// BIG Thanks to tutsplus.com // http://code.tutsplus.com/tutorials/webgl-with-threejs-basics--net-35688 // for helping me getting started //Stuff for rendering var DEG2RAD = Math.PI / 180; var width, height, renderer, scene, camera; var clock = new THREE.Clock; var rotY = 0, rotX = 0; var matWood = new THREE.MeshLambertMaterial({ color: 0x826841 }); //var matWood = new THREE.MeshLambertMaterial({ color: 0x826841, transparent: true, opacity: 0.5 }); //For testing the mesh alignment var matStone = new THREE.MeshLambertMaterial({ color: 0xadadad }); var viewCenter = new THREE.Vector3(0,0,0); // Meshes // The ones marked with //* are not real meshes, but contain a child (or more) which gets rendered. // This is done, so these can easily be rotated around an accurate pivot point. var mBasePlate; var mBody; //* var mHead; //* var mLegLeft; //* var mLegRight; //* var mArmLeft; //* var mArmRight; //* var armorstand, armorstandWrapper; //Group all the other elements //DATA -> Stuff that we'll use to generate the command. Fetched from the controls. var invisible = false; var invulnerable = false; var noBasePlate = false; var noGravity = false; var showArms = false; var small = false; //The rotation values are all in degrees. var head = new THREE.Vector3(0,0,0); var body = new THREE.Vector3(0,0,0); var leftLeg = new THREE.Vector3(0,0,0); var rightLeg = new THREE.Vector3(0,0,0); var leftArm = new THREE.Vector3(0,0,0); var rightArm = new THREE.Vector3(0,0,0); var rotation = 0; var vec0 = new THREE.Vector3(0,0,0); // We use this to determine if we want a pose in the command. //Stuff for mouse movements var mouseDownX; var mouseDownY; var mouseMoveX; var mouseMoveY; var mouseRotationMultiplier = 0.008; //A point class will help us manage the mouse movements. Point = { x:null, y:null }; $(document).ready(function(){ //Init setup(); updateUI(); render(); //Stuff to handle input $("input").on("input", function(){ handleInput(); }); $(':checkbox').change(function() { handleInput(); }); //Handle rotating with mouse $("#gl") .mousedown(function(event){ mouseDownX = event.pageX; mouseDownY = event.pageY; }) .mousemove(function(event){ mouseMoveX = event.pageX; mouseMoveY = event.pageY; }) .mouseup(function(event){ rotY += getMouseDeltaX(); rotX += getMouseDeltaY(); mouseDownX = null; mouseDownY = null; }); //Tips and tricks $("#tipsntricks").hide(); }); function setup(){ width = $("#gl").width(); height = $("#gl").height(); renderer = new THREE.WebGLRenderer({ antialias: true, alpha:true }); renderer.setSize(width, height); $("#gl").append(renderer.domElement); scene = new THREE.Scene(); armorstand = new THREE.Object3D(); //Add an armorstandWrapper to the scene, so the armorstand can be rotated naturally. armorstandWrapper = new THREE.Object3D(); armorstand.position.set(0,-0.5,0); armorstandWrapper.add(armorstand); //BasePlate mBasePlate = new THREE.Mesh( new THREE.CubeGeometry(12/16, 1/16, 12/16), matStone); mBasePlate.position.y = - (1/32 - armorstand.position.y); armorstandWrapper.add(mBasePlate); //Add a little dot, so the user knows which way is forward var mmBaseDot = new THREE.Mesh( new THREE.CubeGeometry(2/16, 1/16, 4/16), matStone); mmBaseDot.position.set(0,mBasePlate.position.y,10/16); armorstandWrapper.add(mmBaseDot); // To Generate the other body parts, we will use a mesh to display, // and add it as a child to the object that serves as a pivot. //Left Leg var mmLegLeft = new THREE.Mesh( new THREE.CubeGeometry(2/16, 11/16, 2/16), matWood); mmLegLeft.position.set(0,-5.5/16,0); mLegLeft = new THREE.Object3D(); mLegLeft.position.set(2/16,11/16,0); //Pivot Point mLegLeft.add(mmLegLeft); armorstand.add(mLegLeft); //Right Leg var mmLegRight = new THREE.Mesh( new THREE.CubeGeometry(2/16, 11/16, 2/16), matWood); mmLegRight.position.set(0,-5.5/16,0); mLegRight = new THREE.Object3D(); mLegRight.position.set(-2/16,11/16,0); //Pivot Point mLegRight.add(mmLegRight); armorstand.add(mLegRight); //Left Arm var mmArmLeft = new THREE.Mesh( new THREE.CubeGeometry(2/16, 12/16, 2/16), matWood); mmArmLeft.position.set(0,-4/16,0); mArmLeft = new THREE.Object3D(); mArmLeft.position.set(6/16,21/16,0); //Pivot Point mArmLeft.add(mmArmLeft); armorstand.add(mArmLeft); //Right Arm var mmArmRight = new THREE.Mesh( new THREE.CubeGeometry(2/16, 12/16, 2/16), matWood); mmArmRight.position.set(0,-4/16,0); mArmRight = new THREE.Object3D(); mArmRight.position.set(-6/16,21/16,0); //Pivot Point mArmRight.add(mmArmRight); armorstand.add(mArmRight); //Body (consists of four parts) var mmHip = new THREE.Mesh( new THREE.CubeGeometry(8/16, 2/16, 2/16), matWood); mmHip.position.set(0,-11/16,0); var mmBodyLeft = new THREE.Mesh( new THREE.CubeGeometry(2/16, 7/16, 2/16), matWood); mmBodyLeft.position.set(2/16,-6.5/16,0); var mmBodyRight = new THREE.Mesh( new THREE.CubeGeometry(2/16, 7/16, 2/16), matWood); mmBodyRight.position.set(-2/16,-6.5/16,0); var mmShoulders = new THREE.Mesh( new THREE.CubeGeometry(12/16, 3/16, 3/16), matWood); mmShoulders.position.set(0,-1.5/16,0); mBody = new THREE.Object3D(); mBody.position.set(0,23/16,0); //Pivot Point mBody.add(mmHip); mBody.add(mmBodyLeft); mBody.add(mmBodyRight); mBody.add(mmShoulders); armorstand.add(mBody); //Head (neck and skull) var mmNeck = new THREE.Mesh( new THREE.CubeGeometry(2/16, 7/16, 2/16), matWood); mmNeck.position.set(0,3.5/16,0); /* We do not want the head, as it obstructs a whole lot of the view. We can implement this, once we've got an editor option to toggle it on and off. var mmSkull = new THREE.Mesh( new THREE.CubeGeometry(10/16, 10/16, 10/16), matWood); mmSkull.position.set(0,5/16,0);*/ mHead = new THREE.Object3D(); mHead.position.set(0,22/16,0); //Pivot Point mHead.add(mmNeck); armorstand.add(mHead); scene.add(armorstandWrapper); camera = new THREE.PerspectiveCamera(45, width/height, 0.1, 1000); camera.position.y = 2; camera.position.z = 4; camera.lookAt(viewCenter); scene.add(camera); var pointLight = new THREE.PointLight(0xffffff); pointLight.position.set(0, 300, 200); scene.add(pointLight); } function handleInput(){ invisible = getCheckBoxInput("invisible"); invulnerable = getCheckBoxInput("invulnerable"); noBasePlate = getCheckBoxInput("nobaseplate"); noGravity = getCheckBoxInput("nogravity"); showArms = getCheckBoxInput("showarms"); small = getCheckBoxInput("small"); body.set(getRangeInput("bodyX"), getRangeInput("bodyY"), getRangeInput("bodyZ")); head.set(getRangeInput("headX"), getRangeInput("headY"), getRangeInput("headZ")); leftLeg.set(getRangeInput("leftLegX"), getRangeInput("leftLegY"), getRangeInput("leftLegZ")); rightLeg.set(getRangeInput("rightLegX"), getRangeInput("rightLegY"), getRangeInput("rightLegZ")); leftArm.set(getRangeInput("leftArmX"), getRangeInput("leftArmY"), getRangeInput("leftArmZ")); rightArm.set(getRangeInput("rightArmX"), getRangeInput("rightArmY"), getRangeInput("rightArmZ")); rotation = getRangeInput("rotation"); updateUI(); } function getCheckBoxInput(name){ return $("input[name="+name+"]").prop("checked"); } function getRangeInput(name){ return $("input[name="+name+"]").val(); } /** Changes stuff according to our input values */ function updateUI(){ //Hide/Show the arm section if(showArms) $("#inputarms").show(); else $("#inputarms").hide(); $("#code").text(generateCode()); if(generateCode().length > 100){ $("#codeinfo").html("Please note: This command is too long to be executed from chat. You need to place it inside a command block. (See tips and tricks below.)"); } // Rotate 3D Stuff // y and z rotation needs to be inverted mBody.rotation.set(body.x * DEG2RAD, -body.y * DEG2RAD, -body.z * DEG2RAD); mHead.rotation.set(head.x * DEG2RAD, -head.y * DEG2RAD, -head.z * DEG2RAD); mLegLeft.rotation.set(leftLeg.x * DEG2RAD, -leftLeg.y * DEG2RAD, -leftLeg.z * DEG2RAD); mLegRight.rotation.set(rightLeg.x * DEG2RAD, -rightLeg.y * DEG2RAD, -rightLeg.z * DEG2RAD); mArmLeft.rotation.set(leftArm.x * DEG2RAD, -leftArm.y * DEG2RAD, -leftArm.z * DEG2RAD); mArmRight.rotation.set(rightArm.x * DEG2RAD, -rightArm.y * DEG2RAD, -rightArm.z * DEG2RAD); armorstand.rotation.y = -rotation * DEG2RAD; //Set Visibility mArmRight.visible = mArmLeft.visible = showArms; mBasePlate.visible = !noBasePlate; } function generateCode(){ var code = "/summon ArmorStand ~ ~ ~ {"; var tags = []; //CheckBoxes if(invisible) tags.push("Invisible:1b"); if(invulnerable) tags.push("Invulnerable:1b"); if(noBasePlate) tags.push("NoBasePlate:1b"); if(noGravity) tags.push("NoGravity:1b"); if(showArms) tags.push("ShowArms:1b"); if(small) tags.push("Small:1b"); //Sliders if(rotation != 0) tags.push("Rotation:["+rotation+"f]"); //Now the pose var pose = []; if(!isZero(body)) pose.push("Body:"+getJSONArray(body)); if(!isZero(head)) pose.push("Head:"+getJSONArray(head)); if(!isZero(leftLeg)) pose.push("LeftLeg:"+getJSONArray(leftLeg)); if(!isZero(rightLeg)) pose.push("RightLeg:"+getJSONArray(rightLeg)); if(showArms){ if(!isZero(leftArm)) pose.push("LeftArm:"+getJSONArray(leftArm)); if(!isZero(rightArm)) pose.push("RightArm:"+getJSONArray(rightArm)); } if(pose.length > 0) tags.push("Pose:{"+pose.join(",")+"}"); code += tags.join(","); code += "}"; return code; } function isZero(vector){ return vector.x == 0 && vector.y == 0 && vector.z == 0; } function getJSONArray(vector){ return "["+vector.x+"f,"+vector.y+"f,"+vector.z+"f]"; } function getMouseDeltaX(){ var mouseDeltaX = 0; if(mouseDownX != null && mouseMoveX != null){ mouseDeltaX = mouseMoveX - mouseDownX; } return mouseDeltaX * mouseRotationMultiplier; } function getMouseDeltaY(){ var mouseDeltaY = 0; if(mouseDownY != null && mouseMoveY != null){ mouseDeltaY = mouseMoveY - mouseDownY; } return mouseDeltaY * mouseRotationMultiplier; } function render(){ renderer.render(scene, camera); var deltaTime = clock.getDelta(); armorstandWrapper.rotation.y = rotY + getMouseDeltaX(); armorstandWrapper.rotation.x = rotX + getMouseDeltaY(); requestAnimationFrame(render); }