updated everything

beta.r3js.org
polygonboutique 2016-11-23 13:02:23 +01:00
parent 0ce34b54e3
commit dc074e7e0d
2 changed files with 65 additions and 31 deletions

View File

@ -4,7 +4,7 @@
* @param name
* @constructor
*/
GameLib.D3.ComponentPathControls = function ComponentPathFollowing(
GameLib.D3.ComponentPathControls = function ComponentPathControls(
id,
name
) {
@ -28,6 +28,8 @@ GameLib.D3.ComponentPathControls = function ComponentPathFollowing(
GameLib.D3.Utils.Extend(GameLib.D3.ComponentPathControls, GameLib.D3.ComponentInterface);
};
//#ifdef RUNTIME__
///////////////////////// Methods to override //////////////////////////
GameLib.D3.ComponentPathControls.prototype.onUpdate = function(
deltaTime,
@ -125,4 +127,6 @@ GameLib.D3.ComponentPathControls.prototype.onSetParentEntity = function(
}
}, false);
};
};
//#endif

View File

@ -7,6 +7,7 @@
* @param maxSpeed
* @param baseOffset
* @param maxOffset
* @param steeringSpeed
* @constructor
*/
GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
@ -16,7 +17,8 @@ GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
accel,
maxSpeed,
baseOffset,
maxOffset
maxOffset,
steeringSpeed
) {
this.id = id || GameLib.D3.Tools.RandomId();
@ -26,23 +28,29 @@ GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
this.name = name;
this.parentEntity = null;
this.splineCurve3 = splineCurve3;
this.maxSpeed = maxSpeed || 10.0;
this.accel = accel || 2.0;
this.baseOffset = baseOffset || new GameLib.D3.Vector3();
this.maxOffset = maxOffset || new GameLib.D3.Vector3();
this.maxOffset = maxOffset || new GameLib.D3.Vector3(Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER);
this.steeringSpeed = steeringSpeed || 1.0;
//#ifdef RUNTIME__
// runtime code
this.offset = new GameLib.D3.Vector3(); // this one is our destination offset
this.currentOffset = new GameLib.D3.Vector3();
this.currentPathValue = 0.0;
this.currentSpeed = 0.0;
this.direction = 0;
//#endif
GameLib.D3.Utils.Extend(GameLib.D3.ComponentPathFollowing, GameLib.D3.ComponentInterface);
};
//#ifdef RUNTIME__
///////////////////////// Methods to override //////////////////////////
GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
deltaTime,
@ -57,42 +65,62 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
//To maintain a constant speed, you use .getPointAt( t ) instead of .getPoint( t ).
//http://stackoverflow.com/questions/18400667/three-js-object-following-a-spline-path-rotation-tanget-issues-constant-sp
var position = this.splineCurve3.getPointAt(this.currentPathValue);
var rotation = this.splineCurve3.getTangentAt(this.currentPathValue).normalize();
var up = new THREE.Vector3(-1, 0, 0);
// extract rotation
var forward = new THREE.Vector3(-1, 0, 0);
var axis = new THREE.Vector3();
axis.crossVectors(up, rotation).normalize();
var radians = Math.acos(up.dot(rotation));
var quaternion = new THREE.Quaternion().setFromAxisAngle( axis, radians );
axis.crossVectors(forward, rotation).normalize();
var radians = Math.acos(forward.dot(rotation));
var quaternion = new THREE.Quaternion().setFromAxisAngle(axis, radians);
// move the entity
var t = deltaTime * this.accel;
t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
this.currentSpeed = this.currentSpeed + (this.maxSpeed * this.direction - this.currentSpeed) * t;
{ // update current speed
var t = deltaTime * this.accel;
t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
this.currentSpeed = this.currentSpeed + (this.maxSpeed * this.direction - this.currentSpeed) * t;
}
var transformedOffset = new THREE.Vector3(
this.baseOffset.x + this.offset.x,
this.baseOffset.y + this.offset.y,
this.baseOffset.z + this.offset.z
).applyQuaternion(quaternion);
{ // update position
// apply to parent rigidbody instead of direclty to the mesh.
parentEntity.position.x = position.x + transformedOffset.x;
parentEntity.position.y = position.y + transformedOffset.y;
parentEntity.position.z = position.z + transformedOffset.z;
var t = deltaTime * this.accel;
t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
parentEntity.quaternion.x = quaternion.x;
parentEntity.quaternion.y = quaternion.y;
parentEntity.quaternion.z = quaternion.z;
parentEntity.quaternion.w = quaternion.w;
var lerpedOffset = new THREE.Vector3(
this.currentOffset.x,
this.currentOffset.y,
this.currentOffset.z
).lerp(new THREE.Vector3(
this.maxOffset.x * this.offset.x,
this.maxOffset.y * this.offset.y,
this.maxOffset.z * this.offset.z
), t);
console.log("this.currentSpeed", this.currentSpeed);
this.currentOffset.x = lerpedOffset.x;
this.currentOffset.y = lerpedOffset.y;
this.currentOffset.z = lerpedOffset.z;
var transformedOffset = new THREE.Vector3(
this.baseOffset.x + lerpedOffset.x,
this.baseOffset.y + lerpedOffset.y,
this.baseOffset.z + lerpedOffset.z
).applyQuaternion(quaternion);
// apply to parent rigidbody instead of direclty to the mesh.
parentEntity.position.x = position.x + transformedOffset.x;
parentEntity.position.y = position.y + transformedOffset.y;
parentEntity.position.z = position.z + transformedOffset.z;
}
{ // update rotation
parentEntity.quaternion.x = quaternion.x;
parentEntity.quaternion.y = quaternion.y;
parentEntity.quaternion.z = quaternion.z;
parentEntity.quaternion.w = quaternion.w;
}
// update current path value & check bounds
this.currentPathValue += (this.currentSpeed);
if(this.currentSpeed >= this.maxSpeed) {
this.currentSpeed = this.maxSpeed;
} else if (this.currentSpeed <= 0) {
@ -100,7 +128,9 @@ GameLib.D3.ComponentPathFollowing.prototype.onUpdate = function(
}
}
};
//#endif
GameLib.D3.ComponentPathFollowing.prototype.onSetParentEntity = function(
parentScene,