Documentación de Needle Engine
Downloads
  • What is Needle Engine?
  • Testimonios
  • Get an overview

    • Samples and Showcase
    • Nuestra Visión 🔮
    • Resumen de Características
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  • Resources

    • Pricing and Plans
    • Changelog
    • API Documentation
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  • Integrations

    • Needle Engine para Unity
    • Needle Engine para Blender
    • Needle Engine como Web Component
    • Needle Engine en tu sitio web
    • Needle Cloud
  • Topics

    • Estructura de Proyecto Web
    • Acciones Everywhere
    • Exportar Assets a glTF
    • Frameworks, Bundlers, HTML
    • Testing on local devices
    • Despliegue y optimización
  • Advanced

    • Redes
    • VR & AR (WebXR)
    • Usando Needle Engine directamente desde HTML
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    • Cómo Depurar
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    • Get Help
  • Videos

    • Tutorials on Youtube
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  • Scripting Overview

    • Scripting in Needle Engine
    • Introducción al Scripting para Desarrolladores de Unity
    • Componentes principales de Needle
    • Acciones Everywhere
  • Components and Lifecycle

    • Crear y usar Components
    • @serializable y otros decoradores
    • Generación Automática de Componentes
    • Ejemplos de scripting
    • Community Contributions
    • Módulos Adicionales
  • Settings and APIs

    • Configuración de <needle-engine>
    • needle.config.json
    • Needle Engine API
    • three.js API
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Downloads
  • What is Needle Engine?
  • Testimonios
  • Get an overview

    • Samples and Showcase
    • Nuestra Visión 🔮
    • Resumen de Características
    • Resumen técnico
  • Resources

    • Pricing and Plans
    • Changelog
    • API Documentation
    • Support & Community
  • Integrations

    • Needle Engine para Unity
    • Needle Engine para Blender
    • Needle Engine como Web Component
    • Needle Engine en tu sitio web
    • Needle Cloud
  • Topics

    • Estructura de Proyecto Web
    • Acciones Everywhere
    • Exportar Assets a glTF
    • Frameworks, Bundlers, HTML
    • Testing on local devices
    • Despliegue y optimización
  • Advanced

    • Redes
    • VR & AR (WebXR)
    • Usando Needle Engine directamente desde HTML
    • Editor Sync
  • Troubleshooting

    • Cómo Depurar
    • Preguntas Frecuentes (FAQ) 💡
    • Get Help
  • Videos

    • Tutorials on Youtube
    • Interviews on Youtube
  • Scripting Overview

    • Scripting in Needle Engine
    • Introducción al Scripting para Desarrolladores de Unity
    • Componentes principales de Needle
    • Acciones Everywhere
  • Components and Lifecycle

    • Crear y usar Components
    • @serializable y otros decoradores
    • Generación Automática de Componentes
    • Ejemplos de scripting
    • Community Contributions
    • Módulos Adicionales
  • Settings and APIs

    • Configuración de <needle-engine>
    • needle.config.json
    • Needle Engine API
    • three.js API
Help
Samples
Pricing
  • Needle Website
  • Needle Cloud
  • Support Community
  • Discord Server
  • X/Twitter
  • YouTube
  • Newsletter
  • Email
  • Feedback
  • Github
  • English
  • 简体中文
  • Español
  • Português
  • Français
  • हिन्दी
  • 日本語
  • Deutsch
  • Tiếng Việt
  • Getting Started

    • Downloads
    • Needle Engine for Unity
    • Needle Engine for Blender
    • Needle Engine as Web Component
    • Needle Engine on your Website
    • Needle Cloud
    • Custom integrations
    • Support and Community
  • Core Concepts

    • Estructura de Proyecto Web
    • Acciones Everywhere
    • Exportar Assets a glTF
    • Frameworks, Bundlers, HTML
    • Testing on local devices
    • Despliegue y optimización
    • Cómo Depurar
    • Preguntas Frecuentes (FAQ) 💡
  • Scripting

    • Scripting in Needle Engine
    • Introducción al Scripting para Desarrolladores de Unity
    • Crear y usar Components
    • Generación Automática de Componentes
    • Ejemplos de scripting
    • Community Contributions
  • Advanced

    • VR & AR (WebXR)
    • Redes
    • Editor Sync
  • Reference

    • Resumen de Características
    • Resumen técnico
    • Componentes principales de Needle
    • needle.config.json
    • Configuración de <needle-engine>
    • @serializable y otros decoradores

Ejemplos de scripting

Si eres nuevo en scripting, recomendamos encarecidamente leer primero las siguientes guías:

  • Guía para principiantes: Fundamentos de Typescript
  • Guía para principiantes: Needle Engine para desarrolladores de Unity
  • Tutorial en vídeo: Cómo escribir componentes personalizados

A continuación, encontrarás algunos scripts básicos como referencia rápida.

También ofrecemos muchas escenas de ejemplo y proyectos completos que puedes descargar y usar como punto de partida:

  • Visitar sitio web de ejemplos
  • Descargar paquete de ejemplos
  • Colección Stackblitz de Needle Engine
  • API de Needle Engine

Componente básico

import { Behaviour, serializable } from "@needle-tools/engine"
import { Object3D } from "three"

export class MyComponent extends Behaviour {

    @serializable(Object3D)
    myObjectReference?: Object3D;

    start() {
        console.log("Hello world", this);
    }

    update() {
        this.gameObject.rotateY(this.context.time.deltaTime);
    }
}

consulta scripting para todos los eventos de componente

Referenciar un Objeto desde Unity

import { Behaviour, serializable, Camera } from "@needle-tools/engine";
import { Object3D } from "three"

export class MyClass extends Behaviour {
    // this will be a "Transform" field in Unity
    @serializable(Object3D) 
    myObjectReference: Object3D | null = null;
    
    // this will be a "Transform" array field in Unity
    // Note that the @serializable decorator contains the array content type! (Object3D and not Object3D[])
    @serializable(Object3D) 
    myObjectReferenceList: Object3D[] | null = null;

    // for component or other objects use the object's type
    @serializable(Camera)
    myCameraComponent: Camera | null = null;
}

Referenciar y cargar un asset desde Unity (Prefab o SceneAsset)

import { Behaviour, serializable, AssetReference } from "@needle-tools/engine";

export class MyClass extends Behaviour {

    // if you export a prefab or scene as a reference from Unity you'll get a path to that asset
    // which you can de-serialize to AssetReference for convenient loading
    @serializable(AssetReference)
    myPrefab?: AssetReference;
    
    async start() {
      // directly instantiate
      const myInstance = await this.myPrefab?.instantiate();

      // you can also just load and instantiate later
      // const myInstance = await this.myPrefab.loadAssetAsync();
      // this.gameObject.add(myInstance)
      // this is useful if you know that you want to load this asset only once because it will not create a copy
      // since ``instantiate()`` does create a copy of the asset after loading it
    }  
}

Referenciar y cargar escenas desde Unity

Consejos

Encuentra un ejemplo funcional en nuestros ejemplos para descargar y probar

import { Behaviour, serializable, AssetReference } from "@needle-tools/engine";

export class LoadingScenes extends Behaviour {
    // tell the component compiler that we want to reference an array of SceneAssets
    // @type UnityEditor.SceneAsset[]
    @serializable(AssetReference)
    myScenes?: AssetReference[];

    async awake() {
        if (!this.myScenes) {
            return;
        }
        for (const scene of this.myScenes) {
            // check if it is assigned in unity
            if(!scene) continue;
            // load the scene once
            const myScene = await scene.loadAssetAsync();
            // add it to the threejs scene
            this.gameObject.add(myScene);
            
            // of course you can always just load one at a time
            // and remove it from the scene when you want
            // myScene.removeFromParent();
            // this is the same as scene.asset.removeFromParent()
        }
    }

    onDestroy(): void {
        if (!this.myScenes) return;
        for (const scene of this.myScenes) {
            scene?.unload();
        }
    }
}

Recibir Clicks en Objetos

Añade este script a cualquier objeto en tu escena que quieras que sea clickeable. Asegúrate de tener también un componente ObjectRaycaster en la jerarquía padre de ese objeto.

test
import { Behaviour, IPointerClickHandler, PointerEventData, showBalloonMessage } from "@needle-tools/engine";

export class ClickExample extends Behaviour implements IPointerClickHandler {

    // Make sure to have an ObjectRaycaster component in the parent hierarchy
    onPointerClick(_args: PointerEventData) {
        showBalloonMessage("Clicked " + this.name);
    }
}

Networking de Clicks en Objetos

Añade este script a cualquier objeto en tu escena que quieras que sea clickeable. Asegúrate de tener también un componente ObjectRaycaster en la jerarquía padre de ese objeto. El componente enviará el click recibido a todos los clientes conectados y generará un evento al que podrás reaccionar en tu aplicación. Si usas Unity o Blender, puedes simplemente asignar funciones para llamar al evento onClick para, por ejemplo, reproducir una animación u ocultar objetos.

import { Behaviour, EventList, IPointerClickHandler, PointerEventData, serializable } from "@needle-tools/engine";

export class SyncedClick extends Behaviour implements IPointerClickHandler {

    @serializable(EventList)
    onClick!: EventList;

    onPointerClick(_args: PointerEventData) {
        console.log("SEND CLICK");
        this.context.connection.send("clicked/" + this.guid);
        this.onClick?.invoke();
    }

    onEnable(): void {
        this.context.connection.beginListen("clicked/" + this.guid, this.onRemoteClick);
    }
    onDisable(): void {
        this.context.connection.stopListen("clicked/" + this.guid, this.onRemoteClick);
    }


    onRemoteClick = () => {
        console.log("RECEIVED CLICK");
        this.onClick?.invoke();
    }
    
}

Reproducir Animación al hacer click

import { Behaviour, serializable, Animation, IPointerClickHandler, PointerEventData } from "@needle-tools/engine";

export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler {

    @serializable(Animation)
    animation?: Animation;

    awake() {
        if (this.animation) {
            this.animation.playAutomatically = false;
            this.animation.loop = false;
        }
    }

    onPointerClick(_args: PointerEventData) {
        if (this.animation) {
            this.animation.play();
        }
    }
}

Referenciar un Animation Clip

Esto puede ser útil si quieres ejecutar tu lógica de animación personalizada. También puedes exportar un array de clips.

import { Behaviour, serializable } from "@needle-tools/engine";
import { AnimationClip } from "three"

export class ExportAnimationClip extends Behaviour {

    @serializable(AnimationClip)
    animation?: AnimationClip;

    awake() {
        console.log("My referenced animation clip", this.animation);
    }
}

Crear e invocar un UnityEvent

import { Behaviour, serializable, EventList } from "@needle-tools/engine"

export class MyComponent extends Behaviour {

    @serializable(EventList)
    myEvent? : EventList;

    start() {
        this.myEvent?.invoke();
    }
}

Consejos

Los eventos de EventList también se invocan a nivel de componente. Esto significa que también puedes suscribirte al evento declarado anteriormente usando myComponent.addEventListener("my-event", evt => {...}). Esta es una característica experimental. Por favor, proporciona feedback en nuestro forum

Declarar un tipo de evento personalizado

Esto es útil cuando quieres exponer un evento a Unity o Blender con argumentos personalizados (como una cadena de texto).

import { Behaviour, serializable, EventList } from "@needle-tools/engine";
import { Object3D } from "three";

/*
Make sure to have a c# file in your project with the following content:

using UnityEngine;
using UnityEngine.Events;

[System.Serializable]
public class MyCustomUnityEvent : UnityEvent<string>
{
}

Unity documentation about custom events: 
https://docs.unity3d.com/ScriptReference/Events.UnityEvent_2.html

*/

// Documentation → https://docs.needle.tools/scripting

export class CustomEventCaller extends Behaviour {

    // The next line is not just a comment, it defines 
    // a specific type for the component generator to use.

    //@type MyCustomUnityEvent
    @serializable(EventList)
    myEvent!: EventList;

    // just for testing - could be when a button is clicked, etc.
    start() {
        this.myEvent.invoke("Hello");
    }
}

export class CustomEventReceiver extends Behaviour {

    logStringAndObject(str: string) {
        console.log("From Event: ", str);
    }
}

Ejemplo de uso:20221128-210735_Unity-needle

Usar objetos anidados y serialización

Puedes anidar objetos y sus datos. Con los decoradores @serializable(SomeType) correspondientes, los datos se serializarán y deserializarán en los tipos correctos automáticamente.

En tu componente Typescript:

import { Behaviour, serializable } from "@needle-tools/engine";

// Documentation → https://docs.needle.tools/scripting

class CustomSubData {
    @serializable()
    subString: string = "";
    
    @serializable()
    subNumber: number = 0;
}

class CustomData {
    @serializable()
    myStringField: string = "";
    
    @serializable()
    myNumberField: number = 0;
    
    @serializable()
    myBooleanField: boolean = false;
    
    @serializable(CustomSubData)
    subData: CustomSubData | undefined = undefined;

    someMethod() {
        console.log("My string is " + this.myStringField, "my sub data", this.subData)
    }
}

export class SerializedDataSample extends Behaviour {

    @serializable(CustomData)  
    myData: CustomData | undefined;
    
    onEnable() {
        console.log(this.myData);
        this.myData?.someMethod();
    }
}

En C# en cualquier script:

using System;

[Serializable]
public class CustomSubData
{
    public string subString;
    public float subNumber;
}
	
[Serializable]
public class CustomData
{
    public string myStringField;
    public float myNumberField;
    public bool myBooleanField;
    public CustomSubData subData;
}

Consejos

Sin los decoradores de tipo correctos, seguirás obteniendo los datos, pero solo como un objeto plano. Esto es útil al portar componentes, ya que tendrás acceso a todos los datos y podrás añadir tipos según sea necesario.

Usar Web APIs

Consejos

¡Ten en cuenta que sigues teniendo acceso a todas las web apis y paquetes npm! Esa es la belleza de Needle Engine, si se nos permite decirlo aquí 😊

Mostrar ubicación actual

import { Behaviour, showBalloonMessage } from "@needle-tools/engine";

export class WhereAmI extends Behaviour {
    start() {
        navigator.geolocation.getCurrentPosition((position) => {
            console.log("Navigator response:", position);
            const latlong = position.coords.latitude + ", " + position.coords.longitude;
            showBalloonMessage("You are at\nLatLong " + latlong);
        });
    }
}

Mostrar hora actual usando una Coroutine

import { Behaviour, Text, serializable, WaitForSeconds } from "@needle-tools/engine";

export class DisplayTime extends Behaviour {

    @serializable(Text)
    text?: Text;

    onEnable(): void {
        this.startCoroutine(this.updateTime())
    }

    private *updateTime() {
        while (true) {
            if (this.text) {
                this.text.text = new Date().toLocaleTimeString();
                console.log(this.text.text)
            }
            yield WaitForSeconds(1)
        }
    };
}

Cambiar propiedad de shader personalizado

Asumiendo que tienes un shader personalizado con un nombre de propiedad _Speed que es un valor float, así es como lo cambiarías desde un script. Puedes encontrar un ejemplo funcional para descargar en nuestros ejemplos

import { Behaviour, serializable } from "@needle-tools/engine";
import { Material } from "three";

declare type MyCustomShaderMaterial = {
   _Speed: number;
};

export class IncreaseShaderSpeedOverTime extends Behaviour {

   @serializable(Material)
   myMaterial?: Material & MyCustomShaderMaterial;

   update() {
       if (this.myMaterial) {
           this.myMaterial._Speed *= 1 + this.context.time.deltaTime;
           if(this.myMaterial._Speed > 1) this.myMaterial._Speed = .0005;
           if(this.context.time.frame % 30 === 0) console.log(this.myMaterial._Speed)
       }
   }
}
View on GitHub

Cambiar atributo src

Ver ejemplo funcional en StackBlitz

Añadir nuevos efectos de postprocesado

Asegúrate de instalar npm i postprocessing en tu proyecto web. Luego puedes añadir nuevos efectos derivando de PostProcessingEffect.

Para usar el efecto, añádelo al mismo objeto que tu componente Volume.

Aquí tienes un ejemplo que envuelve el efecto de postprocesado Outline. Puedes exponer variables y configuraciones como de costumbre, ya que cualquier efecto es también simplemente un componente en tu escena de three.js.

import { EffectProviderResult, PostProcessingEffect, registerCustomEffectType, serializable } from "@needle-tools/engine";
import { OutlineEffect } from "postprocessing";
import { Object3D } from "three";

export class OutlinePostEffect extends PostProcessingEffect {

    // the outline effect takes a list of objects to outline
    @serializable(Object3D)
    selection!: Object3D[];

    // this is just an example method that you could call to update the outline effect selection
    updateSelection() {
        if (this._outlineEffect) {
            this._outlineEffect.selection.clear();
            for (const obj of this.selection) {
                this._outlineEffect.selection.add(obj);
            }
        }
    }


    // a unique name is required for custom effects
    get typeName(): string {
        return "Outline";
    }

    private _outlineEffect: void | undefined | OutlineEffect;

    // method that creates the effect once
    onCreateEffect(): EffectProviderResult | undefined {

        const outlineEffect = new OutlineEffect(this.context.scene, this.context.mainCamera!);
        this._outlineEffect = outlineEffect;
        outlineEffect.edgeStrength = 10;
        outlineEffect.visibleEdgeColor.set(0xff0000);
        for (const obj of this.selection) {
            outlineEffect.selection.add(obj);
        }

        return outlineEffect;
    }
}
// You need to register your effect type with the engine
registerCustomEffectType("Outline", OutlinePostEffect);

Comportamiento de ParticleSystem personalizado

import { Behaviour, ParticleSystem } from "@needle-tools/engine";
import { ParticleSystemBaseBehaviour, QParticle } from "@needle-tools/engine";

// Derive your custom behaviour from the ParticleSystemBaseBehaviour class (or use QParticleBehaviour)
class MyParticlesBehaviour extends ParticleSystemBaseBehaviour {

    // callback invoked per particle
    update(particle: QParticle): void {
        particle.position.y += 5 * this.context.time.deltaTime;
    }
}
export class TestCustomParticleSystemBehaviour extends Behaviour {
    start() {
        // add your custom behaviour to the particle system
        this.gameObject.getComponent(ParticleSystem)!.addBehaviour(new MyParticlesBehaviour())
    }
}

Componente de audio 2D personalizado

Este es un ejemplo de cómo podrías crear tu propio componente de audio. Sin embargo, para la mayoría de los casos de uso, puedes usar el componente principal AudioSource y no tener que escribir código.

import { AudioSource, Behaviour, serializable } from "@needle-tools/engine";

// declaring AudioClip type is for codegen to produce the correct input field (for e.g. Unity or Blender)
declare type AudioClip = string;

export class My2DAudio extends Behaviour {

    // The clip contains a string pointing to the audio file - by default it's relative to the GLB that contains the component
    // by adding the URL decorator the clip string will be resolved relative to your project root and can be loaded
    @serializable(URL)
    clip?: AudioClip;

    awake() {
        // creating a new audio element and playing it
        const audioElement = new Audio(this.clip);
        audioElement.loop = true;
        // on the web we have to wait for the user to interact with the page before we can play audio
        AudioSource.registerWaitForAllowAudio(() => {
            audioElement.play();
        })
    }
}

Archivos externos arbitrarios

Usa el tipo FileReference para cargar archivos externos (por ejemplo, un archivo json)

import { Behaviour, FileReference, ImageReference, serializable } from "@needle-tools/engine";

export class FileReferenceExample extends Behaviour {

    // A FileReference can be used to load and assign arbitrary data in the editor. You can use it to load images, audio, text files... FileReference types will not be saved inside as part of the GLB (the GLB will only contain a relative URL to the file)
    @serializable(FileReference)
    myFile?: FileReference;
    // Tip: if you want to export and load an image (that is not part of your GLB) if you intent to add it to your HTML content for example you can use the ImageReference type instead of FileReference. It will be loaded as an image and you can use it as a source for an <img> tag.

    async start() {
        console.log("This is my file: ", this.myFile);
        // load the file
        const data = await this.myFile?.loadRaw();
        if (!data) {
            console.error("Failed loading my file...");
            return;
        }
        console.log("Loaded my file. These are the bytes:", await data.arrayBuffer());
    }
}

Recibir click de elemento html en componente

import { Behaviour, EventList, serializable, serializeable } from "@needle-tools/engine";

export class HTMLButtonClick extends Behaviour {

    /** Enter a button query (e.g. button.some-button if you're interested in a button with the class 'some-button') 
     * Or you can also use an id (e.g. #some-button if you're interested in a button with the id 'some-button')
     * Or you can also use a tag (e.g. button if you're interested in any button
    */
    @serializeable()
    htmlSelector: string = "button.some-button";
    
    /** This is the event to be invoked when the html element is clicked. In Unity or Blender you can assign methods to be called in the Editor */
    @serializable(EventList)
    onClick: EventList = new EventList();

    private element? : HTMLButtonElement;

    onEnable() {
        // Get the element from the DOM
        this.element = document.querySelector(this.htmlSelector) as HTMLButtonElement;
        if (this.element) {
            this.element.addEventListener('click', this.onClicked);
        }
        else console.warn(`Could not find element with selector \"${this.htmlSelector}\"`);
    }

    onDisable() {
        if (this.element) {
            this.element.removeEventListener('click', this.onClicked);
        }
    }

    private onClicked = () => {
        this.onClick.invoke();
    }
}
View on GitHub

Deshabilitar luz ambiental

import { Behaviour } from "@needle-tools/engine";
import { Texture } from "three";

export class DisableEnvironmentLight extends Behaviour {

   private _previousEnvironmentTexture: Texture | null = null;

   onEnable(): void {
       this._previousEnvironmentTexture = this.context.scene.environment;
       this.context.scene.environment = null;
   }

   onDisable(): void {
       this.context.scene.environment = this._previousEnvironmentTexture;
   }
}
View on GitHub

Usar paquete mediapipe para controlar la escena 3D con las manos

Asegúrate de instalar el paquete mediapipe. Visita el enlace de github a continuación para ver la configuración completa del proyecto. Probarlo aquí en vivo - requiere una webcam/cámara

import { FilesetResolver, HandLandmarker, HandLandmarkerResult, NormalizedLandmark } from "@mediapipe/tasks-vision";
import { Behaviour, Mathf, serializable, showBalloonMessage } from "@needle-tools/engine";
import { ParticleSphere } from "./ParticleSphere";

export class MediapipeHands extends Behaviour {

    @serializable(ParticleSphere)
    spheres: ParticleSphere[] = [];

    private _video!: HTMLVideoElement;
    private _handLandmarker!: HandLandmarker;

    async awake() {
        showBalloonMessage("Initializing mediapipe...")

        const vision = await FilesetResolver.forVisionTasks(
            // path/to/wasm/root
            "https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"
        );
        this._handLandmarker = await HandLandmarker.createFromOptions(
            vision,
            {
                baseOptions: {
                    modelAssetPath: "https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/latest/hand_landmarker.task",
                    delegate: "GPU"
                },
                numHands: 2
            });
        //@ts-ignore
        await this._handLandmarker.setOptions({ runningMode: "VIDEO" });

        this._video = document.createElement("video");
        this._video.setAttribute("style", "max-width: 30vw; height: auto;");
        console.log(this._video);
        this._video.autoplay = true;
        this._video.playsInline = true;
        this.context.domElement.appendChild(this._video);
        this.startWebcam(this._video);
    }

    private _lastVideoTime: number = 0;

    update(): void {
        if (!this._video || !this._handLandmarker) return;
        const video = this._video;
        if (video.currentTime !== this._lastVideoTime) {
            let startTimeMs = performance.now();
            showBalloonMessage("<strong>Control the spheres with one or two hands</strong>!<br/><br/>Sample scene by <a href='https://twitter.com/llllkatjallll/status/1659280435023605773'>Katja Rempel</a>")
            const detections = this._handLandmarker.detectForVideo(video, startTimeMs);
            this.processResults(detections);
            this._lastVideoTime = video.currentTime;
        }

    }

    private processResults(results: HandLandmarkerResult) {
        const hand1 = results.landmarks[0];
        // check if we have even one hand
        if (!hand1) return;

        if (hand1.length >= 4 && this.spheres[0]) {
            const pos = hand1[4];
            this.processLandmark(this.spheres[0], pos);
        }

        // if we have a second sphere:
        if (this.spheres.length >= 2) {
            const hand2 = results.landmarks[1];
            if (!hand2) {
                const pos = hand1[8];
                this.processLandmark(this.spheres[1], pos);
            }
            else {
                const pos = hand2[4];
                this.processLandmark(this.spheres[1], pos);
            }
        }
    }

    private processLandmark(sphere: ParticleSphere, pos: NormalizedLandmark) {
        const px = Mathf.remap(pos.x, 0, 1, -6, 6);
        const py = Mathf.remap(pos.y, 0, 1, 6, -6);
        sphere.setTarget(px, py, 0);
    }

    private async startWebcam(video: HTMLVideoElement) {
        const constraints = { video: true, audio: false };
        const stream = await navigator.mediaDevices.getUserMedia(constraints);
        video.srcObject = stream;
    }
}
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Cambiar color al colisionar

import { Behaviour, Collision, Renderer } from "@needle-tools/engine";
import{ Color } from "three";

export class ChangeColorOnCollision extends Behaviour {

    private renderer: Renderer | null = null;
    private collisionCount: number = 0;

    private _startColor? : Color[];

    start() {
        this.renderer = this.gameObject.getComponent(Renderer);
        if (!this.renderer) return;
        if(!this._startColor) this._startColor = [];
        for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
            this.renderer.sharedMaterials[i] = this.renderer.sharedMaterials[i].clone();
            this._startColor[i] = this.renderer.sharedMaterials[i]["color"].clone();
        }
    }

    onCollisionEnter(_col: Collision) {
        if (!this.renderer) return;
        this.collisionCount += 1;
        for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
            this.renderer.sharedMaterials[i]["color"].setRGB(Math.random(), Math.random(), Math.random());
        }
    }

    onCollisionExit(_col: Collision) {
        if (!this.renderer || !this._startColor) return;
        this.collisionCount -= 1;
        if (this.collisionCount === 0) {
            for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
                this.renderer.sharedMaterials[i]["color"].copy(this._startColor[i])
                // .setRGB(.1, .1, .1);
            }
        }
    }

    // more events:
    // onCollisionStay(_col: Collision)
    // onCollisionExit(_col: Collision)
}
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Relé de Physics Trigger

Invocar eventos usando los métodos physics trigger de un objeto

export class PhysicsTrigger extends Behaviour {

    @serializeable(GameObject)
    triggerObjects?:GameObject[];

    @serializeable(EventList)
    onEnter?: EventList;

    @serializeable(EventList)
    onStay?: EventList;

    @serializeable(EventList)
    onExit?: EventList;

    onTriggerEnter(col: Collider) {
        if(this.triggerObjects && this.triggerObjects.length > 0 && !this.triggerObjects?.includes(col.gameObject)) return;
        this.onEnter?.invoke();
    }

    onTriggerStay(col: Collider) {
        if(this.triggerObjects && this.triggerObjects.length > 0 && !this.triggerObjects?.includes(col.gameObject)) return;
        this.onStay?.invoke();
    }

    onTriggerExit(col: Collider) {
        if(this.triggerObjects && this.triggerObjects.length > 0 && !this.triggerObjects?.includes(col.gameObject)) return;
        this.onExit?.invoke();
    }
}
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Auto Reset

Restablecer la posición de un objeto automáticamente cuando sale de un physics trigger

import { Behaviour, Collider, GameObject, Rigidbody, serializeable } from "@needle-tools/engine";
import { Vector3 } from "three";

export class StartPosition extends Behaviour {

    //@nonSerialized
    startPosition?: Vector3;

    start() {
        this.updateStartPosition();
    }

    updateStartPosition(){
        this.startPosition = this.gameObject.position.clone();
    }

    resetToStart() {
        if (!this.startPosition) return;
        const rb = GameObject.getComponent(this.gameObject, Rigidbody);
        rb?.teleport(this.startPosition);
    }
}

/** Reset to start position when object is exiting the collider */
export class AutoReset extends StartPosition {

    @serializeable(Collider)
    worldCollider?: Collider;

    start(){
        super.start();
        if(!this.worldCollider) console.warn("Missing collider to reset", this);
    }
    
    onTriggerExit(col) {
        if(col === this.worldCollider){
            this.resetToStart();
        }
    }
}
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Reproducir Audio al Colisionar

import { AudioSource, Behaviour, serializeable } from "@needle-tools/engine";

export class PlayAudioOnCollision extends Behaviour {
    @serializeable(AudioSource)
    audioSource?: AudioSource;

    onCollisionEnter() {
        this.audioSource?.play();
    }
}
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Establecer Color Aleatorio

Aleatorizar el color de un objeto al inicio. Ten en cuenta que los materiales se clonan en el método start

import { Behaviour, serializeable, Renderer } from "@needle-tools/engine";
import { Color } from "three";

export class RandomColor extends Behaviour {

    @serializeable()
    applyOnStart: boolean = true;

    start() {
        if (this.applyOnStart)
            this.applyRandomColor();

        // if materials are not cloned and we change the color they might also change on other objects
        const cloneMaterials = true;
        if (cloneMaterials) {
            const renderer = this.gameObject.getComponent(Renderer);
            if (!renderer) {
                return;
            }
            for (let i = 0; i < renderer.sharedMaterials.length; i++) {
                renderer.sharedMaterials[i] = renderer.sharedMaterials[i].clone();
            }
        }
    }

    applyRandomColor() {
        const renderer = this.gameObject.getComponent(Renderer);
        if (!renderer) {
            console.warn("Can not change color: No renderer on " + this.name);
            return;
        }
        for (let i = 0; i < renderer.sharedMaterials.length; i++) {
            renderer.sharedMaterials[i].color = new Color(Math.random(), Math.random(), Math.random());
        }
    }
}
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Generar objetos a lo largo del tiempo

import { Behaviour, GameObject, LogType, serializeable, showBalloonMessage, WaitForSeconds } from "@needle-tools/engine";

export class TimedSpawn extends Behaviour {
    @serializeable(GameObject)
    object?: GameObject;

    interval: number = 1000;
    max: number = 100;

    private spawned: number = 0;

    awake() {
        if (!this.object) {
            console.warn("TimedSpawn: no object to spawn");
            showBalloonMessage("TimedSpawn: no object to spawn", LogType.Warn);
            return;
        }
        GameObject.setActive(this.object, false);
        this.startCoroutine(this.spawn())
    }

    *spawn() {
        if (!this.object) return;
        while (this.spawned < this.max) {
            const instance = GameObject.instantiate(this.object);
            GameObject.setActive(instance!, true);
            this.spawned += 1;
            yield WaitForSeconds(this.interval / 1000);
        }
    }
}
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Actualizado el:: 22/4/25, 8:44
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Generación Automática de Componentes
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