Request add Frustum function named containsSphere.code like this
function (sphere) {
var planes = this.planes;
for (var i = 0; i < 6; i++) {
if (planes[i].distanceToPoint(sphere.center) < sphere.radius) {
return false;
}
}
return true;
}
It will be useful to judge whether or not to see a whole object.
Can you please explain why the existing Frustum.intersectsSphere() method is not sufficient for you?
Can you please explain why the existing Frustum.intersectsSphere() method is not sufficient for you?
It could be a way to instead of calculating geometric errors in 3dtils銆侷n a spatial octree,I can use it to make calculating which level probably see銆侷 use it to judge which terrain i can see full object, then i can draw the object and only his parent.
In order to determine if an object's bounding volume is inside a specific cell of a Octree or other spatial structures like BVH, I would use Box3.intersectsSphere() or Box3.containsBox() (just derive the AABB from your sphere). Not sure why you use an instance of Frustum 馃.
It seems the existing interface is sufficient for your use case. Closing.
Not sure why you use an instance of Frustum 馃.
I agree that everything that's needed is available but just for some more context OP is probably trying to calculate what is in view of a camera by the hierarchical bounds to the camera frustum -- basically doing manual frustum culling so you know which objects need to be processed further for that frame. The existing Frustum.intersectsSphere should be enough here, though.
It could be a way to instead of calculating geometric errors in 3dtils
Shameless plug but OP if you're interested I am also working on a 3d tiles implementation for three.js that you can check out here if you're interested:
Not sure why you use an instance of Frustum 馃.
I agree that everything that's needed is available but just for some more context OP is probably trying to calculate what is in view of a camera by the hierarchical bounds to the camera frustum -- basically doing manual frustum culling so you know which objects need to be processed further for that frame. The existing
Frustum.intersectsSphereshould be enough here, though.It could be a way to instead of calculating geometric errors in 3dtils
Shameless plug but OP if you're interested I am also working on a 3d tiles implementation for three.js that you can check out here if you're interested:
Yes,it is what i'm doing.Thanks
Most helpful comment
I agree that everything that's needed is available but just for some more context OP is probably trying to calculate what is in view of a camera by the hierarchical bounds to the camera frustum -- basically doing manual frustum culling so you know which objects need to be processed further for that frame. The existing
Frustum.intersectsSphereshould be enough here, though.Shameless plug but OP if you're interested I am also working on a 3d tiles implementation for three.js that you can check out here if you're interested:
https://github.com/NASA-AMMOS/3DTilesRendererJS