@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.
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text/typescript
import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
import { isDevEnvironment } from "../engine/debug/index.js";
import { type AssetReference } from "../engine/engine_addressables.js";
import { addComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../engine/engine_components.js";
import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
import { destroy, findByGuid, foreachComponent, type IInstantiateOptions, instantiate, isActiveInHierarchy, isActiveSelf, isDestroyed, isUsingInstancing, markAsInstancedRendered, setActive } from "../engine/engine_gameobject.js";
import { isHotReloadEnabled, registerHotReloadType, unregisterHotReloadType } from "../engine/engine_hot_reload.js";
import * as main from "../engine/engine_mainloop_utils.js";
import { syncDestroy, syncInstantiate, SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
import { Context, FrameEvent } from "../engine/engine_setup.js";
import * as threeutils from "../engine/engine_three_utils.js";
import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
// export interface ISerializationCallbackReceiver {
// onBeforeSerialize?(): object | void;
// onAfterSerialize?();
// onBeforeDeserialize?(data?: any);
// onAfterDeserialize?();
// onDeserialize?(key: string, value: any): any | void;
// }
/**
* Base class for objects in Needle Engine. Extends {@link Object3D} from three.js.
* GameObjects can have components attached to them, which can be used to add functionality to the object.
* They manage their components and provide methods to add, remove and get components.
*
* All {@link Object3D} types loaded in Needle Engine have methods like {@link addComponent}.
* These methods are available directly on the GameObject instance:
* ```typescript
* target.addComponent(MyComponent);
* ```
*
* And can be called statically on the GameObject class as well:
* ```typescript
* GameObject.setActive(target, true);
* ```
*/
export abstract class GameObject extends Object3D implements Object3D, IGameObject {
/**
* Indicates if the GameObject is currently active. Inactive GameObjects will not be rendered or updated.
* When the activeSelf state changes, components will receive {@link Component.onEnable} or {@link Component.onDisable} callbacks.
*/
abstract activeSelf: boolean;
/** @deprecated Use {@link addComponent} instead */
// eslint-disable-next-line deprecation/deprecation
abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
/**
* Creates a new component on this gameObject or adds an existing component instance
* @param comp Component type constructor or existing component instance
* @param init Optional initialization values for the component
* @returns The newly created or added component
*/
abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
/**
* Removes a component from this GameObject
* @param comp Component instance to remove
* @returns The removed component
*/
abstract removeComponent<T extends IComponent>(comp: T): T;
/**
* Gets an existing component of the specified type or adds a new one if it doesn't exist
* @param typeName Constructor of the component type to get or add
* @returns The existing or newly added component
*/
abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
/**
* Gets a component of the specified type attached to this GameObject
* @param type Constructor of the component type to get
* @returns The component if found, otherwise null
*/
abstract getComponent<T>(type: Constructor<T>): T | null;
/**
* Gets all components of the specified type attached to this GameObject
* @param type Constructor of the component type to get
* @param arr Optional array to populate with the components
* @returns Array of components
*/
abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
/**
* Gets a component of the specified type in this GameObject's children hierarchy
* @param type Constructor of the component type to get
* @returns The first matching component if found, otherwise null
*/
abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
/**
* Gets all components of the specified type in this GameObject's children hierarchy
* @param type Constructor of the component type to get
* @param arr Optional array to populate with the components
* @returns Array of components
*/
abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
/**
* Gets a component of the specified type in this GameObject's parent hierarchy
* @param type Constructor of the component type to get
* @returns The first matching component if found, otherwise null
*/
abstract getComponentInParent<T>(type: Constructor<T>): T | null;
/**
* Gets all components of the specified type in this GameObject's parent hierarchy
* @param type Constructor of the component type to get
* @param arr Optional array to populate with the components
* @returns Array of components
*/
abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
/**
* The position of this GameObject in world space
*/
abstract get worldPosition(): Vector3
abstract set worldPosition(val: Vector3);
/**
* The rotation of this GameObject in world space as a quaternion
*/
abstract set worldQuaternion(val: Quaternion);
abstract get worldQuaternion(): Quaternion;
/**
* The rotation of this GameObject in world space in euler angles (degrees)
*/
abstract set worldRotation(val: Vector3);
abstract get worldRotation(): Vector3;
/**
* The scale of this GameObject in world space
*/
abstract set worldScale(val: Vector3);
abstract get worldScale(): Vector3;
/**
* The forward direction vector of this GameObject in world space
*/
abstract get worldForward(): Vector3;
/**
* The right direction vector of this GameObject in world space
*/
abstract get worldRight(): Vector3;
/**
* The up direction vector of this GameObject in world space
*/
abstract get worldUp(): Vector3;
/**
* Unique identifier for this GameObject
*/
guid: string | undefined;
/**
* Destroys this GameObject and all its components.
* Internally, this is added to the three.js {@link Object3D} prototype.
*/
abstract destroy();
/**
* Checks if a GameObject has been destroyed
* @param go The GameObject to check
* @returns True if the GameObject has been destroyed
*/
public static isDestroyed(go: Object3D): boolean {
return isDestroyed(go);
}
/**
* Sets the active state of a GameObject
* @param go The GameObject to modify
* @param active Whether the GameObject should be active
* @param processStart Whether to process the start callbacks if being activated
*/
public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
if (!go) return;
setActive(go, active);
// TODO: do we still need this?:
main.updateIsActive(go);
if (active && processStart)
main.processStart(Context.Current, go);
}
/**
* Checks if the GameObject itself is active (same as go.visible)
* @param go The GameObject to check
* @returns True if the GameObject is active
*/
public static isActiveSelf(go: Object3D): boolean {
return isActiveSelf(go);
}
/**
* Checks if the GameObject is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
* @param go The GameObject to check
* @returns True if the GameObject is active in the hierarchy
*/
public static isActiveInHierarchy(go: Object3D): boolean {
return isActiveInHierarchy(go);
}
/**
* Marks a GameObject to be rendered using instancing
* @param go The GameObject to mark
* @param instanced Whether the GameObject should use instanced rendering
*/
public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
markAsInstancedRendered(go, instanced);
}
/**
* Checks if a GameObject is using instanced rendering
* @param instance The GameObject to check
* @returns True if the GameObject is using instanced rendering
*/
public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
/**
* Executes a callback for all components of the provided type on the provided object and its children
* @param instance Object to run the method on
* @param cb Callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
* @param recursive If true, the method will be run on all children as well
* @returns The last return value of the callback
*/
public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
}
/**
* Creates a new instance of the provided object that will be replicated to all connected clients
* @param instance Object to instantiate
* @param opts Options for the instantiation
* @returns The newly created instance or null if creation failed
*/
public static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null {
if (!instance) return null;
return syncInstantiate(instance, opts) as GameObject | null;
}
/**
* Creates a new instance of the provided object (like cloning it including all components and children)
* @param instance Object to instantiate
* @param opts Options for the instantiation (e.g. with what parent, position, etc.)
* @returns The newly created instance
*/
public static instantiate(instance: AssetReference, opts?: IInstantiateOptions | null | undefined): Promise<Object3D | null>
public static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null | undefined): GameObject
public static instantiate(instance: AssetReference | GameObject | Object3D, opts: IInstantiateOptions | null | undefined = null): GameObject | Promise<Object3D | null> {
if ('isAssetReference' in instance) {
return instantiate(instance as AssetReference, opts);
}
return instantiate(instance as GameObject | Object3D, opts) as GameObject;
}
/**
* Destroys an object on all connected clients (if in a networked session)
* @param instance Object to destroy
* @param context Optional context to use
* @param recursive If true, all children will be destroyed as well
*/
public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
if (!instance) return;
const go = instance as GameObject;
context = context ?? Context.Current;
syncDestroy(go as any, context.connection, recursive);
}
/**
* Destroys an object
* @param instance Object to destroy
* @param recursive If true, all children will be destroyed as well. Default: true
*/
public static destroy(instance: Object3D | Component, recursive: boolean = true) {
return destroy(instance, recursive);
}
/**
* Adds an object to parent and ensures all components are properly registered
* @param instance Object to add
* @param parent Parent to add the object to
* @param context Optional context to use
*/
public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
if (!instance || !parent) return;
if (instance === parent) {
console.warn("Can not add object to self", instance);
return;
}
if (!context) {
context = Context.Current;
}
parent.add(instance);
setActive(instance, true);
main.updateIsActive(instance);
if (context) {
GameObject.foreachComponent(instance, (comp: Component) => {
main.addScriptToArrays(comp, context!);
if (comp.__internalDidAwakeAndStart) return;
if (context!.new_script_start.includes(comp) === false) {
context!.new_script_start.push(comp as Component);
}
}, true);
}
else {
console.warn("Missing context");
}
}
/**
* Removes the object from its parent and deactivates all of its components
* @param instance Object to remove
*/
public static remove(instance: Object3D | null | undefined) {
if (!instance) return;
instance.parent?.remove(instance);
setActive(instance, false);
main.updateIsActive(instance);
GameObject.foreachComponent(instance, (comp) => {
main.processRemoveFromScene(comp);
}, true);
}
/**
* Invokes a method on all components including children (if a method with that name exists)
* @param go GameObject to invoke the method on
* @param functionName Name of the method to invoke
* @param args Arguments to pass to the method
*/
public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
this.invoke(go, functionName, true, args);
}
/**
* Invokes a method on all components that have a method matching the provided name
* @param go GameObject to invoke the method on
* @param functionName Name of the method to invoke
* @param children Whether to invoke on children as well
* @param args Arguments to pass to the method
*/
public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
if (!go) return;
this.foreachComponent(go, c => {
const fn = c[functionName];
if (fn && typeof fn === "function") {
fn?.call(c, ...args)
}
}, children);
}
/** @deprecated use `addComponent` */
// eslint-disable-next-line deprecation/deprecation
public static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake: boolean = true): T {
return addComponent(go, type, init, { callAwake });
}
/**
* Adds a new component (or moves an existing component) to the provided object
* @param go Object to add the component to
* @param instanceOrType If an instance is provided it will be moved to the new object, if a type is provided a new instance will be created
* @param init Optional init object to initialize the component with
* @param opts Optional options for adding the component
* @returns The added or moved component
*/
public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: { callAwake: boolean }): T {
return addComponent(go, instanceOrType, init, opts);
}
/**
* Moves a component to a new object
* @param go GameObject to move the component to
* @param instance Component to move
* @returns The moved component
*/
public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T {
return addComponent(go, instance);
}
/**
* Removes a component from its object
* @param instance Component to remove
* @returns The removed component
*/
public static removeComponent<T extends IComponent>(instance: T): T {
removeComponent(instance.gameObject, instance as any);
return instance;
}
/**
* Gets or adds a component of the specified type
* @param go GameObject to get or add the component to
* @param typeName Constructor of the component type
* @returns The existing or newly added component
*/
public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
return getOrAddComponent<any>(go, typeName);
}
/**
* Gets a component on the provided object
* @param go GameObject to get the component from
* @param typeName Constructor of the component type
* @returns The component if found, otherwise null
*/
public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
if (go === null) return null;
// if names are minified we could also use the type store and work with strings everywhere
// not ideal, but I dont know a good/sane way to do this otherwise
// const res = TypeStore.get(typeName);
// if(res) typeName = res;
return getComponent(go, typeName as any);
}
/**
* Gets all components of the specified type on the provided object
* @param go GameObject to get the components from
* @param typeName Constructor of the component type
* @param arr Optional array to populate with the components
* @returns Array of components
*/
public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
if (go === null) return arr ?? [];
return getComponents(go, typeName, arr);
}
/**
* Finds an object or component by its unique identifier
* @param guid Unique identifier to search for
* @param hierarchy Root object to search in
* @returns The found GameObject or Component, or null/undefined if not found
*/
public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
const res = findByGuid(guid, hierarchy);
return res as GameObject | Component | null | undefined;
}
/**
* Finds the first object of the specified component type in the scene
* @param typeName Constructor of the component type
* @param context Context or root object to search in
* @param includeInactive Whether to include inactive objects in the search
* @returns The first matching component if found, otherwise null
*/
public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
}
/**
* Finds all objects of the specified component type in the scene
* @param typeName Constructor of the component type
* @param context Context or root object to search in
* @returns Array of matching components
*/
public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
const arr = [];
findObjectsOfType(typeName, arr, context);
return arr;
}
/**
* Gets a component of the specified type in the gameObject's children hierarchy
* @param go GameObject to search in
* @param typeName Constructor of the component type
* @returns The first matching component if found, otherwise null
*/
public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
return getComponentInChildren(go, typeName);
}
/**
* Gets all components of the specified type in the gameObject's children hierarchy
* @param go GameObject to search in
* @param typeName Constructor of the component type
* @param arr Optional array to populate with the components
* @returns Array of components
*/
public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
}
/**
* Gets a component of the specified type in the gameObject's parent hierarchy
* @param go GameObject to search in
* @param typeName Constructor of the component type
* @returns The first matching component if found, otherwise null
*/
public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
return getComponentInParent(go, typeName);
}
/**
* Gets all components of the specified type in the gameObject's parent hierarchy
* @param go GameObject to search in
* @param typeName Constructor of the component type
* @param arr Optional array to populate with the components
* @returns Array of components
*/
public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
return getComponentsInParent(go, typeName, arr);
}
/**
* Gets all components on the gameObject
* @param go GameObject to get components from
* @returns Array of all components
*/
public static getAllComponents(go: IGameObject | Object3D): Component[] {
const componentsList = go.userData?.components;
if (!componentsList) return [];
const newList = [...componentsList];
return newList;
}
/**
* Iterates through all components on the gameObject
* @param go GameObject to iterate components on
* @returns Generator yielding each component
*/
public static *iterateComponents(go: IGameObject | Object3D) {
const list = go?.userData?.components;
if (list && Array.isArray(list)) {
for (let i = 0; i < list.length; i++) {
yield list[i];
}
}
}
}
/**
* Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
* Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
* Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
*
* The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
*
* XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
*
* To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
*
* @example
* ```typescript
* import { Behaviour } from "@needle-tools/engine";
* export class MyComponent extends Behaviour {
* start() {
* console.log("Hello World");
* }
* update() {
* console.log("Frame", this.context.time.frame);
* }
* }
* ```
*
* @group Components
*/
export abstract class Component implements IComponent, EventTarget,
Partial<INeedleXRSessionEventReceiver>,
Partial<IPointerEventHandler>
{
/**
* Indicates whether this object is a component
* @internal
*/
get isComponent(): boolean { return true; }
private __context: Context | undefined;
/**
* The context this component belongs to, providing access to the runtime environment
* including physics, timing utilities, camera, and scene
*/
get context(): Context {
return this.__context ?? Context.Current;
}
set context(context: Context) {
this.__context = context;
}
/**
* Shorthand accessor for the current scene from the context
* @returns The scene this component belongs to
*/
get scene(): Scene { return this.context.scene; }
/**
* The layer value of the GameObject this component is attached to
* Used for visibility and physics filtering
*/
get layer(): number {
return this.gameObject?.userData?.layer;
}
/**
* The name of the GameObject this component is attached to
* Used for debugging and finding objects
*/
get name(): string {
if (this.gameObject?.name) {
return this.gameObject.name;
}
return this.gameObject?.userData.name;
}
private __name?: string;
set name(str: string) {
if (this.gameObject) {
if (!this.gameObject.userData) this.gameObject.userData = {}
this.gameObject.userData.name = str;
this.__name = str;
}
else {
this.__name = str;
}
}
/**
* The tag of the GameObject this component is attached to
* Used for categorizing objects and efficient lookup
*/
get tag(): string {
return this.gameObject?.userData.tag;
}
set tag(str: string) {
if (this.gameObject) {
if (!this.gameObject.userData) this.gameObject.userData = {}
this.gameObject.userData.tag = str;
}
}
/**
* Indicates whether the GameObject is marked as static
* Static objects typically don't move and can be optimized by the engine
*/
get static() {
return this.gameObject?.userData.static;
}
set static(value: boolean) {
if (this.gameObject) {
if (!this.gameObject.userData) this.gameObject.userData = {}
this.gameObject.userData.static = value;
}
}
// get hideFlags(): HideFlags {
// return this.gameObject?.hideFlags;
// }
/**
* Checks if this component is currently active (enabled and part of an active GameObject hierarchy)
* Components that are inactive won't receive lifecycle method calls
* @returns True if the component is enabled and all parent GameObjects are active
*/
get activeAndEnabled(): boolean {
if (this.destroyed) return false;
if (this.__isEnabled === false) return false;
if (!this.__isActiveInHierarchy) return false;
// let go = this.gameObject;
// do {
// // console.log(go.name, go.visible)
// if (!go.visible) return false;
// go = go.parent as GameObject;
// }
// while (go);
return true;
}
private get __isActive(): boolean {
return this.gameObject.visible;
}
private get __isActiveInHierarchy(): boolean {
if (!this.gameObject) return false;
const res = this.gameObject[activeInHierarchyFieldName];
if (res === undefined) return true;
return res;
}
private set __isActiveInHierarchy(val: boolean) {
if (!this.gameObject) return;
this.gameObject[activeInHierarchyFieldName] = val;
}
/**
* Reference to the GameObject this component is attached to
* This is a three.js Object3D with additional GameObject functionality
*/
gameObject!: GameObject;
/**
* Unique identifier for this component instance,
* used for finding and tracking components
*/
guid: string = "invalid";
/**
* Identifier for the source asset that created this component.
* For example, URL to the glTF file this component was loaded from
*/
sourceId?: SourceIdentifier;
/**
* Called when this component needs to remap guids after an instantiate operation.
* @param guidsMap Mapping from old guids to newly generated guids
*/
resolveGuids?(guidsMap: GuidsMap): void;
/**
* Called once when the component becomes active for the first time.
* This is the first lifecycle callback to be invoked
*/
awake() { }
/**
* Called every time the component becomes enabled or active in the hierarchy.
* Invoked after {@link awake} and before {@link start}.
*/
onEnable() { }
/**
* Called every time the component becomes disabled or inactive in the hierarchy.
* Invoked when the component or any parent GameObject becomes invisible
*/
onDisable() { }
/**
* Called when the component is destroyed.
* Use for cleanup operations like removing event listeners
*/
onDestroy() {
this.__destroyed = true;
}
/**
* Called when a field decorated with @validate() is modified.
* @param prop The name of the field that was changed
*/
onValidate?(prop?: string): void;
/**
* Called when the context's pause state changes.
* @param isPaused Whether the context is currently paused
* @param wasPaused The previous pause state
*/
onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
/**
* Called once at the beginning of the first frame after the component is enabled.
* Use for initialization that requires other components to be awake.
*/
start?(): void;
/**
* Called at the beginning of each frame before regular updates.
* Use for logic that needs to run before standard update callbacks.
*/
earlyUpdate?(): void;
/**
* Called once per frame during the main update loop.
* The primary location for frame-based game logic.
*/
update?(): void;
/**
* Called after all update functions have been called.
* Use for calculations that depend on other components being updated first.
*/
lateUpdate?(): void;
/**
* Called immediately before the scene is rendered.
* @param frame Current XRFrame if in an XR session, null otherwise
*/
onBeforeRender?(frame: XRFrame | null): void;
/**
* Called after the scene has been rendered.
* Use for post-processing or UI updates that should happen after rendering
*/
onAfterRender?(): void;
/**
* Called when this component's collider begins colliding with another collider.
* @param col Information about the collision that occurred
*/
onCollisionEnter?(col: Collision);
/**
* Called when this component's collider stops colliding with another collider.
* @param col Information about the collision that ended
*/
onCollisionExit?(col: Collision);
/**
* Called each frame while this component's collider is colliding with another collider
* @param col Information about the ongoing collision
*/
onCollisionStay?(col: Collision);
/**
* Called when this component's trigger collider is entered by another collider
* @param col The collider that entered this trigger
*/
onTriggerEnter?(col: ICollider);
/**
* Called each frame while another collider is inside this component's trigger collider
* @param col The collider that is inside this trigger
*/
onTriggerStay?(col: ICollider);
/**
* Called when another collider exits this component's trigger collider
* @param col The collider that exited this trigger
*/
onTriggerExit?(col: ICollider);
/**
* Determines if this component supports a specific XR mode
* @param mode The XR session mode to check support for
* @returns True if the component supports the specified mode
*/
supportsXR?(mode: XRSessionMode): boolean;
/**
* Called before an XR session is requested
* Use to modify session initialization parameters
* @param mode The XR session mode being requested
* @param args The session initialization parameters that can be modified
*/
onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
/**
* Called when this component joins an XR session or becomes active in a running session
* @param args Event data for the XR session
*/
onEnterXR?(args: NeedleXREventArgs): void;
/**
* Called each frame while this component is active in an XR session
* @param args Event data for the current XR frame
*/
onUpdateXR?(args: NeedleXREventArgs): void;
/**
* Called when this component exits an XR session or becomes inactive during a session
* @param args Event data for the XR session
*/
onLeaveXR?(args: NeedleXREventArgs): void;
/**
* Called when an XR controller is connected or when this component becomes active
* in a session with existing controllers
* @param args Event data for the controller that was added
*/
onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
/**
* Called when an XR controller is disconnected or when this component becomes inactive
* during a session with controllers
* @param args Event data for the controller that was removed
*/
onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
/**
* Called when a pointer enters this component's GameObject
* @param args Data about the pointer event
*/
onPointerEnter?(args: PointerEventData);
/**
* Called when a pointer moves while over this component's GameObject
* @param args Data about the pointer event
*/
onPointerMove?(args: PointerEventData);
/**
* Called when a pointer exits this component's GameObject
* @param args Data about the pointer event
*/
onPointerExit?(args: PointerEventData);
/**
* Called when a pointer button is pressed while over this component's GameObject
* @param args Data about the pointer event
*/
onPointerDown?(args: PointerEventData);
/**
* Called when a pointer button is released while over this component's GameObject
* @param args Data about the pointer event
*/
onPointerUp?(args: PointerEventData);
/**
* Called when a pointer completes a click interaction with this component's GameObject
* @param args Data about the pointer event
*/
onPointerClick?(args: PointerEventData);
/**
* Starts a coroutine that can yield to wait for events.
* Coroutines allow for time-based sequencing of operations without blocking.
* Coroutines are based on generator functions, a JavaScript language feature.
*
* @param routine Generator function to start
* @param evt Event to register the coroutine for (default: FrameEvent.Update)
* @returns The generator function that can be used to stop the coroutine
* @example
* Time-based sequencing of operations
* ```ts
* *myCoroutine() {
* yield WaitForSeconds(1); // wait for 1 second
* yield WaitForFrames(10); // wait for 10 frames
* yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
* }
* ```
* @example
* Coroutine that logs a message every 5 frames
* ```ts
* onEnable() {
* this.startCoroutine(this.myCoroutine());
* }
* private *myCoroutine() {
* while(this.activeAndEnabled) {
* console.log("Hello World", this.context.time.frame);
* // wait for 5 frames
* for(let i = 0; i < 5; i++) yield;
* }
* }
* ```
*/
startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
return this.context.registerCoroutineUpdate(this, routine, evt);
}
/**
* Stops a coroutine that was previously started with startCoroutine
* @param routine The routine to be stopped
* @param evt The frame event the routine was registered with
*/
stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
this.context.unregisterCoroutineUpdate(routine, evt);
}
/**
* Checks if this component has been destroyed
* @returns True if the component or its GameObject has been destroyed
*/
public get destroyed(): boolean {
return this.__destroyed;
}
/**
* Destroys this component and removes it from its GameObject
* After destruction, the component will no longer receive lifecycle callbacks
*/
public destroy() {
if (this.__destroyed) return;
this.__internalDestroy();
}
/** @internal */
protected __didAwake: boolean = false;
/** @internal */
private __didStart: boolean = false;
/** @internal */
protected __didEnable: boolean = false;
/** @internal */
protected __isEnabled: boolean | undefined = undefined;
/** @internal */
private __destroyed: boolean = false;
/** @internal */
get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
/** @internal */
constructor(init?: ComponentInit<Component>) {
this.__didAwake = false;
this.__didStart = false;
this.__didEnable = false;
this.__isEnabled = undefined;
this.__destroyed = false;
this._internalInit(init as ComponentInit<this>);
if (isHotReloadEnabled()) registerHotReloadType(this);
}
/** @internal */
__internalNewInstanceCreated(init?: ComponentInit<this>): this {
this.__didAwake = false;
this.__didStart = false;
this.__didEnable = false;
this.__isEnabled = undefined;
this.__destroyed = false;
this._internalInit(init);
return this;
}
/**
* Initializes component properties from an initialization object
* @param init Object with properties to copy to this component
* @internal
*/
_internalInit(init?: ComponentInit<this>) {
if (typeof init === "object") {
for (const key of Object.keys(init)) {
const value = init[key];
// we don't want to allow overriding functions via init
if (typeof value === "function") continue;
(this as any)[key] = value;
}
}
}
/** @internal */
__internalAwake() {
if (this.__didAwake) return;
this.__didAwake = true;
this.awake();
}
/** @internal */
__internalStart() {
if (this.__didStart) return;
this.__didStart = true;
if (this.start) this.start();
}
/** @internal */
__internalEnable(isAddingToScene?: boolean): boolean {
if (this.__destroyed) {
if (isDevEnvironment()) {
console.warn("[Needle Engine Dev] Trying to enable destroyed component");
}
return false;
}
// Don't change enable before awake
// But a user can change enable during awake
if (!this.__didAwake) return false;
if (this.__didEnable) {
// We dont want to change the enable state if we are adding to scene
// But we want to change the state when e.g. a user changes the enable state during awake
if (isAddingToScene !== true)
this.__isEnabled = true;
return false;
}
// console.trace("INTERNAL ENABLE");
this.__didEnable = true;
this.__isEnabled = true;
this.onEnable();
return true;
}
/** @internal */
__internalDisable(isRemovingFromScene?: boolean) {
// Don't change enable before awake
// But a user can change enable during awake
if (!this.__didAwake) return;
if (!this.__didEnable) {
// We dont want to change the enable state if we are removing from a scene
if (isRemovingFromScene !== true)
this.__isEnabled = false;
return;
}
this.__didEnable = false;
this.__isEnabled = false;
this.onDisable();
}
/** @internal */
__internalDestroy() {
if (this.__destroyed) return;
this.__destroyed = true;
if (this.__didAwake) {
this.onDestroy?.call(this);
this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
}
destroyComponentInstance(this as any);
if(isHotReloadEnabled()) unregisterHotReloadType(this);
}
/**
* Controls whether this component is enabled
* Disabled components don't receive lifecycle callbacks
*/
get enabled(): boolean {
return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
}
set enabled(val: boolean) {
if (this.__destroyed) {
if (isDevEnvironment()) {
console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
}
return;
}
// when called from animationclip we receive numbers
// due to interpolation they can be anything between 0 and 1
if (typeof val === "number") {
if (val >= 0.5) val = true;
else val = false;
}
// need to check here because codegen is calling this before everything is setup
if (!this.__didAwake) {
this.__isEnabled = val;
return;
}
if (val) {
this.__internalEnable();
} else {
this.__internalDisable();
}
}
/**
* Gets the position of this component's GameObject in world space.
* Note: This is equivalent to calling `this.gameObject.worldPosition`
*/
get worldPosition(): Vector3 {
return threeutils.getWorldPosition(this.gameObject);
}
/**
* Sets the position of this component's GameObject in world space
* @param val The world position vector to set
*/
set worldPosition(val: Vector3) {
threeutils.setWorldPosition(this.gameObject, val);
}
/**
* Sets the position of this component's GameObject in world space using individual coordinates
* @param x X-coordinate in world space
* @param y Y-coordinate in world space
* @param z Z-coordinate in world space
*/
setWorldPosition(x: number, y: number, z: number) {
threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
}
/**
* Gets the rotation of this component's GameObject in world space as a quaternion
* Note: This is equivalent to calling `this.gameObject.worldQuaternion`
*/
get worldQuaternion(): Quaternion {
return threeutils.getWorldQuaternion(this.gameObject);
}
/**
* Sets the rotation of this component's GameObject in world space using a quaternion
* @param val The world rotation quaternion to set
*/
set worldQuaternion(val: Quaternion) {
threeutils.setWorldQuaternion(this.gameObject, val);
}
/**
* Sets the rotation of this component's GameObject in world space using quaternion components
* @param x X component of the quaternion
* @param y Y component of the quaternion
* @param z Z component of the quaternion
* @param w W component of the quaternion
*/
setWorldQuaternion(x: number, y: number, z: number, w: number) {
threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
}
/**
* Gets the rotation of this component's GameObject in world space as Euler angles (in radians)
*/
get worldEuler(): Euler {
return threeutils.getWorldEuler(this.gameObject);
}
/**
* Sets the rotation of this component's GameObject in world space using Euler angles (in radians)
* @param val The world rotation Euler angles to set
*/
set worldEuler(val: Euler) {
threeutils.setWorldEuler(this.gameObject, val);
}
/**
* Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
* Note: This is equivalent to calling `this.gameObject.worldRotation`
*/
get worldRotation(): Vector3 {
return this.gameObject.worldRotation;
}
/**
* Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
* @param val The world rotation vector to set (in degrees)
*/
set worldRotation(val: Vector3) {
this.setWorldRotation(val.x, val.y, val.z, true);
}
/**
* Sets the rotation of this component's GameObject in world space using individual Euler angles
* @param x X-axis rotation
* @param y Y-axis rotation
* @param z Z-axis rotation
* @param degrees Whether the values are in degrees (true) or radians (false)
*/
setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
}
private static _forward: Vector3 = new Vector3();
/**
* Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
*/
public get forward(): Vector3 {
return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
}
private static _right: Vector3 = new Vector3();
/**
* Gets the right direction vector (1,0,0) of this component's GameObject in world space
*/
public get right(): Vector3 {
return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
}
private static _up: Vector3 = new Vector3();
/**
* Gets the up direction vector (0,1,0) of this component's GameObject in world space
*/
public get up(): Vector3 {
return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
}
// EventTarget implementation:
/**
* Storage for event listeners registered to this component
* @private
*/
private _eventListeners = new Map<string, EventListener[]>();
/**
* Registers an event listener for the specified event type
* @param type The event type to listen for
* @param listener The callback function to execute when the event occurs
*/
addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
this._eventListeners[type] = this._eventListeners[type] || [];
this._eventListeners[type].push(listener);
}
/**
* Removes a previously registered event listener
* @param type The event type the listener was registered for
* @param listener The callback function to remove
*/
removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
if (!this._eventListeners[type]) return;
const index = this._eventListeners[type].indexOf(listener);
if (index >= 0) this._eventListeners[type].splice(index, 1);
}
/**
* Dispatches an event to all registered listeners
* @param evt The event object to dispatch
* @returns Always returns false (standard implementation of EventTarget)
*/
dispatchEvent(evt: Event): boolean {
if (!evt || !this._eventListeners[evt.type]) return false;
const listeners = this._eventListeners[evt.type];
for (let i = 0; i < listeners.length; i++) {
listeners[i](evt);
}
return false;
}
}
// For legacy reasons we need to export this as well
// (and we don't use extend to inherit the component docs)
export { Component as Behaviour };