1 /****************************************************************************
  2  Copyright (c) 2008-2010 Ricardo Quesada
  3  Copyright (c) 2011-2012 cocos2d-x.org
  4  Copyright (c) 2013-2014 Chukong Technologies Inc.
  5 
  6  http://www.cocos2d-x.org
  7 
  8  Permission is hereby granted, free of charge, to any person obtaining a copy
  9  of this software and associated documentation files (the "Software"), to deal
 10  in the Software without restriction, including without limitation the rights
 11  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 12  copies of the Software, and to permit persons to whom the Software is
 13  furnished to do so, subject to the following conditions:
 14 
 15  The above copyright notice and this permission notice shall be included in
 16  all copies or substantial portions of the Software.
 17 
 18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 21  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 22  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 23  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 24  THE SOFTWARE.
 25  ****************************************************************************/
 26 
 27 /**
 28  * <p>
 29  *     A CCCamera is used in every CCNode.                                                                                 <br/>
 30  *     The OpenGL gluLookAt() function is used to locate the camera.                                                       <br/>
 31  *                                                                                                                         <br/>
 32  *     If the object is transformed by any of the scale, rotation or position attributes, then they will override the camera.          <br/>
 33  *                                                                                                                                     <br/>
 34  *     IMPORTANT: Either your use the camera or the rotation/scale/position properties. You can't use both.                            <br/>
 35  *     World coordinates won't work if you use the camera.                                                                             <br/>
 36  *                                                                                                                                     <br/>
 37  *     Limitations:                                                                                                                    <br/>
 38  *     - Some nodes, like CCParallaxNode, CCParticle uses world node coordinates, and they won't work properly if you move them (or any of their ancestors)           <br/>
 39  *     using the camera.                                                                                                               <br/>
 40  *                                                                                                                                     <br/>
 41  *     - It doesn't work on batched nodes like CCSprite objects when they are parented to a CCSpriteBatchNode object.                  <br/>
 42  *                                                                                                                                     <br/>
 43  *     - It is recommended to use it ONLY if you are going to create 3D effects. For 2D effecs, use the action CCFollow or position/scale/rotate. *
 44  * </p>
 45  */
 46 cc.Camera = cc.Class.extend({
 47     _eyeX:null,
 48     _eyeY:null,
 49     _eyeZ:null,
 50 
 51     _centerX:null,
 52     _centerY:null,
 53     _centerZ:null,
 54 
 55     _upX:null,
 56     _upY:null,
 57     _upZ:null,
 58 
 59     _dirty:false,
 60     _lookupMatrix:null,
 61     /**
 62      * constructor of cc.Camera
 63      */
 64     ctor:function () {
 65         this._lookupMatrix = new cc.kmMat4();
 66         this.restore();
 67     },
 68 
 69     /**
 70      * Description of cc.Camera
 71      * @return {String}
 72      */
 73     description:function () {
 74         return "<CCCamera | center =(" + this._centerX + "," + this._centerY + "," + this._centerZ + ")>";
 75     },
 76 
 77     /**
 78      * sets the dirty value
 79      * @param value
 80      */
 81     setDirty:function (value) {
 82         this._dirty = value;
 83     },
 84 
 85     /**
 86      * get the dirty value
 87      * @return {Boolean}
 88      */
 89     isDirty:function () {
 90         return this._dirty;
 91     },
 92 
 93     /**
 94      * sets the camera in the default position
 95      */
 96     restore:function () {
 97         this._eyeX = this._eyeY = 0.0;
 98         this._eyeZ = cc.Camera.getZEye();
 99 
100         this._centerX = this._centerY = this._centerZ = 0.0;
101 
102         this._upX = 0.0;
103         this._upY = 1.0;
104         this._upZ = 0.0;
105 
106         cc.kmMat4Identity( this._lookupMatrix );
107 
108         this._dirty = false;
109     },
110 
111     /**
112      * Sets the camera using gluLookAt using its eye, center and up_vector
113      */
114     locate:function () {
115         if (this._dirty) {
116             var eye = new cc.kmVec3(), center = new cc.kmVec3(), up = new cc.kmVec3();
117 
118             cc.kmVec3Fill( eye, this._eyeX, this._eyeY , this._eyeZ );
119             cc.kmVec3Fill( center, this._centerX, this._centerY, this._centerZ);
120 
121             cc.kmVec3Fill( up, this._upX, this._upY, this._upZ);
122             cc.kmMat4LookAt( this._lookupMatrix, eye, center, up);
123 
124             this._dirty = false;
125         }
126         cc.kmGLMultMatrix( this._lookupMatrix);
127     },
128 
129     _locateForRenderer: function(matrix){
130         if (this._dirty) {
131             var eye = new cc.kmVec3(), center = new cc.kmVec3(), up = new cc.kmVec3();
132 
133             cc.kmVec3Fill( eye, this._eyeX, this._eyeY , this._eyeZ );
134             cc.kmVec3Fill( center, this._centerX, this._centerY, this._centerZ);
135 
136             cc.kmVec3Fill( up, this._upX, this._upY, this._upZ);
137             cc.kmMat4LookAt( this._lookupMatrix, eye, center, up);
138 
139             this._dirty = false;
140         }
141         cc.kmMat4Multiply(matrix, matrix, this._lookupMatrix);
142     },
143 
144     /**
145      * sets the eye values in points
146      * @param {Number} eyeX
147      * @param {Number} eyeY
148      * @param {Number} eyeZ
149      * @deprecated This function will be deprecated sooner or later please use setEye instead.
150      */
151     setEyeXYZ:function (eyeX, eyeY, eyeZ) {
152         this.setEye(eyeX,eyeY,eyeZ);
153     },
154 
155     /**
156      * sets the eye values in points
157      * @param {Number} eyeX
158      * @param {Number} eyeY
159      * @param {Number} eyeZ
160      */
161     setEye:function (eyeX, eyeY, eyeZ) {
162         this._eyeX = eyeX ;
163         this._eyeY = eyeY ;
164         this._eyeZ = eyeZ ;
165 
166         this._dirty = true;
167     },
168 
169     /**
170      * sets the center values in points
171      * @param {Number} centerX
172      * @param {Number} centerY
173      * @param {Number} centerZ
174      * @deprecated  This function will be deprecated sooner or later please use setCenter instead.
175      */
176     setCenterXYZ:function (centerX, centerY, centerZ) {
177         this.setCenter(centerX,centerY,centerZ);
178     },
179 
180     /**
181      * sets the center values in points
182      * @param {Number} centerX
183      * @param {Number} centerY
184      * @param {Number} centerZ
185      */
186     setCenter:function (centerX, centerY, centerZ) {
187         this._centerX = centerX ;
188         this._centerY = centerY ;
189         this._centerZ = centerZ ;
190 
191         this._dirty = true;
192     },
193 
194     /**
195      * sets the up values
196      * @param {Number} upX
197      * @param {Number} upY
198      * @param {Number} upZ
199      * @deprecated This function will be deprecated sooner or later.
200      */
201     setUpXYZ:function (upX, upY, upZ) {
202         this.setUp(upX, upY, upZ);
203     },
204 
205     /**
206      * sets the up values
207      * @param {Number} upX
208      * @param {Number} upY
209      * @param {Number} upZ
210      */
211     setUp:function (upX, upY, upZ) {
212         this._upX = upX;
213         this._upY = upY;
214         this._upZ = upZ;
215 
216         this._dirty = true;
217     },
218 
219     /**
220      * get the eye vector values in points  (return an object like {x:1,y:1,z:1} in HTML5)
221      * @param {Number} eyeX
222      * @param {Number} eyeY
223      * @param {Number} eyeZ
224      * @return {Object}
225      * @deprecated This function will be deprecated sooner or later, please use getEye instead.
226      */
227     getEyeXYZ:function (eyeX, eyeY, eyeZ) {
228         return {x:this._eyeX , y:this._eyeY , z: this._eyeZ };
229     },
230 
231     /**
232      * get the eye vector values in points  (return an object like {x:1,y:1,z:1} in HTML5)
233      * @return {Object}
234      */
235     getEye:function () {
236         return {x:this._eyeX , y:this._eyeY , z: this._eyeZ };
237     },
238 
239     /**
240      * get the center vector values int points (return an object like {x:1,y:1,z:1} in HTML5)
241      * @param {Number} centerX
242      * @param {Number} centerY
243      * @param {Number} centerZ
244      * @return {Object}
245      * @deprecated This function will be deprecated sooner or later,please use getCenter instead.
246      */
247     getCenterXYZ:function (centerX, centerY, centerZ) {
248         return {x:this._centerX ,y:this._centerY ,z:this._centerZ };
249     },
250 
251     /**
252      * get the center vector values int points (return an object like {x:1,y:1,z:1} in HTML5)
253      * @return {Object}
254      */
255     getCenter:function () {
256         return {x:this._centerX ,y:this._centerY ,z:this._centerZ };
257     },
258 
259     /**
260      * get the up vector values (return an object like {x:1,y:1,z:1} in HTML5)
261      * @param {Number} upX
262      * @param {Number} upY
263      * @param {Number} upZ
264      * @return {Object}
265      * @deprecated This function will be deprecated sooner or later,please use getUp instead.
266      */
267     getUpXYZ:function (upX, upY, upZ) {
268         return {x:this._upX,y:this._upY,z:this._upZ};
269     },
270 
271     /**
272      * get the up vector values (return an object like {x:1,y:1,z:1} in HTML5)
273      * @return {Object}
274      */
275     getUp:function () {
276         return {x:this._upX,y:this._upY,z:this._upZ};
277     },
278 
279     _DISALLOW_COPY_AND_ASSIGN:function (CCCamera) {
280 
281     }
282 });
283 
284 /**
285  * returns the Z eye
286  * @return {Number}
287  */
288 cc.Camera.getZEye = function () {
289     return cc.FLT_EPSILON;
290 };
291