Frustum.js 2.6 KB

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  1. import * as THREE from '../../../build/three.module.js';
  2. import FrustumVertex from './FrustumVertex.js';
  3. import { toRad } from './Utils.js';
  4. export default class Frustum {
  5. constructor( data ) {
  6. data = data || {};
  7. this.fov = data.fov || 70;
  8. this.near = data.near || 0.1;
  9. this.far = data.far || 1000;
  10. this.aspect = data.aspect || 1;
  11. this.vertices = {
  12. near: [],
  13. far: []
  14. };
  15. }
  16. getViewSpaceVertices() {
  17. this.nearPlaneY = this.near * Math.tan( toRad( this.fov / 2 ) );
  18. this.nearPlaneX = this.aspect * this.nearPlaneY;
  19. this.farPlaneY = this.far * Math.tan( toRad( this.fov / 2 ) );
  20. this.farPlaneX = this.aspect * this.farPlaneY;
  21. // 3 --- 0 vertices.near/far order
  22. // | |
  23. // 2 --- 1
  24. this.vertices.near.push(
  25. new FrustumVertex( this.nearPlaneX, this.nearPlaneY, - this.near ),
  26. new FrustumVertex( this.nearPlaneX, - this.nearPlaneY, - this.near ),
  27. new FrustumVertex( - this.nearPlaneX, - this.nearPlaneY, - this.near ),
  28. new FrustumVertex( - this.nearPlaneX, this.nearPlaneY, - this.near )
  29. );
  30. this.vertices.far.push(
  31. new FrustumVertex( this.farPlaneX, this.farPlaneY, - this.far ),
  32. new FrustumVertex( this.farPlaneX, - this.farPlaneY, - this.far ),
  33. new FrustumVertex( - this.farPlaneX, - this.farPlaneY, - this.far ),
  34. new FrustumVertex( - this.farPlaneX, this.farPlaneY, - this.far )
  35. );
  36. return this.vertices;
  37. }
  38. split( breaks ) {
  39. const result = [];
  40. for ( let i = 0; i < breaks.length; i ++ ) {
  41. const cascade = new Frustum();
  42. if ( i === 0 ) {
  43. cascade.vertices.near = this.vertices.near;
  44. } else {
  45. for ( let j = 0; j < 4; j ++ ) {
  46. cascade.vertices.near.push( new FrustumVertex().fromLerp( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i - 1 ] ) );
  47. }
  48. }
  49. if ( i === breaks - 1 ) {
  50. cascade.vertices.far = this.vertices.far;
  51. } else {
  52. for ( let j = 0; j < 4; j ++ ) {
  53. cascade.vertices.far.push( new FrustumVertex().fromLerp( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i ] ) );
  54. }
  55. }
  56. result.push( cascade );
  57. }
  58. return result;
  59. }
  60. toSpace( cameraMatrix ) {
  61. const result = new Frustum();
  62. const point = new THREE.Vector3();
  63. for ( var i = 0; i < 4; i ++ ) {
  64. point.set( this.vertices.near[ i ].x, this.vertices.near[ i ].y, this.vertices.near[ i ].z );
  65. point.applyMatrix4( cameraMatrix );
  66. result.vertices.near.push( new FrustumVertex( point.x, point.y, point.z ) );
  67. point.set( this.vertices.far[ i ].x, this.vertices.far[ i ].y, this.vertices.far[ i ].z );
  68. point.applyMatrix4( cameraMatrix );
  69. result.vertices.far.push( new FrustumVertex( point.x, point.y, point.z ) );
  70. }
  71. return result;
  72. }
  73. }