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lib-cov | ||
*.seed | ||
*.log | ||
*.csv | ||
*.dat | ||
*.out | ||
*.pid | ||
*.gz | ||
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pids | ||
logs | ||
results | ||
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npm-debug.log | ||
node_modules/* |
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lib-cov | ||
*.seed | ||
*.log | ||
*.csv | ||
*.dat | ||
*.out | ||
*.pid | ||
*.gz | ||
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pids | ||
logs | ||
results | ||
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npm-debug.log | ||
node_modules/* | ||
example/* |
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The MIT License (MIT) | ||
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Copyright (c) 2013 Mikola Lysenko | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. |
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orbit-camera | ||
============ | ||
Simple arcball camera built on top of gl-matrix | ||
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## Example | ||
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```javascript | ||
var shell = require("gl-now")() | ||
var createMesh = require("gl-mesh") | ||
var glm = require("gl-matrix") | ||
var mat4 = glm.mat4 | ||
var simple3DShader = require("simple-3d-shader") | ||
var createOrbitCamera = require("orbit-camera") | ||
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var camera = createOrbitCamera([0, 10, 20], | ||
[0, 3, 0], | ||
[0, 1, 0]) | ||
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var shader, mesh | ||
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shell.on("gl-init", function() { | ||
shader = simple3DShader(shell.gl) | ||
mesh = createMesh(shell.gl, require("bunny")) | ||
}) | ||
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shell.on("gl-render", function(t) { | ||
shader.bind() | ||
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var scratch = mat4.create() | ||
shader.uniforms.model = scratch | ||
shader.uniforms.projection = mat4.perspective(scratch, Math.PI/4.0, shell.width/shell.height, 0.1, 1000.0) | ||
shader.uniforms.view = camera.view(scratch) | ||
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mesh.bind(shader) | ||
mesh.draw() | ||
mesh.unbind() | ||
}) | ||
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shell.on("tick", function() { | ||
if(shell.wasDown("mouse-left")) { | ||
camera.rotate([shell.mouseX/shell.width-0.5, shell.mouseY/shell.height-0.5], | ||
[shell.prevMouseX/shell.width-0.5, shell.prevMouseY/shell.height-0.5]) | ||
} | ||
if(shell.wasDown("mouse-right")) { | ||
camera.pan([10*(shell.mouseX-shell.prevMouseX)/shell.width, | ||
10*(shell.mouseY - shell.prevMouseY)/shell.height]) | ||
} | ||
if(shell.scroll[1]) { | ||
camera.zoom(shell.scroll[1] * 0.1) | ||
} | ||
}) | ||
``` | ||
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## Install | ||
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npm install orbit-camera | ||
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## API | ||
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```javascript | ||
var createOrbitCamera = require("orbit-camera") | ||
``` | ||
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### `var camera = createOrbitCamera(eye, center, up)` | ||
Creates an orbit camera looking at `center`. This has the same semantics as `gluLookAt` | ||
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* `eye` is the eye vector of the camera | ||
* `center` is the target the camera is looking at | ||
* `up` is the up direction for the camera | ||
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**Returns** A new orbit camera object | ||
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### `camera.lookAt(eye, center, up)` | ||
Move the camera to look at the new position. | ||
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### `camera.pan(translation)` | ||
Moves the center of the camera by `translation`. Note that translation must be an array of length either 2 or 3 | ||
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### `camera.rotate(cur, prev)` | ||
Applies a rotation to the camera. `cur` and `prev` are the state of the previous locations. These can be pairs of 2D arrays representing the mouse coordinates in distance relative to the center of the sceen. | ||
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### `camera.zoom(delta)` | ||
Zooms in or out by some amount | ||
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### `camera.view([out])` | ||
Returns the current view matrix associated to the camera | ||
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## Credits | ||
(c) 2013 Mikola Lysenko. MIT License |
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"use strict" | ||
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var shell = require("gl-now")() | ||
var createMesh = require("gl-mesh") | ||
var glm = require("gl-matrix") | ||
var mat4 = glm.mat4 | ||
var simple3DShader = require("simple-3d-shader") | ||
var createOrbitCamera = require("../orbit.js") | ||
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var camera = createOrbitCamera([0, 10, 20], | ||
[0, 3, 0], | ||
[0, 1, 0]) | ||
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var shader, mesh | ||
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shell.on("gl-init", function() { | ||
shader = simple3DShader(shell.gl) | ||
mesh = createMesh(shell.gl, require("bunny")) | ||
}) | ||
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shell.on("gl-render", function(t) { | ||
//Bind shader | ||
shader.bind() | ||
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//Set camera parameters | ||
var scratch = mat4.create() | ||
shader.uniforms.model = scratch | ||
shader.uniforms.projection = mat4.perspective(scratch, Math.PI/4.0, shell.width/shell.height, 0.1, 1000.0) | ||
shader.uniforms.view = camera.view(scratch) | ||
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//Draw object | ||
mesh.bind(shader) | ||
mesh.draw() | ||
mesh.unbind() | ||
}) | ||
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shell.on("tick", function() { | ||
if(shell.wasDown("mouse-left")) { | ||
camera.rotate([shell.mouseX/shell.width-0.5, shell.mouseY/shell.height-0.5], | ||
[shell.prevMouseX/shell.width-0.5, shell.prevMouseY/shell.height-0.5]) | ||
} | ||
if(shell.wasDown("mouse-right")) { | ||
camera.pan([10*(shell.mouseX-shell.prevMouseX)/shell.width, | ||
10*(shell.mouseY - shell.prevMouseY)/shell.height]) | ||
} | ||
if(shell.scroll[1]) { | ||
camera.zoom(shell.scroll[1] * 0.1) | ||
} | ||
}) |
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"use strict" | ||
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var glm = require("gl-matrix") | ||
var vec3 = glm.vec3 | ||
var mat3 = glm.mat3 | ||
var mat4 = glm.mat4 | ||
var quat = glm.quat | ||
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//BEGIN: Missing gl-matrix functions from 2.0.0 (these are in 2.2.0) | ||
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function mat3FromMat4(out, a) { | ||
out[0] = a[0] | ||
out[1] = a[1] | ||
out[2] = a[2] | ||
out[3] = a[4] | ||
out[4] = a[5] | ||
out[5] = a[6] | ||
out[6] = a[8] | ||
out[7] = a[9] | ||
out[8] = a[10] | ||
return out | ||
} | ||
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function quatFromMat3(out, m) { | ||
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes | ||
// article "Quaternion Calculus and Fast Animation". | ||
var fTrace = m[0] + m[4] + m[8] | ||
var fRoot | ||
if ( fTrace > 0.0 ) { | ||
// |w| > 1/2, may as well choose w > 1/2 | ||
fRoot = Math.sqrt(fTrace + 1.0) // 2w | ||
out[3] = 0.5 * fRoot | ||
fRoot = 0.5/fRoot // 1/(4w) | ||
out[0] = (m[7]-m[5])*fRoot | ||
out[1] = (m[2]-m[6])*fRoot | ||
out[2] = (m[3]-m[1])*fRoot | ||
} else { | ||
// |w| <= 1/2 | ||
var i = 0 | ||
if ( m[4] > m[0] ) | ||
i = 1 | ||
if ( m[8] > m[i*3+i] ) | ||
i = 2 | ||
var j = (i+1)%3 | ||
var k = (i+2)%3 | ||
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fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0) | ||
out[i] = 0.5 * fRoot | ||
fRoot = 0.5 / fRoot | ||
out[3] = (m[k*3+j] - m[j*3+k]) * fRoot | ||
out[j] = (m[j*3+i] + m[i*3+j]) * fRoot | ||
out[k] = (m[k*3+i] + m[i*3+k]) * fRoot | ||
} | ||
return out | ||
} | ||
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//END MISSING gl-matrix stuff | ||
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//Scratch variables | ||
var scratch0 = new Float32Array(16) | ||
var scratch1 = new Float32Array(16) | ||
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function OrbitCamera(rotation, center, distance) { | ||
this.rotation = rotation | ||
this.center = center | ||
this.distance = distance | ||
} | ||
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var proto = OrbitCamera.prototype | ||
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proto.view = function(out) { | ||
if(!out) { | ||
out = mat4.create() | ||
} | ||
scratch1[0] = scratch1[1] = 0.0 | ||
scratch1[2] = -this.distance | ||
mat4.fromRotationTranslation(out, | ||
quat.conjugate(scratch0, this.rotation), | ||
scratch1) | ||
mat4.translate(out, out, vec3.negate(scratch0, this.center)) | ||
return out | ||
} | ||
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proto.lookAt = function(eye, center, up) { | ||
mat4.lookAt(scratch0, eye, center, up) | ||
mat3FromMat4(scratch0, scratch0) | ||
quatFromMat3(this.rotation, scratch0) | ||
vec3.copy(this.center, center) | ||
this.distance = vec3.distance(eye, center) | ||
} | ||
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proto.pan = function(dpan) { | ||
scratch0[0] = dpan[0]||0 | ||
scratch0[1] = dpan[1]||0 | ||
scratch0[2] = dpan[2]||0 | ||
vec3.transformQuat(scratch0, scratch0, this.rotation) | ||
vec3.add(this.center, this.center, scratch0) | ||
} | ||
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proto.zoom = function(d) { | ||
this.distance += d | ||
} | ||
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function quatFromVec(out, da) { | ||
out[0] = -da[0] | ||
out[1] = da[1] | ||
out[2] = da[2] || Math.sqrt(1.0 - da[0]*da[0] - da[1]*da[1]) | ||
out[3] = 0.0 | ||
} | ||
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proto.rotate = function(da, db) { | ||
quatFromVec(scratch0, da) | ||
quatFromVec(scratch1, db) | ||
quat.invert(scratch1, scratch1) | ||
quat.multiply(scratch0, scratch0, scratch1) | ||
if(quat.length(scratch0) < 1e-6) { | ||
return | ||
} | ||
quat.multiply(this.rotation, this.rotation, scratch0) | ||
quat.normalize(this.rotation, this.rotation) | ||
} | ||
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function createOrbitCamera(eye, target, up) { | ||
eye = eye || [0,0,-1] | ||
target = target || [0,0,0] | ||
up = up || [0,1,0] | ||
var camera = new OrbitCamera(quat.create(), vec3.create(), 1.0) | ||
camera.lookAt(eye, target, up) | ||
return camera | ||
} | ||
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module.exports = createOrbitCamera |