📄 RectAreaLightHelper.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 7 |
📊 Variables & Constants | 6 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/helpers/RectAreaLightHelper.js
📦 Imports¶
Name | Source |
---|---|
BackSide |
three |
BufferGeometry |
three |
Float32BufferAttribute |
three |
Line |
three |
LineBasicMaterial |
three |
Mesh |
three |
MeshBasicMaterial |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
positions |
number[] |
let/var | [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ] |
✗ |
geometry |
any |
let/var | new BufferGeometry() |
✗ |
material |
any |
let/var | new LineBasicMaterial( { fog: false } ) |
✗ |
positions2 |
number[] |
let/var | [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ] |
✗ |
geometry2 |
any |
let/var | new BufferGeometry() |
✗ |
c |
any |
let/var | this.material.color |
✗ |
Functions¶
RectAreaLightHelper.updateMatrixWorld(): void
¶
Returns: void
Calls:
this.scale.set
this.material.color.set
this.children[ 0 ].material.color.set
this.material.color.copy( this.light.color ).multiplyScalar
Math.max
c.multiplyScalar
this.children[ 0 ].material.color.copy
this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition
this.children[ 0 ].matrixWorld.copy
Internal Comments:
Code
updateMatrixWorld() {
this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
if ( this.color !== undefined ) {
this.material.color.set( this.color );
this.children[ 0 ].material.color.set( this.color );
} else {
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
// prevent hue shift
const c = this.material.color;
const max = Math.max( c.r, c.g, c.b );
if ( max > 1 ) c.multiplyScalar( 1 / max );
this.children[ 0 ].material.color.copy( this.material.color );
}
// ignore world scale on light
this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition( this.light.matrixWorld );
this.children[ 0 ].matrixWorld.copy( this.matrixWorld );
}
RectAreaLightHelper.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
Returns: void
Calls:
this.geometry.dispose
this.material.dispose
this.children[ 0 ].geometry.dispose
this.children[ 0 ].material.dispose
Code
Classes¶
RectAreaLightHelper
¶
Class Code
class RectAreaLightHelper extends Line {
/**
* Constructs a new rect area light helper.
*
* @param {RectAreaLight} light - The light to visualize.
* @param {number|Color|string} [color] - The helper's color.
* If this is not the set, the helper will take the color of the light.
*/
constructor( light, color ) {
const positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
geometry.computeBoundingSphere();
const material = new LineBasicMaterial( { fog: false } );
super( geometry, material );
/**
* The light to visualize.
*
* @type {RectAreaLight}
*/
this.light = light;
/**
* The helper's color. If `undefined`, the helper will take the color of the light.
*
* @type {number|Color|string|undefined}
*/
this.color = color;
this.type = 'RectAreaLightHelper';
//
const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
const geometry2 = new BufferGeometry();
geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
geometry2.computeBoundingSphere();
this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
}
updateMatrixWorld() {
this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
if ( this.color !== undefined ) {
this.material.color.set( this.color );
this.children[ 0 ].material.color.set( this.color );
} else {
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
// prevent hue shift
const c = this.material.color;
const max = Math.max( c.r, c.g, c.b );
if ( max > 1 ) c.multiplyScalar( 1 / max );
this.children[ 0 ].material.color.copy( this.material.color );
}
// ignore world scale on light
this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition( this.light.matrixWorld );
this.children[ 0 ].matrixWorld.copy( this.matrixWorld );
}
/**
* 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();
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
}
Methods¶
updateMatrixWorld(): void
¶
Code
updateMatrixWorld() {
this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
if ( this.color !== undefined ) {
this.material.color.set( this.color );
this.children[ 0 ].material.color.set( this.color );
} else {
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
// prevent hue shift
const c = this.material.color;
const max = Math.max( c.r, c.g, c.b );
if ( max > 1 ) c.multiplyScalar( 1 / max );
this.children[ 0 ].material.color.copy( this.material.color );
}
// ignore world scale on light
this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition( this.light.matrixWorld );
this.children[ 0 ].matrixWorld.copy( this.matrixWorld );
}