| | |
| | | |
| | | initLight = () => { |
| | | const hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 6); |
| | | hemiLight.color.setHSL(0.6, 1, 0.6); |
| | | hemiLight.groundColor.setHSL(0.095, 1, 0.75); |
| | | hemiLight.color.setHSL(0.6, 1, 0.75); |
| | | hemiLight.groundColor.setHSL(0.095, 1, 0.85); |
| | | hemiLight.position.set(0, 1500, 0); |
| | | this.scene.add(hemiLight); |
| | | |
| | | const dirLight = new THREE.DirectionalLight(0xffffff, 2.5); |
| | | dirLight.color.setHSL(0.1, 1, 0.95); |
| | | dirLight.position.set(-10, 10, 10); |
| | | dirLight.position.multiplyScalar(30); |
| | | const dirLight = new THREE.DirectionalLight(0xffffff, 4); |
| | | dirLight.color.setHSL(0.1, 1, 1.0); |
| | | dirLight.position.set(-300, 300, 300); |
| | | this.scene.add(dirLight); |
| | | |
| | | const dirLight1 = new THREE.DirectionalLight(0xffffff, 2.5); |
| | | dirLight1.color.setHSL(0.1, 1, 0.95); |
| | | dirLight1.position.set(10, 10, -10); |
| | | const dirLight1 = new THREE.DirectionalLight(0xffffff, 4); |
| | | dirLight1.color.setHSL(0.1, 1, 1.0); |
| | | dirLight1.position.set(300, 300, -300); |
| | | dirLight1.position.multiplyScalar(30); |
| | | this.scene.add(dirLight1); |
| | | |
| | | const ambient = new THREE.AmbientLight(0xffffff, 1.0); |
| | | // this.scene.add(ambient); |
| | | } |
| | | |
| | | // initLight = () => { |
| | | // const hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 8); |
| | | // hemiLight.color.setHSL(0.6, 1, 0.75); |
| | | // hemiLight.groundColor.setHSL(0.095, 1, 0.85); |
| | | // hemiLight.position.set(0, 1500, 0); |
| | | // this.scene.add(hemiLight); |
| | | |
| | | // const dirLight = new THREE.DirectionalLight(0xffffff, 4); |
| | | // dirLight.color.setHSL(0.1, 1, 1.0); |
| | | // dirLight.position.set(-300, 300, 300); |
| | | // this.scene.add(dirLight); |
| | | |
| | | // const dirLight1 = new THREE.DirectionalLight(0xffffff, 4); |
| | | // dirLight1.color.setHSL(0.1, 1, 1.0); |
| | | // dirLight1.position.set(300, 300, -300); |
| | | // dirLight1.position.multiplyScalar(30); |
| | | // this.scene.add(dirLight1); |
| | | |
| | | // const ambient = new THREE.AmbientLight(0xffffff, 1.0); |
| | | // // this.scene.add(ambient); |
| | | // } |
| | | |
| | | |
| | | generateMesh = (fn) => { |
| | | const loader = new FBXLoader(); |