Add Camera
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2235063a24
commit
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11
package-lock.json
generated
11
package-lock.json
generated
@ -10,6 +10,7 @@
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"license": "GPL",
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"dependencies": {
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"@juggle/resize-observer": "^3.3.1",
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"gl-matrix": "^3.4.3",
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"react": "^17.0.2",
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"react-dom": "^17.0.2"
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},
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@ -2540,6 +2541,11 @@
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"assert-plus": "^1.0.0"
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}
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},
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"node_modules/gl-matrix": {
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"version": "3.4.3",
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"resolved": "https://registry.npmjs.org/gl-matrix/-/gl-matrix-3.4.3.tgz",
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"integrity": "sha512-wcCp8vu8FT22BnvKVPjXa/ICBWRq/zjFfdofZy1WSpQZpphblv12/bOQLBC1rMM7SGOFS9ltVmKOHil5+Ml7gA=="
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},
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"node_modules/glob": {
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"version": "7.2.0",
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"resolved": "https://registry.npmjs.org/glob/-/glob-7.2.0.tgz",
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@ -8756,6 +8762,11 @@
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"assert-plus": "^1.0.0"
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}
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},
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"gl-matrix": {
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"version": "3.4.3",
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"resolved": "https://registry.npmjs.org/gl-matrix/-/gl-matrix-3.4.3.tgz",
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"integrity": "sha512-wcCp8vu8FT22BnvKVPjXa/ICBWRq/zjFfdofZy1WSpQZpphblv12/bOQLBC1rMM7SGOFS9ltVmKOHil5+Ml7gA=="
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},
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"glob": {
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"version": "7.2.0",
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"resolved": "https://registry.npmjs.org/glob/-/glob-7.2.0.tgz",
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@ -37,6 +37,7 @@
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},
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"dependencies": {
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"@juggle/resize-observer": "^3.3.1",
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"gl-matrix": "^3.4.3",
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"react": "^17.0.2",
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"react-dom": "^17.0.2"
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}
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@ -2,6 +2,7 @@ import { AbstractRenderer, IRendererParam, IAnyObject } from "@Model/Renderer";
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import { EventType } from "@Model/Emitter";
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import { GLCanvas, GLCanvasOption } from "./GLCanvas";
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import { GLContext } from "./GLContext";
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import { Camera } from "./Camera";
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import { Clock } from "@Model/Clock";
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interface IRendererOwnParams {}
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@ -27,6 +28,11 @@ abstract class BasicRenderer<
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*/
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public canvas: GLCanvas;
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/**
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* 主相机
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*/
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public camera: Camera;
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/**
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* 渲染时钟
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*/
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@ -46,6 +52,9 @@ abstract class BasicRenderer<
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// 实例化画布对象
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this.canvas = new GLCanvas(canvas, this.param);
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// 实例化摄像机
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this.camera = new Camera(this.canvas);
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// 尝试 webgl2
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this.gl = this.canvas.can.getContext("webgl2") as any;
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if (this.gl) {
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@ -21,9 +21,7 @@ interface IBasicsShaderUniform {
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*/
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class BasicsShader extends GLShader<IBasicsShaderAttribute, IBasicsShaderUniform>{
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public onLoad(context: GLContext) {
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super.onLoad(context);
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public onLoad() {
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// 顶点着色
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const vertex = `
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273
source/GLRender/Camera.ts
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273
source/GLRender/Camera.ts
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@ -0,0 +1,273 @@
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import { vec3, vec2, mat4 } from 'gl-matrix';
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import { GLCanvas } from './GLCanvas';
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/**
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* 摄像机
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*/
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class Camera{
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private canvas: GLCanvas;
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/**
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* 视点
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*/
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public eye: vec3;
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/**
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* 目标
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*/
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public target: vec3;
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/**
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* 镜头旋转方向
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*/
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public up: vec3;
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/**
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* 视野大小
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*/
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public range: number = Math.PI / 9;
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/**
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* 画布宽高比例
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*/
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public ratio: number = 1.;
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/**
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* 进远平面距离
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*/
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public nearFar: vec2;
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/**
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* 观察者矩阵
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*/
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public viewMat: mat4;
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/**
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* 观察者矩阵
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*/
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public projectionMat: mat4;
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/**
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* 变换矩阵
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*/
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public transformMat: mat4;
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/**
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* 逆变换矩阵
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*/
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public transformNMat: mat4;
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/**
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* 构造函数设置初始值
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*/
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public constructor(canvas: GLCanvas) {
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this.canvas = canvas;
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// 设置全部参数的初始值
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this.eye = vec3.create();
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this.target = vec3.create();
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this.up = vec3.create();
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this.nearFar = vec2.create();
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this.viewMat = mat4.create();
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this.projectionMat = mat4.create();
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this.transformMat = mat4.create();
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this.transformNMat = mat4.create();
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// 设置视点初始值
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vec3.set(this.eye, 0., 0., 10.);
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// 设置向上方向
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vec3.set(this.up, 0., 1., 0.);
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// 设置进远平面
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vec2.set(this.nearFar, 0.001, 1000.);
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// 射线追踪临时变量
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this.tempRayP = vec3.create();
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this.tempRayO = vec3.create();
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this.tempRayPoint = vec3.create();
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}
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private tempRayPoint: vec3;
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private tempRayP: vec3;
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private tempRayO: vec3;
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/**
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* 生成变换需要的全部矩阵
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*/
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public generateMat(){
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// 更新 ratio
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this.ratio = this.canvas.ratio;
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// 更新观察者矩阵
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mat4.lookAt(this.viewMat, this.eye, this.target, this.up);
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// 更新投影矩阵
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mat4.perspective(this.projectionMat,
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this.range, this.ratio, this.nearFar[0], this.nearFar[1]);
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// 更新变换矩阵
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mat4.multiply(this.transformMat, this.projectionMat, this.viewMat);
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// 计算逆矩阵
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mat4.invert(this.transformNMat, this.transformMat);
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}
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/**
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* X 轴旋转角度
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* [0 - 360)
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*/
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public angleX:number = 90;
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/**
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* Y 轴旋转角度
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* [90 - -90]
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*/
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public angleY:number = 0;
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/**
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* 通过角度设置视点
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*/
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public setEyeFromAngle(){
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// 平移至原点
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vec3.sub(this.eye, this.eye, this.target);
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// 计算视点距离
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let dis = vec3.length(this.eye);
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// 计算方向角
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let anDir = vec3.create();
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// 设置水平旋转坐标
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let dx = Math.cos(this.angleX * Math.PI / 180);
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let dz = Math.sin(this.angleX * Math.PI / 180);
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// 计算垂直旋转坐标
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let dv = Math.cos(this.angleY * Math.PI / 180);
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let dy = Math.sin(this.angleY * Math.PI / 180);
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// 合成
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vec3.set(anDir,
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dx * dv * dis,
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dy * dis,
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dz * dv * dis
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);
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// 赋值
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vec3.copy(this.eye, anDir);
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// 平移回视点
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vec3.add(this.eye, this.eye, this.target);
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}
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/**
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* 控制灵敏度
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*/
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public sensitivity:number = .5;
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/**
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* 摄像机控制函数
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*/
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public ctrl(x:number, y:number) {
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this.angleX += x * this.sensitivity;
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this.angleY += y * this.sensitivity;
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if (this.angleX > 360) this.angleX = this.angleX - 360;
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if (this.angleX < 0) this.angleX = 360 + this.angleX;
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if (this.angleY > 90) this.angleY = 90;
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if (this.angleY < -90) this.angleY = -90;
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this.setEyeFromAngle();
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}
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/**
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* 射线追踪
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*/
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public rayTrack(x: number, y: number): [vec3, vec3] {
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// 逆变换
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vec3.set(this.tempRayP, x, y, 1);
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vec3.transformMat4(this.tempRayP, this.tempRayP, this.transformNMat);
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vec3.set(this.tempRayO, x, y, 0);
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vec3.transformMat4(this.tempRayO, this.tempRayO, this.transformNMat);
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vec3.sub(this.tempRayP, this.tempRayP, this.tempRayO);
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vec3.normalize(this.tempRayP, this.tempRayP);
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return [this.tempRayO, this.tempRayP];
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}
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/**
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* 极限追踪距离
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*/
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public EL:number = 1e-5;
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private scaleRay(D: number, d: number, o: vec3, p: vec3): vec3 {
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// 限制 d
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if (d < this.EL) d = this.EL;
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let len = D / d;
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this.tempRayPoint[0] = o[0] + p[0] * len;
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this.tempRayPoint[1] = o[1] + p[1] * len;
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this.tempRayPoint[2] = o[2] + p[2] * len;
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return this.tempRayPoint;
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}
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/**
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* 计算射线与 XY 平面焦点
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* @param o 射线原点
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* @param p 射线方向
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* @param k 交点距离
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*/
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public intersectionLineXYPlant(o: vec3, p: vec3, k: number = 0): vec3 {
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let d = Math.abs(p[2] - k);
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let D = Math.abs(o[2] - k);
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return this.scaleRay(D, d, o, p);
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}
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/**
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* 计算射线与 XZ 平面焦点
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* @param o 射线原点
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* @param p 射线方向
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* @param k 交点距离
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*/
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public intersectionLineXZPlant(o: vec3, p: vec3, k:number = 0): vec3 {
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let d = Math.abs(p[1] - k);
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let D = Math.abs(o[1] - k);
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return this.scaleRay(D, d, o, p);
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}
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/**
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* 计算射线与 YZ 平面焦点
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* @param o 射线原点
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* @param p 射线方向
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* @param k 交点距离
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*/
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public intersectionLineYZPlant(o: vec3, p: vec3, k: number = 0): vec3 {
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let d = Math.abs(p[0] - k);
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let D = Math.abs(o[0] - k);
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return this.scaleRay(D, d, o, p);
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}
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}
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export default Camera;
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export { Camera };
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@ -11,8 +11,7 @@ class ClassicRenderer extends BasicRenderer<{}, IClassicRendererParams> {
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// 自动调节分辨率
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this.autoResize();
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let shader = new BasicsShader();
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!shader.isLoad && shader.onLoad(this.gl);
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let shader = new BasicsShader().bindRenderer(this);
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// 运行
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this.run();
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import { Emitter, EventType } from "@Model/Emitter";
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import BasicRenderer from "./BasicRenderer";
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export type GLContext = WebGL2RenderingContext | WebGLRenderingContext;
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@ -14,17 +15,30 @@ export abstract class GLContextObject<
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*/
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protected gl: GLContext = undefined as any;
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/**
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* 使用的渲染器
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*/
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protected renderer: BasicRenderer = undefined as any;
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/**
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* 是否加载
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*/
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public get isLoad(): boolean {
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return !!this.gl;
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return !!(this.gl && this.renderer);
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}
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/**
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* 初始化
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*/
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public bindRenderer(renderer: BasicRenderer): this {
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this.renderer = renderer;
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this.gl = this.renderer.gl;
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this.onLoad();
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return this;
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}
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/**
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* 初始化生命周期
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*/
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public onLoad(context: GLContext): any {
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this.gl = context;
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};
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abstract onLoad(): any;
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}
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