import { MathUtils, Quaternion, Vector3 } from 'three'; 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 };