196 lines
5.4 KiB
JavaScript
196 lines
5.4 KiB
JavaScript
Math.clamp = Math.clamp || function(number, min, max) {
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return Math.max(Math.min(number, max), min);
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};
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/**
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* @memberof L3D
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* @constructor
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* @param {THREE.Renderer} renderer the renderer to use
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* @param {THREE.Scene} scene the scene to render
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* @description Displays a small preview of a camera
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*/
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L3D.Previewer = function(renderer, scene) {
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/**
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* @type {element}
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* @description The document element to add on top of the renderer
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*/
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this.domElement = document.createElement('canvas');
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/**
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* @type {CanvasRenderingContext2D}
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* @description The context of domElement
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*/
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this.ctx = this.domElement.getContext('2d');
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/**
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* @type {THREE.Renderer}
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* @description The renderer to use
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*/
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this.renderer = renderer;
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/**
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* @type {THREE.Scene}
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* @description The scene to render
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*/
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this.scene = scene;
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/**
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* @type {Boolean}
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* @description true if the preview should be stuck at the bottom left of the container,
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* false if it should appear near the mouse
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*/
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this.fixed = false;
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/**
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* @private
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* @type {Boolean}
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* @description true if the rendering as already been done
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*/
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this.drawn = false;
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/**
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* @private
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* @type {Boolean}
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* @description true if the rendering was done before
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*/
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this.drawnBefore = false;
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this.mouse = {x: null, y: null};
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};
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/**
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* Renders the preview
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* @param {Object} pref an object containing :
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* <ul>
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* <li><code>go</code> : a boolean if the rendering should be done</li>
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* <li><code>x</code> : the x coordinate of the mouse</li>
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* <li><code>y</code> : the y coordinate of the mouse</li>
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* <li><code>camera</code> : the camera to use for the preview</li>
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* </ul>
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* @param {Number} container_width width of the container
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* @param {Number} container_height height of the container
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*/
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L3D.Previewer.prototype.render = function(container_width, container_height) {
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var width, height, left, bottom;
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if (this.camera) {
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width = Math.floor(container_width / 5);
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height = Math.floor(container_height / 5);
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if (!this.fixed) {
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left = Math.floor(this.mouse.x - width/2);
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bottom = Math.floor(this.renderer.domElement.height - this.mouse.y + height/5);
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// Translate box if too high
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if (bottom + height > this.renderer.domElement.height) {
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bottom -= 7 * height / 5;
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}
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// Translate box if too on the side
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left = Math.clamp(left, width / 5, this.renderer.domElement.width - 6 * width / 5);
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} else {
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left = 0;
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bottom = 0;
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}
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// Draw border
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var can_bottom = container_height - bottom - height ;
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this.ctx.strokeStyle = "#ffffff";
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this.ctx.beginPath();
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this.ctx.moveTo(left-1, can_bottom);
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this.ctx.lineTo(left-1, can_bottom + height);
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this.ctx.lineTo(left + width-1, can_bottom + height);
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this.ctx.lineTo(left + width-1, can_bottom);
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this.ctx.closePath();
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this.ctx.stroke();
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this.ctx.strokeStyle = "#000000";
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this.ctx.beginPath();
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this.ctx.moveTo(left, can_bottom + 1);
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this.ctx.lineTo(left, can_bottom + height - 1);
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this.ctx.lineTo(left + width - 2 , can_bottom + height-1);
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this.ctx.lineTo(left + width - 2, can_bottom+1);
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this.ctx.closePath();
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this.ctx.stroke();
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// Do render in previsualization
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this.camera.look();
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this.renderer.setScissor(left, bottom, width, height);
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this.renderer.enableScissorTest(true);
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this.renderer.setViewport(left, bottom, width, height);
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this.renderer.render(this.scene, this.camera);
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this.update(true);
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if (this.prevCamera !== this.camera) {
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this.clearNeeded = true;
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}
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this.prevCamera = this.camera;
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} else {
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this.update(false);
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}
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if (this.drawnBefore && !this.drawn) {
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this.clearNeeded = true;
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}
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};
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/**
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* Clears the borders of the preview
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*/
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L3D.Previewer.prototype.clear = function() {
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if (this.clearNeeded) {
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this.domElement.width = this.domElement.width;
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this.clearNeeded = false;
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}
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};
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/**
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* Setter for the fixed preview
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* @param {Boolean} true if you want to fix the preview, false otherwise
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*/
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L3D.Previewer.prototype.fixedRecommendation = function(bool) {
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this.fixed = bool;
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};
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/**
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* @private
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* @description Update flags
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* @param {Boolean} arg if the update drew something
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*/
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L3D.Previewer.prototype.update = function(arg) {
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this.drawnBefore = this.drawn;
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this.drawn = arg;
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};
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/**
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* @description Changes the camera used for the preview
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* @param {THREE.Camera} camera the new camera for preview
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*/
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L3D.Previewer.prototype.setCamera = function(camera) {
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this.camera = camera;
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};
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/**
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* @description Sets the position of the preview (automatically moves the
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* preview if the mouse is in the border of the canvas)
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* @param {Number} x x coordinate of the mouse
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* @param {Number} y y coordinate of the mouse
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*/
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L3D.Previewer.prototype.setPosition = function(x, y) {
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this.mouse.x = x;
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this.mouse.y = y;
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};
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/**
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* @description Resets the size of the canvas and clears it
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* @param width {Number} the new width
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* @param height {Number} the new height
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*/
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L3D.Previewer.prototype.setSize = function(width, height) {
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this.domElement.width = width;
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this.domElement.height = height;
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};
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