使用 THREE.Frustum 计算近/远平面顶点 [英] Calculate near/far plane vertices using THREE.Frustum
问题描述
我需要一些帮助来处理 THREE.Frustum 对象.
I need some help to deal with THREE.Frustum object.
我的问题:
我需要计算近/远平面的顶点;我看过这些教程
I need to calculate near/far plane vertices; I've taken a look at these tutorials
- http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
- http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/
并且我已经勾画了这个函数,它完全(我希望如此)实现了所解释的过程(只是为了获得左上/右上顶点,假设相机只能向左和向右看):
and I've sketched this function implementing exactly (I hope so) the procedure explained (just to get top-left/right vertices, assuming the camera can only look left and right):
// Near Plane dimensions
hNear = 2 * Math.tan(camera.fov / 2) * camera.near; // height
wNear = hNear * camera.aspect; // width
// Far Plane dimensions
hFar = 2 * Math.tan(camera.fov / 2) * camera.far; // height
wFar = hFar * camera.aspect; // width
getVertices : function() {
var p = camera.position.clone();
var l = getCurrentTarget(); // see below
var u = new THREE.Vector3(0, 1, 0);
var d = new THREE.Vector3();
d.sub(l, p);
d.normalize();
var r = new THREE.Vector3();
r.cross(u, d);
r.normalize();
// Near Plane center
var dTmp = d.clone();
var nc = new THREE.Vector3();
nc.add(p, dTmp.multiplyScalar(camera.near));
// Near Plane top-right and top-left vertices
var uTmp = u.clone();
var rTmp = r.clone();
var ntr = new THREE.Vector3();
ntr.add(nc, uTmp.multiplyScalar(hNear / 2));
ntr.subSelf(rTmp.multiplyScalar(wNear / 2));
uTmp.copy(u);
rTmp.copy(r);
var ntl = new THREE.Vector3();
ntl.add(nc, uTmp.multiplyScalar(hNear / 2));
ntl.addSelf(rTmp.multiplyScalar(wNear / 2));
// Far Plane center
dTmp.copy(d);
var fc = new THREE.Vector3();
fc.add(p, dTmp.multiplyScalar(camera.far));
// Far Plane top-right and top-left vertices
uTmp.copy(u);
rTmp.copy(r);
var ftr = new THREE.Vector3();
ftr.add(fc, uTmp.multiplyScalar(hFar / 2));
ftr.subSelf(rTmp.multiplyScalar(wFar / 2));
uTmp.copy(u);
rTmp.copy(r);
var ftl = new THREE.Vector3();
ftl.add(fc, uTmp.multiplyScalar(hFar / 2));
ftl.addSelf(rTmp.multiplyScalar(wFar / 2));
getCurrentTarget : function() {
var l = new THREE.Vector3(0, 0, -100);
this.camera.updateMatrixWorld();
this.camera.matrixWorld.multiplyVector3(l);
return l;
}
这似乎有效,但是...
This seems to work but...
我的问题:
我可以使用 THREE.Frustum 对象以更优雅(可能更正确)的方式获得相同的结果吗?
Can I obtain the same result in a more elegant (maybe more correct) way, using a THREE.Frustum object?
推荐答案
Three.Frustum
并不能真正帮助您——它是一组平面.好消息是您的解决方案看起来是正确的,但有一个更简单的方法来考虑这个问题.
Three.Frustum
is not really going to help you -- it is a set of planes. The good news is your solution appears correct, but there is an easier way to think about this.
近平面的右上角是相机空间中具有以下坐标的点:
The upper right corner of the near plane is a point in camera space with these coordinates:
var ntr = new THREE.Vector3( wNear / 2, hNear / 2, -camera.near );
使用您对 wNear
和 hNear
的定义,这是正确的.
using your definition of wNear
and hNear
, which are correct.
现在,确保 camera.matrixWorld
已更新,您可以像这样将该点转换为世界坐标:
Now, making sure that camera.matrixWorld
is updated, you convert that point to world coordinates like so:
camera.updateMatrixWorld();
ntr.applyMatrix4( camera.matrixWorld );
现在,翻转标志以获得其他三个角,然后对远平面重复计算.
Now, flip the signs to get the other three corners, and then repeat the calculation for the far plane.
看,你说得对;你只是走了一条更复杂的路线.:-)
See, you had it right; you just took a more complicated route. :-)
更新为three.js r.66
updated to three.js r.66
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