@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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text/typescript
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;
}