3d-interface/js/PointerCamera.js

202 lines
6.9 KiB
JavaScript

// 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) {
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)) < 0.1 &&
Tools.norm2(Tools.diff(this.target, this.new_target)) < 0.1) {
// this.position = this.new_position.clone();
// this.target = this.new_target.clone();
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.z);
// Don't know why this line works... But thanks Thierry-san and
// Bastien because it seems to work...
this.theta = Math.atan2(forward.y, forward.x);
}
} 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;
var delta = 0.1;
// 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();
// 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);
}
}
PointerCamera.prototype.move = function(otherCamera) {
this.moving = true;
this.new_target = otherCamera.target.clone();
this.new_position = otherCamera.position.clone();
}
// 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);
}
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;
}
// Static members
PointerCamera.DISTANCE_X = 1000;
PointerCamera.DISTANCE_Z = 300;