添加关照、全局等高线、修改图层问题
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153
dist/electron/static/sdk/three/jsm/effects/PeppersGhostEffect.js
vendored
Normal file
153
dist/electron/static/sdk/three/jsm/effects/PeppersGhostEffect.js
vendored
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import {
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PerspectiveCamera,
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Quaternion,
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Vector3
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} from 'three';
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/**
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* peppers ghost effect based on http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS
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*/
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class PeppersGhostEffect {
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constructor( renderer ) {
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const scope = this;
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scope.cameraDistance = 15;
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scope.reflectFromAbove = false;
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// Internals
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let _halfWidth, _width, _height;
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const _cameraF = new PerspectiveCamera(); //front
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const _cameraB = new PerspectiveCamera(); //back
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const _cameraL = new PerspectiveCamera(); //left
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const _cameraR = new PerspectiveCamera(); //right
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const _position = new Vector3();
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const _quaternion = new Quaternion();
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const _scale = new Vector3();
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// Initialization
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renderer.autoClear = false;
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this.setSize = function ( width, height ) {
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_halfWidth = width / 2;
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if ( width < height ) {
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_width = width / 3;
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_height = width / 3;
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} else {
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_width = height / 3;
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_height = height / 3;
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}
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renderer.setSize( width, height );
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};
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this.render = function ( scene, camera ) {
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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camera.matrixWorld.decompose( _position, _quaternion, _scale );
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// front
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_cameraF.position.copy( _position );
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_cameraF.quaternion.copy( _quaternion );
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_cameraF.translateZ( scope.cameraDistance );
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_cameraF.lookAt( scene.position );
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// back
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_cameraB.position.copy( _position );
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_cameraB.quaternion.copy( _quaternion );
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_cameraB.translateZ( - ( scope.cameraDistance ) );
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_cameraB.lookAt( scene.position );
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_cameraB.rotation.z += 180 * ( Math.PI / 180 );
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// left
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_cameraL.position.copy( _position );
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_cameraL.quaternion.copy( _quaternion );
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_cameraL.translateX( - ( scope.cameraDistance ) );
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_cameraL.lookAt( scene.position );
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_cameraL.rotation.x += 90 * ( Math.PI / 180 );
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// right
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_cameraR.position.copy( _position );
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_cameraR.quaternion.copy( _quaternion );
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_cameraR.translateX( scope.cameraDistance );
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_cameraR.lookAt( scene.position );
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_cameraR.rotation.x += 90 * ( Math.PI / 180 );
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renderer.clear();
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renderer.setScissorTest( true );
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renderer.setScissor( _halfWidth - ( _width / 2 ), ( _height * 2 ), _width, _height );
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renderer.setViewport( _halfWidth - ( _width / 2 ), ( _height * 2 ), _width, _height );
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if ( scope.reflectFromAbove ) {
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renderer.render( scene, _cameraB );
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} else {
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renderer.render( scene, _cameraF );
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}
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renderer.setScissor( _halfWidth - ( _width / 2 ), 0, _width, _height );
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renderer.setViewport( _halfWidth - ( _width / 2 ), 0, _width, _height );
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if ( scope.reflectFromAbove ) {
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renderer.render( scene, _cameraF );
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} else {
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renderer.render( scene, _cameraB );
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}
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renderer.setScissor( _halfWidth - ( _width / 2 ) - _width, _height, _width, _height );
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renderer.setViewport( _halfWidth - ( _width / 2 ) - _width, _height, _width, _height );
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if ( scope.reflectFromAbove ) {
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renderer.render( scene, _cameraR );
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} else {
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renderer.render( scene, _cameraL );
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}
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renderer.setScissor( _halfWidth + ( _width / 2 ), _height, _width, _height );
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renderer.setViewport( _halfWidth + ( _width / 2 ), _height, _width, _height );
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if ( scope.reflectFromAbove ) {
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renderer.render( scene, _cameraL );
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} else {
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renderer.render( scene, _cameraR );
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}
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renderer.setScissorTest( false );
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};
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}
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}
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export { PeppersGhostEffect };
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