CSMHelper.js 5.0 KB

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  1. import {
  2. Group,
  3. Mesh,
  4. LineSegments,
  5. BufferGeometry,
  6. LineBasicMaterial,
  7. Box3Helper,
  8. Box3,
  9. PlaneGeometry,
  10. MeshBasicMaterial,
  11. BufferAttribute,
  12. DoubleSide
  13. } from 'three';
  14. class CSMHelper extends Group {
  15. constructor( csm ) {
  16. super();
  17. this.csm = csm;
  18. this.displayFrustum = true;
  19. this.displayPlanes = true;
  20. this.displayShadowBounds = true;
  21. 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 ] );
  22. const positions = new Float32Array( 24 );
  23. const frustumGeometry = new BufferGeometry();
  24. frustumGeometry.setIndex( new BufferAttribute( indices, 1 ) );
  25. frustumGeometry.setAttribute( 'position', new BufferAttribute( positions, 3, false ) );
  26. const frustumLines = new LineSegments( frustumGeometry, new LineBasicMaterial() );
  27. this.add( frustumLines );
  28. this.frustumLines = frustumLines;
  29. this.cascadeLines = [];
  30. this.cascadePlanes = [];
  31. this.shadowLines = [];
  32. }
  33. updateVisibility() {
  34. const displayFrustum = this.displayFrustum;
  35. const displayPlanes = this.displayPlanes;
  36. const displayShadowBounds = this.displayShadowBounds;
  37. const frustumLines = this.frustumLines;
  38. const cascadeLines = this.cascadeLines;
  39. const cascadePlanes = this.cascadePlanes;
  40. const shadowLines = this.shadowLines;
  41. for ( let i = 0, l = cascadeLines.length; i < l; i ++ ) {
  42. const cascadeLine = cascadeLines[ i ];
  43. const cascadePlane = cascadePlanes[ i ];
  44. const shadowLineGroup = shadowLines[ i ];
  45. cascadeLine.visible = displayFrustum;
  46. cascadePlane.visible = displayFrustum && displayPlanes;
  47. shadowLineGroup.visible = displayShadowBounds;
  48. }
  49. frustumLines.visible = displayFrustum;
  50. }
  51. update() {
  52. const csm = this.csm;
  53. const camera = csm.camera;
  54. const cascades = csm.cascades;
  55. const mainFrustum = csm.mainFrustum;
  56. const frustums = csm.frustums;
  57. const lights = csm.lights;
  58. const frustumLines = this.frustumLines;
  59. const frustumLinePositions = frustumLines.geometry.getAttribute( 'position' );
  60. const cascadeLines = this.cascadeLines;
  61. const cascadePlanes = this.cascadePlanes;
  62. const shadowLines = this.shadowLines;
  63. this.position.copy( camera.position );
  64. this.quaternion.copy( camera.quaternion );
  65. this.scale.copy( camera.scale );
  66. this.updateMatrixWorld( true );
  67. while ( cascadeLines.length > cascades ) {
  68. this.remove( cascadeLines.pop() );
  69. this.remove( cascadePlanes.pop() );
  70. this.remove( shadowLines.pop() );
  71. }
  72. while ( cascadeLines.length < cascades ) {
  73. const cascadeLine = new Box3Helper( new Box3(), 0xffffff );
  74. const planeMat = new MeshBasicMaterial( { transparent: true, opacity: 0.1, depthWrite: false, side: DoubleSide } );
  75. const cascadePlane = new Mesh( new PlaneGeometry(), planeMat );
  76. const shadowLineGroup = new Group();
  77. const shadowLine = new Box3Helper( new Box3(), 0xffff00 );
  78. shadowLineGroup.add( shadowLine );
  79. this.add( cascadeLine );
  80. this.add( cascadePlane );
  81. this.add( shadowLineGroup );
  82. cascadeLines.push( cascadeLine );
  83. cascadePlanes.push( cascadePlane );
  84. shadowLines.push( shadowLineGroup );
  85. }
  86. for ( let i = 0; i < cascades; i ++ ) {
  87. const frustum = frustums[ i ];
  88. const light = lights[ i ];
  89. const shadowCam = light.shadow.camera;
  90. const farVerts = frustum.vertices.far;
  91. const cascadeLine = cascadeLines[ i ];
  92. const cascadePlane = cascadePlanes[ i ];
  93. const shadowLineGroup = shadowLines[ i ];
  94. const shadowLine = shadowLineGroup.children[ 0 ];
  95. cascadeLine.box.min.copy( farVerts[ 2 ] );
  96. cascadeLine.box.max.copy( farVerts[ 0 ] );
  97. cascadeLine.box.max.z += 1e-4;
  98. cascadePlane.position.addVectors( farVerts[ 0 ], farVerts[ 2 ] );
  99. cascadePlane.position.multiplyScalar( 0.5 );
  100. cascadePlane.scale.subVectors( farVerts[ 0 ], farVerts[ 2 ] );
  101. cascadePlane.scale.z = 1e-4;
  102. this.remove( shadowLineGroup );
  103. shadowLineGroup.position.copy( shadowCam.position );
  104. shadowLineGroup.quaternion.copy( shadowCam.quaternion );
  105. shadowLineGroup.scale.copy( shadowCam.scale );
  106. shadowLineGroup.updateMatrixWorld( true );
  107. this.attach( shadowLineGroup );
  108. shadowLine.box.min.set( shadowCam.bottom, shadowCam.left, - shadowCam.far );
  109. shadowLine.box.max.set( shadowCam.top, shadowCam.right, - shadowCam.near );
  110. }
  111. const nearVerts = mainFrustum.vertices.near;
  112. const farVerts = mainFrustum.vertices.far;
  113. frustumLinePositions.setXYZ( 0, farVerts[ 0 ].x, farVerts[ 0 ].y, farVerts[ 0 ].z );
  114. frustumLinePositions.setXYZ( 1, farVerts[ 3 ].x, farVerts[ 3 ].y, farVerts[ 3 ].z );
  115. frustumLinePositions.setXYZ( 2, farVerts[ 2 ].x, farVerts[ 2 ].y, farVerts[ 2 ].z );
  116. frustumLinePositions.setXYZ( 3, farVerts[ 1 ].x, farVerts[ 1 ].y, farVerts[ 1 ].z );
  117. frustumLinePositions.setXYZ( 4, nearVerts[ 0 ].x, nearVerts[ 0 ].y, nearVerts[ 0 ].z );
  118. frustumLinePositions.setXYZ( 5, nearVerts[ 3 ].x, nearVerts[ 3 ].y, nearVerts[ 3 ].z );
  119. frustumLinePositions.setXYZ( 6, nearVerts[ 2 ].x, nearVerts[ 2 ].y, nearVerts[ 2 ].z );
  120. frustumLinePositions.setXYZ( 7, nearVerts[ 1 ].x, nearVerts[ 1 ].y, nearVerts[ 1 ].z );
  121. frustumLinePositions.needsUpdate = true;
  122. }
  123. }
  124. export { CSMHelper };