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- import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';
- import { Vector3 } from './Vector3.js';
- import { Sphere } from './Sphere.js';
- import { Plane } from './Plane.js';
- const _sphere = /*@__PURE__*/ new Sphere();
- const _vector = /*@__PURE__*/ new Vector3();
- /**
- * Frustums are used to determine what is inside the camera's field of view.
- * They help speed up the rendering process - objects which lie outside a camera's
- * frustum can safely be excluded from rendering.
- *
- * This class is mainly intended for use internally by a renderer.
- */
- class Frustum {
- /**
- * Constructs a new frustum.
- *
- * @param {Plane} [p0] - The first plane that encloses the frustum.
- * @param {Plane} [p1] - The second plane that encloses the frustum.
- * @param {Plane} [p2] - The third plane that encloses the frustum.
- * @param {Plane} [p3] - The fourth plane that encloses the frustum.
- * @param {Plane} [p4] - The fifth plane that encloses the frustum.
- * @param {Plane} [p5] - The sixth plane that encloses the frustum.
- */
- constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
- /**
- * This array holds the planes that enclose the frustum.
- *
- * @type {Array<Plane>}
- */
- this.planes = [ p0, p1, p2, p3, p4, p5 ];
- }
- /**
- * Sets the frustum planes by copying the given planes.
- *
- * @param {Plane} [p0] - The first plane that encloses the frustum.
- * @param {Plane} [p1] - The second plane that encloses the frustum.
- * @param {Plane} [p2] - The third plane that encloses the frustum.
- * @param {Plane} [p3] - The fourth plane that encloses the frustum.
- * @param {Plane} [p4] - The fifth plane that encloses the frustum.
- * @param {Plane} [p5] - The sixth plane that encloses the frustum.
- * @return {Frustum} A reference to this frustum.
- */
- set( p0, p1, p2, p3, p4, p5 ) {
- const planes = this.planes;
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
- return this;
- }
- /**
- * Copies the values of the given frustum to this instance.
- *
- * @param {Frustum} frustum - The frustum to copy.
- * @return {Frustum} A reference to this frustum.
- */
- copy( frustum ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- planes[ i ].copy( frustum.planes[ i ] );
- }
- return this;
- }
- /**
- * Sets the frustum planes from the given projection matrix.
- *
- * @param {Matrix4} m - The projection matrix.
- * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
- * @return {Frustum} A reference to this frustum.
- */
- setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
- const planes = this.planes;
- const me = m.elements;
- const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- if ( coordinateSystem === WebGLCoordinateSystem ) {
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
- } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
- planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
- } else {
- throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
- }
- return this;
- }
- /**
- * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
- *
- * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
- *
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
- */
- intersectsObject( object ) {
- if ( object.boundingSphere !== undefined ) {
- if ( object.boundingSphere === null ) object.computeBoundingSphere();
- _sphere.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
- } else {
- const geometry = object.geometry;
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
- }
- return this.intersectsSphere( _sphere );
- }
- /**
- * Returns `true` if the given sprite is intersecting this frustum.
- *
- * @param {Sprite} sprite - The sprite to test.
- * @return {boolean} Whether the sprite is intersecting this frustum or not.
- */
- intersectsSprite( sprite ) {
- _sphere.center.set( 0, 0, 0 );
- _sphere.radius = 0.7071067811865476;
- _sphere.applyMatrix4( sprite.matrixWorld );
- return this.intersectsSphere( _sphere );
- }
- /**
- * Returns `true` if the given bounding sphere is intersecting this frustum.
- *
- * @param {Sphere} sphere - The bounding sphere to test.
- * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
- */
- intersectsSphere( sphere ) {
- const planes = this.planes;
- const center = sphere.center;
- const negRadius = - sphere.radius;
- for ( let i = 0; i < 6; i ++ ) {
- const distance = planes[ i ].distanceToPoint( center );
- if ( distance < negRadius ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Returns `true` if the given bounding box is intersecting this frustum.
- *
- * @param {Box3} box - The bounding box to test.
- * @return {boolean} Whether the bounding box is intersecting this frustum or not.
- */
- intersectsBox( box ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- const plane = planes[ i ];
- // corner at max distance
- _vector.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- _vector.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- _vector.z = plane.normal.z > 0 ? box.max.z : box.min.z;
- if ( plane.distanceToPoint( _vector ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Returns `true` if the given point lies within the frustum.
- *
- * @param {Vector3} point - The point to test.
- * @return {boolean} Whether the point lies within this frustum or not.
- */
- containsPoint( point ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Returns a new frustum with copied values from this instance.
- *
- * @return {Frustum} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- export { Frustum };
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