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Check / polish setting lights target #136

Closed
80 tasks done
vatro opened this issue Aug 14, 2022 · 1 comment
Closed
80 tasks done

Check / polish setting lights target #136

vatro opened this issue Aug 14, 2022 · 1 comment

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@vatro
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vatro commented Aug 14, 2022

Test extensively & refactor, this has to bulletproof for next.1

Noticed (issues) during testing:


Test: (twice) set target to a component reference + set target to false

  • SpotLight

    • Mesh
    • Object3D
    • Group
    • Scene
    • PointLight
    • SpotLight
    • DirectionalLight
    • OrthographicCamera
    • PerspectiveCamera
    • LoadedGLTF
    • Points
  • DirectionalLight

    • Mesh
    • Object3D
    • Group
    • Scene
    • PointLight
    • SpotLight
    • DirectionalLight
    • OrthographicCamera
    • PerspectiveCamera
    • LoadedGLTF
    • Points

Test: (twice) set target to component's three.js instance reference + set target to false

  • SpotLight

    • Mesh
    • Object3D
    • Group
    • Scene
    • PointLight
    • SpotLight
    • DirectionalLight
    • OrthographicCamera
    • PerspectiveCamera
    • LoadedGLTF
    • Points
  • DirectionalLight

    • Mesh
    • Object3D
    • Group
    • Scene
    • PointLight
    • SpotLight
    • DirectionalLight
    • OrthographicCamera
    • PerspectiveCamera
    • LoadedGLTF
    • Points

Test: (twice) set target to a premade / manually added three.js instance + set target to false

  • SpotLight

    • Mesh
    • Object3D
    • Group
    • Scene
    • PointLight
    • SpotLight
    • DirectionalLight
    • OrthographicCamera
    • PerspectiveCamera
      LoadedGLTF (separate test targeting objects inside a complex loaded GLTF)
    • Points
  • DirectionalLight

    • Mesh
    • Object3D
    • Group
    • Scene
    • PointLight
    • SpotLight
    • DirectionalLight
    • OrthographicCamera
    • PerspectiveCamera
      LoadedGLTF (separate test targeting objects inside a complex loaded GLTF)
    • Points

Test: (twice) set target to a nested (grouped) component reference + set target to false

  • SpotLight

    • (<Group>) Mesh
    • (<Object3D>) Mesh
    • (<Mesh>) Mesh
  • DirectionalLight

    • (<Group>) Mesh
    • (<Object3D>) Mesh
    • (<Mesh>) Mesh

Test: (twice) set target to an object inside a complex loaded GLTF + set target to false

  • SpotLight

    • LoadedGLTF component (just loaded): iterate through LoadedGLTF component's container instance's children (three.js instances) and set them as target.
    • LoadedGLTF component (loaded + generated): iterate through generated svelthree components and set them as target.
    • LoadedGLTF component (loaded + generated): iterate through generated svelthree components' three.js instances and set them as target.
    • Load a GLTF via THREE.GLTFLoader only, add it to the scene, iterate through GLTF container's children (three.js instances) and set them as target.
  • DirectionalLight

    • LoadedGLTF component (just loaded): iterate through LoadedGLTF component's container instance's children (three.js instances) and set them as target.
    • LoadedGLTF component (loaded + generated): iterate through generated svelthree components and set them as target.
    • LoadedGLTF component (loaded + generated): iterate through generated svelthree components' three.js instances and set them as target.
    • Load a GLTF via THREE.GLTFLoader only, add it to the scene, iterate through GLTF container's children (three.js instances) and set them as target.
@vatro vatro added this to the 1.0.0-next.1 milestone Aug 14, 2022
@vatro vatro self-assigned this Aug 14, 2022
vatro pushed a commit that referenced this issue Aug 29, 2022
- rename interface `ITreeMember` to `ISvelthreeGLTFTreeMapMember`
- `GLTF` is now passed via constructor, e.g. `const foo: SvelthreeGLTF = new SvelthreeGLTF(loaded_gltf_file: GLTF)`
- `apply(...)` now uses a `Canvas` component reference instead of a `Canvas` DOM Element.
- various `strict: true` related changes (due to `strict: true` in the SvelteKit tests project, see also #153 )
@vatro vatro closed this as completed Nov 25, 2022
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