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mirror of https://github.com/misskey-dev/misskey.git synced 2026-05-23 13:24:11 +02:00
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misskey/packages/frontend/src/world/room/env.ts
syuilo d451ce8c36 wip
2026-05-04 15:41:44 +09:00

810 lines
30 KiB
TypeScript

/* eslint-disable id-denylist */
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import * as BABYLON from '@babylonjs/core';
import { cm, WORLD_SCALE } from '../utility.js';
import { findMaterial, GRAPHICS_QUALITY, SYSTEM_HEYA_MESH_NAMES } from './utility.js';
import type { RoomEngine } from './engine.js';
//export interface EnvManager<T = any> {
// constructor(onMeshUpdatedCallback?: ((meshes: BABYLON.AbstractMesh[]) => void) | null): void;
// load: (options: T, scene: BABYLON.Scene) => Promise<void>;
// applyOptions: (options: T) => void;
// dispose: () => void;
//}
export abstract class EnvManager<T = any> {
protected engine: RoomEngine;
protected onMeshUpdatedCallback: ((meshes: BABYLON.AbstractMesh[]) => void) | null = null;
public abstract envMapIndoor: BABYLON.CubeTexture | null;
public abstract maxCameraZ: number;
protected shadowGenerators: BABYLON.ShadowGenerator[] = [];
constructor(engine: RoomEngine, onMeshUpdatedCallback?: ((meshes: BABYLON.AbstractMesh[]) => void) | null) {
this.engine = engine;
this.onMeshUpdatedCallback = onMeshUpdatedCallback ?? null;
}
abstract load(options: T, scene: BABYLON.Scene, engine: RoomEngine): Promise<void>;
abstract applyOptions(options: T): void;
abstract setTime(time: number): void;
abstract updateRoomLightColor(color: BABYLON.Color3): void;
abstract turnOnRoomLight(): void;
abstract turnOffRoomLight(): void;
public addShadowCaster(mesh: BABYLON.AbstractMesh) {
for (const shadowGen of this.shadowGenerators) {
shadowGen.addShadowCaster(mesh);
}
}
public removeShadowCaster(mesh: BABYLON.AbstractMesh) {
for (const shadowGen of this.shadowGenerators) {
shadowGen.removeShadowCaster(mesh);
}
}
public dispose() {
for (const shadowGen of this.shadowGenerators) {
shadowGen.dispose();
}
}
}
export type SimpleEnvOptions = {
dimension: [number, number];
window: 'none' | 'kosidakamado' | 'demado' | 'hakidasimado';
walls: Record<'n' | 's' | 'w' | 'e', {
material: null | 'wood' | 'concrete';
color: [number, number, number];
withBeam: boolean;
beamMaterial: null | 'wood' | 'concrete';
beamColor: [number, number, number];
withBaseboard: boolean;
}>;
pillars: Record<'nw' | 'ne' | 'sw' | 'se', {
material: null | 'wood' | 'concrete';
color: [number, number, number];
show: boolean;
}>;
flooring: {
material: null | 'wood' | 'concrete';
color: [number, number, number];
};
ceiling: {
material: null | 'wood' | 'concrete';
color: [number, number, number];
};
};
// TODO: マテリアルは必要になるまで作成しないようにする
export class SimpleEnvManager extends EnvManager<SimpleEnvOptions> {
private loaderResult: BABYLON.ISceneLoaderAsyncResult | null = null;
private meshes: BABYLON.Mesh[] = [];
private wallRoots: Record<'n' | 's' | 'w' | 'e', BABYLON.TransformNode> = null as any;
private wallMaterials: Record<'n' | 's' | 'w' | 'e', BABYLON.PBRMaterial> | null = null;
private wallBeamMaterials: Record<'n' | 's' | 'w' | 'e', BABYLON.PBRMaterial> | null = null;
private pillarRoots: Record<'nw' | 'ne' | 'sw' | 'se', BABYLON.TransformNode> | null = null;
private pillarMaterials: Record<'nw' | 'ne' | 'sw' | 'se', BABYLON.PBRMaterial> | null = null;
private ceilingMaterial: BABYLON.PBRMaterial | null = null;
private floorMaterial: BABYLON.PBRMaterial | null = null;
private skybox: BABYLON.Mesh | null = null;
private skyboxMat: BABYLON.StandardMaterial | null = null;
private roomLight: BABYLON.SpotLight | null = null;
private sunLight: BABYLON.DirectionalLight | null = null;
public envMapIndoor: BABYLON.CubeTexture | null = null;
public maxCameraZ = cm(1000);
constructor(engine: RoomEngine, onMeshUpdatedCallback?: ((meshes: BABYLON.AbstractMesh[]) => void) | null) {
super(engine, onMeshUpdatedCallback);
}
public async load(options: SimpleEnvOptions) {
this.skybox = BABYLON.MeshBuilder.CreateBox('skybox', { size: cm(1000) }, this.engine.scene);
this.skyboxMat = new BABYLON.StandardMaterial('skyboxMat', this.engine.scene);
this.skyboxMat.backFaceCulling = false;
this.skyboxMat.disableLighting = true;
this.skybox.material = this.skyboxMat;
this.skybox.infiniteDistance = true;
this.roomLight = new BABYLON.SpotLight('simpleEnv:RoomLight', new BABYLON.Vector3(0, cm(249), 0), new BABYLON.Vector3(0, -1, 0), 16, 8, this.engine.scene);
this.roomLight.diffuse = new BABYLON.Color3(...this.engine.roomState.roomLightColor);
this.roomLight.shadowMinZ = cm(10);
this.roomLight.shadowMaxZ = cm(300);
this.roomLight.radius = cm(30);
if (this.engine.graphicsQuality >= GRAPHICS_QUALITY.MEDIUM) {
const shadowGeneratorForRoomLight = new BABYLON.ShadowGenerator(this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM ? 1024 : 2048, this.roomLight);
shadowGeneratorForRoomLight.forceBackFacesOnly = true;
shadowGeneratorForRoomLight.bias = 0.0005;
shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
if (this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM) {
shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
}
//shadowGeneratorForRoomLight.useContactHardeningShadow = true;
//shadowGeneratorForRoomLight.contactHardeningLightSizeUVRatio = 0.01;
this.shadowGenerators.push(shadowGeneratorForRoomLight);
}
if (this.engine.graphicsQuality >= GRAPHICS_QUALITY.MEDIUM) {
this.sunLight = new BABYLON.DirectionalLight('simpleEnv:SunLight', new BABYLON.Vector3(0.2, -1, -1), this.engine.scene);
this.sunLight.position = new BABYLON.Vector3(cm(-20), cm(1000), cm(1000));
this.sunLight.shadowMinZ = cm(1000);
this.sunLight.shadowMaxZ = cm(2000);
const shadowGeneratorForSunLight = new BABYLON.ShadowGenerator(this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM ? 1024 : 2048, this.sunLight);
shadowGeneratorForSunLight.forceBackFacesOnly = true;
shadowGeneratorForSunLight.bias = 0.00001;
shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
shadowGeneratorForSunLight.usePoissonSampling = true;
if (this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM) {
shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
}
this.shadowGenerators.push(shadowGeneratorForSunLight);
}
this.loaderResult = await BABYLON.ImportMeshAsync('/client-assets/room/envs/default/300.glb', this.engine.scene);
this.envMapIndoor = BABYLON.CubeTexture.CreateFromPrefilteredData('/client-assets/room/indoor.env', this.engine.scene);
this.envMapIndoor.boundingBoxSize = new BABYLON.Vector3(cm(500), cm(500), cm(500));
this.meshes = this.loaderResult.meshes.filter(m => m instanceof BABYLON.Mesh);
this.meshes[0].scaling = this.meshes[0].scaling.scale(WORLD_SCALE);
this.meshes[0].rotationQuaternion = null;
this.meshes[0].rotation = new BABYLON.Vector3(0, 0, 0);
// instanced mesh を通常の mesh に変換 (そうしないとマテリアルが共有される)
for (const mesh of this.loaderResult.meshes) {
if (mesh instanceof BABYLON.InstancedMesh) {
const realizedMesh = mesh.sourceMesh.clone(mesh.name, null, true);
realizedMesh.position = mesh.position.clone();
if (mesh.rotationQuaternion) {
realizedMesh.rotationQuaternion = mesh.rotationQuaternion.clone();
} else {
realizedMesh.rotation = mesh.rotation.clone();
}
realizedMesh.scaling = mesh.scaling.clone();
realizedMesh.parent = mesh.parent;
mesh.dispose();
this.engine.scene.removeMesh(mesh);
this.meshes.push(realizedMesh);
}
}
this.wallRoots = {
n: this.loaderResult.transformNodes.find(t => t.name.includes('__WALL_N__'))!,
s: this.loaderResult.transformNodes.find(t => t.name.includes('__WALL_S__'))!,
w: this.loaderResult.transformNodes.find(t => t.name.includes('__WALL_W__'))!,
e: this.loaderResult.transformNodes.find(t => t.name.includes('__WALL_E__'))!,
};
this.pillarRoots = {
nw: this.loaderResult.transformNodes.find(t => t.name.includes('__PILLAR_NW__'))!,
ne: this.loaderResult.transformNodes.find(t => t.name.includes('__PILLAR_NE__'))!,
sw: this.loaderResult.transformNodes.find(t => t.name.includes('__PILLAR_SW__'))!,
se: this.loaderResult.transformNodes.find(t => t.name.includes('__PILLAR_SE__'))!,
};
const wallMaterial = findMaterial(this.meshes[0], '__WALL__');
//wallMaterial.metadata.disableEnvMap = true;
this.wallMaterials = {
n: wallMaterial.clone('wallNMaterial'),
s: wallMaterial.clone('wallSMaterial'),
w: wallMaterial.clone('wallWMaterial'),
e: wallMaterial.clone('wallEMaterial'),
};
const beamMaterial = findMaterial(this.meshes[0], '__BEAM__');
//beamMaterial.metadata.disableEnvMap = true;
this.wallBeamMaterials = {
n: beamMaterial.clone('wallNBeamMaterial'),
s: beamMaterial.clone('wallSBeamMaterial'),
w: beamMaterial.clone('wallWBeamMaterial'),
e: beamMaterial.clone('wallEBeamMaterial'),
};
const pillarMaterial = findMaterial(this.meshes[0], '__PILLAR__');
//pillarMaterial.metadata.disableEnvMap = true;
this.pillarMaterials = {
nw: pillarMaterial.clone('pillarNWMaterial'),
ne: pillarMaterial.clone('pillarNEMaterial'),
sw: pillarMaterial.clone('pillarSWMaterial'),
se: pillarMaterial.clone('pillarSEMaterial'),
};
for (const [k, v] of Object.entries(this.wallRoots)) {
for (const m of v.getChildMeshes().filter(m => m.material === wallMaterial)) {
m.material = this.wallMaterials[k];
}
for (const m of v.getChildMeshes().filter(m => m.material === beamMaterial)) {
m.material = this.wallBeamMaterials[k];
}
}
for (const [k, v] of Object.entries(this.pillarRoots)) {
for (const m of v.getChildMeshes().filter(m => m.material === pillarMaterial)) {
m.material = this.pillarMaterials[k];
}
}
this.ceilingMaterial = findMaterial(this.meshes[0], '__CEILING__');
//this.ceilingMaterial.metadata.disableEnvMap = true;
this.floorMaterial = findMaterial(this.meshes[0], '__FLOOR__');
//this.floorMaterial.metadata.disableEnvMap = true;
const baseboardMaterial = findMaterial(this.meshes[0], '__BASEBOARD__');
//baseboardMaterial.metadata.disableEnvMap = true;
for (const mesh of this.meshes) {
if (SYSTEM_HEYA_MESH_NAMES.some(name => mesh.name.includes(name))) continue;
mesh.receiveShadows = true;
if (mesh.material !== this.floorMaterial) { // 床は他の何にも影を落とさないことが確定している
this.addShadowCaster(mesh);
}
const mat = mesh.material;
if (mat instanceof BABYLON.MultiMaterial) {
for (const subMat of mat.subMaterials) {
subMat.reflectionTexture = this.envMapIndoor;
}
} else if (mat instanceof BABYLON.PBRMaterial) {
mat.reflectionTexture = this.envMapIndoor;
}
}
await this.applyOptions(options);
}
public setTime(time: number) {
if (this.skyboxMat == null) return;
if (time === 0) {
this.skyboxMat.emissiveColor = new BABYLON.Color3(0.7, 0.9, 1.0);
} else if (time === 1) {
this.skyboxMat.emissiveColor = new BABYLON.Color3(0.8, 0.5, 0.3);
} else {
this.skyboxMat.emissiveColor = new BABYLON.Color3(0.05, 0.05, 0.2);
}
if (this.sunLight != null) {
this.sunLight.diffuse = time === 0 ? new BABYLON.Color3(1.0, 0.9, 0.8) : time === 1 ? new BABYLON.Color3(1.0, 0.8, 0.6) : new BABYLON.Color3(0.6, 0.8, 1.0);
this.sunLight.intensity = time === 0 ? 3 : time === 1 ? 1 : 0.25;
}
}
public updateRoomLightColor(color: BABYLON.Color3): void {
if (this.roomLight == null) return;
this.roomLight.diffuse = color;
}
public turnOnRoomLight(): void {
if (this.roomLight == null) return;
this.roomLight.intensity = 18 * WORLD_SCALE * WORLD_SCALE;
if (this.envMapIndoor != null) this.envMapIndoor.level = 0.6;
for (const m of this.engine.scene.materials) {
if (m.metadata?.disableEnvMap) {
m.ambientColor = new BABYLON.Color3(0.5, 0.5, 0.5);
}
}
}
public turnOffRoomLight(): void {
if (this.roomLight == null) return;
this.roomLight.intensity = 0;
if (this.envMapIndoor != null) this.envMapIndoor.level = 0.025;
for (const m of this.engine.scene.materials) {
if (m.metadata?.disableEnvMap) {
m.ambientColor = new BABYLON.Color3(0.025, 0.025, 0.025);
}
}
}
public applyOptions(options: SimpleEnvOptions) {
// TODO: 返り値をpromiseにしてちゃんとテクスチャが読み終わってからresolveする
for (const type of ['n', 's', 'w', 'e'] as const) {
const wallRoot = this.wallRoots[type];
const wallOptions = options.walls[type];
for (const mesh of wallRoot.getChildMeshes()) {
if (mesh.name.includes('__BEAM__')) {
mesh.setEnabled(wallOptions.withBeam);
} else if (mesh.name.includes('__BASEBOARD__')) {
mesh.setEnabled(wallOptions.withBaseboard);
}
}
{
const targetMaterial = this.wallMaterials[type];
targetMaterial.unfreeze();
targetMaterial.albedoColor = new BABYLON.Color3(...wallOptions.color);
const texPath = wallOptions.material === 'wood' ? '/client-assets/room/textures/wall-wood2.png'
: wallOptions.material === 'concrete' ? '/client-assets/room/textures/concrete1.png'
: null;
if (texPath != null) {
const tex = new BABYLON.Texture(texPath, this.meshes[0].getScene(), false, false);
targetMaterial.albedoTexture = tex;
} else {
targetMaterial.albedoTexture = null;
}
targetMaterial.freeze();
}
{
const targetMaterial = this.wallBeamMaterials[type];
targetMaterial.unfreeze();
targetMaterial.albedoColor = new BABYLON.Color3(...wallOptions.beamColor);
const texPath = wallOptions.beamMaterial === 'wood' ? '/client-assets/room/textures/wall-wood2.png'
: wallOptions.beamMaterial === 'concrete' ? '/client-assets/room/textures/concrete1.png'
: null;
if (texPath != null) {
const tex = new BABYLON.Texture(texPath, this.meshes[0].getScene(), false, false);
targetMaterial.albedoTexture = tex;
} else {
targetMaterial.albedoTexture = null;
}
targetMaterial.freeze();
}
}
for (const type of ['nw', 'ne', 'sw', 'se'] as const) {
const pillarRoot = this.pillarRoots[type];
const pillarOptions = options.pillars[type];
let isEnabled = pillarOptions.show;
if (!isEnabled) {
// 梁同士が直交することは許さない(z-fightingが発生する)ので柱を強制追加
if (type === 'nw') {
isEnabled = options.walls.n.withBeam && options.walls.w.withBeam;
} else if (type === 'ne') {
isEnabled = options.walls.n.withBeam && options.walls.e.withBeam;
} else if (type === 'sw') {
isEnabled = options.walls.s.withBeam && options.walls.w.withBeam;
} else if (type === 'se') {
isEnabled = options.walls.s.withBeam && options.walls.e.withBeam;
}
}
pillarRoot.setEnabled(isEnabled);
const targetMaterial = this.pillarMaterials[type];
targetMaterial.unfreeze();
targetMaterial.albedoColor = new BABYLON.Color3(...pillarOptions.color);
const texPath = pillarOptions.material === 'wood' ? '/client-assets/room/textures/wall-wood2.png'
: pillarOptions.material === 'concrete' ? '/client-assets/room/textures/concrete1.png'
: null;
if (texPath != null) {
const tex = new BABYLON.Texture(texPath, this.meshes[0].getScene(), false, false);
targetMaterial.albedoTexture = tex;
} else {
targetMaterial.albedoTexture = null;
}
targetMaterial.freeze();
}
{
this.ceilingMaterial.unfreeze();
this.ceilingMaterial.albedoColor = new BABYLON.Color3(...options.ceiling.color);
const texPath = options.ceiling.material === 'wood' ? '/client-assets/room/textures/ceiling-wood.png'
: options.ceiling.material === 'concrete' ? '/client-assets/room/textures/concrete3.png'
: null;
if (texPath != null) {
const tex = new BABYLON.Texture(texPath, this.meshes[0].getScene(), false, false);
this.ceilingMaterial.albedoTexture = tex;
} else {
this.ceilingMaterial.albedoTexture = null;
}
this.ceilingMaterial.freeze();
}
{
this.floorMaterial.unfreeze();
this.floorMaterial.albedoColor = new BABYLON.Color3(...options.flooring.color);
const texPath = options.flooring.material === 'wood' ? '/client-assets/room/textures/flooring-wood.png'
: options.flooring.material === 'concrete' ? '/client-assets/room/textures/concrete3.png'
: null;
if (texPath != null) {
const tex = new BABYLON.Texture(texPath, this.meshes[0].getScene(), false, false);
this.floorMaterial.albedoTexture = tex;
} else {
this.floorMaterial.albedoTexture = null;
}
this.floorMaterial.freeze();
}
this.onMeshUpdatedCallback?.(this.meshes);
}
public dispose() {
for (const m of this.meshes) {
m.dispose(false, true);
}
for (const m of Object.values(this.wallMaterials ?? {})) {
m.dispose();
}
for (const m of Object.values(this.wallBeamMaterials ?? {})) {
m.dispose();
}
for (const m of Object.values(this.pillarMaterials ?? {})) {
m.dispose();
}
this.skybox?.dispose();
this.skyboxMat?.dispose();
this.envMapIndoor?.dispose();
this.roomLight?.dispose();
this.sunLight?.dispose();
if (this.loaderResult != null) {
for (const m of this.loaderResult.meshes) {
m.dispose(false, true);
}
for (const t of this.loaderResult.transformNodes) {
t.dispose(false, true);
}
}
super.dispose();
}
}
export type JapaneseEnvOptions = {
window: 'none' | 'kosidakamado' | 'demado' | 'hakidasimado';
};
export class JapaneseEnvManager extends EnvManager<JapaneseEnvOptions> {
private loaderResult: BABYLON.ISceneLoaderAsyncResult | null = null;
private meshes: BABYLON.Mesh[] = [];
private skybox: BABYLON.Mesh | null = null;
private skyboxMat: BABYLON.StandardMaterial | null = null;
private roomLight: BABYLON.SpotLight | null = null;
private sunLight: BABYLON.DirectionalLight | null = null;
public envMapIndoor: BABYLON.CubeTexture | null = null;
public maxCameraZ = cm(1000);
constructor(engine: RoomEngine, onMeshUpdatedCallback?: ((meshes: BABYLON.AbstractMesh[]) => void) | null) {
super(engine, onMeshUpdatedCallback);
}
public async load(options: JapaneseEnvOptions) {
this.skybox = BABYLON.MeshBuilder.CreateBox('skybox', { size: cm(1000) }, this.engine.scene);
this.skyboxMat = new BABYLON.StandardMaterial('skyboxMat', this.engine.scene);
this.skyboxMat.backFaceCulling = false;
this.skyboxMat.disableLighting = true;
this.skybox.material = this.skyboxMat;
this.skybox.infiniteDistance = true;
this.roomLight = new BABYLON.SpotLight('simpleEnv:RoomLight', new BABYLON.Vector3(0, cm(249), 0), new BABYLON.Vector3(0, -1, 0), 16, 8, this.engine.scene);
this.roomLight.diffuse = new BABYLON.Color3(...this.engine.roomState.roomLightColor);
this.roomLight.shadowMinZ = cm(10);
this.roomLight.shadowMaxZ = cm(300);
this.roomLight.radius = cm(30);
if (this.engine.graphicsQuality >= GRAPHICS_QUALITY.MEDIUM) {
const shadowGeneratorForRoomLight = new BABYLON.ShadowGenerator(this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM ? 1024 : 2048, this.roomLight);
shadowGeneratorForRoomLight.forceBackFacesOnly = true;
shadowGeneratorForRoomLight.bias = 0.0005;
shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
if (this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM) {
shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
}
//shadowGeneratorForRoomLight.useContactHardeningShadow = true;
//shadowGeneratorForRoomLight.contactHardeningLightSizeUVRatio = 0.01;
this.shadowGenerators.push(shadowGeneratorForRoomLight);
}
if (this.engine.graphicsQuality >= GRAPHICS_QUALITY.MEDIUM) {
this.sunLight = new BABYLON.DirectionalLight('simpleEnv:SunLight', new BABYLON.Vector3(0.2, -1, -1), this.engine.scene);
this.sunLight.position = new BABYLON.Vector3(cm(-20), cm(1000), cm(1000));
this.sunLight.shadowMinZ = cm(1000);
this.sunLight.shadowMaxZ = cm(2000);
const shadowGeneratorForSunLight = new BABYLON.ShadowGenerator(this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM ? 1024 : 2048, this.sunLight);
shadowGeneratorForSunLight.forceBackFacesOnly = true;
shadowGeneratorForSunLight.bias = 0.00001;
shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
shadowGeneratorForSunLight.usePoissonSampling = true;
if (this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM) {
shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
}
this.shadowGenerators.push(shadowGeneratorForSunLight);
}
this.loaderResult = await BABYLON.ImportMeshAsync('/client-assets/room/envs/japanese/japanese.glb', this.engine.scene);
this.envMapIndoor = BABYLON.CubeTexture.CreateFromPrefilteredData('/client-assets/room/indoor.env', this.engine.scene);
this.envMapIndoor.boundingBoxSize = new BABYLON.Vector3(cm(500), cm(500), cm(500));
this.meshes = this.loaderResult.meshes.filter(m => m instanceof BABYLON.Mesh);
this.meshes[0].scaling = this.meshes[0].scaling.scale(WORLD_SCALE);
this.meshes[0].rotationQuaternion = null;
this.meshes[0].rotation = new BABYLON.Vector3(0, 0, 0);
// instanced mesh を通常の mesh に変換 (そうしないとマテリアルが共有される)
for (const mesh of this.loaderResult.meshes) {
if (mesh instanceof BABYLON.InstancedMesh) {
const realizedMesh = mesh.sourceMesh.clone(mesh.name, null, true);
realizedMesh.position = mesh.position.clone();
if (mesh.rotationQuaternion) {
realizedMesh.rotationQuaternion = mesh.rotationQuaternion.clone();
} else {
realizedMesh.rotation = mesh.rotation.clone();
}
realizedMesh.scaling = mesh.scaling.clone();
realizedMesh.parent = mesh.parent;
mesh.dispose();
this.engine.scene.removeMesh(mesh);
this.meshes.push(realizedMesh);
}
}
for (const mesh of this.meshes) {
if (SYSTEM_HEYA_MESH_NAMES.some(name => mesh.name.includes(name))) continue;
mesh.receiveShadows = true;
this.addShadowCaster(mesh);
const mat = mesh.material;
if (mat instanceof BABYLON.MultiMaterial) {
for (const subMat of mat.subMaterials) {
subMat.reflectionTexture = this.envMapIndoor;
}
} else if (mat instanceof BABYLON.PBRMaterial) {
mat.reflectionTexture = this.envMapIndoor;
}
}
await this.applyOptions(options);
}
public setTime(time: number) {
if (this.skyboxMat == null) return;
if (time === 0) {
this.skyboxMat.emissiveColor = new BABYLON.Color3(0.7, 0.9, 1.0);
} else if (time === 1) {
this.skyboxMat.emissiveColor = new BABYLON.Color3(0.8, 0.5, 0.3);
} else {
this.skyboxMat.emissiveColor = new BABYLON.Color3(0.05, 0.05, 0.2);
}
if (this.sunLight != null) {
this.sunLight.diffuse = time === 0 ? new BABYLON.Color3(1.0, 0.9, 0.8) : time === 1 ? new BABYLON.Color3(1.0, 0.8, 0.6) : new BABYLON.Color3(0.6, 0.8, 1.0);
this.sunLight.intensity = time === 0 ? 3 : time === 1 ? 1 : 0.25;
}
}
public updateRoomLightColor(color: BABYLON.Color3): void {
if (this.roomLight == null) return;
this.roomLight.diffuse = color;
}
public turnOnRoomLight(): void {
if (this.roomLight == null) return;
this.roomLight.intensity = 18 * WORLD_SCALE * WORLD_SCALE;
if (this.envMapIndoor != null) this.envMapIndoor.level = 0.6;
for (const m of this.engine.scene.materials) {
if (m.metadata?.disableEnvMap) {
m.ambientColor = new BABYLON.Color3(0.5, 0.5, 0.5);
}
}
}
public turnOffRoomLight(): void {
if (this.roomLight == null) return;
this.roomLight.intensity = 0;
if (this.envMapIndoor != null) this.envMapIndoor.level = 0.025;
for (const m of this.engine.scene.materials) {
if (m.metadata?.disableEnvMap) {
m.ambientColor = new BABYLON.Color3(0.025, 0.025, 0.025);
}
}
}
public applyOptions(options: SimpleEnvOptions) {
this.onMeshUpdatedCallback?.(this.meshes);
}
public dispose() {
for (const m of this.meshes) {
m.dispose(false, true);
}
this.skybox?.dispose();
this.skyboxMat?.dispose();
this.envMapIndoor?.dispose();
this.roomLight?.dispose();
this.sunLight?.dispose();
if (this.loaderResult != null) {
for (const m of this.loaderResult.meshes) {
m.dispose(false, true);
}
for (const t of this.loaderResult.transformNodes) {
t.dispose(false, true);
}
}
super.dispose();
}
}
export type MuseumEnvOptions = any;
export class MuseumEnvManager extends EnvManager<MuseumEnvOptions> {
private loaderResult: BABYLON.ISceneLoaderAsyncResult | null = null;
private meshes: BABYLON.Mesh[] = [];
private roomLight: BABYLON.DirectionalLight | null = null;
private subRoomLights: BABYLON.SpotLight[] = [];
public envMapIndoor: BABYLON.CubeTexture | null = null;
public maxCameraZ = cm(3000);
constructor(engine: RoomEngine, onMeshUpdatedCallback?: ((meshes: BABYLON.AbstractMesh[]) => void) | null) {
super(engine, onMeshUpdatedCallback);
}
public async load(options: MuseumEnvOptions) {
this.loaderResult = await BABYLON.ImportMeshAsync('/client-assets/room/envs/museum/museum.glb', this.engine.scene);
this.envMapIndoor = BABYLON.CubeTexture.CreateFromPrefilteredData('/client-assets/room/indoor.env', this.engine.scene);
this.envMapIndoor.boundingBoxSize = new BABYLON.Vector3(cm(2000), cm(500), cm(2000));
this.meshes = this.loaderResult.meshes.filter(m => m instanceof BABYLON.Mesh);
this.meshes[0].scaling = this.meshes[0].scaling.scale(WORLD_SCALE);
this.meshes[0].rotationQuaternion = null;
this.meshes[0].rotation = new BABYLON.Vector3(0, 0, 0);
// instanced mesh を通常の mesh に変換 (そうしないとマテリアルが共有される)
for (const mesh of this.loaderResult.meshes) {
if (mesh instanceof BABYLON.InstancedMesh) {
const realizedMesh = mesh.sourceMesh.clone(mesh.name, null, true);
realizedMesh.position = mesh.position.clone();
if (mesh.rotationQuaternion) {
realizedMesh.rotationQuaternion = mesh.rotationQuaternion.clone();
} else {
realizedMesh.rotation = mesh.rotation.clone();
}
realizedMesh.scaling = mesh.scaling.clone();
realizedMesh.parent = mesh.parent;
mesh.dispose();
this.engine.scene.removeMesh(mesh);
this.meshes.push(realizedMesh);
}
}
this.roomLight = new BABYLON.DirectionalLight('museumEnv:RoomLight', new BABYLON.Vector3(0, -1, 0), this.engine.scene);
this.roomLight.position = new BABYLON.Vector3(0, cm(300), 0);
this.roomLight.diffuse = new BABYLON.Color3(...this.engine.roomState.roomLightColor);
this.roomLight.shadowMinZ = cm(10);
this.roomLight.shadowMaxZ = cm(500);
this.roomLight.radius = cm(30);
if (this.engine.graphicsQuality >= GRAPHICS_QUALITY.MEDIUM) {
const shadowGeneratorForRoomLight = new BABYLON.ShadowGenerator(this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM ? 1024 : 2048, this.roomLight);
shadowGeneratorForRoomLight.forceBackFacesOnly = true;
shadowGeneratorForRoomLight.bias = 0.00001;
shadowGeneratorForRoomLight.normalBias = 0.005;
shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
if (this.engine.graphicsQuality <= GRAPHICS_QUALITY.MEDIUM) {
shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
}
//this.shadowGeneratorForRoomLight.useContactHardeningShadow = true;
this.shadowGenerators.push(shadowGeneratorForRoomLight);
}
for (const node of this.loaderResult.transformNodes.filter(node => node.name.includes('__LIGHT__'))) {
const light = new BABYLON.SpotLight('museumEnv:SubRoomLight', node.position, new BABYLON.Vector3(0, -1, 0), 16, 8, this.engine.scene, true);
light.diffuse = new BABYLON.Color3(...this.engine.roomState.roomLightColor);
light.range = cm(500);
light.radius = cm(15);
light.parent = this.meshes[0];
this.engine.lightContainer.addLight(light);
this.subRoomLights.push(light);
}
for (const mesh of this.meshes) {
if (SYSTEM_HEYA_MESH_NAMES.some(name => mesh.name.includes(name))) continue;
mesh.receiveShadows = true;
//this.addShadowCaster(mesh);
const mat = mesh.material;
if (mat instanceof BABYLON.MultiMaterial) {
for (const subMat of mat.subMaterials) {
subMat.reflectionTexture = this.envMapIndoor;
}
} else if (mat instanceof BABYLON.PBRMaterial) {
mat.reflectionTexture = this.envMapIndoor;
}
}
await this.applyOptions(options);
}
public setTime(time: number) {
}
public updateRoomLightColor(color: BABYLON.Color3): void {
if (this.roomLight == null) return;
this.roomLight.diffuse = color;
for (const subLight of this.subRoomLights) {
subLight.diffuse = color;
}
}
public turnOnRoomLight(): void {
if (this.roomLight == null) return;
this.roomLight.intensity = 0.00005 * WORLD_SCALE * WORLD_SCALE;
for (const subLight of this.subRoomLights) {
subLight.intensity = 20 * WORLD_SCALE * WORLD_SCALE;
}
if (this.envMapIndoor != null) this.envMapIndoor.level = 0.2;
for (const m of this.engine.scene.materials) {
if (m.metadata?.disableEnvMap) {
m.ambientColor = new BABYLON.Color3(0.5, 0.5, 0.5);
}
}
}
public turnOffRoomLight(): void {
if (this.roomLight == null) return;
this.roomLight.intensity = 0;
for (const subLight of this.subRoomLights) {
subLight.intensity = 0;
}
if (this.envMapIndoor != null) this.envMapIndoor.level = 0.025;
for (const m of this.engine.scene.materials) {
if (m.metadata?.disableEnvMap) {
m.ambientColor = new BABYLON.Color3(0.025, 0.025, 0.025);
}
}
}
public applyOptions(options: MuseumEnvOptions) {
this.onMeshUpdatedCallback?.(this.meshes);
}
public dispose() {
this.envMapIndoor?.dispose();
this.roomLight?.dispose();
for (const subLight of this.subRoomLights) {
subLight.dispose();
}
if (this.loaderResult != null) {
for (const m of this.loaderResult.meshes) {
m.dispose(false, true);
}
for (const t of this.loaderResult.transformNodes) {
t.dispose(false, true);
}
}
for (const m of this.meshes) {
m.dispose(false, true);
}
super.dispose();
}
}