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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* @fileoverview This file contains sample code for controlling the camera
* (ie view matrix) using the mouse and keyboard.
*/
o3djs.provide('o3djs.cameracontroller');
o3djs.require('o3djs.math');
/**
* A Module for user control of the camera / view matrix.
* @namespace
*/
o3djs.cameracontroller = o3djs.cameracontroller || {};
/**
* Creates a CameraController.
* @param {!o3djs.math.Vector3} centerPos The position that the camera is
* looking at and rotating around; or if backpedal is zero, the location
* of the camera. In world space.
* @param {number} backpedal The distance the camera moves back from the
* centerPos.
* @param {number} heightAngle The angle the camera rotates up or down
* (about the x axis that passes through the centerPos). In radians.
* @param {number} rotationAngle The angle the camera rotates left or right
* (about the y axis that passes through the centerPos). In radians.
* @param {function(!o3djs.cameracontroller.CameraController): void}
* opt_onchange Pointer to a callback to call when the camera changes.
* @return {!o3djs.cameracontroller.CameraController} The created
* CameraController.
*/
o3djs.cameracontroller.createCameraController = function(centerPos,
backpedal,
heightAngle,
rotationAngle,
opt_onchange) {
return new o3djs.cameracontroller.CameraController(centerPos,
backpedal,
heightAngle,
rotationAngle,
opt_onchange);
};
/**
* Class to hold user-controlled camera information and handle user events.
* @constructor
* @param {!o3djs.math.Vector3} centerPos The position that the camera is
* looking at and rotating around; or if backpedal is zero, the location
* of the camera. In world space.
* @param {number} backpedal The distance the camera moves back from the
* centerPos.
* @param {number} heightAngle The angle the camera rotates up or down
* (about the x axis that passes through the centerPos). In radians.
* @param {number} rotationAngle The angle the camera rotates left or right
* (about the y axis that passes through the centerPos). In radians.
* @param {function(!o3djs.cameracontroller.CameraController): void}
* opt_onchange Pointer to a callback to call when the camera changes.
*/
o3djs.cameracontroller.CameraController = function(centerPos,
backpedal,
heightAngle,
rotationAngle,
opt_onchange) {
/**
* The position that the camera is looking at and rotating around.
* Or if backpedal is zero, the location of the camera. In world space.
* @type {!o3djs.math.Vector3}
*/
this.centerPos = centerPos;
/**
* The distance the camera moves back from the centerPos.
* @type {number}
*/
this.backpedal = backpedal;
/**
* The angle the camera rotates up or down.
* @type {number}
*/
this.heightAngle = heightAngle;
/**
* The angle the camera rotates left or right.
* @type {number}
*/
this.rotationAngle = rotationAngle;
/**
* Points to a callback to call when the camera changes.
* @type {function(!o3djs.cameracontroller.CameraController): void}
*/
this.onchange = opt_onchange || null;
/**
* Whether the mouse is currently being dragged to control the camera.
* @private
* @type {boolean}
*/
this.dragging_ = false;
/**
* The last X coordinate of the mouse.
* @private
* @type {number}
*/
this.mouseX_ = 0;
/**
* The last Y coordinate of the mouse.
* @private
* @type {number}
*/
this.mouseY_ = 0;
/**
* Controls how quickly the mouse moves the camera.
* @type {number}
*/
this.dragScaleFactor = 300.0;
};
/**
* Calculates the view matrix for this camera.
* @return {!o3djs.math.Matrix4} The view matrix.
*/
o3djs.cameracontroller.CameraController.prototype.calculateViewMatrix = function() {
var matrix4 = o3djs.math.matrix4;
var view = matrix4.translation(o3djs.math.negativeVector(this.centerPos));
view = matrix4.mul(view, matrix4.rotationY(this.rotationAngle));
view = matrix4.mul(view, matrix4.rotationX(this.heightAngle));
view = matrix4.mul(view, matrix4.translation([0, 0, -this.backpedal]));
return view;
};
/**
* Method which should be called by end user code upon receiving a
* mouse-down event.
* @param {!o3d.Event} ev The event.
*/
o3djs.cameracontroller.CameraController.prototype.mousedown = function(ev) {
this.dragging_ = true;
this.mouseX_ = ev.x;
this.mouseY_ = ev.y;
};
/**
* Method which should be called by end user code upon receiving a
* mouse-up event.
* @param {!o3d.Event} ev The event.
*/
o3djs.cameracontroller.CameraController.prototype.mouseup = function(ev) {
this.dragging_ = false;
};
/**
* Method which should be called by end user code upon receiving a
* mouse-move event.
* @param {!o3d.Event} ev The event.
*/
o3djs.cameracontroller.CameraController.prototype.mousemove = function(ev) {
if (this.dragging_) {
var curX = ev.x;
var curY = ev.y;
var deltaX = (curX - this.mouseX_) / this.dragScaleFactor;
var deltaY = (curY - this.mouseY_) / this.dragScaleFactor;
this.mouseX_ = curX;
this.mouseY_ = curY;
this.rotationAngle += deltaX;
this.heightAngle += deltaY;
if (this.onchange != null) {
this.onchange(this);
}
}
};
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