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Villard PierreFrederic
webgl25
Commits
a9dce2e6
Commit
a9dce2e6
authored
4 months ago
by
HERRY Matteo
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verre transparent + reflets
parent
c9db4b1a
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HERRY-M--HERRY-E/TABLO.js
+39
-11
39 additions, 11 deletions
HERRY-M--HERRY-E/TABLO.js
with
39 additions
and
11 deletions
HERRY-M--HERRY-E/TABLO.js
+
39
−
11
View file @
a9dce2e6
...
@@ -251,31 +251,48 @@ var mtlLoader1 = new MTLLoader();
...
@@ -251,31 +251,48 @@ var mtlLoader1 = new MTLLoader();
console
.
error
(
'
An error happened
'
,
error
);
console
.
error
(
'
An error happened
'
,
error
);
}
}
);
);
var
loader5
=
new
OBJLoader
();
var
loader5
=
new
OBJLoader
();
loader5
.
load
(
loader5
.
load
(
'
verre.obj
'
,
'
verre.obj
'
,
function
(
object
)
{
function
(
object
)
{
normalizeAndPosition
(
object
,
0.8
,
new
THREE
.
Vector3
(
2.6
,
3.3
,
-
0.1
));
normalizeAndPosition
(
object
,
0.8
,
new
THREE
.
Vector3
(
2.6
,
3.3
,
-
0.1
));
object
.
rotation
.
x
=
4
object
.
rotation
.
x
=
4
;
object
.
rotation
.
y
=
-
0.2
object
.
rotation
.
y
=
-
0.2
;
object
.
rotation
.
z
=
1.0
object
.
rotation
.
z
=
1.0
;
var
material
=
new
THREE
.
MeshPhysicalMaterial
({
var
material
=
new
THREE
.
MeshPhysicalMaterial
({
color
:
new
THREE
.
Color
(
107
/
255
,
109
/
255
,
115
/
255
),
// Couleur de base
color
:
new
THREE
.
Color
(
107
/
255
,
109
/
255
,
115
/
255
),
roughness
:
0.5
,
// Simuler un verre lisse
roughness
:
0.05
,
// Plus c'est bas, plus ça brille
metalness
:
0
,
// Le verre n'est pas métallique
metalness
:
1
,
// Met à fond pour des reflets comme un vrai miroir
transparent
:
true
,
// Transparent
transparent
:
true
,
opacity
:
0.9
,
// Niveau de transparence
opacity
:
0.9
,
transmission
:
1.0
,
transmission
:
1.0
,
clearcoat
:
1.0
,
// Effet de brillance
clearcoat
:
1.0
,
clearcoatRoughness
:
0.1
,
clearcoatRoughness
:
0.05
,
reflectivity
:
1
,
ior
:
1.52
,
// Indice de réfraction (comme le vrai verre)
envMapIntensity
:
2.5
,
// J'ai monté encore plus fort
});
});
// 🪞 Création de la caméra pour gérer les reflets
const
cubeRenderTarget
=
new
THREE
.
WebGLCubeRenderTarget
(
128
);
const
camera
=
new
THREE
.
CubeCamera
(
1
,
1000
,
cubeRenderTarget
);
scene
.
add
(
camera
);
material
.
envMap
=
cubeRenderTarget
.
texture
;
// Appliquer le matériau à chaque maillage de l'objet
// Appliquer le matériau à chaque maillage de l'objet
object
.
traverse
(
function
(
child
)
{
object
.
traverse
(
function
(
child
)
{
if
(
child
.
isMesh
)
{
if
(
child
.
isMesh
)
{
child
.
material
=
material
;
child
.
material
=
material
;
}
}
});
});
scene
.
add
(
object
);
scene
.
add
(
object
);
// 🎯 Stocker la caméra pour la mettre à jour à chaque frame
object
.
userData
.
cubeCamera
=
camera
;
},
},
function
(
xhr
)
{
function
(
xhr
)
{
console
.
log
((
xhr
.
loaded
/
xhr
.
total
*
100
)
+
'
% loaded
'
);
console
.
log
((
xhr
.
loaded
/
xhr
.
total
*
100
)
+
'
% loaded
'
);
...
@@ -284,6 +301,7 @@ var mtlLoader1 = new MTLLoader();
...
@@ -284,6 +301,7 @@ var mtlLoader1 = new MTLLoader();
console
.
error
(
'
An error happened
'
,
error
);
console
.
error
(
'
An error happened
'
,
error
);
}
}
);
);
CreationTable
();
CreationTable
();
CreationNappe
();
CreationNappe
();
...
@@ -298,6 +316,16 @@ function animate() {
...
@@ -298,6 +316,16 @@ function animate() {
function
render
()
{
function
render
()
{
var
delta
=
clock
.
getDelta
();
var
delta
=
clock
.
getDelta
();
cameraControls
.
update
(
delta
);
cameraControls
.
update
(
delta
);
// Mise à jour des reflets pour l'objet en verre
scene
.
traverse
(
function
(
obj
)
{
if
(
obj
.
userData
.
cubeCamera
)
{
obj
.
visible
=
false
;
// Cache temporairement l'objet pour éviter les artefacts
obj
.
userData
.
cubeCamera
.
update
(
renderer
,
scene
);
obj
.
visible
=
true
;
// Ré-affiche l'objet avec les reflets
}
});
renderer
.
render
(
scene
,
camera
);
renderer
.
render
(
scene
,
camera
);
}
}
...
...
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