import * as THREE from 'three'; /** * Hats for ぶるべー. Each hat is a small group of primitives whose base sits at * y = 0, so the app can drop it straight onto the top of the head (see * `hatMount` in src/main.js). The character's front is +z, so a brim or a badge * faces +z. * * These are deliberately not textured: like the props, they are built from a few * rounded primitives so they take a clean outline and read in every render style. */ const material = (color, opts = {}) => new THREE.MeshStandardMaterial({ color, roughness: 0.72, metalness: 0, ...opts, }); function add(parent, geometry, mat, x = 0, y = 0, z = 0) { const mesh = new THREE.Mesh(geometry, mat); mesh.position.set(x, y, z); mesh.castShadow = true; mesh.receiveShadow = false; parent.add(mesh); return mesh; } const cylinder = (rt, rb, h, seg = 24) => new THREE.CylinderGeometry(rt, rb, h, seg); const sphere = (r, w = 24, h = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) => ( new THREE.SphereGeometry(r, w, h, phiStart, phiLength, thetaStart, thetaLength) ); const box = (w, h, d) => new THREE.BoxGeometry(w, h, d); /** * The 線画 fill a part takes, as how far it steps from the paper towards the ink * (see `addMesh` in src/styles.js). Every hat part already gets the light default * tone, but two parts of the *same* hat then come out the same shade - so a part * that sits flush on another (a band on a crown) loses its seam. Tagging it with * a darker tone puts that seam back, without touching リアル / フラット, where the * part's own colour already draws it. */ function tone(mesh, strength) { mesh.userData.tone = strength; return mesh; } /** シルクハット: a tall black crown, a narrow band and a flat brim. */ function buildSilk() { const group = new THREE.Group(); const black = material('#1b1722'); const band = material('#3a2f4a'); add(group, cylinder(1.52, 1.52, 0.12, 32), black, 0, 0.06, 0); add(group, cylinder(1.00, 1.04, 1.62, 32), black, 0, 0.93, 0); tone(add(group, cylinder(1.05, 1.05, 0.24, 32), band, 0, 0.30, 0), 0.34); return group; } /** キャップ: a baseball cap - a low dome, a rim and a bill at the front. */ function buildCap() { const group = new THREE.Group(); const blue = material('#3f6fd0'); const dark = material('#2f54a4'); // The crown: a hemisphere whose flat face sits on y = 0. const crown = add(group, sphere(1.08, 28, 18, 0, Math.PI * 2, 0, Math.PI / 2), blue, 0, 0, 0); crown.scale.set(1, 0.92, 1); tone(add(group, cylinder(1.10, 1.10, 0.18, 28), dark, 0, 0.09, 0), 0.30); // The bill, tipped down a little at the front. const bill = tone(add(group, cylinder(0.86, 0.86, 0.09, 24), dark, 0, 0.06, 0.92), 0.30); bill.scale.set(1, 1, 1.25); bill.rotation.x = -0.12; tone(add(group, sphere(0.13, 12, 10), dark, 0, 1.02, 0), 0.30); return group; } /** コック帽: a tall pleated toque - a cylindrical band under a big puffy crown. */ function buildChef() { const group = new THREE.Group(); const white = material('#f7f6f2'); const shade = material('#e6e3da'); // The band: a tall cylinder that sits on the head. add(group, cylinder(0.86, 0.92, 0.95, 28), white, 0, 0.475, 0); tone(add(group, cylinder(0.90, 0.90, 0.10, 28), shade, 0, 0.90, 0), 0.26); // The crown: a big squashed sphere ringed with lobes, so the top reads as the // classic pleated toque rather than a plain dome. const puff = add(group, sphere(1.24, 26, 20), white, 0, 1.30, 0); puff.scale.set(1, 0.82, 1); for (let i = 0; i < 8; i += 1) { const a = (i / 8) * Math.PI * 2; const lobe = add(group, sphere(0.5, 14, 12), white, Math.cos(a) * 0.92, 1.52, Math.sin(a) * 0.92); lobe.scale.set(1, 0.9, 1); } const top = add(group, sphere(0.62, 16, 12), white, 0, 1.92, 0); top.scale.set(1, 0.78, 1); return group; } /** 消防士の帽子: a red helmet with a brim, a top ridge and a small front badge. */ function buildFire() { const group = new THREE.Group(); const red = material('#c5342f'); const dark = material('#8f241f'); const gold = material('#f0c24a', { metalness: 0.4, roughness: 0.4 }); const dome = add(group, sphere(1.06, 28, 18, 0, Math.PI * 2, 0, Math.PI / 2), red, 0, 0, 0); dome.scale.set(1, 0.95, 1); const brim = tone(add(group, cylinder(1.34, 1.34, 0.12, 28), dark, 0, 0.06, 0.18), 0.28); brim.scale.set(1, 1, 1.1); // The ridge along the top, front to back. const crest = tone(add(group, box(0.16, 0.42, 1.5), dark, 0, 1.02, 0), 0.28); crest.rotation.x = -0.05; tone(add(group, sphere(0.2, 14, 12), gold, 0, 0.62, 1.02), 0.22); return group; } const BUILDERS = { silk: buildSilk, cap: buildCap, chef: buildChef, fire: buildFire, }; /** The hats offered in the panel: `none` clears it. */ export const HAT_LIBRARY = [ { id: 'none', label: 'なし' }, { id: 'silk', label: 'シルクハット' }, { id: 'cap', label: 'キャップ' }, { id: 'chef', label: 'コック帽' }, { id: 'fire', label: '消防士' }, ]; /** Builds the named hat, or `null` for `none` / an unknown name. */ export function buildHat(id) { const builder = BUILDERS[id]; return builder ? builder() : null; }