topical media & game development
mobile-query-three-vendor-three.js-controls-RollControls.js / js
author: mikael emtinger / gomo.se/
author: alteredq / alteredqualia.com/
Eye is fixed in position, camera's up is fixed to +Y, direction is constantly
updated, with direction of mouse on screen compared to screen's center determining
the direction of drift.
THREE.RollControls = function ( object, domElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// API
this.mouseLook = true;
this.autoForward = false;
this.lookSpeed = 1;
this.movementSpeed = 1;
this.rollSpeed = 1;
this.constrainVertical = [ -0.9, 0.9 ];
// disable default target object behavior
this.object.matrixAutoUpdate = false;
// internals
this.forward = new THREE.Vector3( 0, 0, 1 );
this.roll = 0;
var xTemp = new THREE.Vector3();
var yTemp = new THREE.Vector3();
var zTemp = new THREE.Vector3();
var rollMatrix = new THREE.Matrix4();
var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0;
var mouseX = 0, mouseY = 0;
var windowHalfX = 0;
var windowHalfY = 0;
//
this.handleResize = function () {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
};
// custom update
this.update = function ( delta ) {
if ( this.mouseLook ) {
var actualLookSpeed = delta * this.lookSpeed;
this.rotateHorizontally( actualLookSpeed * mouseX );
this.rotateVertically( actualLookSpeed * mouseY );
}
var actualSpeed = delta * this.movementSpeed;
var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed;
this.object.translateZ( -actualSpeed * forwardOrAuto );
this.object.translateX( actualSpeed * sideSpeed );
this.object.translateY( actualSpeed * upSpeed );
if( doRoll ) {
this.roll += this.rollSpeed * delta * rollDirection;
}
// cap forward up / down
if( this.forward.y > this.constrainVertical[ 1 ] ) {
this.forward.y = this.constrainVertical[ 1 ];
this.forward.normalize();
} else if( this.forward.y < this.constrainVertical[ 0 ] ) {
this.forward.y = this.constrainVertical[ 0 ];
this.forward.normalize();
}
// construct unrolled camera matrix
zTemp.copy( this.forward );
yTemp.set( 0, 1, 0 );
xTemp.crossVectors( yTemp, zTemp ).normalize();
yTemp.crossVectors( zTemp, xTemp ).normalize();
this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x;
this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y;
this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z;
// calculate roll matrix
rollMatrix.identity();
rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll );
rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll );
// multiply camera with roll
this.object.matrix.multiply( rollMatrix );
this.object.matrixWorldNeedsUpdate = true;
// set position
this.object.matrix.elements[12] = this.object.position.x;
this.object.matrix.elements[13] = this.object.position.y;
this.object.matrix.elements[14] = this.object.position.z;
};
this.translateX = function ( distance ) {
this.object.position.x += this.object.matrix.elements[0] * distance;
this.object.position.y += this.object.matrix.elements[1] * distance;
this.object.position.z += this.object.matrix.elements[2] * distance;
};
this.translateY = function ( distance ) {
this.object.position.x += this.object.matrix.elements[4] * distance;
this.object.position.y += this.object.matrix.elements[5] * distance;
this.object.position.z += this.object.matrix.elements[6] * distance;
};
this.translateZ = function ( distance ) {
this.object.position.x -= this.object.matrix.elements[8] * distance;
this.object.position.y -= this.object.matrix.elements[9] * distance;
this.object.position.z -= this.object.matrix.elements[10] * distance;
};
this.rotateHorizontally = function ( amount ) {
// please note that the amount is NOT degrees, but a scale value
xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] );
xTemp.multiplyScalar( amount );
this.forward.sub( xTemp );
this.forward.normalize();
};
this.rotateVertically = function ( amount ) {
// please note that the amount is NOT degrees, but a scale value
yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] );
yTemp.multiplyScalar( amount );
this.forward.add( yTemp );
this.forward.normalize();
};
function onKeyDown( event ) {
//event.preventDefault();
switch ( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ forwardSpeed = 1; break;
case 37: /*left*/
case 65: /*A*/ sideSpeed = -1; break;
case 40: /*down*/
case 83: /*S*/ forwardSpeed = -1; break;
case 39: /*right*/
case 68: /*D*/ sideSpeed = 1; break;
case 81: /*Q*/ doRoll = true; rollDirection = 1; break;
case 69: /*E*/ doRoll = true; rollDirection = -1; break;
case 82: /*R*/ upSpeed = 1; break;
case 70: /*F*/ upSpeed = -1; break;
}
};
function onKeyUp( event ) {
switch( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ forwardSpeed = 0; break;
case 37: /*left*/
case 65: /*A*/ sideSpeed = 0; break;
case 40: /*down*/
case 83: /*S*/ forwardSpeed = 0; break;
case 39: /*right*/
case 68: /*D*/ sideSpeed = 0; break;
case 81: /*Q*/ doRoll = false; break;
case 69: /*E*/ doRoll = false; break;
case 82: /*R*/ upSpeed = 0; break;
case 70: /*F*/ upSpeed = 0; break;
}
};
function onMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / window.innerWidth;
mouseY = ( event.clientY - windowHalfY ) / window.innerHeight;
};
function onMouseDown ( event ) {
event.preventDefault();
event.stopPropagation();
switch ( event.button ) {
case 0: forwardSpeed = 1; break;
case 2: forwardSpeed = -1; break;
}
};
function onMouseUp ( event ) {
event.preventDefault();
event.stopPropagation();
switch ( event.button ) {
case 0: forwardSpeed = 0; break;
case 2: forwardSpeed = 0; break;
}
};
this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
this.domElement.addEventListener( 'mousemove', onMouseMove, false );
this.domElement.addEventListener( 'mousedown', onMouseDown, false );
this.domElement.addEventListener( 'mouseup', onMouseUp, false );
this.domElement.addEventListener( 'keydown', onKeyDown, false );
this.domElement.addEventListener( 'keyup', onKeyUp, false );
this.handleResize();
};
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.