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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- // Package camera contains common camera types used for rendering 3D scenes.
- package camera
- import (
- "github.com/g3n/engine/core"
- "github.com/g3n/engine/math32"
- )
- // ICamera is interface for all camera types.
- type ICamera interface {
- GetCamera() *Camera
- ViewMatrix(*math32.Matrix4)
- ProjMatrix(*math32.Matrix4)
- Project(*math32.Vector3) (*math32.Vector3, error)
- Unproject(*math32.Vector3) (*math32.Vector3, error)
- SetRaycaster(rc *core.Raycaster, x, y float32) error
- }
- // Camera is the base camera which is normally embedded in other camera types.
- type Camera struct {
- core.Node // Embedded Node
- target math32.Vector3 // Camera target in world coordinates
- up math32.Vector3 // Camera Up vector
- viewMatrix math32.Matrix4 // Last calculated view matrix
- }
- // Initialize initializes the base camera.
- // Normally used by other camera types which embed this base camera.
- func (cam *Camera) Initialize() {
- cam.Node.Init()
- cam.target.Set(0, 0, 0)
- cam.up.Set(0, 1, 0)
- cam.SetDirection(0, 0, -1)
- }
- // LookAt rotates the camera to look at the specified target position.
- // This method does not support objects with rotated and/or translated parent(s).
- // TODO: maybe move method to Node, or create similar in Node.
- func (cam *Camera) LookAt(target *math32.Vector3) {
- cam.target = *target
- var rotMat math32.Matrix4
- pos := cam.Position()
- rotMat.LookAt(&pos, &cam.target, &cam.up)
- var q math32.Quaternion
- q.SetFromRotationMatrix(&rotMat)
- cam.SetQuaternionQuat(&q)
- }
- // GetCamera satisfies the ICamera interface.
- func (cam *Camera) GetCamera() *Camera {
- return cam
- }
- // Target get the current target position.
- func (cam *Camera) Target() math32.Vector3 {
- return cam.target
- }
- // Up get the current camera up vector.
- func (cam *Camera) Up() math32.Vector3 {
- return cam.up
- }
- // SetUp sets the camera up vector.
- func (cam *Camera) SetUp(up *math32.Vector3) {
- cam.up = *up
- cam.LookAt(&cam.target) // TODO Maybe remove and let user call LookAt explicitly
- }
- // ViewMatrix returns the current view matrix of this camera.
- func (cam *Camera) ViewMatrix(m *math32.Matrix4) {
- cam.UpdateMatrixWorld()
- matrixWorld := cam.MatrixWorld()
- err := m.GetInverse(&matrixWorld)
- if err != nil {
- panic("Camera.ViewMatrix: Couldn't invert matrix")
- }
- }
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