mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
90 lines
3.6 KiB
TypeScript
90 lines
3.6 KiB
TypeScript
/******************************************************************************
|
|
* Spine Runtimes License Agreement
|
|
* Last updated July 28, 2023. Replaces all prior versions.
|
|
*
|
|
* Copyright (c) 2013-2023, Esoteric Software LLC
|
|
*
|
|
* Integration of the Spine Runtimes into software or otherwise creating
|
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
|
* http://esotericsoftware.com/spine-editor-license
|
|
*
|
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
|
* otherwise create derivative works of the Spine Runtimes (collectively,
|
|
* "Products"), provided that each user of the Products must obtain their own
|
|
* Spine Editor license and redistribution of the Products in any form must
|
|
* include this license and copyright notice.
|
|
*
|
|
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE
|
|
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*****************************************************************************/
|
|
|
|
import { Matrix4 } from "./Matrix4.js";
|
|
import { Vector3 } from "./Vector3.js";
|
|
|
|
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();
|
|
|
|
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;
|
|
screenCoords.x = (2 * x) / screenWidth - 1;
|
|
screenCoords.y = (2 * y) / screenHeight - 1;
|
|
screenCoords.z = (2 * screenCoords.z) - 1;
|
|
screenCoords.project(this.inverseProjectionView);
|
|
return screenCoords;
|
|
}
|
|
|
|
worldToScreen (worldCoords: Vector3, screenWidth: number, screenHeight: number) {
|
|
worldCoords.project(this.projectionView);
|
|
worldCoords.x = screenWidth * (worldCoords.x + 1) / 2;
|
|
worldCoords.y = screenHeight * (worldCoords.y + 1) / 2;
|
|
worldCoords.z = (worldCoords.z + 1) / 2;
|
|
return worldCoords;
|
|
}
|
|
|
|
setViewport (viewportWidth: number, viewportHeight: number) {
|
|
this.viewportWidth = viewportWidth;
|
|
this.viewportHeight = viewportHeight;
|
|
}
|
|
}
|