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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 { Object3D } from "three"; import { serializable } from "../engine/engine_serialization_decorator.js"; import { Behaviour } from "./Component.js"; /** * The [LookAtConstraint](https://engine.needle.tools/docs/api/LookAtConstraint) component is primarely used by {@link OrbitControls} to set the camera's focus point. * It does not have its own logic to update the look-at position. * * The constraint uses a list of source objects - the look-at target is * calculated from the first source in the `sources` array. * * **Integration with OrbitControls:** * When attached to the same GameObject as OrbitControls, this constraint * controls where the camera orbits around and looks at. * * @summary Look At Constraint for camera targeting * @category Camera and Controls * @group Components * @see {@link OrbitControls} for camera orbit controls * @see {@link SmoothFollow} for smooth position/rotation following * @see {@link LookAt} for directly making an object look at a target without using a constraint */ export class LookAtConstraint extends Behaviour { /** * When true, the constraint is active and affects the target. * Set to false to temporarily disable without removing sources. */ constraintActive = true; /** * When true, the look-at position is locked and won't update * even if source objects move. */ locked = false; /** * Objects to look at. The first object in the array is used * as the primary look-at target. */ sources = []; /** * Sets the world position that the constraint should look at. * Updates the first source object's position. * @param worldPosition The world-space position to look at */ setConstraintPosition(worldPosition) { const source = this.sources[0]; if (source) source.worldPosition = worldPosition; } } __decorate([ serializable() ], LookAtConstraint.prototype, "constraintActive", void 0); __decorate([ serializable() ], LookAtConstraint.prototype, "locked", void 0); __decorate([ serializable(Object3D) ], LookAtConstraint.prototype, "sources", void 0); //# sourceMappingURL=LookAtConstraint.js.map