//////////////////////////////////////////////////////////////////////////////// // Orbit Camera Script // //////////////////////////////////////////////////////////////////////////////// var OrbitCamera = pc.createScript('orbitCamera'); OrbitCamera.attributes.add('distanceMax', { type: 'number', default: 20, title: 'Distance Max', description: 'Setting this at 0 will give an infinite distance limit' }); OrbitCamera.attributes.add('distanceMin', { type: 'number', default: 1, title: 'Distance Min' }); OrbitCamera.attributes.add('pitchAngleMax', { type: 'number', default: 90, title: 'Pitch Angle Max (degrees)' }); OrbitCamera.attributes.add('pitchAngleMin', { type: 'number', default: -45, title: 'Pitch Angle Min (degrees)' }); OrbitCamera.attributes.add('yawAngleMax', { type: 'number', default: 360, title: 'Yaw Angle Max (degrees)' }); OrbitCamera.attributes.add('yawAngleMin', { type: 'number', default: -360, title: 'Yaw Angle Min (degrees)' }); OrbitCamera.attributes.add('inertiaFactor', { type: 'number', default: 0.2, 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 camera orthoHeight // Clamped above 0 Object.defineProperty(OrbitCamera.prototype, 'orthoHeight', { get: function () { return this.entity.camera.orthoHeight; }, set: function (value) { this.entity.camera.orthoHeight = Math.max(0, 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 = this._clampYawAngle(value); } }); // 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); var halfExtents = this._modelsAabb.halfExtents; var radius = Math.max(halfExtents.x, Math.max(halfExtents.y, halfExtents.z)); this.distance = (radius * 1.5) / Math.sin(0.5 * this.entity.camera.fov * pc.math.DEG_TO_RAD); 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); 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(); }; // NEW: Reset the camera to a specific position and make it look at the model OrbitCamera.prototype.resetToPosition = function (position, lookAtPoint) { // First set the camera position and look at the model this.entity.setPosition(position); this.entity.lookAt(lookAtPoint); // Update pivot point to the model's position this._pivotPoint.copy(lookAtPoint); // Calculate distance var distanceVec = new pc.Vec3(); distanceVec.sub2(position, lookAtPoint); this._targetDistance = this._distance = distanceVec.length(); // Calculate new yaw and pitch based on the camera's rotation var cameraQuat = this.entity.getRotation(); this._targetYaw = this._yaw = this._calcYaw(cameraQuat); this._targetPitch = this._pitch = this._calcPitch(cameraQuat, this._yaw); // Remove any inertia and update the camera position this._removeInertia(); this._updatePosition(); }; ///////////////////////////////////////////////////////////////////////////////////////////// // 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); 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._distance = this._clampDistance(this._distance); }); this.on('attr:distanceMax', function (value, prev) { this._distance = this._clampDistance(this._distance); }); this.on('attr:pitchAngleMin', function (value, prev) { this._pitch = this._clampPitchAngle(this._pitch); }); this.on('attr:pitchAngleMax', function (value, prev) { this._pitch = 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', () => { 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.mulScalar(-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) { var i, m, meshInstances = []; var renders = entity.findComponents('render'); for (i = 0; i < renders.length; i++) { var render = renders[i]; for (m = 0; m < render.meshInstances.length; m++) { meshInstances.push(render.meshInstances[m]); } } var models = entity.findComponents('model'); for (i = 0; i < models.length; i++) { var model = models[i]; for (m = 0; m < model.meshInstances.length; m++) { meshInstances.push(model.meshInstances[m]); } } var gsplats = entity.findComponents('gsplat'); for (i = 0; i < gsplats.length; i++) { var gsplat = gsplats[i]; var instance = gsplat.instance; if (instance?.meshInstance) { meshInstances.push(instance.meshInstance); } } for (i = 0; i < meshInstances.length; i++) { if (i === 0) { this._modelsAabb.copy(meshInstances[i].aabb); } else { this._modelsAabb.add(meshInstances[i].aabb); } } }; 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); } 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.prototype._clampYawAngle = function (yaw) { // Negative due as the pitch is inversed since the camera is orbiting the entity return pc.math.clamp(yaw, -this.yawAngleMax, -this.yawAngleMin); }; 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; }; //////////////////////////////////////////////////////////////////////////////// // Orbit Camera Mouse Input Script // //////////////////////////////////////////////////////////////////////////////// var OrbitCameraInputMouse = pc.createScript('orbitCameraInputMouse'); OrbitCameraInputMouse.attributes.add('orbitSensitivity', { type: 'number', default: 0.3, title: 'Orbit Sensitivity', description: 'How fast the camera moves around the orbit. Higher is faster' }); OrbitCameraInputMouse.attributes.add('distanceSensitivity', { type: 'number', default: 0.4, title: 'Distance Sensitivity', description: 'How fast the camera moves in and out. Higher is faster' }); // initialize code called once per entity OrbitCameraInputMouse.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(); }; OrbitCameraInputMouse.fromWorldPoint = new pc.Vec3(); OrbitCameraInputMouse.toWorldPoint = new pc.Vec3(); OrbitCameraInputMouse.worldDiff = new pc.Vec3(); OrbitCameraInputMouse.prototype.pan = function (screenPoint) { var fromWorldPoint = OrbitCameraInputMouse.fromWorldPoint; var toWorldPoint = OrbitCameraInputMouse.toWorldPoint; var worldDiff = OrbitCameraInputMouse.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); }; OrbitCameraInputMouse.prototype.onMouseDown = function (event) { switch (event.button) { case pc.MOUSEBUTTON_LEFT: this.panButtonDown = true; break; case pc.MOUSEBUTTON_MIDDLE: case pc.MOUSEBUTTON_RIGHT: this.lookButtonDown = true; break; } }; OrbitCameraInputMouse.prototype.onMouseUp = function (event) { switch (event.button) { case pc.MOUSEBUTTON_LEFT: this.panButtonDown = false; break; case pc.MOUSEBUTTON_MIDDLE: case pc.MOUSEBUTTON_RIGHT: this.lookButtonDown = false; break; } }; OrbitCameraInputMouse.prototype.onMouseMove = function (event) { 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); }; OrbitCameraInputMouse.prototype.onMouseWheel = function (event) { if (this.entity.camera.projection === pc.PROJECTION_PERSPECTIVE) { this.orbitCamera.distance -= event.wheelDelta * this.distanceSensitivity * (this.orbitCamera.distance * 0.1); } else { this.orbitCamera.orthoHeight -= event.wheelDelta * this.distanceSensitivity * (this.orbitCamera.orthoHeight * 0.1); } event.event.preventDefault(); }; OrbitCameraInputMouse.prototype.onMouseOut = function (event) { this.lookButtonDown = false; this.panButtonDown = false; }; //////////////////////////////////////////////////////////////////////////////// // Orbit Camera Touch Input Script // //////////////////////////////////////////////////////////////////////////////// var OrbitCameraInputTouch = pc.createScript('orbitCameraInputTouch'); OrbitCameraInputTouch.attributes.add('orbitSensitivity', { type: 'number', default: 0.6, title: 'Orbit Sensitivity', description: 'How fast the camera moves around the orbit. Higher is faster' }); OrbitCameraInputTouch.attributes.add('distanceSensitivity', { type: 'number', default: 0.5, title: 'Distance Sensitivity', description: 'How fast the camera moves in and out. Higher is faster' }); // initialize code called once per entity OrbitCameraInputTouch.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); }); } }; OrbitCameraInputTouch.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)); }; OrbitCameraInputTouch.prototype.calcMidPoint = function (pointA, pointB, result) { result.set(pointB.x - pointA.x, pointB.y - pointA.y); result.mulScalar(0.5); result.x += pointA.x; result.y += pointA.y; }; OrbitCameraInputTouch.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); } }; OrbitCameraInputTouch.fromWorldPoint = new pc.Vec3(); OrbitCameraInputTouch.toWorldPoint = new pc.Vec3(); OrbitCameraInputTouch.worldDiff = new pc.Vec3(); OrbitCameraInputTouch.prototype.pan = function (midPoint) { var fromWorldPoint = OrbitCameraInputTouch.fromWorldPoint; var toWorldPoint = OrbitCameraInputTouch.toWorldPoint; var worldDiff = OrbitCameraInputTouch.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); }; OrbitCameraInputTouch.pinchMidPoint = new pc.Vec2(); OrbitCameraInputTouch.prototype.onTouchMove = function (event) { var pinchMidPoint = OrbitCameraInputTouch.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); } };