@needle-tools/engine 4.5.5-next.f053174 → 4.5.6

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 (1044) hide show
  1. package/CHANGELOG.md +3740 -3740
  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-DFfLpZpn.min.js → needle-engine.bundle-2nTaeeW3.min.js} +62 -62
  6. package/dist/{needle-engine.bundle-Dx2hV9Bu.umd.cjs → needle-engine.bundle-B3qVc_uH.umd.cjs} +54 -54
  7. package/dist/{needle-engine.bundle-DvRTYg0j.js → needle-engine.bundle-B9tUMvDR.js} +623 -623
  8. package/dist/{needle-engine.bundle-BxW8rOic.light.min.js → needle-engine.bundle-BWeBylyu.light.min.js} +62 -62
  9. package/dist/{needle-engine.bundle-5YrltOTW.light.umd.cjs → needle-engine.bundle-Bx32FU5Z.light.umd.cjs} +54 -54
  10. package/dist/{needle-engine.bundle-Bjtl-M4D.light.js → needle-engine.bundle-CAuuubKQ.light.js} +623 -623
  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/assets/index.d.ts +11 -11
  32. package/lib/engine/assets/index.js +47 -47
  33. package/lib/engine/assets/static.d.ts +1 -1
  34. package/lib/engine/assets/static.js +4 -4
  35. package/lib/engine/codegen/register_types.d.ts +1 -1
  36. package/lib/engine/codegen/register_types.js +300 -300
  37. package/lib/engine/debug/debug.d.ts +15 -15
  38. package/lib/engine/debug/debug.js +44 -44
  39. package/lib/engine/debug/debug_console.d.ts +2 -2
  40. package/lib/engine/debug/debug_console.js +307 -307
  41. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  42. package/lib/engine/debug/debug_overlay.js +316 -316
  43. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  44. package/lib/engine/debug/debug_spatial_console.js +390 -390
  45. package/lib/engine/debug/index.d.ts +2 -2
  46. package/lib/engine/debug/index.js +2 -2
  47. package/lib/engine/engine_addressables.d.ts +166 -166
  48. package/lib/engine/engine_addressables.js +608 -608
  49. package/lib/engine/engine_animation.d.ts +43 -43
  50. package/lib/engine/engine_animation.js +133 -133
  51. package/lib/engine/engine_application.d.ts +45 -45
  52. package/lib/engine/engine_application.js +104 -104
  53. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  54. package/lib/engine/engine_assetdatabase.js +344 -344
  55. package/lib/engine/engine_audio.d.ts +4 -4
  56. package/lib/engine/engine_audio.js +23 -23
  57. package/lib/engine/engine_camera.d.ts +13 -13
  58. package/lib/engine/engine_camera.js +30 -30
  59. package/lib/engine/engine_components.d.ts +110 -110
  60. package/lib/engine/engine_components.js +374 -374
  61. package/lib/engine/engine_components_internal.d.ts +9 -9
  62. package/lib/engine/engine_components_internal.js +36 -36
  63. package/lib/engine/engine_constants.d.ts +10 -10
  64. package/lib/engine/engine_constants.js +41 -41
  65. package/lib/engine/engine_context.d.ts +472 -472
  66. package/lib/engine/engine_context.js +1664 -1664
  67. package/lib/engine/engine_context_registry.d.ts +71 -71
  68. package/lib/engine/engine_context_registry.js +117 -117
  69. package/lib/engine/engine_coroutine.d.ts +35 -35
  70. package/lib/engine/engine_coroutine.js +52 -52
  71. package/lib/engine/engine_create_objects.d.ts +119 -119
  72. package/lib/engine/engine_create_objects.js +320 -320
  73. package/lib/engine/engine_default_parameters.d.ts +2 -2
  74. package/lib/engine/engine_default_parameters.js +3 -3
  75. package/lib/engine/engine_editor-sync.d.ts +21 -21
  76. package/lib/engine/engine_editor-sync.js +4 -4
  77. package/lib/engine/engine_fileloader.d.ts +2 -2
  78. package/lib/engine/engine_fileloader.js +8 -8
  79. package/lib/engine/engine_gameobject.d.ts +68 -68
  80. package/lib/engine/engine_gameobject.js +616 -616
  81. package/lib/engine/engine_generic_utils.d.ts +1 -1
  82. package/lib/engine/engine_generic_utils.js +13 -13
  83. package/lib/engine/engine_gizmos.d.ts +149 -149
  84. package/lib/engine/engine_gizmos.js +530 -530
  85. package/lib/engine/engine_gltf.d.ts +12 -12
  86. package/lib/engine/engine_gltf.js +15 -15
  87. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  88. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  89. package/lib/engine/engine_hot_reload.d.ts +8 -8
  90. package/lib/engine/engine_hot_reload.js +197 -197
  91. package/lib/engine/engine_input.d.ts +362 -362
  92. package/lib/engine/engine_input.js +1294 -1294
  93. package/lib/engine/engine_input_utils.d.ts +2 -2
  94. package/lib/engine/engine_input_utils.js +22 -22
  95. package/lib/engine/engine_instancing.d.ts +19 -19
  96. package/lib/engine/engine_instancing.js +39 -39
  97. package/lib/engine/engine_license.d.ts +11 -11
  98. package/lib/engine/engine_license.js +369 -369
  99. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  100. package/lib/engine/engine_lifecycle_api.js +106 -106
  101. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  102. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  103. package/lib/engine/engine_lightdata.d.ts +23 -23
  104. package/lib/engine/engine_lightdata.js +91 -91
  105. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  106. package/lib/engine/engine_loaders.callbacks.js +86 -86
  107. package/lib/engine/engine_loaders.d.ts +48 -48
  108. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  109. package/lib/engine/engine_loaders.gltf.js +62 -62
  110. package/lib/engine/engine_loaders.js +337 -337
  111. package/lib/engine/engine_lods.d.ts +31 -31
  112. package/lib/engine/engine_lods.js +146 -146
  113. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  114. package/lib/engine/engine_mainloop_utils.js +466 -466
  115. package/lib/engine/engine_math.d.ts +114 -114
  116. package/lib/engine/engine_math.js +247 -247
  117. package/lib/engine/engine_modules.d.ts +36 -36
  118. package/lib/engine/engine_modules.js +85 -85
  119. package/lib/engine/engine_networking.d.ts +260 -260
  120. package/lib/engine/engine_networking.js +764 -764
  121. package/lib/engine/engine_networking_auto.d.ts +24 -24
  122. package/lib/engine/engine_networking_auto.js +310 -310
  123. package/lib/engine/engine_networking_blob.d.ts +48 -48
  124. package/lib/engine/engine_networking_blob.js +228 -228
  125. package/lib/engine/engine_networking_files.d.ts +35 -35
  126. package/lib/engine/engine_networking_files.js +172 -172
  127. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  128. package/lib/engine/engine_networking_files_default_components.js +42 -42
  129. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  130. package/lib/engine/engine_networking_instantiate.js +345 -345
  131. package/lib/engine/engine_networking_peer.d.ts +15 -15
  132. package/lib/engine/engine_networking_peer.js +132 -132
  133. package/lib/engine/engine_networking_streams.d.ts +123 -123
  134. package/lib/engine/engine_networking_streams.js +645 -645
  135. package/lib/engine/engine_networking_types.d.ts +22 -22
  136. package/lib/engine/engine_networking_types.js +7 -7
  137. package/lib/engine/engine_networking_utils.d.ts +2 -2
  138. package/lib/engine/engine_networking_utils.js +20 -20
  139. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  140. package/lib/engine/engine_networking_websocket.js +2 -2
  141. package/lib/engine/engine_patcher.d.ts +10 -10
  142. package/lib/engine/engine_patcher.js +142 -142
  143. package/lib/engine/engine_physics.d.ts +152 -152
  144. package/lib/engine/engine_physics.js +645 -645
  145. package/lib/engine/engine_physics.types.d.ts +40 -40
  146. package/lib/engine/engine_physics.types.js +33 -33
  147. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  148. package/lib/engine/engine_physics_rapier.js +1433 -1433
  149. package/lib/engine/engine_playerview.d.ts +26 -26
  150. package/lib/engine/engine_playerview.js +64 -64
  151. package/lib/engine/engine_scenelighting.d.ts +71 -71
  152. package/lib/engine/engine_scenelighting.js +226 -226
  153. package/lib/engine/engine_serialization.d.ts +3 -3
  154. package/lib/engine/engine_serialization.js +3 -3
  155. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  156. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  157. package/lib/engine/engine_serialization_core.d.ts +94 -94
  158. package/lib/engine/engine_serialization_core.js +607 -607
  159. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  160. package/lib/engine/engine_serialization_decorator.js +66 -66
  161. package/lib/engine/engine_setup.d.ts +1 -1
  162. package/lib/engine/engine_setup.js +2 -2
  163. package/lib/engine/engine_shaders.d.ts +53 -53
  164. package/lib/engine/engine_shaders.js +252 -252
  165. package/lib/engine/engine_shims.d.ts +4 -4
  166. package/lib/engine/engine_shims.js +24 -24
  167. package/lib/engine/engine_test_utils.d.ts +39 -39
  168. package/lib/engine/engine_test_utils.js +83 -83
  169. package/lib/engine/engine_texture.d.ts +28 -28
  170. package/lib/engine/engine_texture.js +64 -64
  171. package/lib/engine/engine_three_utils.d.ts +201 -201
  172. package/lib/engine/engine_three_utils.js +731 -731
  173. package/lib/engine/engine_time.d.ts +51 -51
  174. package/lib/engine/engine_time.js +82 -82
  175. package/lib/engine/engine_time_utils.d.ts +88 -88
  176. package/lib/engine/engine_time_utils.js +215 -215
  177. package/lib/engine/engine_tonemapping.d.ts +2 -2
  178. package/lib/engine/engine_tonemapping.js +194 -194
  179. package/lib/engine/engine_types.d.ts +578 -578
  180. package/lib/engine/engine_types.js +95 -95
  181. package/lib/engine/engine_typestore.d.ts +28 -28
  182. package/lib/engine/engine_typestore.js +55 -55
  183. package/lib/engine/engine_util_decorator.d.ts +13 -13
  184. package/lib/engine/engine_util_decorator.js +116 -116
  185. package/lib/engine/engine_utils.d.ts +248 -248
  186. package/lib/engine/engine_utils.js +993 -993
  187. package/lib/engine/engine_utils_format.d.ts +24 -24
  188. package/lib/engine/engine_utils_format.js +239 -239
  189. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  190. package/lib/engine/engine_utils_screenshot.js +513 -513
  191. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  192. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  193. package/lib/engine/engine_xr.d.ts +1 -1
  194. package/lib/engine/engine_xr.js +1 -1
  195. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  196. package/lib/engine/export/gltf/Writers.js +24 -24
  197. package/lib/engine/export/gltf/index.d.ts +11 -11
  198. package/lib/engine/export/gltf/index.js +123 -123
  199. package/lib/engine/export/index.d.ts +2 -2
  200. package/lib/engine/export/index.js +2 -2
  201. package/lib/engine/export/state.d.ts +7 -7
  202. package/lib/engine/export/state.js +17 -17
  203. package/lib/engine/export/utils.d.ts +2 -2
  204. package/lib/engine/export/utils.js +7 -7
  205. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  206. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  207. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  208. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  209. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  210. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  211. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  212. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  213. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  214. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  215. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  216. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  217. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  218. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  219. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  220. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  221. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  222. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  223. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  224. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  225. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  226. package/lib/engine/extensions/extension_resolver.js +1 -1
  227. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  228. package/lib/engine/extensions/extension_utils.js +152 -152
  229. package/lib/engine/extensions/extensions.d.ts +32 -32
  230. package/lib/engine/extensions/extensions.js +107 -107
  231. package/lib/engine/extensions/index.d.ts +6 -6
  232. package/lib/engine/extensions/index.js +6 -6
  233. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  234. package/lib/engine/extensions/usage_tracker.js +65 -65
  235. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  236. package/lib/engine/js-extensions/Camera.js +39 -39
  237. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  238. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  239. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  240. package/lib/engine/js-extensions/Layers.js +22 -22
  241. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  242. package/lib/engine/js-extensions/Object3D.js +136 -136
  243. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  244. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  245. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  246. package/lib/engine/js-extensions/Vector.js +13 -13
  247. package/lib/engine/js-extensions/index.d.ts +5 -5
  248. package/lib/engine/js-extensions/index.js +5 -5
  249. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  250. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  251. package/lib/engine/shaders/shaderData.d.ts +55 -55
  252. package/lib/engine/shaders/shaderData.js +58 -58
  253. package/lib/engine/tests/test_utils.d.ts +2 -2
  254. package/lib/engine/tests/test_utils.js +53 -53
  255. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  256. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  257. package/lib/engine/webcomponents/api.d.ts +5 -5
  258. package/lib/engine/webcomponents/api.js +4 -4
  259. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  260. package/lib/engine/webcomponents/buttons.js +264 -264
  261. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  262. package/lib/engine/webcomponents/fonts.js +32 -32
  263. package/lib/engine/webcomponents/icons.d.ts +9 -9
  264. package/lib/engine/webcomponents/icons.js +52 -52
  265. package/lib/engine/webcomponents/index.d.ts +1 -1
  266. package/lib/engine/webcomponents/index.js +1 -1
  267. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  268. package/lib/engine/webcomponents/logo-element.js +67 -67
  269. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  270. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  271. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  272. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  273. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  274. package/lib/engine/webcomponents/needle-button.js +161 -161
  275. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  276. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  277. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  278. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  279. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  280. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  281. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  282. package/lib/engine/webcomponents/needle-engine.js +831 -831
  283. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  284. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  287. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  288. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +634 -634
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +700 -700
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  1009. package/src/engine-schemes/dist/api.js +17 -0
  1010. package/src/engine-schemes/dist/api.js.meta +7 -0
  1011. package/src/engine-schemes/dist/schemes.js +25 -0
  1012. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1013. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1014. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1015. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1016. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1017. package/src/engine-schemes/dist/transform.js +46 -0
  1018. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1019. package/src/engine-schemes/dist/vec2.js +32 -0
  1020. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1021. package/src/engine-schemes/dist/vec3.js +36 -0
  1022. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec4.js +40 -0
  1024. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1026. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
@@ -1,921 +1,921 @@
1
- import { Object3D, Vector3 } from "three";
2
- import { isDevEnvironment } from "../engine/debug/index.js";
3
- import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
4
- import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
5
- import { destroy, findByGuid, foreachComponent, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
6
- import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
7
- import * as main from "../engine/engine_mainloop_utils.js";
8
- import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
9
- import { Context, FrameEvent } from "../engine/engine_setup.js";
10
- import * as threeutils from "../engine/engine_three_utils.js";
11
- // export interface ISerializationCallbackReceiver {
12
- // onBeforeSerialize?(): object | void;
13
- // onAfterSerialize?();
14
- // onBeforeDeserialize?(data?: any);
15
- // onAfterDeserialize?();
16
- // onDeserialize?(key: string, value: any): any | void;
17
- // }
18
- /**
19
- * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
20
- * GameObjects can have components attached to them, which can be used to add functionality to the object.
21
- * They manage their components and provide methods to add, remove and get components.
22
- *
23
- * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
24
- * These methods are available directly on the GameObject instance:
25
- * ```typescript
26
- * target.addComponent(MyComponent);
27
- * ```
28
- *
29
- * And can be called statically on the GameObject class as well:
30
- * ```typescript
31
- * GameObject.setActive(target, true);
32
- * ```
33
- */
34
- export class GameObject extends Object3D {
35
- /**
36
- * Unique identifier for this GameObject
37
- */
38
- guid;
39
- /**
40
- * Checks if a GameObject has been destroyed
41
- * @param go The GameObject to check
42
- * @returns True if the GameObject has been destroyed
43
- */
44
- static isDestroyed(go) {
45
- return isDestroyed(go);
46
- }
47
- /**
48
- * Sets the active state of a GameObject
49
- * @param go The GameObject to modify
50
- * @param active Whether the GameObject should be active
51
- * @param processStart Whether to process the start callbacks if being activated
52
- */
53
- static setActive(go, active, processStart = true) {
54
- if (!go)
55
- return;
56
- setActive(go, active);
57
- // TODO: do we still need this?:
58
- main.updateIsActive(go);
59
- if (active && processStart)
60
- main.processStart(Context.Current, go);
61
- }
62
- /**
63
- * Checks if the GameObject itself is active (same as go.visible)
64
- * @param go The GameObject to check
65
- * @returns True if the GameObject is active
66
- */
67
- static isActiveSelf(go) {
68
- return isActiveSelf(go);
69
- }
70
- /**
71
- * 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)
72
- * @param go The GameObject to check
73
- * @returns True if the GameObject is active in the hierarchy
74
- */
75
- static isActiveInHierarchy(go) {
76
- return isActiveInHierarchy(go);
77
- }
78
- /**
79
- * Marks a GameObject to be rendered using instancing
80
- * @param go The GameObject to mark
81
- * @param instanced Whether the GameObject should use instanced rendering
82
- */
83
- static markAsInstancedRendered(go, instanced) {
84
- markAsInstancedRendered(go, instanced);
85
- }
86
- /**
87
- * Checks if a GameObject is using instanced rendering
88
- * @param instance The GameObject to check
89
- * @returns True if the GameObject is using instanced rendering
90
- */
91
- static isUsingInstancing(instance) { return isUsingInstancing(instance); }
92
- /**
93
- * Executes a callback for all components of the provided type on the provided object and its children
94
- * @param instance Object to run the method on
95
- * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
96
- * @param recursive If true, the method will be run on all children as well
97
- * @returns The last return value of the callback
98
- */
99
- static foreachComponent(instance, cb, recursive = true) {
100
- return foreachComponent(instance, cb, recursive);
101
- }
102
- /**
103
- * Creates a new instance of the provided object that will be replicated to all connected clients
104
- * @param instance Object to instantiate
105
- * @param opts Options for the instantiation
106
- * @returns The newly created instance or null if creation failed
107
- */
108
- static instantiateSynced(instance, opts) {
109
- if (!instance)
110
- return null;
111
- return syncInstantiate(instance, opts);
112
- }
113
- static instantiate(instance, opts = null) {
114
- if ('isAssetReference' in instance) {
115
- return instantiate(instance, opts);
116
- }
117
- return instantiate(instance, opts);
118
- }
119
- /**
120
- * Destroys an object on all connected clients (if in a networked session)
121
- * @param instance Object to destroy
122
- * @param context Optional context to use
123
- * @param recursive If true, all children will be destroyed as well
124
- */
125
- static destroySynced(instance, context, recursive = true) {
126
- if (!instance)
127
- return;
128
- const go = instance;
129
- context = context ?? Context.Current;
130
- syncDestroy(go, context.connection, recursive);
131
- }
132
- /**
133
- * Destroys an object
134
- * @param instance Object to destroy
135
- * @param recursive If true, all children will be destroyed as well. Default: true
136
- */
137
- static destroy(instance, recursive = true) {
138
- return destroy(instance, recursive);
139
- }
140
- /**
141
- * Adds an object to parent and ensures all components are properly registered
142
- * @param instance Object to add
143
- * @param parent Parent to add the object to
144
- * @param context Optional context to use
145
- */
146
- static add(instance, parent, context) {
147
- if (!instance || !parent)
148
- return;
149
- if (instance === parent) {
150
- console.warn("Can not add object to self", instance);
151
- return;
152
- }
153
- if (!context) {
154
- context = Context.Current;
155
- }
156
- parent.add(instance);
157
- setActive(instance, true);
158
- main.updateIsActive(instance);
159
- if (context) {
160
- GameObject.foreachComponent(instance, (comp) => {
161
- main.addScriptToArrays(comp, context);
162
- if (comp.__internalDidAwakeAndStart)
163
- return;
164
- if (context.new_script_start.includes(comp) === false) {
165
- context.new_script_start.push(comp);
166
- }
167
- }, true);
168
- }
169
- else {
170
- console.warn("Missing context");
171
- }
172
- }
173
- /**
174
- * Removes the object from its parent and deactivates all of its components
175
- * @param instance Object to remove
176
- */
177
- static remove(instance) {
178
- if (!instance)
179
- return;
180
- instance.parent?.remove(instance);
181
- setActive(instance, false);
182
- main.updateIsActive(instance);
183
- GameObject.foreachComponent(instance, (comp) => {
184
- main.processRemoveFromScene(comp);
185
- }, true);
186
- }
187
- /**
188
- * Invokes a method on all components including children (if a method with that name exists)
189
- * @param go GameObject to invoke the method on
190
- * @param functionName Name of the method to invoke
191
- * @param args Arguments to pass to the method
192
- */
193
- static invokeOnChildren(go, functionName, ...args) {
194
- this.invoke(go, functionName, true, args);
195
- }
196
- /**
197
- * Invokes a method on all components that have a method matching the provided name
198
- * @param go GameObject to invoke the method on
199
- * @param functionName Name of the method to invoke
200
- * @param children Whether to invoke on children as well
201
- * @param args Arguments to pass to the method
202
- */
203
- static invoke(go, functionName, children = false, ...args) {
204
- if (!go)
205
- return;
206
- this.foreachComponent(go, c => {
207
- const fn = c[functionName];
208
- if (fn && typeof fn === "function") {
209
- fn?.call(c, ...args);
210
- }
211
- }, children);
212
- }
213
- /** @deprecated use `addComponent` */
214
- // eslint-disable-next-line deprecation/deprecation
215
- static addNewComponent(go, type, init, callAwake = true) {
216
- return addComponent(go, type, init, { callAwake });
217
- }
218
- /**
219
- * Adds a new component (or moves an existing component) to the provided object
220
- * @param go Object to add the component to
221
- * @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
222
- * @param init Optional init object to initialize the component with
223
- * @param opts Optional options for adding the component
224
- * @returns The added or moved component
225
- */
226
- static addComponent(go, instanceOrType, init, opts) {
227
- return addComponent(go, instanceOrType, init, opts);
228
- }
229
- /**
230
- * Moves a component to a new object
231
- * @param go GameObject to move the component to
232
- * @param instance Component to move
233
- * @returns The moved component
234
- */
235
- static moveComponent(go, instance) {
236
- return addComponent(go, instance);
237
- }
238
- /**
239
- * Removes a component from its object
240
- * @param instance Component to remove
241
- * @returns The removed component
242
- */
243
- static removeComponent(instance) {
244
- removeComponent(instance.gameObject, instance);
245
- return instance;
246
- }
247
- /**
248
- * Gets or adds a component of the specified type
249
- * @param go GameObject to get or add the component to
250
- * @param typeName Constructor of the component type
251
- * @returns The existing or newly added component
252
- */
253
- static getOrAddComponent(go, typeName) {
254
- return getOrAddComponent(go, typeName);
255
- }
256
- /**
257
- * Gets a component on the provided object
258
- * @param go GameObject to get the component from
259
- * @param typeName Constructor of the component type
260
- * @returns The component if found, otherwise null
261
- */
262
- static getComponent(go, typeName) {
263
- if (go === null)
264
- return null;
265
- // if names are minified we could also use the type store and work with strings everywhere
266
- // not ideal, but I dont know a good/sane way to do this otherwise
267
- // const res = TypeStore.get(typeName);
268
- // if(res) typeName = res;
269
- return getComponent(go, typeName);
270
- }
271
- /**
272
- * Gets all components of the specified type on the provided object
273
- * @param go GameObject to get the components from
274
- * @param typeName Constructor of the component type
275
- * @param arr Optional array to populate with the components
276
- * @returns Array of components
277
- */
278
- static getComponents(go, typeName, arr = null) {
279
- if (go === null)
280
- return arr ?? [];
281
- return getComponents(go, typeName, arr);
282
- }
283
- /**
284
- * Finds an object or component by its unique identifier
285
- * @param guid Unique identifier to search for
286
- * @param hierarchy Root object to search in
287
- * @returns The found GameObject or Component, or null/undefined if not found
288
- */
289
- static findByGuid(guid, hierarchy) {
290
- const res = findByGuid(guid, hierarchy);
291
- return res;
292
- }
293
- /**
294
- * Finds the first object of the specified component type in the scene
295
- * @param typeName Constructor of the component type
296
- * @param context Context or root object to search in
297
- * @param includeInactive Whether to include inactive objects in the search
298
- * @returns The first matching component if found, otherwise null
299
- */
300
- static findObjectOfType(typeName, context, includeInactive = true) {
301
- return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
302
- }
303
- /**
304
- * Finds all objects of the specified component type in the scene
305
- * @param typeName Constructor of the component type
306
- * @param context Context or root object to search in
307
- * @returns Array of matching components
308
- */
309
- static findObjectsOfType(typeName, context) {
310
- const arr = [];
311
- findObjectsOfType(typeName, arr, context);
312
- return arr;
313
- }
314
- /**
315
- * Gets a component of the specified type in the gameObject's children hierarchy
316
- * @param go GameObject to search in
317
- * @param typeName Constructor of the component type
318
- * @returns The first matching component if found, otherwise null
319
- */
320
- static getComponentInChildren(go, typeName) {
321
- return getComponentInChildren(go, typeName);
322
- }
323
- /**
324
- * Gets all components of the specified type in the gameObject's children hierarchy
325
- * @param go GameObject to search in
326
- * @param typeName Constructor of the component type
327
- * @param arr Optional array to populate with the components
328
- * @returns Array of components
329
- */
330
- static getComponentsInChildren(go, typeName, arr = null) {
331
- return getComponentsInChildren(go, typeName, arr ?? undefined);
332
- }
333
- /**
334
- * Gets a component of the specified type in the gameObject's parent hierarchy
335
- * @param go GameObject to search in
336
- * @param typeName Constructor of the component type
337
- * @returns The first matching component if found, otherwise null
338
- */
339
- static getComponentInParent(go, typeName) {
340
- return getComponentInParent(go, typeName);
341
- }
342
- /**
343
- * Gets all components of the specified type in the gameObject's parent hierarchy
344
- * @param go GameObject to search in
345
- * @param typeName Constructor of the component type
346
- * @param arr Optional array to populate with the components
347
- * @returns Array of components
348
- */
349
- static getComponentsInParent(go, typeName, arr = null) {
350
- return getComponentsInParent(go, typeName, arr);
351
- }
352
- /**
353
- * Gets all components on the gameObject
354
- * @param go GameObject to get components from
355
- * @returns Array of all components
356
- */
357
- static getAllComponents(go) {
358
- const componentsList = go.userData?.components;
359
- if (!componentsList)
360
- return [];
361
- const newList = [...componentsList];
362
- return newList;
363
- }
364
- /**
365
- * Iterates through all components on the gameObject
366
- * @param go GameObject to iterate components on
367
- * @returns Generator yielding each component
368
- */
369
- static *iterateComponents(go) {
370
- const list = go?.userData?.components;
371
- if (list && Array.isArray(list)) {
372
- for (let i = 0; i < list.length; i++) {
373
- yield list[i];
374
- }
375
- }
376
- }
377
- }
378
- /**
379
- * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
380
- * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
381
- * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
382
- *
383
- * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
384
- *
385
- * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
386
- *
387
- * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
388
- *
389
- * @example
390
- * ```typescript
391
- * import { Behaviour } from "@needle-tools/engine";
392
- * export class MyComponent extends Behaviour {
393
- * start() {
394
- * console.log("Hello World");
395
- * }
396
- * update() {
397
- * console.log("Frame", this.context.time.frame);
398
- * }
399
- * }
400
- * ```
401
- *
402
- * @group Components
403
- */
404
- export class Component {
405
- /**
406
- * Indicates whether this object is a component
407
- * @internal
408
- */
409
- get isComponent() { return true; }
410
- __context;
411
- /**
412
- * The context this component belongs to, providing access to the runtime environment
413
- * including physics, timing utilities, camera, and scene
414
- */
415
- get context() {
416
- return this.__context ?? Context.Current;
417
- }
418
- set context(context) {
419
- this.__context = context;
420
- }
421
- /**
422
- * Shorthand accessor for the current scene from the context
423
- * @returns The scene this component belongs to
424
- */
425
- get scene() { return this.context.scene; }
426
- /**
427
- * The layer value of the GameObject this component is attached to
428
- * Used for visibility and physics filtering
429
- */
430
- get layer() {
431
- return this.gameObject?.userData?.layer;
432
- }
433
- /**
434
- * The name of the GameObject this component is attached to
435
- * Used for debugging and finding objects
436
- */
437
- get name() {
438
- if (this.gameObject?.name) {
439
- return this.gameObject.name;
440
- }
441
- return this.gameObject?.userData.name;
442
- }
443
- __name;
444
- set name(str) {
445
- if (this.gameObject) {
446
- if (!this.gameObject.userData)
447
- this.gameObject.userData = {};
448
- this.gameObject.userData.name = str;
449
- this.__name = str;
450
- }
451
- else {
452
- this.__name = str;
453
- }
454
- }
455
- /**
456
- * The tag of the GameObject this component is attached to
457
- * Used for categorizing objects and efficient lookup
458
- */
459
- get tag() {
460
- return this.gameObject?.userData.tag;
461
- }
462
- set tag(str) {
463
- if (this.gameObject) {
464
- if (!this.gameObject.userData)
465
- this.gameObject.userData = {};
466
- this.gameObject.userData.tag = str;
467
- }
468
- }
469
- /**
470
- * Indicates whether the GameObject is marked as static
471
- * Static objects typically don't move and can be optimized by the engine
472
- */
473
- get static() {
474
- return this.gameObject?.userData.static;
475
- }
476
- set static(value) {
477
- if (this.gameObject) {
478
- if (!this.gameObject.userData)
479
- this.gameObject.userData = {};
480
- this.gameObject.userData.static = value;
481
- }
482
- }
483
- // get hideFlags(): HideFlags {
484
- // return this.gameObject?.hideFlags;
485
- // }
486
- /**
487
- * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
488
- * Components that are inactive won't receive lifecycle method calls
489
- * @returns True if the component is enabled and all parent GameObjects are active
490
- */
491
- get activeAndEnabled() {
492
- if (this.destroyed)
493
- return false;
494
- if (this.__isEnabled === false)
495
- return false;
496
- if (!this.__isActiveInHierarchy)
497
- return false;
498
- // let go = this.gameObject;
499
- // do {
500
- // // console.log(go.name, go.visible)
501
- // if (!go.visible) return false;
502
- // go = go.parent as GameObject;
503
- // }
504
- // while (go);
505
- return true;
506
- }
507
- get __isActive() {
508
- return this.gameObject.visible;
509
- }
510
- get __isActiveInHierarchy() {
511
- if (!this.gameObject)
512
- return false;
513
- const res = this.gameObject[activeInHierarchyFieldName];
514
- if (res === undefined)
515
- return true;
516
- return res;
517
- }
518
- set __isActiveInHierarchy(val) {
519
- if (!this.gameObject)
520
- return;
521
- this.gameObject[activeInHierarchyFieldName] = val;
522
- }
523
- /**
524
- * Reference to the GameObject this component is attached to
525
- * This is a three.js Object3D with additional GameObject functionality
526
- */
527
- gameObject;
528
- /**
529
- * Unique identifier for this component instance,
530
- * used for finding and tracking components
531
- */
532
- guid = "invalid";
533
- /**
534
- * Identifier for the source asset that created this component.
535
- * For example, URL to the glTF file this component was loaded from
536
- */
537
- sourceId;
538
- /**
539
- * Called once when the component becomes active for the first time.
540
- * This is the first lifecycle callback to be invoked
541
- */
542
- awake() { }
543
- /**
544
- * Called every time the component becomes enabled or active in the hierarchy.
545
- * Invoked after {@link awake} and before {@link start}.
546
- */
547
- onEnable() { }
548
- /**
549
- * Called every time the component becomes disabled or inactive in the hierarchy.
550
- * Invoked when the component or any parent GameObject becomes invisible
551
- */
552
- onDisable() { }
553
- /**
554
- * Called when the component is destroyed.
555
- * Use for cleanup operations like removing event listeners
556
- */
557
- onDestroy() {
558
- this.__destroyed = true;
559
- }
560
- /**
561
- * Starts a coroutine that can yield to wait for events.
562
- * Coroutines allow for time-based sequencing of operations without blocking.
563
- * Coroutines are based on generator functions, a JavaScript language feature.
564
- *
565
- * @param routine Generator function to start
566
- * @param evt Event to register the coroutine for (default: FrameEvent.Update)
567
- * @returns The generator function that can be used to stop the coroutine
568
- * @example
569
- * Time-based sequencing of operations
570
- * ```ts
571
- * *myCoroutine() {
572
- * yield WaitForSeconds(1); // wait for 1 second
573
- * yield WaitForFrames(10); // wait for 10 frames
574
- * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
575
- * }
576
- * ```
577
- * @example
578
- * Coroutine that logs a message every 5 frames
579
- * ```ts
580
- * onEnable() {
581
- * this.startCoroutine(this.myCoroutine());
582
- * }
583
- * private *myCoroutine() {
584
- * while(this.activeAndEnabled) {
585
- * console.log("Hello World", this.context.time.frame);
586
- * // wait for 5 frames
587
- * for(let i = 0; i < 5; i++) yield;
588
- * }
589
- * }
590
- * ```
591
- */
592
- startCoroutine(routine, evt = FrameEvent.Update) {
593
- return this.context.registerCoroutineUpdate(this, routine, evt);
594
- }
595
- /**
596
- * Stops a coroutine that was previously started with startCoroutine
597
- * @param routine The routine to be stopped
598
- * @param evt The frame event the routine was registered with
599
- */
600
- stopCoroutine(routine, evt = FrameEvent.Update) {
601
- this.context.unregisterCoroutineUpdate(routine, evt);
602
- }
603
- /**
604
- * Checks if this component has been destroyed
605
- * @returns True if the component or its GameObject has been destroyed
606
- */
607
- get destroyed() {
608
- return this.__destroyed;
609
- }
610
- /**
611
- * Destroys this component and removes it from its GameObject
612
- * After destruction, the component will no longer receive lifecycle callbacks
613
- */
614
- destroy() {
615
- if (this.__destroyed)
616
- return;
617
- this.__internalDestroy();
618
- }
619
- /** @internal */
620
- __didAwake = false;
621
- /** @internal */
622
- __didStart = false;
623
- /** @internal */
624
- __didEnable = false;
625
- /** @internal */
626
- __isEnabled = undefined;
627
- /** @internal */
628
- __destroyed = false;
629
- /** @internal */
630
- get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
631
- /** @internal */
632
- constructor(init) {
633
- this.__didAwake = false;
634
- this.__didStart = false;
635
- this.__didEnable = false;
636
- this.__isEnabled = undefined;
637
- this.__destroyed = false;
638
- this._internalInit(init);
639
- if (isHotReloadEnabled())
640
- registerHotReloadType(this);
641
- }
642
- /** @internal */
643
- __internalNewInstanceCreated(init) {
644
- this.__didAwake = false;
645
- this.__didStart = false;
646
- this.__didEnable = false;
647
- this.__isEnabled = undefined;
648
- this.__destroyed = false;
649
- this._internalInit(init);
650
- return this;
651
- }
652
- /**
653
- * Initializes component properties from an initialization object
654
- * @param init Object with properties to copy to this component
655
- * @internal
656
- */
657
- _internalInit(init) {
658
- if (typeof init === "object") {
659
- for (const key of Object.keys(init)) {
660
- const value = init[key];
661
- // we don't want to allow overriding functions via init
662
- if (typeof value === "function")
663
- continue;
664
- this[key] = value;
665
- }
666
- }
667
- }
668
- /** @internal */
669
- __internalAwake() {
670
- if (this.__didAwake)
671
- return;
672
- this.__didAwake = true;
673
- this.awake();
674
- }
675
- /** @internal */
676
- __internalStart() {
677
- if (this.__didStart)
678
- return;
679
- this.__didStart = true;
680
- if (this.start)
681
- this.start();
682
- }
683
- /** @internal */
684
- __internalEnable(isAddingToScene) {
685
- if (this.__destroyed) {
686
- if (isDevEnvironment()) {
687
- console.warn("[Needle Engine Dev] Trying to enable destroyed component");
688
- }
689
- return false;
690
- }
691
- // Don't change enable before awake
692
- // But a user can change enable during awake
693
- if (!this.__didAwake)
694
- return false;
695
- if (this.__didEnable) {
696
- // We dont want to change the enable state if we are adding to scene
697
- // But we want to change the state when e.g. a user changes the enable state during awake
698
- if (isAddingToScene !== true)
699
- this.__isEnabled = true;
700
- return false;
701
- }
702
- // console.trace("INTERNAL ENABLE");
703
- this.__didEnable = true;
704
- this.__isEnabled = true;
705
- this.onEnable();
706
- return true;
707
- }
708
- /** @internal */
709
- __internalDisable(isRemovingFromScene) {
710
- // Don't change enable before awake
711
- // But a user can change enable during awake
712
- if (!this.__didAwake)
713
- return;
714
- if (!this.__didEnable) {
715
- // We dont want to change the enable state if we are removing from a scene
716
- if (isRemovingFromScene !== true)
717
- this.__isEnabled = false;
718
- return;
719
- }
720
- this.__didEnable = false;
721
- this.__isEnabled = false;
722
- this.onDisable();
723
- }
724
- /** @internal */
725
- __internalDestroy() {
726
- if (this.__destroyed)
727
- return;
728
- this.__destroyed = true;
729
- if (this.__didAwake) {
730
- this.onDestroy?.call(this);
731
- this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
732
- }
733
- destroyComponentInstance(this);
734
- if (isHotReloadEnabled())
735
- unregisterHotReloadType(this);
736
- }
737
- /**
738
- * Controls whether this component is enabled
739
- * Disabled components don't receive lifecycle callbacks
740
- */
741
- get enabled() {
742
- return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
743
- }
744
- set enabled(val) {
745
- if (this.__destroyed) {
746
- if (isDevEnvironment()) {
747
- console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
748
- }
749
- return;
750
- }
751
- // when called from animationclip we receive numbers
752
- // due to interpolation they can be anything between 0 and 1
753
- if (typeof val === "number") {
754
- if (val >= 0.5)
755
- val = true;
756
- else
757
- val = false;
758
- }
759
- // need to check here because codegen is calling this before everything is setup
760
- if (!this.__didAwake) {
761
- this.__isEnabled = val;
762
- return;
763
- }
764
- if (val) {
765
- this.__internalEnable();
766
- }
767
- else {
768
- this.__internalDisable();
769
- }
770
- }
771
- /**
772
- * Gets the position of this component's GameObject in world space.
773
- * Note: This is equivalent to calling `this.gameObject.worldPosition`
774
- */
775
- get worldPosition() {
776
- return threeutils.getWorldPosition(this.gameObject);
777
- }
778
- /**
779
- * Sets the position of this component's GameObject in world space
780
- * @param val The world position vector to set
781
- */
782
- set worldPosition(val) {
783
- threeutils.setWorldPosition(this.gameObject, val);
784
- }
785
- /**
786
- * Sets the position of this component's GameObject in world space using individual coordinates
787
- * @param x X-coordinate in world space
788
- * @param y Y-coordinate in world space
789
- * @param z Z-coordinate in world space
790
- */
791
- setWorldPosition(x, y, z) {
792
- threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
793
- }
794
- /**
795
- * Gets the rotation of this component's GameObject in world space as a quaternion
796
- * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
797
- */
798
- get worldQuaternion() {
799
- return threeutils.getWorldQuaternion(this.gameObject);
800
- }
801
- /**
802
- * Sets the rotation of this component's GameObject in world space using a quaternion
803
- * @param val The world rotation quaternion to set
804
- */
805
- set worldQuaternion(val) {
806
- threeutils.setWorldQuaternion(this.gameObject, val);
807
- }
808
- /**
809
- * Sets the rotation of this component's GameObject in world space using quaternion components
810
- * @param x X component of the quaternion
811
- * @param y Y component of the quaternion
812
- * @param z Z component of the quaternion
813
- * @param w W component of the quaternion
814
- */
815
- setWorldQuaternion(x, y, z, w) {
816
- threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
817
- }
818
- /**
819
- * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
820
- */
821
- get worldEuler() {
822
- return threeutils.getWorldEuler(this.gameObject);
823
- }
824
- /**
825
- * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
826
- * @param val The world rotation Euler angles to set
827
- */
828
- set worldEuler(val) {
829
- threeutils.setWorldEuler(this.gameObject, val);
830
- }
831
- /**
832
- * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
833
- * Note: This is equivalent to calling `this.gameObject.worldRotation`
834
- */
835
- get worldRotation() {
836
- return this.gameObject.worldRotation;
837
- }
838
- /**
839
- * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
840
- * @param val The world rotation vector to set (in degrees)
841
- */
842
- set worldRotation(val) {
843
- this.setWorldRotation(val.x, val.y, val.z, true);
844
- }
845
- /**
846
- * Sets the rotation of this component's GameObject in world space using individual Euler angles
847
- * @param x X-axis rotation
848
- * @param y Y-axis rotation
849
- * @param z Z-axis rotation
850
- * @param degrees Whether the values are in degrees (true) or radians (false)
851
- */
852
- setWorldRotation(x, y, z, degrees = true) {
853
- threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
854
- }
855
- static _forward = new Vector3();
856
- /**
857
- * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
858
- */
859
- get forward() {
860
- return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
861
- }
862
- static _right = new Vector3();
863
- /**
864
- * Gets the right direction vector (1,0,0) of this component's GameObject in world space
865
- */
866
- get right() {
867
- return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
868
- }
869
- static _up = new Vector3();
870
- /**
871
- * Gets the up direction vector (0,1,0) of this component's GameObject in world space
872
- */
873
- get up() {
874
- return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
875
- }
876
- // EventTarget implementation:
877
- /**
878
- * Storage for event listeners registered to this component
879
- * @private
880
- */
881
- _eventListeners = new Map();
882
- /**
883
- * Registers an event listener for the specified event type
884
- * @param type The event type to listen for
885
- * @param listener The callback function to execute when the event occurs
886
- */
887
- addEventListener(type, listener) {
888
- this._eventListeners[type] = this._eventListeners[type] || [];
889
- this._eventListeners[type].push(listener);
890
- }
891
- /**
892
- * Removes a previously registered event listener
893
- * @param type The event type the listener was registered for
894
- * @param listener The callback function to remove
895
- */
896
- removeEventListener(type, listener) {
897
- if (!this._eventListeners[type])
898
- return;
899
- const index = this._eventListeners[type].indexOf(listener);
900
- if (index >= 0)
901
- this._eventListeners[type].splice(index, 1);
902
- }
903
- /**
904
- * Dispatches an event to all registered listeners
905
- * @param evt The event object to dispatch
906
- * @returns Always returns false (standard implementation of EventTarget)
907
- */
908
- dispatchEvent(evt) {
909
- if (!evt || !this._eventListeners[evt.type])
910
- return false;
911
- const listeners = this._eventListeners[evt.type];
912
- for (let i = 0; i < listeners.length; i++) {
913
- listeners[i](evt);
914
- }
915
- return false;
916
- }
917
- }
918
- // For legacy reasons we need to export this as well
919
- // (and we don't use extend to inherit the component docs)
920
- export { Component as Behaviour };
1
+ import { Object3D, Vector3 } from "three";
2
+ import { isDevEnvironment } from "../engine/debug/index.js";
3
+ import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
4
+ import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
5
+ import { destroy, findByGuid, foreachComponent, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
6
+ import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
7
+ import * as main from "../engine/engine_mainloop_utils.js";
8
+ import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
9
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
10
+ import * as threeutils from "../engine/engine_three_utils.js";
11
+ // export interface ISerializationCallbackReceiver {
12
+ // onBeforeSerialize?(): object | void;
13
+ // onAfterSerialize?();
14
+ // onBeforeDeserialize?(data?: any);
15
+ // onAfterDeserialize?();
16
+ // onDeserialize?(key: string, value: any): any | void;
17
+ // }
18
+ /**
19
+ * Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
20
+ * GameObjects can have components attached to them, which can be used to add functionality to the object.
21
+ * They manage their components and provide methods to add, remove and get components.
22
+ *
23
+ * All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
24
+ * These methods are available directly on the GameObject instance:
25
+ * ```typescript
26
+ * target.addComponent(MyComponent);
27
+ * ```
28
+ *
29
+ * And can be called statically on the GameObject class as well:
30
+ * ```typescript
31
+ * GameObject.setActive(target, true);
32
+ * ```
33
+ */
34
+ export class GameObject extends Object3D {
35
+ /**
36
+ * Unique identifier for this GameObject
37
+ */
38
+ guid;
39
+ /**
40
+ * Checks if a GameObject has been destroyed
41
+ * @param go The GameObject to check
42
+ * @returns True if the GameObject has been destroyed
43
+ */
44
+ static isDestroyed(go) {
45
+ return isDestroyed(go);
46
+ }
47
+ /**
48
+ * Sets the active state of a GameObject
49
+ * @param go The GameObject to modify
50
+ * @param active Whether the GameObject should be active
51
+ * @param processStart Whether to process the start callbacks if being activated
52
+ */
53
+ static setActive(go, active, processStart = true) {
54
+ if (!go)
55
+ return;
56
+ setActive(go, active);
57
+ // TODO: do we still need this?:
58
+ main.updateIsActive(go);
59
+ if (active && processStart)
60
+ main.processStart(Context.Current, go);
61
+ }
62
+ /**
63
+ * Checks if the GameObject itself is active (same as go.visible)
64
+ * @param go The GameObject to check
65
+ * @returns True if the GameObject is active
66
+ */
67
+ static isActiveSelf(go) {
68
+ return isActiveSelf(go);
69
+ }
70
+ /**
71
+ * 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)
72
+ * @param go The GameObject to check
73
+ * @returns True if the GameObject is active in the hierarchy
74
+ */
75
+ static isActiveInHierarchy(go) {
76
+ return isActiveInHierarchy(go);
77
+ }
78
+ /**
79
+ * Marks a GameObject to be rendered using instancing
80
+ * @param go The GameObject to mark
81
+ * @param instanced Whether the GameObject should use instanced rendering
82
+ */
83
+ static markAsInstancedRendered(go, instanced) {
84
+ markAsInstancedRendered(go, instanced);
85
+ }
86
+ /**
87
+ * Checks if a GameObject is using instanced rendering
88
+ * @param instance The GameObject to check
89
+ * @returns True if the GameObject is using instanced rendering
90
+ */
91
+ static isUsingInstancing(instance) { return isUsingInstancing(instance); }
92
+ /**
93
+ * Executes a callback for all components of the provided type on the provided object and its children
94
+ * @param instance Object to run the method on
95
+ * @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
96
+ * @param recursive If true, the method will be run on all children as well
97
+ * @returns The last return value of the callback
98
+ */
99
+ static foreachComponent(instance, cb, recursive = true) {
100
+ return foreachComponent(instance, cb, recursive);
101
+ }
102
+ /**
103
+ * Creates a new instance of the provided object that will be replicated to all connected clients
104
+ * @param instance Object to instantiate
105
+ * @param opts Options for the instantiation
106
+ * @returns The newly created instance or null if creation failed
107
+ */
108
+ static instantiateSynced(instance, opts) {
109
+ if (!instance)
110
+ return null;
111
+ return syncInstantiate(instance, opts);
112
+ }
113
+ static instantiate(instance, opts = null) {
114
+ if ('isAssetReference' in instance) {
115
+ return instantiate(instance, opts);
116
+ }
117
+ return instantiate(instance, opts);
118
+ }
119
+ /**
120
+ * Destroys an object on all connected clients (if in a networked session)
121
+ * @param instance Object to destroy
122
+ * @param context Optional context to use
123
+ * @param recursive If true, all children will be destroyed as well
124
+ */
125
+ static destroySynced(instance, context, recursive = true) {
126
+ if (!instance)
127
+ return;
128
+ const go = instance;
129
+ context = context ?? Context.Current;
130
+ syncDestroy(go, context.connection, recursive);
131
+ }
132
+ /**
133
+ * Destroys an object
134
+ * @param instance Object to destroy
135
+ * @param recursive If true, all children will be destroyed as well. Default: true
136
+ */
137
+ static destroy(instance, recursive = true) {
138
+ return destroy(instance, recursive);
139
+ }
140
+ /**
141
+ * Adds an object to parent and ensures all components are properly registered
142
+ * @param instance Object to add
143
+ * @param parent Parent to add the object to
144
+ * @param context Optional context to use
145
+ */
146
+ static add(instance, parent, context) {
147
+ if (!instance || !parent)
148
+ return;
149
+ if (instance === parent) {
150
+ console.warn("Can not add object to self", instance);
151
+ return;
152
+ }
153
+ if (!context) {
154
+ context = Context.Current;
155
+ }
156
+ parent.add(instance);
157
+ setActive(instance, true);
158
+ main.updateIsActive(instance);
159
+ if (context) {
160
+ GameObject.foreachComponent(instance, (comp) => {
161
+ main.addScriptToArrays(comp, context);
162
+ if (comp.__internalDidAwakeAndStart)
163
+ return;
164
+ if (context.new_script_start.includes(comp) === false) {
165
+ context.new_script_start.push(comp);
166
+ }
167
+ }, true);
168
+ }
169
+ else {
170
+ console.warn("Missing context");
171
+ }
172
+ }
173
+ /**
174
+ * Removes the object from its parent and deactivates all of its components
175
+ * @param instance Object to remove
176
+ */
177
+ static remove(instance) {
178
+ if (!instance)
179
+ return;
180
+ instance.parent?.remove(instance);
181
+ setActive(instance, false);
182
+ main.updateIsActive(instance);
183
+ GameObject.foreachComponent(instance, (comp) => {
184
+ main.processRemoveFromScene(comp);
185
+ }, true);
186
+ }
187
+ /**
188
+ * Invokes a method on all components including children (if a method with that name exists)
189
+ * @param go GameObject to invoke the method on
190
+ * @param functionName Name of the method to invoke
191
+ * @param args Arguments to pass to the method
192
+ */
193
+ static invokeOnChildren(go, functionName, ...args) {
194
+ this.invoke(go, functionName, true, args);
195
+ }
196
+ /**
197
+ * Invokes a method on all components that have a method matching the provided name
198
+ * @param go GameObject to invoke the method on
199
+ * @param functionName Name of the method to invoke
200
+ * @param children Whether to invoke on children as well
201
+ * @param args Arguments to pass to the method
202
+ */
203
+ static invoke(go, functionName, children = false, ...args) {
204
+ if (!go)
205
+ return;
206
+ this.foreachComponent(go, c => {
207
+ const fn = c[functionName];
208
+ if (fn && typeof fn === "function") {
209
+ fn?.call(c, ...args);
210
+ }
211
+ }, children);
212
+ }
213
+ /** @deprecated use `addComponent` */
214
+ // eslint-disable-next-line deprecation/deprecation
215
+ static addNewComponent(go, type, init, callAwake = true) {
216
+ return addComponent(go, type, init, { callAwake });
217
+ }
218
+ /**
219
+ * Adds a new component (or moves an existing component) to the provided object
220
+ * @param go Object to add the component to
221
+ * @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
222
+ * @param init Optional init object to initialize the component with
223
+ * @param opts Optional options for adding the component
224
+ * @returns The added or moved component
225
+ */
226
+ static addComponent(go, instanceOrType, init, opts) {
227
+ return addComponent(go, instanceOrType, init, opts);
228
+ }
229
+ /**
230
+ * Moves a component to a new object
231
+ * @param go GameObject to move the component to
232
+ * @param instance Component to move
233
+ * @returns The moved component
234
+ */
235
+ static moveComponent(go, instance) {
236
+ return addComponent(go, instance);
237
+ }
238
+ /**
239
+ * Removes a component from its object
240
+ * @param instance Component to remove
241
+ * @returns The removed component
242
+ */
243
+ static removeComponent(instance) {
244
+ removeComponent(instance.gameObject, instance);
245
+ return instance;
246
+ }
247
+ /**
248
+ * Gets or adds a component of the specified type
249
+ * @param go GameObject to get or add the component to
250
+ * @param typeName Constructor of the component type
251
+ * @returns The existing or newly added component
252
+ */
253
+ static getOrAddComponent(go, typeName) {
254
+ return getOrAddComponent(go, typeName);
255
+ }
256
+ /**
257
+ * Gets a component on the provided object
258
+ * @param go GameObject to get the component from
259
+ * @param typeName Constructor of the component type
260
+ * @returns The component if found, otherwise null
261
+ */
262
+ static getComponent(go, typeName) {
263
+ if (go === null)
264
+ return null;
265
+ // if names are minified we could also use the type store and work with strings everywhere
266
+ // not ideal, but I dont know a good/sane way to do this otherwise
267
+ // const res = TypeStore.get(typeName);
268
+ // if(res) typeName = res;
269
+ return getComponent(go, typeName);
270
+ }
271
+ /**
272
+ * Gets all components of the specified type on the provided object
273
+ * @param go GameObject to get the components from
274
+ * @param typeName Constructor of the component type
275
+ * @param arr Optional array to populate with the components
276
+ * @returns Array of components
277
+ */
278
+ static getComponents(go, typeName, arr = null) {
279
+ if (go === null)
280
+ return arr ?? [];
281
+ return getComponents(go, typeName, arr);
282
+ }
283
+ /**
284
+ * Finds an object or component by its unique identifier
285
+ * @param guid Unique identifier to search for
286
+ * @param hierarchy Root object to search in
287
+ * @returns The found GameObject or Component, or null/undefined if not found
288
+ */
289
+ static findByGuid(guid, hierarchy) {
290
+ const res = findByGuid(guid, hierarchy);
291
+ return res;
292
+ }
293
+ /**
294
+ * Finds the first object of the specified component type in the scene
295
+ * @param typeName Constructor of the component type
296
+ * @param context Context or root object to search in
297
+ * @param includeInactive Whether to include inactive objects in the search
298
+ * @returns The first matching component if found, otherwise null
299
+ */
300
+ static findObjectOfType(typeName, context, includeInactive = true) {
301
+ return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
302
+ }
303
+ /**
304
+ * Finds all objects of the specified component type in the scene
305
+ * @param typeName Constructor of the component type
306
+ * @param context Context or root object to search in
307
+ * @returns Array of matching components
308
+ */
309
+ static findObjectsOfType(typeName, context) {
310
+ const arr = [];
311
+ findObjectsOfType(typeName, arr, context);
312
+ return arr;
313
+ }
314
+ /**
315
+ * Gets a component of the specified type in the gameObject's children hierarchy
316
+ * @param go GameObject to search in
317
+ * @param typeName Constructor of the component type
318
+ * @returns The first matching component if found, otherwise null
319
+ */
320
+ static getComponentInChildren(go, typeName) {
321
+ return getComponentInChildren(go, typeName);
322
+ }
323
+ /**
324
+ * Gets all components of the specified type in the gameObject's children hierarchy
325
+ * @param go GameObject to search in
326
+ * @param typeName Constructor of the component type
327
+ * @param arr Optional array to populate with the components
328
+ * @returns Array of components
329
+ */
330
+ static getComponentsInChildren(go, typeName, arr = null) {
331
+ return getComponentsInChildren(go, typeName, arr ?? undefined);
332
+ }
333
+ /**
334
+ * Gets a component of the specified type in the gameObject's parent hierarchy
335
+ * @param go GameObject to search in
336
+ * @param typeName Constructor of the component type
337
+ * @returns The first matching component if found, otherwise null
338
+ */
339
+ static getComponentInParent(go, typeName) {
340
+ return getComponentInParent(go, typeName);
341
+ }
342
+ /**
343
+ * Gets all components of the specified type in the gameObject's parent hierarchy
344
+ * @param go GameObject to search in
345
+ * @param typeName Constructor of the component type
346
+ * @param arr Optional array to populate with the components
347
+ * @returns Array of components
348
+ */
349
+ static getComponentsInParent(go, typeName, arr = null) {
350
+ return getComponentsInParent(go, typeName, arr);
351
+ }
352
+ /**
353
+ * Gets all components on the gameObject
354
+ * @param go GameObject to get components from
355
+ * @returns Array of all components
356
+ */
357
+ static getAllComponents(go) {
358
+ const componentsList = go.userData?.components;
359
+ if (!componentsList)
360
+ return [];
361
+ const newList = [...componentsList];
362
+ return newList;
363
+ }
364
+ /**
365
+ * Iterates through all components on the gameObject
366
+ * @param go GameObject to iterate components on
367
+ * @returns Generator yielding each component
368
+ */
369
+ static *iterateComponents(go) {
370
+ const list = go?.userData?.components;
371
+ if (list && Array.isArray(list)) {
372
+ for (let i = 0; i < list.length; i++) {
373
+ yield list[i];
374
+ }
375
+ }
376
+ }
377
+ }
378
+ /**
379
+ * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
380
+ * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
381
+ * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
382
+ *
383
+ * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
384
+ *
385
+ * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
386
+ *
387
+ * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
388
+ *
389
+ * @example
390
+ * ```typescript
391
+ * import { Behaviour } from "@needle-tools/engine";
392
+ * export class MyComponent extends Behaviour {
393
+ * start() {
394
+ * console.log("Hello World");
395
+ * }
396
+ * update() {
397
+ * console.log("Frame", this.context.time.frame);
398
+ * }
399
+ * }
400
+ * ```
401
+ *
402
+ * @group Components
403
+ */
404
+ export class Component {
405
+ /**
406
+ * Indicates whether this object is a component
407
+ * @internal
408
+ */
409
+ get isComponent() { return true; }
410
+ __context;
411
+ /**
412
+ * The context this component belongs to, providing access to the runtime environment
413
+ * including physics, timing utilities, camera, and scene
414
+ */
415
+ get context() {
416
+ return this.__context ?? Context.Current;
417
+ }
418
+ set context(context) {
419
+ this.__context = context;
420
+ }
421
+ /**
422
+ * Shorthand accessor for the current scene from the context
423
+ * @returns The scene this component belongs to
424
+ */
425
+ get scene() { return this.context.scene; }
426
+ /**
427
+ * The layer value of the GameObject this component is attached to
428
+ * Used for visibility and physics filtering
429
+ */
430
+ get layer() {
431
+ return this.gameObject?.userData?.layer;
432
+ }
433
+ /**
434
+ * The name of the GameObject this component is attached to
435
+ * Used for debugging and finding objects
436
+ */
437
+ get name() {
438
+ if (this.gameObject?.name) {
439
+ return this.gameObject.name;
440
+ }
441
+ return this.gameObject?.userData.name;
442
+ }
443
+ __name;
444
+ set name(str) {
445
+ if (this.gameObject) {
446
+ if (!this.gameObject.userData)
447
+ this.gameObject.userData = {};
448
+ this.gameObject.userData.name = str;
449
+ this.__name = str;
450
+ }
451
+ else {
452
+ this.__name = str;
453
+ }
454
+ }
455
+ /**
456
+ * The tag of the GameObject this component is attached to
457
+ * Used for categorizing objects and efficient lookup
458
+ */
459
+ get tag() {
460
+ return this.gameObject?.userData.tag;
461
+ }
462
+ set tag(str) {
463
+ if (this.gameObject) {
464
+ if (!this.gameObject.userData)
465
+ this.gameObject.userData = {};
466
+ this.gameObject.userData.tag = str;
467
+ }
468
+ }
469
+ /**
470
+ * Indicates whether the GameObject is marked as static
471
+ * Static objects typically don't move and can be optimized by the engine
472
+ */
473
+ get static() {
474
+ return this.gameObject?.userData.static;
475
+ }
476
+ set static(value) {
477
+ if (this.gameObject) {
478
+ if (!this.gameObject.userData)
479
+ this.gameObject.userData = {};
480
+ this.gameObject.userData.static = value;
481
+ }
482
+ }
483
+ // get hideFlags(): HideFlags {
484
+ // return this.gameObject?.hideFlags;
485
+ // }
486
+ /**
487
+ * Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
488
+ * Components that are inactive won't receive lifecycle method calls
489
+ * @returns True if the component is enabled and all parent GameObjects are active
490
+ */
491
+ get activeAndEnabled() {
492
+ if (this.destroyed)
493
+ return false;
494
+ if (this.__isEnabled === false)
495
+ return false;
496
+ if (!this.__isActiveInHierarchy)
497
+ return false;
498
+ // let go = this.gameObject;
499
+ // do {
500
+ // // console.log(go.name, go.visible)
501
+ // if (!go.visible) return false;
502
+ // go = go.parent as GameObject;
503
+ // }
504
+ // while (go);
505
+ return true;
506
+ }
507
+ get __isActive() {
508
+ return this.gameObject.visible;
509
+ }
510
+ get __isActiveInHierarchy() {
511
+ if (!this.gameObject)
512
+ return false;
513
+ const res = this.gameObject[activeInHierarchyFieldName];
514
+ if (res === undefined)
515
+ return true;
516
+ return res;
517
+ }
518
+ set __isActiveInHierarchy(val) {
519
+ if (!this.gameObject)
520
+ return;
521
+ this.gameObject[activeInHierarchyFieldName] = val;
522
+ }
523
+ /**
524
+ * Reference to the GameObject this component is attached to
525
+ * This is a three.js Object3D with additional GameObject functionality
526
+ */
527
+ gameObject;
528
+ /**
529
+ * Unique identifier for this component instance,
530
+ * used for finding and tracking components
531
+ */
532
+ guid = "invalid";
533
+ /**
534
+ * Identifier for the source asset that created this component.
535
+ * For example, URL to the glTF file this component was loaded from
536
+ */
537
+ sourceId;
538
+ /**
539
+ * Called once when the component becomes active for the first time.
540
+ * This is the first lifecycle callback to be invoked
541
+ */
542
+ awake() { }
543
+ /**
544
+ * Called every time the component becomes enabled or active in the hierarchy.
545
+ * Invoked after {@link awake} and before {@link start}.
546
+ */
547
+ onEnable() { }
548
+ /**
549
+ * Called every time the component becomes disabled or inactive in the hierarchy.
550
+ * Invoked when the component or any parent GameObject becomes invisible
551
+ */
552
+ onDisable() { }
553
+ /**
554
+ * Called when the component is destroyed.
555
+ * Use for cleanup operations like removing event listeners
556
+ */
557
+ onDestroy() {
558
+ this.__destroyed = true;
559
+ }
560
+ /**
561
+ * Starts a coroutine that can yield to wait for events.
562
+ * Coroutines allow for time-based sequencing of operations without blocking.
563
+ * Coroutines are based on generator functions, a JavaScript language feature.
564
+ *
565
+ * @param routine Generator function to start
566
+ * @param evt Event to register the coroutine for (default: FrameEvent.Update)
567
+ * @returns The generator function that can be used to stop the coroutine
568
+ * @example
569
+ * Time-based sequencing of operations
570
+ * ```ts
571
+ * *myCoroutine() {
572
+ * yield WaitForSeconds(1); // wait for 1 second
573
+ * yield WaitForFrames(10); // wait for 10 frames
574
+ * yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
575
+ * }
576
+ * ```
577
+ * @example
578
+ * Coroutine that logs a message every 5 frames
579
+ * ```ts
580
+ * onEnable() {
581
+ * this.startCoroutine(this.myCoroutine());
582
+ * }
583
+ * private *myCoroutine() {
584
+ * while(this.activeAndEnabled) {
585
+ * console.log("Hello World", this.context.time.frame);
586
+ * // wait for 5 frames
587
+ * for(let i = 0; i < 5; i++) yield;
588
+ * }
589
+ * }
590
+ * ```
591
+ */
592
+ startCoroutine(routine, evt = FrameEvent.Update) {
593
+ return this.context.registerCoroutineUpdate(this, routine, evt);
594
+ }
595
+ /**
596
+ * Stops a coroutine that was previously started with startCoroutine
597
+ * @param routine The routine to be stopped
598
+ * @param evt The frame event the routine was registered with
599
+ */
600
+ stopCoroutine(routine, evt = FrameEvent.Update) {
601
+ this.context.unregisterCoroutineUpdate(routine, evt);
602
+ }
603
+ /**
604
+ * Checks if this component has been destroyed
605
+ * @returns True if the component or its GameObject has been destroyed
606
+ */
607
+ get destroyed() {
608
+ return this.__destroyed;
609
+ }
610
+ /**
611
+ * Destroys this component and removes it from its GameObject
612
+ * After destruction, the component will no longer receive lifecycle callbacks
613
+ */
614
+ destroy() {
615
+ if (this.__destroyed)
616
+ return;
617
+ this.__internalDestroy();
618
+ }
619
+ /** @internal */
620
+ __didAwake = false;
621
+ /** @internal */
622
+ __didStart = false;
623
+ /** @internal */
624
+ __didEnable = false;
625
+ /** @internal */
626
+ __isEnabled = undefined;
627
+ /** @internal */
628
+ __destroyed = false;
629
+ /** @internal */
630
+ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
631
+ /** @internal */
632
+ constructor(init) {
633
+ this.__didAwake = false;
634
+ this.__didStart = false;
635
+ this.__didEnable = false;
636
+ this.__isEnabled = undefined;
637
+ this.__destroyed = false;
638
+ this._internalInit(init);
639
+ if (isHotReloadEnabled())
640
+ registerHotReloadType(this);
641
+ }
642
+ /** @internal */
643
+ __internalNewInstanceCreated(init) {
644
+ this.__didAwake = false;
645
+ this.__didStart = false;
646
+ this.__didEnable = false;
647
+ this.__isEnabled = undefined;
648
+ this.__destroyed = false;
649
+ this._internalInit(init);
650
+ return this;
651
+ }
652
+ /**
653
+ * Initializes component properties from an initialization object
654
+ * @param init Object with properties to copy to this component
655
+ * @internal
656
+ */
657
+ _internalInit(init) {
658
+ if (typeof init === "object") {
659
+ for (const key of Object.keys(init)) {
660
+ const value = init[key];
661
+ // we don't want to allow overriding functions via init
662
+ if (typeof value === "function")
663
+ continue;
664
+ this[key] = value;
665
+ }
666
+ }
667
+ }
668
+ /** @internal */
669
+ __internalAwake() {
670
+ if (this.__didAwake)
671
+ return;
672
+ this.__didAwake = true;
673
+ this.awake();
674
+ }
675
+ /** @internal */
676
+ __internalStart() {
677
+ if (this.__didStart)
678
+ return;
679
+ this.__didStart = true;
680
+ if (this.start)
681
+ this.start();
682
+ }
683
+ /** @internal */
684
+ __internalEnable(isAddingToScene) {
685
+ if (this.__destroyed) {
686
+ if (isDevEnvironment()) {
687
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
688
+ }
689
+ return false;
690
+ }
691
+ // Don't change enable before awake
692
+ // But a user can change enable during awake
693
+ if (!this.__didAwake)
694
+ return false;
695
+ if (this.__didEnable) {
696
+ // We dont want to change the enable state if we are adding to scene
697
+ // But we want to change the state when e.g. a user changes the enable state during awake
698
+ if (isAddingToScene !== true)
699
+ this.__isEnabled = true;
700
+ return false;
701
+ }
702
+ // console.trace("INTERNAL ENABLE");
703
+ this.__didEnable = true;
704
+ this.__isEnabled = true;
705
+ this.onEnable();
706
+ return true;
707
+ }
708
+ /** @internal */
709
+ __internalDisable(isRemovingFromScene) {
710
+ // Don't change enable before awake
711
+ // But a user can change enable during awake
712
+ if (!this.__didAwake)
713
+ return;
714
+ if (!this.__didEnable) {
715
+ // We dont want to change the enable state if we are removing from a scene
716
+ if (isRemovingFromScene !== true)
717
+ this.__isEnabled = false;
718
+ return;
719
+ }
720
+ this.__didEnable = false;
721
+ this.__isEnabled = false;
722
+ this.onDisable();
723
+ }
724
+ /** @internal */
725
+ __internalDestroy() {
726
+ if (this.__destroyed)
727
+ return;
728
+ this.__destroyed = true;
729
+ if (this.__didAwake) {
730
+ this.onDestroy?.call(this);
731
+ this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
732
+ }
733
+ destroyComponentInstance(this);
734
+ if (isHotReloadEnabled())
735
+ unregisterHotReloadType(this);
736
+ }
737
+ /**
738
+ * Controls whether this component is enabled
739
+ * Disabled components don't receive lifecycle callbacks
740
+ */
741
+ get enabled() {
742
+ return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
743
+ }
744
+ set enabled(val) {
745
+ if (this.__destroyed) {
746
+ if (isDevEnvironment()) {
747
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
748
+ }
749
+ return;
750
+ }
751
+ // when called from animationclip we receive numbers
752
+ // due to interpolation they can be anything between 0 and 1
753
+ if (typeof val === "number") {
754
+ if (val >= 0.5)
755
+ val = true;
756
+ else
757
+ val = false;
758
+ }
759
+ // need to check here because codegen is calling this before everything is setup
760
+ if (!this.__didAwake) {
761
+ this.__isEnabled = val;
762
+ return;
763
+ }
764
+ if (val) {
765
+ this.__internalEnable();
766
+ }
767
+ else {
768
+ this.__internalDisable();
769
+ }
770
+ }
771
+ /**
772
+ * Gets the position of this component's GameObject in world space.
773
+ * Note: This is equivalent to calling `this.gameObject.worldPosition`
774
+ */
775
+ get worldPosition() {
776
+ return threeutils.getWorldPosition(this.gameObject);
777
+ }
778
+ /**
779
+ * Sets the position of this component's GameObject in world space
780
+ * @param val The world position vector to set
781
+ */
782
+ set worldPosition(val) {
783
+ threeutils.setWorldPosition(this.gameObject, val);
784
+ }
785
+ /**
786
+ * Sets the position of this component's GameObject in world space using individual coordinates
787
+ * @param x X-coordinate in world space
788
+ * @param y Y-coordinate in world space
789
+ * @param z Z-coordinate in world space
790
+ */
791
+ setWorldPosition(x, y, z) {
792
+ threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
793
+ }
794
+ /**
795
+ * Gets the rotation of this component's GameObject in world space as a quaternion
796
+ * Note: This is equivalent to calling `this.gameObject.worldQuaternion`
797
+ */
798
+ get worldQuaternion() {
799
+ return threeutils.getWorldQuaternion(this.gameObject);
800
+ }
801
+ /**
802
+ * Sets the rotation of this component's GameObject in world space using a quaternion
803
+ * @param val The world rotation quaternion to set
804
+ */
805
+ set worldQuaternion(val) {
806
+ threeutils.setWorldQuaternion(this.gameObject, val);
807
+ }
808
+ /**
809
+ * Sets the rotation of this component's GameObject in world space using quaternion components
810
+ * @param x X component of the quaternion
811
+ * @param y Y component of the quaternion
812
+ * @param z Z component of the quaternion
813
+ * @param w W component of the quaternion
814
+ */
815
+ setWorldQuaternion(x, y, z, w) {
816
+ threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
817
+ }
818
+ /**
819
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
820
+ */
821
+ get worldEuler() {
822
+ return threeutils.getWorldEuler(this.gameObject);
823
+ }
824
+ /**
825
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
826
+ * @param val The world rotation Euler angles to set
827
+ */
828
+ set worldEuler(val) {
829
+ threeutils.setWorldEuler(this.gameObject, val);
830
+ }
831
+ /**
832
+ * Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
833
+ * Note: This is equivalent to calling `this.gameObject.worldRotation`
834
+ */
835
+ get worldRotation() {
836
+ return this.gameObject.worldRotation;
837
+ }
838
+ /**
839
+ * Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
840
+ * @param val The world rotation vector to set (in degrees)
841
+ */
842
+ set worldRotation(val) {
843
+ this.setWorldRotation(val.x, val.y, val.z, true);
844
+ }
845
+ /**
846
+ * Sets the rotation of this component's GameObject in world space using individual Euler angles
847
+ * @param x X-axis rotation
848
+ * @param y Y-axis rotation
849
+ * @param z Z-axis rotation
850
+ * @param degrees Whether the values are in degrees (true) or radians (false)
851
+ */
852
+ setWorldRotation(x, y, z, degrees = true) {
853
+ threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
854
+ }
855
+ static _forward = new Vector3();
856
+ /**
857
+ * Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
858
+ */
859
+ get forward() {
860
+ return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
861
+ }
862
+ static _right = new Vector3();
863
+ /**
864
+ * Gets the right direction vector (1,0,0) of this component's GameObject in world space
865
+ */
866
+ get right() {
867
+ return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
868
+ }
869
+ static _up = new Vector3();
870
+ /**
871
+ * Gets the up direction vector (0,1,0) of this component's GameObject in world space
872
+ */
873
+ get up() {
874
+ return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
875
+ }
876
+ // EventTarget implementation:
877
+ /**
878
+ * Storage for event listeners registered to this component
879
+ * @private
880
+ */
881
+ _eventListeners = new Map();
882
+ /**
883
+ * Registers an event listener for the specified event type
884
+ * @param type The event type to listen for
885
+ * @param listener The callback function to execute when the event occurs
886
+ */
887
+ addEventListener(type, listener) {
888
+ this._eventListeners[type] = this._eventListeners[type] || [];
889
+ this._eventListeners[type].push(listener);
890
+ }
891
+ /**
892
+ * Removes a previously registered event listener
893
+ * @param type The event type the listener was registered for
894
+ * @param listener The callback function to remove
895
+ */
896
+ removeEventListener(type, listener) {
897
+ if (!this._eventListeners[type])
898
+ return;
899
+ const index = this._eventListeners[type].indexOf(listener);
900
+ if (index >= 0)
901
+ this._eventListeners[type].splice(index, 1);
902
+ }
903
+ /**
904
+ * Dispatches an event to all registered listeners
905
+ * @param evt The event object to dispatch
906
+ * @returns Always returns false (standard implementation of EventTarget)
907
+ */
908
+ dispatchEvent(evt) {
909
+ if (!evt || !this._eventListeners[evt.type])
910
+ return false;
911
+ const listeners = this._eventListeners[evt.type];
912
+ for (let i = 0; i < listeners.length; i++) {
913
+ listeners[i](evt);
914
+ }
915
+ return false;
916
+ }
917
+ }
918
+ // For legacy reasons we need to export this as well
919
+ // (and we don't use extend to inherit the component docs)
920
+ export { Component as Behaviour };
921
921
  //# sourceMappingURL=Component.js.map