/** * @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'; 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 vector = new Vector3(); var color1 = new Color(); var color2 = new Color(); return function update() { 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 };