follow path component
parent
87471b1b12
commit
105e931035
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@ -0,0 +1,88 @@
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/**
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*
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* @param id
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* @param name
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* @param splineCurve3
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* @constructor
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*/
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GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
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id,
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name,
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splineCurve3
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) {
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this.id = id || GameLib.D3.Tools.RandomId();
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if (typeof name == 'undefined') {
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name = this.constructor.name;
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}
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this.name = name;
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this.parentEntity = null;
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this.splineCurve3 = splineCurve3;
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this.currentPathValue = 0.0;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentPathFollowing, GameLib.D3.ComponentInterface);
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};
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(this.splineCurve3) {
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if(this.currentPathValue >= 1) {
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this.currentPathValue = 0;
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}
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//To maintain a constant speed, you use .getPointAt( t ) instead of .getPoint( t ).
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//http://stackoverflow.com/questions/18400667/three-js-object-following-a-spline-path-rotation-tanget-issues-constant-sp
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var position = this.splineCurve3.getPointAt(this.currentPathValue); //getPointAt?????
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var rotation = this.splineCurve3.getTangentAt(this.currentPathValue).normalize();
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var up = new THREE.Vector3( 0, 1, 0 );
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var axis = new THREE.Vector3();
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axis.crossVectors(up, rotation).normalize();
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var radians = Math.acos(up.dot(rotation));
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var quaternion = new THREE.Quaternion().setFromAxisAngle( axis, radians );
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/* var quaternion = new THREE.Quaternion().setFromEuler(
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new THREE.Euler(
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rotation.x,
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rotation.y,
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rotation.z
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)
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);*/
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var offset = new THREE.Vector3(1, 0, 0);
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offset = offset.applyQuaternion(quaternion).multiplyScalar(10.0);
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console.log("offset x", offset);
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// apply to parent rigidbody instead of direclty to the mesh.
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parentEntity.position.x = position.x + offset.x;
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parentEntity.position.y = position.y + offset.y;
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parentEntity.position.z = position.z + offset.z;
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parentEntity.quaternion.x = quaternion.x;
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parentEntity.quaternion.y = quaternion.y;
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parentEntity.quaternion.z = quaternion.z;
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parentEntity.quaternion.w = quaternion.w;
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this.currentPathValue += (0.5 * deltaTime);
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}
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};
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GameLib.D3.ComponentPathFollowing.prototype.onSetParentEntity = function(
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parentScene,
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parentEntity
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) {
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if(!this.splineCurve3) {
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console.error("NO PATH GIVEN");
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}
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};
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@ -1,59 +0,0 @@
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/**
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*
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* @param id
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* @param name
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* @param targetEntity GameLib.D3.Entity
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* @param nodePath
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* @constructor
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*/
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GameLib.D3.ComponentVehicleAIPathBoid = function(
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id,
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name,
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targetEntity,
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nodePath
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) {
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this.id = id|| GameLib.D3.Tools.RandomId();
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if (typeof name == 'undefined') {
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name = this.constructor.name;
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}
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this.name = name;
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this.parentEntity = null;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentVehicleAIPathBoid, GameLib.D3.ComponentInterface);
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this.targetEntity = targetEntity;
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this.raycastVehicleComponent = null;
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this.nodePath = nodePath;
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this.debugArrows = {};
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};
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/////////////////////////////////////////////////////////////////////////
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///////////////////////// Methods to override ///////////////////////////
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/////////////////////////////////////////////////////////////////////////
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GameLib.D3.ComponentVehicleAIPathBoid.prototype.onSetParentEntity = function(
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parentScene,
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parentEntity
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) {
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this.parentEntity = parentEntity;
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this.raycastVehicleComponent = parentEntity.getComponent(GameLib.D3.RaycastVehicle);
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if(!this.raycastVehicleComponent) {
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console.warn("NO RAYCAST VEHICLE FOUND!");
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}
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};
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GameLib.D3.ComponentVehicleAIPathBoid.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(this.targetEntity && this.raycastVehicleComponent && this.nodePath) {
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// boid code.
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var currentNodeIndex = this.nodePath.indexOf(this.targetEntity);
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var distanceToCurrentNode = this.parentEntity.position.distanceTo(this.targetEntity.position);
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}
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};
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