Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 | import * as THREE from 'three';
import RAPIER from '@dimforge/rapier3d-compat';
/**
* Common lifecycle interface for all FLL Mission Elements
*/
export interface MissionElement {
readonly id: string;
readonly name: string;
readonly description: string;
readonly rootGroup: THREE.Group;
/**
* Initializes Rapier physics bodies and Three.js visual meshes at target world position
*/
init(world: RAPIER.World, basePosition: { x: number; y: number; z: number }): void;
/**
* Steps internal physics/logic each tick
*/
update(dt: number): void;
/**
* Synchronizes Three.js visual transforms with Rapier rigid bodies
*/
syncVisuals(): void;
/**
* Resets the mission element to its initial un-solved state
*/
reset(): void;
/**
* Repositions the base anchor of the mission model with optional yaw rotation (degrees)
*/
setPosition(pos: { x: number; y: number; z: number }, yawDegrees?: number): void;
/**
* Sets the yaw rotation of the mission model in degrees
*/
setRotation?(yawDegrees: number): void;
/**
* Returns current yaw rotation in degrees
*/
getYawDegrees?(): number;
/**
* Whether the element is currently deployed on the field mat / workbench
*/
isPlacedOnField?: boolean;
/**
* Original CAD source filename if imported
*/
sourceFile?: string;
/**
* Returns current world position of base anchor
*/
getPosition(): { x: number; y: number; z: number };
/**
* Evaluates if mission criteria are met
*/
isSolved(): boolean;
/**
* Current mission score percentage (0 to 100)
*/
getScore(): number;
/**
* Cleans up physics bodies and visual meshes
*/
destroy(): void;
/**
* Returns interactive visual meshes that can be clicked/dragged directly by user
*/
getInteractiveMeshes?(): THREE.Object3D[];
/**
* Applies user mouse drag on the mechanism's interactive component
*/
applyUserDrag?(groundTarget: THREE.Vector3): void;
/**
* Called when user finishes/releases mouse drag on the mechanism
*/
stopUserDrag?(): void;
/**
* Parent mission ID if decomposed from a multi-object mission model
*/
parentMissionId?: string;
/**
* Whether the element is currently Dual-Locked (fixed) to the competition field mat
*/
isDualLocked?: boolean;
/**
* Sets Dual-Lock fastening status (true = fixed, false = dynamic)
*/
setDualLocked?(locked: boolean, anchorPoint?: { x: number; z: number }, targetClusterId?: string): void;
/**
* Returns current Dual Lock anchor position on the mat
*/
getDualLockPosition?(): { x: number; z: number } | null;
/**
* Returns ID of the cluster currently anchored to the field mat
*/
getAnchoredClusterId?(): string | null;
}
|