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- /**
- * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author David Sehnal <david.sehnal@gmail.com>
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- */
- import { Mat4, Vec3, Vec4, EPSILON } from '../mol-math/linear-algebra';
- import { Viewport, cameraProject, cameraUnproject } from './camera/util';
- import { CameraTransitionManager } from './camera/transition';
- import { BehaviorSubject } from 'rxjs';
- export { Camera };
- class Camera {
- readonly view: Mat4 = Mat4.identity();
- readonly projection: Mat4 = Mat4.identity();
- readonly projectionView: Mat4 = Mat4.identity();
- readonly inverseProjectionView: Mat4 = Mat4.identity();
- readonly viewport: Viewport;
- readonly state: Readonly<Camera.Snapshot> = Camera.createDefaultSnapshot();
- readonly viewOffset: Camera.ViewOffset = {
- enabled: false,
- fullWidth: 1, fullHeight: 1,
- offsetX: 0, offsetY: 0,
- width: 1, height: 1
- }
- near = 1
- far = 10000
- fogNear = 5000
- fogFar = 10000
- zoom = 1
- readonly transition: CameraTransitionManager = new CameraTransitionManager(this);
- readonly stateChanged = new BehaviorSubject<Partial<Camera.Snapshot>>(this.state);
- get position() { return this.state.position; }
- set position(v: Vec3) { Vec3.copy(this.state.position, v); }
- get up() { return this.state.up; }
- set up(v: Vec3) { Vec3.copy(this.state.up, v); }
- get target() { return this.state.target; }
- set target(v: Vec3) { Vec3.copy(this.state.target, v); }
- private prevProjection = Mat4.identity();
- private prevView = Mat4.identity();
- private deltaDirection = Vec3();
- private newPosition = Vec3();
- update() {
- const snapshot = this.state as Camera.Snapshot;
- const height = 2 * Math.tan(snapshot.fov / 2) * Vec3.distance(snapshot.position, snapshot.target);
- this.zoom = this.viewport.height / height;
- updateClip(this);
- switch (this.state.mode) {
- case 'orthographic': updateOrtho(this); break;
- case 'perspective': updatePers(this); break;
- default: throw new Error('unknown camera mode');
- }
- const changed = !Mat4.areEqual(this.projection, this.prevProjection, EPSILON) || !Mat4.areEqual(this.view, this.prevView, EPSILON);
- if (changed) {
- Mat4.mul(this.projectionView, this.projection, this.view);
- Mat4.invert(this.inverseProjectionView, this.projectionView);
- Mat4.copy(this.prevView, this.view);
- Mat4.copy(this.prevProjection, this.projection);
- }
- return changed;
- }
- setState(snapshot: Partial<Camera.Snapshot>, durationMs?: number) {
- this.transition.apply(snapshot, durationMs);
- this.stateChanged.next(snapshot);
- }
- getSnapshot() {
- return Camera.copySnapshot(Camera.createDefaultSnapshot(), this.state);
- }
- getTargetDistance(radius: number) {
- const r = Math.max(radius, 0.01);
- const { fov } = this.state;
- const { width, height } = this.viewport;
- const aspect = width / height;
- const aspectFactor = (height < width ? 1 : aspect);
- return Math.abs((r / aspectFactor) / Math.sin(fov / 2));
- }
- getFocus(target: Vec3, radius: number, up?: Vec3, dir?: Vec3): Partial<Camera.Snapshot> {
- const r = Math.max(radius, 0.01);
- const targetDistance = this.getTargetDistance(r);
- Vec3.sub(this.deltaDirection, this.target, this.position);
- if (dir) Vec3.matchDirection(this.deltaDirection, dir, this.deltaDirection);
- Vec3.setMagnitude(this.deltaDirection, this.deltaDirection, targetDistance);
- Vec3.sub(this.newPosition, target, this.deltaDirection);
- const state = Camera.copySnapshot(Camera.createDefaultSnapshot(), this.state);
- state.target = Vec3.clone(target);
- state.radius = r;
- state.position = Vec3.clone(this.newPosition);
- if (up) Vec3.matchDirection(state.up, up, state.up);
- return state;
- }
- focus(target: Vec3, radius: number, durationMs?: number, up?: Vec3, dir?: Vec3) {
- if (radius > 0) {
- this.setState(this.getFocus(target, radius, up, dir), durationMs);
- }
- }
- project(out: Vec4, point: Vec3) {
- return cameraProject(out, point, this.viewport, this.projectionView);
- }
- unproject(out: Vec3, point: Vec3) {
- return cameraUnproject(out, point, this.viewport, this.inverseProjectionView);
- }
- constructor(state?: Partial<Camera.Snapshot>, viewport = Viewport.create(-1, -1, 1, 1)) {
- this.viewport = viewport;
- Camera.copySnapshot(this.state, state);
- }
- }
- namespace Camera {
- export type Mode = 'perspective' | 'orthographic'
- /**
- * Sets an offseted view in a larger frustum. This is useful for
- * - multi-window or multi-monitor/multi-machine setups
- * - jittering the camera position for
- */
- export interface ViewOffset {
- enabled: boolean,
- fullWidth: number,
- fullHeight: number,
- offsetX: number,
- offsetY: number,
- width: number,
- height: number
- }
- export function setViewOffset(out: ViewOffset, fullWidth: number, fullHeight: number, offsetX: number, offsetY: number, width: number, height: number) {
- out.fullWidth = fullWidth;
- out.fullHeight = fullHeight;
- out.offsetX = offsetX;
- out.offsetY = offsetY;
- out.width = width;
- out.height = height;
- }
- export function createDefaultSnapshot(): Snapshot {
- return {
- mode: 'perspective',
- fov: Math.PI / 4,
- position: Vec3.create(0, 0, 100),
- up: Vec3.create(0, 1, 0),
- target: Vec3.create(0, 0, 0),
- radius: 10,
- radiusMax: 10,
- fog: 50,
- clipFar: true
- };
- }
- export interface Snapshot {
- mode: Mode
- fov: number
- position: Vec3
- up: Vec3
- target: Vec3
- radius: number
- radiusMax: number
- fog: number
- clipFar: boolean
- }
- export function copySnapshot(out: Snapshot, source?: Partial<Snapshot>) {
- if (!source) return out;
- if (typeof source.mode !== 'undefined') out.mode = source.mode;
- if (typeof source.fov !== 'undefined') out.fov = source.fov;
- if (typeof source.position !== 'undefined') Vec3.copy(out.position, source.position);
- if (typeof source.up !== 'undefined') Vec3.copy(out.up, source.up);
- if (typeof source.target !== 'undefined') Vec3.copy(out.target, source.target);
- if (typeof source.radius !== 'undefined') out.radius = source.radius;
- if (typeof source.radiusMax !== 'undefined') out.radiusMax = source.radiusMax;
- if (typeof source.fog !== 'undefined') out.fog = source.fog;
- if (typeof source.clipFar !== 'undefined') out.clipFar = source.clipFar;
- return out;
- }
- }
- function updateOrtho(camera: Camera) {
- const { viewport, zoom, near, far, viewOffset } = camera;
- const fullLeft = -(viewport.width - viewport.x) / 2;
- const fullRight = (viewport.width - viewport.x) / 2;
- const fullTop = (viewport.height - viewport.y) / 2;
- const fullBottom = -(viewport.height - viewport.y) / 2;
- const dx = (fullRight - fullLeft) / (2 * zoom);
- const dy = (fullTop - fullBottom) / (2 * zoom);
- const cx = (fullRight + fullLeft) / 2;
- const cy = (fullTop + fullBottom) / 2;
- let left = cx - dx;
- let right = cx + dx;
- let top = cy + dy;
- let bottom = cy - dy;
- if (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
- Mat4.ortho(camera.projection, left, right, top, bottom, near, far);
- // build view matrix
- Mat4.lookAt(camera.view, camera.position, camera.target, camera.up);
- }
- function updatePers(camera: Camera) {
- const aspect = camera.viewport.width / camera.viewport.height;
- const { near, far, viewOffset } = camera;
- let top = near * Math.tan(0.5 * camera.state.fov);
- let height = 2 * top;
- let width = aspect * height;
- let left = -0.5 * width;
- if (viewOffset.enabled) {
- left += viewOffset.offsetX * width / viewOffset.fullWidth;
- top -= viewOffset.offsetY * height / viewOffset.fullHeight;
- width *= viewOffset.width / viewOffset.fullWidth;
- height *= viewOffset.height / viewOffset.fullHeight;
- }
- // build projection matrix
- Mat4.perspective(camera.projection, left, left + width, top, top - height, near, far);
- // build view matrix
- Mat4.lookAt(camera.view, camera.position, camera.target, camera.up);
- }
- function updateClip(camera: Camera) {
- let { radius, radiusMax, mode, fog, clipFar } = camera.state;
- if (radius < 0.01) radius = 0.01;
- const normalizedFar = clipFar ? radius : radiusMax;
- const cameraDistance = Vec3.distance(camera.position, camera.target);
- let near = cameraDistance - radius;
- let far = cameraDistance + normalizedFar;
- const fogNearFactor = -(50 - fog) / 50;
- let fogNear = cameraDistance - (normalizedFar * fogNearFactor);
- let fogFar = far;
- if (mode === 'perspective') {
- // set at least to 5 to avoid slow sphere impostor rendering
- near = Math.max(5, near);
- far = Math.max(5, far);
- } else {
- near = Math.max(0, near);
- far = Math.max(0, far);
- }
- if (near === far) {
- // make sure near and far are not identical to avoid Infinity in the projection matrix
- far = near + 0.01;
- }
- camera.near = near;
- camera.far = far;
- camera.fogNear = fogNear;
- camera.fogFar = fogFar;
- }
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