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| 1 | +import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, input, Signal } from '@angular/core'; |
| 2 | +import { NgtArgs, NgtEuler, NgtVector3 } from 'angular-three'; |
| 3 | +import { NgtpDepthOfField, NgtpEffectComposer, NgtpToneMapping } from 'angular-three-postprocessing'; |
| 4 | +import { NgtpN8AO } from 'angular-three-postprocessing/n8ao'; |
| 5 | +import { NgtrCuboidCollider, NgtrInstancedRigidBodies, NgtrPhysics, NgtrRigidBody } from 'angular-three-rapier'; |
| 6 | +import { NgtsOrbitControls } from 'angular-three-soba/controls'; |
| 7 | +import { injectGLTF } from 'angular-three-soba/loaders'; |
| 8 | +import { |
| 9 | + NgtsAccumulativeShadows, |
| 10 | + NgtsEnvironment, |
| 11 | + NgtsLightformer, |
| 12 | + NgtsRandomizedLights, |
| 13 | +} from 'angular-three-soba/staging'; |
| 14 | +import { MathUtils, Mesh, MeshStandardMaterial } from 'three'; |
| 15 | +import { GLTF } from 'three-stdlib'; |
| 16 | + |
| 17 | +type HatGLTF = GLTF & { |
| 18 | + nodes: { Plane006: Mesh; Plane006_1: Mesh }; |
| 19 | + materials: { Material: MeshStandardMaterial; boxCap: MeshStandardMaterial }; |
| 20 | +}; |
| 21 | + |
| 22 | +@Component({ |
| 23 | + selector: 'app-hats', |
| 24 | + standalone: true, |
| 25 | + template: ` |
| 26 | + @if (gltf(); as gltf) { |
| 27 | + <ngt-object3D [ngtrInstancedRigidBodies]="instances" [options]="{ colliders: 'hull' }"> |
| 28 | + <ngt-instanced-mesh |
| 29 | + *args="[gltf.nodes.Plane006_1.geometry, gltf.materials.boxCap, 80]" |
| 30 | + [dispose]="null" |
| 31 | + [receiveShadow]="true" |
| 32 | + [castShadow]="true" |
| 33 | + /> |
| 34 | + </ngt-object3D> |
| 35 | + } |
| 36 | + `, |
| 37 | + schemas: [CUSTOM_ELEMENTS_SCHEMA], |
| 38 | + changeDetection: ChangeDetectionStrategy.OnPush, |
| 39 | + imports: [NgtrInstancedRigidBodies, NgtArgs], |
| 40 | +}) |
| 41 | +export class Hats { |
| 42 | + protected gltf = injectGLTF(() => './blender-threejs-journey-20k-hat-transformed.glb') as Signal<HatGLTF | null>; |
| 43 | + |
| 44 | + protected instances = Array.from({ length: 80 }, (_, index) => ({ |
| 45 | + key: index, |
| 46 | + position: [MathUtils.randFloatSpread(2) + 1, 10 + index / 2, MathUtils.randFloatSpread(2) - 2] as NgtVector3, |
| 47 | + rotation: [Math.random(), Math.random(), Math.random()] as NgtEuler, |
| 48 | + })); |
| 49 | + |
| 50 | + // NOTE: GLTF of the hat has 2 parts: the cap and the tassel. InstancedMesh |
| 51 | + // can only have 1 geometry, so we need something like CSG to merge the geometries into one. |
| 52 | + // Angular Three does not have this yet. |
| 53 | + // <Geometry useGroups> |
| 54 | + // <Base geometry={nodes.Plane006.geometry} material={materials.Material} /> |
| 55 | + // <Addition geometry={nodes.Plane006_1.geometry} material={materials.boxCap} /> |
| 56 | + // </Geometry> |
| 57 | +} |
| 58 | + |
| 59 | +type ModelGLTF = GLTF & { |
| 60 | + nodes: { boxBase: Mesh; boxBack: Mesh; Text: Mesh }; |
| 61 | + materials: { boxBase: MeshStandardMaterial; inside: MeshStandardMaterial }; |
| 62 | +}; |
| 63 | + |
| 64 | +@Component({ |
| 65 | + selector: 'app-model', |
| 66 | + standalone: true, |
| 67 | + template: ` |
| 68 | + @if (gltf(); as gltf) { |
| 69 | + <ngt-group [position]="position()" [dispose]="null"> |
| 70 | + <ngt-object3D ngtrRigidBody="fixed" [options]="{ colliders: 'trimesh' }"> |
| 71 | + <ngt-mesh |
| 72 | + [castShadow]="true" |
| 73 | + [receiveShadow]="true" |
| 74 | + [geometry]="gltf.nodes.boxBase.geometry" |
| 75 | + [material]="gltf.materials.boxBase" |
| 76 | + /> |
| 77 | + <ngt-mesh |
| 78 | + [receiveShadow]="true" |
| 79 | + [geometry]="gltf.nodes.boxBack.geometry" |
| 80 | + [material]="gltf.materials.inside" |
| 81 | + /> |
| 82 | + <ngt-mesh |
| 83 | + [castShadow]="true" |
| 84 | + [receiveShadow]="true" |
| 85 | + [geometry]="gltf.nodes.Text.geometry" |
| 86 | + [material]="gltf.materials.boxBase" |
| 87 | + /> |
| 88 | + </ngt-object3D> |
| 89 | + </ngt-group> |
| 90 | + } |
| 91 | + `, |
| 92 | + schemas: [CUSTOM_ELEMENTS_SCHEMA], |
| 93 | + changeDetection: ChangeDetectionStrategy.OnPush, |
| 94 | + imports: [NgtrRigidBody], |
| 95 | +}) |
| 96 | +export class Model { |
| 97 | + position = input<NgtVector3>([0, 0, 0]); |
| 98 | + |
| 99 | + protected gltf = injectGLTF(() => './blender-threejs-journey-20k-transformed.glb') as Signal<ModelGLTF | null>; |
| 100 | +} |
| 101 | + |
| 102 | +@Component({ |
| 103 | + standalone: true, |
| 104 | + template: ` |
| 105 | + <ngt-color attach="background" *args="['#f0f0f0']" /> |
| 106 | + <ngt-ambient-light [intensity]="0.5" /> |
| 107 | + <ngt-directional-light [position]="[-10, 10, 5]" [castShadow]="true"> |
| 108 | + <ngt-value [rawValue]="-0.0001" attach="shadow.bias" /> |
| 109 | + <ngt-vector2 *args="[256, 256]" attach="shadow.mapSize" /> |
| 110 | + <ngt-orthographic-camera *args="[-10, 10, -10, 10]" attach="shadow.camera" /> |
| 111 | + </ngt-directional-light> |
| 112 | +
|
| 113 | + <ngts-environment [options]="{ resolution: 32 }"> |
| 114 | + <ng-template> |
| 115 | + <ngts-lightformer [options]="{ position: [10, 10, 10], scale: 10, intensity: 4 }" /> |
| 116 | + <ngts-lightformer [options]="{ position: [10, 0, -10], scale: 10, color: 'red', intensity: 6 }" /> |
| 117 | + <ngts-lightformer [options]="{ position: [-10, -10, -10], scale: 10, intensity: 4 }" /> |
| 118 | + </ng-template> |
| 119 | + </ngts-environment> |
| 120 | +
|
| 121 | + <ngtr-physics [options]="{ gravity: [0, -4, 0] }"> |
| 122 | + <app-model [position]="[1, 0, -1.5]" /> |
| 123 | + <app-hats /> |
| 124 | + <ngt-object3D ngtrRigidBody="fixed" [options]="{ colliders: false }" [position]="[0, -1, 0]"> |
| 125 | + <ngt-object3D ngtrCuboidCollider [args]="[1000, 1, 1000]" /> |
| 126 | + </ngt-object3D> |
| 127 | + </ngtr-physics> |
| 128 | +
|
| 129 | + <ngts-accumulative-shadows |
| 130 | + [options]="{ |
| 131 | + temporal: true, |
| 132 | + frames: Infinity, |
| 133 | + alphaTest: 1, |
| 134 | + blend: 200, |
| 135 | + limit: 1500, |
| 136 | + scale: 25, |
| 137 | + position: [0, -0.05, 0], |
| 138 | + }" |
| 139 | + > |
| 140 | + <ngts-randomized-lights |
| 141 | + [options]="{ amount: 1, mapSize: 512, radius: 5, ambient: 0.5, position: [-10, 10, 5], size: 10, bias: 0.001 }" |
| 142 | + /> |
| 143 | + </ngts-accumulative-shadows> |
| 144 | +
|
| 145 | + <ngtp-effect-composer> |
| 146 | + <ngtp-n8ao [options]="{ aoRadius: 0.5, intensity: 1 }" /> |
| 147 | + <ngtp-depth-of-field [options]="{ target: [0, 0, -2.5], focusRange: 0.1, bokehScale: 10 }" /> |
| 148 | + <ngtp-tone-mapping /> |
| 149 | + </ngtp-effect-composer> |
| 150 | +
|
| 151 | + <ngts-orbit-controls |
| 152 | + [options]="{ |
| 153 | + autoRotate: true, |
| 154 | + autoRotateSpeed: 0.1, |
| 155 | + enablePan: false, |
| 156 | + enableZoom: false, |
| 157 | + minPolarAngle: Math.PI / 4, |
| 158 | + maxPolarAngle: Math.PI / 4, |
| 159 | + }" |
| 160 | + /> |
| 161 | + `, |
| 162 | + schemas: [CUSTOM_ELEMENTS_SCHEMA], |
| 163 | + changeDetection: ChangeDetectionStrategy.OnPush, |
| 164 | + host: { class: 'bruno-simons-2k-soba-experience' }, |
| 165 | + imports: [ |
| 166 | + NgtArgs, |
| 167 | + NgtsEnvironment, |
| 168 | + NgtsLightformer, |
| 169 | + NgtrPhysics, |
| 170 | + Model, |
| 171 | + NgtrRigidBody, |
| 172 | + NgtrCuboidCollider, |
| 173 | + NgtsAccumulativeShadows, |
| 174 | + NgtsRandomizedLights, |
| 175 | + NgtpEffectComposer, |
| 176 | + NgtpN8AO, |
| 177 | + NgtpDepthOfField, |
| 178 | + NgtsOrbitControls, |
| 179 | + NgtpToneMapping, |
| 180 | + Hats, |
| 181 | + ], |
| 182 | +}) |
| 183 | +export class Experience { |
| 184 | + protected readonly Infinity = Infinity; |
| 185 | + protected readonly Math = Math; |
| 186 | +} |
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