if-guards for 3d-editor
parent
cf57556a0b
commit
ac820f70ba
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@ -24,10 +24,12 @@ GameLib.D3.ComponentFollow = function(
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this.minDistance = minDistance || 0;
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this.minDistance = minDistance || 0;
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};
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};
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ComponentFollow_Target_Vec3 = new THREE.Vector3();
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if(typeof THREE != "undefined") {
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ComponentFollow_TargetToParent_Vec3 = new THREE.Vector3();
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ComponentFollow_Target_Vec3 = new THREE.Vector3();
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ComponentFollow_rotatedTargetOffset_Vec3 = new THREE.Vector3();
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ComponentFollow_TargetToParent_Vec3 = new THREE.Vector3();
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ComponentFollow_tempQuaternion = new THREE.Quaternion();
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ComponentFollow_rotatedTargetOffset_Vec3 = new THREE.Vector3();
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ComponentFollow_tempQuaternion = new THREE.Quaternion();
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}
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///////////////////////// Methods to override //////////////////////////
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentFollow.prototype.onUpdate = function(
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GameLib.D3.ComponentFollow.prototype.onUpdate = function(
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@ -22,16 +22,17 @@ GameLib.D3.ComponentLookAt = function(
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this.rotationSpeed = rotationSpeed || 22.0;
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this.rotationSpeed = rotationSpeed || 22.0;
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};
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};
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if(typeof THREE != "undefined") {
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ComponentLookAt_rotatedTargetOffset = new THREE.Vector3();
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ComponentLookAt_rotatedTargetOffset = new THREE.Vector3();
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ComponentLookAt_currentPos = new THREE.Vector3();
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ComponentLookAt_currentPos = new THREE.Vector3();
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ComponentLookAt_targetPos = new THREE.Vector3();
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ComponentLookAt_targetPos = new THREE.Vector3();
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ComponentLookAt_upVector = new THREE.Vector3(0, 1, 0);
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ComponentLookAt_upVector = new THREE.Vector3(0, 1, 0);
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ComponentLookAt_targetQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_targetQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_tmpQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_tmpQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_newRotationQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_newRotationQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_lastRotationQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_lastRotationQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_lookAtMatrix = new THREE.Matrix4();
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ComponentLookAt_lookAtMatrix = new THREE.Matrix4();
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}
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///////////////////////// Methods to override //////////////////////////
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentLookAt.prototype.onUpdate = function(
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GameLib.D3.ComponentLookAt.prototype.onUpdate = function(
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@ -15,14 +15,15 @@ GameLib.D3.ComponentMeshPermutation = function(
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
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};
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};
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ComponentMeshPermutation_quaternion = new THREE.Quaternion();
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if(typeof THREE != "undefined") {
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ComponentMeshPermutation_quaternionCopy = new THREE.Quaternion();
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ComponentMeshPermutation_quaternion = new THREE.Quaternion();
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ComponentMeshPermutation_position = new THREE.Vector3();
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ComponentMeshPermutation_quaternionCopy = new THREE.Quaternion();
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ComponentMeshPermutation_scale = new THREE.Vector3();
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ComponentMeshPermutation_position = new THREE.Vector3();
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ComponentMeshPermutation_scale = new THREE.Vector3();
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ComponentMeshPermutation_offsetQuaternion = new THREE.Quaternion();
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ComponentMeshPermutation_offsetQuaternion = new THREE.Quaternion();
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ComponentMeshPermutation_offsetPosition = new THREE.Vector3();
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ComponentMeshPermutation_offsetPosition = new THREE.Vector3();
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ComponentMeshPermutation_offsetScale = new THREE.Vector3();
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ComponentMeshPermutation_offsetScale = new THREE.Vector3();
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}
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///////////////////////// Methods to override //////////////////////////
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
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GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
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