@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.
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text/typescript
import { Box3Helper, Camera as Camera3, Euler, Object3D, PerspectiveCamera, Ray, Vector2, Vector3, Vector3Like } from "three";
import { OrbitControls as ThreeOrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { isDevEnvironment } from "../engine/debug/index.js";
import { setCameraController } from "../engine/engine_camera.js";
import { Gizmos } from "../engine/engine_gizmos.js";
import { InputEventQueue, NEPointerEvent } from "../engine/engine_input.js";
import { Mathf } from "../engine/engine_math.js";
import { RaycastOptions } from "../engine/engine_physics.js";
import { serializable } from "../engine/engine_serialization_decorator.js";
import { getBoundingBox, getTempVector, getWorldDirection, getWorldPosition, getWorldRotation, setWorldRotation } from "../engine/engine_three_utils.js";
import type { ICameraController } from "../engine/engine_types.js";
import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
import { Camera } from "./Camera.js";
import { Behaviour, GameObject } from "./Component.js";
import { GroundProjectedEnv } from "./GroundProjection.js";
import { LookAtConstraint } from "./LookAtConstraint.js";
import { SyncedTransform } from "./SyncedTransform.js";
import { type AfterHandleInputEvent, EventSystem, EventSystemEvents } from "./ui/EventSystem.js";
import { tryGetUIComponent } from "./ui/Utils.js";
const debug = getParam("debugorbit");
const freeCam = getParam("freecam");
const debugCameraFit = getParam("debugcamerafit");
const smoothcam = getParam("smoothcam");
const disabledKeys = { LEFT: "", UP: "", RIGHT: "", BOTTOM: "" };
let defaultKeys: any = undefined;
export enum OrbitControlsEventsType {
/** Invoked with a CameraTargetReachedEvent */
CameraTargetReached = "target-reached",
}
export class CameraTargetReachedEvent extends CustomEvent<{ controls: OrbitControls, type: "camera" | "lookat" }> {
constructor(ctrls: OrbitControls, type: "camera" | "lookat") {
super(OrbitControlsEventsType.CameraTargetReached, {
detail: {
controls: ctrls,
type: type,
}
});
}
}
/** The OrbitControls component is used to control a camera using the [OrbitControls from three.js](https://threejs.org/docs/#examples/en/controls/OrbitControls) library.
* The three OrbitControls object can be accessed via the `controls` property.
* The object being controlled by the OrbitControls (usually the camera) can be accessed via the `controllerObject` property.
* @category Camera Controls
* @group Components
*/
export class OrbitControls extends Behaviour implements ICameraController {
/**
* @inheritdoc
*/
get isCameraController(): boolean {
return true;
}
/** The underlying three.js OrbitControls.
* See {@link https://threejs.org/docs/#examples/en/controls/OrbitControls}
* @returns {@type ThreeOrbitControls | null}
*/
public get controls() {
return this._controls;
}
/** The object being controlled by the OrbitControls (usually the camera)
* See {@link https://threejs.org/docs/#examples/en/controls/OrbitControls.object}
* @returns {@type Object3D | null}
*/
public get controllerObject(): Object3D | null {
return this._cameraObject;
}
/** Register callback when user starts interacting with the orbit controls */
public onStartInteraction(callback: Function) {
this.controls?.addEventListener("start", callback as any);
}
/** When enabled OrbitControls will automatically raycast find a look at target in start
* @default true
*/
autoTarget: boolean = true;
/** When enabled the scene will be automatically fitted into the camera view in onEnable
* @default false
*/
autoFit: boolean = false;
/** When enabled the camera can be rotated
* @default true
*/
enableRotate: boolean = true;
/** When enabled the camera will rotate automatically
* @default false
*/
autoRotate: boolean = false;
/** The speed at which the camera will rotate automatically. Will only be used when `autoRotate` is enabled
* @default 1.0
*/
autoRotateSpeed: number = 1.0;
/** The minimum azimuth angle in radians */
minAzimuthAngle: number = Infinity;
/** The maximum azimuth angle in radians */
maxAzimuthAngle: number = Infinity;
/** The minimum polar angle in radians
* @default 0
*/
minPolarAngle: number = 0;
/** The maximum polar angle in radians
* @default Math.PI
*/
maxPolarAngle: number = Math.PI;
/** When enabled the camera can be moved using keyboard keys. The keys are defined in the `controls.keys` property
* @default false
*/
enableKeys: boolean = false;
/** When enabled the camera movement will be damped
* @default true
*/
enableDamping: boolean = true;
/** The damping factor for the camera movement. For more information see the [three.js documentation](https://threejs.org/docs/#examples/en/controls/OrbitControls.dampingFactor)
* @default 0.1
*/
dampingFactor: number = 0.1;
/** When enabled the camera can be zoomed
* @default true
*/
enableZoom: boolean = true;
/** The minimum zoom level
* @default 0
*/
minZoom: number = 0;
/** The maximum zoom level
* @default Infinity
*/
maxZoom: number = Infinity;
/**
* Sets the zoom speed of the OrbitControls
* @default 1
*/
zoomSpeed: number = 1;
/**
* Set to true to enable zooming to the cursor position.
* @default false
*/
zoomToCursor: boolean = false;
/** When enabled the camera can be panned
* @default true
*/
enablePan: boolean = true;
/** Assigning a {@link LookAtConstraint} will make the camera look at the constraint source
* @default null
*/
lookAtConstraint: LookAtConstraint | null = null;
/** The weight of the first lookAtConstraint source
* @default 1
*/
lookAtConstraint01: number = 1;
/** If true user input interrupts the camera from animating to a target
* @default true
*/
allowInterrupt: boolean = true;
/** If true the camera will focus on the target when the middle mouse button is clicked */
middleClickToFocus: boolean = true;
/** If true the camera will focus on the target when the left mouse button is double clicked
* @default true
*/
doubleClickToFocus: boolean = true;
/**
* When enabled the camera will fit the scene to the camera view when the background is clicked the specified number of times within a short time
* @default 2
*/
clickBackgroundToFitScene: number = 2;
/**
* @internal If true debug information will be logged to the console
* @default false
*/
debugLog: boolean = false;
/**
* @deprecated use `targetLerpDuration` instead
* ~~The speed at which the camera target and the camera will be lerping to their destinations (if set via script or user input)~~
* */
get targetLerpSpeed() { return 5 }
set targetLerpSpeed(v) { this.targetLerpDuration = 1 / v; }
/** The duration in seconds it takes for the camera look ad and position lerp to reach their destination (when set via `setCameraTargetPosition` and `setLookTargetPosition`)
* @default 1
*/
targetLerpDuration = 1;
private _controls: ThreeOrbitControls | null = null;
private _cameraObject: Object3D | null = null;
private _lookTargetLerpActive: boolean = false;
private _lookTargetStartPosition: Vector3 = new Vector3();
private _lookTargetEndPosition: Vector3 = new Vector3();
private _lookTargetLerp01: number = 0;
private _lookTargetLerpDuration: number = 0;
private _cameraLerpActive: boolean = false;
private _cameraStartPosition: Vector3 = new Vector3();
private _cameraEndPosition: Vector3 = new Vector3();
private _cameraLerp01: number = 0;
private _cameraLerpDuration: number = 0;
private _fovLerpActive: boolean = false;
private _fovLerpStartValue: number = 0;
private _fovLerpEndValue: number = 0;
private _fovLerp01: number = 0;
private _fovLerpDuration: number = 0;
private _inputs: number = 0;
private _enableTime: number = 0; // use to disable double click when double clicking on UI
private _startedListeningToKeyEvents: boolean = false;
private _eventSystem?: EventSystem;
private _afterHandleInputFn?: any;
private _camera: Camera | null = null;
private _syncedTransform?: SyncedTransform;
private _didSetTarget = 0;
targetElement: HTMLElement | null = null;
/** @internal */
awake(): void {
if (debug) console.debug("OrbitControls", this);
this._didSetTarget = 0;
this._startedListeningToKeyEvents = false;
}
/** @internal */
start() {
this._eventSystem = EventSystem.get(this.context) ?? undefined;
if (this._eventSystem) {
this._afterHandleInputFn = this.afterHandleInput.bind(this);
this._eventSystem.addEventListener(EventSystemEvents.AfterHandleInput, this._afterHandleInputFn!);
}
}
/** @internal */
onDestroy() {
this._controls?.dispose();
this._eventSystem?.removeEventListener(EventSystemEvents.AfterHandleInput, this._afterHandleInputFn!);
}
/** @internal */
onEnable() {
this._didSetTarget = 0;
this._enableTime = this.context.time.time;
const cameraComponent = GameObject.getComponent(this.gameObject, Camera);
this._camera = cameraComponent;
let cam = cameraComponent?.threeCamera;
if (!cam && this.gameObject instanceof PerspectiveCamera) {
cam = this.gameObject;
}
if (cam) setCameraController(cam, this, true);
if (!this._controls && cam instanceof Object3D) {
this._cameraObject = cam;
// Using the parent if possible to make it possible to disable input on the canvas
// for having HTML content behind it and still receive input
const element = this.targetElement ?? this.context.renderer.domElement;
// HACK: workaround for three orbit controls forcing an update when being created....
const mat = cam?.quaternion.clone();
this._controls = new ThreeOrbitControls(cam!, element);
cam?.quaternion.copy(mat!)
if (defaultKeys === undefined) defaultKeys = { ...this._controls.keys };
// set controls look point in front of the current camera by default
// it may be overriden by the autoTarget feature
// but if we don't do this and autoTarget is OFF then the camera will turn to look at 0 0 0 of the scene
const worldPosition = getWorldPosition(cam);
const forward = this.gameObject.worldForward;
const dist = 2.5;
const lookAt = worldPosition.clone().sub(forward.multiplyScalar(dist));
this._controls.target.copy(lookAt);
}
if (this._controls) {
if (freeCam) {
this.enablePan = true;
this.enableZoom = true;
this.middleClickToFocus = true;
if (DeviceUtilities.isMobileDevice()) this.doubleClickToFocus = true;
}
this._controls.addEventListener("start", this.onControlsChangeStarted);
this._controls.addEventListener("end", this.onControlsChangeEnded);
if (!this._startedListeningToKeyEvents && this.enableKeys) {
this._startedListeningToKeyEvents = true;
this._controls.listenToKeyEvents(this.context.domElement);
}
else {
try {
this._controls.stopListenToKeyEvents();
} catch { /** this fails if we never listened to key events... */ }
}
}
this._syncedTransform = GameObject.getComponent(this.gameObject, SyncedTransform) ?? undefined;
this.context.pre_render_callbacks.push(this.__onPreRender);
this._activePointerEvents = [];
this.context.input.addEventListener("pointerdown", this._onPointerDown, { queue: InputEventQueue.Early });
this.context.input.addEventListener("pointerdown", this._onPointerDownLate, { queue: InputEventQueue.Late });
this.context.input.addEventListener("pointerup", this._onPointerUp, { queue: InputEventQueue.Early });
this.context.input.addEventListener("pointerup", this._onPointerUpLate, { queue: InputEventQueue.Late });
}
/** @internal */
onDisable() {
if (this._camera?.threeCamera) {
setCameraController(this._camera.threeCamera, this, false);
}
if (this._controls) {
this._controls.enabled = false;
this._controls.autoRotate = false;
this._controls.removeEventListener("start", this.onControlsChangeStarted);
this._controls.removeEventListener("end", this.onControlsChangeEnded);
try {
this._controls.stopListenToKeyEvents();
} catch { /** this fails if we never listened to key events... */ }
this._startedListeningToKeyEvents = false;
}
this._activePointerEvents.length = 0;
this.context.input.removeEventListener("pointerdown", this._onPointerDown);
this.context.input.removeEventListener("pointerdown", this._onPointerDownLate);
this.context.input.removeEventListener("pointerup", this._onPointerUp);
this.context.input.removeEventListener("pointerup", this._onPointerUpLate);
}
private _activePointerEvents!: NEPointerEvent[];
private _lastTimeClickOnBackground: number = -1;
private _clickOnBackgroundCount: number = 0;
private _onPointerDown = (_evt: NEPointerEvent) => {
this._activePointerEvents.push(_evt);
}
private _onPointerDownLate = (evt: NEPointerEvent) => {
if (evt.used && this._controls) {
// Disabling orbit controls here because otherwise we get a slight movement when e.g. using DragControls
this._controls.enabled = false;
}
}
private _onPointerUp = (evt: NEPointerEvent) => {
// make sure we cleanup the active pointer events
for (let i = this._activePointerEvents.length - 1; i >= 0; i--) {
const registered = this._activePointerEvents[i];
if (registered.pointerId === evt.pointerId && registered.button === evt.button) {
this._activePointerEvents.splice(i, 1);
break;
}
}
if (this.clickBackgroundToFitScene > 0 && evt.isClick && evt.button === 0) {
// it's possible that we didnt raycast in this frame
if (!evt.hasRay) {
evt.intersections.push(...this.context.physics.raycast());
}
if (evt.intersections.length <= 0) {
const dt = this.context.time.time - this._lastTimeClickOnBackground;
this._lastTimeClickOnBackground = this.context.time.time;
if (this.clickBackgroundToFitScene <= 1 || dt < this.clickBackgroundToFitScene * .15) {
this._clickOnBackgroundCount += 1;
if (this._clickOnBackgroundCount >= this.clickBackgroundToFitScene - 1)
this.fitCamera(this.context.scene.children, {
immediate: false
});
}
else {
this._clickOnBackgroundCount = 0;
}
}
if (debug) console.log(this.clickBackgroundToFitScene, evt.intersections.length, this._clickOnBackgroundCount)
}
};
private _onPointerUpLate = (evt: NEPointerEvent) => {
if (this.doubleClickToFocus && evt.isDoubleClick && !evt.used) {
this.setTargetFromRaycast();
}
// Automatically update the camera focus
// else if (!evt.used && this.autoTarget) {
// this.updateTargetNow();
// }
};
private updateTargetNow() {
const ray = new Ray(this._cameraObject?.worldPosition, this._cameraObject?.worldForward.multiplyScalar(-1));
const hits = this.context.physics.raycastFromRay(ray);
const hit = hits.length > 0 ? hits[0] : undefined;
if (hit && hit.distance > this.minZoom && hit.distance < this.maxZoom) {
if (debug) Gizmos.DrawWireSphere(hit.point, 0.1, 0xff0000, 2);
this._controls?.target.copy(hits[0].point);
}
}
private _orbitStartAngle: number = 0;
private onControlsChangeStarted = () => {
if (this._controls) {
this._orbitStartAngle = this._controls.getAzimuthalAngle() + this._controls.getPolarAngle();
}
if (this._syncedTransform) {
this._syncedTransform.requestOwnership();
}
}
private onControlsChangeEnded = () => {
if (this._controls) {
if (this.autoTarget) {
const newAngle = this._controls.getAzimuthalAngle() + this._controls.getPolarAngle();
const delta = newAngle - this._orbitStartAngle;
if (Math.abs(delta) < .01) {
if (debug) console.debug("OrbitControls: No movement detected, updating target now");
this.updateTargetNow();
}
else if (debug) console.debug("OrbitControls: Movement detected", delta);
}
}
}
private _shouldDisable: boolean = false;
private afterHandleInput(evt: CustomEvent<AfterHandleInputEvent>) {
if (evt.detail.args.pointerId === 0) {
if (evt.detail.args.isDown) {
if (this._controls && this._eventSystem) {
this._shouldDisable = this._eventSystem.hasActiveUI;
}
}
else if (!evt.detail.args.isPressed || evt.detail.args.isUp) {
this._shouldDisable = false;
}
}
}
/** @internal */
onBeforeRender() {
if (!this._controls) return;
if (this._cameraObject !== this.context.mainCamera) {
this._controls.enabled = false;
return;
}
this._controls.enabled = true;
if (this.context.input.getPointerDown(1) || this.context.input.getPointerDown(2) || this.context.input.mouseWheelChanged || (this.context.input.getPointerPressed(0) && this.context.input.getPointerPositionDelta(0)?.length() || 0 > .1)) {
this._inputs += 1;
}
if (this._inputs > 0 && this.allowInterrupt) {
// if a user has disabled rotation but enabled auto rotate we don't want to change it when we receive input
if (this.enableRotate) {
this.autoRotate = false;
}
this._cameraLerpActive = false;
this._lookTargetLerpActive = false;
}
this._inputs = 0;
if (this.autoTarget) {
// we want to wait one frame so all matrixWorlds are updated
// otherwise raycasting will not work correctly
if (this._didSetTarget++ === 0) {
const camGo = GameObject.getComponent(this.gameObject, Camera);
if (camGo && !this.setLookTargetFromConstraint()) {
if (this.debugLog)
console.log("NO TARGET");
const worldPosition = getWorldPosition(camGo.threeCamera);
// Handle case where the camera is in 0 0 0 of the scene
// if the look at target is set to the camera position we can't move at all anymore
const distanceToCenter = Math.max(.01, worldPosition.length());
const forward = new Vector3(0, 0, -distanceToCenter).applyMatrix4(camGo.threeCamera.matrixWorld);
if (debug) Gizmos.DrawLine(worldPosition, forward, 0x5555ff, 10)
this.setLookTargetPosition(forward, true);
}
if (!this.setLookTargetFromConstraint()) {
const opts = new RaycastOptions();
// center of the screen:
opts.screenPoint = new Vector2(0, 0);
opts.lineThreshold = 0.1;
const hits = this.context.physics.raycast(opts);
if (hits.length > 0) {
this.setLookTargetPosition(hits[0].point, true);
}
if (debugCameraFit)
console.log("OrbitControls hits", ...hits);
}
}
}
const focusAtPointer = (this.middleClickToFocus && this.context.input.getPointerClicked(1));
if (focusAtPointer) {
this.setTargetFromRaycast();
}
if (this._lookTargetLerpActive || this._cameraLerpActive || this._fovLerpActive) {
// lerp the camera
if (this._cameraLerpActive && this._cameraObject) {
this._cameraLerp01 += this.context.time.deltaTime / this._cameraLerpDuration;
if (this._cameraLerp01 >= 1) {
this._cameraObject.position.copy(this._cameraEndPosition);
this._cameraLerpActive = false;
this.dispatchEvent(new CameraTargetReachedEvent(this, "camera"));
}
else {
const t = Mathf.easeInOutCubic(this._cameraLerp01);
this._cameraObject.position.lerpVectors(this._cameraStartPosition, this._cameraEndPosition, t);
}
}
// lerp the look target
if (this._lookTargetLerpActive) {
this._lookTargetLerp01 += this.context.time.deltaTime / this._lookTargetLerpDuration;
if (this._lookTargetLerp01 >= 1) {
this._controls.target.copy(this._lookTargetEndPosition);
this._lookTargetLerpActive = false;
this.dispatchEvent(new CameraTargetReachedEvent(this, "lookat"));
} else {
const t = Mathf.easeInOutCubic(this._lookTargetLerp01);
this._controls.target.lerpVectors(this._lookTargetStartPosition, this._lookTargetEndPosition, t);
}
}
// lerp the fov
if (this._fovLerpActive && this._cameraObject) {
const cam = this._cameraObject as PerspectiveCamera;
this._fovLerp01 += this.context.time.deltaTime / this._fovLerpDuration;
if (this._fovLerp01 >= 1) {
cam.fov = this._fovLerpEndValue;
this._fovLerpActive = false;
} else {
const t = Mathf.easeInOutCubic(this._fovLerp01);
cam.fov = Mathf.lerp(this._fovLerpStartValue, this._fovLerpEndValue, t);
}
cam.updateProjectionMatrix();
}
}
if (this._controls) {
if (this.debugLog)
this._controls.domElement = this.context.renderer.domElement;
this._controls.enabled = !this._shouldDisable && this._camera === this.context.mainCameraComponent && !this.context.isInXR && !this._activePointerEvents.some(e => e.used);
this._controls.keys = this.enableKeys ? defaultKeys : disabledKeys;
this._controls.autoRotate = this.autoRotate;
this._controls.autoRotateSpeed = this.autoRotateSpeed;
this._controls.enableZoom = this.enableZoom;
this._controls.zoomSpeed = this.zoomSpeed;
this._controls.zoomToCursor = this.zoomToCursor;
this._controls.enableDamping = this.enableDamping;
this._controls.dampingFactor = this.dampingFactor;
this._controls.enablePan = this.enablePan;
this._controls.enableRotate = this.enableRotate;
this._controls.minAzimuthAngle = this.minAzimuthAngle;
this._controls.maxAzimuthAngle = this.maxAzimuthAngle;
this._controls.minPolarAngle = this.minPolarAngle;
this._controls.maxPolarAngle = this.maxPolarAngle;
// set the min/max zoom if it's not a free cam
if (!freeCam) {
if (this._camera?.threeCamera?.type === "PerspectiveCamera") {
this._controls.minDistance = this.minZoom;
this._controls.maxDistance = this.maxZoom;
this._controls.minZoom = 0;
this._controls.maxZoom = Infinity;
}
else {
this._controls.minDistance = 0;
this._controls.maxDistance = Infinity;
this._controls.minZoom = this.minZoom;
this._controls.maxZoom = this.maxZoom;
}
}
if (typeof smoothcam === "number" || smoothcam === true) {
this._controls.enableDamping = true;
const factor = typeof smoothcam === "number" ? smoothcam : .99;
this._controls.dampingFactor = Math.max(.001, 1 - Math.min(1, factor));
}
if (!this.allowInterrupt) {
if (this._lookTargetLerpActive) {
this._controls.enablePan = false;
}
if (this._cameraLerpActive) {
this._controls.enableRotate = false;
this._controls.autoRotate = false;
}
if (this._lookTargetLerpActive || this._cameraLerpActive) {
this._controls.enableZoom = false;
}
}
// this._controls.zoomToCursor = this.zoomToCursor;
if (!this.context.isInXR) {
if (!freeCam && this.lookAtConstraint?.locked) this.setLookTargetFromConstraint(0, this.lookAtConstraint01);
this._controls.update(this.context.time.deltaTime);
if (debug) {
Gizmos.DrawWireSphere(this._controls.target, 0.1, 0x00ff00);
}
}
}
}
private __onPreRender = () => {
// We call this only once when the camera becomes active and use the engine pre_render_callbacks because they are run
// after all scripts have been executed
const index = this.context.pre_render_callbacks.indexOf(this.__onPreRender);
if (index >= 0) {
this.context.pre_render_callbacks.splice(index, 1);
}
if (this.autoFit) {
// we don't want to autofit again if the component is disabled and re-enabled
this.autoFit = false;
this.fitCamera({
centerCamera: "y",
immediate: true,
objects: this.scene.children,
})
}
}
/**
* Sets camera target position and look direction using a raycast in forward direction of the object.
*
* @param source The object to raycast from. If a camera is passed in the camera position will be used as the source.
* @param immediateOrDuration If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
*
* This is useful for example if you want to align your camera with an object in your scene (or another camera). Simply pass in this other camera object
* @returns true if the target was set successfully
*/
public setCameraAndLookTarget(source: Object3D | Camera, immediateOrDuration: number | boolean = false): boolean {
if (!source) {
if (isDevEnvironment() || debug) console.warn("[OrbitControls] setCameraAndLookTarget target is null");
return false;
}
if (!(source instanceof Object3D) && !(source instanceof Camera)) {
if (isDevEnvironment() || debug) console.warn("[OrbitControls] setCameraAndLookTarget target is not an Object3D or Camera");
return false;
}
if (source instanceof Camera) {
source = source.gameObject;
}
const worldPosition = source.worldPosition;
const forward = source.worldForward;
// The camera render direction is -Z. When a camera is passed in then we'll take the view direction OR the object Z forward direction.
if (source instanceof Camera3) {
if (debug) console.debug("[OrbitControls] setCameraAndLookTarget flip forward direction for camera");
forward.multiplyScalar(-1);
}
const ray = new Ray(worldPosition, forward);
if (debug) Gizmos.DrawRay(ray.origin, ray.direction, 0xff0000, 10);
if (!this.setTargetFromRaycast(ray, immediateOrDuration)) {
this.setLookTargetPosition(ray.at(2, getTempVector()), immediateOrDuration);
}
this.setCameraTargetPosition(worldPosition, immediateOrDuration);
return true;
}
/** Moves the camera to position smoothly.
* @param position The position in local space of the controllerObject to move the camera to. If null the camera will stop lerping to the target.
* @param immediateOrDuration If true the camera will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
*/
public setCameraTargetPosition(position?: Object3D | Vector3Like | null, immediateOrDuration: boolean | number = false) {
if (!position) return;
if (position instanceof Object3D) {
position = getWorldPosition(position) as Vector3;
}
if (!this._cameraEndPosition) this._cameraEndPosition = new Vector3();
this._cameraEndPosition.copy(position);
if (immediateOrDuration === true) {
this._cameraLerpActive = false;
if (this._cameraObject) {
this._cameraObject.position.copy(this._cameraEndPosition);
}
}
else if (this._cameraObject) {
this._cameraLerpActive = true;
this._cameraLerp01 = 0;
this._cameraStartPosition.copy(this._cameraObject?.position);
if (typeof immediateOrDuration === "number") {
this._cameraLerpDuration = immediateOrDuration;
}
else this._cameraLerpDuration = this.targetLerpDuration;
}
}
// public setCameraTargetRotation(rotation: Vector3 | Euler | Quaternion, immediateOrDuration: boolean | number = false): void {
// if (!this._cameraObject) return;
// if (typeof immediateOrDuration === "boolean") immediateOrDuration = immediateOrDuration ? 0 : this.targetLerpDuration;
// const ray = new Ray(this._cameraObject.worldPosition, getTempVector(0, 0, 1));
// // if the camera is in the middle of lerping we use the end position for the raycast
// if (immediateOrDuration > 0 && this._cameraEndPosition && this._cameraLerpActive) {
// ray.origin = getTempVector(this._cameraEndPosition)
// }
// if (rotation instanceof Vector3) {
// rotation = new Euler().setFromVector3(rotation);
// }
// if (rotation instanceof Euler) {
// rotation = new Quaternion().setFromEuler(rotation);
// }
// ray.direction.applyQuaternion(rotation);
// ray.direction.multiplyScalar(-1);
// const hits = this.context.physics.raycastFromRay(ray);
// if (hits.length > 0) {
// this.setCameraTargetPosition(hits[0].point, immediateOrDuration);
// }
// else {
// this.setLookTargetPosition(ray.at(2, getTempVector()));
// }
// }
/** True while the camera position is being lerped */
get cameraLerpActive() { return this._cameraLerpActive; }
/** Call to stop camera position lerping */
public stopCameraLerp() {
this._cameraLerpActive = false;
}
public setFieldOfView(fov: number | undefined, immediateOrDuration: boolean | number = false) {
if (!this._controls) return;
if (typeof fov !== "number") return;
const cam = this._camera?.threeCamera as PerspectiveCamera;
if (!cam) return;
if (immediateOrDuration === true) {
cam.fov = fov;
}
else {
this._fovLerpActive = true;
this._fovLerp01 = 0;
this._fovLerpStartValue = cam.fov;
this._fovLerpEndValue = fov;
if (typeof immediateOrDuration === "number") {
this._fovLerpDuration = immediateOrDuration;
}
else this._fovLerpDuration = this.targetLerpDuration;
}
}
/** Moves the camera look-at target to a position smoothly.
* @param position The position in world space to move the camera target to. If null the camera will stop lerping to the target.
* @param immediateOrDuration If true the camera target will move immediately to the new position, otherwise it will lerp. If a number is passed in it will be used as the duration of the lerp.
*/
public setLookTargetPosition(position: Object3D | Vector3Like | null = null, immediateOrDuration: boolean | number = false) {
if (!this._controls) return;
if (!position) return
if (position instanceof Object3D) {
position = getWorldPosition(position) as Vector3;
}
this._lookTargetEndPosition.copy(position);
// if a user calls setLookTargetPosition we don't want to perform autoTarget in onBeforeRender (and override whatever the user set here)
this._didSetTarget++;
if (debug) {
console.warn("OrbitControls: setLookTargetPosition", position, immediateOrDuration);
Gizmos.DrawWireSphere(this._lookTargetEndPosition, .2, 0xff0000, 2);
}
if (immediateOrDuration === true) {
this._controls.target.copy(this._lookTargetEndPosition);
}
else {
this._lookTargetLerpActive = true;
this._lookTargetLerp01 = 0;
this._lookTargetStartPosition.copy(this._controls.target);
if (typeof immediateOrDuration === "number") {
this._lookTargetLerpDuration = immediateOrDuration;
}
else this._lookTargetLerpDuration = this.targetLerpDuration;
}
}
/** True while the camera look target is being lerped */
get lookTargetLerpActive() { return this._lookTargetLerpActive; }
/** Call to stop camera look target lerping */
public stopLookTargetLerp() {
this._lookTargetLerpActive = false;
}
/** Sets the look at target from an assigned lookAtConstraint source by index
* @param index The index of the source to use
* @param t The interpolation factor between the current look at target and the new target
*/
private setLookTargetFromConstraint(index: number = 0, t: number = 1): boolean {
if (!this._controls) return false;
if (this.lookAtConstraint?.enabled === false) return false;
const sources = this.lookAtConstraint?.sources;
if (sources && sources.length > 0) {
const target = sources[index];
if (target) {
target.getWorldPosition(this._lookTargetEndPosition);
this.lerpLookTarget(this._lookTargetEndPosition, t);
return true;
}
}
return false;
}
/** @deprecated use `controls.target.lerp(position, delta)` */
public lerpTarget(position: Vector3, delta: number) { return this.lerpLookTarget(position, delta); }
private lerpLookTarget(position: Vector3, delta: number) {
if (!this._controls) return;
if (delta >= 1) this._controls.target.copy(position);
else this._controls.target.lerp(position, delta);
}
private setTargetFromRaycast(ray?: Ray, immediateOrDuration: number | boolean = false): boolean {
if (!this.controls) return false;
const rc = ray ? this.context.physics.raycastFromRay(ray) : this.context.physics.raycast();
for (const hit of rc) {
if (hit.distance > 0 && GameObject.isActiveInHierarchy(hit.object)) {
const uiComponent = tryGetUIComponent(hit.object);
if (uiComponent) {
const canvas = uiComponent.canvas;
if (canvas?.screenspace) {
break;
}
}
this.setLookTargetPosition(hit.point, immediateOrDuration);
return true;
}
}
return false;
}
// Adapted from https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
// Slower but better implementation that takes bones and exact vertex positions into account: https://github.com/google/model-viewer/blob/04e900c5027de8c5306fe1fe9627707f42811b05/packages/model-viewer/src/three-components/ModelScene.ts#L321
/**
* Fits the camera to show the objects provided (defaults to the scene if no objects are passed in)
*/
fitCamera(options?: FitCameraOptions);
fitCamera(objects?: Object3D | Array<Object3D>, options?: Omit<FitCameraOptions, "objects">);
fitCamera(objectsOrOptions?: Object3D | Array<Object3D> | FitCameraOptions, options?: FitCameraOptions) {
if (this.context.isInXR) {
// camera fitting in XR is not supported
return;
}
let objects: Object3D | Array<Object3D> | undefined = undefined;
// If the user passed in an array as first argument
if (Array.isArray(objectsOrOptions)) {
objects = objectsOrOptions;
}
// If the user passed in an object as first argument
else if (objectsOrOptions && "type" in objectsOrOptions) {
objects = objectsOrOptions.children;
}
// If the user passed in an object as first argument and options as second argument
else if (objectsOrOptions && typeof objectsOrOptions === "object") {
if (!(objectsOrOptions instanceof Object3D) && !Array.isArray(objectsOrOptions)) {
options = objectsOrOptions;
objects = options.objects;
}
}
// Ensure objects are setup correctly
if (objects && !Array.isArray(objects)) {
objects = objects.children;
}
if (!Array.isArray(objects) || objects && objects.length <= 0) {
objects = this.context.scene.children;
}
// Make sure there's anything to fit to
if (!Array.isArray(objects) || objects.length <= 0) {
console.warn("No objects to fit camera to...");
return;
}
const camera = this._cameraObject as PerspectiveCamera;
const controls = this._controls as ThreeOrbitControls | null;
if (!camera || !controls) {
console.warn("No camera or controls found to fit camera to objects...");
return;
}
if (!options) options = {}
const { immediate = false, centerCamera = "y", cameraNearFar = "auto", fitOffset = 1.1, fov = camera?.fov } = options;
const size = new Vector3();
const center = new Vector3();
// TODO would be much better to calculate the bounds in camera space instead of world space -
// we would get proper view-dependant fit.
// Right now it's independent from where the camera is actually looking from,
// and thus we're just getting some maximum that will work for sure.
const box = getBoundingBox(objects, undefined, this._camera?.threeCamera?.layers);
const boxCopy = box.clone();
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
box.getCenter(center);
const box_size = new Vector3();
box.getSize(box_size);
// project this box into camera space
box.applyMatrix4(camera.matrixWorldInverse);
box.getSize(size);
box.setFromCenterAndSize(center, size);
if (Number.isNaN(size.x) || Number.isNaN(size.y) || Number.isNaN(size.z)) {
console.warn("Camera fit size resultet in NaN", camera, box, [...objects]);
return;
}
if (size.length() <= 0.0000000001) {
if (debugCameraFit) console.warn("Camera fit size is zero", box, [...objects]);
return;
}
const verticalFov = options.fov || camera.fov;
const horizontalFov = 2 * Math.atan(Math.tan(verticalFov * Math.PI / 360 / 2) * camera.aspect) / Math.PI * 360;
const fitHeightDistance = size.y / (2 * Math.atan(Math.PI * verticalFov / 360));
const fitWidthDistance = size.x / (2 * Math.atan(Math.PI * horizontalFov / 360));
const distance = fitOffset * Math.max(fitHeightDistance, fitWidthDistance) + size.z / 2;
if (debugCameraFit) {
console.log("Fit camera to objects", { fitHeightDistance, fitWidthDistance, distance, verticalFov, horizontalFov });
}
this.maxZoom = distance * 10;
this.minZoom = distance * 0.01;
const verticalOffset = 0.05;
const lookAt = center.clone();
lookAt.y -= size.y * verticalOffset;
this.setLookTargetPosition(lookAt, immediate);
this.setFieldOfView(options.fov, immediate);
if (cameraNearFar == undefined || cameraNearFar == "auto") {
// Check if the scene has a GroundProjectedEnv and include the scale to the far plane so that it doesnt cut off
const groundprojection = GameObject.findObjectOfType(GroundProjectedEnv);
const groundProjectionRadius = groundprojection ? groundprojection.radius : 0;
const boundsMax = Math.max(box_size.x, box_size.y, box_size.z, groundProjectionRadius);
// TODO: this doesnt take the Camera component nearClipPlane into account
camera.near = (distance / 100);
camera.far = boundsMax + distance * 10;
// adjust maxZoom so that the ground projection radius is always inside
if (groundprojection) {
this.maxZoom = Math.max(Math.min(this.maxZoom, groundProjectionRadius * 0.5), distance);
}
}
// ensure we're not clipping out of the current zoom level just because we're fitting
const currentZoom = controls.getDistance();
if (currentZoom < this.minZoom) this.minZoom = currentZoom * 0.9;
if (currentZoom > this.maxZoom) this.maxZoom = currentZoom * 1.1;
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
const cameraWp = getWorldPosition(camera);
const direction = center.clone();
direction.sub(cameraWp);
if (centerCamera === "y")
direction.y = 0;
direction.normalize();
direction.multiplyScalar(distance);
if (centerCamera === "y")
direction.y += -verticalOffset * 4 * distance;
let cameraLocalPosition = center.clone().sub(direction);
if (camera.parent) {
cameraLocalPosition = camera.parent.worldToLocal(cameraLocalPosition);
}
this.setCameraTargetPosition(cameraLocalPosition, immediate);
if (debugCameraFit || options.debug) {
Gizmos.DrawWireBox3(box, 0xffff33, 10);
Gizmos.DrawWireBox3(boxCopy, 0x00ff00, 10);
if (!this._haveAttachedKeyboardEvents && debugCameraFit) {
this._haveAttachedKeyboardEvents = true;
document.body.addEventListener("keydown", (e) => {
if (e.code === "KeyF") {
// random fov for easier debugging of fov-based fitting
let fov: number | undefined = undefined;
if (this._cameraObject instanceof PerspectiveCamera) fov = (Math.random() * Math.random()) * 170 + 10;
this.fitCamera({ objects, fitOffset, immediate: false, fov });
}
if (e.code === "KeyV") {
if (this._cameraObject instanceof PerspectiveCamera) this._cameraObject.fov = 60;
}
});
}
}
this.onBeforeRender();
// controls.update(); // this is not enough when calling fitCamera({immediate:true}) in an interval
}
private _haveAttachedKeyboardEvents: boolean = false;
}
/**
* Options for fitting the camera to the scene. Used in {@link OrbitControls.fitCamera}
*/
declare type FitCameraOptions = {
/** When enabled debug rendering will be shown */
debug?: boolean,
/**
* The objects to fit the camera to. If not provided the scene children will be used
*/
objects?: Object3D[] | Object3D;
/** Fit offset: A factor to multiply the distance to the objects by
* @default 1.1
*/
fitOffset?: number,
/** If true the camera will move immediately to the new position, otherwise it will lerp
* @default false
*/
immediate?: boolean,
/** If set to "y" the camera will be centered in the y axis */
centerCamera?: "none" | "y",
cameraNearFar?: "keep" | "auto",
fov?: number,
}