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A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.

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import { BufferGeometry, Color, EquirectangularReflectionMapping, EventListener, EventListener2, IUniform, Object3D, Scene, UVMapping, Vector3, } from 'three' import type {IObject3D, IObject3DEventMap, IObjectProcessor} from '../IObject' import {type ICamera} from '../ICamera' import {autoGPUInstanceMeshes, bindToValue, Box3B} from '../../three' import {AnyOptions, onChange2, onChange3, serialize} from 'ts-browser-helpers' import {PerspectiveCamera2} from '../camera/PerspectiveCamera2' import {ThreeSerialization} from '../../utils' import {ITexture} from '../ITexture' import {AddObjectOptions, IScene, ISceneEventMap, ISceneSetDirtyOptions, IWidget} from '../IScene' import {iObjectCommons} from './iObjectCommons' import {RootSceneImportResult} from '../../assetmanager' import {uiButton, uiColor, uiConfig, uiFolderContainer, uiImage, UiObjectConfig, uiSlider, uiToggle} from 'uiconfig.js' import {IGeometry} from '../IGeometry' import {getFittingDistance} from '../../three/utils/camera' @uiFolderContainer('Root Scene') export class RootScene<TE extends ISceneEventMap = ISceneEventMap> extends Scene<TE&ISceneEventMap> implements IScene<TE> { readonly isRootScene = true assetType = 'model' as const declare uiConfig: UiObjectConfig // private _processors = new ObjectProcessorMap<'environment' | 'background'>() // private _sceneObjects: ISceneObject[] = [] private _mainCamera: ICamera | null = null /** * The root object where all imported objects are added. */ readonly modelRoot: IObject3D @uiColor<RootScene>('Background Color', (s)=>({ onChange: ()=>s?.onBackgroundChange(), })) @serialize() @onChange2(RootScene.prototype.onBackgroundChange) backgroundColor: Color | null = null // read in three.js WebGLBackground @onChange3(RootScene.prototype.onBackgroundChange) @serialize() @uiImage('Background Image') background: null | Color | ITexture | 'environment' = null /** * The intensity for the environment light. */ @serialize() @onChange3(RootScene.prototype.setDirty) @uiSlider('Background Intensity', [0, 10], 0.01) backgroundIntensity = 1 /** * The default environment map used when rendering materials in the scene */ @uiImage('Environment') @serialize() @onChange3(RootScene.prototype._onEnvironmentChange) environment: ITexture | null = null /** * The intensity for the environment light. */ @uiSlider('Environment Intensity', [0, 10], 0.01) @serialize() @onChange3(RootScene.prototype.setDirty) envMapIntensity = 1 /** * Rotation in radians of the default environment map. * Same as {@link environment}.rotation. * * Note - this is not serialized here, but inside the texture. */ @uiSlider('Environment Rotation', [-Math.PI, Math.PI], 0.01) @bindToValue({obj: 'environment', key: 'rotation', onChange: RootScene.prototype.setDirty, onChangeParams: false}) envMapRotation = 0 /** * Extra textures/envmaps that can be used by objects/materials/plugins and will be serialized. */ @serialize() public textureSlots: Record<string, ITexture> = {} /** * Fixed direction environment reflections irrespective of camera position. */ @uiToggle('Fixed Env Direction') @serialize() @onChange3(RootScene.prototype.setDirty) fixedEnvMapDirection = false /** * The default camera in the scene */ @uiConfig() @serialize() readonly defaultCamera: ICamera /** * Calls dispose on current old environment map, background map when it is changed. * Runtime only (not serialized) */ autoDisposeSceneMaps = true // private _environmentLight?: IEnvironmentLight // required just because we don't want activeCamera to be null. private _dummyCam = new PerspectiveCamera2('') as ICamera get mainCamera(): ICamera { return this._mainCamera || this._dummyCam } set mainCamera(camera: ICamera | undefined) { const cam = this.mainCamera if (!camera) camera = this.defaultCamera if (cam === camera) return if (cam) { cam.deactivateMain(undefined, true) cam.removeEventListener('cameraUpdate', this._mainCameraUpdate) } if (camera) { this._mainCamera = camera camera.addEventListener('cameraUpdate', this._mainCameraUpdate) camera.activateMain(undefined, true) if (!camera._canvas) { console.warn('RootScene: mainCamera does not have a canvas set, some controls might not work properly.') } } else { this._mainCamera = null } this.dispatchEvent({type: 'activeCameraChange', lastCamera: cam, camera}) // deprecated this.dispatchEvent({type: 'mainCameraChange', lastCamera: cam, camera}) this.setDirty() } private _renderCamera: ICamera | undefined get renderCamera() { return this._renderCamera ?? this.mainCamera } set renderCamera(camera: ICamera) { const cam = this._renderCamera this._renderCamera = camera this.dispatchEvent({type: 'renderCameraChange', lastCamera: cam, camera}) } /** * Create a scene instance. This is done automatically in the {@link ThreeViewer} and must not be created separately. * @param camera * @param objectProcessor */ constructor(camera: ICamera, objectProcessor?: IObjectProcessor) { super() this.setDirty = this.setDirty.bind(this) iObjectCommons.upgradeObject3D.call(this, undefined, objectProcessor) // this is called from parentDispatch since scene is a parent. this.addEventListener('materialUpdate', (e: any)=>this.dispatchEvent({...e, type: 'sceneMaterialUpdate'})) this.addEventListener('objectUpdate', this.refreshScene) this.addEventListener('geometryUpdate', this.refreshScene) this.addEventListener('geometryChanged', this.refreshScene) this.defaultCamera = camera this.modelRoot = new Object3D() as IObject3D this.modelRoot.userData.rootSceneModelRoot = true this.modelRoot.name = 'Scene' // for the UI // this.modelRoot.addEventListener('update', this.setDirty) // todo: where was this dispatched from/used ? // eslint-disable-next-line deprecation/deprecation this.add(this.modelRoot as any) // this.addSceneObject(this.modelRoot as any, {addToRoot: true, autoScale: false}) // this.addSceneObject(this.defaultCamera, {addToRoot: true}) // eslint-disable-next-line deprecation/deprecation this.add(this.defaultCamera) this.mainCamera = this.defaultCamera // this.boxHelper = new Box3Helper(this.getBounds()) // this.boxHelper.userData.bboxVisible = false // this.boxHelper.visible = false // this.add(this.boxHelper) } /** * Add a widget (non-physical/interactive) object to the scene. like gizmos, ui components etc. * @param model * @param options */ // addWidget(model: IWidget, options: AnyOptions = {}): void { // if (model.assetType !== 'widget') { // console.warn('Invalid asset type for ', model, ', adding anyway') // } // this.add(model.modelObject) // // // todo: dispatch event, add event listeners, etc // } /** * Add any object to the scene. * @param imported * @param options */ addObject<T extends IObject3D|Object3D = IObject3D>(imported: T, options?: AddObjectOptions): T&IObject3D { if (options?.clearSceneObjects || options?.disposeSceneObjects) { this.clearSceneModels(options.disposeSceneObjects) } if (!imported) return imported if (!imported.isObject3D) { console.error('Invalid object, cannot add to scene.', imported) return imported as T&IObject3D } this._addObject3D(<IObject3D>imported, options) this.dispatchEvent({type: 'addSceneObject', object: <IObject3D>imported, options}) return imported as T&IObject3D } /** * Load model root scene exported to GLTF format. Used internally by {@link ThreeViewer.addSceneObject}. * @param obj * @param options */ loadModelRoot(obj: RootSceneImportResult, options?: AddObjectOptions) { if (options?.clearSceneObjects || options?.disposeSceneObjects) { this.clearSceneModels(options.disposeSceneObjects) } if (!obj.userData?.rootSceneModelRoot) { console.error('RootScene: Invalid model root scene object. Trying to add anyway.', obj) } if (obj.userData) { // todo deep merge all userdata? if (obj.userData.__importData) this.modelRoot.userData.__importData = { ...this.modelRoot.userData.__importData, ...obj.userData.__importData, } if (obj.userData.gltfAsset) { this.modelRoot.userData.__gltfAsset = { // todo: merge values? ...this.modelRoot.userData.__gltfAsset, ...obj.userData.gltfAsset, } } if (obj.userData.gltfExtras) this.modelRoot.userData.__gltfExtras = { ...this.modelRoot.userData.__gltfExtras, ...obj.userData.gltfExtras, } } if (obj.userData?.gltfAsset?.copyright) obj.children.forEach(c => !c.userData.license && (c.userData.license = obj.userData.gltfAsset?.copyright)) if (obj.animations) { if (!this.modelRoot.animations) this.modelRoot.animations = [] for (const animation of obj.animations) { if (this.modelRoot.animations.includes(animation)) continue this.modelRoot.animations.push(animation) } } const children = obj._childrenCopy || [...obj.children] return children.map(c=>this.addObject(c, {...options, clearSceneObjects: false, disposeSceneObjects: false})) } private _addObject3D(model: IObject3D|null, {autoCenter = false, centerGeometries = false, centerGeometriesKeepPosition = true, autoScale = false, autoScaleRadius = 2., addToRoot = false, license}: AddObjectOptions = {}): void { const obj = model if (!obj) { console.error('Invalid object, cannot add to scene.') return } // eslint-disable-next-line deprecation/deprecation if (addToRoot) this.add(obj) else this.modelRoot.add(obj) const process = () => { if (autoCenter && !obj.userData.isCentered && !obj.userData.pseudoCentered && !obj.isLight) { // pseudoCentered is legacy obj.autoCenter && obj.autoCenter() } else { obj.userData.isCentered = true // mark as centered, so that autoCenter is not called again when file is reloaded. } if (autoScale && !obj.userData.autoScaled && !obj.isLight) { obj.autoScale && obj.autoScale(obj.userData.autoScaleRadius || autoScaleRadius) } else { obj.userData.autoScaled = true // mark as auto-scaled, so that autoScale is not called again when file is reloaded. } if (centerGeometries && !obj.userData.geometriesCentered) { this.centerAllGeometries(centerGeometriesKeepPosition, obj) obj.userData.geometriesCentered = true } else { obj.userData.geometriesCentered = true // mark as centered, so that geometry center is not called again when file is reloaded. } } if (obj._loadingPromise) obj._loadingPromise.finally(process) else process() if (license) obj.userData.license = [obj.userData.license, license].filter(v=>v).join(', ') this.setDirty({refreshScene: true}) } @uiButton('Center All Geometries', {sendArgs: false}) centerAllGeometries(keepPosition = true, obj?: IObject3D) { const geoms = new Set<IGeometry>() obj = obj ?? this.modelRoot obj.traverseModels && obj.traverseModels((o) => {o.geometry && geoms.add(o.geometry)}, {visible: false, widgets: false}) const undos: (()=>void)[] = [] geoms.forEach(g => undos.push(g.center2(undefined, keepPosition))) return ()=>undos.forEach(u=>u()) } clearSceneModels(dispose = false, setDirty = true): void { if (dispose) return this.disposeSceneModels(setDirty) this.modelRoot.clear() this.modelRoot.children = [] setDirty && this.setDirty({refreshScene: true}) } disposeSceneModels(setDirty = true, clear = true) { if (clear) { for (const child of [...this.modelRoot.children]) { child.dispose ? child.dispose() : child.removeFromParent() } this.modelRoot.clear() if (setDirty) this.setDirty({refreshScene: true}) } else { for (const child of this.modelRoot.children) { child.dispose && child.dispose(false) } } } private _onEnvironmentChange(ev?: {value: ITexture|null, oldValue: ITexture|null}) { if (ev?.oldValue && ev.oldValue !== ev.value) { if (this.autoDisposeSceneMaps && typeof ev.oldValue.dispose === 'function') ev.oldValue.dispose() } // console.warn('environment changed') if (this.environment?.mapping === UVMapping) { this.environment.mapping = EquirectangularReflectionMapping // for PMREMGenerator this.environment.needsUpdate = true } this.dispatchEvent({type: 'environmentChanged', environment: this.environment}) this.setDirty({refreshScene: true, geometryChanged: false}) this.refreshUi?.() } onBackgroundChange(ev?: {value: ITexture|null, oldValue: ITexture|null}) { if (ev?.oldValue && ev.oldValue !== ev.value) { if (this.autoDisposeSceneMaps && typeof ev.oldValue.dispose === 'function') ev.oldValue.dispose() } this.dispatchEvent({type: 'backgroundChanged', background: this.background, backgroundColor: this.backgroundColor}) this.setDirty({refreshScene: true, geometryChanged: false}) this.refreshUi?.() } /** * @deprecated Use {@link addObject} */ add(...object: Object3D[]): this { super.add(...object) // this._onSceneUpdate() // this is not needed, since it will be bubbled up from the object3d and we will get event objectUpdate return this } /** * Sets the backgroundColor property from a string, number or Color, and updates the scene. * @param color */ setBackgroundColor(color: string | number | Color | null) { this.backgroundColor = color || typeof color === 'number' ? new Color(color) : null } /** * Mark the scene dirty, and force render in the next frame. * @param options - set `refreshScene` to true to mark that any object transformations have changed. It might trigger effects like frame fade depening on plugins. * @returns {this} */ setDirty(options?: ISceneSetDirtyOptions): this { // todo: for onChange calls -> check options.key for specific key that's changed and use it to determine refreshScene if (options?.sceneUpdate) { console.warn('sceneUpdate is deprecated, use refreshScene instead.') options.refreshScene = true } if (options?.refreshScene) { this.refreshScene(options) } else { this.dispatchEvent({type: 'update', bubbleToParent: false, object: this}) // todo remove iObjectCommons.setDirty.call(this, {...options, scene: this}) } // this sets dirty in the viewer return this } private _mainCameraUpdate: EventListener2<'cameraUpdate', IObject3DEventMap, ICamera> = (e) => { this.setDirty({refreshScene: false}) this.refreshActiveCameraNearFar() if (e.key === 'fov') this.dollyActiveCameraFov() this.dispatchEvent({...e, type: 'mainCameraUpdate'}) this.dispatchEvent({...e, type: 'activeCameraUpdate'}) // deprecated } // cached values private _sceneBounds: Box3B = new Box3B private _sceneBoundingRadius = 0 /** * For visualizing the scene bounds. API incomplete. * @type {Box3Helper} */ // readonly boxHelper: Box3Helper refreshScene(event?: Partial<(ISceneEventMap['objectUpdate']|ISceneEventMap['geometryUpdate']|ISceneEventMap['geometryChanged'])> & ISceneSetDirtyOptions & {type?: keyof ISceneEventMap}): this { if (event && event.type === 'objectUpdate' && event.object === this) return this // ignore self // todo test the isCamera here. this is for animation object plugin if (event?.sceneUpdate === false || event?.refreshScene === false || event?.object?.isCamera) return this.setDirty(event) // so that it doesn't trigger frame fade, shadow refresh etc // console.warn(event) this.refreshActiveCameraNearFar() // this.dollyActiveCameraFov() this._sceneBounds = this.getBounds(false, true) // this.boxHelper?.boxHelper?.copy?.(this._sceneBounds) this._sceneBoundingRadius = this._sceneBounds.getSize(new Vector3()).length() / 2. this.dispatchEvent({...event, type: 'sceneUpdate', hierarchyChanged: ['addedToParent', 'removedFromParent'].includes(event?.change || '')}) iObjectCommons.setDirty.call(this, event) return this } refreshUi = iObjectCommons.refreshUi.bind(this) traverseModels = iObjectCommons.traverseModels.bind(this) /** * Dispose the scene and clear all resources. * WARNING - Not fully implemented yet, just clears the scene. */ dispose(clear = true): void { this.disposeSceneModels(false, clear) if (clear) { [...this.children].forEach(child => child.dispose ? child.dispose() : child.removeFromParent()) this.clear() } // todo: dispose more stuff? this.environment?.dispose() if ((this.background as ITexture)?.isTexture) (this.background as ITexture)?.dispose?.() if (clear) { this.environment = null this.background = null } return } /** * Returns the bounding box of the whole scene (model root and other meta objects). * To get the bounds of just the objects added by the user(not by plugins) use `new Box3B().expandByObject(scene.modelRoot)` * @param precise * @param ignoreInvisible * @param ignoreWidgets * @param ignoreObject * @returns {Box3B} */ getBounds(precise = false, ignoreInvisible = true, ignoreWidgets = true, ignoreObject?: (obj: Object3D)=>boolean): Box3B { // See bboxVisible in userdata in Box3B return new Box3B().expandByObject(this, precise, ignoreInvisible, (o: any)=>{ if (ignoreWidgets && ((o as IWidget).isWidget || o.assetType === 'widget')) return true return ignoreObject?.(o) ?? false }) } /** * Similar to {@link getBounds}, but returns the bounding box of just the {@link modelRoot}. * @param precise * @param ignoreInvisible * @param ignoreWidgets * @param ignoreObject * @returns {Box3B} */ getModelBounds(precise = false, ignoreInvisible = true, ignoreWidgets = true, ignoreObject?: (obj: Object3D)=>boolean): Box3B { if (this.modelRoot == undefined) return new Box3B() return new Box3B().expandByObject(this.modelRoot, precise, ignoreInvisible, (o: any)=>{ if (ignoreWidgets && o.assetType === 'widget') return true return ignoreObject?.(o) ?? false }) } @uiButton('Auto GPU Instance Meshes') autoGPUInstanceMeshes() { const geoms = new Set<BufferGeometry>() this.modelRoot.traverseModels!((o) => {o.geometry && geoms.add(o.geometry)}, {visible: false, widgets: false}) geoms.forEach((g: any) => autoGPUInstanceMeshes(g)) } private _v1 = new Vector3() private _v2 = new Vector3() /** * For Programmatically toggling autoNearFar. This property is not supposed to be in the UI or serialized. * Use camera.userData.autoNearFar for UI and serialization * This is used in PickingPlugin * autoNearFar will still be disabled if this is true and camera.userData.autoNearFar is false */ autoNearFarEnabled = true /** * Refreshes the scene active camera near far values, based on the scene bounding box. * This is called automatically every time the camera is updated. */ refreshActiveCameraNearFar(): void { const camera = this.mainCamera as ICamera if (!camera) return if (!this.autoNearFarEnabled || camera.userData.autoNearFar === false) { camera.near = camera.userData.minNearPlane ?? 0.5 camera.far = camera.userData.maxFarPlane ?? 1000 return } // todo check if this takes too much time with large scenes(when moving the camera and not animating), but we also need to support animations const bbox = this.getBounds(false) // todo: can we use this._sceneBounds or will it have some issue with animation? const size = bbox.getSize(this._v2).length() if (size < 0.001) { camera.near = camera.userData.minNearPlane ?? 0.5 camera.far = camera.userData.maxFarPlane ?? 1000 return } camera.getWorldPosition(this._v1).sub(bbox.getCenter(this._v2)) const radius = 1.5 * Math.max(0.25, size) / 2. const dist = this._v1.length() // new way const dist1 = Math.max(0.1, -this._v1.normalize().dot(camera.getWorldDirection(new Vector3()))) const near = Math.max(Math.max(camera.userData.minNearPlane ?? 0.5, 0.001), dist1 * (dist - radius)) let far = Math.min(Math.max(near + radius, dist1 * (dist + radius)), camera.userData.maxFarPlane ?? 1000) // old way, has issues when panning very far from the camera target // const near = Math.max(camera.userData.minNearPlane ?? 0.2, dist - radius) // const far = Math.min(Math.max(near + 1, dist + radius), camera.userData.maxFarPlane ?? 1000) if (far < near || far - near < 0.1) { far = near + 0.1 } camera.near = near camera.far = far // todo try using minimum of all 6 endpoints of bbox. // camera.near = 3 // camera.far = 20 } /** * Refreshes the scene active camera near far values, based on the scene bounding box. * This is called automatically every time the camera fov is updated. */ dollyActiveCameraFov(): void { const camera = this.mainCamera as ICamera if (!camera) return if (!camera.userData.dollyFov) { return } const bbox = this.getModelBounds(false, true, true) // todo this is not exact because of 1.5, this needs to be calculated based on current position and last fov const cameraZ = getFittingDistance(camera, bbox) * 1.5 const direction = new Vector3().subVectors(camera.target, camera.position).normalize() camera.position.copy(direction.multiplyScalar(-cameraZ).add(camera.target)) camera.setDirty() } updateShaderProperties(material: {defines: Record<string, string|number|undefined>, uniforms: {[name: string]: IUniform}}): this { if (material.uniforms.sceneBoundingRadius) material.uniforms.sceneBoundingRadius.value = this._sceneBoundingRadius else console.warn('RootScene: no uniform: sceneBoundingRadius') return this } /** * Serialize the scene properties * @param meta * @returns {any} */ toJSON(meta?: any): any { const o = ThreeSerialization.Serialize(this, meta, true) // console.log(o) return o } /** * Deserialize the scene properties * @param json - object from {@link toJSON} * @param meta * @returns {this<ICamera>} */ fromJSON(json: any, meta?: any): this { const env = json.environment if (env !== undefined) { this.environment = ThreeSerialization.Deserialize(env, this.environment, meta, false) delete json.environment } ThreeSerialization.Deserialize(json, this, meta, true) json.environment = env return this } addEventListener<T extends keyof ISceneEventMap>(type: T, listener: EventListener<ISceneEventMap[T], T, this>): void { if (type === 'activeCameraChange') console.error('activeCameraChange is deprecated. Use mainCameraChange instead.') if (type === 'activeCameraUpdate') console.error('activeCameraUpdate is deprecated. Use mainCameraUpdate instead.') if (type === 'sceneMaterialUpdate') console.error('sceneMaterialUpdate is deprecated. Use materialUpdate instead.') if (type === 'update') console.error('update is deprecated. Use sceneUpdate instead.') super.addEventListener(type, listener) } // region inherited type fixes // re-declaring from IObject3D because: https://github.com/microsoft/TypeScript/issues/16936 traverse: (callback: (object: IObject3D) => void) => void traverseVisible: (callback: (object: IObject3D) => void) => void traverseAncestors: (callback: (object: IObject3D) => void) => void getObjectById: <T extends IObject3D = IObject3D>(id: number) => T | undefined getObjectByName: <T extends IObject3D = IObject3D>(name: string) => T | undefined getObjectByProperty: <T extends IObject3D = IObject3D>(name: string, value: string) => T | undefined copy: (source: this, recursive?: boolean, ...args: any[]) => this clone: (recursive?: boolean) => this remove: (...object: IObject3D[]) => this // dispatchEvent: (event: ISceneEvent) => void declare parent: IObject3D | null declare children: IObject3D[] // endregion // region deprecated // /** // * Set the scene environment map, this will be processed with PMREM automatically later. // * @param asset // * @returns {void} // */ // public setEnvironment(asset: ITexture|null|undefined): void { // if (!asset) { // // eslint-disable-next-line deprecation/deprecation // this.environment = null // this._onEnvironmentChange() // return // } // if (!asset.isTexture) { // console.error('Unknown Environment type', asset) // return // } // if (asset.mapping === UVMapping) { // asset.mapping = EquirectangularReflectionMapping // for PMREMGenerator // asset.needsUpdate = true // } // // eslint-disable-next-line deprecation/deprecation // this.environment = asset // // eslint-disable-next-line deprecation/deprecation // // this.background = texture // for testing. // this._onEnvironmentChange() // } // // /** // * Get the current scene environment map // * @returns {ITexture<Texture>} // */ // getEnvironment(): ITexture | null { // return this.environment || null // } /** * Find objects by name exact match in the complete hierarchy. * @deprecated Use {@link getObjectByName} instead. * @param name - name * @param parent - optional root node to start search from * @returns Array of found objects */ public findObjectsByName(name: string, parent?: IObject3D, upgradedOnly = false): IObject3D[] { const o: IObject3D[] = [] const fn = (object: IObject3D) => { if (object.name === name) o.push(object) } const obj: IObject3D = parent ?? this if (upgradedOnly && obj.traverseModels) obj.traverseModels(fn, {visible: false, widgets: true}) else obj.traverse(fn) return o } /** * @deprecated * Sets the camera pointing towards the object at a specific distance. * @param rootObject - The object to point at. * @param centerOffset - The distance offset from the object to point at. * @param targetOffset - The distance offset for the target from the center of object to point at. * @param options - Not used yet. */ resetCamera(rootObject:Object3D|undefined = undefined, centerOffset = new Vector3(1, 1, 1), targetOffset = new Vector3(0, 0, 0)): void { if (this._mainCamera) { this.matrixWorldNeedsUpdate = true this.updateMatrixWorld(true) const bounds = rootObject ? new Box3B().expandByObject(rootObject, true, true) : this.getBounds(true) const center = bounds.getCenter(new Vector3()) const radius = bounds.getSize(new Vector3()).length() * 0.5 center.add(targetOffset.clone().multiplyScalar(radius)) this._mainCamera.position = new Vector3( // todo: for nested cameras? center.x + centerOffset.x * radius, center.y + centerOffset.y * radius, center.z + centerOffset.z * radius, ) this._mainCamera.target = center // this.scene.mainCamera.controls?.targetOffset.set(0, 0, 0) this.setDirty() } } /** * Minimum Camera near plane * @deprecated - use camera.minNearPlane instead */ get minNearDistance(): number { console.error('minNearDistance is deprecated. Use camera.userData.minNearPlane instead') return this.mainCamera.userData.minNearPlane ?? 0.02 } /** * @deprecated - use camera.minNearPlane instead */ set minNearDistance(value: number) { console.error('minNearDistance is deprecated. Use camera.userData.minNearPlane instead') if (this.mainCamera) this.mainCamera.userData.minNearPlane = value } /** * @deprecated */ get activeCamera(): ICamera { console.error('activeCamera is deprecated. Use mainCamera instead.') return this.mainCamera } /** * @deprecated */ set activeCamera(camera: ICamera | undefined) { console.error('activeCamera is deprecated. Use mainCamera instead.') this.mainCamera = camera } /** * Get the threejs scene object * @deprecated */ get modelObject(): this { return this as any } /** * @deprecated use {@link envMapIntensity} instead */ get environmentIntensity(): number { return this.envMapIntensity } /** * @deprecated use {@link envMapIntensity} instead */ set environmentIntensity(value: number) { this.envMapIntensity = value } /** * Add any processed scene object to the scene. * @deprecated renamed to {@link addObject} * @param imported * @param options */ addSceneObject<T extends IObject3D|Object3D = IObject3D>(imported: T, options?: AddObjectOptions): T { return this.addObject(imported, options) } /** * Equivalent to setDirty({refreshScene: true}), dispatches 'sceneUpdate' event with the specified options. * @deprecated use refreshScene * @param options */ updateScene(options?: AnyOptions): this { console.warn('updateScene is deprecated. Use refreshScene instead') return this.refreshScene(options || {}) } /** * @deprecated renamed to {@link clearSceneModels} */ removeSceneModels() { this.clearSceneModels() } // endregion }