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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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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 { Layers } from "three"; import { serializable } from "../engine/engine_serialization_decorator.js"; import { getParam } from "../engine/engine_utils.js"; import { BoxHelperComponent } from "./BoxHelperComponent.js"; import { Behaviour, GameObject } from "./Component.js"; import { EventList } from "./EventList.js"; const debug = getParam("debugspatialtrigger"); /** Layer instances used for mask comparison */ const layer1 = new Layers(); const layer2 = new Layers(); /** * Tests if two layer masks intersect * @param mask1 First layer mask * @param mask2 Second layer mask * @returns True if the layers intersect */ function testMask(mask1, mask2) { layer1.mask = mask1; layer2.mask = mask2; return layer1.test(layer2); } /** * Component that receives and responds to spatial events, like entering or exiting a trigger zone. * Used in conjunction with {@link SpatialTrigger} to create interactive spatial events. * @category Interactivity * @group Components */ export class SpatialTriggerReceiver extends Behaviour { /** * Bitmask determining which triggers this receiver responds to * Only triggers with matching masks will interact with this receiver */ triggerMask = 0; /** Event invoked when this object enters a trigger zone */ onEnter; /** Event invoked continuously while this object is inside a trigger zone */ onStay; /** Event invoked when this object exits a trigger zone */ onExit; /** * Initializes the receiver and logs debug info if enabled * @internal */ start() { if (debug) console.log(this.name, this.triggerMask, this); } /** * Checks for intersections with spatial triggers and fires appropriate events * Handles enter, stay, and exit events for all relevant triggers * @internal */ update() { this.currentIntersected.length = 0; for (const trigger of SpatialTrigger.triggers) { if (testMask(trigger.triggerMask, this.triggerMask)) { if (trigger.test(this.gameObject)) { this.currentIntersected.push(trigger); } } } for (let i = this.lastIntersected.length - 1; i >= 0; i--) { const last = this.lastIntersected[i]; if (this.currentIntersected.indexOf(last) < 0) { this.onExitTrigger(last); this.lastIntersected.splice(i, 1); } } for (const cur of this.currentIntersected) { if (this.lastIntersected.indexOf(cur) < 0) this.onEnterTrigger(cur); this.onStayTrigger(cur); } this.lastIntersected.length = 0; this.lastIntersected.push(...this.currentIntersected); } /** Array of triggers currently intersecting with this receiver */ currentIntersected = []; /** Array of triggers that intersected with this receiver in the previous frame */ lastIntersected = []; /** * Handles trigger enter events. * @param trigger The spatial trigger that was entered */ onEnterTrigger(trigger) { if (debug) console.log("ENTER TRIGGER", this.name, trigger.name, this, trigger); trigger.raiseOnEnterEvent(this); this.onEnter?.invoke(); } /** * Handles trigger exit events. * @param trigger The spatial trigger that was exited */ onExitTrigger(trigger) { if (debug) console.log("EXIT TRIGGER", this.name, trigger.name); trigger.raiseOnExitEvent(this); this.onExit?.invoke(); } /** * Handles trigger stay events. * @param trigger The spatial trigger that the receiver is staying in */ onStayTrigger(trigger) { trigger.raiseOnStayEvent(this); this.onStay?.invoke(); } } __decorate([ serializable() ], SpatialTriggerReceiver.prototype, "triggerMask", void 0); __decorate([ serializable(EventList) ], SpatialTriggerReceiver.prototype, "onEnter", void 0); __decorate([ serializable(EventList) ], SpatialTriggerReceiver.prototype, "onStay", void 0); __decorate([ serializable(EventList) ], SpatialTriggerReceiver.prototype, "onExit", void 0); /** * A spatial trigger component that detects objects within a box-shaped area. * Used to trigger events when objects enter, stay in, or exit the defined area * @category Interactivity * @group Components */ export class SpatialTrigger extends Behaviour { /** Global registry of all active spatial triggers in the scene */ static triggers = []; /** * Bitmask determining which receivers this trigger affects. * Only receivers with matching masks will be triggered. */ // currently Layers in unity but maybe this should be a string or plane number? Or should it be a bitmask to allow receivers use multiple triggers? triggerMask; /** Box helper component used to visualize and calculate the trigger area */ boxHelper; /** * Initializes the trigger and logs debug info if enabled */ start() { if (debug) console.log(this.name, this.triggerMask, this); } /** * Registers this trigger in the global registry and sets up debug visualization if enabled */ onEnable() { SpatialTrigger.triggers.push(this); if (!this.boxHelper) { this.boxHelper = GameObject.addComponent(this.gameObject, BoxHelperComponent); this.boxHelper?.showHelper(null, debug); } } /** * Removes this trigger from the global registry when disabled */ onDisable() { SpatialTrigger.triggers.splice(SpatialTrigger.triggers.indexOf(this), 1); } /** * Tests if an object is inside this trigger's box * @param obj The object to test against this trigger * @returns True if the object is inside the trigger box */ test(obj) { if (!this.boxHelper) return false; return this.boxHelper.isInBox(obj) ?? false; } // private args: SpatialTriggerEventArgs = new SpatialTriggerEventArgs(); /** * Raises the onEnter event on any SpatialTriggerReceiver components attached to this trigger's GameObject * @param rec The receiver that entered this trigger */ raiseOnEnterEvent(rec) { // this.args.trigger = this; // this.args.source = rec; GameObject.foreachComponent(this.gameObject, c => { if (c === rec) return; if (c instanceof SpatialTriggerReceiver) { c.onEnterTrigger(this); } }, false); } /** * Raises the onStay event on any SpatialTriggerReceiver components attached to this trigger's GameObject * @param rec The receiver that is staying in this trigger */ raiseOnStayEvent(rec) { // this.args.trigger = this; // this.args.source = rec; GameObject.foreachComponent(this.gameObject, c => { if (c === rec) return; if (c instanceof SpatialTriggerReceiver) { c.onStayTrigger(this); } }, false); } /** * Raises the onExit event on any SpatialTriggerReceiver components attached to this trigger's GameObject * @param rec The receiver that exited this trigger */ raiseOnExitEvent(rec) { GameObject.foreachComponent(this.gameObject, c => { if (c === rec) return; if (c instanceof SpatialTriggerReceiver) { c.onExitTrigger(this); } }, false); } } __decorate([ serializable() ], SpatialTrigger.prototype, "triggerMask", void 0); //# sourceMappingURL=SpatialTrigger.js.map