babylon.virtualJoystick.js 16 KB

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  1. // Mainly based on these 2 articles :
  2. // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
  3. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  4. var BABYLON;
  5. (function (BABYLON) {
  6. (function (JoystickAxis) {
  7. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  8. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  9. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  10. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  11. var JoystickAxis = BABYLON.JoystickAxis;
  12. var VirtualJoystick = (function () {
  13. function VirtualJoystick(leftJoystick) {
  14. var _this = this;
  15. if (leftJoystick) {
  16. this._leftJoystick = true;
  17. }
  18. else {
  19. this._leftJoystick = false;
  20. }
  21. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  22. VirtualJoystick._globalJoystickIndex++;
  23. // By default left & right arrow keys are moving the X
  24. // and up & down keys are moving the Y
  25. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  26. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  27. this.reverseLeftRight = false;
  28. this.reverseUpDown = false;
  29. // collections of pointers
  30. this._touches = new BABYLON.SmartCollection();
  31. this.deltaPosition = BABYLON.Vector3.Zero();
  32. this._joystickSensibility = 25;
  33. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  34. this._rotationSpeed = 25;
  35. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  36. this._rotateOnAxisRelativeToMesh = false;
  37. this._onResize = function (evt) {
  38. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  39. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  40. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  41. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  42. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  43. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  44. };
  45. // injecting a canvas element on top of the canvas 3D game
  46. if (!VirtualJoystick.vjCanvas) {
  47. window.addEventListener("resize", this._onResize, false);
  48. VirtualJoystick.vjCanvas = document.createElement("canvas");
  49. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  50. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  51. VirtualJoystick.vjCanvas.width = window.innerWidth;
  52. VirtualJoystick.vjCanvas.height = window.innerHeight;
  53. VirtualJoystick.vjCanvas.style.width = "100%";
  54. VirtualJoystick.vjCanvas.style.height = "100%";
  55. VirtualJoystick.vjCanvas.style.position = "absolute";
  56. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  57. VirtualJoystick.vjCanvas.style.top = "0px";
  58. VirtualJoystick.vjCanvas.style.left = "0px";
  59. VirtualJoystick.vjCanvas.style.zIndex = "5";
  60. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  61. // Support for jQuery PEP polyfill
  62. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  63. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  64. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  65. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  66. document.body.appendChild(VirtualJoystick.vjCanvas);
  67. }
  68. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  69. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  70. this.pressed = false;
  71. // default joystick color
  72. this._joystickColor = "cyan";
  73. this._joystickPointerID = -1;
  74. // current joystick position
  75. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  76. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  77. // origin joystick position
  78. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  79. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  80. this._onPointerDownHandlerRef = function (evt) {
  81. _this._onPointerDown(evt);
  82. };
  83. this._onPointerMoveHandlerRef = function (evt) {
  84. _this._onPointerMove(evt);
  85. };
  86. this._onPointerOutHandlerRef = function (evt) {
  87. _this._onPointerUp(evt);
  88. };
  89. this._onPointerUpHandlerRef = function (evt) {
  90. _this._onPointerUp(evt);
  91. };
  92. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  93. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  94. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  95. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  96. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  97. evt.preventDefault(); // Disables system menu
  98. }, false);
  99. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  100. }
  101. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  102. this._joystickSensibility = newJoystickSensibility;
  103. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  104. };
  105. VirtualJoystick.prototype._onPointerDown = function (e) {
  106. var positionOnScreenCondition;
  107. e.preventDefault();
  108. if (this._leftJoystick === true) {
  109. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110. }
  111. else {
  112. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  113. }
  114. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  115. // First contact will be dedicated to the virtual joystick
  116. this._joystickPointerID = e.pointerId;
  117. this._joystickPointerStartPos.x = e.clientX;
  118. this._joystickPointerStartPos.y = e.clientY;
  119. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  120. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  121. this._deltaJoystickVector.x = 0;
  122. this._deltaJoystickVector.y = 0;
  123. this.pressed = true;
  124. this._touches.add(e.pointerId.toString(), e);
  125. }
  126. else {
  127. // You can only trigger the action buttons with a joystick declared
  128. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  129. this._action();
  130. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  131. }
  132. }
  133. };
  134. VirtualJoystick.prototype._onPointerMove = function (e) {
  135. // If the current pointer is the one associated to the joystick (first touch contact)
  136. if (this._joystickPointerID == e.pointerId) {
  137. this._joystickPointerPos.x = e.clientX;
  138. this._joystickPointerPos.y = e.clientY;
  139. this._deltaJoystickVector = this._joystickPointerPos.clone();
  140. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  141. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  142. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  143. switch (this._axisTargetedByLeftAndRight) {
  144. case JoystickAxis.X:
  145. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  146. break;
  147. case JoystickAxis.Y:
  148. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  149. break;
  150. case JoystickAxis.Z:
  151. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  152. break;
  153. }
  154. var directionUpDown = this.reverseUpDown ? 1 : -1;
  155. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  156. switch (this._axisTargetedByUpAndDown) {
  157. case JoystickAxis.X:
  158. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  159. break;
  160. case JoystickAxis.Y:
  161. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  162. break;
  163. case JoystickAxis.Z:
  164. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  165. break;
  166. }
  167. }
  168. else {
  169. if (this._touches.item(e.pointerId.toString())) {
  170. this._touches.item(e.pointerId.toString()).x = e.clientX;
  171. this._touches.item(e.pointerId.toString()).y = e.clientY;
  172. }
  173. }
  174. };
  175. VirtualJoystick.prototype._onPointerUp = function (e) {
  176. if (this._joystickPointerID == e.pointerId) {
  177. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 63, this._joystickPointerStartPos.y - 63, 126, 126);
  178. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 41, this._joystickPreviousPointerPos.y - 41, 82, 82);
  179. this._joystickPointerID = -1;
  180. this.pressed = false;
  181. }
  182. else {
  183. var touch = this._touches.item(e.pointerId.toString());
  184. if (touch) {
  185. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 43, touch.prevY - 43, 86, 86);
  186. }
  187. }
  188. this._deltaJoystickVector.x = 0;
  189. this._deltaJoystickVector.y = 0;
  190. this._touches.remove(e.pointerId.toString());
  191. };
  192. /**
  193. * Change the color of the virtual joystick
  194. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  195. */
  196. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  197. this._joystickColor = newColor;
  198. };
  199. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  200. this._action = action;
  201. };
  202. // Define which axis you'd like to control for left & right
  203. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  204. switch (axis) {
  205. case JoystickAxis.X:
  206. case JoystickAxis.Y:
  207. case JoystickAxis.Z:
  208. this._axisTargetedByLeftAndRight = axis;
  209. break;
  210. default:
  211. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  212. break;
  213. }
  214. };
  215. // Define which axis you'd like to control for up & down
  216. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  217. switch (axis) {
  218. case JoystickAxis.X:
  219. case JoystickAxis.Y:
  220. case JoystickAxis.Z:
  221. this._axisTargetedByUpAndDown = axis;
  222. break;
  223. default:
  224. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  225. break;
  226. }
  227. };
  228. VirtualJoystick.prototype._clearCanvas = function () {
  229. if (this._leftJoystick) {
  230. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  231. }
  232. else {
  233. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  234. }
  235. };
  236. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  237. var _this = this;
  238. if (this.pressed) {
  239. this._touches.forEach(function (touch) {
  240. if (touch.pointerId === _this._joystickPointerID) {
  241. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 63, _this._joystickPointerStartPos.y - 63, 126, 126);
  242. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 41, _this._joystickPreviousPointerPos.y - 41, 82, 82);
  243. VirtualJoystick.vjCanvasContext.beginPath();
  244. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  245. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  246. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  247. VirtualJoystick.vjCanvasContext.stroke();
  248. VirtualJoystick.vjCanvasContext.closePath();
  249. VirtualJoystick.vjCanvasContext.beginPath();
  250. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  251. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  252. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  253. VirtualJoystick.vjCanvasContext.stroke();
  254. VirtualJoystick.vjCanvasContext.closePath();
  255. VirtualJoystick.vjCanvasContext.beginPath();
  256. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  257. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  258. VirtualJoystick.vjCanvasContext.stroke();
  259. VirtualJoystick.vjCanvasContext.closePath();
  260. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  261. }
  262. else {
  263. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 43, touch.prevY - 43, 86, 86);
  264. VirtualJoystick.vjCanvasContext.beginPath();
  265. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  266. VirtualJoystick.vjCanvasContext.beginPath();
  267. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  268. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  269. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  270. VirtualJoystick.vjCanvasContext.stroke();
  271. VirtualJoystick.vjCanvasContext.closePath();
  272. touch.prevX = touch.x;
  273. touch.prevY = touch.y;
  274. }
  275. ;
  276. });
  277. }
  278. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  279. };
  280. VirtualJoystick.prototype.releaseCanvas = function () {
  281. if (VirtualJoystick.vjCanvas) {
  282. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  283. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  284. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  285. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  286. window.removeEventListener("resize", this._onResize);
  287. document.body.removeChild(VirtualJoystick.vjCanvas);
  288. VirtualJoystick.vjCanvas = null;
  289. }
  290. };
  291. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  292. VirtualJoystick._globalJoystickIndex = 0;
  293. return VirtualJoystick;
  294. })();
  295. BABYLON.VirtualJoystick = VirtualJoystick;
  296. })(BABYLON || (BABYLON = {}));