@zephyr3d/scene 0.9.26 → 0.10.0
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.
- package/README.md +60 -27
- package/dist/animation/animation_bank.js +634 -0
- package/dist/animation/animation_bank.js.map +1 -0
- package/dist/animation/animation_bank_gpu.js +256 -0
- package/dist/animation/animation_bank_gpu.js.map +1 -0
- package/dist/animation/animationset.js +146 -30
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/cloth/gpu_cloth_component.js +406 -0
- package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
- package/dist/animation/cloth/gpu_cloth_system.js +332 -202
- package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
- package/dist/animation/gpu_animation_driver.js +289 -0
- package/dist/animation/gpu_animation_driver.js.map +1 -0
- package/dist/animation/joint_dynamics/collision.js +112 -1
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +6 -0
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +50 -12
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/animation/skeleton.js +300 -56
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skin_palette_atlas.js +252 -0
- package/dist/animation/skin_palette_atlas.js.map +1 -0
- package/dist/animation/spring/multi_chain_spring_system.js +298 -38
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
- package/dist/animation/spring/spring_chain.js +2 -0
- package/dist/animation/spring/spring_chain.js.map +1 -1
- package/dist/animation/spring/spring_collider.js +159 -21
- package/dist/animation/spring/spring_collider.js.map +1 -1
- package/dist/animation/spring/spring_particle.js +1 -0
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_solver.js +173 -0
- package/dist/animation/spring/spring_solver.js.map +1 -0
- package/dist/animation/spring/spring_system.js +249 -24
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring_modifier.js +32 -1
- package/dist/animation/spring_modifier.js.map +1 -1
- package/dist/app/app.js +26 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/engine.js +86 -15
- package/dist/app/engine.js.map +1 -1
- package/dist/app/gamepad.js +191 -0
- package/dist/app/gamepad.js.map +1 -0
- package/dist/app/inputactions.js +271 -0
- package/dist/app/inputactions.js.map +1 -0
- package/dist/app/inputmgr.js +331 -22
- package/dist/app/inputmgr.js.map +1 -1
- package/dist/app/loading.js +138 -0
- package/dist/app/loading.js.map +1 -0
- package/dist/app/pipelinecache.js +209 -0
- package/dist/app/pipelinecache.js.map +1 -0
- package/dist/app/runtimescript.js +25 -0
- package/dist/app/runtimescript.js.map +1 -1
- package/dist/app/scriptingsystem.js +54 -0
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +7 -2
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/asset_manifest.js +59 -0
- package/dist/asset/asset_manifest.js.map +1 -0
- package/dist/asset/asset_preload.js +258 -0
- package/dist/asset/asset_preload.js.map +1 -0
- package/dist/asset/assetmanager.js +117 -65
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
- package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
- package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
- package/dist/asset/loaders/ktx2/basis_location.js +17 -0
- package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
- package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
- package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
- package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
- package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
- package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
- package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
- package/dist/asset/mesh_lod_builder.js +104 -0
- package/dist/asset/mesh_lod_builder.js.map +1 -0
- package/dist/asset/mesh_settings.js +111 -0
- package/dist/asset/mesh_settings.js.map +1 -0
- package/dist/asset/meshopt_decoder.js +18 -0
- package/dist/asset/meshopt_decoder.js.map +1 -0
- package/dist/asset/meshopt_simplifier.js +26 -0
- package/dist/asset/meshopt_simplifier.js.map +1 -0
- package/dist/asset/model.js +177 -3
- package/dist/asset/model.js.map +1 -1
- package/dist/asset/texture_settings.js +231 -0
- package/dist/asset/texture_settings.js.map +1 -0
- package/dist/asset/zmsh_binary.js +131 -0
- package/dist/asset/zmsh_binary.js.map +1 -0
- package/dist/asset/zsdf_binary.js +111 -0
- package/dist/asset/zsdf_binary.js.map +1 -0
- package/dist/blitter/bilateralblur.js +1 -2
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/gaussianblur.js +1 -6
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +31 -10
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +178 -200
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/follow.js +342 -0
- package/dist/camera/follow.js.map +1 -0
- package/dist/camera/fps.js +9 -7
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +46 -19
- package/dist/camera/orbit.js.map +1 -1
- package/dist/index.d.ts +30475 -19865
- package/dist/index.js +67 -12
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +3 -0
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/eye.js +1 -1
- package/dist/material/eye.js.map +1 -1
- package/dist/material/hair.js +2 -3
- package/dist/material/hair.js.map +1 -1
- package/dist/material/hairstrand.js +235 -235
- package/dist/material/hairstrand.js.map +1 -1
- package/dist/material/lambert.js +4 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +362 -300
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +118 -45
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +223 -83
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +31 -206
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +1 -1
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrmr.js +3 -0
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +3 -0
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/sdf_debug.js +78 -0
- package/dist/material/sdf_debug.js.map +1 -0
- package/dist/material/shader/helper.js +733 -190
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/shader/terrain_blend.js +204 -43
- package/dist/material/shader/terrain_blend.js.map +1 -1
- package/dist/material/skin.js +331 -297
- package/dist/material/skin.js.map +1 -1
- package/dist/material/skinprofile.js +1058 -0
- package/dist/material/skinprofile.js.map +1 -0
- package/dist/material/sss.js +353 -0
- package/dist/material/sss.js.map +1 -0
- package/dist/material/sss_kernel.js +265 -0
- package/dist/material/sss_kernel.js.map +1 -0
- package/dist/material/sssprofile.js +879 -0
- package/dist/material/sssprofile.js.map +1 -0
- package/dist/material/subsurfaceprofile.js +4 -8
- package/dist/material/subsurfaceprofile.js.map +1 -1
- package/dist/material/terrain-cm.js +464 -188
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/unlit.js +3 -0
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js +2009 -201
- package/dist/material/water.js.map +1 -1
- package/dist/node_modules/meshoptimizer/LICENSE +21 -0
- package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
- package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
- package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
- package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
- package/dist/physics/character.js +226 -0
- package/dist/physics/character.js.map +1 -0
- package/dist/physics/collider.js +209 -0
- package/dist/physics/collider.js.map +1 -0
- package/dist/physics/events.js +79 -0
- package/dist/physics/events.js.map +1 -0
- package/dist/physics/joint.js +272 -0
- package/dist/physics/joint.js.map +1 -0
- package/dist/physics/node_physics.js +234 -0
- package/dist/physics/node_physics.js.map +1 -0
- package/dist/physics/part.js +91 -0
- package/dist/physics/part.js.map +1 -0
- package/dist/physics/rigid_body.js +379 -0
- package/dist/physics/rigid_body.js.map +1 -0
- package/dist/physics/vehicle.js +335 -0
- package/dist/physics/vehicle.js.map +1 -0
- package/dist/physics/world.js +25 -0
- package/dist/physics/world.js.map +1 -0
- package/dist/posteffect/bloom.js +49 -14
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/motionblur.js +668 -63
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/posteffect.js +12 -1
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/postsss.js +572 -0
- package/dist/posteffect/postsss.js.map +1 -0
- package/dist/posteffect/sao.js +48 -50
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +605 -355
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +91 -162
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +3 -11
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +34 -15
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +1 -0
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +40 -39
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +328 -62
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +958 -224
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +26 -5
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/debug_views.js +37 -0
- package/dist/render/debug_views.js.map +1 -0
- package/dist/render/depthpass.js +5 -1
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +53 -6
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +53 -53
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +196 -113
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +8 -13
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/fft_wavegenerator.js +268 -136
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +113 -28
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/gi/probe_volume.js +1334 -0
- package/dist/render/gi/probe_volume.js.map +1 -0
- package/dist/render/gi/scene_gi.js +282 -0
- package/dist/render/gi/scene_gi.js.map +1 -0
- package/dist/render/gi/voxel_atlas.js +198 -0
- package/dist/render/gi/voxel_atlas.js.map +1 -0
- package/dist/render/gi/voxel_lighting.js +652 -0
- package/dist/render/gi/voxel_lighting.js.map +1 -0
- package/dist/render/gi/voxel_scene.js +642 -0
- package/dist/render/gi/voxel_scene.js.map +1 -0
- package/dist/render/gi/voxelize_pass.js +223 -0
- package/dist/render/gi/voxelize_pass.js.map +1 -0
- package/dist/render/globalbindgroup_allocator.js +3 -2
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/gpu_picking.js +9 -36
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/hzb.js +80 -22
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/instance_culling.js +499 -0
- package/dist/render/instance_culling.js.map +1 -0
- package/dist/render/lightpass.js +23 -9
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/lod.js +46 -0
- package/dist/render/lod.js.map +1 -0
- package/dist/render/oit.js +11 -11
- package/dist/render/oit.js.map +1 -1
- package/dist/render/primitive.js +301 -9
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/primitive_readback.js +209 -0
- package/dist/render/primitive_readback.js.map +1 -0
- package/dist/render/render_queue.js +198 -11
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +14 -7
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +15 -1
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/executor.js +136 -0
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +585 -59
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
- package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +8 -1
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/scene_render_context.js +31 -2
- package/dist/render/rendergraph/scene_render_context.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +28 -5
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/sdf/box_allocator.js +98 -0
- package/dist/render/sdf/box_allocator.js.map +1 -0
- package/dist/render/sdf/global_sdf.js +865 -0
- package/dist/render/sdf/global_sdf.js.map +1 -0
- package/dist/render/sdf/scene_sdf.js +562 -0
- package/dist/render/sdf/scene_sdf.js.map +1 -0
- package/dist/render/sdf/sdf_atlas.js +227 -0
- package/dist/render/sdf/sdf_atlas.js.map +1 -0
- package/dist/render/sdf/sdf_programs.js +42 -0
- package/dist/render/sdf/sdf_programs.js.map +1 -0
- package/dist/render/sdf/sdf_view.js +199 -0
- package/dist/render/sdf/sdf_view.js.map +1 -0
- package/dist/render/sdf/waterline.js +610 -0
- package/dist/render/sdf/waterline.js.map +1 -0
- package/dist/render/shadow_mask_pass.js +142 -25
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/shore_wave_generator.js +1193 -0
- package/dist/render/shore_wave_generator.js.map +1 -0
- package/dist/render/sky.js +516 -86
- package/dist/render/sky.js.map +1 -1
- package/dist/render/transmission_thickness_pass.js +477 -0
- package/dist/render/transmission_thickness_pass.js.map +1 -0
- package/dist/render/underwater.js +524 -0
- package/dist/render/underwater.js.map +1 -0
- package/dist/render/virtualtexture/virtual_texture.js +1214 -0
- package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
- package/dist/render/volumetric_cloud/cloud_common.js +472 -0
- package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
- package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
- package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
- package/dist/render/volumetric_cloud/debug_view.js +131 -0
- package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
- package/dist/render/volumetric_cloud/resources.js +380 -0
- package/dist/render/volumetric_cloud/resources.js.map +1 -0
- package/dist/render/volumetric_cloud/sky_cache.js +380 -0
- package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
- package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
- package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
- package/dist/render/water_caustics.js +1195 -0
- package/dist/render/water_caustics.js.map +1 -0
- package/dist/render/water_foam.js +627 -0
- package/dist/render/water_foam.js.map +1 -0
- package/dist/render/water_interaction.js +1795 -0
- package/dist/render/water_interaction.js.map +1 -0
- package/dist/render/weightedblended_oit.js +36 -36
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +9 -4
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +108 -12
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +28 -7
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/foliage.js +1020 -0
- package/dist/scene/foliage.js.map +1 -0
- package/dist/scene/foliage_buckets.js +147 -0
- package/dist/scene/foliage_buckets.js.map +1 -0
- package/dist/scene/foliage_mask.js +358 -0
- package/dist/scene/foliage_mask.js.map +1 -0
- package/dist/scene/hair.js +15 -4
- package/dist/scene/hair.js.map +1 -1
- package/dist/scene/light.js +179 -13
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +327 -45
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +9 -3
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +9 -3
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +8 -2
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/physics_settings.js +157 -0
- package/dist/scene/physics_settings.js.map +1 -0
- package/dist/scene/scene.js +190 -44
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +147 -6
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain-cm/bladegrassmaterial.js +735 -0
- package/dist/scene/terrain-cm/bladegrassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/grass.js +881 -42
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grass_gpu.js +929 -0
- package/dist/scene/terrain-cm/grass_gpu.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +180 -9
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +465 -36
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/terrain-cm/terrain_gi_albedo.js +257 -0
- package/dist/scene/terrain-cm/terrain_gi_albedo.js.map +1 -0
- package/dist/scene/terrain-cm/terrain_rvt.js +395 -0
- package/dist/scene/terrain-cm/terrain_rvt.js.map +1 -0
- package/dist/scene/update_queue.js +54 -0
- package/dist/scene/update_queue.js.map +1 -0
- package/dist/scene/water.js +997 -96
- package/dist/scene/water.js.map +1 -1
- package/dist/scene/water_surface_sampler.js +324 -0
- package/dist/scene/water_surface_sampler.js.map +1 -0
- package/dist/scene/wind.js +317 -0
- package/dist/scene/wind.js.map +1 -0
- package/dist/shaders/atmosphere.js +388 -166
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +100 -32
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/gi.js +365 -0
- package/dist/shaders/gi.js.map +1 -0
- package/dist/shaders/ltc_rect.js +202 -0
- package/dist/shaders/ltc_rect.js.map +1 -0
- package/dist/shaders/misc.js +1 -10
- package/dist/shaders/misc.js.map +1 -1
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{"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector3, Vector4, DWeakRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { ShadowMapper } from '../shadow/shadowmapper';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } from '../values';\r\nimport type { Scene } from './scene';\r\n\r\n// Cutoff for auto-ranged physical lights; bounds clustered-culling radius.\r\nconst PHYSICAL_LIGHT_CUTOFF_LUX = 0.25;\r\n\r\n/**\r\n * Pack a light's color and intensity into the shader's `diffuseAndIntensity` vector.\r\n *\r\n * @remarks\r\n * The color is stored as authored in both lighting modes, matching Filament, which keeps color and\r\n * intensity strictly separate. Normalizing the color by its luminance (so the photometric value\r\n * describes total light output regardless of hue) was tried and rejected: a saturated primary has a\r\n * low Rec.709 luminance, so the division inflates its channels by up to ~13.8x and pushes them out\r\n * of the half-float range.\r\n */\r\nfunction makeColorIntensity(color: Vector4, intensity: number): Vector4 {\r\n return new Vector4(color.x, color.y, color.z, intensity);\r\n}\r\n\r\n/**\r\n * Base class for any kind of light node\r\n * @public\r\n */\r\nexport abstract class BaseLight extends GraphNode {\r\n /** @internal */\r\n protected _type: number;\r\n /** @internal */\r\n protected _intensity: number;\r\n /** @internal */\r\n protected _positionRange: Nullable<Vector4>;\r\n /** @internal */\r\n protected _directionCutoff: Nullable<Vector4>;\r\n /** @internal */\r\n protected _diffuseIntensity: Nullable<Vector4>;\r\n /** @internal */\r\n protected _extraParams: Nullable<Vector4>;\r\n /**\r\n * Creates a light node\r\n * @param scene - The scene to which the light node belongs\r\n * @param type - Type of the light node\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene);\r\n this._intensity = 1;\r\n this._type = type;\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n this._extraParams = null;\r\n }\r\n /** Gets the light type */\r\n get lightType() {\r\n return this._type;\r\n }\r\n /** Intensity of the light */\r\n get intensity() {\r\n return this._intensity;\r\n }\r\n set intensity(val) {\r\n this.setIntensity(val);\r\n }\r\n /**\r\n * Position and range of the light\r\n *\r\n * @remarks\r\n * Gets the position in world space of the light.\r\n * Light range is encoded into the W component.\r\n */\r\n get positionAndRange(): Immutable<Vector4> {\r\n if (!this._positionRange) {\r\n this.computeUniforms();\r\n }\r\n return this._positionRange!;\r\n }\r\n /**\r\n * Direction and cutoff of the light\r\n *\r\n * @remarks\r\n * Gets the direction in world space of the light\r\n * Light cutoff (for spot light only) is encoded into the W component.\r\n */\r\n get directionAndCutoff() {\r\n if (!this._directionCutoff) {\r\n this.computeUniforms();\r\n }\r\n return this._directionCutoff!;\r\n }\r\n /**\r\n * Color and intensity of the light\r\n *\r\n * @remarks\r\n * Gets the color of the light.\r\n * Light intensity is encoded into the W component.\r\n */\r\n get diffuseAndIntensity() {\r\n if (!this._diffuseIntensity) {\r\n this.computeUniforms();\r\n }\r\n return this._diffuseIntensity!;\r\n }\r\n /**\r\n * Extra parameters of the light\r\n *\r\n * @remarks\r\n * Custom data for advanced light types.\r\n */\r\n get extraParams() {\r\n if (!this._extraParams) {\r\n this.computeUniforms();\r\n }\r\n return this._extraParams!;\r\n }\r\n /**\r\n * View matrix of the light\r\n *\r\n * @remarks\r\n * The view matrix of the light is used to transform a point\r\n * from the world space to the light space.\r\n */\r\n get viewMatrix(): Immutable<Matrix4x4> {\r\n return this.invWorldMatrix;\r\n }\r\n /**\r\n * Sets the intensity of the light\r\n * @param val - Intensity of the light\r\n * @returns self\r\n */\r\n setIntensity(val: number) {\r\n if (this._intensity !== val) {\r\n this._intensity = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /** @internal */\r\n invalidateUniforms() {\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n this._extraParams = null;\r\n }\r\n /** {@inheritDoc SceneNode.isLight} */\r\n isLight(): this is BaseLight {\r\n return true;\r\n }\r\n /** {@inheritDoc SceneNode.isPunctualLight} */\r\n isPunctualLight(): this is PunctualLight {\r\n return false;\r\n }\r\n /** returns true if this is a directional light */\r\n isDirectionLight(): this is DirectionalLight {\r\n return false;\r\n }\r\n /** returns true if this is a point light */\r\n isPointLight(): this is PointLight {\r\n return false;\r\n }\r\n /** returns true if this is a spot light */\r\n isSpotLight(): this is SpotLight {\r\n return false;\r\n }\r\n /** returns true if this is a rect light */\r\n isRectLight(): this is RectLight {\r\n return false;\r\n }\r\n /** @internal */\r\n abstract computeUniforms(): void;\r\n}\r\n\r\n/*\r\nexport abstract class AmbientLight extends BaseLight {\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n }\r\n isAmbientLight(): this is AmbientLight {\r\n return true;\r\n }\r\n}\r\n*/\r\n\r\n/**\r\n * Base class for any kind of puncual light\r\n * @public\r\n */\r\nexport class PunctualLight extends BaseLight {\r\n /** @internal */\r\n protected _color!: Vector4;\r\n /** @internal */\r\n protected _castShadow!: boolean;\r\n /** @internal */\r\n protected _shadowMapper!: ShadowMapper;\r\n /**\r\n * Creates an instance of punctual light\r\n * @param scene - The scene to which the punctual light belongs\r\n * @param type - The light type\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n this.ensurePunctualState();\r\n }\r\n /** @internal */\r\n protected ensurePunctualState() {\r\n if (!this._color) {\r\n this._color = Vector4.one();\r\n }\r\n if (this._castShadow == null) {\r\n this._castShadow = false;\r\n }\r\n if (!this._shadowMapper) {\r\n this._shadowMapper = new ShadowMapper(this);\r\n }\r\n }\r\n /** Color of the light */\r\n get color() {\r\n this.ensurePunctualState();\r\n return this._color.clone();\r\n }\r\n set color(color) {\r\n this.setColor(color);\r\n }\r\n /**\r\n * Sets color of the light\r\n * @param color - The color to set\r\n * @returns self\r\n */\r\n setColor(color: Vector4 | Vector3) {\r\n this.ensurePunctualState();\r\n this._color.set(color);\r\n this.invalidateUniforms();\r\n return this;\r\n }\r\n /** Whether this light casts shadows */\r\n get castShadow() {\r\n this.ensurePunctualState();\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\r\n this.setCastShadow(b);\r\n }\r\n /**\r\n * Sets whether this light casts shadows\r\n * @param b - true if the light casts shadows\r\n * @returns self\r\n */\r\n setCastShadow(b: boolean): this {\r\n this.ensurePunctualState();\r\n if (this._castShadow !== !!b) {\r\n this._castShadow = !!b;\r\n if (this._castShadow && this.isDirectionLight() && !this.shadow.shadowRegion) {\r\n this.shadow.updateDirectionalShadowRegion(true);\r\n }\r\n }\r\n return this;\r\n }\r\n /** The shadow mapper for this light */\r\n get shadow() {\r\n this.ensurePunctualState();\r\n return this._shadowMapper;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPunctualLight}\r\n * @override\r\n */\r\n isPunctualLight(): this is PunctualLight {\r\n return true;\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n this.invalidateUniforms();\r\n }\r\n /** Disposes the punctual light node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._shadowMapper?.dispose();\r\n }\r\n /** @internal */\r\n computeUniforms() {}\r\n}\r\n\r\n/**\r\n * Directional light\r\n * @public\r\n */\r\nexport class DirectionalLight extends PunctualLight {\r\n private static readonly _currentSunLight: WeakMap<Scene, DWeakRef<DirectionalLight>> = new WeakMap();\r\n private _illuminance: number;\r\n /**\r\n * Creates an instance of directional light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_DIRECTIONAL);\r\n this.intensity = 10;\r\n this._illuminance = 100000;\r\n if (!DirectionalLight.getSunLight(scene)) {\r\n DirectionalLight.setSunLight(scene, this);\r\n }\r\n }\r\n /** Physical illuminance in lux. */\r\n get illuminance() {\r\n return this._illuminance;\r\n }\r\n set illuminance(val: number) {\r\n const illuminance = Math.max(0, val);\r\n if (illuminance !== this._illuminance) {\r\n this._illuminance = illuminance;\r\n this.invalidateUniforms();\r\n }\r\n }\r\n static getSunLight(scene: Scene) {\r\n return this._currentSunLight.get(scene)?.get() ?? null;\r\n }\r\n static setSunLight(scene: Scene, light: Nullable<DirectionalLight>) {\r\n if (light && scene !== light.scene) {\r\n throw new Error('setSunLight(): Light does not belongs to scene');\r\n }\r\n const ref = this._currentSunLight.get(scene);\r\n if (!ref) {\r\n this._currentSunLight.set(scene, new DWeakRef(light));\r\n } else {\r\n ref.set(light);\r\n }\r\n }\r\n /**\r\n * true if the light was defined as sun light\r\n *\r\n * @remarks\r\n * Only one directional light will be marked as sun light.\r\n **/\r\n get sunLight(): boolean {\r\n return DirectionalLight.getSunLight(this.scene!) === this;\r\n }\r\n set sunLight(val) {\r\n if (val) {\r\n DirectionalLight.setSunLight(this.scene!, this);\r\n } else if (DirectionalLight.getSunLight(this.scene!) === this) {\r\n DirectionalLight.setSunLight(this.scene!, null);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isDirectionLight}\r\n * @override\r\n */\r\n isDirectionLight(): this is DirectionalLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n this._positionRange = new Vector4(a.x, a.y, a.z, -1);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, 0);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n this._diffuseIntensity = makeColorIntensity(this.color, physical ? this.illuminance : this.intensity);\r\n this._extraParams = new Vector4(0, 0, 0, this.lightType);\r\n }\r\n // adapt from DXSDK\r\n /*\r\n private _computeNearAndFar(\r\n frustumMin: Vector3,\r\n frustumMax: Vector3,\r\n aabbLightSpace: Vector3[]\r\n ): [number, number] {\r\n type Triangle = { pt: [Vector3, Vector3, Vector3]; culled: boolean };\r\n function dupTriangle(src: Triangle): Triangle {\r\n return {\r\n pt: [\r\n src.pt[0] ? new Vector3(src.pt[0]) : null,\r\n src.pt[1] ? new Vector3(src.pt[1]) : null,\r\n src.pt[2] ? new Vector3(src.pt[2]) : null\r\n ],\r\n culled: src.culled\r\n };\r\n }\r\n let nearPlane = Number.MAX_VALUE;\r\n let farPlane = -Number.MAX_VALUE;\r\n const triangleList: Triangle[] = Array.from({ length: 16 }).map((val) => ({\r\n pt: [null, null, null],\r\n culled: false\r\n }));\r\n let triangleCount = 1;\r\n triangleList[0].pt[0] = aabbLightSpace[0];\r\n triangleList[0].pt[1] = aabbLightSpace[1];\r\n triangleList[0].pt[2] = aabbLightSpace[2];\r\n const triIndices = [\r\n 0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7, 0, 2, 4, 2, 4, 6, 1, 3, 5, 3, 5, 7, 0, 1, 4, 1, 4, 5, 2, 3, 6, 3, 6,\r\n 7\r\n ];\r\n const pointPassesCollision: number[] = [0, 0, 0];\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n for (let i = 0; i < 12; i++) {\r\n triangleList[0].pt[0] = aabbLightSpace[triIndices[i * 3 + 0]];\r\n triangleList[0].pt[1] = aabbLightSpace[triIndices[i * 3 + 1]];\r\n triangleList[0].pt[2] = aabbLightSpace[triIndices[i * 3 + 2]];\r\n triangleList[0].culled = false;\r\n triangleCount = 1;\r\n for (let j = 0; j < 4; j++) {\r\n let edge: number, comp: number;\r\n if (j === 0) {\r\n edge = minx;\r\n comp = 0;\r\n } else if (j === 1) {\r\n edge = maxx;\r\n comp = 0;\r\n } else if (j === 2) {\r\n edge = miny;\r\n comp = 1;\r\n } else {\r\n edge = maxy;\r\n comp = 1;\r\n }\r\n let k = 0;\r\n while (k < triangleCount) {\r\n if (!triangleList[k].culled) {\r\n let insideVertCount = 0;\r\n let tempOrder: Vector3 = null;\r\n if (j === 0) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x > minx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 1) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x < maxx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 2) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y > miny) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y < maxy) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (pointPassesCollision[2] && !pointPassesCollision[1]) {\r\n tempOrder = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = triangleList[k].pt[2];\r\n triangleList[k].pt[2] = tempOrder;\r\n pointPassesCollision[1] = 1;\r\n pointPassesCollision[2] = 0;\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (insideVertCount === 0) {\r\n triangleList[k].culled = true;\r\n } else if (insideVertCount === 1) {\r\n triangleList[k].culled = false;\r\n const v0Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[0]);\r\n const v0Tov2 = Vector3.sub(triangleList[k].pt[2], triangleList[k].pt[0]);\r\n const hitPointTimeRatio = edge - triangleList[k].pt[0][comp];\r\n const distanceAlongV1 = hitPointTimeRatio / v0Tov1[comp];\r\n const distanceAloneV2 = hitPointTimeRatio / v0Tov2[comp];\r\n v0Tov1.scaleBy(distanceAlongV1);\r\n v0Tov1.addBy(triangleList[k].pt[0]);\r\n v0Tov2.scaleBy(distanceAloneV2);\r\n v0Tov2.addBy(triangleList[k].pt[0]);\r\n triangleList[k].pt[1] = v0Tov2;\r\n triangleList[k].pt[2] = v0Tov1;\r\n } else if (insideVertCount === 2) {\r\n triangleList[triangleCount] = dupTriangle(triangleList[k + 1]);\r\n triangleList[k].culled = false;\r\n triangleList[k + 1].culled = false;\r\n const v2Tov0 = Vector3.sub(triangleList[k].pt[0], triangleList[k].pt[2]);\r\n const v2Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[2]);\r\n const hitPointTime_2_0 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_0 = hitPointTime_2_0 / v2Tov0[comp];\r\n v2Tov0.scaleBy(distanceAloneVec_2_0);\r\n v2Tov0.addBy(triangleList[k].pt[2]);\r\n triangleList[k + 1].pt[0] = new Vector3(triangleList[k].pt[0]);\r\n triangleList[k + 1].pt[1] = new Vector3(triangleList[k].pt[1]);\r\n triangleList[k + 1].pt[2] = v2Tov0;\r\n const hitPointTime_2_1 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_1 = hitPointTime_2_1 / v2Tov1[comp];\r\n v2Tov1.scaleBy(distanceAloneVec_2_1);\r\n v2Tov1.addBy(triangleList[k].pt[2]);\r\n triangleList[k].pt[0] = new Vector3(triangleList[k + 1].pt[1]);\r\n triangleList[k].pt[1] = new Vector3(triangleList[k + 1].pt[2]);\r\n triangleList[k].pt[2] = v2Tov1;\r\n triangleCount++;\r\n k++;\r\n } else {\r\n triangleList[k].culled = false;\r\n }\r\n }\r\n k++;\r\n }\r\n }\r\n for (let index = 0; index < triangleCount; index++) {\r\n if (!triangleList[index].culled) {\r\n for (let v = 0; v < 3; v++) {\r\n const z = triangleList[index].pt[v].z;\r\n if (nearPlane > z) {\r\n nearPlane = z;\r\n }\r\n if (farPlane < z) {\r\n farPlane = z;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return [nearPlane, farPlane];\r\n }\r\n */\r\n}\r\n\r\n/**\r\n * Point light\r\n * @public\r\n */\r\nexport class PointLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _diffuseScale: number;\r\n /** @internal */\r\n protected _specularScale: number;\r\n /** @internal */\r\n protected _sourceRadius: number;\r\n /** @internal Physical luminous intensity in candela. */\r\n protected _luminousIntensity: number;\r\n /**\r\n * Creates an instance of point light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_POINT);\r\n this._range = 0;\r\n this._diffuseScale = 1;\r\n this._specularScale = 1;\r\n this._sourceRadius = 0;\r\n this._luminousIntensity = 100;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /** Diffuse scale of the point light */\r\n get diffuseScale() {\r\n return this._diffuseScale;\r\n }\r\n set diffuseScale(val: number) {\r\n this.setDiffuseScale(val);\r\n }\r\n /** Specular scale of the point light */\r\n get specularScale() {\r\n return this._specularScale;\r\n }\r\n set specularScale(val: number) {\r\n this.setSpecularScale(val);\r\n }\r\n /** Source radius of the point light */\r\n get sourceRadius() {\r\n return this._sourceRadius;\r\n }\r\n set sourceRadius(val: number) {\r\n this.setSourceRadius(val);\r\n }\r\n /** Physical luminous intensity in candela. */\r\n get luminousIntensity() {\r\n return this._luminousIntensity;\r\n }\r\n set luminousIntensity(val: number) {\r\n const intensity = Math.max(0, val);\r\n if (intensity !== this._luminousIntensity) {\r\n this._luminousIntensity = intensity;\r\n this.invalidateUniforms();\r\n if (this._range <= 0) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n }\r\n /**\r\n * One-sided luminous flux in lumen.\r\n *\r\n * @remarks\r\n * Derived from {@link luminousIntensity} with Filament's point-light conversion, `Φ = 4π·I`.\r\n */\r\n get luminousPower() {\r\n return this._luminousIntensity * 4 * Math.PI;\r\n }\r\n set luminousPower(val: number) {\r\n this.luminousIntensity = Math.max(0, val) / (4 * Math.PI);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the diffuse scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setDiffuseScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._diffuseScale !== val) {\r\n this._diffuseScale = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the specular scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSpecularScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._specularScale !== val) {\r\n this._specularScale = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the source radius of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSourceRadius(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._sourceRadius !== val) {\r\n this._sourceRadius = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPointLight}\r\n * @override\r\n */\r\n isPointLight(): this is PointLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const range = this.positionAndRange.w;\r\n const bbox = new BoundingBox();\r\n bbox.minPoint = new Vector3(-range, -range, -range);\r\n bbox.maxPoint = new Vector3(range, range, range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n // diffuse/specular scales still multiply the shaded result, so the auto-derived influence\r\n // radius has to account for them. SpotLight has no equivalent scales, hence no such factor.\r\n const physicalScale = Math.max(this._diffuseScale, this._specularScale);\r\n const range =\r\n this.range <= 0\r\n ? physical\r\n ? Math.sqrt(Math.max(0, this.luminousIntensity * physicalScale) / PHYSICAL_LIGHT_CUTOFF_LUX) /\r\n metersPerUnit\r\n : 32 * Math.sqrt(Math.max(0.0001, this.intensity * physicalScale))\r\n : this.range;\r\n const resolvedIntensity = physical\r\n ? this.luminousIntensity / (metersPerUnit * metersPerUnit)\r\n : this.intensity;\r\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, -1);\r\n this._diffuseIntensity = makeColorIntensity(this.color, resolvedIntensity);\r\n this._extraParams = new Vector4(\r\n this._diffuseScale,\r\n this._specularScale,\r\n this._sourceRadius,\r\n this.lightType\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Spot light\r\n * @public\r\n */\r\nexport class SpotLight extends PunctualLight {\r\n /** @internal Smallest cone half-angle, matching Filament's 0.5 degree clamp. */\r\n private static readonly MIN_CONE_ANGLE = (0.5 * Math.PI) / 180;\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _cutoff: number;\r\n /** @internal Physical luminous intensity in candela. */\r\n protected _luminousIntensity: number;\r\n /** @internal Physical inner cone half-angle in radians. */\r\n protected _innerConeAngle: number;\r\n /** @internal Physical outer cone half-angle in radians. */\r\n protected _outerConeAngle: number;\r\n /**\r\n * Creates an instance of spot light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_SPOT);\r\n this._range = 0;\r\n this._cutoff = Math.cos(Math.PI / 4);\r\n this._luminousIntensity = 1000;\r\n this._innerConeAngle = Math.PI / 8;\r\n this._outerConeAngle = Math.PI / 4;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The cutoff of the light */\r\n get cutoff() {\r\n return this._cutoff;\r\n }\r\n set cutoff(val: number) {\r\n this.setCutoff(val);\r\n }\r\n /** Physical luminous intensity in candela. */\r\n get luminousIntensity() {\r\n return this._luminousIntensity;\r\n }\r\n set luminousIntensity(val: number) {\r\n const intensity = Math.max(0, val);\r\n if (intensity !== this._luminousIntensity) {\r\n this._luminousIntensity = intensity;\r\n this.invalidateUniforms();\r\n if (this._range <= 0) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n }\r\n /**\r\n * One-sided luminous flux in lumen.\r\n *\r\n * @remarks\r\n * Derived from {@link luminousIntensity} with Filament's focused-spot conversion,\r\n * `Φ = I · 2π(1 - cos(θouter))`, so authoring in either unit stays consistent.\r\n */\r\n get luminousPower() {\r\n return this._luminousIntensity * SpotLight.luminousPowerPerIntensity(this._outerConeAngle);\r\n }\r\n set luminousPower(val: number) {\r\n this.luminousIntensity = Math.max(0, val) / SpotLight.luminousPowerPerIntensity(this._outerConeAngle);\r\n }\r\n /** @internal Filament focused-spot conversion factor: 2π(1 - cos(θouter)). */\r\n private static luminousPowerPerIntensity(outerConeAngle: number) {\r\n return Math.max(2 * Math.PI * (1 - Math.cos(outerConeAngle)), 1e-6);\r\n }\r\n /** Physical inner cone half-angle in radians. */\r\n get innerConeAngle() {\r\n return this._innerConeAngle;\r\n }\r\n set innerConeAngle(val: number) {\r\n // Filament clamps to [0.5 degrees, outer]; the shader's scale/offset also guards inner == outer.\r\n const angle = Math.max(SpotLight.MIN_CONE_ANGLE, Math.min(Math.abs(val), this._outerConeAngle));\r\n if (angle !== this._innerConeAngle) {\r\n this._innerConeAngle = angle;\r\n this.invalidateUniforms();\r\n }\r\n }\r\n /** Physical outer cone half-angle in radians. */\r\n get outerConeAngle() {\r\n return this._outerConeAngle;\r\n }\r\n set outerConeAngle(val: number) {\r\n // Filament clamps both cone half-angles to [0.5 degrees, 90 degrees].\r\n const angle = Math.max(SpotLight.MIN_CONE_ANGLE, Math.min(Math.abs(val), Math.PI * 0.5));\r\n if (angle !== this._outerConeAngle) {\r\n this._outerConeAngle = angle;\r\n this._innerConeAngle = Math.min(this._innerConeAngle, angle);\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /**\r\n * @internal\r\n *\r\n * Cone angle attenuation packed as `(scale, offset)` so the shader evaluates\r\n * `saturate(cos(theta) * scale + offset)^2`, matching Filament's `getAngleAttenuation`.\r\n * The `1/1024` floor keeps a degenerate `inner == outer` cone finite instead of dividing by zero.\r\n */\r\n private getAngleScaleOffset(): [number, number] {\r\n const cosOuter = Math.cos(this._outerConeAngle);\r\n const cosInner = Math.cos(Math.min(this._innerConeAngle, this._outerConeAngle));\r\n const scale = 1 / Math.max(1 / 1024, cosInner - cosOuter);\r\n return [scale, -cosOuter * scale];\r\n }\r\n /**\r\n * Sets the cutoff of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setCutoff(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._cutoff !== val) {\r\n this._cutoff = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isSpotLight}\r\n * @override\r\n */\r\n isSpotLight(): this is SpotLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n // In legacy mode `_cutoff` already stores the cosine of the cone half-angle (see the\r\n // constructor default and computeUniforms), so it must be used as-is. Physical mode keeps the\r\n // half-angle in radians instead, hence the conversion there.\r\n // The lower clamp keeps the radius finite for half-angles at or beyond 90 degrees.\r\n const cosCutoff = Math.min(\r\n 1,\r\n Math.max(\r\n 0.0001,\r\n this.scene?.lightingMode === 'physical' ? Math.cos(this._outerConeAngle) : this._cutoff\r\n )\r\n );\r\n const range = this.positionAndRange.w;\r\n const r = (range / cosCutoff) * Math.sqrt(1 - cosCutoff * cosCutoff);\r\n bbox.minPoint = new Vector3(-r, -r, 0);\r\n bbox.maxPoint = new Vector3(r, r, range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n const range =\r\n this.range <= 0\r\n ? physical\r\n ? Math.sqrt(Math.max(0, this.luminousIntensity) / PHYSICAL_LIGHT_CUTOFF_LUX) / metersPerUnit\r\n : 32 * Math.sqrt(Math.max(0.0001, this.intensity))\r\n : this.range;\r\n const resolvedIntensity = physical\r\n ? this.luminousIntensity / (metersPerUnit * metersPerUnit)\r\n : this.intensity;\r\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\r\n this._directionCutoff = new Vector4(\r\n b.x,\r\n b.y,\r\n b.z,\r\n physical ? Math.cos(this.outerConeAngle) : this.cutoff\r\n );\r\n this._diffuseIntensity = makeColorIntensity(this.color, resolvedIntensity);\r\n const [angleScale, angleOffset] = physical ? this.getAngleScaleOffset() : [0, 0];\r\n this._extraParams = new Vector4(angleScale, angleOffset, 0, this.lightType);\r\n }\r\n}\r\n\r\n/**\r\n * Rectangular area light\r\n * @public\r\n */\r\nexport class RectLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _width: number;\r\n /** @internal */\r\n protected _height: number;\r\n /** @internal Physical luminance in cd/m². */\r\n protected _luminance: number;\r\n /**\r\n * Creates an instance of rect light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_RECT);\r\n this._range = 10;\r\n this._width = 1;\r\n this._height = 1;\r\n this._luminance = 100;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The width of the light */\r\n get width() {\r\n return this._width;\r\n }\r\n set width(val: number) {\r\n this.setWidth(val);\r\n }\r\n /**\r\n * Sets the width of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setWidth(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._width !== val) {\r\n this._width = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The height of the light */\r\n get height() {\r\n return this._height;\r\n }\r\n set height(val: number) {\r\n this.setHeight(val);\r\n }\r\n /** Physical luminance in cd/m² (nit). */\r\n get luminance() {\r\n return this._luminance;\r\n }\r\n set luminance(val: number) {\r\n const luminance = Math.max(0, val);\r\n if (luminance !== this._luminance) {\r\n this._luminance = luminance;\r\n this.invalidateUniforms();\r\n }\r\n }\r\n /**\r\n * One-sided Lambertian luminous flux in lumen.\r\n *\r\n * @remarks\r\n * Derived from {@link luminance}: `phi = L * pi * area`. Named `luminousFlux` rather than\r\n * `luminousPower` because an area light is authored by its luminance, with flux as the derived\r\n * convenience; point and spot lights are the other way round.\r\n */\r\n get luminousFlux() {\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n return this.luminance * Math.PI * this.width * this.height * metersPerUnit * metersPerUnit;\r\n }\r\n set luminousFlux(val: number) {\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n const area = this.width * this.height * metersPerUnit * metersPerUnit;\r\n this.luminance = area > 0 ? Math.max(0, val) / (Math.PI * area) : 0;\r\n }\r\n /**\r\n * Sets the height of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setHeight(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._height !== val) {\r\n this._height = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isRectLight}\r\n * @override\r\n */\r\n isRectLight(): this is RectLight {\r\n return true;\r\n }\r\n /**\r\n * Rect light supports shadow in current pipeline\r\n */\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n const r = this._range;\r\n bbox.minPoint = new Vector3(-r, -r, -r);\r\n bbox.maxPoint = new Vector3(r, r, r);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const pos = this.worldMatrix.getRow(3);\r\n const axisX = this.worldMatrix\r\n .getRow(0)\r\n .inplaceNormalize()\r\n .scaleBy(this._width * 0.5);\r\n const axisY = this.worldMatrix\r\n .getRow(1)\r\n .inplaceNormalize()\r\n .scaleBy(this._height * 0.5);\r\n this._positionRange = new Vector4(pos.x, pos.y, pos.z, this.range);\r\n this._directionCutoff = new Vector4(axisX.x, axisX.y, axisX.z, 0);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n this._diffuseIntensity = makeColorIntensity(this.color, physical ? this.luminance : this.intensity);\r\n this._extraParams = new Vector4(axisY.x, axisY.y, axisY.z, this.lightType);\r\n 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{"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Matrix4x4, Vector3, Vector4, DWeakRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { ShadowMapper } from '../shadow/shadowmapper';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } from '../values';\r\nimport type { Scene } from './scene';\r\n\r\n// Cutoff for auto-ranged physical lights; bounds clustered-culling radius.\r\nconst PHYSICAL_LIGHT_CUTOFF_LUX = 0.25;\r\n\r\n/**\r\n * Pack a light's color and intensity into the shader's `diffuseAndIntensity` vector.\r\n *\r\n * @remarks\r\n * The color is stored as authored in both lighting modes, matching Filament, which keeps color and\r\n * intensity strictly separate. Normalizing the color by its luminance (so the photometric value\r\n * describes total light output regardless of hue) was tried and rejected: a saturated primary has a\r\n * low Rec.709 luminance, so the division inflates its channels by up to ~13.8x and pushes them out\r\n * of the half-float range.\r\n */\r\nfunction makeColorIntensity(color: Vector4, intensity: number): Vector4 {\r\n return new Vector4(color.x, color.y, color.z, intensity);\r\n}\r\n\r\n/**\r\n * Base class for any kind of light node\r\n * @public\r\n */\r\nexport abstract class BaseLight extends GraphNode {\r\n /** @internal */\r\n protected _type: number;\r\n /** @internal */\r\n protected _intensity: number;\r\n /** @internal */\r\n protected _positionRange: Nullable<Vector4>;\r\n /** @internal */\r\n protected _directionCutoff: Nullable<Vector4>;\r\n /** @internal */\r\n protected _diffuseIntensity: Nullable<Vector4>;\r\n /** @internal */\r\n protected _extraParams: Nullable<Vector4>;\r\n /**\r\n * Creates a light node\r\n * @param scene - The scene to which the light node belongs\r\n * @param type - Type of the light node\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene);\r\n this._intensity = 1;\r\n this._type = type;\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n this._extraParams = null;\r\n }\r\n /** Gets the light type */\r\n get lightType() {\r\n return this._type;\r\n }\r\n /** Intensity of the light */\r\n get intensity() {\r\n return this._intensity;\r\n }\r\n set intensity(val) {\r\n this.setIntensity(val);\r\n }\r\n /**\r\n * Position and range of the light\r\n *\r\n * @remarks\r\n * Gets the position in world space of the light.\r\n * Light range is encoded into the W component.\r\n */\r\n get positionAndRange(): Immutable<Vector4> {\r\n if (!this._positionRange) {\r\n this.computeUniforms();\r\n }\r\n return this._positionRange!;\r\n }\r\n /**\r\n * Direction and cutoff of the light\r\n *\r\n * @remarks\r\n * Gets the direction in world space of the light\r\n * Light cutoff (for spot light only) is encoded into the W component.\r\n */\r\n get directionAndCutoff() {\r\n if (!this._directionCutoff) {\r\n this.computeUniforms();\r\n }\r\n return this._directionCutoff!;\r\n }\r\n /**\r\n * Color and intensity of the light\r\n *\r\n * @remarks\r\n * Gets the color of the light.\r\n * Light intensity is encoded into the W component.\r\n */\r\n get diffuseAndIntensity() {\r\n if (!this._diffuseIntensity) {\r\n this.computeUniforms();\r\n }\r\n return this._diffuseIntensity!;\r\n }\r\n /**\r\n * Extra parameters of the light\r\n *\r\n * @remarks\r\n * Custom data for advanced light types.\r\n */\r\n get extraParams() {\r\n if (!this._extraParams) {\r\n this.computeUniforms();\r\n }\r\n return this._extraParams!;\r\n }\r\n /**\r\n * View matrix of the light\r\n *\r\n * @remarks\r\n * The view matrix of the light is used to transform a point\r\n * from the world space to the light space.\r\n */\r\n get viewMatrix(): Immutable<Matrix4x4> {\r\n return this.invWorldMatrix;\r\n }\r\n /**\r\n * Sets the intensity of the light\r\n * @param val - Intensity of the light\r\n * @returns self\r\n */\r\n setIntensity(val: number) {\r\n if (this._intensity !== val) {\r\n this._intensity = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /** @internal */\r\n invalidateUniforms() {\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n this._extraParams = null;\r\n }\r\n /** {@inheritDoc SceneNode.isLight} */\r\n isLight(): this is BaseLight {\r\n return true;\r\n }\r\n /** {@inheritDoc SceneNode.isPunctualLight} */\r\n isPunctualLight(): this is PunctualLight {\r\n return false;\r\n }\r\n /** returns true if this is a directional light */\r\n isDirectionLight(): this is DirectionalLight {\r\n return false;\r\n }\r\n /** returns true if this is a point light */\r\n isPointLight(): this is PointLight {\r\n return false;\r\n }\r\n /** returns true if this is a spot light */\r\n isSpotLight(): this is SpotLight {\r\n return false;\r\n }\r\n /** returns true if this is a rect light */\r\n isRectLight(): this is RectLight {\r\n return false;\r\n }\r\n /** @internal */\r\n abstract computeUniforms(): void;\r\n}\r\n\r\n/*\r\nexport abstract class AmbientLight extends BaseLight {\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n }\r\n isAmbientLight(): this is AmbientLight {\r\n return true;\r\n }\r\n}\r\n*/\r\n\r\n/**\r\n * Base class for any kind of puncual light\r\n * @public\r\n */\r\nexport class PunctualLight extends BaseLight {\r\n /** @internal */\r\n protected _color!: Vector4;\r\n /** @internal */\r\n protected _castShadow!: boolean;\r\n /** @internal */\r\n protected _transmission!: boolean;\r\n /** @internal */\r\n protected _contactShadowLength!: number;\r\n /** @internal */\r\n protected _contactShadowLengthInWS!: boolean;\r\n /** @internal */\r\n protected _contactShadowCastingIntensity!: number;\r\n /** @internal */\r\n protected _shadowMapper!: ShadowMapper;\r\n /**\r\n * Creates an instance of punctual light\r\n * @param scene - The scene to which the punctual light belongs\r\n * @param type - The light type\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n this.ensurePunctualState();\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n *\r\n * @remarks\r\n * The local bounds are built from the range in world units, the same value\r\n * the shader uses, so they are placed with the world rotation and position\r\n * only. Scaling a light changes neither its reach nor its cone.\r\n *\r\n * @override\r\n */\r\n computeWorldBoundingVolume(localBV: Nullable<BoundingVolume>): Nullable<BoundingVolume> {\r\n if (!localBV) {\r\n return null;\r\n }\r\n const m = new Matrix4x4(this.worldMatrix as Matrix4x4);\r\n for (let i = 0; i < 3; i++) {\r\n m.setRow(i, m.getRow(i).inplaceNormalize());\r\n }\r\n return localBV.transform(m);\r\n }\r\n /** @internal */\r\n protected ensurePunctualState() {\r\n if (!this._color) {\r\n this._color = Vector4.one();\r\n }\r\n if (this._castShadow == null) {\r\n this._castShadow = false;\r\n }\r\n if (this._transmission == null) {\r\n this._transmission = false;\r\n }\r\n if (this._contactShadowLength == null) {\r\n this._contactShadowLength = 0;\r\n }\r\n if (this._contactShadowLengthInWS == null) {\r\n this._contactShadowLengthInWS = false;\r\n }\r\n if (this._contactShadowCastingIntensity == null) {\r\n this._contactShadowCastingIntensity = 1;\r\n }\r\n if (!this._shadowMapper) {\r\n this._shadowMapper = new ShadowMapper(this);\r\n }\r\n }\r\n /** Color of the light */\r\n get color() {\r\n this.ensurePunctualState();\r\n return this._color.clone();\r\n }\r\n set color(color) {\r\n this.setColor(color);\r\n }\r\n /**\r\n * Sets color of the light\r\n * @param color - The color to set\r\n * @returns self\r\n */\r\n setColor(color: Vector4 | Vector3) {\r\n this.ensurePunctualState();\r\n this._color.set(color);\r\n this.invalidateUniforms();\r\n return this;\r\n }\r\n /** Whether this light casts shadows */\r\n get castShadow() {\r\n this.ensurePunctualState();\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\r\n this.setCastShadow(b);\r\n }\r\n /**\r\n * Sets whether this light casts shadows\r\n * @param b - true if the light casts shadows\r\n * @returns self\r\n */\r\n setCastShadow(b: boolean): this {\r\n this.ensurePunctualState();\r\n if (this._castShadow !== !!b) {\r\n this._castShadow = !!b;\r\n if (this._castShadow && this.isDirectionLight() && !this.shadow.shadowRegion) {\r\n this.shadow.updateDirectionalShadowRegion(true);\r\n }\r\n }\r\n return this;\r\n }\r\n /** The shadow mapper for this light */\r\n get shadow() {\r\n this.ensurePunctualState();\r\n return this._shadowMapper;\r\n }\r\n /**\r\n * Whether this light contributes back-lit subsurface transmission. Off by default.\r\n *\r\n * @public\r\n */\r\n get transmission() {\r\n this.ensurePunctualState();\r\n return this._transmission;\r\n }\r\n set transmission(b) {\r\n this.setTransmission(b);\r\n }\r\n /**\r\n * Sets whether this light contributes back-lit subsurface transmission.\r\n * @param b - true to enable transmission for this light\r\n * @returns self\r\n */\r\n setTransmission(b: boolean): this {\r\n this.ensurePunctualState();\r\n this._transmission = !!b;\r\n return this;\r\n }\r\n /**\r\n * Length of the screen-space ray traced towards the light for sharp contact\r\n * shadows. Zero disables them.\r\n *\r\n * @public\r\n */\r\n get contactShadowLength() {\r\n this.ensurePunctualState();\r\n return this._contactShadowLength;\r\n }\r\n set contactShadowLength(val) {\r\n this.ensurePunctualState();\r\n this._contactShadowLength = Math.max(0, Number(val) || 0);\r\n }\r\n /**\r\n * Whether {@link PunctualLight.contactShadowLength} is in world units rather\r\n * than a fraction of the screen height.\r\n *\r\n * @public\r\n */\r\n get contactShadowLengthInWS() {\r\n this.ensurePunctualState();\r\n return this._contactShadowLengthInWS;\r\n }\r\n set contactShadowLengthInWS(val) {\r\n this.ensurePunctualState();\r\n this._contactShadowLengthInWS = !!val;\r\n }\r\n /**\r\n * Darkness of contact shadows, 0 = none, 1 = fully shadowed.\r\n *\r\n * @public\r\n */\r\n get contactShadowCastingIntensity() {\r\n this.ensurePunctualState();\r\n return this._contactShadowCastingIntensity;\r\n }\r\n set contactShadowCastingIntensity(val) {\r\n this.ensurePunctualState();\r\n this._contactShadowCastingIntensity = Math.min(1, Math.max(0, Number(val) || 0));\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPunctualLight}\r\n * @override\r\n */\r\n isPunctualLight(): this is PunctualLight {\r\n return true;\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n this.invalidateUniforms();\r\n }\r\n /** Disposes the punctual light node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._shadowMapper?.dispose();\r\n }\r\n /** @internal */\r\n computeUniforms() {}\r\n}\r\n\r\n/**\r\n * Directional light\r\n * @public\r\n */\r\nexport class DirectionalLight extends PunctualLight {\r\n private static readonly _currentSunLight: WeakMap<Scene, DWeakRef<DirectionalLight>> = new WeakMap();\r\n private _illuminance: number;\r\n /**\r\n * Creates an instance of directional light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_DIRECTIONAL);\r\n this.intensity = 10;\r\n this._illuminance = 100000;\r\n if (!DirectionalLight.getSunLight(scene)) {\r\n DirectionalLight.setSunLight(scene, this);\r\n }\r\n }\r\n /** Physical illuminance in lux. */\r\n get illuminance() {\r\n return this._illuminance;\r\n }\r\n set illuminance(val: number) {\r\n const illuminance = Math.max(0, val);\r\n if (illuminance !== this._illuminance) {\r\n this._illuminance = illuminance;\r\n this.invalidateUniforms();\r\n }\r\n }\r\n static getSunLight(scene: Scene) {\r\n return this._currentSunLight.get(scene)?.get() ?? null;\r\n }\r\n static setSunLight(scene: Scene, light: Nullable<DirectionalLight>) {\r\n if (light && scene !== light.scene) {\r\n throw new Error('setSunLight(): Light does not belongs to scene');\r\n }\r\n const ref = this._currentSunLight.get(scene);\r\n if (!ref) {\r\n this._currentSunLight.set(scene, new DWeakRef(light));\r\n } else {\r\n ref.set(light);\r\n }\r\n }\r\n /**\r\n * true if the light was defined as sun light\r\n *\r\n * @remarks\r\n * Only one directional light will be marked as sun light.\r\n **/\r\n get sunLight(): boolean {\r\n return DirectionalLight.getSunLight(this.scene!) === this;\r\n }\r\n set sunLight(val) {\r\n if (val) {\r\n DirectionalLight.setSunLight(this.scene!, this);\r\n } else if (DirectionalLight.getSunLight(this.scene!) === this) {\r\n DirectionalLight.setSunLight(this.scene!, null);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isDirectionLight}\r\n * @override\r\n */\r\n isDirectionLight(): this is DirectionalLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n this._positionRange = new Vector4(a.x, a.y, a.z, -1);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, 0);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n this._diffuseIntensity = makeColorIntensity(this.color, physical ? this.illuminance : this.intensity);\r\n this._extraParams = new Vector4(0, 0, 0, this.lightType);\r\n }\r\n // adapt from DXSDK\r\n /*\r\n private _computeNearAndFar(\r\n frustumMin: Vector3,\r\n frustumMax: Vector3,\r\n aabbLightSpace: Vector3[]\r\n ): [number, number] {\r\n type Triangle = { pt: [Vector3, Vector3, Vector3]; culled: boolean };\r\n function dupTriangle(src: Triangle): Triangle {\r\n return {\r\n pt: [\r\n src.pt[0] ? new Vector3(src.pt[0]) : null,\r\n src.pt[1] ? new Vector3(src.pt[1]) : null,\r\n src.pt[2] ? new Vector3(src.pt[2]) : null\r\n ],\r\n culled: src.culled\r\n };\r\n }\r\n let nearPlane = Number.MAX_VALUE;\r\n let farPlane = -Number.MAX_VALUE;\r\n const triangleList: Triangle[] = Array.from({ length: 16 }).map((val) => ({\r\n pt: [null, null, null],\r\n culled: false\r\n }));\r\n let triangleCount = 1;\r\n triangleList[0].pt[0] = aabbLightSpace[0];\r\n triangleList[0].pt[1] = aabbLightSpace[1];\r\n triangleList[0].pt[2] = aabbLightSpace[2];\r\n const triIndices = [\r\n 0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7, 0, 2, 4, 2, 4, 6, 1, 3, 5, 3, 5, 7, 0, 1, 4, 1, 4, 5, 2, 3, 6, 3, 6,\r\n 7\r\n ];\r\n const pointPassesCollision: number[] = [0, 0, 0];\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n for (let i = 0; i < 12; i++) {\r\n triangleList[0].pt[0] = aabbLightSpace[triIndices[i * 3 + 0]];\r\n triangleList[0].pt[1] = aabbLightSpace[triIndices[i * 3 + 1]];\r\n triangleList[0].pt[2] = aabbLightSpace[triIndices[i * 3 + 2]];\r\n triangleList[0].culled = false;\r\n triangleCount = 1;\r\n for (let j = 0; j < 4; j++) {\r\n let edge: number, comp: number;\r\n if (j === 0) {\r\n edge = minx;\r\n comp = 0;\r\n } else if (j === 1) {\r\n edge = maxx;\r\n comp = 0;\r\n } else if (j === 2) {\r\n edge = miny;\r\n comp = 1;\r\n } else {\r\n edge = maxy;\r\n comp = 1;\r\n }\r\n let k = 0;\r\n while (k < triangleCount) {\r\n if (!triangleList[k].culled) {\r\n let insideVertCount = 0;\r\n let tempOrder: Vector3 = null;\r\n if (j === 0) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x > minx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 1) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x < maxx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 2) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y > miny) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y < maxy) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (pointPassesCollision[2] && !pointPassesCollision[1]) {\r\n tempOrder = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = triangleList[k].pt[2];\r\n triangleList[k].pt[2] = tempOrder;\r\n pointPassesCollision[1] = 1;\r\n pointPassesCollision[2] = 0;\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (insideVertCount === 0) {\r\n triangleList[k].culled = true;\r\n } else if (insideVertCount === 1) {\r\n triangleList[k].culled = false;\r\n const v0Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[0]);\r\n const v0Tov2 = Vector3.sub(triangleList[k].pt[2], triangleList[k].pt[0]);\r\n const hitPointTimeRatio = edge - triangleList[k].pt[0][comp];\r\n const distanceAlongV1 = hitPointTimeRatio / v0Tov1[comp];\r\n const distanceAloneV2 = hitPointTimeRatio / v0Tov2[comp];\r\n v0Tov1.scaleBy(distanceAlongV1);\r\n v0Tov1.addBy(triangleList[k].pt[0]);\r\n v0Tov2.scaleBy(distanceAloneV2);\r\n v0Tov2.addBy(triangleList[k].pt[0]);\r\n triangleList[k].pt[1] = v0Tov2;\r\n triangleList[k].pt[2] = v0Tov1;\r\n } else if (insideVertCount === 2) {\r\n triangleList[triangleCount] = dupTriangle(triangleList[k + 1]);\r\n triangleList[k].culled = false;\r\n triangleList[k + 1].culled = false;\r\n const v2Tov0 = Vector3.sub(triangleList[k].pt[0], triangleList[k].pt[2]);\r\n const v2Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[2]);\r\n const hitPointTime_2_0 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_0 = hitPointTime_2_0 / v2Tov0[comp];\r\n v2Tov0.scaleBy(distanceAloneVec_2_0);\r\n v2Tov0.addBy(triangleList[k].pt[2]);\r\n triangleList[k + 1].pt[0] = new Vector3(triangleList[k].pt[0]);\r\n triangleList[k + 1].pt[1] = new Vector3(triangleList[k].pt[1]);\r\n triangleList[k + 1].pt[2] = v2Tov0;\r\n const hitPointTime_2_1 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_1 = hitPointTime_2_1 / v2Tov1[comp];\r\n v2Tov1.scaleBy(distanceAloneVec_2_1);\r\n v2Tov1.addBy(triangleList[k].pt[2]);\r\n triangleList[k].pt[0] = new Vector3(triangleList[k + 1].pt[1]);\r\n triangleList[k].pt[1] = new Vector3(triangleList[k + 1].pt[2]);\r\n triangleList[k].pt[2] = v2Tov1;\r\n triangleCount++;\r\n k++;\r\n } else {\r\n triangleList[k].culled = false;\r\n }\r\n }\r\n k++;\r\n }\r\n }\r\n for (let index = 0; index < triangleCount; index++) {\r\n if (!triangleList[index].culled) {\r\n for (let v = 0; v < 3; v++) {\r\n const z = triangleList[index].pt[v].z;\r\n if (nearPlane > z) {\r\n nearPlane = z;\r\n }\r\n if (farPlane < z) {\r\n farPlane = z;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return [nearPlane, farPlane];\r\n }\r\n */\r\n}\r\n\r\n/**\r\n * Point light\r\n * @public\r\n */\r\nexport class PointLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _diffuseScale: number;\r\n /** @internal */\r\n protected _specularScale: number;\r\n /** @internal */\r\n protected _sourceRadius: number;\r\n /** @internal Physical luminous intensity in candela. */\r\n protected _luminousIntensity: number;\r\n /**\r\n * Creates an instance of point light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_POINT);\r\n this._range = 0;\r\n this._diffuseScale = 1;\r\n this._specularScale = 1;\r\n this._sourceRadius = 0;\r\n this._luminousIntensity = 100;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /** Diffuse scale of the point light */\r\n get diffuseScale() {\r\n return this._diffuseScale;\r\n }\r\n set diffuseScale(val: number) {\r\n this.setDiffuseScale(val);\r\n }\r\n /** Specular scale of the point light */\r\n get specularScale() {\r\n return this._specularScale;\r\n }\r\n set specularScale(val: number) {\r\n this.setSpecularScale(val);\r\n }\r\n /** Source radius of the point light */\r\n get sourceRadius() {\r\n return this._sourceRadius;\r\n }\r\n set sourceRadius(val: number) {\r\n this.setSourceRadius(val);\r\n }\r\n /** Physical luminous intensity in candela. */\r\n get luminousIntensity() {\r\n return this._luminousIntensity;\r\n }\r\n set luminousIntensity(val: number) {\r\n const intensity = Math.max(0, val);\r\n if (intensity !== this._luminousIntensity) {\r\n this._luminousIntensity = intensity;\r\n this.invalidateUniforms();\r\n // computeUniforms caps a set range by the derived one too, so the bounds follow either way.\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /**\r\n * One-sided luminous flux in lumen.\r\n *\r\n * @remarks\r\n * Derived from {@link luminousIntensity} with Filament's point-light conversion, `Φ = 4π·I`.\r\n */\r\n get luminousPower() {\r\n return this._luminousIntensity * 4 * Math.PI;\r\n }\r\n set luminousPower(val: number) {\r\n this.luminousIntensity = Math.max(0, val) / (4 * Math.PI);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.setIntensity}\r\n * @override\r\n */\r\n setIntensity(val: number) {\r\n const changed = val !== this._intensity;\r\n super.setIntensity(val);\r\n // The range is capped by the one the intensity gives, and with it the culling bounds.\r\n if (changed) {\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the diffuse scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setDiffuseScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._diffuseScale !== val) {\r\n this._diffuseScale = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the specular scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSpecularScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._specularScale !== val) {\r\n this._specularScale = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the source radius of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSourceRadius(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._sourceRadius !== val) {\r\n this._sourceRadius = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPointLight}\r\n * @override\r\n */\r\n isPointLight(): this is PointLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const range = this.positionAndRange.w;\r\n const bbox = new BoundingBox();\r\n bbox.minPoint = new Vector3(-range, -range, -range);\r\n bbox.maxPoint = new Vector3(range, range, range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n // diffuse/specular scales still multiply the shaded result, so the auto-derived influence\r\n // radius has to account for them. SpotLight has no equivalent scales, hence no such factor.\r\n const physicalScale = Math.max(this._diffuseScale, this._specularScale);\r\n const calculatedRange = physical\r\n ? Math.sqrt(Math.max(0, this.luminousIntensity * physicalScale) / PHYSICAL_LIGHT_CUTOFF_LUX) /\r\n metersPerUnit\r\n : 32 * Math.sqrt(Math.max(0.0001, this.intensity * physicalScale));\r\n const range = this.range <= 0 ? calculatedRange : Math.min(this.range, calculatedRange);\r\n const resolvedIntensity = physical\r\n ? this.luminousIntensity / (metersPerUnit * metersPerUnit)\r\n : this.intensity;\r\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, -1);\r\n this._diffuseIntensity = makeColorIntensity(this.color, resolvedIntensity);\r\n this._extraParams = new Vector4(\r\n this._diffuseScale,\r\n this._specularScale,\r\n this._sourceRadius,\r\n this.lightType\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Spot light\r\n * @public\r\n */\r\nexport class SpotLight extends PunctualLight {\r\n /** @internal Smallest cone half-angle, matching Filament's 0.5 degree clamp. */\r\n private static readonly MIN_CONE_ANGLE = (0.5 * Math.PI) / 180;\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _cutoff: number;\r\n /** @internal Physical luminous intensity in candela. */\r\n protected _luminousIntensity: number;\r\n /** @internal Physical inner cone half-angle in radians. */\r\n protected _innerConeAngle: number;\r\n /** @internal Physical outer cone half-angle in radians. */\r\n protected _outerConeAngle: number;\r\n /**\r\n * Creates an instance of spot light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_SPOT);\r\n this._range = 0;\r\n this._cutoff = Math.cos(Math.PI / 4);\r\n this._luminousIntensity = 1000;\r\n this._innerConeAngle = Math.PI / 8;\r\n this._outerConeAngle = Math.PI / 4;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.setIntensity}\r\n * @override\r\n */\r\n setIntensity(val: number) {\r\n const changed = val !== this._intensity;\r\n super.setIntensity(val);\r\n // The automatic range follows the intensity, and with it the culling bounds.\r\n if (changed && this._range <= 0) {\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The cutoff of the light */\r\n get cutoff() {\r\n return this._cutoff;\r\n }\r\n set cutoff(val: number) {\r\n this.setCutoff(val);\r\n }\r\n /** Physical luminous intensity in candela. */\r\n get luminousIntensity() {\r\n return this._luminousIntensity;\r\n }\r\n set luminousIntensity(val: number) {\r\n const intensity = Math.max(0, val);\r\n if (intensity !== this._luminousIntensity) {\r\n this._luminousIntensity = intensity;\r\n this.invalidateUniforms();\r\n if (this._range <= 0) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n }\r\n /**\r\n * One-sided luminous flux in lumen.\r\n *\r\n * @remarks\r\n * Derived from {@link luminousIntensity} with Filament's focused-spot conversion,\r\n * `Φ = I · 2π(1 - cos(θouter))`, so authoring in either unit stays consistent.\r\n */\r\n get luminousPower() {\r\n return this._luminousIntensity * SpotLight.luminousPowerPerIntensity(this._outerConeAngle);\r\n }\r\n set luminousPower(val: number) {\r\n this.luminousIntensity = Math.max(0, val) / SpotLight.luminousPowerPerIntensity(this._outerConeAngle);\r\n }\r\n /** @internal Filament focused-spot conversion factor: 2π(1 - cos(θouter)). */\r\n private static luminousPowerPerIntensity(outerConeAngle: number) {\r\n return Math.max(2 * Math.PI * (1 - Math.cos(outerConeAngle)), 1e-6);\r\n }\r\n /** Physical inner cone half-angle in radians. */\r\n get innerConeAngle() {\r\n return this._innerConeAngle;\r\n }\r\n set innerConeAngle(val: number) {\r\n // Filament clamps to [0.5 degrees, outer]; the shader's scale/offset also guards inner == outer.\r\n const angle = Math.max(SpotLight.MIN_CONE_ANGLE, Math.min(Math.abs(val), this._outerConeAngle));\r\n if (angle !== this._innerConeAngle) {\r\n this._innerConeAngle = angle;\r\n this.invalidateUniforms();\r\n }\r\n }\r\n /** Physical outer cone half-angle in radians. */\r\n get outerConeAngle() {\r\n return this._outerConeAngle;\r\n }\r\n set outerConeAngle(val: number) {\r\n // Filament clamps both cone half-angles to [0.5 degrees, 90 degrees].\r\n const angle = Math.max(SpotLight.MIN_CONE_ANGLE, Math.min(Math.abs(val), Math.PI * 0.5));\r\n if (angle !== this._outerConeAngle) {\r\n this._outerConeAngle = angle;\r\n this._innerConeAngle = Math.min(this._innerConeAngle, angle);\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /**\r\n * @internal\r\n *\r\n * Cone angle attenuation packed as `(scale, offset)` so the shader evaluates\r\n * `saturate(cos(theta) * scale + offset)^2`, matching Filament's `getAngleAttenuation`.\r\n * The `1/1024` floor keeps a degenerate `inner == outer` cone finite instead of dividing by zero.\r\n */\r\n private getAngleScaleOffset(): [number, number] {\r\n const cosOuter = Math.cos(this._outerConeAngle);\r\n const cosInner = Math.cos(Math.min(this._innerConeAngle, this._outerConeAngle));\r\n const scale = 1 / Math.max(1 / 1024, cosInner - cosOuter);\r\n return [scale, -cosOuter * scale];\r\n }\r\n /**\r\n * Sets the cutoff of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setCutoff(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._cutoff !== val) {\r\n this._cutoff = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isSpotLight}\r\n * @override\r\n */\r\n isSpotLight(): this is SpotLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n // In legacy mode `_cutoff` already stores the cosine of the cone half-angle (see the\r\n // constructor default and computeUniforms), so it must be used as-is. Physical mode keeps the\r\n // half-angle in radians instead, hence the conversion there.\r\n // Both setters keep the half-angle within 90 degrees, so the cosine is never negative.\r\n const cosCutoff = Math.min(\r\n 1,\r\n Math.max(0, this.scene?.lightingMode === 'physical' ? Math.cos(this._outerConeAngle) : this._cutoff)\r\n );\r\n const range = this.positionAndRange.w;\r\n // The lit region is the cone intersected with the range sphere. The light shines down its\r\n // local -Z (computeUniforms negates the Z row), so that is the side the bounds extend into.\r\n const r = range * Math.sqrt(1 - cosCutoff * cosCutoff);\r\n bbox.minPoint = new Vector3(-r, -r, -range);\r\n bbox.maxPoint = new Vector3(r, r, 0);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n const physical = this.scene?.lightingMode === 'physical';\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n const range =\r\n this.range <= 0\r\n ? physical\r\n ? Math.sqrt(Math.max(0, this.luminousIntensity) / PHYSICAL_LIGHT_CUTOFF_LUX) / metersPerUnit\r\n : 32 * Math.sqrt(Math.max(0.0001, this.intensity))\r\n : this.range;\r\n const resolvedIntensity = physical\r\n ? this.luminousIntensity / (metersPerUnit * metersPerUnit)\r\n : this.intensity;\r\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\r\n this._directionCutoff = new Vector4(\r\n b.x,\r\n b.y,\r\n b.z,\r\n physical ? Math.cos(this.outerConeAngle) : this.cutoff\r\n );\r\n this._diffuseIntensity = makeColorIntensity(this.color, resolvedIntensity);\r\n const [angleScale, angleOffset] = physical ? this.getAngleScaleOffset() : [0, 0];\r\n this._extraParams = new Vector4(angleScale, angleOffset, 0, this.lightType);\r\n }\r\n}\r\n\r\n/**\r\n * Rectangular area light\r\n *\r\n * @remarks\r\n * Shadows render a cube map from the light's centre. Only the `pcss` shadow\r\n * mode softens them by the light's size - the penumbra follows the panel's\r\n * area and the blocker and receiver distances, hardening towards contact. The\r\n * other modes filter with a fixed kernel that ignores the light's size.\r\n *\r\n * @public\r\n */\r\nexport class RectLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _width: number;\r\n /** @internal */\r\n protected _height: number;\r\n /** @internal Physical luminance in cd/m². */\r\n protected _luminance: number;\r\n /**\r\n * Creates an instance of rect light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_RECT);\r\n this._range = 10;\r\n this._width = 1;\r\n this._height = 1;\r\n this._luminance = 100;\r\n this.invalidateBoundingVolume();\r\n }\r\n /**\r\n * The range of the light, in world units.\r\n *\r\n * @remarks\r\n * 0 derives it from the light's output, as for point lights: the distance at\r\n * which the rect, seen as a point of intensity `luminance * area`, falls to\r\n * the same illuminance cutoff. It is never shorter than the rect's diagonal,\r\n * so a large dim panel still lights its own surroundings.\r\n */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The width of the light */\r\n get width() {\r\n return this._width;\r\n }\r\n set width(val: number) {\r\n this.setWidth(val);\r\n }\r\n /**\r\n * Sets the width of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setWidth(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._width !== val) {\r\n this._width = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The height of the light */\r\n get height() {\r\n return this._height;\r\n }\r\n set height(val: number) {\r\n this.setHeight(val);\r\n }\r\n /** Physical luminance in cd/m² (nit). */\r\n get luminance() {\r\n return this._luminance;\r\n }\r\n set luminance(val: number) {\r\n const luminance = Math.max(0, val);\r\n if (luminance !== this._luminance) {\r\n this._luminance = luminance;\r\n this.invalidateUniforms();\r\n if (this._range <= 0) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n }\r\n /**\r\n * One-sided Lambertian luminous flux in lumen.\r\n *\r\n * @remarks\r\n * Derived from {@link luminance}: `phi = L * pi * area`. Named `luminousFlux` rather than\r\n * `luminousPower` because an area light is authored by its luminance, with flux as the derived\r\n * convenience; point and spot lights are the other way round.\r\n */\r\n get luminousFlux() {\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n return this.luminance * Math.PI * this.width * this.height * metersPerUnit * metersPerUnit;\r\n }\r\n set luminousFlux(val: number) {\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n const area = this.width * this.height * metersPerUnit * metersPerUnit;\r\n this.luminance = area > 0 ? Math.max(0, val) / (Math.PI * area) : 0;\r\n }\r\n /**\r\n * Sets the height of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setHeight(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._height !== val) {\r\n this._height = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.setIntensity}\r\n * @override\r\n */\r\n setIntensity(val: number) {\r\n const changed = val !== this._intensity;\r\n super.setIntensity(val);\r\n // The automatic range follows the intensity, and with it the culling bounds.\r\n if (changed && this._range <= 0) {\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isRectLight}\r\n * @override\r\n */\r\n isRectLight(): this is RectLight {\r\n return true;\r\n }\r\n /**\r\n * The range actually applied: {@link range}, or the automatic one when that\r\n * is 0.\r\n * @internal\r\n */\r\n protected resolveRange() {\r\n if (this._range > 0) {\r\n return this._range;\r\n }\r\n const physical = this.scene?.lightingMode === 'physical';\r\n const metersPerUnit = this.scene?.metersPerUnit ?? 1;\r\n // Far from the rect its irradiance is luminance * area / d^2 - an isotropic\r\n // point of intensity luminance * area - so the point light's cutoff applies.\r\n const range = physical\r\n ? Math.sqrt(\r\n Math.max(0, this._luminance * this._width * this._height * metersPerUnit * metersPerUnit) /\r\n PHYSICAL_LIGHT_CUTOFF_LUX\r\n ) / metersPerUnit\r\n : 32 * Math.sqrt(Math.max(0.0001, this.intensity * this._width * this._height));\r\n return Math.max(range, Math.hypot(this._width, this._height));\r\n }\r\n /**\r\n * Rect light supports shadow in current pipeline\r\n */\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n const r = this.positionAndRange.w;\r\n bbox.minPoint = new Vector3(-r, -r, -r);\r\n bbox.maxPoint = new Vector3(r, r, r);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const pos = this.worldMatrix.getRow(3);\r\n const axisX = this.worldMatrix\r\n .getRow(0)\r\n .inplaceNormalize()\r\n .scaleBy(this._width * 0.5);\r\n const axisY = this.worldMatrix\r\n .getRow(1)\r\n .inplaceNormalize()\r\n .scaleBy(this._height * 0.5);\r\n this._positionRange = new Vector4(pos.x, pos.y, pos.z, 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