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import { useEffect, useRef, useState, useMemo } from "react";
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import * as THREE from "three";
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import { useFrame, useThree } from "@react-three/fiber";
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import { EbikeGPSMap } from "@/components/ebike/EbikeGPSMap";
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import { InteractableObject } from "@/components/three/interaction/InteractableObject";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import { useClonedObject } from "@/hooks/three/useClonedObject";
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import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
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import { animateCameraTransformTransition } from "@/world/GameCinematics";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { PLAYER_EYE_HEIGHT } from "@/data/player/playerConfig";
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import type { Vector3Tuple } from "@/types/three/three";
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const EBIKE_MODEL_PATH = "/models/ebike/model.gltf";
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export interface CameraTransform {
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position: Vector3Tuple;
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rotation: Vector3Tuple;
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}
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export const EBIKE_CAMERA_TRANSFORM: CameraTransform = {
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position: [-3.5, 6, 0],
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rotation: [-10, -90, 0],
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};
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const EBIKE_DROP_PLAYER_TRANSFORM: CameraTransform = {
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position: [0, 1.5, -3],
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rotation: [0, 0, 0],
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};
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interface EbikeProps {
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position: Vector3Tuple;
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}
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export function Ebike({ position }: EbikeProps): React.JSX.Element {
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const groupRef = useRef<THREE.Group>(null);
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const { scene } = useLoggedGLTF(EBIKE_MODEL_PATH, {
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scope: "Ebike",
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position: position,
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});
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const model = useClonedObject(scene);
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const movementMode = useGameStore((state) => state.player.movementMode);
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const mainState = useGameStore((state) => state.mainState);
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const camera = useThree((state) => state.camera);
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// Map active mainState to target repair zone coordinate
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const destPos = useMemo(() => {
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switch (mainState) {
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case "ebike":
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return { x: 8, y: 0, z: -6 };
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case "pylon":
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return { x: 64, y: 0, z: -66 };
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case "farm":
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return { x: -24, y: 0, z: 42 };
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default:
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return undefined;
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}
|
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}, [mainState]);
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|
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// Throttled GPS start position to optimize pathfinding A* algorithm execution
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const [gpsStartPos, setGpsStartPos] = useState<{
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x: number;
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y: number;
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z: number;
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}>({
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x: position[0],
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y: position[1],
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z: position[2],
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});
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const lastGpsUpdatePos = useRef<THREE.Vector3>(
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new THREE.Vector3(...position),
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);
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const restingPosition = useRef<Vector3Tuple>([
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position[0],
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position[1] - PLAYER_EYE_HEIGHT,
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position[2],
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]);
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const restingRotation = useRef<number>(0);
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const forkRef = useRef<THREE.Object3D | null>(null);
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useEffect(() => {
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if (model) {
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const fork = model.getObjectByName("fourche");
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if (fork) {
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forkRef.current = fork;
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}
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}
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}, [model]);
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useEffect(() => {
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(window as any).ebikeVisualGroup = groupRef;
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(window as any).ebikeParkedPosition = restingPosition.current;
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(window as any).ebikeParkedRotation = restingRotation.current;
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return () => {
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(window as any).ebikeVisualGroup = null;
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(window as any).ebikeParkedPosition = null;
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(window as any).ebikeParkedRotation = null;
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};
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}, []);
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useFrame((_, delta) => {
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if (groupRef.current) {
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if (movementMode === "ebike") {
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restingPosition.current = [
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groupRef.current.position.x,
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groupRef.current.position.y,
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groupRef.current.position.z,
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];
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restingRotation.current = groupRef.current.rotation.y;
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|
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// Smoothly rotate the front fork ("fourche") up to 15 degrees in its own Z axis
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const steerFactor = (window as any).ebikeSteerFactor || 0;
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if (forkRef.current) {
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// 15 degrees is 0.26 radians
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const targetForkRotation = steerFactor * 0.26;
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forkRef.current.rotation.z = THREE.MathUtils.lerp(
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forkRef.current.rotation.z,
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targetForkRotation,
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12 * delta,
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||||
);
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}
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// Throttled GPS start position update to prevent performance loss
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const currentPos = groupRef.current.position;
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if (currentPos.distanceTo(lastGpsUpdatePos.current) > 2.0) {
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lastGpsUpdatePos.current.copy(currentPos);
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setGpsStartPos({ x: currentPos.x, y: currentPos.y, z: currentPos.z });
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}
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} else {
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groupRef.current.position.set(...restingPosition.current);
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groupRef.current.rotation.set(0, restingRotation.current, 0);
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// Reset fork rotation when parked
|
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if (forkRef.current) {
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forkRef.current.rotation.z = 0;
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}
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}
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(window as any).ebikeParkedPosition = restingPosition.current;
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(window as any).ebikeParkedRotation = restingRotation.current;
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}
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});
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const camPointPos: Vector3Tuple = [
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restingPosition.current[0] + EBIKE_CAMERA_TRANSFORM.position[0],
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restingPosition.current[1] + EBIKE_CAMERA_TRANSFORM.position[1],
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restingPosition.current[2] + EBIKE_CAMERA_TRANSFORM.position[2],
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];
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const dropPointPos: Vector3Tuple = [
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restingPosition.current[0] + EBIKE_DROP_PLAYER_TRANSFORM.position[0],
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restingPosition.current[1] + EBIKE_DROP_PLAYER_TRANSFORM.position[1],
|
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restingPosition.current[2] + EBIKE_DROP_PLAYER_TRANSFORM.position[2],
|
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];
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const handleInteract = (): void => {
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if (movementMode === "walk") {
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const cameraOffset = new THREE.Vector3(
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...EBIKE_CAMERA_TRANSFORM.position,
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);
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cameraOffset.applyAxisAngle(
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new THREE.Vector3(0, 1, 0),
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restingRotation.current,
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);
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const targetCamPos: Vector3Tuple = [
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restingPosition.current[0] + cameraOffset.x,
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restingPosition.current[1] + cameraOffset.y,
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restingPosition.current[2] + cameraOffset.z,
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];
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const targetRotation: Vector3Tuple = [
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EBIKE_CAMERA_TRANSFORM.rotation[0],
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EBIKE_CAMERA_TRANSFORM.rotation[1] +
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THREE.MathUtils.radToDeg(restingRotation.current),
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EBIKE_CAMERA_TRANSFORM.rotation[2],
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];
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animateCameraTransformTransition(targetCamPos, targetRotation, 1, () => {
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useGameStore.getState().setPlayerMovementMode("ebike");
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});
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} else {
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const currentPos = new THREE.Vector3();
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if (groupRef.current) {
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groupRef.current.getWorldPosition(currentPos);
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} else {
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currentPos.set(...position);
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}
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const targetCamPos: Vector3Tuple = [
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currentPos.x + EBIKE_DROP_PLAYER_TRANSFORM.position[0],
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currentPos.y + EBIKE_DROP_PLAYER_TRANSFORM.position[1],
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currentPos.z + EBIKE_DROP_PLAYER_TRANSFORM.position[2],
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];
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|
||||
// Get camera's current rotation in degrees so we keep the exact orientation during dismount
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const currentEuler = new THREE.Euler().setFromQuaternion(
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camera.quaternion,
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"YXZ",
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||||
);
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||||
const targetRotation: Vector3Tuple = [
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THREE.MathUtils.radToDeg(currentEuler.x),
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THREE.MathUtils.radToDeg(currentEuler.y),
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THREE.MathUtils.radToDeg(currentEuler.z),
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];
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animateCameraTransformTransition(targetCamPos, targetRotation, 1, () => {
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useGameStore.getState().setPlayerMovementMode("walk");
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});
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}
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};
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||||
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const handleInteractRef = useRef(handleInteract);
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handleInteractRef.current = handleInteract;
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const debugRef = useRef({ showCameraPoints: true });
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const debugActions = useRef({
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toggleRide: () => {
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handleInteractRef.current();
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},
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});
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useDebugFolder("Ebike", (folder) => {
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folder
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.add(debugRef.current, "showCameraPoints")
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.name("Show Camera Points")
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.onChange((value: boolean) => {
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debugRef.current.showCameraPoints = value;
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});
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folder.add(debugActions.current, "toggleRide").name("Monter / Descendre");
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});
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return (
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<>
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<group ref={groupRef} position={position}>
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<primitive object={model} />
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<InteractableObject
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kind="trigger"
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label={
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movementMode === "walk" ? "Monter sur le bike" : "Descendre du bike"
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}
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position={position}
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radius={15}
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onPress={handleInteract}
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||||
>
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<mesh>
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<boxGeometry args={[10, 13, 2]} />
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<meshBasicMaterial colorWrite={false} depthWrite={false} />
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||||
</mesh>
|
||||
</InteractableObject>
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{/* Dynamic 3D GPS Dashboard Screen */}
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<group position={[0, 7, 0]} rotation={[0, 90, 0]}>
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<EbikeGPSMap
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width={0.8}
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height={0.8}
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startPos={gpsStartPos}
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destPos={destPos}
|
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mapImageUrl="/assets/gps/map_background.png"
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worldBounds={{
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minX: -166,
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maxX: 163,
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minZ: -142,
|
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maxZ: 138,
|
||||
}}
|
||||
zoom={4}
|
||||
/>
|
||||
</group>
|
||||
</group>
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|
||||
{debugRef.current.showCameraPoints && (
|
||||
<>
|
||||
<mesh position={camPointPos}>
|
||||
<sphereGeometry args={[0.3, 16, 16]} />
|
||||
<meshStandardMaterial
|
||||
color="yellow"
|
||||
emissive="yellow"
|
||||
emissiveIntensity={0.5}
|
||||
/>
|
||||
</mesh>
|
||||
<mesh position={dropPointPos}>
|
||||
<sphereGeometry args={[0.3, 16, 16]} />
|
||||
<meshStandardMaterial
|
||||
color="cyan"
|
||||
emissive="cyan"
|
||||
emissiveIntensity={0.5}
|
||||
/>
|
||||
</mesh>
|
||||
</>
|
||||
)}
|
||||
</>
|
||||
);
|
||||
}
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@@ -0,0 +1,497 @@
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import React, { useRef, useEffect, useState, useMemo } from "react";
|
||||
import * as THREE from "three";
|
||||
import {
|
||||
findClosestWaypoint,
|
||||
findWaypointPath,
|
||||
} from "@/pathfinding/WaypointAStar";
|
||||
import type { Waypoint } from "@/pathfinding/types";
|
||||
function computeImageSource(
|
||||
img: HTMLImageElement | HTMLCanvasElement,
|
||||
baseBounds: { minX: number; maxX: number; minZ: number; maxZ: number },
|
||||
bounds: { minX: number; maxX: number; minZ: number; maxZ: number },
|
||||
) {
|
||||
const imgW = img.width;
|
||||
const imgH = img.height;
|
||||
|
||||
const baseW = baseBounds.maxX - baseBounds.minX;
|
||||
const baseH = baseBounds.maxZ - baseBounds.minZ;
|
||||
|
||||
if (baseW === 0 || baseH === 0) {
|
||||
return { sx: 0, sy: 0, sW: imgW, sH: imgH };
|
||||
}
|
||||
|
||||
const sx = ((bounds.minX - baseBounds.minX) / baseW) * imgW;
|
||||
const sy = ((bounds.minZ - baseBounds.minZ) / baseH) * imgH;
|
||||
const sW = ((bounds.maxX - bounds.minX) / baseW) * imgW;
|
||||
const sH = ((bounds.maxZ - bounds.minZ) / baseH) * imgH;
|
||||
|
||||
return { sx, sy, sW, sH };
|
||||
}
|
||||
|
||||
export interface EbikeGPSMapProps {
|
||||
/**
|
||||
* 3D world position of the player/bike (GPS start point)
|
||||
* If omitted, snaps to [0,0,0]
|
||||
*/
|
||||
startPos?: { x: number; y: number; z: number } | undefined;
|
||||
destPos?: { x: number; y: number; z: number } | undefined;
|
||||
|
||||
/**
|
||||
* Optional custom URL to the map background texture.
|
||||
* If not provided, renders a high-tech minimalist neon blueprint map dynamically.
|
||||
*/
|
||||
mapImageUrl?: string;
|
||||
|
||||
/**
|
||||
* Optional explicit bounds for mapping coordinates.
|
||||
* If omitted, bounds are calculated automatically to perfectly fit the road network!
|
||||
*/
|
||||
worldBounds?: {
|
||||
minX: number;
|
||||
maxX: number;
|
||||
minZ: number;
|
||||
maxZ: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* Width of the 3D plane mesh (default: 1)
|
||||
*/
|
||||
width?: number;
|
||||
|
||||
/**
|
||||
* Height of the 3D plane mesh (default: 1)
|
||||
*/
|
||||
height?: number;
|
||||
|
||||
/**
|
||||
* Optional world position for the GPS screen (defaults to origin)
|
||||
*/
|
||||
position?: [number, number, number];
|
||||
|
||||
/**
|
||||
* Resolution of the offscreen canvas used for the map texture.
|
||||
* Higher values yield sharper rendering at the cost of GPU memory.
|
||||
* Default: 1024 (1024×1024 px)
|
||||
*/
|
||||
canvasSize?: number;
|
||||
|
||||
/**
|
||||
* Zoom level applied to the map view.
|
||||
* 1 = full world bounds, 2 = 2× zoom-in centred on the player, etc.
|
||||
* Values < 1 zoom out beyond the calculated world bounds.
|
||||
* Default: 1
|
||||
*/
|
||||
zoom?: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* EbikeGPSMap
|
||||
* A premium, state-of-the-art 3D GPS navigation screen for the Ebike.
|
||||
* Loads the road network, runs A* pathfinding, and renders a glowing, animated
|
||||
* orange path over a sleek high-tech map background.
|
||||
*/
|
||||
export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
|
||||
startPos = { x: 0, y: 0, z: 0 },
|
||||
destPos,
|
||||
mapImageUrl,
|
||||
worldBounds,
|
||||
width = 1,
|
||||
height = 1,
|
||||
position = [0, 0, 0],
|
||||
canvasSize = 1024,
|
||||
zoom = 1,
|
||||
}) => {
|
||||
const [waypoints, setWaypoints] = useState<Waypoint[]>([]);
|
||||
const [mapImage, setMapImage] = useState<
|
||||
HTMLImageElement | HTMLCanvasElement | null
|
||||
>(null);
|
||||
|
||||
// Offscreen high-res canvas for crystal clear rendering
|
||||
const [offscreenCanvas] = useState(() => {
|
||||
const canvas = document.createElement("canvas");
|
||||
canvas.width = canvasSize;
|
||||
canvas.height = canvasSize;
|
||||
return canvas;
|
||||
});
|
||||
|
||||
// Resize the canvas whenever canvasSize changes
|
||||
useEffect(() => {
|
||||
offscreenCanvas.width = canvasSize;
|
||||
offscreenCanvas.height = canvasSize;
|
||||
if (textureRef.current) {
|
||||
textureRef.current.needsUpdate = true;
|
||||
}
|
||||
}, [canvasSize, offscreenCanvas]);
|
||||
|
||||
const textureRef = useRef<THREE.CanvasTexture | null>(null);
|
||||
const animTimeRef = useRef<number>(0);
|
||||
|
||||
// Load waypoints (localStorage with /roadNetwork.json fallback)
|
||||
useEffect(() => {
|
||||
const saved = localStorage.getItem("la-fabrik-waypoints");
|
||||
if (saved) {
|
||||
try {
|
||||
const parsed = JSON.parse(saved);
|
||||
if (Array.isArray(parsed) && parsed.length > 0) {
|
||||
setWaypoints(parsed);
|
||||
return;
|
||||
}
|
||||
} catch (e) {
|
||||
console.error(
|
||||
"[GPS Component] Error loading local storage waypoints",
|
||||
e,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback to static roadNetwork.json
|
||||
fetch("/roadNetwork.json")
|
||||
.then((res) => {
|
||||
if (res.ok) return res.json();
|
||||
throw new Error("Not found");
|
||||
})
|
||||
.then((data) => {
|
||||
if (Array.isArray(data)) {
|
||||
setWaypoints(data);
|
||||
}
|
||||
})
|
||||
.catch((err) => {
|
||||
console.log("[GPS Component] No default road network found.", err);
|
||||
});
|
||||
}, []);
|
||||
|
||||
// Pre-load background map image (standard HTML5 Image loader)
|
||||
// Since the user's PNG is already transparent, we don't need fetch or pixel manipulation!
|
||||
useEffect(() => {
|
||||
if (!mapImageUrl) {
|
||||
setMapImage(null);
|
||||
return;
|
||||
}
|
||||
|
||||
const img = new Image();
|
||||
img.onload = () => {
|
||||
setMapImage(img);
|
||||
};
|
||||
img.onerror = () => {
|
||||
console.warn(
|
||||
`[GPS Component] Failed to load map background image from ${mapImageUrl}. Falling back to dynamic vector map.`,
|
||||
);
|
||||
setMapImage(null);
|
||||
};
|
||||
img.src = mapImageUrl;
|
||||
}, [mapImageUrl]);
|
||||
|
||||
// Determine grid boundaries (before zoom)
|
||||
const baseBounds = useMemo(() => {
|
||||
if (worldBounds) return worldBounds;
|
||||
|
||||
if (waypoints.length === 0) {
|
||||
return { minX: -200, maxX: 200, minZ: -200, maxZ: 200 };
|
||||
}
|
||||
|
||||
const xs = waypoints.map((w) => w.x);
|
||||
const zs = waypoints.map((w) => w.z);
|
||||
const minX = Math.min(...xs);
|
||||
const maxX = Math.max(...xs);
|
||||
const minZ = Math.min(...zs);
|
||||
const maxZ = Math.max(...zs);
|
||||
|
||||
// Padding (15% to ensure full view breathing room)
|
||||
const padX = (maxX - minX) * 0.15 || 40;
|
||||
const padZ = (maxZ - minZ) * 0.15 || 40;
|
||||
|
||||
return {
|
||||
minX: minX - padX,
|
||||
maxX: maxX + padX,
|
||||
minZ: minZ - padZ,
|
||||
maxZ: maxZ + padZ,
|
||||
};
|
||||
}, [waypoints, worldBounds]);
|
||||
|
||||
// Apply zoom: shrink the view window around the player position
|
||||
const bounds = useMemo(() => {
|
||||
const clampedZoom = Math.max(0.1, zoom);
|
||||
if (clampedZoom === 1) return baseBounds;
|
||||
|
||||
const centerX = startPos.x;
|
||||
const centerZ = startPos.z;
|
||||
const halfW = (baseBounds.maxX - baseBounds.minX) / 2 / clampedZoom;
|
||||
const halfH = (baseBounds.maxZ - baseBounds.minZ) / 2 / clampedZoom;
|
||||
|
||||
return {
|
||||
minX: centerX - halfW,
|
||||
maxX: centerX + halfW,
|
||||
minZ: centerZ - halfH,
|
||||
maxZ: centerZ + halfH,
|
||||
};
|
||||
}, [baseBounds, zoom, startPos]);
|
||||
|
||||
// Snapped positions
|
||||
const startPosSnapped = useMemo(() => {
|
||||
if (waypoints.length === 0) return null;
|
||||
return findClosestWaypoint(waypoints, startPos);
|
||||
}, [waypoints, startPos]);
|
||||
|
||||
const destPosSnapped = useMemo(() => {
|
||||
if (!destPos || waypoints.length === 0) return null;
|
||||
return findClosestWaypoint(waypoints, destPos);
|
||||
}, [waypoints, destPos]);
|
||||
|
||||
// Calculated active A* route
|
||||
const activePath = useMemo(() => {
|
||||
if (!startPosSnapped || !destPosSnapped || waypoints.length === 0)
|
||||
return [];
|
||||
return findWaypointPath(waypoints, startPosSnapped, destPosSnapped);
|
||||
}, [waypoints, startPosSnapped, destPosSnapped]);
|
||||
|
||||
// Translation helper: 3D world to Canvas pixels
|
||||
const worldToCanvas = (wx: number, wz: number, canvasSize: number) => {
|
||||
const { minX, maxX, minZ, maxZ } = bounds;
|
||||
const px = ((wx - minX) / (maxX - minX)) * canvasSize;
|
||||
const py = ((wz - minZ) / (maxZ - minZ)) * canvasSize;
|
||||
return { x: px, y: py };
|
||||
};
|
||||
|
||||
// Draw loop
|
||||
const draw = () => {
|
||||
const canvas = offscreenCanvas;
|
||||
const ctx = canvas.getContext("2d", {
|
||||
willReadFrequently: true,
|
||||
alpha: true,
|
||||
});
|
||||
if (!ctx) return;
|
||||
|
||||
const size = canvas.width;
|
||||
|
||||
ctx.clearRect(0, 0, size, size);
|
||||
|
||||
// 1. Draw Map Background (Image or premium blueprint vectors)
|
||||
if (mapImage) {
|
||||
const src = computeImageSource(mapImage, baseBounds, bounds);
|
||||
const sx = Math.max(0, Math.min(mapImage.width, src.sx));
|
||||
const sy = Math.max(0, Math.min(mapImage.height, src.sy));
|
||||
const sW = Math.max(1, Math.min(mapImage.width - sx, src.sW));
|
||||
const sH = Math.max(1, Math.min(mapImage.height - sy, src.sH));
|
||||
|
||||
ctx.drawImage(mapImage, sx, sy, sW, sH, 0, 0, size, size);
|
||||
ctx.globalAlpha = 1.0;
|
||||
} else {
|
||||
// Dynamic Sci-fi background grid (Background is transparent!)
|
||||
|
||||
// Sci-fi subgrid
|
||||
ctx.strokeStyle = "rgba(30, 41, 59, 0.4)";
|
||||
ctx.lineWidth = 1;
|
||||
const step = size / 32;
|
||||
for (let x = 0; x < size; x += step) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x, 0);
|
||||
ctx.lineTo(x, size);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y < size; y += step) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y);
|
||||
ctx.lineTo(size, y);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// Aesthetic concentric radar topo-rings
|
||||
ctx.strokeStyle = "rgba(71, 85, 105, 0.06)";
|
||||
ctx.lineWidth = 2;
|
||||
for (let r = size / 6; r < size; r += size / 6) {
|
||||
ctx.beginPath();
|
||||
ctx.arc(size / 2, size / 2, r, 0, 2 * Math.PI);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// Faint diagonal technical accents
|
||||
ctx.strokeStyle = "rgba(56, 189, 248, 0.03)";
|
||||
ctx.lineWidth = 1;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, 0);
|
||||
ctx.lineTo(size, size);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(size, 0);
|
||||
ctx.lineTo(0, size);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// 2. Draw Active Orange Glowing Path (Neon Highway effect)
|
||||
if (activePath.length > 1) {
|
||||
// Pass 1: Wide transparent orange bloom
|
||||
ctx.beginPath();
|
||||
let pt = worldToCanvas(activePath[0]!.x, activePath[0]!.z, size);
|
||||
ctx.moveTo(pt.x, pt.y);
|
||||
for (let i = 1; i < activePath.length; i++) {
|
||||
pt = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
|
||||
ctx.lineTo(pt.x, pt.y);
|
||||
}
|
||||
ctx.strokeStyle = "rgba(249, 115, 22, 0.2)"; // Faint bright orange
|
||||
ctx.lineWidth = 20;
|
||||
ctx.lineCap = "round";
|
||||
ctx.lineJoin = "round";
|
||||
ctx.shadowBlur = 30;
|
||||
ctx.shadowColor = "#f97316"; // Neon Orange
|
||||
ctx.stroke();
|
||||
|
||||
// Pass 2: Saturated glow core
|
||||
ctx.beginPath();
|
||||
pt = worldToCanvas(activePath[0]!.x, activePath[0]!.z, size);
|
||||
ctx.moveTo(pt.x, pt.y);
|
||||
for (let i = 1; i < activePath.length; i++) {
|
||||
pt = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
|
||||
ctx.lineTo(pt.x, pt.y);
|
||||
}
|
||||
ctx.strokeStyle = "#f97316"; // Vibrant orange
|
||||
ctx.lineWidth = 8;
|
||||
ctx.shadowBlur = 12;
|
||||
ctx.shadowColor = "#ea580c";
|
||||
ctx.stroke();
|
||||
|
||||
// Pass 3: High-intensity white core
|
||||
ctx.beginPath();
|
||||
pt = worldToCanvas(activePath[0]!.x, activePath[0]!.z, size);
|
||||
ctx.moveTo(pt.x, pt.y);
|
||||
for (let i = 1; i < activePath.length; i++) {
|
||||
pt = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
|
||||
ctx.lineTo(pt.x, pt.y);
|
||||
}
|
||||
ctx.strokeStyle = "#fff7ed"; // Cream white
|
||||
ctx.lineWidth = 3;
|
||||
ctx.shadowBlur = 0; // Turn off shadows for the core
|
||||
ctx.stroke();
|
||||
|
||||
// 3. Energy Particle Pulse animation tracing the road
|
||||
const segments: {
|
||||
start: { x: number; y: number };
|
||||
end: { x: number; y: number };
|
||||
len: number;
|
||||
}[] = [];
|
||||
let totalLen = 0;
|
||||
for (let i = 0; i < activePath.length - 1; i++) {
|
||||
const p1 = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
|
||||
const p2 = worldToCanvas(
|
||||
activePath[i + 1]!.x,
|
||||
activePath[i + 1]!.z,
|
||||
size,
|
||||
);
|
||||
const len = Math.sqrt(
|
||||
Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2),
|
||||
);
|
||||
segments.push({ start: p1, end: p2, len });
|
||||
totalLen += len;
|
||||
}
|
||||
|
||||
if (totalLen > 0) {
|
||||
const targetLen = totalLen * animTimeRef.current;
|
||||
let currentLen = 0;
|
||||
let dotPt = segments[0]!.start;
|
||||
|
||||
for (const seg of segments) {
|
||||
if (currentLen + seg.len >= targetLen) {
|
||||
const ratio = (targetLen - currentLen) / seg.len;
|
||||
dotPt = {
|
||||
x: seg.start.x + (seg.end.x - seg.start.x) * ratio,
|
||||
y: seg.start.y + (seg.end.y - seg.start.y) * ratio,
|
||||
};
|
||||
break;
|
||||
}
|
||||
currentLen += seg.len;
|
||||
}
|
||||
|
||||
// Draw multiple glowing pulses along the path
|
||||
ctx.beginPath();
|
||||
ctx.arc(dotPt.x, dotPt.y, 8, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#ffffff";
|
||||
ctx.shadowBlur = 15;
|
||||
ctx.shadowColor = "#f97316";
|
||||
ctx.fill();
|
||||
ctx.shadowBlur = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Draw Snap Markers (Start and End)
|
||||
if (destPosSnapped) {
|
||||
const pt = worldToCanvas(destPosSnapped.x, destPosSnapped.z, size);
|
||||
const pulseSize = 12 + Math.sin(Date.now() * 0.007) * 4;
|
||||
|
||||
// Pulse ring
|
||||
ctx.beginPath();
|
||||
ctx.arc(pt.x, pt.y, pulseSize, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "rgba(249, 115, 22, 0.4)";
|
||||
ctx.lineWidth = 3;
|
||||
ctx.stroke();
|
||||
|
||||
// Solid target core
|
||||
ctx.beginPath();
|
||||
ctx.arc(pt.x, pt.y, 6, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#ea580c"; // Deep target orange
|
||||
ctx.strokeStyle = "#ffffff";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
if (startPosSnapped) {
|
||||
const pt = worldToCanvas(startPosSnapped.x, startPosSnapped.z, size);
|
||||
|
||||
// Start Marker (Player Arrow/Dot)
|
||||
ctx.beginPath();
|
||||
ctx.arc(pt.x, pt.y, 8, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#0ea5e9"; // Cool cyberpunk sky blue
|
||||
ctx.strokeStyle = "#ffffff";
|
||||
ctx.lineWidth = 2.5;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
|
||||
// Tech details
|
||||
ctx.beginPath();
|
||||
ctx.arc(pt.x, pt.y, 3, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#ffffff";
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
// 5. Update WebGL Texture
|
||||
if (textureRef.current) {
|
||||
textureRef.current.needsUpdate = true;
|
||||
}
|
||||
};
|
||||
|
||||
// 60 FPS animation ticker
|
||||
useEffect(() => {
|
||||
let animId: number;
|
||||
const tick = () => {
|
||||
animTimeRef.current += 0.004; // Slow, premium sweep speed
|
||||
if (animTimeRef.current > 1) animTimeRef.current = 0;
|
||||
|
||||
draw();
|
||||
|
||||
animId = requestAnimationFrame(tick);
|
||||
};
|
||||
animId = requestAnimationFrame(tick);
|
||||
return () => cancelAnimationFrame(animId);
|
||||
}, [waypoints, startPos, destPos, bounds, mapImage]);
|
||||
|
||||
return (
|
||||
<mesh castShadow receiveShadow position={position as any}>
|
||||
<planeGeometry args={[width, height]} />
|
||||
<meshBasicMaterial
|
||||
toneMapped={false}
|
||||
transparent={true}
|
||||
opacity={1}
|
||||
depthWrite={false}
|
||||
side={THREE.DoubleSide}
|
||||
>
|
||||
<canvasTexture
|
||||
ref={textureRef}
|
||||
attach="map"
|
||||
image={offscreenCanvas}
|
||||
format={THREE.RGBAFormat}
|
||||
minFilter={THREE.LinearFilter}
|
||||
magFilter={THREE.LinearFilter}
|
||||
/>
|
||||
</meshBasicMaterial>
|
||||
</mesh>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,24 @@
|
||||
import { useRef } from "react";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
import { createNetShader } from "@/shaders/NetShader";
|
||||
|
||||
export function NetTest(): React.JSX.Element {
|
||||
const materialRef = useRef<THREE.ShaderMaterial>(null);
|
||||
|
||||
useFrame((_, delta) => {
|
||||
const timeUniform = materialRef.current?.uniforms.uTime;
|
||||
if (timeUniform) timeUniform.value += delta;
|
||||
});
|
||||
|
||||
return (
|
||||
<mesh position={[0, 2, -3]} rotation={[0, 0, 0]}>
|
||||
<planeGeometry args={[2, 2, 1, 1]} />
|
||||
<primitive
|
||||
object={createNetShader()}
|
||||
ref={materialRef}
|
||||
attach="material"
|
||||
/>
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
import type { RepairMissionId } from "@/types/gameplay/repairMission";
|
||||
|
||||
export const TEST_SCENE_FLOOR_POSITION: Vector3Tuple = [0, -0.5, 0];
|
||||
export const TEST_SCENE_FLOOR_SIZE: Vector3Tuple = [200, 1, 200];
|
||||
@@ -23,7 +24,7 @@ export const TEST_SCENE_TRIGGER_METALNESS = 0.5;
|
||||
export const TEST_SCENE_REPAIR_ZONE_MARKER_RADIUS = 1.65;
|
||||
export const TEST_SCENE_REPAIR_ZONE_MARKER_TUBE_RADIUS = 0.045;
|
||||
|
||||
export const TEST_SCENE_REPAIR_ZONES = [
|
||||
export const GAME_REPAIR_ZONES = [
|
||||
{
|
||||
mission: "ebike",
|
||||
label: "E-bike",
|
||||
@@ -43,8 +44,10 @@ export const TEST_SCENE_REPAIR_ZONES = [
|
||||
position: [12, 0, -12],
|
||||
},
|
||||
] as const satisfies readonly {
|
||||
mission: "ebike" | "pylon" | "farm";
|
||||
mission: RepairMissionId;
|
||||
label: string;
|
||||
color: string;
|
||||
position: Vector3Tuple;
|
||||
}[];
|
||||
|
||||
export const TEST_SCENE_REPAIR_ZONES = GAME_REPAIR_ZONES;
|
||||
|
||||
@@ -4,6 +4,7 @@ export const PLAYER_EYE_HEIGHT = 1.75;
|
||||
export const PLAYER_CAPSULE_RADIUS = 0.35;
|
||||
|
||||
export const PLAYER_WALK_SPEED = 11;
|
||||
export const PLAYER_EBIKE_SPEED = 25;
|
||||
export const PLAYER_AIR_CONTROL_FACTOR = 0.35;
|
||||
export const PLAYER_JUMP_SPEED = 9;
|
||||
export const PLAYER_GRAVITY = 30;
|
||||
|
||||
@@ -6,6 +6,10 @@ import {
|
||||
isMissionStep,
|
||||
isRepairMissionId,
|
||||
} from "@/data/gameplay/repairMissionState";
|
||||
import {
|
||||
PLAYER_EBIKE_SPEED,
|
||||
PLAYER_WALK_SPEED,
|
||||
} from "@/data/player/playerConfig";
|
||||
import type { GameStep, MainGameState } from "@/types/game";
|
||||
import {
|
||||
type MissionStep,
|
||||
@@ -18,6 +22,7 @@ import {
|
||||
} from "@/utils/debug/debugGameStateCookie";
|
||||
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
|
||||
|
||||
export type PlayerMovementMode = "walk" | "ebike";
|
||||
export type { MissionStep, RepairMissionId };
|
||||
|
||||
interface IntroState {
|
||||
@@ -43,6 +48,7 @@ export interface GameState {
|
||||
mainState: MainGameState;
|
||||
isCinematicPlaying: boolean;
|
||||
missionFlow: MissionFlowState;
|
||||
player: PlayerState;
|
||||
intro: IntroState;
|
||||
ebike: MissionState & {
|
||||
isRepaired: boolean;
|
||||
@@ -59,12 +65,18 @@ export interface GameState {
|
||||
};
|
||||
}
|
||||
|
||||
interface PlayerState {
|
||||
movementMode: PlayerMovementMode;
|
||||
currentSpeed: number;
|
||||
}
|
||||
|
||||
interface GameActions {
|
||||
setMainState: (mainState: MainGameState) => void;
|
||||
setCinematicPlaying: (isCinematicPlaying: boolean) => void;
|
||||
hideDialog: () => void;
|
||||
setActivityCity: (activityCity: boolean) => void;
|
||||
setCanMove: (canMove: boolean) => void;
|
||||
setPlayerMovementMode: (mode: PlayerMovementMode) => void;
|
||||
setIntroStep: (step: GameStep) => void;
|
||||
setIntroState: (intro: Partial<IntroState>) => void;
|
||||
setPlayerName: (playerName: string) => void;
|
||||
@@ -100,6 +112,10 @@ function isBoolean(value: unknown): value is boolean {
|
||||
return typeof value === "boolean";
|
||||
}
|
||||
|
||||
function isPlayerMovementMode(value: unknown): value is PlayerMovementMode {
|
||||
return value === "walk" || value === "ebike";
|
||||
}
|
||||
|
||||
function completeIntroState(state: GameState): GameStateUpdate {
|
||||
return {
|
||||
mainState: "ebike",
|
||||
@@ -234,6 +250,10 @@ function createInitialGameState(): GameState {
|
||||
dialogMessage: null,
|
||||
playerName: "",
|
||||
},
|
||||
player: {
|
||||
movementMode: "walk",
|
||||
currentSpeed: PLAYER_WALK_SPEED,
|
||||
},
|
||||
intro: {
|
||||
currentStep: "intro",
|
||||
dialogueAudio: null,
|
||||
@@ -319,6 +339,20 @@ function hydrateMissionFlowState(
|
||||
};
|
||||
}
|
||||
|
||||
function hydratePlayerState(initial: PlayerState, value: unknown): PlayerState {
|
||||
if (!isRecord(value)) return initial;
|
||||
|
||||
return {
|
||||
movementMode: isPlayerMovementMode(value.movementMode)
|
||||
? value.movementMode
|
||||
: initial.movementMode,
|
||||
currentSpeed:
|
||||
typeof value.currentSpeed === "number"
|
||||
? value.currentSpeed
|
||||
: initial.currentSpeed,
|
||||
};
|
||||
}
|
||||
|
||||
function hydrateDebugGameState(initial: GameState, value: unknown): GameState {
|
||||
if (!isRecord(value)) return initial;
|
||||
|
||||
@@ -338,6 +372,7 @@ function hydrateDebugGameState(initial: GameState, value: unknown): GameState {
|
||||
initial.missionFlow,
|
||||
value.missionFlow,
|
||||
),
|
||||
player: hydratePlayerState(initial.player, value.player),
|
||||
intro: hydrateIntroState(initial.intro, value.intro),
|
||||
ebike: {
|
||||
...ebike,
|
||||
@@ -385,6 +420,7 @@ function pickGameState(state: GameStore): GameState {
|
||||
mainState: state.mainState,
|
||||
isCinematicPlaying: state.isCinematicPlaying,
|
||||
missionFlow: state.missionFlow,
|
||||
player: state.player,
|
||||
intro: state.intro,
|
||||
ebike: state.ebike,
|
||||
pylon: state.pylon,
|
||||
@@ -405,6 +441,14 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, activityCity },
|
||||
})),
|
||||
setPlayerMovementMode: (mode) =>
|
||||
set((state) => ({
|
||||
player: {
|
||||
...state.player,
|
||||
movementMode: mode,
|
||||
currentSpeed: mode === "ebike" ? PLAYER_EBIKE_SPEED : PLAYER_WALK_SPEED,
|
||||
},
|
||||
})),
|
||||
setCanMove: (canMove) =>
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, canMove },
|
||||
|
||||
@@ -0,0 +1,357 @@
|
||||
import React, { useState, useEffect, useRef, useMemo } from "react";
|
||||
import { Canvas, useFrame, useThree } from "@react-three/fiber";
|
||||
import { MapControls, OrthographicCamera, useGLTF } from "@react-three/drei";
|
||||
import * as THREE from "three";
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// 1. Terrain Scene
|
||||
// ----------------------------------------------------------------------------
|
||||
function TerrainScene() {
|
||||
const { scene } = useGLTF("/models/terrain/terrain.glb");
|
||||
return (
|
||||
<group>
|
||||
<ambientLight intensity={1.5} />
|
||||
<directionalLight position={[10, 20, 10]} intensity={2} />
|
||||
<primitive object={scene} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// 2. Waypoint Overlay (Debug visualization)
|
||||
// ----------------------------------------------------------------------------
|
||||
function WaypointOverlay({
|
||||
waypoints,
|
||||
visible,
|
||||
}: {
|
||||
waypoints: any[];
|
||||
visible: boolean;
|
||||
}) {
|
||||
if (!visible) return null;
|
||||
return (
|
||||
<group>
|
||||
{waypoints.map((w) => (
|
||||
<mesh key={w.id} position={[w.x, w.y + 1, w.z]}>
|
||||
<sphereGeometry args={[0.3, 16, 16]} />
|
||||
<meshBasicMaterial color="#10b981" />
|
||||
</mesh>
|
||||
))}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// 3. Camera Manager (Handles Orthographic Math & Downloads)
|
||||
// ----------------------------------------------------------------------------
|
||||
function CameraManager({
|
||||
autoBounds,
|
||||
boundsTextRef,
|
||||
}: {
|
||||
autoBounds: any;
|
||||
boundsTextRef: React.RefObject<HTMLPreElement | null>;
|
||||
}) {
|
||||
const { camera, gl, scene } = useThree();
|
||||
const controlsRef = useRef<any>(null);
|
||||
|
||||
// Apply Auto-Bounds function
|
||||
useEffect(() => {
|
||||
const applyAutoBounds = () => {
|
||||
if (camera instanceof THREE.OrthographicCamera && autoBounds) {
|
||||
const width = autoBounds.maxX - autoBounds.minX;
|
||||
const height = autoBounds.maxZ - autoBounds.minZ;
|
||||
const centerX = (autoBounds.minX + autoBounds.maxX) / 2;
|
||||
const centerZ = (autoBounds.minZ + autoBounds.maxZ) / 2;
|
||||
|
||||
camera.position.set(centerX, 200, centerZ);
|
||||
camera.left = -width / 2;
|
||||
camera.right = width / 2;
|
||||
camera.top = height / 2;
|
||||
camera.bottom = -height / 2;
|
||||
camera.zoom = 1;
|
||||
camera.updateProjectionMatrix();
|
||||
|
||||
if (controlsRef.current) {
|
||||
controlsRef.current.target.set(centerX, 0, centerZ);
|
||||
controlsRef.current.update();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
(window as any).applyAutoBounds = applyAutoBounds;
|
||||
// Initial apply
|
||||
applyAutoBounds();
|
||||
|
||||
return () => {
|
||||
delete (window as any).applyAutoBounds;
|
||||
};
|
||||
}, [camera, autoBounds]);
|
||||
|
||||
// Track dynamic bounds without triggering React re-renders!
|
||||
useFrame(() => {
|
||||
if (camera instanceof THREE.OrthographicCamera && boundsTextRef.current) {
|
||||
const width = (camera.right - camera.left) / camera.zoom;
|
||||
const height = (camera.top - camera.bottom) / camera.zoom;
|
||||
const minX = Math.round(camera.position.x - width / 2);
|
||||
const maxX = Math.round(camera.position.x + width / 2);
|
||||
const minZ = Math.round(camera.position.z - height / 2);
|
||||
const maxZ = Math.round(camera.position.z + height / 2);
|
||||
|
||||
// Direct DOM mutation for 60fps performance (prevents WebGL Context Lost!)
|
||||
boundsTextRef.current.innerText = JSON.stringify(
|
||||
{ minX, maxX, minZ, maxZ },
|
||||
null,
|
||||
2,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// Attach screenshot capture logic
|
||||
useEffect(() => {
|
||||
(window as any).downloadMapScreenshot = () => {
|
||||
// Force an immediate render frame to ensure no UI overlays are missing
|
||||
gl.render(scene, camera);
|
||||
const dataUrl = gl.domElement.toDataURL("image/png");
|
||||
const a = document.createElement("a");
|
||||
a.href = dataUrl;
|
||||
a.download = "/assets/gps/map_background.png";
|
||||
a.click();
|
||||
};
|
||||
return () => {
|
||||
delete (window as any).downloadMapScreenshot;
|
||||
};
|
||||
}, [gl, camera, scene]);
|
||||
|
||||
return (
|
||||
<MapControls ref={controlsRef} enableRotate={false} dampingFactor={0.05} />
|
||||
);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// 4. Main Page Route Component
|
||||
// ----------------------------------------------------------------------------
|
||||
export function BackgroundMapPage() {
|
||||
const [waypoints, setWaypoints] = useState<any[]>([]);
|
||||
const [showWaypoints, setShowWaypoints] = useState(true);
|
||||
const boundsTextRef = useRef<HTMLPreElement>(null);
|
||||
|
||||
// Load road network waypoints to compute perfect GPS bounds
|
||||
useEffect(() => {
|
||||
const saved = localStorage.getItem("la-fabrik-waypoints");
|
||||
if (saved) {
|
||||
setWaypoints(JSON.parse(saved));
|
||||
} else {
|
||||
fetch("/roadNetwork.json")
|
||||
.then((res) => res.json())
|
||||
.then((data) => setWaypoints(data))
|
||||
.catch(() => {});
|
||||
}
|
||||
}, []);
|
||||
|
||||
// Compute exact bounds that the EbikeGPSMap will use by default
|
||||
const autoBounds = useMemo(() => {
|
||||
if (waypoints.length === 0) return null;
|
||||
const xs = waypoints.map((w) => w.x);
|
||||
const zs = waypoints.map((w) => w.z);
|
||||
const minX = Math.min(...xs);
|
||||
const maxX = Math.max(...xs);
|
||||
const minZ = Math.min(...zs);
|
||||
const maxZ = Math.max(...zs);
|
||||
|
||||
// CRITICAL: We MUST force the camera bounds to be a PERFECT SQUARE.
|
||||
// If the camera is rectangular, the exported PNG will be distorted when drawn
|
||||
// on the EbikeGPSMap's 1024x1024 canvas!
|
||||
const width = maxX - minX;
|
||||
const height = maxZ - minZ;
|
||||
const maxDim = Math.max(width, height);
|
||||
|
||||
const centerX = (minX + maxX) / 2;
|
||||
const centerZ = (minZ + maxZ) / 2;
|
||||
|
||||
const paddedDim = maxDim * 1.15 || 100;
|
||||
|
||||
return {
|
||||
minX: centerX - paddedDim / 2,
|
||||
maxX: centerX + paddedDim / 2,
|
||||
minZ: centerZ - paddedDim / 2,
|
||||
maxZ: centerZ + paddedDim / 2,
|
||||
};
|
||||
}, [waypoints]);
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
width: "100vw",
|
||||
height: "100vh",
|
||||
background: "#050505",
|
||||
display: "flex",
|
||||
justifyContent: "center",
|
||||
alignItems: "center",
|
||||
}}
|
||||
>
|
||||
{/*
|
||||
CRITICAL: The DOM element MUST be a perfect square so the resulting PNG
|
||||
is exactly 1:1, preventing stretching in the EbikeGPSMap canvas texture!
|
||||
*/}
|
||||
<div
|
||||
style={{
|
||||
width: "min(100vw, 100vh)",
|
||||
height: "min(100vw, 100vh)",
|
||||
background: "#000",
|
||||
position: "relative",
|
||||
}}
|
||||
>
|
||||
<Canvas
|
||||
gl={{ preserveDrawingBuffer: true, antialias: true, alpha: false }}
|
||||
>
|
||||
<OrthographicCamera
|
||||
makeDefault
|
||||
position={[0, 200, 0]}
|
||||
near={0.1}
|
||||
far={1000}
|
||||
/>
|
||||
<TerrainScene />
|
||||
<WaypointOverlay waypoints={waypoints} visible={showWaypoints} />
|
||||
<CameraManager
|
||||
autoBounds={autoBounds}
|
||||
boundsTextRef={boundsTextRef}
|
||||
/>
|
||||
</Canvas>
|
||||
</div>
|
||||
|
||||
{/* Premium Glassmorphic UI Dashboard */}
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
top: 24,
|
||||
left: 24,
|
||||
background: "rgba(15, 23, 42, 0.85)",
|
||||
padding: 24,
|
||||
borderRadius: 16,
|
||||
border: "1px solid #334155",
|
||||
color: "white",
|
||||
fontFamily: "system-ui, sans-serif",
|
||||
backdropFilter: "blur(12px)",
|
||||
width: 360,
|
||||
boxShadow: "0 20px 25px -5px rgba(0, 0, 0, 0.5)",
|
||||
}}
|
||||
>
|
||||
<h2
|
||||
style={{ margin: "0 0 16px 0", fontSize: "1.4rem", color: "#38bdf8" }}
|
||||
>
|
||||
GPS Map Generator
|
||||
</h2>
|
||||
|
||||
<p
|
||||
style={{
|
||||
fontSize: "0.9rem",
|
||||
color: "#94a3b8",
|
||||
marginBottom: 20,
|
||||
lineHeight: 1.5,
|
||||
}}
|
||||
>
|
||||
1. Cadrez votre carte (ou utilisez le <b>Cadrage Automatique</b>).
|
||||
<br />
|
||||
2. Masquez les waypoints (fond visuel seul).
|
||||
<br />
|
||||
3. Cliquez sur <b>Capturer la carte</b>.
|
||||
</p>
|
||||
|
||||
<button
|
||||
onClick={() => setShowWaypoints(!showWaypoints)}
|
||||
style={{
|
||||
width: "100%",
|
||||
padding: "12px",
|
||||
marginBottom: 12,
|
||||
background: showWaypoints ? "#1e293b" : "#334155",
|
||||
border: "1px solid #475569",
|
||||
color: "white",
|
||||
borderRadius: 8,
|
||||
cursor: "pointer",
|
||||
fontWeight: 600,
|
||||
transition: "all 0.2s",
|
||||
}}
|
||||
>
|
||||
{showWaypoints ? "👁️ Masquer Waypoints" : "👁️🗨️ Afficher Waypoints"}
|
||||
</button>
|
||||
|
||||
<button
|
||||
onClick={() => {
|
||||
if ((window as any).applyAutoBounds)
|
||||
(window as any).applyAutoBounds();
|
||||
}}
|
||||
style={{
|
||||
width: "100%",
|
||||
padding: "12px",
|
||||
marginBottom: 16,
|
||||
background: "#1e293b",
|
||||
border: "1px solid #475569",
|
||||
color: "#10b981",
|
||||
borderRadius: 8,
|
||||
cursor: "pointer",
|
||||
fontWeight: 600,
|
||||
transition: "all 0.2s",
|
||||
}}
|
||||
>
|
||||
🎯 Cadrage Automatique
|
||||
</button>
|
||||
|
||||
<button
|
||||
onClick={() => {
|
||||
if ((window as any).downloadMapScreenshot)
|
||||
(window as any).downloadMapScreenshot();
|
||||
}}
|
||||
style={{
|
||||
width: "100%",
|
||||
padding: "14px",
|
||||
background: "#0ea5e9",
|
||||
border: "none",
|
||||
color: "white",
|
||||
borderRadius: 8,
|
||||
cursor: "pointer",
|
||||
fontWeight: "bold",
|
||||
fontSize: "1rem",
|
||||
boxShadow: "0 4px 6px -1px rgba(14, 165, 233, 0.4)",
|
||||
}}
|
||||
>
|
||||
📸 Capturer la carte (.png)
|
||||
</button>
|
||||
|
||||
<div
|
||||
style={{
|
||||
marginTop: 24,
|
||||
padding: 16,
|
||||
background: "#020617",
|
||||
borderRadius: 10,
|
||||
fontSize: "0.85rem",
|
||||
}}
|
||||
>
|
||||
<div style={{ color: "#64748b", marginBottom: 8, fontWeight: 600 }}>
|
||||
Limites Actuelles (worldBounds):
|
||||
</div>
|
||||
<pre
|
||||
ref={boundsTextRef}
|
||||
style={{ margin: 0, color: "#10b981", fontFamily: "monospace" }}
|
||||
>
|
||||
Calcul...
|
||||
</pre>
|
||||
<div
|
||||
style={{
|
||||
color: "#ef4444",
|
||||
marginTop: 12,
|
||||
fontSize: "0.75rem",
|
||||
lineHeight: 1.4,
|
||||
}}
|
||||
>
|
||||
*Si vous décadrez à la souris, vous devrez copier ces valeurs
|
||||
exactes dans la prop <code>worldBounds</code> de votre composant{" "}
|
||||
<b>EbikeGPSMap</b> !
|
||||
<br />
|
||||
<br />
|
||||
Astuce : Utilisez le <b>Cadrage Automatique</b> pour ne rien avoir à
|
||||
configurer.
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,131 @@
|
||||
import { Grid } from "./Grid";
|
||||
import type { GridNode, Position } from "./types";
|
||||
|
||||
/**
|
||||
* Calculates the octile heuristic distance between two nodes.
|
||||
* Ideal for 8-directional grid movement.
|
||||
*/
|
||||
function getOctileDistance(nodeA: GridNode, nodeB: GridNode): number {
|
||||
const dx = Math.abs(nodeA.x - nodeB.x);
|
||||
const dy = Math.abs(nodeA.y - nodeB.y);
|
||||
|
||||
const D = 1; // Orthogonal movement cost
|
||||
const D2 = 1.414; // Diagonal movement cost (approx Math.sqrt(2))
|
||||
|
||||
return D * (dx + dy) + (D2 - 2 * D) * Math.min(dx, dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the shortest path between start and end positions on the grid.
|
||||
* Returns an array of Positions representing the path, or an empty array if no path is found.
|
||||
*/
|
||||
export function findPath(
|
||||
grid: Grid,
|
||||
startPos: Position,
|
||||
endPos: Position,
|
||||
allowDiagonals: boolean = true,
|
||||
): Position[] {
|
||||
grid.reset();
|
||||
|
||||
const startNode = grid.getNode(
|
||||
Math.floor(startPos.x),
|
||||
Math.floor(startPos.y),
|
||||
);
|
||||
const endNode = grid.getNode(Math.floor(endPos.x), Math.floor(endPos.y));
|
||||
|
||||
if (!startNode || !endNode) {
|
||||
return [];
|
||||
}
|
||||
|
||||
// If the destination node itself is blocked, we try to find the nearest walkable neighbor
|
||||
if (!endNode.walkable) {
|
||||
const endNeighbors = grid.getNeighbors(endNode, allowDiagonals);
|
||||
if (endNeighbors.length === 0) {
|
||||
return [];
|
||||
}
|
||||
// Set destination to the closest walkable neighbor
|
||||
let closestNeighbor = endNeighbors[0]!;
|
||||
let minDist = getOctileDistance(startNode, closestNeighbor);
|
||||
for (let i = 1; i < endNeighbors.length; i++) {
|
||||
const neighbor = endNeighbors[i]!;
|
||||
const dist = getOctileDistance(startNode, neighbor);
|
||||
if (dist < minDist) {
|
||||
minDist = dist;
|
||||
closestNeighbor = neighbor;
|
||||
}
|
||||
}
|
||||
// Reroute to that walkable neighbor
|
||||
return findPath(
|
||||
grid,
|
||||
startPos,
|
||||
{ x: closestNeighbor.x, y: closestNeighbor.y },
|
||||
allowDiagonals,
|
||||
);
|
||||
}
|
||||
|
||||
const openSet: GridNode[] = [startNode];
|
||||
const closedSet = new Set<GridNode>();
|
||||
|
||||
startNode.g = 0;
|
||||
startNode.h = getOctileDistance(startNode, endNode);
|
||||
startNode.f = startNode.h;
|
||||
|
||||
while (openSet.length > 0) {
|
||||
// Find the node in openSet with the lowest f value
|
||||
let lowIndex = 0;
|
||||
for (let i = 1; i < openSet.length; i++) {
|
||||
const node = openSet[i]!;
|
||||
const lowNode = openSet[lowIndex]!;
|
||||
if (node.f < lowNode.f) {
|
||||
lowIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
const currentNode = openSet[lowIndex]!;
|
||||
|
||||
// Check if we reached the destination
|
||||
if (currentNode === endNode) {
|
||||
const path: Position[] = [];
|
||||
let temp: GridNode | null = currentNode;
|
||||
while (temp !== null) {
|
||||
path.push({ x: temp.x, y: temp.y });
|
||||
temp = temp.parent;
|
||||
}
|
||||
return path.reverse();
|
||||
}
|
||||
|
||||
// Remove currentNode from openSet and add to closedSet
|
||||
openSet.splice(lowIndex, 1);
|
||||
closedSet.add(currentNode);
|
||||
|
||||
const neighbors = grid.getNeighbors(currentNode, allowDiagonals);
|
||||
|
||||
for (const neighbor of neighbors) {
|
||||
if (closedSet.has(neighbor)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate cost to move to this neighbor (1 for orthogonal, 1.414 for diagonal)
|
||||
const isDiagonal =
|
||||
neighbor.x !== currentNode.x && neighbor.y !== currentNode.y;
|
||||
const moveCost = isDiagonal ? 1.414 : 1;
|
||||
const tentativeG = currentNode.g + moveCost;
|
||||
|
||||
const neighborInOpenSet = openSet.includes(neighbor);
|
||||
|
||||
if (!neighborInOpenSet || tentativeG < neighbor.g) {
|
||||
neighbor.parent = currentNode;
|
||||
neighbor.g = tentativeG;
|
||||
neighbor.h = getOctileDistance(neighbor, endNode);
|
||||
neighbor.f = neighbor.g + neighbor.h;
|
||||
|
||||
if (!neighborInOpenSet) {
|
||||
openSet.push(neighbor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Return empty if no path is found
|
||||
return [];
|
||||
}
|
||||
@@ -0,0 +1,234 @@
|
||||
import React, { useRef, useEffect, useState, useMemo } from "react";
|
||||
import * as THREE from "three";
|
||||
import { useGPS } from "./useGPS";
|
||||
import type { WorldBounds } from "./useGPS";
|
||||
|
||||
// ==========================================
|
||||
// 1. Premium 2D HUD GPS Overlay Component
|
||||
// ==========================================
|
||||
|
||||
export interface GPSMinimapHUDProps {
|
||||
bwMaskUrl: string;
|
||||
colorMapUrl: string;
|
||||
gridWidth: number;
|
||||
gridHeight: number;
|
||||
worldBounds: WorldBounds;
|
||||
playerPos: { x: number; z: number };
|
||||
destPos?: { x: number; z: number };
|
||||
size?: number; // Size of HUD in pixels
|
||||
}
|
||||
|
||||
/**
|
||||
* A beautiful, glassmorphic 2D HUD overlay that renders the GPS Minimap
|
||||
* in the corner of the screen.
|
||||
*/
|
||||
export const GPSMinimapHUD: React.FC<GPSMinimapHUDProps> = ({
|
||||
bwMaskUrl,
|
||||
colorMapUrl,
|
||||
gridWidth,
|
||||
gridHeight,
|
||||
worldBounds,
|
||||
playerPos,
|
||||
destPos,
|
||||
size = 200,
|
||||
}) => {
|
||||
const canvasRef = useRef<HTMLCanvasElement | null>(null);
|
||||
|
||||
const gpsOptions = useMemo(
|
||||
() => ({
|
||||
bwMaskUrl,
|
||||
colorMapUrl,
|
||||
gridWidth,
|
||||
gridHeight,
|
||||
worldBounds,
|
||||
}),
|
||||
[bwMaskUrl, colorMapUrl, gridWidth, gridHeight, worldBounds],
|
||||
);
|
||||
|
||||
const { calculateWorldPath, renderGPSToCanvas, loading, error } =
|
||||
useGPS(gpsOptions);
|
||||
|
||||
useEffect(() => {
|
||||
if (loading || error || !canvasRef.current) return;
|
||||
|
||||
// Calculate A* path in world coordinates
|
||||
const path = destPos ? calculateWorldPath(playerPos, destPos) : [];
|
||||
|
||||
// Render path onto HUD canvas
|
||||
renderGPSToCanvas(canvasRef.current, path, playerPos, destPos, {
|
||||
pathColor: "#3b82f6", // Premium vibrant blue
|
||||
pathWidth: 5,
|
||||
playerColor: "#ef4444", // Hot red for player
|
||||
playerSize: 6,
|
||||
destColor: "#10b981", // Emerald green for destination
|
||||
destSize: 6,
|
||||
});
|
||||
}, [
|
||||
playerPos,
|
||||
destPos,
|
||||
loading,
|
||||
error,
|
||||
calculateWorldPath,
|
||||
renderGPSToCanvas,
|
||||
]);
|
||||
|
||||
return (
|
||||
<div style={hudStyles.container(size)}>
|
||||
{loading && <div style={hudStyles.statusText}>Initializing GPS...</div>}
|
||||
{error && (
|
||||
<div style={{ ...hudStyles.statusText, color: "#ef4444" }}>
|
||||
GPS Error: {error}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{!loading && !error && (
|
||||
<canvas
|
||||
ref={canvasRef}
|
||||
width={size * 2} // Double size for retina/high-DPI screens
|
||||
height={size * 2}
|
||||
style={hudStyles.canvas(size)}
|
||||
/>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
// ==========================================
|
||||
// 2. 3D Handlebar Screen Mesh Component (R3F)
|
||||
// ==========================================
|
||||
|
||||
export interface GPSBikeScreenProps {
|
||||
bwMaskUrl: string;
|
||||
colorMapUrl: string;
|
||||
gridWidth: number;
|
||||
gridHeight: number;
|
||||
worldBounds: WorldBounds;
|
||||
playerPos: { x: number; z: number };
|
||||
destPos?: { x: number; z: number };
|
||||
width?: number; // 3D Plane Width
|
||||
height?: number; // 3D Plane Height
|
||||
}
|
||||
|
||||
/**
|
||||
* A Three.js 3D plane mesh that renders the GPS dynamically as a CanvasTexture.
|
||||
* This can be directly attached to the bike's handlebars in your 3D world.
|
||||
*/
|
||||
export const GPSBikeScreen: React.FC<GPSBikeScreenProps> = ({
|
||||
bwMaskUrl,
|
||||
colorMapUrl,
|
||||
gridWidth,
|
||||
gridHeight,
|
||||
worldBounds,
|
||||
playerPos,
|
||||
destPos,
|
||||
width = 0.4,
|
||||
height = 0.4,
|
||||
}) => {
|
||||
// Offscreen canvas to render the GPS texture onto
|
||||
const [offscreenCanvas] = useState(() => {
|
||||
const canvas = document.createElement("canvas");
|
||||
canvas.width = 512;
|
||||
canvas.height = 512;
|
||||
return canvas;
|
||||
});
|
||||
|
||||
const textureRef = useRef<THREE.CanvasTexture | null>(null);
|
||||
|
||||
const gpsOptions = useMemo(
|
||||
() => ({
|
||||
bwMaskUrl,
|
||||
colorMapUrl,
|
||||
gridWidth,
|
||||
gridHeight,
|
||||
worldBounds,
|
||||
}),
|
||||
[bwMaskUrl, colorMapUrl, gridWidth, gridHeight, worldBounds],
|
||||
);
|
||||
|
||||
const { calculateWorldPath, renderGPSToCanvas, loading } = useGPS(gpsOptions);
|
||||
|
||||
useEffect(() => {
|
||||
if (loading) return;
|
||||
|
||||
// Calculate A* path
|
||||
const path = destPos ? calculateWorldPath(playerPos, destPos) : [];
|
||||
|
||||
// Render path onto our offscreen canvas
|
||||
renderGPSToCanvas(offscreenCanvas, path, playerPos, destPos, {
|
||||
pathColor: "#60a5fa", // Bright neon blue
|
||||
pathWidth: 8,
|
||||
playerColor: "#ff0055", // Neon pink-red for bike
|
||||
playerSize: 10,
|
||||
destColor: "#00ffcc", // Vibrant cyan for target
|
||||
destSize: 10,
|
||||
});
|
||||
|
||||
// Notify Three.js that the texture needs an update
|
||||
if (textureRef.current) {
|
||||
textureRef.current.needsUpdate = true;
|
||||
}
|
||||
}, [
|
||||
playerPos,
|
||||
destPos,
|
||||
loading,
|
||||
calculateWorldPath,
|
||||
renderGPSToCanvas,
|
||||
offscreenCanvas,
|
||||
]);
|
||||
|
||||
return (
|
||||
<mesh castShadow receiveShadow>
|
||||
<planeGeometry args={[width, height]} />
|
||||
<meshBasicMaterial toneMapped={false}>
|
||||
<canvasTexture
|
||||
ref={textureRef}
|
||||
attach="map"
|
||||
image={offscreenCanvas}
|
||||
minFilter={THREE.LinearFilter}
|
||||
magFilter={THREE.LinearFilter}
|
||||
/>
|
||||
</meshBasicMaterial>
|
||||
</mesh>
|
||||
);
|
||||
};
|
||||
|
||||
// ==========================================
|
||||
// Styles for HUD (Premium Glassmorphism)
|
||||
// ==========================================
|
||||
|
||||
const hudStyles = {
|
||||
container: (size: number): React.CSSProperties => ({
|
||||
position: "absolute",
|
||||
bottom: "24px",
|
||||
right: "24px",
|
||||
width: `${size}px`,
|
||||
height: `${size}px`,
|
||||
borderRadius: "24px",
|
||||
overflow: "hidden",
|
||||
border: "1px solid rgba(255, 255, 255, 0.15)",
|
||||
boxShadow:
|
||||
"0 8px 32px 0 rgba(0, 0, 0, 0.37), 0 0 15px rgba(59, 130, 246, 0.2)",
|
||||
backdropFilter: "blur(8px)",
|
||||
WebkitBackdropFilter: "blur(8px)",
|
||||
background: "rgba(15, 23, 42, 0.6)", // Sleek dark slate
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
zIndex: 1000,
|
||||
pointerEvents: "none",
|
||||
transition: "all 0.3s cubic-bezier(0.4, 0, 0.2, 1)",
|
||||
}),
|
||||
canvas: (size: number): React.CSSProperties => ({
|
||||
width: `${size}px`,
|
||||
height: `${size}px`,
|
||||
display: "block",
|
||||
}),
|
||||
statusText: {
|
||||
color: "#94a3b8",
|
||||
fontFamily:
|
||||
'system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif',
|
||||
fontSize: "12px",
|
||||
fontWeight: 500,
|
||||
letterSpacing: "0.05em",
|
||||
} as React.CSSProperties,
|
||||
};
|
||||
@@ -0,0 +1,104 @@
|
||||
import type { GridNode } from "./types";
|
||||
|
||||
export class Grid {
|
||||
public width: number;
|
||||
public height: number;
|
||||
private nodes: GridNode[][];
|
||||
|
||||
constructor(walkableMatrix: boolean[][]) {
|
||||
this.height = walkableMatrix.length;
|
||||
this.width = this.height > 0 ? (walkableMatrix[0]?.length ?? 0) : 0;
|
||||
this.nodes = [];
|
||||
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
const row: GridNode[] = [];
|
||||
const sourceRow = walkableMatrix[y];
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
row.push({
|
||||
x,
|
||||
y,
|
||||
walkable: sourceRow ? (sourceRow[x] ?? false) : false,
|
||||
g: 0,
|
||||
h: 0,
|
||||
f: 0,
|
||||
parent: null,
|
||||
});
|
||||
}
|
||||
this.nodes.push(row);
|
||||
}
|
||||
}
|
||||
|
||||
public getNode(x: number, y: number): GridNode | null {
|
||||
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
|
||||
const row = this.nodes[y];
|
||||
return row ? (row[x] ?? null) : null;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets g, h, f values and parents for all nodes in the grid,
|
||||
* preparing it for a new A* calculation.
|
||||
*/
|
||||
public reset(): void {
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
const row = this.nodes[y];
|
||||
if (!row) continue;
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
const node = row[x];
|
||||
if (!node) continue;
|
||||
node.g = 0;
|
||||
node.h = 0;
|
||||
node.f = 0;
|
||||
node.parent = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves neighboring nodes. Supports 8-directional movement.
|
||||
*/
|
||||
public getNeighbors(
|
||||
node: GridNode,
|
||||
allowDiagonals: boolean = true,
|
||||
): GridNode[] {
|
||||
const neighbors: GridNode[] = [];
|
||||
const { x, y } = node;
|
||||
|
||||
// Relative coordinates of 8 neighbors
|
||||
const directions = [
|
||||
{ dx: 0, dy: -1, isDiagonal: false }, // N
|
||||
{ dx: 1, dy: 0, isDiagonal: false }, // E
|
||||
{ dx: 0, dy: 1, isDiagonal: false }, // S
|
||||
{ dx: -1, dy: 0, isDiagonal: false }, // W
|
||||
];
|
||||
|
||||
if (allowDiagonals) {
|
||||
directions.push(
|
||||
{ dx: 1, dy: -1, isDiagonal: true }, // NE
|
||||
{ dx: 1, dy: 1, isDiagonal: true }, // SE
|
||||
{ dx: -1, dy: 1, isDiagonal: true }, // SW
|
||||
{ dx: -1, dy: -1, isDiagonal: true }, // NW
|
||||
);
|
||||
}
|
||||
|
||||
for (const dir of directions) {
|
||||
const neighbor = this.getNode(x + dir.dx, y + dir.dy);
|
||||
if (neighbor && neighbor.walkable) {
|
||||
// Prevent corner cutting if both orthogonal neighbors are blocked
|
||||
if (dir.isDiagonal) {
|
||||
const ortho1 = this.getNode(x + dir.dx, y);
|
||||
const ortho2 = this.getNode(x, y + dir.dy);
|
||||
const isBlocked =
|
||||
(!ortho1 || !ortho1.walkable) && (!ortho2 || !ortho2.walkable);
|
||||
if (isBlocked) {
|
||||
continue; // Skip this diagonal neighbor to avoid squeezing through corners
|
||||
}
|
||||
}
|
||||
neighbors.push(neighbor);
|
||||
}
|
||||
}
|
||||
|
||||
return neighbors;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
import { Grid } from "./Grid";
|
||||
|
||||
/**
|
||||
* Loads an image from a URL.
|
||||
*/
|
||||
function loadImage(url: string): Promise<HTMLImageElement> {
|
||||
return new Promise((resolve, reject) => {
|
||||
const img = new Image();
|
||||
img.crossOrigin = "anonymous"; // Enable CORS just in case
|
||||
img.onload = () => resolve(img);
|
||||
img.onerror = (err) =>
|
||||
reject(new Error(`Failed to load image at ${url}: ${err}`));
|
||||
img.src = url;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads a B&W image and scales it to gridWidth x gridHeight.
|
||||
* Higher dimensions = higher accuracy but slower pathfinding.
|
||||
* Lower dimensions = extremely fast pathfinding.
|
||||
*
|
||||
* Walkable roads should be white (or light gray). Non-walkable areas should be black.
|
||||
*
|
||||
* @param imageUrl The path or URL of the B&W navigation mask.
|
||||
* @param gridWidth The target width of our A* pathfinding grid.
|
||||
* @param gridHeight The target height of our A* pathfinding grid.
|
||||
* @param threshold Brightness threshold (0-255) above which a pixel is considered walkable (default: 128).
|
||||
*/
|
||||
export async function createGridFromImage(
|
||||
imageUrl: string,
|
||||
gridWidth: number,
|
||||
gridHeight: number,
|
||||
threshold: number = 128,
|
||||
): Promise<Grid> {
|
||||
const img = await loadImage(imageUrl);
|
||||
|
||||
// Create an offscreen canvas to scale and analyze the image
|
||||
const canvas = document.createElement("canvas");
|
||||
canvas.width = gridWidth;
|
||||
canvas.height = gridHeight;
|
||||
const ctx = canvas.getContext("2d");
|
||||
|
||||
if (!ctx) {
|
||||
throw new Error("Could not get 2D context for offscreen canvas");
|
||||
}
|
||||
|
||||
// Draw and scale the image onto the canvas
|
||||
ctx.drawImage(img, 0, 0, gridWidth, gridHeight);
|
||||
|
||||
// Retrieve pixel data
|
||||
const imgData = ctx.getImageData(0, 0, gridWidth, gridHeight);
|
||||
const data = imgData.data;
|
||||
|
||||
// Initialize a 2D boolean matrix representing the walkable grid
|
||||
const walkableMatrix: boolean[][] = [];
|
||||
|
||||
for (let y = 0; y < gridHeight; y++) {
|
||||
const row: boolean[] = [];
|
||||
for (let x = 0; x < gridWidth; x++) {
|
||||
// Each pixel has 4 channels: R, G, B, A
|
||||
const index = (y * gridWidth + x) * 4;
|
||||
const r = data[index] ?? 0;
|
||||
const g = data[index + 1] ?? 0;
|
||||
const b = data[index + 2] ?? 0;
|
||||
|
||||
// Calculate brightness (standard grayscale weighting)
|
||||
const brightness = 0.299 * r + 0.587 * g + 0.114 * b;
|
||||
|
||||
// If bright enough, it is a road (walkable)
|
||||
row.push(brightness >= threshold);
|
||||
}
|
||||
walkableMatrix.push(row);
|
||||
}
|
||||
|
||||
return new Grid(walkableMatrix);
|
||||
}
|
||||
@@ -0,0 +1,146 @@
|
||||
import type { Waypoint, WaypointNode } from "./types";
|
||||
|
||||
/**
|
||||
* Calculates Euclidean 3D distance between two points.
|
||||
*/
|
||||
function getDistance3D(
|
||||
posA: { x: number; y: number; z: number },
|
||||
posB: { x: number; y: number; z: number },
|
||||
): number {
|
||||
return Math.sqrt(
|
||||
Math.pow(posA.x - posB.x, 2) +
|
||||
Math.pow(posA.y - posB.y, 2) +
|
||||
Math.pow(posA.z - posB.z, 2),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the closest Waypoint in a list to a target 3D world position.
|
||||
*/
|
||||
export function findClosestWaypoint(
|
||||
waypoints: Waypoint[],
|
||||
pos: { x: number; y: number; z: number },
|
||||
): Waypoint | null {
|
||||
if (waypoints.length === 0) return null;
|
||||
|
||||
let closest = waypoints[0]!;
|
||||
let minDist = getDistance3D(closest, pos);
|
||||
|
||||
for (let i = 1; i < waypoints.length; i++) {
|
||||
const wp = waypoints[i]!;
|
||||
const dist = getDistance3D(wp, pos);
|
||||
if (dist < minDist) {
|
||||
minDist = dist;
|
||||
closest = wp;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
/**
|
||||
* Runs A* pathfinding on a network of 3D Waypoints.
|
||||
*
|
||||
* @param waypoints List of all waypoints in the road network.
|
||||
* @param startWorldPos Player's current 3D world position.
|
||||
* @param endWorldPos Targeted 3D world destination.
|
||||
* @returns Array of Waypoints representing the path from start to end, or empty array if none found.
|
||||
*/
|
||||
export function findWaypointPath(
|
||||
waypoints: Waypoint[],
|
||||
startWorldPos: { x: number; y: number; z: number },
|
||||
endWorldPos: { x: number; y: number; z: number },
|
||||
): Waypoint[] {
|
||||
if (waypoints.length === 0) return [];
|
||||
|
||||
// 1. Find the closest starting and ending waypoints in the network
|
||||
const startWp = findClosestWaypoint(waypoints, startWorldPos);
|
||||
const endWp = findClosestWaypoint(waypoints, endWorldPos);
|
||||
|
||||
if (!startWp || !endWp) return [];
|
||||
if (startWp.id === endWp.id) return [startWp];
|
||||
|
||||
// 2. Map all waypoints to A* search nodes
|
||||
const nodeMap = new Map<number, WaypointNode>();
|
||||
waypoints.forEach((wp) => {
|
||||
nodeMap.set(wp.id, {
|
||||
...wp,
|
||||
g: Infinity,
|
||||
h: Infinity,
|
||||
f: Infinity,
|
||||
parent: null,
|
||||
});
|
||||
});
|
||||
|
||||
const startNode = nodeMap.get(startWp.id)!;
|
||||
const endNode = nodeMap.get(endWp.id)!;
|
||||
|
||||
// 3. Initialize open and closed sets
|
||||
const openSet: WaypointNode[] = [startNode];
|
||||
const closedSet = new Set<number>(); // Set of waypoint IDs
|
||||
|
||||
startNode.g = 0;
|
||||
startNode.h = getDistance3D(startNode, endNode);
|
||||
startNode.f = startNode.h;
|
||||
|
||||
while (openSet.length > 0) {
|
||||
// Find node with lowest f score
|
||||
let lowIndex = 0;
|
||||
for (let i = 1; i < openSet.length; i++) {
|
||||
const node = openSet[i]!;
|
||||
const lowNode = openSet[lowIndex]!;
|
||||
if (node.f < lowNode.f) {
|
||||
lowIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
const currentNode = openSet[lowIndex]!;
|
||||
|
||||
// Reached destination! Reconstruct the path
|
||||
if (currentNode.id === endNode.id) {
|
||||
const path: Waypoint[] = [];
|
||||
let temp: WaypointNode | null = currentNode;
|
||||
while (temp !== null) {
|
||||
// Find corresponding raw Waypoint
|
||||
const rawWp = waypoints.find((w) => w.id === temp!.id);
|
||||
if (rawWp) {
|
||||
path.push(rawWp);
|
||||
}
|
||||
temp = temp.parent;
|
||||
}
|
||||
return path.reverse();
|
||||
}
|
||||
|
||||
// Move from open to closed set
|
||||
openSet.splice(lowIndex, 1);
|
||||
closedSet.add(currentNode.id);
|
||||
|
||||
// Process neighbors
|
||||
for (const neighborId of currentNode.connections) {
|
||||
if (closedSet.has(neighborId)) continue;
|
||||
|
||||
const neighborNode = nodeMap.get(neighborId);
|
||||
if (!neighborNode) continue;
|
||||
|
||||
// Distance from currentNode to neighbor is physical 3D distance
|
||||
const tentativeG =
|
||||
currentNode.g + getDistance3D(currentNode, neighborNode);
|
||||
|
||||
const neighborInOpenSet = openSet.some((node) => node.id === neighborId);
|
||||
|
||||
if (!neighborInOpenSet || tentativeG < neighborNode.g) {
|
||||
neighborNode.parent = currentNode;
|
||||
neighborNode.g = tentativeG;
|
||||
neighborNode.h = getDistance3D(neighborNode, endNode);
|
||||
neighborNode.f = neighborNode.g + neighborNode.h;
|
||||
|
||||
if (!neighborInOpenSet) {
|
||||
openSet.push(neighborNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// No path found
|
||||
return [];
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
export * from "./types";
|
||||
export * from "./Grid";
|
||||
export * from "./AStar";
|
||||
export * from "./ImageToGrid";
|
||||
export * from "./useGPS";
|
||||
export * from "./GPSMinimap";
|
||||
export * from "./WaypointAStar";
|
||||
export * from "./useWaypointGPS";
|
||||
@@ -0,0 +1,39 @@
|
||||
export interface Position {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
export interface GridNode {
|
||||
x: number;
|
||||
y: number;
|
||||
walkable: boolean;
|
||||
g: number;
|
||||
h: number;
|
||||
f: number;
|
||||
parent: GridNode | null;
|
||||
}
|
||||
|
||||
export interface GridSize {
|
||||
width: number;
|
||||
height: number;
|
||||
}
|
||||
|
||||
export interface Waypoint {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
z: number;
|
||||
connections: number[];
|
||||
}
|
||||
|
||||
export interface WaypointNode {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
z: number;
|
||||
connections: number[];
|
||||
g: number;
|
||||
h: number;
|
||||
f: number;
|
||||
parent: WaypointNode | null;
|
||||
}
|
||||
@@ -0,0 +1,256 @@
|
||||
import { useState, useEffect, useCallback, useRef } from "react";
|
||||
import { Grid } from "./Grid";
|
||||
import { createGridFromImage } from "./ImageToGrid";
|
||||
import { findPath } from "./AStar";
|
||||
import type { Position } from "./types";
|
||||
|
||||
export interface WorldBounds {
|
||||
minX: number;
|
||||
maxX: number;
|
||||
minZ: number;
|
||||
maxZ: number;
|
||||
}
|
||||
|
||||
export interface UseGPSOptions {
|
||||
bwMaskUrl: string;
|
||||
colorMapUrl: string;
|
||||
gridWidth: number; // The "width of the array pathfinding" (resolution scaling)
|
||||
gridHeight: number; // The "height of the array pathfinding"
|
||||
worldBounds: WorldBounds;
|
||||
allowDiagonals?: boolean;
|
||||
}
|
||||
|
||||
export function useGPS({
|
||||
bwMaskUrl,
|
||||
colorMapUrl,
|
||||
gridWidth,
|
||||
gridHeight,
|
||||
worldBounds,
|
||||
allowDiagonals = true,
|
||||
}: UseGPSOptions) {
|
||||
const [grid, setGrid] = useState<Grid | null>(null);
|
||||
const [loading, setLoading] = useState<boolean>(true);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
|
||||
// Cache the images so they don't reload every frame
|
||||
const colorMapImgRef = useRef<HTMLImageElement | null>(null);
|
||||
|
||||
// Initialize the pathfinding grid
|
||||
useEffect(() => {
|
||||
let active = true;
|
||||
setLoading(true);
|
||||
setError(null);
|
||||
|
||||
async function initGrid() {
|
||||
try {
|
||||
const pathfindingGrid = await createGridFromImage(
|
||||
bwMaskUrl,
|
||||
gridWidth,
|
||||
gridHeight,
|
||||
);
|
||||
|
||||
// Pre-load color map image for canvas drawing
|
||||
const colorMapImg = new Image();
|
||||
colorMapImg.crossOrigin = "anonymous";
|
||||
await new Promise((resolve, reject) => {
|
||||
colorMapImg.onload = resolve;
|
||||
colorMapImg.onerror = reject;
|
||||
colorMapImg.src = colorMapUrl;
|
||||
});
|
||||
|
||||
if (active) {
|
||||
setGrid(pathfindingGrid);
|
||||
colorMapImgRef.current = colorMapImg;
|
||||
setLoading(false);
|
||||
}
|
||||
} catch (err: any) {
|
||||
if (active) {
|
||||
setError(err.message || "Failed to initialize GPS system");
|
||||
setLoading(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
initGrid();
|
||||
|
||||
return () => {
|
||||
active = false;
|
||||
};
|
||||
}, [bwMaskUrl, colorMapUrl, gridWidth, gridHeight]);
|
||||
|
||||
/**
|
||||
* Translates 3D World coordinates (X, Z) into 2D Grid coordinates (col, row)
|
||||
*/
|
||||
const worldToGrid = useCallback(
|
||||
(worldX: number, worldZ: number): Position => {
|
||||
const { minX, maxX, minZ, maxZ } = worldBounds;
|
||||
|
||||
// Calculate percentages across the bounds
|
||||
const pctX = (worldX - minX) / (maxX - minX);
|
||||
const pctZ = (worldZ - minZ) / (maxZ - minZ);
|
||||
|
||||
// Map to grid dimensions
|
||||
const gridX = Math.max(
|
||||
0,
|
||||
Math.min(gridWidth - 1, Math.floor(pctX * gridWidth)),
|
||||
);
|
||||
const gridY = Math.max(
|
||||
0,
|
||||
Math.min(gridHeight - 1, Math.floor(pctZ * gridHeight)),
|
||||
);
|
||||
|
||||
return { x: gridX, y: gridY };
|
||||
},
|
||||
[worldBounds, gridWidth, gridHeight],
|
||||
);
|
||||
|
||||
/**
|
||||
* Translates 2D Grid coordinates (col, row) back into 3D World coordinates (X, Z)
|
||||
*/
|
||||
const gridToWorld = useCallback(
|
||||
(gridX: number, gridY: number): { x: number; z: number } => {
|
||||
const { minX, maxX, minZ, maxZ } = worldBounds;
|
||||
|
||||
const pctX = gridX / gridWidth;
|
||||
const pctZ = gridY / gridHeight;
|
||||
|
||||
const worldX = minX + pctX * (maxX - minX);
|
||||
const worldZ = minZ + pctZ * (maxZ - minZ);
|
||||
|
||||
return { x: worldX, z: worldZ };
|
||||
},
|
||||
[worldBounds, gridWidth, gridHeight],
|
||||
);
|
||||
|
||||
/**
|
||||
* Runs the A* calculation using 3D world coordinates.
|
||||
* Returns path in 3D world space.
|
||||
*/
|
||||
const calculateWorldPath = useCallback(
|
||||
(
|
||||
startWorld: { x: number; z: number },
|
||||
endWorld: { x: number; z: number },
|
||||
): { x: number; z: number }[] => {
|
||||
if (!grid) return [];
|
||||
|
||||
const startGrid = worldToGrid(startWorld.x, startWorld.z);
|
||||
const endGrid = worldToGrid(endWorld.x, endWorld.z);
|
||||
|
||||
const gridPath = findPath(grid, startGrid, endGrid, allowDiagonals);
|
||||
|
||||
// Convert path coordinates back to 3D space
|
||||
return gridPath.map((node) => gridToWorld(node.x, node.y));
|
||||
},
|
||||
[grid, worldToGrid, gridToWorld, allowDiagonals],
|
||||
);
|
||||
|
||||
/**
|
||||
* Updates an HTML5 `<canvas>` element with the background color map,
|
||||
* a path line, and the player/destination indicators.
|
||||
*/
|
||||
const renderGPSToCanvas = useCallback(
|
||||
(
|
||||
canvas: HTMLCanvasElement,
|
||||
path: { x: number; z: number }[],
|
||||
playerWorldPos?: { x: number; z: number },
|
||||
destWorldPos?: { x: number; z: number },
|
||||
options: {
|
||||
pathColor?: string;
|
||||
pathWidth?: number;
|
||||
playerColor?: string;
|
||||
playerSize?: number;
|
||||
destColor?: string;
|
||||
destSize?: number;
|
||||
} = {},
|
||||
) => {
|
||||
const ctx = canvas.getContext("2d");
|
||||
if (!ctx || !colorMapImgRef.current) return;
|
||||
|
||||
const {
|
||||
pathColor = "#3b82f6", // Premium blue
|
||||
pathWidth = 6,
|
||||
playerColor = "#ef4444", // Red dot for player
|
||||
playerSize = 8,
|
||||
destColor = "#10b981", // Green dot for flag
|
||||
destSize = 8,
|
||||
} = options;
|
||||
|
||||
const canvasWidth = canvas.width;
|
||||
const canvasHeight = canvas.height;
|
||||
|
||||
// 1. Draw background color map
|
||||
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
|
||||
ctx.drawImage(colorMapImgRef.current, 0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
// Helper: translate world coordinates to Canvas pixels
|
||||
const worldToCanvas = (wx: number, wz: number): Position => {
|
||||
const { minX, maxX, minZ, maxZ } = worldBounds;
|
||||
const px = ((wx - minX) / (maxX - minX)) * canvasWidth;
|
||||
const py = ((wz - minZ) / (maxZ - minZ)) * canvasHeight;
|
||||
return { x: px, y: py };
|
||||
};
|
||||
|
||||
// 2. Draw A* Path Line
|
||||
if (path.length > 1) {
|
||||
ctx.beginPath();
|
||||
const startNode = path[0]!;
|
||||
const startPt = worldToCanvas(startNode.x, startNode.z);
|
||||
ctx.moveTo(startPt.x, startPt.y);
|
||||
|
||||
for (let i = 1; i < path.length; i++) {
|
||||
const node = path[i]!;
|
||||
const pt = worldToCanvas(node.x, node.z);
|
||||
ctx.lineTo(pt.x, pt.y);
|
||||
}
|
||||
|
||||
ctx.strokeStyle = pathColor;
|
||||
ctx.lineWidth = pathWidth;
|
||||
ctx.lineCap = "round";
|
||||
ctx.lineJoin = "round";
|
||||
|
||||
// Add a soft glow effect for premium feel
|
||||
ctx.shadowBlur = 8;
|
||||
ctx.shadowColor = pathColor;
|
||||
ctx.stroke();
|
||||
|
||||
// Reset shadow for subsequent drawings
|
||||
ctx.shadowBlur = 0;
|
||||
}
|
||||
|
||||
// 3. Draw Destination Indicator
|
||||
if (destWorldPos) {
|
||||
const destPt = worldToCanvas(destWorldPos.x, destWorldPos.z);
|
||||
ctx.beginPath();
|
||||
ctx.arc(destPt.x, destPt.y, destSize, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = destColor;
|
||||
ctx.strokeStyle = "#ffffff";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// 4. Draw Player Indicator
|
||||
if (playerWorldPos) {
|
||||
const playerPt = worldToCanvas(playerWorldPos.x, playerWorldPos.z);
|
||||
ctx.beginPath();
|
||||
ctx.arc(playerPt.x, playerPt.y, playerSize, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = playerColor;
|
||||
ctx.strokeStyle = "#ffffff";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
[worldBounds],
|
||||
);
|
||||
|
||||
return {
|
||||
grid,
|
||||
loading,
|
||||
error,
|
||||
calculateWorldPath,
|
||||
renderGPSToCanvas,
|
||||
worldToGrid,
|
||||
gridToWorld,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,215 @@
|
||||
import { useState, useEffect, useCallback, useRef } from "react";
|
||||
import { findWaypointPath } from "./WaypointAStar";
|
||||
import type { Waypoint } from "./types";
|
||||
import type { WorldBounds } from "./useGPS";
|
||||
|
||||
export interface UseWaypointGPSOptions {
|
||||
roadNetworkUrl: string; // URL/Path to roadNetwork.json
|
||||
colorMapUrl: string; // URL/Path to color_map.png
|
||||
worldBounds: WorldBounds;
|
||||
}
|
||||
|
||||
export function useWaypointGPS({
|
||||
roadNetworkUrl,
|
||||
colorMapUrl,
|
||||
worldBounds,
|
||||
}: UseWaypointGPSOptions) {
|
||||
const [waypoints, setWaypoints] = useState<Waypoint[]>([]);
|
||||
const [loading, setLoading] = useState<boolean>(true);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
|
||||
const colorMapImgRef = useRef<HTMLImageElement | null>(null);
|
||||
|
||||
// Load waypoint list and background color map image
|
||||
useEffect(() => {
|
||||
let active = true;
|
||||
setLoading(true);
|
||||
setError(null);
|
||||
|
||||
async function initGPS() {
|
||||
try {
|
||||
// 1. Fetch the road network JSON
|
||||
const response = await fetch(roadNetworkUrl);
|
||||
if (!response.ok) {
|
||||
throw new Error(`Failed to load road network from ${roadNetworkUrl}`);
|
||||
}
|
||||
const data: Waypoint[] = await response.json();
|
||||
|
||||
// 2. Pre-load the color map image
|
||||
const colorMapImg = new Image();
|
||||
colorMapImg.crossOrigin = "anonymous";
|
||||
await new Promise((resolve, reject) => {
|
||||
colorMapImg.onload = resolve;
|
||||
colorMapImg.onerror = reject;
|
||||
colorMapImg.src = colorMapUrl;
|
||||
});
|
||||
|
||||
if (active) {
|
||||
setWaypoints(data);
|
||||
colorMapImgRef.current = colorMapImg;
|
||||
setLoading(false);
|
||||
}
|
||||
} catch (err: any) {
|
||||
if (active) {
|
||||
setError(err.message || "Failed to initialize Waypoint GPS");
|
||||
setLoading(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
initGPS();
|
||||
|
||||
return () => {
|
||||
active = false;
|
||||
};
|
||||
}, [roadNetworkUrl, colorMapUrl]);
|
||||
|
||||
/**
|
||||
* Calculates the shortest path between start and end world points.
|
||||
*/
|
||||
const calculateRoute = useCallback(
|
||||
(
|
||||
startWorld: { x: number; y: number; z: number },
|
||||
endWorld: { x: number; y: number; z: number },
|
||||
): Waypoint[] => {
|
||||
if (waypoints.length === 0) return [];
|
||||
return findWaypointPath(waypoints, startWorld, endWorld);
|
||||
},
|
||||
[waypoints],
|
||||
);
|
||||
|
||||
/**
|
||||
* Renders the road network path, player position, and waypoint target onto a canvas.
|
||||
*/
|
||||
const renderGPSToCanvas = useCallback(
|
||||
(
|
||||
canvas: HTMLCanvasElement,
|
||||
path: Waypoint[],
|
||||
playerWorldPos?: { x: number; y: number; z: number },
|
||||
destWorldPos?: { x: number; y: number; z: number },
|
||||
options: {
|
||||
pathColor?: string;
|
||||
pathWidth?: number;
|
||||
playerColor?: string;
|
||||
playerSize?: number;
|
||||
destColor?: string;
|
||||
destSize?: number;
|
||||
showAllWaypoints?: boolean; // Debug mode
|
||||
} = {},
|
||||
) => {
|
||||
const ctx = canvas.getContext("2d");
|
||||
if (!ctx || !colorMapImgRef.current) return;
|
||||
|
||||
const {
|
||||
pathColor = "#10b981", // Premium emerald green
|
||||
pathWidth = 6,
|
||||
playerColor = "#ff0055", // Neon pink-red for bike
|
||||
playerSize = 8,
|
||||
destColor = "#00ffcc", // Neon cyan for target
|
||||
destSize = 8,
|
||||
showAllWaypoints = false,
|
||||
} = options;
|
||||
|
||||
const canvasWidth = canvas.width;
|
||||
const canvasHeight = canvas.height;
|
||||
|
||||
// 1. Draw color map background
|
||||
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
|
||||
ctx.drawImage(colorMapImgRef.current, 0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
// Helper: translate world coordinates (X, Z) to Canvas pixels (x, y)
|
||||
const worldToCanvas = (wx: number, wz: number) => {
|
||||
const { minX, maxX, minZ, maxZ } = worldBounds;
|
||||
const px = ((wx - minX) / (maxX - minX)) * canvasWidth;
|
||||
const py = ((wz - minZ) / (maxZ - minZ)) * canvasHeight;
|
||||
return { x: px, y: py };
|
||||
};
|
||||
|
||||
// 2. [Debug] Draw all network connections
|
||||
if (showAllWaypoints && waypoints.length > 0) {
|
||||
ctx.strokeStyle = "rgba(255, 255, 255, 0.15)";
|
||||
ctx.lineWidth = 1.5;
|
||||
const drawn = new Set<string>();
|
||||
|
||||
waypoints.forEach((wp) => {
|
||||
const startPt = worldToCanvas(wp.x, wp.z);
|
||||
wp.connections.forEach((connId) => {
|
||||
const other = waypoints.find((w) => w.id === connId);
|
||||
if (other) {
|
||||
const key =
|
||||
wp.id < other.id
|
||||
? `${wp.id}-${other.id}`
|
||||
: `${other.id}-${wp.id}`;
|
||||
if (!drawn.has(key)) {
|
||||
drawn.add(key);
|
||||
const endPt = worldToCanvas(other.x, other.z);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(startPt.x, startPt.y);
|
||||
ctx.lineTo(endPt.x, endPt.y);
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// 3. Draw calculated A* path line
|
||||
if (path.length > 1) {
|
||||
ctx.beginPath();
|
||||
const startNode = path[0]!;
|
||||
const startPt = worldToCanvas(startNode.x, startNode.z);
|
||||
ctx.moveTo(startPt.x, startPt.y);
|
||||
|
||||
for (let i = 1; i < path.length; i++) {
|
||||
const node = path[i]!;
|
||||
const pt = worldToCanvas(node.x, node.z);
|
||||
ctx.lineTo(pt.x, pt.y);
|
||||
}
|
||||
|
||||
ctx.strokeStyle = pathColor;
|
||||
ctx.lineWidth = pathWidth;
|
||||
ctx.lineCap = "round";
|
||||
ctx.lineJoin = "round";
|
||||
|
||||
// Add soft premium path glow
|
||||
ctx.shadowBlur = 8;
|
||||
ctx.shadowColor = pathColor;
|
||||
ctx.stroke();
|
||||
ctx.shadowBlur = 0; // Reset
|
||||
}
|
||||
|
||||
// 4. Draw Destination target
|
||||
if (destWorldPos) {
|
||||
const destPt = worldToCanvas(destWorldPos.x, destWorldPos.z);
|
||||
ctx.beginPath();
|
||||
ctx.arc(destPt.x, destPt.y, destSize, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = destColor;
|
||||
ctx.strokeStyle = "#ffffff";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// 5. Draw Player / Bike
|
||||
if (playerWorldPos) {
|
||||
const playerPt = worldToCanvas(playerWorldPos.x, playerWorldPos.z);
|
||||
ctx.beginPath();
|
||||
ctx.arc(playerPt.x, playerPt.y, playerSize, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = playerColor;
|
||||
ctx.strokeStyle = "#ffffff";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
[worldBounds, waypoints],
|
||||
);
|
||||
|
||||
return {
|
||||
waypoints,
|
||||
loading,
|
||||
error,
|
||||
calculateRoute,
|
||||
renderGPSToCanvas,
|
||||
};
|
||||
}
|
||||
@@ -6,6 +6,8 @@ import {
|
||||
} from "@tanstack/react-router";
|
||||
import { HomePage } from "@/pages/page";
|
||||
import { EditorPage } from "@/pages/editor/page";
|
||||
import { WaypointEditorPage } from "@/pages/waypoint/page";
|
||||
import { BackgroundMapPage } from "@/pages/backgroundmap/page";
|
||||
import {
|
||||
DocsAnimationRoute,
|
||||
DocsAudioRoute,
|
||||
@@ -44,6 +46,18 @@ const editorRoute = createRoute({
|
||||
component: EditorPage,
|
||||
});
|
||||
|
||||
const waypointRoute = createRoute({
|
||||
getParentRoute: () => rootRoute,
|
||||
path: "/waypoint",
|
||||
component: WaypointEditorPage,
|
||||
});
|
||||
|
||||
const backgroundMapRoute = createRoute({
|
||||
getParentRoute: () => rootRoute,
|
||||
path: "/backgroundmap",
|
||||
component: BackgroundMapPage,
|
||||
});
|
||||
|
||||
const docsRoute = createRoute({
|
||||
getParentRoute: () => rootRoute,
|
||||
path: "/docs",
|
||||
@@ -80,6 +94,8 @@ const docsChildRoutes = [
|
||||
const routeTree = rootRoute.addChildren([
|
||||
indexRoute,
|
||||
editorRoute,
|
||||
waypointRoute,
|
||||
backgroundMapRoute,
|
||||
docsRoute.addChildren(docsChildRoutes),
|
||||
]);
|
||||
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
import { Mesh, PlaneGeometry, ShaderMaterial } from "three";
|
||||
|
||||
export const createNetShader = (): ShaderMaterial => {
|
||||
return new ShaderMaterial({
|
||||
uniforms: {
|
||||
uTime: { value: 0 },
|
||||
uGridScale: { value: 15.0 },
|
||||
uPincushionStrength: { value: 0.4 },
|
||||
uBloomIntensity: { value: 0.3 },
|
||||
uGridThickness: { value: 0.02 },
|
||||
},
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform float uTime;
|
||||
uniform float uGridScale;
|
||||
uniform float uPincushionStrength;
|
||||
uniform float uBloomIntensity;
|
||||
uniform float uGridThickness;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
vec2 applyPincushion(vec2 uv, float strength) {
|
||||
vec2 center = uv - 0.5;
|
||||
float dist = length(center);
|
||||
float distortion = 1.0 + dist * dist * strength;
|
||||
return center * distortion + 0.5;
|
||||
}
|
||||
|
||||
float grid(vec2 uv, float scale, float thickness) {
|
||||
vec2 gridUV = fract(uv * scale);
|
||||
float lineX = smoothstep(thickness, thickness + 0.01, gridUV.x)
|
||||
* smoothstep(1.0 - thickness, 1.0 - thickness - 0.01, gridUV.x);
|
||||
float lineY = smoothstep(thickness, thickness + 0.01, gridUV.y)
|
||||
* smoothstep(1.0 - thickness, 1.0 - thickness - 0.01, gridUV.y);
|
||||
return lineX + lineY;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = applyPincushion(vUv, uPincushionStrength);
|
||||
|
||||
float gridPattern = grid(uv, uGridScale, uGridThickness);
|
||||
|
||||
vec3 gridColor = vec3(1.0, 0.4, 0.7);
|
||||
vec3 bgColor = vec3(0.05, 0.02, 0.05);
|
||||
|
||||
float bloom = gridPattern * uBloomIntensity;
|
||||
vec3 col = mix(bgColor, gridColor + bloom, gridPattern);
|
||||
|
||||
gl_FragColor = vec4(col, 1.0);
|
||||
}
|
||||
`,
|
||||
});
|
||||
};
|
||||
|
||||
export const createNetMesh = (): Mesh => {
|
||||
const geometry = new PlaneGeometry(2, 2);
|
||||
const material = createNetShader();
|
||||
return new Mesh(geometry, material);
|
||||
};
|
||||
@@ -0,0 +1,34 @@
|
||||
import { ShaderMaterial, Color } from "three";
|
||||
|
||||
export const createUnicolorShader = (
|
||||
color: Color | string | number,
|
||||
): ShaderMaterial => {
|
||||
return new ShaderMaterial({
|
||||
uniforms: {
|
||||
uColor: { value: color instanceof Color ? color : new Color(color) },
|
||||
},
|
||||
vertexShader: `
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main() {
|
||||
vNormal = normalize(normalMatrix * normal);
|
||||
vPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform vec3 uColor;
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main() {
|
||||
vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
|
||||
float diffuse = max(dot(vNormal, lightDir), 0.0);
|
||||
float ambient = 0.3;
|
||||
vec3 finalColor = uColor * (ambient + diffuse * 0.7);
|
||||
gl_FragColor = vec4(finalColor, 1.0);
|
||||
}
|
||||
`,
|
||||
});
|
||||
};
|
||||
@@ -9,6 +9,7 @@ import type {
|
||||
CinematicManifest,
|
||||
} from "@/types/cinematics/cinematics";
|
||||
import type { DialogueManifest } from "@/types/dialogues/dialogues";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
import { logger } from "@/utils/core/Logger";
|
||||
import { loadCinematicManifest } from "@/utils/cinematics/loadCinematicManifest";
|
||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||
@@ -16,6 +17,11 @@ import { queueDialogueById } from "@/utils/dialogues/playDialogue";
|
||||
|
||||
export function GameCinematics(): null {
|
||||
const camera = useThree((state) => state.camera);
|
||||
|
||||
useEffect(() => {
|
||||
setGlobalCamera(camera);
|
||||
}, [camera]);
|
||||
|
||||
const [manifest, setManifest] = useState<CinematicManifest | null>(null);
|
||||
const [dialogueManifest, setDialogueManifest] =
|
||||
useState<DialogueManifest | null>(null);
|
||||
@@ -171,3 +177,120 @@ function playCinematic(
|
||||
|
||||
timelineRef.current = timeline;
|
||||
}
|
||||
|
||||
let cameraTransitionTimeline: gsap.core.Timeline | null = null;
|
||||
let globalCamera: THREE.Camera | null = null;
|
||||
|
||||
export function setGlobalCamera(camera: THREE.Camera | null): void {
|
||||
globalCamera = camera;
|
||||
}
|
||||
|
||||
export function animateCameraTransition(
|
||||
targetPosition: Vector3Tuple,
|
||||
targetLookAt: Vector3Tuple,
|
||||
duration: number = 1,
|
||||
onComplete?: () => void,
|
||||
): void {
|
||||
if (!globalCamera) {
|
||||
logger.warn("GameCinematics", "Camera not found for transition");
|
||||
onComplete?.();
|
||||
return;
|
||||
}
|
||||
|
||||
const camera = globalCamera;
|
||||
|
||||
cameraTransitionTimeline?.kill();
|
||||
useGameStore.getState().setCinematicPlaying(true);
|
||||
|
||||
const target = new THREE.Vector3(...targetLookAt);
|
||||
|
||||
cameraTransitionTimeline = gsap.timeline({
|
||||
onUpdate: () => camera.lookAt(target),
|
||||
onComplete: () => {
|
||||
cameraTransitionTimeline = null;
|
||||
useGameStore.getState().setCinematicPlaying(false);
|
||||
onComplete?.();
|
||||
},
|
||||
});
|
||||
|
||||
cameraTransitionTimeline.to(camera.position, {
|
||||
x: targetPosition[0],
|
||||
y: targetPosition[1],
|
||||
z: targetPosition[2],
|
||||
duration,
|
||||
ease: "power2.inOut",
|
||||
});
|
||||
|
||||
cameraTransitionTimeline.to(
|
||||
target,
|
||||
{
|
||||
x: targetLookAt[0],
|
||||
y: targetLookAt[1],
|
||||
z: targetLookAt[2],
|
||||
duration,
|
||||
ease: "power2.inOut",
|
||||
},
|
||||
0,
|
||||
);
|
||||
}
|
||||
|
||||
export function animateCameraTransformTransition(
|
||||
targetPosition: Vector3Tuple,
|
||||
targetRotation: Vector3Tuple,
|
||||
duration: number = 1,
|
||||
onComplete?: () => void,
|
||||
): void {
|
||||
if (!globalCamera) {
|
||||
logger.warn("GameCinematics", "Camera not found for transition");
|
||||
onComplete?.();
|
||||
return;
|
||||
}
|
||||
|
||||
const camera = globalCamera;
|
||||
|
||||
cameraTransitionTimeline?.kill();
|
||||
useGameStore.getState().setCinematicPlaying(true);
|
||||
|
||||
// Convert target rotation in degrees to quaternion
|
||||
const targetEuler = new THREE.Euler(
|
||||
THREE.MathUtils.degToRad(targetRotation[0]),
|
||||
THREE.MathUtils.degToRad(targetRotation[1]),
|
||||
THREE.MathUtils.degToRad(targetRotation[2]),
|
||||
"YXZ",
|
||||
);
|
||||
const startQuaternion = camera.quaternion.clone();
|
||||
const endQuaternion = new THREE.Quaternion().setFromEuler(targetEuler);
|
||||
|
||||
const transitionObj = { progress: 0 };
|
||||
|
||||
cameraTransitionTimeline = gsap.timeline({
|
||||
onUpdate: () => {
|
||||
camera.quaternion
|
||||
.copy(startQuaternion)
|
||||
.slerp(endQuaternion, transitionObj.progress);
|
||||
},
|
||||
onComplete: () => {
|
||||
cameraTransitionTimeline = null;
|
||||
useGameStore.getState().setCinematicPlaying(false);
|
||||
onComplete?.();
|
||||
},
|
||||
});
|
||||
|
||||
cameraTransitionTimeline.to(camera.position, {
|
||||
x: targetPosition[0],
|
||||
y: targetPosition[1],
|
||||
z: targetPosition[2],
|
||||
duration,
|
||||
ease: "power2.inOut",
|
||||
});
|
||||
|
||||
cameraTransitionTimeline.to(
|
||||
transitionObj,
|
||||
{
|
||||
progress: 1,
|
||||
duration,
|
||||
ease: "power2.inOut",
|
||||
},
|
||||
0,
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import { Ebike } from "@/components/ebike/Ebike";
|
||||
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
|
||||
import { RepairGame } from "@/components/three/gameplay/RepairGame";
|
||||
import {
|
||||
@@ -80,6 +81,7 @@ export function GameStageContent(): React.JSX.Element {
|
||||
return (
|
||||
<>
|
||||
{mainState === "intro" ? <StageAnchor {...INTRO_STAGE_ANCHOR} /> : null}
|
||||
<Ebike position={[0, 10, 0]} />
|
||||
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
|
||||
const position = getRepairMissionPosition(mission, anchors);
|
||||
if (!position) return null;
|
||||
|
||||
+130
-3
@@ -1,11 +1,13 @@
|
||||
import type { ReactNode } from "react";
|
||||
import { Component, useRef } from "react";
|
||||
import { Component, useRef, useState, useEffect } from "react";
|
||||
import * as THREE from "three";
|
||||
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
|
||||
import { Line } from "@react-three/drei";
|
||||
import { RepairGame } from "@/components/three/gameplay/RepairGame";
|
||||
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
|
||||
import { AnimatedModel } from "@/components/three/models/AnimatedModel";
|
||||
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
|
||||
import { EbikeGPSMap } from "@/components/ebike/EbikeGPSMap";
|
||||
import {
|
||||
TEST_SCENE_FLOOR_COLLIDER_HALF_EXTENTS,
|
||||
TEST_SCENE_FLOOR_POSITION,
|
||||
@@ -15,9 +17,9 @@ import {
|
||||
TEST_SCENE_GRABBABLE_METALNESS,
|
||||
TEST_SCENE_GRABBABLE_POSITION,
|
||||
TEST_SCENE_GRABBABLE_ROUGHNESS,
|
||||
GAME_REPAIR_ZONES,
|
||||
TEST_SCENE_REPAIR_ZONE_MARKER_RADIUS,
|
||||
TEST_SCENE_REPAIR_ZONE_MARKER_TUBE_RADIUS,
|
||||
TEST_SCENE_REPAIR_ZONES,
|
||||
TEST_SCENE_TRIGGER_COLOR,
|
||||
TEST_SCENE_TRIGGER_METALNESS,
|
||||
TEST_SCENE_TRIGGER_POSITION,
|
||||
@@ -84,11 +86,61 @@ class ModelPreviewErrorBoundary extends Component<
|
||||
}
|
||||
}
|
||||
|
||||
interface Waypoint {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
z: number;
|
||||
connections: number[];
|
||||
}
|
||||
|
||||
export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
|
||||
const floorRef = useRef<THREE.Group>(null);
|
||||
const [waypoints, setWaypoints] = useState<Waypoint[]>([]);
|
||||
|
||||
useOctreeGraphNode(floorRef, onOctreeReady);
|
||||
|
||||
// Load waypoints with double-safe fallback
|
||||
useEffect(() => {
|
||||
// 1. Try localStorage
|
||||
const saved = localStorage.getItem("la-fabrik-waypoints");
|
||||
if (saved) {
|
||||
try {
|
||||
const parsed = JSON.parse(saved);
|
||||
if (Array.isArray(parsed) && parsed.length > 0) {
|
||||
console.log(
|
||||
`[TestMap] ${parsed.length} waypoints chargés depuis localStorage.`,
|
||||
);
|
||||
setWaypoints(parsed);
|
||||
return;
|
||||
}
|
||||
} catch (e) {
|
||||
console.error("Failed to parse local storage waypoints", e);
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Try public/roadNetwork.json
|
||||
console.log(
|
||||
"[TestMap] Tentative de chargement depuis /roadNetwork.json...",
|
||||
);
|
||||
fetch("/roadNetwork.json")
|
||||
.then((res) => {
|
||||
if (res.ok) return res.json();
|
||||
throw new Error("Impossible de charger /roadNetwork.json");
|
||||
})
|
||||
.then((data) => {
|
||||
if (Array.isArray(data)) {
|
||||
console.log(
|
||||
`[TestMap] ${data.length} waypoints chargés depuis /roadNetwork.json.`,
|
||||
);
|
||||
setWaypoints(data);
|
||||
}
|
||||
})
|
||||
.catch((err) => {
|
||||
console.log("[TestMap] Aucun point d'A* trouvé par défaut.", err);
|
||||
});
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<>
|
||||
<group ref={floorRef}>
|
||||
@@ -98,6 +150,45 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
|
||||
</mesh>
|
||||
</group>
|
||||
|
||||
{/* Render Pathfinder Maps Waypoints & Routes visually */}
|
||||
<group name="pathfinder-maps-visuals">
|
||||
{/* Render Connection Lines */}
|
||||
{waypoints.flatMap((wp) =>
|
||||
wp.connections.map((connId) => {
|
||||
const other = waypoints.find((w) => w.id === connId);
|
||||
// Draw each line only once by enforcing wp.id < other.id
|
||||
if (other && wp.id < other.id) {
|
||||
return (
|
||||
<Line
|
||||
key={`route-${wp.id}-${other.id}`}
|
||||
points={[
|
||||
[wp.x, wp.y + 0.3, wp.z],
|
||||
[other.x, other.y + 0.3, other.z],
|
||||
]}
|
||||
color="#10b981" // Beautiful emerald green
|
||||
lineWidth={2.5}
|
||||
transparent
|
||||
opacity={0.8}
|
||||
/>
|
||||
);
|
||||
}
|
||||
return null;
|
||||
}),
|
||||
)}
|
||||
|
||||
{/* Render Waypoint Spheres */}
|
||||
{waypoints.map((wp) => (
|
||||
<mesh key={`wp-sphere-${wp.id}`} position={[wp.x, wp.y + 0.3, wp.z]}>
|
||||
<sphereGeometry args={[0.35, 16, 16]} />
|
||||
<meshBasicMaterial
|
||||
color="#059669" // Deep emerald green
|
||||
transparent
|
||||
opacity={0.8}
|
||||
/>
|
||||
</mesh>
|
||||
))}
|
||||
</group>
|
||||
|
||||
<Physics>
|
||||
<RigidBody type="fixed">
|
||||
<CuboidCollider
|
||||
@@ -141,7 +232,7 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
|
||||
</mesh>
|
||||
</TriggerObject>
|
||||
|
||||
{TEST_SCENE_REPAIR_ZONES.map((zone) => (
|
||||
{GAME_REPAIR_ZONES.map((zone) => (
|
||||
<group key={zone.mission}>
|
||||
<group position={zone.position}>
|
||||
<RepairPlaygroundZoneMarker color={zone.color} />
|
||||
@@ -151,6 +242,42 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
|
||||
))}
|
||||
</Physics>
|
||||
|
||||
{/* Dynamic Futuristic 3D GPS Dashboard Preview */}
|
||||
<group position={[0, 2.8, -4.8]} rotation={[0, 0, 0]}>
|
||||
{/* Futuristic glowing screen frame (commented out to show true 3D transparency!) */}
|
||||
{/*
|
||||
<mesh>
|
||||
<boxGeometry args={[4.2, 4.2, 0.1]} />
|
||||
<meshStandardMaterial color="#0f172a" roughness={0.2} metalness={0.8} transparent opacity={0.4} />
|
||||
</mesh>
|
||||
*/}
|
||||
{/* Glow accent border (commented out to remove any orange transparency tint!) */}
|
||||
{/*
|
||||
<mesh position={[0, 0, 0.01]}>
|
||||
<boxGeometry args={[4.05, 4.05, 0.02]} />
|
||||
<meshBasicMaterial color="#f97316" transparent opacity={0.1} />
|
||||
</mesh>
|
||||
*/}
|
||||
{/* GPS Map screen plane */}
|
||||
<group position={[0, 0, 0.06]}>
|
||||
<EbikeGPSMap
|
||||
width={4}
|
||||
height={4}
|
||||
startPos={{ x: 10, y: 0, z: -10 }}
|
||||
destPos={{ x: -40, y: 0, z: 30 }}
|
||||
mapImageUrl="/assets/gps/map_background.png"
|
||||
worldBounds={{
|
||||
minX: -166,
|
||||
maxX: 163,
|
||||
minZ: -142,
|
||||
maxZ: 138,
|
||||
}}
|
||||
zoom={1}
|
||||
canvasSize={900}
|
||||
/>
|
||||
</group>
|
||||
</group>
|
||||
|
||||
<ModelPreviewErrorBoundary modelPath={ELECTRICIENNE_ANIMATED_MODEL_PATH}>
|
||||
<AnimatedModel
|
||||
modelPath={ELECTRICIENNE_ANIMATED_MODEL_PATH}
|
||||
|
||||
@@ -1,12 +1,18 @@
|
||||
import { useEffect } from "react";
|
||||
import { useThree } from "@react-three/fiber";
|
||||
import { PointerLockControls } from "@react-three/drei";
|
||||
import { setGlobalCamera } from "@/world/GameCinematics";
|
||||
|
||||
export function PlayerCamera(): React.JSX.Element {
|
||||
const camera = useThree((state) => state.camera);
|
||||
|
||||
useEffect(() => {
|
||||
setGlobalCamera(camera);
|
||||
return () => {
|
||||
setGlobalCamera(null);
|
||||
document.exitPointerLock();
|
||||
};
|
||||
}, []);
|
||||
}, [camera]);
|
||||
|
||||
return <PointerLockControls />;
|
||||
}
|
||||
|
||||
@@ -21,7 +21,6 @@ import {
|
||||
PLAYER_GRAVITY,
|
||||
PLAYER_JUMP_SPEED,
|
||||
PLAYER_MAX_DELTA,
|
||||
PLAYER_WALK_SPEED,
|
||||
PLAYER_XZ_DAMPING_FACTOR,
|
||||
} from "@/data/player/playerConfig";
|
||||
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
|
||||
@@ -30,6 +29,7 @@ import { InteractionManager } from "@/managers/InteractionManager";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useSettingsStore } from "@/managers/stores/useSettingsStore";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
import { EBIKE_CAMERA_TRANSFORM } from "@/components/ebike/Ebike";
|
||||
|
||||
type Keys = {
|
||||
forward: boolean;
|
||||
@@ -136,9 +136,74 @@ export function PlayerController({
|
||||
const wantsJump = useRef(false);
|
||||
const initializedRef = useRef(false);
|
||||
const canMove = useGameStore((state) => state.missionFlow.canMove);
|
||||
|
||||
const currentSpeed = useGameStore((state) => state.player.currentSpeed);
|
||||
const movementMode = useGameStore((state) => state.player.movementMode);
|
||||
const movementModeRef = useRef(movementMode);
|
||||
const prevMovementModeRef = useRef(movementMode);
|
||||
const ebikeAngle = useRef(0);
|
||||
const capsule = useRef(createSpawnCapsule(spawnPosition));
|
||||
|
||||
useEffect(() => {
|
||||
movementModeRef.current = movementMode;
|
||||
}, [movementMode]);
|
||||
useEffect(() => {
|
||||
if (movementMode === "ebike") {
|
||||
const targetPos: Vector3Tuple = (window as any).ebikeParkedPosition || [
|
||||
0, 8.2, 0,
|
||||
];
|
||||
const targetRot: number = (window as any).ebikeParkedRotation || 0;
|
||||
|
||||
const headY = targetPos[1] + PLAYER_EYE_HEIGHT;
|
||||
const bottomY = targetPos[1] + PLAYER_CAPSULE_RADIUS;
|
||||
|
||||
capsule.current.start.set(targetPos[0], bottomY, targetPos[2]);
|
||||
capsule.current.end.set(targetPos[0], headY, targetPos[2]);
|
||||
velocity.current.set(0, 0, 0);
|
||||
onFloor.current = false;
|
||||
wantsJump.current = false;
|
||||
|
||||
ebikeAngle.current = targetRot;
|
||||
|
||||
const cameraOffset = new THREE.Vector3(
|
||||
...EBIKE_CAMERA_TRANSFORM.position,
|
||||
);
|
||||
cameraOffset.applyAxisAngle(_up, targetRot);
|
||||
|
||||
const camPos = new THREE.Vector3()
|
||||
.copy(capsule.current.end)
|
||||
.add(cameraOffset);
|
||||
camera.position.copy(camPos);
|
||||
|
||||
const pitchRad = THREE.MathUtils.degToRad(
|
||||
EBIKE_CAMERA_TRANSFORM.rotation[0],
|
||||
);
|
||||
const yawRad =
|
||||
THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[1]) +
|
||||
targetRot;
|
||||
const rollRad = THREE.MathUtils.degToRad(
|
||||
EBIKE_CAMERA_TRANSFORM.rotation[2],
|
||||
);
|
||||
camera.rotation.set(pitchRad, yawRad, rollRad, "YXZ");
|
||||
} else if (
|
||||
movementMode === "walk" &&
|
||||
prevMovementModeRef.current === "ebike"
|
||||
) {
|
||||
const perspectiveCam = camera as THREE.PerspectiveCamera;
|
||||
perspectiveCam.fov = 60;
|
||||
perspectiveCam.updateProjectionMatrix();
|
||||
|
||||
const rightDir = new THREE.Vector3();
|
||||
camera.getWorldDirection(_forward);
|
||||
_forward.setY(0).normalize();
|
||||
rightDir.crossVectors(_forward, _up).normalize();
|
||||
|
||||
const shift = rightDir.multiplyScalar(3);
|
||||
capsule.current.translate(shift);
|
||||
camera.position.copy(capsule.current.end);
|
||||
}
|
||||
prevMovementModeRef.current = movementMode;
|
||||
}, [movementMode, camera]);
|
||||
|
||||
useLayoutEffect(() => {
|
||||
resetPlayerCapsule(
|
||||
capsule.current,
|
||||
@@ -266,6 +331,16 @@ export function PlayerController({
|
||||
return;
|
||||
}
|
||||
|
||||
if (movementModeRef.current === "ebike") {
|
||||
const turnSpeed = 1.8;
|
||||
if (keys.current.left) {
|
||||
ebikeAngle.current += turnSpeed * dt;
|
||||
}
|
||||
if (keys.current.right) {
|
||||
ebikeAngle.current -= turnSpeed * dt;
|
||||
}
|
||||
}
|
||||
|
||||
camera.getWorldDirection(_forward);
|
||||
_forward.setY(0);
|
||||
if (_forward.lengthSq() > 0) {
|
||||
@@ -277,14 +352,16 @@ export function PlayerController({
|
||||
if (!movementLocked) {
|
||||
if (keys.current.forward) _wishDir.add(_forward);
|
||||
if (keys.current.backward) _wishDir.sub(_forward);
|
||||
if (keys.current.left) _wishDir.sub(_right);
|
||||
if (keys.current.right) _wishDir.add(_right);
|
||||
if (movementModeRef.current !== "ebike") {
|
||||
if (keys.current.left) _wishDir.sub(_right);
|
||||
if (keys.current.right) _wishDir.add(_right);
|
||||
}
|
||||
}
|
||||
if (_wishDir.lengthSq() > 0) _wishDir.normalize();
|
||||
|
||||
const accel = onFloor.current
|
||||
? PLAYER_WALK_SPEED
|
||||
: PLAYER_WALK_SPEED * PLAYER_AIR_CONTROL_FACTOR;
|
||||
? currentSpeed
|
||||
: currentSpeed * PLAYER_AIR_CONTROL_FACTOR;
|
||||
velocity.current.x +=
|
||||
_wishDir.x * accel * dt * PLAYER_ACCELERATION_MULTIPLIER;
|
||||
velocity.current.z +=
|
||||
@@ -353,7 +430,78 @@ export function PlayerController({
|
||||
}
|
||||
}
|
||||
|
||||
camera.position.copy(capsule.current.end);
|
||||
if (movementModeRef.current === "ebike") {
|
||||
let targetSteer = 0;
|
||||
if (keys.current.left) targetSteer = 1;
|
||||
else if (keys.current.right) targetSteer = -1;
|
||||
|
||||
const currentSteer = (window as any).ebikeSteerFactor || 0;
|
||||
const steerFactor = THREE.MathUtils.lerp(
|
||||
currentSteer,
|
||||
targetSteer,
|
||||
8 * dt,
|
||||
);
|
||||
(window as any).ebikeSteerFactor = steerFactor;
|
||||
|
||||
const speed = velocity.current.length();
|
||||
const targetFov = 60 + Math.min(speed * 0.35, 9);
|
||||
const perspectiveCam = camera as THREE.PerspectiveCamera;
|
||||
perspectiveCam.fov = THREE.MathUtils.lerp(
|
||||
perspectiveCam.fov,
|
||||
targetFov,
|
||||
6 * dt,
|
||||
);
|
||||
perspectiveCam.updateProjectionMatrix();
|
||||
|
||||
const cameraOffset = new THREE.Vector3(
|
||||
...EBIKE_CAMERA_TRANSFORM.position,
|
||||
);
|
||||
cameraOffset.applyAxisAngle(_up, ebikeAngle.current);
|
||||
|
||||
const swingX = -Math.abs(steerFactor) * 1.5;
|
||||
const swingZ = steerFactor > 0 ? steerFactor * 2.5 : steerFactor * 1.0;
|
||||
|
||||
const cameraSwing = new THREE.Vector3(swingX, 0, swingZ);
|
||||
cameraSwing.applyAxisAngle(_up, ebikeAngle.current);
|
||||
cameraOffset.add(cameraSwing);
|
||||
|
||||
const targetCamPos = new THREE.Vector3()
|
||||
.copy(capsule.current.end)
|
||||
.add(cameraOffset);
|
||||
|
||||
camera.position.lerp(targetCamPos, 12 * dt);
|
||||
|
||||
const pitchRad = THREE.MathUtils.degToRad(
|
||||
EBIKE_CAMERA_TRANSFORM.rotation[0],
|
||||
);
|
||||
const yawRad =
|
||||
THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[1]) +
|
||||
ebikeAngle.current;
|
||||
const rollRad = THREE.MathUtils.degToRad(
|
||||
EBIKE_CAMERA_TRANSFORM.rotation[2],
|
||||
);
|
||||
camera.rotation.set(pitchRad, yawRad, rollRad, "YXZ");
|
||||
|
||||
const ebikeVisual = (window as any).ebikeVisualGroup?.current;
|
||||
if (ebikeVisual) {
|
||||
ebikeVisual.position.set(
|
||||
capsule.current.end.x,
|
||||
capsule.current.end.y - PLAYER_EYE_HEIGHT,
|
||||
capsule.current.end.z,
|
||||
);
|
||||
const leanAngle = steerFactor * 0.26;
|
||||
ebikeVisual.rotation.set(0, ebikeAngle.current, leanAngle, "YXZ");
|
||||
}
|
||||
} else {
|
||||
camera.position.copy(capsule.current.end);
|
||||
}
|
||||
|
||||
(window as any).playerPos = [
|
||||
capsule.current.end.x,
|
||||
capsule.current.end.y,
|
||||
capsule.current.end.z,
|
||||
];
|
||||
(window as any).ebikeAngle = ebikeAngle.current;
|
||||
});
|
||||
|
||||
return null;
|
||||
|
||||
Reference in New Issue
Block a user