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.math.Matrix4(); 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 this._lookupMatrix.identity(); 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.math.Vec3(this._eyeX, this._eyeY , this._eyeZ), 117 center = new cc.math.Vec3(this._centerX, this._centerY, this._centerZ), 118 up = new cc.math.Vec3(this._upX, this._upY, this._upZ); 119 this._lookupMatrix.lookAt(eye, center, up); 120 this._dirty = false; 121 } 122 cc.kmGLMultMatrix( this._lookupMatrix); 123 }, 124 125 _locateForRenderer: function(matrix){ 126 if (this._dirty) { 127 var eye = new cc.math.Vec3(this._eyeX, this._eyeY , this._eyeZ), 128 center = new cc.math.Vec3(this._centerX, this._centerY, this._centerZ), 129 up = new cc.math.Vec3(this._upX, this._upY, this._upZ); 130 this._lookupMatrix.lookAt(eye, center, up); 131 this._dirty = false; 132 } 133 matrix.multiply(this._lookupMatrix); 134 }, 135 136 /** 137 * sets the eye values in points 138 * @param {Number} eyeX 139 * @param {Number} eyeY 140 * @param {Number} eyeZ 141 * @deprecated This function will be deprecated sooner or later please use setEye instead. 142 */ 143 setEyeXYZ:function (eyeX, eyeY, eyeZ) { 144 this.setEye(eyeX,eyeY,eyeZ); 145 }, 146 147 /** 148 * sets the eye values in points 149 * @param {Number} eyeX 150 * @param {Number} eyeY 151 * @param {Number} eyeZ 152 */ 153 setEye:function (eyeX, eyeY, eyeZ) { 154 this._eyeX = eyeX ; 155 this._eyeY = eyeY ; 156 this._eyeZ = eyeZ ; 157 158 this._dirty = true; 159 }, 160 161 /** 162 * sets the center values in points 163 * @param {Number} centerX 164 * @param {Number} centerY 165 * @param {Number} centerZ 166 * @deprecated This function will be deprecated sooner or later please use setCenter instead. 167 */ 168 setCenterXYZ:function (centerX, centerY, centerZ) { 169 this.setCenter(centerX,centerY,centerZ); 170 }, 171 172 /** 173 * sets the center values in points 174 * @param {Number} centerX 175 * @param {Number} centerY 176 * @param {Number} centerZ 177 */ 178 setCenter:function (centerX, centerY, centerZ) { 179 this._centerX = centerX ; 180 this._centerY = centerY ; 181 this._centerZ = centerZ ; 182 183 this._dirty = true; 184 }, 185 186 /** 187 * sets the up values 188 * @param {Number} upX 189 * @param {Number} upY 190 * @param {Number} upZ 191 * @deprecated This function will be deprecated sooner or later. 192 */ 193 setUpXYZ:function (upX, upY, upZ) { 194 this.setUp(upX, upY, upZ); 195 }, 196 197 /** 198 * sets the up values 199 * @param {Number} upX 200 * @param {Number} upY 201 * @param {Number} upZ 202 */ 203 setUp:function (upX, upY, upZ) { 204 this._upX = upX; 205 this._upY = upY; 206 this._upZ = upZ; 207 208 this._dirty = true; 209 }, 210 211 /** 212 * get the eye vector values in points (return an object like {x:1,y:1,z:1} in HTML5) 213 * @param {Number} eyeX 214 * @param {Number} eyeY 215 * @param {Number} eyeZ 216 * @return {Object} 217 * @deprecated This function will be deprecated sooner or later, please use getEye instead. 218 */ 219 getEyeXYZ:function (eyeX, eyeY, eyeZ) { 220 return {x:this._eyeX , y:this._eyeY , z: this._eyeZ }; 221 }, 222 223 /** 224 * get the eye vector values in points (return an object like {x:1,y:1,z:1} in HTML5) 225 * @return {Object} 226 */ 227 getEye:function () { 228 return {x:this._eyeX , y:this._eyeY , z: this._eyeZ }; 229 }, 230 231 /** 232 * get the center vector values int points (return an object like {x:1,y:1,z:1} in HTML5) 233 * @param {Number} centerX 234 * @param {Number} centerY 235 * @param {Number} centerZ 236 * @return {Object} 237 * @deprecated This function will be deprecated sooner or later,please use getCenter instead. 238 */ 239 getCenterXYZ:function (centerX, centerY, centerZ) { 240 return {x:this._centerX ,y:this._centerY ,z:this._centerZ }; 241 }, 242 243 /** 244 * get the center vector values int points (return an object like {x:1,y:1,z:1} in HTML5) 245 * @return {Object} 246 */ 247 getCenter:function () { 248 return {x:this._centerX ,y:this._centerY ,z:this._centerZ }; 249 }, 250 251 /** 252 * get the up vector values (return an object like {x:1,y:1,z:1} in HTML5) 253 * @param {Number} upX 254 * @param {Number} upY 255 * @param {Number} upZ 256 * @return {Object} 257 * @deprecated This function will be deprecated sooner or later,please use getUp instead. 258 */ 259 getUpXYZ:function (upX, upY, upZ) { 260 return {x:this._upX,y:this._upY,z:this._upZ}; 261 }, 262 263 /** 264 * get the up vector values (return an object like {x:1,y:1,z:1} in HTML5) 265 * @return {Object} 266 */ 267 getUp:function () { 268 return {x:this._upX,y:this._upY,z:this._upZ}; 269 }, 270 271 _DISALLOW_COPY_AND_ASSIGN:function (CCCamera) { 272 273 } 274 }); 275 276 /** 277 * returns the Z eye 278 * @return {Number} 279 */ 280 cc.Camera.getZEye = function () { 281 return cc.FLT_EPSILON; 282 }; 283