-
Notifications
You must be signed in to change notification settings - Fork 58
/
Copy pathindex.js
166 lines (143 loc) · 4.93 KB
/
index.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
let camera;
let player;
let xrFrameSystem;
// 位移速度
let speed = 5;
// 视角旋转的速度
let smoothSpeed = 8;
// 世界坐标系下的标准方位
let up;
let left;
// player相关
let position;
let quaternionP; //player的四元数
let quaternionPIni; //player每次转动开始时的角度
let quaternionPRes; //player每次需要转动到的角度
let quaternionPTemp; //旋转四元数的临时变量
// camera相关
let quaternionC; //camera的四元数
let quaternionCIni; //camera每次转动开始时的角度
let quaternionCRes; //camera每次需要转动到的角度
// 初始化是否完成的标记
let initFinish = false;
Component({
behaviors: [require('../../common/share-behavior').default],
properties: {
width:Number,
height:Number,
transferData: {
type:Object,
observer(newVal, oldVal){
if(newVal.biasRotX != undefined){
this.biasRotX = newVal.biasRotX;
this.biasRotY = newVal.biasRotY;
}
if(newVal.initRotX != undefined){
this.initRotX = newVal.initRotX;
this.initRotY = newVal.initRotY;
}
if(newVal.biasX != undefined){
this.biasX = newVal.biasX;
this.biasY = newVal.biasY;
}
},
},
reset: {
type: Number,
observer(newVal, oldVal) {
//监听发生变化的reset后,执行重置逻辑
position.set(xrFrameSystem.Vector3.createFromNumber(0, 1.6, 1));
quaternionC.setFromYawRollPitch(0, 0, 0);
quaternionP.setFromYawRollPitch(Math.PI, 0, 0);
}
}
},
data: {
loaded: false
},
lifetimes: {},
methods: {
handleReady({
detail
}) {
const xrScene = this.scene = detail.value;
console.log('xr-scene', xrScene);
xrFrameSystem = wx.getXrFrameSystem();
camera = xrScene.getElementById("camera");
player = xrScene.getElementById("player");
up = xrFrameSystem.Vector3.createFromNumber(0, 1, 0);
left = xrFrameSystem.Vector3.createFromNumber(1, 0, 0);
quaternionC = camera.getComponent(xrFrameSystem.Transform).quaternion;
quaternionP = player.getComponent(xrFrameSystem.Transform).quaternion;
position = player.getComponent(xrFrameSystem.Transform).position;
quaternionPIni = new xrFrameSystem.Quaternion();
quaternionPIni.set(quaternionP);
quaternionPRes = new xrFrameSystem.Quaternion();
quaternionPRes.set(quaternionP);
quaternionPTemp = new xrFrameSystem.Quaternion();
quaternionPTemp.setFromYawRollPitch(0, 0, 0);
quaternionCIni = new xrFrameSystem.Quaternion();
quaternionCIni.set(quaternionC);
quaternionCRes = new xrFrameSystem.Quaternion();
quaternionCRes.set(quaternionC);
this.biasRotX = 0;
this.biasRotY = 0;
this.initRotX = 0;
this.initRotY = 0;
this.biasX = 0;
this.biasY = 0;
initFinish = true;
},
handleAssetsProgress: function ({
detail
}) {
console.log('assets progress', detail.value);
},
handleAssetsLoaded: function ({
detail
}) {
console.log('assets loaded', detail.value);
this.setData({
loaded: true
});
},
handleTick: function (dt) {
//确保handleReady时期的初始化完成
if (!initFinish)
return;
var deltaTime = dt.detail.value / 1000;
//------摄像头旋转逻辑------//
let rotX = (this.biasRotX - this.initRotX) / this.data.width * Math.PI;
let rotY = (this.biasRotY - this.initRotY) / this.data.height * Math.PI;
//水平方向旋转player node
if (this.biasRotX == 0) {
quaternionPIni.set(quaternionPTemp);
quaternionPRes.set(quaternionPTemp);
} else {
quaternionPIni.multiply(xrFrameSystem.Quaternion.createFromAxisAngle(up, -rotX), quaternionPRes);
}
//垂直方向旋转camera node
if (this.biasRotY == 0) {
quaternionCIni.set(quaternionCRes);
quaternionCRes.set(quaternionCRes);
} else {
quaternionCIni.multiply(xrFrameSystem.Quaternion.createFromAxisAngle(left, rotY), quaternionCRes);
}
quaternionPTemp.slerp(quaternionPRes, smoothSpeed * deltaTime, quaternionPTemp);
quaternionC.slerp(quaternionPTemp.multiply(quaternionCRes), smoothSpeed * deltaTime, quaternionC);
//------摄像头位移逻辑------//
var x = this.biasX;
var y = this.biasY;
if (x || y) {
var z = Math.sqrt(x * x + y * y);
var ratio = z / 50; //此处除以50,因为摇杆盘半径为50
ratio = ratio > 1 ? 1 : ratio < 0 ? 0 : ratio;
var temp = xrFrameSystem.Vector3.createFromNumber(-x / z, 0, -y / z);
temp = temp.scale(ratio * speed * deltaTime);
//位移需要根据旋转角度做转化, 这里需要取得camera的世界旋转矩阵
temp.applyQuaternion(camera.getComponent(xrFrameSystem.Transform).worldQuaternion);
position.set(position.add(temp));
}
},
}
})