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PointLightShadow.js
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import { LightShadow } from './LightShadow.js';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();
/**
* Represents the shadow configuration of point lights.
*
* @augments LightShadow
*/
class PointLightShadow extends LightShadow {
/**
* Constructs a new point light shadow.
*/
constructor() {
super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPointLightShadow = true;
this._frameExtents = new Vector2( 4, 2 );
this._viewportCount = 6;
this._viewports = [
// These viewports map a cube-map onto a 2D texture with the
// following orientation:
//
// xzXZ
// y Y
//
// X - Positive x direction
// x - Negative x direction
// Y - Positive y direction
// y - Negative y direction
// Z - Positive z direction
// z - Negative z direction
// positive X
new Vector4( 2, 1, 1, 1 ),
// negative X
new Vector4( 0, 1, 1, 1 ),
// positive Z
new Vector4( 3, 1, 1, 1 ),
// negative Z
new Vector4( 1, 1, 1, 1 ),
// positive Y
new Vector4( 3, 0, 1, 1 ),
// negative Y
new Vector4( 1, 0, 1, 1 )
];
this._cubeDirections = [
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
];
this._cubeUps = [
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
];
}
/**
* Update the matrices for the camera and shadow, used internally by the renderer.
*
* @param {Light} light - The light for which the shadow is being rendered.
* @param {number} [viewportIndex=0] - The viewport index.
*/
updateMatrices( light, viewportIndex = 0 ) {
const camera = this.camera;
const shadowMatrix = this.matrix;
const far = light.distance || camera.far;
if ( far !== camera.far ) {
camera.far = far;
camera.updateProjectionMatrix();
}
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
camera.position.copy( _lightPositionWorld );
_lookTarget.copy( camera.position );
_lookTarget.add( this._cubeDirections[ viewportIndex ] );
camera.up.copy( this._cubeUps[ viewportIndex ] );
camera.lookAt( _lookTarget );
camera.updateMatrixWorld();
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
this._frustum.setFromProjectionMatrix( _projScreenMatrix );
}
}
export { PointLightShadow };