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// ============================================================================
// FREE CAMERA (sans orbite) + COLLISION "FIRST-PERSON" style PlayCanvas
// - Souris : rotation libre (FPS)
// - ZQSD / Flèches : déplacement local (avant/arrière & strafe)
// - Molette / Pinch : dolly (avance/recul le long du regard)
// - Collisions : Capsule (caméra) vs AABBs dérivés des meshes sous focusEntity
// - Step offset (monte les marches) + Snap down (redescend sur le sol)
// - Pas d'auto-spawn : la position JSON est respectée strictement
// ============================================================================
var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public pour compat viewer
// ======================== Attributs ===========================
// Look
FreeCamera.attributes.add('inertiaFactor', { type: 'number', default: 0.10, title: 'Inertia (rotation)' });
FreeCamera.attributes.add('pitchAngleMin', { type: 'number', default: -89, title: 'Pitch Min (deg)' });
FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title: 'Pitch Max (deg)' });
// Sol mini (filet de sécurité)
FreeCamera.attributes.add('minY', { type: 'number', default: -10, title: 'Minimum camera Y' });
// Vitesse (m/s)
FreeCamera.attributes.add('moveSpeed', { type: 'number', default: 2.2, title: 'Move Speed' });
FreeCamera.attributes.add('strafeSpeed', { type: 'number', default: 2.2, title: 'Strafe Speed' });
FreeCamera.attributes.add('dollySpeed', { type: 'number', default: 2.2, title: 'Mouse/Pinch Dolly Speed' });
// Capsule caméra
FreeCamera.attributes.add('capsuleRadius', { type: 'number', default: 0.30, title: 'Capsule Radius (m)' });
FreeCamera.attributes.add('capsuleHeight', { type: 'number', default: 1.60, title: 'Capsule Height (m) — yeux à ~0.9m au-dessus du centre' });
FreeCamera.attributes.add('collisionEps', { type: 'number', default: 0.0005, title: 'Collision Epsilon' });
// Mouvement "swept"
FreeCamera.attributes.add('maxStepDistance', { type: 'number', default: 0.20, title: 'Max step distance (swept move)' });
FreeCamera.attributes.add('maxResolveIters', { type: 'number', default: 6, title: 'Max resolve iterations per step' });
// Escaliers
FreeCamera.attributes.add('stepHeight', { type: 'number', default: 0.35, title: 'Max step-up height (m)' });
FreeCamera.attributes.add('stepAhead', { type: 'number', default: 0.20, title: 'Probe distance ahead for step (m)' });
FreeCamera.attributes.add('snapDownMax', { type: 'number', default: 0.60, title: 'Max snap-down (m)' });
FreeCamera.attributes.add('enableGroundSnap', { type: 'boolean', default: true, title: 'Enable ground snap' });
// AABBs (construction "indoor-safe")
FreeCamera.attributes.add('inflateBias', { type: 'number', default: 0.0, title: 'Extra inflate AABB (m)' });
FreeCamera.attributes.add('mergeGap', { type: 'number', default: 0.0, title: 'Merge AABBs gap (0: chevauchement réel seulement)' });
FreeCamera.attributes.add('globalCullFrac',{ type: 'number', default: 0.08, title: 'Cull near-global AABBs (0.08=8%)' });
// BBox globale optionnelle (filet)
FreeCamera.attributes.add('Xmin', { type: 'number', default: -Infinity, title: 'BBox Xmin' });
FreeCamera.attributes.add('Xmax', { type: 'number', default: Infinity, title: 'BBox Xmax' });
FreeCamera.attributes.add('Ymin', { type: 'number', default: -Infinity, title: 'BBox Ymin' });
FreeCamera.attributes.add('Ymax', { type: 'number', default: Infinity, title: 'BBox Ymax' });
FreeCamera.attributes.add('Zmin', { type: 'number', default: -Infinity, title: 'BBox Zmin' });
FreeCamera.attributes.add('Zmax', { type: 'number', default: Infinity, title: 'BBox Zmax' });
// Compat (pour le viewer)
FreeCamera.attributes.add('focusEntity', { type: 'entity', title: 'Collision Root (ENV GLB)' });
FreeCamera.attributes.add('frameOnStart', { type: 'boolean', default: false, title: 'Compat: Frame on Start (unused)' });
FreeCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Compat: Yaw Min (unused)' });
FreeCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Compat: Yaw Max (unused)' });
FreeCamera.attributes.add('distanceMin', { type: 'number', default: 0.1, title: 'Compat: Distance Min (unused)' });
// ======================== Helpers ===========================
function vAdd(a,b){ return new pc.Vec3(a.x+b.x,a.y+b.y,a.z+b.z); }
function vSub(a,b){ return new pc.Vec3(a.x-b.x,a.y-b.y,a.z-b.z); }
function vScale(v,s){ return new pc.Vec3(v.x*s,v.y*s,v.z*s); }
function vLen(v){ return Math.sqrt(v.x*v.x+v.y*v.y+v.z*v.z); }
function vDot(a,b){ return a.x*b.x+a.y*b.y+a.z*b.z; }
function vNorm(v){ var l=vLen(v)||1; return new pc.Vec3(v.x/l,v.y/l,v.z/l); }
function clamp(v,a,b){ return Math.max(a, Math.min(b,v)); }
// Capsule util: point bas et point haut (segment) centrés sur p
function capsuleSegment(p, height, radius) {
// Capsule vertical : segment longueur (height - 2*radius), clampée >= 0
var seg = Math.max(0, height - 2*radius);
var half = seg * 0.5;
return {
a: new pc.Vec3(p.x, p.y - half, p.z),
b: new pc.Vec3(p.x, p.y + half, p.z),
len: seg
};
}
// Distance point-segment au cube AABB (renvoie penetration > 0 si intersecte)
function capsuleVsAabbPenetration(center, height, radius, aabb, outPush) {
// approx : on projette les extrémités de la capsule et on prend le pire cas
var seg = capsuleSegment(center, height, radius);
// Trouver le point du segment le plus proche de l'AABB (on fait binaire en échantillonnant)
// Optimisation simple: on teste 3 points: a, b et milieu
var pts = [seg.a, seg.b, new pc.Vec3((seg.a.x+seg.b.x)/2,(seg.a.y+seg.b.y)/2,(seg.a.z+seg.b.z)/2)];
var amin = aabb.getMin();
var amax = aabb.getMax();
var eps = 1e-9;
var bestPen = 0;
var bestPush = null;
for (var i=0;i<pts.length;i++){
var p = pts[i];
var cx = clamp(p.x, amin.x, amax.x);
var cy = clamp(p.y, amin.y, amax.y);
var cz = clamp(p.z, amin.z, amax.z);
var dx = p.x - cx, dy = p.y - cy, dz = p.z - cz;
var d2 = dx*dx + dy*dy + dz*dz;
var d = Math.sqrt(Math.max(d2, eps));
var pen = radius - d;
if (pen > bestPen) {
if (d > 1e-6) {
bestPush = new pc.Vec3(dx/d * pen, dy/d * pen, dz/d * pen);
} else {
// si coïncident, pousse le long de l'axe le plus proche
var ex = Math.min(Math.abs(p.x - amin.x), Math.abs(amax.x - p.x));
var ey = Math.min(Math.abs(p.y - amin.y), Math.abs(amax.y - p.y));
var ez = Math.min(Math.abs(p.z - amin.z), Math.abs(amax.z - p.z));
if (ex <= ey && ex <= ez) bestPush = new pc.Vec3((Math.abs(p.x - amin.x) < Math.abs(amax.x - p.x) ? -1:1)*pen,0,0);
else if (ey <= ex && ey <= ez) bestPush = new pc.Vec3(0,(Math.abs(p.y - amin.y) < Math.abs(amax.y - p.y) ? -1:1)*pen,0);
else bestPush = new pc.Vec3(0,0,(Math.abs(p.z - amin.z) < Math.abs(amax.z - p.z) ? -1:1)*pen);
}
bestPen = pen;
}
}
if (bestPen > 0 && outPush) outPush.copy(bestPush);
return bestPen;
}
// ======================== Getters pitch/yaw ===========================
Object.defineProperty(FreeCamera.prototype, 'pitch', {
get: function () { return this._targetPitch; },
set: function (v) { this._targetPitch = pc.math.clamp(v, this.pitchAngleMin, this.pitchAngleMax); }
});
Object.defineProperty(FreeCamera.prototype, 'yaw', {
get: function () { return this._targetYaw; },
set: function (v) { this._targetYaw = v; }
});
// ======================== Init ===========================
FreeCamera.prototype.initialize = function () {
// angles init
var q = this.entity.getRotation();
var f = new pc.Vec3(); q.transformVector(pc.Vec3.FORWARD, f);
this._yaw = Math.atan2(f.x, f.z) * pc.math.RAD_TO_DEG;
var yawQuat = new pc.Quat().setFromEulerAngles(0, -this._yaw, 0);
var noYawQ = new pc.Quat().mul2(yawQuat, q);
var fNoYaw = new pc.Vec3(); noYawQ.transformVector(pc.Vec3.FORWARD, fNoYaw);
this._pitch = pc.math.clamp(Math.atan2(-fNoYaw.y, -fNoYaw.z) * pc.math.RAD_TO_DEG, this.pitchAngleMin, this.pitchAngleMax);
this._targetYaw = this._yaw;
this._targetPitch = this._pitch;
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
// état partagé
this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
this.state = this.app.systems.script.app.freeCamState;
// Construire les colliders depuis focusEntity (GLB environnement)
this._buildAabbsFromFocus();
// Clamp très léger au spawn (sans déplacement “loin”)
var p0 = this.entity.getPosition().clone();
var p1 = this._resolveCapsuleCollisions(p0, this.maxResolveIters);
if (vLen(vSub(p1,p0)) > this.capsuleRadius * 0.25) {
// limite la correction pour ne PAS expulser hors bâtiment
var dir = vSub(p1,p0); var L = vLen(dir)||1;
p1 = vAdd(p0, vScale(dir, (this.capsuleRadius*0.25)/L));
}
this._clampBBoxMinY(p1);
this.entity.setPosition(p1);
// Aspect ratio
var self = this;
this._onResize = function(){ self._checkAspectRatio(); };
window.addEventListener('resize', this._onResize, false);
this._checkAspectRatio();
};
FreeCamera.prototype.update = function (dt) {
// rotation lissée
var t = this.inertiaFactor === 0 ? 1 : Math.min(dt / this.inertiaFactor, 1);
this._yaw = pc.math.lerp(this._yaw, this._targetYaw, t);
this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
// maintien propre (au cas où)
var pos = this.entity.getPosition().clone();
pos = this._resolveCapsuleCollisions(pos, this.maxResolveIters);
this._clampBBoxMinY(pos);
this.entity.setPosition(pos);
};
FreeCamera.prototype._checkAspectRatio = function () {
var gd = this.app.graphicsDevice;
if (!gd) return;
this.entity.camera.horizontalFov = (gd.height > gd.width);
};
// ======================== Build colliders ===========================
FreeCamera.prototype._buildAabbsFromFocus = function () {
this._colliders = [];
this._worldAabb = null;
this._useCollision = false;
var root = this.focusEntity;
if (!root) return;
// 1) collecter
var boxes = [];
var stack = [root];
while (stack.length) {
var e = stack.pop();
var rc = e.render;
if (rc && rc.meshInstances && rc.meshInstances.length) {
for (var i=0;i<rc.meshInstances.length;i++){
var bb = rc.meshInstances[i].aabb;
boxes.push(new pc.BoundingBox(bb.center.clone(), bb.halfExtents.clone()));
}
}
var ch = e.children;
if (ch && ch.length) for (var j=0;j<ch.length;j++) stack.push(ch[j]);
}
if (boxes.length === 0) return;
// 2) monde
var world = boxes[0].clone();
for (var k=1;k<boxes.length;k++) world.add(boxes[k]);
// 3) filtrer quasi-global
var frac = pc.math.clamp(this.globalCullFrac, 0, 0.49);
var wh = world.halfExtents;
var filtered = [];
for (var m=0;m<boxes.length;m++){
var h = boxes[m].halfExtents;
var nearGlobal = (h.x >= wh.x*(1-frac)) && (h.y >= wh.y*(1-frac)) && (h.z >= wh.z*(1-frac));
if (!nearGlobal) filtered.push(boxes[m]);
}
// 4) merge strict
var merged = this._mergeAabbs(filtered, Math.max(0, this.mergeGap||0));
// 5) petit gonflage
var inflate = Math.max(0, this.inflateBias||0);
for (var n=0;n<merged.length;n++){
merged[n].halfExtents.add(new pc.Vec3(inflate, inflate, inflate));
}
// 6) enregistrer
if (merged.length>0) {
for (var t=0;t<merged.length;t++) this._colliders.push({ aabb: merged[t] });
this._worldAabb = world;
this._useCollision = true;
}
console.log('[FREE-CAM] colliders:', boxes.length);
};
FreeCamera.prototype._mergeAabbs = function (boxes, gap) {
if (!boxes || boxes.length<=1) return boxes.slice();
var out = boxes.slice();
var tol = Math.max(0, gap||0);
var changed = true;
function overlap(a,b,t){
var amin=a.getMin(), amax=a.getMax();
var bmin=b.getMin(), bmax=b.getMax();
return !(
amax.x < bmin.x - t || amin.x > bmax.x + t ||
amax.y < bmin.y - t || amin.y > bmax.y + t ||
amax.z < bmin.z - t || amin.z > bmax.z + t
);
}
while (changed){
changed=false;
var next=[], used=new Array(out.length).fill(false);
for (var i=0;i<out.length;i++){
if (used[i]) continue;
var acc = out[i];
for (var j=i+1;j<out.length;j++){
if (used[j]) continue;
if (overlap(acc,out[j],tol)){
var aMin=acc.getMin(), aMax=acc.getMax();
var bMin=out[j].getMin(), bMax=out[j].getMax();
var nMin=new pc.Vec3(Math.min(aMin.x,bMin.x), Math.min(aMin.y,bMin.y), Math.min(aMin.z,bMin.z));
var nMax=new pc.Vec3(Math.max(aMax.x,bMax.x), Math.max(aMax.y,bMax.y), Math.max(aMax.z,bMax.z));
var c=nMin.clone().add(nMax).mulScalar(0.5);
var h=new pc.Vec3(Math.abs(nMax.x-c.x), Math.abs(nMax.y-c.y), Math.abs(nMax.z-c.z));
acc = new pc.BoundingBox(c,h);
used[j]=true; changed=true;
}
}
used[i]=true; next.push(acc);
}
out=next;
}
return out;
};
// ======================== BBox globale + minY ===========================
FreeCamera.prototype._bboxEnabled = function () {
return (this.Xmin < this.Xmax) && (this.Ymin < this.Ymax) && (this.Zmin < this.Zmax);
};
FreeCamera.prototype._clampBBoxMinY = function (p) {
if (p.y < this.minY) p.y = this.minY;
if (!this._bboxEnabled()) return;
p.x = clamp(p.x, this.Xmin, this.Xmax);
p.y = clamp(p.y, Math.max(this.Ymin, this.minY), this.Ymax);
p.z = clamp(p.z, this.Zmin, this.Zmax);
};
// ======================== Capsule vs AABBs : resolve ===========================
FreeCamera.prototype._resolveCapsuleCollisions = function (pos, maxIters) {
if (!this._useCollision) return pos.clone();
var p = pos.clone();
var R = Math.max(0, this.capsuleRadius);
var H = Math.max(2*R, this.capsuleHeight); // clamp min
var eps = Math.max(1e-7, this.collisionEps);
if (!this._colliders || this._colliders.length===0) return p;
var iters = Math.max(1, maxIters||1);
for (var iter=0; iter<iters; iter++){
var moved = false;
for (var i=0;i<this._colliders.length;i++){
var aabb = this._colliders[i].aabb;
var push = new pc.Vec3();
var pen = capsuleVsAabbPenetration(p, H, R, aabb, push);
if (pen > eps) {
p.add(push);
moved = true;
}
}
if (!moved) break;
}
return p;
};
// ======================== Mvt principal : swept + step + snap ===========================
FreeCamera.prototype._moveSwept = function (from, delta) {
if (!this._useCollision) return vAdd(from, delta);
var maxStep = Math.max(0.01, this.maxStepDistance||0.2);
var dist = vLen(delta);
if (dist <= maxStep) return this._moveStep(from, delta);
var steps = Math.ceil(dist / maxStep);
var step = vScale(delta, 1/steps);
var cur = from.clone();
for (var i=0;i<steps;i++) cur = this._moveStep(cur, step);
return cur;
};
FreeCamera.prototype._moveStep = function (from, delta) {
// A) tentative directe
var target = vAdd(from, delta);
var after = this._resolveCapsuleCollisions(target, this.maxResolveIters);
var collided = (vLen(vSub(after, target)) > 0);
if (!collided) {
if (this.enableGroundSnap) after = this._snapDown(after);
return after;
}
// B) slide (supprimer la composante contre la "normale" approx)
var n = this._estimateNormal(after);
if (n) {
var desire = delta.clone();
// projeter le déplacement sur le plan perpendiculaire à n
var slide = vSub(desire, vScale(n, vDot(desire, n)));
var slideTarget = vAdd(from, slide);
var slideAfter = this._resolveCapsuleCollisions(slideTarget, this.maxResolveIters);
// C) step-up si slide insuffisant
if (vLen(vSub(slideAfter, slideTarget)) > 0) {
var stepped = this._tryStepUp(from, desire);
if (stepped) {
if (this.enableGroundSnap) stepped = this._snapDown(stepped);
return stepped;
}
}
if (this.enableGroundSnap) slideAfter = this._snapDown(slideAfter);
return slideAfter;
}
if (this.enableGroundSnap) after = this._snapDown(after);
return after;
};
// Normale approx via micro-probes
FreeCamera.prototype._estimateNormal = function (p) {
if (!this._colliders) return null;
var probe = 0.02;
var base = this._resolveCapsuleCollisions(p, this.maxResolveIters);
var nx = this._resolveCapsuleCollisions(new pc.Vec3(p.x+probe,p.y,p.z), this.maxResolveIters);
var px = this._resolveCapsuleCollisions(new pc.Vec3(p.x-probe,p.y,p.z), this.maxResolveIters);
var ny = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y+probe,p.z), this.maxResolveIters);
var py = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y-probe,p.z), this.maxResolveIters);
var nz = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y,p.z+probe), this.maxResolveIters);
var pz = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y,p.z-probe), this.maxResolveIters);
function d(a,b){ return vLen(vSub(a,b)); }
var dx = d(nx,base) - d(px,base);
var dy = d(ny,base) - d(py,base);
var dz = d(nz,base) - d(pz,base);
var n = new pc.Vec3(dx,dy,dz);
var L = vLen(n);
if (L < 1e-5) return null;
return vScale(n, 1/L);
};
// Step-up : monter une marche (jusqu'à stepHeight)
FreeCamera.prototype._tryStepUp = function (from, wishDelta) {
var R = Math.max(0, this.capsuleRadius);
var H = Math.max(2*R, this.capsuleHeight);
var eps = Math.max(1e-4, this.collisionEps);
var maxH = Math.max(0, this.stepHeight || 0.35);
var ahead = Math.max(0.05, this.stepAhead || 0.20);
var horiz = new pc.Vec3(wishDelta.x, 0, wishDelta.z);
var hLen = vLen(horiz);
if (hLen < 1e-6) return null;
horiz = vScale(horiz, 1/hLen);
// on avance un peu, on monte, puis on applique le delta complet
var probe = vAdd(from, vScale(horiz, Math.min(hLen, ahead)));
// tester plusieurs hauteurs jusqu'à maxH
var trials = 3;
for (var i=1;i<=trials;i++){
var up = maxH * (i/trials);
var raised = new pc.Vec3(probe.x, probe.y + up, probe.z);
raised = this._resolveCapsuleCollisions(raised, this.maxResolveIters);
var stepped = this._resolveCapsuleCollisions(vAdd(raised, wishDelta), this.maxResolveIters);
// validé si on a gagné horizontalement
if (vLen(vSub(stepped, raised)) > 0.02) return stepped;
}
return null;
};
// Snap-down : redéposer sur le sol si on flotte un peu (descente d'escalier)
FreeCamera.prototype._snapDown = function (p) {
var R = Math.max(0, this.capsuleRadius);
var H = Math.max(2*R, this.capsuleHeight);
var maxDown = Math.max(0, this.snapDownMax || 0.6);
// On descend par petits incréments pour “chercher” le sol
var steps = 4;
var step = maxDown / steps;
var cur = p.clone();
for (var i=0;i<steps;i++){
var down = new pc.Vec3(cur.x, cur.y - step, cur.z);
var resolved = this._resolveCapsuleCollisions(down, this.maxResolveIters);
if (vLen(vSub(resolved, down)) > 0) {
// on a tapé quelque chose : remonter légèrement et arrêter
return this._resolveCapsuleCollisions(new pc.Vec3(resolved.x, resolved.y + 0.01, resolved.z), this.maxResolveIters);
}
cur.copy(down);
}
return p;
};
// ===================== INPUT SOURIS =====================
var FreeCameraInputMouse = pc.createScript('orbitCameraInputMouse');
FreeCameraInputMouse.attributes.add('lookSensitivity', { type: 'number', default: 0.3, title: 'Look Sensitivity' });
FreeCameraInputMouse.attributes.add('wheelSensitivity',{ type: 'number', default: 1.0, title: 'Wheel Sensitivity' });
FreeCameraInputMouse.prototype.initialize = function () {
this.freeCam = this.entity.script.orbitCamera;
this.last = new pc.Vec2();
this.isLooking = false;
if (this.app.mouse) {
this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);
this.app.mouse.on(pc.EVENT_MOUSEUP, this.onMouseUp, this);
this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);
this.app.mouse.on(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);
this.app.mouse.disableContextMenu();
}
var self = this;
this._onOut = function(){ self.isLooking = false; };
window.addEventListener('mouseout', this._onOut, false);
this.on('destroy', () => {
if (this.app.mouse) {
this.app.mouse.off(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);
this.app.mouse.off(pc.EVENT_MOUSEUP, this.onMouseUp, this);
this.app.mouse.off(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);
this.app.mouse.off(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);
}
window.removeEventListener('mouseout', this._onOut, false);
});
};
FreeCameraInputMouse.prototype.onMouseDown = function (e) {
this.isLooking = true;
this.last.set(e.x, e.y);
};
FreeCameraInputMouse.prototype.onMouseUp = function () {
this.isLooking = false;
};
FreeCameraInputMouse.prototype.onMouseMove = function (e) {
if (!this.isLooking || !this.freeCam) return;
var sens = this.lookSensitivity;
this.freeCam.yaw = this.freeCam.yaw - e.dx * sens;
this.freeCam.pitch = this.freeCam.pitch - e.dy * sens;
this.last.set(e.x, e.y);
};
FreeCameraInputMouse.prototype.onMouseWheel = function (e) {
if (!this.freeCam) return;
var cam = this.entity;
var move = -e.wheelDelta * this.wheelSensitivity * this.freeCam.dollySpeed * 0.05;
var fwd = cam.forward.clone(); if (fwd.lengthSq()>1e-8) fwd.normalize();
var from = cam.getPosition().clone();
var to = from.clone().add(fwd.mulScalar(move));
var next = this.freeCam._moveSwept(from, to.sub(from));
this.freeCam._clampBBoxMinY(next);
cam.setPosition(next);
e.event.preventDefault();
};
// ===================== INPUT TOUCH =====================
var FreeCameraInputTouch = pc.createScript('orbitCameraInputTouch');
FreeCameraInputTouch.attributes.add('lookSensitivity', { type: 'number', default: 0.5, title: 'Look Sensitivity' });
FreeCameraInputTouch.attributes.add('pinchDollyFactor', { type: 'number', default: 0.02, title: 'Pinch Dolly Factor' });
FreeCameraInputTouch.prototype.initialize = function () {
this.freeCam = this.entity.script.orbitCamera;
this.last = new pc.Vec2();
this.isLooking = false;
this.lastPinch = 0;
if (this.app.touch) {
this.app.touch.on(pc.EVENT_TOUCHSTART, this.onTouchStartEndCancel, this);
this.app.touch.on(pc.EVENT_TOUCHEND, this.onTouchStartEndCancel, this);
this.app.touch.on(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);
this.app.touch.on(pc.EVENT_TOUCHMOVE, this.onTouchMove, this);
}
this.on('destroy', () => {
if (this.app.touch) {
this.app.touch.off(pc.EVENT_TOUCHSTART, this.onTouchStartEndCancel, this);
this.app.touch.off(pc.EVENT_TOUCHEND, this.onTouchStartEndCancel, this);
this.app.touch.off(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);
this.app.touch.off(pc.EVENT_TOUCHMOVE, this.onTouchMove, this);
}
});
};
FreeCameraInputTouch.prototype.onTouchStartEndCancel = function (e) {
var t = e.touches;
if (t.length === 1) {
this.isLooking = (e.event.type === 'touchstart');
this.last.set(t[0].x, t[0].y);
} else if (t.length === 2) {
var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
this.lastPinch = Math.sqrt(dx*dx + dy*dy);
} else {
this.isLooking = false;
}
};
FreeCameraInputTouch.prototype.onTouchMove = function (e) {
var t = e.touches;
if (!this.freeCam) return;
if (t.length === 1 && this.isLooking) {
var s = this.lookSensitivity;
var dx = t[0].x - this.last.x, dy = t[0].y - this.last.y;
this.freeCam.yaw = this.freeCam.yaw - dx * s;
this.freeCam.pitch = this.freeCam.pitch - dy * s;
this.last.set(t[0].x, t[0].y);
} else if (t.length === 2) {
var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
var dist = Math.sqrt(dx*dx + dy*dy);
var delta = dist - this.lastPinch; this.lastPinch = dist;
var cam = this.entity;
var fwd = cam.forward.clone(); if (fwd.lengthSq()>1e-8) fwd.normalize();
var from = cam.getPosition().clone();
var to = from.clone().add(fwd.mulScalar(delta * this.pinchDollyFactor * this.freeCam.dollySpeed));
var next = this.freeCam._moveSwept(from, to.sub(from));
this.freeCam._clampBBoxMinY(next);
cam.setPosition(next);
}
};
// ===================== INPUT CLAVIER =====================
var FreeCameraInputKeyboard = pc.createScript('orbitCameraInputKeyboard');
FreeCameraInputKeyboard.attributes.add('acceleration', { type: 'number', default: 1.0, title: 'Accel (unused, future)' });
FreeCameraInputKeyboard.prototype.initialize = function () {
this.freeCam = this.entity.script.orbitCamera;
this.kb = this.app.keyboard || null;
};
FreeCameraInputKeyboard.prototype.update = function (dt) {
if (!this.freeCam || !this.kb) return;
var fwd = (this.kb.isPressed(pc.KEY_UP) || this.kb.isPressed(pc.KEY_Z)) ? 1 :
(this.kb.isPressed(pc.KEY_DOWN) || this.kb.isPressed(pc.KEY_S)) ? -1 : 0;
var strf = (this.kb.isPressed(pc.KEY_RIGHT) || this.kb.isPressed(pc.KEY_D)) ? 1 :
(this.kb.isPressed(pc.KEY_LEFT) || this.kb.isPressed(pc.KEY_Q)) ? -1 : 0;
if (fwd !== 0 || strf !== 0) {
var cam = this.entity;
var from = cam.getPosition().clone();
var forward = cam.forward.clone(); if (forward.lengthSq()>1e-8) forward.normalize();
var right = cam.right.clone(); if (right.lengthSq()>1e-8) right.normalize();
var delta = new pc.Vec3()
.add(forward.mulScalar(fwd * this.freeCam.moveSpeed * dt))
.add(right .mulScalar(strf * this.freeCam.strafeSpeed * dt));
var next = this.freeCam._moveSwept(from, delta);
this.freeCam._clampBBoxMinY(next);
cam.setPosition(next);
}
// Rotation clavier (Shift + flèches)
var shift = this.kb.isPressed(pc.KEY_SHIFT);
if (shift) {
var yawDir = (this.kb.isPressed(pc.KEY_LEFT) ? 1 : 0) - (this.kb.isPressed(pc.KEY_RIGHT) ? 1 : 0);
var pitchDir = (this.kb.isPressed(pc.KEY_UP) ? 1 : 0) - (this.kb.isPressed(pc.KEY_DOWN) ? 1 : 0);
var yawSpeed = 120, pitchSpeed = 90;
if (yawDir !== 0) this.freeCam.yaw = this.freeCam.yaw + yawDir * yawSpeed * dt;
if (pitchDir !== 0) this.freeCam.pitch = this.freeCam.pitch + pitchDir * pitchSpeed * dt;
}
};
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