@trepidacious/dice
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1.2.0 • Public • Published

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.

Bloom settings

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.

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1.2.0

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