Files
DarkflameServer/dDashboardServer/static/js/ugc-viewer.js
Aaron Kimbrell 7bba8344fc feat(ugc): glitter flecks (LEGO-AnimUV) and milky satin in made models
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.

Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.

NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:21 -05:00

163 lines
6.9 KiB
JavaScript

/**
* A 3D view of a .nif the UGC server made, from /api/ugc/mesh/:id (the dashboard converts it with NifFile::Encode,
* as it does the scenery's models), with wireframe and vertex color switches and triangle counts. The metal and glow
* groups (the UGC server's shader settings; each mesh's "look" is its shader's eShaderLook bits) are drawn as metal
* reflecting the view's environment and as unlit glow, the glitter groups with moving white flecks (their UVs and
* uvScroll, as the game moves its fleck texture).
*/
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { parseModel, mergeMeshes, linearColors, metalOf, addGlitter, SHADER_LOOK } from '/js/scenery-core.js';
export function createNifViewer(container) {
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
container.textContent = '';
container.style.position = 'relative';
container.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x1e2126);
const pmrem = new THREE.PMREMGenerator(renderer);
scene.environment = pmrem.fromScene(new RoomEnvironment(), 0.04).texture;
scene.environmentIntensity = 0.5;
const sun = new THREE.DirectionalLight(0xffffff, 1.4);
scene.add(sun, sun.target);
const camera = new THREE.PerspectiveCamera(40, 1, 0.05, 20000);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
const root = new THREE.Group();
scene.add(root);
let parts = [];
const clock = new THREE.Clock();
let wireframe = false, vertexColors = true, disposed = false, framed = false;
const grey = new THREE.Color(0xbbbbbb);
function resize() {
const width = container.clientWidth || 300, height = container.clientHeight || 300;
renderer.setSize(width, height, false);
renderer.domElement.style.width = '100%';
renderer.domElement.style.height = '100%';
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
const observer = new ResizeObserver(resize);
observer.observe(container);
resize();
function loop() {
if (disposed) return;
controls.update();
const seconds = clock.getElapsedTime();
for (const part of parts) if (part.glitter) part.glitter.update(seconds);
renderer.render(scene, camera);
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
function clear() {
for (const part of parts) {
root.remove(part.mesh);
part.mesh.geometry.dispose();
part.mesh.material.dispose();
}
parts = [];
}
function applyLook() {
for (const part of parts) {
const material = part.mesh.material;
material.wireframe = wireframe;
material.vertexColors = vertexColors && part.hasColors;
material.color.copy(vertexColors && part.hasColors ? part.baseColor : grey);
material.needsUpdate = true;
}
}
function frame() {
const box = new THREE.Box3().setFromObject(root);
if (box.isEmpty()) return;
const center = box.getCenter(new THREE.Vector3());
const radius = Math.max(box.getSize(new THREE.Vector3()).length() / 2, 0.1);
// From the icon's side: in front and to the side, a little above
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));
camera.position.copy(center).addScaledVector(direction, radius / Math.sin(THREE.MathUtils.degToRad(camera.fov / 2)) * 1.05);
camera.near = radius / 100;
camera.far = radius * 100;
camera.updateProjectionMatrix();
controls.target.copy(center);
sun.position.copy(center).add(new THREE.Vector3(0.23, 0.77, 0.6).multiplyScalar(radius * 4));
sun.target.position.copy(center);
framed = true;
}
return {
/**
* Loads a mesh; resolves {triangles, vertices, shapes}. The view keeps its angle between loads of the same model
* (LOD, version) so they can be compared; `reframe` points it at the model again.
*/
async load(url, reframe) {
const response = await fetch(url, { credentials: 'same-origin' });
if (!response.ok) {
let message = response.status === 408 ? 'Being made, try again in a moment' : 'HTTP ' + response.status;
try { message = (await response.json()).error || message; } catch (e) { /* not JSON */ }
throw new Error(message);
}
const model = parseModel(await response.arrayBuffer());
clear();
let triangles = 0, vertices = 0;
for (const mesh of mergeMeshes(model.meshes)) {
if (!mesh.vertices || !mesh.indices.length) continue;
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.positions, 3));
if (mesh.normals) geometry.setAttribute('normal', new THREE.BufferAttribute(mesh.normals, 3, true));
const hasColors = !!(mesh.colors && mesh.vertexColors !== 0);
if (hasColors) geometry.setAttribute('color', new THREE.BufferAttribute(linearColors(mesh.colors), 4, true));
geometry.setIndex(new THREE.BufferAttribute(mesh.indices, 1));
if (!mesh.normals) geometry.computeVertexNormals();
const baseColor = new THREE.Color().setRGB(mesh.diffuse[0], mesh.diffuse[1], mesh.diffuse[2], THREE.SRGBColorSpace);
// Blending only matters where something is see-through (every shape of a brick model blends)
let seeThrough = !!mesh.blend && mesh.alpha < 0.99;
if (mesh.blend && hasColors) for (let i = 3; i < mesh.colors.length && !seeThrough; i += 4) seeThrough = mesh.colors[i] < 250;
const look = mesh.look || 0;
const metal = metalOf(look);
// Glow: the emissive shader's vertex color, unlit (its vertex alpha is the glow, not opacity)
const material = look & SHADER_LOOK.EMISSIVE
? new THREE.MeshBasicMaterial({ color: baseColor.clone(), vertexColors: hasColors })
: new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: seeThrough,
roughness: metal === 'polished' ? 0.18 : metal === 'brushed' ? 0.45 : 0.6, metalness: metal ? 1 : 0 });
// Glitter: the fleck texture's UVs, one tile of it each, moving as the game moves it
let glitter = null;
if (look & SHADER_LOOK.GLITTER && mesh.uvs) {
geometry.setAttribute('glitterUv', new THREE.BufferAttribute(mesh.uvs, 2));
glitter = addGlitter(material, { coordinates: 'uv', scroll: mesh.uvScroll || [0, 0] });
}
const object = new THREE.Mesh(geometry, material);
if (seeThrough) object.renderOrder = 1;
root.add(object);
parts.push({ mesh: object, hasColors, baseColor, glitter });
triangles += mesh.indices.length / 3;
vertices += mesh.vertices;
}
applyLook();
if (reframe || !framed) frame();
return { triangles, vertices, shapes: model.meshes.length };
},
setWireframe(on) { wireframe = on; applyLook(); },
setVertexColors(on) { vertexColors = on; applyLook(); },
frame,
dispose() {
disposed = true;
observer.disconnect();
clear();
controls.dispose();
pmrem.dispose();
renderer.dispose();
renderer.domElement.remove();
}
};
}