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- /**
- * @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
- */
- THREE.CameraHelper = function ( camera ) {
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.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 THREE.Vector3() );
- geometry.colors.push( new THREE.Color( hex ) );
- if ( pointMap[ id ] === undefined ) {
- pointMap[ id ] = [];
- }
- pointMap[ id ].push( geometry.vertices.length - 1 );
- }
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
- this.camera = camera;
- this.matrixWorld = camera.matrixWorld;
- this.matrixAutoUpdate = false;
- this.pointMap = pointMap;
- this.update();
- };
- THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
- THREE.CameraHelper.prototype.update = function () {
- var vector = new THREE.Vector3();
- var camera = new THREE.Camera();
- var projector = new THREE.Projector();
- return function () {
- var scope = this;
- 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 );
- function setPoint( point, x, y, z ) {
- vector.set( x, y, z );
- projector.unprojectVector( vector, camera );
- var points = scope.pointMap[ point ];
- if ( points !== undefined ) {
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- scope.geometry.vertices[ points[ i ] ].copy( vector );
- }
- }
- }
- this.geometry.verticesNeedUpdate = true;
- };
- }();
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