72 lines
2.8 KiB
JavaScript
72 lines
2.8 KiB
JavaScript
/**
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*
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* @param id
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* @param name
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* @param positionOffset
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* @param quaternionOffset
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* @param scaleOffset
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* @constructor
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*/
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GameLib.D3.ComponentMeshPermutation = function ComponentMeshPermutation(
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id,
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name,
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positionOffset,
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quaternionOffset,
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scaleOffset
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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.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0);
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this.quaternionOffset = quaternionOffset || new GameLib.D3.Vector4(0, 0, 0, 1);
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this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(0, 0, 0);
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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.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
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};
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//#ifdef RUNTIME__
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if(typeof THREE != "undefined") {
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ComponentMeshPermutation_quaternion = new THREE.Quaternion();
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ComponentMeshPermutation_quaternionCopy = new THREE.Quaternion();
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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_offsetPosition = 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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GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(parentEntity && parentEntity.mesh) {
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ComponentMeshPermutation_quaternion.copy(parentEntity.mesh.quaternion);
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ComponentMeshPermutation_quaternionCopy.copy(ComponentMeshPermutation_quaternion);
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ComponentMeshPermutation_position.copy(parentEntity.mesh.position);
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ComponentMeshPermutation_offsetQuaternion.copy(this.quaternionOffset);
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ComponentMeshPermutation_quaternion = ComponentMeshPermutation_quaternion.multiply(ComponentMeshPermutation_offsetQuaternion).normalize();
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ComponentMeshPermutation_offsetPosition.copy(this.positionOffset);
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ComponentMeshPermutation_position = ComponentMeshPermutation_position.add(ComponentMeshPermutation_offsetPosition.applyQuaternion(ComponentMeshPermutation_quaternionCopy));
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ComponentMeshPermutation_scale.copy(parentEntity.mesh.scale);
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ComponentMeshPermutation_offsetScale.copy(this.scaleOffset);
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ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.add(ComponentMeshPermutation_offsetScale);
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parentEntity.mesh.position.copy(ComponentMeshPermutation_position);
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parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion);
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parentEntity.mesh.scale.copy(ComponentMeshPermutation_scale);
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}
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};
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//#endif
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