Simple arcball camera built on top of gl-matrix
var shell = require("gl-now")()
var createMesh = require("gl-mesh")
var glm = require("gl-matrix")
var mat4 = glm.mat4
var simple3DShader = require("simple-3d-shader")
var createOrbitCamera = require("orbit-camera")
var camera = createOrbitCamera([0, 10, 20],
[0, 3, 0],
[0, 1, 0])
var shader, mesh
shell.on("gl-init", function() {
shader = simple3DShader(shell.gl)
mesh = createMesh(shell.gl, require("bunny"))
})
shell.on("gl-render", function(t) {
shader.bind()
var scratch = mat4.create()
shader.uniforms.model = scratch
shader.uniforms.projection = mat4.perspective(scratch, Math.PI/4.0, shell.width/shell.height, 0.1, 1000.0)
shader.uniforms.view = camera.view(scratch)
mesh.bind(shader)
mesh.draw()
mesh.unbind()
})
shell.on("tick", function() {
if(shell.wasDown("mouse-left")) {
camera.rotate([shell.mouseX/shell.width-0.5, shell.mouseY/shell.height-0.5],
[shell.prevMouseX/shell.width-0.5, shell.prevMouseY/shell.height-0.5])
}
if(shell.wasDown("mouse-right")) {
camera.pan([10*(shell.mouseX-shell.prevMouseX)/shell.width,
10*(shell.mouseY - shell.prevMouseY)/shell.height])
}
if(shell.scroll[1]) {
camera.zoom(shell.scroll[1] * 0.1)
}
})
npm install orbit-camera
var createOrbitCamera = require("orbit-camera")
Creates an orbit camera looking at center
. This has the same semantics as gluLookAt
eye
is the eye vector of the cameracenter
is the target the camera is looking atup
is the up direction for the camera
Returns A new orbit camera object
Move the camera to look at the new position.
Moves the center of the camera by translation
. Note that translation must be an array of length either 2 or 3
Applies a rotation to the camera. cur
and prev
are the state of the previous locations. These can be pairs of 2D arrays representing the mouse coordinates in distance relative to the center of the sceen.
Zooms in or out by some amount
Returns the current view matrix associated to the camera
(c) 2013 Mikola Lysenko. MIT License