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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- */
- 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 { VertexColors } from '../constants.js';
- import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
- import { OctahedronBufferGeometry } from '../geometries/OctahedronGeometry.js';
- import { BufferAttribute } from '../core/BufferAttribute.js';
- var _vector = new Vector3();
- var _color1 = new Color();
- var _color2 = new Color();
- function HemisphereLightHelper( light, size, color ) {
- Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- this.color = color;
- var geometry = new OctahedronBufferGeometry( size );
- geometry.rotateY( Math.PI * 0.5 );
- this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
- if ( this.color === undefined ) this.material.vertexColors = VertexColors;
- var position = geometry.getAttribute( 'position' );
- var colors = new Float32Array( position.count * 3 );
- geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
- this.add( new Mesh( geometry, this.material ) );
- this.update();
- }
- HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
- HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
- HemisphereLightHelper.prototype.dispose = function () {
- this.children[ 0 ].geometry.dispose();
- this.children[ 0 ].material.dispose();
- };
- HemisphereLightHelper.prototype.update = function () {
- var mesh = this.children[ 0 ];
- if ( this.color !== undefined ) {
- this.material.color.set( this.color );
- } else {
- var colors = mesh.geometry.getAttribute( 'color' );
- _color1.copy( this.light.color );
- _color2.copy( this.light.groundColor );
- for ( var i = 0, l = colors.count; i < l; i ++ ) {
- var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
- colors.setXYZ( i, color.r, color.g, color.b );
- }
- colors.needsUpdate = true;
- }
- mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
- };
- export { HemisphereLightHelper };
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