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diff --git a/js/helper-classes/RDGE/src/core/script/camera.js b/js/helper-classes/RDGE/src/core/script/camera.js
index da9aff3d..72d24d08 100755
--- a/js/helper-classes/RDGE/src/core/script/camera.js
+++ b/js/helper-classes/RDGE/src/core/script/camera.js
@@ -1,275 +1,276 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License. 4
5 5Redistribution and use in source and binary forms, with or without
6Redistribution and use in source and binary forms, with or without 6modification, are permitted provided that the following conditions are met:
7modification, are permitted provided that the following conditions are met: 7
8 8* Redistributions of source code must retain the above copyright notice,
9 - Redistributions of source code must retain the above copyright notice, 9 this list of conditions and the following disclaimer.
10 this list of conditions and the following disclaimer. 10
11 - Redistributions in binary form must reproduce the above copyright 11* Redistributions in binary form must reproduce the above copyright notice,
12 notice, this list of conditions and the following disclaimer in the 12 this list of conditions and the following disclaimer in the documentation
13 documentation and/or other materials provided with the distribution. 13 and/or other materials provided with the distribution.
14 - Neither the name of Motorola Mobility nor the names of its contributors 14
15 may be used to endorse or promote products derived from this software 15* Neither the name of Motorola Mobility LLC nor the names of its
16 without specific prior written permission. 16 contributors may be used to endorse or promote products derived from this
17 17 software without specific prior written permission.
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 18
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28POSSIBILITY OF SUCH DAMAGE. 28ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29</copyright> */ 29POSSIBILITY OF SUCH DAMAGE.
30/* 30</copyright> */
31 * camera class 31/*
32 */ 32 * camera class
33var RDGE = RDGE || {}; 33 */
34 34var RDGE = RDGE || {};
35RDGE.camera = function () { 35
36 this.proj = RDGE.mat4.identity(); 36RDGE.camera = function () {
37 this.view = RDGE.mat4.identity(); 37 this.proj = RDGE.mat4.identity();
38 this.world = RDGE.mat4.identity(); 38 this.view = RDGE.mat4.identity();
39 this.viewProj = RDGE.mat4.identity(); 39 this.world = RDGE.mat4.identity();
40 this.invViewProj = RDGE.mat4.identity(); 40 this.viewProj = RDGE.mat4.identity();
41 this.frustum = []; 41 this.invViewProj = RDGE.mat4.identity();
42 this.frustumPts = []; 42 this.frustum = [];
43 this.controller = null; 43 this.frustumPts = [];
44 44 this.controller = null;
45 this.setPerspective = function (fov, aratio, near, far) { 45
46 this.ortho = null; 46 this.setPerspective = function (fov, aratio, near, far) {
47 this.persp = {}; 47 this.ortho = null;
48 this.persp.fov = fov; 48 this.persp = {};
49 this.persp.aratio = aratio; 49 this.persp.fov = fov;
50 this.persp.near = near; 50 this.persp.aratio = aratio;
51 this.persp.far = far; 51 this.persp.near = near;
52 this.proj = RDGE.mat4.perspective(fov, aratio, near, far); 52 this.persp.far = far;
53 this.recalc(); 53 this.proj = RDGE.mat4.perspective(fov, aratio, near, far);
54 }; 54 this.recalc();
55 55 };
56 this.reset = function () { 56
57 this.world = RDGE.mat4.identity(); 57 this.reset = function () {
58 this.recalc(); 58 this.world = RDGE.mat4.identity();
59 }; 59 this.recalc();
60 60 };
61 this.copy = function (cam) { 61
62 RDGE.mat4.inplace_copy(this.view, cam.view); 62 this.copy = function (cam) {
63 RDGE.mat4.inplace_copy(this.world, cam.world); 63 RDGE.mat4.inplace_copy(this.view, cam.view);
64 RDGE.mat4.inplace_copy(this.proj, cam.proj); 64 RDGE.mat4.inplace_copy(this.world, cam.world);
65 RDGE.mat4.inplace_copy(this.viewProj, cam.viewProj); 65 RDGE.mat4.inplace_copy(this.proj, cam.proj);
66 RDGE.mat4.inplace_copy(this.invViewProj, cam.invViewProj); 66 RDGE.mat4.inplace_copy(this.viewProj, cam.viewProj);
67 this.frustum = cam.frustum.slice(); 67 RDGE.mat4.inplace_copy(this.invViewProj, cam.invViewProj);
68 this.frustumPts = cam.frustumPts.slice(); 68 this.frustum = cam.frustum.slice();
69 }; 69 this.frustumPts = cam.frustumPts.slice();
70 70 };
71 this.recalc = function () { 71
72 // update frustum planes 72 this.recalc = function () {
73 this.frustum = []; 73 // update frustum planes
74 var vp = this.viewProj; 74 this.frustum = [];
75 75 var vp = this.viewProj;
76 normalizePlane = function (p) { 76
77 var len = RDGE.vec3.length(p); 77 normalizePlane = function (p) {
78 if (Math.abs(1.0 - len) > 0.001) { 78 var len = RDGE.vec3.length(p);
79 p[0] /= len; 79 if (Math.abs(1.0 - len) > 0.001) {
80 p[1] /= len; 80 p[0] /= len;
81 p[2] /= len; 81 p[1] /= len;
82 p[3] /= len; 82 p[2] /= len;
83 } 83 p[3] /= len;
84 return p; 84 }
85 }; 85 return p;
86 86 };
87 /* This is the old way 87
88 var t = this.persp.near * Math.tan(0.017453292519943295769236 * this.persp.fov * 0.5); 88 /* This is the old way
89 var r = t * this.persp.aratio; 89 var t = this.persp.near * Math.tan(0.017453292519943295769236 * this.persp.fov * 0.5);
90 var u = t; 90 var r = t * this.persp.aratio;
91 var l = -r; 91 var u = t;
92 var b = -u; 92 var l = -r;
93 93 var b = -u;
94 tview = RDGE.mat4.transpose(this.view); 94
95 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [this.persp.near, 0.0, l, 0.0] ) ) ); // left 95 tview = RDGE.mat4.transpose(this.view);
96 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [-this.persp.near, 0.0, -r, 0.0] ) ) ); // right 96 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [this.persp.near, 0.0, l, 0.0] ) ) ); // left
97 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, this.persp.near, b, 0.0] ) ) ); // bottom 97 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [-this.persp.near, 0.0, -r, 0.0] ) ) ); // right
98 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, -this.persp.near, -u, 0.0] ) ) ); // top 98 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, this.persp.near, b, 0.0] ) ) ); // bottom
99 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, 0.0, -1.0, -this.persp.near] ) ) ); // near 99 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, -this.persp.near, -u, 0.0] ) ) ); // top
100 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, 0.0, 1.0, this.persp.far] ) ) ); // far 100 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, 0.0, -1.0, -this.persp.near] ) ) ); // near
101 */ 101 this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, 0.0, 1.0, this.persp.far] ) ) ); // far
102 var l = normalizePlane([vp[3] + vp[0], vp[7] + vp[4], vp[11] + vp[8], vp[15] + vp[12]]); 102 */
103 var r = normalizePlane([vp[3] - vp[0], vp[7] - vp[4], vp[11] - vp[8], vp[15] - vp[12]]); 103 var l = normalizePlane([vp[3] + vp[0], vp[7] + vp[4], vp[11] + vp[8], vp[15] + vp[12]]);
104 var t = normalizePlane([vp[3] - vp[1], vp[7] - vp[5], vp[11] - vp[9], vp[15] - vp[13]]); 104 var r = normalizePlane([vp[3] - vp[0], vp[7] - vp[4], vp[11] - vp[8], vp[15] - vp[12]]);
105 var b = normalizePlane([vp[3] + vp[1], vp[7] + vp[5], vp[11] + vp[9], vp[15] + vp[13]]); 105 var t = normalizePlane([vp[3] - vp[1], vp[7] - vp[5], vp[11] - vp[9], vp[15] - vp[13]]);
106 var n = normalizePlane([vp[3] + vp[2], vp[7] + vp[6], vp[11] + vp[10], vp[15] + vp[14]]); 106 var b = normalizePlane([vp[3] + vp[1], vp[7] + vp[5], vp[11] + vp[9], vp[15] + vp[13]]);
107 var f = normalizePlane([vp[3] - vp[2], vp[7] - vp[6], vp[11] - vp[10], vp[15] - vp[14]]); 107 var n = normalizePlane([vp[3] + vp[2], vp[7] + vp[6], vp[11] + vp[10], vp[15] + vp[14]]);
108 108 var f = normalizePlane([vp[3] - vp[2], vp[7] - vp[6], vp[11] - vp[10], vp[15] - vp[14]]);
109 this.frustum.push(l); 109
110 this.frustum.push(r); 110 this.frustum.push(l);
111 this.frustum.push(t); 111 this.frustum.push(r);
112 this.frustum.push(b); 112 this.frustum.push(t);
113 this.frustum.push(n); 113 this.frustum.push(b);
114 this.frustum.push(f); 114 this.frustum.push(n);
115 115 this.frustum.push(f);
116 // update frustum points 116
117 this.frustumPts = []; 117 // update frustum points
118 var invvp = this.viewProj; 118 this.frustumPts = [];
119 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, -1, -1])); 119 var invvp = this.viewProj;
120 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, 1, -1])); 120 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, -1, -1]));
121 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, 1, -1])); 121 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, 1, -1]));
122 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, -1, -1])); 122 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, 1, -1]));
123 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, -1, 1])); 123 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, -1, -1]));
124 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, 1, 1])); 124 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, -1, 1]));
125 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, 1, 1])); 125 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, 1, 1]));
126 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, -1, 1])); 126 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, 1, 1]));
127 }; 127 this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, -1, 1]));
128 128 };
129 this.setWorld = function (m) { 129
130 this.world = m; 130 this.setWorld = function (m) {
131 this.view = RDGE.mat4.inverse(m); 131 this.world = m;
132 this.viewProj = RDGE.mat4.mul(this.view, this.proj); 132 this.view = RDGE.mat4.inverse(m);
133