camera control done

This commit is contained in:
gbrochar 2020-11-27 13:12:24 +01:00
parent 9ff4298f01
commit 86e7637e2e
5 changed files with 59 additions and 20 deletions

41
src/client/camera.ts Normal file
View File

@ -0,0 +1,41 @@
// @ts-ignore
import mat4 from 'gl-mat4';
/**
* Updates the camera position depending on keyboard input
* @param {any} context the program context
*/
export function updateCamera(context: any) {
const xMat = mat4.create();
mat4.rotateY(xMat, xMat, context.params.camRot.y);
mat4.rotateX(xMat, xMat, context.params.camRot.x);
const zMat = mat4.create();
mat4.rotateY(zMat, zMat, context.params.camRot.y);
mat4.rotateX(zMat, zMat, context.params.camRot.x);
if (context.params.keyboard.a) {
context.params.camPos.x += xMat[0];
context.params.camPos.y += xMat[4];
context.params.camPos.z += xMat[8];
}
if (context.params.keyboard.d) {
context.params.camPos.x -= xMat[0];
context.params.camPos.y -= xMat[4];
context.params.camPos.z -= xMat[8];
}
if (context.params.keyboard.space) {
context.params.camPos.y -= 1;
}
if (context.params.keyboard.control) {
context.params.camPos.y += 1;
}
if (context.params.keyboard.w) {
context.params.camPos.x += zMat[2];
context.params.camPos.y += zMat[6];
context.params.camPos.z += zMat[10];
}
if (context.params.keyboard.s) {
context.params.camPos.x -= zMat[2];
context.params.camPos.y -= zMat[6];
context.params.camPos.z -= zMat[10];
}
}

View File

@ -39,7 +39,8 @@ export function initParams(context: any) {
a: false,
s: false,
d: false,
shift: false,
space: false,
control: false,
},
};
}

View File

@ -12,6 +12,7 @@ import {uiUpdateParams,
uiUpdateObject,
uiUpdateShader} from './uijquery';
import {initUX} from './ux';
import {updateCamera} from './camera';
main();
@ -60,18 +61,7 @@ async function main() {
changed = true;
}
then = now;
if (context.params.keyboard.w) {
context.params.camPos.z += 1.;
}
if (context.params.keyboard.s) {
context.params.camPos.z -= 1.;
}
if (context.params.keyboard.a) {
context.params.camPos.x += 1.;
}
if (context.params.keyboard.d) {
context.params.camPos.x -= 1.;
}
updateCamera(context);
drawScene(context.gl,
context.programInfo,
context.buffers,

View File

@ -26,9 +26,6 @@ export function initUX(context: any, canvas: any) {
}
});
$(document).keydown((event) => {
if (event.key == 'Shift') {
context.params.keyboard.shift = true;
}
if (event.key == 'w') {
context.params.keyboard.w = true;
}
@ -41,11 +38,14 @@ export function initUX(context: any, canvas: any) {
if (event.key == 'd') {
context.params.keyboard.d = true;
}
if (event.key == 'Control') {
context.params.keyboard.control = true;
}
if (event.key == ' ') {
context.params.keyboard.space = true;
}
});
$(document).keyup((event) => {
if (event.key == 'Shift') {
context.params.keyboard.shift = false;
}
if (event.key == 'w') {
context.params.keyboard.w = false;
}
@ -58,5 +58,11 @@ export function initUX(context: any, canvas: any) {
if (event.key == 'd') {
context.params.keyboard.d = false;
}
if (event.key == 'Control') {
context.params.keyboard.control = false;
}
if (event.key == ' ') {
context.params.keyboard.space = false;
}
});
}

View File

@ -15,7 +15,8 @@
<canvas id='glCanvas' width='640' height='640'></canvas>
<div id='ui'>
<div class='ui-block'>
To control the camera with mouse, click in the canvas, to exit, click again.
To control the camera orientation with mouse, click in the canvas, to exit, click again.<br>
To control the camera position, use W/S for Z axis, A/D for X axis, and Space/Control for fixed Y axis.
</div>
<div class='ui-block'>
<div style='display: inline;'>Change shader: </div>