yp-rubix/src/sceneSetup.js
2025-09-04 09:06:21 +05:30

97 lines
3.9 KiB
JavaScript

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
export function createScene() {
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.setFocalLength(50);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
// Renderer setup
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.physicallyCorrectLights = true;
document.body.appendChild(renderer.domElement);
// Post-processing: Bloom
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.0, // strength
0.45, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
// Local procedural environment for better PBR response (no network)
const pmrem = new THREE.PMREMGenerator(renderer);
const roomEnv = new RoomEnvironment();
scene.environment = pmrem.fromScene(roomEnv).texture;
pmrem.dispose();
roomEnv.dispose();
scene.environment = null; // This will make the renderer's clear color visible again
return { scene, camera, renderer, composer, raycaster, mouse };
}
export function setupLighting(scene, camera) {
// Consistent Lighting Setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x666666, 1.5);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
fillLight.position.set(-12, 6, -8);
scene.add(fillLight);
const topLight = new THREE.DirectionalLight(0xffffff, 1.5);
topLight.position.set(5, 15, 5);
scene.add(topLight);
const bottomLight = new THREE.DirectionalLight(0xffffff, 0.8);
bottomLight.position.set(-3, -8, 3);
scene.add(bottomLight);
const leftLight = new THREE.DirectionalLight(0xffffff, 1.0);
leftLight.position.set(-12, 2, 5);
scene.add(leftLight);
const rightLight = new THREE.DirectionalLight(0xffffff, 1.0);
rightLight.position.set(12, 2, -5);
scene.add(rightLight);
const frontLight = new THREE.DirectionalLight(0xffffff, 0.8);
frontLight.position.set(8, 4, 12);
scene.add(frontLight);
const backLight = new THREE.DirectionalLight(0xffffff, 0.8);
backLight.position.set(-8, 4, -12);
scene.add(backLight);
const cameraLight = new THREE.PointLight(0xffffff, 0.8, 0, 2);
camera.add(cameraLight);
scene.add(camera);
}
export function setupControls(camera, renderer) {
// Controls with zoom and pan disabled and camera constraints
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false; // Disable zoom
controls.enablePan = false; // Disable panning
// Add camera constraints to prevent extreme angles
controls.maxPolarAngle = Math.PI * 0.8; // Prevent looking too far up
controls.minPolarAngle = Math.PI * 0.2; // Prevent looking too far down
console.log('Orbit controls initialized with camera constraints and pan disabled');
return controls;
}