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255 lines
6.8 KiB
JavaScript
255 lines
6.8 KiB
JavaScript
THREE.BoxGeometry.prototype.from = function(arr) {
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/*
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vertices[0] //south east up
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vertices[1] //north east up
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vertices[2] //south east down
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vertices[3] //north east down
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vertices[4] //north west up
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vertices[5] //south west up
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vertices[6] //north west down
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vertices[7] //south west down
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*/
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//X
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this.vertices[4].setX(arr[0])
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this.vertices[5].setX(arr[0])
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this.vertices[6].setX(arr[0])
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this.vertices[7].setX(arr[0])
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//Y
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this.vertices[2].setY(arr[1])
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this.vertices[3].setY(arr[1])
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this.vertices[6].setY(arr[1])
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this.vertices[7].setY(arr[1])
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//Z
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this.vertices[1].setZ(arr[2])
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this.vertices[3].setZ(arr[2])
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this.vertices[4].setZ(arr[2])
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this.vertices[6].setZ(arr[2])
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this.verticesNeedUpdate = true
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}
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THREE.BoxGeometry.prototype.to = function(arr) {
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//X
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this.vertices[0].setX(arr[0])
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this.vertices[1].setX(arr[0])
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this.vertices[2].setX(arr[0])
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this.vertices[3].setX(arr[0])
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//Y
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this.vertices[0].setY(arr[1])
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this.vertices[1].setY(arr[1])
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this.vertices[4].setY(arr[1])
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this.vertices[5].setY(arr[1])
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//Z
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this.vertices[0].setZ(arr[2])
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this.vertices[2].setZ(arr[2])
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this.vertices[5].setZ(arr[2])
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this.vertices[7].setZ(arr[2])
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this.verticesNeedUpdate = true
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}
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Object.assign( THREE.Euler.prototype, {
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setFromDegreeArray: function ( arr, invert ) {
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this._x = Math.degToRad(arr[0]) * (invert ? -1 : 1);
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this._y = Math.degToRad(arr[1]) * (invert ? -1 : 1);
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this._z = Math.degToRad(arr[2]) * (invert ? -1 : 1);
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this._onChangeCallback();
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return this;
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}
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})
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THREE.Euler.prototype.inverse = function () {
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var q = new THREE.Quaternion();
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return function inverse() {
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return this.setFromQuaternion( q.setFromEuler( this ).inverse() );
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};
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}();
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THREE.Vector3.prototype.removeEuler = function (euler) {
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return function removeEuler(euler) {
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var inverse = new THREE.Euler().copy(euler).inverse();
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this.applyEuler(inverse)
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return this;
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};
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}();
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THREE.Vector3.prototype.toString = function() {
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return `${this.x}, ${this.y}, ${this.z}`
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}
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var GridBox = function( from, to, size, material) {
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var vertices = [];
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function getVector2(arr, axis) {
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switch (axis) {
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case 0: return [arr[1], arr[2]]; break;
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case 1: return [arr[0], arr[2]]; break;
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case 2: return [arr[0], arr[1]]; break;
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}
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}
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function addVector(u, v, axis, w) {
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switch (axis) {
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case 0: vertices.push(w, u, v); break;
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case 1: vertices.push(u, w, v); break;
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case 2: vertices.push(u, v, w); break;
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}
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}
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for (var axis = 0; axis < 3; axis++) {
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var start = getVector2(from, axis)
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var end = getVector2(to, axis)
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var steps = getVector2(size, axis)
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for (var side = 0; side < 2; side++) {
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var w = side ? from[axis] : to[axis]
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//lines
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var step = Math.abs( (end[1]-start[1]) / steps[1] );
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if (step < 0.0625) step = 0.0625;
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for (var line = start[1]; line <= end[1]; line += step) {
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addVector(start[0], line, axis, w)
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addVector(end[0], line, axis, w)
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}
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//Columns
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var step = Math.abs( (end[0]-start[0]) / steps[0] );
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if (step < 0.0625) step = 0.0625;
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for (var col = start[0]; col <= end[0]; col += step) {
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addVector(col, start[1], axis, w)
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addVector(col, end[1], axis, w)
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}
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}
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}
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var geometry = new THREE.BufferGeometry();
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geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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material = material || new THREE.LineBasicMaterial( { color: gizmo_colors.grid } );
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THREE.LineSegments.call( this, geometry, material );
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}
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GridBox.prototype = Object.assign( Object.create( THREE.LineSegments.prototype ), {
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constructor: GridBox,
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copy: function ( source ) {
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THREE.LineSegments.prototype.copy.call( this, source );
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this.geometry.copy( source.geometry );
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this.material.copy( source.material );
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return this;
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},
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clone: function () {
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return new this.constructor().copy( this );
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}
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} );
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THREE.GridBox = GridBox
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THREE.Object3D.prototype.toScreenPosition = function(camera, canvas)
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{
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var vector = new THREE.Vector3();
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var widthHalf = 0.5*canvas.width;
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var heightHalf = 0.5*canvas.height;
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this.updateMatrixWorld();
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vector.setFromMatrixPosition(this.matrixWorld);
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vector.project(camera);
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vector.x = ( vector.x * widthHalf ) + widthHalf;
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vector.y = - ( vector.y * heightHalf ) + heightHalf;
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vector.divideScalar(window.devicePixelRatio);
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return {
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x: vector.x,
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y: vector.y
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};
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};
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THREE.AxesHelper = function( size ) {
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size = size || 1;
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var vertices = [
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0, 0, 0, size, 0, 0,
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0, 0, 0, 0, size, 0,
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0, 0, 0, 0, 0, size
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];
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var c = gizmo_colors
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var colors = [
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c.r.r, c.r.g, c.r.b, c.r.r, c.r.g, c.r.b,
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c.g.r, c.g.g, c.g.b, c.g.r, c.g.g, c.g.b,
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c.b.r, c.b.g, c.b.b, c.b.r, c.b.g, c.b.b,
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]
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var geometry = new THREE.BufferGeometry();
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
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THREE.LineSegments.call( this, geometry, material );
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}
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THREE.AxesHelper.prototype = Object.create( THREE.LineSegments.prototype );
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THREE.AxesHelper.prototype.constructor = THREE.AxesHelper;
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THREE.GridHelper = class GridHelper extends THREE.LineSegments {
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constructor( size, divisions, color1, color2 ) {
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size = size || 10;
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divisions = divisions || 10;
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color1 = new THREE.Color( color1 !== undefined ? color1 : 0x444444 );
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color2 = new THREE.Color( color2 !== undefined ? color2 : 0x888888 );
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const center = divisions / 2;
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const step = size / divisions;
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const halfSize = size / 2;
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const vertices = [], colors = [];
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for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
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vertices.push( - halfSize, 0, k, halfSize, 0, k );
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vertices.push( k, 0, - halfSize, k, 0, halfSize );
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const color = i === center ? color1 : color2;
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color.toArray( colors, j ); j += 3;
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color.toArray( colors, j ); j += 3;
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color.toArray( colors, j ); j += 3;
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color.toArray( colors, j ); j += 3;
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}
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var geometry = new THREE.BufferGeometry();
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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const material = new THREE.LineBasicMaterial( { color: color1, toneMapped: false } );
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super( geometry, material );
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this.type = 'GridHelper';
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}
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}
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THREE.NormalX = new THREE.Vector3(1, 0, 0);
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THREE.NormalY = new THREE.Vector3(0, 1, 0);
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THREE.NormalZ = new THREE.Vector3(0, 0, 1);
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THREE.fastWorldPosition = (object, vec) => {
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if (!vec) {
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vec = new THREE.Vector3();
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} else {
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vec.set(0, 0, 0);
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}
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object.localToWorld(vec);
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return vec;
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}
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