@quenty/qframe 3.2.0 → 3.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +11 -0
- package/LICENSE.md +1 -1
- package/README.md +5 -0
- package/package.json +3 -3
- package/src/Shared/QFrame.story.lua +6 -6
package/CHANGELOG.md
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@@ -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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### Features
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* Better camera explainability ([4fd9016](https://github.com/Quenty/NevermoreEngine/commit/4fd9016f6914bf181e421753cbaca555394537d8))
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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
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package/README.md
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@@ -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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## Usage
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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
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{
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"name": "@quenty/qframe",
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"version": "3.
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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",
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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.
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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": "
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"gitHead": "6eb398e9fb81191f0815885f807ab0cb3bb9bad1"
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}
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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,
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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 +
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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(
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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)
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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())
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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()
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