📄 SpotLightHelper.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 6 |
📊 Variables & Constants | 8 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/helpers/SpotLightHelper.js
📦 Imports¶
Name | Source |
---|---|
Vector3 |
../math/Vector3.js |
Object3D |
../core/Object3D.js |
LineSegments |
../objects/LineSegments.js |
LineBasicMaterial |
../materials/LineBasicMaterial.js |
Float32BufferAttribute |
../core/BufferAttribute.js |
BufferGeometry |
../core/BufferGeometry.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_vector |
Vector3 |
let/var | new Vector3() |
✗ |
geometry |
BufferGeometry |
let/var | new BufferGeometry() |
✗ |
positions |
number[] |
let/var | [ 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, - 1, 0, 1, 0, 0, 0, 0, 1, 1, 0... |
✗ |
p1 |
number |
let/var | ( i / l ) * Math.PI * 2 |
✗ |
p2 |
number |
let/var | ( j / l ) * Math.PI * 2 |
✗ |
material |
LineBasicMaterial |
let/var | new LineBasicMaterial( { fog: false, toneMapped: false } ) |
✗ |
coneLength |
any |
let/var | this.light.distance ? this.light.distance : 1000 |
✗ |
coneWidth |
number |
let/var | coneLength * Math.tan( this.light.angle ) |
✗ |
Functions¶
SpotLightHelper.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.cone.geometry.dispose
this.cone.material.dispose
SpotLightHelper.update(): void
¶
JSDoc:
Returns: void
Calls:
this.light.updateWorldMatrix
this.light.target.updateWorldMatrix
this.parent.updateWorldMatrix
this.matrix .copy( this.parent.matrixWorld ) .invert() .multiply
this.matrix.copy
this.matrixWorld.copy
Math.tan
this.cone.scale.set
_vector.setFromMatrixPosition
this.cone.lookAt
this.cone.material.color.set
this.cone.material.color.copy
Internal Comments:
Code
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
// update the local matrix based on the parent and light target transforms
if ( this.parent ) {
this.parent.updateWorldMatrix( true );
this.matrix
.copy( this.parent.matrixWorld )
.invert()
.multiply( this.light.matrixWorld );
} else {
this.matrix.copy( this.light.matrixWorld );
}
this.matrixWorld.copy( this.light.matrixWorld );
const coneLength = this.light.distance ? this.light.distance : 1000;
const coneWidth = coneLength * Math.tan( this.light.angle );
this.cone.scale.set( coneWidth, coneWidth, coneLength );
_vector.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( _vector );
if ( this.color !== undefined ) {
this.cone.material.color.set( this.color );
} else {
this.cone.material.color.copy( this.light.color );
}
}
Classes¶
SpotLightHelper
¶
Class Code
class SpotLightHelper extends Object3D {
/**
* Constructs a new spot light helper.
*
* @param {HemisphereLight} light - The light to be visualized.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, color ) {
super();
/**
* The light being visualized.
*
* @type {SpotLight}
*/
this.light = light;
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 = 'SpotLightHelper';
const geometry = new BufferGeometry();
const positions = [
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, - 1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, - 1, 1
];
for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
const p1 = ( i / l ) * Math.PI * 2;
const p2 = ( j / l ) * Math.PI * 2;
positions.push(
Math.cos( p1 ), Math.sin( p1 ), 1,
Math.cos( p2 ), Math.sin( p2 ), 1
);
}
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
this.cone = new LineSegments( geometry, material );
this.add( this.cone );
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.cone.geometry.dispose();
this.cone.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 );
// update the local matrix based on the parent and light target transforms
if ( this.parent ) {
this.parent.updateWorldMatrix( true );
this.matrix
.copy( this.parent.matrixWorld )
.invert()
.multiply( this.light.matrixWorld );
} else {
this.matrix.copy( this.light.matrixWorld );
}
this.matrixWorld.copy( this.light.matrixWorld );
const coneLength = this.light.distance ? this.light.distance : 1000;
const coneWidth = coneLength * Math.tan( this.light.angle );
this.cone.scale.set( coneWidth, coneWidth, coneLength );
_vector.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( _vector );
if ( this.color !== undefined ) {
this.cone.material.color.set( this.color );
} else {
this.cone.material.color.copy( this.light.color );
}
}
}
Methods¶
dispose(): void
¶
update(): void
¶
Code
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
// update the local matrix based on the parent and light target transforms
if ( this.parent ) {
this.parent.updateWorldMatrix( true );
this.matrix
.copy( this.parent.matrixWorld )
.invert()
.multiply( this.light.matrixWorld );
} else {
this.matrix.copy( this.light.matrixWorld );
}
this.matrixWorld.copy( this.light.matrixWorld );
const coneLength = this.light.distance ? this.light.distance : 1000;
const coneWidth = coneLength * Math.tan( this.light.angle );
this.cone.scale.set( coneWidth, coneWidth, coneLength );
_vector.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( _vector );
if ( this.color !== undefined ) {
this.cone.material.color.set( this.color );
} else {
this.cone.material.color.copy( this.light.color );
}
}