标签:javascript three.js web3d webgl 源码
商域无疆 (http://blog.csdn.net/omni360/)
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转载请保留此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联设备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章拒绝转载或再转载,谢谢合作。
俺也是刚开始学,好多地儿肯定不对还请见谅.
以下代码是THREE.JS 源码文件中Math/Frustum.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode/blob/master/Three.js
// File:src/math/Frustum.js /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author bhouston / http://exocortex.com */ /* ///Frustum对象的构造函数.用来在三维空间内创建一个平截头体对象.Frustum对象的功能函数采用 ///定义构造的函数原型对象来实现,平截头体由6个平面对象构成. */ ///<summary>Frustum</summary> ///<param name ="p0" type="THREE.Plane">组成平截头体的面p0</param> ///<param name ="p1" type="THREE.Plane">组成平截头体的面p1</param> ///<param name ="p2" type="THREE.Plane">组成平截头体的面p2</param> ///<param name ="p3" type="THREE.Plane">组成平截头体的面p3</param> ///<param name ="p4" type="THREE.Plane">组成平截头体的面p4</param> ///<param name ="p5" type="THREE.Plane">组成平截头体的面p5</param> THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) { this.planes = [ ( p0 !== undefined ) ? p0 : new THREE.Plane(), ( p1 !== undefined ) ? p1 : new THREE.Plane(), ( p2 !== undefined ) ? p2 : new THREE.Plane(), ( p3 !== undefined ) ? p3 : new THREE.Plane(), ( p4 !== undefined ) ? p4 : new THREE.Plane(), ( p5 !== undefined ) ? p5 : new THREE.Plane() ]; }; /**************************************** ****下面是Frustum对象提供的功能函数. ****************************************/ THREE.Frustum.prototype = { constructor: THREE.Frustum, //构造器,返回对创建此对象的Frustum函数的引用 /* ///set方法用来重新设置平截头体的起始点,结束点,p0, p1, p2, p3, p4, p5.并返回新的坐标值的平截头体. */ ///<summary>set</summary> ///<param name ="p0" type="THREE.Plane">组成平截头体的面p0</param> ///<param name ="p1" type="THREE.Plane">组成平截头体的面p1</param> ///<param name ="p2" type="THREE.Plane">组成平截头体的面p2</param> ///<param name ="p3" type="THREE.Plane">组成平截头体的面p3</param> ///<param name ="p4" type="THREE.Plane">组成平截头体的面p4</param> ///<param name ="p5" type="THREE.Plane">组成平截头体的面p5</param> ///<returns type="Frustum">返回新的平截头体</returns> set: function ( p0, p1, p2, p3, p4, p5 ) { var planes = this.planes; planes[ 0 ].copy( p0 ); planes[ 1 ].copy( p1 ); planes[ 2 ].copy( p2 ); planes[ 3 ].copy( p3 ); planes[ 4 ].copy( p4 ); planes[ 5 ].copy( p5 ); return this; //返回新的平截头体 }, /* ///copy方法用来复制组成平截头体的六个面,p0, p1, p2, p3, p4, p5.并返回新的平截头体. */ ///<summary>copy</summary> ///<param name ="frustum" type="Frustum">平截头体</param> ///<returns type="Frustum">返回新的平截头体</returns> copy: function ( frustum ) { var planes = this.planes; for ( var i = 0; i < 6; i ++ ) { planes[ i ].copy( frustum.planes[ i ] ); } return this; //返回新的平截头体 }, /* ///setFromMatrix方法通过对当前平截头体应用变换,返回新的平截头体. */ ///<summary>setFromMatrix</summary> ///<param name ="m" type="Matrix4">4x4矩阵</param> ///<returns type="Frustum">返回新的平截头体</returns> setFromMatrix: function ( m ) { var planes = this.planes; var me = m.elements; var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); return this; //返回新的平截头体 }, /* ///intersectsObject方法获取当前平截头体是否与参数object对象相交,返回true 或者 false */ ///<summary>intersectsObject</summary> ///<param name ="object" type="Object3d">3d立体对象</param> ///<returns type="Boolean">返回true 或者 false</returns> intersectsObject: function () { var sphere = new THREE.Sphere(); return function ( object ) { var geometry = object.geometry; if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( object.matrixWorld ); return this.intersectsSphere( sphere ); //返回true 或者 false }; }(), /* ///intersectsSphere方法获取当前平截头体是否与参数sphere球体对象相交,返回true 或者 false */ ///<summary>intersectsSphere</summary> ///<param name ="sphere" type="Sphere">一个Sphere的球体</param> ///<returns type="Boolean">返回true 或者 false</returns> intersectsSphere: function ( sphere ) { var planes = this.planes; var center = sphere.center; var negRadius = - sphere.radius; for ( var i = 0; i < 6; i ++ ) { var distance = planes[ i ].distanceToPoint( center ); if ( distance < negRadius ) { return false; //不相交返回false } } return true; //相交返回true }, /* ///intersectsBox方法获取当前平截头体是否与参数box立方体对象相交,返回true 或者 false */ ///<summary>intersectsBox</summary> ///<param name ="box" type="Box3">立方体对象</param> ///<returns type="Boolean">返回true 或者 false</returns> intersectsBox: function () { var p1 = new THREE.Vector3(), p2 = new THREE.Vector3(); return function ( box ) { var planes = this.planes; for ( var i = 0; i < 6 ; i ++ ) { var plane = planes[ i ]; p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; var d1 = plane.distanceToPoint( p1 ); var d2 = plane.distanceToPoint( p2 ); // if both outside plane, no intersection // 如果立方体的p1,p2都与平面不想交,表示立方体和平截头体不相交. if ( d1 < 0 && d2 < 0 ) { return false; //不相交返回false } } return true; //相交返回true. }; }(), /* ///containsPoint方法用来获得参数point(一个Vector3的三维点坐标)是否在当前平截头体内. */ ///<summary>containsPoint</summary> ///<param name ="point" type="THREE.Vector3">一个Vector3的三维点坐标</param> ///<returns type="Boolean">返回true 或者 false</returns> containsPoint: function ( point ) { var planes = this.planes; for ( var i = 0; i < 6; i ++ ) { if ( planes[ i ].distanceToPoint( point ) < 0 ) { return false; //不在边界内,返回false } } return true; //在边界内,返回true }, /*clone方法 ///clone方法克隆一个平截头体对象. */ ///<summary>clone</summary> ///<returns type="Frustum">返回平截头体对象</returns> clone: function () { return new THREE.Frustum().copy( this ); //返回平截头体对象 } };
商域无疆 (http://blog.csdn.net/omni360/)
本文遵循“署名-非商业用途-保持一致”创作公用协议
转载请保留此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联设备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章拒绝转载或再转载,谢谢合作。
以下代码是THREE.JS 源码文件中Math/Frustum.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode/blob/master/Three.js
three.js 源码注释(十六)Math/Frustum.js
标签:javascript three.js web3d webgl 源码
原文地址:http://blog.csdn.net/omni360/article/details/41311111