184 lines
5.1 KiB
JavaScript
184 lines
5.1 KiB
JavaScript
/**
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* R3.D3.Camera.Orthographic.FixedAspect
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* @param apiComponent
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* @constructor
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*/
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R3.D3.Camera.Orthographic.FixedAspect = function(
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apiComponent
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) {
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__RUNTIME_COMPONENT__;
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R3.D3.Camera.Orthographic.call(
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this,
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apiComponent,
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true
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);
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};
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R3.D3.Camera.Orthographic.FixedAspect.prototype = Object.create(R3.D3.Camera.Orthographic.prototype);
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R3.D3.Camera.Orthographic.FixedAspect.prototype.constructor = R3.D3.Camera.Orthographic.FixedAspect;
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/**
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* Creates a camera instance
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* @returns {*}
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*/
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R3.D3.Camera.Orthographic.FixedAspect.prototype.createInstance = function() {
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/**
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* We need to get the viewport width and height
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* @type {void|*}
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*/
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var dimensions = this.getDimensions();
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this.instance = this.graphics.OrthographicCamera(
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dimensions.left,
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dimensions.right,
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dimensions.top,
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dimensions.bottom,
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this.near,
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this.far
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);
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__CREATE_INSTANCE__;
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};
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/**
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* Updates the instance with the current state
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*/
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R3.D3.Camera.Orthographic.FixedAspect.prototype.updateInstance = function(property) {
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if (property === 'aspect') {
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var dimensions = this.getDimensions();
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this.instance.left = dimensions.left;
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this.instance.right = dimensions.right;
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this.instance.top = dimensions.top;
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this.instance.bottom = dimensions.bottom;
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this.instance.updateProjectionMatrix();
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return;
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}
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R3.D3.Camera.Orthographic.prototype.updateInstance.call(this, property);
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};
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/**
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* This calculates the dimensions of the camera based on the following example info:
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*
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* aspect = width
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* ------
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* height
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*
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* width = aspect * height;
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* height = width / aspect;
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*
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* aspect > 1 (width > height) (landscape)
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* aspect < 1 (height > width) (portrait)
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*
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* 4 / 3 = 1.33333 (1920 x 1440)
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* 16 / 9 = 1.77777 (1920 x 1080)
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*
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* w h w h
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* 9 / 16 = 0.5625 (1080 x 1920) - required
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* 3 / 4 = 0.75 (1440 x 1920) - current
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*
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* @returns {{left: number, right: number, top: number, bottom: number}}
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*/
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R3.D3.Camera.Orthographic.FixedAspect.prototype.getDimensions = function() {
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var size = R3.Utils.GetWindowSize();
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var currentAspect = size.width / size.height;
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var width, height;
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if (currentAspect > 1) {
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/**
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* Width is greater than height (landscape)
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*/
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if (this.aspectRatio < 1) {
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/**
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* The required aspect is more high than wide - use the full height
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*/
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width = this.aspectRatio * size.height;
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height = size.height;
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} else {
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/**
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* The required aspect is also more wide than high - so we have another two possibilities:
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* a) The required aspect is greater than the current aspect - this means the required aspect is less high
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* than the current aspect - we can use the full width
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*
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* b) The required aspect is less than the current aspect - this means the required aspect is higher than
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* the current aspect - we need to determine a new width based on the current height
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*/
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if (this.aspectRatio > currentAspect) {
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/**
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* a)
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*/
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width = size.width;
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height = width / this.aspectRatio;
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} else {
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/**
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* b)
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*/
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height = size.height;
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width = this.aspectRatio * height;
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}
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}
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} else {
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/**
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* The height is greater than the width (portrait)
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*/
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if (this.aspectRatio > 1) {
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/**
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* The required aspect is landscape in a portrait mode - use the full width and calculate the new height
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*/
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width = size.width;
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height = width / this.aspectRatio;
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} else {
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/**
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* The required aspect is also more high than wide (portrait) - we have again, two possibilities
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* a) The required aspect is greater than the current aspect - this means the required aspect does not fit
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* the full width of the current aspect - use the full width of the current size and determine a new height
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*
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* b) The required aspect is less than the current aspect - this means that the required aspect is less wide
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* than the current aspect, so we can use the full height of the current size and determine a new width
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*/
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if (this.aspectRatio > currentAspect) {
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width = size.width;
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height = width / this.aspectRatio;
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} else {
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height = size.height;
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width = this.aspectRatio * height;
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}
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}
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}
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/**
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* We now have the correct width and height of of the camera
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*/
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return {
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left : width / -2,
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right : width / 2,
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top : height / 2,
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bottom : height / -2
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}
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};
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