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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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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 };