Class: ThreeEnvironmentPort
Defined in: threejs-environment/src/environment-port.ts:118
Applies an environment to a scene.
Every method takes the whole slot, or null to remove it. The director
calls a method ONLY when that slot's value actually changed, so an adapter
may treat each call as "this is new, act on it" and does not need to diff.
That matters on IWSDK, where applying a change means setting _needsUpdate
and re-running a system.
Implements
Constructors
Constructor
new ThreeEnvironmentPort(scene: Scene, options?: ThreeEnvironmentPortOptions): ThreeEnvironmentPort;
Defined in: threejs-environment/src/environment-port.ts:153
Parameters
| Parameter | Type |
|---|---|
scene | Scene |
options | ThreeEnvironmentPortOptions |
Returns
ThreeEnvironmentPort
Accessors
root
Get Signature
get root(): Group;
Defined in: threejs-environment/src/environment-port.ts:167
The group holding everything this port created. Read-only in practice.
Returns
Group
Methods
applyAmbient()
applyAmbient(light: AmbientLightSpec | null): void;
Defined in: threejs-environment/src/environment-port.ts:248
Parameters
| Parameter | Type |
|---|---|
light | AmbientLightSpec | null |
Returns
void
Implementation of
applyFog()
applyFog(fog: FogSpec | null): void;
Defined in: threejs-environment/src/environment-port.ts:224
Parameters
| Parameter | Type |
|---|---|
fog | FogSpec | null |
Returns
void
Implementation of
applyIbl()
applyIbl(ibl: IblSpec | null): void;
Defined in: threejs-environment/src/environment-port.ts:308
The environment map: what shiny things reflect, and what lights everything the key light does not.
Three kinds, three routes. A gradient is the same generated equirect the sky uses, regenerated in place across a transition. An image is loaded once and swapped in when it lands. A room is three.js's own RoomEnvironment, which has to be prefiltered by a renderer this port does not have - so it is used when the app supplied a prefilter, and approximated with a neutral ramp when it did not.
Parameters
| Parameter | Type |
|---|---|
ibl | IblSpec | null |
Returns
void
Implementation of
applyKeyLight()
applyKeyLight(light: KeyLightSpec | null): void;
Defined in: threejs-environment/src/environment-port.ts:266
Parameters
| Parameter | Type |
|---|---|
light | KeyLightSpec | null |
Returns
void
Implementation of
applyLightEstimation()
applyLightEstimation(estimation:
| ResolvedLightEstimation
| null): void;
Defined in: threejs-environment/src/environment-port.ts:462
Light estimation, straight from WebXR rather than through XREstimatedLight.
The probe is requested here and read in update, and each reading becomes plain specs the director lays over the ambient, key and ibl slots. Doing it this way means an app can read the estimate, blend it, or ignore it - none of which is possible when the estimate is two lights in a Group that only the renderer can see.
Parameters
| Parameter | Type |
|---|---|
estimation | | ResolvedLightEstimation | null |
Returns
void
Implementation of
EnvironmentPort.applyLightEstimation
applyOcclusion()
applyOcclusion(spec: OcclusionSpec | null): void;
Defined in: threejs-environment/src/environment-port.ts:394
Real-world depth occlusion, through three.js's own depth sensing.
three.js has done this since r158: when the session grants gpu-optimized depth, WebXRManager reads the depth texture each frame and WebGLRenderer draws a full-screen occlusion mesh before everything else. There is nothing left for this port to render, so its whole job is to decide whether the request can be served and to say so out loud.
Everything it refuses, it refuses with a reason. Depth that is silently absent looks exactly like depth that is working on a scene with nothing in front of the user, which is why the reports exist at all.
Parameters
| Parameter | Type |
|---|---|
spec | OcclusionSpec | null |
Returns
void
Implementation of
EnvironmentPort.applyOcclusion
applySky()
applySky(sky: SkySpec | null): void;
Defined in: threejs-environment/src/environment-port.ts:171
Parameters
| Parameter | Type |
|---|---|
sky | SkySpec | null |
Returns
void
Implementation of
dispose()
dispose(): void;
Defined in: threejs-environment/src/environment-port.ts:547
Release anything the port created. Optional.
Returns
void
Implementation of
observe()
observe(host: EnvironmentPortHost): () => void;
Defined in: threejs-environment/src/environment-port.ts:374
Hand the port the object it talks back through.
Called once, at construction, before anything is applied. The returned
function is called on dispose. This is the ONLY inbound path: see
sensing.ts for why there is one and why it carries what it does.
Parameters
| Parameter | Type |
|---|---|
host | EnvironmentPortHost |
Returns
() => void
Implementation of
update()
update(): void;
Defined in: threejs-environment/src/environment-port.ts:542
Poll the two things the host will not push.
Called by the director's own update, so an app that already ticks the director gets this for free, and one that does not gets a scene that never occludes - which the reports will say.
Returns
void