From bc2821adb11a30244fc4663f4fafb756877d9508 Mon Sep 17 00:00:00 2001 From: Yasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com> Date: Wed, 7 Oct 2026 23:09:40 +0900 Subject: bluebey-studio: public/ の外へ移動し非公開化 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- bluebey-studio/src/face.js | 453 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 453 insertions(+) create mode 100644 bluebey-studio/src/face.js (limited to 'bluebey-studio/src/face.js') diff --git a/bluebey-studio/src/face.js b/bluebey-studio/src/face.js new file mode 100644 index 0000000..cec7619 --- /dev/null +++ b/bluebey-studio/src/face.js @@ -0,0 +1,453 @@ +import * as THREE from 'three'; +import { drawEyes, drawMouth, drawHeadCoverWrap, canvasLayout } from './faceArt.js'; + +// The hair plate's texture is drawn at this multiple of the plate's natural UV +// size. The hairline crosses the head over only a fraction of that height, so at +// 1x its edge comes out visibly jagged; doubling it (with the finer curve +// subdivision in `drawHeadCoverWrap`) keeps the edge smooth. +const HAIR_SCALE = 2; + +/** + * Owns the two procedural textures (eyes and mouth) and keeps them in sync with + * the face parameters. + * + * The artwork is carried by the model's face plates, but those plates are shells + * of the *whole* front half of the body, so their UVs cover far more than the + * 0..1 window the drawing lives in. `remapPlate` rewrites each plate's UVs onto + * 0..1 and the canvas is enlarged to match, which is what removes the + * clamp-to-edge smear at the border and what gives a moved tear, brow or mouth + * room to move (see `canvasLayout` in src/faceArt.js). + * + * Both parts can independently fall back to the original hand-drawn texture + * that ships inside the GLB. + */ +export class Face { + constructor({ eyeMesh, mouthMesh, hairMesh = null, originals }) { + this.eyeMesh = eyeMesh; + this.mouthMesh = mouthMesh; + // 頭の模様 can be carried by a plate that wraps right round the head (the + // `hair-plate`), so hair is visible from behind as well. Older models have no + // such plate and draw the covering on the front one instead. + this.hairMesh = hairMesh; + + // Rewrite each plate's UVs so its own range fills 0..1, and work out the + // canvas that keeps the artwork exactly where the 2022 textures put it. + this.eyeLayout = remapPlate(eyeMesh); + this.mouthLayout = remapPlate(mouthMesh); + this.hairLayout = hairMesh ? remapPlate(hairMesh) : null; + + // The hand-drawn eye textures bake the face colour into their background, + // which is invisible in the lit "real" style but shows up as a flat purple + // patch in the flat and line-art styles. Key it out once, here. Both kinds + // of original are window-sized artwork, so they belong *in* the window, not + // stretched across the enlarged canvas. + this.originals = { + eyes: Object.fromEntries( + Object.entries(originals.eyes).map(([key, texture]) => [key, keyOutBackground(texture, this.eyeLayout)]), + ), + mouth: placeInWindowTexture(originals.mouth, this.mouthLayout), + }; + + this.customNames = new Map(); + // Drawings supplied for a beard kind (assets/beards/.png). Loaded by the + // app; a kind without one falls back to the built-in drawing (see drawBeard). + this.beardImages = {}; + // Drawings for the brows (assets/brows/.png), loaded the same way. + this.browImages = {}; + this.eyeCanvas = makeCanvas(this.eyeLayout); + this.mouthCanvas = makeCanvas(this.mouthLayout); + this.hairCanvas = this.hairLayout ? makeCanvas(this.hairLayout, HAIR_SCALE) : null; + this.eyeCtx = this.eyeCanvas.getContext('2d'); + this.mouthCtx = this.mouthCanvas.getContext('2d'); + this.hairCtx = this.hairCanvas ? this.hairCanvas.getContext('2d') : null; + + this.eyeTexture = makeTexture(this.eyeCanvas); + this.mouthTexture = makeTexture(this.mouthCanvas); + this.hairTexture = this.hairCanvas ? makeTexture(this.hairCanvas) : null; + + this.params = null; + this.styleMode = 'paint'; + this.eyeSource = 'parametric'; + this.mouthSource = 'parametric'; + this.dirty = true; + this.lastDraw = -Infinity; + + // The face plates are shells of the body surface, pushed a hair outwards by + // the loader, so they win the depth test against the body by themselves. + // Nudging them with a polygon offset as well keeps the two from z-fighting + // along grazing angles. Depth *testing* stays on: that is what lets the nose + // (which pokes further out) and an arm waved in front of the face hide the + // artwork the way they should - it only ever hid the old planes because + // those did not reach far enough down the head. + const orders = new Map([[eyeMesh, 2], [mouthMesh, 1]]); + if (hairMesh) orders.set(hairMesh, 3); + for (const mesh of [eyeMesh, mouthMesh, ...(hairMesh ? [hairMesh] : [])]) { + const material = mesh.material; + material.polygonOffset = true; + material.polygonOffsetFactor = -1; + material.polygonOffsetUnits = -2; + material.depthTest = true; + material.depthWrite = false; + // The GLB may describe the plate material as opaque; the artwork is a + // texture with alpha, so blend instead of replacing what is behind it. + material.transparent = true; + material.side = THREE.DoubleSide; + material.needsUpdate = true; + // Tears are drawn on the eye plate and the mouth on the other one, and + // both sit on the same shell: draw the mouth first so a teardrop can fall + // across it instead of being painted over. + mesh.renderOrder = orders.get(mesh) ?? 0; + } + + this.applyTextures(); + } + + /** Show or hide the mouth without touching the artwork. */ + setMouthVisible(visible) { + if (this.mouthMesh.visible !== visible) this.mouthMesh.visible = visible; + } + + applyTextures() { + const eyeMap = this.eyeSource === 'parametric' + ? this.eyeTexture + : (this.originals.eyes[this.eyeSource] ?? this.eyeTexture); + const mouthMap = this.mouthSource === 'parametric' + ? this.mouthTexture + : (this.originals.mouth ?? this.mouthTexture); + + if (this.eyeMesh.material.map !== eyeMap) { + this.eyeMesh.material.map = eyeMap; + this.eyeMesh.material.needsUpdate = true; + } + if (this.mouthMesh.material.map !== mouthMap) { + this.mouthMesh.material.map = mouthMap; + this.mouthMesh.material.needsUpdate = true; + } + if (this.hairMesh && this.hairMesh.material.map !== this.hairTexture) { + this.hairMesh.material.map = this.hairTexture; + this.hairMesh.material.needsUpdate = true; + } + } + + /** + * Load a hand-drawn image and use it for the eyes or the mouth. Any size is + * accepted; it is scaled to the layout the model expects (1024 x 380). + * Returns the key the new artwork is registered under. + */ + async loadImage(kind, file) { + const layout = kind === 'eyes' ? this.eyeLayout : this.mouthLayout; + const bitmap = await createImageBitmap(file); + // Any size is accepted; it is scaled into the artwork window, which is where + // the plate's rewritten UVs expect it. + const canvas = placeInWindow(bitmap, layout); + if (typeof bitmap.close === 'function') bitmap.close(); + const texture = makeTexture(canvas); + + if (kind === 'eyes') { + const key = `custom-${this.customNames.size + 1}`; + this.customNames.set(key, file.name); + this.originals.eyes[key] = texture; + this.setSource('eyes', key); + return key; + } + this.originals.mouth = texture; + this.setSource('mouth', 'original'); + return 'original'; + } + + /** + * Set the drawings used for the beards, keyed by beard kind (`scotch`, `kaiser`, + * `apron`, `cat`). Called by the app once the files are loaded; the next redraw + * picks them up. + */ + setBeardImages(map) { + this.beardImages = map ?? {}; + this.dirty = true; + } + + /** + * Set the drawings used for the brows, keyed by brow kind (`gol`). Called by the + * app once the files are loaded; the next redraw picks them up. + */ + setBrowImages(map) { + this.browImages = map ?? {}; + this.dirty = true; + } + + /** `kind` is `'eyes'` or `'mouth'`; `source` is `'parametric'` or a variant key. */ + setSource(kind, source) { + if (kind === 'eyes') { + if (this.eyeSource === source) return; + this.eyeSource = source; + } else { + if (this.mouthSource === source) return; + this.mouthSource = source; + } + this.applyTextures(); + this.dirty = true; + } + + setParams(params, styleMode = this.styleMode) { + this.params = params; + this.styleMode = styleMode; + this.dirty = true; + } + + /** + * Redraw the procedural textures when they are stale. `minInterval` throttles + * redraws while animating; pass 0 before an export so nothing is left pending. + */ + flush(now = performance.now(), minInterval = 0) { + if (!this.dirty) return false; + if (now - this.lastDraw < minInterval) return false; + this.redraw(); + this.lastDraw = now; + return true; + } + + redraw() { + const p = this.params; + if (!p) { + this.dirty = false; + return; + } + // Hiding the mouth has to hide the plane itself, not just stop drawing on + // it - otherwise the last drawing stays on screen. + this.setMouthVisible(p.mouth.visible !== false); + // A tongue poking over a *closed* lip can reach up behind the 3D nose, which + // would hide it. In that one case let the mouth artwork win the depth test, + // so the tongue reads; otherwise the nose (and an arm) still hide the mouth + // the way they should. The lip line and the rest of the mouth sit clear of + // the nose, so only the tongue can overlap it. + const mouth = p.mouth ?? {}; + const tongueOverLip = (mouth.round ?? 0) <= 0.004 + && (mouth.open ?? 0) <= 0.004 + && (mouth.tongue ?? 1) > 0.01; + this.mouthMesh.material.depthTest = !tongueOverLip; + const mode = this.styleMode === 'line' ? 'line' : 'paint'; + + if (this.eyeSource === 'parametric') { + const layout = this.eyeLayout; + const ctx = this.eyeCtx; + ctx.clearRect(0, 0, layout.width, layout.height); + ctx.save(); + // The artwork window sits at an offset inside the bigger canvas. + ctx.translate(layout.offsetX, layout.offsetY); + drawEyes(ctx, { + mode, + eyes: { left: p.eyes.left, right: p.eyes.right }, + style: { + white: p.eyes.white, + iris: p.eyes.iris, + line: p.eyes.line, + irisScale: p.eyes.irisScale, + lookMax: p.eyes.lookMax, + highlight: p.eyes.highlight, + lidWidth: p.eyes.lidWidth, + lowerLid: p.eyes.lowerLid, + lidShape: p.eyes.lidShape, + lidTilt: p.eyes.lidTilt, + lashes: p.eyes.lashes, + brow: p.eyes.brow, + // ほっぺ and 頭の模様 are shared by the whole face, so they travel with + // the other shared eye fields (see `drawEyes` in src/faceArt.js). + cheeks: p.eyes.cheeks, + // When the model has a wrapping hair plate the covering is drawn there + // instead (below), so it is switched off on the front plate to keep it + // from being drawn twice. + headMark: this.hairMesh ? { shape: 'off' } : p.eyes.headMark, + // ひげ is shared by the whole face as well. (鼻ちょうちん is a real 3D + // object hung off the nose - see src/main.js - so it is not drawn here.) + beard: p.eyes.beard, + beards: this.beardImages, + brows: this.browImages, + // 眼鏡 / サングラス are shared by both eyes and drawn into this same + // texture, so they travel with the other shared eye fields. + glasses: p.eyes.glasses, + heartScale: p.eyes.heartScale, + heartColor: p.eyes.heartColor, + tearColor: p.eyes.tearColor, + // Where the artwork's real edges are, so a brow lifted too far or a + // tear dropped too low can stop inside the artwork (see `canvasLayout`). + limits: layout.limits, + }, + }); + ctx.restore(); + this.eyeTexture.needsUpdate = true; + } + + if (this.mouthSource === 'parametric' && p.mouth.visible) { + const layout = this.mouthLayout; + const ctx = this.mouthCtx; + ctx.clearRect(0, 0, layout.width, layout.height); + ctx.save(); + ctx.translate(layout.offsetX, layout.offsetY); + drawMouth(ctx, { mode, ...p.mouth, limits: layout.limits }); + ctx.restore(); + this.mouthTexture.needsUpdate = true; + } + + if (this.hairMesh) { + const hairShape = p.eyes.headMark?.shape ?? 'off'; + // Shapes that draw nothing (the retired front-plate ones, or なし). A fully + // transparent texture still tinted the head on iOS, so the plate is hidden + // outright when there is no hair rather than left showing an empty texture. + const hairShown = !(hairShape === 'off' || hairShape === 'none' + || hairShape === 'split' || hairShape === 'wave' || hairShape === 'side'); + this.hairMesh.visible = hairShown; + if (hairShown) { + // `overEyes` decides the draw order: the hair plate sits in front of the + // eyes (bangs over the face) or behind them. + this.hairMesh.renderOrder = p.eyes.headMark?.overEyes === false ? 0 : 3; + // The colour lives on the material (the texture is a white mask), so it + // follows the same colour management as the body on every platform. + this.hairMesh.material.color.set(p.eyes.headMark?.color ?? '#8a4fe0'); + const layout = this.hairLayout; + const ctx = this.hairCtx; + ctx.setTransform(1, 0, 0, 1, 0, 0); + ctx.clearRect(0, 0, layout.width * HAIR_SCALE, layout.height * HAIR_SCALE); + ctx.scale(HAIR_SCALE, HAIR_SCALE); + // `drawHeadCoverWrap` works in canvas coordinates (its x axis is the UV + // angle already normalised), so it is not shifted by the window offset. + drawHeadCoverWrap(ctx, p.eyes.headMark ?? {}, layout); + ctx.setTransform(1, 0, 0, 1, 0, 0); + this.hairTexture.needsUpdate = true; + } + } + + this.dirty = false; + } +} + +function makeCanvas({ width, height }, scale = 1) { + const canvas = document.createElement('canvas'); + canvas.width = Math.round(width * scale); + canvas.height = Math.round(height * scale); + return canvas; +} + +/** + * Rewrite a plate's UVs so its own range maps onto 0..1, and return the canvas + * that keeps the artwork at its original pixel size (`canvasLayout`). + * + * The plate covers the whole front half of the body, so its UVs used to run well + * outside the artwork (v -1.02..1.93 on the eye plate). Everything past the edge + * clamped to the canvas border, which is what stretched a tear or a brow that + * reached it. After this the whole plate samples real canvas, so nothing clamps. + */ +function remapPlate(mesh) { + const uv = mesh?.geometry?.attributes?.uv; + if (!uv) return canvasLayout(null); + let u0 = Infinity; + let u1 = -Infinity; + let v0 = Infinity; + let v1 = -Infinity; + for (let i = 0; i < uv.count; i += 1) { + const u = uv.getX(i); + const v = uv.getY(i); + if (u < u0) u0 = u; + if (u > u1) u1 = u; + if (v < v0) v0 = v; + if (v > v1) v1 = v; + } + const du = Math.max(1e-6, u1 - u0); + const dv = Math.max(1e-6, v1 - v0); + for (let i = 0; i < uv.count; i += 1) { + uv.setXY(i, (uv.getX(i) - u0) / du, (uv.getY(i) - v0) / dv); + } + uv.needsUpdate = true; + return canvasLayout({ u0, u1, v0, v1 }); +} + +/** + * Draw a hand-drawn 1024 x 380 image where the artwork window now sits, on a + * canvas as big as the plate's own UV range. The plates cover far more than the + * window (see `canvasLayout`) and the UVs were rewritten to match, so the window + * is exactly where that image belongs. + */ +function placeInWindow(source, layout) { + const canvas = document.createElement('canvas'); + canvas.width = layout.width; + canvas.height = layout.height; + if (source) { + canvas.getContext('2d').drawImage( + source, layout.offsetX, layout.offsetY, layout.window.width, layout.window.height, + ); + } + return canvas; +} + +/** `placeInWindow` for an existing texture (keeps `null` as `null`). */ +function placeInWindowTexture(texture, layout) { + const image = texture?.image; + if (!image || !image.width || !image.height) return texture ?? null; + return makeTexture(placeInWindow(image, layout)); +} + +function makeTexture(canvas) { + const texture = new THREE.CanvasTexture(canvas); + // glTF puts v = 0 at the top of the image and the loader uploads the model's + // own textures with flipY = false; matching that keeps the artwork aligned + // with the mesh UVs. + texture.flipY = false; + texture.colorSpace = THREE.SRGBColorSpace; + texture.premultiplyAlpha = false; + texture.needsUpdate = true; + return clampToEdge(texture); +} + +/** + * The face plates are shells of the whole body, so their UVs run well past the + * 0..1 of the artwork (a plate corner can sit at v = -1.26). glTF's default + * sampler repeats, which would stamp the drawing back onto the model several + * times - a frown flicked up onto the forehead, a smile's end onto its side. + * Clamping sends everything outside the artwork to the blank edge of the canvas + * instead, where nothing is drawn. + */ +function clampToEdge(texture) { + if (!texture) return texture; + texture.wrapS = THREE.ClampToEdgeWrapping; + texture.wrapT = THREE.ClampToEdgeWrapping; + texture.needsUpdate = true; + return texture; +} + +/** + * Make the flat colour that fills the background of a hand-drawn texture + * transparent. The edge is feathered rather than hard, so the anti-aliased + * pixels along the artwork do not leave a pale fringe. + */ +function keyOutBackground(texture, layout) { + const image = texture?.image; + if (!image || !image.width || !image.height) return texture; + + const canvas = document.createElement('canvas'); + canvas.width = image.width; + canvas.height = image.height; + const ctx = canvas.getContext('2d', { willReadFrequently: true }); + ctx.drawImage(image, 0, 0); + const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height); + const pixels = imageData.data; + + // The background is uniform, so the top-left pixel is a reliable sample. + const baseR = pixels[0]; + const baseG = pixels[1]; + const baseB = pixels[2]; + const fullyClear = 30; // at or below this distance: transparent + const fullySolid = 96; // at or above this distance: untouched + + for (let i = 0; i < pixels.length; i += 4) { + const distance = Math.abs(pixels[i] - baseR) + + Math.abs(pixels[i + 1] - baseG) + + Math.abs(pixels[i + 2] - baseB); + if (distance <= fullyClear) { + pixels[i + 3] = 0; + } else if (distance < fullySolid) { + const ratio = (distance - fullyClear) / (fullySolid - fullyClear); + pixels[i + 3] = Math.round(pixels[i + 3] * ratio); + } + } + ctx.putImageData(imageData, 0, 0); + + return makeTexture(placeInWindow(canvas, layout)); +} -- cgit v1.3.1