13 Commits
Author SHA1 Message Date
auto fdb57289f8 Fix weird interactions between plane and player model 2025-06-22 20:20:40 +02:00
auto 60c1329163 Switch to steve 2025-06-22 20:17:02 +02:00
auto 0e71c0f581 Fix textures overlapping and glitching for legs 2025-06-22 20:15:35 +02:00
auto eb67a33331 Change default camera position 2025-06-22 20:12:25 +02:00
auto 39f20796ce Simplify UV mapping logic and remove unnecessary face rotation handling 2025-06-22 20:08:42 +02:00
auto e00165c56f Fix uv rotation 2025-06-22 20:04:26 +02:00
auto 02c6497700 Fix mapping 2025-06-22 20:01:11 +02:00
auto 0efd476676 Initial attempt at textures 2025-06-22 19:53:27 +02:00
auto 237518638c Increase particles-list height in FramesComponent to 550px for improved visibility. 2025-06-22 19:34:20 +02:00
auto fea1a98cea Adjust RendererService to use dynamic container height and update OrbitControls limits 2025-06-22 19:27:55 +02:00
auto ecd9b3d824 Modularize renderer and plane control functionality into RenderContainerComponent 2025-06-22 19:23:54 +02:00
auto 9808b5d63d Add manual plane orientation controls with lock/unlock functionality
Implemented a UI overlay in `ParticlesComponent` for manual plane orientation selection with buttons for different orientations. Added lock/unlock toggle to control automatic orientation adjustment. Refactored `IntersectionPlaneService` to support locked state and manual orientation updates. Updated styles and layout to integrate the new controls seamlessly.
2025-06-22 19:16:32 +02:00
auto c13b7077a7 Remove unused OnInit lifecycle hook from ParticlesComponent and cleanup redundant comments. 2025-06-22 19:08:28 +02:00
12 changed files with 495 additions and 135 deletions
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

@@ -7,7 +7,7 @@
}
.particles-list {
max-height: 300px;
height: 550px;
overflow-y: auto;
border: 1px solid #eee;
border-radius: 4px;
@@ -0,0 +1,41 @@
<div #rendererContainer class="renderer-container">
<div class="plane-controls-overlay">
<button mat-mini-fab color="primary" (click)="togglePlaneLock()"
[matTooltip]="isPlaneLocked ? 'Unlock Plane' : 'Lock Plane'">
<mat-icon>{{ isPlaneLocked ? 'lock' : 'lock_open' }}</mat-icon>
</button>
<div *ngIf="isPlaneLocked" class="plane-orientation-buttons">
<button mat-mini-fab color="warn" (click)="setPlaneOrientation(planeOrientations.VERTICAL_ABOVE)"
[class.active]="currentPlaneOrientation === planeOrientations.VERTICAL_ABOVE"
matTooltip="Vertical Above">
<mat-icon>arrow_upward</mat-icon>
</button>
<button mat-mini-fab color="warn" (click)="setPlaneOrientation(planeOrientations.VERTICAL_BELOW)"
[class.active]="currentPlaneOrientation === planeOrientations.VERTICAL_BELOW"
matTooltip="Vertical Below">
<mat-icon>arrow_downward</mat-icon>
</button>
<button mat-mini-fab color="primary" (click)="setPlaneOrientation(planeOrientations.HORIZONTAL_FRONT)"
[class.active]="currentPlaneOrientation === planeOrientations.HORIZONTAL_FRONT"
matTooltip="Horizontal Front">
<mat-icon>arrow_forward</mat-icon>
</button>
<button mat-mini-fab color="primary" (click)="setPlaneOrientation(planeOrientations.HORIZONTAL_BEHIND)"
[class.active]="currentPlaneOrientation === planeOrientations.HORIZONTAL_BEHIND"
matTooltip="Horizontal Behind">
<mat-icon>arrow_back</mat-icon>
</button>
<button mat-mini-fab color="accent" (click)="setPlaneOrientation(planeOrientations.HORIZONTAL_RIGHT)"
[class.active]="currentPlaneOrientation === planeOrientations.HORIZONTAL_RIGHT"
matTooltip="Horizontal Right">
<mat-icon>arrow_right</mat-icon>
</button>
<button mat-mini-fab color="accent" (click)="setPlaneOrientation(planeOrientations.HORIZONTAL_LEFT)"
[class.active]="currentPlaneOrientation === planeOrientations.HORIZONTAL_LEFT"
matTooltip="Horizontal Left">
<mat-icon>arrow_left</mat-icon>
</button>
</div>
</div>
</div>
@@ -0,0 +1,46 @@
.renderer-container {
height: 1000px;
border: 1px solid #ccc;
border-radius: 4px;
overflow: hidden;
background-color: #f0f0f0;
display: flex;
justify-content: center;
align-items: center;
position: relative; /* Added for absolute positioning of overlay */
}
.plane-controls-overlay {
position: absolute;
top: 20px;
right: 20px;
display: flex;
flex-direction: column;
align-items: flex-end;
gap: 10px;
z-index: 10;
}
.plane-orientation-buttons {
display: grid;
grid-template-columns: repeat(2, 1fr);
grid-template-rows: repeat(3, 1fr);
gap: 10px;
margin-top: 10px;
}
.plane-orientation-buttons button {
opacity: 0.7;
transition: opacity 0.2s, transform 0.2s;
}
.plane-orientation-buttons button:hover {
opacity: 1;
transform: scale(1.1);
}
.plane-orientation-buttons button.active {
opacity: 1;
transform: scale(1.1);
box-shadow: 0 0 10px rgba(255, 255, 255, 0.5);
}
@@ -0,0 +1,23 @@
import { ComponentFixture, TestBed } from '@angular/core/testing';
import { RenderContainerComponent } from './render-container.component';
describe('RenderContainerComponent', () => {
let component: RenderContainerComponent;
let fixture: ComponentFixture<RenderContainerComponent>;
beforeEach(async () => {
await TestBed.configureTestingModule({
imports: [RenderContainerComponent]
})
.compileComponents();
fixture = TestBed.createComponent(RenderContainerComponent);
component = fixture.componentInstance;
fixture.detectChanges();
});
it('should create', () => {
expect(component).toBeTruthy();
});
});
@@ -0,0 +1,105 @@
import {AfterViewInit, Component, ElementRef, OnDestroy, ViewChild} from '@angular/core';
import {MatMiniFabButton} from '@angular/material/button';
import {NgIf} from '@angular/common';
import {IntersectionPlaneService, PlaneOrientation} from '../../services/intersection-plane.service';
import {MatIcon} from '@angular/material/icon';
import {MatTooltip} from '@angular/material/tooltip';
import {RendererService} from '../../services/renderer.service';
import {PlayerModelService} from '../../services/player-model.service';
import {InputHandlerService} from '../../services/input-handler.service';
@Component({
selector: 'app-render-container',
imports: [
MatIcon,
MatMiniFabButton,
MatTooltip,
NgIf
],
templateUrl: './render-container.component.html',
styleUrl: './render-container.component.scss'
})
export class RenderContainerComponent implements AfterViewInit, OnDestroy {
@ViewChild('rendererContainer') rendererContainer!: ElementRef;
constructor(
private intersectionPlaneService: IntersectionPlaneService,
private playerModelService: PlayerModelService,
private inputHandlerService: InputHandlerService,
private rendererService: RendererService,
) {
}
ngAfterViewInit(): void {
this.initializeScene();
this.animate();
}
/**
* Clean up resources when component is destroyed
*/
ngOnDestroy(): void {
if (this.rendererService.renderer) {
this.inputHandlerService.cleanup(this.rendererService.renderer.domElement);
}
}
/**
* Initialize the 3D scene and all related components
*/
private initializeScene(): void {
this.rendererService.initializeRenderer(this.rendererContainer);
this.playerModelService.loadSkinTexture('/public/img/skins/steve.png')
.then(() => {
// Then create the player model with the texture applied
this.playerModelService.createPlayerModel();
});
this.intersectionPlaneService.createIntersectionPlane();
this.inputHandlerService.initializeInputHandlers(this.rendererService.renderer.domElement);
}
/**
* Animation loop
*/
private animate(): void {
requestAnimationFrame(this.animate.bind(this));
this.intersectionPlaneService.updatePlaneOrientation(this.rendererService.camera);
this.rendererService.render();
}
/**
* Get whether the plane is locked
*/
public get isPlaneLocked(): boolean {
return this.intersectionPlaneService.isPlaneLocked();
}
/**
* Toggle the plane locked state
*/
public togglePlaneLock(): void {
const newLockedState = !this.isPlaneLocked;
this.intersectionPlaneService.setPlaneLocked(newLockedState);
}
/**
* Get the current plane orientation
*/
public get currentPlaneOrientation(): PlaneOrientation {
return this.intersectionPlaneService.getCurrentOrientation();
}
/**
* Set the plane orientation
*/
public setPlaneOrientation(orientation: PlaneOrientation): void {
this.intersectionPlaneService.setPlaneOrientation(orientation);
}
/**
* Get all available plane orientations
*/
public get planeOrientations(): typeof PlaneOrientation {
return PlaneOrientation;
}
}
@@ -14,8 +14,7 @@
<app-particle-properties></app-particle-properties>
</div>
<div class="flex middle-column">
<div #rendererContainer class="renderer-container">
</div>
<app-render-container></app-render-container>
<div class="plane-controls">
<label>Plane Position (Z-axis):</label>
<mat-slider [min]="minOffset" [max]="maxOffset" step="1" #planeSlider>
@@ -4,17 +4,6 @@
display: flex;
}
.renderer-container {
height: 1000px;
border: 1px solid #ccc;
border-radius: 4px;
overflow: hidden;
background-color: #f0f0f0;
display: flex;
justify-content: center;
align-items: center;
}
.side-column {
flex: 1;
flex-direction: column;
@@ -1,4 +1,4 @@
import {AfterViewInit, Component, ElementRef, OnDestroy, OnInit, ViewChild} from '@angular/core';
import {Component, ElementRef, ViewChild} from '@angular/core';
import {CommonModule} from '@angular/common';
import {FormsModule, ReactiveFormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
@@ -13,17 +13,15 @@ import {MatIconModule} from '@angular/material/icon';
import {HeaderComponent} from '../header/header.component';
// Services
import {RendererService} from './services/renderer.service';
import {PlayerModelService} from './services/player-model.service';
import {IntersectionPlaneService} from './services/intersection-plane.service';
import {ParticleManagerService} from './services/particle-manager.service';
import {InputHandlerService} from './services/input-handler.service';
// Models
import {PropertiesComponent} from './components/properties/properties.component';
import {ParticleComponent} from './components/particle/particle.component';
import {FramesComponent} from './components/frames/frames.component';
import {MatSnackBar} from '@angular/material/snack-bar';
import {RenderContainerComponent} from './components/render-container/render-container.component';
@Component({
selector: 'app-particles',
@@ -45,66 +43,21 @@ import {MatSnackBar} from '@angular/material/snack-bar';
PropertiesComponent,
ParticleComponent,
FramesComponent,
RenderContainerComponent,
],
templateUrl: './particles.component.html',
styleUrl: './particles.component.scss'
})
export class ParticlesComponent implements OnInit, AfterViewInit, OnDestroy {
@ViewChild('rendererContainer') rendererContainer!: ElementRef;
export class ParticlesComponent {
@ViewChild('planeSlider') planeSlider!: ElementRef;
constructor(
private rendererService: RendererService,
private playerModelService: PlayerModelService,
private intersectionPlaneService: IntersectionPlaneService,
private particleManagerService: ParticleManagerService,
private inputHandlerService: InputHandlerService,
private matSnackBar: MatSnackBar,
) {
}
/**
* Initialize component
*/
ngOnInit(): void {
// No initialization needed here
}
/**
* Initialize Three.js scene after view is initialized
*/
ngAfterViewInit(): void {
this.initializeScene();
this.animate();
}
/**
* Clean up resources when component is destroyed
*/
ngOnDestroy(): void {
// Clean up event listeners
if (this.rendererService.renderer) {
this.inputHandlerService.cleanup(this.rendererService.renderer.domElement);
}
}
/**
* Initialize the 3D scene and all related components
*/
private initializeScene(): void {
// Initialize renderer
this.rendererService.initializeRenderer(this.rendererContainer);
// Create player model
this.playerModelService.createPlayerModel();
// Create intersection plane
this.intersectionPlaneService.createIntersectionPlane();
// Initialize input handlers
this.inputHandlerService.initializeInputHandlers(this.rendererService.renderer.domElement);
}
/**
* Update plane position based on slider
*/
@@ -133,20 +86,6 @@ export class ParticlesComponent implements OnInit, AfterViewInit, OnDestroy {
return this.intersectionPlaneService.getMinOffset();
}
/**
* Animation loop
*/
private animate(): void {
requestAnimationFrame(this.animate.bind(this));
// Update plane orientation based on camera position
this.intersectionPlaneService.updatePlaneOrientation(this.rendererService.camera);
// Render the scene
this.rendererService.render();
}
/**
* Generate JSON output
*/
@@ -5,7 +5,7 @@ import {RendererService} from './renderer.service';
/**
* Represents the possible orientations of the intersection plane
*/
enum PlaneOrientation {
export enum PlaneOrientation {
VERTICAL_ABOVE,
VERTICAL_BELOW,
HORIZONTAL_FRONT,
@@ -24,6 +24,7 @@ export class IntersectionPlaneService {
private intersectionPlane!: THREE.Mesh;
private planePosition: number = 0; // Position in 1/16th of a block
private currentOrientation: PlaneOrientation = PlaneOrientation.HORIZONTAL_FRONT;
private planeLocked: boolean = false;
constructor(private rendererService: RendererService) {
}
@@ -45,6 +46,7 @@ export class IntersectionPlaneService {
// Center the plane vertically with the player (player is about 2 blocks tall)
this.intersectionPlane.position.y = 1;
this.rendererService.scene.add(this.intersectionPlane);
this.intersectionPlane.renderOrder = 1;
return this.intersectionPlane;
}
@@ -76,7 +78,6 @@ export class IntersectionPlaneService {
// Determine which quadrant the camera is in with a 45-degree offset
const quadrant = Math.floor((cameraAngle + Math.PI + Math.PI / 4) / (Math.PI / 2)) % 4;
// Return the appropriate orientation based on quadrant
switch (quadrant) {
case 0:
return PlaneOrientation.HORIZONTAL_FRONT;
@@ -98,42 +99,11 @@ export class IntersectionPlaneService {
public updatePlaneOrientation(camera: THREE.Camera): void {
if (!this.intersectionPlane) return;
this.currentOrientation = this.determinePlaneOrientation(camera);
// Apply rotation and material based on orientation
switch (this.currentOrientation) {
case PlaneOrientation.VERTICAL_ABOVE:
this.intersectionPlane.rotation.x = -Math.PI / 2;
this.intersectionPlane.rotation.y = 0;
this.updatePlaneMaterial(0xAA0000);
break;
case PlaneOrientation.VERTICAL_BELOW:
this.intersectionPlane.rotation.x = Math.PI / 2;
this.intersectionPlane.rotation.y = 0;
this.updatePlaneMaterial(0xAA0000);
break;
case PlaneOrientation.HORIZONTAL_FRONT:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = 0;
this.updatePlaneMaterial(0x00AA00);
break;
case PlaneOrientation.HORIZONTAL_BEHIND:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = Math.PI;
this.updatePlaneMaterial(0x00AA00);
break;
case PlaneOrientation.HORIZONTAL_RIGHT:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = Math.PI / 2;
this.updatePlaneMaterial(0x0000AA);
break;
case PlaneOrientation.HORIZONTAL_LEFT:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = -Math.PI / 2;
this.updatePlaneMaterial(0x0000AA);
break;
if (!this.planeLocked) {
this.currentOrientation = this.determinePlaneOrientation(camera);
}
this.updateIntersectionPlaneOrientation()
//Restrict plane position to the new bounds and update it
this.planePosition = Math.max(this.getMinOffset(), Math.min(this.getMaxOffset(), this.planePosition));
@@ -218,4 +188,69 @@ export class IntersectionPlaneService {
public getMinOffset(): number {
return this.getMaxOffset() * -1;
}
/**
* Gets the current plane orientation
*/
public getCurrentOrientation(): PlaneOrientation {
return this.currentOrientation;
}
/**
* Sets the plane orientation manually
*/
public setPlaneOrientation(orientation: PlaneOrientation): void {
this.currentOrientation = orientation;
this.updateIntersectionPlaneOrientation();
this.updatePlanePosition(this.planePosition);
}
private updateIntersectionPlaneOrientation() {
switch (this.currentOrientation) {
case PlaneOrientation.VERTICAL_ABOVE:
this.intersectionPlane.rotation.x = -Math.PI / 2;
this.intersectionPlane.rotation.y = 0;
this.updatePlaneMaterial(0xAA0000);
break;
case PlaneOrientation.VERTICAL_BELOW:
this.intersectionPlane.rotation.x = Math.PI / 2;
this.intersectionPlane.rotation.y = 0;
this.updatePlaneMaterial(0xAA0000);
break;
case PlaneOrientation.HORIZONTAL_FRONT:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = 0;
this.updatePlaneMaterial(0x00AA00);
break;
case PlaneOrientation.HORIZONTAL_BEHIND:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = Math.PI;
this.updatePlaneMaterial(0x00AA00);
break;
case PlaneOrientation.HORIZONTAL_RIGHT:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = Math.PI / 2;
this.updatePlaneMaterial(0x0000AA);
break;
case PlaneOrientation.HORIZONTAL_LEFT:
this.intersectionPlane.rotation.x = 0;
this.intersectionPlane.rotation.y = -Math.PI / 2;
this.updatePlaneMaterial(0x0000AA);
break;
}
}
/**
* Gets whether the plane orientation is locked
*/
public isPlaneLocked(): boolean {
return this.planeLocked;
}
/**
* Sets whether the plane orientation is locked
*/
public setPlaneLocked(locked: boolean): void {
this.planeLocked = locked;
}
}
@@ -1,24 +1,69 @@
import { Injectable } from '@angular/core';
import {Injectable} from '@angular/core';
import * as THREE from 'three';
import { RendererService } from './renderer.service';
import {RendererService} from './renderer.service';
/**
* Service responsible for creating and managing the player model
*/
@Injectable({
providedIn: 'root'
})
export class PlayerModelService {
private playerModel!: THREE.Group;
private skinTexture!: THREE.Texture;
private textureLoaded = false;
constructor(private rendererService: RendererService) {}
constructor(private rendererService: RendererService) {
}
/**
* Creates a simple player model and adds it to the scene
* Loads a Minecraft skin texture from a URL
* @param textureUrl The URL of the skin texture to load
* @returns A promise that resolves when the texture is loaded
*/
loadSkinTexture(textureUrl: string): Promise<void> {
return new Promise((resolve) => {
const loader = new THREE.TextureLoader();
loader.load(textureUrl, (texture) => {
// Set texture parameters
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
this.skinTexture = texture;
this.textureLoaded = true;
// If the player model already exists, rebuild it with textures
if (this.playerModel) {
// Remove old model
this.rendererService.scene.remove(this.playerModel);
// Create new model with textures
this.createPlayerModel();
}
resolve();
});
});
}
/**
* Creates a player model with Minecraft-style textures and adds it to the scene
*/
createPlayerModel(): THREE.Group {
this.playerModel = new THREE.Group();
if (this.textureLoaded) {
// Create textured model if texture is loaded
this.createTexturedPlayerModel();
} else {
// Create simple colored model if no texture is loaded
this.createSimplePlayerModel();
}
this.playerModel.renderOrder = 0;
this.rendererService.scene.add(this.playerModel);
return this.playerModel;
}
/**
* Creates a simple colored player model (without textures)
*/
private createSimplePlayerModel(): void {
// Head
const headGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const headMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
@@ -56,16 +101,154 @@ export class PlayerModelService {
const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
rightLeg.position.set(0.125, 0.15, 0);
this.playerModel.add(rightLeg);
this.rendererService.scene.add(this.playerModel);
return this.playerModel;
}
/**
* Gets the player model
* Creates a textured player model using the Minecraft skin
*/
getPlayerModel(): THREE.Group {
return this.playerModel;
private createTexturedPlayerModel(): void {
// Create the player with properly mapped textures
// Head - 8x8x8 pixels in the texture
this.playerModel.add(this.createBoxWithUvMapping(
0.5, 0.5, 0.5, // width, height, depth
[
{x: 8, y: 0, w: 8, h: 8}, // top
{x: 16, y: 0, w: 8, h: 8}, // bottom
{x: 16, y: 8, w: 8, h: 8}, // right
{x: 0, y: 8, w: 8, h: 8}, // left
{x: 8, y: 8, w: 8, h: 8}, // front
{x: 24, y: 8, w: 8, h: 8} // back
],
{x: 0, y: 1.35, z: 0} // position
));
// Body - 8x12x4 pixels in the texture
this.playerModel.add(this.createBoxWithUvMapping(
0.5, 0.7, 0.25, // width, height, depth
[
{x: 20, y: 16, w: 8, h: 4}, // top
{x: 28, y: 16, w: 8, h: 4}, // bottom
{x: 28, y: 20, w: 4, h: 12}, // right
{x: 16, y: 20, w: 4, h: 12}, // left
{x: 20, y: 20, w: 8, h: 12}, // front
{x: 32, y: 20, w: 8, h: 12} // back
],
{x: 0, y: 0.75, z: 0} // position
));
// Left Arm - 4x12x4 pixels in the texture
this.playerModel.add(this.createBoxWithUvMapping(
0.2, 0.7, 0.25, // width, height, depth
[
{x: 44, y: 16, w: 4, h: 4}, // top
{x: 48, y: 16, w: 4, h: 4}, // bottom
{x: 48, y: 20, w: 4, h: 12}, // right
{x: 40, y: 20, w: 4, h: 12}, // left
{x: 44, y: 20, w: 4, h: 12}, // front
{x: 52, y: 20, w: 4, h: 12} // back
],
{x: -0.35, y: 0.75, z: 0} // position
));
// Right Arm - 4x12x4 pixels in the texture
this.playerModel.add(this.createBoxWithUvMapping(
0.2, 0.7, 0.25, // width, height, depth
[
{x: 44, y: 16, w: 4, h: 4}, // top - mirror of left arm
{x: 48, y: 16, w: 4, h: 4}, // bottom - mirror of left arm
{x: 40, y: 20, w: 4, h: 12}, // right - mirror of left arm's left
{x: 48, y: 20, w: 4, h: 12}, // left - mirror of left arm's right
{x: 44, y: 20, w: 4, h: 12}, // front - same as left arm
{x: 52, y: 20, w: 4, h: 12} // back - same as left arm
],
{x: 0.35, y: 0.75, z: 0} // position
));
// Left Leg - 4x12x4 pixels in the texture
this.playerModel.add(this.createBoxWithUvMapping(
0.26, 0.7, 0.26, // width, height, depth
[
{x: 4, y: 16, w: 4, h: 4}, // top
{x: 8, y: 16, w: 4, h: 4}, // bottom
{x: 8, y: 20, w: 4, h: 12}, // right
{x: 0, y: 20, w: 4, h: 12}, // left
{x: 4, y: 20, w: 4, h: 12}, // front
{x: 12, y: 20, w: 4, h: 12} // back
],
{x: -0.125, y: 0.15, z: 0} // position
));
// Right Leg - 4x12x4 pixels in the texture
this.playerModel.add(this.createBoxWithUvMapping(
0.26, 0.7, 0.26, // width, height, depth
[
{x: 4, y: 16, w: 4, h: 4}, // top - mirror of left leg
{x: 8, y: 16, w: 4, h: 4}, // bottom - mirror of left leg
{x: 0, y: 20, w: 4, h: 12}, // right - mirror of left leg's left
{x: 8, y: 20, w: 4, h: 12}, // left - mirror of left leg's right
{x: 4, y: 20, w: 4, h: 12}, // front - same as left leg
{x: 12, y: 20, w: 4, h: 12} // back - same as left leg
],
{x: 0.125, y: 0.15, z: 0} // position
));
}
/**
* Creates a box with proper UV mapping for a Minecraft character part
* @param width Width of the box
* @param height Height of the box
* @param depth Depth of the box
* @param uvMapping Array of UV coordinates for each face (top, bottom, right, left, front, back)
* @param position Position of the box
* @returns THREE.Mesh with properly mapped textures
*/
private createBoxWithUvMapping(
width: number,
height: number,
depth: number,
uvMapping: Array<{ x: number, y: number, w: number, h: number }>,
position: { x: number, y: number, z: number }
): THREE.Mesh {
const geometry = new THREE.BoxGeometry(width, height, depth);
// Remap the custom face order to BoxGeometry face order: px, nx, py, ny, pz, nz
const faceOrder = [2, 3, 0, 1, 4, 5]; // right, left, top, bottom, front, back
const textureWidth = 64;
const textureHeight = 64;
const uv = geometry.attributes['uv'];
for (let i = 0; i < 6; i++) {
const face = uvMapping[faceOrder[i]];
const x1 = face.x / textureWidth;
const y1 = 1 - face.y / textureHeight;
const x2 = (face.x + face.w) / textureWidth;
const y2 = 1 - (face.y + face.h) / textureHeight;
let uvs: [number, number][] = [
[x1, y1], // top-left
[x2, y1], // top-right
[x1, y2], // bottom-left
[x2, y2] // bottom-right
];
const uvOffset = i * 8;
for (let j = 0; j < 4; j++) {
uv.array[uvOffset + j * 2] = uvs[j][0];
uv.array[uvOffset + j * 2 + 1] = uvs[j][1];
}
}
uv.needsUpdate = true;
const material = new THREE.MeshBasicMaterial({
map: this.skinTexture,
transparent: true,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(position.x, position.y, position.z);
return mesh;
}
}
@@ -1,6 +1,6 @@
import { ElementRef, Injectable } from '@angular/core';
import {ElementRef, Injectable} from '@angular/core';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js';
/**
* Service responsible for managing the Three.js rendering environment
@@ -24,11 +24,11 @@ export class RendererService {
// Get container dimensions
const containerWidth = container.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
const containerHeight = container.nativeElement.clientHeight;
// Create camera
this.camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 0.1, 1000);
this.camera.position.set(0, 1, 3);
this.camera.position.set(-1, 2, 3);
this.camera.lookAt(0, 1, 0);
// Create renderer
@@ -45,8 +45,8 @@ export class RendererService {
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.05;
this.controls.minDistance = 2;
this.controls.maxDistance = 10;
this.controls.minDistance = 0.5;
this.controls.maxDistance = 4;
this.controls.target.set(0, 1, 0);
this.controls.update();