3d-interface/js/PointerCamera.js

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JavaScript
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/**
* Represents a camera that can be used easily
* @constructor
* @augments THREE.PerspectiveCamera
*/
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var PointerCamera = function() {
THREE.PerspectiveCamera.apply(this, arguments);
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/**
* A reference to the renderer
* @type {THREE.Renderer}
*/
this.renderer = arguments[4];
if (arguments[5] === undefined)
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listenerTarget = document;
else
listenerTarget = arguments[5];
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/**
* Theta angle of the camera
* @type {Number}
*/
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this.theta = Math.PI;
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/**
* Phi angle of the camera
* @type {Number}
*/
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this.phi = Math.PI;
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/**
* Indicates if the camera is following a linear motion
* @type {Boolean}
*/
this.moving = false;
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/**
* Indicates if the user is dragging the camera
* @type {Boolean}
*/
this.dragging = false;
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/**
* Current position of the cursor
* @type {Object}
*/
this.mouse = {x: 0, y: 0};
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/**
* Current movement of the cursor
* @type {Object}
*/
this.mouseMove = {x: 0, y: 0};
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/**
* Current position of the camera (optical center)
* @type {THREE.Vector}
*/
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this.position = new THREE.Vector3();
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/**
* Current direction of the camera
* @type {THREE.Vector}
*/
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this.forward = new THREE.Vector3();
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/**
* Vector pointing to the left of the camera
* @type {THREE.Vector}
*/
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this.left = new THREE.Vector3();
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/**
* Point that the camera is targeting
* @type {THREE.Vector}
*/
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this.target = new THREE.Vector3(0,1,0);
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/**
* Indicates the different motions that the camera should have according to the keyboard events
* @type {Object}
* @description Contains the following booleans
* <ul>
* <li>increasePhi</li>
* <li>decreasePhi</li>
* <li>increaseTheta</li>
* <li>decreaseTheta</li>
* <li>boost</li>
* <li>moveForward</li>
* <li>moveBackward</li>
* <li>moveLeft</li>
* <li>moveRight</li>
* </ul>
*/
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this.motion = {};
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/**
* Sentitivity of the mouse
* @type {Number}
*/
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this.sensitivity = 0.05;
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/**
* Speed of the camera
* @type {Number}
*/
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this.speed = 1;
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/**
* Raycaster used to compute collisions
* @type {THREE.Raycaster}
*/
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this.raycaster = new THREE.Raycaster();
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/**
* History of the moves of the camera
* @type {History}
*/
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this.history = new History();
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/**
* Option to enable or disable the pointer lock
* @type {Boolean}
*/
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this.shouldLock = true;
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/**
* Current state of the pointer (locked or not)
* @type {Boolean}
*/
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this.pointerLocked = false;
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/**
*
*/
this.listenerTarget = listenerTarget;
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// Set events from the document
var self = this;
var onKeyDown = function(event) {self.onKeyDown(event);};
var onKeyUp = function(event) {self.onKeyUp(event);};
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var onMouseDown = function(event) {if (event.which === 1) self.onMouseDown(event); };
var onMouseUp = function(event) {if (event.which === 1) self.onMouseUp(event); };
var onMouseMove = function(event) {self.onMouseMove(event); };
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document.addEventListener('keydown', onKeyDown, false);
document.addEventListener('keyup', onKeyUp, false);
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document.addEventListener('pointerlockchange', function(event) { self.onPointerLockChange(event); }, false);
document.addEventListener('mozpointerlockchange', function(event) { self.onPointerLockChange(event); }, false);
document.addEventListener('webkitpointerlockchange', function(event) { self.onPointerLockChange(event); }, false);
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document.addEventListener('mousemove', function(event) {self.onMouseMovePointer(event);}, false);
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listenerTarget.addEventListener('mousedown', function() {self.lockPointer();}, false);
listenerTarget.addEventListener('mousedown', onMouseDown, false);
listenerTarget.addEventListener('mousemove', onMouseMove, false);
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listenerTarget.addEventListener('mouseup', onMouseUp, false);
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listenerTarget.addEventListener('mouseout', onMouseUp, false);
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/**
* Option to enable or disable the collisions
* @type {Boolean}
*/
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this.collisions = true;
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/**
* Is true when we should log the camera angles. It will be set to false
* once is done, and reset to true after a certain period of time
* @param {Boolean}
*/
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this.shouldLogCameraAngles = true;
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/**
* The camera we will move to when we'll reset the camera
* @param {Object}
*/
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this.resetElements = resetBobombElements();
};
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PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
PointerCamera.prototype.constructor = PointerCamera;
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/**
* Locks the pointer inside the canvas, and displays a gun sight at the middle of the renderer
* This method works only if the browser supports requestPointerLock
*/
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PointerCamera.prototype.lockPointer = function() {
if (this.shouldLock) {
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this.renderer.domElement.requestPointerLock =
this.renderer.domElement.requestPointerLock ||
this.renderer.domElement.mozRequestPointerLock ||
this.renderer.domElement.webkitRequestPointerLock;
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if (this.renderer.domElement.requestPointerLock) {
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this.renderer.domElement.requestPointerLock();
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}
}
};
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/**
* Check that the pointer is locked or not, and updated locked attribute
* @returns true if the pointer is locked, false otherwise
*/
PointerCamera.prototype.isLocked = function() {
var toto =
document.pointerLockElement === this.renderer.domElement ||
document.mozPointerLockElement === this.renderer.domElement ||
document.webkitPointerLockElement === this.renderer.domElement;
return toto;
};
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/**
* Update the camera when the pointer lock changes state
*/
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PointerCamera.prototype.onPointerLockChange = function() {
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if (this.isLocked()) {
// The pointer is locked : adapt the state of the camera
this.pointerLocked = true;
this.mousePointer.render();
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this.mouse.x = this.renderer.domElement.width/2;
this.mouse.y = this.renderer.domElement.height/2;
// Remove start canvas
this.startCanvas.clear();
} else {
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this.pointerLocked = false;
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this.mousePointer.clear();
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this.theta = this.previousTheta;
this.phi = this.previousPhi;
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this.mouseMove.x = 0;
this.mouseMove.y = 0;
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// Draw start canvas only if should lock
if (this.shouldLock)
this.startCanvas.render();
else
this.startCanvas.clear();
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}
};
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/**
* Update the position of the camera
* @param {Number} time number of milliseconds between the previous and the next frame
*/
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PointerCamera.prototype.update = function(time) {
if (this.moving) {
this.linearMotion(time);
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} else if (this.movingHermite) {
this.hermiteMotion(time);
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} else {
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this.normalMotion(time);
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}
};
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/**
* Update the camera according to its linear motion
* @param {Number} time number of milliseconds between the previous and the next frame
*/
PointerCamera.prototype.linearMotion = function(time) {
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var position_direction = Tools.diff(this.new_position, this.position);
var target_direction = Tools.diff(this.new_target, this.target);
this.position.add(Tools.mul(position_direction, 0.05 * time / 20));
this.target.add(Tools.mul(target_direction, 0.05 * time / 20));
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if (Tools.norm2(Tools.diff(this.position, this.new_position)) < 0.01 &&
Tools.norm2(Tools.diff(this.target, this.new_target)) < 0.01) {
this.moving = false;
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this.anglesFromVectors();
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}
};
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/**
* Update the camera according to its hermite motion
* @param {Number} time number of milliseconds between the previous and the next frame
*/
PointerCamera.prototype.hermiteMotion = function(time) {
var e = this.hermitePosition.eval(this.t);
this.position.x = e.x;
this.position.y = e.y;
this.position.z = e.z;
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this.target = Tools.sum(this.position, this.hermiteAngles.eval(this.t));
this.t += 0.01 * time / 20;
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if (this.t > 1) {
this.movingHermite = false;
this.anglesFromVectors();
}
};
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/**
* Update the camera according to the user's input
* @param {Number} time number of milliseconds between the previous and the next frame
*/
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PointerCamera.prototype.normalMotion = function(time) {
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// Update angles
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if (this.motion.increasePhi) {this.phi += this.sensitivity * time / 20; this.changed = true; }
if (this.motion.decreasePhi) {this.phi -= this.sensitivity * time / 20; this.changed = true; }
if (this.motion.increaseTheta) {this.theta += this.sensitivity * time / 20; this.changed = true; }
if (this.motion.decreaseTheta) {this.theta -= this.sensitivity * time / 20; this.changed = true; }
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if ( this.isLocked() || this.dragging) {
this.theta += (this.mouseMove.x * 20 / time);
this.phi -= (this.mouseMove.y * 20 / time);
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this.mouseMove.x = 0;
this.mouseMove.y = 0;
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this.vectorsFromAngles();
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this.changed = true;
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if (this.shouldLogCameraAngles) {
this.shouldLogCameraAngles = false;
var self = this;
setTimeout(function() {
self.shouldLogCameraAngles = true;
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}, 100);
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var event = new BD.Event.KeyboardEvent();
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event.camera = this;
}
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}
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// Clamp phi and theta
this.phi = Math.min(Math.max(-(Math.PI/2-0.1),this.phi), Math.PI/2-0.1);
this.theta = ((this.theta - Math.PI) % (2*Math.PI)) + Math.PI;
// Compute vectors (position and target)
this.vectorsFromAngles();
// Update with events
var delta = 0.1;
var forward = this.forward.clone();
forward.multiplyScalar(400.0 * delta);
var left = this.up.clone();
left.cross(forward);
left.normalize();
left.multiplyScalar(400.0 * delta);
// Move only if no collisions
var speed = this.speed * time / 20;
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var direction = new THREE.Vector3();
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if (this.motion.boost) speed *= 10;
if (this.motion.moveForward) {direction.add(Tools.mul(forward, speed)); this.changed = true;}
if (this.motion.moveBackward) {direction.sub(Tools.mul(forward, speed)); this.changed = true;}
if (this.motion.moveLeft) {direction.add(Tools.mul(left, speed)); this.changed = true;}
if (this.motion.moveRight) {direction.sub(Tools.mul(left, speed)); this.changed = true;}
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if (!this.collisions || !this.isColliding(direction)) {
this.position.add(direction);
}
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// Update angle
this.target = this.position.clone();
this.target.add(forward);
};
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/**
* Reset the camera to its resetElements, and finishes any motion
*/
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PointerCamera.prototype.reset = function() {
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this.resetPosition();
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this.moving = false;
this.movingHermite = false;
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(new BD.Event.ResetClicked()).send();
};
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/**
* Reset the position of th camera
*/
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PointerCamera.prototype.resetPosition = function() {
this.position.copy(this.resetElements.position);
this.target.copy(this.resetElements.target);
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this.anglesFromVectors();
};
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/**
* Computes the vectors (forward, left, ...) according to theta and phi
*/
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PointerCamera.prototype.vectorsFromAngles = function() {
// Update direction
this.forward.y = Math.sin(this.phi);
var cos = Math.cos(this.phi);
this.forward.z = cos * Math.cos(this.theta);
this.forward.x = cos * Math.sin(this.theta);
this.forward.normalize();
};
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/**
* Computes theta and phi according to the vectors (forward, left, ...)
*/
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PointerCamera.prototype.anglesFromVectors = function() {
var forward = Tools.diff(this.target, this.position);
forward.normalize();
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this.phi = Math.asin(forward.y);
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// Don't know why this line works... But thanks Thierry-san and
// Bastien because it seems to work...
this.theta = Math.atan2(forward.x, forward.z);
};
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/**
* Creates a linear motion to another camera
* @param {Camera} camera Camera to move to
* @param {Boolean} [toSave=true] true if you want to save the current state of the camera
*/
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PointerCamera.prototype.move = function(otherCamera, toSave) {
if (toSave === undefined)
toSave = true;
this.moving = true;
this.new_target = otherCamera.target.clone();
this.new_position = otherCamera.position.clone();
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var t = [0,1];
var f = [this.position.clone(), this.new_position];
var fp = [Tools.diff(this.target, this.position), Tools.diff(this.new_target, this.new_position)];
this.hermite = new Hermite.Polynom(t,f,fp);
this.t = 0;
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if (toSave) {
if (this.changed) {
this.save();
this.changed = false;
}
this.history.addState({position: otherCamera.position.clone(), target: otherCamera.target.clone()});
}
};
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/**
* Creates a hermite motion to another camera
* @param {Camera} camera Camera to move to
* @param {Boolean} [toSave=true] true if you want to save the current state of the camera
*/
PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
if (toSave === undefined)
toSave = true;
this.movingHermite = true;
this.t = 0;
this.hermitePosition = new Hermite.special.Polynom(
this.position.clone(),
otherCamera.position.clone(),
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Tools.mul(Tools.diff(otherCamera.target, otherCamera.position).normalize(),4)
);
this.hermiteAngles = new Hermite.special.Polynom(
Tools.diff(this.target, this.position),
Tools.diff(otherCamera.target, otherCamera.position),
new THREE.Vector3()
);
if (toSave) {
if (this.changed) {
this.save();
this.changed = false;
}
this.history.addState({position: otherCamera.position.clone(), target: otherCamera.target.clone()});
}
};
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/**
* Checks the collisions between the collidables objects and the camera
* @param {THREE.Vector3} direction the direction of the camera
* @returns {Boolean} true if there is a collision, false otherwise
*/
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PointerCamera.prototype.isColliding = function(direction) {
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this.raycaster.set(this.position, direction.clone().normalize());
var intersects = this.raycaster.intersectObjects(this.collidableObjects, true);
for (var i in intersects) {
if (intersects[i].distance < Tools.norm(direction) + this.speed * 300 &&
intersects[i].object.raycastable) {
return true;
}
}
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return false;
};
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/**
* Look method. Equivalent to gluLookAt for the current camera
*/
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PointerCamera.prototype.look = function() {
this.lookAt(this.target);
};
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/**
* Adds the camera to the scene
*/
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PointerCamera.prototype.addToScene = function(scene) {
scene.add(this);
};
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/**
* Manages keyboard events
* @param {event} event the event that happened
* @param {Booelean} toSet true if the key was pressed, false if released
*/
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PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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// Create copy of state
var motionJsonCopy = JSON.stringify(this.motion);
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switch ( event.keyCode ) {
// Azerty keyboards
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case 38: case 90: this.motion.moveForward = toSet; break; // up / z
case 37: case 81: this.motion.moveLeft = toSet; break; // left / q
case 40: case 83: this.motion.moveBackward = toSet; break; // down / s
case 39: case 68: this.motion.moveRight = toSet; break; // right / d
case 32: this.motion.boost = toSet; break;
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// Qwerty keyboards
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case 38: case 87: this.motion.moveForward = toSet; break; // up / w
case 37: case 65: this.motion.moveLeft = toSet; break; // left / a
case 40: case 83: this.motion.moveBackward = toSet; break; // down / s
case 39: case 68: this.motion.moveRight = toSet; break; // right / d
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case 73: case 104: this.motion.increasePhi = toSet; break; // 8 Up for angle
case 75: case 98: this.motion.decreasePhi = toSet; break; // 2 Down for angle
case 74: case 100: this.motion.increaseTheta = toSet; break; // 4 Left for angle
case 76: case 102: this.motion.decreaseTheta = toSet; break; // 6 Right for angle
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case 13: if (toSet) this.log(); break;
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}
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if (motionJsonCopy != JSON.stringify(this.motion)) {
// Log any change
var e = new BD.Event.KeyboardEvent();
e.camera = this;
e.send();
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}
};
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/**
* Manages the key pressed events
* @param {event} event the event to manage
*/
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PointerCamera.prototype.onKeyDown = function(event) {
this.onKeyEvent(event, true);
};
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/**
* Manages the key released events
* @param {event} event the event to manage
*/
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PointerCamera.prototype.onKeyUp = function(event) {
this.onKeyEvent(event, false);
};
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/**
* Manages the mouse down events. Start drag'n'dropping if the options are set to drag'n'drop
* @param {event} event the event to manage
*/
PointerCamera.prototype.onMouseDown = function(event) {
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if (!this.shouldLock) {
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this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
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this.dragging = true;
this.mouseMoved = false;
}
};
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/**
* Manages the mouse move events. Modifies the target of the camera according to the drag'n'drop motion
* @param {event} event the event to manage
*/
PointerCamera.prototype.onMouseMove = function(event) {
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if (!this.shouldLock && this.dragging) {
var mouse = {x: this.mouse.x, y: this.mouse.y};
this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
this.mouse.y = - ( ( event.clientY - this.renderer.domElement.offsetTop ) / this.renderer.domElement.height ) * 2 + 1;
this.mouseMove.x = this.mouse.x - mouse.x;
this.mouseMove.y = this.mouse.y - mouse.y;
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this.mouseMoved = true;
}
};
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/**
* Manages the mouse move envent in case of pointer lock
* @param {event} event the event to manage
*/
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PointerCamera.prototype.onMouseMovePointer = function(e) {
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if (this.isLocked()) {
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// Backup theta and phi
this.previousTheta = this.theta;
this.previousPhi = this.phi;
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this.mouseMove.x = e.movementX || e.mozMovementX || e.webkitMovementX || 0;
this.mouseMove.y = e.movementY || e.mozMovementY || e.webkitMovementY || 0;
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this.mouseMove.x *= -(this.sensitivity/5);
this.mouseMove.y *= (this.sensitivity/5);
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this.mouseMoved = true;
}
};
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/**
* Manages the mouse up event. Stops the dragging
* @param {event} event the event to manage
*/
PointerCamera.prototype.onMouseUp = function(event) {
this.onMouseMove(event);
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// Send log to DB
if (this.dragging && this.mouseMoved && !this.moving && !this.movingHermite) {
var e = new BD.Event.KeyboardEvent();
e.camera = this;
e.send();
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}
this.dragging = false;
};
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/**
* Logs the camera to the terminal (pratical to create recommended views)
*/
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PointerCamera.prototype.log = function() {
console.log("createCamera(\nnew THREE.Vector3(" + this.position.x + "," + this.position.y + ',' + this.position.z + '),\n' +
"new THREE.Vector3(" + this.target.x + "," + this.target.y + ',' + this.target.z + ')\n)');
};
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/**
* Save the current state of the camera in the history
*/
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PointerCamera.prototype.save = function() {
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var backup = {};
backup.position = this.position.clone();
backup.target = this.target.clone();
this.history.addState(backup);
};
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/**
* Undo last motion according to the history
*/
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PointerCamera.prototype.undo = function() {
var move = this.history.undo();
if (move !== undefined) {
var event = new BD.Event.PreviousNextClicked();
event.previous = true;
event.camera = move;
event.send();
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this.move(move, false);
}
};
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/**
* Redo last motion according to the history
*/
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PointerCamera.prototype.redo = function() {
var move = this.history.redo();
if (move !== undefined) {
var event = new BD.Event.PreviousNextClicked();
event.previous = false;
event.camera = move;
event.send();
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this.move(move, false);
}
};
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/**
* Checks if there is a undo possibility in the history
* @returns {Boolean} true if undo is possible, false otherwise
*/
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PointerCamera.prototype.undoable = function() {
return this.history.undoable();
};
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/**
* Checks if there is a redo possibility in the history
* @returns {Boolean} true if redo is possible, false otherwise
*/
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PointerCamera.prototype.redoable = function() {
return this.history.redoable();
};
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PointerCamera.prototype.toList = function() {
this.updateMatrix();
this.updateMatrixWorld();
var frustum = new THREE.Frustum();
var projScreenMatrix = new THREE.Matrix4();
projScreenMatrix.multiplyMatrices(this.projectionMatrix, this.matrixWorldInverse);
frustum.setFromMatrix(new THREE.Matrix4().multiplyMatrices(this.projectionMatrix, this.matrixWorldInverse));
var ret =
[[this.position.x, this.position.y, this.position.z],
[this.target.x, this.target.y, this.target.z]];
for (var i = 0; i < frustum.planes.length; i++) {
var p = frustum.planes[i];
ret.push([
p.normal.x, p.normal.y, p.normal.z, p.constant
]);
}
return ret;
};