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@awayjs/scene

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import { MathConsts, Vector3D } from '@awayjs/core'; import { DisplayObject } from '../display/DisplayObject'; import { LookAtController } from '../controllers/LookAtController'; /** * Extended camera used to hover round a specified target object. * * @see away.containers.View */ export class HoverController extends LookAtController { public _iCurrentPanAngle: number = 0; public _iCurrentTiltAngle: number = 90; private _panAngle: number = 0; private _tiltAngle: number = 90; private _distance: number = 1000; private _minPanAngle: number = -Infinity; private _maxPanAngle: number = Infinity; private _minTiltAngle: number = -90; private _maxTiltAngle: number = 90; private _steps: number = 8; private _yFactor: number = 2; private _wrapPanAngle: boolean = false; private _upAxis: Vector3D = new Vector3D(); /** * Fractional step taken each time the <code>hover()</code> method is called. Defaults to 8. * * Affects the speed at which the <code>tiltAngle</code> and <code>panAngle</code> resolve to their targets. * * @see #tiltAngle * @see #panAngle */ public get steps(): number { return this._steps; } public set steps(val: number) { val = (val < 1) ? 1 : val; if (this._steps == val) return; this._steps = val; this.pNotifyUpdate(); } /** * Rotation of the camera in degrees around the y axis. Defaults to 0. */ public get panAngle(): number { return this._panAngle; } public set panAngle(val: number) { val = Math.max(this._minPanAngle, Math.min(this._maxPanAngle, val)); if (this._panAngle == val) return; this._panAngle = val; this.pNotifyUpdate(); } /** * Elevation angle of the camera in degrees. Defaults to 90. */ public get tiltAngle(): number { return this._tiltAngle; } public set tiltAngle(val: number) { val = Math.max(this._minTiltAngle, Math.min(this._maxTiltAngle, val)); if (this._tiltAngle == val) return; this._tiltAngle = val; this.pNotifyUpdate(); } /** * Distance between the camera and the specified target. Defaults to 1000. */ public get distance(): number { return this._distance; } public set distance(val: number) { if (this._distance == val) return; this._distance = val; this.pNotifyUpdate(); } /** * Minimum bounds for the <code>panAngle</code>. Defaults to -Infinity. * * @see #panAngle */ public get minPanAngle(): number { return this._minPanAngle; } public set minPanAngle(val: number) { if (this._minPanAngle == val) return; this._minPanAngle = val; this.panAngle = Math.max(this._minPanAngle, Math.min(this._maxPanAngle, this._panAngle)); } /** * Maximum bounds for the <code>panAngle</code>. Defaults to Infinity. * * @see #panAngle */ public get maxPanAngle(): number { return this._maxPanAngle; } public set maxPanAngle(val: number) { if (this._maxPanAngle == val) return; this._maxPanAngle = val; this.panAngle = Math.max(this._minPanAngle, Math.min(this._maxPanAngle, this._panAngle)); } /** * Minimum bounds for the <code>tiltAngle</code>. Defaults to -90. * * @see #tiltAngle */ public get minTiltAngle(): number { return this._minTiltAngle; } public set minTiltAngle(val: number) { if (this._minTiltAngle == val) return; this._minTiltAngle = val; this.tiltAngle = Math.max(this._minTiltAngle, Math.min(this._maxTiltAngle, this._tiltAngle)); } /** * Maximum bounds for the <code>tiltAngle</code>. Defaults to 90. * * @see #tiltAngle */ public get maxTiltAngle(): number { return this._maxTiltAngle; } public set maxTiltAngle(val: number) { if (this._maxTiltAngle == val) return; this._maxTiltAngle = val; this.tiltAngle = Math.max(this._minTiltAngle, Math.min(this._maxTiltAngle, this._tiltAngle)); } /** * Fractional difference in distance between the horizontal camera orientation * and vertical camera orientation. Defaults to 2. * * @see #distance */ public get yFactor(): number { return this._yFactor; } public set yFactor(val: number) { if (this._yFactor == val) return; this._yFactor = val; this.pNotifyUpdate(); } /** * Defines whether the value of the pan angle wraps when over 360 degrees or under 0 degrees. Defaults to false. */ public get wrapPanAngle(): boolean { return this._wrapPanAngle; } public set wrapPanAngle(val: boolean) { if (this._wrapPanAngle == val) return; this._wrapPanAngle = val; this.pNotifyUpdate(); } /** * Creates a new <code>HoverController</code> object. */ constructor(targetObject: DisplayObject = null, lookAtObject: DisplayObject = null, panAngle: number = 0, tiltAngle: number = 90, distance: number = 1000, minTiltAngle: number = -90, maxTiltAngle: number = 90, minPanAngle: number = null, maxPanAngle: number = null, steps: number = 8, yFactor: number = 2, wrapPanAngle: boolean = false) { super(targetObject, lookAtObject); this.distance = distance; this.panAngle = panAngle; this.tiltAngle = tiltAngle; this.minPanAngle = (minPanAngle != null) ? minPanAngle : -Infinity; this.maxPanAngle = (maxPanAngle != null) ? maxPanAngle : Infinity; this.minTiltAngle = minTiltAngle; this.maxTiltAngle = maxTiltAngle; this.steps = steps; this.yFactor = yFactor; this.wrapPanAngle = wrapPanAngle; //values passed in contrustor are applied immediately this._iCurrentPanAngle = this._panAngle; this._iCurrentTiltAngle = this._tiltAngle; } /** * Updates the current tilt angle and pan angle values. * * Values are calculated using the defined <code>tiltAngle</code>, * <code>panAngle</code> and <code>steps</code> variables. * * @param interpolate If the update to a target pan- or tiltAngle is interpolated. Default is true. * * @see #tiltAngle * @see #panAngle * @see #steps */ public update(interpolate: boolean = true): void { if (this._tiltAngle != this._iCurrentTiltAngle || this._panAngle != this._iCurrentPanAngle) { this._pControllerDirty = true; if (this._wrapPanAngle) { if (this._panAngle < 0) { this._iCurrentPanAngle += this._panAngle % 360 + 360 - this._panAngle; this._panAngle = this._panAngle % 360 + 360; } else { this._iCurrentPanAngle += this._panAngle % 360 - this._panAngle; this._panAngle = this._panAngle % 360; } while (this._panAngle - this._iCurrentPanAngle < -180) this._iCurrentPanAngle -= 360; while (this._panAngle - this._iCurrentPanAngle > 180) this._iCurrentPanAngle += 360; } if (interpolate) { this._iCurrentTiltAngle += (this._tiltAngle - this._iCurrentTiltAngle) / (this.steps + 1); this._iCurrentPanAngle += (this._panAngle - this._iCurrentPanAngle) / (this.steps + 1); } else { this._iCurrentPanAngle = this._panAngle; this._iCurrentTiltAngle = this._tiltAngle; } //snap coords if angle differences are close if ((Math.abs(this.tiltAngle - this._iCurrentTiltAngle) < 0.01) && (Math.abs(this._panAngle - this._iCurrentPanAngle) < 0.01)) { this._iCurrentTiltAngle = this._tiltAngle; this._iCurrentPanAngle = this._panAngle; } } const pos: Vector3D = (this.lookAtObject) ? this.lookAtObject.transform.position : (this.lookAtPosition) ? this.lookAtPosition : this._pOrigin; this.targetObject.x = pos.x + this.distance * Math.sin(this._iCurrentPanAngle * MathConsts.DEGREES_TO_RADIANS) * Math.cos(this._iCurrentTiltAngle * MathConsts.DEGREES_TO_RADIANS); this.targetObject.y = pos.y + this.distance * Math.sin(this._iCurrentTiltAngle * MathConsts.DEGREES_TO_RADIANS) * this.yFactor; this.targetObject.z = pos.z + this.distance * Math.cos(this._iCurrentPanAngle * MathConsts.DEGREES_TO_RADIANS) * Math.cos(this._iCurrentTiltAngle * MathConsts.DEGREES_TO_RADIANS); this._upAxis.x = -Math.sin(this._iCurrentPanAngle * MathConsts.DEGREES_TO_RADIANS) * Math.sin(this._iCurrentTiltAngle * MathConsts.DEGREES_TO_RADIANS); this._upAxis.y = Math.cos(this._iCurrentTiltAngle * MathConsts.DEGREES_TO_RADIANS); this._upAxis.z = -Math.cos(this._iCurrentPanAngle * MathConsts.DEGREES_TO_RADIANS) * Math.sin(this._iCurrentTiltAngle * MathConsts.DEGREES_TO_RADIANS); if (this._pTargetObject) { if (this._pLookAtPosition) this._pTargetObject.lookAt(this._pLookAtPosition, this._upAxis); else if (this._pLookAtObject) this._pTargetObject.lookAt(this._pLookAtObject.transform.matrix3D.position, this._upAxis); } } }