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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 { Object3D } from "three"; import { Behaviour } from "./Component.js"; import { EventList } from "./EventList.js"; /** * Component that receives and responds to spatial events, like entering or exiting a trigger zone. * Used in conjunction with {@link SpatialTrigger} to create interactive spatial events. * * Place this on objects that should react when entering trigger zones. The receiver checks * against all active SpatialTriggers each frame and fires events when intersections change. * * Events can be connected via {@link EventList} in the editor or listened to in code. * * @example Listen to trigger events * ```ts * export class DoorTrigger extends Behaviour { * @serializable(SpatialTriggerReceiver) * receiver?: SpatialTriggerReceiver; * * start() { * this.receiver?.onEnter?.addEventListener(() => { * console.log("Player entered door zone"); * }); * } * } * ``` * * @summary Receives spatial trigger events * @category Interactivity * @group Components * @see {@link SpatialTrigger} for defining trigger zones * @see {@link EventList} for event handling * @link https://engine.needle.tools/samples/spatial-triggers/ */ export declare class SpatialTriggerReceiver extends Behaviour { /** * Bitmask determining which triggers this receiver responds to * Only triggers with matching masks will interact with this receiver */ triggerMask: number; /** Event invoked when this object enters a trigger zone */ onEnter?: EventList<any>; /** Event invoked continuously while this object is inside a trigger zone */ onStay?: EventList<any>; /** Event invoked when this object exits a trigger zone */ onExit?: EventList<any>; /** * Initializes the receiver and logs debug info if enabled * @internal */ start(): void; /** * Checks for intersections with spatial triggers and fires appropriate events * Handles enter, stay, and exit events for all relevant triggers * @internal */ update(): void; /** Array of triggers currently intersecting with this receiver */ readonly currentIntersected: SpatialTrigger[]; /** Array of triggers that intersected with this receiver in the previous frame */ readonly lastIntersected: SpatialTrigger[]; /** * Handles trigger enter events. * @param trigger The spatial trigger that was entered */ onEnterTrigger(trigger: SpatialTrigger): void; /** * Handles trigger exit events. * @param trigger The spatial trigger that was exited */ onExitTrigger(trigger: SpatialTrigger): void; /** * Handles trigger stay events. * @param trigger The spatial trigger that the receiver is staying in */ onStayTrigger(trigger: SpatialTrigger): void; } /** * A spatial trigger component that detects objects within a box-shaped area. * Used to trigger events when objects enter, stay in, or exit the defined area. * * The trigger area is defined by the GameObject's bounding box (uses {@link BoxHelperComponent}). * Objects with {@link SpatialTriggerReceiver} components are tested against this area. * * **Mask system:** Both trigger and receiver have a `triggerMask` - they only interact * when their masks have overlapping bits set. This allows selective triggering. * * **Debug:** Use `?debugspatialtrigger` URL parameter to visualize trigger zones. * * @example Create a pickup zone * ```ts * // On the pickup zone object * const trigger = pickupZone.addComponent(SpatialTrigger); * trigger.triggerMask = 1; // Layer 1 for pickups * * // On the player * const receiver = player.addComponent(SpatialTriggerReceiver); * receiver.triggerMask = 1; // Match the pickup layer * ``` * * @summary Define a trigger zone that detects entering objects * @category Interactivity * @group Components * @see {@link SpatialTriggerReceiver} for objects that respond to triggers * @see {@link BoxHelperComponent} for the underlying box used to define the trigger area * @link https://engine.needle.tools/samples/spatial-triggers/ */ export declare class SpatialTrigger extends Behaviour { /** Global registry of all active spatial triggers in the scene */ static triggers: SpatialTrigger[]; /** * Bitmask determining which receivers this trigger affects. * Only receivers with matching masks will be triggered. */ triggerMask?: number; /** Box helper component used to visualize and calculate the trigger area */ private boxHelper?; /** * Initializes the trigger and logs debug info if enabled */ start(): void; /** * Registers this trigger in the global registry and sets up debug visualization if enabled */ onEnable(): void; /** * Removes this trigger from the global registry when disabled */ onDisable(): void; /** * Tests if an object is inside this trigger's box * @param obj The object to test against this trigger * @returns True if the object is inside the trigger box */ test(obj: Object3D): boolean; /** * Raises the onEnter event on any SpatialTriggerReceiver components attached to this trigger's GameObject * @param rec The receiver that entered this trigger */ raiseOnEnterEvent(rec: SpatialTriggerReceiver): void; /** * Raises the onStay event on any SpatialTriggerReceiver components attached to this trigger's GameObject * @param rec The receiver that is staying in this trigger */ raiseOnStayEvent(rec: SpatialTriggerReceiver): void; /** * Raises the onExit event on any SpatialTriggerReceiver components attached to this trigger's GameObject * @param rec The receiver that exited this trigger */ raiseOnExitEvent(rec: SpatialTriggerReceiver): void; }