|
|
- var Point3d = require('./Point3d');
-
- /**
- * @class Camera
- * The camera is mounted on a (virtual) camera arm. The camera arm can rotate
- * The camera is always looking in the direction of the origin of the arm.
- * This way, the camera always rotates around one fixed point, the location
- * of the camera arm.
- *
- * Documentation:
- * http://en.wikipedia.org/wiki/3D_projection
- */
- function Camera() {
- this.armLocation = new Point3d();
- this.armRotation = {};
- this.armRotation.horizontal = 0;
- this.armRotation.vertical = 0;
- this.armLength = 1.7;
-
- this.cameraLocation = new Point3d();
- this.cameraRotation = new Point3d(0.5*Math.PI, 0, 0);
-
- this.calculateCameraOrientation();
- }
-
- /**
- * Set the location (origin) of the arm
- * @param {Number} x Normalized value of x
- * @param {Number} y Normalized value of y
- * @param {Number} z Normalized value of z
- */
- Camera.prototype.setArmLocation = function(x, y, z) {
- this.armLocation.x = x;
- this.armLocation.y = y;
- this.armLocation.z = z;
-
- this.calculateCameraOrientation();
- };
-
- /**
- * Set the rotation of the camera arm
- * @param {Number} horizontal The horizontal rotation, between 0 and 2*PI.
- * Optional, can be left undefined.
- * @param {Number} vertical The vertical rotation, between 0 and 0.5*PI
- * if vertical=0.5*PI, the graph is shown from the
- * top. Optional, can be left undefined.
- */
- Camera.prototype.setArmRotation = function(horizontal, vertical) {
- if (horizontal !== undefined) {
- this.armRotation.horizontal = horizontal;
- }
-
- if (vertical !== undefined) {
- this.armRotation.vertical = vertical;
- if (this.armRotation.vertical < 0) this.armRotation.vertical = 0;
- if (this.armRotation.vertical > 0.5*Math.PI) this.armRotation.vertical = 0.5*Math.PI;
- }
-
- if (horizontal !== undefined || vertical !== undefined) {
- this.calculateCameraOrientation();
- }
- };
-
- /**
- * Retrieve the current arm rotation
- * @return {object} An object with parameters horizontal and vertical
- */
- Camera.prototype.getArmRotation = function() {
- var rot = {};
- rot.horizontal = this.armRotation.horizontal;
- rot.vertical = this.armRotation.vertical;
-
- return rot;
- };
-
- /**
- * Set the (normalized) length of the camera arm.
- * @param {Number} length A length between 0.71 and 5.0
- */
- Camera.prototype.setArmLength = function(length) {
- if (length === undefined)
- return;
-
- this.armLength = length;
-
- // Radius must be larger than the corner of the graph,
- // which has a distance of sqrt(0.5^2+0.5^2) = 0.71 from the center of the
- // graph
- if (this.armLength < 0.71) this.armLength = 0.71;
- if (this.armLength > 5.0) this.armLength = 5.0;
-
- this.calculateCameraOrientation();
- };
-
- /**
- * Retrieve the arm length
- * @return {Number} length
- */
- Camera.prototype.getArmLength = function() {
- return this.armLength;
- };
-
- /**
- * Retrieve the camera location
- * @return {Point3d} cameraLocation
- */
- Camera.prototype.getCameraLocation = function() {
- return this.cameraLocation;
- };
-
- /**
- * Retrieve the camera rotation
- * @return {Point3d} cameraRotation
- */
- Camera.prototype.getCameraRotation = function() {
- return this.cameraRotation;
- };
-
- /**
- * Calculate the location and rotation of the camera based on the
- * position and orientation of the camera arm
- */
- Camera.prototype.calculateCameraOrientation = function() {
- // calculate location of the camera
- this.cameraLocation.x = this.armLocation.x - this.armLength * Math.sin(this.armRotation.horizontal) * Math.cos(this.armRotation.vertical);
- this.cameraLocation.y = this.armLocation.y - this.armLength * Math.cos(this.armRotation.horizontal) * Math.cos(this.armRotation.vertical);
- this.cameraLocation.z = this.armLocation.z + this.armLength * Math.sin(this.armRotation.vertical);
-
- // calculate rotation of the camera
- this.cameraRotation.x = Math.PI/2 - this.armRotation.vertical;
- this.cameraRotation.y = 0;
- this.cameraRotation.z = -this.armRotation.horizontal;
- };
-
- module.exports = Camera;
|