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ScenePainter.js
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/***********
MESH TEXTURE PAINTER by Thrax (C) - manthrax@gmail && vectorslave.com
***********/
import UnwrapUVs from "./UnwrapUVs.js"
import { GLTFExporter } from "three/addons/exporters/GLTFExporter.js";
export default function PaintApp({ THREE, GLTFLoader, scene, camera, controls, renderer, gui, cursorNode, uPaintSourceTexture }) {
let patch = (obj, fld, ck, fn) => obj[fld] = obj[fld].replace(`#include <${ck}>`, fn(THREE.ShaderChunk[ck], `#include <${ck}>`));
function MeshPainter(sourceMesh) { }
function ScenePainter(paintScene) {
let brushUniforms = {
uBrushStrength: {
value: 0.2
},
uBrushHardness: {
value: 0.2
},
uBrushSize: {
value: new THREE.Vector3(.1, .1, .1)
},
uBrushColor: {
value: new THREE.Vector4(1, 0, 0, 1)
}
}
scene.add(paintScene);
let paintMaterials = []
let paintMeshes = []
paintScene.traverse(e => e.isMesh && e.material && (paintMaterials.push(e.material) | paintMeshes.push(e)))
paintMeshes.forEach(e => e.visible = false);
let query = window.location.search.substring(1).split("=");
let id = parseInt(query);
if (!((id >= 0) && (id < paintMeshes.length)))
id = 2;
let sourceMesh = paintMeshes[id % paintMeshes.length]
sourceMesh.visible = true;
let bounds = new THREE.Box3().setFromObject(sourceMesh);
let size = bounds.getSize(new THREE.Vector3());
let { max } = Math;
let maxsz = max(size.x, max(size.y, size.z));
//Rescale the model..
sourceMesh.scale.multiplyScalar(1 / maxsz);
sourceMesh.updateMatrixWorld()
bounds.setFromObject(sourceMesh);
sourceMesh.position.sub(bounds.getCenter(new THREE.Vector3()))
/*
//Recenter camera/controls on model
bounds.getCenter(controls.target)
camera.position.copy(controls.target)
camera.position.z += maxsz * 1.5;
*/
if (!sourceMesh.material.map) {
alert("Object has no Texture/Material assigned.. ")
let canv = document.createElement('canvas');
canv.width = canv.height = 1024;
let ctx = canv.getContext('2d');
ctx.fillStyle = 'white'
ctx.fillRect(0, 0, canv.width, canv.height)
//sourceMesh.material.map = new THREE.CanvasTexture(canv)
sourceMesh.material.map = new THREE.Texture(canv)
sourceMesh.material.map.colorSpace = THREE.SRGBColorSpace;
sourceMesh.material.map.needsUpdate = true;
}
if (!sourceMesh.geometry.attributes.uv) {
alert("Object has no UV map.. ")
UnwrapUVs(sourceMesh.geometry);
}
/*
let p=sourceMesh.position.clone().sub(controls.target);
controls.target.add(p);
camera.position.add(p);
*/
// sourceMesh.position.x -= .4;
let texTransformer = new TextureTransformer(sourceMesh.material.map, renderer)
let previewPlane = new THREE.Mesh(new THREE.PlaneGeometry(), new THREE.MeshBasicMaterial({
map: texTransformer.feedbackTexture.renderTarget.texture,
depthWrite: false
}));
camera.add(previewPlane);
previewPlane.rotation.set(0, 0, 0);
previewPlane.position.set(-.1, 0, -1.2);
previewPlane.scale.set(1, 1, 1);
previewPlane.visible = false;
previewPlane.material.onBeforeCompile = (shader) => {
shader.fragmentShader = shader.fragmentShader.replace('}', `
if(sampledDiffuseColor.a<.1)
sampledDiffuseColor.rgb=vec3(0,0,1);
}`)
}
let paintMesh = sourceMesh.clone();
paintMesh.material = paintMesh.material.clone();
let setEnvBrightness = (v) => {
scene.traverse(e => e.isMesh && e.material && (e.material.envMapIntensity = v));
}
this.exportScene = () => {
const exporter = new GLTFExporter();
//const scene = new THREE.Scene();
//const mesh = new THREE.Mesh(new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({
// color: 0xff0000
//}));
//scene.add(mesh);
const link = document.createElement('a');
link.style.display = 'none';
document.body.appendChild(link);
// Firefox workaround, see #6594
function save(blob, filename) {
link.href = URL.createObjectURL(blob);
link.download = filename;
link.click();
// URL.revokeObjectURL( url ); breaks Firefox...
}
function saveArrayBuffer(buffer, filename) {
save(new Blob([buffer], {
type: 'application/octet-stream'
}), filename);
}
const options = {
trs: true,
onlyVisible: true,
binary: true,
maxTextureSize: 4096 //params.maxTextureSize
};
scene.traverse(e => {
if (e.isMesh && e.material.map && e.material.map.userData.renderTargetId) {
let rt = FeedbackTexture.renderTargetMap[e.material.map.userData.renderTargetId];
// rt = texTransformer.feedbackTexture.renderTarget;
let canvas = renderTargetToCanvas(renderer, rt);
e.material.map = new THREE.CanvasTexture(canvas);
//null;
e.material.map.flipY = false;
}
}
)
exporter.parse(scene, (result) => {
if (result instanceof ArrayBuffer) {
saveArrayBuffer(result, 'scene.glb');
}
}
, function (error) {
console.log('An error happened during parsing', error);
}, options);
}
this.update = (time) => {
//let time = performance.now();
// if(!lastTime)lastTime=time;
// fdt=time-lastTime;
// if(fdt<fps)
// return;
let substep = 0;
while (simTime < time) {
let dt = 1 / fps;
simTime += dt;
//update
substep++;
if (substep >= maxSubsteps) {
simTime = time;
break;
}
}
if (exportTriggered) {
exportTriggered = false;
this.exportScene();
}
}
gui.add({
export: () => {
exportTriggered = true;
}
}, "export").name("export glb!");
(paintMesh.material.roughness !== undefined) && gui.add(paintMesh.material, "roughness", 0, 1);
(paintMesh.material.metalness !== undefined) && gui.add(paintMesh.material, "metalness", 0, 1);
gui.add({
intensity: .25
}, "intensity", 0, 1).name("env brightness:").onChange(setEnvBrightness)
gui.add(previewPlane, 'visible').name('tex : ' + paintMesh.name);
gui.add(brushUniforms.uBrushStrength, "value", 0, 1.).name("Strength")
gui.add(brushUniforms.uBrushHardness, "value", 0, 1.).name("Hardness")
gui.add({
value: .01
}, "value", .002, .2, 0.0001).name("Size").onChange(v => {
brushUniforms.uBrushSize.value.x = v;//(Math.pow(v, 3.) * 3.) + .01;
}
)
const colorFormats = {
string: '#ff0000',
int: 0xff0000,
object: {
r: 1,
g: 0,
b: 0
},
array: [1, 0, 0]
};
let tc = new THREE.Color();
gui.addColor(colorFormats, 'string').onChange(v => {
tc.set(v);
brushUniforms.uBrushColor.value.set(tc.r, tc.g, tc.b, 1);
}
)
let uCamViewMatrix = {
value: camera.matrixWorldInverse
}
let uCamProjectionMatrix = {
value: camera.projectionMatrix
}
let uBrushPoint = {
value: new THREE.Vector3()
}
let uBrushNormal = {
value: new THREE.Vector3()
}
let uCursorPosition = {
value: cursorNode.fragMouse
}
let uMatrixWorld = {
value: paintMesh.matrixWorld
}
let setUniforms = (shader) => {
shader.uniforms.uMatrixWorld = uMatrixWorld
shader.uniforms.uCamViewMatrix = uCamViewMatrix
shader.uniforms.uCamProjectionMatrix = uCamProjectionMatrix
shader.uniforms.uBrushNormal = uBrushNormal;
shader.uniforms.uBrushPoint = uBrushPoint;
shader.uniforms.uCursorPosition = uCursorPosition;
shader.uniforms.uPaintSourceTexture = uPaintSourceTexture;
Object.assign(shader.uniforms, brushUniforms)
}
let computeBrushInfluence = `
float brushInfluence = 0.;
vec3 brushDelta = (vWorldPosition-uBrushPoint) / uBrushSize.x;
vec4 brushScreen = uCamViewMatrix * vec4(vWorldPosition,1.);
brushScreen = uCamProjectionMatrix * brushScreen;
brushScreen /= brushScreen.w;
float dist = min(1.,length(brushDelta));
dist = length(brushDelta);
brushInfluence = max(0.,1.-pow(dist,.1+(uBrushHardness*15.)));
brushInfluence *= uBrushStrength;
`
let brushVars = `
uniform vec4 uBrushColor;
uniform vec3 uBrushPoint;
uniform vec3 uBrushSize;
uniform float uBrushHardness;
uniform float uBrushStrength;
uniform vec2 uCursorPosition;
varying vec3 vWorldPosition;
uniform mat4 uCamViewMatrix;
uniform mat4 uCamProjectionMatrix;
uniform sampler2D uPaintSourceTexture;
`
//This shader renders a model with the ghost of the brush cursor rendered on top...
paintMesh.material.onBeforeCompile = (shader, renderer) => {
shader.vertexShader = `
uniform mat4 uMatrixWorld;
varying vec3 vWorldPosition;
` + shader.vertexShader;
patch(shader, 'vertexShader', `fog_vertex`, (ck, ckinc) => {
return ckinc + `
vWorldPosition = (uMatrixWorld * vec4(transformed,1.0)).xyz;
`
}
)
shader.fragmentShader = `
${brushVars}
` + shader.fragmentShader
shader.fragmentShader = shader.fragmentShader.replace('}', `
#ifdef USE_MAP
//gl_FragColor=vec4(.0,fract(vMapUv*10.)*.2,1.);
#endif
${computeBrushInfluence}
brushInfluence = max(0., brushInfluence - smoothstep(.1,0.,brushInfluence));
gl_FragColor = mix(gl_FragColor,vec4(1.)-gl_FragColor,brushInfluence);
//brushInfluence = max(0., brushInfluence - smoothstep(brushInfluence,.1,0.));
//gl_FragColor = mix(gl_FragColor,uBrushColor,brushInfluence);
}
`)
setUniforms(shader)
}
let drawing = false;
let buttons = 0;
document.addEventListener('pointerdown', (e) => {
if (e.target !== renderer.domElement) return;
buttons = e.buttons;
if (buttons == 1) {
(controls.enabled = !(cursorNode.raycast(paintMesh).length > 0));
if (!controls.enabled)
drawing = true;
}
}
);
document.addEventListener('pointerup', (e) => {
controls.enabled = true;
drawing = false;
buttons = e.buttons;
}
)
let uvMesh = sourceMesh;
uvMesh.parent.add(paintMesh);
uvMesh.material = uvMesh.material.clone();
camera.add(uvMesh);
uvMesh.rotation.set(0, 0, 0);
uvMesh.position.set(-4.5, -3, -20);
uvMesh.scale.set(2, 2, 2);
uvMesh.position.set(-1, -1, 0);
texTransformer.uvScene.add(uvMesh);
let dilator = new Dilator(texTransformer, uvMesh, previewPlane, paintMesh);
renderer.setClearColor(0x101010);
let replay = []
let replaying = false;
let replayCursor = 0;
let repeatCountdown = 0;
let load = () => {
try {
if (localStorage.monkeyReplay) {
replay = JSON.parse(localStorage.monkeyReplay);
if (replay.length)
replaying = true;
}
} catch {
alert("Couldn't parse localstorage! Replay lost...")
replay = []
}
}
let getState = () => {
return {
uBrushPoint: uBrushPoint.value.clone(),
uBrushNormal: uBrushNormal.value.clone(),
uBrushSize: brushUniforms.uBrushSize.value.clone(),
uBrushColor: brushUniforms.uBrushColor.value.clone(),
uBrushHardness: brushUniforms.uBrushHardness.value,
uBrushStrength: brushUniforms.uBrushStrength.value,
_repeat: 1,
}
}
let setState = (st) => {
uBrushPoint.value.copy(st.uBrushPoint)
uBrushNormal.value.copy(st.uBrushNormal)
brushUniforms.uBrushSize.value.copy(st.uBrushSize)
brushUniforms.uBrushColor.value.copy(st.uBrushColor)
brushUniforms.uBrushHardness.value = st.uBrushHardness
brushUniforms.uBrushStrength.value = st.uBrushStrength
// console.log(st.uBrushPoint)
}
let statesEqual = (sa, sb) => {
if (typeof sa == 'object') {
for (let f in sa)
if ((!f.startsWith('_')) && (!statesEqual(sa[f], sb[f])))
return false;
} else
return (sa == sb);
return true;
}
let lastState;
// window.onBeforeUnload=()=>{
// if(replay.length){
// localStorage.monkeyReplay = JSON.stringify(replay);
// }
// }
gui.add({
save: () => {
localStorage.monkeyReplay = JSON.stringify(replay);
console.log("Save size:", localStorage.monkeyReplay.length)
}
}, "save")
gui.add({
load
}, "load")
gui.add({
reset: () => {
replay = []
//delete localStorage.monkeyReplay;
location.reload();
}
}, "reset")
let updateReplay = () => {
if (replaying) {
if (replayCursor >= replay.length) {
replaying = false;
lastState = undefined;
} else {
let state = replay[replayCursor];
if (!repeatCountdown)
repeatCountdown = state._repeat;
else {
repeatCountdown--;
if (!repeatCountdown)
replayCursor++;
}
setState(state);
}
} else {
let state = getState();
if (lastState) {
if (statesEqual(state, lastState))
lastState._repeat++;
else
replay.push(lastState)
}
lastState = state;
}
}
let draw = () => {
let fbt = texTransformer.feedbackTexture;
let iterations = 0;
do {
try {
updateReplay();
} catch (e) {
console.log(e)
replaying = false;
replay = []
}
uvMesh.material.map = fbt.renderTarget.texture;
texTransformer.renderUVMeshToTarget(fbt.offRenderTarget);
previewPlane.material.map = fbt.renderTarget.texture;
paintMesh.material.map = fbt.renderTarget.texture
uvMesh.material.map = fbt.offRenderTarget.texture;
iterations++;
} while (replaying && (iterations < 100)) dilator.apply(fbt);
}
//Convert rendertarget to canvasTexture
function renderTargetToCanvas(renderer, renderTarget, canvas = document.createElement('canvas')) {
const width = renderTarget.width;
const height = renderTarget.height;
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(width, height);
if (renderTarget.texture.type == THREE.FloatType) {
const buffer = new Float32Array(width * height * 4);
renderer.readRenderTargetPixels(renderTarget, 0, 0, width, height, buffer);
for (let i = 0; i < buffer.length; i++)
buffer[i] *= 255;
imageData.data.set(buffer);
} else {
const buffer = new Uint8Array(width * height * 4);
renderer.readRenderTargetPixels(renderTarget, 0, 0, width, height, buffer);
imageData.data.set(buffer);
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
paintMesh.onBeforeRender = () => {
let hits = cursorNode.raycast(paintMesh)
if (hits[0]) {
//controls.enabled = false;
let v = uBrushPoint.value;
v.copy(hits[0].point)
//paintMesh.worldToLocal(v);
let n = uBrushNormal.value;
n.copy(hits[0].face.normal).add(v)
//paintMesh.worldToLocal(n);
n.sub(v);
} else {
let v = uBrushPoint.value;
uBrushPoint.value.set(0, -1000, 0)
}
if ((buttons == 1) && (drawing || replaying))
draw();
}
//This shader renders a models UV coordinates as polygons, and applies the influence of the brush... rendering the current brush stroke when mouse is down...
uvMesh.material.onBeforeCompile = (shader, renderer) => {
if (shader.vertexShader.indexOf('normal_pars_vertex') < 0) {
shader.vertexShader = shader.vertexShader.replace(`#include <color_pars_vertex>`, `
#include <color_pars_vertex>
varying vec3 vNormal;
`)
shader.vertexShader = shader.vertexShader.replace(`#include <batching_vertex>`, `
#include <batching_vertex>
#include <beginnormal_vertex>
#include <defaultnormal_vertex>
vNormal = normalize( transformedNormal );
`)
}
shader.vertexShader = `
varying vec3 vWorldPosition;
uniform mat4 uMatrixWorld;
` + shader.vertexShader;
patch(shader, 'vertexShader', 'begin_vertex', (ck) => {
return `
#include <begin_vertex>
#ifdef USE_MAP
vWorldPosition = (uMatrixWorld * vec4(transformed,1.)).xyz;
transformed = vec3(vMapUv,0.);
#endif
`
}
)
shader.fragmentShader = `
${brushVars}
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace('}', `
#ifdef USE_MAP
//gl_FragColor=vec4(fract(vMapUv*10.),0.,1.);
${computeBrushInfluence}
//BAKE
//gl_FragColor.rgb = mix(gl_FragColor,uBrushColor,brushInfluence);
//PAINT
vec4 brushColor = uBrushColor;
${uPaintSourceTexture ? `
//Transfer brush from paintSourceTexture
vec2 brushUV = (brushScreen.xy*.5)+.5;
brushColor = texture2D(uPaintSourceTexture, brushUV);
` : ``}
gl_FragColor = mix(sampledDiffuseColor,brushColor,brushInfluence);
return;
/*
// BACK FACE CULLING...
vec3 camVert = vWorldPosition-uCamViewMatrix[3].xyz;
vec3 viewNormal = mat3(uCamViewMatrix) * vNormal;
if(dot(normalize(viewNormal),camVert)<0.)
gl_FragColor = sampledDiffuseColor;
// BACK FACE CULLING...
*/
#endif
}
`)
setUniforms(shader);
}
setEnvBrightness(.25);
}
function FeedbackTexture(texture, renderer) {
let makeTarget = this.makeTarget = () => {
let rt = new THREE.WebGLRenderTarget(texture.image.width, texture.image.height, {
format: THREE.RGBAFormat,
type: THREE.UnsignedByteType,
//THREE.FloatType,
//minFilter: THREE.NearestFilter,
//magFilter: THREE.NearestFilter,
depthBuffer: false,
stencilBuffer: false,
//encoding: THREE.LinearEncoding
colorSpace: THREE.NoColorSpace //""//THREE.LinearSRGBColorSpace
});
if (!FeedbackTexture.renderTargetMap) {
FeedbackTexture.renderTargetMap = {}
}
rt.texture.userData.renderTargetId = rt.texture.uuid;
FeedbackTexture.renderTargetMap[rt.texture.uuid] = rt;
return rt;
}
let renderTarget = this.renderTarget = makeTarget()
let offRenderTarget = this.offRenderTarget = makeTarget()
// Create a scene with a mesh that uses the texture
const geometry = new THREE.PlaneGeometry(2, 2);
const material = this.material = new THREE.MeshBasicMaterial({
map: texture
});
const mesh = this.mesh = new THREE.Mesh(geometry, material);
const scene = new THREE.Scene();
scene.add(mesh);
const camera = this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
// Render the scene to the render target
let saveTarget = renderer.getRenderTarget();
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(saveTarget);
let swap = this.swap = () => {
let sv = renderTarget;
this.renderTarget = renderTarget = offRenderTarget;
this.offRenderTarget = offRenderTarget = sv;
}
this.renderOperation = (destination, fn) => {
let saveTarg = renderer.getRenderTarget();
renderer.setRenderTarget(destination);
let acSave = renderer.autoClearColor;
renderer.autoClearColor = false;
fn(renderer, scene, camera);
renderer.autoClearColor = acSave;
renderer.setRenderTarget(saveTarg);
}
}
function TextureTransformer(texture, renderer) {
// Create a texture to render into the render target
// Set up the render target
this.feedbackTexture = new FeedbackTexture(texture, renderer);
const uvScene = this.uvScene = new THREE.Scene();
this.renderUVMeshToTarget = (destination) => {
this.feedbackTexture.renderOperation(destination, (renderer, scene, camera) => {
renderer.render(scene, camera);
renderer.render(uvScene, camera);
}
);
this.feedbackTexture.swap()
}
}
function Dilator(texTransformer, uvMesh, previewPlane, paintMesh) {
let sourceTexture = uvMesh.material.map;
this.feedbackTexture = new FeedbackTexture(sourceTexture, renderer);
let uvMask = new UVMask(texTransformer, uvMesh.material, uvMesh);
previewPlane.material.map = uvMask.uvMaskTarget.texture;
let dilationMapShader = uvMesh.material.clone();
let uPaintTextureSize = {
value: new THREE.Vector2(sourceTexture.source.data.width, sourceTexture.source.data.height)
}
let uPaintTexture = {
value: paintMesh.material.map
}
dilationMapShader.onBeforeCompile = (shader, renderer) => {
shader.fragmentShader = `
uniform sampler2D uPaintTexture;
uniform vec2 uPaintTextureSize;
` + shader.fragmentShader
shader.uniforms.uPaintTextureSize = uPaintTextureSize;
shader.uniforms.uPaintTexture = uPaintTexture;
//This shader hack dilates the UV island textures outwards to remove seams.
shader.fragmentShader = shader.fragmentShader.replace('}', `
#ifdef USE_MAP
vec4 maskColor = texture2D( map, vMapUv); //map is the mask texture
if(maskColor.r<.99){
//OUtside the mask
gl_FragColor.rgba = vec4(0.);
const float rad=16.;
float closestDistance = sqrt(rad*rad);
vec4 closestColor = vec4(0.);
for( float y=-rad;y<rad;y++){
for( float x=-rad;x<rad;x++){
if((abs(x)<.5)&&(abs(y)<.5))continue;
vec2 txv=vec2(x,y) / uPaintTextureSize;
vec4 clr = texture2D( map, vMapUv+txv );
if(clr.r > .9){
float distance = length(vec2(x,y));
if(distance<closestDistance){
closestDistance = distance;
closestColor = texture2D( uPaintTexture , vMapUv+txv );//.gbra;//clr.gbra;
}
}
}
}
gl_FragColor = closestColor;
}else
gl_FragColor = texture2D( uPaintTexture, vMapUv );//paintColor;//.rgb=sampledDiffuseColor.rgb*vec3(0.,1.,0.);
//gl_FragColor = texture2D( uPaintTexture, vMapUv );
#endif
}`)
}
this.apply = (sourceFBT) => {
this.feedbackTexture.mesh.material = dilationMapShader
dilationMapShader.map = uvMask.uvMaskTarget.texture;
uPaintTexture.value = sourceFBT.renderTarget.texture;
this.feedbackTexture.renderOperation(this.feedbackTexture.offRenderTarget, (renderer, scene, camera) => {
renderer.render(scene, camera);
}
);
this.feedbackTexture.swap();
paintMesh.material.map = previewPlane.material.map = this.feedbackTexture.renderTarget.texture;
}
}
function UVMask(transformer, material, uvMesh) {
let uvMaskShader = material.clone();
uvMaskShader.side = THREE.DoubleSide;//This sumbitch took me for a ride...
uvMaskShader.onBeforeCompile = (shader, renderer) => {
//This shader renders out a mask channel with vec4(1.) where the texel is covered by the UV and 0 otherwise.
// shader.vertexShader = `#extension GL_ANGLE_multi_draw : require
// `+shader.vertexShader;
shader.vertexShader = `
varying vec3 vWorldPosition;
uniform mat4 uMatrixWorld;
` + shader.vertexShader;
patch(shader, 'vertexShader', 'begin_vertex', (ck, ckinc) => ckinc + `
#ifdef USE_MAP
vWorldPosition = (uMatrixWorld * vec4(transformed,1.)).xyz;
transformed = vec3(vMapUv,0.);
#endif
`)
shader.fragmentShader = shader.fragmentShader.replace('}', `
gl_FragColor.rgb=vec3(1.);
}`)
}
this.uvMaskTarget = transformer.feedbackTexture.makeTarget();
let svMat = uvMesh.material;
uvMesh.material = uvMaskShader;
renderer.setRenderTarget(this.uvMaskTarget);
transformer.feedbackTexture.renderOperation(this.uvMaskTarget, (renderer, scene, camera) => {
renderer.render(transformer.uvScene, camera);
}
)
uvMesh.material = svMat;
}
//---------------end texpaint
let first = true;
let animating = true;
let maxSubsteps = 10;
let simTime = 0;
let fps = 60;
let takeScreenshot = false;
let exportTriggered = false;
let { MOUSE } = THREE;
controls.mouseButtons = {
LEFT: MOUSE.PAN,
MIDDLE: MOUSE.PAN,
RIGHT: MOUSE.ROTATE
};
this.render = (time) => {
controls.update();
renderer.setRenderTarget(null)
renderer.render(scene, camera);
}
this.ScenePainter = ScenePainter;
}
/*
let {min,max,PI} = Math;
function indexedGeometryTo2dPerimeter(geom){
let arr = geom.index.array;
let edges = []
for(let i=0,l=arr.length;i<l;i+=3){
let a=arr.slice(i,i+3).sort();
edges.push([a[0],a[1]],[a[1],a[2]],[a[0],a[2]])
}
edges.sort((a,b)=>a[0]-b[0]);
let uniqueEdges=[]
for(let i=0;i<edges.length;i++){
let e0=edges[i];
let e1=edges[(i+1)%edges.length];
if((e0[0]==e1[0])&&(e0[1]==e1[1]))i++; //shared edge.. discard;
else
uniqueEdges.push(e0);
}
return uniqueEdges;
}
let disc = new THREE.RingGeometry(20,10,4,1,0,PI);
//let disc = new THREE.CircleGeometry(20,10,0,PI);
let m = new THREE.Mesh(disc);
scene.add(m);
let edges = indexedGeometryTo2dPerimeter(disc);
console.log(edges);
let edgeGeom = disc.clone();
let idx = []
for(let i=0;i<edges.length;i++)idx.push(edges[i][0],edges[i][1]);
edgeGeom.setIndex(idx);
let lines = new THREE.LineSegments(edgeGeom);
scene.add(lines);
let ringPath = ()
*/