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							- import {
 
- 	MathUtils,
 
- 	Quaternion,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- const _va = /*@__PURE__*/ new Vector3(), // from pe to pa
 
- 	_vb = /*@__PURE__*/ new Vector3(), // from pe to pb
 
- 	_vc = /*@__PURE__*/ new Vector3(), // from pe to pc
 
- 	_vr = /*@__PURE__*/ new Vector3(), // right axis of screen
 
- 	_vu = /*@__PURE__*/ new Vector3(), // up axis of screen
 
- 	_vn = /*@__PURE__*/ new Vector3(), // normal vector of screen
 
- 	_vec = /*@__PURE__*/ new Vector3(), // temporary vector
 
- 	_quat = /*@__PURE__*/ new Quaternion(); // temporary quaternion
 
- /** Set a PerspectiveCamera's projectionMatrix and quaternion
 
-  * to exactly frame the corners of an arbitrary rectangle.
 
-  * NOTE: This function ignores the standard parameters;
 
-  * do not call updateProjectionMatrix() after this!
 
-  * @param {Vector3} bottomLeftCorner
 
-  * @param {Vector3} bottomRightCorner
 
-  * @param {Vector3} topLeftCorner
 
-  * @param {boolean} estimateViewFrustum */
 
- function frameCorners( camera, bottomLeftCorner, bottomRightCorner, topLeftCorner, estimateViewFrustum = false ) {
 
- 	const pa = bottomLeftCorner, pb = bottomRightCorner, pc = topLeftCorner;
 
- 	const pe = camera.position; // eye position
 
- 	const n = camera.near; // distance of near clipping plane
 
- 	const f = camera.far; //distance of far clipping plane
 
- 	_vr.copy( pb ).sub( pa ).normalize();
 
- 	_vu.copy( pc ).sub( pa ).normalize();
 
- 	_vn.crossVectors( _vr, _vu ).normalize();
 
- 	_va.copy( pa ).sub( pe ); // from pe to pa
 
- 	_vb.copy( pb ).sub( pe ); // from pe to pb
 
- 	_vc.copy( pc ).sub( pe ); // from pe to pc
 
- 	const d = - _va.dot( _vn );	// distance from eye to screen
 
- 	const l = _vr.dot( _va ) * n / d; // distance to left screen edge
 
- 	const r = _vr.dot( _vb ) * n / d; // distance to right screen edge
 
- 	const b = _vu.dot( _va ) * n / d; // distance to bottom screen edge
 
- 	const t = _vu.dot( _vc ) * n / d; // distance to top screen edge
 
- 	// Set the camera rotation to match the focal plane to the corners' plane
 
- 	_quat.setFromUnitVectors( _vec.set( 0, 1, 0 ), _vu );
 
- 	camera.quaternion.setFromUnitVectors( _vec.set( 0, 0, 1 ).applyQuaternion( _quat ), _vn ).multiply( _quat );
 
- 	// Set the off-axis projection matrix to match the corners
 
- 	camera.projectionMatrix.set( 2.0 * n / ( r - l ), 0.0,
 
- 		( r + l ) / ( r - l ), 0.0, 0.0,
 
- 		2.0 * n / ( t - b ),
 
- 		( t + b ) / ( t - b ), 0.0, 0.0, 0.0,
 
- 		( f + n ) / ( n - f ),
 
- 		2.0 * f * n / ( n - f ), 0.0, 0.0, - 1.0, 0.0 );
 
- 	camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
 
- 	// FoV estimation to fix frustum culling
 
- 	if ( estimateViewFrustum ) {
 
- 		// Set fieldOfView to a conservative estimate
 
- 		// to make frustum tall/wide enough to encompass it
 
- 		camera.fov =
 
- 			MathUtils.RAD2DEG / Math.min( 1.0, camera.aspect ) *
 
- 			Math.atan( ( _vec.copy( pb ).sub( pa ).length() +
 
- 							( _vec.copy( pc ).sub( pa ).length() ) ) / _va.length() );
 
- 	}
 
- }
 
- export { frameCorners };
 
 
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