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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 { Object3D, Quaternion, Vector3 } from "three"; import { TransformControlsGizmo } from "three/examples/jsm/controls/TransformControls.js"; import { addComponent, addNewComponent, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, removeComponent } from "../../engine/engine_components.js"; import { destroy, isActiveSelf, setActive } from "../../engine/engine_gameobject.js"; import { getTempVector, getWorldPosition, getWorldQuaternion, getWorldRotation, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldRotation, setWorldScale } from "../../engine/engine_three_utils.js"; import type { ComponentInit, Constructor, ConstructorConcrete, HideFlags,IComponent as Component, IComponent } from "../../engine/engine_types.js"; import { applyPrototypeExtensions, registerPrototypeExtensions } from "./ExtensionUtils.js"; // NOTE: keep in sync with method declarations below declare module 'three' { export interface Object3D { get guid(): string | undefined; set guid(value: string | undefined); /** * Allows to control e.g. if an object should be exported */ hideFlags: HideFlags; /** * Add a Needle Engine component to the {@link Object3D}. * @param comp The component instance or constructor to add. * @param init Optional initialization data for the component. * @returns The added component instance. * @example Directly pass in constructor and properties: * ```ts * const obj = new Object3D(); * obj.addComponent(MyComponent, { myProperty: 42 }); * ``` * @example Create a component instance, assign properties and then add it: * ```ts * const obj = new Object3D(); * const comp = new MyComponent(); * comp.myProperty = 42; * obj.addComponent(comp); * ``` */ addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>) : T; /** * Remove a Needle Engine component from the {@link Object3D}. */ removeComponent(inst: IComponent) : IComponent; /** * Get or add a Needle Engine component to the Object3D. * If the component already exists, it will be returned. Otherwise, a new component will be added. * @param typeName The component constructor to get or add. * @param init Optional initialization data for the component. * @returns The component instance. */ getOrAddComponent<T extends IComponent>(typeName: ConstructorConcrete<T>, init?: ComponentInit<T>): T; /** * Get a Needle Engine component from the {@link Object3D}. * @returns The component instance or null if not found. */ getComponent<T extends IComponent>(type: Constructor<T>): T | null; /** * Get all components of a specific type from the {@link Object3D}. * @param arr Optional array to fill with the found components. * @returns An array of components. */ getComponents<T extends IComponent>(type: Constructor<T>, arr?: []): T[]; /** * Get a Needle Engine component from the {@link Object3D} or its children. This will search on the current Object and all its children. * @returns The component instance or null if not found. */ getComponentInChildren<T extends IComponent>(type: Constructor<T>): T | null; /** * Get all components of a specific type from the {@link Object3D} or its children. This will search on the current Object and all its children. * @param arr Optional array to fill with the found components. * @returns An array of components. */ getComponentsInChildren<T extends IComponent>(type: Constructor<T>, arr?: []): T[]; /** * Get a Needle Engine component from the {@link Object3D} or its parents. This will search on the current Object and all its parents. * @returns The component instance or null if not found. */ getComponentInParent<T extends IComponent>(type: Constructor<T>): T | null; /** * Get all Needle Engine components of a specific type from the {@link Object3D} or its parents. This will search on the current Object and all its parents. * @param arr Optional array to fill with the found components. * @returns An array of components. */ getComponentsInParent<T extends IComponent>(type: Constructor<T>, arr?: []): T[]; /** * Destroys the {@link Object3D} and all its Needle Engine components. */ destroy(): void; /** * Get or set the world position of the {@link Object3D}. * Added by Needle Engine. */ worldPosition: Vector3; /** * Get or set the world quaternion of the {@link Object3D}. * Added by Needle Engine. */ worldQuaternion: Quaternion; /** * Get or set the world rotation of the {@link Object3D}. * Added by Needle Engine. */ worldRotation: Vector3; /** * Get or set the world scale of the {@link Object3D}. * Added by Needle Engine. */ worldScale: Vector3; /** * Get the world forward vector of the {@link Object3D}. * Added by Needle Engine. */ get worldForward(): Vector3; /** * Get the world right vector of the {@link Object3D}. * Added by Needle Engine. */ get worldRight(): Vector3; /** * Get the world up vector of the {@link Object3D}. * Added by Needle Engine. */ get worldUp(): Vector3; } } /** * @internal * used to decorate cloned object3D objects with the same added components defined above **/ export function apply(object: Object3D) { if (object && object.isObject3D === true) { applyPrototypeExtensions(object, Object3D); } } Object3D.prototype["SetActive"] = function (active: boolean) { this.visible = active; } // e.g. when called via a UnityEvent Object3D.prototype["setActive"] = function (active: boolean) { this.visible = active; } Object3D.prototype["destroy"] = function () { destroy(this); } Object3D.prototype["addComponent"] = function <T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>) { return addComponent(this, comp, init); } Object3D.prototype["addNewComponent"] = function <T extends Component>(type: ConstructorConcrete<T>, init?: ComponentInit<T>) { return addComponent(this, type, init); } Object3D.prototype["removeComponent"] = function (inst: Component) { return removeComponent(this, inst); } Object3D.prototype["getOrAddComponent"] = function <T extends IComponent>(typeName: ConstructorConcrete<T>, init?: ComponentInit<T>): T { return getOrAddComponent<T>(this, typeName, init); } Object3D.prototype["getComponent"] = function <T extends IComponent>(type: Constructor<T>) { return getComponent(this, type); } Object3D.prototype["getComponents"] = function <T extends IComponent>(type: Constructor<T>, arr?: []) { return getComponents(this, type, arr); } Object3D.prototype["getComponentInChildren"] = function <T extends IComponent>(type: Constructor<T>) { return getComponentInChildren(this, type); } Object3D.prototype["getComponentsInChildren"] = function <T extends IComponent>(type: Constructor<T>, arr?: []) { return getComponentsInChildren(this, type, arr); } Object3D.prototype["getComponentInParent"] = function <T extends IComponent>(type: Constructor<T>) { return getComponentInParent(this, type); } Object3D.prototype["getComponentsInParent"] = function <T extends IComponent>(type: Constructor<T>, arr?: []) { return getComponentsInParent(this, type, arr); } // this is a fix to allow gameObject active animation be applied to a three object if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "activeSelf")) { Object.defineProperty(Object3D.prototype, "activeSelf", { get: function () { return isActiveSelf(this) }, set: function (val: boolean | number) { setActive(this, val); } }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldPosition")) { Object.defineProperty(Object3D.prototype, "worldPosition", { get: function () { // TODO: would be great to remove this - just a workaround because the TransformControlsGizmo also defines this if (this instanceof TransformControlsGizmo) { return getWorldPosition(this["object"]); } return getWorldPosition(this); }, set: function (val: Vector3) { setWorldPosition(this, val) } }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldQuaternion")) { Object.defineProperty(Object3D.prototype, "worldQuaternion", { get: function () { if (this instanceof TransformControlsGizmo) { return getWorldQuaternion(this["object"]); } return getWorldQuaternion(this); }, set: function (val: Quaternion) { setWorldQuaternion(this, val) } }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldRotation")) { Object.defineProperty(Object3D.prototype, "worldRotation", { get: function () { return getWorldRotation(this); }, set: function (val: Vector3) { setWorldRotation(this, val) } }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldScale")) { Object.defineProperty(Object3D.prototype, "worldScale", { get: function () { return getWorldScale(this); }, set: function (val: Vector3) { setWorldScale(this, val) } }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldForward")) { Object.defineProperty(Object3D.prototype, "worldForward", { get: function () { return getTempVector().set(0, 0, 1).applyQuaternion(getWorldQuaternion(this)); }, }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldRight")) { Object.defineProperty(Object3D.prototype, "worldRight", { get: function () { return getTempVector().set(1, 0, 0).applyQuaternion(getWorldQuaternion(this)); }, }); } if (!Object.getOwnPropertyDescriptor(Object3D.prototype, "worldUp")) { Object.defineProperty(Object3D.prototype, "worldUp", { get: function () { return getTempVector().set(0, 1, 0).applyQuaternion(getWorldQuaternion(this)); }, }); } // do this after adding the component extensions registerPrototypeExtensions(Object3D);