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213 lines (188 loc) · 5.66 KB
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import Event, {PublicApi} from "SpectaclesInteractionKit.lspkg/Utils/Event"
import {SurfaceDetection} from "../Surface Detection/Scripts/SurfaceDetection"
import {PathData} from "./BuiltPathData"
import {LineController} from "./LineController"
import {BuildingPathState} from "./PathMakerStates/BuildingPathState"
import {IdleState} from "./PathMakerStates/IdleState"
import {IPathMakerState} from "./PathMakerStates/IPathMakerState"
import {PlacingFinishState} from "./PathMakerStates/PlacingFinishState"
import {PlacingStartState} from "./PathMakerStates/PlacingStartState"
import {PathmakingPlayerFeedback} from "./PathmakingPlayerFeedback"
import {PlayerPaceCalculator} from "./PlayerPaceCalculator"
import {UI} from "./UI"
@component
export class PathMaker extends BaseScriptComponent {
@input
pathRmv: RenderMeshVisual
@input
pfbSurfaceDetection: ObjectPrefab
@input
pfbLine: ObjectPrefab
@input
@allowUndefined
camObj: SceneObject
@input
camObjOffset: SceneObject
@input
pathDistText: Text
@input
finalPathDistText: Text
@input
playerPaceCalculator: PlayerPaceCalculator
@input
pathmakingPlayerFeedback: PathmakingPlayerFeedback
@input
protected readonly ui: UI
@input
protected readonly placingStartFinishLinesForwardDisplace: number = 200
private camTr: Transform = null
private camOffsetTr: Transform = null
private currentState: IPathMakerState = new IdleState()
protected bigMoveDistanceThreshold = 40
protected hermiteResolution = 12
protected resampleResoluton = 4
private surfaceDetection: SurfaceDetection | undefined
get pathMade(): PublicApi<PathData> {
return this.pathMadeEvent.publicApi()
}
protected pathMadeEvent: Event<PathData> = new Event<PathData>()
public init() {
this.camTr = this.camObj.getTransform()
this.camOffsetTr = this.camObjOffset.getTransform()
}
public start() {
this.startStartPlacementState()
this.ui.resetPathClicked.add(() => {
// reset path
if (this.surfaceDetection) {
this.surfaceDetection.reset()
}
this.startStartPlacementState()
})
}
private startStartPlacementState() {
this.currentState.stop()
if (!this.surfaceDetection) {
this.surfaceDetection = this.pfbSurfaceDetection
.instantiate(null)
.getChild(0)
.getComponent("ScriptComponent") as SurfaceDetection
}
this.currentState = new PlacingStartState(
this,
this.surfaceDetection,
this.pfbLine,
this.camTr,
this.placingStartFinishLinesForwardDisplace,
(startPosition, startRotation, startObject) => {
this.startBuildingPathState(startPosition, startRotation, startObject)
}
)
this.currentState.start()
}
private startBuildingPathState(startPosition: vec3, startRotation: quat, startObject: SceneObject) {
this.currentState.stop()
this.currentState = new BuildingPathState(
this,
this.camTr,
this.camOffsetTr,
this.pathRmv,
this.pathDistText,
startPosition,
startRotation,
startObject,
this.ui,
this.playerPaceCalculator,
this.pathmakingPlayerFeedback,
this.bigMoveDistanceThreshold,
this.hermiteResolution,
this.resampleResoluton,
(startPosition, startRotation, startObject, pathPoints, lastVisualPoints) => {
this.startFinishPlacementState(startObject, startPosition, startRotation, pathPoints, lastVisualPoints)
},
(startPosition, startRotation, startObject, splinePoints) => {
// NOTE: Use this line anywhere you want a stack trace
// print(`${new Error().stack}`);
this.finishLoop(startObject, startPosition, startRotation, splinePoints)
}
)
this.currentState.start()
}
private startFinishPlacementState(
startObject: SceneObject,
startPosition: vec3,
startRotation: quat,
pathPoints: vec3[],
lastVisualPoints: vec3[]
) {
this.currentState.stop()
this.currentState = new PlacingFinishState(
startObject,
this,
this.surfaceDetection,
this.pfbLine,
this.camTr,
this.placingStartFinishLinesForwardDisplace,
pathPoints,
lastVisualPoints,
this.pathRmv,
this.bigMoveDistanceThreshold,
this.hermiteResolution,
this.resampleResoluton,
(finishPosition, finishRotation, finishObject, splinePoints: {position: vec3; rotation: quat}[]) => {
const finishCtrl = finishObject.getComponent(LineController.getTypeName())
finishCtrl.setRealVisual()
this.finishSprint(
startObject,
startPosition,
startRotation,
finishObject,
finishPosition,
finishRotation,
splinePoints
)
}
)
this.currentState.start()
}
protected finishLoop(
startObject: SceneObject,
startPosition: vec3,
startRotation: quat,
splinePoints: {position: vec3; rotation}[]
) {
this.currentState.stop()
this.currentState = new IdleState()
this.currentState.start()
this.pathMadeEvent.invoke({
isLoop: true,
startObject,
startPosition,
startRotation,
splinePoints
})
}
private finishSprint(
startObject: SceneObject,
startPosition: vec3,
startRotation: quat,
finishObject: SceneObject,
finishPosition: vec3,
finishRotation: quat,
splinePoints: {position: vec3; rotation}[]
) {
this.currentState.stop()
this.currentState = new IdleState()
this.currentState.start()
this.pathMadeEvent.invoke({
isLoop: false,
startObject,
finishObject,
startPosition,
startRotation,
finishPosition,
finishRotation,
splinePoints
})
}
}