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 | 1× 1× 1× 1× 1× 1× 1× 63× 63× 378× 63× 63× 63× 504× 1× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 147× 135× 135× 135× 135× 135× 135× 135× 135× 135× 135× 135× 135× 135× 135× 135× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 12× 1× 1× 2× 2× 2× 2× 2× 2× 2× 2× 2× 2× 2× 14× 14× 14× 14× 14× 14× 14× 14× 2× 2× 2× | import Vector3 from './Vector3'; import BoundingBox from './BoundingBox'; import Plane from './Plane'; import glMatrix from '../dep/glmatrix'; var vec3 = glMatrix.vec3; var vec3Set = vec3.set; var vec3Copy = vec3.copy; var vec3TranformMat4 = vec3.transformMat4; var mathMin = Math.min; var mathMax = Math.max; /** * @constructor * @alias clay.Frustum */ var Frustum = function() { /** * Eight planes to enclose the frustum * @type {clay.Plane[]} */ this.planes = []; for (var i = 0; i < 6; i++) { this.planes.push(new Plane()); } /** * Bounding box of frustum * @type {clay.BoundingBox} */ this.boundingBox = new BoundingBox(); /** * Eight vertices of frustum * @type {Float32Array[]} */ this.vertices = []; for (var i = 0; i < 8; i++) { this.vertices[i] = vec3.fromValues(0, 0, 0); } }; Frustum.prototype = { // http://web.archive.org/web/20120531231005/http://crazyjoke.free.fr/doc/3D/plane%20extraction.pdf /** * Set frustum from a projection matrix * @param {clay.Matrix4} projectionMatrix */ setFromProjection: function(projectionMatrix) { var planes = this.planes; var m = projectionMatrix.array; var m0 = m[0], m1 = m[1], m2 = m[2], m3 = m[3]; var m4 = m[4], m5 = m[5], m6 = m[6], m7 = m[7]; var m8 = m[8], m9 = m[9], m10 = m[10], m11 = m[11]; var m12 = m[12], m13 = m[13], m14 = m[14], m15 = m[15]; // Update planes vec3Set(planes[0].normal.array, m3 - m0, m7 - m4, m11 - m8); planes[0].distance = -(m15 - m12); planes[0].normalize(); vec3Set(planes[1].normal.array, m3 + m0, m7 + m4, m11 + m8); planes[1].distance = -(m15 + m12); planes[1].normalize(); vec3Set(planes[2].normal.array, m3 + m1, m7 + m5, m11 + m9); planes[2].distance = -(m15 + m13); planes[2].normalize(); vec3Set(planes[3].normal.array, m3 - m1, m7 - m5, m11 - m9); planes[3].distance = -(m15 - m13); planes[3].normalize(); vec3Set(planes[4].normal.array, m3 - m2, m7 - m6, m11 - m10); planes[4].distance = -(m15 - m14); planes[4].normalize(); vec3Set(planes[5].normal.array, m3 + m2, m7 + m6, m11 + m10); planes[5].distance = -(m15 + m14); planes[5].normalize(); // Perspective projection var boundingBox = this.boundingBox; var vertices = this.vertices; if (m15 === 0) { var aspect = m5 / m0; var zNear = -m14 / (m10 - 1); var zFar = -m14 / (m10 + 1); var farY = -zFar / m5; var nearY = -zNear / m5; // Update bounding box boundingBox.min.set(-farY * aspect, -farY, zFar); boundingBox.max.set(farY * aspect, farY, zNear); // update vertices //--- min z // min x vec3Set(vertices[0], -farY * aspect, -farY, zFar); vec3Set(vertices[1], -farY * aspect, farY, zFar); // max x vec3Set(vertices[2], farY * aspect, -farY, zFar); vec3Set(vertices[3], farY * aspect, farY, zFar); //-- max z vec3Set(vertices[4], -nearY * aspect, -nearY, zNear); vec3Set(vertices[5], -nearY * aspect, nearY, zNear); vec3Set(vertices[6], nearY * aspect, -nearY, zNear); vec3Set(vertices[7], nearY * aspect, nearY, zNear); } else { // Orthographic projection var left = (-1 - m12) / m0; var right = (1 - m12) / m0; var top = (1 - m13) / m5; var bottom = (-1 - m13) / m5; var near = (-1 - m14) / m10; var far = (1 - m14) / m10; boundingBox.min.set(Math.min(left, right), Math.min(bottom, top), Math.min(far, near)); boundingBox.max.set(Math.max(right, left), Math.max(top, bottom), Math.max(near, far)); var min = boundingBox.min.array; var max = boundingBox.max.array; //--- min z // min x vec3Set(vertices[0], min[0], min[1], min[2]); vec3Set(vertices[1], min[0], max[1], min[2]); // max x vec3Set(vertices[2], max[0], min[1], min[2]); vec3Set(vertices[3], max[0], max[1], min[2]); //-- max z vec3Set(vertices[4], min[0], min[1], max[2]); vec3Set(vertices[5], min[0], max[1], max[2]); vec3Set(vertices[6], max[0], min[1], max[2]); vec3Set(vertices[7], max[0], max[1], max[2]); } }, /** * Apply a affine transform matrix and set to the given bounding box * @function * @param {clay.BoundingBox} * @param {clay.Matrix4} * @return {clay.BoundingBox} */ getTransformedBoundingBox: (function() { var tmpVec3 = vec3.create(); return function(bbox, matrix) { var vertices = this.vertices; var m4 = matrix.array; var min = bbox.min; var max = bbox.max; var minArr = min.array; var maxArr = max.array; var v = vertices[0]; vec3TranformMat4(tmpVec3, v, m4); vec3Copy(minArr, tmpVec3); vec3Copy(maxArr, tmpVec3); for (var i = 1; i < 8; i++) { v = vertices[i]; vec3TranformMat4(tmpVec3, v, m4); minArr[0] = mathMin(tmpVec3[0], minArr[0]); minArr[1] = mathMin(tmpVec3[1], minArr[1]); minArr[2] = mathMin(tmpVec3[2], minArr[2]); maxArr[0] = mathMax(tmpVec3[0], maxArr[0]); maxArr[1] = mathMax(tmpVec3[1], maxArr[1]); maxArr[2] = mathMax(tmpVec3[2], maxArr[2]); } min._dirty = true; max._dirty = true; return bbox; }; }) () }; export default Frustum; |