/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine.webgl { export class OrthoCamera { position = new Vector3(0, 0, 0); direction = new Vector3(0, 0, -1); up = new Vector3(0, 1, 0); near = 0; far = 100; zoom = 1; viewportWidth = 0; viewportHeight = 0; projectionView = new Matrix4(); inverseProjectionView = new Matrix4(); projection = new Matrix4(); view = new Matrix4(); private tmp = new Vector3(); constructor (viewportWidth: number, viewportHeight: number) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.update(); } update () { let projection = this.projection; let view = this.view; let projectionView = this.projectionView; let inverseProjectionView = this.inverseProjectionView; let zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight; projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far); view.lookAt(this.position, this.direction, this.up); projectionView.set(projection.values); projectionView.multiply(view); inverseProjectionView.set(projectionView.values).invert(); } screenToWorld (screenCoords: Vector3, screenWidth: number, screenHeight: number) { let x = screenCoords.x, y = screenHeight - screenCoords.y - 1; let tmp = this.tmp; tmp.x = (2 * x) / screenWidth - 1; tmp.y = (2 * y) / screenHeight - 1; tmp.z = (2 * screenCoords.z) - 1; tmp.project(this.inverseProjectionView); screenCoords.set(tmp.x, tmp.y, tmp.z); return screenCoords; } setViewport(viewportWidth: number, viewportHeight: number) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; } } }