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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 { serializable } from "../../engine/engine_serialization_decorator.js"; import { getParam } from "../../engine/engine_utils.js"; import { Behaviour, GameObject } from "../Component.js"; const debug = getParam("debugxrflags"); const disable = getParam("disablexrflags"); if (disable) { console.warn("XRFlags are disabled"); } export var XRStateFlag; (function (XRStateFlag) { XRStateFlag[XRStateFlag["Never"] = 0] = "Never"; XRStateFlag[XRStateFlag["Browser"] = 1] = "Browser"; XRStateFlag[XRStateFlag["AR"] = 2] = "AR"; XRStateFlag[XRStateFlag["VR"] = 4] = "VR"; XRStateFlag[XRStateFlag["FirstPerson"] = 8] = "FirstPerson"; XRStateFlag[XRStateFlag["ThirdPerson"] = 16] = "ThirdPerson"; XRStateFlag[XRStateFlag["All"] = 4294967295] = "All"; })(XRStateFlag || (XRStateFlag = {})); export class XRState { static Global = new XRState(); Mask = XRStateFlag.Browser | XRStateFlag.ThirdPerson; Has(state) { const res = (this.Mask & state); return res !== 0; } Set(state) { if (debug) console.warn("Set XR flag state to", state); this.Mask = state; XRFlag.Apply(); } Enable(state) { this.Mask |= state; XRFlag.Apply(); } Disable(state) { this.Mask &= ~state; XRFlag.Apply(); } Toggle(state) { this.Mask ^= state; XRFlag.Apply(); } EnableAll() { this.Mask = 0xffffffff | 0; XRFlag.Apply(); } DisableAll() { this.Mask = 0; XRFlag.Apply(); } } /** * @category XR * @category Utilities * @group Components */ export class XRFlag extends Behaviour { static registry = []; static Apply() { for (const r of this.registry) r.UpdateVisible(XRState.Global); } static firstApply; static buffer = new XRState(); visibleIn; awake() { XRFlag.registry.push(this); } onEnable() { if (!XRFlag.firstApply) { XRFlag.firstApply = true; XRFlag.Apply(); } else { this.UpdateVisible(XRState.Global); } } onDestroy() { const i = XRFlag.registry.indexOf(this); if (i >= 0) XRFlag.registry.splice(i, 1); } get isOn() { return this.gameObject.visible; } UpdateVisible(state = null) { if (disable) { return; } // XR flags set visibility of whole hierarchy which is like setting the whole object inactive // so we need to ignore the enabled state of the XRFlag component // if(!this.enabled) return; let res = undefined; const flag = state; if (flag && typeof flag === "number") { console.assert(typeof flag === "number", "XRFlag.UpdateVisible: state must be a number", flag); if (debug) console.log(flag); XRFlag.buffer.Mask = flag; state = XRFlag.buffer; } if (state instanceof XRState) { if (debug) console.warn(this.name, "use passed in mask", state.Mask, this.visibleIn); res = state.Has(this.visibleIn); } else { if (debug) console.log(this.name, "use global mask"); XRState.Global.Has(this.visibleIn); } if (res === undefined) return; if (res) { if (debug) console.log(this.name, "is visible", this.gameObject.uuid); // this.gameObject.visible = true; GameObject.setActive(this.gameObject, true); } else { if (debug) console.log(this.name, "is not visible", this.gameObject.uuid); const isVisible = this.gameObject.visible; if (!isVisible) return; this.gameObject.visible = false; // console.trace("DISABLE", this.name); // GameObject.setActive(this.gameObject, false); } } } __decorate([ serializable() ], XRFlag.prototype, "visibleIn", void 0); //# sourceMappingURL=XRFlag.js.map