Files
NexusDashboard/app/templates/ldd/ldd.html.j2
Bob G 69480cfa3e Speed up property model viewer: on-demand rendering, shared UGC caches, validators and gzip (#134)
* Speed up property model viewer loading

- Render the viewer on demand (load completion, camera change, resize)
  instead of every animation frame
- Share the UGC brick geometry cache and parsed Materials.xml across all
  UGC models on the converter
- Serve model and ldddb files with strong ETag/Last-Modified validators
  and conditional requests so repeat visits get 304s
- Gzip model and ldddb responses (COMPRESS_MODEL_RESPONSES), optionally
  storing .gz copies on disk (CACHE_COMPRESSED_MODELS)

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Add configurable redraw behaviour while property models load

PROPERTY_VIEWER_LOAD_REDRAW ('none' or 'interval') and
PROPERTY_VIEWER_REDRAW_INTERVAL_MS control whether the property viewer
redraws as individual models finish loading. A final draw always happens
once all loads complete or fail, and a loading indicator is shown
meanwhile. Also wrap long lines added by this branch for flake8.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Show model loading progress in the property viewer

Replace the static 'Loading models...' badge in the upper-left corner with
a progress indicator, e.g. 'Loading models: 42% (89/203)', counting loaded
and failed models out of the total. When everything is done it shows
'Loaded 100% (203/203)' (with '(N failed)' if any), turns green (orange on
failures) and fades to a faint badge after a few seconds.

The indicator is a DOM element updated at most once per animation frame,
so it does not trigger canvas redraws in either redraw mode.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Make the loading progress badge more opaque and readable

Use a ~93% opaque background for all states (dark while loading, darker
green when done, orange on failures), bold white text with a subtle text
shadow, border and drop shadow, and only fade to 70% opacity after
completion so it stays legible over colourful models.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Batch UGC models and load the viewer's brick data asynchronously

Brick-built (UGC) models used to be loaded with synchronous XHRs on the
main thread: one request per model's LXFML plus one per brick primitive
file, strictly one after another, with the page frozen meanwhile. On a
remote server every request costs a network round trip, so a property
with 654 UGC models took about two minutes to load.

- New route properties.get_ugc_models/<property id> (login required, like
  get_model) returns all UGC LXFML of a property as one JSON object
  ({content id: lxfml}) from a single DB query. It is gzip-encoded per
  COMPRESS_MODEL_RESPONSES and has an ETag over the whole set, so repeat
  loads get a 304. The per-model get_model route keeps working.
- The viewer lists the brick database, fetches the LXFML (batched on
  view_models, per model with bounded concurrency otherwise) and then each
  needed brick primitive exactly once with at most 8 requests in flight,
  all with async fetch. Meshes are then built in short slices so the page
  stays responsive. The progress badge counts brick-built models as they
  are built and shows the fetch stage (e.g. 'bricks 120/385').
- Loading finishes once both the loading manager (pre-built models,
  ground texture) and the brick-built models are done; redraw modes are
  unchanged ('none' draws once at the end, 'interval' at most every N ms).
- get_model for a UGC model only decompresses the LXFML when it has to
  send a body (a matching If-None-Match skips it).

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Show the prebuilt material stage on the loading badge

While prebuilt models load, the badge now shows how many MTL files have
arrived (e.g. 'materials 120/203'), so progress moves from the start on
prebuilt-heavy properties instead of sitting at 0% until the first OBJ
loads.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Show a rendering state on the badge before the final render

The final full render can block the main thread for a second or more on
large properties, which made the badge look frozen. Once all loads are
done the badge now shows 'Rendering N parts…' with a CSS spinner (a
transform animation the compositor keeps running), waits two animation
frames so it is painted, then renders and shows the Loaded state.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

---------

Co-authored-by: bob-g-code <346622190+bob-g-code@users.noreply.github.com>
Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>
2026-11-01 07:20:48 -06:00

1533 lines
51 KiB
Django/Jinja

<!DOCTYPE html>
<html lang="en">
<head>
<title>LDD Webviewer</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="{{ url_for('static', filename='lddviewer/main.css')}}">
<style>
body {
color: #444;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info">
LDD (lxfml) Webviewer
<a href="https://github.com/sttng/LDD-Webviewer">
Credit to sttng
</a>
<br/>
{% if (property_data and current_user.gm_level >= 3) %}
<a role="button" class="btn text-{% if property_data.mod_approved %}danger{% else %}success{% endif %} btn-block"
href='{{url_for('properties.approve', id=property_data.id)}}'>
{% if property_data.mod_approved %} Unapprove {% else %} Approve {% endif %}
</a>
{% endif %}
</div>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/three@0.116.0/build/three.min.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/three@0.116.0/examples/js/controls/OrbitControls.js"></script>
<script type="text/javascript" src="{{ url_for('static', filename='lddviewer/base64-binary.js') }}"></script>
<script type='module'>
import {MTLLoader} from 'https://cdn.jsdelivr.net/npm/three@0.116.0/examples/jsm/loaders/MTLLoader.js'
import {OBJLoader} from 'https://cdn.jsdelivr.net/npm/three@0.116.0/examples/jsm/loaders/OBJLoader.js'
//Three.js stuff
const scene = new THREE.Scene();
let cammatr = new THREE.Matrix4();
{% if center %}
let brick_pos = new THREE.Vector3{{center}};
{% else %}
let brick_pos = new THREE.Vector3();
{% endif %}
class Matrix3D{
//done
constructor(n11=1,n12=0,n13=0,n14=0,n21=0,n22=1,n23=0,n24=0,n31=0,n32=0,n33=1,n34=0,n41=0,n42=0,n43=0,n44=1){
this.n11 = n11
this.n12 = n12
this.n13 = n13
this.n14 = n14
this.n21 = n21
this.n22 = n22
this.n23 = n23
this.n24 = n24
this.n31 = n31
this.n32 = n32
this.n33 = n33
this.n34 = n34
this.n41 = n41
this.n42 = n42
this.n43 = n43
this.n44 = n44
}
toString(){
return `[${this.n11}, ${this.n12}, ${this.n13}, ${this.n14}, ${this.n21}, ${this.n22}, ${this.n23}, ${this.n24}, ${this.n31}, ${this.n32}, ${this.n33}, ${this.n34}, ${this.n41}, ${this.n42}, ${this.n43}, ${this.n44}]`
}
rotate(angle, axis){
let c = Math.cos(angle)
let s = Math.sin(angle)
let t = 1 - c
let tx = t * axis.x
let ty = t * axis.y
let tz = t * axis.z
let sx = s * axis.x
let sy = s * axis.y
let sz = s * axis.z
this.n11 = c + axis.x * tx
this.n12 = axis.y * tx + sz
this.n13 = axis.z * tx - sy
this.n14 = 0
this.n21 = axis.x * ty - sz
this.n22 = c + axis.y * ty
this.n23 = axis.z * ty + sx
this.n24 = 0
this.n31 = axis.x * tz + sy
this.n32 = axis.y * tz - sx
this.n33 = c + axis.z * tz
this.n34 = 0
this.n41 = 0
this.n42 = 0
this.n43 = 0
this.n44 = 1
}
mul(other){
return new Matrix3D(this.n11 * other.n11 + this.n21 * other.n12 + this.n31 * other.n13 + this.n41 * other.n14,
this.n12 * other.n11 + this.n22 * other.n12 + this.n32 * other.n13 + this.n42 * other.n14,
this.n13 * other.n11 + this.n23 * other.n12 + this.n33 * other.n13 + this.n43 * other.n14,
this.n14 * other.n11 + this.n24 * other.n12 + this.n34 * other.n13 + this.n44 * other.n14,
this.n11 * other.n21 + this.n21 * other.n22 + this.n31 * other.n23 + this.n41 * other.n24,
this.n12 * other.n21 + this.n22 * other.n22 + this.n32 * other.n23 + this.n42 * other.n24,
this.n13 * other.n21 + this.n23 * other.n22 + this.n33 * other.n23 + this.n43 * other.n24,
this.n14 * other.n21 + this.n24 * other.n22 + this.n34 * other.n23 + this.n44 * other.n24,
this.n11 * other.n31 + this.n21 * other.n32 + this.n31 * other.n33 + this.n41 * other.n34,
this.n12 * other.n31 + this.n22 * other.n32 + this.n32 * other.n33 + this.n42 * other.n34,
this.n13 * other.n31 + this.n23 * other.n32 + this.n33 * other.n33 + this.n43 * other.n34,
this.n14 * other.n31 + this.n24 * other.n32 + this.n34 * other.n33 + this.n44 * other.n34,
this.n11 * other.n41 + this.n21 * other.n42 + this.n31 * other.n43 + this.n41 * other.n44,
this.n12 * other.n41 + this.n22 * other.n42 + this.n32 * other.n43 + this.n42 * other.n44,
this.n13 * other.n41 + this.n23 * other.n42 + this.n33 * other.n43 + this.n43 * other.n44,
this.n14 * other.n41 + this.n24 * other.n42 + this.n34 * other.n43 + this.n44 * other.n44)
}
}
class Point3D{
//done
constructor(x=0,y=0,z=0){
this.x = x
this.y = y
this.z = z
}
toString(){
return `[${this.x}, ${this.y}, ${this.z}]`
}
transformW(matrix){
let x = matrix.n11 * this.x + matrix.n21 * this.y + matrix.n31 * this.z
let y = matrix.n12 * this.x + matrix.n22 * this.y + matrix.n32 * this.z
let z = matrix.n13 * this.x + matrix.n23 * this.y + matrix.n33 * this.z
this.x = x
this.y = y
this.z = z
}
transform(matrix){
let x = matrix.n11 * this.x + matrix.n21 * this.y + matrix.n31 * this.z + matrix.n41
let y = matrix.n12 * this.x + matrix.n22 * this.y + matrix.n32 * this.z + matrix.n42
let z = matrix.n13 * this.x + matrix.n23 * this.y + matrix.n33 * this.z + matrix.n43
this.x = x
this.y = y
this.z = z
}
copy(){
return new Point3D(this.x, this.y, this.z)
}
}
class Point2D{
//done
constructor(x=0,y=0){
this.x = x
this.y = y
}
toString(){
return `[${this.x}, ${this.y}]`
}
copy(){
return new Point2D(this.x, this.y)
}
}
class Face{
//done
constructor(a=0,b=0,c=0){
this.a = a
this.b = b
this.c = c
}
toString(){
return `[${this.a}, ${this.b}, ${this.c}]`
}
}
class Group{
//done
constructor(node){
this.partRefs = node.getAttribute('partRefs').split(',')
}
}
class Bone{
//done
constructor(node){
this.refID = node.getAttribute('refID')
//console.log(node.getAttribute('transformation').split(',').map(parseFloat))
let [a, b, c, d, e, f, g, h, i, x, y, z] = node.getAttribute('transformation').split(',').map(parseFloat);
this.matrix = new Matrix3D(a,b,c,0,d,e,f,0,g,h,i,0,x,y,z,1);
//console.log(this.refID)
//console.log(this.matrix)
}
}
class Part{
//done
constructor(node){
this.isGrouped = false
this.GroupIDX = 0
this.Bones = []
this.refID = node.getAttribute('refID')
this.designID = node.getAttribute('designID')
this.materials = node.getAttribute('materials').split(',')
let lastm = '0'
for (const [i, m] of this.materials.entries()) {
if (m == '0'){
//this.materials[i] = lastm
this.materials[i] = this.materials[0]
}
else {
lastm = m
}
}
if (node.hasAttribute('decoration')){
this.decoration = node.getAttribute('decoration').split(',')
}
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'Bone'){
this.Bones.push(new Bone(childnode))
}
}
}
}
class Brick{
//done
constructor(node){
this.refID = node.getAttribute('refID')
this.designID = node.getAttribute('designID')
this.Parts = []
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'Part'){
this.Parts.push(new Part(childnode))
}
}
}
}
class Scene{
constructor(){
this.Bricks = []
this.Scenecamera = []
this.Groups = []
this.SceneBuildingInstructions = []
this.xmldata = ''
}
AddScene(file){
let lxfmlfile = new DBURLFile(file,file)
this.AddSceneData(lxfmlfile.read())
}
AddSceneData(xmldata){
this.xmldata = xmldata
if (this.xmldata === ""){
alert(this.xmldata)
}
let parser = new DOMParser();
let xml = parser.parseFromString(this.xmldata, "text/xml");
let nodes = xml.firstChild.childNodes;
for (let i = 0; i < nodes.length ;i++) {
let node = nodes[i]
if (node.nodeName == 'Meta'){
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'BrickSet'){
this.Version = childnode.getAttribute('version')
}
}
}
else if (node.nodeName == 'Bricks'){
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'Brick'){
this.Bricks.push(new Brick(childnode))
}
}
}
else if (node.nodeName == 'GroupSystems'){
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'GroupSystem'){
let subchildnodes = childnode.childNodes
for (let k = 0; k < subchildnodes.length ;k++) {
let subchildnode = subchildnodes[k]
if (subchildnode.nodeName == 'Group'){
this.Groups.push(new Group(subchildnode))
}
}
}
}
}
}
for (const [i, m] of this.Groups.entries()) {
for (const brick of this.Bricks){
for (const part of brick.Parts){
if (m.partRefs.indexOf(part.refID) !== -1) {
part.isGrouped = true
part.GroupIDX = i
}
}
}
}
console.log('Scene Loaded Brickversion: ' + this.Version)
}
}
class GeometryReader{
//done
constructor(data){
this.offset = 0
this.data = data
this.positions = []
this.normals = []
this.textures = []
this.faces = []
this.bonemap = []
this.texCount = 0
this.outpositions = []
this.outnormals = []
this.binary = "";
for (let i = 0; i < data.length; i++ ) {
this.binary += String.fromCharCode(data.charCodeAt(i) & 255)
}
this.data = Base64Binary.decodeArrayBuffer(btoa(this.binary));
this.view = new Uint8Array(this.data);
if (this.readInt() == 1111961649){
this.valueCount = this.readInt()
this.indexCount = this.readInt()
this.faceCount = this.indexCount / 3
let options = this.readInt()
for (let i = 0; i < this.valueCount ;i++) {
this.positions.push(new Point3D(this.readFloat(), this.readFloat(), this.readFloat()))
}
for (let i = 0; i < this.valueCount ;i++) {
this.normals.push(new Point3D(this.readFloat(), this.readFloat(), this.readFloat()))
}
if ((options & 3) == 3){
this.texCount = this.valueCount
for (let i = 0; i < this.valueCount ;i++) {
this.textures.push(new Point2D(this.readFloat(), this.readFloat()))
}
}
for (let i = 0; i < this.faceCount ;i++) {
this.faces.push(new Face(this.readInt(), this.readInt(), this.readInt()))
}
if ((options & 48) == 48){
let num = this.readInt()
this.offset += (num * 4) + (this.indexCount * 4)
num = this.readInt()
this.offset += (3 * num * 4) + (this.indexCount * 4)
}
let bonelength = this.readInt()
this.bonemap.length = this.valueCount
this.bonemap.fill(0);
if ((bonelength > this.valueCount) || (bonelength > this.faceCount)){
let datastart = this.offset
this.offset += bonelength
for (let i = 0; i < this.valueCount ;i++) {
let boneoffset = this.readInt() + 4
this.bonemap[i] = this.read_Int(datastart + boneoffset)
}
}
}
}
read_Int(_offset){
//console.log(_offset)
let ret = (this.view[_offset+0]) + (this.view[_offset+1]<<8)+ (this.view[_offset+2]<<16) + (this.view[_offset+3]<<24)
//console.log(ret)
return ret
}
readInt(){
//let ret = (this.view[this.offset+0]<<24) + (this.view[this.offset+1]<<16)+ (this.view[this.offset+2]<<8) + (this.view[this.offset+3])
let ret = (this.view[this.offset+0]) + (this.view[this.offset+1]<<8)+ (this.view[this.offset+2]<<16) + (this.view[this.offset+3]<<24)
this.offset += 4
//console.log(ret)
return ret
}
readFloat(){
let tempdata = [(this.view[this.offset+3]), (this.view[this.offset+2]), (this.view[this.offset+1]), (this.view[this.offset+0])];
// Create a buffer and a data view of it
let buf = new ArrayBuffer(4);
let view = new DataView(buf);
// set bytes
tempdata.forEach(function (b, i) {
view.setInt8(i, b);
});
// Read the bits as a float; note that by doing this, we're implicitly converting it from a 32-bit float into JavaScript's native 64-bit double
let number = view.getFloat32(0);
this.offset += 4
return number
}
}
class Geometry {
//done
constructor(designID, database){
this.designID = designID
this.Parts = []
this.studsFields2D = []
let lod = {{ lod }}
let GeometryLocation = `brickprimitives/lod${lod}/${designID}.g`
let PrimitiveLocation = `Primitives/${designID}.xml`
let GeometryCount = 0
while (GeometryLocation in database.filelist) {
this.Parts[GeometryCount] = new GeometryReader(database.filelist[GeometryLocation].read())
GeometryCount = GeometryCount + 1
GeometryLocation = `brickprimitives/lod${lod}/${designID}.g${GeometryCount}`
}
let primitive = new Primitive(database.filelist[PrimitiveLocation].read())
this.Partname = primitive.Designname
this.studsFields2D = primitive.Fields2D
//preflex
for (const [h, part] of this.Parts.entries()) {
//transform
for (const [i, b] of primitive.Bones.entries()) {
//positions
for (const [j, p] of this.Parts[h].positions.entries()) {
if (this.Parts[h].bonemap[j] == i){
this.Parts[h].positions[j].transform(b.matrix)
}
}
//normals
for (const [k, n] of this.Parts[h].normals.entries()) {
if (this.Parts[h].bonemap[k] == i){
this.Parts[h].normals[k].transform(b.matrix)
}
}
}
}
}
valuecount(){
let count = 0
for (const part of this.Parts) {
count += part.valueCount
}
return count
}
facecount(){
let count = 0
for (const part of this.Parts) {
count += part.facecount
}
return count
}
texcount(){
let count = 0
for (const part of this.Parts) {
count += part.texCount
}
return count
}
}
class DBinfo {
//done
constructor(data) {
let parser = new DOMParser();
let xml = parser.parseFromString(data, "text/xml");
let Version = xml.getElementsByTagName('Bricks')[0].attributes['version'].value
console.log('DB Version: ' + Version);
return ('DB Version: ' + Version);
}
}
class Converter {
constructor(){
this.allMaterials = ''
// brick geometry is shared by every UGC model converted by this converter
this.geometryCache = {}
this.scene = new Scene()
}
LoadDBURL(dbURLlocation){
this.database = new DBURLReader(dbURLlocation)
if(this.database.initok && this.database.fileexist('Materials.xml')){
this.allMaterials = new Materials(this.database.filelist['Materials.xml'].read())
}
}
LoadScene(filename){
if(this.database.initok){
// Each LXFML file is its own model with its own placement,
// so start from a fresh scene instead of accumulating bricks
this.scene = new Scene()
this.scene.AddScene(filename)
}
}
// Builds the meshes for the currently loaded LXFML scene.
// The brick transforms in a UGC LXFML are relative to the model's own origin,
// so the meshes are collected into a group which is then placed in the world
// using the position/rotation stored for the model (properties_contents).
Export(filename, positions = []){
let modelGroup = new THREE.Group()
// reuse the Materials.xml parsed once in LoadDBURL
if (!this.allMaterials) {
this.allMaterials = new Materials(this.database.filelist['Materials.xml'].read())
}
let allMaterials = this.allMaterials
let invert = new Matrix3D()
//invert.n33 = -1 //uncomment to invert the Z-Axis
let indexOffset = 1
let textOffset = 1
let usedmaterials = []
let geometriecache = this.geometryCache
let total = this.scene.Bricks.length
let current = 0
for (const cam of this.scene.Scenecamera){
let camm = new THREE.Matrix4();
camm.set(
cam.matrix.n11, cam.matrix.n21, cam.matrix.n31, cam.matrix.n41,
cam.matrix.n12, cam.matrix.n22, cam.matrix.n32, cam.matrix.n42,
cam.matrix.n13, cam.matrix.n23, cam.matrix.n33, cam.matrix.n43,
cam.matrix.n14, cam.matrix.n24+30.0, cam.matrix.n34+24.0, cam.matrix.n44
);
cammatr.getInverse(camm)
}
for (const bri of this.scene.Bricks){
current += 1
for (const pa of bri.Parts){
let geo = 0
if (geometriecache.hasOwnProperty(pa.designID)) {
// console.log(`Re-use brick ${pa.designID}`)
geo = geometriecache[pa.designID]
}
else {
// console.log(`New brick ${pa.designID}`)
geo = new Geometry(pa.designID, this.database)
geometriecache[pa.designID] = geo
}
let ind = 0
let n11 = pa.Bones[ind].matrix.n11
let n12 = pa.Bones[ind].matrix.n12
let n13 = pa.Bones[ind].matrix.n13
let n14 = pa.Bones[ind].matrix.n14
let n21 = pa.Bones[ind].matrix.n21
let n22 = pa.Bones[ind].matrix.n22
let n23 = pa.Bones[ind].matrix.n23
let n24 = pa.Bones[ind].matrix.n24
let n31 = pa.Bones[ind].matrix.n31
let n32 = pa.Bones[ind].matrix.n32
let n33 = pa.Bones[ind].matrix.n33
let n34 = pa.Bones[ind].matrix.n34
let n41 = pa.Bones[ind].matrix.n41
let n42 = pa.Bones[ind].matrix.n42
let n43 = pa.Bones[ind].matrix.n43
let n44 = pa.Bones[ind].matrix.n44
let m = new THREE.Matrix4();
// Only parts with more then 1 bone are flex parts
let flexflag = 1
if (!(pa.Bones.length > flexflag)){
m.set( n11, n21, n31, n41,
n12, n22, n32, n42,
n13, n23, n33, n43,
n14, n24 ,n34, n44);
}
let decoCount = 0
for (const [partindex, part] of geo.Parts.entries()){
part.outpositions = Array.from(part.positions);
part.outnormals = Array.from(part.normals);
// translate / rotate only parts with more then 1 bone. This are flex parts.
if (pa.Bones.length > flexflag){
for (const [i, b] of pa.Bones.entries()) {
//positions
for (const [j, p] of part.outpositions.entries()){
if (part.bonemap[j] == i){
p.transform(invert.mul(b.matrix))
}
}
//normals
for (const [k, n] of part.outnormals.entries()){
if (part.bonemap[k] == i){
n.transformW(invert.mul(b.matrix))
}
}
}
}
let parr = []
for (const point of part.outpositions){
parr.push(point.x)
parr.push(point.y)
parr.push(point.z)
}
let threevertices = new Float32Array(parr)
let narr = []
for (const normal of part.outnormals){
narr.push(normal.x)
narr.push(normal.y)
narr.push(normal.z)
}
let threenormals = new Float32Array(narr)
let tarr = []
for (const text of part.textures){
tarr.push(text.x)
// NOTE Three.js maps Textures in from top to bottom so we calculate 1.0 - t so the image will map properly
tarr.push(1 - text.y)
//console.log(text.toString())
}
let threeuvs = new Float32Array(tarr)
let farr =[]
for (const face of part.faces){
farr.push(face.a)
farr.push(face.b)
farr.push(face.c)
//console.log(face.toString())
}
let materialCurrentPart = pa.materials[partindex]
let lddmat = allMaterials.getMaterialbyId(materialCurrentPart)
if (typeof lddmat !== 'undefined'){
//nothing. Everything ok.
}
else {
//lddmat undefined
console.log('partindex: ' + partindex)
console.log(pa.materials)
lddmat = allMaterials.getMaterialbyId(21)
}
let deco = '0'
if (pa.hasOwnProperty('decoration') && geo.Parts[partindex].textures.length > 0 ){
if (decoCount < pa.decoration.length){
deco = pa.decoration[decoCount]
}
decoCount += 1
}
let material = new THREE.MeshPhongMaterial();
material.color.set(lddmat.toString());
material.transparent = true
material.opacity = (lddmat.a / 255)
let material1 = new THREE.MeshPhongMaterial();
let materials = [];
materials.push(material)
let geometry = new THREE.BufferGeometry();
geometry.addGroup( 0, Infinity, 0 );
if (!(deco == '0')){
let DECORATIONPATH = 'Decorations/'
let decofilename = DECORATIONPATH + deco + '.png'
let extfile = this.database.filelist[decofilename].urlHandle
let texture = new THREE.TextureLoader().load( extfile );
material1 = new THREE.MeshPhongMaterial( { map: texture } );
material1.transparent = true
materials.push(material1)
geometry.addGroup( 0, Infinity, 1 );
}
geometry.setAttribute('position', new THREE.BufferAttribute(threevertices, 3));
geometry.setAttribute('normal', new THREE.BufferAttribute(threenormals, 3));
geometry.setAttribute('uv', new THREE.BufferAttribute(threeuvs, 2));
geometry.setIndex(farr);
let mesh = new THREE.Mesh(geometry, materials);
mesh.matrixAutoUpdate = false
mesh.matrix = m
modelGroup.add(mesh);
// let vnh = new VertexNormalsHelper( mesh, 5 );
// scene.add( vnh );
}
}
}
if (positions.length === 0) {
positions = [{x: 0, y: 0, z: 0, rx: 0, ry: 0, rz: 0, rw: 1}]
}
for (const [j, pos] of positions.entries()) {
let model = (j === 0) ? modelGroup : modelGroup.clone()
model.position.set(pos.x, pos.y, pos.z)
model.quaternion.set(pos.rx, pos.ry, pos.rz, pos.rw)
model.updateMatrixWorld(true)
scene.add(model)
{% if not center %}
new THREE.Box3().setFromObject(model).getCenter(brick_pos)
{% endif %}
}
}
}
class LOCReader {
//done
constructor(data) {
this.offset = 0
this.values = {}
this.data = data
if (this.data[0].charCodeAt() == 50 && this.data[1].charCodeAt() == 0){
this.offset += 2
while (this.offset < this.data.length){
let key = this.NextString().replace('Material', '')
let value = this.NextString()
this.values[key] = value
}
}
}
NextString(){
let out =''
let t = this.data[this.offset].charCodeAt()
this.offset += 1
while (t != 0){
out = out + String.fromCharCode(t)
t = this.data[this.offset].charCodeAt()
this.offset += 1
}
return out;
}
}
class Flex {
//done
constructor(boneId=0, angle=0, ax=0, ay=0, az=0, tx=0, ty=0, tz=0){
this.boneId = boneId
let rotationMatrix = new Matrix3D()
rotationMatrix.rotate(-angle * Math.PI / 180.0, new Point3D(ax, ay, az))
let p = new Point3D(tx, ty, tz)
p.transformW(rotationMatrix)
rotationMatrix.n41 -= p.x
rotationMatrix.n42 -= p.y
rotationMatrix.n43 -= p.z
this.matrix = rotationMatrix
}
}
class Field2D{
//done
constructor(type=0, width=0, height=0, angle=0, ax=0, ay=0, az=0, tx=0, ty=0, tz=0, field2DRawData='none'){
this.type = type
this.field2DRawData = field2DRawData
let rotationMatrix = new Matrix3D()
rotationMatrix.rotate(-angle * Math.PI / 180.0, new Point3D(ax, ay, az))
let p = new Point3D(tx, ty, tz)
p.transformW(rotationMatrix)
rotationMatrix.n41 -= p.x
rotationMatrix.n42 -= p.y
rotationMatrix.n43 -= p.z
this.matrix = rotationMatrix
this.custom2DField = []
let rows_count = height + 1
let cols_count = width + 1
this.custom2DField = new Array(rows_count).fill(new Array(cols_count).fill(0));
let custom2DFieldString = field2DRawData.replace(/[\r\n\x0B\x0C\u0085\u2028\u2029]+/g, '').replace(/\s/g, '')
let custom2DFieldArr = custom2DFieldString.split(',')
let k = 0
for (let i = 0; i < rows_count ;i++) {
for (let j = 0; j < cols_count ;j++){
this.custom2DField[i][j] = custom2DFieldArr[k]
k += 1
}
}
}
}
class Primitive {
//done
constructor(data){
this.Designname = ''
this.Bones = []
this.Fields2D = []
this.PhysicsAttributes = {}
this.Bounding = {}
this.GeometryBounding = {}
let parser = new DOMParser();
let xml = parser.parseFromString(data,"text/xml");
let nodes = xml.firstChild.childNodes;
for (let i = 0; i < nodes.length ;i++) {
let node = nodes[i]
if (node.nodeName == 'Flex'){
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'Bone'){
this.Bones.push(new Flex(parseInt(childnode.getAttribute('boneId')), parseFloat(childnode.getAttribute('angle')), parseFloat(childnode.getAttribute('ax')), parseFloat(childnode.getAttribute('ay')), parseFloat(childnode.getAttribute('az')), parseFloat(childnode.getAttribute('tx')), parseFloat(childnode.getAttribute('ty')), parseFloat(childnode.getAttribute('tz'))))
}
}
}
else if (node.nodeName == 'Annotations'){
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'Annotation' && childnode.hasAttribute('designname')){
this.Designname = childnode.getAttribute('designname')
}
}
}
else if (node.nodeName == 'Connectivity'){
let childnodes = node.childNodes
for (let j = 0; j < childnodes.length ;j++) {
let childnode = childnodes[j]
if (childnode.nodeName == 'Custom2DField'){
this.Fields2D.push(new Field2D(parseInt(childnode.getAttribute('type')), parseInt(childnode.getAttribute('width')), parseInt(childnode.getAttribute('height')), parseFloat(childnode.getAttribute('angle')), parseFloat(childnode.getAttribute('ax')), parseFloat(childnode.getAttribute('ay')), parseFloat(childnode.getAttribute('az')), parseFloat(childnode.getAttribute('tx')), parseFloat(childnode.getAttribute('ty')), parseFloat(childnode.getAttribute('tz')), (childnode.firstChild.data)))
}
}
}
}
}
}
class Materials {
constructor(data) {
this.Materials = {}
let parser = new DOMParser();
let xml = parser.parseFromString(data,"text/xml");
let nodes = xml.firstChild.childNodes;
for (let i = 0; i < nodes.length ;i++) {
let node = nodes[i]
if (node.nodeName == 'Material') {
this.Materials[node.getAttribute('MatID')] = new Material(node.getAttribute('MatID'), parseInt(node.getAttribute('Red')), parseInt(node.getAttribute('Green')), parseInt(node.getAttribute('Blue')), parseInt(node.getAttribute('Alpha')), node.getAttribute('MaterialType'))
}
}
}
getMaterialbyId(mid) {
return this.Materials[mid]
}
}
class Material {
//done
constructor(id, r, g, b, a, mtype) {
this.id = id
this.name = id
this.mattype = mtype
this.r = parseFloat(r)
this.g = parseFloat(g)
this.b = parseFloat(b)
this.a = parseFloat(a)
}
string(){
let out = ('Red: ' + this.r + ' Green: ' + this.g + ' Blue: '+ this.b + ' Aplha: ' + this.a)
return out;
}
toString(){
let out = `rgb(${this.r}, ${this.g}, ${this.b})`
return out;
}
}
function FindDBURL(){
let dburl = '/luclient/ldddb/'
let xhr = new XMLHttpRequest();
xhr.open('GET', dburl, false); // `false` makes the request synchronous
// request state change event
xhr.onreadystatechange = function() {
// request completed?
if (xhr.readyState !== 4) {//return;
dburl = false;
console.log('readyState error in FindDBURL:', xhr.status, xhr.statusText);
}
if (xhr.status === 200) {
// request successful - show response
//console.log(xhr.responseText);
}
else {
// request error
dburl = false;
console.log('HTTP error in FindDBURL:', xhr.status, xhr.statusText);
}
};
// start request
xhr.send();
return dburl
}
class DBURLFile {
constructor(urlHandle, name) {
this.urlHandle = urlHandle
this.name = name
}
// Fetch the file asynchronously (once) and keep it for read().
load() {
if (!this.loading) {
this.loading = fetch(this.urlHandle).then(function (response) {
if (!response.ok) throw new Error('HTTP ' + response.status + ' for ' + response.url)
return response.arrayBuffer()
}).then((buffer) => {
this.content = bytesToUserDefinedString(buffer)
}).catch((error) => {
console.log('Error loading', this.urlHandle, error)
this.content = ''
})
}
return this.loading
}
read() {
// Prefetched by load(): no request needed
if (this.content !== undefined) return this.content
let fileContent
let self = this;
let xhr = new XMLHttpRequest();
xhr.open('GET', self.urlHandle, false);
// Hack to pass bytes through unprocessed.
xhr.overrideMimeType('text/plain; charset=x-user-defined');
// request state change event
xhr.onreadystatechange = function() {
// request completed?
if (xhr.readyState !== 4) {//return;
console.log('readyState error in DBURLFile:', xhr.status, xhr.statusText);
}
if (xhr.status === 200) {
// request successful - show response
fileContent = xhr.responseText;
}
else {
// request error
console.log('HTTP error in DBURLFile:', xhr.status, xhr.statusText);
}
};
// start request
xhr.send();
return fileContent
}
}
// Same string the synchronous XHR with the 'x-user-defined' charset hack
// produced: ASCII bytes as-is, bytes >= 0x80 mapped to U+F780..U+F7FF.
function bytesToUserDefinedString(buffer) {
const bytes = new Uint8Array(buffer)
const chunk = 8192
let out = ''
for (let i = 0; i < bytes.length; i += chunk) {
const part = bytes.subarray(i, i + chunk)
const codes = new Array(part.length)
for (let j = 0; j < part.length; j++) {
const b = part[j]
codes[j] = b < 0x80 ? b : 0xF700 + b
}
out += String.fromCharCode.apply(null, codes)
}
return out
}
// Run fn over items with at most `limit` in flight at a time.
async function runLimited(items, limit, fn) {
let next = 0
async function worker() {
while (next < items.length) {
const item = items[next++]
await fn(item)
}
}
const workers = []
for (let i = 0; i < Math.min(limit, items.length); i++) workers.push(worker())
await Promise.all(workers)
}
const FETCH_CONCURRENCY = 8
// Asynchronous version of DBURLReader: lists the brick database and
// prefetches info.xml / Materials.xml without blocking the main thread.
async function loadDBURLReader(dburl) {
const reader = Object.create(DBURLReader.prototype)
reader.filelist = {}
reader.initok = false
reader.location = dburl
reader.dbinfo = ''
async function parse(url) {
const response = await fetch(url)
if (!response.ok) {
console.log('HTTP error', response.status, response.statusText)
return
}
const data = await response.json()
const subdirs = []
for (const obj of data) {
if (obj.type == 'directory') subdirs.push(url + obj.name + '/')
else if (obj.type == 'file') reader.filelist[obj.name] = new DBURLFile(url + obj.name, obj.name)
else console.log('Strange object parsed: ' + obj.type)
}
await Promise.all(subdirs.map(parse))
}
await parse(dburl)
if (reader.fileexist('Materials.xml') && reader.fileexist('info.xml')) {
await Promise.all([reader.filelist['Materials.xml'].load(), reader.filelist['info.xml'].load()])
reader.dbinfo = new DBinfo(reader.filelist['info.xml'].read())
reader.initok = true
}
return reader
}
class DBURLReader {
constructor(dburl) {
this.filelist = {};
this.initok = false;
this.location = dburl;
this.dbinfo = '';
this.parse(this.location);
// console.log(JSON.stringify(this.filelist))
if(this.fileexist('Materials.xml') && this.fileexist('info.xml')){
this.dbinfo = new DBinfo(this.filelist['info.xml'].read());
this.initok = true
}
else{
alert("db url ERROR")
}
}
fileexist(filename) {
let self = this;
return self.filelist[filename];
}
parse(dburl, folder="") {
let self = this;
let xhr = new XMLHttpRequest();
xhr.open('GET', dburl, false);
// request state change event
xhr.onreadystatechange = function() {
// request completed?
if (xhr.readyState !== 4) return;
if (xhr.status === 200) {
// request successful - show response
let data = JSON.parse(xhr.responseText)
//console.log(JSON.stringify(data, null, "\t"));
for(let i = 0; i < data.length; i++) {
let obj = data[i];
if (obj.type == 'directory'){
// parse subdirs
self.parse(dburl + obj.name + '/', obj.name)
}
else if (obj.type == 'file'){
self.filelist[obj.name] = new DBURLFile(dburl + obj.name, obj.name)
}
else {
console.log('Strange object parsed: ' + obj.type)
}
}
}
else {
// request error
console.log('HTTP error', xhr.status, xhr.statusText);
}
};
// start request
xhr.send();
}
}
//Start
let lxfml_file_list = [
{% for model in content %}
{% if model.lot == 14 %}
{
"id": {{ model.id|string|tojson }},
"url": "{{url_for('properties.get_model', id=model.id, file_format='lxfml', lod=lod)}}",
"pos": {{ model.pos|tojson }}
},
{% endif %}
{% endfor %}
]
// All UGC LXFML of a property in one request (view_models); otherwise per model
const ugcBatchUrl = {{ ugc_batch_url|default(none)|tojson }}
// Load the brick-built (UGC) models without blocking the page: fetch the
// LXFML (batched), then each needed brick primitive once with bounded
// concurrency, then build the meshes in small slices so the progress badge
// keeps updating.
async function loadUGCModels() {
if (lxfml_file_list.length === 0) return
let built = 0
try {
setProgressDetail('brick database')
const database = await loadDBURLReader('/luclient/ldddb/')
if (!database.initok) {
alert("LDD database not available. Please look for LEGO-Digital-Designer database.")
throw new Error('LDD database not available')
}
const converter = new Converter()
converter.database = database
converter.allMaterials = new Materials(database.filelist['Materials.xml'].read())
setProgressDetail('model files')
let texts
if (ugcBatchUrl) {
const response = await fetch(ugcBatchUrl)
if (!response.ok) throw new Error('HTTP ' + response.status + ' for ' + ugcBatchUrl)
const data = await response.json()
texts = lxfml_file_list.map(function (m) { return data[m.id] })
} else {
texts = new Array(lxfml_file_list.length)
await runLimited(lxfml_file_list.map(function (m, i) { return i }), FETCH_CONCURRENCY, async function (i) {
try {
const response = await fetch(lxfml_file_list[i].url)
if (response.ok) texts[i] = bytesToUserDefinedString(await response.arrayBuffer())
} catch (error) { console.log(error) }
})
}
let lastYield = performance.now()
async function maybeYield() {
if (performance.now() - lastYield > 30) {
await new Promise(function (resolve) { setTimeout(resolve) })
lastYield = performance.now()
}
}
// parse the scenes and collect the bricks they use
const scenes = []
for (let i = 0; i < texts.length; i++) {
let parsed = null
if (texts[i]) {
try { parsed = new Scene(); parsed.AddSceneData(texts[i]) } catch (error) { console.log(error); parsed = null }
}
scenes.push(parsed)
await maybeYield()
}
const files = new Set()
const lod = {{ lod }}
for (const parsed of scenes) {
if (!parsed) continue
for (const brick of parsed.Bricks) {
for (const part of brick.Parts) {
let n = 0
let location = `brickprimitives/lod${lod}/${part.designID}.g`
while (location in database.filelist) {
files.add(database.filelist[location])
n += 1
location = `brickprimitives/lod${lod}/${part.designID}.g${n}`
}
const primitive = database.filelist[`Primitives/${part.designID}.xml`]
if (primitive) files.add(primitive)
}
}
}
// each primitive is fetched once (Set + DBURLFile.load() caching)
const fileList = Array.from(files)
let fetched = 0
setProgressDetail('bricks 0/' + fileList.length)
await runLimited(fileList, FETCH_CONCURRENCY, async function (file) {
await file.load()
fetched += 1
setProgressDetail('bricks ' + fetched + '/' + fileList.length)
})
setProgressDetail('')
// build the meshes
for (let i = 0; i < scenes.length; i++) {
built += 1
if (!scenes[i]) { modelDone(true); continue }
try {
converter.scene = scenes[i]
converter.Export('test.webgl', lxfml_file_list[i].pos)
modelDone(false)
} catch (error) {
console.log(error)
modelDone(true)
}
if (performance.now() - lastYield > 30) {
loadProgressRender()
await maybeYield()
}
}
} catch (error) {
console.log(error)
// whatever was not built counts as failed
for (; built < lxfml_file_list.length; built++) modelDone(true)
}
setProgressDetail('')
{% if not center and not content|length > 1 %}
// the camera follows the brick-built model, now that its position is known
camera.position.set( brick_pos.x + 200, brick_pos.y + 300, brick_pos.z + 200 );
controls.update()
{% endif %}
}
const onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
const percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
}
};
const onError = function (error) {
console.log(error)
loadProgressRender()
};
// Render on demand: only draw when something changed (a load finished,
// the camera moved or the window resized), at most once per animation frame.
let renderPending = false
function requestRender() {
if (renderPending) return
renderPending = true
requestAnimationFrame(function () {
renderPending = false
renderer.render(scene, camera)
})
}
// Redraw behaviour while models are still loading (PROPERTY_VIEWER_LOAD_REDRAW):
// 'none' - do not redraw for finished loads; draw once when everything is done
// 'interval' - redraw at most every PROPERTY_VIEWER_REDRAW_INTERVAL_MS while loading
// Camera moves and resizes always redraw. The final draw also happens when loads fail.
const loadRedraw = {{ load_redraw|default('none')|tojson }}
const redrawIntervalMs = {{ redraw_interval_ms|default(500)|int }}
let modelsLoading = true
let lastLoadRender = 0
let loadRenderTimer = null
// Progress indicator (a DOM element, so updating it never redraws the canvas).
// Counts models: brick-built (lxfml) models count once their meshes are built,
// pre-built models when their OBJ loads or their MTL/OBJ fails.
const loadingIndicator = document.createElement('div')
loadingIndicator.id = 'loading-progress'
loadingIndicator.style.cssText = 'position:fixed;top:8px;left:8px;padding:4px 8px;background:rgba(20,20,20,0.93);color:#fff;font:bold 14px sans-serif;border:1px solid rgba(255,255,255,0.35);border-radius:4px;text-shadow:0 1px 2px rgba(0,0,0,0.8);box-shadow:0 1px 4px rgba(0,0,0,0.5);z-index:10;pointer-events:none;transition:opacity 1s'
document.body.appendChild(loadingIndicator)
const spinnerStyle = document.createElement('style')
spinnerStyle.textContent = '@keyframes loading-spin{to{transform:rotate(360deg)}}#loading-progress .loading-spinner{display:inline-block;width:11px;height:11px;margin-right:7px;vertical-align:-1px;border:2px solid rgba(255,255,255,0.3);border-top-color:#fff;border-radius:50%;animation:loading-spin 0.8s linear infinite;will-change:transform}'
document.head.appendChild(spinnerStyle)
let finalRendering = false
let modelsTotal = 0, modelsDone = 0, modelsFailed = 0
let progressPending = false
let progressDetail = ''
let prebuiltDetail = ''
function progressText() {
let pct = modelsTotal ? Math.floor(modelsDone / modelsTotal * 100) : 100
let failed = modelsFailed ? ' (' + modelsFailed + ' failed)' : ''
let parts = [prebuiltDetail, progressDetail].filter(Boolean).join(', ')
let detail = (modelsLoading && parts) ? ' \u2013 ' + parts : ''
return (modelsLoading ? 'Loading models: ' : 'Loaded ') + pct + '% (' + modelsDone + '/' + modelsTotal + ')' + failed + detail
}
function setProgressDetail(text) {
progressDetail = text
updateProgress()
}
function updateProgress() {
// Batch DOM updates to one per animation frame
if (progressPending) return
progressPending = true
requestAnimationFrame(function () { progressPending = false; if (!finalRendering) loadingIndicator.textContent = progressText() })
}
function modelDone(failed) {
modelsDone++
if (failed) modelsFailed++
updateProgress()
}
function loadProgressRender() {
if (!modelsLoading) return requestRender()
if (loadRedraw !== 'interval' || loadRenderTimer) return
let wait = Math.max(0, lastLoadRender + redrawIntervalMs - performance.now())
loadRenderTimer = setTimeout(function () {
loadRenderTimer = null
lastLoadRender = performance.now()
requestRender()
}, wait)
}
// Done once both the loading manager (pre-built models, ground texture) and
// the brick-built models have finished.
let managerDone = false
let ugcDone = lxfml_file_list.length === 0
function partFinished() {
if (managerDone && ugcDone && modelsLoading) loadsFinished()
}
function loadsFinished() {
modelsLoading = false
if (loadRenderTimer) { clearTimeout(loadRenderTimer); loadRenderTimer = null }
// The final full render can block the main thread for a while on large
// properties. Show a 'Rendering' state with a CSS spinner (a transform
// animation, which the compositor keeps running while the main thread is
// busy), let it paint, then render and show the result.
let parts = 0
scene.traverse(function (o) { if (o.isMesh) parts++ })
finalRendering = true
loadingIndicator.textContent = ''
const spinner = document.createElement('span')
spinner.className = 'loading-spinner'
loadingIndicator.appendChild(spinner)
loadingIndicator.appendChild(document.createTextNode(parts ? 'Rendering ' + parts + ' parts\u2026' : 'Rendering\u2026'))
requestAnimationFrame(function () {
requestAnimationFrame(function () {
renderer.render(scene, camera)
finalRendering = false
loadingIndicator.textContent = progressText()
loadingIndicator.style.background = modelsFailed ? 'rgba(170,70,0,0.94)' : 'rgba(0,105,40,0.94)'
// Keep the completion state visible briefly, then fade to a faint badge
setTimeout(function () { loadingIndicator.style.opacity = '0.7' }, 3000)
})
})
}
// Shared by the model/texture loaders; onLoad fires once all queued items
// (successful or failed) have finished.
let loadsStarted = false
const loadingManager = new THREE.LoadingManager(function () { managerDone = true; partFinished() }, loadProgressRender, loadProgressRender)
loadingManager.onStart = function () { loadsStarted = true; managerDone = false; loadingIndicator.style.opacity = '1' }
// Load in pre-built models
let obj_file_list = [
{% for model in content %}
{% if model.lot != 14 %}
{{ model }} {{ ", " if not loop.last else "" }}
{% endif %}
{% endfor %}
]
modelsTotal = obj_file_list.length + lxfml_file_list.length
modelsDone = 0
loadingIndicator.textContent = progressText()
// Pre-built stage on the badge: materials arrive before any OBJ can load
let materialsLoaded = 0
function materialLoaded() {
materialsLoaded++
prebuiltDetail = materialsLoaded < obj_file_list.length ? 'materials ' + materialsLoaded + '/' + obj_file_list.length : ''
updateProgress()
}
if (obj_file_list.length) { prebuiltDetail = 'materials 0/' + obj_file_list.length; updateProgress() }
for (let i = 0; i < obj_file_list.length; i++) {
let mtlLoader = new MTLLoader(loadingManager);
mtlLoader.load( obj_file_list[i].mtl, function( materials ) {
materialLoaded()
materials.preload();
let objLoader = new OBJLoader(loadingManager);
objLoader.setMaterials( materials );
objLoader.load( obj_file_list[i].obj, function ( object ) {
// console.log(obj_file_list[i].pos)
for (let j = 0; j < obj_file_list[i].pos.length; j++) {
// console.log(obj_file_list[i].pos[j])
var newModel = object.clone();
newModel.position.x = obj_file_list[i].pos[j].x;
newModel.position.y = obj_file_list[i].pos[j].y;
newModel.position.z = obj_file_list[i].pos[j].z;
let quaternion = new THREE.Quaternion(
obj_file_list[i].pos[j].rx,
obj_file_list[i].pos[j].ry,
obj_file_list[i].pos[j].rz,
obj_file_list[i].pos[j].rw
);
newModel.rotation.setFromQuaternion(quaternion)
scene.add( newModel );
};
modelDone(false)
loadProgressRender()
}, onProgress, function (error) { modelDone(true); onError(error) } );
}, undefined, function (error) { materialLoaded(); modelDone(true); onError(error) });
}
// Three.JS stuff
let container = document.createElement( 'div' );
document.body.appendChild( container );
let camera = new THREE.PerspectiveCamera( 2.5, window.innerWidth / window.innerHeight, 1, 10000 );
{% if center %}
camera.position.set( brick_pos.x + 800, brick_pos.y + 800, brick_pos.z + 800 );
{% elif content|length > 1 %}
camera.position.set( {{ content[0].x }}+ 200, {{ content[0].y }}+ 300, {{ content[0].z }}+ 200 );
{% else %}
camera.position.set( brick_pos.x + 200, brick_pos.y + 300, brick_pos.z + 200 );
{% endif %}
{% if center %}
let center = new THREE.Vector3{{ center }};
let groundTexture = new THREE.TextureLoader(loadingManager).load( "{{url_for('luclient.get_dds_as_png', filename='env_nim_ag_grass.dds')}}");
groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
groundTexture.repeat.set( 10, 10 );
groundTexture.anisotropy = 16;
groundTexture.encoding = THREE.sRGBEncoding;
let groundMaterial = new THREE.MeshStandardMaterial( { map: groundTexture } );
let mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 400, 400 ), groundMaterial );
mesh.position.y = center.y;
mesh.position.x = center.x;
mesh.position.z = center.z
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
{% endif %}
// scene
scene.background = new THREE.Color( 0xdeebed );
let ambientLight = new THREE.AmbientLight( 0xdeebed, 0.4 );
scene.add( ambientLight );
let directionalLight = new THREE.DirectionalLight( 0xffffff, 0.75 );
directionalLight.position.set( - 10000, 12000, 15000 );
scene.add( directionalLight );
let directionalLight2 = new THREE.DirectionalLight( 0xffffff, 0.75 );
directionalLight2.position.set( 10000, 12000, -15000 );
scene.add( directionalLight2 );
let renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
let controls = new THREE.OrbitControls (camera, renderer.domElement);
{% if content|length == 1 and content[0].lot != 14 %}
controls.target = new THREE.Vector3({{ content[0].pos[0].x }}, {{ content[0].pos[0].y }}, {{ content[0].pos[0].z }})
{% else %}
controls.target = brick_pos
{% endif %}
controls.update()
// if ( vnh ) vnh.update();
controls.addEventListener('change', requestRender)
window.addEventListener('resize', function () {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
requestRender()
})
// Nothing queued on the loading manager (e.g. only brick-built models)
if (!loadsStarted) managerDone = true
loadUGCModels().then(function () { ugcDone = true; partFinished() })
partFinished()
requestRender();
</script>
</body>
</html>