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- import { Camera } from './Camera.js';
- import { Object3D } from '../core/Object3D.js';
- import { _Math } from '../math/Math.js';
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author tschw
- */
- function PerspectiveCamera( fov, aspect, near, far ) {
- Camera.call( this );
- this.type = 'PerspectiveCamera';
- this.fov = fov !== undefined ? fov : 50;
- this.zoom = 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
- this.focus = 10;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.view = null;
- this.filmGauge = 35; // width of the film (default in millimeters)
- this.filmOffset = 0; // horizontal film offset (same unit as gauge)
- this.updateProjectionMatrix();
- }
- PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
- constructor: PerspectiveCamera,
- isPerspectiveCamera: true,
- copy: function ( source, recursive ) {
- Camera.prototype.copy.call( this, source, recursive );
- this.fov = source.fov;
- this.zoom = source.zoom;
- this.near = source.near;
- this.far = source.far;
- this.focus = source.focus;
- this.aspect = source.aspect;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- this.filmGauge = source.filmGauge;
- this.filmOffset = source.filmOffset;
- return this;
- },
- /**
- * Sets the FOV by focal length in respect to the current .filmGauge.
- *
- * The default film gauge is 35, so that the focal length can be specified for
- * a 35mm (full frame) camera.
- *
- * Values for focal length and film gauge must have the same unit.
- */
- setFocalLength: function ( focalLength ) {
- // see http://www.bobatkins.com/photography/technical/field_of_view.html
- var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
- this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
- this.updateProjectionMatrix();
- },
- /**
- * Calculates the focal length from the current .fov and .filmGauge.
- */
- getFocalLength: function () {
- var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
- return 0.5 * this.getFilmHeight() / vExtentSlope;
- },
- getEffectiveFOV: function () {
- return _Math.RAD2DEG * 2 * Math.atan(
- Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
- },
- getFilmWidth: function () {
- // film not completely covered in portrait format (aspect < 1)
- return this.filmGauge * Math.min( this.aspect, 1 );
- },
- getFilmHeight: function () {
- // film not completely covered in landscape format (aspect > 1)
- return this.filmGauge / Math.max( this.aspect, 1 );
- },
- /**
- * 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 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.
- */
- setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
- this.aspect = fullWidth / fullHeight;
- if ( this.view === null ) {
- this.view = {
- fullWidth: 1,
- fullHeight: 1,
- offsetX: 0,
- offsetY: 0,
- width: 1,
- height: 1
- };
- }
- this.view.fullWidth = fullWidth;
- this.view.fullHeight = fullHeight;
- this.view.offsetX = x;
- this.view.offsetY = y;
- this.view.width = width;
- this.view.height = height;
- this.updateProjectionMatrix();
- },
- clearViewOffset: function () {
- this.view = null;
- this.updateProjectionMatrix();
- },
- updateProjectionMatrix: function () {
- var near = this.near,
- top = near * Math.tan(
- _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
- height = 2 * top,
- width = this.aspect * height,
- left = - 0.5 * width,
- view = this.view;
- if ( view !== null ) {
- var fullWidth = view.fullWidth,
- fullHeight = view.fullHeight;
- left += view.offsetX * width / fullWidth;
- top -= view.offsetY * height / fullHeight;
- width *= view.width / fullWidth;
- height *= view.height / fullHeight;
- }
- var skew = this.filmOffset;
- if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
- this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
- },
- toJSON: function ( meta ) {
- var data = Object3D.prototype.toJSON.call( this, meta );
- data.object.fov = this.fov;
- data.object.zoom = this.zoom;
- data.object.near = this.near;
- data.object.far = this.far;
- data.object.focus = this.focus;
- data.object.aspect = this.aspect;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- data.object.filmGauge = this.filmGauge;
- data.object.filmOffset = this.filmOffset;
- return data;
- }
- } );
- export { PerspectiveCamera };
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