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8b528c8c
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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8b528c8c
编写于
11月 21, 2016
作者:
M
Mugen87
浏览文件
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浏览文件
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电子邮件补丁
差异文件
RectAreaLightHelper: Correct format
上级
8e7bfc57
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
55 addition
and
55 deletion
+55
-55
src/extras/helpers/RectAreaLightHelper.js
src/extras/helpers/RectAreaLightHelper.js
+55
-55
未找到文件。
src/extras/helpers/RectAreaLightHelper.js
浏览文件 @
8b528c8c
...
...
@@ -11,44 +11,44 @@ import { ShapeBufferGeometry } from '../../geometries/ShapeBufferGeometry';
function
RectAreaLightHelper
(
light
)
{
Object3D
.
call
(
this
);
Object3D
.
call
(
this
);
this
.
light
=
light
;
this
.
light
.
updateMatrixWorld
();
this
.
light
=
light
;
this
.
light
.
updateMatrixWorld
();
this
.
lightMat
=
new
MeshBasicMaterial
(
{
color
:
light
.
color
,
fog
:
false
}
);
this
.
lightMat
=
new
MeshBasicMaterial
(
{
color
:
light
.
color
,
fog
:
false
}
);
this
.
lightWireMat
=
new
MeshBasicMaterial
(
{
color
:
light
.
color
,
fog
:
false
,
wireframe
:
true
}
);
this
.
lightWireMat
=
new
MeshBasicMaterial
(
{
color
:
light
.
color
,
fog
:
false
,
wireframe
:
true
}
);
var
hx
=
this
.
light
.
width
/
2.0
;
var
hy
=
this
.
light
.
height
/
2.0
;
var
hx
=
this
.
light
.
width
/
2.0
;
var
hy
=
this
.
light
.
height
/
2.0
;
this
.
lightShape
=
new
ShapeBufferGeometry
(
new
Shape
(
[
new
Vector3
(
-
hx
,
hy
,
0
),
new
Vector3
(
hx
,
hy
,
0
),
new
Vector3
(
hx
,
-
hy
,
0
),
new
Vector3
(
-
hx
,
-
hy
,
0
)
]
)
);
this
.
lightShape
=
new
ShapeBufferGeometry
(
new
Shape
(
[
new
Vector3
(
-
hx
,
hy
,
0
),
new
Vector3
(
hx
,
hy
,
0
),
new
Vector3
(
hx
,
-
hy
,
0
),
new
Vector3
(
-
hx
,
-
hy
,
0
)
]
)
);
// shows the "front" of the light, e.g. where light comes from
// shows the "front" of the light, e.g. where light comes from
this
.
lightMesh
=
new
Mesh
(
this
.
lightShape
,
this
.
lightMat
);
this
.
lightMesh
=
new
Mesh
(
this
.
lightShape
,
this
.
lightMat
);
// shows the "back" of the light, which does not emit light
// shows the "back" of the light, which does not emit light
this
.
lightWireMesh
=
new
Mesh
(
this
.
lightShape
,
this
.
lightWireMat
);
this
.
lightWireMesh
=
new
Mesh
(
this
.
lightShape
,
this
.
lightWireMat
);
this
.
add
(
this
.
lightMesh
);
this
.
add
(
this
.
lightWireMesh
);
this
.
add
(
this
.
lightMesh
);
this
.
add
(
this
.
lightWireMesh
);
this
.
update
();
this
.
update
();
}
...
...
@@ -57,49 +57,49 @@ RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
RectAreaLightHelper
.
prototype
.
dispose
=
function
()
{
this
.
lightMesh
.
geometry
.
dispose
();
this
.
lightMesh
.
material
.
dispose
();
this
.
lightWireMesh
.
geometry
.
dispose
();
this
.
lightWireMesh
.
material
.
dispose
();
this
.
lightMesh
.
geometry
.
dispose
();
this
.
lightMesh
.
material
.
dispose
();
this
.
lightWireMesh
.
geometry
.
dispose
();
this
.
lightWireMesh
.
material
.
dispose
();
};
RectAreaLightHelper
.
prototype
.
update
=
function
()
{
var
vector
=
new
Vector3
();
var
vector2
=
new
Vector3
();
var
vector
=
new
Vector3
();
var
vector2
=
new
Vector3
();
// TODO (abelnation) why not just make light helpers a child of the light object?
if
(
this
.
light
.
target
)
{
// TODO (abelnation) why not just make light helpers a child of the light object?
if
(
this
.
light
.
target
)
{
vector
.
setFromMatrixPosition
(
this
.
light
.
matrixWorld
);
vector2
.
setFromMatrixPosition
(
this
.
light
.
target
.
matrixWorld
);
vector
.
setFromMatrixPosition
(
this
.
light
.
matrixWorld
);
vector2
.
setFromMatrixPosition
(
this
.
light
.
target
.
matrixWorld
);
var
lookVec
=
vector2
.
clone
().
sub
(
vector
);
this
.
lightMesh
.
lookAt
(
lookVec
);
this
.
lightWireMesh
.
lookAt
(
lookVec
);
var
lookVec
=
vector2
.
clone
().
sub
(
vector
);
this
.
lightMesh
.
lookAt
(
lookVec
);
this
.
lightWireMesh
.
lookAt
(
lookVec
);
}
}
this
.
lightMesh
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightWireMesh
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightMesh
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightWireMesh
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
var
oldShape
=
this
.
lightShape
;
var
oldShape
=
this
.
lightShape
;
var
hx
=
this
.
light
.
width
/
2.0
;
var
hy
=
this
.
light
.
height
/
2.0
;
var
hx
=
this
.
light
.
width
/
2.0
;
var
hy
=
this
.
light
.
height
/
2.0
;
this
.
lightShape
=
new
ShapeBufferGeometry
(
new
Shape
(
[
new
Vector3
(
-
hx
,
hy
,
0
),
new
Vector3
(
hx
,
hy
,
0
),
new
Vector3
(
hx
,
-
hy
,
0
),
new
Vector3
(
-
hx
,
-
hy
,
0
)
]
)
);
this
.
lightShape
=
new
ShapeBufferGeometry
(
new
Shape
(
[
new
Vector3
(
-
hx
,
hy
,
0
),
new
Vector3
(
hx
,
hy
,
0
),
new
Vector3
(
hx
,
-
hy
,
0
),
new
Vector3
(
-
hx
,
-
hy
,
0
)
]
)
);
this
.
lightMesh
.
geometry
=
this
.
lightShape
;
this
.
lightWireMesh
.
geometry
=
this
.
lightShape
;
this
.
lightMesh
.
geometry
=
this
.
lightShape
;
this
.
lightWireMesh
.
geometry
=
this
.
lightShape
;
oldShape
.
dispose
();
oldShape
.
dispose
();
};
...
...
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