// class camera extends THREE.PerspectiveCamera var PointerCamera = function() { THREE.PerspectiveCamera.apply(this, arguments); if (arguments[4] === undefined) listenerTarget = document; else listenerTarget = arguments[4]; // Set Position this.theta = Math.PI; this.phi = Math.PI; // this.keyboard = undefined; this.moving = false; this.dragging = false; this.mouse = {x: 0, y: 0}; this.mouseMove = {x: 0, y: 0}; // 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);}; var onMouseDown = function(event) {self.onMouseDown(event); }; var onMouseMove = function(event) {self.onMouseMove(event); }; var onMouseUp = function(event) {self.onMouseUp(event); }; document.addEventListener('keydown', onKeyDown, false); document.addEventListener('keyup', onKeyUp, false); listenerTarget.addEventListener('mousedown', onMouseDown, false); listenerTarget.addEventListener('mousemove', onMouseMove, false); listenerTarget.addEventListener('mouseup', onMouseUp, false); listenerTarget.addEventListener('mouseout', onMouseUp, false); } PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype); PointerCamera.prototype.constructor = PointerCamera; // Update function PointerCamera.prototype.update = function() { if (this.moving) { // Linear version 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)); this.target.add(Tools.mul(target_direction, 0.05)); 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; this.anglesFromVectors(); } // Hermite polynom version // var eval = this.hermite.eval(this.t); // this.position.x = eval.x; // this.position.y = eval.y; // this.position.z = eval.z; // this.target = Tools.sum(this.position, this.hermite.prime(this.t)); // this.t += 0.005; // if (this.t > 1) { // this.moving = false; // // Update phi and theta so that return to reality does not hurt // var forward = Tools.diff(this.target, this.position); // forward.normalize(); // this.phi = Math.asin(forward.y); // // 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); // } } else { // 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; if (this.dragging) { this.theta += this.mouseMove.x; this.phi -= this.mouseMove.y; this.mouseMove.x = 0; this.mouseMove.y = 0; } // 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); var speed = this.speed; if (this.boost) speed *= 10; if (this.moveForward) this.position.add(Tools.mul(forward, speed)); if (this.moveBackward) this.position.sub(Tools.mul(forward, speed)); if (this.moveLeft) this.position.add(Tools.mul(left, speed)); if (this.moveRight) this.position.sub(Tools.mul(left, speed)); this.target = this.position.clone(); this.target.add(forward); } } PointerCamera.prototype.reset = function() { this.position.copy(new THREE.Vector3(-8.849933489419644, 9.050627639459208, 0.6192960680432451)); this.target.copy(new THREE.Vector3(17.945323228767702, -15.156828589982375, -16.585740412769756)); this.anglesFromVectors(); } 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(); } PointerCamera.prototype.anglesFromVectors = function() { // Update phi and theta so that return to reality does not hurt var forward = Tools.diff(this.target, this.position); forward.normalize(); this.phi = Math.asin(forward.y); // 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); } PointerCamera.prototype.move = function(otherCamera) { this.moving = true; this.new_target = otherCamera.target.clone(); this.new_position = otherCamera.position.clone(); 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; } // 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 case 32: this.boost = toSet; break; // 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 73: case 104: this.increasePhi = toSet; break; // 8 Up for angle case 75: case 98: this.decreasePhi = toSet; break; // 2 Down for angle case 74: case 100: this.increaseTheta = toSet; break; // 4 Left for angle case 76: case 102: this.decreaseTheta = toSet; break; // 6 Right for angle case 13: if (toSet) this.log(); break; } } PointerCamera.prototype.onKeyDown = function(event) { this.onKeyEvent(event, true); } PointerCamera.prototype.onKeyUp = function(event) { this.onKeyEvent(event, false); } PointerCamera.prototype.onMouseDown = function(event) { this.mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1; this.mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1; this.dragging = true; } PointerCamera.prototype.onMouseMove = function(event) { if (this.dragging) { var mouse = {x: this.mouse.x, y: this.mouse.y}; this.mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1; this.mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1; this.mouseMove.x = this.mouse.x - mouse.x; this.mouseMove.y = this.mouse.y - mouse.y; } } PointerCamera.prototype.onMouseUp = function(event) { this.onMouseMove(event); this.dragging = false; } PointerCamera.prototype.log = function() { console.log(this.position.x, this.position.y, this.position.z); console.log(this.target.x, this.target.y, this.target.z); } // Static members PointerCamera.DISTANCE_X = 1000; PointerCamera.DISTANCE_Z = 300;