@nice2dev/ui-3d 1.3.15 → 1.3.17

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (108) hide show
  1. package/CHANGELOG.md +13 -0
  2. package/dist/cjs/collaborative/collaborativeScene.js +160 -206
  3. package/dist/cjs/core/editorAsk.js +51 -41
  4. package/dist/cjs/core/i18n.js +13 -14
  5. package/dist/cjs/core/threeCompat.js +29 -42
  6. package/dist/cjs/dance/DanceBridge.js +148 -177
  7. package/dist/cjs/dance/DanceScoreEngine.js +209 -221
  8. package/dist/cjs/dance/PoseDetector.js +302 -275
  9. package/dist/cjs/index.js +110 -113
  10. package/dist/cjs/material/MaterialEditor.module.css.js +242 -5
  11. package/dist/cjs/material/NiceMaterialEditor.js +1213 -757
  12. package/dist/cjs/material/materialEditorTypes.js +35 -49
  13. package/dist/cjs/material/materialEditorUtils.js +684 -747
  14. package/dist/cjs/material/materialNodeDefinitions.js +1411 -1459
  15. package/dist/cjs/model/ModelEditor.js +90 -40
  16. package/dist/cjs/model/ModelEditor.module.css.js +257 -5
  17. package/dist/cjs/model/ModelEditorLeftPanel.js +126 -47
  18. package/dist/cjs/model/ModelEditorMenuBar.js +359 -32
  19. package/dist/cjs/model/ModelEditorRightPanel.js +647 -131
  20. package/dist/cjs/model/ModelEditorSubComponents.js +277 -112
  21. package/dist/cjs/model/ModelEditorTimeline.js +232 -34
  22. package/dist/cjs/model/ModelEditorToolbar.js +170 -14
  23. package/dist/cjs/model/ModelEditorViewport.js +231 -39
  24. package/dist/cjs/model/ModelViewer.js +388 -63
  25. package/dist/cjs/model/ModelViewer.module.css.js +77 -5
  26. package/dist/cjs/model/NiceArmatureEditor.js +473 -274
  27. package/dist/cjs/model/NiceMorphTargetEditor.js +333 -227
  28. package/dist/cjs/model/NiceOctree.js +372 -320
  29. package/dist/cjs/model/NicePhysicsSimulation.js +528 -298
  30. package/dist/cjs/model/NiceProceduralGeometry.js +673 -300
  31. package/dist/cjs/model/NiceTerrainEditor.js +595 -385
  32. package/dist/cjs/model/NiceWeightPainter.js +384 -261
  33. package/dist/cjs/model/NiceXRPreview.js +385 -308
  34. package/dist/cjs/model/cadModeUtils.js +103 -106
  35. package/dist/cjs/model/editorShortcuts.js +171 -194
  36. package/dist/cjs/model/modelEditorTypes.js +100 -118
  37. package/dist/cjs/model/modelEditorUtils.js +1061 -1146
  38. package/dist/cjs/model/simsModeUtils.js +1023 -1053
  39. package/dist/cjs/model/useModelEditor.js +1977 -1933
  40. package/dist/cjs/model/useModelViewer.js +633 -665
  41. package/dist/cjs/nice2dev-ui-3d.css +1 -1
  42. package/dist/cjs/particle/NiceParticleEditor.js +1186 -571
  43. package/dist/cjs/particle/ParticleEditor.module.css.js +122 -5
  44. package/dist/cjs/particle/particleEditorTypes.js +62 -70
  45. package/dist/cjs/particle/particleEditorUtils.js +998 -1013
  46. package/dist/cjs/rendering/NiceCascadedShadows.js +381 -259
  47. package/dist/cjs/rendering/NiceRenderExport.js +424 -337
  48. package/dist/cjs/rendering/NiceSSAO.js +454 -337
  49. package/dist/cjs/rendering/NiceSSR.js +387 -261
  50. package/dist/cjs/rendering/NiceWebGPURenderer.js +359 -230
  51. package/dist/cjs/uv/NiceUVEditor.js +787 -550
  52. package/dist/cjs/uv/UVEditor.module.css.js +53 -5
  53. package/dist/cjs/uv/uvEditorTypes.js +59 -76
  54. package/dist/cjs/uv/uvEditorUtils.js +501 -575
  55. package/dist/esm/collaborative/collaborativeScene.js +163 -205
  56. package/dist/esm/core/editorAsk.js +53 -40
  57. package/dist/esm/core/i18n.js +15 -13
  58. package/dist/esm/core/threeCompat.js +18 -26
  59. package/dist/esm/dance/DanceBridge.js +151 -176
  60. package/dist/esm/dance/DanceScoreEngine.js +211 -220
  61. package/dist/esm/dance/PoseDetector.js +304 -274
  62. package/dist/esm/index.js +258 -36
  63. package/dist/esm/material/MaterialEditor.module.css.js +242 -3
  64. package/dist/esm/material/NiceMaterialEditor.js +1215 -756
  65. package/dist/esm/material/materialEditorTypes.js +45 -48
  66. package/dist/esm/material/materialEditorUtils.js +713 -746
  67. package/dist/esm/material/materialNodeDefinitions.js +1415 -1458
  68. package/dist/esm/model/ModelEditor.js +91 -39
  69. package/dist/esm/model/ModelEditor.module.css.js +257 -3
  70. package/dist/esm/model/ModelEditorLeftPanel.js +126 -45
  71. package/dist/esm/model/ModelEditorMenuBar.js +359 -30
  72. package/dist/esm/model/ModelEditorRightPanel.js +634 -114
  73. package/dist/esm/model/ModelEditorSubComponents.js +265 -94
  74. package/dist/esm/model/ModelEditorTimeline.js +232 -32
  75. package/dist/esm/model/ModelEditorToolbar.js +170 -12
  76. package/dist/esm/model/ModelEditorViewport.js +231 -37
  77. package/dist/esm/model/ModelViewer.js +389 -62
  78. package/dist/esm/model/ModelViewer.module.css.js +77 -3
  79. package/dist/esm/model/NiceArmatureEditor.js +462 -258
  80. package/dist/esm/model/NiceMorphTargetEditor.js +322 -211
  81. package/dist/esm/model/NiceOctree.js +361 -304
  82. package/dist/esm/model/NicePhysicsSimulation.js +517 -282
  83. package/dist/esm/model/NiceProceduralGeometry.js +667 -284
  84. package/dist/esm/model/NiceTerrainEditor.js +584 -369
  85. package/dist/esm/model/NiceWeightPainter.js +373 -245
  86. package/dist/esm/model/NiceXRPreview.js +374 -292
  87. package/dist/esm/model/cadModeUtils.js +95 -88
  88. package/dist/esm/model/editorShortcuts.js +172 -193
  89. package/dist/esm/model/modelEditorTypes.js +90 -100
  90. package/dist/esm/model/modelEditorUtils.js +1056 -1128
  91. package/dist/esm/model/simsModeUtils.js +1021 -1035
  92. package/dist/esm/model/useModelEditor.js +1946 -1920
  93. package/dist/esm/model/useModelViewer.js +619 -647
  94. package/dist/esm/nice2dev-ui-3d.css +1 -1
  95. package/dist/esm/particle/NiceParticleEditor.js +1188 -570
  96. package/dist/esm/particle/ParticleEditor.module.css.js +122 -3
  97. package/dist/esm/particle/particleEditorTypes.js +69 -69
  98. package/dist/esm/particle/particleEditorUtils.js +1027 -1012
  99. package/dist/esm/rendering/NiceCascadedShadows.js +370 -243
  100. package/dist/esm/rendering/NiceRenderExport.js +413 -321
  101. package/dist/esm/rendering/NiceSSAO.js +450 -328
  102. package/dist/esm/rendering/NiceSSR.js +383 -252
  103. package/dist/esm/rendering/NiceWebGPURenderer.js +326 -214
  104. package/dist/esm/uv/NiceUVEditor.js +788 -549
  105. package/dist/esm/uv/UVEditor.module.css.js +53 -3
  106. package/dist/esm/uv/uvEditorTypes.js +68 -75
  107. package/dist/esm/uv/uvEditorUtils.js +515 -557
  108. package/package.json +7 -12
@@ -1,259 +1,386 @@
1
- import { jsxs, jsx } from 'react/jsx-runtime';
2
- import { NiceIcon } from '@nice2dev/ui';
3
- import { useEffect, useState, useRef, useCallback } from 'react';
4
- import * as THREE from 'three';
5
- import { useNiceTranslation } from '../core/i18n.js';
6
-
7
- /* ── Cascade split calculation ── */
1
+ import { jsxs, jsx } from "react/jsx-runtime";
2
+ import { NiceIcon } from "@nice2dev/ui";
3
+ import { useEffect, useState, useRef, useCallback } from "react";
4
+ import * as THREE from "three";
5
+ import { useNiceTranslation } from "../core/i18n.js";
8
6
  function computeCascadeSplits(cascadeCount, near, far, splitMode, lambda) {
9
- const splits = [];
10
- for (let i = 1; i <= cascadeCount; i++) {
11
- const p = i / cascadeCount;
12
- let logSplit, linearSplit;
13
- switch (splitMode) {
14
- case 'logarithmic':
15
- splits.push(near * Math.pow(far / near, p));
16
- break;
17
- case 'linear':
18
- splits.push(near + (far - near) * p);
19
- break;
20
- case 'practical':
21
- logSplit = near * Math.pow(far / near, p);
22
- linearSplit = near + (far - near) * p;
23
- splits.push(lambda * logSplit + (1 - lambda) * linearSplit);
24
- break;
25
- }
7
+ const splits = [];
8
+ for (let i = 1; i <= cascadeCount; i++) {
9
+ const p = i / cascadeCount;
10
+ let logSplit, linearSplit;
11
+ switch (splitMode) {
12
+ case "logarithmic":
13
+ splits.push(near * Math.pow(far / near, p));
14
+ break;
15
+ case "linear":
16
+ splits.push(near + (far - near) * p);
17
+ break;
18
+ case "practical":
19
+ logSplit = near * Math.pow(far / near, p);
20
+ linearSplit = near + (far - near) * p;
21
+ splits.push(lambda * logSplit + (1 - lambda) * linearSplit);
22
+ break;
26
23
  }
27
- return splits;
24
+ }
25
+ return splits;
28
26
  }
29
27
  function computeFrustumCorners(camera, nearDist, farDist) {
30
- const fov = (camera.fov * Math.PI) / 180;
31
- const aspect = camera.aspect;
32
- const nearHalfH = Math.tan(fov / 2) * nearDist;
33
- const nearHalfW = nearHalfH * aspect;
34
- const farHalfH = Math.tan(fov / 2) * farDist;
35
- const farHalfW = farHalfH * aspect;
36
- camera.matrixWorldInverse;
37
- const invView = camera.matrixWorld;
38
- const corners = [
39
- // Near plane
40
- new THREE.Vector3(-nearHalfW, -nearHalfH, -nearDist),
41
- new THREE.Vector3(nearHalfW, -nearHalfH, -nearDist),
42
- new THREE.Vector3(nearHalfW, nearHalfH, -nearDist),
43
- new THREE.Vector3(-nearHalfW, nearHalfH, -nearDist),
44
- // Far plane
45
- new THREE.Vector3(-farHalfW, -farHalfH, -farDist),
46
- new THREE.Vector3(farHalfW, -farHalfH, -farDist),
47
- new THREE.Vector3(farHalfW, farHalfH, -farDist),
48
- new THREE.Vector3(-farHalfW, farHalfH, -farDist),
49
- ];
50
- // Transform to world space
51
- for (const corner of corners) {
52
- corner.applyMatrix4(invView);
53
- }
54
- return corners;
28
+ const fov = camera.fov * Math.PI / 180;
29
+ const aspect = camera.aspect;
30
+ const nearHalfH = Math.tan(fov / 2) * nearDist;
31
+ const nearHalfW = nearHalfH * aspect;
32
+ const farHalfH = Math.tan(fov / 2) * farDist;
33
+ const farHalfW = farHalfH * aspect;
34
+ camera.matrixWorldInverse;
35
+ const invView = camera.matrixWorld;
36
+ const corners = [
37
+ // Near plane
38
+ new THREE.Vector3(-nearHalfW, -nearHalfH, -nearDist),
39
+ new THREE.Vector3(nearHalfW, -nearHalfH, -nearDist),
40
+ new THREE.Vector3(nearHalfW, nearHalfH, -nearDist),
41
+ new THREE.Vector3(-nearHalfW, nearHalfH, -nearDist),
42
+ // Far plane
43
+ new THREE.Vector3(-farHalfW, -farHalfH, -farDist),
44
+ new THREE.Vector3(farHalfW, -farHalfH, -farDist),
45
+ new THREE.Vector3(farHalfW, farHalfH, -farDist),
46
+ new THREE.Vector3(-farHalfW, farHalfH, -farDist)
47
+ ];
48
+ for (const corner of corners) {
49
+ corner.applyMatrix4(invView);
50
+ }
51
+ return corners;
55
52
  }
56
- /* ── Hook ── */
57
53
  const DEFAULT_CSM = {
58
- cascadeCount: 3,
59
- splitMode: 'practical',
60
- practicalSplitLambda: 0.5,
61
- maxFar: 200,
62
- shadowMapSize: 2048,
63
- lightDirection: new THREE.Vector3(-1, -2, -1).normalize(),
64
- lightIntensity: 1.5,
65
- fadeDistance: 5,
66
- cascadeOverrides: [],
54
+ cascadeCount: 3,
55
+ splitMode: "practical",
56
+ practicalSplitLambda: 0.5,
57
+ maxFar: 200,
58
+ shadowMapSize: 2048,
59
+ lightDirection: new THREE.Vector3(-1, -2, -1).normalize(),
60
+ lightIntensity: 1.5,
61
+ fadeDistance: 5,
62
+ cascadeOverrides: []
67
63
  };
68
64
  function useCSM(scene, camera, configOverride) {
69
- const [config, setConfigState] = useState({ ...DEFAULT_CSM, ...configOverride });
70
- const [showDebug, setShowDebug] = useState(false);
71
- const [cascadeSplits, setCascadeSplits] = useState([]);
72
- const lightsRef = useRef([]);
73
- const debugGroup = useRef(new THREE.Group());
74
- const setConfig = useCallback((partial) => {
75
- setConfigState((prev) => ({ ...prev, ...partial }));
76
- }, []);
77
- // Create/update cascade lights
78
- useEffect(() => {
79
- var _a, _b, _c, _d, _e;
80
- if (!scene || !camera) {
81
- return;
82
- }
83
- // Remove old lights
84
- for (const light of lightsRef.current) {
85
- scene.remove(light);
86
- scene.remove(light.target);
87
- (_a = light.shadow.map) === null || _a === void 0 ? void 0 : _a.dispose();
65
+ const [config, setConfigState] = useState({ ...DEFAULT_CSM, ...configOverride });
66
+ const [showDebug, setShowDebug] = useState(false);
67
+ const [cascadeSplits, setCascadeSplits] = useState([]);
68
+ const lightsRef = useRef([]);
69
+ const debugGroup = useRef(new THREE.Group());
70
+ const setConfig = useCallback((partial) => {
71
+ setConfigState((prev) => ({ ...prev, ...partial }));
72
+ }, []);
73
+ useEffect(() => {
74
+ if (!scene || !camera) {
75
+ return;
76
+ }
77
+ for (const light of lightsRef.current) {
78
+ scene.remove(light);
79
+ scene.remove(light.target);
80
+ light.shadow.map?.dispose();
81
+ }
82
+ lightsRef.current = [];
83
+ const near = camera.near;
84
+ const far = Math.min(camera.far, config.maxFar);
85
+ const splits = computeCascadeSplits(
86
+ config.cascadeCount,
87
+ near,
88
+ far,
89
+ config.splitMode,
90
+ config.practicalSplitLambda
91
+ );
92
+ setCascadeSplits(splits);
93
+ let prevSplit = near;
94
+ for (let i = 0; i < config.cascadeCount; i++) {
95
+ const cascadeFar = splits[i];
96
+ const override = config.cascadeOverrides[i] ?? {};
97
+ const light = new THREE.DirectionalLight(
98
+ 16777215,
99
+ config.lightIntensity / config.cascadeCount
100
+ );
101
+ light.castShadow = true;
102
+ light.name = `__csm_light_${i}__`;
103
+ const mapSize = override.resolution ?? config.shadowMapSize;
104
+ light.shadow.mapSize.set(mapSize, mapSize);
105
+ light.shadow.bias = override.bias ?? -1e-3;
106
+ light.shadow.normalBias = override.normalBias ?? 0.02;
107
+ const corners = computeFrustumCorners(camera, prevSplit, cascadeFar);
108
+ const center = new THREE.Vector3();
109
+ for (const c of corners) {
110
+ center.add(c);
111
+ }
112
+ center.divideScalar(8);
113
+ let radius = 0;
114
+ for (const c of corners) {
115
+ radius = Math.max(radius, center.distanceTo(c));
116
+ }
117
+ radius = Math.ceil(radius);
118
+ const lightPos = center.clone().addScaledVector(config.lightDirection, -radius * 2);
119
+ light.position.copy(lightPos);
120
+ light.target.position.copy(center);
121
+ light.shadow.camera.left = -radius;
122
+ light.shadow.camera.right = radius;
123
+ light.shadow.camera.top = radius;
124
+ light.shadow.camera.bottom = -radius;
125
+ light.shadow.camera.near = 0.1;
126
+ light.shadow.camera.far = radius * 4;
127
+ light.shadow.camera.updateProjectionMatrix();
128
+ scene.add(light);
129
+ scene.add(light.target);
130
+ lightsRef.current.push(light);
131
+ prevSplit = cascadeFar;
132
+ }
133
+ return () => {
134
+ for (const light of lightsRef.current) {
135
+ scene.remove(light);
136
+ scene.remove(light.target);
137
+ light.shadow.map?.dispose();
138
+ }
139
+ lightsRef.current = [];
140
+ };
141
+ }, [scene, camera, config]);
142
+ useEffect(() => {
143
+ if (!scene) {
144
+ return;
145
+ }
146
+ const dbg = debugGroup.current;
147
+ dbg.name = "__csm_debug__";
148
+ if (showDebug && camera) {
149
+ while (dbg.children.length) {
150
+ dbg.remove(dbg.children[0]);
151
+ }
152
+ const near = camera.near;
153
+ let prevSplit = near;
154
+ const colors = [16711680, 65280, 255, 16776960, 16711935];
155
+ for (let i = 0; i < cascadeSplits.length; i++) {
156
+ const cascadeFar = cascadeSplits[i];
157
+ const corners = computeFrustumCorners(camera, prevSplit, cascadeFar);
158
+ const lineGeo = new THREE.BufferGeometry().setFromPoints([
159
+ ...corners.slice(0, 4),
160
+ corners[0],
161
+ // near quad
162
+ ...corners.slice(4),
163
+ corners[4]
164
+ // far quad
165
+ ]);
166
+ dbg.add(new THREE.Line(lineGeo, new THREE.LineBasicMaterial({ color: colors[i % 5] })));
167
+ for (let j = 0; j < 4; j++) {
168
+ const connectGeo = new THREE.BufferGeometry().setFromPoints([corners[j], corners[j + 4]]);
169
+ dbg.add(
170
+ new THREE.Line(connectGeo, new THREE.LineBasicMaterial({ color: colors[i % 5] }))
171
+ );
88
172
  }
89
- lightsRef.current = [];
90
- const near = camera.near;
91
- const far = Math.min(camera.far, config.maxFar);
92
- const splits = computeCascadeSplits(config.cascadeCount, near, far, config.splitMode, config.practicalSplitLambda);
93
- setCascadeSplits(splits);
94
- // Create a directional light per cascade
95
- let prevSplit = near;
96
- for (let i = 0; i < config.cascadeCount; i++) {
97
- const cascadeFar = splits[i];
98
- const override = (_b = config.cascadeOverrides[i]) !== null && _b !== void 0 ? _b : {};
99
- const light = new THREE.DirectionalLight(0xffffff, config.lightIntensity / config.cascadeCount);
100
- light.castShadow = true;
101
- light.name = `__csm_light_${i}__`;
102
- const mapSize = (_c = override.resolution) !== null && _c !== void 0 ? _c : config.shadowMapSize;
103
- light.shadow.mapSize.set(mapSize, mapSize);
104
- light.shadow.bias = (_d = override.bias) !== null && _d !== void 0 ? _d : -1e-3;
105
- light.shadow.normalBias = (_e = override.normalBias) !== null && _e !== void 0 ? _e : 0.02;
106
- // Compute cascade frustum bounds
107
- const corners = computeFrustumCorners(camera, prevSplit, cascadeFar);
108
- const center = new THREE.Vector3();
109
- for (const c of corners) {
110
- center.add(c);
111
- }
112
- center.divideScalar(8);
113
- // Compute sphere radius to encompass frustum
114
- let radius = 0;
115
- for (const c of corners) {
116
- radius = Math.max(radius, center.distanceTo(c));
173
+ prevSplit = cascadeFar;
174
+ }
175
+ scene.add(dbg);
176
+ } else {
177
+ scene.remove(dbg);
178
+ }
179
+ return () => {
180
+ scene.remove(dbg);
181
+ };
182
+ }, [scene, camera, showDebug, cascadeSplits]);
183
+ const update = useCallback(() => {
184
+ if (!camera || !scene) {
185
+ return;
186
+ }
187
+ const near = camera.near;
188
+ const far = Math.min(camera.far, config.maxFar);
189
+ const splits = computeCascadeSplits(
190
+ config.cascadeCount,
191
+ near,
192
+ far,
193
+ config.splitMode,
194
+ config.practicalSplitLambda
195
+ );
196
+ let prevSplit = near;
197
+ for (let i = 0; i < lightsRef.current.length; i++) {
198
+ const light = lightsRef.current[i];
199
+ const cascadeFar = splits[i] ?? far;
200
+ const corners = computeFrustumCorners(camera, prevSplit, cascadeFar);
201
+ const center = new THREE.Vector3();
202
+ for (const c of corners) {
203
+ center.add(c);
204
+ }
205
+ center.divideScalar(8);
206
+ let radius = 0;
207
+ for (const c of corners) {
208
+ radius = Math.max(radius, center.distanceTo(c));
209
+ }
210
+ radius = Math.ceil(radius);
211
+ const lightPos = center.clone().addScaledVector(config.lightDirection, -radius * 2);
212
+ light.position.copy(lightPos);
213
+ light.target.position.copy(center);
214
+ light.shadow.camera.left = -radius;
215
+ light.shadow.camera.right = radius;
216
+ light.shadow.camera.top = radius;
217
+ light.shadow.camera.bottom = -radius;
218
+ light.shadow.camera.far = radius * 4;
219
+ light.shadow.camera.updateProjectionMatrix();
220
+ prevSplit = cascadeFar;
221
+ }
222
+ }, [camera, scene, config]);
223
+ const dispose = useCallback(() => {
224
+ if (!scene) {
225
+ return;
226
+ }
227
+ for (const light of lightsRef.current) {
228
+ scene.remove(light);
229
+ scene.remove(light.target);
230
+ light.shadow.map?.dispose();
231
+ }
232
+ lightsRef.current = [];
233
+ scene.remove(debugGroup.current);
234
+ }, [scene]);
235
+ return {
236
+ config,
237
+ setConfig,
238
+ cascadeSplits,
239
+ lights: lightsRef.current,
240
+ showDebug,
241
+ setShowDebug,
242
+ update,
243
+ dispose
244
+ };
245
+ }
246
+ const NiceCascadedShadows = ({
247
+ scene,
248
+ camera,
249
+ config: configProp,
250
+ showDebug: initialDebug,
251
+ className = ""
252
+ }) => {
253
+ const { t } = useNiceTranslation();
254
+ const { config, setConfig, cascadeSplits, showDebug, setShowDebug } = useCSM(
255
+ scene,
256
+ camera,
257
+ configProp
258
+ );
259
+ useEffect(() => {
260
+ if (initialDebug !== void 0) {
261
+ setShowDebug(initialDebug);
262
+ }
263
+ }, [initialDebug, setShowDebug]);
264
+ return /* @__PURE__ */ jsxs(
265
+ "div",
266
+ {
267
+ className: `nice-cascaded-shadows ${className}`,
268
+ style: { display: "grid", gap: 8, fontSize: 13 },
269
+ children: [
270
+ /* @__PURE__ */ jsxs("strong", { children: [
271
+ /* @__PURE__ */ jsx(NiceIcon, { name: "lightbulb", size: 14 }),
272
+ " ",
273
+ t("cascadedShadows.cascadedShadowMaps", "Cascaded Shadow Maps")
274
+ ] }),
275
+ /* @__PURE__ */ jsxs("label", { children: [
276
+ t("cascadedShadows.cascades", "Cascades: {cascadeCount}").replace(
277
+ "{cascadeCount}",
278
+ String(config.cascadeCount)
279
+ ),
280
+ /* @__PURE__ */ jsx(
281
+ "input",
282
+ {
283
+ type: "range",
284
+ min: 1,
285
+ max: 5,
286
+ value: config.cascadeCount,
287
+ onChange: (e) => setConfig({ cascadeCount: parseInt(e.target.value, 10) }),
288
+ style: { width: "100%" }
117
289
  }
118
- radius = Math.ceil(radius);
119
- // Position light
120
- const lightPos = center.clone().addScaledVector(config.lightDirection, -radius * 2);
121
- light.position.copy(lightPos);
122
- light.target.position.copy(center);
123
- // Orthographic shadow camera
124
- light.shadow.camera.left = -radius;
125
- light.shadow.camera.right = radius;
126
- light.shadow.camera.top = radius;
127
- light.shadow.camera.bottom = -radius;
128
- light.shadow.camera.near = 0.1;
129
- light.shadow.camera.far = radius * 4;
130
- light.shadow.camera.updateProjectionMatrix();
131
- scene.add(light);
132
- scene.add(light.target);
133
- lightsRef.current.push(light);
134
- prevSplit = cascadeFar;
135
- }
136
- return () => {
137
- var _a;
138
- for (const light of lightsRef.current) {
139
- scene.remove(light);
140
- scene.remove(light.target);
141
- (_a = light.shadow.map) === null || _a === void 0 ? void 0 : _a.dispose();
290
+ )
291
+ ] }),
292
+ /* @__PURE__ */ jsxs("label", { children: [
293
+ t("cascadedShadows.maxDistance", "Max Distance: {maxFar}").replace(
294
+ "{maxFar}",
295
+ String(config.maxFar)
296
+ ),
297
+ /* @__PURE__ */ jsx(
298
+ "input",
299
+ {
300
+ type: "range",
301
+ min: 50,
302
+ max: 1e3,
303
+ step: 10,
304
+ value: config.maxFar,
305
+ onChange: (e) => setConfig({ maxFar: parseInt(e.target.value, 10) }),
306
+ style: { width: "100%" }
142
307
  }
143
- lightsRef.current = [];
144
- };
145
- }, [scene, camera, config]);
146
- // Debug visualization
147
- useEffect(() => {
148
- if (!scene) {
149
- return;
150
- }
151
- const dbg = debugGroup.current;
152
- dbg.name = '__csm_debug__';
153
- if (showDebug && camera) {
154
- // Clear old
155
- while (dbg.children.length) {
156
- dbg.remove(dbg.children[0]);
308
+ )
309
+ ] }),
310
+ /* @__PURE__ */ jsxs("label", { children: [
311
+ t("cascadedShadows.splitMode", "Split Mode:"),
312
+ /* @__PURE__ */ jsxs(
313
+ "select",
314
+ {
315
+ value: config.splitMode,
316
+ onChange: (e) => setConfig({ splitMode: e.target.value }),
317
+ style: { width: "100%", marginTop: 2 },
318
+ children: [
319
+ /* @__PURE__ */ jsx("option", { value: "practical", children: t("cascadedShadows.practical", "Practical") }),
320
+ /* @__PURE__ */ jsx("option", { value: "logarithmic", children: t("cascadedShadows.logarithmic", "Logarithmic") }),
321
+ /* @__PURE__ */ jsx("option", { value: "linear", children: t("cascadedShadows.linear", "Linear") })
322
+ ]
157
323
  }
158
- const near = camera.near;
159
- let prevSplit = near;
160
- const colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff];
161
- for (let i = 0; i < cascadeSplits.length; i++) {
162
- const cascadeFar = cascadeSplits[i];
163
- const corners = computeFrustumCorners(camera, prevSplit, cascadeFar);
164
- // Draw frustum wireframe
165
- const lineGeo = new THREE.BufferGeometry().setFromPoints([
166
- ...corners.slice(0, 4),
167
- corners[0], // near quad
168
- ...corners.slice(4),
169
- corners[4], // far quad
170
- ]);
171
- dbg.add(new THREE.Line(lineGeo, new THREE.LineBasicMaterial({ color: colors[i % 5] })));
172
- // Connecting lines
173
- for (let j = 0; j < 4; j++) {
174
- const connectGeo = new THREE.BufferGeometry().setFromPoints([corners[j], corners[j + 4]]);
175
- dbg.add(new THREE.Line(connectGeo, new THREE.LineBasicMaterial({ color: colors[i % 5] })));
176
- }
177
- prevSplit = cascadeFar;
324
+ )
325
+ ] }),
326
+ config.splitMode === "practical" && /* @__PURE__ */ jsxs("label", { children: [
327
+ t("cascadedShadows.lambda", "Lambda: {practicalSplitLambda}").replace(
328
+ "{practicalSplitLambda}",
329
+ String(config.practicalSplitLambda.toFixed(2))
330
+ ),
331
+ /* @__PURE__ */ jsx(
332
+ "input",
333
+ {
334
+ type: "range",
335
+ min: 0,
336
+ max: 1,
337
+ step: 0.05,
338
+ value: config.practicalSplitLambda,
339
+ onChange: (e) => setConfig({ practicalSplitLambda: parseFloat(e.target.value) }),
340
+ style: { width: "100%" }
178
341
  }
179
- scene.add(dbg);
180
- }
181
- else {
182
- scene.remove(dbg);
183
- }
184
- return () => {
185
- scene.remove(dbg);
186
- };
187
- }, [scene, camera, showDebug, cascadeSplits]);
188
- const update = useCallback(() => {
189
- var _a;
190
- if (!camera || !scene) {
191
- return;
192
- }
193
- const near = camera.near;
194
- const far = Math.min(camera.far, config.maxFar);
195
- const splits = computeCascadeSplits(config.cascadeCount, near, far, config.splitMode, config.practicalSplitLambda);
196
- let prevSplit = near;
197
- for (let i = 0; i < lightsRef.current.length; i++) {
198
- const light = lightsRef.current[i];
199
- const cascadeFar = (_a = splits[i]) !== null && _a !== void 0 ? _a : far;
200
- const corners = computeFrustumCorners(camera, prevSplit, cascadeFar);
201
- const center = new THREE.Vector3();
202
- for (const c of corners) {
203
- center.add(c);
342
+ )
343
+ ] }),
344
+ /* @__PURE__ */ jsxs("label", { children: [
345
+ t("cascadedShadows.shadowMapSize", "Shadow Map Size: {shadowMapSize}").replace(
346
+ "{shadowMapSize}",
347
+ String(config.shadowMapSize)
348
+ ),
349
+ /* @__PURE__ */ jsxs(
350
+ "select",
351
+ {
352
+ value: config.shadowMapSize,
353
+ onChange: (e) => setConfig({ shadowMapSize: parseInt(e.target.value, 10) }),
354
+ style: { width: "100%", marginTop: 2 },
355
+ children: [
356
+ /* @__PURE__ */ jsx("option", { value: 512, children: "512" }),
357
+ /* @__PURE__ */ jsx("option", { value: 1024, children: "1024" }),
358
+ /* @__PURE__ */ jsx("option", { value: 2048, children: "2048" }),
359
+ /* @__PURE__ */ jsx("option", { value: 4096, children: "4096" })
360
+ ]
204
361
  }
205
- center.divideScalar(8);
206
- let radius = 0;
207
- for (const c of corners) {
208
- radius = Math.max(radius, center.distanceTo(c));
362
+ )
363
+ ] }),
364
+ /* @__PURE__ */ jsx("div", { style: { fontSize: 10, opacity: 0.7 }, children: t("cascadedShadows.cascadeSplits", "Cascade splits: {cascadeSplits}").replace(
365
+ "{cascadeSplits}",
366
+ String(cascadeSplits.map((s) => s.toFixed(1)).join(" | "))
367
+ ) }),
368
+ /* @__PURE__ */ jsxs("label", { style: { display: "flex", alignItems: "center", gap: 6 }, children: [
369
+ /* @__PURE__ */ jsx(
370
+ "input",
371
+ {
372
+ type: "checkbox",
373
+ checked: showDebug,
374
+ onChange: (e) => setShowDebug(e.target.checked)
209
375
  }
210
- radius = Math.ceil(radius);
211
- const lightPos = center.clone().addScaledVector(config.lightDirection, -radius * 2);
212
- light.position.copy(lightPos);
213
- light.target.position.copy(center);
214
- light.shadow.camera.left = -radius;
215
- light.shadow.camera.right = radius;
216
- light.shadow.camera.top = radius;
217
- light.shadow.camera.bottom = -radius;
218
- light.shadow.camera.far = radius * 4;
219
- light.shadow.camera.updateProjectionMatrix();
220
- prevSplit = cascadeFar;
221
- }
222
- }, [camera, scene, config]);
223
- const dispose = useCallback(() => {
224
- var _a;
225
- if (!scene) {
226
- return;
227
- }
228
- for (const light of lightsRef.current) {
229
- scene.remove(light);
230
- scene.remove(light.target);
231
- (_a = light.shadow.map) === null || _a === void 0 ? void 0 : _a.dispose();
232
- }
233
- lightsRef.current = [];
234
- scene.remove(debugGroup.current);
235
- }, [scene]);
236
- return {
237
- config,
238
- setConfig,
239
- cascadeSplits,
240
- lights: lightsRef.current,
241
- showDebug,
242
- setShowDebug,
243
- update,
244
- dispose,
245
- };
246
- }
247
- /* ── Component ── */
248
- const NiceCascadedShadows = ({ scene, camera, config: configProp, showDebug: initialDebug, className = '', }) => {
249
- const { t } = useNiceTranslation();
250
- const { config, setConfig, cascadeSplits, showDebug, setShowDebug } = useCSM(scene, camera, configProp);
251
- useEffect(() => {
252
- if (initialDebug !== undefined) {
253
- setShowDebug(initialDebug);
254
- }
255
- }, [initialDebug, setShowDebug]);
256
- return (jsxs("div", { className: `nice-cascaded-shadows ${className}`, style: { display: 'grid', gap: 8, fontSize: 13 }, children: [jsxs("strong", { children: [jsx(NiceIcon, { name: "lightbulb", size: 14 }), ' ', t('cascadedShadows.cascadedShadowMaps', 'Cascaded Shadow Maps')] }), jsxs("label", { children: [t('cascadedShadows.cascades', 'Cascades: {cascadeCount}').replace('{cascadeCount}', String(config.cascadeCount)), jsx("input", { type: "range", min: 1, max: 5, value: config.cascadeCount, onChange: (e) => setConfig({ cascadeCount: parseInt(e.target.value, 10) }), style: { width: '100%' } })] }), jsxs("label", { children: [t('cascadedShadows.maxDistance', 'Max Distance: {maxFar}').replace('{maxFar}', String(config.maxFar)), jsx("input", { type: "range", min: 50, max: 1000, step: 10, value: config.maxFar, onChange: (e) => setConfig({ maxFar: parseInt(e.target.value, 10) }), style: { width: '100%' } })] }), jsxs("label", { children: [t('cascadedShadows.splitMode', 'Split Mode:'), jsxs("select", { value: config.splitMode, onChange: (e) => setConfig({ splitMode: e.target.value }), style: { width: '100%', marginTop: 2 }, children: [jsx("option", { value: "practical", children: t('cascadedShadows.practical', 'Practical') }), jsx("option", { value: "logarithmic", children: t('cascadedShadows.logarithmic', 'Logarithmic') }), jsx("option", { value: "linear", children: t('cascadedShadows.linear', 'Linear') })] })] }), config.splitMode === 'practical' && (jsxs("label", { children: [t('cascadedShadows.lambda', 'Lambda: {practicalSplitLambda}').replace('{practicalSplitLambda}', String(config.practicalSplitLambda.toFixed(2))), jsx("input", { type: "range", min: 0, max: 1, step: 0.05, value: config.practicalSplitLambda, onChange: (e) => setConfig({ practicalSplitLambda: parseFloat(e.target.value) }), style: { width: '100%' } })] })), jsxs("label", { children: [t('cascadedShadows.shadowMapSize', 'Shadow Map Size: {shadowMapSize}').replace('{shadowMapSize}', String(config.shadowMapSize)), jsxs("select", { value: config.shadowMapSize, onChange: (e) => setConfig({ shadowMapSize: parseInt(e.target.value, 10) }), style: { width: '100%', marginTop: 2 }, children: [jsx("option", { value: 512, children: "512" }), jsx("option", { value: 1024, children: "1024" }), jsx("option", { value: 2048, children: "2048" }), jsx("option", { value: 4096, children: "4096" })] })] }), jsx("div", { style: { fontSize: 10, opacity: 0.7 }, children: t('cascadedShadows.cascadeSplits', 'Cascade splits: {cascadeSplits}').replace('{cascadeSplits}', String(cascadeSplits.map((s) => s.toFixed(1)).join(' | '))) }), jsxs("label", { style: { display: 'flex', alignItems: 'center', gap: 6 }, children: [jsx("input", { type: "checkbox", checked: showDebug, onChange: (e) => setShowDebug(e.target.checked) }), t('cascadedShadows.showCascadeFrustums', 'Show cascade frustums')] })] }));
376
+ ),
377
+ t("cascadedShadows.showCascadeFrustums", "Show cascade frustums")
378
+ ] })
379
+ ]
380
+ }
381
+ );
382
+ };
383
+ export {
384
+ NiceCascadedShadows,
385
+ useCSM
257
386
  };
258
-
259
- export { NiceCascadedShadows, useCSM };