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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, Quaternion } from "three"; import type { ComponentInit, Constructor, ConstructorConcrete, HideFlags, IComponent } from "../../engine/engine_types.js"; declare module 'three' { interface Object3D { get guid(): string | undefined; set guid(value: string | undefined); /** * Allows to control e.g. if an object should be exported */ hideFlags: HideFlags; /** * If false the object will be ignored for raycasting (e.g. pointer events). Default is true. * @default true */ raycastAllowed: boolean; /** * Set a raycast preference for the object: * - `lod` will use the raycast mesh lod if available (default). This is usually a simplified mesh for raycasting. * - `bounds` will use the bounding box of the object for raycasting. This is very fast but not very accurate. * - `full` will use the full mesh for raycasting. This is the most accurate but also the slowest option. * * **NOTE:** Needle Engine's Raycast system will use Mesh BVH by default - so event 'full' is usually faster than default three.js raycasting. */ raycastPreference?: 'lod' | 'bounds' | 'full'; /** * Add a Needle Engine component to the {@link Object3D}. * @param comp The component instance or constructor to add. * @param init Optional initialization data for the component. * @returns The added component instance. * @example Directly pass in constructor and properties: * ```ts * const obj = new Object3D(); * obj.addComponent(MyComponent, { myProperty: 42 }); * ``` * @example Create a component instance, assign properties and then add it: * ```ts * const obj = new Object3D(); * const comp = new MyComponent(); * comp.myProperty = 42; * obj.addComponent(comp); * ``` */ addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T; /** * Remove a Needle Engine component from the {@link Object3D}. */ removeComponent(inst: IComponent): IComponent; /** * Get or add a Needle Engine component to the Object3D. * If the component already exists, it will be returned. Otherwise, a new component will be added. * @param typeName The component constructor to get or add. * @param init Optional initialization data for the component. * @returns The component instance. */ getOrAddComponent<T extends IComponent>(typeName: ConstructorConcrete<T>, init?: ComponentInit<T>): T; /** * Get a Needle Engine component from the {@link Object3D}. * @returns The component instance or null if not found. */ getComponent<T extends IComponent>(type: Constructor<T>): T | null; /** * Get all components of a specific type from the {@link Object3D}. * @param arr Optional array to fill with the found components. * @returns An array of components. */ getComponents<T extends IComponent>(type: Constructor<T>, arr?: []): T[]; /** * Get a Needle Engine component from the {@link Object3D} or its children. This will search on the current Object and all its children. * @param type The type of the component to search for. * @param includeInactive If true, also inactive components are considered. Default is false. * @returns The component instance or null if not found. */ getComponentInChildren<T extends IComponent>(type: Constructor<T>, includeInactive?: boolean): T | null; /** * Get all components of a specific type from the {@link Object3D} or its children. This will search on the current Object and all its children. * @param arr Optional array to fill with the found components. * @returns An array of components. */ getComponentsInChildren<T extends IComponent>(type: Constructor<T>, arr?: []): T[]; /** * Get a Needle Engine component from the {@link Object3D} or its parents. This will search on the current Object and all its parents. * @param type The type of the component to search for. * @param includeInactive If true, also inactive components are considered. Default is false. * @returns The component instance or null if not found. */ getComponentInParent<T extends IComponent>(type: Constructor<T>, includeInactive?: boolean): T | null; /** * Get all Needle Engine components of a specific type from the {@link Object3D} or its parents. This will search on the current Object and all its parents. * @param arr Optional array to fill with the found components. * @returns An array of components. */ getComponentsInParent<T extends IComponent>(type: Constructor<T>, arr?: []): T[]; /** * Destroys the {@link Object3D} and all its Needle Engine components. */ destroy(): void; /** * Get or set the world position of the {@link Object3D}. * Added by Needle Engine. */ worldPosition: Vector3; /** * Get or set the world quaternion of the {@link Object3D}. * Added by Needle Engine. */ worldQuaternion: Quaternion; /** * Get or set the world rotation of the {@link Object3D}. * Added by Needle Engine. */ worldRotation: Vector3; /** * Get or set the world scale of the {@link Object3D}. * Added by Needle Engine. */ worldScale: Vector3; /** * Get the world forward vector of the {@link Object3D}. * Added by Needle Engine. */ get worldForward(): Vector3; set worldForward(v: Vector3); /** * Get the world right vector of the {@link Object3D}. * Added by Needle Engine. */ get worldRight(): Vector3; /** * Get the world up vector of the {@link Object3D}. * Added by Needle Engine. */ get worldUp(): Vector3; /** * Check if the given object is contained in the hierarchy of this object or if it's the same object. * @param object The object to check. * @returns True if the object is contained in the hierarchy, false otherwise. */ contains(object: Object3D | null | undefined): boolean; } } /** * @internal * used to decorate cloned object3D objects with the same added components defined above **/ export declare function apply(object: Object3D): void;