添加元素
- add camera
- add script
- touchInput.js
- mouseInput.js
- orbitCamera.js
- parse
摄像头参数
- distance Max #缩放最远距离
- distance Min #缩放最近距离
- PitchAngleMax #最大旋转角度
- PitchAngleMax #最小选择角度
- inertiaFactor #旋转惯性
- Focus Entity #聚焦对象
脚本
orbitCamera.js
var OrbitCamera = pc.createScript('orbitCamera');
OrbitCamera.attributes.add('distanceMax', {type: 'number', default: 0, title: 'Distance Max', description: 'Setting this at 0 will give an infinite distance limit'});
OrbitCamera.attributes.add('distanceMin', {type: 'number', default: 0, title: 'Distance Min'});
OrbitCamera.attributes.add('pitchAngleMax', {type: 'number', default: 90, title: 'Pitch Angle Max (degrees)'});
OrbitCamera.attributes.add('pitchAngleMin', {type: 'number', default: -90, title: 'Pitch Angle Min (degrees)'});
OrbitCamera.attributes.add('inertiaFactor', {
type: 'number',
default: 0,
title: 'Inertia Factor',
description: 'Higher value means that the camera will continue moving after the user has stopped dragging. 0 is fully responsive.'
});
OrbitCamera.attributes.add('focusEntity', {
type: 'entity',
title: 'Focus Entity',
description: 'Entity for the camera to focus on. If blank, then the camera will use the whole scene'
});
OrbitCamera.attributes.add('frameOnStart', {
type: 'boolean',
default: true,
title: 'Frame on Start',
description: 'Frames the entity or scene at the start of the application."'
});
// Property to get and set the distance between the pivot point and camera
// Clamped between this.distanceMin and this.distanceMax
Object.defineProperty(OrbitCamera.prototype, "distance", {
get: function() {
return this._targetDistance;
},
set: function(value) {
this._targetDistance = this._clampDistance(value);
}
});
// Property to get and set the pitch of the camera around the pivot point (degrees)
// Clamped between this.pitchAngleMin and this.pitchAngleMax
// When set at 0, the camera angle is flat, looking along the horizon
Object.defineProperty(OrbitCamera.prototype, "pitch", {
get: function() {
return this._targetPitch;
},
set: function(value) {
this._targetPitch = this._clampPitchAngle(value);
}
});
// Property to get and set the yaw of the camera around the pivot point (degrees)
Object.defineProperty(OrbitCamera.prototype, "yaw", {
get: function() {
return this._targetYaw;
},
set: function(value) {
this._targetYaw = value;
// Ensure that the yaw takes the shortest route by making sure that
// the difference between the targetYaw and the actual is 180 degrees
// in either direction
var diff = this._targetYaw - this._yaw;
var reminder = diff % 360;
if (reminder > 180) {
this._targetYaw = this._yaw - (360 - reminder);
} else if (reminder < -180) {
this._targetYaw = this._yaw + (360 + reminder);
} else {
this._targetYaw = this._yaw + reminder;
}
}
});
// Property to get and set the world position of the pivot point that the camera orbits around
Object.defineProperty(OrbitCamera.prototype, "pivotPoint", {
get: function() {
return this._pivotPoint;
},
set: function(value) {
this._pivotPoint.copy(value);
}
});
// Moves the camera to look at an entity and all its children so they are all in the view
OrbitCamera.prototype.focus = function (focusEntity) {
// Calculate an bounding box that encompasses all the models to frame in the camera view
this._buildAabb(focusEntity, 0);
var halfExtents = this._modelsAabb.halfExtents;
var distance = Math.max(halfExtents.x, Math.max(halfExtents.y, halfExtents.z));
distance = (distance / Math.tan(0.5 * this.entity.camera.fov * pc.math.DEG_TO_RAD));
distance = (distance * 2);
this.distance = distance;
this._removeInertia();
this._pivotPoint.copy(this._modelsAabb.center);
};
OrbitCamera.distanceBetween = new pc.Vec3();
// Set the camera position to a world position and look at a world position
// Useful if you have multiple viewing angles to swap between in a scene
OrbitCamera.prototype.resetAndLookAtPoint = function (resetPoint, lookAtPoint) {
this.pivotPoint.copy(lookAtPoint);
this.entity.setPosition(resetPoint);
this.entity.lookAt(lookAtPoint);
var distance = OrbitCamera.distanceBetween;
distance.sub2(lookAtPoint, resetPoint);
this.distance = distance.length();
this.pivotPoint.copy(lookAtPoint);
var cameraQuat = this.entity.getRotation();
this.yaw = this._calcYaw(cameraQuat);
this.pitch = this._calcPitch(cameraQuat, this.yaw);
this._removeInertia();
this._updatePosition();
};
// Set camera position to a world position and look at an entity in the scene
// Useful if you have multiple models to swap between in a scene
OrbitCamera.prototype.resetAndLookAtEntity = function (resetPoint, entity) {
this._buildAabb(entity, 0);
this.resetAndLookAtPoint(resetPoint, this._modelsAabb.center);
};
// Set the camera at a specific, yaw, pitch and distance without inertia (instant cut)
OrbitCamera.prototype.reset = function (yaw, pitch, distance) {
this.pitch = pitch;
this.yaw = yaw;
this.distance = distance;
this._removeInertia();
};
/
// Private methods
OrbitCamera.prototype.initialize = function () {
var self = this;
var onWindowResize = function () {
self._checkAspectRatio();
};
window.addEventListener('resize', onWindowResize, false);
this._checkAspectRatio();
// Find all the models in the scene that are under the focused entity
this._modelsAabb = new pc.BoundingBox();
this._buildAabb(this.focusEntity || this.app.root, 0);
this.entity.lookAt(this._modelsAabb.center);
this._pivotPoint = new pc.Vec3();
this._pivotPoint.copy(this._modelsAabb.center);
// Calculate the camera euler angle rotation around x and y axes
// This allows us to place the camera at a particular rotation to begin with in the scene
var cameraQuat = this.entity.getRotation();
// Preset the camera
this._yaw = this._calcYaw(cameraQuat);
this._pitch = this._clampPitchAngle(this._calcPitch(cameraQuat, this._yaw));
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
this._distance = 0;
this._targetYaw = this._yaw;
this._targetPitch = this._pitch;
// If we have ticked focus on start, then attempt to position the camera where it frames
// the focused entity and move the pivot point to entity's position otherwise, set the distance
// to be between the camera position in the scene and the pivot point
if (this.frameOnStart) {
this.focus(this.focusEntity || this.app.root);
} else {
var distanceBetween = new pc.Vec3();
distanceBetween.sub2(this.entity.getPosition(), this._pivotPoint);
this._distance = this._clampDistance(distanceBetween.length());
}
this._targetDistance = this._distance;
// Reapply the clamps if they are changed in the editor
this.on('attr:distanceMin', function (value, prev) {
this._targetDistance = this._clampDistance(this._distance);
});
this.on('attr:distanceMax', function (value, prev) {
this._targetDistance = this._clampDistance(this._distance);
});
this.on('attr:pitchAngleMin', function (value, prev) {
this._targetPitch = this._clampPitchAngle(this._pitch);
});
this.on('attr:pitchAngleMax', function (value, prev) {
this._targetPitch = this._clampPitchAngle(this._pitch);
});
// Focus on the entity if we change the focus entity
this.on('attr:focusEntity', function (value, prev) {
if (this.frameOnStart) {
this.focus(value || this.app.root);
} else {
this.resetAndLookAtEntity(this.entity.getPosition(), value || this.app.root);
}
});
this.on('attr:frameOnStart', function (value, prev) {
if (value) {
this.focus(this.focusEntity || this.app.root);
}
});
this.on('destroy', function() {
window.removeEventListener('resize', onWindowResize, false);
});
};
OrbitCamera.prototype.update = function(dt) {
// Add inertia, if any
var t = this.inertiaFactor === 0 ? 1 : Math.min(dt / this.inertiaFactor, 1);
this._distance = pc.math.lerp(this._distance, this._targetDistance, t);
this._yaw = pc.math.lerp(this._yaw, this._targetYaw, t);
this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
this._updatePosition();
};
OrbitCamera.prototype._updatePosition = function () {
// Work out the camera position based on the pivot point, pitch, yaw and distance
this.entity.setLocalPosition(0,0,0);
this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
var position = this.entity.getPosition();
position.copy(this.entity.forward);
position.scale(-this._distance);
position.add(this.pivotPoint);
this.entity.setPosition(position);
};
OrbitCamera.prototype._removeInertia = function () {
this._yaw = this._targetYaw;
this._pitch = this._targetPitch;
this._distance = this._targetDistance;
};
OrbitCamera.prototype._checkAspectRatio = function () {
var height = this.app.graphicsDevice.height;
var width = this.app.graphicsDevice.width;
// Match the axis of FOV to match the aspect ratio of the canvas so
// the focused entities is always in frame
this.entity.camera.horizontalFov = height > width;
};
OrbitCamera.prototype._buildAabb = function (entity, modelsAdded) {
var i = 0;
if (entity.model) {
var mi = entity.model.meshInstances;
for (i = 0; i < mi.length; i++) {
if (modelsAdded === 0) {
this._modelsAabb.copy(mi[i].aabb);
} else {
this._modelsAabb.add(mi[i].aabb);
}
modelsAdded += 1;
}
}
for (i = 0; i < entity.children.length; ++i) {
modelsAdded += this._buildAabb(entity.children[i], modelsAdded);
}
return modelsAdded;
};
OrbitCamera.prototype._calcYaw = function (quat) {
var transformedForward = new pc.Vec3();
quat.transformVector(pc.Vec3.FORWARD, transformedForward);
return Math.atan2(-transformedForward.x, -transformedForward.z) * pc.math.RAD_TO_DEG;
};
OrbitCamera.prototype._clampDistance = function (distance) {
if (this.distanceMax > 0) {
return pc.math.clamp(distance, this.distanceMin, this.distanceMax);
} else {
return Math.max(distance, this.distanceMin);
}
};
OrbitCamera.prototype._clampPitchAngle = function (pitch) {
// Negative due as the pitch is inversed since the camera is orbiting the entity
return pc.math.clamp(pitch, -this.pitchAngleMax, -this.pitchAngleMin);
};
OrbitCamera.quatWithoutYaw = new pc.Quat();
OrbitCamera.yawOffset = new pc.Quat();
OrbitCamera.prototype._calcPitch = function(quat, yaw) {
var quatWithoutYaw = OrbitCamera.quatWithoutYaw;
var yawOffset = OrbitCamera.yawOffset;
yawOffset.setFromEulerAngles(0, -yaw, 0);
quatWithoutYaw.mul2(yawOffset, quat);
var transformedForward = new pc.Vec3();
quatWithoutYaw.transformVector(pc.Vec3.FORWARD, transformedForward);
return Math.atan2(transformedForward.y, -transformedForward.z) * pc.math.RAD_TO_DEG;
};
mouseInput.js
var MouseInput = pc.createScript('mouseInput');
MouseInput.attributes.add('orbitSensitivity', {
type: 'number',
default: 0.3,
title: 'Orbit Sensitivity',
description: 'How fast the camera moves around the orbit. Higher is faster'
});
MouseInput.attributes.add('distanceSensitivity', {
type: 'number',
default: 0.15,
title: 'Distance Sensitivity',
description: 'How fast the camera moves in and out. Higher is faster'
});
// initialize code called once per entity
MouseInput.prototype.initialize = function() {
this.orbitCamera = this.entity.script.orbitCamera;
if (this.orbitCamera) {
var self = this;
var onMouseOut = function (e) {
self.onMouseOut(e);
};
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);
// Listen to when the mouse travels out of the window
window.addEventListener('mouseout', onMouseOut, false);
// Remove the listeners so if this entity is destroyed
this.on('destroy', function() {
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', onMouseOut, false);
});
}
// Disabling the context menu stops the browser displaying a menu when
// you right-click the page
this.app.mouse.disableContextMenu();
this.lookButtonDown = false;
this.panButtonDown = false;
this.lastPoint = new pc.Vec2();
};
MouseInput.fromWorldPoint = new pc.Vec3();
MouseInput.toWorldPoint = new pc.Vec3();
MouseInput.worldDiff = new pc.Vec3();
MouseInput.prototype.pan = function(screenPoint) {
var fromWorldPoint = MouseInput.fromWorldPoint;
var toWorldPoint = MouseInput.toWorldPoint;
var worldDiff = MouseInput.worldDiff;
// For panning to work at any zoom level, we use screen point to world projection
// to work out how far we need to pan the pivotEntity in world space
var camera = this.entity.camera;
var distance = this.orbitCamera.distance;
camera.screenToWorld(screenPoint.x, screenPoint.y, distance, fromWorldPoint);
camera.screenToWorld(this.lastPoint.x, this.lastPoint.y, distance, toWorldPoint);
worldDiff.sub2(toWorldPoint, fromWorldPoint);
this.orbitCamera.pivotPoint.add(worldDiff);
};
MouseInput.prototype.onMouseDown = function (event) {
switch (event.button) {
case pc.MOUSEBUTTON_LEFT: {
this.lookButtonDown = true;
} break;
case pc.MOUSEBUTTON_MIDDLE:
case pc.MOUSEBUTTON_RIGHT: {
this.panButtonDown = true;
} break;
}
};
MouseInput.prototype.onMouseUp = function (event) {
switch (event.button) {
case pc.MOUSEBUTTON_LEFT: {
this.lookButtonDown = false;
} break;
case pc.MOUSEBUTTON_MIDDLE:
case pc.MOUSEBUTTON_RIGHT: {
this.panButtonDown = false;
} break;
}
};
MouseInput.prototype.onMouseMove = function (event) {
var mouse = pc.app.mouse;
if (this.lookButtonDown) {
this.orbitCamera.pitch -= event.dy * this.orbitSensitivity;
this.orbitCamera.yaw -= event.dx * this.orbitSensitivity;
} else if (this.panButtonDown) {
this.pan(event);
}
this.lastPoint.set(event.x, event.y);
};
MouseInput.prototype.onMouseWheel = function (event) {
this.orbitCamera.distance -= event.wheel * this.distanceSensitivity * (this.orbitCamera.distance * 0.1);
event.event.preventDefault();
};
MouseInput.prototype.onMouseOut = function (event) {
this.lookButtonDown = false;
this.panButtonDown = false;
};
touchInput.js
var TouchInput = pc.createScript('touchInput');
TouchInput.attributes.add('orbitSensitivity', {
type: 'number',
default: 0.4,
title: 'Orbit Sensitivity',
description: 'How fast the camera moves around the orbit. Higher is faster'
});
TouchInput.attributes.add('distanceSensitivity', {
type: 'number',
default: 0.2,
title: 'Distance Sensitivity',
description: 'How fast the camera moves in and out. Higher is faster'
});
// initialize code called once per entity
TouchInput.prototype.initialize = function() {
this.orbitCamera = this.entity.script.orbitCamera;
// Store the position of the touch so we can calculate the distance moved
this.lastTouchPoint = new pc.Vec2();
this.lastPinchMidPoint = new pc.Vec2();
this.lastPinchDistance = 0;
if (this.orbitCamera && this.app.touch) {
// Use the same callback for the touchStart, touchEnd and touchCancel events as they
// all do the same thing which is to deal the possible multiple touches to the screen
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', function() {
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);
});
}
};
TouchInput.prototype.getPinchDistance = function (pointA, pointB) {
// Return the distance between the two points
var dx = pointA.x - pointB.x;
var dy = pointA.y - pointB.y;
return Math.sqrt((dx * dx) + (dy * dy));
};
TouchInput.prototype.calcMidPoint = function (pointA, pointB, result) {
result.set(pointB.x - pointA.x, pointB.y - pointA.y);
result.scale(0.5);
result.x += pointA.x;
result.y += pointA.y;
};
TouchInput.prototype.onTouchStartEndCancel = function(event) {
// We only care about the first touch for camera rotation. As the user touches the screen,
// we stored the current touch position
var touches = event.touches;
if (touches.length == 1) {
this.lastTouchPoint.set(touches[0].x, touches[0].y);
} else if (touches.length == 2) {
// If there are 2 touches on the screen, then set the pinch distance
this.lastPinchDistance = this.getPinchDistance(touches[0], touches[1]);
this.calcMidPoint(touches[0], touches[1], this.lastPinchMidPoint);
}
};
TouchInput.fromWorldPoint = new pc.Vec3();
TouchInput.toWorldPoint = new pc.Vec3();
TouchInput.worldDiff = new pc.Vec3();
TouchInput.prototype.pan = function(midPoint) {
var fromWorldPoint = TouchInput.fromWorldPoint;
var toWorldPoint = TouchInput.toWorldPoint;
var worldDiff = TouchInput.worldDiff;
// For panning to work at any zoom level, we use screen point to world projection
// to work out how far we need to pan the pivotEntity in world space
var camera = this.entity.camera;
var distance = this.orbitCamera.distance;
camera.screenToWorld(midPoint.x, midPoint.y, distance, fromWorldPoint);
camera.screenToWorld(this.lastPinchMidPoint.x, this.lastPinchMidPoint.y, distance, toWorldPoint);
worldDiff.sub2(toWorldPoint, fromWorldPoint);
this.orbitCamera.pivotPoint.add(worldDiff);
};
TouchInput.pinchMidPoint = new pc.Vec2();
TouchInput.prototype.onTouchMove = function(event) {
var pinchMidPoint = TouchInput.pinchMidPoint;
// We only care about the first touch for camera rotation. Work out the difference moved since the last event
// and use that to update the camera target position
var touches = event.touches;
if (touches.length == 1) {
var touch = touches[0];
this.orbitCamera.pitch -= (touch.y - this.lastTouchPoint.y) * this.orbitSensitivity;
this.orbitCamera.yaw -= (touch.x - this.lastTouchPoint.x) * this.orbitSensitivity;
this.lastTouchPoint.set(touch.x, touch.y);
} else if (touches.length == 2) {
// Calculate the difference in pinch distance since the last event
var currentPinchDistance = this.getPinchDistance(touches[0], touches[1]);
var diffInPinchDistance = currentPinchDistance - this.lastPinchDistance;
this.lastPinchDistance = currentPinchDistance;
this.orbitCamera.distance -= (diffInPinchDistance * this.distanceSensitivity * 0.1) * (this.orbitCamera.distance * 0.1);
// Calculate pan difference
this.calcMidPoint(touches[0], touches[1], pinchMidPoint);
this.pan(pinchMidPoint);
this.lastPinchMidPoint.copy(pinchMidPoint);
}
};