enum CAMERA_PROJECTION { perspective, orthograph } function __3dCamera() constructor { position = new __vec3(); rotation = new BBMOD_Quaternion(); focus = new __vec3(); up = new __vec3(0, 0, -1); raw = camera_create(); useFocus = true; focus_angle_x = 0; focus_angle_y = 0; focus_dist = 1; projection = CAMERA_PROJECTION.perspective; fov = 60; view_near = .01; view_far = 50; view_w = 1; view_h = 1; view_aspect = 1; viewMat = new __mat4(); projMat = new __mat4(); static getUp = function(_x = 1, _y = 1, _z = 1) { #region var upVector = new __vec3(0, 0, -1); var hRad = degtorad(focus_angle_x); var vRad = degtorad(focus_angle_y); upVector.x = -sin(hRad) * sin(vRad) * _x; upVector.y = cos(hRad) * -sin(vRad) * _y; upVector.z = cos(vRad) * _z; return upVector._normalize(); } #endregion static getCombinedMatrix = function() { return matrix_multiply(viewMat.raw, projMat.raw); } static applyCamera = function() { #region camera_set_view_mat(raw, viewMat.raw); camera_set_proj_mat(raw, projMat.raw); camera_apply(raw); } #endregion static resetCamera = function() { #region camera_apply(0); gpu_set_cullmode(cull_noculling); } #endregion static setMatrix = function() { #region if(projection == CAMERA_PROJECTION.perspective) projMat.setRaw(matrix_build_projection_perspective_fov(fov, view_aspect, view_near, view_far)); else projMat.setRaw(matrix_build_projection_ortho(view_w, view_h, view_near, view_far)); if(useFocus) viewMat.setRaw(matrix_build_lookat(position.x, position.y, position.z, focus.x, focus.y, focus.z, up.x, up.y, up.z)); else { var _for = rotation.Rotate(new BBMOD_Vec3( 1.0, 0.0, 0.0)); var _up = rotation.Rotate(new BBMOD_Vec3( 0.0, 0.0, -1.0)); viewMat.setRaw(matrix_build_lookat(position.x, position.y, position.z, position.x + _for.X, position.y + _for.Y, position.z + _for.Z, _up.X, _up.Y, _up.Z)); } return self; } #endregion static setFocusAngle = function(ax, ay, dist) { #region focus_angle_x = ax; focus_angle_y = ay; focus_dist = dist; return self; } #endregion static setViewFov = function(fov, near, far) { #region self.fov = fov; self.view_near = near; self.view_far = far; return self; } #endregion static setViewSize = function(w, h) { #region view_w = w; view_h = h; view_aspect = w / h; return self; } #endregion static setCameraLookRotate = function() { #region var _fPos = calculate_3d_position(focus.x, focus.y, focus.z, focus_angle_x, focus_angle_y, focus_dist); position.set(_fPos); } #endregion static worldPointToViewPoint = function(vec3) { #region var _vec4 = new __vec4().set(vec3, 1); var _view = viewMat.transpose().multiplyVector(_vec4); var _proj = projMat.transpose().multiplyVector(_view); _proj._divide(_proj.w); _proj.x = view_w / 2 + _proj.x * view_w / 2; _proj.y = view_h / 2 + _proj.y * view_h / 2; return _proj; } #endregion static viewPointToWorldRay = function(_x, _y) { #region var rayOrigin = position; var normalizedX = (2 * _x / view_w) - 1; var normalizedY = 1 - (2 * _y / view_h); var tanFOV = tan(degtorad(fov) * 0.5); var _up = getUp(); var forward = focus.subtract(position)._normalize(); var right = forward.cross(_up)._normalize(); var rayDirection = forward.add(right.multiply(normalizedX * tanFOV * view_aspect)) .add(_up.multiply(normalizedY * tanFOV)) ._normalize(); return new __ray(rayOrigin, rayDirection); } #endregion }