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:null, 60 _lookupMatrix:null, 61 62 ctor:function () { 63 this._lookupMatrix = new cc.kmMat4(); 64 this.restore(); 65 }, 66 67 /** 68 * Description of cc.Camera 69 * @return {String} 70 */ 71 description:function () { 72 return "<CCCamera | center =(" + this._centerX + "," + this._centerY + "," + this._centerZ + ")>"; 73 }, 74 75 /** 76 * sets the dirty value 77 * @param value 78 */ 79 setDirty:function (value) { 80 this._dirty = value; 81 }, 82 83 /** 84 * get the dirty value 85 * @return {Boolean} 86 */ 87 isDirty:function () { 88 return this._dirty; 89 }, 90 91 /** 92 * sets the camera in the default position 93 */ 94 restore:function () { 95 this._eyeX = this._eyeY = 0.0; 96 this._eyeZ = cc.Camera.getZEye(); 97 98 this._centerX = this._centerY = this._centerZ = 0.0; 99 100 this._upX = 0.0; 101 this._upY = 1.0; 102 this._upZ = 0.0; 103 104 cc.kmMat4Identity( this._lookupMatrix ); 105 106 this._dirty = false; 107 }, 108 109 /** 110 * Sets the camera using gluLookAt using its eye, center and up_vector 111 */ 112 locate:function () { 113 if (this._dirty) { 114 var eye = new cc.kmVec3(), center = new cc.kmVec3(), up = new cc.kmVec3(); 115 116 cc.kmVec3Fill( eye, this._eyeX, this._eyeY , this._eyeZ ); 117 cc.kmVec3Fill( center, this._centerX, this._centerY, this._centerZ); 118 119 cc.kmVec3Fill( up, this._upX, this._upY, this._upZ); 120 cc.kmMat4LookAt( this._lookupMatrix, eye, center, up); 121 122 this._dirty = false; 123 } 124 cc.kmGLMultMatrix( this._lookupMatrix); 125 }, 126 127 /** 128 * sets the eye values in points 129 * @param {Number} eyeX 130 * @param {Number} eyeY 131 * @param {Number} eyeZ 132 * @deprecated This function will be deprecated sooner or later. 133 */ 134 setEyeXYZ:function (eyeX, eyeY, eyeZ) { 135 this.setEye(eyeX,eyeY,eyeZ); 136 }, 137 138 /** 139 * sets the eye values in points 140 * @param {Number} eyeX 141 * @param {Number} eyeY 142 * @param {Number} eyeZ 143 */ 144 setEye:function (eyeX, eyeY, eyeZ) { 145 this._eyeX = eyeX ; 146 this._eyeY = eyeY ; 147 this._eyeZ = eyeZ ; 148 149 this._dirty = true; 150 }, 151 152 /** 153 * sets the center values in points 154 * @param {Number} centerX 155 * @param {Number} centerY 156 * @param {Number} centerZ 157 * @deprecated This function will be deprecated sooner or later. 158 */ 159 setCenterXYZ:function (centerX, centerY, centerZ) { 160 this.setCenter(centerX,centerY,centerZ); 161 }, 162 163 /** 164 * sets the center values in points 165 * @param {Number} centerX 166 * @param {Number} centerY 167 * @param {Number} centerZ 168 */ 169 setCenter:function (centerX, centerY, centerZ) { 170 this._centerX = centerX ; 171 this._centerY = centerY ; 172 this._centerZ = centerZ ; 173 174 this._dirty = true; 175 }, 176 177 /** 178 * sets the up values 179 * @param {Number} upX 180 * @param {Number} upY 181 * @param {Number} upZ 182 * @deprecated This function will be deprecated sooner or later. 183 */ 184 setUpXYZ:function (upX, upY, upZ) { 185 this.setUp(upX, upY, upZ); 186 }, 187 188 /** 189 * sets the up values 190 * @param {Number} upX 191 * @param {Number} upY 192 * @param {Number} upZ 193 */ 194 setUp:function (upX, upY, upZ) { 195 this._upX = upX; 196 this._upY = upY; 197 this._upZ = upZ; 198 199 this._dirty = true; 200 }, 201 202 /** 203 * get the eye vector values in points (return an object like {x:1,y:1,z:1} in HTML5) 204 * @param {Number} eyeX 205 * @param {Number} eyeY 206 * @param {Number} eyeZ 207 * @return {Object} 208 * @deprecated This function will be deprecated sooner or later. 209 */ 210 getEyeXYZ:function (eyeX, eyeY, eyeZ) { 211 return {x:this._eyeX , y:this._eyeY , z: this._eyeZ }; 212 }, 213 214 /** 215 * get the eye vector values in points (return an object like {x:1,y:1,z:1} in HTML5) 216 * @return {Object} 217 */ 218 getEye:function () { 219 return {x:this._eyeX , y:this._eyeY , z: this._eyeZ }; 220 }, 221 222 /** 223 * get the center vector values int points (return an object like {x:1,y:1,z:1} in HTML5) 224 * @param {Number} centerX 225 * @param {Number} centerY 226 * @param {Number} centerZ 227 * @return {Object} 228 * @deprecated This function will be deprecated sooner or later. 229 */ 230 getCenterXYZ:function (centerX, centerY, centerZ) { 231 return {x:this._centerX ,y:this._centerY ,z:this._centerZ }; 232 }, 233 234 /** 235 * get the center vector values int points (return an object like {x:1,y:1,z:1} in HTML5) 236 * @return {Object} 237 */ 238 getCenter:function () { 239 return {x:this._centerX ,y:this._centerY ,z:this._centerZ }; 240 }, 241 242 /** 243 * get the up vector values (return an object like {x:1,y:1,z:1} in HTML5) 244 * @param {Number} upX 245 * @param {Number} upY 246 * @param {Number} upZ 247 * @return {Object} 248 * @deprecated This function will be deprecated sooner or later. 249 */ 250 getUpXYZ:function (upX, upY, upZ) { 251 return {x:this._upX,y:this._upY,z:this._upZ}; 252 }, 253 254 /** 255 * get the up vector values (return an object like {x:1,y:1,z:1} in HTML5) 256 * @return {Object} 257 */ 258 getUp:function () { 259 return {x:this._upX,y:this._upY,z:this._upZ}; 260 }, 261 262 _DISALLOW_COPY_AND_ASSIGN:function (CCCamera) { 263 264 } 265 }); 266 267 /** 268 * returns the Z eye 269 * @return {Number} 270 */ 271 cc.Camera.getZEye = function () { 272 return cc.FLT_EPSILON; 273 }; 274