Spaces:
Running
Running
import { | |
Group, | |
Mesh, | |
LineSegments, | |
BufferGeometry, | |
LineBasicMaterial, | |
Box3Helper, | |
Box3, | |
PlaneGeometry, | |
MeshBasicMaterial, | |
BufferAttribute, | |
DoubleSide | |
} from 'three'; | |
class CSMHelper extends Group { | |
constructor( csm ) { | |
super(); | |
this.csm = csm; | |
this.displayFrustum = true; | |
this.displayPlanes = true; | |
this.displayShadowBounds = true; | |
const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); | |
const positions = new Float32Array( 24 ); | |
const frustumGeometry = new BufferGeometry(); | |
frustumGeometry.setIndex( new BufferAttribute( indices, 1 ) ); | |
frustumGeometry.setAttribute( 'position', new BufferAttribute( positions, 3, false ) ); | |
const frustumLines = new LineSegments( frustumGeometry, new LineBasicMaterial() ); | |
this.add( frustumLines ); | |
this.frustumLines = frustumLines; | |
this.cascadeLines = []; | |
this.cascadePlanes = []; | |
this.shadowLines = []; | |
} | |
updateVisibility() { | |
const displayFrustum = this.displayFrustum; | |
const displayPlanes = this.displayPlanes; | |
const displayShadowBounds = this.displayShadowBounds; | |
const frustumLines = this.frustumLines; | |
const cascadeLines = this.cascadeLines; | |
const cascadePlanes = this.cascadePlanes; | |
const shadowLines = this.shadowLines; | |
for ( let i = 0, l = cascadeLines.length; i < l; i ++ ) { | |
const cascadeLine = cascadeLines[ i ]; | |
const cascadePlane = cascadePlanes[ i ]; | |
const shadowLineGroup = shadowLines[ i ]; | |
cascadeLine.visible = displayFrustum; | |
cascadePlane.visible = displayFrustum && displayPlanes; | |
shadowLineGroup.visible = displayShadowBounds; | |
} | |
frustumLines.visible = displayFrustum; | |
} | |
update() { | |
const csm = this.csm; | |
const camera = csm.camera; | |
const cascades = csm.cascades; | |
const mainFrustum = csm.mainFrustum; | |
const frustums = csm.frustums; | |
const lights = csm.lights; | |
const frustumLines = this.frustumLines; | |
const frustumLinePositions = frustumLines.geometry.getAttribute( 'position' ); | |
const cascadeLines = this.cascadeLines; | |
const cascadePlanes = this.cascadePlanes; | |
const shadowLines = this.shadowLines; | |
if ( camera === null ) return; | |
this.position.copy( camera.position ); | |
this.quaternion.copy( camera.quaternion ); | |
this.scale.copy( camera.scale ); | |
this.updateMatrixWorld( true ); | |
while ( cascadeLines.length > cascades ) { | |
this.remove( cascadeLines.pop() ); | |
this.remove( cascadePlanes.pop() ); | |
this.remove( shadowLines.pop() ); | |
} | |
while ( cascadeLines.length < cascades ) { | |
const cascadeLine = new Box3Helper( new Box3(), 0xffffff ); | |
const planeMat = new MeshBasicMaterial( { transparent: true, opacity: 0.1, depthWrite: false, side: DoubleSide } ); | |
const cascadePlane = new Mesh( new PlaneGeometry(), planeMat ); | |
const shadowLineGroup = new Group(); | |
const shadowLine = new Box3Helper( new Box3(), 0xffff00 ); | |
shadowLineGroup.add( shadowLine ); | |
this.add( cascadeLine ); | |
this.add( cascadePlane ); | |
this.add( shadowLineGroup ); | |
cascadeLines.push( cascadeLine ); | |
cascadePlanes.push( cascadePlane ); | |
shadowLines.push( shadowLineGroup ); | |
} | |
for ( let i = 0; i < cascades; i ++ ) { | |
const frustum = frustums[ i ]; | |
const light = lights[ i ]; | |
const shadowCam = light.shadow.camera; | |
const farVerts = frustum.vertices.far; | |
const cascadeLine = cascadeLines[ i ]; | |
const cascadePlane = cascadePlanes[ i ]; | |
const shadowLineGroup = shadowLines[ i ]; | |
const shadowLine = shadowLineGroup.children[ 0 ]; | |
cascadeLine.box.min.copy( farVerts[ 2 ] ); | |
cascadeLine.box.max.copy( farVerts[ 0 ] ); | |
cascadeLine.box.max.z += 1e-4; | |
cascadePlane.position.addVectors( farVerts[ 0 ], farVerts[ 2 ] ); | |
cascadePlane.position.multiplyScalar( 0.5 ); | |
cascadePlane.scale.subVectors( farVerts[ 0 ], farVerts[ 2 ] ); | |
cascadePlane.scale.z = 1e-4; | |
this.remove( shadowLineGroup ); | |
shadowLineGroup.position.copy( shadowCam.position ); | |
shadowLineGroup.quaternion.copy( shadowCam.quaternion ); | |
shadowLineGroup.scale.copy( shadowCam.scale ); | |
shadowLineGroup.updateMatrixWorld( true ); | |
this.attach( shadowLineGroup ); | |
shadowLine.box.min.set( shadowCam.bottom, shadowCam.left, - shadowCam.far ); | |
shadowLine.box.max.set( shadowCam.top, shadowCam.right, - shadowCam.near ); | |
} | |
const nearVerts = mainFrustum.vertices.near; | |
const farVerts = mainFrustum.vertices.far; | |
frustumLinePositions.setXYZ( 0, farVerts[ 0 ].x, farVerts[ 0 ].y, farVerts[ 0 ].z ); | |
frustumLinePositions.setXYZ( 1, farVerts[ 3 ].x, farVerts[ 3 ].y, farVerts[ 3 ].z ); | |
frustumLinePositions.setXYZ( 2, farVerts[ 2 ].x, farVerts[ 2 ].y, farVerts[ 2 ].z ); | |
frustumLinePositions.setXYZ( 3, farVerts[ 1 ].x, farVerts[ 1 ].y, farVerts[ 1 ].z ); | |
frustumLinePositions.setXYZ( 4, nearVerts[ 0 ].x, nearVerts[ 0 ].y, nearVerts[ 0 ].z ); | |
frustumLinePositions.setXYZ( 5, nearVerts[ 3 ].x, nearVerts[ 3 ].y, nearVerts[ 3 ].z ); | |
frustumLinePositions.setXYZ( 6, nearVerts[ 2 ].x, nearVerts[ 2 ].y, nearVerts[ 2 ].z ); | |
frustumLinePositions.setXYZ( 7, nearVerts[ 1 ].x, nearVerts[ 1 ].y, nearVerts[ 1 ].z ); | |
frustumLinePositions.needsUpdate = true; | |
} | |
dispose() { | |
const frustumLines = this.frustumLines; | |
const cascadeLines = this.cascadeLines; | |
const cascadePlanes = this.cascadePlanes; | |
const shadowLines = this.shadowLines; | |
frustumLines.geometry.dispose(); | |
frustumLines.material.dispose(); | |
const cascades = this.csm.cascades; | |
for ( let i = 0; i < cascades; i ++ ) { | |
const cascadeLine = cascadeLines[ i ]; | |
const cascadePlane = cascadePlanes[ i ]; | |
const shadowLineGroup = shadowLines[ i ]; | |
const shadowLine = shadowLineGroup.children[ 0 ]; | |
cascadeLine.dispose(); // Box3Helper | |
cascadePlane.geometry.dispose(); | |
cascadePlane.material.dispose(); | |
shadowLine.dispose(); // Box3Helper | |
} | |
} | |
} | |
export { CSMHelper }; | |