import { Camera } from '../../cameras/Camera'; import { Vector3 } from '../../math/Vector3'; import { LineSegments } from '../../objects/LineSegments'; import { Color } from '../../math/Color'; import { FaceColors } from '../../constants'; import { LineBasicMaterial } from '../../materials/LineBasicMaterial'; import { Geometry } from '../../core/Geometry'; /** * @author alteredq / http://alteredqualia.com/ * * - shows frustum, line of sight and up of the camera * - suitable for fast updates * - based on frustum visualization in lightgl.js shadowmap example * http://evanw.github.com/lightgl.js/tests/shadowmap.html */ function CameraHelper( camera ) { var geometry = new Geometry(); var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); var pointMap = {}; // colors var hexFrustum = 0xffaa00; var hexCone = 0xff0000; var hexUp = 0x00aaff; var hexTarget = 0xffffff; var hexCross = 0x333333; // near addLine( "n1", "n2", hexFrustum ); addLine( "n2", "n4", hexFrustum ); addLine( "n4", "n3", hexFrustum ); addLine( "n3", "n1", hexFrustum ); // far addLine( "f1", "f2", hexFrustum ); addLine( "f2", "f4", hexFrustum ); addLine( "f4", "f3", hexFrustum ); addLine( "f3", "f1", hexFrustum ); // sides addLine( "n1", "f1", hexFrustum ); addLine( "n2", "f2", hexFrustum ); addLine( "n3", "f3", hexFrustum ); addLine( "n4", "f4", hexFrustum ); // cone addLine( "p", "n1", hexCone ); addLine( "p", "n2", hexCone ); addLine( "p", "n3", hexCone ); addLine( "p", "n4", hexCone ); // up addLine( "u1", "u2", hexUp ); addLine( "u2", "u3", hexUp ); addLine( "u3", "u1", hexUp ); // target addLine( "c", "t", hexTarget ); addLine( "p", "c", hexCross ); // cross addLine( "cn1", "cn2", hexCross ); addLine( "cn3", "cn4", hexCross ); addLine( "cf1", "cf2", hexCross ); addLine( "cf3", "cf4", hexCross ); function addLine( a, b, hex ) { addPoint( a, hex ); addPoint( b, hex ); } function addPoint( id, hex ) { geometry.vertices.push( new Vector3() ); geometry.colors.push( new Color( hex ) ); if ( pointMap[ id ] === undefined ) { pointMap[ id ] = []; } pointMap[ id ].push( geometry.vertices.length - 1 ); } LineSegments.call( this, geometry, material ); this.camera = camera; if( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); this.matrix = camera.matrixWorld; this.matrixAutoUpdate = false; this.pointMap = pointMap; this.update(); } CameraHelper.prototype = Object.create( LineSegments.prototype ); CameraHelper.prototype.constructor = CameraHelper; CameraHelper.prototype.update = function () { var geometry, pointMap; var vector = new Vector3(); var camera = new Camera(); function setPoint( point, x, y, z ) { vector.set( x, y, z ).unproject( camera ); var points = pointMap[ point ]; if ( points !== undefined ) { for ( var i = 0, il = points.length; i < il; i ++ ) { geometry.vertices[ points[ i ] ].copy( vector ); } } } return function update() { geometry = this.geometry; pointMap = this.pointMap; var w = 1, h = 1; // we need just camera projection matrix // world matrix must be identity camera.projectionMatrix.copy( this.camera.projectionMatrix ); // center / target setPoint( "c", 0, 0, - 1 ); setPoint( "t", 0, 0, 1 ); // near setPoint( "n1", - w, - h, - 1 ); setPoint( "n2", w, - h, - 1 ); setPoint( "n3", - w, h, - 1 ); setPoint( "n4", w, h, - 1 ); // far setPoint( "f1", - w, - h, 1 ); setPoint( "f2", w, - h, 1 ); setPoint( "f3", - w, h, 1 ); setPoint( "f4", w, h, 1 ); // up setPoint( "u1", w * 0.7, h * 1.1, - 1 ); setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); setPoint( "u3", 0, h * 2, - 1 ); // cross setPoint( "cf1", - w, 0, 1 ); setPoint( "cf2", w, 0, 1 ); setPoint( "cf3", 0, - h, 1 ); setPoint( "cf4", 0, h, 1 ); setPoint( "cn1", - w, 0, - 1 ); setPoint( "cn2", w, 0, - 1 ); setPoint( "cn3", 0, - h, - 1 ); setPoint( "cn4", 0, h, - 1 ); geometry.verticesNeedUpdate = true; }; }(); export { CameraHelper };