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lume

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Build next-level interactive web applications.

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var __runInitializers = (this && this.__runInitializers) || function (thisArg, initializers, value) { var useValue = arguments.length > 2; for (var i = 0; i < initializers.length; i++) { value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg); } return useValue ? value : void 0; }; var __esDecorate = (this && this.__esDecorate) || function (ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) { function accept(f) { if (f !== void 0 && typeof f !== "function") throw new TypeError("Function expected"); return f; } var kind = contextIn.kind, key = kind === "getter" ? "get" : kind === "setter" ? "set" : "value"; var target = !descriptorIn && ctor ? contextIn["static"] ? ctor : ctor.prototype : null; var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {}); var _, done = false; for (var i = decorators.length - 1; i >= 0; i--) { var context = {}; for (var p in contextIn) context[p] = p === "access" ? {} : contextIn[p]; for (var p in contextIn.access) context.access[p] = contextIn.access[p]; context.addInitializer = function (f) { if (done) throw new TypeError("Cannot add initializers after decoration has completed"); extraInitializers.push(accept(f || null)); }; var result = (0, decorators[i])(kind === "accessor" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context); if (kind === "accessor") { if (result === void 0) continue; if (result === null || typeof result !== "object") throw new TypeError("Object expected"); if (_ = accept(result.get)) descriptor.get = _; if (_ = accept(result.set)) descriptor.set = _; if (_ = accept(result.init)) initializers.unshift(_); } else if (_ = accept(result)) { if (kind === "field") initializers.unshift(_); else descriptor[key] = _; } } if (target) Object.defineProperty(target, contextIn.name, descriptor); done = true; }; import { numberAttribute, element } from '@lume/element'; import { onCleanup } from 'solid-js'; import { PointLight as ThreePointLight } from 'three/src/lights/PointLight.js'; import { PointLightHelper } from 'three/src/helpers/PointLightHelper.js'; import { Motor } from '../core/Motor.js'; import { LightWithShadow } from './LightWithShadow.js'; import { autoDefineElements } from '../LumeConfig.js'; // TODO @element jsdoc tag /** * @element lume-point-light * @class PointLight - * * Element: `<lume-point-light>` * * An element that illuminates objects near it, casting shadows in any direction * away from the light by default. The light element itself is not visible; to * visualize it you can place a sphere as a child of the light for example. * * The light's shadow projection camera is a PerspectiveCamera with fov of 90, * with aspect of 1. * * All mesh elements [receive](../meshes/Mesh#receiveshadow) or * [cast](../meshes/Mesh#castshadow) shadows by default. * * ## Example * * <live-code id="liveExample"></live-code> * <script> * liveExample.content = pointLightExample() * </script> * * @extends LightWithShadow */ let PointLight = (() => { let _classDecorators = [element('lume-point-light', autoDefineElements)]; let _classDescriptor; let _classExtraInitializers = []; let _classThis; let _classSuper = LightWithShadow; let _instanceExtraInitializers = []; let _intensity_decorators; let _intensity_initializers = []; let _intensity_extraInitializers = []; let _shadowCameraFov_decorators; let _shadowCameraFov_initializers = []; let _shadowCameraFov_extraInitializers = []; let _distance_decorators; let _distance_initializers = []; let _distance_extraInitializers = []; let _decay_decorators; let _decay_initializers = []; let _decay_extraInitializers = []; let _get_power_decorators; let _set_power_decorators; var PointLight = class extends _classSuper { static { _classThis = this; } static { const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0; _intensity_decorators = [numberAttribute]; _shadowCameraFov_decorators = [numberAttribute]; _distance_decorators = [numberAttribute]; _decay_decorators = [numberAttribute]; _get_power_decorators = [numberAttribute]; _set_power_decorators = [numberAttribute]; __esDecorate(this, null, _get_power_decorators, { kind: "getter", name: "power", static: false, private: false, access: { has: obj => "power" in obj, get: obj => obj.power }, metadata: _metadata }, null, _instanceExtraInitializers); __esDecorate(this, null, _set_power_decorators, { kind: "setter", name: "power", static: false, private: false, access: { has: obj => "power" in obj, set: (obj, value) => { obj.power = value; } }, metadata: _metadata }, null, _instanceExtraInitializers); __esDecorate(null, null, _intensity_decorators, { kind: "field", name: "intensity", static: false, private: false, access: { has: obj => "intensity" in obj, get: obj => obj.intensity, set: (obj, value) => { obj.intensity = value; } }, metadata: _metadata }, _intensity_initializers, _intensity_extraInitializers); __esDecorate(null, null, _shadowCameraFov_decorators, { kind: "field", name: "shadowCameraFov", static: false, private: false, access: { has: obj => "shadowCameraFov" in obj, get: obj => obj.shadowCameraFov, set: (obj, value) => { obj.shadowCameraFov = value; } }, metadata: _metadata }, _shadowCameraFov_initializers, _shadowCameraFov_extraInitializers); __esDecorate(null, null, _distance_decorators, { kind: "field", name: "distance", static: false, private: false, access: { has: obj => "distance" in obj, get: obj => obj.distance, set: (obj, value) => { obj.distance = value; } }, metadata: _metadata }, _distance_initializers, _distance_extraInitializers); __esDecorate(null, null, _decay_decorators, { kind: "field", name: "decay", static: false, private: false, access: { has: obj => "decay" in obj, get: obj => obj.decay, set: (obj, value) => { obj.decay = value; } }, metadata: _metadata }, _decay_initializers, _decay_extraInitializers); __esDecorate(null, _classDescriptor = { value: _classThis }, _classDecorators, { kind: "class", name: _classThis.name, metadata: _metadata }, null, _classExtraInitializers); PointLight = _classThis = _classDescriptor.value; if (_metadata) Object.defineProperty(_classThis, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata }); __runInitializers(_classThis, _classExtraInitializers); } /** * @property {number} intensity - * * `attribute` * * Default: `1` * * This light's intensity. Changing the intensity will also change the light's * [`power`](#power) according to the formula `intensity * 4 * Math.PI`. * * When [physically correct lighting](../core/Scene#physicallycorrectlights) * enabled, intensity is the luminous intensity of the light measured in * candela (cd). */ intensity = (__runInitializers(this, _instanceExtraInitializers), __runInitializers(this, _intensity_initializers, 1 // These map to THREE.PointLightShadow properties, which uses a perspective camera for shadow projection. // https://threejs.org/docs/index.html?q=light#api/en/lights/shadows/PointLightShadow )); // These map to THREE.PointLightShadow properties, which uses a perspective camera for shadow projection. // https://threejs.org/docs/index.html?q=light#api/en/lights/shadows/PointLightShadow shadowCameraFov = (__runInitializers(this, _intensity_extraInitializers), __runInitializers(this, _shadowCameraFov_initializers, 90 /** * @property {number} distance - * * `attribute` * * Default: `0` * * In the default lighting mode, when distance is zero, light does not * attenuate (intensity stays constant as it travels away the light's * position). When distance is non-zero, light will attenuate linearly from * maximum intensity at the light's position down to zero at this distance * from the light. * * When [physically correct lighting](../core/Scene#physicallycorrectlights) * is enabled, when distance is zero, light will attenuate according to * inverse-square law to infinite distance. When distance is non-zero, light * will attenuate according to inverse-square law until near the distance * cutoff, where it will then attenuate quickly and smoothly to 0. * Inherently, cutoffs are not physically correct. */ )); /** * @property {number} distance - * * `attribute` * * Default: `0` * * In the default lighting mode, when distance is zero, light does not * attenuate (intensity stays constant as it travels away the light's * position). When distance is non-zero, light will attenuate linearly from * maximum intensity at the light's position down to zero at this distance * from the light. * * When [physically correct lighting](../core/Scene#physicallycorrectlights) * is enabled, when distance is zero, light will attenuate according to * inverse-square law to infinite distance. When distance is non-zero, light * will attenuate according to inverse-square law until near the distance * cutoff, where it will then attenuate quickly and smoothly to 0. * Inherently, cutoffs are not physically correct. */ distance = (__runInitializers(this, _shadowCameraFov_extraInitializers), __runInitializers(this, _distance_initializers, 0 /** * @property {number} decay * * `attribute` * * Default: `1` * * The amount the light dims along the distance of the light. * * In [physically correct mode](../core/Scene#physicallycorrectlights), a * decay value of `2` leads to physically realistic light falloff. */ )); /** * @property {number} decay * * `attribute` * * Default: `1` * * The amount the light dims along the distance of the light. * * In [physically correct mode](../core/Scene#physicallycorrectlights), a * decay value of `2` leads to physically realistic light falloff. */ decay = (__runInitializers(this, _distance_extraInitializers), __runInitializers(this, _decay_initializers, 1 /** * @property {number} power - * * `attribute` * * Default: `1` * * This light's power. Changing the power will also change the light's * [`intensity`](#intensity) according to the formula `power / (4 * Math.PI)`. * * When [physically correct lighting](../core/Scene#physicallycorrectlights) * is enabled, power is the luminous power of the light measured in lumens * (lm). */ )); /** * @property {number} power - * * `attribute` * * Default: `1` * * This light's power. Changing the power will also change the light's * [`intensity`](#intensity) according to the formula `power / (4 * Math.PI)`. * * When [physically correct lighting](../core/Scene#physicallycorrectlights) * is enabled, power is the luminous power of the light measured in lumens * (lm). */ get power() { // compute the light's luminous power (in lumens) from its intensity (in candela) // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) return this.intensity * 4 * Math.PI; } set power(power) { // set the light's intensity (in candela) from the desired luminous power (in lumens) this.intensity = power / (4 * Math.PI); } // TODO computed properties, f.e. // @memo @numberAttribute power = this.intensity * 4 * Math.PI connectedCallback() { super.connectedCallback(); this.createEffect(() => { const light = this.three; light.distance = this.distance; light.decay = this.decay; // We don't need to set three.power here because threejs already maps that itself. this.needsUpdate(); }); this.createEffect(() => { if (!this.debug) return; if (!this.scene) return; const helper = new PointLightHelper(this.three, this.calculatedSize.x || 100); this.scene.three.add(helper); // Inifinite render loop while debugging, but oh well, its debug // mode, code is simpler this way. const task = Motor.addRenderTask(() => helper.update()); onCleanup(() => { helper.dispose(); this.scene.three.remove(helper); Motor.removeRenderTask(task); }); }); } makeThreeObject3d() { return new ThreePointLight(); } constructor() { super(...arguments); __runInitializers(this, _decay_extraInitializers); } }; return PointLight = _classThis; })(); export { PointLight }; //# sourceMappingURL=PointLight.js.map