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- (function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@antv/g-lite')) :
- typeof define === 'function' && define.amd ? define(['exports', '@antv/g-lite'], factory) :
- (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory((global.G = global.G || {}, global.G.CameraAPI = {}), global.window.G));
- }(this, (function (exports, gLite) { 'use strict';
- function _inheritsLoose(subClass, superClass) {
- subClass.prototype = Object.create(superClass.prototype);
- subClass.prototype.constructor = subClass;
- _setPrototypeOf(subClass, superClass);
- }
- function _setPrototypeOf(o, p) {
- _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
- o.__proto__ = p;
- return o;
- };
- return _setPrototypeOf(o, p);
- }
- /**
- * Common utilities
- * @module glMatrix
- */
- // Configuration Constants
- var EPSILON = 0.000001;
- var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
- if (!Math.hypot) Math.hypot = function () {
- var y = 0,
- i = arguments.length;
- while (i--) {
- y += arguments[i] * arguments[i];
- }
- return Math.sqrt(y);
- };
- /**
- * 3x3 Matrix
- * @module mat3
- */
- /**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
- function create() {
- var out = new ARRAY_TYPE(9);
- if (ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- }
- out[0] = 1;
- out[4] = 1;
- out[8] = 1;
- return out;
- }
- /**
- * 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.
- * @module mat4
- */
- /**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
- function create$1() {
- var out = new ARRAY_TYPE(16);
- if (ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- }
- out[0] = 1;
- out[5] = 1;
- out[10] = 1;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {ReadonlyMat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
- function clone(a) {
- var out = new ARRAY_TYPE(16);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
- function copy(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Multiplies two mat4s
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
- function multiply(out, a, b) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15]; // Cache only the current line of the second matrix
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[4];
- b1 = b[5];
- b2 = b[6];
- b3 = b[7];
- out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[8];
- b1 = b[9];
- b2 = b[10];
- b3 = b[11];
- out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[12];
- b1 = b[13];
- b2 = b[14];
- b3 = b[15];
- out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- return out;
- }
- /**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to translate
- * @param {ReadonlyVec3} v vector to translate by
- * @returns {mat4} out
- */
- function translate(out, a, v) {
- var x = v[0],
- y = v[1],
- z = v[2];
- var a00, a01, a02, a03;
- var a10, a11, a12, a13;
- var a20, a21, a22, a23;
- if (a === out) {
- out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
- out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
- out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
- out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
- } else {
- a00 = a[0];
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a10 = a[4];
- a11 = a[5];
- a12 = a[6];
- a13 = a[7];
- a20 = a[8];
- a21 = a[9];
- a22 = a[10];
- a23 = a[11];
- out[0] = a00;
- out[1] = a01;
- out[2] = a02;
- out[3] = a03;
- out[4] = a10;
- out[5] = a11;
- out[6] = a12;
- out[7] = a13;
- out[8] = a20;
- out[9] = a21;
- out[10] = a22;
- out[11] = a23;
- out[12] = a00 * x + a10 * y + a20 * z + a[12];
- out[13] = a01 * x + a11 * y + a21 * z + a[13];
- out[14] = a02 * x + a12 * y + a22 * z + a[14];
- out[15] = a03 * x + a13 * y + a23 * z + a[15];
- }
- return out;
- }
- /**
- * Calculates a 4x4 matrix from the given quaternion
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyQuat} q Quaternion to create matrix from
- *
- * @returns {mat4} out
- */
- function fromQuat(out, q) {
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var yx = y * x2;
- var yy = y * y2;
- var zx = z * x2;
- var zy = z * y2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- out[0] = 1 - yy - zz;
- out[1] = yx + wz;
- out[2] = zx - wy;
- out[3] = 0;
- out[4] = yx - wz;
- out[5] = 1 - xx - zz;
- out[6] = zy + wx;
- out[7] = 0;
- out[8] = zx + wy;
- out[9] = zy - wx;
- out[10] = 1 - xx - yy;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * 3 Dimensional Vector
- * @module vec3
- */
- /**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
- function create$2() {
- var out = new ARRAY_TYPE(3);
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- }
- return out;
- }
- /**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {ReadonlyVec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
- function clone$1(a) {
- var out = new ARRAY_TYPE(3);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- return out;
- }
- /**
- * Calculates the length of a vec3
- *
- * @param {ReadonlyVec3} a vector to calculate length of
- * @returns {Number} length of a
- */
- function length(a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- return Math.hypot(x, y, z);
- }
- /**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
- function fromValues(x, y, z) {
- var out = new ARRAY_TYPE(3);
- out[0] = x;
- out[1] = y;
- out[2] = z;
- return out;
- }
- /**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the source vector
- * @returns {vec3} out
- */
- function copy$1(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- return out;
- }
- /**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
- function add(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- return out;
- }
- /**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
- function scale(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- return out;
- }
- /**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {Number} distance between a and b
- */
- function distance(a, b) {
- var x = b[0] - a[0];
- var y = b[1] - a[1];
- var z = b[2] - a[2];
- return Math.hypot(x, y, z);
- }
- /**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to normalize
- * @returns {vec3} out
- */
- function normalize(out, a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- var len = x * x + y * y + z * z;
- if (len > 0) {
- //TODO: evaluate use of glm_invsqrt here?
- len = 1 / Math.sqrt(len);
- }
- out[0] = a[0] * len;
- out[1] = a[1] * len;
- out[2] = a[2] * len;
- return out;
- }
- /**
- * Calculates the dot product of two vec3's
- *
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {Number} dot product of a and b
- */
- function dot(a, b) {
- return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
- }
- /**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
- function cross(out, a, b) {
- var ax = a[0],
- ay = a[1],
- az = a[2];
- var bx = b[0],
- by = b[1],
- bz = b[2];
- out[0] = ay * bz - az * by;
- out[1] = az * bx - ax * bz;
- out[2] = ax * by - ay * bx;
- return out;
- }
- /**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec3} out
- */
- function lerp(out, a, b, t) {
- var ax = a[0];
- var ay = a[1];
- var az = a[2];
- out[0] = ax + t * (b[0] - ax);
- out[1] = ay + t * (b[1] - ay);
- out[2] = az + t * (b[2] - az);
- return out;
- }
- /**
- * Alias for {@link vec3.distance}
- * @function
- */
- var dist = distance;
- /**
- * Alias for {@link vec3.length}
- * @function
- */
- var len = length;
- /**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
- var forEach = function () {
- var vec = create$2();
- return function (a, stride, offset, count, fn, arg) {
- var i, l;
- if (!stride) {
- stride = 3;
- }
- if (!offset) {
- offset = 0;
- }
- if (count) {
- l = Math.min(count * stride + offset, a.length);
- } else {
- l = a.length;
- }
- for (i = offset; i < l; i += stride) {
- vec[0] = a[i];
- vec[1] = a[i + 1];
- vec[2] = a[i + 2];
- fn(vec, vec, arg);
- a[i] = vec[0];
- a[i + 1] = vec[1];
- a[i + 2] = vec[2];
- }
- return a;
- };
- }();
- /**
- * 4 Dimensional Vector
- * @module vec4
- */
- /**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
- function create$3() {
- var out = new ARRAY_TYPE(4);
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- }
- return out;
- }
- /**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to normalize
- * @returns {vec4} out
- */
- function normalize$1(out, a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- var w = a[3];
- var len = x * x + y * y + z * z + w * w;
- if (len > 0) {
- len = 1 / Math.sqrt(len);
- }
- out[0] = x * len;
- out[1] = y * len;
- out[2] = z * len;
- out[3] = w * len;
- return out;
- }
- /**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
- var forEach$1 = function () {
- var vec = create$3();
- return function (a, stride, offset, count, fn, arg) {
- var i, l;
- if (!stride) {
- stride = 4;
- }
- if (!offset) {
- offset = 0;
- }
- if (count) {
- l = Math.min(count * stride + offset, a.length);
- } else {
- l = a.length;
- }
- for (i = offset; i < l; i += stride) {
- vec[0] = a[i];
- vec[1] = a[i + 1];
- vec[2] = a[i + 2];
- vec[3] = a[i + 3];
- fn(vec, vec, arg);
- a[i] = vec[0];
- a[i + 1] = vec[1];
- a[i + 2] = vec[2];
- a[i + 3] = vec[3];
- }
- return a;
- };
- }();
- /**
- * Quaternion
- * @module quat
- */
- /**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
- function create$4() {
- var out = new ARRAY_TYPE(4);
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- }
- out[3] = 1;
- return out;
- }
- /**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyVec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
- function setAxisAngle(out, axis, rad) {
- rad = rad * 0.5;
- var s = Math.sin(rad);
- out[0] = s * axis[0];
- out[1] = s * axis[1];
- out[2] = s * axis[2];
- out[3] = Math.cos(rad);
- return out;
- }
- /**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @returns {quat} out
- */
- function multiply$1(out, a, b) {
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var bx = b[0],
- by = b[1],
- bz = b[2],
- bw = b[3];
- out[0] = ax * bw + aw * bx + ay * bz - az * by;
- out[1] = ay * bw + aw * by + az * bx - ax * bz;
- out[2] = az * bw + aw * bz + ax * by - ay * bx;
- out[3] = aw * bw - ax * bx - ay * by - az * bz;
- return out;
- }
- /**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat} out
- */
- function slerp(out, a, b, t) {
- // benchmarks:
- // http://jsperf.com/quaternion-slerp-implementations
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var bx = b[0],
- by = b[1],
- bz = b[2],
- bw = b[3];
- var omega, cosom, sinom, scale0, scale1; // calc cosine
- cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary)
- if (cosom < 0.0) {
- cosom = -cosom;
- bx = -bx;
- by = -by;
- bz = -bz;
- bw = -bw;
- } // calculate coefficients
- if (1.0 - cosom > EPSILON) {
- // standard case (slerp)
- omega = Math.acos(cosom);
- sinom = Math.sin(omega);
- scale0 = Math.sin((1.0 - t) * omega) / sinom;
- scale1 = Math.sin(t * omega) / sinom;
- } else {
- // "from" and "to" quaternions are very close
- // ... so we can do a linear interpolation
- scale0 = 1.0 - t;
- scale1 = t;
- } // calculate final values
- out[0] = scale0 * ax + scale1 * bx;
- out[1] = scale0 * ay + scale1 * by;
- out[2] = scale0 * az + scale1 * bz;
- out[3] = scale0 * aw + scale1 * bw;
- return out;
- }
- /**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyMat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
- function fromMat3(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[5] - m[7]) * fRoot;
- out[1] = (m[6] - m[2]) * fRoot;
- out[2] = (m[1] - m[3]) * 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;
- 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[j * 3 + k] - m[k * 3 + j]) * 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;
- }
- /**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
- var normalize$2 = normalize$1;
- /**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {ReadonlyVec3} a the initial vector
- * @param {ReadonlyVec3} b the destination vector
- * @returns {quat} out
- */
- var rotationTo = function () {
- var tmpvec3 = create$2();
- var xUnitVec3 = fromValues(1, 0, 0);
- var yUnitVec3 = fromValues(0, 1, 0);
- return function (out, a, b) {
- var dot$1 = dot(a, b);
- if (dot$1 < -0.999999) {
- cross(tmpvec3, xUnitVec3, a);
- if (len(tmpvec3) < 0.000001) cross(tmpvec3, yUnitVec3, a);
- normalize(tmpvec3, tmpvec3);
- setAxisAngle(out, tmpvec3, Math.PI);
- return out;
- } else if (dot$1 > 0.999999) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- return out;
- } else {
- cross(tmpvec3, a, b);
- out[0] = tmpvec3[0];
- out[1] = tmpvec3[1];
- out[2] = tmpvec3[2];
- out[3] = 1 + dot$1;
- return normalize$2(out, out);
- }
- };
- }();
- /**
- * Performs a spherical linear interpolation with two control points
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @param {ReadonlyQuat} c the third operand
- * @param {ReadonlyQuat} d the fourth operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat} out
- */
- var sqlerp = function () {
- var temp1 = create$4();
- var temp2 = create$4();
- return function (out, a, b, c, d, t) {
- slerp(temp1, a, d, t);
- slerp(temp2, b, c, t);
- slerp(out, temp1, temp2, 2 * t * (1 - t));
- return out;
- };
- }();
- /**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {ReadonlyVec3} view the vector representing the viewing direction
- * @param {ReadonlyVec3} right the vector representing the local "right" direction
- * @param {ReadonlyVec3} up the vector representing the local "up" direction
- * @returns {quat} out
- */
- var setAxes = function () {
- var matr = create();
- return function (out, view, right, up) {
- matr[0] = right[0];
- matr[3] = right[1];
- matr[6] = right[2];
- matr[1] = up[0];
- matr[4] = up[1];
- matr[7] = up[2];
- matr[2] = -view[0];
- matr[5] = -view[1];
- matr[8] = -view[2];
- return normalize$2(out, fromMat3(out, matr));
- };
- }();
- var toString = {}.toString;
- var isType = function (value, type) { return toString.call(value) === '[object ' + type + ']'; };
- var isString = (function (str) {
- return isType(str, 'String');
- });
- /**
- * 判断是否数字
- * @return {Boolean} 是否数字
- */
- var isNumber = function (value) {
- return isType(value, 'Number');
- };
- /**
- * Provides camera action & animation.
- */
- var AdvancedCamera = /*#__PURE__*/function (_Camera) {
- _inheritsLoose(AdvancedCamera, _Camera);
- function AdvancedCamera() {
- var _this;
- for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
- args[_key] = arguments[_key];
- }
- _this = _Camera.call.apply(_Camera, [this].concat(args)) || this;
- /**
- * switch between multiple landmarks
- */
- _this.landmarks = [];
- _this.landmarkAnimationID = void 0;
- return _this;
- }
- var _proto = AdvancedCamera.prototype;
- /**
- * Changes the azimuth and elevation with respect to the current camera axes
- * @param {Number} azimuth the relative azimuth
- * @param {Number} elevation the relative elevation
- * @param {Number} roll the relative roll
- */
- _proto.rotate = function rotate(azimuth, elevation, roll) {
- this.relElevation = gLite.getAngle(elevation);
- this.relAzimuth = gLite.getAngle(azimuth);
- this.relRoll = gLite.getAngle(roll);
- this.elevation += this.relElevation;
- this.azimuth += this.relAzimuth;
- this.roll += this.relRoll;
- if (this.type === gLite.CameraType.EXPLORING) {
- var rotX = setAxisAngle(create$4(), [1, 0, 0], gLite.deg2rad((this.rotateWorld ? 1 : -1) * this.relElevation));
- var rotY = setAxisAngle(create$4(), [0, 1, 0], gLite.deg2rad((this.rotateWorld ? 1 : -1) * this.relAzimuth));
- var rotZ = setAxisAngle(create$4(), [0, 0, 1], gLite.deg2rad(this.relRoll));
- var rotQ = multiply$1(create$4(), rotY, rotX);
- rotQ = multiply$1(create$4(), rotQ, rotZ);
- var rotMatrix = fromQuat(create$1(), rotQ);
- translate(this.matrix, this.matrix, [0, 0, -this.distance]);
- multiply(this.matrix, this.matrix, rotMatrix);
- translate(this.matrix, this.matrix, [0, 0, this.distance]);
- } else {
- if (Math.abs(this.elevation) > 90) {
- return this;
- }
- this.computeMatrix();
- }
- this._getAxes();
- if (this.type === gLite.CameraType.ORBITING || this.type === gLite.CameraType.EXPLORING) {
- this._getPosition();
- } else if (this.type === gLite.CameraType.TRACKING) {
- this._getFocalPoint();
- }
- this._update();
- return this;
- }
- /**
- * 沿水平(right) & 垂直(up)平移相机
- */;
- _proto.pan = function pan(tx, ty) {
- var coords = gLite.createVec3(tx, ty, 0);
- var pos = clone$1(this.position);
- add(pos, pos, scale(create$2(), this.right, coords[0]));
- add(pos, pos, scale(create$2(), this.up, coords[1]));
- this._setPosition(pos);
- this.triggerUpdate();
- return this;
- }
- /**
- * 沿 n 轴移动,当距离视点远时移动速度较快,离视点越近速度越慢
- */;
- _proto.dolly = function dolly(value) {
- var n = this.forward;
- var pos = clone$1(this.position);
- var step = value * this.dollyingStep;
- var updatedDistance = this.distance + value * this.dollyingStep;
- // 限制视点距离范围
- step = Math.max(Math.min(updatedDistance, this.maxDistance), this.minDistance) - this.distance;
- pos[0] += step * n[0];
- pos[1] += step * n[1];
- pos[2] += step * n[2];
- this._setPosition(pos);
- if (this.type === gLite.CameraType.ORBITING || this.type === gLite.CameraType.EXPLORING) {
- // 重新计算视点距离
- this._getDistance();
- } else if (this.type === gLite.CameraType.TRACKING) {
- // 保持视距,移动视点位置
- add(this.focalPoint, pos, this.distanceVector);
- }
- this.triggerUpdate();
- return this;
- };
- _proto.cancelLandmarkAnimation = function cancelLandmarkAnimation() {
- if (this.landmarkAnimationID !== undefined) {
- this.canvas.cancelAnimationFrame(this.landmarkAnimationID);
- }
- };
- _proto.createLandmark = function createLandmark(name, params) {
- var _position$, _position$2, _focalPoint$, _focalPoint$2;
- if (params === void 0) {
- params = {};
- }
- var _params = params,
- _params$position = _params.position,
- position = _params$position === void 0 ? this.position : _params$position,
- _params$focalPoint = _params.focalPoint,
- focalPoint = _params$focalPoint === void 0 ? this.focalPoint : _params$focalPoint,
- roll = _params.roll,
- zoom = _params.zoom;
- var camera = new gLite.runtime.CameraContribution();
- camera.setType(this.type, undefined);
- camera.setPosition(position[0], (_position$ = position[1]) !== null && _position$ !== void 0 ? _position$ : this.position[1], (_position$2 = position[2]) !== null && _position$2 !== void 0 ? _position$2 : this.position[2]);
- camera.setFocalPoint(focalPoint[0], (_focalPoint$ = focalPoint[1]) !== null && _focalPoint$ !== void 0 ? _focalPoint$ : this.focalPoint[1], (_focalPoint$2 = focalPoint[2]) !== null && _focalPoint$2 !== void 0 ? _focalPoint$2 : this.focalPoint[2]);
- camera.setRoll(roll !== null && roll !== void 0 ? roll : this.roll);
- camera.setZoom(zoom !== null && zoom !== void 0 ? zoom : this.zoom);
- var landmark = {
- name: name,
- matrix: clone(camera.getWorldTransform()),
- right: clone$1(camera.right),
- up: clone$1(camera.up),
- forward: clone$1(camera.forward),
- position: clone$1(camera.getPosition()),
- focalPoint: clone$1(camera.getFocalPoint()),
- distanceVector: clone$1(camera.getDistanceVector()),
- distance: camera.getDistance(),
- dollyingStep: camera.getDollyingStep(),
- azimuth: camera.getAzimuth(),
- elevation: camera.getElevation(),
- roll: camera.getRoll(),
- relAzimuth: camera.relAzimuth,
- relElevation: camera.relElevation,
- relRoll: camera.relRoll,
- zoom: camera.getZoom()
- };
- this.landmarks.push(landmark);
- return landmark;
- };
- _proto.gotoLandmark = function gotoLandmark(name, options) {
- var _this2 = this;
- if (options === void 0) {
- options = {};
- }
- var landmark = isString(name) ? this.landmarks.find(function (l) {
- return l.name === name;
- }) : name;
- if (landmark) {
- var _ref = isNumber(options) ? {
- duration: options
- } : options,
- _ref$easing = _ref.easing,
- easing = _ref$easing === void 0 ? 'linear' : _ref$easing,
- _ref$duration = _ref.duration,
- duration = _ref$duration === void 0 ? 100 : _ref$duration,
- _ref$easingFunction = _ref.easingFunction,
- easingFunction = _ref$easingFunction === void 0 ? undefined : _ref$easingFunction,
- _ref$onfinish = _ref.onfinish,
- onfinish = _ref$onfinish === void 0 ? undefined : _ref$onfinish;
- var epsilon = 0.01;
- if (duration === 0) {
- this.syncFromLandmark(landmark);
- if (onfinish) {
- onfinish();
- }
- return;
- }
- // cancel ongoing animation
- this.cancelLandmarkAnimation();
- var destPosition = landmark.position;
- var destFocalPoint = landmark.focalPoint;
- var destZoom = landmark.zoom;
- var destRoll = landmark.roll;
- var easingFunc = easingFunction || gLite.runtime.EasingFunction(easing);
- var timeStart;
- var endAnimation = function endAnimation() {
- _this2.setFocalPoint(destFocalPoint);
- _this2.setPosition(destPosition);
- _this2.setRoll(destRoll);
- _this2.setZoom(destZoom);
- _this2.computeMatrix();
- _this2.triggerUpdate();
- if (onfinish) {
- onfinish();
- }
- };
- var animate = function animate(timestamp) {
- if (timeStart === undefined) {
- timeStart = timestamp;
- }
- var elapsed = timestamp - timeStart;
- if (elapsed > duration) {
- endAnimation();
- return;
- }
- // use the same ease function in animation system
- var t = easingFunc(elapsed / duration);
- var interFocalPoint = create$2();
- var interPosition = create$2();
- var interZoom = 1;
- var interRoll = 0;
- lerp(interFocalPoint, _this2.focalPoint, destFocalPoint, t);
- lerp(interPosition, _this2.position, destPosition, t);
- interRoll = _this2.roll * (1 - t) + destRoll * t;
- interZoom = _this2.zoom * (1 - t) + destZoom * t;
- _this2.setFocalPoint(interFocalPoint);
- _this2.setPosition(interPosition);
- _this2.setRoll(interRoll);
- _this2.setZoom(interZoom);
- var dist$1 = dist(interFocalPoint, destFocalPoint) + dist(interPosition, destPosition);
- if (dist$1 <= epsilon && destZoom == undefined && destRoll == undefined) {
- endAnimation();
- return;
- }
- _this2.computeMatrix();
- _this2.triggerUpdate();
- if (elapsed < duration) {
- _this2.landmarkAnimationID = _this2.canvas.requestAnimationFrame(animate);
- }
- };
- this.canvas.requestAnimationFrame(animate);
- }
- };
- _proto.syncFromLandmark = function syncFromLandmark(landmark) {
- this.matrix = copy(this.matrix, landmark.matrix);
- this.right = copy$1(this.right, landmark.right);
- this.up = copy$1(this.up, landmark.up);
- this.forward = copy$1(this.forward, landmark.forward);
- this.position = copy$1(this.position, landmark.position);
- this.focalPoint = copy$1(this.focalPoint, landmark.focalPoint);
- this.distanceVector = copy$1(this.distanceVector, landmark.distanceVector);
- this.azimuth = landmark.azimuth;
- this.elevation = landmark.elevation;
- this.roll = landmark.roll;
- this.relAzimuth = landmark.relAzimuth;
- this.relElevation = landmark.relElevation;
- this.relRoll = landmark.relRoll;
- this.dollyingStep = landmark.dollyingStep;
- this.distance = landmark.distance;
- this.zoom = landmark.zoom;
- };
- return AdvancedCamera;
- }(gLite.Camera);
- gLite.runtime.CameraContribution = AdvancedCamera;
- exports.AdvancedCamera = AdvancedCamera;
- Object.defineProperty(exports, '__esModule', { value: true });
- })));
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