UNPKG

@babylonjs/core

Version:

Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

148 lines (147 loc) 6.26 kB
import { type Scene } from "../scene.js"; import { Vector3 } from "../Maths/math.vector.js"; import { type InterpolatingBehavior } from "../Behaviors/Cameras/interpolatingBehavior.js"; /** * Holds all logic related to converting input pixel deltas into current frame deltas, taking speed / framerate into account * to ensure smooth frame-rate-independent movement */ export declare class CameraMovement { protected _cameraPosition: Vector3; protected _behavior?: InterpolatingBehavior | undefined; protected _scene: Scene; /** * Should be set by input classes to indicates whether there is active input this frame * This helps us differentiate between 0 pixel delta due to no input vs user actively holding still */ activeInput: boolean; /** * ------------ Speed ---------------- * Speed defines the amount of camera movement expected per input pixel movement * ----------------------------------- */ /** * Desired coordinate unit movement per input pixel when zooming */ zoomSpeed: number; /** * Desired coordinate unit movement per input pixel when panning */ panSpeed: number; /** * Desired radians movement per input pixel when rotating along x axis */ rotationXSpeed: number; /** * Desired radians movement per input pixel when rotating along y axis */ rotationYSpeed: number; /** * ----------- Speed multipliers --------------- * Multipliers allow movement classes to modify the effective speed dynamically per-frame * (ex: scale zoom based on distance from target) * ----------------------------------- */ /** * Multiplied atop zoom speed. Used to dynamically adjust zoom speed based on per-frame context (ex: zoom faster when further from target) */ protected _zoomSpeedMultiplier: number; /** * Multiplied atop pan speed. Used to dynamically adjust pan speed based on per-frame context (ex: pan slowly when close to target) */ protected _panSpeedMultiplier: number; /** * ---------- Inertia ---------------- * Inertia represents the decay factor per-frame applied to the velocity when there is no user input. * 0 = No inertia, instant stop (velocity immediately becomes 0) * 0.5 = Strong decay, velocity halves every frame at 60fps * 0.9 = Moderate inertia, velocity retains 90% per frame at 60fps * 0.95 = High inertia, smooth glide, velocity retains 95% per frame at 60fps * 1 = Infinite inertia, never stops (velocity never decays) * ----------------------------------- */ /** * Inertia applied to the zoom velocity when there is no user input. * Higher inertia === slower decay, velocity retains more of its value each frame */ zoomInertia: number; /** * Inertia applied to the panning velocity when there is no user input. * Higher inertia === slower decay, velocity retains more of its value each frame */ panInertia: number; /** * Inertia applied to the rotation velocity when there is no user input. * Higher inertia === slower decay, velocity retains more of its value each frame */ rotationInertia: number; /** * ---------- Accumulated Pixel Deltas ----------- * Pixel inputs accumulated throughout the frame by input classes (reset each frame after processing) * ----------------------------------- */ /** * Accumulated pixel delta (by input classes) for zoom this frame * Read by computeCurrentFrameDeltas() function and converted into zoomDeltaCurrentFrame (taking speed into account) * Reset to zero after each frame */ zoomAccumulatedPixels: number; /** * Accumulated pixel delta (by input classes) for panning this frame * Read by computeCurrentFrameDeltas() function and converted into panDeltaCurrentFrame (taking speed into account) * Reset to zero after each frame */ panAccumulatedPixels: Vector3; /** * Accumulated pixel delta (by input classes) for rotation this frame * Read by computeCurrentFrameDeltas() function and converted into rotationDeltaCurrentFrame (taking speed into account) * Reset to zero after each frame */ rotationAccumulatedPixels: Vector3; /** * ---------- Current Frame Movement Deltas ----------- * Deltas read on each frame by camera class in order to move the camera * ----------------------------------- */ /** * Zoom delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from zoomPixelDelta (taking speed into account) */ zoomDeltaCurrentFrame: number; /** * Pan delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from panPixelDelta (taking speed into account) */ panDeltaCurrentFrame: Vector3; /** * Rotation delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from rotationPixelDelta (taking speed into account) */ rotationDeltaCurrentFrame: Vector3; /** * ---------- Velocity ----------- * Used to track velocity between frames for inertia calculation * ----------------------------------- */ /** * Zoom pixel velocity used for inertia calculations (pixels / ms). */ protected _zoomVelocity: number; /** * Pan velocity used for inertia calculations (movement / time) */ private _panVelocity; /** * Rotation velocity used for inertia calculations (movement / time) */ private _rotationVelocity; /** * Used when calculating inertial decay. Default to 60fps */ private _prevFrameTimeMs; constructor(scene: Scene, _cameraPosition: Vector3, _behavior?: InterpolatingBehavior | undefined); /** * When called, will take the accumulated pixel deltas set by input classes and convert them into current frame deltas, stored in currentFrameMovementDelta properties * Takes speed, scaling, inertia, and framerate into account to ensure smooth movement * Zeros out pixelDeltas before returning */ computeCurrentFrameDeltas(): void; get isInterpolating(): boolean; private _calculateCurrentVelocity; }