RayysFacingCamera Demo (three.js)
by mmalex
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/93/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
Rotate the camera, and see which plane is looking towards your PoV.
CSS
body {
font-family: monospace;
font-size: 11px;
overflow: hidden;
}
JavaScript
// this class will report you which plane is facing the camera
// TODO: can be extended to handle any collection of directions,
// TODO: can be implemented on GPU for huge dataset
class RayysFacingCamera {
constructor() {
// camera looking direction will be saved here
this.dirVector = new THREE.Vector3();
// all world directions
this.dirs = [
new THREE.Vector3(+1, 0, 0),
new THREE.Vector3(-1, 0, 0),
new THREE.Vector3(0, +1, 0),
new THREE.Vector3(0, -1, 0),
new THREE.Vector3(0, 0, +1),
new THREE.Vector3(0, 0, -1)
];
// index of best facing direction will be saved here
this.facingDirs = [];
this.bestFacingDir = undefined;
// TODO: add other facing directions too
// event listeners are collected here
this.cb = {
facingDirChange: []
};
}
check(camera) {
camera.getWorldDirection(this.dirVector);
this.dirVector.negate();
var maxk = 0;
var maxdot = -1e19;
var oldFacingDirs = this.facingDirs;
var facingDirsChanged = false;
this.facingDirs = [];
for (var k = 0; k < this.dirs.length; k++) {
var dot = this.dirs[k].dot(this.dirVector);
var angle = Math.acos(dot);
if (angle > -Math.PI / 2 && angle < Math.PI / 2) {
this.facingDirs.push(k);
if (oldFacingDirs.indexOf(k) === -1) {
facingDirsChanged = true;
}
if (Math.abs(dot) > maxdot) {
maxdot = dot;
maxk = k;
}
}
}
// and if facing direction changed, notify subscribers
if (maxk !== this.bestFacingDir || facingDirsChanged) {
var prevDir = this.bestFacingDir;
this.bestFacingDir = maxk;
for (var i = 0; i < this.cb.facingDirChange.length; i++) {
this.cb.facingDirChange[i]({
before: { facing: oldFacingDirs, best: prevDir },
current: { facing: this.facingDirs, best: this.bestFacingDir }
}, this);
}
}
}
}
// == example starts here
var renderer;
var...