使用three.js,是否有一种快速而廉价的方法来检查点/ Vector3是否在摄像机的视野范围内?
我希望创建一个盒子网格来填充场景的“地板”,但仅限于不会平移或旋转的可见区域的边缘(或者至少每个盒子的原点都在剩余的可见区域悬挂在视野之外)。作为奖励,限制盒子可以“居住”的相机位置的深度也可能是好的。
虽然此时我无法找到明确的答案,但可能只是因为错过了找到正确答案所需的正确术语。欢迎澄清和快速举例。
入门代码:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var vec = new THREE.Vector3(0, 0, 10);
//??? How to tell if Vector3 is within camera's view?
var renderer = new THREE.WebGLRenderer();
document.body.appendChild( renderer.domElement );
console.log('Yes it is just a black/blank screen at this point.');
body { margin: 0; }
canvas { width: 100%; height: 100% }
<html>
<head>
<meta charset=utf-8>
<title>Spot the Vector</title>
</head>
<body>
<script src="https://raw.githubusercontent.com/mrdoob/three.js/master/build/three.min.js"></script>
</body>
</html>
答案 0 :(得分:2)
然后,打电话
if(frustum.containsPoint( vec ))
{ ...
编辑:基于以上问题的完整更新示例:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
//var vec = new THREE.Vector3(0, 0, 10); //behind camera
var vec = new THREE.Vector3(0, 0, -10); //in front of camera
//check if within camera's view:
camera.updateMatrix(); // make sure camera's local matrix is updated
camera.updateMatrixWorld(); // make sure camera's world matrix is updated
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
var frustum = new THREE.Frustum();
frustum.setFromMatrix( new THREE.Matrix4().multiply( camera.projectionMatrix, camera.matrixWorldInverse ) );
if(frustum.containsPoint(vec)) {
console.log('within camera view');
} else {
console.log('outside camera view');
}
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
body { margin: 0; }
canvas { width: 100%; height: 100% }
<html>
<head>
<meta charset=utf-8>
<title>Spot the Vector</title>
</head>
<body>
<script src="https://raw.githubusercontent.com/mrdoob/three.js/master/build/three.min.js"></script>
</body>
</html>