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camera.ts
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camera.ts
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/*{# Copyright (c) 2010-2012 Turbulenz Limited #}*/
/*
* @title: Camera
* @description:
* This sample shows how to set up and then animate a Turbulenz Camera object.
* You can switch between tracking, orbiting and chasing motions.
*/
/*{{ javascript("jslib/aabbtree.js") }}*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/floor.js") }}*/
/*{{ javascript("jslib/geometry.js") }}*/
/*{{ javascript("jslib/material.js") }}*/
/*{{ javascript("jslib/light.js") }}*/
/*{{ javascript("jslib/scenenode.js") }}*/
/*{{ javascript("jslib/scene.js") }}*/
/*{{ javascript("jslib/vmath.js") }}*/
/*{{ javascript("jslib/effectmanager.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/texturemanager.js") }}*/
/*{{ javascript("jslib/renderingcommon.js") }}*/
/*{{ javascript("jslib/defaultrendering.js") }}*/
/*{{ javascript("jslib/observer.js") }}*/
/*{{ javascript("jslib/resourceloader.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/vertexbuffermanager.js") }}*/
/*{{ javascript("jslib/indexbuffermanager.js") }}*/
/*{{ javascript("jslib/requesthandler.js") }}*/
/*{{ javascript("jslib/services/turbulenzservices.js") }}*/
/*{{ javascript("jslib/services/turbulenzbridge.js") }}*/
/*{{ javascript("jslib/services/gamesession.js") }}*/
/*{{ javascript("jslib/services/mappingtable.js") }}*/
/*{{ javascript("scripts/dynamiccameracontroller.js") }}*/
/*{{ javascript("scripts/htmlcontrols.js") }}*/
/*{{ javascript("scripts/motion.js") }}*/
/*{{ javascript("scripts/sceneloader.js") }}*/
/*global TurbulenzEngine: true */
/*global DefaultRendering: false */
/*global DynamicCameraController: false */
/*global Motion: false */
/*global RequestHandler: false */
/*global SceneLoader: false */
/*global TurbulenzServices: false */
/*global TextureManager: false */
/*global ShaderManager: false */
/*global EffectManager: false */
/*global Camera: false */
/*global Scene: false */
/*global Floor: false */
/*global HTMLControls: false */
TurbulenzEngine.onload = function onloadFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
// Create the engine devices objects
var graphicsDeviceParameters = { };
var graphicsDevice = TurbulenzEngine.createGraphicsDevice(graphicsDeviceParameters);
if (!graphicsDevice.shadingLanguageVersion)
{
errorCallback("No shading language support detected.\nPlease check your graphics drivers are up to date.");
graphicsDevice = null;
return;
}
// Clear the background color of the engine window
var clearColor = [0.95, 0.95, 1.0, 1.0];
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(clearColor);
graphicsDevice.endFrame();
}
var mathDeviceParameters = { };
var mathDevice = TurbulenzEngine.createMathDevice(mathDeviceParameters);
var inputDeviceParameters = { };
var inputDevice = TurbulenzEngine.createInputDevice(inputDeviceParameters);
var requestHandlerParameters = { };
var requestHandler = RequestHandler.create(requestHandlerParameters);
var textureManager = TextureManager.create(graphicsDevice, requestHandler, null, errorCallback);
var shaderManager = ShaderManager.create(graphicsDevice, requestHandler, null, errorCallback);
var effectManager = EffectManager.create();
var renderer;
var scene = Scene.create(mathDevice);
var sceneLoader = SceneLoader.create();
var loadAssets = function loadAssetsFn()
{
// Renderer for the scene (requires shader assets).
renderer = DefaultRendering.create(graphicsDevice,
mathDevice,
shaderManager,
effectManager);
renderer.setGlobalLightPosition(mathDevice.v3Build(0.5, 100.0, 0.5));
renderer.setAmbientColor(mathDevice.v3Build(0.3, 0.3, 0.4));
renderer.setDefaultTexture(textureManager.get("default"));
sceneLoader.load({ scene : scene,
append : false,
assetPath : "models/duck.dae",
keepCameras : true,
graphicsDevice : graphicsDevice,
mathDevice : mathDevice,
textureManager : textureManager,
effectManager : effectManager,
shaderManager : shaderManager,
requestHandler : requestHandler,
dynamic : true
});
};
// Read mapping table
var mappingTableReceived = function mappingTableReceivedFn(mappingTable)
{
textureManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
shaderManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
sceneLoader.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
loadAssets();
};
var gameSessionCreated = function gameSessionCreatedFn(gameSession)
{
TurbulenzServices.createMappingTable(requestHandler,
gameSession,
mappingTableReceived);
};
var gameSession = TurbulenzServices.createGameSession(requestHandler, gameSessionCreated);
// Create world
var worldUp = mathDevice.v3Build(0.0, 1.0, 0.0);
var floor = Floor.create(graphicsDevice, mathDevice);
// Create duck animation
var duck = Motion.create(mathDevice, "duck");
duck.setCircularMovement(5.0, [0, 0, 0]);
duck.setDuckMotion(0.1, 0.5, 0.3);
duck.baseRotation = mathDevice.m43FromAxisRotation(duck.up, -90, duck.baseRotation);
// Create fixed positions for tracking camera
var cameraFixedPositions = [ mathDevice.v3Build(0.0, 4.0, -10.0),
mathDevice.v3Build(9.0, 1.5, 9.0),
mathDevice.v3Build(-9.0, 8.0, 9.0) ];
var cameraIndex = 1;
// Create the orbit motion for the orbit camera position
var orbit = Motion.create(mathDevice, "orbitCam");
orbit.setCircularMovement(7.0, [0, 0, 0]);
orbit.setConstantMotion(0.3);
var updateOrbit = false;
// Create a basic camera with initial target of the duck position
var camera = Camera.create(mathDevice);
camera.lookAt(duck.position, worldUp, cameraFixedPositions[cameraIndex]);
camera.updateViewMatrix();
// Generate the initial matrix of the chase camera
var updateChase = false;
var chaseCamOffset = mathDevice.v3Build(-8.0, 4.5, 0.0);
var chaseCamPosition = chaseCamOffset.slice();
var chaseCamRate = 5.0;
// Create the dynamic camera used for tracking, orbiting and chasing
var dynamicCameraController = DynamicCameraController.create(camera, graphicsDevice);
dynamicCameraController.setChaseRate(0.3);
dynamicCameraController.setTracking(true);
dynamicCameraController.setRate(1.4);
var htmlControls = HTMLControls.create();
// Switch camera
var switchToTargetCam = function switchToTargetCamFn(index)
{
cameraIndex = index;
updateOrbit = false;
updateChase = false;
// Rail camera mode is used to move to the target position over time
dynamicCameraController.setCameraMode(dynamicCameraController.cameraType.rail);
dynamicCameraController.setCameraTargetPos(cameraFixedPositions[index], TurbulenzEngine.time, 100);
htmlControls.setSelectedRadio("camPos", cameraIndex);
};
var switchToOrbitCam = function switchToOrbitCamFn()
{
cameraIndex = 3;
updateChase = false;
// Fixed camera mode is used for orbit to ensure the orbit movement is constant
dynamicCameraController.setCameraMode(dynamicCameraController.cameraType.fixed);
updateOrbit = true;
htmlControls.setSelectedRadio("camPos", cameraIndex);
};
var switchToChaseCam = function switchToChaseCamFn()
{
cameraIndex = 4;
updateOrbit = false;
// Chase camera mode is used, to smooth the varying motion of the
// target position
dynamicCameraController.setCameraMode(dynamicCameraController.cameraType.chase);
updateChase = true;
htmlControls.setSelectedRadio("camPos", cameraIndex);
};
// Controls
htmlControls.addRadioControl({
id: "radio01",
groupName: "camPos",
radioIndex: 0,
value: "pos01",
fn: function ()
{
switchToTargetCam(0);
},
isDefault: true
});
htmlControls.addRadioControl({
id: "radio02",
groupName: "camPos",
radioIndex: 1,
value: "pos02",
fn: function ()
{
switchToTargetCam(1);
},
isDefault: false
});
htmlControls.addRadioControl({
id: "radio03",
groupName: "camPos",
radioIndex: 2,
value: "pos03",
fn: function ()
{
switchToTargetCam(2);
},
isDefault: false
});
htmlControls.addRadioControl({
id: "radio04",
groupName: "camPos",
radioIndex: 3,
value: "pos04",
fn: switchToOrbitCam,
isDefault: false
});
htmlControls.addRadioControl({
id: "radio05",
groupName: "camPos",
radioIndex: 4,
value: "pos05",
fn: switchToChaseCam,
isDefault: false
});
htmlControls.register();
// Input functions
var keyCodes = inputDevice.keyCodes;
var keyUp = function keyUpFn(key)
{
// T to switch between the fixed camera positions
if (key === keyCodes.T)
{
cameraIndex = (cameraIndex + 1) % cameraFixedPositions.length;
switchToTargetCam(cameraIndex);
}
// O to switch to orbit camera
if (key === keyCodes.O)
{
switchToOrbitCam();
}
// C to switch to chase camera
if (key === keyCodes.C)
{
switchToChaseCam();
}
// Return key to toggle fullscreen mode
if (key === keyCodes.RETURN)
{
graphicsDevice.fullscreen = !graphicsDevice.fullscreen;
}
};
inputDevice.addEventListener("keyup", keyUp);
// Initialize the previous frame time
var previousFrameTime = TurbulenzEngine.time;
var intervalID;
// Callback to draw extra debug information
function drawDebugCB()
{
floor.render(graphicsDevice, camera);
}
//
// Update
//
var update = function updateFn()
{
var currentTime = TurbulenzEngine.time;
var deltaTime = (currentTime - previousFrameTime);
if (deltaTime > 0.1)
{
deltaTime = 0.1;
}
// Update input
inputDevice.update();
// Update duck position and rotation
duck.update(deltaTime);
// Update orbit camera path
if (updateOrbit)
{
orbit.circularCenter[0] = duck.position[0];
orbit.circularCenter[2] = duck.position[2];
orbit.position[1] = 4.0; // Constant height above duck
orbit.update(deltaTime);
dynamicCameraController.setCameraTargetPos(orbit.position, currentTime, 0);
}
else if (updateChase)
{
dynamicCameraController.setCameraTargetPos(chaseCamPosition, currentTime, deltaTime * chaseCamRate);
}
// Update dynamic camera controller
dynamicCameraController.setTrackTarget(duck.position);
dynamicCameraController.update(deltaTime);
// Update the aspect ratio of the camera in case of window resizes
var deviceWidth = graphicsDevice.width;
var deviceHeight = graphicsDevice.height;
var aspectRatio = (deviceWidth / deviceHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
//Move the duck model.
var duckNode = scene.findNode("LOD3sp");
duckNode.setLocalTransform(duck.matrix);
if (updateChase)
{
// Only update the chase camera position when we are using it
chaseCamPosition = mathDevice.m43TransformPoint(duckNode.getWorldTransform(), chaseCamOffset);
}
// Update scene
scene.update();
// Update renderer with new camera and updated scene
renderer.update(graphicsDevice, camera, scene, currentTime);
// Render frame
if (graphicsDevice.beginFrame())
{
if (renderer.updateBuffers(graphicsDevice, deviceWidth, deviceHeight))
{
renderer.draw(graphicsDevice, clearColor, null, null, drawDebugCB);
}
graphicsDevice.endFrame();
}
previousFrameTime = currentTime;
};
var loadingLoop = function loadingLoopFn()
{
if (sceneLoader.complete())
{
TurbulenzEngine.clearInterval(intervalID);
intervalID = TurbulenzEngine.setInterval(update, 1000 / 60);
renderer.updateShader(shaderManager);
switchToTargetCam(0);
}
};
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
// Create a scene destroy callback to run when the window is closed
TurbulenzEngine.onunload = function destroyScene()
{
TurbulenzEngine.clearInterval(intervalID);
if (gameSession)
{
gameSession.destroy();
gameSession = null;
}
clearColor = null;
worldUp = null;
floor = null;
duck = null;
cameraFixedPositions = null;
if (renderer)
{
renderer.destroy();
renderer = null;
}
orbit = null;
chaseCamPosition = null;
requestHandler = null;
sceneLoader = null;
if (scene)
{
scene.destroy();
scene = null;
}
camera = null;
dynamicCameraController = null;
effectManager = null;
if (textureManager)
{
textureManager.destroy();
textureManager = null;
}
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
TurbulenzEngine.flush();
keyCodes = null;
inputDevice = null;
graphicsDevice = null;
mathDevice = null;
};
};