feat: use custom player module
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84
apps/module/spine-ts/webgl/src/Camera.ts
Executable file
84
apps/module/spine-ts/webgl/src/Camera.ts
Executable file
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.webgl {
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export class OrthoCamera {
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position = new Vector3(0, 0, 0);
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direction = new Vector3(0, 0, -1);
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up = new Vector3(0, 1, 0);
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near = 0;
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far = 100;
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zoom = 1;
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viewportWidth = 0;
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viewportHeight = 0;
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projectionView = new Matrix4();
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inverseProjectionView = new Matrix4();
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projection = new Matrix4();
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view = new Matrix4();
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private tmp = new Vector3();
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constructor (viewportWidth: number, viewportHeight: number) {
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this.viewportWidth = viewportWidth;
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this.viewportHeight = viewportHeight;
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this.update();
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}
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update () {
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let projection = this.projection;
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let view = this.view;
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let projectionView = this.projectionView;
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let inverseProjectionView = this.inverseProjectionView;
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let zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight;
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projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2),
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zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2),
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this.near, this.far);
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view.lookAt(this.position, this.direction, this.up);
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projectionView.set(projection.values);
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projectionView.multiply(view);
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inverseProjectionView.set(projectionView.values).invert();
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}
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screenToWorld (screenCoords: Vector3, screenWidth: number, screenHeight: number) {
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let x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
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let tmp = this.tmp;
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tmp.x = (2 * x) / screenWidth - 1;
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tmp.y = (2 * y) / screenHeight - 1;
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tmp.z = (2 * screenCoords.z) - 1;
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tmp.project(this.inverseProjectionView);
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screenCoords.set(tmp.x, tmp.y, tmp.z);
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return screenCoords;
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}
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setViewport(viewportWidth: number, viewportHeight: number) {
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this.viewportWidth = viewportWidth;
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this.viewportHeight = viewportHeight;
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}
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}
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}
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