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camera.js
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camera.js
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//cameraType enum
cameraType = {
FREE : 0,
ORBIT : 1,
FOLLOW : 2,
FIXED : 3
}
var eye = vec3.create();
//Sets camera movement
function chooseCamera(camera){
//init
mat4.perspective(60, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
//Free camera movement
if (camera == cameraType.FREE){
mat4.rotate(mvMatrix, -pitch, [1, 0, 0]);
mat4.rotate(mvMatrix, -yaw, [0, 1, 0]);
mat4.translate(mvMatrix,[xTrans, 0, zTrans]);
//Orbit
}else if (camera == cameraType.ORBIT){
degree+=0.01;
mat4.lookAt([Math.sin(degree) * 29,Math.cos(degree) * 29, -29], head.position, [0,1,0], mvMatrix);
//follow behind
} else if (camera == cameraType.FOLLOW){
//make eye 5 behind position in the direction your heading in
vec3.set(vec3.scale(vec3.create(head.direction),-5), eye);
vec3.add(eye,head.position);
//move eye above snake if travelling in x,z or off to the side if y
if(head.direction[1]==0){
vec3.add(eye, [0,2,0]);
}else{
vec3.add(eye, [0,0,2]);
}
mat4.lookAt(eye, head.position, [0,1,0], mvMatrix);
} else if (camera == cameraType.FIXED){
mat4.lookAt([0,0,-29], head.position, [0,1,0], mvMatrix);
}
}