@dcl/ecs
Version:
Decentraland ECS
73 lines (72 loc) • 3.02 kB
JavaScript
;
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
__setModuleDefault(result, mod);
return result;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.pointerEventColliderChecker = void 0;
/* istanbul ignore file */
const components = __importStar(require("../components"));
/**
* It checks all the entities that has a PointerEvent and check if it has a collider.
* *
* @public
* @params engine
*/
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);
}
exports.pointerEventColliderChecker = pointerEventColliderChecker;