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<h1 class="page-title">serialize/PhysicalObject3D.js</h1>
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<pre class="prettyprint source linenums"><code>import GameObject from './GameObject';
import BaseTypes from './BaseTypes';
import ThreeVector from './ThreeVector';
import Quaternion from './Quaternion';
/**
* The PhysicalObject3D is the base class for physical game objects
*/
class PhysicalObject3D extends GameObject {
/**
* The netScheme is a dictionary of attributes in this game
* object. The attributes listed in the netScheme are those exact
* attributes which will be serialized and sent from the server
* to each client on every server update.
* The netScheme member is implemented as a getter.
*
* You may choose not to implement this method, in which
* case your object only transmits the default attributes
* which are already part of {@link PhysicalObject3D}.
* But if you choose to add more attributes, make sure
* the return value includes the netScheme of the super class.
*
* @memberof PhysicalObject3D
* @member {Object} netScheme
* @example
* static get netScheme() {
* return Object.assign({
* mojo: { type: BaseTypes.TYPES.UINT8 },
* }, super.netScheme);
* }
*/
static get netScheme() {
return Object.assign({
playerId: { type: BaseTypes.TYPES.INT16 },
position: { type: BaseTypes.TYPES.CLASSINSTANCE },
quaternion: { type: BaseTypes.TYPES.CLASSINSTANCE },
velocity: { type: BaseTypes.TYPES.CLASSINSTANCE },
angularVelocity: { type: BaseTypes.TYPES.CLASSINSTANCE }
}, super.netScheme);
}
/**
* Creates an instance of a physical object.
* Override to provide starting values for position, velocity, quaternion and angular velocity.
* NOTE: all subclasses of this class must comply with this constructor signature.
* This is required because the engine will create temporary instances when
* syncs arrive on the clients.
* @param {GameEngine} gameEngine - the gameEngine this object will be used in
* @param {Object} options - options for the new object. See {@link GameObject}
* @param {Object} props - properties to be set in the new object
* @param {ThreeVector} props.position - position vector
* @param {ThreeVector} props.velocity - velocity vector
* @param {Quaternion} props.quaternion - orientation quaternion
* @param {ThreeVector} props.angularVelocity - 3-vector representation of angular velocity
*/
constructor(gameEngine, options, props) {
super(gameEngine, options);
this.playerId = 0;
this.bendingIncrements = 0;
// set default position, velocity and quaternion
this.position = new ThreeVector(0, 0, 0);
this.velocity = new ThreeVector(0, 0, 0);
this.quaternion = new Quaternion(1, 0, 0, 0);
this.angularVelocity = new ThreeVector(0, 0, 0);
// use values if provided
props = props || {};
if (props.position) this.position.copy(props.position);
if (props.velocity) this.velocity.copy(props.velocity);
if (props.quaternion) this.quaternion.copy(props.quaternion);
if (props.angularVelocity) this.angularVelocity.copy(props.angularVelocity);
this.class = PhysicalObject3D;
}
/**
* Formatted textual description of the dynamic object.
* The output of this method is used to describe each instance in the traces,
* which significantly helps in debugging.
*
* @return {String} description - a string describing the PhysicalObject3D
*/
toString() {
let p = this.position.toString();
let v = this.velocity.toString();
let q = this.quaternion.toString();
let a = this.angularVelocity.toString();
return `phyObj[${this.id}] player${this.playerId} Pos${p} Vel${v} Dir${q} AVel${a}`;
}
// display object's physical attributes as a string
// for debugging purposes mostly
bendingToString() {
if (this.bendingOptions)
return `bend=${this.bendingOptions.percent} deltaPos=${this.bendingPositionDelta} deltaVel=${this.bendingVelocityDelta} deltaQuat=${this.bendingQuaternionDelta}`;
return 'no bending';
}
// derive and save the bending increment parameters:
// - bendingPositionDelta
// - bendingAVDelta
// - bendingQuaternionDelta
// these can later be used to "bend" incrementally from the state described
// by "original" to the state described by "self"
bendToCurrent(original, percent, worldSettings, isLocal, increments) {
let bending = { increments, percent };
// if the object has defined a bending multiples for this object, use them
let positionBending = Object.assign({}, bending, this.bending.position);
let velocityBending = Object.assign({}, bending, this.bending.velocity);
// check for local object overrides to bendingTarget
if (isLocal) {
Object.assign(positionBending, this.bending.positionLocal);
Object.assign(velocityBending, this.bending.velocityLocal);
}
// get the incremental delta position & velocity
this.incrementScale = percent / increments;
this.bendingPositionDelta = original.position.getBendingDelta(this.position, positionBending);
this.bendingVelocityDelta = original.velocity.getBendingDelta(this.velocity, velocityBending);
this.bendingAVDelta = new ThreeVector(0, 0, 0);
// get the incremental quaternion rotation
this.bendingQuaternionDelta = (new Quaternion()).copy(original.quaternion).conjugate();
this.bendingQuaternionDelta.multiply(this.quaternion);
let axisAngle = this.bendingQuaternionDelta.toAxisAngle();
axisAngle.angle *= this.incrementScale;
this.bendingQuaternionDelta.setFromAxisAngle(axisAngle.axis, axisAngle.angle);
this.bendingTarget = (new this.constructor());
this.bendingTarget.syncTo(this);
this.position.copy(original.position);
this.quaternion.copy(original.quaternion);
this.angularVelocity.copy(original.angularVelocity);
this.bendingIncrements = increments;
this.bendingOptions = bending;
this.refreshToPhysics();
}
syncTo(other, options) {
super.syncTo(other);
this.position.copy(other.position);
this.quaternion.copy(other.quaternion);
this.angularVelocity.copy(other.angularVelocity);
if (!options || !options.keepVelocity) {
this.velocity.copy(other.velocity);
}
if (this.physicsObj)
this.refreshToPhysics();
}
// update position, quaternion, and velocity from new physical state.
refreshFromPhysics() {
this.position.copy(this.physicsObj.position);
this.quaternion.copy(this.physicsObj.quaternion);
this.velocity.copy(this.physicsObj.velocity);
this.angularVelocity.copy(this.physicsObj.angularVelocity);
}
// update position, quaternion, and velocity from new game state.
refreshToPhysics() {
this.physicsObj.position.copy(this.position);
this.physicsObj.quaternion.copy(this.quaternion);
this.physicsObj.velocity.copy(this.velocity);
this.physicsObj.angularVelocity.copy(this.angularVelocity);
}
// apply one increment of bending
applyIncrementalBending(stepDesc) {
if (this.bendingIncrements === 0)
return;
if (stepDesc && stepDesc.dt) {
const timeFactor = stepDesc.dt / (1000 / 60);
// TODO: use clone() below. it's cleaner
const posDelta = (new ThreeVector()).copy(this.bendingPositionDelta).multiplyScalar(timeFactor);
const avDelta = (new ThreeVector()).copy(this.bendingAVDelta).multiplyScalar(timeFactor);
this.position.add(posDelta);
this.angularVelocity.add(avDelta);
// an alternative approach to orientation bending is slerp:
// three steps of slerp (thus avoiding slerp to back in time)
if (this.bendingIncrements > 3) {
this.quaternion.slerp(this.bendingTarget.quaternion, this.incrementScale * timeFactor * 0.6);
}
} else {
this.position.add(this.bendingPositionDelta);
this.angularVelocity.add(this.bendingAVDelta);
this.quaternion.slerp(this.bendingTarget.quaternion, this.incrementScale);
}
// TODO: adjust quaternion bending to dt timefactor precision
// this.quaternion.multiply(this.bendingQuaternionDelta);
this.bendingIncrements--;
}
// interpolate implementation
interpolate(nextObj, percent) {
// slerp to target position
this.position.lerp(nextObj.position, percent);
this.quaternion.slerp(nextObj.quaternion, percent);
}
}
export default PhysicalObject3D;
</code></pre>
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