camera.ts 10.0 KB

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  1. /**
  2. * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author David Sehnal <david.sehnal@gmail.com>
  5. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  6. */
  7. import { Mat4, Vec3, Vec4, EPSILON } from '../mol-math/linear-algebra'
  8. import { Viewport, cameraProject, cameraUnproject, cameraSetClipping } from './camera/util';
  9. import { Object3D } from '../mol-gl/object3d';
  10. import { BehaviorSubject } from 'rxjs';
  11. import { CameraTransitionManager } from './camera/transition';
  12. import { Canvas3DProps } from './canvas3d';
  13. import Scene from '../mol-gl/scene';
  14. export { Camera }
  15. // TODO: slab controls that modify near/far planes?
  16. class Camera implements Object3D {
  17. readonly updatedViewProjection = new BehaviorSubject<Camera>(this);
  18. readonly view: Mat4 = Mat4.identity();
  19. readonly projection: Mat4 = Mat4.identity();
  20. readonly projectionView: Mat4 = Mat4.identity();
  21. readonly inverseProjectionView: Mat4 = Mat4.identity();
  22. readonly viewport: Viewport;
  23. readonly state: Readonly<Camera.Snapshot> = Camera.createDefaultSnapshot();
  24. readonly viewOffset: Camera.ViewOffset = {
  25. enabled: false,
  26. fullWidth: 1, fullHeight: 1,
  27. offsetX: 0, offsetY: 0,
  28. width: 1, height: 1
  29. }
  30. readonly transition: CameraTransitionManager = new CameraTransitionManager(this);
  31. get position() { return this.state.position; }
  32. set position(v: Vec3) { Vec3.copy(this.state.position, v); }
  33. get direction() { return this.state.direction; }
  34. set direction(v: Vec3) { Vec3.copy(this.state.direction, v); }
  35. get up() { return this.state.up; }
  36. set up(v: Vec3) { Vec3.copy(this.state.up, v); }
  37. get target() { return this.state.target; }
  38. set target(v: Vec3) { Vec3.copy(this.state.target, v); }
  39. private prevProjection = Mat4.identity();
  40. private prevView = Mat4.identity();
  41. private deltaDirection = Vec3.zero();
  42. private newPosition = Vec3.zero();
  43. updateMatrices() {
  44. const snapshot = this.state as Camera.Snapshot;
  45. const height = 2 * Math.tan(snapshot.fov / 2) * Vec3.distance(snapshot.position, snapshot.target);
  46. snapshot.zoom = this.viewport.height / height;
  47. switch (this.state.mode) {
  48. case 'orthographic': updateOrtho(this); break;
  49. case 'perspective': updatePers(this); break;
  50. default: throw new Error('unknown camera mode');
  51. }
  52. const changed = !Mat4.areEqual(this.projection, this.prevProjection, EPSILON) || !Mat4.areEqual(this.view, this.prevView, EPSILON);
  53. Mat4.mul(this.projectionView, this.projection, this.view)
  54. Mat4.invert(this.inverseProjectionView, this.projectionView)
  55. if (changed) {
  56. Mat4.mul(this.projectionView, this.projection, this.view)
  57. Mat4.invert(this.inverseProjectionView, this.projectionView)
  58. Mat4.copy(this.prevView, this.view);
  59. Mat4.copy(this.prevProjection, this.projection);
  60. this.updatedViewProjection.next(this);
  61. }
  62. return changed;
  63. }
  64. setState(snapshot: Partial<Camera.Snapshot>, durationMs?: number) {
  65. this.transition.apply(snapshot, durationMs);
  66. }
  67. getSnapshot() {
  68. const ret = Camera.createDefaultSnapshot();
  69. Camera.copySnapshot(ret, this.state);
  70. return ret;
  71. }
  72. getFocus(target: Vec3, radius: number): Partial<Camera.Snapshot> {
  73. const fov = this.state.fov
  74. const { width, height } = this.viewport
  75. const aspect = width / height
  76. const aspectFactor = (height < width ? 1 : aspect)
  77. const targetDistance = Math.abs((radius / aspectFactor) / Math.sin(fov / 2))
  78. Vec3.setMagnitude(this.deltaDirection, this.state.direction, targetDistance)
  79. Vec3.sub(this.newPosition, target, this.deltaDirection)
  80. const state = Camera.copySnapshot(Camera.createDefaultSnapshot(), this.state);
  81. state.target = Vec3.clone(target);
  82. state.position = Vec3.clone(this.newPosition);
  83. cameraSetClipping(state, this.scene.boundingSphere, this.canvasProps)
  84. return state;
  85. }
  86. focus(target: Vec3, radius: number, durationMs?: number) {
  87. if (radius > 0) this.setState(this.getFocus(target, radius), durationMs);
  88. }
  89. // lookAt(target: Vec3) {
  90. // cameraLookAt(this.position, this.up, this.direction, target);
  91. // }
  92. // translate(v: Vec3) {
  93. // Vec3.add(this.position, this.position, v);
  94. // cameraLookAt(this.position, this.up, this.direction, this.target);
  95. // }
  96. project(out: Vec4, point: Vec3) {
  97. return cameraProject(out, point, this.viewport, this.projectionView)
  98. }
  99. unproject(out: Vec3, point: Vec3) {
  100. return cameraUnproject(out, point, this.viewport, this.inverseProjectionView)
  101. }
  102. dispose() {
  103. this.updatedViewProjection.complete();
  104. }
  105. constructor(private scene: Scene, private canvasProps: Canvas3DProps, state?: Partial<Camera.Snapshot>, viewport = Viewport.create(-1, -1, 1, 1)) {
  106. this.viewport = viewport;
  107. Camera.copySnapshot(this.state, state);
  108. }
  109. }
  110. namespace Camera {
  111. export type Mode = 'perspective' | 'orthographic'
  112. export interface ClippingInfo {
  113. near: number,
  114. far: number,
  115. fogNear: number,
  116. fogFar: number
  117. }
  118. /**
  119. * Sets an offseted view in a larger frustum. This is useful for
  120. * - multi-window or multi-monitor/multi-machine setups
  121. * - jittering the camera position for
  122. */
  123. export interface ViewOffset {
  124. enabled: boolean,
  125. fullWidth: number,
  126. fullHeight: number,
  127. offsetX: number,
  128. offsetY: number,
  129. width: number,
  130. height: number
  131. }
  132. export function setViewOffset(out: ViewOffset, fullWidth: number, fullHeight: number, offsetX: number, offsetY: number, width: number, height: number) {
  133. out.fullWidth = fullWidth
  134. out.fullHeight = fullHeight
  135. out.offsetX = offsetX
  136. out.offsetY = offsetY
  137. out.width = width
  138. out.height = height
  139. }
  140. export function createDefaultSnapshot(): Snapshot {
  141. return {
  142. mode: 'perspective',
  143. position: Vec3.create(0, 0, 100),
  144. direction: Vec3.create(0, 0, 1),
  145. up: Vec3.create(0, 1, 0),
  146. target: Vec3.create(0, 0, 0),
  147. near: 1,
  148. far: 10000,
  149. fogNear: 1,
  150. fogFar: 10000,
  151. fov: Math.PI / 4,
  152. zoom: 1,
  153. };
  154. }
  155. export interface Snapshot {
  156. mode: Mode,
  157. position: Vec3,
  158. // Normalized camera direction, from Target to Position, for some reason?
  159. direction: Vec3,
  160. up: Vec3,
  161. target: Vec3,
  162. near: number,
  163. far: number,
  164. fogNear: number,
  165. fogFar: number,
  166. fov: number,
  167. zoom: number,
  168. }
  169. export function copySnapshot(out: Snapshot, source?: Partial<Snapshot>) {
  170. if (!source) return out;
  171. if (typeof source.mode !== 'undefined') out.mode = source.mode;
  172. if (typeof source.position !== 'undefined') Vec3.copy(out.position, source.position);
  173. if (typeof source.direction !== 'undefined') Vec3.copy(out.direction, source.direction);
  174. if (typeof source.up !== 'undefined') Vec3.copy(out.up, source.up);
  175. if (typeof source.target !== 'undefined') Vec3.copy(out.target, source.target);
  176. if (typeof source.near !== 'undefined') out.near = source.near;
  177. if (typeof source.far !== 'undefined') out.far = source.far;
  178. if (typeof source.fogNear !== 'undefined') out.fogNear = source.fogNear;
  179. if (typeof source.fogFar !== 'undefined') out.fogFar = source.fogFar;
  180. if (typeof source.fov !== 'undefined') out.fov = source.fov;
  181. if (typeof source.zoom !== 'undefined') out.zoom = source.zoom;
  182. return out;
  183. }
  184. }
  185. const _center = Vec3.zero();
  186. function updateOrtho(camera: Camera) {
  187. const { viewport, state: { zoom, near, far }, viewOffset } = camera
  188. const fullLeft = -(viewport.width - viewport.x) / 2
  189. const fullRight = (viewport.width - viewport.x) / 2
  190. const fullTop = (viewport.height - viewport.y) / 2
  191. const fullBottom = -(viewport.height - viewport.y) / 2
  192. const dx = (fullRight - fullLeft) / (2 * zoom)
  193. const dy = (fullTop - fullBottom) / (2 * zoom)
  194. const cx = (fullRight + fullLeft) / 2
  195. const cy = (fullTop + fullBottom) / 2
  196. let left = cx - dx
  197. let right = cx + dx
  198. let top = cy + dy
  199. let bottom = cy - dy
  200. if (viewOffset.enabled) {
  201. const zoomW = zoom / (viewOffset.width / viewOffset.fullWidth)
  202. const zoomH = zoom / (viewOffset.height / viewOffset.fullHeight)
  203. const scaleW = (fullRight - fullLeft) / viewOffset.width
  204. const scaleH = (fullTop - fullBottom) / viewOffset.height
  205. left += scaleW * (viewOffset.offsetX / zoomW)
  206. right = left + scaleW * (viewOffset.width / zoomW)
  207. top -= scaleH * (viewOffset.offsetY / zoomH)
  208. bottom = top - scaleH * (viewOffset.height / zoomH)
  209. }
  210. // build projection matrix
  211. Mat4.ortho(camera.projection, left, right, top, bottom, near, far)
  212. // build view matrix
  213. Vec3.add(_center, camera.position, camera.direction)
  214. Mat4.lookAt(camera.view, camera.position, _center, camera.up)
  215. }
  216. function updatePers(camera: Camera) {
  217. const aspect = camera.viewport.width / camera.viewport.height
  218. const { state: { fov, near, far }, viewOffset } = camera
  219. let top = near * Math.tan(0.5 * fov)
  220. let height = 2 * top
  221. let width = aspect * height
  222. let left = -0.5 * width
  223. if (viewOffset.enabled) {
  224. left += viewOffset.offsetX * width / viewOffset.fullWidth
  225. top -= viewOffset.offsetY * height / viewOffset.fullHeight
  226. width *= viewOffset.width / viewOffset.fullWidth
  227. height *= viewOffset.height / viewOffset.fullHeight
  228. }
  229. // build projection matrix
  230. Mat4.perspective(camera.projection, left, left + width, top, top - height, near, far)
  231. // build view matrix
  232. Vec3.add(_center, camera.position, camera.direction)
  233. Mat4.lookAt(camera.view, camera.position, _center, camera.up)
  234. }