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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 contain 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.
- // It is 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 sets the camera target position
- // TODO - maybe move to Node, or create similar in Node
- func (cam *Camera) LookAt(target *math32.Vector3) {
- // This method does not support objects with rotated and/or translated parent(s)
- cam.target = *target
- var rotMat math32.Matrix4
- pos := cam.Position()
- rotMat.LookAt(&pos, &cam.target, &cam.up)
- log.Error("pos = %v, target = %v", pos, cam.target)
- 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 up position
- 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)
- }
- // ViewMatrix returns the current view matrix of this camera
- func (cam *Camera) ViewMatrix(m *math32.Matrix4) {
- matrixWorld := cam.MatrixWorld()
- err := m.GetInverse(&matrixWorld)
- if err != nil {
- panic("Camera.ViewMatrix: Couldn't invert matrix")
- }
- }
- // Project satisfies the ICamera interface and must
- // be implemented for specific camera types.
- func (cam *Camera) Project(v *math32.Vector3) (*math32.Vector3, error) {
- panic("Not implemented")
- }
- // Unproject satisfies the ICamera interface and must
- // be implemented for specific camera types.
- func (cam *Camera) Unproject(v *math32.Vector3) (*math32.Vector3, error) {
- panic("Not implemented")
- }
- // SetRaycaster satisfies the ICamera interface and must
- // be implemented for specific camera types.
- func (cam *Camera) SetRaycaster(rc *core.Raycaster, x, y float32) error {
- panic("Not implemented")
- }
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