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camera.js
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camera.js
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'use strict';
function Camera()
{
this.mode_ = Camera.mode.PLANE; //camera mode
this.type_ = Camera.projType.PERSPECTIVE; //the projection type
this.rot_ = quat.create(); //quaternion
this.view_ = mat4.create(); //view matrix
this.proj_ = mat4.create(); //projection matrix
this.lastNormalizedMouseXY_ = [0, 0]; //last mouse position ( 0..1 )
this.width_ = 0; //viewport width
this.height_ = 0; //viewport height
this.zoom_ = 20; //zoom value
this.transX_ = 0; //translation in x
this.transY_ = 0; //translation in y
this.speed_ = 1; //solve scale issue
this.moveX_ = 0; //free look (strafe), possible values : -1, 0, 1
this.moveZ_ = 0; //free look (strafe), possible values : -1, 0, 1
this.fov_ = 70; //vertical field of view
this.center_ = [0, 0, 0]; //center of rotation
this.stepCenter_ = [0, 0, 0]; //step vector to translate between pivots
this.stepZoom_ = 0; //step zoom value
this.stepCount_ = 0; //number of translation between pivots
this.usePivot_ = false; //if rotation is centered around the picked point
}
//the camera modes
Camera.mode = {
SPHERICAL: 0,
PLANE: 1
};
//the projection type
Camera.projType = {
PERSPECTIVE: 0,
ORTHOGRAPHIC: 1
};
Camera.prototype = {
/** Start camera (store mouse coordinates) */
start: function (mouseX, mouseY, picking)
{
this.lastNormalizedMouseXY_ = Geometry.normalizedMouse(mouseX, mouseY, this.width_, this.height_);
if (this.usePivot_ && picking.mesh_)
{
this.stepCount_ = 30;
//target center
vec3.transformMat4(this.stepCenter_, picking.interPoint_, picking.mesh_.matTransform_);
//target zoom
var targetZoom = vec3.dist(this.stepCenter_, this.computePosition());
this.stepZoom_ = (targetZoom - this.zoom_) / this.stepCount_;
this.speed_ = targetZoom * 5;
var length = vec3.sub(this.stepCenter_, this.stepCenter_, this.center_);
vec3.scale(this.stepCenter_, this.stepCenter_, 1 / this.stepCount_);
}
},
/** Compute rotation values (by updating the quaternion) */
rotate: function (mouseX, mouseY)
{
var normalizedMouseXY = Geometry.normalizedMouse(mouseX, mouseY, this.width_, this.height_);
if (this.mode_ === Camera.mode.PLANE)
{
var length = vec2.dist(this.lastNormalizedMouseXY_, normalizedMouseXY);
var diff = [0, 0];
vec2.sub(diff, normalizedMouseXY, this.lastNormalizedMouseXY_);
var axe = [-diff[1], diff[0], 0];
vec3.normalize(axe, axe);
quat.mul(this.rot_, quat.setAxisAngle([0, 0, 0, 0], axe, length * 2), this.rot_);
}
else if (this.mode_ === Camera.mode.SPHERICAL)
{
var mouseOnSphereBefore = Geometry.mouseOnUnitSphere(this.lastNormalizedMouseXY_);
var mouseOnSphereAfter = Geometry.mouseOnUnitSphere(normalizedMouseXY);
var angle = Math.acos(Math.min(1, vec3.dot(mouseOnSphereBefore, mouseOnSphereAfter)));
var axeRot = [0, 0, 0];
vec3.normalize(axeRot, vec3.cross(axeRot, mouseOnSphereBefore, mouseOnSphereAfter));
quat.mul(this.rot_, quat.setAxisAngle([0, 0, 0, 0], axeRot, angle * 2), this.rot_);
}
if (this.stepCount_ > 0)
{
--this.stepCount_;
this.zoom_ += this.stepZoom_;
vec3.add(this.center_, this.center_, this.stepCenter_);
}
this.lastNormalizedMouseXY_ = normalizedMouseXY;
},
/** Update model view matrices */
updateView: function ()
{
var view = this.view_;
var tx = this.usePivot_ ? 0 : this.transX_;
var ty = this.usePivot_ ? 0 : this.transY_;
if (this.type_ === Camera.projType.PERSPECTIVE)
mat4.lookAt(view, [tx, ty, this.zoom_], [tx, ty, 0], [0, 1, 0]);
else
mat4.lookAt(view, [tx, ty, 1000], [tx, ty, 0], [0, 1, 0]);
mat4.mul(view, view, mat4.fromQuat(mat4.create(), this.rot_));
if (this.usePivot_)
{
var center = this.center_;
mat4.translate(view, view, [-center[0], -center[1], -center[2]]);
}
},
/** Update projection matrix */
updateProjection: function ()
{
this.proj_ = mat4.create();
if (this.type_ === Camera.projType.PERSPECTIVE)
mat4.perspective(this.proj_, this.fov_ * Math.PI / 180, this.width_ / this.height_, 0.01, 100000);
else
this.updateOrtho();
},
/** Update translation */
updateTranslation: function ()
{
this.transX_ += this.moveX_ * this.speed_ / 400.0;
this.zoom_ = Math.max(0.00001, this.zoom_ + this.moveZ_ * this.speed_ / 400.0);
if (this.type_ === Camera.projType.ORTHOGRAPHIC)
this.updateOrtho();
},
/** Compute translation values */
translate: function (dx, dy)
{
this.transX_ -= dx * this.speed_;
this.transY_ += dy * this.speed_;
},
/** Zoom */
zoom: function (delta)
{
this.zoom_ = Math.max(0.00001, this.zoom_ - delta * this.speed_);
if (this.type_ === Camera.projType.ORTHOGRAPHIC)
this.updateOrtho();
},
/** Update orthographic projection */
updateOrtho: function ()
{
var delta = Math.abs(this.zoom_) * 0.001;
mat4.ortho(this.proj_, -this.width_ * delta, this.width_ * delta, -this.height_ * delta, this.height_ * delta, -10000, 10000);
},
/** Return the position of the camera */
computePosition: function ()
{
var view = this.view_;
var pos = [-view[12], -view[13], -view[14]];
var rot = mat3.create();
mat3.fromMat4(rot, view);
return vec3.transformMat3(pos, pos, mat3.transpose(rot, rot));
},
/** Reset camera */
reset: function (mesh)
{
this.rot_ = quat.create();
this.zoom_ = 0;
this.center_ = [0, 0, 0];
this.transX_ = 0;
this.transY_ = 0;
var length = vec3.dist(mesh.octree_.aabbLoose_.max_, mesh.octree_.aabbLoose_.min_);
this.speed_ = length;
this.zoom(-0.4);
},
/** Reset view front */
resetViewFront: function ()
{
this.rot_ = quat.create();
},
/** Reset view top */
resetViewTop: function ()
{
this.rot_ = quat.rotateX(this.rot_, quat.create(), Math.PI * 0.5);
},
/** Reset view left */
resetViewLeft: function ()
{
this.rot_ = quat.rotateY(this.rot_, quat.create(), -Math.PI * 0.5);
},
/** Project the mouse coordinate into the world coordinate at a given z */
unproject: function (mouseX, mouseY, z)
{
var height = this.height_;
var winx = (2 * mouseX / this.width_) - 1,
winy = (height - 2 * mouseY) / height,
winz = 2 * z - 1;
var n = [winx, winy, winz, 1];
var mat = mat4.create();
vec4.transformMat4(n, n, mat4.invert(mat, mat4.mul(mat, this.proj_, this.view_)));
var w = n[3];
return [n[0] / w, n[1] / w, n[2] / w];
},
/** Project a vertex onto the screen */
project: function (vector)
{
var vec = [vector[0], vector[1], vector[2], 1];
vec4.transformMat4(vec, vec, this.view_);
vec4.transformMat4(vec, vec, this.proj_);
var w = vec[3];
var height = this.height_;
return [(vec[0] / w + 1) * this.width_ * 0.5, height - (vec[1] / w + 1) * height * 0.5, (vec[2] / w + 1) * 0.5];
}
};