server comm

beta.r3js.org
polygonboutique 2016-12-06 16:43:03 +01:00
parent 7001449c56
commit 252067c4c8
1 changed files with 57 additions and 9 deletions

View File

@ -69,14 +69,23 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
if(this.splineCurve3 && this.trackThreeMeshArray) {
this.grain = deltaTime / 100;
// current speed
var currentPosition = this.splineCurve3.getPoint(this.currentPathValue);
this.maxSpeed = 0.03;
this.accel = 0.1;
this.currentSpeed += this.accel * deltaTime * this.direction;
if(this.currentSpeed > this.maxSpeed) {
this.currentSpeed = this.maxSpeed;
}
this.grain = (this.currentSpeed / 100.0);
//this.grain = (deltaTime / 100.0);
var currentPosition = this.splineCurve3.getPointAt(this.currentPathValue);
this.currentPathValue += this.grain;
var futurePosition = this.splineCurve3.getPoint(this.currentPathValue);
if (this.currentPathValue >= 1) {
this.currentPathValue = this.currentPathValue - 1;
}
@ -85,6 +94,8 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
this.currentPathValue = 0.0;
}
var futurePosition = this.splineCurve3.getPointAt(this.currentPathValue);
// - - - - - - - - - - - - -
// Ray trace from the future position.
// - - - - - - - - -- - - - -
@ -99,6 +110,11 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
);
var futureNormal = new THREE.Vector3(0, 1, 0);
var futurePositionRayCasted = new THREE.Vector3(
futurePosition.x,
futurePosition.y,
futurePosition.z
);
for(var m = 0, ml = this.trackThreeMeshArray.length; m < ml; ++m) {
var intersect = ComponentPathFollowing_Three_Raycaster.intersectObject(
this.trackThreeMeshArray[m]
@ -106,6 +122,7 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
if(intersect && intersect.length > 0) {
futureNormal = intersect[0].face.normal;
futurePositionRayCasted = intersect[0].point;
break;
}
}
@ -116,7 +133,7 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
// - - - - - - - - -- - - - -
ComponentPathFollowing_Three_Raycaster.set(
futurePosition,
currentPosition,
new THREE.Vector3(
0,
-1,
@ -136,7 +153,8 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
}
}
var avgNormal = currentNormal.add(this.pastNormal).add(futureNormal).normalize();
//var avgNormal = currentNormal.add(this.pastNormal).add(futureNormal).normalize();
var avgNormal = (this.pastNormal).add(futureNormal).normalize();
this.pastNormal = futureNormal;
var matrix = new THREE.Matrix4().lookAt(
@ -144,13 +162,43 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
futurePosition,
avgNormal
);
var quaternion = new THREE.Quaternion().setFromRotationMatrix(matrix);
var targetVector = new THREE.Vector3(
this.maxOffset.x * this.offset.x,
this.maxOffset.y * this.offset.y,
this.maxOffset.z * this.offset.z
);
var lerpedOffset = new THREE.Vector3(
this.currentOffset.x,
this.currentOffset.y,
this.currentOffset.z
).lerp(
targetVector,
(this.grain * this.steeringSpeed)
);
this.currentOffset.x = lerpedOffset.x;
this.currentOffset.y = lerpedOffset.y;
this.currentOffset.z = lerpedOffset.z;
var transformedOffset = new THREE.Vector3(
this.baseOffset.x + lerpedOffset.x,
this.baseOffset.y + lerpedOffset.y,
this.baseOffset.z + lerpedOffset.z
).applyQuaternion(quaternion);
// apply to parent rigidbody instead of direclty to the mesh.
parentEntity.position.x = futurePosition.x;
parentEntity.position.y = futurePosition.y;
parentEntity.position.z = futurePosition.z;
/* parentEntity.position.x = futurePositionRayCasted.x + transformedOffset.x;
parentEntity.position.y = futurePositionRayCasted.y + transformedOffset.y + this.parentEntity.mesh.geometry.boundingBox.y;
parentEntity.position.z = futurePositionRayCasted.z + transformedOffset.z;
*/
parentEntity.position.x = futurePosition.x + transformedOffset.x;
parentEntity.position.y = futurePosition.y + transformedOffset.y;
parentEntity.position.z = futurePosition.z + transformedOffset.z;
// update rotation
parentEntity.quaternion.x = quaternion.x;