use raycaster over aabb-collider for saber collisions
This commit is contained in:
@@ -60,8 +60,6 @@
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<a-mixin id="gameoverAnimation" animation__gameover="dur: 1000; easing: easeOutQuad"></a-mixin>
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<a-mixin id="mine" mixin="beat" beat="type: mine"></a-mixin>
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<a-mixin id="wall" geometry wall material="shader: wall-shader; tex: #noiseTexture; env: #envmapWallTexture; repeat: 2 2; transparent: true; side: double">
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<a-mixin
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id="beatScore"
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mixin="font"
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@@ -70,7 +68,13 @@
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animation__opacityout="property: components.text.material.uniforms.opacity.value; from: 1; to: 0; dur: 500; delay: 700; startEvents: startanim"
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animation__motionz="property: object3D.position.z; from: -2; to: -6; dur: 500; easing: easeOutQuart; startEvents: startanim"
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animation__motiony="property: object3D.position.y; to: 0.1; dur: 500; easing: easeOutQuart; startEvents: startanim"
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></a-mixin>
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></a-mixin>
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<a-mixin
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id="wall"
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geometry
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material="shader: wall-shader; tex: #noiseTexture; env: #envmapWallTexture; repeat: 2 2; transparent: true; side: double"
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wall>
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<a-mixin
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id="beatWrong"
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@@ -5,6 +5,10 @@
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AFRAME.registerComponent('cursor-laser', {
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dependencies: ['geometry'],
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schema: {
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enabled: {default: true}
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},
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init: function () {
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const el = this.el;
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const box = new THREE.Box3();
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@@ -21,9 +25,15 @@ AFRAME.registerComponent('cursor-laser', {
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this.currentLength = size.y;
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},
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update: function () {
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this.el.object3D.visible = this.data.enabled;
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},
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tick: function () {
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const el = this.el;
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if (!this.data.enabled) { return; }
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const cursor = el.parentNode.components.cursor;
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if (!cursor) { return; }
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@@ -2,15 +2,16 @@
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* Haptics when sabers collide.
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*/
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AFRAME.registerComponent('haptics-saber', {
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dependencies: ['aabb-collider'],
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init: function () {
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const el = this.el;
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el.setAttribute('haptics__saber', {dur: 100, force: 0.025});
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el.addEventListener('hitclosest', evt => {
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if (!evt.detail || !evt.detail.el.classList.contains('saber') ||
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evt.detail.el === el) { return; }
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el.addEventListener('mouseenter', evt => {
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if (!evt.detail || !evt.detail.intersectedEl) { return; }
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const intersectedEl = evt.detail.intersectedEl;
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if (!intersectedEl.classList.contains('blade') || intersectedEl === el) { return; }
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this.el.components.haptics__saber.pulse();
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});
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}
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@@ -2,16 +2,14 @@
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* Listen to aabb-collider event for wall haptics.
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*/
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AFRAME.registerComponent('haptics-wall', {
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dependencies: ['aabb-collider'],
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init: function () {
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const el = this.el;
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this.isHittingWall = false;
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el.setAttribute('haptics__wall', {dur: 50, force: 0.025});
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this.checkIfHittingWall = this.checkIfHittingWall.bind(this);
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el.addEventListener('hitstart', this.checkIfHittingWall);
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el.addEventListener('hitend', this.checkIfHittingWall);
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el.addEventListener('mouseenter', this.checkIfHittingWall);
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el.addEventListener('mouseleave', this.checkIfHittingWall);
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this.tick = AFRAME.utils.throttleTick(this.tick.bind(this), 50);
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},
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@@ -20,7 +18,7 @@ AFRAME.registerComponent('haptics-wall', {
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* On aabb-collider event, check if we are still hitting a wall.
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*/
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checkIfHittingWall: function () {
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const intersectedEls = this.el.components['aabb-collider'].intersectedEls;
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const intersectedEls = this.el.components.raycaster__game.intersectedEls;
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this.isHittingWall = false;
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for (let i = 0; i < intersectedEls.length; i++) {
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if (intersectedEls[i].components.wall) {
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@@ -1 +0,0 @@
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AFRAME.registerComponent('raycastable', {});
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@@ -13,13 +13,13 @@ AFRAME.registerComponent('wall', {
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pause: function () {
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this.el.object3D.visible = false;
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this.el.removeAttribute('data-collidable-head');
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this.el.removeAttribute('data-collidable-saber');
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this.el.removeAttribute('raycastable-game');
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},
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play: function () {
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this.el.object3D.visible = true;
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this.el.setAttribute('data-collidable-head', '');
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this.el.setAttribute('data-collidable-saber', '');
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this.el.setAttribute('raycastable-game', '');
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},
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tock: function (time, delta) {
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@@ -35,6 +35,6 @@ AFRAME.registerComponent('wall', {
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this.el.object3D.position.z = 9999;
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this.el.pause();
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this.el.removeAttribute('data-collidable-head');
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this.el.removeAttribute('data-collidable-saber');
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this.el.removeAttribute('raycastable-game');
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}
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});
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@@ -86,10 +86,6 @@
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particleplayer="src: #mineParticlesJSON; pscale: 0.5; scale: 1.4; loop: false; on: explode; img: #sparkImg; count: 20%; animateScale: true; initialScale: 3 1 1; finalScale: 0.2 0.2 1"></a-entity>
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<!-- Player. -->
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<a-mixin
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id="raycaster"
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raycaster="objects: [raycastable]; far: 3; showLine: false"
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line="opacity: 0.75"></a-mixin>
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<a-mixin
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id="cursorMesh"
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material="shader: flat; transparent: true; src: #cursorMeshImg; depthTest: false"
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@@ -114,19 +110,23 @@
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bind__menu-controls="page: search.page; selectedChallengeId: menuSelectedChallenge.id"
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bind__pauser="enabled: isPlaying"
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bind__raycaster="enabled: {{ hand }}RaycasterActive"
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bind__raycaster-game="enabled: isPlaying"
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bind__saber-controls="bladeEnabled: isPlaying; isPaused: isPaused"
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bind__trail="enabled: isPlaying"
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haptics="events: mouseenter; dur: 35; force: 0.075"
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haptics__beat="eventsFrom: #beatContainer; events: beatcollide{{ hand }}; dur: 80; force: 0.2"
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haptics__draw="events: drawblade; dur: 750; force: 0.025"
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haptics-saber
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haptics-wall
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raycaster="objects: [raycastable]; far: 5"
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raycaster__game="objects: [raycastable-game]:not(.blade{{ hand }}); far: 1; interval: 50"
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saber-controls="hand: {{ hand }}"
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thumb-controls
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thumb-controls-debug="enabled: false; hand: {{ hand }}; controllerType: vive-controls"
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trail="color: {{ bladeColor }}; hand: {{ hand }}">
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<a-entity
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id="{{ hand }}Laser"
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bind__visible="menuActive && activeHand === '{{ hand }}'"
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cursor-laser
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bind__cursor-laser="enabled: menuActive && activeHand === '{{ hand }}'"
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geometry="primitive: cylinder; height: 1; radius: 0.005"
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material="color: {{ beamColor }}; shader: flat"
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rotation="-90 0 0"></a-entity>
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@@ -138,14 +138,10 @@
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animation="property: scale; from: 0 0 0; to: 1 1 1; dur: 750; easing: linear; startEvents: drawblade"
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scale="0.001 0.001 0.001">
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<a-entity
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class="blade"
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bind__aabb-collider="enabled: isPlaying"
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bind-toggle__data-collidable-saber="isPlaying"
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aabb-collider="objects: [data-collidable-saber]; interval: 50; collideNonVisible: false"
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class="blade blade{{ hand }}"
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geometry="primitive: box; height: 0.9; depth: 0.02; width: 0.02"
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haptics-saber
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haptics-wall
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material="shader: flat; color: {{ bladeColor }}"
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raycastable-game
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position="0 -0.55 0"></a-entity>
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</a-entity>
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<a-entity
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@@ -177,8 +173,8 @@
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<a-entity
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id="{{ hand }}CursorMesh"
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mixin="cursorMesh"
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bind__cursor-mesh="active: {{ hand }}RaycasterActive"
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cursor-mesh="active: {{ hand }}RaycasterActive; cursorEl: #{{ hand }}Hand"
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bind__cursor-mesh="active: {{ hand }}RaycasterActive && !isPLaying"
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cursor-mesh="cursorEl: #{{ hand }}Hand"
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material="color: {{ beamColor }}"
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scale="1.3 1.3 1.3"></a-entity>
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{% endmacro %}
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@@ -195,8 +191,12 @@
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material="shader: flat; src: #stepbackImg; transparent: true; opacity: 0"></a-entity>
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{% if not IS_PRODUCTION %}
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<a-entity id="mouseCursor" mixin="raycaster" cursor="rayOrigin: mouse"
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bind__raycaster="enabled: !inVR"></a-entity>
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<a-entity
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id="mouseCursor"
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bind__raycaster="enabled: !inVR"
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mixin="raycaster"
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cursor="rayOrigin: mouse"
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raycaster="objects: [raycastable]"></a-entity>
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<a-entity id="mouseCursorMesh" mixin="cursorMesh" cursor-mesh="cursorEl: #mouseCursor"
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bind__cursor-mesh="active: menuActive"></a-entity>
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{% endif %}
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