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cube-face-arranger.js
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cube-face-arranger.js
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AFRAME.registerComponent("cube-face-arranger", {
// https://aframe.io/docs/1.4.0/introduction/writing-a-component.html#defining-properties-with-the-schema
schema: {
currentFace: { type: "int", default: 0 }
},
init: function () {
// The init function gets executed each time an instance of the component is created
console.log(
"The component " + this.name + " is being initialized on the element "
);
console.log(this.el); // this.el is the <a-entity> this component is attached to
console.log(" with data ");
console.log(this.data);
this.throttledDebug = AFRAME.utils.throttle(this.debug, 1000, this);
// Initialize the varaible `currentFace` that stores the current face, passed through the component attribute
// https://aframe.io/docs/1.4.0/introduction/writing-a-component.html
// https://aframe.io/docs/1.4.0/introduction/writing-a-component.html#defining-properties-with-the-schema
// Store references to the faces with id face_X (X from 0 to 5)
this.faces = []; // This array (arrays are indexed from 0) will store the faces.
// We recover the faces by looking at children nodes of thes element to which the component is attached to
// and looking for the ones with id face_X (X from 0 to 5)
// In HTML the #string selector selects the element with id attribute `string`
for (const facePosition of [0, 1, 2, 3, 4, 5]) {
this.faces[facePosition] = this.el.querySelector("#face_" + facePosition);
}
// For debugging purposes we print out the contents of the array we created
console.log("faces = ");
console.log(this.faces);
},
update: function(){
// Update the current face and rearrange the faces
console.log("Current face updated!");
this.currentFace = this.data.currentFace;
console.log("currentFace = " + this.currentFace);
this.flushToDOM();
this.arrangeFaces();
},
arrangeFaces: function () {
switch (this.currentFace) {
case 0:
this.faces[0].object3D.position.x = 0;
this.faces[0].object3D.position.z = 0;
this.faces[1].object3D.position.x = 10;
this.faces[1].object3D.position.z = 0;
this.faces[2].object3D.position.x = 0;
this.faces[2].object3D.position.z = -10;
this.faces[3].object3D.position.x = -10;
this.faces[3].object3D.position.z = 0;
this.faces[4].object3D.position.x = 0;
this.faces[4].object3D.position.z = 10;
this.faces[5].object3D.position.x = 20;
this.faces[5].object3D.position.z = 0;
break;
case 1:
this.faces[0].object3D.position.x = -10;
this.faces[0].object3D.position.z = 0;
this.faces[1].object3D.position.x = 0;
this.faces[1].object3D.position.z = 0;
this.faces[2].object3D.position.x = 0;
this.faces[2].object3D.position.z = -10;
this.faces[2].object3D.rotation.y = Math.PI / (-2);
this.faces[3].object3D.position.x = 20;
this.faces[3].object3D.position.z = 0;
this.faces[4].object3D.position.x = 0;
this.faces[4].object3D.position.z = 10;
this.faces[4].object3D.rotation.y = Math.PI / 2;
this.faces[5].object3D.position.x = 10;
this.faces[5].object3D.position.z = 0;
break;
case 2:
this.faces[0].object3D.position.x = 0;
this.faces[0].object3D.position.z = 10;
this.faces[1].object3D.position.x = 10;
this.faces[1].object3D.position.z = 0;
this.faces[1].object3D.rotation.y = Math.PI / 2;
this.faces[2].object3D.position.x = 0;
this.faces[2].object3D.position.z = 0;
this.faces[3].object3D.position.x = -10;
this.faces[3].object3D.position.z = 0;
this.faces[3].object3D.rotation.y = Math.PI / (-2);
this.faces[4].object3D.position.x = 20;
this.faces[4].object3D.position.z = 0;
this.faces[4].object3D.rotation.y = Math.PI;
this.faces[5].object3D.position.x = 0;
this.faces[5].object3D.position.z = -10;
this.faces[5].object3D.rotation.y = Math.PI;
break;
case 3:
this.faces[0].object3D.position.x = 10;
this.faces[0].object3D.position.z = 0;
this.faces[1].object3D.position.x = 20;
this.faces[1].object3D.position.z = 0;
this.faces[2].object3D.position.x = 0;
this.faces[2].object3D.position.z = -10;
this.faces[2].object3D.rotation.y = Math.PI / 2;
this.faces[3].object3D.position.x = 0;
this.faces[3].object3D.position.z = 0;
this.faces[4].object3D.position.x = 0;
this.faces[4].object3D.position.z = 10;
this.faces[4].object3D.rotation.y = Math.PI / (-2);
this.faces[5].object3D.position.x = -10;
this.faces[5].object3D.position.z = 0;
break;
case 4:
this.faces[0].object3D.position.x = 0;
this.faces[0].object3D.position.z = -10;
this.faces[1].object3D.position.x = 10;
this.faces[1].object3D.position.z = 0;
this.faces[1].object3D.rotation.y = Math.PI / (-2);
this.faces[2].object3D.position.x = 20;
this.faces[2].object3D.position.z = 0;
this.faces[2].object3D.rotation.y = Math.PI;
this.faces[3].object3D.position.x = -10;
this.faces[3].object3D.position.z = 0;
this.faces[3].object3D.rotation.y = Math.PI / 2;
this.faces[4].object3D.position.x = 0;
this.faces[4].object3D.position.z = 0;
this.faces[5].object3D.position.x = 0;
this.faces[5].object3D.position.z = 10;
this.faces[5].object3D.rotation.y = Math.PI;
break;
case 5:
this.faces[0].object3D.position.x = 20;
this.faces[0].object3D.position.z = 0;
this.faces[1].object3D.position.x = -10;
this.faces[1].object3D.position.z = 0;
this.faces[2].object3D.position.x = 0;
this.faces[2].object3D.position.z = -10;
this.faces[2].object3D.rotation.y = Math.PI;
this.faces[3].object3D.position.x = 10;
this.faces[3].object3D.position.z = 0;
this.faces[4].object3D.position.x = 0;
this.faces[4].object3D.position.z = 10;
this.faces[4].object3D.rotation.y = Math.PI;
this.faces[5].object3D.position.x = 0;
this.faces[5].object3D.position.z = 0;
break;
}
},
tick: function (t, dt) {},
/**
* This is a debugging function
* It is NOT executed automatically
* All it does is console.log each element of the array given to it as input
* If `what` is not an array just console.log `what`
* @param {Array<any>} what - what to print to the console log
* @returns {undefined}
*/
//test
debug: function (what) {
if (!Array.isArray(what)) {
console.log(what);
} else {
for (msg of what) {
console.log(msg);
}
}
}
});