@awayjs/core
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AwayJS core classes
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text/typescript
import { Vector3D } from '../geom/Vector3D';
import { CoordinateSystem } from './CoordinateSystem';
import { ProjectionBase } from './ProjectionBase';
export class PerspectiveProjection extends ProjectionBase {
constructor(fieldOfView: number = 60, coordinateSystem: CoordinateSystem = CoordinateSystem.LEFT_HANDED) {
super(coordinateSystem);
this.fieldOfView = fieldOfView;
}
/**
*
*/
public get fieldOfView(): number {
return Math.atan(0.5 / this.scale) * 360 / Math.PI;
}
public set fieldOfView(value: number) {
this.scale = 0.5 / Math.tan(value * Math.PI / 360);
}
/**
*
* @param position
* @param target
*/
public project(position: Vector3D, target: Vector3D = null): Vector3D {
const v: Vector3D = this.viewMatrix3D.transformVector(position, target);
v.x = v.x / v.w;
v.y = -v.y / v.w;
//z is remapped to w
v.z = v.w;
v.w = 1;
return v;
}
/**
*
* @param nX
* @param nY
* @param sZ
* @param target
*/
public unproject(nX: number, nY: number, sZ: number, target: Vector3D = null): Vector3D {
if (target == null)
target = new Vector3D();
target.x = nX * sZ;
target.y = -nY * sZ;
target.z = (this._far + this._near) / (this._far - this._near) * sZ
- 2 * this._far * this._near / (this._far - this._near);
target.w = sZ;
this.inverseViewMatrix3D.transformVector(target, target);
target.w = 1;
return target;
}
/**
*
* @returns {PerspectiveProjection}
*/
public clone(): ProjectionBase {
const clone: PerspectiveProjection = new PerspectiveProjection(this.fieldOfView, this._coordinateSystem);
clone._near = this._near;
clone._far = this._far;
clone._coordinateSystem = this._coordinateSystem;
return clone;
}
/**
*
* @private
*/
protected _updateFrustumMatrix3D(): void {
super._updateFrustumMatrix3D();
const raw: Float32Array = this._frustumMatrix3D._rawData;
const scaleV: number = this._scale;
const scaleH: number = this._scale / this._ratio;
this._frustumRect.left = 0.5 * (this._originX - 1) / scaleH;
this._frustumRect.top = 0.5 * (this._originY - 1) / scaleV;
this._frustumRect.right = this._frustumRect.left + 1 / scaleH;
this._frustumRect.bottom = this._frustumRect.top + 1 / scaleV;
raw[0] = 2 * scaleH; //2/(right - left);
raw[5] = 2 * scaleV; //2/(bottom - top);
raw[8] = this._originX; //(right + left)/(right - left)
raw[9] = this._originY; //(bottom + top)/(bottom - top);
raw[10] = (this._far + this._near) / (this._far - this._near);
raw[11] = 1;
raw[1] = raw[2] = raw[3] = raw[4] = raw[6] = raw[7] = raw[12] = raw[13] = raw[15] = 0;
raw[14] = -2 * this._far * this._near / (this._far - this._near);
if (this._coordinateSystem == CoordinateSystem.RIGHT_HANDED)
raw[5] = -raw[5];
}
protected _updateProperties(): void {
super._updateProperties();
const rawData: Float32Array = this._frustumMatrix3D._rawData;
this._near = rawData[14] / (-1 - rawData[10]);
this._far = rawData[14] / (1 - rawData[10]);
this._scale = rawData[5] / 2;
this._ratio = 0.5 * this._scale / rawData[0];
this._originX = rawData[8];
this._originY = rawData[9];
}
}