molstar
Version:
A comprehensive macromolecular library.
125 lines • 4.93 kB
JavaScript
/**
* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author David Sehnal <david.sehnal@gmail.com>
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*
* Adapted from three.js, The MIT License, Copyright © 2010-2020 three.js authors
*/
import { __assign } from "tslib";
import { Mat4 } from '../../mol-math/linear-algebra';
import { ParamDefinition as PD } from '../../mol-util/param-definition';
import { Camera } from '../camera';
import { Viewport } from './util';
export var StereoCameraParams = {
eyeSeparation: PD.Numeric(0.064, { min: 0.01, max: 0.5, step: 0.001 }),
focus: PD.Numeric(10, { min: 1, max: 100, step: 0.01 }),
};
export var DefaultStereoCameraProps = PD.getDefaultValues(StereoCameraParams);
export { StereoCamera };
var StereoCamera = /** @class */ (function () {
function StereoCamera(parent, props) {
if (props === void 0) { props = {}; }
this.parent = parent;
this.left = new EyeCamera();
this.right = new EyeCamera();
this.props = __assign(__assign({}, DefaultStereoCameraProps), props);
}
Object.defineProperty(StereoCamera.prototype, "viewport", {
get: function () {
return this.parent.viewport;
},
enumerable: false,
configurable: true
});
Object.defineProperty(StereoCamera.prototype, "viewOffset", {
get: function () {
return this.parent.viewOffset;
},
enumerable: false,
configurable: true
});
StereoCamera.prototype.setProps = function (props) {
Object.assign(this.props, props);
};
StereoCamera.prototype.update = function () {
this.parent.update();
update(this.parent, this.props, this.left, this.right);
};
return StereoCamera;
}());
(function (StereoCamera) {
function is(camera) {
return 'left' in camera && 'right' in camera;
}
StereoCamera.is = is;
})(StereoCamera || (StereoCamera = {}));
var EyeCamera = /** @class */ (function () {
function EyeCamera() {
this.viewport = Viewport.create(0, 0, 0, 0);
this.view = Mat4();
this.projection = Mat4();
this.projectionView = Mat4();
this.inverseProjectionView = Mat4();
this.state = Camera.createDefaultSnapshot();
this.viewOffset = Camera.ViewOffset();
this.far = 0;
this.near = 0;
this.fogFar = 0;
this.fogNear = 0;
}
return EyeCamera;
}());
var eyeLeft = Mat4.identity(), eyeRight = Mat4.identity();
function update(camera, props, left, right) {
// Copy the states
Viewport.copy(left.viewport, camera.viewport);
Mat4.copy(left.view, camera.view);
Mat4.copy(left.projection, camera.projection);
Camera.copySnapshot(left.state, camera.state);
Camera.copyViewOffset(left.viewOffset, camera.viewOffset);
left.far = camera.far;
left.near = camera.near;
left.fogFar = camera.fogFar;
left.fogNear = camera.fogNear;
Viewport.copy(right.viewport, camera.viewport);
Mat4.copy(right.view, camera.view);
Mat4.copy(right.projection, camera.projection);
Camera.copySnapshot(right.state, camera.state);
Camera.copyViewOffset(right.viewOffset, camera.viewOffset);
right.far = camera.far;
right.near = camera.near;
right.fogFar = camera.fogFar;
right.fogNear = camera.fogNear;
// update the view offsets
var w = Math.floor(camera.viewport.width / 2);
var aspect = w / camera.viewport.height;
left.viewport.width = w;
right.viewport.x += w;
right.viewport.width -= w;
// update the projection and view matrices
var eyeSepHalf = props.eyeSeparation / 2;
var eyeSepOnProjection = eyeSepHalf * camera.near / props.focus;
var ymax = camera.near * Math.tan(camera.state.fov * 0.5);
var xmin, xmax;
// translate xOffset
eyeLeft[12] = -eyeSepHalf;
eyeRight[12] = eyeSepHalf;
// for left eye
xmin = -ymax * aspect + eyeSepOnProjection;
xmax = ymax * aspect + eyeSepOnProjection;
left.projection[0] = 2 * camera.near / (xmax - xmin);
left.projection[8] = (xmax + xmin) / (xmax - xmin);
Mat4.mul(left.view, left.view, eyeLeft);
Mat4.mul(left.projectionView, left.projection, left.view);
Mat4.invert(left.inverseProjectionView, left.projectionView);
// for right eye
xmin = -ymax * aspect - eyeSepOnProjection;
xmax = ymax * aspect - eyeSepOnProjection;
right.projection[0] = 2 * camera.near / (xmax - xmin);
right.projection[8] = (xmax + xmin) / (xmax - xmin);
Mat4.mul(right.view, right.view, eyeRight);
Mat4.mul(right.projectionView, right.projection, right.view);
Mat4.invert(right.inverseProjectionView, right.projectionView);
}
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