its functionning

This commit is contained in:
math-pixel
2026-06-02 00:23:43 +02:00
parent d975aac018
commit a3e8e732f1
9 changed files with 407 additions and 68 deletions
+12 -26
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@@ -1,23 +1,18 @@
import { Ebike } from "@/components/ebike/Ebike";
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { RepairGame } from "@/components/three/gameplay/RepairGame";
import { RepairGamePreloader } from "@/components/three/gameplay/RepairGamePreloader";
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
import { ZoneDebugVisual } from "@/components/zone/ZoneDetection";
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
import {
REPAIR_MISSION_POSITION_ENTRIES,
REPAIR_MISSION_TRIGGERS,
} from "@/data/gameplay/repairMissionAnchors";
import { REPAIR_MISSION_TRIGGERS } from "@/data/gameplay/repairMissionAnchors";
import {
INTRO_STAGE_ANCHOR,
OUTRO_STAGE_ANCHOR,
} from "@/data/gameplay/gameStageAnchors";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
import { isPylonNarrativeStep } from "@/types/gameplay/repairMission";
import type { RepairMissionTriggerConfig } from "@/types/gameplay/repairMission";
import type { Vector3Tuple } from "@/types/three/three";
import { getRepairMissionPosition } from "@/utils/gameplay/repairMissionPosition";
@@ -84,17 +79,13 @@ function RepairMissionTrigger({
export function GameStageContent(): React.JSX.Element {
const mainState = useGameStore((state) => state.mainState);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const anchors = useRepairMissionAnchorStore((state) => state.anchors);
const pylonInNarrative =
mainState === "pylon" && isPylonNarrativeStep(pylonStep);
return (
<>
{/* Preload ONLY the next upcoming mission's assets so we never keep a
finished mission's heavy textures resident (ebike alone is ~40MB).
Holding every mission at once is what saturated GPU memory. */}
{/* Pre-load the next mission's repair assets while the player is still
in the world, so the isolated repair scene mounts instantly.
Only load pylon during ebike (not before) to avoid holding a
finished mission's textures in VRAM. */}
{mainState === "intro" || mainState === "ebike" ? (
<RepairGamePreloader mission="pylon" />
) : null}
@@ -110,18 +101,13 @@ export function GameStageContent(): React.JSX.Element {
</>
) : null}
{mainState === "pylon" ? <PylonNarrativeFlow /> : null}
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
const position = getRepairMissionPosition(mission, anchors);
if (!position) return null;
if (
mission === "pylon" &&
(pylonInNarrative || pylonStep === "waiting")
)
return null;
return (
<RepairGame key={mission} mission={mission} position={position} />
);
})}
{/* RepairGame is NO LONGER rendered here. When a repair step becomes
active, page.tsx unmounts this whole world and mounts the isolated
RepairGameScene instead, freeing all map/character VRAM. */}
{/* Trigger sphere that starts the ebike repair (locked → waiting).
The repair scene swap is then handled by useRepairGameStatus. */}
{REPAIR_MISSION_TRIGGERS.map((config) => (
<RepairMissionTrigger key={config.mission} config={config} />
))}
+108
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@@ -0,0 +1,108 @@
import { Suspense, useCallback, useEffect } from "react";
import { Canvas, useThree } from "@react-three/fiber";
import { Physics } from "@react-three/rapier";
import * as THREE from "three";
import { DebugPerf } from "@/components/debug/DebugPerf";
import { RepairGame } from "@/components/three/gameplay/RepairGame";
import { logger } from "@/utils/core/Logger";
import type { RepairMissionId } from "@/types/gameplay/repairMission";
import type { Vector3Tuple } from "@/types/three/three";
// Isolated scene — no world offset, no terrain. The repair game runs
// fully centred in its own context so the heavy map never loads here.
const REPAIR_SCENE_POSITION: Vector3Tuple = [0, 0, 0];
// Background: very dark blue-grey to match Altera's night-time mood
const REPAIR_SCENE_BG = "#0b0d14";
// Lighting tuned to match the main world defaults from lightingConfig.ts
const AMBIENT_COLOR = "#dfe7d8";
const AMBIENT_INTENSITY = 0.9;
const SUN_COLOR = "#ffe2bf";
const SUN_INTENSITY = 2.2;
const SUN_POSITION: Vector3Tuple = [5, 8, 4];
// Mimic the first-person view from the main world:
// - PLAYER_EYE_HEIGHT = 1.75 → camera Y
// - Case floats at [0, 0.4, 1.8] (inspected) → [0, 1.05, 2.05] (repairing)
// - Look-at target averaged between those two states
const CAMERA_POSITION: Vector3Tuple = [5, 2, 2];
const CAMERA_LOOK_AT: Vector3Tuple = [0, 0.7, 1.9];
function RepairSceneCamera(): null {
const { camera } = useThree();
useEffect(() => {
camera.lookAt(...CAMERA_LOOK_AT);
}, [camera]);
return null;
}
interface RepairGameSceneProps {
mission: RepairMissionId;
}
export function RepairGameScene({
mission,
}: RepairGameSceneProps): React.JSX.Element {
const handleCreated = useCallback(({ gl }: { gl: THREE.WebGLRenderer }) => {
const canvas = gl.domElement;
const loseContextExt = gl.getContext().getExtension("WEBGL_lose_context");
const handleContextLost = (event: Event) => {
event.preventDefault();
logger.error("WebGL", "Repair scene context lost — attempting restore");
window.setTimeout(() => loseContextExt?.restoreContext(), 500);
};
const handleContextRestored = () => {
logger.info("WebGL", "Repair scene context restored");
};
canvas.addEventListener("webglcontextlost", handleContextLost);
canvas.addEventListener("webglcontextrestored", handleContextRestored);
}, []);
return (
<Canvas
camera={{ position: CAMERA_POSITION, fov: 42 }}
shadows={{ type: THREE.PCFShadowMap }}
gl={{
powerPreference: "high-performance",
antialias: true,
stencil: false,
}}
onCreated={handleCreated}
>
<color attach="background" args={[REPAIR_SCENE_BG]} />
<RepairSceneCamera />
{/* Lighting — mirrors the game world defaults */}
<ambientLight intensity={AMBIENT_INTENSITY} color={AMBIENT_COLOR} />
<directionalLight
position={SUN_POSITION}
intensity={SUN_INTENSITY}
color={SUN_COLOR}
castShadow
shadow-mapSize-width={1024}
shadow-mapSize-height={1024}
/>
<Suspense fallback={null}>
{/* Physics is required: TriggerObject and GrabbableObject both use
RigidBody. The world is minimal — no octree, no character bodies. */}
<Physics>
<RepairGame
mission={mission}
position={REPAIR_SCENE_POSITION}
snapToTerrain={false}
/>
</Physics>
</Suspense>
<DebugPerf />
</Canvas>
);
}
+27 -5
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@@ -1,9 +1,10 @@
import { Suspense, useEffect } from "react";
import { Suspense, useEffect, useRef } from "react";
import { Physics } from "@react-three/rapier";
import {
PLAYER_SPAWN_POSITION_GAME,
PLAYER_SPAWN_POSITION_PHYSICS,
} from "@/data/player/playerConfig";
import { useRepairTransitionStore } from "@/managers/stores/useRepairTransitionStore";
import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
@@ -53,10 +54,31 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
handleShadowWarmupStarted,
shouldWarmUpShadows,
} = useWorldSceneLoading({ sceneMode, onLoadingStateChange });
const playerSpawnPosition =
sceneMode === "game"
? PLAYER_SPAWN_POSITION_GAME
: PLAYER_SPAWN_POSITION_PHYSICS;
// Capture the spawn position once on mount via a ref so it never changes
// mid-session (spawnPosition is reactive in Player and would re-spawn the
// character on every prop change). If the player returns from a repair
// scene, savedPlayerPosition holds their world position; otherwise fall
// back to the default spawn from playerConfig.
const savedPlayerPosition = useRepairTransitionStore(
(s) => s.savedPlayerPosition,
);
const playerSpawnPositionRef = useRef(
savedPlayerPosition ??
(sceneMode === "game"
? PLAYER_SPAWN_POSITION_GAME
: PLAYER_SPAWN_POSITION_PHYSICS),
);
const playerSpawnPosition = playerSpawnPositionRef.current;
// Clear the saved position right after capturing it so the next world
// mount uses the default spawn instead of the stale repair-exit position.
useEffect(() => {
if (savedPlayerPosition !== null) {
useRepairTransitionStore.getState().setSavedPlayerPosition(null);
}
// Only on mount — intentionally no deps
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
const showHandTrackingGloves =
sceneMode === "physics" ||
(status !== "idle" && usageStatus !== "inactive");