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| import {	BufferAttribute,	BufferGeometry,	DoubleSide,	FileLoader,	Group,	Loader,	Mesh,	MeshBasicMaterial,	RawShaderMaterial,	TextureLoader,	Quaternion,	Vector3} from '../../../build/three.module.js';import * as fflate from '../libs/fflate.module.js';class TiltLoader extends Loader {	load( url, onLoad, onProgress, onError ) {		const scope = this;		const loader = new FileLoader( this.manager );		loader.setPath( this.path );		loader.setResponseType( 'arraybuffer' );		loader.setWithCredentials( this.withCredentials );		loader.load( url, function ( buffer ) {			try {				onLoad( scope.parse( buffer ) );			} catch ( e ) {				if ( onError ) {					onError( e );				} else {					console.error( e );				}				scope.manager.itemError( url );			}		}, onProgress, onError );	}	parse( buffer ) {		const group = new Group();		// https://docs.google.com/document/d/11ZsHozYn9FnWG7y3s3WAyKIACfbfwb4PbaS8cZ_xjvo/edit#		const zip = fflate.unzipSync( new Uint8Array( buffer.slice( 16 ) ) );		/*		const thumbnail = zip[ 'thumbnail.png' ].buffer;		const img = document.createElement( 'img' );		img.src = URL.createObjectURL( new Blob( [ thumbnail ] ) );		document.body.appendChild( img );		*/		const metadata = JSON.parse( fflate.strFromU8( zip[ 'metadata.json' ] ) );		/*		const blob = new Blob( [ zip[ 'data.sketch' ].buffer ], { type: 'application/octet-stream' } );		window.open( URL.createObjectURL( blob ) );		*/		const data = new DataView( zip[ 'data.sketch' ].buffer );		const num_strokes = data.getInt32( 16, true );		const brushes = {};		let offset = 20;		for ( let i = 0; i < num_strokes; i ++ ) {			const brush_index = data.getInt32( offset, true );			const brush_color = [				data.getFloat32( offset + 4, true ),				data.getFloat32( offset + 8, true ),				data.getFloat32( offset + 12, true ),				data.getFloat32( offset + 16, true )			];			const brush_size = data.getFloat32( offset + 20, true );			const stroke_mask = data.getUint32( offset + 24, true );			const controlpoint_mask = data.getUint32( offset + 28, true );			let offset_stroke_mask = 0;			let offset_controlpoint_mask = 0;			for ( let j = 0; j < 4; j ++ ) {				// TOFIX: I don't understand these masks yet				const byte = 1 << j;				if ( ( stroke_mask & byte ) > 0 ) offset_stroke_mask += 4;				if ( ( controlpoint_mask & byte ) > 0 ) offset_controlpoint_mask += 4;			}			// console.log( { brush_index, brush_color, brush_size, stroke_mask, controlpoint_mask } );			// console.log( offset_stroke_mask, offset_controlpoint_mask );			offset = offset + 28 + offset_stroke_mask + 4; // TOFIX: This is wrong			const num_control_points = data.getInt32( offset, true );			// console.log( { num_control_points } );			const positions = new Float32Array( num_control_points * 3 );			const quaternions = new Float32Array( num_control_points * 4 );			offset = offset + 4;			for ( let j = 0, k = 0; j < positions.length; j += 3, k += 4 ) {				positions[ j + 0 ] = data.getFloat32( offset + 0, true );				positions[ j + 1 ] = data.getFloat32( offset + 4, true );				positions[ j + 2 ] = data.getFloat32( offset + 8, true );				quaternions[ k + 0 ] = data.getFloat32( offset + 12, true );				quaternions[ k + 1 ] = data.getFloat32( offset + 16, true );				quaternions[ k + 2 ] = data.getFloat32( offset + 20, true );				quaternions[ k + 3 ] = data.getFloat32( offset + 24, true );				offset = offset + 28 + offset_controlpoint_mask; // TOFIX: This is wrong			}			if ( brush_index in brushes === false ) {				brushes[ brush_index ] = [];			}			brushes[ brush_index ].push( [ positions, quaternions, brush_size, brush_color ] );		}		for ( const brush_index in brushes ) {			const geometry = new StrokeGeometry( brushes[ brush_index ] );			const material = getMaterial( metadata.BrushIndex[ brush_index ] );			group.add( new Mesh( geometry, material ) );		}		return group;	}}class StrokeGeometry extends BufferGeometry {	constructor( strokes ) {		super();		const vertices = [];		const colors = [];		const uvs = [];		const position = new Vector3();		const prevPosition = new Vector3();		const quaternion = new Quaternion();		const prevQuaternion = new Quaternion();		const vector1 = new Vector3();		const vector2 = new Vector3();		const vector3 = new Vector3();		const vector4 = new Vector3();		// size = size / 2;		for ( const k in strokes ) {			const stroke = strokes[ k ];			const positions = stroke[ 0 ];			const quaternions = stroke[ 1 ];			const size = stroke[ 2 ];			const color = stroke[ 3 ];			prevPosition.fromArray( positions, 0 );			prevQuaternion.fromArray( quaternions, 0 );			for ( let i = 3, j = 4, l = positions.length; i < l; i += 3, j += 4 ) {				position.fromArray( positions, i );				quaternion.fromArray( quaternions, j );				vector1.set( - size, 0, 0 );				vector1.applyQuaternion( quaternion );				vector1.add( position );				vector2.set( size, 0, 0 );				vector2.applyQuaternion( quaternion );				vector2.add( position );				vector3.set( size, 0, 0 );				vector3.applyQuaternion( prevQuaternion );				vector3.add( prevPosition );				vector4.set( - size, 0, 0 );				vector4.applyQuaternion( prevQuaternion );				vector4.add( prevPosition );				vertices.push( vector1.x, vector1.y, - vector1.z );				vertices.push( vector2.x, vector2.y, - vector2.z );				vertices.push( vector4.x, vector4.y, - vector4.z );				vertices.push( vector2.x, vector2.y, - vector2.z );				vertices.push( vector3.x, vector3.y, - vector3.z );				vertices.push( vector4.x, vector4.y, - vector4.z );				prevPosition.copy( position );				prevQuaternion.copy( quaternion );				colors.push( ...color );				colors.push( ...color );				colors.push( ...color );				colors.push( ...color );				colors.push( ...color );				colors.push( ...color );				const p1 = i / l;				const p2 = ( i - 3 ) / l;				uvs.push( p1, 0 );				uvs.push( p1, 1 );				uvs.push( p2, 0 );				uvs.push( p1, 1 );				uvs.push( p2, 1 );				uvs.push( p2, 0 );			}		}		this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );		this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 4 ) );		this.setAttribute( 'uv', new BufferAttribute( new Float32Array( uvs ), 2 ) );	}}const BRUSH_LIST_ARRAY = {	'89d104cd-d012-426b-b5b3-bbaee63ac43c': 'Bubbles',	'700f3aa8-9a7c-2384-8b8a-ea028905dd8c': 'CelVinyl',	'0f0ff7b2-a677-45eb-a7d6-0cd7206f4816': 'ChromaticWave',	'1161af82-50cf-47db-9706-0c3576d43c43': 'CoarseBristles',	'79168f10-6961-464a-8be1-57ed364c5600': 'CoarseBristlesSingleSided',	'1caa6d7d-f015-3f54-3a4b-8b5354d39f81': 'Comet',	'c8313697-2563-47fc-832e-290f4c04b901': 'DiamondHull',	'4391aaaa-df73-4396-9e33-31e4e4930b27': 'Disco',	'd1d991f2-e7a0-4cf1-b328-f57e915e6260': 'DotMarker',	'6a1cf9f9-032c-45ec-9b1d-a6680bee30f7': 'Dots',	'0d3889f3-3ede-470c-8af4-f44813306126': 'DoubleTaperedFlat',	'0d3889f3-3ede-470c-8af4-de4813306126': 'DoubleTaperedMarker',	'd0262945-853c-4481-9cbd-88586bed93cb': 'DuctTape',	'3ca16e2f-bdcd-4da2-8631-dcef342f40f1': 'DuctTapeSingleSided',	'f6e85de3-6dcc-4e7f-87fd-cee8c3d25d51': 'Electricity',	'02ffb866-7fb2-4d15-b761-1012cefb1360': 'Embers',	'cb92b597-94ca-4255-b017-0e3f42f12f9e': 'Fire',	'2d35bcf0-e4d8-452c-97b1-3311be063130': 'Flat',	'55303bc4-c749-4a72-98d9-d23e68e76e18': 'FlatDeprecated',	'280c0a7a-aad8-416c-a7d2-df63d129ca70': 'FlatSingleSided',	'cf019139-d41c-4eb0-a1d0-5cf54b0a42f3': 'Highlighter',	'6a1cf9f9-032c-45ec-9b6e-a6680bee32e9': 'HyperGrid',	'dce872c2-7b49-4684-b59b-c45387949c5c': 'Hypercolor',	'e8ef32b1-baa8-460a-9c2c-9cf8506794f5': 'HypercolorSingleSided',	'2f212815-f4d3-c1a4-681a-feeaf9c6dc37': 'Icing',	'f5c336cf-5108-4b40-ade9-c687504385ab': 'Ink',	'c0012095-3ffd-4040-8ee1-fc180d346eaa': 'InkSingleSided',	'4a76a27a-44d8-4bfe-9a8c-713749a499b0': 'Leaves',	'ea19de07-d0c0-4484-9198-18489a3c1487': 'LeavesSingleSided',	'2241cd32-8ba2-48a5-9ee7-2caef7e9ed62': 'Light',	'4391aaaa-df81-4396-9e33-31e4e4930b27': 'LightWire',	'd381e0f5-3def-4a0d-8853-31e9200bcbda': 'Lofted',	'429ed64a-4e97-4466-84d3-145a861ef684': 'Marker',	'79348357-432d-4746-8e29-0e25c112e3aa': 'MatteHull',	'b2ffef01-eaaa-4ab5-aa64-95a2c4f5dbc6': 'NeonPulse',	'f72ec0e7-a844-4e38-82e3-140c44772699': 'OilPaint',	'c515dad7-4393-4681-81ad-162ef052241b': 'OilPaintSingleSided',	'f1114e2e-eb8d-4fde-915a-6e653b54e9f5': 'Paper',	'759f1ebd-20cd-4720-8d41-234e0da63716': 'PaperSingleSided',	'e0abbc80-0f80-e854-4970-8924a0863dcc': 'Petal',	'c33714d1-b2f9-412e-bd50-1884c9d46336': 'Plasma',	'ad1ad437-76e2-450d-a23a-e17f8310b960': 'Rainbow',	'faaa4d44-fcfb-4177-96be-753ac0421ba3': 'ShinyHull',	'70d79cca-b159-4f35-990c-f02193947fe8': 'Smoke',	'd902ed8b-d0d1-476c-a8de-878a79e3a34c': 'Snow',	'accb32f5-4509-454f-93f8-1df3fd31df1b': 'SoftHighlighter',	'cf7f0059-7aeb-53a4-2b67-c83d863a9ffa': 'Spikes',	'8dc4a70c-d558-4efd-a5ed-d4e860f40dc3': 'Splatter',	'7a1c8107-50c5-4b70-9a39-421576d6617e': 'SplatterSingleSided',	'0eb4db27-3f82-408d-b5a1-19ebd7d5b711': 'Stars',	'44bb800a-fbc3-4592-8426-94ecb05ddec3': 'Streamers',	'0077f88c-d93a-42f3-b59b-b31c50cdb414': 'Taffy',	'b468c1fb-f254-41ed-8ec9-57030bc5660c': 'TaperedFlat',	'c8ccb53d-ae13-45ef-8afb-b730d81394eb': 'TaperedFlatSingleSided',	'd90c6ad8-af0f-4b54-b422-e0f92abe1b3c': 'TaperedMarker',	'1a26b8c0-8a07-4f8a-9fac-d2ef36e0cad0': 'TaperedMarker_Flat',	'75b32cf0-fdd6-4d89-a64b-e2a00b247b0f': 'ThickPaint',	'fdf0326a-c0d1-4fed-b101-9db0ff6d071f': 'ThickPaintSingleSided',	'4391385a-df73-4396-9e33-31e4e4930b27': 'Toon',	'a8fea537-da7c-4d4b-817f-24f074725d6d': 'UnlitHull',	'd229d335-c334-495a-a801-660ac8a87360': 'VelvetInk',	'10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab': 'Waveform',	'b67c0e81-ce6d-40a8-aeb0-ef036b081aa3': 'WetPaint',	'dea67637-cd1a-27e4-c9b1-52f4bbcb84e5': 'WetPaintSingleSided',	'5347acf0-a8e2-47b6-8346-30c70719d763': 'WigglyGraphite',	'e814fef1-97fd-7194-4a2f-50c2bb918be2': 'WigglyGraphiteSingleSided',	'4391385a-cf83-4396-9e33-31e4e4930b27': 'Wire'};const common = {	'colors': {		'BloomColor': `			vec3 BloomColor(vec3 color, float gain) {				// Guarantee that there's at least a little bit of all 3 channels.				// This makes fully-saturated strokes (which only have 2 non-zero				// color channels) eventually clip to white rather than to a secondary.				float cmin = length(color.rgb) * .05;				color.rgb = max(color.rgb, vec3(cmin, cmin, cmin));				// If we try to remove this pow() from .a, it brightens up				// pressure-sensitive strokes; looks better as-is.				color = pow(color, vec3(2.2));				color.rgb *= 2. * exp(gain * 10.);				return color;			}		`,		'LinearToSrgb': `			vec3 LinearToSrgb(vec3 color) {				// Approximation http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html				vec3 linearColor = color.rgb;				vec3 S1 = sqrt(linearColor);				vec3 S2 = sqrt(S1);				vec3 S3 = sqrt(S2);				color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * linearColor;				return color;			}		`,		'hsv': `			// uniform sampler2D lookupTex;			vec4 lookup(vec4 textureColor) {				return textureColor;			}			vec3 lookup(vec3 textureColor) {				return textureColor;			}			vec3 hsv2rgb( vec3 hsv ) {				vec3 rgb = clamp( abs(mod(hsv.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );				return hsv.z * mix( vec3(1.0), rgb, hsv.y);			}			vec3 rgb2hsv( vec3 rgb ) {				vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);				vec4 p = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));				vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));				float d = q.x - min(q.w, q.y);				float e = 1.0e-10;				return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);			}		`,		'SrgbToLinear': `			vec3 SrgbToLinear(vec3 color) {				// Approximation http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html				vec3 sRGB = color.rgb;				color.rgb = sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);				return color;			}		`	}};let shaders = null;function getShaders() {	if ( shaders === null ) {		const loader = new TextureLoader().setPath( './textures/tiltbrush/' );		shaders = {			'Light': {				uniforms: {					mainTex: { value: loader.load( 'Light.webp' ) },					alphaTest: { value: 0.067 },					emission_gain: { value: 0.45 },					alpha: { value: 1 },				},				vertexShader: `					precision highp float;					precision highp int;					attribute vec2 uv;					attribute vec4 color;					attribute vec3 position;					uniform mat4 modelMatrix;					uniform mat4 modelViewMatrix;					uniform mat4 projectionMatrix;					uniform mat4 viewMatrix;					uniform mat3 normalMatrix;					uniform vec3 cameraPosition;					varying vec2 vUv;					varying vec3 vColor;					${ common.colors.LinearToSrgb }					${ common.colors.hsv }					void main() {						vUv = uv;						vColor = lookup(color.rgb);						vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );						gl_Position = projectionMatrix * mvPosition;					}				`,				fragmentShader: `					precision highp float;					precision highp int;					uniform float emission_gain;					uniform sampler2D mainTex;					uniform float alphaTest;					varying vec2 vUv;					varying vec3 vColor;					${ common.colors.BloomColor }					${ common.colors.SrgbToLinear }					void main(){						vec4 col = texture2D(mainTex, vUv);						vec3 color = vColor;						color = BloomColor(color, emission_gain);						color = color * col.rgb;						color = color * col.a;						color = SrgbToLinear(color);						gl_FragColor = vec4(color, 1.0);					}				`,				side: 2,				transparent: true,				depthFunc: 2,				depthWrite: true,				depthTest: false,				blending: 5,				blendDst: 201,				blendDstAlpha: 201,				blendEquation: 100,				blendEquationAlpha: 100,				blendSrc: 201,				blendSrcAlpha: 201,			}		};	}	return shaders;}function getMaterial( GUID ) {	const name = BRUSH_LIST_ARRAY[ GUID ];	switch ( name ) {		case 'Light':			return new RawShaderMaterial( getShaders().Light );		default:			return new MeshBasicMaterial( { vertexColors: true, side: DoubleSide } );	}}export { TiltLoader };
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