@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.
64 lines • 2.78 kB
JavaScript
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