Scope with zoom
This example shows how to utilize useFBO hook to create a sniper scope zoom effect, complete with lens distortion and crosshairs.
<script lang="ts">
import { Canvas } from '@threlte/core'
import Scene from './Scene.svelte'
</script>
<div>
<ul>
<li>Press <b>S</b> to toggle scope mode.</li>
<li><b>Mousewheel</b> or <b>A/D</b> to adjust zoom level.</li>
</ul>
<Canvas>
<Scene />
</Canvas>
</div>
<style>
ul {
position: absolute;
top: 0;
left: 0;
}
div {
height: 100%;
}
</style>
<script
lanng="ts"
context="module"
>
import { writable } from 'svelte/store'
import { tweened } from 'svelte/motion'
export const baseFov = 60
export const scoping = writable(false)
export const zoomedFov = tweened(18, {
duration: 200
})
</script>
<script lang="ts">
import { useTask, useThrelte } from '@threlte/core'
import { onDestroy } from 'svelte'
import { Quaternion, Vector3 } from 'three'
import { clamp } from 'three/src/math/MathUtils.js'
const { renderer, camera } = useThrelte()
// Pointer lock with unadjusted movement: https://github.com/slightlyoff/unadjusted_pointer_lock_explainer
const requestPointerLock = (myTargetElement: HTMLElement) => {
//@ts-ignore
const promise = myTargetElement.requestPointerLock({
unadjustedMovement: true
})
//@ts-ignore
if (!promise) {
console.log('disabling mouse acceleration is not supported, locking pointer without it')
return
}
return (
promise
//@ts-ignore
.then()
//@ts-ignore
.catch((error) => {
if (error.name === 'NotSupportedError') {
return myTargetElement.requestPointerLock()
}
})
)
}
let pointerLocked = false
/*
Zoom in and out with mousewheel.
I used a passive listener on the renderer dom element because in the docs we show
examples as an iframe. Its interaction with lockng pointer was causing the page
to scroll etc.
*/
renderer?.domElement.addEventListener(
'wheel',
(e) => {
if (pointerLocked) {
e.preventDefault()
e.stopPropagation()
e.stopImmediatePropagation()
zoomedFov.set(clamp($zoomedFov + e.deltaY * 0.05, 0.5, baseFov * 0.5))
}
},
{
passive: false
}
)
$: mouseSensitivity = 0.00008 * clamp($zoomedFov * 0.5, 1, 20)
let phi = 0
let theta = -0.16
const qx = new Quaternion()
const qz = new Quaternion()
useTask(() => {
qx.setFromAxisAngle(new Vector3(0, -1, 0), phi)
qz.setFromAxisAngle(new Vector3(1, 0, 0), theta)
const cameraQuaternion = new Quaternion()
cameraQuaternion.multiply(qx)
cameraQuaternion.multiply(qz)
$camera.quaternion.copy(cameraQuaternion)
})
onDestroy(() => {
document.exitPointerLock()
})
</script>
<svelte:document
on:keydown={(e) => {
if (e.key === 's') scoping.set(!$scoping)
if (e.key === 'a') zoomedFov.set(Math.min($zoomedFov + 2, baseFov * 0.5))
if (e.key === 'd') zoomedFov.set(Math.max(0.5, $zoomedFov - 2))
}}
on:pointerlockchange={() => {
pointerLocked = document.pointerLockElement ? true : false
}}
on:click={async () => {
if (!pointerLocked) {
requestPointerLock(renderer?.domElement)
}
}}
on:mousemove={({ movementX, movementY }) => {
if (!pointerLocked) return
phi += movementX * mouseSensitivity
theta -= movementY * mouseSensitivity * 1.5
}}
/>
<script lang="ts">
import { T } from '@threlte/core'
// world
import { Sky } from '@threlte/extras'
import Ducks from './world/Ducks.svelte'
import Island from './world/Island.svelte'
import Water from './world/Water.svelte'
// scope
import Controls, { baseFov } from './Controls.svelte'
import LensView from './scope/LensView.svelte'
import Scope from './scope/Scope.svelte'
</script>
<T.PerspectiveCamera
makeDefault
position={[0, 1.5, 20]}
fov={baseFov}
>
<Scope let:ref>
<LensView scope={ref} />
</Scope>
</T.PerspectiveCamera>
<Controls />
<!-- World setup -->
<Sky
elevation={0.5}
azimuth={130}
/>
<Water />
<Island
scale={0.2}
position.x={-5}
position.y={-0.01}
position.z={0}
/>
<Ducks />
<script lang="ts">
import { T, useTask, useThrelte } from '@threlte/core'
import { useFBO, useTexture } from '@threlte/extras'
import { Group, PerspectiveCamera } from 'three'
import { baseFov, scoping, zoomedFov } from '../Controls.svelte'
import fragmentShader from './scope_fs.glsl?raw'
import vertexShader from './scope_vs.glsl?raw'
const { camera, renderer, scene, size } = useThrelte()
export let scope: Group
// render scene at a lower resolution but multiple samples for antialiasing
const renderTarget = useFBO($size.width * 0.5, $size.height * 0.5, {
samples: 8
})
$: aspect = $size.width / $size.height
useTask(() => {
if (!scope || !$scoping) return
const cam = $camera as PerspectiveCamera
scope.visible = false
cam.fov = $zoomedFov
cam.updateProjectionMatrix()
cam.matrixWorldNeedsUpdate = true
renderer.setRenderTarget(renderTarget)
renderer.render(scene, cam)
renderer.setRenderTarget(null)
cam.fov = baseFov
cam.updateProjectionMatrix()
scope.visible = true
})
const reticleTexture = useTexture('/textures/NightforceScopeReticle2.png')
</script>
<T.Mesh
position.z={19.5}
position.y={-0.1}
>
<T.CircleGeometry args={[1.8]} />
<T.ShaderMaterial
{fragmentShader}
{vertexShader}
uniforms={{
viewTexture: {
value: renderTarget.texture
},
reticleTexture: {
value: null
},
aspect: {
value: 1
}
}}
uniforms.reticleTexture.value={$reticleTexture}
uniforms.aspect.value={aspect}
/>
</T.Mesh>
<!--
Auto-generated by: https://github.com/threlte/threlte/tree/main/packages/gltf
Command: npx @threlte/gltf@2.0.1 scope.glb
Author: XarMeX (https://sketchfab.com/XarMeX)
License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
Source: https://sketchfab.com/3d-models/sniper-scope-nightforce-v2-907abe0a96e243b3b83b6abe47f681b7
Title: Sniper Scope NightForce_V2
-->
<script lang="ts">
import * as THREE from 'three'
import { T, type Props, type Events, type Slots, forwardEventHandlers } from '@threlte/core'
import { useGltf } from '@threlte/extras'
import { tweened, type Tweened } from 'svelte/motion'
import { scoping } from '../Controls.svelte'
import { DEG2RAD } from 'three/src/math/MathUtils.js'
type $$Props = Props<THREE.Group>
type $$Events = Events<THREE.Group>
type $$Slots = Slots<THREE.Group> & { fallback: {}; error: { error: any }; inner: any }
export const ref = new THREE.Group()
const gltf = useGltf('/models/scope.glb')
const component = forwardEventHandlers()
const rotationX = tweened(-3)
const position: Tweened<THREE.Vector3Tuple> = tweened([0.4, -0.15, -1])
$: {
if ($scoping) {
rotationX.set(0)
position.set([0, 0, -0.496])
} else {
rotationX.set(-3)
position.set([0.4, -0.15, -1])
}
}
</script>
<T
is={ref}
dispose={false}
{...$$restProps}
bind:this={$component}
scale={0.02}
position={$position}
rotation.y={DEG2RAD * $rotationX}
>
{#await gltf}
<slot name="fallback" />
{:then gltf}
<T.Mesh
geometry={gltf.nodes.Object_2.geometry}
material={gltf.materials.initialShadingGroup}
rotation={[-Math.PI / 2, 0, 0]}
/>
<slot name="inner" />
{:catch error}
<slot
name="error"
{error}
/>
{/await}
<slot {ref} />
</T>
varying vec2 vUv;
uniform sampler2D viewTexture;
uniform sampler2D reticleTexture;
uniform float aspect;
// https://www.shadertoy.com/view/4lSGRw
vec2 distortUV(vec2 uv, float k, float kcube) {
vec2 t = uv - .5f;
float r2 = t.x * t.x + t.y * t.y;
float f = 0.f;
if (kcube == 0.0f) {
f = 1.f + r2 * k;
} else {
f = 1.f + r2 * (k + kcube * sqrt(r2));
}
vec2 nUv = f * t + .5f;
return nUv;
}
void main() {
float k = -1.1f;
float kcube = 0.5f;
float offset = .06f;
// Adjust UV ratio for sampling view texture
vec2 adjustedUv = vUv;
if (aspect > 1.0f) {
float scale = 1.0f / aspect;
adjustedUv.x = scale * (adjustedUv.x - 0.5f) + 0.5f;
} else {
float scale = aspect;
adjustedUv.y = scale * (adjustedUv.y - 0.5f) + 0.5f;
}
vec4 reticle = texture2D(reticleTexture, vUv);
// circular vignettte
vec2 vignetteUv = vUv - vec2(0.5f);
float circlularDist = length(vignetteUv) * 2.f;
float vig = 1.f - smoothstep(0.7f, 0.99f, circlularDist);
// aberration + fisheye-like distortion
float red = texture2D(viewTexture, distortUV(adjustedUv, k + offset, kcube)).r;
float green = texture2D(viewTexture, distortUV(adjustedUv, k, kcube)).g;
float blue = texture2D(viewTexture, distortUV(adjustedUv, k - offset, kcube)).b;
vec3 finalColor = mix(vec3(red, green, blue) * vig, reticle.rgb, smoothstep(0.f, 1.f, reticle.a * 2.f));
gl_FragColor = vec4(finalColor, 1.f);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vec4 modelPosition = modelMatrix * vec4(position, 1.0f);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
vUv = uv;
vPosition = (modelMatrix * vec4(position, 1.0f)).xyz;
}
<!--
Auto-generated by: https://github.com/threlte/threlte/tree/main/packages/gltf
Command: npx @threlte/gltf@1.0.0-next.13 E:\projects\2024\model\static\models\duck_floaty.glb --root /models/ --types --printwidth 120 --precision 2 --draco true --transform --resolution 1024 --simplify --weld 0.001 --ratio 0.0075 --error 1e-9
Author: raholder0909 (https://sketchfab.com/raholder0909)
License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
Source: https://sketchfab.com/3d-models/duck-floaty-1467f79dc22e46c49e68a688865e9f70
Title: duck floaty
-->
<script lang="ts">
import type * as THREE from 'three'
import { Group } from 'three'
import { T, type Props, type Events, type Slots, forwardEventHandlers } from '@threlte/core'
import { useGltf, InstancedMeshes } from '@threlte/extras'
type $$Props = Props<THREE.Group>
type $$Events = Events<THREE.Group>
type $$Slots = Slots<THREE.Group> & { fallback: {}; error: { error: any } }
export const ref = new Group()
type GLTFResult = {
nodes: {
Object_4: THREE.Mesh
Object_6: THREE.Mesh
}
materials: {
bill: THREE.MeshStandardMaterial
duck_body: THREE.MeshStandardMaterial
}
}
const gltf = useGltf<GLTFResult>('/models/duck_floaty-transformed.glb', { useDraco: true })
const component = forwardEventHandlers()
const duckSpread = 200
</script>
<T
is={ref}
dispose={false}
{...$$restProps}
bind:this={$component}
frustumCulled={false}
>
{#await gltf}
<slot name="fallback" />
{:then gltf}
<InstancedMeshes
meshes={gltf.nodes}
let:components={{ Object_4, Object_6 }}
>
{#each { length: 200 } as _, i}
{@const posX = Math.random() * duckSpread - duckSpread / 2}
{@const posZ = Math.random() * duckSpread - 300}
<T.Group
position.x={posX}
position.z={posZ}
scale={0.1}
>
<Object_4
position={[0, 1.59, 2.54]}
scale={0.43}
/>
<Object_6 position={[0, -0.03, 0]} />
</T.Group>
{/each}
</InstancedMeshes>
{:catch error}
<slot
name="error"
{error}
/>
{/await}
<slot {ref} />
</T>
<!--
Auto-generated by: https://github.com/threlte/threlte/tree/main/packages/gltf
Command: npx @threlte/gltf@1.0.0-next.13 E:\projects\2024\model\static\models\issum_the_town_on_capital_isle.glb --root /models/ --types --printwidth 120 --precision 100 --draco true --transform --resolution 1024 --simplify --weld 0.001 --ratio 0.0075 --error 1e-9
Author: Olee (https://sketchfab.com/Olee)
License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
Source: https://sketchfab.com/3d-models/issum-the-town-on-capital-isle-e433923a64d549fabb2d30635d643ab6
Title: Issum, The town on Capital Isle
-->
<script lang="ts">
import type * as THREE from 'three'
import { Group } from 'three'
import { T, type Props, type Events, type Slots, forwardEventHandlers } from '@threlte/core'
import { useGltf } from '@threlte/extras'
type $$Props = Props<THREE.Group>
type $$Events = Events<THREE.Group>
type $$Slots = Slots<THREE.Group> & { fallback: {}; error: { error: any } }
export const ref = new Group()
type GLTFResult = {
nodes: {
Plane_0: THREE.Mesh
Hide003_0: THREE.Mesh
['Sheep-ver1017_0']: THREE.Mesh
['Sheep-ver1016_0']: THREE.Mesh
['Sheep-ver1015_0']: THREE.Mesh
['Sheep-ver1014_0']: THREE.Mesh
['Sheep-ver1001_0']: THREE.Mesh
['Sheep-ver1002_0']: THREE.Mesh
['Sheep-ver1003_0']: THREE.Mesh
['Sheep-ver1004_0']: THREE.Mesh
['Sheep-ver1009_0']: THREE.Mesh
['Sheep-ver1008_0']: THREE.Mesh
['Sheep-ver1007_0']: THREE.Mesh
['Sheep-ver1006_0']: THREE.Mesh
['Sheep-ver1005_0']: THREE.Mesh
['Sheep-ver1018_0']: THREE.Mesh
['Sheep-ver1019_0']: THREE.Mesh
['Sheep-ver1020_0']: THREE.Mesh
['Sheep-ver1021_0']: THREE.Mesh
Golem_0: THREE.SkinnedMesh
mff_island_large_0: THREE.Mesh
mff_island_small_0: THREE.Mesh
House_4_AO001_0: THREE.Mesh
House_3_AO001_0: THREE.Mesh
House_1_AO001_0: THREE.Mesh
House_2_AO001_0: THREE.Mesh
Tower_1_AO001_0: THREE.Mesh
HouseBase_8_AO003_0: THREE.Mesh
HouseBase_7_AO003_0: THREE.Mesh
HouseBase_7_AO004_0: THREE.Mesh
Tower_2_AO001_0: THREE.Mesh
Tower_2_AO002_0: THREE.Mesh
House_2_AO002_0: THREE.Mesh
House_4_AO002_0: THREE.Mesh
House_3_AO002_0: THREE.Mesh
Shed_AO001_0: THREE.Mesh
['Mill-wind001_0']: THREE.Mesh
HouseBase_8_AO004_0: THREE.Mesh
Fencing_Wood_Clean_3_AO001_0: THREE.Mesh
Fencing_Wood_Clean_3_AO002_0: THREE.Mesh
Fencing_Wood_Green_2_AO001_0: THREE.Mesh
Fencing_Wood_Green_2_AO002_0: THREE.Mesh
Fencing_Wood_Green_2_AO003_0: THREE.Mesh
Fencing_Wood_Green_2_AO004_0: THREE.Mesh
Fencing_Wood_Green_2_AO005_0: THREE.Mesh
Fencing_Wood_Green_2_AO006_0: THREE.Mesh
Fencing_Wood_Green_2_AO007_0: THREE.Mesh
Fencing_Wood_Green_2_AO008_0: THREE.Mesh
Fencing_Wood_Green_2_AO009_0: THREE.Mesh
Fencing_Wood_Green_2_AO010_0: THREE.Mesh
Fencing_Wood_Clean_8_AO001_0: THREE.Mesh
Fencing_Wood_Clean_5_AO001_0: THREE.Mesh
Shed_AO002_0: THREE.Mesh
House_1_AO002_0: THREE.Mesh
mff_stone_path_0001_0: THREE.Mesh
mff_stone_path_1001_0: THREE.Mesh
mff_stone_path_0002_0: THREE.Mesh
mff_stone_path_1002_0: THREE.Mesh
Paving_1_AO001_0: THREE.Mesh
Paving_3_AO001_0: THREE.Mesh
Paving_4_AO001_0: THREE.Mesh
Paving_4_AO002_0: THREE.Mesh
Paving_1_AO002_0: THREE.Mesh
Paving_1_AO003_0: THREE.Mesh
Paving_1_AO004_0: THREE.Mesh
Paving_3_AO002_0: THREE.Mesh
Paving_1_AO005_0: THREE.Mesh
mff_stone_path_1003_0: THREE.Mesh
Paving_4_AO003_0: THREE.Mesh
Paving_4_AO004_0: THREE.Mesh
Paving_1_AO006_0: THREE.Mesh
Paving_4_AO005_0: THREE.Mesh
Cylinder000_0: THREE.Mesh
Cylinder000_1: THREE.Mesh
mff_tree_pine_2001_0: THREE.Mesh
mff_tree_pine_2002_0: THREE.Mesh
mff_tree_pine_2003_0: THREE.Mesh
mff_tree_pine_0001_0: THREE.Mesh
mff_tree_pine_1001_0: THREE.Mesh
mff_tree_pine_1002_0: THREE.Mesh
mff_tree_maple001_0: THREE.Mesh
mff_tree_maple002_0: THREE.Mesh
mff_tree_maple003_0: THREE.Mesh
mff_tree_maple004_0: THREE.Mesh
mff_tree_pine_0002_0: THREE.Mesh
mff_tree_pine_1003_0: THREE.Mesh
mff_tree_pine_1004_0: THREE.Mesh
mff_tree_pine_0003_0: THREE.Mesh
mff_tree_pine_2004_0: THREE.Mesh
['Sheep-ver1010_0']: THREE.Mesh
['Sheep-ver1011_0']: THREE.Mesh
['Sheep-ver1012_0']: THREE.Mesh
['Sheep-ver1013_0']: THREE.Mesh
TreeTrunk001_0: THREE.Mesh
TreeTrunk002_0: THREE.Mesh
Stones_1_AO001_0: THREE.Mesh
Stones_1_AO002_0: THREE.Mesh
mff_stone_mossy_0001_0: THREE.Mesh
mff_stone_mossy_0002_0: THREE.Mesh
Stones_4_AO001_0: THREE.Mesh
Stones_4_AO002_0: THREE.Mesh
Stones_4_AO003_0: THREE.Mesh
Stones_3_AO001_0: THREE.Mesh
Stones_3_AO002_0: THREE.Mesh
Stones_1_AO003_0: THREE.Mesh
Stones_1_AO004_0: THREE.Mesh
Stones_1_AO005_0: THREE.Mesh
Stones_4_AO004_0: THREE.Mesh
Cube000_0: THREE.Mesh
Paving_3_AO003_0: THREE.Mesh
Paving_1_AO007_0: THREE.Mesh
Stones_1_AO006_0: THREE.Mesh
Stones_4_AO005_0: THREE.Mesh
Stones_4_AO006_0: THREE.Mesh
Stones_1_AO007_0: THREE.Mesh
Stones_3_AO003_0: THREE.Mesh
mff_stone_mossy_0003_0: THREE.Mesh
Stones_1_AO008_0: THREE.Mesh
mff_stone_0001_0: THREE.Mesh
mff_stone_0002_0: THREE.Mesh
Stones_4_AO007_0: THREE.Mesh
mff_tree_pine_2005_0: THREE.Mesh
mff_tree_pine_1005_0: THREE.Mesh
tree9001_0: THREE.Mesh
tree9002_0: THREE.Mesh
tree9003_0: THREE.Mesh
mff_tree_pine_0004_0: THREE.Mesh
Stones_4_AO008_0: THREE.Mesh
mff_stone_0003_0: THREE.Mesh
mff_stone_0004_0: THREE.Mesh
mff_stone_0005_0: THREE.Mesh
mff_stone_0006_0: THREE.Mesh
mff_stone_0007_0: THREE.Mesh
Rock_1_AO001_0: THREE.Mesh
Stones_4_AO009_0: THREE.Mesh
mff_stone_0008_0: THREE.Mesh
mff_stone_mossy_0004_0: THREE.Mesh
mff_stone_0009_0: THREE.Mesh
Stones_1_AO009_0: THREE.Mesh
Stones_3_AO004_0: THREE.Mesh
Stones_3_AO005_0: THREE.Mesh
mff_stone_0010_0: THREE.Mesh
mff_stone_0011_0: THREE.Mesh
mff_stone_0012_0: THREE.Mesh
mff_stone_0013_0: THREE.Mesh
mff_tree_pine_1006_0: THREE.Mesh
TreeTrunk003_0: THREE.Mesh
TreeTrunk004_0: THREE.Mesh
['Deer-ver3001_0']: THREE.Mesh
Keel000_0: THREE.Mesh
VikingShipObjects000_0: THREE.Mesh
VikingShipObjects001_0: THREE.Mesh
VikingShipObjects006_0: THREE.Mesh
VikingShipObjects007_0: THREE.Mesh
VikingShipObjects008_0: THREE.Mesh
VikingShipObjects009_0: THREE.Mesh
VikingShipObjects010_0: THREE.Mesh
VikingShipObjects011_0: THREE.Mesh
VikingShipObjects012_0: THREE.Mesh
VikingShipObjects013_0: THREE.Mesh
VikingShipObjects014_0: THREE.Mesh
VikingShipObjects015_0: THREE.Mesh
mff_stone_0014_0: THREE.Mesh
mff_stone_0015_0: THREE.Mesh
VikingShipObjects016_0: THREE.Mesh
VikingShipObjects017_0: THREE.Mesh
VikingShipObjects018_0: THREE.Mesh
VikingShipObjects019_0: THREE.Mesh
VikingShipObjects020_0: THREE.Mesh
Stones_1_AO010_0: THREE.Mesh
Stones_1_AO011_0: THREE.Mesh
Stones_1_AO012_0: THREE.Mesh
VikingShipObjects021_0: THREE.Mesh
VikingShipObjects022_0: THREE.Mesh
VikingShipObjects023_0: THREE.Mesh
mff_stone_0016_0: THREE.Mesh
Stones_3_AO006_0: THREE.Mesh
VikingShipObjects024_0: THREE.Mesh
VikingShipObjects025_0: THREE.Mesh
Stones_3_AO007_0: THREE.Mesh
mff_stone_mossy_0005_0: THREE.Mesh
mff_stone_mossy_0006_0: THREE.Mesh
mff_stone_mossy_0007_0: THREE.Mesh
mff_tree_maple005_0: THREE.Mesh
tree9004_0: THREE.Mesh
mff_tree_pine_2006_0: THREE.Mesh
Stones_4_AO010_0: THREE.Mesh
mff_stone_0017_0: THREE.Mesh
mff_stone_0018_0: THREE.Mesh
mff_stone_0019_0: THREE.Mesh
mff_stone_0020_0: THREE.Mesh
Stones_4_AO011_0: THREE.Mesh
mff_stone_0021_0: THREE.Mesh
mff_stone_0022_0: THREE.Mesh
mff_stone_0023_0: THREE.Mesh
Stones_4_AO012_0: THREE.Mesh
mff_stone_0024_0: THREE.Mesh
Stones_3_AO008_0: THREE.Mesh
Stones_3_AO009_0: THREE.Mesh
mff_stone_0025_0: THREE.Mesh
mff_stone_0026_0: THREE.Mesh
mff_stone_0027_0: THREE.Mesh
mff_stone_0028_0: THREE.Mesh
Stones_1_AO013_0: THREE.Mesh
Stones_3_AO010_0: THREE.Mesh
mff_stone_0029_0: THREE.Mesh
Stone_Circle001_0: THREE.Mesh
HouseBase_7_AO019_0: THREE.Mesh
Well_AO001_0: THREE.Mesh
Stones_3_AO011_0: THREE.Mesh
mff_stone_0030_0: THREE.Mesh
mff_stone_0031_0: THREE.Mesh
mff_stone_0032_0: THREE.Mesh
Tower_3_AO001_0: THREE.Mesh
VikingShipObjects026_0: THREE.Mesh
VikingShipObjects027_0: THREE.Mesh
Stones_4_AO013_0: THREE.Mesh
Stones_1_AO014_0: THREE.Mesh
Stones_4_AO014_0: THREE.Mesh
['Castle-stairs001_0']: THREE.Mesh
['Castle-tower-middle-large001_0']: THREE.Mesh
['Castle-tower-top-ver1001_0']: THREE.Mesh
HouseBase_3_AO001_0: THREE.Mesh
['Castle-tower-small-ver2003_0']: THREE.Mesh
['Castle-tower-small-ver2004_0']: THREE.Mesh
['Castle-tower-small-ver2005_0']: THREE.Mesh
['Castle-tower-small-ver2006_0']: THREE.Mesh
['castle-wall-top-half003_0']: THREE.Mesh
['castle-wall-top-half004_0']: THREE.Mesh
['castle-wall-top-half005_0']: THREE.Mesh
['castle-wall-top-half006_0']: THREE.Mesh
['castle-wall-roof001_0']: THREE.Mesh
['Castle-gate-closed001_0']: THREE.Mesh
['castle-wall-roof002_0']: THREE.Mesh
['window-stone001_0']: THREE.Mesh
['window-stone001_1']: THREE.Mesh
['window-stone002_0']: THREE.Mesh
['window-stone002_1']: THREE.Mesh
['Castle-window-ver3001_0']: THREE.Mesh
['Castle-window-ver3001_1']: THREE.Mesh
['Castle-window-ver3002_0']: THREE.Mesh
['Castle-window-ver3002_1']: THREE.Mesh
['Castle-window-ver3003_0']: THREE.Mesh
['Castle-window-ver3003_1']: THREE.Mesh
['Castle-window-ver3004_0']: THREE.Mesh
['Castle-window-ver3004_1']: THREE.Mesh
['Castle-window-ver3005_0']: THREE.Mesh
['Castle-window-ver3005_1']: THREE.Mesh
['Castle-window-ver3006_0']: THREE.Mesh
['Castle-window-ver3006_1']: THREE.Mesh
Paving_3_AO004_0: THREE.Mesh
Stones_1_AO015_0: THREE.Mesh
Stones_1_AO016_0: THREE.Mesh
mff_stone_0033_0: THREE.Mesh
Stones_3_AO012_0: THREE.Mesh
Stones_3_AO013_0: THREE.Mesh
Stones_1_AO017_0: THREE.Mesh
['window-stone003_0']: THREE.Mesh
['window-stone003_1']: THREE.Mesh
['window-stone004_0']: THREE.Mesh
['window-stone004_1']: THREE.Mesh
['window-stone005_0']: THREE.Mesh
['window-stone005_1']: THREE.Mesh
['window-stone006_0']: THREE.Mesh
['window-stone006_1']: THREE.Mesh
Stones_4_AO015_0: THREE.Mesh
VikingShipObjects028_0: THREE.Mesh
['Castle-wall003_0']: THREE.Mesh
['Castle-wall005_0']: THREE.Mesh
['Castle-wall006_0']: THREE.Mesh
['Castle-wall007_0']: THREE.Mesh
['Castle-wall008_0']: THREE.Mesh
['Castle-wall009_0']: THREE.Mesh
['Castle-wall010_0']: THREE.Mesh
['Castle-wall011_0']: THREE.Mesh
['Castle-wall012_0']: THREE.Mesh
['Castle-wall013_0']: THREE.Mesh
['Castle-wall014_0']: THREE.Mesh
['Castle-wall015_0']: THREE.Mesh
['Castle-wall016_0']: THREE.Mesh
['Castle-wall017_0']: THREE.Mesh
['Castle-wall018_0']: THREE.Mesh
['Castle-wall019_0']: THREE.Mesh
['Castle-wall020_0']: THREE.Mesh
['Castle-wall021_0']: THREE.Mesh
['Castle-wall022_0']: THREE.Mesh
['Castle-wall023_0']: THREE.Mesh
['Castle-wall024_0']: THREE.Mesh
mff_stone_0034_0: THREE.Mesh
['Castle-tower-top-ver1002_0']: THREE.Mesh
['Castle-tower-middle-large002_0']: THREE.Mesh
['Castle-tower-middle-large003_0']: THREE.Mesh
['Castle-tower-top-ver1003_0']: THREE.Mesh
['Castle-tower-top-ver1004_0']: THREE.Mesh
['Castle-tower-middle-large004_0']: THREE.Mesh
['Castle-tower-middle-large005_0']: THREE.Mesh
['Castle-tower-top-ver1005_0']: THREE.Mesh
['Castle-tower-top-ver1006_0']: THREE.Mesh
['Castle-tower-middle-large006_0']: THREE.Mesh
['Castle-tower-middle-large007_0']: THREE.Mesh
['Castle-tower-top-ver1007_0']: THREE.Mesh
['Castle-tower-top-ver1008_0']: THREE.Mesh
['Castle-tower-middle-large008_0']: THREE.Mesh
['Castle-tower-top-ver1009_0']: THREE.Mesh
['Castle-tower-middle-large009_0']: THREE.Mesh
['castle-wall-top-half008_0']: THREE.Mesh
['Castle-gate003_0']: THREE.Mesh
['Castle-lattice-small001_0']: THREE.Mesh
['Castle-gate-closed002_0']: THREE.Mesh
['Castle-stairs002_0']: THREE.Mesh
['Castle-gate-closed003_0']: THREE.Mesh
['Castle-gate-closed004_0']: THREE.Mesh
['Castle-stairs003_0']: THREE.Mesh
['Shelter-half001_0']: THREE.Mesh
['Shelter-half002_0']: THREE.Mesh
['Shelter-half003_0']: THREE.Mesh
Cube001_0: THREE.Mesh
House_1_AO003_0: THREE.Mesh
House_2_AO003_0: THREE.Mesh
House_4_AO003_0: THREE.Mesh
House_2_AO004_0: THREE.Mesh
Tower_3_AO002_0: THREE.Mesh
House_3_AO003_0: THREE.Mesh
House_4_AO004_0: THREE.Mesh
House_2_AO005_0: THREE.Mesh
House_1_AO004_0: THREE.Mesh
House_1_AO005_0: THREE.Mesh
House_2_AO006_0: THREE.Mesh
House_1_AO006_0: THREE.Mesh
House_2_AO007_0: THREE.Mesh
House_1_AO007_0: THREE.Mesh
House_2_AO008_0: THREE.Mesh
House_4_AO005_0: THREE.Mesh
House_1_AO008_0: THREE.Mesh
House_1_AO009_0: THREE.Mesh
Tower_3_AO003_0: THREE.Mesh
House_4_AO006_0: THREE.Mesh
Well_AO002_0: THREE.Mesh
HouseBase_7_AO001_0: THREE.Mesh
Stone_Circle002_0: THREE.Mesh
WodenSet_1_AO001_0: THREE.Mesh
HouseBase_5_AO001_0: THREE.Mesh
['Bridge-wooden-dark001_0']: THREE.Mesh
Stones_3_AO014_0: THREE.Mesh
mff_stone_0035_0: THREE.Mesh
Stones_4_AO016_0: THREE.Mesh
mff_tree_pine_2007_0: THREE.Mesh
mff_tree_pine_2008_0: THREE.Mesh
['Castle-bridge001_0']: THREE.Mesh
['Castle-wall002_0']: THREE.Mesh
['Castle-bridge003_0']: THREE.Mesh
['Castle-wall025_0']: THREE.Mesh
mff_stone_0036_0: THREE.Mesh
mff_stone_0037_0: THREE.Mesh
Tower_1_AO002_0: THREE.Mesh
Tower_2_AO003_0: THREE.Mesh
mff_tree_pine_0005_0: THREE.Mesh
mff_tree_pine_0006_0: THREE.Mesh
mff_tree_maple006_0: THREE.Mesh
['Shelter-half004_0']: THREE.Mesh
['Shelter-half005_0']: THREE.Mesh
Tower_1_AO003_0: THREE.Mesh
Shelter001_0: THREE.Mesh
Shelter002_0: THREE.Mesh
Fencing_Wood_Clean_3_AO003_0: THREE.Mesh
Fencing_Wood_Clean_3_AO004_0: THREE.Mesh
Fencing_Wood_Clean_3_AO005_0: THREE.Mesh
Fencing_Wood_Clean_3_AO006_0: THREE.Mesh
Fencing_Wood_Clean_3_AO007_0: THREE.Mesh
Fencing_Wood_Clean_3_AO008_0: THREE.Mesh
Fencing_Wood_Clean_3_AO009_0: THREE.Mesh
Fencing_Wood_Clean_3_AO010_0: THREE.Mesh
Fencing_Wood_Clean_3_AO011_0: THREE.Mesh
Fencing_Wood_Clean_3_AO012_0: THREE.Mesh
Fencing_Wood_Clean_3_AO013_0: THREE.Mesh
Fencing_Wood_Clean_3_AO014_0: THREE.Mesh
Fencing_Wood_Clean_3_AO015_0: THREE.Mesh
Fencing_Wood_Clean_3_AO016_0: THREE.Mesh
Fencing_Wood_Clean_3_AO017_0: THREE.Mesh
Paving_4_AO006_0: THREE.Mesh
Fencing_Wood_Clean_3_AO019_0: THREE.Mesh
Fencing_Wood_Clean_3_AO020_0: THREE.Mesh
Fencing_Wood_Clean_3_AO021_0: THREE.Mesh
Fencing_Wood_Clean_3_AO022_0: THREE.Mesh
Fencing_Wood_Clean_3_AO023_0: THREE.Mesh
Fencing_Wood_Clean_3_AO024_0: THREE.Mesh
Fencing_Wood_Clean_3_AO025_0: THREE.Mesh
Fencing_Wood_Clean_3_AO026_0: THREE.Mesh
Fencing_Wood_Clean_3_AO027_0: THREE.Mesh
Fencing_Wood_Clean_3_AO028_0: THREE.Mesh
Fencing_Wood_Clean_3_AO029_0: THREE.Mesh
Fencing_Wood_Clean_3_AO030_0: THREE.Mesh
Fencing_Wood_Clean_3_AO031_0: THREE.Mesh
Fencing_Wood_Clean_3_AO032_0: THREE.Mesh
Fencing_Wood_Clean_3_AO033_0: THREE.Mesh
Fencing_Wood_Clean_3_AO034_0: THREE.Mesh
Fencing_Wood_Clean_3_AO035_0: THREE.Mesh
Fencing_Wood_Clean_3_AO036_0: THREE.Mesh
Fencing_Wood_Clean_3_AO037_0: THREE.Mesh
Fencing_Wood_Clean_3_AO038_0: THREE.Mesh
Fencing_Wood_Clean_3_AO039_0: THREE.Mesh
Fencing_Wood_Clean_3_AO040_0: THREE.Mesh
Fencing_Wood_Clean_3_AO041_0: THREE.Mesh
Fencing_Wood_Clean_3_AO042_0: THREE.Mesh
Fencing_Wood_Clean_3_AO043_0: THREE.Mesh
Fencing_Wood_Clean_3_AO044_0: THREE.Mesh
Fencing_Wood_Clean_3_AO045_0: THREE.Mesh
Fencing_Wood_Clean_3_AO046_0: THREE.Mesh
Fencing_Wood_Clean_3_AO047_0: THREE.Mesh
Fencing_Wood_Clean_3_AO048_0: THREE.Mesh
Fencing_Wood_Clean_3_AO049_0: THREE.Mesh
pCube13000_0: THREE.Mesh
pCube13001_0: THREE.Mesh
pCube13002_0: THREE.Mesh
pCube13005_0: THREE.Mesh
mff_tree_pine_2009_0: THREE.Mesh
mff_tree_pine_2010_0: THREE.Mesh
mff_tree_pine_1007_0: THREE.Mesh
mff_tree_pine_2011_0: THREE.Mesh
mff_tree_pine_1008_0: THREE.Mesh
mff_tree_pine_0007_0: THREE.Mesh
mff_tree_maple007_0: THREE.Mesh
mff_tree_maple008_0: THREE.Mesh
mff_tree_pine_0008_0: THREE.Mesh
mff_tree_pine_0009_0: THREE.Mesh
mff_tree_pine_1009_0: THREE.Mesh
mff_tree_maple009_0: THREE.Mesh
HouseBase_7_AO002_0: THREE.Mesh
VikingShipObjects035_0: THREE.Mesh
VikingShipObjects037_0: THREE.Mesh
VikingShipObjects038_0: THREE.Mesh
VikingShipObjects039_0: THREE.Mesh
VikingShipObjects041_0: THREE.Mesh
VikingShipObjects042_0: THREE.Mesh
VikingShipObjects043_0: THREE.Mesh
VikingShipObjects044_0: THREE.Mesh
VikingShipObjects045_0: THREE.Mesh
VikingShipObjects047_0: THREE.Mesh
VikingShipObjects048_0: THREE.Mesh
VikingShipObjects050_0: THREE.Mesh
VikingShipObjects134_0: THREE.Mesh
VikingShipObjects135_0: THREE.Mesh
VikingShipObjects136_0: THREE.Mesh
VikingShipObjects138_0: THREE.Mesh
VikingShipObjects139_0: THREE.Mesh
VikingShipObjects140_0: THREE.Mesh
VikingShipObjects141_0: THREE.Mesh
VikingShipObjects142_0: THREE.Mesh
VikingShipObjects143_0: THREE.Mesh
VikingShipObjects144_0: THREE.Mesh
VikingShipObjects145_0: THREE.Mesh
VikingShipObjects146_0: THREE.Mesh
VikingShipObjects147_0: THREE.Mesh
VikingShipObjects148_0: THREE.Mesh
VikingShipObjects149_0: THREE.Mesh
VikingShipObjects150_0: THREE.Mesh
VikingShipObjects151_0: THREE.Mesh
VikingShipObjects152_0: THREE.Mesh
VikingShipObjects153_0: THREE.Mesh
VikingShipObjects154_0: THREE.Mesh
VikingShipObjects155_0: THREE.Mesh
VikingShipObjects156_0: THREE.Mesh
VikingShipObjects157_0: THREE.Mesh
VikingShipObjects158_0: THREE.Mesh
VikingShipObjects159_0: THREE.Mesh
VikingShipObjects160_0: THREE.Mesh
VikingShipObjects161_0: THREE.Mesh
VikingShipObjects162_0: THREE.Mesh
VikingShipObjects163_0: THREE.Mesh
VikingShipObjects164_0: THREE.Mesh
VikingShipObjects165_0: THREE.Mesh
VikingShipObjects166_0: THREE.Mesh
VikingShipObjects167_0: THREE.Mesh
VikingShipObjects168_0: THREE.Mesh
VikingShipObjects169_0: THREE.Mesh
VikingShipObjects170_0: THREE.Mesh
VikingShipObjects171_0: THREE.Mesh
VikingShipObjects172_0: THREE.Mesh
VikingShipObjects173_0: THREE.Mesh
VikingShipObjects174_0: THREE.Mesh
VikingShipObjects175_0: THREE.Mesh
pCube119001_0: THREE.Mesh
pCube119002_0: THREE.Mesh
bench001_0: THREE.Mesh
bench002_0: THREE.Mesh
bench003_0: THREE.Mesh
bench004_0: THREE.Mesh
bench005_0: THREE.Mesh
bench006_0: THREE.Mesh
bench007_0: THREE.Mesh
bench008_0: THREE.Mesh
bench009_0: THREE.Mesh
bench010_0: THREE.Mesh
bench011_0: THREE.Mesh
archer_m_easy001_0: THREE.Mesh
Guest_m_3001_0: THREE.Mesh
Guest_m_4001_0: THREE.Mesh
Fireplace001_0: THREE.Mesh
VikingShipObjects176_0: THREE.Mesh
stall2001_0: THREE.Mesh
Throne_king001_0: THREE.Mesh
Throne_princess001_0: THREE.Mesh
Throne_queen001_0: THREE.Mesh
VikingShipObjects177_0: THREE.Mesh
VikingShipObjects178_0: THREE.Mesh
VikingShipObjects179_0: THREE.Mesh
VikingShipObjects180_0: THREE.Mesh
Fencing_Wood_Clean_3_AO018_0: THREE.Mesh
cup004002_0: THREE.Mesh
SFMC_geo12432_Main_grp001_0: THREE.Mesh
SFMC_geo12384_Main_grp001_0: THREE.Mesh
SFMC_geo12434_Main_grp001_0: THREE.Mesh
SFMC_geo12434_Main_grp002_0: THREE.Mesh
cup004003_0: THREE.Mesh
cup004004_0: THREE.Mesh
cup004005_0: THREE.Mesh
cup004006_0: THREE.Mesh
cup004007_0: THREE.Mesh
cup004008_0: THREE.Mesh
cup004009_0: THREE.Mesh
cup004010_0: THREE.Mesh
cup004011_0: THREE.Mesh
VikingShipObjects181_0: THREE.Mesh
VikingShipObjects182_0: THREE.Mesh
Guest_f_1001_0: THREE.Mesh
queen_posed001_0: THREE.Mesh
Guest_m_1001_0: THREE.Mesh
Guest_f_2001_0: THREE.Mesh
Guest_f_4001_0: THREE.Mesh
Guest_m_4002_0: THREE.Mesh
House_4_AO007_0: THREE.Mesh
Stones_3_AO015_0: THREE.Mesh
Stones_3_AO016_0: THREE.Mesh
mff_stone_0038_0: THREE.Mesh
mff_stone_0039_0: THREE.Mesh
House_3_AO004_0: THREE.Mesh
HouseBase_5_AO002_0: THREE.Mesh
['Deer-ver1001_0']: THREE.Mesh
['Deer-ver2001_0']: THREE.Mesh
['Sheep-ver3001_0']: THREE.Mesh
['Sheep-ver3002_0']: THREE.Mesh
['Sheep-ver3003_0']: THREE.Mesh
['Sheep-ver3004_0']: THREE.Mesh
['Sheep-ver3005_0']: THREE.Mesh
['Sheep-ver3006_0']: THREE.Mesh
SFMC_geo12435_Main_grp001_0: THREE.Mesh
SFMC_geo12435_Main_grp002_0: THREE.Mesh
SFMC_geo12435_Main_grp003_0: THREE.Mesh
archer_m_easy002_0: THREE.Mesh
Guest_m_3002_0: THREE.Mesh
Plane003_0: THREE.Mesh
['Bull-ver2001_0']: THREE.Mesh
['Bull-ver2002_0']: THREE.Mesh
Shed_AO003_0: THREE.Mesh
['Bull-ver1001_0']: THREE.Mesh
['Bull-ver3001_0']: THREE.Mesh
pCube13006_0: THREE.Mesh
pCube13007_0: THREE.Mesh
Paving_2_AO001_0: THREE.Mesh
Paving_3_AO005_0: THREE.Mesh
Paving_1_AO008_0: THREE.Mesh
Paving_2_AO002_0: THREE.Mesh
Paving_1_AO009_0: THREE.Mesh
Paving_4_AO007_0: THREE.Mesh
mff_stone_path_1004_0: THREE.Mesh
Shed_AO004_0: THREE.Mesh
Fencing_Wood_Clean_8_AO002_0: THREE.Mesh
Fencing_Wood_Clean_3_AO050_0: THREE.Mesh
Fencing_Wood_Clean_3_AO051_0: THREE.Mesh
Fencing_Wood_Clean_3_AO052_0: THREE.Mesh
Stones_1_AO018_0: THREE.Mesh
Fencing_Wood_Clean_8_AO003_0: THREE.Mesh
cup004001_0: THREE.Mesh
Fencing_Wood_Clean_3_AO053_0: THREE.Mesh
Fencing_Wood_Clean_3_AO054_0: THREE.Mesh
mff_tree_maple010_0: THREE.Mesh
mff_tree_pine_0010_0: THREE.Mesh
mff_tree_pine_1010_0: THREE.Mesh
Paving_2_AO003_0: THREE.Mesh
Paving_2_AO004_0: THREE.Mesh
Paving_4_AO008_0: THREE.Mesh
Paving_4_AO009_0: THREE.Mesh
Paving_2_AO005_0: THREE.Mesh
House_4_AO008_0: THREE.Mesh
Tower_3_AO004_0: THREE.Mesh
House_2_AO009_0: THREE.Mesh
Paving_4_AO010_0: THREE.Mesh
Paving_3_AO006_0: THREE.Mesh
Paving_2_AO006_0: THREE.Mesh
Paving_2_AO007_0: THREE.Mesh
Paving_2_AO008_0: THREE.Mesh
Plane004_0: THREE.Mesh
mff_stone_0040_0: THREE.Mesh
mff_stone_0041_0: THREE.Mesh
mff_stone_0042_0: THREE.Mesh
mff_stone_0043_0: THREE.Mesh
mff_stone_0044_0: THREE.Mesh
mff_stone_0045_0: THREE.Mesh
mff_stone_0046_0: THREE.Mesh
mff_stone_0047_0: THREE.Mesh
mff_stone_0048_0: THREE.Mesh
mff_stone_0049_0: THREE.Mesh
mff_stone_0050_0: THREE.Mesh
mff_stone_0051_0: THREE.Mesh
mff_stone_0052_0: THREE.Mesh
mff_stone_0053_0: THREE.Mesh
Sun_0: THREE.Mesh
Moon_0: THREE.Mesh
Stones_1_AO000_0: THREE.Mesh
VikingShipObjects002_0: THREE.Mesh
VikingShipObjects003_0: THREE.Mesh
SFMC_geo12384_Main_grp000_0: THREE.Mesh
SFMC_geo12384_Main_grp002_0: THREE.Mesh
Paving_3_AO000_0: THREE.Mesh
Paving_3_AO007_0: THREE.Mesh
Paving_1_AO000_0: THREE.Mesh
Paving_4_AO000_0: THREE.Mesh
CageMix_0: THREE.Mesh
CageMix_1: THREE.Mesh
mff_stone_path_0000_0: THREE.Mesh
pCube13003_0: THREE.Mesh
pCube13004_0: THREE.Mesh
pCube13008_0: THREE.Mesh
pCube13009_0: THREE.Mesh
mff_stone_0000_0: THREE.Mesh
mff_stone_0054_0: THREE.Mesh
mff_stone_0055_0: THREE.Mesh
mff_stone_0056_0: THREE.Mesh
mff_stone_0057_0: THREE.Mesh
stall2000_0: THREE.Mesh
Cube002_0: THREE.Mesh
bench000_0: THREE.Mesh
stall2002_0: THREE.Mesh
Cube003_0: THREE.Mesh
pCube13010_0: THREE.Mesh
mff_stone_0058_0: THREE.Mesh
Stones_4_AO000_0: THREE.Mesh
GolemArmature_rootJoint: THREE.Bone
}
materials: {
Wizard: THREE.MeshStandardMaterial
Objects: THREE.MeshStandardMaterial
['Material.007']: THREE.MeshStandardMaterial
['Material.012']: THREE.MeshStandardMaterial
medievalfantasyforest_unwrap: THREE.MeshStandardMaterial
House_4_AO_tex: THREE.MeshStandardMaterial
House_3_AO_tex: THREE.MeshStandardMaterial
House_1_AO_tex: THREE.MeshStandardMaterial
House_2_AO_tex: THREE.MeshStandardMaterial
Tower_tex_1: THREE.MeshStandardMaterial
StoneWall: THREE.MeshStandardMaterial
Tower_tex_2: THREE.MeshStandardMaterial
Material: THREE.MeshStandardMaterial
['Material.001']: THREE.MeshStandardMaterial
['Material.003']: THREE.MeshStandardMaterial
['Material.009']: THREE.MeshStandardMaterial
['well_material.001']: THREE.MeshStandardMaterial
['pulley_mat.001']: THREE.MeshStandardMaterial
['Material.012']: THREE.MeshStandardMaterial
['Material.013']: THREE.MeshStandardMaterial
['Material.017']: THREE.MeshStandardMaterial
['Material.008']: THREE.MeshStandardMaterial
Stone_Circle_Mat: THREE.MeshStandardMaterial
['Material.020']: THREE.MeshStandardMaterial
Tower_tex_3: THREE.MeshStandardMaterial
['Material.021']: THREE.MeshStandardMaterial
['Material.014']: THREE.MeshStandardMaterial
['Ravens.001']: THREE.MeshStandardMaterial
['Material.035']: THREE.MeshStandardMaterial
bench_mat: THREE.MeshStandardMaterial
['Material.033']: THREE.MeshStandardMaterial
['Material.026']: THREE.MeshStandardMaterial
['Material.025']: THREE.MeshStandardMaterial
['Material.037']: THREE.MeshStandardMaterial
['Material.038']: THREE.MeshStandardMaterial
['Material.036']: THREE.MeshStandardMaterial
['Material.034']: THREE.MeshStandardMaterial
['Material.032']: THREE.MeshStandardMaterial
['Material.024']: THREE.MeshStandardMaterial
['Material.028']: THREE.MeshStandardMaterial
['Material.031']: THREE.MeshStandardMaterial
['Material.029']: THREE.MeshStandardMaterial
['color.003']: THREE.MeshStandardMaterial
Water: THREE.MeshStandardMaterial
SunM: THREE.MeshStandardMaterial
MoonM: THREE.MeshStandardMaterial
}
}
const gltf = useGltf<GLTFResult>('/models/issum_the_town_on_capital_isle-transformed.glb', {
useDraco: true
})
const component = forwardEventHandlers()
</script>
<T
is={ref}
dispose={false}
{...$$restProps}
bind:this={$component}
>
{#await gltf}
<slot name="fallback" />
{:then gltf}
<T.Group rotation={[-Math.PI / 2, 0, 0]}>
<T.Group
position={[0.24123000000000003, -7.5024, 6.845809999999999]}
rotation={[0, 0, 0.15076272552981504]}
scale={[0.597234544881657, 0.597234544881657, 0.5972400000000001]}
>
<T is={gltf.nodes.GolemArmature_rootJoint} />
<T.SkinnedMesh
geometry={gltf.nodes.Golem_0.geometry}
material={gltf.materials['Material.012']}
skeleton={gltf.nodes.Golem_0.skeleton}
/>
</T.Group>
<T.Group
position={[1.4270599999999998, 18.33742, 7.4381900000000005]}
rotation={[0.025704200637448004, 0.12630121446799059, -0.04029270564498475]}
scale={[0.47847675680225055, 0.4784738593695585, 0.4784778500620484]}
>
<T.Mesh
geometry={gltf.nodes.Cylinder000_0.geometry}
material={gltf.materials['well_material.001']}
/>
<T.Mesh
geometry={gltf.nodes.Cylinder000_1.geometry}
material={gltf.materials['pulley_mat.001']}
/>
</T.Group>
<T.Group
position={[-10.94251, -4.27819, 12.269319999999999]}
scale={0.30000000000000004}
>
<T.Mesh
geometry={gltf.nodes['window-stone001_0'].geometry}
material={gltf.materials['Material.007']}
/>
<T.Mesh
geometry={gltf.nodes['window-stone001_1'].geometry}
material={gltf.materials['Material.007']}
/>
</T.Group>
<T.Group
position={[-10.045219999999999, -4.27819, 12.269319999999999]}
scale={0.30000000000000004}
>
<T.Mesh
geometry={gltf.nodes['window-stone002_0'].geometry}
material={gltf.materials['Material.007']}
/>
<T.Mesh
geometry={gltf.nodes['window-stone002_1'].geometry}
material={gltf.materials['Material.007']}
/>
</T.Group>
<T.Group
position={[-9.13283, -0.45482000000000006, 13.055530000000003]}
rotation={[0, 0, -2.638191576514229]}
scale={[0.29999534463054595, 0.29999534463054595, 0.30000000000000004]}
>
<T.Mesh
geometry={gltf.nodes['Castle-window-ver3001_0'].geometry}
material={gltf.materials['Material.007']}
/>
<T.Mesh
geometry={gltf.nodes['Castle-window-ver3001_1'].geometry}
material={gltf.materials['Material.007']}
/>
</T.Group>
<T.Group
position={[-8.70924, -0.3988500000000001, 12.48454]}
rotation={[0, 0, 2.7289493560180373]}
scale={[0.30000088083204024, 0.30000088083204024, 0.30000000000000004]}
>
<T.Mesh
geometry={gltf.nodes['Castle-window-ver3002_0'].geometry}
material={gltf.materials['Material.007']}
/>
<T.Mesh
geometry={gltf.nodes['Castle-window-ver3002_1'].geometry}
material={gltf.materials['Material.007']}
/>
</T.Group>
<T.Group
position={[-8.44754, -0.6200800000000001, 11.84146]}
rotation={[0, 0, 1.8129211579209186]}
scale={[0.3000008123322336, 0.3000008123322336, 0.30000000000000004]}
>
<T.Mesh
geometry={gltf.nodes['Castle-window-ver3003_0'].geometry}
material={gltf.materials['Material.007']}
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rotation={[1.769040690189169, 0.2651112003913234, -0.02061419101761312]}
scale={[0.3000030543177853, 0.2999986261635211, 0.300000104833315]}
/>
<T.Mesh
geometry={gltf.nodes.Tower_3_AO004_0.geometry}
material={gltf.materials.Tower_tex_3}
position={[6.2947299999999995, 13.916580000000002, 5.68605]}
rotation={[1.6993611664166741, -0.6198334239587472, -0.13927669352094751]}
scale={[0.30000231032443736, 0.2999978466589385, 0.3000025023228973]}
/>
<T.Mesh
geometry={gltf.nodes.House_2_AO009_0.geometry}
material={gltf.materials.House_2_AO_tex}
position={[5.3527, 14.69583, 6.03784]}
rotation={[1.6038260532131923, -0.6217220252099959, -0.20587257083771132]}
scale={[0.29999565680189444, 0.29999527479612087, 0.2999994804995502]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_4_AO010_0.geometry}
material={gltf.materials['Material.009']}
position={[8.2228, 13.487480000000001, 5.5351099999999995]}
rotation={[1.7807166858875336, 0.46454338396755207, 0.013123715784484699]}
scale={[0.46564850917832873, 0.46564165084322084, 0.4656425240460756]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_3_AO006_0.geometry}
material={gltf.materials['Material.009']}
position={[8.92946, 12.61793, 5.390529999999999]}
rotation={[2.111094030288314, 1.1069225980761113, -0.2938191517697228]}
scale={[0.1991963794851704, 0.19919595026003922, 0.19919243710542833]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_2_AO006_0.geometry}
material={gltf.materials['Material.009']}
position={[7.124059999999999, 15.08302, 5.933420000000001]}
rotation={[1.8378451890842284, 0.4847571589534638, 0.05105657351638929]}
scale={[0.32137957013475515, 0.36506841988865607, 0.32605240084992476]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_2_AO007_0.geometry}
material={gltf.materials['Material.009']}
position={[2.6477700000000004, 13.800680000000002, 6.47388]}
rotation={[-1.499473163500601, 0.33545264101096495, -2.9755337774001527]}
scale={[0.32137698206312165, 0.3650625773754413, 0.3260577390585907]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_2_AO008_0.geometry}
material={gltf.materials['Material.009']}
position={[3.83332, 15.453470000000001, 6.69027]}
rotation={[-1.5423809150390386, 1.0286642896806, -2.879594846993715]}
scale={[0.321386429084988, 0.36506143332321483, 0.326050799722988]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0040_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-3.98222, 8.86326, -34.14796]}
rotation={[-1.1289035165608416, -0.10850840439175344, 1.2152684249554586]}
scale={[1.91843085392724, 1.9184286828547994, 1.9184340872961991]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0041_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[1.9014999999999997, 2.2485100000000005, -35.05975]}
rotation={[-1.2484865455387384, 0.49868990280445513, -0.380913662663669]}
scale={[3.043456099124809, 3.0434603847758552, 3.04345511788822]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0042_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-10.668099999999999, 13.18677, -10.18654]}
rotation={[0.5981292204352455, 1.0194348493969798, 1.8693497844932343]}
scale={[4.780596021031268, 4.780610154739665, 4.780604961947807]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0043_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[10.984580000000001, 11.68699, -41.687]}
rotation={[2.961133245575055, 1.2060293015224217, 0.3808898529721505]}
scale={[3.774214054687412, 3.774213744371137, 3.774217635868393]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0044_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-22.931970000000003, -5.177969999999999, -39.32222]}
rotation={[0.14480856493432237, 0.8070861693657329, -2.8679806092933906]}
scale={[3.346568511490539, 3.2061810296051596, 4.54603858493304]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0045_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-6.54985, 5.60429, -38.379110000000004]}
rotation={[-2.9584751432253, 1.1983566957223277, -2.4920105208323493]}
scale={[5.599820063546685, 5.599826949370846, 5.599832166458206]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0046_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-4.668779999999999, -0.6670500000000001, -18.622539999999997]}
rotation={[-0.6504486215602484, 0.7504464544509396, 2.3274508621990346]}
scale={[2.0474567646228823, 4.649839768131801, 2.1317775965142327]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0047_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[21.432599999999997, 1.88974, -7.092099999999999]}
rotation={[-2.682609695027593, 1.1685865528076522, -0.3048141987134824]}
scale={[4.6641207146470816, 4.6641281837552455, 4.664124787235007]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0048_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[18.285019999999996, -0.53201, -14.92]}
rotation={[-0.3150725534791428, 0.011806547811795062, 1.9107919697793432]}
scale={[3.7543759846211455, 2.7057452891578686, 3.629139208765626]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0049_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[19.05882, 2.53879, -24.825419999999998]}
rotation={[-1.0954272201476167, -1.0338804616200254, 1.6932504158467223]}
scale={[1.638005328715386, 1.1804998325285778, 1.583365830691063]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0050_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[21.187980000000003, 4.378660000000001, -14.27929]}
rotation={[2.090643455585263, 0.07323811262996914, 0.6288231375239389]}
scale={[2.1502500564120446, 1.5496615020706943, 2.0785177533521333]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0051_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-5.180509999999999, -5.20638, -23.32821]}
rotation={[1.9764295028981953, -0.12084787220399278, -0.14639485240913197]}
scale={[2.5357582743826352, 1.8275007813131026, 2.4511712461800785]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0052_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-4.071270000000001, 4.924509999999999, -25.07475]}
rotation={[1.0822764139002614, -0.9901493436411251, 2.858079833677031]}
scale={[3.6095175378158224, 6.925456567129708, 3.769174567607608]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0053_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-0.5282, -9.429319999999999, -37.255520000000004]}
rotation={[-1.1289035165608416, -0.10850840439175344, 1.2152684249554586]}
scale={[1.91843085392724, 1.9184286828547994, 1.9184340872961991]}
/>
<T.Mesh
geometry={gltf.nodes.Stones_1_AO000_0.geometry}
material={gltf.materials['Material.013']}
position={[-4.031350000000001, 19.70438, 0.22754000000000005]}
rotation={[-Math.PI / 2, -0.7542926051798247, -Math.PI]}
scale={[0.5049700229716613, 0.50497, 0.5049700229716613]}
/>
<T.Mesh
geometry={gltf.nodes.VikingShipObjects002_0.geometry}
material={gltf.materials.Objects}
position={[24.59889, -4.6788, 0.7486500000000001]}
rotation={[0, 0, 0.641292001394969]}
scale={[0.21999853681331613, 0.21999853681331613, 0.22000000000000003]}
/>
<T.Mesh
geometry={gltf.nodes.VikingShipObjects003_0.geometry}
material={gltf.materials.Objects}
position={[24.788229999999995, -4.4176400000000005, 0.5997500000000001]}
rotation={[0.32886743785980904, -0.08973338302066447, 1.141038323612914]}
scale={[0.2199961486026517, 0.22000017568174807, 0.2199981679469172]}
/>
<T.Mesh
geometry={gltf.nodes.SFMC_geo12384_Main_grp000_0.geometry}
material={gltf.materials['Material.034']}
position={[25.183239999999998, -4.624999999999999, 0.46219]}
rotation={[1.6050861136641814, 0.5636924396277121, -0.03145143008616883]}
scale={[0.2522480931543388, 0.252247561930735, 0.25225125272236015]}
/>
<T.Mesh
geometry={gltf.nodes.SFMC_geo12384_Main_grp002_0.geometry}
material={gltf.materials['Material.034']}
position={[25.098619999999997, -4.57294, 0.6335200000000001]}
rotation={[1.617874112384116, -0.6378504487576784, -0.04254523666982905]}
scale={[0.25225104420001915, 0.25224804379816307, 0.2522537623108921]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_3_AO000_0.geometry}
material={gltf.materials['Material.009']}
position={[2.7907100000000002, 12.31178, 6.4307300000000005]}
rotation={[1.5293273019566296, 0.051279972594367215, -0.02712031073155662]}
scale={[0.34060256296745633, 0.3406075533513607, 0.340600177921269]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_3_AO007_0.geometry}
material={gltf.materials['Material.009']}
position={[2.96536, 11.253400000000001, 6.475340000000001]}
rotation={[-1.662118763112539, -0.012127701677777885, 3.0939985766069347]}
scale={[0.3406005726654024, 0.3406057037103168, 0.340604295480841]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_1_AO000_0.geometry}
material={gltf.materials['Material.009']}
position={[3.26174, 10.13583, 6.6756400000000005]}
rotation={[1.4306656545626162, 0.01742000946238554, 0.07279056540894933]}
scale={[0.2628058315563032, 0.2627987954690813, 0.26280544610034245]}
/>
<T.Mesh
geometry={gltf.nodes.Paving_4_AO000_0.geometry}
material={gltf.materials['Material.009']}
position={[3.4233100000000003, 9.20647, 6.746640000000001]}
rotation={[-1.6111085280931952, -1.4291466162654112, 3.113544626743795]}
scale={[0.3936484873589635, 0.3936439642621236, 0.39364425462592495]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_path_0000_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[5.6786200000000004, 16.25882, 6.328119999999999]}
rotation={[0.24453887780853908, 0.31881073606181287, 0.05121784915354801]}
scale={[0.539540462708776, 0.5395355433148034, 0.5395391235119099]}
/>
<T.Mesh
geometry={gltf.nodes.pCube13003_0.geometry}
material={gltf.materials['Ravens.001']}
position={[-3.55807, 18.20667, 2.36903]}
rotation={[1.462668571360679, -0.5456170516663447, -0.06998487352939166]}
scale={[0.24425543289761234, 0.244254143260662, 0.24425602019192896]}
/>
<T.Mesh
geometry={gltf.nodes.pCube13004_0.geometry}
material={gltf.materials['Ravens.001']}
position={[-2.7609100000000004, 21.593719999999998, 11.39116]}
rotation={[0.9551187485970681, 1.4158545053142195, 0.8446363255906243]}
scale={[0.33312668671242784, 0.33312863896699124, 0.3331307800249026]}
/>
<T.Mesh
geometry={gltf.nodes.pCube13008_0.geometry}
material={gltf.materials['Ravens.001']}
position={[-5.365609999999999, 19.918529999999997, 9.565850000000001]}
rotation={[-1.2412011678278505, -0.6572344179122358, 3.0779951245801827]}
scale={[0.33312795634710696, 0.33312469151955704, 0.3331320032659727]}
/>
<T.Mesh
geometry={gltf.nodes.pCube13009_0.geometry}
material={gltf.materials['Ravens.001']}
position={[-3.30958, 18.47065, 10.78572]}
rotation={[1.4722769842027765, -0.4369059832253562, 0.1928411043257969]}
scale={[0.3331286196051009, 0.3331277355610007, 0.33312663448004287]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0000_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-1.0078599999999998, 4.449210000000001, -10.296109999999999]}
rotation={[-1.5954060324513104, 1.0245789274971355, -0.8473421996557665]}
scale={[5.250163675600979, 5.250177127792928, 11.134664957770395]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0054_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-7.030670000000001, 10.190389999999999, -15.82803]}
rotation={[2.2124039113102114, 0.5468788527425436, 0.4036569793099467]}
scale={[4.407627360394706, 3.1765306626255003, 4.260590956956557]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0055_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-11.76686, 17.769129999999997, -26.23468]}
rotation={[0.42609368391449404, 1.3674363917431247, 2.9864815159290314]}
scale={[1.3741495509950872, 1.3741518667891115, 1.37415648082742]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0056_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-5.097709999999999, 17.710850000000004, -42.04396]}
rotation={[-2.3396296118043756, 0.8473508402528975, -1.0284025809703576]}
scale={[5.031239675189407, 4.646905426851292, 4.150419032483347]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0057_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-11.46411, 2.65514, -31.239970000000003]}
rotation={[-1.1289035165608416, -0.10850840439175344, 1.2152684249554586]}
scale={[1.91843085392724, 1.9184286828547994, 1.9184340872961991]}
/>
<T.Mesh
geometry={gltf.nodes.stall2000_0.geometry}
material={gltf.materials['Material.038']}
position={[-11.16085, 8.56286, 10.80662]}
rotation={[0, 0, -1.822389834989188]}
scale={[0.33086707209995986, 0.1973943565556017, 0.005750000000000001]}
/>
<T.Mesh
geometry={gltf.nodes.Cube002_0.geometry}
material={gltf.materials['Material.021']}
position={[-12.30799, 8.82912, 10.92759]}
rotation={[-0.026879778878156724, -0.04451469726621928, -1.8319123109278452]}
scale={[0.3341494441114635, 0.1993566063615651, 0.005808028925547807]}
/>
<T.Mesh
geometry={gltf.nodes.bench000_0.geometry}
material={gltf.materials.bench_mat}
position={[-10.68225, 13.15029, 10.569830000000001]}
rotation={[-0.00025762155472142866, 0.03086856799291037, -1.4293953231599617]}
scale={[0.6084422906899225, 0.608438991271927, 0.608439920205767]}
/>
<T.Mesh
geometry={gltf.nodes.stall2002_0.geometry}
material={gltf.materials['Material.038']}
position={[-13.640609999999999, 9.237819999999997, 10.94143]}
rotation={[0, 0, -1.822389834989188]}
scale={[0.33086707209995986, 0.1973943565556017, 0.005750000000000001]}
/>
<T.Mesh
geometry={gltf.nodes.Cube003_0.geometry}
material={gltf.materials['Material.021']}
position={[-13.246599999999999, 10.42804, 10.93605]}
rotation={[0.0013347583816534863, 0.049738535046051593, 1.2070870639179117]}
scale={[0.33415188058725637, 0.1993492234747856, 0.0058072540843328024]}
/>
<T.Mesh
geometry={gltf.nodes.pCube13010_0.geometry}
material={gltf.materials['Ravens.001']}
position={[2.11861, 10.78678, 8.06301]}
rotation={[0.9956311430879919, -1.4091087674736607, -0.6383100873902238]}
scale={[0.24425339485869998, 0.24425868520893998, 0.24425880741541342]}
/>
<T.Mesh
geometry={gltf.nodes.mff_stone_0058_0.geometry}
material={gltf.materials.medievalfantasyforest_unwrap}
position={[-8.46981, -10.27973, -41.89605]}
rotation={[1.9499138160924363, 0.04870612187235052, -0.9092388199019273]}
scale={[6.359770908609838, 5.03917689114006, 5.651939499570037]}
/>
<T.Mesh
geometry={gltf.nodes.Stones_4_AO000_0.geometry}
material={gltf.materials['Material.013']}
position={[1.59116, -22.782769999999996, 0.22938000000000003]}
rotation={[Math.PI / 2, -0.6696872568774412, 0]}
scale={[1.7716733962274198, 1.7716800000000001, 1.7716733962274198]}
/>
</T.Group>
{:catch error}
<slot
name="error"
{error}
/>
{/await}
<slot {ref} />
</T>
<script lang="ts">
import { T, useTask } from '@threlte/core'
import { PlaneGeometry, RepeatWrapping, TextureLoader, Vector3 } from 'three'
import { Water } from 'three/examples/jsm/objects/Water.js'
import { DEG2RAD } from 'three/src/math/MathUtils.js'
const waterGeometry = new PlaneGeometry(10000, 10000)
const water = new Water(waterGeometry, {
textureWidth: 1024,
textureHeight: 1024,
waterNormals: new TextureLoader().load('/textures/waternormals.jpg', function (texture) {
texture.wrapS = texture.wrapT = RepeatWrapping
texture.needsUpdate = true
}),
sunDirection: new Vector3(),
waterColor: 0x001e0f,
distortionScale: 1.7
})
water.rotation.x = -DEG2RAD * 90
water.material.uniforms['size'].value = 1000
useTask((delta) => {
water.material.uniforms['time'].value += delta
})
</script>
<T is={water} />
How does it work?
The hook is used to render a scene onto a texture, using it in a shader. The WebGLRenderTarget texture from useFBO hook is used in the scope where a vignette and lens distortion effects are applied and a reticle is added.
Scene setup
The scene is constructed using two free models sourced from Sketchfab: a piece of terrain and a scope model. These models are converted into Svelte components using the Threlte gltf CLI tool tool.
The scope model is attached directly to the <PerspectiveCamera>
so that both move in sync with
the user’s mouse movements. A circular mesh is positioned as a child of the scope and serves as an eyepiece -
this is where the custom ShaderMaterial is used for simulating the view through the scope.
Control over the scope - activation, movement and pointer-lock toggling — is managed within a Controls.svelte
file.
Rendering the scene to a texture
The useFBO hook is used to prepare a render target for the scope’s view texture. Given that the scope’s viewport occupies only a fraction of the full screen, the texture’s resolution is appropriately downscaled to conserve resources.
A useTask
hook is used to render the scene onto this target:
const renderTarget = useFBO($size.width * 0.5, $size.height * 0.5, {
samples: 8
})
let scope: Group
useTask(() => {
if (!scope || !$scoping) return
const cam = $camera as PerspectiveCamera
scope.visible = false
cam.fov = $zoomedFov
cam.updateProjectionMatrix()
cam.matrixWorldNeedsUpdate = true
renderer.setRenderTarget(renderTarget)
renderer.render(scene, cam)
renderer.setRenderTarget(null)
cam.fov = baseFov
cam.updateProjectionMatrix()
scope.visible = true
})
Here’s what happens step by step:
- The scope’s visibility is set to
false
to prevent it from appearing in the texture capture. - The camera’s field of view (
fov
) is adjusted, and its projection matrix is updated to apply current zoom level. - The renderer’s target is switched to the one created by the useFBO hook.
- The scene is rendered from the perspective of the adjusted camera.
- The renderer’s target is reset to
null
for rendering to the screen again, and the camera’s FOV is restored to its original setting, with the scope becoming visible again.
Scope shader
The shader for the scope’s view employs two textures: the rendered scene texture and a reticle image.
Inside the shader:
- UV adjustment: To accommodate different screen sizes and the circular shape of the scope, UV coordinates are adjusted for proper mapping of the view texture onto the scope.
- Cubic lens distortion: The scene texture is distorted using a cubic lens effect to simulate the optical characteristics of a real scope.
- Vignetting: A vignette effect is applied to the distorted scene texture, darkening the edges around the scope.
- Crosshair overlay: The reticle texture is blended with the modified scene texture, adding the crosshair overlay to the scope’s view.