UNPKG

three

Version:

JavaScript 3D library

118 lines (86 loc) 2.87 kB
import { BackSide, BufferGeometry, Float32BufferAttribute, Line, LineBasicMaterial, Mesh, MeshBasicMaterial } from 'three'; /** * Creates a visual aid for rect area lights. * * `RectAreaLightHelper` must be added as a child of the light. * * ```js * const light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 ); * const helper = new RectAreaLightHelper( light ); * light.add( helper ); * ``` * * @augments Line */ class RectAreaLightHelper extends Line { /** * Constructs a new rect area light helper. * * @param {RectAreaLight} light - The light to visualize. * @param {number|Color|string} [color] - The helper's color. * If this is not the set, the helper will take the color of the light. */ constructor( light, color ) { const positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; const geometry = new BufferGeometry(); geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); geometry.computeBoundingSphere(); const material = new LineBasicMaterial( { fog: false } ); super( geometry, material ); /** * The light to visualize. * * @type {RectAreaLight} */ this.light = light; /** * The helper's color. If `undefined`, the helper will take the color of the light. * * @type {number|Color|string|undefined} */ this.color = color; this.type = 'RectAreaLightHelper'; // const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; const geometry2 = new BufferGeometry(); geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); geometry2.computeBoundingSphere(); this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) ); } updateMatrixWorld() { this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 ); if ( this.color !== undefined ) { this.material.color.set( this.color ); this.children[ 0 ].material.color.set( this.color ); } else { this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); // prevent hue shift const c = this.material.color; const max = Math.max( c.r, c.g, c.b ); if ( max > 1 ) c.multiplyScalar( 1 / max ); this.children[ 0 ].material.color.copy( this.material.color ); } // ignore world scale on light this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition( this.light.matrixWorld ); this.children[ 0 ].matrixWorld.copy( this.matrixWorld ); } /** * 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.dispose(); this.children[ 0 ].geometry.dispose(); this.children[ 0 ].material.dispose(); } } export { RectAreaLightHelper };