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@@ -18991,7 +18991,7 @@ class BufferGeometry extends EventDispatcher {
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* This dictionary holds the morph targets of the geometry.
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*
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* Note: Once the geometry has been rendered, the morph attribute data cannot
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- * be changed. You will have to call `dispose()?, and create a new geometry instance.
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+ * be changed. You will have to call `dispose()`, and create a new geometry instance.
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*
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* @type {Object}
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*/
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@@ -26799,7 +26799,7 @@ class Frustum {
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}
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-const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
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+const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
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const _frustum$1 = /*@__PURE__*/ new Frustum();
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/**
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@@ -26844,13 +26844,13 @@ class FrustumArray {
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const camera = cameraArray.cameras[ i ];
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- _projScreenMatrix$2.multiplyMatrices(
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+ _projScreenMatrix$1.multiplyMatrices(
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camera.projectionMatrix,
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camera.matrixWorldInverse
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);
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_frustum$1.setFromProjectionMatrix(
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- _projScreenMatrix$2,
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+ _projScreenMatrix$1,
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camera.coordinateSystem,
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camera.reversedDepth
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);
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@@ -26887,13 +26887,13 @@ class FrustumArray {
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const camera = cameraArray.cameras[ i ];
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- _projScreenMatrix$2.multiplyMatrices(
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+ _projScreenMatrix$1.multiplyMatrices(
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camera.projectionMatrix,
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camera.matrixWorldInverse
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);
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_frustum$1.setFromProjectionMatrix(
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- _projScreenMatrix$2,
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+ _projScreenMatrix$1,
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camera.coordinateSystem,
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camera.reversedDepth
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);
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@@ -26930,13 +26930,13 @@ class FrustumArray {
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const camera = cameraArray.cameras[ i ];
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- _projScreenMatrix$2.multiplyMatrices(
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+ _projScreenMatrix$1.multiplyMatrices(
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camera.projectionMatrix,
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camera.matrixWorldInverse
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);
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_frustum$1.setFromProjectionMatrix(
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- _projScreenMatrix$2,
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+ _projScreenMatrix$1,
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camera.coordinateSystem,
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camera.reversedDepth
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);
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@@ -26973,13 +26973,13 @@ class FrustumArray {
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const camera = cameraArray.cameras[ i ];
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- _projScreenMatrix$2.multiplyMatrices(
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+ _projScreenMatrix$1.multiplyMatrices(
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camera.projectionMatrix,
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camera.matrixWorldInverse
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);
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_frustum$1.setFromProjectionMatrix(
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- _projScreenMatrix$2,
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+ _projScreenMatrix$1,
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camera.coordinateSystem,
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camera.reversedDepth
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);
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@@ -27016,13 +27016,13 @@ class FrustumArray {
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const camera = cameraArray.cameras[ i ];
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- _projScreenMatrix$2.multiplyMatrices(
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+ _projScreenMatrix$1.multiplyMatrices(
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camera.projectionMatrix,
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camera.matrixWorldInverse
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);
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_frustum$1.setFromProjectionMatrix(
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- _projScreenMatrix$2,
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+ _projScreenMatrix$1,
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camera.coordinateSystem,
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camera.reversedDepth
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);
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@@ -31414,7 +31414,7 @@ class PolyhedronGeometry extends BufferGeometry {
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*/
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static fromJSON( data ) {
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- return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
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+ return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
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}
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@@ -45453,9 +45453,9 @@ class HemisphereLight extends Light {
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}
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-const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
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-const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
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-const _lookTarget$1 = /*@__PURE__*/ new Vector3();
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+const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
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+const _lightPositionWorld = /*@__PURE__*/ new Vector3();
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+const _lookTarget = /*@__PURE__*/ new Vector3();
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/**
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* Abstract base class for light shadow classes. These classes
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@@ -45641,15 +45641,15 @@ class LightShadow {
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const shadowCamera = this.camera;
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const shadowMatrix = this.matrix;
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- _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
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- shadowCamera.position.copy( _lightPositionWorld$1 );
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+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
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+ shadowCamera.position.copy( _lightPositionWorld );
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- _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
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- shadowCamera.lookAt( _lookTarget$1 );
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+ _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
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+ shadowCamera.lookAt( _lookTarget );
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shadowCamera.updateMatrixWorld();
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- _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
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- this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
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+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
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+ this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
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if ( shadowCamera.reversedDepth ) {
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@@ -45671,7 +45671,7 @@ class LightShadow {
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}
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- shadowMatrix.multiply( _projScreenMatrix$1 );
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+ shadowMatrix.multiply( _projScreenMatrix );
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}
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@@ -46044,10 +46044,6 @@ class SpotLight extends Light {
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}
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-const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
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-const _lightPositionWorld = /*@__PURE__*/ new Vector3();
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-const _lookTarget = /*@__PURE__*/ new Vector3();
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-
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/**
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* Represents the shadow configuration of point lights.
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*
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@@ -46071,52 +46067,6 @@ class PointLightShadow extends LightShadow {
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*/
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this.isPointLightShadow = true;
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- this._cubeDirections = [
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- new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 1, 0 ),
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- new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
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- ];
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-
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- this._cubeUps = [
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- new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ),
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- new Vector3( 0, 0, -1 ), new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 )
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- ];
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-
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- }
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-
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- /**
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- * Update the matrices for the camera and shadow, used internally by the renderer.
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- *
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- * @param {Light} light - The light for which the shadow is being rendered.
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- * @param {number} [faceIndex=0] - The cube face index (0-5).
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- */
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- updateMatrices( light, faceIndex = 0 ) {
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-
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- const camera = this.camera;
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- const shadowMatrix = this.matrix;
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-
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- const far = light.distance || camera.far;
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-
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- if ( far !== camera.far ) {
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-
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- camera.far = far;
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- camera.updateProjectionMatrix();
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-
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- }
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-
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- _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
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- camera.position.copy( _lightPositionWorld );
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-
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- _lookTarget.copy( camera.position );
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- _lookTarget.add( this._cubeDirections[ faceIndex ] );
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- camera.up.copy( this._cubeUps[ faceIndex ] );
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- camera.lookAt( _lookTarget );
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- camera.updateMatrixWorld();
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-
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- shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
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-
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- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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- this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
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-
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}
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}
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