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@needle-tools/engine

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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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import { Box3, Color, type ColorRepresentation, LineSegments, Object3D, Vector3 } from "three"; import { CreateWireCube, Gizmos } from "../engine/engine_gizmos.js"; import { getBoundingBox, getWorldPosition, getWorldScale } from "../engine/engine_three_utils.js"; import { getParam } from "../engine/engine_utils.js"; import { Behaviour } from "./Component.js"; const gizmos = getParam("gizmos"); const debug = getParam("debugboxhelper"); /** * @category Helpers * @group Components */ export class BoxHelperComponent extends Behaviour { private box: Box3 | null = null; private static testBox: Box3 = new Box3(); private _lastMatrixUpdateFrame: number = -1; private static _position: Vector3 = new Vector3(); private static _size: Vector3 = new Vector3(.01, .01, .01); private static _emptyObjectSize: Vector3 = new Vector3(.01, .01, .01); public isInBox(obj: Object3D): boolean | undefined { if (!obj) return undefined; if (!this.box) { this.box = new Box3(); } getBoundingBox([obj], undefined, undefined, BoxHelperComponent.testBox); if (BoxHelperComponent.testBox.isEmpty()) { const wp = getWorldPosition(obj, BoxHelperComponent._position); BoxHelperComponent.testBox.setFromCenterAndSize(wp, BoxHelperComponent._emptyObjectSize); } this.updateBox(); const intersects = this.box?.intersectsBox(BoxHelperComponent.testBox); if (intersects) { if (debug) Gizmos.DrawWireBox3(BoxHelperComponent.testBox, 0xff0000, 5); } return intersects; } public intersects(box: Box3): boolean { if (!box) return false; return this.updateBox(false).intersectsBox(box); } public updateBox(force: boolean = false): Box3 { if (!this.box) { this.box = new Box3(); } if (force || this.context.time.frameCount != this._lastMatrixUpdateFrame) { const firstUpdate = this._lastMatrixUpdateFrame < 0; this._lastMatrixUpdateFrame = this.context.time.frameCount; const updateParents: boolean = firstUpdate; // updating parents seems to cause falsely calculated positions sometimes? const wp = getWorldPosition(this.gameObject, BoxHelperComponent._position, updateParents); const size = getWorldScale(this.gameObject, BoxHelperComponent._size); this.box.setFromCenterAndSize(wp, size); } return this.box; } private _helper: LineSegments | null = null; private _color: Color | null = null; awake(): void { this._helper = null; this._color = null; this.box = null; } public showHelper(col: ColorRepresentation | null = null, force: boolean = false) { if (!gizmos && !force) return; if (this._helper) { if (col) this._color?.set(col); this.gameObject.add(this._helper); return; } this._helper = CreateWireCube(col); this.gameObject.add(this._helper); } }