three-base 2.0.142 → 2.0.166

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 (231) 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 +531 -511
  10. package/FPScontrol.js +1866 -1799
  11. package/FPScontrol.ts +1922 -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 +251 -247
  33. package/MeshBase.ts +6 -2
  34. package/Mirror.d.ts +25 -25
  35. package/Mirror.js +143 -143
  36. package/MktMesh/MktMesh.d.ts +301 -291
  37. package/MktMesh/MktMesh.js +1064 -1045
  38. package/MktMesh/MktMesh.ts +32 -11
  39. package/MktMesh/assetUrl.d.ts +59 -35
  40. package/MktMesh/assetUrl.js +165 -69
  41. package/MktMesh/assetUrl.ts +164 -69
  42. package/MktMesh/mktMappingShader.d.ts +12 -12
  43. package/MktMesh/mktMappingShader.js +138 -138
  44. package/MktMesh/mktMappingShader.ts +139 -139
  45. package/MktMesh/mktShader.d.ts +263 -263
  46. package/MktMesh/mktShader.js +1236 -1236
  47. package/MktMesh/mktShader.ts +1344 -1344
  48. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  49. package/MktMesh/panoBitmapTexture.js +52 -52
  50. package/MktMesh/panoBitmapTexture.ts +54 -54
  51. package/MktMesh/panoSlotBind.d.ts +29 -29
  52. package/MktMesh/panoSlotBind.js +106 -106
  53. package/MktMesh/panoSlotBind.ts +153 -153
  54. package/MktMesh/panoSlotRoster.d.ts +22 -22
  55. package/MktMesh/panoSlotRoster.js +169 -169
  56. package/MktMesh/panoSlotRoster.ts +168 -168
  57. package/MktMesh/panoTileStitcher.d.ts +119 -119
  58. package/MktMesh/panoTileStitcher.js +529 -529
  59. package/MktMesh/panoTileStitcher.ts +616 -616
  60. package/MktMesh/types.d.ts +75 -75
  61. package/MktMesh/types.js +1 -1
  62. package/MktMesh/wallCapTessellate.d.ts +33 -33
  63. package/MktMesh/wallCapTessellate.js +97 -97
  64. package/MktMesh/wallCapTessellate.ts +68 -68
  65. package/PipeMesh/PathGeometry.d.ts +44 -44
  66. package/PipeMesh/PathGeometry.js +307 -307
  67. package/PipeMesh/PathPoint.d.ts +17 -17
  68. package/PipeMesh/PathPoint.js +31 -31
  69. package/PipeMesh/PathPointList.d.ts +31 -31
  70. package/PipeMesh/PathPointList.js +209 -209
  71. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  72. package/PipeMesh/PathTubeGeometry.js +130 -130
  73. package/PipeMesh/PipeMesh.d.ts +25 -25
  74. package/PipeMesh/PipeMesh.js +63 -63
  75. package/PipeMesh/index.d.ts +1 -1
  76. package/PipeMesh/index.js +1 -1
  77. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  78. package/PlaneModal1/PlaneModal1.js +109 -109
  79. package/PlaneModal1/index.d.ts +1 -1
  80. package/PlaneModal1/index.js +1 -1
  81. package/PlaneText.d.ts +27 -27
  82. package/PlaneText.js +35 -35
  83. package/PlaneWithHtml.d.ts +13 -13
  84. package/PlaneWithHtml.js +66 -64
  85. package/PlaneWithHtml.ts +3 -1
  86. package/PointLight/PointLight.d.ts +13 -13
  87. package/PointLight/PointLight.js +64 -64
  88. package/PointLight/index.d.ts +1 -1
  89. package/PointLight/index.js +1 -1
  90. package/Sky/Sky.d.ts +9 -9
  91. package/Sky/Sky.js +22 -22
  92. package/Sky/index.d.ts +1 -1
  93. package/Sky/index.js +1 -1
  94. package/SpotLight.d.ts +6 -6
  95. package/SpotLight.js +72 -72
  96. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  97. package/SpriteModal1/SpriteModal1.js +116 -116
  98. package/SpriteModal1/index.d.ts +1 -1
  99. package/SpriteModal1/index.js +1 -1
  100. package/SpriteText.d.ts +46 -46
  101. package/SpriteText.js +176 -176
  102. package/SpriteText2.d.ts +48 -48
  103. package/SpriteText2.js +223 -223
  104. package/SpriteText3.d.ts +86 -86
  105. package/SpriteText3.js +517 -517
  106. package/SpriteText3.ts +599 -599
  107. package/SpriteWithHtml.d.ts +9 -9
  108. package/SpriteWithHtml.js +46 -44
  109. package/SpriteWithHtml.ts +3 -1
  110. package/Text3D/Text3D.d.ts +20 -20
  111. package/Text3D/Text3D.js +58 -58
  112. package/Text3D/fontController.d.ts +60 -60
  113. package/Text3D/fontController.js +166 -166
  114. package/Text3D/index.d.ts +1 -1
  115. package/Text3D/index.js +1 -1
  116. package/ThreeBase.d.ts +248 -248
  117. package/ThreeBase.js +1202 -1202
  118. package/ThreeBase.ts +1314 -1314
  119. package/ThreeMouse.d.ts +53 -54
  120. package/ThreeMouse.js +453 -453
  121. package/Transition.d.ts +45 -45
  122. package/Transition.js +209 -209
  123. package/Water/Water.d.ts +5 -5
  124. package/Water/Water.js +44 -44
  125. package/Water/index.d.ts +2 -2
  126. package/Water/index.js +2 -2
  127. package/WaterFlow/FloatingDuck.d.ts +88 -88
  128. package/WaterFlow/FloatingDuck.js +307 -307
  129. package/WaterFlow/FloatingDuck.ts +445 -445
  130. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  131. package/WaterFlow/GPUFluidSimulation.js +781 -781
  132. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  133. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  134. package/WaterFlow/ReservoirSystem.js +611 -611
  135. package/WaterFlow/ReservoirSystem.ts +754 -754
  136. package/WaterFlow/SPHField.d.ts +35 -35
  137. package/WaterFlow/SPHField.js +203 -203
  138. package/WaterFlow/SPHField.ts +228 -228
  139. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  140. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  141. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  142. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  143. package/WaterFlow/ShallowWaterSurface.js +438 -438
  144. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  145. package/WaterFlow/WaterFlow.d.ts +87 -87
  146. package/WaterFlow/WaterFlow.js +171 -171
  147. package/WaterFlow/WaterFlow.ts +219 -219
  148. package/WaterFlow/types.d.ts +161 -161
  149. package/WaterFlow/types.js +1 -1
  150. package/WaterFlow/types.ts +189 -189
  151. package/WaterFlow/waterFlowPass.d.ts +3 -3
  152. package/WaterFlow/waterFlowPass.js +20 -20
  153. package/WaterFlow/waterFlowPass.ts +40 -40
  154. package/collisionOBB.d.ts +42 -42
  155. package/collisionOBB.js +112 -112
  156. package/collisionOBB.ts +108 -108
  157. package/declare.d.ts +25 -25
  158. package/index.d.ts +1 -1
  159. package/index.js +1 -1
  160. package/instanced/InstancedBatch.d.ts +57 -57
  161. package/instanced/InstancedBatch.js +348 -348
  162. package/instanced/InstancedBatch.ts +406 -406
  163. package/instanced/InstancedChild.d.ts +174 -174
  164. package/instanced/InstancedChild.js +264 -264
  165. package/instanced/InstancedChild.ts +327 -327
  166. package/instanced/InstancedGroup.d.ts +43 -43
  167. package/instanced/InstancedGroup.js +126 -126
  168. package/instanced/InstancedGroup.ts +137 -137
  169. package/instanced/InstancedMeshBase.d.ts +38 -38
  170. package/instanced/InstancedMeshBase.js +282 -282
  171. package/instanced/InstancedTemplate.d.ts +46 -46
  172. package/instanced/InstancedTemplate.js +125 -125
  173. package/keyControls.d.ts +29 -30
  174. package/keyControls.js +101 -101
  175. package/lensflare/LensFlare.d.ts +39 -39
  176. package/lensflare/LensFlare.js +284 -284
  177. package/package.json +6 -1
  178. package/pass/bloom_pass.d.ts +2 -2
  179. package/pass/bloom_pass.js +174 -174
  180. package/pass/cover_pass.d.ts +2 -2
  181. package/pass/cover_pass.js +108 -108
  182. package/pass/debugDepthState.d.ts +20 -20
  183. package/pass/debugDepthState.js +9 -9
  184. package/pass/debugDepthState.ts +22 -22
  185. package/pass/depthTestBias.d.ts +12 -12
  186. package/pass/depthTestBias.js +12 -12
  187. package/pass/depthTestBias.ts +12 -12
  188. package/pass/effectUserData.d.ts +27 -27
  189. package/pass/effectUserData.js +1 -1
  190. package/pass/effectUserData.ts +46 -46
  191. package/pass/frosted_glass_pass.d.ts +2 -2
  192. package/pass/frosted_glass_pass.js +150 -150
  193. package/pass/fsQuad.d.ts +9 -9
  194. package/pass/fsQuad.js +28 -28
  195. package/pass/glow_pass.d.ts +2 -2
  196. package/pass/glow_pass.js +350 -350
  197. package/pass/screen_bloom_pass.d.ts +11 -11
  198. package/pass/screen_bloom_pass.js +136 -136
  199. package/pass/ssao_pass.d.ts +88 -88
  200. package/pass/ssao_pass.js +799 -799
  201. package/pass/ssao_pass.ts +918 -918
  202. package/pass/stroke_pass.d.ts +2 -2
  203. package/pass/stroke_pass.js +267 -267
  204. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  205. package/shaders/FXAAShaderMaterial.js +20 -20
  206. package/shaders/baseDepthVisShader.d.ts +11 -11
  207. package/shaders/baseDepthVisShader.js +36 -36
  208. package/shaders/baseDepthVisShader.ts +36 -36
  209. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  210. package/shaders/baseTextureToRenderShader.js +19 -19
  211. package/shaders/copyShader.d.ts +3 -3
  212. package/shaders/copyShader.js +13 -13
  213. package/shaders/debugDepthCompareShader.d.ts +14 -14
  214. package/shaders/debugDepthCompareShader.js +49 -49
  215. package/shaders/debugDepthCompareShader.ts +50 -50
  216. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  217. package/shaders/debugDepthJudgeShader.js +52 -52
  218. package/shaders/debugDepthJudgeShader.ts +54 -54
  219. package/shaders/debugExcludedShader.d.ts +13 -13
  220. package/shaders/debugExcludedShader.js +46 -46
  221. package/shaders/debugExcludedShader.ts +48 -48
  222. package/spriteTextBg.d.ts +1 -1
  223. package/spriteTextBg.js +20 -20
  224. package/spriteTextBg.ts +20 -20
  225. package/threeLoader.d.ts +35 -35
  226. package/threeLoader.js +518 -518
  227. package/threeUtils.d.ts +71 -53
  228. package/threeUtils.js +363 -329
  229. package/threeUtils.ts +35 -0
  230. package/types.d.ts +2 -2
  231. 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
+ }