mirror of
https://github.com/JannisX11/blockbench.git
synced 2024-11-27 04:21:46 +08:00
4c9d9acd5d
Implement mesh painting grid, close #1014 Implement mesh mirror painting, close #1013 Fix issue displaying mesh without faces Implement mesh UV mirroring
1106 lines
27 KiB
JavaScript
1106 lines
27 KiB
JavaScript
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function getRescalingFactor(angle) {
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switch (Math.abs(angle)) {
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case 0:
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return 1.4142
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break;
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case 22.5:
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return 1.127
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break;
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case 67.5:
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return 1.127
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break;
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case 45:
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return 1.4142
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break;
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default:
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return 1;
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break;
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}
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}
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const Reusable = {
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vec1: new THREE.Vector3(),
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vec2: new THREE.Vector3(),
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vec3: new THREE.Vector3(),
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vec4: new THREE.Vector3(),
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vec5: new THREE.Vector3(),
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vec6: new THREE.Vector3(),
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vec7: new THREE.Vector3(),
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vec8: new THREE.Vector3(),
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quat1: new THREE.Quaternion(),
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quat2: new THREE.Quaternion(),
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}
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const Canvas = {
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outlineMaterial: new THREE.LineBasicMaterial({
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linewidth: 2,
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transparent: true,
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color: gizmo_colors.outline
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}),
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meshOutlineMaterial: new THREE.LineBasicMaterial({
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linewidth: 2,
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//color: gizmo_colors.outline,
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vertexColors: true
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}),
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meshVertexMaterial: new THREE.PointsMaterial({size: 7, sizeAttenuation: false, vertexColors: true}),
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wireframeMaterial: new THREE.MeshBasicMaterial({
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color: gizmo_colors.wire,
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wireframe: true
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}),
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solidMaterial: (function() {
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var vertShader = `
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attribute float highlight;
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uniform bool SHADE;
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varying float light;
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varying float lift;
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float AMBIENT = 0.1;
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float XFAC = -0.05;
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float ZFAC = 0.05;
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void main()
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{
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if (SHADE) {
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vec3 N = normalize( vec3( modelViewMatrix * vec4(normal, 0.0) ) );
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light = (0.2 + abs(N.z) * 0.8) * (1.0-AMBIENT) + N.x*N.x * XFAC + N.y*N.y * ZFAC + AMBIENT;
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} else {
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light = 1.0;
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}
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if (highlight == 2.0) {
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lift = 0.3;
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} else if (highlight == 1.0) {
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lift = 0.12;
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} else {
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lift = 0.0;
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}
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}`
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var fragShader = `
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#ifdef GL_ES
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precision ${isApp ? 'highp' : 'mediump'} float;
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#endif
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uniform bool SHADE;
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uniform float BRIGHTNESS;
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uniform vec3 base;
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varying float light;
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varying float lift;
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void main(void)
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{
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gl_FragColor = vec4(lift + base * light * BRIGHTNESS, 1.0);
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if (lift > 0.1) {
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gl_FragColor.b = gl_FragColor.b * 1.16;
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gl_FragColor.g = gl_FragColor.g * 1.04;
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}
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if (lift > 0.2) {
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gl_FragColor.r = gl_FragColor.r * 0.6;
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gl_FragColor.g = gl_FragColor.g * 0.7;
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}
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}`
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return new THREE.ShaderMaterial({
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uniforms: {
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SHADE: {type: 'bool', value: settings.shading.value},
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BRIGHTNESS: {type: 'bool', value: settings.brightness.value / 50},
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base: {value: gizmo_colors.solid}
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},
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vertexShader: vertShader,
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fragmentShader: fragShader,
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side: THREE.DoubleSide
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});
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})(),
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normalHelperMaterial: (function() {
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var vertShader = `
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attribute float highlight;
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uniform bool SHADE;
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varying float light;
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varying float lift;
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float AMBIENT = 0.1;
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float XFAC = -0.05;
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float ZFAC = 0.05;
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void main()
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{
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if (SHADE) {
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vec3 N = normalize( vec3( modelViewMatrix * vec4(normal, 0.0) ) );
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light = (0.2 + abs(N.z) * 0.8) * (1.0-AMBIENT) + N.x*N.x * XFAC + N.y*N.y * ZFAC + AMBIENT;
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} else {
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light = 1.0;
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}
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if (highlight == 2.0) {
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lift = 0.3;
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} else if (highlight == 1.0) {
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lift = 0.12;
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} else {
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lift = 0.0;
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}
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}`
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var fragShader = `
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#ifdef GL_ES
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precision ${isApp ? 'highp' : 'mediump'} float;
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#endif
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varying float light;
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varying float lift;
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void main(void)
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{
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if (gl_FrontFacing) {
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gl_FragColor = vec4(vec3(0.20, 0.68, 0.32) * light, 1.0);
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} else {
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gl_FragColor = vec4(vec3(0.76, 0.21, 0.20) * light, 1.0);
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}
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if (lift > 0.1) {
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gl_FragColor.r = gl_FragColor.r * 1.16;
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gl_FragColor.g = gl_FragColor.g * 1.16;
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gl_FragColor.b = gl_FragColor.b * 1.16;
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}
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if (lift > 0.2) {
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if (gl_FrontFacing) {
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gl_FragColor.r = gl_FragColor.r * 0.8;
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gl_FragColor.g = gl_FragColor.g * 0.9;
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gl_FragColor.b = gl_FragColor.g * 1.5;
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} else {
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gl_FragColor.r = gl_FragColor.r * 0.9;
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gl_FragColor.g = gl_FragColor.g * 2.0;
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gl_FragColor.b = gl_FragColor.g * 3.0;
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}
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}
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}`
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return new THREE.ShaderMaterial({
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uniforms: {
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SHADE: {type: 'bool', value: settings.shading.value}
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},
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vertexShader: vertShader,
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fragmentShader: fragShader,
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side: THREE.DoubleSide
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});
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})(),
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emptyMaterials: (function() {
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var img = new Image()
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img.src = 'assets/missing.png'
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var tex = new THREE.Texture(img)
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img.tex = tex;
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img.tex.magFilter = THREE.NearestFilter
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img.tex.minFilter = THREE.NearestFilter
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img.tex.wrapS = img.tex.wrapT = THREE.RepeatWrapping;
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img.onload = function() {
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this.tex.needsUpdate = true;
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}
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var vertShader = `
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attribute float highlight;
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uniform bool SHADE;
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varying vec2 vUv;
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varying float light;
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varying float lift;
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float AMBIENT = 0.5;
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float XFAC = -0.15;
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float ZFAC = 0.05;
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void main()
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{
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if (SHADE) {
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vec3 N = normalize( vec3( modelMatrix * vec4(normal, 0.0) ) );
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float yLight = (1.0+N.y) * 0.5;
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light = yLight * (1.0-AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
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} else {
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light = 1.0;
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}
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if (highlight == 2.0) {
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lift = 0.22;
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} else if (highlight == 1.0) {
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lift = 0.1;
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} else {
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lift = 0.0;
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}
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vUv = uv;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}`
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var fragShader = `
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#ifdef GL_ES
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precision ${isApp ? 'highp' : 'mediump'} float;
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#endif
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uniform sampler2D map;
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uniform bool SHADE;
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uniform float BRIGHTNESS;
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uniform vec3 base;
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varying vec2 vUv;
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varying float light;
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varying float lift;
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void main(void)
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{
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vec4 color = texture2D(map, vUv);
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gl_FragColor = vec4(lift + color.rgb * base * light * BRIGHTNESS, 1.0);
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if (lift > 0.2) {
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gl_FragColor.r = gl_FragColor.r * 0.6;
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gl_FragColor.g = gl_FragColor.g * 0.7;
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}
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}`
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return markerColors.map(function(color, i) {
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return new THREE.ShaderMaterial({
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uniforms: {
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map: {type: 't', value: tex},
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SHADE: {type: 'bool', value: settings.shading.value},
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BRIGHTNESS: {type: 'bool', value: settings.brightness.value / 50},
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base: {value: new THREE.Color().set(color.pastel)}
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},
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vertexShader: vertShader,
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fragmentShader: fragShader,
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side: THREE.DoubleSide
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})
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})
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})(),
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transparentMaterial: new THREE.MeshBasicMaterial({visible: false, name: 'invisible'}),
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gridMaterial: new THREE.LineBasicMaterial({color: gizmo_colors.grid}),
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face_order: ['east', 'west', 'up', 'down', 'south', 'north'],
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temp_vectors: [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
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setup() {
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//Light
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Sun = new THREE.AmbientLight( 0xffffff );
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Sun.name = 'sun'
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scene.add(Sun);
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Sun.intensity = 0.5
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lights = new THREE.Object3D()
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lights.name = 'lights'
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lights.top = new THREE.DirectionalLight();
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lights.top.name = 'light_top'
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lights.top.position.set(0, 100, 0)
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lights.add(lights.top);
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lights.top.intensity = 0.41
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lights.bottom = new THREE.DirectionalLight();
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lights.bottom.name = 'light_bottom'
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lights.bottom.position.set(0, -100, 0)
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lights.add(lights.bottom);
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lights.bottom.intensity = -0.02
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lights.north = new THREE.DirectionalLight();
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lights.north.name = 'light_north'
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lights.north.position.set(0, 0, -100)
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lights.add(lights.north);
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lights.south = new THREE.DirectionalLight();
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lights.south.name = 'light_south'
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lights.south.position.set(0, 0, 100)
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lights.add(lights.south);
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lights.north.intensity = lights.south.intensity = 0.3
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lights.west = new THREE.DirectionalLight();
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lights.west.name = 'light_west'
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lights.west.position.set(-100, 0, 0)
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lights.add(lights.west);
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lights.east = new THREE.DirectionalLight();
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lights.east.name = 'light_east'
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lights.east.position.set(100, 0, 0)
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lights.add(lights.east);
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lights.west.intensity = lights.east.intensity = 0.1
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updateShading()
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var img = new Image();
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img.src = 'assets/north.png';
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var tex = new THREE.Texture(img);
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img.tex = tex;
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img.tex.magFilter = THREE.NearestFilter;
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img.tex.minFilter = THREE.NearestFilter;
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img.onload = function() {
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this.tex.needsUpdate = true;
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}
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Canvas.northMarkMaterial = new THREE.MeshBasicMaterial({
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map: tex,
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transparent: true,
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side: THREE.DoubleSide,
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alphaTest: 0.2
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})
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/*
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// Vertex gizmos
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var vertex_img = new Image();
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vertex_img.src = 'assets/vertex.png';
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vertex_img.tex = new THREE.Texture(vertex_img);
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vertex_img.tex.magFilter = THREE.NearestFilter;
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vertex_img.tex.minFilter = THREE.NearestFilter;
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vertex_img.onload = function() {
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this.tex.needsUpdate = true;
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}
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Canvas.meshVertexMaterial.map = vertex_img.tex;
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Canvas.meshVertexMaterial.transparent = true;
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*/
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//Rotation Pivot
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var helper1 = new THREE.AxesHelper(2)
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var helper2 = new THREE.AxesHelper(2)
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helper1.rotation.x = Math.PI / 1
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helper2.rotation.x = Math.PI / -1
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helper2.rotation.y = Math.PI / 1
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helper2.scale.y = -1
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rot_origin.add(helper1)
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rot_origin.add(helper2)
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rot_origin.rotation.reorder('ZYX')
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rot_origin.base_scale = new THREE.Vector3(1, 1, 1);
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rot_origin.no_export = true;
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setupGrid = true;
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},
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//Misc
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raycast(event) {
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var preview = Canvas.getHoveredPreview()
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if (preview) {
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return preview.raycast(event)
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} else {
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return false
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}
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},
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getHoveredPreview() {
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var canvas = $('.preview canvas:hover').get(0);
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return canvas ? canvas.preview : Preview.selected;
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},
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withoutGizmos(cb) {
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function editVis(edit) {
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edit(three_grid)
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edit(Canvas.side_grids.x)
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edit(Canvas.side_grids.z)
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edit(Transformer)
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edit(Canvas.outlines)
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edit(rot_origin)
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edit(Vertexsnap.line)
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edit(Animator.motion_trail)
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Outliner.selected.forEach(element => {
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let {mesh} = element;
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if (element.selected && mesh.outline) edit(mesh.outline);
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if (mesh.grid_box) edit(mesh.grid_box);
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})
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}
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editVis(obj => {
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obj.was_visible = obj.visible
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obj.visible = false
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})
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var ground_anim_before = ground_animation
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if (display_mode && ground_animation) {
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ground_animation = false
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}
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updateCubeHighlights(null, true);
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try {
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cb()
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} catch(err) {
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console.error(err)
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}
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editVis(obj => {
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obj.visible = obj.was_visible
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delete obj.was_visible
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})
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if (display_mode && ground_anim_before) {
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ground_animation = ground_anim_before
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}
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updateCubeHighlights();
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},
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/**
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*
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* @param {object} options
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* @param {array} options.elements Elements to update
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* @param {object} options.element_aspects
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* @param {boolean} options.element_aspects.transform Update the element transformation
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* @param {boolean} options.element_aspects.geometry Update the element geometry
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* @param {boolean} options.element_aspects.faces Update the element faces and texture
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* @param {boolean} options.element_aspects.uv Update the element UV mapping
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* @param {boolean} options.element_aspects.visibility Update the element visibility
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* @param {boolean} options.element_aspects.painting_grid Update the painting grid
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* @param {array} options.groups Groups to update
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* @param {object} options.group_aspects Which parts of the group to update
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* @param {boolean} options.group_aspects.transform Update the group transformation and geometry
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*/
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updateView(options) {
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if (options.elements) {
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let aspects = options.element_aspects || {};
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options.elements.forEach(element => {
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let update_all = !options.element_aspects || (aspects.visibility && element.visibility && !element.mesh.visible);
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let controller = element.constructor.preview_controller
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if (aspects.transform || update_all) {
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controller.updateTransform(element);
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}
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if (aspects.geometry || update_all) {
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if (controller.updateGeometry) controller.updateGeometry(element);
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}
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if (aspects.faces || update_all) {
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if (controller.updateFaces) controller.updateFaces(element);
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}
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if ((aspects.uv || update_all)) {
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if (controller.updateUV) controller.updateUV(element);
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}
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if ((aspects.painting_grid || update_all) && Modes.paint && settings.painting_grid.value) {
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if (controller.updatePaintingGrid) controller.updatePaintingGrid(element);
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}
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if (aspects.visibility || update_all) {
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if (controller.updateVisibility) controller.updateVisibility(element);
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}
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})
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}
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if (options.groups) {
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Canvas.updateAllBones(options.groups)
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}
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if (options.selection) {
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updateSelection();
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}
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},
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//Main updaters
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clear() {
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var objects = []
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scene.traverse(function(s) {
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if (s.isElement === true || s.isGroup === true) {
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objects.push(s)
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}
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})
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for (var uuid in Project.nodes_3d) {
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var mesh = Project.nodes_3d[uuid];
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objects.safePush(mesh);
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}
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objects.forEach(function(s) {
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if (s.parent) {
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s.parent.remove(s)
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}
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if (s.geometry) s.geometry.dispose()
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if (s.outline && s.outline.geometry) s.outline.geometry.dispose()
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delete Project.nodes_3d[s.name]
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})
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},
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updateAll() {
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updateNslideValues()
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Canvas.updateView({
|
|
elements: Outliner.elements,
|
|
groups: Group.all,
|
|
selection: true,
|
|
})
|
|
},
|
|
updateAllPositions(leave_selection) {
|
|
updateNslideValues()
|
|
Canvas.updateView({
|
|
elements: Outliner.elements,
|
|
element_aspects: {
|
|
transform: true,
|
|
geometry: true,
|
|
}
|
|
})
|
|
if (leave_selection !== true) {
|
|
updateSelection()
|
|
}
|
|
},
|
|
updateVisibility() {
|
|
Canvas.updateView({elements: Outliner.elements, element_aspects: {visibility: true}})
|
|
},
|
|
updateAllFaces(texture) {
|
|
Outliner.elements.forEach(function(obj) {
|
|
if (obj.faces || obj instanceof TextureMesh) {
|
|
var used = true;
|
|
if (texture && obj.faces && !Format.single_texture) {
|
|
used = false;
|
|
for (var face in obj.faces) {
|
|
if (obj.faces[face].getTexture() == texture) {
|
|
used = true;
|
|
}
|
|
}
|
|
}
|
|
if (used === true) {
|
|
obj.preview_controller.updateFaces(obj);
|
|
if (Project.view_mode === 'textured' && obj.preview_controller.updateUV) {
|
|
obj.preview_controller.updateUV(obj);
|
|
}
|
|
}
|
|
}
|
|
})
|
|
},
|
|
updateAllUVs() {
|
|
if (Project.view_mode !== 'textured') return;
|
|
Canvas.updateView({elements: Outliner.elements, element_aspects: {uv: true}});
|
|
return;
|
|
},
|
|
getRenderSide() {
|
|
if (settings.render_sides.value == 'auto') {
|
|
var side = Format.id === 'java_block' ? THREE.FrontSide : THREE.DoubleSide;
|
|
if (display_mode) {
|
|
if (['thirdperson_righthand', 'thirdperson_lefthand', 'head'].includes(display_slot)) {
|
|
side = THREE.DoubleSide;
|
|
}
|
|
}
|
|
return side;
|
|
} else if (settings.render_sides.value == 'front') {
|
|
return THREE.FrontSide;
|
|
} else {
|
|
return THREE.DoubleSide;
|
|
}
|
|
},
|
|
updateRenderSides() {
|
|
var side = Canvas.getRenderSide();
|
|
ModelProject.all.forEach(project => {
|
|
project.textures.forEach(function(t) {
|
|
var mat = Project.materials[t.uuid]
|
|
if (mat) {
|
|
mat.side = side
|
|
}
|
|
})
|
|
})
|
|
if (Canvas.layered_material) {
|
|
Canvas.layered_material.side = side;
|
|
}
|
|
if (Canvas.solidMaterial) {
|
|
Canvas.solidMaterial.side = side;
|
|
}
|
|
Canvas.emptyMaterials.forEach(function(mat) {
|
|
mat.side = side
|
|
})
|
|
},
|
|
updatePositions(leave_selection) {
|
|
updateNslideValues()
|
|
var arr = selected.slice()
|
|
if (Format.bone_rig && Group.selected) {
|
|
Group.selected.forEachChild(obj => {
|
|
if (obj instanceof OutlinerElement) {
|
|
arr.safePush(obj)
|
|
}
|
|
})
|
|
if (arr.length === selected.length) {
|
|
Canvas.updateAllBones()
|
|
}
|
|
}
|
|
Canvas.updateView({elements: arr, element_aspects: {transform: true, geometry: true}})
|
|
if (leave_selection !== true) {
|
|
TickUpdates.selection = true;
|
|
}
|
|
},
|
|
updateSelectedFaces() {
|
|
Cube.selected.forEach(function(obj) {
|
|
if (obj.visibility == true) {
|
|
obj.preview_controller.updateFaces(obj);
|
|
obj.preview_controller.updateUV(obj);
|
|
}
|
|
})
|
|
},
|
|
updateUVs() {
|
|
Outliner.selected.forEach(function(obj) {
|
|
if (obj.preview_controller.updateUV) {
|
|
obj.preview_controller.updateUV(obj);
|
|
}
|
|
})
|
|
},
|
|
outlineObjects(arr) {
|
|
arr.forEach(function(obj) {
|
|
if (!obj.visibility) return;
|
|
var mesh = obj.mesh;
|
|
if (!mesh || !mesh.geometry) return;
|
|
|
|
var copy = mesh.outline.clone();
|
|
copy.geometry = mesh.outline.geometry.clone();
|
|
|
|
THREE.fastWorldPosition(mesh, copy.position);
|
|
copy.position.sub(scene.position);
|
|
copy.rotation.setFromQuaternion(mesh.getWorldQuaternion(new THREE.Quaternion()));
|
|
mesh.getWorldScale(copy.scale);
|
|
|
|
copy.name = obj.uuid+'_ghost_outline';
|
|
Canvas.outlines.add(copy);
|
|
})
|
|
},
|
|
updateAllBones(bones = Group.all) {
|
|
|
|
bones.forEach((obj) => {
|
|
let bone = obj.mesh
|
|
if (bone) {
|
|
|
|
bone.rotation.reorder('ZYX');
|
|
bone.rotation.setFromDegreeArray(obj.rotation);
|
|
bone.position.fromArray(obj.origin);
|
|
bone.scale.x = bone.scale.y = bone.scale.z = 1;
|
|
|
|
if (obj.parent.type === 'group') {
|
|
|
|
bone.position.x -= obj.parent.origin[0];
|
|
bone.position.y -= obj.parent.origin[1];
|
|
bone.position.z -= obj.parent.origin[2];
|
|
|
|
var parent_bone = obj.parent.mesh;
|
|
parent_bone.add(bone);
|
|
} else {
|
|
Project.model_3d.add(bone);
|
|
}
|
|
|
|
bone.fix_position = bone.position.clone();
|
|
bone.fix_rotation = bone.rotation.clone();
|
|
}
|
|
})
|
|
if (bones == Group.all) {
|
|
scene.updateMatrixWorld();
|
|
} else {
|
|
bones.forEach(bone => {
|
|
bone.mesh.updateMatrixWorld();
|
|
})
|
|
}
|
|
},
|
|
updatePivotMarker() {
|
|
if (rot_origin.parent) {
|
|
rot_origin.parent.remove(rot_origin)
|
|
}
|
|
if (settings.origin_size.value > 0) {
|
|
if (Group.selected && Format.bone_rig) {
|
|
if (Group.selected.visibility) {
|
|
Group.selected.mesh.add(rot_origin)
|
|
}
|
|
} else if (Cube.selected.length && Format.rotate_cubes) {
|
|
if (Cube.selected.length === 1 && Cube.selected.length == 1) {
|
|
let mesh = Cube.selected[0].mesh
|
|
if (mesh) {
|
|
mesh.add(rot_origin)
|
|
}
|
|
} else {
|
|
var origin = null;
|
|
var first_visible = null;
|
|
var i = 0;
|
|
while (i < Cube.selected.length) {
|
|
if (Cube.selected[i].visibility) {
|
|
|
|
if (first_visible === null) {
|
|
first_visible = Cube.selected[i]
|
|
}
|
|
if (origin === null) {
|
|
origin = Cube.selected[i].origin
|
|
} else if (!origin.equals(Cube.selected[i].origin)) {
|
|
origin = false;
|
|
i = Infinity;
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
if (first_visible && typeof origin === 'object') {
|
|
let mesh = first_visible.mesh
|
|
if (mesh) {
|
|
mesh.add(rot_origin)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return !!rot_origin.parent;
|
|
},
|
|
adaptObjectPosition(object, mesh) {
|
|
Canvas.updateView({
|
|
elements: [object],
|
|
element_aspects: {geometry: true, transform: true}
|
|
})
|
|
},
|
|
adaptObjectFaceGeo(cube) {
|
|
let {mesh} = cube;
|
|
let {geometry} = mesh;
|
|
if (!geometry.all_faces) geometry.all_faces = geometry.groups.slice();
|
|
geometry.groups.empty()
|
|
|
|
geometry.all_faces.forEach(face => {
|
|
let bb_face = cube.faces[Canvas.face_order[face.materialIndex]];
|
|
|
|
if (bb_face && bb_face.texture === null && geometry.groups.includes(face)) {
|
|
geometry.groups.remove(face);
|
|
} else
|
|
if (bb_face && bb_face.texture !== null && !geometry.groups.includes(face)) {
|
|
geometry.groups.push(face);
|
|
}
|
|
})
|
|
if (geometry.groups.length == 0) {
|
|
// Keep down face if no faces enabled
|
|
geometry.groups.push(geometry.all_faces[6], geometry.all_faces[7]);
|
|
}
|
|
},
|
|
getLayeredMaterial(layers) {
|
|
if (Canvas.layered_material && !layers) return Canvas.layered_material;
|
|
// https://codepen.io/Fyrestar/pen/YmpXYr
|
|
var vertShader = `
|
|
attribute float highlight;
|
|
|
|
uniform bool SHADE;
|
|
|
|
varying vec2 vUv;
|
|
varying float light;
|
|
varying float lift;
|
|
|
|
float AMBIENT = 0.5;
|
|
float XFAC = -0.15;
|
|
float ZFAC = 0.05;
|
|
|
|
void main()
|
|
{
|
|
|
|
if (SHADE) {
|
|
|
|
vec3 N = normalize( vec3( modelMatrix * vec4(normal, 0.0) ) );
|
|
|
|
|
|
float yLight = (1.0+N.y) * 0.5;
|
|
light = yLight * (1.0-AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
|
|
|
|
} else {
|
|
|
|
light = 1.0;
|
|
|
|
}
|
|
|
|
if (highlight == 2.0) {
|
|
lift = 0.22;
|
|
} else if (highlight == 1.0) {
|
|
lift = 0.1;
|
|
} else {
|
|
lift = 0.0;
|
|
}
|
|
|
|
vUv = uv;
|
|
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
|
gl_Position = projectionMatrix * mvPosition;
|
|
}`
|
|
var fragShader = `
|
|
#ifdef GL_ES
|
|
precision ${isApp ? 'highp' : 'mediump'} float;
|
|
#endif
|
|
|
|
uniform sampler2D t0;
|
|
uniform sampler2D t1;
|
|
uniform sampler2D t2;
|
|
|
|
uniform bool SHADE;
|
|
|
|
varying vec2 vUv;
|
|
varying float light;
|
|
varying float lift;
|
|
|
|
void main(void)
|
|
{
|
|
vec4 Ca = texture2D(t0, vUv);
|
|
vec4 Cb = texture2D(t1, vUv);
|
|
vec4 Cc = texture2D(t2, vUv);
|
|
|
|
vec3 ctemp = Ca.rgb * Ca.a + Cb.rgb * Cb.a * (1.0 - Ca.a);
|
|
vec4 ctemp4 = vec4(ctemp, Ca.a + (1.0 - Ca.a) * Cb.a);
|
|
|
|
vec3 c = ctemp4.rgb + Cc.rgb * Cc.a * (1.0 - ctemp4.a);
|
|
gl_FragColor= vec4(lift + c * light, ctemp4.a + (1.0 - ctemp4.a) * Cc.a);
|
|
|
|
if (lift > 0.2) {
|
|
gl_FragColor.r = gl_FragColor.r * 0.6;
|
|
gl_FragColor.g = gl_FragColor.g * 0.7;
|
|
}
|
|
|
|
if (gl_FragColor.a < 0.05) discard;
|
|
}`
|
|
|
|
var uniforms = {
|
|
SHADE: {type: 'bool', value: settings.shading.value},
|
|
t0: {type: 't', value: null},
|
|
t1: {type: 't', value: null},
|
|
t2: {type: 't', value: null}
|
|
};
|
|
let i = 0;
|
|
if (layers instanceof Array == false) layers = Texture.all;
|
|
layers.forEachReverse(texture => {
|
|
if (texture.visible && i < 3) {
|
|
uniforms[`t${i}`].value = texture.getMaterial().map;
|
|
i++;
|
|
}
|
|
})
|
|
|
|
var material_shh = new THREE.ShaderMaterial({
|
|
uniforms: uniforms,
|
|
vertexShader: vertShader,
|
|
fragmentShader: fragShader,
|
|
side: Canvas.getRenderSide(),
|
|
transparent: true
|
|
});
|
|
Canvas.layered_material = material_shh;
|
|
return material_shh;
|
|
},
|
|
updateLayeredTextures() {
|
|
delete Canvas.layered_material;
|
|
if (Format.single_texture && Texture.all.length >= 2) {
|
|
Canvas.updateAllFaces();
|
|
}
|
|
},
|
|
adaptObjectFaces(cube, mesh) {
|
|
if (!mesh) mesh = cube.mesh
|
|
if (!mesh) return;
|
|
|
|
Canvas.adaptObjectFaceGeo(cube);
|
|
|
|
if (Project.view_mode === 'solid') {
|
|
mesh.material = Canvas.solidMaterial
|
|
|
|
} else if (Project.view_mode === 'wireframe') {
|
|
mesh.material = Canvas.wireframeMaterial
|
|
|
|
} else if (Format.single_texture && Texture.all.length >= 2 && Texture.all.find(t => t.render_mode == 'layered')) {
|
|
mesh.material = Canvas.getLayeredMaterial();
|
|
|
|
} else if (Format.single_texture) {
|
|
let tex = Texture.getDefault();
|
|
mesh.material = tex ? tex.getMaterial() : Canvas.emptyMaterials[cube.color];
|
|
|
|
} else {
|
|
var materials = []
|
|
Canvas.face_order.forEach(function(face) {
|
|
|
|
if (cube.faces[face].texture === null) {
|
|
materials.push(Canvas.transparentMaterial)
|
|
|
|
} else {
|
|
var tex = cube.faces[face].getTexture()
|
|
if (tex && tex.uuid) {
|
|
materials.push(Project.materials[tex.uuid])
|
|
} else {
|
|
materials.push(Canvas.emptyMaterials[cube.color])
|
|
}
|
|
}
|
|
})
|
|
if (materials.allEqual(materials[0])) materials = materials[0];
|
|
mesh.material = materials
|
|
}
|
|
},
|
|
updateUV(cube, animation = true) {
|
|
var mesh = cube.mesh
|
|
if (mesh === undefined || !mesh.geometry) return;
|
|
|
|
if (Project.box_uv) {
|
|
|
|
var size = cube.size(undefined, true)
|
|
|
|
var face_list = [
|
|
{face: 'east', from: [0, size[2]], size: [size[2], size[1]]},
|
|
{face: 'west', from: [size[2] + size[0], size[2]], size: [size[2], size[1]]},
|
|
{face: 'up', from: [size[2]+size[0], size[2]], size: [-size[0], -size[2]]},
|
|
{face: 'down', from: [size[2]+size[0]*2, 0], size: [-size[0], size[2]]},
|
|
{face: 'south', from: [size[2]*2 + size[0], size[2]], size: [size[0], size[1]]},
|
|
{face: 'north', from: [size[2], size[2]], size: [size[0], size[1]]},
|
|
]
|
|
|
|
if (cube.mirror_uv) {
|
|
face_list.forEach(function(f) {
|
|
f.from[0] += f.size[0]
|
|
f.size[0] *= -1
|
|
})
|
|
//East+West
|
|
|
|
var p = {}
|
|
|
|
p.from = face_list[0].from.slice()
|
|
p.size = face_list[0].size.slice()
|
|
|
|
face_list[0].from = face_list[1].from.slice()
|
|
face_list[0].size = face_list[1].size.slice()
|
|
|
|
face_list[1].from = p.from.slice()
|
|
face_list[1].size = p.size.slice()
|
|
|
|
}
|
|
face_list.forEach(function(f, fIndex) {
|
|
|
|
if (cube.faces[f.face].texture === null) return;
|
|
|
|
var uv= [
|
|
f.from[0] + cube.uv_offset[0],
|
|
f.from[1] + cube.uv_offset[1],
|
|
f.from[0] + f.size[0] + cube.uv_offset[0],
|
|
f.from[1] + f.size[1] + cube.uv_offset[1]
|
|
]
|
|
uv.forEach(function(s, si) {
|
|
uv[si] *= 1
|
|
})
|
|
|
|
cube.faces[f.face].uv[0] = uv[0]
|
|
cube.faces[f.face].uv[1] = uv[1]
|
|
cube.faces[f.face].uv[2] = uv[2]
|
|
cube.faces[f.face].uv[3] = uv[3]
|
|
|
|
//Fight Bleeding
|
|
for (var si = 0; si < 2; si++) {
|
|
let margin = 1/64;
|
|
if (uv[si] > uv[si+2]) {
|
|
margin = -margin
|
|
}
|
|
uv[si] += margin
|
|
uv[si+2] -= margin
|
|
}
|
|
|
|
stretch = 1;
|
|
frame = 0;
|
|
let tex = cube.faces[f.face].getTexture();
|
|
if (tex instanceof Texture && tex.frameCount !== 1) {
|
|
stretch = tex.frameCount
|
|
if (animation === true && tex.currentFrame) {
|
|
frame = tex.currentFrame
|
|
}
|
|
}
|
|
|
|
Canvas.updateUVFace(mesh.geometry.attributes.uv, fIndex, {uv: uv}, frame, stretch)
|
|
})
|
|
|
|
} else {
|
|
|
|
var stretch = 1
|
|
var frame = 0
|
|
|
|
Canvas.face_order.forEach((face, fIndex) => {
|
|
|
|
if (cube.faces[face].texture === null) return;
|
|
|
|
stretch = 1;
|
|
frame = 0;
|
|
let tex = cube.faces[face].getTexture();
|
|
if (tex instanceof Texture && tex.frameCount !== 1) {
|
|
stretch = tex.frameCount
|
|
if (animation === true && tex.currentFrame) {
|
|
frame = tex.currentFrame
|
|
}
|
|
}
|
|
Canvas.updateUVFace(mesh.geometry.attributes.uv, fIndex, cube.faces[face], frame, stretch)
|
|
})
|
|
|
|
}
|
|
mesh.geometry.attributes.uv.needsUpdate = true;
|
|
return mesh.geometry
|
|
},
|
|
updateUVFace(vertex_uvs, index, face, frame = 0, stretch = 1) {
|
|
stretch *= -1;
|
|
var pw = Project.texture_width;
|
|
var ph = Project.texture_height;
|
|
var arr = [
|
|
[face.uv[0]/pw, (face.uv[1]/ph)/stretch+1],
|
|
[face.uv[2]/pw, (face.uv[1]/ph)/stretch+1],
|
|
[face.uv[0]/pw, (face.uv[3]/ph)/stretch+1],
|
|
[face.uv[2]/pw, (face.uv[3]/ph)/stretch+1],
|
|
]
|
|
if (frame > 0 && stretch !== -1) {
|
|
//Animate
|
|
var offset = (1/stretch) * frame
|
|
arr[0][1] += offset
|
|
arr[1][1] += offset
|
|
arr[2][1] += offset
|
|
arr[3][1] += offset
|
|
}
|
|
var rot = (face.rotation+0)
|
|
while (rot > 0) {
|
|
let a = arr[0];
|
|
arr[0] = arr[2];
|
|
arr[2] = arr[3];
|
|
arr[3] = arr[1];
|
|
arr[1] = a;
|
|
rot = rot-90;
|
|
}
|
|
vertex_uvs.array.set(arr[0], index*8 + 0); //0,1
|
|
vertex_uvs.array.set(arr[1], index*8 + 2); //1,1
|
|
vertex_uvs.array.set(arr[2], index*8 + 4); //0,0
|
|
vertex_uvs.array.set(arr[3], index*8 + 6); //1,0
|
|
},
|
|
updatePaintingGrid() {
|
|
Outliner.elements.forEach(element => {
|
|
if (element.preview_controller.updatePaintingGrid) {
|
|
element.preview_controller.updatePaintingGrid(element);
|
|
}
|
|
})
|
|
},
|
|
|
|
getModelSize() {
|
|
var visible_box = new THREE.Box3()
|
|
Canvas.withoutGizmos(() => {
|
|
Outliner.elements.forEach(element => {
|
|
if (element.export != false && element.mesh && element.mesh.geometry) {
|
|
visible_box.expandByObject(element.mesh);
|
|
}
|
|
})
|
|
})
|
|
|
|
var offset = new THREE.Vector3(8,8,8);
|
|
visible_box.max.add(offset);
|
|
visible_box.min.add(offset);
|
|
|
|
// Width
|
|
var radius = Math.max(
|
|
visible_box.max.x,
|
|
visible_box.max.z,
|
|
-visible_box.min.x,
|
|
-visible_box.min.z
|
|
)
|
|
if (Math.abs(radius) === Infinity) {
|
|
radius = 0
|
|
}
|
|
let width = radius*2
|
|
let height = Math.abs(visible_box.max.y - visible_box.min.y)
|
|
if (height === Infinity) height = 0;
|
|
|
|
return [width, height]
|
|
}
|
|
}
|