bilca/module_de_visualisation
0
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};