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import { CameraMovement } from "./cameraMovement.js"; import { Epsilon } from "../Maths/math.constants.js"; import { Matrix, TmpVectors, Vector3 } from "../Maths/math.vector.js"; import { Plane } from "../Maths/math.plane.js"; import { Ray } from "../Culling/ray.js"; import { Vector3Distance } from "../Maths/math.vector.functions.js"; import { Clamp } from "../Maths/math.scalar.functions.js"; /** * @experimental * This class is subject to change as the geospatial camera evolves. * * Geospatial-specific camera movement system that extends the base movement with * raycasting and altitude-aware zoom constraints. * * This class encapsulates geospatial camera movement logic: * - Dragging in a way which keeps cursor anchored to globe * - Latitude-based pan speed dampening * - Zoom speed scaling based on distance to center * - Raycasting to determine zoom constraints based on terrain/globe * - Altitude-based zoom clamping * - Zoom direction calculation (towards cursor vs along look vector) */ export class GeospatialCameraMovement extends CameraMovement { constructor(scene, limits, cameraPosition, _cameraCenter, _cameraLookAt, pickPredicate, behavior) { super(scene, cameraPosition, behavior); this.limits = limits; this._cameraCenter = _cameraCenter; this._cameraLookAt = _cameraLookAt; this.zoomToCursor = true; this._hitPointRadius = undefined; this._dragPlane = new Plane(0, 0, 0, 0); this._dragPlaneNormal = Vector3.Zero(); this._dragPlaneOriginPointEcef = Vector3.Zero(); this._dragPlaneHitPointLocal = Vector3.Zero(); this._previousDragPlaneHitPointLocal = Vector3.Zero(); this.pickPredicate = pickPredicate; this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt); this.panInertia = 0; this.rotationInertia = 0; this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel } startDrag(pointerX, pointerY) { const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate); if (pickResult.pickedPoint && pickResult.ray) { // Store radius from earth center to pickedPoint, used when calculating drag plane this._hitPointRadius = pickResult.pickedPoint.length(); this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]); this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal); } else { this._hitPointRadius = undefined; // can't drag without a hit on the globe } } stopDrag() { this._hitPointRadius = undefined; } /** * The previous drag plane hit point in local space is stored to compute the movement delta. * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point * @param ray The ray from the camera to the new cursor location * @param localToEcefResult The matrix to convert from local to ECEF space */ _recalculateDragPlaneHitPoint(hitPointRadius, ray, localToEcefResult) { // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal this._cameraPosition.normalizeToRef(this._dragPlaneNormal); this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef); // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]); const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult); localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z); const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]); // Now create a plane at that point, perpendicular to the camera's geocentric normal Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane); // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane. if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) { // If hit, convert the drag plane hit point into the local space. Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal); } } handleDrag(pointerX, pointerY) { if (this._hitPointRadius) { const pickResult = this._scene.pick(pointerX, pointerY); if (pickResult.ray) { const localToEcef = TmpVectors.Matrix[0]; this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef); const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]); this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal); Vector3.TransformNormalToRef(delta, localToEcef, delta); this._dragPlaneOriginPointEcef.addInPlace(delta); this.panAccumulatedPixels.subtractInPlace(delta); } } } /** @override */ computeCurrentFrameDeltas() { const cameraCenter = this._cameraCenter; // Slows down panning near the poles if (this.panAccumulatedPixels.lengthSquared() > Epsilon) { const centerRadius = cameraCenter.length(); // distance from planet origin to camera center const currentRadius = this._cameraPosition.length(); // Dampen the pan speed based on latitude (slower near poles) const sineOfSphericalLat = centerRadius === 0 ? 0 : cameraCenter.z / centerRadius; const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat)); const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude) const height = Math.max(currentRadius - centerRadius, Epsilon); const latitudeDampeningScale = Math.max(1, centerRadius / height); this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1); } else { this._panSpeedMultiplier = 1; } // If a pan drag is occurring, stop zooming. if (this.isDragging) { this._zoomSpeedMultiplier = 0; this._zoomVelocity = 0; } else { // Scales zoom movement speed based on camera distance to origin (so long as no active pan is occurring) this._zoomSpeedMultiplier = Vector3Distance(this._cameraPosition, cameraCenter) * 0.01; } // Before zero-ing out pixel deltas, capture if we have any active zoom in this frame (compared to zoom from inertia) const activeZoom = Math.abs(this.zoomAccumulatedPixels) > 0; super.computeCurrentFrameDeltas(); this._handleZoom(activeZoom); } get isDragging() { return this._hitPointRadius !== undefined; } _handleZoom(activeZoom) { if (Math.abs(this.zoomDeltaCurrentFrame) > Epsilon) { let pickDistance; if (!activeZoom) { // During inertia, use the previously stored pick distance // TODO fix this to work with raycasting pickDistance = this._storedZoomPickDistance; } else { // Active zoom - pick and store the distance const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate); if (pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) { // Store both the zoom picked point and the pick distance for use during inertia pickDistance = pickResult.distance; this._storedZoomPickDistance = pickDistance; this.computedPerFrameZoomPickPoint = pickResult.pickedPoint; } else { // If no hit under cursor, zoom along lookVector instead const lookPickResult = this.pickAlongVector(this._cameraLookAt); pickDistance = lookPickResult?.distance; this._storedZoomPickDistance = pickDistance; this.computedPerFrameZoomPickPoint = undefined; } } // Clamp distance based on limits and update center this._clampZoomDistance(this.zoomDeltaCurrentFrame, pickDistance); } } _clampZoomDistance(requestedDistance, pickResultDistance) { // If pickResult is defined if (requestedDistance > 0) { if (pickResultDistance !== undefined) { // If there is a pick, allow movement up to pick - minAltitude if (pickResultDistance - this.limits.altitudeMin < 0) { this.zoomDeltaCurrentFrame = 0; } this.zoomDeltaCurrentFrame = Math.min(requestedDistance, pickResultDistance - this.limits.altitudeMin); } else { this.zoomDeltaCurrentFrame = requestedDistance; } } if (requestedDistance < 0) { const maxZoomOut = this.limits.radiusMax ? this.limits.radiusMax - this._cameraPosition.length() : Number.POSITIVE_INFINITY; this.zoomDeltaCurrentFrame = Math.max(requestedDistance, -maxZoomOut); } return this.zoomDeltaCurrentFrame; } pickAlongVector(vector) { this._tempPickingRay.origin.copyFrom(this._cameraPosition); this._tempPickingRay.direction.copyFrom(vector); return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate); } } export function ClampCenterFromPolesInPlace(center) { const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees const centerMagnitude = center.length(); // distance from planet origin if (centerMagnitude > Epsilon) { const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude; if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) { // Clamp the spherical latitude (and derive longitude) const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit); const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat); const longitude = Math.atan2(center.y, center.x); // Spherical to Cartesian const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat; const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat; const newZ = centerMagnitude * sineOfClampedSphericalLat; center.set(newX, newY, newZ); } } return center; } function IntersectRayWithPlaneToRef(ray, plane, ref) { // Distance along the ray to the plane; null if no hit const dist = ray.intersectsPlane(plane); if (dist !== null && dist >= 0) { ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref); return true; } return false; } /** * Helper to build east/north/up basis vectors at a world position. * @internal */ export function ComputeLocalBasisToRefs(worldPos, refEast, refNorth, refUp) { // up = normalized position (geocentric normal) refUp.copyFrom(worldPos).normalize(); // east = normalize(worldNorth × up) // (cross product of Earth rotation axis with up gives east except near poles) const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1) Vector3.CrossToRef(worldNorth, refUp, refEast); // at poles, cross with worldRight instead if (refEast.lengthSquared() < Epsilon) { Vector3.CrossToRef(Vector3.Right(), refUp, refEast); } refEast.normalize(); // north = up × east (completes right-handed basis) Vector3.CrossToRef(refUp, refEast, refNorth); refNorth.normalize(); } //# sourceMappingURL=geospatialCameraMovement.js.map