fix(world): centralize shadow config and remove warmup
- Extract SHADOW_CONFIG into lightingConfig.ts (bias=0, normalBias=0, cameraSize=95) matching the historically working values from develop. - Drop SceneShadowWarmup; rely on sun.shadow.autoUpdate=true for steady-state refresh. - Enable cloud castShadow and traverse Ebike meshes for cast/receive.
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@@ -27,6 +27,7 @@ export function useOctreeGraphNode(
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const octree = new Octree();
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octree.fromGraphNode(graphNode);
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onOctreeReady(octree);
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}, [enabled, graphNodeRef, onOctreeReady, rebuildKey]);
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}
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@@ -11,13 +11,10 @@ interface UseWorldSceneLoadingOptions {
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interface UseWorldSceneLoadingResult {
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octree: Octree | null;
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gameplayReady: boolean;
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shouldWarmUpShadows: boolean;
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showGameStage: boolean;
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handleGameStageLoaded: () => void;
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handleGameMapLoaded: () => void;
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handleOctreeReady: (octree: Octree) => void;
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handleShadowWarmupReady: () => void;
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handleShadowWarmupStarted: () => void;
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}
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export function useWorldSceneLoading({
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@@ -27,19 +24,13 @@ export function useWorldSceneLoading({
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const [octree, setOctree] = useState<Octree | null>(null);
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const [gameMapLoaded, setGameMapLoaded] = useState(false);
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const [gameStageLoaded, setGameStageLoaded] = useState(false);
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const [shadowsReady, setShadowsReady] = useState(false);
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const showGameStage = sceneMode === "game" && gameMapLoaded;
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const gameSceneReadyForShadows =
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showGameStage && gameStageLoaded && octree !== null;
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const shadowWarmupReady = sceneMode === "game" && gameSceneReadyForShadows;
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const shouldWarmUpShadows = shadowWarmupReady && !shadowsReady;
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const gameplayReady = gameSceneReadyForShadows && shadowsReady;
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const gameplayReady = showGameStage && gameStageLoaded && octree !== null;
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const sceneReady =
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(sceneMode === "game" && gameplayReady) ||
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(sceneMode === "physics" && octree !== null);
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const handleGameMapLoaded = useCallback(() => {
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setShadowsReady(false);
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setGameMapLoaded(true);
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}, []);
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@@ -54,7 +45,6 @@ export function useWorldSceneLoading({
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const handleOctreeReady = useCallback(
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(nextOctree: Octree) => {
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setShadowsReady(false);
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setOctree(nextOctree);
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onLoadingStateChange?.({
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currentStep: "Collision prête",
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@@ -65,23 +55,6 @@ export function useWorldSceneLoading({
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[onLoadingStateChange],
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);
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const handleShadowWarmupStarted = useCallback(() => {
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onLoadingStateChange?.({
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currentStep: "Activation des ombres",
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progress: 0.97,
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status: "loading",
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});
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}, [onLoadingStateChange]);
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const handleShadowWarmupReady = useCallback(() => {
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setShadowsReady(true);
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onLoadingStateChange?.({
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currentStep: "Ombres prêtes",
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progress: 0.99,
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status: "loading",
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});
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}, [onLoadingStateChange]);
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useEffect(() => {
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onLoadingStateChange?.({
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currentStep: "Initialisation du jeu",
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@@ -115,12 +88,9 @@ export function useWorldSceneLoading({
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return {
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octree,
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gameplayReady,
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shouldWarmUpShadows,
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showGameStage,
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handleGameStageLoaded,
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handleGameMapLoaded,
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handleOctreeReady,
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handleShadowWarmupReady,
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handleShadowWarmupStarted,
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};
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}
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