@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 { SkinnedMesh } from "three";
import { RaycastOptions } from "../../engine/engine_physics.js";
import { serializable } from "../../engine/engine_serialization.js";
import { NeedleXRSession } from "../../engine/engine_xr.js";
import { Behaviour } from "../Component.js";
import { EventSystem } from "./EventSystem.js";
/** Derive from this class to create your own custom Raycaster
* If you override awake, onEnable or onDisable, be sure to call the base class methods
* Implement `performRaycast` to perform your custom raycasting logic
*/
export class Raycaster extends Behaviour {
awake() {
EventSystem.createIfNoneExists(this.context);
}
onEnable() {
EventSystem.get(this.context)?.register(this);
}
onDisable() {
EventSystem.get(this.context)?.unregister(this);
}
}
export class ObjectRaycaster extends Raycaster {
targets = null;
raycastHits = [];
ignoreSkinnedMeshes = false;
start() {
this.targets = [this.gameObject];
}
performRaycast(opts = null) {
if (!this.targets)
return null;
opts ??= new RaycastOptions();
opts.targets = this.targets;
opts.results = this.raycastHits;
opts.useAcceleratedRaycast = true;
const orig = opts.testObject;
if (this.ignoreSkinnedMeshes) {
opts.testObject = obj => {
// if we are set to ignore skinned meshes, we return false for them
if (obj instanceof SkinnedMesh) {
return "continue in children";
}
// call the original testObject function
if (orig)
return orig(obj);
// otherwise allow raycasting
return true;
};
}
const hits = this.context.physics.raycast(opts);
opts.testObject = orig;
return hits;
}
}
__decorate([
serializable()
], ObjectRaycaster.prototype, "ignoreSkinnedMeshes", void 0);
export class GraphicRaycaster extends ObjectRaycaster {
// eventCamera: Camera | null = null;
// ignoreReversedGraphics: boolean = false;
// rootRaycaster: GraphicRaycaster | null = null;
constructor() {
super();
this.ignoreSkinnedMeshes = true;
}
}
export class SpatialGrabRaycaster extends Raycaster {
/**
* Use to disable SpatialGrabRaycaster globally
*/
static allow = true;
performRaycast(_opts) {
// ensure we're in XR, otherwise return
if (!NeedleXRSession.active)
return null;
if (!SpatialGrabRaycaster.allow)
return null;
if (!_opts?.ray)
return null;
// TODO this raycast should actually start from gripWorldPosition, not the ray origin, for
// cases like transient-pointer on VisionOS where the ray starts at the head and not the hand
const rayOrigin = _opts.ray.origin;
const radius = 0.015;
// TODO if needed, check if the input source is a XR controller or hand
// draw gizmo around ray origin
// Gizmos.DrawSphere(rayOrigin, radius, 0x00ff0022);
return this.context.physics.sphereOverlap(rayOrigin, radius, false, true);
}
}
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