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(); class SpotLightHelper extends Object3D { constructor(light, color) { super(); this.light = light; this.light.updateMatrixWorld(); this.matrix = light.matrixWorld; this.matrixAutoUpdate = false; this.color = color; 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(); } dispose() { this.cone.geometry.dispose(); this.cone.material.dispose(); } update() { this.light.updateMatrixWorld(); 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 };