three-stdlib 2.22.5 → 2.22.6

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Files changed (1091) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +0 -2
  3. package/package.json +34 -14
  4. package/BufferGeometryUtils-903f7ecb.js +0 -1
  5. package/BufferGeometryUtils-f2288d1c.js +0 -740
  6. package/Nodes-2106b101.js +0 -352
  7. package/Nodes-8947ba9a.js +0 -1
  8. package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
  9. package/_polyfill/CompressedArrayTexture.js +0 -13
  10. package/_polyfill/Data3DTexture.cjs.js +0 -1
  11. package/_polyfill/Data3DTexture.js +0 -23
  12. package/animation/AnimationClipCreator.cjs.js +0 -1
  13. package/animation/AnimationClipCreator.d.ts +0 -12
  14. package/animation/AnimationClipCreator.js +0 -77
  15. package/animation/CCDIKSolver.cjs.js +0 -1
  16. package/animation/CCDIKSolver.d.ts +0 -25
  17. package/animation/CCDIKSolver.js +0 -304
  18. package/animation/MMDAnimationHelper.cjs.js +0 -1
  19. package/animation/MMDAnimationHelper.d.ts +0 -103
  20. package/animation/MMDAnimationHelper.js +0 -705
  21. package/animation/MMDPhysics.cjs.js +0 -1
  22. package/animation/MMDPhysics.d.ts +0 -119
  23. package/animation/MMDPhysics.js +0 -976
  24. package/cameras/CinematicCamera.cjs.js +0 -1
  25. package/cameras/CinematicCamera.d.ts +0 -41
  26. package/cameras/CinematicCamera.js +0 -139
  27. package/controls/ArcballControls.cjs.js +0 -1
  28. package/controls/ArcballControls.d.ts +0 -161
  29. package/controls/ArcballControls.js +0 -2642
  30. package/controls/DeviceOrientationControls.cjs.js +0 -1
  31. package/controls/DeviceOrientationControls.d.ts +0 -24
  32. package/controls/DeviceOrientationControls.js +0 -119
  33. package/controls/DragControls.cjs.js +0 -1
  34. package/controls/DragControls.d.ts +0 -34
  35. package/controls/DragControls.js +0 -274
  36. package/controls/FirstPersonControls.cjs.js +0 -1
  37. package/controls/FirstPersonControls.d.ts +0 -48
  38. package/controls/FirstPersonControls.js +0 -290
  39. package/controls/FlyControls.cjs.js +0 -1
  40. package/controls/FlyControls.d.ts +0 -32
  41. package/controls/FlyControls.js +0 -309
  42. package/controls/OrbitControls.cjs.js +0 -1
  43. package/controls/OrbitControls.d.ts +0 -63
  44. package/controls/OrbitControls.js +0 -980
  45. package/controls/PointerLockControls.cjs.js +0 -1
  46. package/controls/PointerLockControls.d.ts +0 -24
  47. package/controls/PointerLockControls.js +0 -135
  48. package/controls/TrackballControls.cjs.js +0 -1
  49. package/controls/TrackballControls.d.ts +0 -95
  50. package/controls/TrackballControls.js +0 -653
  51. package/controls/TransformControls.cjs.js +0 -1
  52. package/controls/TransformControls.d.ts +0 -151
  53. package/controls/TransformControls.js +0 -1275
  54. package/controls/experimental/CameraControls.cjs.js +0 -1
  55. package/controls/experimental/CameraControls.d.ts +0 -170
  56. package/controls/experimental/CameraControls.js +0 -953
  57. package/csm/CSM.cjs.js +0 -1
  58. package/csm/CSM.d.ts +0 -61
  59. package/csm/CSM.js +0 -305
  60. package/csm/CSMFrustum.cjs.js +0 -1
  61. package/csm/CSMFrustum.d.ts +0 -19
  62. package/csm/CSMFrustum.js +0 -90
  63. package/csm/CSMHelper.cjs.js +0 -1
  64. package/csm/CSMHelper.d.ts +0 -26
  65. package/csm/CSMHelper.js +0 -128
  66. package/csm/CSMShader.cjs.js +0 -1
  67. package/csm/CSMShader.d.ts +0 -4
  68. package/csm/CSMShader.js +0 -255
  69. package/curves/CurveExtras.cjs.js +0 -1
  70. package/curves/CurveExtras.d.ts +0 -68
  71. package/curves/CurveExtras.js +0 -266
  72. package/curves/NURBSCurve.cjs.js +0 -1
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  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
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  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
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  83. package/deprecated/Geometry.cjs.js +0 -1
  84. package/deprecated/Geometry.d.ts +0 -342
  85. package/deprecated/Geometry.js +0 -1261
  86. package/effects/AnaglyphEffect.cjs.js +0 -1
  87. package/effects/AnaglyphEffect.d.ts +0 -11
  88. package/effects/AnaglyphEffect.js +0 -85
  89. package/effects/AsciiEffect.cjs.js +0 -1
  90. package/effects/AsciiEffect.d.ts +0 -18
  91. package/effects/AsciiEffect.js +0 -203
  92. package/effects/OutlineEffect.cjs.js +0 -1
  93. package/effects/OutlineEffect.d.ts +0 -28
  94. package/effects/OutlineEffect.js +0 -378
  95. package/effects/ParallaxBarrierEffect.cjs.js +0 -1
  96. package/effects/ParallaxBarrierEffect.d.ts +0 -8
  97. package/effects/ParallaxBarrierEffect.js +0 -63
  98. package/effects/PeppersGhostEffect.cjs.js +0 -1
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  100. package/effects/PeppersGhostEffect.js +0 -134
  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
  103. package/effects/StereoEffect.js +0 -36
  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
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  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
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  113. package/exporters/GLTFExporter.cjs.js +0 -1
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  116. package/exporters/MMDExporter.cjs.js +0 -1
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  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
  126. package/exporters/STLExporter.d.ts +0 -23
  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
  166. package/helpers/RectAreaLightHelper.js +0 -60
  167. package/helpers/VertexNormalsHelper.cjs.js +0 -1
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  169. package/helpers/VertexNormalsHelper.js +0 -75
  170. package/helpers/VertexTangentsHelper.cjs.js +0 -1
  171. package/helpers/VertexTangentsHelper.d.ts +0 -10
  172. package/helpers/VertexTangentsHelper.js +0 -63
  173. package/index.cjs.js +0 -1
  174. package/index.d.ts +0 -254
  175. package/index.js +0 -337
  176. package/interactive/HTMLMesh.cjs.js +0 -1
  177. package/interactive/HTMLMesh.d.ts +0 -6
  178. package/interactive/HTMLMesh.js +0 -406
  179. package/interactive/InteractiveGroup.cjs.js +0 -1
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  182. package/interactive/SelectionBox.cjs.js +0 -1
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  185. package/interactive/SelectionHelper.cjs.js +0 -1
  186. package/interactive/SelectionHelper.d.ts +0 -17
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  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
  190. package/libs/MeshoptDecoder.js +0 -124
  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
  193. package/libs/MotionControllers.js +0 -455
  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
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  200. package/lines/Line2.cjs.js +0 -1
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  203. package/lines/LineGeometry.cjs.js +0 -1
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  215. package/lines/Wireframe.cjs.js +0 -1
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  221. package/loaders/3DMLoader.cjs.js +0 -1
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  238. package/loaders/ColladaLoader.cjs.js +0 -1
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package/csm/CSM.cjs.js DELETED
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e=require("./CSMFrustum.cjs.js"),s=require("./CSMShader.cjs.js");const a=new t.Matrix4,i=new e.CSMFrustum,r=new t.Vector3,h=new t.Box3,n=[],o=[];exports.CSM=class{constructor(s){s=s||{},this.camera=s.camera,this.parent=s.parent,this.cascades=s.cascades||3,this.maxFar=s.maxFar||1e5,this.mode=s.mode||"practical",this.shadowMapSize=s.shadowMapSize||2048,this.shadowBias=s.shadowBias||1e-6,this.lightDirection=s.lightDirection||new t.Vector3(1,-1,1).normalize(),this.lightIntensity=s.lightIntensity||1,this.lightNear=s.lightNear||1,this.lightFar=s.lightFar||2e3,this.lightMargin=s.lightMargin||200,this.customSplitsCallback=s.customSplitsCallback,this.fade=!1,this.mainFrustum=new e.CSMFrustum,this.frustums=[],this.breaks=[],this.lights=[],this.shaders=new Map,this.createLights(),this.updateFrustums(),this.injectInclude()}createLights(){for(let e=0;e<this.cascades;e++){const e=new t.DirectionalLight(16777215,this.lightIntensity);e.castShadow=!0,e.shadow.mapSize.width=this.shadowMapSize,e.shadow.mapSize.height=this.shadowMapSize,e.shadow.camera.near=this.lightNear,e.shadow.camera.far=this.lightFar,e.shadow.bias=this.shadowBias,this.parent.add(e),this.parent.add(e.target),this.lights.push(e)}}initCascades(){const t=this.camera;t.updateProjectionMatrix(),this.mainFrustum.setFromProjectionMatrix(t.projectionMatrix,this.maxFar),this.mainFrustum.split(this.breaks,this.frustums)}updateShadowBounds(){const t=this.frustums;for(let e=0;e<t.length;e++){const t=this.lights[e].shadow.camera,s=this.frustums[e],a=s.vertices.near,i=s.vertices.far,r=i[0];let h;h=r.distanceTo(i[2])>r.distanceTo(a[2])?i[2]:a[2];let n=r.distanceTo(h);if(this.fade){const t=this.camera,e=Math.max(t.far,this.maxFar),a=s.vertices.far[0].z/(e-t.near);n+=.25*Math.pow(a,2)*(e-t.near)}t.left=-n/2,t.right=n/2,t.top=n/2,t.bottom=-n/2,t.updateProjectionMatrix()}}getBreaks(){const e=this.camera,s=Math.min(e.far,this.maxFar);switch(this.breaks.length=0,this.mode){case"uniform":a(this.cascades,e.near,s,this.breaks);break;case"logarithmic":i(this.cascades,e.near,s,this.breaks);break;case"practical":!function(e,s,r,h,c){n.length=0,o.length=0,i(e,s,r,o),a(e,s,r,n);for(let s=1;s<e;s++)c.push(t.MathUtils.lerp(n[s-1],o[s-1],h));c.push(1)}(this.cascades,e.near,s,.5,this.breaks);break;case"custom":void 0===this.customSplitsCallback&&console.error("CSM: Custom split scheme callback not defined."),this.customSplitsCallback(this.cascades,e.near,s,this.breaks)}function a(t,e,s,a){for(let i=1;i<t;i++)a.push((e+(s-e)*i/t)/s);a.push(1)}function i(t,e,s,a){for(let i=1;i<t;i++)a.push(e*(s/e)**(i/t)/s);a.push(1)}}update(){const t=this.camera,e=this.frustums;for(let s=0;s<e.length;s++){const n=this.lights[s],o=n.shadow.camera,c=(o.right-o.left)/this.shadowMapSize,d=(o.top-o.bottom)/this.shadowMapSize;n.shadow.camera.updateMatrixWorld(!0),a.multiplyMatrices(n.shadow.camera.matrixWorldInverse,t.matrixWorld),e[s].toSpace(a,i);const l=i.vertices.near,u=i.vertices.far;h.makeEmpty();for(let t=0;t<4;t++)h.expandByPoint(l[t]),h.expandByPoint(u[t]);h.getCenter(r),r.z=h.max.z+this.lightMargin,r.x=Math.floor(r.x/c)*c,r.y=Math.floor(r.y/d)*d,r.applyMatrix4(n.shadow.camera.matrixWorld),n.position.copy(r),n.target.position.copy(r),n.target.position.x+=this.lightDirection.x,n.target.position.y+=this.lightDirection.y,n.target.position.z+=this.lightDirection.z}}injectInclude(){t.ShaderChunk.lights_fragment_begin=s.CSMShader.lights_fragment_begin,t.ShaderChunk.lights_pars_begin=s.CSMShader.lights_pars_begin}setupMaterial(t){t.defines=t.defines||{},t.defines.USE_CSM=1,t.defines.CSM_CASCADES=this.cascades,this.fade&&(t.defines.CSM_FADE="");const e=[],s=this,a=this.shaders;t.onBeforeCompile=function(i){const r=Math.min(s.camera.far,s.maxFar);s.getExtendedBreaks(e),i.uniforms.CSM_cascades={value:e},i.uniforms.cameraNear={value:s.camera.near},i.uniforms.shadowFar={value:r},a.set(t,i)},a.set(t,null)}updateUniforms(){const t=Math.min(this.camera.far,this.maxFar);this.shaders.forEach((function(e,s){if(null!==e){const s=e.uniforms;this.getExtendedBreaks(s.CSM_cascades.value),s.cameraNear.value=this.camera.near,s.shadowFar.value=t}!this.fade&&"CSM_FADE"in s.defines?(delete s.defines.CSM_FADE,s.needsUpdate=!0):this.fade&&!("CSM_FADE"in s.defines)&&(s.defines.CSM_FADE="",s.needsUpdate=!0)}),this)}getExtendedBreaks(e){for(;e.length<this.breaks.length;)e.push(new t.Vector2);e.length=this.breaks.length;for(let t=0;t<this.cascades;t++){const s=this.breaks[t],a=this.breaks[t-1]||0;e[t].x=a,e[t].y=s}}updateFrustums(){this.getBreaks(),this.initCascades(),this.updateShadowBounds(),this.updateUniforms()}remove(){for(let t=0;t<this.lights.length;t++)this.parent.remove(this.lights[t])}dispose(){const t=this.shaders;t.forEach((function(t,e){delete e.onBeforeCompile,delete e.defines.USE_CSM,delete e.defines.CSM_CASCADES,delete e.defines.CSM_FADE,null!==t&&(delete t.uniforms.CSM_cascades,delete t.uniforms.cameraNear,delete t.uniforms.shadowFar),e.needsUpdate=!0})),t.clear()}};
package/csm/CSM.d.ts DELETED
@@ -1,61 +0,0 @@
1
- import { Camera, Vector3, DirectionalLight, Material, Vector2, Object3D } from 'three';
2
-
3
- export enum CMSMode {
4
- practical = 'practical',
5
- uniform = 'uniform',
6
- logarithmic = 'logarithmic',
7
- custom = 'custom',
8
- }
9
-
10
- export interface CMSParameters {
11
- camera?: Camera;
12
- parent?: Object3D;
13
- cascades?: number;
14
- maxFar?: number;
15
- mode?: CMSMode;
16
- shadowMapSize?: number;
17
- shadowBias?: number;
18
- lightDirection?: Vector3;
19
- lightIntensity?: number;
20
- lightNear?: number;
21
- lightFar?: number;
22
- lightMargin?: number;
23
- customSplitsCallback?: (cascades: number, cameraNear: number, cameraFar: number, breaks: number[]) => void;
24
- }
25
-
26
- export class CSM {
27
- constructor(data?: CMSParameters);
28
- camera: Camera;
29
- parent: Object3D;
30
- cascades: number;
31
- maxFar: number;
32
- mode: CMSMode;
33
- shadowMapSize: number;
34
- shadowBias: number;
35
- lightDirection: Vector3;
36
- lightIntensity: number;
37
- lightNear: number;
38
- lightFar: number;
39
- lightMargin: number;
40
- customSplitsCallback: (cascades: number, cameraNear: number, cameraFar: number, breaks: number[]) => void;
41
- fade: boolean;
42
- mainFrustum: CSMFrustrum;
43
- frustums: CSMFrustrum[];
44
- breaks: number[];
45
- lights: DirectionalLight[];
46
- shaders: Map<unknown, string>;
47
- createLights(): void;
48
- initCascades(): void;
49
- updateShadowBounds(): void;
50
- getBreaks(): void;
51
- update(): void;
52
- injectInclude(): void;
53
- setupMaterial(material: Material): void;
54
- updateUniforms(): void;
55
- getExtendedBreaks(target: Vector2[]): void;
56
- updateFrustums(): void;
57
- remove(): void;
58
- dispose(): void;
59
- }
60
-
61
- import CSMFrustrum from './CSMFrustum.js';
package/csm/CSM.js DELETED
@@ -1,305 +0,0 @@
1
- import { Matrix4, Vector3, Box3, DirectionalLight, MathUtils, ShaderChunk, Vector2 } from 'three';
2
- import { CSMFrustum } from './CSMFrustum.js';
3
- import { CSMShader } from './CSMShader.js';
4
-
5
- const _cameraToLightMatrix = new Matrix4();
6
-
7
- const _lightSpaceFrustum = new CSMFrustum();
8
-
9
- const _center = new Vector3();
10
-
11
- const _bbox = new Box3();
12
-
13
- const _uniformArray = [];
14
- const _logArray = [];
15
- class CSM {
16
- constructor(data) {
17
- data = data || {};
18
- this.camera = data.camera;
19
- this.parent = data.parent;
20
- this.cascades = data.cascades || 3;
21
- this.maxFar = data.maxFar || 100000;
22
- this.mode = data.mode || 'practical';
23
- this.shadowMapSize = data.shadowMapSize || 2048;
24
- this.shadowBias = data.shadowBias || 0.000001;
25
- this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize();
26
- this.lightIntensity = data.lightIntensity || 1;
27
- this.lightNear = data.lightNear || 1;
28
- this.lightFar = data.lightFar || 2000;
29
- this.lightMargin = data.lightMargin || 200;
30
- this.customSplitsCallback = data.customSplitsCallback;
31
- this.fade = false;
32
- this.mainFrustum = new CSMFrustum();
33
- this.frustums = [];
34
- this.breaks = [];
35
- this.lights = [];
36
- this.shaders = new Map();
37
- this.createLights();
38
- this.updateFrustums();
39
- this.injectInclude();
40
- }
41
-
42
- createLights() {
43
- for (let i = 0; i < this.cascades; i++) {
44
- const light = new DirectionalLight(0xffffff, this.lightIntensity);
45
- light.castShadow = true;
46
- light.shadow.mapSize.width = this.shadowMapSize;
47
- light.shadow.mapSize.height = this.shadowMapSize;
48
- light.shadow.camera.near = this.lightNear;
49
- light.shadow.camera.far = this.lightFar;
50
- light.shadow.bias = this.shadowBias;
51
- this.parent.add(light);
52
- this.parent.add(light.target);
53
- this.lights.push(light);
54
- }
55
- }
56
-
57
- initCascades() {
58
- const camera = this.camera;
59
- camera.updateProjectionMatrix();
60
- this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar);
61
- this.mainFrustum.split(this.breaks, this.frustums);
62
- }
63
-
64
- updateShadowBounds() {
65
- const frustums = this.frustums;
66
-
67
- for (let i = 0; i < frustums.length; i++) {
68
- const light = this.lights[i];
69
- const shadowCam = light.shadow.camera;
70
- const frustum = this.frustums[i]; // Get the two points that represent that furthest points on the frustum assuming
71
- // that's either the diagonal across the far plane or the diagonal across the whole
72
- // frustum itself.
73
-
74
- const nearVerts = frustum.vertices.near;
75
- const farVerts = frustum.vertices.far;
76
- const point1 = farVerts[0];
77
- let point2;
78
-
79
- if (point1.distanceTo(farVerts[2]) > point1.distanceTo(nearVerts[2])) {
80
- point2 = farVerts[2];
81
- } else {
82
- point2 = nearVerts[2];
83
- }
84
-
85
- let squaredBBWidth = point1.distanceTo(point2);
86
-
87
- if (this.fade) {
88
- // expand the shadow extents by the fade margin if fade is enabled.
89
- const camera = this.camera;
90
- const far = Math.max(camera.far, this.maxFar);
91
- const linearDepth = frustum.vertices.far[0].z / (far - camera.near);
92
- const margin = 0.25 * Math.pow(linearDepth, 2.0) * (far - camera.near);
93
- squaredBBWidth += margin;
94
- }
95
-
96
- shadowCam.left = -squaredBBWidth / 2;
97
- shadowCam.right = squaredBBWidth / 2;
98
- shadowCam.top = squaredBBWidth / 2;
99
- shadowCam.bottom = -squaredBBWidth / 2;
100
- shadowCam.updateProjectionMatrix();
101
- }
102
- }
103
-
104
- getBreaks() {
105
- const camera = this.camera;
106
- const far = Math.min(camera.far, this.maxFar);
107
- this.breaks.length = 0;
108
-
109
- switch (this.mode) {
110
- case 'uniform':
111
- uniformSplit(this.cascades, camera.near, far, this.breaks);
112
- break;
113
-
114
- case 'logarithmic':
115
- logarithmicSplit(this.cascades, camera.near, far, this.breaks);
116
- break;
117
-
118
- case 'practical':
119
- practicalSplit(this.cascades, camera.near, far, 0.5, this.breaks);
120
- break;
121
-
122
- case 'custom':
123
- if (this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.');
124
- this.customSplitsCallback(this.cascades, camera.near, far, this.breaks);
125
- break;
126
- }
127
-
128
- function uniformSplit(amount, near, far, target) {
129
- for (let i = 1; i < amount; i++) {
130
- target.push((near + (far - near) * i / amount) / far);
131
- }
132
-
133
- target.push(1);
134
- }
135
-
136
- function logarithmicSplit(amount, near, far, target) {
137
- for (let i = 1; i < amount; i++) {
138
- target.push(near * (far / near) ** (i / amount) / far);
139
- }
140
-
141
- target.push(1);
142
- }
143
-
144
- function practicalSplit(amount, near, far, lambda, target) {
145
- _uniformArray.length = 0;
146
- _logArray.length = 0;
147
- logarithmicSplit(amount, near, far, _logArray);
148
- uniformSplit(amount, near, far, _uniformArray);
149
-
150
- for (let i = 1; i < amount; i++) {
151
- target.push(MathUtils.lerp(_uniformArray[i - 1], _logArray[i - 1], lambda));
152
- }
153
-
154
- target.push(1);
155
- }
156
- }
157
-
158
- update() {
159
- const camera = this.camera;
160
- const frustums = this.frustums;
161
-
162
- for (let i = 0; i < frustums.length; i++) {
163
- const light = this.lights[i];
164
- const shadowCam = light.shadow.camera;
165
- const texelWidth = (shadowCam.right - shadowCam.left) / this.shadowMapSize;
166
- const texelHeight = (shadowCam.top - shadowCam.bottom) / this.shadowMapSize;
167
- light.shadow.camera.updateMatrixWorld(true);
168
-
169
- _cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, camera.matrixWorld);
170
-
171
- frustums[i].toSpace(_cameraToLightMatrix, _lightSpaceFrustum);
172
- const nearVerts = _lightSpaceFrustum.vertices.near;
173
- const farVerts = _lightSpaceFrustum.vertices.far;
174
-
175
- _bbox.makeEmpty();
176
-
177
- for (let j = 0; j < 4; j++) {
178
- _bbox.expandByPoint(nearVerts[j]);
179
-
180
- _bbox.expandByPoint(farVerts[j]);
181
- }
182
-
183
- _bbox.getCenter(_center);
184
-
185
- _center.z = _bbox.max.z + this.lightMargin;
186
- _center.x = Math.floor(_center.x / texelWidth) * texelWidth;
187
- _center.y = Math.floor(_center.y / texelHeight) * texelHeight;
188
-
189
- _center.applyMatrix4(light.shadow.camera.matrixWorld);
190
-
191
- light.position.copy(_center);
192
- light.target.position.copy(_center);
193
- light.target.position.x += this.lightDirection.x;
194
- light.target.position.y += this.lightDirection.y;
195
- light.target.position.z += this.lightDirection.z;
196
- }
197
- }
198
-
199
- injectInclude() {
200
- ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
201
- ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
202
- }
203
-
204
- setupMaterial(material) {
205
- material.defines = material.defines || {};
206
- material.defines.USE_CSM = 1;
207
- material.defines.CSM_CASCADES = this.cascades;
208
-
209
- if (this.fade) {
210
- material.defines.CSM_FADE = '';
211
- }
212
-
213
- const breaksVec2 = [];
214
- const scope = this;
215
- const shaders = this.shaders;
216
-
217
- material.onBeforeCompile = function (shader) {
218
- const far = Math.min(scope.camera.far, scope.maxFar);
219
- scope.getExtendedBreaks(breaksVec2);
220
- shader.uniforms.CSM_cascades = {
221
- value: breaksVec2
222
- };
223
- shader.uniforms.cameraNear = {
224
- value: scope.camera.near
225
- };
226
- shader.uniforms.shadowFar = {
227
- value: far
228
- };
229
- shaders.set(material, shader);
230
- };
231
-
232
- shaders.set(material, null);
233
- }
234
-
235
- updateUniforms() {
236
- const far = Math.min(this.camera.far, this.maxFar);
237
- const shaders = this.shaders;
238
- shaders.forEach(function (shader, material) {
239
- if (shader !== null) {
240
- const uniforms = shader.uniforms;
241
- this.getExtendedBreaks(uniforms.CSM_cascades.value);
242
- uniforms.cameraNear.value = this.camera.near;
243
- uniforms.shadowFar.value = far;
244
- }
245
-
246
- if (!this.fade && 'CSM_FADE' in material.defines) {
247
- delete material.defines.CSM_FADE;
248
- material.needsUpdate = true;
249
- } else if (this.fade && !('CSM_FADE' in material.defines)) {
250
- material.defines.CSM_FADE = '';
251
- material.needsUpdate = true;
252
- }
253
- }, this);
254
- }
255
-
256
- getExtendedBreaks(target) {
257
- while (target.length < this.breaks.length) {
258
- target.push(new Vector2());
259
- }
260
-
261
- target.length = this.breaks.length;
262
-
263
- for (let i = 0; i < this.cascades; i++) {
264
- const amount = this.breaks[i];
265
- const prev = this.breaks[i - 1] || 0;
266
- target[i].x = prev;
267
- target[i].y = amount;
268
- }
269
- }
270
-
271
- updateFrustums() {
272
- this.getBreaks();
273
- this.initCascades();
274
- this.updateShadowBounds();
275
- this.updateUniforms();
276
- }
277
-
278
- remove() {
279
- for (let i = 0; i < this.lights.length; i++) {
280
- this.parent.remove(this.lights[i]);
281
- }
282
- }
283
-
284
- dispose() {
285
- const shaders = this.shaders;
286
- shaders.forEach(function (shader, material) {
287
- delete material.onBeforeCompile;
288
- delete material.defines.USE_CSM;
289
- delete material.defines.CSM_CASCADES;
290
- delete material.defines.CSM_FADE;
291
-
292
- if (shader !== null) {
293
- delete shader.uniforms.CSM_cascades;
294
- delete shader.uniforms.cameraNear;
295
- delete shader.uniforms.shadowFar;
296
- }
297
-
298
- material.needsUpdate = true;
299
- });
300
- shaders.clear();
301
- }
302
-
303
- }
304
-
305
- export { CSM };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t=new e.Matrix4;class r{constructor(t){t=t||{},this.vertices={near:[new e.Vector3,new e.Vector3,new e.Vector3,new e.Vector3],far:[new e.Vector3,new e.Vector3,new e.Vector3,new e.Vector3]},void 0!==t.projectionMatrix&&this.setFromProjectionMatrix(t.projectionMatrix,t.maxFar||1e4)}setFromProjectionMatrix(e,r){const s=0===e.elements[11];return t.copy(e).invert(),this.vertices.near[0].set(1,1,-1),this.vertices.near[1].set(1,-1,-1),this.vertices.near[2].set(-1,-1,-1),this.vertices.near[3].set(-1,1,-1),this.vertices.near.forEach((function(e){e.applyMatrix4(t)})),this.vertices.far[0].set(1,1,1),this.vertices.far[1].set(1,-1,1),this.vertices.far[2].set(-1,-1,1),this.vertices.far[3].set(-1,1,1),this.vertices.far.forEach((function(e){e.applyMatrix4(t);const i=Math.abs(e.z);s?e.z*=Math.min(r/i,1):e.multiplyScalar(Math.min(r/i,1))})),this.vertices}split(e,t){for(;e.length>t.length;)t.push(new r);t.length=e.length;for(let r=0;r<e.length;r++){const s=t[r];if(0===r)for(let e=0;e<4;e++)s.vertices.near[e].copy(this.vertices.near[e]);else for(let t=0;t<4;t++)s.vertices.near[t].lerpVectors(this.vertices.near[t],this.vertices.far[t],e[r-1]);if(r===e.length-1)for(let e=0;e<4;e++)s.vertices.far[e].copy(this.vertices.far[e]);else for(let t=0;t<4;t++)s.vertices.far[t].lerpVectors(this.vertices.near[t],this.vertices.far[t],e[r])}}toSpace(e,t){for(let r=0;r<4;r++)t.vertices.near[r].copy(this.vertices.near[r]).applyMatrix4(e),t.vertices.far[r].copy(this.vertices.far[r]).applyMatrix4(e)}}exports.CSMFrustum=r;
@@ -1,19 +0,0 @@
1
- import { Matrix4, Vector3 } from 'three';
2
-
3
- export interface CSMFrustumVerticies {
4
- near: Vector3[];
5
- far: Vector3[];
6
- }
7
-
8
- export interface CSMFrustumParameters {
9
- projectionMatrix?: Matrix4;
10
- maxFar?: number;
11
- }
12
-
13
- export default class CSMFrustum {
14
- constructor(data?: CSMFrustumParameters);
15
- vertices: CSMFrustumVerticies;
16
- setFromProjectionMatrix(projectionMatrix: Matrix4, maxFar: number): CSMFrustumVerticies;
17
- split(breaks: number[], target: CSMFrustum[]): void;
18
- toSpace(cameraMatrix: Matrix4, target: CSMFrustum): void;
19
- }
package/csm/CSMFrustum.js DELETED
@@ -1,90 +0,0 @@
1
- import { Matrix4, Vector3 } from 'three';
2
-
3
- const inverseProjectionMatrix = new Matrix4();
4
-
5
- class CSMFrustum {
6
- constructor(data) {
7
- data = data || {};
8
- this.vertices = {
9
- near: [new Vector3(), new Vector3(), new Vector3(), new Vector3()],
10
- far: [new Vector3(), new Vector3(), new Vector3(), new Vector3()]
11
- };
12
-
13
- if (data.projectionMatrix !== undefined) {
14
- this.setFromProjectionMatrix(data.projectionMatrix, data.maxFar || 10000);
15
- }
16
- }
17
-
18
- setFromProjectionMatrix(projectionMatrix, maxFar) {
19
- const isOrthographic = projectionMatrix.elements[2 * 4 + 3] === 0;
20
- inverseProjectionMatrix.copy(projectionMatrix).invert(); // 3 --- 0 vertices.near/far order
21
- // | |
22
- // 2 --- 1
23
- // clip space spans from [-1, 1]
24
-
25
- this.vertices.near[0].set(1, 1, -1);
26
- this.vertices.near[1].set(1, -1, -1);
27
- this.vertices.near[2].set(-1, -1, -1);
28
- this.vertices.near[3].set(-1, 1, -1);
29
- this.vertices.near.forEach(function (v) {
30
- v.applyMatrix4(inverseProjectionMatrix);
31
- });
32
- this.vertices.far[0].set(1, 1, 1);
33
- this.vertices.far[1].set(1, -1, 1);
34
- this.vertices.far[2].set(-1, -1, 1);
35
- this.vertices.far[3].set(-1, 1, 1);
36
- this.vertices.far.forEach(function (v) {
37
- v.applyMatrix4(inverseProjectionMatrix);
38
- const absZ = Math.abs(v.z);
39
-
40
- if (isOrthographic) {
41
- v.z *= Math.min(maxFar / absZ, 1.0);
42
- } else {
43
- v.multiplyScalar(Math.min(maxFar / absZ, 1.0));
44
- }
45
- });
46
- return this.vertices;
47
- }
48
-
49
- split(breaks, target) {
50
- while (breaks.length > target.length) {
51
- target.push(new CSMFrustum());
52
- }
53
-
54
- target.length = breaks.length;
55
-
56
- for (let i = 0; i < breaks.length; i++) {
57
- const cascade = target[i];
58
-
59
- if (i === 0) {
60
- for (let j = 0; j < 4; j++) {
61
- cascade.vertices.near[j].copy(this.vertices.near[j]);
62
- }
63
- } else {
64
- for (let j = 0; j < 4; j++) {
65
- cascade.vertices.near[j].lerpVectors(this.vertices.near[j], this.vertices.far[j], breaks[i - 1]);
66
- }
67
- }
68
-
69
- if (i === breaks.length - 1) {
70
- for (let j = 0; j < 4; j++) {
71
- cascade.vertices.far[j].copy(this.vertices.far[j]);
72
- }
73
- } else {
74
- for (let j = 0; j < 4; j++) {
75
- cascade.vertices.far[j].lerpVectors(this.vertices.near[j], this.vertices.far[j], breaks[i]);
76
- }
77
- }
78
- }
79
- }
80
-
81
- toSpace(cameraMatrix, target) {
82
- for (let i = 0; i < 4; i++) {
83
- target.vertices.near[i].copy(this.vertices.near[i]).applyMatrix4(cameraMatrix);
84
- target.vertices.far[i].copy(this.vertices.far[i]).applyMatrix4(cameraMatrix);
85
- }
86
- }
87
-
88
- }
89
-
90
- export { CSMFrustum };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class s extends e.Group{constructor(s){super(),this.csm=s,this.displayFrustum=!0,this.displayPlanes=!0,this.displayShadowBounds=!0;const t=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),i=new Float32Array(24),a=new e.BufferGeometry;a.setIndex(new e.BufferAttribute(t,1)),a.setAttribute("position",new e.BufferAttribute(i,3,!1));const o=new e.LineSegments(a,new e.LineBasicMaterial);this.add(o),this.frustumLines=o,this.cascadeLines=[],this.cascadePlanes=[],this.shadowLines=[]}updateVisibility(){const e=this.displayFrustum,s=this.displayPlanes,t=this.displayShadowBounds,i=this.frustumLines,a=this.cascadeLines,o=this.cascadePlanes,n=this.shadowLines;for(let i=0,r=a.length;i<r;i++){const r=a[i],c=o[i],h=n[i];r.visible=e,c.visible=e&&s,h.visible=t}i.visible=e}update(){const s=this.csm,t=s.camera,i=s.cascades,a=s.mainFrustum,o=s.frustums,n=s.lights,r=this.frustumLines.geometry.getAttribute("position"),c=this.cascadeLines,h=this.cascadePlanes,p=this.shadowLines;for(this.position.copy(t.position),this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.updateMatrixWorld(!0);c.length>i;)this.remove(c.pop()),this.remove(h.pop()),this.remove(p.pop());for(;c.length<i;){const s=new e.Box3Helper(new e.Box3,16777215),t=new e.MeshBasicMaterial({transparent:!0,opacity:.1,depthWrite:!1,side:e.DoubleSide}),i=new e.Mesh(new e.PlaneGeometry,t),a=new e.Group,o=new e.Box3Helper(new e.Box3,16776960);a.add(o),this.add(s),this.add(i),this.add(a),c.push(s),h.push(i),p.push(a)}for(let e=0;e<i;e++){const s=o[e],t=n[e].shadow.camera,i=s.vertices.far,a=c[e],r=h[e],d=p[e],l=d.children[0];a.box.min.copy(i[2]),a.box.max.copy(i[0]),a.box.max.z+=1e-4,r.position.addVectors(i[0],i[2]),r.position.multiplyScalar(.5),r.scale.subVectors(i[0],i[2]),r.scale.z=1e-4,this.remove(d),d.position.copy(t.position),d.quaternion.copy(t.quaternion),d.scale.copy(t.scale),d.updateMatrixWorld(!0),this.attach(d),l.box.min.set(t.bottom,t.left,-t.far),l.box.max.set(t.top,t.right,-t.near)}const d=a.vertices.near,l=a.vertices.far;r.setXYZ(0,l[0].x,l[0].y,l[0].z),r.setXYZ(1,l[3].x,l[3].y,l[3].z),r.setXYZ(2,l[2].x,l[2].y,l[2].z),r.setXYZ(3,l[1].x,l[1].y,l[1].z),r.setXYZ(4,d[0].x,d[0].y,d[0].z),r.setXYZ(5,d[3].x,d[3].y,d[3].z),r.setXYZ(6,d[2].x,d[2].y,d[2].z),r.setXYZ(7,d[1].x,d[1].y,d[1].z),r.needsUpdate=!0}}exports.CSMHelper=s;
@@ -1,26 +0,0 @@
1
- import {
2
- Box3Helper,
3
- BufferGeometry,
4
- Group,
5
- LineBasicMaterial,
6
- LineSegments,
7
- Mesh,
8
- MeshBasicMaterial,
9
- PlaneGeometry,
10
- } from 'three';
11
-
12
- import { CSM } from './CSM';
13
-
14
- export class CSMHelper<TCSM extends CSM = CSM> extends Group {
15
- constructor(csm: TCSM);
16
- csm: TCSM;
17
- displayFrustum: boolean;
18
- displayPlanes: boolean;
19
- displayShadowBounds: boolean;
20
- frustumLines: LineSegments<BufferGeometry, LineBasicMaterial>;
21
- cascadeLines: Box3Helper[];
22
- cascadePlanes: Array<Mesh<PlaneGeometry, MeshBasicMaterial>>;
23
- shadowLines: Box3Helper[];
24
- updateVisibility(): void;
25
- update(): void;
26
- }
package/csm/CSMHelper.js DELETED
@@ -1,128 +0,0 @@
1
- import { Group, BufferGeometry, BufferAttribute, LineSegments, LineBasicMaterial, Box3Helper, Box3, MeshBasicMaterial, DoubleSide, Mesh, PlaneGeometry } from 'three';
2
-
3
- class CSMHelper extends Group {
4
- constructor(csm) {
5
- super();
6
- this.csm = csm;
7
- this.displayFrustum = true;
8
- this.displayPlanes = true;
9
- this.displayShadowBounds = true;
10
- const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
11
- const positions = new Float32Array(24);
12
- const frustumGeometry = new BufferGeometry();
13
- frustumGeometry.setIndex(new BufferAttribute(indices, 1));
14
- frustumGeometry.setAttribute('position', new BufferAttribute(positions, 3, false));
15
- const frustumLines = new LineSegments(frustumGeometry, new LineBasicMaterial());
16
- this.add(frustumLines);
17
- this.frustumLines = frustumLines;
18
- this.cascadeLines = [];
19
- this.cascadePlanes = [];
20
- this.shadowLines = [];
21
- }
22
-
23
- updateVisibility() {
24
- const displayFrustum = this.displayFrustum;
25
- const displayPlanes = this.displayPlanes;
26
- const displayShadowBounds = this.displayShadowBounds;
27
- const frustumLines = this.frustumLines;
28
- const cascadeLines = this.cascadeLines;
29
- const cascadePlanes = this.cascadePlanes;
30
- const shadowLines = this.shadowLines;
31
-
32
- for (let i = 0, l = cascadeLines.length; i < l; i++) {
33
- const cascadeLine = cascadeLines[i];
34
- const cascadePlane = cascadePlanes[i];
35
- const shadowLineGroup = shadowLines[i];
36
- cascadeLine.visible = displayFrustum;
37
- cascadePlane.visible = displayFrustum && displayPlanes;
38
- shadowLineGroup.visible = displayShadowBounds;
39
- }
40
-
41
- frustumLines.visible = displayFrustum;
42
- }
43
-
44
- update() {
45
- const csm = this.csm;
46
- const camera = csm.camera;
47
- const cascades = csm.cascades;
48
- const mainFrustum = csm.mainFrustum;
49
- const frustums = csm.frustums;
50
- const lights = csm.lights;
51
- const frustumLines = this.frustumLines;
52
- const frustumLinePositions = frustumLines.geometry.getAttribute('position');
53
- const cascadeLines = this.cascadeLines;
54
- const cascadePlanes = this.cascadePlanes;
55
- const shadowLines = this.shadowLines;
56
- this.position.copy(camera.position);
57
- this.quaternion.copy(camera.quaternion);
58
- this.scale.copy(camera.scale);
59
- this.updateMatrixWorld(true);
60
-
61
- while (cascadeLines.length > cascades) {
62
- this.remove(cascadeLines.pop());
63
- this.remove(cascadePlanes.pop());
64
- this.remove(shadowLines.pop());
65
- }
66
-
67
- while (cascadeLines.length < cascades) {
68
- const cascadeLine = new Box3Helper(new Box3(), 0xffffff);
69
- const planeMat = new MeshBasicMaterial({
70
- transparent: true,
71
- opacity: 0.1,
72
- depthWrite: false,
73
- side: DoubleSide
74
- });
75
- const cascadePlane = new Mesh(new PlaneGeometry(), planeMat);
76
- const shadowLineGroup = new Group();
77
- const shadowLine = new Box3Helper(new Box3(), 0xffff00);
78
- shadowLineGroup.add(shadowLine);
79
- this.add(cascadeLine);
80
- this.add(cascadePlane);
81
- this.add(shadowLineGroup);
82
- cascadeLines.push(cascadeLine);
83
- cascadePlanes.push(cascadePlane);
84
- shadowLines.push(shadowLineGroup);
85
- }
86
-
87
- for (let i = 0; i < cascades; i++) {
88
- const frustum = frustums[i];
89
- const light = lights[i];
90
- const shadowCam = light.shadow.camera;
91
- const farVerts = frustum.vertices.far;
92
- const cascadeLine = cascadeLines[i];
93
- const cascadePlane = cascadePlanes[i];
94
- const shadowLineGroup = shadowLines[i];
95
- const shadowLine = shadowLineGroup.children[0];
96
- cascadeLine.box.min.copy(farVerts[2]);
97
- cascadeLine.box.max.copy(farVerts[0]);
98
- cascadeLine.box.max.z += 1e-4;
99
- cascadePlane.position.addVectors(farVerts[0], farVerts[2]);
100
- cascadePlane.position.multiplyScalar(0.5);
101
- cascadePlane.scale.subVectors(farVerts[0], farVerts[2]);
102
- cascadePlane.scale.z = 1e-4;
103
- this.remove(shadowLineGroup);
104
- shadowLineGroup.position.copy(shadowCam.position);
105
- shadowLineGroup.quaternion.copy(shadowCam.quaternion);
106
- shadowLineGroup.scale.copy(shadowCam.scale);
107
- shadowLineGroup.updateMatrixWorld(true);
108
- this.attach(shadowLineGroup);
109
- shadowLine.box.min.set(shadowCam.bottom, shadowCam.left, -shadowCam.far);
110
- shadowLine.box.max.set(shadowCam.top, shadowCam.right, -shadowCam.near);
111
- }
112
-
113
- const nearVerts = mainFrustum.vertices.near;
114
- const farVerts = mainFrustum.vertices.far;
115
- frustumLinePositions.setXYZ(0, farVerts[0].x, farVerts[0].y, farVerts[0].z);
116
- frustumLinePositions.setXYZ(1, farVerts[3].x, farVerts[3].y, farVerts[3].z);
117
- frustumLinePositions.setXYZ(2, farVerts[2].x, farVerts[2].y, farVerts[2].z);
118
- frustumLinePositions.setXYZ(3, farVerts[1].x, farVerts[1].y, farVerts[1].z);
119
- frustumLinePositions.setXYZ(4, nearVerts[0].x, nearVerts[0].y, nearVerts[0].z);
120
- frustumLinePositions.setXYZ(5, nearVerts[3].x, nearVerts[3].y, nearVerts[3].z);
121
- frustumLinePositions.setXYZ(6, nearVerts[2].x, nearVerts[2].y, nearVerts[2].z);
122
- frustumLinePositions.setXYZ(7, nearVerts[1].x, nearVerts[1].y, nearVerts[1].z);
123
- frustumLinePositions.needsUpdate = true;
124
- }
125
-
126
- }
127
-
128
- export { CSMHelper };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={lights_fragment_begin:"\nGeometricContext geometry;\n\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n#ifdef CLEARCOAT\n\n\tgeometry.clearcoatNormal = clearcoatNormal;\n\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\tfloat linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )\n\tvec2 cascade;\n\tfloat cascadeCenter;\n\tfloat closestEdge;\n\tfloat margin;\n\tfloat csmx;\n\tfloat csmy;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t \t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\t\t// NOTE: Depth gets larger away from the camera.\n\t\t\t// cascade.x is closer, cascade.y is further\n\t\t\tcascade = CSM_cascades[ i ];\n\t\t\tcascadeCenter = ( cascade.x + cascade.y ) / 2.0;\n\t\t\tclosestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;\n\t\t\tmargin = 0.25 * pow( closestEdge, 2.0 );\n\t\t\tcsmx = cascade.x - margin / 2.0;\n\t\t\tcsmy = cascade.y + margin / 2.0;\n\t\t\tif( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {\n\n\t\t\t\tfloat dist = min( linearDepth - csmx, csmy - linearDepth );\n\t\t\t\tfloat ratio = clamp( dist / margin, 0.0, 1.0 );\n\n\t\t\t\tvec3 prevColor = directLight.color;\n\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\tbool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;\n\t\t\t\tdirectLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );\n\n\t\t\t\tReflectedLight prevLight = reflectedLight;\n\t\t\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t\t\tbool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;\n\t\t\t\tfloat blendRatio = shouldBlend ? ratio : 1.0;\n\n\t\t\t\treflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );\n\t\t\t\treflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );\n\t\t\t\treflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );\n\t\t\t\treflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );\n\n\t\t\t}\n\t \t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\t#else\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\n\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)\n\t\t// compute the lights not casting shadows (if any)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\n\t\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_pars_begin:"\n#if defined( USE_CSM ) && defined( CSM_CASCADES )\nuniform vec2 CSM_cascades[CSM_CASCADES];\nuniform float cameraNear;\nuniform float shadowFar;\n#endif\n\t"+require("three").ShaderChunk.lights_pars_begin};exports.CSMShader=t;
@@ -1,4 +0,0 @@
1
- export interface CSMShader {
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- lights_fragment_begin: string;
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- lights_pars_begin: string;
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- }