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Update deplacement_dans_env/ctrl_camera_pr_env.js
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deplacement_dans_env/ctrl_camera_pr_env.js
CHANGED
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@@ -1,13 +1,13 @@
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// ctrl_camera_pr_env.js
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// ============================================================================
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// FREE CAMERA + COLLISION
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// - Souris : rotation
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// - ZQSD / Flèches : déplacement local (avant/arrière & strafe)
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// - Molette : dolly (avance/recul le long du regard)
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// -
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// -
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// - minY +
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// -
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// ============================================================================
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var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public "orbitCamera"
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@@ -23,13 +23,21 @@ FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title
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FreeCamera.attributes.add('minY', { type: 'number', default: 0, title: 'Minimum camera Y' });
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// Vitesse de déplacement (m/s)
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FreeCamera.attributes.add('moveSpeed', { type: 'number', default: 2.
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FreeCamera.attributes.add('strafeSpeed', { type: 'number', default: 2.
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FreeCamera.attributes.add('dollySpeed', { type: 'number', default: 2.0, title: 'Mouse
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// Collision (caméra sphère)
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FreeCamera.attributes.add('collisionRadius',
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FreeCamera.attributes.add('collisionEpsilon', { type: 'number', default: 0.
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// Bounding Box globale (active si Xmin<Xmax etc.)
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FreeCamera.attributes.add('Xmin', { type: 'number', default: -Infinity, title: 'BBox Xmin' });
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@@ -44,7 +52,7 @@ FreeCamera.attributes.add('focusEntity', { type: 'entity', title: 'Collision Ro
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FreeCamera.attributes.add('frameOnStart', { type: 'boolean', default: false, title: 'Compat: Frame on Start (unused)' });
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FreeCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Compat: Yaw Min (unused)' });
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FreeCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Compat: Yaw Max (unused)' });
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FreeCamera.attributes.add('distanceMin', { type: 'number', default: 0.1,
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// ======================== Initialisation ===========================
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Object.defineProperty(FreeCamera.prototype, 'pitch', {
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@@ -76,27 +84,24 @@ FreeCamera.prototype.initialize = function () {
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// Appliquer orientation immédiatement
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this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
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// Etat input partagé
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this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
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this.state = this.app.systems.script.app.freeCamState;
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//
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this._onResize = function(){ self._checkAspectRatio(); };
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window.addEventListener('resize', this._onResize, false);
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this._checkAspectRatio();
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// ====== COLLISIONS: construire la liste d'AABBs statiques à partir du focusEntity (ENV GLB) ======
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this._colliders = []; // tableau d'objets { aabb: pc.BoundingBox }
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if (this.focusEntity) {
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this._buildStaticCollidersFromRoot(this.focusEntity);
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}
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// S’assure que la position courante respecte
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var p = this.entity.getPosition().clone();
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p = this.
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this._clampPosition(p);
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this.entity.setPosition(p);
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};
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FreeCamera.prototype.update = function (dt) {
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this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
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this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
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//
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var pos = this.entity.getPosition().clone();
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pos = this._resolveCollisions(pos, /*maxIters*/ 1);
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this._clampPosition(pos);
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this.entity.setPosition(pos);
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};
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@@ -120,36 +124,118 @@ FreeCamera.prototype._checkAspectRatio = function () {
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this.entity.camera.horizontalFov = (gd.height > gd.width);
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};
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// ========================
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FreeCamera.prototype.
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while (stack.length) {
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var e = stack.pop();
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// RenderComponent => récupérer les AABBs des meshInstances
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var rc = e.render;
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if (rc && rc.meshInstances && rc.meshInstances.length) {
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for (var i = 0; i < rc.meshInstances.length; i++) {
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var
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//
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var aabb = mi.aabb;
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// Copier l'AABB (pour le figer) : center & halfExtents
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var aabbCopy = new pc.BoundingBox(aabb.center.clone(), aabb.halfExtents.clone());
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this._colliders.push({ aabb: aabbCopy });
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}
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}
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// Parcours enfants
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var ch = e.children;
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if (ch && ch.length)
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}
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}
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};
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// ======================== Contraintes ===========================
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FreeCamera.prototype._bboxEnabled = function () {
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return (this.Xmin < this.Xmax) && (this.Ymin < this.Ymax) && (this.Zmin < this.Zmax);
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};
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p.z = pc.math.clamp(p.z, this.Zmin, this.Zmax);
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};
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// ========================
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//
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var
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var
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}
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var moved = false;
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for (var i = 0; i < this._colliders.length; i++) {
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var aabb = this._colliders[i].aabb;
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//
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var min = aabb.getMin();
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var max = aabb.getMax();
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var cx = pc.math.clamp(
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var cy = pc.math.clamp(
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var cz = pc.math.clamp(
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var dx = pos.x - cx;
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var dy = pos.y - cy;
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var dz = pos.z - cz;
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var distSq = dx*dx + dy*dy + dz*dz;
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} else {
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//
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var ey = Math.min(Math.abs(pos.y - min.y), Math.abs(max.y - pos.y));
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var ez = Math.min(Math.abs(pos.z - min.z), Math.abs(max.z - pos.z));
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if (ex <= ey && ex <= ez) {
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pos.x += (pos.x - aabb.center.x >= 0 ? 1 : -1) * (pen + eps);
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} else if (ey <= ex && ey <= ez) {
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pos.y += (pos.y - aabb.center.y >= 0 ? 1 : -1) * (pen + eps);
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} else {
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pos.z += (pos.z - aabb.center.z >= 0 ? 1 : -1) * (pen + eps);
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}
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moved = true;
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}
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}
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}
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if (!moved) break;
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}
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return
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};
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// ===================== INPUT SOURIS (rotation + molette dolly) =====================
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this.last.set(e.x, e.y);
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};
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FreeCameraInputMouse.prototype.onMouseUp = function () {
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this.isLooking = false;
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};
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FreeCameraInputMouse.prototype.onMouseMove = function (e) {
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if (!this.isLooking || !this.freeCam) return;
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var sens = this.lookSensitivity;
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var deltaPitch = (e.dy) * sens;
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this.freeCam.yaw = this.freeCam.yaw - deltaYaw;
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this.freeCam.pitch = this.freeCam.pitch - deltaPitch;
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this.last.set(e.x, e.y);
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};
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FreeCameraInputMouse.prototype.onMouseWheel = function (e) {
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if (!this.freeCam) return;
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// Dolly : avancer/reculer dans l'axe du regard
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var cam = this.entity;
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var move = -e.wheelDelta * this.wheelSensitivity * this.freeCam.dollySpeed * 0.05;
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var forward = cam.forward.clone().
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var
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cam.setPosition(pos);
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e.event.preventDefault();
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};
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this.lastPinch = dist;
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var cam = this.entity;
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var forward = cam.forward.clone()
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var
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// ===== collision + contraintes =====
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pos = this.freeCam._resolveCollisions(pos, /*maxIters*/ 3);
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this.freeCam._clampPosition(pos);
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}
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};
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if (fwd !== 0 || strf !== 0) {
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var cam = this.entity;
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var
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var forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize();
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var right = cam.right.clone(); if (right.lengthSq() > 1e-8) right.normalize();
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// ===== collision + contraintes =====
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pos = this.freeCam._resolveCollisions(pos, /*maxIters*/ 3);
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this.freeCam._clampPosition(pos);
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}
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// Rotation au clavier (Shift + flèches)
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// ctrl_camera_pr_env.js
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// ============================================================================
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// FREE CAMERA + COLLISION ROBUSTE (type FPS léger) pour PlayCanvas (sans Ammo)
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// - Souris : rotation (look around)
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// - ZQSD / Flèches : déplacement local (avant/arrière & strafe)
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// - Molette / Pinch : dolly (avance/recul le long du regard)
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// - Collisions : sphère (caméra) vs AABBs "épaissies & fusionnées" du GLB (focusEntity)
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// - Déplacements "swept" (sous-division en pas) pour éviter le tunneling
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// - minY + BBox globale optionnelle (Xmin..Zmax) restent actives
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// - Conserve les noms publics "orbitCamera*" pour compatibilité avec l'existant
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// ============================================================================
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var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public "orbitCamera"
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FreeCamera.attributes.add('minY', { type: 'number', default: 0, title: 'Minimum camera Y' });
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// Vitesse de déplacement (m/s)
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FreeCamera.attributes.add('moveSpeed', { type: 'number', default: 2.2, title: 'Move Speed' });
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FreeCamera.attributes.add('strafeSpeed', { type: 'number', default: 2.2, title: 'Strafe Speed' });
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FreeCamera.attributes.add('dollySpeed', { type: 'number', default: 2.0, title: 'Mouse/Pinch Dolly Speed' });
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// Collision (caméra sphère)
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FreeCamera.attributes.add('collisionRadius', { type: 'number', default: 0.30, title: 'Camera Sphere Radius' });
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FreeCamera.attributes.add('collisionEpsilon', { type: 'number', default: 0.001, title: 'Collision Epsilon' });
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// Sous-division du déplacement (swept)
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FreeCamera.attributes.add('maxStepDistance', { type: 'number', default: 0.20, title: 'Max step distance (swept move)' });
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FreeCamera.attributes.add('maxResolveIters', { type: 'number', default: 6, title: 'Max resolve iterations per step' });
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// Construction des colliders
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FreeCamera.attributes.add('mergeGap', { type: 'number', default: 0.03, title: 'Merge AABBs gap tolerance (m)' });
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FreeCamera.attributes.add('inflateBias',{ type: 'number', default: 0.02, title: 'Extra inflate beyond radius (m)' });
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// Bounding Box globale (active si Xmin<Xmax etc.)
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FreeCamera.attributes.add('Xmin', { type: 'number', default: -Infinity, title: 'BBox Xmin' });
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FreeCamera.attributes.add('frameOnStart', { type: 'boolean', default: false, title: 'Compat: Frame on Start (unused)' });
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FreeCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Compat: Yaw Min (unused)' });
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FreeCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Compat: Yaw Max (unused)' });
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FreeCamera.attributes.add('distanceMin', { type: 'number', default: 0.1, title: 'Compat: Distance Min (unused)' });
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// ======================== Initialisation ===========================
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Object.defineProperty(FreeCamera.prototype, 'pitch', {
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// Appliquer orientation immédiatement
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this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
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// Etat input partagé
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this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
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this.state = this.app.systems.script.app.freeCamState;
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// Construire colliders robustes depuis le GLB (focusEntity)
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this._buildRobustColliders();
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// S’assure que la position courante respecte collisions + minY + bbox
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var p = this.entity.getPosition().clone();
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| 96 |
+
p = this._moveSweptTo(p, p); // passe par le résolveur même si delta nul
|
| 97 |
this._clampPosition(p);
|
| 98 |
this.entity.setPosition(p);
|
| 99 |
+
|
| 100 |
+
// Aspect ratio (comme avant)
|
| 101 |
+
var self = this;
|
| 102 |
+
this._onResize = function(){ self._checkAspectRatio(); };
|
| 103 |
+
window.addEventListener('resize', this._onResize, false);
|
| 104 |
+
this._checkAspectRatio();
|
| 105 |
};
|
| 106 |
|
| 107 |
FreeCamera.prototype.update = function (dt) {
|
|
|
|
| 111 |
this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
|
| 112 |
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
|
| 113 |
|
| 114 |
+
// Recadrage léger
|
| 115 |
var pos = this.entity.getPosition().clone();
|
| 116 |
+
pos = this._resolveCollisions(pos, this.maxResolveIters);
|
|
|
|
| 117 |
this._clampPosition(pos);
|
| 118 |
this.entity.setPosition(pos);
|
| 119 |
};
|
|
|
|
| 124 |
this.entity.camera.horizontalFov = (gd.height > gd.width);
|
| 125 |
};
|
| 126 |
|
| 127 |
+
// ======================== Colliders robustes ===========================
|
| 128 |
+
FreeCamera.prototype._buildRobustColliders = function () {
|
| 129 |
+
this._colliders = []; // { aabb: BoundingBox }
|
| 130 |
+
this._worldAabb = null; // BoundingBox globale du décor (utile debug / clamp)
|
| 131 |
+
|
| 132 |
+
if (!this.focusEntity) return;
|
| 133 |
+
|
| 134 |
+
// 1) Récupère toutes les AABBs world des meshInstances du GLB
|
| 135 |
+
var tmp = [];
|
| 136 |
+
var stack = [this.focusEntity];
|
| 137 |
while (stack.length) {
|
| 138 |
var e = stack.pop();
|
|
|
|
|
|
|
| 139 |
var rc = e.render;
|
| 140 |
if (rc && rc.meshInstances && rc.meshInstances.length) {
|
| 141 |
for (var i = 0; i < rc.meshInstances.length; i++) {
|
| 142 |
+
var aabb = rc.meshInstances[i].aabb;
|
| 143 |
+
// clone
|
| 144 |
+
tmp.push(new pc.BoundingBox(aabb.center.clone(), aabb.halfExtents.clone()));
|
|
|
|
|
|
|
|
|
|
|
|
|
| 145 |
}
|
| 146 |
}
|
|
|
|
|
|
|
| 147 |
var ch = e.children;
|
| 148 |
+
if (ch && ch.length) for (var c = 0; c < ch.length; c++) stack.push(ch[c]);
|
| 149 |
+
}
|
| 150 |
+
|
| 151 |
+
if (tmp.length === 0) return;
|
| 152 |
+
|
| 153 |
+
// 2) Gonfle chaque AABB du rayon de la caméra + biais
|
| 154 |
+
var inflate = Math.max(0, this.collisionRadius) + Math.max(0, this.inflateBias);
|
| 155 |
+
for (var k = 0; k < tmp.length; k++) {
|
| 156 |
+
var bb = tmp[k];
|
| 157 |
+
bb.halfExtents.add(new pc.Vec3(inflate, inflate, inflate));
|
| 158 |
+
}
|
| 159 |
+
|
| 160 |
+
// 3) Fusionne les AABBs qui se touchent/quasi-se touchent (mergeGap)
|
| 161 |
+
var merged = this._mergeAabbs(tmp, this.mergeGap);
|
| 162 |
+
|
| 163 |
+
// 4) Enregistre
|
| 164 |
+
for (var m = 0; m < merged.length; m++) {
|
| 165 |
+
this._colliders.push({ aabb: merged[m] });
|
| 166 |
+
if (!this._worldAabb) {
|
| 167 |
+
this._worldAabb = new pc.BoundingBox(merged[m].center.clone(), merged[m].halfExtents.clone());
|
| 168 |
+
} else {
|
| 169 |
+
this._worldAabb.add(merged[m]);
|
| 170 |
+
}
|
| 171 |
+
}
|
| 172 |
+
};
|
| 173 |
+
|
| 174 |
+
// Fusion simple O(n^2) jusqu’à stabilisation
|
| 175 |
+
FreeCamera.prototype._mergeAabbs = function (boxes, gap) {
|
| 176 |
+
var out = boxes.slice();
|
| 177 |
+
var changed = true;
|
| 178 |
+
var g = Math.max(0, gap || 0);
|
| 179 |
+
|
| 180 |
+
function overlapsOrTouches(a, b, tol) {
|
| 181 |
+
var amin = a.getMin(), amax = a.getMax();
|
| 182 |
+
var bmin = b.getMin(), bmax = b.getMax();
|
| 183 |
+
return !(
|
| 184 |
+
amax.x < bmin.x - tol || amin.x > bmax.x + tol ||
|
| 185 |
+
amax.y < bmin.y - tol || amin.y > bmax.y + tol ||
|
| 186 |
+
amax.z < bmin.z - tol || amin.z > bmax.z + tol
|
| 187 |
+
);
|
| 188 |
+
}
|
| 189 |
+
|
| 190 |
+
while (changed) {
|
| 191 |
+
changed = false;
|
| 192 |
+
var next = [];
|
| 193 |
+
var used = new Array(out.length).fill(false);
|
| 194 |
+
|
| 195 |
+
for (var i = 0; i < out.length; i++) {
|
| 196 |
+
if (used[i]) continue;
|
| 197 |
+
var acc = out[i];
|
| 198 |
+
var mergedAny = false;
|
| 199 |
+
|
| 200 |
+
for (var j = i + 1; j < out.length; j++) {
|
| 201 |
+
if (used[j]) continue;
|
| 202 |
+
if (overlapsOrTouches(acc, out[j], g)) {
|
| 203 |
+
// fusion : créer une nouvelle AABB couvrant acc et out[j]
|
| 204 |
+
var accMin = acc.getMin(), accMax = acc.getMax();
|
| 205 |
+
var bMin = out[j].getMin(), bMax = out[j].getMax();
|
| 206 |
+
|
| 207 |
+
var nMin = new pc.Vec3(
|
| 208 |
+
Math.min(accMin.x, bMin.x),
|
| 209 |
+
Math.min(accMin.y, bMin.y),
|
| 210 |
+
Math.min(accMin.z, bMin.z)
|
| 211 |
+
);
|
| 212 |
+
var nMax = new pc.Vec3(
|
| 213 |
+
Math.max(accMax.x, bMax.x),
|
| 214 |
+
Math.max(accMax.y, bMax.y),
|
| 215 |
+
Math.max(accMax.z, bMax.z)
|
| 216 |
+
);
|
| 217 |
+
|
| 218 |
+
var nCenter = nMin.clone().add(nMax).mulScalar(0.5);
|
| 219 |
+
var nHalf = nMax.clone().sub(nCenter).abs();
|
| 220 |
+
acc = new pc.BoundingBox(nCenter, nHalf);
|
| 221 |
+
|
| 222 |
+
used[j] = true;
|
| 223 |
+
mergedAny = true;
|
| 224 |
+
changed = true;
|
| 225 |
+
}
|
| 226 |
+
}
|
| 227 |
+
|
| 228 |
+
used[i] = true;
|
| 229 |
+
next.push(acc);
|
| 230 |
}
|
| 231 |
+
|
| 232 |
+
out = next;
|
| 233 |
}
|
| 234 |
+
|
| 235 |
+
return out;
|
| 236 |
};
|
| 237 |
|
| 238 |
+
// ======================== Contraintes génériques ===========================
|
| 239 |
FreeCamera.prototype._bboxEnabled = function () {
|
| 240 |
return (this.Xmin < this.Xmax) && (this.Ymin < this.Ymax) && (this.Zmin < this.Zmax);
|
| 241 |
};
|
|
|
|
| 250 |
p.z = pc.math.clamp(p.z, this.Zmin, this.Zmax);
|
| 251 |
};
|
| 252 |
|
| 253 |
+
// ======================== Mouvement swept + résolution =====================
|
| 254 |
+
// Déplace "de -> to" par petits pas pour éviter le tunneling.
|
| 255 |
+
FreeCamera.prototype._moveSweptTo = function (from, to) {
|
| 256 |
+
var maxStep = Math.max(0.01, this.maxStepDistance || 0.2);
|
| 257 |
+
var delta = to.clone().sub(from);
|
| 258 |
+
var dist = delta.length();
|
| 259 |
+
|
| 260 |
+
if (dist <= maxStep) {
|
| 261 |
+
var p = from.clone().add(delta);
|
| 262 |
+
p = this._resolveCollisions(p, this.maxResolveIters);
|
| 263 |
+
return p;
|
| 264 |
+
}
|
| 265 |
|
| 266 |
+
var steps = Math.ceil(dist / maxStep);
|
| 267 |
+
var stepVec = delta.divScalar(steps);
|
| 268 |
+
var cur = from.clone();
|
| 269 |
+
|
| 270 |
+
for (var i = 0; i < steps; i++) {
|
| 271 |
+
cur.add(stepVec);
|
| 272 |
+
cur = this._resolveCollisions(cur, this.maxResolveIters);
|
| 273 |
}
|
| 274 |
+
return cur;
|
| 275 |
+
};
|
| 276 |
+
|
| 277 |
+
// Résolution itérative sphère (caméra) vs AABBs "épaissies"
|
| 278 |
+
FreeCamera.prototype._resolveCollisions = function (pos, maxIters) {
|
| 279 |
+
var p = pos.clone();
|
| 280 |
+
var eps = Math.max(1e-7, this.collisionEpsilon);
|
| 281 |
+
|
| 282 |
+
if (!this._colliders || this._colliders.length === 0) return p;
|
| 283 |
|
| 284 |
+
var iters = Math.max(1, maxIters || 1);
|
| 285 |
+
for (var iter = 0; iter < iters; iter++) {
|
| 286 |
var moved = false;
|
| 287 |
|
| 288 |
for (var i = 0; i < this._colliders.length; i++) {
|
| 289 |
var aabb = this._colliders[i].aabb;
|
| 290 |
|
| 291 |
+
// Point le plus proche de p sur l'AABB
|
| 292 |
var min = aabb.getMin();
|
| 293 |
var max = aabb.getMax();
|
| 294 |
|
| 295 |
+
var cx = pc.math.clamp(p.x, min.x, max.x);
|
| 296 |
+
var cy = pc.math.clamp(p.y, min.y, max.y);
|
| 297 |
+
var cz = pc.math.clamp(p.z, min.z, max.z);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 298 |
|
| 299 |
+
var dx = p.x - cx, dy = p.y - cy, dz = p.z - cz;
|
| 300 |
var distSq = dx*dx + dy*dy + dz*dz;
|
| 301 |
|
| 302 |
+
// Comme les AABBs sont déjà "épaissies" du rayon, ici on traite une sphère ~ de rayon ~0
|
| 303 |
+
// => il suffit de sortir du volume (point dans AABB élargie)
|
| 304 |
+
if (distSq < eps*eps && // p quasi dedans et très proche
|
| 305 |
+
(p.x > min.x - eps && p.x < max.x + eps &&
|
| 306 |
+
p.y > min.y - eps && p.y < max.y + eps &&
|
| 307 |
+
p.z > min.z - eps && p.z < max.z + eps)) {
|
| 308 |
+
|
| 309 |
+
// Choisir l'axe de moindre déplacement pour sortir
|
| 310 |
+
var ex = Math.min(Math.abs(p.x - min.x), Math.abs(max.x - p.x));
|
| 311 |
+
var ey = Math.min(Math.abs(p.y - min.y), Math.abs(max.y - p.y));
|
| 312 |
+
var ez = Math.min(Math.abs(p.z - min.z), Math.abs(max.z - p.z));
|
| 313 |
+
|
| 314 |
+
if (ex <= ey && ex <= ez) {
|
| 315 |
+
// pousser sur X
|
| 316 |
+
if (Math.abs(p.x - min.x) < Math.abs(max.x - p.x)) p.x = min.x - eps; else p.x = max.x + eps;
|
| 317 |
+
} else if (ey <= ex && ey <= ez) {
|
| 318 |
+
// pousser sur Y (gère bord/nez de marche)
|
| 319 |
+
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;
|
| 320 |
} else {
|
| 321 |
+
// pousser sur Z
|
| 322 |
+
if (Math.abs(p.z - min.z) < Math.abs(max.z - p.z)) p.z = min.z - eps; else p.z = max.z + eps;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 323 |
}
|
| 324 |
+
moved = true;
|
| 325 |
+
continue;
|
| 326 |
+
}
|
| 327 |
+
|
| 328 |
+
// Cas général : p dans l'AABB "épaissie" (ou très proche) -> projeter vers l'extérieur
|
| 329 |
+
var inside =
|
| 330 |
+
(p.x > min.x - eps && p.x < max.x + eps &&
|
| 331 |
+
p.y > min.y - eps && p.y < max.y + eps &&
|
| 332 |
+
p.z > min.z - eps && p.z < max.z + eps);
|
| 333 |
+
|
| 334 |
+
if (inside) {
|
| 335 |
+
var dxMin = Math.abs(p.x - min.x), dxMax = Math.abs(max.x - p.x);
|
| 336 |
+
var dyMin = Math.abs(p.y - min.y), dyMax = Math.abs(max.y - p.y);
|
| 337 |
+
var dzMin = Math.abs(p.z - min.z), dzMax = Math.abs(max.z - p.z);
|
| 338 |
+
|
| 339 |
+
var ax = Math.min(dxMin, dxMax);
|
| 340 |
+
var ay = Math.min(dyMin, dyMax);
|
| 341 |
+
var az = Math.min(dzMin, dzMax);
|
| 342 |
+
|
| 343 |
+
if (ax <= ay && ax <= az) {
|
| 344 |
+
// sortir par X
|
| 345 |
+
if (dxMin < dxMax) p.x = min.x - eps; else p.x = max.x + eps;
|
| 346 |
+
} else if (ay <= ax && ay <= az) {
|
| 347 |
+
// sortir par Y
|
| 348 |
+
if (dyMin < dyMax) p.y = Math.max(this.minY, min.y - eps); else p.y = max.y + eps;
|
| 349 |
+
} else {
|
| 350 |
+
// sortir par Z
|
| 351 |
+
if (dzMin < dzMax) p.z = min.z - eps; else p.z = max.z + eps;
|
| 352 |
+
}
|
| 353 |
+
moved = true;
|
| 354 |
}
|
| 355 |
}
|
| 356 |
|
| 357 |
if (!moved) break;
|
| 358 |
}
|
| 359 |
|
| 360 |
+
return p;
|
| 361 |
};
|
| 362 |
|
| 363 |
// ===================== INPUT SOURIS (rotation + molette dolly) =====================
|
|
|
|
| 397 |
this.last.set(e.x, e.y);
|
| 398 |
};
|
| 399 |
|
| 400 |
+
FreeCameraInputMouse.prototype.onMouseUp = function () { this.isLooking = false; };
|
|
|
|
|
|
|
| 401 |
|
| 402 |
FreeCameraInputMouse.prototype.onMouseMove = function (e) {
|
| 403 |
if (!this.isLooking || !this.freeCam) return;
|
| 404 |
var sens = this.lookSensitivity;
|
| 405 |
+
this.freeCam.yaw = this.freeCam.yaw - e.dx * sens;
|
| 406 |
+
this.freeCam.pitch = this.freeCam.pitch - e.dy * sens;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 407 |
this.last.set(e.x, e.y);
|
| 408 |
};
|
| 409 |
|
| 410 |
FreeCameraInputMouse.prototype.onMouseWheel = function (e) {
|
| 411 |
if (!this.freeCam) return;
|
| 412 |
|
|
|
|
| 413 |
var cam = this.entity;
|
| 414 |
+
var move = -e.wheelDelta * this.wheelSensitivity * this.freeCam.dollySpeed * 0.05;
|
| 415 |
+
var forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize();
|
| 416 |
|
| 417 |
+
var from = cam.getPosition().clone();
|
| 418 |
+
var to = from.clone().add(forward.mulScalar(move));
|
| 419 |
|
| 420 |
+
var next = this.freeCam._moveSweptTo(from, to);
|
| 421 |
+
this.freeCam._clampPosition(next);
|
| 422 |
+
cam.setPosition(next);
|
|
|
|
|
|
|
| 423 |
|
| 424 |
e.event.preventDefault();
|
| 425 |
};
|
|
|
|
| 488 |
this.lastPinch = dist;
|
| 489 |
|
| 490 |
var cam = this.entity;
|
| 491 |
+
var forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize();
|
| 492 |
+
var from = cam.getPosition().clone();
|
| 493 |
+
var to = from.clone().add(forward.mulScalar(delta * this.pinchDollyFactor * this.freeCam.dollySpeed));
|
|
|
|
|
|
|
|
|
|
| 494 |
|
| 495 |
+
var next = this.freeCam._moveSweptTo(from, to);
|
| 496 |
+
this.freeCam._clampPosition(next);
|
| 497 |
+
cam.setPosition(next);
|
| 498 |
}
|
| 499 |
};
|
| 500 |
|
|
|
|
| 520 |
|
| 521 |
if (fwd !== 0 || strf !== 0) {
|
| 522 |
var cam = this.entity;
|
| 523 |
+
var from = cam.getPosition().clone();
|
| 524 |
|
| 525 |
var forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize();
|
| 526 |
var right = cam.right.clone(); if (right.lengthSq() > 1e-8) right.normalize();
|
| 527 |
|
| 528 |
+
var delta = new pc.Vec3();
|
| 529 |
+
delta.add(forward.mulScalar(fwd * this.freeCam.moveSpeed * dt));
|
| 530 |
+
delta.add(right .mulScalar(strf * this.freeCam.strafeSpeed * dt));
|
|
|
|
|
|
|
|
|
|
| 531 |
|
| 532 |
+
var to = from.clone().add(delta);
|
| 533 |
+
var next = this.freeCam._moveSweptTo(from, to);
|
| 534 |
+
this.freeCam._clampPosition(next);
|
| 535 |
+
cam.setPosition(next);
|
| 536 |
}
|
| 537 |
|
| 538 |
// Rotation au clavier (Shift + flèches)
|