273 lines
5.8 KiB
TypeScript
273 lines
5.8 KiB
TypeScript
import { vec3, vec2, mat4 } from 'gl-matrix';
|
|
import { GLCanvas } from './GLCanvas';
|
|
|
|
/**
|
|
* 摄像机
|
|
*/
|
|
class Camera{
|
|
|
|
private canvas: GLCanvas;
|
|
|
|
/**
|
|
* 视点
|
|
*/
|
|
public eye: vec3;
|
|
|
|
/**
|
|
* 目标
|
|
*/
|
|
public target: vec3;
|
|
|
|
/**
|
|
* 镜头旋转方向
|
|
*/
|
|
public up: vec3;
|
|
|
|
/**
|
|
* 视野大小
|
|
*/
|
|
public range: number = Math.PI / 9;
|
|
|
|
/**
|
|
* 画布宽高比例
|
|
*/
|
|
public ratio: number = 1.;
|
|
|
|
/**
|
|
* 进远平面距离
|
|
*/
|
|
public nearFar: vec2;
|
|
|
|
/**
|
|
* 观察者矩阵
|
|
*/
|
|
public viewMat: mat4;
|
|
|
|
/**
|
|
* 观察者矩阵
|
|
*/
|
|
public projectionMat: mat4;
|
|
|
|
/**
|
|
* 变换矩阵
|
|
*/
|
|
public transformMat: mat4;
|
|
|
|
/**
|
|
* 逆变换矩阵
|
|
*/
|
|
public transformNMat: mat4;
|
|
|
|
/**
|
|
* 构造函数设置初始值
|
|
*/
|
|
public constructor(canvas: GLCanvas) {
|
|
|
|
this.canvas = canvas;
|
|
|
|
// 设置全部参数的初始值
|
|
this.eye = vec3.create();
|
|
this.target = vec3.create();
|
|
this.up = vec3.create();
|
|
this.nearFar = vec2.create();
|
|
this.viewMat = mat4.create();
|
|
|
|
this.projectionMat = mat4.create();
|
|
this.transformMat = mat4.create();
|
|
this.transformNMat = mat4.create();
|
|
|
|
|
|
|
|
// 设置视点初始值
|
|
vec3.set(this.eye, 0., 0., 10.);
|
|
|
|
// 设置向上方向
|
|
vec3.set(this.up, 0., 1., 0.);
|
|
|
|
// 设置进远平面
|
|
vec2.set(this.nearFar, 0.001, 1000.);
|
|
|
|
// 射线追踪临时变量
|
|
this.tempRayP = vec3.create();
|
|
this.tempRayO = vec3.create();
|
|
this.tempRayPoint = vec3.create();
|
|
}
|
|
|
|
private tempRayPoint: vec3;
|
|
private tempRayP: vec3;
|
|
private tempRayO: vec3;
|
|
|
|
/**
|
|
* 生成变换需要的全部矩阵
|
|
*/
|
|
public generateMat(){
|
|
|
|
// 更新 ratio
|
|
this.ratio = this.canvas.ratio;
|
|
|
|
// 更新观察者矩阵
|
|
mat4.lookAt(this.viewMat, this.eye, this.target, this.up);
|
|
|
|
// 更新投影矩阵
|
|
mat4.perspective(this.projectionMat,
|
|
this.range, this.ratio, this.nearFar[0], this.nearFar[1]);
|
|
|
|
// 更新变换矩阵
|
|
mat4.multiply(this.transformMat, this.projectionMat, this.viewMat);
|
|
|
|
// 计算逆矩阵
|
|
mat4.invert(this.transformNMat, this.transformMat);
|
|
}
|
|
|
|
/**
|
|
* X 轴旋转角度
|
|
* [0 - 360)
|
|
*/
|
|
public angleX:number = 90;
|
|
|
|
/**
|
|
* Y 轴旋转角度
|
|
* [90 - -90]
|
|
*/
|
|
public angleY:number = 0;
|
|
|
|
/**
|
|
* 通过角度设置视点
|
|
*/
|
|
public setEyeFromAngle(){
|
|
|
|
// 平移至原点
|
|
vec3.sub(this.eye, this.eye, this.target);
|
|
|
|
// 计算视点距离
|
|
let dis = vec3.length(this.eye);
|
|
|
|
// 计算方向角
|
|
let anDir = vec3.create();
|
|
|
|
// 设置水平旋转坐标
|
|
let dx = Math.cos(this.angleX * Math.PI / 180);
|
|
let dz = Math.sin(this.angleX * Math.PI / 180);
|
|
|
|
// 计算垂直旋转坐标
|
|
let dv = Math.cos(this.angleY * Math.PI / 180);
|
|
let dy = Math.sin(this.angleY * Math.PI / 180);
|
|
|
|
// 合成
|
|
vec3.set(anDir,
|
|
dx * dv * dis,
|
|
dy * dis,
|
|
dz * dv * dis
|
|
);
|
|
|
|
// 赋值
|
|
vec3.copy(this.eye, anDir);
|
|
|
|
// 平移回视点
|
|
vec3.add(this.eye, this.eye, this.target);
|
|
}
|
|
|
|
/**
|
|
* 控制灵敏度
|
|
*/
|
|
public sensitivity:number = .5;
|
|
|
|
/**
|
|
* 摄像机控制函数
|
|
*/
|
|
public ctrl(x:number, y:number) {
|
|
|
|
this.angleX += x * this.sensitivity;
|
|
this.angleY += y * this.sensitivity;
|
|
|
|
if (this.angleX > 360) this.angleX = this.angleX - 360;
|
|
if (this.angleX < 0) this.angleX = 360 + this.angleX;
|
|
|
|
if (this.angleY > 90) this.angleY = 90;
|
|
if (this.angleY < -90) this.angleY = -90;
|
|
|
|
this.setEyeFromAngle();
|
|
}
|
|
|
|
/**
|
|
* 射线追踪
|
|
*/
|
|
public rayTrack(x: number, y: number): [vec3, vec3] {
|
|
|
|
// 逆变换
|
|
vec3.set(this.tempRayP, x, y, 1);
|
|
vec3.transformMat4(this.tempRayP, this.tempRayP, this.transformNMat);
|
|
|
|
vec3.set(this.tempRayO, x, y, 0);
|
|
vec3.transformMat4(this.tempRayO, this.tempRayO, this.transformNMat);
|
|
|
|
vec3.sub(this.tempRayP, this.tempRayP, this.tempRayO);
|
|
vec3.normalize(this.tempRayP, this.tempRayP);
|
|
|
|
return [this.tempRayO, this.tempRayP];
|
|
}
|
|
|
|
/**
|
|
* 极限追踪距离
|
|
*/
|
|
public EL:number = 1e-5;
|
|
|
|
private scaleRay(D: number, d: number, o: vec3, p: vec3): vec3 {
|
|
|
|
// 限制 d
|
|
if (d < this.EL) d = this.EL;
|
|
|
|
let len = D / d;
|
|
|
|
this.tempRayPoint[0] = o[0] + p[0] * len;
|
|
this.tempRayPoint[1] = o[1] + p[1] * len;
|
|
this.tempRayPoint[2] = o[2] + p[2] * len;
|
|
|
|
return this.tempRayPoint;
|
|
}
|
|
|
|
/**
|
|
* 计算射线与 XY 平面焦点
|
|
* @param o 射线原点
|
|
* @param p 射线方向
|
|
* @param k 交点距离
|
|
*/
|
|
public intersectionLineXYPlant(o: vec3, p: vec3, k: number = 0): vec3 {
|
|
|
|
let d = Math.abs(p[2] - k);
|
|
let D = Math.abs(o[2] - k);
|
|
|
|
return this.scaleRay(D, d, o, p);
|
|
}
|
|
|
|
/**
|
|
* 计算射线与 XZ 平面焦点
|
|
* @param o 射线原点
|
|
* @param p 射线方向
|
|
* @param k 交点距离
|
|
*/
|
|
public intersectionLineXZPlant(o: vec3, p: vec3, k:number = 0): vec3 {
|
|
|
|
let d = Math.abs(p[1] - k);
|
|
let D = Math.abs(o[1] - k);
|
|
|
|
return this.scaleRay(D, d, o, p);
|
|
}
|
|
|
|
/**
|
|
* 计算射线与 YZ 平面焦点
|
|
* @param o 射线原点
|
|
* @param p 射线方向
|
|
* @param k 交点距离
|
|
*/
|
|
public intersectionLineYZPlant(o: vec3, p: vec3, k: number = 0): vec3 {
|
|
|
|
let d = Math.abs(p[0] - k);
|
|
let D = Math.abs(o[0] - k);
|
|
|
|
return this.scaleRay(D, d, o, p);
|
|
}
|
|
}
|
|
|
|
export default Camera;
|
|
export { Camera }; |