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camera.ts 7.82 KiB
/**
* Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author David Sehnal <david.sehnal@gmail.com>
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { Mat4, Vec3, Vec4, EPSILON } from 'mol-math/linear-algebra'
import { Viewport, cameraProject, cameraUnproject } from './camera/util';
import { Object3D } from 'mol-gl/object3d';
import { BehaviorSubject } from 'rxjs';
import { CameraTransitionManager } from './camera/transition';
export { Camera }
// TODO: slab controls that modify near/far planes?
class Camera implements Object3D {
readonly updatedViewProjection = new BehaviorSubject<Camera>(this);
readonly view: Mat4 = Mat4.identity();
readonly projection: Mat4 = Mat4.identity();
readonly projectionView: Mat4 = Mat4.identity();
readonly inverseProjectionView: Mat4 = Mat4.identity();
readonly viewport: Viewport;
readonly state: Readonly<Camera.Snapshot> = Camera.createDefaultSnapshot();
readonly transition: CameraTransitionManager = new CameraTransitionManager(this);
get position() { return this.state.position; }
set position(v: Vec3) { Vec3.copy(this.state.position, v); }
get direction() { return this.state.direction; }
set direction(v: Vec3) { Vec3.copy(this.state.direction, v); }
get up() { return this.state.up; }
set up(v: Vec3) { Vec3.copy(this.state.up, v); }
get target() { return this.state.target; }
set target(v: Vec3) { Vec3.copy(this.state.target, v); }
private prevProjection = Mat4.identity();
private prevView = Mat4.identity();
private deltaDirection = Vec3.zero();
private newPosition = Vec3.zero();
updateMatrices() {
const snapshot = this.state as Camera.Snapshot;
const height = 2 * Math.tan(snapshot.fov / 2) * Vec3.distance(snapshot.position, snapshot.target);
snapshot.zoom = this.viewport.height / height;
switch (this.state.mode) {
case 'orthographic': updateOrtho(this); break;
case 'perspective': updatePers(this); break;
default: throw new Error('unknown camera mode');
}
const changed = !Mat4.areEqual(this.projection, this.prevProjection, EPSILON.Value) || !Mat4.areEqual(this.view, this.prevView, EPSILON.Value);
Mat4.mul(this.projectionView, this.projection, this.view)
Mat4.invert(this.inverseProjectionView, this.projectionView)
if (changed) {
Mat4.mul(this.projectionView, this.projection, this.view)
Mat4.invert(this.inverseProjectionView, this.projectionView)
Mat4.copy(this.prevView, this.view);
Mat4.copy(this.prevProjection, this.projection);
this.updatedViewProjection.next(this);
}
return changed;
}
setState(snapshot: Partial<Camera.Snapshot>) {
this.transition.apply(snapshot);
}
getSnapshot() {
const ret = Camera.createDefaultSnapshot();
Camera.copySnapshot(ret, this.state);
return ret;
}
focus(target: Vec3, radius: number) {
const fov = this.state.fov
const { width, height } = this.viewport
const aspect = width / height
const aspectFactor = (height < width ? 1 : aspect)
const currentDistance = Vec3.distance(this.state.position, target)
const targetDistance = Math.abs((radius / aspectFactor) / Math.sin(fov / 2))
const deltaDistance = Math.abs(currentDistance - targetDistance)
Vec3.sub(this.deltaDirection, this.state.position, target)
Vec3.setMagnitude(this.deltaDirection, this.state.direction, deltaDistance)
if (currentDistance < targetDistance) Vec3.negate(this.deltaDirection, this.deltaDirection)
Vec3.add(this.newPosition, this.state.position, this.deltaDirection)
this.setState({ target, position: this.newPosition })
}
// lookAt(target: Vec3) {
// cameraLookAt(this.position, this.up, this.direction, target);
// }
// translate(v: Vec3) {
// Vec3.add(this.position, this.position, v);
// cameraLookAt(this.position, this.up, this.direction, this.target);
// }
project(out: Vec4, point: Vec3) {
return cameraProject(out, point, this.viewport, this.projectionView)
}
unproject(out: Vec3, point: Vec3) {
return cameraUnproject(out, point, this.viewport, this.inverseProjectionView)
}
dispose() {
this.updatedViewProjection.complete();
}
constructor(state?: Partial<Camera.Snapshot>, viewport = Viewport.create(-1, -1, 1, 1)) {
this.viewport = viewport;
Camera.copySnapshot(this.state, state);
}
}
namespace Camera {
export type Mode = 'perspective' | 'orthographic'
export interface ClippingInfo {
near: number,
far: number,
fogNear: number,
fogFar: number
}
export function createDefaultSnapshot(): Snapshot {
return {
mode: 'perspective',
position: Vec3.zero(),
direction: Vec3.create(0, 0, -1),
up: Vec3.create(0, 1, 0),
target: Vec3.create(0, 0, 0),
near: 0.1,
far: 10000,
fogNear: 0.1,
fogFar: 10000,
fov: Math.PI / 4,
zoom: 1
};
}
export interface Snapshot {
mode: Mode,
position: Vec3,
// Normalized camera direction
direction: Vec3,
up: Vec3,
target: Vec3,
near: number,
far: number,
fogNear: number,
fogFar: number,
fov: number,
zoom: number
}
export function copySnapshot(out: Snapshot, source?: Partial<Snapshot>) {
if (!source) return;
if (typeof source.mode !== 'undefined') out.mode = source.mode;
if (typeof source.position !== 'undefined') Vec3.copy(out.position, source.position);
if (typeof source.direction !== 'undefined') Vec3.copy(out.direction, source.direction);
if (typeof source.up !== 'undefined') Vec3.copy(out.up, source.up);
if (typeof source.target !== 'undefined') Vec3.copy(out.target, source.target);
if (typeof source.near !== 'undefined') out.near = source.near;
if (typeof source.far !== 'undefined') out.far = source.far;
if (typeof source.fogNear !== 'undefined') out.fogNear = source.fogNear;
if (typeof source.fogFar !== 'undefined') out.fogFar = source.fogFar;
if (typeof source.fov !== 'undefined') out.fov = source.fov;
if (typeof source.zoom !== 'undefined') out.zoom = source.zoom;
}
}
const _center = Vec3.zero();
function updateOrtho(camera: Camera) {
const { viewport, state: { zoom, near, far } } = camera;
const fullLeft = (viewport.width - viewport.x) / -2
const fullRight = (viewport.width - viewport.x) / 2
const fullTop = (viewport.height - viewport.y) / 2
const fullBottom = (viewport.height - viewport.y) / -2
const dx = (fullRight - fullLeft) / (2 * zoom)
const dy = (fullTop - fullBottom) / (2 * zoom)
const cx = (fullRight + fullLeft) / 2
const cy = (fullTop + fullBottom) / 2
const left = cx - dx
const right = cx + dx
const top = cy + dy
const bottom = cy - dy
// build projection matrix
Mat4.ortho(camera.projection, left, right, bottom, top, Math.abs(near), Math.abs(far))
// build view matrix
Vec3.add(_center, camera.position, camera.direction)
Mat4.lookAt(camera.view, camera.position, _center, camera.up)
}
function updatePers(camera: Camera) {
const aspect = camera.viewport.width / camera.viewport.height
const { fov, near, far } = camera.state;
// build projection matrix
Mat4.perspective(camera.projection, fov, aspect, Math.abs(near), Math.abs(far))
// build view matrix
Vec3.add(_center, camera.position, camera.direction)
Mat4.lookAt(camera.view, camera.position, _center, camera.up)
}