updateMatrices method
void
updateMatrices(
- Light light, {
- int viewportIndex = 0,
})
Implementation
void updateMatrices(Light light, {int viewportIndex = 0}) {
var shadowCamera = camera;
var shadowMatrix = matrix;
var lightPositionWorld = _lightPositionWorld;
lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
shadowCamera!.position.copy(lightPositionWorld);
_lookTarget.setFromMatrixPosition(light.target!.matrixWorld);
shadowCamera.lookAt(_lookTarget);
shadowCamera.updateMatrixWorld(false);
_projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
_frustum.setFromProjectionMatrix(_projScreenMatrix);
shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
shadowMatrix.multiply(shadowCamera.projectionMatrix);
shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
}