add: loading

This commit is contained in:
Tom Boullay
2026-05-11 11:11:46 +02:00
parent 33524f8409
commit c2ba26ca86
14 changed files with 683 additions and 86 deletions
@@ -66,7 +66,6 @@ const _snapTargetWorldPosition = new THREE.Vector3();
const _handRaycaster = new THREE.Raycaster();
const HAND_GRAB_SCREEN_RADIUS = 0.04;
const HAND_DEPTH_SENSITIVITY = 4;
const HAND_HIT_OFFSETS: Array<[number, number]> = [
[0, 0],
[HAND_GRAB_SCREEN_RADIUS, 0],
@@ -144,8 +143,6 @@ export function GrabbableObject({
const rbRef = useRef<RapierRigidBody>(null);
const isHolding = useRef(false);
const isHandHolding = useRef(false);
const handHoldDistance = useRef<number | null>(null);
const handHoldStartZ = useRef<number | null>(null);
const snapTween = useRef<gsap.core.Tween | null>(null);
useEffect(() => {
@@ -270,8 +267,6 @@ export function GrabbableObject({
: null;
isHandHolding.current = Boolean(hit);
handHoldDistance.current = hit ? GRAB_HOLD_DISTANCE_DEFAULT : null;
handHoldStartZ.current = hit ? fistHand.z : null;
InteractionManager.getInstance().setHandHolding(isHandHolding.current);
}
} else {
@@ -279,28 +274,15 @@ export function GrabbableObject({
snapToNearestTarget();
}
isHandHolding.current = false;
handHoldDistance.current = null;
handHoldStartZ.current = null;
InteractionManager.getInstance().setHandHolding(false);
}
if (!isHolding.current && !isHandHolding.current) return;
if (fistHand && isHandHolding.current) {
const depthOffset =
handHoldStartZ.current === null
? 0
: (fistHand.z - handHoldStartZ.current) * HAND_DEPTH_SENSITIVITY;
const holdDistance = THREE.MathUtils.clamp(
(handHoldDistance.current ?? grabDebugParams.holdDistance) +
depthOffset,
GRAB_HOLD_DISTANCE_MIN,
GRAB_HOLD_DISTANCE_MAX,
);
_holdTarget
.copy(_cameraPos)
.addScaledVector(_handDirection, holdDistance);
.addScaledVector(_handDirection, grabDebugParams.holdDistance);
} else {
camera.getWorldDirection(_holdTarget);
_holdTarget
+27
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@@ -0,0 +1,27 @@
import type { SceneLoadingState } from "@/types/world/sceneLoading";
interface SceneLoadingOverlayProps {
state: SceneLoadingState;
}
export function SceneLoadingOverlay({
state,
}: SceneLoadingOverlayProps): React.JSX.Element | null {
const isReady = state.status === "ready";
const progress = Math.round(Math.max(0, Math.min(1, state.progress)) * 100);
return (
<div
className={`scene-loading-overlay${isReady ? " scene-loading-overlay--ready" : ""}`}
aria-live="polite"
>
<div className="scene-loading-overlay__content">
<strong>{state.currentStep}</strong>
<div className="scene-loading-overlay__track">
<span style={{ width: `${progress}%` }} />
<em>{progress}%</em>
</div>
</div>
</div>
);
}
+3 -2
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@@ -8,6 +8,7 @@ export function useOctreeGraphNode(
graphNodeRef: RefObject<Object3D | null>,
onOctreeReady: OctreeReadyHandler,
rebuildKey: string | number = 0,
enabled = true,
): void {
const octreeBuilt = useRef(false);
@@ -17,7 +18,7 @@ export function useOctreeGraphNode(
useEffect(() => {
const graphNode = graphNodeRef.current;
if (octreeBuilt.current || !graphNode) return;
if (!enabled || octreeBuilt.current || !graphNode) return;
octreeBuilt.current = true;
graphNode.updateMatrixWorld(true);
@@ -25,5 +26,5 @@ export function useOctreeGraphNode(
const octree = new Octree();
octree.fromGraphNode(graphNode);
onOctreeReady(octree);
}, [graphNodeRef, onOctreeReady, rebuildKey]);
}, [enabled, graphNodeRef, onOctreeReady, rebuildKey]);
}
+81
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@@ -0,0 +1,81 @@
import { useCallback, useEffect, useState } from "react";
import type { Octree } from "three/addons/math/Octree.js";
import type { SceneMode } from "@/types/debug/debug";
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
interface UseWorldSceneLoadingOptions {
onLoadingStateChange?: SceneLoadingChangeHandler | undefined;
sceneMode: SceneMode;
}
interface UseWorldSceneLoadingResult {
octree: Octree | null;
showGameStage: boolean;
handleGameMapLoaded: () => void;
handleOctreeReady: (octree: Octree) => void;
}
export function useWorldSceneLoading({
onLoadingStateChange,
sceneMode,
}: UseWorldSceneLoadingOptions): UseWorldSceneLoadingResult {
const [octree, setOctree] = useState<Octree | null>(null);
const [gameMapLoaded, setGameMapLoaded] = useState(false);
const showGameStage = sceneMode === "game" && gameMapLoaded;
const sceneReady =
(sceneMode === "game" && gameMapLoaded) ||
(sceneMode === "physics" && octree !== null);
const handleGameMapLoaded = useCallback(() => {
setGameMapLoaded(true);
}, []);
const handleOctreeReady = useCallback(
(nextOctree: Octree) => {
setOctree(nextOctree);
onLoadingStateChange?.({
currentStep: "Collision prête",
progress: 0.92,
status: "loading",
});
},
[onLoadingStateChange],
);
useEffect(() => {
onLoadingStateChange?.({
currentStep: "Initialisation du jeu",
progress: 0,
status: "loading",
});
}, [onLoadingStateChange, sceneMode]);
useEffect(() => {
if (!sceneReady) return undefined;
onLoadingStateChange?.({
currentStep: "Gameplay prêt",
progress: 0.96,
status: "loading",
});
const timeoutId = window.setTimeout(() => {
onLoadingStateChange?.({
currentStep: "Gameplay prêt",
progress: 1,
status: "ready",
});
}, 150);
return () => {
window.clearTimeout(timeoutId);
};
}, [onLoadingStateChange, sceneReady]);
return {
octree,
showGameStage,
handleGameMapLoaded,
handleOctreeReady,
};
}
+72
View File
@@ -397,6 +397,78 @@ canvas {
letter-spacing: 0.03em;
}
.scene-loading-overlay {
position: fixed;
inset: 0;
z-index: 30;
display: grid;
place-items: center;
width: 100vw;
height: 100vh;
background: #ffffff;
pointer-events: none;
opacity: 1;
transition: opacity 640ms ease;
}
.scene-loading-overlay--ready {
opacity: 0;
}
.scene-loading-overlay__content {
display: grid;
justify-items: center;
gap: 18px;
width: min(360px, calc(100vw - 48px));
padding: 28px;
background: rgba(255, 255, 255, 0.92);
border: 1px solid rgba(15, 23, 42, 0.08);
border-radius: 28px;
box-shadow: 0 24px 80px rgba(15, 23, 42, 0.12);
}
.scene-loading-overlay strong {
color: #1e293b;
font-size: 15px;
font-weight: 600;
letter-spacing: 0.02em;
line-height: 1.45;
text-align: center;
text-transform: uppercase;
}
.scene-loading-overlay__track {
position: relative;
overflow: hidden;
width: 100%;
height: 18px;
background: #e2e8f0;
border-radius: 999px;
box-shadow: inset 0 0 0 1px rgba(15, 23, 42, 0.04);
}
.scene-loading-overlay__track span {
display: block;
height: 100%;
background: linear-gradient(90deg, #2563eb, #38bdf8);
border-radius: inherit;
transition: width 180ms ease;
}
.scene-loading-overlay__track em {
position: absolute;
inset: 0;
display: grid;
place-items: center;
color: #ffffff;
font-size: 11px;
font-style: normal;
font-weight: 700;
letter-spacing: 0.04em;
line-height: 1;
text-shadow: 0 1px 4px rgba(15, 23, 42, 0.35);
}
/* Debug overlay panels */
.debug-overlay-layout {
position: fixed;
+88 -19
View File
@@ -1,17 +1,53 @@
import { useCallback, useState } from "react";
import { Suspense, useCallback, useEffect, useState } from "react";
import { Canvas } from "@react-three/fiber";
import { useProgress } from "@react-three/drei";
import { EditorControls } from "@/components/editor/EditorControls";
import { EditorScene } from "@/components/editor/scene/EditorScene";
import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay";
import { useEditorHistory } from "@/hooks/editor/useEditorHistory";
import { useEditorSceneData } from "@/hooks/editor/useEditorSceneData";
import type { MapNode, SceneData, TransformMode } from "@/types/editor/editor";
import {
INITIAL_SCENE_LOADING_STATE,
type SceneLoadingChangeHandler,
type SceneLoadingState,
} from "@/types/world/sceneLoading";
const SAVE_ERROR_MESSAGE = "Erreur lors de l'enregistrement";
interface EditorSceneLoadingTrackerProps {
onLoadingStateChange: SceneLoadingChangeHandler;
}
function serializeMapNodes(sceneData: SceneData): string {
return JSON.stringify(sceneData.mapNodes, null, 2);
}
function EditorSceneLoadingTracker({
onLoadingStateChange,
}: EditorSceneLoadingTrackerProps): null {
const { active, progress } = useProgress();
useEffect(() => {
if (active) {
onLoadingStateChange({
currentStep: "Importation des models",
progress: 0.2 + (progress / 100) * 0.7,
status: "loading",
});
return;
}
onLoadingStateChange({
currentStep: "Gameplay prêt",
progress: 1,
status: "ready",
});
}, [active, onLoadingStateChange, progress]);
return null;
}
export function EditorPage(): React.JSX.Element {
const {
hasMapJson,
@@ -28,6 +64,35 @@ export function EditorPage(): React.JSX.Element {
const [transformMode, setTransformMode] =
useState<TransformMode>("translate");
const [isPlayerMode, setIsPlayerMode] = useState(false);
const [sceneLoadingState, setSceneLoadingState] = useState<SceneLoadingState>(
{
...INITIAL_SCENE_LOADING_STATE,
currentStep: "Montage progressif des models",
progress: 0.2,
},
);
const handleSceneLoadingStateChange = useCallback(
(nextState: SceneLoadingState) => {
setSceneLoadingState((currentState) => {
const shouldRestartProgress = currentState.status === "ready";
return {
...nextState,
progress: shouldRestartProgress
? nextState.progress
: Math.max(currentState.progress, nextState.progress),
};
});
},
[],
);
const editorLoadingState = isMapLoading
? {
currentStep: "Récupération blocking",
progress: 0.08,
status: "loading" as const,
}
: sceneLoadingState;
const {
undoCount,
@@ -103,10 +168,7 @@ export function EditorPage(): React.JSX.Element {
if (isMapLoading) {
return (
<div className="editor-container">
<div className="editor-loading">
<h2>Chargement de l'éditeur...</h2>
<p>Vérification de map.json dans public/</p>
</div>
<SceneLoadingOverlay state={editorLoadingState} />
</div>
);
}
@@ -157,23 +219,30 @@ export function EditorPage(): React.JSX.Element {
gl.setClearColor("#050505");
}}
>
<EditorScene
sceneData={sceneData!}
selectedNodeIndex={selectedNodeIndex}
onSelectNode={handleSelectNode}
hoveredNodeIndex={hoveredNodeIndex}
onHoverNode={handleHoverNode}
transformMode={transformMode}
onTransformModeChange={handleTransformModeChange}
onTransformStart={handleTransformStart}
onTransformEnd={handleTransformEnd}
onNodeTransform={handleNodeTransform}
onUndo={handleUndo}
onRedo={handleRedo}
isPlayerMode={isPlayerMode}
<EditorSceneLoadingTracker
onLoadingStateChange={handleSceneLoadingStateChange}
/>
<Suspense fallback={null}>
<EditorScene
sceneData={sceneData!}
selectedNodeIndex={selectedNodeIndex}
onSelectNode={handleSelectNode}
hoveredNodeIndex={hoveredNodeIndex}
onHoverNode={handleHoverNode}
transformMode={transformMode}
onTransformModeChange={handleTransformModeChange}
onTransformStart={handleTransformStart}
onTransformEnd={handleTransformEnd}
onNodeTransform={handleNodeTransform}
onUndo={handleUndo}
onRedo={handleRedo}
isPlayerMode={isPlayerMode}
/>
</Suspense>
</Canvas>
<SceneLoadingOverlay state={editorLoadingState} />
{sceneData && (
<EditorControls
transformMode={transformMode}
+27 -2
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@@ -1,12 +1,36 @@
import { Suspense } from "react";
import { Suspense, useCallback, useState } from "react";
import { Canvas } from "@react-three/fiber";
import * as THREE from "three";
import { DebugPerf } from "@/components/debug/DebugPerf";
import { GameUI } from "@/components/ui/GameUI";
import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay";
import { HandTrackingProvider } from "@/providers/gameplay/HandTrackingProvider";
import {
INITIAL_SCENE_LOADING_STATE,
type SceneLoadingState,
} from "@/types/world/sceneLoading";
import { World } from "@/world/World";
export function HomePage(): React.JSX.Element {
const [sceneLoadingState, setSceneLoadingState] = useState<SceneLoadingState>(
INITIAL_SCENE_LOADING_STATE,
);
const handleSceneLoadingStateChange = useCallback(
(nextState: SceneLoadingState) => {
setSceneLoadingState((currentState) => {
const shouldRestartProgress = currentState.status === "ready";
return {
...nextState,
progress: shouldRestartProgress
? nextState.progress
: Math.max(currentState.progress, nextState.progress),
};
});
},
[],
);
return (
<HandTrackingProvider>
<Canvas
@@ -14,11 +38,12 @@ export function HomePage(): React.JSX.Element {
shadows={{ type: THREE.PCFShadowMap }}
>
<Suspense fallback={null}>
<World />
<World onLoadingStateChange={handleSceneLoadingStateChange} />
<DebugPerf />
</Suspense>
</Canvas>
<GameUI />
<SceneLoadingOverlay state={sceneLoadingState} />
</HandTrackingProvider>
);
}
+15
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@@ -0,0 +1,15 @@
export type SceneLoadingStatus = "loading" | "ready";
export interface SceneLoadingState {
currentStep: string;
progress: number;
status: SceneLoadingStatus;
}
export type SceneLoadingChangeHandler = (state: SceneLoadingState) => void;
export const INITIAL_SCENE_LOADING_STATE: SceneLoadingState = {
currentStep: "Initialisation du jeu",
progress: 0,
status: "loading",
};
+125 -29
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@@ -1,9 +1,9 @@
import type { ReactNode } from "react";
import { Component, useEffect, useRef, useState } from "react";
import * as THREE from "three";
import { Component, Suspense, useEffect, useState } from "react";
import { useClonedObject } from "@/hooks/three/useClonedObject";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import { useOctreeGraphNode } from "@/hooks/three/useOctreeGraphNode";
import { GameMapCollision } from "@/world/GameMapCollision";
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
import { logger } from "@/utils/core/Logger";
import { loadMapSceneData } from "@/utils/map/loadMapSceneData";
import { logModelLoadError } from "@/utils/three/modelLoadLogger";
@@ -12,12 +12,13 @@ import type { OctreeReadyHandler } from "@/types/three/three";
interface LoadedMapNode {
node: MapNode;
modelUrl: string;
modelUrl: string | null;
}
interface ErrorBoundaryProps {
children: ReactNode;
modelUrl: string;
fallback: ReactNode;
modelUrl: string | null;
node: MapNode;
}
@@ -41,7 +42,7 @@ class ModelErrorBoundary extends Component<
componentDidCatch(error: Error): void {
logModelLoadError(
{
modelPath: this.props.modelUrl,
modelPath: this.props.modelUrl ?? `missing:${this.props.node.name}`,
scope: "GameMap.ModelInstance",
position: this.props.node.position,
rotation: this.props.node.rotation,
@@ -53,7 +54,7 @@ class ModelErrorBoundary extends Component<
render(): ReactNode {
if (this.state.hasError) {
return null;
return this.props.fallback;
}
return this.props.children;
@@ -61,35 +62,62 @@ class ModelErrorBoundary extends Component<
}
interface GameMapProps {
onLoaded?: (() => void) | undefined;
onLoadingStateChange?: SceneLoadingChangeHandler | undefined;
onOctreeReady: OctreeReadyHandler;
}
export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
const [mapNodes, setMapNodes] = useState<LoadedMapNode[]>([]);
const groupRef = useRef<THREE.Group>(null);
const MAP_RENDER_BATCH_SIZE = 12;
useOctreeGraphNode(groupRef, onOctreeReady, mapNodes.length);
export function GameMap({
onLoaded,
onLoadingStateChange,
onOctreeReady,
}: GameMapProps): React.JSX.Element {
const [mapNodes, setMapNodes] = useState<LoadedMapNode[]>([]);
const [mapLoaded, setMapLoaded] = useState(false);
const [visibleNodeCount, setVisibleNodeCount] = useState(0);
const visibleMapNodes = mapNodes.slice(0, visibleNodeCount);
const mapReady = mapLoaded && visibleNodeCount >= mapNodes.length;
useEffect(() => {
onLoadingStateChange?.({
currentStep: "Récupération blocking",
progress: 0.05,
status: "loading",
});
const loadMap = async () => {
try {
const sceneData = await loadMapSceneData();
if (!sceneData) {
logger.warn("GameMap", "map.json not found");
onLoadingStateChange?.({
currentStep: "Map introuvable",
progress: 1,
status: "loading",
});
return;
}
const loadedMapNodes = sceneData.mapNodes.flatMap((node) => {
const modelUrl = sceneData.models.get(node.name);
return modelUrl ? [{ node, modelUrl }] : [];
onLoadingStateChange?.({
currentStep: "Importation des models",
progress: 0.18,
status: "loading",
});
const missingModelCount =
sceneData.mapNodes.length - loadedMapNodes.length;
const loadedMapNodes = sceneData.mapNodes.map((node) => {
const modelUrl = sceneData.models.get(node.name);
return { node, modelUrl: modelUrl ?? null };
});
const missingModelCount = loadedMapNodes.filter(
(mapNode) => mapNode.modelUrl === null,
).length;
if (missingModelCount > 0) {
logger.warn(
"GameMap",
"Map nodes skipped because model files are missing",
"Map nodes rendered as fallback cubes because model files are missing",
{
missingModelCount,
},
@@ -97,28 +125,85 @@ export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
}
setMapNodes(loadedMapNodes);
setMapLoaded(true);
setVisibleNodeCount(0);
onLoadingStateChange?.({
currentStep: "Montage progressif des models",
progress: 0.25,
status: "loading",
});
} catch (error) {
logger.error("GameMap", "Error loading map", {
error: error instanceof Error ? error : new Error(String(error)),
});
onLoadingStateChange?.({
currentStep: "Erreur de chargement de la map",
progress: 1,
status: "loading",
});
}
};
loadMap();
}, []);
}, [onLoaded, onLoadingStateChange]);
useEffect(() => {
if (mapNodes.length === 0 || visibleNodeCount >= mapNodes.length) return;
const frameId = window.requestAnimationFrame(() => {
setVisibleNodeCount((current) =>
Math.min(current + MAP_RENDER_BATCH_SIZE, mapNodes.length),
);
});
return () => {
window.cancelAnimationFrame(frameId);
};
}, [mapNodes.length, visibleNodeCount]);
useEffect(() => {
if (mapNodes.length === 0) return;
const renderProgress =
mapNodes.length === 0 ? 1 : visibleNodeCount / mapNodes.length;
onLoadingStateChange?.({
currentStep: "Montage progressif des models",
progress: 0.25 + renderProgress * 0.45,
status: "loading",
});
}, [mapNodes.length, onLoadingStateChange, visibleNodeCount]);
return (
<group ref={groupRef}>
{mapNodes.map((mapNode, index) => (
<ModelErrorBoundary
key={index}
modelUrl={mapNode.modelUrl}
node={mapNode.node}
>
<ModelInstance node={mapNode.node} modelUrl={mapNode.modelUrl} />
</ModelErrorBoundary>
))}
</group>
<>
<group>
{visibleMapNodes.map((mapNode, index) => (
<ModelErrorBoundary
key={index}
fallback={<FallbackMapNode node={mapNode.node} />}
modelUrl={mapNode.modelUrl}
node={mapNode.node}
>
{mapNode.modelUrl ? (
<Suspense fallback={<FallbackMapNode node={mapNode.node} />}>
<ModelInstance
node={mapNode.node}
modelUrl={mapNode.modelUrl}
/>
</Suspense>
) : (
<FallbackMapNode node={mapNode.node} />
)}
</ModelErrorBoundary>
))}
</group>
<GameMapCollision
mapReady={mapReady}
nodes={mapNodes}
onLoaded={onLoaded}
onLoadingStateChange={onLoadingStateChange}
onOctreeReady={onOctreeReady}
/>
</>
);
}
@@ -147,3 +232,14 @@ function ModelInstance({
/>
);
}
function FallbackMapNode({ node }: { node: MapNode }): React.JSX.Element {
const { position, rotation, scale } = node;
return (
<mesh position={position} rotation={rotation} scale={scale}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="#64748b" wireframe />
</mesh>
);
}
+212
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@@ -0,0 +1,212 @@
import type { ReactNode } from "react";
import {
Component,
Suspense,
useCallback,
useEffect,
useRef,
useState,
} from "react";
import * as THREE from "three";
import { useClonedObject } from "@/hooks/three/useClonedObject";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import { useOctreeGraphNode } from "@/hooks/three/useOctreeGraphNode";
import type { MapNode } from "@/types/editor/editor";
import type { OctreeReadyHandler } from "@/types/three/three";
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
import { logModelLoadError } from "@/utils/three/modelLoadLogger";
export interface GameMapCollisionNode {
node: MapNode;
modelUrl: string | null;
}
interface ResolvedGameMapCollisionNode {
node: MapNode;
modelUrl: string;
}
interface GameMapCollisionProps {
mapReady: boolean;
nodes: readonly GameMapCollisionNode[];
onLoaded?: (() => void) | undefined;
onLoadingStateChange?: SceneLoadingChangeHandler | undefined;
onOctreeReady: OctreeReadyHandler;
}
interface CollisionErrorBoundaryProps {
children: ReactNode;
modelUrl: string;
node: MapNode;
onSettled: () => void;
}
interface CollisionErrorBoundaryState {
hasError: boolean;
}
const MAP_COLLISION_NODE_NAMES = new Set(["terrain"]);
class CollisionErrorBoundary extends Component<
CollisionErrorBoundaryProps,
CollisionErrorBoundaryState
> {
constructor(props: CollisionErrorBoundaryProps) {
super(props);
this.state = { hasError: false };
}
static getDerivedStateFromError(): CollisionErrorBoundaryState {
return { hasError: true };
}
componentDidCatch(error: Error): void {
logModelLoadError(
{
modelPath: this.props.modelUrl,
scope: "GameMapCollision.ModelInstance",
position: this.props.node.position,
rotation: this.props.node.rotation,
scale: this.props.node.scale,
},
error,
);
this.props.onSettled();
}
render(): ReactNode {
if (this.state.hasError) {
return null;
}
return this.props.children;
}
}
function isCollisionNode(
mapNode: GameMapCollisionNode,
): mapNode is ResolvedGameMapCollisionNode {
return (
mapNode.modelUrl !== null && MAP_COLLISION_NODE_NAMES.has(mapNode.node.name)
);
}
export function GameMapCollision({
mapReady,
nodes,
onLoaded,
onLoadingStateChange,
onOctreeReady,
}: GameMapCollisionProps): React.JSX.Element {
const groupRef = useRef<THREE.Group>(null);
const settledCollisionNodesRef = useRef(new Set<number>());
const [settledCollisionNodeCount, setSettledCollisionNodeCount] = useState(0);
const collisionNodes = nodes.filter(isCollisionNode);
const collisionReady =
mapReady && settledCollisionNodeCount >= collisionNodes.length;
const handleCollisionNodeSettled = useCallback((index: number) => {
if (settledCollisionNodesRef.current.has(index)) return;
settledCollisionNodesRef.current.add(index);
setSettledCollisionNodeCount(settledCollisionNodesRef.current.size);
}, []);
const handleOctreeReady = useCallback<OctreeReadyHandler>(
(octree) => {
onLoadingStateChange?.({
currentStep: "Collision prête",
progress: 0.92,
status: "loading",
});
onOctreeReady(octree);
onLoaded?.();
},
[onLoaded, onLoadingStateChange, onOctreeReady],
);
useOctreeGraphNode(
groupRef,
handleOctreeReady,
collisionReady ? collisionNodes.length : 0,
collisionReady && collisionNodes.length > 0,
);
useEffect(() => {
if (!mapReady) return;
if (collisionNodes.length === 0) {
onLoaded?.();
return;
}
if (collisionReady) return;
onLoadingStateChange?.({
currentStep: "Ajout de la collision",
progress: 0.86,
status: "loading",
});
}, [
collisionNodes.length,
collisionReady,
mapReady,
onLoaded,
onLoadingStateChange,
]);
return (
<group ref={groupRef} visible={false}>
{mapReady
? collisionNodes.map((mapNode, index) => (
<CollisionErrorBoundary
key={`collision-${index}`}
node={mapNode.node}
modelUrl={mapNode.modelUrl}
onSettled={() => handleCollisionNodeSettled(index)}
>
<Suspense fallback={null}>
<CollisionModelInstance
node={mapNode.node}
modelUrl={mapNode.modelUrl}
onLoaded={() => handleCollisionNodeSettled(index)}
/>
</Suspense>
</CollisionErrorBoundary>
))
: null}
</group>
);
}
function CollisionModelInstance({
node,
modelUrl,
onLoaded,
}: {
node: MapNode;
modelUrl: string;
onLoaded: () => void;
}): React.JSX.Element {
const { position, rotation, scale } = node;
const { scene } = useLoggedGLTF(modelUrl, {
scope: "GameMapCollision.ModelInstance",
position,
rotation,
scale,
});
const sceneInstance = useClonedObject(scene);
useEffect(() => {
onLoaded();
}, [onLoaded]);
return (
<primitive
object={sceneInstance}
position={position}
rotation={rotation}
scale={scale}
/>
);
}
+20 -9
View File
@@ -1,6 +1,4 @@
import { useState } from "react";
import { Physics } from "@react-three/rapier";
import type { Octree } from "three/addons/math/Octree.js";
import {
PLAYER_SPAWN_POSITION_GAME,
PLAYER_SPAWN_POSITION_PHYSICS,
@@ -8,6 +6,7 @@ import {
import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import { useWorldSceneLoading } from "@/hooks/world/useWorldSceneLoading";
import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls";
import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
import { HandTrackingGlove } from "@/components/three/handTracking/HandTrackingGlove";
@@ -18,12 +17,18 @@ import { GameMap } from "@/world/GameMap";
import { GameStageContent } from "@/world/GameStageContent";
import { Player } from "@/world/player/Player";
import { TestMap } from "@/world/debug/TestMap";
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
export function World(): React.JSX.Element {
interface WorldProps {
onLoadingStateChange?: SceneLoadingChangeHandler | undefined;
}
export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
const cameraMode = useCameraMode();
const sceneMode = useSceneMode();
const { status, usageStatus } = useHandTrackingSnapshot();
const [octree, setOctree] = useState<Octree | null>(null);
const { octree, showGameStage, handleGameMapLoaded, handleOctreeReady } =
useWorldSceneLoading({ sceneMode, onLoadingStateChange });
const playerSpawnPosition =
sceneMode === "game"
? PLAYER_SPAWN_POSITION_GAME
@@ -47,13 +52,19 @@ export function World(): React.JSX.Element {
{sceneMode === "game" ? (
<>
<GameMusic />
<GameMap onOctreeReady={setOctree} />
<Physics>
<GameStageContent />
</Physics>
<GameMap
onLoaded={handleGameMapLoaded}
onLoadingStateChange={onLoadingStateChange}
onOctreeReady={handleOctreeReady}
/>
{showGameStage ? (
<Physics>
<GameStageContent />
</Physics>
) : null}
</>
) : (
<TestMap onOctreeReady={setOctree} />
<TestMap onOctreeReady={handleOctreeReady} />
)}
{cameraMode !== "debug" ? (
<Player octree={octree} spawnPosition={playerSpawnPosition} />