Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 | 20x 20x 20x 20x 20x 20x 20x 20x 20x 20x 1x 20x 20x 20x 20x 20x 1x | import { vec3, mat4 } from 'gl-matrix'; import macro from 'vtk.js/Sources/macros'; import vtkCompositeCameraManipulator from 'vtk.js/Sources/Interaction/Manipulators/CompositeCameraManipulator'; import vtkCompositeMouseManipulator from 'vtk.js/Sources/Interaction/Manipulators/CompositeMouseManipulator'; import * as vtkMath from 'vtk.js/Sources/Common/Core/Math'; // ---------------------------------------------------------------------------- // vtkMouseCameraTrackballRollManipulator methods // ---------------------------------------------------------------------------- function vtkMouseCameraTrackballRollManipulator(publicAPI, model) { // Set our className model.classHierarchy.push('vtkMouseCameraTrackballRollManipulator'); const axis = new Float64Array(3); const direction = new Float64Array(3); const centerNeg = new Float64Array(3); const transform = new Float64Array(16); const newCamPos = new Float64Array(3); const newFp = new Float64Array(3); const newViewUp = new Float64Array(3); publicAPI.onButtonDown = (interactor, renderer, position) => { model.previousPosition = position; }; publicAPI.onMouseMove = (interactor, renderer, position) => { if (!position) { return; } const camera = renderer.getActiveCamera(); // compute view vector (rotation axis) const cameraPos = camera.getPosition(); const cameraFp = camera.getFocalPoint(); const viewUp = camera.getViewUp(); axis[0] = cameraFp[0] - cameraPos[0]; axis[1] = cameraFp[1] - cameraPos[1]; axis[2] = cameraFp[2] - cameraPos[2]; // compute the angle of rotation // - first compute the two vectors (center to mouse) publicAPI.computeDisplayCenter(interactor.getInteractorStyle(), renderer); const x1 = model.previousPosition.x - model.displayCenter[0]; const x2 = position.x - model.displayCenter[0]; const y1 = model.previousPosition.y - model.displayCenter[1]; const y2 = position.y - model.displayCenter[1]; if ((x2 === 0 && y2 === 0) || (x1 === 0 && y1 === 0)) { // don't ever want to divide by zero return; } // - divide by magnitudes to get angle const angle = vtkMath.degreesFromRadians( (x1 * y2 - y1 * x2) / (Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2)) ); const { center } = model; mat4.identity(transform); centerNeg[0] = -center[0]; centerNeg[1] = -center[1]; centerNeg[2] = -center[2]; // Translate to center mat4.translate(transform, transform, center); // roll mat4.rotate(transform, transform, vtkMath.radiansFromDegrees(angle), axis); // Translate back mat4.translate(transform, transform, centerNeg); // Apply transformation to camera position, focal point, and view up vec3.transformMat4(newCamPos, cameraPos, transform); vec3.transformMat4(newFp, cameraFp, transform); direction[0] = viewUp[0] + cameraPos[0]; direction[1] = viewUp[1] + cameraPos[1]; direction[2] = viewUp[2] + cameraPos[2]; vec3.transformMat4(newViewUp, direction, transform); camera.setPosition(newCamPos[0], newCamPos[1], newCamPos[2]); camera.setFocalPoint(newFp[0], newFp[1], newFp[2]); camera.setViewUp( newViewUp[0] - newCamPos[0], newViewUp[1] - newCamPos[1], newViewUp[2] - newCamPos[2] ); camera.orthogonalizeViewUp(); renderer.resetCameraClippingRange(); if (interactor.getLightFollowCamera()) { renderer.updateLightsGeometryToFollowCamera(); } model.previousPosition = position; }; } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = {}; // ---------------------------------------------------------------------------- export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); // Inheritance macro.obj(publicAPI, model); vtkCompositeCameraManipulator.extend(publicAPI, model, initialValues); vtkCompositeMouseManipulator.extend(publicAPI, model, initialValues); // Object specific methods vtkMouseCameraTrackballRollManipulator(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance( extend, 'vtkMouseCameraTrackballRollManipulator' ); // ---------------------------------------------------------------------------- export default { newInstance, extend }; |