@openhps/core
Version:
Open Hybrid Positioning System - Core component
99 lines (94 loc) • 3.22 kB
JavaScript
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 };