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Copy pathorbit-camera.js
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344 lines (255 loc) · 11 KB
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var OrbitCamera = pc.createScript('orbitCamera');
OrbitCamera.attributes.add('distanceMax', { type: 'number', default: 0, title: 'Distance Max', description: 'Setting this at 0 will give an infinite distance limit' });
OrbitCamera.attributes.add('distanceMin', { type: 'number', default: 0, title: 'Distance Min' });
OrbitCamera.attributes.add('pitchAngleMax', { type: 'number', default: 90, title: 'Pitch Angle Max (degrees)' });
OrbitCamera.attributes.add('pitchAngleMin', { type: 'number', default: -90, title: 'Pitch Angle Min (degrees)' });
OrbitCamera.attributes.add('inertiaFactor', {
type: 'number',
default: 0,
title: 'Inertia Factor',
description: 'Higher value means that the camera will continue moving after the user has stopped dragging. 0 is fully responsive.'
});
OrbitCamera.attributes.add('focusEntity', {
type: 'entity',
title: 'Focus Entity',
description: 'Entity for the camera to focus on. If blank, then the camera will use the whole scene'
});
OrbitCamera.attributes.add('frameOnStart', {
type: 'boolean',
default: true,
title: 'Frame on Start',
description: 'Frames the entity or scene at the start of the application."'
});
// Property to get and set the distance between the pivot point and camera
// Clamped between this.distanceMin and this.distanceMax
Object.defineProperty(OrbitCamera.prototype, "distance", {
get: function () {
return this._targetDistance;
},
set: function (value) {
this._targetDistance = this._clampDistance(value);
}
});
// Property to get and set the pitch of the camera around the pivot point (degrees)
// Clamped between this.pitchAngleMin and this.pitchAngleMax
// When set at 0, the camera angle is flat, looking along the horizon
Object.defineProperty(OrbitCamera.prototype, "pitch", {
get: function () {
return this._targetPitch;
},
set: function (value) {
this._targetPitch = this._clampPitchAngle(value);
}
});
// Property to get and set the yaw of the camera around the pivot point (degrees)
Object.defineProperty(OrbitCamera.prototype, "yaw", {
get: function () {
return this._targetYaw;
},
set: function (value) {
this._targetYaw = value;
// Ensure that the yaw takes the shortest route by making sure that
// the difference between the targetYaw and the actual is 180 degrees
// in either direction
var diff = this._targetYaw - this._yaw;
var reminder = diff % 360;
if (reminder > 180) {
this._targetYaw = this._yaw - (360 - reminder);
} else if (reminder < -180) {
this._targetYaw = this._yaw + (360 + reminder);
} else {
this._targetYaw = this._yaw + reminder;
}
}
});
// Property to get and set the world position of the pivot point that the camera orbits around
Object.defineProperty(OrbitCamera.prototype, "pivotPoint", {
get: function () {
return this._pivotPoint;
},
set: function (value) {
this._pivotPoint.copy(value);
}
});
// Moves the camera to look at an entity and all its children so they are all in the view
OrbitCamera.prototype.focus = function (focusEntity) {
// Calculate an bounding box that encompasses all the models to frame in the camera view
this._buildAabb(focusEntity, 0);
var halfExtents = this._modelsAabb.halfExtents;
var distance = Math.max(halfExtents.x, Math.max(halfExtents.y, halfExtents.z));
distance /= Math.tan(0.5 * this.entity.camera.fov * pc.math.DEG_TO_RAD);
distance *= 2;
this.distance = distance;
this._removeInertia();
this._pivotPoint.copy(this._modelsAabb.center);
};
OrbitCamera.distanceBetween = new pc.Vec3();
// Set the camera position to a world position and look at a world position
// Useful if you have multiple viewing angles to swap between in a scene
OrbitCamera.prototype.resetAndLookAtPoint = function (resetPoint, lookAtPoint) {
this.pivotPoint.copy(lookAtPoint);
this.entity.setPosition(resetPoint);
this.entity.lookAt(lookAtPoint);
var distance = OrbitCamera.distanceBetween;
distance.sub2(lookAtPoint, resetPoint);
this.distance = distance.length();
this.pivotPoint.copy(lookAtPoint);
var cameraQuat = this.entity.getRotation();
this.yaw = this._calcYaw(cameraQuat);
this.pitch = this._calcPitch(cameraQuat, this.yaw);
this._removeInertia();
this._updatePosition();
};
// Set camera position to a world position and look at an entity in the scene
// Useful if you have multiple models to swap between in a scene
OrbitCamera.prototype.resetAndLookAtEntity = function (resetPoint, entity) {
this._buildAabb(entity, 0);
this.resetAndLookAtPoint(resetPoint, this._modelsAabb.center);
};
// Set the camera at a specific, yaw, pitch and distance without inertia (instant cut)
OrbitCamera.prototype.reset = function (yaw, pitch, distance) {
this.pitch = pitch;
this.yaw = yaw;
this.distance = distance;
this._removeInertia();
};
/////////////////////////////////////////////////////////////////////////////////////////////
// Private methods
OrbitCamera.prototype.initialize = function () {
var self = this;
var onWindowResize = function () {
self._checkAspectRatio();
};
window.addEventListener('resize', onWindowResize, false);
this._checkAspectRatio();
// Find all the models in the scene that are under the focused entity
this._modelsAabb = new pc.BoundingBox();
this._buildAabb(this.focusEntity || this.app.root, 0);
this.entity.lookAt(this._modelsAabb.center);
this._pivotPoint = new pc.Vec3();
this._pivotPoint.copy(this._modelsAabb.center);
// Calculate the camera euler angle rotation around x and y axes
// This allows us to place the camera at a particular rotation to begin with in the scene
var cameraQuat = this.entity.getRotation();
// Preset the camera
this._yaw = this._calcYaw(cameraQuat);
this._pitch = this._clampPitchAngle(this._calcPitch(cameraQuat, this._yaw));
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
this._distance = 0;
this._targetYaw = this._yaw;
this._targetPitch = this._pitch;
// If we have ticked focus on start, then attempt to position the camera where it frames
// the focused entity and move the pivot point to entity's position otherwise, set the distance
// to be between the camera position in the scene and the pivot point
if (this.frameOnStart) {
this.focus(this.focusEntity || this.app.root);
} else {
var distanceBetween = new pc.Vec3();
distanceBetween.sub2(this.entity.getPosition(), this._pivotPoint);
this._distance = this._clampDistance(distanceBetween.length());
}
this._targetDistance = this._distance;
// Reapply the clamps if they are changed in the editor
this.on('attr:distanceMin', function (value, prev) {
this._distance = this._clampDistance(this._distance);
});
this.on('attr:distanceMax', function (value, prev) {
this._distance = this._clampDistance(this._distance);
});
this.on('attr:pitchAngleMin', function (value, prev) {
this._pitch = this._clampPitchAngle(this._pitch);
});
this.on('attr:pitchAngleMax', function (value, prev) {
this._pitch = this._clampPitchAngle(this._pitch);
});
// Focus on the entity if we change the focus entity
this.on('attr:focusEntity', function (value, prev) {
if (this.frameOnStart) {
this.focus(value || this.app.root);
} else {
this.resetAndLookAtEntity(this.entity.getPosition(), value || this.app.root);
}
});
this.on('attr:frameOnStart', function (value, prev) {
if (value) {
this.focus(this.focusEntity || this.app.root);
}
});
this.on('destroy', function () {
window.removeEventListener('resize', onWindowResize, false);
});
};
OrbitCamera.prototype.update = function (dt) {
// Add inertia, if any
var t = this.inertiaFactor === 0 ? 1 : Math.min(dt / this.inertiaFactor, 1);
this._distance = pc.math.lerp(this._distance, this._targetDistance, t);
this._yaw = pc.math.lerp(this._yaw, this._targetYaw, t);
this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
this._updatePosition();
};
OrbitCamera.prototype._updatePosition = function () {
// Work out the camera position based on the pivot point, pitch, yaw and distance
this.entity.setLocalPosition(0, 0, 0);
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
var position = this.entity.getPosition();
position.copy(this.entity.forward);
position.scale(-this._distance);
position.add(this.pivotPoint);
this.entity.setPosition(position);
};
OrbitCamera.prototype._removeInertia = function () {
this._yaw = this._targetYaw;
this._pitch = this._targetPitch;
this._distance = this._targetDistance;
};
OrbitCamera.prototype._checkAspectRatio = function () {
var height = this.app.graphicsDevice.height;
var width = this.app.graphicsDevice.width;
// Match the axis of FOV to match the aspect ratio of the canvas so
// the focused entities is always in frame
this.entity.camera.horizontalFov = height > width;
};
OrbitCamera.prototype._buildAabb = function (entity, modelsAdded) {
var i = 0;
if (entity.model) {
var mi = entity.model.meshInstances;
for (i = 0; i < mi.length; i++) {
if (modelsAdded === 0) {
this._modelsAabb.copy(mi[i].aabb);
} else {
this._modelsAabb.add(mi[i].aabb);
}
modelsAdded += 1;
}
}
for (i = 0; i < entity.children.length; ++i) {
modelsAdded += this._buildAabb(entity.children[i], modelsAdded);
}
return modelsAdded;
};
OrbitCamera.prototype._calcYaw = function (quat) {
var transformedForward = new pc.Vec3();
quat.transformVector(pc.Vec3.FORWARD, transformedForward);
return Math.atan2(-transformedForward.x, -transformedForward.z) * pc.math.RAD_TO_DEG;
};
OrbitCamera.prototype._clampDistance = function (distance) {
if (this.distanceMax > 0) {
return pc.math.clamp(distance, this.distanceMin, this.distanceMax);
}
return Math.max(distance, this.distanceMin);
};
OrbitCamera.prototype._clampPitchAngle = function (pitch) {
// Negative due as the pitch is inversed since the camera is orbiting the entity
return pc.math.clamp(pitch, -this.pitchAngleMax, -this.pitchAngleMin);
};
OrbitCamera.quatWithoutYaw = new pc.Quat();
OrbitCamera.yawOffset = new pc.Quat();
OrbitCamera.prototype._calcPitch = function (quat, yaw) {
var quatWithoutYaw = OrbitCamera.quatWithoutYaw;
var yawOffset = OrbitCamera.yawOffset;
yawOffset.setFromEulerAngles(0, -yaw, 0);
quatWithoutYaw.mul2(yawOffset, quat);
var transformedForward = new pc.Vec3();
quatWithoutYaw.transformVector(pc.Vec3.FORWARD, transformedForward);
return Math.atan2(transformedForward.y, -transformedForward.z) * pc.math.RAD_TO_DEG;
};