/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../../src/utils/Class'); var Matrix4 = require('../../../src/math/Matrix4'); var RandomXYZ = require('../../../src/math/RandomXYZ'); var RandomXYZW = require('../../../src/math/RandomXYZW'); var RotateVec3 = require('../../../src/math/RotateVec3'); var Set = require('../../../src/structs/Set'); var Sprite3D = require('./sprite3d/Sprite3D'); var Vector2 = require('../../../src/math/Vector2'); var Vector3 = require('../../../src/math/Vector3'); var Vector4 = require('../../../src/math/Vector4'); // Local cache vars var tmpVec3 = new Vector3(); var tmpVec4 = new Vector4(); var dirvec = new Vector3(); var rightvec = new Vector3(); var billboardMatrix = new Matrix4(); // @author attribute https://github.com/mattdesl/cam3d/wiki /** * @typedef {object} RayDef * * @property {Phaser.Math.Vector3} origin - [description] * @property {Phaser.Math.Vector3} direction - [description] */ /** * @classdesc * [description] * * @class Camera * @memberOf Phaser.Cameras.Sprite3D * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] */ var Camera = new Class({ initialize: function Camera (scene) { /** * [description] * * @name Phaser.Cameras.Sprite3D#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * [description] * * @name Phaser.Cameras.Sprite3D#displayList * @type {Phaser.GameObjects.DisplayList} * @since 3.0.0 */ this.displayList = scene.sys.displayList; /** * [description] * * @name Phaser.Cameras.Sprite3D#updateList * @type {Phaser.GameObjects.UpdateList} * @since 3.0.0 */ this.updateList = scene.sys.updateList; /** * [description] * * @name Phaser.Cameras.Sprite3D#name * @type {string} * @default '' * @since 3.0.0 */ this.name = ''; /** * [description] * * @name Phaser.Cameras.Sprite3D#direction * @type {Phaser.Math.Vector3} * @since 3.0.0 */ this.direction = new Vector3(0, 0, -1); /** * [description] * * @name Phaser.Cameras.Sprite3D#up * @type {Phaser.Math.Vector3} * @since 3.0.0 */ this.up = new Vector3(0, 1, 0); /** * [description] * * @name Phaser.Cameras.Sprite3D#position * @type {Phaser.Math.Vector3} * @since 3.0.0 */ 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. * * @name Phaser.Cameras.Sprite3D#pixelScale * @type {number} * @since 3.0.0 */ this.pixelScale = 128; /** * [description] * * @name Phaser.Cameras.Sprite3D#projection * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.projection = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#view * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.view = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#combined * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.combined = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#invProjectionView * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.invProjectionView = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#near * @type {number} * @default 1 * @since 3.0.0 */ this.near = 1; /** * [description] * * @name Phaser.Cameras.Sprite3D#far * @type {number} * @since 3.0.0 */ this.far = 100; /** * [description] * * @name Phaser.Cameras.Sprite3D#ray * @type {RayDef} * @since 3.0.0 */ this.ray = { origin: new Vector3(), direction: new Vector3() }; /** * [description] * * @name Phaser.Cameras.Sprite3D#viewportWidth * @type {number} * @default 0 * @since 3.0.0 */ this.viewportWidth = 0; /** * [description] * * @name Phaser.Cameras.Sprite3D#viewportHeight * @type {number} * @default 0 * @since 3.0.0 */ this.viewportHeight = 0; /** * [description] * * @name Phaser.Cameras.Sprite3D#billboardMatrixDirty * @type {boolean} * @default true * @since 3.0.0 */ this.billboardMatrixDirty = true; /** * [description] * * @name Phaser.Cameras.Sprite3D#children * @type {Phaser.Structs.Set.} * @since 3.0.0 */ this.children = new Set(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setPosition * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} z - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setPosition: function (x, y, z) { this.position.set(x, y, z); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setScene * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setScene: function (scene) { this.scene = scene; return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setPixelScale * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setPixelScale: function (value) { this.pixelScale = value; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#add * @since 3.0.0 * * @param {Phaser.GameObjects.Sprite3D} sprite3D - [description] * * @return {Phaser.GameObjects.Sprite3D} [description] */ add: function (sprite3D) { this.children.set(sprite3D); this.displayList.add(sprite3D.gameObject); this.updateList.add(sprite3D.gameObject); this.updateChildren(); return sprite3D; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#remove * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ remove: function (child) { this.displayList.remove(child.gameObject); this.updateList.remove(child.gameObject); this.children.delete(child); return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#clear * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ clear: function () { var children = this.getChildren(); for (var i = 0; i < children.length; i++) { this.remove(children[i]); } return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#getChildren * @since 3.0.0 * * @return {array} [description] */ getChildren: function () { return this.children.entries; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#create * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} z - [description] * @param {string} key - [description] * @param {(string|number)} frame - [description] * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.Sprite3D} [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; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#createMultiple * @since 3.0.0 * * @param {number} quantity - [description] * @param {string} key - [description] * @param {(string|number)} frame - [description] * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.Sprite3D[]} [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; }, // Create a bunch of Sprite3D objects in a rectangle // size and spacing are Vec3s (or if integers are converted to vec3s) /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#createRect * @since 3.0.0 * * @param {(number|{x:number,y:number})} size - [description] * @param {(number|{x:number,y:number,z:number})} spacing - [description] * @param {string} key - [description] * @param {(string|number)} [frame] - [description] * * @return {Phaser.GameObjects.Sprite3D[]} [description] */ 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; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#randomSphere * @since 3.0.0 * * @param {number} [radius=1] - [description] * @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ 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(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#randomCube * @since 3.0.0 * * @param {number} [scale=1] - [description] * @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ randomCube: function (scale, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { RandomXYZW(sprites[i].position, scale); } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#translateChildren * @since 3.0.0 * * @param {Phaser.Math.Vector3} vec3 - [description] * @param {Phaser.GameObjects.Sprite3D[]} sprites - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ translateChildren: function (vec3, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { sprites[i].position.add(vec3); } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#transformChildren * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat4 - [description] * @param {Phaser.GameObjects.Sprite3D[]} sprites - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ transformChildren: function (mat4, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { sprites[i].position.transformMat4(mat4); } return this.update(); }, /** * Sets the width and height of the viewport. Does not update any matrices. * * @method Phaser.Cameras.Sprite3D.Camera#setViewport * @since 3.0.0 * * @param {number} width - [description] * @param {number} height - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setViewport: function (width, height) { this.viewportWidth = width; this.viewportHeight = height; return this.update(); }, /** * 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. * * @method Phaser.Cameras.Sprite3D.Camera#translate * @since 3.0.0 * * @param {(number|object)} x - [description] * @param {number} [y] - [description] * @param {number} [z] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ translate: function (x, y, z) { if (typeof x === 'object') { this.position.x += x.x || 0; this.position.y += x.y || 0; this.position.z += x.z || 0; } else { this.position.x += x || 0; this.position.y += y || 0; this.position.z += z || 0; } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#lookAt * @since 3.0.0 * * @param {(number|object)} x - [description] * @param {number} [y] - [description] * @param {number} [z] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ lookAt: function (x, y, z) { var dir = this.direction; var up = this.up; if (typeof x === 'object') { dir.copy(x); } else { dir.set(x, y, z); } dir.subtract(this.position).normalize(); // Calculate right vector tmpVec3.copy(dir).cross(up).normalize(); // Calculate up vector up.copy(tmpVec3).cross(dir).normalize(); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#rotate * @since 3.0.0 * * @param {number} radians - [description] * @param {Phaser.Math.Vector3} axis - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ rotate: function (radians, axis) { RotateVec3(this.direction, axis, radians); RotateVec3(this.up, axis, radians); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#rotateAround * @since 3.0.0 * * @param {Phaser.Math.Vector3} point - [description] * @param {number} radians - [description] * @param {Phaser.Math.Vector3} axis - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ rotateAround: function (point, radians, axis) { tmpVec3.copy(point).subtract(this.position); this.translate(tmpVec3); this.rotate(radians, axis); this.translate(tmpVec3.negate()); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#project * @since 3.0.0 * * @param {Phaser.Math.Vector3} vec - [description] * @param {Phaser.Math.Vector4} out - [description] * * @return {Phaser.Math.Vector4} [description] */ project: function (vec, out) { if (out === undefined) { out = new Vector4(); } // TODO: support viewport XY var viewportWidth = this.viewportWidth; var viewportHeight = this.viewportHeight; var n = Camera.NEAR_RANGE; var f = Camera.FAR_RANGE; // For useful Z and W values we should do the usual steps: clip space -> NDC -> window coords // Implicit 1.0 for w component tmpVec4.set(vec.x, vec.y, vec.z, 1.0); // Transform into clip space tmpVec4.transformMat4(this.combined); // Avoid divide by zero when 0x0x0 camera projects to a 0x0x0 vec3 if (tmpVec4.w === 0) { tmpVec4.w = 1; } // Now into NDC tmpVec4.x = tmpVec4.x / tmpVec4.w; tmpVec4.y = tmpVec4.y / tmpVec4.w; tmpVec4.z = tmpVec4.z / tmpVec4.w; // And finally into window coordinates 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; // If the out vector has a fourth component, we also store (1/clip.w), same idea as gl_FragCoord.w if (out.w === 0 || out.w) { out.w = 1 / tmpVec4.w; } return out; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#unproject * @since 3.0.0 * * @param {Phaser.Math.Vector4} vec - [description] * @param {Phaser.Math.Vector3} out - [description] * * @return {Phaser.Math.Vector3} [description] */ unproject: function (vec, out) { if (out === undefined) { out = new Vector3(); } var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight); return out.copy(vec).unproject(viewport, this.invProjectionView); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#getPickRay * @since 3.0.0 * * @param {number} x - [description] * @param {number} [y] - [description] * * @return {RayDef} [description] */ 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; origin.unproject(viewport, mtx); direction.unproject(viewport, mtx); direction.subtract(origin).normalize(); return this.ray; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#updateChildren * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ updateChildren: function () { var children = this.children.entries; for (var i = 0; i < children.length; i++) { children[i].project(this); } return this; }, // Overridden by subclasses /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#update * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ update: function () { return this.updateChildren(); }, /** * [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). * * @method Phaser.Cameras.Sprite3D.Camera#getPointSize * @since 3.0.0 * * @param {Phaser.Math.Vector2} vec - The position of the 3D Sprite. * @param {Phaser.Math.Vector2} size - The x and y dimensions. * @param {Phaser.Math.Vector2} out - The result, scaled x and y dimensions. * * @return {Phaser.Math.Vector2} [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); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#destroy * @since 3.0.0 */ destroy: function () { this.children.clear(); this.scene = undefined; this.children = undefined; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setX * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setX: function (value) { this.position.x = value; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setY * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setY: function (value) { this.position.y = value; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setZ * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setZ: function (value) { this.position.z = value; return this.update(); }, /** * [description] * * @name Phaser.Cameras.Sprite3D.Camera#x * @type {number} * @since 3.0.0 */ x: { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; this.update(); } }, /** * [description] * * @name Phaser.Cameras.Sprite3D.Camera#y * @type {number} * @since 3.0.0 */ y: { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; this.update(); } }, /** * [description] * * @name Phaser.Cameras.Sprite3D.Camera#z * @type {number} * @since 3.0.0 */ z: { get: function () { return this.position.z; }, set: function (value) { this.position.z = value; this.update(); } } }); Camera.FAR_RANGE = 1.0; Camera.NEAR_RANGE = 0.0; module.exports = Camera;