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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

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/* @license * Copyright 2019 Google LLC. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the 'License'); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an 'AS IS' BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import {Box3, DirectionalLight, Mesh, Object3D, PlaneBufferGeometry, ShadowMaterial, Vector3} from 'three'; import Model from './Model'; // Nothing within Offset of the bottom of the model casts a shadow // (this is to avoid having a baked-in shadow plane cast its own shadow). const OFFSET = 0.001; const BASE_OPACITY = 0.1; // The softness [0, 1] of the shadow is mapped to a resolution between // 2^LOG_MAX_RESOLUTION and 2^LOG_MIN_RESOLUTION. const LOG_MAX_RESOLUTION = 9; const LOG_MIN_RESOLUTION = 6; // Animated models are not in general contained in their bounding box, as this // is calculated only for their resting pose. We create a cubic shadow volume // for animated models sized to their largest bounding box dimesion multiplied // by this scale factor. const ANIMATION_SCALING = 2; /** * The Shadow class creates a shadow that fits a given model and follows a * target. This shadow will follow the model without any updates needed so long * as the shadow and model are both parented to the same object (call it the * pivot) and this pivot is passed as the target parameter to the shadow's * constructor. We also must constrain the pivot to motion within the horizontal * plane and call the setRotation() method whenever the pivot's Y-axis rotation * changes. For motion outside of the horizontal plane, this.needsUpdate must be * set to true. * * The softness of the shadow is controlled by changing its resolution, making * softer shadows faster, but less precise. */ export class Shadow extends DirectionalLight { private shadowMaterial = new ShadowMaterial; private floor: Mesh; private boundingBox = new Box3; private size = new Vector3; public needsUpdate = false; constructor(private model: Model, target: Object3D, softness: number) { super(); // We use the light only to cast a shadow, not to light the scene. this.intensity = 0; this.castShadow = true; this.frustumCulled = false; this.floor = new Mesh(new PlaneBufferGeometry, this.shadowMaterial); this.floor.rotateX(-Math.PI / 2); this.floor.receiveShadow = true; this.floor.castShadow = false; this.floor.frustumCulled = false; this.add(this.floor); this.shadow.camera.up.set(0, 0, 1); this.target = target; this.setModel(model, softness); } setModel(model: Model, softness: number) { this.model = model; const {camera} = this.shadow; this.boundingBox.copy(model.boundingBox); this.size.copy(model.size); const {boundingBox, size} = this; if (this.model.animationNames.length > 0) { const maxDimension = Math.max(size.x, size.y, size.z) * ANIMATION_SCALING; size.y = maxDimension; boundingBox.expandByVector( size.subScalar(maxDimension).multiplyScalar(-0.5)); boundingBox.max.y = boundingBox.min.y + maxDimension; size.set(maxDimension, maxDimension, maxDimension); } const shadowOffset = size.y * OFFSET; this.position.y = boundingBox.max.y + shadowOffset; boundingBox.getCenter(this.floor.position); // Floor plane is up slightly to avoid Z-fighting with baked-in shadows and // to stay inside the shadow camera. this.floor.position.y -= size.y / 2 + this.position.y - 2 * shadowOffset; camera.near = 0; camera.far = size.y; this.setSoftness(softness); } setSoftness(softness: number) { const resolution = Math.pow( 2, LOG_MAX_RESOLUTION - softness * (LOG_MAX_RESOLUTION - LOG_MIN_RESOLUTION)); this.setMapSize(resolution); } setMapSize(maxMapSize: number) { const {camera, mapSize, map} = this.shadow; const {boundingBox, size} = this; if (map != null) { (map as any).dispose(); (this.shadow.map as any) = null; } if (this.model.animationNames.length > 0) { maxMapSize *= ANIMATION_SCALING; } const width = Math.floor(size.x > size.z ? maxMapSize : maxMapSize * size.x / size.z); const height = Math.floor(size.x > size.z ? maxMapSize * size.z / size.x : maxMapSize); mapSize.set(width, height); // These pads account for the softening radius around the shadow. const widthPad = 2.5 * size.x / width; const heightPad = 2.5 * size.z / height; camera.left = -boundingBox.max.x - widthPad; camera.right = -boundingBox.min.x + widthPad; camera.bottom = boundingBox.min.z - heightPad; camera.top = boundingBox.max.z + heightPad; this.updateMatrixWorld(); camera.updateProjectionMatrix(); (this.shadow as any).updateMatrices(this); this.floor.scale.set(size.x + 2 * widthPad, size.z + 2 * heightPad, 1); this.needsUpdate = true; } setIntensity(intensity: number) { this.shadowMaterial.opacity = intensity * BASE_OPACITY; if (intensity > 0) { this.visible = true; this.floor.visible = true; } else { this.visible = false; this.floor.visible = false; } } getIntensity(): number { return this.shadowMaterial.opacity / BASE_OPACITY; } setRotation(radiansY: number) { this.shadow.camera.up.set(Math.sin(radiansY), 0, Math.cos(radiansY)); (this.shadow as any).updateMatrices(this); } }