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| // ctrl_camera_pr_env.js | |
| // ============================================================================ | |
| // FREE CAMERA + COLLISION ROBUSTE (type FPS léger) pour PlayCanvas (sans Ammo) | |
| // - Souris : rotation (look around) | |
| // - ZQSD / Flèches : déplacement local (avant/arrière & strafe) | |
| // - Molette / Pinch : dolly (avance/recul le long du regard) | |
| // - Collisions : sphère (caméra) vs AABBs "épaissies & fusionnées" du GLB (focusEntity) | |
| // - Déplacements "swept" (sous-division en pas) pour éviter le tunneling | |
| // - minY + BBox globale optionnelle (Xmin..Zmax) restent actives | |
| // - Conserve les noms publics "orbitCamera*" pour compatibilité avec l'existant | |
| // ============================================================================ | |
| var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public "orbitCamera" | |
| // ======================== Attributs =========================== | |
| FreeCamera.attributes.add('inertiaFactor', { type: 'number', default: 0.12, title: 'Inertia (rotation)' }); | |
| // Limites de pitch | |
| FreeCamera.attributes.add('pitchAngleMin', { type: 'number', default: -89, title: 'Pitch Min (deg)' }); | |
| FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title: 'Pitch Max (deg)' }); | |
| // minY (altitude min du point CAMÉRA) | |
| FreeCamera.attributes.add('minY', { type: 'number', default: 0, title: 'Minimum camera Y' }); | |
| // Vitesse de déplacement (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: 2.0, title: 'Mouse/Pinch Dolly Speed' }); | |
| // Collision (caméra sphère) | |
| FreeCamera.attributes.add('collisionRadius', { type: 'number', default: 0.30, title: 'Camera Sphere Radius' }); | |
| FreeCamera.attributes.add('collisionEpsilon', { type: 'number', default: 0.001, title: 'Collision Epsilon' }); | |
| // Sous-division du déplacement (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' }); | |
| // Construction des colliders | |
| FreeCamera.attributes.add('mergeGap', { type: 'number', default: 0.03, title: 'Merge AABBs gap tolerance (m)' }); | |
| FreeCamera.attributes.add('inflateBias',{ type: 'number', default: 0.02, title: 'Extra inflate beyond radius (m)' }); | |
| // Bounding Box globale (active si Xmin<Xmax etc.) | |
| 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 (certaines non utilisées, gardées 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)' }); | |
| // ======================== Initialisation =========================== | |
| 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; } // yaw libre (pas de clamp) | |
| }); | |
| FreeCamera.prototype.initialize = function () { | |
| // angles init depuis l'orientation actuelle | |
| 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 = Math.atan2(-fNoYaw.y, -fNoYaw.z) * pc.math.RAD_TO_DEG; | |
| this._pitch = pc.math.clamp(this._pitch, this.pitchAngleMin, this.pitchAngleMax); | |
| this._targetYaw = this._yaw; | |
| this._targetPitch = this._pitch; | |
| // Appliquer orientation immédiatement | |
| this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0); | |
| // Etat input partagé | |
| this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {}; | |
| this.state = this.app.systems.script.app.freeCamState; | |
| // Construire colliders robustes depuis le GLB (focusEntity) | |
| this._buildRobustColliders(); | |
| // S’assure que la position courante respecte collisions + minY + bbox | |
| var p = this.entity.getPosition().clone(); | |
| p = this._moveSweptTo(p, p); // passe par le résolveur même si delta nul | |
| this._clampPosition(p); | |
| this.entity.setPosition(p); | |
| // Aspect ratio (comme avant) | |
| var self = this; | |
| this._onResize = function(){ self._checkAspectRatio(); }; | |
| window.addEventListener('resize', this._onResize, false); | |
| this._checkAspectRatio(); | |
| }; | |
| FreeCamera.prototype.update = function (dt) { | |
| // Rotation inertielle | |
| 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); | |
| // Recadrage léger | |
| var pos = this.entity.getPosition().clone(); | |
| pos = this._resolveCollisions(pos, this.maxResolveIters); | |
| this._clampPosition(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); | |
| }; | |
| // ======================== Colliders robustes =========================== | |
| FreeCamera.prototype._buildRobustColliders = function () { | |
| this._colliders = []; // { aabb: BoundingBox } | |
| this._worldAabb = null; // BoundingBox globale du décor (utile debug / clamp) | |
| if (!this.focusEntity) return; | |
| // 1) Récupère toutes les AABBs world des meshInstances du GLB | |
| var tmp = []; | |
| var stack = [this.focusEntity]; | |
| 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 aabb = rc.meshInstances[i].aabb; | |
| // clone | |
| tmp.push(new pc.BoundingBox(aabb.center.clone(), aabb.halfExtents.clone())); | |
| } | |
| } | |
| var ch = e.children; | |
| if (ch && ch.length) for (var c = 0; c < ch.length; c++) stack.push(ch[c]); | |
| } | |
| if (tmp.length === 0) return; | |
| // 2) Gonfle chaque AABB du rayon de la caméra + biais | |
| var inflate = Math.max(0, this.collisionRadius) + Math.max(0, this.inflateBias); | |
| for (var k = 0; k < tmp.length; k++) { | |
| var bb = tmp[k]; | |
| bb.halfExtents.add(new pc.Vec3(inflate, inflate, inflate)); | |
| } | |
| // 3) Fusionne les AABBs qui se touchent/quasi-se touchent (mergeGap) | |
| var merged = this._mergeAabbs(tmp, this.mergeGap); | |
| // 4) Enregistre | |
| for (var m = 0; m < merged.length; m++) { | |
| this._colliders.push({ aabb: merged[m] }); | |
| if (!this._worldAabb) { | |
| this._worldAabb = new pc.BoundingBox(merged[m].center.clone(), merged[m].halfExtents.clone()); | |
| } else { | |
| this._worldAabb.add(merged[m]); | |
| } | |
| } | |
| }; | |
| // Fusion simple O(n^2) jusqu’à stabilisation | |
| FreeCamera.prototype._mergeAabbs = function (boxes, gap) { | |
| var out = boxes.slice(); | |
| var changed = true; | |
| var g = Math.max(0, gap || 0); | |
| function overlapsOrTouches(a, b, tol) { | |
| var amin = a.getMin(), amax = a.getMax(); | |
| var bmin = b.getMin(), bmax = b.getMax(); | |
| return !( | |
| amax.x < bmin.x - tol || amin.x > bmax.x + tol || | |
| amax.y < bmin.y - tol || amin.y > bmax.y + tol || | |
| amax.z < bmin.z - tol || amin.z > bmax.z + tol | |
| ); | |
| } | |
| while (changed) { | |
| changed = false; | |
| var next = []; | |
| var used = new Array(out.length).fill(false); | |
| for (var i = 0; i < out.length; i++) { | |
| if (used[i]) continue; | |
| var acc = out[i]; | |
| var mergedAny = false; | |
| for (var j = i + 1; j < out.length; j++) { | |
| if (used[j]) continue; | |
| if (overlapsOrTouches(acc, out[j], g)) { | |
| // fusion : créer une nouvelle AABB couvrant acc et out[j] | |
| var accMin = acc.getMin(), accMax = acc.getMax(); | |
| var bMin = out[j].getMin(), bMax = out[j].getMax(); | |
| var nMin = new pc.Vec3( | |
| Math.min(accMin.x, bMin.x), | |
| Math.min(accMin.y, bMin.y), | |
| Math.min(accMin.z, bMin.z) | |
| ); | |
| var nMax = new pc.Vec3( | |
| Math.max(accMax.x, bMax.x), | |
| Math.max(accMax.y, bMax.y), | |
| Math.max(accMax.z, bMax.z) | |
| ); | |
| var nCenter = nMin.clone().add(nMax).mulScalar(0.5); | |
| var nHalf = nMax.clone().sub(nCenter).abs(); | |
| acc = new pc.BoundingBox(nCenter, nHalf); | |
| used[j] = true; | |
| mergedAny = true; | |
| changed = true; | |
| } | |
| } | |
| used[i] = true; | |
| next.push(acc); | |
| } | |
| out = next; | |
| } | |
| return out; | |
| }; | |
| // ======================== Contraintes génériques =========================== | |
| FreeCamera.prototype._bboxEnabled = function () { | |
| return (this.Xmin < this.Xmax) && (this.Ymin < this.Ymax) && (this.Zmin < this.Zmax); | |
| }; | |
| FreeCamera.prototype._clampPosition = function (p) { | |
| // minY prioritaire | |
| if (p.y < this.minY) p.y = this.minY; | |
| if (!this._bboxEnabled()) return; | |
| p.x = pc.math.clamp(p.x, this.Xmin, this.Xmax); | |
| p.y = pc.math.clamp(p.y, Math.max(this.Ymin, this.minY), this.Ymax); | |
| p.z = pc.math.clamp(p.z, this.Zmin, this.Zmax); | |
| }; | |
| // ======================== Mouvement swept + résolution ===================== | |
| // Déplace "de -> to" par petits pas pour éviter le tunneling. | |
| FreeCamera.prototype._moveSweptTo = function (from, to) { | |
| var maxStep = Math.max(0.01, this.maxStepDistance || 0.2); | |
| var delta = to.clone().sub(from); | |
| var dist = delta.length(); | |
| if (dist <= maxStep) { | |
| var p = from.clone().add(delta); | |
| p = this._resolveCollisions(p, this.maxResolveIters); | |
| return p; | |
| } | |
| var steps = Math.ceil(dist / maxStep); | |
| var stepVec = delta.divScalar(steps); | |
| var cur = from.clone(); | |
| for (var i = 0; i < steps; i++) { | |
| cur.add(stepVec); | |
| cur = this._resolveCollisions(cur, this.maxResolveIters); | |
| } | |
| return cur; | |
| }; | |
| // Résolution itérative sphère (caméra) vs AABBs "épaissies" | |
| FreeCamera.prototype._resolveCollisions = function (pos, maxIters) { | |
| var p = pos.clone(); | |
| var eps = Math.max(1e-7, this.collisionEpsilon); | |
| 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; | |
| // Point le plus proche de p sur l'AABB | |
| var min = aabb.getMin(); | |
| var max = aabb.getMax(); | |
| var cx = pc.math.clamp(p.x, min.x, max.x); | |
| var cy = pc.math.clamp(p.y, min.y, max.y); | |
| var cz = pc.math.clamp(p.z, min.z, max.z); | |
| var dx = p.x - cx, dy = p.y - cy, dz = p.z - cz; | |
| var distSq = dx*dx + dy*dy + dz*dz; | |
| // Comme les AABBs sont déjà "épaissies" du rayon, ici on traite une sphère ~ de rayon ~0 | |
| // => il suffit de sortir du volume (point dans AABB élargie) | |
| if (distSq < eps*eps && // p quasi dedans et très proche | |
| (p.x > min.x - eps && p.x < max.x + eps && | |
| p.y > min.y - eps && p.y < max.y + eps && | |
| p.z > min.z - eps && p.z < max.z + eps)) { | |
| // Choisir l'axe de moindre déplacement pour sortir | |
| var ex = Math.min(Math.abs(p.x - min.x), Math.abs(max.x - p.x)); | |
| var ey = Math.min(Math.abs(p.y - min.y), Math.abs(max.y - p.y)); | |
| var ez = Math.min(Math.abs(p.z - min.z), Math.abs(max.z - p.z)); | |
| if (ex <= ey && ex <= ez) { | |
| // pousser sur X | |
| if (Math.abs(p.x - min.x) < Math.abs(max.x - p.x)) p.x = min.x - eps; else p.x = max.x + eps; | |
| } else if (ey <= ex && ey <= ez) { | |
| // pousser sur Y (gère bord/nez de marche) | |
| if (Math.abs(p.y - min.y) < Math.abs(max.y - p.y)) p.y = Math.max(this.minY, min.y - eps); else p.y = max.y + eps; | |
| } else { | |
| // pousser sur Z | |
| if (Math.abs(p.z - min.z) < Math.abs(max.z - p.z)) p.z = min.z - eps; else p.z = max.z + eps; | |
| } | |
| moved = true; | |
| continue; | |
| } | |
| // Cas général : p dans l'AABB "épaissie" (ou très proche) -> projeter vers l'extérieur | |
| var inside = | |
| (p.x > min.x - eps && p.x < max.x + eps && | |
| p.y > min.y - eps && p.y < max.y + eps && | |
| p.z > min.z - eps && p.z < max.z + eps); | |
| if (inside) { | |
| var dxMin = Math.abs(p.x - min.x), dxMax = Math.abs(max.x - p.x); | |
| var dyMin = Math.abs(p.y - min.y), dyMax = Math.abs(max.y - p.y); | |
| var dzMin = Math.abs(p.z - min.z), dzMax = Math.abs(max.z - p.z); | |
| var ax = Math.min(dxMin, dxMax); | |
| var ay = Math.min(dyMin, dyMax); | |
| var az = Math.min(dzMin, dzMax); | |
| if (ax <= ay && ax <= az) { | |
| // sortir par X | |
| if (dxMin < dxMax) p.x = min.x - eps; else p.x = max.x + eps; | |
| } else if (ay <= ax && ay <= az) { | |
| // sortir par Y | |
| if (dyMin < dyMax) p.y = Math.max(this.minY, min.y - eps); else p.y = max.y + eps; | |
| } else { | |
| // sortir par Z | |
| if (dzMin < dzMax) p.z = min.z - eps; else p.z = max.z + eps; | |
| } | |
| moved = true; | |
| } | |
| } | |
| if (!moved) break; | |
| } | |
| return p; | |
| }; | |
| // ===================== INPUT SOURIS (rotation + molette dolly) ===================== | |
| var FreeCameraInputMouse = pc.createScript('orbitCameraInputMouse'); // garder le nom | |
| 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; // instance FreeCamera | |
| 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 forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize(); | |
| var from = cam.getPosition().clone(); | |
| var to = from.clone().add(forward.mulScalar(move)); | |
| var next = this.freeCam._moveSweptTo(from, to); | |
| this.freeCam._clampPosition(next); | |
| cam.setPosition(next); | |
| e.event.preventDefault(); | |
| }; | |
| // ===================== INPUT TOUCH (look + pinch dolly) ===================== | |
| 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; | |
| var 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 sens = this.lookSensitivity; | |
| var dx = t[0].x - this.last.x; | |
| var dy = t[0].y - this.last.y; | |
| this.freeCam.yaw = this.freeCam.yaw - dx * sens; | |
| this.freeCam.pitch = this.freeCam.pitch - dy * sens; | |
| this.last.set(t[0].x, t[0].y); | |
| } else if (t.length === 2) { | |
| // Pinch dolly | |
| var dx = t[0].x - t[1].x; | |
| var 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 forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize(); | |
| var from = cam.getPosition().clone(); | |
| var to = from.clone().add(forward.mulScalar(delta * this.pinchDollyFactor * this.freeCam.dollySpeed)); | |
| var next = this.freeCam._moveSweptTo(from, to); | |
| this.freeCam._clampPosition(next); | |
| cam.setPosition(next); | |
| } | |
| }; | |
| // ===================== INPUT CLAVIER (ZQSD + flèches) ===================== | |
| 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; | |
| // Déplacements : flèches OU ZQSD (AZERTY) | |
| 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(); | |
| delta.add(forward.mulScalar(fwd * this.freeCam.moveSpeed * dt)); | |
| delta.add(right .mulScalar(strf * this.freeCam.strafeSpeed * dt)); | |
| var to = from.clone().add(delta); | |
| var next = this.freeCam._moveSweptTo(from, to); | |
| this.freeCam._clampPosition(next); | |
| cam.setPosition(next); | |
| } | |
| // Rotation au 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); // ← CCW / → CW | |
| var pitchDir = (this.kb.isPressed(pc.KEY_UP) ? 1 : 0) - (this.kb.isPressed(pc.KEY_DOWN) ? 1 : 0); // ↑ up / ↓ down | |
| var yawSpeed = 120; // deg/s | |
| var pitchSpeed = 90; // deg/s | |
| if (yawDir !== 0) this.freeCam.yaw = this.freeCam.yaw + yawDir * yawSpeed * dt; | |
| if (pitchDir !== 0) this.freeCam.pitch = this.freeCam.pitch + pitchDir * pitchSpeed * dt; | |
| } | |
| }; | |