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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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import { type Face, Intersection,Object3D, Vector3 } from "three"; import { Input, type InputEventNames, NEPointerEvent } from "../../engine/engine_input.js"; import type { GamepadButtonName, MouseButtonName } from "../../engine/engine_types.js"; import { GameObject } from "../Component.js"; export interface IInputEventArgs { get used(): boolean; use(): void; stopImmediatePropagation?(): void; } /** This pointer event data object is passed to all event receivers that are currently active * It contains hit information if an object was hovered or clicked * If the event is received in onPointerDown or onPointerMove, you can call `setPointerCapture` to receive onPointerMove events even when the pointer has left the object until you call `releasePointerCapture` or when the pointerUp event happens * You can get additional information about the event or event source via the `event` property (of type `NEPointerEvent`) */ export class PointerEventData implements IInputEventArgs { /** the original event */ readonly event: NEPointerEvent; /** the index of the used device * mouse and touch are always 0, controller is the gamepad index or XRController index */ get deviceIndex() { return this.event.deviceIndex; } /** a combination of the pointerId + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 101) */ get pointerId() { return this.event.pointerId; } /** * mouse button 0 === LEFT, 1 === MIDDLE, 2 === RIGHT * */ readonly button: number; readonly buttonName: MouseButtonName | GamepadButtonName | undefined; get pressure(): number { return this.event.pressure; } /** @returns `true` when `use()` has been called. Default: false */ get used(): boolean { return this._used; } private _used: boolean = false; /** mark this event to be used */ use() { if (this._used) return; this._used = true; this.event.use(); } private _propagationStopped: boolean = false; get propagationStopped() { return this._propagationStopped; } /** Call this method to stop immediate propagation on the `event` object. * WARNING: this is currently equivalent to stopImmediatePropagation */ stopPropagation() { // we currently don't have a distinction between stopPropagation and stopImmediatePropagation this._propagationStopped = true; this.event.stopImmediatePropagation(); } /** Call this method to stop immediate propagation on the `event` object. */ stopImmediatePropagation() { this._propagationStopped = true; this.event.stopImmediatePropagation(); } /**@ignore internal flag, pointer captured (we dont want to see it in intellisense) */ z__pointer_ctured: boolean = false; /** Call this method in `onPointerDown` or `onPointerMove` to receive onPointerMove events for this pointerId even when the pointer has left the object until you call `releasePointerCapture` or when the pointerUp event happens */ setPointerCapture() { this.z__pointer_ctured = true; } /**@ignore internal flag, pointer capture released */ z__pointer_cture_rleased: boolean = false; /** call this method in `onPointerDown` or `onPointerMove` to stop receiving onPointerMove events */ releasePointerCapture() { this.z__pointer_cture_rleased = true; } /** Who initiated this event */ inputSource: Input | any; /** Returns the input target ray mode e.g. "screen" for 2D mouse and touch events */ get mode(): XRTargetRayMode | "transient-pointer" { return this.event.mode; } /** The object this event hit or interacted with */ object!: Object3D; /** The world position of this event */ point?: Vector3; /** The object-space normal of this event */ normal?: Vector3; /** */ face?: Face | null; /** The distance of the hit point from the origin */ distance?: number; /** The instance ID of an object hit by a raycast (if a instanced object was hit) */ instanceId?: number; /** The three intersection */ intersection?: Intersection; isDown: boolean | undefined; isUp: boolean | undefined; isPressed: boolean | undefined; isClick: boolean | undefined; isDoubleClick: boolean | undefined; private input: Input; constructor(input: Input, event: NEPointerEvent) { this.event = event; this.input = input; this.button = event.button; } clone() { const clone = new PointerEventData(this.input, this.event); Object.assign(clone, this); return clone; } /**@deprecated use use() */ Use() { this.use(); } /**@deprecated use stopPropagation() */ StopPropagation() { this.event.stopImmediatePropagation(); } } export interface IPointerDownHandler { /** Called when a button is started to being pressed on an object (or a child object) */ onPointerDown?(args: PointerEventData); } export interface IPointerUpHandler { /** Called when a button is released (which was previously pressed in `onPointerDown`) */ onPointerUp?(args: PointerEventData); } export interface IPointerEnterHandler { /** Called when a pointer (mouse, touch, xr controller) starts pointing on/hovering an object (or a child object) */ onPointerEnter?(args: PointerEventData); } export interface IPointerMoveHandler { /** Called when a pointer (mouse, touch, xr controller) is moving over an object (or a child object) */ onPointerMove?(args: PointerEventData); } export interface IPointerExitHandler { /** Called when a pointer (mouse, touch, xr controller) exists an object (it was hovering the object before but now it's not anymore) */ onPointerExit?(args: PointerEventData); } export interface IPointerClickHandler { /** Called when an object (or any child object) is clicked (needs a EventSystem in the scene) */ onPointerClick?(args: PointerEventData); } /** Implement on your component to receive input events via the `EventSystem` component */ export interface IPointerEventHandler extends IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerMoveHandler, IPointerExitHandler, IPointerClickHandler { } /** * @internal tests if the object has any PointerEventComponent used by the EventSystem * This is used to skip raycasting on objects that have no components that use pointer events */ export function hasPointerEventComponent(obj: Object3D, event?: InputEventNames | null) { const res = GameObject.foreachComponent(obj, comp => { // ignore disabled components if (!comp.enabled) return undefined; const handler = comp as IPointerEventHandler; // if a specific event is passed in, we only check for that event if (event) { switch (event) { case "pointerdown": if (handler.onPointerDown) return true; break; case "pointerup": if (handler.onPointerUp || handler.onPointerClick) return true; break; case "pointermove": if (handler.onPointerEnter || handler.onPointerExit || handler.onPointerMove) return true; break; } } else { if (handler.onPointerDown || handler.onPointerUp || handler.onPointerEnter || handler.onPointerExit || handler.onPointerClick) return true; } // undefined means continue return undefined; }, false); if (res === true) return true; return false; }