path controls component. main.js cleanup
parent
105e931035
commit
6baed2483f
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@ -0,0 +1,130 @@
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/**
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*
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* @param id
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* @param name
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* @constructor
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*/
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GameLib.D3.ComponentPathControls = function ComponentPathFollowing(
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id,
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name
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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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// runtime
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this.pathFollowingComponent = null;
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this.keyLeftPressed = false;
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this.keyRightPressed = false;
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this.keyForwardPressed = false;
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this.keyBackPressed = false;
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this.keyBreakPressed = false;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentPathControls, GameLib.D3.ComponentInterface);
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};
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentPathControls.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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if (this.keyForwardPressed) { // Forward [i]
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this.pathFollowingComponent.direction = 1;
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} else if (this.keyBackPressed){
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this.pathFollowingComponent.direction = -1;
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} else {
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this.pathFollowingComponent.direction = 0;
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}
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// left right
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if (this.keyLeftPressed) { // Left [j]
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this.pathFollowingComponent.offset.x = 0;
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this.pathFollowingComponent.offset.y = 0;
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this.pathFollowingComponent.offset.z = 1;
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// also: set offset scale
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} else if (this.keyRightPressed) { // Right [l]
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this.pathFollowingComponent.offset.x = 0;
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this.pathFollowingComponent.offset.y = 0;
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this.pathFollowingComponent.offset.z = -1;
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// also: set offset scale
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}
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};
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GameLib.D3.ComponentPathControls.prototype.onSetParentEntity = function(
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parentScene,
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parentEntity
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) {
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this.pathFollowingComponent = parentEntity.getComponent(GameLib.D3.ComponentPathFollowing);
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if(!this.pathFollowingComponent) {
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console.error("ComponentPathControls. NO PATH FOLLOWING COMPONENT");
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}
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var component = this;
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document.addEventListener('keydown', function(event) {
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if (event.keyCode == 73) { // Forward [i]
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component.keyForwardPressed = true;
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} else if (event.keyCode == 75) { // Back [k]
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component.keyBackPressed = true;
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}
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if (event.keyCode == 74) { // Left [j]
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component.keyLeftPressed = true;
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} else if (event.keyCode == 76) { // Right [l]
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component.keyRightPressed = true;
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}
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if (event.keyCode == 66) {
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component.keyBreakPressed = true;
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}
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}, false);
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document.addEventListener('keyup', function(event) {
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if (event.keyCode == 73) { // Forward [i]
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component.keyForwardPressed = false;
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} else if (event.keyCode == 75) { // Back [k]
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component.keyBackPressed = false;
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}
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if (event.keyCode == 74) { // Left [j]
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component.keyLeftPressed = false;
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} else if (event.keyCode == 76) { // Right [l]
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component.keyRightPressed = false;
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}
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if (event.keyCode == 66) {
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component.keyBreakPressed = false;
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}
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}, false);
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};
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@ -3,12 +3,18 @@
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* @param id
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* @param name
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* @param splineCurve3
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* @param accel
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* @param maxSpeed
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* @param baseOffset
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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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splineCurve3,
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accel,
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maxSpeed,
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baseOffset
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) {
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this.id = id || GameLib.D3.Tools.RandomId();
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@ -19,8 +25,17 @@ GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
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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.maxSpeed = maxSpeed || 10.0;
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this.accel = accel || 2.0;
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this.baseOffset = baseOffset || new GameLib.D3.Vector3();
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// runtime code
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this.currentPathValue = 0.0;
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this.offset = new GameLib.D3.Vector3();
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this.currentSpeed = 0.0;
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this.direction = 0;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentPathFollowing, GameLib.D3.ComponentInterface);
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};
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@ -33,47 +48,53 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
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if(this.splineCurve3) {
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if(this.currentPathValue >= 1) {
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if(this.currentPathValue >= 1 || this.currentPathValue < 0) {
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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 position = this.splineCurve3.getPointAt(this.currentPathValue);
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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 up = new THREE.Vector3(-1, 0, 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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// move the entity
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var t = deltaTime * this.accel;
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t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
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this.currentSpeed = this.currentSpeed + (this.maxSpeed * this.direction - this.currentSpeed) * t;
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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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var transformedOffset = new THREE.Vector3(
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this.baseOffset.x + this.offset.x,
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this.baseOffset.y + this.offset.y,
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this.baseOffset.z + this.offset.z
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).applyQuaternion(quaternion);
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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.position.x = position.x + transformedOffset.x;
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parentEntity.position.y = position.y + transformedOffset.y;
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parentEntity.position.z = position.z + transformedOffset.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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console.log("this.currentSpeed", this.currentSpeed);
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this.currentPathValue += (this.currentSpeed);
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if(this.currentSpeed >= this.maxSpeed) {
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this.currentSpeed = this.maxSpeed;
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} else if (this.currentSpeed <= 0) {
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this.currentSpeed = 0.0;
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}
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}
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};
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