From 76cc6003f79df78613b21bd9114dff02874632bf Mon Sep 17 00:00:00 2001 From: Yasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com> Date: Thu, 22 Oct 2026 15:06:22 +0900 Subject: bluebey-studio: 口の透過を根本修正し、操作の割り当てを戻す MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 口は常に深度テストを有効にして体・壁で隠れるようにした。通常ドラッグ=ぶるべー移動、Shift+ドラッグ=視点移動に戻し、ダブルクリック/ボタンで回転中心をぶるべーに合わせられるようにした。 --- public/bluebey-studio/src/main.js | 50 +++++++++++++++++++-------------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'public/bluebey-studio/src/main.js') diff --git a/public/bluebey-studio/src/main.js b/public/bluebey-studio/src/main.js index 6507bf4..d2de72c 100644 --- a/public/bluebey-studio/src/main.js +++ b/public/bluebey-studio/src/main.js @@ -1291,11 +1291,22 @@ async function init() { window.addEventListener('resize', clearOnDesktop); } + /** Put the orbit centre back on ぶるべー (e.g. after moving it off-centre). */ + function recenterCamera() { + const root = state.pose.root ?? [0, 0, 0]; + state.view.targetX = round2(root[0] ?? 0); + state.view.targetY = round2(halfHeight + (root[1] ?? 0)); + state.view.targetZ = round2(root[2] ?? 0); + refresh('view'); + app.panel?.sync(); + } + Object.assign(app.actions, { capturePose, applyState, refresh, loadHatModel, + recenterCamera, patch: (scope, value) => applyState({ [scope]: value }, { scope }), syncPanel: () => app.panel?.sync(), imageCanvas: (options) => captureImage(options), @@ -1370,8 +1381,6 @@ async function init() { const warmupUntil = performance.now() + 2500; let snotSignature = null; - const mouthNormal = new THREE.Vector3(); - const mouthToCamera = new THREE.Vector3(); const loop = (now) => { const rawDelta = now - last; const dt = Math.min(0.05, rawDelta / 1000); @@ -1416,29 +1425,14 @@ async function init() { } if (face.flush(now, 26)) app.needsRender = true; - // The mouth artwork normally lets a closed-lip tongue win the depth test so - // it reads over the 3D nose. That would also draw it through the back of the - // head and over a 見えない壁, so switch depth testing back on when the camera - // is behind the face or a wall is in play. + // The face artwork used to switch depth testing off so a closed-lip tongue + // could draw over the 3D nose. That also let the mouth show through the body + // at an angle, so depth testing now always stays on - the tongue still reads + // over the nose without it. const mouthMesh = model.parts.mouthMesh; - if (mouthMesh?.material) { - const mouth = state.face.mouth ?? {}; - const tongueOverLip = (mouth.round ?? 0) <= 0.004 - && (mouth.open ?? 0) <= 0.004 - && (mouth.tongue ?? 1) > 0.01; - mouthMesh.getWorldDirection(mouthNormal); - mouthMesh.getWorldPosition(mouthToCamera); - mouthToCamera.subVectors(view.camera.position, mouthToCamera).normalize(); - // Only let the artwork win the depth test when the camera is actually in - // front of the face. At a side view the dot product is near zero, and the - // mouth must lose to the body (or it shows through the far side). - const facing = mouthNormal.dot(mouthToCamera) > 0.5; - const wallOn = state.render.wall?.on === true || state.render.wall2?.on === true; - const depthTest = !tongueOverLip || !facing || wallOn; - if (mouthMesh.material.depthTest !== depthTest) { - mouthMesh.material.depthTest = depthTest; - app.needsRender = true; - } + if (mouthMesh?.material && mouthMesh.material.depthTest !== true) { + mouthMesh.material.depthTest = true; + app.needsRender = true; } view.controls.update(dt); @@ -2386,7 +2380,7 @@ async function init() { const root = state.pose.root ?? [0, 0, 0]; modelDrag = { pointerId: event.pointerId, - pan: event.pointerType === 'mouse' ? !event.shiftKey : false, + pan: event.shiftKey, x: event.clientX, y: event.clientY, lastX: event.clientX, @@ -2465,6 +2459,12 @@ async function init() { }; canvas.addEventListener('pointerup', endModelDrag); canvas.addEventListener('pointercancel', endModelDrag); + + canvas.addEventListener('dblclick', (event) => { + if (!dragHitAt(event)) return; + recenterCamera(); + toast('回転の中心をぶるべーに合わせました'); + }); } function togglePanel() { -- cgit v1.3.1