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
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@ -0,0 +1,74 @@
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//
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// this component operates on it's parent entity's bounding box.
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// so, you can't use this component with a null-mesh.
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//
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GameLib.D3.ComponentTriggerBoxBox = function(
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componentId,
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entitiesToCheck,
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onInside,
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onEnter,
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onLeave
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) {
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this.componentId = componentId || GameLib.D3.Tools.RandomId();
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this.parentEntity = null;
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// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentTriggerBoxBox, GameLib.D3.ComponentInterface);
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this.entitiesToCheck = entitiesToCheck || [];
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this.onInside = onInside || null;
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this.onEnter = onEnter || null;
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this.onLeave = onLeave || null;
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// runtime code
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this.entitiesInside = [];
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};
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if(typeof THREE != "undefined") {
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ComponentTriggerBoxBox_BB = new THREE.Box3();
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ComponentTriggerBoxBox_BBEntity = new THREE.Box3();
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}
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentTriggerBoxBox.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(parentEntity.mesh) {
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// Calculate the current transform here, using the position, orientation and scale of the entity.
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ComponentTriggerBoxBox_BB.setFromObject(parentEntity.mesh);
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for(var e in this.entitiesToCheck) {
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var entityToCheck = this.entitiesToCheck[e];
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ComponentTriggerBoxBox_BBEntity.setFromObject(entityToCheck.mesh);
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if(ComponentTriggerBoxBox_BB.intersectsBox(ComponentTriggerBoxBox_BBEntity)) {
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if(this.entitiesInside.indexOf(entityToCheck) <= -1) { // check if this is the first time the entity enters the trigger
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this.entitiesInside.push(entityToCheck);
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if(this.onEnter) {
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this.onEnter(parentEntity, entityToCheck);
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}
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}
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if(this.onInside) {
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this.onInside(parentEntity, entityToCheck);
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}
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} else if(this.entitiesInside.indexOf(entityToCheck) > -1) { // entity WAS inside the trigger
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this.entitiesInside.splice(this.entitiesInside.indexOf(entityToCheck), 1);
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if(this.onLeave) {
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this.onLeave(parentEntity, entityToCheck);
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}
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}
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}
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}
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};
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@ -25,7 +25,6 @@ GameLib.D3.ComponentTriggerBoxSphere = function(
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};
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};
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if(typeof THREE != "undefined") {
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if(typeof THREE != "undefined") {
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ComponentTriggerBoxSphere_BoxInverseTransform = new THREE.Matrix4();
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ComponentTriggerBoxSphere_TargetPosition_Vec3 = new THREE.Vector3();
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ComponentTriggerBoxSphere_TargetPosition_Vec3 = new THREE.Vector3();
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ComponentTriggerBoxSphere_TargetRadius = 0.0;
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ComponentTriggerBoxSphere_TargetRadius = 0.0;
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}
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}
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@ -39,11 +38,8 @@ GameLib.D3.ComponentTriggerBoxSphere.prototype.onUpdate = function(
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if(parentEntity.mesh) {
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if(parentEntity.mesh) {
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// Calculate the current transform here, using the position, orientation and scale of the entity.
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// Calculate the current transform here, using the position, orientation and scale of the entity.
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if(!parentEntity.mesh.geometry.boundingBox) {
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var bb = new THREE.Box3();
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parentEntity.mesh.geometry.computeBoundingBox();
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bb.setFromObject(parentEntity.mesh);
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}
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ComponentTriggerBoxSphere_BoxInverseTransform.getInverse(parentEntity.mesh.matrix);
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for(var e in this.entitiesToCheck) {
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for(var e in this.entitiesToCheck) {
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var entityToCheck = this.entitiesToCheck[e];
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var entityToCheck = this.entitiesToCheck[e];
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@ -61,14 +57,23 @@ GameLib.D3.ComponentTriggerBoxSphere.prototype.onUpdate = function(
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entityToCheck.position.z
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entityToCheck.position.z
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);
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);
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spherePosition.applyMatrix4(ComponentTriggerBoxSphere_BoxInverseTransform);
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var maxScale = Math.max(
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entityToCheck.scale.x,
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Math.max(
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entityToCheck.scale.y,
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entityToCheck.scale.z
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)
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);
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var sphere = new THREE.Sphere(
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var sphere = new THREE.Sphere(
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spherePosition,
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spherePosition,
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entityToCheck.mesh ? entityToCheck.mesh.geometry.boundingSphere.radius : 1
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entityToCheck.mesh
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? entityToCheck.mesh.geometry.boundingSphere.radius * maxScale
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: 1
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);
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);
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if(parentEntity.mesh.geometry.boundingBox.intersectsSphere(sphere)) {
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if(bb.intersectsSphere(sphere)) {
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if(this.entitiesInside.indexOf(entityToCheck) <= -1) { // check if this is the first time the entity enters the trigger
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if(this.entitiesInside.indexOf(entityToCheck) <= -1) { // check if this is the first time the entity enters the trigger
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this.entitiesInside.push(entityToCheck);
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this.entitiesInside.push(entityToCheck);
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@ -1,5 +1,7 @@
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//
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//
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// uses the entity position + mesh bounding sphere to check if intersections
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// uses the entity position + mesh bounding sphere to check if intersections
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// this is a bit jerky to use.
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// so please feel free to use the box-sphere & box-box triggers instead.
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//
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//
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GameLib.D3.ComponentTriggerSphereSphere = function(
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GameLib.D3.ComponentTriggerSphereSphere = function(
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componentId,
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componentId,
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@ -54,9 +56,16 @@ GameLib.D3.ComponentTriggerSphereSphere.prototype.onUpdate = function(
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);
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);
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if(entityToCheck.mesh && entityToCheck.mesh.geometry.boundingSphere) {
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if(entityToCheck.mesh && entityToCheck.mesh.geometry.boundingSphere) {
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ComponentTriggerSphereSphere_targetBoundingSphereRadius = entityToCheck.mesh.geometry.boundingSphere.radius;
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var maxScale = Math.max(
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entityToCheck.scale.x,
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Math.max(
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entityToCheck.scale.y,
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entityToCheck.scale.z
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)
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);
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ComponentTriggerSphereSphere_targetBoundingSphereRadius = entityToCheck.mesh.geometry.boundingSphere.radius * maxScale;
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} else {
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} else {
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ComponentTriggerSphereSphere_targetBoundingSphereRadius = 0.0;
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ComponentTriggerSphereSphere_targetBoundingSphereRadius = 1.0;
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}
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}
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// do sphere sphere collision
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// do sphere sphere collision
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