@needle-tools/engine 4.7.1 → 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 -3782
- 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-CN9UC6Ju.min.js → needle-engine.bundle-BhDF-YSv.min.js} +65 -65
- package/dist/{needle-engine.bundle-B7M9iBIa.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +61 -61
- package/dist/{needle-engine.bundle-BpCihhaP.js → needle-engine.bundle-gp00DTS4.js} +641 -641
- 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 -164
- package/lib/engine/engine_addressables.js +601 -601
- 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 -101
- 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 -35
- package/lib/engine/engine_lods.js +160 -160
- 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
- package/lib/engine-components/ContactShadows.js +453 -453
- package/lib/engine-components/DeleteBox.d.ts +19 -19
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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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* 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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* ```typescript
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* target.addComponent(MyComponent);
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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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export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
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/**
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* Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
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* When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
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*/
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abstract activeSelf: boolean;
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/** @deprecated Use {@link addComponent} instead */
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abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
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/**
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* Creates a new component on this gameObject or adds an existing component instance
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* @param comp Component type constructor or existing component instance
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* @param init Optional initialization values for the component
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* @returns The newly created or added component
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*/
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abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
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/**
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* Removes a component from this GameObject
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* @param comp Component instance to remove
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* @returns The removed component
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|
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*/
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abstract removeComponent<T extends IComponent>(comp: T): T;
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/**
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* Gets an existing component of the specified type or adds a new one if it doesn't exist
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* @param typeName Constructor of the component type to get or add
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* @returns The existing or newly added component
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*/
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abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
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/**
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* Gets a component of the specified type attached to this GameObject
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* @param type Constructor of the component type to get
|
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* @returns The component if found, otherwise null
|
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|
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*/
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|
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abstract getComponent<T>(type: Constructor<T>): T | null;
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/**
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* Gets all components of the specified type attached to this GameObject
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* @param type Constructor of the component type to get
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|
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* @param arr Optional array to populate with the components
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|
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* @returns Array of components
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|
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*/
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|
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abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
|
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|
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/**
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|
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* Gets a component of the specified type in this GameObject's children hierarchy
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* @param type Constructor of the component type to get
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|
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* @returns The first matching component if found, otherwise null
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|
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*/
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|
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abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
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|
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/**
|
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|
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* Gets all components of the specified type in this GameObject's children hierarchy
|
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|
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* @param type Constructor of the component type to get
|
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|
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* @param arr Optional array to populate with the components
|
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|
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* @returns Array of components
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|
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*/
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|
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abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
|
|
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|
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/**
|
|
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|
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* Gets a component of the specified type in this GameObject's parent hierarchy
|
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|
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* @param type Constructor of the component type to get
|
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|
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* @returns The first matching component if found, otherwise null
|
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|
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*/
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|
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abstract getComponentInParent<T>(type: Constructor<T>): T | null;
|
|
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|
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/**
|
|
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|
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* Gets all components of the specified type in this GameObject's parent hierarchy
|
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|
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* @param type Constructor of the component type to get
|
|
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|
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* @param arr Optional array to populate with the components
|
|
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|
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* @returns Array of components
|
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|
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*/
|
|
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|
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abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
|
|
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|
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/**
|
|
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|
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* The position of this GameObject in world space
|
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|
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*/
|
|
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|
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abstract get worldPosition(): Vector3;
|
|
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|
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abstract set worldPosition(val: Vector3);
|
|
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|
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/**
|
|
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|
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* The rotation of this GameObject in world space as a quaternion
|
|
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|
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*/
|
|
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|
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abstract set worldQuaternion(val: Quaternion);
|
|
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|
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abstract get worldQuaternion(): Quaternion;
|
|
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|
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/**
|
|
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|
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* The rotation of this GameObject in world space in euler angles (degrees)
|
|
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|
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*/
|
|
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|
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abstract set worldRotation(val: Vector3);
|
|
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|
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abstract get worldRotation(): Vector3;
|
|
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|
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/**
|
|
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|
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* The scale of this GameObject in world space
|
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|
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*/
|
|
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|
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abstract set worldScale(val: Vector3);
|
|
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|
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abstract get worldScale(): Vector3;
|
|
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|
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/**
|
|
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|
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* The forward direction vector of this GameObject in world space
|
|
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|
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*/
|
|
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|
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abstract get worldForward(): Vector3;
|
|
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|
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/**
|
|
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|
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* The right direction vector of this GameObject in world space
|
|
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|
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*/
|
|
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|
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abstract get worldRight(): Vector3;
|
|
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|
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/**
|
|
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|
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* The up direction vector of this GameObject in world space
|
|
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|
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*/
|
|
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|
-
abstract get worldUp(): Vector3;
|
|
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|
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/**
|
|
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|
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* Unique identifier for this GameObject
|
|
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|
-
*/
|
|
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|
-
guid: string | undefined;
|
|
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|
-
/**
|
|
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|
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* Destroys this GameObject and all its components.
|
|
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|
-
* Internally, this is added to the three.js {@link Object3D} prototype.
|
|
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|
-
*/
|
|
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|
-
abstract destroy(): any;
|
|
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|
-
/**
|
|
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|
-
* Checks if a GameObject has been destroyed
|
|
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|
-
* @param go The GameObject to check
|
|
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|
-
* @returns True if the GameObject has been destroyed
|
|
137
|
-
*/
|
|
138
|
-
static isDestroyed(go: Object3D): boolean;
|
|
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|
-
/**
|
|
140
|
-
* Sets the active state of a GameObject
|
|
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|
-
* @param go The GameObject to modify
|
|
142
|
-
* @param active Whether the GameObject should be active
|
|
143
|
-
* @param processStart Whether to process the start callbacks if being activated
|
|
144
|
-
*/
|
|
145
|
-
static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
|
|
146
|
-
/**
|
|
147
|
-
* Checks if the GameObject itself is active (same as go.visible)
|
|
148
|
-
* @param go The GameObject to check
|
|
149
|
-
* @returns True if the GameObject is active
|
|
150
|
-
*/
|
|
151
|
-
static isActiveSelf(go: Object3D): boolean;
|
|
152
|
-
/**
|
|
153
|
-
* 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)
|
|
154
|
-
* @param go The GameObject to check
|
|
155
|
-
* @returns True if the GameObject is active in the hierarchy
|
|
156
|
-
*/
|
|
157
|
-
static isActiveInHierarchy(go: Object3D): boolean;
|
|
158
|
-
/**
|
|
159
|
-
* Marks a GameObject to be rendered using instancing
|
|
160
|
-
* @param go The GameObject to mark
|
|
161
|
-
* @param instanced Whether the GameObject should use instanced rendering
|
|
162
|
-
*/
|
|
163
|
-
static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
|
|
164
|
-
/**
|
|
165
|
-
* Checks if a GameObject is using instanced rendering
|
|
166
|
-
* @param instance The GameObject to check
|
|
167
|
-
* @returns True if the GameObject is using instanced rendering
|
|
168
|
-
*/
|
|
169
|
-
static isUsingInstancing(instance: Object3D): boolean;
|
|
170
|
-
/**
|
|
171
|
-
* Executes a callback for all components of the provided type on the provided object and its children
|
|
172
|
-
* @param instance Object to run the method on
|
|
173
|
-
* @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
|
|
174
|
-
* @param recursive If true, the method will be run on all children as well
|
|
175
|
-
* @returns The last return value of the callback
|
|
176
|
-
*/
|
|
177
|
-
static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
|
|
178
|
-
/**
|
|
179
|
-
* Creates a new instance of the provided object that will be replicated to all connected clients
|
|
180
|
-
* @param instance Object to instantiate
|
|
181
|
-
* @param opts Options for the instantiation
|
|
182
|
-
* @returns The newly created instance or null if creation failed
|
|
183
|
-
*/
|
|
184
|
-
static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
|
|
185
|
-
/**
|
|
186
|
-
* Creates a new instance of the provided object (like cloning it including all components and children)
|
|
187
|
-
* @param instance Object to instantiate
|
|
188
|
-
* @param opts Options for the instantiation (e.g. with what parent, position, etc.)
|
|
189
|
-
* @returns The newly created instance
|
|
190
|
-
*/
|
|
191
|
-
static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>;
|
|
192
|
-
static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject;
|
|
193
|
-
/**
|
|
194
|
-
* Destroys an object on all connected clients (if in a networked session)
|
|
195
|
-
* @param instance Object to destroy
|
|
196
|
-
* @param context Optional context to use
|
|
197
|
-
* @param recursive If true, all children will be destroyed as well
|
|
198
|
-
*/
|
|
199
|
-
static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
|
|
200
|
-
/**
|
|
201
|
-
* Destroys an object
|
|
202
|
-
* @param instance Object to destroy
|
|
203
|
-
* @param recursive If true, all children will be destroyed as well. Default: true
|
|
204
|
-
*/
|
|
205
|
-
static destroy(instance: Object3D | Component, recursive?: boolean): void;
|
|
206
|
-
/**
|
|
207
|
-
* Adds an object to parent and ensures all components are properly registered
|
|
208
|
-
* @param instance Object to add
|
|
209
|
-
* @param parent Parent to add the object to
|
|
210
|
-
* @param context Optional context to use
|
|
211
|
-
*/
|
|
212
|
-
static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
|
|
213
|
-
/**
|
|
214
|
-
* Removes the object from its parent and deactivates all of its components
|
|
215
|
-
* @param instance Object to remove
|
|
216
|
-
*/
|
|
217
|
-
static remove(instance: Object3D | null | undefined): void;
|
|
218
|
-
/**
|
|
219
|
-
* Invokes a method on all components including children (if a method with that name exists)
|
|
220
|
-
* @param go GameObject to invoke the method on
|
|
221
|
-
* @param functionName Name of the method to invoke
|
|
222
|
-
* @param args Arguments to pass to the method
|
|
223
|
-
*/
|
|
224
|
-
static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
|
|
225
|
-
/**
|
|
226
|
-
* Invokes a method on all components that have a method matching the provided name
|
|
227
|
-
* @param go GameObject to invoke the method on
|
|
228
|
-
* @param functionName Name of the method to invoke
|
|
229
|
-
* @param children Whether to invoke on children as well
|
|
230
|
-
* @param args Arguments to pass to the method
|
|
231
|
-
*/
|
|
232
|
-
static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
|
|
233
|
-
/** @deprecated use `addComponent` */
|
|
234
|
-
static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
|
|
235
|
-
/**
|
|
236
|
-
* Adds a new component (or moves an existing component) to the provided object
|
|
237
|
-
* @param go Object to add the component to
|
|
238
|
-
* @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
|
|
239
|
-
* @param init Optional init object to initialize the component with
|
|
240
|
-
* @param opts Optional options for adding the component
|
|
241
|
-
* @returns The added or moved component
|
|
242
|
-
*/
|
|
243
|
-
static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
|
|
244
|
-
callAwake: boolean;
|
|
245
|
-
}): T;
|
|
246
|
-
/**
|
|
247
|
-
* Moves a component to a new object
|
|
248
|
-
* @param go GameObject to move the component to
|
|
249
|
-
* @param instance Component to move
|
|
250
|
-
* @returns The moved component
|
|
251
|
-
*/
|
|
252
|
-
static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
|
|
253
|
-
/**
|
|
254
|
-
* Removes a component from its object
|
|
255
|
-
* @param instance Component to remove
|
|
256
|
-
* @returns The removed component
|
|
257
|
-
*/
|
|
258
|
-
static removeComponent<T extends IComponent>(instance: T): T;
|
|
259
|
-
/**
|
|
260
|
-
* Gets or adds a component of the specified type
|
|
261
|
-
* @param go GameObject to get or add the component to
|
|
262
|
-
* @param typeName Constructor of the component type
|
|
263
|
-
* @returns The existing or newly added component
|
|
264
|
-
*/
|
|
265
|
-
static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
|
|
266
|
-
/**
|
|
267
|
-
* Gets a component on the provided object
|
|
268
|
-
* @param go GameObject to get the component from
|
|
269
|
-
* @param typeName Constructor of the component type
|
|
270
|
-
* @returns The component if found, otherwise null
|
|
271
|
-
*/
|
|
272
|
-
static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
|
|
273
|
-
/**
|
|
274
|
-
* Gets all components of the specified type on the provided object
|
|
275
|
-
* @param go GameObject to get the components from
|
|
276
|
-
* @param typeName Constructor of the component type
|
|
277
|
-
* @param arr Optional array to populate with the components
|
|
278
|
-
* @returns Array of components
|
|
279
|
-
*/
|
|
280
|
-
static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
|
|
281
|
-
/**
|
|
282
|
-
* Finds an object or component by its unique identifier
|
|
283
|
-
* @param guid Unique identifier to search for
|
|
284
|
-
* @param hierarchy Root object to search in
|
|
285
|
-
* @returns The found GameObject or Component, or null/undefined if not found
|
|
286
|
-
*/
|
|
287
|
-
static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
|
|
288
|
-
/**
|
|
289
|
-
* Finds the first object of the specified component type in the scene
|
|
290
|
-
* @param typeName Constructor of the component type
|
|
291
|
-
* @param context Context or root object to search in
|
|
292
|
-
* @param includeInactive Whether to include inactive objects in the search
|
|
293
|
-
* @returns The first matching component if found, otherwise null
|
|
294
|
-
*/
|
|
295
|
-
static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
|
|
296
|
-
/**
|
|
297
|
-
* Finds all objects of the specified component type in the scene
|
|
298
|
-
* @param typeName Constructor of the component type
|
|
299
|
-
* @param context Context or root object to search in
|
|
300
|
-
* @returns Array of matching components
|
|
301
|
-
*/
|
|
302
|
-
static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
|
|
303
|
-
/**
|
|
304
|
-
* Gets a component of the specified type in the gameObject's children hierarchy
|
|
305
|
-
* @param go GameObject to search in
|
|
306
|
-
* @param typeName Constructor of the component type
|
|
307
|
-
* @returns The first matching component if found, otherwise null
|
|
308
|
-
*/
|
|
309
|
-
static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
|
|
310
|
-
/**
|
|
311
|
-
* Gets all components of the specified type in the gameObject's children hierarchy
|
|
312
|
-
* @param go GameObject to search in
|
|
313
|
-
* @param typeName Constructor of the component type
|
|
314
|
-
* @param arr Optional array to populate with the components
|
|
315
|
-
* @returns Array of components
|
|
316
|
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*/
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317
|
-
static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
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|
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/**
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319
|
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* Gets a component of the specified type in the gameObject's parent hierarchy
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320
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* @param go GameObject to search in
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321
|
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* @param typeName Constructor of the component type
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|
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* @returns The first matching component if found, otherwise null
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-
*/
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324
|
-
static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
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|
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/**
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326
|
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* Gets all components of the specified type in the gameObject's parent hierarchy
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327
|
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* @param go GameObject to search in
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|
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* @param typeName Constructor of the component type
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|
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* @param arr Optional array to populate with the components
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|
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* @returns Array of components
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|
-
*/
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332
|
-
static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
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333
|
-
/**
|
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334
|
-
* Gets all components on the gameObject
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335
|
-
* @param go GameObject to get components from
|
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336
|
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* @returns Array of all components
|
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337
|
-
*/
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338
|
-
static getAllComponents(go: IGameObject | Object3D): Component[];
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339
|
-
/**
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340
|
-
* Iterates through all components on the gameObject
|
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341
|
-
* @param go GameObject to iterate components on
|
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342
|
-
* @returns Generator yielding each component
|
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343
|
-
*/
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344
|
-
static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
|
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345
|
-
}
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346
|
-
/**
|
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347
|
-
* Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
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348
|
-
* Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
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349
|
-
* Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
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350
|
-
*
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351
|
-
* The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
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352
|
-
*
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353
|
-
* XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
|
|
354
|
-
*
|
|
355
|
-
* To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
|
|
356
|
-
*
|
|
357
|
-
* @example
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358
|
-
* ```typescript
|
|
359
|
-
* import { Behaviour } from "@needle-tools/engine";
|
|
360
|
-
* export class MyComponent extends Behaviour {
|
|
361
|
-
* start() {
|
|
362
|
-
* console.log("Hello World");
|
|
363
|
-
* }
|
|
364
|
-
* update() {
|
|
365
|
-
* console.log("Frame", this.context.time.frame);
|
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366
|
-
* }
|
|
367
|
-
* }
|
|
368
|
-
* ```
|
|
369
|
-
*
|
|
370
|
-
* @group Components
|
|
371
|
-
*/
|
|
372
|
-
export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
|
|
373
|
-
/**
|
|
374
|
-
* Indicates whether this object is a component
|
|
375
|
-
* @internal
|
|
376
|
-
*/
|
|
377
|
-
get isComponent(): boolean;
|
|
378
|
-
private __context;
|
|
379
|
-
/**
|
|
380
|
-
* The context this component belongs to, providing access to the runtime environment
|
|
381
|
-
* including physics, timing utilities, camera, and scene
|
|
382
|
-
*/
|
|
383
|
-
get context(): Context;
|
|
384
|
-
set context(context: Context);
|
|
385
|
-
/**
|
|
386
|
-
* Shorthand accessor for the current scene from the context
|
|
387
|
-
* @returns The scene this component belongs to
|
|
388
|
-
*/
|
|
389
|
-
get scene(): Scene;
|
|
390
|
-
/**
|
|
391
|
-
* The layer value of the GameObject this component is attached to
|
|
392
|
-
* Used for visibility and physics filtering
|
|
393
|
-
*/
|
|
394
|
-
get layer(): number;
|
|
395
|
-
/**
|
|
396
|
-
* The name of the GameObject this component is attached to
|
|
397
|
-
* Used for debugging and finding objects
|
|
398
|
-
*/
|
|
399
|
-
get name(): string;
|
|
400
|
-
private __name?;
|
|
401
|
-
set name(str: string);
|
|
402
|
-
/**
|
|
403
|
-
* The tag of the GameObject this component is attached to
|
|
404
|
-
* Used for categorizing objects and efficient lookup
|
|
405
|
-
*/
|
|
406
|
-
get tag(): string;
|
|
407
|
-
set tag(str: string);
|
|
408
|
-
/**
|
|
409
|
-
* Indicates whether the GameObject is marked as static
|
|
410
|
-
* Static objects typically don't move and can be optimized by the engine
|
|
411
|
-
*/
|
|
412
|
-
get static(): boolean;
|
|
413
|
-
set static(value: boolean);
|
|
414
|
-
/**
|
|
415
|
-
* Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
|
|
416
|
-
* Components that are inactive won't receive lifecycle method calls
|
|
417
|
-
* @returns True if the component is enabled and all parent GameObjects are active
|
|
418
|
-
*/
|
|
419
|
-
get activeAndEnabled(): boolean;
|
|
420
|
-
private get __isActive();
|
|
421
|
-
private get __isActiveInHierarchy();
|
|
422
|
-
private set __isActiveInHierarchy(value);
|
|
423
|
-
/**
|
|
424
|
-
* Reference to the GameObject this component is attached to
|
|
425
|
-
* This is a three.js Object3D with additional GameObject functionality
|
|
426
|
-
*/
|
|
427
|
-
gameObject: GameObject;
|
|
428
|
-
/**
|
|
429
|
-
* Unique identifier for this component instance,
|
|
430
|
-
* used for finding and tracking components
|
|
431
|
-
*/
|
|
432
|
-
guid: string;
|
|
433
|
-
/**
|
|
434
|
-
* Identifier for the source asset that created this component.
|
|
435
|
-
* For example, URL to the glTF file this component was loaded from
|
|
436
|
-
*/
|
|
437
|
-
sourceId?: SourceIdentifier;
|
|
438
|
-
/**
|
|
439
|
-
* Called when this component needs to remap guids after an instantiate operation.
|
|
440
|
-
* @param guidsMap Mapping from old guids to newly generated guids
|
|
441
|
-
*/
|
|
442
|
-
resolveGuids?(guidsMap: GuidsMap): void;
|
|
443
|
-
/**
|
|
444
|
-
* Called once when the component becomes active for the first time.
|
|
445
|
-
* This is the first lifecycle callback to be invoked
|
|
446
|
-
*/
|
|
447
|
-
awake(): void;
|
|
448
|
-
/**
|
|
449
|
-
* Called every time the component becomes enabled or active in the hierarchy.
|
|
450
|
-
* Invoked after {@link awake} and before {@link start}.
|
|
451
|
-
*/
|
|
452
|
-
onEnable(): void;
|
|
453
|
-
/**
|
|
454
|
-
* Called every time the component becomes disabled or inactive in the hierarchy.
|
|
455
|
-
* Invoked when the component or any parent GameObject becomes invisible
|
|
456
|
-
*/
|
|
457
|
-
onDisable(): void;
|
|
458
|
-
/**
|
|
459
|
-
* Called when the component is destroyed.
|
|
460
|
-
* Use for cleanup operations like removing event listeners
|
|
461
|
-
*/
|
|
462
|
-
onDestroy(): void;
|
|
463
|
-
/**
|
|
464
|
-
* Called when a field decorated with @validate() is modified.
|
|
465
|
-
* @param prop The name of the field that was changed
|
|
466
|
-
*/
|
|
467
|
-
onValidate?(prop?: string): void;
|
|
468
|
-
/**
|
|
469
|
-
* Called when the context's pause state changes.
|
|
470
|
-
* @param isPaused Whether the context is currently paused
|
|
471
|
-
* @param wasPaused The previous pause state
|
|
472
|
-
*/
|
|
473
|
-
onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
|
|
474
|
-
/**
|
|
475
|
-
* Called once at the beginning of the first frame after the component is enabled.
|
|
476
|
-
* Use for initialization that requires other components to be awake.
|
|
477
|
-
*/
|
|
478
|
-
start?(): void;
|
|
479
|
-
/**
|
|
480
|
-
* Called at the beginning of each frame before regular updates.
|
|
481
|
-
* Use for logic that needs to run before standard update callbacks.
|
|
482
|
-
*/
|
|
483
|
-
earlyUpdate?(): void;
|
|
484
|
-
/**
|
|
485
|
-
* Called once per frame during the main update loop.
|
|
486
|
-
* The primary location for frame-based game logic.
|
|
487
|
-
*/
|
|
488
|
-
update?(): void;
|
|
489
|
-
/**
|
|
490
|
-
* Called after all update functions have been called.
|
|
491
|
-
* Use for calculations that depend on other components being updated first.
|
|
492
|
-
*/
|
|
493
|
-
lateUpdate?(): void;
|
|
494
|
-
/**
|
|
495
|
-
* Called immediately before the scene is rendered.
|
|
496
|
-
* @param frame Current XRFrame if in an XR session, null otherwise
|
|
497
|
-
*/
|
|
498
|
-
onBeforeRender?(frame: XRFrame | null): void;
|
|
499
|
-
/**
|
|
500
|
-
* Called after the scene has been rendered.
|
|
501
|
-
* Use for post-processing or UI updates that should happen after rendering
|
|
502
|
-
*/
|
|
503
|
-
onAfterRender?(): void;
|
|
504
|
-
/**
|
|
505
|
-
* Called when this component's collider begins colliding with another collider.
|
|
506
|
-
* @param col Information about the collision that occurred
|
|
507
|
-
*/
|
|
508
|
-
onCollisionEnter?(col: Collision): any;
|
|
509
|
-
/**
|
|
510
|
-
* Called when this component's collider stops colliding with another collider.
|
|
511
|
-
* @param col Information about the collision that ended
|
|
512
|
-
*/
|
|
513
|
-
onCollisionExit?(col: Collision): any;
|
|
514
|
-
/**
|
|
515
|
-
* Called each frame while this component's collider is colliding with another collider
|
|
516
|
-
* @param col Information about the ongoing collision
|
|
517
|
-
*/
|
|
518
|
-
onCollisionStay?(col: Collision): any;
|
|
519
|
-
/**
|
|
520
|
-
* Called when this component's trigger collider is entered by another collider
|
|
521
|
-
* @param col The collider that entered this trigger
|
|
522
|
-
*/
|
|
523
|
-
onTriggerEnter?(col: ICollider): any;
|
|
524
|
-
/**
|
|
525
|
-
* Called each frame while another collider is inside this component's trigger collider
|
|
526
|
-
* @param col The collider that is inside this trigger
|
|
527
|
-
*/
|
|
528
|
-
onTriggerStay?(col: ICollider): any;
|
|
529
|
-
/**
|
|
530
|
-
* Called when another collider exits this component's trigger collider
|
|
531
|
-
* @param col The collider that exited this trigger
|
|
532
|
-
*/
|
|
533
|
-
onTriggerExit?(col: ICollider): any;
|
|
534
|
-
/**
|
|
535
|
-
* Determines if this component supports a specific XR mode
|
|
536
|
-
* @param mode The XR session mode to check support for
|
|
537
|
-
* @returns True if the component supports the specified mode
|
|
538
|
-
*/
|
|
539
|
-
supportsXR?(mode: XRSessionMode): boolean;
|
|
540
|
-
/**
|
|
541
|
-
* Called before an XR session is requested
|
|
542
|
-
* Use to modify session initialization parameters
|
|
543
|
-
* @param mode The XR session mode being requested
|
|
544
|
-
* @param args The session initialization parameters that can be modified
|
|
545
|
-
*/
|
|
546
|
-
onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
|
|
547
|
-
/**
|
|
548
|
-
* Called when this component joins an XR session or becomes active in a running session
|
|
549
|
-
* @param args Event data for the XR session
|
|
550
|
-
*/
|
|
551
|
-
onEnterXR?(args: NeedleXREventArgs): void;
|
|
552
|
-
/**
|
|
553
|
-
* Called each frame while this component is active in an XR session
|
|
554
|
-
* @param args Event data for the current XR frame
|
|
555
|
-
*/
|
|
556
|
-
onUpdateXR?(args: NeedleXREventArgs): void;
|
|
557
|
-
/**
|
|
558
|
-
* Called when this component exits an XR session or becomes inactive during a session
|
|
559
|
-
* @param args Event data for the XR session
|
|
560
|
-
*/
|
|
561
|
-
onLeaveXR?(args: NeedleXREventArgs): void;
|
|
562
|
-
/**
|
|
563
|
-
* Called when an XR controller is connected or when this component becomes active
|
|
564
|
-
* in a session with existing controllers
|
|
565
|
-
* @param args Event data for the controller that was added
|
|
566
|
-
*/
|
|
567
|
-
onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
|
|
568
|
-
/**
|
|
569
|
-
* Called when an XR controller is disconnected or when this component becomes inactive
|
|
570
|
-
* during a session with controllers
|
|
571
|
-
* @param args Event data for the controller that was removed
|
|
572
|
-
*/
|
|
573
|
-
onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
|
|
574
|
-
/**
|
|
575
|
-
* Called when a pointer enters this component's GameObject
|
|
576
|
-
* @param args Data about the pointer event
|
|
577
|
-
*/
|
|
578
|
-
onPointerEnter?(args: PointerEventData): any;
|
|
579
|
-
/**
|
|
580
|
-
* Called when a pointer moves while over this component's GameObject
|
|
581
|
-
* @param args Data about the pointer event
|
|
582
|
-
*/
|
|
583
|
-
onPointerMove?(args: PointerEventData): any;
|
|
584
|
-
/**
|
|
585
|
-
* Called when a pointer exits this component's GameObject
|
|
586
|
-
* @param args Data about the pointer event
|
|
587
|
-
*/
|
|
588
|
-
onPointerExit?(args: PointerEventData): any;
|
|
589
|
-
/**
|
|
590
|
-
* Called when a pointer button is pressed while over this component's GameObject
|
|
591
|
-
* @param args Data about the pointer event
|
|
592
|
-
*/
|
|
593
|
-
onPointerDown?(args: PointerEventData): any;
|
|
594
|
-
/**
|
|
595
|
-
* Called when a pointer button is released while over this component's GameObject
|
|
596
|
-
* @param args Data about the pointer event
|
|
597
|
-
*/
|
|
598
|
-
onPointerUp?(args: PointerEventData): any;
|
|
599
|
-
/**
|
|
600
|
-
* Called when a pointer completes a click interaction with this component's GameObject
|
|
601
|
-
* @param args Data about the pointer event
|
|
602
|
-
*/
|
|
603
|
-
onPointerClick?(args: PointerEventData): any;
|
|
604
|
-
/**
|
|
605
|
-
* Starts a coroutine that can yield to wait for events.
|
|
606
|
-
* Coroutines allow for time-based sequencing of operations without blocking.
|
|
607
|
-
* Coroutines are based on generator functions, a JavaScript language feature.
|
|
608
|
-
*
|
|
609
|
-
* @param routine Generator function to start
|
|
610
|
-
* @param evt Event to register the coroutine for (default: FrameEvent.Update)
|
|
611
|
-
* @returns The generator function that can be used to stop the coroutine
|
|
612
|
-
* @example
|
|
613
|
-
* Time-based sequencing of operations
|
|
614
|
-
* ```ts
|
|
615
|
-
* *myCoroutine() {
|
|
616
|
-
* yield WaitForSeconds(1); // wait for 1 second
|
|
617
|
-
* yield WaitForFrames(10); // wait for 10 frames
|
|
618
|
-
* yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
|
|
619
|
-
* }
|
|
620
|
-
* ```
|
|
621
|
-
* @example
|
|
622
|
-
* Coroutine that logs a message every 5 frames
|
|
623
|
-
* ```ts
|
|
624
|
-
* onEnable() {
|
|
625
|
-
* this.startCoroutine(this.myCoroutine());
|
|
626
|
-
* }
|
|
627
|
-
* private *myCoroutine() {
|
|
628
|
-
* while(this.activeAndEnabled) {
|
|
629
|
-
* console.log("Hello World", this.context.time.frame);
|
|
630
|
-
* // wait for 5 frames
|
|
631
|
-
* for(let i = 0; i < 5; i++) yield;
|
|
632
|
-
* }
|
|
633
|
-
* }
|
|
634
|
-
* ```
|
|
635
|
-
*/
|
|
636
|
-
startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
|
|
637
|
-
/**
|
|
638
|
-
* Stops a coroutine that was previously started with startCoroutine
|
|
639
|
-
* @param routine The routine to be stopped
|
|
640
|
-
* @param evt The frame event the routine was registered with
|
|
641
|
-
*/
|
|
642
|
-
stopCoroutine(routine: Generator, evt?: FrameEvent): void;
|
|
643
|
-
/**
|
|
644
|
-
* Checks if this component has been destroyed
|
|
645
|
-
* @returns True if the component or its GameObject has been destroyed
|
|
646
|
-
*/
|
|
647
|
-
get destroyed(): boolean;
|
|
648
|
-
/**
|
|
649
|
-
* Destroys this component and removes it from its GameObject
|
|
650
|
-
* After destruction, the component will no longer receive lifecycle callbacks
|
|
651
|
-
*/
|
|
652
|
-
destroy(): void;
|
|
653
|
-
/** @internal */
|
|
654
|
-
protected __didAwake: boolean;
|
|
655
|
-
/** @internal */
|
|
656
|
-
private __didStart;
|
|
657
|
-
/** @internal */
|
|
658
|
-
protected __didEnable: boolean;
|
|
659
|
-
/** @internal */
|
|
660
|
-
protected __isEnabled: boolean | undefined;
|
|
661
|
-
/** @internal */
|
|
662
|
-
private __destroyed;
|
|
663
|
-
/** @internal */
|
|
664
|
-
get __internalDidAwakeAndStart(): boolean;
|
|
665
|
-
/** @internal */
|
|
666
|
-
constructor(init?: ComponentInit<Component>);
|
|
667
|
-
/** @internal */
|
|
668
|
-
__internalNewInstanceCreated(init?: ComponentInit<this>): this;
|
|
669
|
-
/**
|
|
670
|
-
* Initializes component properties from an initialization object
|
|
671
|
-
* @param init Object with properties to copy to this component
|
|
672
|
-
* @internal
|
|
673
|
-
*/
|
|
674
|
-
_internalInit(init?: ComponentInit<this>): void;
|
|
675
|
-
/** @internal */
|
|
676
|
-
__internalAwake(): void;
|
|
677
|
-
/** @internal */
|
|
678
|
-
__internalStart(): void;
|
|
679
|
-
/** @internal */
|
|
680
|
-
__internalEnable(isAddingToScene?: boolean): boolean;
|
|
681
|
-
/** @internal */
|
|
682
|
-
__internalDisable(isRemovingFromScene?: boolean): void;
|
|
683
|
-
/** @internal */
|
|
684
|
-
__internalDestroy(): void;
|
|
685
|
-
/**
|
|
686
|
-
* Controls whether this component is enabled
|
|
687
|
-
* Disabled components don't receive lifecycle callbacks
|
|
688
|
-
*/
|
|
689
|
-
get enabled(): boolean;
|
|
690
|
-
set enabled(val: boolean);
|
|
691
|
-
/**
|
|
692
|
-
* Gets the position of this component's GameObject in world space.
|
|
693
|
-
* Note: This is equivalent to calling `this.gameObject.worldPosition`
|
|
694
|
-
*/
|
|
695
|
-
get worldPosition(): Vector3;
|
|
696
|
-
/**
|
|
697
|
-
* Sets the position of this component's GameObject in world space
|
|
698
|
-
* @param val The world position vector to set
|
|
699
|
-
*/
|
|
700
|
-
set worldPosition(val: Vector3);
|
|
701
|
-
/**
|
|
702
|
-
* Sets the position of this component's GameObject in world space using individual coordinates
|
|
703
|
-
* @param x X-coordinate in world space
|
|
704
|
-
* @param y Y-coordinate in world space
|
|
705
|
-
* @param z Z-coordinate in world space
|
|
706
|
-
*/
|
|
707
|
-
setWorldPosition(x: number, y: number, z: number): void;
|
|
708
|
-
/**
|
|
709
|
-
* Gets the rotation of this component's GameObject in world space as a quaternion
|
|
710
|
-
* Note: This is equivalent to calling `this.gameObject.worldQuaternion`
|
|
711
|
-
*/
|
|
712
|
-
get worldQuaternion(): Quaternion;
|
|
713
|
-
/**
|
|
714
|
-
* Sets the rotation of this component's GameObject in world space using a quaternion
|
|
715
|
-
* @param val The world rotation quaternion to set
|
|
716
|
-
*/
|
|
717
|
-
set worldQuaternion(val: Quaternion);
|
|
718
|
-
/**
|
|
719
|
-
* Sets the rotation of this component's GameObject in world space using quaternion components
|
|
720
|
-
* @param x X component of the quaternion
|
|
721
|
-
* @param y Y component of the quaternion
|
|
722
|
-
* @param z Z component of the quaternion
|
|
723
|
-
* @param w W component of the quaternion
|
|
724
|
-
*/
|
|
725
|
-
setWorldQuaternion(x: number, y: number, z: number, w: number): void;
|
|
726
|
-
/**
|
|
727
|
-
* Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
|
|
728
|
-
*/
|
|
729
|
-
get worldEuler(): Euler;
|
|
730
|
-
/**
|
|
731
|
-
* Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
|
|
732
|
-
* @param val The world rotation Euler angles to set
|
|
733
|
-
*/
|
|
734
|
-
set worldEuler(val: Euler);
|
|
735
|
-
/**
|
|
736
|
-
* Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
|
|
737
|
-
* Note: This is equivalent to calling `this.gameObject.worldRotation`
|
|
738
|
-
*/
|
|
739
|
-
get worldRotation(): Vector3;
|
|
740
|
-
/**
|
|
741
|
-
* Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
|
|
742
|
-
* @param val The world rotation vector to set (in degrees)
|
|
743
|
-
*/
|
|
744
|
-
set worldRotation(val: Vector3);
|
|
745
|
-
/**
|
|
746
|
-
* Sets the rotation of this component's GameObject in world space using individual Euler angles
|
|
747
|
-
* @param x X-axis rotation
|
|
748
|
-
* @param y Y-axis rotation
|
|
749
|
-
* @param z Z-axis rotation
|
|
750
|
-
* @param degrees Whether the values are in degrees (true) or radians (false)
|
|
751
|
-
*/
|
|
752
|
-
setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
|
|
753
|
-
private static _forward;
|
|
754
|
-
/**
|
|
755
|
-
* Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
|
|
756
|
-
*/
|
|
757
|
-
get forward(): Vector3;
|
|
758
|
-
private static _right;
|
|
759
|
-
/**
|
|
760
|
-
* Gets the right direction vector (1,0,0) of this component's GameObject in world space
|
|
761
|
-
*/
|
|
762
|
-
get right(): Vector3;
|
|
763
|
-
private static _up;
|
|
764
|
-
/**
|
|
765
|
-
* Gets the up direction vector (0,1,0) of this component's GameObject in world space
|
|
766
|
-
*/
|
|
767
|
-
get up(): Vector3;
|
|
768
|
-
/**
|
|
769
|
-
* Storage for event listeners registered to this component
|
|
770
|
-
* @private
|
|
771
|
-
*/
|
|
772
|
-
private _eventListeners;
|
|
773
|
-
/**
|
|
774
|
-
* Registers an event listener for the specified event type
|
|
775
|
-
* @param type The event type to listen for
|
|
776
|
-
* @param listener The callback function to execute when the event occurs
|
|
777
|
-
*/
|
|
778
|
-
addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
|
|
779
|
-
/**
|
|
780
|
-
* Removes a previously registered event listener
|
|
781
|
-
* @param type The event type the listener was registered for
|
|
782
|
-
* @param listener The callback function to remove
|
|
783
|
-
*/
|
|
784
|
-
removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
|
|
785
|
-
/**
|
|
786
|
-
* Dispatches an event to all registered listeners
|
|
787
|
-
* @param evt The event object to dispatch
|
|
788
|
-
* @returns Always returns false (standard implementation of EventTarget)
|
|
789
|
-
*/
|
|
790
|
-
dispatchEvent(evt: Event): boolean;
|
|
791
|
-
}
|
|
792
|
-
export { Component as Behaviour };
|
|
1
|
+
/// <reference types="webxr" />
|
|
2
|
+
import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
|
|
3
|
+
import { type AssetReference } from "../engine/engine_addressables.js";
|
|
4
|
+
import { type IInstantiateOptions } from "../engine/engine_gameobject.js";
|
|
5
|
+
import { SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
|
|
6
|
+
import { Context, FrameEvent } from "../engine/engine_setup.js";
|
|
7
|
+
import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
|
|
8
|
+
import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
|
|
9
|
+
import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
|
|
10
|
+
/**
|
|
11
|
+
* Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
|
|
12
|
+
* GameObjects can have components attached to them, which can be used to add functionality to the object.
|
|
13
|
+
* They manage their components and provide methods to add, remove and get components.
|
|
14
|
+
*
|
|
15
|
+
* All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
|
|
16
|
+
* These methods are available directly on the GameObject instance:
|
|
17
|
+
* ```typescript
|
|
18
|
+
* target.addComponent(MyComponent);
|
|
19
|
+
* ```
|
|
20
|
+
*
|
|
21
|
+
* And can be called statically on the GameObject class as well:
|
|
22
|
+
* ```typescript
|
|
23
|
+
* GameObject.setActive(target, true);
|
|
24
|
+
* ```
|
|
25
|
+
*/
|
|
26
|
+
export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
|
|
27
|
+
/**
|
|
28
|
+
* Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
|
|
29
|
+
* When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
|
|
30
|
+
*/
|
|
31
|
+
abstract activeSelf: boolean;
|
|
32
|
+
/** @deprecated Use {@link addComponent} instead */
|
|
33
|
+
abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
|
|
34
|
+
/**
|
|
35
|
+
* Creates a new component on this gameObject or adds an existing component instance
|
|
36
|
+
* @param comp Component type constructor or existing component instance
|
|
37
|
+
* @param init Optional initialization values for the component
|
|
38
|
+
* @returns The newly created or added component
|
|
39
|
+
*/
|
|
40
|
+
abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
|
|
41
|
+
/**
|
|
42
|
+
* Removes a component from this GameObject
|
|
43
|
+
* @param comp Component instance to remove
|
|
44
|
+
* @returns The removed component
|
|
45
|
+
*/
|
|
46
|
+
abstract removeComponent<T extends IComponent>(comp: T): T;
|
|
47
|
+
/**
|
|
48
|
+
* Gets an existing component of the specified type or adds a new one if it doesn't exist
|
|
49
|
+
* @param typeName Constructor of the component type to get or add
|
|
50
|
+
* @returns The existing or newly added component
|
|
51
|
+
*/
|
|
52
|
+
abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
|
|
53
|
+
/**
|
|
54
|
+
* Gets a component of the specified type attached to this GameObject
|
|
55
|
+
* @param type Constructor of the component type to get
|
|
56
|
+
* @returns The component if found, otherwise null
|
|
57
|
+
*/
|
|
58
|
+
abstract getComponent<T>(type: Constructor<T>): T | null;
|
|
59
|
+
/**
|
|
60
|
+
* Gets all components of the specified type attached to this GameObject
|
|
61
|
+
* @param type Constructor of the component type to get
|
|
62
|
+
* @param arr Optional array to populate with the components
|
|
63
|
+
* @returns Array of components
|
|
64
|
+
*/
|
|
65
|
+
abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
|
|
66
|
+
/**
|
|
67
|
+
* Gets a component of the specified type in this GameObject's children hierarchy
|
|
68
|
+
* @param type Constructor of the component type to get
|
|
69
|
+
* @returns The first matching component if found, otherwise null
|
|
70
|
+
*/
|
|
71
|
+
abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
|
|
72
|
+
/**
|
|
73
|
+
* Gets all components of the specified type in this GameObject's children hierarchy
|
|
74
|
+
* @param type Constructor of the component type to get
|
|
75
|
+
* @param arr Optional array to populate with the components
|
|
76
|
+
* @returns Array of components
|
|
77
|
+
*/
|
|
78
|
+
abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
|
|
79
|
+
/**
|
|
80
|
+
* Gets a component of the specified type in this GameObject's parent hierarchy
|
|
81
|
+
* @param type Constructor of the component type to get
|
|
82
|
+
* @returns The first matching component if found, otherwise null
|
|
83
|
+
*/
|
|
84
|
+
abstract getComponentInParent<T>(type: Constructor<T>): T | null;
|
|
85
|
+
/**
|
|
86
|
+
* Gets all components of the specified type in this GameObject's parent hierarchy
|
|
87
|
+
* @param type Constructor of the component type to get
|
|
88
|
+
* @param arr Optional array to populate with the components
|
|
89
|
+
* @returns Array of components
|
|
90
|
+
*/
|
|
91
|
+
abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
|
|
92
|
+
/**
|
|
93
|
+
* The position of this GameObject in world space
|
|
94
|
+
*/
|
|
95
|
+
abstract get worldPosition(): Vector3;
|
|
96
|
+
abstract set worldPosition(val: Vector3);
|
|
97
|
+
/**
|
|
98
|
+
* The rotation of this GameObject in world space as a quaternion
|
|
99
|
+
*/
|
|
100
|
+
abstract set worldQuaternion(val: Quaternion);
|
|
101
|
+
abstract get worldQuaternion(): Quaternion;
|
|
102
|
+
/**
|
|
103
|
+
* The rotation of this GameObject in world space in euler angles (degrees)
|
|
104
|
+
*/
|
|
105
|
+
abstract set worldRotation(val: Vector3);
|
|
106
|
+
abstract get worldRotation(): Vector3;
|
|
107
|
+
/**
|
|
108
|
+
* The scale of this GameObject in world space
|
|
109
|
+
*/
|
|
110
|
+
abstract set worldScale(val: Vector3);
|
|
111
|
+
abstract get worldScale(): Vector3;
|
|
112
|
+
/**
|
|
113
|
+
* The forward direction vector of this GameObject in world space
|
|
114
|
+
*/
|
|
115
|
+
abstract get worldForward(): Vector3;
|
|
116
|
+
/**
|
|
117
|
+
* The right direction vector of this GameObject in world space
|
|
118
|
+
*/
|
|
119
|
+
abstract get worldRight(): Vector3;
|
|
120
|
+
/**
|
|
121
|
+
* The up direction vector of this GameObject in world space
|
|
122
|
+
*/
|
|
123
|
+
abstract get worldUp(): Vector3;
|
|
124
|
+
/**
|
|
125
|
+
* Unique identifier for this GameObject
|
|
126
|
+
*/
|
|
127
|
+
guid: string | undefined;
|
|
128
|
+
/**
|
|
129
|
+
* Destroys this GameObject and all its components.
|
|
130
|
+
* Internally, this is added to the three.js {@link Object3D} prototype.
|
|
131
|
+
*/
|
|
132
|
+
abstract destroy(): any;
|
|
133
|
+
/**
|
|
134
|
+
* Checks if a GameObject has been destroyed
|
|
135
|
+
* @param go The GameObject to check
|
|
136
|
+
* @returns True if the GameObject has been destroyed
|
|
137
|
+
*/
|
|
138
|
+
static isDestroyed(go: Object3D): boolean;
|
|
139
|
+
/**
|
|
140
|
+
* Sets the active state of a GameObject
|
|
141
|
+
* @param go The GameObject to modify
|
|
142
|
+
* @param active Whether the GameObject should be active
|
|
143
|
+
* @param processStart Whether to process the start callbacks if being activated
|
|
144
|
+
*/
|
|
145
|
+
static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
|
|
146
|
+
/**
|
|
147
|
+
* Checks if the GameObject itself is active (same as go.visible)
|
|
148
|
+
* @param go The GameObject to check
|
|
149
|
+
* @returns True if the GameObject is active
|
|
150
|
+
*/
|
|
151
|
+
static isActiveSelf(go: Object3D): boolean;
|
|
152
|
+
/**
|
|
153
|
+
* 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)
|
|
154
|
+
* @param go The GameObject to check
|
|
155
|
+
* @returns True if the GameObject is active in the hierarchy
|
|
156
|
+
*/
|
|
157
|
+
static isActiveInHierarchy(go: Object3D): boolean;
|
|
158
|
+
/**
|
|
159
|
+
* Marks a GameObject to be rendered using instancing
|
|
160
|
+
* @param go The GameObject to mark
|
|
161
|
+
* @param instanced Whether the GameObject should use instanced rendering
|
|
162
|
+
*/
|
|
163
|
+
static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
|
|
164
|
+
/**
|
|
165
|
+
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static isUsingInstancing(instance: Object3D): boolean;
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/**
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* Executes a callback for all components of the provided type on the provided object and its children
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* @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
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static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
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* Creates a new instance of the provided object that will be replicated to all connected clients
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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: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
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/**
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* Creates a new instance of the provided object (like cloning it including all components and children)
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* @param instance Object to instantiate
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* @param opts Options for the instantiation (e.g. with what parent, position, etc.)
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* @returns The newly created instance
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*/
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static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>;
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static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject;
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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 recursive If true, all children will be destroyed as well
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*/
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static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
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/**
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* Destroys an object
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* @param instance Object to destroy
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* @param recursive If true, all children will be destroyed as well. Default: true
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*/
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static destroy(instance: Object3D | Component, recursive?: boolean): void;
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/**
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* Adds an object to parent and ensures all components are properly registered
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* @param instance Object to add
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* @param parent Parent to add the object to
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* @param context Optional context to use
|
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*/
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static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
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/**
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* Removes the object from its parent and deactivates all of its components
|
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* @param instance Object to remove
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*/
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|
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static remove(instance: Object3D | null | undefined): void;
|
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|
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/**
|
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|
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* Invokes a method on all components including children (if a method with that name exists)
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|
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* @param go GameObject to invoke the method on
|
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|
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* @param functionName Name of the method to invoke
|
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|
+
* @param args Arguments to pass to the method
|
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|
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*/
|
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|
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static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
|
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|
+
/**
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|
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* Invokes a method on all components that have a method matching the provided name
|
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|
+
* @param go GameObject to invoke the method on
|
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|
+
* @param functionName Name of the method to invoke
|
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|
+
* @param children Whether to invoke on children as well
|
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|
+
* @param args Arguments to pass to the method
|
|
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|
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*/
|
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|
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static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
|
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|
+
/** @deprecated use `addComponent` */
|
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|
+
static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
|
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|
+
/**
|
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236
|
+
* Adds a new component (or moves an existing component) to the provided object
|
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|
+
* @param go Object to add the component to
|
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|
+
* @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
|
|
239
|
+
* @param init Optional init object to initialize the component with
|
|
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|
+
* @param opts Optional options for adding the component
|
|
241
|
+
* @returns The added or moved component
|
|
242
|
+
*/
|
|
243
|
+
static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
|
|
244
|
+
callAwake: boolean;
|
|
245
|
+
}): T;
|
|
246
|
+
/**
|
|
247
|
+
* Moves a component to a new object
|
|
248
|
+
* @param go GameObject to move the component to
|
|
249
|
+
* @param instance Component to move
|
|
250
|
+
* @returns The moved component
|
|
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|
+
*/
|
|
252
|
+
static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
|
|
253
|
+
/**
|
|
254
|
+
* Removes a component from its object
|
|
255
|
+
* @param instance Component to remove
|
|
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|
+
* @returns The removed component
|
|
257
|
+
*/
|
|
258
|
+
static removeComponent<T extends IComponent>(instance: T): T;
|
|
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|
+
/**
|
|
260
|
+
* Gets or adds a component of the specified type
|
|
261
|
+
* @param go GameObject to get or add the component to
|
|
262
|
+
* @param typeName Constructor of the component type
|
|
263
|
+
* @returns The existing or newly added component
|
|
264
|
+
*/
|
|
265
|
+
static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
|
|
266
|
+
/**
|
|
267
|
+
* Gets a component on the provided object
|
|
268
|
+
* @param go GameObject to get the component from
|
|
269
|
+
* @param typeName Constructor of the component type
|
|
270
|
+
* @returns The component if found, otherwise null
|
|
271
|
+
*/
|
|
272
|
+
static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
|
|
273
|
+
/**
|
|
274
|
+
* Gets all components of the specified type on the provided object
|
|
275
|
+
* @param go GameObject to get the components from
|
|
276
|
+
* @param typeName Constructor of the component type
|
|
277
|
+
* @param arr Optional array to populate with the components
|
|
278
|
+
* @returns Array of components
|
|
279
|
+
*/
|
|
280
|
+
static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
|
|
281
|
+
/**
|
|
282
|
+
* Finds an object or component by its unique identifier
|
|
283
|
+
* @param guid Unique identifier to search for
|
|
284
|
+
* @param hierarchy Root object to search in
|
|
285
|
+
* @returns The found GameObject or Component, or null/undefined if not found
|
|
286
|
+
*/
|
|
287
|
+
static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
|
|
288
|
+
/**
|
|
289
|
+
* Finds the first object of the specified component type in the scene
|
|
290
|
+
* @param typeName Constructor of the component type
|
|
291
|
+
* @param context Context or root object to search in
|
|
292
|
+
* @param includeInactive Whether to include inactive objects in the search
|
|
293
|
+
* @returns The first matching component if found, otherwise null
|
|
294
|
+
*/
|
|
295
|
+
static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
|
|
296
|
+
/**
|
|
297
|
+
* Finds all objects of the specified component type in the scene
|
|
298
|
+
* @param typeName Constructor of the component type
|
|
299
|
+
* @param context Context or root object to search in
|
|
300
|
+
* @returns Array of matching components
|
|
301
|
+
*/
|
|
302
|
+
static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
|
|
303
|
+
/**
|
|
304
|
+
* Gets a component of the specified type in the gameObject's children hierarchy
|
|
305
|
+
* @param go GameObject to search in
|
|
306
|
+
* @param typeName Constructor of the component type
|
|
307
|
+
* @returns The first matching component if found, otherwise null
|
|
308
|
+
*/
|
|
309
|
+
static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
|
|
310
|
+
/**
|
|
311
|
+
* Gets all components of the specified type in the gameObject's children hierarchy
|
|
312
|
+
* @param go GameObject to search in
|
|
313
|
+
* @param typeName Constructor of the component type
|
|
314
|
+
* @param arr Optional array to populate with the components
|
|
315
|
+
* @returns Array of components
|
|
316
|
+
*/
|
|
317
|
+
static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
|
|
318
|
+
/**
|
|
319
|
+
* Gets a component of the specified type in the gameObject's parent hierarchy
|
|
320
|
+
* @param go GameObject to search in
|
|
321
|
+
* @param typeName Constructor of the component type
|
|
322
|
+
* @returns The first matching component if found, otherwise null
|
|
323
|
+
*/
|
|
324
|
+
static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
|
|
325
|
+
/**
|
|
326
|
+
* Gets all components of the specified type in the gameObject's parent hierarchy
|
|
327
|
+
* @param go GameObject to search in
|
|
328
|
+
* @param typeName Constructor of the component type
|
|
329
|
+
* @param arr Optional array to populate with the components
|
|
330
|
+
* @returns Array of components
|
|
331
|
+
*/
|
|
332
|
+
static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
|
|
333
|
+
/**
|
|
334
|
+
* Gets all components on the gameObject
|
|
335
|
+
* @param go GameObject to get components from
|
|
336
|
+
* @returns Array of all components
|
|
337
|
+
*/
|
|
338
|
+
static getAllComponents(go: IGameObject | Object3D): Component[];
|
|
339
|
+
/**
|
|
340
|
+
* Iterates through all components on the gameObject
|
|
341
|
+
* @param go GameObject to iterate components on
|
|
342
|
+
* @returns Generator yielding each component
|
|
343
|
+
*/
|
|
344
|
+
static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
|
|
345
|
+
}
|
|
346
|
+
/**
|
|
347
|
+
* Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
|
|
348
|
+
* Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
|
|
349
|
+
* Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
|
|
350
|
+
*
|
|
351
|
+
* The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
|
|
352
|
+
*
|
|
353
|
+
* XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
|
|
354
|
+
*
|
|
355
|
+
* To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
|
|
356
|
+
*
|
|
357
|
+
* @example
|
|
358
|
+
* ```typescript
|
|
359
|
+
* import { Behaviour } from "@needle-tools/engine";
|
|
360
|
+
* export class MyComponent extends Behaviour {
|
|
361
|
+
* start() {
|
|
362
|
+
* console.log("Hello World");
|
|
363
|
+
* }
|
|
364
|
+
* update() {
|
|
365
|
+
* console.log("Frame", this.context.time.frame);
|
|
366
|
+
* }
|
|
367
|
+
* }
|
|
368
|
+
* ```
|
|
369
|
+
*
|
|
370
|
+
* @group Components
|
|
371
|
+
*/
|
|
372
|
+
export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
|
|
373
|
+
/**
|
|
374
|
+
* Indicates whether this object is a component
|
|
375
|
+
* @internal
|
|
376
|
+
*/
|
|
377
|
+
get isComponent(): boolean;
|
|
378
|
+
private __context;
|
|
379
|
+
/**
|
|
380
|
+
* The context this component belongs to, providing access to the runtime environment
|
|
381
|
+
* including physics, timing utilities, camera, and scene
|
|
382
|
+
*/
|
|
383
|
+
get context(): Context;
|
|
384
|
+
set context(context: Context);
|
|
385
|
+
/**
|
|
386
|
+
* Shorthand accessor for the current scene from the context
|
|
387
|
+
* @returns The scene this component belongs to
|
|
388
|
+
*/
|
|
389
|
+
get scene(): Scene;
|
|
390
|
+
/**
|
|
391
|
+
* The layer value of the GameObject this component is attached to
|
|
392
|
+
* Used for visibility and physics filtering
|
|
393
|
+
*/
|
|
394
|
+
get layer(): number;
|
|
395
|
+
/**
|
|
396
|
+
* The name of the GameObject this component is attached to
|
|
397
|
+
* Used for debugging and finding objects
|
|
398
|
+
*/
|
|
399
|
+
get name(): string;
|
|
400
|
+
private __name?;
|
|
401
|
+
set name(str: string);
|
|
402
|
+
/**
|
|
403
|
+
* The tag of the GameObject this component is attached to
|
|
404
|
+
* Used for categorizing objects and efficient lookup
|
|
405
|
+
*/
|
|
406
|
+
get tag(): string;
|
|
407
|
+
set tag(str: string);
|
|
408
|
+
/**
|
|
409
|
+
* Indicates whether the GameObject is marked as static
|
|
410
|
+
* Static objects typically don't move and can be optimized by the engine
|
|
411
|
+
*/
|
|
412
|
+
get static(): boolean;
|
|
413
|
+
set static(value: boolean);
|
|
414
|
+
/**
|
|
415
|
+
* Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
|
|
416
|
+
* Components that are inactive won't receive lifecycle method calls
|
|
417
|
+
* @returns True if the component is enabled and all parent GameObjects are active
|
|
418
|
+
*/
|
|
419
|
+
get activeAndEnabled(): boolean;
|
|
420
|
+
private get __isActive();
|
|
421
|
+
private get __isActiveInHierarchy();
|
|
422
|
+
private set __isActiveInHierarchy(value);
|
|
423
|
+
/**
|
|
424
|
+
* Reference to the GameObject this component is attached to
|
|
425
|
+
* This is a three.js Object3D with additional GameObject functionality
|
|
426
|
+
*/
|
|
427
|
+
gameObject: GameObject;
|
|
428
|
+
/**
|
|
429
|
+
* Unique identifier for this component instance,
|
|
430
|
+
* used for finding and tracking components
|
|
431
|
+
*/
|
|
432
|
+
guid: string;
|
|
433
|
+
/**
|
|
434
|
+
* Identifier for the source asset that created this component.
|
|
435
|
+
* For example, URL to the glTF file this component was loaded from
|
|
436
|
+
*/
|
|
437
|
+
sourceId?: SourceIdentifier;
|
|
438
|
+
/**
|
|
439
|
+
* Called when this component needs to remap guids after an instantiate operation.
|
|
440
|
+
* @param guidsMap Mapping from old guids to newly generated guids
|
|
441
|
+
*/
|
|
442
|
+
resolveGuids?(guidsMap: GuidsMap): void;
|
|
443
|
+
/**
|
|
444
|
+
* Called once when the component becomes active for the first time.
|
|
445
|
+
* This is the first lifecycle callback to be invoked
|
|
446
|
+
*/
|
|
447
|
+
awake(): void;
|
|
448
|
+
/**
|
|
449
|
+
* Called every time the component becomes enabled or active in the hierarchy.
|
|
450
|
+
* Invoked after {@link awake} and before {@link start}.
|
|
451
|
+
*/
|
|
452
|
+
onEnable(): void;
|
|
453
|
+
/**
|
|
454
|
+
* Called every time the component becomes disabled or inactive in the hierarchy.
|
|
455
|
+
* Invoked when the component or any parent GameObject becomes invisible
|
|
456
|
+
*/
|
|
457
|
+
onDisable(): void;
|
|
458
|
+
/**
|
|
459
|
+
* Called when the component is destroyed.
|
|
460
|
+
* Use for cleanup operations like removing event listeners
|
|
461
|
+
*/
|
|
462
|
+
onDestroy(): void;
|
|
463
|
+
/**
|
|
464
|
+
* Called when a field decorated with @validate() is modified.
|
|
465
|
+
* @param prop The name of the field that was changed
|
|
466
|
+
*/
|
|
467
|
+
onValidate?(prop?: string): void;
|
|
468
|
+
/**
|
|
469
|
+
* Called when the context's pause state changes.
|
|
470
|
+
* @param isPaused Whether the context is currently paused
|
|
471
|
+
* @param wasPaused The previous pause state
|
|
472
|
+
*/
|
|
473
|
+
onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
|
|
474
|
+
/**
|
|
475
|
+
* Called once at the beginning of the first frame after the component is enabled.
|
|
476
|
+
* Use for initialization that requires other components to be awake.
|
|
477
|
+
*/
|
|
478
|
+
start?(): void;
|
|
479
|
+
/**
|
|
480
|
+
* Called at the beginning of each frame before regular updates.
|
|
481
|
+
* Use for logic that needs to run before standard update callbacks.
|
|
482
|
+
*/
|
|
483
|
+
earlyUpdate?(): void;
|
|
484
|
+
/**
|
|
485
|
+
* Called once per frame during the main update loop.
|
|
486
|
+
* The primary location for frame-based game logic.
|
|
487
|
+
*/
|
|
488
|
+
update?(): void;
|
|
489
|
+
/**
|
|
490
|
+
* Called after all update functions have been called.
|
|
491
|
+
* Use for calculations that depend on other components being updated first.
|
|
492
|
+
*/
|
|
493
|
+
lateUpdate?(): void;
|
|
494
|
+
/**
|
|
495
|
+
* Called immediately before the scene is rendered.
|
|
496
|
+
* @param frame Current XRFrame if in an XR session, null otherwise
|
|
497
|
+
*/
|
|
498
|
+
onBeforeRender?(frame: XRFrame | null): void;
|
|
499
|
+
/**
|
|
500
|
+
* Called after the scene has been rendered.
|
|
501
|
+
* Use for post-processing or UI updates that should happen after rendering
|
|
502
|
+
*/
|
|
503
|
+
onAfterRender?(): void;
|
|
504
|
+
/**
|
|
505
|
+
* Called when this component's collider begins colliding with another collider.
|
|
506
|
+
* @param col Information about the collision that occurred
|
|
507
|
+
*/
|
|
508
|
+
onCollisionEnter?(col: Collision): any;
|
|
509
|
+
/**
|
|
510
|
+
* Called when this component's collider stops colliding with another collider.
|
|
511
|
+
* @param col Information about the collision that ended
|
|
512
|
+
*/
|
|
513
|
+
onCollisionExit?(col: Collision): any;
|
|
514
|
+
/**
|
|
515
|
+
* Called each frame while this component's collider is colliding with another collider
|
|
516
|
+
* @param col Information about the ongoing collision
|
|
517
|
+
*/
|
|
518
|
+
onCollisionStay?(col: Collision): any;
|
|
519
|
+
/**
|
|
520
|
+
* Called when this component's trigger collider is entered by another collider
|
|
521
|
+
* @param col The collider that entered this trigger
|
|
522
|
+
*/
|
|
523
|
+
onTriggerEnter?(col: ICollider): any;
|
|
524
|
+
/**
|
|
525
|
+
* Called each frame while another collider is inside this component's trigger collider
|
|
526
|
+
* @param col The collider that is inside this trigger
|
|
527
|
+
*/
|
|
528
|
+
onTriggerStay?(col: ICollider): any;
|
|
529
|
+
/**
|
|
530
|
+
* Called when another collider exits this component's trigger collider
|
|
531
|
+
* @param col The collider that exited this trigger
|
|
532
|
+
*/
|
|
533
|
+
onTriggerExit?(col: ICollider): any;
|
|
534
|
+
/**
|
|
535
|
+
* Determines if this component supports a specific XR mode
|
|
536
|
+
* @param mode The XR session mode to check support for
|
|
537
|
+
* @returns True if the component supports the specified mode
|
|
538
|
+
*/
|
|
539
|
+
supportsXR?(mode: XRSessionMode): boolean;
|
|
540
|
+
/**
|
|
541
|
+
* Called before an XR session is requested
|
|
542
|
+
* Use to modify session initialization parameters
|
|
543
|
+
* @param mode The XR session mode being requested
|
|
544
|
+
* @param args The session initialization parameters that can be modified
|
|
545
|
+
*/
|
|
546
|
+
onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
|
|
547
|
+
/**
|
|
548
|
+
* Called when this component joins an XR session or becomes active in a running session
|
|
549
|
+
* @param args Event data for the XR session
|
|
550
|
+
*/
|
|
551
|
+
onEnterXR?(args: NeedleXREventArgs): void;
|
|
552
|
+
/**
|
|
553
|
+
* Called each frame while this component is active in an XR session
|
|
554
|
+
* @param args Event data for the current XR frame
|
|
555
|
+
*/
|
|
556
|
+
onUpdateXR?(args: NeedleXREventArgs): void;
|
|
557
|
+
/**
|
|
558
|
+
* Called when this component exits an XR session or becomes inactive during a session
|
|
559
|
+
* @param args Event data for the XR session
|
|
560
|
+
*/
|
|
561
|
+
onLeaveXR?(args: NeedleXREventArgs): void;
|
|
562
|
+
/**
|
|
563
|
+
* Called when an XR controller is connected or when this component becomes active
|
|
564
|
+
* in a session with existing controllers
|
|
565
|
+
* @param args Event data for the controller that was added
|
|
566
|
+
*/
|
|
567
|
+
onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
|
|
568
|
+
/**
|
|
569
|
+
* Called when an XR controller is disconnected or when this component becomes inactive
|
|
570
|
+
* during a session with controllers
|
|
571
|
+
* @param args Event data for the controller that was removed
|
|
572
|
+
*/
|
|
573
|
+
onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
|
|
574
|
+
/**
|
|
575
|
+
* Called when a pointer enters this component's GameObject
|
|
576
|
+
* @param args Data about the pointer event
|
|
577
|
+
*/
|
|
578
|
+
onPointerEnter?(args: PointerEventData): any;
|
|
579
|
+
/**
|
|
580
|
+
* Called when a pointer moves while over this component's GameObject
|
|
581
|
+
* @param args Data about the pointer event
|
|
582
|
+
*/
|
|
583
|
+
onPointerMove?(args: PointerEventData): any;
|
|
584
|
+
/**
|
|
585
|
+
* Called when a pointer exits this component's GameObject
|
|
586
|
+
* @param args Data about the pointer event
|
|
587
|
+
*/
|
|
588
|
+
onPointerExit?(args: PointerEventData): any;
|
|
589
|
+
/**
|
|
590
|
+
* Called when a pointer button is pressed while over this component's GameObject
|
|
591
|
+
* @param args Data about the pointer event
|
|
592
|
+
*/
|
|
593
|
+
onPointerDown?(args: PointerEventData): any;
|
|
594
|
+
/**
|
|
595
|
+
* Called when a pointer button is released while over this component's GameObject
|
|
596
|
+
* @param args Data about the pointer event
|
|
597
|
+
*/
|
|
598
|
+
onPointerUp?(args: PointerEventData): any;
|
|
599
|
+
/**
|
|
600
|
+
* Called when a pointer completes a click interaction with this component's GameObject
|
|
601
|
+
* @param args Data about the pointer event
|
|
602
|
+
*/
|
|
603
|
+
onPointerClick?(args: PointerEventData): any;
|
|
604
|
+
/**
|
|
605
|
+
* Starts a coroutine that can yield to wait for events.
|
|
606
|
+
* Coroutines allow for time-based sequencing of operations without blocking.
|
|
607
|
+
* Coroutines are based on generator functions, a JavaScript language feature.
|
|
608
|
+
*
|
|
609
|
+
* @param routine Generator function to start
|
|
610
|
+
* @param evt Event to register the coroutine for (default: FrameEvent.Update)
|
|
611
|
+
* @returns The generator function that can be used to stop the coroutine
|
|
612
|
+
* @example
|
|
613
|
+
* Time-based sequencing of operations
|
|
614
|
+
* ```ts
|
|
615
|
+
* *myCoroutine() {
|
|
616
|
+
* yield WaitForSeconds(1); // wait for 1 second
|
|
617
|
+
* yield WaitForFrames(10); // wait for 10 frames
|
|
618
|
+
* yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
|
|
619
|
+
* }
|
|
620
|
+
* ```
|
|
621
|
+
* @example
|
|
622
|
+
* Coroutine that logs a message every 5 frames
|
|
623
|
+
* ```ts
|
|
624
|
+
* onEnable() {
|
|
625
|
+
* this.startCoroutine(this.myCoroutine());
|
|
626
|
+
* }
|
|
627
|
+
* private *myCoroutine() {
|
|
628
|
+
* while(this.activeAndEnabled) {
|
|
629
|
+
* console.log("Hello World", this.context.time.frame);
|
|
630
|
+
* // wait for 5 frames
|
|
631
|
+
* for(let i = 0; i < 5; i++) yield;
|
|
632
|
+
* }
|
|
633
|
+
* }
|
|
634
|
+
* ```
|
|
635
|
+
*/
|
|
636
|
+
startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
|
|
637
|
+
/**
|
|
638
|
+
* Stops a coroutine that was previously started with startCoroutine
|
|
639
|
+
* @param routine The routine to be stopped
|
|
640
|
+
* @param evt The frame event the routine was registered with
|
|
641
|
+
*/
|
|
642
|
+
stopCoroutine(routine: Generator, evt?: FrameEvent): void;
|
|
643
|
+
/**
|
|
644
|
+
* Checks if this component has been destroyed
|
|
645
|
+
* @returns True if the component or its GameObject has been destroyed
|
|
646
|
+
*/
|
|
647
|
+
get destroyed(): boolean;
|
|
648
|
+
/**
|
|
649
|
+
* Destroys this component and removes it from its GameObject
|
|
650
|
+
* After destruction, the component will no longer receive lifecycle callbacks
|
|
651
|
+
*/
|
|
652
|
+
destroy(): void;
|
|
653
|
+
/** @internal */
|
|
654
|
+
protected __didAwake: boolean;
|
|
655
|
+
/** @internal */
|
|
656
|
+
private __didStart;
|
|
657
|
+
/** @internal */
|
|
658
|
+
protected __didEnable: boolean;
|
|
659
|
+
/** @internal */
|
|
660
|
+
protected __isEnabled: boolean | undefined;
|
|
661
|
+
/** @internal */
|
|
662
|
+
private __destroyed;
|
|
663
|
+
/** @internal */
|
|
664
|
+
get __internalDidAwakeAndStart(): boolean;
|
|
665
|
+
/** @internal */
|
|
666
|
+
constructor(init?: ComponentInit<Component>);
|
|
667
|
+
/** @internal */
|
|
668
|
+
__internalNewInstanceCreated(init?: ComponentInit<this>): this;
|
|
669
|
+
/**
|
|
670
|
+
* Initializes component properties from an initialization object
|
|
671
|
+
* @param init Object with properties to copy to this component
|
|
672
|
+
* @internal
|
|
673
|
+
*/
|
|
674
|
+
_internalInit(init?: ComponentInit<this>): void;
|
|
675
|
+
/** @internal */
|
|
676
|
+
__internalAwake(): void;
|
|
677
|
+
/** @internal */
|
|
678
|
+
__internalStart(): void;
|
|
679
|
+
/** @internal */
|
|
680
|
+
__internalEnable(isAddingToScene?: boolean): boolean;
|
|
681
|
+
/** @internal */
|
|
682
|
+
__internalDisable(isRemovingFromScene?: boolean): void;
|
|
683
|
+
/** @internal */
|
|
684
|
+
__internalDestroy(): void;
|
|
685
|
+
/**
|
|
686
|
+
* Controls whether this component is enabled
|
|
687
|
+
* Disabled components don't receive lifecycle callbacks
|
|
688
|
+
*/
|
|
689
|
+
get enabled(): boolean;
|
|
690
|
+
set enabled(val: boolean);
|
|
691
|
+
/**
|
|
692
|
+
* Gets the position of this component's GameObject in world space.
|
|
693
|
+
* Note: This is equivalent to calling `this.gameObject.worldPosition`
|
|
694
|
+
*/
|
|
695
|
+
get worldPosition(): Vector3;
|
|
696
|
+
/**
|
|
697
|
+
* Sets the position of this component's GameObject in world space
|
|
698
|
+
* @param val The world position vector to set
|
|
699
|
+
*/
|
|
700
|
+
set worldPosition(val: Vector3);
|
|
701
|
+
/**
|
|
702
|
+
* Sets the position of this component's GameObject in world space using individual coordinates
|
|
703
|
+
* @param x X-coordinate in world space
|
|
704
|
+
* @param y Y-coordinate in world space
|
|
705
|
+
* @param z Z-coordinate in world space
|
|
706
|
+
*/
|
|
707
|
+
setWorldPosition(x: number, y: number, z: number): void;
|
|
708
|
+
/**
|
|
709
|
+
* Gets the rotation of this component's GameObject in world space as a quaternion
|
|
710
|
+
* Note: This is equivalent to calling `this.gameObject.worldQuaternion`
|
|
711
|
+
*/
|
|
712
|
+
get worldQuaternion(): Quaternion;
|
|
713
|
+
/**
|
|
714
|
+
* Sets the rotation of this component's GameObject in world space using a quaternion
|
|
715
|
+
* @param val The world rotation quaternion to set
|
|
716
|
+
*/
|
|
717
|
+
set worldQuaternion(val: Quaternion);
|
|
718
|
+
/**
|
|
719
|
+
* Sets the rotation of this component's GameObject in world space using quaternion components
|
|
720
|
+
* @param x X component of the quaternion
|
|
721
|
+
* @param y Y component of the quaternion
|
|
722
|
+
* @param z Z component of the quaternion
|
|
723
|
+
* @param w W component of the quaternion
|
|
724
|
+
*/
|
|
725
|
+
setWorldQuaternion(x: number, y: number, z: number, w: number): void;
|
|
726
|
+
/**
|
|
727
|
+
* Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
|
|
728
|
+
*/
|
|
729
|
+
get worldEuler(): Euler;
|
|
730
|
+
/**
|
|
731
|
+
* Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
|
|
732
|
+
* @param val The world rotation Euler angles to set
|
|
733
|
+
*/
|
|
734
|
+
set worldEuler(val: Euler);
|
|
735
|
+
/**
|
|
736
|
+
* Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
|
|
737
|
+
* Note: This is equivalent to calling `this.gameObject.worldRotation`
|
|
738
|
+
*/
|
|
739
|
+
get worldRotation(): Vector3;
|
|
740
|
+
/**
|
|
741
|
+
* Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
|
|
742
|
+
* @param val The world rotation vector to set (in degrees)
|
|
743
|
+
*/
|
|
744
|
+
set worldRotation(val: Vector3);
|
|
745
|
+
/**
|
|
746
|
+
* Sets the rotation of this component's GameObject in world space using individual Euler angles
|
|
747
|
+
* @param x X-axis rotation
|
|
748
|
+
* @param y Y-axis rotation
|
|
749
|
+
* @param z Z-axis rotation
|
|
750
|
+
* @param degrees Whether the values are in degrees (true) or radians (false)
|
|
751
|
+
*/
|
|
752
|
+
setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
|
|
753
|
+
private static _forward;
|
|
754
|
+
/**
|
|
755
|
+
* Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
|
|
756
|
+
*/
|
|
757
|
+
get forward(): Vector3;
|
|
758
|
+
private static _right;
|
|
759
|
+
/**
|
|
760
|
+
* Gets the right direction vector (1,0,0) of this component's GameObject in world space
|
|
761
|
+
*/
|
|
762
|
+
get right(): Vector3;
|
|
763
|
+
private static _up;
|
|
764
|
+
/**
|
|
765
|
+
* Gets the up direction vector (0,1,0) of this component's GameObject in world space
|
|
766
|
+
*/
|
|
767
|
+
get up(): Vector3;
|
|
768
|
+
/**
|
|
769
|
+
* Storage for event listeners registered to this component
|
|
770
|
+
* @private
|
|
771
|
+
*/
|
|
772
|
+
private _eventListeners;
|
|
773
|
+
/**
|
|
774
|
+
* Registers an event listener for the specified event type
|
|
775
|
+
* @param type The event type to listen for
|
|
776
|
+
* @param listener The callback function to execute when the event occurs
|
|
777
|
+
*/
|
|
778
|
+
addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
|
|
779
|
+
/**
|
|
780
|
+
* Removes a previously registered event listener
|
|
781
|
+
* @param type The event type the listener was registered for
|
|
782
|
+
* @param listener The callback function to remove
|
|
783
|
+
*/
|
|
784
|
+
removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
|
|
785
|
+
/**
|
|
786
|
+
* Dispatches an event to all registered listeners
|
|
787
|
+
* @param evt The event object to dispatch
|
|
788
|
+
* @returns Always returns false (standard implementation of EventTarget)
|
|
789
|
+
*/
|
|
790
|
+
dispatchEvent(evt: Event): boolean;
|
|
791
|
+
}
|
|
792
|
+
export { Component as Behaviour };
|