@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 { Matrix4, Object3D, Quaternion, Vector3 } from "three";
import { TransformControlsGizmo } from "three/examples/jsm/controls/TransformControls.js";
import { addComponent, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../../engine/engine_components.js";
import { destroy, isActiveSelf, setActive } from "../../engine/engine_gameobject.js";
import {
getTempQuaternion,
getTempVector,
getWorldPosition,
getWorldQuaternion,
getWorldRotation,
getWorldScale,
setWorldPosition,
setWorldQuaternion,
setWorldRotation,
setWorldScale
}
from "../../engine/engine_three_utils.js";
import type { ComponentInit, Constructor, ConstructorConcrete, HideFlags, IComponent as Component, IComponent } from "../../engine/engine_types.js";
import { NEEDLE_ENGINE_FEATURE_FLAGS } from "../engine_feature_flags.js";
import { markHierarchyDirty } from "../engine_mainloop_utils.js";
import { applyPrototypeExtensions, registerPrototypeExtensions } from "./ExtensionUtils.js";
// #region Type Declarations
// NOTE: keep in sync with method declarations below
declare module 'three' {
export 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 function apply(object: Object3D) {
if (object && object.isObject3D === true) {
applyPrototypeExtensions(object, Object3D);
}
}
if (NEEDLE_ENGINE_FEATURE_FLAGS.experimentalSmartHierarchyUpdate) {
const addFn = Object3D.prototype.add;
Object3D.prototype.add = function (...args: any) {
markHierarchyDirty();
return addFn.apply(this, args);
}
const attachFn = Object3D.prototype.attach;
Object3D.prototype.attach = function (...args: any) {
markHierarchyDirty();
return attachFn.apply(this, args);
}
const removeFn = Object3D.prototype.remove;
Object3D.prototype.remove = function (...args: any) {
markHierarchyDirty();
return removeFn.apply(this, args);
}
}
// #region Prototype Method Implementations
Object3D.prototype["SetActive"] = function (active: boolean) {
this.visible = active;
}
// e.g. when called via a UnityEvent
Object3D.prototype["setActive"] = function (active: boolean) {
this.visible = active;
}
Object3D.prototype["destroy"] = function () {
destroy(this);
}
Object3D.prototype["addComponent"] = function <T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>) {
return addComponent(this, comp, init);
}
Object3D.prototype["addNewComponent"] = function <T extends Component>(type: ConstructorConcrete<T>, init?: ComponentInit<T>) {
return addComponent(this, type, init);
}
Object3D.prototype["removeComponent"] = function (inst: Component) {
return removeComponent(this, inst);
}
Object3D.prototype["getOrAddComponent"] = function <T extends IComponent>(typeName: ConstructorConcrete<T>, init?: ComponentInit<T>): T {
return getOrAddComponent<T>(this, typeName, init);
}
Object3D.prototype["getComponent"] = function <T extends IComponent>(type: Constructor<T>) {
return getComponent(this, type);
}
Object3D.prototype["getComponents"] = function <T extends IComponent>(type: Constructor<T>, arr?: []) {
return getComponents(this, type, arr);
}
Object3D.prototype["getComponentInChildren"] = function <T extends IComponent>(type: Constructor<T>, includeInactive: boolean = false) {
return getComponentInChildren(this, type, includeInactive);
}
Object3D.prototype["getComponentsInChildren"] = function <T extends IComponent>(type: Constructor<T>, arr?: []) {
return getComponentsInChildren(this, type, arr);
}
Object3D.prototype["getComponentInParent"] = function <T extends IComponent>(type: Constructor<T>, includeInactive: boolean = false) {
return getComponentInParent(this, type, includeInactive);
}
Object3D.prototype["getComponentsInParent"] = function <T extends IComponent>(type: Constructor<T>, arr?: []) {
return getComponentsInParent(this, type, arr);
}
// #region Prototype Property Implementations
// this is a fix to allow gameObject active animation be applied to a three object
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "activeSelf")) {
Object.defineProperty(Object3D.prototype, "activeSelf", {
get: function () {
return isActiveSelf(this)
},
set: function (val: boolean | number) {
setActive(this, val);
}
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "raycastAllowed")) {
Object.defineProperty(Object3D.prototype, "raycastAllowed", {
get: function () {
return this.userData && this.userData.raycastAllowed !== false;
},
set: function (val: boolean) {
const self = this as Object3D;
if (!self.userData) self.userData = {};
self.userData.raycastAllowed = val;
}
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldPosition")) {
Object.defineProperty(Object3D.prototype, "worldPosition", {
get: function () {
// TODO: would be great to remove this - just a workaround because the TransformControlsGizmo also defines this
if (this instanceof TransformControlsGizmo) {
return getWorldPosition(this["object"]);
}
return getWorldPosition(this);
},
set: function (val: Vector3) {
setWorldPosition(this, val)
}
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldQuaternion")) {
Object.defineProperty(Object3D.prototype, "worldQuaternion", {
get: function () {
if (this instanceof TransformControlsGizmo) {
return getWorldQuaternion(this["object"]);
}
return getWorldQuaternion(this);
},
set: function (val: Quaternion) {
setWorldQuaternion(this, val)
}
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldRotation")) {
Object.defineProperty(Object3D.prototype, "worldRotation", {
get: function () {
return getWorldRotation(this);
},
set: function (val: Vector3) {
setWorldRotation(this, val)
}
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldScale")) {
Object.defineProperty(Object3D.prototype, "worldScale", {
get: function () {
return getWorldScale(this);
},
set: function (val: Vector3) {
setWorldScale(this, val)
}
});
}
const tempMatrix = new Matrix4();
const zero = new Vector3(0, 0, 0);
const up = new Vector3(0, 1, 0);
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldForward")) {
Object.defineProperty(Object3D.prototype, "worldForward", {
get: function () {
return getTempVector().set(0, 0, 1).applyQuaternion(getWorldQuaternion(this));
},
set: function (v: Vector3) {
const quat = getTempQuaternion().setFromRotationMatrix(tempMatrix.lookAt(zero.set(0, 0, 0), v, up.set(0, 1, 0)));
this.worldQuaternion = quat;
}
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldRight")) {
Object.defineProperty(Object3D.prototype, "worldRight", {
get: function () {
return getTempVector().set(1, 0, 0).applyQuaternion(getWorldQuaternion(this));
},
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldUp")) {
Object.defineProperty(Object3D.prototype, "worldUp", {
get: function () {
return getTempVector().set(0, 1, 0).applyQuaternion(getWorldQuaternion(this));
},
});
}
if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "contains")) {
Object.defineProperty(Object3D.prototype, "contains", {
value: function (object: Object3D | null | undefined): boolean {
if (!object) return false;
if (this === object) return true;
for (const child of this.children) {
if (child.contains(object)) return true;
}
return false;
}
});
}
// do this after adding the component extensions
registerPrototypeExtensions(Object3D);