Spaces:
Running
Running
File size: 4,678 Bytes
6cd9596 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 |
/**
* @author alteredq / http://alteredqualia.com/
* @author Mugen87 / https://github.com/Mugen87
*
* - 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
*/
import { Camera } from '../cameras/Camera.js';
import { Vector3 } from '../math/Vector3.js';
import { LineSegments } from '../objects/LineSegments.js';
import { Color } from '../math/Color.js';
import { FaceColors } from '../constants.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
function CameraHelper( camera ) {
var geometry = new BufferGeometry();
var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
var vertices = [];
var colors = [];
var pointMap = {};
// colors
var colorFrustum = new Color( 0xffaa00 );
var colorCone = new Color( 0xff0000 );
var colorUp = new Color( 0x00aaff );
var colorTarget = new Color( 0xffffff );
var colorCross = new Color( 0x333333 );
// near
addLine( 'n1', 'n2', colorFrustum );
addLine( 'n2', 'n4', colorFrustum );
addLine( 'n4', 'n3', colorFrustum );
addLine( 'n3', 'n1', colorFrustum );
// far
addLine( 'f1', 'f2', colorFrustum );
addLine( 'f2', 'f4', colorFrustum );
addLine( 'f4', 'f3', colorFrustum );
addLine( 'f3', 'f1', colorFrustum );
// sides
addLine( 'n1', 'f1', colorFrustum );
addLine( 'n2', 'f2', colorFrustum );
addLine( 'n3', 'f3', colorFrustum );
addLine( 'n4', 'f4', colorFrustum );
// cone
addLine( 'p', 'n1', colorCone );
addLine( 'p', 'n2', colorCone );
addLine( 'p', 'n3', colorCone );
addLine( 'p', 'n4', colorCone );
// up
addLine( 'u1', 'u2', colorUp );
addLine( 'u2', 'u3', colorUp );
addLine( 'u3', 'u1', colorUp );
// target
addLine( 'c', 't', colorTarget );
addLine( 'p', 'c', colorCross );
// cross
addLine( 'cn1', 'cn2', colorCross );
addLine( 'cn3', 'cn4', colorCross );
addLine( 'cf1', 'cf2', colorCross );
addLine( 'cf3', 'cf4', colorCross );
function addLine( a, b, color ) {
addPoint( a, color );
addPoint( b, color );
}
function addPoint( id, color ) {
vertices.push( 0, 0, 0 );
colors.push( color.r, color.g, color.b );
if ( pointMap[ id ] === undefined ) {
pointMap[ id ] = [];
}
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
}
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
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 ) {
var position = geometry.getAttribute( 'position' );
for ( var i = 0, l = points.length; i < l; i ++ ) {
position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
}
}
}
return function update() {
geometry = this.geometry;
pointMap = this.pointMap;
var w = 1, h = 1;
// we need just camera projection matrix inverse
// world matrix must be identity
camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
// 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.getAttribute( 'position' ).needsUpdate = true;
};
}();
export { CameraHelper };
|