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- import type { Scene } from "../scene";
- import type { Quaternion } from "../Maths/math.vector";
- import { Vector3 } from "../Maths/math.vector";
- import type { AbstractMesh } from "../Meshes/abstractMesh";
- import { TargetCamera } from "./targetCamera";
- import { FlyCameraInputsManager } from "./flyCameraInputsManager";
- /**
- * 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 declare class FlyCamera extends TargetCamera {
- /**
- * 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
- */
- ellipsoid: Vector3;
- /**
- * 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.
- */
- ellipsoidOffset: Vector3;
- /**
- * Enable or disable collisions of the camera with the rest of the scene objects.
- */
- checkCollisions: boolean;
- /**
- * Enable or disable gravity on the camera.
- */
- applyGravity: boolean;
- /**
- * Define the current direction the camera is moving to.
- */
- cameraDirection: Vector3;
- /**
- * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
- * This overrides and empties cameraRotation.
- */
- rotationQuaternion: Quaternion;
- /**
- * Track Roll to maintain the wanted Rolling when looking around.
- */
- _trackRoll: number;
- /**
- * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
- */
- rollCorrect: number;
- /**
- * Mimic a banked turn, Rolling the camera when Yawing.
- * It's recommended to use rollCorrect = 10 for faster banking correction.
- */
- bankedTurn: boolean;
- /**
- * Limit in radians for how much Roll banking will add. (Default: 90°)
- */
- bankedTurnLimit: number;
- /**
- * Value of 0 disables the banked Roll.
- * Value of 1 is equal to the Yaw angle in radians.
- */
- bankedTurnMultiplier: number;
- /**
- * The inputs manager loads all the input sources, such as keyboard and mouse.
- */
- inputs: FlyCameraInputsManager;
- /**
- * Gets the input sensibility for mouse input.
- * Higher values reduce sensitivity.
- */
- get angularSensibility(): number;
- /**
- * Sets the input sensibility for a mouse input.
- * Higher values reduce sensitivity.
- */
- set angularSensibility(value: number);
- /**
- * Get the keys for camera movement forward.
- */
- get keysForward(): number[];
- /**
- * Set the keys for camera movement forward.
- */
- set keysForward(value: number[]);
- /**
- * Get the keys for camera movement backward.
- */
- get keysBackward(): number[];
- set keysBackward(value: number[]);
- /**
- * Get the keys for camera movement up.
- */
- get keysUp(): number[];
- /**
- * Set the keys for camera movement up.
- */
- set keysUp(value: number[]);
- /**
- * Get the keys for camera movement down.
- */
- get keysDown(): number[];
- /**
- * Set the keys for camera movement down.
- */
- set keysDown(value: number[]);
- /**
- * Get the keys for camera movement left.
- */
- get keysLeft(): number[];
- /**
- * Set the keys for camera movement left.
- */
- set keysLeft(value: number[]);
- /**
- * Set the keys for camera movement right.
- */
- get keysRight(): number[];
- /**
- * Set the keys for camera movement right.
- */
- set keysRight(value: number[]);
- /**
- * Event raised when the camera collides with a mesh in the scene.
- */
- onCollide: (collidedMesh: AbstractMesh) => void;
- private _collider;
- private _needMoveForGravity;
- private _oldPosition;
- private _diffPosition;
- private _newPosition;
- /** @internal */
- _localDirection: Vector3;
- /** @internal */
- _transformedDirection: Vector3;
- /**
- * 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: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive?: boolean);
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(noPreventDefault?: boolean): void;
- /**
- * Detach a control from the HTML DOM element.
- * The camera will stop reacting to that input.
- */
- detachControl(): void;
- private _collisionMask;
- /**
- * Get the mask that the camera ignores in collision events.
- */
- get collisionMask(): number;
- /**
- * Set the mask that the camera ignores in collision events.
- */
- set collisionMask(mask: number);
- /**
- * @internal
- */
- _collideWithWorld(displacement: Vector3): void;
- /**
- * @internal
- */
- private _onCollisionPositionChange;
- /** @internal */
- _checkInputs(): void;
- /**
- * Enable movement without a user input. This allows gravity to always be applied.
- */
- set needMoveForGravity(value: boolean);
- /**
- * When true, gravity is applied whether there is user input or not.
- */
- get needMoveForGravity(): boolean;
- /** @internal */
- _decideIfNeedsToMove(): boolean;
- /** @internal */
- _updatePosition(): void;
- /**
- * Restore the Roll to its target value at the rate specified.
- * @param rate - Higher means slower restoring.
- * @internal
- */
- restoreRoll(rate: number): void;
- /**
- * Destroy the camera and release the current resources held by it.
- */
- dispose(): void;
- /**
- * Get the current object class name.
- * @returns the class name.
- */
- getClassName(): string;
- }
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