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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 { 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 abstract class Joint extends Behaviour { /** The other Rigidbody to connect to */ @serializable(Rigidbody) connectedBody?: Rigidbody; get rigidBody(): Rigidbody | null { return this._rigidBody; } private _rigidBody: Rigidbody | null = null; onEnable() { if (!this._rigidBody) this._rigidBody = this.gameObject.getComponent(Rigidbody); if (this.rigidBody && this.connectedBody) this.startCoroutine(this.create()); } private *create() { yield; if (this.rigidBody && this.connectedBody && this.activeAndEnabled) { this.createJoint(this.rigidBody, this.connectedBody) } } protected abstract createJoint(self: Rigidbody, other: Rigidbody); } /** * 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 { protected createJoint(self: Rigidbody, other: Rigidbody) { 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 */ @serializable(Vector3) anchor?: Vector3; /** Axis of rotation for the hinge (e.g., Vector3(0,1,0) for vertical axis) */ @serializable(Vector3) axis?: Vector3; protected createJoint(self: Rigidbody, other: Rigidbody) { if (this.axis && this.anchor) this.context.physics.engine?.addHingeJoint(self, other, this.anchor, this.axis); } }