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Michal Malý
Molstar
Commits
147897cc
Commit
147897cc
authored
5 years ago
by
Alexander Rose
Browse files
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viewOffset support for orthographic camera
parent
6ecfd41c
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2 changed files
src/mol-canvas3d/camera.ts
+20
-9
20 additions, 9 deletions
src/mol-canvas3d/camera.ts
src/mol-math/linear-algebra/3d/mat4.ts
+24
-50
24 additions, 50 deletions
src/mol-math/linear-algebra/3d/mat4.ts
with
44 additions
and
59 deletions
src/mol-canvas3d/camera.ts
+
20
−
9
View file @
147897cc
...
@@ -233,25 +233,36 @@ namespace Camera {
...
@@ -233,25 +233,36 @@ namespace Camera {
const
_center
=
Vec3
.
zero
();
const
_center
=
Vec3
.
zero
();
function
updateOrtho
(
camera
:
Camera
)
{
function
updateOrtho
(
camera
:
Camera
)
{
const
{
viewport
,
state
:
{
zoom
,
near
,
far
}
}
=
camera
;
const
{
viewport
,
state
:
{
zoom
,
near
,
far
}
,
viewOffset
}
=
camera
const
fullLeft
=
(
viewport
.
width
-
viewport
.
x
)
/
-
2
const
fullLeft
=
-
(
viewport
.
width
-
viewport
.
x
)
/
2
const
fullRight
=
(
viewport
.
width
-
viewport
.
x
)
/
2
const
fullRight
=
(
viewport
.
width
-
viewport
.
x
)
/
2
const
fullTop
=
(
viewport
.
height
-
viewport
.
y
)
/
2
const
fullTop
=
(
viewport
.
height
-
viewport
.
y
)
/
2
const
fullBottom
=
(
viewport
.
height
-
viewport
.
y
)
/
-
2
const
fullBottom
=
-
(
viewport
.
height
-
viewport
.
y
)
/
2
const
dx
=
(
fullRight
-
fullLeft
)
/
(
2
*
zoom
)
const
dx
=
(
fullRight
-
fullLeft
)
/
(
2
*
zoom
)
const
dy
=
(
fullTop
-
fullBottom
)
/
(
2
*
zoom
)
const
dy
=
(
fullTop
-
fullBottom
)
/
(
2
*
zoom
)
const
cx
=
(
fullRight
+
fullLeft
)
/
2
const
cx
=
(
fullRight
+
fullLeft
)
/
2
const
cy
=
(
fullTop
+
fullBottom
)
/
2
const
cy
=
(
fullTop
+
fullBottom
)
/
2
const
left
=
cx
-
dx
let
left
=
cx
-
dx
const
right
=
cx
+
dx
let
right
=
cx
+
dx
const
top
=
cy
+
dy
let
top
=
cy
+
dy
const
bottom
=
cy
-
dy
let
bottom
=
cy
-
dy
if
(
viewOffset
&&
viewOffset
.
enabled
)
{
const
zoomW
=
zoom
/
(
viewOffset
.
width
/
viewOffset
.
fullWidth
)
const
zoomH
=
zoom
/
(
viewOffset
.
height
/
viewOffset
.
fullHeight
)
const
scaleW
=
(
fullRight
-
fullLeft
)
/
viewOffset
.
width
const
scaleH
=
(
fullTop
-
fullBottom
)
/
viewOffset
.
height
left
+=
scaleW
*
(
viewOffset
.
offsetX
/
zoomW
)
right
=
left
+
scaleW
*
(
viewOffset
.
width
/
zoomW
)
top
-=
scaleH
*
(
viewOffset
.
offsetY
/
zoomH
)
bottom
=
top
-
scaleH
*
(
viewOffset
.
height
/
zoomH
)
}
// build projection matrix
// build projection matrix
Mat4
.
ortho
(
camera
.
projection
,
left
,
right
,
bottom
,
top
,
Math
.
abs
(
near
)
,
Math
.
abs
(
far
)
)
Mat4
.
ortho
(
camera
.
projection
,
left
,
right
,
top
,
bottom
,
near
,
far
)
// build view matrix
// build view matrix
Vec3
.
add
(
_center
,
camera
.
position
,
camera
.
direction
)
Vec3
.
add
(
_center
,
camera
.
position
,
camera
.
direction
)
...
@@ -261,7 +272,7 @@ function updateOrtho(camera: Camera) {
...
@@ -261,7 +272,7 @@ function updateOrtho(camera: Camera) {
function
updatePers
(
camera
:
Camera
)
{
function
updatePers
(
camera
:
Camera
)
{
const
aspect
=
camera
.
viewport
.
width
/
camera
.
viewport
.
height
const
aspect
=
camera
.
viewport
.
width
/
camera
.
viewport
.
height
const
{
state
:
{
fov
,
near
,
far
},
viewOffset
}
=
camera
;
const
{
state
:
{
fov
,
near
,
far
},
viewOffset
}
=
camera
let
top
=
near
*
Math
.
tan
(
0.5
*
fov
)
let
top
=
near
*
Math
.
tan
(
0.5
*
fov
)
let
height
=
2
*
top
let
height
=
2
*
top
...
...
This diff is collapsed.
Click to expand it.
src/mol-math/linear-algebra/3d/mat4.ts
+
24
−
50
View file @
147897cc
...
@@ -778,33 +778,7 @@ namespace Mat4 {
...
@@ -778,33 +778,7 @@ namespace Mat4 {
}
}
/**
/**
* Generates a frustum matrix with the given bounds
* Generates a perspective projection (frustum) matrix with the given bounds
*/
export
function
frustum
(
out
:
Mat4
,
left
:
number
,
right
:
number
,
bottom
:
number
,
top
:
number
,
near
:
number
,
far
:
number
)
{
const
rl
=
1
/
(
right
-
left
);
const
tb
=
1
/
(
top
-
bottom
);
const
nf
=
1
/
(
near
-
far
);
out
[
0
]
=
(
near
*
2
)
*
rl
;
out
[
1
]
=
0
;
out
[
2
]
=
0
;
out
[
3
]
=
0
;
out
[
4
]
=
0
;
out
[
5
]
=
(
near
*
2
)
*
tb
;
out
[
6
]
=
0
;
out
[
7
]
=
0
;
out
[
8
]
=
(
right
+
left
)
*
rl
;
out
[
9
]
=
(
top
+
bottom
)
*
tb
;
out
[
10
]
=
(
far
+
near
)
*
nf
;
out
[
11
]
=
-
1
;
out
[
12
]
=
0
;
out
[
13
]
=
0
;
out
[
14
]
=
(
far
*
near
*
2
)
*
nf
;
out
[
15
]
=
0
;
return
out
;
}
/**
* Generates a perspective projection matrix with the given bounds
*/
*/
export
function
perspective
(
out
:
Mat4
,
left
:
number
,
right
:
number
,
top
:
number
,
bottom
:
number
,
near
:
number
,
far
:
number
)
{
export
function
perspective
(
out
:
Mat4
,
left
:
number
,
right
:
number
,
top
:
number
,
bottom
:
number
,
near
:
number
,
far
:
number
)
{
const
x
=
2
*
near
/
(
right
-
left
);
const
x
=
2
*
near
/
(
right
-
left
);
...
@@ -812,8 +786,8 @@ namespace Mat4 {
...
@@ -812,8 +786,8 @@ namespace Mat4 {
const
a
=
(
right
+
left
)
/
(
right
-
left
);
const
a
=
(
right
+
left
)
/
(
right
-
left
);
const
b
=
(
top
+
bottom
)
/
(
top
-
bottom
);
const
b
=
(
top
+
bottom
)
/
(
top
-
bottom
);
const
c
=
-
(
far
+
near
)
/
(
far
-
near
);
const
c
=
-
(
far
+
near
)
/
(
far
-
near
);
const
d
=
-
2
*
far
*
near
/
(
far
-
near
);
const
d
=
-
2
*
far
*
near
/
(
far
-
near
);
out
[
0
]
=
x
;
out
[
0
]
=
x
;
out
[
1
]
=
0
;
out
[
1
]
=
0
;
...
@@ -827,17 +801,17 @@ namespace Mat4 {
...
@@ -827,17 +801,17 @@ namespace Mat4 {
out
[
9
]
=
b
;
out
[
9
]
=
b
;
out
[
10
]
=
c
;
out
[
10
]
=
c
;
out
[
11
]
=
-
1
;
out
[
11
]
=
-
1
;
out
[
12
]
=
0
;
out
[
12
]
=
0
;
out
[
13
]
=
0
;
out
[
13
]
=
0
;
out
[
14
]
=
d
;
out
[
14
]
=
d
;
out
[
15
]
=
0
;
out
[
15
]
=
0
;
return
out
;
return
out
;
}
}
/**
/**
* Generates a orthogonal projection matrix with the given bounds
* Generates a orthogonal projection matrix with the given bounds
*/
*/
export
function
ortho
(
out
:
Mat4
,
left
:
number
,
right
:
number
,
bot
to
m
:
number
,
to
p
:
number
,
near
:
number
,
far
:
number
)
{
export
function
ortho
(
out
:
Mat4
,
left
:
number
,
right
:
number
,
to
p
:
number
,
bot
to
m
:
number
,
near
:
number
,
far
:
number
)
{
const
w
=
1.0
/
(
right
-
left
);
const
w
=
1.0
/
(
right
-
left
);
const
h
=
1.0
/
(
top
-
bottom
);
const
h
=
1.0
/
(
top
-
bottom
);
const
p
=
1.0
/
(
far
-
near
);
const
p
=
1.0
/
(
far
-
near
);
...
@@ -846,22 +820,22 @@ namespace Mat4 {
...
@@ -846,22 +820,22 @@ namespace Mat4 {
const
y
=
(
top
+
bottom
)
*
h
;
const
y
=
(
top
+
bottom
)
*
h
;
const
z
=
(
far
+
near
)
*
p
;
const
z
=
(
far
+
near
)
*
p
;
out
[
0
]
=
2
*
w
;
out
[
0
]
=
2
*
w
;
out
[
1
]
=
0
;
out
[
1
]
=
0
;
out
[
2
]
=
0
;
out
[
2
]
=
0
;
out
[
3
]
=
0
;
out
[
3
]
=
0
;
out
[
4
]
=
0
;
out
[
4
]
=
0
;
out
[
5
]
=
2
*
h
;
out
[
5
]
=
2
*
h
;
out
[
6
]
=
0
;
out
[
6
]
=
0
;
out
[
7
]
=
0
;
out
[
7
]
=
0
;
out
[
8
]
=
0
;
out
[
8
]
=
0
;
out
[
9
]
=
0
;
out
[
9
]
=
0
;
out
[
10
]
=
-
2
*
p
;
out
[
10
]
=
-
2
*
p
;
out
[
11
]
=
0
;
out
[
11
]
=
0
;
out
[
12
]
=
-
x
;
out
[
12
]
=
-
x
;
out
[
13
]
=
-
y
;
out
[
13
]
=
-
y
;
out
[
14
]
=
-
z
;
out
[
14
]
=
-
z
;
out
[
15
]
=
1
;
out
[
15
]
=
1
;
return
out
;
return
out
;
}
}
...
...
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