Files
2025-09-28 13:08:42 +02:00

177 lines
6.7 KiB
TypeScript

// noinspection JSVoidFunctionReturnValueUsed,JSUnresolvedReference
import { Document, type TypedArray } from "@gltf-transform/core";
import { Vector2 } from "three/src/math/Vector2.js";
import { Vector3 } from "three/src/math/Vector3.js";
import { Matrix4 } from "three/src/math/Matrix4.js";
/** Exports the colors used for the axes, primary and secondary. They match the orientation gizmo. */
export const AxesColors = {
x: [
[247, 60, 60],
[148, 36, 36],
],
z: [
[108, 203, 38],
[65, 122, 23],
],
y: [
[23, 140, 240],
[14, 84, 144],
],
};
function buildSimpleGltf(
doc: Document,
rawPositions: number[],
rawIndices: number[],
rawColors: number[] | null,
transform: Matrix4,
name: string = "__helper",
mode: number = WebGL2RenderingContext.LINES,
) {
const buffer = doc.getRoot().listBuffers()[0] ?? doc.createBuffer(name + "Buffer");
const scene = doc.getRoot().getDefaultScene() ?? doc.getRoot().listScenes()[0] ?? doc.createScene(name + "Scene");
if (!scene) throw new Error("Scene is undefined");
if (!rawPositions) throw new Error("rawPositions is undefined");
const positions = doc
.createAccessor(name + "Position")
.setArray(new Float32Array(rawPositions) as TypedArray)
.setType("VEC3")
.setBuffer(buffer);
const indices = doc
.createAccessor(name + "Indices")
.setArray(new Uint32Array(rawIndices) as TypedArray)
.setType("SCALAR")
.setBuffer(buffer);
let colors = null;
if (rawColors) {
colors = doc
.createAccessor(name + "Color")
.setArray(new Float32Array(rawColors) as TypedArray)
.setType("VEC4")
.setBuffer(buffer);
}
const material = doc.createMaterial(name + "Material").setAlphaMode("OPAQUE");
const geometry = doc
.createPrimitive()
.setIndices(indices)
.setAttribute("POSITION", positions)
.setMode(mode as any)
.setMaterial(material);
if (rawColors) {
geometry.setAttribute("COLOR_0", colors);
}
if (mode == WebGL2RenderingContext.TRIANGLES) {
geometry.setExtras({
face_triangles_end: [
rawIndices.length / 6,
(rawIndices.length * 2) / 6,
(rawIndices.length * 3) / 6,
(rawIndices.length * 4) / 6,
(rawIndices.length * 5) / 6,
rawIndices.length,
],
});
} else if (mode == WebGL2RenderingContext.LINES) {
geometry.setExtras({ edge_points_end: [rawIndices.length / 3, (rawIndices.length * 2) / 3, rawIndices.length] });
}
const mesh = doc.createMesh(name + "Mesh").addPrimitive(geometry);
const node = doc
.createNode(name + "Node")
.setMesh(mesh)
.setMatrix(transform.elements as any);
scene.addChild(node);
}
/**
* Create a new Axes helper as a GLTF model, useful for debugging positions and orientations.
*/
export function newAxes(doc: Document, size: Vector3, transform: Matrix4) {
let rawIndices = [0, 1, 2, 3, 4, 5];
let rawPositions = [0, 0, 0, size.x, 0, 0, 0, 0, 0, 0, size.y, 0, 0, 0, 0, 0, 0, -size.z];
let rawColors = [
...(AxesColors.x[0] ?? [255, 0, 0]),
255,
...(AxesColors.x[1] ?? [255, 0, 0]),
255,
...(AxesColors.y[0] ?? [0, 255, 0]),
255,
...(AxesColors.y[1] ?? [0, 255, 0]),
255,
...(AxesColors.z[0] ?? [0, 0, 255]),
255,
...(AxesColors.z[1] ?? [0, 0, 255]),
255,
].map((x) => x / 255.0);
// Axes at (0, 0, 0)
buildSimpleGltf(doc, rawPositions, rawIndices, rawColors, new Matrix4(), "__helper_axes");
buildSimpleGltf(doc, [0, 0, 0], [0], [1, 1, 1, 1], new Matrix4(), "__helper_axes", WebGL2RenderingContext.POINTS);
}
/**
* Create a new Grid helper as a GLTF model, useful for debugging sizes with an OrthographicCamera.
*
* The grid is built as a box of triangles (representing lines) looking to the inside of the box.
* This ensures that only the back of the grid is always visible, regardless of the camera position.
*/
export function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4, divisions = 10) {
// Create transformed positions for the inner faces of the box
let allPositions: number[] = [];
let allIndices: number[] = [];
for (let axis of [new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, -1)]) {
for (let positive of [1, -1]) {
let offset = axis.clone().multiply(size.clone().multiplyScalar(0.5 * positive));
let translation = new Matrix4().makeTranslation(offset.x, offset.y, offset.z);
let rotation = new Matrix4().lookAt(new Vector3(), offset, new Vector3(0, 1, 0));
let size2 = new Vector2();
if (axis.x) size2.set(size.z, size.y);
if (axis.y) size2.set(size.x, size.z);
if (axis.z) size2.set(size.x, size.y);
let transform = new Matrix4().multiply(translation).multiply(rotation);
let [rawPositions, rawIndices] = newGridPlane(size2, divisions);
let baseIndex = allPositions.length / 3;
for (let i of rawIndices) {
allIndices.push(i + baseIndex);
}
// Apply transform to the positions before adding them to the list
for (let i = 0; i < rawPositions.length; i += 3) {
let pos = new Vector3(rawPositions[i], rawPositions[i + 1], rawPositions[i + 2]);
pos.applyMatrix4(transform);
allPositions.push(pos.x, pos.y, pos.z);
}
}
}
let colors = new Array((allPositions.length / 3) * 4).fill(1);
buildSimpleGltf(doc, allPositions, allIndices, colors, baseTransform, "__helper_grid", WebGL2RenderingContext.TRIANGLES);
}
export function newGridPlane(size: Vector2, divisions = 10, divisionWidth = 0.002): [number[], number[]] {
const rawPositions = [];
const rawIndices = [];
// Build the grid as triangles
for (let i = 0; i <= divisions; i++) {
const x = -size.x / 2 + (size.x * i) / divisions;
const y = -size.y / 2 + (size.y * i) / divisions;
// Vertical quad (two triangles)
rawPositions.push(x - (divisionWidth * size.x) / 2, -size.y / 2, 0);
rawPositions.push(x + (divisionWidth * size.x) / 2, -size.y / 2, 0);
rawPositions.push(x + (divisionWidth * size.x) / 2, size.y / 2, 0);
rawPositions.push(x - (divisionWidth * size.x) / 2, size.y / 2, 0);
const baseIndex = i * 4;
rawIndices.push(baseIndex, baseIndex + 1, baseIndex + 2);
rawIndices.push(baseIndex, baseIndex + 2, baseIndex + 3);
// Horizontal quad (two triangles)
rawPositions.push(-size.x / 2, y - (divisionWidth * size.y) / 2, 0);
rawPositions.push(size.x / 2, y - (divisionWidth * size.y) / 2, 0);
rawPositions.push(size.x / 2, y + (divisionWidth * size.y) / 2, 0);
rawPositions.push(-size.x / 2, y + (divisionWidth * size.y) / 2, 0);
const baseIndex2 = (divisions + 1 + i) * 4;
rawIndices.push(baseIndex2, baseIndex2 + 1, baseIndex2 + 2);
rawIndices.push(baseIndex2, baseIndex2 + 2, baseIndex2 + 3);
}
return [rawPositions, rawIndices];
}