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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 dir = new Vec3(); const offset = new Vec3(); const angles = new Vec3(); const rotation = new Quat(); class OrbitController extends InputController { set pitchRange(range) { this._targetRootPose.pitchRange.copy(range); this._rootPose.copy(this._targetRootPose.rotate(Vec3.ZERO)); } get pitchRange() { return this._targetRootPose.pitchRange; } set yawRange(range) { this._targetRootPose.yawRange.copy(range); this._rootPose.copy(this._targetRootPose.rotate(Vec3.ZERO)); } get yawRange() { return this._targetRootPose.yawRange; } set zoomRange(range) { this._targetChildPose.zRange.copy(range); this._childPose.copy(this._targetChildPose.move(Vec3.ZERO)); } get zoomRange() { return this._targetRootPose.zRange; } 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); } update(frame, dt) { const { move, rotate } = frame.read(); offset.set(move[0], move[1], 0); rotation.setFromEulerAngles(this._rootPose.angles).transformVector(offset, offset); this._targetRootPose.move(offset); const { z: dist } = this._targetChildPose.position; this._targetChildPose.move(offset.set(0, 0, dist * (1 + move[2]) - dist)); this._targetRootPose.rotate(angles.set(-rotate[1], -rotate[0], 0)); this._rootPose.lerp(this._rootPose, this._targetRootPose, damp(this.moveDamping, dt), damp(this.rotateDamping, dt), 1); this._childPose.lerp(this._childPose, this._targetChildPose, damp(this.zoomDamping, dt), 1, 1); rotation.setFromEulerAngles(this._rootPose.angles).transformVector(this._childPose.position, offset).add(this._rootPose.position); return this._pose.set(offset, this._rootPose.angles, this._childPose.position.z); } destroy() { this.detach(); } constructor(...args){ super(...args), this._targetRootPose = new Pose(), this._rootPose = new Pose(), this._targetChildPose = new Pose(), this._childPose = new Pose(), this.rotateDamping = 0.98, this.moveDamping = 0.98, this.zoomDamping = 0.98; } } export { OrbitController };