2023-08-15 11:36:26 +02:00
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function __3dCamera_object() : __3dObject() constructor {
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ivw = 0.2; //innerViewWidth
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ivh = 0.2; //innerViewHeight
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ovw = 0.5; //outerViewWidth
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ovh = 0.5; //outerViewHeight
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len = 0.5; //cameraLength
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2023-08-23 20:01:09 +02:00
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vertex = [[
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2023-08-29 14:33:44 +02:00
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new __vertex( -len, -ivw, ivh ), new __vertex( -len, ivw, ivh ),
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new __vertex( -len, ivw, ivh ), new __vertex( -len, ivw, -ivh ),
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new __vertex( -len, ivw, -ivh ), new __vertex( -len, -ivw, -ivh ),
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new __vertex( -len, -ivw, -ivh ), new __vertex( -len, -ivw, ivh ),
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2023-08-15 11:36:26 +02:00
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2023-08-29 14:33:44 +02:00
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new __vertex( len, -ovw, ovh ), new __vertex( len, ovw, ovh ),
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new __vertex( len, ovw, ovh ), new __vertex( len, ovw, -ovh ),
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new __vertex( len, ovw, -ovh ), new __vertex( len, -ovw, -ovh ),
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new __vertex( len, -ovw, -ovh ), new __vertex( len, -ovw, ovh ),
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2023-08-16 20:16:31 +02:00
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2023-08-29 14:33:44 +02:00
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new __vertex( -len, -ivw, ivh ), new __vertex( len, -ovw, ovh ),
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new __vertex( -len, ivw, ivh ), new __vertex( len, ovw, ovh ),
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new __vertex( -len, ivw, -ivh ), new __vertex( len, ovw, -ovh ),
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new __vertex( -len, -ivw, -ivh ), new __vertex( len, -ovw, -ovh ),
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2023-08-15 11:36:26 +02:00
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2023-08-29 14:33:44 +02:00
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new __vertex( len, -ovw * 0.5, ovh + 0.2 ), new __vertex( len, ovw * 0.5, ovh + 0.2 ),
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new __vertex( len, 0, ovh + 0.6 ), new __vertex( len, ovw * 0.5, ovh + 0.2 ),
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new __vertex( len, -ovw * 0.5, ovh + 0.2 ), new __vertex( len, 0, ovh + 0.6 ),
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2023-08-23 20:01:09 +02:00
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]];
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2023-08-15 11:36:26 +02:00
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VF = global.VF_POS_COL;
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render_type = pr_linelist;
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VB = build();
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2023-08-30 16:40:45 +02:00
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transform.position.set(-5, -5, 5);
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2023-09-28 06:31:34 +02:00
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transform.rotation.FromEuler(0, 30, 135);
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2023-08-30 16:40:45 +02:00
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transform.scale.set(1, room_width / room_height, 1);
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2023-08-16 20:16:31 +02:00
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static submitSel = function(params = {}) {
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shader_set(sh_d3d_wireframe);
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submitVertex(params);
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shader_reset();
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}
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2023-08-15 11:36:26 +02:00
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}
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function calculate_3d_position(camFx, camFy, camFz, camAx, camAy, camDist) {
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var pos = new __vec3();
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var radAx = degtorad(camAx);
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var radAy = degtorad(camAy);
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pos.x = camFx + (cos(radAy) * sin(radAx)) * camDist;
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pos.y = camFy + (cos(radAy) * cos(radAx)) * camDist;
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pos.z = camFz + (sin(radAy)) * camDist;
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return pos;
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}
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