var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
    if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
    return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { Object3D } from "three";
import { serializable } from "../engine/engine_serialization_decorator.js";
import { Behaviour } from "./Component.js";
/**
 * The [LookAtConstraint](https://engine.needle.tools/docs/api/LookAtConstraint) component is primarely used by {@link OrbitControls} to set the camera's focus point.
 * It does not have its own logic to update the look-at position.
 *
 * The constraint uses a list of source objects - the look-at target is
 * calculated from the first source in the `sources` array.
 *
 * **Integration with OrbitControls:**
 * When attached to the same GameObject as OrbitControls, this constraint
 * controls where the camera orbits around and looks at.
 *
 * @summary Look At Constraint for camera targeting
 * @category Camera and Controls
 * @group Components
 * @see {@link OrbitControls} for camera orbit controls
 * @see {@link SmoothFollow} for smooth position/rotation following
 * @see {@link LookAt} for directly making an object look at a target without using a constraint
 */
export class LookAtConstraint extends Behaviour {
    /**
     * When true, the constraint is active and affects the target.
     * Set to false to temporarily disable without removing sources.
     */
    constraintActive = true;
    /**
     * When true, the look-at position is locked and won't update
     * even if source objects move.
     */
    locked = false;
    /**
     * Objects to look at. The first object in the array is used
     * as the primary look-at target.
     */
    sources = [];
    /**
     * Sets the world position that the constraint should look at.
     * Updates the first source object's position.
     * @param worldPosition The world-space position to look at
     */
    setConstraintPosition(worldPosition) {
        const source = this.sources[0];
        if (source)
            source.worldPosition = worldPosition;
    }
}
__decorate([
    serializable()
], LookAtConstraint.prototype, "constraintActive", void 0);
__decorate([
    serializable()
], LookAtConstraint.prototype, "locked", void 0);
__decorate([
    serializable(Object3D)
], LookAtConstraint.prototype, "sources", void 0);
//# sourceMappingURL=LookAtConstraint.js.map