128 lines
3.1 KiB
JavaScript
128 lines
3.1 KiB
JavaScript
import { Vector3 } from '../math/Vector3.js';
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import { Color } from '../math/Color.js';
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import { Object3D } from '../core/Object3D.js';
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import { Mesh } from '../objects/Mesh.js';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
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import { OctahedronGeometry } from '../geometries/OctahedronGeometry.js';
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import { BufferAttribute } from '../core/BufferAttribute.js';
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const _vector = /*@__PURE__*/ new Vector3();
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const _color1 = /*@__PURE__*/ new Color();
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const _color2 = /*@__PURE__*/ new Color();
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/**
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* Creates a visual aid consisting of a spherical mesh for a
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* given {@link HemisphereLight}.
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*
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* ```js
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* const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
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* const helper = new THREE.HemisphereLightHelper( light, 5 );
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* scene.add( helper );
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* ```
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*
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* @augments Object3D
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*/
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class HemisphereLightHelper extends Object3D {
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/**
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* Constructs a new hemisphere light helper.
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*
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* @param {HemisphereLight} light - The light to be visualized.
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* @param {number} [size=1] - The size of the mesh used to visualize the light.
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* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
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* the color of the light.
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*/
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constructor( light, size, color ) {
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super();
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/**
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* The light being visualized.
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*
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* @type {HemisphereLight}
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*/
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this.light = light;
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this.matrix = light.matrixWorld;
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this.matrixAutoUpdate = false;
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/**
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* The color parameter passed in the constructor.
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* If not set, the helper will take the color of the light.
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*
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* @type {number|Color|string}
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*/
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this.color = color;
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this.type = 'HemisphereLightHelper';
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const geometry = new OctahedronGeometry( size );
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geometry.rotateY( Math.PI * 0.5 );
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this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
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if ( this.color === undefined ) this.material.vertexColors = true;
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const position = geometry.getAttribute( 'position' );
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const colors = new Float32Array( position.count * 3 );
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geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
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this.add( new Mesh( geometry, this.material ) );
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this.update();
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever this instance is no longer used in your app.
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*/
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dispose() {
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this.children[ 0 ].geometry.dispose();
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this.children[ 0 ].material.dispose();
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}
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/**
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* Updates the helper to match the position and direction of the
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* light being visualized.
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*/
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update() {
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const mesh = this.children[ 0 ];
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if ( this.color !== undefined ) {
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this.material.color.set( this.color );
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} else {
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const colors = mesh.geometry.getAttribute( 'color' );
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_color1.copy( this.light.color );
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_color2.copy( this.light.groundColor );
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for ( let i = 0, l = colors.count; i < l; i ++ ) {
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const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
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colors.setXYZ( i, color.r, color.g, color.b );
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}
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colors.needsUpdate = true;
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}
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this.light.updateWorldMatrix( true, false );
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mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
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}
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}
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export { HemisphereLightHelper };
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