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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 {PerspectiveCamera} camera | |
* @param {Vector3} bottomLeftCorner | |
* @param {Vector3} bottomRightCorner | |
* @param {Vector3} topLeftCorner | |
* @param {boolean} [estimateViewFrustum=false] | |
*/ | |
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 }; | |