Files
wireless-docs/geometry.js
2026-07-04 00:02:42 -04:00

144 lines
6.1 KiB
JavaScript

// geometry.js
import {mat4Identity, mat4RotateX, mat4RotateY, mat4Translate} from './math.js';
const FACES = {
down: {n: [0, -1, 0], c: [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]]},
up: {n: [0, 1, 0], c: [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]]},
north: {n: [0, 0, -1], c: [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]]},
south: {n: [0, 0, 1], c: [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]]},
west: {n: [-1, 0, 0], c: [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]]},
east: {n: [1, 0, 0], c: [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]]}
};
// Calculates missing UVs by projecting the element bounds onto the face plane
function calculateDefaultUV(faceName, from, to) {
switch (faceName) {
case 'up':
return [from[0], from[2], to[0], to[2]];
case 'down':
return [from[0], 16 - to[2], to[0], 16 - from[2]];
case 'north':
return [16 - to[0], 16 - to[1], 16 - from[0], 16 - from[1]];
case 'south':
return [from[0], 16 - to[1], to[0], 16 - from[1]];
case 'west':
return [from[2], 16 - to[1], to[2], 16 - from[1]];
case 'east':
return [16 - to[2], 16 - to[1], 16 - from[2], 16 - from[1]];
default:
return [0, 0, 16, 16];
}
}
export function resolveTexture(model, ref) {
if (!ref) return null;
if (ref[0] !== '#') return ref;
let key = ref.slice(1);
let val = model.textures?.[key];
while (typeof val === 'string' && val[0] === '#') {
key = val.slice(1);
val = model.textures?.[key];
}
if (val && typeof val === 'object' && val.sprite) val = val.sprite;
return val || null;
}
// Takes the blockstate variant object to apply y/x rotations and uvlock
export function buildGeometry(model, atlas, variant = {}) {
const pos = [], norm = [], uv = [], tint = [], shade = [], idx = [];
let vOffset = 0;
// 1. Pre-calculate the blockstate rotation matrix (around block center)
const blockMatrix = mat4Identity(new Float32Array(16));
mat4Translate(blockMatrix, blockMatrix, [0.5, 0.5, 0.5]);
if (variant.x) mat4RotateX(blockMatrix, blockMatrix, variant.x * Math.PI / 180);
if (variant.y) mat4RotateY(blockMatrix, blockMatrix, variant.y * Math.PI / 180);
mat4Translate(blockMatrix, blockMatrix, [-0.5, -0.5, -0.5]);
for (const el of model.elements || []) {
const [fx, fy, fz] = el.from.map(x => x / 16);
const [tx, ty, tz] = el.to.map(x => x / 16);
const size = [tx - fx, ty - fy, tz - fz];
// Element-level shading flag. Used to make repeater torches/redstone dust emissive.
const elementShade = el.shade === false ? 0.0 : 1.0;
for (const [name, face] of Object.entries(el.faces || {})) {
const tmpl = FACES[name];
const texPath = resolveTexture(model, face.texture);
const a = texPath ? atlas.map.get(texPath) : null;
if (!a) continue;
// DYNAMIC UV PROJECTION (remains the same)
const rawUV = face.uv || calculateDefaultUV(name, el.from, el.to);
let u1 = rawUV[0] / 16, v1 = rawUV[1] / 16;
let u2 = rawUV[2] / 16, v2 = rawUV[3] / 16;
let texRot = face.rotation || 0;
// uvlock compensation
if (variant.uvlock && (name === 'up' || name === 'down') && variant.y) {
texRot = (texRot - variant.y + 360) % 360;
}
const au1 = a.u + u1 * a.du, au2 = a.u + u2 * a.du;
const av1 = a.v + v1 * a.dv, av2 = a.v + v2 * a.dv;
// CORRECTED UV ARRAY MAPPING
// Corner Order: 0:Bottom-Left, 1:Bottom-Right, 2:Top-Right, 3:Top-Left
let faceUVs;
if (texRot === 90) {
// Shift UVs clockwise by 1 corner
faceUVs = [au2, av2, au2, av1, au1, av1, au1, av2];
} else if (texRot === 180) {
// Shift UVs by 2 corners
faceUVs = [au2, av1, au1, av1, au1, av2, au2, av2];
} else if (texRot === 270) {
// Shift UVs by 3 corners
faceUVs = [au1, av1, au1, av2, au2, av2, au2, av1];
} else {
// 0 degrees: av2 (bottom) goes to corners 0 and 1. av1 (top) goes to corners 2 and 3.
faceUVs = [au1, av2, au2, av2, au2, av1, au1, av1];
}
const tintable = face.tintindex !== undefined ? 1.0 : 0.0;
for (let i = 0; i < 4; i++) {
const [cx, cy, cz] = tmpl.c[i];
let vx = fx + cx * size[0];
let vy = fy + cy * size[1];
let vz = fz + cz * size[2];
// Apply Blockstate Rotation
let wx = blockMatrix[0] * vx + blockMatrix[4] * vy + blockMatrix[8] * vz + blockMatrix[12];
let wy = blockMatrix[1] * vx + blockMatrix[5] * vy + blockMatrix[9] * vz + blockMatrix[13];
let wz = blockMatrix[2] * vx + blockMatrix[6] * vy + blockMatrix[10] * vz + blockMatrix[14];
pos.push(wx, wy, wz);
// Note: Normal rotation should technically use the inverse-transpose of the matrix,
// but since we only have pure rotations, direct multiplication works fine here.
let nx = blockMatrix[0] * tmpl.n[0] + blockMatrix[4] * tmpl.n[1] + blockMatrix[8] * tmpl.n[2];
let ny = blockMatrix[1] * tmpl.n[0] + blockMatrix[5] * tmpl.n[1] + blockMatrix[9] * tmpl.n[2];
let nz = blockMatrix[2] * tmpl.n[0] + blockMatrix[6] * tmpl.n[1] + blockMatrix[10] * tmpl.n[2];
norm.push(nx, ny, nz);
tint.push(tintable);
shade.push(elementShade);
}
uv.push(...faceUVs);
idx.push(vOffset, vOffset + 1, vOffset + 2, vOffset, vOffset + 2, vOffset + 3);
vOffset += 4;
}
}
return {
positions: new Float32Array(pos),
normals: new Float32Array(norm),
uvs: new Float32Array(uv),
tints: new Float32Array(tint),
shades: new Float32Array(shade),
indices: new Uint16Array(idx)
};
}