199 lines
6.9 KiB
JavaScript
199 lines
6.9 KiB
JavaScript
// class camera extends THREE.PerspectiveCamera
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var PointerCamera = function() {
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THREE.PerspectiveCamera.apply(this, arguments);
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// Set Position
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this.theta = Math.PI;
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this.phi = Math.PI;
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// this.keyboard = undefined;
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this.moving = false;
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this.dragging = false;
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this.mouse = {x: 0, y: 0};
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this.mouseMove = {x: 0, y: 0};
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// Stuff for rendering
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this.position = new THREE.Vector3();
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this.forward = new THREE.Vector3();
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this.left = new THREE.Vector3();
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this.up = new THREE.Vector3(0,0,1);
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this.target = new THREE.Vector3(0,1,0);
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// Stuff for events
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this.moveForward = false;
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this.moveBackward = false;
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this.moveRight = false;
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this.moveLeft = false;
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this.sensitivity = 0.05;
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this.speed = 1;
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// Set events from the document
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var self = this;
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var onKeyDown = function(event) {self.onKeyDown(event);};
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var onKeyUp = function(event) {self.onKeyUp(event);};
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var onMouseDown = function(event) {self.onMouseDown(event); };
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var onMouseMove = function(event) {self.onMouseMove(event); };
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var onMouseUp = function(event) {self.onMouseUp(event); };
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document.addEventListener('keydown', onKeyDown, false);
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document.addEventListener('keyup', onKeyUp, false);
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document.addEventListener('mousedown', onMouseDown, false);
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document.addEventListener('touchstart', onMouseDown, false);
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document.addEventListener('mousemove', onMouseMove, false);
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document.addEventListener('touchmove', onMouseMove, false);
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document.addEventListener('mouseup', onMouseUp, false);
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document.addEventListener('touchend', onMouseUp, false);
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}
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PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
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PointerCamera.prototype.constructor = PointerCamera;
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// Update function
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PointerCamera.prototype.update = function() {
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if (this.moving) {
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var position_direction = Tools.diff(this.new_position, this.position);
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var target_direction = Tools.diff(this.new_target, this.target);
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this.position.add(Tools.mul(position_direction, 0.05));
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this.target.add(Tools.mul(target_direction, 0.05));
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if (Tools.norm2(Tools.diff(this.position, this.new_position)) < 1 &&
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Tools.norm2(Tools.diff(this.target, this.new_target)) < 1) {
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// this.position = this.new_position.clone();
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// this.target = this.new_target.clone();
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this.moving = false;
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// Update phi and theta so that return to reality does not hurt
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var forward = Tools.diff(this.target, this.position);
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forward.normalize();
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this.phi = Math.asin(forward.z);
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// Don't know why this line works... But thanks Thierry-san and
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// Bastien because it seems to work...
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this.theta = Math.atan2(forward.y, forward.x);
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}
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} else {
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// Update angles
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if (this.increasePhi) this.phi += this.sensitivity;
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if (this.decreasePhi) this.phi -= this.sensitivity;
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if (this.increaseTheta) this.theta += this.sensitivity;
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if (this.decreaseTheta) this.theta -= this.sensitivity;
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if (this.dragging) {
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this.theta += this.mouseMove.x;
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this.phi -= this.mouseMove.y;
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this.mouseMove.x = 0;
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this.mouseMove.y = 0;
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}
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// Clamp phi and theta
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this.phi = Math.min(Math.max(-(Math.PI/2-0.1),this.phi), Math.PI/2-0.1);
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this.theta = ((this.theta - Math.PI) % (2*Math.PI)) + Math.PI;
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var delta = 0.1;
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// Update direction
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this.forward.z = Math.sin(this.phi);
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var cos = Math.cos(this.phi);
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this.forward.x = cos * Math.cos(this.theta);
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this.forward.y = cos * Math.sin(this.theta);
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this.forward.normalize();
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// Update
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var forward = this.forward.clone();
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forward.multiplyScalar(400.0 * delta);
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var left = this.up.clone();
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left.cross(forward);
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left.normalize();
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left.multiplyScalar(400.0 * delta);
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if (this.moveForward) this.position.add(Tools.mul(forward, this.speed));
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if (this.moveBackward) this.position.sub(Tools.mul(forward, this.speed));
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if (this.moveLeft) this.position.add(Tools.mul(left, this.speed));
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if (this.moveRight) this.position.sub(Tools.mul(left, this.speed));
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this.target = this.position.clone();
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this.target.add(forward);
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}
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}
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PointerCamera.prototype.move = function(otherCamera) {
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this.moving = true;
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this.new_target = otherCamera.target.clone();
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this.new_position = otherCamera.position.clone();
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}
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// Look function
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PointerCamera.prototype.look = function() {
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this.lookAt(this.target);
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}
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PointerCamera.prototype.addToScene = function(scene) {
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scene.add(this);
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}
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PointerCamera.prototype.onKeyEvent = function(event, toSet) {
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switch ( event.keyCode ) {
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// Azerty keyboards
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case 38: case 90: this.moveForward = toSet; break; // up / z
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case 37: case 81: this.moveLeft = toSet; break; // left / q
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case 40: case 83: this.moveBackward = toSet; break; // down / s
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case 39: case 68: this.moveRight = toSet; break; // right / d
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// Qwerty keyboards
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// case 38: case 87: this.moveForward = toSet; break; // up / w
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// case 37: case 65: this.moveLeft = toSet; break; // left / a
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// case 40: case 83: this.moveBackward = toSet; break; // down / s
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// case 39: case 68: this.moveRight = toSet; break; // right / d
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case 104: this.increasePhi = toSet; break; // 8 Up for angle
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case 98: this.decreasePhi = toSet; break; // 2 Down for angle
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case 100: this.increaseTheta = toSet; break; // 4 Left for angle
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case 102: this.decreaseTheta = toSet; break; // 6 Right for angle
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}
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}
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PointerCamera.prototype.onKeyDown = function(event) {
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this.onKeyEvent(event, true);
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}
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PointerCamera.prototype.onKeyUp = function(event) {
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this.onKeyEvent(event, false);
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}
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PointerCamera.prototype.onMouseDown = function(event) {
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this.mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
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this.mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
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this.dragging = true;
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}
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PointerCamera.prototype.onMouseMove = function(event) {
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if (this.dragging) {
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var mouse = {x: this.mouse.x, y: this.mouse.y};
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this.mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
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this.mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
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this.mouseMove.x = this.mouse.x - mouse.x;
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this.mouseMove.y = this.mouse.y - mouse.y;
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}
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}
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PointerCamera.prototype.onMouseUp = function(event) {
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this.onMouseMove(event);
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this.dragging = false;
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}
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// Static members
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PointerCamera.DISTANCE_X = 1000;
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PointerCamera.DISTANCE_Z = 300;
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