未验证 提交 f676cab1 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #14950 from jsantell/frustum-fix

Use a combined frustum for culling when in VR
......@@ -325,6 +325,7 @@ var files = {
"webvr_ballshooter",
"webvr_cubes",
"webvr_dragging",
"webvr_frustum",
"webvr_lorenzattractor",
"webvr_panorama",
"webvr_paint",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webvr - frustum</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<!-- Origin Trial Token, feature = WebVR (For Chrome M62+), origin = https://threejs.org, expires = 2018-09-11 -->
<meta http-equiv="origin-trial" data-feature="WebVR (For Chrome M62+)" data-expires="2018-09-11" content="AqhFUYKxq/d+E8CDT0fuYRCg8TvlTP52x0Jv7I9t27sLhR30LmcahBRfSwzP89ukjs2+ia99VrrLoRyaFAwJVA0AAABQeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJWUjEuMU02MiIsImV4cGlyeSI6MTUzNjYyNDAwMH0=">
<!-- Origin Trial Token, feature = WebXR Device API (For Chrome M69+), origin = https://threejs.org, expires = 2018-10-27 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API (For Chrome M69+)" data-expires="2018-10-27" content="An4ZYOGvf6kVHNxqZxS02TPAvpZESkmBhcVCM/byViDDuEB2XKvCF43aCJjrAU/R8H3WDlv+1bDGTL/XxstHGgoAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU02OSIsImV4cGlyeSI6MTU0MDY1NTAyMn0=">
<!-- Origin Trial Token, feature = WebXR Gamepad Support, origin = https://threejs.org, expires = 2018-10-24 -->
<meta http-equiv="origin-trial" data-feature="WebXR Gamepad Support" data-expires="2018-10-24" content="Agrr6lZhlwzv5jmv/mpLZA37DIiVcg3HvX8bH8EWB+OBruV3sUJuzDfYz6qs/je+LcH41DkrmPn4k9RaUaqpQAAAAABYeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkdhbWVwYWRTdXBwb3J0IiwiZXhwaXJ5IjoxNTQwMzg4NjI0fQ==">
<style>
body {
font-family: Monospace;
background-color: #101010;
color: #fff;
margin: 0px;
overflow: hidden;
}
a {
color: #f00;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/vr/WebVR.js"></script>
<script src="js/geometries/BoxLineGeometry.js"></script>
<script>
var size = 10;
var container;
var camera, scene, raycaster, renderer;
var room;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes';
container.appendChild( info );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x505050 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
scene.add( camera );
room = new THREE.LineSegments(
new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
new THREE.LineBasicMaterial( { color: 0x808080 } )
);
room.position.y = 3;
scene.add( room );
scene.add( new THREE.HemisphereLight( 0x606060, 0x404040 ) );
var geometry = new THREE.BoxBufferGeometry( 0.15, 0.15, 0.15 );
for ( var x = 0; x < size; x ++ ) {
for ( var y = 0; y < size; y ++ ) {
var xVal = x / size;
var yVal = y / size;
var color = new THREE.Color( 1, 1, 1 );
color.r = x % 2;
color.g = y % 2;
color.b = 1;
var object = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: color } ));
object.position.x = xVal * 8 - 4;
object.position.y = yVal * 8 - 4;
object.position.z = -4;
room.add( object );
}
}
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.vr.enabled = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
document.body.appendChild( WEBVR.createButton( renderer ) );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -3,6 +3,7 @@
*/
import { PerspectiveCamera } from './PerspectiveCamera.js';
import { Vector3 } from '../math/Vector3.js';
function ArrayCamera( array ) {
......@@ -16,7 +17,66 @@ ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototyp
constructor: ArrayCamera,
isArrayCamera: true
isArrayCamera: true,
/**
* Assumes 2 cameras that are perpendicular and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
*/
setProjectionFromUnion: function () {
var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
return function () {
cameraLPos.setFromMatrixPosition( this.cameras[ 0 ].matrixWorld );
cameraRPos.setFromMatrixPosition( this.cameras[ 1 ].matrixWorld );
var ipd = cameraLPos.distanceTo( cameraRPos );
var projL = this.cameras[ 0 ].projectionMatrix;
var projR = this.cameras[ 1 ].projectionMatrix;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// via: https://computergraphics.stackexchange.com/a/4765
var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
var leftFovL = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFovR = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var leftL = leftFovL * near;
var rightR = rightFovR * near;
var topL = near * ( projL[ 9 ] + 1 ) / projL[ 5 ];
var topR = near * ( projR[ 9 ] + 1 ) / projR[ 5 ];
var bottomL = near * ( projL[ 9 ] - 1 ) / projL[ 5 ];
var bottomR = near * ( projR[ 9 ] - 1 ) / projR[ 5 ];
// Calculate the new camera's position offset from the
// left camera.
var zOffset = ipd / (leftFovL + rightFovR);
var xOffset = zOffset * leftFovL;
// TODO: Better way to apply this offset?
this.cameras[ 0 ].matrixWorld.decompose( this.position, this.quaternion, this.scale );
this.translateX(xOffset);
this.translateZ(-zOffset);
this.matrixWorld.compose( this.position, this.quaternion, this.scale );
this.matrixWorldInverse.getInverse(this.matrixWorld);
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
var near2 = near + zOffset;
var far2 = far + zOffset;
var left = leftL - xOffset;
var right = rightR + (ipd - xOffset)
var top = Math.max( topL, topR );
var bottom = Math.min( bottomL, bottomR );
this.projectionMatrix.makePerspective( left, right, top, bottom, near2, far2 );
}
}(),
} );
......
......@@ -290,9 +290,6 @@ function WebVRManager( renderer ) {
cameraL.far = camera.far;
cameraR.far = camera.far;
cameraVR.matrixWorld.copy( camera.matrixWorld );
cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
......@@ -326,10 +323,7 @@ function WebVRManager( renderer ) {
cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
// HACK (mrdoob)
// https://github.com/w3c/webvr/issues/203
cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
cameraVR.setProjectionFromUnion();
//
......
......@@ -161,8 +161,6 @@ function WebXRManager( renderer ) {
var parent = camera.parent;
var cameras = cameraVR.cameras;
// apply camera.parent to cameraVR
updateCamera( cameraVR, parent );
for ( var i = 0; i < cameras.length; i ++ ) {
......@@ -183,6 +181,8 @@ function WebXRManager( renderer ) {
}
cameraVR.setProjectionFromUnion();
return cameraVR;
}
......@@ -221,11 +221,6 @@ function WebXRManager( renderer ) {
cameraVR.matrix.copy( camera.matrix );
// HACK (mrdoob)
// https://github.com/w3c/webvr/issues/203
cameraVR.projectionMatrix.copy( camera.projectionMatrix );
}
}
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册