import { I3DMLoader } from '../src/index.js'; import { Scene, DirectionalLight, AmbientLight, WebGLRenderer, PerspectiveCamera, sRGBEncoding, PCFSoftShadowMap, Vector3, Quaternion, Matrix4, } from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; let camera, controls, scene, renderer; let dirLight; init(); animate(); function init() { scene = new Scene(); // primary camera view renderer = new WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setClearColor( 0x151c1f ); renderer.shadowMap.enabled = true; renderer.shadowMap.type = PCFSoftShadowMap; renderer.outputEncoding = sRGBEncoding; document.body.appendChild( renderer.domElement ); camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 ); camera.position.set( 100, 100, 100 ); // controls controls = new OrbitControls( camera, renderer.domElement ); controls.screenSpacePanning = false; controls.minDistance = 1; controls.maxDistance = 2000; // lights dirLight = new DirectionalLight( 0xffffff, 1.25 ); dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 ); dirLight.castShadow = true; dirLight.shadow.bias = - 0.01; dirLight.shadow.mapSize.setScalar( 2048 ); const shadowCam = dirLight.shadow.camera; shadowCam.left = - 200; shadowCam.bottom = - 200; shadowCam.right = 200; shadowCam.top = 200; shadowCam.updateProjectionMatrix(); scene.add( dirLight ); const ambLight = new AmbientLight( 0xffffff, 0.05 ); scene.add( ambLight ); new I3DMLoader() .load( 'https://raw.githubusercontent.com/CesiumGS/3d-tiles-samples/main/1.0/TilesetWithTreeBillboards/tree.i3dm' ) .then( res => { let instance = null; res.scene.traverse( c => { if ( ! instance && c.isInstancedMesh ) { instance = c; } } ); if ( instance ) { res.scene.updateMatrixWorld( true ); const pos = new Vector3(); const quat = new Quaternion(); const sca = new Vector3(); const mat = new Matrix4(); const averagePos = new Vector3(); for ( let i = 0, l = instance.count; i < l; i ++ ) { instance.getMatrixAt( i, mat ); mat.premultiply( instance.matrixWorld ); mat.decompose( pos, quat, sca ); averagePos.add( pos ); } averagePos.divideScalar( instance.count ); controls.target.copy( averagePos ); camera.position.add( averagePos ); controls.update(); } console.log( res ); scene.add( res.scene ); } ); onWindowResize(); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); camera.updateProjectionMatrix(); } function animate() { requestAnimationFrame( animate ); render(); } function render() { renderer.render( scene, camera ); }