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 };
 |