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Compared block by block with res/BrickModels/ndmade (and nif.xml for 20.3.0.9, LU's version, user version 0): every shape now has the same four properties in the same order (material with glossiness 4, alpha blending by the vertex alpha, specular off, vertex colors as ambient and diffuse), nodes have flags 0x110 and shapes 0x10. A generated NIF put in place of a game model and spawned in the 1.10.64 client renders with its colors. Readers treat a blended shape as transparent only where it is see-through (material or vertex alpha below 1), for the icons and the 3D view. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
145 lines
5.8 KiB
JavaScript
145 lines
5.8 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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// Blending only matters where something is see-through (every shape of a brick model blends)
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let seeThrough = !!mesh.blend && mesh.alpha < 0.99;
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if (mesh.blend && hasColors) for (let i = 3; i < mesh.colors.length && !seeThrough; i += 4) seeThrough = mesh.colors[i] < 250;
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const material = new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: seeThrough, roughness: 0.6, metalness: 0 });
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const object = new THREE.Mesh(geometry, material);
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if (seeThrough) 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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