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📄 PointLightHelper.js

📊 Analysis Summary

Metric Count
🔧 Functions 2
🧱 Classes 1
📦 Imports 3
📊 Variables & Constants 2

📚 Table of Contents

🛠️ File Location:

📂 src/helpers/PointLightHelper.js

📦 Imports

Name Source
Mesh ../objects/Mesh.js
MeshBasicMaterial ../materials/MeshBasicMaterial.js
SphereGeometry ../geometries/SphereGeometry.js

Variables & Constants

Name Type Kind Value Exported
geometry SphereGeometry let/var new SphereGeometry( sphereSize, 4, 2 )
material MeshBasicMaterial let/var new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } )

Functions

PointLightHelper.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
Code
dispose() {

        this.geometry.dispose();
        this.material.dispose();

    }

PointLightHelper.update(): void

JSDoc:

/**
     * Updates the helper to match the position of the
     * light being visualized.
     */

Returns: void

Calls:

  • this.light.updateWorldMatrix
  • this.material.color.set
  • this.material.color.copy
Code
update() {

        this.light.updateWorldMatrix( true, false );

        if ( this.color !== undefined ) {

            this.material.color.set( this.color );

        } else {

            this.material.color.copy( this.light.color );

        }

        /*
        const d = this.light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.visible = true;
            this.lightDistance.scale.set( d, d, d );

        }
        */

    }

Classes

PointLightHelper

Class Code
class PointLightHelper extends Mesh {

    /**
     * Constructs a new point light helper.
     *
     * @param {PointLight} light - The light to be visualized.
     * @param {number} [sphereSize=1] - The size of the sphere helper.
     * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
     * the color of the light.
     */
    constructor( light, sphereSize, color ) {

        const geometry = new SphereGeometry( sphereSize, 4, 2 );
        const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );

        super( geometry, material );

        /**
         * The light being visualized.
         *
         * @type {HemisphereLight}
         */
        this.light = light;

        /**
         * 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 = 'PointLightHelper';

        this.matrix = this.light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.update();


        /*
    // TODO: delete this comment?
    const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
    const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

    this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
    this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

    const d = light.distance;

    if ( d === 0.0 ) {

        this.lightDistance.visible = false;

    } else {

        this.lightDistance.scale.set( d, d, d );

    }

    this.add( this.lightDistance );
    */

    }

    /**
     * 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();

    }

    /**
     * Updates the helper to match the position of the
     * light being visualized.
     */
    update() {

        this.light.updateWorldMatrix( true, false );

        if ( this.color !== undefined ) {

            this.material.color.set( this.color );

        } else {

            this.material.color.copy( this.light.color );

        }

        /*
        const d = this.light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.visible = true;
            this.lightDistance.scale.set( d, d, d );

        }
        */

    }

}

Methods

dispose(): void
Code
dispose() {

        this.geometry.dispose();
        this.material.dispose();

    }
update(): void
Code
update() {

        this.light.updateWorldMatrix( true, false );

        if ( this.color !== undefined ) {

            this.material.color.set( this.color );

        } else {

            this.material.color.copy( this.light.color );

        }

        /*
        const d = this.light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.visible = true;
            this.lightDistance.scale.set( d, d, d );

        }
        */

    }