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- import { Nullable } from "../types";
- import { serializeAsVector3, serialize } from "../Misc/decorators";
- import { Vector3, Vector2 } from "../Maths/math.vector";
- import { AbstractMesh } from "../Meshes/abstractMesh";
- import { Scene } from "../scene";
- import { Engine } from "../Engines/engine";
- import { TargetCamera } from "./targetCamera";
- import { FreeCameraInputsManager } from "./freeCameraInputsManager";
- import { FreeCameraMouseInput } from "../Cameras/Inputs/freeCameraMouseInput";
- import { FreeCameraKeyboardMoveInput } from "../Cameras/Inputs/freeCameraKeyboardMoveInput";
- declare type Collider = import("../Collisions/collider").Collider;
- /**
- * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
- * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- */
- export class FreeCamera extends TargetCamera {
- /**
- * Define the collision ellipsoid of the camera.
- * This is helpful to simulate a camera body like the player body around the camera
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
- */
- @serializeAsVector3()
- public ellipsoid = new Vector3(0.5, 1, 0.5);
- /**
- * Define an offset for the position of the ellipsoid around the camera.
- * This can be helpful to determine the center of the body near the gravity center of the body
- * instead of its head.
- */
- @serializeAsVector3()
- public ellipsoidOffset = new Vector3(0, 0, 0);
- /**
- * Enable or disable collisions of the camera with the rest of the scene objects.
- */
- @serialize()
- public checkCollisions = false;
- /**
- * Enable or disable gravity on the camera.
- */
- @serialize()
- public applyGravity = false;
- /**
- * Define the input manager associated to the camera.
- */
- public inputs: FreeCameraInputsManager;
- /**
- * Gets the input sensibility for a mouse input. (default is 2000.0)
- * Higher values reduce sensitivity.
- */
- public get angularSensibility(): number {
- var mouse = <FreeCameraMouseInput>this.inputs.attached["mouse"];
- if (mouse) {
- return mouse.angularSensibility;
- }
- return 0;
- }
- /**
- * Sets the input sensibility for a mouse input. (default is 2000.0)
- * Higher values reduce sensitivity.
- */
- public set angularSensibility(value: number) {
- var mouse = <FreeCameraMouseInput>this.inputs.attached["mouse"];
- if (mouse) {
- mouse.angularSensibility = value;
- }
- }
- /**
- * Gets or Set the list of keyboard keys used to control the forward move of the camera.
- */
- public get keysUp(): number[] {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysUp;
- }
- return [];
- }
- public set keysUp(value: number[]) {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysUp = value;
- }
- }
- /**
- * Gets or Set the list of keyboard keys used to control the backward move of the camera.
- */
- public get keysDown(): number[] {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysDown;
- }
- return [];
- }
- public set keysDown(value: number[]) {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysDown = value;
- }
- }
- /**
- * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
- */
- public get keysLeft(): number[] {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysLeft;
- }
- return [];
- }
- public set keysLeft(value: number[]) {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysLeft = value;
- }
- }
- /**
- * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
- */
- public get keysRight(): number[] {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- return keyboard.keysRight;
- }
- return [];
- }
- public set keysRight(value: number[]) {
- var keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached["keyboard"];
- if (keyboard) {
- keyboard.keysRight = value;
- }
- }
- /**
- * Event raised when the camera collide with a mesh in the scene.
- */
- public onCollide: (collidedMesh: AbstractMesh) => void;
- private _collider: Collider;
- private _needMoveForGravity = false;
- private _oldPosition = Vector3.Zero();
- private _diffPosition = Vector3.Zero();
- private _newPosition = Vector3.Zero();
- /** @hidden */
- public _localDirection: Vector3;
- /** @hidden */
- public _transformedDirection: Vector3;
- /**
- * Instantiates a Free Camera.
- * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
- * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the start position of the camera in the scene
- * @param scene Define the scene the camera belongs to
- * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
- */
- constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive = true) {
- super(name, position, scene, setActiveOnSceneIfNoneActive);
- this.inputs = new FreeCameraInputsManager(this);
- this.inputs.addKeyboard().addMouse();
- }
- /**
- * Attached controls to the current camera.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- public attachControl(element: HTMLElement, noPreventDefault?: boolean): void {
- this.inputs.attachElement(element, noPreventDefault);
- }
- /**
- * Detach the current controls from the camera.
- * The camera will stop reacting to inputs.
- * @param element Defines the element to stop listening the inputs from
- */
- public detachControl(element: HTMLElement): void {
- this.inputs.detachElement(element);
- this.cameraDirection = new Vector3(0, 0, 0);
- this.cameraRotation = new Vector2(0, 0);
- }
- // Collisions
- private _collisionMask = -1;
- /**
- * Define a collision mask to limit the list of object the camera can collide with
- */
- public get collisionMask(): number {
- return this._collisionMask;
- }
- public set collisionMask(mask: number) {
- this._collisionMask = !isNaN(mask) ? mask : -1;
- }
- /** @hidden */
- public _collideWithWorld(displacement: Vector3): void {
- var globalPosition: Vector3;
- if (this.parent) {
- globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
- } else {
- globalPosition = this.position;
- }
- globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
- this._oldPosition.addInPlace(this.ellipsoidOffset);
- let coordinator = this.getScene().collisionCoordinator;
- if (!this._collider) {
- this._collider = coordinator.createCollider();
- }
- this._collider._radius = this.ellipsoid;
- this._collider.collisionMask = this._collisionMask;
- //no need for clone, as long as gravity is not on.
- var actualDisplacement = displacement;
- //add gravity to the direction to prevent the dual-collision checking
- if (this.applyGravity) {
- //this prevents mending with cameraDirection, a global variable of the free camera class.
- actualDisplacement = displacement.add(this.getScene().gravity);
- }
- coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
- }
- private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {
- var updatePosition = (newPos: Vector3) => {
- this._newPosition.copyFrom(newPos);
- this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
- if (this._diffPosition.length() > Engine.CollisionsEpsilon) {
- this.position.addInPlace(this._diffPosition);
- if (this.onCollide && collidedMesh) {
- this.onCollide(collidedMesh);
- }
- }
- };
- updatePosition(newPosition);
- }
- /** @hidden */
- public _checkInputs(): void {
- if (!this._localDirection) {
- this._localDirection = Vector3.Zero();
- this._transformedDirection = Vector3.Zero();
- }
- this.inputs.checkInputs();
- super._checkInputs();
- }
- /** @hidden */
- public _decideIfNeedsToMove(): boolean {
- return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
- }
- /** @hidden */
- public _updatePosition(): void {
- if (this.checkCollisions && this.getScene().collisionsEnabled) {
- this._collideWithWorld(this.cameraDirection);
- } else {
- super._updatePosition();
- }
- }
- /**
- * Destroy the camera and release the current resources hold by it.
- */
- public dispose(): void {
- this.inputs.clear();
- super.dispose();
- }
- /**
- * Gets the current object class name.
- * @return the class name
- */
- public getClassName(): string {
- return "FreeCamera";
- }
- }
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