mirror of
https://github.com/isledecomp/isle.pizza.git
synced 2026-03-01 06:17:38 +00:00
Rebase WdbModelRenderer on BaseRenderer
Remove duplicated scene/camera/renderer/lighting setup, geometry unpacking, animation loop, and dispose logic. Score cube gets orbit controls and drag-vs-click detection for free.
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@ -1,46 +1,23 @@
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import * as THREE from 'three';
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import { BaseRenderer } from './BaseRenderer.js';
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/**
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* Generic Three.js renderer for LEGO Island WDB models
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* Handles D3DRM packed vertex format and paletted textures
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* Renderer for LEGO Island WDB models with mutable canvas textures.
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* Extends BaseRenderer with model loading, canvas-based texture painting,
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* and UV raycasting for click interaction.
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*/
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export class WdbModelRenderer {
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export class WdbModelRenderer extends BaseRenderer {
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constructor(canvas) {
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this.canvas = canvas;
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this.animating = false;
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this.modelGroup = null;
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super(canvas);
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this.texturedMesh = null;
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this.texture = null;
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this.textureCanvas = null;
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this.baseImageData = null;
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this.palette = null;
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this.scene = new THREE.Scene();
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this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
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this.camera.position.set(0, 0.2, 7);
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this.renderer = new THREE.WebGLRenderer({
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canvas,
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antialias: true,
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alpha: true
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});
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this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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this.renderer.setClearColor(0x000000, 0);
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this.setupLighting();
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}
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/**
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* Setup scene lighting - override to customize
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*/
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setupLighting() {
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const ambient = new THREE.AmbientLight(0xffffff, 0.8);
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this.scene.add(ambient);
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const sunLight = new THREE.DirectionalLight(0xffffff, 0.6);
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sunLight.position.set(1, 2, 3);
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this.scene.add(sunLight);
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this.setupControls(new THREE.Vector3(0, 0.2, 0));
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}
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/**
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@ -52,29 +29,39 @@ export class WdbModelRenderer {
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this.palette = textureData.palette;
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this.modelGroup = new THREE.Group();
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const { texturedGeometry, nonTexturedGeometries } = this.createGeometries(roiData);
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if (!roiData.lods || roiData.lods.length === 0) {
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this.scene.add(this.modelGroup);
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return;
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}
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const lod = roiData.lods[0];
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this.textureCanvas = this.createTextureCanvas(textureData);
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this.texture = new THREE.CanvasTexture(this.textureCanvas);
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this.texture.minFilter = THREE.LinearFilter;
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this.texture.magFilter = THREE.LinearFilter;
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if (texturedGeometry) {
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const texturedMaterial = new THREE.MeshLambertMaterial({
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map: this.texture,
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side: THREE.DoubleSide
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});
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this.texturedMesh = new THREE.Mesh(texturedGeometry, texturedMaterial);
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this.modelGroup.add(this.texturedMesh);
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}
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for (const mesh of lod.meshes) {
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const geometry = this.createGeometry(mesh, lod);
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if (!geometry) continue;
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for (const { geometry, color } of nonTexturedGeometries) {
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const material = new THREE.MeshLambertMaterial({
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color: new THREE.Color(color.r / 255, color.g / 255, color.b / 255),
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side: THREE.DoubleSide
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});
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const mesh = new THREE.Mesh(geometry, material);
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this.modelGroup.add(mesh);
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const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
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if (hasTexture) {
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const material = new THREE.MeshLambertMaterial({
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map: this.texture,
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side: THREE.DoubleSide
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});
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this.texturedMesh = new THREE.Mesh(geometry, material);
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this.modelGroup.add(this.texturedMesh);
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} else {
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const color = mesh.properties?.color || { r: 128, g: 128, b: 128 };
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const material = new THREE.MeshLambertMaterial({
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color: new THREE.Color(color.r / 255, color.g / 255, color.b / 255),
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side: THREE.DoubleSide
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});
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this.modelGroup.add(new THREE.Mesh(geometry, material));
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}
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}
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this.scene.add(this.modelGroup);
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@ -82,107 +69,9 @@ export class WdbModelRenderer {
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}
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/**
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* Create Three.js BufferGeometries from ROI LOD data
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*
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* D3DRM packed polygon index format (32-bit):
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* - Bits 0-15: vertex index (16 bits) into positions array, OR destination index when reusing
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* - Bits 16-30: normal index into normals array
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* - Bit 31: "create new vertex" flag - when set, create a new mesh vertex;
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* when clear, bits 0-15 is the INDEX into the created mesh vertices array
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*
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* @param {object} roiData - ROI with lods array
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* @returns {{ texturedGeometry: THREE.BufferGeometry|null, nonTexturedGeometries: Array }}
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*/
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createGeometries(roiData) {
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if (!roiData.lods || roiData.lods.length === 0) {
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console.warn('ROI has no LODs');
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return { texturedGeometry: null, nonTexturedGeometries: [] };
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}
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const lod = roiData.lods[0];
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let texturedGeometry = null;
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const nonTexturedGeometries = [];
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for (const mesh of lod.meshes) {
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const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
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// Flatten polygon indices
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const vertexIndicesPacked = [];
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for (const poly of mesh.polygonIndices) {
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vertexIndicesPacked.push(poly.a, poly.b, poly.c);
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}
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// Flatten texture indices if present
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const textureIndicesFlat = [];
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if (hasTexture) {
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for (const texPoly of mesh.textureIndices) {
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textureIndicesFlat.push(texPoly.a, texPoly.b, texPoly.c);
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}
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}
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const meshVertices = [];
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const meshNormals = [];
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const meshUvs = [];
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const indices = [];
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for (let i = 0; i < vertexIndicesPacked.length; i++) {
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const packed = vertexIndicesPacked[i];
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if ((packed & 0x80000000) !== 0) {
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// Create flag is set - create new mesh vertex
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indices.push(meshVertices.length);
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const gv = packed & 0xFFFF; // Vertex index (16 bits)
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const v = lod.vertices[gv] || { x: 0, y: 0, z: 0 };
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// Negate X for coordinate system conversion
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meshVertices.push([-v.x, v.y, v.z]);
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const gn = (packed >>> 16) & 0x7fff; // Normal index (15 bits)
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const n = lod.normals[gn] || { x: 0, y: 1, z: 0 };
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meshNormals.push([-n.x, n.y, n.z]);
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if (hasTexture && lod.textureVertices.length > 0) {
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const tex = textureIndicesFlat[i];
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const uv = lod.textureVertices[tex] || { u: 0, v: 0 };
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meshUvs.push([uv.u, 1 - uv.v]);
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}
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} else {
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// Create flag NOT set - reuse existing mesh vertex by index
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indices.push(packed & 0xFFFF);
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}
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}
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// Reverse face winding (swap indices 0 and 2 of each triangle)
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for (let i = 0; i < indices.length; i += 3) {
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const temp = indices[i];
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indices[i] = indices[i + 2];
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indices[i + 2] = temp;
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}
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// Create geometry
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const geometry = new THREE.BufferGeometry();
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const vertices = meshVertices.flat();
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const normals = meshNormals.flat();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
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geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
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geometry.setIndex(indices);
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if (hasTexture) {
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const uvs = meshUvs.flat();
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geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
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texturedGeometry = geometry;
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} else {
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const color = mesh.properties?.color || { r: 128, g: 128, b: 128 };
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nonTexturedGeometries.push({ geometry, color });
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}
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}
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return { texturedGeometry, nonTexturedGeometries };
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}
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/**
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* Create canvas texture from paletted LEGO texture data
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* Create canvas texture from paletted LEGO texture data.
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* Unlike BaseRenderer.createTexture(), this keeps a reference to the
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* canvas and base image data so subclasses can paint over it (e.g. scores).
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* @param {object} textureData - { width, height, palette, pixels }
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* @returns {HTMLCanvasElement}
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*/
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@ -234,63 +123,8 @@ export class WdbModelRenderer {
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return null;
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}
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/**
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* Start animation loop
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*/
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start() {
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this.animating = true;
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this.animate();
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}
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/**
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* Stop animation loop
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*/
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stop() {
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this.animating = false;
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}
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/**
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* Animation loop - override to customize animation
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*/
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animate = () => {
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if (!this.animating) return;
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requestAnimationFrame(this.animate);
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if (this.modelGroup) {
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this.modelGroup.rotation.y += 0.008;
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}
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this.renderer.render(this.scene, this.camera);
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}
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/**
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* Resize renderer to match canvas size
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* @param {number} width
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* @param {number} height
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*/
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resize(width, height) {
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this.camera.aspect = width / height;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(width, height, false);
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}
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/**
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* Clean up resources
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*/
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dispose() {
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this.animating = false;
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if (this.modelGroup) {
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this.modelGroup.traverse((child) => {
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if (child instanceof THREE.Mesh) {
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child.geometry?.dispose();
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child.material?.dispose();
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}
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});
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this.scene.remove(this.modelGroup);
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}
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this.texture?.dispose();
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this.renderer?.dispose();
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super.dispose();
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}
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}
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@ -101,6 +101,7 @@
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function handleClick(event) {
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if (!renderer || loading) return;
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if (renderer.wasDragged()) return;
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const hit = renderer.raycast(event);
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if (hit) {
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@ -152,12 +153,16 @@
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}
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canvas {
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cursor: pointer;
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cursor: grab;
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border-radius: 8px;
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margin-bottom: 12px;
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max-width: 100%;
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}
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canvas:active {
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cursor: grabbing;
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}
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canvas.hidden {
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visibility: hidden;
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position: absolute;
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