auto-git:
[unlink] playwright.config.js [unlink] src/app/App.js [unlink] src/app/editor-store.js [unlink] src/app/use-editor-store.js [unlink] src/assets/audio-assets.js [unlink] src/assets/gltf-model-import.js [unlink] src/assets/image-assets.js [unlink] src/assets/model-instance-labels.js [unlink] src/assets/model-instance-rendering.js [unlink] src/assets/model-instances.js [unlink] src/assets/project-asset-storage.js [unlink] src/assets/project-assets.js [unlink] src/commands/brush-command-helpers.js [unlink] src/commands/command-history.js [unlink] src/commands/command.js [unlink] src/commands/commit-transform-session-command.js [unlink] src/commands/create-box-brush-command.js [unlink] src/commands/delete-box-brush-command.js [unlink] src/commands/delete-entity-command.js [unlink] src/commands/delete-interaction-link-command.js [unlink] src/commands/delete-model-instance-command.js [unlink] src/commands/duplicate-selection-command.js [unlink] src/commands/import-audio-asset-command.js [unlink] src/commands/import-background-image-asset-command.js [unlink] src/commands/import-model-asset-command.js [unlink] src/commands/move-box-brush-command.js [unlink] src/commands/resize-box-brush-command.js [unlink] src/commands/rotate-box-brush-command.js [unlink] src/commands/set-box-brush-face-material-command.js [unlink] src/commands/set-box-brush-face-uv-state-command.js [unlink] src/commands/set-box-brush-name-command.js [unlink] src/commands/set-box-brush-transform-command.js [unlink] src/commands/set-box-brush-volume-settings-command.js [unlink] src/commands/set-entity-name-command.js [unlink] src/commands/set-model-instance-name-command.js [unlink] src/commands/set-player-start-command.js [unlink] src/commands/set-scene-name-command.js [unlink] src/commands/set-world-settings-command.js [unlink] src/commands/upsert-entity-command.js [unlink] src/commands/upsert-interaction-link-command.js [unlink] src/commands/upsert-model-instance-command.js [unlink] src/core/ids.js [unlink] src/core/selection.js [unlink] src/core/tool-mode.js [unlink] src/core/transform-session.js [unlink] src/core/vector.js [unlink] src/core/whitebox-selection-feedback.js [unlink] src/core/whitebox-selection-mode.js [unlink] src/document/brushes.js [unlink] src/document/migrate-scene-document.js [unlink] src/document/scene-document-validation.js [unlink] src/document/scene-document.js [unlink] src/document/world-settings.js [unlink] src/entities/entity-instances.js [unlink] src/entities/entity-labels.js [unlink] src/geometry/box-brush-components.js [unlink] src/geometry/box-brush-mesh.js [unlink] src/geometry/box-brush.js [unlink] src/geometry/box-face-uvs.js [unlink] src/geometry/grid-snapping.js [unlink] src/geometry/model-instance-collider-debug-mesh.js [unlink] src/geometry/model-instance-collider-generation.js [unlink] src/interactions/interaction-links.js [unlink] src/main.js [unlink] src/materials/starter-material-library.js [unlink] src/materials/starter-material-textures.js [unlink] src/rendering/advanced-rendering.js [unlink] src/rendering/fog-material.js [unlink] src/rendering/planar-reflection.js [unlink] src/rendering/water-material.js [unlink] src/runner-web/RunnerCanvas.js [unlink] src/runtime-three/first-person-navigation-controller.js [unlink] src/runtime-three/navigation-controller.js [unlink] src/runtime-three/orbit-visitor-navigation-controller.js [unlink] src/runtime-three/player-collision.js [unlink] src/runtime-three/rapier-collision-world.js [unlink] src/runtime-three/runtime-audio-system.js [unlink] src/runtime-three/runtime-host.js [unlink] src/runtime-three/runtime-interaction-system.js [unlink] src/runtime-three/runtime-scene-build.js [unlink] src/runtime-three/runtime-scene-validation.js [unlink] src/runtime-three/underwater-fog.js [unlink] src/serialization/local-draft-storage.js [unlink] src/serialization/scene-document-json.js [unlink] src/shared-ui/HierarchicalMenu.js [unlink] src/shared-ui/Panel.js [unlink] src/shared-ui/world-background-style.js [unlink] src/viewport-three/ViewportCanvas.js [unlink] src/viewport-three/ViewportPanel.js [unlink] src/viewport-three/viewport-entity-markers.js [unlink] src/viewport-three/viewport-focus.js [unlink] src/viewport-three/viewport-host.js [unlink] src/viewport-three/viewport-layout.js [unlink] src/viewport-three/viewport-transient-state.js [unlink] src/viewport-three/viewport-view-modes.js [unlink] vite.config.js [unlink] vitest.config.js
This commit is contained in:
@@ -1,168 +0,0 @@
|
||||
import { Euler, MathUtils, Quaternion, Vector3 } from "three";
|
||||
import { BOX_FACE_IDS } from "../document/brushes";
|
||||
import { getBoxBrushFaceVertexIds, getBoxBrushLocalVertexPosition } from "./box-brush-mesh";
|
||||
const BOX_VERTEX_SIGNS = {
|
||||
negX_negY_negZ: { x: -1, y: -1, z: -1 },
|
||||
posX_negY_negZ: { x: 1, y: -1, z: -1 },
|
||||
negX_posY_negZ: { x: -1, y: 1, z: -1 },
|
||||
posX_posY_negZ: { x: 1, y: 1, z: -1 },
|
||||
negX_negY_posZ: { x: -1, y: -1, z: 1 },
|
||||
posX_negY_posZ: { x: 1, y: -1, z: 1 },
|
||||
negX_posY_posZ: { x: -1, y: 1, z: 1 },
|
||||
posX_posY_posZ: { x: 1, y: 1, z: 1 }
|
||||
};
|
||||
const BOX_FACE_TRANSFORM_META = {
|
||||
posX: { axis: "x", sign: 1 },
|
||||
negX: { axis: "x", sign: -1 },
|
||||
posY: { axis: "y", sign: 1 },
|
||||
negY: { axis: "y", sign: -1 },
|
||||
posZ: { axis: "z", sign: 1 },
|
||||
negZ: { axis: "z", sign: -1 }
|
||||
};
|
||||
const BOX_EDGE_TRANSFORM_META = {
|
||||
edgeX_negY_negZ: {
|
||||
axis: "x",
|
||||
signs: { x: null, y: -1, z: -1 }
|
||||
},
|
||||
edgeX_posY_negZ: {
|
||||
axis: "x",
|
||||
signs: { x: null, y: 1, z: -1 }
|
||||
},
|
||||
edgeX_negY_posZ: {
|
||||
axis: "x",
|
||||
signs: { x: null, y: -1, z: 1 }
|
||||
},
|
||||
edgeX_posY_posZ: {
|
||||
axis: "x",
|
||||
signs: { x: null, y: 1, z: 1 }
|
||||
},
|
||||
edgeY_negX_negZ: {
|
||||
axis: "y",
|
||||
signs: { x: -1, y: null, z: -1 }
|
||||
},
|
||||
edgeY_posX_negZ: {
|
||||
axis: "y",
|
||||
signs: { x: 1, y: null, z: -1 }
|
||||
},
|
||||
edgeY_negX_posZ: {
|
||||
axis: "y",
|
||||
signs: { x: -1, y: null, z: 1 }
|
||||
},
|
||||
edgeY_posX_posZ: {
|
||||
axis: "y",
|
||||
signs: { x: 1, y: null, z: 1 }
|
||||
},
|
||||
edgeZ_negX_negY: {
|
||||
axis: "z",
|
||||
signs: { x: -1, y: -1, z: null }
|
||||
},
|
||||
edgeZ_posX_negY: {
|
||||
axis: "z",
|
||||
signs: { x: 1, y: -1, z: null }
|
||||
},
|
||||
edgeZ_negX_posY: {
|
||||
axis: "z",
|
||||
signs: { x: -1, y: 1, z: null }
|
||||
},
|
||||
edgeZ_posX_posY: {
|
||||
axis: "z",
|
||||
signs: { x: 1, y: 1, z: null }
|
||||
}
|
||||
};
|
||||
const BOX_EDGE_VERTEX_IDS = {
|
||||
edgeX_negY_negZ: { start: "negX_negY_negZ", end: "posX_negY_negZ" },
|
||||
edgeX_posY_negZ: { start: "negX_posY_negZ", end: "posX_posY_negZ" },
|
||||
edgeX_negY_posZ: { start: "negX_negY_posZ", end: "posX_negY_posZ" },
|
||||
edgeX_posY_posZ: { start: "negX_posY_posZ", end: "posX_posY_posZ" },
|
||||
edgeY_negX_negZ: { start: "negX_negY_negZ", end: "negX_posY_negZ" },
|
||||
edgeY_posX_negZ: { start: "posX_negY_negZ", end: "posX_posY_negZ" },
|
||||
edgeY_negX_posZ: { start: "negX_negY_posZ", end: "negX_posY_posZ" },
|
||||
edgeY_posX_posZ: { start: "posX_negY_posZ", end: "posX_posY_posZ" },
|
||||
edgeZ_negX_negY: { start: "negX_negY_negZ", end: "negX_negY_posZ" },
|
||||
edgeZ_posX_negY: { start: "posX_negY_negZ", end: "posX_negY_posZ" },
|
||||
edgeZ_negX_posY: { start: "negX_posY_negZ", end: "negX_posY_posZ" },
|
||||
edgeZ_posX_posY: { start: "posX_posY_negZ", end: "posX_posY_posZ" }
|
||||
};
|
||||
function createBrushRotationEuler(brush) {
|
||||
return new Euler(MathUtils.degToRad(brush.rotationDegrees.x), MathUtils.degToRad(brush.rotationDegrees.y), MathUtils.degToRad(brush.rotationDegrees.z), "XYZ");
|
||||
}
|
||||
export function transformBoxBrushWorldVectorToLocal(brush, worldVector) {
|
||||
const rotation = createBrushRotationEuler(brush);
|
||||
const inverseRotation = new Quaternion().setFromEuler(rotation).invert();
|
||||
const localVector = new Vector3(worldVector.x, worldVector.y, worldVector.z).applyQuaternion(inverseRotation);
|
||||
return {
|
||||
x: localVector.x,
|
||||
y: localVector.y,
|
||||
z: localVector.z
|
||||
};
|
||||
}
|
||||
export function transformBoxBrushWorldPointToLocal(brush, worldPoint) {
|
||||
const rotation = createBrushRotationEuler(brush);
|
||||
const inverseRotation = new Quaternion().setFromEuler(rotation).invert();
|
||||
const localPoint = new Vector3(worldPoint.x - brush.center.x, worldPoint.y - brush.center.y, worldPoint.z - brush.center.z).applyQuaternion(inverseRotation);
|
||||
return {
|
||||
x: localPoint.x,
|
||||
y: localPoint.y,
|
||||
z: localPoint.z
|
||||
};
|
||||
}
|
||||
export function transformBoxBrushLocalPointToWorld(brush, localPoint) {
|
||||
const rotation = createBrushRotationEuler(brush);
|
||||
const rotatedOffset = new Vector3(localPoint.x, localPoint.y, localPoint.z).applyEuler(rotation);
|
||||
return {
|
||||
x: brush.center.x + rotatedOffset.x,
|
||||
y: brush.center.y + rotatedOffset.y,
|
||||
z: brush.center.z + rotatedOffset.z
|
||||
};
|
||||
}
|
||||
export function getBoxBrushFaceTransformMeta(faceId) {
|
||||
return BOX_FACE_TRANSFORM_META[faceId];
|
||||
}
|
||||
export function getBoxBrushEdgeTransformMeta(edgeId) {
|
||||
return BOX_EDGE_TRANSFORM_META[edgeId];
|
||||
}
|
||||
export function getBoxBrushVertexSigns(vertexId) {
|
||||
return BOX_VERTEX_SIGNS[vertexId];
|
||||
}
|
||||
export function getBoxBrushFaceWorldCenter(brush, faceId) {
|
||||
const faceVertexIds = getBoxBrushFaceVertexIds(faceId);
|
||||
const localCenter = faceVertexIds.reduce((accumulator, vertexId) => {
|
||||
const vertex = getBoxBrushLocalVertexPosition(brush, vertexId);
|
||||
return {
|
||||
x: accumulator.x + vertex.x * 0.25,
|
||||
y: accumulator.y + vertex.y * 0.25,
|
||||
z: accumulator.z + vertex.z * 0.25
|
||||
};
|
||||
}, { x: 0, y: 0, z: 0 });
|
||||
return transformBoxBrushLocalPointToWorld(brush, localCenter);
|
||||
}
|
||||
export function getBoxBrushFaceAxis(faceId) {
|
||||
return BOX_FACE_TRANSFORM_META[faceId].axis;
|
||||
}
|
||||
export function getBoxBrushEdgeAxis(edgeId) {
|
||||
return BOX_EDGE_TRANSFORM_META[edgeId].axis;
|
||||
}
|
||||
export function getBoxBrushFaceIdsForAxis(axis) {
|
||||
return BOX_FACE_IDS.filter((faceId) => BOX_FACE_TRANSFORM_META[faceId].axis === axis);
|
||||
}
|
||||
export function getBoxBrushVertexLocalPosition(brush, vertexId) {
|
||||
return getBoxBrushLocalVertexPosition(brush, vertexId);
|
||||
}
|
||||
export function getBoxBrushVertexWorldPosition(brush, vertexId) {
|
||||
return transformBoxBrushLocalPointToWorld(brush, getBoxBrushVertexLocalPosition(brush, vertexId));
|
||||
}
|
||||
export function getBoxBrushEdgeWorldSegment(brush, edgeId) {
|
||||
const vertexIds = BOX_EDGE_VERTEX_IDS[edgeId];
|
||||
const start = getBoxBrushVertexWorldPosition(brush, vertexIds.start);
|
||||
const end = getBoxBrushVertexWorldPosition(brush, vertexIds.end);
|
||||
return {
|
||||
id: edgeId,
|
||||
start,
|
||||
end,
|
||||
center: {
|
||||
x: (start.x + end.x) * 0.5,
|
||||
y: (start.y + end.y) * 0.5,
|
||||
z: (start.z + end.z) * 0.5
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -1,401 +0,0 @@
|
||||
import { BufferAttribute, BufferGeometry } from "three";
|
||||
import { BOX_EDGE_IDS, BOX_FACE_IDS } from "../document/brushes";
|
||||
import { transformProjectedFaceUv } from "./box-face-uvs";
|
||||
const FACE_VERTEX_IDS = {
|
||||
posX: ["posX_negY_posZ", "posX_negY_negZ", "posX_posY_negZ", "posX_posY_posZ"],
|
||||
negX: ["negX_negY_negZ", "negX_negY_posZ", "negX_posY_posZ", "negX_posY_negZ"],
|
||||
posY: ["negX_posY_posZ", "posX_posY_posZ", "posX_posY_negZ", "negX_posY_negZ"],
|
||||
negY: ["negX_negY_negZ", "posX_negY_negZ", "posX_negY_posZ", "negX_negY_posZ"],
|
||||
posZ: ["negX_negY_posZ", "posX_negY_posZ", "posX_posY_posZ", "negX_posY_posZ"],
|
||||
negZ: ["posX_negY_negZ", "negX_negY_negZ", "negX_posY_negZ", "posX_posY_negZ"]
|
||||
};
|
||||
const EDGE_VERTEX_IDS = {
|
||||
edgeX_negY_negZ: ["negX_negY_negZ", "posX_negY_negZ"],
|
||||
edgeX_posY_negZ: ["negX_posY_negZ", "posX_posY_negZ"],
|
||||
edgeX_negY_posZ: ["negX_negY_posZ", "posX_negY_posZ"],
|
||||
edgeX_posY_posZ: ["negX_posY_posZ", "posX_posY_posZ"],
|
||||
edgeY_negX_negZ: ["negX_negY_negZ", "negX_posY_negZ"],
|
||||
edgeY_posX_negZ: ["posX_negY_negZ", "posX_posY_negZ"],
|
||||
edgeY_negX_posZ: ["negX_negY_posZ", "negX_posY_posZ"],
|
||||
edgeY_posX_posZ: ["posX_negY_posZ", "posX_posY_posZ"],
|
||||
edgeZ_negX_negY: ["negX_negY_negZ", "negX_negY_posZ"],
|
||||
edgeZ_posX_negY: ["posX_negY_negZ", "posX_negY_posZ"],
|
||||
edgeZ_negX_posY: ["negX_posY_negZ", "negX_posY_posZ"],
|
||||
edgeZ_posX_posY: ["posX_posY_negZ", "posX_posY_posZ"]
|
||||
};
|
||||
const WATER_TOP_FACE_RENDER_SEGMENTS = 12;
|
||||
function cloneVec3(vector) {
|
||||
return { x: vector.x, y: vector.y, z: vector.z };
|
||||
}
|
||||
function subtractVec3(left, right) {
|
||||
return {
|
||||
x: left.x - right.x,
|
||||
y: left.y - right.y,
|
||||
z: left.z - right.z
|
||||
};
|
||||
}
|
||||
function crossVec3(left, right) {
|
||||
return {
|
||||
x: left.y * right.z - left.z * right.y,
|
||||
y: left.z * right.x - left.x * right.z,
|
||||
z: left.x * right.y - left.y * right.x
|
||||
};
|
||||
}
|
||||
function dotVec3(left, right) {
|
||||
return left.x * right.x + left.y * right.y + left.z * right.z;
|
||||
}
|
||||
function getVectorLength(vector) {
|
||||
return Math.sqrt(dotVec3(vector, vector));
|
||||
}
|
||||
function normalizeVec3(vector) {
|
||||
const length = getVectorLength(vector);
|
||||
if (length <= 1e-8) {
|
||||
return { x: 0, y: 0, z: 0 };
|
||||
}
|
||||
return {
|
||||
x: vector.x / length,
|
||||
y: vector.y / length,
|
||||
z: vector.z / length
|
||||
};
|
||||
}
|
||||
function computeNewellNormal(vertices) {
|
||||
let normal = { x: 0, y: 0, z: 0 };
|
||||
for (let index = 0; index < vertices.length; index += 1) {
|
||||
const current = vertices[index];
|
||||
const next = vertices[(index + 1) % vertices.length];
|
||||
normal.x += (current.y - next.y) * (current.z + next.z);
|
||||
normal.y += (current.z - next.z) * (current.x + next.x);
|
||||
normal.z += (current.x - next.x) * (current.y + next.y);
|
||||
}
|
||||
return normalizeVec3(normal);
|
||||
}
|
||||
function chooseProjectionAxes(normal) {
|
||||
const absoluteNormal = {
|
||||
x: Math.abs(normal.x),
|
||||
y: Math.abs(normal.y),
|
||||
z: Math.abs(normal.z)
|
||||
};
|
||||
if (absoluteNormal.x >= absoluteNormal.y && absoluteNormal.x >= absoluteNormal.z) {
|
||||
return ["y", "z"];
|
||||
}
|
||||
if (absoluteNormal.y >= absoluteNormal.z) {
|
||||
return ["x", "z"];
|
||||
}
|
||||
return ["x", "y"];
|
||||
}
|
||||
function projectVerticesTo2d(vertices, normal) {
|
||||
const [uAxis, vAxis] = chooseProjectionAxes(normal);
|
||||
return vertices.map((vertex) => ({
|
||||
x: vertex[uAxis],
|
||||
y: vertex[vAxis]
|
||||
}));
|
||||
}
|
||||
function computeSignedArea(points) {
|
||||
let area = 0;
|
||||
for (let index = 0; index < points.length; index += 1) {
|
||||
const current = points[index];
|
||||
const next = points[(index + 1) % points.length];
|
||||
area += current.x * next.y - next.x * current.y;
|
||||
}
|
||||
return area * 0.5;
|
||||
}
|
||||
function isPointInTriangle(point, triangle, orientation) {
|
||||
const [a, b, c] = triangle;
|
||||
const edges = [
|
||||
(b.x - a.x) * (point.y - a.y) - (b.y - a.y) * (point.x - a.x),
|
||||
(c.x - b.x) * (point.y - b.y) - (c.y - b.y) * (point.x - b.x),
|
||||
(a.x - c.x) * (point.y - c.y) - (a.y - c.y) * (point.x - c.x)
|
||||
];
|
||||
return orientation > 0 ? edges.every((value) => value >= -1e-8) : edges.every((value) => value <= 1e-8);
|
||||
}
|
||||
function triangulateQuad(vertices) {
|
||||
const normal = computeNewellNormal(vertices);
|
||||
const projected = projectVerticesTo2d(vertices, normal);
|
||||
const orientation = computeSignedArea(projected);
|
||||
if (Math.abs(orientation) <= 1e-8) {
|
||||
throw new Error("Face projection is degenerate.");
|
||||
}
|
||||
const remaining = [0, 1, 2, 3];
|
||||
const triangles = [];
|
||||
while (remaining.length > 3) {
|
||||
let earFound = false;
|
||||
for (let offset = 0; offset < remaining.length; offset += 1) {
|
||||
const previousIndex = remaining[(offset + remaining.length - 1) % remaining.length];
|
||||
const currentIndex = remaining[offset];
|
||||
const nextIndex = remaining[(offset + 1) % remaining.length];
|
||||
const previousPoint = projected[previousIndex];
|
||||
const currentPoint = projected[currentIndex];
|
||||
const nextPoint = projected[nextIndex];
|
||||
const cross = (currentPoint.x - previousPoint.x) * (nextPoint.y - previousPoint.y) -
|
||||
(currentPoint.y - previousPoint.y) * (nextPoint.x - previousPoint.x);
|
||||
if ((orientation > 0 && cross <= 1e-8) || (orientation < 0 && cross >= -1e-8)) {
|
||||
continue;
|
||||
}
|
||||
const candidateTriangle = [previousPoint, currentPoint, nextPoint];
|
||||
const containsOtherPoint = remaining.some((candidateIndex) => {
|
||||
if (candidateIndex === previousIndex || candidateIndex === currentIndex || candidateIndex === nextIndex) {
|
||||
return false;
|
||||
}
|
||||
return isPointInTriangle(projected[candidateIndex], candidateTriangle, orientation);
|
||||
});
|
||||
if (containsOtherPoint) {
|
||||
continue;
|
||||
}
|
||||
triangles.push([previousIndex, currentIndex, nextIndex]);
|
||||
remaining.splice(offset, 1);
|
||||
earFound = true;
|
||||
break;
|
||||
}
|
||||
if (!earFound) {
|
||||
throw new Error("Face triangulation could not find a stable ear.");
|
||||
}
|
||||
}
|
||||
triangles.push([remaining[0], remaining[1], remaining[2]]);
|
||||
return triangles;
|
||||
}
|
||||
function projectLocalVertexToFaceUv(vertexPosition, faceId, faceBounds) {
|
||||
switch (faceId) {
|
||||
case "posX":
|
||||
return {
|
||||
x: faceBounds.max.z - vertexPosition.z,
|
||||
y: vertexPosition.y - faceBounds.min.y
|
||||
};
|
||||
case "negX":
|
||||
return {
|
||||
x: vertexPosition.z - faceBounds.min.z,
|
||||
y: vertexPosition.y - faceBounds.min.y
|
||||
};
|
||||
case "posY":
|
||||
return {
|
||||
x: vertexPosition.x - faceBounds.min.x,
|
||||
y: faceBounds.max.z - vertexPosition.z
|
||||
};
|
||||
case "negY":
|
||||
return {
|
||||
x: vertexPosition.x - faceBounds.min.x,
|
||||
y: vertexPosition.z - faceBounds.min.z
|
||||
};
|
||||
case "posZ":
|
||||
return {
|
||||
x: vertexPosition.x - faceBounds.min.x,
|
||||
y: vertexPosition.y - faceBounds.min.y
|
||||
};
|
||||
case "negZ":
|
||||
return {
|
||||
x: faceBounds.max.x - vertexPosition.x,
|
||||
y: vertexPosition.y - faceBounds.min.y
|
||||
};
|
||||
}
|
||||
}
|
||||
function getFaceUvSize(faceId, faceBounds) {
|
||||
switch (faceId) {
|
||||
case "posX":
|
||||
case "negX":
|
||||
return {
|
||||
x: faceBounds.max.z - faceBounds.min.z,
|
||||
y: faceBounds.max.y - faceBounds.min.y
|
||||
};
|
||||
case "posY":
|
||||
case "negY":
|
||||
return {
|
||||
x: faceBounds.max.x - faceBounds.min.x,
|
||||
y: faceBounds.max.z - faceBounds.min.z
|
||||
};
|
||||
case "posZ":
|
||||
case "negZ":
|
||||
return {
|
||||
x: faceBounds.max.x - faceBounds.min.x,
|
||||
y: faceBounds.max.y - faceBounds.min.y
|
||||
};
|
||||
}
|
||||
}
|
||||
function computeFaceBounds(vertices) {
|
||||
const firstVertex = vertices[0];
|
||||
const min = { ...firstVertex };
|
||||
const max = { ...firstVertex };
|
||||
for (const vertex of vertices.slice(1)) {
|
||||
min.x = Math.min(min.x, vertex.x);
|
||||
min.y = Math.min(min.y, vertex.y);
|
||||
min.z = Math.min(min.z, vertex.z);
|
||||
max.x = Math.max(max.x, vertex.x);
|
||||
max.y = Math.max(max.y, vertex.y);
|
||||
max.z = Math.max(max.z, vertex.z);
|
||||
}
|
||||
return { min, max };
|
||||
}
|
||||
function lerpNumber(start, end, amount) {
|
||||
return start + (end - start) * amount;
|
||||
}
|
||||
function lerpVec3(start, end, amount) {
|
||||
return {
|
||||
x: lerpNumber(start.x, end.x, amount),
|
||||
y: lerpNumber(start.y, end.y, amount),
|
||||
z: lerpNumber(start.z, end.z, amount)
|
||||
};
|
||||
}
|
||||
function interpolateQuadSurfaceVertex(corners, u, v) {
|
||||
const topEdge = lerpVec3(corners[0], corners[1], u);
|
||||
const bottomEdge = lerpVec3(corners[3], corners[2], u);
|
||||
return lerpVec3(topEdge, bottomEdge, v);
|
||||
}
|
||||
function pushRenderedFaceVertex(positions, normals, uvs, indices, vertex, normal, faceId, faceBounds, uvSize, uvState) {
|
||||
const projectedUv = projectLocalVertexToFaceUv(vertex, faceId, faceBounds);
|
||||
const transformedUv = transformProjectedFaceUv(projectedUv, uvSize, uvState);
|
||||
positions.push(vertex.x, vertex.y, vertex.z);
|
||||
normals.push(normal.x, normal.y, normal.z);
|
||||
uvs.push(transformedUv.x, transformedUv.y);
|
||||
indices.push(indices.length);
|
||||
}
|
||||
export function getBoxBrushFaceVertexIds(faceId) {
|
||||
return FACE_VERTEX_IDS[faceId];
|
||||
}
|
||||
export function getBoxBrushEdgeVertexIds(edgeId) {
|
||||
return EDGE_VERTEX_IDS[edgeId];
|
||||
}
|
||||
export function getBoxBrushLocalVertexPosition(brush, vertexId) {
|
||||
return cloneVec3(brush.geometry.vertices[vertexId]);
|
||||
}
|
||||
export function buildBoxBrushDerivedMeshData(brush) {
|
||||
const diagnostics = validateBoxBrushGeometry(brush);
|
||||
if (diagnostics.length > 0) {
|
||||
throw new Error(diagnostics[0].message);
|
||||
}
|
||||
const positions = [];
|
||||
const normals = [];
|
||||
const uvs = [];
|
||||
const indices = [];
|
||||
const colliderVertices = [];
|
||||
const colliderIndices = [];
|
||||
const faceSurfaces = [];
|
||||
const groups = [];
|
||||
const vertexIndexMap = new Map();
|
||||
for (const vertexId of Object.keys(brush.geometry.vertices)) {
|
||||
const vertex = brush.geometry.vertices[vertexId];
|
||||
vertexIndexMap.set(vertexId, colliderVertices.length / 3);
|
||||
colliderVertices.push(vertex.x, vertex.y, vertex.z);
|
||||
}
|
||||
for (const [materialIndex, faceId] of BOX_FACE_IDS.entries()) {
|
||||
const faceVertexIds = FACE_VERTEX_IDS[faceId];
|
||||
const faceVertices = faceVertexIds.map((vertexId) => getBoxBrushLocalVertexPosition(brush, vertexId));
|
||||
const triangles = triangulateQuad(faceVertices);
|
||||
const normal = computeNewellNormal(faceVertices);
|
||||
const faceBounds = computeFaceBounds(faceVertices);
|
||||
const uvSize = getFaceUvSize(faceId, faceBounds);
|
||||
const uvState = brush.faces[faceId].uv;
|
||||
const indexStart = indices.length;
|
||||
faceSurfaces.push({
|
||||
faceId,
|
||||
vertexIds: faceVertexIds,
|
||||
triangles,
|
||||
normal
|
||||
});
|
||||
const useSubdividedWaterTopFace = brush.volume.mode === "water" && faceId === "posY" && brush.volume.water.surfaceDisplacementEnabled;
|
||||
if (useSubdividedWaterTopFace) {
|
||||
const faceCorners = faceVertices;
|
||||
for (let row = 0; row < WATER_TOP_FACE_RENDER_SEGMENTS; row += 1) {
|
||||
const v0 = row / WATER_TOP_FACE_RENDER_SEGMENTS;
|
||||
const v1 = (row + 1) / WATER_TOP_FACE_RENDER_SEGMENTS;
|
||||
for (let column = 0; column < WATER_TOP_FACE_RENDER_SEGMENTS; column += 1) {
|
||||
const u0 = column / WATER_TOP_FACE_RENDER_SEGMENTS;
|
||||
const u1 = (column + 1) / WATER_TOP_FACE_RENDER_SEGMENTS;
|
||||
const quadVertices = [
|
||||
interpolateQuadSurfaceVertex(faceCorners, u0, v0),
|
||||
interpolateQuadSurfaceVertex(faceCorners, u1, v0),
|
||||
interpolateQuadSurfaceVertex(faceCorners, u1, v1),
|
||||
interpolateQuadSurfaceVertex(faceCorners, u0, v1)
|
||||
];
|
||||
for (const vertex of [quadVertices[0], quadVertices[1], quadVertices[2], quadVertices[0], quadVertices[2], quadVertices[3]]) {
|
||||
pushRenderedFaceVertex(positions, normals, uvs, indices, vertex, normal, faceId, faceBounds, uvSize, uvState);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (const triangle of triangles) {
|
||||
for (const vertexOffset of triangle) {
|
||||
pushRenderedFaceVertex(positions, normals, uvs, indices, faceVertices[vertexOffset], normal, faceId, faceBounds, uvSize, uvState);
|
||||
}
|
||||
}
|
||||
}
|
||||
groups.push({
|
||||
start: indexStart,
|
||||
count: indices.length - indexStart,
|
||||
materialIndex
|
||||
});
|
||||
for (const triangle of triangles) {
|
||||
colliderIndices.push(vertexIndexMap.get(faceVertexIds[triangle[0]]) ?? 0, vertexIndexMap.get(faceVertexIds[triangle[1]]) ?? 0, vertexIndexMap.get(faceVertexIds[triangle[2]]) ?? 0);
|
||||
}
|
||||
}
|
||||
const geometry = new BufferGeometry();
|
||||
geometry.setAttribute("position", new BufferAttribute(new Float32Array(positions), 3));
|
||||
geometry.setAttribute("normal", new BufferAttribute(new Float32Array(normals), 3));
|
||||
geometry.setAttribute("uv", new BufferAttribute(new Float32Array(uvs), 2));
|
||||
geometry.setIndex(indices);
|
||||
for (const group of groups) {
|
||||
geometry.addGroup(group.start, group.count, group.materialIndex);
|
||||
}
|
||||
geometry.computeBoundingBox();
|
||||
geometry.computeBoundingSphere();
|
||||
const firstVertex = brush.geometry.vertices.negX_negY_negZ;
|
||||
const localBounds = {
|
||||
min: cloneVec3(firstVertex),
|
||||
max: cloneVec3(firstVertex)
|
||||
};
|
||||
for (const vertex of Object.values(brush.geometry.vertices)) {
|
||||
localBounds.min.x = Math.min(localBounds.min.x, vertex.x);
|
||||
localBounds.min.y = Math.min(localBounds.min.y, vertex.y);
|
||||
localBounds.min.z = Math.min(localBounds.min.z, vertex.z);
|
||||
localBounds.max.x = Math.max(localBounds.max.x, vertex.x);
|
||||
localBounds.max.y = Math.max(localBounds.max.y, vertex.y);
|
||||
localBounds.max.z = Math.max(localBounds.max.z, vertex.z);
|
||||
}
|
||||
return {
|
||||
geometry,
|
||||
faceSurfaces,
|
||||
edgeSegments: BOX_EDGE_IDS.map((edgeId) => {
|
||||
const [startId, endId] = EDGE_VERTEX_IDS[edgeId];
|
||||
return {
|
||||
edgeId,
|
||||
start: getBoxBrushLocalVertexPosition(brush, startId),
|
||||
end: getBoxBrushLocalVertexPosition(brush, endId)
|
||||
};
|
||||
}),
|
||||
colliderVertices: new Float32Array(colliderVertices),
|
||||
colliderIndices: new Uint32Array(colliderIndices),
|
||||
localBounds
|
||||
};
|
||||
}
|
||||
export function validateBoxBrushGeometry(brush) {
|
||||
const diagnostics = [];
|
||||
for (const [vertexId, vertex] of Object.entries(brush.geometry.vertices)) {
|
||||
if (!Number.isFinite(vertex.x) || !Number.isFinite(vertex.y) || !Number.isFinite(vertex.z)) {
|
||||
diagnostics.push({
|
||||
code: "invalid-box-geometry-vertex",
|
||||
message: `Whitebox vertex ${vertexId} must remain finite.`
|
||||
});
|
||||
}
|
||||
}
|
||||
for (const faceId of BOX_FACE_IDS) {
|
||||
const faceVertices = FACE_VERTEX_IDS[faceId].map((vertexId) => brush.geometry.vertices[vertexId]);
|
||||
const normal = computeNewellNormal(faceVertices);
|
||||
if (getVectorLength(normal) <= 1e-8) {
|
||||
diagnostics.push({
|
||||
code: "degenerate-box-face",
|
||||
message: `Whitebox face ${faceId} is degenerate and cannot be triangulated.`,
|
||||
faceId
|
||||
});
|
||||
continue;
|
||||
}
|
||||
try {
|
||||
triangulateQuad(faceVertices);
|
||||
}
|
||||
catch (error) {
|
||||
diagnostics.push({
|
||||
code: "invalid-box-face-triangulation",
|
||||
message: error instanceof Error ? `Whitebox face ${faceId} could not be triangulated: ${error.message}` : `Whitebox face ${faceId} could not be triangulated.`,
|
||||
faceId
|
||||
});
|
||||
}
|
||||
}
|
||||
return diagnostics;
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
import { Euler, MathUtils, Vector3 } from "three";
|
||||
import { BOX_VERTEX_IDS } from "../document/brushes";
|
||||
import { getBoxBrushLocalVertexPosition } from "./box-brush-mesh";
|
||||
export function getBoxBrushHalfSize(brush) {
|
||||
return {
|
||||
x: brush.size.x * 0.5,
|
||||
y: brush.size.y * 0.5,
|
||||
z: brush.size.z * 0.5
|
||||
};
|
||||
}
|
||||
export function getBoxBrushBounds(brush) {
|
||||
const corners = getBoxBrushCornerPositions(brush);
|
||||
const firstCorner = corners[0];
|
||||
const min = { ...firstCorner };
|
||||
const max = { ...firstCorner };
|
||||
for (const corner of corners.slice(1)) {
|
||||
min.x = Math.min(min.x, corner.x);
|
||||
min.y = Math.min(min.y, corner.y);
|
||||
min.z = Math.min(min.z, corner.z);
|
||||
max.x = Math.max(max.x, corner.x);
|
||||
max.y = Math.max(max.y, corner.y);
|
||||
max.z = Math.max(max.z, corner.z);
|
||||
}
|
||||
return {
|
||||
min,
|
||||
max
|
||||
};
|
||||
}
|
||||
export function getBoxBrushCornerPositions(brush) {
|
||||
const rotation = new Euler(MathUtils.degToRad(brush.rotationDegrees.x), MathUtils.degToRad(brush.rotationDegrees.y), MathUtils.degToRad(brush.rotationDegrees.z), "XYZ");
|
||||
const offsets = BOX_VERTEX_IDS.map((vertexId) => {
|
||||
const localVertex = getBoxBrushLocalVertexPosition(brush, vertexId);
|
||||
return new Vector3(localVertex.x, localVertex.y, localVertex.z);
|
||||
});
|
||||
return offsets.map((offset) => {
|
||||
const rotatedOffset = offset.clone().applyEuler(rotation);
|
||||
return {
|
||||
x: brush.center.x + rotatedOffset.x,
|
||||
y: brush.center.y + rotatedOffset.y,
|
||||
z: brush.center.z + rotatedOffset.z
|
||||
};
|
||||
});
|
||||
}
|
||||
@@ -1,133 +0,0 @@
|
||||
import { BoxGeometry } from "three";
|
||||
import { BOX_FACE_IDS, createDefaultFaceUvState } from "../document/brushes";
|
||||
import { getBoxBrushHalfSize } from "./box-brush";
|
||||
export function getBoxBrushFaceSize(brush, faceId) {
|
||||
switch (faceId) {
|
||||
case "posX":
|
||||
case "negX":
|
||||
return {
|
||||
x: brush.size.z,
|
||||
y: brush.size.y
|
||||
};
|
||||
case "posY":
|
||||
case "negY":
|
||||
return {
|
||||
x: brush.size.x,
|
||||
y: brush.size.z
|
||||
};
|
||||
case "posZ":
|
||||
case "negZ":
|
||||
return {
|
||||
x: brush.size.x,
|
||||
y: brush.size.y
|
||||
};
|
||||
}
|
||||
}
|
||||
export function createFitToFaceBoxBrushFaceUvState(brush, faceId) {
|
||||
const faceSize = getBoxBrushFaceSize(brush, faceId);
|
||||
return {
|
||||
...createDefaultFaceUvState(),
|
||||
scale: {
|
||||
x: 1 / faceSize.x,
|
||||
y: 1 / faceSize.y
|
||||
}
|
||||
};
|
||||
}
|
||||
export function projectBoxFaceVertexToUv(vertexPosition, brush, faceId) {
|
||||
const halfSize = getBoxBrushHalfSize(brush);
|
||||
switch (faceId) {
|
||||
case "posX":
|
||||
return {
|
||||
x: halfSize.z - vertexPosition.z,
|
||||
y: vertexPosition.y + halfSize.y
|
||||
};
|
||||
case "negX":
|
||||
return {
|
||||
x: vertexPosition.z + halfSize.z,
|
||||
y: vertexPosition.y + halfSize.y
|
||||
};
|
||||
case "posY":
|
||||
return {
|
||||
x: vertexPosition.x + halfSize.x,
|
||||
y: halfSize.z - vertexPosition.z
|
||||
};
|
||||
case "negY":
|
||||
return {
|
||||
x: vertexPosition.x + halfSize.x,
|
||||
y: vertexPosition.z + halfSize.z
|
||||
};
|
||||
case "posZ":
|
||||
return {
|
||||
x: vertexPosition.x + halfSize.x,
|
||||
y: vertexPosition.y + halfSize.y
|
||||
};
|
||||
case "negZ":
|
||||
return {
|
||||
x: halfSize.x - vertexPosition.x,
|
||||
y: vertexPosition.y + halfSize.y
|
||||
};
|
||||
}
|
||||
}
|
||||
export function transformProjectedFaceUv(baseUv, faceSize, uvState) {
|
||||
let u = (baseUv.x - faceSize.x * 0.5) * uvState.scale.x;
|
||||
let v = (baseUv.y - faceSize.y * 0.5) * uvState.scale.y;
|
||||
if (uvState.flipU) {
|
||||
u *= -1;
|
||||
}
|
||||
if (uvState.flipV) {
|
||||
v *= -1;
|
||||
}
|
||||
switch (uvState.rotationQuarterTurns) {
|
||||
case 1: {
|
||||
const nextU = -v;
|
||||
v = u;
|
||||
u = nextU;
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
u *= -1;
|
||||
v *= -1;
|
||||
break;
|
||||
case 3: {
|
||||
const nextU = v;
|
||||
v = -u;
|
||||
u = nextU;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return {
|
||||
x: u + faceSize.x * 0.5 * uvState.scale.x + uvState.offset.x,
|
||||
y: v + faceSize.y * 0.5 * uvState.scale.y + uvState.offset.y
|
||||
};
|
||||
}
|
||||
export function applyBoxBrushFaceUvsToGeometry(geometry, brush) {
|
||||
const positionAttribute = geometry.getAttribute("position");
|
||||
const uvAttribute = geometry.getAttribute("uv");
|
||||
const indexAttribute = geometry.getIndex();
|
||||
if (indexAttribute === null) {
|
||||
throw new Error("BoxGeometry is expected to be indexed for face UV projection.");
|
||||
}
|
||||
// BoxGeometry groups follow the same px, nx, py, ny, pz, nz order as the canonical face ids.
|
||||
for (const [materialIndex, faceId] of BOX_FACE_IDS.entries()) {
|
||||
const group = geometry.groups.find((candidate) => candidate.materialIndex === materialIndex);
|
||||
if (group === undefined) {
|
||||
continue;
|
||||
}
|
||||
const faceSize = getBoxBrushFaceSize(brush, faceId);
|
||||
const vertexIndices = new Set();
|
||||
for (let indexOffset = group.start; indexOffset < group.start + group.count; indexOffset += 1) {
|
||||
vertexIndices.add(indexAttribute.getX(indexOffset));
|
||||
}
|
||||
for (const vertexIndex of vertexIndices) {
|
||||
const localVertexPosition = {
|
||||
x: positionAttribute.getX(vertexIndex),
|
||||
y: positionAttribute.getY(vertexIndex),
|
||||
z: positionAttribute.getZ(vertexIndex)
|
||||
};
|
||||
const projectedUv = projectBoxFaceVertexToUv(localVertexPosition, brush, faceId);
|
||||
const transformedUv = transformProjectedFaceUv(projectedUv, faceSize, brush.faces[faceId].uv);
|
||||
uvAttribute.setXY(vertexIndex, transformedUv.x, transformedUv.y);
|
||||
}
|
||||
}
|
||||
uvAttribute.needsUpdate = true;
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
export const DEFAULT_GRID_SIZE = 1;
|
||||
function assertGridSize(gridSize) {
|
||||
if (!Number.isFinite(gridSize) || gridSize <= 0) {
|
||||
throw new Error("Grid size must be a positive finite number.");
|
||||
}
|
||||
return gridSize;
|
||||
}
|
||||
export function snapValueToGrid(value, gridSize = DEFAULT_GRID_SIZE) {
|
||||
const step = assertGridSize(gridSize);
|
||||
if (!Number.isFinite(value)) {
|
||||
throw new Error("Grid-snapped values must be finite numbers.");
|
||||
}
|
||||
return Math.round(value / step) * step;
|
||||
}
|
||||
function snapPositiveSizeValue(value, gridSize) {
|
||||
if (!Number.isFinite(value)) {
|
||||
throw new Error("Box brush size values must be finite numbers.");
|
||||
}
|
||||
const snappedSize = Math.round(Math.abs(value) / gridSize) * gridSize;
|
||||
return snappedSize > 0 ? snappedSize : gridSize;
|
||||
}
|
||||
export function snapVec3ToGrid(vector, gridSize = DEFAULT_GRID_SIZE) {
|
||||
return {
|
||||
x: snapValueToGrid(vector.x, gridSize),
|
||||
y: snapValueToGrid(vector.y, gridSize),
|
||||
z: snapValueToGrid(vector.z, gridSize)
|
||||
};
|
||||
}
|
||||
export function snapPositiveSizeToGrid(size, gridSize = DEFAULT_GRID_SIZE) {
|
||||
const step = assertGridSize(gridSize);
|
||||
return {
|
||||
x: snapPositiveSizeValue(size.x, step),
|
||||
y: snapPositiveSizeValue(size.y, step),
|
||||
z: snapPositiveSizeValue(size.z, step)
|
||||
};
|
||||
}
|
||||
@@ -1,119 +0,0 @@
|
||||
import { BoxGeometry, BufferGeometry, Float32BufferAttribute, Group, Mesh, MeshBasicMaterial, Vector3 } from "three";
|
||||
import { ConvexGeometry } from "three/examples/jsm/geometries/ConvexGeometry.js";
|
||||
const DEBUG_COLLIDER_COLORS = {
|
||||
simple: 0x87d2ff,
|
||||
terrain: 0x7be7b4,
|
||||
static: 0xffc66d,
|
||||
dynamic: 0xff8b7a
|
||||
};
|
||||
function createWireframeMaterial(color) {
|
||||
return new MeshBasicMaterial({
|
||||
color,
|
||||
wireframe: true,
|
||||
transparent: true,
|
||||
opacity: 0.85,
|
||||
depthWrite: false,
|
||||
toneMapped: false
|
||||
});
|
||||
}
|
||||
function markDebugMesh(mesh) {
|
||||
mesh.userData.shadowIgnored = true;
|
||||
mesh.userData.nonPickable = true;
|
||||
mesh.renderOrder = 3_500;
|
||||
}
|
||||
function createBoxColliderDebugMesh(collider) {
|
||||
const mesh = new Mesh(new BoxGeometry(collider.size.x, collider.size.y, collider.size.z), createWireframeMaterial(DEBUG_COLLIDER_COLORS.simple));
|
||||
mesh.position.set(collider.center.x, collider.center.y, collider.center.z);
|
||||
markDebugMesh(mesh);
|
||||
return mesh;
|
||||
}
|
||||
function createTriMeshColliderDebugMesh(collider) {
|
||||
const geometry = new BufferGeometry();
|
||||
geometry.setAttribute("position", new Float32BufferAttribute(collider.vertices, 3));
|
||||
geometry.setIndex(Array.from(collider.indices));
|
||||
const mesh = new Mesh(geometry, createWireframeMaterial(DEBUG_COLLIDER_COLORS.static));
|
||||
markDebugMesh(mesh);
|
||||
return mesh;
|
||||
}
|
||||
function createHeightfieldColliderDebugMesh(collider) {
|
||||
const vertices = [];
|
||||
const indices = [];
|
||||
const width = collider.maxX - collider.minX;
|
||||
const depth = collider.maxZ - collider.minZ;
|
||||
for (let zIndex = 0; zIndex < collider.cols; zIndex += 1) {
|
||||
const zLerp = collider.cols === 1 ? 0 : zIndex / (collider.cols - 1);
|
||||
const z = collider.minZ + depth * zLerp;
|
||||
for (let xIndex = 0; xIndex < collider.rows; xIndex += 1) {
|
||||
const xLerp = collider.rows === 1 ? 0 : xIndex / (collider.rows - 1);
|
||||
const x = collider.minX + width * xLerp;
|
||||
const y = collider.heights[xIndex + zIndex * collider.rows];
|
||||
vertices.push(x, y, z);
|
||||
}
|
||||
}
|
||||
for (let zIndex = 0; zIndex < collider.cols - 1; zIndex += 1) {
|
||||
for (let xIndex = 0; xIndex < collider.rows - 1; xIndex += 1) {
|
||||
const topLeft = xIndex + zIndex * collider.rows;
|
||||
const topRight = topLeft + 1;
|
||||
const bottomLeft = topLeft + collider.rows;
|
||||
const bottomRight = bottomLeft + 1;
|
||||
indices.push(topLeft, bottomLeft, bottomRight, topLeft, bottomRight, topRight);
|
||||
}
|
||||
}
|
||||
const geometry = new BufferGeometry();
|
||||
geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
|
||||
geometry.setIndex(indices);
|
||||
const mesh = new Mesh(geometry, createWireframeMaterial(DEBUG_COLLIDER_COLORS.terrain));
|
||||
markDebugMesh(mesh);
|
||||
return mesh;
|
||||
}
|
||||
function createCompoundColliderDebugGroup(collider) {
|
||||
const group = new Group();
|
||||
for (const piece of collider.pieces) {
|
||||
const points = [];
|
||||
for (let index = 0; index < piece.points.length; index += 3) {
|
||||
points.push(new Vector3(piece.points[index], piece.points[index + 1], piece.points[index + 2]));
|
||||
}
|
||||
const mesh = new Mesh(new ConvexGeometry(points), createWireframeMaterial(DEBUG_COLLIDER_COLORS.dynamic));
|
||||
markDebugMesh(mesh);
|
||||
group.add(mesh);
|
||||
}
|
||||
return group;
|
||||
}
|
||||
export function createModelColliderDebugGroup(collider) {
|
||||
const group = new Group();
|
||||
switch (collider.kind) {
|
||||
case "box":
|
||||
group.add(createBoxColliderDebugMesh(collider));
|
||||
break;
|
||||
case "trimesh":
|
||||
group.add(createTriMeshColliderDebugMesh(collider));
|
||||
break;
|
||||
case "heightfield":
|
||||
group.add(createHeightfieldColliderDebugMesh(collider));
|
||||
break;
|
||||
case "compound":
|
||||
group.add(createCompoundColliderDebugGroup(collider));
|
||||
break;
|
||||
}
|
||||
group.userData.nonPickable = true;
|
||||
return group;
|
||||
}
|
||||
function disposeMaterial(material) {
|
||||
if (Array.isArray(material)) {
|
||||
for (const item of material) {
|
||||
item.dispose();
|
||||
}
|
||||
return;
|
||||
}
|
||||
material.dispose();
|
||||
}
|
||||
export function disposeModelColliderDebugGroup(group) {
|
||||
group.traverse((object) => {
|
||||
const maybeMesh = object;
|
||||
if (maybeMesh.isMesh !== true) {
|
||||
return;
|
||||
}
|
||||
maybeMesh.geometry.dispose();
|
||||
disposeMaterial(maybeMesh.material);
|
||||
});
|
||||
}
|
||||
@@ -1,419 +0,0 @@
|
||||
import { Euler, Group, MathUtils, Matrix4, Mesh, Quaternion, Vector3 } from "three";
|
||||
const TERRAIN_GRID_EPSILON = 1e-4;
|
||||
const DYNAMIC_TRIANGLE_TARGET = 48;
|
||||
const DYNAMIC_SPLIT_DEPTH_LIMIT = 3;
|
||||
export class ModelColliderGenerationError extends Error {
|
||||
code;
|
||||
constructor(code, message) {
|
||||
super(message);
|
||||
this.name = "ModelColliderGenerationError";
|
||||
this.code = code;
|
||||
}
|
||||
}
|
||||
function cloneVec3(vector) {
|
||||
return {
|
||||
x: vector.x,
|
||||
y: vector.y,
|
||||
z: vector.z
|
||||
};
|
||||
}
|
||||
function vector3ToVec3(vector) {
|
||||
return {
|
||||
x: vector.x,
|
||||
y: vector.y,
|
||||
z: vector.z
|
||||
};
|
||||
}
|
||||
function createBounds(min, max) {
|
||||
return {
|
||||
min: vector3ToVec3(min),
|
||||
max: vector3ToVec3(max)
|
||||
};
|
||||
}
|
||||
function createModelTransform(modelInstance) {
|
||||
return {
|
||||
position: cloneVec3(modelInstance.position),
|
||||
rotationDegrees: cloneVec3(modelInstance.rotationDegrees),
|
||||
scale: cloneVec3(modelInstance.scale)
|
||||
};
|
||||
}
|
||||
function createModelTransformMatrix(modelInstance) {
|
||||
const rotation = new Euler(MathUtils.degToRad(modelInstance.rotationDegrees.x), MathUtils.degToRad(modelInstance.rotationDegrees.y), MathUtils.degToRad(modelInstance.rotationDegrees.z), "XYZ");
|
||||
const quaternion = new Quaternion().setFromEuler(rotation);
|
||||
return new Matrix4().compose(new Vector3(modelInstance.position.x, modelInstance.position.y, modelInstance.position.z), quaternion, new Vector3(modelInstance.scale.x, modelInstance.scale.y, modelInstance.scale.z));
|
||||
}
|
||||
function computeBoundsFromPoints(points) {
|
||||
const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
|
||||
const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
|
||||
let hasPoint = false;
|
||||
for (const point of points) {
|
||||
hasPoint = true;
|
||||
min.min(point);
|
||||
max.max(point);
|
||||
}
|
||||
if (!hasPoint) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", "The selected model does not contain any collision-capable geometry.");
|
||||
}
|
||||
return createBounds(min, max);
|
||||
}
|
||||
function computeBoundsFromFloat32Points(points) {
|
||||
if (points.length < 3) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", "The selected model does not contain any collision-capable geometry.");
|
||||
}
|
||||
const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
|
||||
const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
|
||||
for (let index = 0; index < points.length; index += 3) {
|
||||
min.x = Math.min(min.x, points[index]);
|
||||
min.y = Math.min(min.y, points[index + 1]);
|
||||
min.z = Math.min(min.z, points[index + 2]);
|
||||
max.x = Math.max(max.x, points[index]);
|
||||
max.y = Math.max(max.y, points[index + 1]);
|
||||
max.z = Math.max(max.z, points[index + 2]);
|
||||
}
|
||||
return createBounds(min, max);
|
||||
}
|
||||
function computeWorldBoundsFromLocalBox(localBounds, modelMatrix) {
|
||||
const min = localBounds.min;
|
||||
const max = localBounds.max;
|
||||
const corners = [
|
||||
new Vector3(min.x, min.y, min.z),
|
||||
new Vector3(min.x, min.y, max.z),
|
||||
new Vector3(min.x, max.y, min.z),
|
||||
new Vector3(min.x, max.y, max.z),
|
||||
new Vector3(max.x, min.y, min.z),
|
||||
new Vector3(max.x, min.y, max.z),
|
||||
new Vector3(max.x, max.y, min.z),
|
||||
new Vector3(max.x, max.y, max.z)
|
||||
];
|
||||
return computeBoundsFromPoints(corners.map((corner) => corner.applyMatrix4(modelMatrix)));
|
||||
}
|
||||
function readIndexedVertex(position, index, matrix) {
|
||||
return new Vector3(position.getX(index), position.getY(index), position.getZ(index)).applyMatrix4(matrix);
|
||||
}
|
||||
function getMeshGeometry(object) {
|
||||
const maybeMesh = object;
|
||||
if (maybeMesh.isMesh !== true) {
|
||||
return null;
|
||||
}
|
||||
return maybeMesh.geometry;
|
||||
}
|
||||
function collectMeshTriangleClusters(template) {
|
||||
template.updateMatrixWorld(true);
|
||||
const clusters = [];
|
||||
template.traverse((object) => {
|
||||
const geometry = getMeshGeometry(object);
|
||||
if (geometry === null) {
|
||||
return;
|
||||
}
|
||||
const position = geometry.getAttribute("position");
|
||||
if (position === undefined || position.itemSize < 3 || position.count < 3) {
|
||||
return;
|
||||
}
|
||||
const matrix = object.matrixWorld;
|
||||
const index = geometry.getIndex();
|
||||
const triangles = [];
|
||||
if (index === null) {
|
||||
for (let vertexIndex = 0; vertexIndex <= position.count - 3; vertexIndex += 3) {
|
||||
triangles.push({
|
||||
a: readIndexedVertex(position, vertexIndex, matrix),
|
||||
b: readIndexedVertex(position, vertexIndex + 1, matrix),
|
||||
c: readIndexedVertex(position, vertexIndex + 2, matrix)
|
||||
});
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (let triangleIndex = 0; triangleIndex <= index.count - 3; triangleIndex += 3) {
|
||||
triangles.push({
|
||||
a: readIndexedVertex(position, index.getX(triangleIndex), matrix),
|
||||
b: readIndexedVertex(position, index.getX(triangleIndex + 1), matrix),
|
||||
c: readIndexedVertex(position, index.getX(triangleIndex + 2), matrix)
|
||||
});
|
||||
}
|
||||
}
|
||||
if (triangles.length > 0) {
|
||||
clusters.push({
|
||||
triangles
|
||||
});
|
||||
}
|
||||
});
|
||||
return clusters;
|
||||
}
|
||||
function flattenTriangleClusters(clusters) {
|
||||
return clusters.flatMap((cluster) => cluster.triangles);
|
||||
}
|
||||
function buildTriMeshBuffers(triangles) {
|
||||
const vertices = new Float32Array(triangles.length * 9);
|
||||
const indices = new Uint32Array(triangles.length * 3);
|
||||
let vertexOffset = 0;
|
||||
for (let triangleIndex = 0; triangleIndex < triangles.length; triangleIndex += 1) {
|
||||
const triangle = triangles[triangleIndex];
|
||||
vertices[vertexOffset] = triangle.a.x;
|
||||
vertices[vertexOffset + 1] = triangle.a.y;
|
||||
vertices[vertexOffset + 2] = triangle.a.z;
|
||||
vertices[vertexOffset + 3] = triangle.b.x;
|
||||
vertices[vertexOffset + 4] = triangle.b.y;
|
||||
vertices[vertexOffset + 5] = triangle.b.z;
|
||||
vertices[vertexOffset + 6] = triangle.c.x;
|
||||
vertices[vertexOffset + 7] = triangle.c.y;
|
||||
vertices[vertexOffset + 8] = triangle.c.z;
|
||||
indices[triangleIndex * 3] = triangleIndex * 3;
|
||||
indices[triangleIndex * 3 + 1] = triangleIndex * 3 + 1;
|
||||
indices[triangleIndex * 3 + 2] = triangleIndex * 3 + 2;
|
||||
vertexOffset += 9;
|
||||
}
|
||||
return {
|
||||
vertices,
|
||||
indices
|
||||
};
|
||||
}
|
||||
function computeClusterCentroid(triangles) {
|
||||
const centroid = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
};
|
||||
let pointCount = 0;
|
||||
for (const triangle of triangles) {
|
||||
centroid.x += triangle.a.x + triangle.b.x + triangle.c.x;
|
||||
centroid.y += triangle.a.y + triangle.b.y + triangle.c.y;
|
||||
centroid.z += triangle.a.z + triangle.b.z + triangle.c.z;
|
||||
pointCount += 3;
|
||||
}
|
||||
return {
|
||||
x: centroid.x / pointCount,
|
||||
y: centroid.y / pointCount,
|
||||
z: centroid.z / pointCount
|
||||
};
|
||||
}
|
||||
function getTriangleBounds(triangles) {
|
||||
return computeBoundsFromPoints(triangles.flatMap((triangle) => [triangle.a, triangle.b, triangle.c]));
|
||||
}
|
||||
function splitTriangleCluster(triangles, depth) {
|
||||
if (triangles.length <= DYNAMIC_TRIANGLE_TARGET || depth >= DYNAMIC_SPLIT_DEPTH_LIMIT) {
|
||||
return {
|
||||
kind: "leaf",
|
||||
triangles
|
||||
};
|
||||
}
|
||||
const bounds = getTriangleBounds(triangles);
|
||||
const size = {
|
||||
x: bounds.max.x - bounds.min.x,
|
||||
y: bounds.max.y - bounds.min.y,
|
||||
z: bounds.max.z - bounds.min.z
|
||||
};
|
||||
const splitAxis = size.x >= size.y && size.x >= size.z ? "x" : size.y >= size.z ? "y" : "z";
|
||||
const sortedTriangles = [...triangles].sort((left, right) => computeClusterCentroid([left])[splitAxis] - computeClusterCentroid([right])[splitAxis]);
|
||||
const splitIndex = Math.floor(sortedTriangles.length * 0.5);
|
||||
if (splitIndex <= 0 || splitIndex >= sortedTriangles.length) {
|
||||
return {
|
||||
kind: "leaf",
|
||||
triangles
|
||||
};
|
||||
}
|
||||
return {
|
||||
kind: "split",
|
||||
left: sortedTriangles.slice(0, splitIndex),
|
||||
right: sortedTriangles.slice(splitIndex)
|
||||
};
|
||||
}
|
||||
function collectConvexHullPointClouds(cluster, depth = 0) {
|
||||
const split = splitTriangleCluster(cluster, depth);
|
||||
if (split.kind === "leaf") {
|
||||
return [dedupeTriangleClusterPoints(split.triangles)];
|
||||
}
|
||||
return [...collectConvexHullPointClouds(split.left, depth + 1), ...collectConvexHullPointClouds(split.right, depth + 1)];
|
||||
}
|
||||
function quantizeCoordinate(value) {
|
||||
return (Math.round(value / TERRAIN_GRID_EPSILON) * TERRAIN_GRID_EPSILON).toFixed(4);
|
||||
}
|
||||
function dedupeTriangleClusterPoints(triangles) {
|
||||
const pointLookup = new Map();
|
||||
for (const triangle of triangles) {
|
||||
for (const point of [triangle.a, triangle.b, triangle.c]) {
|
||||
const key = `${quantizeCoordinate(point.x)}:${quantizeCoordinate(point.y)}:${quantizeCoordinate(point.z)}`;
|
||||
if (!pointLookup.has(key)) {
|
||||
pointLookup.set(key, {
|
||||
x: point.x,
|
||||
y: point.y,
|
||||
z: point.z
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
if (pointLookup.size < 4) {
|
||||
throw new ModelColliderGenerationError("unsupported-dynamic-model-collider", "Dynamic collision requires volumetric geometry that can form at least one convex hull.");
|
||||
}
|
||||
return new Float32Array(Array.from(pointLookup.values()).flatMap((point) => [point.x, point.y, point.z]));
|
||||
}
|
||||
function buildSimpleBoxCollider(modelInstance, asset) {
|
||||
const boundingBox = asset.metadata.boundingBox;
|
||||
if (boundingBox === null) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-bounds", `Model instance ${modelInstance.id} cannot use simple collision because the asset does not have a measurable bounding box.`);
|
||||
}
|
||||
const localBounds = createBounds(new Vector3(boundingBox.min.x, boundingBox.min.y, boundingBox.min.z), new Vector3(boundingBox.max.x, boundingBox.max.y, boundingBox.max.z));
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: modelInstance.assetId,
|
||||
mode: "simple",
|
||||
kind: "box",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
center: {
|
||||
x: (boundingBox.min.x + boundingBox.max.x) * 0.5,
|
||||
y: (boundingBox.min.y + boundingBox.max.y) * 0.5,
|
||||
z: (boundingBox.min.z + boundingBox.max.z) * 0.5
|
||||
},
|
||||
size: cloneVec3(boundingBox.size),
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
function buildTriMeshCollider(modelInstance, asset, loadedAsset) {
|
||||
if (loadedAsset === undefined) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", `Model instance ${modelInstance.id} cannot build ${modelInstance.collision.mode} collision until asset geometry has loaded.`);
|
||||
}
|
||||
const triangles = flattenTriangleClusters(collectMeshTriangleClusters(loadedAsset.template));
|
||||
if (triangles.length === 0) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", `Model instance ${modelInstance.id} cannot use ${modelInstance.collision.mode} collision because the asset has no mesh triangles.`);
|
||||
}
|
||||
const buffers = buildTriMeshBuffers(triangles);
|
||||
const localBounds = computeBoundsFromFloat32Points(buffers.vertices);
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: asset.id,
|
||||
mode: "static",
|
||||
kind: "trimesh",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
vertices: buffers.vertices,
|
||||
indices: buffers.indices,
|
||||
triangleCount: triangles.length,
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
function buildTerrainCollider(modelInstance, asset, loadedAsset) {
|
||||
if (loadedAsset === undefined) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", `Model instance ${modelInstance.id} cannot build terrain collision until asset geometry has loaded.`);
|
||||
}
|
||||
const triangles = flattenTriangleClusters(collectMeshTriangleClusters(loadedAsset.template));
|
||||
if (triangles.length === 0) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", `Model instance ${modelInstance.id} cannot use terrain collision because the asset has no mesh triangles.`);
|
||||
}
|
||||
const heightLookup = new Map();
|
||||
const xValues = new Map();
|
||||
const zValues = new Map();
|
||||
for (const triangle of triangles) {
|
||||
for (const point of [triangle.a, triangle.b, triangle.c]) {
|
||||
const xKey = quantizeCoordinate(point.x);
|
||||
const zKey = quantizeCoordinate(point.z);
|
||||
const key = `${xKey}:${zKey}`;
|
||||
const previousPoint = heightLookup.get(key);
|
||||
if (previousPoint !== undefined && Math.abs(previousPoint.y - point.y) > TERRAIN_GRID_EPSILON) {
|
||||
throw new ModelColliderGenerationError("unsupported-terrain-model-collider", `Model instance ${modelInstance.id} cannot use terrain collision because the source mesh is not a single-valued heightfield over X/Z.`);
|
||||
}
|
||||
heightLookup.set(key, {
|
||||
x: point.x,
|
||||
y: point.y,
|
||||
z: point.z
|
||||
});
|
||||
xValues.set(xKey, point.x);
|
||||
zValues.set(zKey, point.z);
|
||||
}
|
||||
}
|
||||
const sortedX = Array.from(xValues.values()).sort((left, right) => left - right);
|
||||
const sortedZ = Array.from(zValues.values()).sort((left, right) => left - right);
|
||||
if (sortedX.length < 2 || sortedZ.length < 2) {
|
||||
throw new ModelColliderGenerationError("unsupported-terrain-model-collider", `Model instance ${modelInstance.id} cannot use terrain collision because the source mesh does not form a regular X/Z grid.`);
|
||||
}
|
||||
const expectedTriangleCount = (sortedX.length - 1) * (sortedZ.length - 1) * 2;
|
||||
if (triangles.length !== expectedTriangleCount) {
|
||||
throw new ModelColliderGenerationError("unsupported-terrain-model-collider", `Model instance ${modelInstance.id} cannot use terrain collision because the source mesh is not a clean regular-grid terrain surface.`);
|
||||
}
|
||||
const heights = new Float32Array(sortedX.length * sortedZ.length);
|
||||
for (let zIndex = 0; zIndex < sortedZ.length; zIndex += 1) {
|
||||
for (let xIndex = 0; xIndex < sortedX.length; xIndex += 1) {
|
||||
const key = `${quantizeCoordinate(sortedX[xIndex])}:${quantizeCoordinate(sortedZ[zIndex])}`;
|
||||
const point = heightLookup.get(key);
|
||||
if (point === undefined) {
|
||||
throw new ModelColliderGenerationError("unsupported-terrain-model-collider", `Model instance ${modelInstance.id} cannot use terrain collision because the source mesh is missing one or more regular-grid height samples.`);
|
||||
}
|
||||
heights[xIndex + zIndex * sortedX.length] = point.y;
|
||||
}
|
||||
}
|
||||
const localBounds = computeBoundsFromPoints(Array.from(heightLookup.values(), (point) => new Vector3(point.x, point.y, point.z)));
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: asset.id,
|
||||
mode: "terrain",
|
||||
kind: "heightfield",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
rows: sortedX.length,
|
||||
cols: sortedZ.length,
|
||||
heights,
|
||||
minX: sortedX[0],
|
||||
maxX: sortedX.at(-1) ?? sortedX[0],
|
||||
minZ: sortedZ[0],
|
||||
maxZ: sortedZ.at(-1) ?? sortedZ[0],
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
function buildDynamicCollider(modelInstance, asset, loadedAsset) {
|
||||
if (loadedAsset === undefined) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", `Model instance ${modelInstance.id} cannot build dynamic collision until asset geometry has loaded.`);
|
||||
}
|
||||
const triangleClusters = collectMeshTriangleClusters(loadedAsset.template);
|
||||
if (triangleClusters.length === 0) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", `Model instance ${modelInstance.id} cannot use dynamic collision because the asset has no mesh triangles.`);
|
||||
}
|
||||
const pieces = triangleClusters
|
||||
.flatMap((cluster) => collectConvexHullPointClouds(cluster.triangles))
|
||||
.map((points, index) => ({
|
||||
id: `${modelInstance.id}-piece-${index + 1}`,
|
||||
points,
|
||||
localBounds: computeBoundsFromFloat32Points(points)
|
||||
}));
|
||||
if (pieces.length === 0) {
|
||||
throw new ModelColliderGenerationError("unsupported-dynamic-model-collider", `Model instance ${modelInstance.id} could not derive any convex pieces for dynamic collision.`);
|
||||
}
|
||||
const localBounds = computeBoundsFromPoints(pieces.flatMap((piece) => {
|
||||
const points = [];
|
||||
for (let pointIndex = 0; pointIndex < piece.points.length; pointIndex += 3) {
|
||||
points.push(new Vector3(piece.points[pointIndex], piece.points[pointIndex + 1], piece.points[pointIndex + 2]));
|
||||
}
|
||||
return points;
|
||||
}));
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: asset.id,
|
||||
mode: "dynamic",
|
||||
kind: "compound",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
pieces,
|
||||
decomposition: "spatial-bisect",
|
||||
runtimeBehavior: "fixedQueryOnly",
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
export function buildGeneratedModelCollider(modelInstance, asset, loadedAsset) {
|
||||
switch (modelInstance.collision.mode) {
|
||||
case "none":
|
||||
return null;
|
||||
case "simple":
|
||||
return buildSimpleBoxCollider(modelInstance, asset);
|
||||
case "static":
|
||||
return buildTriMeshCollider(modelInstance, asset, loadedAsset);
|
||||
case "terrain":
|
||||
return buildTerrainCollider(modelInstance, asset, loadedAsset);
|
||||
case "dynamic":
|
||||
return buildDynamicCollider(modelInstance, asset, loadedAsset);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user