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@@ -3,10 +3,10 @@ import { DirectionalLight } from "../Lights/directionalLight";
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import { StandardMaterial } from "../Materials/standardMaterial";
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import { Color3 } from "../Maths/math.color";
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import { Matrix, TmpVectors, Vector3 } from "../Maths/math.vector";
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+import { LinesBuilder } from "../Meshes/Builders/linesBuilder";
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import { LinesMesh } from "../Meshes/linesMesh";
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import { Mesh } from "../Meshes/mesh";
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import { VertexData } from "../Meshes/mesh.vertexData";
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-import { MeshBuilder } from "../Meshes/meshBuilder";
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import { TransformNode } from "../Meshes/transformNode";
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import { Scene } from "../scene";
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@@ -181,17 +181,17 @@ export class DirectionalLightFrustumViewer {
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Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[8], invLightView, TmpVectors.Vector3[8]); // far3
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Vector3.TransformCoordinatesToRef(TmpVectors.Vector3[9], invLightView, TmpVectors.Vector3[9]); // far4
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- MeshBuilder.CreateLines("nearlines", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);
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+ LinesBuilder.CreateLines("nearlines", { updatable: true, points: this._nearLinesPoints, instance: this._lightHelperFrustumMeshes[0] as LinesMesh }, this._scene);
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- MeshBuilder.CreateLines("farlines", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);
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+ LinesBuilder.CreateLines("farlines", { updatable: true, points: this._farLinesPoints, instance: this._lightHelperFrustumMeshes[1] as LinesMesh }, this._scene);
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- MeshBuilder.CreateLines("trlines", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);
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+ LinesBuilder.CreateLines("trlines", { updatable: true, points: this._trLinesPoints, instance: this._lightHelperFrustumMeshes[2] as LinesMesh }, this._scene);
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- MeshBuilder.CreateLines("brlines", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);
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+ LinesBuilder.CreateLines("brlines", { updatable: true, points: this._brLinesPoints, instance: this._lightHelperFrustumMeshes[3] as LinesMesh }, this._scene);
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- MeshBuilder.CreateLines("tllines", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);
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+ LinesBuilder.CreateLines("tllines", { updatable: true, points: this._tlLinesPoints, instance: this._lightHelperFrustumMeshes[4] as LinesMesh }, this._scene);
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- MeshBuilder.CreateLines("bllines", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);
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+ LinesBuilder.CreateLines("bllines", { updatable: true, points: this._blLinesPoints, instance: this._lightHelperFrustumMeshes[5] as LinesMesh }, this._scene);
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TmpVectors.Vector3[2].toArray(this._nearPlaneVertices, 0);
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TmpVectors.Vector3[3].toArray(this._nearPlaneVertices, 3);
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@@ -246,32 +246,32 @@ export class DirectionalLightFrustumViewer {
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this._rootNode.parent = this._light.parent;
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this._nearLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];
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- const nearLines = MeshBuilder.CreateLines("nearlines", { updatable: true, points: this._nearLinesPoints }, this._scene);
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+ const nearLines = LinesBuilder.CreateLines("nearlines", { updatable: true, points: this._nearLinesPoints }, this._scene);
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nearLines.parent = this._rootNode;
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nearLines.alwaysSelectAsActiveMesh = true;
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this._farLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];
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- const farLines = MeshBuilder.CreateLines("farlines", { updatable: true, points: this._farLinesPoints }, this._scene);
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+ const farLines = LinesBuilder.CreateLines("farlines", { updatable: true, points: this._farLinesPoints }, this._scene);
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farLines.parent = this._rootNode;
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farLines.alwaysSelectAsActiveMesh = true;
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this._trLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];
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- const trLines = MeshBuilder.CreateLines("trlines", { updatable: true, points: this._trLinesPoints }, this._scene);
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+ const trLines = LinesBuilder.CreateLines("trlines", { updatable: true, points: this._trLinesPoints }, this._scene);
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trLines.parent = this._rootNode;
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trLines.alwaysSelectAsActiveMesh = true;
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this._brLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];
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- const brLines = MeshBuilder.CreateLines("brlines", { updatable: true, points: this._brLinesPoints }, this._scene);
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+ const brLines = LinesBuilder.CreateLines("brlines", { updatable: true, points: this._brLinesPoints }, this._scene);
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brLines.parent = this._rootNode;
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brLines.alwaysSelectAsActiveMesh = true;
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this._tlLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];
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- const tlLines = MeshBuilder.CreateLines("tllines", { updatable: true, points: this._tlLinesPoints }, this._scene);
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+ const tlLines = LinesBuilder.CreateLines("tllines", { updatable: true, points: this._tlLinesPoints }, this._scene);
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tlLines.parent = this._rootNode;
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tlLines.alwaysSelectAsActiveMesh = true;
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this._blLinesPoints = [Vector3.ZeroReadOnly, Vector3.ZeroReadOnly];
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- const blLines = MeshBuilder.CreateLines("bllines", { updatable: true, points: this._blLinesPoints }, this._scene);
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+ const blLines = LinesBuilder.CreateLines("bllines", { updatable: true, points: this._blLinesPoints }, this._scene);
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blLines.parent = this._rootNode;
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blLines.alwaysSelectAsActiveMesh = true;
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