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 };