import { Vector3D } from '../geom/Vector3D'; import { CoordinateSystem } from './CoordinateSystem'; import { ProjectionBase } from './ProjectionBase'; export class PerspectiveProjection extends ProjectionBase { constructor(fieldOfView: number = 60, coordinateSystem: CoordinateSystem = CoordinateSystem.LEFT_HANDED) { super(coordinateSystem); this.fieldOfView = fieldOfView; } /** * */ public get fieldOfView(): number { return Math.atan(0.5 / this.scale) * 360 / Math.PI; } public set fieldOfView(value: number) { this.scale = 0.5 / Math.tan(value * Math.PI / 360); } /** * * @param position * @param target */ public project(position: Vector3D, target: Vector3D = null): Vector3D { const v: Vector3D = this.viewMatrix3D.transformVector(position, target); v.x = v.x / v.w; v.y = -v.y / v.w; //z is remapped to w v.z = v.w; v.w = 1; return v; } /** * * @param nX * @param nY * @param sZ * @param target */ public unproject(nX: number, nY: number, sZ: number, target: Vector3D = null): Vector3D { if (target == null) target = new Vector3D(); target.x = nX * sZ; target.y = -nY * sZ; target.z = (this._far + this._near) / (this._far - this._near) * sZ - 2 * this._far * this._near / (this._far - this._near); target.w = sZ; this.inverseViewMatrix3D.transformVector(target, target); target.w = 1; return target; } /** * * @returns {PerspectiveProjection} */ public clone(): ProjectionBase { const clone: PerspectiveProjection = new PerspectiveProjection(this.fieldOfView, this._coordinateSystem); clone._near = this._near; clone._far = this._far; clone._coordinateSystem = this._coordinateSystem; return clone; } /** * * @private */ protected _updateFrustumMatrix3D(): void { super._updateFrustumMatrix3D(); const raw: Float32Array = this._frustumMatrix3D._rawData; const scaleV: number = this._scale; const scaleH: number = this._scale / this._ratio; this._frustumRect.left = 0.5 * (this._originX - 1) / scaleH; this._frustumRect.top = 0.5 * (this._originY - 1) / scaleV; this._frustumRect.right = this._frustumRect.left + 1 / scaleH; this._frustumRect.bottom = this._frustumRect.top + 1 / scaleV; raw[0] = 2 * scaleH; //2/(right - left); raw[5] = 2 * scaleV; //2/(bottom - top); raw[8] = this._originX; //(right + left)/(right - left) raw[9] = this._originY; //(bottom + top)/(bottom - top); raw[10] = (this._far + this._near) / (this._far - this._near); raw[11] = 1; raw[1] = raw[2] = raw[3] = raw[4] = raw[6] = raw[7] = raw[12] = raw[13] = raw[15] = 0; raw[14] = -2 * this._far * this._near / (this._far - this._near); if (this._coordinateSystem == CoordinateSystem.RIGHT_HANDED) raw[5] = -raw[5]; } protected _updateProperties(): void { super._updateProperties(); const rawData: Float32Array = this._frustumMatrix3D._rawData; this._near = rawData[14] / (-1 - rawData[10]); this._far = rawData[14] / (1 - rawData[10]); this._scale = rawData[5] / 2; this._ratio = 0.5 * this._scale / rawData[0]; this._originX = rawData[8]; this._originY = rawData[9]; } }