# <vgl-directional-light-helper>
A basic object representation.
# Example Usage
<template>
<div>
<vgl-renderer antialias>
<template #scene>
<vgl-scene>
<vgl-directional-light-helper :size="size">
<template #light>
<vgl-directional-light
:position-x="x"
:position-y="y"
:position-z="z"
:color="color"
/>
</template>
</vgl-directional-light-helper>
</vgl-scene>
</template>
<template #camera>
<vgl-perspective-camera
position="spherical"
:position-radius="20"
:position-phi="1.8"
:position-theta="0.5"
rotation="lookAt"
/>
</template>
</vgl-renderer>
<aside class="control-panel">
<section>
<h3>Light color</h3>
<label>R<input
v-model="r"
type="range"
max="255"
></label>
<label>G<input
v-model="g"
type="range"
max="255"
></label>
<label>B<input
v-model="b"
type="range"
max="255"
></label>
</section>
<section>
<h3>Light position</h3>
<label>x<input
v-model.number="x"
type="range"
max="5"
min="-5"
step="0.01"
></label>
<label>y<input
v-model.number="y"
type="range"
max="5"
min="-5"
step="0.01"
></label>
<label>z<input
v-model.number="z"
type="range"
max="5"
min="-5"
step="0.01"
></label>
</section>
<section>
<h3>Helper size</h3>
<label>Size<input
v-model.number="size"
type="range"
max="5"
step="0.05"
></label>
</section>
</aside>
</div>
</template>
<script>
import * as components from 'vue-gl';
export default {
components,
data: () => ({
size: 1,
r: '255',
g: '255',
b: '255',
x: 1,
y: 2,
z: 0,
}),
computed: {
color() { return `rgb(${this.r}, ${this.g}, ${this.b})`; },
},
};
</script>
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# Props
position
: 'rectangular' | 'spherical'
The coodinate system to determine the object position.
Defaults to [object Object]positionX
: number
The x coordinate of the object's local position.
Defaults to [object Object]positionY
: number
The y coordinate of the object's local position.
Defaults to [object Object]positionZ
: number
The z coordinate of the object's local position.
Defaults to [object Object]positionRadius
: number
The Euclidian distance from the origin to the object's local position.
Defaults to [object Object]positionPhi
: number
The polar angle from y axis to the object's local position.
Defaults to [object Object]positionTheta
: number
The equator angle around y axis to the object's local position.
Defaults to [object Object]rotation
: 'euler' | 'quaternion' | 'lookAt'
The rotation representing method.
Defaults to [object Object]rotationX
: number
The x coordinate of the object's local rotation.
Defaults to [object Object]rotationY
: number
The y coordinate of the object's local rotation.
Defaults to [object Object]rotationZ
: number
The z coordinate of the object's local rotation.
Defaults to [object Object]rotationW
: number
The w coordinate of the object's local rotation.
Defaults to [object Object]rotationOrder
: string
The rotation order of the object's local rotation.
Defaults to [object Object]lookAtX
: number
The global x coodinate of a point the object to face.
Defaults to [object Object]lookAtY
: number
The global y coodinate of a point the object to face.
Defaults to [object Object]lookAtZ
: number
The global z coodinate of a point the object to face.
Defaults to [object Object]scaleX
: number
The x coordinate of the object's local scale.
Defaults to [object Object]scaleY
: number
The y coordinate of the object's local scale.
Defaults to [object Object]scaleZ
: number
The z coordinate of the object's local scale.
Defaults to [object Object]castShadow
: boolean
Whether the object gets rendered into the shadow map.receiveShadow
: boolean
Whether the material receives shadows.name
: string
An arbitrary name of the instance.
Defaults to [object Object]hidden
: boolean
The object visibility.color
: string|number
If this is not the set the helper will take the color of the light.size
: number
Dimensions of the plane.
Defaults to [object Object]
# Slots
default
Objects defined in the slot will be handled as decsendants.