Buckets:
| import { Vector3 } from '../math/Vector3.js'; | |
| import { Object3D } from '../core/Object3D.js'; | |
| import { LineSegments } from '../objects/LineSegments.js'; | |
| import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| const _vector = /*@__PURE__*/ new Vector3(); | |
| /** | |
| * This displays a cone shaped helper object for a {@link SpotLight}. | |
| * | |
| * ```js | |
| * const spotLight = new THREE.SpotLight( 0xffffff ); | |
| * spotLight.position.set( 10, 10, 10 ); | |
| * scene.add( spotLight ); | |
| * | |
| * const spotLightHelper = new THREE.SpotLightHelper( spotLight ); | |
| * scene.add( spotLightHelper ); | |
| * ``` | |
| * | |
| * @augments Object3D | |
| */ | |
| class SpotLightHelper extends Object3D { | |
| /** | |
| * Constructs a new spot light helper. | |
| * | |
| * @param {HemisphereLight} light - The light to be visualized. | |
| * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take | |
| * the color of the light. | |
| */ | |
| constructor( light, color ) { | |
| super(); | |
| /** | |
| * The light being visualized. | |
| * | |
| * @type {SpotLight} | |
| */ | |
| this.light = light; | |
| 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 = 'SpotLightHelper'; | |
| const geometry = new BufferGeometry(); | |
| const positions = [ | |
| 0, 0, 0, 0, 0, 1, | |
| 0, 0, 0, 1, 0, 1, | |
| 0, 0, 0, - 1, 0, 1, | |
| 0, 0, 0, 0, 1, 1, | |
| 0, 0, 0, 0, - 1, 1 | |
| ]; | |
| for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { | |
| const p1 = ( i / l ) * Math.PI * 2; | |
| const p2 = ( j / l ) * Math.PI * 2; | |
| positions.push( | |
| Math.cos( p1 ), Math.sin( p1 ), 1, | |
| Math.cos( p2 ), Math.sin( p2 ), 1 | |
| ); | |
| } | |
| geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); | |
| const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); | |
| this.cone = new LineSegments( geometry, material ); | |
| this.add( this.cone ); | |
| 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.cone.geometry.dispose(); | |
| this.cone.material.dispose(); | |
| } | |
| /** | |
| * Updates the helper to match the position and direction of the | |
| * light being visualized. | |
| */ | |
| update() { | |
| this.light.updateWorldMatrix( true, false ); | |
| this.light.target.updateWorldMatrix( true, false ); | |
| // update the local matrix based on the parent and light target transforms | |
| if ( this.parent ) { | |
| this.parent.updateWorldMatrix( true ); | |
| this.matrix | |
| .copy( this.parent.matrixWorld ) | |
| .invert() | |
| .multiply( this.light.matrixWorld ); | |
| } else { | |
| this.matrix.copy( this.light.matrixWorld ); | |
| } | |
| this.matrixWorld.copy( this.light.matrixWorld ); | |
| const coneLength = this.light.distance ? this.light.distance : 1000; | |
| const coneWidth = coneLength * Math.tan( this.light.angle ); | |
| this.cone.scale.set( coneWidth, coneWidth, coneLength ); | |
| _vector.setFromMatrixPosition( this.light.target.matrixWorld ); | |
| this.cone.lookAt( _vector ); | |
| if ( this.color !== undefined ) { | |
| this.cone.material.color.set( this.color ); | |
| } else { | |
| this.cone.material.color.copy( this.light.color ); | |
| } | |
| } | |
| } | |
| export { SpotLightHelper }; | |
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