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