| 3 | import { Vector3, Matrix4, PerspectiveFov, Deg } from "./extern/gmath.bundle.js"; |
| 4 | |
| 5 | export class CameraController { |
| 6 | speed = 0; |
| 7 | isLeftPressed = false; |
| 8 | isRightPressed = false; |
| 9 | isForwardPressed = false; |
| 10 | isBackwardPressed = false; |
| 11 | |
| 12 | constructor(speed) { |
| 13 | this.speed = speed; |
| 14 | } |
| 15 | |
| 16 | onEvent(event) { |
| 17 | if (event.type === "windowEvent") { |
| 18 | event = event.event; |
| 19 | if (event.type === "keyboardInput") { |
| 20 | const pressed = event.input.state === "pressed"; |
| 21 | |
| 22 | switch (event.input.keyCode) { |
| 23 | case 57416: // up |
| 24 | this.isForwardPressed = pressed; |
| 25 | break; |
| 26 | |
| 27 | case 57424: // down |
| 28 | this.isBackwardPressed = pressed; |
| 29 | break; |
| 30 | |
| 31 | case 57419: // left |
| 32 | this.isLeftPressed = pressed; |
| 33 | break; |
| 34 | |
| 35 | case 57421: // right |
| 36 | this.isRightPressed = pressed; |
| 37 | break; |
| 38 | } |
| 39 | } |
| 40 | } |
| 41 | } |
| 42 | |
| 43 | /** @param {Camera} camera */ |
| 44 | updateCamera(camera) { |
| 45 | let forward = camera.target.sub(camera.eye); |
| 46 | const forwardNorm = forward.normal(); |
| 47 | let forwardMag = forward.mag(); |
| 48 | |
| 49 | if (this.isForwardPressed && forwardMag > this.speed) { |
| 50 | camera.eye = camera.eye.add(forwardNorm.mul(this.speed)); |
| 51 | } |
| 52 | |
| 53 | if (this.isBackwardPressed) { |
| 54 | camera.eye = camera.eye.sub(forwardNorm.mul(this.speed)); |
| 55 | } |
| 56 | |
| 57 | const right = forwardNorm.cross(camera.up); |
| 58 | |
| 59 | forward = camera.target.sub(camera.eye); |
| 60 | forwardMag = forward.mag(); |
| 61 | |
| 62 | if (this.isRightPressed) { |
nothing calls this directly
no outgoing calls
no test coverage detected