Scope with zoom
This example shows how to utilize the 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> <Canvas> <Scene /> </Canvas> <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></div>
<style> ul { position: absolute; top: 1rem; left: 1rem; } div { height: 100%; }</style><script lang="ts" 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 { dom, camera } = useThrelte()
// Pointer lock with unadjusted movement: https://github.com/slightlyoff/unadjusted_pointer_lock_explainer const requestPointerLock = (myTargetElement: HTMLElement) => { const promise = myTargetElement.requestPointerLock({ unadjustedMovement: true })
if (!promise) { console.log('disabling mouse acceleration is not supported, locking pointer without it') return }
return promise.then().catch((error) => { console.log(error) }) }
let pointerLocked = $state(false)
/* Zoom in and out with mousewheel. I used a passive listener on the dom element because in the docs we show examples as an iframe. Its interaction with locking pointer was causing the page to scroll etc. */ dom.addEventListener( 'wheel', (e) => { if (pointerLocked) { e.preventDefault() e.stopPropagation() e.stopImmediatePropagation() zoomedFov.set(clamp($zoomedFov + e.deltaY * 0.05, 0.5, baseFov * 0.5)) } }, { passive: false } )
let mouseSensitivity = $derived(0.00008 * clamp($zoomedFov * 0.5, 1, 20))
let phi = $state(0) let theta = $state(-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() })
$effect(() => { const onchange = () => { pointerLocked = document.pointerLockElement ? true : false }
document.addEventListener('pointerlockchange', onchange) return () => document.removeEventListener('pointerlockchange', onchange) })</script>
<svelte:document onkeydown={(e) => { if (e.key === 's') scoping.set(!$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)) }} onclick={() => { if (!pointerLocked) { requestPointerLock(dom) } }} onmousemove={({ 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> {#snippet children({ ref })} <LensView scope={ref} /> {/snippet} </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()
interface Props { scope: Group }
let { scope = $bindable() }: Props = $props()
// render scene at a lower resolution but multiple samples for antialiasing const renderTarget = useFBO({ size: { width: $size.width * 0.5, height: $size.height * 0.5 }, samples: 8 })
let aspect = $derived($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/gltfCommand: npx @threlte/gltf@2.0.1 scope.glbAuthor: 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-v2-907abe0a96e243b3b83b6abe47f681b7Title: Sniper Scope NightForce_V2-->
<script lang="ts"> import { Group, type Vector3Tuple } from 'three' import { T } 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' import type { Snippet } from 'svelte'
interface Props { children?: Snippet<[{ ref: Group }]> }
let { children }: Props = $props()
const group = new Group()
const gltf = useGltf('/models/scope.glb')
const rotationX = tweened(-3) const position: Tweened<Vector3Tuple> = tweened([0.4, -0.15, -1])
$effect.pre(() => { if ($scoping) { rotationX.set(0) position.set([0, 0, -0.496]) } else { rotationX.set(-3) position.set([0.4, -0.15, -1]) } })</script>
<T is={group} dispose={false} scale={0.02} position={$position} rotation.y={DEG2RAD * $rotationX}> {#await gltf then { nodes, materials }} <T.Mesh geometry={nodes.Object_2.geometry} material={materials.initialShadingGroup} rotation={[-Math.PI / 2, 0, 0]} /> {/await}
{@render children?.({ ref: group })}</T>varying vec2 vUv;
uniform sampler2D viewTexture;uniform sampler2D reticleTexture;uniform float aspect;
// https://www.shadertoy.com/view/4lSGRwvec2 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/gltfCommand: 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-9Author: 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-1467f79dc22e46c49e68a688865e9f70Title: duck floaty-->
<script lang="ts"> import type * as THREE from 'three' import { T } from '@threlte/core' import { useGltf, InstancedMeshes, useDraco } from '@threlte/extras'
type GLTFResult = { nodes: { Object_4: THREE.Mesh Object_6: THREE.Mesh } materials: { bill: THREE.MeshStandardMaterial duck_body: THREE.MeshStandardMaterial } }
const dracoLoader = useDraco() const gltf = useGltf<GLTFResult>('/models/duck_floaty-transformed.glb', { dracoLoader })
const duckSpread = 200</script>
<T.Group dispose={false} frustumCulled={false}> {#await gltf} <slot name="fallback" /> {:then gltf} <InstancedMeshes meshes={gltf.nodes}> {#snippet children({ components: { Object_4, Object_6 } })} {#each { length: 200 } as _} {@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} {/snippet} </InstancedMeshes> {/await}</T.Group><!--Auto-generated by: https://github.com/threlte/threlte/tree/main/packages/gltfCommand: 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-9Author: 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-e433923a64d549fabb2d30635d643ab6Title: Issum, The town on Capital Isle-->
<script lang="ts"> import type * as THREE from 'three' import { Group } from 'three' import { T, type Props } from '@threlte/core' import { useGltf, useDraco } from '@threlte/extras'
type $$Props = Props<THREE.Group>
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 dracoLoader = useDraco() const gltf = useGltf<GLTFResult>('/models/issum_the_town_on_capital_isle-transformed.glb', { dracoLoader })</script>
<T is={ref} dispose={false} {...$$restProps}> {#await gltf 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']} /> <T.Mesh geometry={gltf.nodes['Castle-window-ver3003_1'].geometry} material={gltf.materials['Material.007']} /> </T.Group> <T.Group position={[-11.668389999999999, -0.6200800000000001, 11.84146]} rotation={[0, 0, 1.8129211579209186]} scale={[0.3000008123322336, 0.3000008123322336, 0.30000000000000004]} > <T.Mesh geometry={gltf.nodes['Castle-window-ver3004_0'].geometry} material={gltf.materials['Material.007']} /> <T.Mesh geometry={gltf.nodes['Castle-window-ver3004_1'].geometry} material={gltf.materials['Material.007']} /> </T.Group> <T.Group position={[-11.93009, -0.3988500000000001, 12.48454]} rotation={[0, 0, 2.7289493560180373]} scale={[0.30000088083204024, 0.30000088083204024, 0.30000000000000004]} > <T.Mesh geometry={gltf.nodes['Castle-window-ver3005_0'].geometry} material={gltf.materials['Material.007']} /> <T.Mesh geometry={gltf.nodes['Castle-window-ver3005_1'].geometry} material={gltf.materials['Material.007']} /> </T.Group> <T.Group position={[-12.353680000000002, -0.45482000000000006, 13.055530000000003]} rotation={[0, 0, -2.638191576514229]} scale={[0.29999534463054595, 0.29999534463054595, 0.30000000000000004]} > <T.Mesh geometry={gltf.nodes['Castle-window-ver3006_0'].geometry} material={gltf.materials['Material.007']} /> <T.Mesh 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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, 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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> {/await}</T><script lang="ts"> import { T, useTask } from '@threlte/core' import { PlaneGeometry, RepeatWrapping, TextureLoader, Vector3, MathUtils, Uniform } from 'three' import { Water } from 'three/examples/jsm/objects/Water.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 = -MathUtils.DEG2RAD * 90
const uniforms = water.material.uniforms as { size: Uniform<number> } uniforms.size.value = 1000
useTask((delta) => { uniforms.size.value += delta })</script>
<T is={water} />How does it work?
Section titled “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
Section titled “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
Section titled “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
falseto 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
nullfor rendering to the screen again, and the camera’s FOV is restored to its original setting, with the scope becoming visible again.
Scope shader
Section titled “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.