Frustum.js 3.9 KB

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  1. import { Vector3 } from './Vector3';
  2. import { Sphere } from './Sphere';
  3. import { Plane } from './Plane';
  4. /**
  5. * @author mrdoob / http://mrdoob.com/
  6. * @author alteredq / http://alteredqualia.com/
  7. * @author bhouston / http://clara.io
  8. */
  9. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  10. this.planes = [
  11. ( p0 !== undefined ) ? p0 : new Plane(),
  12. ( p1 !== undefined ) ? p1 : new Plane(),
  13. ( p2 !== undefined ) ? p2 : new Plane(),
  14. ( p3 !== undefined ) ? p3 : new Plane(),
  15. ( p4 !== undefined ) ? p4 : new Plane(),
  16. ( p5 !== undefined ) ? p5 : new Plane()
  17. ];
  18. }
  19. Object.assign( Frustum.prototype, {
  20. set: function ( p0, p1, p2, p3, p4, p5 ) {
  21. var planes = this.planes;
  22. planes[ 0 ].copy( p0 );
  23. planes[ 1 ].copy( p1 );
  24. planes[ 2 ].copy( p2 );
  25. planes[ 3 ].copy( p3 );
  26. planes[ 4 ].copy( p4 );
  27. planes[ 5 ].copy( p5 );
  28. return this;
  29. },
  30. clone: function () {
  31. return new this.constructor().copy( this );
  32. },
  33. copy: function ( frustum ) {
  34. var planes = this.planes;
  35. for ( var i = 0; i < 6; i ++ ) {
  36. planes[ i ].copy( frustum.planes[ i ] );
  37. }
  38. return this;
  39. },
  40. setFromMatrix: function ( m ) {
  41. var planes = this.planes;
  42. var me = m.elements;
  43. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  44. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  45. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  46. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  47. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  48. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  49. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  50. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  51. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  52. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  53. return this;
  54. },
  55. intersectsObject: function () {
  56. var sphere = new Sphere();
  57. return function intersectsObject( object ) {
  58. var geometry = object.geometry;
  59. if ( geometry.boundingSphere === null )
  60. geometry.computeBoundingSphere();
  61. sphere.copy( geometry.boundingSphere )
  62. .applyMatrix4( object.matrixWorld );
  63. return this.intersectsSphere( sphere );
  64. };
  65. }(),
  66. intersectsSprite: function () {
  67. var sphere = new Sphere();
  68. return function intersectsSprite( sprite ) {
  69. sphere.center.set( 0, 0, 0 );
  70. sphere.radius = 0.7071067811865476;
  71. sphere.applyMatrix4( sprite.matrixWorld );
  72. return this.intersectsSphere( sphere );
  73. };
  74. }(),
  75. intersectsSphere: function ( sphere ) {
  76. var planes = this.planes;
  77. var center = sphere.center;
  78. var negRadius = - sphere.radius;
  79. for ( var i = 0; i < 6; i ++ ) {
  80. var distance = planes[ i ].distanceToPoint( center );
  81. if ( distance < negRadius ) {
  82. return false;
  83. }
  84. }
  85. return true;
  86. },
  87. intersectsBox: function () {
  88. var p1 = new Vector3(),
  89. p2 = new Vector3();
  90. return function intersectsBox( box ) {
  91. var planes = this.planes;
  92. for ( var i = 0; i < 6; i ++ ) {
  93. var plane = planes[ i ];
  94. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  95. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  96. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  97. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  98. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  99. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  100. var d1 = plane.distanceToPoint( p1 );
  101. var d2 = plane.distanceToPoint( p2 );
  102. // if both outside plane, no intersection
  103. if ( d1 < 0 && d2 < 0 ) {
  104. return false;
  105. }
  106. }
  107. return true;
  108. };
  109. }(),
  110. containsPoint: function ( point ) {
  111. var planes = this.planes;
  112. for ( var i = 0; i < 6; i ++ ) {
  113. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  114. return false;
  115. }
  116. }
  117. return true;
  118. }
  119. } );
  120. export { Frustum };