开发:清理变量名称

webgl2
ChenX 4 years ago
parent 63599ab293
commit 4cda2543cf

@ -9,10 +9,10 @@ test("", () =>
let dir = new THREE.Vector3(0, 1, 0);
orb.UpdateRoValue(dir);
orb.SetFromDirection(dir);
expect(equaln(orb.RoX, 0)).toBe(true);
expect(equaln(orb.RoZ, Math.PI * 0.5)).toBe(true);
expect(equaln(orb.theta, Math.PI * 0.5)).toBe(true);
//试着还原
orb.UpdateDirection(dir);
@ -20,9 +20,9 @@ test("", () =>
//试试新的
dir.set(1, 0, 0);
orb.UpdateRoValue(dir);
orb.SetFromDirection(dir);
expect(equaln(orb.RoX, 0)).toBe(true);
expect(equaln(orb.RoZ, 0)).toBe(true);
expect(equaln(orb.theta, 0)).toBe(true);
//试着还原
orb.UpdateDirection(dir);
@ -32,7 +32,7 @@ test("", () =>
dir.set(0.5, 0.5, 0).normalize();
let dirc = dir.clone();
orb.UpdateRoValue(dir);
orb.SetFromDirection(dir);
//试着还原
orb.UpdateDirection(dir);
@ -41,7 +41,7 @@ test("", () =>
//试试新的
dir.set(0.5, 0.5, 1).normalize();
dirc = dir.clone();
orb.UpdateRoValue(dir);
orb.SetFromDirection(dir);
//试着还原
orb.UpdateDirection(dir);
@ -49,9 +49,9 @@ test("", () =>
dir.set(0, 0, -1);
dirc = dir.clone();
orb.UpdateRoValue(dir);
orb.SetFromDirection(dir);
expect(equaln(orb.RoZ, Math.PI * 0.5)).toBe(true);
expect(equaln(orb.theta, Math.PI * 0.5)).toBe(true);
expect(equaln(orb.RoX, Math.PI * -0.5)).toBe(true);
//试着还原

@ -8,52 +8,52 @@ import { YAxis, ZAxis, equaln } from "./GeUtils";
export class Orbit
{
//抬头低头 正数抬头 负数低头
private m_RoX: number = 0;
private phi: number = 0;//Φ
//身体旋转 0为正右边 逆时针旋转
RoZ: number = 0;
theta: number = 0;//θ
get RoX()
{
return this.m_RoX;
return this.phi;
}
set RoX(v)
{
this.m_RoX = MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49);
this.phi = MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49);
}
/**
* 使
* @param [dir] ,,
* @param [outDirection] ,,
* @returns
*/
UpdateDirection(dir = new Vector3()): Vector3
UpdateDirection(outDirection = new Vector3()): Vector3
{
dir.z = Math.sin(this.m_RoX);
outDirection.z = Math.sin(this.phi);
//归一化专用.
let d = Math.abs(Math.cos(this.m_RoX));
let d = Math.abs(Math.cos(this.phi));
dir.x = Math.cos(this.RoZ) * d;
dir.y = Math.sin(this.RoZ) * d;
outDirection.x = Math.cos(this.theta) * d;
outDirection.y = Math.sin(this.theta) * d;
return dir;
return outDirection;
}
/**
* 使,
* @param dir .
*/
UpdateRoValue(dir: Vector3): void
SetFromDirection(dir: Vector3): void
{
dir.normalize();
this.m_RoX = Math.asin(dir.z);
this.phi = Math.asin(dir.z);
if (equaln(dir.x, 0) && equaln(dir.y, 0))
if (dir.z > 0)
this.RoZ = Math.PI * -0.5;
this.theta = Math.PI * -0.5;
else
this.RoZ = Math.PI * 0.5;
this.theta = Math.PI * 0.5;
else
this.RoZ = Math.atan2(dir.y, dir.x);
this.theta = Math.atan2(dir.y, dir.x);
}
/**

@ -24,36 +24,36 @@ type Camera = OrthographicCamera | PerspectiveCamera;
*/
export class CameraUpdate
{
private m_CurCamera: Camera;
private m_CameraArray: Map<any, Camera> = new Map<any, Camera>();
private _CurCamera: Camera;
private _CameraArray: Map<any, Camera> = new Map<any, Camera>();
//视口的画布大小
private m_Width: number;
private m_Height: number;
private _Width: number;
private _Height: number;
//视口显示的高度
private m_ViewHeight: number = 1000;
private _ViewHeight: number = 1000;
//观察的位置
private m_Target: Vector3 = new Vector3();
private _Target: Vector3 = new Vector3();
//观察向量
private m_Direction: Vector3 = new Vector3(0, 0, -1);
private _Direction: Vector3 = new Vector3(0, 0, -1);
//观察的轨道.
private m_Orbit: Orbit = new Orbit();
private _Orbit: Orbit = new Orbit();
//最大最小视口高度
m_MinViewHeight = 1e-3;
m_MaxViewHeight = 3e6;
_MinViewHeight = 1e-3;
_MaxViewHeight = 3e6;
constructor()
{
this.m_CameraArray.set(OrthographicCamera, new OrthographicCamera(-2, 2, 2, -2,
this._CameraArray.set(OrthographicCamera, new OrthographicCamera(-2, 2, 2, -2,
-ViewScopeSize, ViewScopeSize));
this.m_CameraArray.set(PerspectiveCamera, new PerspectiveCamera(50, 1, 0.01, ViewScopeSize));
this._CameraArray.set(PerspectiveCamera, new PerspectiveCamera(50, 1, 0.01, ViewScopeSize));
this.m_CurCamera = this.m_CameraArray.get(OrthographicCamera);
this._CurCamera = this._CameraArray.get(OrthographicCamera);
this.m_Orbit.UpdateRoValue(this.m_Direction);
this._Orbit.SetFromDirection(this._Direction);
this.UpdateUp();
@ -61,31 +61,31 @@ export class CameraUpdate
}
get Aspect(): number
{
return this.m_Width / this.m_Height;
return this._Width / this._Height;
}
get Camera(): Camera
{
return this.m_CurCamera;
return this._CurCamera;
}
get ViewHeight()
{
return this.m_ViewHeight;
return this._ViewHeight;
}
set ViewHeight(height)
{
this.m_ViewHeight = MathUtils.clamp(height, this.m_MinViewHeight, this.m_MaxViewHeight);
this._ViewHeight = MathUtils.clamp(height, this._MinViewHeight, this._MaxViewHeight);
}
get Direction()
{
return this.m_Direction.clone();
return this._Direction.clone();
}
SetSize(width: number, height: number)
{
this.m_Width = width;
this.m_Height = height;
this._Width = width;
this._Height = height;
}
/**
@ -95,21 +95,21 @@ export class CameraUpdate
Pan(mouseMove: Vector3)
{
mouseMove.y *= -1;
mouseMove.multiplyScalar(-this.m_ViewHeight / this.m_Height);
mouseMove.multiplyScalar(-this._ViewHeight / this._Height);
mouseMove.applyQuaternion(this.Camera.quaternion);
this.m_Target.add(mouseMove);
this.m_Target.clamp(ViewScopeMin, ViewScopeMax);
this._Target.add(mouseMove);
this._Target.clamp(ViewScopeMin, ViewScopeMax);
this.Update();
}
Rotate(mouseMove: Vector3, target: Vector3)
{
this.m_Orbit.RoX -= mouseMove.y * 0.003;
this.m_Orbit.RoZ -= mouseMove.x * 0.003;
this._Orbit.RoX -= mouseMove.y * 0.003;
this._Orbit.theta -= mouseMove.x * 0.003;
//缓存观察点
let oldTargetFormCameraSpace = target.clone().applyMatrix4(this.Camera.matrixWorldInverse);
this.m_Orbit.UpdateDirection(this.m_Direction);
this._Orbit.UpdateDirection(this._Direction);
this.UpdateUp();
this.Update();
@ -123,7 +123,7 @@ export class CameraUpdate
//因为使用的是点变换,所以减去基点,得到向量
newTargetFormCameraSpace.sub(this.Camera.position);
//加上移动的向量. 使得观察点时钟在相机的某个位置
this.m_Target.add(newTargetFormCameraSpace);
this._Target.add(newTargetFormCameraSpace);
this.Update();
}
@ -132,18 +132,18 @@ export class CameraUpdate
if (this.Camera instanceof OrthographicCamera)
{
this.ViewHeight *= scale;
if (scaleCenter && this.m_ViewHeight < this.m_MaxViewHeight)
if (scaleCenter && this._ViewHeight < this._MaxViewHeight)
{
this.m_Target.sub(scaleCenter);
this.m_Target.multiplyScalar(scale);
this.m_Target.add(scaleCenter);
this._Target.sub(scaleCenter);
this._Target.multiplyScalar(scale);
this._Target.add(scaleCenter);
}
}
else if (this.Camera instanceof PerspectiveCamera)
{
let add = scale > 1 ? 1 : -1;
add *= this.Camera.position.distanceTo(this.m_Target) / 10;
this.m_Target.add(this.m_Direction.clone().multiplyScalar(-add));
add *= this.Camera.position.distanceTo(this._Target) / 10;
this._Target.add(this._Direction.clone().multiplyScalar(-add));
}
this.Update();
}
@ -154,9 +154,9 @@ export class CameraUpdate
//变换到相机坐标系
box3.applyMatrix4(this.Camera.matrixWorldInverse);
//
box3.getCenter(this.m_Target);
box3.getCenter(this._Target);
//世界坐标系
this.m_Target.applyMatrix4(this.Camera.matrix);
this._Target.applyMatrix4(this.Camera.matrix);
//size
let size = box3.getSize(new Vector3());
//宽高比
@ -182,8 +182,8 @@ export class CameraUpdate
LookAt(dir: Vector3)
{
this.LookAtEvent(dir);
this.m_Orbit.UpdateRoValue(dir);
this.m_Direction.copy(dir);
this._Orbit.SetFromDirection(dir);
this._Direction.copy(dir);
this.UpdateUp();
this.Update();
}
@ -194,30 +194,30 @@ export class CameraUpdate
UpdateUp()
{
Orbit.ComputUpDirection(this.m_Direction, this.Camera.up);
Orbit.ComputUpDirection(this._Direction, this.Camera.up);
}
/**
* ,.
*/
Update()
{
this.Camera.position.copy(this.m_Target);
this.Camera.position.copy(this._Target);
if (this.Camera instanceof OrthographicCamera)
{
this.Camera.left = this.Aspect * this.m_ViewHeight / -2;
this.Camera.right = this.Aspect * this.m_ViewHeight / 2;
this.Camera.bottom = this.m_ViewHeight / -2;
this.Camera.top = this.m_ViewHeight / 2;
this.Camera.left = this.Aspect * this._ViewHeight / -2;
this.Camera.right = this.Aspect * this._ViewHeight / 2;
this.Camera.bottom = this._ViewHeight / -2;
this.Camera.top = this._ViewHeight / 2;
this.Camera.position.sub(this.m_Direction);
this.Camera.position.sub(this._Direction);
}
else if (this.Camera instanceof PerspectiveCamera)
{
this.Camera.aspect = this.Aspect;
let distens = (this.m_ViewHeight / 2) / (Math.tan(MathUtils.degToRad(this.Camera.fov) / 2));
let distens = (this._ViewHeight / 2) / (Math.tan(MathUtils.degToRad(this.Camera.fov) / 2));
this.Camera.position.sub(this.m_Direction.clone().multiplyScalar(distens));
this.Camera.position.sub(this._Direction.clone().multiplyScalar(distens));
}
else
{
@ -226,7 +226,7 @@ export class CameraUpdate
this.Camera.matrixAutoUpdate = true;
// this.Camera.updateMatrix(); //如果不使用autoUpdate,那么应该还原这句
this.Camera.lookAt(this.m_Target);
this.Camera.lookAt(this._Target);
this.Camera.updateProjectionMatrix();
// this.Camera.updateMatrix(); //如果不使用autoUpdate,那么应该还原这句
this.Camera.updateMatrixWorld(false);
@ -249,9 +249,9 @@ export class CameraUpdate
SwitchCamera()
{
if (this.Camera instanceof OrthographicCamera)
this.m_CurCamera = this.m_CameraArray.get(PerspectiveCamera);
this._CurCamera = this._CameraArray.get(PerspectiveCamera);
else
this.m_CurCamera = this.m_CameraArray.get(OrthographicCamera);
this._CurCamera = this._CameraArray.get(OrthographicCamera);
this.UpdateUp();
this.Update();
}
@ -262,11 +262,11 @@ export class CameraUpdate
ReadFile(file: CADFiler)
{
let ver = file.Read();
this.m_ViewHeight = file.Read();
this.m_Target.fromArray(file.Read());
this.m_Direction.fromArray(file.Read());
this._ViewHeight = file.Read();
this._Target.fromArray(file.Read());
this._Direction.fromArray(file.Read());
this.m_Orbit.UpdateRoValue(this.m_Direction);
this._Orbit.SetFromDirection(this._Direction);
this.UpdateUp();
this.Update();
}
@ -274,8 +274,8 @@ export class CameraUpdate
WriteFile(file: CADFiler)
{
file.Write(1);
file.Write(this.m_ViewHeight);
file.Write(this.m_Target.toArray());
file.Write(this.m_Direction.toArray());
file.Write(this._ViewHeight);
file.Write(this._Target.toArray());
file.Write(this._Direction.toArray());
}
}

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