3D camera view controller
npm install 3d-view3d-view
=======
This module is a generic interface which synchronizes several existing view interactions
* turntable-camera-controller
* orbit-camera-controller
* matrix-camera-controller
Each camera controller proceeds by appending events onto a log. The current camera state is obtained by interpolating between these events.
``javascript
var now = require('right-now')
var bunny = require('bunny')
var perspective = require('gl-mat4/perspective')
var fit = require('canvas-fit')
var createContext = require('gl-context')
var createAxes = require('gl-axes')
var createMesh = require('gl-simplicial-complex')
var createCamera = require('3d-view')
//Set up WebGL
var canvas = document.createElement('canvas')
document.body.appendChild(canvas)
window.addEventListener('resize', fit(canvas), false)
var gl = createContext(canvas, {}, render)
//Create objects for rendering
var bounds = [[-10,-10,-10], [10,10,10]]
var mesh = createMesh(gl, {
cells: bunny.cells,
positions: bunny.positions,
colormap: 'jet'
})
var axes = createAxes(gl, {
bounds: bounds,
tickSpacing: [1,1,1],
textSize: 0.05
})
//Set up camera
var projectionMatrix = new Array(16)
var camera = createCamera({
center: [
0.5*(bounds[0][0]+bounds[1][0]),
0.5*(bounds[0][1]+bounds[1][1]),
0.5*(bounds[0][2]+bounds[1][2]) ],
eye: [0, 0, bounds[1][2]],
distanceLimits: [1, 1000]
})
//Create mode drop down
var modeSelect = document.createElement('select')
camera.modes.forEach(function(mode) {
modeSelect.add(new Option(mode, mode))
})
modeSelect.style.position = 'absolute'
modeSelect.style.left = '10px'
modeSelect.style.top = '10px'
modeSelect.style['z-index'] = 10
document.body.appendChild(modeSelect)
//Hook event listeners
var lastX = 0, lastY = 0
document.oncontextmenu = function(e) {
e.preventDefault()
e.stopPropagation()
return false
}
modeSelect.addEventListener('change', function(ev) {
camera.setMode(modeSelect.value)
})
canvas.addEventListener('mousemove', function(ev) {
var dx = (ev.clientX - lastX) / gl.drawingBufferWidth
var dy = -(ev.clientY - lastY) / gl.drawingBufferHeight
if(ev.which === 1) {
if(ev.shiftKey) {
//zoom
camera.rotate(now(), 0, 0, dx)
} else {
//rotate
camera.rotate(now(), dx, dy)
}
} else if(ev.which === 3) {
//pan
camera.pan(now(), dx, dy)
}
lastX = ev.clientX
lastY = ev.clientY
})
canvas.addEventListener('wheel', function(e) {
camera.pan(now(), 0, 0, e.deltaY)
})
//Redraw frame
function render() {
//Update camera parameters
var t = now()
camera.idle(t - 20)
camera.flush(t - 100)
camera.recalcMatrix(t-25)
//Compute parameters
var cameraParams = {
view: camera.computedMatrix,
projection: perspective(
[],
Math.PI/4.0,
gl.drawingBufferWidth/gl.drawingBufferHeight,
0.1,
1000.0)
}
//Draw everything
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
gl.enable(gl.DEPTH_TEST)
axes.draw(cameraParams)
mesh.draw(cameraParams)
}
`
#### var camera = require('3d-view')([options])
#### camera.idle(t)t
Idles the camera at time
* t is the time to idle at
#### camera.flush(t)t
Flush all events in camera state before time
* t is the cut off time for the flush
#### camera.modes
An array of modes supported by the camera
#### camera.setMode(mode)
Sets the camera mode
* mode is the new mode. Must be either turntable, orbit or matrix
#### camera.getMode()
Retrieves the current camera mode
#### camera.lookAt(t, eye, center, up)
Reset camera position to focus on a specified target
* t is the time of the eventeye
* is the position of the cameracenter
* is the target of the cameraup
* is a vector pointing up
#### camera.rotate(t, yaw, pitch, roll)
Rotates the camera incrementally by some amount
* t is the time of the input eventyaw
* is the amount to rotate by along y-axis in radianspitch
* is the amount to rotate by along x-axis in radiansroll
* is the amount to rotate by along z-axis in radians
#### camera.pan(t, dx, dy, dz)
Pans the camera in local (view relative) coordinates
* t is the time of the eventdx,dy,dz
* is the amount to move
#### camera.translate(t, dx, dy, dz)
Translates the camera in world (absolute global) coordinates
* t is the time of the eventdx,dy,dz
* is the amount to move
#### camera.setMatrix(t, matrix)
Sets the camera matrix to some fixed 4x4 matrix
* t is the time of the eventmatrix
* is the new camera matrix
#### camera.setDistance(t, r)t
Sets camera distance at time
* t is the time of the eventr
* is the new camera distance
#### camera.setDistanceLimits(lo, hi)
Sets bounds on the camera distance
#### camera.getDistanceLimits([out])
Retrieves the camera limits
#### camera.recalcMatrix(t)t
Recomputes all matrix properties at time
#### camera.computedMatrix
The computed 4x4 matrix of the camera
#### camera.computedEye
The computed 3d eye vector for the camera
#### camera.computedUp
Computed up vector (initialized when calling recalcMatrix)
#### camera.computedCenter
Computed camera center point
#### camera.computedRadius`
Computed log(radius)