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- import { Vector3 } from '../math/Vector3';
- import { Color } from '../math/Color';
- import { Object3D } from '../core/Object3D';
- import { Mesh } from '../objects/Mesh';
- import { VertexColors } from '../constants';
- import { MeshBasicMaterial } from '../materials/MeshBasicMaterial';
- import { OctahedronBufferGeometry } from '../geometries/OctahedronBufferGeometry';
- import { BufferAttribute } from '../core/BufferAttribute';
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- */
- function HemisphereLightHelper( light, size ) {
- Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- var geometry = new OctahedronBufferGeometry( size );
- geometry.rotateY( Math.PI * 0.5 );
- var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );
- var position = geometry.getAttribute( 'position' );
- var colors = new Float32Array( position.count * 3 );
- geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
- this.add( new Mesh( geometry, 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 vector = new Vector3();
- var color1 = new Color();
- var color2 = new Color();
- return function update() {
- var mesh = this.children[ 0 ];
- var colors = mesh.geometry.getAttribute( 'color' );
- color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
- color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
- 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 );
- }
- mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
- colors.needsUpdate = true;
- };
- }();
- export { HemisphereLightHelper };
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