r3-legacy/src/game-lib-component-mesh-per...

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GameLib.D3.ComponentMeshPermutation = function(
componentId,
positionOffset,
quaternionOffset,
scaleOffset
) {
this.componentId = componentId || GameLib.D3.Tools.RandomId();
this.parentEntity = null;
this.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0);
this.quaternionOffset = quaternionOffset || new GameLib.D3.Quaternion(0, 0, 0, 1);
this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(0, 0, 0);
// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
GameLib.D3.Utils.Extend(GameLib.D3.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
};
2016-11-09 12:37:46 +01:00
if(typeof THREE != "undefined") {
ComponentMeshPermutation_quaternion = new THREE.Quaternion();
ComponentMeshPermutation_quaternionCopy = new THREE.Quaternion();
ComponentMeshPermutation_position = new THREE.Vector3();
ComponentMeshPermutation_scale = new THREE.Vector3();
ComponentMeshPermutation_offsetQuaternion = new THREE.Quaternion();
ComponentMeshPermutation_offsetPosition = new THREE.Vector3();
ComponentMeshPermutation_offsetScale = new THREE.Vector3();
}
///////////////////////// Methods to override //////////////////////////
GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
deltaTime,
parentEntity
) {
if(parentEntity && parentEntity.mesh) {
ComponentMeshPermutation_quaternion.copy(parentEntity.mesh.quaternion);
ComponentMeshPermutation_quaternionCopy.copy(ComponentMeshPermutation_quaternion);
ComponentMeshPermutation_position.copy(parentEntity.mesh.position);
ComponentMeshPermutation_offsetQuaternion.copy(this.quaternionOffset);
ComponentMeshPermutation_quaternion = ComponentMeshPermutation_quaternion.multiply(ComponentMeshPermutation_offsetQuaternion).normalize();
ComponentMeshPermutation_offsetPosition.copy(this.positionOffset);
ComponentMeshPermutation_position = ComponentMeshPermutation_position.add(ComponentMeshPermutation_offsetPosition.applyQuaternion(ComponentMeshPermutation_quaternionCopy));
ComponentMeshPermutation_scale.copy(parentEntity.mesh.scale);
ComponentMeshPermutation_offsetScale.copy(this.scaleOffset);
ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.add(ComponentMeshPermutation_offsetScale);
parentEntity.mesh.position.copy(ComponentMeshPermutation_position);
parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion);
parentEntity.mesh.scale.copy(ComponentMeshPermutation_scale);
}
};