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- import { __decorate } from "../tslib.es6.js";
- import { serialize, serializeAsVector3 } from "../Misc/decorators.js";
- import { Vector3 } from "../Maths/math.vector.js";
- import { Engine } from "../Engines/engine.js";
- import { TargetCamera } from "./targetCamera.js";
- import { FlyCameraInputsManager } from "./flyCameraInputsManager.js";
- import { Tools } from "../Misc/tools.js";
- /**
- * This is a flying camera, designed for 3D movement and rotation in all directions,
- * such as in a 3D Space Shooter or a Flight Simulator.
- */
- export class FlyCamera extends TargetCamera {
- /**
- * Gets the input sensibility for mouse input.
- * Higher values reduce sensitivity.
- */
- get angularSensibility() {
- const mouse = this.inputs.attached["mouse"];
- if (mouse) {
- return mouse.angularSensibility;
- }
- return 0;
- }
- /**
- * Sets the input sensibility for a mouse input.
- * Higher values reduce sensitivity.
- */
- set angularSensibility(value) {
- const mouse = this.inputs.attached["mouse"];
- if (mouse) {
- mouse.angularSensibility = value;
- }
- }
- /**
- * Get the keys for camera movement forward.
- */
- get keysForward() {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysForward;
- }
- return [];
- }
- /**
- * Set the keys for camera movement forward.
- */
- set keysForward(value) {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysForward = value;
- }
- }
- /**
- * Get the keys for camera movement backward.
- */
- get keysBackward() {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysBackward;
- }
- return [];
- }
- set keysBackward(value) {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysBackward = value;
- }
- }
- /**
- * Get the keys for camera movement up.
- */
- get keysUp() {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysUp;
- }
- return [];
- }
- /**
- * Set the keys for camera movement up.
- */
- set keysUp(value) {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysUp = value;
- }
- }
- /**
- * Get the keys for camera movement down.
- */
- get keysDown() {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysDown;
- }
- return [];
- }
- /**
- * Set the keys for camera movement down.
- */
- set keysDown(value) {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysDown = value;
- }
- }
- /**
- * Get the keys for camera movement left.
- */
- get keysLeft() {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysLeft;
- }
- return [];
- }
- /**
- * Set the keys for camera movement left.
- */
- set keysLeft(value) {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysLeft = value;
- }
- }
- /**
- * Set the keys for camera movement right.
- */
- get keysRight() {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysRight;
- }
- return [];
- }
- /**
- * Set the keys for camera movement right.
- */
- set keysRight(value) {
- const keyboard = this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysRight = value;
- }
- }
- /**
- * Instantiates a FlyCamera.
- * This is a flying camera, designed for 3D movement and rotation in all directions,
- * such as in a 3D Space Shooter or a Flight Simulator.
- * @param name Define the name of the camera in the scene.
- * @param position Define the starting position of the camera in the scene.
- * @param scene Define the scene the camera belongs to.
- * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.
- */
- constructor(name, position, scene, setActiveOnSceneIfNoneActive = true) {
- super(name, position, scene, setActiveOnSceneIfNoneActive);
- /**
- * Define the collision ellipsoid of the camera.
- * This is helpful for simulating a camera body, like a player's body.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera
- */
- this.ellipsoid = new Vector3(1, 1, 1);
- /**
- * Define an offset for the position of the ellipsoid around the camera.
- * This can be helpful if the camera is attached away from the player's body center,
- * such as at its head.
- */
- this.ellipsoidOffset = new Vector3(0, 0, 0);
- /**
- * Enable or disable collisions of the camera with the rest of the scene objects.
- */
- this.checkCollisions = false;
- /**
- * Enable or disable gravity on the camera.
- */
- this.applyGravity = false;
- /**
- * Define the current direction the camera is moving to.
- */
- this.cameraDirection = Vector3.Zero();
- /**
- * Track Roll to maintain the wanted Rolling when looking around.
- */
- this._trackRoll = 0;
- /**
- * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
- */
- this.rollCorrect = 100;
- /**
- * Mimic a banked turn, Rolling the camera when Yawing.
- * It's recommended to use rollCorrect = 10 for faster banking correction.
- */
- this.bankedTurn = false;
- /**
- * Limit in radians for how much Roll banking will add. (Default: 90°)
- */
- this.bankedTurnLimit = Math.PI / 2;
- /**
- * Value of 0 disables the banked Roll.
- * Value of 1 is equal to the Yaw angle in radians.
- */
- this.bankedTurnMultiplier = 1;
- this._needMoveForGravity = false;
- this._oldPosition = Vector3.Zero();
- this._diffPosition = Vector3.Zero();
- this._newPosition = Vector3.Zero();
- // Collisions.
- this._collisionMask = -1;
- /**
- * @internal
- */
- this._onCollisionPositionChange = (collisionId, newPosition, collidedMesh = null) => {
- const updatePosition = (newPos) => {
- this._newPosition.copyFrom(newPos);
- this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
- if (this._diffPosition.length() > Engine.CollisionsEpsilon) {
- this.position.addInPlace(this._diffPosition);
- if (this.onCollide && collidedMesh) {
- this.onCollide(collidedMesh);
- }
- }
- };
- updatePosition(newPosition);
- };
- this.inputs = new FlyCameraInputsManager(this);
- this.inputs.addKeyboard().addMouse();
- }
- /**
- * Attached controls to the current camera.
- * @param ignored defines an ignored parameter kept for backward compatibility.
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(ignored, noPreventDefault) {
- // eslint-disable-next-line prefer-rest-params
- noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
- this.inputs.attachElement(noPreventDefault);
- }
- /**
- * Detach a control from the HTML DOM element.
- * The camera will stop reacting to that input.
- */
- detachControl() {
- this.inputs.detachElement();
- this.cameraDirection = new Vector3(0, 0, 0);
- }
- /**
- * Get the mask that the camera ignores in collision events.
- */
- get collisionMask() {
- return this._collisionMask;
- }
- /**
- * Set the mask that the camera ignores in collision events.
- */
- set collisionMask(mask) {
- this._collisionMask = !isNaN(mask) ? mask : -1;
- }
- /**
- * @internal
- */
- _collideWithWorld(displacement) {
- let globalPosition;
- if (this.parent) {
- globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
- }
- else {
- globalPosition = this.position;
- }
- globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
- this._oldPosition.addInPlace(this.ellipsoidOffset);
- const coordinator = this.getScene().collisionCoordinator;
- if (!this._collider) {
- this._collider = coordinator.createCollider();
- }
- this._collider._radius = this.ellipsoid;
- this._collider.collisionMask = this._collisionMask;
- // No need for clone, as long as gravity is not on.
- let actualDisplacement = displacement;
- // Add gravity to direction to prevent dual-collision checking.
- if (this.applyGravity) {
- // This prevents mending with cameraDirection, a global variable of the fly camera class.
- actualDisplacement = displacement.add(this.getScene().gravity);
- }
- coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
- }
- /** @internal */
- _checkInputs() {
- if (!this._localDirection) {
- this._localDirection = Vector3.Zero();
- this._transformedDirection = Vector3.Zero();
- }
- this.inputs.checkInputs();
- super._checkInputs();
- }
- /**
- * Enable movement without a user input. This allows gravity to always be applied.
- */
- set needMoveForGravity(value) {
- this._needMoveForGravity = value;
- }
- /**
- * When true, gravity is applied whether there is user input or not.
- */
- get needMoveForGravity() {
- return this._needMoveForGravity;
- }
- /** @internal */
- _decideIfNeedsToMove() {
- return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
- }
- /** @internal */
- _updatePosition() {
- if (this.checkCollisions && this.getScene().collisionsEnabled) {
- this._collideWithWorld(this.cameraDirection);
- }
- else {
- super._updatePosition();
- }
- }
- /**
- * Restore the Roll to its target value at the rate specified.
- * @param rate - Higher means slower restoring.
- * @internal
- */
- restoreRoll(rate) {
- const limit = this._trackRoll; // Target Roll.
- const z = this.rotation.z; // Current Roll.
- const delta = limit - z; // Difference in Roll.
- const minRad = 0.001; // Tenth of a radian is a barely noticable difference.
- // If the difference is noticable, restore the Roll.
- if (Math.abs(delta) >= minRad) {
- // Change Z rotation towards the target Roll.
- this.rotation.z += delta / rate;
- // Match when near enough.
- if (Math.abs(limit - this.rotation.z) <= minRad) {
- this.rotation.z = limit;
- }
- }
- }
- /**
- * Destroy the camera and release the current resources held by it.
- */
- dispose() {
- this.inputs.clear();
- super.dispose();
- }
- /**
- * Get the current object class name.
- * @returns the class name.
- */
- getClassName() {
- return "FlyCamera";
- }
- }
- __decorate([
- serializeAsVector3()
- ], FlyCamera.prototype, "ellipsoid", void 0);
- __decorate([
- serializeAsVector3()
- ], FlyCamera.prototype, "ellipsoidOffset", void 0);
- __decorate([
- serialize()
- ], FlyCamera.prototype, "checkCollisions", void 0);
- __decorate([
- serialize()
- ], FlyCamera.prototype, "applyGravity", void 0);
- //# sourceMappingURL=flyCamera.js.map
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