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camera.js
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/*
* Copyright 2014, Chris Dewbery
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgement in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
"use strict";
/**
* A basic Camera class
*/
var Camera = Object.create(Object, {
/* vector to store the rotational angles x,y,z */
/* rotation around x (pitch), rotation around y (yaw), rotation around z (roll) */
_angles: {
writable : true,
value: null
},
angles: {
get: function() {
return this._angles;
},
set: function(value) {
this._angles = value;
this._changed = true;
}
},
/* vector to store the position, x,y,z */
_position: {
writable : true,
value: null
},
position: {
get: function() {
return this._position;
},
set: function(value) {
this._position = value;
this._changed = true;
}
},
_changed: {
writable : true,
value: true
},
_pressed: {
writable: true,
value : null,
},
_view: {
writable : true,
value: null
},
view: {
get: function() {
if (this._changed) {
var mv = this._view;
mat4.identity(mv);
mat4.rotateX(mv, this.angles[0] - Math.PI / 2.0);
mat4.rotateZ(mv, this.angles[2]);
mat4.rotateY(mv, this.angles[1]);
/* simulate camera position at x,y,z by moving to -x,-y,-z */
mat4.translate(mv, [-this.position[0], -this.position[1], -this.position[2]]);
this._view = mv;
this._changed = false;
}
return this._view;
}
},
_cam : {
value : null,
writable: true,
},
// update the camera position, this is a very crude way to do this,
// there is no consideration for the frame rate, so on faster machines
// we will move faster... awesome..
update: {
value: function() {
var direction = [0, 0, 0];
var speed = 5;
if (this._pressed['W'.charCodeAt(0)])
direction[1] += speed;
if (this._pressed['S'.charCodeAt(0)])
direction[1] -= speed;
if (this._pressed['A'.charCodeAt(0)])
direction[0] -= speed;
if (this._pressed['D'.charCodeAt(0)])
direction[0] += speed;
mat4.identity(this._cam);
mat4.rotateX(this._cam, this.angles[0]);
mat4.rotateZ(this._cam, this.angles[2]);
mat4.rotateY(this._cam, this.angles[1]);
mat4.inverse(this._cam);
// multiple the camera matrix by the direction vector
mat4.multiplyVec3(this._cam, direction);
vec3.add(this.position, direction);
this._changed = true;
}
},
init: {
value: function(canvas) {
this.angles = vec3.create();
this.position = vec3.create();
this._view = mat4.create();
this._cam = mat4.create();
this._pressed = new Array(128);
var moving = false;
var lastX = -1;
var lastY = -1;
var haveInit = 0;
var self = this; /* take a copy of this, object so the event listeners use the correct object */
canvas.addEventListener('mousedown', function(event) {
lastX = event.pageX;
lastY = event.pageY;
/* before we can calculate the delta between two points we need
* to have at least two points */
if (!haveInit) {
haveInit = 1;
return;
}
if (event.which == 1) {
moving = true;
}
});
canvas.addEventListener('mouseup', function(event) {
moving = false;
});
canvas.addEventListener('mousemove', function(event) {
if (moving) {
var deltaX = lastX - event.pageX;
var deltaY = lastY - event.pageY;
// TODO: handle these wrapping around
self.angles[1] -= deltaX * 0.025;
self.angles[0] -= deltaY * 0.025;
lastX = event.pageX;
lastY = event.pageY;
self._changed = true;
}
});
window.onkeydown = function(event) {
self._pressed[event.keyCode] = true;
}
window.onkeyup = function(event) {
self._pressed[event.keyCode] = false;
}
return this;
}
},
});