@needle-tools/engine 4.7.0 → 4.7.2-alpha
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.
- package/CHANGELOG.md +3782 -3778
- package/LICENSE.md +10 -10
- package/README.md +64 -64
- package/components.needle.json +1 -1
- package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
- package/dist/gltf-progressive-YjtQYFa9.js +1052 -0
- package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
- package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
- package/dist/{needle-engine.bundle-BFsiOavn.min.js → needle-engine.bundle-BhDF-YSv.min.js} +107 -107
- package/dist/{needle-engine.bundle-BxOXkBoQ.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +114 -114
- package/dist/{needle-engine.bundle-BodidWhS.js → needle-engine.bundle-gp00DTS4.js} +2932 -2920
- package/dist/needle-engine.d.ts +129 -130
- package/dist/needle-engine.js +4 -4
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
- package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
- package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
- package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
- package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
- package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
- package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
- package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
- package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
- package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
- package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
- package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
- package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
- package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
- package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
- package/lib/asap/needle-asap.d.ts +1 -1
- package/lib/asap/needle-asap.js +95 -95
- package/lib/asap/sessiongranted.d.ts +3 -3
- package/lib/asap/sessiongranted.js +65 -65
- package/lib/asap/utils.d.ts +1 -1
- package/lib/asap/utils.js +3 -3
- package/lib/engine/analytics/index.d.ts +6 -6
- package/lib/engine/analytics/index.js +12 -12
- package/lib/engine/analytics/lcp.d.ts +3 -3
- package/lib/engine/analytics/lcp.js +34 -34
- package/lib/engine/api.d.ts +82 -82
- package/lib/engine/api.js +81 -81
- package/lib/engine/assets/index.d.ts +11 -11
- package/lib/engine/assets/index.js +47 -47
- package/lib/engine/assets/static.d.ts +1 -1
- package/lib/engine/assets/static.js +4 -4
- package/lib/engine/codegen/register_types.d.ts +1 -1
- package/lib/engine/codegen/register_types.js +300 -300
- package/lib/engine/debug/debug.d.ts +15 -15
- package/lib/engine/debug/debug.js +44 -44
- package/lib/engine/debug/debug_console.d.ts +2 -2
- package/lib/engine/debug/debug_console.js +307 -307
- package/lib/engine/debug/debug_overlay.d.ts +22 -22
- package/lib/engine/debug/debug_overlay.js +316 -316
- package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
- package/lib/engine/debug/debug_spatial_console.js +390 -390
- package/lib/engine/debug/index.d.ts +2 -2
- package/lib/engine/debug/index.js +2 -2
- package/lib/engine/engine_addressables.d.ts +164 -166
- package/lib/engine/engine_addressables.js +601 -608
- package/lib/engine/engine_addressables.js.map +1 -1
- package/lib/engine/engine_animation.d.ts +43 -43
- package/lib/engine/engine_animation.js +133 -133
- package/lib/engine/engine_application.d.ts +45 -45
- package/lib/engine/engine_application.js +104 -104
- package/lib/engine/engine_assetdatabase.d.ts +25 -25
- package/lib/engine/engine_assetdatabase.js +346 -346
- package/lib/engine/engine_audio.d.ts +4 -4
- package/lib/engine/engine_audio.js +23 -23
- package/lib/engine/engine_camera.d.ts +13 -13
- package/lib/engine/engine_camera.js +30 -30
- package/lib/engine/engine_components.d.ts +110 -110
- package/lib/engine/engine_components.js +374 -374
- package/lib/engine/engine_components_internal.d.ts +9 -9
- package/lib/engine/engine_components_internal.js +36 -36
- package/lib/engine/engine_constants.d.ts +10 -10
- package/lib/engine/engine_constants.js +41 -41
- package/lib/engine/engine_context.d.ts +475 -475
- package/lib/engine/engine_context.js +1673 -1673
- package/lib/engine/engine_context_registry.d.ts +71 -71
- package/lib/engine/engine_context_registry.js +117 -117
- package/lib/engine/engine_coroutine.d.ts +35 -35
- package/lib/engine/engine_coroutine.js +52 -52
- package/lib/engine/engine_create_objects.d.ts +119 -119
- package/lib/engine/engine_create_objects.js +320 -320
- package/lib/engine/engine_default_parameters.d.ts +2 -2
- package/lib/engine/engine_default_parameters.js +3 -3
- package/lib/engine/engine_editor-sync.d.ts +21 -21
- package/lib/engine/engine_editor-sync.js +4 -4
- package/lib/engine/engine_fileloader.d.ts +2 -2
- package/lib/engine/engine_fileloader.js +8 -8
- package/lib/engine/engine_gameobject.d.ts +68 -68
- package/lib/engine/engine_gameobject.js +619 -619
- package/lib/engine/engine_generic_utils.d.ts +1 -1
- package/lib/engine/engine_generic_utils.js +13 -13
- package/lib/engine/engine_gizmos.d.ts +149 -149
- package/lib/engine/engine_gizmos.js +530 -530
- package/lib/engine/engine_gltf.d.ts +12 -12
- package/lib/engine/engine_gltf.js +15 -15
- package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
- package/lib/engine/engine_gltf_builtin_components.js +341 -341
- package/lib/engine/engine_hot_reload.d.ts +8 -8
- package/lib/engine/engine_hot_reload.js +197 -197
- package/lib/engine/engine_input.d.ts +362 -362
- package/lib/engine/engine_input.js +1294 -1294
- package/lib/engine/engine_input_utils.d.ts +2 -2
- package/lib/engine/engine_input_utils.js +22 -22
- package/lib/engine/engine_instancing.d.ts +19 -19
- package/lib/engine/engine_instancing.js +39 -39
- package/lib/engine/engine_license.d.ts +11 -11
- package/lib/engine/engine_license.js +369 -369
- package/lib/engine/engine_lifecycle_api.d.ts +83 -83
- package/lib/engine/engine_lifecycle_api.js +106 -106
- package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
- package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
- package/lib/engine/engine_lightdata.d.ts +23 -23
- package/lib/engine/engine_lightdata.js +101 -91
- package/lib/engine/engine_lightdata.js.map +1 -1
- package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
- package/lib/engine/engine_loaders.callbacks.js +86 -86
- package/lib/engine/engine_loaders.d.ts +48 -48
- package/lib/engine/engine_loaders.gltf.d.ts +13 -13
- package/lib/engine/engine_loaders.gltf.js +62 -62
- package/lib/engine/engine_loaders.js +337 -337
- package/lib/engine/engine_lods.d.ts +35 -31
- package/lib/engine/engine_lods.js +160 -146
- package/lib/engine/engine_lods.js.map +1 -1
- package/lib/engine/engine_mainloop_utils.d.ts +32 -32
- package/lib/engine/engine_mainloop_utils.js +466 -466
- package/lib/engine/engine_math.d.ts +114 -114
- package/lib/engine/engine_math.js +247 -247
- package/lib/engine/engine_modules.d.ts +36 -36
- package/lib/engine/engine_modules.js +85 -85
- package/lib/engine/engine_networking.d.ts +260 -260
- package/lib/engine/engine_networking.js +764 -764
- package/lib/engine/engine_networking_auto.d.ts +24 -24
- package/lib/engine/engine_networking_auto.js +310 -310
- package/lib/engine/engine_networking_blob.d.ts +48 -48
- package/lib/engine/engine_networking_blob.js +228 -228
- package/lib/engine/engine_networking_files.d.ts +35 -35
- package/lib/engine/engine_networking_files.js +172 -172
- package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
- package/lib/engine/engine_networking_files_default_components.js +42 -42
- package/lib/engine/engine_networking_instantiate.d.ts +100 -100
- package/lib/engine/engine_networking_instantiate.js +345 -345
- package/lib/engine/engine_networking_peer.d.ts +15 -15
- package/lib/engine/engine_networking_peer.js +132 -132
- package/lib/engine/engine_networking_streams.d.ts +123 -123
- package/lib/engine/engine_networking_streams.js +645 -645
- package/lib/engine/engine_networking_types.d.ts +22 -22
- package/lib/engine/engine_networking_types.js +7 -7
- package/lib/engine/engine_networking_utils.d.ts +2 -2
- package/lib/engine/engine_networking_utils.js +20 -20
- package/lib/engine/engine_networking_websocket.d.ts +1 -1
- package/lib/engine/engine_networking_websocket.js +2 -2
- package/lib/engine/engine_patcher.d.ts +10 -10
- package/lib/engine/engine_patcher.js +142 -142
- package/lib/engine/engine_physics.d.ts +152 -152
- package/lib/engine/engine_physics.js +645 -645
- package/lib/engine/engine_physics.types.d.ts +40 -40
- package/lib/engine/engine_physics.types.js +33 -33
- package/lib/engine/engine_physics_rapier.d.ts +147 -147
- package/lib/engine/engine_physics_rapier.js +1433 -1433
- package/lib/engine/engine_playerview.d.ts +26 -26
- package/lib/engine/engine_playerview.js +64 -64
- package/lib/engine/engine_scenelighting.d.ts +71 -71
- package/lib/engine/engine_scenelighting.js +226 -226
- package/lib/engine/engine_serialization.d.ts +3 -3
- package/lib/engine/engine_serialization.js +3 -3
- package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
- package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
- package/lib/engine/engine_serialization_core.d.ts +94 -94
- package/lib/engine/engine_serialization_core.js +607 -607
- package/lib/engine/engine_serialization_decorator.d.ts +23 -23
- package/lib/engine/engine_serialization_decorator.js +66 -66
- package/lib/engine/engine_setup.d.ts +1 -1
- package/lib/engine/engine_setup.js +2 -2
- package/lib/engine/engine_shaders.d.ts +53 -53
- package/lib/engine/engine_shaders.js +252 -252
- package/lib/engine/engine_shims.d.ts +4 -4
- package/lib/engine/engine_shims.js +24 -24
- package/lib/engine/engine_test_utils.d.ts +39 -39
- package/lib/engine/engine_test_utils.js +83 -83
- package/lib/engine/engine_texture.d.ts +28 -28
- package/lib/engine/engine_texture.js +64 -64
- package/lib/engine/engine_three_utils.d.ts +204 -204
- package/lib/engine/engine_three_utils.js +788 -788
- package/lib/engine/engine_time.d.ts +51 -51
- package/lib/engine/engine_time.js +82 -82
- package/lib/engine/engine_time_utils.d.ts +88 -88
- package/lib/engine/engine_time_utils.js +215 -215
- package/lib/engine/engine_tonemapping.d.ts +6 -6
- package/lib/engine/engine_tonemapping.js +197 -197
- package/lib/engine/engine_types.d.ts +578 -578
- package/lib/engine/engine_types.js +95 -95
- package/lib/engine/engine_typestore.d.ts +28 -28
- package/lib/engine/engine_typestore.js +55 -55
- package/lib/engine/engine_util_decorator.d.ts +13 -13
- package/lib/engine/engine_util_decorator.js +116 -116
- package/lib/engine/engine_utils.d.ts +248 -248
- package/lib/engine/engine_utils.js +1012 -1012
- package/lib/engine/engine_utils_format.d.ts +24 -24
- package/lib/engine/engine_utils_format.js +239 -239
- package/lib/engine/engine_utils_screenshot.d.ts +159 -159
- package/lib/engine/engine_utils_screenshot.js +522 -522
- package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
- package/lib/engine/engine_utils_screenshot.xr.js +90 -90
- package/lib/engine/engine_xr.d.ts +1 -1
- package/lib/engine/engine_xr.js +1 -1
- package/lib/engine/export/gltf/Writers.d.ts +19 -19
- package/lib/engine/export/gltf/Writers.js +24 -24
- package/lib/engine/export/gltf/index.d.ts +11 -11
- package/lib/engine/export/gltf/index.js +123 -123
- package/lib/engine/export/index.d.ts +2 -2
- package/lib/engine/export/index.js +2 -2
- package/lib/engine/export/state.d.ts +7 -7
- package/lib/engine/export/state.js +17 -17
- package/lib/engine/export/utils.d.ts +2 -2
- package/lib/engine/export/utils.js +7 -7
- package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
- package/lib/engine/extensions/EXT_texture_exr.js +32 -32
- package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
- package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
- package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
- package/lib/engine/extensions/NEEDLE_components.js +220 -220
- package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
- package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
- package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
- package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
- package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
- package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
- package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
- package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
- package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
- package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
- package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
- package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
- package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
- package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
- package/lib/engine/extensions/extension_resolver.d.ts +4 -4
- package/lib/engine/extensions/extension_resolver.js +1 -1
- package/lib/engine/extensions/extension_utils.d.ts +12 -12
- package/lib/engine/extensions/extension_utils.js +152 -152
- package/lib/engine/extensions/extensions.d.ts +32 -32
- package/lib/engine/extensions/extensions.js +107 -107
- package/lib/engine/extensions/index.d.ts +6 -6
- package/lib/engine/extensions/index.js +6 -6
- package/lib/engine/extensions/usage_tracker.d.ts +13 -13
- package/lib/engine/extensions/usage_tracker.js +65 -65
- package/lib/engine/js-extensions/Camera.d.ts +1 -1
- package/lib/engine/js-extensions/Camera.js +39 -39
- package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
- package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
- package/lib/engine/js-extensions/Layers.d.ts +6 -6
- package/lib/engine/js-extensions/Layers.js +22 -22
- package/lib/engine/js-extensions/Object3D.d.ts +120 -120
- package/lib/engine/js-extensions/Object3D.js +136 -136
- package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
- package/lib/engine/js-extensions/RGBAColor.js +111 -111
- package/lib/engine/js-extensions/Vector.d.ts +3 -3
- package/lib/engine/js-extensions/Vector.js +13 -13
- package/lib/engine/js-extensions/index.d.ts +5 -5
- package/lib/engine/js-extensions/index.js +5 -5
- package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
- package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
- package/lib/engine/shaders/shaderData.d.ts +55 -55
- package/lib/engine/shaders/shaderData.js +58 -58
- package/lib/engine/tests/test_utils.d.ts +2 -2
- package/lib/engine/tests/test_utils.js +53 -53
- package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
- package/lib/engine/webcomponents/WebXRButtons.js +230 -230
- package/lib/engine/webcomponents/api.d.ts +5 -5
- package/lib/engine/webcomponents/api.js +4 -4
- package/lib/engine/webcomponents/buttons.d.ts +51 -51
- package/lib/engine/webcomponents/buttons.js +264 -264
- package/lib/engine/webcomponents/fonts.d.ts +9 -9
- package/lib/engine/webcomponents/fonts.js +32 -32
- package/lib/engine/webcomponents/icons.d.ts +9 -9
- package/lib/engine/webcomponents/icons.js +52 -52
- package/lib/engine/webcomponents/index.d.ts +1 -1
- package/lib/engine/webcomponents/index.js +1 -1
- package/lib/engine/webcomponents/logo-element.d.ts +10 -10
- package/lib/engine/webcomponents/logo-element.js +67 -67
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
- package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
- package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
- package/lib/engine/webcomponents/needle-button.d.ts +34 -34
- package/lib/engine/webcomponents/needle-button.js +161 -161
- package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
- package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
- package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
- package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
- package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
- package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
- package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
- package/lib/engine/webcomponents/needle-engine.js +821 -821
- package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
- package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
- package/lib/engine/xr/NeedleXRController.d.ts +313 -313
- package/lib/engine/xr/NeedleXRController.js +1007 -1007
- package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
- package/lib/engine/xr/NeedleXRSession.js +1463 -1463
- package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
- package/lib/engine/xr/NeedleXRSync.js +188 -188
- package/lib/engine/xr/SceneTransition.d.ts +18 -18
- package/lib/engine/xr/SceneTransition.js +69 -69
- package/lib/engine/xr/TempXRContext.d.ts +34 -34
- package/lib/engine/xr/TempXRContext.js +187 -187
- package/lib/engine/xr/XRRig.d.ts +7 -7
- package/lib/engine/xr/XRRig.js +1 -1
- package/lib/engine/xr/api.d.ts +6 -6
- package/lib/engine/xr/api.js +6 -6
- package/lib/engine/xr/events.d.ts +66 -66
- package/lib/engine/xr/events.js +93 -93
- package/lib/engine/xr/internal.d.ts +12 -12
- package/lib/engine/xr/internal.js +25 -25
- package/lib/engine/xr/usdz.d.ts +12 -12
- package/lib/engine/xr/usdz.js +29 -29
- package/lib/engine/xr/utils.d.ts +11 -11
- package/lib/engine/xr/utils.js +34 -34
- package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
- package/lib/engine-components/AlignmentConstraint.js +39 -39
- package/lib/engine-components/Animation.d.ts +156 -156
- package/lib/engine-components/Animation.js +508 -508
- package/lib/engine-components/AnimationCurve.d.ts +40 -40
- package/lib/engine-components/AnimationCurve.js +159 -159
- package/lib/engine-components/AnimationUtils.d.ts +8 -8
- package/lib/engine-components/AnimationUtils.js +27 -27
- package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
- package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
- package/lib/engine-components/Animator.d.ts +217 -217
- package/lib/engine-components/Animator.js +354 -354
- package/lib/engine-components/AnimatorController.d.ts +227 -227
- package/lib/engine-components/AnimatorController.js +1152 -1152
- package/lib/engine-components/AudioListener.d.ts +33 -33
- package/lib/engine-components/AudioListener.js +86 -86
- package/lib/engine-components/AudioSource.d.ts +217 -217
- package/lib/engine-components/AudioSource.js +635 -635
- package/lib/engine-components/AvatarLoader.d.ts +80 -80
- package/lib/engine-components/AvatarLoader.js +231 -231
- package/lib/engine-components/AxesHelper.d.ts +32 -32
- package/lib/engine-components/AxesHelper.js +67 -67
- package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
- package/lib/engine-components/BasicIKConstraint.js +43 -43
- package/lib/engine-components/BoxCollider.d.ts +2 -2
- package/lib/engine-components/BoxCollider.js +2 -2
- package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
- package/lib/engine-components/BoxHelperComponent.js +102 -102
- package/lib/engine-components/Camera.d.ts +231 -231
- package/lib/engine-components/Camera.js +700 -700
- package/lib/engine-components/CameraUtils.d.ts +1 -1
- package/lib/engine-components/CameraUtils.js +123 -123
- package/lib/engine-components/CharacterController.d.ts +55 -55
- package/lib/engine-components/CharacterController.js +236 -236
- package/lib/engine-components/Collider.d.ts +188 -188
- package/lib/engine-components/Collider.js +369 -369
- package/lib/engine-components/Component.d.ts +792 -792
- package/lib/engine-components/Component.js +920 -920
- package/lib/engine-components/ContactShadows.d.ts +94 -94
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import * as threeutils from "../engine/engine_three_utils.js";
|
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11
|
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// export interface ISerializationCallbackReceiver {
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|
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// onBeforeSerialize?(): object | void;
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|
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// onAfterSerialize?();
|
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|
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// onBeforeDeserialize?(data?: any);
|
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|
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// onAfterDeserialize?();
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|
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// onDeserialize?(key: string, value: any): any | void;
|
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|
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// }
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|
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/**
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|
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* Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
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|
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* GameObjects can have components attached to them, which can be used to add functionality to the object.
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* They manage their components and provide methods to add, remove and get components.
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*
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|
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* All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
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* These methods are available directly on the GameObject instance:
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|
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* ```typescript
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|
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* target.addComponent(MyComponent);
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* ```
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*
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|
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* And can be called statically on the GameObject class as well:
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* ```typescript
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* GameObject.setActive(target, true);
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* ```
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*/
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|
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export class GameObject extends Object3D {
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/**
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* Unique identifier for this GameObject
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*/
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guid;
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|
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/**
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40
|
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* Checks if a GameObject has been destroyed
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41
|
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* @param go The GameObject to check
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42
|
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* @returns True if the GameObject has been destroyed
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|
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*/
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|
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static isDestroyed(go) {
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|
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return isDestroyed(go);
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|
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}
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|
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/**
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|
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* Sets the active state of a GameObject
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|
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* @param go The GameObject to modify
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|
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* @param active Whether the GameObject should be active
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|
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* @param processStart Whether to process the start callbacks if being activated
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|
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*/
|
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|
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static setActive(go, active, processStart = true) {
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|
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if (!go)
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|
-
return;
|
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56
|
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setActive(go, active);
|
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57
|
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// TODO: do we still need this?:
|
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58
|
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main.updateIsActive(go);
|
|
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|
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if (active && processStart)
|
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|
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main.processStart(Context.Current, go);
|
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61
|
-
}
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62
|
-
/**
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63
|
-
* Checks if the GameObject itself is active (same as go.visible)
|
|
64
|
-
* @param go The GameObject to check
|
|
65
|
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* @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
|
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* @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
|
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88
|
+
* @param instance The GameObject to check
|
|
89
|
+
* @returns True if the GameObject is using instanced rendering
|
|
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|
+
*/
|
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91
|
+
static isUsingInstancing(instance) { return isUsingInstancing(instance); }
|
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92
|
+
/**
|
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93
|
+
* Executes a callback for all components of the provided type on the provided object and its children
|
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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
|
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96
|
+
* @param recursive If true, the method will be run on all children as well
|
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97
|
+
* @returns The last return value of the callback
|
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98
|
+
*/
|
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99
|
+
static foreachComponent(instance, cb, recursive = true) {
|
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|
+
return foreachComponent(instance, cb, recursive);
|
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+
}
|
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+
/**
|
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|
+
* Creates a new instance of the provided object that will be replicated to all connected clients
|
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+
* @param instance Object to instantiate
|
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+
* @param opts Options for the instantiation
|
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+
* @returns The newly created instance or null if creation failed
|
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+
*/
|
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|
+
static instantiateSynced(instance, opts) {
|
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+
if (!instance)
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+
return null;
|
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|
+
return syncInstantiate(instance, opts);
|
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|
+
}
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|
+
static instantiate(instance, opts = null) {
|
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|
+
if ('isAssetReference' in instance) {
|
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|
+
return instantiate(instance, opts);
|
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+
}
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|
+
return instantiate(instance, opts);
|
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|
+
}
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+
/**
|
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|
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* Destroys an object on all connected clients (if in a networked session)
|
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|
+
* @param instance Object to destroy
|
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|
+
* @param context Optional context to use
|
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|
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* @param recursive If true, all children will be destroyed as well
|
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+
*/
|
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|
+
static destroySynced(instance, context, recursive = true) {
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if (!instance)
|
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|
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return;
|
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|
+
const go = instance;
|
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|
+
context = context ?? Context.Current;
|
|
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|
+
syncDestroy(go, context.connection, recursive);
|
|
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|
+
}
|
|
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|
+
/**
|
|
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|
+
* Destroys an object
|
|
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|
+
* @param instance Object to destroy
|
|
135
|
+
* @param recursive If true, all children will be destroyed as well. Default: true
|
|
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|
+
*/
|
|
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) {
|
|
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|
+
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
|