@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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JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { serializable } from "../engine/engine_serialization.js";
import { Behaviour } from "./Component.js";
import { EventList } from "./EventList.js";
import { EventType } from "./EventType.js";
class TriggerEvent {
eventID;
callback = new EventList();
}
__decorate([
serializable()
], TriggerEvent.prototype, "eventID", void 0);
__decorate([
serializable(EventList)
], TriggerEvent.prototype, "callback", void 0);
/**
* The EventTrigger component is used to trigger events when certain pointer events occur on the GameObject.
* It implements the {@link IPointerEventHandler} interface and can be used to expose events to the user in the editor without writing code.
* @category Interactivity
* @group Components
*/
export class EventTrigger extends Behaviour {
/** A list of events that should be triggered when a pointer event occurs on the GameObject. */
triggers = [];
/** @internal */
invoke(type) {
if (!this.triggers)
return;
for (const trigger of this.triggers) {
if (trigger.eventID === type) {
trigger.callback?.invoke();
}
}
}
hasTrigger(type) {
return this.triggers?.some(t => t.eventID === type) ?? false;
}
shouldChangeCursor() {
return this.hasTrigger(EventType.PointerClick) || this.hasTrigger(EventType.PointerDown) || this.hasTrigger(EventType.PointerUp);
}
/** @internal */
onPointerClick(_) {
this.invoke(EventType.PointerClick);
}
/** @internal */
onPointerEnter(_) {
if (this.shouldChangeCursor()) {
this.context.input.setCursor("pointer");
}
this.invoke(EventType.PointerEnter);
}
/** @internal */
onPointerExit(_) {
if (this.shouldChangeCursor()) {
this.context.input.unsetCursor("pointer");
}
this.invoke(EventType.PointerExit);
}
/** @internal */
onPointerDown(_) {
this.invoke(EventType.PointerDown);
}
/** @internal */
onPointerUp(_) {
this.invoke(EventType.PointerUp);
}
}
__decorate([
serializable(TriggerEvent)
], EventTrigger.prototype, "triggers", void 0);
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