366 tris0,10 × 0,69 × 0,30 m
Utiliser dans le code
Remixer dans l’éditeurwall-torch.js · 152 lignes
Module ES autonome — ne dépend que de three. Appelez la fonction factory et ajoutez le groupe à votre scène.
/**
* Torch — Codels 3D model library
* License: CC0-1.0 · Units: meters · Y-up · Front: +Z · Origin: center of the base (y = 0)
* Triangles: 366 · Size (W × H × D): 0.10 × 0.69 × 0.30 m
*
* Usage:
* import { createWallTorch } from './wall-torch.js';
*
* const model = createWallTorch();
* model.position.set(0, 0, 0);
* scene.add(model);
*/
import * as THREE from 'three';
const deg = THREE.MathUtils.degToRad;
// Deterministic vertex displacement (organic low-poly look).
function jitter(geometry, amount, seed) {
const pos = geometry.attributes.position;
const h = (a, b, c, s) => {
let x = Math.imul(a, 73856093) ^ Math.imul(b, 19349663) ^ Math.imul(c, 83492791) ^ Math.imul(s, 2654435761);
x = Math.imul(x ^ (x >>> 16), 2246822507);
x = Math.imul(x ^ (x >>> 13), 3266489909);
return ((x ^ (x >>> 16)) >>> 0) / 4294967295 - 0.5;
};
for (let i = 0; i < pos.count; i++) {
const x = pos.getX(i), y = pos.getY(i), z = pos.getZ(i);
const qx = Math.round(x * 1000), qy = Math.round(y * 1000), qz = Math.round(z * 1000);
pos.setXYZ(i, x + h(qx, qy, qz, seed) * 2 * amount, y + h(qx, qy, qz, seed + 1) * 2 * amount, z + h(qx, qy, qz, seed + 2) * 2 * amount);
}
pos.needsUpdate = true;
geometry.computeVertexNormals();
return geometry;
}
export function createWallTorch() {
const root = new THREE.Group();
root.name = 'WallTorch';
// Materials
const woodMat = new THREE.MeshStandardMaterial({ name: 'wood', color: 0x8a5a32, roughness: 0.85, flatShading: true });
const woodDarkMat = new THREE.MeshStandardMaterial({ name: 'woodDark', color: 0x5e3b20, roughness: 0.9, flatShading: true });
const wrapMat = new THREE.MeshStandardMaterial({ name: 'wrap', color: 0x3a2a20, roughness: 1, flatShading: true });
const ropeMat = new THREE.MeshStandardMaterial({ name: 'rope', color: 0xa07a4c, roughness: 0.95, flatShading: true });
const ironMat = new THREE.MeshStandardMaterial({ name: 'iron', color: 0x4a4d54, roughness: 0.5, metalness: 0.5, flatShading: true });
const flameOuterMat = new THREE.MeshStandardMaterial({ name: 'flameOuter', color: 0xff570f, roughness: 1, emissive: 0xff570f, emissiveIntensity: 1.3, flatShading: true });
const flameMidMat = new THREE.MeshStandardMaterial({ name: 'flameMid', color: 0xff8a1e, roughness: 1, emissive: 0xff8a1e, emissiveIntensity: 1.7, flatShading: true });
const flameCoreMat = new THREE.MeshStandardMaterial({ name: 'flameCore', color: 0xffd384, roughness: 1, emissive: 0xffd384, emissiveIntensity: 2, flatShading: true });
// Shared geometries
const cylinderGeo = new THREE.CylinderGeometry(0.01, 0.01, 0.006, 6);
// Parts
const wallTorch = new THREE.Group();
wallTorch.name = 'wallTorch';
wallTorch.position.set(0, 0, -0.15);
root.add(wallTorch);
const wallPlate = new THREE.Mesh(new THREE.BoxGeometry(0.09, 0.2, 0.014), ironMat);
wallPlate.name = 'wallPlate';
wallPlate.position.set(0, 0.14, 0.007);
wallTorch.add(wallPlate);
const rivet = new THREE.Mesh(cylinderGeo, woodDarkMat);
rivet.name = 'rivet';
rivet.position.set(0, 0.07, 0.016);
rivet.rotation.set(deg(90), 0, 0);
wallTorch.add(rivet);
const rivet2 = new THREE.Mesh(cylinderGeo, woodDarkMat);
rivet2.name = 'rivet';
rivet2.position.set(0, 0.21, 0.016);
rivet2.rotation.set(deg(90), 0, 0);
wallTorch.add(rivet2);
const arm = new THREE.Mesh(new THREE.BoxGeometry(0.022, 0.022, 0.1), ironMat);
arm.name = 'arm';
arm.position.set(0, 0.15, 0.06);
wallTorch.add(arm);
const strut = new THREE.Mesh(new THREE.BoxGeometry(0.018, 0.09, 0.018), ironMat);
strut.name = 'strut';
strut.position.set(0, 0.1, 0.05);
strut.rotation.set(deg(-40), 0, 0);
wallTorch.add(strut);
const collar = new THREE.Mesh(new THREE.TorusGeometry(0.036, 0.009, 5, 10), ironMat);
collar.name = 'collar';
collar.position.set(0, 0.17, 0.11);
collar.rotation.set(deg(70), 0, 0);
wallTorch.add(collar);
const torch = new THREE.Group();
torch.name = 'torch';
torch.position.set(0, 0, 0.0481);
torch.rotation.set(deg(20), 0, 0);
wallTorch.add(torch);
const handle = new THREE.Mesh(new THREE.CylinderGeometry(0.024, 0.017, 0.42, 6), woodMat);
handle.name = 'handle';
handle.position.set(0, 0.21, 0);
torch.add(handle);
const head = new THREE.Mesh(new THREE.CylinderGeometry(0.042, 0.03, 0.1, 7), wrapMat);
head.name = 'head';
head.position.set(0, 0.42, 0);
torch.add(head);
const band = new THREE.Mesh(new THREE.CylinderGeometry(0.044, 0.044, 0.016, 7), ropeMat);
band.name = 'band';
band.position.set(0, 0.393, 0);
torch.add(band);
const band2 = new THREE.Mesh(new THREE.CylinderGeometry(0.046, 0.046, 0.016, 7), ropeMat);
band2.name = 'band';
band2.position.set(0, 0.448, 0);
torch.add(band2);
const flame = new THREE.Group();
flame.name = 'flame';
flame.position.set(0, 0.47, 0);
torch.add(flame);
const flameBase = new THREE.Mesh(new THREE.IcosahedronGeometry(0.048, 0), flameMidMat);
flameBase.name = 'flameBase';
flameBase.position.set(0, 0.03, 0);
flameBase.scale.set(1, 0.8, 1);
flame.add(flameBase);
const flameBack = new THREE.Mesh(jitter(new THREE.ConeGeometry(0.052, 0.24, 6), 0.008, 2), flameOuterMat);
flameBack.name = 'flameBack';
flameBack.position.set(0, 0.13, -0.012);
flameBack.rotation.set(deg(-6), 0, 0);
flame.add(flameBack);
const tongueL = new THREE.Mesh(new THREE.ConeGeometry(0.032, 0.14, 5), flameOuterMat);
tongueL.name = 'tongueL';
tongueL.position.set(-0.03, 0.09, 0.006);
tongueL.rotation.set(0, 0, deg(18));
flame.add(tongueL);
const tongueR = new THREE.Mesh(new THREE.ConeGeometry(0.03, 0.13, 5), flameMidMat);
tongueR.name = 'tongueR';
tongueR.position.set(0.032, 0.085, 0.004);
tongueR.rotation.set(0, 0, deg(-16));
flame.add(tongueR);
const flameMid = new THREE.Mesh(jitter(new THREE.ConeGeometry(0.04, 0.17, 6), 0.006, 5), flameMidMat);
flameMid.name = 'flameMid';
flameMid.position.set(0.004, 0.1, 0.016);
flameMid.rotation.set(deg(8), 0, deg(-4));
flame.add(flameMid);
const flameCore = new THREE.Mesh(new THREE.ConeGeometry(0.026, 0.1, 5), flameCoreMat);
flameCore.name = 'flameCore';
flameCore.position.set(0, 0.065, 0.034);
flameCore.rotation.set(deg(10), 0, 0);
flame.add(flameCore);
root.traverse((o) => {
if (o.isMesh) {
o.castShadow = true;
o.receiveShadow = true;
}
});
return root;
}
export default createWallTorch;
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