diff options
Diffstat (limited to 'public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js')
| -rw-r--r-- | public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js | 185 |
1 files changed, 185 insertions, 0 deletions
diff --git a/public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js b/public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js new file mode 100644 index 0000000..49867cd --- /dev/null +++ b/public/bluebey-studio/vendor/three/examples/jsm/environments/RoomEnvironment.js @@ -0,0 +1,185 @@ +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 }; |
