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@xeokit/xeokit-sdk

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3D BIM IFC Viewer SDK for AEC engineering applications. Open Source JavaScript Toolkit based on pure WebGL for top performance, real-world coordinates and full double precision

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import {Component} from '../Component.js'; import {RenderState} from '../webgl/RenderState.js'; import {math} from '../math/math.js'; /** * @desc Defines its {@link Camera}'s orthographic projection as a box-shaped view volume. * * * Located at {@link Camera#ortho}. * * Works like Blender's orthographic projection, where the positions of the left, right, top and bottom planes are implicitly * indicated with a single {@link Ortho#scale} property, which causes the frustum to be symmetrical on X and Y axis, large enough to * contain the number of units given by {@link Ortho#scale}. * * {@link Ortho#near} and {@link Ortho#far} indicated the distances to the WebGL clipping planes. */ class Ortho extends Component { /** @private */ get type() { return "Ortho"; } /** * @constructor * @private */ constructor(camera, cfg = {}) { super(camera, cfg); /** * The Camera this Ortho belongs to. * * @property camera * @type {Camera} * @final */ this.camera = camera; this._state = new RenderState({ matrix: math.mat4(), inverseMatrix: math.mat4(), transposedMatrix: math.mat4(), near: 0.1, far: 10000.0 }); this._inverseMatrixDirty = true; this._transposedMatrixDirty = true; this.scale = cfg.scale; this.near = cfg.near; this.far = cfg.far; this._onCanvasBoundary = this.scene.canvas.on("boundary", this._needUpdate, this); } _update() { const WIDTH_INDEX = 2; const HEIGHT_INDEX = 3; const scene = this.scene; const scale = this._scale; const halfSize = 0.5 * scale; const boundary = scene.canvas.boundary; const boundaryWidth = boundary[WIDTH_INDEX]; const boundaryHeight = boundary[HEIGHT_INDEX]; const aspect = boundaryWidth / boundaryHeight; let left; let right; let top; let bottom; if (boundaryWidth > boundaryHeight) { left = -halfSize; right = halfSize; top = halfSize / aspect; bottom = -halfSize / aspect; } else { left = -halfSize * aspect; right = halfSize * aspect; top = halfSize; bottom = -halfSize; } math.orthoMat4c(left, right, bottom, top, this._state.near, this._state.far, this._state.matrix); this._inverseMatrixDirty = true; this._transposedMatrixDirty = true; this.glRedraw(); this.fire("matrix", this._state.matrix); } /** * Sets scale factor for this Ortho's extents on X and Y axis. * * Clamps to minimum value of ````0.01```. * * Fires a "scale" event on change. * * Default value is ````1.0```` * @param {Number} value New scale value. */ set scale(value) { if (value === undefined || value === null) { value = 1.0; } if (value <= 0) { value = 0.01; } this._scale = value; this._needUpdate(0); this.fire("scale", this._scale); } /** * Gets scale factor for this Ortho's extents on X and Y axis. * * Clamps to minimum value of ````0.01```. * * Default value is ````1.0```` * * @returns {Number} New Ortho scale value. */ get scale() { return this._scale; } /** * Sets the position of the Ortho's near plane on the positive View-space Z-axis. * * Fires a "near" emits on change. * * Default value is ````0.1````. * * @param {Number} value New Ortho near plane position. */ set near(value) { const near = (value !== undefined && value !== null) ? value : 0.1; if (this._state.near === near) { return; } this._state.near = near; this._needUpdate(0); this.fire("near", this._state.near); } /** * Gets the position of the Ortho's near plane on the positive View-space Z-axis. * * Default value is ````0.1````. * * @returns {Number} New Ortho near plane position. */ get near() { return this._state.near; } /** * Sets the position of the Ortho's far plane on the positive View-space Z-axis. * * Fires a "far" event on change. * * Default value is ````10000.0````. * * @param {Number} value New far ortho plane position. */ set far(value) { const far = (value !== undefined && value !== null) ? value : 10000.0; if (this._state.far === far) { return; } this._state.far = far; this._needUpdate(0); this.fire("far", this._state.far); } /** * Gets the position of the Ortho's far plane on the positive View-space Z-axis. * * Default value is ````10000.0````. * * @returns {Number} New far ortho plane position. */ get far() { return this._state.far; } /** * Gets the Ortho's projection transform matrix. * * Fires a "matrix" event on change. * * Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````. * * @returns {Number[]} The Ortho's projection matrix. */ get matrix() { if (this._updateScheduled) { this._doUpdate(); } return this._state.matrix; } /** * Gets the inverse of {@link Ortho#matrix}. * * @returns {Number[]} The inverse of {@link Ortho#matrix}. */ get inverseMatrix() { if (this._updateScheduled) { this._doUpdate(); } if (this._inverseMatrixDirty) { math.inverseMat4(this._state.matrix, this._state.inverseMatrix); this._inverseMatrixDirty = false; } return this._state.inverseMatrix; } /** * Gets the transpose of {@link Ortho#matrix}. * * @returns {Number[]} The transpose of {@link Ortho#matrix}. */ get transposedMatrix() { if (this._updateScheduled) { this._doUpdate(); } if (this._transposedMatrixDirty) { math.transposeMat4(this._state.matrix, this._state.transposedMatrix); this._transposedMatrixDirty = false; } return this._state.transposedMatrix; } /** * Un-projects the given Canvas-space coordinates, using this Ortho projection. * * @param {Number[]} canvasPos Inputs 2D Canvas-space coordinates. * @param {Number} screenZ Inputs Screen-space Z coordinate. * @param {Number[]} screenPos Outputs 3D Screen/Clip-space coordinates. * @param {Number[]} viewPos Outputs un-projected 3D View-space coordinates. * @param {Number[]} worldPos Outputs un-projected 3D World-space coordinates. */ unproject(canvasPos, screenZ, screenPos, viewPos, worldPos) { const canvas = this.scene.canvas.canvas; const halfCanvasWidth = canvas.offsetWidth / 2.0; const halfCanvasHeight = canvas.offsetHeight / 2.0; screenPos[0] = (canvasPos[0] - halfCanvasWidth) / halfCanvasWidth; screenPos[1] = (canvasPos[1] - halfCanvasHeight) / halfCanvasHeight; screenPos[2] = screenZ; screenPos[3] = 1.0; math.mulMat4v4(this.inverseMatrix, screenPos, viewPos); math.mulVec3Scalar(viewPos, 1.0 / viewPos[3]); viewPos[3] = 1.0; viewPos[1] *= -1; math.mulMat4v4(this.camera.inverseViewMatrix, viewPos, worldPos); return worldPos; } /** @private * */ destroy() { super.destroy(); this._state.destroy(); this.scene.canvas.off(this._onCanvasBoundary); } } export {Ortho};