updateMatrices method

  1. @override
void updateMatrices(
  1. Light light, {
  2. int viewportIndex = 0,
})
override

Implementation

@override
updateMatrices(light, {viewportIndex = 0}) {
  var camera = this.camera;
  var shadowMatrix = matrix;

  var far = light.distance ?? camera!.far;

  if (far != camera!.far) {
    camera.far = far;
    camera.updateProjectionMatrix();
  }

  _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  camera.position.copy(_lightPositionWorld);

  _lookTarget.copy(camera.position);
  _lookTarget.add(_cubeDirections[viewportIndex]);
  camera.up.copy(_cubeUps[viewportIndex]);
  camera.lookAt(_lookTarget);
  camera.updateMatrixWorld(false);

  shadowMatrix.makeTranslation(
      -_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);

  _projScreenMatrix.multiplyMatrices(
      camera.projectionMatrix, camera.matrixWorldInverse);
  _frustum.setFromProjectionMatrix(_projScreenMatrix);
}