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Michal Malý
Molstar
Commits
920b48b2
Commit
920b48b2
authored
7 years ago
by
Alexander Rose
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wip, regl camera
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src/mol-gl/camera.ts
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src/mol-gl/camera.ts
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920b48b2
/**
* Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
/*
* This code has been modified from https://github.com/regl-project/regl-camera,
* copyright (c) 2016 Mikola Lysenko. MIT License
*/
const
isBrowser
=
typeof
window
!==
'
undefined
'
import
REGL
=
require
(
'
regl
'
);
import
mouseChange
,
{
MouseModifiers
}
from
'
mol-util/mouse-change
'
import
mouseWheel
from
'
mol-util/mouse-wheel
'
import
{
Mat4
,
Vec3
}
from
'
mol-math/linear-algebra/3d
'
import
{
clamp
,
damp
}
from
'
mol-math/interpolate
'
export
interface
CameraUniforms
{
projection
:
Mat4
,
}
export
interface
CameraState
{
center
:
Vec3
,
theta
:
number
,
phi
:
number
,
distance
:
number
,
eye
:
Vec3
,
up
:
Vec3
,
fovy
:
number
,
near
:
number
,
far
:
number
,
noScroll
:
boolean
,
flipY
:
boolean
,
dtheta
:
number
,
dphi
:
number
,
rotationSpeed
:
number
,
zoomSpeed
:
number
,
renderOnDirty
:
boolean
,
damping
:
number
,
minDistance
:
number
,
maxDistance
:
number
,
}
export
interface
Camera
{
update
:
(
props
:
any
,
block
:
any
)
=>
void
,
setState
:
(
newState
:
CameraState
)
=>
void
,
isDirty
:
()
=>
boolean
}
export
namespace
Camera
{
export
function
create
(
regl
:
REGL
.
Regl
,
element
:
HTMLElement
,
props
:
Partial
<
CameraState
>
=
{}):
Camera
{
const
state
:
CameraState
=
{
center
:
props
.
center
||
Vec3
.
zero
(),
theta
:
props
.
theta
||
0
,
phi
:
props
.
phi
||
0
,
distance
:
Math
.
log
(
props
.
distance
||
10.0
),
eye
:
Vec3
.
zero
(),
up
:
props
.
up
||
Vec3
.
create
(
0
,
1
,
0
),
fovy
:
props
.
fovy
||
Math
.
PI
/
4.0
,
near
:
typeof
props
.
near
!==
'
undefined
'
?
props
.
near
:
0.01
,
far
:
typeof
props
.
far
!==
'
undefined
'
?
props
.
far
:
1000.0
,
noScroll
:
typeof
props
.
noScroll
!==
'
undefined
'
?
props
.
noScroll
:
false
,
flipY
:
!!
props
.
flipY
,
dtheta
:
0
,
dphi
:
0
,
rotationSpeed
:
typeof
props
.
rotationSpeed
!==
'
undefined
'
?
props
.
rotationSpeed
:
1
,
zoomSpeed
:
typeof
props
.
zoomSpeed
!==
'
undefined
'
?
props
.
zoomSpeed
:
1
,
renderOnDirty
:
typeof
props
.
renderOnDirty
!==
undefined
?
!!
props
.
renderOnDirty
:
false
,
damping
:
typeof
props
.
damping
!==
'
undefined
'
?
props
.
damping
:
0.9
,
minDistance
:
Math
.
log
(
typeof
props
.
minDistance
!==
'
undefined
'
?
props
.
minDistance
:
0.1
),
maxDistance
:
Math
.
log
(
typeof
props
.
maxDistance
!==
'
undefined
'
?
props
.
maxDistance
:
1000
)
}
const
view
=
Mat4
.
identity
()
const
projection
=
Mat4
.
identity
()
const
right
=
Vec3
.
create
(
1
,
0
,
0
)
const
front
=
Vec3
.
create
(
0
,
0
,
1
)
let
dirty
=
false
let
ddistance
=
0
let
prevX
=
0
let
prevY
=
0
if
(
isBrowser
)
{
const
source
=
element
||
regl
.
_gl
.
canvas
const
getWidth
=
function
()
{
return
element
?
element
.
offsetWidth
:
window
.
innerWidth
}
const
getHeight
=
function
()
{
return
element
?
element
.
offsetHeight
:
window
.
innerHeight
}
mouseChange
(
source
,
function
(
buttons
:
number
,
x
:
number
,
y
:
number
,
mods
:
MouseModifiers
)
{
if
(
buttons
&
1
)
{
const
dx
=
(
x
-
prevX
)
/
getWidth
()
const
dy
=
(
y
-
prevY
)
/
getHeight
()
state
.
dtheta
+=
state
.
rotationSpeed
*
4.0
*
dx
state
.
dphi
+=
state
.
rotationSpeed
*
4.0
*
dy
dirty
=
true
;
}
prevX
=
x
prevY
=
y
})
mouseWheel
(
source
,
function
(
dx
:
number
,
dy
:
number
)
{
ddistance
+=
dy
/
getHeight
()
*
state
.
zoomSpeed
dirty
=
true
;
},
state
.
noScroll
)
}
function
dampAndMarkDirty
(
x
:
number
)
{
const
xd
=
damp
(
x
,
state
.
damping
)
if
(
Math
.
abs
(
xd
)
<
0.1
)
return
0
dirty
=
true
;
return
xd
}
function
setState
(
newState
:
Partial
<
CameraState
>
=
{})
{
Object
.
assign
(
state
,
newState
)
const
{
center
,
eye
,
up
,
dtheta
,
dphi
}
=
state
state
.
theta
+=
dtheta
state
.
phi
=
clamp
(
state
.
phi
+
dphi
,
-
Math
.
PI
/
2.0
,
Math
.
PI
/
2.0
)
state
.
distance
=
clamp
(
state
.
distance
+
ddistance
,
state
.
minDistance
,
state
.
maxDistance
)
state
.
dtheta
=
dampAndMarkDirty
(
dtheta
)
state
.
dphi
=
dampAndMarkDirty
(
dphi
)
ddistance
=
dampAndMarkDirty
(
ddistance
)
const
theta
=
state
.
theta
const
phi
=
state
.
phi
const
r
=
Math
.
exp
(
state
.
distance
)
const
vf
=
r
*
Math
.
sin
(
theta
)
*
Math
.
cos
(
phi
)
const
vr
=
r
*
Math
.
cos
(
theta
)
*
Math
.
cos
(
phi
)
const
vu
=
r
*
Math
.
sin
(
phi
)
for
(
let
i
=
0
;
i
<
3
;
++
i
)
{
eye
[
i
]
=
center
[
i
]
+
vf
*
front
[
i
]
+
vr
*
right
[
i
]
+
vu
*
up
[
i
]
}
Mat4
.
lookAt
(
view
,
eye
,
center
,
up
)
}
const
injectContext
=
regl
({
context
:
{
view
:
()
=>
view
,
dirty
:
()
=>
dirty
,
projection
:
(
context
:
REGL
.
DefaultContext
)
=>
{
Mat4
.
perspective
(
projection
,
state
.
fovy
,
context
.
viewportWidth
/
context
.
viewportHeight
,
state
.
near
,
state
.
far
)
if
(
state
.
flipY
)
{
projection
[
5
]
*=
-
1
}
return
projection
}
},
uniforms
:
{
// TODO
view
:
regl
.
context
(
'
view
'
as
any
),
projection
:
regl
.
context
(
'
projection
'
as
any
)
}
})
function
update
(
props
:
any
,
block
:
any
)
{
setState
()
injectContext
(
props
,
block
)
if
(
dirty
)
{
console
.
log
(
view
)
}
dirty
=
false
}
return
{
update
,
setState
,
isDirty
:
()
=>
dirty
}
}
}
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