/** Copyright Stewart Allen -- All Rights Reserved */ // UI FRONT END ANIMATION CODE for 2D import { api } from '../../../app/api.js'; import { space } from '../../../../moto/space.js'; const { client } = api; const asLines = false; const asPoints = false; let meshes = {}, button = {}, label = {}, unitScale = 1, speedValues = [ 1, 2, 4, 8, 32 ], speedPauses = [ 30, 20, 10, 5, 0 ], speedNames = [ "1x", "2x", "4x", "8x", "!!" ], speedMax = speedValues.length - 1, speedIndex = 0, speed, color = 0, material, origin, posOffset = { x:0, y:0, z:0 }; export function animate_clear(api) { let { anim } = api.ui; space.platform.showGridBelow(true); client.animate_cleanup(); Object.keys(meshes).forEach(id => deleteMesh(id)); toggleStock(undefined,true,false); api.uc.setVisible(anim.laba, false); api.uc.setVisible(anim.vala, false); } export function animate(api, delay) { let alert = api.alerts.show("building animation"); let settings = api.conf.get(); client.animate_setup(settings, data => { checkMeshCommands(data); if (!(data && data.mesh_add)) { return; } let { anim } = api.ui; Object.assign(button, { replay: anim.replay, play: anim.play, step: anim.step, pause: anim.pause, speed: anim.speed, trans: anim.trans, model: anim.model, shade: anim.shade }); Object.assign(label, { progress: anim.progress, speed: anim.labspd, x: anim.valx, y: anim.valy, z: anim.valz, }); origin = settings.origin; speedIndex = api.local.getInt('cam.anim.speed') || 0; updateSpeed(); setTimeout(step, delay || 0); button.replay.onclick = replay; button.play.onclick = play; button.step.onclick = step; button.pause.onclick = pause; button.speed.onclick = fast; button.trans.onclick = toggleTrans; button.model.onclick = toggleModel; button.shade.onclick = toggleStock; button.play.style.display = ''; button.pause.style.display = 'none'; api.event.emit('animate', 'CAM'); api.alerts.hide(alert); space.platform.showGridBelow(false); toggleTrans(0,api.local.getBoolean('cam.anim.trans', true)); toggleModel(0,api.local.getBoolean('cam.anim.model', false)); toggleStock(0,api.local.getBoolean('cam.anim.stock', false)); }); } Object.assign(client, { animate(data, ondone) { client.send("animate", data, ondone); }, animate_setup(settings, ondone) { color = settings.controller.dark ? 0x48607B : 0x607FA4; unitScale = settings.controller.units === 'in' ? 1/25.4 : 1; let flatShading = true, transparent = true, opacity = 0.9, side = THREE.DoubleSide; material = new THREE.MeshPhongMaterial({ flatShading, transparent, opacity, color, side }); add_red_neg_z(material); client.send("animate_setup", {settings}, ondone); }, animate_cleanup(data, ondone) { client.send("animate_cleanup", data, ondone); } }); function meshAdd(id, ind, pos, sab) { const geo = new THREE.BufferGeometry(); if (sab) { // use array buffer shared with worker pos = new Float32Array(sab); } geo.setAttribute('position', new THREE.BufferAttribute(pos, 3)); if (ind.length) { geo.setIndex(new THREE.BufferAttribute(new Uint32Array(ind), 1)); } let mesh; if (asPoints) { const mat = new THREE.PointsMaterial({ transparent: true, opacity: 0.75, color: 0x888888, size: 0.3 }); mesh = new THREE.Points(geo, mat); } else if (asLines) { const mat = new THREE.LineBasicMaterial({ transparent: true, opacity: 0.75, color }); mesh = new THREE.LineSegments(geo, mat); } else { geo.computeVertexNormals(); mesh = new THREE.Mesh(geo, material); mesh.renderOrder = -10; } space.world.add(mesh); meshes[id] = mesh; } function meshUpdates(id) { const mesh = meshes[id]; if (!mesh) { return; // animate cancelled } mesh.geometry.attributes.position.needsUpdate = true; space.update(); } function deleteMesh(id) { space.world.remove(meshes[id]); delete meshes[id]; } function toggleModel(ev,bool) { api.local.toggle('cam.anim.model', bool); api.widgets.all().forEach(w => w.toggleVisibility(bool)); } function toggleStock(ev,bool,set) { set !== false && api.local.toggle('cam.anim.stock', bool); return api.event.emit('cam.stock.toggle', bool ?? undefined); } function toggleTrans(ev,bool) { bool = api.local.toggle('cam.anim.trans', bool); material.transparent = bool; material.needsUpdate = true; } function step() { updateSpeed(); client.animate({speed, steps: 1}, handleGridUpdate); } function play(opts) { const { steps } = opts; updateSpeed(); if (steps !== 1) { button.play.style.display = 'none'; button.pause.style.display = ''; } client.animate({ speed, steps: steps || Infinity, pause: speedPauses[speedIndex] }, handleGridUpdate); } function fast(opts) { const { steps } = opts; updateSpeed(1); button.play.style.display = 'none'; button.pause.style.display = ''; client.animate({ speed, steps: steps || Infinity, pause: speedPauses[speedIndex] }, handleGridUpdate); } function pause() { button.play.style.display = ''; button.pause.style.display = 'none'; client.animate({speed: 0}, handleGridUpdate); } function handleGridUpdate(data) { checkMeshCommands(data); if (data && data.progress) { label.progress.value = (data.progress * 100).toFixed(1); } } function updateSpeed(inc = 0) { if (inc === Infinity) { speedIndex = speedMax; } else if (inc > 0) { speedIndex = (speedIndex + inc) % speedValues.length; } api.local.set('cam.anim.speed', speedIndex); speed = speedValues[speedIndex]; label.speed.value = speedNames[speedIndex]; } function replay() { animate_clear(api); setTimeout(() => { animate(api, 50); }, 250); } function checkMeshCommands(data) { if (!data) { return; } if (data.mesh_add) { const { id, ind, pos, offset, sab } = data.mesh_add; meshAdd(id, ind, pos, sab); space.refresh(); if (offset) { posOffset = offset; } } if (data.mesh_del) { deleteMesh(data.mesh_del); } if (data.mesh_move) { const { id, pos } = data.mesh_move; const mesh = meshes[id]; if (mesh) { mesh.position.x = pos.x; mesh.position.y = pos.y; mesh.position.z = pos.z; space.update(); } label.x.value = (pos.x - origin.x).toFixed(2); label.y.value = (pos.y + origin.y).toFixed(2); label.z.value = (pos.z - origin.z).toFixed(2); } if (data.mesh_update) { meshUpdates(data.id); } } // SHADER: tint points below z=0 with red function add_red_neg_z(material) { material.onBeforeCompile = (shader) => { shader.vertexShader = shader.vertexShader.replace( `#include `, ` #include vWorldPosition = vec3(transformed); ` ); shader.vertexShader = ` varying vec3 vWorldPosition; ` + shader.vertexShader; shader.fragmentShader = ` varying vec3 vWorldPosition; ` + shader.fragmentShader; shader.fragmentShader = shader.fragmentShader.replace( `#include `, ` #include if (vWorldPosition.z < 0.0) { gl_FragColor.rgb += vec3(0.5, 0.0, 0.0); // Add red tint } ` ); }; return material; }