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sphere-collider.js
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172 lines (144 loc) · 5.19 KB
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(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
'use strict';
require('./src/misc/sphere-collider');
},{"./src/misc/sphere-collider":2}],2:[function(require,module,exports){
'use strict';
/**
* Based on aframe/examples/showcase/tracked-controls.
*
* Implement bounding sphere collision detection for entities with a mesh.
* Sets the specified state on the intersected entities.
*
* @property {string} objects - Selector of the entities to test for collision.
* @property {string} state - State to set on collided entities.
*
*/
module.exports = AFRAME.registerComponent('sphere-collider', {
schema: {
objects: { default: '' },
state: { default: 'collided' },
radius: { default: 0.05 },
watch: { default: true }
},
init: function init() {
/** @type {MutationObserver} */
this.observer = null;
/** @type {Array<Element>} Elements to watch for collisions. */
this.els = [];
/** @type {Array<Element>} Elements currently in collision state. */
this.collisions = [];
this.handleHit = this.handleHit.bind(this);
this.handleHitEnd = this.handleHitEnd.bind(this);
},
remove: function remove() {
this.pause();
},
play: function play() {
var sceneEl = this.el.sceneEl;
if (this.data.watch) {
this.observer = new MutationObserver(this.update.bind(this, null));
this.observer.observe(sceneEl, { childList: true, subtree: true });
}
},
pause: function pause() {
if (this.observer) {
this.observer.disconnect();
this.observer = null;
}
},
/**
* Update list of entities to test for collision.
*/
update: function update() {
var data = this.data;
var objectEls = void 0;
// Push entities into list of els to intersect.
if (data.objects) {
objectEls = this.el.sceneEl.querySelectorAll(data.objects);
} else {
// If objects not defined, intersect with everything.
objectEls = this.el.sceneEl.children;
}
// Convert from NodeList to Array
this.els = Array.prototype.slice.call(objectEls);
},
tick: function () {
var position = new THREE.Vector3(),
meshPosition = new THREE.Vector3(),
colliderScale = new THREE.Vector3(),
size = new THREE.Vector3(),
box = new THREE.Box3(),
distanceMap = new Map();
return function () {
var el = this.el,
data = this.data,
mesh = el.getObject3D('mesh'),
collisions = [];
var colliderRadius = void 0;
if (!mesh) {
return;
}
distanceMap.clear();
el.object3D.getWorldPosition(position);
el.object3D.getWorldScale(colliderScale);
colliderRadius = data.radius * scaleFactor(colliderScale);
// Update collision list.
this.els.forEach(intersect);
// Emit events and add collision states, in order of distance.
collisions.sort(function (a, b) {
return distanceMap.get(a) > distanceMap.get(b) ? 1 : -1;
}).forEach(this.handleHit);
// Remove collision state from current element.
if (collisions.length === 0) {
el.emit('hit', { el: null });
}
// Remove collision state from other elements.
this.collisions.filter(function (el) {
return !distanceMap.has(el);
}).forEach(this.handleHitEnd);
// Store new collisions
this.collisions = collisions;
// Bounding sphere collision detection
function intersect(el) {
var radius = void 0,
mesh = void 0,
distance = void 0,
extent = void 0;
if (!el.isEntity) {
return;
}
mesh = el.getObject3D('mesh');
if (!mesh) {
return;
}
box.setFromObject(mesh).getSize(size);
extent = Math.max(size.x, size.y, size.z) / 2;
radius = Math.sqrt(2 * extent * extent);
box.getCenter(meshPosition);
if (!radius) {
return;
}
distance = position.distanceTo(meshPosition);
if (distance < radius + colliderRadius) {
collisions.push(el);
distanceMap.set(el, distance);
}
}
// use max of scale factors to maintain bounding sphere collision
function scaleFactor(scaleVec) {
return Math.max.apply(null, scaleVec.toArray());
}
};
}(),
handleHit: function handleHit(targetEl) {
targetEl.emit('hit');
targetEl.addState(this.data.state);
this.el.emit('hit', { el: targetEl });
},
handleHitEnd: function handleHitEnd(targetEl) {
targetEl.emit('hitend');
targetEl.removeState(this.data.state);
this.el.emit('hitend', { el: targetEl });
}
});
},{}]},{},[1]);