@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
810 lines (697 loc) • 33.2 kB
text/typescript
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 };