根据当前相机确定视口上是否可见网格 [英] Determine if a mesh is visible on the viewport according to current camera

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本文介绍了根据当前相机确定视口上是否可见网格的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我一直在用 three.js 开发一个应用程序,但我遇到了这个问题,我似乎找不到任何解决方案.我想根据相机当前瞄准的位置确定哪些网格现在可见,因此我可以刷新我的对象(数据来自服务),或者不取决于它们是否显示在视口上.

I have been developing an app with three.js but I have encountered this problem and I cannot seem to find any solution to it. I want to determine which meshes are visible right now according to where the camera is currently aiming, so i can refresh my objects (data is coming from a service) or not depending on if they are being shown on the viewport.

我在 CANVAS 模式下使用 THREE.js(我找到了一个使用 WebGL 的解决方案,该解决方案表明对象是否被渲染,但我需要这个项目的 CANVAS).

I'm using THREE.js in CANVAS mode (I have found a solution using WebGL that says if objects are rendered or not, but i need CANVAS for this project).

我一直在尝试寻找 three.js 是否以某种方式设置了一个属性来指示对象是否可见(当前在屏幕上,而不是在整个 3D 世界上),但我可以没找到网格有一个 visible: 属性,但即使相机没有瞄准该对象,它也始终为真.

I have been trying to find if three.js sets somehow a property to indicate whether the object is visible or not (currently on the screen, not on the entire 3D world), but I can't find it. Meshes have a visible: property but it's always on true even if the camera is not aiming to that object.

推荐答案

这是您想要的代码:

var frustum = new THREE.Frustum();
var cameraViewProjectionMatrix = new THREE.Matrix4();

// every time the camera or objects change position (or every frame)

camera.updateMatrixWorld(); // make sure the camera matrix is updated
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
cameraViewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
frustum.setFromMatrix( cameraViewProjectionMatrix );

// frustum is now ready to check all the objects you need

console.log( frustum.intersectsObject( object ) );

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