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173 lines (106 loc) · 4.34 KB
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import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';
import { Object3D } from '../core/Object3D.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
const fov = - 90; // negative fov is not an error
const aspect = 1;
class CubeCamera extends Object3D {
constructor( near, far, renderTarget ) {
super();
this.type = 'CubeCamera';
this.renderTarget = renderTarget;
this.coordinateSystem = null;
this.activeMipmapLevel = 0;
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
cameraPX.layers = this.layers;
this.add( cameraPX );
const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
cameraNX.layers = this.layers;
this.add( cameraNX );
const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
cameraPY.layers = this.layers;
this.add( cameraPY );
const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
cameraNY.layers = this.layers;
this.add( cameraNY );
const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
cameraPZ.layers = this.layers;
this.add( cameraPZ );
const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
cameraNZ.layers = this.layers;
this.add( cameraNZ );
}
updateCoordinateSystem() {
const coordinateSystem = this.coordinateSystem;
const cameras = this.children.concat();
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
for ( const camera of cameras ) this.remove( camera );
if ( coordinateSystem === WebGLCoordinateSystem ) {
cameraPX.up.set( 0, 1, 0 );
cameraPX.lookAt( 1, 0, 0 );
cameraNX.up.set( 0, 1, 0 );
cameraNX.lookAt( - 1, 0, 0 );
cameraPY.up.set( 0, 0, - 1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, 1 );
cameraNY.lookAt( 0, - 1, 0 );
cameraPZ.up.set( 0, 1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, 1, 0 );
cameraNZ.lookAt( 0, 0, - 1 );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
cameraPX.up.set( 0, - 1, 0 );
cameraPX.lookAt( - 1, 0, 0 );
cameraNX.up.set( 0, - 1, 0 );
cameraNX.lookAt( 1, 0, 0 );
cameraPY.up.set( 0, 0, 1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, - 1 );
cameraNY.lookAt( 0, - 1, 0 );
cameraPZ.up.set( 0, - 1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, - 1, 0 );
cameraNZ.lookAt( 0, 0, - 1 );
} else {
throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
}
for ( const camera of cameras ) {
this.add( camera );
camera.updateMatrixWorld();
}
}
update( renderer, scene ) {
if ( this.parent === null ) this.updateMatrixWorld();
const { renderTarget, activeMipmapLevel } = this;
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
this.coordinateSystem = renderer.coordinateSystem;
this.updateCoordinateSystem();
}
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
const currentRenderTarget = renderer.getRenderTarget();
const currentActiveCubeFace = renderer.getActiveCubeFace();
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
const currentXrEnabled = renderer.xr.enabled;
renderer.xr.enabled = false;
const generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
renderer.render( scene, cameraPX );
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
renderer.render( scene, cameraNX );
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
renderer.render( scene, cameraPY );
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
renderer.render( scene, cameraNY );
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
renderer.render( scene, cameraPZ );
// mipmaps are generated during the last call of render()
// at this point, all sides of the cube render target are defined
renderTarget.texture.generateMipmaps = generateMipmaps;
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
renderer.render( scene, cameraNZ );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.xr.enabled = currentXrEnabled;
renderTarget.texture.needsPMREMUpdate = true;
}
}
export { CubeCamera };