ this._internalInit(init as ComponentInit<this>);
1001
+ if (isHotReloadEnabled()) registerHotReloadType(this);
1002
+ }
1003
+
1004
+ /** @internal */
1005
+ __internalNewInstanceCreated(init?: ComponentInit<this>): this {
1006
+ this.__didAwake = false;
1007
+ this.__didStart = false;
1008
+ this.__didEnable = false;
1009
+ this.__isEnabled = undefined;
1010
+ this.__destroyed = false;
1011
+ this._internalInit(init);
1012
+ return this;
1013
+ }
1014
+
1015
+ /**
1016
+ * Initializes component properties from an initialization object
1017
+ * @param init Object with properties to copy to this component
1018
+ * @internal
1019
+ */
1020
+ _internalInit(init?: ComponentInit<this>) {
1021
+ if (typeof init === "object") {
1022
+ for (const key of Object.keys(init)) {
1023
+ const value = init[key];
1024
+ // we don't want to allow overriding functions via init
1025
+ if (typeof value === "function") continue;
1026
+ (this as any)[key] = value;
1027
+ }
1028
+ }
1029
+ }
1030
+
1031
+ /** @internal */
1032
+ __internalAwake() {
1033
+ if (this.__didAwake) return;
1034
+ this.__didAwake = true;
1035
+ this.awake();
1036
+ }
1037
+
1038
+
1039
+ /** @internal */
1040
+ __internalStart() {
1041
+ if (this.__didStart) return;
1042
+ this.__didStart = true;
1043
+ if (this.start) this.start();
1044
+ }
1045
+
1046
+
1047
+ /** @internal */
1048
+ __internalEnable(isAddingToScene?: boolean): boolean {
1049
+ if (this.__destroyed) {
1050
+ if (isDevEnvironment()) {
1051
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
1052
+ }
1053
+ return false;
1054
+ }
1055
+ // Don't change enable before awake
1056
+ // But a user can change enable during awake
1057
+ if (!this.__didAwake) return false;
1058
+ if (this.__didEnable) {
1059
+ // We dont want to change the enable state if we are adding to scene
1060
+ // But we want to change the state when e.g. a user changes the enable state during awake
1061
+ if (isAddingToScene !== true)
1062
+ this.__isEnabled = true;
1063
+ return false;
1064
+ }
1065
+ // console.trace("INTERNAL ENABLE");
1066
+ this.__didEnable = true;
1067
+ this.__isEnabled = true;
1068
+ this.onEnable();
1069
+ return true;
1070
+ }
1071
+
1072
+ /** @internal */
1073
+ __internalDisable(isRemovingFromScene?: boolean) {
1074
+ // Don't change enable before awake
1075
+ // But a user can change enable during awake
1076
+ if (!this.__didAwake) return;
1077
+ if (!this.__didEnable) {
1078
+ // We dont want to change the enable state if we are removing from a scene
1079
+ if (isRemovingFromScene !== true)
1080
+ this.__isEnabled = false;
1081
+ return;
1082
+ }
1083
+ this.__didEnable = false;
1084
+ this.__isEnabled = false;
1085
+ this.onDisable();
1086
+ }
1087
+
1088
+ /** @internal */
1089
+ __internalDestroy() {
1090
+ if (this.__destroyed) return;
1091
+ this.__destroyed = true;
1092
+ if (this.__didAwake) {
1093
+ this.onDestroy?.call(this);
1094
+ this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
1095
+ }
1096
+ destroyComponentInstance(this as any);
1097
+ if(isHotReloadEnabled()) unregisterHotReloadType(this);
1098
+ }
1099
+
1100
+ /**
1101
+ * Controls whether this component is enabled
1102
+ * Disabled components don't receive lifecycle callbacks
1103
+ */
1104
+ get enabled(): boolean {
1105
+ return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
1106
+ }
1107
+ set enabled(val: boolean) {
1108
+ if (this.__destroyed) {
1109
+ if (isDevEnvironment()) {
1110
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
1111
+ }
1112
+ return;
1113
+ }
1114
+ // when called from animationclip we receive numbers
1115
+ // due to interpolation they can be anything between 0 and 1
1116
+ if (typeof val === "number") {
1117
+ if (val >= 0.5) val = true;
1118
+ else val = false;
1119
+ }
1120
+
1121
+ // need to check here because codegen is calling this before everything is setup
1122
+ if (!this.__didAwake) {
1123
+ this.__isEnabled = val;
1124
+ return;
1125
+ }
1126
+ if (val) {
1127
+ this.__internalEnable();
1128
+ } else {
1129
+ this.__internalDisable();
1130
+ }
1131
+ }
1132
+
1133
+ /**
1134
+ * Gets the position of this component's GameObject in world space.
1135
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
1136
+ */
1137
+ get worldPosition(): Vector3 {
1138
+ return threeutils.getWorldPosition(this.gameObject);
1139
+ }
1140
+
1141
+ /**
1142
+ * Sets the position of this component's GameObject in world space
1143
+ * @param val The world position vector to set
1144
+ */
1145
+ set worldPosition(val: Vector3) {
1146
+ threeutils.setWorldPosition(this.gameObject, val);
1147
+ }
1148
+
1149
+ /**
1150
+ * Sets the position of this component's GameObject in world space using individual coordinates
1151
+ * @param x X-coordinate in world space
1152
+ * @param y Y-coordinate in world space
1153
+ * @param z Z-coordinate in world space
1154
+ */
1155
+ setWorldPosition(x: number, y: number, z: number) {
1156
+ threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
1157
+ }
1158
+
1159
+ /**
1160
+ * Gets the rotation of this component's GameObject in world space as a quaternion
1161
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
1162
+ */
1163
+ get worldQuaternion(): Quaternion {
1164
+ return threeutils.getWorldQuaternion(this.gameObject);
1165
+ }
1166
+
1167
+ /**
1168
+ * Sets the rotation of this component's GameObject in world space using a quaternion
1169
+ * @param val The world rotation quaternion to set
1170
+ */
1171
+ set worldQuaternion(val: Quaternion) {
1172
+ threeutils.setWorldQuaternion(this.gameObject, val);
1173
+ }
1174
+
1175
+ /**
1176
+ * Sets the rotation of this component's GameObject in world space using quaternion components
1177
+ * @param x X component of the quaternion
1178
+ * @param y Y component of the quaternion
1179
+ * @param z Z component of the quaternion
1180
+ * @param w W component of the quaternion
1181
+ */
1182
+ setWorldQuaternion(x: number, y: number, z: number, w: number) {
1183
+ threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
1184
+ }
1185
+
1186
+ /**
1187
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
1188
+ */
1189
+ get worldEuler(): Euler {
1190
+ return threeutils.getWorldEuler(this.gameObject);
1191
+ }
1192
+
1193
+ /**
1194
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
1195
+ * @param val The world rotation Euler angles to set
1196
+ */
1197
+ set worldEuler(val: Euler) {
1198
+ threeutils.setWorldEuler(this.gameObject, val);
1199
+ }
1200
+
1201
+ /**
1202
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
1203
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
1204
+ */
1205
+ get worldRotation(): Vector3 {
1206
+ return this.gameObject.worldRotation;
1207
+ }
1208
+
1209
+ /**
1210
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
1211
+ * @param val The world rotation vector to set (in degrees)
1212
+ */
1213
+ set worldRotation(val: Vector3) {
1214
+ this.setWorldRotation(val.x, val.y, val.z, true);
1215
+ }
1216
+
1217
+ /**
1218
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
1219
+ * @param x X-axis rotation
1220
+ * @param y Y-axis rotation
1221
+ * @param z Z-axis rotation
1222
+ * @param degrees Whether the values are in degrees (true) or radians (false)
1223
+ */
1224
+ setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
1225
+ threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
1226
+ }
1227
+
1228
+ private static _forward: Vector3 = new Vector3();
1229
+ /**
1230
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
1231
+ */
1232
+ public get forward(): Vector3 {
1233
+ return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
1234
+ }
1235
+ private static _right: Vector3 = new Vector3();
1236
+ /**
1237
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
1238
+ */
1239
+ public get right(): Vector3 {
1240
+ return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
1241
+ }
1242
+ private static _up: Vector3 = new Vector3();
1243
+ /**
1244
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
1245
+ */
1246
+ public get up(): Vector3 {
1247
+ return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
1248
+ }
1249
+
1250
+ // EventTarget implementation:
1251
+
1252
+ /**
1253
+ * Storage for event listeners registered to this component
1254
+ * @private
1255
+ */
1256
+ private _eventListeners = new Map<string, EventListener[]>();
1257
+
1258
+ /**
1259
+ * Registers an event listener for the specified event type
1260
+ * @param type The event type to listen for
1261
+ * @param listener The callback function to execute when the event occurs
1262
+ */
1263
+ addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
1264
+ this._eventListeners[type] = this._eventListeners[type] || [];
1265
+ this._eventListeners[type].push(listener);
1266
+ }
1267
+
1268
+ /**
1269
+ * Removes a previously registered event listener
1270
+ * @param type The event type the listener was registered for
1271
+ * @param listener The callback function to remove
1272
+ */
1273
+ removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
1274
+ if (!this._eventListeners[type]) return;
1275
+ const index = this._eventListeners[type].indexOf(listener);
1276
+ if (index >= 0) this._eventListeners[type].splice(index, 1);
1277
+ }
1278
+
1279
+ /**
1280
+ * Dispatches an event to all registered listeners
1281
+ * @param evt The event object to dispatch
1282
+ * @returns Always returns false (standard implementation of EventTarget)
1283
+ */
1284
+ dispatchEvent(evt: Event): boolean {
1285
+ if (!evt || !this._eventListeners[evt.type]) return false;
1286
+ const listeners = this._eventListeners[evt.type];
1287
+ for (let i = 0; i < listeners.length; i++) {
1288
+ listeners[i](evt);
1289
+ }
1290
+
1291
+ return false;
1292
+ }
1293
+ }
1294
+
1295
+ // For legacy reasons we need to export this as well
1296
+ // (and we don't use extend to inherit the component docs)
1297
+ export { Component as Behaviour };