mirror of
https://github.com/photonstorm/phaser
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717 lines
18 KiB
JavaScript
717 lines
18 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var INPUT_EVENTS = require('../../input/events');
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var Matrix4 = require('../../math/Matrix4');
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var Vector3 = require('../../math/Vector3');
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var Vector4 = require('../../math/Vector4');
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/**
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* @classdesc
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* The Layer3D Camera.
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*
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* @class Layer3DCamera
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.50.0
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*/
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var Layer3DCamera = new Class({
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initialize:
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function Layer3DCamera (layer, fov, x, y, z, near, far)
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{
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/**
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* The Layer3D instance this camera belongs to.
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*
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* A camera can only belong to a single Layer3D instance.
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*
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* You should consider this property as being read-only. You cannot move a
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* camera to another Layer3D by simply changing it.
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*
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* @name Phaser.GameObjects.Layer3DCamera#layer
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* @type {Phaser.GameObjects.Layer3D}
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* @since 3.50.0
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*/
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this.layer = layer;
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/**
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* The Scene Input Plugin, as referenced via the Layer3D parent.
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*
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* @name Phaser.GameObjects.Layer3DCamera#input
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* @type {Phaser.Input.InputPlugin}
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* @since 3.50.0
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*/
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this.input = layer.scene.sys.input;
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/**
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* Internal 'dirty' flag that tells the parent Layer3D if the
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* view matrix of this camera needs recalculating at the next step.
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*
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* @name Phaser.GameObjects.Layer3DCamera#dirtyView
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* @type {boolean}
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* @since 3.50.0
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*/
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this.dirtyView = true;
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/**
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* Internal 'dirty' flag that tells the parent Layer3D if the
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* projection matrix of this camera needs recalculating at the next step.
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*
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* @name Phaser.GameObjects.Layer3DCamera#dirtyProjection
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* @type {boolean}
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* @since 3.50.0
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*/
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this.dirtyProjection = true;
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/**
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* Internal fov value.
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*
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* @name Phaser.GameObjects.Layer3DCamera#_fov
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* @type {number}
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* @private
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* @since 3.50.0
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*/
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this._fov = fov;
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/**
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* Internal near value.
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*
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* @name Phaser.GameObjects.Layer3DCamera#_near
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* @type {number}
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* @private
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* @since 3.50.0
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*/
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this._near = near;
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/**
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* Internal far value.
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*
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* @name Phaser.GameObjects.Layer3DCamera#_far
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* @type {number}
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* @private
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* @since 3.50.0
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*/
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this._far = far;
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/**
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* The aspect ratio of the camera.
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*
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* @name Phaser.GameObjects.Layer3DCamera#aspectRatio
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* @type {number}
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* @since 3.50.0
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*/
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this.aspectRatio = 1;
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/**
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* The position of the camera in 3D space.
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*
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* You can modify this vector directly, or use the `x`, `y` and `z`
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* properties of this class.
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*
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* @name Phaser.GameObjects.Layer3DCamera#position
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* @type {Phaser.Math.Vector3}
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* @since 3.50.0
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*/
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this.position = new Vector3(x, y, z);
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/**
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* The rotation of the camera in 3D space.
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*
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* You can modify this vector directly, or use the `rotationX`, `rotationY`
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* and `rotationZ` properties of this class.
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*
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* @name Phaser.GameObjects.Layer3DCamera#rotation
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* @type {Phaser.Math.Vector3}
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* @since 3.50.0
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*/
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this.rotation = new Vector3();
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/**
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* The forward facing vector of the camera.
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*
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* Calculated and updated automatically when the view matrix changes.
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*
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* @name Phaser.GameObjects.Layer3DCamera#forward
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* @type {Phaser.Math.Vector4}
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* @since 3.50.0
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*/
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this.forward = new Vector4();
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/**
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* The upward facing vector of the camera.
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* Invert it to get the bottom vector.
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*
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* Calculated and updated automatically when the view matrix changes.
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*
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* @name Phaser.GameObjects.Layer3DCamera#up
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* @type {Phaser.Math.Vector4}
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* @since 3.50.0
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*/
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this.up = new Vector4();
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/**
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* The right facing vector of the camera.
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* Invert it to get the left vector.
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*
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* Calculated and updated automatically when the view matrix changes.
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*
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* @name Phaser.GameObjects.Layer3DCamera#right
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* @type {Phaser.Math.Vector4}
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* @since 3.50.0
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*/
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this.right = new Vector4();
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/**
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* Internal transform matrix.
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*
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* Calculated and updated automatically when the camera is dirty.
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*
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* @name Phaser.GameObjects.Layer3DCamera#matrix
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* @type {Phaser.Math.Matrix4}
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* @since 3.50.0
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*/
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this.matrix = new Matrix4();
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/**
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* The inverse of the transform matrix.
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*
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* Calculated and updated automatically when the camera is dirty.
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*
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* @name Phaser.GameObjects.Layer3DCamera#viewMatrix
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* @type {Phaser.Math.Matrix4}
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* @since 3.50.0
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*/
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this.viewMatrix = new Matrix4();
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/**
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* The perspective projection matrix.
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*
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* Calculated and updated automatically when the camera is dirty.
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*
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* @name Phaser.GameObjects.Layer3DCamera#projectionMatrix
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* @type {Phaser.Math.Matrix4}
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* @since 3.50.0
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*/
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this.projectionMatrix = new Matrix4();
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/**
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* The perspective projection matrix, multiplied by the view matrix.
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*
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* Calculated and updated automatically when the camera is dirty.
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*
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* @name Phaser.GameObjects.Layer3DCamera#viewProjectionMatrix
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* @type {Phaser.Math.Matrix4}
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* @since 3.50.0
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*/
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this.viewProjectionMatrix = new Matrix4();
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/**
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* The movement and rotation mode of this camera.
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* Either ORBIT, or FREE.
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*
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* @name Phaser.GameObjects.Layer3DCamera#mode
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* @type {number}
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* @since 3.50.0
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*/
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this.mode = Layer3DCamera.MODE_ORBIT;
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/**
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* How fast to rotate the camera, in degrees per delta.
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*
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* This value is only used after calling the `enableControls` method,
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* it does not influence changing the rotation values directly.
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*
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* @name Phaser.GameObjects.Layer3DCamera#rotateSpeed
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* @type {number}
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* @since 3.50.0
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*/
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this.rotateSpeed = 0.5;
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/**
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* How fast to pan the camera, in units per delta.
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*
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* This value is only used after calling the `enableControls` method,
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* it does not influence calling the pan methods directly.
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*
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* @name Phaser.GameObjects.Layer3DCamera#panSpeed
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* @type {number}
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* @since 3.50.0
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*/
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this.panSpeed = 4;
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/**
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* How fast to zoom the camera.
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*
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* This value is only used after calling the `enableControls` method,
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* it does not influence calling the panZ method directly.
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*
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* @name Phaser.GameObjects.Layer3DCamera#zoomSpeed
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* @type {number}
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* @since 3.50.0
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*/
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this.zoomSpeed = 3;
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this.allowPan = false;
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this.lockXAxis = false;
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this.lockYAxis = false;
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},
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enableOrbitControls: function (config)
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{
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this.rotateSpeed = GetFastValue(config, 'rotateSpeed', this.rotateSpeed);
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this.panSpeed = GetFastValue(config, 'panSpeed', this.panSpeed);
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this.allowPan = GetFastValue(config, 'allowPan', this.allowPan);
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this.lockXAxis = GetFastValue(config, 'lockXAxis', this.lockXAxis);
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this.lockYAxis = GetFastValue(config, 'lockYAxis', this.lockYAxis);
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this.input.on(INPUT_EVENTS.POINTER_MOVE, this.pointerMoveHandler, this);
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},
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disableOrbitControls: function ()
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{
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this.input.off(INPUT_EVENTS.POINTER_MOVE, this.pointerMoveHandler, this);
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},
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enableZoom: function (zoomSpeed)
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{
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if (zoomSpeed === undefined) { zoomSpeed = 3; }
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this.zoomSpeed = zoomSpeed;
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this.input.on(INPUT_EVENTS.POINTER_WHEEL, this.pointerWheelHandler, this);
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},
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disableZoom: function ()
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{
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this.input.off(INPUT_EVENTS.POINTER_WHEEL, this.pointerWheelHandler, this);
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},
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pointerMoveHandler: function (pointer)
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{
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if (pointer.isDown)
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{
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var width = this.layer.width;
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var height = this.layer.height;
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if (pointer.event.shiftKey && this.allowPan)
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{
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this.panX(pointer.velocity.x * (this.panSpeed / width));
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this.panY(pointer.velocity.y * (this.panSpeed / height));
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}
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else
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{
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if (!this.lockXAxis)
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{
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this.rotationX -= pointer.velocity.y * (this.rotateSpeed / height);
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}
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if (!this.lockYAxis)
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{
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this.rotationY -= pointer.velocity.x * (this.rotateSpeed / width);
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}
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}
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}
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},
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pointerWheelHandler: function (pointer, over, deltaX, deltaY)
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{
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this.panZ(deltaY * (this.zoomSpeed / this.layer.height));
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},
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/**
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* Pans this camera on the x axis by the given amount.
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*
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* @method Phaser.GameObjects.Layer3DCamera#panX
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* @since 3.50.0
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*
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* @param {number} v - The amount to pan by.
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*/
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panX: function (v)
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{
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this.updateViewMatrix();
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this.position.addScale(this.right, v);
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},
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/**
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* Pans this camera on the y axis by the given amount.
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*
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* @method Phaser.GameObjects.Layer3DCamera#panY
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* @since 3.50.0
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*
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* @param {number} v - The amount to pan by.
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*/
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panY: function (v)
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{
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this.updateViewMatrix();
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this.y += this.up.y * v;
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if (this.mode === Layer3DCamera.MODE_ORBIT)
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{
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// Can only move up and down the y axis in orbit mode
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return;
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}
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this.x += this.up.x * v;
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this.z += this.up.z * v;
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},
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/**
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* Pans this camera on the z axis by the given amount.
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*
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* @method Phaser.GameObjects.Layer3DCamera#panZ
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* @since 3.50.0
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*
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* @param {number} v - The amount to pan by.
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*/
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panZ: function (v)
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{
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this.updateViewMatrix();
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if (this.mode === Layer3DCamera.MODE_ORBIT)
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{
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// Orbit mode translates after rotatation, so only need to set Z. The rotation will handle the rest.
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this.z += v;
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}
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else
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{
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// In freemode to move forward, we move based on our forward, which is relative to our current rotation.
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this.position.addScale(this.forward, v);
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}
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},
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/**
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* Internal method that is called by the Layer3D instance that owns this camera
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* during its `render` step. If the view matrix is dirty, it is recalculated
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* and then applied to the view projection matrix, ready for rendering.
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*
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* @method Phaser.GameObjects.Layer3DCamera#update
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* @since 3.50.0
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*/
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update: function ()
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{
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if (this.dirtyView)
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{
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this.updateViewMatrix();
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}
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if (this.dirtyView || this.dirtyProjection)
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{
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this.projectionMatrix.multiplyToMat4(this.viewMatrix, this.viewProjectionMatrix);
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}
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},
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/**
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* Internal method that handles the update of the view transform matrix, based on the rotation
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* and position of the camera. Called automatically when the camera is updated.
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*
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* @method Phaser.GameObjects.Layer3DCamera#updateViewMatrix
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* @since 3.50.0
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*/
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updateViewMatrix: function ()
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{
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var matView = this.matrix;
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if (this.mode === Layer3DCamera.MODE_FREE)
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{
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matView.fromRotationXYTranslation(this.rotation, this.position, true);
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}
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else
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{
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matView.fromRotationXYTranslation(this.rotation, this.position, false);
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}
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this.updateDirection();
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this.viewMatrix.copy(matView).invert();
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},
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/**
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* Internal method that is called by the Layer3D instance that owns this camera
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* during its `preUpdate` step. If the projection matrix is dirty, or the renderer
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* width or height has changed, then a new projection matrix is calculated.
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*
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* @method Phaser.GameObjects.Layer3DCamera#updateProjectionMatrix
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* @since 3.50.0
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*
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* @param {number} width - The width of the renderer.
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* @param {number} height - The height of the renderer.
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*/
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updateProjectionMatrix: function (width, height)
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{
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this.aspectRatio = width / height;
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this.projectionMatrix.perspective(DegToRad(this._fov), this.aspectRatio, this._near, this._far);
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},
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/**
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* Internal method that sets the forward, up and right vectors from
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* the view matrix. This is called automatically as part of the
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* `updateViewMatrix` method.
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*
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* @method Phaser.GameObjects.Layer3DCamera#updateDirection
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* @since 3.50.0
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*/
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updateDirection: function ()
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{
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||
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var matView = this.matrix;
|
||
|
|
||
|
this.forward.set(0, 0, 1, 0).transformMat4(matView);
|
||
|
this.up.set(0, 1, 0, 0).transformMat4(matView);
|
||
|
this.right.set(1, 0, 0, 0).transformMat4(matView);
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The field of view, in degrees, of this camera.
|
||
|
*
|
||
|
* Limited to the range of 0 to 180.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#fov
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
fov: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this._fov;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
if (value > 0 && value < 180)
|
||
|
{
|
||
|
this._fov = value;
|
||
|
this.dirtyProjection = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The minimum distance the camera can see from.
|
||
|
*
|
||
|
* It's important to consider that depth buffers are not infinite and the closer
|
||
|
* a camera starts, the more you may encounter depth fighting issues.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#near
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
near: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this._near;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
if (value > 0)
|
||
|
{
|
||
|
this._near = value;
|
||
|
this.dirtyProjection = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The maximum distance the camera can see to.
|
||
|
*
|
||
|
* It's important to consider that depth buffers are not infinite and the further
|
||
|
* a camera ends, the more you may encounter depth fighting issues.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#far
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
far: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this._far;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
if (value > 0)
|
||
|
{
|
||
|
this._far = value;
|
||
|
this.dirtyProjection = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The x position of the camera.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#x
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
x: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this.position.x;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
this.position.x = value;
|
||
|
this.dirtyView = true;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The y position of the camera.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#y
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
y: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this.position.y;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
this.position.y = value;
|
||
|
this.dirtyView = true;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The z position of the camera.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#z
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
z: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this.position.z;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
this.position.z = value;
|
||
|
this.dirtyView = true;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The x axis rotation, in radians, of the camera.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#rotationX
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
rotationX: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this.rotation.x;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
this.rotation.x = value;
|
||
|
this.dirtyView = true;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The y axis rotation, in radians, of the camera.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#rotationY
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
rotationY: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this.rotation.y;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
this.rotation.y = value;
|
||
|
this.dirtyView = true;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The z axis rotation, in radians, of the camera.
|
||
|
*
|
||
|
* @name Phaser.GameObjects.Layer3DCamera#rotationZ
|
||
|
* @type {number}
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
rotationZ: {
|
||
|
|
||
|
get: function ()
|
||
|
{
|
||
|
return this.rotation.z;
|
||
|
},
|
||
|
|
||
|
set: function (value)
|
||
|
{
|
||
|
this.rotation.z = value;
|
||
|
this.dirtyView = true;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Destroy handler for this camera.
|
||
|
*
|
||
|
* @method Phaser.GameObjects.Layer3DCamera#destroy
|
||
|
* @since 3.50.0
|
||
|
*/
|
||
|
destroy: function ()
|
||
|
{
|
||
|
this.layer = null;
|
||
|
this.position = null;
|
||
|
this.rotation = null;
|
||
|
this.forward = null;
|
||
|
this.up = null;
|
||
|
this.right = null;
|
||
|
this.matrix = null;
|
||
|
this.viewMatrix = null;
|
||
|
this.projectionMatrix = null;
|
||
|
this.viewProjectionMatrix = null;
|
||
|
}
|
||
|
|
||
|
});
|
||
|
|
||
|
// Allows free movement of position and rotation
|
||
|
Layer3DCamera.MODE_FREE = 0;
|
||
|
|
||
|
// Movement is locked to rotate around the origin
|
||
|
Layer3DCamera.MODE_ORBIT = 1;
|
||
|
|
||
|
module.exports = Layer3DCamera;
|