three
Version:
JavaScript 3D library
118 lines (86 loc) • 2.87 kB
JavaScript
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 };