import { Node } from './components' import { glMatrix, mat4, vec2, vec3 } from 'gl-matrix' const SPEED = 10.0 const SENSITIVTY = 100.0 const FOV = 45.0 const ZNEAR = 0.1 const ZFAR = 1000.0 class Camera extends Node { constructor (pos, rotation) { super(pos, rotation) this.fov = FOV this.speed = SPEED this.sensitivity = SENSITIVTY // Create an empty projection matrix this.projection = mat4.create() // Helping vectors for calculating the view matrix this.up = vec3.create() this.front = vec3.fromValues(0.0, 0.0, -1.0) this.right = vec3.create() this.worldUp = vec3.fromValues(0.0, 1.0, 0.0) this.updateTransform() } processKeyboard (direction, delta) { let newSpeed = this.speed * delta let velocity = vec3.fromValues(newSpeed, newSpeed, newSpeed) let vec = vec3.create() if (direction === 0) { vec3.multiply(vec, this.front, velocity) vec3.add(this.pos, this.pos, vec) } if (direction === 1) { vec3.multiply(vec, this.front, velocity) vec3.sub(this.pos, this.pos, vec) } if (direction === 2) { vec3.multiply(vec, this.right, velocity) vec3.sub(this.pos, this.pos, vec) } if (direction === 3) { vec3.multiply(vec, this.right, velocity) vec3.add(this.pos, this.pos, vec) } } processMouseMove (offset, constrain = true) { let fst = vec2.fromValues(offset.x * this.sensitivity, offset.y * this.sensitivity) this.rotation[0] += glMatrix.toRadian(fst[0]) this.rotation[1] += glMatrix.toRadian(fst[1]) // Make sure that when pitch is out of bounds, screen doesn't get flipped if (constrain) { if (this.rotation[1] > glMatrix.toRadian(89.0)) { this.rotation[1] = glMatrix.toRadian(89.0) } if (this.rotation[1] < -glMatrix.toRadian(89.0)) { this.rotation[1] = -glMatrix.toRadian(89.0) } } this.updateTransform() } // Calculate the vertices required for the view matrix updateTransform () { // Prevent premature call (from super class) if (!this.front || !this.worldUp) return // Calculate the new Front vector let front = vec3.create() front[0] = Math.cos(this.rotation[0]) * Math.cos(this.rotation[1]) front[1] = Math.sin(this.rotation[1]) front[2] = Math.sin(this.rotation[0]) * Math.cos(this.rotation[1]) vec3.normalize(this.front, front) // Also re-calculate the Right and Up vector // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. let rightCross = vec3.create() let upCross = vec3.create() vec3.cross(rightCross, this.front, this.worldUp) vec3.normalize(this.right, rightCross) vec3.cross(upCross, this.right, this.front) vec3.normalize(this.up, upCross) } updateProjection (gl) { let aspect = gl.canvas.width / gl.canvas.height mat4.perspective(this.projection, this.fov, aspect, ZNEAR, ZFAR) } // Calculate the view matrix on-the-go // Really no advantage in storing this get view () { let mat = mat4.create() let center = vec3.create() vec3.add(center, this.pos, this.front) mat4.lookAt(mat, this.pos, center, this.up) return mat } // Override the default draw method because we don't need to draw the camera, // instead set the projection and view matrices draw (gl, shader) { const projloc = shader.getUniformLocation(gl, 'uProjectionMatrix') const viewloc = shader.getUniformLocation(gl, 'uViewMatrix') gl.uniformMatrix4fv(projloc, false, this.projection) gl.uniformMatrix4fv(viewloc, false, this.view) } } export default Camera