feat: initialize project with core dependencies and game entry point
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118
node_modules/three/examples/jsm/helpers/RectAreaLightHelper.js
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118
node_modules/three/examples/jsm/helpers/RectAreaLightHelper.js
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import {
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BackSide,
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BufferGeometry,
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Float32BufferAttribute,
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Line,
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LineBasicMaterial,
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Mesh,
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MeshBasicMaterial
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} from 'three';
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/**
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* Creates a visual aid for rect area lights.
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*
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* `RectAreaLightHelper` must be added as a child of the light.
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*
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* ```js
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* const light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
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* const helper = new RectAreaLightHelper( light );
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* light.add( helper );
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* ```
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*
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* @augments Line
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* @three_import import { RectAreaLightHelper } from 'three/addons/helpers/RectAreaLightHelper.js';
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*/
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class RectAreaLightHelper extends Line {
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/**
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* Constructs a new rect area light helper.
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*
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* @param {RectAreaLight} light - The light to visualize.
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* @param {number|Color|string} [color] - The helper's color.
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* If this is not the set, the helper will take the color of the light.
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*/
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constructor( light, color ) {
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const positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
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const geometry = new BufferGeometry();
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geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
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geometry.computeBoundingSphere();
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const material = new LineBasicMaterial( { fog: false } );
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super( geometry, material );
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/**
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* The light to visualize.
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*
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* @type {RectAreaLight}
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*/
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this.light = light;
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/**
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* The helper's color. If `undefined`, the helper will take the color of the light.
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*
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* @type {number|Color|string|undefined}
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*/
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this.color = color;
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this.type = 'RectAreaLightHelper';
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//
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const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
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const geometry2 = new BufferGeometry();
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geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
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geometry2.computeBoundingSphere();
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this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
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}
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updateMatrixWorld() {
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this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
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if ( this.color !== undefined ) {
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this.material.color.set( this.color );
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this.children[ 0 ].material.color.set( this.color );
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} else {
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this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
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// prevent hue shift
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const c = this.material.color;
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const max = Math.max( c.r, c.g, c.b );
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if ( max > 1 ) c.multiplyScalar( 1 / max );
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this.children[ 0 ].material.color.copy( this.material.color );
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}
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// ignore world scale on light
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this.matrixWorld.extractRotation( this.light.matrixWorld ).scale( this.scale ).copyPosition( this.light.matrixWorld );
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this.children[ 0 ].matrixWorld.copy( this.matrixWorld );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever this instance is no longer used in your app.
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*/
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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this.children[ 0 ].geometry.dispose();
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this.children[ 0 ].material.dispose();
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}
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}
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export { RectAreaLightHelper };
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