// ctrl_camera_pr_env.js // ============================================================================ // 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 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= 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;n0) { for (var t=0;t 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 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 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 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; } };