@woosh/meep-engine 2.84.6 → 2.84.9
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/build/meep.cjs +137 -107
- package/build/meep.min.js +1 -1
- package/build/meep.module.js +137 -107
- package/package.json +10 -5
- package/src/core/cache/LoadingCache.js +2 -1
- package/src/core/cache/LoadingCache.spec.js +13 -1
- package/src/core/collection/array/arrayIndexByEquality.js +1 -0
- package/src/core/collection/list/List.js +25 -17
- package/src/core/collection/list/List.spec.js +73 -0
- package/src/core/geom/3d/SurfacePoint3.js +3 -40
- package/src/core/geom/Vector3.js +25 -14
- package/src/core/model/stat/LinearModifier.spec.js +5 -6
- package/src/core/process/PromiseWatcher.spec.js +27 -23
- package/src/core/process/worker/WorkerBuilder.js +5 -1
- package/src/core/process/worker/WorkerProxy.js +3 -2
- package/src/engine/animation/behavior/animateProperty.js +4 -4
- package/src/engine/ecs/Entity.spec.js +33 -0
- package/src/engine/ecs/EntityComponentDataset.js +17 -11
- package/src/engine/ecs/EntityReference.js +12 -0
- package/src/engine/ecs/dynamic_actions/actions/definition/SpeakLineActionDescription.js +1 -1
- package/src/engine/ecs/transform/Transform.js +1 -1
- package/src/engine/ecs/transform/Transform.spec.js +44 -0
- package/src/engine/graphics/camera/CameraShake.js +1 -127
- package/src/engine/graphics/camera/CameraShakeBehavior.js +91 -0
- package/src/engine/graphics/camera/CameraShakeTraumaBehavior.js +38 -0
- package/src/engine/graphics/ecs/animation/animator/AnimationGraphSystem.js +9 -23
- package/src/engine/graphics/ecs/animation/animator/blending/BlendStateMatrix.js +11 -6
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationGraph.js +20 -12
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.js +3 -3
- package/src/engine/graphics/ecs/path/tube/build/estimatePathViaIterativeIntegral.js +1 -1
- package/src/engine/graphics/particles/particular/engine/parameter/ParameterLookupTable.js +6 -6
- package/src/engine/intelligence/behavior/ecs/SendEventBehavior.js +43 -0
- package/src/view/View.js +52 -30
- package/src/view/writeCssTransformMatrix.js +26 -0
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@@ -1,6 +1,5 @@
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import Vector3 from "../Vector3.js";
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import { v3_length } from "../vec3/v3_length.js";
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import { assert } from "../../assert.js";
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import Vector3 from "../Vector3.js";
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/**
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* Used for representing points on a 3D surface. Used for raycasting contacts
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@@ -58,44 +57,8 @@ export class SurfacePoint3 {
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assert.defined(m, 'matrix');
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assert.notNull(m, 'matrix');
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const p_x = p.x;
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const p_y = p.y;
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const p_z = p.z;
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// compute perspective projection
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const w = 1 / (m[3] * p_x + m[7] * p_y + m[11] * p_z + m[15]);
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const result_p_x = (m[0] * p_x + m[4] * p_y + m[8] * p_z + m[12]) * w;
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const result_p_y = (m[1] * p_x + m[5] * p_y + m[9] * p_z + m[13]) * w;
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const result_p_z = (m[2] * p_x + m[6] * p_y + m[10] * p_z + m[14]) * w;
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p.set(
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result_p_x,
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result_p_y,
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result_p_z
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);
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// transform normal
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const n = this.normal;
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const n_x = n.x;
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const n_y = n.y;
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const n_z = n.z;
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const result_n_x = m[0] * n_x + m[4] * n_y + m[8] * n_z;
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const result_n_y = m[1] * n_x + m[5] * n_y + m[9] * n_z;
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const result_n_z = m[2] * n_x + m[6] * n_y + m[10] * n_z;
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const normal_multiplier = 1 / v3_length(result_n_x, result_n_y, result_n_z);
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n.set(
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result_n_x * normal_multiplier,
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result_n_y * normal_multiplier,
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result_n_z * normal_multiplier,
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);
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this.position.applyMatrix4(m);
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this.normal.applyDirectionMatrix4(m);
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}
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/**
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package/src/core/geom/Vector3.js
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/**
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*
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* @param {
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* @param {ArrayLike<number>|number[]|Float32Array} m4
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*/
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applyMatrix4(m4) {
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const x = this.x;
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const y = this.y;
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const z = this.z;
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const
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const
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const w = 1 / (m4[3] * x + m4[7] * y + m4[11] * z + m4[15]);
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const _x = (m4[0] * x + m4[4] * y + m4[8] * z + m4[12])* w;
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const _y = (m4[1] * x + m4[5] * y + m4[9] * z + m4[13])* w;
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const _z = (m4[2] * x + m4[6] * y + m4[10] * z + m4[14])* w;
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this.set(_x, _y, _z);
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}
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/**
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* Assume current vector holds a direction, transform using a matrix to produce a new directional unit vector
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* @param {
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* @param {ArrayLike<number>|number[]|Float32Array} m4
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*/
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// input: THREE.Matrix4 affine matrix
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// vector interpreted as a direction
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applyDirectionMatrix4(m4){
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const x = this.x, y = this.y, z = this.z;
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const e = m.elements;
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const _x =
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const _y =
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const _z =
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const _x = m4[0] * x + m4[4] * y + m4[8] * z;
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const _y = m4[1] * x + m4[5] * y + m4[9] * z;
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const _z = m4[2] * x + m4[6] * y + m4[10] * z;
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// normalize the result
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const _l = 1 / v3_length(_x, _y, _z);
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);
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}
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/**
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* @deprecated use non-three.js version instead
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* @param {THREE.Matrix4} m
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*/
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transformDirection_three(m) {
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// input: THREE.Matrix4 affine matrix
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// vector interpreted as a direction
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const e = m.elements;
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this.applyDirectionMatrix4(e);
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}
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/**
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*
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* @param {THREE.Matrix3} m
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import { CombatUnitBonusSourceType } from "../../../../../model/game/logic/combat/CombatUnitBonusSourceType.js";
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import LinearModifier from "./LinearModifier.js";
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test("constructor doesn't throw", () => {
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test("equals method", () => {
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const a = new LinearModifier(3, -7);
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a.source =
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a.source = 0;
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const b = new LinearModifier(3, -7);
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b.source =
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b.source = 1;
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const c = new LinearModifier(3, 11);
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c.source =
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c.source = 0;
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const d = new LinearModifier(13, -7);
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expect(a.equals(e)).toBe(true);
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expect(a.equals(b)).toBe(false);
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}
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// TODO broken tests, skipped for now
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describe.skip("suite", () => {
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test('constructor', () => {
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const w = new PromiseWatcher();
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expect(w.unresolvedCount.getValue()).toBe(0);
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expect(w.unresolved.isEmpty()).toBe(true);
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});
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test('add one and resolve', async () => {
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test('add one and resolve', async () => {
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t0.resolve();
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expect(w.unresolvedCount.getValue()).toBe(0);
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});
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test('add one and reject', async () => {
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test('add one and reject', async () => {
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t0.reject("Apple Sauce");
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});
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})
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*/
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import {convertPathToURL} from "../../../engine/network/convertPathToURL.js";
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import { convertPathToURL } from "../../../engine/network/convertPathToURL.js";
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import LineBuilder from "../../codegen/LineBuilder.js";
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import WorkerProxy from "./WorkerProxy.js";
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functions = [];
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preamble = new LineBuilder();
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/**
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*
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*/
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addCode(code) {
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* Invoke a given method on the worker, as defined by the `WorkerBuilder`
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* @param {number} name Method's name
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$submitRequest(name, args) {
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import {
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TransitionPropertyVectorXBehavior
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} from "../../../../../model/game/story/behaviors/generic/TransitionPropertyVectorXBehavior.js";
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import { assert } from "../../../core/assert.js";
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import { SerializationMetadata } from "../../ecs/components/SerializationMetadata.js";
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import Entity from "../../ecs/Entity.js";
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import { BehaviorComponent } from "../../intelligence/behavior/ecs/BehaviorComponent.js";
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import { SequenceBehavior } from "../../intelligence/behavior/composite/SequenceBehavior.js";
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import { BehaviorComponent } from "../../intelligence/behavior/ecs/BehaviorComponent.js";
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import { DieBehavior } from "../../intelligence/behavior/ecs/DieBehavior.js";
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import { SendEventBehavior } from "
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import { SerializationMetadata } from "../../ecs/components/SerializationMetadata.js";
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import { assert } from "../../../core/assert.js";
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import { SendEventBehavior } from "../../intelligence/behavior/ecs/SendEventBehavior.js";
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/**
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@@ -153,3 +153,36 @@ test("promiseEvent", async () => {
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await promise;
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});
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test("generation correctly set for build", () => {
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const entity = new Entity();
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const ecd = sampleDataset();
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entity.build(ecd);
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expect(entity.generation).toEqual(ecd.getEntityGeneration(entity.id));
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// rebuild
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entity.destroy();
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entity.build(ecd);
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expect(entity.generation).toEqual(ecd.getEntityGeneration(entity.id));
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});
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test("generation correctly set when binding live entity", () => {
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const ecd = sampleDataset();
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const entity_a = ecd.createEntity();
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const entity_b = ecd.createEntity();
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const entity_c = ecd.createEntity();
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const entity = Entity.readFromDataset(entity_b, ecd);
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expect(entity.generation).toEqual(ecd.getEntityGeneration(entity_b));
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});
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@@ -836,10 +836,10 @@ export class EntityComponentDataset {
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/**
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*
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* @param {number}
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+
* @param {number} entity_id
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*/
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841
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-
removeEntity(
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842
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-
if (!this.entityExists(
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+
removeEntity(entity_id) {
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842
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+
if (!this.entityExists(entity_id)) {
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// entity doesn't exist
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return;
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}
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@@ -847,26 +847,31 @@ export class EntityComponentDataset {
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const componentOccupancy = this.componentOccupancy;
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const typeCount = this.componentTypeCount;
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const occupancyStart =
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const occupancyStart = entity_id * typeCount;
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const occupancyEnd = occupancyStart + typeCount;
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-
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+
// remove all components from the entity
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for (
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855
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let i = componentOccupancy.nextSetBit(occupancyStart);
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i < occupancyEnd && i !== -1;
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i = componentOccupancy.nextSetBit(i + 1)
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) {
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const componentIndex = i % typeCount;
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this.removeComponentFromEntityByIndex_Unchecked(
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860
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this.removeComponentFromEntityByIndex_Unchecked(entity_id, componentIndex, i);
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}
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//dispatch event
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this.sendEvent(
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864
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+
this.sendEvent(entity_id, EventType.EntityRemoved, entity_id);
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//purge all event listeners
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-
delete this.__entityEventListeners[
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863
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-
delete this.__entityAnyEventListeners[
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+
delete this.__entityEventListeners[entity_id];
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delete this.__entityAnyEventListeners[entity_id];
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this.entityOccupancy.set(
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+
this.entityOccupancy.set(entity_id, false);
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this.entityCount--;
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this.onEntityRemoved.send1(
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+
this.onEntityRemoved.send1(entity_id);
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}
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/**
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@@ -919,6 +924,7 @@ export class EntityComponentDataset {
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}
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/**
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+
* This method doesn't perform any checks, make sure you understand what you are doing when using it
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* @private
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* @param {number} entityIndex
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* @param {number} componentIndex
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@@ -1,9 +1,9 @@
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1
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-
import { SendEventBehavior } from "../../../../../../../model/game/util/behavior/SendEventBehavior.js";
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2
1
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import { assert } from "../../../../../core/assert.js";
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3
2
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import {
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4
3
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ParallelBehavior,
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5
4
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ParallelBehaviorPolicy
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6
5
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} from "../../../../intelligence/behavior/composite/ParallelBehavior.js";
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6
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+
import { SendEventBehavior } from "../../../../intelligence/behavior/ecs/SendEventBehavior.js";
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7
7
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import { WaitForEventBehavior } from "../../../../intelligence/behavior/ecs/WaitForEventBehavior.js";
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8
8
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import { VoiceEvents } from "../../../speaker/VoiceEvents.js";
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9
9
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import { AbstractActionDescription } from "./AbstractActionDescription.js";
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@@ -225,3 +225,47 @@ test("lookAt", () => {
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225
225
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226
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expect(direction.roughlyEquals(expected_direction)).toBe(true);
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227
227
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});
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228
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+
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229
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+
test("forward vector", () => {
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230
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+
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231
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+
const t = new Transform();
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232
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+
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233
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expect(t.forward.roughlyEquals(Vector3.forward)).toBe(true);
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234
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+
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235
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// scale transform
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+
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t.scale.set(3, 7, 11);
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+
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239
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// scale should not affect direction vector
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expect(t.forward.roughlyEquals(Vector3.forward)).toBe(true);
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+
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// translate
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+
t.position.set(-13, 17, -23);
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+
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245
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+
// position should not affect direction
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+
expect(t.forward.roughlyEquals(Vector3.forward)).toBe(true);
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247
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+
});
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+
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249
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+
test("forward vs looktAt consistency", () => {
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250
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+
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251
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+
const t = new Transform();
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252
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+
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253
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+
t.lookAt(new Vector3(0, 0, -1));
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254
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+
expect(t.forward.roughlyEquals(new Vector3(0, 0, -1))).toBe(true);
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255
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+
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256
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+
t.lookAt(new Vector3(0, 0, 1));
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257
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+
expect(t.forward.roughlyEquals(new Vector3(0, 0, 1))).toBe(true);
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258
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+
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259
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+
t.lookAt(new Vector3(0, -1, 0));
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260
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+
expect(t.forward.roughlyEquals(new Vector3(0, -1, 0), 0.01)).toBe(true);
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261
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+
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262
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+
t.lookAt(new Vector3(0, 1, 0));
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263
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+
expect(t.forward.roughlyEquals(new Vector3(0, 1, 0), 0.01)).toBe(true);
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264
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+
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265
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+
t.lookAt(new Vector3(-1, 0, 0));
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266
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+
expect(t.forward.roughlyEquals(new Vector3(-1, 0, 0))).toBe(true);
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267
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+
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268
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+
t.lookAt(new Vector3(1, 0, 0));
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269
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+
expect(t.forward.roughlyEquals(new Vector3(1, 0, 0))).toBe(true);
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270
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+
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271
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+
});
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@@ -1,132 +1,6 @@
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1
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-
import Vector3 from "../../../core/geom/Vector3.js";
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2
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-
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3
1
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import SimplexNoise from 'simplex-noise';
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2
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+
import Vector3 from "../../../core/geom/Vector3.js";
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4
3
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import { seededRandom } from "../../../core/math/random/seededRandom.js";
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5
|
-
import { Behavior } from "../../intelligence/behavior/Behavior.js";
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|
6
|
-
import { BehaviorStatus } from "../../intelligence/behavior/BehaviorStatus.js";
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|
7
|
-
import Quaternion from "../../../core/geom/Quaternion.js";
|
|
8
|
-
import { clamp01 } from "../../../core/math/clamp01.js";
|
|
9
|
-
import { makeCubicCurve } from "../../../core/math/spline/makeCubicCurve.js";
|
|
10
|
-
|
|
11
|
-
export class CameraShakeTraumaBehavior extends Behavior {
|
|
12
|
-
|
|
13
|
-
/**
|
|
14
|
-
*
|
|
15
|
-
* @param {CameraShakeBehavior} shakeBehavior
|
|
16
|
-
* @param {number} decay amount by which trauma decays per second
|
|
17
|
-
*/
|
|
18
|
-
constructor({
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19
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-
shakeBehavior,
|
|
20
|
-
decay = 1,
|
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21
|
-
}) {
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22
|
-
super();
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23
|
-
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24
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-
|
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25
|
-
this.decay = decay;
|
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26
|
-
this.trauma = 0;
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27
|
-
|
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28
|
-
this.shakeBehavior = shakeBehavior;
|
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29
|
-
|
|
30
|
-
this.formula = makeCubicCurve(0, 0.1, 0.1, 1);
|
|
31
|
-
}
|
|
32
|
-
|
|
33
|
-
tick(timeDelta) {
|
|
34
|
-
const shake = this.formula(clamp01(this.trauma));
|
|
35
|
-
|
|
36
|
-
this.trauma = clamp01(this.trauma - timeDelta * this.decay);
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
this.shakeBehavior.strength = shake;
|
|
40
|
-
|
|
41
|
-
return BehaviorStatus.Running;
|
|
42
|
-
}
|
|
43
|
-
}
|
|
44
|
-
|
|
45
|
-
export class CameraShakeBehavior extends Behavior {
|
|
46
|
-
/**
|
|
47
|
-
*
|
|
48
|
-
* @param {number} maxPitch
|
|
49
|
-
* @param {number} maxYaw
|
|
50
|
-
* @param {number} maxRoll
|
|
51
|
-
* @param {number} maxOffsetX
|
|
52
|
-
* @param {number} maxOffsetY
|
|
53
|
-
* @param {number} maxOffsetZ
|
|
54
|
-
* @param {number} strength
|
|
55
|
-
* @param {TopDownCameraController} controller
|
|
56
|
-
*/
|
|
57
|
-
constructor(
|
|
58
|
-
{
|
|
59
|
-
maxPitch = 0,
|
|
60
|
-
maxYaw = 0,
|
|
61
|
-
maxRoll = 0,
|
|
62
|
-
maxOffsetX = 0,
|
|
63
|
-
maxOffsetY = 0,
|
|
64
|
-
maxOffsetZ = 0,
|
|
65
|
-
strength = 0,
|
|
66
|
-
|
|
67
|
-
controller
|
|
68
|
-
}
|
|
69
|
-
) {
|
|
70
|
-
super();
|
|
71
|
-
|
|
72
|
-
/**
|
|
73
|
-
*
|
|
74
|
-
* @type {TopDownCameraController}
|
|
75
|
-
*/
|
|
76
|
-
this.controller = controller;
|
|
77
|
-
|
|
78
|
-
this.time = 0;
|
|
79
|
-
|
|
80
|
-
this.timeScale = 1;
|
|
81
|
-
|
|
82
|
-
this.strength = strength;
|
|
83
|
-
|
|
84
|
-
this.shake = new CameraShake();
|
|
85
|
-
|
|
86
|
-
this.shake.limitsRotation.set(maxPitch, maxYaw, maxRoll);
|
|
87
|
-
this.shake.limitsOffset.set(maxOffsetX, maxOffsetY, maxOffsetZ);
|
|
88
|
-
|
|
89
|
-
this.__target = new Vector3();
|
|
90
|
-
this.__rotation = new Vector3();
|
|
91
|
-
}
|
|
92
|
-
|
|
93
|
-
initialize() {
|
|
94
|
-
super.initialize();
|
|
95
|
-
|
|
96
|
-
//remember controller transform
|
|
97
|
-
this.__rotation.set(this.controller.pitch, this.controller.yaw, this.controller.roll);
|
|
98
|
-
this.__target.copy(this.controller.target);
|
|
99
|
-
}
|
|
100
|
-
|
|
101
|
-
tick(timeDelta) {
|
|
102
|
-
this.time += timeDelta * this.timeScale;
|
|
103
|
-
|
|
104
|
-
const offset = new Vector3();
|
|
105
|
-
const rotation = new Vector3();
|
|
106
|
-
|
|
107
|
-
//read out shake values
|
|
108
|
-
this.shake.read(this.strength, this.time, offset, rotation);
|
|
109
|
-
|
|
110
|
-
const q = new Quaternion();
|
|
111
|
-
|
|
112
|
-
q.fromEulerAngles(this.__rotation.x, this.__rotation.y, this.__rotation.z);
|
|
113
|
-
|
|
114
|
-
offset.applyQuaternion(q);
|
|
115
|
-
|
|
116
|
-
//update controller
|
|
117
|
-
this.controller.target.set(
|
|
118
|
-
this.__target.x + offset.x,
|
|
119
|
-
this.__target.y + offset.y,
|
|
120
|
-
this.__target.z + offset.z,
|
|
121
|
-
);
|
|
122
|
-
|
|
123
|
-
this.controller.pitch = this.__rotation.x + rotation.x;
|
|
124
|
-
this.controller.yaw = this.__rotation.y + rotation.y;
|
|
125
|
-
this.controller.roll = this.__rotation.z + rotation.z;
|
|
126
|
-
|
|
127
|
-
return BehaviorStatus.Running;
|
|
128
|
-
}
|
|
129
|
-
}
|
|
130
4
|
|
|
131
5
|
/**
|
|
132
6
|
* Based on a 2016 GDC talk by Squirrel Eiserloh "Math for Game Programmers: Juicing Your Cameras With Math"
|
|
@@ -0,0 +1,91 @@
|
|
|
1
|
+
import Quaternion from "../../../core/geom/Quaternion.js";
|
|
2
|
+
import Vector3 from "../../../core/geom/Vector3.js";
|
|
3
|
+
import { Behavior } from "../../intelligence/behavior/Behavior.js";
|
|
4
|
+
import { BehaviorStatus } from "../../intelligence/behavior/BehaviorStatus.js";
|
|
5
|
+
import { CameraShake } from "./CameraShake.js";
|
|
6
|
+
|
|
7
|
+
export class CameraShakeBehavior extends Behavior {
|
|
8
|
+
/**
|
|
9
|
+
*
|
|
10
|
+
* @param {number} maxPitch
|
|
11
|
+
* @param {number} maxYaw
|
|
12
|
+
* @param {number} maxRoll
|
|
13
|
+
* @param {number} maxOffsetX
|
|
14
|
+
* @param {number} maxOffsetY
|
|
15
|
+
* @param {number} maxOffsetZ
|
|
16
|
+
* @param {number} strength
|
|
17
|
+
* @param {TopDownCameraController} controller
|
|
18
|
+
*/
|
|
19
|
+
constructor(
|
|
20
|
+
{
|
|
21
|
+
maxPitch = 0,
|
|
22
|
+
maxYaw = 0,
|
|
23
|
+
maxRoll = 0,
|
|
24
|
+
maxOffsetX = 0,
|
|
25
|
+
maxOffsetY = 0,
|
|
26
|
+
maxOffsetZ = 0,
|
|
27
|
+
strength = 0,
|
|
28
|
+
|
|
29
|
+
controller
|
|
30
|
+
}
|
|
31
|
+
) {
|
|
32
|
+
super();
|
|
33
|
+
|
|
34
|
+
/**
|
|
35
|
+
*
|
|
36
|
+
* @type {TopDownCameraController}
|
|
37
|
+
*/
|
|
38
|
+
this.controller = controller;
|
|
39
|
+
|
|
40
|
+
this.time = 0;
|
|
41
|
+
|
|
42
|
+
this.timeScale = 1;
|
|
43
|
+
|
|
44
|
+
this.strength = strength;
|
|
45
|
+
|
|
46
|
+
this.shake = new CameraShake();
|
|
47
|
+
|
|
48
|
+
this.shake.limitsRotation.set(maxPitch, maxYaw, maxRoll);
|
|
49
|
+
this.shake.limitsOffset.set(maxOffsetX, maxOffsetY, maxOffsetZ);
|
|
50
|
+
|
|
51
|
+
this.__target = new Vector3();
|
|
52
|
+
this.__rotation = new Vector3();
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
initialize() {
|
|
56
|
+
super.initialize();
|
|
57
|
+
|
|
58
|
+
//remember controller transform
|
|
59
|
+
this.__rotation.set(this.controller.pitch, this.controller.yaw, this.controller.roll);
|
|
60
|
+
this.__target.copy(this.controller.target);
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
tick(timeDelta) {
|
|
64
|
+
this.time += timeDelta * this.timeScale;
|
|
65
|
+
|
|
66
|
+
const offset = new Vector3();
|
|
67
|
+
const rotation = new Vector3();
|
|
68
|
+
|
|
69
|
+
//read out shake values
|
|
70
|
+
this.shake.read(this.strength, this.time, offset, rotation);
|
|
71
|
+
|
|
72
|
+
const q = new Quaternion();
|
|
73
|
+
|
|
74
|
+
q.fromEulerAngles(this.__rotation.x, this.__rotation.y, this.__rotation.z);
|
|
75
|
+
|
|
76
|
+
offset.applyQuaternion(q);
|
|
77
|
+
|
|
78
|
+
//update controller
|
|
79
|
+
this.controller.target.set(
|
|
80
|
+
this.__target.x + offset.x,
|
|
81
|
+
this.__target.y + offset.y,
|
|
82
|
+
this.__target.z + offset.z,
|
|
83
|
+
);
|
|
84
|
+
|
|
85
|
+
this.controller.pitch = this.__rotation.x + rotation.x;
|
|
86
|
+
this.controller.yaw = this.__rotation.y + rotation.y;
|
|
87
|
+
this.controller.roll = this.__rotation.z + rotation.z;
|
|
88
|
+
|
|
89
|
+
return BehaviorStatus.Running;
|
|
90
|
+
}
|
|
91
|
+
}
|