3d-interface/js/PointerCamera.js

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JavaScript
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2015-04-02 12:38:06 +02:00
// Initialization
// class camera extends THREE.PerspectiveCamera
var PointerCamera = function() {
THREE.PerspectiveCamera.apply(this, arguments);
// Set Position
this.theta = Math.PI;
this.phi = Math.PI;
this.keyboard = 'undefined';
// Stuff for rendering
this.position = new THREE.Vector3();
this.forward = new THREE.Vector3();
this.left = new THREE.Vector3();
this.up = new THREE.Vector3(0,0,1);
this.target = new THREE.Vector3(0,1,0);
// Stuff for events
this.moveForward = false;
this.moveBackward = false;
this.moveRight = false;
this.moveLeft = false;
this.sensitivity = 0.05;
this.speed = 1;
// Set events from the document
var self = this;
var onKeyDown = function(event) {self.onKeyDown(event);};
var onKeyUp = function(event) {self.onKeyUp(event);};
document.addEventListener('keydown', onKeyDown, false);
document.addEventListener('keyup', onKeyUp, false);
}
PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
PointerCamera.prototype.constructor = PointerCamera;
// Update function
PointerCamera.prototype.update = function() {
// Update angles
if (this.increasePhi) this.phi += this.sensitivity;
if (this.decreasePhi) this.phi -= this.sensitivity;
if (this.increaseTheta) this.theta += this.sensitivity;
if (this.decreaseTheta) this.theta -= this.sensitivity;
// Clamp phi
this.phi = Math.min(Math.max(-(Math.PI/2-0.1),this.phi), Math.PI/2-0.1);
var delta = 0.1;
// Update direction
this.forward.z = Math.sin(this.phi);
var cos = Math.cos(this.phi);
this.forward.x = cos * Math.cos(this.theta);
this.forward.y = cos * Math.sin(this.theta);
this.forward.normalize();
// Update
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);
if (this.moveForward) this.position.add(Tools.mul(forward, this.speed));
if (this.moveBackward) this.position.sub(Tools.mul(forward, this.speed));
if (this.moveLeft) this.position.add(Tools.mul(left, this.speed));
if (this.moveRight) this.position.sub(Tools.mul(left, this.speed));
this.target = this.position.clone();
this.target.add(forward);
}
// Look function
PointerCamera.prototype.look = function() {
this.lookAt(this.target);
}
PointerCamera.prototype.addToScene = function(scene) {
scene.add(this);
}
PointerCamera.prototype.onKeyEvent = function(event, toSet) {
switch ( event.keyCode ) {
// Azerty keyboards
case 38: case 90: this.moveForward = toSet; break; // up / z
case 37: case 81: this.moveLeft = toSet; break; // left / q
case 40: case 83: this.moveBackward = toSet; break; // down / s
case 39: case 68: this.moveRight = toSet; break; // right / d
// Qwerty keyboards
// case 38: case 87: this.moveForward = toSet; break; // up / w
// case 37: case 65: this.moveLeft = toSet; break; // left / a
// case 40: case 83: this.moveBackward = toSet; break; // down / s
// case 39: case 68: this.moveRight = toSet; break; // right / d
case 104: this.increasePhi = toSet; break; // 8 Up for angle
case 98: this.decreasePhi = toSet; break; // 2 Down for angle
case 100: this.increaseTheta = toSet; break; // 4 Left for angle
case 102: this.decreaseTheta = toSet; break; // 6 Right for angle
}
}
PointerCamera.prototype.onKeyDown = function(event) {
this.onKeyEvent(event, true);
}
PointerCamera.prototype.onKeyUp = function(event) {
this.onKeyEvent(event, false);
}
// Static members
PointerCamera.DISTANCE_X = 1000;
PointerCamera.DISTANCE_Z = 300;