CameraUtils.js 3.0 KB

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  1. import {
  2. MathUtils,
  3. Quaternion,
  4. Vector3
  5. } from 'three';
  6. /** @module CameraUtils */
  7. const _va = /*@__PURE__*/ new Vector3(), // from pe to pa
  8. _vb = /*@__PURE__*/ new Vector3(), // from pe to pb
  9. _vc = /*@__PURE__*/ new Vector3(), // from pe to pc
  10. _vr = /*@__PURE__*/ new Vector3(), // right axis of screen
  11. _vu = /*@__PURE__*/ new Vector3(), // up axis of screen
  12. _vn = /*@__PURE__*/ new Vector3(), // normal vector of screen
  13. _vec = /*@__PURE__*/ new Vector3(), // temporary vector
  14. _quat = /*@__PURE__*/ new Quaternion(); // temporary quaternion
  15. /**
  16. * Set projection matrix and the orientation of a perspective camera
  17. * to exactly frame the corners of an arbitrary rectangle.
  18. * NOTE: This function ignores the standard parameters;
  19. * do not call `updateProjectionMatrix()` after this.
  20. *
  21. * @param {PerspectiveCamera} camera - The camera.
  22. * @param {Vector3} bottomLeftCorner - The bottom-left corner point.
  23. * @param {Vector3} bottomRightCorner - The bottom-right corner point.
  24. * @param {Vector3} topLeftCorner - The top-left corner point.
  25. * @param {boolean} [estimateViewFrustum=false] - If set to `true`, the function tries to estimate the camera's FOV.
  26. */
  27. function frameCorners( camera, bottomLeftCorner, bottomRightCorner, topLeftCorner, estimateViewFrustum = false ) {
  28. const pa = bottomLeftCorner, pb = bottomRightCorner, pc = topLeftCorner;
  29. const pe = camera.position; // eye position
  30. const n = camera.near; // distance of near clipping plane
  31. const f = camera.far; //distance of far clipping plane
  32. _vr.copy( pb ).sub( pa ).normalize();
  33. _vu.copy( pc ).sub( pa ).normalize();
  34. _vn.crossVectors( _vr, _vu ).normalize();
  35. _va.copy( pa ).sub( pe ); // from pe to pa
  36. _vb.copy( pb ).sub( pe ); // from pe to pb
  37. _vc.copy( pc ).sub( pe ); // from pe to pc
  38. const d = - _va.dot( _vn ); // distance from eye to screen
  39. const l = _vr.dot( _va ) * n / d; // distance to left screen edge
  40. const r = _vr.dot( _vb ) * n / d; // distance to right screen edge
  41. const b = _vu.dot( _va ) * n / d; // distance to bottom screen edge
  42. const t = _vu.dot( _vc ) * n / d; // distance to top screen edge
  43. // Set the camera rotation to match the focal plane to the corners' plane
  44. _quat.setFromUnitVectors( _vec.set( 0, 1, 0 ), _vu );
  45. camera.quaternion.setFromUnitVectors( _vec.set( 0, 0, 1 ).applyQuaternion( _quat ), _vn ).multiply( _quat );
  46. // Set the off-axis projection matrix to match the corners
  47. camera.projectionMatrix.set( 2.0 * n / ( r - l ), 0.0,
  48. ( r + l ) / ( r - l ), 0.0, 0.0,
  49. 2.0 * n / ( t - b ),
  50. ( t + b ) / ( t - b ), 0.0, 0.0, 0.0,
  51. ( f + n ) / ( n - f ),
  52. 2.0 * f * n / ( n - f ), 0.0, 0.0, - 1.0, 0.0 );
  53. camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
  54. // FoV estimation to fix frustum culling
  55. if ( estimateViewFrustum ) {
  56. // Set fieldOfView to a conservative estimate
  57. // to make frustum tall/wide enough to encompass it
  58. camera.fov =
  59. MathUtils.RAD2DEG / Math.min( 1.0, camera.aspect ) *
  60. Math.atan( ( _vec.copy( pb ).sub( pa ).length() +
  61. ( _vec.copy( pc ).sub( pa ).length() ) ) / _va.length() );
  62. }
  63. }
  64. export { frameCorners };
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