mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
139 lines
No EOL
3.6 KiB
Text
139 lines
No EOL
3.6 KiB
Text
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
|
|
if(ay % 90 == 0) ay += 0.01;
|
|
|
|
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 = d3d_PolarToCart(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
|
|
} |