添加关照、全局等高线、修改图层问题
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119
static/sdk/three/jsm/nodes/accessors/CameraNode.js
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119
static/sdk/three/jsm/nodes/accessors/CameraNode.js
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import Object3DNode from './Object3DNode.js';
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import { addNodeClass } from '../core/Node.js';
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import { NodeUpdateType } from '../core/constants.js';
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//import { sharedUniformGroup } from '../core/UniformGroupNode.js';
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import { nodeImmutable } from '../shadernode/ShaderNode.js';
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//const cameraGroup = sharedUniformGroup( 'camera' );
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class CameraNode extends Object3DNode {
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constructor( scope = CameraNode.POSITION ) {
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super( scope );
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this.updateType = NodeUpdateType.RENDER;
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//this._uniformNode.groupNode = cameraGroup;
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}
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getNodeType( builder ) {
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const scope = this.scope;
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if ( scope === CameraNode.PROJECTION_MATRIX || scope === CameraNode.PROJECTION_MATRIX_INVERSE ) {
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return 'mat4';
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} else if ( scope === CameraNode.NEAR || scope === CameraNode.FAR || scope === CameraNode.LOG_DEPTH ) {
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return 'float';
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}
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return super.getNodeType( builder );
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}
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update( frame ) {
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const camera = frame.camera;
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const uniformNode = this._uniformNode;
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const scope = this.scope;
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//cameraGroup.needsUpdate = true;
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if ( scope === CameraNode.VIEW_MATRIX ) {
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uniformNode.value = camera.matrixWorldInverse;
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} else if ( scope === CameraNode.PROJECTION_MATRIX ) {
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uniformNode.value = camera.projectionMatrix;
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} else if ( scope === CameraNode.PROJECTION_MATRIX_INVERSE ) {
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uniformNode.value = camera.projectionMatrixInverse;
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} else if ( scope === CameraNode.NEAR ) {
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uniformNode.value = camera.near;
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} else if ( scope === CameraNode.FAR ) {
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uniformNode.value = camera.far;
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} else if ( scope === CameraNode.LOG_DEPTH ) {
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uniformNode.value = 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 );
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} else {
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this.object3d = camera;
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super.update( frame );
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}
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}
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generate( builder ) {
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const scope = this.scope;
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if ( scope === CameraNode.PROJECTION_MATRIX || scope === CameraNode.PROJECTION_MATRIX_INVERSE ) {
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this._uniformNode.nodeType = 'mat4';
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} else if ( scope === CameraNode.NEAR || scope === CameraNode.FAR || scope === CameraNode.LOG_DEPTH ) {
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this._uniformNode.nodeType = 'float';
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}
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return super.generate( builder );
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}
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}
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CameraNode.PROJECTION_MATRIX = 'projectionMatrix';
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CameraNode.PROJECTION_MATRIX_INVERSE = 'projectionMatrixInverse';
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CameraNode.NEAR = 'near';
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CameraNode.FAR = 'far';
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CameraNode.LOG_DEPTH = 'logDepth';
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export default CameraNode;
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export const cameraProjectionMatrix = nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX );
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export const cameraProjectionMatrixInverse = nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX_INVERSE );
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export const cameraNear = nodeImmutable( CameraNode, CameraNode.NEAR );
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export const cameraFar = nodeImmutable( CameraNode, CameraNode.FAR );
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export const cameraLogDepth = nodeImmutable( CameraNode, CameraNode.LOG_DEPTH );
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export const cameraViewMatrix = nodeImmutable( CameraNode, CameraNode.VIEW_MATRIX );
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export const cameraNormalMatrix = nodeImmutable( CameraNode, CameraNode.NORMAL_MATRIX );
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export const cameraWorldMatrix = nodeImmutable( CameraNode, CameraNode.WORLD_MATRIX );
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export const cameraPosition = nodeImmutable( CameraNode, CameraNode.POSITION );
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addNodeClass( 'CameraNode', CameraNode );
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