@needle-tools/engine
Version:
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.
65 lines • 2.55 kB
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 { BoxHelper, Color } from "three";
import * as params from "../engine/engine_default_parameters.js";
import * as Gizmos from "../engine/engine_gizmos.js";
import { serializable } from "../engine/engine_serialization_decorator.js";
import { FrameEvent } from "../engine/engine_setup.js";
import { Behaviour } from "./Component.js";
/**
* BoxGizmo is a component that displays a box around the object in the scene. It can optionally expand to the object's bounds.
* @category Helpers
* @group Components
*/
export class BoxGizmo extends Behaviour {
objectBounds = false;
color;
isGizmo = true;
_gizmoObject = null;
_boxHelper = null;
onEnable() {
if (this.isGizmo && !params.showGizmos)
return;
if (!this._gizmoObject) {
if (this.objectBounds) {
this._gizmoObject = new BoxHelper(this.gameObject, this.color ?? 0xffff00);
}
else {
this.objectBounds = false;
this._gizmoObject = Gizmos.CreateWireCube(this.color ?? 0xffff00);
}
}
if (this.objectBounds) {
this.scene.add(this._gizmoObject);
this._boxHelper = this._gizmoObject;
this.startCoroutine(this.syncObjectBounds(), FrameEvent.OnBeforeRender);
}
else
this.gameObject.add(this._gizmoObject);
}
onDisable() {
if (this._gizmoObject) {
this.gameObject.remove(this._gizmoObject);
}
}
*syncObjectBounds() {
while (this._boxHelper) {
this._boxHelper?.update();
yield;
}
}
}
__decorate([
serializable()
], BoxGizmo.prototype, "objectBounds", void 0);
__decorate([
serializable(Color)
], BoxGizmo.prototype, "color", void 0);
__decorate([
serializable()
], BoxGizmo.prototype, "isGizmo", void 0);
//# sourceMappingURL=Gizmos.js.map