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https://github.com/tengge1/ShadowEditor.git
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135 lines
3.5 KiB
JavaScript
135 lines
3.5 KiB
JavaScript
/**
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* @author HypnosNova / https://www.threejs.org.cn/gallery
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* This is a class to check whether objects are in a selection area in 3D space
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*/
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THREE.SelectionBox = ( function () {
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var frustum = new THREE.Frustum();
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var center = new THREE.Vector3();
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var tmpPoint = new THREE.Vector3();
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var vecNear = new THREE.Vector3();
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var vecTopLeft = new THREE.Vector3();
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var vecTopRight = new THREE.Vector3();
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var vecDownRight = new THREE.Vector3();
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var vecDownLeft = new THREE.Vector3();
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var vectemp1 = new THREE.Vector3();
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var vectemp2 = new THREE.Vector3();
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var vectemp3 = new THREE.Vector3();
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function SelectionBox( camera, scene, deep ) {
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this.camera = camera;
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this.scene = scene;
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this.startPoint = new THREE.Vector3();
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this.endPoint = new THREE.Vector3();
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this.collection = [];
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this.deep = deep || Number.MAX_VALUE;
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}
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SelectionBox.prototype.select = function ( startPoint, endPoint ) {
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this.startPoint = startPoint || this.startPoint;
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this.endPoint = endPoint || this.endPoint;
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this.collection = [];
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this.updateFrustum( this.startPoint, this.endPoint );
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this.searchChildInFrustum( frustum, this.scene );
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return this.collection;
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};
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SelectionBox.prototype.updateFrustum = function ( startPoint, endPoint ) {
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startPoint = startPoint || this.startPoint;
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endPoint = endPoint || this.endPoint;
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this.camera.updateProjectionMatrix();
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this.camera.updateMatrixWorld();
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tmpPoint.copy( startPoint );
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tmpPoint.x = Math.min( startPoint.x, endPoint.x );
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tmpPoint.y = Math.max( startPoint.y, endPoint.y );
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endPoint.x = Math.max( startPoint.x, endPoint.x );
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endPoint.y = Math.min( startPoint.y, endPoint.y );
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vecNear.copy( this.camera.position );
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vecTopLeft.copy( tmpPoint );
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vecTopRight.set( endPoint.x, tmpPoint.y, 0 );
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vecDownRight.copy( endPoint );
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vecDownLeft.set( tmpPoint.x, endPoint.y, 0 );
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vecTopLeft.unproject( this.camera );
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vecTopRight.unproject( this.camera );
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vecDownRight.unproject( this.camera );
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vecDownLeft.unproject( this.camera );
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vectemp1.copy( vecTopLeft ).sub( vecNear );
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vectemp2.copy( vecTopRight ).sub( vecNear );
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vectemp3.copy( vecDownRight ).sub( vecNear );
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vectemp1.normalize();
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vectemp2.normalize();
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vectemp3.normalize();
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vectemp1.multiplyScalar( this.deep );
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vectemp2.multiplyScalar( this.deep );
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vectemp3.multiplyScalar( this.deep );
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vectemp1.add( vecNear );
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vectemp2.add( vecNear );
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vectemp3.add( vecNear );
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var planes = frustum.planes;
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planes[ 0 ].setFromCoplanarPoints( vecNear, vecTopLeft, vecTopRight );
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planes[ 1 ].setFromCoplanarPoints( vecNear, vecTopRight, vecDownRight );
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planes[ 2 ].setFromCoplanarPoints( vecDownRight, vecDownLeft, vecNear );
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planes[ 3 ].setFromCoplanarPoints( vecDownLeft, vecTopLeft, vecNear );
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planes[ 4 ].setFromCoplanarPoints( vecTopRight, vecDownRight, vecDownLeft );
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planes[ 5 ].setFromCoplanarPoints( vectemp3, vectemp2, vectemp1 );
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planes[ 5 ].normal.multiplyScalar( - 1 );
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};
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SelectionBox.prototype.searchChildInFrustum = function ( frustum, object ) {
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if ( object.isMesh ) {
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if ( object.material !== undefined ) {
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object.geometry.computeBoundingSphere();
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center.copy( object.geometry.boundingSphere.center );
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center.applyMatrix4( object.matrixWorld );
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if ( frustum.containsPoint( center ) ) {
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this.collection.push( object );
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}
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}
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}
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if ( object.children.length > 0 ) {
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for ( var x = 0; x < object.children.length; x ++ ) {
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this.searchChildInFrustum( frustum, object.children[ x ] );
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}
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}
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};
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return SelectionBox;
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} )();
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