src/gfx/cam.js
function Cam(gl) {
  this._projection = mat4.create();
  this._camModelView = mat4.create();
  this._modelView = mat4.create();
  this._rotation = mat4.create();
  this._translation = mat4.create();
  this._near = 0.10;
  this._onCameraChangedListeners = [];
  this._far = 4000.0;
  this._fogNear = -5;
  this._fogFar = 50;
  this._fog = true;
  this._fovY = Math.PI * 45.0 / 180.0;
  this._fogColor = vec3.fromValues(1, 1, 1);
  this._outlineColor = vec3.fromValues(0.1, 0.1, 0.1);
  this._outlineWidth = 1.0;
  this._outlineEnabled = true;
  this._selectionColor = vec4.fromValues(0.1, 1.0, 0.1, 0.7);
  this._center = vec3.create();
  this._zoom = 50;
  this._screenDoorTransparency = false;
  this._updateProjectionMat = true;
  this._updateModelViewMat = true;
  this._upsamplingFactor = 1;
  this._gl = gl;
  this._currentShader = null;
  this._stateId = 0;
  this.setViewportSize(gl.viewportWidth, gl.viewportHeight);
}
function Cam(gl) {
  this._projection = mat4.create();
  this._camModelView = mat4.create();
  this._modelView = mat4.create();
  this._rotation = mat4.create();
  this._translation = mat4.create();
  this._near = 0.10;
  this._onCameraChangedListeners = [];
  this._far = 4000.0;
  this._fogNear = -5;
  this._fogFar = 50;
  this._fog = true;
  this._fovY = Math.PI * 45.0 / 180.0;
  this._fogColor = vec3.fromValues(1, 1, 1);
  this._outlineColor = vec3.fromValues(0.1, 0.1, 0.1);
  this._outlineWidth = 1.0;
  this._outlineEnabled = true;
  this._selectionColor = vec4.fromValues(0.1, 1.0, 0.1, 0.7);
  this._center = vec3.create();
  this._zoom = 50;
  this._screenDoorTransparency = false;
  this._updateProjectionMat = true;
  this._updateModelViewMat = true;
  this._upsamplingFactor = 1;
  this._gl = gl;
  this._currentShader = null;
  this._stateId = 0;
  this.setViewportSize(gl.viewportWidth, gl.viewportHeight);
}
function Cam ( gl ) { this . _projection = mat4 . create ( ) ; this . _camModelView = mat4 . create ( ) ; this . _modelView = mat4 . create ( ) ; this . _rotation = mat4 . create ( ) ; this . _translation = mat4 . create ( ) ; this . _near = 0.10 ; this . _onCameraChangedListeners = [ ] ; this . _far = 4000.0 ; this . _fogNear = - 5 ; this . _fogFar = 50 ; this . _fog = true ; this . _fovY = Math . PI * 45.0 / 180.0 ; this . _fogColor = vec3 . fromValues ( 1 , 1 , 1 ) ; this . _outlineColor = vec3 . fromValues ( 0.1 , 0.1 , 0.1 ) ; this . _outlineWidth = 1.0 ; this . _outlineEnabled = true ; this . _selectionColor = vec4 . fromValues ( 0.1 , 1.0 , 0.1 , 0.7 ) ; this . _center = vec3 . create ( ) ; this . _zoom = 50 ; this . _screenDoorTransparency = false ; this . _updateProjectionMat = true ; this . _updateModelViewMat = true ; this . _upsamplingFactor = 1 ; this . _gl = gl ; this . _currentShader = null ; this . _stateId = 0 ; this . setViewportSize ( gl . viewportWidth , gl . viewportHeight ) ; }
A camera, providing us with a view into the 3D worlds. Handles projection, and modelview matrices and controls the global render parameters such as shader and fog.
A camera providing us with a view into the 3D worlds . Handles projection and modelview matrices and controls the global render parameters such as shader and fog .