transition.ts 3.5 KB

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  1. /**
  2. * Copyright (c) 2018 Mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author David Sehnal <david.sehnal@gmail.com>
  5. */
  6. import { Camera } from '../camera';
  7. import { Quat, Vec3 } from '../../mol-math/linear-algebra';
  8. import { lerp } from '../../mol-math/interpolate';
  9. export { CameraTransitionManager }
  10. class CameraTransitionManager {
  11. private t = 0;
  12. private func: CameraTransitionManager.TransitionFunc = CameraTransitionManager.defaultTransition;
  13. private start = 0;
  14. inTransition = false;
  15. private durationMs = 0;
  16. private source: Camera.Snapshot = Camera.createDefaultSnapshot();
  17. private target: Camera.Snapshot = Camera.createDefaultSnapshot();
  18. private current = Camera.createDefaultSnapshot();
  19. apply(to: Partial<Camera.Snapshot>, durationMs: number = 0, transition?: CameraTransitionManager.TransitionFunc) {
  20. if (durationMs <= 0 || (typeof to.mode !== 'undefined' && to.mode !== this.camera.state.mode)) {
  21. this.finish(to);
  22. return;
  23. }
  24. Camera.copySnapshot(this.source, this.camera.state);
  25. Camera.copySnapshot(this.target, this.camera.state);
  26. Camera.copySnapshot(this.target, to);
  27. this.inTransition = true;
  28. this.func = transition || CameraTransitionManager.defaultTransition;
  29. this.start = this.t;
  30. this.durationMs = durationMs;
  31. }
  32. tick(t: number) {
  33. this.t = t;
  34. this.update();
  35. }
  36. private finish(to: Partial<Camera.Snapshot>) {
  37. Camera.copySnapshot(this.camera.state, to);
  38. this.inTransition = false;
  39. }
  40. private update() {
  41. if (!this.inTransition) return;
  42. const normalized = Math.min((this.t - this.start) / this.durationMs, 1);
  43. if (normalized === 1) {
  44. this.finish(this.target!);
  45. return;
  46. }
  47. this.func(this.current, normalized, this.source, this.target);
  48. Camera.copySnapshot(this.camera.state, this.current);
  49. }
  50. constructor(private camera: Camera) {
  51. }
  52. }
  53. namespace CameraTransitionManager {
  54. export type TransitionFunc = (out: Camera.Snapshot, t: number, source: Camera.Snapshot, target: Camera.Snapshot) => void
  55. export function defaultTransition(out: Camera.Snapshot, t: number, source: Camera.Snapshot, target: Camera.Snapshot): void {
  56. Camera.copySnapshot(out, target);
  57. // Rotate direction
  58. const rot = Quat.identity();
  59. Quat.slerp(rot, rot, Quat.rotationTo(Quat.zero(), source.direction, target.direction), t);
  60. Vec3.transformQuat(out.direction, source.direction, rot);
  61. // Rotate up
  62. Quat.setIdentity(rot);
  63. Quat.slerp(rot, rot, Quat.rotationTo(Quat.zero(), source.up, target.up), t);
  64. Vec3.transformQuat(out.up, source.up, rot);
  65. // Lerp target
  66. Vec3.lerp(out.target, source.target, target.target, t);
  67. // Update position
  68. const dist = -lerp(Vec3.distance(source.position, source.target), Vec3.distance(target.position, target.target), t);
  69. Vec3.scale(out.position, out.direction, dist);
  70. Vec3.add(out.position, out.position, out.target);
  71. // Lerp other props
  72. out.zoom = lerp(source.zoom, target.zoom, t);
  73. out.fov = lerp(source.fov, target.fov, t);
  74. out.near = lerp(source.near, target.near, t);
  75. out.far = lerp(source.far, target.far, t);
  76. out.fogNear = lerp(source.fogNear, target.fogNear, t);
  77. out.fogFar = lerp(source.fogFar, target.fogFar, t);
  78. }
  79. }