var __extends = (this && this.__extends) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { var HemisphericLight = (function (_super) { __extends(HemisphericLight, _super); function HemisphericLight(name, direction, scene) { _super.call(this, name, scene); this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0); this.direction = direction; } HemisphericLight.prototype.setDirectionToTarget = function (target) { this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero())); return this.direction; }; HemisphericLight.prototype.getShadowGenerator = function () { return null; }; HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) { var normalizeDirection = BABYLON.Vector3.Normalize(this.direction); effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0); effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity)); }; HemisphericLight.prototype._getWorldMatrix = function () { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } return this._worldMatrix; }; HemisphericLight.prototype.getTypeID = function () { return 3; }; __decorate([ BABYLON.serializeAsColor3() ], HemisphericLight.prototype, "groundColor", void 0); __decorate([ BABYLON.serializeAsVector3() ], HemisphericLight.prototype, "direction", void 0); return HemisphericLight; }(BABYLON.Light)); BABYLON.HemisphericLight = HemisphericLight; })(BABYLON || (BABYLON = {}));