merge develop into feat/map-environment
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This commit is contained in:
@@ -0,0 +1,293 @@
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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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// 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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// 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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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>
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</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,
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}}
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zoom={4}
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/>
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</group>
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</group>
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{debugRef.current.showCameraPoints && (
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<>
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<mesh position={camPointPos}>
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<sphereGeometry args={[0.3, 16, 16]} />
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<meshStandardMaterial
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color="yellow"
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emissive="yellow"
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emissiveIntensity={0.5}
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/>
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</mesh>
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<mesh position={dropPointPos}>
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<sphereGeometry args={[0.3, 16, 16]} />
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<meshStandardMaterial
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color="cyan"
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emissive="cyan"
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||||
emissiveIntensity={0.5}
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||||
/>
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||||
</mesh>
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||||
</>
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||||
)}
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||||
</>
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||||
);
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}
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@@ -0,0 +1,497 @@
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import React, { useRef, useEffect, useState, useMemo } from "react";
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||||
import * as THREE from "three";
|
||||
import {
|
||||
findClosestWaypoint,
|
||||
findWaypointPath,
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||||
} 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>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user