@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.
52 lines • 2.03 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 { Vector3 } from "three";
import { serializable } from "../engine/engine_serialization.js";
import { Behaviour } from "./Component.js";
import { Rigidbody } from "./RigidBody.js";
export class Joint extends Behaviour {
connectedBody;
get rigidBody() {
return this._rigidBody;
}
_rigidBody = null;
onEnable() {
if (!this._rigidBody)
this._rigidBody = this.gameObject.getComponent(Rigidbody);
if (this.rigidBody && this.connectedBody)
this.startCoroutine(this.create());
}
*create() {
yield;
if (this.rigidBody && this.connectedBody && this.activeAndEnabled) {
this.createJoint(this.rigidBody, this.connectedBody);
}
}
}
__decorate([
serializable(Rigidbody)
], Joint.prototype, "connectedBody", void 0);
export class FixedJoint extends Joint {
createJoint(self, other) {
this.context.physics.engine?.addFixedJoint(self, other);
}
}
export class HingeJoint extends Joint {
anchor;
axis;
createJoint(self, other) {
if (this.axis && this.anchor)
this.context.physics.engine?.addHingeJoint(self, other, this.anchor, this.axis);
}
}
__decorate([
serializable(Vector3)
], HingeJoint.prototype, "anchor", void 0);
__decorate([
serializable(Vector3)
], HingeJoint.prototype, "axis", void 0);
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