silver-fang-mini-game/node_modules/phaser/plugins/layer3d/Layer3DCamera.js
2024-10-27 19:54:14 +02:00

717 lines
19 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var DegToRad = require('../../math/DegToRad');
var GetFastValue = require('../../utils/object/GetFastValue');
var INPUT_EVENTS = require('../../input/events');
var Matrix4 = require('../../math/Matrix4');
var Vector3 = require('../../math/Vector3');
var Vector4 = require('../../math/Vector4');
/**
* @classdesc
* The Layer3D Camera.
*
* @class Layer3DCamera
* @memberof Phaser.GameObjects
* @constructor
* @since 3.50.0
*/
var Layer3DCamera = new Class({
initialize:
function Layer3DCamera (layer, fov, x, y, z, near, far)
{
/**
* The Layer3D instance this camera belongs to.
*
* A camera can only belong to a single Layer3D instance.
*
* You should consider this property as being read-only. You cannot move a
* camera to another Layer3D by simply changing it.
*
* @name Phaser.GameObjects.Layer3DCamera#layer
* @type {Phaser.GameObjects.Layer3D}
* @since 3.50.0
*/
this.layer = layer;
/**
* The Scene Input Plugin, as referenced via the Layer3D parent.
*
* @name Phaser.GameObjects.Layer3DCamera#input
* @type {Phaser.Input.InputPlugin}
* @since 3.50.0
*/
this.input = layer.scene.sys.input;
/**
* Internal 'dirty' flag that tells the parent Layer3D if the
* view matrix of this camera needs recalculating at the next step.
*
* @name Phaser.GameObjects.Layer3DCamera#dirtyView
* @type {boolean}
* @since 3.50.0
*/
this.dirtyView = true;
/**
* Internal 'dirty' flag that tells the parent Layer3D if the
* projection matrix of this camera needs recalculating at the next step.
*
* @name Phaser.GameObjects.Layer3DCamera#dirtyProjection
* @type {boolean}
* @since 3.50.0
*/
this.dirtyProjection = true;
/**
* Internal fov value.
*
* @name Phaser.GameObjects.Layer3DCamera#_fov
* @type {number}
* @private
* @since 3.50.0
*/
this._fov = fov;
/**
* Internal near value.
*
* @name Phaser.GameObjects.Layer3DCamera#_near
* @type {number}
* @private
* @since 3.50.0
*/
this._near = near;
/**
* Internal far value.
*
* @name Phaser.GameObjects.Layer3DCamera#_far
* @type {number}
* @private
* @since 3.50.0
*/
this._far = far;
/**
* The aspect ratio of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#aspectRatio
* @type {number}
* @since 3.50.0
*/
this.aspectRatio = 1;
/**
* The position of the camera in 3D space.
*
* You can modify this vector directly, or use the `x`, `y` and `z`
* properties of this class.
*
* @name Phaser.GameObjects.Layer3DCamera#position
* @type {Phaser.Math.Vector3}
* @since 3.50.0
*/
this.position = new Vector3(x, y, z);
/**
* The rotation of the camera in 3D space.
*
* You can modify this vector directly, or use the `rotationX`, `rotationY`
* and `rotationZ` properties of this class.
*
* @name Phaser.GameObjects.Layer3DCamera#rotation
* @type {Phaser.Math.Vector3}
* @since 3.50.0
*/
this.rotation = new Vector3();
/**
* The forward facing vector of the camera.
*
* Calculated and updated automatically when the view matrix changes.
*
* @name Phaser.GameObjects.Layer3DCamera#forward
* @type {Phaser.Math.Vector4}
* @since 3.50.0
*/
this.forward = new Vector4();
/**
* The upward facing vector of the camera.
* Invert it to get the bottom vector.
*
* Calculated and updated automatically when the view matrix changes.
*
* @name Phaser.GameObjects.Layer3DCamera#up
* @type {Phaser.Math.Vector4}
* @since 3.50.0
*/
this.up = new Vector4();
/**
* The right facing vector of the camera.
* Invert it to get the left vector.
*
* Calculated and updated automatically when the view matrix changes.
*
* @name Phaser.GameObjects.Layer3DCamera#right
* @type {Phaser.Math.Vector4}
* @since 3.50.0
*/
this.right = new Vector4();
/**
* Internal transform matrix.
*
* Calculated and updated automatically when the camera is dirty.
*
* @name Phaser.GameObjects.Layer3DCamera#matrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.matrix = new Matrix4();
/**
* The inverse of the transform matrix.
*
* Calculated and updated automatically when the camera is dirty.
*
* @name Phaser.GameObjects.Layer3DCamera#viewMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.viewMatrix = new Matrix4();
/**
* The perspective projection matrix.
*
* Calculated and updated automatically when the camera is dirty.
*
* @name Phaser.GameObjects.Layer3DCamera#projectionMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.projectionMatrix = new Matrix4();
/**
* The perspective projection matrix, multiplied by the view matrix.
*
* Calculated and updated automatically when the camera is dirty.
*
* @name Phaser.GameObjects.Layer3DCamera#viewProjectionMatrix
* @type {Phaser.Math.Matrix4}
* @since 3.50.0
*/
this.viewProjectionMatrix = new Matrix4();
/**
* The movement and rotation mode of this camera.
* Either ORBIT, or FREE.
*
* @name Phaser.GameObjects.Layer3DCamera#mode
* @type {number}
* @since 3.50.0
*/
this.mode = Layer3DCamera.MODE_ORBIT;
/**
* How fast to rotate the camera, in degrees per delta.
*
* This value is only used after calling the `enableControls` method,
* it does not influence changing the rotation values directly.
*
* @name Phaser.GameObjects.Layer3DCamera#rotateSpeed
* @type {number}
* @since 3.50.0
*/
this.rotateSpeed = 0.5;
/**
* How fast to pan the camera, in units per delta.
*
* This value is only used after calling the `enableControls` method,
* it does not influence calling the pan methods directly.
*
* @name Phaser.GameObjects.Layer3DCamera#panSpeed
* @type {number}
* @since 3.50.0
*/
this.panSpeed = 4;
/**
* How fast to zoom the camera.
*
* This value is only used after calling the `enableControls` method,
* it does not influence calling the panZ method directly.
*
* @name Phaser.GameObjects.Layer3DCamera#zoomSpeed
* @type {number}
* @since 3.50.0
*/
this.zoomSpeed = 3;
this.allowPan = false;
this.lockXAxis = false;
this.lockYAxis = false;
},
enableOrbitControls: function (config)
{
this.rotateSpeed = GetFastValue(config, 'rotateSpeed', this.rotateSpeed);
this.panSpeed = GetFastValue(config, 'panSpeed', this.panSpeed);
this.allowPan = GetFastValue(config, 'allowPan', this.allowPan);
this.lockXAxis = GetFastValue(config, 'lockXAxis', this.lockXAxis);
this.lockYAxis = GetFastValue(config, 'lockYAxis', this.lockYAxis);
this.input.on(INPUT_EVENTS.POINTER_MOVE, this.pointerMoveHandler, this);
},
disableOrbitControls: function ()
{
this.input.off(INPUT_EVENTS.POINTER_MOVE, this.pointerMoveHandler, this);
},
enableZoom: function (zoomSpeed)
{
if (zoomSpeed === undefined) { zoomSpeed = 3; }
this.zoomSpeed = zoomSpeed;
this.input.on(INPUT_EVENTS.POINTER_WHEEL, this.pointerWheelHandler, this);
},
disableZoom: function ()
{
this.input.off(INPUT_EVENTS.POINTER_WHEEL, this.pointerWheelHandler, this);
},
pointerMoveHandler: function (pointer)
{
if (pointer.isDown)
{
var width = this.layer.width;
var height = this.layer.height;
if (pointer.event.shiftKey && this.allowPan)
{
this.panX(pointer.velocity.x * (this.panSpeed / width));
this.panY(pointer.velocity.y * (this.panSpeed / height));
}
else
{
if (!this.lockXAxis)
{
this.rotationX -= pointer.velocity.y * (this.rotateSpeed / height);
}
if (!this.lockYAxis)
{
this.rotationY -= pointer.velocity.x * (this.rotateSpeed / width);
}
}
}
},
pointerWheelHandler: function (pointer, over, deltaX, deltaY)
{
this.panZ(deltaY * (this.zoomSpeed / this.layer.height));
},
/**
* Pans this camera on the x axis by the given amount.
*
* @method Phaser.GameObjects.Layer3DCamera#panX
* @since 3.50.0
*
* @param {number} v - The amount to pan by.
*/
panX: function (v)
{
this.updateViewMatrix();
this.position.addScale(this.right, v);
},
/**
* Pans this camera on the y axis by the given amount.
*
* @method Phaser.GameObjects.Layer3DCamera#panY
* @since 3.50.0
*
* @param {number} v - The amount to pan by.
*/
panY: function (v)
{
this.updateViewMatrix();
this.y += this.up.y * v;
if (this.mode === Layer3DCamera.MODE_ORBIT)
{
// Can only move up and down the y axis in orbit mode
return;
}
this.x += this.up.x * v;
this.z += this.up.z * v;
},
/**
* Pans this camera on the z axis by the given amount.
*
* @method Phaser.GameObjects.Layer3DCamera#panZ
* @since 3.50.0
*
* @param {number} v - The amount to pan by.
*/
panZ: function (v)
{
this.updateViewMatrix();
if (this.mode === Layer3DCamera.MODE_ORBIT)
{
// Orbit mode translates after rotatation, so only need to set Z. The rotation will handle the rest.
this.z += v;
}
else
{
// In freemode to move forward, we move based on our forward, which is relative to our current rotation.
this.position.addScale(this.forward, v);
}
},
/**
* Internal method that is called by the Layer3D instance that owns this camera
* during its `render` step. If the view matrix is dirty, it is recalculated
* and then applied to the view projection matrix, ready for rendering.
*
* @method Phaser.GameObjects.Layer3DCamera#update
* @since 3.50.0
*/
update: function ()
{
if (this.dirtyView)
{
this.updateViewMatrix();
}
if (this.dirtyView || this.dirtyProjection)
{
this.projectionMatrix.multiplyToMat4(this.viewMatrix, this.viewProjectionMatrix);
}
},
/**
* Internal method that handles the update of the view transform matrix, based on the rotation
* and position of the camera. Called automatically when the camera is updated.
*
* @method Phaser.GameObjects.Layer3DCamera#updateViewMatrix
* @since 3.50.0
*/
updateViewMatrix: function ()
{
var matView = this.matrix;
if (this.mode === Layer3DCamera.MODE_FREE)
{
matView.fromRotationXYTranslation(this.rotation, this.position, true);
}
else
{
matView.fromRotationXYTranslation(this.rotation, this.position, false);
}
this.updateDirection();
this.viewMatrix.copy(matView).invert();
},
/**
* Internal method that is called by the Layer3D instance that owns this camera
* during its `preUpdate` step. If the projection matrix is dirty, or the renderer
* width or height has changed, then a new projection matrix is calculated.
*
* @method Phaser.GameObjects.Layer3DCamera#updateProjectionMatrix
* @since 3.50.0
*
* @param {number} width - The width of the renderer.
* @param {number} height - The height of the renderer.
*/
updateProjectionMatrix: function (width, height)
{
this.aspectRatio = width / height;
this.projectionMatrix.perspective(DegToRad(this._fov), this.aspectRatio, this._near, this._far);
},
/**
* Internal method that sets the forward, up and right vectors from
* the view matrix. This is called automatically as part of the
* `updateViewMatrix` method.
*
* @method Phaser.GameObjects.Layer3DCamera#updateDirection
* @since 3.50.0
*/
updateDirection: function ()
{
var matView = this.matrix;
this.forward.set(0, 0, 1, 0).transformMat4(matView);
this.up.set(0, 1, 0, 0).transformMat4(matView);
this.right.set(1, 0, 0, 0).transformMat4(matView);
},
/**
* The field of view, in degrees, of this camera.
*
* Limited to the range of 0 to 180.
*
* @name Phaser.GameObjects.Layer3DCamera#fov
* @type {number}
* @since 3.50.0
*/
fov: {
get: function ()
{
return this._fov;
},
set: function (value)
{
if (value > 0 && value < 180)
{
this._fov = value;
this.dirtyProjection = true;
}
}
},
/**
* The minimum distance the camera can see from.
*
* It's important to consider that depth buffers are not infinite and the closer
* a camera starts, the more you may encounter depth fighting issues.
*
* @name Phaser.GameObjects.Layer3DCamera#near
* @type {number}
* @since 3.50.0
*/
near: {
get: function ()
{
return this._near;
},
set: function (value)
{
if (value > 0)
{
this._near = value;
this.dirtyProjection = true;
}
}
},
/**
* The maximum distance the camera can see to.
*
* It's important to consider that depth buffers are not infinite and the further
* a camera ends, the more you may encounter depth fighting issues.
*
* @name Phaser.GameObjects.Layer3DCamera#far
* @type {number}
* @since 3.50.0
*/
far: {
get: function ()
{
return this._far;
},
set: function (value)
{
if (value > 0)
{
this._far = value;
this.dirtyProjection = true;
}
}
},
/**
* The x position of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#x
* @type {number}
* @since 3.50.0
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
this.dirtyView = true;
}
},
/**
* The y position of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#y
* @type {number}
* @since 3.50.0
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
this.dirtyView = true;
}
},
/**
* The z position of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#z
* @type {number}
* @since 3.50.0
*/
z: {
get: function ()
{
return this.position.z;
},
set: function (value)
{
this.position.z = value;
this.dirtyView = true;
}
},
/**
* The x axis rotation, in radians, of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#rotationX
* @type {number}
* @since 3.50.0
*/
rotationX: {
get: function ()
{
return this.rotation.x;
},
set: function (value)
{
this.rotation.x = value;
this.dirtyView = true;
}
},
/**
* The y axis rotation, in radians, of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#rotationY
* @type {number}
* @since 3.50.0
*/
rotationY: {
get: function ()
{
return this.rotation.y;
},
set: function (value)
{
this.rotation.y = value;
this.dirtyView = true;
}
},
/**
* The z axis rotation, in radians, of the camera.
*
* @name Phaser.GameObjects.Layer3DCamera#rotationZ
* @type {number}
* @since 3.50.0
*/
rotationZ: {
get: function ()
{
return this.rotation.z;
},
set: function (value)
{
this.rotation.z = value;
this.dirtyView = true;
}
},
/**
* Destroy handler for this camera.
*
* @method Phaser.GameObjects.Layer3DCamera#destroy
* @since 3.50.0
*/
destroy: function ()
{
this.layer = null;
this.position = null;
this.rotation = null;
this.forward = null;
this.up = null;
this.right = null;
this.matrix = null;
this.viewMatrix = null;
this.projectionMatrix = null;
this.viewProjectionMatrix = null;
}
});
// Allows free movement of position and rotation
Layer3DCamera.MODE_FREE = 0;
// Movement is locked to rotate around the origin
Layer3DCamera.MODE_ORBIT = 1;
module.exports = Layer3DCamera;