74 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			74 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |