Add diffrent camera modes
This commit is contained in:
40
index.html
40
index.html
@@ -358,17 +358,21 @@
|
||||
<div id="controls">
|
||||
<h3>🌊 Ocean Controls</h3>
|
||||
<div class="control-group">
|
||||
<strong>Camera Rotation:</strong><br>
|
||||
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or
|
||||
Arrow Keys
|
||||
<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br>
|
||||
<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: FPS</span>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Zoom:</strong><br>
|
||||
<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span
|
||||
class="key">-</span>
|
||||
<strong>FPS Camera:</strong><br>
|
||||
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
|
||||
<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
|
||||
<span class="key">Shift</span> Sprint<br>
|
||||
Mouse: Look around
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Mouse:</strong> Click and drag to rotate
|
||||
<strong>Orbital Camera:</strong><br>
|
||||
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
|
||||
<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
|
||||
Mouse: Click and drag to rotate
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Reset:</strong> <span class="key">R</span>
|
||||
@@ -387,6 +391,7 @@
|
||||
// Toggle controls visibility
|
||||
const controls = document.getElementById('controls');
|
||||
const toggleBtn = document.getElementById('toggle-controls');
|
||||
const cameraModeDisplay = document.getElementById('current-camera-mode');
|
||||
|
||||
toggleBtn.addEventListener('click', () => {
|
||||
controls.classList.toggle('hidden');
|
||||
@@ -396,6 +401,27 @@
|
||||
if (evt.key === 'h' || evt.key === 'H') {
|
||||
controls.classList.toggle('hidden');
|
||||
}
|
||||
|
||||
// Update camera mode display when C is pressed
|
||||
if (evt.key === 'c' || evt.key === 'C') {
|
||||
setTimeout(() => {
|
||||
// Get camera mode from any displayed element
|
||||
const cameraMode = document.getElementById('camera-mode');
|
||||
if (cameraMode && cameraModeDisplay) {
|
||||
const mode = cameraMode.textContent.replace('Camera: ', '');
|
||||
cameraModeDisplay.textContent = `Current: ${mode}`;
|
||||
}
|
||||
}, 100);
|
||||
}
|
||||
});
|
||||
|
||||
// Listen for custom camera mode toggle events from UI
|
||||
window.addEventListener('toggleCameraMode', () => {
|
||||
const cameraMode = document.getElementById('camera-mode');
|
||||
if (cameraMode && cameraModeDisplay) {
|
||||
const mode = cameraMode.textContent.replace('Camera: ', '');
|
||||
cameraModeDisplay.textContent = `Current: ${mode}`;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
import { vec3, mat4, vec4 } from 'gl-matrix';
|
||||
import { ICamera } from './ICamera';
|
||||
|
||||
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
|
||||
export class Camera {
|
||||
/** Orbital camera that rotates around the world origin. */
|
||||
export class OrbitalCamera implements ICamera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
@@ -64,4 +65,12 @@ export class Camera {
|
||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||
return ret;
|
||||
}
|
||||
|
||||
/** Get view direction for LOD calculations */
|
||||
getViewDirection(): vec3 {
|
||||
const dir = vec3.create();
|
||||
vec3.subtract(dir, this.target, this.pos);
|
||||
vec3.normalize(dir, dir);
|
||||
return dir;
|
||||
}
|
||||
}
|
||||
|
||||
98
src/FPSCamera.ts
Normal file
98
src/FPSCamera.ts
Normal file
@@ -0,0 +1,98 @@
|
||||
import { vec3, mat4 } from 'gl-matrix';
|
||||
import { ICamera } from './ICamera';
|
||||
|
||||
/** FPS-style flight camera with free movement */
|
||||
export class FPSCamera implements ICamera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
|
||||
// FPS camera angles (in radians)
|
||||
pitch: number; // Up/down rotation
|
||||
yaw: number; // Left/right rotation
|
||||
|
||||
// Direction vectors
|
||||
forward: vec3;
|
||||
right: vec3;
|
||||
|
||||
constructor() {
|
||||
this.pos = vec3.create();
|
||||
vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
|
||||
this.target = vec3.create();
|
||||
this.up = vec3.create();
|
||||
vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
|
||||
this.forward = vec3.create();
|
||||
this.right = vec3.create();
|
||||
this.pitch = -0.3; // Looking slightly down
|
||||
this.yaw = Math.PI / 2; // Looking toward +Y
|
||||
this.updateVectors();
|
||||
}
|
||||
|
||||
/** Rotate camera by mouse delta */
|
||||
rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
|
||||
this.yaw -= deltaX * sensitivity;
|
||||
this.pitch -= deltaY * sensitivity;
|
||||
|
||||
// Clamp pitch to avoid flipping
|
||||
const maxPitch = Math.PI / 2 - 0.01;
|
||||
this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
|
||||
|
||||
this.updateVectors();
|
||||
}
|
||||
|
||||
/** Move camera in the direction it's looking */
|
||||
moveForward(amount: number): void {
|
||||
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
|
||||
this.updateVectors();
|
||||
}
|
||||
|
||||
moveRight(amount: number): void {
|
||||
vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
|
||||
this.updateVectors();
|
||||
}
|
||||
|
||||
moveUp(amount: number): void {
|
||||
// Move along world Z axis
|
||||
this.pos[2] += amount;
|
||||
this.updateVectors();
|
||||
}
|
||||
|
||||
/** Move in the actual look direction (including vertical) */
|
||||
moveInLookDirection(amount: number): void {
|
||||
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
|
||||
this.updateVectors();
|
||||
}
|
||||
|
||||
/** Update direction vectors from pitch/yaw */
|
||||
private updateVectors(): void {
|
||||
// Calculate forward vector from pitch and yaw
|
||||
// Z is up, so we use different axis mapping
|
||||
this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
|
||||
this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
|
||||
this.forward[2] = Math.sin(this.pitch);
|
||||
vec3.normalize(this.forward, this.forward);
|
||||
|
||||
// Right vector is perpendicular to forward and world up
|
||||
const worldUp = vec3.fromValues(0, 0, 1);
|
||||
vec3.cross(this.right, this.forward, worldUp);
|
||||
vec3.normalize(this.right, this.right);
|
||||
|
||||
// Camera up is perpendicular to forward and right
|
||||
vec3.cross(this.up, this.right, this.forward);
|
||||
vec3.normalize(this.up, this.up);
|
||||
|
||||
// Update target
|
||||
vec3.add(this.target, this.pos, this.forward);
|
||||
}
|
||||
|
||||
getViewMatrix(): mat4 {
|
||||
const ret: mat4 = mat4.create();
|
||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||
return ret;
|
||||
}
|
||||
|
||||
/** Get view direction for LOD calculations */
|
||||
getViewDirection(): vec3 {
|
||||
return vec3.clone(this.forward);
|
||||
}
|
||||
}
|
||||
11
src/ICamera.ts
Normal file
11
src/ICamera.ts
Normal file
@@ -0,0 +1,11 @@
|
||||
import { vec3, mat4 } from 'gl-matrix';
|
||||
|
||||
/** Camera interface that both camera types implement */
|
||||
export interface ICamera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
|
||||
getViewMatrix(): mat4;
|
||||
getViewDirection(): vec3;
|
||||
}
|
||||
148
src/main.ts
148
src/main.ts
@@ -1,5 +1,7 @@
|
||||
import { vec3, mat4 } from 'gl-matrix';
|
||||
import { Camera } from './Camera';
|
||||
import { ICamera } from './ICamera';
|
||||
import { OrbitalCamera } from './Camera';
|
||||
import { FPSCamera } from './FPSCamera';
|
||||
import { Grid } from './Grid';
|
||||
import { Skybox } from './Skybox';
|
||||
import { createProgram } from './Shader';
|
||||
@@ -142,11 +144,17 @@ var keyboardRotationY = 0;
|
||||
var keyboardZoom = 0;
|
||||
var keysPressed: Set<string> = new Set();
|
||||
/** Objects and states*/
|
||||
var camera: Camera;
|
||||
var camera: ICamera;
|
||||
var orbitalCamera: OrbitalCamera;
|
||||
var fpsCamera: FPSCamera;
|
||||
var oceanGrid: Grid;
|
||||
var skybox: Skybox;
|
||||
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
/** Camera modes */
|
||||
var cameraMode: 'orbital' | 'fps' = 'fps';
|
||||
var moveSpeed = 0.15;
|
||||
var fastMoveSpeed = 0.4;
|
||||
function drawScene() {
|
||||
fps++;
|
||||
let now = new Date();
|
||||
@@ -208,9 +216,26 @@ function drawScene() {
|
||||
mat4.identity(projection);
|
||||
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
|
||||
|
||||
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
|
||||
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
|
||||
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
|
||||
// Handle camera movement and rotation based on mode
|
||||
if (cameraMode === 'fps') {
|
||||
// FPS camera - direct movement
|
||||
camera = fpsCamera;
|
||||
handleFPSCameraMovement();
|
||||
|
||||
// Apply mouse rotation for FPS mode
|
||||
if (mouseXVel !== 0 || mouseYVel !== 0) {
|
||||
fpsCamera.rotate(mouseXVel, mouseYVel);
|
||||
mouseXVel = 0;
|
||||
mouseYVel = 0;
|
||||
}
|
||||
} else {
|
||||
// Orbital camera - original behavior
|
||||
camera = orbitalCamera;
|
||||
orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
|
||||
orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
|
||||
orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
|
||||
}
|
||||
|
||||
var view = camera.getViewMatrix();
|
||||
|
||||
// Sun direction (matches the one in ocean shader)
|
||||
@@ -260,6 +285,41 @@ function drawScene() {
|
||||
requestAnimationFrame(drawScene);
|
||||
}
|
||||
|
||||
/** Handle FPS camera movement */
|
||||
function handleFPSCameraMovement() {
|
||||
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
|
||||
|
||||
// WASD for horizontal movement
|
||||
if (keysPressed.has('w') || keysPressed.has('W')) {
|
||||
fpsCamera.moveForward(speed);
|
||||
}
|
||||
if (keysPressed.has('s') || keysPressed.has('S')) {
|
||||
fpsCamera.moveForward(-speed);
|
||||
}
|
||||
if (keysPressed.has('a') || keysPressed.has('A')) {
|
||||
fpsCamera.moveRight(-speed);
|
||||
}
|
||||
if (keysPressed.has('d') || keysPressed.has('D')) {
|
||||
fpsCamera.moveRight(speed);
|
||||
}
|
||||
|
||||
// Q/E for vertical movement
|
||||
if (keysPressed.has('q') || keysPressed.has('Q')) {
|
||||
fpsCamera.moveUp(-speed);
|
||||
}
|
||||
if (keysPressed.has('e') || keysPressed.has('E')) {
|
||||
fpsCamera.moveUp(speed);
|
||||
}
|
||||
|
||||
// Space to go up, Ctrl to go down
|
||||
if (keysPressed.has(' ')) {
|
||||
fpsCamera.moveUp(speed);
|
||||
}
|
||||
if (keysPressed.has('Control')) {
|
||||
fpsCamera.moveUp(-speed);
|
||||
}
|
||||
}
|
||||
|
||||
/** Handle keyboard input for camera controls */
|
||||
function handleKeyboardInput() {
|
||||
keyboardRotationX = 0;
|
||||
@@ -328,19 +388,59 @@ function main() {
|
||||
// Keyboard controls
|
||||
window.addEventListener('keydown', (evt) => {
|
||||
keysPressed.add(evt.key);
|
||||
handleKeyboardInput();
|
||||
|
||||
// Toggle camera mode with 'C' key
|
||||
if (evt.key === 'c' || evt.key === 'C') {
|
||||
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
|
||||
console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
|
||||
|
||||
// Update FPS display to show camera mode
|
||||
if (fpsDisplay) {
|
||||
const modeText = document.createElement('div');
|
||||
modeText.id = 'camera-mode';
|
||||
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
|
||||
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
|
||||
|
||||
const existingMode = document.getElementById('camera-mode');
|
||||
if (existingMode) {
|
||||
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
|
||||
} else {
|
||||
document.body.appendChild(modeText);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reset camera on 'R' key
|
||||
if (evt.key === 'r' || evt.key === 'R') {
|
||||
curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
keyboardZoom = 0;
|
||||
if (cameraMode === 'fps') {
|
||||
fpsCamera = new FPSCamera(); // Reset to initial FPS position
|
||||
camera = fpsCamera;
|
||||
console.log('Camera reset to FPS default position');
|
||||
} else {
|
||||
curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
keyboardZoom = 0;
|
||||
console.log('Camera reset to orbital default position');
|
||||
}
|
||||
}
|
||||
|
||||
// Prevent default for space to avoid page scroll
|
||||
if (evt.key === ' ' && cameraMode === 'fps') {
|
||||
evt.preventDefault();
|
||||
}
|
||||
|
||||
// Handle orbital camera keyboard input
|
||||
if (cameraMode === 'orbital') {
|
||||
handleKeyboardInput();
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', (evt) => {
|
||||
keysPressed.delete(evt.key);
|
||||
handleKeyboardInput();
|
||||
|
||||
if (cameraMode === 'orbital') {
|
||||
handleKeyboardInput();
|
||||
}
|
||||
});
|
||||
|
||||
// Window resize handler
|
||||
@@ -348,6 +448,26 @@ function main() {
|
||||
updateCanvasSize(canvas);
|
||||
});
|
||||
|
||||
// Camera mode toggle from UI controls
|
||||
window.addEventListener('toggleCameraMode', () => {
|
||||
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
|
||||
camera = cameraMode === 'fps' ? fpsCamera : orbitalCamera;
|
||||
console.log(`Camera mode switched to: ${cameraMode.toUpperCase()}`);
|
||||
|
||||
// Update display
|
||||
const modeText = document.createElement('div');
|
||||
modeText.id = 'camera-mode';
|
||||
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
|
||||
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
|
||||
|
||||
const existingMode = document.getElementById('camera-mode');
|
||||
if (existingMode) {
|
||||
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
|
||||
} else {
|
||||
document.body.appendChild(modeText);
|
||||
}
|
||||
});
|
||||
|
||||
initShaders();
|
||||
initGeometry();
|
||||
initFBO();
|
||||
@@ -358,7 +478,13 @@ function main() {
|
||||
skybox = new Skybox();
|
||||
skybox.initVAO(gl);
|
||||
|
||||
camera = new Camera();
|
||||
// Initialize both cameras
|
||||
orbitalCamera = new OrbitalCamera();
|
||||
fpsCamera = new FPSCamera();
|
||||
camera = fpsCamera; // Start with FPS camera
|
||||
|
||||
console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
|
||||
|
||||
//Check if any errors apeared during init.
|
||||
if (gl.getError() != gl.NO_ERROR) {
|
||||
console.log("OpenGL Error!: ");
|
||||
|
||||
Reference in New Issue
Block a user