📄 DirectionalLightHelper.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 6 |
📊 Variables & Constants | 5 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/helpers/DirectionalLightHelper.js
📦 Imports¶
Name | Source |
---|---|
Vector3 |
../math/Vector3.js |
Object3D |
../core/Object3D.js |
Line |
../objects/Line.js |
Float32BufferAttribute |
../core/BufferAttribute.js |
BufferGeometry |
../core/BufferGeometry.js |
LineBasicMaterial |
../materials/LineBasicMaterial.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_v1 |
Vector3 |
let/var | new Vector3() |
✗ |
_v2 |
Vector3 |
let/var | new Vector3() |
✗ |
_v3 |
Vector3 |
let/var | new Vector3() |
✗ |
geometry |
BufferGeometry |
let/var | new BufferGeometry() |
✗ |
material |
LineBasicMaterial |
let/var | new LineBasicMaterial( { fog: false, toneMapped: false } ) |
✗ |
Functions¶
DirectionalLightHelper.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.lightPlane.geometry.dispose
this.lightPlane.material.dispose
this.targetLine.geometry.dispose
this.targetLine.material.dispose
Code
DirectionalLightHelper.update(): void
¶
JSDoc:
Returns: void
Calls:
this.light.updateWorldMatrix
this.light.target.updateWorldMatrix
_v1.setFromMatrixPosition
_v2.setFromMatrixPosition
_v3.subVectors
this.lightPlane.lookAt
this.lightPlane.material.color.set
this.targetLine.material.color.set
this.lightPlane.material.color.copy
this.targetLine.material.color.copy
this.targetLine.lookAt
_v3.length
Code
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
_v1.setFromMatrixPosition( this.light.matrixWorld );
_v2.setFromMatrixPosition( this.light.target.matrixWorld );
_v3.subVectors( _v2, _v1 );
this.lightPlane.lookAt( _v2 );
if ( this.color !== undefined ) {
this.lightPlane.material.color.set( this.color );
this.targetLine.material.color.set( this.color );
} else {
this.lightPlane.material.color.copy( this.light.color );
this.targetLine.material.color.copy( this.light.color );
}
this.targetLine.lookAt( _v2 );
this.targetLine.scale.z = _v3.length();
}
Classes¶
DirectionalLightHelper
¶
Class Code
class DirectionalLightHelper extends Object3D {
/**
* Constructs a new directional light helper.
*
* @param {DirectionalLight} light - The light to be visualized.
* @param {number} [size=1] - The dimensions of the plane.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, size, color ) {
super();
/**
* The light being visualized.
*
* @type {DirectionalLight}
*/
this.light = light;
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
/**
* The color parameter passed in the constructor.
* If not set, the helper will take the color of the light.
*
* @type {number|Color|string}
*/
this.color = color;
this.type = 'DirectionalLightHelper';
if ( size === undefined ) size = 1;
let geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [
- size, size, 0,
size, size, 0,
size, - size, 0,
- size, - size, 0,
- size, size, 0
], 3 ) );
const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
/**
* Contains the line showing the location of the directional light.
*
* @type {Line}
*/
this.lightPlane = new Line( geometry, material );
this.add( this.lightPlane );
geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
/**
* Represents the target line of the directional light.
*
* @type {Line}
*/
this.targetLine = new Line( geometry, material );
this.add( this.targetLine );
this.update();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
this.lightPlane.geometry.dispose();
this.lightPlane.material.dispose();
this.targetLine.geometry.dispose();
this.targetLine.material.dispose();
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
_v1.setFromMatrixPosition( this.light.matrixWorld );
_v2.setFromMatrixPosition( this.light.target.matrixWorld );
_v3.subVectors( _v2, _v1 );
this.lightPlane.lookAt( _v2 );
if ( this.color !== undefined ) {
this.lightPlane.material.color.set( this.color );
this.targetLine.material.color.set( this.color );
} else {
this.lightPlane.material.color.copy( this.light.color );
this.targetLine.material.color.copy( this.light.color );
}
this.targetLine.lookAt( _v2 );
this.targetLine.scale.z = _v3.length();
}
}
Methods¶
dispose(): void
¶
Code
update(): void
¶
Code
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
_v1.setFromMatrixPosition( this.light.matrixWorld );
_v2.setFromMatrixPosition( this.light.target.matrixWorld );
_v3.subVectors( _v2, _v1 );
this.lightPlane.lookAt( _v2 );
if ( this.color !== undefined ) {
this.lightPlane.material.color.set( this.color );
this.targetLine.material.color.set( this.color );
} else {
this.lightPlane.material.color.copy( this.light.color );
this.targetLine.material.color.copy( this.light.color );
}
this.targetLine.lookAt( _v2 );
this.targetLine.scale.z = _v3.length();
}