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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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85 lines
2.0 KiB
85 lines
2.0 KiB
import { |
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BackSide, |
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BufferGeometry, |
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Float32BufferAttribute, |
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Line, |
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LineBasicMaterial, |
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Mesh, |
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MeshBasicMaterial |
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} from 'three'; |
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/** |
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* This helper must be added as a child of the light |
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*/ |
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class RectAreaLightHelper extends Line { |
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constructor( light, color ) { |
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const positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; |
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const geometry = new BufferGeometry(); |
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geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); |
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geometry.computeBoundingSphere(); |
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const material = new LineBasicMaterial( { fog: false } ); |
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super( geometry, material ); |
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this.light = light; |
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this.color = color; // optional hardwired color for the helper |
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this.type = 'RectAreaLightHelper'; |
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// |
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const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; |
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const geometry2 = new BufferGeometry(); |
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geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); |
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geometry2.computeBoundingSphere(); |
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this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) ); |
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} |
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updateMatrixWorld() { |
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this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 ); |
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if ( this.color !== undefined ) { |
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this.material.color.set( this.color ); |
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this.children[ 0 ].material.color.set( this.color ); |
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} else { |
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this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
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// prevent hue shift |
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const c = this.material.color; |
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const max = Math.max( c.r, c.g, c.b ); |
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if ( max > 1 ) c.multiplyScalar( 1 / max ); |
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this.children[ 0 ].material.color.copy( this.material.color ); |
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} |
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// ignore world scale on light |
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this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition( this.light.matrixWorld ); |
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this.children[ 0 ].matrixWorld.copy( this.matrixWorld ); |
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} |
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dispose() { |
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this.geometry.dispose(); |
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this.material.dispose(); |
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this.children[ 0 ].geometry.dispose(); |
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this.children[ 0 ].material.dispose(); |
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} |
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} |
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export { RectAreaLightHelper };
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