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2b7aae2 | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 | import { Camera } from '../cameras/Camera.js';
import { Vector3 } from '../math/Vector3.js';
import { LineSegments } from '../objects/LineSegments.js';
import { Color } from '../math/Color.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
const _vector = /*@__PURE__*/ new Vector3();
const _camera = /*@__PURE__*/ new Camera();
/**
* - shows frustum, line of sight and up of the camera
* - suitable for fast updates
* - based on frustum visualization in lightgl.js shadowmap example
* https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
*/
class CameraHelper extends LineSegments {
constructor(camera) {
const geometry = new BufferGeometry();
const material = new LineBasicMaterial({ color: 0xffffff, vertexColors: true, toneMapped: false });
const vertices = [];
const colors = [];
const pointMap = {};
// colors
const colorFrustum = new Color(0xffaa00);
const colorCone = new Color(0xff0000);
const colorUp = new Color(0x00aaff);
const colorTarget = new Color(0xffffff);
const colorCross = new Color(0x333333);
// near
addLine('n1', 'n2', colorFrustum);
addLine('n2', 'n4', colorFrustum);
addLine('n4', 'n3', colorFrustum);
addLine('n3', 'n1', colorFrustum);
// far
addLine('f1', 'f2', colorFrustum);
addLine('f2', 'f4', colorFrustum);
addLine('f4', 'f3', colorFrustum);
addLine('f3', 'f1', colorFrustum);
// sides
addLine('n1', 'f1', colorFrustum);
addLine('n2', 'f2', colorFrustum);
addLine('n3', 'f3', colorFrustum);
addLine('n4', 'f4', colorFrustum);
// cone
addLine('p', 'n1', colorCone);
addLine('p', 'n2', colorCone);
addLine('p', 'n3', colorCone);
addLine('p', 'n4', colorCone);
// up
addLine('u1', 'u2', colorUp);
addLine('u2', 'u3', colorUp);
addLine('u3', 'u1', colorUp);
// target
addLine('c', 't', colorTarget);
addLine('p', 'c', colorCross);
// cross
addLine('cn1', 'cn2', colorCross);
addLine('cn3', 'cn4', colorCross);
addLine('cf1', 'cf2', colorCross);
addLine('cf3', 'cf4', colorCross);
function addLine(a, b, color) {
addPoint(a, color);
addPoint(b, color);
}
function addPoint(id, color) {
vertices.push(0, 0, 0);
colors.push(color.r, color.g, color.b);
if (pointMap[id] === undefined) {
pointMap[id] = [];
}
pointMap[id].push(vertices.length / 3 - 1);
}
geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
super(geometry, material);
this.type = 'CameraHelper';
this.camera = camera;
if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
this.matrix = camera.matrixWorld;
this.matrixAutoUpdate = false;
this.pointMap = pointMap;
this.update();
}
update() {
const geometry = this.geometry;
const pointMap = this.pointMap;
const w = 1,
h = 1;
// we need just camera projection matrix inverse
// world matrix must be identity
_camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);
// center / target
setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
setPoint('t', pointMap, geometry, _camera, 0, 0, 1);
// near
setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
setPoint('n4', pointMap, geometry, _camera, w, h, -1);
// far
setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
setPoint('f4', pointMap, geometry, _camera, w, h, 1);
// up
setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1);
// cross
setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
geometry.getAttribute('position').needsUpdate = true;
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
function setPoint(point, pointMap, geometry, camera, x, y, z) {
_vector.set(x, y, z).unproject(camera);
const points = pointMap[point];
if (points !== undefined) {
const position = geometry.getAttribute('position');
for (let i = 0, l = points.length; i < l; i++) {
position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
}
}
}
export { CameraHelper };
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