the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
true if the object is enabled and active in the hierarchy
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
Forward (0,0,-1) vector in world space
set undefined to return to default lightmap
please use sharedMaterial
please use sharedMaterial
Right (1,0,0) vector in world space
shorthand for this.context.scene
Get the mesh Object3D for this renderer
Warn: if this is a multimaterial object it will return the first mesh only
the mesh object3D.
Get all the mesh Object3D for this renderer
an array of mesh object3D.
Up (0,1,0) vector in world space
Static
shouldOptional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerOptional
resolvestarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
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;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Optional
updateStatic
setSet the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity)
Generated using TypeDoc
Needle Engine component base class. Derive from this component to implement your own using the provided lifecycle methods. Components can be added to threejs objects using
GameObject.addComponent
.The most common lifecycle methods are
awake
,start
,onEanble
,onDisable
update
andonDestroy
.XR specific callbacks include
onEnterXR
,onLeaveXR
,onUpdateXR
,onControllerAdded
andonControllerRemoved
.To receive pointer events implement
onPointerDown
,onPointerUp
,onPointerEnter
,onPointerExit
andonPointerMove
.