mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 23:17:25 +01:00
137 lines
No EOL
3.6 KiB
Text
137 lines
No EOL
3.6 KiB
Text
enum CAMERA_PROJECTION {
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perspective,
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orthograph
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}
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function __3dCamera() constructor {
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position = new __vec3();
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rotation = new BBMOD_Quaternion();
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focus = new __vec3();
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up = new __vec3(0, 0, -1);
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raw = camera_create();
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useFocus = true;
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focus_angle_x = 0;
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focus_angle_y = 0;
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focus_dist = 1;
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projection = CAMERA_PROJECTION.perspective;
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fov = 60;
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view_near = .01;
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view_far = 50;
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view_w = 1;
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view_h = 1;
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view_aspect = 1;
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viewMat = new __mat4();
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projMat = new __mat4();
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static getUp = function(_x = 1, _y = 1, _z = 1) { #region
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var upVector = new __vec3(0, 0, -1);
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var hRad = degtorad(focus_angle_x);
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var vRad = degtorad(focus_angle_y);
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upVector.x = -sin(hRad) * sin(vRad) * _x;
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upVector.y = cos(hRad) * -sin(vRad) * _y;
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upVector.z = cos(vRad) * _z;
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return upVector._normalize();
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} #endregion
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static getCombinedMatrix = function() { return matrix_multiply(viewMat.raw, projMat.raw); }
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static applyCamera = function() { #region
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camera_set_view_mat(raw, viewMat.raw);
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camera_set_proj_mat(raw, projMat.raw);
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camera_apply(raw);
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} #endregion
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static resetCamera = function() { #region
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camera_apply(0);
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gpu_set_cullmode(cull_noculling);
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} #endregion
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static setMatrix = function() { #region
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if(projection == CAMERA_PROJECTION.perspective)
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projMat.setRaw(matrix_build_projection_perspective_fov(fov, view_aspect, view_near, view_far));
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else
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projMat.setRaw(matrix_build_projection_ortho(view_w, view_h, view_near, view_far));
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if(useFocus)
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viewMat.setRaw(matrix_build_lookat(position.x, position.y, position.z, focus.x, focus.y, focus.z, up.x, up.y, up.z));
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else {
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var _for = rotation.Rotate(new BBMOD_Vec3( 1.0, 0.0, 0.0));
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var _up = rotation.Rotate(new BBMOD_Vec3( 0.0, 0.0, -1.0));
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viewMat.setRaw(matrix_build_lookat(position.x, position.y, position.z,
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position.x + _for.X, position.y + _for.Y, position.z + _for.Z,
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_up.X, _up.Y, _up.Z));
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}
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return self;
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} #endregion
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static setFocusAngle = function(ax, ay, dist) { #region
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focus_angle_x = ax;
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focus_angle_y = ay;
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focus_dist = dist;
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return self;
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} #endregion
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static setViewFov = function(fov, near, far) { #region
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self.fov = fov;
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self.view_near = near;
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self.view_far = far;
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return self;
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} #endregion
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static setViewSize = function(w, h) { #region
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view_w = w;
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view_h = h;
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view_aspect = w / h;
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return self;
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} #endregion
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static setCameraLookRotate = function() { #region
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var _fPos = calculate_3d_position(focus.x, focus.y, focus.z, focus_angle_x, focus_angle_y, focus_dist);
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position.set(_fPos);
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} #endregion
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static worldPointToViewPoint = function(vec3) { #region
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var _vec4 = new __vec4().set(vec3, 1);
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var _view = viewMat.transpose().multiplyVector(_vec4);
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var _proj = projMat.transpose().multiplyVector(_view);
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_proj._divide(_proj.w);
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_proj.x = view_w / 2 + _proj.x * view_w / 2;
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_proj.y = view_h / 2 + _proj.y * view_h / 2;
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return _proj;
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} #endregion
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static viewPointToWorldRay = function(_x, _y) { #region
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var rayOrigin = position;
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var normalizedX = (2 * _x / view_w) - 1;
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var normalizedY = 1 - (2 * _y / view_h);
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var tanFOV = tan(degtorad(fov) * 0.5);
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var _up = getUp();
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var forward = focus.subtract(position)._normalize();
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var right = forward.cross(_up)._normalize();
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var rayDirection = forward.add(right.multiply(normalizedX * tanFOV * view_aspect))
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.add(_up.multiply(normalizedY * tanFOV))
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._normalize();
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return new __ray(rayOrigin, rayDirection);
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} #endregion
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} |