import {PointLight as PointLight2} from "three/src/lights/PointLight";
import {PointLightHelper as PointLightHelper2} from "./utils/helpers/PointLightHelper";
import {BaseLightTransformedObjNode} from "./_BaseLightTransformed";
import {TransformedParamConfig} from "./utils/TransformController";
import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig";
import {HelperController as HelperController2} from "./utils/HelperController";
import {ColorConversion} from "../../../core/Color";
class PointLightObjParamsConfig extends TransformedParamConfig(NodeParamsConfig) {
  constructor() {
    super(...arguments);
    this.light = ParamConfig.FOLDER();
    this.color = ParamConfig.COLOR([1, 1, 1], {
      conversion: ColorConversion.SRGB_TO_LINEAR
    });
    this.intensity = ParamConfig.FLOAT(1);
    this.decay = ParamConfig.FLOAT(0.1);
    this.distance = ParamConfig.FLOAT(100);
    this.castShadows = ParamConfig.BOOLEAN(1);
    this.shadowRes = ParamConfig.VECTOR2([1024, 1024], {visibleIf: {castShadows: 1}});
    this.shadowBias = ParamConfig.FLOAT(1e-3, {visibleIf: {castShadows: 1}});
    this.shadowNear = ParamConfig.FLOAT(1, {visibleIf: {castShadows: 1}});
    this.shadowFar = ParamConfig.FLOAT(100, {visibleIf: {castShadows: 1}});
    this.showHelper = ParamConfig.BOOLEAN(0);
    this.helperSize = ParamConfig.FLOAT(1, {visibleIf: {showHelper: 1}});
  }
}
const ParamsConfig2 = new PointLightObjParamsConfig();
export class PointLightObjNode extends BaseLightTransformedObjNode {
  constructor() {
    super(...arguments);
    this.params_config = ParamsConfig2;
    this._helper_controller = new HelperController2(this, PointLightHelper2, "PointLightHelper");
  }
  static type() {
    return "pointLight";
  }
  initializeNode() {
    this._helper_controller.initializeNode();
  }
  create_light() {
    const light = new PointLight2();
    light.matrixAutoUpdate = false;
    light.castShadow = true;
    light.shadow.bias = -1e-3;
    light.shadow.mapSize.x = 1024;
    light.shadow.mapSize.y = 1024;
    light.shadow.camera.near = 0.1;
    return light;
  }
  update_light_params() {
    this.light.color = this.pv.color;
    this.light.intensity = this.pv.intensity;
    this.light.decay = this.pv.decay;
    this.light.distance = this.pv.distance;
    this._helper_controller.update();
  }
  update_shadow_params() {
    this.light.castShadow = this.pv.castShadows;
    this.light.shadow.mapSize.copy(this.pv.shadowRes);
    this.light.shadow.camera.near = this.pv.shadowNear;
    this.light.shadow.camera.far = this.pv.shadowFar;
    this.light.shadow.bias = this.pv.shadowBias;
  }
}
