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import { Quaternion } from "../math/Quaternion";
import { Matrix3 } from "../math/Matrix3";
import { Matrix4 } from "../math/Matrix4";
import { Vector3 } from "../math/Vector3";
class CameraData {
private _fx: number = 1132;
private _fy: number = 1132;
private _near: number = 0.1;
private _far: number = 100;
private _width: number = 512;
private _height: number = 512;
private _projectionMatrix: Matrix4 = new Matrix4();
private _viewMatrix: Matrix4 = new Matrix4();
private _viewProj: Matrix4 = new Matrix4();
update: (position: Vector3, rotation: Quaternion) => void;
setSize: (width: number, height: number) => void;
private _updateProjectionMatrix: () => void;
constructor() {
this._updateProjectionMatrix = () => {
// prettier-ignore
this._projectionMatrix = new Matrix4(
2 * this.fx / this.width, 0, 0, 0,
0, -2 * this.fy / this.height, 0, 0,
0, 0, this.far / (this.far - this.near), 1,
0, 0, -(this.far * this.near) / (this.far - this.near), 0
);
this._viewProj = this.projectionMatrix.multiply(this.viewMatrix);
};
this.update = (position: Vector3, rotation: Quaternion) => {
const R = Matrix3.RotationFromQuaternion(rotation).buffer;
const t = position.flat();
// prettier-ignore
this._viewMatrix = new Matrix4(
R[0], R[1], R[2], 0,
R[3], R[4], R[5], 0,
R[6], R[7], R[8], 0,
-t[0] * R[0] - t[1] * R[3] - t[2] * R[6],
-t[0] * R[1] - t[1] * R[4] - t[2] * R[7],
-t[0] * R[2] - t[1] * R[5] - t[2] * R[8],
1,
);
this._viewProj = this.projectionMatrix.multiply(this.viewMatrix);
};
this.setSize = (width: number, height: number) => {
this._width = width;
this._height = height;
this._updateProjectionMatrix();
};
}
get fx() {
return this._fx;
}
set fx(fx: number) {
if (this._fx !== fx) {
this._fx = fx;
this._updateProjectionMatrix();
}
}
get fy() {
return this._fy;
}
set fy(fy: number) {
if (this._fy !== fy) {
this._fy = fy;
this._updateProjectionMatrix();
}
}
get near() {
return this._near;
}
set near(near: number) {
if (this._near !== near) {
this._near = near;
this._updateProjectionMatrix();
}
}
get far() {
return this._far;
}
set far(far: number) {
if (this._far !== far) {
this._far = far;
this._updateProjectionMatrix();
}
}
get width() {
return this._width;
}
get height() {
return this._height;
}
get projectionMatrix() {
return this._projectionMatrix;
}
get viewMatrix() {
return this._viewMatrix;
}
get viewProj() {
return this._viewProj;
}
}
export { CameraData };
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