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authorYasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com>2026-10-07 23:09:40 +0900
committerYasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com>2026-10-07 23:09:40 +0900
commitbc2821adb11a30244fc4663f4fafb756877d9508 (patch)
treefea8d30d2eb1e67f895097dbf7ec4d152361243e /public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js
parent0d50c5ede0812ba7b67b775c9cd0bf52d7b65e02 (diff)
bluebey-studio: public/ の外へ移動し非公開化
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-import {
- BackSide,
- BoxGeometry,
- InstancedMesh,
- Mesh,
- MeshLambertMaterial,
- MeshStandardMaterial,
- PointLight,
- Scene,
- Object3D,
-} from 'three';
-
-/**
- * This class represents a scene with a basic room setup that can be used as
- * input for {@link PMREMGenerator#fromScene}. The resulting PMREM represents the room's
- * lighting and can be used for Image Based Lighting by assigning it to {@link Scene#environment}
- * or directly as an environment map to PBR materials.
- *
- * The implementation is based on the [EnvironmentScene](https://github.com/google/model-viewer/blob/master/packages/model-viewer/src/three-components/EnvironmentScene.ts)
- * component from the `model-viewer` project.
- *
- * ```js
- * const environment = new RoomEnvironment();
- * const pmremGenerator = new THREE.PMREMGenerator( renderer );
- *
- * const envMap = pmremGenerator.fromScene( environment ).texture;
- * scene.environment = envMap;
- * ```
- *
- * @augments Scene
- * @three_import import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
- */
-class RoomEnvironment extends Scene {
-
- constructor() {
-
- super();
-
- this.name = 'RoomEnvironment';
- this.position.y = - 3.5;
-
- const geometry = new BoxGeometry();
- geometry.deleteAttribute( 'uv' );
-
- const roomMaterial = new MeshStandardMaterial( { side: BackSide } );
- const boxMaterial = new MeshStandardMaterial();
-
- const mainLight = new PointLight( 0xffffff, 900, 28, 2 );
- mainLight.position.set( 0.418, 16.199, 0.300 );
- this.add( mainLight );
-
- const room = new Mesh( geometry, roomMaterial );
- room.position.set( - 0.757, 13.219, 0.717 );
- room.scale.set( 31.713, 28.305, 28.591 );
- this.add( room );
-
- const boxes = new InstancedMesh( geometry, boxMaterial, 6 );
- const transform = new Object3D();
-
- // box1
- transform.position.set( - 10.906, 2.009, 1.846 );
- transform.rotation.set( 0, - 0.195, 0 );
- transform.scale.set( 2.328, 7.905, 4.651 );
- transform.updateMatrix();
- boxes.setMatrixAt( 0, transform.matrix );
-
- // box2
- transform.position.set( - 5.607, - 0.754, - 0.758 );
- transform.rotation.set( 0, 0.994, 0 );
- transform.scale.set( 1.970, 1.534, 3.955 );
- transform.updateMatrix();
- boxes.setMatrixAt( 1, transform.matrix );
-
- // box3
- transform.position.set( 6.167, 0.857, 7.803 );
- transform.rotation.set( 0, 0.561, 0 );
- transform.scale.set( 3.927, 6.285, 3.687 );
- transform.updateMatrix();
- boxes.setMatrixAt( 2, transform.matrix );
-
- // box4
- transform.position.set( - 2.017, 0.018, 6.124 );
- transform.rotation.set( 0, 0.333, 0 );
- transform.scale.set( 2.002, 4.566, 2.064 );
- transform.updateMatrix();
- boxes.setMatrixAt( 3, transform.matrix );
-
- // box5
- transform.position.set( 2.291, - 0.756, - 2.621 );
- transform.rotation.set( 0, - 0.286, 0 );
- transform.scale.set( 1.546, 1.552, 1.496 );
- transform.updateMatrix();
- boxes.setMatrixAt( 4, transform.matrix );
-
- // box6
- transform.position.set( - 2.193, - 0.369, - 5.547 );
- transform.rotation.set( 0, 0.516, 0 );
- transform.scale.set( 3.875, 3.487, 2.986 );
- transform.updateMatrix();
- boxes.setMatrixAt( 5, transform.matrix );
-
- this.add( boxes );
-
-
- // -x right
- const light1 = new Mesh( geometry, createAreaLightMaterial( 50 ) );
- light1.position.set( - 16.116, 14.37, 8.208 );
- light1.scale.set( 0.1, 2.428, 2.739 );
- this.add( light1 );
-
- // -x left
- const light2 = new Mesh( geometry, createAreaLightMaterial( 50 ) );
- light2.position.set( - 16.109, 18.021, - 8.207 );
- light2.scale.set( 0.1, 2.425, 2.751 );
- this.add( light2 );
-
- // +x
- const light3 = new Mesh( geometry, createAreaLightMaterial( 17 ) );
- light3.position.set( 14.904, 12.198, - 1.832 );
- light3.scale.set( 0.15, 4.265, 6.331 );
- this.add( light3 );
-
- // +z
- const light4 = new Mesh( geometry, createAreaLightMaterial( 43 ) );
- light4.position.set( - 0.462, 8.89, 14.520 );
- light4.scale.set( 4.38, 5.441, 0.088 );
- this.add( light4 );
-
- // -z
- const light5 = new Mesh( geometry, createAreaLightMaterial( 20 ) );
- light5.position.set( 3.235, 11.486, - 12.541 );
- light5.scale.set( 2.5, 2.0, 0.1 );
- this.add( light5 );
-
- // +y
- const light6 = new Mesh( geometry, createAreaLightMaterial( 100 ) );
- light6.position.set( 0.0, 20.0, 0.0 );
- light6.scale.set( 1.0, 0.1, 1.0 );
- this.add( light6 );
-
- }
-
- /**
- * Frees internal resources. This method should be called
- * when the environment is no longer required.
- */
- dispose() {
-
- const resources = new Set();
-
- this.traverse( ( object ) => {
-
- if ( object.isMesh ) {
-
- resources.add( object.geometry );
- resources.add( object.material );
-
- }
-
- } );
-
- for ( const resource of resources ) {
-
- resource.dispose();
-
- }
-
- }
-
-}
-
-function createAreaLightMaterial( intensity ) {
-
- // create an emissive-only material. see #31348
- const material = new MeshLambertMaterial( {
- color: 0x000000,
- emissive: 0xffffff,
- emissiveIntensity: intensity
- } );
-
- return material;
-
-}
-
-export { RoomEnvironment };