three
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JavaScript 3D library
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JavaScript
import { Vector3 } from '../math/Vector3.js';
import { Color } from '../math/Color.js';
import { Object3D } from '../core/Object3D.js';
import { Mesh } from '../objects/Mesh.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { OctahedronGeometry } from '../geometries/OctahedronGeometry.js';
import { BufferAttribute } from '../core/BufferAttribute.js';
const _vector = /*@__PURE__*/ new Vector3();
const _color1 = /*@__PURE__*/ new Color();
const _color2 = /*@__PURE__*/ new Color();
/**
* Creates a visual aid consisting of a spherical mesh for a
* given {@link HemisphereLight}.
*
* ```js
* const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
* const helper = new THREE.HemisphereLightHelper( light, 5 );
* scene.add( helper );
* ```
*
* @augments Object3D
*/
class HemisphereLightHelper extends Object3D {
/**
* Constructs a new hemisphere light helper.
*
* @param {HemisphereLight} light - The light to be visualized.
* @param {number} [size=1] - The size of the mesh used to visualize the light.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, size, color ) {
super();
/**
* The light being visualized.
*
* @type {HemisphereLight}
*/
this.light = light;
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
/**
* The color parameter passed in the constructor.
* If not set, the helper will take the color of the light.
*
* @type {number|Color|string}
*/
this.color = color;
this.type = 'HemisphereLightHelper';
const geometry = new OctahedronGeometry( size );
geometry.rotateY( Math.PI * 0.5 );
this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
if ( this.color === undefined ) this.material.vertexColors = true;
const position = geometry.getAttribute( 'position' );
const colors = new Float32Array( position.count * 3 );
geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
this.add( new Mesh( geometry, this.material ) );
this.update();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
update() {
const mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
const colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( let i = 0, l = colors.count; i < l; i ++ ) {
const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
this.light.updateWorldMatrix( true, false );
mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
}
}
export { HemisphereLightHelper };