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- ( function () {
- const inverseProjectionMatrix = new THREE.Matrix4();
- class CSMFrustum {
- constructor( data ) {
- data = data || {};
- this.vertices = {
- near: [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ],
- far: [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]
- };
- if ( data.projectionMatrix !== undefined ) {
- this.setFromProjectionMatrix( data.projectionMatrix, data.maxFar || 10000 );
- }
- }
- setFromProjectionMatrix( projectionMatrix, maxFar ) {
- const isOrthographic = projectionMatrix.elements[ 2 * 4 + 3 ] === 0;
- inverseProjectionMatrix.copy( projectionMatrix ).invert(); // 3 --- 0 vertices.near/far order
- // | |
- // 2 --- 1
- // clip space spans from [-1, 1]
- 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 ( v ) {
- v.applyMatrix4( inverseProjectionMatrix );
- } );
- 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 ( v ) {
- v.applyMatrix4( inverseProjectionMatrix );
- const absZ = Math.abs( v.z );
- if ( isOrthographic ) {
- v.z *= Math.min( maxFar / absZ, 1.0 );
- } else {
- v.multiplyScalar( Math.min( maxFar / absZ, 1.0 ) );
- }
- } );
- return this.vertices;
- }
- split( breaks, target ) {
- while ( breaks.length > target.length ) {
- target.push( new CSMFrustum() );
- }
- target.length = breaks.length;
- for ( let i = 0; i < breaks.length; i ++ ) {
- const cascade = target[ i ];
- if ( i === 0 ) {
- for ( let j = 0; j < 4; j ++ ) {
- cascade.vertices.near[ j ].copy( this.vertices.near[ j ] );
- }
- } else {
- for ( let j = 0; j < 4; j ++ ) {
- cascade.vertices.near[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i - 1 ] );
- }
- }
- if ( i === breaks.length - 1 ) {
- for ( let j = 0; j < 4; j ++ ) {
- cascade.vertices.far[ j ].copy( this.vertices.far[ j ] );
- }
- } else {
- for ( let j = 0; j < 4; j ++ ) {
- cascade.vertices.far[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i ] );
- }
- }
- }
- }
- toSpace( cameraMatrix, target ) {
- for ( var i = 0; i < 4; i ++ ) {
- target.vertices.near[ i ].copy( this.vertices.near[ i ] ).applyMatrix4( cameraMatrix );
- target.vertices.far[ i ].copy( this.vertices.far[ i ] ).applyMatrix4( cameraMatrix );
- }
- }
- }
- THREE.CSMFrustum = CSMFrustum;
- } )();
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