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/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
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 { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { OctahedronBufferGeometry } from '../geometries/OctahedronGeometry.js';
import { BufferAttribute } from '../core/BufferAttribute.js';
var _vector = new Vector3();
var _color1 = new Color();
var _color2 = new Color();
function HemisphereLightHelper( light, size, color ) {
Object3D.call( this );
this.light = light;
this.light.updateMatrixWorld();
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color;
var geometry = new OctahedronBufferGeometry( size );
geometry.rotateY( Math.PI * 0.5 );
this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
if ( this.color === undefined ) this.material.vertexColors = true;
var position = geometry.getAttribute( 'position' );
var colors = new Float32Array( position.count * 3 );
geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
this.add( new Mesh( geometry, this.material ) );
this.update();
}
HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
HemisphereLightHelper.prototype.dispose = function () {
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
};
HemisphereLightHelper.prototype.update = function () {
var mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
var colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( var i = 0, l = colors.count; i < l; i ++ ) {
var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
mesh.lookAt( _vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
};
export { HemisphereLightHelper };