@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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text/typescript
import { Object3D, Vector3 } from "three";
import { serializable } from "../engine/engine_serialization_decorator.js";
import type { LookAt } from "./api.js";
import { Behaviour } from "./Component.js";
import type { OrbitControls } from "./OrbitControls.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: boolean = true;
/**
* When true, the look-at position is locked and won't update
* even if source objects move.
*/
()
locked: boolean = false;
/**
* Objects to look at. The first object in the array is used
* as the primary look-at target.
*/
(Object3D)
sources: Object3D[] = [];
/**
* 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: Vector3) {
const source = this.sources[0];
if (source) source.worldPosition = worldPosition;
}
}