molstar
Version:
A comprehensive macromolecular library.
52 lines (51 loc) • 2.68 kB
JavaScript
/**
* Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author David Sehnal <david.sehnal@gmail.com>
*/
import { clamp } from '../../../mol-math/interpolate';
import { Quat } from '../../../mol-math/linear-algebra/3d/quat';
import { Vec3 } from '../../../mol-math/linear-algebra/3d/vec3';
import { ParamDefinition as PD } from '../../../mol-util/param-definition';
import { PluginStateAnimation } from '../model';
const _dir = Vec3(), _axis = Vec3(), _rot = Quat();
export const AnimateCameraSpin = PluginStateAnimation.create({
name: 'built-in.animate-camera-spin',
display: { name: 'Camera Spin', description: 'Spin the 3D scene around the x-axis in view space' },
isExportable: true,
params: () => ({
durationInMs: PD.Numeric(4000, { min: 100, max: 20000, step: 100 }),
speed: PD.Numeric(1, { min: 1, max: 10, step: 1 }, { description: 'How many times to spin in the specified duration.' }),
direction: PD.Select('cw', [['cw', 'Clockwise'], ['ccw', 'Counter Clockwise']], { cycle: true })
}),
initialState: (_, ctx) => { var _a; return ({ snapshot: (_a = ctx.canvas3d) === null || _a === void 0 ? void 0 : _a.camera.getSnapshot() }); },
getDuration: p => ({ kind: 'fixed', durationMs: p.durationInMs }),
teardown: (_, state, ctx) => {
var _a;
(_a = ctx.canvas3d) === null || _a === void 0 ? void 0 : _a.requestCameraReset({ snapshot: state.snapshot, durationMs: 0 });
},
async apply(animState, t, ctx) {
var _a, _b;
if (t.current === 0) {
return { kind: 'next', state: animState };
}
const snapshot = animState.snapshot;
if (snapshot.radiusMax < 0.0001) {
return { kind: 'finished' };
}
const phase = t.animation
? ((_a = t.animation) === null || _a === void 0 ? void 0 : _a.currentFrame) / (t.animation.frameCount + 1)
: clamp(t.current / ctx.params.durationInMs, 0, 1);
const angle = 2 * Math.PI * phase * ctx.params.speed * (ctx.params.direction === 'ccw' ? -1 : 1);
Vec3.sub(_dir, snapshot.position, snapshot.target);
Vec3.normalize(_axis, snapshot.up);
Quat.setAxisAngle(_rot, _axis, angle);
Vec3.transformQuat(_dir, _dir, _rot);
const position = Vec3.add(Vec3(), snapshot.target, _dir);
(_b = ctx.plugin.canvas3d) === null || _b === void 0 ? void 0 : _b.requestCameraReset({ snapshot: { ...snapshot, position }, durationMs: 0 });
if (phase >= 0.99999) {
return { kind: 'finished' };
}
return { kind: 'next', state: animState };
}
});