@mountainlizard/dice
v1.2.0
Published
Determistic 3D dice rolling library for React.
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Dice
Determistic 3D dice rolling library for React.
Local development
Check out, npm install
, npm run build
, then npm link
to make the package available locally. To import to another project, run npm link @trepidacious/dice
in that project, this will add the local build dice
, it can be imported normally.
After changing dice
code, run npm run build
again, changes should be available in any linked projects immediately.
Notes on Dice models
Engraved text is produced from a height map. Take the mono (black text on white background), and use the Bloom
filter, with Threshold and Softness set to 0, radius set based on the size of the text so that the bloom effect covers most of the "width" of the strokes of the letters, and strength to 170. You should see that the letters are nearly white at the edges, and still mostly black at the centers of the strokes, with a smooth transition between. This is what gives the 3d engraved effect when the image is used as a height map.
To use models, first export from blender (settings should be saved - make sure to select the die you want and check "export selected" is enabled). This exports to the blender
dir, files here are in .gitignore
. Leave the export name as dice.glb
. Now install gltf-transform
with npm install --global @gltf-transform/cli
, then use to optimise textures:
cd blender
gltf-transform webp dice.glb ../public/D6.glb
To use the model as a component, copy an existing die's component, e.g. from /lib/models/D6.tsx
, and then search and replace D6
with the actual die name. This should update the component name, the names of the mesh and materials node, the props name, and the .glb
resource name. If the die uses different/additional meshes/materials, then you may need to update the types etc. Have a look at the gltfjsx
project for examples - run with --types
to generate a .tsx
file you can use as a base. Note that you can also transform the glb
files with gltfjsx
, however in practice this sometimes seems to break the model's shading.
Coordinsanity
Every piece of 3D software has to use a different coordinate system, according to ancient custom. When converting from Blender coordinates to Three.js, the mapping is as follows, tested by exporting a vertex at (1, 2, 3) to GLB then inspecting data:
- Blender:
(x: 1, y: 2, z: 3)
- Three.js:
(x: 1, y: 3, z: -2)
Hence to convert from Blender to Three.js, we swap the y and z values, then make the z value negative. This is handy when e.g. trying to get face corner vertex coordinates, where it's easier to select them in blender and read off coordinates than to try to work out which vertex in an exported .glb
file is which.