grid-apps-cmms/src/kiri/mode/cam/app/anim-2d.js

309 lines
8.2 KiB
JavaScript

/** Copyright Stewart Allen <sa@grid.space> -- 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 <worldpos_vertex>`,
`
#include <worldpos_vertex>
vWorldPosition = vec3(transformed);
`
);
shader.vertexShader = `
varying vec3 vWorldPosition;
` + shader.vertexShader;
shader.fragmentShader = `
varying vec3 vWorldPosition;
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
`#include <dithering_fragment>`,
`
#include <dithering_fragment>
if (vWorldPosition.z < 0.0) {
gl_FragColor.rgb += vec3(0.5, 0.0, 0.0); // Add red tint
}
`
);
};
return material;
}