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- import { __decorate } from "../tslib.es6.js";
- import { serialize, serializeAsVector3, serializeAsMeshReference } from "../Misc/decorators.js";
- import { Camera } from "./camera.js";
- import { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from "../Maths/math.vector.js";
- import { Epsilon } from "../Maths/math.constants.js";
- import { Axis } from "../Maths/math.axis.js";
- import { Node } from "../node.js";
- Node.AddNodeConstructor("TargetCamera", (name, scene) => {
- return () => new TargetCamera(name, Vector3.Zero(), scene);
- });
- /**
- * A target camera takes a mesh or position as a target and continues to look at it while it moves.
- * This is the base of the follow, arc rotate cameras and Free camera
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
- */
- export class TargetCamera extends Camera {
- /**
- * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
- * This is the base of the follow, arc rotate cameras and Free camera
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
- * @param name Defines the name of the camera in the scene
- * @param position Defines the start position of the camera in the scene
- * @param scene Defines the scene the camera belongs to
- * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined
- */
- constructor(name, position, scene, setActiveOnSceneIfNoneActive = true) {
- super(name, position, scene, setActiveOnSceneIfNoneActive);
- this._tmpUpVector = Vector3.Zero();
- this._tmpTargetVector = Vector3.Zero();
- /**
- * Define the current direction the camera is moving to
- */
- this.cameraDirection = new Vector3(0, 0, 0);
- /**
- * Define the current rotation the camera is rotating to
- */
- this.cameraRotation = new Vector2(0, 0);
- /** Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera */
- this.ignoreParentScaling = false;
- /**
- * When set, the up vector of the camera will be updated by the rotation of the camera
- */
- this.updateUpVectorFromRotation = false;
- this._tmpQuaternion = new Quaternion();
- /**
- * Define the current rotation of the camera
- */
- this.rotation = new Vector3(0, 0, 0);
- /**
- * Define the current speed of the camera
- */
- this.speed = 2.0;
- /**
- * Add constraint to the camera to prevent it to move freely in all directions and
- * around all axis.
- */
- this.noRotationConstraint = false;
- /**
- * Reverses mouselook direction to 'natural' panning as opposed to traditional direct
- * panning
- */
- this.invertRotation = false;
- /**
- * Speed multiplier for inverse camera panning
- */
- this.inverseRotationSpeed = 0.2;
- /**
- * Define the current target of the camera as an object or a position.
- * Please note that locking a target will disable panning.
- */
- this.lockedTarget = null;
- /** @internal */
- this._currentTarget = Vector3.Zero();
- /** @internal */
- this._initialFocalDistance = 1;
- /** @internal */
- this._viewMatrix = Matrix.Zero();
- /** @internal */
- this._camMatrix = Matrix.Zero();
- /** @internal */
- this._cameraTransformMatrix = Matrix.Zero();
- /** @internal */
- this._cameraRotationMatrix = Matrix.Zero();
- /** @internal */
- this._referencePoint = new Vector3(0, 0, 1);
- /** @internal */
- this._transformedReferencePoint = Vector3.Zero();
- this._deferredPositionUpdate = new Vector3();
- this._deferredRotationQuaternionUpdate = new Quaternion();
- this._deferredRotationUpdate = new Vector3();
- this._deferredUpdated = false;
- this._deferOnly = false;
- this._defaultUp = Vector3.Up();
- this._cachedRotationZ = 0;
- this._cachedQuaternionRotationZ = 0;
- }
- /**
- * Gets the position in front of the camera at a given distance.
- * @param distance The distance from the camera we want the position to be
- * @returns the position
- */
- getFrontPosition(distance) {
- this.getWorldMatrix();
- const direction = this.getTarget().subtract(this.position);
- direction.normalize();
- direction.scaleInPlace(distance);
- return this.globalPosition.add(direction);
- }
- /** @internal */
- _getLockedTargetPosition() {
- if (!this.lockedTarget) {
- return null;
- }
- if (this.lockedTarget.absolutePosition) {
- const lockedTarget = this.lockedTarget;
- const m = lockedTarget.computeWorldMatrix();
- // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.
- m.getTranslationToRef(lockedTarget.absolutePosition);
- }
- return this.lockedTarget.absolutePosition || this.lockedTarget;
- }
- /**
- * Store current camera state of the camera (fov, position, rotation, etc..)
- * @returns the camera
- */
- storeState() {
- this._storedPosition = this.position.clone();
- this._storedRotation = this.rotation.clone();
- if (this.rotationQuaternion) {
- this._storedRotationQuaternion = this.rotationQuaternion.clone();
- }
- return super.storeState();
- }
- /**
- * Restored camera state. You must call storeState() first
- * @returns whether it was successful or not
- * @internal
- */
- _restoreStateValues() {
- if (!super._restoreStateValues()) {
- return false;
- }
- this.position = this._storedPosition.clone();
- this.rotation = this._storedRotation.clone();
- if (this.rotationQuaternion) {
- this.rotationQuaternion = this._storedRotationQuaternion.clone();
- }
- this.cameraDirection.copyFromFloats(0, 0, 0);
- this.cameraRotation.copyFromFloats(0, 0);
- return true;
- }
- /** @internal */
- _initCache() {
- super._initCache();
- this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
- this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
- this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
- }
- /**
- * @internal
- */
- _updateCache(ignoreParentClass) {
- if (!ignoreParentClass) {
- super._updateCache();
- }
- const lockedTargetPosition = this._getLockedTargetPosition();
- if (!lockedTargetPosition) {
- this._cache.lockedTarget = null;
- }
- else {
- if (!this._cache.lockedTarget) {
- this._cache.lockedTarget = lockedTargetPosition.clone();
- }
- else {
- this._cache.lockedTarget.copyFrom(lockedTargetPosition);
- }
- }
- this._cache.rotation.copyFrom(this.rotation);
- if (this.rotationQuaternion) {
- this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
- }
- }
- // Synchronized
- /** @internal */
- _isSynchronizedViewMatrix() {
- if (!super._isSynchronizedViewMatrix()) {
- return false;
- }
- const lockedTargetPosition = this._getLockedTargetPosition();
- return ((this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&
- (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation)));
- }
- // Methods
- /** @internal */
- _computeLocalCameraSpeed() {
- const engine = this.getEngine();
- return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));
- }
- // Target
- /**
- * Defines the target the camera should look at.
- * @param target Defines the new target as a Vector
- */
- setTarget(target) {
- this.upVector.normalize();
- this._initialFocalDistance = target.subtract(this.position).length();
- if (this.position.z === target.z) {
- this.position.z += Epsilon;
- }
- this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);
- Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
- this._camMatrix.invert();
- this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
- const vDir = target.subtract(this.position);
- if (vDir.x >= 0.0) {
- this.rotation.y = -Math.atan(vDir.z / vDir.x) + Math.PI / 2.0;
- }
- else {
- this.rotation.y = -Math.atan(vDir.z / vDir.x) - Math.PI / 2.0;
- }
- this.rotation.z = 0;
- if (isNaN(this.rotation.x)) {
- this.rotation.x = 0;
- }
- if (isNaN(this.rotation.y)) {
- this.rotation.y = 0;
- }
- if (isNaN(this.rotation.z)) {
- this.rotation.z = 0;
- }
- if (this.rotationQuaternion) {
- Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
- }
- }
- /**
- * Defines the target point of the camera.
- * The camera looks towards it form the radius distance.
- */
- get target() {
- return this.getTarget();
- }
- set target(value) {
- this.setTarget(value);
- }
- /**
- * Return the current target position of the camera. This value is expressed in local space.
- * @returns the target position
- */
- getTarget() {
- return this._currentTarget;
- }
- /** @internal */
- _decideIfNeedsToMove() {
- return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
- }
- /** @internal */
- _updatePosition() {
- if (this.parent) {
- this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
- Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);
- this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);
- if (!this._deferOnly) {
- this.position.copyFrom(this._deferredPositionUpdate);
- }
- else {
- this._deferredUpdated = true;
- }
- return;
- }
- this._deferredPositionUpdate.addInPlace(this.cameraDirection);
- if (!this._deferOnly) {
- this.position.copyFrom(this._deferredPositionUpdate);
- }
- else {
- this._deferredUpdated = true;
- }
- }
- /** @internal */
- _checkInputs() {
- const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;
- const needToMove = this._decideIfNeedsToMove();
- const needToRotate = this.cameraRotation.x || this.cameraRotation.y;
- this._deferredUpdated = false;
- this._deferredRotationUpdate.copyFrom(this.rotation);
- this._deferredPositionUpdate.copyFrom(this.position);
- if (this.rotationQuaternion) {
- this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);
- }
- // Move
- if (needToMove) {
- this._updatePosition();
- }
- // Rotate
- if (needToRotate) {
- //rotate, if quaternion is set and rotation was used
- if (this.rotationQuaternion) {
- this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);
- }
- this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;
- this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;
- // Apply constraints
- if (!this.noRotationConstraint) {
- const limit = 1.570796;
- if (this._deferredRotationUpdate.x > limit) {
- this._deferredRotationUpdate.x = limit;
- }
- if (this._deferredRotationUpdate.x < -limit) {
- this._deferredRotationUpdate.x = -limit;
- }
- }
- if (!this._deferOnly) {
- this.rotation.copyFrom(this._deferredRotationUpdate);
- }
- else {
- this._deferredUpdated = true;
- }
- //rotate, if quaternion is set and rotation was used
- if (this.rotationQuaternion) {
- const len = this._deferredRotationUpdate.lengthSquared();
- if (len) {
- Quaternion.RotationYawPitchRollToRef(this._deferredRotationUpdate.y, this._deferredRotationUpdate.x, this._deferredRotationUpdate.z, this._deferredRotationQuaternionUpdate);
- if (!this._deferOnly) {
- this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);
- }
- else {
- this._deferredUpdated = true;
- }
- }
- }
- }
- // Inertia
- if (needToMove) {
- if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {
- this.cameraDirection.x = 0;
- }
- if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {
- this.cameraDirection.y = 0;
- }
- if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {
- this.cameraDirection.z = 0;
- }
- this.cameraDirection.scaleInPlace(this.inertia);
- }
- if (needToRotate) {
- if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {
- this.cameraRotation.x = 0;
- }
- if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {
- this.cameraRotation.y = 0;
- }
- this.cameraRotation.scaleInPlace(this.inertia);
- }
- super._checkInputs();
- }
- _updateCameraRotationMatrix() {
- if (this.rotationQuaternion) {
- this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
- }
- else {
- Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
- }
- }
- /**
- * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
- * @returns the current camera
- */
- _rotateUpVectorWithCameraRotationMatrix() {
- Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
- return this;
- }
- /** @internal */
- _getViewMatrix() {
- if (this.lockedTarget) {
- this.setTarget(this._getLockedTargetPosition());
- }
- // Compute
- this._updateCameraRotationMatrix();
- // Apply the changed rotation to the upVector
- if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
- this._rotateUpVectorWithCameraRotationMatrix();
- this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
- }
- else if (this._cachedRotationZ !== this.rotation.z) {
- this._rotateUpVectorWithCameraRotationMatrix();
- this._cachedRotationZ = this.rotation.z;
- }
- Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
- // Computing target and final matrix
- this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
- if (this.updateUpVectorFromRotation) {
- if (this.rotationQuaternion) {
- Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
- }
- else {
- Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
- Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
- }
- }
- this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
- return this._viewMatrix;
- }
- _computeViewMatrix(position, target, up) {
- if (this.ignoreParentScaling) {
- if (this.parent) {
- const parentWorldMatrix = this.parent.getWorldMatrix();
- Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
- Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._tmpTargetVector);
- Vector3.TransformNormalToRef(up, parentWorldMatrix, this._tmpUpVector);
- this._markSyncedWithParent();
- }
- else {
- this._globalPosition.copyFrom(position);
- this._tmpTargetVector.copyFrom(target);
- this._tmpUpVector.copyFrom(up);
- }
- if (this.getScene().useRightHandedSystem) {
- Matrix.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);
- }
- else {
- Matrix.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);
- }
- return;
- }
- if (this.getScene().useRightHandedSystem) {
- Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);
- }
- else {
- Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);
- }
- if (this.parent) {
- const parentWorldMatrix = this.parent.getWorldMatrix();
- this._viewMatrix.invert();
- this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);
- this._viewMatrix.getTranslationToRef(this._globalPosition);
- this._viewMatrix.invert();
- this._markSyncedWithParent();
- }
- else {
- this._globalPosition.copyFrom(position);
- }
- }
- /**
- * @internal
- */
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
- createRigCamera(name, cameraIndex) {
- if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
- const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
- rigCamera.isRigCamera = true;
- rigCamera.rigParent = this;
- if (this.cameraRigMode === Camera.RIG_MODE_VR) {
- if (!this.rotationQuaternion) {
- this.rotationQuaternion = new Quaternion();
- }
- rigCamera._cameraRigParams = {};
- rigCamera.rotationQuaternion = new Quaternion();
- }
- rigCamera.mode = this.mode;
- rigCamera.orthoLeft = this.orthoLeft;
- rigCamera.orthoRight = this.orthoRight;
- rigCamera.orthoTop = this.orthoTop;
- rigCamera.orthoBottom = this.orthoBottom;
- return rigCamera;
- }
- return null;
- }
- /**
- * @internal
- */
- _updateRigCameras() {
- const camLeft = this._rigCameras[0];
- const camRight = this._rigCameras[1];
- this.computeWorldMatrix();
- switch (this.cameraRigMode) {
- case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
- case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
- case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
- case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
- case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {
- //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
- const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;
- const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;
- this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
- this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
- break;
- }
- case Camera.RIG_MODE_VR:
- if (camLeft.rotationQuaternion) {
- camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
- camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
- }
- else {
- camLeft.rotation.copyFrom(this.rotation);
- camRight.rotation.copyFrom(this.rotation);
- }
- camLeft.position.copyFrom(this.position);
- camRight.position.copyFrom(this.position);
- break;
- }
- super._updateRigCameras();
- }
- _getRigCamPositionAndTarget(halfSpace, rigCamera) {
- const target = this.getTarget();
- target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
- TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
- const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
- Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
- TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);
- Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
- TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
- Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
- rigCamera.setTarget(newFocalTarget);
- }
- /**
- * Gets the current object class name.
- * @returns the class name
- */
- getClassName() {
- return "TargetCamera";
- }
- }
- TargetCamera._RigCamTransformMatrix = new Matrix();
- TargetCamera._TargetTransformMatrix = new Matrix();
- TargetCamera._TargetFocalPoint = new Vector3();
- __decorate([
- serializeAsVector3()
- ], TargetCamera.prototype, "rotation", void 0);
- __decorate([
- serialize()
- ], TargetCamera.prototype, "speed", void 0);
- __decorate([
- serializeAsMeshReference("lockedTargetId")
- ], TargetCamera.prototype, "lockedTarget", void 0);
- //# sourceMappingURL=targetCamera.js.map
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