camera-2d-simple
v3.0.0
Published
2D camera for WebGL
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2D Camera
Simple camera built on top of gl-matrix for 2D scenes. Heavily inspired by Mikola's Orbit Camera.
Also see:
- dom-2d-camera for attaching the camera to a DOM object
- regl-scatterplot for an application
Install
npm install camera-2d-simple gl-matrix
Note, gl-matrix
is a required dependency but it's not prebundled!
API
import createCamera from 'camera-2d-simple';
Constructor
# createCamera(target = [0,0], distance = 1, rotation = 0, viewCenter = [0,0], scaleBounds = [[0, Infinity], [0, Infinity]], translationBounds = [[-Infinity, Infinity], [-Infinity, Infinity]])
Creates a 2d camera looking at target
from a certain distance
.
target
is the 2d vector the camera is looking at.distance
is the distance between the target and the camera.rotation
is angle in radiance around the z axis with respect to the viewport center.viewCenter
is the center point of the canvas w.r.t the view coordinates. When operating in normalized-device coordinates this must be[0,0]
but the center can differ when operating in pixel coordinates.scaleBounds
are the min and max allowed scalings in the x and y direction.translationBounds
are the min and max allowed translation in the x and y direction.
Returns A new 2d camera object
Properties
# camera.view
The current view matrix (mat4
) of the camera.
# camera.viewCenter
The current view center.
# camera.translation
The camera translation needed to look at the target
.
# camera.target
The camera center in normalized device coordinates. This is a shorthand for inverseOf(camera.view
) * [0,0,0,1]
.
# camera.scaling
The camera scaling. Larger scaling means the camera is closer to the target. This is the inverse of distance
, i.e., 1 / distance
.
# camera.scaleBounds
The scale limits.
# camera.distance
Distance of the camera to the target. This is the inverse of scaling
, i.e., 1 / scaling
.
# camera.rotation
Rotation in radians around the z axis.
Methods
# camera.lookAt(target = [0,0], distance = 1, rotation = 0)
Move the camera center to target
given the distance
and rotation
.
# camera.translate([x,y])
Moves the center of the camera by x
and y
pixel.
# camera.pan([x,y])
Same as camera.translate()
# camera.scale(delta, scaleCenter)
Zooms in or out by delta
with respect to scaleCenter
in [x,y]
. The new distance will be distance * delta
.
For x and y specific scaling, you can specify a tuple as detla ([xDelta, yDelta]
).
# camera.zoom(delta, scaleCenter)
Same as camera.scale()
# camera.rotate(angle)
Rotate the camera by angle
(in radians) around the z axis with respect to the viewport center.
# camera.setScaleBounds(bounds)
Set the scaling limits. Expects a tuple of the min and max allowed scale factors.
For x and y specific scale bound, you can specify a tuple of tuple ([[xScaleMin, xScaleMax], [yScaleMin, yScaleMax]]
). Make sure to take special care when using scale()
in this scenario as the scale can get out of sync.
# camera.setView(view)
Set the camera to the view
matrix (mat4
).
# camera.setViewCenter(viewCenter)
Set viewCenter
w.r.t. the canvas.
# camera.reset()
Reset the camera to the initial target
, distance
, and rotation
.