three
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JavaScript 3D library
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JavaScript
import { Mesh } from '../objects/Mesh.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { SphereGeometry } from '../geometries/SphereGeometry.js';
/**
* This displays a helper object consisting of a spherical mesh for
* visualizing an instance of {@link PointLight}.
*
* ```js
* const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
* pointLight.position.set( 10, 10, 10 );
* scene.add( pointLight );
*
* const sphereSize = 1;
* const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
* scene.add( pointLightHelper );
* ```
*
* @augments Mesh
*/
class PointLightHelper extends Mesh {
/**
* Constructs a new point light helper.
*
* @param {PointLight} light - The light to be visualized.
* @param {number} [sphereSize=1] - The size of the sphere helper.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, sphereSize, color ) {
const geometry = new SphereGeometry( sphereSize, 4, 2 );
const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
super( geometry, material );
/**
* The light being visualized.
*
* @type {HemisphereLight}
*/
this.light = light;
/**
* 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 = 'PointLightHelper';
this.matrix = this.light.matrixWorld;
this.matrixAutoUpdate = false;
this.update();
/*
// TODO: delete this comment?
const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
const d = light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.scale.set( d, d, d );
}
this.add( this.lightDistance );
*/
}
/**
* 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();
}
/**
* Updates the helper to match the position of the
* light being visualized.
*/
update() {
this.light.updateWorldMatrix( true, false );
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
this.material.color.copy( this.light.color );
}
/*
const d = this.light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.visible = true;
this.lightDistance.scale.set( d, d, d );
}
*/
}
}
export { PointLightHelper };