2017-09-15 03:04:51 +00:00
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var Class = require('../utils/Class');
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var util = require('./vecutil');
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2017-09-15 15:46:20 +00:00
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var Vector3 = require('../math/Vector3');
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var Vector4 = require('../math/Vector4');
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var Matrix4 = require('../math/Matrix4');
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2017-09-15 03:04:51 +00:00
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var tmpVec3 = new Vector3();
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var tmpVec4 = new Vector4();
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/**
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* Abstract base class for cameras to implement.
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* @class Camera
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* @abstract
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*/
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var Camera3D = new Class({
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initialize: function() {
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this.direction = new Vector3(0, 0, -1);
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this.up = new Vector3(0, 1, 0);
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this.position = new Vector3();
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this.projection = new Matrix4();
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this.view = new Matrix4();
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this.combined = new Matrix4();
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this.invProjectionView = new Matrix4();
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this.near = 1;
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this.far = 100;
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this.ray = {
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origin: new Vector3(),
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direction: new Vector3()
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};
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this.viewportWidth = 0;
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this.viewportHeight = 0;
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},
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/**
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* Sets the width and height of the viewport. Does not
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* update any matrices.
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*
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* @method setViewport
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* @param {Number} width the viewport width
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* @param {Number} height the viewport height
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*/
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setViewport: function(width, height) {
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this.viewportWidth = width;
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this.viewportHeight = height;
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},
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/**
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* Translates this camera by a specified Vector3 object
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* or x, y, z parameters. Any undefined x y z values will
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* default to zero, leaving that component unaffected.
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*
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* @param {[type]} vec [description]
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* @return {[type]} [description]
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*/
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translate: function(x, y, z) {
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if (typeof x === "object") {
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this.position.x += x.x || 0;
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this.position.y += x.y || 0;
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this.position.z += x.z || 0;
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} else {
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this.position.x += x || 0;
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this.position.y += y || 0;
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this.position.z += z || 0;
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}
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},
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lookAt: function(x, y, z) {
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var dir = this.direction,
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up = this.up;
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if (typeof x === "object") {
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dir.copy(x);
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} else {
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dir.set(x, y, z);
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}
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dir.sub(this.position).normalize();
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//calculate right vector
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tmpVec3.copy(dir).cross(up).normalize();
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//calculate up vector
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up.copy(tmpVec3).cross(dir).normalize();
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},
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rotate: function(radians, axis) {
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util.rotate(this.direction, axis, radians);
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util.rotate(this.up, axis, radians);
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},
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rotateAround: function(point, radians, axis) {
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tmpVec.copy(point).sub(this.position);
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this.translate(tmpVec);
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this.rotate(radians, axis);
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this.translate(tmpVec.negate());
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},
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project: function(vec, out) {
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if (!out)
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out = new Vector4();
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//TODO: support viewport XY
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var viewportWidth = this.viewportWidth,
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viewportHeight = this.viewportHeight,
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n = Camera3D.NEAR_RANGE,
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f = Camera3D.FAR_RANGE;
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// for useful Z and W values we should do the usual steps...
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// clip space -> NDC -> window coords
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//implicit 1.0 for w component
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tmpVec4.set(vec.x, vec.y, vec.z, 1.0);
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//transform into clip space
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tmpVec4.transformMat4(this.combined);
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//now into NDC
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tmpVec4.x = tmpVec4.x / tmpVec4.w;
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tmpVec4.y = tmpVec4.y / tmpVec4.w;
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tmpVec4.z = tmpVec4.z / tmpVec4.w;
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//and finally into window coordinates
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out.x = viewportWidth / 2 * tmpVec4.x + (0 + viewportWidth / 2);
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out.y = viewportHeight / 2 * tmpVec4.y + (0 + viewportHeight / 2);
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out.z = (f - n) / 2 * tmpVec4.z + (f + n) / 2;
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//if the out vector has a fourth component, we also store (1/clip.w)
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//same idea as gl_FragCoord.w
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if (out.w === 0 || out.w)
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out.w = 1 / tmpVec4.w;
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return out;
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},
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unproject: function(vec, out) {
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if (!out)
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out = new Vector3();
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var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
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return out.copy(vec).unproject(viewport, this.invProjectionView);
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},
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getPickRay: function(x, y) {
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var origin = this.ray.origin.set(x, y, 0),
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direction = this.ray.direction.set(x, y, 1),
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viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight),
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mtx = this.invProjectionView;
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origin.unproject(viewport, mtx);
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direction.unproject(viewport, mtx);
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direction.sub(origin).normalize();
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return this.ray;
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},
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update: function() {
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//left empty for subclasses
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}
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});
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Camera3D.FAR_RANGE = 1.0;
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Camera3D.NEAR_RANGE = 0.0;
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module.exports = Camera3D;
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