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controls.cljs
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controls.cljs
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(ns ^:figwheel-always game.client.controls
(:require
[cljs.pprint :as pprint]
[jayq.core :as jayq :refer [$]]
[game.client.config :as config]
[game.client.common :as common :refer [data unique-id]]
[game.client.scene :as scene]
[game.client.routing :as routing]
[game.client.math :as math :refer [square sin cos pi atan2 sqrt]]
[com.stuartsierra.component :as component])
(:require-macros [game.shared.macros :as macros :refer [defcom]]))
(defn prevent-default
[event]
(.preventDefault event)
false)
(defn get-elapsed
[state]
; divide by 16.67 because that is expected frame time at 60 FPS,
; so we get multiplier that scales the old speed.
(/ (min (- (common/game-time) @(:last-frame-time state)) 250.0) 16.67))
(defn
scroll
[delta state]
(let
[camera (:camera state)
config (:config state)
speed (get-in config [:controls :scroll-speed])
speed (* speed (-> camera .-position .-y))
speed (/ speed (-> (get-in config [:controls :origin]) .-y))
speed (* speed (get-elapsed state))
_ (-> delta (.applyQuaternion (-> camera .-quaternion)))
_ (-> delta .-y (set! 0))
_ (-> delta .normalize)
_ (-> delta (.multiplyScalar speed))]
(-> camera .-position (.add delta))))
(defn arc-ball-rotation-left-right
[state sign]
(let
[camera (:camera state)
focus (scene/get-camera-focus camera 0 0)
axis (-> camera .-position .clone)
_ (-> axis (.sub focus))
_ (-> axis .-y (set! 0))
_ (-> axis .normalize)
old (-> camera .-position .clone)
config (:config state)
rotate-speed (get-in config [:controls :rotate-speed])
rotate-speed (* sign rotate-speed)
rotate-speed (* rotate-speed (get-elapsed state))]
(-> camera .-position (.applyAxisAngle axis rotate-speed))
(-> camera .-position .-y (set! (-> old .-y)))
(-> camera (.lookAt focus))))
(defn arc-ball-rotation-up-down
[state sign]
(let
[camera (:camera state)
focus (scene/get-camera-focus camera 0 0)
axis (-> camera .-position .clone)
_ (-> axis (.sub focus))
offset axis
config (:config state)
rotate-speed (get-in config [:controls :rotate-speed])
rotate-speed (* sign rotate-speed)
rotate-speed (* rotate-speed (get-elapsed state))
theta (atan2 (-> offset .-x) (-> offset .-z))
xzlen (sqrt (+ (square (-> offset .-x)) (square (-> offset .-z))))
min-polar-angle 0.1
max-polar-angle (- (/ pi 2) (/ pi 16))
phi (atan2 xzlen (-> offset .-y))
phi (+ phi rotate-speed)
phi (min max-polar-angle phi)
phi (max min-polar-angle phi)
radius (-> offset .length)
x (* radius (sin phi) (sin theta))
y (* radius (cos phi))
z (* radius (sin phi) (cos theta))
_ (-> offset (.set x y z))]
(-> camera .-position (.copy focus))
(-> camera .-position (.add offset))
(-> camera (.lookAt focus))))
(defn
rotate-left
[state]
(arc-ball-rotation-left-right state 1))
(defn
rotate-right
[state]
(arc-ball-rotation-left-right state -1))
(defn
rotate-up
[state]
(arc-ball-rotation-up-down state -1))
(defn
rotate-down
[state]
(arc-ball-rotation-up-down state 1))
(defn
scroll-left
[state]
(scroll (new js/THREE.Vector3 -1 0 0) state))
(defn
scroll-right
[state]
(scroll (new js/THREE.Vector3 1 0 0) state))
(defn
scroll-up
[state]
(scroll (new js/THREE.Vector3 0 1 0) state))
(defn
scroll-down
[state]
(scroll (new js/THREE.Vector3 0 -1 0) state))
(defn zoom
[state camera delta]
(let
[
te (-> camera .-matrix .-elements)
x (aget te 8)
y (aget te 9)
z (aget te 10)
zoom-offset (new js/THREE.Vector3 x y z)
delta (* delta (get-elapsed state))
_ (-> zoom-offset (.multiplyScalar (* delta (-> camera .-position .-y))))]
(-> camera .-position (.addVectors (-> camera .-position) zoom-offset))))
(defn
zoom-in
[state]
(zoom state (:camera state) (- (get-in (:config state) [:controls :zoom-speed]))))
(defn
zoom-out
[state]
(zoom state (:camera state) (get-in (:config state) [:controls :zoom-speed])))
(defn
reset-camera
[state]
(let
[camera (:camera state)
config (:config state)
scene (:scene state)
origin (get-in config [:controls :origin])]
(-> camera .-position (.copy origin))
(-> camera (.lookAt (-> scene .-position)))))
(def handled-keys
{
(-> js/KeyEvent .-DOM_VK_LEFT) scroll-left
(-> js/KeyEvent .-DOM_VK_RIGHT) scroll-right
(-> js/KeyEvent .-DOM_VK_UP) scroll-up
(-> js/KeyEvent .-DOM_VK_DOWN) scroll-down
(-> js/KeyEvent .-DOM_VK_PAGE_UP) zoom-in
(-> js/KeyEvent .-DOM_VK_PAGE_DOWN) zoom-out
(-> js/KeyEvent .-DOM_VK_HOME) reset-camera
[:ctrl (-> js/KeyEvent .-DOM_VK_LEFT)] rotate-left
[:ctrl (-> js/KeyEvent .-DOM_VK_RIGHT)] rotate-right
[:ctrl (-> js/KeyEvent .-DOM_VK_UP)] rotate-up
[:ctrl (-> js/KeyEvent .-DOM_VK_DOWN)] rotate-down})
(defn scroll-handler
[enabled keys-pressed state]
(doseq
[k (keys @keys-pressed)]
(if-let
[handler (get handled-keys k)]
(handler state)))
(reset! (:last-frame-time state) (common/game-time))
(if @enabled
(js/requestAnimationFrame #(scroll-handler enabled keys-pressed state))))
(defn
handle-key
[keys-pressed event active]
(let
[action (if active #(assoc %1 %2 true) dissoc)
key-code (-> event .-keyCode)
combination (if (-> event .-ctrlKey) [:ctrl key-code] key-code)]
(if
(contains? handled-keys combination)
(do
(prevent-default event)
(swap! keys-pressed #(action % combination))
; E.g. a sequence of left down, ctrl down, left up, left down, left up should stop action
(if-not active (swap! keys-pressed #(action % key-code)))
; E.g. a sequence of ctrl+left down, ctrl up, left up should stop action
(if-not active (swap! keys-pressed #(action % [:ctrl key-code])))
false)
true)))
(defn key-down
[keys-pressed event]
(handle-key keys-pressed event true))
(defn key-up
[keys-pressed event]
(handle-key keys-pressed event false))
(defn rebind
[$element eventname handler]
(-> $element
(.off eventname)
(.on eventname handler)))
(defn
init-controls
[component element config camera scene]
(let
[$body ($ "body")
$element ($ element)
$overlay (data (:$overlay component))
render-stats (data (:render-stats component))
engine-stats (data (:engine-stats component))
$render-stats ($ (-> render-stats .-domElement))
$engine-stats ($ (-> engine-stats .-domElement))
bindns (str "controls" (unique-id element))
contextevt (str "contextmenu." bindns)
keydownevt (str "keydown." bindns)
keyupevt (str "keyup." bindns)
keys-pressed (atom {})
last-frame-time (atom (common/game-time))
state
{
:camera (data camera)
:scene (data scene)
:config config
:last-frame-time last-frame-time}
interval-handler-enabled (atom true)
interval-handler (partial scroll-handler interval-handler-enabled keys-pressed state)]
(rebind $element contextevt prevent-default)
(rebind $overlay contextevt prevent-default)
(rebind $render-stats contextevt prevent-default)
(rebind $engine-stats contextevt prevent-default)
(rebind $body keydownevt (partial key-down keys-pressed))
(rebind $body keyupevt (partial key-up keys-pressed))
(interval-handler)
(-> component
(assoc :keydownevt keydownevt)
(assoc :keyupevt keyupevt)
(assoc :old-interval-handler-enabled interval-handler-enabled))))
(defcom
new-controls
[renderer config camera scene init-scene $overlay render-stats engine-stats]
[old-interval-handler-enabled keydownevt keyupevt]
(fn [component]
(let
[element (scene/get-view-element renderer)]
(init-controls component element config camera scene)))
(fn [component]
(if old-interval-handler-enabled (reset! old-interval-handler-enabled false))
(let
[$body ($ "body")]
(if keydownevt (-> $body (.off keydownevt)))
(if keyupevt (-> $body (.off keyupevt))))
component))