187 lines
7.2 KiB
JavaScript
187 lines
7.2 KiB
JavaScript
import {mat4Identity, mat4RotateX, mat4RotateY, mat4Translate} from "./math.js";
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const MISSING_MODEL_JSON = {
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"textures": {"missing": ":missing"},
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"elements": [
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{
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"from": [0, 0, 0],
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"to": [16, 16, 16],
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"faces": {
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"down": {"texture": "#missing"},
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"up": {"texture": "#missing"},
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"north": {"texture": "#missing"},
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"south": {"texture": "#missing"},
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"west": {"texture": "#missing"},
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"east": {"texture": "#missing"}
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}
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}
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]
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};
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export class ModelHandler {
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async process(cache, id, url) {
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if (id === ':missing') return new BlockModel(MISSING_MODEL_JSON);
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try {
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const res = await fetch(url + '.json');
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if (!res.ok) throw new Error(`HTTP ${res.status}`);
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const json = await res.json();
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if (json.parent) {
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const parent = await cache.get(json.parent, 'models');
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json.textures = {...parent.textures, ...json.textures};
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if (!json.elements && parent.elements) {
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json.elements = parent.elements;
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}
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}
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return new BlockModel(json);
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} catch (e) {
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console.warn(`Model missing/broken (${id}), falling back to :missing`);
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return new BlockModel(MISSING_MODEL_JSON);
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}
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}
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}
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const CUBOID_FACES = {
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down: {n: [0, -1, 0], c: [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]]},
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up: {n: [0, 1, 0], c: [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]]},
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north: {n: [0, 0, -1], c: [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]]},
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south: {n: [0, 0, 1], c: [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]]},
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west: {n: [-1, 0, 0], c: [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]]},
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east: {n: [1, 0, 0], c: [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]]}
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};
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export class BlockModel {
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constructor(json) {
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this.elements = json.elements || [];
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this.textures = json.textures || {};
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this._geometryCache = new Map();
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}
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resolveTexture(ref) {
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if (!ref) return ':missing';
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let val = ref;
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if (ref[0] === '#') {
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let key = ref.slice(1);
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val = this.textures[key];
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while (typeof val === 'string' && val[0] === '#') {
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key = val.slice(1);
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val = this.textures[key];
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}
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if (val && typeof val === 'object' && val.sprite) val = val.sprite;
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}
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if (typeof val === 'string') {
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return val.includes(':') ? val : `minecraft:${val}`;
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}
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return ':missing';
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}
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calculateDefaultUV(faceName, from, to) {
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switch (faceName) {
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case 'up':
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return [from[0], from[2], to[0], to[2]];
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case 'down':
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return [from[0], 16 - to[2], to[0], 16 - from[2]];
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case 'north':
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return [16 - to[0], 16 - to[1], 16 - from[0], 16 - from[1]];
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case 'south':
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return [from[0], 16 - to[1], to[0], 16 - from[1]];
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case 'west':
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return [from[2], 16 - to[1], to[2], 16 - from[1]];
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case 'east':
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return [16 - to[2], 16 - to[1], 16 - from[2], 16 - from[1]];
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default:
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return [0, 0, 16, 16];
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}
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}
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buildGeometry(uvmap, variant = {}) {
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const cacheKey = `${variant.x || 0},${variant.y || 0},${!!variant.uvlock}`;
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if (this._geometryCache.has(cacheKey)) {
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return this._geometryCache.get(cacheKey);
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}
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const pos = [], norm = [], uv = [], tint = [], shade = [], idx = [];
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let vOffset = 0;
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const blockMatrix = mat4Identity(new Float32Array(16));
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mat4Translate(blockMatrix, blockMatrix, [0.5, 0.5, 0.5]);
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if (variant.x) mat4RotateX(blockMatrix, blockMatrix, -variant.x * Math.PI / 180);
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if (variant.y) mat4RotateY(blockMatrix, blockMatrix, -variant.y * Math.PI / 180);
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mat4Translate(blockMatrix, blockMatrix, [-0.5, -0.5, -0.5]);
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for (const el of this.elements) {
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const [fx, fy, fz] = el.from.map(x => x / 16);
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const [tx, ty, tz] = el.to.map(x => x / 16);
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const size = [tx - fx, ty - fy, tz - fz];
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const elementShade = el.shade === false ? 0.0 : 1.0;
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for (const [name, face] of Object.entries(el.faces || {})) {
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const tmpl = CUBOID_FACES[name];
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const texPath = this.resolveTexture(face.texture);
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const a = texPath ? uvmap.get(texPath) : null;
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if (!a) continue;
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const rawUV = face.uv || this.calculateDefaultUV(name, el.from, el.to);
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let u1 = rawUV[0] / 16, v1 = rawUV[1] / 16;
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let u2 = rawUV[2] / 16, v2 = rawUV[3] / 16;
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let texRot = face.rotation || 0;
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if (variant.uvlock && (name === 'up' || name === 'down') && variant.y) {
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texRot = (texRot - variant.y + 360) % 360;
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}
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const au1 = a.u + u1 * a.du, au2 = a.u + u2 * a.du;
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const av1 = a.v + v1 * a.dv, av2 = a.v + v2 * a.dv;
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let faceUVs;
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if (texRot === 90) faceUVs = [au2, av2, au2, av1, au1, av1, au1, av2];
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else if (texRot === 180) faceUVs = [au2, av1, au1, av1, au1, av2, au2, av2];
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else if (texRot === 270) faceUVs = [au1, av1, au1, av2, au2, av2, au2, av1];
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else faceUVs = [au1, av2, au2, av2, au2, av1, au1, av1];
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const tintable = face.tintindex !== undefined ? 1.0 : 0.0;
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for (let i = 0; i < 4; i++) {
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const [cx, cy, cz] = tmpl.c[i];
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let vx = fx + cx * size[0], vy = fy + cy * size[1], vz = fz + cz * size[2];
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let wx = blockMatrix[0] * vx + blockMatrix[4] * vy + blockMatrix[8] * vz + blockMatrix[12];
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let wy = blockMatrix[1] * vx + blockMatrix[5] * vy + blockMatrix[9] * vz + blockMatrix[13];
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let wz = blockMatrix[2] * vx + blockMatrix[6] * vy + blockMatrix[10] * vz + blockMatrix[14];
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pos.push(wx, wy, wz);
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let nx = blockMatrix[0] * tmpl.n[0] + blockMatrix[4] * tmpl.n[1] + blockMatrix[8] * tmpl.n[2];
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let ny = blockMatrix[1] * tmpl.n[0] + blockMatrix[5] * tmpl.n[1] + blockMatrix[9] * tmpl.n[2];
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let nz = blockMatrix[2] * tmpl.n[0] + blockMatrix[6] * tmpl.n[1] + blockMatrix[10] * tmpl.n[2];
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norm.push(nx, ny, nz);
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tint.push(tintable);
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shade.push(elementShade);
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}
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uv.push(...faceUVs);
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idx.push(vOffset, vOffset + 1, vOffset + 2, vOffset, vOffset + 2, vOffset + 3);
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vOffset += 4;
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}
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}
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const bakedGeometry = {
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positions: new Float32Array(pos),
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normals: new Float32Array(norm),
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uvs: new Float32Array(uv),
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tints: new Float32Array(tint),
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shades: new Float32Array(shade),
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indices: new Uint16Array(idx)
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};
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this._geometryCache.set(cacheKey, bakedGeometry);
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return bakedGeometry;
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}
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} |