littlejsengine 1.22.0 → 1.23.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/littlejs.d.ts +633 -94
- package/dist/littlejs.esm.js +2203 -222
- package/dist/littlejs.esm.min.js +3 -3
- package/dist/littlejs.js +2190 -222
- package/dist/littlejs.min.js +2 -2
- package/dist/littlejs.release.js +716 -76
- package/package.json +1 -1
- package/plugins/lightSystem.js +8 -6
- package/plugins/parallax.js +174 -0
- package/plugins/particleEffects.js +37 -22
- package/plugins/pluginExport.js +8 -0
- package/plugins/render3d.js +15 -7
- package/plugins/render3dEditor.js +1021 -111
- package/plugins/render3dExtras.js +82 -21
- package/plugins/render3dLevel.js +300 -6
- package/src/engine.js +1 -1
- package/src/engineAudio.js +10 -2
- package/src/engineBuild.mjs +1 -0
- package/src/engineDraw.js +15 -3
- package/src/engineEditor.js +465 -36
- package/src/engineExport.js +5 -0
- package/src/engineInput.js +48 -6
- package/src/engineRelease.js +13 -2
- package/src/engineSettings.js +14 -0
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@@ -288,9 +288,11 @@ const editor3DSelection = new Set; // the ids of the selected objects
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// the type a click places
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/** @type {string|undefined} */
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let editor3DBrush;
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-
// the copied objects
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// the copied objects, and the size and box offset each had when it was copied
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/** @type {Array<Object>|undefined} */
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let editor3DClipboard;
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/** @type {Map<Object, {size: Vector3, offset: Vector3}>} */
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let editor3DClipboardBoxes = new Map;
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// the level's, each entry its object list and its parts, the scene and the blocks, before and after an edit
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let editor3DUndoList = [], editor3DRedoList = [];
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// the edit being made, a drag is one: the objects and the parts as they were before it, and painted when blocks
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@@ -309,7 +311,7 @@ const editor3DSelected = ()=> editor3DObjects().filter((o)=> editor3DSelection.h
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// the parts of a level beside its objects that the editor edits: its scene block and its map of blocks; each is
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// undone, autosaved, reset and saved as the objects are
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-
const editor3DLevelPartNames = ['scene', 'voxels', 'terrain'];
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const editor3DLevelPartNames = ['scene', 'voxels', 'terrain', 'prefabs'];
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// the last copy made of each part, as its text and the copy: a part that has not changed since is not copied
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// again, so undo steps share one copy of a terrain until it is sculpted; a copy is never changed
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@@ -413,12 +415,46 @@ const editor3DTurned = (object)=> editor3DRotation(object).lengthSquared() > 0;
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// the size of an object's box: what the game made for it says, a marker is 1 unit
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function editor3DSize(object)
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{
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const made = editor3DInstances.get(object.id);
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const made = editor3DInstances.get(object.id), box = editor3DPrefabBox(made);
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if (box) return box.size;
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if (!(made instanceof EngineObject3D) || !(made.mesh || made.tileInfo)) return vec3(1);
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const s = made.size3D, k = made.scale3D;
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return vec3(s.x * abs(k.x), s.y * abs(k.y), s.z * abs(k.z));
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}
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// the box around a prefab's instance in the world, the boxes of its parts together, as its middle and its size;
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// undefined for anything else, or an instance with nothing to see
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function editor3DPrefabBox(made)
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{
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if (!(made instanceof Prefab3D) || made.destroyed) return;
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const low = vec3(Infinity), high = vec3(-Infinity);
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for (const part of editor3DParts(made))
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{
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if (!(part instanceof EngineObject3D) || !(part.mesh || part.tileInfo)) continue;
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const bounds = part.mesh && (part.mesh.bounds || part.mesh.getBounds());
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const matrix = render3DObjectMatrix(part).copy().multiply(bounds ?
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buildMatrix(bounds.min.add(bounds.max).scale(.5), undefined, bounds.max.subtract(bounds.min)) :
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buildMatrix(vec3(), undefined, part.size3D));
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for (let i = 8; i--;)
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{
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const p = matrix.transformPoint(vec3(i & 1 ? .5 : -.5, i & 2 ? .5 : -.5, i & 4 ? .5 : -.5));
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for (const k of ['x', 'y', 'z'])
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low[k] = min(low[k], p[k]), high[k] = max(high[k], p[k]);
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}
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}
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// to the nearest part of the file's numbers, so a box worked out through a matrix reads as it was written
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const tidy = (v)=> vec3(editor3DRound(v.x), editor3DRound(v.y), editor3DRound(v.z));
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return low.x <= high.x ? {pos: tidy(low.add(high).scale(.5)), size: tidy(high.subtract(low))} : undefined;
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}
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// from an object's place to the middle of its box: nothing for a plain object, whose place is its middle, and for
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// a prefab's instance how far its origin is from the middle of its parts, as it is turned and sized now
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function editor3DBoxOffset(object)
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{
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const box = editor3DPrefabBox(editor3DInstances.get(object.id));
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return box ? box.pos.subtract(editor3DPos(object)) : vec3();
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}
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// every object gets an id of its own, a whole number: one without, or with one already used, gets a new one
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function editor3DFixIds(objects)
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{
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@@ -454,6 +490,12 @@ function editor3DLevelLoaded(level)
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editor3DSelection.clear();
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editor3DStroke = undefined;
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}
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if (!editor3DPrefabLevels.has(level) && editor3DPrefabStack.length)
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{
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// the game loaded a level while a prefab was open: what was open is gone with what it was opened from
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editor3DPrefabStack.length = 0;
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editor3DPrefabEdits = {};
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}
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editor3DLevel = level;
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editor3DInstances.clear();
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if (isArray(level.objects))
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@@ -493,7 +535,8 @@ function editor3DLevelLoaded(level)
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editor3DUndoList = record.undo;
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editor3DRedoList = record.redo;
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// an autosave the file already has, from a Save, goes; one of this file, or of the file a Save wrote, comes back
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// a prefab being edited has no autosave, and one of a level with the same objects is not its
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const saved = editor3DPrefabLevels.has(level) ? undefined : editor3DSaves()[record.key];
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if (saved && isArray(saved.objects) && editor3DSame(saved.objects, original) &&
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editor3DSame(editor3DLevelParts(saved), originalParts))
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editor3DAutosave(level);
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@@ -523,6 +566,7 @@ function editor3DPlaceInstance(made, object)
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made.scale3D = (level3DBaseScale.get(made) ?? vec3(1)).multiply(editor3DScale(object));
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made.velocity3D = vec3();
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made.angleVelocity3D = vec3();
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made instanceof Prefab3D && made.placeAt(editor3DPos(object)); // by its origin, and its parts go with it
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}
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// make an object's game object, again when it has one
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@@ -557,6 +601,24 @@ function editor3DSetObjects(list)
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made instanceof EngineObject3D && !made.destroyed;
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onlyMoved ? editor3DPlaceInstance(made, object) : editor3DMakeInstance(object);
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}
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editor3DShadowLight();
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}
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// the light that casts the shadows is the level's last Light that asks to, as it is after a load, whatever order
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// the edits made them in; a light of the game's own is left alone while no Light of the level asks
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function editor3DShadowLight()
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{
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if (!render3D) return;
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let light;
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for (const object of editor3DObjects())
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{
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const made = editor3DInstances.get(object.id);
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if (object.type === 'Light' && object.properties?.shadows === true && made instanceof Light3D && !made.destroyed)
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light = made;
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}
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const now = render3D.shadowLight;
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if (light || !now || now.destroyed || [...editor3DInstances.values()].some((made)=> made === now))
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render3D.shadowLight = light;
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}
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// change the level's objects as part of the edit being made: change edits a copy of the list; the changes until
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@@ -585,8 +647,30 @@ function editor3DSetPart(name, part)
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}
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else if (name === 'voxels')
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editor3DVoxelShow();
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else
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else if (name === 'terrain')
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editor3DTerrainShow();
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else
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editor3DPrefabsShow();
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}
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// bring the prefab types in line with the level's own prefabs, and make every instance again: a prefab the level
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// no longer has is no longer a type, one it has is added as level3DLoad adds it, and what a prefab makes is made
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// when its instance is, so each instance is made again
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function editor3DPrefabsShow()
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{
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if (editor3DPrefabLevels.has(editor3DLevel)) return; // inside a prefab, the prefabs are the level's
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const prefabs = editor3DLevelPart('prefabs') ?? {};
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for (const [name, prefab] of level3DPrefabs)
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{
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if (!prefab.fromLevel || prefabs[name]) continue;
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level3DPrefabs.delete(name);
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level3DTypes.delete(name);
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}
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level3DPrefabsAdd(prefabs);
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// every object of a prefab's type, one whose type was not there when the objects were set too
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for (const object of editor3DObjects())
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level3DPrefabs.has(object.type) && editor3DMakeInstance(object);
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editor3DShadowLight();
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}
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// make the level's parts these, the ones that differ
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editor3DSame(parts[name], editor3DLevelPart(name)) || editor3DSetPart(name, parts[name]);
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}
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// the stroke being made, started here with the level as it is when there is none: called before the level changes
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/** @return {{before: Array<Object>, parts: Object, painted?: boolean, sculpted?: boolean}} */
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function editor3DStrokeBegin()
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{ return editor3DStroke ||= {before: editor3DCopy(editor3DObjects()), parts: editor3DLevelParts()}; }
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// change a part of the level as part of the edit being made, as editor3DChange does its objects: change is given
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// a copy of the part, undefined when the level has none, and returns the new one, or undefined for none; false
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// when nothing changed
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if (!editor3DLevel || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
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const parts = editor3DLevelParts(), after = change(parts[name] && editor3DCopy(parts[name]));
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if (editor3DSame(parts[name], after)) return false;
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editor3DStrokeBegin();
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editor3DSetPart(name, after);
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return true;
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}
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const map = editor3DVoxelMap();
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if (!map || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
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if (!editor3DVoxelInside(map, cell) || map.getVoxel(cell) === type) return false;
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editor3DStroke.painted = true;
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editor3DStrokeBegin().painted = true;
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map.setVoxel(cell, type);
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return true;
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}
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// the level's terrain: the level's terrain block is the source of truth, the game's HeightMap follows it;
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// sculpting changes the game's map as it goes, and the stroke's end writes its heights into the level
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// the brush: its size across in world units,
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// the brush: its size across in world units, how strong it is, 0 to 1, which brush it is, sculpt, flatten or
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// paint, and the color it paints
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const editor3DTerrainBrush = {size: 8, strength: .5, mode: 'sculpt', color: '#8a6a4a'};
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const editor3DTerrainBrushes = ['sculpt', 'flatten', 'paint'];
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// the paint of the game's terrain map as it is being edited, {colors, cells} as level3DTerrainPaint gives it:
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// from the level, and ahead of it while a stroke paints
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const editor3DTerrainPaints = new WeakMap;
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function editor3DTerrainPaint(map)
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{
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let paint = editor3DTerrainPaints.get(map);
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if (!paint)
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{
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const samples = map.rows * map.columns;
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paint = level3DTerrainPaint(editor3DLevelPart('terrain'), samples) || {colors: [], cells: new Uint8Array(samples)};
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editor3DTerrainPaints.set(map, paint);
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}
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return paint;
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}
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// the next brush of the Terrain tool
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function editor3DTerrainNextBrush()
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{
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const brushes = editor3DTerrainBrushes;
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editor3DTerrainBrush.mode = brushes[(brushes.indexOf(editor3DTerrainBrush.mode) + 1) % brushes.length];
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}
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// the drag a press on the ground starts, by the brush and the keys held: sculpt raises, Shift lowers; flatten
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// brings the ground to the height pressed; paint colors it, Shift takes the paint off; Ctrl smooths with the two
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// that shape the ground
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function editor3DTerrainPress(point, shift, ctrl)
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{
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const map = editor3DTerrainMap(), brush = editor3DTerrainBrush.mode;
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if (!map) return;
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if (brush === 'paint')
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return {kind: 'terrain', mode: shift ? 'erase' : 'paint'};
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if (ctrl)
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return {kind: 'terrain', mode: 'smooth'};
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if (brush === 'flatten')
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return {kind: 'terrain', mode: 'flatten', level: clamp((point.y - map.pos3D.y) / map.height)};
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return {kind: 'terrain', mode: shift ? 'lower' : 'raise'};
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}
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// the mouse held on the ground with a terrain drag
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function editor3DTerrainDragTo(drag, point)
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{
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return drag.mode === 'paint' || drag.mode === 'erase' ? editor3DTerrainPaintAt(point, drag.mode === 'erase') :
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editor3DTerrainSculpt(point, drag.mode, editor3DSeconds, drag.level);
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}
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// paint the ground around a point with the brush's color, or take its paint off, as part of the edit being made:
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// every sample under the brush, in the game's map now and in the level when the stroke ends; false when nothing
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// changed, or when the terrain has all the colors it can keep, 255
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function editor3DTerrainPaintAt(point, erase=false)
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{
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const map = editor3DTerrainMap();
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if (!map || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
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const paint = editor3DTerrainPaint(map), hex = editor3DInputColor(editor3DTerrainBrush.color);
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let color = erase ? 0 : paint.colors.indexOf(hex) + 1;
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if (!erase && !color && paint.colors.length >= 255) return false;
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|
+
const radius = editor3DTerrainBrush.size / 2, rows = map.rows, columns = map.columns;
|
|
856
|
+
const stepX = map.mapSize.x / (columns - 1), stepZ = map.mapSize.y / (rows - 1);
|
|
857
|
+
const x0 = map.pos3D.x - map.mapSize.x / 2, z0 = map.pos3D.z - map.mapSize.y / 2;
|
|
858
|
+
let changed = false;
|
|
859
|
+
for (let r = 0; r < rows; ++r)
|
|
860
|
+
for (let c = 0; c < columns; ++c)
|
|
861
|
+
{
|
|
862
|
+
if (hypot(x0 + c * stepX - point.x, z0 + r * stepZ - point.z) >= radius) continue;
|
|
863
|
+
color ||= erase ? 0 : paint.colors.push(hex); // a new color joins the list with the first sample it paints
|
|
864
|
+
if (paint.cells[r * columns + c] === color) continue;
|
|
865
|
+
paint.cells[r * columns + c] = color;
|
|
866
|
+
changed = true;
|
|
867
|
+
}
|
|
868
|
+
if (!changed) return false;
|
|
869
|
+
editor3DStrokeBegin().sculpted = true;
|
|
870
|
+
level3DTerrainSetColors(map, editor3DLevelPart('terrain'), paint);
|
|
871
|
+
map.rebuild();
|
|
872
|
+
return true;
|
|
873
|
+
}
|
|
709
874
|
|
|
710
875
|
// the game's map of the level's terrain, undefined when the level has none
|
|
711
876
|
function editor3DTerrainMap()
|
|
@@ -734,15 +899,30 @@ function editor3DTerrainShow()
|
|
|
734
899
|
return;
|
|
735
900
|
}
|
|
736
901
|
map.heights = shape.heights;
|
|
737
|
-
|
|
902
|
+
editor3DTerrainPaints.delete(map); // as the level has it
|
|
903
|
+
level3DTerrainSetColors(map, terrain);
|
|
738
904
|
map.rebuild();
|
|
739
905
|
}
|
|
740
906
|
|
|
741
|
-
// write the game's map into the level, as a stroke of sculpting ends, its heights to a thousandth
|
|
907
|
+
// write the game's map into the level, as a stroke of sculpting ends, its heights to a thousandth, and its paint:
|
|
908
|
+
// the colors still in use and runs of a count and a color along the rows, or no paint when none is left
|
|
742
909
|
function editor3DTerrainStore()
|
|
743
910
|
{
|
|
744
911
|
const map = editor3DTerrainMap(), terrain = editor3DLevelPart('terrain');
|
|
745
|
-
|
|
912
|
+
if (!map || !terrain) return;
|
|
913
|
+
terrain.heights = map.heights.map((row)=> row.map((v)=> round(v * 1e3) / 1e3));
|
|
914
|
+
const paint = editor3DTerrainPaints.get(map);
|
|
915
|
+
if (!paint) return; // nothing painted since the level's was read
|
|
916
|
+
const used = paint.colors.map((hex, i)=> paint.cells.includes(i + 1));
|
|
917
|
+
const colors = paint.colors.filter((hex, i)=> used[i]), cells = [];
|
|
918
|
+
const index = paint.colors.map((hex, i)=> used[i] ? colors.indexOf(hex) + 1 : 0);
|
|
919
|
+
for (const v of paint.cells)
|
|
920
|
+
{
|
|
921
|
+
const color = v && index[v - 1];
|
|
922
|
+
cells[cells.length - 1] === color ? ++cells[cells.length - 2] : cells.push(1, color);
|
|
923
|
+
}
|
|
924
|
+
colors.length ? terrain.paint = {colors, cells} : delete terrain.paint;
|
|
925
|
+
editor3DTerrainPaints.delete(map); // read from the level again, with its colors as they are numbered now
|
|
746
926
|
}
|
|
747
927
|
|
|
748
928
|
// give the level a flat terrain, as one undo: its size in the world, how many cells a side, and how tall a full
|
|
@@ -766,9 +946,9 @@ function editor3DTerrainRemove()
|
|
|
766
946
|
}
|
|
767
947
|
|
|
768
948
|
// sculpt the ground around a point for some seconds, as part of the edit being made: raise, lower or smooth it
|
|
769
|
-
// under the brush, a soft circle, most in its middle and nothing at its edge
|
|
770
|
-
// when the stroke ends; false when nothing changed
|
|
771
|
-
function editor3DTerrainSculpt(point, mode, seconds)
|
|
949
|
+
// under the brush, a soft circle, most in its middle and nothing at its edge, or flatten it toward a height, level,
|
|
950
|
+
// 0 to 1; in the game's map now, in the level when the stroke ends; false when nothing changed
|
|
951
|
+
function editor3DTerrainSculpt(point, mode, seconds, level=0)
|
|
772
952
|
{
|
|
773
953
|
const map = editor3DTerrainMap();
|
|
774
954
|
if (!map || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
|
|
@@ -779,7 +959,7 @@ function editor3DTerrainSculpt(point, mode, seconds)
|
|
|
779
959
|
const c0 = max(0, ceil((point.x - radius - x0) / stepX)), c1 = min(columns - 1, floor((point.x + radius - x0) / stepX));
|
|
780
960
|
const r0 = max(0, ceil((point.z - radius - z0) / stepZ)), r1 = min(rows - 1, floor((point.z + radius - z0) / stepZ));
|
|
781
961
|
// smoothing reads the ground as it was, so the order the samples are done in does not show
|
|
782
|
-
const old = mode === 'smooth' ? heights.map((row)=> row.slice()) : heights;
|
|
962
|
+
const old = mode === 'smooth' ? heights.map((row, r)=> r >= r0 - 1 && r <= r1 + 1 ? row.slice() : row) : heights;
|
|
783
963
|
const rate = strength * 10 * seconds; // world units of height at full strength, 10 a second
|
|
784
964
|
let changed = false;
|
|
785
965
|
for (let r = r0; r <= r1; ++r)
|
|
@@ -797,6 +977,8 @@ function editor3DTerrainSculpt(point, mode, seconds)
|
|
|
797
977
|
old[r + dr]?.[c + dc] !== undefined && (sum += old[r + dr][c + dc], ++count);
|
|
798
978
|
v = h + (sum / count - h) * min(1, rate * falloff);
|
|
799
979
|
}
|
|
980
|
+
else if (mode === 'flatten')
|
|
981
|
+
v = h + (level - h) * min(1, rate * falloff);
|
|
800
982
|
else
|
|
801
983
|
v = clamp(h + (mode === 'lower' ? -1 : 1) * rate * falloff / map.height);
|
|
802
984
|
if (v === h) continue;
|
|
@@ -804,8 +986,7 @@ function editor3DTerrainSculpt(point, mode, seconds)
|
|
|
804
986
|
changed = true;
|
|
805
987
|
}
|
|
806
988
|
if (!changed) return false;
|
|
807
|
-
|
|
808
|
-
editor3DStroke.sculpted = true;
|
|
989
|
+
editor3DStrokeBegin().sculpted = true;
|
|
809
990
|
map.rebuild();
|
|
810
991
|
return true;
|
|
811
992
|
}
|
|
@@ -826,16 +1007,81 @@ function editor3DVoxelPress(ray, mode)
|
|
|
826
1007
|
{
|
|
827
1008
|
const target = editor3DVoxelTarget(ray, mode);
|
|
828
1009
|
if (!target) return;
|
|
829
|
-
const {cell, axis, plane} = target;
|
|
1010
|
+
const {cell, axis, plane, side} = target;
|
|
1011
|
+
if (editor3DBlockBox)
|
|
1012
|
+
{
|
|
1013
|
+
// a box grows out from the face when placing, and into the blocks when removing or repainting
|
|
1014
|
+
const drag = {kind: 'blocks', mode, axis, plane, layer: cell[axis], last: cell, start: cell,
|
|
1015
|
+
grow: mode === 'place' ? side : -side, height: max(1, floor(editor3DBlockBoxHeight)),
|
|
1016
|
+
changed: new Map, region: undefined};
|
|
1017
|
+
editor3DVoxelBoxTo(drag, cell);
|
|
1018
|
+
return drag;
|
|
1019
|
+
}
|
|
830
1020
|
editor3DVoxelApply(cell, mode);
|
|
831
1021
|
return {kind: 'blocks', mode, axis, plane, layer: cell[axis], last: cell};
|
|
832
1022
|
}
|
|
833
1023
|
|
|
1024
|
+
// a box drag goes on: what it changed so far is put back, then every cell of the box from where it started to a
|
|
1025
|
+
// cell of the same layer is changed, as many layers as its height, the part of it inside the map
|
|
1026
|
+
function editor3DVoxelBoxTo(drag, cell)
|
|
1027
|
+
{
|
|
1028
|
+
const map = editor3DVoxelMap();
|
|
1029
|
+
if (!map) return;
|
|
1030
|
+
for (const [at, type] of drag.changed.values())
|
|
1031
|
+
map.setVoxel(at, type);
|
|
1032
|
+
drag.changed.clear();
|
|
1033
|
+
const lo = vec3(min(drag.start.x, cell.x), min(drag.start.y, cell.y), min(drag.start.z, cell.z));
|
|
1034
|
+
const hi = vec3(max(drag.start.x, cell.x), max(drag.start.y, cell.y), max(drag.start.z, cell.z));
|
|
1035
|
+
const far = drag.layer + drag.grow * (drag.height - 1), axis = drag.axis, s = map.mapSize;
|
|
1036
|
+
lo[axis] = clamp(min(drag.layer, far), 0, s[axis] - 1);
|
|
1037
|
+
hi[axis] = clamp(max(drag.layer, far), 0, s[axis] - 1);
|
|
1038
|
+
for (let z = lo.z; z <= hi.z; ++z)
|
|
1039
|
+
for (let y = lo.y; y <= hi.y; ++y)
|
|
1040
|
+
for (let x = lo.x; x <= hi.x; ++x)
|
|
1041
|
+
{
|
|
1042
|
+
const at = vec3(x, y, z), type = map.getVoxel(at);
|
|
1043
|
+
editor3DVoxelApply(at, drag.mode) && drag.changed.set(x + s.x * (y + s.y * z), [at, type]);
|
|
1044
|
+
}
|
|
1045
|
+
drag.region = {lo, hi};
|
|
1046
|
+
drag.last = cell;
|
|
1047
|
+
}
|
|
1048
|
+
|
|
1049
|
+
// change the size of the level's map in cells, as one undo: it grows and shrinks about its middle across, and at
|
|
1050
|
+
// its top, and its blocks stay where they are in the world, the ones outside the new size gone
|
|
1051
|
+
function editor3DVoxelResize(size)
|
|
1052
|
+
{
|
|
1053
|
+
const changed = editor3DChangePart('voxels', (voxels)=>
|
|
1054
|
+
{
|
|
1055
|
+
const shape = level3DVoxelsShape(voxels);
|
|
1056
|
+
const to = vec3(floor(size.x), floor(size.y), floor(size.z));
|
|
1057
|
+
if (!shape || to.x < 1 || to.y < 1 || to.z < 1 || to.x * to.y * to.z > LEVEL3D_VOXEL_CELLS) return voxels;
|
|
1058
|
+
const from = shape.size, old = new Uint8Array(from.x * from.y * from.z);
|
|
1059
|
+
level3DVoxelsDecode(voxels.blocks, old);
|
|
1060
|
+
// how far each block moves in cells, so the corner moves the other way and the blocks stay put
|
|
1061
|
+
const dx = floor((to.x - from.x) / 2), dz = floor((to.z - from.z) / 2);
|
|
1062
|
+
const data = new Uint8Array(to.x * to.y * to.z);
|
|
1063
|
+
for (let z = 0; z < from.z; ++z)
|
|
1064
|
+
for (let y = 0; y < min(from.y, to.y); ++y)
|
|
1065
|
+
for (let x = 0; x < from.x; ++x)
|
|
1066
|
+
{
|
|
1067
|
+
const nx = x + dx, nz = z + dz;
|
|
1068
|
+
if (nx >= 0 && nz >= 0 && nx < to.x && nz < to.z)
|
|
1069
|
+
data[nx + to.x * (y + to.y * nz)] = old[x + from.x * (y + from.y * z)];
|
|
1070
|
+
}
|
|
1071
|
+
return {...voxels, pos: [shape.pos.x - dx, shape.pos.y, shape.pos.z - dz], size: [to.x, to.y, to.z],
|
|
1072
|
+
blocks: level3DVoxelsEncode(data)};
|
|
1073
|
+
});
|
|
1074
|
+
editor3DStrokeEnd();
|
|
1075
|
+
return changed;
|
|
1076
|
+
}
|
|
1077
|
+
|
|
834
1078
|
// a drag of the Blocks tool goes on: every cell of the layer from the last one to the one under the ray
|
|
835
1079
|
function editor3DVoxelDragTo(drag, ray)
|
|
836
1080
|
{
|
|
837
1081
|
const cell = editor3DVoxelDragCell(drag, ray), last = drag.last;
|
|
838
1082
|
if (!cell) return;
|
|
1083
|
+
if (drag.changed)
|
|
1084
|
+
return editor3DVoxelBoxTo(drag, cell);
|
|
839
1085
|
const d = cell.subtract(last), steps = max(abs(d.x), abs(d.y), abs(d.z));
|
|
840
1086
|
for (let i = 1; i <= steps; ++i)
|
|
841
1087
|
editor3DVoxelApply(vec3(round(last.x + d.x * i / steps), round(last.y + d.y * i / steps),
|
|
@@ -862,12 +1108,12 @@ function editor3DVoxelTarget(ray, mode)
|
|
|
862
1108
|
if (!hit)
|
|
863
1109
|
{
|
|
864
1110
|
const cell = place ? editor3DVoxelDragCell({axis: 'y', plane: 0, layer: 0}, ray) : undefined;
|
|
865
|
-
return cell && {cell, axis: 'y', plane: 0};
|
|
1111
|
+
return cell && {cell, axis: 'y', plane: 0, side: 1};
|
|
866
1112
|
}
|
|
867
1113
|
const n = hit.normal, axis = n.x ? 'x' : n.y ? 'y' : 'z', cell = place ? hit.cell.add(n) : hit.cell;
|
|
868
1114
|
if (!editor3DVoxelInside(map, cell)) return;
|
|
869
|
-
// the face between the block hit and the cell in front of it
|
|
870
|
-
return {cell, axis, plane: cell[axis] + ((n[axis] > 0) === place ? 0 : 1)};
|
|
1115
|
+
// the face between the block hit and the cell in front of it, and side, the way that face looks along the axis
|
|
1116
|
+
return {cell, axis, plane: cell[axis] + ((n[axis] > 0) === place ? 0 : 1), side: n[axis]};
|
|
871
1117
|
}
|
|
872
1118
|
|
|
873
1119
|
// end the edit being made: one undo, and the autosave
|
|
@@ -941,6 +1187,7 @@ function editor3DSetProperty(object, name, value, defaultValue)
|
|
|
941
1187
|
// add an object of a type at a position, selected; its id, or undefined when the level can not be edited
|
|
942
1188
|
function editor3DPlace(type, pos)
|
|
943
1189
|
{
|
|
1190
|
+
if (editor3DPrefabSelf(type)) return; // it would hold itself
|
|
944
1191
|
let id;
|
|
945
1192
|
const placed = editor3DChange((list)=>
|
|
946
1193
|
{
|
|
@@ -954,6 +1201,302 @@ function editor3DPlace(type, pos)
|
|
|
954
1201
|
return id;
|
|
955
1202
|
}
|
|
956
1203
|
|
|
1204
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1205
|
+
// prefabs: a selection made one, an instance made objects again, and a prefab's own settings
|
|
1206
|
+
|
|
1207
|
+
// what the panel says about the last prefab action that was refused
|
|
1208
|
+
let editor3DPrefabMessage = '';
|
|
1209
|
+
|
|
1210
|
+
// the box around an object in the world, turned and sized as it is, as its low and high corners
|
|
1211
|
+
function editor3DWorldBox(object, low=vec3(Infinity), high=vec3(-Infinity))
|
|
1212
|
+
{
|
|
1213
|
+
const matrix = editor3DBoxMatrix(object);
|
|
1214
|
+
for (let i = 8; i--;)
|
|
1215
|
+
{
|
|
1216
|
+
const p = matrix.transformPoint(vec3(i & 1 ? .5 : -.5, i & 2 ? .5 : -.5, i & 4 ? .5 : -.5));
|
|
1217
|
+
for (const k of ['x', 'y', 'z'])
|
|
1218
|
+
low[k] = min(low[k], p[k]), high[k] = max(high[k], p[k]);
|
|
1219
|
+
}
|
|
1220
|
+
return {low, high};
|
|
1221
|
+
}
|
|
1222
|
+
|
|
1223
|
+
// is a type the prefab being edited, or one that holds it: a prefab that is open, or one the game made of the
|
|
1224
|
+
// level being edited itself, as a prefab maker does; placed there it would hold itself
|
|
1225
|
+
function editor3DPrefabSelf(type)
|
|
1226
|
+
{
|
|
1227
|
+
const names = editor3DPrefabStack.map((frame)=> frame.name);
|
|
1228
|
+
for (const [name, prefab] of level3DPrefabs)
|
|
1229
|
+
prefab.source === editor3DLevel && names.push(name);
|
|
1230
|
+
return names.some((name)=> editor3DPrefabHolds(type, name));
|
|
1231
|
+
}
|
|
1232
|
+
|
|
1233
|
+
// the types the Place list has, the plain ones and then the prefabs
|
|
1234
|
+
function editor3DPlaceNames()
|
|
1235
|
+
{
|
|
1236
|
+
const all = [...level3DTypes.keys()].filter((name)=> !editor3DPrefabSelf(name));
|
|
1237
|
+
return [...all.filter((name)=> !level3DPrefabs.has(name)), ...all.filter((name)=> level3DPrefabs.has(name))];
|
|
1238
|
+
}
|
|
1239
|
+
|
|
1240
|
+
// does a type hold a prefab, itself or through the prefabs it holds
|
|
1241
|
+
function editor3DPrefabHolds(type, name, depth=0)
|
|
1242
|
+
{
|
|
1243
|
+
return type === name || depth < 8 &&
|
|
1244
|
+
!!level3DPrefabs.get(type)?.objects.some((o)=> editor3DPrefabHolds(o.type, name, depth + 1));
|
|
1245
|
+
}
|
|
1246
|
+
|
|
1247
|
+
// make the selected objects a prefab of the level's own, about the bottom centre of their box, and put one
|
|
1248
|
+
// instance of it where they were, as one undo; a name the level's prefabs have replaces that prefab, and every
|
|
1249
|
+
// instance of it changes; true, or why not, which the panel shows
|
|
1250
|
+
function editor3DMakePrefab(name='')
|
|
1251
|
+
{
|
|
1252
|
+
const refuse = (why)=> editor3DPrefabMessage = why;
|
|
1253
|
+
const selected = editor3DSelected();
|
|
1254
|
+
if (editor3DPrefabStack.length) return refuse('Go back to the level to make a prefab');
|
|
1255
|
+
if (!selected.length) return refuse('Select the objects to make a prefab of');
|
|
1256
|
+
if (!editor3DLevel || editor3DRecords.get(editor3DLevel)?.pending) return refuse('The level can not be edited now');
|
|
1257
|
+
name = String(name).trim();
|
|
1258
|
+
for (let i = 1; !name; ++i)
|
|
1259
|
+
level3DTypes.has('Prefab ' + i) || (name = 'Prefab ' + i);
|
|
1260
|
+
const known = level3DPrefabs.get(name);
|
|
1261
|
+
if (known ? !known.fromLevel : level3DTypes.has(name))
|
|
1262
|
+
return refuse(name + ' is a type the game added, pick another name');
|
|
1263
|
+
if (selected.some((o)=> editor3DPrefabHolds(o.type, name)))
|
|
1264
|
+
return refuse(name + ' can not hold itself');
|
|
1265
|
+
|
|
1266
|
+
// its origin is the bottom centre of the selection, so an instance stands on the ground
|
|
1267
|
+
const low = vec3(Infinity), high = vec3(-Infinity);
|
|
1268
|
+
for (const object of selected)
|
|
1269
|
+
editor3DWorldBox(object, low, high);
|
|
1270
|
+
const origin = vec3(editor3DRound((low.x + high.x) / 2), editor3DRound(low.y), editor3DRound((low.z + high.z) / 2));
|
|
1271
|
+
const objects = selected.map((object, i)=>
|
|
1272
|
+
{
|
|
1273
|
+
const part = {...editor3DCopy(object), id: i + 1};
|
|
1274
|
+
editor3DSetTransform(part, editor3DPos(object).subtract(origin));
|
|
1275
|
+
return part;
|
|
1276
|
+
});
|
|
1277
|
+
editor3DStrokeEnd();
|
|
1278
|
+
const id = editor3DObjects().reduce((next, o)=> max(next, o.id + 1), 1);
|
|
1279
|
+
const ids = new Set(selected.map((o)=> o.id));
|
|
1280
|
+
// the prefab first, so its type is there when the instance is made
|
|
1281
|
+
editor3DChangePart('prefabs', (prefabs={})=>
|
|
1282
|
+
({...prefabs, [name]: prefabs[name]?.attached ? {attached: true, objects} : {objects}}));
|
|
1283
|
+
editor3DChange((list)=>
|
|
1284
|
+
{
|
|
1285
|
+
for (let i = list.length; i--;)
|
|
1286
|
+
ids.has(list[i].id) && list.splice(i, 1);
|
|
1287
|
+
const instance = {id, type: name};
|
|
1288
|
+
editor3DSetTransform(instance, origin);
|
|
1289
|
+
list.push(instance);
|
|
1290
|
+
});
|
|
1291
|
+
editor3DStrokeEnd();
|
|
1292
|
+
editor3DSelection.clear();
|
|
1293
|
+
editor3DSelection.add(id);
|
|
1294
|
+
editor3DPrefabMessage = '';
|
|
1295
|
+
return true;
|
|
1296
|
+
}
|
|
1297
|
+
|
|
1298
|
+
// add a prefab from the text of a file the editor saved, a level file, to the level's own prefabs under a name,
|
|
1299
|
+
// as one undo, and pick it to place; a name the level's prefabs have is replaced, as Make prefab does; true, or
|
|
1300
|
+
// why not, which the panel shows
|
|
1301
|
+
function editor3DPrefabLoad(name, text)
|
|
1302
|
+
{
|
|
1303
|
+
const refuse = (why)=> editor3DPrefabMessage = why;
|
|
1304
|
+
if (editor3DPrefabStack.length) return refuse('Go back to the level to load a prefab');
|
|
1305
|
+
if (!editor3DLevel || editor3DRecords.get(editor3DLevel)?.pending) return refuse('The level can not be edited now');
|
|
1306
|
+
name = String(name).trim();
|
|
1307
|
+
if (!name) return refuse('The prefab needs a name');
|
|
1308
|
+
let file;
|
|
1309
|
+
try { file = JSON.parse(text); }
|
|
1310
|
+
catch { return refuse(name + ' is not a JSON file'); }
|
|
1311
|
+
if (!file || typeof file !== 'object' || !isArray(file.objects))
|
|
1312
|
+
return refuse(name + ' is not a prefab, it has no objects');
|
|
1313
|
+
const known = level3DPrefabs.get(name);
|
|
1314
|
+
if (known ? !known.fromLevel : level3DTypes.has(name))
|
|
1315
|
+
return refuse(name + ' is a type the game added, rename the file');
|
|
1316
|
+
const objects = file.objects.filter((o)=> o && typeof o === 'object');
|
|
1317
|
+
if (objects.some((o)=> editor3DPrefabHolds(o.type, name)))
|
|
1318
|
+
return refuse(name + ' can not hold itself');
|
|
1319
|
+
editor3DStrokeEnd();
|
|
1320
|
+
editor3DChangePart('prefabs', (prefabs={})=> ({...prefabs, [name]: file.attached ? {attached: true, objects} : {objects}}));
|
|
1321
|
+
editor3DStrokeEnd();
|
|
1322
|
+
editor3DPickTool(editor3DTool); // a tool of the game's own is put down
|
|
1323
|
+
editor3DBrush = name;
|
|
1324
|
+
editor3DPrefabMessage = '';
|
|
1325
|
+
return true;
|
|
1326
|
+
}
|
|
1327
|
+
|
|
1328
|
+
// pick a prefab's file and load it, by its file name
|
|
1329
|
+
function editor3DPrefabPickFile()
|
|
1330
|
+
{
|
|
1331
|
+
const input = document.createElement('input');
|
|
1332
|
+
input.type = 'file';
|
|
1333
|
+
input.accept = '.json,application/json';
|
|
1334
|
+
input.onchange = async ()=>
|
|
1335
|
+
{
|
|
1336
|
+
const file = input.files?.[0];
|
|
1337
|
+
file && editor3DPrefabLoad(file.name.replace(/\.json$/i, ''), await file.text());
|
|
1338
|
+
};
|
|
1339
|
+
input.click();
|
|
1340
|
+
}
|
|
1341
|
+
|
|
1342
|
+
// turn the selected instances of prefabs into the objects they are made of, where they are, as one undo; false
|
|
1343
|
+
// with none selected
|
|
1344
|
+
function editor3DUnpack()
|
|
1345
|
+
{
|
|
1346
|
+
const instances = editor3DSelected().filter((o)=> editor3DInstances.get(o.id) instanceof Prefab3D);
|
|
1347
|
+
if (!instances.length) return false;
|
|
1348
|
+
editor3DStrokeEnd();
|
|
1349
|
+
const added = [];
|
|
1350
|
+
const changed = editor3DChange((list)=>
|
|
1351
|
+
{
|
|
1352
|
+
let id = list.reduce((next, o)=> max(next, o.id + 1), 1);
|
|
1353
|
+
for (const instance of instances)
|
|
1354
|
+
{
|
|
1355
|
+
const made = editor3DInstances.get(instance.id);
|
|
1356
|
+
// by the level's own place of it, its origin, which is not where an attached one's handle is
|
|
1357
|
+
const origin = {pos3D: editor3DPos(instance), rotation3D: editor3DRotation(instance).scale(PI / 180),
|
|
1358
|
+
scale3D: editor3DScale(instance)};
|
|
1359
|
+
for (const part of level3DPrefabs.get(made.prefabName)?.objects ?? [])
|
|
1360
|
+
{
|
|
1361
|
+
const at = level3DPrefabPartTransform(origin, part), object = {...editor3DCopy(part), id: id++};
|
|
1362
|
+
editor3DSetTransform(object, at.pos, at.rotation.scale(180 / PI), at.scale);
|
|
1363
|
+
list.push(object);
|
|
1364
|
+
added.push(object.id);
|
|
1365
|
+
}
|
|
1366
|
+
list.splice(list.findIndex((o)=> o.id === instance.id), 1);
|
|
1367
|
+
}
|
|
1368
|
+
});
|
|
1369
|
+
editor3DStrokeEnd();
|
|
1370
|
+
if (!changed) return false;
|
|
1371
|
+
editor3DSelection.clear();
|
|
1372
|
+
for (const id of added)
|
|
1373
|
+
editor3DSelection.add(id);
|
|
1374
|
+
return true;
|
|
1375
|
+
}
|
|
1376
|
+
|
|
1377
|
+
// make a prefab of the level's own attached, its parts the children of each instance, or not, as one undo
|
|
1378
|
+
function editor3DPrefabSetAttached(name, attached)
|
|
1379
|
+
{
|
|
1380
|
+
if (editor3DPrefabStack.length) return false; // a prefab is the level's, set from the level
|
|
1381
|
+
editor3DStrokeEnd();
|
|
1382
|
+
const changed = editor3DChangePart('prefabs', (prefabs)=>
|
|
1383
|
+
{
|
|
1384
|
+
if (!prefabs?.[name]) return prefabs;
|
|
1385
|
+
const {attached: was, ...rest} = prefabs[name];
|
|
1386
|
+
return {...prefabs, [name]: attached ? {attached: true, ...rest} : rest};
|
|
1387
|
+
});
|
|
1388
|
+
editor3DStrokeEnd();
|
|
1389
|
+
return changed;
|
|
1390
|
+
}
|
|
1391
|
+
|
|
1392
|
+
// a prefab as its own file has it, a level file of its objects, to load with level3DLoadPrefab
|
|
1393
|
+
function editor3DPrefabJSON(name)
|
|
1394
|
+
{
|
|
1395
|
+
const prefab = level3DPrefabs.get(name);
|
|
1396
|
+
if (!prefab) return '';
|
|
1397
|
+
return editor3DLevelJSON({...(prefab.attached ? {attached: true} : {}), objects: prefab.objects});
|
|
1398
|
+
}
|
|
1399
|
+
|
|
1400
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1401
|
+
// Edit prefab: the editor on a prefab alone, the level it came from put away until Back
|
|
1402
|
+
|
|
1403
|
+
// the prefabs opened one inside the other, each with the level it was opened from, its name, the selection there
|
|
1404
|
+
// and the ids of that level's objects that had something made for them
|
|
1405
|
+
/** @type {Array<{level: Object, name: string, selection: Array<number>, made: Set<number>, entered?: string, saved?: string}>} */
|
|
1406
|
+
const editor3DPrefabStack = [];
|
|
1407
|
+
// the levels that are a prefab being edited, they have no autosave of their own
|
|
1408
|
+
const editor3DPrefabLevels = new WeakSet;
|
|
1409
|
+
// what was edited in prefabs of the level's own since the level was left, written into it on the way back
|
|
1410
|
+
/** @type {Object<string, Object>} */
|
|
1411
|
+
let editor3DPrefabEdits = {};
|
|
1412
|
+
// the prefabs of the game's own that were edited and are not in a file yet
|
|
1413
|
+
const editor3DPrefabDirty = new Set;
|
|
1414
|
+
|
|
1415
|
+
// destroy what the level being edited has in the world, its objects' and its maps'
|
|
1416
|
+
function editor3DPrefabClear()
|
|
1417
|
+
{
|
|
1418
|
+
for (const made of editor3DInstances.values())
|
|
1419
|
+
made?.destroy?.();
|
|
1420
|
+
editor3DInstances.clear();
|
|
1421
|
+
for (const map of [level3DVoxelMap, level3DTerrainMap])
|
|
1422
|
+
map && !map.destroyed && map.destroy();
|
|
1423
|
+
}
|
|
1424
|
+
|
|
1425
|
+
// open the prefab of an instance, the selected one when none is given, to edit alone: its objects about its own
|
|
1426
|
+
// origin, with an undo of its own, and the level it is in put away; false when it is not a prefab's instance
|
|
1427
|
+
function editor3DPrefabEnter(id)
|
|
1428
|
+
{
|
|
1429
|
+
const selected = editor3DSelected();
|
|
1430
|
+
id ??= selected.length === 1 ? selected[0].id : undefined;
|
|
1431
|
+
const made = editor3DInstances.get(id), from = editor3DLevel;
|
|
1432
|
+
const prefab = made instanceof Prefab3D && level3DPrefabs.get(made.prefabName);
|
|
1433
|
+
if (!prefab || editor3DRecords.get(from)?.pending) return false;
|
|
1434
|
+
editor3DStrokeEnd();
|
|
1435
|
+
editor3DDrag = editor3DHover = undefined;
|
|
1436
|
+
const frame = {level: from, name: made.prefabName, selection: [...editor3DSelection],
|
|
1437
|
+
made: new Set(editor3DInstances.keys()), entered: undefined};
|
|
1438
|
+
editor3DPrefabStack.push(frame);
|
|
1439
|
+
editor3DPrefabClear();
|
|
1440
|
+
const level = {littlejs3D: LEVEL3D_VERSION, ...(prefab.attached ? {attached: true} : {}),
|
|
1441
|
+
objects: editor3DCopy(prefab.objects)};
|
|
1442
|
+
editor3DPrefabLevels.add(level);
|
|
1443
|
+
level3DLoad(level); // the editor takes it as it does any level
|
|
1444
|
+
frame.entered = JSON.stringify(editor3DObjects()); // as the editor has it, an edit is what differs from this
|
|
1445
|
+
return true;
|
|
1446
|
+
}
|
|
1447
|
+
|
|
1448
|
+
// leave the prefab being edited for the level it was opened from: the prefab is what was edited, every instance
|
|
1449
|
+
// of it is made again, and back in the level itself what was edited in its own prefabs is one undo; false when
|
|
1450
|
+
// no prefab is open
|
|
1451
|
+
function editor3DPrefabBack()
|
|
1452
|
+
{
|
|
1453
|
+
const frame = editor3DPrefabStack.pop(), edited = editor3DLevel;
|
|
1454
|
+
if (!frame) return false;
|
|
1455
|
+
editor3DStrokeEnd();
|
|
1456
|
+
editor3DDrag = editor3DHover = undefined;
|
|
1457
|
+
const known = level3DPrefabs.get(frame.name);
|
|
1458
|
+
const objects = editor3DCopy(editor3DObjects()), changed = JSON.stringify(objects) !== frame.entered;
|
|
1459
|
+
editor3DPrefabClear();
|
|
1460
|
+
if (changed)
|
|
1461
|
+
{
|
|
1462
|
+
// the prefab as it is now, for whatever is made next; one of the game's own waits to be saved to its file
|
|
1463
|
+
const prefab = known?.attached ? {attached: true, objects} : {objects}, fromLevel = !!known?.fromLevel;
|
|
1464
|
+
level3DPrefabSet(frame.name, prefab, fromLevel);
|
|
1465
|
+
if (fromLevel)
|
|
1466
|
+
editor3DPrefabEdits[frame.name] = prefab;
|
|
1467
|
+
else if (JSON.stringify(objects) !== frame.saved)
|
|
1468
|
+
editor3DPrefabDirty.add(frame.name); // not what Save wrote while it was open
|
|
1469
|
+
}
|
|
1470
|
+
|
|
1471
|
+
// the level it was opened from is the editor's again, with its own undo
|
|
1472
|
+
const level = editor3DLevel = frame.level, record = editor3DRecords.get(level);
|
|
1473
|
+
editor3DUndoList = record.undo, editor3DRedoList = record.redo;
|
|
1474
|
+
editor3DStroke = undefined;
|
|
1475
|
+
if (!editor3DPrefabStack.length)
|
|
1476
|
+
{
|
|
1477
|
+
// back in the level: its own prefabs that were edited go into it, as one undo
|
|
1478
|
+
const edits = editor3DPrefabEdits;
|
|
1479
|
+
editor3DPrefabEdits = {};
|
|
1480
|
+
Object.keys(edits).length && editor3DChangePart('prefabs', (prefabs={})=> ({...prefabs, ...edits}));
|
|
1481
|
+
editor3DStrokeEnd();
|
|
1482
|
+
}
|
|
1483
|
+
// what the level had in the world is made again: what a class makes, and what else had something made
|
|
1484
|
+
for (const object of editor3DObjects())
|
|
1485
|
+
{
|
|
1486
|
+
const type = level3DTypes.get(object.type);
|
|
1487
|
+
type && (type.make.prototype || frame.made.has(object.id)) && editor3DMakeInstance(object);
|
|
1488
|
+
}
|
|
1489
|
+
editor3DSceneRestore(record.sceneBase);
|
|
1490
|
+
level3DSceneApply(level.scene);
|
|
1491
|
+
editor3DVoxelShow();
|
|
1492
|
+
editor3DTerrainShow();
|
|
1493
|
+
editor3DShadowLight();
|
|
1494
|
+
editor3DSelection.clear();
|
|
1495
|
+
for (const id of frame.selection)
|
|
1496
|
+
editor3DObject(id) && editor3DSelection.add(id);
|
|
1497
|
+
return true;
|
|
1498
|
+
}
|
|
1499
|
+
|
|
957
1500
|
// remove the selected objects, as one undo
|
|
958
1501
|
function editor3DDelete()
|
|
959
1502
|
{
|
|
@@ -973,6 +1516,9 @@ function editor3DCopySelection()
|
|
|
973
1516
|
const selected = editor3DSelected();
|
|
974
1517
|
if (!selected.length) return false;
|
|
975
1518
|
editor3DClipboard = editor3DCopy(selected);
|
|
1519
|
+
// how big each was and where its box was about its place: what is cut has nothing left to measure
|
|
1520
|
+
editor3DClipboardBoxes = new Map(editor3DClipboard.map((copy, i)=>
|
|
1521
|
+
[copy, {size: editor3DSize(selected[i]), offset: editor3DBoxOffset(selected[i])}]));
|
|
976
1522
|
}
|
|
977
1523
|
|
|
978
1524
|
// copy the selected objects and remove them
|
|
@@ -1024,11 +1570,17 @@ function editor3DRestore()
|
|
|
1024
1570
|
{
|
|
1025
1571
|
const type = level3DTypes.get(object.type), made = editor3DInstances.get(object.id);
|
|
1026
1572
|
if (!type) continue;
|
|
1027
|
-
|
|
1573
|
+
// a prefab's instance that play took a part of is made again, whole
|
|
1574
|
+
const broken = (p)=> p instanceof Prefab3D && p.parts.some((part)=> part?.destroyed || broken(part));
|
|
1575
|
+
if (made instanceof EngineObject3D && !made.destroyed && !broken(made))
|
|
1028
1576
|
editor3DPlaceInstance(made, object);
|
|
1029
|
-
else if (type.make.prototype && (!made || made.destroyed))
|
|
1577
|
+
else if (type.make.prototype && (!made || made.destroyed || broken(made)))
|
|
1030
1578
|
editor3DMakeInstance(object);
|
|
1031
1579
|
}
|
|
1580
|
+
// the blocks and the terrain as the level has them: what play dug, raised or destroyed is not the level's,
|
|
1581
|
+
// and must not be written into it by the next stroke
|
|
1582
|
+
editor3DVoxelShow();
|
|
1583
|
+
editor3DTerrainShow();
|
|
1032
1584
|
}
|
|
1033
1585
|
|
|
1034
1586
|
// open or close the editor, the session goes on: the game is paused under it and reads no input
|
|
@@ -1046,14 +1598,19 @@ function editor3DSetOpen(open)
|
|
|
1046
1598
|
setDebugOverlay(false); // out of the way of the level
|
|
1047
1599
|
editor3DIsOpen = true;
|
|
1048
1600
|
editor3DRestore();
|
|
1601
|
+
editorCall('onOpen');
|
|
1602
|
+
editorKeyClashes();
|
|
1049
1603
|
}
|
|
1050
1604
|
else
|
|
1051
1605
|
{
|
|
1052
1606
|
editor3DDrag = editor3DHover = undefined;
|
|
1053
1607
|
editor3DMouseOnPanel = false; // the panel hides, with no mouseleave
|
|
1054
1608
|
editor3DStrokeEnd();
|
|
1609
|
+
while (editor3DPrefabBack()); // the game plays the level, not a prefab that was open
|
|
1610
|
+
editor3DToolHeld = false;
|
|
1055
1611
|
editor3DIsOpen = false;
|
|
1056
1612
|
setPaused(editor3DGamePaused);
|
|
1613
|
+
editorCall('onClose');
|
|
1057
1614
|
}
|
|
1058
1615
|
inputCapture(editor3DViewOn());
|
|
1059
1616
|
}
|
|
@@ -1077,24 +1634,116 @@ function editor3DClose()
|
|
|
1077
1634
|
function editor3DPlay(pos)
|
|
1078
1635
|
{
|
|
1079
1636
|
editor3DSetOpen(false);
|
|
1080
|
-
editor3DPlayFromMouse && pos && levelEditor.onPlayFrom
|
|
1637
|
+
editor3DPlayFromMouse && pos && editorHas('onPlayFrom') && levelEditor.onPlayFrom(pos.copy());
|
|
1081
1638
|
}
|
|
1082
1639
|
|
|
1083
1640
|
// rebuild the level through the game's hook and play it
|
|
1084
1641
|
function editor3DRestart()
|
|
1085
1642
|
{
|
|
1086
|
-
if (!
|
|
1643
|
+
if (!editorHas('onRestart')) return;
|
|
1087
1644
|
editor3DSetOpen(false);
|
|
1088
1645
|
levelEditor.onRestart();
|
|
1089
1646
|
}
|
|
1090
1647
|
|
|
1091
|
-
// the
|
|
1648
|
+
// a key as addKey spells it, as the 3D editor's tables have it, by its position: a letter, a digit, a mark by the
|
|
1649
|
+
// key it is on, or its name
|
|
1650
|
+
const editor3DKeyMarks = {'?': 'Slash', '/': 'Slash', ',': 'Comma', '.': 'Period', ';': 'Semicolon', "'": 'Quote',
|
|
1651
|
+
'[': 'BracketLeft', ']': 'BracketRight', '-': 'Minus', '=': 'Equal', '\\': 'Backslash', '`': 'Backquote'};
|
|
1652
|
+
function editor3DKeyCode(name)
|
|
1653
|
+
{
|
|
1654
|
+
return name.length !== 1 ? name : editor3DKeyMarks[name] ??
|
|
1655
|
+
(name >= '0' && name <= '9' ? 'Digit' + name : 'Key' + name.toUpperCase());
|
|
1656
|
+
}
|
|
1657
|
+
|
|
1658
|
+
// the 3D editor's edit functions, what levelEditor.edit3D gives a game's own keys, buttons and tools
|
|
1659
|
+
const editor3DEdit =
|
|
1660
|
+
{
|
|
1661
|
+
get level() { return editor3DLevel; },
|
|
1662
|
+
get objects() { return editor3DObjects(); },
|
|
1663
|
+
get selection() { return editor3DSelection; },
|
|
1664
|
+
selected() { return editor3DSelected(); },
|
|
1665
|
+
made(id) { return editor3DInstances.get(id); },
|
|
1666
|
+
change(change) { return editor3DChange(change); },
|
|
1667
|
+
changePart(name, change) { return editor3DLevelPartNames.includes(name) && editor3DChangePart(name, change); },
|
|
1668
|
+
strokeEnd() { editor3DStrokeEnd(); },
|
|
1669
|
+
strokeCancel() { editor3DStrokeCancel(); },
|
|
1670
|
+
place(type, pos3D) { return level3DTypes.has(type) ? editor3DPlace(type, pos3D) : undefined; },
|
|
1671
|
+
setTransform(object, pos3D, rotation, scale3D) { editor3DSetTransform(object, pos3D, rotation, scale3D); },
|
|
1672
|
+
setProperty(object, name, value)
|
|
1673
|
+
{ editor3DSetProperty(object, name, value, level3DTypes.get(object.type)?.defaults[name]); },
|
|
1674
|
+
pos(object) { return editor3DPos(object); },
|
|
1675
|
+
rotation(object) { return editor3DRotation(object); },
|
|
1676
|
+
scale(object) { return editor3DScale(object); },
|
|
1677
|
+
mousePoint() { return editor3DIsOpen && !editor3DMouseOnPanel ? editor3DWithView(editor3DMousePoint) : undefined; },
|
|
1678
|
+
undo(redo=false) { return editor3DUndo(redo); },
|
|
1679
|
+
toJSON() { return editor3DLevel ? editor3DLevelJSON() : ''; },
|
|
1680
|
+
};
|
|
1681
|
+
|
|
1682
|
+
// the level editor's open, close and isOpen go to the 3D editor when the game has a 3D level, and it has the 3D
|
|
1683
|
+
// editor's keys and edit functions through this
|
|
1092
1684
|
if (debug)
|
|
1685
|
+
editorOther = {wanted: editor3DWanted, isOpen: ()=> editor3DIsOpen, active: ()=> editor3DIsOpen || editor3DSession,
|
|
1686
|
+
open: editor3DOpen, close: editor3DClose, edit: editor3DEdit,
|
|
1687
|
+
hasKey: (name, ctrl)=> !!(ctrl ? editor3DCtrlKeys : editor3DKeys)[editor3DKeyCode(name)]};
|
|
1688
|
+
|
|
1689
|
+
// pick a tool of the editor's own, which puts a tool of the game's down
|
|
1690
|
+
function editor3DPickTool(tool)
|
|
1093
1691
|
{
|
|
1094
|
-
|
|
1095
|
-
levelEditor.
|
|
1096
|
-
|
|
1097
|
-
|
|
1692
|
+
editor3DTool = tool;
|
|
1693
|
+
levelEditor.tool = undefined;
|
|
1694
|
+
}
|
|
1695
|
+
|
|
1696
|
+
// a tool of the game's own: if its press is held, and the editor's tool and type to place when it was turned on,
|
|
1697
|
+
// since picking one of those puts the game's tool down
|
|
1698
|
+
let editor3DToolHeld = false, editor3DToolName, editor3DToolPicked = [];
|
|
1699
|
+
|
|
1700
|
+
// what a tool's callbacks are given: where the mouse is on the level or the ground, its ray, and the keys held
|
|
1701
|
+
function editor3DToolAt(ray=render3D.screenToRay(mousePosScreen), shift=false, ctrl=false)
|
|
1702
|
+
{ return {pos: editor3DMouseOnPanel ? undefined : editor3DSurface(ray), cell: undefined, ray, shift, ctrl}; }
|
|
1703
|
+
|
|
1704
|
+
// the game's tool, when one is on: the left button is its, a press, a drag and a release one undo, the right
|
|
1705
|
+
// button takes a held press back; true when it has the mouse
|
|
1706
|
+
function editor3DToolUpdate(ray, idle, shift, ctrl)
|
|
1707
|
+
{
|
|
1708
|
+
const picked = [editor3DTool, editor3DBrush];
|
|
1709
|
+
if (levelEditor.tool !== editor3DToolName)
|
|
1710
|
+
editor3DToolName = levelEditor.tool, editor3DToolPicked = picked; // turned on, or off, by its key or button
|
|
1711
|
+
else if (picked.some((value, i)=> value !== editor3DToolPicked[i]))
|
|
1712
|
+
levelEditor.tool = editor3DToolName = undefined; // a tool or a type of the editor's was picked
|
|
1713
|
+
const tool = editorGameTool();
|
|
1714
|
+
if (!tool)
|
|
1715
|
+
{
|
|
1716
|
+
editor3DToolHeld = false;
|
|
1717
|
+
return false;
|
|
1718
|
+
}
|
|
1719
|
+
const at = editor3DToolAt(ray, shift, ctrl);
|
|
1720
|
+
editor3DHover = editor3DBlockHover = editor3DTerrainHover = undefined; // the editor's own cursors are put away
|
|
1721
|
+
if (editor3DToolHeld && mouseWasPressed(2))
|
|
1722
|
+
{
|
|
1723
|
+
editor3DStrokeCancel();
|
|
1724
|
+
editor3DToolHeld = false;
|
|
1725
|
+
}
|
|
1726
|
+
else if (idle && mouseWasPressed(0))
|
|
1727
|
+
editor3DToolHeld = tool.onPress?.(at) !== false;
|
|
1728
|
+
else if (editor3DToolHeld && mouseIsDown(0))
|
|
1729
|
+
tool.onDrag?.(at);
|
|
1730
|
+
if (editor3DToolHeld && !mouseIsDown(0))
|
|
1731
|
+
{
|
|
1732
|
+
tool.onRelease?.(at);
|
|
1733
|
+
editor3DStrokeEnd();
|
|
1734
|
+
editor3DToolHeld = false;
|
|
1735
|
+
}
|
|
1736
|
+
return true;
|
|
1737
|
+
}
|
|
1738
|
+
|
|
1739
|
+
// the game's own drawing in the level, in the editor's 3D pass: the editor's onDraw, and its tool's while one is on
|
|
1740
|
+
function editor3DDrawGame()
|
|
1741
|
+
{
|
|
1742
|
+
if (!editor3DIsOpen) return;
|
|
1743
|
+
editorCall('onDraw');
|
|
1744
|
+
const held = (...codes)=> inputCaptureRead(()=> codes.some((code)=> keyIsDown(code)));
|
|
1745
|
+
editorGameTool()?.onDraw?.(editor3DToolAt(undefined, held('ShiftLeft', 'ShiftRight'),
|
|
1746
|
+
held('ControlLeft', 'ControlRight', 'MetaLeft', 'MetaRight')));
|
|
1098
1747
|
}
|
|
1099
1748
|
|
|
1100
1749
|
///////////////////////////////////////////////////////////////////////////////
|
|
@@ -1131,9 +1780,25 @@ const editor3DSaves = ()=> readSaveData(editor3DSaveName(), {});
|
|
|
1131
1780
|
let editor3DSaveFailed = false;
|
|
1132
1781
|
|
|
1133
1782
|
// remember the level's objects and parts, or forget them when they are back to the file
|
|
1134
|
-
function editor3DAutosave(level=editor3DLevel)
|
|
1783
|
+
function editor3DAutosave(level=editor3DLevel, known)
|
|
1135
1784
|
{
|
|
1136
|
-
|
|
1785
|
+
// a prefab being edited is kept with the level it is in, as that level would be on going back: its own
|
|
1786
|
+
// prefabs with what is open, and what was edited on the way, in them
|
|
1787
|
+
if (editor3DPrefabLevels.has(level))
|
|
1788
|
+
{
|
|
1789
|
+
const root = editor3DPrefabStack[0]?.level, edits = {...editor3DPrefabEdits};
|
|
1790
|
+
editor3DPrefabStack.forEach((frame, i)=>
|
|
1791
|
+
{
|
|
1792
|
+
const open = editor3DPrefabStack[i + 1]?.level ?? editor3DLevel, known = level3DPrefabs.get(frame.name);
|
|
1793
|
+
const objects = isArray(open.objects) ? editor3DCopy(open.objects) : [];
|
|
1794
|
+
if (known?.fromLevel && JSON.stringify(objects) !== frame.entered)
|
|
1795
|
+
edits[frame.name] = known.attached ? {attached: true, objects} : {objects};
|
|
1796
|
+
});
|
|
1797
|
+
if (root && Object.keys(edits).length)
|
|
1798
|
+
editor3DAutosave({...root, prefabs: {...editor3DLevelPart('prefabs', root), ...edits}}, editor3DRecords.get(root));
|
|
1799
|
+
return;
|
|
1800
|
+
}
|
|
1801
|
+
const record = known ?? editor3DRecords.get(level);
|
|
1137
1802
|
if (!record || record.pending) return; // edits waiting to be applied keep their autosave
|
|
1138
1803
|
const saves = editor3DSaves(), objects = isArray(level.objects) ? level.objects : [];
|
|
1139
1804
|
const parts = editor3DLevelParts(level);
|
|
@@ -1200,11 +1865,36 @@ async function editor3DSave(pickAgain=false)
|
|
|
1200
1865
|
const level = editor3DLevel, record = editor3DRecords.get(level);
|
|
1201
1866
|
if (!record) return;
|
|
1202
1867
|
editor3DStrokeEnd();
|
|
1868
|
+
const open = editor3DPrefabStack[editor3DPrefabStack.length - 1];
|
|
1869
|
+
if (open)
|
|
1870
|
+
{
|
|
1871
|
+
// inside a prefab, Save writes the prefab as a file of its own, or the game keeps it itself
|
|
1872
|
+
const text = editor3DLevelJSON(level), name = open.name + '.json';
|
|
1873
|
+
const written = JSON.stringify(editor3DObjects()); // as the file has it
|
|
1874
|
+
const saved = (async ()=>
|
|
1875
|
+
{
|
|
1876
|
+
await record.saving; // in the order asked for, as a level's saves are
|
|
1877
|
+
const kept = await editorCall('onSave', text, name) === true;
|
|
1878
|
+
kept || saveText(text, name, 'application/json');
|
|
1879
|
+
editor3DPrefabDirty.delete(open.name);
|
|
1880
|
+
open.saved = written;
|
|
1881
|
+
return kept ? 'kept' : 'downloaded';
|
|
1882
|
+
})();
|
|
1883
|
+
record.saving = saved.catch(()=> {});
|
|
1884
|
+
return saved;
|
|
1885
|
+
}
|
|
1203
1886
|
// what is written, kept as it is now: the level can change while the file is picked and written, and those
|
|
1204
1887
|
// edits are not in the file, so they stay in the autosave; the level and record are this one's, whichever is
|
|
1205
1888
|
// open by then
|
|
1206
1889
|
const text = editor3DLevelJSON(level);
|
|
1207
|
-
|
|
1890
|
+
// its place in line is taken now, and the game's hook is asked when its turn comes, so saves are written in
|
|
1891
|
+
// the order they were asked for however long a hook takes
|
|
1892
|
+
const saved = (async ()=>
|
|
1893
|
+
{
|
|
1894
|
+
await record.saving;
|
|
1895
|
+
if (await editorCall('onSave', text, record.fileName) === true) return 'kept'; // the game kept it itself
|
|
1896
|
+
return editor3DSaveText(level, record, text, pickAgain);
|
|
1897
|
+
})();
|
|
1208
1898
|
record.saving = saved.catch(()=> {});
|
|
1209
1899
|
return saved;
|
|
1210
1900
|
}
|
|
@@ -1264,6 +1954,8 @@ const EDITOR3D_AXES = {x: vec3(1, 0, 0), y: vec3(0, 1, 0), z: vec3(0, 0, 1)};
|
|
|
1264
1954
|
|
|
1265
1955
|
let editor3DTool = 'move'; // 'select', 'move', 'rotate', 'scale', 'blocks' or 'terrain'
|
|
1266
1956
|
let editor3DBlockType = 1; // the block type the Blocks tool places
|
|
1957
|
+
let editor3DBlockBox = false; // the Blocks tool fills a box: the rectangle dragged, editor3DBlockBoxHeight tall
|
|
1958
|
+
let editor3DBlockBoxHeight = 1;
|
|
1267
1959
|
let editor3DSeconds = 0; // how long the last step was, for a brush held down
|
|
1268
1960
|
// where the mouse is on the terrain, for the Terrain tool's brush
|
|
1269
1961
|
/** @type {Vector3|undefined} */
|
|
@@ -1273,6 +1965,7 @@ let editor3DTerrainHover;
|
|
|
1273
1965
|
let editor3DBlockHover;
|
|
1274
1966
|
let editor3DGrid = true; // moves, turns and sizes go in steps, Ctrl flips it for a drag
|
|
1275
1967
|
let editor3DGroundSnap = true; // a body drag slides along what is under the mouse
|
|
1968
|
+
let editor3DLocalAxes = false; // the Move handles follow the object's own axes, not the world's
|
|
1276
1969
|
let editor3DMoveStep = 1, editor3DRotateStep = 15, editor3DScaleStep = .25; // the rotate step in degrees
|
|
1277
1970
|
let editor3DHelp = false; // the keys are shown
|
|
1278
1971
|
let editor3DMouseOnPanel = false;
|
|
@@ -1300,7 +1993,7 @@ function editor3DSelectionCenter()
|
|
|
1300
1993
|
function editor3DHandles()
|
|
1301
1994
|
{
|
|
1302
1995
|
const center = editor3DSelectionCenter(), tool = editor3DTool, handles = [];
|
|
1303
|
-
if (!center || tool === 'select' || tool === 'blocks' || tool === 'terrain') return handles;
|
|
1996
|
+
if (!center || tool === 'select' || tool === 'blocks' || tool === 'terrain' || editorGameTool()) return handles;
|
|
1304
1997
|
const length = editor3DScreenScale(center) * EDITOR3D_HANDLE_SIZE;
|
|
1305
1998
|
const rotation = editor3DRotation(editor3DSelected()[0]).scale(PI / 180), frame = buildMatrix(vec3(), rotation);
|
|
1306
1999
|
for (const axis of 'xyz')
|
|
@@ -1317,16 +2010,19 @@ function editor3DHandles()
|
|
|
1317
2010
|
continue;
|
|
1318
2011
|
}
|
|
1319
2012
|
|
|
1320
|
-
// an arrow or scale handle starts a little out from the middle, which is left for the object's body
|
|
1321
|
-
|
|
1322
|
-
|
|
2013
|
+
// an arrow or scale handle starts a little out from the middle, which is left for the object's body; Move
|
|
2014
|
+
// goes along the world's axes, or with own axes on along the object's, as Scale always does
|
|
2015
|
+
const local = tool !== 'move' || editor3DLocalAxes;
|
|
2016
|
+
const way = (k)=> local ? frame.transformDirection(EDITOR3D_AXES[k]) : EDITOR3D_AXES[k];
|
|
2017
|
+
const direction = way(axis), turn = tool === 'move' && local ? rotation : undefined;
|
|
2018
|
+
handles.push({kind: tool === 'move' ? 'arrow' : 'scale', axis, center, length, direction, turn,
|
|
1323
2019
|
points: [center.add(direction.scale(length * .2)), center.add(direction.scale(length))]});
|
|
1324
2020
|
if (tool === 'move')
|
|
1325
2021
|
{
|
|
1326
|
-
// the square between the other two axes moves along both
|
|
2022
|
+
// the square between the other two axes moves along both; across is the axis it does not move along
|
|
1327
2023
|
const [a, b] = 'xyz'.replace(axis, '');
|
|
1328
|
-
handles.push({kind: 'plane', axis: a + b, center, length, direction,
|
|
1329
|
-
points: [center.add(
|
|
2024
|
+
handles.push({kind: 'plane', axis: a + b, center, length, direction, turn, across: axis,
|
|
2025
|
+
ways: [way(a), way(b)], points: [center.add(way(a).add(way(b)).scale(length * .35))]});
|
|
1330
2026
|
}
|
|
1331
2027
|
}
|
|
1332
2028
|
tool === 'scale' && handles.push({kind: 'scaleAll', axis: 'xyz', center, length, points: [center]});
|
|
@@ -1393,6 +2089,10 @@ function editor3DParts(made, parts=[])
|
|
|
1393
2089
|
parts.push(made);
|
|
1394
2090
|
for (const child of made.children)
|
|
1395
2091
|
editor3DParts(child, parts);
|
|
2092
|
+
// a prefab's instance and its parts are one thing, the ones that are not its children too
|
|
2093
|
+
if (made instanceof Prefab3D)
|
|
2094
|
+
for (const part of made.parts)
|
|
2095
|
+
part?.parent === made || editor3DParts(part, parts);
|
|
1396
2096
|
}
|
|
1397
2097
|
return parts;
|
|
1398
2098
|
}
|
|
@@ -1466,10 +2166,13 @@ function editor3DPlaceAt(type, ray)
|
|
|
1466
2166
|
editor3DStrokeEnd();
|
|
1467
2167
|
const id = editor3DPlace(type, point);
|
|
1468
2168
|
if (id === undefined) return;
|
|
1469
|
-
const
|
|
2169
|
+
const object = editor3DObject(id), size = editor3DSize(object), offset = editor3DBoxOffset(object);
|
|
2170
|
+
const ignore = new Set(editor3DParts(editor3DInstances.get(id)));
|
|
1470
2171
|
const snapped = editor3DSnapPos(editor3DRest(point, size), size, editor3DGrid ? editor3DMoveStep : 0);
|
|
1471
2172
|
const y = editor3DLand(snapped.x, snapped.z, point.y, size, ignore);
|
|
1472
|
-
|
|
2173
|
+
// the box stands there, and the object's place is where that puts it
|
|
2174
|
+
const to = vec3(snapped.x, y, snapped.z).subtract(offset);
|
|
2175
|
+
editor3DChange((list)=> editor3DSetTransform(list.find((o)=> o.id === id), to));
|
|
1473
2176
|
editor3DStrokeEnd();
|
|
1474
2177
|
}
|
|
1475
2178
|
|
|
@@ -1479,7 +2182,7 @@ function editor3DDragTo(drag, mouse, ray, snap)
|
|
|
1479
2182
|
if (drag.kind === 'blocks')
|
|
1480
2183
|
return editor3DVoxelDragTo(drag, ray);
|
|
1481
2184
|
if (drag.kind === 'terrain')
|
|
1482
|
-
return editor3DTerrainHover &&
|
|
2185
|
+
return editor3DTerrainHover && editor3DTerrainDragTo(drag, editor3DTerrainHover);
|
|
1483
2186
|
if (drag.kind === 'box')
|
|
1484
2187
|
{
|
|
1485
2188
|
drag.to = mouse.copy();
|
|
@@ -1490,18 +2193,23 @@ function editor3DDragTo(drag, mouse, ray, snap)
|
|
|
1490
2193
|
const was = first && start.get(first.id);
|
|
1491
2194
|
if (!was) return;
|
|
1492
2195
|
const size = editor3DSize(first), turned = editor3DTurned(first), step = snap ? editor3DMoveStep : 0;
|
|
1493
|
-
const
|
|
2196
|
+
const offset = editor3DBoxOffset(first); // snapping and landing go by its box
|
|
2197
|
+
const snapTo = (to)=> editor3DSnapPos(to.add(offset), size, step, turned).subtract(offset).subtract(was.pos);
|
|
1494
2198
|
let move, turn, factor;
|
|
1495
2199
|
if (kind === 'arrow')
|
|
1496
2200
|
{
|
|
1497
2201
|
const d = editor3DAxisDistance(ray, handle.center, handle.direction) - grab;
|
|
1498
|
-
move
|
|
2202
|
+
// an axis of its own does not follow the grid, so the move goes in steps from where it started
|
|
2203
|
+
move = handle.turn ? handle.direction.scale(step ? round(d / step) * step : d) :
|
|
2204
|
+
handle.direction.multiply(snapTo(was.pos.add(handle.direction.scale(d)))); // along its axis alone
|
|
1499
2205
|
}
|
|
1500
2206
|
else if (kind === 'plane')
|
|
1501
2207
|
{
|
|
1502
2208
|
const point = editor3DPlanePoint(ray, handle.center, handle.direction);
|
|
1503
2209
|
if (!point || !grab) return;
|
|
1504
|
-
|
|
2210
|
+
const delta = point.subtract(grab), along = (w)=> step ? round(delta.dot(w) / step) * step : delta.dot(w);
|
|
2211
|
+
move = handle.turn ? handle.ways[0].scale(along(handle.ways[0])).add(handle.ways[1].scale(along(handle.ways[1]))) :
|
|
2212
|
+
vec3(1).subtract(handle.direction).multiply(snapTo(was.pos.add(delta)));
|
|
1505
2213
|
}
|
|
1506
2214
|
else if (kind === 'body')
|
|
1507
2215
|
{
|
|
@@ -1509,8 +2217,8 @@ function editor3DDragTo(drag, mouse, ray, snap)
|
|
|
1509
2217
|
const point = editor3DPlanePoint(ray, drag.level, drag.normal);
|
|
1510
2218
|
if (!point) return;
|
|
1511
2219
|
const across = snapTo(was.pos.add(point.subtract(drag.level)));
|
|
1512
|
-
const y = editor3DGroundSnap ? editor3DLand(was.pos.x + across.x, was.pos.z + across.z,
|
|
1513
|
-
was.pos.y - size.y / 2, size, drag.ignore) : was.pos.y;
|
|
2220
|
+
const y = editor3DGroundSnap ? editor3DLand(was.pos.x + offset.x + across.x, was.pos.z + offset.z + across.z,
|
|
2221
|
+
was.pos.y + offset.y - size.y / 2, size, drag.ignore) - offset.y : was.pos.y;
|
|
1514
2222
|
move = vec3(across.x, y - was.pos.y, across.z);
|
|
1515
2223
|
}
|
|
1516
2224
|
else if (kind === 'ring')
|
|
@@ -1611,9 +2319,9 @@ function editor3DDropSelection()
|
|
|
1611
2319
|
{
|
|
1612
2320
|
for (const object of list)
|
|
1613
2321
|
{
|
|
1614
|
-
const to = editor3DSelection.has(object.id) &&
|
|
1615
|
-
editor3DDrop(editor3DPos(object), editor3DSize(object), ignore);
|
|
1616
|
-
to && editor3DSetTransform(object, to);
|
|
2322
|
+
const offset = editor3DBoxOffset(object), to = editor3DSelection.has(object.id) &&
|
|
2323
|
+
editor3DDrop(editor3DPos(object).add(offset), editor3DSize(object), ignore);
|
|
2324
|
+
to && editor3DSetTransform(object, to.subtract(offset));
|
|
1617
2325
|
}
|
|
1618
2326
|
});
|
|
1619
2327
|
editor3DStrokeEnd();
|
|
@@ -1627,11 +2335,12 @@ function editor3DPasteAtMouse()
|
|
|
1627
2335
|
if (!copied?.length) return false;
|
|
1628
2336
|
if (!point) return editor3DPaste();
|
|
1629
2337
|
const center = copied.reduce((sum, o)=> sum.add(editor3DPos(o)), vec3()).scale(1 / copied.length);
|
|
1630
|
-
const
|
|
1631
|
-
const
|
|
1632
|
-
const
|
|
2338
|
+
const box = (o)=> editor3DClipboardBoxes.get(o) ?? {size: editor3DSize(o), offset: editor3DBoxOffset(o)};
|
|
2339
|
+
const bottom = copied.reduce((low, o)=> min(low, editor3DPos(o).y + box(o).offset.y - box(o).size.y / 2), Infinity);
|
|
2340
|
+
const first = copied[0], size = box(first).size, was = editor3DPos(first).add(box(first).offset); // its box's middle
|
|
2341
|
+
const snapped = editor3DSnapPos(was.add(vec3(point.x - center.x, 0, point.z - center.z)), size,
|
|
1633
2342
|
editor3DGrid ? editor3DMoveStep : 0, editor3DTurned(first));
|
|
1634
|
-
const land = editor3DLand(snapped.x, snapped.z, point.y,
|
|
2343
|
+
const land = editor3DLand(snapped.x, snapped.z, point.y, size) - size.y / 2;
|
|
1635
2344
|
return editor3DPaste(vec3(snapped.x - was.x, land - bottom, snapped.z - was.z));
|
|
1636
2345
|
}
|
|
1637
2346
|
|
|
@@ -1640,18 +2349,22 @@ function editor3DPasteAtMouse()
|
|
|
1640
2349
|
/** @type {Object<string, function(boolean=): any>} */
|
|
1641
2350
|
const editor3DKeys =
|
|
1642
2351
|
{
|
|
1643
|
-
KeyQ: ()=> {
|
|
1644
|
-
KeyW: ()=> {
|
|
1645
|
-
KeyE: ()=> {
|
|
1646
|
-
KeyR: ()=> {
|
|
1647
|
-
KeyB: ()=> {
|
|
1648
|
-
KeyT: ()=> {
|
|
2352
|
+
KeyQ: ()=> { editor3DPickTool('select'); editor3DBrush = undefined; },
|
|
2353
|
+
KeyW: ()=> { editor3DPickTool('move'); },
|
|
2354
|
+
KeyE: ()=> { editor3DPickTool('rotate'); },
|
|
2355
|
+
KeyR: ()=> { editor3DPickTool('scale'); },
|
|
2356
|
+
KeyB: ()=> { editor3DPickTool('blocks'); editor3DBrush = undefined; },
|
|
2357
|
+
KeyT: ()=> { editor3DPickTool('terrain'); editor3DBrush = undefined; },
|
|
1649
2358
|
KeyP: ()=> editor3DTool === 'blocks' && editor3DVoxelPick(render3D.screenToRay(mousePosScreen)),
|
|
2359
|
+
KeyX: ()=> editor3DTool === 'terrain' ? editor3DTerrainNextBrush() :
|
|
2360
|
+
editor3DTool === 'blocks' && (editor3DBlockBox = !editor3DBlockBox),
|
|
1650
2361
|
KeyG: ()=> { editor3DGrid = !editor3DGrid; },
|
|
2362
|
+
KeyL: ()=> { editor3DLocalAxes = !editor3DLocalAxes; },
|
|
1651
2363
|
KeyF: ()=> editor3DFrame(),
|
|
1652
2364
|
End: ()=> editor3DDropSelection(),
|
|
1653
2365
|
Delete: ()=> editor3DDelete(),
|
|
1654
|
-
Backspace: ()=> editor3DDelete(),
|
|
2366
|
+
Backspace: ()=> editor3DSelection.size ? editor3DDelete() : editor3DPrefabBack(),
|
|
2367
|
+
Enter: ()=> editor3DPrefabEnter(),
|
|
1655
2368
|
Slash: ()=> { editor3DHelp = !editor3DHelp; },
|
|
1656
2369
|
};
|
|
1657
2370
|
/** @type {Object<string, function(boolean=): any>} */
|
|
@@ -1663,6 +2376,7 @@ const editor3DCtrlKeys =
|
|
|
1663
2376
|
KeyX: ()=> editor3DCut(),
|
|
1664
2377
|
KeyV: ()=> editor3DPasteAtMouse(),
|
|
1665
2378
|
KeyD: ()=> editor3DDuplicate(),
|
|
2379
|
+
KeyG: (shift)=> shift ? editor3DUnpack() : editor3DMakePrefab() === true,
|
|
1666
2380
|
};
|
|
1667
2381
|
|
|
1668
2382
|
// the camera: the right button looks and the keys fly while it is held, the middle button or Space and the left
|
|
@@ -1715,7 +2429,13 @@ function editor3DEditorUpdate(seconds)
|
|
|
1715
2429
|
if (debugKey && keyWasPressed(debugKey))
|
|
1716
2430
|
{
|
|
1717
2431
|
inputClearKey(debugKey);
|
|
1718
|
-
|
|
2432
|
+
if (editor3DToolHeld)
|
|
2433
|
+
{
|
|
2434
|
+
editor3DStrokeCancel(); // a held press of the game's tool is taken back
|
|
2435
|
+
editor3DToolHeld = false;
|
|
2436
|
+
}
|
|
2437
|
+
else
|
|
2438
|
+
editor3DDrag ? editor3DDragCancel() : editor3DPlay(editor3DMousePoint());
|
|
1719
2439
|
return;
|
|
1720
2440
|
}
|
|
1721
2441
|
|
|
@@ -1731,9 +2451,20 @@ function editor3DEditorUpdate(seconds)
|
|
|
1731
2451
|
const looking = mouseIsDown(2), cameraDrag = looking || mouseIsDown(1) || keyIsDown('Space') || alt;
|
|
1732
2452
|
|
|
1733
2453
|
// the keys, which wait for a drag to end, and fly while the right button is held
|
|
1734
|
-
if (!editor3DDrag && !looking)
|
|
2454
|
+
if (!editor3DDrag && !looking && !editor3DToolHeld)
|
|
2455
|
+
{
|
|
2456
|
+
// the game's own keys first, each takes the place of the editor's key of the same spelling
|
|
2457
|
+
const taken = new Set;
|
|
2458
|
+
for (const [spelled, key] of Object.entries(levelEditor.keys))
|
|
2459
|
+
{
|
|
2460
|
+
const withCtrl = spelled.startsWith('ctrl+'), code = editor3DKeyCode(spelled.slice(withCtrl ? 5 : 0));
|
|
2461
|
+
if (withCtrl !== ctrl) continue;
|
|
2462
|
+
taken.add(code);
|
|
2463
|
+
keyWasPressed(code) && key.action.call(levelEditor, shift);
|
|
2464
|
+
}
|
|
1735
2465
|
for (const [code, action] of Object.entries(ctrl ? editor3DCtrlKeys : editor3DKeys))
|
|
1736
|
-
keyWasPressed(code) && action(shift);
|
|
2466
|
+
taken.has(code) || keyWasPressed(code) && action(shift);
|
|
2467
|
+
}
|
|
1737
2468
|
|
|
1738
2469
|
// a right press during a drag puts it back
|
|
1739
2470
|
if (editor3DDrag && mouseWasPressed(2))
|
|
@@ -1741,22 +2472,24 @@ function editor3DEditorUpdate(seconds)
|
|
|
1741
2472
|
|
|
1742
2473
|
const ray = render3D.screenToRay(mouse), idle = !cameraDrag && !editor3DMouseOnPanel && !editor3DDrag;
|
|
1743
2474
|
editor3DHover = idle ? editor3DHandleAt(mouse) : undefined;
|
|
2475
|
+
editorCall('onUpdate');
|
|
2476
|
+
if (editor3DToolUpdate(ray, idle, shift, ctrl)) return; // a tool of the game's own has the mouse
|
|
1744
2477
|
|
|
1745
2478
|
// the Blocks tool takes the mouse while the level has a map: Shift removes, Ctrl repaints
|
|
1746
|
-
|
|
2479
|
+
// a type picked to place is placed, whichever tool is on
|
|
2480
|
+
const painting = editor3DTool === 'blocks' && !editor3DBrush && !!editor3DVoxelMap();
|
|
1747
2481
|
const mode = shift ? 'remove' : ctrl ? 'paint' : 'place';
|
|
1748
2482
|
const target = painting && idle ? editor3DVoxelTarget(ray, mode) : undefined;
|
|
1749
2483
|
editor3DBlockHover = target && {cell: target.cell, mode};
|
|
1750
|
-
// the Terrain tool takes it while the level has a terrain: held down
|
|
1751
|
-
|
|
1752
|
-
const terrain = editor3DTool === 'terrain' ? editor3DTerrainMap() : undefined;
|
|
2484
|
+
// the Terrain tool takes it while the level has a terrain: held down its brush works on the ground
|
|
2485
|
+
const terrain = editor3DTool === 'terrain' && !editor3DBrush ? editor3DTerrainMap() : undefined;
|
|
1753
2486
|
const reach = terrain && !cameraDrag && !editor3DMouseOnPanel ? terrain.raycast(ray) : undefined;
|
|
1754
2487
|
editor3DTerrainHover = reach === undefined ? undefined : ray.getPosition(reach);
|
|
1755
2488
|
if (painting)
|
|
1756
2489
|
idle && mouseWasPressed(0) && (editor3DDrag = editor3DVoxelPress(ray, mode));
|
|
1757
2490
|
else if (terrain)
|
|
1758
2491
|
idle && mouseWasPressed(0) && editor3DTerrainHover &&
|
|
1759
|
-
(editor3DDrag =
|
|
2492
|
+
(editor3DDrag = editor3DTerrainPress(editor3DTerrainHover, shift, ctrl));
|
|
1760
2493
|
else if (idle && mouseWasPressed(0))
|
|
1761
2494
|
editor3DPress(mouse, ray, shift);
|
|
1762
2495
|
|
|
@@ -1770,7 +2503,7 @@ function editor3DEditorUpdate(seconds)
|
|
|
1770
2503
|
if (debug && globalThis.document?.addEventListener)
|
|
1771
2504
|
document.addEventListener('keydown', (e)=>
|
|
1772
2505
|
{
|
|
1773
|
-
if (editor3DIsOpen && (e.ctrlKey || e.metaKey) && /^Key[
|
|
2506
|
+
if (editor3DIsOpen && (e.ctrlKey || e.metaKey) && /^Key[ZYCXVDG]$/.test(e.code) && !editorIsTextField(e.target))
|
|
1774
2507
|
e.preventDefault();
|
|
1775
2508
|
});
|
|
1776
2509
|
|
|
@@ -1782,13 +2515,16 @@ const editor3DHelpLines =
|
|
|
1782
2515
|
[
|
|
1783
2516
|
'Left: select · Shift+Left: add or take away · Left drag from empty space: box select',
|
|
1784
2517
|
'Q select · W move · E rotate · R scale: drag a handle, or the object itself',
|
|
1785
|
-
'G: grid snap, Ctrl flips it for a drag · End: drop to the ground',
|
|
2518
|
+
'G: grid snap, Ctrl flips it for a drag · L: move along its own axes · End: drop to the ground',
|
|
1786
2519
|
'Right button: look, and WASD and QE fly while it is held, Shift faster',
|
|
1787
2520
|
'Wheel: zoom · Middle drag or Space+drag: pan · Alt+drag: orbit · F: frame the selection',
|
|
1788
2521
|
'Pick a type, then click to place it, Shift+click keeps placing',
|
|
1789
2522
|
'B blocks: click or drag places · Shift removes · Ctrl repaints · P picks the type under the mouse',
|
|
1790
|
-
'
|
|
2523
|
+
'X box fill: a drag fills the rectangle dragged, as tall as the height in the panel',
|
|
2524
|
+
'T terrain: hold to raise the ground · Shift lowers · Ctrl smooths · X the next brush, flatten and paint',
|
|
1791
2525
|
'Delete · Ctrl+C / X / V: copy, cut, paste · Ctrl+D: duplicate · Ctrl+Z / Y: undo, redo',
|
|
2526
|
+
'Ctrl+G: make the selection a prefab, one thing to place many times · Ctrl+Shift+G: unpack it into its objects',
|
|
2527
|
+
'Enter: open the selected prefab to edit it alone, every instance follows · Backspace with nothing selected: back',
|
|
1792
2528
|
'Reset to file: the level as its file has it, Restart keeps your edits, Undo brings them back',
|
|
1793
2529
|
'Esc: play and edit · 0: exit the editor · ?: keys',
|
|
1794
2530
|
];
|
|
@@ -1798,6 +2534,7 @@ function editor3DHint()
|
|
|
1798
2534
|
{
|
|
1799
2535
|
if (editor3DRecords.get(editor3DLevel)?.pending)
|
|
1800
2536
|
return 'The level file changed: apply your edits or drop them';
|
|
2537
|
+
if (editorGameTool()) return editorGameTool().hint || levelEditor.tool;
|
|
1801
2538
|
if (editor3DDrag)
|
|
1802
2539
|
return editor3DDrag.kind === 'box' ? 'Let go to select what is inside' :
|
|
1803
2540
|
'Esc or right click puts it back · Ctrl flips the snap';
|
|
@@ -1806,10 +2543,14 @@ function editor3DHint()
|
|
|
1806
2543
|
if (editor3DBrush)
|
|
1807
2544
|
return `Click to place a ${editor3DBrush} · Shift keeps placing · Q puts it down`;
|
|
1808
2545
|
if (editor3DTool === 'terrain')
|
|
1809
|
-
return editor3DTerrainMap() ? '
|
|
1810
|
-
'
|
|
2546
|
+
return !editor3DTerrainMap() ? 'Add a terrain in the panel to sculpt it' :
|
|
2547
|
+
{sculpt: 'Hold to raise the ground · Shift lowers · Ctrl smooths',
|
|
2548
|
+
flatten: 'Hold to flatten the ground to the height pressed · Ctrl smooths',
|
|
2549
|
+
paint: 'Hold to paint the ground · Shift takes the paint off'}[editor3DTerrainBrush.mode] +
|
|
2550
|
+
' · X the next brush';
|
|
1811
2551
|
if (editor3DTool === 'blocks')
|
|
1812
|
-
return editor3DVoxelMap() ?
|
|
2552
|
+
return editor3DVoxelMap() ? (editor3DBlockBox ? 'Drag a box to fill it' : 'Click or drag places') +
|
|
2553
|
+
' · Shift removes · Ctrl repaints · P picks a type · X box' :
|
|
1813
2554
|
'Add a block map in the panel to paint blocks';
|
|
1814
2555
|
if (editor3DSelection.size)
|
|
1815
2556
|
return 'Drag a handle or the object · W move · E rotate · R scale · End drops it';
|
|
@@ -1883,7 +2624,8 @@ function editor3DDrawRing(center, across, along, radius, color, pixels=2)
|
|
|
1883
2624
|
function editor3DVisible(object)
|
|
1884
2625
|
{
|
|
1885
2626
|
const made = editor3DInstances.get(object.id);
|
|
1886
|
-
return made instanceof EngineObject3D && !made.destroyed && (made.mesh || made.tileInfo
|
|
2627
|
+
return made instanceof EngineObject3D && !made.destroyed && (made.mesh || made.tileInfo || editor3DPrefabBox(made)) ?
|
|
2628
|
+
made : undefined;
|
|
1887
2629
|
}
|
|
1888
2630
|
|
|
1889
2631
|
// the box around an object as a matrix: around its mesh where it is, turned and sized as it is, a unit box for a
|
|
@@ -1893,6 +2635,9 @@ function editor3DBoxMatrix(object)
|
|
|
1893
2635
|
const made = editor3DVisible(object), bounds = made?.mesh && (made.mesh.bounds || made.mesh.getBounds());
|
|
1894
2636
|
if (!made)
|
|
1895
2637
|
return buildMatrix(editor3DPos(object));
|
|
2638
|
+
const box = editor3DPrefabBox(made);
|
|
2639
|
+
if (box)
|
|
2640
|
+
return buildMatrix(box.pos, undefined, box.size);
|
|
1896
2641
|
const matrix = render3DObjectMatrix(made).copy();
|
|
1897
2642
|
return bounds ? matrix.multiply(buildMatrix(bounds.min.add(bounds.max).scale(.5), undefined,
|
|
1898
2643
|
bounds.max.subtract(bounds.min))) : matrix.multiply(buildMatrix(vec3(), undefined, made.size3D));
|
|
@@ -1956,6 +2701,15 @@ function editor3DDraw()
|
|
|
1956
2701
|
editor3DDrawRing(editor3DTerrainHover.add(vec3(0, .05, 0)), EDITOR3D_AXES.x, EDITOR3D_AXES.z,
|
|
1957
2702
|
editor3DTerrainBrush.size / 2, hsl(0, 0, 1, .9), 2.5);
|
|
1958
2703
|
|
|
2704
|
+
// the box a box drag fills
|
|
2705
|
+
const region = map && editor3DDrag?.region;
|
|
2706
|
+
if (region)
|
|
2707
|
+
{
|
|
2708
|
+
const size = region.hi.subtract(region.lo).add(vec3(1));
|
|
2709
|
+
editor3DDrawWire(buildMatrix(map.pos3D.add(region.lo).add(size.scale(.5)), undefined, size.add(vec3(.02))),
|
|
2710
|
+
editor3DDrag.mode === 'place' ? hsl(0, 0, 1, .9) : editor3DDrag.mode === 'remove' ? hsl(0, 1, .6) :
|
|
2711
|
+
hsl(.15, 1, .6), 2.5);
|
|
2712
|
+
}
|
|
1959
2713
|
// the map's edges, to see where it ends
|
|
1960
2714
|
if (map)
|
|
1961
2715
|
editor3DDrawWire(buildMatrix(map.pos3D.add(map.mapSize.scale(.5)), undefined, map.mapSize),
|
|
@@ -1982,9 +2736,8 @@ function editor3DDraw()
|
|
|
1982
2736
|
else if (kind === 'plane')
|
|
1983
2737
|
{
|
|
1984
2738
|
// a flat square across its two axes, in the color of the axis it does not move along
|
|
1985
|
-
const size = vec3(tip * 1.6).subtract(handle.
|
|
1986
|
-
r.drawBox(points[0], size, lit ? color : EDITOR3D_AXIS_COLORS[
|
|
1987
|
-
.replace(axis[1], '')].scale(1, .7));
|
|
2739
|
+
const size = vec3(tip * 1.6).subtract(EDITOR3D_AXES[handle.across].scale(tip * 1.5));
|
|
2740
|
+
r.drawBox(points[0], size, lit ? color : EDITOR3D_AXIS_COLORS[handle.across].scale(1, .7), handle.turn);
|
|
1988
2741
|
}
|
|
1989
2742
|
else if (kind === 'scaleAll')
|
|
1990
2743
|
r.drawBox(center, tip * 1.4, lit ? color : WHITE);
|
|
@@ -1994,7 +2747,8 @@ function editor3DDraw()
|
|
|
1994
2747
|
r.drawLine(points[0], points[1], width, color);
|
|
1995
2748
|
const turn = axis === 'x' ? vec3(0, 0, -PI / 2) : axis === 'z' ? vec3(PI / 2, 0, 0) : undefined;
|
|
1996
2749
|
const at = points[1].add(handle.direction.scale(tip));
|
|
1997
|
-
|
|
2750
|
+
const cone = buildMatrix(vec3(), turn, vec3(tip * 1.4, tip * 2, tip * 1.4));
|
|
2751
|
+
r.drawMesh(editor3DConeMesh(), buildMatrix(at, handle.turn).multiply(cone), undefined, color);
|
|
1998
2752
|
}
|
|
1999
2753
|
else
|
|
2000
2754
|
{
|
|
@@ -2002,6 +2756,7 @@ function editor3DDraw()
|
|
|
2002
2756
|
r.drawBox(points[1], tip, color, editor3DRotation(editor3DSelected()[0]).scale(PI / 180));
|
|
2003
2757
|
}
|
|
2004
2758
|
}
|
|
2759
|
+
editor3DDrawGame();
|
|
2005
2760
|
}
|
|
2006
2761
|
|
|
2007
2762
|
// the editor's drawing on the 2D layer: the name of each marker, and the box being dragged out to select with
|
|
@@ -2092,9 +2847,11 @@ function editor3DPanelInit()
|
|
|
2092
2847
|
['scale', 'Scale', 'R'], ['blocks', 'Blocks', 'B'], ['terrain', 'Terrain', 'T']])
|
|
2093
2848
|
toolButtons[tool] = button(tools, text, ()=>
|
|
2094
2849
|
{
|
|
2095
|
-
|
|
2850
|
+
editor3DPickTool(tool);
|
|
2096
2851
|
(tool === 'select' || tool === 'blocks' || tool === 'terrain') && (editor3DBrush = undefined);
|
|
2097
2852
|
}, key);
|
|
2853
|
+
// the game's own tools, buttons and controls, under the editor's tools
|
|
2854
|
+
const game = editorElement('div', panel);
|
|
2098
2855
|
const snap = editorElement('div', panel, box);
|
|
2099
2856
|
const grid = check(snap, 'Grid snap', (on)=> editor3DGrid = on, 'G, and Ctrl flips it for a drag');
|
|
2100
2857
|
const steps = row(snap);
|
|
@@ -2103,12 +2860,26 @@ function editor3DPanelInit()
|
|
|
2103
2860
|
const scaleStep = choice(steps, 'Size', [1, .5, .25], (v)=> editor3DScaleStep = v);
|
|
2104
2861
|
const ground = check(snap, 'Ground snap', (on)=> editor3DGroundSnap = on,
|
|
2105
2862
|
'A drag of an object slides it along what is under the mouse');
|
|
2863
|
+
const ownAxes = check(snap, 'Own axes', (on)=> editor3DLocalAxes = on,
|
|
2864
|
+
'L: the Move handles go along the object\'s own axes, as it is turned, not the world\'s');
|
|
2106
2865
|
|
|
2107
2866
|
// the types, a click picks one up to place, made again when types are added
|
|
2108
2867
|
editorElement('div', panel, 'color:#aaa;margin-top:4px', 'Place');
|
|
2109
2868
|
const types = row();
|
|
2869
|
+
const prefabNote = editorElement('div', panel, 'color:#f86'); // why a prefab was not loaded
|
|
2110
2870
|
const properties = editorElement('div', panel, box);
|
|
2111
2871
|
|
|
2872
|
+
// prefabs: the selection made one, or the selected instance's own
|
|
2873
|
+
const prefabBox = editorElement('div', panel, box);
|
|
2874
|
+
|
|
2875
|
+
// the prefab that is open, and the way back
|
|
2876
|
+
const prefabOpen = editorElement('div', panel, 'padding:4px;margin:4px 0;background:#235;border-radius:3px;' +
|
|
2877
|
+
'display:flex;gap:6px;align-items:center');
|
|
2878
|
+
panel.insertBefore(prefabOpen, panel.firstChild);
|
|
2879
|
+
const prefabName = editorElement('span', prefabOpen, 'flex:1');
|
|
2880
|
+
button(prefabOpen, 'Back', ()=> editor3DPrefabBack(),
|
|
2881
|
+
'Backspace with nothing selected: back to where the prefab was opened from, every instance of it follows');
|
|
2882
|
+
|
|
2112
2883
|
// the Blocks tool's box: a map to add, or the types to paint with
|
|
2113
2884
|
const blocks = editorElement('div', panel, box);
|
|
2114
2885
|
|
|
@@ -2139,13 +2910,15 @@ function editor3DPanelInit()
|
|
|
2139
2910
|
|
|
2140
2911
|
const storage = editorElement('div', panel, 'color:#f86;margin-top:4px',
|
|
2141
2912
|
'Autosave failed, storage is full: Save to a file');
|
|
2913
|
+
const prefabUnsaved = editorElement('div', panel, 'color:#fc6;margin-top:4px');
|
|
2142
2914
|
const hint = editorElement('div', panel, 'color:#8ab;margin-top:4px');
|
|
2143
2915
|
const help = editorElement('div', panel, 'color:#aaa;margin-top:4px;border-top:1px solid #444;padding-top:4px');
|
|
2144
2916
|
for (const line of editor3DHelpLines)
|
|
2145
2917
|
editorElement('div', help, 'margin:2px 0', line);
|
|
2918
|
+
const gameHelp = editorElement('div', help);
|
|
2146
2919
|
button(help, 'Close', ()=> editor3DHelp = false, '?');
|
|
2147
2920
|
|
|
2148
|
-
editor3DPanelParts = {restart, pending, toolButtons, grid, moveStep, rotateStep, scaleStep, ground, types,
|
|
2921
|
+
editor3DPanelParts = {game, gameHelp, restart, pending, toolButtons, grid, moveStep, rotateStep, scaleStep, ground, ownAxes, types, prefabBox, prefabOpen, prefabName, prefabUnsaved, prefabNote,
|
|
2149
2922
|
properties, blocks, terrainBox, sceneOn, sceneRows, playFrom, storage, hint, help, typeNames: ''};
|
|
2150
2923
|
}
|
|
2151
2924
|
|
|
@@ -2160,49 +2933,126 @@ function editor3DPanelUpdate()
|
|
|
2160
2933
|
editor3DPanel || editor3DPanelInit();
|
|
2161
2934
|
editor3DPanel.style.display = '';
|
|
2162
2935
|
const p = editor3DPanelParts, lit = '2px solid #4af';
|
|
2163
|
-
p.
|
|
2936
|
+
editorGamePanel(p.game);
|
|
2937
|
+
editorGameHelp(p.gameHelp);
|
|
2938
|
+
p.restart.style.display = editorHas('onRestart') ? '' : 'none';
|
|
2164
2939
|
p.pending.style.display = editor3DRecords.get(editor3DLevel)?.pending ? '' : 'none';
|
|
2165
2940
|
for (const tool in p.toolButtons)
|
|
2166
2941
|
p.toolButtons[tool].style.outline = tool === editor3DTool ? lit : '';
|
|
2167
2942
|
p.grid.checked = editor3DGrid;
|
|
2168
2943
|
p.ground.checked = editor3DGroundSnap;
|
|
2944
|
+
p.ownAxes.checked = editor3DLocalAxes;
|
|
2169
2945
|
p.moveStep.value = editor3DMoveStep + '';
|
|
2170
2946
|
p.rotateStep.value = editor3DRotateStep + '';
|
|
2171
2947
|
p.scaleStep.value = editor3DScaleStep + '';
|
|
2172
2948
|
p.playFrom.checked = editor3DPlayFromMouse;
|
|
2173
|
-
p.playFrom.parentElement.style.display =
|
|
2949
|
+
p.playFrom.parentElement.style.display = editorHas('onPlayFrom') ? 'flex' : 'none';
|
|
2174
2950
|
p.storage.style.display = editor3DSaveFailed ? '' : 'none';
|
|
2175
2951
|
p.hint.textContent = editor3DHint();
|
|
2176
2952
|
p.help.style.display = editor3DHelp ? '' : 'none';
|
|
2177
2953
|
|
|
2178
2954
|
// a button for each type, made again when the types changed
|
|
2179
|
-
const names =
|
|
2955
|
+
const names = editor3DPlaceNames(), plain = names.filter((name)=> !level3DPrefabs.has(name));
|
|
2956
|
+
const prefabs = names.slice(plain.length);
|
|
2957
|
+
const typeNames = plain.join('\n') + '\n\n' + prefabs.join('\n');
|
|
2180
2958
|
if (p.typeNames !== typeNames)
|
|
2181
2959
|
{
|
|
2182
2960
|
p.typeNames = typeNames;
|
|
2183
|
-
p.
|
|
2961
|
+
p.typeButtons = names.map((name)=>
|
|
2184
2962
|
{
|
|
2185
2963
|
const b = editorElement('button', undefined, 'padding:3px 6px;cursor:pointer', name);
|
|
2186
2964
|
b.onclick = ()=> { editor3DBrush = editor3DBrush === name ? undefined : name; b.blur(); };
|
|
2187
2965
|
return b;
|
|
2188
|
-
})
|
|
2189
|
-
|
|
2190
|
-
|
|
2966
|
+
});
|
|
2967
|
+
const label = editorElement('span', undefined, 'color:#aaa;width:100%', 'Prefabs');
|
|
2968
|
+
const load = editorElement('button', undefined, 'padding:3px 6px;cursor:pointer', 'Load prefab…');
|
|
2969
|
+
load.title = 'Add a prefab from a file the editor saved, by its file name, to place in this level';
|
|
2970
|
+
load.onclick = ()=> { editor3DPrefabPickFile(); load.blur(); };
|
|
2971
|
+
p.types.replaceChildren(...p.typeButtons.slice(0, plain.length), label, ...p.typeButtons.slice(plain.length), load);
|
|
2972
|
+
}
|
|
2973
|
+
p.prefabNote.style.display = editor3DPrefabMessage && !editor3DSelection.size ? '' : 'none';
|
|
2974
|
+
p.prefabNote.textContent = editor3DPrefabMessage;
|
|
2975
|
+
names.forEach((name, i)=> p.typeButtons[i].style.outline = name === editor3DBrush ? lit : '');
|
|
2191
2976
|
editor3DPropertiesUpdate(p.properties);
|
|
2977
|
+
editor3DPrefabBoxUpdate(p.prefabBox);
|
|
2978
|
+
p.prefabOpen.style.display = editor3DPrefabStack.length ? 'flex' : 'none';
|
|
2979
|
+
p.prefabName.textContent = 'Editing prefab ' + editor3DPrefabStack.map((frame)=> frame.name).join(' > ');
|
|
2980
|
+
p.prefabUnsaved.style.display = editor3DPrefabDirty.size ? '' : 'none';
|
|
2981
|
+
p.prefabUnsaved.textContent = 'Edited and not in its file: ' + [...editor3DPrefabDirty].join(', ') +
|
|
2982
|
+
'. Open it with Enter and Save';
|
|
2192
2983
|
editor3DBlocksUpdate(p.blocks);
|
|
2193
2984
|
editor3DTerrainBoxUpdate(p.terrainBox);
|
|
2194
2985
|
p.sceneOn.checked = !!editor3DScene();
|
|
2195
2986
|
editor3DSceneUpdate(p.sceneRows);
|
|
2196
2987
|
}
|
|
2197
2988
|
|
|
2989
|
+
// the prefab box, shown with a selection: a name and a button to make it a prefab, and for one selected instance
|
|
2990
|
+
// its prefab's name, Unpack, Export, and for a prefab of the level's own whether it is attached
|
|
2991
|
+
function editor3DPrefabBoxUpdate(box)
|
|
2992
|
+
{
|
|
2993
|
+
const selected = editor3DSelected(), made = selected.length === 1 && editor3DInstances.get(selected[0].id);
|
|
2994
|
+
const instance = made instanceof Prefab3D ? made : undefined, prefab = instance && level3DPrefabs.get(instance.prefabName);
|
|
2995
|
+
const key = !selected.length ? '' : [selected.length, instance?.prefabName, prefab?.attached, prefab?.fromLevel,
|
|
2996
|
+
editor3DPrefabMessage, editor3DPrefabStack.length] + '';
|
|
2997
|
+
box.style.display = key ? '' : 'none';
|
|
2998
|
+
if (box.dataset.key === key || box.contains(document.activeElement)) return;
|
|
2999
|
+
box.dataset.key = key;
|
|
3000
|
+
box.replaceChildren();
|
|
3001
|
+
if (!key) return;
|
|
3002
|
+
const field = 'background:#222;color:#eee', press = 'padding:2px 6px;cursor:pointer';
|
|
3003
|
+
const row = ()=> editorElement('div', box, 'display:flex;gap:4px;align-items:center;margin:2px 0;flex-wrap:wrap');
|
|
3004
|
+
if (prefab)
|
|
3005
|
+
{
|
|
3006
|
+
const line = row();
|
|
3007
|
+
editorElement('span', line, 'flex:1;color:#aaa', 'Prefab ' + instance.prefabName);
|
|
3008
|
+
const open = editorElement('button', line, press, 'Edit');
|
|
3009
|
+
open.title = 'Enter: open the prefab alone to edit it, every instance of it follows';
|
|
3010
|
+
open.onclick = ()=> { editor3DPrefabEnter(); open.blur(); };
|
|
3011
|
+
const unpack = editorElement('button', line, press, 'Unpack');
|
|
3012
|
+
unpack.title = 'Ctrl+Shift+G: turn this instance into the objects it is made of';
|
|
3013
|
+
unpack.onclick = ()=> { editor3DUnpack(); unpack.blur(); };
|
|
3014
|
+
const save = editorElement('button', line, press, 'Export');
|
|
3015
|
+
save.title = 'Save the prefab as a file of its own, to load with level3DLoadPrefab';
|
|
3016
|
+
save.onclick = ()=>
|
|
3017
|
+
{
|
|
3018
|
+
saveText(editor3DPrefabJSON(instance.prefabName), instance.prefabName + '.json', 'application/json');
|
|
3019
|
+
save.blur();
|
|
3020
|
+
};
|
|
3021
|
+
if (prefab.fromLevel && !editor3DPrefabStack.length)
|
|
3022
|
+
{
|
|
3023
|
+
const label = editorElement('label', box, 'display:flex;gap:6px;align-items:center;margin:2px 0');
|
|
3024
|
+
label.title = 'Its parts are attached to each instance and move with it as one body, with no ' +
|
|
3025
|
+
'collision of their own; off, each part is an object of its own and solid';
|
|
3026
|
+
const attached = editorElement('input', label);
|
|
3027
|
+
attached.type = 'checkbox';
|
|
3028
|
+
attached.checked = prefab.attached;
|
|
3029
|
+
attached.onchange = ()=> { editor3DPrefabSetAttached(instance.prefabName, attached.checked); attached.blur(); };
|
|
3030
|
+
editorElement('span', label, '', 'Attached, one body');
|
|
3031
|
+
}
|
|
3032
|
+
}
|
|
3033
|
+
const line = row();
|
|
3034
|
+
const name = editorElement('input', line, field + ';flex:1;min-width:60px');
|
|
3035
|
+
name.placeholder = 'prefab name';
|
|
3036
|
+
const make = editorElement('button', line, press, 'Make prefab');
|
|
3037
|
+
make.title = 'Ctrl+G: the selection becomes one thing to place many times, kept in the level';
|
|
3038
|
+
make.onclick = ()=> { editor3DMakePrefab(name.value); make.blur(); };
|
|
3039
|
+
name.onkeydown = (e)=> { e.key === 'Enter' && (editor3DMakePrefab(name.value), name.blur()); };
|
|
3040
|
+
editor3DPrefabMessage && editorElement('div', box, 'color:#f86', editor3DPrefabMessage);
|
|
3041
|
+
}
|
|
3042
|
+
|
|
3043
|
+
// a level's color as a color input takes it, six digits and no alpha, white for one it can not show
|
|
3044
|
+
function editor3DInputColor(hex) { return /^#[0-9a-f]{6}/i.test(hex) ? hex.slice(0, 7) : '#ffffff'; }
|
|
3045
|
+
|
|
2198
3046
|
// the terrain box, shown with the Terrain tool: without a terrain, its size, cells and height and a button to add
|
|
2199
|
-
// it; with one, the brush
|
|
3047
|
+
// it; with one, the brush, its size and strength or the color it paints, the terrain's color, and a button to
|
|
3048
|
+
// take it away
|
|
2200
3049
|
function editor3DTerrainBoxUpdate(box)
|
|
2201
3050
|
{
|
|
2202
3051
|
const map = editor3DTerrainMap(), shown = editor3DTool === 'terrain';
|
|
2203
3052
|
box.style.display = shown ? '' : 'none';
|
|
2204
3053
|
if (!shown) return;
|
|
2205
|
-
const terrain = editor3DLevelPart('terrain'),
|
|
3054
|
+
const terrain = editor3DLevelPart('terrain'), brush = editor3DTerrainBrush;
|
|
3055
|
+
const key = map ? ['terrain', terrain.color, brush.mode] + '' : 'none';
|
|
2206
3056
|
if (box.dataset.key === key || box.contains(document.activeElement)) return;
|
|
2207
3057
|
box.dataset.key = key;
|
|
2208
3058
|
box.replaceChildren();
|
|
@@ -2250,13 +3100,27 @@ function editor3DTerrainBoxUpdate(box)
|
|
|
2250
3100
|
input.oninput = ()=> set(parseFloat(input.value));
|
|
2251
3101
|
input.onchange = ()=> input.blur();
|
|
2252
3102
|
};
|
|
2253
|
-
|
|
2254
|
-
|
|
2255
|
-
|
|
2256
|
-
(
|
|
2257
|
-
|
|
3103
|
+
const brushes = editorElement('select', line('Brush', 'X: sculpt raises and lowers the ground, flatten brings ' +
|
|
3104
|
+
'it to the height pressed, paint colors it'), field + ';width:120px');
|
|
3105
|
+
for (const name of editor3DTerrainBrushes)
|
|
3106
|
+
editorElement('option', brushes, '', name[0].toUpperCase() + name.slice(1)).value = name;
|
|
3107
|
+
brushes.value = brush.mode;
|
|
3108
|
+
brushes.onchange = ()=> { brush.mode = brushes.value; brushes.blur(); };
|
|
3109
|
+
slider('Brush size', 'How far across the brush is', 1, 32, .5, brush.size, (v)=> brush.size = v);
|
|
3110
|
+
if (brush.mode === 'paint')
|
|
3111
|
+
{
|
|
3112
|
+
const paint = editorElement('input', line('Paint', 'The color the brush paints'), field + ';width:60px');
|
|
3113
|
+
paint.type = 'color';
|
|
3114
|
+
paint.value = editor3DInputColor(brush.color);
|
|
3115
|
+
paint.oninput = ()=> brush.color = paint.value;
|
|
3116
|
+
paint.onchange = ()=> { brush.color = paint.value; paint.blur(); };
|
|
3117
|
+
}
|
|
3118
|
+
else
|
|
3119
|
+
slider('Strength', 'How fast the brush works', .05, 1, .05, brush.strength, (v)=> brush.strength = v);
|
|
3120
|
+
const color = editorElement('input', line('Color', 'The color of the ground that is not painted'),
|
|
3121
|
+
field + ';width:60px');
|
|
2258
3122
|
color.type = 'color';
|
|
2259
|
-
color.value =
|
|
3123
|
+
color.value = editor3DInputColor(terrain.color);
|
|
2260
3124
|
color.oninput = ()=> editor3DChangePart('terrain', (t)=> ({...t, color: color.value}));
|
|
2261
3125
|
color.onchange = ()=> { color.oninput(); editor3DStrokeEnd(); color.blur(); };
|
|
2262
3126
|
const remove = editorElement('button', box, 'margin-top:4px;padding:2px 6px;cursor:pointer', 'Remove terrain');
|
|
@@ -2272,7 +3136,8 @@ function editor3DBlocksUpdate(box)
|
|
|
2272
3136
|
box.style.display = shown ? '' : 'none';
|
|
2273
3137
|
if (!shown) return;
|
|
2274
3138
|
const first = map?.tileInfo, texture = first?.textureInfo;
|
|
2275
|
-
const key = map ? ['map', editor3DBlockType, texture?.size.x, map.blockTypes.length
|
|
3139
|
+
const key = map ? ['map', editor3DBlockType, texture?.size.x, map.blockTypes.length, editor3DBlockBox,
|
|
3140
|
+
map.mapSize].join() : 'none';
|
|
2276
3141
|
if (box.dataset.key === key || box.contains(document.activeElement)) return;
|
|
2277
3142
|
box.dataset.key = key;
|
|
2278
3143
|
box.replaceChildren();
|
|
@@ -2293,7 +3158,7 @@ function editor3DBlocksUpdate(box)
|
|
|
2293
3158
|
add.title = 'An empty map of blocks, centered, its bottom on the ground';
|
|
2294
3159
|
add.onclick = ()=>
|
|
2295
3160
|
{
|
|
2296
|
-
const [x, y, z] = inputs.map((i)=> clamp(floor(parseFloat(i.value)) ||
|
|
3161
|
+
const [x, y, z] = inputs.map((i, k)=> clamp(floor(parseFloat(i.value)) || [32, 16, 32][k], 1, 256));
|
|
2297
3162
|
editor3DVoxelAdd(vec3(x, y, z));
|
|
2298
3163
|
add.blur();
|
|
2299
3164
|
};
|
|
@@ -2333,6 +3198,46 @@ function editor3DBlocksUpdate(box)
|
|
|
2333
3198
|
}
|
|
2334
3199
|
catch {} // an image that can not be drawn or read, the title still says the type
|
|
2335
3200
|
}
|
|
3201
|
+
// box fill: a drag fills the rectangle dragged, this many layers tall
|
|
3202
|
+
const boxRow = editorElement('label', box, 'display:flex;gap:6px;align-items:center;margin:4px 0 2px');
|
|
3203
|
+
boxRow.title = 'X: a drag fills the whole rectangle from the press to the mouse, Shift clears it, Ctrl repaints';
|
|
3204
|
+
const boxOn = editorElement('input', boxRow);
|
|
3205
|
+
boxOn.type = 'checkbox';
|
|
3206
|
+
boxOn.checked = editor3DBlockBox;
|
|
3207
|
+
boxOn.onchange = ()=> { editor3DBlockBox = boxOn.checked; boxOn.blur(); };
|
|
3208
|
+
editorElement('span', boxRow, 'flex:1', 'Box fill, height');
|
|
3209
|
+
const boxHeight = editorElement('input', boxRow, field);
|
|
3210
|
+
boxHeight.type = 'number';
|
|
3211
|
+
boxHeight.min = '1', boxHeight.max = '256', boxHeight.step = '1';
|
|
3212
|
+
boxHeight.value = editor3DBlockBoxHeight + '';
|
|
3213
|
+
boxHeight.onchange = ()=>
|
|
3214
|
+
{
|
|
3215
|
+
editor3DBlockBoxHeight = clamp(floor(parseFloat(boxHeight.value)) || 1, 1, 256);
|
|
3216
|
+
boxHeight.value = editor3DBlockBoxHeight + '';
|
|
3217
|
+
boxHeight.blur();
|
|
3218
|
+
};
|
|
3219
|
+
|
|
3220
|
+
// the map's size, to change
|
|
3221
|
+
const sizeRow = editorElement('label', box, 'display:flex;gap:4px;align-items:center;margin:2px 0');
|
|
3222
|
+
editorElement('span', sizeRow, 'flex:1', 'Map size');
|
|
3223
|
+
const axes = ['x', 'y', 'z'], sizes = axes.map((axis)=>
|
|
3224
|
+
{
|
|
3225
|
+
const input = editorElement('input', sizeRow, field);
|
|
3226
|
+
input.type = 'number';
|
|
3227
|
+
input.min = '1', input.max = '256', input.step = '1';
|
|
3228
|
+
input.value = map.mapSize[axis] + '';
|
|
3229
|
+
return input;
|
|
3230
|
+
});
|
|
3231
|
+
const resize = editorElement('button', box, 'padding:2px 6px;cursor:pointer;margin-right:4px', 'Resize');
|
|
3232
|
+
resize.title = 'Change the map\'s size, its blocks stay where they are; Undo brings back what was cut off';
|
|
3233
|
+
resize.onclick = ()=>
|
|
3234
|
+
{
|
|
3235
|
+
// a field left empty keeps the size it has
|
|
3236
|
+
const [x, y, z] = sizes.map((i, k)=> clamp(floor(parseFloat(i.value)) || map.mapSize[axes[k]], 1, 256));
|
|
3237
|
+
editor3DVoxelResize(vec3(x, y, z));
|
|
3238
|
+
resize.blur();
|
|
3239
|
+
};
|
|
3240
|
+
|
|
2336
3241
|
const remove = editorElement('button', box, 'margin-top:4px;padding:2px 6px;cursor:pointer', 'Remove map');
|
|
2337
3242
|
remove.title = 'Take the block map out of the level, Undo brings it back';
|
|
2338
3243
|
remove.onclick = ()=> { editor3DVoxelRemove(); remove.blur(); };
|
|
@@ -2351,7 +3256,11 @@ function editor3DSceneUpdate(box)
|
|
|
2351
3256
|
|
|
2352
3257
|
// a setting the block leaves out shows as it is on screen
|
|
2353
3258
|
const view = editor3DSceneFromView(), value = (name)=> scene[name] ?? view[name];
|
|
2354
|
-
|
|
3259
|
+
// an input changes the scene as it is when it is used, not as it was when the box was made: the box is not
|
|
3260
|
+
// made again while it has the focus, so a field edited right after another must not put the other one back;
|
|
3261
|
+
// set is given the setting's value now, or what shows for one the block leaves out
|
|
3262
|
+
const change = (name, set)=> editor3DChangeScene((s={})=>
|
|
3263
|
+
({...s, [name]: typeof set === 'function' ? set(s[name] ?? view[name]) : set}));
|
|
2355
3264
|
const field = 'background:#222;color:#eee';
|
|
2356
3265
|
const line = (name, title='')=>
|
|
2357
3266
|
{
|
|
@@ -2379,7 +3288,7 @@ function editor3DSceneUpdate(box)
|
|
|
2379
3288
|
{
|
|
2380
3289
|
const input = editorElement('input', line(name, title), field + ';width:60px');
|
|
2381
3290
|
input.type = 'color';
|
|
2382
|
-
input.value =
|
|
3291
|
+
input.value = editor3DInputColor(hex);
|
|
2383
3292
|
return live(input, ()=> set(input.value));
|
|
2384
3293
|
};
|
|
2385
3294
|
const number = (row, v, set)=>
|
|
@@ -2392,7 +3301,7 @@ function editor3DSceneUpdate(box)
|
|
|
2392
3301
|
input.onchange = ()=>
|
|
2393
3302
|
{
|
|
2394
3303
|
const n = parseFloat(input.value);
|
|
2395
|
-
isNumber(n) && n >= 0
|
|
3304
|
+
isNumber(n) && n >= 0 ? set(v = n) : input.value = v + ''; // one not taken shows what it has again
|
|
2396
3305
|
editor3DStrokeEnd();
|
|
2397
3306
|
input.blur();
|
|
2398
3307
|
};
|
|
@@ -2417,7 +3326,7 @@ function editor3DSceneUpdate(box)
|
|
|
2417
3326
|
if (sky)
|
|
2418
3327
|
{
|
|
2419
3328
|
['Sky top', 'Sky horizon', 'Sky bottom'].forEach((name, i)=> color(name, '', sky[i], (hex)=>
|
|
2420
|
-
change('sky', sky.map((c, k)=> k === i ? hex : c))));
|
|
3329
|
+
change('sky', (now)=> (isArray(now) && now.length === 3 ? now : sky).map((c, k)=> k === i ? hex : c))));
|
|
2421
3330
|
slider('Ambient', 'How much of the sky colors lights the scene', 0, 1, .05,
|
|
2422
3331
|
isNumber(scene.ambient) ? scene.ambient : .5, (v)=> change('ambient', v));
|
|
2423
3332
|
}
|
|
@@ -2425,16 +3334,17 @@ function editor3DSceneUpdate(box)
|
|
|
2425
3334
|
// the sun, as two angles
|
|
2426
3335
|
const [around, height] = editor3DSunAngles(value('sunDirection'));
|
|
2427
3336
|
slider('Sun around', 'Where the sun is around the scene, in degrees', 0, 359, 1, around, (v)=>
|
|
2428
|
-
change('sunDirection', editor3DSunDirection(v, editor3DSunAngles(
|
|
2429
|
-
slider('Sun height', 'How high the sun is over the horizon, in degrees', 5,
|
|
2430
|
-
change('sunDirection', editor3DSunDirection(editor3DSunAngles(
|
|
3337
|
+
change('sunDirection', (now)=> editor3DSunDirection(v, editor3DSunAngles(now)[1])));
|
|
3338
|
+
slider('Sun height', 'How high the sun is over the horizon, in degrees', 5, 89, 1, height, (v)=>
|
|
3339
|
+
change('sunDirection', (now)=> editor3DSunDirection(editor3DSunAngles(now)[0], v)));
|
|
2431
3340
|
color('Sun color', '', value('sunColor'), (hex)=> change('sunColor', hex));
|
|
2432
3341
|
|
|
2433
3342
|
// the fog, by its distances, an end of 0 for none
|
|
2434
3343
|
const fog = isArray(value('fog')) ? value('fog') : [0, 0], fogRow = line('Fog start, end',
|
|
2435
3344
|
'Where the fog starts and where it is total, an end of 0 for no fog');
|
|
2436
|
-
|
|
2437
|
-
number(fogRow, fog[
|
|
3345
|
+
const fogNow = (now)=> isArray(now) && now.length === 2 ? now : fog;
|
|
3346
|
+
number(fogRow, fog[0], (v)=> change('fog', (now)=> [v, fogNow(now)[1]]));
|
|
3347
|
+
number(fogRow, fog[1], (v)=> change('fog', (now)=> [fogNow(now)[0], v]));
|
|
2438
3348
|
color('Fog color', 'The sky\'s horizon color when the level has a sky and no fog color',
|
|
2439
3349
|
scene.fogColor ?? (sky ? sky[1] : view.fogColor), (hex)=> change('fogColor', hex));
|
|
2440
3350
|
toggle('Shadows', 'The sun casts shadows', !!value('shadows'), (on)=> change('shadows', on));
|