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regl-camera.js
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var mouseChange = require('mouse-change')
var mouseWheel = require('mouse-wheel')
var identity = require('gl-mat4/identity')
var perspective = require('gl-mat4/perspective')
var lookAt = require('gl-mat4/lookAt')
module.exports = createCamera
var isBrowser = typeof window !== 'undefined'
var defaultProps = {
// initial cameraState
center: [0, 0, 0],
theta: 0,
phi: 0,
distance: 10,
up: [0, 1, 0],
fovy: Math.PI / 4.0,
near: 0.01,
far: 1000,
flipY: false,
// properties
element: null,
damping: 0.9,
minDistance: 0.1,
maxDistance: 1000,
mouse: true
}
function createCamera (regl, propsOverride) {
var props = Object.assign({}, defaultProps, propsOverride)
var cameraState = {
view: identity(new Float32Array(16)),
projection: identity(new Float32Array(16)),
center: new Float32Array(props.center),
theta: props.theta,
phi: props.phi,
distance: Math.log(props.distance),
eye: new Float32Array(3),
up: new Float32Array(props.up),
fovy: props.fovy,
near: props.near,
far: props.far,
flipY: Boolean(props.flipY),
dtheta: 0,
dphi: 0,
mouseEnabled: true,
}
var element = props.element
var startFovy = props.fovy
function resize () {
var width = element.clientWidth
var height = element.clientHeight
if (height / width > 1) {
cameraState.fovy = startFovy * (height / width)
}
}
resize()
window.addEventListener('resize', resize)
var right = new Float32Array([1, 0, 0])
var front = new Float32Array([0, 0, 1])
var minDistance = Math.log(props.minDistance)
var maxDistance = Math.log(props.maxDistance)
var ddistance = 0
if (isBrowser && props.mouse) {
var prevX = 0
var prevY = 0
var elementListen = element || window
var width = element ? element.offsetWidth : window.innerWidth
var height = element ? element.offsetHeight : window.innerHeight
mouseChange(elementListen, function (buttons, x, y) {
if (!cameraState.mouseEnabled) return
if (buttons & 1) {
var dx = (x - prevX) / width
var dy = (y - prevY) / height
var w = Math.max(cameraState.distance, 0.5)
cameraState.dtheta += w * dx
cameraState.dphi += w * dy
}
prevX = x
prevY = y
})
mouseWheel(elementListen, function (dx, dy) {
if (!cameraState.mouseEnabled) return
ddistance += dy / height
})
}
function damp (x) {
var xd = x * props.damping
if (Math.abs(xd) < 0.1) {
return 0
}
return xd
}
function clamp (x, lo, hi) {
return Math.min(Math.max(x, lo), hi)
}
function updateCamera (props) {
Object.keys(props).forEach(function (prop) {
cameraState[prop] = props[prop]
})
var center = cameraState.center
var eye = cameraState.eye
var up = cameraState.up
var dtheta = cameraState.dtheta
var dphi = cameraState.dphi
cameraState.theta += dtheta
cameraState.phi = clamp(
cameraState.phi + dphi,
-Math.PI / 2.0,
Math.PI / 2.0)
cameraState.distance = clamp(
cameraState.distance + ddistance,
minDistance,
maxDistance)
cameraState.dtheta = damp(dtheta)
cameraState.dphi = damp(dphi)
ddistance = damp(ddistance)
var theta = cameraState.theta
var phi = cameraState.phi
var r = Math.exp(cameraState.distance)
var vf = r * Math.sin(theta) * Math.cos(phi)
var vr = r * Math.cos(theta) * Math.cos(phi)
var vu = r * Math.sin(phi)
for (var i = 0; i < 3; ++i) {
eye[i] = center[i] + vf * front[i] + vr * right[i] + vu * up[i]
}
lookAt(cameraState.view, eye, center, up)
}
var injectContext = regl({
context: Object.assign({}, cameraState, {
projection: function (context) {
perspective(cameraState.projection,
cameraState.fovy,
context.viewportWidth / context.viewportHeight,
cameraState.near,
cameraState.far)
if (cameraState.flipY) { cameraState.projection[5] *= -1 }
updateCameraState(cameraState, setupCamera)
return cameraState.projection
}
}),
uniforms: Object.keys(cameraState).reduce(function (uniforms, name) {
uniforms[name] = regl.context(name)
return uniforms
}, {})
})
function updateCameraState(cameraState, setupCamera) {
Object.keys(cameraState).forEach(function (name) {
setupCamera[name] = cameraState[name]
})
}
function setupCamera (props, block) {
if (!block) {
block = props
props = {}
}
updateCamera(props)
injectContext(block)
}
updateCameraState(cameraState, setupCamera)
return setupCamera
}