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- 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 = {}));
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