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 };