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(); 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, 0.3); 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(1.97, 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, 14.52); 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 };