2017-09-17 23:21:41 +00:00
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var Class = require('../../utils/Class');
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var Matrix4 = require('../../math/Matrix4');
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2017-09-18 20:48:38 +00:00
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var RandomXYZ = require('../../math/RandomXYZ');
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var RandomXYZW = require('../../math/RandomXYZW');
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2017-09-17 23:21:41 +00:00
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var RotateVec3 = require('../../math/RotateVec3');
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2017-09-18 00:58:26 +00:00
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var Set = require('../../structs/Set');
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var Sprite3D = require('../../gameobjects/sprite3d/Sprite3D');
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var Vector2 = require('../../math/Vector2');
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2017-09-17 23:21:41 +00:00
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var Vector3 = require('../../math/Vector3');
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var Vector4 = require('../../math/Vector4');
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2017-09-16 01:31:33 +00:00
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// Local cache vars
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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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2017-09-17 23:21:41 +00:00
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var dirvec = new Vector3();
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var rightvec = new Vector3();
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var billboardMatrix = new Matrix4();
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2017-09-15 03:04:51 +00:00
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var Camera3D = new Class({
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2017-09-18 00:58:26 +00:00
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initialize: function (scene)
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2017-09-16 01:31:33 +00:00
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{
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2017-09-18 00:58:26 +00:00
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this.scene = scene;
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2017-09-18 13:44:45 +00:00
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this.displayList = scene.sys.displayList;
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this.updateList = scene.sys.updateList;
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2017-09-18 00:58:26 +00:00
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this.name = '';
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2017-09-15 03:04:51 +00:00
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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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2017-09-18 13:44:45 +00:00
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// The mapping from 3D size units to pixels.
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// In the default case 1 3D unit = 128 pixels. So a sprite that is
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// 256 x 128 px in size will be 2 x 1 units.
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// Change to whatever best fits your game assets.
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this.pixelScale = 128;
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2017-09-15 03:04:51 +00:00
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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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2017-09-17 23:21:41 +00:00
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this.billboardMatrixDirty = true;
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2017-09-18 00:58:26 +00:00
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this.children = new Set();
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},
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setScene: function (scene)
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{
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this.scene = scene;
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return this;
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},
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2017-09-18 20:48:38 +00:00
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setPixelScale: function (value)
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{
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this.pixelScale = value;
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return this.update();
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},
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2017-09-18 00:58:26 +00:00
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add: function (sprite3D)
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{
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this.children.set(sprite3D);
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this.updateChildren();
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return sprite3D;
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},
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remove: function (child)
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{
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2017-09-18 13:44:45 +00:00
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this.displayList.remove(child.gameObject);
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this.updateList.remove(child.gameObject);
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2017-09-18 00:58:26 +00:00
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this.children.delete(child);
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return this;
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},
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clear: function ()
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{
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2017-09-18 13:44:45 +00:00
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var children = this.getChildren();
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for (var i = 0; i < children.length; i++)
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{
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this.remove(children[i]);
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}
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2017-09-18 00:58:26 +00:00
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return this;
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},
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getChildren: function ()
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{
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return this.children.entries;
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},
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create: function (x, y, z, key, frame, visible)
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{
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if (visible === undefined) { visible = true; }
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var child = new Sprite3D(this.scene, x, y, z, key, frame);
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2017-09-18 13:44:45 +00:00
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this.displayList.add(child.gameObject);
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this.updateList.add(child.gameObject);
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2017-09-18 00:58:26 +00:00
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child.visible = visible;
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this.children.set(child);
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this.updateChildren();
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return child;
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2017-09-15 03:04:51 +00:00
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},
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2017-09-16 02:07:57 +00:00
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setPosition: function (x, y, z)
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{
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this.position.set(x, y, z);
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return this.update();
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},
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2017-09-18 20:48:38 +00:00
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randomSphere: function (radius)
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{
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var children = this.getChildren();
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for (var i = 0; i < children.length; i++)
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{
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RandomXYZ(children[i].position, radius);
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}
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return this.update();
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},
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randomCube: function (scale)
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{
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var children = this.getChildren();
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for (var i = 0; i < children.length; i++)
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{
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RandomXYZW(children[i].position, scale);
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}
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return this.update();
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},
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transformChildren: function (mat4)
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{
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var children = this.getChildren();
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for (var i = 0; i < children.length; i++)
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{
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children[i].position.transformMat4(mat4);
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}
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return this.update();
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},
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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setViewport: function (width, height)
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{
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2017-09-15 03:04:51 +00:00
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this.viewportWidth = width;
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this.viewportHeight = height;
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2017-09-16 01:31:33 +00:00
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2017-09-18 00:58:26 +00:00
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return this.update();
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2017-09-15 03:04:51 +00:00
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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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2017-09-17 23:21:41 +00:00
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* If you wish to set the camera position directly call setPosition instead.
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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translate: function (x, y, z)
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{
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if (typeof x === 'object')
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{
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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}
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else
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{
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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2017-09-18 00:58:26 +00:00
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return this.update();
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2017-09-15 03:04:51 +00:00
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},
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2017-09-16 01:31:33 +00:00
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lookAt: function (x, y, z)
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{
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var dir = this.direction;
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var up = this.up;
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2017-09-15 03:04:51 +00:00
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2017-09-16 01:31:33 +00:00
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if (typeof x === 'object')
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{
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2017-09-15 03:04:51 +00:00
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dir.copy(x);
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2017-09-16 01:31:33 +00:00
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}
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else
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{
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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// Calculate right vector
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2017-09-15 03:04:51 +00:00
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tmpVec3.copy(dir).cross(up).normalize();
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2017-09-16 01:31:33 +00:00
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// Calculate up vector
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2017-09-15 03:04:51 +00:00
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up.copy(tmpVec3).cross(dir).normalize();
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2017-09-16 01:31:33 +00:00
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2017-09-18 00:58:26 +00:00
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return this.update();
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2017-09-15 03:04:51 +00:00
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},
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2017-09-16 01:31:33 +00:00
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rotate: function (radians, axis)
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{
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RotateVec3(this.direction, axis, radians);
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RotateVec3(this.up, axis, radians);
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2017-09-18 00:58:26 +00:00
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return this.update();
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2017-09-15 03:04:51 +00:00
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},
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2017-09-16 01:31:33 +00:00
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rotateAround: function (point, radians, axis)
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{
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2017-09-16 03:00:45 +00:00
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tmpVec3.copy(point).sub(this.position);
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2017-09-16 01:31:33 +00:00
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2017-09-16 03:00:45 +00:00
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this.translate(tmpVec3);
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2017-09-15 03:04:51 +00:00
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this.rotate(radians, axis);
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2017-09-16 03:00:45 +00:00
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this.translate(tmpVec3.negate());
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2017-09-16 01:31:33 +00:00
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2017-09-18 00:58:26 +00:00
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return this.update();
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2017-09-15 03:04:51 +00:00
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},
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2017-09-16 01:31:33 +00:00
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project: function (vec, out)
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{
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if (out === undefined) { out = new Vector4(); }
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2017-09-15 03:04:51 +00:00
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2017-09-16 01:31:33 +00:00
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// TODO: support viewport XY
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var viewportWidth = this.viewportWidth;
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var viewportHeight = this.viewportHeight;
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var n = Camera3D.NEAR_RANGE;
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var f = Camera3D.FAR_RANGE;
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2017-09-15 03:04:51 +00:00
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2017-09-16 01:31:33 +00:00
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// For useful Z and W values we should do the usual steps: clip space -> NDC -> window coords
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2017-09-15 03:04:51 +00:00
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2017-09-16 01:31:33 +00:00
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// Implicit 1.0 for w component
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2017-09-15 03:04:51 +00:00
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tmpVec4.set(vec.x, vec.y, vec.z, 1.0);
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2017-09-16 01:31:33 +00:00
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// Transform into clip space
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2017-09-15 03:04:51 +00:00
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tmpVec4.transformMat4(this.combined);
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2017-09-16 02:36:39 +00:00
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// Avoid divide by zero when 0x0x0 camera projects to a 0x0x0 vec3
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if (tmpVec4.w === 0)
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{
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tmpVec4.w = 1;
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}
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2017-09-16 01:31:33 +00:00
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// Now into NDC
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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// And finally into window coordinates
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2017-09-15 03:04:51 +00:00
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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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2017-09-16 01:31:33 +00:00
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// If the out vector has a fourth component, we also store (1/clip.w), same idea as gl_FragCoord.w
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2017-09-15 03:04:51 +00:00
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if (out.w === 0 || out.w)
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2017-09-16 01:31:33 +00:00
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{
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2017-09-15 03:04:51 +00:00
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out.w = 1 / tmpVec4.w;
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2017-09-16 01:31:33 +00:00
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}
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2017-09-15 03:04:51 +00:00
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return out;
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},
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2017-09-16 01:31:33 +00:00
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unproject: function (vec, out)
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{
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if (out === undefined) { out = new Vector3(); }
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2017-09-15 03:04:51 +00:00
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var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
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2017-09-16 01:31:33 +00:00
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2017-09-15 03:04:51 +00:00
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return out.copy(vec).unproject(viewport, this.invProjectionView);
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},
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2017-09-16 01:31:33 +00:00
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getPickRay: function (x, y)
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{
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var origin = this.ray.origin.set(x, y, 0);
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var direction = this.ray.direction.set(x, y, 1);
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var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
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var mtx = this.invProjectionView;
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2017-09-15 03:04:51 +00:00
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origin.unproject(viewport, mtx);
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2017-09-16 01:31:33 +00:00
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2017-09-15 03:04:51 +00:00
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direction.unproject(viewport, mtx);
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direction.sub(origin).normalize();
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2017-09-16 01:31:33 +00:00
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2017-09-15 03:04:51 +00:00
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return this.ray;
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},
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2017-09-18 00:58:26 +00:00
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updateChildren: function ()
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{
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var children = this.children.entries;
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for (var i = 0; i < children.length; i++)
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{
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children[i].project(this);
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}
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2017-09-18 20:48:38 +00:00
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return this;
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2017-09-18 00:58:26 +00:00
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},
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// Overriden by subclasses
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2017-09-16 01:31:33 +00:00
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update: function ()
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{
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2017-09-18 20:48:38 +00:00
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return this.updateChildren();
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2017-09-16 02:07:57 +00:00
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},
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2017-09-17 23:21:41 +00:00
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updateBillboardMatrix: function ()
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{
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var dir = dirvec.set(this.direction).negate();
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// Better view-aligned billboards might use this:
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// var dir = tmp.set(camera.position).sub(p).normalize();
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var right = rightvec.set(this.up).cross(dir).normalize();
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var up = tmpVec3.set(dir).cross(right).normalize();
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var out = billboardMatrix.val;
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out[0] = right.x;
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out[1] = right.y;
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out[2] = right.z;
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out[3] = 0;
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out[4] = up.x;
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out[5] = up.y;
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out[6] = up.z;
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out[7] = 0;
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out[8] = dir.x;
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out[9] = dir.y;
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out[10] = dir.z;
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out[11] = 0;
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out[12] = 0;
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out[13] = 0;
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out[14] = 0;
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out[15] = 1;
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this.billboardMatrixDirty = false;
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},
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|
|
|
|
|
|
/**
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|
|
|
* This is a utility function for canvas 3D rendering,
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|
|
|
* which determines the "point size" of a camera-facing
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|
* sprite billboard given its 3D world position
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|
* (origin at center of sprite) and its world width
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|
* and height in x/y.
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*
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|
* We place into the output Vector2 the scaled width
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|
|
* and height. If no `out` is specified, a new Vector2
|
|
|
|
* will be created for convenience (this should be avoided
|
|
|
|
* in tight loops).
|
|
|
|
*
|
|
|
|
* @param {Vector3} vec the position of the 3D sprite
|
|
|
|
* @param {Vector2} size the x and y dimensions of the sprite
|
|
|
|
* @param {Vector2} out the result, scaled x and y dimensions in 3D space
|
|
|
|
* @return {Vector2} returns the out parameter, or a new Vector2 if none was given
|
|
|
|
*/
|
|
|
|
getPointSize: function (vec, size, out)
|
|
|
|
{
|
|
|
|
if (out === undefined) { out = new Vector2(); }
|
|
|
|
|
|
|
|
//TODO: optimize this with a simple distance calculation:
|
|
|
|
//https://developer.valvesoftware.com/wiki/Field_of_View
|
|
|
|
|
|
|
|
if (this.billboardMatrixDirty)
|
|
|
|
{
|
|
|
|
this.updateBillboardMatrix();
|
|
|
|
}
|
|
|
|
|
|
|
|
var tmp = tmpVec3;
|
|
|
|
|
2017-09-18 13:44:45 +00:00
|
|
|
var dx = (size.x / this.pixelScale) / 2;
|
|
|
|
var dy = (size.y / this.pixelScale) / 2;
|
2017-09-17 23:21:41 +00:00
|
|
|
|
|
|
|
tmp.set(-dx, -dy, 0).transformMat4(billboardMatrix).add(vec);
|
|
|
|
|
|
|
|
this.project(tmp, tmp);
|
|
|
|
|
|
|
|
var tlx = tmp.x;
|
|
|
|
var tly = tmp.y;
|
|
|
|
|
|
|
|
tmp.set(dx, dy, 0).transformMat4(billboardMatrix).add(vec);
|
|
|
|
|
|
|
|
this.project(tmp, tmp);
|
|
|
|
|
|
|
|
var brx = tmp.x;
|
|
|
|
var bry = tmp.y;
|
|
|
|
|
|
|
|
var w = Math.abs(brx - tlx);
|
|
|
|
var h = Math.abs(bry - tly);
|
|
|
|
|
|
|
|
return out.set(w, h);
|
|
|
|
},
|
|
|
|
|
2017-09-18 00:58:26 +00:00
|
|
|
destroy: function ()
|
|
|
|
{
|
|
|
|
this.children.clear();
|
|
|
|
|
|
|
|
this.scene = undefined;
|
|
|
|
this.children = undefined;
|
|
|
|
},
|
|
|
|
|
2017-09-18 20:48:38 +00:00
|
|
|
setX: function (value)
|
|
|
|
{
|
|
|
|
this.position.x = value;
|
|
|
|
|
|
|
|
return this.update();
|
|
|
|
},
|
|
|
|
|
|
|
|
setY: function (value)
|
|
|
|
{
|
|
|
|
this.position.y = value;
|
|
|
|
|
|
|
|
return this.update();
|
|
|
|
},
|
|
|
|
|
|
|
|
setZ: function (value)
|
|
|
|
{
|
|
|
|
this.position.z = value;
|
|
|
|
|
|
|
|
return this.update();
|
|
|
|
},
|
|
|
|
|
2017-09-16 02:07:57 +00:00
|
|
|
x: {
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.position.x = value;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
y: {
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.position.y = value;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
z: {
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.z;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.position.z = value;
|
|
|
|
this.update();
|
|
|
|
}
|
2017-09-15 03:04:51 +00:00
|
|
|
}
|
2017-09-16 02:07:57 +00:00
|
|
|
|
2017-09-15 03:04:51 +00:00
|
|
|
});
|
|
|
|
|
|
|
|
Camera3D.FAR_RANGE = 1.0;
|
|
|
|
Camera3D.NEAR_RANGE = 0.0;
|
|
|
|
|
|
|
|
module.exports = Camera3D;
|