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playcanvas

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PlayCanvas WebGL game engine

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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 };