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- import { StandardMaterial } from "../Materials/standardMaterial.js";
- import { Color3 } from "../Maths/math.color.js";
- import { Matrix, TmpVectors, Vector3 } from "../Maths/math.vector.js";
- import { CreateLines } from "../Meshes/Builders/linesBuilder.js";
- import { Mesh } from "../Meshes/mesh.js";
- import { VertexData } from "../Meshes/mesh.vertexData.js";
- import { TransformNode } from "../Meshes/transformNode.js";
- /**
- * Class used to render a debug view of the frustum for a directional light
- * @see https://playground.babylonjs.com/#7EFGSG#4
- * @since 5.0.0
- */
- export class DirectionalLightFrustumViewer {
- /**
- * Gets or sets the transparency of the frustum planes
- */
- get transparency() {
- return this._transparency;
- }
- set transparency(alpha) {
- this._transparency = alpha;
- for (let i = 6; i < 12; ++i) {
- this._lightHelperFrustumMeshes[i].material.alpha = alpha;
- }
- }
- /**
- * true to display the edges of the frustum
- */
- get showLines() {
- return this._showLines;
- }
- set showLines(show) {
- if (this._showLines === show) {
- return;
- }
- this._showLines = show;
- for (let i = 0; i < 6; ++i) {
- this._lightHelperFrustumMeshes[i].setEnabled(show);
- }
- }
- /**
- * true to display the planes of the frustum
- */
- get showPlanes() {
- return this._showPlanes;
- }
- set showPlanes(show) {
- if (this._showPlanes === show) {
- return;
- }
- this._showPlanes = show;
- for (let i = 6; i < 12; ++i) {
- this._lightHelperFrustumMeshes[i].setEnabled(show);
- }
- }
- /**
- * Creates a new frustum viewer
- * @param light directional light to display the frustum for
- * @param camera camera used to retrieve the minZ / maxZ values if the shadowMinZ/shadowMaxZ values of the light are not setup
- */
- constructor(light, camera) {
- this._oldPosition = new Vector3(Number.NaN, Number.NaN, Number.NaN);
- this._oldDirection = new Vector3(Number.NaN, Number.NaN, Number.NaN);
- this._transparency = 0.3;
- this._showLines = true;
- this._showPlanes = true;
- this._scene = light.getScene();
- this._light = light;
- this._camera = camera;
- this._inverseViewMatrix = Matrix.Identity();
- this._lightHelperFrustumMeshes = [];
- this._createGeometry();
- this.show();
- this.update();
- }
- /**
- * Shows the frustum
- */
- show() {
- this._lightHelperFrustumMeshes.forEach((mesh, index) => {
- mesh.setEnabled((index < 6 && this._showLines) || (index >= 6 && this._showPlanes));
- });
- this._oldPosition.set(Number.NaN, Number.NaN, Number.NaN);
- this._visible = true;
- }
- /**
- * Hides the frustum
- */
- hide() {
- this._lightHelperFrustumMeshes.forEach((mesh) => {
- mesh.setEnabled(false);
- });
- this._visible = false;
- }
- /**
- * Updates the frustum.
- * Call this method to update the frustum view if the light has changed position/direction
- */
- update() {
- if (!this._visible) {
- return;
- }
- if (this._oldPosition.equals(this._light.position) &&
- this._oldDirection.equals(this._light.direction) &&
- this._oldAutoCalc === this._light.autoCalcShadowZBounds &&
- this._oldMinZ === this._light.shadowMinZ &&
- this._oldMaxZ === this._light.shadowMaxZ) {
- return;
- }
- this._oldPosition.copyFrom(this._light.position);
- this._oldDirection.copyFrom(this._light.direction);
- this._oldAutoCalc = this._light.autoCalcShadowZBounds;
- this._oldMinZ = this._light.shadowMinZ;
- this._oldMaxZ = this._light.shadowMaxZ;
- TmpVectors.Vector3[0].set(this._light.orthoLeft, this._light.orthoBottom, this._light.shadowMinZ !== undefined ? this._light.shadowMinZ : this._camera.minZ); // min light extents
- TmpVectors.Vector3[1].set(this._light.orthoRight, this._light.orthoTop, this._light.shadowMaxZ !== undefined ? this._light.shadowMaxZ : this._camera.maxZ); // max light extents
- const invLightView = this._getInvertViewMatrix();
- TmpVectors.Vector3[2].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n1
- TmpVectors.Vector3[3].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n2
- TmpVectors.Vector3[4].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z); // n3
- TmpVectors.Vector3[5].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[0].z); // n4
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[2], invLightView, TmpVectors.Vector3[2]); // near1
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[3], invLightView, TmpVectors.Vector3[3]); // near2
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[4], invLightView, TmpVectors.Vector3[4]); // near3
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[5], invLightView, TmpVectors.Vector3[5]); // near4
- TmpVectors.Vector3[6].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f1
- TmpVectors.Vector3[7].copyFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f2
- TmpVectors.Vector3[8].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[1].z); // f3
- TmpVectors.Vector3[9].copyFromFloats(TmpVectors.Vector3[0].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z); // f4
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[6], invLightView, TmpVectors.Vector3[6]); // far1
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[7], invLightView, TmpVectors.Vector3[7]); // far2
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3
- Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4
- CreateLines("nearlines", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] }, this._scene);
- CreateLines("farlines", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] }, this._scene);
- CreateLines("trlines", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] }, this._scene);
- CreateLines("brlines", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] }, this._scene);
- CreateLines("tllines", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] }, this._scene);
- CreateLines("bllines", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] }, this._scene);
- TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);
- TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);
- TmpVectors.Vector3[4].toArray(this._nearPlaneVertices, 6);
- TmpVectors.Vector3[5].toArray(this._nearPlaneVertices, 9);
- this._lightHelperFrustumMeshes[6].geometry?.updateVerticesDataDirectly("position", this._nearPlaneVertices, 0);
- TmpVectors.Vector3[6].toArray(this._farPlaneVertices, 0);
- TmpVectors.Vector3[7].toArray(this._farPlaneVertices, 3);
- TmpVectors.Vector3[8].toArray(this._farPlaneVertices, 6);
- TmpVectors.Vector3[9].toArray(this._farPlaneVertices, 9);
- this._lightHelperFrustumMeshes[7].geometry?.updateVerticesDataDirectly("position", this._farPlaneVertices, 0);
- TmpVectors.Vector3[2].toArray(this._rightPlaneVertices, 0);
- TmpVectors.Vector3[6].toArray(this._rightPlaneVertices, 3);
- TmpVectors.Vector3[7].toArray(this._rightPlaneVertices, 6);
- TmpVectors.Vector3[3].toArray(this._rightPlaneVertices, 9);
- this._lightHelperFrustumMeshes[8].geometry?.updateVerticesDataDirectly("position", this._rightPlaneVertices, 0);
- TmpVectors.Vector3[5].toArray(this._leftPlaneVertices, 0);
- TmpVectors.Vector3[9].toArray(this._leftPlaneVertices, 3);
- TmpVectors.Vector3[8].toArray(this._leftPlaneVertices, 6);
- TmpVectors.Vector3[4].toArray(this._leftPlaneVertices, 9);
- this._lightHelperFrustumMeshes[9].geometry?.updateVerticesDataDirectly("position", this._leftPlaneVertices, 0);
- TmpVectors.Vector3[2].toArray(this._topPlaneVertices, 0);
- TmpVectors.Vector3[6].toArray(this._topPlaneVertices, 3);
- TmpVectors.Vector3[9].toArray(this._topPlaneVertices, 6);
- TmpVectors.Vector3[5].toArray(this._topPlaneVertices, 9);
- this._lightHelperFrustumMeshes[10].geometry?.updateVerticesDataDirectly("position", this._topPlaneVertices, 0);
- TmpVectors.Vector3[3].toArray(this._bottomPlaneVertices, 0);
- TmpVectors.Vector3[7].toArray(this._bottomPlaneVertices, 3);
- TmpVectors.Vector3[8].toArray(this._bottomPlaneVertices, 6);
- TmpVectors.Vector3[4].toArray(this._bottomPlaneVertices, 9);
- this._lightHelperFrustumMeshes[11].geometry?.updateVerticesDataDirectly("position", this._bottomPlaneVertices, 0);
- }
- /**
- * Dispose of the class / remove the frustum view
- */
- dispose() {
- this._lightHelperFrustumMeshes.forEach((mesh) => {
- mesh.material?.dispose();
- mesh.dispose();
- });
- this._rootNode.dispose();
- }
- _createGeometry() {
- this._rootNode = new TransformNode("directionalLightHelperRoot_" + this._light.name, this._scene);
- this._rootNode.parent = this._light.parent;
- this._nearLinesPoints = [TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], TmpVectors.Vector3[3], TmpVectors.Vector3[4]];
- const nearLines = CreateLines("nearlines", { updatable: true, points: this._nearLinesPoints }, this._scene);
- nearLines.parent = this._rootNode;
- nearLines.alwaysSelectAsActiveMesh = true;
- this._farLinesPoints = [TmpVectors.Vector3[5], TmpVectors.Vector3[6], TmpVectors.Vector3[7], TmpVectors.Vector3[8], TmpVectors.Vector3[9]];
- const farLines = CreateLines("farlines", { updatable: true, points: this._farLinesPoints }, this._scene);
- farLines.parent = this._rootNode;
- farLines.alwaysSelectAsActiveMesh = true;
- this._trLinesPoints = [TmpVectors.Vector3[10], TmpVectors.Vector3[11]];
- const trLines = CreateLines("trlines", { updatable: true, points: this._trLinesPoints }, this._scene);
- trLines.parent = this._rootNode;
- trLines.alwaysSelectAsActiveMesh = true;
- this._brLinesPoints = [TmpVectors.Vector3[12], TmpVectors.Vector3[0]];
- const brLines = CreateLines("brlines", { updatable: true, points: this._brLinesPoints }, this._scene);
- brLines.parent = this._rootNode;
- brLines.alwaysSelectAsActiveMesh = true;
- this._tlLinesPoints = [TmpVectors.Vector3[1], TmpVectors.Vector3[2]];
- const tlLines = CreateLines("tllines", { updatable: true, points: this._tlLinesPoints }, this._scene);
- tlLines.parent = this._rootNode;
- tlLines.alwaysSelectAsActiveMesh = true;
- this._blLinesPoints = [TmpVectors.Vector3[3], TmpVectors.Vector3[4]];
- const blLines = CreateLines("bllines", { updatable: true, points: this._blLinesPoints }, this._scene);
- blLines.parent = this._rootNode;
- blLines.alwaysSelectAsActiveMesh = true;
- this._lightHelperFrustumMeshes.push(nearLines, farLines, trLines, brLines, tlLines, blLines);
- const makePlane = (name, color, positions) => {
- const plane = new Mesh(name + "plane", this._scene);
- const mat = new StandardMaterial(name + "PlaneMat", this._scene);
- plane.material = mat;
- plane.parent = this._rootNode;
- plane.alwaysSelectAsActiveMesh = true;
- mat.emissiveColor = color;
- mat.alpha = this.transparency;
- mat.backFaceCulling = false;
- mat.disableLighting = true;
- const indices = [0, 1, 2, 0, 2, 3];
- const vertexData = new VertexData();
- vertexData.positions = positions;
- vertexData.indices = indices;
- vertexData.applyToMesh(plane, true);
- this._lightHelperFrustumMeshes.push(plane);
- };
- this._nearPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- this._farPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- this._rightPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- this._leftPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- this._topPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- this._bottomPlaneVertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
- makePlane("near", new Color3(1, 0, 0), this._nearPlaneVertices);
- makePlane("far", new Color3(0.3, 0, 0), this._farPlaneVertices);
- makePlane("right", new Color3(0, 1, 0), this._rightPlaneVertices);
- makePlane("left", new Color3(0, 0.3, 0), this._leftPlaneVertices);
- makePlane("top", new Color3(0, 0, 1), this._topPlaneVertices);
- makePlane("bottom", new Color3(0, 0, 0.3), this._bottomPlaneVertices);
- this._nearLinesPoints[0] = TmpVectors.Vector3[2];
- this._nearLinesPoints[1] = TmpVectors.Vector3[3];
- this._nearLinesPoints[2] = TmpVectors.Vector3[4];
- this._nearLinesPoints[3] = TmpVectors.Vector3[5];
- this._nearLinesPoints[4] = TmpVectors.Vector3[2];
- this._farLinesPoints[0] = TmpVectors.Vector3[6];
- this._farLinesPoints[1] = TmpVectors.Vector3[7];
- this._farLinesPoints[2] = TmpVectors.Vector3[8];
- this._farLinesPoints[3] = TmpVectors.Vector3[9];
- this._farLinesPoints[4] = TmpVectors.Vector3[6];
- this._trLinesPoints[0] = TmpVectors.Vector3[2];
- this._trLinesPoints[1] = TmpVectors.Vector3[6];
- this._brLinesPoints[0] = TmpVectors.Vector3[3];
- this._brLinesPoints[1] = TmpVectors.Vector3[7];
- this._tlLinesPoints[0] = TmpVectors.Vector3[4];
- this._tlLinesPoints[1] = TmpVectors.Vector3[8];
- this._blLinesPoints[0] = TmpVectors.Vector3[5];
- this._blLinesPoints[1] = TmpVectors.Vector3[9];
- }
- _getInvertViewMatrix() {
- Matrix.LookAtLHToRef(this._light.position, this._light.position.add(this._light.direction), Vector3.UpReadOnly, this._inverseViewMatrix);
- this._inverseViewMatrix.invertToRef(this._inverseViewMatrix);
- return this._inverseViewMatrix;
- }
- }
- //# sourceMappingURL=directionalLightFrustumViewer.js.map
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