📄 HemisphereLightHelper.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 7 |
📊 Variables & Constants | 7 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/helpers/HemisphereLightHelper.js
📦 Imports¶
Name | Source |
---|---|
Vector3 |
../math/Vector3.js |
Color |
../math/Color.js |
Object3D |
../core/Object3D.js |
Mesh |
../objects/Mesh.js |
MeshBasicMaterial |
../materials/MeshBasicMaterial.js |
OctahedronGeometry |
../geometries/OctahedronGeometry.js |
BufferAttribute |
../core/BufferAttribute.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_vector |
Vector3 |
let/var | new Vector3() |
✗ |
_color1 |
Color |
let/var | new Color() |
✗ |
_color2 |
Color |
let/var | new Color() |
✗ |
geometry |
OctahedronGeometry |
let/var | new OctahedronGeometry( size ) |
✗ |
colors |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( position.count * 3 ) |
✗ |
mesh |
Object3D |
let/var | this.children[ 0 ] |
✗ |
color |
Color |
let/var | ( i < ( l / 2 ) ) ? _color1 : _color2 |
✗ |
Functions¶
HemisphereLightHelper.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.children[ 0 ].geometry.dispose
this.children[ 0 ].material.dispose
HemisphereLightHelper.update(): void
¶
JSDoc:
Returns: void
Calls:
this.material.color.set
mesh.geometry.getAttribute
_color1.copy
_color2.copy
colors.setXYZ
this.light.updateWorldMatrix
mesh.lookAt
_vector.setFromMatrixPosition( this.light.matrixWorld ).negate
Code
update() {
const mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
const colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( let i = 0, l = colors.count; i < l; i ++ ) {
const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
this.light.updateWorldMatrix( true, false );
mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
}
Classes¶
HemisphereLightHelper
¶
Class Code
class HemisphereLightHelper extends Object3D {
/**
* Constructs a new hemisphere light helper.
*
* @param {HemisphereLight} light - The light to be visualized.
* @param {number} [size=1] - The size of the mesh used to visualize the light.
* @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 {HemisphereLight}
*/
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 = 'HemisphereLightHelper';
const geometry = new OctahedronGeometry( size );
geometry.rotateY( Math.PI * 0.5 );
this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
if ( this.color === undefined ) this.material.vertexColors = true;
const position = geometry.getAttribute( 'position' );
const colors = new Float32Array( position.count * 3 );
geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
this.add( new Mesh( geometry, this.material ) );
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.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
update() {
const mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
const colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( let i = 0, l = colors.count; i < l; i ++ ) {
const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
this.light.updateWorldMatrix( true, false );
mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
}
}
Methods¶
dispose(): void
¶
update(): void
¶
Code
update() {
const mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
const colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( let i = 0, l = colors.count; i < l; i ++ ) {
const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
this.light.updateWorldMatrix( true, false );
mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
}