Codels
844 üçgen0,94 × 2,18 × 0,70 m
Bağımsız bir ES modülü — yalnızca three paketine bağımlıdır. Fabrika fonksiyonunu çağırıp dönen grubu sahnene ekle.
/**
 * Wizard — Codels 3D model library
 * License: CC0-1.0 · Units: meters · Y-up · Front: +Z · Origin: center of the base (y = 0)
 * Triangles: 844 · Size (W × H × D): 0.94 × 2.18 × 0.70 m
 *
 * Usage:
 *   import { createWizard } from './wizard.js';
 *   
 *   const model = createWizard();
 *   model.position.set(0, 0, 0);
 *   scene.add(model);
 */
import * as THREE from 'three';

const deg = THREE.MathUtils.degToRad;

// Deterministic vertex displacement (organic low-poly look).
function jitter(geometry, amount, seed) {
  const pos = geometry.attributes.position;
  const h = (a, b, c, s) => {
    let x = Math.imul(a, 73856093) ^ Math.imul(b, 19349663) ^ Math.imul(c, 83492791) ^ Math.imul(s, 2654435761);
    x = Math.imul(x ^ (x >>> 16), 2246822507);
    x = Math.imul(x ^ (x >>> 13), 3266489909);
    return ((x ^ (x >>> 16)) >>> 0) / 4294967295 - 0.5;
  };
  for (let i = 0; i < pos.count; i++) {
    const x = pos.getX(i), y = pos.getY(i), z = pos.getZ(i);
    const qx = Math.round(x * 1000), qy = Math.round(y * 1000), qz = Math.round(z * 1000);
    pos.setXYZ(i, x + h(qx, qy, qz, seed) * 2 * amount, y + h(qx, qy, qz, seed + 1) * 2 * amount, z + h(qx, qy, qz, seed + 2) * 2 * amount);
  }
  pos.needsUpdate = true;
  geometry.computeVertexNormals();
  return geometry;
}

// Extrude a 2D outline along Z (centered). bevel = [thickness, size, segments].
function extrude(outline, depth, holes = [], bevel = null) {
  const shape = new THREE.Shape(outline.map(([x, y]) => new THREE.Vector2(x, y)));
  for (const hole of holes) shape.holes.push(new THREE.Path(hole.map(([x, y]) => new THREE.Vector2(x, y))));
  const options = bevel
    ? { depth, bevelEnabled: true, bevelThickness: bevel[0], bevelSize: bevel[1], bevelSegments: bevel[2] }
    : { depth, bevelEnabled: false };
  return new THREE.ExtrudeGeometry(shape, options).translate(0, 0, -depth / 2);
}

export function createWizard() {
  const root = new THREE.Group();
  root.name = 'Wizard';

  // Materials
  const robeMat = new THREE.MeshStandardMaterial({ name: 'robe', color: 0x5246b0, roughness: 0.85, flatShading: true });
  const robeDarkMat = new THREE.MeshStandardMaterial({ name: 'robeDark', color: 0x352e72, roughness: 0.9, flatShading: true });
  const trimMat = new THREE.MeshStandardMaterial({ name: 'trim', color: 0xf0c24c, roughness: 0.35, metalness: 0.55, flatShading: true });
  const skinMat = new THREE.MeshStandardMaterial({ name: 'skin', color: 0xf1c3a0, roughness: 0.8, flatShading: true });
  const beardMat = new THREE.MeshStandardMaterial({ name: 'beard', color: 0xeceae4, roughness: 0.95, flatShading: true });
  const eyeMat = new THREE.MeshStandardMaterial({ name: 'eye', color: 0x1d1820, roughness: 0.35, flatShading: true });
  const shineMat = new THREE.MeshStandardMaterial({ name: 'shine', color: 0xffffff, roughness: 0.3, flatShading: true });
  const woodMat = new THREE.MeshStandardMaterial({ name: 'wood', color: 0x7a5233, roughness: 0.85, flatShading: true });
  const gemMat = new THREE.MeshStandardMaterial({ name: 'gem', color: 0x62e3ff, roughness: 0.15, emissive: 0x62e3ff, emissiveIntensity: 0.9, flatShading: true });
  const bootMat = new THREE.MeshStandardMaterial({ name: 'boot', color: 0x4a3326, roughness: 0.8, flatShading: true });

  // Shared geometries
  const boxGeo = new THREE.BoxGeometry(0.15, 0.48, 0.16);
  const boxGeo2 = new THREE.BoxGeometry(0.16, 0.1, 0.26);
  const boxGeo3 = new THREE.BoxGeometry(0.1, 0.05, 0.08);
  const extrudeGeo = extrude([[0, 0.03], [-0.0079, 0.0109], [-0.0285, 0.0093], [-0.0128, -0.0042], [-0.0176, -0.0243], [0, -0.0135], [0.0176, -0.0243], [0.0128, -0.0042], [0.0285, 0.0093], [0.0079, 0.0109]], 0.01);
  const cylinderGeo = new THREE.CylinderGeometry(0.1061, 0.1556, 0.44, 4, 1, false, Math.PI / 4);
  const cylinderGeo2 = new THREE.CylinderGeometry(0.1591, 0.1662, 0.05, 4, 1, false, Math.PI / 4);
  const boxGeo4 = new THREE.BoxGeometry(0.11, 0.11, 0.11);
  const cylinderGeo3 = new THREE.CylinderGeometry(0.018, 0.024, 0.156, 5);
  const cylinderGeo4 = new THREE.CylinderGeometry(0.012, 0.018, 0.1687, 5);
  const boxGeo5 = new THREE.BoxGeometry(0.05, 0.07, 0.01);
  const boxGeo6 = new THREE.BoxGeometry(0.019, 0.019, 0.006);
  const boxGeo7 = new THREE.BoxGeometry(0.14, 0.045, 0.04);
  const boxGeo8 = new THREE.BoxGeometry(0.13, 0.05, 0.05);

  // Parts
  const legL = new THREE.Group();
  legL.name = 'legL';
  legL.position.set(0.11, 0.56, 0);
  root.add(legL);
  const shinL = new THREE.Mesh(boxGeo, robeDarkMat);
  shinL.name = 'shinL';
  shinL.position.set(0, -0.24, 0);
  legL.add(shinL);
  const bootL = new THREE.Mesh(boxGeo2, bootMat);
  bootL.name = 'bootL';
  bootL.position.set(0, -0.51, 0.1);
  legL.add(bootL);
  const bootToeL = new THREE.Mesh(boxGeo3, bootMat);
  bootToeL.name = 'bootToeL';
  bootToeL.position.set(0, -0.475, 0.245);
  bootToeL.rotation.set(deg(-35), 0, 0);
  legL.add(bootToeL);
  const legR = new THREE.Group();
  legR.name = 'legR';
  legR.position.set(-0.11, 0.56, 0);
  root.add(legR);
  const shinR = new THREE.Mesh(boxGeo, robeDarkMat);
  shinR.name = 'shinR';
  shinR.position.set(0, -0.24, 0);
  legR.add(shinR);
  const bootR = new THREE.Mesh(boxGeo2, bootMat);
  bootR.name = 'bootR';
  bootR.position.set(0, -0.51, 0.1);
  legR.add(bootR);
  const bootToeR = new THREE.Mesh(boxGeo3, bootMat);
  bootToeR.name = 'bootToeR';
  bootToeR.position.set(0, -0.475, 0.245);
  bootToeR.rotation.set(deg(-35), 0, 0);
  legR.add(bootToeR);
  const body = new THREE.Group();
  body.name = 'body';
  root.add(body);
  const robe = new THREE.Mesh(new THREE.CylinderGeometry(0.3253, 0.495, 1.03, 4, 1, false, Math.PI / 4), robeMat);
  robe.name = 'robe';
  robe.position.set(0, 0.585, 0);
  robe.scale.set(1, 1, 0.68);
  body.add(robe);
  const robeHem = new THREE.Mesh(new THREE.CylinderGeometry(0.4992, 0.5091, 0.06, 4, 1, false, Math.PI / 4), robeDarkMat);
  robeHem.name = 'robeHem';
  robeHem.position.set(0, 0.1, 0);
  robeHem.scale.set(1, 1, 0.68);
  body.add(robeHem);
  const sash = new THREE.Mesh(new THREE.CylinderGeometry(0.4163, 0.4278, 0.07, 4, 1, false, Math.PI / 4), trimMat);
  sash.name = 'sash';
  sash.position.set(0, 0.62, 0);
  sash.scale.set(1, 1, 0.68);
  body.add(sash);
  const sashKnot = new THREE.Mesh(new THREE.BoxGeometry(0.09, 0.09, 0.03), trimMat);
  sashKnot.name = 'sashKnot';
  sashKnot.position.set(0.1, 0.62, 0.2144);
  body.add(sashKnot);
  const sashTail = new THREE.Mesh(new THREE.BoxGeometry(0.05, 0.18, 0.02), trimMat);
  sashTail.name = 'sashTail';
  sashTail.position.set(0.12, 0.5, 0.2239);
  sashTail.rotation.set(0, 0, deg(10));
  body.add(sashTail);
  const robeFrontTrim = new THREE.Mesh(new THREE.BoxGeometry(0.07, 0.51, 0.012), robeDarkMat);
  robeFrontTrim.name = 'robeFrontTrim';
  robeFrontTrim.position.set(0, 0.325, 0.2202);
  robeFrontTrim.rotation.set(deg(4.5297), 0, 0);
  body.add(robeFrontTrim);
  const robeStar = new THREE.Mesh(extrude([[0, 0.04], [-0.0106, 0.0146], [-0.038, 0.0124], [-0.0171, -0.0056], [-0.0235, -0.0324], [0, -0.018], [0.0235, -0.0324], [0.0171, -0.0056], [0.038, 0.0124], [0.0106, 0.0146]], 0.01), trimMat);
  robeStar.name = 'robeStar';
  robeStar.position.set(-0.16, 0.36, 0.218);
  robeStar.rotation.set(deg(4.5297), 0, 0);
  body.add(robeStar);
  const robeStar2 = new THREE.Mesh(extrudeGeo, trimMat);
  robeStar2.name = 'robeStar';
  robeStar2.position.set(0.17, 0.22, 0.2291);
  robeStar2.rotation.set(deg(4.5297), 0, 0);
  body.add(robeStar2);
  const robeStar3 = new THREE.Mesh(extrude([[0, 0.025], [-0.0066, 0.0091], [-0.0238, 0.0077], [-0.0107, -0.0035], [-0.0147, -0.0202], [0, -0.0113], [0.0147, -0.0202], [0.0107, -0.0035], [0.0238, 0.0077], [0.0066, 0.0091]], 0.01), trimMat);
  robeStar3.name = 'robeStar';
  robeStar3.position.set(-0.07, 0.15, 0.2347);
  robeStar3.rotation.set(deg(4.5297), 0, 0);
  body.add(robeStar3);
  const collar = new THREE.Mesh(new THREE.CylinderGeometry(0.2404, 0.2828, 0.07, 4, 1, false, Math.PI / 4), robeDarkMat);
  collar.name = 'collar';
  collar.position.set(0, 1.11, 0);
  collar.scale.set(1, 1, 0.8);
  body.add(collar);
  const armL = new THREE.Group();
  armL.name = 'armL';
  armL.position.set(0.29, 1.03, 0);
  armL.rotation.set(0, 0, deg(8));
  root.add(armL);
  const sleeveL = new THREE.Mesh(cylinderGeo, robeMat);
  sleeveL.name = 'sleeveL';
  sleeveL.position.set(0, -0.2, 0);
  armL.add(sleeveL);
  const cuffL = new THREE.Mesh(cylinderGeo2, trimMat);
  cuffL.name = 'cuffL';
  cuffL.position.set(0, -0.395, 0);
  armL.add(cuffL);
  const handL = new THREE.Mesh(boxGeo4, skinMat);
  handL.name = 'handL';
  handL.position.set(0, -0.47, 0);
  armL.add(handL);
  const armR = new THREE.Group();
  armR.name = 'armR';
  armR.position.set(-0.29, 1.03, 0);
  armR.rotation.set(deg(-30), 0, deg(-10));
  root.add(armR);
  const sleeveR = new THREE.Mesh(cylinderGeo, robeMat);
  sleeveR.name = 'sleeveR';
  sleeveR.position.set(0, -0.2, 0);
  armR.add(sleeveR);
  const cuffR = new THREE.Mesh(cylinderGeo2, trimMat);
  cuffR.name = 'cuffR';
  cuffR.position.set(0, -0.395, 0);
  armR.add(cuffR);
  const handR = new THREE.Mesh(boxGeo4, skinMat);
  handR.name = 'handR';
  handR.position.set(0, -0.47, 0);
  armR.add(handR);
  const staff = new THREE.Group();
  staff.name = 'staff';
  staff.position.set(0, -0.47, 0);
  staff.rotation.set(deg(29.6217), deg(4.9809), deg(8.6822));
  armR.add(staff);
  const staffShaft = new THREE.Mesh(new THREE.CylinderGeometry(0.026, 0.032, 1.788, 6), woodMat);
  staffShaft.name = 'staffShaft';
  staffShaft.position.set(0, 0.277, 0);
  staff.add(staffShaft);
  const staffKnot = new THREE.Mesh(jitter(new THREE.DodecahedronGeometry(0.055, 0), 0.008, 3), woodMat);
  staffKnot.name = 'staffKnot';
  staffKnot.position.set(0, 1.171, 0);
  staff.add(staffKnot);
  const staffProng = new THREE.Mesh(cylinderGeo3, woodMat);
  staffProng.name = 'staffProng';
  staffProng.position.set(0.04, 1.226, 0);
  staffProng.rotation.set(0, 0, deg(-36.0274));
  staff.add(staffProng);
  const staffProngTip = new THREE.Mesh(cylinderGeo4, woodMat);
  staffProngTip.name = 'staffProngTip';
  staffProngTip.position.set(0.055, 1.351, 0);
  staffProngTip.rotation.set(0, 0, deg(19.6538));
  staff.add(staffProngTip);
  const staffProng2 = new THREE.Mesh(cylinderGeo3, woodMat);
  staffProng2.name = 'staffProng';
  staffProng2.position.set(-0.04, 1.226, 0);
  staffProng2.rotation.set(0, 0, deg(36.0274));
  staff.add(staffProng2);
  const staffProngTip2 = new THREE.Mesh(cylinderGeo4, woodMat);
  staffProngTip2.name = 'staffProngTip';
  staffProngTip2.position.set(-0.055, 1.351, 0);
  staffProngTip2.rotation.set(0, 0, deg(-19.6538));
  staff.add(staffProngTip2);
  const staffCrystal = new THREE.Mesh(new THREE.OctahedronGeometry(0.065, 0), gemMat);
  staffCrystal.name = 'staffCrystal';
  staffCrystal.position.set(0, 1.321, 0);
  staffCrystal.scale.set(1, 1.55, 1);
  staff.add(staffCrystal);
  const head = new THREE.Group();
  head.name = 'head';
  head.position.set(0, 1.08, 0);
  root.add(head);
  const skull = new THREE.Mesh(new THREE.BoxGeometry(0.46, 0.46, 0.46), skinMat);
  skull.name = 'skull';
  skull.position.set(0, 0.25, 0);
  head.add(skull);
  const eyeL = new THREE.Mesh(boxGeo5, eyeMat);
  eyeL.name = 'eyeL';
  eyeL.position.set(0.095, 0.27, 0.236);
  head.add(eyeL);
  const eyeShineL = new THREE.Mesh(boxGeo6, shineMat);
  eyeShineL.name = 'eyeShineL';
  eyeShineL.position.set(0.102, 0.2854, 0.242);
  head.add(eyeShineL);
  const browL = new THREE.Mesh(boxGeo7, beardMat);
  browL.name = 'browL';
  browL.position.set(0.095, 0.34, 0.242);
  browL.rotation.set(0, 0, deg(-10));
  head.add(browL);
  const mustacheL = new THREE.Mesh(boxGeo8, beardMat);
  mustacheL.name = 'mustacheL';
  mustacheL.position.set(0.065, 0.155, 0.26);
  mustacheL.rotation.set(0, 0, deg(14));
  head.add(mustacheL);
  const eyeR = new THREE.Mesh(boxGeo5, eyeMat);
  eyeR.name = 'eyeR';
  eyeR.position.set(-0.095, 0.27, 0.236);
  head.add(eyeR);
  const eyeShineR = new THREE.Mesh(boxGeo6, shineMat);
  eyeShineR.name = 'eyeShineR';
  eyeShineR.position.set(-0.102, 0.2854, 0.242);
  head.add(eyeShineR);
  const browR = new THREE.Mesh(boxGeo7, beardMat);
  browR.name = 'browR';
  browR.position.set(-0.095, 0.34, 0.242);
  browR.rotation.set(0, 0, deg(10));
  head.add(browR);
  const mustacheR = new THREE.Mesh(boxGeo8, beardMat);
  mustacheR.name = 'mustacheR';
  mustacheR.position.set(-0.065, 0.155, 0.26);
  mustacheR.rotation.set(0, 0, deg(-14));
  head.add(mustacheR);
  const nose = new THREE.Mesh(new THREE.BoxGeometry(0.085, 0.1, 0.08), skinMat);
  nose.name = 'nose';
  nose.position.set(0, 0.21, 0.265);
  head.add(nose);
  const beardJaw = new THREE.Mesh(new THREE.BoxGeometry(0.472, 0.17, 0.3), beardMat);
  beardJaw.name = 'beardJaw';
  beardJaw.position.set(0, 0.099, 0.086);
  head.add(beardJaw);
  const beard = new THREE.Mesh(extrude([[-0.235, 0], [0.235, 0], [0.22, -0.2], [0.13, -0.42], [0.02, -0.56], [-0.12, -0.44], [-0.21, -0.22]], 0.15), beardMat);
  beard.name = 'beard';
  beard.position.set(0, 0.18, 0.195);
  head.add(beard);
  const hairBack = new THREE.Mesh(new THREE.BoxGeometry(0.472, 0.28, 0.14), beardMat);
  hairBack.name = 'hairBack';
  hairBack.position.set(0, 0.28, -0.166);
  head.add(hairBack);
  const hat = new THREE.Group();
  hat.name = 'hat';
  hat.position.set(0, 0.435, -0.01);
  hat.rotation.set(deg(-4), 0, 0);
  head.add(hat);
  const hatBrim = new THREE.Mesh(new THREE.CylinderGeometry(0.38, 0.38, 0.035, 8, 1, false, 0.3927), robeMat);
  hatBrim.name = 'hatBrim';
  hatBrim.position.set(0, 0.0175, 0);
  hat.add(hatBrim);
  const hatCrown = new THREE.Mesh(new THREE.CylinderGeometry(0.1909, 0.3111, 0.3, 4, 1, false, Math.PI / 4), robeMat);
  hatCrown.name = 'hatCrown';
  hatCrown.position.set(0, 0.18, 0);
  hat.add(hatCrown);
  const hatBand = new THREE.Mesh(new THREE.CylinderGeometry(0.2944, 0.3224, 0.07, 4, 1, false, Math.PI / 4), robeDarkMat);
  hatBand.name = 'hatBand';
  hatBand.position.set(0, 0.065, 0);
  hat.add(hatBand);
  const hatStar = new THREE.Mesh(extrude([[0, 0.055], [-0.0145, 0.02], [-0.0523, 0.017], [-0.0235, -0.0076], [-0.0323, -0.0445], [0, -0.0247], [0.0323, -0.0445], [0.0235, -0.0076], [0.0523, 0.017], [0.0145, 0.02]], 0.012), trimMat);
  hatStar.name = 'hatStar';
  hatStar.position.set(0, 0.2, 0.1748);
  hatStar.rotation.set(deg(-15.8192), 0, 0);
  hat.add(hatStar);
  const hatTip = new THREE.Group();
  hatTip.name = 'hatTip';
  hatTip.position.set(0, 0.32, 0);
  hatTip.rotation.set(deg(-16), 0, deg(6));
  hat.add(hatTip);
  const hatMiddle = new THREE.Mesh(new THREE.CylinderGeometry(0.1131, 0.1909, 0.22, 4, 1, false, Math.PI / 4), robeMat);
  hatMiddle.name = 'hatMiddle';
  hatMiddle.position.set(0, 0.1, 0);
  hatTip.add(hatMiddle);
  const hatPoint = new THREE.Group();
  hatPoint.name = 'hatPoint';
  hatPoint.position.set(0, 0.19, 0);
  hatPoint.rotation.set(deg(-32), 0, deg(14));
  hatTip.add(hatPoint);
  const hatCone = new THREE.Mesh(new THREE.ConeGeometry(0.1131, 0.3, 4, 1, false, Math.PI / 4), robeMat);
  hatCone.name = 'hatCone';
  hatCone.position.set(0, 0.15, 0);
  hatPoint.add(hatCone);
  const hatStarSmall = new THREE.Mesh(extrudeGeo, trimMat);
  hatStarSmall.name = 'hatStarSmall';
  hatStarSmall.position.set(0.045, 0.08, 0.06);
  hatStarSmall.rotation.set(deg(-18), deg(30), 0);
  hatPoint.add(hatStarSmall);

  root.traverse((o) => {
    if (o.isMesh) {
      o.castShadow = true;
      o.receiveShadow = true;
    }
  });
  return root;
}

export default createWizard;

Puanlar ve yorumlar

—
Henüz puan yok — ilk puanı sen ver.
5
0
4
0
3
0
2
0
1
0

Puan vermek ve yorum yapmak için giriş yap.

0 yorum

Henüz yorum yok. Bu modeli nasıl kullandığını ya da neyin daha iyi olabileceğini paylaş.

Benzer modeller

Aynı kategori ya da benzer etiketler