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mirror of https://github.com/misskey-dev/misskey.git synced 2026-05-13 17:35:40 +02:00
This commit is contained in:
syuilo
2026-04-18 18:08:37 +09:00
parent 47cd092380
commit a4be9b2078
4 changed files with 146 additions and 85 deletions

View File

@@ -112,15 +112,18 @@ export class WorldEngine extends EventEmitter<WorldEngineEvents> {
//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;
const ambientLight1 = new BABYLON.HemisphericLight('ambientLight1', new BABYLON.Vector3(0, 1, 0), this.scene);
ambientLight1.diffuse = new BABYLON.Color3(1.0, 0.9, 0.8);
ambientLight1.intensity = 1;
const ambientLight2 = new BABYLON.HemisphericLight('ambientLight2', new BABYLON.Vector3(0, -1, 0), this.scene);
ambientLight2.diffuse = new BABYLON.Color3(0.8, 0.9, 1.0);
ambientLight2.intensity = 1;
//ambientLight.intensity = 0;
const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene);
sunLight.position = new BABYLON.Vector3(cm(-20), cm(1000), cm(1000));
const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0, -1, 0), this.scene);
sunLight.position = new BABYLON.Vector3(cm(0), cm(10000), cm(0));
sunLight.diffuse = this.time === 0 ? new BABYLON.Color3(1.0, 1.0, 1.0) : this.time === 1 ? new BABYLON.Color3(1.0, 0.8, 0.6) : new BABYLON.Color3(0.6, 0.8, 1.0);
sunLight.intensity = this.time === 0 ? 3 : this.time === 1 ? 1 : 0.25;
sunLight.intensity = this.time === 0 ? 2 : this.time === 1 ? 0.5 : 0.25;
sunLight.shadowMinZ = cm(1000);
sunLight.shadowMaxZ = cm(2000);
@@ -231,7 +234,7 @@ export class WorldEngine extends EventEmitter<WorldEngineEvents> {
{
const messageRingRoot = new BABYLON.TransformNode('', this.scene);
const messageRing = envObj.meshes.find(m => m.name.includes('__MESSAGE_RING__'));
const messageRing = envObj.meshes.find(m => m.name.includes('__MESSAGE_RING_OUTER_1__'));
messageRing.parent = messageRingRoot;
messageRing.rotation = messageRing.rotationQuaternion.toEulerAngles();
messageRing.rotationQuaternion = null;
@@ -271,6 +274,33 @@ export class WorldEngine extends EventEmitter<WorldEngineEvents> {
}, 10000);
}
{
const messageRingRoot = new BABYLON.TransformNode('', this.scene);
const messageRing = envObj.meshes.find(m => m.name.includes('__MESSAGE_RING_OUTER_2__'));
messageRing.parent = messageRingRoot;
messageRing.rotation = messageRing.rotationQuaternion.toEulerAngles();
messageRing.rotationQuaternion = null;
const text = new RecyvlingTextGrid(messageRing, 256, {
meshFlipped: true,
material: this.textMaterial,
repeatSeparator: ' ',
});
messageRingRoot.rotation.x = Math.PI / 2;
const anim = new BABYLON.Animation('', 'rotation.y', 60, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
anim.setKeys([
{ frame: 0, value: 0 },
{ frame: 10000, value: -(Math.PI * 2) },
]);
messageRing.animations = [anim];
this.scene.beginAnimation(messageRing, 0, 10000, true);
setInterval(() => {
text.write(Date.now().toString());
}, 100);
}
{
const messageRingRoot = new BABYLON.TransformNode('', this.scene);
const messageRing = envObj.meshes.find(m => m.name.includes('__MESSAGE_RING_INNER_1__'));
@@ -517,3 +547,35 @@ export class WorldEngine extends EventEmitter<WorldEngineEvents> {
this.disposed = true;
}
}
class MessageRing {
constructor(mesh: BABYLON.Mesh, scene: BABYLON.Scene, options: { material: BABYLON.StandardMaterial; repeatSeparator: string; }) {
const messageRingRoot = new BABYLON.TransformNode('', this.scene);
const messageRing = envObj.meshes.find(m => m.name.includes('__MESSAGE_RING_INNER_1__'));
messageRing.parent = messageRingRoot;
messageRing.rotation = messageRing.rotationQuaternion.toEulerAngles();
messageRing.rotationQuaternion = null;
const text = new RecyvlingTextGrid(messageRing, 64, {
material: this.textMaterial,
repeatSeparator: ' ',
});
//messageRingRoot.rotation.x = Math.PI / 4;
const anim = new BABYLON.Animation('', 'rotation.y', 60, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
anim.setKeys([
{ frame: 0, value: 0 },
{ frame: 10000, value: (Math.PI * 2) },
]);
messageRing.animations = [anim];
this.scene.beginAnimation(messageRing, 0, 10000, true);
setInterval(() => {
const now = new Date();
const hours = now.getHours().toString().padStart(2, '0');
const minutes = now.getMinutes().toString().padStart(2, '0');
const seconds = now.getSeconds().toString().padStart(2, '0');
text.write(`${hours}:${minutes}:${seconds}`);
}, 1000);
}
}

View File

@@ -500,11 +500,30 @@ export class RecyvlingText {
export class RecyvlingTextGrid {
public facesCount: number;
public mesh: BABYLON.Mesh;
private originalUvs: BABYLON.FloatArray;
private uvs: BABYLON.FloatArray;
private currentText = '';
private meshFlipped: boolean;
private repeatSeparator: string;
/* (non-flipped)
a d--e
| \ \ |
b--c f
*/
/* (flipped)
a--b d
| / / |
c e--f
*/
private aIndex = 0;
private bIndex = 0;
private cIndex = 0;
private dIndex = 0;
private eIndex = 0;
private fIndex = 0;
private verticesCountPerFace = 6; // ひとつの四角はふたつの三角に分割されるので 3*2=6
constructor(mesh: BABYLON.Mesh, facesCount: number, options: {
meshFlipped: boolean;
material: BABYLON.StandardMaterial;
@@ -516,10 +535,56 @@ export class RecyvlingTextGrid {
this.mesh.markVerticesDataAsUpdatable(BABYLON.VertexBuffer.UVKind, true);
this.facesCount = facesCount;
this.originalUvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind)!.slice();
this.uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind)!;
this.meshFlipped = options.meshFlipped;
this.repeatSeparator = options.repeatSeparator ?? ' ■ ';
for (let j = 0; j < (this.verticesCountPerFace * 2); j += 2) {
const x = this.uvs[j];
const y = this.uvs[j + 1];
// 多少ずれがあってもいいように(例えばblenderではUV展開時にデフォルトでわずかなマージンを追加する)、中心より大きいか/小さいかで判定する
// また、すべての面が同じ頂点構造である前提としている
if (this.meshFlipped) {
// ひとつの四角はふたつの三角に分割される。右下に来る三角(d-e-f)の方が先にくるっぽい
if (j >= 6) {
if (x < 0.5 && y < 0.5) {
this.aIndex = j;
} else if (x > 0.5 && y < 0.5) {
this.bIndex = j;
} else if (x < 0.5 && y > 0.5) {
this.cIndex = j;
}
} else {
if (x > 0.5 && y < 0.5) {
this.dIndex = j;
} else if (x < 0.5 && y > 0.5) {
this.eIndex = j;
} else if (x > 0.5 && y > 0.5) {
this.fIndex = j;
}
}
} else {
if (j >= 6) {
if (x < 0.5 && y < 0.5) {
this.aIndex = j;
} else if (x < 0.5 && y > 0.5) {
this.bIndex = j;
} else if (x > 0.5 && y > 0.5) {
this.cIndex = j;
}
} else {
if (x < 0.5 && y < 0.5) {
this.dIndex = j;
} else if (x > 0.5 && y < 0.5) {
this.eIndex = j;
} else if (x > 0.5 && y > 0.5) {
this.fIndex = j;
}
}
}
}
//this.write('');
}
@@ -554,93 +619,27 @@ export class RecyvlingTextGrid {
charIndexes.push(index);
}
const uvs = this.originalUvs.slice();
const verticesCountPerFace = 6; // ひとつの四角はふたつの三角に分割されるので 3*2=6
for (let i = 0; i < this.facesCount; i++) {
const charIndex = charIndexes[this.meshFlipped ? i : (this.facesCount - i - 1)];
const charX = charIndex % TEXT_TEXTURE_CHAR_COLS;
const charY = Math.floor(charIndex / TEXT_TEXTURE_CHAR_COLS);
const uvIndex = i * (verticesCountPerFace * 2); // uvは(x,y)の2要素なので*2
/* (non-flipped)
a d--e
| \ \ |
b--c f
*/
/* (flipped)
a--b d
| / / |
c e--f
*/
let aIndex = 0;
let bIndex = 0;
let cIndex = 0;
let dIndex = 0;
let eIndex = 0;
let fIndex = 0;
for (let j = 0; j < (verticesCountPerFace * 2); j += 2) {
const x = uvs[uvIndex + j];
const y = uvs[uvIndex + j + 1];
// 多少ずれがあってもいいように(例えばblenderではUV展開時にデフォルトでわずかなマージンを追加する)、中心より大きいか/小さいかで判定する
if (this.meshFlipped) {
// ひとつの四角はふたつの三角に分割される。右下に来る三角(d-e-f)の方が先にくるっぽい
if (j >= 6) {
if (x < 0.5 && y < 0.5) {
aIndex = j;
} else if (x > 0.5 && y < 0.5) {
bIndex = j;
} else if (x < 0.5 && y > 0.5) {
cIndex = j;
}
} else {
if (x > 0.5 && y < 0.5) {
dIndex = j;
} else if (x < 0.5 && y > 0.5) {
eIndex = j;
} else if (x > 0.5 && y > 0.5) {
fIndex = j;
}
}
} else {
if (j >= 6) {
if (x < 0.5 && y < 0.5) {
aIndex = j;
} else if (x < 0.5 && y > 0.5) {
bIndex = j;
} else if (x > 0.5 && y > 0.5) {
cIndex = j;
}
} else {
if (x < 0.5 && y < 0.5) {
dIndex = j;
} else if (x > 0.5 && y < 0.5) {
eIndex = j;
} else if (x > 0.5 && y > 0.5) {
fIndex = j;
}
}
}
}
const uvIndex = i * (this.verticesCountPerFace * 2); // uvは(x,y)の2要素なので*2
if (this.meshFlipped) {
uvs[uvIndex + aIndex + 0] = uvs[uvIndex + cIndex + 0] = uvs[uvIndex + eIndex + 0] = charX / TEXT_TEXTURE_CHAR_COLS;
uvs[uvIndex + aIndex + 1] = uvs[uvIndex + bIndex + 1] = uvs[uvIndex + dIndex + 1] = charY / TEXT_TEXTURE_CHAR_ROWS;
uvs[uvIndex + bIndex + 0] = uvs[uvIndex + dIndex + 0] = uvs[uvIndex + fIndex + 0] = (charX + 1) / TEXT_TEXTURE_CHAR_COLS;
uvs[uvIndex + cIndex + 1] = uvs[uvIndex + eIndex + 1] = uvs[uvIndex + fIndex + 1] = (charY + 1) / TEXT_TEXTURE_CHAR_ROWS;
this.uvs[uvIndex + this.aIndex + 0] = this.uvs[uvIndex + this.cIndex + 0] = this.uvs[uvIndex + this.eIndex + 0] = (charX + 0) / TEXT_TEXTURE_CHAR_COLS;
this.uvs[uvIndex + this.aIndex + 1] = this.uvs[uvIndex + this.bIndex + 1] = this.uvs[uvIndex + this.dIndex + 1] = (charY + 0) / TEXT_TEXTURE_CHAR_ROWS;
this.uvs[uvIndex + this.bIndex + 0] = this.uvs[uvIndex + this.dIndex + 0] = this.uvs[uvIndex + this.fIndex + 0] = (charX + 1) / TEXT_TEXTURE_CHAR_COLS;
this.uvs[uvIndex + this.cIndex + 1] = this.uvs[uvIndex + this.eIndex + 1] = this.uvs[uvIndex + this.fIndex + 1] = (charY + 1) / TEXT_TEXTURE_CHAR_ROWS;
} else {
uvs[uvIndex + aIndex + 0] = uvs[uvIndex + dIndex + 0] = uvs[uvIndex + bIndex + 0] = charX / TEXT_TEXTURE_CHAR_COLS;
uvs[uvIndex + aIndex + 1] = uvs[uvIndex + dIndex + 1] = uvs[uvIndex + eIndex + 1] = charY / TEXT_TEXTURE_CHAR_ROWS;
uvs[uvIndex + eIndex + 0] = uvs[uvIndex + fIndex + 0] = uvs[uvIndex + cIndex + 0] = (charX + 1) / TEXT_TEXTURE_CHAR_COLS;
uvs[uvIndex + bIndex + 1] = uvs[uvIndex + cIndex + 1] = uvs[uvIndex + fIndex + 1] = (charY + 1) / TEXT_TEXTURE_CHAR_ROWS;
this.uvs[uvIndex + this.aIndex + 0] = this.uvs[uvIndex + this.dIndex + 0] = this.uvs[uvIndex + this.bIndex + 0] = (charX + 0) / TEXT_TEXTURE_CHAR_COLS;
this.uvs[uvIndex + this.aIndex + 1] = this.uvs[uvIndex + this.dIndex + 1] = this.uvs[uvIndex + this.eIndex + 1] = (charY + 0) / TEXT_TEXTURE_CHAR_ROWS;
this.uvs[uvIndex + this.eIndex + 0] = this.uvs[uvIndex + this.fIndex + 0] = this.uvs[uvIndex + this.cIndex + 0] = (charX + 1) / TEXT_TEXTURE_CHAR_COLS;
this.uvs[uvIndex + this.bIndex + 1] = this.uvs[uvIndex + this.cIndex + 1] = this.uvs[uvIndex + this.fIndex + 1] = (charY + 1) / TEXT_TEXTURE_CHAR_ROWS;
}
}
this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs);
}
public async writeWithAnimation(text: string) {