added box-box trigger

modified box-sphere trigger. (calculate a new bb from the current transform)
modifed sphere-sphere (scale the boundingsphere radius by the maximum scale component of the entity.)
beta.r3js.org
polygonboutique 2016-11-14 10:58:30 +01:00
parent bcfa3b6df2
commit 9cfa7da639
3 changed files with 99 additions and 11 deletions

View File

@ -0,0 +1,74 @@
//
// this component operates on it's parent entity's bounding box.
// so, you can't use this component with a null-mesh.
//
GameLib.D3.ComponentTriggerBoxBox = function(
componentId,
entitiesToCheck,
onInside,
onEnter,
onLeave
) {
this.componentId = componentId || GameLib.D3.Tools.RandomId();
this.parentEntity = null;
// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
GameLib.D3.Utils.Extend(GameLib.D3.ComponentTriggerBoxBox, GameLib.D3.ComponentInterface);
this.entitiesToCheck = entitiesToCheck || [];
this.onInside = onInside || null;
this.onEnter = onEnter || null;
this.onLeave = onLeave || null;
// runtime code
this.entitiesInside = [];
};
if(typeof THREE != "undefined") {
ComponentTriggerBoxBox_BB = new THREE.Box3();
ComponentTriggerBoxBox_BBEntity = new THREE.Box3();
}
///////////////////////// Methods to override //////////////////////////
GameLib.D3.ComponentTriggerBoxBox.prototype.onUpdate = function(
deltaTime,
parentEntity
) {
if(parentEntity.mesh) {
// Calculate the current transform here, using the position, orientation and scale of the entity.
ComponentTriggerBoxBox_BB.setFromObject(parentEntity.mesh);
for(var e in this.entitiesToCheck) {
var entityToCheck = this.entitiesToCheck[e];
ComponentTriggerBoxBox_BBEntity.setFromObject(entityToCheck.mesh);
if(ComponentTriggerBoxBox_BB.intersectsBox(ComponentTriggerBoxBox_BBEntity)) {
if(this.entitiesInside.indexOf(entityToCheck) <= -1) { // check if this is the first time the entity enters the trigger
this.entitiesInside.push(entityToCheck);
if(this.onEnter) {
this.onEnter(parentEntity, entityToCheck);
}
}
if(this.onInside) {
this.onInside(parentEntity, entityToCheck);
}
} else if(this.entitiesInside.indexOf(entityToCheck) > -1) { // entity WAS inside the trigger
this.entitiesInside.splice(this.entitiesInside.indexOf(entityToCheck), 1);
if(this.onLeave) {
this.onLeave(parentEntity, entityToCheck);
}
}
}
}
};

View File

@ -25,7 +25,6 @@ GameLib.D3.ComponentTriggerBoxSphere = function(
};
if(typeof THREE != "undefined") {
ComponentTriggerBoxSphere_BoxInverseTransform = new THREE.Matrix4();
ComponentTriggerBoxSphere_TargetPosition_Vec3 = new THREE.Vector3();
ComponentTriggerBoxSphere_TargetRadius = 0.0;
}
@ -39,11 +38,8 @@ GameLib.D3.ComponentTriggerBoxSphere.prototype.onUpdate = function(
if(parentEntity.mesh) {
// Calculate the current transform here, using the position, orientation and scale of the entity.
if(!parentEntity.mesh.geometry.boundingBox) {
parentEntity.mesh.geometry.computeBoundingBox();
}
ComponentTriggerBoxSphere_BoxInverseTransform.getInverse(parentEntity.mesh.matrix);
var bb = new THREE.Box3();
bb.setFromObject(parentEntity.mesh);
for(var e in this.entitiesToCheck) {
var entityToCheck = this.entitiesToCheck[e];
@ -61,14 +57,23 @@ GameLib.D3.ComponentTriggerBoxSphere.prototype.onUpdate = function(
entityToCheck.position.z
);
spherePosition.applyMatrix4(ComponentTriggerBoxSphere_BoxInverseTransform);
var maxScale = Math.max(
entityToCheck.scale.x,
Math.max(
entityToCheck.scale.y,
entityToCheck.scale.z
)
);
var sphere = new THREE.Sphere(
spherePosition,
entityToCheck.mesh ? entityToCheck.mesh.geometry.boundingSphere.radius : 1
entityToCheck.mesh
? entityToCheck.mesh.geometry.boundingSphere.radius * maxScale
: 1
);
if(parentEntity.mesh.geometry.boundingBox.intersectsSphere(sphere)) {
if(bb.intersectsSphere(sphere)) {
if(this.entitiesInside.indexOf(entityToCheck) <= -1) { // check if this is the first time the entity enters the trigger
this.entitiesInside.push(entityToCheck);

View File

@ -1,5 +1,7 @@
//
// uses the entity position + mesh bounding sphere to check if intersections
// this is a bit jerky to use.
// so please feel free to use the box-sphere & box-box triggers instead.
//
GameLib.D3.ComponentTriggerSphereSphere = function(
componentId,
@ -54,9 +56,16 @@ GameLib.D3.ComponentTriggerSphereSphere.prototype.onUpdate = function(
);
if(entityToCheck.mesh && entityToCheck.mesh.geometry.boundingSphere) {
ComponentTriggerSphereSphere_targetBoundingSphereRadius = entityToCheck.mesh.geometry.boundingSphere.radius;
var maxScale = Math.max(
entityToCheck.scale.x,
Math.max(
entityToCheck.scale.y,
entityToCheck.scale.z
)
);
ComponentTriggerSphereSphere_targetBoundingSphereRadius = entityToCheck.mesh.geometry.boundingSphere.radius * maxScale;
} else {
ComponentTriggerSphereSphere_targetBoundingSphereRadius = 0.0;
ComponentTriggerSphereSphere_targetBoundingSphereRadius = 1.0;
}
// do sphere sphere collision