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import { Vector3, Matrix4 } from 'three'; | |
const inverseProjectionMatrix = new Matrix4(); | |
class CSMFrustum { | |
constructor( data ) { | |
data = data || {}; | |
this.zNear = data.webGL === true ? - 1 : 0; | |
this.vertices = { | |
near: [ | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3() | |
], | |
far: [ | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3() | |
] | |
}; | |
if ( data.projectionMatrix !== undefined ) { | |
this.setFromProjectionMatrix( data.projectionMatrix, data.maxFar || 10000 ); | |
} | |
} | |
setFromProjectionMatrix( projectionMatrix, maxFar ) { | |
const zNear = this.zNear; | |
const isOrthographic = projectionMatrix.elements[ 2 * 4 + 3 ] === 0; | |
inverseProjectionMatrix.copy( projectionMatrix ).invert(); | |
// 3 --- 0 vertices.near/far order | |
// | | | |
// 2 --- 1 | |
// clip space spans from [-1, 1] | |
this.vertices.near[ 0 ].set( 1, 1, zNear ); | |
this.vertices.near[ 1 ].set( 1, - 1, zNear ); | |
this.vertices.near[ 2 ].set( - 1, - 1, zNear ); | |
this.vertices.near[ 3 ].set( - 1, 1, zNear ); | |
this.vertices.near.forEach( function ( v ) { | |
v.applyMatrix4( inverseProjectionMatrix ); | |
} ); | |
this.vertices.far[ 0 ].set( 1, 1, 1 ); | |
this.vertices.far[ 1 ].set( 1, - 1, 1 ); | |
this.vertices.far[ 2 ].set( - 1, - 1, 1 ); | |
this.vertices.far[ 3 ].set( - 1, 1, 1 ); | |
this.vertices.far.forEach( function ( v ) { | |
v.applyMatrix4( inverseProjectionMatrix ); | |
const absZ = Math.abs( v.z ); | |
if ( isOrthographic ) { | |
v.z *= Math.min( maxFar / absZ, 1.0 ); | |
} else { | |
v.multiplyScalar( Math.min( maxFar / absZ, 1.0 ) ); | |
} | |
} ); | |
return this.vertices; | |
} | |
split( breaks, target ) { | |
while ( breaks.length > target.length ) { | |
target.push( new CSMFrustum() ); | |
} | |
target.length = breaks.length; | |
for ( let i = 0; i < breaks.length; i ++ ) { | |
const cascade = target[ i ]; | |
if ( i === 0 ) { | |
for ( let j = 0; j < 4; j ++ ) { | |
cascade.vertices.near[ j ].copy( this.vertices.near[ j ] ); | |
} | |
} else { | |
for ( let j = 0; j < 4; j ++ ) { | |
cascade.vertices.near[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i - 1 ] ); | |
} | |
} | |
if ( i === breaks.length - 1 ) { | |
for ( let j = 0; j < 4; j ++ ) { | |
cascade.vertices.far[ j ].copy( this.vertices.far[ j ] ); | |
} | |
} else { | |
for ( let j = 0; j < 4; j ++ ) { | |
cascade.vertices.far[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i ] ); | |
} | |
} | |
} | |
} | |
toSpace( cameraMatrix, target ) { | |
for ( let i = 0; i < 4; i ++ ) { | |
target.vertices.near[ i ] | |
.copy( this.vertices.near[ i ] ) | |
.applyMatrix4( cameraMatrix ); | |
target.vertices.far[ i ] | |
.copy( this.vertices.far[ i ] ) | |
.applyMatrix4( cameraMatrix ); | |
} | |
} | |
} | |
export { CSMFrustum }; | |