starry / backend /libs /three /lights /LightShadow.js
k-l-lambda's picture
feat: add Python ML services (CPU mode) with model download
2b7aae2
import { Matrix4 } from '../math/Matrix4.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
import { Frustum } from '../math/Frustum.js';
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();
class LightShadow {
constructor(camera) {
this.camera = camera;
this.bias = 0;
this.normalBias = 0;
this.radius = 1;
this.blurSamples = 8;
this.mapSize = new Vector2(512, 512);
this.map = null;
this.mapPass = null;
this.matrix = new Matrix4();
this.autoUpdate = true;
this.needsUpdate = false;
this._frustum = new Frustum();
this._frameExtents = new Vector2(1, 1);
this._viewportCount = 1;
this._viewports = [new Vector4(0, 0, 1, 1)];
}
getViewportCount() {
return this._viewportCount;
}
getFrustum() {
return this._frustum;
}
updateMatrices(light) {
const shadowCamera = this.camera;
const shadowMatrix = this.matrix;
_lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
shadowCamera.position.copy(_lightPositionWorld);
_lookTarget.setFromMatrixPosition(light.target.matrixWorld);
shadowCamera.lookAt(_lookTarget);
shadowCamera.updateMatrixWorld();
_projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
this._frustum.setFromProjectionMatrix(_projScreenMatrix);
shadowMatrix.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);
shadowMatrix.multiply(shadowCamera.projectionMatrix);
shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
}
getViewport(viewportIndex) {
return this._viewports[viewportIndex];
}
getFrameExtents() {
return this._frameExtents;
}
dispose() {
if (this.map) {
this.map.dispose();
}
if (this.mapPass) {
this.mapPass.dispose();
}
}
copy(source) {
this.camera = source.camera.clone();
this.bias = source.bias;
this.radius = source.radius;
this.mapSize.copy(source.mapSize);
return this;
}
clone() {
return new this.constructor().copy(this);
}
toJSON() {
const object = {};
if (this.bias !== 0) object.bias = this.bias;
if (this.normalBias !== 0) object.normalBias = this.normalBias;
if (this.radius !== 1) object.radius = this.radius;
if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
object.camera = this.camera.toJSON(false).object;
delete object.camera.matrix;
return object;
}
}
export { LightShadow };