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| import { Vector3 } from '../math/Vector3.js'; |
| import { Color } from '../math/Color.js'; |
| import { Object3D } from '../core/Object3D.js'; |
| import { Mesh } from '../objects/Mesh.js'; |
| import { VertexColors } from '../constants.js'; |
| import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; |
| import { OctahedronBufferGeometry } from '../geometries/OctahedronGeometry.js'; |
| import { BufferAttribute } from '../core/BufferAttribute.js'; |
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| function HemisphereLightHelper( light, size, color ) { |
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| Object3D.call( this ); |
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| this.light = light; |
| this.light.updateMatrixWorld(); |
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| this.matrix = light.matrixWorld; |
| this.matrixAutoUpdate = false; |
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| this.color = color; |
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| var geometry = new OctahedronBufferGeometry( size ); |
| geometry.rotateY( Math.PI * 0.5 ); |
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| this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); |
| if ( this.color === undefined ) this.material.vertexColors = VertexColors; |
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| var position = geometry.getAttribute( 'position' ); |
| var colors = new Float32Array( position.count * 3 ); |
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| geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); |
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| this.add( new Mesh( geometry, this.material ) ); |
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| this.update(); |
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| } |
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| HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); |
| HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; |
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| HemisphereLightHelper.prototype.dispose = function () { |
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| this.children[ 0 ].geometry.dispose(); |
| this.children[ 0 ].material.dispose(); |
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| }; |
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| HemisphereLightHelper.prototype.update = function () { |
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| var vector = new Vector3(); |
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| var color1 = new Color(); |
| var color2 = new Color(); |
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| return function update() { |
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| var mesh = this.children[ 0 ]; |
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| if ( this.color !== undefined ) { |
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| this.material.color.set( this.color ); |
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| } else { |
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| var colors = mesh.geometry.getAttribute( 'color' ); |
|
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| color1.copy( this.light.color ); |
| color2.copy( this.light.groundColor ); |
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| for ( var i = 0, l = colors.count; i < l; i ++ ) { |
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| var color = ( i < ( l / 2 ) ) ? color1 : color2; |
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| colors.setXYZ( i, color.r, color.g, color.b ); |
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| } |
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| colors.needsUpdate = true; |
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| } |
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| mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); |
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| }; |
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| }(); |
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| export { HemisphereLightHelper }; |
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