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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 {math} from '../math/math.js'; import {Component} from '../Component.js'; import {RenderState} from '../webgl/RenderState.js'; /** * @desc Defines its {@link Camera}'s perspective projection using a field-of-view angle. * * * Located at {@link Camera#perspective}. * * Implicitly sets the left, right, top, bottom frustum planes using {@link Perspective#fov}. * * {@link Perspective#near} and {@link Perspective#far} specify the distances to the WebGL clipping planes. */ class Perspective extends Component { /** @private */ get type() { return "Perspective"; } /** * @constructor * @private */ constructor(camera, cfg = {}) { super(camera, cfg); /** * The Camera this Perspective 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._fov = 60.0; // Recompute aspect from change in canvas size this._canvasResized = this.scene.canvas.on("boundary", this._needUpdate, this); this.fov = cfg.fov; this.fovAxis = cfg.fovAxis; this.near = cfg.near; this.far = cfg.far; } _update() { const WIDTH_INDEX = 2; const HEIGHT_INDEX = 3; const boundary = this.scene.canvas.boundary; const aspect = boundary[WIDTH_INDEX] / boundary[HEIGHT_INDEX]; const fovAxis = this._fovAxis; let fov = this._fov; if (fovAxis === "x" || (fovAxis === "min" && aspect < 1) || (fovAxis === "max" && aspect > 1)) { fov = fov / aspect; } fov = Math.min(fov, 120); math.perspectiveMat4(fov * (Math.PI / 180.0), aspect, this._state.near, this._state.far, this._state.matrix); this._inverseMatrixDirty = true; this._transposedMatrixDirty = true; this.glRedraw(); this.camera._updateScheduled = true; this.fire("matrix", this._state.matrix); } /** * Sets the Perspective's field-of-view angle (FOV). * * Fires an "fov" event on change. * Default value is ````60.0````. * * @param {Number} value New field-of-view. */ set fov(value) { value = (value !== undefined && value !== null) ? value : 60.0; if (value === this._fov) { return; } this._fov = value; this._needUpdate(0); // Ensure matrix built on next "tick" this.fire("fov", this._fov); } /** * Gets the Perspective's field-of-view angle (FOV). * * Default value is ````60.0````. * * @returns {Number} Current field-of-view. */ get fov() { return this._fov; } /** * Sets the Perspective's FOV axis. * * Options are ````"x"````, ````"y"```` or ````"min"````, to use the minimum axis. * * Fires an "fovAxis" event on change. * Default value ````"min"````. * * @param {String} value New FOV axis value. */ set fovAxis(value) { value = value || "min"; if (this._fovAxis === value) { return; } if (value !== "x" && value !== "y" && value !== "min") { this.error("Unsupported value for 'fovAxis': " + value + " - defaulting to 'min'"); value = "min"; } this._fovAxis = value; this._needUpdate(0); // Ensure matrix built on next "tick" this.fire("fovAxis", this._fovAxis); } /** * Gets the Perspective's FOV axis. * * Options are ````"x"````, ````"y"```` or ````"min"````, to use the minimum axis. * * Fires an "fovAxis" event on change. * Default value is ````"min"````. * * @returns {String} The current FOV axis value. */ get fovAxis() { return this._fovAxis; } /** * Sets the position of the Perspective's near plane on the positive View-space Z-axis. * * Fires a "near" event on change. * * Default value is ````0.1````. * * @param {Number} value New Perspective 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); // Ensure matrix built on next "tick" this.fire("near", this._state.near); } /** * Gets the position of the Perspective's near plane on the positive View-space Z-axis. * * Fires an "emits" emits on change. * * Default value is ````0.1````. * * @returns The Perspective's near plane position. */ get near() { return this._state.near; } /** * Sets the position of this Perspective'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 Perspective far 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); // Ensure matrix built on next "tick" this.fire("far", this._state.far); } /** * Gets the position of this Perspective's far plane on the positive View-space Z-axis. * * Default value is ````10000.0````. * * @return {Number} The Perspective's far plane position. */ get far() { return this._state.far; } /** * Gets the Perspective'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 Perspective's projection matrix. */ get matrix() { if (this._updateScheduled) { this._doUpdate(); } return this._state.matrix; } /** * Gets the inverse of {@link Perspective#matrix}. * * @returns {Number[]} The inverse of {@link Perspective#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 Perspective#matrix}. * * @returns {Number[]} The transpose of {@link Perspective#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 and Screen-space depth, using this Perspective 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._canvasResized); } } export {Perspective};