phaser/v3/src/camera/3d/Camera3D.js

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var Class = require('../../utils/Class');
var Matrix4 = require('../../math/Matrix4');
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var RandomXYZ = require('../../math/RandomXYZ');
var RandomXYZW = require('../../math/RandomXYZW');
var RotateVec3 = require('../../math/RotateVec3');
var Set = require('../../structs/Set');
var Sprite3D = require('../../gameobjects/sprite3d/Sprite3D');
var Vector2 = require('../../math/Vector2');
var Vector3 = require('../../math/Vector3');
var Vector4 = require('../../math/Vector4');
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// Local cache vars
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var tmpVec3 = new Vector3();
var tmpVec4 = new Vector4();
var dirvec = new Vector3();
var rightvec = new Vector3();
var billboardMatrix = new Matrix4();
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var Camera3D = new Class({
initialize: function (scene)
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{
this.scene = scene;
this.displayList = scene.sys.displayList;
this.updateList = scene.sys.updateList;
this.name = '';
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this.direction = new Vector3(0, 0, -1);
this.up = new Vector3(0, 1, 0);
this.position = new Vector3();
// The mapping from 3D size units to pixels.
// In the default case 1 3D unit = 128 pixels. So a sprite that is
// 256 x 128 px in size will be 2 x 1 units.
// Change to whatever best fits your game assets.
this.pixelScale = 128;
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this.projection = new Matrix4();
this.view = new Matrix4();
this.combined = new Matrix4();
this.invProjectionView = new Matrix4();
this.near = 1;
this.far = 100;
this.ray = {
origin: new Vector3(),
direction: new Vector3()
};
this.viewportWidth = 0;
this.viewportHeight = 0;
this.billboardMatrixDirty = true;
this.children = new Set();
},
setScene: function (scene)
{
this.scene = scene;
return this;
},
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setPixelScale: function (value)
{
this.pixelScale = value;
return this.update();
},
add: function (sprite3D)
{
this.children.set(sprite3D);
this.updateChildren();
return sprite3D;
},
remove: function (child)
{
this.displayList.remove(child.gameObject);
this.updateList.remove(child.gameObject);
this.children.delete(child);
return this;
},
clear: function ()
{
var children = this.getChildren();
for (var i = 0; i < children.length; i++)
{
this.remove(children[i]);
}
return this;
},
getChildren: function ()
{
return this.children.entries;
},
create: function (x, y, z, key, frame, visible)
{
if (visible === undefined) { visible = true; }
var child = new Sprite3D(this.scene, x, y, z, key, frame);
this.displayList.add(child.gameObject);
this.updateList.add(child.gameObject);
child.visible = visible;
this.children.set(child);
this.updateChildren();
return child;
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},
setPosition: function (x, y, z)
{
this.position.set(x, y, z);
return this.update();
},
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randomSphere: function (radius)
{
var children = this.getChildren();
for (var i = 0; i < children.length; i++)
{
RandomXYZ(children[i].position, radius);
}
return this.update();
},
randomCube: function (scale)
{
var children = this.getChildren();
for (var i = 0; i < children.length; i++)
{
RandomXYZW(children[i].position, scale);
}
return this.update();
},
transformChildren: function (mat4)
{
var children = this.getChildren();
for (var i = 0; i < children.length; i++)
{
children[i].position.transformMat4(mat4);
}
return this.update();
},
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/**
* Sets the width and height of the viewport. Does not
* update any matrices.
*
* @method setViewport
* @param {Number} width the viewport width
* @param {Number} height the viewport height
*/
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setViewport: function (width, height)
{
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this.viewportWidth = width;
this.viewportHeight = height;
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return this.update();
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},
/**
* Translates this camera by a specified Vector3 object
* or x, y, z parameters. Any undefined x y z values will
* default to zero, leaving that component unaffected.
* If you wish to set the camera position directly call setPosition instead.
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*
* @param {[type]} vec [description]
* @return {[type]} [description]
*/
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translate: function (x, y, z)
{
if (typeof x === 'object')
{
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this.position.x += x.x || 0;
this.position.y += x.y || 0;
this.position.z += x.z || 0;
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}
else
{
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this.position.x += x || 0;
this.position.y += y || 0;
this.position.z += z || 0;
}
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return this.update();
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},
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lookAt: function (x, y, z)
{
var dir = this.direction;
var 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);
}
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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return this.update();
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},
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rotate: function (radians, axis)
{
RotateVec3(this.direction, axis, radians);
RotateVec3(this.up, axis, radians);
return this.update();
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},
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rotateAround: function (point, radians, axis)
{
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tmpVec3.copy(point).sub(this.position);
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this.translate(tmpVec3);
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this.rotate(radians, axis);
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this.translate(tmpVec3.negate());
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return this.update();
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},
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project: function (vec, out)
{
if (out === undefined) { out = new Vector4(); }
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// TODO: support viewport XY
var viewportWidth = this.viewportWidth;
var viewportHeight = this.viewportHeight;
var n = Camera3D.NEAR_RANGE;
var f = Camera3D.FAR_RANGE;
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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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// 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);
// Avoid divide by zero when 0x0x0 camera projects to a 0x0x0 vec3
if (tmpVec4.w === 0)
{
tmpVec4.w = 1;
}
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// Now into NDC
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tmpVec4.x = tmpVec4.x / tmpVec4.w;
tmpVec4.y = tmpVec4.y / tmpVec4.w;
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);
out.y = viewportHeight / 2 * tmpVec4.y + (0 + viewportHeight / 2);
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), same idea as gl_FragCoord.w
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if (out.w === 0 || out.w)
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{
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out.w = 1 / tmpVec4.w;
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}
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return out;
},
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unproject: function (vec, out)
{
if (out === undefined) { 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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getPickRay: function (x, y)
{
var origin = this.ray.origin.set(x, y, 0);
var direction = this.ray.direction.set(x, y, 1);
var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
var mtx = this.invProjectionView;
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origin.unproject(viewport, mtx);
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direction.unproject(viewport, mtx);
direction.sub(origin).normalize();
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return this.ray;
},
updateChildren: function ()
{
var children = this.children.entries;
for (var i = 0; i < children.length; i++)
{
children[i].project(this);
}
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return this;
},
// Overriden by subclasses
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update: function ()
{
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return this.updateChildren();
},
updateBillboardMatrix: function ()
{
var dir = dirvec.set(this.direction).negate();
// Better view-aligned billboards might use this:
// var dir = tmp.set(camera.position).sub(p).normalize();
var right = rightvec.set(this.up).cross(dir).normalize();
var up = tmpVec3.set(dir).cross(right).normalize();
var out = billboardMatrix.val;
out[0] = right.x;
out[1] = right.y;
out[2] = right.z;
out[3] = 0;
out[4] = up.x;
out[5] = up.y;
out[6] = up.z;
out[7] = 0;
out[8] = dir.x;
out[9] = dir.y;
out[10] = dir.z;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
this.billboardMatrixDirty = false;
},
/**
* This is a utility function for canvas 3D rendering,
* which determines the "point size" of a camera-facing
* sprite billboard given its 3D world position
* (origin at center of sprite) and its world width
* and height in x/y.
*
* We place into the output Vector2 the scaled width
* 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;
var dx = (size.x / this.pixelScale) / 2;
var dy = (size.y / this.pixelScale) / 2;
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);
},
destroy: function ()
{
this.children.clear();
this.scene = undefined;
this.children = undefined;
},
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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();
},
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();
}
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}
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});
Camera3D.FAR_RANGE = 1.0;
Camera3D.NEAR_RANGE = 0.0;
module.exports = Camera3D;