/** * @author mr.doob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author greggman / http://games.greggman.com/ */ THREE.Camera = function ( fov, aspect, near, far, target ) { THREE.Object3D.call( this ); this.fov = fov || 50; this.aspect = aspect || 1; this.near = near || 0.1; this.far = far || 2000; this.target = target || new THREE.Object3D(); this.useTarget = true; this.matrixWorldInverse = new THREE.Matrix4(); this.projectionMatrix = null; this.updateProjectionMatrix(); }; THREE.Camera.prototype = new THREE.Object3D(); THREE.Camera.prototype.constructor = THREE.Camera; THREE.Camera.prototype.supr = THREE.Object3D.prototype; THREE.Camera.prototype.translate = function ( distance, axis ) { this.matrix.rotateAxis( axis ); axis.multiplyScalar( distance ) this.position.addSelf( axis ); this.target.position.addSelf( axis ); }; THREE.Camera.prototype.updateProjectionMatrix = function () { if ( this.fullWidth ) { var aspect = this.fullWidth / this.fullHeight; var top = Math.tan( this.fov * Math.PI / 360 ) * this.near; var bottom = -top; var left = aspect * bottom; var right = aspect * top; var width = Math.abs( right - left ); var height = Math.abs( top - bottom ); this.projectionMatrix = THREE.Matrix4.makeFrustum( left + this.x * width / this.fullWidth, left + ( this.x + this.width ) * width / this.fullWidth, top - ( this.y + this.height ) * height / this.fullHeight, top - this.y * height / this.fullHeight, this.near, this.far ); } else { this.projectionMatrix = THREE.Matrix4.makePerspective( this.fov, this.aspect, this.near, this.far ); } }; /** * Sets an offset in a larger frustum. This is useful for multi-window or * multi-monitor/multi-machine setups. * * For example, if you have 3x2 monitors and each monitor is 1920x1080 and * the monitors are in grid like this * * +---+---+---+ * | A | B | C | * +---+---+---+ * | D | E | F | * +---+---+---+ * * then for monitor each monitor you would call it like this * * var w = 1920; * var h = 1080; * var fullWidth = w * 3; * var fullHeight = h * 2; * * --A-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); * --B-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); * --C-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); * --D-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); * --E-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); * --F-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); * * Note there is no reason monitors have to be the same size or in a grid. */ THREE.Camera.prototype.setViewOffset = function( fullWidth, fullHeight, x, y, width, height ) { this.fullWidth = fullWidth; this.fullHeight = fullHeight; this.x = x; this.y = y; this.width = width; this.height = height; this.updateProjectionMatrix(); }; THREE.Camera.prototype.update = function ( parentMatrixWorld, forceUpdate, camera ) { if ( this.useTarget ) { // local this.matrix.lookAt( this.position, this.target.position, this.up ); this.matrix.setPosition( this.position ); // global if( parentMatrixWorld ) { this.matrixWorld.multiply( parentMatrixWorld, this.matrix ); } else { this.matrixWorld.copy( this.matrix ); } THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse ); forceUpdate = true; } else { this.matrixAutoUpdate && this.updateMatrix(); if ( forceUpdate || this.matrixWorldNeedsUpdate ) { if ( parentMatrixWorld ) { this.matrixWorld.multiply( parentMatrixWorld, this.matrix ); } else { this.matrixWorld.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; forceUpdate = true; THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse ); } } // update children for ( var i = 0; i < this.children.length; i ++ ) { this.children[ i ].update( this.matrixWorld, forceUpdate, camera ); } };