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