@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.
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TypeScript
import { Euler, Object3D, Quaternion, Vector3 } from "three";
import { type AssetReference } from "./engine_addressables.js";
import { Context } from "./engine_setup.js";
import { type Constructor, type IComponent as Component, type IComponent, type IGameObject as GameObject, type UIDProvider } from "./engine_types.js";
export type IInstantiateOptions = {
idProvider?: UIDProvider;
parent?: string | Object3D;
/** position in local space. Set `keepWorldPosition` to true if this is world space */
position?: Vector3 | [number, number, number];
/** for duplicatable parenting */
keepWorldPosition?: boolean;
/** rotation in local space. Set `keepWorldPosition` to true if this is world space */
rotation?: Quaternion | Euler | [number, number, number];
scale?: Vector3 | [number, number, number];
/** if the instantiated object should be visible */
visible?: boolean;
context?: Context;
/** If true the components will be cloned as well
* @default true
*/
components?: boolean;
};
/**
* Instantiation options for {@link syncInstantiate}
*/
export declare class InstantiateOptions implements IInstantiateOptions {
idProvider?: UIDProvider | undefined;
parent?: string | undefined | Object3D;
keepWorldPosition?: boolean;
position?: Vector3 | [number, number, number] | undefined;
rotation?: Quaternion | Euler | [number, number, number] | undefined;
scale?: Vector3 | [number, number, number] | undefined;
visible?: boolean | undefined;
context?: Context | undefined;
components?: boolean | undefined;
clone(): InstantiateOptions;
/** Copy fields from another object, clone field references */
cloneAssign(other: InstantiateOptions | IInstantiateOptions): void;
}
export declare function isActiveSelf(go: Object3D): boolean;
export declare function setActive(go: Object3D, active: boolean | number): boolean;
export declare function isActiveInHierarchy(go: Object3D): boolean;
export declare function markAsInstancedRendered(go: Object3D, instanced: boolean): void;
export declare function isUsingInstancing(instance: Object3D): boolean;
export declare function findByGuid(guid: string, hierarchy: Object3D): GameObject | IComponent | null | undefined;
export declare function isDestroyed(go: Object3D): boolean;
export declare function setDestroyed(go: Object3D, value: boolean): void;
/** Mark an Object3D or component as not destroyable
* @param instance the object to be marked as not destroyable
* @param value true if the object should not be destroyed in `destroy`
*/
export declare function setDontDestroy(instance: Object3D | Component, value?: boolean): void;
/**
* Destroys a GameObject or Component, removing it from the scene and cleaning up resources.
* Calls `onDisable()` and `onDestroy()` lifecycle methods on all affected components.
*
* @param instance The Object3D or Component to destroy
* @param recursive If true (default), also destroys all children recursively
* @param dispose If true, also disposes GPU resources (geometries, materials, textures)
*
* @example Destroy an object
* ```ts
* import { destroy } from "@needle-tools/engine";
* destroy(this.gameObject);
* ```
*
* @example Destroy with resource disposal
* ```ts
* destroy(myObject, true, true); // recursive + dispose GPU resources
* ```
*
* @see {@link GameObject.destroy} for the static method equivalent
* @see {@link setDontDestroy} to mark objects as non-destroyable
*/
export declare function destroy(instance: Object3D | Component, recursive?: boolean, dispose?: boolean): void;
declare type ForEachComponentCallback = (comp: Component) => any;
/**
* Iterates over all components on an Object3D and optionally its children.
* The callback can return a value to stop iteration early.
*
* @param instance The Object3D to iterate components on
* @param cb Callback function called for each component. Return a value to stop iteration.
* @param recursive If true (default), also iterates components on all children
* @returns The first non-undefined value returned by the callback, or undefined
*
* @example Find first Rigidbody in hierarchy
* ```ts
* const rb = foreachComponent(myObject, comp => {
* if (comp instanceof Rigidbody) return comp;
* });
* ```
*/
export declare function foreachComponent(instance: Object3D, cb: ForEachComponentCallback, recursive?: boolean): any;
export declare function foreachComponentEnumerator<T extends IComponent>(instance: Object3D, type?: Constructor<T>, includeChildren?: boolean, maxLevel?: number, _currentLevel?: number): Generator<T>;
declare type ObjectCloneReference = {
readonly original: object;
readonly clone: object;
};
declare type InstantiateReferenceMap = Record<string, ObjectCloneReference>;
/**
* Provides access to the instantiated object and its clone
*/
export declare type InstantiateContext = Readonly<InstantiateReferenceMap>;
/**
* Creates a copy (clone) of a GameObject or loads and instantiates an AssetReference.
* All components on the original object are cloned and `awake()` is called on them.
*
* @param instance The Object3D to clone, or an AssetReference to load and instantiate
* @param opts Optional instantiation settings (position, rotation, scale, parent)
* @returns The cloned GameObject, or a Promise<Object3D> if instantiating from AssetReference
*
* @example Clone an object
* ```ts
* import { instantiate } from "@needle-tools/engine";
* const clone = instantiate(original);
* clone.position.set(1, 0, 0);
* this.context.scene.add(clone);
* ```
*
* @example Instantiate with options
* ```ts
* const clone = instantiate(original, {
* parent: parentObject,
* position: new Vector3(0, 1, 0),
* rotation: new Quaternion()
* });
* ```
*
* @example Instantiate from AssetReference
* ```ts
* const instance = await instantiate(myAssetRef);
* if (instance) this.context.scene.add(instance);
* ```
*
* @see {@link GameObject.instantiate} for the static method equivalent
* @see {@link destroy} to remove instantiated objects
*/
export declare function instantiate(instance: AssetReference, opts?: IInstantiateOptions | null): Promise<Object3D | null>;
export declare function instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null): GameObject;
export {};