rotator component
parent
2895b74b6c
commit
9f96389ae5
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@ -44,7 +44,7 @@ GameLib.D3.ComponentPathAI.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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var forward = false;
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var forward = true;
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var backward = false;
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var left = false;
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var right = false;
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@ -0,0 +1,72 @@
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/**
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*
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* @param id
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* @param name
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* @param axis {GameLib.D3.Vector3}
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* @param getRotationFunc {Number}
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* @constructor
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*/
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GameLib.D3.ComponentRotator = function ComponentRotator(
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id,
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name,
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axis,
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getRotationFunc
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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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this.axis = axis || new GameLib.D3.Vector3();
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this.getRotationFunc = getRotationFunc || function(){} ;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentRotator, GameLib.D3.ComponentInterface);
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};
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//#ifdef RUNTIME__
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentRotator.prototype.onLateUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(parentEntity) {
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var quat = new THREE.Quaternion(
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parentEntity.quaternion.x,
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parentEntity.quaternion.y,
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parentEntity.quaternion.z,
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parentEntity.quaternion.w
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).multiply(
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new THREE.Quaternion().setFromAxisAngle(
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new THREE.Vector3(
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this.axis.x,
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this.axis.y,
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this.axis.z
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),
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this.getRotationFunc()
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)
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);
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/* var quat = new THREE.Quaternion().setFromAxisAngle(
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new THREE.Vector3(
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this.axis.x,
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this.axis.y,
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this.axis.z
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),
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this.getRotationFunc()
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);*/
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parentEntity.quaternion.x = quat.x;
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parentEntity.quaternion.y = quat.y;
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parentEntity.quaternion.z = quat.z;
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parentEntity.quaternion.w = quat.w;
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parentEntity.mesh.updateMatrix();
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}
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};
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//#endif
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