playcanvas
Version:
PlayCanvas WebGL game engine
60 lines (57 loc) • 1.83 kB
JavaScript
import { Vec3 } from '../../../core/math/vec3.js';
import { Quat } from '../../../core/math/quat.js';
import { InputController } from '../input.js';
import { Pose } from '../pose.js';
import { damp } from '../math.js';
const offset = new Vec3();
const angles = new Vec3();
const forward = new Vec3();
const right = new Vec3();
const up = new Vec3();
const rotation = new Quat();
class FlyController extends InputController {
set pitchRange(value) {
this._targetPose.pitchRange.copy(value);
this._pose.copy(this._targetPose.rotate(Vec3.ZERO));
}
get pitchRange() {
return this._targetPose.pitchRange;
}
set yawRange(value) {
this._targetPose.yawRange.copy(value);
this._pose.copy(this._targetPose.rotate(Vec3.ZERO));
}
get yawRange() {
return this._targetPose.yawRange;
}
attach(pose, smooth = true) {
this._targetPose.copy(pose);
if (!smooth) {
this._pose.copy(this._targetPose);
}
}
detach() {
this._targetPose.copy(this._pose);
}
update(frame, dt) {
const { move, rotate } = frame.read();
this._targetPose.rotate(angles.set(-rotate[1], -rotate[0], 0));
rotation.setFromEulerAngles(this._pose.angles);
rotation.transformVector(Vec3.FORWARD, forward);
rotation.transformVector(Vec3.RIGHT, right);
rotation.transformVector(Vec3.UP, up);
offset.set(0, 0, 0);
offset.add(forward.mulScalar(move[2]));
offset.add(right.mulScalar(move[0]));
offset.add(up.mulScalar(move[1]));
this._targetPose.move(offset);
return this._pose.lerp(this._pose, this._targetPose, damp(this.moveDamping, dt), damp(this.rotateDamping, dt));
}
destroy() {
this.detach();
}
constructor(...args){
super(...args), this._targetPose = new Pose(), this.rotateDamping = 0.98, this.moveDamping = 0.98;
}
}
export { FlyController };