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@fantasy3d/postprocessing

v0.2.1

Published

The postprocessing package of 'Fantasy 3D'

Downloads

10

Readme

@fantasy3d/postprocessing

A postprocessing wrapper for Fantasy 3D.

Fantasy 3D is a web-first real-time interactive 3d visualization framework base on three.js. Use ECS(Entity-Component-System) design and easy to use and light weight.Can be used to develop digital twins, digital city, digital factory, 3D GIS, ect.

Installation

npm intall @fantasy3d/postprocessing

Usage

import { Vector3 } from 'three';
import { AmbientLight, Engine, GLTFParser, Scene } from '@fantasy3d/core';
import { OrbitController } from '@fantasy3d/addons';
import { BloomEffect, EffectRenderer } from '@fantasy3d/postprocessing';

// Create engine
const engine = new Engine( {

    // WebGL options
    gl: {

        viewport: document.getElementById( 'viewport' ),
        clearColor: 'rgb( 36, 44, 49 )',
        powerPreference: "high-performance",
        antialias: false,
        stencil: false,
        depth: false

    }

} );

// Create effect renderer
const effectRenderer = new EffectRenderer( engine, { multisampling: 4, enableNormalPass: true } );

// Create bloom effect
const bloom = new BloomEffect( {

    mipmapBlur: true,
    intensity: 1.75,
    luminanceThreshold: 0.15,
    luminanceSmoothing: 0

} );

// Add bloom effect
effectRenderer.addEffect( bloom );

// Create scene
const scene = new Scene( engine );

// Set scene renderer
scene.sceneRenderer = effectRenderer;

// Active scene
scene.isActive = true;

// Create a perspective camera
const camera = scene.createPerspectiveCamera( {

    transform: { 
        
        position: new Vector3( 0, 5, 5 ),
        lookAt: new Vector3( 0, 0, 0 )
    },
    camera: { near: 0.1, far: 200.0 }

} );

// Add Orbitcontroller
camera.addComponent( OrbitController, { damping: true } );

// Add AmbientLight
const { rootEntity } = scene;
rootEntity.addComponent( AmbientLight, { intensity: Math.PI } );

// Load glb model
engine.resourceManager.loadGLTF( './assets/models/PrimaryIonDrive.glb' ).then( ( resource ) => {

    // Parse gltf resource
    const entity = GLTFParser.parse( resource );

    // Add to scene
    rootEntity.addChild( entity );

} );

Links