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/** | |
* @author jsantell / https://www.jsantell.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
import { Vector3 } from '../../math/Vector3.js'; | |
var cameraLPos = new Vector3(); | |
var cameraRPos = new Vector3(); | |
/** | |
* Assumes 2 cameras that are parallel and share an X-axis, and that | |
* the cameras' projection and world matrices have already been set. | |
* And that near and far planes are identical for both cameras. | |
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 | |
*/ | |
function setProjectionFromUnion( camera, cameraL, cameraR ) { | |
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); | |
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); | |
var ipd = cameraLPos.distanceTo( cameraRPos ); | |
var projL = cameraL.projectionMatrix.elements; | |
var projR = cameraR.projectionMatrix.elements; | |
// VR systems will have identical far and near planes, and | |
// most likely identical top and bottom frustum extents. | |
// Use the left camera for these values. | |
var near = projL[ 14 ] / ( projL[ 10 ] - 1 ); | |
var far = projL[ 14 ] / ( projL[ 10 ] + 1 ); | |
var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; | |
var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; | |
var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; | |
var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; | |
var left = near * leftFov; | |
var right = near * rightFov; | |
// Calculate the new camera's position offset from the | |
// left camera. xOffset should be roughly half `ipd`. | |
var zOffset = ipd / ( - leftFov + rightFov ); | |
var xOffset = zOffset * - leftFov; | |
// TODO: Better way to apply this offset? | |
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); | |
camera.translateX( xOffset ); | |
camera.translateZ( zOffset ); | |
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); | |
camera.matrixWorldInverse.getInverse( camera.matrixWorld ); | |
// Find the union of the frustum values of the cameras and scale | |
// the values so that the near plane's position does not change in world space, | |
// although must now be relative to the new union camera. | |
var near2 = near + zOffset; | |
var far2 = far + zOffset; | |
var left2 = left - xOffset; | |
var right2 = right + ( ipd - xOffset ); | |
var top2 = topFov * far / far2 * near2; | |
var bottom2 = bottomFov * far / far2 * near2; | |
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); | |
} | |
export { setProjectionFromUnion }; | |