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three

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JavaScript 3D library

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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; /** * A special type of camera that is positioned in 3D space to render its surroundings into a * cube render target. The render target can then be used as an environment map for rendering * realtime reflections in your scene. * * ```js * // Create cube render target * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } ); * * // Create cube camera * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget ); * scene.add( cubeCamera ); * * // Create car * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } ); * const car = new THREE.Mesh( carGeometry, chromeMaterial ); * scene.add( car ); * * // Update the render target cube * car.visible = false; * cubeCamera.position.copy( car.position ); * cubeCamera.update( renderer, scene ); * * // Render the scene * car.visible = true; * renderer.render( scene, camera ); * ``` * * @augments Object3D */ class CubeCamera extends Object3D { /** * Constructs a new cube camera. * * @param {number} near - The camera's near plane. * @param {number} far - The camera's far plane. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target. */ constructor( near, far, renderTarget ) { super(); this.type = 'CubeCamera'; /** * A reference to the cube render target. * * @type {WebGLCubeRenderTarget} */ this.renderTarget = renderTarget; /** * The current active coordinate system. * * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)} * @default null */ this.coordinateSystem = null; /** * The current active mipmap level * * @type {number} * @default 0 */ 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 ); } /** * Must be called when the coordinate system of the cube camera is changed. */ 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(); } } /** * Calling this method will render the given scene with the given renderer * into the cube render target of the camera. * * @param {(Renderer|WebGLRenderer)} renderer - The renderer. * @param {Scene} scene - The scene to render. */ 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 };