@dcl/ecs
Version:
Decentraland ECS
46 lines (45 loc) • 1.79 kB
JavaScript
/* istanbul ignore file */
import * as components from '../components';
/**
* It checks all the entities that has a PointerEvent and check if it has a collider.
* *
* @public
* @params engine
*/
export function pointerEventColliderChecker(engine) {
const PointerEvents = components.PointerEvents(engine);
const MeshCollider = components.MeshCollider(engine);
const GltfContainer = components.GltfContainer(engine);
const UiTransform = components.UiTransform(engine);
const alreadyShownlog = new Set();
let timer = 0;
function systemChecker(dt) {
timer += dt;
if (timer <= 10) {
return;
}
timer = 0;
for (const [entity] of engine.getEntitiesWith(PointerEvents)) {
if (alreadyShownlog.has(entity))
continue;
// Maybe the collider is inside the GLTFContainer. Ignore it
if (GltfContainer.has(entity))
continue;
// UI handles the pointer's in a diff way.
if (UiTransform.has(entity))
continue;
// check for Mesh Pointer Collision Layer
const mesh = MeshCollider.getOrNull(entity);
if (mesh) {
if (mesh.collisionMask === undefined || mesh.collisionMask & 1 /* components.ColliderLayer.CL_POINTER */) {
continue;
}
}
alreadyShownlog.add(entity);
console.log(`⚠️ Missing MeshCollider component on entity ${entity}. Add a MeshCollider to the entity so it can be clickeable by the player.
See https://docs.decentraland.org/creator/development-guide/sdk7/colliders/#pointer-blocking`);
}
}
engine.removeSystem(systemChecker);
engine.addSystem(systemChecker);
}