three
Version:
JavaScript 3D library
254 lines (173 loc) • 5.69 kB
JavaScript
import { WebGLCoordinateSystem } from '../constants.js';
import { Frustum } from './Frustum.js';
import { Matrix4 } from './Matrix4.js';
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _frustum = /*@__PURE__*/ new Frustum();
/**
* FrustumArray is used to determine if an object is visible in at least one camera
* from an array of cameras. This is particularly useful for multi-view renderers.
*/
class FrustumArray {
/**
* Constructs a new frustum array.
*
*/
constructor() {
/**
* The coordinate system to use.
*
* @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
* @default WebGLCoordinateSystem
*/
this.coordinateSystem = WebGLCoordinateSystem;
}
/**
* Returns `true` if the 3D object's bounding sphere is intersecting any frustum
* from the camera array.
*
* @param {Object3D} object - The 3D object to test.
* @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
* @return {boolean} Whether the 3D object is visible in any camera.
*/
intersectsObject( object, cameraArray ) {
if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
return false;
}
for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
const camera = cameraArray.cameras[ i ];
_projScreenMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(
_projScreenMatrix,
this.coordinateSystem
);
if ( _frustum.intersectsObject( object ) ) {
return true; // Object is visible in at least one camera
}
}
return false; // Not visible in any camera
}
/**
* Returns `true` if the given sprite is intersecting any frustum
* from the camera array.
*
* @param {Sprite} sprite - The sprite to test.
* @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
* @return {boolean} Whether the sprite is visible in any camera.
*/
intersectsSprite( sprite, cameraArray ) {
if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
return false;
}
for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
const camera = cameraArray.cameras[ i ];
_projScreenMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(
_projScreenMatrix,
this.coordinateSystem
);
if ( _frustum.intersectsSprite( sprite ) ) {
return true; // Sprite is visible in at least one camera
}
}
return false; // Not visible in any camera
}
/**
* Returns `true` if the given bounding sphere is intersecting any frustum
* from the camera array.
*
* @param {Sphere} sphere - The bounding sphere to test.
* @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
* @return {boolean} Whether the sphere is visible in any camera.
*/
intersectsSphere( sphere, cameraArray ) {
if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
return false;
}
for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
const camera = cameraArray.cameras[ i ];
_projScreenMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(
_projScreenMatrix,
this.coordinateSystem
);
if ( _frustum.intersectsSphere( sphere ) ) {
return true; // Sphere is visible in at least one camera
}
}
return false; // Not visible in any camera
}
/**
* Returns `true` if the given bounding box is intersecting any frustum
* from the camera array.
*
* @param {Box3} box - The bounding box to test.
* @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
* @return {boolean} Whether the box is visible in any camera.
*/
intersectsBox( box, cameraArray ) {
if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
return false;
}
for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
const camera = cameraArray.cameras[ i ];
_projScreenMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(
_projScreenMatrix,
this.coordinateSystem
);
if ( _frustum.intersectsBox( box ) ) {
return true; // Box is visible in at least one camera
}
}
return false; // Not visible in any camera
}
/**
* Returns `true` if the given point lies within any frustum
* from the camera array.
*
* @param {Vector3} point - The point to test.
* @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
* @return {boolean} Whether the point is visible in any camera.
*/
containsPoint( point, cameraArray ) {
if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
return false;
}
for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
const camera = cameraArray.cameras[ i ];
_projScreenMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(
_projScreenMatrix,
this.coordinateSystem
);
if ( _frustum.containsPoint( point ) ) {
return true; // Point is visible in at least one camera
}
}
return false; // Not visible in any camera
}
/**
* Returns a new frustum array with copied values from this instance.
*
* @return {FrustumArray} A clone of this instance.
*/
clone() {
return new FrustumArray();
}
}
export { FrustumArray };