Spaces:
Running
Running
Update deplacement_dans_env/ctrl_camera_pr_env.js
Browse files
deplacement_dans_env/ctrl_camera_pr_env.js
CHANGED
|
@@ -1,21 +1,19 @@
|
|
| 1 |
// ctrl_camera_pr_env.js
|
| 2 |
// ============================================================================
|
| 3 |
-
// FREE CAMERA
|
| 4 |
-
// - Souris : rotation (
|
| 5 |
// - ZQSD / Flèches : déplacement local (avant/arrière & strafe)
|
| 6 |
-
// - Molette
|
| 7 |
-
// -
|
| 8 |
-
// -
|
| 9 |
-
// - minY + BBox globale optionnelle (Xmin..Zmax) restent actives
|
| 10 |
-
// - Conserve les noms publics "orbitCamera*" pour compatibilité avec l'existant
|
| 11 |
// ============================================================================
|
| 12 |
|
| 13 |
-
var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public "orbitCamera"
|
| 14 |
|
| 15 |
// ======================== Attributs ===========================
|
| 16 |
FreeCamera.attributes.add('inertiaFactor', { type: 'number', default: 0.12, title: 'Inertia (rotation)' });
|
| 17 |
|
| 18 |
-
// Limites de pitch
|
| 19 |
FreeCamera.attributes.add('pitchAngleMin', { type: 'number', default: -89, title: 'Pitch Min (deg)' });
|
| 20 |
FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title: 'Pitch Max (deg)' });
|
| 21 |
|
|
@@ -23,23 +21,11 @@ FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title
|
|
| 23 |
FreeCamera.attributes.add('minY', { type: 'number', default: 0, title: 'Minimum camera Y' });
|
| 24 |
|
| 25 |
// Vitesse de déplacement (m/s)
|
| 26 |
-
FreeCamera.attributes.add('moveSpeed', { type: 'number', default: 2.
|
| 27 |
-
FreeCamera.attributes.add('strafeSpeed', { type: 'number', default: 2.
|
| 28 |
-
FreeCamera.attributes.add('dollySpeed', { type: 'number', default: 2.0, title: 'Mouse
|
| 29 |
|
| 30 |
-
//
|
| 31 |
-
FreeCamera.attributes.add('collisionRadius', { type: 'number', default: 0.30, title: 'Camera Sphere Radius' });
|
| 32 |
-
FreeCamera.attributes.add('collisionEpsilon', { type: 'number', default: 0.001, title: 'Collision Epsilon' });
|
| 33 |
-
|
| 34 |
-
// Sous-division du déplacement (swept)
|
| 35 |
-
FreeCamera.attributes.add('maxStepDistance', { type: 'number', default: 0.20, title: 'Max step distance (swept move)' });
|
| 36 |
-
FreeCamera.attributes.add('maxResolveIters', { type: 'number', default: 6, title: 'Max resolve iterations per step' });
|
| 37 |
-
|
| 38 |
-
// Construction des colliders
|
| 39 |
-
FreeCamera.attributes.add('mergeGap', { type: 'number', default: 0.03, title: 'Merge AABBs gap tolerance (m)' });
|
| 40 |
-
FreeCamera.attributes.add('inflateBias',{ type: 'number', default: 0.02, title: 'Extra inflate beyond radius (m)' });
|
| 41 |
-
|
| 42 |
-
// Bounding Box globale (active si Xmin<Xmax etc.)
|
| 43 |
FreeCamera.attributes.add('Xmin', { type: 'number', default: -Infinity, title: 'BBox Xmin' });
|
| 44 |
FreeCamera.attributes.add('Xmax', { type: 'number', default: Infinity, title: 'BBox Xmax' });
|
| 45 |
FreeCamera.attributes.add('Ymin', { type: 'number', default: -Infinity, title: 'BBox Ymin' });
|
|
@@ -47,12 +33,12 @@ FreeCamera.attributes.add('Ymax', { type: 'number', default: Infinity, title: '
|
|
| 47 |
FreeCamera.attributes.add('Zmin', { type: 'number', default: -Infinity, title: 'BBox Zmin' });
|
| 48 |
FreeCamera.attributes.add('Zmax', { type: 'number', default: Infinity, title: 'BBox Zmax' });
|
| 49 |
|
| 50 |
-
// Compat (
|
| 51 |
-
FreeCamera.attributes.add('focusEntity', { type: 'entity', title: '
|
| 52 |
FreeCamera.attributes.add('frameOnStart', { type: 'boolean', default: false, title: 'Compat: Frame on Start (unused)' });
|
| 53 |
FreeCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Compat: Yaw Min (unused)' });
|
| 54 |
FreeCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Compat: Yaw Max (unused)' });
|
| 55 |
-
FreeCamera.attributes.add('distanceMin', { type: 'number', default: 0.1,
|
| 56 |
|
| 57 |
// ======================== Initialisation ===========================
|
| 58 |
Object.defineProperty(FreeCamera.prototype, 'pitch', {
|
|
@@ -70,7 +56,9 @@ FreeCamera.prototype.initialize = function () {
|
|
| 70 |
var f = new pc.Vec3();
|
| 71 |
q.transformVector(pc.Vec3.FORWARD, f);
|
| 72 |
|
|
|
|
| 73 |
this._yaw = Math.atan2(f.x, f.z) * pc.math.RAD_TO_DEG;
|
|
|
|
| 74 |
var yawQuat = new pc.Quat().setFromEulerAngles(0, -this._yaw, 0);
|
| 75 |
var noYawQ = new pc.Quat().mul2(yawQuat, q);
|
| 76 |
var fNoYaw = new pc.Vec3();
|
|
@@ -84,16 +72,12 @@ FreeCamera.prototype.initialize = function () {
|
|
| 84 |
// Appliquer orientation immédiatement
|
| 85 |
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
|
| 86 |
|
| 87 |
-
// Etat input partagé
|
| 88 |
this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
|
| 89 |
-
this.state = this.app.systems.script.app.freeCamState;
|
| 90 |
|
| 91 |
-
//
|
| 92 |
-
this._buildRobustColliders();
|
| 93 |
-
|
| 94 |
-
// S’assure que la position courante respecte collisions + minY + bbox
|
| 95 |
var p = this.entity.getPosition().clone();
|
| 96 |
-
p = this._moveSweptTo(p, p); // passe par le résolveur même si delta nul
|
| 97 |
this._clampPosition(p);
|
| 98 |
this.entity.setPosition(p);
|
| 99 |
|
|
@@ -111,9 +95,8 @@ 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 |
-
//
|
| 115 |
var pos = this.entity.getPosition().clone();
|
| 116 |
-
pos = this._resolveCollisions(pos, this.maxResolveIters);
|
| 117 |
this._clampPosition(pos);
|
| 118 |
this.entity.setPosition(pos);
|
| 119 |
};
|
|
@@ -124,118 +107,7 @@ FreeCamera.prototype._checkAspectRatio = function () {
|
|
| 124 |
this.entity.camera.horizontalFov = (gd.height > gd.width);
|
| 125 |
};
|
| 126 |
|
| 127 |
-
// ========================
|
| 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 |
};
|
|
@@ -250,116 +122,6 @@ FreeCamera.prototype._clampPosition = function (p) {
|
|
| 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) =====================
|
| 364 |
var FreeCameraInputMouse = pc.createScript('orbitCameraInputMouse'); // garder le nom
|
| 365 |
FreeCameraInputMouse.attributes.add('lookSensitivity', { type: 'number', default: 0.3, title: 'Look Sensitivity' });
|
|
@@ -393,38 +155,45 @@ FreeCameraInputMouse.prototype.initialize = function () {
|
|
| 393 |
};
|
| 394 |
|
| 395 |
FreeCameraInputMouse.prototype.onMouseDown = function (e) {
|
|
|
|
| 396 |
this.isLooking = true;
|
| 397 |
this.last.set(e.x, e.y);
|
| 398 |
};
|
| 399 |
|
| 400 |
-
FreeCameraInputMouse.prototype.onMouseUp = function () {
|
|
|
|
|
|
|
| 401 |
|
| 402 |
FreeCameraInputMouse.prototype.onMouseMove = function (e) {
|
| 403 |
if (!this.isLooking || !this.freeCam) return;
|
| 404 |
var sens = this.lookSensitivity;
|
| 405 |
-
|
| 406 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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()
|
| 416 |
|
| 417 |
-
var
|
| 418 |
-
|
| 419 |
-
|
| 420 |
-
var next = this.freeCam._moveSweptTo(from, to);
|
| 421 |
-
this.freeCam._clampPosition(next);
|
| 422 |
-
cam.setPosition(next);
|
| 423 |
|
| 424 |
e.event.preventDefault();
|
| 425 |
};
|
| 426 |
|
| 427 |
-
// ===================== INPUT TOUCH (look + pinch dolly) =====================
|
| 428 |
var FreeCameraInputTouch = pc.createScript('orbitCameraInputTouch');
|
| 429 |
FreeCameraInputTouch.attributes.add('lookSensitivity', { type: 'number', default: 0.5, title: 'Look Sensitivity' });
|
| 430 |
FreeCameraInputTouch.attributes.add('pinchDollyFactor', { type: 'number', default: 0.02, title: 'Pinch Dolly Factor' });
|
|
@@ -488,13 +257,10 @@ FreeCameraInputTouch.prototype.onTouchMove = function (e) {
|
|
| 488 |
this.lastPinch = dist;
|
| 489 |
|
| 490 |
var cam = this.entity;
|
| 491 |
-
var forward = cam.forward.clone()
|
| 492 |
-
var
|
| 493 |
-
|
| 494 |
-
|
| 495 |
-
var next = this.freeCam._moveSweptTo(from, to);
|
| 496 |
-
this.freeCam._clampPosition(next);
|
| 497 |
-
cam.setPosition(next);
|
| 498 |
}
|
| 499 |
};
|
| 500 |
|
|
@@ -520,27 +286,25 @@ FreeCameraInputKeyboard.prototype.update = function (dt) {
|
|
| 520 |
|
| 521 |
if (fwd !== 0 || strf !== 0) {
|
| 522 |
var cam = this.entity;
|
| 523 |
-
var
|
| 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 |
-
|
| 529 |
-
|
| 530 |
-
delta.add(right .mulScalar(strf * this.freeCam.strafeSpeed * dt));
|
| 531 |
|
| 532 |
-
|
| 533 |
-
|
| 534 |
-
this.freeCam._clampPosition(next);
|
| 535 |
-
cam.setPosition(next);
|
| 536 |
}
|
| 537 |
|
| 538 |
-
// Rotation au clavier (Shift + flèches)
|
| 539 |
var shift = this.kb.isPressed(pc.KEY_SHIFT);
|
| 540 |
if (shift) {
|
| 541 |
var yawDir = (this.kb.isPressed(pc.KEY_LEFT) ? 1 : 0) - (this.kb.isPressed(pc.KEY_RIGHT) ? 1 : 0); // ← CCW / → CW
|
| 542 |
var pitchDir = (this.kb.isPressed(pc.KEY_UP) ? 1 : 0) - (this.kb.isPressed(pc.KEY_DOWN) ? 1 : 0); // ↑ up / ↓ down
|
| 543 |
|
|
|
|
| 544 |
var yawSpeed = 120; // deg/s
|
| 545 |
var pitchSpeed = 90; // deg/s
|
| 546 |
if (yawDir !== 0) this.freeCam.yaw = this.freeCam.yaw + yawDir * yawSpeed * dt;
|
|
|
|
| 1 |
// ctrl_camera_pr_env.js
|
| 2 |
// ============================================================================
|
| 3 |
+
// FREE CAMERA (sans orbite) pour PlayCanvas
|
| 4 |
+
// - Souris : rotation sur place (comme Shift+flèches auparavant)
|
| 5 |
// - ZQSD / Flèches : déplacement local (avant/arrière & strafe)
|
| 6 |
+
// - Molette : dolly (avance/recul le long du regard)
|
| 7 |
+
// - Bounding Box + minY : contraintes sur la POSITION caméra uniquement
|
| 8 |
+
// - AUCUNE logique d’orbite (pas de pivot, pas de distance d’orbite)
|
|
|
|
|
|
|
| 9 |
// ============================================================================
|
| 10 |
|
| 11 |
+
var FreeCamera = pc.createScript('orbitCamera'); // garder le nom public "orbitCamera" pour compat viewer
|
| 12 |
|
| 13 |
// ======================== Attributs ===========================
|
| 14 |
FreeCamera.attributes.add('inertiaFactor', { type: 'number', default: 0.12, title: 'Inertia (rotation)' });
|
| 15 |
|
| 16 |
+
// Limites de pitch (conseil: -89..89 si vue libre)
|
| 17 |
FreeCamera.attributes.add('pitchAngleMin', { type: 'number', default: -89, title: 'Pitch Min (deg)' });
|
| 18 |
FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title: 'Pitch Max (deg)' });
|
| 19 |
|
|
|
|
| 21 |
FreeCamera.attributes.add('minY', { type: 'number', default: 0, title: 'Minimum camera Y' });
|
| 22 |
|
| 23 |
// Vitesse de déplacement (m/s)
|
| 24 |
+
FreeCamera.attributes.add('moveSpeed', { type: 'number', default: 2.0, title: 'Move Speed' });
|
| 25 |
+
FreeCamera.attributes.add('strafeSpeed', { type: 'number', default: 2.0, title: 'Strafe Speed' });
|
| 26 |
+
FreeCamera.attributes.add('dollySpeed', { type: 'number', default: 2.0, title: 'Mouse Wheel Dolly Speed' });
|
| 27 |
|
| 28 |
+
// Bounding Box (active si Xmin<Xmax etc.)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 29 |
FreeCamera.attributes.add('Xmin', { type: 'number', default: -Infinity, title: 'BBox Xmin' });
|
| 30 |
FreeCamera.attributes.add('Xmax', { type: 'number', default: Infinity, title: 'BBox Xmax' });
|
| 31 |
FreeCamera.attributes.add('Ymin', { type: 'number', default: -Infinity, title: 'BBox Ymin' });
|
|
|
|
| 33 |
FreeCamera.attributes.add('Zmin', { type: 'number', default: -Infinity, title: 'BBox Zmin' });
|
| 34 |
FreeCamera.attributes.add('Zmax', { type: 'number', default: Infinity, title: 'BBox Zmax' });
|
| 35 |
|
| 36 |
+
// Compat (ignorés mais laissés pour ne pas casser le viewer existant)
|
| 37 |
+
FreeCamera.attributes.add('focusEntity', { type: 'entity', title: 'Compat: Focus Entity (unused)' });
|
| 38 |
FreeCamera.attributes.add('frameOnStart', { type: 'boolean', default: false, title: 'Compat: Frame on Start (unused)' });
|
| 39 |
FreeCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Compat: Yaw Min (unused)' });
|
| 40 |
FreeCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Compat: Yaw Max (unused)' });
|
| 41 |
+
FreeCamera.attributes.add('distanceMin', { type: 'number', default: 0.1, title: 'Compat: Distance Min (unused)' });
|
| 42 |
|
| 43 |
// ======================== Initialisation ===========================
|
| 44 |
Object.defineProperty(FreeCamera.prototype, 'pitch', {
|
|
|
|
| 56 |
var f = new pc.Vec3();
|
| 57 |
q.transformVector(pc.Vec3.FORWARD, f);
|
| 58 |
|
| 59 |
+
// Convention PlayCanvas: setLocalEulerAngles(pitch, yaw, 0)
|
| 60 |
this._yaw = Math.atan2(f.x, f.z) * pc.math.RAD_TO_DEG;
|
| 61 |
+
// retirer le yaw pour extraire un pitch cohérent
|
| 62 |
var yawQuat = new pc.Quat().setFromEulerAngles(0, -this._yaw, 0);
|
| 63 |
var noYawQ = new pc.Quat().mul2(yawQuat, q);
|
| 64 |
var fNoYaw = new pc.Vec3();
|
|
|
|
| 72 |
// Appliquer orientation immédiatement
|
| 73 |
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
|
| 74 |
|
| 75 |
+
// Etat input (partagé par scripts d’input)
|
| 76 |
this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
|
| 77 |
+
this.state = this.app.systems.script.app.freeCamState; // pointeur commun
|
| 78 |
|
| 79 |
+
// S’assure que la position courante respecte minY + bbox
|
|
|
|
|
|
|
|
|
|
| 80 |
var p = this.entity.getPosition().clone();
|
|
|
|
| 81 |
this._clampPosition(p);
|
| 82 |
this.entity.setPosition(p);
|
| 83 |
|
|
|
|
| 95 |
this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
|
| 96 |
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
|
| 97 |
|
| 98 |
+
// Déplacements clavier (gérés dans Keyboard, mais on reclampe chaque frame)
|
| 99 |
var pos = this.entity.getPosition().clone();
|
|
|
|
| 100 |
this._clampPosition(pos);
|
| 101 |
this.entity.setPosition(pos);
|
| 102 |
};
|
|
|
|
| 107 |
this.entity.camera.horizontalFov = (gd.height > gd.width);
|
| 108 |
};
|
| 109 |
|
| 110 |
+
// ======================== Contraintes ===========================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 111 |
FreeCamera.prototype._bboxEnabled = function () {
|
| 112 |
return (this.Xmin < this.Xmax) && (this.Ymin < this.Ymax) && (this.Zmin < this.Zmax);
|
| 113 |
};
|
|
|
|
| 122 |
p.z = pc.math.clamp(p.z, this.Zmin, this.Zmax);
|
| 123 |
};
|
| 124 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 125 |
// ===================== INPUT SOURIS (rotation + molette dolly) =====================
|
| 126 |
var FreeCameraInputMouse = pc.createScript('orbitCameraInputMouse'); // garder le nom
|
| 127 |
FreeCameraInputMouse.attributes.add('lookSensitivity', { type: 'number', default: 0.3, title: 'Look Sensitivity' });
|
|
|
|
| 155 |
};
|
| 156 |
|
| 157 |
FreeCameraInputMouse.prototype.onMouseDown = function (e) {
|
| 158 |
+
// Bouton gauche/milieu/droit -> tous = "look"
|
| 159 |
this.isLooking = true;
|
| 160 |
this.last.set(e.x, e.y);
|
| 161 |
};
|
| 162 |
|
| 163 |
+
FreeCameraInputMouse.prototype.onMouseUp = function () {
|
| 164 |
+
this.isLooking = false;
|
| 165 |
+
};
|
| 166 |
|
| 167 |
FreeCameraInputMouse.prototype.onMouseMove = function (e) {
|
| 168 |
if (!this.isLooking || !this.freeCam) return;
|
| 169 |
var sens = this.lookSensitivity;
|
| 170 |
+
|
| 171 |
+
// Souris = même logique que "Shift + flèches" (rotation sur place)
|
| 172 |
+
var deltaYaw = (e.dx) * sens; // droite => +dx => on veut TURN RIGHT (CW) => yaw diminue
|
| 173 |
+
var deltaPitch = (e.dy) * sens; // haut => dy<0 => look up => pitch augmente => pitch -= deltaPitch
|
| 174 |
+
|
| 175 |
+
this.freeCam.yaw = this.freeCam.yaw - deltaYaw; // yaw libre
|
| 176 |
+
this.freeCam.pitch = this.freeCam.pitch - deltaPitch; // pitch clampé
|
| 177 |
+
|
| 178 |
this.last.set(e.x, e.y);
|
| 179 |
};
|
| 180 |
|
| 181 |
FreeCameraInputMouse.prototype.onMouseWheel = function (e) {
|
| 182 |
if (!this.freeCam) return;
|
| 183 |
|
| 184 |
+
// Dolly : avancer/reculer dans l'axe du regard
|
| 185 |
var cam = this.entity;
|
| 186 |
+
var move = -e.wheelDelta * this.wheelSensitivity * this.freeCam.dollySpeed * 0.05; // échelle douce
|
| 187 |
+
var forward = cam.forward.clone().normalize().mulScalar(move);
|
| 188 |
|
| 189 |
+
var pos = cam.getPosition().clone().add(forward);
|
| 190 |
+
this.freeCam._clampPosition(pos);
|
| 191 |
+
cam.setPosition(pos);
|
|
|
|
|
|
|
|
|
|
| 192 |
|
| 193 |
e.event.preventDefault();
|
| 194 |
};
|
| 195 |
|
| 196 |
+
// ===================== INPUT TOUCH (optionnel : look + pinch dolly simple) =====================
|
| 197 |
var FreeCameraInputTouch = pc.createScript('orbitCameraInputTouch');
|
| 198 |
FreeCameraInputTouch.attributes.add('lookSensitivity', { type: 'number', default: 0.5, title: 'Look Sensitivity' });
|
| 199 |
FreeCameraInputTouch.attributes.add('pinchDollyFactor', { type: 'number', default: 0.02, title: 'Pinch Dolly Factor' });
|
|
|
|
| 257 |
this.lastPinch = dist;
|
| 258 |
|
| 259 |
var cam = this.entity;
|
| 260 |
+
var forward = cam.forward.clone().normalize().mulScalar(delta * this.pinchDollyFactor * this.freeCam.dollySpeed);
|
| 261 |
+
var pos = cam.getPosition().clone().add(forward);
|
| 262 |
+
this.freeCam._clampPosition(pos);
|
| 263 |
+
cam.setPosition(pos);
|
|
|
|
|
|
|
|
|
|
| 264 |
}
|
| 265 |
};
|
| 266 |
|
|
|
|
| 286 |
|
| 287 |
if (fwd !== 0 || strf !== 0) {
|
| 288 |
var cam = this.entity;
|
| 289 |
+
var pos = cam.getPosition().clone();
|
| 290 |
|
| 291 |
var forward = cam.forward.clone(); if (forward.lengthSq() > 1e-8) forward.normalize();
|
| 292 |
var right = cam.right.clone(); if (right.lengthSq() > 1e-8) right.normalize();
|
| 293 |
|
| 294 |
+
pos.add(forward.mulScalar(fwd * this.freeCam.moveSpeed * dt));
|
| 295 |
+
pos.add(right .mulScalar(strf * this.freeCam.strafeSpeed * dt));
|
|
|
|
| 296 |
|
| 297 |
+
this.freeCam._clampPosition(pos);
|
| 298 |
+
cam.setPosition(pos);
|
|
|
|
|
|
|
| 299 |
}
|
| 300 |
|
| 301 |
+
// Rotation au clavier (Shift + flèches) — conservée
|
| 302 |
var shift = this.kb.isPressed(pc.KEY_SHIFT);
|
| 303 |
if (shift) {
|
| 304 |
var yawDir = (this.kb.isPressed(pc.KEY_LEFT) ? 1 : 0) - (this.kb.isPressed(pc.KEY_RIGHT) ? 1 : 0); // ← CCW / → CW
|
| 305 |
var pitchDir = (this.kb.isPressed(pc.KEY_UP) ? 1 : 0) - (this.kb.isPressed(pc.KEY_DOWN) ? 1 : 0); // ↑ up / ↓ down
|
| 306 |
|
| 307 |
+
// Même logique que la souris : rotation sur place
|
| 308 |
var yawSpeed = 120; // deg/s
|
| 309 |
var pitchSpeed = 90; // deg/s
|
| 310 |
if (yawDir !== 0) this.freeCam.yaw = this.freeCam.yaw + yawDir * yawSpeed * dt;
|