@needle-tools/engine
Version:
Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.
69 lines • 3.09 kB
JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { Object3D, Vector3 } from "three";
import { serializable } from "../../engine/engine_serialization_decorator.js";
import * as utils from "../../engine/engine_three_utils.js";
import { Behaviour, GameObject } from "../Component.js";
import { Avatar_Brain_LookAt } from "./Avatar_Brain_LookAt.js";
/** @internal */
export class AvatarEyeLook_Rotation extends Behaviour {
head = null;
eyes = null;
target = null;
brain = null;
awake() {
if (!this.brain) {
this.brain = GameObject.getComponentInParent(this.gameObject, Avatar_Brain_LookAt);
}
if (!this.brain) {
this.brain = GameObject.addComponent(this.gameObject, Avatar_Brain_LookAt);
}
if (this.brain && this.target) {
this.brain.controlledTarget = this.target;
}
}
vec = new Vector3();
static forward = new Vector3(0, 0, 1);
currentTargetPoint = new Vector3();
update() {
// if(!this.activeAndEnabled) return;
const target = this.target;
// console.log(target);
if (target && this.head) {
const eyes = this.eyes;
if (eyes) {
const worldTarget = utils.getWorldPosition(target);
this.currentTargetPoint.lerp(worldTarget, this.context.time.deltaTime / .1);
const headPosition = utils.getWorldPosition(this.head);
const direction = this.vec.copy(this.currentTargetPoint).sub(headPosition).normalize();
if (direction.length() < .1)
return;
const forward = AvatarEyeLook_Rotation.forward;
forward.set(0, 0, 1);
forward.applyQuaternion(utils.getWorldQuaternion(this.head));
const dot = forward.dot(direction);
if (dot > .45) {
// console.log(dot);
for (let i = 0; i < eyes.length; i++) {
const eye = eyes[i];
eye.lookAt(this.currentTargetPoint);
}
}
}
}
}
}
__decorate([
serializable(Object3D)
], AvatarEyeLook_Rotation.prototype, "head", void 0);
__decorate([
serializable(Object3D)
], AvatarEyeLook_Rotation.prototype, "eyes", void 0);
__decorate([
serializable(Object3D)
], AvatarEyeLook_Rotation.prototype, "target", void 0);
//# sourceMappingURL=AvatarEyeLook_Rotation.js.map