A 3D camera with hooks for input handling & basic multitouch support
npm install @talenfisher/multitouch-cameraDefault controls:
Button | Interaction
-------|------------
Left mouse | Rotate
Shift + left mouse or scroll horizontally | Roll
Right mouse | Pan
Middle mouse or scroll vertically | Zoom
Here is a complete working example of how to use this module in an application:
``javascript
var createCamera = require('3d-view-controls')
var bunny = require('bunny')
var perspective = require('gl-mat4/perspective')
var createMesh = require('gl-simplicial-complex')
var canvas = document.createElement('canvas')
document.body.appendChild(canvas)
window.addEventListener('resize', require('canvas-fit')(canvas))
var gl = canvas.getContext('webgl')
var camera = createCamera(canvas, {
eye: [50,0,0],
center: [0,0,0],
zoomMax: 500
})
var mesh = createMesh(gl, {
cells: bunny.cells,
positions: bunny.positions,
colormap: 'jet'
})
function render() {
requestAnimationFrame(render)
if(camera.tick()) {
gl.viewport(0, 0, canvas.width, canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.enable(gl.DEPTH_TEST)
mesh.draw({
projection: perspective([], Math.PI/4, canvas.width/canvas.height, 0.01, 1000),
view: camera.matrix
})
}
}
render()
`
``
npm i @talenfisher/multitouch-camera
#### var camera = require('3d-view-controls')(element[, options])
Creates a new camera object.
* element is a DOM node onto which thisoptions
* is an object with the following optional properties:eye
+ - the position of the camera in world coordinates (Default [0,0,10])center
+ - the target of the camera in world coordinates (Default [0,0,0])up
+ - the up vector of the camera (Default [0,1,0])mode
+ - the interaction mode for the camera (Default 'orbit')delay
+ - amount to delay interactions by for interpolation in ms (Default 16)rotateSpeed
+ - rotation scaling factor (Default 1)zoomSpeed
+ - zoom scaling factor (Default 1)translateSpeed
+ - translation/panning scale factor (Default 1)flipX
+ - flip X axis for rotations (Default false)flipY
+ - flip Y axis for rotations (Default false)zoomMin
+ - minimum zoom distance (Default 0.01)zoomMax
+ - maximum zoom distance (Default Infinity)
Note that you can update any property by assigning to it. For example:
`javascript
camera.eye = [100, 100, 100]
camera.matrix = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1]
`
#### camera.matrix
A 4x4 matrix encoded as a length 16 array representing the homogeneous transformation from world coordinates to view (camera) coordinates.
#### camera.mode
The current interaction mode for the camera. Possible values include:
* orbit - free orbiting modeturntable
* - behaves like a turntable/gimbalmatrix
* - manual matrix control
#### camera.eye
The position of the camera in world coordinates
#### camera.up
A vector pointing up in world coordinates
#### camera.center
The target of the camera in world coordinates
#### camera.distanceeye
Euclidean distance from to center
#### camera.tick()
Updates the camera state. Call this before each frame is rendered to compute the current state of the camera.
Returns true if the state of the camera has changed since the last call to tick
#### camera.lookAt(center, eye, up)
Sets the camera center/eye/up vector to look at a fixed target
* center is the new center/target for the cameraeye
* is the position of the camera in world coordinatesup
* is a vector pointing up
#### camera.rotate(yaw, pitch, roll)
Applies an incremental rotation to the camera
* yaw is the amount to rotate about the y-axis (in xz plane of camera)pitch
* is the amount to rotate about the x-axis (in yz plane of camera)roll
* is the amount to rotate about the forward axis (in xy plane of camera)
#### camera.pan(dx, dy, dz)
Applies a relative motion to the camera, moving in view coordinates
* dx,dy,dz are the components of the camera motion vector
#### camera.translate(dx, dy, dz)
Translates the camera in world coordinates
* dx,dy,dz are the components of the translation vector
#### camera.distanceLimits[lo,hi]
A 2D array representing the bounds on the zoom distance. Note that 0 < lo < hi.
#### camera.flipX
A flag controlling whether the camera rotation is flipped along the x-axis
#### camera.flipY
A flag controlling whether the camera rotation is flipped along the y-axis
#### camera.delay
The amount of delay on the interpolation of the camera state in ms
#### camera.rotateSpeed
Camera rotation speed scaling factor
#### camera.zoomSpeed
Camera zoom speed scaling factor
#### camera.translateSpeed
Camera translation speed scaling factor
#### camera.element`
The DOM element the camera is attached to