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// NOTE
//
// This is not a fully functional 3d scene as you might expect.
// The camera can only do pitch (rotationX) and yaw (rotationY), but no roll (rotationZ)
// because I haven't implemented alternative euler orders or quaternions.
//
// For serious 3D scenes with more functionalities you should use
// THREE.js with CSS3D Renderer.
MX.Camera = MX.Object3D.extend({
init: function(){
this.el = null
this.type = "Camera"
},
move: function(s){
for (var i in s) {
this[i] = s[i]
}
},
toString: function(){
var params = "x y z rotationX rotationY".split(" ")
return this.__toString(params, "scene.camera.move")
},
getCameraEuler: function (target) {
var dx = target.x - this.x,
dy = target.y - this.y,
dz = target.z - this.z
r = {}
r.y = Math.atan2(-dx, dz)
r.x = Math.atan2(-dy, Math.sqrt(dx*dx + dz*dz))
r.z = 0
if (MX.rotationUnit === 'deg') {
r.x = MX.toDeg(r.x)
r.y = MX.toDeg(r.y)
}
return r
}
})
MX.Scene = (function () {
var add = MX.Object3D.prototype.add,
remove = MX.Object3D.prototype.remove
function Scene () {
this.el = document.createElement('div')
this.el.classList.add('mx-scene')
var s = this.el.style
s[MX.transformProp] = 'preserve-3d'
s.webkitPerspectiveOrigin = '50% 50%'
s.mozPerspectiveOrigin = '50% 50%'
s.perspectiveOrigin = '50% 50%'
s.webkitUserSelect = 'none'
s.mozUserSelect = 'none'
s.userSelect = 'none'
s.overflow = 'hidden'
this.inner = new MX.Object3D().addTo(this.el)
this.inner.el.style.width = '0'
this.inner.el.style.height = '0'
var self = this
var width, height, perspective
Object.defineProperty(this, 'width', {
get: function () {
return width
},
set: function (val) {
width = val
self.el.style.width = val + 'px'
}
})
Object.defineProperty(this, 'height', {
get: function () {
return height
},
set: function (val) {
height = val
self.el.style.height = val + 'px'
}
})
Object.defineProperty(this, 'perspective', {
get: function () {
return perspective
},
set: function (val) {
perspective = val
self.el.style[MX.perspectiveProp] = val + 'px'
self.inner.z = -val - self.camera.z
self.inner.rotationOrigin.z = -val
}
})
var cam = this.camera = new MX.Camera()
this.inner.rotationOrigin = { x:0, y:0, z:0 }
this.perspective = 0
}
Scene.prototype = {
constructor: Scene,
add: function () {
add.apply(this.inner, arguments)
return this
},
remove: function () {
remove.apply(this.inner, arguments)
return this
},
addTo: function (target) {
if (typeof target === 'string') {
target = document.querySelector(target)
}
if (target instanceof HTMLElement && target.appendChild) {
target.appendChild(this.el)
} else {
console.warn('You can only add a Scene to an HTML element.')
}
return this
},
update: function () {
// update inner based on camera
var i = this.inner,
c = this.camera
c.update()
i.z = -this.perspective - c.z
i.x = -c.x
i.y = -c.y
i.rotationX = -c.rotationX
i.rotationY = -c.rotationY
//i.rotationZ = -c.rotationZ
i.update()
return this
},
}
return Scene
})()
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