add atmpshere
This commit is contained in:
204
atmosphere/src/App.jsx
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204
atmosphere/src/App.jsx
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import React, { useEffect, useRef, Suspense } from 'react';
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import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
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import { VRMLoaderPlugin, VRMUtils } from '@pixiv/three-vrm';
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import { createVRMAnimationClip, VRMAnimationLoaderPlugin } from '@pixiv/three-vrm-animation';
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import { AnimationMixer, Vector3 } from 'three';
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import { OrbitControls, PerspectiveCamera } from '@react-three/drei';
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import { EffectComposer, ToneMapping } from '@react-three/postprocessing';
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import { ToneMappingMode } from 'postprocessing';
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import * as THREE from 'three';
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// Takram Libraries
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import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f';
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import { Clouds, CloudLayer } from '@takram/three-clouds/r3f';
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// --- Constants ---
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const VRM_URL = '/ai.vrm';
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const VRMA_URL = '/fly.vrma';
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const EARTH_RADIUS = 6378137;
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// ★追加: 時刻を「2024年6月21日 12:00 (正午)」に固定するためのDateオブジェクト
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// 季節によって太陽高度が変わるため、夏至の昼を選んでおくと最も明るくなります。
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const FIXED_DATE = new Date('2024-06-21T12:00:00');
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// ---------------------------------------------------------
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// Scene 1: Atmosphere (奥・リアルスケール・HDR設定)
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// ---------------------------------------------------------
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// 明るさ調整用のコンポーネント
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function ExposureController() {
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const { gl } = useThree();
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useEffect(() => {
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// Takramのライブラリは物理単位の光量を扱うため、
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// 露出を劇的に上げる必要があります。
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gl.toneMapping = THREE.NoToneMapping;
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gl.toneMappingExposure = 10.0;
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}, [gl]);
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return null;
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}
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function AtmosphereLayer() {
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const cameraRef = useRef();
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return (
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<Canvas>
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<ExposureController />
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<PerspectiveCamera
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makeDefault
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ref={cameraRef}
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position={[0, EARTH_RADIUS + 2000, 0]}
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near={1}
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far={10000000}
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fov={45}
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/>
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{/* 太陽: 真上(正午) + 強度アップ */}
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<directionalLight
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position={[0, 1, 0]}
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intensity={3.0}
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/>
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{/* ★修正: date={FIXED_DATE} を渡して時間を固定 */}
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<Atmosphere date={FIXED_DATE}>
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<EffectComposer multisampling={0} disableNormalPass={false}>
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<Clouds disableDefaultLayers>
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<CloudLayer
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channel='r'
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altitude={1500}
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height={500}
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densityScale={0.5}
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/>
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<CloudLayer
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channel='g'
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altitude={2500}
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height={800}
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/>
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<CloudLayer
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channel='b'
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altitude={7500}
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height={500}
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densityScale={0.003}
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shapeAmount={0.4}
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/>
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</Clouds>
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<AerialPerspective sky sunLight skyLight />
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{/* 重要: AGXトーンマッピングで、高い露出でも色を綺麗にまとめる */}
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<ToneMapping mode={ToneMappingMode.AGX} />
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</EffectComposer>
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</Atmosphere>
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<FlyOverCamera />
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</Canvas>
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);
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}
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function FlyOverCamera() {
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useFrame((state) => {
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const t = state.clock.getElapsedTime() * 0.05;
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const altitude = 2000;
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const radius = 5000;
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state.camera.position.x = Math.sin(t) * radius;
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state.camera.position.z = Math.cos(t) * radius;
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state.camera.position.y = EARTH_RADIUS + altitude;
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const lookAtTarget = new Vector3(
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Math.sin(t + 0.1) * radius,
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EARTH_RADIUS + altitude,
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Math.cos(t + 0.1) * radius
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);
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state.camera.lookAt(lookAtTarget);
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});
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return null;
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}
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// ---------------------------------------------------------
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// Scene 2: Avatar (手前・ローカルスケール)
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// ---------------------------------------------------------
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function VrmCharacter() {
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const mixerRef = useRef(null);
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const vrmRef = useRef(null);
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const gltf = useLoader(GLTFLoader, VRM_URL, (loader) => {
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loader.register((parser) => new VRMLoaderPlugin(parser));
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});
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const vrma = useLoader(GLTFLoader, VRMA_URL, (loader) => {
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loader.register((parser) => new VRMAnimationLoaderPlugin(parser));
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});
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useEffect(() => {
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const vrm = gltf.userData.vrm;
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vrmRef.current = vrm;
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VRMUtils.removeUnnecessaryJoints(vrm.scene);
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vrm.humanoid.resetPose();
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vrm.scene.rotation.y = Math.PI;
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if (vrma.userData.vrmAnimations?.[0]) {
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const clip = createVRMAnimationClip(vrma.userData.vrmAnimations[0], vrm);
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mixerRef.current = new AnimationMixer(vrm.scene);
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mixerRef.current.clipAction(clip).play();
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}
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}, [gltf, vrma]);
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useFrame((state, delta) => {
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mixerRef.current?.update(delta);
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vrmRef.current?.update(delta);
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});
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return <primitive object={gltf.scene} />;
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}
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function AvatarLayer() {
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return (
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<Canvas gl={{ alpha: true, antialias: true }}>
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<PerspectiveCamera makeDefault position={[0, 1.5, 3]} fov={30} />
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{/* キャラのライティングは背景とは独立して、キャラが映える設定にする */}
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<directionalLight position={[-1, 1, 1]} intensity={1.5} />
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<ambientLight intensity={1.0} />
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<spotLight position={[0, 2, -2]} intensity={3} color="#ffdcb4" />
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<Suspense fallback={null}>
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<VrmCharacter />
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</Suspense>
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<OrbitControls target={[0, 1.2, 0]} />
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</Canvas>
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);
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}
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// ---------------------------------------------------------
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// Main App
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// ---------------------------------------------------------
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export default function App() {
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const layerStyle = {
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position: 'absolute',
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top: 0,
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left: 0,
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width: '100%',
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height: '100%',
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};
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return (
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<div style={{ position: 'relative', width: '100vw', height: '100vh', background: '#000' }}>
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{/* Layer 0: Atmosphere (明るさ補正済み) */}
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<div style={{ ...layerStyle, zIndex: 0 }}>
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<AtmosphereLayer />
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</div>
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{/* Layer 1: Avatar */}
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<div style={{ ...layerStyle, zIndex: 1, pointerEvents: 'none' }}>
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<div style={{ width: '100%', height: '100%', pointerEvents: 'auto' }}>
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<AvatarLayer />
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</div>
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</div>
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</div>
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);
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}
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9
atmosphere/src/main.jsx
Normal file
9
atmosphere/src/main.jsx
Normal file
@@ -0,0 +1,9 @@
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import React from 'react'
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import ReactDOM from 'react-dom/client'
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import App from './App'
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ReactDOM.createRoot(document.getElementById('root')).render(
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<React.StrictMode>
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<App />
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</React.StrictMode>,
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)
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