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Fixes #39 Scene lighting needs improvement #85
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angleStep | ||
) | ||
}, | ||
target: { |
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99% of the time, the robot will be at the origin, so we can probably remove these
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// Hemisphere light controls | ||
this.controls.lights.hemisphere = { | ||
skyColor: hemisphereFolder.addColor(hemisphereSettings, 'SkyColor'), |
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For the text displayed in the GUI, make the labels separate words
Sky Color
@@ -51,6 +53,9 @@ export class URDFControls extends GUI { | |||
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this._jointsFolder = this.addFolder('Joints'); | |||
this._jointsFolder.domElement.setAttribute('class', 'dg joints-folder'); | |||
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this._lightsFolder = this.addFolder('Lights'); |
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Since there exists a Scene
folder already that affects some of the lights, it makes more sense to add the new folders to Scene
instead of creating a new Lights
folder.
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Also, since Joints
is the main priority and now that the gui is getting longer, the folders should be reorganized in this order.
- Joints
- Workspace
- Scene
This PR adds a Lights folder to give the user the option to manually control the lighting parameters for the three different light sources (Directional, Ambient and Hemispherical) as well as to visualize them using helpers.
For this, there was a need to modify the base CSS class to accommodate the new folder and add make the control panel scrollable and its close button visible.
This way, the user can adjust the lighting settings to their needs depending on the model being viewed.
I also tweaked the initial settings for the lighting to give the models a more "realistic" feel with better contrast and shadows.
For models that are completely white (like the Panda model), changing the background color of the scene (as lighting will have a much less important effect here) is a good solution that improves the contrast and visibility of the object.