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orbit-camera.js664 linesDownload Raw Back to camera-controls
1////////////////////////////////////////////////////////////////////////////////2//                             Orbit Camera Script                            //3////////////////////////////////////////////////////////////////////////////////4 5var OrbitCamera = pc.createScript('orbitCamera');6 7OrbitCamera.attributes.add('distanceMax', { type: 'number', default: 20, title: 'Distance Max', description: 'Setting this at 0 will give an infinite distance limit' });8OrbitCamera.attributes.add('distanceMin', { type: 'number', default: 1, title: 'Distance Min' });9OrbitCamera.attributes.add('pitchAngleMax', { type: 'number', default: 90, title: 'Pitch Angle Max (degrees)' });10OrbitCamera.attributes.add('pitchAngleMin', { type: 'number', default: -45, title: 'Pitch Angle Min (degrees)' });11OrbitCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Yaw Angle Max (degrees)' });12OrbitCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Yaw Angle Min (degrees)' });13 14OrbitCamera.attributes.add('inertiaFactor', {15    type: 'number',16    default: 0.2,17    title: 'Inertia Factor',18    description: 'Higher value means that the camera will continue moving after the user has stopped dragging. 0 is fully responsive.'19});20 21OrbitCamera.attributes.add('focusEntity', {22    type: 'entity',23    title: 'Focus Entity',24    description: 'Entity for the camera to focus on. If blank, then the camera will use the whole scene'25});26 27OrbitCamera.attributes.add('frameOnStart', {28    type: 'boolean',29    default: true,30    title: 'Frame on Start',31    description: 'Frames the entity or scene at the start of the application."'32});33 34 35// Property to get and set the distance between the pivot point and camera36// Clamped between this.distanceMin and this.distanceMax37Object.defineProperty(OrbitCamera.prototype, 'distance', {38    get: function () {39        return this._targetDistance;40    },41 42    set: function (value) {43        this._targetDistance = this._clampDistance(value);44    }45});46 47// Property to get and set the camera orthoHeight48// Clamped above 049Object.defineProperty(OrbitCamera.prototype, 'orthoHeight', {50    get: function () {51        return this.entity.camera.orthoHeight;52    },53 54    set: function (value) {55        this.entity.camera.orthoHeight = Math.max(0, value);56    }57});58 59 60// Property to get and set the pitch of the camera around the pivot point (degrees)61// Clamped between this.pitchAngleMin and this.pitchAngleMax62// When set at 0, the camera angle is flat, looking along the horizon63Object.defineProperty(OrbitCamera.prototype, 'pitch', {64    get: function () {65        return this._targetPitch;66    },67 68    set: function (value) {69        this._targetPitch = this._clampPitchAngle(value);70    }71});72 73 74// Property to get and set the yaw of the camera around the pivot point (degrees)75Object.defineProperty(OrbitCamera.prototype, 'yaw', {76    get: function () {77        return this._targetYaw;78    },79 80    set: function (value) {81        this._targetYaw = this._clampYawAngle(value);82    }83});84 85 86// Property to get and set the world position of the pivot point that the camera orbits around87Object.defineProperty(OrbitCamera.prototype, 'pivotPoint', {88    get: function () {89        return this._pivotPoint;90    },91 92    set: function (value) {93        this._pivotPoint.copy(value);94    }95});96 97 98// Moves the camera to look at an entity and all its children so they are all in the view99OrbitCamera.prototype.focus = function (focusEntity) {100    // Calculate an bounding box that encompasses all the models to frame in the camera view101    this._buildAabb(focusEntity);102 103    var halfExtents = this._modelsAabb.halfExtents;104    var radius = Math.max(halfExtents.x, Math.max(halfExtents.y, halfExtents.z));105 106    this.distance = (radius * 1.5) / Math.sin(0.5 * this.entity.camera.fov * pc.math.DEG_TO_RAD);107 108    this._removeInertia();109 110    this._pivotPoint.copy(this._modelsAabb.center);111};112 113 114OrbitCamera.distanceBetween = new pc.Vec3();115 116// Set the camera position to a world position and look at a world position117// Useful if you have multiple viewing angles to swap between in a scene118OrbitCamera.prototype.resetAndLookAtPoint = function (resetPoint, lookAtPoint) {119    this.pivotPoint.copy(lookAtPoint);120    this.entity.setPosition(resetPoint);121 122    this.entity.lookAt(lookAtPoint);123 124    var distance = OrbitCamera.distanceBetween;125    distance.sub2(lookAtPoint, resetPoint);126    this.distance = distance.length();127 128    this.pivotPoint.copy(lookAtPoint);129 130    var cameraQuat = this.entity.getRotation();131    this.yaw = this._calcYaw(cameraQuat);132    this.pitch = this._calcPitch(cameraQuat, this.yaw);133 134    this._removeInertia();135    this._updatePosition();136};137 138 139// Set camera position to a world position and look at an entity in the scene140// Useful if you have multiple models to swap between in a scene141OrbitCamera.prototype.resetAndLookAtEntity = function (resetPoint, entity) {142    this._buildAabb(entity);143    this.resetAndLookAtPoint(resetPoint, this._modelsAabb.center);144};145 146 147// Set the camera at a specific, yaw, pitch and distance without inertia (instant cut)148OrbitCamera.prototype.reset = function (yaw, pitch, distance) {149    this.pitch = pitch;150    this.yaw = yaw;151    this.distance = distance;152 153    this._removeInertia();154};155 156// NEW: Reset the camera to a specific position and make it look at the model157OrbitCamera.prototype.resetToPosition = function (position, lookAtPoint) {158    // First set the camera position and look at the model159    this.entity.setPosition(position);160    this.entity.lookAt(lookAtPoint);161    162    // Update pivot point to the model's position163    this._pivotPoint.copy(lookAtPoint);164    165    // Calculate distance166    var distanceVec = new pc.Vec3();167    distanceVec.sub2(position, lookAtPoint);168    this._targetDistance = this._distance = distanceVec.length();169    170    // Calculate new yaw and pitch based on the camera's rotation171    var cameraQuat = this.entity.getRotation();172    this._targetYaw = this._yaw = this._calcYaw(cameraQuat);173    this._targetPitch = this._pitch = this._calcPitch(cameraQuat, this._yaw);174    175    // Remove any inertia and update the camera position176    this._removeInertia();177    this._updatePosition();178};179 180 181/////////////////////////////////////////////////////////////////////////////////////////////182// Private methods183 184OrbitCamera.prototype.initialize = function () {185    var self = this;186    var onWindowResize = function () {187        self._checkAspectRatio();188    };189 190    window.addEventListener('resize', onWindowResize, false);191 192    this._checkAspectRatio();193 194    // Find all the models in the scene that are under the focused entity195    this._modelsAabb = new pc.BoundingBox();196    this._buildAabb(this.focusEntity || this.app.root);197 198    this.entity.lookAt(this._modelsAabb.center);199 200    this._pivotPoint = new pc.Vec3();201    this._pivotPoint.copy(this._modelsAabb.center);202 203    // Calculate the camera euler angle rotation around x and y axes204    // This allows us to place the camera at a particular rotation to begin with in the scene205    var cameraQuat = this.entity.getRotation();206 207    // Preset the camera208    this._yaw = this._calcYaw(cameraQuat);209    this._pitch = this._clampPitchAngle(this._calcPitch(cameraQuat, this._yaw));210    this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);211 212    this._distance = 0;213 214    this._targetYaw = this._yaw;215    this._targetPitch = this._pitch;216 217    // If we have ticked focus on start, then attempt to position the camera where it frames218    // the focused entity and move the pivot point to entity's position otherwise, set the distance219    // to be between the camera position in the scene and the pivot point220    if (this.frameOnStart) {221        this.focus(this.focusEntity || this.app.root);222    } else {223        var distanceBetween = new pc.Vec3();224        distanceBetween.sub2(this.entity.getPosition(), this._pivotPoint);225        this._distance = this._clampDistance(distanceBetween.length());226    }227 228    this._targetDistance = this._distance;229 230    // Reapply the clamps if they are changed in the editor231    this.on('attr:distanceMin', function (value, prev) {232        this._distance = this._clampDistance(this._distance);233    });234 235    this.on('attr:distanceMax', function (value, prev) {236        this._distance = this._clampDistance(this._distance);237    });238 239    this.on('attr:pitchAngleMin', function (value, prev) {240        this._pitch = this._clampPitchAngle(this._pitch);241    });242 243    this.on('attr:pitchAngleMax', function (value, prev) {244        this._pitch = this._clampPitchAngle(this._pitch);245    });246 247    // Focus on the entity if we change the focus entity248    this.on('attr:focusEntity', function (value, prev) {249        if (this.frameOnStart) {250            this.focus(value || this.app.root);251        } else {252            this.resetAndLookAtEntity(this.entity.getPosition(), value || this.app.root);253        }254    });255 256    this.on('attr:frameOnStart', function (value, prev) {257        if (value) {258            this.focus(this.focusEntity || this.app.root);259        }260    });261 262    this.on('destroy', () => {263        window.removeEventListener('resize', onWindowResize, false);264    });265};266 267 268OrbitCamera.prototype.update = function (dt) {269    // Add inertia, if any270    var t = this.inertiaFactor === 0 ? 1 : Math.min(dt / this.inertiaFactor, 1);271    this._distance = pc.math.lerp(this._distance, this._targetDistance, t);272    this._yaw = pc.math.lerp(this._yaw, this._targetYaw, t);273    this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);274 275    this._updatePosition();276};277 278 279OrbitCamera.prototype._updatePosition = function () {280    // Work out the camera position based on the pivot point, pitch, yaw and distance281    this.entity.setLocalPosition(0, 0, 0);282    this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);283 284    var position = this.entity.getPosition();285    position.copy(this.entity.forward);286    position.mulScalar(-this._distance);287    position.add(this.pivotPoint);288    this.entity.setPosition(position);289};290 291 292OrbitCamera.prototype._removeInertia = function () {293    this._yaw = this._targetYaw;294    this._pitch = this._targetPitch;295    this._distance = this._targetDistance;296};297 298 299OrbitCamera.prototype._checkAspectRatio = function () {300    var height = this.app.graphicsDevice.height;301    var width = this.app.graphicsDevice.width;302 303    // Match the axis of FOV to match the aspect ratio of the canvas so304    // the focused entities is always in frame305    this.entity.camera.horizontalFov = height > width;306};307 308 309OrbitCamera.prototype._buildAabb = function (entity) {310    var i, m, meshInstances = [];311 312    var renders = entity.findComponents('render');313    for (i = 0; i < renders.length; i++) {314        var render = renders[i];315        for (m = 0; m < render.meshInstances.length; m++) {316            meshInstances.push(render.meshInstances[m]);317        }318    }319 320    var models = entity.findComponents('model');321    for (i = 0; i < models.length; i++) {322        var model = models[i];323        for (m = 0; m < model.meshInstances.length; m++) {324            meshInstances.push(model.meshInstances[m]);325        }326    }327 328    var gsplats = entity.findComponents('gsplat');329    for (i = 0; i < gsplats.length; i++) {330        var gsplat = gsplats[i];331        var instance = gsplat.instance;332        if (instance?.meshInstance) {333            meshInstances.push(instance.meshInstance);334        }335    }336 337    for (i = 0; i < meshInstances.length; i++) {338        if (i === 0) {339            this._modelsAabb.copy(meshInstances[i].aabb);340        } else {341            this._modelsAabb.add(meshInstances[i].aabb);342        }343    }344};345 346 347OrbitCamera.prototype._calcYaw = function (quat) {348    var transformedForward = new pc.Vec3();349    quat.transformVector(pc.Vec3.FORWARD, transformedForward);350 351    return Math.atan2(-transformedForward.x, -transformedForward.z) * pc.math.RAD_TO_DEG;352};353 354 355OrbitCamera.prototype._clampDistance = function (distance) {356    if (this.distanceMax > 0) {357        return pc.math.clamp(distance, this.distanceMin, this.distanceMax);358    }359    return Math.max(distance, this.distanceMin);360 361};362 363 364OrbitCamera.prototype._clampPitchAngle = function (pitch) {365    // Negative due as the pitch is inversed since the camera is orbiting the entity366    return pc.math.clamp(pitch, -this.pitchAngleMax, -this.pitchAngleMin);367};368 369OrbitCamera.prototype._clampYawAngle = function (yaw) {370    // Negative due as the pitch is inversed since the camera is orbiting the entity371    return pc.math.clamp(yaw, -this.yawAngleMax, -this.yawAngleMin);372};373 374 375OrbitCamera.quatWithoutYaw = new pc.Quat();376OrbitCamera.yawOffset = new pc.Quat();377 378OrbitCamera.prototype._calcPitch = function (quat, yaw) {379    var quatWithoutYaw = OrbitCamera.quatWithoutYaw;380    var yawOffset = OrbitCamera.yawOffset;381 382    yawOffset.setFromEulerAngles(0, -yaw, 0);383    quatWithoutYaw.mul2(yawOffset, quat);384 385    var transformedForward = new pc.Vec3();386 387    quatWithoutYaw.transformVector(pc.Vec3.FORWARD, transformedForward);388 389    return Math.atan2(transformedForward.y, -transformedForward.z) * pc.math.RAD_TO_DEG;390};391 392 393////////////////////////////////////////////////////////////////////////////////394//                       Orbit Camera Mouse Input Script                      //395////////////////////////////////////////////////////////////////////////////////396var OrbitCameraInputMouse = pc.createScript('orbitCameraInputMouse');397 398OrbitCameraInputMouse.attributes.add('orbitSensitivity', {399    type: 'number',400    default: 0.3,401    title: 'Orbit Sensitivity',402    description: 'How fast the camera moves around the orbit. Higher is faster'403});404 405OrbitCameraInputMouse.attributes.add('distanceSensitivity', {406    type: 'number',407    default: 0.4,408    title: 'Distance Sensitivity',409    description: 'How fast the camera moves in and out. Higher is faster'410});411 412// initialize code called once per entity413OrbitCameraInputMouse.prototype.initialize = function () {414    this.orbitCamera = this.entity.script.orbitCamera;415 416    if (this.orbitCamera) {417        var self = this;418 419        var onMouseOut = function (e) {420            self.onMouseOut(e);421        };422 423        this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);424        this.app.mouse.on(pc.EVENT_MOUSEUP, this.onMouseUp, this);425        this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);426        this.app.mouse.on(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);427 428        // Listen to when the mouse travels out of the window429        window.addEventListener('mouseout', onMouseOut, false);430 431        // Remove the listeners so if this entity is destroyed432        this.on('destroy', function () {433            this.app.mouse.off(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);434            this.app.mouse.off(pc.EVENT_MOUSEUP, this.onMouseUp, this);435            this.app.mouse.off(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);436            this.app.mouse.off(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);437 438            window.removeEventListener('mouseout', onMouseOut, false);439        });440    }441 442    // Disabling the context menu stops the browser displaying a menu when443    // you right-click the page444    this.app.mouse.disableContextMenu();445 446    this.lookButtonDown = false;447    this.panButtonDown = false;448    this.lastPoint = new pc.Vec2();449};450 451 452OrbitCameraInputMouse.fromWorldPoint = new pc.Vec3();453OrbitCameraInputMouse.toWorldPoint = new pc.Vec3();454OrbitCameraInputMouse.worldDiff = new pc.Vec3();455 456 457OrbitCameraInputMouse.prototype.pan = function (screenPoint) {458    var fromWorldPoint = OrbitCameraInputMouse.fromWorldPoint;459    var toWorldPoint = OrbitCameraInputMouse.toWorldPoint;460    var worldDiff = OrbitCameraInputMouse.worldDiff;461 462    // For panning to work at any zoom level, we use screen point to world projection463    // to work out how far we need to pan the pivotEntity in world space464    var camera = this.entity.camera;465    var distance = this.orbitCamera.distance;466 467    camera.screenToWorld(screenPoint.x, screenPoint.y, distance, fromWorldPoint);468    camera.screenToWorld(this.lastPoint.x, this.lastPoint.y, distance, toWorldPoint);469 470    worldDiff.sub2(toWorldPoint, fromWorldPoint);471 472    this.orbitCamera.pivotPoint.add(worldDiff);473};474 475 476OrbitCameraInputMouse.prototype.onMouseDown = function (event) {477    switch (event.button) {478        case pc.MOUSEBUTTON_LEFT:479            this.panButtonDown = true;480            break;481        case pc.MOUSEBUTTON_MIDDLE:482        case pc.MOUSEBUTTON_RIGHT:483            this.lookButtonDown = true;484            break;485    }486};487 488 489OrbitCameraInputMouse.prototype.onMouseUp = function (event) {490    switch (event.button) {491        case pc.MOUSEBUTTON_LEFT:492            this.panButtonDown = false;493            break;494        case pc.MOUSEBUTTON_MIDDLE:495        case pc.MOUSEBUTTON_RIGHT:496            this.lookButtonDown = false;497            break;498    }499};500 501 502OrbitCameraInputMouse.prototype.onMouseMove = function (event) {503    if (this.lookButtonDown) {504        this.orbitCamera.pitch -= event.dy * this.orbitSensitivity;505        this.orbitCamera.yaw -= event.dx * this.orbitSensitivity;506 507    } else if (this.panButtonDown) {508        this.pan(event);509    }510 511    this.lastPoint.set(event.x, event.y);512};513 514 515OrbitCameraInputMouse.prototype.onMouseWheel = function (event) {516    if (this.entity.camera.projection === pc.PROJECTION_PERSPECTIVE) {517        this.orbitCamera.distance -= event.wheelDelta * this.distanceSensitivity * (this.orbitCamera.distance * 0.1);518    } else {519        this.orbitCamera.orthoHeight -= event.wheelDelta * this.distanceSensitivity * (this.orbitCamera.orthoHeight * 0.1);520    }521    event.event.preventDefault();522};523 524 525OrbitCameraInputMouse.prototype.onMouseOut = function (event) {526    this.lookButtonDown = false;527    this.panButtonDown = false;528};529 530 531////////////////////////////////////////////////////////////////////////////////532//                       Orbit Camera Touch Input Script                      //533////////////////////////////////////////////////////////////////////////////////534var OrbitCameraInputTouch = pc.createScript('orbitCameraInputTouch');535 536OrbitCameraInputTouch.attributes.add('orbitSensitivity', {537    type: 'number',538    default: 0.6,539    title: 'Orbit Sensitivity',540    description: 'How fast the camera moves around the orbit. Higher is faster'541});542 543OrbitCameraInputTouch.attributes.add('distanceSensitivity', {544    type: 'number',545    default: 0.5,546    title: 'Distance Sensitivity',547    description: 'How fast the camera moves in and out. Higher is faster'548});549 550// initialize code called once per entity551OrbitCameraInputTouch.prototype.initialize = function () {552    this.orbitCamera = this.entity.script.orbitCamera;553 554    // Store the position of the touch so we can calculate the distance moved555    this.lastTouchPoint = new pc.Vec2();556    this.lastPinchMidPoint = new pc.Vec2();557    this.lastPinchDistance = 0;558 559    if (this.orbitCamera && this.app.touch) {560        // Use the same callback for the touchStart, touchEnd and touchCancel events as they561        // all do the same thing which is to deal the possible multiple touches to the screen562        this.app.touch.on(pc.EVENT_TOUCHSTART, this.onTouchStartEndCancel, this);563        this.app.touch.on(pc.EVENT_TOUCHEND, this.onTouchStartEndCancel, this);564        this.app.touch.on(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);565 566        this.app.touch.on(pc.EVENT_TOUCHMOVE, this.onTouchMove, this);567 568        this.on('destroy', function () {569            this.app.touch.off(pc.EVENT_TOUCHSTART, this.onTouchStartEndCancel, this);570            this.app.touch.off(pc.EVENT_TOUCHEND, this.onTouchStartEndCancel, this);571            this.app.touch.off(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);572 573            this.app.touch.off(pc.EVENT_TOUCHMOVE, this.onTouchMove, this);574        });575    }576};577 578 579OrbitCameraInputTouch.prototype.getPinchDistance = function (pointA, pointB) {580    // Return the distance between the two points581    var dx = pointA.x - pointB.x;582    var dy = pointA.y - pointB.y;583 584    return Math.sqrt((dx * dx) + (dy * dy));585};586 587 588OrbitCameraInputTouch.prototype.calcMidPoint = function (pointA, pointB, result) {589    result.set(pointB.x - pointA.x, pointB.y - pointA.y);590    result.mulScalar(0.5);591    result.x += pointA.x;592    result.y += pointA.y;593};594 595 596OrbitCameraInputTouch.prototype.onTouchStartEndCancel = function (event) {597    // We only care about the first touch for camera rotation. As the user touches the screen,598    // we stored the current touch position599    var touches = event.touches;600    if (touches.length === 1) {601        this.lastTouchPoint.set(touches[0].x, touches[0].y);602 603    } else if (touches.length === 2) {604        // If there are 2 touches on the screen, then set the pinch distance605        this.lastPinchDistance = this.getPinchDistance(touches[0], touches[1]);606        this.calcMidPoint(touches[0], touches[1], this.lastPinchMidPoint);607    }608};609 610 611OrbitCameraInputTouch.fromWorldPoint = new pc.Vec3();612OrbitCameraInputTouch.toWorldPoint = new pc.Vec3();613OrbitCameraInputTouch.worldDiff = new pc.Vec3();614 615 616OrbitCameraInputTouch.prototype.pan = function (midPoint) {617    var fromWorldPoint = OrbitCameraInputTouch.fromWorldPoint;618    var toWorldPoint = OrbitCameraInputTouch.toWorldPoint;619    var worldDiff = OrbitCameraInputTouch.worldDiff;620 621    // For panning to work at any zoom level, we use screen point to world projection622    // to work out how far we need to pan the pivotEntity in world space623    var camera = this.entity.camera;624    var distance = this.orbitCamera.distance;625 626    camera.screenToWorld(midPoint.x, midPoint.y, distance, fromWorldPoint);627    camera.screenToWorld(this.lastPinchMidPoint.x, this.lastPinchMidPoint.y, distance, toWorldPoint);628 629    worldDiff.sub2(toWorldPoint, fromWorldPoint);630 631    this.orbitCamera.pivotPoint.add(worldDiff);632};633 634 635OrbitCameraInputTouch.pinchMidPoint = new pc.Vec2();636 637OrbitCameraInputTouch.prototype.onTouchMove = function (event) {638    var pinchMidPoint = OrbitCameraInputTouch.pinchMidPoint;639 640    // We only care about the first touch for camera rotation. Work out the difference moved since the last event641    // and use that to update the camera target position642    var touches = event.touches;643    if (touches.length === 1) {644        var touch = touches[0];645 646        this.orbitCamera.pitch -= (touch.y - this.lastTouchPoint.y) * this.orbitSensitivity;647        this.orbitCamera.yaw -= (touch.x - this.lastTouchPoint.x) * this.orbitSensitivity;648 649        this.lastTouchPoint.set(touch.x, touch.y);650 651    } else if (touches.length === 2) {652        // Calculate the difference in pinch distance since the last event653        var currentPinchDistance = this.getPinchDistance(touches[0], touches[1]);654        var diffInPinchDistance = currentPinchDistance - this.lastPinchDistance;655        this.lastPinchDistance = currentPinchDistance;656 657        this.orbitCamera.distance -= (diffInPinchDistance * this.distanceSensitivity * 0.1) * (this.orbitCamera.distance * 0.1);658 659        // Calculate pan difference660        this.calcMidPoint(touches[0], touches[1], pinchMidPoint);661        this.pan(pinchMidPoint);662        this.lastPinchMidPoint.copy(pinchMidPoint);663    }664};