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( _projScreenMatrix ); } 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 };