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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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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; import { Vector3 } from "three"; import { serializable } from "../engine/engine_serialization.js"; import { Behaviour } from "./Component.js"; import { Rigidbody } from "./RigidBody.js"; /** * Base class for physics joints that connect two {@link Rigidbody} components. * Joints constrain how two bodies can move relative to each other. * * The joint is created between: * - The {@link Rigidbody} on this GameObject (automatically found) * - The {@link connectedBody} Rigidbody you specify * * @summary Connect two Rigidbodies with physics constraints * @category Physics * @group Components * @see {@link FixedJoint} for rigid connections * @see {@link HingeJoint} for rotating connections * @see {@link Rigidbody} for physics bodies */ export class Joint extends Behaviour { /** The other Rigidbody to connect to */ connectedBody; get rigidBody() { return this._rigidBody; } _rigidBody = null; onEnable() { if (!this._rigidBody) this._rigidBody = this.gameObject.getComponent(Rigidbody); if (this.rigidBody && this.connectedBody) this.startCoroutine(this.create()); } *create() { yield; if (this.rigidBody && this.connectedBody && this.activeAndEnabled) { this.createJoint(this.rigidBody, this.connectedBody); } } } __decorate([ serializable(Rigidbody) ], Joint.prototype, "connectedBody", void 0); /** * FixedJoint locks two {@link Rigidbody} components together, making them move as one rigid unit. * The bodies maintain their relative position and rotation at the time the joint is created. * * Use this for: * - Attaching objects together permanently * - Creating compound rigid bodies * - Welding broken pieces back together * * @example Attach a weapon to a character * ```ts * const joint = weapon.addComponent(FixedJoint); * joint.connectedBody = characterRigidbody; * ``` * * @summary Lock two Rigidbodies together rigidly * @category Physics * @group Components * @see {@link Joint} base class * @see {@link HingeJoint} for rotating connections */ export class FixedJoint extends Joint { createJoint(self, other) { this.context.physics.engine?.addFixedJoint(self, other); } } /** * HingeJoint connects two {@link Rigidbody} components with a rotating constraint, * like a door hinge or wheel axle. Bodies can only rotate around the specified axis. * * Use this for: * - Doors and gates * - Wheels and axles * - Pendulums * - Any rotating mechanical connection * * @example Create a door hinge * ```ts * const hinge = door.addComponent(HingeJoint); * hinge.connectedBody = doorFrameRigidbody; * hinge.anchor = new Vector3(0, 0, 0); // Hinge position * hinge.axis = new Vector3(0, 1, 0); // Rotate around Y axis * ``` * * @summary Connect two Rigidbodies with a rotating hinge * @category Physics * @group Components * @see {@link Joint} base class * @see {@link FixedJoint} for rigid connections */ export class HingeJoint extends Joint { /** Local position of the hinge pivot point */ anchor; /** Axis of rotation for the hinge (e.g., Vector3(0,1,0) for vertical axis) */ axis; createJoint(self, other) { if (this.axis && this.anchor) this.context.physics.engine?.addHingeJoint(self, other, this.anchor, this.axis); } } __decorate([ serializable(Vector3) ], HingeJoint.prototype, "anchor", void 0); __decorate([ serializable(Vector3) ], HingeJoint.prototype, "axis", void 0); //# sourceMappingURL=Joints.js.map