Frustum.js 3.3 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 = new Sphere();
  5. const _vector = new Vector3();
  6. class Frustum {
  7. constructor( p0, p1, p2, p3, p4, p5 ) {
  8. this.planes = [
  9. ( p0 !== undefined ) ? p0 : new Plane(),
  10. ( p1 !== undefined ) ? p1 : new Plane(),
  11. ( p2 !== undefined ) ? p2 : new Plane(),
  12. ( p3 !== undefined ) ? p3 : new Plane(),
  13. ( p4 !== undefined ) ? p4 : new Plane(),
  14. ( p5 !== undefined ) ? p5 : new Plane()
  15. ];
  16. }
  17. set( p0, p1, p2, p3, p4, p5 ) {
  18. const planes = this.planes;
  19. planes[ 0 ].copy( p0 );
  20. planes[ 1 ].copy( p1 );
  21. planes[ 2 ].copy( p2 );
  22. planes[ 3 ].copy( p3 );
  23. planes[ 4 ].copy( p4 );
  24. planes[ 5 ].copy( p5 );
  25. return this;
  26. }
  27. clone() {
  28. return new this.constructor().copy( this );
  29. }
  30. copy( frustum ) {
  31. const planes = this.planes;
  32. for ( let i = 0; i < 6; i ++ ) {
  33. planes[ i ].copy( frustum.planes[ i ] );
  34. }
  35. return this;
  36. }
  37. setFromProjectionMatrix( m ) {
  38. const planes = this.planes;
  39. const me = m.elements;
  40. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  41. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  42. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  43. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  44. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  45. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  46. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  47. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  48. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  49. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  50. return this;
  51. }
  52. intersectsObject( object ) {
  53. const geometry = object.geometry;
  54. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  55. _sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  56. return this.intersectsSphere( _sphere );
  57. }
  58. intersectsSprite( sprite ) {
  59. _sphere.center.set( 0, 0, 0 );
  60. _sphere.radius = 0.7071067811865476;
  61. _sphere.applyMatrix4( sprite.matrixWorld );
  62. return this.intersectsSphere( _sphere );
  63. }
  64. intersectsSphere( sphere ) {
  65. const planes = this.planes;
  66. const center = sphere.center;
  67. const negRadius = - sphere.radius;
  68. for ( let i = 0; i < 6; i ++ ) {
  69. const distance = planes[ i ].distanceToPoint( center );
  70. if ( distance < negRadius ) {
  71. return false;
  72. }
  73. }
  74. return true;
  75. }
  76. intersectsBox( box ) {
  77. const planes = this.planes;
  78. for ( let i = 0; i < 6; i ++ ) {
  79. const plane = planes[ i ];
  80. // corner at max distance
  81. _vector.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  82. _vector.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  83. _vector.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  84. if ( plane.distanceToPoint( _vector ) < 0 ) {
  85. return false;
  86. }
  87. }
  88. return true;
  89. }
  90. containsPoint( point ) {
  91. const planes = this.planes;
  92. for ( let i = 0; i < 6; i ++ ) {
  93. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  94. return false;
  95. }
  96. }
  97. return true;
  98. }
  99. }
  100. export { Frustum };