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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 { Euler, Object3D, Quaternion, Scene, 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, HideFlags, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js"; import * as main from "../engine/engine_mainloop_utils.js"; import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js"; import { Context, FrameEvent } from "../engine/engine_setup.js"; import * as threeutils from "../engine/engine_three_utils.js"; import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js"; import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js"; import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.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 abstract class GameObject extends Object3D implements Object3D, IGameObject { // these are implemented via threejs object extensions abstract activeSelf: boolean; /** @deprecated use `addComponent` */ // eslint-disable-next-line deprecation/deprecation abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T; /** creates a new component on this gameObject */ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T; abstract removeComponent<T extends IComponent>(comp: T): T; abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T; abstract getComponent<T>(type: Constructor<T>): T | null; abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>; abstract getComponentInChildren<T>(type: Constructor<T>): T | null; abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>; abstract getComponentInParent<T>(type: Constructor<T>): T | null; abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>; abstract get worldPosition(): Vector3 abstract set worldPosition(val: Vector3); abstract set worldQuaternion(val: Quaternion); abstract get worldQuaternion(): Quaternion; abstract set worldRotation(val: Vector3); abstract get worldRotation(): Vector3; abstract set worldScale(val: Vector3); abstract get worldScale(): Vector3; abstract get worldForward(): Vector3; abstract get worldRight(): Vector3; abstract get worldUp(): Vector3; guid: string | undefined; // Added to the threejs Object3D prototype abstract destroy(); public static isDestroyed(go: Object3D): boolean { return isDestroyed(go); } public static setActive(go: Object3D, active: boolean, processStart: boolean = 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) */ public static isActiveSelf(go: Object3D): boolean { 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 */ public static isActiveInHierarchy(go: Object3D): boolean { return isActiveInHierarchy(go); } public static markAsInstancedRendered(go: Object3D, instanced: boolean) { markAsInstancedRendered(go, instanced); } public static isUsingInstancing(instance: Object3D): boolean { 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 */ public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any { return foreachComponent(instance, cb as (comp: IComponent) => any, 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 */ public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null { if (!instance) return null; return syncInstantiate(instance as any, opts) as GameObject | null; } /** 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.) */ public static instantiate(instance: GameObject | Object3D, opts: IInstantiateOptions | null = null): GameObject { return instantiate(instance, opts) as GameObject; } /** Destroys a object on all connected clients (if you are in a networked session) * @param instance object to destroy */ public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) { if (!instance) return; const go = instance as GameObject; context = context ?? Context.Current; syncDestroy(go as any, 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 */ public static destroy(instance: Object3D | Component, recursive: boolean = true) { return destroy(instance, recursive); } /** * Add an object to parent and also ensure all components are being registered */ public static add(instance: Object3D | null | undefined, parent: Object3D, context?: 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: Component) => { main.addScriptToArrays(comp, context!); if (comp.__internalDidAwakeAndStart) return; if (context!.new_script_start.includes(comp) === false) { context!.new_script_start.push(comp as Component); } }, true); } else { console.warn("Missing context"); } } /** * Removes the object from its parent and deactivates all of its components */ public static remove(instance: Object3D | null | undefined) { 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) */ public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) { 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 */ public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) { 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 public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T { 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 */ public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T { 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 */ public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T { return addComponent(go, instance); } /** Removes a component from its object * @param instance component to remove */ public static removeComponent<T extends IComponent>(instance: T): T { removeComponent(instance.gameObject, instance as any); return instance; } public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T { return getOrAddComponent<any>(go, typeName); } /** Gets a component on the provided object */ public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null { 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 as any); } public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] { if (go === null) return arr ?? []; return getComponents(go, typeName, arr); } public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined { const res = findByGuid(guid, hierarchy); return res as GameObject | Component | null | undefined; } public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null { return findObjectOfType(typeName, context ?? Context.Current, includeInactive); } public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> { const arr = []; findObjectsOfType(typeName, arr, context); return arr; } public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null { return getComponentInChildren(go, typeName); } public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> { return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[] } public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null { return getComponentInParent(go, typeName); } public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> { return getComponentsInParent(go, typeName, arr); } public static getAllComponents(go: IGameObject | Object3D): Component[] { const componentsList = go.userData?.components; if (!componentsList) return []; const newList = [...componentsList]; return newList; } public static *iterateComponents(go: IGameObject | Object3D) { 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 abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> { /** @internal */ get isComponent(): boolean { return true; } private __context: Context | undefined; /** Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene */ get context(): Context { return this.__context ?? Context.Current; } set context(context: Context) { this.__context = context; } /** shorthand for `this.context.scene` * @returns the scene of the context */ get scene(): Scene { return this.context.scene; } /** @returns the layer of the gameObject this component is attached to */ get layer(): number { return this.gameObject?.userData?.layer; } /** @returns the name of the gameObject this component is attached to */ get name(): string { if (this.gameObject?.name) { return this.gameObject.name; } return this.gameObject?.userData.name; } private __name?: string; set name(str: string) { 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(): string { return this.gameObject?.userData.tag; } set tag(str: string) { 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: boolean) { if (this.gameObject) { if (!this.gameObject.userData) this.gameObject.userData = {} this.gameObject.userData.static = value; } } get hideFlags(): HideFlags { return this.gameObject?.userData.hideFlags; } /** @returns true if the object is enabled and active in the hierarchy */ get activeAndEnabled(): boolean { 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; } private get __isActive(): boolean { return this.gameObject.visible; } private get __isActiveInHierarchy(): boolean { if (!this.gameObject) return false; const res = this.gameObject[activeInHierarchyFieldName]; if (res === undefined) return true; return res; } private set __isActiveInHierarchy(val: boolean) { 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!: GameObject; /** the unique identifier for this component */ guid: string = "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?: SourceIdentifier; // transform: Object3D = nullObject; /** called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them) */ resolveGuids?(guidsMap: GuidsMap): void; /** 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; } /** called when you decorate fields with the @validate() decorator * @param prop the name of the field that was changed */ onValidate?(prop?: string): void; /** Called for all scripts when the context gets paused or unpaused */ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void; /** called at the beginning of a frame (once per component) */ start?(): void; /** first callback in a frame (called every frame when implemented) */ earlyUpdate?(): void; /** regular callback in a frame (called every frame when implemented) */ update?(): void; /** late callback in a frame (called every frame when implemented) */ lateUpdate?(): void; /** called before the scene gets rendered in the main update loop */ onBeforeRender?(frame: XRFrame | null): void; /** called after the scene was rendered */ onAfterRender?(): void; onCollisionEnter?(col: Collision); onCollisionExit?(col: Collision); onCollisionStay?(col: Collision); onTriggerEnter?(col: ICollider); onTriggerStay?(col: ICollider); onTriggerExit?(col: ICollider); /** Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary. * @returns true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode) */ supportsXR?(mode: XRSessionMode): boolean; /** Called before the XR session is requested. Use this callback if you want to modify the session init features */ onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void; /** Callback when this component joins a xr session (or becomes active in a running XR session) */ onEnterXR?(args: NeedleXREventArgs): void; /** Callback when a xr session updates (while it is still active in XR session) */ onUpdateXR?(args: NeedleXREventArgs): void; /** Callback when this component exists a xr session (or when it becomes inactive in a running XR session) */ onLeaveXR?(args: NeedleXREventArgs): void; /** Callback when a controller is connected/added while in a XR session * OR when the component joins a running XR session that has already connected controllers * OR when the component becomes active during a running XR session that has already connected controllers */ onXRControllerAdded?(args: NeedleXRControllerEventArgs): void; /** callback when a controller is removed while in a XR session * OR when the component becomes inactive during a running XR session */ onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void; /* IPointerEventReceiver */ /* @inheritdoc */ onPointerEnter?(args: PointerEventData); onPointerMove?(args: PointerEventData); onPointerExit?(args: PointerEventData); onPointerDown?(args: PointerEventData); onPointerUp?(args: PointerEventData); onPointerClick?(args: PointerEventData); /** 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: Generator, evt: FrameEvent = FrameEvent.Update): Generator { 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: Generator, evt: FrameEvent = FrameEvent.Update): void { this.context.unregisterCoroutineUpdate(routine, evt); } /** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */ public get destroyed(): boolean { return this.__destroyed; } /** * Destroys this component (and removes it from the object) */ public destroy() { if (this.__destroyed) return; this.__internalDestroy(); } /** @internal */ protected __didAwake: boolean = false; /** @internal */ private __didStart: boolean = false; /** @internal */ protected __didEnable: boolean = false; /** @internal */ protected __isEnabled: boolean | undefined = undefined; /** @internal */ private __destroyed: boolean = false; /** @internal */ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; } /** @internal */ constructor(init?: ComponentInit<Component>) { this.__didAwake = false; this.__didStart = false; this.__didEnable = false; this.__isEnabled = undefined; this.__destroyed = false; this._internalInit(init as ComponentInit<this>); } /** @internal */ __internalNewInstanceCreated(init?: ComponentInit<this>): this { this.__didAwake = false; this.__didStart = false; this.__didEnable = false; this.__isEnabled = undefined; this.__destroyed = false; this._internalInit(init); return this; } _internalInit(init?: ComponentInit<this>) { 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 as any)[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?: boolean): boolean { 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?: boolean) { // 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 as any); } get enabled(): boolean { return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled } set enabled(val: boolean) { 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(): Vector3 { return threeutils.getWorldPosition(this.gameObject); } set worldPosition(val: Vector3) { threeutils.setWorldPosition(this.gameObject, val); } setWorldPosition(x: number, y: number, z: number) { threeutils.setWorldPositionXYZ(this.gameObject, x, y, z); } get worldQuaternion(): Quaternion { return threeutils.getWorldQuaternion(this.gameObject); } set worldQuaternion(val: Quaternion) { threeutils.setWorldQuaternion(this.gameObject, val); } setWorldQuaternion(x: number, y: number, z: number, w: number) { threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w); } // world euler (in radians) get worldEuler(): Euler { return threeutils.getWorldEuler(this.gameObject); } // world euler (in radians) set worldEuler(val: Euler) { threeutils.setWorldEuler(this.gameObject, val); } // returns rotation in degrees get worldRotation(): Vector3 { return this.gameObject.worldRotation;; } set worldRotation(val: Vector3) { this.setWorldRotation(val.x, val.y, val.z, true); } setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) { threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees); } private static _forward: Vector3 = new Vector3(); /** Forward (0,0,-1) vector in world space */ public get forward(): Vector3 { return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion); } private static _right: Vector3 = new Vector3(); /** Right (1,0,0) vector in world space */ public get right(): Vector3 { return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion); } private static _up: Vector3 = new Vector3(); /** Up (0,1,0) vector in world space */ public get up(): Vector3 { return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion); } // EventTarget implementation: private _eventListeners = new Map<string, EventListener[]>(); addEventListener<T extends Event>(type: string, listener: (evt: T) => any) { this._eventListeners[type] = this._eventListeners[type] || []; this._eventListeners[type].push(listener); } removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) { if (!this._eventListeners[type]) return; const index = this._eventListeners[type].indexOf(listener); if (index >= 0) this._eventListeners[type].splice(index, 1); } dispatchEvent(evt: Event): boolean { 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 };