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'; /** * @author mrdoob / http://mrdoob.com/ */ function LightShadow( camera ) { this.camera = camera; this.bias = 0; this.radius = 1; this.mapSize = new Vector2( 512, 512 ); this.map = null; this.mapPass = null; this.matrix = new Matrix4(); this._frustum = new Frustum(); this._frameExtents = new Vector2( 1, 1 ); this._viewportCount = 1; this._viewports = [ new Vector4( 0, 0, 1, 1 ) ]; } Object.assign( LightShadow.prototype, { _projScreenMatrix: new Matrix4(), _lightPositionWorld: new Vector3(), _lookTarget: new Vector3(), getViewportCount: function () { return this._viewportCount; }, getFrustum: function () { return this._frustum; }, updateMatrices: function ( light ) { var shadowCamera = this.camera, shadowMatrix = this.matrix, projScreenMatrix = this._projScreenMatrix, lookTarget = this._lookTarget, lightPositionWorld = this._lightPositionWorld; 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: function ( viewportIndex ) { return this._viewports[ viewportIndex ]; }, getFrameExtents: function () { return this._frameExtents; }, copy: function ( source ) { this.camera = source.camera.clone(); this.bias = source.bias; this.radius = source.radius; this.mapSize.copy( source.mapSize ); return this; }, clone: function () { return new this.constructor().copy( this ); }, toJSON: function () { var object = {}; if ( this.bias !== 0 ) object.bias = this.bias; 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 };