فهرست منبع

RectAreaLightHelper: Refactoring

Mugen87 8 سال پیش
والد
کامیت
f630763cae
2فایلهای تغییر یافته به همراه52 افزوده شده و 61 حذف شده
  1. 0 16
      docs/api/extras/helpers/RectAreaLightHelper.html
  2. 52 45
      src/extras/helpers/RectAreaLightHelper.js

+ 0 - 16
docs/api/extras/helpers/RectAreaLightHelper.html

@@ -39,22 +39,6 @@ scene.add( helper );
 		<h3>[property:HemisphereLight light]</h3>
 		<div>Reference to the RectAreaLight being visualized.</div>
 
-		<h3>[property:Mesh lightMat]</h3>
-		<div>[page:MeshBasicMaterial] used to visualize the light. This be be rendered the same color as the [page:.light]</div>
-
-		<h3>[property:Mesh lightMesh]</h3>
-		<div>[page:Mesh] used to visualize the light. Used to show the front (light-emitting side) of the light.</div>
-
-		<h3>[property:Mesh lightShape]</h3>
-		<div>[page:ShapeGeometry] used to create the mesh's that visualize the light.</div>
-
-		<h3>[property:Mesh lightWireMat]</h3>
-		<div>[page:MeshBasicMaterial] used to visualize the light's outline. This be be rendered the same color as the [page:.light]</div>
-
-		<h3>[property:Mesh lightWireMesh]</h3>
-		<div>[page:Mesh] used to visualize the light's outline. Used to show the back (non light-emitting side) of the light.</div>
-
-
 
 		<h2>Methods</h2>
 		<div>See the base [page:Object3D] class for common methods.</div>

+ 52 - 45
src/extras/helpers/RectAreaLightHelper.js

@@ -1,13 +1,14 @@
 /**
  * @author abelnation / http://github.com/abelnation
+ * @author Mugen87 / http://github.com/Mugen87
  */
 
 import { Object3D } from '../../core/Object3D';
 import { Vector3 } from '../../math/Vector3';
-import { Shape } from '../../extras/core/Shape';
 import { Mesh } from '../../objects/Mesh';
 import { MeshBasicMaterial } from '../../materials/MeshBasicMaterial';
-import { ShapeBufferGeometry } from '../../geometries/ShapeBufferGeometry';
+import { BufferGeometry } from '../../core/BufferGeometry';
+import { BufferAttribute } from '../../core/BufferAttribute';
 
 function RectAreaLightHelper( light ) {
 
@@ -16,37 +17,28 @@ function RectAreaLightHelper( light ) {
 	this.light = light;
 	this.light.updateMatrixWorld();
 
-	this.lightMat = new MeshBasicMaterial( {
+	var materialFront = new MeshBasicMaterial( {
 		color: light.color,
 		fog: false
 	} );
 
-	this.lightWireMat = new MeshBasicMaterial( {
+	var materialBack = new MeshBasicMaterial( {
 		color: light.color,
 		fog: false,
 		wireframe: true
 	} );
 
-	var hx = this.light.width / 2.0;
-	var hy = this.light.height / 2.0;
+	var geometry = new BufferGeometry();
 
-	this.lightShape = new ShapeBufferGeometry( new Shape( [
-		new Vector3( - hx,   hy, 0 ),
-		new Vector3(   hx,   hy, 0 ),
-		new Vector3(   hx, - hy, 0 ),
-		new Vector3( - hx, - hy, 0 )
-	] ) );
+	geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );
 
 	// shows the "front" of the light, e.g. where light comes from
 
-	this.lightMesh = new Mesh( this.lightShape, this.lightMat );
+	this.add( new Mesh( geometry, materialFront ) );
 
 	// shows the "back" of the light, which does not emit light
 
-	this.lightWireMesh = new Mesh( this.lightShape, this.lightWireMat );
-
-	this.add( this.lightMesh );
-	this.add( this.lightWireMesh );
+	this.add( new Mesh( geometry, materialBack ) );
 
 	this.update();
 
@@ -57,50 +49,65 @@ RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
 
 RectAreaLightHelper.prototype.dispose = function () {
 
-	this.lightMesh.geometry.dispose();
-	this.lightMesh.material.dispose();
-	this.lightWireMesh.geometry.dispose();
-	this.lightWireMesh.material.dispose();
+	this.children[ 0 ].geometry.dispose();
+	this.children[ 0 ].material.dispose();
+	this.children[ 1 ].geometry.dispose();
+	this.children[ 1 ].material.dispose();
 
 };
 
 RectAreaLightHelper.prototype.update = function () {
 
-	var vector = new Vector3();
+	var vector1 = new Vector3();
 	var vector2 = new Vector3();
 
-	// TODO (abelnation) why not just make light helpers a child of the light object?
-	if ( this.light.target ) {
+	return function update() {
 
-		vector.setFromMatrixPosition( this.light.matrixWorld );
-		vector2.setFromMatrixPosition( this.light.target.matrixWorld );
+		var mesh1 = this.children[ 0 ];
+		var mesh2 = this.children[ 1 ];
 
-		var lookVec = vector2.clone().sub( vector );
-		this.lightMesh.lookAt( lookVec );
-		this.lightWireMesh.lookAt( lookVec );
+		if ( this.light.target ) {
 
-	}
+			vector1.setFromMatrixPosition( this.light.matrixWorld );
+			vector2.setFromMatrixPosition( this.light.target.matrixWorld );
 
-	this.lightMesh.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-	this.lightWireMesh.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+			var lookVec = vector2.clone().sub( vector1 );
+			mesh1.lookAt( lookVec );
+			mesh2.lookAt( lookVec );
 
-	var oldShape = this.lightShape;
+		}
 
-	var hx = this.light.width / 2.0;
-	var hy = this.light.height / 2.0;
+		// update materials
 
-	this.lightShape = new ShapeBufferGeometry( new Shape( [
-		new Vector3( - hx,   hy, 0 ),
-		new Vector3(   hx,   hy, 0 ),
-		new Vector3(   hx, - hy, 0 ),
-		new Vector3( - hx, - hy, 0 )
-	] ) );
+		mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+		mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
-	this.lightMesh.geometry = this.lightShape;
-	this.lightWireMesh.geometry = this.lightShape;
+		// calculate new dimensions of the helper
 
-	oldShape.dispose();
+		var hx = this.light.width * 0.5;
+		var hy = this.light.height * 0.5;
 
-};
+		// because the buffer attribute is shared over both geometries, we only have to update once
+
+		var position = mesh1.geometry.getAttribute( 'position' );
+		var array = position.array;
+
+		// first face
+
+		array[  0 ] =   hx; array[  1 ] = - hy; array[  2 ] = 0;
+		array[  3 ] =   hx; array[  4 ] =   hy; array[  5 ] = 0;
+		array[  6 ] = - hx; array[  7 ] =   hy; array[  8 ] = 0;
+
+		// second face
+
+		array[  9 ] = - hx; array[ 10 ] =   hy; array[ 11 ] = 0;
+		array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
+		array[ 15 ] =   hx; array[ 16 ] = - hy; array[ 17 ] = 0;
+
+		position.needsUpdate = true;
+
+	};
+
+}();
 
 export { RectAreaLightHelper };