@quenty/qframe 3.2.0 → 3.3.0

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package/CHANGELOG.md CHANGED
@@ -3,6 +3,17 @@
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  All notable changes to this project will be documented in this file.
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  See [Conventional Commits](https://conventionalcommits.org) for commit guidelines.
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+ # [3.3.0](https://github.com/Quenty/NevermoreEngine/compare/@quenty/qframe@3.2.0...@quenty/qframe@3.3.0) (2021-12-18)
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+
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+
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+ ### Features
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+
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+ * Better camera explainability ([4fd9016](https://github.com/Quenty/NevermoreEngine/commit/4fd9016f6914bf181e421753cbaca555394537d8))
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+
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+
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  # [3.2.0](https://github.com/Quenty/NevermoreEngine/compare/@quenty/qframe@3.1.2...@quenty/qframe@3.2.0) (2021-11-20)
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package/LICENSE.md CHANGED
@@ -1,6 +1,6 @@
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  MIT License
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- Copyright (c) 2014 Quenty
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+ Copyright (c) 2014-2021 Quenty
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  Permission is hereby granted, free of charge, to any person obtaining a copy
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  of this software and associated documentation files (the "Software"), to deal
package/README.md CHANGED
@@ -17,3 +17,8 @@ CFrame representation as a quaternion
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  ```
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  npm install @quenty/qframe --save
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  ```
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+
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+ ## Usage
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+
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+ QFrames are CFrames but as quaternions. This lets them be put into a spring in a linear fashion. While you can't really treat a quaternion in a linear way, this is close enough.
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+
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@quenty/qframe",
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- "version": "3.2.0",
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+ "version": "3.3.0",
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  "description": "CFrame representation as a quaternion for Roblox",
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  "keywords": [
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  "Roblox",
@@ -30,12 +30,12 @@
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  "@quenty/loader": "^3.1.1"
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  },
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  "devDependencies": {
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- "@quenty/camerastoryutils": "^3.2.0",
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+ "@quenty/camerastoryutils": "^3.3.0",
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  "@quenty/cubicspline": "^3.2.0",
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  "@quenty/maid": "^2.0.1"
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  },
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  "publishConfig": {
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  "access": "public"
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  },
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- "gitHead": "87ab1435a59a05e7dd745db1dfcec26116d1d71d"
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+ "gitHead": "6eb398e9fb81191f0815885f807ab0cb3bb9bad1"
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  }
@@ -16,16 +16,16 @@ return function(target)
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  local cameraCFrame = workspace.CurrentCamera.CFrame
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  local a = QFrame.fromCFrameClosestTo(
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- CFrame.new(cameraCFrame.Position + cameraCFrame.lookVector*25),
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+ CFrame.new(cameraCFrame.Position + cameraCFrame.lookVector*25 - 20*cameraCFrame.RightVector),
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  QFrame.new())
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- local setup = CameraStoryUtils.getInterpolationFactory(maid, viewportFrame, -1, 2, 4, function(qFrame)
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+ local setup = CameraStoryUtils.getInterpolationFactory(maid, viewportFrame, -1, 2, 8, function(qFrame)
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  return QFrame.toCFrame(qFrame)
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  end)
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  local function getFinish(t)
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- local root = CFrame.new(cameraCFrame.Position + cameraCFrame.lookVector*25 + 10*cameraCFrame.RightVector)
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+ local root = CFrame.new(cameraCFrame.Position + cameraCFrame.lookVector*25 + 20*cameraCFrame.RightVector)
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  * CFrame.Angles(math.pi/3, 2*math.pi/3, 0)
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  return QFrame.fromCFrameClosestTo(
@@ -47,7 +47,7 @@ return function(target)
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  setup(function(t)
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  return QFrame.fromCFrameClosestTo(QFrame.toCFrame(a):Lerp(QFrame.toCFrame(getFinish(t)), t), QFrame.new())
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- end, Color3.new(0.75, 0.75, 0.75))
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+ end, Color3.new(0.75, 0.75, 0.75), "CFrame:Lerp()")
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  local function slerp(q0, q1, t)
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  local delta = q1*(q0^-1)
@@ -61,7 +61,7 @@ return function(target)
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  setup(function(t)
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  local result = slerp(a, getFinish(t), t)
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  return result
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- end, Color3.new(0.5, 0.5, 1))
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+ end, Color3.new(0.5, 0.5, 1), "Quaternion Slerp")
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  setup(function(t)
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  local node0 = CubicSplineUtils.newSplineNode(0, a, QFrame.new())
@@ -75,7 +75,7 @@ return function(target)
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  local newNode = CubicSplineUtils.tweenSplineNodes(node0, node1, t)
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  return newNode.p
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- end, Color3.new(0.5, 1, 1))
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+ end, Color3.new(0.5, 1, 1), "Cubic Spline")
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  return function()
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  maid:DoCleaning()