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;
};
import { Color, Fog as Fog3 } from "three";
import { serializable } from "../engine/engine_serialization.js";
import { Behaviour } from "./Component.js";
/**
 * Fog rendering mode
 */
var FogMode;
(function (FogMode) {
    /** Linear fog increases uniformly with distance */
    FogMode[FogMode["Linear"] = 1] = "Linear";
    /** Exponential fog increases exponentially with distance */
    FogMode[FogMode["Exponential"] = 2] = "Exponential";
    /** Exponential squared fog for denser falloff */
    FogMode[FogMode["ExponentialSquared"] = 3] = "ExponentialSquared";
})(FogMode || (FogMode = {}));
/**
 * Adds distance-based fog effect to the scene.
 * When enabled, objects will fade into the fog color based on their distance from the camera.
 *
 * This component is automatically added to the scene when fog is enabled in the editor.
 * For setting fog from code you can simply use `scene.fog = new Fog3(color, near, far)` without adding this component.
 *
 * @summary Adds fog effect to the scene
 * @category Rendering
 * @group Components
 * @link https://threejs.org/docs/#Fog
 */
export class Fog extends Behaviour {
    /**
     * The underlying Three.js Fog object. You can modify its properties directly for more advanced control.
     * @remarks The Fog component provides convenient access to common fog properties like `near`, `far`, and `color`. Modifying those will update the underlying `fog` object accordingly. However, you can also access and modify the `fog` object directly for more advanced use cases, such as changing the fog mode or using a custom shader.
     * @link https://threejs.org/docs/#Fog for available properties and methods on the Fog object.
     */
    get fog() {
        if (!this._fog)
            this._fog = new Fog3(0x000000, 0, 50);
        return this._fog;
    }
    get mode() {
        return FogMode.Linear;
    }
    set near(value) {
        this.fog.near = value;
    }
    get near() {
        return this.fog.near;
    }
    set far(value) {
        this.fog.far = value;
    }
    get far() {
        return this.fog.far;
    }
    set color(value) {
        this.fog.color.copy(value);
    }
    get color() {
        return this.fog.color;
    }
    _fog;
    onEnable() {
        this.scene.fog = this.fog;
    }
    onDisable() {
        if (this.scene.fog === this._fog)
            this.scene.fog = null;
    }
}
__decorate([
    serializable()
], Fog.prototype, "near", null);
__decorate([
    serializable()
], Fog.prototype, "far", null);
__decorate([
    serializable(Color)
], Fog.prototype, "color", null);
//# sourceMappingURL=Fog.js.map