components can store references to other components - not objects
parent
063d88f920
commit
50713b8315
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@ -348,10 +348,21 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
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this.position.y = this.parentMesh.position.y;
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this.position.z = this.parentMesh.position.z;
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this.quaternion.x = this.parentMesh.quaternion.x;
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this.quaternion.y = this.parentMesh.quaternion.y;
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this.quaternion.z = this.parentMesh.quaternion.z;
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this.quaternion.w = this.parentMesh.quaternion.w;
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// var euler = new THREE.Euler();
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//
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// var worldRotation = this.parentMesh.instance.getWorldRotation();
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//
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// this.instance.setRotationFromEuler(euler);
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// this.quaternion.x = this.parentMesh.quaternion.x;
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// this.quaternion.y = this.parentMesh.quaternion.y;
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// this.quaternion.z = this.parentMesh.quaternion.z;
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// this.quaternion.w = this.parentMesh.quaternion.w;
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} else {
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instance.quaternion.x = this.quaternion.x;
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instance.quaternion.y = this.quaternion.y;
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instance.quaternion.z = this.quaternion.z;
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instance.quaternion.w = this.quaternion.w;
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}
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instance.position.x = this.position.x + this.localPosition.x;
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@ -366,10 +377,7 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
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instance.up.y = this.up.y;
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instance.up.z = this.up.z;
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instance.quaternion.x = this.quaternion.x;
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instance.quaternion.y = this.quaternion.y;
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instance.quaternion.z = this.quaternion.z;
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instance.quaternion.w = this.quaternion.w;
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instance.rotateX(this.localRotation.x);
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instance.rotateY(this.localRotation.y);
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@ -29,6 +29,12 @@ GameLib.System.Animation.prototype.update = function(deltaTime) {
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object.update(deltaTime);
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});
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objects = this.entityManager.query([GameLib.D3.Mesh]);
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objects.forEach(function(object) {
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object.updateInstance();
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});
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objects = this.entityManager.query([GameLib.D3.Follow]);
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objects.forEach(function(object) {
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