infamous
Version:
A CSS3D/WebGL UI library.
123 lines (104 loc) • 3.76 kB
JavaScript
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _lowclass = _interopRequireDefault(require("lowclass"));
var _three = require("three");
var _LightBase = _interopRequireDefault(require("./LightBase"));
var _props = require("./props");
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _objectSpread(target) {
for (var i = 1; i < arguments.length; i++) {
var source = arguments[i] != null ? arguments[i] : {};
var ownKeys = Object.keys(source);
if (typeof Object.getOwnPropertySymbols === 'function') {
ownKeys = ownKeys.concat(Object.getOwnPropertySymbols(source).filter(function (sym) {
return Object.getOwnPropertyDescriptor(source, sym).enumerable;
}));
}
ownKeys.forEach(function (key) {
_defineProperty(target, key, source[key]);
});
}
return target;
}
function _defineProperty(obj, key, value) {
if (key in obj) {
Object.defineProperty(obj, key, {
value: value,
enumerable: true,
configurable: true,
writable: true
});
} else {
obj[key] = value;
}
return obj;
}
var _default = (0, _lowclass.default)('PointLight').extends(_LightBase.default, ({
Super
}) => ({
static: {
defaultElementName: 'i-point-light',
props: _objectSpread({}, _LightBase.default.props, {
distance: (0, _props.mapPropTo)(_objectSpread({}, _props.props.number, {
default: 0
}), 'threeObject3d'),
decay: (0, _props.mapPropTo)(_objectSpread({}, _props.props.number, {
default: 1
}), 'threeObject3d'),
castShadow: (0, _props.mapPropTo)(_objectSpread({}, _props.props.boolean, {
default: true
}), 'threeObject3d'),
shadowMapWidth: _objectSpread({}, _props.props.number, {
default: 512
}),
shadowMapHeight: _objectSpread({}, _props.props.number, {
default: 512
}),
shadowRadius: _objectSpread({}, _props.props.number, {
default: 3
}),
shadowBias: _objectSpread({}, _props.props.number, {
default: 0
}),
shadowCameraNear: _objectSpread({}, _props.props.number, {
default: 1
}),
shadowCameraFar: _objectSpread({}, _props.props.number, {
default: 2000
})
})
},
passInitialValuesToThree() {
Super(this).passInitialValuesToThree();
const light = this.threeObject3d;
light.distance = this.distance;
light.decay = this.decay;
light.castShadow = this.castShadow;
const shadow = light.shadow;
shadow.mapSize.width = this.shadowMapWidth;
shadow.mapSize.height = this.shadowMapHeight;
shadow.radius = this.shadowRadius;
shadow.bias = this.shadowBias; // TODO: auto-adjust near and far planes like we will with Camera,
// unless the user supplies a manual value.
shadow.camera.near = this.shadowCameraNear;
shadow.camera.far = this.shadowCameraFar;
},
makeThreeObject3d() {
return new _three.PointLight();
},
updated(oldProps, oldState, modifiedProps) {
Super(this).updated(oldProps, oldState, modifiedProps);
if (!this.isConnected) return;
const shadow = this.threeObject3d.shadow;
if (modifiedProps.shadowMapWidth) shadow.mapSize.width = this.shadowMapWidth;
if (modifiedProps.shadowMapHeight) shadow.mapSize.height = this.shadowMapHeight;
if (modifiedProps.shadowRadius) shadow.radius = this.shadowRadius;
if (modifiedProps.shadowBias) shadow.bias = this.shadowBias;
if (modifiedProps.shadowCameraNear) shadow.camera.near = this.shadowCameraNear;
if (modifiedProps.shadowCameraFar) shadow.camera.far = this.shadowCameraFar;
}
}));
exports.default = _default;
;