import { h, section as uiSection, subhead, hint, slider, check, segmented, buttons, colorField, xyPad, tailPad, selectField, controlRow, tabs, details, toast, icon, svgIcon, } from './ui.js'; import { FACE_PRESETS, POSE_PRESETS, THEMES, BUBBLE_STYLES, CAPTION_PRESETS, defaultState, applyPatch, BEARD_KIND_DEFAULTS, HEAD_MARK_KIND_DEFAULTS, } from './presets.js'; import { STYLE_DEFS } from './styles.js'; import { ENVIRONMENTS } from './look.js'; import { BACKGROUND_PRESETS, EFFECT_PRESETS } from './background.js'; import { PROP_LIBRARY, applyPropFaceScale, applyPropText } from './props.js'; import { HAT_LIBRARY } from './hats.js'; import { GION_SHEETS, gionSheetUrl, cropFromMarquee, fitSheet, normalizeRect, clamp, DEFAULT_STAMP_WIDTH, } from './gion.js'; /** * A small icon for each section heading, so the list a tab shows can be scanned * at a glance. Keyed by the section title; a title with no icon just shows text. */ const SECTION_ICONS = { 'ポーズ例': 'M12 3.6a2.1 2.1 0 1 1 0 4.2 2.1 2.1 0 1 1 0-4.2ZM12 7.8v6.4M12 10.3 8.4 12.5M12 10.3l3.6 2.2M12 14.2 9 20.4M12 14.2l3 6.2', '全身とボーンのスライダー': 'M4 7h16M4 12h16M4 17h16M8 7h.01M15 12h.01M11 17h.01', '操作': 'M7 4l10 6-4.3 1.3L10.8 16 7 4Z', 'うごき': 'M8 5l10 7-10 7V5Z', 'プリセット': 'M12 3.6a8.4 8.4 0 1 1 0 16.8 8.4 8.4 0 1 1 0-16.8ZM8.9 9.8v1M15.1 9.8v1M8.3 13.9a4.7 4.7 0 0 0 7.4 0', '目': 'M2.5 12s3.6-6 9.5-6 9.5 6 9.5 6-3.6 6-9.5 6-9.5-6-9.5-6ZM12 14.6a2.6 2.6 0 1 0 0-5.2 2.6 2.6 0 0 0 0 5.2Z', '眉': 'M4 11q3.2-3.2 7-2M13 9q3.8-1.2 7 2', '眼鏡・サングラス': 'M8 10.2a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4ZM16 10.2a3.2 3.2 0 1 0 0 6.4 3.2 3.2 0 0 0 0-6.4ZM11.2 13h1.6M4.8 11.7 3 10.3M19.2 11.7 21 10.3', '髪': 'M4 14c0-4.8 3.6-7.6 8-7.6s8 2.8 8 7.6M4 14c2.6-1.4 5.3-1.9 8-1.8M20 14c-2.6-1.4-5.3-1.9-8-1.8', 'ほっぺ': 'M6.4 14.6a2 1.4 0 1 0 0 .01ZM17.6 14.6a2 1.4 0 1 0 0 .01ZM12 4a8 8 0 1 0 0 16 8 8 0 0 0 0-16Z', '鼻ちょうちん': 'M15 4.6a4.6 4.6 0 1 0 0 9.2 4.6 4.6 0 0 0 0-9.2ZM10.6 9.6 4.8 11.4', 'ひげ': 'M4.4 11.2c2.6-1.2 5.2-.6 7.6 2 2.4-2.6 5-3.2 7.6-2', '口': 'M4.6 10c3 4.8 11.8 4.8 14.8 0', '口パク(声は出ません)': 'M4 9v6h3l4 3V6L7 9H4ZM15.5 9.5l4 5M19.5 9.5l-4 5', '見る先': 'M12 3.5v3M12 17.5v3M3.5 12h3M17.5 12h3M12 8.2a3.8 3.8 0 1 0 0 7.6 3.8 3.8 0 0 0 0-7.6Z', 'スタイル': 'M4 20l3.4-.8L20 6.6 17.4 4 4.8 16.6 4 20Z', '体の色': 'M12 3.4s6 6.2 6 10.1a6 6 0 0 1-12 0C6 9.6 12 3.4 12 3.4Z', '見た目の調整': 'M4 8h16M4 16h16M9.5 8h.01M15 16h.01', '背景': 'M4 4.5h16a1.5 1.5 0 0 1 1.5 1.5v12a1.5 1.5 0 0 1-1.5 1.5H4A1.5 1.5 0 0 1 2.5 18V6A1.5 1.5 0 0 1 4 4.5ZM3 16l4-3.5 3.6 3 3.1-2.8 4.3 3.7M15.8 8.8h.01', '舞台': 'M4 20V9l8-5 8 5v11M4 20h16M9.5 20v-5h5v5', 'セリフ(フキダシ)': 'M4 5h16v10H9l-4 4v-4H4V5Z', '画面・光': 'M12 7.5a4.5 4.5 0 1 0 0 9 4.5 4.5 0 0 0 0-9ZM12 2.5v2M12 19.5v2M2.5 12h2M19.5 12h2M5.2 5.2l1.4 1.4M17.4 17.4l1.4 1.4M18.8 5.2l-1.4 1.4M6.6 17.4 5.2 18.8', '画面の情報': 'M12 4a8 8 0 1 0 0 16 8 8 0 0 0 0-16ZM12 11v5M12 8h.01', '画像': 'M4 5h16v14H4zM4 15l5-4 4 3 4-3.5 3 2.5M15.5 9h.01', 'まんが': 'M4 4h7v7H4zM13 4h7v7h-7zM4 13h7v7H4zM13 13h7v7h-7z', '共有': 'M8.2 10.6a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM17 6.4a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM17 20.8a2 2 0 1 0 0-3.2 2 2 0 0 0 0 3.2ZM10 10.4l5-2.6M10 13.6l5 2.6', 'テクスチャの下地を書き出す': 'M4 4h16v16H4zM4 9.3h16M4 14.7h16M9.3 4v16M14.7 4v16', '設定': 'M12 8.6a3.4 3.4 0 1 0 0 6.8 3.4 3.4 0 0 0 0-6.8ZM12 2.6v2.4M12 19v2.4M2.6 12H5M19 12h2.4M5.2 5.2l1.7 1.7M17.1 17.1l1.7 1.7M18.8 5.2l-1.7 1.7M6.9 17.1l-1.7 1.7', }; /** `section`, with the heading icon looked up from its title. */ const section = (parent, title, options) => uiSection(parent, title, { icon: SECTION_ICONS[title], ...options }); /** Fallbacks for the fields an older settings file may predate. */ const BODY_COLOR_FALLBACKS = { body: '#c8b0f0', accent: '#8a4fe0', nose: '#7a4fb0', leaf: '#a6dd6a', vein: '#7fbf3f', feet: '#7a4fb0', }; const CAPTION_SLIDER_FALLBACKS = { fontSize: 34, lineHeight: 1.42, padding: 18, radius: 24, borderWidth: 4, }; const CAPTION_COLOR_FALLBACKS = { textColor: '#3f2b52', bubbleColor: '#ffffff', borderColor: '#55386e' }; const MOUTH_FLAP_FALLBACKS = { rate: 1, mouthGain: 1 }; const LOOK_AT_FALLBACKS = { x: 0, y: 2.6, z: 3, amount: 1 }; /** * The licence reminder the three image-import buttons show before they open the * file picker. Kept in one place so the wording can change without hunting for * each button. */ const IMAGE_LICENSE_NOTICE = '読み込む画像は、ご自身で権利をお持ちか、利用許諾のあるものに限ります。ライセンスをご確認ください。'; /** True when the user confirmed they have the right to use the image. */ function confirmImageLicense() { return window.confirm(IMAGE_LICENSE_NOTICE); } /** * The panel had no multi-line field, and the two features that take free prose * (the caption and the spoken text) want the same shape, so it is built once * here rather than growing the widget kit for a single caller. */ function textArea({ label, value = '', rows = 3, onChange }) { const input = h('textarea', { rows, style: { width: '100%', boxSizing: 'border-box', resize: 'vertical', font: 'inherit', fontFamily: 'ui-monospace, "Hiragino Kaku Gothic ProN", "Noto Sans JP", monospace', fontSize: '11.5px', lineHeight: '1.5', padding: '6px 8px', border: '1px solid #e4dff0', borderRadius: '8px', background: '#fff', color: '#2b2433', }, }); input.value = value ?? ''; input.addEventListener('input', () => onChange?.(input.value)); return { el: controlRow(label, input, { wide: true }), // Assigning the same text again would jump the caret to the end, so only // write when the value actually differs. set(v) { const next = v ?? ''; if (input.value !== next) input.value = next; }, get: () => input.value, }; } /** * The placed prop groups, in state order. * * WHY this climbs the scene: the app owns the prop rebuild (see `applyProps` in * src/main.js) and hands `props.js` only the whole-prop scale, so a sign's * per-item `faceScale` has to be re-applied to the freshly built mesh by the one * place that knows that value - this panel. There is no direct scene reference * here, so this walks up from the model's container and collects the props: they * are the only objects tagged `userData.propId`, and the app adds them in order. */ function placedPropGroups(app) { const scene = app.container?.parent; if (!scene) return []; const groups = []; scene.traverse((object) => { if (object.userData?.propId) groups.push(object); }); return groups; } /** * Builds the whole control panel and wires it to the app state. * * Widgets never call the heavy "apply everything" path while they are being * dragged; they patch one scope and ask the app to refresh just that part. */ export function buildPanel(app, root) { const state = app.state; const model = app.model; const rig = app.rig; const syncers = []; const boneSyncers = []; const sync = () => { for (const fn of syncers) fn(); }; const syncBones = () => { for (const fn of boneSyncers) fn(); }; /** * Grey out (and disable) a control whose setting has no effect in the current * mode - e.g. the brow's angle while the brow is a loaded picture. */ const setRowEnabled = (widget, on) => { const row = widget.el.closest?.('.row') ?? widget.el; const input = row.querySelector?.('input, select, button'); if (input) input.disabled = !on; row.classList?.toggle('is-off', !on); }; /** Patch one scope of the state without re-reading the whole UI. */ /** Replace the state and re-read every widget (used by presets and loads). */ const replace = (value, scope = 'all') => app.actions.applyState(value, { scope, sync: true }); root.replaceChildren(); // --- randomising ---------------------------------------------------------- // Shared by 「顔をランダムに」 (face tab) and 「すべてをランダムに」 (the top bar). const rnd = (min, max) => min + (max - min) * Math.random(); const pick = (list) => list[Math.floor(Math.random() * list.length)]; const randomEye = () => ({ open: +rnd(0.4, 1).toFixed(2), lookX: +rnd(-0.35, 0.35).toFixed(2), lookY: +rnd(-0.25, 0.25).toFixed(2), eyeX: Math.round(rnd(-16, 16)), }); const randomGlasses = () => { const kind = pick(['glasses', 'sunglasses']); const dark = kind === 'sunglasses'; return { enabled: true, kind, frameColor: pick(['#2a1e33', '#12101a', '#7a5c2e', '#c9c2d6']), lensColor: pick(['#2b2433', '#1a1620', '#3a2f4a', '#7a3b1e']), lensOpacity: dark ? +rnd(0.85, 1).toFixed(2) : +rnd(0, 0.35).toFixed(2), lensGap: Math.round(rnd(-24, 56)), frameWidth: +rnd(0.6, 1.8).toFixed(2), scale: +rnd(0.9, 1.15).toFixed(2), offsetY: Math.round(rnd(-18, 18)), tilt: Math.round(rnd(-12, 12)), }; }; const randomBeard = (shape) => { const base = BEARD_KIND_DEFAULTS[shape] ?? { size: 1, offsetY: 0, spacing: 0 }; if (shape === 'off') return { shape }; return { shape, ...base, size: +((base.size ?? 1) * rnd(0.8, 1.25)).toFixed(2), offsetY: Math.round((base.offsetY ?? 0) + rnd(-16, 16)), }; }; const randomHeadMark = () => { const shape = pick(['off', 'cap', 'fringe', 'fringe-up', 'curve']); return { shape, ...(HEAD_MARK_KIND_DEFAULTS[shape] ?? {}) }; }; const randomFacePatch = () => { const beardShape = pick(['off', 'scotch', 'kaiser', 'cat']); return { eyes: { left: randomEye(), right: randomEye(), cheeks: { enabled: Math.random() < 0.5 }, // 眼鏡・サングラスも要素に含める(かける/かけない、各種設定)。 glasses: Math.random() < 0.5 ? { enabled: false } : randomGlasses(), beard: randomBeard(beardShape), headMark: randomHeadMark(), brow: { enabled: true, // Random brows are line drawings, never ゴル風's loaded picture. image: false, angle: Math.round(rnd(-30, 40)), height: Math.round(rnd(-10, 50)), length: +rnd(0.6, 2.6).toFixed(2), thickness: +rnd(1.2, 3.4).toFixed(2), curve: +rnd(0, 0.3).toFixed(2), spacing: Math.round(rnd(-120, 30)), taper: +rnd(0, 1).toFixed(2), }, }, // The mouth takes the height and the tilt too, so the face really changes. mouth: { smile: +rnd(-1, 1.2).toFixed(2), // ときどき丸く開く口(O)にする。 round: Math.random() < 0.3 ? +rnd(0.35, 1).toFixed(2) : 0, open: +rnd(0, 0.5).toFixed(2), width: +rnd(0.7, 1.3).toFixed(2), thickness: +rnd(0.7, 1.6).toFixed(2), tilt: Math.round(rnd(-12, 12)), offsetY: Math.round(rnd(-16, 16)), }, }; }; const randomFace = () => replace({ face: randomFacePatch() }, 'face'); const randomAll = () => { // 後ろを向く(180°)や大きく傾くポーズは避ける。見える顔が変わる範囲だけ。 const poses = POSE_PRESETS.filter((preset) => { const m = preset.pose?.bones?.master ?? [0, 0, 0]; return Math.abs(m[0]) <= 45 && Math.abs(m[1]) <= 40 && Math.abs(m[2]) <= 40; }); const pose = pick(poses.length ? poses : POSE_PRESETS); const theme = pick(THEMES); app.actions.applyPosePreset?.(pose.id); app.actions.applyTheme?.(theme.id); // The viewer style (実写/フラット/線画) and 左右反転 are deliberately left alone. replace({ face: randomFacePatch() }, 'face'); sync(); }; // A small action bar above the tabs: undo/redo apply to every tab, so they must // not be buried inside one of them. 「すべてをランダムに」 sits here too. const topBar = h('div', { class: 'panel-topbar' }); const iconButton = (label, d, onClick) => { const button = h('button', { type: 'button', class: 'icon-btn', title: label, 'aria-label': label }); button.append(icon(d)); button.addEventListener('click', onClick); return button; }; topBar.append( iconButton('元に戻す', 'M4.8 11.5h9.7a5.2 5.2 0 0 1 0 10.4h-3.6M4.8 11.5 9.6 6.7M4.8 11.5 9.6 16.3', () => app.actions.undo()), iconButton('やり直す', 'M19.2 11.5h-9.7a5.2 5.2 0 0 0 0 10.4h3.6M19.2 11.5 14.4 6.7M19.2 11.5 14.4 16.3', () => app.actions.redo()), iconButton('すべてをランダムに', 'M7.2 9.4a2.6 2.6 0 1 1 3.9 2.3c-.9.5-1.3 1.2-1.3 2.1v.4M9.2 17.4h.01M16.8 6.8v6.1M16.8 15.6h.01', () => randomAll()), ); root.append(topBar); // Tabs instead of one long scroll: the panel used to be a wall of controls, // and everything is easier to find this way. Each tab is a small stroke icon // (its name is the tooltip and the accessible label) sitting on the top edge // of the content, so the row reads as tabs rather than buttons. const tabBar = tabs(root, [ { id: 'pose', label: 'ポーズ', // A standing figure: head, body, arms and legs. icon: 'M12 3.6a2.1 2.1 0 1 1 0 4.2 2.1 2.1 0 1 1 0-4.2ZM12 7.8v6.4M12 10.3 8.4 12.5M12 10.3l3.6 2.2M12 14.2 9 20.4M12 14.2l3 6.2', }, { id: 'face', label: '顔', // A smiley face: an outline, two eyes and a smile. icon: 'M12 3.6a8.4 8.4 0 1 1 0 16.8 8.4 8.4 0 1 1 0-16.8ZM8.9 9.8v1M15.1 9.8v1M8.3 13.9a4.7 4.7 0 0 0 7.4 0', }, { id: 'view', label: '見た目', // A painter's palette: the outline, the thumb hole and four colour dots. icon: 'M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10c.9 0 1.6-.7 1.6-1.7 0-.4-.2-.8-.4-1.1-.3-.3-.4-.7-.4-1.1a1.6 1.6 0 0 1 1.7-1.7h2c3 0 5.5-2.5 5.5-5.6C22 6 17.5 2 12 2ZM13.5 6.5h.01M17.5 10.5h.01M8.5 7.5h.01M6.5 12.5h.01', }, { id: 'scene', label: 'シーン', // A framed picture: background, stage and light all sit inside the frame. icon: 'M4 4.5h16a1.5 1.5 0 0 1 1.5 1.5v12a1.5 1.5 0 0 1-1.5 1.5H4A1.5 1.5 0 0 1 2.5 18V6A1.5 1.5 0 0 1 4 4.5ZM3 16l4-3.5 3.6 3 3.1-2.8 4.3 3.7M15.8 8.8h.01', }, { id: 'export', label: '書き出し', // A download arrow dropping into a tray. icon: 'M12 3.8v9.6M8.2 9.8 12 13.6l3.8-3.8M4.5 16.5v1.6a1.8 1.8 0 0 0 1.8 1.8h11.4a1.8 1.8 0 0 0 1.8-1.8v-1.6', }, ]); const tabPose = tabBar.panels.pose; const tabFace = tabBar.panels.face; const tabView = tabBar.panels.view; const tabScene = tabBar.panels.scene; const tabExport = tabBar.panels.export; /* ------------------------------------------------------------------ pose */ // ポーズ例: ready-made poses, because most people start by picking one. const posePresetSection = section(tabPose, 'ポーズ例'); posePresetSection.add(buttons({ items: POSE_PRESETS.map((preset) => ({ id: preset.id, label: preset.label, onClick: () => applyPosePreset(preset), })), })); // 全身とボーンのスライダー: pick a bone, then turn it on the three axes. const poseSection = section(tabPose, '全身とボーンのスライダー'); const boneList = h('div', { class: 'bone-list' }); const boneButtons = new Map(); for (const bone of model.bones) { const button = h('button', { type: 'button', class: 'bone-item' }, h('span', { text: bone.label }), h('small', { text: bone.name })); button.addEventListener('click', () => rig.select(bone.name)); boneButtons.set(bone.name, button); boneList.append(button); } poseSection.add(controlRow(null, boneList, { wide: true })); const axisSliders = { x: slider({ label: 'よこ(X)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('x', v) }), y: slider({ label: 'たて(Y)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('y', v) }), z: slider({ label: 'ねじり(Z)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => setAxis('z', v) }), }; for (const widget of Object.values(axisSliders)) poseSection.add(widget.el); function setAxis(axis, value) { const name = rig.selected; if (!name) return; const delta = rig.getDelta(name); delta[axis] = value; rig.setDelta(name, delta); app.actions.capturePose(); app.needsRender = true; } poseSection.add(hint('ボーンは上の一覧から選びます。スライダーは「休めの姿勢からの差」です。' + 'ビューポートのぶるべーは、ドラッグで移動、Shift+ドラッグで向きを変えられます。')); // こまかい設定: the whole-body nudge and the rotation gizmo are tweaks, not the // main way in, so they stay folded away inside the bone section. const rootSliders = [ { label: 'よこ移動', min: -20, max: 20 }, { label: 'たて移動', min: -10, max: 20 }, { label: 'おくゆき', min: -20, max: 20 }, ].map(({ label, min, max }, index) => slider({ label, min, max, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.pose.root[index] = v; app.needsRender = true; }, })); const poseBox = details(poseSection.body, 'こまかい設定(ぜんたいをずらす・回転ギズモ)'); for (const widget of rootSliders) poseBox.add(widget.el); const gizmoToggle = check({ label: '回転ギズモを表示', // Off by default: the rings belong to the model's surface, so having them // drawn on top of the character is not what you want while composing a // picture. The 'g' key toggles it too. value: false, onChange: (value) => { rig.setGizmoVisible(value); app.needsRender = true; }, }); poseBox.add(controlRow(null, gizmoToggle.el, { wide: true })); // --- 操作 ----------------------------------------------------------------- // Deliberately NOT wrapped in a collapsible section: 「ポーズを全部戻す」 and the // undo/redo pair are used often enough that they should be on screen without // opening anything first. tabPose.append(buttons({ items: [ { id: 'resetBone', label: 'このボーンを戻す', onClick: () => { rig.reset(rig.selected); app.actions.capturePose(); syncBones(); app.needsRender = true; } }, { id: 'resetAll', label: 'ポーズを全部戻す', onClick: () => app.actions.resetPose() }, { id: 'random', label: '少しランダムに', onClick: () => randomPose() }, ], }).el); tabPose.append(hint('「元に戻す」「やり直す」は、パネル上部のアイコンにあります(どのタブでも使えます)。')); /** Accepts a preset object (from the buttons) or a preset id (from tools). */ function applyPosePreset(presetOrId) { const preset = typeof presetOrId === 'string' ? POSE_PRESETS.find((item) => item.id === presetOrId) : presetOrId; if (!preset) return; // Some poses already raise the arms; leaving the てをふる motion running would // add to the arm the pose just set and fold the flipper over the face, so // switching to any pose stops that motion. if (state.anim.mode === 'wave') { state.anim.mode = 'off'; app.animator.reset(); app.needsRender = true; } state.pose = { bones: {}, root: [0, 0, 0] }; applyPatch(state.pose, preset.pose ?? {}); if (!state.pose.root) state.pose.root = [0, 0, 0]; replace({}, 'pose'); sync(); } function randomPose() { const names = model.bones.map((bone) => bone.name); for (const name of names) { if (name === 'master') continue; const scale = name.startsWith('arm') ? 22 : 12; rig.setDelta(name, { x: (Math.random() - 0.5) * scale, y: (Math.random() - 0.5) * scale, z: (Math.random() - 0.5) * scale, }); } app.actions.capturePose(); syncBones(); app.needsRender = true; } /* ------------------------------------------------------------------ face */ let faceSection = section(tabFace, 'プリセット'); // The face tab's sections are created here in the order they should read on // screen (プリセット -> 髪 -> 眉 -> 目 -> 見る先 -> ...), but filled further // down where the widgets are built: the DOM order is fixed at creation. const faceTabSections = { hair: section(tabFace, '髪'), brow: section(tabFace, '眉'), eye: section(tabFace, '目'), look: section(tabFace, '見る先'), glasses: section(tabFace, '眼鏡・サングラス'), cheeks: section(tabFace, 'ほっぺ'), snot: section(tabFace, '鼻ちょうちん'), beard: section(tabFace, 'ひげ'), mouth: section(tabFace, '口'), }; faceSection.add(buttons({ items: FACE_PRESETS.map((preset) => ({ id: preset.id, label: preset.label, onClick: () => applyFacePreset(preset.id), })), })); function applyFacePreset(id) { const preset = FACE_PRESETS.find((item) => item.id === id); if (!preset) return; state.face = defaultState().face; applyPatch(state.face, preset.face); app.actions.refresh('face'); sync(); } // --- eyes faceSection = faceTabSections.eye; /** Tear sliders, which are added to the こまかい設定 box once it exists. */ const tearWidgets = []; // The link switch sits directly above the *left* eye's open slider, because that // is the slider it drives - it was previously below both eyes, where it looked // like it belonged to whatever came next. const linkedToggle = check({ label: '左右を連動させる', value: true, onChange: (value) => { state.face.eyes.linked = value; if (value) { // Catch the two eyes up with each other, so switching the link on does // something visible even if they had drifted apart. state.face.eyes.right.open = state.face.eyes.left.open; state.face.eyes.right.closed = state.face.eyes.left.closed; state.face.eyes.right.closedLines = state.face.eyes.left.closedLines; state.face.eyes.right.irisShape = state.face.eyes.left.irisShape; state.face.eyes.right.shape = state.face.eyes.left.shape; // The lids are per eye now too, so link them along with the rest. state.face.eyes.right.lowerLid = state.face.eyes.left.lowerLid; state.face.eyes.right.lidShape = state.face.eyes.left.lidShape; state.face.eyes.right.lidWidth = state.face.eyes.left.lidWidth; state.face.eyes.right.lidTilt = state.face.eyes.left.lidTilt; state.face.eyes.right.lashes = state.face.eyes.left.lashes; state.face.eyes.right.lashAngle = state.face.eyes.left.lashAngle; state.face.eyes.right.lashPos = state.face.eyes.left.lashPos; state.face.eyes.right.white = state.face.eyes.left.white ?? null; state.face.eyes.right.highlight = state.face.eyes.left.highlight ?? null; state.face.eyes.right.lookX = state.face.eyes.left.lookX; state.face.eyes.right.lookY = state.face.eyes.left.lookY; // The tears mirror as a pair: the size and the height match, while the // sideways position and the tilt flip sign. state.face.eyes.right.tear = state.face.eyes.left.tear ?? 0; state.face.eyes.right.tearY = state.face.eyes.left.tearY ?? 0; state.face.eyes.right.tearX = -(state.face.eyes.left.tearX ?? 0); state.face.eyes.right.tearTilt = -(state.face.eyes.left.tearTilt ?? 0); } app.actions.refresh('face'); sync(); }, }); // The eye "shape" folds the old 閉じ方 (line/3/わらう) and the heart pupil into // one menu. `open`/`closed`/`irisShape` stay the stored fields; this reads and // writes them together so the menu always shows the current look. const eyeShapeOf = (eye) => { const shape = eye.shape; const explicitShut = shape === 'three' || shape === 'arch' || (typeof shape === 'string' && shape.startsWith('line')); if (explicitShut) return shape; if ((eye.open ?? 1) <= 0.02) { if (!shape) { if (eye.closed === 'three') return 'three'; if (eye.closed === 'arch') return 'arch'; return `line${Math.min(3, Math.max(1, Math.round(eye.closedLines ?? 1)))}`; } // An open/heart eye whose lid is all the way down is just a blink. return 'line1'; } if (shape) return shape; return (eye.irisShape ?? 'circle') === 'heart' ? 'heart' : 'open'; }; const applyEyeShape = (eye, value) => { eye.shape = value; eye.irisShape = value === 'heart' ? 'heart' : 'circle'; if (value === 'open' || value === 'heart') { eye.open = 1; // Clear any stale shut fields so a blink (open -> 0) shows a plain line and // never the 3 or the arch that was picked before. eye.closed = 'line'; eye.closedLines = 1; return; } // A shut artwork is drawn as the eye's content with the lids open; the lid // height is its own slider (上まぶたの高さ), so selecting one opens the lid. eye.open = 1; if (value.startsWith('line')) { eye.closed = 'line'; eye.closedLines = Number(value.slice(4)) || 1; return; } eye.closed = value; }; const eyeWhiteOf = (eye) => { if (eye.white != null) return eye.white === true; // The usual: an open eye shows its white; a shut eye or a heart does not. return eyeShapeOf(eye) === 'open'; }; const eyeHighlightOf = (eye) => (eye.highlight != null ? eye.highlight === true : state.face.eyes.highlight !== false); const EYE_ICONS = { both: '', left: '', right: '', lid: '', }; // Each eye group carries the same controls. Linked, one group ("両目") drives // both eyes; unlinked, a group per eye appears and the gaze pad doubles. const eyeGroup = (title, icon = null) => { const body = h('div', { class: 'eye-group-body' }); const head = h('div', { class: 'eye-group-head' }, icon ? svgIcon(EYE_ICONS[icon] ?? '') : null, h('span', { text: title })); const el = h('div', { class: 'eye-group' }, head, body); return { el, add: (child) => (body.append(child?.el ?? child), child), setVisible: (visible) => { el.style.display = visible ? '' : 'none'; }, }; }; const makeEyeControls = (mode) => { const keys = mode === 'both' ? ['left', 'right'] : [mode]; const primary = keys[0]; const write = (fn) => { for (const k of keys) fn(state.face.eyes[k]); }; const touched = () => { app.actions.refresh('face'); sync(); }; const group = eyeGroup(mode === 'both' ? '両目' : (mode === 'left' ? '左目' : '右目'), mode); // --- まぶた (per eye) ------------------------------------------------ // 上まぶたの高さ and 下まぶたの高さ share one opening, so each is held to the // other: the lower lid cannot rise past the upper, and the upper cannot drop // below the lower. The sliders' own limits are kept in step in `syncOne`. const lidSub = eyeGroup('まぶた', 'lid'); const open = slider({ label: '上まぶたの高さ', min: 0, max: 1, step: 0.01, value: 1, format: (v) => (v < 0.02 ? '閉じ' : v > 0.98 ? '開き' : `${Math.round(v * 100)}%`), onInput: (v) => { const floor = state.face.eyes[primary].lowerLid ?? state.face.eyes.lowerLid ?? 0; const vv = Math.max(v, floor); write((e) => { e.open = vv; }); if (vv !== v) open.set(vv); touched(); }, }); const lowerLid = slider({ label: '下まぶたの高さ', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { const ceil = state.face.eyes[primary].open ?? 1; const vv = Math.min(v, ceil); write((e) => { e.lowerLid = vv; }); if (vv !== v) lowerLid.set(vv); touched(); }, }); const lidShape = segmented({ label: 'まぶたの形', options: [ { value: 'curve', label: '曲線' }, { value: 'flat', label: '直線(平ら)' }, ], value: 'curve', onChange: (v) => { write((e) => { e.lidShape = v; }); touched(); }, }); const lidWidth = slider({ label: 'まぶたの太さ', min: 0, max: 30, step: 1, value: 14, format: (v) => `${Math.round(v)}`, onInput: (v) => { write((e) => { e.lidWidth = v; }); touched(); }, }); const lidTilt = slider({ label: 'まぶたの傾き', min: -40, max: 40, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { write((e) => { e.lidTilt = v; }); touched(); }, }); const lashes = check({ label: 'まつげをつける', value: false, onChange: (v) => { write((e) => { e.lashes = v; }); touched(); }, }); const lashAngle = slider({ label: 'まつげの角度', min: -80, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { write((e) => { e.lashAngle = v; }); touched(); }, }); const lashPos = slider({ label: 'まつげの位置', min: -80, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { write((e) => { e.lashPos = v; }); touched(); }, }); lidSub.add(lidShape); lidSub.add(open); lidSub.add(lowerLid); lidSub.add(lidWidth); lidSub.add(lidTilt); lidSub.add(controlRow(null, lashes.el, { wide: true })); lidSub.add(lashAngle); lidSub.add(lashPos); group.add(lidSub); const openInput = open.el.querySelector('input'); const lowerLidInput = lowerLid.el.querySelector('input'); // 目の形: the artwork the eye shows. A shut shape is drawn with the lids open, // so 上まぶたの高さ can then be lowered onto it. const shape = segmented({ label: '目の形', options: [ { value: 'open', label: 'ふつう' }, { value: 'line1', label: '1線' }, { value: 'line2', label: '2線' }, { value: 'line3', label: '3線' }, { value: 'three', label: '3の目' }, { value: 'arch', label: 'わらう' }, { value: 'heart', label: 'ハート' }, ], value: 'open', onChange: (v) => { write((e) => applyEyeShape(e, v)); touched(); }, }); // The heart colour only matters for the heart, so it sits right under 目の形 // and shows only then. const heartColor = colorField({ label: 'ハートの色', value: '#e0344f', swatches: ['#e0344f', '#ff5f8f', '#c2185b', '#150e1b'], onChange: (v) => { state.face.eyes.heartColor = v; touched(); }, }); // 大きさ: one knob for the iris, the heart and the shut artwork. const size = slider({ label: '大きさ', min: 0.4, max: 1.8, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.irisScale = v; touched(); }, }); const threeFlip = segmented({ label: '3の向き', options: [ { value: 'normal', label: '3' }, { value: 'flip', label: '3(逆)' }, ], value: 'normal', onChange: (v) => { write((e) => { e.threeFlip = v === 'flip'; applyEyeShape(e, 'three'); }); touched(); }, }); const white = check({ label: '白目を出す', value: true, onChange: (v) => { write((e) => { e.white = v; }); touched(); }, }); const highlight = check({ label: '光彩(瞳の白い丸)を出す', value: true, onChange: (v) => { write((e) => { e.highlight = v; }); touched(); }, }); const pad = xyPad({ value: { x: 0, y: 0 }, center: 'eye', onChange: ({ x, y }) => { write((e) => { e.lookX = x; e.lookY = y; }); touched(); }, }); // 涙: per eye. Linked, one set drives both - size and height match, while the // sideways position and the tilt mirror so the pair stays symmetric. const tearOn = check({ label: '涙を出す', value: false, onChange: (v) => { write((e) => { e.tearOn = v; }); touched(); }, }); const writeTear = (patch) => { Object.assign(state.face.eyes[primary], patch); if (mode === 'both') { const mirrored = { ...patch }; if (patch.tearX != null) mirrored.tearX = -patch.tearX; if (patch.tearTilt != null) mirrored.tearTilt = -patch.tearTilt; Object.assign(state.face.eyes[primary === 'left' ? 'right' : 'left'], mirrored); } touched(); }; const tear = slider({ label: '涙の大きさ', min: 0.3, max: 1.6, step: 0.01, value: 0.3, format: (v) => v.toFixed(2), onInput: (v) => writeTear({ tear: v }), }); const tearY = slider({ label: '涙の高さ', min: -80, max: 140, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => writeTear({ tearY: v }), }); const tearX = slider({ label: '涙のよこ位置', min: -150, max: 150, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => writeTear({ tearX: v }), }); const tearTilt = slider({ label: '涙の傾き', min: -60, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => writeTear({ tearTilt: v }), }); group.add(shape); group.add(heartColor); group.add(size); group.add(threeFlip); group.add(controlRow(null, white.el, { wide: true })); group.add(controlRow(null, highlight.el, { wide: true })); group.add(controlRow(null, tearOn.el, { wide: true })); group.add(tear); group.add(tearY); group.add(tearX); group.add(tearTilt); group.add(controlRow('目線', h('div', { class: 'pad-wrap' }, pad.el, h('p', { class: 'hint', text: 'ドラッグで目線。ダブルクリックで正面に戻ります。' })))); const syncOne = () => { const e = state.face.eyes[primary]; const shapeValue = eyeShapeOf(e); const lower = e.lowerLid ?? state.face.eyes.lowerLid ?? 0; const upper = e.open ?? 1; // Keep each lid's slider range from crossing the other before applying the // values, so the displayed thumb cannot sit past the other lid either. if (openInput) openInput.min = String(Math.min(lower, upper)); if (lowerLidInput) lowerLidInput.max = String(Math.max(lower, upper)); open.set(upper); lowerLid.set(lower); lidShape.set(e.lidShape ?? state.face.eyes.lidShape ?? 'curve'); lidWidth.set(e.lidWidth ?? state.face.eyes.lidWidth ?? 14); lidTilt.set(e.lidTilt ?? state.face.eyes.lidTilt ?? 0); lashes.set((e.lashes ?? state.face.eyes.lashes) === true); const lashesOn = (e.lashes ?? state.face.eyes.lashes) === true; lashAngle.set(e.lashAngle ?? state.face.eyes.lashAngle ?? 0); lashPos.set(e.lashPos ?? state.face.eyes.lashPos ?? 0); lashAngle.el.style.display = lashesOn ? '' : 'none'; lashPos.el.style.display = lashesOn ? '' : 'none'; shape.set(shapeValue); heartColor.set(state.face.eyes.heartColor ?? '#e0344f'); heartColor.el.style.display = shapeValue === 'heart' ? '' : 'none'; size.set(state.face.eyes.irisScale ?? 1); threeFlip.set(e.threeFlip ? 'flip' : 'normal'); threeFlip.el.style.display = shapeValue === 'three' ? '' : 'none'; white.set(eyeWhiteOf(e)); highlight.set(eyeHighlightOf(e)); const tearShown = e.tearOn === true; tearOn.set(tearShown); for (const widget of [tear, tearY, tearX, tearTilt]) { widget.el.style.display = tearShown ? '' : 'none'; } tear.set(e.tear ?? 0.3); tearY.set(e.tearY ?? 0); tearX.set(e.tearX ?? 0); tearTilt.set(e.tearTilt ?? 0); pad.set({ x: e.lookX ?? 0, y: e.lookY ?? 0 }); }; return { group, sync: syncOne }; }; const bothControls = makeEyeControls('both'); const leftControls = makeEyeControls('left'); const rightControls = makeEyeControls('right'); faceSection.add(controlRow(null, linkedToggle.el, { wide: true })); faceSection.add(bothControls.group); faceSection.add(leftControls.group); faceSection.add(rightControls.group); faceSection.add(hint('「目の形」の「2線」「3線」は端点がつながった形になります。' + '閉じ目の形も、上まぶた・下まぶたで上下から隠せます。')); // 横位置 (per eye) rarely changes, so it gets its own small box. const eyeAdvancedWidgets = {}; for (const key of ['left', 'right']) { const label = key === 'left' ? '左目' : '右目'; const eyeX = slider({ label: `${label}の横位置`, min: -200, max: 200, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (value) => { state.face.eyes[key].eyeX = value; app.actions.refresh('face'); }, }); eyeAdvancedWidgets[key] = { eyeX }; tearWidgets.push(eyeX.el); } // One button to put every eye setting back to the artwork's defaults. The // artwork *source* is kept: resetting the numbers should not throw away a // hand-drawn image the user loaded. faceSection.add(buttons({ items: [{ id: 'eyesReset', label: '目の設定をリセット', onClick: () => { const source = state.face.eyes.source; state.face.eyes = { ...defaultState().face.eyes, source }; app.actions.refresh('face'); sync(); }, }], })); faceSection.add(hint('「まぶた」は目のグループごとに設定できます。「左右を連動させる」を入れると「両目」の設定が1つだけ出て、' + 'まぶた・目の形・大きさ・白目・光彩・目線が両目でそろいます。' + 'はずすと「左目」「右目」の設定がそれぞれに出て、目線のパッドも2つになります。' + '「左目」「右目」は、ぶるべー自身から見た左右です(正面から見ると、画面では左右が入れ替わって見えます)。')); const eyeColors = { white: colorField({ label: '白目', value: '#ffffff', onChange: (v) => { state.face.eyes.white = v; app.actions.refresh('face'); } }), iris: colorField({ label: '瞳', value: '#150e1b', onChange: (v) => { state.face.eyes.iris = v; app.actions.refresh('face'); } }), line: colorField({ label: 'まぶたの線', value: '#55386e', onChange: (v) => { state.face.eyes.line = v; app.actions.refresh('face'); } }), }; const eyeColorBox = details(faceSection.body, '色(白目・瞳・まぶたの線)'); for (const widget of Object.values(eyeColors)) eyeColorBox.add(widget.el); // 横位置 (per eye) is rarely used, so it stays in its own small box. const tearBox = details(faceSection.body, '横位置(左右べつ)'); for (const el of tearWidgets) tearBox.add(el); // --- eyebrows (the original character has none; this is extra range) faceSection = faceTabSections.brow; faceSection.add(hint('ぶるべーには眉がありません。怒った顔など、必要なときだけ出してください。')); const browToggle = check({ label: '眉を表示', value: false, onChange: (value) => { state.face.eyes.brow.enabled = value; app.actions.refresh('face'); }, }); faceSection.add(controlRow(null, browToggle.el, { wide: true })); const browSliders = { angle: slider({ label: '角度', min: -40, max: 40, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.eyes.brow.angle = v; app.actions.refresh('face'); }, }), height: slider({ label: '高さ', min: -40, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.brow.height = v; app.actions.refresh('face'); }, }), length: slider({ label: '長さ', min: 0, max: 4, step: 0.01, value: 1, format: (v) => (v < 0.02 ? '点' : v.toFixed(2)), onInput: (v) => { state.face.eyes.brow.length = v; app.actions.refresh('face'); }, }), thickness: slider({ label: '太さ', min: 0.4, max: 3.5, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.brow.thickness = v; app.actions.refresh('face'); }, }), spacing: slider({ label: '間隔', min: -220, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.brow.spacing = v; app.actions.refresh('face'); }, }), curve: slider({ label: '曲がり', min: 0, max: 0.4, step: 0.01, value: 0.14, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.brow.curve = v; app.actions.refresh('face'); }, }), taper: slider({ label: '鼻側の細さ', min: 0, max: 1, step: 0.01, value: 1, format: (v) => (v >= 0.995 ? 'そのまま' : (v <= 0.005 ? 'とがる' : v.toFixed(2))), onInput: (v) => { state.face.eyes.brow.taper = v; app.actions.refresh('face'); }, }), }; faceSection.add(hint('+の角度で内側が下がり、怒った感じになります。-で困り顔。' + '高さは + で上がり、- にすると目にかくれて見えなくなります。')); faceSection.add(browSliders.angle.el); const browBox = details(faceSection.body, 'こまかい設定(高さ・長さ・太さ・色)'); browBox.add(browSliders.height.el); browBox.add(browSliders.length.el); browBox.add(browSliders.thickness.el); browBox.add(browSliders.spacing.el); browBox.add(browSliders.curve.el); browBox.add(browSliders.taper.el); const browColor = colorField({ label: '眉の色', value: '#55386e', swatches: ['#55386e', '#2a1e33', '#7a5c2e', '#8a4a5e'], onChange: (v) => { state.face.eyes.brow.color = v; app.actions.refresh('face'); }, }); browBox.add(browColor.el); browBox.add(hint('「間隔」は左右の眉のへだたりです(+で広がり、-で内側に寄って、' + '大きく-にすると左右がくっつきます)。「長さ」を 0 にすると点になります。' + '「鼻側の細さ」を 0 にすると鼻側がとがります。')); browBox.add(buttons({ items: [ { id: 'golgo', label: 'ゴル風(画像)', onClick: () => { // ゴルゴ13: a very thick, almost straight black wedge, wide at the outer // end and tapering to a point at the nose, angled steeply down towards // it, with the two brows sitting close together. Object.assign(state.face.eyes.brow, { enabled: true, image: true, angle: 34, height: 33, length: 2.82, thickness: 3.6, curve: 0, taper: 0, spacing: -59, color: '#2a1e33', }); app.actions.refresh('face'); sync(); }, }, { id: 'ryotsu', label: '両風(線の眉)', onClick: () => { // 両津勘吉: thick げじげじ brows that are joined in the middle, sitting // low over the eyes. `spacing` is what closes the gap - at this length // the two inner ends meet over the nose (see the panel's note). Turning // `image` off is what makes the line drawing take over from ゴル風's // loaded picture. Object.assign(state.face.eyes.brow, { enabled: true, image: false, angle: 10, height: 4, length: 2.86, thickness: 3.29, curve: 0.4, taper: 1, spacing: -50, color: '#181220', }); app.actions.refresh('face'); sync(); }, }, ], })); faceSection.add(hint('「ゴル風(画像)」は読み込んだ画像(assets/brows/gol-right.png)で眉を描きます。' + '画像のときは角度・太さ・曲がり・鼻側の細さが効かないので、灰色になります。' + '「両風(線の眉)」など線で描く眉に切り替えると、この画像は使われません。')); // --- glasses / sunglasses (drawn into the same texture as the eyes and brows) faceSection = faceTabSections.glasses; faceSection.add(hint('眼鏡やサングラスを、目や眉と同じ絵にかけます。' + '線画のときはレンズを塗らず、フレームの線だけになります。')); // 眼鏡とサングラスの違いは、レンズの形だけではない。サングラスはレンズが不透明 // なので、目を開けたままだと瞳が透けて見えてしまう。種類を変えたらその種類の // 既定値(レンズの色・濃さ・高さ)を一緒に持ってきて、サングラスのときは両目を // 閉じる。フレームや大きさには触らないので、作りこんだフレームは種類を変えても // 失われない。 const GLASSES_KINDS = { glasses: { lensColor: '#2b2433', lensOpacity: 0.22, offsetY: 0 }, sunglasses: { lensColor: '#1a1620', lensOpacity: 1, offsetY: -40 }, }; const wearSunglasses = () => { state.face.eyes.glasses.lensOpacity = 1; state.face.eyes.left.open = 0; state.face.eyes.right.open = 0; }; const setGlassesKind = (kind) => { Object.assign(state.face.eyes.glasses, { kind, ...GLASSES_KINDS[kind] }); // サングラス hides the eye behind an opaque lens, so both eyes shut with it; // 眼鏡's lens is clear, so switching back opens them again. const open = kind === 'sunglasses' ? 0 : 1; state.face.eyes.left.open = open; state.face.eyes.right.open = open; }; const glassesToggle = check({ label: '眼鏡をかける', value: false, onChange: (value) => { state.face.eyes.glasses.enabled = value; // A loaded state can already be on サングラス, so enabling the shades also // shuts the eyes rather than showing them through the opaque lens. if (value && state.face.eyes.glasses.kind === 'sunglasses') wearSunglasses(); app.actions.refresh('face'); sync(); }, }); faceSection.add(controlRow(null, glassesToggle.el, { wide: true })); const glassesKindSegment = segmented({ label: '種類', options: [ { value: 'glasses', label: '眼鏡' }, { value: 'sunglasses', label: 'サングラス' }, ], value: 'glasses', onChange: (value) => { setGlassesKind(value); // Picking a kind means you mean to wear it, so put the glasses on rather // than leaving the checkbox off and nothing showing on the face. state.face.eyes.glasses.enabled = true; glassesToggle.set(true); app.actions.refresh('face'); sync(); }, }); faceSection.add(glassesKindSegment.el); const glassesSliders = { scale: slider({ label: '大きさ', min: 0.7, max: 1.5, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.glasses.scale = v; app.actions.refresh('face'); }, }), lensOpacity: slider({ label: 'レンズの濃さ', min: 0, max: 1, step: 0.01, value: 0.22, format: (v) => (v <= 0.005 ? '透明' : v.toFixed(2)), onInput: (v) => { state.face.eyes.glasses.lensOpacity = v; app.actions.refresh('face'); }, }), lensGap: slider({ label: '左右レンズの間隔', min: -40, max: 120, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.glasses.lensGap = v; app.actions.refresh('face'); }, }), frameWidth: slider({ label: 'フレームの太さ', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.glasses.frameWidth = v; app.actions.refresh('face'); }, }), offsetY: slider({ label: '高さ', min: -60, max: 60, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.glasses.offsetY = v; app.actions.refresh('face'); }, }), tilt: slider({ label: '傾き', min: -30, max: 30, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.eyes.glasses.tilt = v; app.actions.refresh('face'); }, }), }; faceSection.add(glassesSliders.scale.el); faceSection.add(glassesSliders.lensOpacity.el); const glassesBox = details(faceSection.body, 'こまかい設定(フレーム・位置・色)'); glassesBox.add(glassesSliders.frameWidth.el); glassesBox.add(glassesSliders.offsetY.el); glassesBox.add(glassesSliders.tilt.el); glassesBox.add(glassesSliders.lensGap.el); const glassesFrameColor = colorField({ label: 'フレームの色', value: '#2a1e33', swatches: ['#2a1e33', '#12101a', '#7a5c2e', '#c9c2d6'], onChange: (v) => { state.face.eyes.glasses.frameColor = v; app.actions.refresh('face'); }, }); const glassesLensColor = colorField({ label: 'レンズの色', value: '#2b2433', swatches: ['#2b2433', '#1a1620', '#3a2f4a', '#7a3b1e'], onChange: (v) => { state.face.eyes.glasses.lensColor = v; app.actions.refresh('face'); }, }); glassesBox.add(glassesFrameColor.el); glassesBox.add(glassesLensColor.el); glassesBox.add(hint('「レンズの濃さ」を 0 にするとレンズは透明になり、フレームだけの眼鏡になります。' + '「高さ」は眼鏡全体を上下に動かします(+で下がります)。' + '「傾き」は左右のレンズが一緒に傾きます。')); glassesBox.add(buttons({ items: [ { id: 'glasses', label: '眼鏡', onClick: () => { setGlassesKind('glasses'); state.face.eyes.glasses.enabled = true; app.actions.refresh('face'); sync(); }, }, { id: 'sunglasses', label: 'サングラス', onClick: () => { setGlassesKind('sunglasses'); state.face.eyes.glasses.enabled = true; app.actions.refresh('face'); sync(); }, }, ], })); // --- ほっぺ (a manga blush) faceSection = faceTabSections.cheeks; faceSection.add(hint('ほっぺ(マンガの赤らみ)を、目や眉と同じ絵にかけます。' + '決まったキャラクターの絵ではなく、よくあるマンガの記号として用意しました。' + 'はじめは出ていません。')); const cheeksToggle = check({ label: 'ほっぺを出す', value: false, onChange: (value) => { state.face.eyes.cheeks.enabled = value; app.actions.refresh('face'); }, }); faceSection.add(controlRow(null, cheeksToggle.el, { wide: true })); const cheekSliders = { size: slider({ label: '大きさ', min: 0.4, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.cheeks.size = v; app.actions.refresh('face'); }, }), offsetY: slider({ label: 'たかさ', min: -80, max: 120, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.cheeks.offsetY = v; app.actions.refresh('face'); }, }), spacing: slider({ label: 'よこの間隔', min: -60, max: 80, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.cheeks.spacing = v; app.actions.refresh('face'); }, }), }; faceSection.add(cheekSliders.size.el); const cheekBox = details(faceSection.body, 'こまかい設定(位置・色)'); cheekBox.add(cheekSliders.offsetY.el); cheekBox.add(cheekSliders.spacing.el); const cheekColor = colorField({ label: 'ほっぺの色', value: '#f6a6b8', swatches: ['#f6a6b8', '#f19ab0', '#f7b9a0', '#e88aa8'], onChange: (v) => { state.face.eyes.cheeks.color = v; app.actions.refresh('face'); }, }); cheekBox.add(cheekColor.el); cheekBox.add(hint('線はいつも4本です。「よこの間隔」は左右のほっぺのへだたり、' + '「たかさ」は目からの下がり具合です。')); // --- 髪 (a hair-like covering over the whole head; its own section, above 眉) faceSection = faceTabSections.hair; faceSection.add(hint('髪を頭にかぶせます。決まったキャラクターの髪ではなく、' + 'よくあるマンガの形として用意しました。はじめは出ていません。')); const headMarkShape = segmented({ label: '髪', options: [ { value: 'off', label: 'なし' }, { value: 'cap', label: 'かぶせ' }, { value: 'fringe', label: 'ぎざぎざ' }, { value: 'fringe-up', label: 'はちわれ' }, { value: 'curve', label: 'カーブ' }, ], value: 'off', onChange: (value) => { const mark = state.face.eyes.headMark; mark.shape = value; // Entering a shape applies its own starting size (ぎざぎざ is smaller and // shallower than the shared defaults). Other shapes just keep the values. Object.assign(mark, HEAD_MARK_KIND_DEFAULTS[value] ?? {}); app.actions.refresh('face'); sync(); }, }); faceSection.add(headMarkShape.el); const headMarkOverEyes = check({ label: '髪を目の前に出す', value: true, onChange: (value) => { state.face.eyes.headMark.overEyes = value; app.actions.refresh('face'); }, }); faceSection.add(controlRow(null, headMarkOverEyes.el, { wide: true })); const headMarkSliders = { size: slider({ label: '大きさ', min: 0.05, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.headMark.size = v; app.actions.refresh('face'); }, }), teeth: slider({ label: '歯の深さ', min: 0.02, max: 0.4, step: 0.01, value: 0.12, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.headMark.teeth = v; app.actions.refresh('face'); }, }), offsetX: slider({ label: 'よこの位置', min: -260, max: 260, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.headMark.offsetX = v; app.actions.refresh('face'); }, }), offsetY: slider({ label: 'たかさ', min: -300, max: 300, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.headMark.offsetY = v; app.actions.refresh('face'); }, }), }; faceSection.add(headMarkSliders.size.el); faceSection.add(headMarkSliders.teeth.el); //「歯の深さ」はぎざぎざのときだけ意味があるので、それ以外では隠します。 const headMarkBox = details(faceSection.body, 'こまかい設定(位置・色)'); headMarkBox.add(headMarkSliders.offsetX.el); headMarkBox.add(headMarkSliders.offsetY.el); const headMarkColor = colorField({ label: '髪の色', value: '#8a4fe0', swatches: ['#8a4fe0', '#2a1e33', '#e0344f', '#7a5c2e'], onChange: (v) => { state.face.eyes.headMark.color = v; app.actions.refresh('face'); }, }); const headMarkColor2 = colorField({ label: '2色目', value: '#ffffff', swatches: ['#ffffff', '#f3ead9', '#ffe08a', '#7fd8ff'], onChange: (v) => { state.face.eyes.headMark.color2 = v; app.actions.refresh('face'); }, }); headMarkBox.add(headMarkColor.el); headMarkBox.add(headMarkColor2.el); headMarkBox.add(hint('「かぶせ」は頭にかぶせる丸い髪、「ぎざぎざ」は生え際がギザギザにとがった髪(「歯の深さ」でギザギザの深さを変えられます)、' + '「はちわれ」は中央が鋭く持ち上がった生え際、「カーブ」はドラえもんのように単純にカーブした髪です。' + '「たかさ」で生え際を目の中心あたりまで下げられます。' + '「髪を目の前に出す」を切ると、髪が目の後ろに回ります。')); // --- 鼻ちょうちん: the snot bubble of a sleeping face. faceSection = faceTabSections.snot; const snotToggle = check({ label: '鼻ちょうちんを出す', value: false, onChange: (value) => { state.face.eyes.snot.enabled = value; app.actions.refresh('face'); }, }); faceSection.add(controlRow(null, snotToggle.el, { wide: true })); const snotSize = slider({ label: '大きさ', min: 0.4, max: 2.2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.snot.size = v; app.actions.refresh('face'); }, }); faceSection.add(snotSize.el); const snotBox = details(faceSection.body, 'こまかい設定(位置・色)'); const snotSliders = { offsetX: slider({ label: 'よこの位置', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.snot.offsetX = v; app.actions.refresh('face'); }, }), offsetY: slider({ label: 'たかさ', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.snot.offsetY = v; app.actions.refresh('face'); }, }), offsetZ: slider({ label: 'おくゆき', min: -10, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.snot.offsetZ = v; app.actions.refresh('face'); }, }), }; for (const widget of Object.values(snotSliders)) snotBox.add(widget.el); const snotColor = colorField({ label: '泡の色', value: '#e3ecff', swatches: ['#e3ecff', '#ffffff', '#cfe0ff', '#bfe8d0'], onChange: (v) => { state.face.eyes.snot.color = v; app.actions.refresh('face'); }, }); snotBox.add(snotColor.el); snotBox.add(hint('寝ている顔の横に、鼻から出る泡を描きます。' + '「ねている」ポーズと組み合わせると、いねむりしているように見えます。' + '泡は鼻の横に出るので、位置は「よこの位置」「たかさ」で調整できます。')); // --- ひげ: mustaches and beards, hung under the nose. faceSection = faceTabSections.beard; const beardShape = segmented({ label: 'ひげ', options: [ { value: 'off', label: 'なし' }, { value: 'scotch', label: 'ちょびひげ' }, { value: 'kaiser', label: 'ダリ' }, { value: 'cat', label: 'ねこ' }, ], value: 'off', onChange: (value) => { const beard = state.face.eyes.beard; beard.shape = value; // Each kind starts at its own size and height (a textured kind is drawn at a // different scale from the built-in strokes). A kind with no entry resets to // the neutral values, so switching kinds cannot leave a stray size behind. Object.assign(beard, BEARD_KIND_DEFAULTS[value] ?? { size: 1, offsetY: 0, spacing: 0 }); app.actions.refresh('face'); sync(); }, }); faceSection.add(beardShape.el); const beardSliders = { size: slider({ label: '大きさ', min: 0.4, max: 2.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.beard.size = v; app.actions.refresh('face'); }, }), spacing: slider({ label: '左右の間隔', min: 0, max: 250, step: 1, value: 0, format: (v) => `${Math.round(v)}`, // Shown 10 higher than the value stored, so the default (stored -10) reads 0. onInput: (v) => { state.face.eyes.beard.spacing = v - 10; app.actions.refresh('face'); }, }), offsetY: slider({ label: 'たかさ', min: -160, max: 160, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.eyes.beard.offsetY = v; app.actions.refresh('face'); }, }), length: slider({ label: 'ひげの長さ(ねこ)', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.beard.length = v; app.actions.refresh('face'); }, }), lineGap: slider({ label: '線の間隔(ねこ)', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.eyes.beard.lineGap = v; app.actions.refresh('face'); }, }), }; faceSection.add(beardSliders.size.el); const beardBox = details(faceSection.body, 'こまかい設定(位置・色)'); beardBox.add(beardSliders.spacing.el); beardBox.add(beardSliders.offsetY.el); beardBox.add(beardSliders.length.el); beardBox.add(beardSliders.lineGap.el); const beardColor = colorField({ label: 'ひげの色', value: '#1c1624', swatches: ['#1c1624', '#000000', '#3a2a4a', '#6b4a2a', '#8a8a94'], onChange: (v) => { state.face.eyes.beard.color = v; app.actions.refresh('face'); }, }); beardBox.add(beardColor.el); beardBox.add(hint('鼻の下に、ちょびひげ・ダリ・ねこ、の瓢を描きます。' + '「左右の間隔」「瓢の長さ」「線の間隔」は「ねこ」で使います。')); // --- mouth faceSection = faceTabSections.mouth; const mouthToggle = check({ label: '口を表示', value: true, onChange: (value) => { state.face.mouth.visible = value; app.actions.refresh('face'); }, }); faceSection.add(controlRow(null, mouthToggle.el, { wide: true })); // 口角の角度は「笑いの深さ」に比例して動かす(笑いの深さ 1 で -8°、-1 で 70°、 // その間は直線)。笑いの深さを動かすと追従し、手で微調整したいときのために // スライダー自体は残してある。 const cornerAngleFor = (smile) => Math.round(31 - 39 * Math.max(-1, Math.min(1.4, smile))); const mouthSliders = { smile: slider({ label: '曲げ', min: -1, max: 1.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.smile = v; state.face.mouth.cornerAngle = cornerAngleFor(v); app.actions.refresh('face'); sync(); } }), open: slider({ label: '開き', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.open = v; app.actions.refresh('face'); } }), round: slider({ label: 'Oの大きさ', min: 0, max: 1, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.round = v; app.actions.refresh('face'); } }), width: slider({ label: '幅', min: 0.2, max: 1.6, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.width = v; app.actions.refresh('face'); } }), thickness: slider({ label: '太さ', min: 0.2, max: 3, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.thickness = v; app.actions.refresh('face'); } }), tilt: slider({ label: '傾き', min: -30, max: 30, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.mouth.tilt = v; app.actions.refresh('face'); } }), offsetY: slider({ label: '高さ', min: -140, max: 140, step: 1, value: 0, format: (v) => `${Math.round(v)}`, onInput: (v) => { state.face.mouth.offsetY = v; app.actions.refresh('face'); } }), tongue: slider({ label: '舌の大きさ', min: 0, max: 1.6, step: 0.01, value: 0.96, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.tongue = v; app.actions.refresh('face'); } }), tonguePos: slider({ label: '舌の位置', min: 0.05, max: 0.95, step: 0.01, value: 0.84, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.tonguePos = v; app.actions.refresh('face'); } }), corners: slider({ label: '口角の長さ', min: 0, max: 1.6, step: 0.01, value: 0.71, format: (v) => v.toFixed(2), onInput: (v) => { state.face.mouth.corners = v; app.actions.refresh('face'); } }), cornerAngle: slider({ label: '口角の角度', min: -70, max: 70, step: 1, value: -8, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.mouth.cornerAngle = v; app.actions.refresh('face'); } }), }; // 口には「ふつうの口」と「丸く開く(O)」の2つの形があり、使うスライダーが // まったく違う。形を切り替えると、その形で使うものだけを出す。 const mouthModeOf = (mouth) => (mouth.round > 0.004 ? 'round' : 'curve'); const mouthRowKeys = { curve: ['smile', 'width', 'thickness', 'open', 'tongue', 'tonguePos', 'corners', 'cornerAngle', 'tilt', 'offsetY'], round: ['round', 'width', 'thickness', 'tongue', 'tilt', 'offsetY'], }; // DOM order is fixed here; the mode only shows or hides rows. const mouthRowOrder = ['round', 'smile', 'width', 'thickness', 'open', 'tilt', 'offsetY', 'tongue', 'tonguePos', 'corners', 'cornerAngle']; const mouthMode = segmented({ label: '口の形', options: [ { value: 'curve', label: 'ふつうの口' }, { value: 'round', label: '丸く開く(O)' }, ], value: 'curve', onChange: (shape) => { if (shape === 'round') { if (!(state.face.mouth.round > 0.004)) state.face.mouth.round = 0.6; } else { state.face.mouth.round = 0; } app.actions.refresh('face'); sync(); }, }); faceSection.add(mouthMode); for (const key of mouthRowOrder) faceSection.add(mouthSliders[key].el); faceSection.add(hint('「口の形」を切り替えると、その形で使うスライダーだけが出ます。' + 'ふつうの口は「曲げ」と「開き」、丸く開く口(O)は「Oの大きさ」で形が決まります。')); faceSection.add(buttons({ items: [{ id: 'mouthreset', label: '口を初期値に戻す', onClick: () => { state.face.mouth = defaultState().face.mouth; app.actions.refresh('face'); sync(); }, }], })); const mouthColors = { color: colorField({ label: '口の線', value: '#ff1a44', onChange: (v) => { state.face.mouth.color = v; app.actions.refresh('face'); } }), innerColor: colorField({ label: '口の中', value: '#4a0f1e', onChange: (v) => { state.face.mouth.innerColor = v; app.actions.refresh('face'); } }), tongueColor: colorField({ label: '舌', value: '#ff2d2d', onChange: (v) => { state.face.mouth.tongueColor = v; app.actions.refresh('face'); } }), cornerColor: colorField({ label: '口角', value: '#725497', onChange: (v) => { state.face.mouth.cornerColor = v; app.actions.refresh('face'); } }), }; const mouthColorBox = details(faceSection.body, '色(口の線・中・舌・口角)'); for (const widget of Object.values(mouthColors)) mouthColorBox.add(widget.el); /* ---------------------------------------------------------------- caption */ const captionSection = section(tabScene, 'セリフ(フキダシ)'); // Two bubbles share this one set of controls: the selector says which bubble // they are editing, and every handler below reads the active one when it runs, // so switching does not have to rewire anything. let activeCaption = 'caption'; const cap = () => state[activeCaption]; const captionBubbleSegment = segmented({ label: 'どの吹き出し', options: [ { value: 'caption', label: '①' }, { value: 'caption2', label: '②' }, { value: 'narration', label: 'ナレーション' }, ], value: 'caption', onChange: (value) => { activeCaption = value; sync(); }, }); captionSection.add(captionBubbleSegment.el); captionSection.add(hint('吹き出しは①と②の2つ、ナレーション枠が1つ出せます。切り替えて、それぞれ別の位置・形・色・縦書きにできます。')); const captionToggle = check({ label: 'この吹き出しを出す', value: false, onChange: (value) => { cap().enabled = value; app.actions.refresh('caption'); sync(); }, }); captionSection.add(controlRow(null, captionToggle.el, { wide: true })); const captionText = textArea({ label: 'セリフ', value: '', rows: 3, onChange: (value) => { cap().text = value; app.actions.refresh('caption'); }, }); captionSection.add(captionText.el); const verticalToggle = check({ label: '縦書きにする', value: false, onChange: (v) => { cap().vertical = v; app.actions.refresh('caption'); sync(); }, }); captionSection.add(controlRow(null, verticalToggle.el, { wide: true })); captionSection.add(buttons({ label: '例', items: CAPTION_PRESETS.map((preset) => ({ id: preset.id, label: preset.label, onClick: () => { Object.assign(cap(), preset.caption); app.actions.refresh('caption'); sync(); }, })), })); const bubbleSegment = segmented({ label: '形', options: BUBBLE_STYLES, value: 'round', onChange: (value) => { cap().bubble = value; app.actions.refresh('caption'); }, }); const tailSegment = tailPad({ label: 'しっぽ', value: 'left', onChange: (value) => { cap().tail = value; app.actions.refresh('caption'); }, }); captionSection.add(bubbleSegment.el); captionSection.add(tailSegment.el); const captionSliders = { fontSize: slider({ label: '文字の大きさ', min: 16, max: 72, step: 1, value: 34, format: (v) => `${Math.round(v)}px`, onInput: (v) => { cap().fontSize = v; app.actions.refresh('caption'); }, }), lineHeight: slider({ label: '行の高さ', min: 1, max: 2, step: 0.01, value: 1.42, format: (v) => v.toFixed(2), onInput: (v) => { cap().lineHeight = v; app.actions.refresh('caption'); }, }), padding: slider({ label: '内側の余白', min: 4, max: 40, step: 1, value: 18, format: (v) => `${Math.round(v)}px`, onInput: (v) => { cap().padding = v; app.actions.refresh('caption'); }, }), radius: slider({ label: '角の丸み', min: 0, max: 60, step: 1, value: 24, format: (v) => `${Math.round(v)}px`, onInput: (v) => { cap().radius = v; app.actions.refresh('caption'); }, }), borderWidth: slider({ label: '線の太さ', min: 0, max: 12, step: 0.5, value: 4, format: (v) => `${v.toFixed(1)}px`, onInput: (v) => { cap().borderWidth = v; app.actions.refresh('caption'); }, }), }; for (const widget of Object.values(captionSliders)) captionSection.add(widget.el); const captionPosition = { x: slider({ label: '横位置', min: 0, max: 1, step: 0.01, value: 0.58, format: (v) => v.toFixed(2), onInput: (v) => { cap().x = v; app.actions.refresh('caption'); }, }), y: slider({ label: '縦位置', min: 0, max: 1, step: 0.01, value: 0.16, format: (v) => v.toFixed(2), onInput: (v) => { cap().y = v; app.actions.refresh('caption'); }, }), }; captionSection.add(captionPosition.x.el); captionSection.add(captionPosition.y.el); const captionMaxWidthSlider = slider({ label: 'はば', min: 0.15, max: 0.8, step: 0.01, value: 0.36, format: (v) => v.toFixed(2), onInput: (v) => { cap().maxWidth = v; app.actions.refresh('caption'); }, }); captionSection.add(captionMaxWidthSlider.el); const alignSegment = segmented({ label: 'そろえ', options: [ { value: 'left', label: '左' }, { value: 'center', label: '中' }, { value: 'right', label: '右' }, ], value: 'left', onChange: (value) => { cap().align = value; app.actions.refresh('caption'); }, }); captionSection.add(alignSegment.el); const boldToggle = check({ label: '太字', value: false, onChange: (value) => { cap().bold = value; app.actions.refresh('caption'); }, }); const systemFontToggle = check({ label: '標準フォントを使う', value: false, onChange: (value) => { cap().font = value ? 'system' : 'rounded'; app.actions.refresh('caption'); }, }); captionSection.add(controlRow(null, boldToggle.el, { wide: true })); captionSection.add(controlRow(null, systemFontToggle.el, { wide: true })); const captionColors = { textColor: colorField({ label: '文字の色', value: '#3f2b52', onChange: (v) => { cap().textColor = v; app.actions.refresh('caption'); } }), bubbleColor: colorField({ label: '吹き出しの色', value: '#ffffff', onChange: (v) => { cap().bubbleColor = v; app.actions.refresh('caption'); } }), borderColor: colorField({ label: '線の色', value: '#55386e', onChange: (v) => { cap().borderColor = v; app.actions.refresh('caption'); } }), }; for (const widget of Object.values(captionColors)) captionSection.add(widget.el); captionSection.add(hint('セリフはプレビューと書き出し画像の両方に描きこまれます。位置は画像全体を0〜1とした割合です。' + 'ビューポートで吹き出しをドラッグしても動かせます。')); /* -------------------------------------------------------------- 口パク */ // 口パク lives inside うごき on the pose tab (see below): talking is something // the character *does*, and it is usually recorded together with the motion. /* ------------------------------------------------------ movement (pose tab) */ // This is the pose tab's うごき section; the widgets sit here because they are // driven by the animator alongside the pose state. const moveSection = section(tabPose, 'うごき'); const animWidgets = { blink: check({ label: 'まばたきする', value: true, onChange: (v) => { state.anim.blink = v; app.animator.reset(); } }), lookAround: check({ label: '目線がうごく', value: false, onChange: (v) => { state.anim.lookAround = v; app.animator.reset(); } }), }; const motionSegment = segmented({ label: 'からだのうごき', options: [ { value: 'off', label: 'とまる' }, { value: 'idle', label: 'ゆれる' }, { value: 'walk', label: '歩く' }, { value: 'wave', label: 'てをふる' }, { value: 'sleep', label: 'ねている' }, ], value: 'off', onChange: (value) => { state.anim.mode = value; // Sleeping always shows the snot bubble, so the motion reads without having // to switch the bubble on as well. if (value === 'sleep') { state.face.eyes.snot.enabled = true; snotToggle.set(true); app.actions.refresh('face'); } app.animator.reset(); app.needsRender = true; }, }); moveSection.add(motionSegment.el); for (const widget of Object.values(animWidgets)) moveSection.add(controlRow(null, widget.el, { wide: true })); moveSection.add(slider({ label: 'まばたきの間隔', min: 1, max: 8, step: 0.1, value: 3.4, format: (v) => `${v.toFixed(1)}秒`, onInput: (v) => { state.anim.blinkInterval = v; }, })); moveSection.add(slider({ label: '動きの速さ', min: 0.2, max: 2, step: 0.05, value: 1, format: (v) => `${v.toFixed(2)}倍`, onInput: (v) => { state.anim.speed = v; }, })); const recordButton = buttons({ items: [{ id: 'record', label: '録画を開始', primary: true, onClick: () => app.actions.toggleRecording() }], }); moveSection.add(recordButton.el); moveSection.add(hint('スペースキーで演出の開始・停止。録画はWebM(動画)として保存されます。')); // 口パク: the mouth moves as if talking, and no sound is made at all. It lives // in うごき because talking is motion - and it is usually recorded with it. // (The studio used to read the line with the device's own speech voices, but // those belong to the device, so a recording of them is not ours to hand out.) const flapSection = details(moveSection.body, '口パク(声は出ません)'); const flapText = textArea({ label: '口パクするセリフ', value: '', rows: 3, onChange: (value) => { state.mouthFlap.text = value; }, }); flapSection.add(flapText.el); flapSection.add(buttons({ items: [{ id: 'flap', label: '口パク/止める', primary: true, onClick: () => app.actions.toggleMouthFlap() }], })); const flapSliders = { rate: slider({ label: 'はやさ', min: 0.5, max: 2, step: 0.05, value: 1, format: (v) => `${v.toFixed(2)}倍`, onInput: (v) => { state.mouthFlap.rate = v; }, }), mouthGain: slider({ label: '口の開き', min: 0.2, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.mouthFlap.mouthGain = v; }, }), }; for (const widget of Object.values(flapSliders)) flapSection.add(widget.el); flapSection.add(hint('音は出ません。セリフの長さぶん口が動いて、自動で止まります。' + '「シーン」タブの「セリフ(フキダシ)」の文とは別で、こちらは長さにだけ使います。')); // --- 見る先 (moved here, next to the face controls, from the pose tab) ---- const lookAtSection = faceTabSections.look; // `lookAt` moves the eyes and the face only, so the face has to be rebuilt too. const refreshLookAt = () => { app.actions.refresh('lookAt'); app.actions.refresh('face'); sync(); }; const lookAtToggle = check({ label: '指定した場所を見る', value: false, onChange: (value) => { state.lookAt.enabled = value; refreshLookAt(); }, }); lookAtSection.add(controlRow(null, lookAtToggle.el, { wide: true })); const lookAtSliders = { x: slider({ label: 'よこ(X)', min: -6, max: 6, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.lookAt.x = v; refreshLookAt(); }, }), y: slider({ label: 'たかさ(Y)', min: 0, max: 5, step: 0.05, value: 2.6, format: (v) => v.toFixed(2), onInput: (v) => { state.lookAt.y = v; refreshLookAt(); }, }), z: slider({ label: 'おくゆき(Z)', min: -6, max: 6, step: 0.05, value: 3, format: (v) => v.toFixed(2), onInput: (v) => { state.lookAt.z = v; refreshLookAt(); }, }), amount: slider({ label: '強さ', min: 0, max: 1, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.lookAt.amount = v; refreshLookAt(); }, }), }; for (const widget of Object.values(lookAtSliders)) lookAtSection.add(widget.el); const turnBodyToggle = check({ label: '体も向ける', value: false, onChange: (value) => { state.lookAt.turnBody = value; refreshLookAt(); }, }); lookAtSection.add(controlRow(null, turnBodyToggle.el, { wide: true })); lookAtSection.add(hint('ビューポートを**クリック**すると、その場所を見るように目と髪が向きます(ドラッグと区別するため、動かさずに押して離してください)。数値でも同じ値を動かせます。')); /* ---------------------------------------------------------------- display */ // The face tab's bottom line: a quick way out of whatever has been built up. tabFace.append(buttons({ items: [ { id: 'faceReset', label: '顔をリセット', onClick: () => replace({ face: defaultState().face }, 'face') }, { id: 'faceRandom', label: '顔をランダムに', onClick: () => randomFace() }, ], }).el); const displaySection = section(tabView, 'スタイル'); const styleSegment = segmented({ label: 'スタイル', options: STYLE_DEFS.map((style) => ({ value: style.value, label: style.label })), value: 'real', onChange: (value) => replace({ render: { style: value } }, 'render'), }); displaySection.add(styleSegment.el); displaySection.add(hint('線画は輪郭線+白ぬりです(体に色がつきません)。線だけを他の絵に重ねたいときは、「書き出し」タブで「PNGの背景を透明にする」を入れてください。')); const outlineToggle = check({ label: '輪郭線を出す', value: true, onChange: (value) => { state.render.outline = value; app.actions.refresh('render'); }, }); displaySection.add(controlRow(null, outlineToggle.el, { wide: true })); const outlineWidthSlider = slider({ label: '線の太さ(体・手足)', min: 0, max: 0.08, step: 0.001, value: 0.022, format: (v) => v.toFixed(3), onInput: (v) => { state.render.outlineWidth = v; app.actions.refresh('render'); }, }); displaySection.add(outlineWidthSlider.el); const outlinePixelsSlider = slider({ label: '線の太さ(葉っぱ・鼻)', min: 1, max: 5, step: 0.1, value: 2, format: (v) => `${v.toFixed(1)} px`, onInput: (v) => { state.render.outlinePixels = v; app.actions.refresh('render'); }, }); displaySection.add(outlinePixelsSlider.el); displaySection.add(colorField({ label: '線の色', value: '#2a1e33', swatches: ['#2a1e33', '#111111', '#55386e', '#0f5c8c', '#8c4a0f'], onChange: (v) => { state.render.outlineColor = v; app.actions.refresh('render'); }, })); displaySection.add(colorField({ label: '紙の色', value: '#ffffff', swatches: ['#ffffff', '#fdf8ee', '#f4f0fb'], onChange: (v) => { state.render.paper = v; app.actions.refresh('render'); }, })); const leafBodyLineCheck = check({ label: '葉っぱと体の境目に線を出す', value: true, onChange: (v) => { state.render.leafBodyLine = v; app.actions.refresh('render'); }, title: '線画では体も葉っぱも紙なので、切ると葉っぱと体の区別がつかなくなります。' + '「葉が体にめり込んで見える」のが気になるときに切ってください', }); displaySection.add(controlRow(null, leafBodyLineCheck.el, { wide: true })); displaySection.add(hint('「葉っぱと体の境目に線を出す」を切ると、葉は体の後ろに回り込むだけになります(すっきりしますが、線画では葉と体が同じ白になって見分けにくくなります)。')); displaySection.add(buttons({ items: [{ id: 'resetStyle', label: 'プリセットのスタイルに戻す', onClick: () => replace({ render: { style: 'real', outline: true, outlineWidth: 0.022, outlinePixels: 2, outlineColor: '#2a1e33', paper: '#ffffff', leafBodyLine: true, }, }, 'render'), }], })); /* ------------------------------------------------------------- 帽子 */ const hatSection = section(tabView, '帽子'); hatSection.add(hint('ぶるべーの頭に帽子をかぶせます。「なし」を選ぶと外れます。')); const hatSegment = segmented({ label: '帽子', options: HAT_LIBRARY.map((hat) => ({ value: hat.id, label: hat.label })), value: 'none', onChange: (value) => { state.face.hat.kind = value; // Picking one of the built-in hats (including なし) also clears any GLB hat // the user imported, so なし really removes the hat. state.face.hat.custom = false; app.actions.refresh('all'); }, }); hatSection.add(hatSegment.el); syncers.push(() => hatSegment.set(state.face.hat?.custom === true ? 'none' : (state.face.hat?.kind ?? 'none'))); // 帽子モデル(GLB)の取り込み。頭に乗るよう自動で位置と大きさを合わせる。 const hatFilePicker = h('input', { type: 'file', accept: '.glb,.gltf,model/gltf-binary,model/gltf+json', style: { display: 'none' } }); hatFilePicker.addEventListener('change', async () => { const file = hatFilePicker.files?.[0]; hatFilePicker.value = ''; if (!file) return; try { await app.actions.loadHatModel(file); toast(`帽子「${file.name}」を読み込みました`); } catch (error) { console.error(error); toast('帽子モデルを読み込めませんでした(GLBをお使いください)'); } }); hatSection.add(hatFilePicker); hatSection.add(buttons({ items: [{ id: 'hatfile', label: '帽子モデルを読み込む(GLB)', onClick: () => hatFilePicker.click() }], })); hatSection.add(hint('GLBの帽子を頭に乗せます。大きさと位置は自動で合わせます。')); const hatBox = details(hatSection.body, '位置と傾き'); const hatSliders = { height: slider({ label: '高さ', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.hat.height = v; app.actions.refresh('all'); }, }), x: slider({ label: 'よこ位置', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.hat.x = v; app.actions.refresh('all'); }, }), z: slider({ label: 'おくゆき', min: -1.2, max: 1.2, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.face.hat.z = v; app.actions.refresh('all'); }, }), tiltX: slider({ label: '前後の傾き', min: -45, max: 45, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.hat.tiltX = v; app.actions.refresh('all'); }, }), tiltZ: slider({ label: '左右の傾き', min: -45, max: 45, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.face.hat.tiltZ = v; app.actions.refresh('all'); }, }), }; for (const widget of Object.values(hatSliders)) hatBox.add(widget.el); hatBox.add(hint('「高さ」「よこ位置」「おくゆき」で帽子を動かし、「前後の傾き」「左右の傾き」で斜めにかぶせられます。')); syncers.push(() => { hatSliders.height.set(state.face.hat?.height ?? 0); hatSliders.x.set(state.face.hat?.x ?? 0); hatSliders.z.set(state.face.hat?.z ?? 0); hatSliders.tiltX.set(state.face.hat?.tiltX ?? 0); hatSliders.tiltZ.set(state.face.hat?.tiltZ ?? 0); }); /* ------------------------------------------------------------- body colour */ const colourSection = section(tabView, '体の色'); const themeSegment = segmented({ label: 'テーマ', options: THEMES.map((theme) => ({ value: theme.id, label: theme.label })), value: 'original', onChange: (id) => { app.actions.applyTheme(id); sync(); }, }); colourSection.add(themeSegment.el); colourSection.add(hint('テーマは出発点です。選んだあとでパーツごとに色を変えられます。')); /** Write one part colour, creating `colors` if an old settings file lacked it. */ const setBodyColor = (part, value) => { state.render.colors = state.render.colors ?? {}; state.render.colors[part] = value; app.actions.refresh('render'); }; const bodyColors = { body: colorField({ label: '体', value: '#c8b0f0', onChange: (v) => setBodyColor('body', v) }), accent: colorField({ label: '手', value: '#8a4fe0', onChange: (v) => setBodyColor('accent', v) }), nose: colorField({ label: '鼻', value: '#7a4fb0', onChange: (v) => setBodyColor('nose', v) }), leaf: colorField({ label: '葉', value: '#a6dd6a', onChange: (v) => setBodyColor('leaf', v) }), vein: colorField({ label: '葉脈', value: '#7fbf3f', onChange: (v) => setBodyColor('vein', v) }), feet: colorField({ label: '足', value: '#7a4fb0', onChange: (v) => setBodyColor('feet', v) }), }; for (const widget of Object.values(bodyColors)) colourSection.add(widget.el); const envIntensitySlider = slider({ label: '環境の映りこみ', min: 0, max: 2, step: 0.05, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.render.envIntensity = v; app.actions.refresh('render'); }, }); colourSection.add(envIntensitySlider.el); colourSection.add(buttons({ items: [{ id: 'resetColors', label: 'プリセットの色に戻す', onClick: () => { app.actions.applyTheme(state.render.theme ?? 'original'); sync(); }, }], })); /* -------------------------------------------------------------------- look */ const lookSection = section(tabView, '見た目の調整'); const mirrorToggle = check({ label: '左右反転', value: false, onChange: (value) => { state.render.mirror = value; app.actions.refresh('render'); sync(); }, }); lookSection.add(controlRow(null, mirrorToggle.el, { wide: true })); lookSection.add(hint('体だけでなく、目や口の位置までふくめて反転します。文字と並べるときの向きを決めるときに使います。')); const shadowCheck = check({ label: '影を落とす', value: true, onChange: (value) => { state.render.shadow = value; app.actions.refresh('render'); }, }); lookSection.add(controlRow(null, shadowCheck.el, { wide: true })); const shadowOpacitySlider = slider({ label: '濃さ', min: 0, max: 0.6, step: 0.01, value: 0.22, format: (v) => v.toFixed(2), onInput: (v) => { state.render.shadowOpacity = v; app.actions.refresh('render'); }, }); const shadowSoftnessSlider = slider({ label: 'ぼかし', min: 0, max: 3, step: 0.05, value: 1.6, format: (v) => v.toFixed(2), onInput: (v) => { state.render.shadowSoftness = v; app.actions.refresh('render'); }, }); lookSection.add(shadowOpacitySlider.el); lookSection.add(shadowSoftnessSlider.el); const contactShadowToggle = check({ label: '接地影だけ', value: false, onChange: (value) => { state.render.contactShadow = value; app.actions.refresh('render'); }, }); lookSection.add(controlRow(null, contactShadowToggle.el, { wide: true })); const contactBlobToggle = check({ label: '足もとの丸い影', value: false, onChange: (value) => { state.render.contactBlob = value; app.actions.refresh('render'); }, }); lookSection.add(controlRow(null, contactBlobToggle.el, { wide: true })); lookSection.add(hint('影の向きは「ひかり」の光の向き(パッド)にしたがって変わります。' + '「接地影だけ」は足もとの丸い影だけにします。' + '「足もとの丸い影」は、足もとに薄く敷く丸い影です(はじめは出ていません)。')); const environmentSegment = segmented({ label: '照明の種類', options: ENVIRONMENTS.map((env) => ({ value: env.value, label: env.label })), value: 'gradient', onChange: (value) => { state.render.environment = value; app.actions.refresh('render'); }, }); // 照明の種類は「シーン」タブの「画面・光」に置く(環境の映りこみの元を選ぶものなので)。 lookSection.add(buttons({ items: [{ id: 'resetLook', label: 'プリセットに戻す', onClick: () => replace({ render: { mirror: false, shadow: true, shadowOpacity: 0.22, shadowSoftness: 1.6, contactShadow: false, contactBlob: false, environment: 'gradient', envIntensity: 1, }, }, 'render'), }], })); /* -------------------------------------------------------------- background */ const backdropSection = section(tabScene, '背景'); // 素材 is one button for two state values (a photo or an effect line). This // remembers which of the two was picked last, so leaving 素材 and coming back // returns to it instead of always jumping to the photos. let lastMaterial = 'preset'; const backgroundModeSegment = segmented({ label: '背景', options: [ { value: 'solid', label: '単色' }, { value: 'transparent', label: '透明' }, { value: 'material', label: '素材' }, { value: 'image', label: '自分の画像' }, { value: 'camera', label: 'カメラ=AR' }, ], value: 'solid', onChange: (value) => { if (value === 'camera') { // The action owns the stream, so let it decide and re-read the state after. Promise.resolve(app.actions.toggleCamera(true)).then(() => sync()); return; } if (state.view.background === 'camera') app.actions.toggleCamera(false); state.view.background = value === 'material' ? lastMaterial : value; app.actions.refresh('view'); sync(); }, }); backdropSection.add(backgroundModeSegment.el); // 背景の色 only shows in the 単色 mode; it used to live in the スタイル section. const backgroundColour = colorField({ label: '背景の色', value: '#ffffff', swatches: ['#ffffff', '#f4f0fb', '#d9f0ff', '#fff0f4', '#1b1230'], onChange: (v) => { state.view.backgroundColor = v; app.actions.refresh('view'); }, }); backdropSection.add(backgroundColour.el); const photoButtons = buttons({ label: '写真', items: BACKGROUND_PRESETS.map((preset) => ({ id: preset.name, label: preset.label, onClick: () => { state.view.backgroundPreset = preset.name; lastMaterial = 'preset'; state.view.background = 'preset'; app.actions.refresh('view'); sync(); }, })), }); const effectButtons = buttons({ label: '効果線(まんが)', items: EFFECT_PRESETS.map((effect) => ({ id: `effect-${effect.name}`, label: effect.label, onClick: () => { state.view.backgroundEffect = effect.name; lastMaterial = 'effect'; state.view.background = 'effect'; app.actions.refresh('view'); sync(); }, })), }); // The two rows are shown only while 素材 is the active mode (see the syncer // below); the border groups them so they read as one choice, not two. const materialGroup = h('div', { class: 'material-group', style: { display: 'none', paddingLeft: '8px', borderLeft: '2px solid #e4dff0' }, }, photoButtons.el, effectButtons.el, hint('効果線はアプリが描いています(画像ファイルなし・ネット不要)。集中線=放射、落ち込み線=上から下、疾走線=左右です。')); backdropSection.add(materialGroup); const backgroundImagePicker = h('input', { type: 'file', accept: 'image/*', style: { display: 'none' } }); backgroundImagePicker.addEventListener('change', async () => { const file = backgroundImagePicker.files?.[0]; backgroundImagePicker.value = ''; if (!file) return; try { const dataUrl = await app.backdrop.loadImageFile(file); state.view.backgroundImage = dataUrl; state.view.background = 'image'; app.actions.refresh('view'); sync(); toast(`背景の画像「${file.name}」を読み込みました`); } catch (error) { console.error(error); toast('画像を読み込めませんでした(PNG / JPG をお使いください)'); } }); backdropSection.add(backgroundImagePicker); backdropSection.add(buttons({ items: [{ id: 'bgimg', label: '画像を読み込む', onClick: () => { if (confirmImageLicense()) backgroundImagePicker.click(); } }], })); const backgroundFitSegment = segmented({ label: '合わせ方', options: [ { value: 'cover', label: '全体' }, { value: 'contain', label: '収める' }, { value: 'stretch', label: '伸ばす' }, { value: 'tile', label: '並べる' }, ], value: 'cover', onChange: (value) => { state.view.backgroundFit = value; app.actions.refresh('view'); }, }); const backgroundBlurSlider = slider({ label: 'ぼかし', min: 0, max: 20, step: 0.5, value: 0, format: (v) => `${v.toFixed(1)}px`, onInput: (v) => { state.view.backgroundBlur = v; app.actions.refresh('view'); }, }); const backgroundDarkenSlider = slider({ label: '暗さ', min: 0, max: 0.8, step: 0.01, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { state.view.backgroundDarken = v; app.actions.refresh('view'); }, }); const backgroundScaleSlider = slider({ label: '大きさ', min: 0.5, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.view.backgroundScale = v; app.actions.refresh('view'); }, }); backdropSection.add(backgroundFitSegment.el); backdropSection.add(backgroundBlurSlider.el); backdropSection.add(backgroundDarkenSlider.el); backdropSection.add(backgroundScaleSlider.el); const cameraFacingSegment = segmented({ label: 'カメラ', options: [ { value: 'user', label: '前' }, { value: 'environment', label: '後ろ' }, ], value: 'environment', onChange: (value) => { state.view.cameraFacing = value; // Only a live stream has to be restarted on the other lens. if (state.view.background === 'camera') { Promise.resolve(app.actions.toggleCamera(true)).then(() => sync()); return; } app.actions.refresh('view'); }, }); const cameraMirrorToggle = check({ label: '左右反転', value: false, onChange: (value) => { state.view.cameraMirror = value; app.actions.refresh('view'); }, }); backdropSection.add(cameraFacingSegment.el); backdropSection.add(controlRow(null, cameraMirrorToggle.el, { wide: true })); // A gyro reading is a delta from the pose the device held when the switch was // turned on, so the camera does not jump when it starts listening. let gyroBase = null; let gyroOff = null; const gyroToggle = check({ label: '端末を傾けて見る', value: false, onChange: (value) => { state.view.gyro = value; if (!value) { gyroBase = null; if (gyroOff) { gyroOff(); gyroOff = null; } return; } gyroBase = { azimuth: Number(state.view.azimuth) || 0, polar: Number(state.view.polar) || 76 }; app.backdrop?.requestGyro?.(); gyroOff = gyroOff ?? app.backdrop?.onGyro?.((reading) => { if (!gyroBase) return; const yaw = reading?.yaw ?? 0; const pitch = reading?.pitch ?? 0; state.view.azimuth = Math.max(-180, Math.min(180, gyroBase.azimuth - yaw)); state.view.polar = Math.max(1, Math.min(179, gyroBase.polar - pitch)); app.actions.refresh('view'); }) ?? null; }, }); backdropSection.add(controlRow(null, gyroToggle.el, { wide: true })); backdropSection.add(hint('カメラ(AR)を使うには、https のサイトか localhost で開いてください。http のLANアドレスでは、どのブラウザでもカメラは使えません。使えるときは、URLバーのアイコンを「許可」にし、端末の設定でもアプリにカメラを許可してください。')); backdropSection.add(buttons({ items: [{ id: 'bgshot', label: 'この背景で写真を撮る', primary: true, onClick: () => app.actions.savePNG() }], })); /* ------------------------------------------------------------------- props */ // 小物: the things you put the character *among*. Each stage feature gets its // own top-level section rather than one shared 舞台 drawer, so they are easier // to find and open independently. const propSection = section(tabScene, '小物'); propSection.add(buttons({ label: '追加', items: PROP_LIBRARY.map((entry) => ({ id: entry.id, label: entry.label, onClick: () => { app.actions.addProp(entry.id); sync(); }, })), })); propSection.add(hint('小物はキャラクターのまわりに置かれ、背景と同じくそのまま写真に写ります。' + 'ビューポートで小物をドラッグすると移動できます(数値でも動かせます)。')); const propListBox = h('div', { class: 'prop-list' }); propSection.add(controlRow(null, propListBox, { wide: true })); const propWidgets = []; let propShape = ''; /** * Rebuild the list only when the *set* of props changes: a rebuild mid-drag * would replace the slider the user is holding. The handlers read the item by * index rather than keeping a reference, so a state swap (undo, load) is safe. */ const renderProps = () => { const items = state.props?.items ?? []; const shape = items.map((item) => item.kind).join('|'); if (shape === propShape && propWidgets.length === items.length) return; propShape = shape; propWidgets.length = 0; propListBox.replaceChildren(); items.forEach((item, index) => { const label = PROP_LIBRARY.find((entry) => entry.id === item.kind)?.label ?? item.kind; const block = h('div', { class: 'prop-item', style: { borderTop: '1px dashed #e4dff0', paddingTop: '8px', display: 'grid', gap: '6px' }, }, subhead(items.length > 1 ? `${label} ${index + 1}` : label)); const patch = (key) => (value) => { const target = state.props?.items?.[index]; if (target) target[key] = value; app.actions.refresh('render'); sync(); }; const sliders = { x: slider({ label: 'よこ(X)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('x') }), y: slider({ label: 'たかさ(Y)', min: 0, max: 2, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('y') }), z: slider({ label: 'おくゆき(Z)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: patch('z') }), rotX: slider({ label: '前後の傾き', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotX') }), rotY: slider({ label: '回転(よこ)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotY') }), rotZ: slider({ label: '左右の傾き', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rotZ') }), scale: slider({ label: '大きさ', min: 0.4, max: 2, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: patch('scale') }), }; // The numbers are only a fallback for the drag, so they stay folded away. const numbers = details(block, '数値で調整'); for (const widget of Object.values(sliders)) numbers.add(widget.el); // 看板 only: the writing area (face *and* frame) can be enlarged on its // own, so the posts and base stay put. The app rebuilds the props from the // state and carries only the whole-prop scale, so the props syncer // re-applies this to the fresh mesh (see `applyPropFaceScale`). let faceScale = null; let signText = null; if (item.kind === 'sign') { signText = textArea({ label: '看板の文字(改行できます)', value: '', onChange: (value) => { const target = state.props?.items?.[index]; if (target) target.text = value; // Paint straight onto the live face rather than rebuilding every prop // on each keystroke; a later rebuild re-applies it (see main.js). applyPropText(placedPropGroups(app)[index], value); app.needsRender = true; }, }); block.insertBefore(signText.el, numbers.el); faceScale = slider({ label: '文字部分の大きさ', min: 0.4, max: 2.4, step: 0.01, value: 1, format: (v) => v.toFixed(2), onInput: patch('faceScale'), }); block.insertBefore(faceScale.el, numbers.el); } block.append(buttons({ items: [{ id: 'remove', label: '削除', onClick: () => { state.props = state.props ?? { items: [] }; state.props.items = (state.props.items ?? []).filter((_, i) => i !== index); app.actions.refresh('render'); renderProps(); sync(); }, }], }).el); propListBox.append(block); propWidgets.push({ index, sliders, faceScale, signText }); }); }; renderProps(); /* ------------------------------------------------------------- 擬音 */ // 擬音: manga onomatopoeia as stickers over the picture. The sheets are dense, // so the user picks the crop with a marquee instead of the app slicing them // (see src/gion.js for why). Only the sheet name and the crop rectangle live in // the state - never the bitmap - so a shared link stays small. const gionSection = section(tabScene, '擬音(マンガのオノマトペ)'); gionSection.add(hint('擬音(ドドド、バン!など)の画像から、四角く切り出したスタンプを画面に貼れます。' + '「擬音をえらぶ」で画像を開き、ドラッグで四角を描いて「追加」を押してください。' + '貼ったあとはビューポートでドラッグして動かせます。')); const gionSheetSelect = selectField({ label: 'シート', options: GION_SHEETS.map((sheet) => ({ value: sheet.name, label: sheet.label })), value: GION_SHEETS[0]?.name ?? '', onChange: () => {}, }); if (GION_SHEETS.length) { gionSection.add(gionSheetSelect.el); gionSection.add(buttons({ items: [{ id: 'pick', label: '擬音をえらぶ', primary: true, onClick: () => openGionPicker(gionSheetSelect.get()), }], })); } else { // No sheet ships with the studio (see src/gion.js), so there is nothing to // pick yet - the section stays, but only with a note on how to add one. gionSection.add(hint('擬音の画像がまだありません。assets/manga-gion/ に画像を置き、' + 'src/gion.js の GION_SHEETS に登録すると使えます。')); } const gionListBox = h('div', { class: 'gion-list' }); gionSection.add(controlRow(null, gionListBox, { wide: true })); let gionShape = ''; const gionWidgets = []; /** Select a stamp: the viewport outlines it and the list highlights it. */ const selectGion = (id) => { app.gionSelected = id ?? null; app.actions.refresh('gion'); sync(); }; /** * A little canvas preview of a stamp's crop, drawn from the sheet once it has * loaded. The sheet itself is only fetched when a stamp first needs it. */ const gionPreviews = new Map(); function gionPreview(item) { const canvas = h('canvas', { class: 'gion-thumb', width: 84, height: 56 }); const draw = (image) => { if (!image?.naturalWidth) return; const ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, canvas.width, canvas.height); const scale = Math.min(canvas.width / item.sw, canvas.height / item.sh); const w = item.sw * scale; const h = item.sh * scale; ctx.drawImage(image, item.sx, item.sy, item.sw, item.sh, (canvas.width - w) / 2, (canvas.height - h) / 2, w, h); }; const known = gionPreviews.get(item.sheet); if (known) { draw(known); } else { const image = new Image(); image.onload = () => draw(image); image.src = gionSheetUrl(item.sheet); gionPreviews.set(item.sheet, image); } return canvas; } /** Rebuild the list only when the *set* of stamps changes (see `renderProps`). */ const renderGion = () => { const items = state.gion?.items ?? []; const shape = items .map((item) => `${item.id}:${item.sheet}:${item.sx},${item.sy},${item.sw},${item.sh}`) .join('|'); if (shape === gionShape && gionWidgets.length === items.length) return; gionShape = shape; gionWidgets.length = 0; gionListBox.replaceChildren(); if (!items.some((item) => item.id === app.gionSelected)) app.gionSelected = null; if (items.length === 0) { gionListBox.append(h('p', { class: 'hint', text: 'まだ擬音は貼られていません。' })); return; } items.forEach((item, index) => { const label = GION_SHEETS.find((sheet) => sheet.name === item.sheet)?.label ?? item.sheet; const block = h('div', { class: 'gion-item', style: { borderTop: '1px dashed #e4dff0', paddingTop: '8px', display: 'grid', gap: '6px' }, }); const preview = gionPreview(item); preview.title = 'クリックで選択'; preview.addEventListener('click', () => selectGion(item.id)); const head = h('div', { class: 'gion-item-head' }, preview, subhead(`擬音 ${index + 1}(${label})`)); block.append(head); const patch = (key) => (value) => { const target = state.gion?.items?.[index]; if (target) target[key] = value; app.actions.refresh('gion'); sync(); }; const sliders = { w: slider({ label: '大きさ', min: 40, max: 900, step: 1, value: DEFAULT_STAMP_WIDTH, format: (v) => `${Math.round(v)}px`, onInput: patch('w'), }), rot: slider({ label: '回転', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: patch('rot'), }), }; const flip = check({ label: '左右反転', value: false, onChange: patch('flip') }); block.append(sliders.w.el, sliders.rot.el, controlRow(null, flip.el, { wide: true })); block.append(buttons({ items: [ { id: 'select', label: 'この擬音を選ぶ', onClick: () => selectGion(item.id) }, { id: 'remove', label: '削除', onClick: () => { state.gion = state.gion ?? { items: [] }; state.gion.items = (state.gion.items ?? []).filter((_, i) => i !== index); if (app.gionSelected === item.id) app.gionSelected = null; app.actions.refresh('gion'); renderGion(); sync(); }, }, ], }).el); gionListBox.append(block); gionWidgets.push({ id: item.id, sliders, flip, block }); }); }; renderGion(); /** * The picker: a full-screen overlay showing the whole sheet, on which the user * drags a rectangle. "追加" turns that rectangle into a stamp in the middle of * the picture; Esc or キャンセル closes without adding anything. */ const openGionPicker = (sheetName) => { const sheet = GION_SHEETS.find((entry) => entry.name === sheetName) ?? GION_SHEETS[0]; if (!sheet) { toast('擬音のシートがありません'); return; } const image = h('img', { class: 'gion-picker-sheet', alt: sheet.label, src: gionSheetUrl(sheet.name) }); const marquee = h('div', { class: 'gion-picker-marquee' }); const board = h('div', { class: 'gion-picker-board' }, image, marquee); const addButton = h('button', { type: 'button', class: 'btn primary', text: '追加', disabled: true }); const cancelButton = h('button', { type: 'button', class: 'btn', text: 'キャンセル' }); const overlay = h('div', { class: 'gion-picker' }, h('div', { class: 'gion-picker-bar' }, h('div', { class: 'gion-picker-title', text: `「${sheet.label}」から擬音をえらぶ` }), h('div', { class: 'gion-picker-actions' }, h('span', { class: 'hint', text: 'ドラッグで四角を描く/Escで閉じる' }), addButton, cancelButton)), board); /** Where the sheet is currently displayed, in board pixels. */ let sheetRect = null; /** The marquee the user is drawing, or the last one drawn. */ let current = null; let start = null; const layoutSheet = () => { if (!image.naturalWidth) return; const rect = fitSheet(image, { width: board.clientWidth, height: board.clientHeight }, { padding: 12 }); image.style.left = `${rect.x}px`; image.style.top = `${rect.y}px`; image.style.width = `${rect.w}px`; image.style.height = `${rect.h}px`; sheetRect = rect; }; const updateAdd = () => { addButton.disabled = !(current && current.w >= 6 && current.h >= 6 && sheetRect); }; const drawMarquee = () => { if (!current) { marquee.style.display = 'none'; return; } marquee.style.display = 'block'; marquee.style.left = `${current.x}px`; marquee.style.top = `${current.y}px`; marquee.style.width = `${current.w}px`; marquee.style.height = `${current.h}px`; }; const pointIn = (event, bounds) => ({ x: clamp(event.clientX - bounds.left, 0, bounds.width), y: clamp(event.clientY - bounds.top, 0, bounds.height), }); board.addEventListener('pointerdown', (event) => { if (event.pointerType === 'mouse' && event.button !== 0) return; start = pointIn(event, board.getBoundingClientRect()); current = null; drawMarquee(); updateAdd(); try { board.setPointerCapture(event.pointerId); } catch { /* a nicety, not a need */ } }); board.addEventListener('pointermove', (event) => { if (!start) return; current = normalizeRect(start, pointIn(event, board.getBoundingClientRect())); drawMarquee(); updateAdd(); }); const endMarquee = (event) => { if (!start) return; start = null; try { if (board.hasPointerCapture(event.pointerId)) board.releasePointerCapture(event.pointerId); } catch { /* done anyway */ } updateAdd(); }; board.addEventListener('pointerup', endMarquee); board.addEventListener('pointercancel', endMarquee); image.addEventListener('load', () => { layoutSheet(); updateAdd(); }); addButton.addEventListener('click', () => { if (!current || !sheetRect) return; const crop = cropFromMarquee(current, sheetRect, image); app.actions.addGionStamp({ sheet: sheet.name, ...crop }); close(); }); cancelButton.addEventListener('click', () => close()); overlay.addEventListener('pointerdown', (event) => { if (event.target === overlay) close(); }); const onKey = (event) => { if (event.key !== 'Escape') return; event.preventDefault(); close(); }; const onResize = () => layoutSheet(); let closed = false; const close = () => { if (closed) return; closed = true; document.removeEventListener('keydown', onKey); window.removeEventListener('resize', onResize); overlay.remove(); }; document.addEventListener('keydown', onKey); window.addEventListener('resize', onResize); document.body.append(overlay); // A cached sheet is already loaded, so the `load` event never fires for it. if (image.complete && image.naturalWidth) { layoutSheet(); updateAdd(); } }; /* ------------------------------------------------------------- 見えない壁 */ // 見えない壁: place up to two finite "boards" and bury the character in them, so // only the part in front still shows. A wall's position is kept *relative to the // character*, so moving ぶるべー carries its walls along (see src/clip.js). const wallSection = section(tabScene, '見えない壁'); wallSection.add(hint('見えない板(有限の壁)を置くと、その向こう側が隠れます。' + 'ぶるべーを壁に埋め込むと、体の一部だけが見えるようになります。' + '板は2枚まで置けます。板の位置はぶるべーからの相対なので、ぶるべーを動かすと壁も一緒に動きます。' + '板そのものは透明です(下の「板を表示」をオンにしたときだけ見えます)。')); const WALL_SLOTS = [ { key: 'wall', label: '壁 1' }, { key: 'wall2', label: '壁 2' }, ]; const wallGroups = WALL_SLOTS.map(({ key, label }) => { const box = details(wallSection.body, label); const cfg = () => (state.render[key] = state.render[key] ?? defaultState().render[key]); const toggle = check({ label: `${label}で一部を隠す`, value: false, onChange: (value) => { cfg().on = value; app.actions.refresh('render'); sync(); }, }); box.add(controlRow(null, toggle.el, { wide: true })); const sliders = { x: slider({ label: 'よこ(X)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().x = v; app.actions.refresh('render'); sync(); } }), y: slider({ label: 'たかさ(Y)', min: -2, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().y = v; app.actions.refresh('render'); sync(); } }), z: slider({ label: 'おくゆき(Z)', min: -4, max: 4, step: 0.05, value: 0, format: (v) => v.toFixed(2), onInput: (v) => { cfg().z = v; app.actions.refresh('render'); sync(); } }), yaw: slider({ label: '向き(左右)', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { cfg().yaw = v; app.actions.refresh('render'); sync(); } }), tilt: slider({ label: '傾き(前後)', min: -90, max: 90, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { cfg().tilt = v; app.actions.refresh('render'); sync(); } }), size: slider({ label: '大きさ', min: 0.2, max: 8, step: 0.1, value: 1, format: (v) => v.toFixed(1), onInput: (v) => { cfg().size = v; app.actions.refresh('render'); sync(); } }), }; for (const widget of Object.values(sliders)) box.add(widget.el); // The wall writes depth but no colour, so it hides what is behind it without // being visible. The guide is the tinted copy of that same rectangle, shown // only while placing - and it is also the switch that says "I am placing the // wall now", so with it off the wall cannot swallow an orbit drag. const guide = check({ label: '板を表示(ビューポートでドラッグして動かせます)', value: false, onChange: (value) => { cfg().guide = value; app.actions.refresh('render'); sync(); }, }); box.add(controlRow(null, guide.el, { wide: true })); return { key, label, toggle, sliders, guide }; }); wallSection.add(hint('板は「大きさ」の四角い壁そのもので、**その後ろ側が隠れます**' + '(カメラから見て板の後ろになる部分が隠れるので、カメラを回すと見え方も変わります)。' + '「板を表示」を切ると板は完全に透明になり、カメラ操作のじゃまもしません。' + '「板を表示」した板は、ビューポートでドラッグしても動かせます。')); wallSection.add(buttons({ items: [{ id: 'wallReset', label: '見えない壁をリセット', onClick: () => { state.render.wall = defaultState().render.wall; state.render.wall2 = defaultState().render.wall2; app.actions.refresh('render'); sync(); }, }], })); /* ------------------------------------------------------------------ light */ // 画面・光: the light rig and the camera, which together decide how the picture // is lit and framed. const screenLightSection = section(tabScene, '画面・光'); const lightSection = details(screenLightSection.body, 'ひかり'); const lightPad = xyPad({ value: { x: -0.2, y: 0.45 }, onChange: ({ x, y }) => { state.render.lightAzimuth = x * 180; state.render.lightElevation = 5 + Math.max(0, y) * 80; app.actions.refresh('render'); }, }); lightSection.add(controlRow('光の向き', h('div', { class: 'pad-wrap' }, lightPad.el, h('p', { class: 'hint', text: 'ドラッグで光源の向きを変えられます。' })))); const lightIntensitySlider = slider({ label: '明るさ', min: 0, max: 5, step: 0.05, value: 2.1, format: (v) => v.toFixed(2), onInput: (v) => { state.render.lightIntensity = v; app.actions.refresh('render'); }, }); const ambientSlider = slider({ label: '環境光', min: 0, max: 3, step: 0.05, value: 0.9, format: (v) => v.toFixed(2), onInput: (v) => { state.render.ambient = v; app.actions.refresh('render'); }, }); const exposureSlider = slider({ label: '露光', min: 0.4, max: 2, step: 0.02, value: 1, format: (v) => v.toFixed(2), onInput: (v) => { state.render.exposure = v; app.actions.refresh('render'); }, }); const lightColorField = colorField({ label: '光の色', value: '#ffffff', swatches: ['#ffffff', '#fff3d6', '#d6e8ff', '#ffd9c9', '#e6dcff'], onChange: (v) => { state.render.lightColor = v; app.actions.refresh('render'); }, }); const ambientColorField = colorField({ label: '環境光の色', value: '#ffffff', swatches: ['#ffffff', '#d9d0f2', '#cfe6ff', '#ffe6cc', '#e8ffe0'], onChange: (v) => { state.render.ambientColor = v; app.actions.refresh('render'); }, }); lightSection.add(environmentSegment.el); lightSection.add(lightIntensitySlider.el); lightSection.add(ambientSlider.el); lightSection.add(lightColorField.el); lightSection.add(ambientColorField.el); lightSection.add(exposureSlider.el); lightSection.add(hint('「照明の種類」は環境の映りこみの元(グラデーション/部屋/なし)です。' + '「光の色」でライトの色、「環境光の色」で影側の色を変えられます。' + 'テクスチャ(環境)の映りこみの強さは「見た目」タブの「環境の映りこみ」で調整できます。')); /* ----------------------------------------------------------------- camera */ const cameraSection = details(screenLightSection.body, 'カメラ'); const projectionSegment = segmented({ label: '映し方', options: [ { value: 'persp', label: '遠近あり' }, { value: 'ortho', label: '正投影' }, ], value: 'persp', onChange: (value) => replace({ view: { projection: value } }, 'view'), }); cameraSection.add(projectionSegment.el); cameraSection.add(hint('正投影にすると遠近のゆがみが消え、図面のような絵になります。')); cameraSection.add(buttons({ label: '向き', items: [ { id: 'front', label: '正面', onClick: () => app.actions.setCameraPreset('front') }, { id: 'threeQuarter', label: '斜め', onClick: () => app.actions.setCameraPreset('threeQuarter') }, { id: 'side', label: '横', onClick: () => app.actions.setCameraPreset('side') }, { id: 'back', label: '後ろ', onClick: () => app.actions.setCameraPreset('back') }, { id: 'top', label: '見下ろし', onClick: () => app.actions.setCameraPreset('top') }, ], })); const cameraSliders = { azimuth: slider({ label: '回転', min: -180, max: 180, step: 1, value: 0, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.view.azimuth = v; app.actions.refresh('view'); }, }), polar: slider({ label: '高さ', min: 1, max: 179, step: 1, value: 76, format: (v) => `${Math.round(v)}°`, onInput: (v) => { state.view.polar = v; app.actions.refresh('view'); }, }), size: slider({ label: '大きさ', min: 2, max: 200, step: 0.1, value: 12, format: (v) => v.toFixed(1), onInput: (v) => { if (state.view.projection === 'ortho') state.view.orthoHeight = v; else state.view.distance = v; app.actions.refresh('view'); }, }), targetY: slider({ label: '見る高さ', min: 0, max: Math.max(2, model.size.y * 1.2), step: 0.05, value: model.size.y * 0.5, format: (v) => v.toFixed(2), onInput: (v) => { state.view.targetY = v; app.actions.refresh('view'); }, }), }; for (const widget of Object.values(cameraSliders)) cameraSection.add(widget.el); const autoRotateToggle = check({ label: '自動で回す', value: false, onChange: (v) => { state.view.autoRotate = v; app.actions.refresh('view'); }, }); cameraSection.add(controlRow(null, autoRotateToggle.el, { wide: true })); cameraSection.add(slider({ label: '回す速さ', min: 0.2, max: 4, step: 0.1, value: 0.8, format: (v) => v.toFixed(1), onInput: (v) => { state.view.autoRotateSpeed = v; app.actions.refresh('view'); }, })); /* ------------------------------------------------------------------ export */ const exportSection = section(tabExport, '画像'); exportSection.add(segmented({ label: 'PNGの大きさ', options: [ { value: '1', label: '1倍' }, { value: '2', label: '2倍' }, { value: '3', label: '3倍' }, { value: '4', label: '4倍' }, ], value: '2', onChange: (value) => { state.render.pngScale = Number(value); }, })); exportSection.add(buttons({ items: [ { id: 'png', label: 'PNGを保存', primary: true, onClick: () => app.actions.savePNG() }, { id: 'copy', label: 'クリップボードにコピー', onClick: () => app.actions.copyPNG() }, ], })); const transparentCheck = check({ label: 'PNGの背景を透明にする', value: false, onChange: (v) => { state.render.pngTransparent = v; }, }); exportSection.add(transparentCheck.el); exportSection.add(hint('線画のときに透明にすると、体の白ぬりも透明になって線だけが残ります(他の絵に重ねられます)。ふつう・フラットでは体の色はそのまま残ります。')); // まんが(コマ)gets its own section: it is a different kind of output. const comicSection = section(tabExport, 'まんが'); const storyScaleSegment = segmented({ label: '書き出しの大きさ', options: [ { value: '1', label: '1×(軽い)' }, { value: '1.5', label: '1.5×' }, { value: '2', label: '2×(きれい)' }, ], value: '1.5', hint: 'コマ1枚の画素数は「いまの画面の大きさ × この倍率」です。' + '2× だと台紙のPNGがとても大きくなります(重いときは 1× か 1.5×)', onChange: (value) => { state.story.scale = Number(value); }, }); comicSection.add(storyScaleSegment.el); const storyColumnsSlider = slider({ label: '列数', min: 1, max: 4, step: 1, value: 1, format: (v) => `${Math.round(v)}列`, onInput: (v) => { state.story.columns = Math.round(v); }, }); const storyGapSlider = slider({ label: '間隔', min: 0, max: 40, step: 1, value: 12, format: (v) => `${Math.round(v)}px`, onInput: (v) => { state.story.gap = v; }, }); const storyBackgroundField = colorField({ label: '台紙の色', value: '#ffffff', onChange: (v) => { state.story.sheetBackground = v; }, }); comicSection.add(storyColumnsSlider.el); comicSection.add(storyGapSlider.el); comicSection.add(storyBackgroundField.el); comicSection.add(buttons({ items: [ { id: 'addPanel', label: '今の状態をコマに追加', onClick: () => { app.actions.addStoryPanel(); sync(); } }, { id: 'saveStory', label: 'まんがを書き出す', primary: true, onClick: () => app.actions.saveStory({ scale: state.story?.scale ?? 1.5 }) }, ], })); comicSection.add(hint('2列以上で3コマ以上のときは、読む順にコーナーへ番号を付けます。')); const storyPanelBox = h('div', { class: 'story-panels', style: { display: 'grid', gap: '6px' } }); comicSection.add(controlRow(null, storyPanelBox, { wide: true })); let storyShape = ''; /** Bring back everything a panel saved: pose, face, both bubbles and the camera. */ const recallStoryPanel = (index) => { const panel = state.story?.panels?.[index]; if (!panel) return; // Replace the bones outright: a merged pose would keep bones the panel never had. state.pose = { bones: {}, root: [0, 0, 0] }; app.actions.applyState({ pose: panel.pose ?? {}, face: panel.face ?? {}, caption: panel.caption ?? {}, caption2: panel.caption2 ?? {}, // The 擬音 on the shot. A panel saved before this existed clears them, so // recalling it shows what it actually recorded rather than a leftover. gion: panel.gion ?? { items: [] }, // The camera it was recorded with, so the view comes back too. A panel // saved before this existed simply keeps the current camera. ...(panel.view ? { view: panel.view } : {}), }, { scope: 'all', sync: true }); }; const removeStoryPanel = (index) => { state.story = state.story ?? {}; state.story.panels = (state.story.panels ?? []).filter((_, i) => i !== index); // The empty patch is only here to route the edit through the app's own apply // path: that is what records an undo step and re-reads the panel. app.actions.applyState({}, { scope: 'caption', sync: true }); }; /** * Same rebuild policy as the prop list: only when the set of panels changes. * * A preview arrives a moment *after* its panel does (it needs a render), so its * version is part of the identity: when one turns up, the row is drawn again * with it. */ const renderStoryPanels = () => { const panels = state.story?.panels ?? []; const thumbs = app.actions.storyThumbs?.() ?? null; const shape = `${panels.length}:${panels .map((panel) => `${panel.id ?? ''}:${thumbs?.get?.(panel.id)?.version ?? 0}`) .join('|')}`; if (shape === storyShape) return; storyShape = shape; storyPanelBox.replaceChildren(); panels.forEach((panel, index) => { const thumb = thumbs?.get?.(panel.id)?.url; const preview = thumb ? h('img', { class: 'story-thumb', alt: panel.label ?? `コマ${index + 1}`, src: thumb, title: 'クリックでこのコマを呼び出す', style: { width: '100%', height: '76px', objectFit: 'contain', cursor: 'pointer', background: '#f3f0fa', border: '1px solid #e4dff0', borderRadius: '8px', }, onClick: () => recallStoryPanel(index), }) : h('div', { text: '(プレビューなし)', style: { padding: '6px 8px', borderRadius: '8px', background: '#f7f5fd', color: '#8a80a0', fontSize: '11px', }, }); const block = h('div', { class: 'story-panel', style: { borderTop: '1px dashed #e4dff0', paddingTop: '6px', display: 'grid', gap: '4px' }, }, subhead(panel.label ?? `コマ${index + 1}`), preview); block.append(buttons({ items: [ { id: 'recall', label: 'このコマを呼び出す', onClick: () => recallStoryPanel(index) }, { id: 'remove', label: '削除', onClick: () => removeStoryPanel(index) }, ], }).el); storyPanelBox.append(block); }); }; renderStoryPanels(); // The share section comes after まんが, so the reading order is 画像 → まんが → // 共有 (the order the outputs are usually wanted in). /* ------------------------------------------------------------ extra export */ const extraExportSection = section(tabExport, '共有'); extraExportSection.add(buttons({ items: [ { id: 'share-image', label: '画像をシェア', primary: true, onClick: () => app.actions.shareImage() }, { id: 'share-x', label: 'Xで投稿', onClick: () => app.actions.shareImage('x') }, { id: 'share-fb', label: 'Facebookでシェア', onClick: () => app.actions.shareImage('facebook') }, { id: 'share-link', label: 'この見た目のリンクをコピー', onClick: () => app.actions.copyShareLink() }, ], })); extraExportSection.add(hint('いまの画面を画像にして「#ぶるべースタジオ」を付けて投稿します。' + 'スマートフォンでは端末の共有画面が開きます。パソコンでは画像をコピーして投稿画面を開くので、貼り付けて投稿してください(Ctrl+V)。')); // 手描きの顔パーツを描くための下地。画面を切り取る他の書き出しと違って、これは // 「スタジオが読み込む大きさ・位置そのまま」の素材なので、別のセクションにして // 共有のあとに置く(素材を作る → 見せる、の順)。 const faceMapSection = section(tabExport, 'テクスチャの下地を書き出す'); faceMapSection.add(buttons({ items: [ { id: 'facemap-eyes', label: '目の下地を書き出す', onClick: () => app.actions.saveFaceMap('eyes') }, { id: 'facemap-mouth', label: '口の下地を書き出す', onClick: () => app.actions.saveFaceMap('mouth') }, { id: 'facemap-hair', label: '髪の下地を書き出す', onClick: () => app.actions.saveFaceMap('hair') }, ], })); faceMapSection.add(hint('書き出したPNGは、スタジオが読み込む大きさ・位置そのものです。' + 'そのまま絵を描いて(たとえば目にゴルゴ風の眉を描く)「目の画像を読み込む(PNG)」や' + '「口の画像を読み込む(PNG)」で読み込むと、描いた場所にそのまま入ります。' + '青い線は位置合わせの目安です。使う前に消すか、上から塗ってください。' + '「髪の下地」は、頭をぐるりと巻いたテクスチャを開いたもので、横が頭の角度、' + 'たてが高さです。左右の端が頭の後ろ(合わせ目)、青いたて線が顔の正面、' + '青いよこ線が既定の生え際です。')); /* --------------------------------------------------------------- settings */ const settingsSection = section(tabExport, '設定'); settingsSection.add(buttons({ items: [ { id: 'save', label: '設定を保存(JSON)', onClick: () => app.actions.saveSettings() }, { id: 'load', label: '設定を読み込む', onClick: () => settingsPicker.click() }, ], })); const settingsPicker = h('input', { type: 'file', accept: '.json,application/json', style: { display: 'none' } }); settingsPicker.addEventListener('change', async () => { const file = settingsPicker.files?.[0]; settingsPicker.value = ''; if (!file) return; try { const text = await file.text(); app.actions.loadSettings(text); } catch (error) { console.error(error); toast('設定ファイルを読み込めませんでした'); } }); settingsSection.add(settingsPicker); /* -------------------------------------------------------------------- sync */ // A tiny read-out of what the renderer is actually doing: if the picture ever // looks wrong or never appears, this says why (buffer size, quality, fps). const infoSection = section(tabScene, '画面の情報'); const statsLine = h('p', { class: 'hint', text: '計測中…' }); infoSection.add(statsLine); infoSection.add(hint('動きが重い環境では、負荷を下げるために画質(描画バッファの倍率)を自動で下げます。')); // シーン: the scene controls are built wherever they belong in the code (the // speech bubble sits with the face controls), so put them on the tab in the // order the user meets them: what is behind the character, what is beside it, // the speech bubble, then the light and the read-out. tabScene.append( backdropSection.el, propSection.el, gionSection.el, wallSection.el, captionSection.el, screenLightSection.el, infoSection.el, ); boneSyncers.push(() => { const name = rig.selected; for (const [key, button] of boneButtons) button.classList.toggle('active', key === name); const delta = name ? rig.getDelta(name) : { x: 0, y: 0, z: 0 }; axisSliders.x.set(delta.x); axisSliders.y.set(delta.y); axisSliders.z.set(delta.z); const root = state.pose.root ?? [0, 0, 0]; rootSliders.forEach((widget, index) => widget.set(root[index] ?? 0)); }); syncers.push(...boneSyncers); syncers.push(() => { const linked = state.face.eyes.linked !== false; bothControls.group.setVisible(linked); leftControls.group.setVisible(!linked); rightControls.group.setVisible(!linked); bothControls.sync(); leftControls.sync(); rightControls.sync(); for (const key of ['left', 'right']) { const eye = state.face.eyes[key]; const w = eyeAdvancedWidgets[key]; w.eyeX.set(eye.eyeX ?? 0); } browToggle.set(state.face.eyes.brow.enabled); browSliders.angle.set(state.face.eyes.brow.angle); browSliders.height.set(state.face.eyes.brow.height); browSliders.length.set(state.face.eyes.brow.length); browSliders.thickness.set(state.face.eyes.brow.thickness); browSliders.spacing.set(state.face.eyes.brow.spacing ?? 0); browSliders.curve.set(state.face.eyes.brow.curve); browSliders.taper.set(state.face.eyes.brow.taper ?? 1); // A loaded ゴル風 picture ignores the shape sliders, so grey those out rather // than leave them looking like they should do something. const browIsImage = state.face.eyes.brow.image === true; for (const key of ['angle', 'thickness', 'curve', 'taper']) { setRowEnabled(browSliders[key], !browIsImage); } browColor.set(state.face.eyes.brow.color); glassesToggle.set(state.face.eyes.glasses.enabled === true); glassesKindSegment.set(state.face.eyes.glasses.kind ?? 'glasses'); for (const [key, widget] of Object.entries(glassesSliders)) widget.set(state.face.eyes.glasses[key]); glassesFrameColor.set(state.face.eyes.glasses.frameColor); glassesLensColor.set(state.face.eyes.glasses.lensColor); eyeColors.white.set(state.face.eyes.white); eyeColors.iris.set(state.face.eyes.iris); eyeColors.line.set(state.face.eyes.line); }); syncers.push(() => { cheeksToggle.set(state.face.eyes.cheeks.enabled === true); for (const [key, widget] of Object.entries(cheekSliders)) widget.set(state.face.eyes.cheeks[key]); cheekColor.set(state.face.eyes.cheeks.color); headMarkShape.set(state.face.eyes.headMark.shape ?? 'off'); headMarkSliders.teeth.el.style.display = (state.face.eyes.headMark.shape === 'fringe') ? '' : 'none'; headMarkOverEyes.set(state.face.eyes.headMark.overEyes !== false); for (const [key, widget] of Object.entries(headMarkSliders)) widget.set(state.face.eyes.headMark[key]); headMarkColor.set(state.face.eyes.headMark.color); headMarkColor2.set(state.face.eyes.headMark.color2 ?? '#ffffff'); snotToggle.set(state.face.eyes.snot.enabled === true); snotSize.set(state.face.eyes.snot.size); for (const [key, widget] of Object.entries(snotSliders)) widget.set(state.face.eyes.snot[key]); snotColor.set(state.face.eyes.snot.color); beardShape.set(state.face.eyes.beard.shape ?? 'off'); for (const [key, widget] of Object.entries(beardSliders)) widget.set(state.face.eyes.beard[key]); // 「左右の間隔」は内部値より+10して表示する(既定の -10 が 0 に見える)。 beardSliders.spacing.set((state.face.eyes.beard.spacing ?? 0) + 10); beardColor.set(state.face.eyes.beard.color); }); syncers.push(() => { mouthToggle.set(state.face.mouth.visible); for (const [key, widget] of Object.entries(mouthSliders)) widget.set(state.face.mouth[key]); for (const [key, widget] of Object.entries(mouthColors)) widget.set(state.face.mouth[key]); const mouthShape = mouthModeOf(state.face.mouth); mouthMode.set(mouthShape); const shown = new Set(mouthRowKeys[mouthShape]); for (const key of mouthRowOrder) mouthSliders[key].el.style.display = shown.has(key) ? '' : 'none'; }); syncers.push(() => { motionSegment.set(state.anim.mode ?? 'off'); animWidgets.blink.set(state.anim.blink); animWidgets.lookAround.set(state.anim.lookAround); }); syncers.push(() => { styleSegment.set(state.render.style); outlineToggle.set(state.render.outline); outlinePixelsSlider.set(state.render.outlinePixels ?? 2); leafBodyLineCheck.set(state.render.leafBodyLine !== false); transparentCheck.set(state.render.pngTransparent); lightPad.set({ x: state.render.lightAzimuth / 180, y: Math.max(0, (state.render.lightElevation - 5) / 80), }); lightIntensitySlider.set(state.render.lightIntensity ?? 2.1); ambientSlider.set(state.render.ambient ?? 0.9); lightColorField.set(state.render.lightColor ?? '#ffffff'); ambientColorField.set(state.render.ambientColor ?? '#ffffff'); exposureSlider.set(state.render.exposure ?? 1); const line = ['lineart', 'outline'].includes(state.render.style); outlineToggle.el.querySelector('input').disabled = line; }); syncers.push(() => { projectionSegment.set(state.view.projection); cameraSliders.azimuth.set(state.view.azimuth); cameraSliders.polar.set(state.view.polar); const ortho = state.view.projection === 'ortho'; cameraSliders.size.set(ortho ? (state.view.orthoHeight || 7.5) : (state.view.distance || 12)); cameraSliders.targetY.set(state.view.targetY || model.size.y * 0.5); autoRotateToggle.set(state.view.autoRotate); }); syncers.push(() => { lookAtToggle.set(state.lookAt?.enabled === true); for (const [key, widget] of Object.entries(lookAtSliders)) { widget.set(state.lookAt?.[key] ?? LOOK_AT_FALLBACKS[key]); } turnBodyToggle.set(state.lookAt?.turnBody === true); }); syncers.push(() => { themeSegment.set(state.render?.theme ?? 'original'); for (const [key, widget] of Object.entries(bodyColors)) { widget.set(state.render?.colors?.[key] ?? BODY_COLOR_FALLBACKS[key]); } envIntensitySlider.set(state.render?.envIntensity ?? 1); }); syncers.push(() => { mirrorToggle.set(state.render?.mirror === true); shadowCheck.set(state.render?.shadow !== false); shadowOpacitySlider.set(state.render?.shadowOpacity ?? 0.22); shadowSoftnessSlider.set(state.render?.shadowSoftness ?? 1.6); contactShadowToggle.set(state.render?.contactShadow === true); contactBlobToggle.set(state.render?.contactBlob === true); environmentSegment.set(state.render?.environment ?? 'gradient'); }); syncers.push(() => { const background = state.view?.background ?? 'solid'; // 素材 is active for either half of it, and its rows show only then. const isMaterial = background === 'preset' || background === 'effect'; backgroundModeSegment.set(isMaterial ? 'material' : background); materialGroup.style.display = isMaterial ? '' : 'none'; backgroundColour.set(state.view?.backgroundColor ?? '#ffffff'); backgroundFitSegment.set(state.view?.backgroundFit ?? 'cover'); backgroundBlurSlider.set(state.view?.backgroundBlur ?? 0); backgroundDarkenSlider.set(state.view?.backgroundDarken ?? 0); backgroundScaleSlider.set(state.view?.backgroundScale ?? 1); cameraFacingSegment.set(state.view?.cameraFacing ?? 'environment'); cameraMirrorToggle.set(state.view?.cameraMirror === true); gyroToggle.set(state.view?.gyro === true); }); syncers.push(() => { renderProps(); const items = state.props?.items ?? []; // A rebuild only carries the whole-prop scale, so re-apply each sign's face // size to the freshly built mesh here (see `placedPropGroups`). const groups = placedPropGroups(app); for (const entry of propWidgets) { const item = items[entry.index] ?? {}; entry.sliders.x.set(item.x ?? 0); entry.sliders.y.set(item.y ?? 0); entry.sliders.z.set(item.z ?? 0); entry.sliders.rotX.set(item.rotX ?? 0); entry.sliders.rotY.set(item.rotY ?? 0); entry.sliders.rotZ.set(item.rotZ ?? 0); entry.sliders.scale.set(item.scale ?? 1); entry.faceScale?.set(item.faceScale ?? 1); applyPropFaceScale(groups[entry.index], item.faceScale); entry.signText?.set(item.text ?? ''); } }); syncers.push(() => { renderGion(); const items = state.gion?.items ?? []; for (const entry of gionWidgets) { const item = items.find((candidate) => candidate.id === entry.id); if (!item) continue; entry.sliders.w.set(item.w ?? DEFAULT_STAMP_WIDTH); entry.sliders.rot.set(item.rot ?? 0); entry.flip.set(item.flip === true); entry.block.classList.toggle('active', item.id === app.gionSelected); } }); syncers.push(() => { for (const group of wallGroups) { const wall = state.render?.[group.key] ?? defaultState().render[group.key]; group.toggle.set(wall.on === true); for (const [key, widget] of Object.entries(group.sliders)) widget.set(wall[key] ?? (key === 'size' ? 1 : 0)); group.guide.set(wall.guide === true); } }); syncers.push(() => { captionBubbleSegment.set(activeCaption); const bubble = cap() ?? {}; captionToggle.set(bubble.enabled === true); captionText.set(bubble.text ?? ''); verticalToggle.set(bubble.vertical === true); bubbleSegment.set(bubble.bubble ?? 'round'); tailSegment.set(bubble.tail ?? 'left'); for (const [key, widget] of Object.entries(captionSliders)) { widget.set(bubble[key] ?? CAPTION_SLIDER_FALLBACKS[key]); } captionPosition.x.set(bubble.x ?? 0.58); captionPosition.y.set(bubble.y ?? 0.16); captionMaxWidthSlider.set(bubble.maxWidth ?? 0.36); alignSegment.set(bubble.align ?? 'left'); boldToggle.set(bubble.bold === true); systemFontToggle.set(bubble.font === 'system'); for (const [key, widget] of Object.entries(captionColors)) { widget.set(bubble[key] ?? CAPTION_COLOR_FALLBACKS[key]); } }); syncers.push(() => { flapText.set(state.mouthFlap?.text ?? ''); for (const [key, widget] of Object.entries(flapSliders)) { widget.set(state.mouthFlap?.[key] ?? MOUTH_FLAP_FALLBACKS[key]); } }); syncers.push(() => { storyScaleSegment.set(String(state.story?.scale ?? 1.5)); storyColumnsSlider.set(state.story?.columns ?? 1); storyGapSlider.set(state.story?.gap ?? 12); storyBackgroundField.set(state.story?.sheetBackground ?? '#ffffff'); renderStoryPanels(); }); app.actions.applyFacePreset = applyFacePreset; app.actions.applyPosePreset = applyPosePreset; sync(); // The 'g' key toggles the gizmo behind the panel's back, so the checkbox // follows the rig rather than the other way round. syncers.push(() => gizmoToggle.set(rig.helper.visible === true)); return { sync, onRigChanged: syncBones, /** Which bubble the caption controls are editing (a drag on it calls this). */ selectCaption(key) { if (key !== 'caption' && key !== 'caption2' && key !== 'narration') return; activeCaption = key; sync(); }, /** Which 擬音 stamp the viewport should outline (a drag on it calls this). */ selectGion(id) { app.gionSelected = id ?? null; sync(); }, /** Open the crop picker for a sheet (the 擬音 section's button calls this). */ openGionPicker(sheet) { openGionPicker(sheet ?? gionSheetSelect.get()); }, setStats(text) { statsLine.textContent = text; }, setRecording(recording) { recordButton.setLabel('record', recording ? '録画を停止' : '録画を開始'); }, }; }