Refactor: Consolidate formats and genericize WDB rendering

- Move parsing/serialization code to src/core/formats/:
  - BinaryReader.js, BinaryWriter.js (shared utilities)
  - SaveGameParser.js, SaveGameSerializer.js
  - PlayersParser.js, PlayersSerializer.js
  - Create formats/index.js as barrel export

- Extract generic WdbModelRenderer from ScoreCubeRenderer:
  - WdbModelRenderer handles D3DRM geometry and paletted textures
  - ScoreCubeRenderer extends it with score-specific logic
  - Prepares for rendering other WDB models in the future

- Keep savegame/constants.js for domain-specific constants
- savegame/index.js remains as high-level API facade
This commit is contained in:
Christian Semmler 2026-01-31 13:36:57 -08:00
parent f45831a4b4
commit 2083dfb569
11 changed files with 357 additions and 348 deletions

View File

@ -2,7 +2,7 @@
* Parser for Players.gsi file - player profile names
*/
import { BinaryReader } from './BinaryReader.js';
import { LetterIndex } from './constants.js';
import { LetterIndex } from '../savegame/constants.js';
/**
* @typedef {Object} PlayerEntry

View File

@ -2,7 +2,7 @@
* Serializer for Players.gsi file - updating player names
*/
import { BinaryWriter } from './BinaryWriter.js';
import { LetterIndex } from './constants.js';
import { LetterIndex } from '../savegame/constants.js';
/**
* Serializer for Players.gsi file

View File

@ -2,7 +2,7 @@
* Parser for G0-G9.GS save game files
*/
import { BinaryReader } from './BinaryReader.js';
import { SAVEGAME_VERSION, GameStateTypes, GameStateSizes, Actor } from './constants.js';
import { SAVEGAME_VERSION, GameStateTypes, GameStateSizes, Actor } from '../savegame/constants.js';
/**
* @typedef {Object} SaveGameHeader

View File

@ -3,7 +3,7 @@
* Uses a "patch in place" approach - copies the original buffer and modifies specific bytes
*/
import { SaveGameParser } from './SaveGameParser.js';
import { GameStateTypes, GameStateSizes, Actor } from './constants.js';
import { GameStateTypes, GameStateSizes, Actor } from '../savegame/constants.js';
/**
* Offsets for header fields

View File

@ -1,4 +1,4 @@
import { BinaryReader } from '../savegame/BinaryReader.js';
import { BinaryReader } from './BinaryReader.js';
/**
* Parser for LEGO Island WORLD.WDB files

18
src/core/formats/index.js Normal file
View File

@ -0,0 +1,18 @@
/**
* File Format Parsers and Serializers
*/
// Binary utilities
export { BinaryReader } from './BinaryReader.js';
export { BinaryWriter } from './BinaryWriter.js';
// WDB format
export { WdbParser, findRoi } from './WdbParser.js';
// Save game format
export { SaveGameParser, parseSaveGame } from './SaveGameParser.js';
export { SaveGameSerializer, createSerializer } from './SaveGameSerializer.js';
// Players format
export { PlayersParser, parsePlayers } from './PlayersParser.js';
export { PlayersSerializer, createPlayersSerializer } from './PlayersSerializer.js';

View File

@ -1,229 +1,16 @@
import * as THREE from 'three';
import { WdbModelRenderer } from './WdbModelRenderer.js';
/**
* Three.js renderer for the LEGO Island score cube
* Specialized renderer for the LEGO Island score cube
* Extends WdbModelRenderer with score-specific functionality
*/
export class ScoreCubeRenderer {
constructor(canvas) {
this.canvas = canvas;
this.animating = false;
this.cubeGroup = null; // Group containing textured and non-textured meshes
this.texturedMesh = null; // The mesh with the score texture (for raycasting)
this.texture = null;
this.textureCanvas = null;
this.baseImageData = null;
this.palette = null;
// Setup scene
this.scene = new THREE.Scene();
// Setup camera
this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
this.camera.position.set(0, 0, 7);
// Setup renderer
this.renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
alpha: true
});
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.renderer.setClearColor(0x000000, 0);
// Lighting
const ambient = new THREE.AmbientLight(0xffffff, 0.7);
this.scene.add(ambient);
const directional = new THREE.DirectionalLight(0xffffff, 0.5);
directional.position.set(5, 5, 5);
this.scene.add(directional);
const backLight = new THREE.DirectionalLight(0xffffff, 0.3);
backLight.position.set(-5, -3, -5);
this.scene.add(backLight);
}
/**
* Load model geometry and texture from parsed WDB data
* @param {object} roiData - Parsed ROI data with lods
* @param {object} textureData - Parsed texture with palette and pixels
*/
loadModel(roiData, textureData) {
this.palette = textureData.palette;
// Create group to hold all meshes
this.cubeGroup = new THREE.Group();
// Create geometries from ROI data (separate textured and non-textured)
const { texturedGeometry, nonTexturedGeometries } = this.createGeometries(roiData);
// Create texture from parsed data
this.textureCanvas = this.createTextureCanvas(textureData);
this.texture = new THREE.CanvasTexture(this.textureCanvas);
this.texture.minFilter = THREE.LinearFilter;
this.texture.magFilter = THREE.LinearFilter;
// Create textured mesh (the score grid face)
if (texturedGeometry) {
const texturedMaterial = new THREE.MeshStandardMaterial({
map: this.texture,
side: THREE.DoubleSide,
roughness: 0.8,
metalness: 0.1
});
this.texturedMesh = new THREE.Mesh(texturedGeometry, texturedMaterial);
this.cubeGroup.add(this.texturedMesh);
}
// Create non-textured meshes (cube frame/edges) with their colors
for (const { geometry, color } of nonTexturedGeometries) {
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color(color.r / 255, color.g / 255, color.b / 255),
side: THREE.DoubleSide,
roughness: 0.8,
metalness: 0.1
});
const mesh = new THREE.Mesh(geometry, material);
this.cubeGroup.add(mesh);
}
this.scene.add(this.cubeGroup);
// Initial render
this.renderer.render(this.scene, this.camera);
}
/**
* Create Three.js BufferGeometries from ROI LOD data
* Based on brickolini-island's wdb.ts implementation
*
* Packed polygon index format (32-bit):
* - Bits 0-15: vertex index (16 bits) into positions array, OR destination index when reusing
* - Bits 16-30: normal index into normals array
* - Bit 31: "create new vertex" flag - when set, create a new mesh vertex;
* when clear, bits 0-15 is the INDEX into the created mesh vertices array
*
* @param {object} roiData - ROI with lods array
* @returns {{ texturedGeometry: THREE.BufferGeometry|null, nonTexturedGeometries: Array }}
*/
createGeometries(roiData) {
if (!roiData.lods || roiData.lods.length === 0) {
console.warn('ROI has no LODs');
return { texturedGeometry: null, nonTexturedGeometries: [] };
}
const lod = roiData.lods[0];
let texturedGeometry = null;
const nonTexturedGeometries = [];
for (const mesh of lod.meshes) {
const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
// Flatten polygon indices
const vertexIndicesPacked = [];
for (const poly of mesh.polygonIndices) {
vertexIndicesPacked.push(poly.a, poly.b, poly.c);
}
// Flatten texture indices if present
const textureIndicesFlat = [];
if (hasTexture) {
for (const texPoly of mesh.textureIndices) {
textureIndicesFlat.push(texPoly.a, texPoly.b, texPoly.c);
}
}
// Build mesh vertices following brickolini-island logic
const meshVertices = [];
const meshNormals = [];
const meshUvs = [];
const indices = [];
for (let i = 0; i < vertexIndicesPacked.length; i++) {
const packed = vertexIndicesPacked[i];
if ((packed & 0x80000000) !== 0) {
// Create flag is set - create new mesh vertex
indices.push(meshVertices.length);
const gv = packed & 0xFFFF; // Vertex index (16 bits)
const v = lod.vertices[gv] || { x: 0, y: 0, z: 0 };
// Negate X for coordinate system conversion (like brickolini)
meshVertices.push([-v.x, v.y, v.z]);
const gn = (packed >>> 16) & 0x7fff; // Normal index (15 bits)
const n = lod.normals[gn] || { x: 0, y: 1, z: 0 };
meshNormals.push([-n.x, n.y, n.z]);
if (hasTexture && lod.textureVertices.length > 0) {
const tex = textureIndicesFlat[i];
const uv = lod.textureVertices[tex] || { u: 0, v: 0 };
meshUvs.push([uv.u, 1 - uv.v]);
}
} else {
// Create flag NOT set - reuse existing mesh vertex by index
indices.push(packed & 0xFFFF);
}
}
// Reverse face winding (swap indices 0 and 2 of each triangle)
for (let i = 0; i < indices.length; i += 3) {
const temp = indices[i];
indices[i] = indices[i + 2];
indices[i + 2] = temp;
}
// Create geometry
const geometry = new THREE.BufferGeometry();
const vertices = meshVertices.flat();
const normals = meshNormals.flat();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
geometry.setIndex(indices);
if (hasTexture) {
const uvs = meshUvs.flat();
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
texturedGeometry = geometry;
} else {
// Get color from mesh properties
const color = mesh.properties?.color || { r: 128, g: 128, b: 128 };
nonTexturedGeometries.push({ geometry, color });
}
}
return { texturedGeometry, nonTexturedGeometries };
}
/**
* Create canvas texture from parsed texture data
* @param {object} textureData - { width, height, palette, pixels }
* @returns {HTMLCanvasElement}
*/
createTextureCanvas(textureData) {
const canvas = document.createElement('canvas');
canvas.width = textureData.width;
canvas.height = textureData.height;
const ctx = canvas.getContext('2d');
// Convert indexed color to RGBA
const imageData = ctx.createImageData(textureData.width, textureData.height);
for (let i = 0; i < textureData.pixels.length; i++) {
const colorIdx = textureData.pixels[i];
const color = textureData.palette[colorIdx] || { r: 0, g: 0, b: 0 };
imageData.data[i * 4 + 0] = color.r;
imageData.data[i * 4 + 1] = color.g;
imageData.data[i * 4 + 2] = color.b;
imageData.data[i * 4 + 3] = 255;
}
ctx.putImageData(imageData, 0, 0);
// Store base image for score updates
this.baseImageData = ctx.getImageData(0, 0, textureData.width, textureData.height);
return canvas;
}
export class ScoreCubeRenderer extends WdbModelRenderer {
// Score grid layout constants (from score.cpp)
static AREA_Y_OFFSETS = [0x2b, 0x57, 0x80, 0xab, 0xd6]; // per actor row
static AREA_HEIGHTS = [0x2a, 0x27, 0x29, 0x29, 0x2a];
static AREA_X_OFFSETS = [0x2f, 0x56, 0x81, 0xaa, 0xd4]; // per activity column
static AREA_WIDTHS = [0x25, 0x29, 0x27, 0x28, 0x28];
static COLOR_INDICES = [0x11, 0x0f, 0x08, 0x05]; // grey, yellow, blue, red
/**
* Update score colors on texture
@ -236,33 +23,22 @@ export class ScoreCubeRenderer {
if (!this.textureCanvas || !this.baseImageData || !this.palette) return;
const ctx = this.textureCanvas.getContext('2d');
// Restore base texture first
ctx.putImageData(this.baseImageData, 0, 0);
// Score pixel layout from score.cpp
const areaYOffsets = [0x2b, 0x57, 0x80, 0xab, 0xd6]; // per actor row
const areaHeights = [0x2a, 0x27, 0x29, 0x29, 0x2a];
const areaXOffsets = [0x2f, 0x56, 0x81, 0xaa, 0xd4]; // per activity column
const areaWidths = [0x25, 0x29, 0x27, 0x28, 0x28];
// Palette indices for score colors
const colorIndices = [0x11, 0x0f, 0x08, 0x05]; // grey, yellow, blue, red
for (let actor = 0; actor < 5; actor++) {
for (let activity = 0; activity < 5; activity++) {
const score = scores?.[actor]?.[activity] ?? 0;
const clampedScore = Math.max(0, Math.min(3, score));
const colorIdx = colorIndices[clampedScore];
const colorIdx = ScoreCubeRenderer.COLOR_INDICES[clampedScore];
const color = this.palette[colorIdx];
if (color) {
ctx.fillStyle = `rgb(${color.r}, ${color.g}, ${color.b})`;
ctx.fillRect(
areaXOffsets[activity],
areaYOffsets[actor],
areaWidths[activity],
areaHeights[actor]
ScoreCubeRenderer.AREA_X_OFFSETS[activity],
ScoreCubeRenderer.AREA_Y_OFFSETS[actor],
ScoreCubeRenderer.AREA_WIDTHS[activity],
ScoreCubeRenderer.AREA_HEIGHTS[actor]
);
}
}
@ -273,64 +49,15 @@ export class ScoreCubeRenderer {
}
}
/**
* Start animation loop
*/
start() {
this.animating = true;
this.animate();
}
/**
* Stop animation loop
*/
stop() {
this.animating = false;
}
/**
* Animation loop
*/
animate = () => {
if (!this.animating) return;
requestAnimationFrame(this.animate);
// Rotate cube group
if (this.cubeGroup) {
this.cubeGroup.rotation.y += 0.008;
}
this.renderer.render(this.scene, this.camera);
}
/**
* Raycast to find clicked score cell
* @param {MouseEvent} event - Click event
* @returns {{ actor: number, activity: number } | null}
*/
raycast(event) {
if (!this.texturedMesh) return null;
const rect = this.canvas.getBoundingClientRect();
const mouse = new THREE.Vector2(
((event.clientX - rect.left) / rect.width) * 2 - 1,
-((event.clientY - rect.top) / rect.height) * 2 + 1
);
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, this.camera);
const intersects = raycaster.intersectObject(this.texturedMesh);
if (intersects.length > 0 && intersects[0].uv) {
const uv = intersects[0].uv;
// Convert UV to pixel coordinates (texture is 256x256)
// UV was flipped in geometry (1-v), so flip back for image coords
const x = uv.x * 256;
const y = (1 - uv.y) * 256;
return this.uvToScoreCell(x, y);
}
return null;
const hit = this.raycastUV(event);
if (!hit) return null;
return this.uvToScoreCell(hit.x, hit.y);
}
/**
@ -340,55 +67,18 @@ export class ScoreCubeRenderer {
* @returns {{ actor: number, activity: number } | null}
*/
uvToScoreCell(x, y) {
const areaXOffsets = [0x2f, 0x56, 0x81, 0xaa, 0xd4];
const areaYOffsets = [0x2b, 0x57, 0x80, 0xab, 0xd6];
const areaWidths = [0x25, 0x29, 0x27, 0x28, 0x28];
const areaHeights = [0x2a, 0x27, 0x29, 0x29, 0x2a];
for (let activity = 0; activity < 5; activity++) {
for (let actor = 0; actor < 5; actor++) {
if (
x >= areaXOffsets[activity] &&
x < areaXOffsets[activity] + areaWidths[activity] &&
y >= areaYOffsets[actor] &&
y < areaYOffsets[actor] + areaHeights[actor]
x >= ScoreCubeRenderer.AREA_X_OFFSETS[activity] &&
x < ScoreCubeRenderer.AREA_X_OFFSETS[activity] + ScoreCubeRenderer.AREA_WIDTHS[activity] &&
y >= ScoreCubeRenderer.AREA_Y_OFFSETS[actor] &&
y < ScoreCubeRenderer.AREA_Y_OFFSETS[actor] + ScoreCubeRenderer.AREA_HEIGHTS[actor]
) {
return { actor, activity };
}
}
}
return null;
}
/**
* Resize renderer to match canvas size
* @param {number} width
* @param {number} height
*/
resize(width, height) {
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setSize(width, height, false);
}
/**
* Clean up resources
*/
dispose() {
this.animating = false;
if (this.cubeGroup) {
this.cubeGroup.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.geometry?.dispose();
child.material?.dispose();
}
});
this.scene.remove(this.cubeGroup);
}
this.texture?.dispose();
this.renderer?.dispose();
}
}

View File

@ -0,0 +1,305 @@
import * as THREE from 'three';
/**
* Generic Three.js renderer for LEGO Island WDB models
* Handles D3DRM packed vertex format and paletted textures
*/
export class WdbModelRenderer {
constructor(canvas) {
this.canvas = canvas;
this.animating = false;
this.modelGroup = null;
this.texturedMesh = null;
this.texture = null;
this.textureCanvas = null;
this.baseImageData = null;
this.palette = null;
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
this.camera.position.set(0, 0, 7);
this.renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
alpha: true
});
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.renderer.setClearColor(0x000000, 0);
this.setupLighting();
}
/**
* Setup scene lighting - override to customize
*/
setupLighting() {
const ambient = new THREE.AmbientLight(0xffffff, 0.7);
this.scene.add(ambient);
const directional = new THREE.DirectionalLight(0xffffff, 0.5);
directional.position.set(5, 5, 5);
this.scene.add(directional);
const backLight = new THREE.DirectionalLight(0xffffff, 0.3);
backLight.position.set(-5, -3, -5);
this.scene.add(backLight);
}
/**
* Load model geometry and texture from parsed WDB data
* @param {object} roiData - Parsed ROI data with lods
* @param {object} textureData - Parsed texture with palette and pixels
*/
loadModel(roiData, textureData) {
this.palette = textureData.palette;
this.modelGroup = new THREE.Group();
const { texturedGeometry, nonTexturedGeometries } = this.createGeometries(roiData);
this.textureCanvas = this.createTextureCanvas(textureData);
this.texture = new THREE.CanvasTexture(this.textureCanvas);
this.texture.minFilter = THREE.LinearFilter;
this.texture.magFilter = THREE.LinearFilter;
if (texturedGeometry) {
const texturedMaterial = new THREE.MeshStandardMaterial({
map: this.texture,
side: THREE.DoubleSide,
roughness: 0.8,
metalness: 0.1
});
this.texturedMesh = new THREE.Mesh(texturedGeometry, texturedMaterial);
this.modelGroup.add(this.texturedMesh);
}
for (const { geometry, color } of nonTexturedGeometries) {
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color(color.r / 255, color.g / 255, color.b / 255),
side: THREE.DoubleSide,
roughness: 0.8,
metalness: 0.1
});
const mesh = new THREE.Mesh(geometry, material);
this.modelGroup.add(mesh);
}
this.scene.add(this.modelGroup);
this.renderer.render(this.scene, this.camera);
}
/**
* Create Three.js BufferGeometries from ROI LOD data
*
* D3DRM packed polygon index format (32-bit):
* - Bits 0-15: vertex index (16 bits) into positions array, OR destination index when reusing
* - Bits 16-30: normal index into normals array
* - Bit 31: "create new vertex" flag - when set, create a new mesh vertex;
* when clear, bits 0-15 is the INDEX into the created mesh vertices array
*
* @param {object} roiData - ROI with lods array
* @returns {{ texturedGeometry: THREE.BufferGeometry|null, nonTexturedGeometries: Array }}
*/
createGeometries(roiData) {
if (!roiData.lods || roiData.lods.length === 0) {
console.warn('ROI has no LODs');
return { texturedGeometry: null, nonTexturedGeometries: [] };
}
const lod = roiData.lods[0];
let texturedGeometry = null;
const nonTexturedGeometries = [];
for (const mesh of lod.meshes) {
const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
// Flatten polygon indices
const vertexIndicesPacked = [];
for (const poly of mesh.polygonIndices) {
vertexIndicesPacked.push(poly.a, poly.b, poly.c);
}
// Flatten texture indices if present
const textureIndicesFlat = [];
if (hasTexture) {
for (const texPoly of mesh.textureIndices) {
textureIndicesFlat.push(texPoly.a, texPoly.b, texPoly.c);
}
}
// Build mesh vertices following brickolini-island logic
const meshVertices = [];
const meshNormals = [];
const meshUvs = [];
const indices = [];
for (let i = 0; i < vertexIndicesPacked.length; i++) {
const packed = vertexIndicesPacked[i];
if ((packed & 0x80000000) !== 0) {
// Create flag is set - create new mesh vertex
indices.push(meshVertices.length);
const gv = packed & 0xFFFF; // Vertex index (16 bits)
const v = lod.vertices[gv] || { x: 0, y: 0, z: 0 };
// Negate X for coordinate system conversion
meshVertices.push([-v.x, v.y, v.z]);
const gn = (packed >>> 16) & 0x7fff; // Normal index (15 bits)
const n = lod.normals[gn] || { x: 0, y: 1, z: 0 };
meshNormals.push([-n.x, n.y, n.z]);
if (hasTexture && lod.textureVertices.length > 0) {
const tex = textureIndicesFlat[i];
const uv = lod.textureVertices[tex] || { u: 0, v: 0 };
meshUvs.push([uv.u, 1 - uv.v]);
}
} else {
// Create flag NOT set - reuse existing mesh vertex by index
indices.push(packed & 0xFFFF);
}
}
// Reverse face winding (swap indices 0 and 2 of each triangle)
for (let i = 0; i < indices.length; i += 3) {
const temp = indices[i];
indices[i] = indices[i + 2];
indices[i + 2] = temp;
}
// Create geometry
const geometry = new THREE.BufferGeometry();
const vertices = meshVertices.flat();
const normals = meshNormals.flat();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
geometry.setIndex(indices);
if (hasTexture) {
const uvs = meshUvs.flat();
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
texturedGeometry = geometry;
} else {
const color = mesh.properties?.color || { r: 128, g: 128, b: 128 };
nonTexturedGeometries.push({ geometry, color });
}
}
return { texturedGeometry, nonTexturedGeometries };
}
/**
* Create canvas texture from paletted LEGO texture data
* @param {object} textureData - { width, height, palette, pixels }
* @returns {HTMLCanvasElement}
*/
createTextureCanvas(textureData) {
const canvas = document.createElement('canvas');
canvas.width = textureData.width;
canvas.height = textureData.height;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(textureData.width, textureData.height);
for (let i = 0; i < textureData.pixels.length; i++) {
const colorIdx = textureData.pixels[i];
const color = textureData.palette[colorIdx] || { r: 0, g: 0, b: 0 };
imageData.data[i * 4 + 0] = color.r;
imageData.data[i * 4 + 1] = color.g;
imageData.data[i * 4 + 2] = color.b;
imageData.data[i * 4 + 3] = 255;
}
ctx.putImageData(imageData, 0, 0);
this.baseImageData = ctx.getImageData(0, 0, textureData.width, textureData.height);
return canvas;
}
/**
* Raycast and return UV coordinates of hit on textured mesh
* @param {MouseEvent} event - Mouse event
* @returns {{ uv: THREE.Vector2, x: number, y: number } | null}
*/
raycastUV(event) {
if (!this.texturedMesh) return null;
const rect = this.canvas.getBoundingClientRect();
const mouse = new THREE.Vector2(
((event.clientX - rect.left) / rect.width) * 2 - 1,
-((event.clientY - rect.top) / rect.height) * 2 + 1
);
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, this.camera);
const intersects = raycaster.intersectObject(this.texturedMesh);
if (intersects.length > 0 && intersects[0].uv) {
const uv = intersects[0].uv;
const x = uv.x * this.textureCanvas.width;
const y = (1 - uv.y) * this.textureCanvas.height;
return { uv, x, y };
}
return null;
}
/**
* Start animation loop
*/
start() {
this.animating = true;
this.animate();
}
/**
* Stop animation loop
*/
stop() {
this.animating = false;
}
/**
* Animation loop - override to customize animation
*/
animate = () => {
if (!this.animating) return;
requestAnimationFrame(this.animate);
if (this.modelGroup) {
this.modelGroup.rotation.y += 0.008;
}
this.renderer.render(this.scene, this.camera);
}
/**
* Resize renderer to match canvas size
* @param {number} width
* @param {number} height
*/
resize(width, height) {
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setSize(width, height, false);
}
/**
* Clean up resources
*/
dispose() {
this.animating = false;
if (this.modelGroup) {
this.modelGroup.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.geometry?.dispose();
child.material?.dispose();
}
});
this.scene.remove(this.modelGroup);
}
this.texture?.dispose();
this.renderer?.dispose();
}
}

View File

@ -4,21 +4,17 @@
* High-level functions for managing LEGO Island save files
*/
// Re-export core utilities
export { BinaryReader } from './BinaryReader.js';
export { BinaryWriter } from './BinaryWriter.js';
export { SaveGameParser, parseSaveGame } from './SaveGameParser.js';
export { SaveGameSerializer, createSerializer } from './SaveGameSerializer.js';
export { PlayersParser, parsePlayers } from './PlayersParser.js';
export { PlayersSerializer, createPlayersSerializer } from './PlayersSerializer.js';
// Re-export format utilities (from formats/)
export { BinaryReader, BinaryWriter } from '../formats/index.js';
export { SaveGameParser, parseSaveGame } from '../formats/index.js';
export { SaveGameSerializer, createSerializer } from '../formats/index.js';
export { PlayersParser, parsePlayers } from '../formats/index.js';
export { PlayersSerializer, createPlayersSerializer } from '../formats/index.js';
export * from './constants.js';
// Import dependencies
import { readBinaryFile, writeBinaryFile, fileExists, listFiles } from '../opfs.js';
import { parseSaveGame } from './SaveGameParser.js';
import { parsePlayers } from './PlayersParser.js';
import { createSerializer } from './SaveGameSerializer.js';
import { createPlayersSerializer } from './PlayersSerializer.js';
import { parseSaveGame, parsePlayers, createSerializer, createPlayersSerializer } from '../formats/index.js';
import { getSaveFileName, PLAYERS_FILE, Actor, ActorNames } from './constants.js';
/**