/** * Hilo * Copyright 2015 alibaba.com * Licensed under the MIT License */ /** * @class Camera3d is a pseudo-3d camera. * @module hilo/game/Camera3d * @requires hilo/core/Hilo * @requires hilo/core/Class * @property {Number} fv The distance of the fov(The distance between eyes and the Z plane,it determines the scale ratio of the 3d object). * @property {Number} fx The x position of the screen viewpoint(The distance between the screen viewpoint and the screen left top corner on the x axis). * @property {Number} fy The y position of the screen viewpoint(The distance between the screen viewpoint and the screen left top corner on the y axis). * @property {Object} stage The 3d object's container, it can be stage or container.It is required if you need to sort the 3d object by z axis. * @property {Number} x The x position. * @property {Number} y The y position. * @property {Number} z The z position. * @property {Number} rotationX The x rotation. * @property {Number} rotationY The y rotation. * @property {Number} rotationZ The z rotation. */ var Camera3d = (function(){ var degtorad = Math.PI / 180; //Rotate the axis. function rotateX(x, y, z, ca, sa) {//rotate x return { x: x, y: y * ca - z * sa, z: y * sa + z * ca }; } function rotateY(x, y, z, ca, sa) {//rotate y return { x: x * ca - z * sa, y: y, z: x * sa + z * ca }; } function rotateZ(x, y, z, ca, sa) {//rotate z return { x: x * ca - y * sa, y: x * sa + y * ca, z: z }; } var Camera3d = Class.create(/** @lends Camera3d.prototype */{ constructor: function(properties){ properties.x = properties.x || 0; properties.y = properties.y || 0; properties.z = properties.z || 0; properties.rotationX = properties.rotationX || 0; properties.rotationY = properties.rotationY || 0; properties.rotationZ = properties.rotationZ || 0; Hilo.copy(this, properties); }, /** * Translate the camera,used for Zoomin/out feature. * @param {Number} x The x position. * @param {Number} y The y position. * @param {Number} z The z position. */ translate : function(x,y,z){ this.tx = x; this.ty = y; this.tz = z; }, /** * Rotate by the x axis. * @param {Number} angle The rotate degree. */ rotateX : function(angle){ this.rotationX = angle; }, /** * Rotate by the y axis. * @param {Number} angle The rotate degree. */ rotateY : function(angle){ this.rotationY = angle; }, /** * Rotate by the z axis. * @param {Number} angle The rotate degree. */ rotateZ : function(angle){ this.rotationZ = angle; }, /** * Project the 3d point to 2d point. * @param {object} vector3D The 3d position, it must have x, y and z properties. * @param {View} view The view related to the 3d position.It'll be auto translated by the 3d position. * @returns {Object} The 2d object include z and scale properties, e.g.:{x:x, y:y, z:z, scale} */ project : function(vector3D, view){ var rx = this.rotationX * degtorad, ry = this.rotationY * degtorad, rz = this.rotationZ * degtorad, cosX = Math.cos(rx), sinX = Math.sin(rx), cosY = Math.cos(ry), sinY = Math.sin(ry), cosZ = Math.cos(rz), sinZ = Math.sin(rz), // 旋转变换前的 仿射矩阵位移, dx = vector3D.x - this.x, dy = vector3D.y - this.y, dz = vector3D.z - this.z; // 旋转矩阵变换 var vector = rotateZ(dx, dy, dz, cosZ, sinZ); vector = rotateY(vector.x, vector.y, vector.z, cosY, sinY); vector = rotateX(vector.x, vector.y, vector.z, cosX, sinX); // 最后的仿射矩阵变换 if(this.tx) vector.x -= this.tx; if(this.ty) vector.y -= this.ty; if(this.tz) vector.z -= this.tz; var perspective = this.fv / (this.fv + vector.z), _x = vector.x * perspective, _y = -vector.y * perspective; var result = { x : _x + this.fx, y : _y + this.fy, z : -vector.z, scale : perspective }; if(view){ view.x = result.x; view.y = result.y; view.z = result.z; view.scaleX = result.scale; view.scaleY = result.scale; } return result; }, /** * Sort by z axis. */ sortZ : function(){ this.stage.children.sort(function(view_a, view_b){ return view_a.z > view_b.z; }); }, /** * Used for the ticker. */ tick : function(){ this.sortZ(); } }); return Camera3d; })();