Frustum.js 3.2 KB

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  1. import { Vector3 } from './Vector3.js';
  2. import { Sphere } from './Sphere.js';
  3. import { Plane } from './Plane.js';
  4. const _sphere = /*@__PURE__*/ new Sphere();
  5. const _vector = /*@__PURE__*/ new Vector3();
  6. class Frustum {
  7. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  8. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  9. }
  10. set( p0, p1, p2, p3, p4, p5 ) {
  11. const planes = this.planes;
  12. planes[ 0 ].copy( p0 );
  13. planes[ 1 ].copy( p1 );
  14. planes[ 2 ].copy( p2 );
  15. planes[ 3 ].copy( p3 );
  16. planes[ 4 ].copy( p4 );
  17. planes[ 5 ].copy( p5 );
  18. return this;
  19. }
  20. copy( frustum ) {
  21. const planes = this.planes;
  22. for ( let i = 0; i < 6; i ++ ) {
  23. planes[ i ].copy( frustum.planes[ i ] );
  24. }
  25. return this;
  26. }
  27. setFromProjectionMatrix( m ) {
  28. const planes = this.planes;
  29. const me = m.elements;
  30. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  31. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  32. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  33. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  34. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  35. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  36. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  37. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  38. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  39. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  40. return this;
  41. }
  42. intersectsObject( object ) {
  43. const geometry = object.geometry;
  44. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  45. _sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  46. return this.intersectsSphere( _sphere );
  47. }
  48. intersectsSprite( sprite ) {
  49. _sphere.center.set( 0, 0, 0 );
  50. _sphere.radius = 0.7071067811865476;
  51. _sphere.applyMatrix4( sprite.matrixWorld );
  52. return this.intersectsSphere( _sphere );
  53. }
  54. intersectsSphere( sphere ) {
  55. const planes = this.planes;
  56. const center = sphere.center;
  57. const negRadius = - sphere.radius;
  58. for ( let i = 0; i < 6; i ++ ) {
  59. const distance = planes[ i ].distanceToPoint( center );
  60. if ( distance < negRadius ) {
  61. return false;
  62. }
  63. }
  64. return true;
  65. }
  66. intersectsBox( box ) {
  67. const planes = this.planes;
  68. for ( let i = 0; i < 6; i ++ ) {
  69. const plane = planes[ i ];
  70. // corner at max distance
  71. _vector.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  72. _vector.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  73. _vector.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  74. if ( plane.distanceToPoint( _vector ) < 0 ) {
  75. return false;
  76. }
  77. }
  78. return true;
  79. }
  80. containsPoint( point ) {
  81. const planes = this.planes;
  82. for ( let i = 0; i < 6; i ++ ) {
  83. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  84. return false;
  85. }
  86. }
  87. return true;
  88. }
  89. clone() {
  90. return new this.constructor().copy( this );
  91. }
  92. }
  93. export { Frustum };
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