r3-legacy/src/game-lib-component-path-fol...

142 lines
4.5 KiB
JavaScript

/**
*
* @param id
* @param name
* @param splineCurve3
* @param accel
* @param maxSpeed
* @param baseOffset
* @param maxOffset
* @param steeringSpeed
* @constructor
*/
GameLib.D3.ComponentPathFollowing = function ComponentPathFollowing(
id,
name,
splineCurve3,
accel,
maxSpeed,
baseOffset,
maxOffset,
steeringSpeed
) {
this.id = id || GameLib.D3.Tools.RandomId();
if (typeof name == 'undefined') {
name = this.constructor.name;
}
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(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,
parentEntity
) {
if(this.splineCurve3) {
if(this.currentPathValue >= 1 || this.currentPathValue < 0) {
this.currentPathValue = 0;
}
//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();
// extract rotation
var forward = new THREE.Vector3(-1, 0, 0);
var axis = new THREE.Vector3();
axis.crossVectors(forward, rotation).normalize();
var radians = Math.acos(forward.dot(rotation));
var quaternion = new THREE.Quaternion().setFromAxisAngle(axis, radians);
{ // 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;
}
{ // update position
var t = deltaTime * this.accel;
t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
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);
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) {
this.currentSpeed = 0.0;
}
}
};
//#endif
GameLib.D3.ComponentPathFollowing.prototype.onSetParentEntity = function(
parentScene,
parentEntity
) {
if(!this.splineCurve3) {
console.error("NO PATH GIVEN");
}
};