playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
92 lines (91 loc) • 2.92 kB
JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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 {
constructor() {
super(...arguments);
/**
* @type {Pose}
* @private
*/
__publicField(this, "_targetPose", new Pose());
/**
* The rotation damping. In the range 0 to 1, where a value of 0 means no damping and 1 means
* full damping. Default is 0.98.
*/
__publicField(this, "rotateDamping", 0.98);
/**
* The movement damping. In the range 0 to 1, where a value of 0 means no damping and 1 means
* full damping. Default is 0.98.
*/
__publicField(this, "moveDamping", 0.98);
}
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;
}
/**
* @param {Pose} pose - The initial pose of the controller.
* @param {boolean} [smooth] - Whether to smooth the transition.
*/
attach(pose, smooth = true) {
this._targetPose.copy(pose);
if (!smooth) {
this._pose.copy(this._targetPose);
}
}
detach() {
this._targetPose.copy(this._pose);
}
/**
* @param {InputFrame<{ move: number[], rotate: number[] }>} frame - The input frame.
* @param {number} dt - The delta time.
* @returns {Pose} - The controller 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();
}
}
export {
FlyController
};