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VoxelWorld.ts
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VoxelWorld.ts
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/**
* @file Manages the 3D graphics shown on the voxel editor scene.
* @author Frederick Roman, Homero Roman (and three.js authors)
* @license MIT
*
* The purpose of this class is to represent and render the 3D scene shown
* in the editor as described by editing actions.
*
* |Editor Scene Canvas| <----> |VoxelWorld Class| <----> |Editor Actions Menu|
*
* VoxelWorld is based off the official three.js example
* by mrdoob (and other three.js authors) named webgl_interactive_voxelpainter.html
* @see {@link https://github.com/mrdoob/three.js/blob/master/examples/webgl_interactive_voxelpainter.html}
*
* Main changes on top of the three.js example.
* Frederick Roman and Homero Roman:
* - turned the the script into a typescript class
* - extended said class to enable more editing actions
* - implemented an event bus for bidirectional communication
* - implemented editing-history tracking
* - implemented saving and loading a 3D model in .obj format
* - made many changes that enable the 3D scene to live in a React web app
*
*/
import {
AmbientLight,
BoxGeometry,
Color,
ColorRepresentation,
DirectionalLight,
GridHelper,
Intersection,
Mesh,
MeshBasicMaterial,
MeshLambertMaterial,
Object3D,
PerspectiveCamera,
PlaneGeometry,
Raycaster,
Scene,
Vector2,
Vector3,
WebGLRenderer,
} from "three";
import type {
Edit,
EditMode,
Model3d,
Voxel,
VoxelTopology,
} from "types/editorTypes";
import EventBus from "services/bus/EventBus";
/**
* @classdesc It creates a 3D scene for the Voxeldesk editor.
*
* VoxelWorld interacts with:
* - the canvas through canvas ref and canvas mouse/touch events.
* - the external code through its VoxelWorld.eventBus.
*/
class VoxelWorld {
public eventBus = new EventBus();
private readonly DEFAULT_VOXEL_LENGTH = 50;
private readonly DEFAULT_VOXEL_COLOR = 0xfeb74c;
private readonly DEFAULT_VOXEL_GEOMETRY = new BoxGeometry(
...new Array(3).fill(this.DEFAULT_VOXEL_LENGTH)
);
private readonly DEFAULT_VOXEL_MATERIAL = new MeshLambertMaterial({
color: this.DEFAULT_VOXEL_COLOR,
});
private camera!: PerspectiveCamera;
private scene!: Scene;
private renderer!: WebGLRenderer;
private raycaster = new Raycaster();
private pointer = new Vector2();
private rollOverMesh!: Mesh;
private objects: (Voxel | Object3D<THREE.Event>)[] = [];
private isMouseDown: boolean = false;
private onMouseDownPosition = new Vector2();
private theta: number = 45;
private onMouseDownTheta: number = 45;
private phi: number = 60;
private onMouseDownPhi: number = 60;
private plane!: Mesh;
private pickedColor = new Color(this.DEFAULT_VOXEL_COLOR);
private usedColors: Color[] = [];
private history: Edit.History = [];
/**
* Set up a new world with a camera, a scene and a renderer.
* @param canvas html element where the scene gets rendered
*/
constructor(canvas: HTMLCanvasElement) {
this.camera = this.createCamera();
this.scene = this.createScene();
this.renderer = this.createRenderer(canvas);
}
/**
* Render the scene seen through the camera onto the canvas.
*/
public render(): void {
this.renderer.render(this.scene, this.camera);
}
/**
* Resize the world on window resize.
*/
public resize(): void {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.render();
}
/**
* Store color currently selected by the user
* @param color
*/
public setPickedColor(color: THREE.ColorRepresentation): void {
this.pickedColor = new Color(color);
}
/**
* On (left-click) mousedown, set:
* - spherical angle (θ, ϕ) w.r.t. the camera
* - position (x, y) w.r.t. the canvas
* @param event - mousedown from canvas
*/
public onMouseDown(event: React.MouseEvent): void {
event.preventDefault();
if (event.button !== 0) return;
const { top, left } = event.currentTarget.getBoundingClientRect();
this.isMouseDown = true;
this.onMouseDownTheta = this.theta;
this.onMouseDownPhi = this.phi;
this.onMouseDownPosition.x = event.clientX - left;
this.onMouseDownPosition.y = event.clientY - top;
}
/**
* On touchstart, set:
* - spherical angle (θ, ϕ) w.r.t. the camera
* - position (x, y) w.r.t. the canvas
* @param event - touchstart from canvas
*/
public onTouchStart(event: React.TouchEvent): void {
const { top, left } = event.currentTarget.getBoundingClientRect();
this.isMouseDown = true;
this.onMouseDownTheta = this.theta;
this.onMouseDownPhi = this.phi;
this.onMouseDownPosition.x = event.touches[0].clientX - left;
this.onMouseDownPosition.y = event.touches[0].clientY - top;
}
/**
* On mousemove, orbit the camera and show new-voxel placement preview.
* @param event - mousemove from canvas
*/
public onMouseMove(event: React.MouseEvent): void {
event.preventDefault();
if (event.button !== 0) return;
const { top, left } = event.currentTarget.getBoundingClientRect();
if (this.isMouseDown) {
this.theta =
-((event.clientX - left - this.onMouseDownPosition.x) * 0.5) +
this.onMouseDownTheta;
this.phi = this.clipToTopView(
(event.clientY - top - this.onMouseDownPosition.y) * 0.5 +
this.onMouseDownPhi
);
this.orbit(this.theta, this.phi);
}
this.pointer.set(
((event.clientX - left) / window.innerWidth) * 2 - 1,
-((event.clientY - top) / window.innerHeight) * 2 + 1
);
const intersects = this.checkIntersects();
if (intersects.length > 0) {
const intersect = intersects[0];
if (intersect.face) {
this.rollOverMesh.position
.copy(intersect.point)
.add(intersect.face.normal)
.divideScalar(50)
.floor()
.multiplyScalar(50)
.addScalar(25);
}
}
this.render();
}
/**
* On mouseup, edit canvas scene.
* @param event - mouseup from canvas
* @param mode - add or remove voxels
*/
public onMouseUp(event: React.MouseEvent, mode: EditMode): void {
event.preventDefault();
if (event.button !== 0) return;
const { top, left } = event.currentTarget.getBoundingClientRect();
this.isMouseDown = false;
this.onMouseDownPosition.x =
event.clientX - left - this.onMouseDownPosition.x;
this.onMouseDownPosition.y =
event.clientY - top - this.onMouseDownPosition.y;
if (this.onMouseDownPosition.length() > 5) return;
this.pointer.set(
((event.clientX - left) / window.innerWidth) * 2 - 1,
-((event.clientY - top) / window.innerHeight) * 2 + 1
);
const intersects = this.checkIntersects();
if (intersects.length > 0) {
const intersect = intersects[0];
if (mode == "add") this.addVoxelAt(intersect);
else if (mode == "remove") this.removeVoxelAt(intersect);
this.render();
}
}
/**
* On touchmove, orbit the camera and show new-voxel placement preview.
* @param event - touchmove from canvas
*/
public onTouchMove(event: React.TouchEvent): void {
const { top, left } = event.currentTarget.getBoundingClientRect();
if (this.isMouseDown) {
this.theta =
-(
(event.touches[0].clientX - left - this.onMouseDownPosition.x) *
0.5
) + this.onMouseDownTheta;
this.phi = this.clipToTopView(
(event.touches[0].clientY - top - this.onMouseDownPosition.y) * 0.5 +
this.onMouseDownPhi
);
this.orbit(this.theta, this.phi);
}
this.pointer.set(
((event.touches[0].clientX - left) / window.innerWidth) * 2 - 1,
-((event.touches[0].clientY - top) / window.innerHeight) * 2 + 1
);
const intersects = this.checkIntersects();
if (intersects.length > 0) {
const intersect = intersects[0];
if (intersect.face) {
this.rollOverMesh.position
.copy(intersect.point)
.add(intersect.face.normal)
.divideScalar(50)
.floor()
.multiplyScalar(50)
.addScalar(25);
}
}
this.render();
}
/**
* On touchend, edit canvas scene.
* @param event - touchend from canvas
* @param mode - add or remove voxels
*/
public onTouchEnd(event: React.TouchEvent, mode: EditMode): void {
event.preventDefault();
const { top, left } = event.currentTarget.getBoundingClientRect();
this.isMouseDown = false;
this.onMouseDownPosition.x =
event.changedTouches[0].clientX - left - this.onMouseDownPosition.x;
this.onMouseDownPosition.y =
event.changedTouches[0].clientY - top - this.onMouseDownPosition.y;
if (this.onMouseDownPosition.length() > 5) return;
this.pointer.set(
((event.changedTouches[0].clientX - left) / window.innerWidth) * 2 - 1,
-((event.changedTouches[0].clientY - top) / window.innerHeight) * 2 + 1
);
const intersects = this.checkIntersects();
if (intersects.length > 0) {
const intersect = intersects[0];
if (mode == "add") this.addVoxelAt(intersect);
else if (mode == "remove") this.removeVoxelAt(intersect);
this.render();
}
}
/**
* On right click, remove clicked voxel.
* @param event contextmenu (right-click)
*/
public onRightClick(event: React.MouseEvent): void {
event.preventDefault();
if (event.button === 0) return;
const { top, left } = event.currentTarget.getBoundingClientRect();
this.pointer.set(
((event.clientX - left) / window.innerWidth) * 2 - 1,
-((event.clientY - top) / window.innerHeight) * 2 + 1
);
const intersects = this.checkIntersects();
console.log(intersects);
if (intersects.length > 0) {
const intersect = intersects[0];
this.removeVoxelAt(intersect);
this.render();
}
}
/**
* Undo last editing action.
*/
public onUndo(): void {
if (this.history.length > 0) {
const lastStep = this.history.pop();
if (lastStep && lastStep.object.type == "voxel") {
const { color, position } = lastStep.object;
if (lastStep.action == "addition") this.removeVoxelByPosition(position);
else if (lastStep.action == "removal") this.addVoxel(color, position);
}
}
this.render();
}
/**
* Extract the current world 3D model and convert it to .obj and .mtl
* @returns 3d model as {obj: string, mtl: string}
*/
public onSave(): Model3d {
const NUM_CUBE_VERTICES = 8;
const mtlColorSet = new Set<Color>();
const model3d = Object.seal({ obj: "", mtl: "" });
this.objects
.filter((object) => this.isVoxel(object))
.map((voxel): Voxel => voxel as Voxel)
.map((voxel, i) => this.topologizeVoxel(voxel, NUM_CUBE_VERTICES * i))
.forEach(({ vertices, faces, color }) => {
const colorName = this.zeroPadHexString(color.getHex().toString(16));
if (!mtlColorSet.has(color)) {
model3d.mtl += `newmtl ${colorName}\n`;
model3d.mtl += `Kd ${color.r} ${color.g} ${color.b}\n\n`;
mtlColorSet.add(color);
}
model3d.obj += `usemtl ${colorName}\n`;
vertices.forEach((vertex) => {
model3d.obj += `v ${vertex.x} ${vertex.y} ${vertex.z}\n`;
});
faces.forEach((face) => {
model3d.obj += `f ${face.join(" ")}\n`;
});
});
if (model3d.mtl.length > 0)
model3d.obj = "mtllib ./material.mtl\n" + model3d.obj;
return model3d;
}
/**
* Render the given model3d onto the canvas and store its picked colors.
* @param model3d as {obj: string, mtl: string}
*/
public onLoadModel(model3d: Model3d): void {
try {
const VOXEL_NUM_LINES = 15;
const OFFSET = this.DEFAULT_VOXEL_LENGTH / 2;
const offsetVector = new Vector3(OFFSET, OFFSET, -OFFSET);
const objLines = model3d.obj.trim().split(/\r?\n/).slice(1);
const voxelsData: { color: Color; position: Vector3 }[] = [];
for (let i = 0; i < objLines.length / VOXEL_NUM_LINES; i++) {
const colorLine = objLines[i * VOXEL_NUM_LINES].split(/\s/);
const vertexLine = objLines[i * VOXEL_NUM_LINES + 1].split(/\s/);
const color = new Color(`#${colorLine[1]}` as ColorRepresentation);
const [x, y, z] = vertexLine.slice(1).map((v) => Number(v));
const position = new Vector3(x, y, z).add(offsetVector);
voxelsData.push({ color, position });
}
voxelsData.forEach(({ color, position }) => {
this.addVoxel(color, position);
this.setPickedColor(color);
this.emitWorldChange("usedColors");
});
} catch (error) {
console.log(error);
}
}
/**
* Create word's camera setting fov, aspect, near and far constants.
* @returns world's camera looking away at the origin in oblique angle
*/
private createCamera(): PerspectiveCamera {
const fov = 45;
const aspect = window.innerWidth / window.innerHeight;
const near = 1;
const far = 10000;
const camera = new PerspectiveCamera(fov, aspect, near, far);
camera.position.set(500, 800, 1300);
camera.lookAt(0, 0, 0);
return camera;
}
/**
* Create a scene that has a grid plane lit by an ambient directional light.
* @returns scene
*/
private createScene(): Scene {
const rollOverMesh = this.createRollOver();
const gridHelper = this.createGridHelper();
const plane = this.createPlane();
this.plane = plane;
const ambientLight = this.createAmbientLight();
const directionalLight = this.createDirectionalLight();
const scene = new Scene();
scene.background = new Color(0xf0f0f0);
scene.add(rollOverMesh);
scene.add(gridHelper);
scene.add(plane);
this.objects.push(plane);
scene.add(ambientLight);
scene.add(directionalLight);
return scene;
}
/**
* Create webGL renderer on canvas with window's size and pixel device ratio.
* @param canvas - ref to html canvas element where the scene is rendered
* @returns webGL renderer
*/
private createRenderer(canvas: HTMLCanvasElement): WebGLRenderer {
const renderer = new WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
return renderer;
}
/**
* Create a rollover mesh (which is a temporary transparent voxel that
* shows on hover where on the canvas a voxel would be added on press)
* @returns rollover mesh
*/
private createRollOver(): Mesh {
const rollOverGeo = new BoxGeometry(50, 50, 50);
const rollOverMaterial = new MeshBasicMaterial({
color: 0xff0000,
opacity: 0.5,
transparent: true,
});
const rollOverMesh = new Mesh(rollOverGeo, rollOverMaterial);
this.rollOverMesh = rollOverMesh;
return rollOverMesh;
}
/**
* Create a grid (a 2D array of lines) with constant size and divisions
* @returns grid helper
*/
private createGridHelper(): GridHelper {
const gridHelper = new GridHelper(1000, 20);
return gridHelper;
}
/**
* Create invisible floor plane with constant size
* @returns plane
*/
private createPlane(): Mesh {
const geometry = new PlaneGeometry(1000, 1000);
geometry.rotateX(-Math.PI / 2);
const material = new MeshBasicMaterial({ visible: false });
const plane = new Mesh(geometry, material);
return plane;
}
/**
* Create soft ambient light for the secondary lighting of the scene.
* @returns ambient light
*/
private createAmbientLight(): AmbientLight {
const ambientLight = new AmbientLight(0x606060);
return ambientLight;
}
/**
* Create hard point directional light for the primary lighting of the scene.
* @returns directional light
*/
private createDirectionalLight(): DirectionalLight {
const directionalLight = new DirectionalLight(0xffffff);
directionalLight.position.set(1, 0.75, 0.5).normalize();
return directionalLight;
}
/**
* Clip phi to top view
* @param phi - raw polar angle
* @returns polar angle on [0, 180]
*/
private clipToTopView(phi: number): number {
return Math.min(180, Math.max(0, phi));
}
/**
* Checks all intersections of camera -> pointer -> object
* @returns all such intersections sorted by distance
*/
private checkIntersects(): Intersection[] {
this.raycaster.setFromCamera(this.pointer, this.camera);
return this.raycaster.intersectObjects(this.objects, false);
}
/**
* Emits change in the world through the eventBus
* @fires eventBus#usedColorsChange with list of used colors as payload
*/
private emitWorldChange(state: string): void {
if (state == "usedColors") {
if (!this.usedColors.some((color) => color.equals(this.pickedColor)))
this.usedColors.push(this.pickedColor);
const payload = { usedColors: [...this.usedColors] };
this.eventBus.emit("usedColorsChange", payload);
}
}
/**
* Add voxel at intersection.
* @param intersect - intersection of camera -> pointer -> object
*/
private addVoxelAt(intersect: Intersection<Object3D<THREE.Event>>): void {
if (intersect.face) {
const cubeMaterial = this.DEFAULT_VOXEL_MATERIAL.clone();
cubeMaterial.color = this.pickedColor;
const voxel = new Mesh(this.DEFAULT_VOXEL_GEOMETRY, cubeMaterial);
voxel.position
.copy(intersect.point)
.add(intersect.face.normal)
.divideScalar(50)
.floor()
.multiplyScalar(50)
.addScalar(25);
this.scene.add(voxel);
this.objects.push(voxel);
this.history.push({
action: "addition",
object: {
type: "voxel",
position: voxel.position,
color: voxel.material.color,
},
});
this.emitWorldChange("usedColors");
}
}
/**
* Remove voxel at intersection.
* @param intersect - intersection of camera -> pointer -> object
*/
private removeVoxelAt(intersect: Intersection<Object3D<THREE.Event>>): void {
if (intersect.object !== this.plane) {
const object = this.objects.find((obj) => obj == intersect.object);
if (object && this.isVoxel(object)) {
this.scene.remove(intersect.object);
this.objects.splice(this.objects.indexOf(intersect.object), 1);
this.history.push({
action: "removal",
object: {
type: "voxel",
position: intersect.object.position,
color: (object as Voxel).material.color,
},
});
}
}
}
/**
* Add voxel at a given position.
* @param color - voxel color
* @param position - voxel cartesian position in the world
*/
private addVoxel(color: Color, position: Vector3): void {
const cubeMaterial = this.DEFAULT_VOXEL_MATERIAL.clone();
cubeMaterial.color = color;
const voxel: Voxel = new Mesh(this.DEFAULT_VOXEL_GEOMETRY, cubeMaterial);
voxel.position.copy(position);
this.scene.add(voxel);
this.objects.push(voxel);
}
/**
* Remove voxel at a given position.
* @param position - voxel cartesian position in the world
*/
private removeVoxelByPosition(position: Vector3): void {
const voxel = this.objects.find(
(object) => this.isVoxel(object) && object.position.equals(position)
);
if (voxel) {
this.scene.remove(voxel);
this.objects.splice(this.objects.indexOf(voxel), 1);
}
}
/**
* Topologize a given voxel with a unique id.
* @param voxel - Minimal unit of creation: a mesh with box geometry
* @param id - voxel id to match its corresponding attributes
* @returns voxel topology as {vertics, faces, colors}
*/
private topologizeVoxel(voxel: Voxel, id: number): VoxelTopology {
const OFFSET = 25;
const CUBE_FACES = Object.freeze([
[1, 2, 3, 4],
[2, 5, 6, 3],
[5, 6, 7, 8],
[8, 7, 4, 1],
[3, 6, 7, 4],
[2, 1, 8, 5],
]);
const center = voxel.position;
const vertices = [
{ x: center.x - OFFSET, y: center.y - OFFSET, z: center.z + OFFSET },
{ x: center.x + OFFSET, y: center.y - OFFSET, z: center.z + OFFSET },
{ x: center.x + OFFSET, y: center.y + OFFSET, z: center.z + OFFSET },
{ x: center.x - OFFSET, y: center.y + OFFSET, z: center.z + OFFSET },
{ x: center.x + OFFSET, y: center.y - OFFSET, z: center.z - OFFSET },
{ x: center.x + OFFSET, y: center.y + OFFSET, z: center.z - OFFSET },
{ x: center.x - OFFSET, y: center.y + OFFSET, z: center.z - OFFSET },
{ x: center.x - OFFSET, y: center.y - OFFSET, z: center.z - OFFSET },
];
const faces = CUBE_FACES.map((row) => row.map((entry) => entry + id));
const color = voxel.material.color;
return { vertices, faces, color };
}
/**
* Test whether an object is a voxel (and not the plane, rollOverMesh, etc.)
* @param object - object on the scene
* @returns true if it is a voxel, else false
*/
private isVoxel(object: Voxel | Object3D<THREE.Event>): boolean {
return (
object instanceof Mesh &&
object !== this.plane &&
object !== this.rollOverMesh &&
object.position &&
object.material !== undefined
);
}
/**
* Orbit camera around the scene's origin (0, 0, 0)
* @param theta - camera's equator angle in radians around the y (up) axis.
* @param phi - camera's polar angle in radians around the y (up) axis.
*/
private orbit(theta: number, phi: number): void {
const RADIUS = 1600;
const { sin, cos, PI } = Math;
const x = RADIUS * sin((theta * PI) / 360) * cos((phi * PI) / 360);
const y = RADIUS * sin((phi * PI) / 360);
const z = RADIUS * cos((theta * PI) / 360) * cos((phi * PI) / 360);
this.camera.position.set(x, y, z);
this.camera.updateMatrix();
this.camera.lookAt(0, 0, 0);
}
/**
* Zero pad hexadecimal string numbers (e.g. '6')
* to have six digits (e.g '6' -> '000006')
* @param hex - raw number string
* @returns padded hex string of standard length
*/
private zeroPadHexString(hex: string): string {
const STD_HEX_LENGTH = 6;
const hexLength = hex.length;
if (hexLength > STD_HEX_LENGTH) {
console.log(`hex color was cut to be ${STD_HEX_LENGTH} of length`);
return hex.slice(0, STD_HEX_LENGTH);
} else if (hexLength == STD_HEX_LENGTH) {
return hex;
} else {
const zerosLength = STD_HEX_LENGTH - hexLength;
const zeros = Array(zerosLength).fill("0").join("");
return `${zeros}${hex}`;
}
}
}
export default VoxelWorld;