babylon.virtualJoystick.ts 15 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. module BABYLON {
  5. export enum JoystickAxis {
  6. X,
  7. Y,
  8. Z
  9. }
  10. export class VirtualJoystick {
  11. public reverseLeftRight: boolean;
  12. public reverseUpDown: boolean;
  13. public deltaPosition: Vector3;
  14. public pressed: boolean;
  15. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  16. private static _globalJoystickIndex: number = 0;
  17. private static vjCanvas: HTMLCanvasElement;
  18. private static vjCanvasContext: CanvasRenderingContext2D;
  19. private static vjCanvasWidth: number;
  20. private static vjCanvasHeight: number;
  21. private static halfWidth: number;
  22. private static halfHeight: number;
  23. private _action: () => any;
  24. private _axisTargetedByLeftAndRight: JoystickAxis;
  25. private _axisTargetedByUpAndDown: JoystickAxis;
  26. private _joystickSensibility: number;
  27. private _inversedSensibility: number;
  28. private _rotationSpeed: number;
  29. private _inverseRotationSpeed: number;
  30. private _rotateOnAxisRelativeToMesh: boolean;
  31. private _joystickPointerID: number;
  32. private _joystickColor: string;
  33. private _joystickPointerPos: Vector2;
  34. private _joystickPointerStartPos: Vector2;
  35. private _deltaJoystickVector: Vector2;
  36. private _leftJoystick: boolean;
  37. private _joystickIndex: number;
  38. private _touches: SmartCollection;
  39. constructor(leftJoystick?: boolean) {
  40. if (leftJoystick) {
  41. this._leftJoystick = true;
  42. }
  43. else {
  44. this._leftJoystick = false;
  45. }
  46. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  47. VirtualJoystick._globalJoystickIndex++;
  48. // By default left & right arrow keys are moving the X
  49. // and up & down keys are moving the Y
  50. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  51. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  52. this.reverseLeftRight = false;
  53. this.reverseUpDown = false;
  54. // collections of pointers
  55. this._touches = new SmartCollection();
  56. this.deltaPosition = BABYLON.Vector3.Zero();
  57. this._joystickSensibility = 25;
  58. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  59. this._rotationSpeed = 25;
  60. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  61. this._rotateOnAxisRelativeToMesh = false;
  62. // injecting a canvas element on top of the canvas 3D game
  63. if (!VirtualJoystick.vjCanvas) {
  64. window.addEventListener("resize",() => {
  65. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  66. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  67. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  68. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  69. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  70. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  71. }, false);
  72. VirtualJoystick.vjCanvas = document.createElement("canvas");
  73. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  74. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  75. VirtualJoystick.vjCanvas.width = window.innerWidth;
  76. VirtualJoystick.vjCanvas.height = window.innerHeight;
  77. VirtualJoystick.vjCanvas.style.width = "100%";
  78. VirtualJoystick.vjCanvas.style.height = "100%";
  79. VirtualJoystick.vjCanvas.style.position = "absolute";
  80. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  81. VirtualJoystick.vjCanvas.style.top = "0px";
  82. VirtualJoystick.vjCanvas.style.left = "0px";
  83. VirtualJoystick.vjCanvas.style.zIndex = "5";
  84. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  85. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  86. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  87. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  88. document.body.appendChild(VirtualJoystick.vjCanvas);
  89. }
  90. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  91. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  92. this.pressed = false;
  93. // default joystick color
  94. this._joystickColor = "cyan";
  95. this._joystickPointerID = -1;
  96. // current joystick position
  97. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  98. // origin joystick position
  99. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  100. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  101. VirtualJoystick.vjCanvas.addEventListener('pointerdown',(evt) => {
  102. this._onPointerDown(evt);
  103. }, false);
  104. VirtualJoystick.vjCanvas.addEventListener('pointermove',(evt) => {
  105. this._onPointerMove(evt);
  106. }, false);
  107. VirtualJoystick.vjCanvas.addEventListener('pointerup',(evt) => {
  108. this._onPointerUp(evt);
  109. }, false);
  110. VirtualJoystick.vjCanvas.addEventListener('pointerout',(evt) => {
  111. this._onPointerUp(evt);
  112. }, false);
  113. VirtualJoystick.vjCanvas.addEventListener("contextmenu",(evt) => {
  114. evt.preventDefault(); // Disables system menu
  115. }, false);
  116. requestAnimationFrame(() => { this._drawVirtualJoystick(); });
  117. }
  118. public setJoystickSensibility(newJoystickSensibility: number) {
  119. this._joystickSensibility = newJoystickSensibility;
  120. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  121. }
  122. private _onPointerDown(e: PointerEvent) {
  123. var positionOnScreenCondition: boolean;
  124. e.preventDefault();
  125. if (this._leftJoystick === true) {
  126. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  127. }
  128. else {
  129. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  130. }
  131. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  132. // First contact will be dedicated to the virtual joystick
  133. this._joystickPointerID = e.pointerId;
  134. this._joystickPointerStartPos.x = e.clientX;
  135. this._joystickPointerStartPos.y = e.clientY;
  136. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  137. this._deltaJoystickVector.x = 0;
  138. this._deltaJoystickVector.y = 0;
  139. this.pressed = true;
  140. this._touches.add(e.pointerId.toString(), e);
  141. }
  142. else {
  143. // You can only trigger the action buttons with a joystick declared
  144. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  145. this._action();
  146. this._touches.add(e.pointerId.toString(), e);
  147. }
  148. }
  149. }
  150. private _onPointerMove(e: PointerEvent) {
  151. // If the current pointer is the one associated to the joystick (first touch contact)
  152. if (this._joystickPointerID == e.pointerId) {
  153. this._joystickPointerPos.x = e.clientX;
  154. this._joystickPointerPos.y = e.clientY;
  155. this._deltaJoystickVector = this._joystickPointerPos.clone();
  156. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  157. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  158. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  159. switch (this._axisTargetedByLeftAndRight) {
  160. case JoystickAxis.X:
  161. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  162. break;
  163. case JoystickAxis.Y:
  164. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  165. break;
  166. case JoystickAxis.Z:
  167. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  168. break;
  169. }
  170. var directionUpDown = this.reverseUpDown ? 1 : -1;
  171. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  172. switch (this._axisTargetedByUpAndDown) {
  173. case JoystickAxis.X:
  174. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  175. break;
  176. case JoystickAxis.Y:
  177. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  178. break;
  179. case JoystickAxis.Z:
  180. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  181. break;
  182. }
  183. }
  184. else {
  185. if (this._touches.item(e.pointerId.toString())) {
  186. this._touches.item(e.pointerId.toString()).x = e.clientX;
  187. this._touches.item(e.pointerId.toString()).y = e.clientY;
  188. }
  189. }
  190. }
  191. private _onPointerUp(e: PointerEvent) {
  192. this._clearCanvas();
  193. if (this._joystickPointerID == e.pointerId) {
  194. this._joystickPointerID = -1;
  195. this.pressed = false;
  196. }
  197. this._deltaJoystickVector.x = 0;
  198. this._deltaJoystickVector.y = 0;
  199. this._touches.remove(e.pointerId.toString());
  200. }
  201. /**
  202. * Change the color of the virtual joystick
  203. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  204. */
  205. public setJoystickColor(newColor: string) {
  206. this._joystickColor = newColor;
  207. }
  208. public setActionOnTouch(action: () => any) {
  209. this._action = action;
  210. }
  211. // Define which axis you'd like to control for left & right
  212. public setAxisForLeftRight(axis: JoystickAxis) {
  213. switch (axis) {
  214. case JoystickAxis.X:
  215. case JoystickAxis.Y:
  216. case JoystickAxis.Z:
  217. this._axisTargetedByLeftAndRight = axis;
  218. break;
  219. default:
  220. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  221. break;
  222. }
  223. }
  224. // Define which axis you'd like to control for up & down
  225. public setAxisForUpDown(axis: JoystickAxis) {
  226. switch (axis) {
  227. case JoystickAxis.X:
  228. case JoystickAxis.Y:
  229. case JoystickAxis.Z:
  230. this._axisTargetedByUpAndDown = axis;
  231. break;
  232. default:
  233. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  234. break;
  235. }
  236. }
  237. private _clearCanvas(): void {
  238. if (this._leftJoystick) {
  239. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  240. }
  241. else {
  242. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  243. }
  244. }
  245. private _drawVirtualJoystick() {
  246. if (this.pressed) {
  247. this._clearCanvas();
  248. this._touches.forEach((touch: PointerEvent) => {
  249. if (touch.pointerId === this._joystickPointerID) {
  250. VirtualJoystick.vjCanvasContext.beginPath();
  251. VirtualJoystick.vjCanvasContext.strokeStyle = this._joystickColor;
  252. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  253. VirtualJoystick.vjCanvasContext.arc(this._joystickPointerStartPos.x, this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  254. VirtualJoystick.vjCanvasContext.stroke();
  255. VirtualJoystick.vjCanvasContext.beginPath();
  256. VirtualJoystick.vjCanvasContext.strokeStyle = this._joystickColor;
  257. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  258. VirtualJoystick.vjCanvasContext.arc(this._joystickPointerStartPos.x, this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  259. VirtualJoystick.vjCanvasContext.stroke();
  260. VirtualJoystick.vjCanvasContext.beginPath();
  261. VirtualJoystick.vjCanvasContext.strokeStyle = this._joystickColor;
  262. VirtualJoystick.vjCanvasContext.arc(this._joystickPointerPos.x, this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  263. VirtualJoystick.vjCanvasContext.stroke();
  264. }
  265. else {
  266. VirtualJoystick.vjCanvasContext.beginPath();
  267. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  268. VirtualJoystick.vjCanvasContext.beginPath();
  269. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  270. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  271. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  272. VirtualJoystick.vjCanvasContext.stroke();
  273. };
  274. });
  275. }
  276. requestAnimationFrame(() => { this._drawVirtualJoystick(); });
  277. }
  278. public releaseCanvas() {
  279. if (VirtualJoystick.vjCanvas) {
  280. document.body.removeChild(VirtualJoystick.vjCanvas);
  281. VirtualJoystick.vjCanvas = null;
  282. }
  283. }
  284. }
  285. }