@needle-tools/engine
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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.
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text/typescript
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 {
public head: GameObject | null = null;
public eyes: GameObject[] | null = null;
public target: Object3D | null = null;
private brain: Avatar_Brain_LookAt | null = null;
awake(): void {
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;
}
}
private vec: Vector3 = new Vector3();
private static forward: Vector3 = new Vector3(0, 0, 1);
private currentTargetPoint: Vector3 = new Vector3();
update(): void {
// 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);
}
}
}
}
}
}