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https://github.com/Doodle3D/Doodle3D-Slicer.git
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238 lines
5.0 KiB
JavaScript
238 lines
5.0 KiB
JavaScript
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/**
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* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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*
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* A general perpose camera, for setting FOV, Lens Focal Length,
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* and switching between perspective and orthographic views easily.
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* Use this only if you do not wish to manage
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* both a Orthographic and Perspective Camera
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*
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*/
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THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
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THREE.Camera.call( this );
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this.fov = fov;
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this.left = -width / 2;
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this.right = width / 2
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this.top = height / 2;
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this.bottom = -height / 2;
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// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
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this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
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this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
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this.zoom = 1;
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this.toPerspective();
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var aspect = width / height;
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};
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THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
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THREE.CombinedCamera.prototype.constructor = THREE.CombinedCamera;
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THREE.CombinedCamera.prototype.toPerspective = function () {
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// Switches to the Perspective Camera
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this.near = this.cameraP.near;
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this.far = this.cameraP.far;
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this.cameraP.fov = this.fov / this.zoom ;
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this.cameraP.updateProjectionMatrix();
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this.projectionMatrix = this.cameraP.projectionMatrix;
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this.inPerspectiveMode = true;
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this.inOrthographicMode = false;
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};
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THREE.CombinedCamera.prototype.toOrthographic = function () {
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// Switches to the Orthographic camera estimating viewport from Perspective
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var fov = this.fov;
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var aspect = this.cameraP.aspect;
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var near = this.cameraP.near;
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var far = this.cameraP.far;
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// The size that we set is the mid plane of the viewing frustum
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var hyperfocus = ( near + far ) / 2;
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var halfHeight = Math.tan( fov * Math.PI / 180 / 2 ) * hyperfocus;
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var planeHeight = 2 * halfHeight;
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var planeWidth = planeHeight * aspect;
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var halfWidth = planeWidth / 2;
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halfHeight /= this.zoom;
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halfWidth /= this.zoom;
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this.cameraO.left = -halfWidth;
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this.cameraO.right = halfWidth;
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this.cameraO.top = halfHeight;
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this.cameraO.bottom = -halfHeight;
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// this.cameraO.left = -farHalfWidth;
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// this.cameraO.right = farHalfWidth;
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// this.cameraO.top = farHalfHeight;
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// this.cameraO.bottom = -farHalfHeight;
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// this.cameraO.left = this.left / this.zoom;
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// this.cameraO.right = this.right / this.zoom;
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// this.cameraO.top = this.top / this.zoom;
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// this.cameraO.bottom = this.bottom / this.zoom;
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this.cameraO.updateProjectionMatrix();
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this.near = this.cameraO.near;
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this.far = this.cameraO.far;
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this.projectionMatrix = this.cameraO.projectionMatrix;
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this.inPerspectiveMode = false;
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this.inOrthographicMode = true;
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};
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THREE.CombinedCamera.prototype.setSize = function( width, height ) {
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this.cameraP.aspect = width / height;
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this.left = -width / 2;
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this.right = width / 2
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this.top = height / 2;
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this.bottom = -height / 2;
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};
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THREE.CombinedCamera.prototype.setFov = function( fov ) {
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this.fov = fov;
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if ( this.inPerspectiveMode ) {
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this.toPerspective();
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} else {
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this.toOrthographic();
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}
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};
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// For mantaining similar API with PerspectiveCamera
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THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
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if ( this.inPerspectiveMode ) {
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this.toPerspective();
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} else {
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this.toPerspective();
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this.toOrthographic();
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}
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};
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/*
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* Uses Focal Length (in mm) to estimate and set FOV
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* 35mm (fullframe) camera is used if frame size is not specified;
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* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
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*/
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THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
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if ( frameHeight === undefined ) frameHeight = 24;
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var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
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this.setFov( fov );
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return fov;
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};
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THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
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this.zoom = zoom;
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if ( this.inPerspectiveMode ) {
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this.toPerspective();
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} else {
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this.toOrthographic();
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}
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};
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THREE.CombinedCamera.prototype.toFrontView = function() {
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this.rotation.x = 0;
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this.rotation.y = 0;
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this.rotation.z = 0;
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// should we be modifing the matrix instead?
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this.rotationAutoUpdate = false;
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};
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THREE.CombinedCamera.prototype.toBackView = function() {
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this.rotation.x = 0;
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this.rotation.y = Math.PI;
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this.rotation.z = 0;
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this.rotationAutoUpdate = false;
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};
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THREE.CombinedCamera.prototype.toLeftView = function() {
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this.rotation.x = 0;
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this.rotation.y = - Math.PI / 2;
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this.rotation.z = 0;
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this.rotationAutoUpdate = false;
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};
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THREE.CombinedCamera.prototype.toRightView = function() {
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this.rotation.x = 0;
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this.rotation.y = Math.PI / 2;
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this.rotation.z = 0;
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this.rotationAutoUpdate = false;
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};
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THREE.CombinedCamera.prototype.toTopView = function() {
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this.rotation.x = - Math.PI / 2;
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this.rotation.y = 0;
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this.rotation.z = 0;
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this.rotationAutoUpdate = false;
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};
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THREE.CombinedCamera.prototype.toBottomView = function() {
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this.rotation.x = Math.PI / 2;
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this.rotation.y = 0;
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this.rotation.z = 0;
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this.rotationAutoUpdate = false;
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};
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