content/hifi-content/dave/walk-tools/walkTools/libraries/three.js/objects/LensFlare.js
2022-02-13 22:49:05 +01:00

80 lines
2.1 KiB
JavaScript

/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
*/
THREE.LensFlare = function ( texture, size, distance, blending, color ) {
THREE.Object3D.call( this );
this.lensFlares = [];
this.positionScreen = new THREE.Vector3();
this.customUpdateCallback = undefined;
if ( texture !== undefined ) {
this.add( texture, size, distance, blending, color );
}
};
THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
THREE.LensFlare.prototype.constructor = THREE.LensFlare;
/*
* Add: adds another flare
*/
THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
if ( size === undefined ) size = - 1;
if ( distance === undefined ) distance = 0;
if ( opacity === undefined ) opacity = 1;
if ( color === undefined ) color = new THREE.Color( 0xffffff );
if ( blending === undefined ) blending = THREE.NormalBlending;
distance = Math.min( distance, Math.max( 0, distance ) );
this.lensFlares.push( {
texture: texture, // THREE.Texture
size: size, // size in pixels (-1 = use texture.width)
distance: distance, // distance (0-1) from light source (0=at light source)
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
scale: 1, // scale
rotation: 1, // rotation
opacity: opacity, // opacity
color: color, // color
blending: blending // blending
} );
};
/*
* Update lens flares update positions on all flares based on the screen position
* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
*/
THREE.LensFlare.prototype.updateLensFlares = function () {
var f, fl = this.lensFlares.length;
var flare;
var vecX = - this.positionScreen.x * 2;
var vecY = - this.positionScreen.y * 2;
for ( f = 0; f < fl; f ++ ) {
flare = this.lensFlares[ f ];
flare.x = this.positionScreen.x + vecX * flare.distance;
flare.y = this.positionScreen.y + vecY * flare.distance;
flare.wantedRotation = flare.x * Math.PI * 0.25;
flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
}
};