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The /ugc page no longer needs the browser to reach the UGC server: the dashboard fetches its status (/api/ugc/server/status), the files it made (/api/ugc/files/<kind>/<id>/<file>) and its NIFs converted for the 3D view (/api/ugc/mesh/<id>, NifFile like the scenery) from ugc_internal_url (default http://127.0.0.1:2008) with libcurl on the worker threads, keeping small answers briefly. ugc_public_url is only an "open on the UGC server" link now. The page gets an icon gallery beside the list, filtered by kind, state and a search by id or owner (GetUgcProcessList/GetModularBuildProcessList take a search), and a viewer: the generated NIF in 3D at any LOD, now or before it was made again, with wireframe, vertex color and baked lighting switches, the LXFML beside it, the icon now and before, and the stats with triangles before and after hidden faces were removed. The status box shows CPU, memory, the jobs' memory estimate with their limits, and throttling. The settings page lists the UGC server's new settings. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
142 lines
5.5 KiB
JavaScript
142 lines
5.5 KiB
JavaScript
/**
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* A 3D view of a .nif the UGC server made, from /api/ugc/mesh/:id (the dashboard converts it with NifFile::Encode,
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* as it does the scenery's models), with wireframe and vertex color switches and triangle counts.
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*/
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
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import { parseModel, mergeMeshes, linearColors } from '/js/scenery-core.js';
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export function createNifViewer(container) {
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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container.textContent = '';
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container.style.position = 'relative';
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container.appendChild(renderer.domElement);
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x1e2126);
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const pmrem = new THREE.PMREMGenerator(renderer);
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scene.environment = pmrem.fromScene(new RoomEnvironment(), 0.04).texture;
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scene.environmentIntensity = 0.5;
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const sun = new THREE.DirectionalLight(0xffffff, 1.4);
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scene.add(sun, sun.target);
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const camera = new THREE.PerspectiveCamera(40, 1, 0.05, 20000);
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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const root = new THREE.Group();
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scene.add(root);
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let parts = [];
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let wireframe = false, vertexColors = true, disposed = false, framed = false;
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const grey = new THREE.Color(0xbbbbbb);
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function resize() {
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const width = container.clientWidth || 300, height = container.clientHeight || 300;
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renderer.setSize(width, height, false);
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renderer.domElement.style.width = '100%';
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renderer.domElement.style.height = '100%';
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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}
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const observer = new ResizeObserver(resize);
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observer.observe(container);
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resize();
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function loop() {
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if (disposed) return;
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controls.update();
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renderer.render(scene, camera);
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requestAnimationFrame(loop);
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}
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requestAnimationFrame(loop);
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function clear() {
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for (const part of parts) {
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root.remove(part.mesh);
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part.mesh.geometry.dispose();
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part.mesh.material.dispose();
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}
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parts = [];
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}
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function applyLook() {
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for (const part of parts) {
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const material = part.mesh.material;
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material.wireframe = wireframe;
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material.vertexColors = vertexColors && part.hasColors;
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material.color.copy(vertexColors && part.hasColors ? part.baseColor : grey);
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material.needsUpdate = true;
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}
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}
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function frame() {
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const box = new THREE.Box3().setFromObject(root);
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if (box.isEmpty()) return;
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const center = box.getCenter(new THREE.Vector3());
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const radius = Math.max(box.getSize(new THREE.Vector3()).length() / 2, 0.1);
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// From the icon's side: in front and to the side, a little above
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const direction = new THREE.Vector3(Math.sin(0.93) * Math.cos(0.34), Math.sin(0.34), Math.cos(0.93) * Math.cos(0.34));
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camera.position.copy(center).addScaledVector(direction, radius / Math.sin(THREE.MathUtils.degToRad(camera.fov / 2)) * 1.05);
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camera.near = radius / 100;
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camera.far = radius * 100;
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camera.updateProjectionMatrix();
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controls.target.copy(center);
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sun.position.copy(center).add(new THREE.Vector3(0.23, 0.77, 0.6).multiplyScalar(radius * 4));
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sun.target.position.copy(center);
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framed = true;
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}
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return {
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/**
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* Loads a mesh; resolves {triangles, vertices, shapes}. The view keeps its angle between loads of the same model
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* (LOD, version) so they can be compared; `reframe` points it at the model again.
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*/
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async load(url, reframe) {
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const response = await fetch(url, { credentials: 'same-origin' });
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if (!response.ok) {
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let message = response.status === 408 ? 'Being made, try again in a moment' : 'HTTP ' + response.status;
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try { message = (await response.json()).error || message; } catch (e) { /* not JSON */ }
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throw new Error(message);
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}
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const model = parseModel(await response.arrayBuffer());
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clear();
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let triangles = 0, vertices = 0;
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for (const mesh of mergeMeshes(model.meshes)) {
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if (!mesh.vertices || !mesh.indices.length) continue;
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.BufferAttribute(mesh.positions, 3));
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if (mesh.normals) geometry.setAttribute('normal', new THREE.BufferAttribute(mesh.normals, 3, true));
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const hasColors = !!(mesh.colors && mesh.vertexColors !== 0);
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if (hasColors) geometry.setAttribute('color', new THREE.BufferAttribute(linearColors(mesh.colors), 4, true));
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geometry.setIndex(new THREE.BufferAttribute(mesh.indices, 1));
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if (!mesh.normals) geometry.computeVertexNormals();
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const baseColor = new THREE.Color().setRGB(mesh.diffuse[0], mesh.diffuse[1], mesh.diffuse[2], THREE.SRGBColorSpace);
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const material = new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: !!mesh.blend, roughness: 0.6, metalness: 0 });
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const object = new THREE.Mesh(geometry, material);
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if (mesh.blend) object.renderOrder = 1;
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root.add(object);
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parts.push({ mesh: object, hasColors, baseColor });
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triangles += mesh.indices.length / 3;
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vertices += mesh.vertices;
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}
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applyLook();
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if (reframe || !framed) frame();
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return { triangles, vertices, shapes: model.meshes.length };
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},
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setWireframe(on) { wireframe = on; applyLook(); },
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setVertexColors(on) { vertexColors = on; applyLook(); },
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frame,
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dispose() {
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disposed = true;
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observer.disconnect();
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clear();
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controls.dispose();
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pmrem.dispose();
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renderer.dispose();
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renderer.domElement.remove();
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}
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};
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}
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