camera.ts 7.8 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. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  6. */
  7. import { Mat4, Vec3, Vec4, EPSILON } from 'mol-math/linear-algebra'
  8. import { Viewport, cameraProject, cameraUnproject } from './camera/util';
  9. import { Object3D } from 'mol-gl/object3d';
  10. import { BehaviorSubject } from 'rxjs';
  11. import { CameraTransitionManager } from './camera/transition';
  12. export { Camera }
  13. // TODO: slab controls that modify near/far planes?
  14. class Camera implements Object3D {
  15. readonly updatedViewProjection = new BehaviorSubject<Camera>(this);
  16. readonly view: Mat4 = Mat4.identity();
  17. readonly projection: Mat4 = Mat4.identity();
  18. readonly projectionView: Mat4 = Mat4.identity();
  19. readonly inverseProjectionView: Mat4 = Mat4.identity();
  20. readonly viewport: Viewport;
  21. readonly state: Readonly<Camera.Snapshot> = Camera.createDefaultSnapshot();
  22. readonly transition: CameraTransitionManager = new CameraTransitionManager(this);
  23. get position() { return this.state.position; }
  24. set position(v: Vec3) { Vec3.copy(this.state.position, v); }
  25. get direction() { return this.state.direction; }
  26. set direction(v: Vec3) { Vec3.copy(this.state.direction, v); }
  27. get up() { return this.state.up; }
  28. set up(v: Vec3) { Vec3.copy(this.state.up, v); }
  29. get target() { return this.state.target; }
  30. set target(v: Vec3) { Vec3.copy(this.state.target, v); }
  31. private prevProjection = Mat4.identity();
  32. private prevView = Mat4.identity();
  33. private deltaDirection = Vec3.zero();
  34. private newPosition = Vec3.zero();
  35. updateMatrices() {
  36. const snapshot = this.state as Camera.Snapshot;
  37. const height = 2 * Math.tan(snapshot.fov / 2) * Vec3.distance(snapshot.position, snapshot.target);
  38. snapshot.zoom = this.viewport.height / height;
  39. switch (this.state.mode) {
  40. case 'orthographic': updateOrtho(this); break;
  41. case 'perspective': updatePers(this); break;
  42. default: throw new Error('unknown camera mode');
  43. }
  44. const changed = !Mat4.areEqual(this.projection, this.prevProjection, EPSILON.Value) || !Mat4.areEqual(this.view, this.prevView, EPSILON.Value);
  45. Mat4.mul(this.projectionView, this.projection, this.view)
  46. Mat4.invert(this.inverseProjectionView, this.projectionView)
  47. if (changed) {
  48. Mat4.mul(this.projectionView, this.projection, this.view)
  49. Mat4.invert(this.inverseProjectionView, this.projectionView)
  50. Mat4.copy(this.prevView, this.view);
  51. Mat4.copy(this.prevProjection, this.projection);
  52. this.updatedViewProjection.next(this);
  53. }
  54. return changed;
  55. }
  56. setState(snapshot: Partial<Camera.Snapshot>) {
  57. this.transition.apply(snapshot);
  58. }
  59. getSnapshot() {
  60. const ret = Camera.createDefaultSnapshot();
  61. Camera.copySnapshot(ret, this.state);
  62. return ret;
  63. }
  64. focus(target: Vec3, radius: number) {
  65. const fov = this.state.fov
  66. const { width, height } = this.viewport
  67. const aspect = width / height
  68. const aspectFactor = (height < width ? 1 : aspect)
  69. const currentDistance = Vec3.distance(this.state.position, target)
  70. const targetDistance = Math.abs((radius / aspectFactor) / Math.sin(fov / 2))
  71. const deltaDistance = Math.abs(currentDistance - targetDistance)
  72. Vec3.sub(this.deltaDirection, this.state.position, target)
  73. Vec3.setMagnitude(this.deltaDirection, this.state.direction, deltaDistance)
  74. if (currentDistance < targetDistance) Vec3.negate(this.deltaDirection, this.deltaDirection)
  75. Vec3.add(this.newPosition, this.state.position, this.deltaDirection)
  76. this.setState({ target, position: this.newPosition })
  77. }
  78. // lookAt(target: Vec3) {
  79. // cameraLookAt(this.position, this.up, this.direction, target);
  80. // }
  81. // translate(v: Vec3) {
  82. // Vec3.add(this.position, this.position, v);
  83. // cameraLookAt(this.position, this.up, this.direction, this.target);
  84. // }
  85. project(out: Vec4, point: Vec3) {
  86. return cameraProject(out, point, this.viewport, this.projectionView)
  87. }
  88. unproject(out: Vec3, point: Vec3) {
  89. return cameraUnproject(out, point, this.viewport, this.inverseProjectionView)
  90. }
  91. dispose() {
  92. this.updatedViewProjection.complete();
  93. }
  94. constructor(state?: Partial<Camera.Snapshot>, viewport = Viewport.create(-1, -1, 1, 1)) {
  95. this.viewport = viewport;
  96. Camera.copySnapshot(this.state, state);
  97. }
  98. }
  99. namespace Camera {
  100. export type Mode = 'perspective' | 'orthographic'
  101. export interface ClippingInfo {
  102. near: number,
  103. far: number,
  104. fogNear: number,
  105. fogFar: number
  106. }
  107. export function createDefaultSnapshot(): Snapshot {
  108. return {
  109. mode: 'perspective',
  110. position: Vec3.zero(),
  111. direction: Vec3.create(0, 0, -1),
  112. up: Vec3.create(0, 1, 0),
  113. target: Vec3.create(0, 0, 0),
  114. near: 0.1,
  115. far: 10000,
  116. fogNear: 0.1,
  117. fogFar: 10000,
  118. fov: Math.PI / 4,
  119. zoom: 1
  120. };
  121. }
  122. export interface Snapshot {
  123. mode: Mode,
  124. position: Vec3,
  125. // Normalized camera direction
  126. direction: Vec3,
  127. up: Vec3,
  128. target: Vec3,
  129. near: number,
  130. far: number,
  131. fogNear: number,
  132. fogFar: number,
  133. fov: number,
  134. zoom: number
  135. }
  136. export function copySnapshot(out: Snapshot, source?: Partial<Snapshot>) {
  137. if (!source) return;
  138. if (typeof source.mode !== 'undefined') out.mode = source.mode;
  139. if (typeof source.position !== 'undefined') Vec3.copy(out.position, source.position);
  140. if (typeof source.direction !== 'undefined') Vec3.copy(out.direction, source.direction);
  141. if (typeof source.up !== 'undefined') Vec3.copy(out.up, source.up);
  142. if (typeof source.target !== 'undefined') Vec3.copy(out.target, source.target);
  143. if (typeof source.near !== 'undefined') out.near = source.near;
  144. if (typeof source.far !== 'undefined') out.far = source.far;
  145. if (typeof source.fogNear !== 'undefined') out.fogNear = source.fogNear;
  146. if (typeof source.fogFar !== 'undefined') out.fogFar = source.fogFar;
  147. if (typeof source.fov !== 'undefined') out.fov = source.fov;
  148. if (typeof source.zoom !== 'undefined') out.zoom = source.zoom;
  149. }
  150. }
  151. const _center = Vec3.zero();
  152. function updateOrtho(camera: Camera) {
  153. const { viewport, state: { zoom, near, far } } = camera;
  154. const fullLeft = (viewport.width - viewport.x) / -2
  155. const fullRight = (viewport.width - viewport.x) / 2
  156. const fullTop = (viewport.height - viewport.y) / 2
  157. const fullBottom = (viewport.height - viewport.y) / -2
  158. const dx = (fullRight - fullLeft) / (2 * zoom)
  159. const dy = (fullTop - fullBottom) / (2 * zoom)
  160. const cx = (fullRight + fullLeft) / 2
  161. const cy = (fullTop + fullBottom) / 2
  162. const left = cx - dx
  163. const right = cx + dx
  164. const top = cy + dy
  165. const bottom = cy - dy
  166. // build projection matrix
  167. Mat4.ortho(camera.projection, left, right, bottom, top, Math.abs(near), Math.abs(far))
  168. // build view matrix
  169. Vec3.add(_center, camera.position, camera.direction)
  170. Mat4.lookAt(camera.view, camera.position, _center, camera.up)
  171. }
  172. function updatePers(camera: Camera) {
  173. const aspect = camera.viewport.width / camera.viewport.height
  174. const { fov, near, far } = camera.state;
  175. // build projection matrix
  176. Mat4.perspective(camera.projection, fov, aspect, Math.abs(near), Math.abs(far))
  177. // build view matrix
  178. Vec3.add(_center, camera.position, camera.direction)
  179. Mat4.lookAt(camera.view, camera.position, _center, camera.up)
  180. }