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120 changes: 100 additions & 20 deletions SupEngine/src/components/Camera3DControls.ts
Original file line number Diff line number Diff line change
Expand Up @@ -7,50 +7,130 @@ const tmpMovement = new THREE.Vector3();
const tmpQuaternion = new THREE.Quaternion();
const forwardVector = new THREE.Vector3(0, 1, 0);

if (typeof window === "object") {
var hkm = (<any>window).SupCore.hotKeyMgr;
console.log('Camera3DControls: this; ' + this);
}


export default class Camera3DControls extends ActorComponent {
camera: Camera;
rotation: THREE.Euler;
movementSpeed = 0.2;

hotKeys = {
groupName: "Camera3DControls",
actions: {
SET_X_NEG: { meta: "DOM_VK_NULL", core: "DOM_VK_A"},
SET_X_POS: { meta: "DOM_VK_NULL", core: "DOM_VK_Z"},
SET_Y_NEG: { meta: "DOM_VK_SHIFT", core: "DOM_VK_Y"},
SET_Y_POS: { meta: "DOM_VK_NULL", core: "DOM_VK_Y"},
SET_Z_NEG: { meta: "DOM_VK_NULL", core: "DOM_VK_W"},
SET_Z_POS: { meta: "DOM_VK_NULL", core: "DOM_VK_S"},
MOUSE_ROT: { meta: "DOM_VK_ALT", core: "DOM_VK_NULL"}
}

};

constructor(actor: Actor, camera: Camera) {
super(actor, "Camera3DControls");

this.camera = camera;
this.rotation = actor.getLocalEulerAngles(new THREE.Euler());

this.defHotKeys();

}
defHotKeys () {
if (typeof window !== "object") {
return;
}

setIsLayerActive(active: boolean) { /* Nothing to render */ }
let result = { ok: false, keySet: {}, msg: ""};
let groupName = this.hotKeys.groupName;

update() {
const keyButtons = this.actor.gameInstance.input.keyboardButtons;
const keyEvent = (<any>window).KeyEvent; // Workaround for unknown KeyEvent property on window object
result = hkm.decGroup(groupName);
if(!result.ok) {
console.log(groupName + ": " + result.msg);
}

let castActions:any = this.hotKeys.actions;
for(let action in castActions) {
if (castActions.hasOwnProperty(action)) {
result=hkm.decAction(groupName, action);
if(result.ok) {

let metaStr = castActions[action].meta;
let coreStr = castActions[action].core;
castActions[action] = result.keySet;

if (!keyButtons[keyEvent.DOM_VK_CONTROL].isDown) {
tmpMovement.setX(
(keyButtons[keyEvent.DOM_VK_A].isDown || keyButtons[keyEvent.DOM_VK_Q].isDown) ? -this.movementSpeed :
((keyButtons[keyEvent.DOM_VK_D].isDown) ? this.movementSpeed :
0));
result = hkm.setAction(groupName, action, metaStr, coreStr);
if(!result.ok) {
console.error(groupName + ": " + result.msg);
return;
}

tmpMovement.setZ(
(keyButtons[keyEvent.DOM_VK_W].isDown || keyButtons[keyEvent.DOM_VK_Z].isDown) ? -this.movementSpeed :
((keyButtons[keyEvent.DOM_VK_S].isDown) ? this.movementSpeed :
0));
} else {
result = hkm.getKeySet(groupName, action);

tmpMovement.setY(
(keyButtons[keyEvent.DOM_VK_SPACE].isDown) ? this.movementSpeed :
((keyButtons[keyEvent.DOM_VK_SHIFT].isDown) ? -this.movementSpeed :
0));
if(!result.ok) {
console.error(groupName + ": " + result.msg);
return;
}
castActions[action] = result.keySet;

tmpMovement.applyQuaternion(tmpQuaternion.setFromAxisAngle(forwardVector, this.rotation.y));
this.actor.moveLocal(tmpMovement);
}

}

}
hkm.loadConfig(groupName);
}

setIsLayerActive(active: boolean) { /* Nothing to render */ }

update() {

const keyButtons = this.actor.gameInstance.input.keyboardButtons;
const actions = this.hotKeys.actions;

if (hkm.inKeyboardButtonArray(actions.SET_X_POS, keyButtons)) {
tmpMovement.setX(this.movementSpeed);
} else {
if (hkm.inKeyboardButtonArray(actions.SET_X_NEG, keyButtons)) {
tmpMovement.setX(-this.movementSpeed);
} else {
tmpMovement.setX(0);
}
}
if (hkm.inKeyboardButtonArray(actions.SET_Y_POS, keyButtons)) {
tmpMovement.setY(this.movementSpeed);
} else {
if (hkm.inKeyboardButtonArray(actions.SET_Y_NEG, keyButtons)) {
tmpMovement.setY(-this.movementSpeed);
} else {
tmpMovement.setY(0);
}
}
if (hkm.inKeyboardButtonArray(actions.SET_Z_POS, keyButtons)) {
tmpMovement.setZ(this.movementSpeed);
} else {
if (hkm.inKeyboardButtonArray(actions.SET_Z_NEG, keyButtons)) {
tmpMovement.setZ(-this.movementSpeed);
} else {
tmpMovement.setZ(0);
}
}
tmpMovement.applyQuaternion(tmpQuaternion.setFromAxisAngle(forwardVector, this.rotation.y));
this.actor.moveLocal(tmpMovement);

// Camera rotation
if (this.actor.gameInstance.input.mouseButtons[1].isDown ||
(this.actor.gameInstance.input.mouseButtons[0].isDown && keyButtons[keyEvent.DOM_VK_ALT].isDown)) {
(this.actor.gameInstance.input.mouseButtons[0].isDown && hkm.inKeyboardButtonArray(actions.MOUSE_ROT, keyButtons))) {
this.rotation.x = Math.min(Math.max(this.rotation.x - this.actor.gameInstance.input.mouseDelta.y / 250, -Math.PI / 2), Math.PI / 2);
this.rotation.y -= this.actor.gameInstance.input.mouseDelta.x / 250;
this.actor.setLocalEulerAngles(this.rotation);
}

}
}