Files
junisaber/src/components/beams.js
2018-12-07 03:26:59 -08:00

104 lines
2.9 KiB
JavaScript

const ANIME = AFRAME.ANIME || AFRAME.anime;
AFRAME.registerComponent('beams', {
schema: {
isPlaying: {default: false},
poolSize: {default: 3}
},
init: function () {
this.beams = [];
this.currentRed = 0;
this.currentBlue = 0;
this.clearBeams = this.clearBeams.bind(this);
this.el.sceneEl.addEventListener('cleargame', this.clearBeams);
},
update: function () {
for (let i = 0; i < this.beams.length; i++) {
if (this.beams[i].time) {
this.beams[i].visible = this.data.isPlaying;
}
}
},
play: function () {
// Beam pools.
//const geometry = new THREE.PlaneBufferGeometry(0.4, 50).translate(0, 25, 0);
var objData;
var loader;
var redGeometry, blueGeometry;
var loader = new THREE.OBJLoader();
objData = document.getElementById('redbeamObj').data;
redGeometry = loader.parse(objData).children[0].geometry;
objData = document.getElementById('bluebeamObj').data;
blueGeometry = loader.parse(objData).children[0].geometry;
this.redBeams = this.createBeamPool(redGeometry, this.el.sceneEl.systems.materials.stageAdditive);
this.blueBeams = this.createBeamPool(blueGeometry, this.el.sceneEl.systems.materials.stageAdditive);
},
/**
* Use tick for manual ANIME animations, else it will create RAF.
*/
tick: function (t, dt) {
if (!this.data.isPlaying) { return; }
for (let i = 0; i < this.beams.length; i++) {
let beam = this.beams[i];
// Tie animation state to beam visibility.
if (!beam.visible) { continue; }
beam.time += dt;
beam.animation.tick(beam.time);
}
},
createBeamPool: function (geometry, material) {
const beams = [];
for (let i = 0; i < this.data.poolSize; i++) {
let beam = new THREE.Mesh(geometry, material);
beam.visible = false;
beam.animation = ANIME({
autoplay: false,
targets: beam.scale,
x: 0.00001,
duration: 300,
easing: 'easeInCubic',
complete: () => { beam.visible = false; }
});
this.el.object3D.add(beam);
beams.push(beam);
this.beams.push(beam);
}
return beams;
},
newBeam: function (color, position) {
var beam;
if (color === 'red') {
beam = this.redBeams[this.currentRed];
this.currentRed = (this.currentRed + 1) % this.redBeams.length;
// z offset to avoid z-fighting.
beam.position.set(position.x, position.y, position.z + this.currentRed / 50.0);
} else {
beam = this.blueBeams[this.currentBlue];
this.currentBlue = (this.currentBlue + 1) % this.blueBeams.length;
beam.position.set(position.x, position.y, position.z + this.currentBlue / 50.0);
}
beam.visible = true;
beam.scale.x = 1;
beam.time = 0;
},
clearBeams: function () {
for (let i = 0; i < this.beams.length; i++) {
this.beams[i].visible = false;
this.beams[i].time = 0;
this.beams[i].scale.x = 1;
}
}
});