📄 RoomEnvironment.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 9 |
📊 Variables & Constants | 15 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/environments/RoomEnvironment.js
📦 Imports¶
Name | Source |
---|---|
BackSide |
three |
BoxGeometry |
three |
InstancedMesh |
three |
Mesh |
three |
MeshLambertMaterial |
three |
MeshStandardMaterial |
three |
PointLight |
three |
Scene |
three |
Object3D |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
geometry |
any |
let/var | new BoxGeometry() |
✗ |
roomMaterial |
any |
let/var | new MeshStandardMaterial( { side: BackSide } ) |
✗ |
boxMaterial |
any |
let/var | new MeshStandardMaterial() |
✗ |
mainLight |
any |
let/var | new PointLight( 0xffffff, 900, 28, 2 ) |
✗ |
room |
any |
let/var | new Mesh( geometry, roomMaterial ) |
✗ |
boxes |
any |
let/var | new InstancedMesh( geometry, boxMaterial, 6 ) |
✗ |
transform |
any |
let/var | new Object3D() |
✗ |
light1 |
any |
let/var | new Mesh( geometry, createAreaLightMaterial( 50 ) ) |
✗ |
light2 |
any |
let/var | new Mesh( geometry, createAreaLightMaterial( 50 ) ) |
✗ |
light3 |
any |
let/var | new Mesh( geometry, createAreaLightMaterial( 17 ) ) |
✗ |
light4 |
any |
let/var | new Mesh( geometry, createAreaLightMaterial( 43 ) ) |
✗ |
light5 |
any |
let/var | new Mesh( geometry, createAreaLightMaterial( 20 ) ) |
✗ |
light6 |
any |
let/var | new Mesh( geometry, createAreaLightMaterial( 100 ) ) |
✗ |
resources |
Set<any> |
let/var | new Set() |
✗ |
material |
any |
let/var | new MeshLambertMaterial( { color: 0x000000, emissive: 0xffffff, emissiveInten... |
✗ |
Functions¶
RoomEnvironment.dispose(): void
¶
JSDoc:
/**
* Frees internal resources. This method should be called
* when the environment is no longer required.
*/
Returns: void
Calls:
this.traverse
resources.add
resource.dispose
Code
createAreaLightMaterial(intensity: any): any
¶
Parameters:
intensity
any
Returns: any
Internal Comments:
Code
Classes¶
RoomEnvironment
¶
Class Code
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();
}
}
}