wardrobegod/web/vendor/addons/postprocessing/RenderPass.js
type-two 037f6ef0af Fold NPCFACTORY in: vendor three.js, take the banks, and fix units without flattening body types
NPCFACTORY and wardrobegod were the same product — wardrobegod had already absorbed its reskin
engine, and keeping two benches means two half-libraries and two export paths. Folded, keeping
the wardrobegod name and codebase (370 lines there vs ~1,100 here).

· Vendored three.js r175 from NPCFACTORY, replacing the unpkg CDN importmap. This was real
  drift, not tidiness: a CDN import breaks offline and can't be lifted into a game build.
  NPCFACTORY lacked OrbitControls (it used PointerLock), so that one addon was fetched at the
  matching revision. Added a guarded /vendor/ static route. Verified in-browser: zero CDN
  requests, 5 vendor files, model still loads.
· Took the 17 rigged walk-animated NPCs and 6 parts. Bodies 4 -> 20.
· New `unitfix` op. Deliberately NOT scale-to-height: a 0.06m human is a UNIT error, but
  normalising everything to 1.72m would erase the small/medium/large/obese range the library is
  meant to carry. So it only corrects heights outside 0.5-3.0m — physically impossible for a
  human — and leaves real proportions alone as data. Verified both ways: hum_character 0.0576m
  -> 1.72m, tradie 1.000m left untouched.

Three bugs found while building it, two of them pre-existing:
· `is_helper`/`real_meshes`/`bbox_of` factored out. Material-less bone widgets (a radius-1
  42-vert Icosphere, so exactly 2.0 units tall) were being measured INSTEAD of the character —
  every body reported 2.000m. This poisoned the `scale` op too, which has been measuring
  widgets all along; NPCFACTORY's render_plates.py had independently worked around the same
  thing by framing on the dominant mesh.
· `transform_apply` under temp_override(selected_editable_objects=...) SEGFAULTS Blender 5.1.2
  on rigs with parented children. A segfault can't be caught, so it's avoided rather than
  handled: glTF encodes node scale natively, so setting the root transform is sufficient and
  every downstream measurement still reads correctly. Confirmed `scale` still round-trips
  (1.00m -> 1.72m, re-measured).
· My own bulk edit replaced only ONE of the two crash-prone call sites and reported "replaced 1"
  — I didn't check for a second, which is why `scale` worked while `unitfix` kept crashing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 19:36:03 +10:00

183 lines
3.9 KiB
JavaScript

import {
Color
} from 'three';
import { Pass } from './Pass.js';
/**
* This class represents a render pass. It takes a camera and a scene and produces
* a beauty pass for subsequent post processing effects.
*
* ```js
* const renderPass = new RenderPass( scene, camera );
* composer.addPass( renderPass );
* ```
*
* @augments Pass
*/
class RenderPass extends Pass {
/**
* Constructs a new render pass.
*
* @param {Scene} scene - The scene to render.
* @param {Camera} camera - The camera.
* @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used
* for all objects in the scene.
* @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.
* @param {?number} [clearAlpha=null] - The clear alpha of the render pass.
*/
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
super();
/**
* The scene to render.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera.
*
* @type {Camera}
*/
this.camera = camera;
/**
* The override material. If set, this material is used
* for all objects in the scene.
*
* @type {?Material}
* @default null
*/
this.overrideMaterial = overrideMaterial;
/**
* The clear color of the render pass.
*
* @type {?(number|Color|string)}
* @default null
*/
this.clearColor = clearColor;
/**
* The clear alpha of the render pass.
*
* @type {?number}
* @default null
*/
this.clearAlpha = clearAlpha;
/**
* Overwritten to perform a clear operation by default.
*
* @type {boolean}
* @default true
*/
this.clear = true;
/**
* If set to `true`, only the depth can be cleared when `clear` is to `false`.
*
* @type {boolean}
* @default false
*/
this.clearDepth = false;
/**
* Overwritten to disable the swap.
*
* @type {boolean}
* @default false
*/
this.needsSwap = false;
this._oldClearColor = new Color();
}
/**
* Performs a beauty pass with the configured scene and camera.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
}
export { RenderPass };