initial commit

This commit is contained in:
Mahdi Dibaiee
2018-12-25 17:29:22 +03:30
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/**
* @author mrdoob / http://mrdoob.com/
*/
import { PerspectiveCamera } from './PerspectiveCamera.js';
function ArrayCamera( array ) {
PerspectiveCamera.call( this );
this.cameras = array || [];
}
ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
constructor: ArrayCamera,
isArrayCamera: true
} );
export { ArrayCamera };

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lib/cameras/Camera.js Normal file
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/**
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
* @author WestLangley / http://github.com/WestLangley
*/
import { Matrix4 } from '../math/Matrix4.js';
import { Object3D } from '../core/Object3D.js';
import { Vector3 } from '../math/Vector3.js';
function Camera() {
Object3D.call( this );
this.type = 'Camera';
this.matrixWorldInverse = new Matrix4();
this.projectionMatrix = new Matrix4();
this.projectionMatrixInverse = new Matrix4();
}
Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Camera,
isCamera: true,
copy: function ( source, recursive ) {
Object3D.prototype.copy.call( this, source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
return this;
},
getWorldDirection: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
target = new Vector3();
}
this.updateMatrixWorld( true );
var e = this.matrixWorld.elements;
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
},
updateMatrixWorld: function ( force ) {
Object3D.prototype.updateMatrixWorld.call( this, force );
this.matrixWorldInverse.getInverse( this.matrixWorld );
},
clone: function () {
return new this.constructor().copy( this );
}
} );
export { Camera };

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lib/cameras/CubeCamera.js Normal file
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import { Object3D } from '../core/Object3D.js';
import { WebGLRenderTargetCube } from '../renderers/WebGLRenderTargetCube.js';
import { LinearFilter, RGBFormat } from '../constants.js';
import { Vector3 } from '../math/Vector3.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
/**
* Camera for rendering cube maps
* - renders scene into axis-aligned cube
*
* @author alteredq / http://alteredqualia.com/
*/
function CubeCamera( near, far, cubeResolution, options ) {
Object3D.call( this );
this.type = 'CubeCamera';
var fov = 90, aspect = 1;
var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
cameraPX.up.set( 0, - 1, 0 );
cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
this.add( cameraPX );
var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
cameraNX.up.set( 0, - 1, 0 );
cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
this.add( cameraNX );
var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
cameraPY.up.set( 0, 0, 1 );
cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
this.add( cameraPY );
var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
cameraNY.up.set( 0, 0, - 1 );
cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
this.add( cameraNY );
var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
cameraPZ.up.set( 0, - 1, 0 );
cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
this.add( cameraPZ );
var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
cameraNZ.up.set( 0, - 1, 0 );
cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
this.add( cameraNZ );
options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
this.renderTarget.texture.name = "CubeCamera";
this.update = function ( renderer, scene ) {
if ( this.parent === null ) this.updateMatrixWorld();
var renderTarget = this.renderTarget;
var generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
renderTarget.activeCubeFace = 0;
renderer.render( scene, cameraPX, renderTarget );
renderTarget.activeCubeFace = 1;
renderer.render( scene, cameraNX, renderTarget );
renderTarget.activeCubeFace = 2;
renderer.render( scene, cameraPY, renderTarget );
renderTarget.activeCubeFace = 3;
renderer.render( scene, cameraNY, renderTarget );
renderTarget.activeCubeFace = 4;
renderer.render( scene, cameraPZ, renderTarget );
renderTarget.texture.generateMipmaps = generateMipmaps;
renderTarget.activeCubeFace = 5;
renderer.render( scene, cameraNZ, renderTarget );
renderer.setRenderTarget( null );
};
this.clear = function ( renderer, color, depth, stencil ) {
var renderTarget = this.renderTarget;
for ( var i = 0; i < 6; i ++ ) {
renderTarget.activeCubeFace = i;
renderer.setRenderTarget( renderTarget );
renderer.clear( color, depth, stencil );
}
renderer.setRenderTarget( null );
};
}
CubeCamera.prototype = Object.create( Object3D.prototype );
CubeCamera.prototype.constructor = CubeCamera;
export { CubeCamera };

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lib/cameras/OrthographicCamera.js Executable file
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import { Camera } from './Camera.js';
import { Object3D } from '../core/Object3D.js';
/**
* @author alteredq / http://alteredqualia.com/
* @author arose / http://github.com/arose
*/
function OrthographicCamera( left, right, top, bottom, near, far ) {
Camera.call( this );
this.type = 'OrthographicCamera';
this.zoom = 1;
this.view = null;
this.left = ( left !== undefined ) ? left : - 1;
this.right = ( right !== undefined ) ? right : 1;
this.top = ( top !== undefined ) ? top : 1;
this.bottom = ( bottom !== undefined ) ? bottom : - 1;
this.near = ( near !== undefined ) ? near : 0.1;
this.far = ( far !== undefined ) ? far : 2000;
this.updateProjectionMatrix();
}
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
constructor: OrthographicCamera,
isOrthographicCamera: true,
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source, recursive );
this.left = source.left;
this.right = source.right;
this.top = source.top;
this.bottom = source.bottom;
this.near = source.near;
this.far = source.far;
this.zoom = source.zoom;
this.view = source.view === null ? null : Object.assign( {}, source.view );
return this;
},
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
},
clearViewOffset: function () {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
},
updateProjectionMatrix: function () {
var dx = ( this.right - this.left ) / ( 2 * this.zoom );
var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
var cx = ( this.right + this.left ) / 2;
var cy = ( this.top + this.bottom ) / 2;
var left = cx - dx;
var right = cx + dx;
var top = cy + dy;
var bottom = cy - dy;
if ( this.view !== null && this.view.enabled ) {
var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
var scaleW = ( this.right - this.left ) / this.view.width;
var scaleH = ( this.top - this.bottom ) / this.view.height;
left += scaleW * ( this.view.offsetX / zoomW );
right = left + scaleW * ( this.view.width / zoomW );
top -= scaleH * ( this.view.offsetY / zoomH );
bottom = top - scaleH * ( this.view.height / zoomH );
}
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
this.projectionMatrixInverse.getInverse( this.projectionMatrix );
},
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.zoom = this.zoom;
data.object.left = this.left;
data.object.right = this.right;
data.object.top = this.top;
data.object.bottom = this.bottom;
data.object.near = this.near;
data.object.far = this.far;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
return data;
}
} );
export { OrthographicCamera };

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lib/cameras/PerspectiveCamera.js Executable file
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import { Camera } from './Camera.js';
import { Object3D } from '../core/Object3D.js';
import { _Math } from '../math/Math.js';
/**
* @author mrdoob / http://mrdoob.com/
* @author greggman / http://games.greggman.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
* @author tschw
*/
function PerspectiveCamera( fov, aspect, near, far ) {
Camera.call( this );
this.type = 'PerspectiveCamera';
this.fov = fov !== undefined ? fov : 50;
this.zoom = 1;
this.near = near !== undefined ? near : 0.1;
this.far = far !== undefined ? far : 2000;
this.focus = 10;
this.aspect = aspect !== undefined ? aspect : 1;
this.view = null;
this.filmGauge = 35; // width of the film (default in millimeters)
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
this.updateProjectionMatrix();
}
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
constructor: PerspectiveCamera,
isPerspectiveCamera: true,
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source, recursive );
this.fov = source.fov;
this.zoom = source.zoom;
this.near = source.near;
this.far = source.far;
this.focus = source.focus;
this.aspect = source.aspect;
this.view = source.view === null ? null : Object.assign( {}, source.view );
this.filmGauge = source.filmGauge;
this.filmOffset = source.filmOffset;
return this;
},
/**
* Sets the FOV by focal length in respect to the current .filmGauge.
*
* The default film gauge is 35, so that the focal length can be specified for
* a 35mm (full frame) camera.
*
* Values for focal length and film gauge must have the same unit.
*/
setFocalLength: function ( focalLength ) {
// see http://www.bobatkins.com/photography/technical/field_of_view.html
var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
this.updateProjectionMatrix();
},
/**
* Calculates the focal length from the current .fov and .filmGauge.
*/
getFocalLength: function () {
var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
return 0.5 * this.getFilmHeight() / vExtentSlope;
},
getEffectiveFOV: function () {
return _Math.RAD2DEG * 2 * Math.atan(
Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
},
getFilmWidth: function () {
// film not completely covered in portrait format (aspect < 1)
return this.filmGauge * Math.min( this.aspect, 1 );
},
getFilmHeight: function () {
// film not completely covered in landscape format (aspect > 1)
return this.filmGauge / Math.max( this.aspect, 1 );
},
/**
* Sets an offset in a larger frustum. This is useful for multi-window or
* multi-monitor/multi-machine setups.
*
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
* the monitors are in grid like this
*
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*
* then for each monitor you would call it like this
*
* var w = 1920;
* var h = 1080;
* var fullWidth = w * 3;
* var fullHeight = h * 2;
*
* --A--
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* --B--
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* --C--
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* --D--
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* --E--
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* --F--
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
*
* Note there is no reason monitors have to be the same size or in a grid.
*/
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
this.aspect = fullWidth / fullHeight;
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
},
clearViewOffset: function () {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
},
updateProjectionMatrix: function () {
var near = this.near,
top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
height = 2 * top,
width = this.aspect * height,
left = - 0.5 * width,
view = this.view;
if ( this.view !== null && this.view.enabled ) {
var fullWidth = view.fullWidth,
fullHeight = view.fullHeight;
left += view.offsetX * width / fullWidth;
top -= view.offsetY * height / fullHeight;
width *= view.width / fullWidth;
height *= view.height / fullHeight;
}
var skew = this.filmOffset;
if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
this.projectionMatrixInverse.getInverse( this.projectionMatrix );
},
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.fov = this.fov;
data.object.zoom = this.zoom;
data.object.near = this.near;
data.object.far = this.far;
data.object.focus = this.focus;
data.object.aspect = this.aspect;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
data.object.filmGauge = this.filmGauge;
data.object.filmOffset = this.filmOffset;
return data;
}
} );
export { PerspectiveCamera };

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import { Matrix4 } from '../math/Matrix4.js';
import { _Math } from '../math/Math.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
/**
* @author mrdoob / http://mrdoob.com/
*/
function StereoCamera() {
this.type = 'StereoCamera';
this.aspect = 1;
this.eyeSep = 0.064;
this.cameraL = new PerspectiveCamera();
this.cameraL.layers.enable( 1 );
this.cameraL.matrixAutoUpdate = false;
this.cameraR = new PerspectiveCamera();
this.cameraR.layers.enable( 2 );
this.cameraR.matrixAutoUpdate = false;
}
Object.assign( StereoCamera.prototype, {
update: ( function () {
var instance, focus, fov, aspect, near, far, zoom, eyeSep;
var eyeRight = new Matrix4();
var eyeLeft = new Matrix4();
return function update( camera ) {
var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
aspect !== camera.aspect * this.aspect || near !== camera.near ||
far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
if ( needsUpdate ) {
instance = this;
focus = camera.focus;
fov = camera.fov;
aspect = camera.aspect * this.aspect;
near = camera.near;
far = camera.far;
zoom = camera.zoom;
// Off-axis stereoscopic effect based on
// http://paulbourke.net/stereographics/stereorender/
var projectionMatrix = camera.projectionMatrix.clone();
eyeSep = this.eyeSep / 2;
var eyeSepOnProjection = eyeSep * near / focus;
var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
var xmin, xmax;
// translate xOffset
eyeLeft.elements[ 12 ] = - eyeSep;
eyeRight.elements[ 12 ] = eyeSep;
// for left eye
xmin = - ymax * aspect + eyeSepOnProjection;
xmax = ymax * aspect + eyeSepOnProjection;
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraL.projectionMatrix.copy( projectionMatrix );
// for right eye
xmin = - ymax * aspect - eyeSepOnProjection;
xmax = ymax * aspect - eyeSepOnProjection;
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraR.projectionMatrix.copy( projectionMatrix );
}
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
};
} )()
} );
export { StereoCamera };