mirror of
https://github.com/photonstorm/phaser
synced 2024-12-27 13:33:35 +00:00
253 lines
5.8 KiB
JavaScript
253 lines
5.8 KiB
JavaScript
var Class = require('../utils/Class');
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var Matrix4 = require('../math/Matrix4');
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var RotateVec3 = require('../math/RotateVec3');
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var Vector3 = require('../math/Vector3');
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var Vector4 = require('../math/Vector4');
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// Local cache vars
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var tmpVec3 = new Vector3();
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var tmpVec4 = new Vector4();
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/**
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* Abstract base class for cameras to implement.
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* @class Camera
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* @abstract
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*/
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var Camera3D = new Class({
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initialize: function ()
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{
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this.direction = new Vector3(0, 0, -1);
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this.up = new Vector3(0, 1, 0);
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this.position = new Vector3();
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this.projection = new Matrix4();
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this.view = new Matrix4();
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this.combined = new Matrix4();
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this.invProjectionView = new Matrix4();
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this.near = 1;
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this.far = 100;
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this.ray = {
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origin: new Vector3(),
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direction: new Vector3()
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};
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this.viewportWidth = 0;
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this.viewportHeight = 0;
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},
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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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/**
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* Sets the width and height of the viewport. Does not
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* update any matrices.
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*
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* @method setViewport
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* @param {Number} width the viewport width
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* @param {Number} height the viewport height
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*/
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setViewport: function (width, height)
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{
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this.viewportWidth = width;
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this.viewportHeight = height;
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return this;
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},
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/**
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* Translates this camera by a specified Vector3 object
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* or x, y, z parameters. Any undefined x y z values will
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* default to zero, leaving that component unaffected.
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*
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* @param {[type]} vec [description]
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* @return {[type]} [description]
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*/
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translate: function (x, y, z)
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{
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if (typeof x === 'object')
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{
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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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}
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else
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{
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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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return this;
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},
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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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if (typeof x === 'object')
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{
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dir.copy(x);
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}
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else
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{
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dir.set(x, y, z);
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}
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dir.sub(this.position).normalize();
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// Calculate right vector
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tmpVec3.copy(dir).cross(up).normalize();
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// Calculate up vector
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up.copy(tmpVec3).cross(dir).normalize();
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return this;
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},
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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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return this;
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},
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rotateAround: function (point, radians, axis)
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{
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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;
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},
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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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// 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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// 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);
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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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// Now into NDC
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tmpVec4.x = tmpVec4.x / tmpVec4.w;
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tmpVec4.y = tmpVec4.y / tmpVec4.w;
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tmpVec4.z = tmpVec4.z / tmpVec4.w;
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// And finally into window coordinates
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out.x = viewportWidth / 2 * tmpVec4.x + (0 + viewportWidth / 2);
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out.y = viewportHeight / 2 * tmpVec4.y + (0 + viewportHeight / 2);
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out.z = (f - n) / 2 * tmpVec4.z + (f + n) / 2;
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// If the out vector has a fourth component, we also store (1/clip.w), 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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},
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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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var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
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return out.copy(vec).unproject(viewport, this.invProjectionView);
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},
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getPickRay: function (x, y)
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{
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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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origin.unproject(viewport, mtx);
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direction.unproject(viewport, mtx);
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direction.sub(origin).normalize();
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return this.ray;
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},
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update: function ()
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{
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// Left empty for subclasses
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return this;
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},
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x: {
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get: function ()
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{
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return this.position.x;
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},
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set: function (value)
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{
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this.position.x = value;
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this.update();
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}
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},
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y: {
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get: function ()
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{
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return this.position.y;
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},
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set: function (value)
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{
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this.position.y = value;
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this.update();
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}
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},
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z: {
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get: function ()
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{
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return this.position.z;
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},
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set: function (value)
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{
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this.position.z = value;
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this.update();
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}
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}
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});
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Camera3D.FAR_RANGE = 1.0;
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Camera3D.NEAR_RANGE = 0.0;
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module.exports = Camera3D;
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