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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
- THREE.Camera.call( this );
- this.type = 'PerspectiveCamera';
- this.zoom = 1;
- this.fov = fov !== undefined ? fov : 50;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
- this.updateProjectionMatrix();
- };
- THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
- THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
- /**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (full-frame) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
- THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
- if ( frameHeight === undefined ) frameHeight = 24;
- this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
- this.updateProjectionMatrix();
- };
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
- this.fullWidth = fullWidth;
- this.fullHeight = fullHeight;
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
- this.updateProjectionMatrix();
- };
- THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
- var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
- if ( this.fullWidth ) {
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
- var bottom = - top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs( right - left );
- var height = Math.abs( top - bottom );
- this.projectionMatrix.makeFrustum(
- left + this.x * width / this.fullWidth,
- left + ( this.x + this.width ) * width / this.fullWidth,
- top - ( this.y + this.height ) * height / this.fullHeight,
- top - this.y * height / this.fullHeight,
- this.near,
- this.far
- );
- } else {
- this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
- }
- };
- THREE.PerspectiveCamera.prototype.clone = function () {
- var camera = new THREE.PerspectiveCamera();
- THREE.Camera.prototype.clone.call( this, camera );
- camera.zoom = this.zoom;
- camera.fov = this.fov;
- camera.aspect = this.aspect;
- camera.near = this.near;
- camera.far = this.far;
- return camera;
- };
- THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- data.object.zoom = this.zoom;
- data.object.fov = this.fov;
- data.object.aspect = this.aspect;
- data.object.near = this.near;
- data.object.far = this.far;
- return data;
- };
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