@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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text/typescript
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);
}
}