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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_decorator.js"; import * as utils from "./../engine/engine_three_utils.js"; import { Behaviour, GameObject } from "./Component.js"; /** * The [AlignmentConstraint](https://engine.needle.tools/docs/api/AlignmentConstraint) positions and scales this GameObject to span between two target objects. * The object is rotated to face `to` and scaled along Z to match the distance. * * **Use cases:** * - Dynamic beams or laser effects between objects * - Stretchy connectors or ropes * - Visual links between UI elements * - Debug lines between transforms * * **How it works:** * - Position: Centered between `from` and `to` (or at `from` if not centered) * - Rotation: Looks at `to` from `from` * - Scale: Z-axis scales to match distance, X/Y use `width` * * @example Create a beam between two objects * ```ts * const beam = beamMesh.addComponent(AlignmentConstraint); * // Set targets via serialized properties in editor * // or via code if properties are exposed * ``` * * @summary Aligns and scales object between two targets * @category Constraints * @group Components * @see {@link SmoothFollow} for following with smoothing **/ export class AlignmentConstraint extends Behaviour { @serializable(GameObject) private from: GameObject | undefined; @serializable(GameObject) private to: GameObject | undefined; private width: number = 0; private centered: boolean = true; private _centerPos!: Vector3; awake(): void { this._centerPos = new Vector3(); } update() { if (!this.from || !this.to) return; const fromWorldPos = utils.getWorldPosition(this.from).clone(); const toWorldPos = utils.getWorldPosition(this.to).clone(); const dist = fromWorldPos.distanceTo(toWorldPos); this._centerPos.copy(fromWorldPos); this._centerPos.add(toWorldPos); this._centerPos.multiplyScalar(0.5); utils.setWorldPosition(this.gameObject, this.centered ? this._centerPos : fromWorldPos); this.gameObject.lookAt(utils.getWorldPosition(this.to).clone()); this.gameObject.scale.set(this.width, this.width, dist); } }