starting on mp
parent
490001d316
commit
7001449c56
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@ -50,6 +50,7 @@ GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
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this.currentPathValue = 0.0;
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this.currentSpeed = 0.0;
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this.direction = 0;
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this.pastNormal = new THREE.Vector3(0,0,0);
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//#endif
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// extend
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@ -68,41 +69,28 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
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if(this.splineCurve3 && this.trackThreeMeshArray) {
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if(this.currentPathValue >= 1 || this.currentPathValue < 0) {
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this.currentPathValue = 0;
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this.grain = deltaTime / 100;
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var currentPosition = this.splineCurve3.getPoint(this.currentPathValue);
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this.currentPathValue += this.grain;
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var futurePosition = this.splineCurve3.getPoint(this.currentPathValue);
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if (this.currentPathValue >= 1) {
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this.currentPathValue = this.currentPathValue - 1;
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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);
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// Update the current thing
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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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// update current path value & check bounds
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this.currentPathValue = this.currentPathValue + ( (this.currentPathValue + this.currentSpeed) - this.currentPathValue ) * t;
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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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if (this.currentPathValue < 0) {
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this.currentPathValue = 0.0;
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}
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var nextIndex = this.currentPathValue;
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if(nextIndex > 1.0) {
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nextIndex = 0;
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}
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var nextPoint = this.splineCurve3.getPointAt(nextIndex);
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// - - - - - - - - - - - - -
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// Ray trace from the current position.
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// Ray trace from the future position.
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// - - - - - - - - -- - - - -
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ComponentPathFollowing_Three_Raycaster.set(
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position,
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futurePosition,
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new THREE.Vector3(
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0,
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-1,
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@ -110,55 +98,59 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
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)
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);
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var normal = new THREE.Vector3(0, 1, 0);
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var futureNormal = new THREE.Vector3(0, 1, 0);
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for(var m = 0, ml = this.trackThreeMeshArray.length; m < ml; ++m) {
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var intersect = ComponentPathFollowing_Three_Raycaster.intersectObject(
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this.trackThreeMeshArray[m]
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);
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if(intersect) {
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normal = intersect[0].face.normal;
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if(intersect && intersect.length > 0) {
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futureNormal = intersect[0].face.normal;
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break;
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}
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}
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var matrix = new THREE.Matrix4().lookAt(position, nextPoint, normal);
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var quaternion = new THREE.Quaternion().setFromRotationMatrix(matrix);
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// - - - - - - - - - - - - -
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// Ray trace from the current position.
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// - - - - - - - - -- - - - -
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// update position
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t = deltaTime * ((this.currentSpeed / this.maxSpeed) * this.steeringSpeed); // put this into another variable
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t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
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var targetVector = new THREE.Vector3(
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this.maxOffset.x * this.offset.x,
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this.maxOffset.y * this.offset.y,
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this.maxOffset.z * this.offset.z
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ComponentPathFollowing_Three_Raycaster.set(
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futurePosition,
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new THREE.Vector3(
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0,
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-1,
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0
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)
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);
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var lerpedOffset = new THREE.Vector3(
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this.currentOffset.x,
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this.currentOffset.y,
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this.currentOffset.z
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).lerp(targetVector, t);
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var currentNormal = new THREE.Vector3(0, 1, 0);
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for(var m = 0, ml = this.trackThreeMeshArray.length; m < ml; ++m) {
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var intersect = ComponentPathFollowing_Three_Raycaster.intersectObject(
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this.trackThreeMeshArray[m]
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);
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this.currentOffset.x = lerpedOffset.x;
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this.currentOffset.y = lerpedOffset.y;
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this.currentOffset.z = lerpedOffset.z;
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if(intersect && intersect.length > 0) {
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currentNormal = intersect[0].face.normal;
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break;
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}
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}
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var transformedOffset = new THREE.Vector3(
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this.baseOffset.x + lerpedOffset.x,
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this.baseOffset.y + lerpedOffset.y,
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this.baseOffset.z + lerpedOffset.z
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).applyQuaternion(quaternion);
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var avgNormal = currentNormal.add(this.pastNormal).add(futureNormal).normalize();
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this.pastNormal = futureNormal;
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var matrix = new THREE.Matrix4().lookAt(
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currentPosition,
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futurePosition,
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avgNormal
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);
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var quaternion = new THREE.Quaternion().setFromRotationMatrix(matrix);
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// apply to parent rigidbody instead of direclty to the mesh.
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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.position.x = futurePosition.x;
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parentEntity.position.y = futurePosition.y;
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parentEntity.position.z = futurePosition.z;
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// update rotation
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parentEntity.quaternion.x = quaternion.x;
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