Ska*_*faz 7 javascript opengl-es webgl three.js
我需要一些帮助来处理THREE.Frustum对象.
我的问题:
我需要计算近/远平面顶点; 我看过这些教程
并且我已经勾勒出这个函数完全实现(我希望如此)所解释的过程(只是为了得到左上/右上顶点,假设相机只能左右看):
// 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;
}
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这似乎有效,但......
我的问题:
使用THREE.Frustum对象,我可以以更优雅(可能更正确)的方式获得相同的结果吗?
Three.Frustum并不是真的会帮助你 - 它是一组飞机.好消息是你的解决方案看似正确,但有一种更简单的方法可以考虑这一点.
近平面的右上角是相机空间中具有以下坐标的点:
var ntr = new THREE.Vector3( wNear / 2, hNear / 2, -camera.near );
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使用你的定义wNear和hNear,这是正确的.
现在,确保camera.matrixWorld更新,您将该点转换为世界坐标,如下所示:
camera.updateMatrixWorld();
ntr.applyMatrix4( camera.matrixWorld );
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现在,翻转标志以获得其他三个角,然后重复远平面的计算.
看,你做对了; 你刚刚走了一条更复杂的路线.:-)
编辑:更新为three.js r.66