aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/src/core/script/camera.js
blob: 290be1efe3c844712672cf2d92aa0ed74538fea4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
/* <copyright>
Copyright (c) 2012, Motorola Mobility LLC.
All Rights Reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

* Redistributions of source code must retain the above copyright notice,
  this list of conditions and the following disclaimer.

* Redistributions in binary form must reproduce the above copyright notice,
  this list of conditions and the following disclaimer in the documentation
  and/or other materials provided with the distribution.

* Neither the name of Motorola Mobility LLC nor the names of its
  contributors may be used to endorse or promote products derived from this
  software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
</copyright> */
/*
 * camera class
 */
var RDGE = RDGE || {};

RDGE.camera = function () {
    this.proj = RDGE.mat4.identity();
    this.view = RDGE.mat4.identity();
    this.world = RDGE.mat4.identity();
    this.viewProj = RDGE.mat4.identity();
    this.invViewProj = RDGE.mat4.identity();
    this.frustum = [];
    this.frustumPts = [];
    this.controller = null;

    this.setPerspective = function (fov, aratio, near, far) {
        this.ortho = null;
        this.persp = {};
        this.persp.fov = fov;
        this.persp.aratio = aratio;
        this.persp.near = near;
        this.persp.far = far;
        this.proj = RDGE.mat4.perspective(fov, aratio, near, far);
        this.recalc();
    };

    this.reset = function () {
        this.world = RDGE.mat4.identity();
        this.recalc();
    };

    this.copy = function (cam) {
        RDGE.mat4.inplace_copy(this.view, cam.view);
        RDGE.mat4.inplace_copy(this.world, cam.world);
        RDGE.mat4.inplace_copy(this.proj, cam.proj);
        RDGE.mat4.inplace_copy(this.viewProj, cam.viewProj);
        RDGE.mat4.inplace_copy(this.invViewProj, cam.invViewProj);
        this.frustum = cam.frustum.slice();
        this.frustumPts = cam.frustumPts.slice();
    };

    this.recalc = function () {
        // update frustum planes
        this.frustum = [];
        var vp = this.viewProj;

        normalizePlane = function (p) {
            var len = RDGE.vec3.length(p);
            if (Math.abs(1.0 - len) > 0.001) {
                p[0] /= len;
                p[1] /= len;
                p[2] /= len;
                p[3] /= len;
            }
            return p;
        };

        /* This is the old way
        var t = this.persp.near * Math.tan(0.017453292519943295769236 * this.persp.fov * 0.5);
        var r = t * this.persp.aratio;
        var u = t;
        var l = -r;
        var b = -u;

        tview = RDGE.mat4.transpose(this.view);
        this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [this.persp.near, 0.0, l, 0.0] ) ) );     // left
        this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [-this.persp.near, 0.0, -r, 0.0] ) ) );   // right
        this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, this.persp.near, b, 0.0] ) ) );     // bottom
        this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, -this.persp.near, -u, 0.0] ) ) );   // top
        this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, 0.0, -1.0, -this.persp.near] ) ) ); // near
        this.frustum.push( normalizePlane( RDGE.mat4.transformPoint(tview, [0.0, 0.0, 1.0, this.persp.far] ) ) );    // far
        */
        var l = normalizePlane([vp[3] + vp[0], vp[7] + vp[4], vp[11] + vp[8], vp[15] + vp[12]]);
        var r = normalizePlane([vp[3] - vp[0], vp[7] - vp[4], vp[11] - vp[8], vp[15] - vp[12]]);
        var t = normalizePlane([vp[3] - vp[1], vp[7] - vp[5], vp[11] - vp[9], vp[15] - vp[13]]);
        var b = normalizePlane([vp[3] + vp[1], vp[7] + vp[5], vp[11] + vp[9], vp[15] + vp[13]]);
        var n = normalizePlane([vp[3] + vp[2], vp[7] + vp[6], vp[11] + vp[10], vp[15] + vp[14]]);
        var f = normalizePlane([vp[3] - vp[2], vp[7] - vp[6], vp[11] - vp[10], vp[15] - vp[14]]);

        this.frustum.push(l);
        this.frustum.push(r);
        this.frustum.push(t);
        this.frustum.push(b);
        this.frustum.push(n);
        this.frustum.push(f);

        // update frustum points
        this.frustumPts = [];
        var invvp = this.viewProj;
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, -1, -1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, 1, -1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, 1, -1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, -1, -1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, -1, 1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [-1, 1, 1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, 1, 1]));
        this.frustumPts.push(RDGE.mat4.transformPoint(invvp, [1, -1, 1]));
    };

    this.setWorld = function (m) {
        this.world = m;
        this.view = RDGE.mat4.inverse(m);
        this.viewProj = RDGE.mat4.mul(this.view, this.proj);
        this.invViewProj = RDGE.mat4.inverse(this.viewProj);
        this.recalc();
    };

    this.setView = function (m) {
        this.view = m;
        this.world = RDGE.mat4.inverse(m);
        this.viewProj = RDGE.mat4.mul(this.view, this.proj);
        this.invViewProj = RDGE.mat4.inverse(this.viewProj);
        this.recalc();
    };

    this.setLookAt = function (eyePos, targetPos, upVec) {
        this.setWorld(RDGE.mat4.lookAt(eyePos, targetPos, upVec));
        //this.recalc();
    };

    this.setPerspective = function (fov, aratio, near, far) {
        this.ortho = null;
        this.persp = {};
        this.persp.fov = fov;
        this.persp.aratio = aratio;
        this.persp.near = near;
        this.persp.far = far;
        this.proj = RDGE.mat4.perspective(fov, aratio, near, far);
        this.recalc();
    };

    this.setOrthographic = function (l, r, t, b, n, f) {
        this.persp = null;
        this.ortho = {};
        this.ortho.left = l;
        this.ortho.right = r;
        this.ortho.top = t;
        this.ortho.bottom = b;
        this.ortho.near = n;
        this.ortho.far = f;
        this.proj = RDGE.mat4.orthographic(l, r, t, b, n, f);
        this.recalc();
    };

    this.onResize = function (x, y, width, height) {
        if (this.persp) {
            this.setPerspective(this.persp.fov, width / height, this.persp.near, this.persp.far);
        }
        if (this.ortho) {
            this.setOrthographic(x, x + width, y, y + height, this.ortho.near, this.ortho.far);
        }
    };

    this.zNear = function () {
        if (this.persp) {
            return this.persp.near;
        }

        if (this.ortho) {
            return this.ortho.near;
        }

        return 0.0;
    };

    this.zFar = function () {
        if (this.persp) {
            return this.persp.far;
        }

        if (this.ortho) {
            return this.ortho.far;
        }

        return 0.0;
    };

    // this is used by ambient occlusion...
    this.getFTR = function () {
        var fovyRad = (this.persp.fov * 0.5) * Math.PI / 180.0;
        return [
		Math.tan(fovyRad) * this.persp.far,
		Math.tan(fovyRad / this.persp.aratio) * this.persp.far,
		this.persp.far];
    };

    this.attachCameraToNode = function (node) {
        this.controller = node;
    };
};


/**	Camera Manager
 * This class is used to manage the active camera. It provides functionality
 * for getting and setting the active camera, as well as providing stack operations
 * to switch to and from multiple cameras.
 */
RDGE.cameraManager = function () {
    this.stack = [];

    /* Set the active camera.
    * This function sets the active camera to the given camera.
    */
    this.setActiveCamera = function (c) {
        // pop the active camera off the stack.
        if (this.stack.length > 0) {
            this.stack.pop();
        }
        // push the given camera onto the stack.
        this.stack.push(c);
    };

    /* Get the active camera.
    * The active camera always resides at the top of the stack.
    */
    this.getActiveCamera = function () {
        if (this.stack.length > 0) {
            return this.stack[this.stack.length - 1];
        } else {
            return null;
        }
    };

    /* Push a camera onto the stack.
    * The given camera becomes the active camera.
    */
    this.pushCamera = function (c) {
        this.stack.push(c);
    };

    /* Pop a camera off the stack.
    * Returns the camera that was popped.
    * The next camera on the stack becomes active.
    */
    this.popCamera = function () {
        return this.stack.pop();
    };

    this.onResize = function (x, y, w, h) {
        var i = this.stack.length - 1;
        while (i >= 0) {
            this.stack[i].onResize(x, y, w, h);
            i--;
        }
    };
};