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钱根
ThreeJsLesson
Commits
4ce8cf29
Commit
4ce8cf29
authored
Sep 14, 2022
by
Master Q
Browse files
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添加空气墙
parent
311081b3
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9 changed files
with
18706 additions
and
42 deletions
+18706
-42
RoomEnvironment.js
public/environments/RoomEnvironment.js
+122
-0
index.html
public/index.html
+1
-1
qiche_V1.gltf
public/qiche_V1.gltf
+0
-0
qiche_V5.gltf
public/qiche_V5.gltf
+9206
-0
qiche_V6.gltf
public/qiche_V6.gltf
+9156
-0
index.ts
src/CarScene/index.ts
+86
-34
vehicle.ts
src/CarScene/vehicle.ts
+6
-6
PerspectiveScene.ts
src/module/PerspectiveScene.ts
+3
-1
RoomEnvironment.ts
src/module/environment/RoomEnvironment.ts
+126
-0
No files found.
public/environments/RoomEnvironment.js
0 → 100644
View file @
4ce8cf29
import
{
BackSide
}
from
"../constants"
;
import
{
BoxGeometry
}
from
"../geometries/BoxGeometry"
;
import
{
PointLight
}
from
"../lights/PointLight"
;
import
{
MeshBasicMaterial
}
from
"../materials/MeshBasicMaterial"
;
import
{
MeshStandardMaterial
}
from
"../materials/MeshStandardMaterial"
;
import
{
Mesh
}
from
"../objects/Mesh"
;
import
{
Scene
}
from
"../scenes/Scene"
;
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
,
5.0
,
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
box1
=
new
Mesh
(
geometry
,
boxMaterial
);
box1
.
position
.
set
(
-
10.906
,
2.009
,
1.846
);
box1
.
rotation
.
set
(
0
,
-
0.195
,
0
);
box1
.
scale
.
set
(
2.328
,
7.905
,
4.651
);
this
.
add
(
box1
);
const
box2
=
new
Mesh
(
geometry
,
boxMaterial
);
box2
.
position
.
set
(
-
5.607
,
-
0.754
,
-
0.758
);
box2
.
rotation
.
set
(
0
,
0.994
,
0
);
box2
.
scale
.
set
(
1.970
,
1.534
,
3.955
);
this
.
add
(
box2
);
const
box3
=
new
Mesh
(
geometry
,
boxMaterial
);
box3
.
position
.
set
(
6.167
,
0.857
,
7.803
);
box3
.
rotation
.
set
(
0
,
0.561
,
0
);
box3
.
scale
.
set
(
3.927
,
6.285
,
3.687
);
this
.
add
(
box3
);
const
box4
=
new
Mesh
(
geometry
,
boxMaterial
);
box4
.
position
.
set
(
-
2.017
,
0.018
,
6.124
);
box4
.
rotation
.
set
(
0
,
0.333
,
0
);
box4
.
scale
.
set
(
2.002
,
4.566
,
2.064
);
this
.
add
(
box4
);
const
box5
=
new
Mesh
(
geometry
,
boxMaterial
);
box5
.
position
.
set
(
2.291
,
-
0.756
,
-
2.621
);
box5
.
rotation
.
set
(
0
,
-
0.286
,
0
);
box5
.
scale
.
set
(
1.546
,
1.552
,
1.496
);
this
.
add
(
box5
);
const
box6
=
new
Mesh
(
geometry
,
boxMaterial
);
box6
.
position
.
set
(
-
2.193
,
-
0.369
,
-
5.547
);
box6
.
rotation
.
set
(
0
,
0.516
,
0
);
box6
.
scale
.
set
(
3.875
,
3.487
,
2.986
);
this
.
add
(
box6
);
// -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
);
}
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
}
public/index.html
View file @
4ce8cf29
...
@@ -30,7 +30,7 @@
...
@@ -30,7 +30,7 @@
<script
src=
"bundle.js"
></script>
<script
src=
"bundle.js"
></script>
<script>
<script>
window
.
addEventListener
(
"load"
,
function
()
{
window
.
addEventListener
(
"load"
,
function
()
{
console
.
log
(
'load'
)
window
.
screen
.
orientation
.
lock
(
"landscape-primary"
);
})
})
</script>
</script>
...
...
public/qiche.gltf
→
public/qiche
_V1
.gltf
View file @
4ce8cf29
File moved
public/qiche_V5.gltf
0 → 100644
View file @
4ce8cf29
This diff is collapsed.
Click to expand it.
public/qiche_V6.gltf
0 → 100644
View file @
4ce8cf29
This diff is collapsed.
Click to expand it.
src/CarScene/index.ts
View file @
4ce8cf29
...
@@ -8,6 +8,7 @@ import { GLTFLoader } from "../module/loaders/GLTFLoader";
...
@@ -8,6 +8,7 @@ import { GLTFLoader } from "../module/loaders/GLTFLoader";
import
{
createAmmoTerrainBody
,
createRigidBodyByThreeObject
,
createTriangleShapeByGeometry
}
from
"./tools"
;
import
{
createAmmoTerrainBody
,
createRigidBodyByThreeObject
,
createTriangleShapeByGeometry
}
from
"./tools"
;
import
{
MeshBasicMaterial
}
from
"three"
;
import
{
MeshBasicMaterial
}
from
"three"
;
import
Stats
from
'three/examples/jsm/libs/stats.module'
import
Stats
from
'three/examples/jsm/libs/stats.module'
import
{
RoomEnvironment
}
from
'../module/environment/RoomEnvironment'
;
function
gradTexture
(
color
:
[
number
[],
string
[]])
{
function
gradTexture
(
color
:
[
number
[],
string
[]])
{
var
c
=
document
.
createElement
(
"canvas"
);
var
c
=
document
.
createElement
(
"canvas"
);
...
@@ -107,7 +108,7 @@ export class CarScene extends PerspectiveScene {
...
@@ -107,7 +108,7 @@ export class CarScene extends PerspectiveScene {
this
.
camera
.
position
.
set
(
20
,
20
,
20
)
this
.
camera
.
position
.
set
(
20
,
20
,
20
)
this
.
camera
.
far
=
400
this
.
camera
.
far
=
400
//
this.OrbitControlsIns.enabled = false
this
.
OrbitControlsIns
.
enabled
=
false
// this.OrbitControlsIns.enablePan = false
// this.OrbitControlsIns.enablePan = false
// this.OrbitControlsIns.enableDamping = true
// this.OrbitControlsIns.enableDamping = true
...
@@ -147,6 +148,10 @@ export class CarScene extends PerspectiveScene {
...
@@ -147,6 +148,10 @@ export class CarScene extends PerspectiveScene {
reflectionCube
.
encoding
=
THREE
.
sRGBEncoding
;
reflectionCube
.
encoding
=
THREE
.
sRGBEncoding
;
this
.
scene
.
background
=
reflectionCube
;
this
.
scene
.
background
=
reflectionCube
;
// let pmremGenerator = new THREE.PMREMGenerator(this.renderer)
// pmremGenerator.compileEquirectangularShader();
// this.scene.environment = pmremGenerator.fromScene(new RoomEnvironment(), 0.04).texture;
// this.scene.background = new THREE.Color(0x000a6b)
// this.scene.background = new THREE.Color(0x000a6b)
// 下面的 fog 雾化 会影响最后成像
// 下面的 fog 雾化 会影响最后成像
this
.
scene
.
fog
=
new
THREE
.
Fog
(
0xa0a0a0
,
10
,
400
)
this
.
scene
.
fog
=
new
THREE
.
Fog
(
0xa0a0a0
,
10
,
400
)
...
@@ -154,11 +159,10 @@ export class CarScene extends PerspectiveScene {
...
@@ -154,11 +159,10 @@ export class CarScene extends PerspectiveScene {
const
dirLight
=
this
.
dirLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
1
)
const
dirLight
=
this
.
dirLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
1
)
dirLight
.
castShadow
=
true
dirLight
.
castShadow
=
true
dirLight
.
position
.
set
(
20
,
20
,
20
)
dirLight
.
position
.
set
(
20
,
20
,
20
)
// dirLight.target.position.set(0, 0, 0)
this
.
scene
.
add
(
dirLight
)
this
.
scene
.
add
(
dirLight
)
this
.
scene
.
add
(
new
THREE
.
DirectionalLightHelper
(
dirLight
))
this
.
scene
.
add
(
new
THREE
.
DirectionalLightHelper
(
dirLight
))
this
.
scene
.
add
(
new
THREE
.
AmbientLight
(
0x
ffffff
,
0.6
))
this
.
scene
.
add
(
new
THREE
.
AmbientLight
(
0x
cccccc
,
1
))
dirLight
.
castShadow
=
true
dirLight
.
castShadow
=
true
console
.
log
(
dirLight
.
shadow
)
console
.
log
(
dirLight
.
shadow
)
...
@@ -188,7 +192,10 @@ export class CarScene extends PerspectiveScene {
...
@@ -188,7 +192,10 @@ export class CarScene extends PerspectiveScene {
this
.
scene
.
add
(
new
THREE
.
AxesHelper
(
100
))
this
.
scene
.
add
(
new
THREE
.
AxesHelper
(
100
))
this
.
scene
.
add
(
new
THREE
.
GridHelper
(
100
,
20
))
this
.
scene
.
add
(
new
THREE
.
GridHelper
(
100
,
20
))
// let imgTexture = new THREE.TextureLoader().load('http://qnpic.top/yoona2.jpg')
let
imgTexture
=
new
THREE
.
TextureLoader
().
load
(
'judgeLineMap.png'
)
// @ts-ignore
window
[
'imgTexture'
]
=
imgTexture
console
.
log
(
'=======imgTexture======='
,
imgTexture
,
imgTexture
.
image
)
// imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
// imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
// imgTexture.encoding = THREE.sRGBEncoding;
// imgTexture.encoding = THREE.sRGBEncoding;
// imgTexture.anisotropy = 16;
// imgTexture.anisotropy = 16;
...
@@ -210,13 +217,55 @@ export class CarScene extends PerspectiveScene {
...
@@ -210,13 +217,55 @@ export class CarScene extends PerspectiveScene {
}
}
addMapWall
()
{
const
wallList
:
{
rotationDeg
:
number
,
pos
:
THREE
.
Vector3
}[]
=
[
{
rotationDeg
:
0
,
pos
:
new
THREE
.
Vector3
(
0
,
10
,
80
)
},
{
rotationDeg
:
Math
.
PI
/
2
,
pos
:
new
THREE
.
Vector3
(
-
80
,
10
,
0
)
},
{
rotationDeg
:
0
,
pos
:
new
THREE
.
Vector3
(
0
,
10
,
-
80
)
},
{
rotationDeg
:
Math
.
PI
/
2
,
pos
:
new
THREE
.
Vector3
(
80
,
10
,
0
)
}
]
for
(
let
config
of
wallList
)
{
const
wall
=
new
THREE
.
Mesh
(
new
THREE
.
BoxGeometry
(
196
,
20
),
new
THREE
.
MeshBasicMaterial
({
wireframe
:
false
,
opacity
:
0
,
})
)
wall
.
visible
=
false
wall
.
quaternion
.
copy
(
new
THREE
.
Quaternion
().
setFromAxisAngle
(
new
THREE
.
Vector3
(
0
,
1
,
0
),
config
.
rotationDeg
)
)
wall
.
position
.
copy
(
config
.
pos
)
// this.scene.add(
// wall
// )
this
.
ammoPhysicWorld
.
addMesh
(
wall
)
}
}
ammoPhysicWorld
:
AmmoPhysicWorld
ammoPhysicWorld
:
AmmoPhysicWorld
initAmmoPhySicWorld
()
{
initAmmoPhySicWorld
()
{
this
.
ammoPhysicWorld
=
new
AmmoPhysicWorld
()
this
.
ammoPhysicWorld
=
new
AmmoPhysicWorld
()
console
.
log
(
this
.
ammoPhysicWorld
)
console
.
log
(
this
.
ammoPhysicWorld
)
this
.
addMapWall
()
interface
GltfModel
{
interface
GltfModel
{
animations
:
THREE
.
AnimationClip
[],
animations
:
THREE
.
AnimationClip
[],
...
@@ -240,8 +289,6 @@ export class CarScene extends PerspectiveScene {
...
@@ -240,8 +289,6 @@ export class CarScene extends PerspectiveScene {
scaleNum
:
200
scaleNum
:
200
}
}
))
))
// @ts-ignore
window
[
'qigan11'
]
=
obj
}
else
if
(
obj
.
name
===
'shamo'
&&
(
obj
as
THREE
.
Mesh
).
isMesh
)
{
}
else
if
(
obj
.
name
===
'shamo'
&&
(
obj
as
THREE
.
Mesh
).
isMesh
)
{
terrainMesh
=
obj
as
THREE
.
Mesh
terrainMesh
=
obj
as
THREE
.
Mesh
}
else
if
(
obj
.
name
===
'shitou'
)
{
}
else
if
(
obj
.
name
===
'shitou'
)
{
...
@@ -255,6 +302,8 @@ export class CarScene extends PerspectiveScene {
...
@@ -255,6 +302,8 @@ export class CarScene extends PerspectiveScene {
))
))
}
else
if
(
obj
.
name
.
startsWith
(
'qimian'
))
{
}
else
if
(
obj
.
name
.
startsWith
(
'qimian'
))
{
obj
.
castShadow
=
true
obj
.
castShadow
=
true
}
else
if
(
obj
.
name
.
startsWith
(
'cao'
))
{
// obj.castShadow = true
}
}
})
})
...
@@ -264,6 +313,8 @@ export class CarScene extends PerspectiveScene {
...
@@ -264,6 +313,8 @@ export class CarScene extends PerspectiveScene {
terrainMesh
.
receiveShadow
=
true
terrainMesh
.
receiveShadow
=
true
// @ts-ignore
// @ts-ignore
terrainMesh
.
material
.
side
=
THREE
.
FrontSide
terrainMesh
.
material
.
side
=
THREE
.
FrontSide
// @ts-ignore
// terrainMesh.material.wireframe = true
}
}
// 旗子动画
// 旗子动画
...
@@ -295,29 +346,29 @@ export class CarScene extends PerspectiveScene {
...
@@ -295,29 +346,29 @@ export class CarScene extends PerspectiveScene {
this
.
ammoPhysicWorld
.
addDynamicBody
(
vehicleIns
)
this
.
ammoPhysicWorld
.
addDynamicBody
(
vehicleIns
)
// @ts-ignore
// @ts-ignore
window
[
'vehicleIns'
]
=
vehicleIns
window
[
'vehicleIns'
]
=
vehicleIns
this
.
dirLight
.
target
=
vehicleIns
.
chassisMesh
this
.
dirLight
&&
(
this
.
dirLight
.
target
=
vehicleIns
.
chassisMesh
)
const
planeGeometry
=
new
THREE
.
BoxGeometry
(
100
,
2
,
100
)
//
const planeGeometry = new THREE.BoxGeometry(100, 2, 100)
// planeGeometry.rotateX( - Math.PI / 2 ); // 这里加了旋转矩阵 物理世界 记得要转换一下
//
//
planeGeometry.rotateX( - Math.PI / 2 ); // 这里加了旋转矩阵 物理世界 记得要转换一下
const
planeMesh
=
new
THREE
.
Mesh
(
planeGeometry
,
new
THREE
.
MeshPhongMaterial
({
//
const planeMesh = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial({
color
:
0xffffff
,
//
color: 0xffffff,
side
:
THREE
.
DoubleSide
,
//
side: THREE.DoubleSide,
// wireframe: true
//
// wireframe: true
}))
//
}))
planeMesh
.
receiveShadow
=
true
//
planeMesh.receiveShadow = true
planeMesh
.
position
.
y
=
-
1
//
planeMesh.position.y = -1
this
.
scene
.
add
(
planeMesh
)
//
this.scene.add(planeMesh)
this
.
ammoPhysicWorld
.
addMesh
(
planeMesh
,
{
//
this.ammoPhysicWorld.addMesh(planeMesh, {
friction
:
10
,
//
friction: 10,
restitution
:
0.1
,
//
restitution: 0.1,
mass
:
0
//
mass: 0
})
//
})
this
.
ammoPhysicWorld
.
addRigidBodyWithMeshObj
(
createRigidBodyByThreeObject
(
//
this.ammoPhysicWorld.addRigidBodyWithMeshObj(createRigidBodyByThreeObject(
planeMesh
,
//
planeMesh,
{
//
{
mass
:
0
//
mass: 0
}
//
}
))
//
))
// 下面是测试模型数据
// 下面是测试模型数据
const
boxGeometry
=
new
THREE
.
BoxGeometry
(
1
,
1
,
1
,
10
,
10
,
10
)
const
boxGeometry
=
new
THREE
.
BoxGeometry
(
1
,
1
,
1
,
10
,
10
,
10
)
...
@@ -627,17 +678,18 @@ export class CarScene extends PerspectiveScene {
...
@@ -627,17 +678,18 @@ export class CarScene extends PerspectiveScene {
if
(
this
.
vehicleIns
&&
!
this
.
OrbitControlsIns
.
enabled
)
{
if
(
this
.
vehicleIns
&&
!
this
.
OrbitControlsIns
.
enabled
)
{
const
carPosition
=
this
.
vehicleIns
.
chassisMesh
.
position
const
carPosition
=
this
.
vehicleIns
.
chassisMesh
.
position
// 跟随 Car
// 跟随 Car
_defaultVector3
.
set
(
0
,
10
,
-
2
5
)
_defaultVector3
.
set
(
0
,
5
,
-
1
5
)
// const m3 = new THREE.Matrix3()
// const m3 = new THREE.Matrix3()
// relativeCameraOffset.applyMatrix3(m3.setFromMatrix4(this.vehicleIns.chassisMesh.matrixWorld))
// relativeCameraOffset.applyMatrix3(m3.setFromMatrix4(this.vehicleIns.chassisMesh.matrixWorld))
_defaultVector3
.
applyMatrix4
(
this
.
vehicleIns
.
chassisMesh
.
matrixWorld
)
_defaultVector3
.
applyMatrix4
(
this
.
vehicleIns
.
chassisMesh
.
matrixWorld
)
_defaultVector3
.
y
=
this
.
vehicleIns
.
chassisMesh
.
position
.
y
+
5
this
.
camera
.
position
.
lerp
(
_defaultVector3
,
0.1
)
this
.
camera
.
position
.
lerp
(
_defaultVector3
,
0.1
)
// this.camera.position.copy(_defaultVector3)
// this.camera.position.copy(_defaultVector3)
this
.
camera
.
lookAt
(
carPosition
)
this
.
camera
.
lookAt
(
carPosition
)
}
}
if
(
this
.
vehicleIns
)
{
if
(
this
.
vehicleIns
&&
this
.
dirLight
)
{
const
carPosition
=
this
.
vehicleIns
.
chassisMesh
.
position
const
carPosition
=
this
.
vehicleIns
.
chassisMesh
.
position
_defaultVector3
.
set
(
10
,
10
,
10
)
_defaultVector3
.
set
(
10
,
10
,
10
)
_defaultVector3
.
addVectors
(
_defaultVector3
,
carPosition
)
_defaultVector3
.
addVectors
(
_defaultVector3
,
carPosition
)
...
...
src/CarScene/vehicle.ts
View file @
4ce8cf29
...
@@ -83,7 +83,7 @@ export class Vehicle extends THREE.Object3D{
...
@@ -83,7 +83,7 @@ export class Vehicle extends THREE.Object3D{
// Vehicle contants
// Vehicle contants
// classis 底盘
// classis 底盘
var
chassisWidth
=
1.8
;
var
chassisWidth
=
1.8
;
var
chassisHeight
=
.
6
;
var
chassisHeight
=
1
;
var
chassisLength
=
4
;
var
chassisLength
=
4
;
var
massVehicle
=
800
;
var
massVehicle
=
800
;
...
@@ -103,10 +103,10 @@ export class Vehicle extends THREE.Object3D{
...
@@ -103,10 +103,10 @@ export class Vehicle extends THREE.Object3D{
body
.
setActivationState
(
4
);
body
.
setActivationState
(
4
);
var
chassisMesh
=
this
.
chassisMesh
=
this
.
createChassisMesh
(
chassisWidth
,
chassisHeight
,
chassisLength
);
var
chassisMesh
=
this
.
chassisMesh
=
this
.
createChassisMesh
(
chassisWidth
,
chassisHeight
,
chassisLength
);
GLTFLoaderIns
.
load
(
'qiche.gltf'
,
(
gltf
:
GltfModel
)
=>
{
GLTFLoaderIns
.
load
(
'qiche
_V6
.gltf'
,
(
gltf
:
GltfModel
)
=>
{
chassisMesh
.
add
(
gltf
.
scene
)
chassisMesh
.
add
(
gltf
.
scene
)
gltf
.
scene
.
visible
=
!
VehicleDebugConfig
.
debugger
gltf
.
scene
.
visible
=
!
VehicleDebugConfig
.
debugger
gltf
.
scene
.
translateY
(
-
0.6
)
gltf
.
scene
.
translateY
(
-
1
)
gltf
.
scene
.
traverse
(
function
(
obj
)
{
gltf
.
scene
.
traverse
(
function
(
obj
)
{
// @ts-ignore
// @ts-ignore
...
@@ -346,11 +346,11 @@ export class Vehicle extends THREE.Object3D{
...
@@ -346,11 +346,11 @@ export class Vehicle extends THREE.Object3D{
var
wheelRadiusBack
=
.
4
;
var
wheelRadiusBack
=
.
4
;
var
wheelWidthBack
=
.
3
;
var
wheelWidthBack
=
.
3
;
var
wheelHalfTrackBack
=
0.8
;
var
wheelHalfTrackBack
=
0.8
;
var
wheelAxisHeightBack
=
.
3
;
var
wheelAxisHeightBack
=
0
;
var
wheelAxisFrontPosition
=
1.5
;
var
wheelAxisFrontPosition
=
1.5
;
var
wheelHalfTrackFront
=
0.8
;
var
wheelHalfTrackFront
=
0.8
;
var
wheelAxisHeightFront
=
.
3
;
var
wheelAxisHeightFront
=
0
;
var
wheelRadiusFront
=
.
35
;
var
wheelRadiusFront
=
.
35
;
var
wheelWidthFront
=
0.2
;
var
wheelWidthFront
=
0.2
;
...
@@ -412,7 +412,7 @@ export class Vehicle extends THREE.Object3D{
...
@@ -412,7 +412,7 @@ export class Vehicle extends THREE.Object3D{
const
turnLeft
=
this
.
actions
.
left
||
KeyBoardStateStore
.
isPressed
(
'a'
)
const
turnLeft
=
this
.
actions
.
left
||
KeyBoardStateStore
.
isPressed
(
'a'
)
if
(
!
isAccelerating
&&
!
isBreaking
&&
speed
!==
0
)
{
if
(
!
isAccelerating
&&
!
isBreaking
&&
speed
!==
0
)
{
if
(
Math
.
abs
(
speed
)
<
0.
0
2
)
{
if
(
Math
.
abs
(
speed
)
<
0.2
)
{
speed
=
0
speed
=
0
}
else
{
}
else
{
if
(
speed
>
0
)
{
if
(
speed
>
0
)
{
...
...
src/module/PerspectiveScene.ts
View file @
4ce8cf29
...
@@ -3,7 +3,8 @@ import {
...
@@ -3,7 +3,8 @@ import {
PCFShadowMap
,
PCFShadowMap
,
PerspectiveCamera
,
PerspectiveCamera
,
Scene
,
Scene
,
WebGLRenderer
WebGLRenderer
,
sRGBEncoding
}
from
'three'
}
from
'three'
import
{
EventDispatcher
}
from
'./EventDispatcher'
;
import
{
EventDispatcher
}
from
'./EventDispatcher'
;
import
{
OrbitControls
}
from
'./OrbitControls/index'
;
import
{
OrbitControls
}
from
'./OrbitControls/index'
;
...
@@ -68,6 +69,7 @@ export class PerspectiveScene extends EventDispatcher<EVENTS_ENUM> {
...
@@ -68,6 +69,7 @@ export class PerspectiveScene extends EventDispatcher<EVENTS_ENUM> {
// _renderer.shadowMap.type = PCFShadowMap
// _renderer.shadowMap.type = PCFShadowMap
_renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
_renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
_renderer
.
setPixelRatio
(
window
.
devicePixelRatio
)
_renderer
.
setPixelRatio
(
window
.
devicePixelRatio
)
_renderer
.
outputEncoding
=
sRGBEncoding
;
document
.
body
.
appendChild
(
_renderer
.
domElement
)
document
.
body
.
appendChild
(
_renderer
.
domElement
)
}
}
...
...
src/module/environment/RoomEnvironment.ts
0 → 100644
View file @
4ce8cf29
// @ts-nocheck
import
{
Scene
,
BoxGeometry
,
MeshBasicMaterial
,
MeshStandardMaterial
,
BackSide
,
PointLight
,
Mesh
}
from
'three'
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
,
5.0
,
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
box1
=
new
Mesh
(
geometry
,
boxMaterial
);
box1
.
position
.
set
(
-
10.906
,
2.009
,
1.846
);
box1
.
rotation
.
set
(
0
,
-
0.195
,
0
);
box1
.
scale
.
set
(
2.328
,
7.905
,
4.651
);
this
.
add
(
box1
);
const
box2
=
new
Mesh
(
geometry
,
boxMaterial
);
box2
.
position
.
set
(
-
5.607
,
-
0.754
,
-
0.758
);
box2
.
rotation
.
set
(
0
,
0.994
,
0
);
box2
.
scale
.
set
(
1.970
,
1.534
,
3.955
);
this
.
add
(
box2
);
const
box3
=
new
Mesh
(
geometry
,
boxMaterial
);
box3
.
position
.
set
(
6.167
,
0.857
,
7.803
);
box3
.
rotation
.
set
(
0
,
0.561
,
0
);
box3
.
scale
.
set
(
3.927
,
6.285
,
3.687
);
this
.
add
(
box3
);
const
box4
=
new
Mesh
(
geometry
,
boxMaterial
);
box4
.
position
.
set
(
-
2.017
,
0.018
,
6.124
);
box4
.
rotation
.
set
(
0
,
0.333
,
0
);
box4
.
scale
.
set
(
2.002
,
4.566
,
2.064
);
this
.
add
(
box4
);
const
box5
=
new
Mesh
(
geometry
,
boxMaterial
);
box5
.
position
.
set
(
2.291
,
-
0.756
,
-
2.621
);
box5
.
rotation
.
set
(
0
,
-
0.286
,
0
);
box5
.
scale
.
set
(
1.546
,
1.552
,
1.496
);
this
.
add
(
box5
);
const
box6
=
new
Mesh
(
geometry
,
boxMaterial
);
box6
.
position
.
set
(
-
2.193
,
-
0.369
,
-
5.547
);
box6
.
rotation
.
set
(
0
,
0.516
,
0
);
box6
.
scale
.
set
(
3.875
,
3.487
,
2.986
);
this
.
add
(
box6
);
// -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
);
}
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
}
\ No newline at end of file
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