You're Invited:Meet the Socket Team at BlackHat and DEF CON in Las Vegas, Aug 4-6.RSVP
Socket
Book a DemoInstallSign in
Socket

3d-view

Package Overview
Dependencies
Maintainers
1
Versions
4
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

3d-view

3D camera view controller

2.0.1
latest
Source
npmnpm
Version published
Weekly downloads
20K
-21.42%
Maintainers
1
Weekly downloads
 
Created
Source

3d-view

This module is a generic interface which synchronizes several existing view interactions

  • turntable-camera-controller
  • orbit-camera-controller
  • matrix-camera-controller

Each camera controller proceeds by appending events onto a log. The current camera state is obtained by interpolating between these events.

API

Try a more complete demo here

var now            = require('right-now')
var bunny          = require('bunny')
var perspective    = require('gl-mat4/perspective')
var fit            = require('canvas-fit')
var createContext  = require('gl-context')
var createAxes     = require('gl-axes')
var createMesh     = require('gl-simplicial-complex')
var createCamera   = require('3d-view')

//Set up WebGL
var canvas = document.createElement('canvas')
document.body.appendChild(canvas)
window.addEventListener('resize', fit(canvas), false)
var gl = createContext(canvas, {}, render)

//Create objects for rendering
var bounds = [[-10,-10,-10], [10,10,10]]
var mesh = createMesh(gl, {
    cells: bunny.cells,
    positions: bunny.positions,
    colormap: 'jet'
  })
var axes = createAxes(gl, {
    bounds: bounds,
    tickSpacing: [1,1,1],
    textSize: 0.05
  })

//Set up camera
var projectionMatrix = new Array(16)
var camera = createCamera({
  center:  [
    0.5*(bounds[0][0]+bounds[1][0]),
    0.5*(bounds[0][1]+bounds[1][1]),
    0.5*(bounds[0][2]+bounds[1][2]) ],
  eye: [0, 0, bounds[1][2]],
  distanceLimits: [1, 1000]
})

//Create mode drop down
var modeSelect = document.createElement('select')
camera.modes.forEach(function(mode) {
  modeSelect.add(new Option(mode, mode))
})
modeSelect.style.position = 'absolute'
modeSelect.style.left = '10px'
modeSelect.style.top = '10px'
modeSelect.style['z-index'] = 10
document.body.appendChild(modeSelect)


//Hook event listeners
var lastX = 0, lastY = 0

document.oncontextmenu = function(e) { 
  e.preventDefault()
  e.stopPropagation()
  return false 
}

modeSelect.addEventListener('change', function(ev) {
  camera.setMode(modeSelect.value)
})

canvas.addEventListener('mousemove', function(ev) {
  var dx =  (ev.clientX - lastX) / gl.drawingBufferWidth
  var dy = -(ev.clientY - lastY) / gl.drawingBufferHeight
  if(ev.which === 1) {
    if(ev.shiftKey) {
      //zoom
      camera.rotate(now(), 0, 0, dx)
    } else {
      //rotate
      camera.rotate(now(), dx, dy)
    }
  } else if(ev.which === 3) {
    //pan
    camera.pan(now(), dx, dy)
  }
  lastX = ev.clientX
  lastY = ev.clientY
})

canvas.addEventListener('wheel', function(e) {
  camera.pan(now(), 0, 0, e.deltaY)
})

//Redraw frame
function render() {

  //Update camera parameters
  var t = now()
  camera.idle(t - 20)
  camera.flush(t - 100)
  camera.recalcMatrix(t-25)
  
  //Compute parameters
  var cameraParams = {
    view: camera.computedMatrix,
    projection: perspective(
      [],
      Math.PI/4.0,
      gl.drawingBufferWidth/gl.drawingBufferHeight,
      0.1,
      1000.0)
  }

  //Draw everything
  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
  gl.enable(gl.DEPTH_TEST)
  axes.draw(cameraParams)
  mesh.draw(cameraParams)
}

Constructor

var camera = require('3d-view')([options])

Methods

camera.idle(t)

Idles the camera at time t

  • t is the time to idle at

camera.flush(t)

Flush all events in camera state before time t

  • t is the cut off time for the flush

camera.modes

An array of modes supported by the camera

camera.setMode(mode)

Sets the camera mode

  • mode is the new mode. Must be either turntable, orbit or matrix

camera.getMode()

Retrieves the current camera mode

camera.lookAt(t, eye, center, up)

Reset camera position to focus on a specified target

  • t is the time of the event
  • eye is the position of the camera
  • center is the target of the camera
  • up is a vector pointing up

camera.rotate(t, yaw, pitch, roll)

Rotates the camera incrementally by some amount

  • t is the time of the input event
  • yaw is the amount to rotate by along y-axis in radians
  • pitch is the amount to rotate by along x-axis in radians
  • roll is the amount to rotate by along z-axis in radians

camera.pan(t, dx, dy, dz)

Pans the camera in local (view relative) coordinates

  • t is the time of the event
  • dx,dy,dz is the amount to move

camera.translate(t, dx, dy, dz)

Translates the camera in world (absolute global) coordinates

  • t is the time of the event
  • dx,dy,dz is the amount to move

camera.setMatrix(t, matrix)

Sets the camera matrix to some fixed 4x4 matrix

  • t is the time of the event
  • matrix is the new camera matrix

camera.setDistance(t, r)

Sets camera distance at time t

  • t is the time of the event
  • r is the new camera distance

camera.setDistanceLimits(lo, hi)

Sets bounds on the camera distance

camera.getDistanceLimits([out])

Retrieves the camera limits

camera.recalcMatrix(t)

Recomputes all matrix properties at time t

camera.computedMatrix

The computed 4x4 matrix of the camera

camera.computedEye

The computed 3d eye vector for the camera

camera.computedUp

Computed up vector (initialized when calling recalcMatrix)

camera.computedCenter

Computed camera center point

camera.computedRadius

Computed log(radius)

License

(c) 2015 Mikola Lysenko. MIT License

Keywords

3d

FAQs

Package last updated on 03 Sep 2021

Did you know?

Socket

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Install

Related posts

SocketSocket SOC 2 Logo

Product

About

Packages

Stay in touch

Get open source security insights delivered straight into your inbox.

  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc

U.S. Patent No. 12,346,443 & 12,314,394. Other pending.