src/viewer/scene/camera/CustomProjection.js
import {math} from '../math/math.js';
import {Component} from '../Component.js';
import {RenderState} from '../webgl/RenderState.js';
/**
* @desc Defines a custom projection for a {@link Camera} as a custom 4x4 matrix..
*
* Located at {@link Camera#customProjection}.
*/
class CustomProjection extends Component {
/**
* @private
*/
get type() {
return "CustomProjection";
}
/**
* @constructor
* @private
*/
constructor(camera, cfg = {}) {
super(camera, cfg);
/**
* The Camera this CustomProjection belongs to.
*
* @property camera
* @type {Camera}
* @final
*/
this.camera = camera;
this._state = new RenderState({
matrix: math.mat4(),
inverseMatrix: math.mat4(),
transposedMatrix: math.mat4()
});
this._inverseMatrixDirty = true;
this._transposedMatrixDirty = false;
this.matrix = cfg.matrix;
}
/**
* Sets the CustomProjection's projection transform matrix.
*
* Fires a "matrix" event on change.
* Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
*
* @param {Number[]} matrix New value for the CustomProjection's matrix.
*/
set matrix(matrix) {
this._state.matrix.set(matrix || [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
this._inverseMatrixDirty = true;
this._transposedMatrixDirty = true;
this.glRedraw();
this.fire("matrix", this._state.matrix);
}
/**
* Gets the CustomProjection's projection transform matrix.
*
* Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
*
* @return {Number[]} New value for the CustomProjection's matrix.
*/
get matrix() {
return this._state.matrix;
}
/**
* Gets the inverse of {@link CustomProjection#matrix}.
*
* @returns {Number[]} The inverse of {@link CustomProjection#matrix}.
*/
get inverseMatrix() {
if (this._updateScheduled) {
this._doUpdate();
}
if (this._inverseMatrixDirty) {
math.inverseMat4(this._state.matrix, this._state.inverseMatrix);
this._inverseMatrixDirty = false;
}
return this._state.inverseMatrix;
}
/**
* Gets the transpose of {@link CustomProjection#matrix}.
*
* @returns {Number[]} The transpose of {@link CustomProjection#matrix}.
*/
get transposedMatrix() {
if (this._updateScheduled) {
this._doUpdate();
}
if (this._transposedMatrixDirty) {
math.transposeMat4(this._state.matrix, this._state.transposedMatrix);
this._transposedMatrixDirty = false;
}
return this._state.transposedMatrix;
}
/**
* Un-projects the given Canvas-space coordinates, using this CustomProjection.
*
* @param {Number[]} canvasPos Inputs 2D Canvas-space coordinates.
* @param {Number} screenZ Inputs Screen-space Z coordinate.
* @param {Number[]} screenPos Outputs 3D Screen/Clip-space coordinates.
* @param {Number[]} viewPos Outputs un-projected 3D View-space coordinates.
* @param {Number[]} worldPos Outputs un-projected 3D World-space coordinates.
*/
unproject(canvasPos, screenZ, screenPos, viewPos, worldPos) {
const canvas = this.scene.canvas.canvas;
const halfCanvasWidth = canvas.offsetWidth / 2.0;
const halfCanvasHeight = canvas.offsetHeight / 2.0;
screenPos[0] = (canvasPos[0] - halfCanvasWidth) / halfCanvasWidth;
screenPos[1] = (canvasPos[1] - halfCanvasHeight) / halfCanvasHeight;
screenPos[2] = screenZ;
screenPos[3] = 1.0;
math.mulMat4v4(this.inverseMatrix, screenPos, viewPos);
math.mulVec3Scalar(viewPos, 1.0 / viewPos[3]);
viewPos[3] = 1.0;
viewPos[1] *= -1;
math.mulMat4v4(this.camera.inverseViewMatrix, viewPos, worldPos);
return worldPos;
}
/** @private
*
*/
destroy() {
super.destroy();
this._state.destroy();
}
}
export {CustomProjection};