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three

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JavaScript 3D library

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import { Object3D } from '../core/Object3D.js'; import { Euler } from '../math/Euler.js'; /** * Scenes allow you to set up what is to be rendered and where by three.js. * This is where you place 3D objects like meshes, lines or lights. * * @augments Object3D */ class Scene extends Object3D { /** * Constructs a new scene. */ constructor() { super(); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isScene = true; this.type = 'Scene'; /** * Defines the background of the scene. Valid inputs are: * * - A color for defining a uniform colored background. * - A texture for defining a (flat) textured background. * - Cube textures or equirectangular textures for defining a skybox. * * @type {?(Color|Texture)} * @default null */ this.background = null; /** * Sets the environment map for all physical materials in the scene. However, * it's not possible to overwrite an existing texture assigned to the `envMap` * material property. * * @type {?Texture} * @default null */ this.environment = null; /** * A fog instance defining the type of fog that affects everything * rendered in the scene. * * @type {?(Fog|FogExp2)} * @default null */ this.fog = null; /** * Sets the blurriness of the background. Only influences environment maps * assigned to {@link Scene#background}. Valid input is a float between `0` * and `1`. * * @type {number} * @default 0 */ this.backgroundBlurriness = 0; /** * Attenuates the color of the background. Only applies to background textures. * * @type {number} * @default 1 */ this.backgroundIntensity = 1; /** * The rotation of the background in radians. Only influences environment maps * assigned to {@link Scene#background}. * * @type {Euler} * @default (0,0,0) */ this.backgroundRotation = new Euler(); /** * Attenuates the color of the environment. Only influences environment maps * assigned to {@link Scene#environment}. * * @type {number} * @default 1 */ this.environmentIntensity = 1; /** * The rotation of the environment map in radians. Only influences physical materials * in the scene when {@link Scene#environment} is used. * * @type {Euler} * @default (0,0,0) */ this.environmentRotation = new Euler(); /** * Forces everything in the scene to be rendered with the defined material. It is possible * to exclude materials from override by setting {@link Material#allowOverride} to `false`. * * @type {?Material} * @default null */ this.overrideMaterial = null; if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); } } copy( source, recursive ) { super.copy( source, recursive ); if ( source.background !== null ) this.background = source.background.clone(); if ( source.environment !== null ) this.environment = source.environment.clone(); if ( source.fog !== null ) this.fog = source.fog.clone(); this.backgroundBlurriness = source.backgroundBlurriness; this.backgroundIntensity = source.backgroundIntensity; this.backgroundRotation.copy( source.backgroundRotation ); this.environmentIntensity = source.environmentIntensity; this.environmentRotation.copy( source.environmentRotation ); if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); this.matrixAutoUpdate = source.matrixAutoUpdate; return this; } toJSON( meta ) { const data = super.toJSON( meta ); if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; data.object.backgroundRotation = this.backgroundRotation.toArray(); if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity; data.object.environmentRotation = this.environmentRotation.toArray(); return data; } } export { Scene };