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/* | ||
* Javascript/Canvas Textured 3D Renderer v0.3.1 | ||
* Copyright (c) 2008 Jacob Seidelin, cupboy@gmail.com | ||
* This software is free to use for non-commercial purposes. For anything else, please contact the author. | ||
* This is a version modified by Stefano Gioffre'. | ||
*/ | ||
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Canvas3D.Camera = function() { | ||
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this._oPosition = new Canvas3D.Vec3(0,0,0); | ||
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this._oSideVec = new Canvas3D.Vec3(1,0,0); | ||
this._oUpVec = new Canvas3D.Vec3(0,1,0); | ||
this._oOutVec = new Canvas3D.Vec3(0,0,1); | ||
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this._oRotMat = new Canvas3D.Matrix3(); | ||
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this._bDirty = false; | ||
this._fFocal = 500; | ||
this._fFocalDistance = this._fFocal; | ||
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this._bReverseX = false; | ||
this._bReverseY = false; | ||
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this._bTarget = true; | ||
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this._iClipNear = 1; | ||
this._iClipFar = 10000000; | ||
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this._fScale = 1; | ||
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this._oLookAt = new Canvas3D.Vec3(0,0,0); | ||
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}; | ||
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var proto = Canvas3D.Camera.prototype; | ||
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proto.getDirty = function() { | ||
return this._bDirty; | ||
} | ||
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proto.setDirty = function(bDirty) { | ||
this._bDirty = bDirty; | ||
} | ||
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proto.setPosition = function(oPos) { | ||
this._oPosition.set(oPos.x, oPos.y, oPos.z); | ||
this._bDirty = true; | ||
} | ||
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proto.getPosition = function() { | ||
return this._oPosition; | ||
} | ||
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proto.setScale = function(fScale) { | ||
this._fScale = fScale; | ||
this._bDirty = true; | ||
} | ||
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proto.getScale = function() { | ||
return this._fScale; | ||
} | ||
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proto.getSide = function() { | ||
return this._oSideVec; | ||
} | ||
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proto.getUp = function() { | ||
return this._oUpVec; | ||
} | ||
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proto.setUp = function(oVec) { | ||
this._oUpVec = oVec; | ||
} | ||
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proto.getOut = function() { | ||
return this._oOutVec; | ||
} | ||
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proto.moveSideways = function(d) { | ||
this._oPosition.x += this._oSideVec.x * d; | ||
this._oPosition.y += this._oSideVec.y * d; | ||
this._oPosition.z += this._oSideVec.z * d; | ||
this.setDirty(true); | ||
} | ||
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proto.moveUpwards = function(d) { | ||
this._oPosition.x += this._oUpVec.x * d; | ||
this._oPosition.y += this._oUpVec.y * d; | ||
this._oPosition.z += this._oUpVec.z * d; | ||
this.setDirty(true); | ||
} | ||
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proto.moveForward = function(d) { | ||
this._oPosition.x += this._oOutVec.x * d; | ||
this._oPosition.y += this._oOutVec.y * d; | ||
this._oPosition.z += this._oOutVec.z * d; | ||
this.setDirty(true); | ||
} | ||
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// rotate around the camera's side axis with a target center point (uses camera target if oTarget is null) | ||
proto.pitchAroundTarget = function(fTheta, oTarget) { | ||
var M = new Canvas3D.Matrix3(); | ||
var oPos = this.getPosition(); | ||
oTarget = oTarget || this.getLookAt(); | ||
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// translate position to target space | ||
oPos.subVector(oTarget); | ||
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// rotate around side axis | ||
M.loadRotationAxis(this._oSideVec, Math.sin(fTheta * Math.PI / 180.0), Math.cos(fTheta * Math.PI / 180.0)); | ||
oPos = M.multiplyVector(oPos); | ||
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// translate position out of target space | ||
oPos.addVector(oTarget); | ||
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this.setPosition(oPos); | ||
this.setDirty(true); | ||
} | ||
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proto.yaw = function(fTheta) { | ||
var M = new Canvas3D.Matrix3(); | ||
M.loadRotationAxis(this._oUpVec, Math.sin(fTheta), Math.cos(fTheta)); | ||
this._oSideVec = M.multiplyVector(this._oSideVec); | ||
this._oOutVec = M.multiplyVector(this._oOutVec); | ||
this.setDirty(true); | ||
} | ||
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// rotate around the camera's up axis with a target center point (uses camera target if oTarget is null) | ||
proto.yawAroundTarget = function(fTheta, oTarget) { | ||
var M = new Canvas3D.Matrix3(); | ||
var oPos = this.getPosition(); | ||
oTarget = oTarget || this.getLookAt(); | ||
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// translate position to target space | ||
oPos.subVector(oTarget); | ||
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// rotate around up axis | ||
M.loadRotationAxis(this._oUpVec, Math.sin(fTheta * Math.PI / 180.0), Math.cos(fTheta * Math.PI / 180.0)); | ||
oPos = M.multiplyVector(oPos); | ||
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// translate position out of target space | ||
oPos.addVector(oTarget); | ||
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this.setPosition(oPos); | ||
this.setDirty(true); | ||
} | ||
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// rotate around the camera's out axis with a target center point (uses camera target if oTarget is null) | ||
proto.rollAroundTarget = function(fTheta, oTarget) { | ||
var M = new Canvas3D.Matrix3(); | ||
var oPos = this.getPosition(); | ||
oTarget = oTarget || this.getLookAt(); | ||
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// translate position to target space | ||
oPos.subVector(oTarget); | ||
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// rotate around out axis | ||
M.loadRotationAxis(this._oOutVec, Math.sin(fTheta * Math.PI / 180.0), Math.cos(fTheta * Math.PI / 180.0)); | ||
oPos = M.multiplyVector(oPos); | ||
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// translate position out of target space | ||
oPos.addVector(oTarget); | ||
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this.setPosition(oPos); | ||
this.setDirty(true); | ||
} | ||
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proto.rotateY = function(sine, cosine) { | ||
var M = new Canvas3D.Matrix3(); | ||
M.loadRotationY(sine, cosine); | ||
this._oSideVec = M.multiplyVector(this._oSideVec); | ||
this._oUpVec = M.multiplyVector(this._oUpVec); | ||
this._oOutVec = M.multiplyVector(this._oOutVec); | ||
this.setDirty(true); | ||
} | ||
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proto.lookAt = function(P, Up) { | ||
Up = Up || this._oUpVec; | ||
this._oOutVec = P.returnSub(this._oPosition).unit(); | ||
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//this._oSideVec = this._oOutVec.cross(new Canvas3D.Vec3 (0.0, 1.0, 0.0)).unit(); | ||
//this._oSideVec = this._oOutVec.cross(this._oUpVec).unit(); | ||
this._oSideVec = this._oOutVec.cross(Up).unit(); | ||
this._oUpVec = this._oSideVec.cross(this._oOutVec).unit(); | ||
this._vecLookAt = P.clone(); | ||
this.setDirty(true); | ||
} | ||
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proto.getLookAt = function() { | ||
return this._vecLookAt; | ||
} | ||
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proto.updateRotationMatrix = function() { | ||
var e0 = this._oRotMat.e[0]; | ||
var e1 = this._oRotMat.e[1]; | ||
var e2 = this._oRotMat.e[2]; | ||
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e0[0] = this._oSideVec.x; | ||
e0[1] = this._oSideVec.y; | ||
e0[2] = this._oSideVec.z; | ||
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e1[0] = this._oUpVec.x; | ||
e1[1] = this._oUpVec.y; | ||
e1[2] = this._oUpVec.z; | ||
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e2[0] = this._oOutVec.x; | ||
e2[1] = this._oOutVec.y; | ||
e2[2] = this._oOutVec.z; | ||
} | ||
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proto.transformPoint = function(P) { | ||
var e = this._oRotMat.e; | ||
var oPos = this._oPosition; | ||
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var e0 = e[0]; | ||
var e1 = e[1]; | ||
var e2 = e[2]; | ||
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var vx = P.x - oPos.x; | ||
var vy = P.y - oPos.y; | ||
var vz = P.z - oPos.z; | ||
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return new Canvas3D.Vec3( | ||
(vx * e0[0] + vy * e0[1] + vz * e0[2]), | ||
(vx * e1[0] + vy * e1[1] + vz * e1[2]), | ||
(vx * e2[0] + vy * e2[1] + vz * e2[2]) | ||
); | ||
} | ||
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proto.project = function(P) { | ||
var fFocal = this._fFocal; | ||
return { | ||
x: P.x * fFocal / (P.z + this._fFocalDistance) * this._fScale * (this._bReverseX?-1:1), | ||
y: -P.y * fFocal / (P.z + this._fFocalDistance) * this._fScale * (this._bReverseY?-1:1) | ||
}; | ||
} | ||
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proto.clip = function(P) { | ||
if (P.z < 0) { | ||
return true; | ||
} | ||
return false; | ||
} | ||
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proto.isBehind = function(P) { | ||
if (P.z > 0) return false; | ||
return false; | ||
} | ||
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proto.getClipNear = function() { | ||
return this._iClipNear; | ||
} | ||
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proto.getClipFar = function() { | ||
return this._iClipFar; | ||
} | ||
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proto.clip = function(P) { | ||
if (P.z > this._iClipNear && P.z < this._iClipFar) { | ||
return false; | ||
} else { | ||
return true; | ||
} | ||
} | ||
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proto.setFOV = function(fFOV) { | ||
this._fFOV = fFOV; | ||
var fFocal = 1 / Math.tan(105 * Math.PI*Math.PI / (180*180 * 2)); | ||
this._fFocal = fFocal; | ||
this._fFocalDistance = fFocal; | ||
} | ||
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proto.getFOV = function() { | ||
return this._fFOV; | ||
} | ||
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proto.getFocal = function() { | ||
return this._fFocal; | ||
} | ||
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proto.setFocalDistance = function(fValue) { | ||
this._fFocalDistance = fValue; | ||
} | ||
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proto.setReverseX = function(bEnable) { | ||
this._bReverseX = bEnable; | ||
} | ||
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proto.setReverseY = function(bEnable) { | ||
this._bReverseY = bEnable; | ||
} |
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