CameraUtils.js 2.8 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576
  1. import {
  2. MathUtils,
  3. Quaternion,
  4. Vector3
  5. } from 'three';
  6. const _va = /*@__PURE__*/ new Vector3(), // from pe to pa
  7. _vb = /*@__PURE__*/ new Vector3(), // from pe to pb
  8. _vc = /*@__PURE__*/ new Vector3(), // from pe to pc
  9. _vr = /*@__PURE__*/ new Vector3(), // right axis of screen
  10. _vu = /*@__PURE__*/ new Vector3(), // up axis of screen
  11. _vn = /*@__PURE__*/ new Vector3(), // normal vector of screen
  12. _vec = /*@__PURE__*/ new Vector3(), // temporary vector
  13. _quat = /*@__PURE__*/ new Quaternion(); // temporary quaternion
  14. /** Set a PerspectiveCamera's projectionMatrix and quaternion
  15. * to exactly frame the corners of an arbitrary rectangle.
  16. * NOTE: This function ignores the standard parameters;
  17. * do not call updateProjectionMatrix() after this!
  18. *
  19. * @param {PerspectiveCamera} camera
  20. * @param {Vector3} bottomLeftCorner
  21. * @param {Vector3} bottomRightCorner
  22. * @param {Vector3} topLeftCorner
  23. * @param {boolean} [estimateViewFrustum=false]
  24. */
  25. function frameCorners( camera, bottomLeftCorner, bottomRightCorner, topLeftCorner, estimateViewFrustum = false ) {
  26. const pa = bottomLeftCorner, pb = bottomRightCorner, pc = topLeftCorner;
  27. const pe = camera.position; // eye position
  28. const n = camera.near; // distance of near clipping plane
  29. const f = camera.far; //distance of far clipping plane
  30. _vr.copy( pb ).sub( pa ).normalize();
  31. _vu.copy( pc ).sub( pa ).normalize();
  32. _vn.crossVectors( _vr, _vu ).normalize();
  33. _va.copy( pa ).sub( pe ); // from pe to pa
  34. _vb.copy( pb ).sub( pe ); // from pe to pb
  35. _vc.copy( pc ).sub( pe ); // from pe to pc
  36. const d = - _va.dot( _vn ); // distance from eye to screen
  37. const l = _vr.dot( _va ) * n / d; // distance to left screen edge
  38. const r = _vr.dot( _vb ) * n / d; // distance to right screen edge
  39. const b = _vu.dot( _va ) * n / d; // distance to bottom screen edge
  40. const t = _vu.dot( _vc ) * n / d; // distance to top screen edge
  41. // Set the camera rotation to match the focal plane to the corners' plane
  42. _quat.setFromUnitVectors( _vec.set( 0, 1, 0 ), _vu );
  43. camera.quaternion.setFromUnitVectors( _vec.set( 0, 0, 1 ).applyQuaternion( _quat ), _vn ).multiply( _quat );
  44. // Set the off-axis projection matrix to match the corners
  45. camera.projectionMatrix.set( 2.0 * n / ( r - l ), 0.0,
  46. ( r + l ) / ( r - l ), 0.0, 0.0,
  47. 2.0 * n / ( t - b ),
  48. ( t + b ) / ( t - b ), 0.0, 0.0, 0.0,
  49. ( f + n ) / ( n - f ),
  50. 2.0 * f * n / ( n - f ), 0.0, 0.0, - 1.0, 0.0 );
  51. camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
  52. // FoV estimation to fix frustum culling
  53. if ( estimateViewFrustum ) {
  54. // Set fieldOfView to a conservative estimate
  55. // to make frustum tall/wide enough to encompass it
  56. camera.fov =
  57. MathUtils.RAD2DEG / Math.min( 1.0, camera.aspect ) *
  58. Math.atan( ( _vec.copy( pb ).sub( pa ).length() +
  59. ( _vec.copy( pc ).sub( pa ).length() ) ) / _va.length() );
  60. }
  61. }
  62. export { frameCorners };
粤ICP备19079148号