Revert "New cut direction logic without colliders. Based on stroke direction vector. First pass. Polish following up"

This reverts commit ce88ee0a7c.
This commit is contained in:
Kevin Ngo
2018-12-10 16:24:27 -08:00
parent e9afeb6a63
commit 2e676c9c31
2 changed files with 84 additions and 58 deletions

View File

@@ -127,6 +127,7 @@ AFRAME.registerComponent('beat', {
this.onEndStroke = this.onEndStroke.bind(this);
this.initBlock();
this.initColliders();
if (this.data.type === 'mine') {
this.initMineFragments();
} else {
@@ -281,6 +282,37 @@ AFRAME.registerComponent('beat', {
}
},
initColliders: function () {
var data = this.data;
var hitColliderConfiguration;
var hitColliderEl;
if (this.data.type === 'dot' || this.data.type === 'mine') { return; }
// Hit colliders are 40% larger than the block.
hitColliderConfiguration = {
position: {x: 0, y: data.size / 2, z: 0},
size: {width: data.size * 1.4, height: data.size / 3.0, depth: data.size* 1.4}
};
hitColliderEl = this.hitColliderEl = document.createElement('a-entity');
hitColliderEl.setAttribute('geometry', {
primitive: 'box',
height: hitColliderConfiguration.size.height,
width: hitColliderConfiguration.size.width,
depth: hitColliderConfiguration.size.depth
});
hitColliderEl.object3D.position.copy(hitColliderConfiguration.position);
hitColliderEl.object3D.visible = false;
this.el.appendChild(hitColliderEl);
if (data.debug) {
hitColliderEl.object3D.visible = true;
hitColliderEl.setAttribute('material', 'color', 'purple');
}
},
initFragments: function () {
var cutEl;
var partEl;
@@ -625,6 +657,43 @@ AFRAME.registerComponent('beat', {
const hand = saberEls[i].getAttribute('saber-controls').hand;
if (hitBoundingBox && saberBoundingBox.intersectsBox(hitBoundingBox)) {
if (saberEls[i].components['saber-controls'].swinging &&
this.data.color === saberColors[hand]) {
saberControls = saberEls[i].components['saber-controls'];
this.hitHand = hand;
this.hitSaberEl = saberEls[i];
this.hitSaberEl.addEventListener('strokeend', this.onEndStroke, ONCE);
if (cutDirection === 'up' || cutDirection === 'down') {
maxAngle = saberControls.maxAnglePlaneX;
} else if (cutDirection === 'left' || cutDirection === 'right') {
maxAngle = saberControls.maxAnglePlaneY;
} else {
maxAngle = saberControls.maxAnglePlaneXY;
}
this.angleBeforeHit = maxAngle;
saberControls.maxAnglePlaneX = 0;
saberControls.maxAnglePlaneY = 0;
saberControls.maxAnglePlaneXY = 0;
} else {
this.wrongHit(hand);
}
// Notify for haptics.
this.el.emit(`beatcollide${hand}`, null, true);
// Sound.
this.el.parentNode.components['beat-hit-sound'].playSound(
this.el, this.data.cutDirection);
if (this.data.type === 'mine') {
this.destroyMine();
} else {
this.destroyBeat(saberEls[i]);
}
break;
}
if (saberBoundingBox.intersectsBox(beatBoundingBox)) {
// Notify for haptics.
this.el.emit(`beatcollide${hand}`, null, true);
@@ -640,36 +709,19 @@ AFRAME.registerComponent('beat', {
this.destroyBeat(saberEls[i]);
if (saberEls[i].components['saber-controls'].swinging &&
if (this.data.type === 'dot' && saberEls[i].components['saber-controls'].swinging &&
this.data.color === saberColors[hand]) {
this.hitSaberEl = saberEls[i];
this.hitSaberEl.addEventListener('strokeend', this.onEndStroke, ONCE);
saberControls = saberEls[i].components['saber-controls'];
maxAngle = Math.max(saberControls.maxAnglePlaneX, saberControls.maxAnglePlaneY,
saberControls.maxAnglePlaneXY);
this.hitHand = hand;
this.angleBeforeHit = maxAngle;
saberControls.maxAnglePlaneX = 0;
saberControls.maxAnglePlaneY = 0;
saberControls.maxAnglePlaneXY = 0;
if (this.data.type === 'arrow') {
saberControls.updateStrokeDirection();
if (!saberControls.strokeDirection[this.data.cutDirection]) {
this.wrongHit(hand);
break;
}
if (cutDirection === 'up' || cutDirection === 'down') {
maxAngle = saberControls.maxAnglePlaneX;
} else if (cutDirection === 'left' || cutDirection === 'right') {
maxAngle = saberControls.maxAnglePlaneY;
} else {
maxAngle = saberControls.maxAnglePlaneXY;
}
} else {
maxAngle = Math.max(saberControls.maxAnglePlaneX, saberControls.maxAnglePlaneY,
saberControls.maxAnglePlaneXY);
}
this.angleBeforeHit = maxAngle;
} else {
this.wrongHit(hand);
}

View File

@@ -6,8 +6,8 @@ AFRAME.registerComponent('saber-controls', {
bladeEnabled: {default: false},
hand: {default: 'right', oneOf: ['left', 'right']},
isPaused: {default: false},
strokeMinSpeed: {default: 0.002},
strokeMinDuration: {default: 40}
strokeMinSpeed: {default: 10000},
strokeMinAngle: {default: 5}
},
init: function () {
@@ -28,17 +28,7 @@ AFRAME.registerComponent('saber-controls', {
this.swinging = false;
this.strokeCount = 0;
this.distanceSamples = [];
this.deltaSamples = [];
this.startStrokePosition = new THREE.Vector3();
this.strokeDirectionVector = new THREE.Vector3();
this.strokeDirection = {
down: false,
left: false,
right: false,
up: false
};
this.accumulatedDistance = 0;
this.accumulatedDelta = 0;
el.addEventListener('controllerconnected', this.initSaber.bind(this));
@@ -67,6 +57,8 @@ AFRAME.registerComponent('saber-controls', {
var distanceSamples = this.distanceSamples;
var data = this.data;
var directionChange;
var startSpeed;
var strokeMinSpeed = this.swinging ? startSpeed : this.data.strokeMinSpeed;
// Tip of the blade position in world coordinates.
this.bladeTipPosition.set(0, 0, -0.8);
@@ -84,32 +76,26 @@ AFRAME.registerComponent('saber-controls', {
var anglePlaneXY = this.projectedBladeVector.copy(this.bladeTipPosition).projectOnPlane(this.xyPlaneNormal).angleTo(this.bladeVector);
// Distance covered but the saber tip in one frame.
distance = this.bladeTipPreviousPosition.sub(this.bladeTipPosition).length();
distance = this.bladeTipPreviousPosition.sub(this.bladeTipPosition).length() * 1000000;
// Sample distance of the last 5 frames.
if (this.distanceSamples.length === 5) {
this.accumulatedDistance -= this.distanceSamples.shift();
this.accumulatedDelta -= this.deltaSamples.shift();
}
this.distanceSamples.push(distance);
this.accumulatedDistance += distance;
this.deltaSamples.push(delta);
this.accumulatedDelta += delta;
// Filter out saber movements that are too slow. Too slow is considered wrong hit.
if (this.accumulatedDistance / this.accumulatedDelta > this.data.strokeMinSpeed) {
if (this.accumulatedDistance > this.data.strokeMinSpeed) {
// Saber has to move more than strokeMinAngle to consider a swing.
// This filters out unintentional swings.
if (!this.swinging) {
this.startStrokePosition.copy(this.bladeTipPosition);
startSpeed = this.accumulatedDistance;
this.swinging = true;
this.strokeDuration = 0;
this.maxAnglePlaneX = 0;
this.maxAnglePlaneY = 0;
this.maxAnglePlaneXY = 0;
}
this.updateStrokeDirection();
this.strokeDuration += delta;
const anglePlaneXIncreased = anglePlaneX > this.maxAnglePlaneX;
const anglePlaneYIncreased = anglePlaneY > this.maxAnglePlaneY;
const anglePlaneXYIncreased = anglePlaneXY > this.maxAnglePlaneXY;
@@ -118,6 +104,8 @@ AFRAME.registerComponent('saber-controls', {
this.maxAnglePlaneXY = anglePlaneXYIncreased ? anglePlaneXY : this.maxAnglePlaneXY;
if (!anglePlaneXIncreased && !anglePlaneYIncreased) { this.endStroke(); }
} else {
// Stroke finishes. Reset swinging state.
this.swinging = false;
this.endStroke();
}
@@ -125,27 +113,13 @@ AFRAME.registerComponent('saber-controls', {
},
endStroke: function () {
if (!this.swinging || this.strokeDuration < this.data.strokeMinDuration) { return; }
this.el.emit('strokeend');
this.swinging = false;
// Stroke finishes. Reset swinging state.
if (this.swinging) { return; }
this.accumulatedDistance = 0;
this.accumulatedDelta = 0;
this.maxAnglePlaneX = 0;
this.maxAnglePlaneY = 0;
this.maxAnglePlaneXY = 0;
for (let i = 0; i < this.distanceSamples.length; i++) { this.distanceSamples[i] = 0; }
for (let i = 0; i < this.deltaSamples.length; i++) { this.deltaSamples[i] = 0; }
},
updateStrokeDirection: function () {
this.strokeDirectionVector.copy(this.bladeTipPosition).sub(this.startStrokePosition);
if (this.strokeDirectionVector.x === 0 && this.strokeDirectionVector.y === 0) { return; }
this.strokeDirection.right = this.strokeDirectionVector.x > 0;
this.strokeDirection.left = this.strokeDirectionVector.x < 0;
this.strokeDirection.up = this.strokeDirectionVector.y > 0;
this.strokeDirection.down = this.strokeDirectionVector.y < 0;
},
initSaber: function (evt) {