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playcanvas

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PlayCanvas WebGL game engine

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import { Quat } from '../../../core/math/quat.js'; import { Vec3 } from '../../../core/math/vec3.js'; import { InputController } from '../input.js'; import { damp } from '../math.js'; import { Pose } from '../pose.js'; const EPSILON = 0.001; const dir = new Vec3(); const position = new Vec3(); const rotation = new Quat(); class FocusController extends InputController { attach(pose, smooth = true) { this._targetRootPose.set(pose.getFocus(dir), pose.angles, 0); this._targetChildPose.position.set(0, 0, pose.distance); if (!smooth) { this._rootPose.copy(this._targetRootPose); this._childPose.copy(this._targetChildPose); } } detach() { this._targetRootPose.copy(this._rootPose); this._targetChildPose.copy(this._childPose); } complete() { return this._targetRootPose.equalsApprox(this._rootPose, EPSILON) && this._targetChildPose.equalsApprox(this._childPose, EPSILON); } update(frame, dt) { frame.read(); this._rootPose.lerp(this._rootPose, this._targetRootPose, damp(this.focusDamping, dt), damp(this.focusDamping, dt), 1); this._childPose.lerp(this._childPose, this._targetChildPose, damp(this.focusDamping, dt), 1, 1); rotation.setFromEulerAngles(this._rootPose.angles).transformVector(this._childPose.position, position).add(this._rootPose.position); return this._pose.set(position, this._rootPose.angles, this._childPose.position.length()); } destroy() { this.detach(); } constructor(...args){ super(...args), this._targetRootPose = new Pose(), this._rootPose = new Pose(), this._targetChildPose = new Pose(), this._childPose = new Pose(), this.focusDamping = 0.98; } } export { FocusController };