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- import {
- MathUtils,
- Quaternion,
- Vector3
- } from 'three';
- const _va = /*@__PURE__*/ new Vector3(), // from pe to pa
- _vb = /*@__PURE__*/ new Vector3(), // from pe to pb
- _vc = /*@__PURE__*/ new Vector3(), // from pe to pc
- _vr = /*@__PURE__*/ new Vector3(), // right axis of screen
- _vu = /*@__PURE__*/ new Vector3(), // up axis of screen
- _vn = /*@__PURE__*/ new Vector3(), // normal vector of screen
- _vec = /*@__PURE__*/ new Vector3(), // temporary vector
- _quat = /*@__PURE__*/ new Quaternion(); // temporary quaternion
- /** Set a PerspectiveCamera's projectionMatrix and quaternion
- * to exactly frame the corners of an arbitrary rectangle.
- * NOTE: This function ignores the standard parameters;
- * do not call updateProjectionMatrix() after this!
- * @param {Vector3} bottomLeftCorner
- * @param {Vector3} bottomRightCorner
- * @param {Vector3} topLeftCorner
- * @param {boolean} estimateViewFrustum */
- function frameCorners( camera, bottomLeftCorner, bottomRightCorner, topLeftCorner, estimateViewFrustum = false ) {
- const pa = bottomLeftCorner, pb = bottomRightCorner, pc = topLeftCorner;
- const pe = camera.position; // eye position
- const n = camera.near; // distance of near clipping plane
- const f = camera.far; //distance of far clipping plane
- _vr.copy( pb ).sub( pa ).normalize();
- _vu.copy( pc ).sub( pa ).normalize();
- _vn.crossVectors( _vr, _vu ).normalize();
- _va.copy( pa ).sub( pe ); // from pe to pa
- _vb.copy( pb ).sub( pe ); // from pe to pb
- _vc.copy( pc ).sub( pe ); // from pe to pc
- const d = - _va.dot( _vn ); // distance from eye to screen
- const l = _vr.dot( _va ) * n / d; // distance to left screen edge
- const r = _vr.dot( _vb ) * n / d; // distance to right screen edge
- const b = _vu.dot( _va ) * n / d; // distance to bottom screen edge
- const t = _vu.dot( _vc ) * n / d; // distance to top screen edge
- // Set the camera rotation to match the focal plane to the corners' plane
- _quat.setFromUnitVectors( _vec.set( 0, 1, 0 ), _vu );
- camera.quaternion.setFromUnitVectors( _vec.set( 0, 0, 1 ).applyQuaternion( _quat ), _vn ).multiply( _quat );
- // Set the off-axis projection matrix to match the corners
- camera.projectionMatrix.set( 2.0 * n / ( r - l ), 0.0,
- ( r + l ) / ( r - l ), 0.0, 0.0,
- 2.0 * n / ( t - b ),
- ( t + b ) / ( t - b ), 0.0, 0.0, 0.0,
- ( f + n ) / ( n - f ),
- 2.0 * f * n / ( n - f ), 0.0, 0.0, - 1.0, 0.0 );
- camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
- // FoV estimation to fix frustum culling
- if ( estimateViewFrustum ) {
- // Set fieldOfView to a conservative estimate
- // to make frustum tall/wide enough to encompass it
- camera.fov =
- MathUtils.RAD2DEG / Math.min( 1.0, camera.aspect ) *
- Math.atan( ( _vec.copy( pb ).sub( pa ).length() +
- ( _vec.copy( pc ).sub( pa ).length() ) ) / _va.length() );
- }
- }
- export { frameCorners };
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