three-base 2.0.142 → 2.0.145

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 (227) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +511 -511
  10. package/FPScontrol.js +1799 -1799
  11. package/FPScontrol.ts +1855 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +247 -247
  33. package/Mirror.d.ts +25 -25
  34. package/Mirror.js +143 -143
  35. package/MktMesh/MktMesh.d.ts +301 -291
  36. package/MktMesh/MktMesh.js +1064 -1045
  37. package/MktMesh/MktMesh.ts +32 -11
  38. package/MktMesh/assetUrl.d.ts +59 -35
  39. package/MktMesh/assetUrl.js +154 -69
  40. package/MktMesh/assetUrl.ts +155 -69
  41. package/MktMesh/mktMappingShader.d.ts +12 -12
  42. package/MktMesh/mktMappingShader.js +138 -138
  43. package/MktMesh/mktMappingShader.ts +139 -139
  44. package/MktMesh/mktShader.d.ts +263 -263
  45. package/MktMesh/mktShader.js +1236 -1236
  46. package/MktMesh/mktShader.ts +1344 -1344
  47. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  48. package/MktMesh/panoBitmapTexture.js +52 -52
  49. package/MktMesh/panoBitmapTexture.ts +54 -54
  50. package/MktMesh/panoSlotBind.d.ts +29 -29
  51. package/MktMesh/panoSlotBind.js +106 -106
  52. package/MktMesh/panoSlotBind.ts +153 -153
  53. package/MktMesh/panoSlotRoster.d.ts +22 -22
  54. package/MktMesh/panoSlotRoster.js +169 -169
  55. package/MktMesh/panoSlotRoster.ts +168 -168
  56. package/MktMesh/panoTileStitcher.d.ts +119 -119
  57. package/MktMesh/panoTileStitcher.js +529 -529
  58. package/MktMesh/panoTileStitcher.ts +616 -616
  59. package/MktMesh/types.d.ts +75 -75
  60. package/MktMesh/types.js +1 -1
  61. package/MktMesh/wallCapTessellate.d.ts +33 -33
  62. package/MktMesh/wallCapTessellate.js +97 -97
  63. package/MktMesh/wallCapTessellate.ts +68 -68
  64. package/PipeMesh/PathGeometry.d.ts +44 -44
  65. package/PipeMesh/PathGeometry.js +307 -307
  66. package/PipeMesh/PathPoint.d.ts +17 -17
  67. package/PipeMesh/PathPoint.js +31 -31
  68. package/PipeMesh/PathPointList.d.ts +31 -31
  69. package/PipeMesh/PathPointList.js +209 -209
  70. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  71. package/PipeMesh/PathTubeGeometry.js +130 -130
  72. package/PipeMesh/PipeMesh.d.ts +25 -25
  73. package/PipeMesh/PipeMesh.js +63 -63
  74. package/PipeMesh/index.d.ts +1 -1
  75. package/PipeMesh/index.js +1 -1
  76. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  77. package/PlaneModal1/PlaneModal1.js +109 -109
  78. package/PlaneModal1/index.d.ts +1 -1
  79. package/PlaneModal1/index.js +1 -1
  80. package/PlaneText.d.ts +27 -27
  81. package/PlaneText.js +35 -35
  82. package/PlaneWithHtml.d.ts +13 -13
  83. package/PlaneWithHtml.js +64 -64
  84. package/PointLight/PointLight.d.ts +13 -13
  85. package/PointLight/PointLight.js +64 -64
  86. package/PointLight/index.d.ts +1 -1
  87. package/PointLight/index.js +1 -1
  88. package/Sky/Sky.d.ts +9 -9
  89. package/Sky/Sky.js +22 -22
  90. package/Sky/index.d.ts +1 -1
  91. package/Sky/index.js +1 -1
  92. package/SpotLight.d.ts +6 -6
  93. package/SpotLight.js +72 -72
  94. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  95. package/SpriteModal1/SpriteModal1.js +116 -116
  96. package/SpriteModal1/index.d.ts +1 -1
  97. package/SpriteModal1/index.js +1 -1
  98. package/SpriteText.d.ts +46 -46
  99. package/SpriteText.js +176 -176
  100. package/SpriteText2.d.ts +48 -48
  101. package/SpriteText2.js +223 -223
  102. package/SpriteText3.d.ts +86 -86
  103. package/SpriteText3.js +517 -517
  104. package/SpriteText3.ts +599 -599
  105. package/SpriteWithHtml.d.ts +9 -9
  106. package/SpriteWithHtml.js +44 -44
  107. package/Text3D/Text3D.d.ts +20 -20
  108. package/Text3D/Text3D.js +58 -58
  109. package/Text3D/fontController.d.ts +60 -60
  110. package/Text3D/fontController.js +166 -166
  111. package/Text3D/index.d.ts +1 -1
  112. package/Text3D/index.js +1 -1
  113. package/ThreeBase.d.ts +248 -248
  114. package/ThreeBase.js +1202 -1202
  115. package/ThreeBase.ts +1314 -1314
  116. package/ThreeMouse.d.ts +53 -54
  117. package/ThreeMouse.js +453 -453
  118. package/Transition.d.ts +45 -45
  119. package/Transition.js +209 -209
  120. package/Water/Water.d.ts +5 -5
  121. package/Water/Water.js +44 -44
  122. package/Water/index.d.ts +2 -2
  123. package/Water/index.js +2 -2
  124. package/WaterFlow/FloatingDuck.d.ts +88 -88
  125. package/WaterFlow/FloatingDuck.js +307 -307
  126. package/WaterFlow/FloatingDuck.ts +445 -445
  127. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  128. package/WaterFlow/GPUFluidSimulation.js +781 -781
  129. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  130. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  131. package/WaterFlow/ReservoirSystem.js +611 -611
  132. package/WaterFlow/ReservoirSystem.ts +754 -754
  133. package/WaterFlow/SPHField.d.ts +35 -35
  134. package/WaterFlow/SPHField.js +203 -203
  135. package/WaterFlow/SPHField.ts +228 -228
  136. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  137. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  138. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  139. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  140. package/WaterFlow/ShallowWaterSurface.js +438 -438
  141. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  142. package/WaterFlow/WaterFlow.d.ts +87 -87
  143. package/WaterFlow/WaterFlow.js +171 -171
  144. package/WaterFlow/WaterFlow.ts +219 -219
  145. package/WaterFlow/types.d.ts +161 -161
  146. package/WaterFlow/types.js +1 -1
  147. package/WaterFlow/types.ts +189 -189
  148. package/WaterFlow/waterFlowPass.d.ts +3 -3
  149. package/WaterFlow/waterFlowPass.js +20 -20
  150. package/WaterFlow/waterFlowPass.ts +40 -40
  151. package/collisionOBB.d.ts +42 -42
  152. package/collisionOBB.js +112 -112
  153. package/collisionOBB.ts +108 -108
  154. package/declare.d.ts +25 -25
  155. package/index.d.ts +1 -1
  156. package/index.js +1 -1
  157. package/instanced/InstancedBatch.d.ts +57 -57
  158. package/instanced/InstancedBatch.js +348 -348
  159. package/instanced/InstancedBatch.ts +406 -406
  160. package/instanced/InstancedChild.d.ts +174 -174
  161. package/instanced/InstancedChild.js +264 -264
  162. package/instanced/InstancedChild.ts +327 -327
  163. package/instanced/InstancedGroup.d.ts +43 -43
  164. package/instanced/InstancedGroup.js +126 -126
  165. package/instanced/InstancedGroup.ts +137 -137
  166. package/instanced/InstancedMeshBase.d.ts +38 -38
  167. package/instanced/InstancedMeshBase.js +282 -282
  168. package/instanced/InstancedTemplate.d.ts +46 -46
  169. package/instanced/InstancedTemplate.js +125 -125
  170. package/keyControls.d.ts +29 -30
  171. package/keyControls.js +101 -101
  172. package/lensflare/LensFlare.d.ts +39 -39
  173. package/lensflare/LensFlare.js +284 -284
  174. package/package.json +6 -1
  175. package/pass/bloom_pass.d.ts +2 -2
  176. package/pass/bloom_pass.js +174 -174
  177. package/pass/cover_pass.d.ts +2 -2
  178. package/pass/cover_pass.js +108 -108
  179. package/pass/debugDepthState.d.ts +20 -20
  180. package/pass/debugDepthState.js +9 -9
  181. package/pass/debugDepthState.ts +22 -22
  182. package/pass/depthTestBias.d.ts +12 -12
  183. package/pass/depthTestBias.js +12 -12
  184. package/pass/depthTestBias.ts +12 -12
  185. package/pass/effectUserData.d.ts +27 -27
  186. package/pass/effectUserData.js +1 -1
  187. package/pass/effectUserData.ts +46 -46
  188. package/pass/frosted_glass_pass.d.ts +2 -2
  189. package/pass/frosted_glass_pass.js +150 -150
  190. package/pass/fsQuad.d.ts +9 -9
  191. package/pass/fsQuad.js +28 -28
  192. package/pass/glow_pass.d.ts +2 -2
  193. package/pass/glow_pass.js +350 -350
  194. package/pass/screen_bloom_pass.d.ts +11 -11
  195. package/pass/screen_bloom_pass.js +136 -136
  196. package/pass/ssao_pass.d.ts +88 -88
  197. package/pass/ssao_pass.js +799 -799
  198. package/pass/ssao_pass.ts +918 -918
  199. package/pass/stroke_pass.d.ts +2 -2
  200. package/pass/stroke_pass.js +267 -267
  201. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  202. package/shaders/FXAAShaderMaterial.js +20 -20
  203. package/shaders/baseDepthVisShader.d.ts +11 -11
  204. package/shaders/baseDepthVisShader.js +36 -36
  205. package/shaders/baseDepthVisShader.ts +36 -36
  206. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  207. package/shaders/baseTextureToRenderShader.js +19 -19
  208. package/shaders/copyShader.d.ts +3 -3
  209. package/shaders/copyShader.js +13 -13
  210. package/shaders/debugDepthCompareShader.d.ts +14 -14
  211. package/shaders/debugDepthCompareShader.js +49 -49
  212. package/shaders/debugDepthCompareShader.ts +50 -50
  213. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  214. package/shaders/debugDepthJudgeShader.js +52 -52
  215. package/shaders/debugDepthJudgeShader.ts +54 -54
  216. package/shaders/debugExcludedShader.d.ts +13 -13
  217. package/shaders/debugExcludedShader.js +46 -46
  218. package/shaders/debugExcludedShader.ts +48 -48
  219. package/spriteTextBg.d.ts +1 -1
  220. package/spriteTextBg.js +20 -20
  221. package/spriteTextBg.ts +20 -20
  222. package/threeLoader.d.ts +35 -35
  223. package/threeLoader.js +518 -518
  224. package/threeUtils.d.ts +53 -53
  225. package/threeUtils.js +329 -329
  226. package/types.d.ts +2 -2
  227. package/types.js +6 -6
package/Mirror.js CHANGED
@@ -1,55 +1,55 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2023-08-04 17:17:15
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2024-01-20 05:33:51
6
- */
7
- import { Color, DoubleSide, HalfFloatType, Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget } from "three";
8
- // 镜子模型
9
- export default class Mirror extends Mesh {
10
- constructor(geometry = Mirror.geometry) {
11
- super(geometry);
12
- // 镜子虽标了 transparent:true(为渲染顺序),但 fragment shader 实际输出 alpha=1.0,
13
- // 是实心反射面、并非可透视表面 → 必须参与 AO 与描边/辉光的深度遮挡。
14
- // SSAO 的 AO 数据准备会排除所有 transparent 物体,故此处显式声明保留。
15
- this.userData.aoOpaque = true;
16
- }
17
- // 正方形网格
18
- static geometry = (() => {
19
- const geometry = new PlaneGeometry(10, 10, 1, 1);
20
- return geometry;
21
- })();
22
- isReflector = true;
23
- type = 'Reflector';
24
- camera = new PerspectiveCamera();
25
- reflectorPlane = new Plane();
26
- normal = new Vector3();
27
- reflectorWorldPosition = new Vector3();
28
- cameraWorldPosition = new Vector3();
29
- rotationMatrix = new Matrix4();
30
- lookAtPosition = new Vector3(0, 0, -1);
31
- clipPlane = new Vector4();
32
- view = new Vector3();
33
- target = new Vector3();
34
- q = new Vector4();
35
- textureMatrix = new Matrix4();
36
- virtualCamera = this.camera;
37
- renderTarget = new WebGLRenderTarget(2048, 2048, { type: HalfFloatType });
38
- material = new ShaderMaterial({
39
- uniforms: {
40
- 'color': {
41
- value: new Color("#b6b6b6")
42
- },
43
- 'tDiffuse': {
44
- value: this.renderTarget.texture
45
- },
46
- 'textureMatrix': {
47
- value: this.textureMatrix
48
- },
49
- blurAmount: {
50
- value: 0.5
51
- } // 模糊程度,可以根据需求调整
52
- },
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2023-08-04 17:17:15
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2024-01-20 05:33:51
6
+ */
7
+ import { Color, DoubleSide, HalfFloatType, Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget } from "three";
8
+ // 镜子模型
9
+ export default class Mirror extends Mesh {
10
+ constructor(geometry = Mirror.geometry) {
11
+ super(geometry);
12
+ // 镜子虽标了 transparent:true(为渲染顺序),但 fragment shader 实际输出 alpha=1.0,
13
+ // 是实心反射面、并非可透视表面 → 必须参与 AO 与描边/辉光的深度遮挡。
14
+ // SSAO 的 AO 数据准备会排除所有 transparent 物体,故此处显式声明保留。
15
+ this.userData.aoOpaque = true;
16
+ }
17
+ // 正方形网格
18
+ static geometry = (() => {
19
+ const geometry = new PlaneGeometry(10, 10, 1, 1);
20
+ return geometry;
21
+ })();
22
+ isReflector = true;
23
+ type = 'Reflector';
24
+ camera = new PerspectiveCamera();
25
+ reflectorPlane = new Plane();
26
+ normal = new Vector3();
27
+ reflectorWorldPosition = new Vector3();
28
+ cameraWorldPosition = new Vector3();
29
+ rotationMatrix = new Matrix4();
30
+ lookAtPosition = new Vector3(0, 0, -1);
31
+ clipPlane = new Vector4();
32
+ view = new Vector3();
33
+ target = new Vector3();
34
+ q = new Vector4();
35
+ textureMatrix = new Matrix4();
36
+ virtualCamera = this.camera;
37
+ renderTarget = new WebGLRenderTarget(2048, 2048, { type: HalfFloatType });
38
+ material = new ShaderMaterial({
39
+ uniforms: {
40
+ 'color': {
41
+ value: new Color("#b6b6b6")
42
+ },
43
+ 'tDiffuse': {
44
+ value: this.renderTarget.texture
45
+ },
46
+ 'textureMatrix': {
47
+ value: this.textureMatrix
48
+ },
49
+ blurAmount: {
50
+ value: 0.5
51
+ } // 模糊程度,可以根据需求调整
52
+ },
53
53
  vertexShader: /* glsl */ `
54
54
  uniform mat4 textureMatrix;
55
55
  varying vec4 vUv;
@@ -65,7 +65,7 @@ export default class Mirror extends Mesh {
65
65
 
66
66
  #include <logdepthbuf_vertex>
67
67
 
68
- }`,
68
+ }`,
69
69
  fragmentShader: /* glsl */ `
70
70
  uniform vec3 color;
71
71
  uniform sampler2D tDiffuse;
@@ -108,93 +108,93 @@ export default class Mirror extends Mesh {
108
108
 
109
109
  #include <tonemapping_fragment>
110
110
  #include <colorspace_fragment>
111
- }`,
112
- depthTest: true,
113
- depthWrite: true,
114
- transparent: true,
115
- side: DoubleSide
116
- });
117
- onBeforeRender = (renderer, scene, camera, geometry, material, group) => {
118
- this.reflectorWorldPosition.setFromMatrixPosition(this.matrixWorld);
119
- this.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
120
- this.rotationMatrix.extractRotation(this.matrixWorld);
121
- this.normal.set(0, 0, 1);
122
- this.normal.applyMatrix4(this.rotationMatrix);
123
- this.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);
124
- // Avoid rendering when reflector is facing away
125
- if (this.view.dot(this.normal) > 0) {
126
- this.normal.set(0, 0, -1);
127
- }
128
- ;
129
- this.view.reflect(this.normal).negate();
130
- this.view.add(this.reflectorWorldPosition);
131
- this.rotationMatrix.extractRotation(camera.matrixWorld);
132
- this.lookAtPosition.set(0, 0, -1);
133
- this.lookAtPosition.applyMatrix4(this.rotationMatrix);
134
- this.lookAtPosition.add(this.cameraWorldPosition);
135
- this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);
136
- this.target.reflect(this.normal).negate();
137
- this.target.add(this.reflectorWorldPosition);
138
- this.virtualCamera.position.copy(this.view);
139
- this.virtualCamera.up.set(0, 1, 0);
140
- this.virtualCamera.up.applyMatrix4(this.rotationMatrix);
141
- this.virtualCamera.up.reflect(this.normal);
142
- this.virtualCamera.lookAt(this.target);
143
- this.virtualCamera.far = this.camera.far; // Used in WebGLBackground
144
- this.virtualCamera.updateMatrixWorld();
145
- this.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
146
- // Update the texture matrix
147
- this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
148
- this.textureMatrix.multiply(this.virtualCamera.projectionMatrix);
149
- this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);
150
- this.textureMatrix.multiply(this.matrixWorld);
151
- // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
152
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
153
- this.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);
154
- this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);
155
- this.clipPlane.set(this.reflectorPlane.normal.x, this.reflectorPlane.normal.y, this.reflectorPlane.normal.z, this.reflectorPlane.constant);
156
- const projectionMatrix = this.virtualCamera.projectionMatrix;
157
- this.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
158
- this.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
159
- this.q.z = -1.0;
160
- this.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
161
- // Calculate the scaled plane vector
162
- this.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));
163
- // Replacing the third row of the projection matrix
164
- projectionMatrix.elements[2] = this.clipPlane.x;
165
- projectionMatrix.elements[6] = this.clipPlane.y;
166
- projectionMatrix.elements[10] = this.clipPlane.z + 1.0 - 0.003;
167
- projectionMatrix.elements[14] = this.clipPlane.w;
168
- // Render
169
- this.visible = false;
170
- const currentRenderTarget = renderer.getRenderTarget();
171
- const currentXrEnabled = renderer.xr.enabled;
172
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
173
- renderer.xr.enabled = false; // Avoid camera modification
174
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
175
- renderer.setRenderTarget(this.renderTarget);
176
- renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
177
- if (renderer.autoClear === false)
178
- renderer.clear();
179
- renderer.render(scene, this.virtualCamera);
180
- renderer.xr.enabled = currentXrEnabled;
181
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
182
- renderer.setRenderTarget(currentRenderTarget);
183
- // Restore viewport
184
- const cameraWithViewport = this.camera;
185
- const viewport = cameraWithViewport.viewport;
186
- if (viewport !== undefined) {
187
- renderer.state.viewport(viewport);
188
- }
189
- this.visible = true;
190
- };
191
- getRenderTarget() {
192
- return this.renderTarget;
193
- }
194
- ;
195
- dispose() {
196
- this.renderTarget.dispose();
197
- // this.material.dispose();
198
- }
199
- ;
200
- }
111
+ }`,
112
+ depthTest: true,
113
+ depthWrite: true,
114
+ transparent: true,
115
+ side: DoubleSide
116
+ });
117
+ onBeforeRender = (renderer, scene, camera, geometry, material, group) => {
118
+ this.reflectorWorldPosition.setFromMatrixPosition(this.matrixWorld);
119
+ this.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
120
+ this.rotationMatrix.extractRotation(this.matrixWorld);
121
+ this.normal.set(0, 0, 1);
122
+ this.normal.applyMatrix4(this.rotationMatrix);
123
+ this.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);
124
+ // Avoid rendering when reflector is facing away
125
+ if (this.view.dot(this.normal) > 0) {
126
+ this.normal.set(0, 0, -1);
127
+ }
128
+ ;
129
+ this.view.reflect(this.normal).negate();
130
+ this.view.add(this.reflectorWorldPosition);
131
+ this.rotationMatrix.extractRotation(camera.matrixWorld);
132
+ this.lookAtPosition.set(0, 0, -1);
133
+ this.lookAtPosition.applyMatrix4(this.rotationMatrix);
134
+ this.lookAtPosition.add(this.cameraWorldPosition);
135
+ this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);
136
+ this.target.reflect(this.normal).negate();
137
+ this.target.add(this.reflectorWorldPosition);
138
+ this.virtualCamera.position.copy(this.view);
139
+ this.virtualCamera.up.set(0, 1, 0);
140
+ this.virtualCamera.up.applyMatrix4(this.rotationMatrix);
141
+ this.virtualCamera.up.reflect(this.normal);
142
+ this.virtualCamera.lookAt(this.target);
143
+ this.virtualCamera.far = this.camera.far; // Used in WebGLBackground
144
+ this.virtualCamera.updateMatrixWorld();
145
+ this.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
146
+ // Update the texture matrix
147
+ this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
148
+ this.textureMatrix.multiply(this.virtualCamera.projectionMatrix);
149
+ this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);
150
+ this.textureMatrix.multiply(this.matrixWorld);
151
+ // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
152
+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
153
+ this.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);
154
+ this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);
155
+ this.clipPlane.set(this.reflectorPlane.normal.x, this.reflectorPlane.normal.y, this.reflectorPlane.normal.z, this.reflectorPlane.constant);
156
+ const projectionMatrix = this.virtualCamera.projectionMatrix;
157
+ this.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
158
+ this.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
159
+ this.q.z = -1.0;
160
+ this.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
161
+ // Calculate the scaled plane vector
162
+ this.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));
163
+ // Replacing the third row of the projection matrix
164
+ projectionMatrix.elements[2] = this.clipPlane.x;
165
+ projectionMatrix.elements[6] = this.clipPlane.y;
166
+ projectionMatrix.elements[10] = this.clipPlane.z + 1.0 - 0.003;
167
+ projectionMatrix.elements[14] = this.clipPlane.w;
168
+ // Render
169
+ this.visible = false;
170
+ const currentRenderTarget = renderer.getRenderTarget();
171
+ const currentXrEnabled = renderer.xr.enabled;
172
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
173
+ renderer.xr.enabled = false; // Avoid camera modification
174
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
175
+ renderer.setRenderTarget(this.renderTarget);
176
+ renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
177
+ if (renderer.autoClear === false)
178
+ renderer.clear();
179
+ renderer.render(scene, this.virtualCamera);
180
+ renderer.xr.enabled = currentXrEnabled;
181
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
182
+ renderer.setRenderTarget(currentRenderTarget);
183
+ // Restore viewport
184
+ const cameraWithViewport = this.camera;
185
+ const viewport = cameraWithViewport.viewport;
186
+ if (viewport !== undefined) {
187
+ renderer.state.viewport(viewport);
188
+ }
189
+ this.visible = true;
190
+ };
191
+ getRenderTarget() {
192
+ return this.renderTarget;
193
+ }
194
+ ;
195
+ dispose() {
196
+ this.renderTarget.dispose();
197
+ // this.material.dispose();
198
+ }
199
+ ;
200
+ }