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multi-env-map #265
multi-env-map #265
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/** | ||
* @param {Array<THREE.Material>|THREE.Material} material | ||
* @return {Array<THREE.Material>} | ||
*/ | ||
function ensureMaterialArray (material) { | ||
if (!material) { | ||
return []; | ||
} else if (Array.isArray(material)) { | ||
return material; | ||
} else if (material.materials) { | ||
return material.materials; | ||
} else { | ||
return [material]; | ||
} | ||
} | ||
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/** | ||
* @param {THREE.Object3D} mesh | ||
* @param {Array<string>} materialNames | ||
* @param {THREE.Texture} envMap | ||
* @param {number} reflectivity [description] | ||
*/ | ||
function applyEnvMap (mesh, materialNames, envMap, reflectivity) { | ||
if (!mesh) return; | ||
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materialNames = materialNames || []; | ||
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mesh.traverse((node) => { | ||
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if (!node.isMesh) return; | ||
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const meshMaterials = ensureMaterialArray(node.material); | ||
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meshMaterials.forEach((material) => { | ||
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if (material && !('envMap' in material)) return; | ||
if (materialNames.length && materialNames.indexOf(material.name) === -1) return; | ||
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material.envMap = envMap; | ||
material.reflectivity = reflectivity; | ||
material.needsUpdate = true; | ||
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}); | ||
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}); | ||
} | ||
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/** | ||
* Specifies an envMap on an entity, without replacing any existing material | ||
* properties. | ||
*/ | ||
AFRAME.registerComponent('multi-env-map', { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. let's just name this |
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multiple: true, | ||
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schema: { | ||
path: {default: ''}, | ||
extension: {default: 'jpg', oneOf: ['jpg', 'png']}, | ||
type: {default: 'cube', oneOf: ['cube', 'equirectangular']}, | ||
fileName: {default: 'equirectangular'}, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If you don't mind, let's condense all of this into one property:
... where the cube type would require six (complete) URLs in set order, and the equirectangular type would require exactly one: <a-entity env-map="src: env/posx.png, env/negx.png, env/posy.png, ..." /> I think that will be simpler overall. |
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mapping: {default: 'reflection', oneOf: ['reflection', 'refraction']}, | ||
format: {default: 'RGBFormat', oneOf: ['RGBFormat', 'RGBAFormat']}, | ||
enableBackground: {default: false}, | ||
reflectivity: {default: 1, min: 0, max: 1}, | ||
materials: {default: []} | ||
}, | ||
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init: function () { | ||
const data = this.data; | ||
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if (data.type == 'cube') { | ||
this.texture = new THREE.CubeTextureLoader().load([ | ||
data.path + 'posx.' + data.extension, data.path + 'negx.' + data.extension, | ||
data.path + 'posy.' + data.extension, data.path + 'negy.' + data.extension, | ||
data.path + 'posz.' + data.extension, data.path + 'negz.' + data.extension | ||
]); | ||
} | ||
else if (data.type == 'equirectangular') { | ||
this.texture = new THREE.TextureLoader().load( data.path + data.fileName + '.' + data.extension ); | ||
this.texture.magFilter = THREE.LinearFilter; | ||
this.texture.minFilter = THREE.LinearMipMapLinearFilter; | ||
if (data.mapping == 'reflection') { | ||
this.texture.mapping = THREE.EquirectangularReflectionMapping; | ||
} | ||
else if (data.mapping == 'refraction') { | ||
this.texture.mapping = THREE.EquirectangularRefractionMapping; | ||
} | ||
} | ||
this.texture.format = THREE[data.format]; | ||
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this.object3dsetHandler = () => { | ||
const mesh = this.el.getObject3D('mesh'); | ||
const data = this.data; | ||
applyEnvMap(mesh, data.materials, this.texture, data.reflectivity); | ||
}; | ||
this.el.addEventListener('object3dset', this.object3dsetHandler); | ||
}, | ||
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update: function (oldData) { | ||
const data = this.data; | ||
const mesh = this.el.getObject3D('mesh'); | ||
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let addedMaterialNames = []; | ||
let removedMaterialNames = []; | ||
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if (data.materials.length) { | ||
if (oldData.materials) { | ||
addedMaterialNames = data.materials.filter((name) => !oldData.materials.includes(name)); | ||
removedMaterialNames = oldData.materials.filter((name) => !data.materials.includes(name)); | ||
} else { | ||
addedMaterialNames = data.materials; | ||
} | ||
} | ||
if (addedMaterialNames.length) { | ||
applyEnvMap(mesh, addedMaterialNames, this.texture, data.reflectivity); | ||
} | ||
if (removedMaterialNames.length) { | ||
applyEnvMap(mesh, removedMaterialNames, null, 1); | ||
} | ||
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if (oldData.materials && data.reflectivity !== oldData.reflectivity) { | ||
const maintainedMaterialNames = data.materials | ||
.filter((name) => oldData.materials.includes(name)); | ||
if (maintainedMaterialNames.length) { | ||
applyEnvMap(mesh, maintainedMaterialNames, this.texture, data.reflectivity); | ||
} | ||
} | ||
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if (this.data.enableBackground && !oldData.enableBackground) { | ||
this.setBackground(this.texture); | ||
} else if (!this.data.enableBackground && oldData.enableBackground) { | ||
this.setBackground(null); | ||
} | ||
}, | ||
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remove: function () { | ||
this.el.removeEventListener('object3dset', this.object3dsetHandler); | ||
const mesh = this.el.getObject3D('mesh'); | ||
const data = this.data; | ||
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applyEnvMap(mesh, data.materials, null, 1); | ||
if (data.enableBackground) this.setBackground(null); | ||
}, | ||
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setBackground: function (texture) { | ||
this.el.sceneEl.object3D.background = texture; | ||
} | ||
}); |
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I'm only aware of two possibilities here, and would expect this to be enough:
Do you know of situations where a mesh might not have a material, or where
material.materials
might come from?