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three

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JavaScript 3D library

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import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js'; import { Vector3 } from './Vector3.js'; import { Sphere } from './Sphere.js'; import { Plane } from './Plane.js'; const _sphere = /*@__PURE__*/ new Sphere(); const _vector = /*@__PURE__*/ new Vector3(); /** * Frustums are used to determine what is inside the camera's field of view. * They help speed up the rendering process - objects which lie outside a camera's * frustum can safely be excluded from rendering. * * This class is mainly intended for use internally by a renderer. */ class Frustum { /** * Constructs a new frustum. * * @param {Plane} [p0] - The first plane that encloses the frustum. * @param {Plane} [p1] - The second plane that encloses the frustum. * @param {Plane} [p2] - The third plane that encloses the frustum. * @param {Plane} [p3] - The fourth plane that encloses the frustum. * @param {Plane} [p4] - The fifth plane that encloses the frustum. * @param {Plane} [p5] - The sixth plane that encloses the frustum. */ constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { /** * This array holds the planes that enclose the frustum. * * @type {Array<Plane>} */ this.planes = [ p0, p1, p2, p3, p4, p5 ]; } /** * Sets the frustum planes by copying the given planes. * * @param {Plane} [p0] - The first plane that encloses the frustum. * @param {Plane} [p1] - The second plane that encloses the frustum. * @param {Plane} [p2] - The third plane that encloses the frustum. * @param {Plane} [p3] - The fourth plane that encloses the frustum. * @param {Plane} [p4] - The fifth plane that encloses the frustum. * @param {Plane} [p5] - The sixth plane that encloses the frustum. * @return {Frustum} A reference to this frustum. */ set( p0, p1, p2, p3, p4, p5 ) { const planes = this.planes; planes[ 0 ].copy( p0 ); planes[ 1 ].copy( p1 ); planes[ 2 ].copy( p2 ); planes[ 3 ].copy( p3 ); planes[ 4 ].copy( p4 ); planes[ 5 ].copy( p5 ); return this; } /** * Copies the values of the given frustum to this instance. * * @param {Frustum} frustum - The frustum to copy. * @return {Frustum} A reference to this frustum. */ copy( frustum ) { const planes = this.planes; for ( let i = 0; i < 6; i ++ ) { planes[ i ].copy( frustum.planes[ i ] ); } return this; } /** * Sets the frustum planes from the given projection matrix. * * @param {Matrix4} m - The projection matrix. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system. * @return {Frustum} A reference to this frustum. */ setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) { const planes = this.planes; const me = m.elements; const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); if ( coordinateSystem === WebGLCoordinateSystem ) { planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); } else if ( coordinateSystem === WebGPUCoordinateSystem ) { planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); } else { throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); } return this; } /** * Returns `true` if the 3D object's bounding sphere is intersecting this frustum. * * Note that the 3D object must have a geometry so that the bounding sphere can be calculated. * * @param {Object3D} object - The 3D object to test. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not. */ intersectsObject( object ) { if ( object.boundingSphere !== undefined ) { if ( object.boundingSphere === null ) object.computeBoundingSphere(); _sphere.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); } else { const geometry = object.geometry; if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); _sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); } return this.intersectsSphere( _sphere ); } /** * Returns `true` if the given sprite is intersecting this frustum. * * @param {Sprite} sprite - The sprite to test. * @return {boolean} Whether the sprite is intersecting this frustum or not. */ intersectsSprite( sprite ) { _sphere.center.set( 0, 0, 0 ); _sphere.radius = 0.7071067811865476; _sphere.applyMatrix4( sprite.matrixWorld ); return this.intersectsSphere( _sphere ); } /** * Returns `true` if the given bounding sphere is intersecting this frustum. * * @param {Sphere} sphere - The bounding sphere to test. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not. */ intersectsSphere( sphere ) { const planes = this.planes; const center = sphere.center; const negRadius = - sphere.radius; for ( let i = 0; i < 6; i ++ ) { const distance = planes[ i ].distanceToPoint( center ); if ( distance < negRadius ) { return false; } } return true; } /** * Returns `true` if the given bounding box is intersecting this frustum. * * @param {Box3} box - The bounding box to test. * @return {boolean} Whether the bounding box is intersecting this frustum or not. */ intersectsBox( box ) { const planes = this.planes; for ( let i = 0; i < 6; i ++ ) { const plane = planes[ i ]; // corner at max distance _vector.x = plane.normal.x > 0 ? box.max.x : box.min.x; _vector.y = plane.normal.y > 0 ? box.max.y : box.min.y; _vector.z = plane.normal.z > 0 ? box.max.z : box.min.z; if ( plane.distanceToPoint( _vector ) < 0 ) { return false; } } return true; } /** * Returns `true` if the given point lies within the frustum. * * @param {Vector3} point - The point to test. * @return {boolean} Whether the point lies within this frustum or not. */ containsPoint( point ) { const planes = this.planes; for ( let i = 0; i < 6; i ++ ) { if ( planes[ i ].distanceToPoint( point ) < 0 ) { return false; } } return true; } /** * Returns a new frustum with copied values from this instance. * * @return {Frustum} A clone of this instance. */ clone() { return new this.constructor().copy( this ); } } export { Frustum };