feat: initialize project with core dependencies and game entry point
This commit is contained in:
919
node_modules/three/examples/jsm/loaders/VOXLoader.js
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vendored
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919
node_modules/three/examples/jsm/loaders/VOXLoader.js
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vendored
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@@ -0,0 +1,919 @@
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import {
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BufferGeometry,
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Color,
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Data3DTexture,
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FileLoader,
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Float32BufferAttribute,
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Group,
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Loader,
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LinearFilter,
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Matrix4,
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Mesh,
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MeshStandardMaterial,
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NearestFilter,
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RedFormat,
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SRGBColorSpace
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} from 'three';
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// Helper function to read a STRING from the data view
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function readString( data, offset ) {
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const size = data.getUint32( offset, true );
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offset += 4;
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let str = '';
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for ( let i = 0; i < size; i ++ ) {
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str += String.fromCharCode( data.getUint8( offset ++ ) );
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}
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return { value: str, size: 4 + size };
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}
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// Helper function to read a DICT from the data view
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function readDict( data, offset ) {
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const dict = {};
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const count = data.getUint32( offset, true );
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offset += 4;
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let totalSize = 4;
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for ( let i = 0; i < count; i ++ ) {
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const key = readString( data, offset );
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offset += key.size;
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totalSize += key.size;
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const value = readString( data, offset );
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offset += value.size;
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totalSize += value.size;
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dict[ key.value ] = value.value;
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}
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return { value: dict, size: totalSize };
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}
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// Helper function to decode ROTATION byte into a rotation matrix
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function decodeRotation( byte ) {
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// The rotation is stored as a row-major 3x3 matrix encoded in a single byte
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// Bits 0-1: index of the non-zero entry in the first row
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// Bits 2-3: index of the non-zero entry in the second row
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// Bit 4: sign of the first row entry (0 = positive, 1 = negative)
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// Bit 5: sign of the second row entry
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// Bit 6: sign of the third row entry
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// The third row index is determined by the remaining column
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const index1 = byte & 0x3;
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const index2 = ( byte >> 2 ) & 0x3;
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const sign1 = ( byte >> 4 ) & 0x1 ? - 1 : 1;
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const sign2 = ( byte >> 5 ) & 0x1 ? - 1 : 1;
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const sign3 = ( byte >> 6 ) & 0x1 ? - 1 : 1;
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// Find the third row index (the one not used by row 0 or row 1)
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const index3 = 3 - index1 - index2;
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// Build the VOX rotation matrix (row-major 3x3)
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// r[row][col] - each row has one non-zero entry
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const r = [
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[ 0, 0, 0 ],
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[ 0, 0, 0 ],
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[ 0, 0, 0 ]
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];
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r[ 0 ][ index1 ] = sign1;
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r[ 1 ][ index2 ] = sign2;
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r[ 2 ][ index3 ] = sign3;
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// Convert from VOX coordinate system (Z-up) to Three.js (Y-up)
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// VOX: X-right, Y-forward, Z-up
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// Three.js: X-right, Y-up, Z-backward
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// Transformation: x' = x, y' = z, z' = -y
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//
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// To convert rotation matrix R_vox to R_three:
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// R_three = C * R_vox * C^-1
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// where C converts VOX coords to Three.js coords
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// Apply coordinate change: swap Y and Z, negate new Z
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// This is equivalent to: C * R * C^-1
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const m = new Matrix4();
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m.set(
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r[ 0 ][ 0 ], r[ 0 ][ 2 ], - r[ 0 ][ 1 ], 0,
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r[ 2 ][ 0 ], r[ 2 ][ 2 ], - r[ 2 ][ 1 ], 0,
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- r[ 1 ][ 0 ], - r[ 1 ][ 2 ], r[ 1 ][ 1 ], 0,
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0, 0, 0, 1
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);
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return m;
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}
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// Apply VOX transform to a Three.js object
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function applyTransform( object, node ) {
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if ( node.attributes._name ) {
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object.name = node.attributes._name;
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}
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if ( node.frames.length > 0 ) {
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const frame = node.frames[ 0 ];
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if ( frame.rotation ) {
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object.applyMatrix4( frame.rotation );
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}
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if ( frame.translation ) {
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// VOX uses Z-up, Three.js uses Y-up
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object.position.set(
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frame.translation.x,
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frame.translation.z,
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- frame.translation.y
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);
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}
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}
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}
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// Recursively build Three.js object graph from VOX nodes
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function buildObject( nodeId, nodes, chunks ) {
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const node = nodes[ nodeId ];
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if ( node.type === 'transform' ) {
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const childNode = nodes[ node.childNodeId ];
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// Check if this transform has actual transformation data
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const frame = node.frames[ 0 ];
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const hasTransform = frame && ( frame.rotation || frame.translation );
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// Flatten: if child is a single-model shape, apply transform directly to mesh
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if ( childNode.type === 'shape' && childNode.models.length === 1 ) {
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const chunk = chunks[ childNode.models[ 0 ].modelId ];
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const mesh = buildMesh( chunk );
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applyTransform( mesh, node );
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return mesh;
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}
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// If no transform, just return the child directly (avoid unnecessary group)
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if ( ! hasTransform ) {
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const child = buildObject( node.childNodeId, nodes, chunks );
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if ( child && node.attributes._name ) child.name = node.attributes._name;
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return child;
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}
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// Otherwise create a group
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const group = new Group();
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applyTransform( group, node );
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const child = buildObject( node.childNodeId, nodes, chunks );
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if ( child ) group.add( child );
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return group;
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} else if ( node.type === 'group' ) {
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const group = new Group();
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for ( const childId of node.childIds ) {
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const child = buildObject( childId, nodes, chunks );
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if ( child ) group.add( child );
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}
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return group;
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} else if ( node.type === 'shape' ) {
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// Shape reached directly (shouldn't happen in well-formed files, but handle it)
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if ( node.models.length === 1 ) {
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const chunk = chunks[ node.models[ 0 ].modelId ];
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return buildMesh( chunk );
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}
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const group = new Group();
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for ( const model of node.models ) {
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const chunk = chunks[ model.modelId ];
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group.add( buildMesh( chunk ) );
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}
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return group;
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}
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return null;
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}
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/**
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* A loader for the VOX format.
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*
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* ```js
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* const loader = new VOXLoader();
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* const result = await loader.loadAsync( 'models/vox/monu10.vox' );
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*
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* scene.add( result.scene.children[ 0 ] );
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* ```
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* @augments Loader
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* @three_import import { VOXLoader } from 'three/addons/loaders/VOXLoader.js';
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*/
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class VOXLoader extends Loader {
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/**
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* Starts loading from the given URL and passes the loaded VOX asset
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* to the `onLoad()` callback.
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*
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* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
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* @param {function(Object)} onLoad - Executed when the loading process has been finished.
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* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
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* @param {onErrorCallback} onError - Executed when errors occur.
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*/
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load( url, onLoad, onProgress, onError ) {
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const scope = this;
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const loader = new FileLoader( scope.manager );
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loader.setPath( scope.path );
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loader.setResponseType( 'arraybuffer' );
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loader.setRequestHeader( scope.requestHeader );
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loader.load( url, function ( buffer ) {
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try {
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onLoad( scope.parse( buffer ) );
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} catch ( e ) {
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if ( onError ) {
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onError( e );
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} else {
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console.error( e );
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}
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scope.manager.itemError( url );
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}
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}, onProgress, onError );
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}
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/**
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* Parses the given VOX data and returns the result object.
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*
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* @param {ArrayBuffer} buffer - The raw VOX data as an array buffer.
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* @return {Object} The parsed VOX data with properties: chunks, scene.
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*/
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parse( buffer ) {
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const data = new DataView( buffer );
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const id = data.getUint32( 0, true );
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const version = data.getUint32( 4, true );
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if ( id !== 542658390 ) {
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console.error( 'THREE.VOXLoader: Invalid VOX file.' );
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return;
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}
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if ( version !== 150 && version !== 200 ) {
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console.error( 'THREE.VOXLoader: Invalid VOX file. Unsupported version:', version );
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return;
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}
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const DEFAULT_PALETTE = [
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0x00000000, 0xffffffff, 0xffccffff, 0xff99ffff, 0xff66ffff, 0xff33ffff, 0xff00ffff, 0xffffccff,
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0xffccccff, 0xff99ccff, 0xff66ccff, 0xff33ccff, 0xff00ccff, 0xffff99ff, 0xffcc99ff, 0xff9999ff,
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0xff6699ff, 0xff3399ff, 0xff0099ff, 0xffff66ff, 0xffcc66ff, 0xff9966ff, 0xff6666ff, 0xff3366ff,
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0xff0066ff, 0xffff33ff, 0xffcc33ff, 0xff9933ff, 0xff6633ff, 0xff3333ff, 0xff0033ff, 0xffff00ff,
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0xffcc00ff, 0xff9900ff, 0xff6600ff, 0xff3300ff, 0xff0000ff, 0xffffffcc, 0xffccffcc, 0xff99ffcc,
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0xff66ffcc, 0xff33ffcc, 0xff00ffcc, 0xffffcccc, 0xffcccccc, 0xff99cccc, 0xff66cccc, 0xff33cccc,
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0xff00cccc, 0xffff99cc, 0xffcc99cc, 0xff9999cc, 0xff6699cc, 0xff3399cc, 0xff0099cc, 0xffff66cc,
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0xffcc66cc, 0xff9966cc, 0xff6666cc, 0xff3366cc, 0xff0066cc, 0xffff33cc, 0xffcc33cc, 0xff9933cc,
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0xff6633cc, 0xff3333cc, 0xff0033cc, 0xffff00cc, 0xffcc00cc, 0xff9900cc, 0xff6600cc, 0xff3300cc,
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0xff0000cc, 0xffffff99, 0xffccff99, 0xff99ff99, 0xff66ff99, 0xff33ff99, 0xff00ff99, 0xffffcc99,
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0xffcccc99, 0xff99cc99, 0xff66cc99, 0xff33cc99, 0xff00cc99, 0xffff9999, 0xffcc9999, 0xff999999,
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0xff669999, 0xff339999, 0xff009999, 0xffff6699, 0xffcc6699, 0xff996699, 0xff666699, 0xff336699,
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0xff006699, 0xffff3399, 0xffcc3399, 0xff993399, 0xff663399, 0xff333399, 0xff003399, 0xffff0099,
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0xffcc0099, 0xff990099, 0xff660099, 0xff330099, 0xff000099, 0xffffff66, 0xffccff66, 0xff99ff66,
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0xff66ff66, 0xff33ff66, 0xff00ff66, 0xffffcc66, 0xffcccc66, 0xff99cc66, 0xff66cc66, 0xff33cc66,
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0xff00cc66, 0xffff9966, 0xffcc9966, 0xff999966, 0xff669966, 0xff339966, 0xff009966, 0xffff6666,
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0xffcc6666, 0xff996666, 0xff666666, 0xff336666, 0xff006666, 0xffff3366, 0xffcc3366, 0xff993366,
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0xff663366, 0xff333366, 0xff003366, 0xffff0066, 0xffcc0066, 0xff990066, 0xff660066, 0xff330066,
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0xff000066, 0xffffff33, 0xffccff33, 0xff99ff33, 0xff66ff33, 0xff33ff33, 0xff00ff33, 0xffffcc33,
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0xffcccc33, 0xff99cc33, 0xff66cc33, 0xff33cc33, 0xff00cc33, 0xffff9933, 0xffcc9933, 0xff999933,
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0xff669933, 0xff339933, 0xff009933, 0xffff6633, 0xffcc6633, 0xff996633, 0xff666633, 0xff336633,
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0xff006633, 0xffff3333, 0xffcc3333, 0xff993333, 0xff663333, 0xff333333, 0xff003333, 0xffff0033,
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0xffcc0033, 0xff990033, 0xff660033, 0xff330033, 0xff000033, 0xffffff00, 0xffccff00, 0xff99ff00,
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0xff66ff00, 0xff33ff00, 0xff00ff00, 0xffffcc00, 0xffcccc00, 0xff99cc00, 0xff66cc00, 0xff33cc00,
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0xff00cc00, 0xffff9900, 0xffcc9900, 0xff999900, 0xff669900, 0xff339900, 0xff009900, 0xffff6600,
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0xffcc6600, 0xff996600, 0xff666600, 0xff336600, 0xff006600, 0xffff3300, 0xffcc3300, 0xff993300,
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0xff663300, 0xff333300, 0xff003300, 0xffff0000, 0xffcc0000, 0xff990000, 0xff660000, 0xff330000,
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0xff0000ee, 0xff0000dd, 0xff0000bb, 0xff0000aa, 0xff000088, 0xff000077, 0xff000055, 0xff000044,
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0xff000022, 0xff000011, 0xff00ee00, 0xff00dd00, 0xff00bb00, 0xff00aa00, 0xff008800, 0xff007700,
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0xff005500, 0xff004400, 0xff002200, 0xff001100, 0xffee0000, 0xffdd0000, 0xffbb0000, 0xffaa0000,
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0xff880000, 0xff770000, 0xff550000, 0xff440000, 0xff220000, 0xff110000, 0xffeeeeee, 0xffdddddd,
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0xffbbbbbb, 0xffaaaaaa, 0xff888888, 0xff777777, 0xff555555, 0xff444444, 0xff222222, 0xff111111
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];
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let i = 8;
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let chunk;
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const chunks = [];
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// Extension data
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const nodes = {};
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let palette = DEFAULT_PALETTE;
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while ( i < data.byteLength ) {
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let id = '';
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for ( let j = 0; j < 4; j ++ ) {
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||||
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id += String.fromCharCode( data.getUint8( i ++ ) );
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||||
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}
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||||
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const chunkSize = data.getUint32( i, true ); i += 4;
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||||
i += 4; // childChunks
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||||
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||||
if ( id === 'SIZE' ) {
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||||
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const x = data.getUint32( i, true ); i += 4;
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||||
const y = data.getUint32( i, true ); i += 4;
|
||||
const z = data.getUint32( i, true ); i += 4;
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||||
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chunk = {
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||||
palette: DEFAULT_PALETTE,
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||||
size: { x: x, y: y, z: z },
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||||
};
|
||||
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chunks.push( chunk );
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||||
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i += chunkSize - ( 3 * 4 );
|
||||
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||||
} else if ( id === 'XYZI' ) {
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||||
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||||
const numVoxels = data.getUint32( i, true ); i += 4;
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||||
chunk.data = new Uint8Array( buffer, i, numVoxels * 4 );
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||||
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||||
i += numVoxels * 4;
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||||
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||||
} else if ( id === 'RGBA' ) {
|
||||
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||||
palette = [ 0 ];
|
||||
|
||||
for ( let j = 0; j < 256; j ++ ) {
|
||||
|
||||
palette[ j + 1 ] = data.getUint32( i, true ); i += 4;
|
||||
|
||||
}
|
||||
|
||||
chunk.palette = palette;
|
||||
|
||||
} else if ( id === 'nTRN' ) {
|
||||
|
||||
// Transform Node
|
||||
const nodeId = data.getUint32( i, true ); i += 4;
|
||||
const attributes = readDict( data, i );
|
||||
i += attributes.size;
|
||||
|
||||
const childNodeId = data.getUint32( i, true ); i += 4;
|
||||
i += 4; // reserved (-1)
|
||||
const layerId = data.getInt32( i, true ); i += 4;
|
||||
const numFrames = data.getUint32( i, true ); i += 4;
|
||||
|
||||
const frames = [];
|
||||
|
||||
for ( let f = 0; f < numFrames; f ++ ) {
|
||||
|
||||
const frameDict = readDict( data, i );
|
||||
i += frameDict.size;
|
||||
|
||||
const frame = { rotation: null, translation: null };
|
||||
|
||||
if ( frameDict.value._r !== undefined ) {
|
||||
|
||||
frame.rotation = decodeRotation( parseInt( frameDict.value._r ) );
|
||||
|
||||
}
|
||||
|
||||
if ( frameDict.value._t !== undefined ) {
|
||||
|
||||
const parts = frameDict.value._t.split( ' ' ).map( Number );
|
||||
frame.translation = { x: parts[ 0 ], y: parts[ 1 ], z: parts[ 2 ] };
|
||||
|
||||
}
|
||||
|
||||
frames.push( frame );
|
||||
|
||||
}
|
||||
|
||||
nodes[ nodeId ] = {
|
||||
type: 'transform',
|
||||
id: nodeId,
|
||||
attributes: attributes.value,
|
||||
childNodeId: childNodeId,
|
||||
layerId: layerId,
|
||||
frames: frames
|
||||
};
|
||||
|
||||
} else if ( id === 'nGRP' ) {
|
||||
|
||||
// Group Node
|
||||
const nodeId = data.getUint32( i, true ); i += 4;
|
||||
const attributes = readDict( data, i );
|
||||
i += attributes.size;
|
||||
|
||||
const numChildren = data.getUint32( i, true ); i += 4;
|
||||
const childIds = [];
|
||||
|
||||
for ( let c = 0; c < numChildren; c ++ ) {
|
||||
|
||||
childIds.push( data.getUint32( i, true ) ); i += 4;
|
||||
|
||||
}
|
||||
|
||||
nodes[ nodeId ] = {
|
||||
type: 'group',
|
||||
id: nodeId,
|
||||
attributes: attributes.value,
|
||||
childIds: childIds
|
||||
};
|
||||
|
||||
} else if ( id === 'nSHP' ) {
|
||||
|
||||
// Shape Node
|
||||
const nodeId = data.getUint32( i, true ); i += 4;
|
||||
const attributes = readDict( data, i );
|
||||
i += attributes.size;
|
||||
|
||||
const numModels = data.getUint32( i, true ); i += 4;
|
||||
const models = [];
|
||||
|
||||
for ( let m = 0; m < numModels; m ++ ) {
|
||||
|
||||
const modelId = data.getUint32( i, true ); i += 4;
|
||||
const modelAttributes = readDict( data, i );
|
||||
i += modelAttributes.size;
|
||||
|
||||
models.push( {
|
||||
modelId: modelId,
|
||||
attributes: modelAttributes.value
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
nodes[ nodeId ] = {
|
||||
type: 'shape',
|
||||
id: nodeId,
|
||||
attributes: attributes.value,
|
||||
models: models
|
||||
};
|
||||
|
||||
} else {
|
||||
|
||||
// Skip unknown chunks
|
||||
i += chunkSize;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Apply palette to all chunks
|
||||
for ( let c = 0; c < chunks.length; c ++ ) {
|
||||
|
||||
chunks[ c ].palette = palette;
|
||||
|
||||
}
|
||||
|
||||
// Build Three.js scene graph from nodes
|
||||
let scene = null;
|
||||
|
||||
if ( Object.keys( nodes ).length > 0 ) {
|
||||
|
||||
scene = buildObject( 0, nodes, chunks );
|
||||
|
||||
}
|
||||
|
||||
// Build result object
|
||||
const result = {
|
||||
chunks: chunks,
|
||||
scene: scene
|
||||
};
|
||||
|
||||
// @deprecated, r182
|
||||
// Proxy for backwards compatibility with array-like access
|
||||
let warned = false;
|
||||
|
||||
return new Proxy( result, {
|
||||
|
||||
get( target, prop ) {
|
||||
|
||||
// Handle numeric indices
|
||||
if ( typeof prop === 'string' && /^\d+$/.test( prop ) ) {
|
||||
|
||||
if ( ! warned ) {
|
||||
|
||||
console.warn( 'THREE.VOXLoader: Accessing result as an array is deprecated. Use result.chunks[] instead.' );
|
||||
warned = true;
|
||||
|
||||
}
|
||||
|
||||
return target.chunks[ parseInt( prop ) ];
|
||||
|
||||
}
|
||||
|
||||
// Handle array properties/methods
|
||||
if ( prop === 'length' ) {
|
||||
|
||||
if ( ! warned ) {
|
||||
|
||||
console.warn( 'THREE.VOXLoader: Accessing result as an array is deprecated. Use result.chunks instead.' );
|
||||
warned = true;
|
||||
|
||||
}
|
||||
|
||||
return target.chunks.length;
|
||||
|
||||
}
|
||||
|
||||
// Handle iteration
|
||||
if ( prop === Symbol.iterator ) {
|
||||
|
||||
if ( ! warned ) {
|
||||
|
||||
console.warn( 'THREE.VOXLoader: Iterating result as an array is deprecated. Use result.chunks instead.' );
|
||||
warned = true;
|
||||
|
||||
}
|
||||
|
||||
return target.chunks[ Symbol.iterator ].bind( target.chunks );
|
||||
|
||||
}
|
||||
|
||||
return target[ prop ];
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds a mesh from a VOX chunk.
|
||||
*
|
||||
* @param {Object} chunk - A VOX chunk loaded via {@link VOXLoader}.
|
||||
* @return {Mesh} The generated mesh.
|
||||
*/
|
||||
function buildMesh( chunk ) {
|
||||
|
||||
const data = chunk.data;
|
||||
const size = chunk.size;
|
||||
const palette = chunk.palette;
|
||||
|
||||
const sx = size.x;
|
||||
const sy = size.y;
|
||||
const sz = size.z;
|
||||
|
||||
// Build volume with color indices
|
||||
|
||||
const volume = new Uint8Array( sx * sy * sz );
|
||||
|
||||
for ( let j = 0; j < data.length; j += 4 ) {
|
||||
|
||||
const x = data[ j + 0 ];
|
||||
const y = data[ j + 1 ];
|
||||
const z = data[ j + 2 ];
|
||||
const c = data[ j + 3 ];
|
||||
|
||||
volume[ x + y * sx + z * sx * sy ] = c;
|
||||
|
||||
}
|
||||
|
||||
// Greedy meshing
|
||||
|
||||
const vertices = [];
|
||||
const indices = [];
|
||||
const colors = [];
|
||||
|
||||
const _color = new Color();
|
||||
let hasColors = false;
|
||||
|
||||
// Process each of the 6 face directions
|
||||
// dims: the 3 axis sizes, d: which axis is normal to the face
|
||||
const dims = [ sx, sy, sz ];
|
||||
|
||||
for ( let d = 0; d < 3; d ++ ) {
|
||||
|
||||
const u = ( d + 1 ) % 3;
|
||||
const v = ( d + 2 ) % 3;
|
||||
|
||||
const dimsD = dims[ d ];
|
||||
const dimsU = dims[ u ];
|
||||
const dimsV = dims[ v ];
|
||||
|
||||
const q = [ 0, 0, 0 ];
|
||||
const mask = new Int16Array( dimsU * dimsV );
|
||||
|
||||
q[ d ] = 1;
|
||||
|
||||
// Sweep through slices
|
||||
for ( let slice = 0; slice <= dimsD; slice ++ ) {
|
||||
|
||||
// Build mask for this slice
|
||||
let n = 0;
|
||||
|
||||
for ( let vv = 0; vv < dimsV; vv ++ ) {
|
||||
|
||||
for ( let uu = 0; uu < dimsU; uu ++ ) {
|
||||
|
||||
const pos = [ 0, 0, 0 ];
|
||||
pos[ d ] = slice;
|
||||
pos[ u ] = uu;
|
||||
pos[ v ] = vv;
|
||||
|
||||
const x0 = pos[ 0 ], y0 = pos[ 1 ], z0 = pos[ 2 ];
|
||||
|
||||
// Get voxel behind and in front of this face
|
||||
const behind = ( slice > 0 ) ? volume[ ( x0 - q[ 0 ] ) + ( y0 - q[ 1 ] ) * sx + ( z0 - q[ 2 ] ) * sx * sy ] : 0;
|
||||
const infront = ( slice < dimsD ) ? volume[ x0 + y0 * sx + z0 * sx * sy ] : 0;
|
||||
|
||||
// Face exists if exactly one side is solid
|
||||
if ( behind > 0 && infront === 0 ) {
|
||||
|
||||
mask[ n ] = behind; // positive face
|
||||
|
||||
} else if ( infront > 0 && behind === 0 ) {
|
||||
|
||||
mask[ n ] = - infront; // negative face
|
||||
|
||||
} else {
|
||||
|
||||
mask[ n ] = 0;
|
||||
|
||||
}
|
||||
|
||||
n ++;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Greedy merge mask into quads
|
||||
n = 0;
|
||||
|
||||
for ( let vv = 0; vv < dimsV; vv ++ ) {
|
||||
|
||||
for ( let uu = 0; uu < dimsU; ) {
|
||||
|
||||
const c = mask[ n ];
|
||||
|
||||
if ( c !== 0 ) {
|
||||
|
||||
// Find width
|
||||
let w = 1;
|
||||
|
||||
while ( uu + w < dimsU && mask[ n + w ] === c ) {
|
||||
|
||||
w ++;
|
||||
|
||||
}
|
||||
|
||||
// Find height
|
||||
let h = 1;
|
||||
let done = false;
|
||||
|
||||
while ( vv + h < dimsV && ! done ) {
|
||||
|
||||
for ( let k = 0; k < w; k ++ ) {
|
||||
|
||||
if ( mask[ n + k + h * dimsU ] !== c ) {
|
||||
|
||||
done = true;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( ! done ) h ++;
|
||||
|
||||
}
|
||||
|
||||
// Add quad
|
||||
const pos = [ 0, 0, 0 ];
|
||||
pos[ d ] = slice;
|
||||
pos[ u ] = uu;
|
||||
pos[ v ] = vv;
|
||||
|
||||
const du = [ 0, 0, 0 ];
|
||||
const dv = [ 0, 0, 0 ];
|
||||
du[ u ] = w;
|
||||
dv[ v ] = h;
|
||||
|
||||
// Get color
|
||||
const colorIndex = Math.abs( c );
|
||||
const hex = palette[ colorIndex ];
|
||||
const r = ( hex >> 0 & 0xff ) / 0xff;
|
||||
const g = ( hex >> 8 & 0xff ) / 0xff;
|
||||
const b = ( hex >> 16 & 0xff ) / 0xff;
|
||||
|
||||
if ( r > 0 || g > 0 || b > 0 ) hasColors = true;
|
||||
|
||||
_color.setRGB( r, g, b, SRGBColorSpace );
|
||||
|
||||
// Convert VOX coords to Three.js coords (Y-up)
|
||||
// VOX: X right, Y forward, Z up -> Three.js: X right, Y up, Z back
|
||||
const toThree = ( p ) => [
|
||||
p[ 0 ] - sx / 2,
|
||||
p[ 2 ] - sz / 2,
|
||||
- p[ 1 ] + sy / 2
|
||||
];
|
||||
|
||||
const v0 = toThree( pos );
|
||||
const v1 = toThree( [ pos[ 0 ] + du[ 0 ], pos[ 1 ] + du[ 1 ], pos[ 2 ] + du[ 2 ] ] );
|
||||
const v2 = toThree( [ pos[ 0 ] + du[ 0 ] + dv[ 0 ], pos[ 1 ] + du[ 1 ] + dv[ 1 ], pos[ 2 ] + du[ 2 ] + dv[ 2 ] ] );
|
||||
const v3 = toThree( [ pos[ 0 ] + dv[ 0 ], pos[ 1 ] + dv[ 1 ], pos[ 2 ] + dv[ 2 ] ] );
|
||||
|
||||
const idx = vertices.length / 3;
|
||||
|
||||
// Winding order depends on face direction
|
||||
if ( c > 0 ) {
|
||||
|
||||
vertices.push( ...v0, ...v1, ...v2, ...v3 );
|
||||
indices.push( idx, idx + 1, idx + 2, idx, idx + 2, idx + 3 );
|
||||
|
||||
} else {
|
||||
|
||||
vertices.push( ...v0, ...v3, ...v2, ...v1 );
|
||||
indices.push( idx, idx + 1, idx + 2, idx, idx + 2, idx + 3 );
|
||||
|
||||
}
|
||||
|
||||
colors.push(
|
||||
_color.r, _color.g, _color.b,
|
||||
_color.r, _color.g, _color.b,
|
||||
_color.r, _color.g, _color.b,
|
||||
_color.r, _color.g, _color.b
|
||||
);
|
||||
|
||||
// Clear mask
|
||||
for ( let hh = 0; hh < h; hh ++ ) {
|
||||
|
||||
for ( let ww = 0; ww < w; ww ++ ) {
|
||||
|
||||
mask[ n + ww + hh * dimsU ] = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
uu += w;
|
||||
n += w;
|
||||
|
||||
} else {
|
||||
|
||||
uu ++;
|
||||
n ++;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const geometry = new BufferGeometry();
|
||||
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||||
geometry.setIndex( indices );
|
||||
geometry.computeVertexNormals();
|
||||
|
||||
const material = new MeshStandardMaterial();
|
||||
|
||||
if ( hasColors ) {
|
||||
|
||||
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
||||
material.vertexColors = true;
|
||||
|
||||
}
|
||||
|
||||
return new Mesh( geometry, material );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds a 3D texture from a VOX chunk.
|
||||
*
|
||||
* @param {Object} chunk - A VOX chunk loaded via {@link VOXLoader}.
|
||||
* @return {Data3DTexture} The generated 3D texture.
|
||||
*/
|
||||
function buildData3DTexture( chunk ) {
|
||||
|
||||
const data = chunk.data;
|
||||
const size = chunk.size;
|
||||
|
||||
const offsety = size.x;
|
||||
const offsetz = size.x * size.y;
|
||||
|
||||
const array = new Uint8Array( size.x * size.y * size.z );
|
||||
|
||||
for ( let j = 0; j < data.length; j += 4 ) {
|
||||
|
||||
const x = data[ j + 0 ];
|
||||
const y = data[ j + 1 ];
|
||||
const z = data[ j + 2 ];
|
||||
|
||||
const index = x + ( y * offsety ) + ( z * offsetz );
|
||||
|
||||
array[ index ] = 255;
|
||||
|
||||
}
|
||||
|
||||
const texture = new Data3DTexture( array, size.x, size.y, size.z );
|
||||
|
||||
texture.format = RedFormat;
|
||||
texture.minFilter = NearestFilter;
|
||||
texture.magFilter = LinearFilter;
|
||||
texture.unpackAlignment = 1;
|
||||
texture.needsUpdate = true;
|
||||
|
||||
return texture;
|
||||
|
||||
}
|
||||
|
||||
// @deprecated, r182
|
||||
|
||||
class VOXMesh extends Mesh {
|
||||
|
||||
constructor( chunk ) {
|
||||
|
||||
console.warn( 'VOXMesh has been deprecated. Use buildMesh() instead.' );
|
||||
|
||||
const mesh = buildMesh( chunk );
|
||||
|
||||
super( mesh.geometry, mesh.material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class VOXData3DTexture extends Data3DTexture {
|
||||
|
||||
constructor( chunk ) {
|
||||
|
||||
console.warn( 'VOXData3DTexture has been deprecated. Use buildData3DTexture() instead.' );
|
||||
|
||||
const texture = buildData3DTexture( chunk );
|
||||
|
||||
super( texture.image.data, texture.image.width, texture.image.height, texture.image.depth );
|
||||
|
||||
this.format = texture.format;
|
||||
this.minFilter = texture.minFilter;
|
||||
this.magFilter = texture.magFilter;
|
||||
this.unpackAlignment = texture.unpackAlignment;
|
||||
this.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { VOXLoader, buildMesh, buildData3DTexture, VOXMesh, VOXData3DTexture };
|
||||
Reference in New Issue
Block a user