Файл: Space race/bkcore/hexgl/CameraChase.js
Строк: 44
<?php
/*
* HexGL
* @author Thibaut 'BKcore' Despoulain <http://bkcore.com>
* @license This work is licensed under the Creative Commons Attribution-NonCommercial 3.0 Unported License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/3.0/.
*/
var bkcore = bkcore || {};
bkcore.hexgl = bkcore.hexgl || {};
bkcore.hexgl.CameraChase = function(opts)
{
this.dir = new THREE.Vector3(0,0,1);
this.up = new THREE.Vector3(0,1,0);
this.target = new THREE.Vector3();
this.speedOffset = 0;
this.speedOffsetMax = 10;
this.speedOffsetStep = 0.05;
this.modes = {
CHASE: 0,
ORBIT: 1
}
this.mode = this.modes.CHASE;
this.camera = opts.camera;
this.targetObject = opts.target;
this.cameraCube = opts.cameraCube == undefined ? null : opts.cameraCube;
this.yoffset = opts.yoffest == undefined ? 8.0 : opts.yoffest;
this.zoffset = opts.zoffset == undefined ? 10.0 : opts.zoffset;
this.viewOffset = opts.viewOffset == undefined ? 10.0 : opts.viewOffset;
this.orbitOffset = 12;
this.lerp = opts.lerp == undefined ? 0.5 : opts.lerp;
this.time = 0.0;
}
bkcore.hexgl.CameraChase.prototype.update = function(dt, ratio)
{
if(this.mode == this.modes.CHASE)
{
this.dir.set(0,0,1);
this.up.set(0,1,0);
this.targetObject.matrix.rotateAxis(this.up);
this.targetObject.matrix.rotateAxis(this.dir);
this.speedOffset += (this.speedOffsetMax*ratio - this.speedOffset) * Math.min(1, 0.3*dt);
this.target.copy(this.targetObject.position);
this.target.subSelf(this.dir.multiplyScalar(this.zoffset + this.speedOffset));
this.target.addSelf(this.up.multiplyScalar(this.yoffset));
this.target.y += -this.up.y + this.yoffset;
this.camera.position.copy(this.target);
this.camera.lookAt(this.dir.normalize().multiplyScalar(this.viewOffset).addSelf(this.targetObject.position));
}
else if(this.mode == this.modes.ORBIT)
{
this.time += dt*.008;
this.dir.set(
Math.cos(this.time)*this.orbitOffset,
this.yoffset/2,
Math.sin(this.time)*this.orbitOffset
);
this.target.copy(this.targetObject.position).addSelf(this.dir);
this.camera.position.copy(this.target);
this.camera.lookAt(this.targetObject.position);
}
if(this.cameraCube != null)
this.cameraCube.rotation.copy(this.camera.rotation);
}
?>