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three

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JavaScript 3D library

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import { BackSide, BoxGeometry, InstancedMesh, Mesh, MeshBasicMaterial, 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(); 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 ) { const material = new MeshBasicMaterial(); material.color.setScalar( intensity ); return material; } export { RoomEnvironment };