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-import { Vector3, ShaderChunk, DirectionalLight, Vector2, LineBasicMaterial, Object3D, Geometry, Line } from '../../../build/three.module.js';
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-
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-class FrustumVertex {
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- constructor(x, y, z) {
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- this.x = x || 0;
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- this.y = y || 0;
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- this.z = z || 0;
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- }
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-
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- fromLerp(v1, v2, amount) {
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- this.x = (1 - amount) * v1.x + amount * v2.x;
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- this.y = (1 - amount) * v1.y + amount * v2.y;
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- this.z = (1 - amount) * v1.z + amount * v2.z;
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-
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- return this;
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- }
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-}
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-
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-function toRad(degrees) {
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- return degrees * Math.PI / 180;
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-}
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-
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-class Frustum {
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- constructor(data) {
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- data = data || {};
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-
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- this.fov = data.fov || 70;
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- this.near = data.near || 0.1;
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- this.far = data.far || 1000;
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- this.aspect = data.aspect || 1;
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-
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- this.vertices = {
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- near: [],
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- far: []
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- };
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- }
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-
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- getViewSpaceVertices() {
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- this.nearPlaneY = this.near * Math.tan(toRad(this.fov / 2));
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- this.nearPlaneX = this.aspect * this.nearPlaneY;
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-
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- this.farPlaneY = this.far * Math.tan(toRad(this.fov / 2));
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- this.farPlaneX = this.aspect * this.farPlaneY;
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-
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- // 3 --- 0 vertices.near/far order
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- // | |
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- // 2 --- 1
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-
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- this.vertices.near.push(
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- new FrustumVertex(this.nearPlaneX, this.nearPlaneY, -this.near),
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- new FrustumVertex(this.nearPlaneX, -this.nearPlaneY, -this.near),
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- new FrustumVertex(-this.nearPlaneX, -this.nearPlaneY, -this.near),
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- new FrustumVertex(-this.nearPlaneX, this.nearPlaneY, -this.near)
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- );
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-
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- this.vertices.far.push(
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- new FrustumVertex(this.farPlaneX, this.farPlaneY, -this.far),
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- new FrustumVertex(this.farPlaneX, -this.farPlaneY, -this.far),
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- new FrustumVertex(-this.farPlaneX, -this.farPlaneY, -this.far),
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- new FrustumVertex(-this.farPlaneX, this.farPlaneY, -this.far)
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- );
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-
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- return this.vertices;
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- }
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-
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- split(breaks) {
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- const result = [];
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-
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- for(let i = 0; i < breaks.length; i++) {
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- const cascade = new Frustum();
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-
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- if(i === 0) {
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- cascade.vertices.near = this.vertices.near;
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- } else {
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- for(let j = 0; j < 4; j++) {
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- cascade.vertices.near.push(new FrustumVertex().fromLerp(this.vertices.near[j], this.vertices.far[j], breaks[i - 1]));
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- }
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- }
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-
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- if(i === breaks - 1) {
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- cascade.vertices.far = this.vertices.far;
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- } else {
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- for(let j = 0; j < 4; j++) {
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- cascade.vertices.far.push(new FrustumVertex().fromLerp(this.vertices.near[j], this.vertices.far[j], breaks[i]));
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- }
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- }
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-
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- result.push(cascade);
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- }
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-
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- return result;
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- }
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-
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- toSpace(cameraMatrix) {
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- const result = new Frustum();
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- const point = new Vector3();
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-
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- for(var i = 0; i < 4; i++) {
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- point.set(this.vertices.near[i].x, this.vertices.near[i].y, this.vertices.near[i].z);
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- point.applyMatrix4(cameraMatrix);
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- result.vertices.near.push(new FrustumVertex(point.x, point.y, point.z));
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-
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- point.set(this.vertices.far[i].x, this.vertices.far[i].y, this.vertices.far[i].z);
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- point.applyMatrix4(cameraMatrix);
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- result.vertices.far.push(new FrustumVertex(point.x, point.y, point.z));
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- }
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-
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- return result;
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- }
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-}
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-
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-class FrustumBoundingBox {
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- constructor() {
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- this.min = {
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- x: 0,
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- y: 0,
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- z: 0
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- };
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- this.max = {
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- x: 0,
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- y: 0,
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- z: 0
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- };
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- }
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-
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- fromFrustum(frustum) {
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- const vertices = [];
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-
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- for(let i = 0; i < 4; i++) {
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- vertices.push(frustum.vertices.near[i]);
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- vertices.push(frustum.vertices.far[i]);
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- }
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-
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- this.min = {
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- x: vertices[0].x,
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- y: vertices[0].y,
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- z: vertices[0].z
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- };
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- this.max = {
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- x: vertices[0].x,
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- y: vertices[0].y,
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- z: vertices[0].z
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- };
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-
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- for(let i = 1; i < 8; i++) {
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- this.min.x = Math.min(this.min.x, vertices[i].x);
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- this.min.y = Math.min(this.min.y, vertices[i].y);
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- this.min.z = Math.min(this.min.z, vertices[i].z);
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- this.max.x = Math.max(this.max.x, vertices[i].x);
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- this.max.y = Math.max(this.max.y, vertices[i].y);
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- this.max.z = Math.max(this.max.z, vertices[i].z);
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- }
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-
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- return this;
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- }
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-
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- getSize() {
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- this.size = {
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- x: this.max.x - this.min.x,
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- y: this.max.y - this.min.y,
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- z: this.max.z - this.min.z
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- };
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-
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- return this.size;
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- }
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-
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- getCenter(margin) {
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- this.center = {
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- x: (this.max.x + this.min.x) / 2,
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- y: (this.max.y + this.min.y) / 2,
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- z: this.max.z + margin
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- };
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-
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- return this.center;
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- }
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-}
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-
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-var Shader = {
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- lights_fragment_begin: `
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-GeometricContext geometry;
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-geometry.position = - vViewPosition;
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-geometry.normal = normal;
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-geometry.viewDir = normalize( vViewPosition );
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-#ifdef CLEARCOAT
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- geometry.clearcoatNormal = clearcoatNormal;
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-#endif
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-IncidentLight directLight;
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-#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
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- PointLight pointLight;
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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- pointLight = pointLights[ i ];
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- getPointDirectLightIrradiance( pointLight, geometry, directLight );
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- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
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- directLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
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- #endif
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- RE_Direct( directLight, geometry, material, reflectedLight );
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- }
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-#endif
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-#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
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- SpotLight spotLight;
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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- spotLight = spotLights[ i ];
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- getSpotDirectLightIrradiance( spotLight, geometry, directLight );
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- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
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- directLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
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- #endif
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- RE_Direct( directLight, geometry, material, reflectedLight );
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- }
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-#endif
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-#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
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- DirectionalLight directionalLight;
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- float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
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-
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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- directionalLight = directionalLights[ i ];
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- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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- #endif
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- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
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- }
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-#endif
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-#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
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- DirectionalLight directionalLight;
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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- directionalLight = directionalLights[ i ];
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- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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- directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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- #endif
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- RE_Direct( directLight, geometry, material, reflectedLight );
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- }
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-#endif
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-#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
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- RectAreaLight rectAreaLight;
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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- rectAreaLight = rectAreaLights[ i ];
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- RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
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- }
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-#endif
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-#if defined( RE_IndirectDiffuse )
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- vec3 iblIrradiance = vec3( 0.0 );
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- vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
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- irradiance += getLightProbeIrradiance( lightProbe, geometry );
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- #if ( NUM_HEMI_LIGHTS > 0 )
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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- irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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- }
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- #endif
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-#endif
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-#if defined( RE_IndirectSpecular )
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- vec3 radiance = vec3( 0.0 );
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- vec3 clearcoatRadiance = vec3( 0.0 );
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-#endif
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-`,
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- lights_pars_begin: `
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-#if defined( USE_CSM ) && defined( CSM_CASCADES )
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-uniform vec2 CSM_cascades[CSM_CASCADES];
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-uniform float cameraNear;
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-uniform float shadowFar;
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-#endif
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- ` + ShaderChunk.lights_pars_begin
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-};
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-
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-class CSM {
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- constructor(data) {
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- data = data || {};
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-
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- this.camera = data.camera;
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- this.parent = data.parent;
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- this.fov = data.fov || this.camera.fov;
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- this.near = this.camera.near;
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- this.far = data.far || this.camera.far;
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- this.aspect = data.aspect || this.camera.aspect;
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- this.cascades = data.cascades || 3;
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- this.mode = data.mode || 'practical';
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- this.shadowMapSize = data.shadowMapSize || 2048;
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- this.shadowBias = data.shadowBias || 0.000001;
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- this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize();
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- this.lightIntensity = data.lightIntensity || 1;
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- this.lightNear = data.lightNear || 1;
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- this.lightFar = data.lightFar || 2000;
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- this.lightMargin = data.lightMargin || 200;
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- this.customSplitsCallback = data.customSplitsCallback;
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-
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- this.lights = [];
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- this.materials = [];
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- this.createLights();
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-
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- this.getBreaks();
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- this.initCascades();
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-
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- this.injectInclude();
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- }
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-
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- createLights() {
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- for(let i = 0; i < this.cascades; i++) {
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- const light = new DirectionalLight(0xffffff, this.lightIntensity);
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- light.castShadow = true;
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- light.shadow.mapSize.width = this.shadowMapSize;
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- light.shadow.mapSize.height = this.shadowMapSize;
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-
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- light.shadow.camera.near = this.lightNear;
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- light.shadow.camera.far = this.lightFar;
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- light.shadow.bias = this.shadowBias;
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-
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- this.parent.add(light);
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- this.parent.add(light.target);
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- this.lights.push(light);
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- }
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- }
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-
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- initCascades() {
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- this.mainFrustum = new Frustum({
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- fov: this.fov,
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- near: this.near,
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- far: this.far,
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- aspect: this.aspect
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- });
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-
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- this.mainFrustum.getViewSpaceVertices();
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-
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- this.frustums = this.mainFrustum.split(this.breaks);
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- }
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-
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- getBreaks() {
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- this.breaks = [];
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-
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- switch (this.mode) {
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- case 'uniform':
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- this.breaks = uniformSplit(this.cascades, this.near, this.far);
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- break;
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- case 'logarithmic':
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- this.breaks = logarithmicSplit(this.cascades, this.near, this.far);
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- break;
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- case 'practical':
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- this.breaks = practicalSplit(this.cascades, this.near, this.far, 0.5);
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- break;
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- case 'custom':
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- if(this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.');
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- this.breaks = this.customSplitsCallback(this.cascades, this.near, this.far);
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- break;
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- }
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-
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- function uniformSplit(amount, near, far) {
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- const r = [];
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-
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- for(let i = 1; i < amount; i++) {
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- r.push((near + (far - near) * i / amount) / far);
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- }
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-
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- r.push(1);
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- return r;
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- }
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-
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- function logarithmicSplit(amount, near, far) {
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- const r = [];
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-
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- for(let i = 1; i < amount; i++) {
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- r.push((near * (far / near) ** (i / amount)) / far);
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- }
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-
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- r.push(1);
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- return r;
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- }
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-
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- function practicalSplit(amount, near, far, lambda) {
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- const log = logarithmicSplit(amount, near, far);
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- const uni = uniformSplit(amount, near, far);
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- const r = [];
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-
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- for(let i = 1; i < amount; i++) {
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- r.push(lambda * log[i - 1] + (1 - lambda) * uni[i - 1]);
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- }
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-
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- r.push(1);
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- return r;
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- }
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- }
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-
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- update(cameraMatrix) {
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- for(let i = 0; i < this.frustums.length; i++) {
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- const worldSpaceFrustum = this.frustums[i].toSpace(cameraMatrix);
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- const light = this.lights[i];
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- const lightSpaceFrustum = worldSpaceFrustum.toSpace(light.shadow.camera.matrixWorldInverse);
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-
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- light.shadow.camera.updateMatrixWorld(true);
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-
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- const bbox = new FrustumBoundingBox().fromFrustum(lightSpaceFrustum);
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- bbox.getSize();
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- bbox.getCenter(this.lightMargin);
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-
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- const squaredBBWidth = Math.max(bbox.size.x, bbox.size.y);
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-
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- let center = new Vector3(bbox.center.x, bbox.center.y, bbox.center.z);
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- center.applyMatrix4(light.shadow.camera.matrixWorld);
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-
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- light.shadow.camera.left = -squaredBBWidth / 2;
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- light.shadow.camera.right = squaredBBWidth / 2;
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|
- light.shadow.camera.top = squaredBBWidth / 2;
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|
- light.shadow.camera.bottom = -squaredBBWidth / 2;
|
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|
-
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- light.position.copy(center);
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|
- light.target.position.copy(center);
|
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|
-
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|
- light.target.position.x += this.lightDirection.x;
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|
- light.target.position.y += this.lightDirection.y;
|
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|
- light.target.position.z += this.lightDirection.z;
|
|
|
-
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|
|
- light.shadow.camera.updateProjectionMatrix();
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|
|
- light.shadow.camera.updateMatrixWorld();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- injectInclude() {
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|
|
- ShaderChunk.lights_fragment_begin = Shader.lights_fragment_begin;
|
|
|
- ShaderChunk.lights_pars_begin = Shader.lights_pars_begin;
|
|
|
- }
|
|
|
-
|
|
|
- setupMaterial(material) {
|
|
|
- material.defines = material.defines || {};
|
|
|
- material.defines.USE_CSM = 1;
|
|
|
- material.defines.CSM_CASCADES = this.cascades;
|
|
|
-
|
|
|
- const breaksVec2 = [];
|
|
|
-
|
|
|
- for(let i = 0; i < this.cascades; i++) {
|
|
|
- let amount = this.breaks[i];
|
|
|
- let prev = this.breaks[i - 1] || 0;
|
|
|
- breaksVec2.push(new Vector2(prev, amount));
|
|
|
- }
|
|
|
-
|
|
|
- const self = this;
|
|
|
-
|
|
|
- material.onBeforeCompile = function (shader) {
|
|
|
- shader.uniforms.CSM_cascades = {value: breaksVec2};
|
|
|
- shader.uniforms.cameraNear = {value: self.camera.near};
|
|
|
- shader.uniforms.shadowFar = {value: self.far};
|
|
|
-
|
|
|
- self.materials.push(shader);
|
|
|
- };
|
|
|
- }
|
|
|
-
|
|
|
- updateUniforms() {
|
|
|
- for(let i = 0; i < this.materials.length; i++) {
|
|
|
- this.materials[i].uniforms.CSM_cascades.value = this.getExtendedBreaks();
|
|
|
- this.materials[i].uniforms.cameraNear.value = this.camera.near;
|
|
|
- this.materials[i].uniforms.shadowFar.value = this.far;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- getExtendedBreaks() {
|
|
|
- let breaksVec2 = [];
|
|
|
-
|
|
|
- for(let i = 0; i < this.cascades; i++) {
|
|
|
- let amount = this.breaks[i];
|
|
|
- let prev = this.breaks[i - 1] || 0;
|
|
|
- breaksVec2.push(new Vector2(prev, amount));
|
|
|
- }
|
|
|
-
|
|
|
- return breaksVec2;
|
|
|
- }
|
|
|
-
|
|
|
- setAspect(aspect) {
|
|
|
- this.aspect = aspect;
|
|
|
- this.initCascades();
|
|
|
- }
|
|
|
-
|
|
|
- updateFrustums() {
|
|
|
- this.getBreaks();
|
|
|
- this.initCascades();
|
|
|
- this.updateUniforms();
|
|
|
- }
|
|
|
-
|
|
|
- helper(cameraMatrix) {
|
|
|
- let frustum;
|
|
|
- let geometry;
|
|
|
- const material = new LineBasicMaterial({color: 0xffffff});
|
|
|
- const object = new Object3D();
|
|
|
-
|
|
|
- for(let i = 0; i < this.frustums.length; i++) {
|
|
|
- frustum = this.frustums[i].toSpace(cameraMatrix);
|
|
|
-
|
|
|
- geometry = new Geometry();
|
|
|
-
|
|
|
- for(let i = 0; i < 5; i++) {
|
|
|
- const point = frustum.vertices.near[i === 4 ? 0 : i];
|
|
|
- geometry.vertices.push(new Vector3(point.x, point.y, point.z));
|
|
|
- }
|
|
|
-
|
|
|
- object.add(new Line(geometry, material));
|
|
|
-
|
|
|
- geometry = new Geometry();
|
|
|
-
|
|
|
- for(let i = 0; i < 5; i++) {
|
|
|
- const point = frustum.vertices.far[i === 4 ? 0 : i];
|
|
|
- geometry.vertices.push(new Vector3(point.x, point.y, point.z));
|
|
|
- }
|
|
|
-
|
|
|
- object.add(new Line(geometry, material));
|
|
|
-
|
|
|
- for(let i = 0; i < 4; i++) {
|
|
|
- geometry = new Geometry();
|
|
|
-
|
|
|
- const near = frustum.vertices.near[i];
|
|
|
- const far = frustum.vertices.far[i];
|
|
|
-
|
|
|
- geometry.vertices.push(new Vector3(near.x, near.y, near.z));
|
|
|
- geometry.vertices.push(new Vector3(far.x, far.y, far.z));
|
|
|
-
|
|
|
- object.add(new Line(geometry, material));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return object;
|
|
|
- }
|
|
|
-
|
|
|
- remove() {
|
|
|
- for(let i = 0; i < this.lights.length; i++) {
|
|
|
- this.parent.remove(this.lights[i]);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-export default CSM;
|