@needle-tools/engine
Version:
Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in
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JavaScript
import { Object3D, Vector3 } from "three";
import { isDevEnvironment } from "../engine/debug/index.js";
import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
import { destroy, findByGuid, foreachComponent, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
import * as main from "../engine/engine_mainloop_utils.js";
import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
import { Context, FrameEvent } from "../engine/engine_setup.js";
import * as threeutils from "../engine/engine_three_utils.js";
// export interface ISerializationCallbackReceiver {
// onBeforeSerialize?(): object | void;
// onAfterSerialize?();
// onBeforeDeserialize?(data?: any);
// onAfterDeserialize?();
// onDeserialize?(key: string, value: any): any | void;
// }
/**
* All {@type Object3D} types that are loaded in Needle Engine do automatically receive the GameObject extensions like `addComponent` etc.
* Many of the GameObject methods can be imported directly via `@needle-tools/engine` as well:
* ```typescript
* import { addComponent } from "@needle-tools/engine";
* ```
*/
export class GameObject extends Object3D {
guid;
static isDestroyed(go) {
return isDestroyed(go);
}
static setActive(go, active, processStart = true) {
if (!go)
return;
setActive(go, active);
// TODO: do we still need this?:
main.updateIsActive(go);
if (active && processStart)
main.processStart(Context.Current, go);
}
/** If the object is active (same as go.visible) */
static isActiveSelf(go) {
return isActiveSelf(go);
}
/** If the object is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
* @param go object to check
*/
static isActiveInHierarchy(go) {
return isActiveInHierarchy(go);
}
static markAsInstancedRendered(go, instanced) {
markAsInstancedRendered(go, instanced);
}
static isUsingInstancing(instance) { return isUsingInstancing(instance); }
/** Run a callback for all components of the provided type on the provided object and its children (if recursive is true)
* @param instance object to run the method on
* @param cb callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
* @param recursive if true, the method will be run on all children as well
* @returns the last return value of the callback
*/
static foreachComponent(instance, cb, recursive = true) {
return foreachComponent(instance, cb, recursive);
}
/** Creates a new instance of the provided object. The new instance will be created on all connected clients
* @param instance object to instantiate
* @param opts options for the instantiation
*/
static instantiateSynced(instance, opts) {
if (!instance)
return null;
return syncInstantiate(instance, opts);
}
/** Creates a new instance of the provided object (like cloning it including all components and children)
* @param instance object to instantiate
* @param opts options for the instantiation (e.g. with what parent, position, etc.)
*/
static instantiate(instance, opts = null) {
return instantiate(instance, opts);
}
/** Destroys a object on all connected clients (if you are in a networked session)
* @param instance object to destroy
*/
static destroySynced(instance, context, recursive = true) {
if (!instance)
return;
const go = instance;
context = context ?? Context.Current;
syncDestroy(go, context.connection, recursive);
}
/** Destroys a object
* @param instance object to destroy
* @param recursive if true, all children will be destroyed as well. true by default
*/
static destroy(instance, recursive = true) {
return destroy(instance, recursive);
}
/**
* Add an object to parent and also ensure all components are being registered
*/
static add(instance, parent, context) {
if (!instance || !parent)
return;
if (instance === parent) {
console.warn("Can not add object to self", instance);
return;
}
if (!context) {
context = Context.Current;
}
parent.add(instance);
setActive(instance, true);
main.updateIsActive(instance);
if (context) {
GameObject.foreachComponent(instance, (comp) => {
main.addScriptToArrays(comp, context);
if (comp.__internalDidAwakeAndStart)
return;
if (context.new_script_start.includes(comp) === false) {
context.new_script_start.push(comp);
}
}, true);
}
else {
console.warn("Missing context");
}
}
/**
* Removes the object from its parent and deactivates all of its components
*/
static remove(instance) {
if (!instance)
return;
instance.parent?.remove(instance);
setActive(instance, false);
main.updateIsActive(instance);
GameObject.foreachComponent(instance, (comp) => {
main.processRemoveFromScene(comp);
}, true);
}
/** Invokes a method on all components including children (if a method with that name exists) */
static invokeOnChildren(go, functionName, ...args) {
this.invoke(go, functionName, true, args);
}
/** Invokes a method on all components that have a method matching the provided name
* @param go object to invoke the method on all components
* @param functionName name of the method to invoke
*/
static invoke(go, functionName, children = false, ...args) {
if (!go)
return;
this.foreachComponent(go, c => {
const fn = c[functionName];
if (fn && typeof fn === "function") {
fn?.call(c, ...args);
}
}, children);
}
/** @deprecated use `addComponent` */
// eslint-disable-next-line deprecation/deprecation
static addNewComponent(go, type, init, callAwake = true) {
return addComponent(go, type, init, { callAwake });
}
/**
* Add a new component (or move an existing component) to the provided object
* @param go object to add the component to
* @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 and moved to the new object
* @param init optional init object to initialize the component with
* @param callAwake if true, the component will be added and awake will be called immediately
*/
static addComponent(go, instanceOrType, init, opts) {
return addComponent(go, instanceOrType, init, opts);
}
/**
* Moves a component to a new object
* @param go component to move the component to
* @param instance component to move to the GO
*/
static moveComponent(go, instance) {
return addComponent(go, instance);
}
/** Removes a component from its object
* @param instance component to remove
*/
static removeComponent(instance) {
removeComponent(instance.gameObject, instance);
return instance;
}
static getOrAddComponent(go, typeName) {
return getOrAddComponent(go, typeName);
}
/** Gets a component on the provided object */
static getComponent(go, typeName) {
if (go === null)
return null;
// if names are minified we could also use the type store and work with strings everywhere
// not ideal, but I dont know a good/sane way to do this otherwise
// const res = TypeStore.get(typeName);
// if(res) typeName = res;
return getComponent(go, typeName);
}
static getComponents(go, typeName, arr = null) {
if (go === null)
return arr ?? [];
return getComponents(go, typeName, arr);
}
static findByGuid(guid, hierarchy) {
const res = findByGuid(guid, hierarchy);
return res;
}
static findObjectOfType(typeName, context, includeInactive = true) {
return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
}
static findObjectsOfType(typeName, context) {
const arr = [];
findObjectsOfType(typeName, arr, context);
return arr;
}
static getComponentInChildren(go, typeName) {
return getComponentInChildren(go, typeName);
}
static getComponentsInChildren(go, typeName, arr = null) {
return getComponentsInChildren(go, typeName, arr ?? undefined);
}
static getComponentInParent(go, typeName) {
return getComponentInParent(go, typeName);
}
static getComponentsInParent(go, typeName, arr = null) {
return getComponentsInParent(go, typeName, arr);
}
static getAllComponents(go) {
const componentsList = go.userData?.components;
if (!componentsList)
return [];
const newList = [...componentsList];
return newList;
}
static *iterateComponents(go) {
const list = go?.userData?.components;
if (list && Array.isArray(list)) {
for (let i = 0; i < list.length; i++) {
yield list[i];
}
}
}
}
/**
* Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
* Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
* Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
*
* The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
*
* XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
*
* To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
*
* @example
* ```typescript
* import { Behaviour } from "@needle-tools/engine";
* export class MyComponent extends Behaviour {
* start() {
* console.log("Hello World");
* }
* update() {
* console.log("Frame", this.context.time.frame);
* }
* }
* ```
*
* @group Components
*/
export class Component {
/** @internal */
get isComponent() { return true; }
__context;
/** Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene */
get context() {
return this.__context ?? Context.Current;
}
set context(context) {
this.__context = context;
}
/** shorthand for `this.context.scene`
* @returns the scene of the context */
get scene() { return this.context.scene; }
/** @returns the layer of the gameObject this component is attached to */
get layer() {
return this.gameObject?.userData?.layer;
}
/** @returns the name of the gameObject this component is attached to */
get name() {
if (this.gameObject?.name) {
return this.gameObject.name;
}
return this.gameObject?.userData.name;
}
__name;
set name(str) {
if (this.gameObject) {
if (!this.gameObject.userData)
this.gameObject.userData = {};
this.gameObject.userData.name = str;
this.__name = str;
}
else {
this.__name = str;
}
}
/** @returns the tag of the gameObject this component is attached to */
get tag() {
return this.gameObject?.userData.tag;
}
set tag(str) {
if (this.gameObject) {
if (!this.gameObject.userData)
this.gameObject.userData = {};
this.gameObject.userData.tag = str;
}
}
/** Is the gameObject marked as static */
get static() {
return this.gameObject?.userData.static;
}
set static(value) {
if (this.gameObject) {
if (!this.gameObject.userData)
this.gameObject.userData = {};
this.gameObject.userData.static = value;
}
}
get hideFlags() {
return this.gameObject?.userData.hideFlags;
}
/** @returns true if the object is enabled and active in the hierarchy */
get activeAndEnabled() {
if (this.destroyed)
return false;
if (this.__isEnabled === false)
return false;
if (!this.__isActiveInHierarchy)
return false;
// let go = this.gameObject;
// do {
// // console.log(go.name, go.visible)
// if (!go.visible) return false;
// go = go.parent as GameObject;
// }
// while (go);
return true;
}
get __isActive() {
return this.gameObject.visible;
}
get __isActiveInHierarchy() {
if (!this.gameObject)
return false;
const res = this.gameObject[activeInHierarchyFieldName];
if (res === undefined)
return true;
return res;
}
set __isActiveInHierarchy(val) {
if (!this.gameObject)
return;
this.gameObject[activeInHierarchyFieldName] = val;
}
/** the object this component is attached to. Note that this is a threejs Object3D with some additional features */
gameObject;
/** the unique identifier for this component */
guid = "invalid";
/** holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF) */
sourceId;
/** called once when the component becomes active for the first time (once per component)
* This is the first callback to be called */
awake() { }
/** called every time when the component gets enabled (this is invoked after awake and before start)
* or when it becomes active in the hierarchy (e.g. if a parent object or this.gameObject gets set to visible)
*/
onEnable() { }
/** called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible */
onDisable() { }
/** Called when the component gets destroyed */
onDestroy() {
this.__destroyed = true;
}
/** starts a coroutine (javascript generator function)
* `yield` will wait for the next frame:
* - Use `yield WaitForSeconds(1)` to wait for 1 second.
* - Use `yield WaitForFrames(10)` to wait for 10 frames.
* - Use `yield new Promise(...)` to wait for a promise to resolve.
* @param routine generator function to start
* @param evt event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example `FrameEvent.Update` will be called after regular component `update()` methods)
* @returns the generator function (use it to stop the coroutine with `stopCoroutine`)
* @example
* ```ts
* onEnable() { this.startCoroutine(this.myCoroutine()); }
* private *myCoroutine() {
* while(this.activeAndEnabled) {
* console.log("Hello World", this.context.time.frame);
* // wait for 5 frames
* for(let i = 0; i < 5; i++) yield;
* }
* }
* ```
*/
startCoroutine(routine, evt = FrameEvent.Update) {
return this.context.registerCoroutineUpdate(this, routine, evt);
}
/**
* Stop a coroutine that was previously started with `startCoroutine`
* @param routine the routine to be stopped
* @param evt the frame event to unregister the routine from (default: FrameEvent.Update)
*/
stopCoroutine(routine, evt = FrameEvent.Update) {
this.context.unregisterCoroutineUpdate(routine, evt);
}
/** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */
get destroyed() {
return this.__destroyed;
}
/**
* Destroys this component (and removes it from the object)
*/
destroy() {
if (this.__destroyed)
return;
this.__internalDestroy();
}
/** @internal */
__didAwake = false;
/** @internal */
__didStart = false;
/** @internal */
__didEnable = false;
/** @internal */
__isEnabled = undefined;
/** @internal */
__destroyed = false;
/** @internal */
get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
/** @internal */
constructor(init) {
this.__didAwake = false;
this.__didStart = false;
this.__didEnable = false;
this.__isEnabled = undefined;
this.__destroyed = false;
this._internalInit(init);
}
/** @internal */
__internalNewInstanceCreated(init) {
this.__didAwake = false;
this.__didStart = false;
this.__didEnable = false;
this.__isEnabled = undefined;
this.__destroyed = false;
this._internalInit(init);
return this;
}
_internalInit(init) {
if (typeof init === "object") {
for (const key of Object.keys(init)) {
const value = init[key];
// we don't want to allow overriding functions via init
if (typeof value === "function")
continue;
this[key] = value;
}
}
}
/** @internal */
__internalAwake() {
if (this.__didAwake)
return;
this.__didAwake = true;
this.awake();
}
/** @internal */
__internalStart() {
if (this.__didStart)
return;
this.__didStart = true;
if (this.start)
this.start();
}
/** @internal */
__internalEnable(isAddingToScene) {
if (this.__destroyed) {
if (isDevEnvironment()) {
console.warn("[Needle Engine Dev] Trying to enable destroyed component");
}
return false;
}
// Don't change enable before awake
// But a user can change enable during awake
if (!this.__didAwake)
return false;
if (this.__didEnable) {
// We dont want to change the enable state if we are adding to scene
// But we want to change the state when e.g. a user changes the enable state during awake
if (isAddingToScene !== true)
this.__isEnabled = true;
return false;
}
// console.trace("INTERNAL ENABLE");
this.__didEnable = true;
this.__isEnabled = true;
this.onEnable();
return true;
}
/** @internal */
__internalDisable(isRemovingFromScene) {
// Don't change enable before awake
// But a user can change enable during awake
if (!this.__didAwake)
return;
if (!this.__didEnable) {
// We dont want to change the enable state if we are removing from a scene
if (isRemovingFromScene !== true)
this.__isEnabled = false;
return;
}
this.__didEnable = false;
this.__isEnabled = false;
this.onDisable();
}
/** @internal */
__internalDestroy() {
if (this.__destroyed)
return;
this.__destroyed = true;
if (this.__didAwake) {
this.onDestroy?.call(this);
this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
}
destroyComponentInstance(this);
}
get enabled() {
return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
}
set enabled(val) {
if (this.__destroyed) {
if (isDevEnvironment()) {
console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
}
return;
}
// when called from animationclip we receive numbers
// due to interpolation they can be anything between 0 and 1
if (typeof val === "number") {
if (val >= 0.5)
val = true;
else
val = false;
}
// need to check here because codegen is calling this before everything is setup
if (!this.__didAwake) {
this.__isEnabled = val;
return;
}
if (val) {
this.__internalEnable();
}
else {
this.__internalDisable();
}
}
get worldPosition() {
return threeutils.getWorldPosition(this.gameObject);
}
set worldPosition(val) {
threeutils.setWorldPosition(this.gameObject, val);
}
setWorldPosition(x, y, z) {
threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
}
get worldQuaternion() {
return threeutils.getWorldQuaternion(this.gameObject);
}
set worldQuaternion(val) {
threeutils.setWorldQuaternion(this.gameObject, val);
}
setWorldQuaternion(x, y, z, w) {
threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
}
// world euler (in radians)
get worldEuler() {
return threeutils.getWorldEuler(this.gameObject);
}
// world euler (in radians)
set worldEuler(val) {
threeutils.setWorldEuler(this.gameObject, val);
}
// returns rotation in degrees
get worldRotation() {
return this.gameObject.worldRotation;
;
}
set worldRotation(val) {
this.setWorldRotation(val.x, val.y, val.z, true);
}
setWorldRotation(x, y, z, degrees = true) {
threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
}
static _forward = new Vector3();
/** Forward (0,0,-1) vector in world space */
get forward() {
return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
}
static _right = new Vector3();
/** Right (1,0,0) vector in world space */
get right() {
return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
}
static _up = new Vector3();
/** Up (0,1,0) vector in world space */
get up() {
return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
}
// EventTarget implementation:
_eventListeners = new Map();
addEventListener(type, listener) {
this._eventListeners[type] = this._eventListeners[type] || [];
this._eventListeners[type].push(listener);
}
removeEventListener(type, listener) {
if (!this._eventListeners[type])
return;
const index = this._eventListeners[type].indexOf(listener);
if (index >= 0)
this._eventListeners[type].splice(index, 1);
}
dispatchEvent(evt) {
if (!evt || !this._eventListeners[evt.type])
return false;
const listeners = this._eventListeners[evt.type];
for (let i = 0; i < listeners.length; i++) {
listeners[i](evt);
}
return false;
}
}
// For legacy reasons we need to export this as well
// (and we don't use extend to inherit the component docs)
export { Component as Behaviour };
//# sourceMappingURL=Component.js.map