import { Object3D, Quaternion, Vector3 } from "three"; import { Mathf } from "../engine/engine_math.js"; import { Axes } from "../engine/engine_physics.types.js"; import { serializable } from "../engine/engine_serialization_decorator.js"; import { getWorldPosition, getWorldQuaternion } from "../engine/engine_three_utils.js"; import { Behaviour } from "./Component.js"; /** * SmoothFollow makes the {@link Object3D} (`GameObject`) smoothly follow another target {@link Object3D}. * It can follow the target's position, rotation, or both. * @category Interactivity * @group Components */ export class SmoothFollow extends Behaviour { /** * The target to follow. If null, the GameObject will not move. */ @serializable(Object3D) target: Object3D | null = null; /** * The factor to smoothly follow the target's position. * The value is clamped between 0 and 1. If 0, the GameObject will not follow the target's position. */ @serializable() followFactor = .1; /** * The factor to smoothly follow the target's rotation. * The value is clamped between 0 and 1. If 0, the GameObject will not follow the target's rotation. */ @serializable() rotateFactor = .1; @serializable() positionAxes: Axes = Axes.All; flipForward: boolean = false; private static _invertForward: Quaternion = new Quaternion().setFromAxisAngle(new Vector3(0, 1, 0), Math.PI); private _firstUpdate = true; /** * Update the position and rotation of the GameObject to follow the target. */ onBeforeRender(): void { this.updateNow(false); } updateNow(hard: boolean) { if (!this.target || this.target === this.gameObject) return; if (this.followFactor > 0) { const wp = getWorldPosition(this.target); const fpos = this._firstUpdate || hard ? 1 : Mathf.clamp01(this.context.time.deltaTime * this.followFactor); const currentPosition = this.worldPosition; if (this.positionAxes & Axes.X) currentPosition.x = Mathf.lerp(currentPosition.x, wp.x, fpos); if (this.positionAxes & Axes.Y) currentPosition.y = Mathf.lerp(currentPosition.y, wp.y, fpos); if (this.positionAxes & Axes.Z) currentPosition.z = Mathf.lerp(currentPosition.z, wp.z, fpos); // TODO lerp distance from target as well this.worldPosition = currentPosition; } if (this.rotateFactor > 0) { const wr = getWorldQuaternion(this.target); if (this.flipForward) { wr.premultiply(SmoothFollow._invertForward); } const frot = this._firstUpdate || hard ? 1 : Mathf.clamp01(this.context.time.deltaTime * this.rotateFactor); this.worldQuaternion = this.worldQuaternion.slerp(wr, frot); } this._firstUpdate = false; } }