An orbiting camera with mouse input bindings. This is similar to 3d-view-controls, except it doesn't do mode switching and fancy property syntactic sugar, making it much lighter weight.
Default controls:
Button | Interaction |
---|---|
Left mouse | Rotate |
Shift + left mouse or scroll horizontally | Roll |
Right mouse | Pan |
Middle mouse or scroll vertically | Zoom |
var createCamera = require('../orbiter')
var bunny = require('bunny')
var perspective = require('gl-mat4/perspective')
var createMesh = require('gl-simplicial-complex')
var canvas = document.createElement('canvas')
document.body.appendChild(canvas)
window.addEventListener('resize', require('canvas-fit')(canvas))
var gl = canvas.getContext('webgl')
var camera = createCamera(canvas, {
eye: [50,0,0],
center: [0,0,0],
zoomMax: 500
})
var mesh = createMesh(gl, {
cells: bunny.cells,
positions: bunny.positions,
colormap: 'jet'
})
function render() {
requestAnimationFrame(render)
if(camera.tick()) {
gl.viewport(0, 0, canvas.width, canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.enable(gl.DEPTH_TEST)
mesh.draw({
projection: perspective([], Math.PI/4, canvas.width/canvas.height, 0.01, 1000),
view: camera.matrix
})
}
}
render()
Creates a new camera object.
element
is a DOM node onto which the orbiter is attachedoptions
is an object with the following optional properties:eye
- the position of the camera in world coordinates (Default[0,0,10]
)center
- the target of the camera in world coordinates (Default[0,0,0]
)up
- the up vector of the camera (Default[0,1,0]
)inputEnabled
if set to false, then disables input (Defaulttrue
)delay
- amount to delay interactions by for interpolation in ms (Default16
)rotateSpeed
- rotation scaling factor (Default1
)zoomSpeed
- zoom scaling factor (Default1
)translateSpeed
- translation/panning scale factor (Default1
)flipX
- flip X axis for rotations (Defaultfalse
)flipY
- flip Y axis for rotations (Defaultfalse
)zoomMin
- minimum zoom distance (Default0.01
)zoomMax
- maximum zoom distance (DefaultInfinity
)
A 4x4 matrix encoded as a length 16 array representing the homogeneous transformation from world coordinates to view (camera) coordinates.
The position of the camera in world coordinates
A vector pointing up in world coordinates
The target of the camera in world coordinates
Euclidean distance from eye
to center
Updates the camera state. Call this before each frame is rendered to compute the current state of the camera.
Returns true
if the state of the camera has changed since the last call to tick
Sets the camera center/eye/up vector to look at a fixed target
center
is the new center/target for the cameraeye
is the position of the camera in world coordinatesup
is a vector pointing up
Targets the camera at a bounding box. This is a short cut for skipping some of the boilerplate associated with lookAt
lo
is the lower bound on the boxhi
is the upper bound on the box
Applies an incremental rotation to the camera
yaw
is the amount to rotate about the y-axis (in xz plane of camera)pitch
is the amount to rotate about the x-axis (in yz plane of camera)roll
is the amount to rotate about the forward axis (in xy plane of camera)
Applies a relative motion to the camera, moving in view coordinates
dx,dy,dz
are the components of the camera motion vector
Translates the camera in world coordinates
dx,dy,dz
are the components of the translation vector
A 2D array representing the [lo,hi]
bounds on the zoom distance. Note that 0 < lo < hi
.
A flag controlling whether the camera rotation is flipped along the x-axis
A flag controlling whether the camera rotation is flipped along the y-axis
The amount of delay on the interpolation of the camera state in ms
Camera rotation speed scaling factor
Camera zoom speed scaling factor
Camera translation speed scaling factor
The DOM element the camera is attached to
(c) 2015 Mikola Lysenko. MIT License