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three

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JavaScript 3D library

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import { Vector3 } from './Vector3.js'; /** * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley * * Primary reference: * https://graphics.stanford.edu/papers/envmap/envmap.pdf * * Secondary reference: * https://www.ppsloan.org/publications/StupidSH36.pdf */ // 3-band SH defined by 9 coefficients function SphericalHarmonics3() { this.coefficients = []; for ( var i = 0; i < 9; i ++ ) { this.coefficients.push( new Vector3() ); } } Object.assign( SphericalHarmonics3.prototype, { isSphericalHarmonics3: true, set: function ( coefficients ) { for ( var i = 0; i < 9; i ++ ) { this.coefficients[ i ].copy( coefficients[ i ] ); } return this; }, zero: function () { for ( var i = 0; i < 9; i ++ ) { this.coefficients[ i ].set( 0, 0, 0 ); } return this; }, // get the radiance in the direction of the normal // target is a Vector3 getAt: function ( normal, target ) { // normal is assumed to be unit length var x = normal.x, y = normal.y, z = normal.z; var coeff = this.coefficients; // band 0 target = coeff[ 0 ] * 0.282095; // band 1 target += coeff[ 1 ] * 0.488603 * y; target += coeff[ 2 ] * 0.488603 * z; target += coeff[ 3 ] * 0.488603 * x; // band 2 target += coeff[ 4 ] * 1.092548 * ( x * y ); target += coeff[ 5 ] * 1.092548 * ( y * z ); target += coeff[ 6 ] * 0.315392 * ( 3.0 * z * z - 1.0 ); target += coeff[ 7 ] * 1.092548 * ( x * z ); target += coeff[ 8 ] * 0.546274 * ( x * x - y * y ); return target; }, // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal // target is a Vector3 // https://graphics.stanford.edu/papers/envmap/envmap.pdf getIrradianceAt: function ( normal, target ) { // normal is assumed to be unit length var x = normal.x, y = normal.y, z = normal.z; var coeff = this.coefficients; // band 0 target = coeff[ 0 ] * 0.886227; // π * 0.282095 // band 1 target += coeff[ 1 ] * 2.0 * 0.511664 * y; // ( 2 * π / 3 ) * 0.488603 target += coeff[ 2 ] * 2.0 * 0.511664 * z; target += coeff[ 3 ] * 2.0 * 0.511664 * x; // band 2 target += coeff[ 4 ] * 2.0 * 0.429043 * x * y; // ( π / 4 ) * 1.092548 target += coeff[ 5 ] * 2.0 * 0.429043 * y * z; target += coeff[ 6 ] * ( 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 target += coeff[ 7 ] * 2.0 * 0.429043 * x * z; target += coeff[ 8 ] * 0.429043 * ( x * x - y * y ); // ( π / 4 ) * 0.546274 return target; }, add: function ( sh ) { for ( var i = 0; i < 9; i ++ ) { this.coefficients[ i ].add( sh.coefficients[ i ] ); } return this; }, scale: function ( s ) { for ( var i = 0; i < 9; i ++ ) { this.coefficients[ i ].multiplyScalar( s ); } return this; }, lerp: function ( sh, alpha ) { for ( var i = 0; i < 9; i ++ ) { this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); } return this; }, equals: function ( sh ) { for ( var i = 0; i < 9; i ++ ) { if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { return false; } } return true; }, copy: function ( sh ) { return this.set( sh.coefficients ); }, clone: function () { return new this.constructor().copy( this ); }, fromArray: function ( array ) { var coefficients = this.coefficients; for ( var i = 0; i < 9; i ++ ) { coefficients[ i ].fromArray( array, i * 3 ); } return this; }, toArray: function () { var array = []; var coefficients = this.coefficients; for ( var i = 0; i < 9; i ++ ) { coefficients[ i ].toArray( array, i * 3 ); } return array; } } ); Object.assign( SphericalHarmonics3, { // evaluate the basis functions // shBasis is an Array[ 9 ] getBasisAt: function ( normal, shBasis ) { // normal is assumed to be unit length var x = normal.x, y = normal.y, z = normal.z; // band 0 shBasis[ 0 ] = 0.282095; // band 1 shBasis[ 1 ] = 0.488603 * y; shBasis[ 2 ] = 0.488603 * z; shBasis[ 3 ] = 0.488603 * x; // band 2 shBasis[ 4 ] = 1.092548 * x * y; shBasis[ 5 ] = 1.092548 * y * z; shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); shBasis[ 7 ] = 1.092548 * x * z; shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); } } ); export { SphericalHarmonics3 };