mirror of
https://github.com/misskey-dev/misskey.git
synced 2026-05-30 19:13:58 +02:00
wip
This commit is contained in:
250
packages/frontend/src/world/room/previewEngine.ts
Normal file
250
packages/frontend/src/world/room/previewEngine.ts
Normal file
@@ -0,0 +1,250 @@
|
||||
/*
|
||||
* SPDX-FileCopyrightText: syuilo and misskey-project
|
||||
* SPDX-License-Identifier: AGPL-3.0-only
|
||||
*/
|
||||
|
||||
import * as BABYLON from '@babylonjs/core';
|
||||
import { registerBuiltInLoaders } from '@babylonjs/loaders/dynamic.js';
|
||||
import { GridMaterial } from '@babylonjs/materials';
|
||||
import { camelToKebab, WORLD_SCALE, cm, getMeshesBoundingBox } from '../utility.js';
|
||||
import { getObjectDef } from './object-defs.js';
|
||||
import { SYSTEM_MESH_NAMES, ModelManager } from './utility.js';
|
||||
import type { RoomObjectInstance } from './object.js';
|
||||
import { genId } from '@/utility/id.js';
|
||||
import { deepClone } from '@/utility/clone.js';
|
||||
|
||||
export async function createRoomObjectPreviewEngine(canvas: HTMLCanvasElement) {
|
||||
//const babylonEngine = new BABYLON.WebGPUEngine(canvas);
|
||||
//babylonEngine.compatibilityMode = false;
|
||||
//await babylonEngine.initAsync();
|
||||
const babylonEngine = new BABYLON.Engine(canvas, false, { alpha: false, antialias: false });
|
||||
return new RoomObjectPreviewEngine({ canvas, engine: babylonEngine });
|
||||
}
|
||||
|
||||
export class RoomObjectPreviewEngine {
|
||||
private canvas: HTMLCanvasElement;
|
||||
private engine: BABYLON.WebGPUEngine;
|
||||
private scene: BABYLON.Scene;
|
||||
private shadowGenerator1: BABYLON.ShadowGenerator;
|
||||
private camera: BABYLON.ArcRotateCamera;
|
||||
private objectMesh: BABYLON.Mesh | null = null;
|
||||
private objectInstance: RoomObjectInstance<any> | null = null;
|
||||
private envMapIndoor: BABYLON.CubeTexture;
|
||||
private roomLight: BABYLON.SpotLight;
|
||||
private zGridPreviewPlane: BABYLON.Mesh;
|
||||
private fps = 60;
|
||||
|
||||
constructor(options: {
|
||||
canvas: HTMLCanvasElement;
|
||||
engine: BABYLON.WebGPUEngine;
|
||||
}) {
|
||||
this.canvas = options.canvas;
|
||||
|
||||
registerBuiltInLoaders();
|
||||
|
||||
this.engine = options.engine;
|
||||
this.scene = new BABYLON.Scene(this.engine);
|
||||
|
||||
this.scene.ambientColor = new BABYLON.Color3(1.0, 0.9, 0.8);
|
||||
|
||||
this.envMapIndoor = BABYLON.CubeTexture.CreateFromPrefilteredData('/client-assets/room/indoor.env', this.scene);
|
||||
this.envMapIndoor.boundingBoxSize = new BABYLON.Vector3(cm(500), cm(500), cm(500));
|
||||
|
||||
this.camera = new BABYLON.ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 2.5, cm(300), new BABYLON.Vector3(0, cm(90), 0), this.scene);
|
||||
this.camera.attachControl(this.canvas);
|
||||
this.camera.minZ = cm(1);
|
||||
this.camera.maxZ = cm(100000);
|
||||
this.camera.fov = 0.5;
|
||||
this.camera.lowerBetaLimit = 0;
|
||||
this.camera.upperBetaLimit = (Math.PI / 2) + 0.1;
|
||||
this.camera.lowerRadiusLimit = cm(50);
|
||||
this.camera.upperRadiusLimit = cm(1000);
|
||||
this.camera.useAutoRotationBehavior = true;
|
||||
this.camera.autoRotationBehavior!.idleRotationSpeed = 0.3;
|
||||
//this.camera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
|
||||
this.scene.activeCamera = this.camera;
|
||||
|
||||
const ambientLight = new BABYLON.HemisphericLight('ambientLight', new BABYLON.Vector3(0, 1, -0.5), this.scene);
|
||||
ambientLight.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
|
||||
ambientLight.intensity = 0.5;
|
||||
//ambientLight.intensity = 0;
|
||||
|
||||
this.roomLight = new BABYLON.SpotLight('roomLight', new BABYLON.Vector3(0, cm(249), 0), new BABYLON.Vector3(0, -1, 0), 16, 8, this.scene);
|
||||
this.roomLight.diffuse = new BABYLON.Color3(1.0, 0.9, 0.8);
|
||||
this.roomLight.shadowMinZ = cm(10);
|
||||
this.roomLight.shadowMaxZ = cm(300);
|
||||
|
||||
this.shadowGenerator1 = new BABYLON.ShadowGenerator(4096, this.roomLight);
|
||||
this.shadowGenerator1.forceBackFacesOnly = true;
|
||||
this.shadowGenerator1.bias = 0.0001;
|
||||
this.shadowGenerator1.usePercentageCloserFiltering = true;
|
||||
this.shadowGenerator1.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
|
||||
//this.shadowGenerator1.useContactHardeningShadow = true;
|
||||
|
||||
const gridMaterial = new GridMaterial('grid', this.scene);
|
||||
gridMaterial.lineColor = new BABYLON.Color3(0.5, 0.5, 0.5);
|
||||
gridMaterial.mainColor = new BABYLON.Color3(0, 0, 0);
|
||||
gridMaterial.minorUnitVisibility = 1;
|
||||
gridMaterial.opacity = 0.5;
|
||||
gridMaterial.gridRatio = cm(10);
|
||||
|
||||
//this.zGridPreviewPlane = BABYLON.MeshBuilder.CreatePlane('zGridPreviewPlane', { width: cm(1000), height: cm(1000) }, this.scene);
|
||||
//this.zGridPreviewPlane.material = gridMaterial;
|
||||
//this.zGridPreviewPlane.rotation = new BABYLON.Vector3(Math.PI / 2, 0, 0);
|
||||
|
||||
//this.scene.fogMode = BABYLON.Scene.FOGMODE_LINEAR;
|
||||
//this.scene.fogStart = cm(100);
|
||||
//this.scene.fogEnd = cm(110);
|
||||
//this.scene.fogColor = new BABYLON.Color3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
public async init() {
|
||||
const frameInterval = 1000 / this.fps;
|
||||
let lastTime = performance.now();
|
||||
|
||||
this.engine.runRenderLoop(() => {
|
||||
const currentTime = performance.now();
|
||||
const delta = currentTime - lastTime;
|
||||
|
||||
if (delta >= frameInterval) {
|
||||
this.scene.render();
|
||||
lastTime = currentTime - (delta % frameInterval);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public async load(type: string) {
|
||||
if (this.objectInstance != null) {
|
||||
this.objectInstance.dispose?.();
|
||||
this.objectInstance = null;
|
||||
this.objectMesh!.dispose();
|
||||
}
|
||||
|
||||
// reset camera rotation
|
||||
this.camera.setPosition(new BABYLON.Vector3(0, cm(90), cm(300)));
|
||||
|
||||
const def = getObjectDef(type);
|
||||
|
||||
const options = deepClone(def.options.default);
|
||||
|
||||
const id = genId();
|
||||
|
||||
await this.loadObject({
|
||||
type,
|
||||
options,
|
||||
id,
|
||||
});
|
||||
|
||||
// なぜかちょっと待たないとbounding boxのサイズが正しくない
|
||||
window.setTimeout(() => {
|
||||
const boundingInfo = getMeshesBoundingBox(this.objectMesh!.getChildMeshes().filter(m => m.isEnabled() && m.isVisible));
|
||||
this.camera.setTarget(new BABYLON.Vector3(0, boundingInfo.center.y, 0));
|
||||
|
||||
// zoom to fit
|
||||
const size = boundingInfo.extendSize;
|
||||
const distance = Math.max(size.x, size.y, size.z) * 2;
|
||||
this.camera.radius = distance * 3;
|
||||
//this.camera.orthoLeft = -distance;
|
||||
//this.camera.orthoRight = distance;
|
||||
//this.camera.orthoTop = distance;
|
||||
//this.camera.orthoBottom = -distance;
|
||||
}, 10);
|
||||
}
|
||||
|
||||
// TODO: RoomEngineのものとほぼ同じだからいい感じに共通化
|
||||
private async loadObject(args: {
|
||||
type: string;
|
||||
options: any;
|
||||
id: string;
|
||||
}) {
|
||||
const def = getObjectDef(args.type);
|
||||
|
||||
const root = new BABYLON.Mesh(`object_${args.type}`, this.scene);
|
||||
|
||||
const filePath = def.path != null ? `/client-assets/room/objects/${def.path}.glb` : `/client-assets/room/objects/${camelToKebab(args.type)}/${camelToKebab(args.type)}.glb`;
|
||||
const loaderResult = await BABYLON.LoadAssetContainerAsync(filePath, this.scene);
|
||||
|
||||
// 不要なUVを掃除
|
||||
if (!def.hasTexture) {
|
||||
for (const m of loaderResult.meshes) {
|
||||
if (m.geometry != null) {
|
||||
m.geometry.removeVerticesData(BABYLON.VertexBuffer.UVKind);
|
||||
m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV2Kind);
|
||||
m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV3Kind);
|
||||
m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV4Kind);
|
||||
m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV5Kind);
|
||||
m.geometry.removeVerticesData(BABYLON.VertexBuffer.UV6Kind);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// babylonによって自動で追加される右手系変換用ノード
|
||||
const subRoot = loaderResult.meshes[0];
|
||||
subRoot.scaling = subRoot.scaling.scale(WORLD_SCALE);// cmをmに
|
||||
|
||||
def.treatLoaderResult?.(loaderResult);
|
||||
|
||||
root.addChild(subRoot);
|
||||
|
||||
const model = new ModelManager(subRoot, loaderResult.meshes.filter(m => !m.isDisposed() && m !== subRoot), def.hasTexture, (meshes) => {
|
||||
for (const m of meshes) {
|
||||
const mesh = m;
|
||||
|
||||
// シェイプキー(morph)を考慮してbounding boxを更新するために必要
|
||||
mesh.refreshBoundingInfo({ applyMorph: true });
|
||||
|
||||
if (SYSTEM_MESH_NAMES.some(n => mesh.name.includes(n))) {
|
||||
mesh.receiveShadows = false;
|
||||
mesh.isVisible = false;
|
||||
} else {
|
||||
if (def.receiveShadows !== false) mesh.receiveShadows = true;
|
||||
if (def.castShadows !== false) {
|
||||
this.shadowGenerator1.addShadowCaster(mesh);
|
||||
}
|
||||
|
||||
if (mesh.material) {
|
||||
if (mesh.material instanceof BABYLON.MultiMaterial) {
|
||||
for (const subMat of mesh.material.subMaterials) {
|
||||
(subMat as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
|
||||
(subMat as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
|
||||
}
|
||||
} else {
|
||||
(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
|
||||
(mesh.material as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!this.scene.meshes.includes(mesh)) this.scene.addMesh(mesh);
|
||||
}
|
||||
});
|
||||
|
||||
const objectInstance = await def.createInstance({
|
||||
room: null,
|
||||
scene: this.scene,
|
||||
root,
|
||||
options: args.options,
|
||||
model,
|
||||
id: args.id,
|
||||
});
|
||||
|
||||
objectInstance.onInited?.();
|
||||
|
||||
model.bakeMesh();
|
||||
|
||||
this.objectInstance = objectInstance;
|
||||
this.objectMesh = root;
|
||||
}
|
||||
|
||||
public updateObjectOption(key: string, value: any) {
|
||||
this.objectInstance?.onOptionsUpdated?.([key, value]);
|
||||
}
|
||||
|
||||
public resize() {
|
||||
this.engine.resize();
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.engine.dispose();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user