supported double layer skin preview, thanks earthiverse & xfl03

This commit is contained in:
printempw 2016-02-28 14:20:41 +08:00
parent 8052d5a90a
commit a95105205b
6 changed files with 2094 additions and 1401 deletions

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@ -1,8 +1,8 @@
/*
* @Author: prpr
* @Date: 2016-01-21 13:56:40
* @Last Modified by: prpr
* @Last Modified time: 2016-02-10 18:54:54
* @Last Modified by: printempw
* @Last Modified time: 2016-02-28 14:19:37
*/
'use strict';
@ -26,11 +26,6 @@ function handleFiles(files, type) {
reader.onload = function (e) {
var img = new Image();
img.onload = function () {
if (this.width == this.height) {
showMsg("alert-info", "提示:看起来你上传了一张双层皮肤,皮肤站本身是支持的,"+
"然而 3D 皮肤预览并不支持,所以不要在意变得奇怪的预览(笑)直接上传,"+
"就可以在 2D 预览中看到正确的双层皮肤啦。");
}
if (type == "skin") {
MSP.changeSkin(img.src);
var model = $('#model-alex').prop('checked') ? "alex" : "steve";
@ -53,12 +48,11 @@ function handleFiles(files, type) {
};
function init3dCanvas() {
if ($(window).width() < 800) {
var canvas = MSP.get3dSkinCanvas($('#skinpreview').width(), $('#skinpreview').width());
$("#skinpreview").append($(canvas).prop("id", "canvas3d"));
MSP.init(document.getElementById('skinpreview'));
if ($(window).width() < 1000) {
MSP.setSize($('#skinpreview').width(), $('#skinpreview').width())
} else {
var canvas = MSP.get3dSkinCanvas(400, 400);
$("#skinpreview").append($(canvas).prop("id", "canvas3d"));
MSP.setSize(600, 400)
}
}
$(document).ready(init3dCanvas);
@ -66,14 +60,27 @@ $(document).ready(init3dCanvas);
$(window).resize(init3dCanvas);
// Change 3D preview status
var run = false, stop = false;
$("[title='Movements']").click(function(){
MSP.setStatus("movements", !MSP.getStatus("movements"));
stop = !stop;
MSP.stopPlay(stop);
});
$("[title='Running']").click(function(){
MSP.setStatus("running", !MSP.getStatus("running"));
run = !run;
MSP.playQuickly(run);
});
$("[title='Rotation']").click(function(){
MSP.setStatus("rotation", !MSP.getStatus("rotation"));
$('#model-alex').on('change', function() {
if ($('#model-alex').prop('checked') == true) {
showMsg("alert-info", "提示3D 预览暂时不支持 Alex 模型,预览可能会出现渲染错误。"+
"不要在意直接上传即可,<b>游戏中</b>显示是没有问题的。");
}
});
$('#model-steve').on('change', function() {
if ($('#model-steve').prop('checked') == true) {
showMsg("hide");
}
});
function show2dPreview() {

282
libs/2dskin.js Normal file
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@ -0,0 +1,282 @@
/*
A hodgepodge of random scripts to aid in rendering Minecraft skins
Copyright (C) 2014 Kent Rasmussen
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Latest code should be available at https://github.com/earthiverse
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the overlays transparent if they have no transparent pixels (how Minecraft does it)
function FixOverlay(context) {
FixOverlay(context,1);
}
function FixOverlay(context,radio) {
FixHead2(context,radio);
FixBody2(context,radio);
FixRightArm2(context,radio);
FixLeftArm2(context,radio);
FixRightLeg2(context,radio);
FixLeftLeg2(context,radio);
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the head overlay transparent if it is has no transparent pixels (how Minecraft does it)
function FixHead2(context) {
FixHead2(context,1);
}
function FixHead2(context,radio) {
// Front
if(HasTransparency(context, 40, 8*radio, 8*radio, 8*radio)) return;
// Top, Bottom, Right, Left, Back
if(HasTransparency(context, 40, 0 , 8*radio, 8*radio)) return;
if(HasTransparency(context, 48, 0 , 8*radio, 8*radio)) return;
if(HasTransparency(context, 32*radio, 8*radio, 8*radio, 8*radio)) return;
if(HasTransparency(context, 48, 8*radio, 8*radio, 8*radio)) return;
if(HasTransparency(context, 56, 8*radio, 8*radio, 8*radio)) return;
// Didn't have transparency, clearing the head overlay area.
context.clearRect(40*radio, 0 , 8*radio, 8*radio);
context.clearRect(48*radio, 0 , 8*radio, 8*radio);
context.clearRect(32*radio, 8*radio, 8*radio, 8*radio);
context.clearRect(40*radio, 8*radio, 8*radio, 8*radio);
context.clearRect(48*radio, 8*radio, 8*radio, 8*radio);
context.clearRect(56*radio, 8*radio, 8*radio, 8*radio);
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the body overlay transparent if it is has no transparent pixels (how Minecraft does it)
function FixBody2(context) {
FixBody2(context,1);
}
function FixBody2(context,radio) {
// Front
if(HasTransparency(context, 20*radio, 36*radio, 8*radio, 12*radio)) return;
// Top, Bottom, Right, Left, Back
if(HasTransparency(context, 20*radio, 32*radio, 8*radio, 4*radio)) return;
if(HasTransparency(context, 28*radio, 32*radio, 8*radio, 4*radio)) return;
if(HasTransparency(context, 16*radio, 36*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 28*radio, 36*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 32*radio, 36*radio, 8*radio, 12*radio)) return;
// Didn't have transparency, clearing the body overlay area.
context.clearRect(20*radio, 32*radio, 8*radio, 4*radio);
context.clearRect(28*radio, 32*radio, 8*radio, 4*radio);
context.clearRect(16*radio, 36*radio, 4*radio, 12*radio);
context.clearRect(20*radio, 36*radio, 8*radio, 12*radio);
context.clearRect(28*radio, 36*radio, 4*radio, 12*radio);
context.clearRect(32*radio, 36*radio, 8*radio, 12*radio);
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the right arm overlay transparent if it is has no transparent pixels (how Minecraft does it)
function FixRightArm2(context) {
FixRightArm2(context,1);
}
function FixRightArm2(context,radio) {
// Front
if(HasTransparency(context, 44*radio, 36*radio, 4*radio, 12*radio)) return;
// Top, Bottom, Right, Left, Back
if(HasTransparency(context, 44*radio, 32*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 48*radio, 32*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 40*radio, 36*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 48*radio, 36*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 52*radio, 36*radio, 4*radio, 12*radio)) return;
// Didn't have transparency, clearing the right arm overlay area.
context.clearRect(44*radio, 32*radio, 4*radio, 4*radio);
context.clearRect(48*radio, 32*radio, 4*radio, 4*radio);
context.clearRect(40*radio, 36*radio, 4*radio, 12*radio);
context.clearRect(44*radio, 36*radio, 4*radio, 12*radio);
context.clearRect(48*radio, 36*radio, 4*radio, 12*radio);
context.clearRect(52*radio, 36*radio, 4*radio, 12*radio);
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the left arm overlay transparent if it is has no transparent pixels (how Minecraft does it)
function FixLeftArm2(context) {
FixLeftArm2(context,1);
}
function FixLeftArm2(context,radio) {
// Front
if(HasTransparency(context, 52*radio, 52*radio, 4*radio, 12*radio)) return;
// Top, Bottom, Right, Left, Back
if(HasTransparency(context, 52*radio, 48*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 56*radio, 48*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 48*radio, 52*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 56*radio, 52*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 60*radio, 52*radio, 4*radio, 12*radio)) return;
// Didn't have transparency, clearing the left arm overlay area.
context.clearRect(52*radio, 48*radio, 4*radio, 4*radio);
context.clearRect(56*radio, 48*radio, 4*radio, 4*radio);
context.clearRect(48*radio, 52*radio, 4*radio, 12*radio);
context.clearRect(52*radio, 52*radio, 4*radio, 12*radio);
context.clearRect(56*radio, 52*radio, 4*radio, 12*radio);
context.clearRect(60*radio, 52*radio, 4*radio, 12*radio);
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the right overlay transparent if it is has no transparent pixels (how Minecraft does it)
function FixRightLeg2(context) {
FixRightLeg2(context,1);
}
function FixRightLeg2(context,radio) {
// Front
if(HasTransparency(context, 4*radio, 36*radio, 4*radio, 12*radio)) return;
// Top, Bottom, Right, Left, Back
if(HasTransparency(context, 4*radio, 32*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 8*radio, 32*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 0 , 36*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 8*radio, 36*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 12*radio, 36*radio, 4*radio, 12*radio)) return;
// Didn't have transparency, clearing the right leg overlay area.
context.clearRect( 4*radio, 32*radio, 4*radio, 4*radio);
context.clearRect( 8*radio, 32*radio, 4*radio, 4*radio);
context.clearRect( 0 , 36*radio, 4*radio, 12*radio);
context.clearRect( 4*radio, 36*radio, 4*radio, 12*radio);
context.clearRect( 8*radio, 36*radio, 4*radio, 12*radio);
context.clearRect(12*radio, 36*radio, 4*radio, 12*radio);
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the left overlay transparent if it is has no transparent pixels (how Minecraft does it)
function FixLeftLeg2(context) {
FixLeftLeg2(context,1);
}
function FixLeftLeg2(context,radio) {
// Front
if(HasTransparency(context, 4*radio, 52*radio, 4*radio, 12*radio)) return;
// Top, Bottom, Right, Left, Back
if(HasTransparency(context, 4*radio, 48*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 8*radio, 48*radio, 4*radio, 4*radio)) return;
if(HasTransparency(context, 0 , 52*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 8*radio, 52*radio, 4*radio, 12*radio)) return;
if(HasTransparency(context, 12*radio, 52*radio, 4*radio, 12*radio)) return;
// Didn't have transparency, clearing the left leg overlay area.
context.clearRect( 4*radio, 48*radio, 4*radio, 4*radio);
context.clearRect( 8*radio, 48*radio, 4*radio, 4*radio);
context.clearRect( 0 , 52*radio, 4*radio, 12*radio);
context.clearRect( 4*radio, 52*radio, 4*radio, 12*radio);
context.clearRect( 8*radio, 52*radio, 4*radio, 12*radio);
context.clearRect(12*radio, 52*radio, 4*radio, 12*radio);
}
// Expects a canvas with a 64x32 Minecraft skin drawn in the very top left corner (0,0)
// Your canvas should be 64x64 in size to show the skin parts that were converted
function Convert6432To6464(context) {
Convert6432To6464(context,1);
}
function Convert6432To6464(context,radio) {
// Convert old format to new format
Copy(context, 4*radio, 16*radio, 4*radio, 4*radio, 20*radio, 48*radio, true); // Top Leg
Copy(context, 8*radio, 16*radio, 4*radio, 4*radio, 24*radio, 48*radio, true); // Bottom Leg
Copy(context, 0 , 20*radio, 4*radio, 12*radio, 24*radio, 52*radio, true); // Outer Leg
Copy(context, 4*radio, 20*radio, 4*radio, 12*radio, 20*radio, 52*radio, true); // Front Leg
Copy(context, 8*radio, 20*radio, 4*radio, 12*radio, 16*radio, 52*radio, true); // Inner Leg
Copy(context, 12*radio, 20*radio, 4*radio, 12*radio, 28*radio, 52*radio, true); // Back Leg
Copy(context, 44*radio, 16*radio, 4*radio, 4*radio, 36*radio, 48*radio, true); // Top Arm
Copy(context, 48*radio, 16*radio, 4*radio, 4*radio, 40*radio, 48*radio, true); // Bottom Arm
Copy(context, 40*radio, 20*radio, 4*radio, 12*radio, 40*radio, 52*radio, true); // Outer Arm
Copy(context, 44*radio, 20*radio, 4*radio, 12*radio, 36*radio, 52*radio, true); // Front Arm
Copy(context, 48*radio, 20*radio, 4*radio, 12*radio, 32*radio, 52*radio, true); // Inner Arm
Copy(context, 52*radio, 20*radio, 4*radio, 12*radio, 44*radio, 52*radio, true); // Back Arm
}
// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
// Makes the non-visible parts of the Minecraft skin transparent
function FixNonVisible(context) {
FixNonVisible(context,1);
}
function FixNonVisible(context,radio) {
// 64x32 and 64x64 skin parts
context.clearRect( 0 , 0 , 8*radio, 8*radio);
context.clearRect(24*radio, 0 , 16*radio, 8*radio);
context.clearRect(56*radio, 0 , 8*radio, 8*radio);
context.clearRect( 0 , 16*radio, 4*radio, 4*radio);
context.clearRect(12*radio, 16*radio, 8*radio, 4*radio);
context.clearRect(36*radio, 16*radio, 8*radio, 4*radio);
context.clearRect(52*radio, 16*radio, 4*radio, 4*radio);
context.clearRect(56*radio, 16*radio, 8*radio, 32*radio);
// 64x64 skin parts
context.clearRect( 0 , 32*radio, 4*radio, 4*radio);
context.clearRect(12*radio, 32*radio, 8*radio, 4*radio);
context.clearRect(36*radio, 32*radio, 8*radio, 4*radio);
context.clearRect(52*radio, 32*radio, 4*radio, 4*radio);
context.clearRect( 0 , 48*radio, 4*radio, 4*radio);
context.clearRect(12*radio, 48*radio, 8*radio, 4*radio);
context.clearRect(28*radio, 48*radio, 8*radio, 4*radio);
context.clearRect(44*radio, 48*radio, 8*radio, 4*radio);
context.clearRect(60*radio, 48*radio, 8*radio, 4*radio);
}
// Checks if the given part of the canvas contains a pixel with 0 alpha value (transparent)
function HasTransparency(context, x, y, w, h) {
var imgData = context.getImageData(x, y, w, h);
for(y = 0; y < h; y++) {
for(x = 0; x < w; x++) {
var index = (x + y * w) * 4;
if(imgData.data[index + 3] == 0) return true; // Has transparency
}
}
return false;
}
// Copies one part of the canvas to another, with the option of flipping it horizontally
function Copy(context, sX, sY, w, h, dX, dY, flipHorizontal) {
var imgData = context.getImageData(sX, sY, w, h);
if(flipHorizontal)
{
// Flip horizontal
for(y = 0; y < h; y++) {
for(x = 0; x < (w / 2); x++) {
index = (x + y * w) * 4;
index2 = ((w - x - 1) + y * w) * 4;
var pA1 = imgData.data[index];
var pA2 = imgData.data[index+1];
var pA3 = imgData.data[index+2];
var pA4 = imgData.data[index+3];
var pB1 = imgData.data[index2];
var pB2 = imgData.data[index2+1];
var pB3 = imgData.data[index2+2];
var pB4 = imgData.data[index2+3];
imgData.data[index] = pB1;
imgData.data[index+1] = pB2;
imgData.data[index+2] = pB3;
imgData.data[index+3] = pB4;
imgData.data[index2] = pA1;
imgData.data[index2+1] = pA2;
imgData.data[index2+2] = pA3;
imgData.data[index2+3] = pA4;
}
}
}
context.putImageData(imgData,dX,dY);
}

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@ -2,8 +2,8 @@
/**
* @Author: prpr
* @Date: 2016-01-21 13:56:40
* @Last Modified by: prpr
* @Last Modified time: 2016-02-10 15:18:56
* @Last Modified by: printempw
* @Last Modified time: 2016-02-28 14:09:48
*/
require "../includes/session.inc.php";
?>
@ -75,7 +75,6 @@ require "../includes/session.inc.php";
<div class="operations">
<span title="Movements" class="glyphicon glyphicon-pause"></span>
<span title="Running" class="glyphicon glyphicon-forward"></span>
<span title="Rotation" class="glyphicon glyphicon-repeat"></span>
</div>
</div>
<div class="panel-body">

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@ -2,8 +2,8 @@
/**
* @Author: prpr
* @Date: 2016-02-04 19:37:21
* @Last Modified by: prpr
* @Last Modified time: 2016-02-10 21:12:26
* @Last Modified by: printempw
* @Last Modified time: 2016-02-28 12:59:31
*/
?>
<div id="skinpreview">
@ -14,6 +14,7 @@
</div>
</div>
<script type="text/javascript" src="../libs/2dskin.js"></script>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/three.msp.js"></script>
<?php