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three

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JavaScript 3D library

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import { BufferGeometry, BufferAttribute, LineBasicMaterial, Line, MathUtils } from 'three'; /** * This helper displays the directional cone of a positional audio. * * `PositionalAudioHelper` must be added as a child of the positional audio. * * ```js * const positionalAudio = new THREE.PositionalAudio( listener ); * positionalAudio.setDirectionalCone( 180, 230, 0.1 ); * scene.add( positionalAudio ); * * const helper = new PositionalAudioHelper( positionalAudio ); * positionalAudio.add( helper ); * ``` * * @augments Line */ class PositionalAudioHelper extends Line { /** * Constructs a new positional audio helper. * * @param {PositionalAudio} audio - The audio to visualize. * @param {number} [range=1] - The range of the directional cone. * @param {number} [divisionsInnerAngle=16] - The number of divisions of the inner part of the directional cone. * @param {number} [divisionsOuterAngle=2] The number of divisions of the outer part of the directional cone. */ constructor( audio, range = 1, divisionsInnerAngle = 16, divisionsOuterAngle = 2 ) { const geometry = new BufferGeometry(); const divisions = divisionsInnerAngle + divisionsOuterAngle * 2; const positions = new Float32Array( ( divisions * 3 + 3 ) * 3 ); geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); const materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } ); const materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } ); super( geometry, [ materialOuterAngle, materialInnerAngle ] ); /** * The audio to visualize. * * @type {PositionalAudio} */ this.audio = audio; /** * The range of the directional cone. * * @type {number} * @default 1 */ this.range = range; /** * The number of divisions of the inner part of the directional cone. * * @type {number} * @default 16 */ this.divisionsInnerAngle = divisionsInnerAngle; /** * The number of divisions of the outer part of the directional cone. * * @type {number} * @default 2 */ this.divisionsOuterAngle = divisionsOuterAngle; this.type = 'PositionalAudioHelper'; this.update(); } /** * Updates the helper. This method must be called whenever the directional cone * of the positional audio is changed. */ update() { const audio = this.audio; const range = this.range; const divisionsInnerAngle = this.divisionsInnerAngle; const divisionsOuterAngle = this.divisionsOuterAngle; const coneInnerAngle = MathUtils.degToRad( audio.panner.coneInnerAngle ); const coneOuterAngle = MathUtils.degToRad( audio.panner.coneOuterAngle ); const halfConeInnerAngle = coneInnerAngle / 2; const halfConeOuterAngle = coneOuterAngle / 2; let start = 0; let count = 0; let i; let stride; const geometry = this.geometry; const positionAttribute = geometry.attributes.position; geometry.clearGroups(); // function generateSegment( from, to, divisions, materialIndex ) { const step = ( to - from ) / divisions; positionAttribute.setXYZ( start, 0, 0, 0 ); count ++; for ( i = from; i < to; i += step ) { stride = start + count; positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range ); positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range ); positionAttribute.setXYZ( stride + 2, 0, 0, 0 ); count += 3; } geometry.addGroup( start, count, materialIndex ); start += count; count = 0; } // generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 ); generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 ); generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 ); // positionAttribute.needsUpdate = true; if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false; } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever this instance is no longer used in your app. */ dispose() { this.geometry.dispose(); this.material[ 0 ].dispose(); this.material[ 1 ].dispose(); } } export { PositionalAudioHelper };