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https://github.com/duckietm/Nitro-Cool-UI-Renderer.git
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WiP Camera
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@ -1,13 +1,15 @@
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import { IGraphicAsset } from '@nitrots/api';
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import { TextureUtils } from '@nitrots/utils';
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import { Container, Matrix, Sprite, Texture } from 'pixi.js';
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import * as PIXI from 'pixi.js';
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import { FurnitureAnimatedVisualization } from './FurnitureAnimatedVisualization';
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console.log('Pixi.js Version at import:', PIXI.VERSION);
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export class IsometricImageFurniVisualization extends FurnitureAnimatedVisualization {
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protected static THUMBNAIL: string = 'THUMBNAIL';
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private _thumbnailAssetNameNormal: string;
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private _thumbnailImageNormal: Texture;
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private _thumbnailImageNormal: PIXI.Texture;
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private _thumbnailDirection: number;
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private _thumbnailChanged: boolean;
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protected _hasOutline: boolean;
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@ -19,14 +21,14 @@ export class IsometricImageFurniVisualization extends FurnitureAnimatedVisualiza
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this._thumbnailImageNormal = null;
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this._thumbnailDirection = -1;
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this._thumbnailChanged = false;
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this._hasOutline = false;
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this._hasOutline = false; // Disable outline for simplicity
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}
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public get hasThumbnailImage(): boolean {
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return !!this._thumbnailImageNormal;
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}
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public setThumbnailImages(k: Texture): void {
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public setThumbnailImages(k: PIXI.Texture): void {
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this._thumbnailImageNormal = k;
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this._thumbnailChanged = true;
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}
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@ -34,13 +36,11 @@ export class IsometricImageFurniVisualization extends FurnitureAnimatedVisualiza
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protected updateModel(scale: number): boolean {
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const flag = super.updateModel(scale);
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// Example: apply color tint for testing.
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if (this.object && this.object.model) {
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if (this.direction === 2) this.object.model.setValue('furniture_color', 0xFF0000);
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else if (this.direction === 4) this.object.model.setValue('furniture_color', 0x0000FF);
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}
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// Only refresh thumbnail if something changed or the direction changed.
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if (!this._thumbnailChanged && (this._thumbnailDirection === this.direction))
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return flag;
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@ -62,7 +62,7 @@ export class IsometricImageFurniVisualization extends FurnitureAnimatedVisualiza
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this._thumbnailDirection = this.direction;
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}
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private addThumbnailAsset(k: Texture, scale: number): void {
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private addThumbnailAsset(k: PIXI.Texture, scale: number): void {
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if (!k) {
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console.warn('addThumbnailAsset called with null/undefined texture. Skipping.');
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return;
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@ -101,76 +101,89 @@ export class IsometricImageFurniVisualization extends FurnitureAnimatedVisualiza
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}
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}
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protected generateTransformedThumbnail(texture: Texture, asset: IGraphicAsset): Texture {
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// 1) If an outline is needed, generate it.
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if (this._hasOutline) {
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const outlineContainer = new Container();
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const background = new Sprite(Texture.WHITE);
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background.tint = 0x000000;
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background.width = texture.width + 40;
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background.height = texture.height + 40;
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protected generateTransformedThumbnail(texture: PIXI.Texture, asset: IGraphicAsset): PIXI.Texture {
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console.log('Entering generateTransformedThumbnail');
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console.log('Initial texture dimensions:', texture.width, 'x', texture.height);
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console.log('Asset dimensions:', asset.width, 'x', asset.height);
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const sprite = new Sprite(texture);
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sprite.x = (background.width - sprite.width) / 2;
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sprite.y = (background.height - sprite.height) / 2;
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outlineContainer.addChild(background, sprite);
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// 1) Scale the texture to 320x320, then to 64x64
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const targetWidth = 64;
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const targetHeight = 64;
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let workingTexture = texture;
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// Generate a new texture that includes the outline.
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texture = TextureUtils.generateTexture(outlineContainer);
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}
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// Ensure texture is 320x320
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if (texture.width !== 320 || texture.height !== 320) {
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const scaleContainer = new PIXI.Container();
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const scaleSprite = new PIXI.Sprite(texture);
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scaleSprite.width = 320;
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scaleSprite.height = 320;
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scaleContainer.addChild(scaleSprite);
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workingTexture = TextureUtils.generateTexture(scaleContainer, 320, 320);
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console.log('Scaled texture to 320x320:', workingTexture.width, 'x', workingTexture.height);
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}
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// 2) Set the texture's intended dimensions.
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texture.orig.width = asset.width;
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texture.orig.height = asset.height;
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// Scale to 64x64
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const scaleFactor = targetWidth / workingTexture.width; // 64/320 = 0.2
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const scaledContainer = new PIXI.Container();
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const scaledSprite = new PIXI.Sprite(workingTexture);
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scaledSprite.scale.set(scaleFactor, scaleFactor); // Scale to 64x64
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scaledContainer.addChild(scaledSprite);
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workingTexture = TextureUtils.generateTexture(scaledContainer, targetWidth, targetHeight);
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console.log('Scaled texture to 64x64:', workingTexture.width, 'x', workingTexture.height);
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// 3) Build the matrix (same as your original logic).
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// Default matrix: (a=1, b=0, c=0, d=1, tx=0, ty=0)
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const matrix = new Matrix();
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// 2) Apply trapezoid transformation: (0,0), (64,30), (64,64), (0,34)
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if (this.direction === 4) {
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const sprite = new PIXI.Sprite(workingTexture);
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const container = new PIXI.Container();
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container.addChild(sprite);
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// Apply the trapezoid transformation
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const points = [
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new PIXI.Point(0, 0),
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new PIXI.Point(64, 30),
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new PIXI.Point(64, 64),
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new PIXI.Point(0, 34),
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];
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const graphics = new PIXI.Graphics();
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graphics.beginFill(0xFFFFFF);
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graphics.drawPolygon(points);
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graphics.endFill();
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container.addChild(graphics);
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container.mask = graphics;
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const bounds = container.getBounds();
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console.log('Container bounds before render:', bounds.width, 'x', bounds.height);
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const finalTexture = TextureUtils.generateTexture(container, targetWidth, targetHeight);
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console.log('Final texture dimensions:', finalTexture.width, 'x', finalTexture.height);
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return finalTexture;
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} else {
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// Original matrix transformation for cases 0 and 2
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const matrix = new PIXI.Matrix();
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switch (this.direction) {
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case 2:
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matrix.b = -0.5; // negative skew
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matrix.d /= 1.6; // flatten vertically
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matrix.ty = 0.5 * texture.width; // shift downward
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break;
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case 0:
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case 4:
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matrix.b = 0.5; // positive skew
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case 2:
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matrix.b = 0.5; // Positive skew
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matrix.d /= 1.6;
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matrix.tx = -0.5; // shift left
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matrix.tx = -0.5; // Shift left
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break;
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default:
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break;
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}
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// 4) Decompose the matrix.
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const rotation = Math.atan2(matrix.b, matrix.a);
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const scaleX = Math.sqrt(matrix.a * matrix.a + matrix.b * matrix.b);
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const scaleY = matrix.d;
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const tx = matrix.tx;
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const ty = matrix.ty;
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const sprite = new PIXI.Sprite(workingTexture);
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sprite.position.set(matrix.tx, matrix.ty);
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sprite.scale.set(matrix.a, matrix.d);
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sprite.skew.set(matrix.b, matrix.c);
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// 5) Create a sprite from the texture.
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const finalSprite = new Sprite(texture);
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// Set the anchor to center to ease flipping.
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finalSprite.anchor.set(0.5, 0.5);
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// 6) Apply the decomposed transform.
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// Since our anchor is center, add half of the texture's width/height.
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finalSprite.x = tx + texture.width / 2;
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finalSprite.y = ty + texture.height / 2;
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finalSprite.rotation = rotation;
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finalSprite.scale.set(scaleX, scaleY);
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console.log(
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'Manual override: direction', this.direction,
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'rotation =', finalSprite.rotation,
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'scale =', finalSprite.scale.x, finalSprite.scale.y,
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'position =', finalSprite.x, finalSprite.y
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);
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// 8) Wrap the sprite in a container and generate the final texture.
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const container = new Container();
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container.addChild(finalSprite);
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const container = new PIXI.Container();
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container.addChild(sprite);
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return TextureUtils.generateTexture(container);
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}
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}
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protected getSpriteAssetName(scale: number, layerId: number): string {
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if (
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