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+import { I3DMLoader } from '../src/index.js';
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+import {
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+ Scene,
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+ DirectionalLight,
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+ AmbientLight,
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+ WebGLRenderer,
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+ PerspectiveCamera,
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+ Box3,
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+ sRGBEncoding,
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+ PCFSoftShadowMap,
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+ Vector3,
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+ Quaternion,
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+ Matrix4,
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+} from 'three';
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+import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
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+
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+let camera, controls, scene, renderer;
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+let box, dirLight;
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+
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+init();
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+animate();
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+
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+function init() {
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+
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+ scene = new Scene();
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+
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+ // primary camera view
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+ renderer = new WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setClearColor( 0x151c1f );
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+ renderer.shadowMap.enabled = true;
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+ renderer.shadowMap.type = PCFSoftShadowMap;
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+ renderer.outputEncoding = sRGBEncoding;
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+
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+ document.body.appendChild( renderer.domElement );
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+
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+ camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
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+ camera.position.set( 20, 20, 20 );
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+
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+ // controls
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.screenSpacePanning = false;
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+ controls.minDistance = 1;
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+ controls.maxDistance = 2000;
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+
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+ // lights
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+ dirLight = new DirectionalLight( 0xffffff, 1.25 );
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+ dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
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+ dirLight.castShadow = true;
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+ dirLight.shadow.bias = - 0.01;
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+ dirLight.shadow.mapSize.setScalar( 2048 );
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+
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+ const shadowCam = dirLight.shadow.camera;
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+ shadowCam.left = - 200;
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+ shadowCam.bottom = - 200;
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+ shadowCam.right = 200;
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+ shadowCam.top = 200;
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+ shadowCam.updateProjectionMatrix();
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+
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+ scene.add( dirLight );
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+
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+ const ambLight = new AmbientLight( 0xffffff, 0.05 );
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+ scene.add( ambLight );
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+
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+ box = new Box3();
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+
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+ new I3DMLoader()
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+ .load( 'https://raw.githubusercontent.com/CesiumGS/3d-tiles-samples/master/tilesets/TilesetWithTreeBillboards/tree.i3dm' )
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+ .then( res => {
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+
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+ let instance = null;
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+ res.scene.traverse( c => {
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+
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+ if ( ! instance && c.isInstancedMesh ) {
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+
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+ instance = c;
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+
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+ }
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+
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+ } );
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+
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+ const pos = new Vector3();
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+ const quat = new Quaternion();
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+ const sca = new Vector3();
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+ const mat = new Matrix4();
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+ const averagePos = new Vector3();
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+
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+ for ( let i = 0, l = instance.count; i < l; i ++ ) {
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+
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+ instance.getMatrixAt( i, mat );
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+ mat.decompose( pos, quat, sca );
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+ averagePos.add( pos );
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+
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+ }
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+
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+ averagePos.divideScalar( instance.count );
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+ controls.target.copy( averagePos );
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+ controls.update();
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+
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+ console.log( res );
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+ scene.add( res.scene );
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+
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+ } );
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+
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+ onWindowResize();
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+}
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+
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+function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ camera.updateProjectionMatrix();
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+
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+}
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+
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+function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+
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+}
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+
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+function render() {
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+
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+ renderer.render( scene, camera );
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+
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+}
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