phaser/src/cameras/sprite3d/Camera.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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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// @author attribute https://github.com/mattdesl/cam3d/wiki
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/**
* @classdesc
* [description]
*
* @class Camera
* @memberOf Phaser.Cameras.Sprite3D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
var Camera = new Class({
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initialize:
function Camera (scene)
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{
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/**
* [description]
*
* @property {Phaser.Scene} scene
* @since 3.0.0
*/
this.scene = scene;
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/**
* [description]
*
* @property {[type]} displayList
* @since 3.0.0
*/
this.displayList = scene.sys.displayList;
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/**
* [description]
*
* @property {[type]} updateList
* @since 3.0.0
*/
this.updateList = scene.sys.updateList;
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/**
* [description]
*
* @property {string} name
* @default ''
* @since 3.0.0
*/
this.name = '';
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/**
* [description]
*
* @property {[type]} direction
* @since 3.0.0
*/
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this.direction = new Vector3(0, 0, -1);
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/**
* [description]
*
* @property {[type]} up
* @since 3.0.0
*/
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this.up = new Vector3(0, 1, 0);
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/**
* [description]
*
* @property {[type]} position
* @since 3.0.0
*/
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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.
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/**
* [description]
*
* @property {[type]} pixelScale
* @since 3.0.0
*/
this.pixelScale = 128;
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/**
* [description]
*
* @property {[type]} projection
* @since 3.0.0
*/
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this.projection = new Matrix4();
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/**
* [description]
*
* @property {[type]} view
* @since 3.0.0
*/
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this.view = new Matrix4();
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/**
* [description]
*
* @property {[type]} combined
* @since 3.0.0
*/
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this.combined = new Matrix4();
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/**
* [description]
*
* @property {[type]} invProjectionView
* @since 3.0.0
*/
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this.invProjectionView = new Matrix4();
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/**
* [description]
*
* @property {number} near
* @default 1
* @since 3.0.0
*/
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this.near = 1;
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/**
* [description]
*
* @property {[type]} far
* @since 3.0.0
*/
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this.far = 100;
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/**
* [description]
*
* @property {[type]} ray
* @since 3.0.0
*/
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this.ray = {
origin: new Vector3(),
direction: new Vector3()
};
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/**
* [description]
*
* @property {number} viewportWidth
* @default 0
* @since 3.0.0
*/
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this.viewportWidth = 0;
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/**
* [description]
*
* @property {number} viewportHeight
* @default 0
* @since 3.0.0
*/
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this.viewportHeight = 0;
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/**
* [description]
*
* @property {boolean} billboardMatrixDirty
* @default true
* @since 3.0.0
*/
this.billboardMatrixDirty = true;
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/**
* [description]
*
* @property {[type]} children
* @since 3.0.0
*/
this.children = new Set();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setPosition
* @since 3.0.0
*
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {[type]} z - [description]
*
* @return {[type]} [description]
*/
setPosition: function (x, y, z)
{
this.position.set(x, y, z);
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setScene
* @since 3.0.0
*
* @param {[type]} scene - [description]
*
* @return {[type]} [description]
*/
setScene: function (scene)
{
this.scene = scene;
return this;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setPixelScale
* @since 3.0.0
*
* @param {[type]} value - [description]
*
* @return {[type]} [description]
*/
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setPixelScale: function (value)
{
this.pixelScale = value;
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#add
* @since 3.0.0
*
* @param {[type]} sprite3D - [description]
*
* @return {[type]} [description]
*/
add: function (sprite3D)
{
this.children.set(sprite3D);
this.updateChildren();
return sprite3D;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#remove
* @since 3.0.0
*
* @param {[type]} child - [description]
*
* @return {[type]} [description]
*/
remove: function (child)
{
this.displayList.remove(child.gameObject);
this.updateList.remove(child.gameObject);
this.children.delete(child);
return this;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#clear
* @since 3.0.0
*
* @return {[type]} [description]
*/
clear: function ()
{
var children = this.getChildren();
for (var i = 0; i < children.length; i++)
{
this.remove(children[i]);
}
return this;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#getChildren
* @since 3.0.0
*
* @return {[type]} [description]
*/
getChildren: function ()
{
return this.children.entries;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#create
* @since 3.0.0
*
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {[type]} z - [description]
* @param {[type]} key - [description]
* @param {[type]} frame - [description]
* @param {[type]} visible - [description]
*
* @return {[type]} [description]
*/
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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},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#createMultiple
* @since 3.0.0
*
* @param {[type]} quantity - [description]
* @param {[type]} key - [description]
* @param {[type]} frame - [description]
* @param {[type]} visible - [description]
*
* @return {[type]} [description]
*/
createMultiple: function (quantity, key, frame, visible)
{
if (visible === undefined) { visible = true; }
var output = [];
for (var i = 0; i < quantity; i++)
{
var child = new Sprite3D(this.scene, 0, 0, 0, key, frame);
this.displayList.add(child.gameObject);
this.updateList.add(child.gameObject);
child.visible = visible;
this.children.set(child);
output.push(child);
}
return output;
},
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// Create a bunch of Sprite3D objects in a rectangle
// size and spacing are Vec3s (or if integers are converted to vec3s)
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#createRect
* @since 3.0.0
*
* @param {[type]} size - [description]
* @param {[type]} spacing - [description]
* @param {[type]} key - [description]
* @param {[type]} frame - [description]
*
* @return {[type]} [description]
*/
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createRect: function (size, spacing, key, frame)
{
if (typeof size === 'number') { size = { x: size, y: size, z: size }; }
if (typeof spacing === 'number') { spacing = { x: spacing, y: spacing, z: spacing }; }
var quantity = size.x * size.y * size.z;
var sprites = this.createMultiple(quantity, key, frame);
var i = 0;
for (var z = 0.5 - (size.z / 2); z < (size.z / 2); z++)
{
for (var y = 0.5 - (size.y / 2); y < (size.y / 2); y++)
{
for (var x = 0.5 - (size.x / 2); x < (size.x / 2); x++)
{
var bx = (x * spacing.x);
var by = (y * spacing.y);
var bz = (z * spacing.z);
sprites[i].position.set(bx, by, bz);
i++;
}
}
}
this.update();
return sprites;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#randomSphere
* @since 3.0.0
*
* @param {[type]} radius - [description]
* @param {[type]} sprites - [description]
*
* @return {[type]} [description]
*/
randomSphere: function (radius, sprites)
{
if (sprites === undefined) { sprites = this.getChildren(); }
for (var i = 0; i < sprites.length; i++)
{
RandomXYZ(sprites[i].position, radius);
}
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#randomCube
* @since 3.0.0
*
* @param {[type]} scale - [description]
* @param {[type]} sprites - [description]
*
* @return {[type]} [description]
*/
randomCube: function (scale, sprites)
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{
if (sprites === undefined) { sprites = this.getChildren(); }
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for (var i = 0; i < sprites.length; i++)
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{
RandomXYZW(sprites[i].position, scale);
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}
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#translateChildren
* @since 3.0.0
*
* @param {[type]} vec3 - [description]
* @param {[type]} sprites - [description]
*
* @return {[type]} [description]
*/
translateChildren: function (vec3, sprites)
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{
if (sprites === undefined) { sprites = this.getChildren(); }
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for (var i = 0; i < sprites.length; i++)
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{
sprites[i].position.add(vec3);
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}
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#transformChildren
* @since 3.0.0
*
* @param {[type]} mat4 - [description]
* @param {[type]} sprites - [description]
*
* @return {[type]} [description]
*/
transformChildren: function (mat4, sprites)
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{
if (sprites === undefined) { sprites = this.getChildren(); }
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for (var i = 0; i < sprites.length; i++)
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{
sprites[i].position.transformMat4(mat4);
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}
return this.update();
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},
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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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setViewport
* @since 3.0.0
*
* @param {[type]} width - [description]
* @param {[type]} height - [description]
*
* @return {[type]} [description]
*/
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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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#translate
* @since 3.0.0
*
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {[type]} z - [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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#lookAt
* @since 3.0.0
*
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {[type]} z - [description]
*
* @return {[type]} [description]
*/
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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.subtract(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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#rotate
* @since 3.0.0
*
* @param {[type]} radians - [description]
* @param {[type]} axis - [description]
*
* @return {[type]} [description]
*/
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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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#rotateAround
* @since 3.0.0
*
* @param {[type]} point - [description]
* @param {[type]} radians - [description]
* @param {[type]} axis - [description]
*
* @return {[type]} [description]
*/
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rotateAround: function (point, radians, axis)
{
tmpVec3.copy(point).subtract(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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#project
* @since 3.0.0
*
* @param {[type]} vec - [description]
* @param {[type]} out - [description]
*
* @return {[type]} [description]
*/
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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 = Camera.NEAR_RANGE;
var f = Camera.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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#unproject
* @since 3.0.0
*
* @param {[type]} vec - [description]
* @param {[type]} out - [description]
*
* @return {[type]} [description]
*/
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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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#getPickRay
* @since 3.0.0
*
* @param {[type]} x - [description]
* @param {[type]} y - [description]
*
* @return {[type]} [description]
*/
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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.subtract(origin).normalize();
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return this.ray;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#updateChildren
* @since 3.0.0
*
* @return {[type]} [description]
*/
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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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#update
* @since 3.0.0
*
* @return {[type]} [description]
*/
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update: function ()
{
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return this.updateChildren();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#updateBillboardMatrix
* @since 3.0.0
*/
updateBillboardMatrix: function ()
{
var dir = dirvec.set(this.direction).negate();
// Better view-aligned billboards might use this:
// var dir = tmp.set(camera.position).subtract(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
*/
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#getPointSize
* @since 3.0.0
*
* @param {[type]} vec - [description]
* @param {[type]} size - [description]
* @param {[type]} out - [description]
*
* @return {[type]} [description]
*/
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);
// Allow the projection to get negative ...
var w = brx - tlx;
var h = bry - tly;
return out.set(w, h);
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.children.clear();
this.scene = undefined;
this.children = undefined;
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setX
* @since 3.0.0
*
* @param {[type]} value - [description]
*
* @return {[type]} [description]
*/
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setX: function (value)
{
this.position.x = value;
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setY
* @since 3.0.0
*
* @param {[type]} value - [description]
*
* @return {[type]} [description]
*/
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setY: function (value)
{
this.position.y = value;
return this.update();
},
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/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setZ
* @since 3.0.0
*
* @param {[type]} value - [description]
*
* @return {[type]} [description]
*/
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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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});
Camera.FAR_RANGE = 1.0;
Camera.NEAR_RANGE = 0.0;
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module.exports = Camera;