Support a rotated camera

This commit is contained in:
Jess Telford 2016-10-03 20:37:56 +11:00
parent 06b4b885fe
commit 2589c0bcc1
4 changed files with 31 additions and 21 deletions

View file

@ -9,6 +9,16 @@ const DRAG_END_EVENT = 'dragend';
const TIME_TO_KEEP_LOG = 300;
function forceWorldUpdate(threeElement) {
let element = threeElement;
while (element.parent) {
element = element.parent;
}
element.updateMatrixWorld(true);
}
function cameraPositionToVec3(camera, vec3) {
let element = camera;
@ -35,19 +45,18 @@ function cameraPositionToVec3(camera, vec3) {
}
function localToWorld(THREE, threeCamera, vector) {
forceWorldUpdate(threeCamera);
return threeCamera.localToWorld(vector);
}
const {unproject} = (function unprojectFunction() {
let initialized = false;
let cameraPosition;
let cameraWorld;
let matrix;
function initialize(THREE) {
cameraPosition = new THREE.Vector3();
cameraWorld = new THREE.Matrix4();
matrix = new THREE.Matrix4();
return true;
@ -57,19 +66,13 @@ const {unproject} = (function unprojectFunction() {
unproject(THREE, vector, camera) {
const threeCamera = camera.components.camera.camera;
initialized = initialized || initialize(THREE);
cameraPositionToVec3(camera, cameraPosition);
vector.applyProjection(matrix.getInverse(threeCamera.projectionMatrix));
cameraWorld.identity();
cameraWorld.setPosition(cameraPosition);
matrix.multiplyMatrices(
cameraWorld,
matrix.getInverse(camera.components.camera.camera.projectionMatrix)
);
return vector.applyProjection(matrix);
return localToWorld(THREE, threeCamera, vector);
},
};
@ -125,16 +128,20 @@ const {screenCoordsToDirection} = (function screenCoordsToDirectionFunction() {
// apply camera transformation from near-plane of mouse x/y into 3d space
// NOTE: This should be replaced with THREE code directly once the aframe bug
// is fixed:
// const projectedVector = new THREE
// .Vector3(mouseX, mouseY, -1)
// .unproject(threeCamera);
/*
cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
const {x, y, z} = new THREE
.Vector3(mouseX, mouseY, -1)
.unproject(aframeCamera.components.camera.camera)
.sub(cameraPosAsVec3)
.normalize();
*/
const projectedVector = unproject(THREE, mousePosAsVec3, aframeCamera);
cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
// Get the unit length direction vector from the camera's position
const {x, y, z} = projectedVector.sub(cameraPosAsVec3).normalize();
return {x, y, z};
},
};