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HuangJiPC / public / static / three / examples / js / csm / CSMHelper.js
@zhangdeliang zhangdeliang on 21 Jun 5 KB update
( function () {

	class CSMHelper extends THREE.Group {

		constructor( csm ) {

			super();
			this.csm = csm;
			this.displayFrustum = true;
			this.displayPlanes = true;
			this.displayShadowBounds = true;
			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 ] );
			const positions = new Float32Array( 24 );
			const frustumGeometry = new THREE.BufferGeometry();
			frustumGeometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
			frustumGeometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3, false ) );
			const frustumLines = new THREE.LineSegments( frustumGeometry, new THREE.LineBasicMaterial() );
			this.add( frustumLines );
			this.frustumLines = frustumLines;
			this.cascadeLines = [];
			this.cascadePlanes = [];
			this.shadowLines = [];

		}

		updateVisibility() {

			const displayFrustum = this.displayFrustum;
			const displayPlanes = this.displayPlanes;
			const displayShadowBounds = this.displayShadowBounds;
			const frustumLines = this.frustumLines;
			const cascadeLines = this.cascadeLines;
			const cascadePlanes = this.cascadePlanes;
			const shadowLines = this.shadowLines;

			for ( let i = 0, l = cascadeLines.length; i < l; i ++ ) {

				const cascadeLine = cascadeLines[ i ];
				const cascadePlane = cascadePlanes[ i ];
				const shadowLineGroup = shadowLines[ i ];
				cascadeLine.visible = displayFrustum;
				cascadePlane.visible = displayFrustum && displayPlanes;
				shadowLineGroup.visible = displayShadowBounds;

			}

			frustumLines.visible = displayFrustum;

		}

		update() {

			const csm = this.csm;
			const camera = csm.camera;
			const cascades = csm.cascades;
			const mainFrustum = csm.mainFrustum;
			const frustums = csm.frustums;
			const lights = csm.lights;
			const frustumLines = this.frustumLines;
			const frustumLinePositions = frustumLines.geometry.getAttribute( 'position' );
			const cascadeLines = this.cascadeLines;
			const cascadePlanes = this.cascadePlanes;
			const shadowLines = this.shadowLines;
			this.position.copy( camera.position );
			this.quaternion.copy( camera.quaternion );
			this.scale.copy( camera.scale );
			this.updateMatrixWorld( true );

			while ( cascadeLines.length > cascades ) {

				this.remove( cascadeLines.pop() );
				this.remove( cascadePlanes.pop() );
				this.remove( shadowLines.pop() );

			}

			while ( cascadeLines.length < cascades ) {

				const cascadeLine = new THREE.Box3Helper( new THREE.Box3(), 0xffffff );
				const planeMat = new THREE.MeshBasicMaterial( {
					transparent: true,
					opacity: 0.1,
					depthWrite: false,
					side: THREE.DoubleSide
				} );
				const cascadePlane = new THREE.Mesh( new THREE.PlaneGeometry(), planeMat );
				const shadowLineGroup = new THREE.Group();
				const shadowLine = new THREE.Box3Helper( new THREE.Box3(), 0xffff00 );
				shadowLineGroup.add( shadowLine );
				this.add( cascadeLine );
				this.add( cascadePlane );
				this.add( shadowLineGroup );
				cascadeLines.push( cascadeLine );
				cascadePlanes.push( cascadePlane );
				shadowLines.push( shadowLineGroup );

			}

			for ( let i = 0; i < cascades; i ++ ) {

				const frustum = frustums[ i ];
				const light = lights[ i ];
				const shadowCam = light.shadow.camera;
				const farVerts = frustum.vertices.far;
				const cascadeLine = cascadeLines[ i ];
				const cascadePlane = cascadePlanes[ i ];
				const shadowLineGroup = shadowLines[ i ];
				const shadowLine = shadowLineGroup.children[ 0 ];
				cascadeLine.box.min.copy( farVerts[ 2 ] );
				cascadeLine.box.max.copy( farVerts[ 0 ] );
				cascadeLine.box.max.z += 1e-4;
				cascadePlane.position.addVectors( farVerts[ 0 ], farVerts[ 2 ] );
				cascadePlane.position.multiplyScalar( 0.5 );
				cascadePlane.scale.subVectors( farVerts[ 0 ], farVerts[ 2 ] );
				cascadePlane.scale.z = 1e-4;
				this.remove( shadowLineGroup );
				shadowLineGroup.position.copy( shadowCam.position );
				shadowLineGroup.quaternion.copy( shadowCam.quaternion );
				shadowLineGroup.scale.copy( shadowCam.scale );
				shadowLineGroup.updateMatrixWorld( true );
				this.attach( shadowLineGroup );
				shadowLine.box.min.set( shadowCam.bottom, shadowCam.left, - shadowCam.far );
				shadowLine.box.max.set( shadowCam.top, shadowCam.right, - shadowCam.near );

			}

			const nearVerts = mainFrustum.vertices.near;
			const farVerts = mainFrustum.vertices.far;
			frustumLinePositions.setXYZ( 0, farVerts[ 0 ].x, farVerts[ 0 ].y, farVerts[ 0 ].z );
			frustumLinePositions.setXYZ( 1, farVerts[ 3 ].x, farVerts[ 3 ].y, farVerts[ 3 ].z );
			frustumLinePositions.setXYZ( 2, farVerts[ 2 ].x, farVerts[ 2 ].y, farVerts[ 2 ].z );
			frustumLinePositions.setXYZ( 3, farVerts[ 1 ].x, farVerts[ 1 ].y, farVerts[ 1 ].z );
			frustumLinePositions.setXYZ( 4, nearVerts[ 0 ].x, nearVerts[ 0 ].y, nearVerts[ 0 ].z );
			frustumLinePositions.setXYZ( 5, nearVerts[ 3 ].x, nearVerts[ 3 ].y, nearVerts[ 3 ].z );
			frustumLinePositions.setXYZ( 6, nearVerts[ 2 ].x, nearVerts[ 2 ].y, nearVerts[ 2 ].z );
			frustumLinePositions.setXYZ( 7, nearVerts[ 1 ].x, nearVerts[ 1 ].y, nearVerts[ 1 ].z );
			frustumLinePositions.needsUpdate = true;

		}

	}

	THREE.CSMHelper = CSMHelper;

} )();