refactor: split hooks types and utils by domain
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@@ -0,0 +1,167 @@
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import { useEffect, useMemo, useRef } from "react";
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import { useGLTF } from "@react-three/drei";
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import { useFrame, useThree } from "@react-three/fiber";
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import gsap from "gsap";
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import * as THREE from "three";
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import {
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REPAIR_CASE_ANIMATION_DURATION,
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REPAIR_CASE_CLOSED_ROTATION_OFFSET_DEGREES,
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REPAIR_CASE_FLOAT_ACTIVATION_DISTANCE,
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REPAIR_CASE_FLOAT_DOWN_SPEED,
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REPAIR_CASE_FLOAT_HEIGHT,
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REPAIR_CASE_FLOAT_UP_SPEED,
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REPAIR_CASE_LID_NODE_NAME,
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REPAIR_CASE_OPEN_ROTATION_OFFSET_DEGREES,
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REPAIR_CASE_ROTATION_AMPLITUDE_DEGREES,
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REPAIR_CASE_ROTATION_RESET_SPEED,
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} from "@/data/gameplay/repairCaseConfig";
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import type { Vector3Tuple } from "@/types/three/three";
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interface RepairCaseModelProps {
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modelPath: string;
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open: boolean;
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position?: Vector3Tuple;
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rotation?: Vector3Tuple;
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scale?: number | Vector3Tuple;
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}
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const CASE_CLOSED_ROTATION_OFFSET_Z = THREE.MathUtils.degToRad(
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REPAIR_CASE_CLOSED_ROTATION_OFFSET_DEGREES,
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);
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const CASE_OPEN_ROTATION_OFFSET_Z = THREE.MathUtils.degToRad(
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REPAIR_CASE_OPEN_ROTATION_OFFSET_DEGREES,
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);
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const ROTATION_AMPLITUDE = THREE.MathUtils.degToRad(
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REPAIR_CASE_ROTATION_AMPLITUDE_DEGREES,
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);
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export function RepairCaseModel({
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modelPath,
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open,
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position = [0, 0, 0],
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rotation = [0, 0, 0],
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scale = 1,
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}: RepairCaseModelProps): React.JSX.Element {
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const camera = useThree((state) => state.camera);
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const { scene } = useGLTF(modelPath);
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const model = useMemo(() => scene.clone(true), [scene]);
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const groupRef = useRef<THREE.Group>(null);
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const lidRef = useRef<THREE.Object3D | null>(null);
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const worldPosition = useRef(new THREE.Vector3());
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const floatHeight = useRef(0);
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const animationActiveRef = useRef(false);
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const phase = useRef({ x: 0, y: 0, z: 0 });
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const initialOpen = useRef(open);
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const openedRotationZ = useRef(0);
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const parsedScale =
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typeof scale === "number" ? ([scale, scale, scale] as Vector3Tuple) : scale;
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useEffect(() => {
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phase.current = {
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x: Math.random() * Math.PI * 2,
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y: Math.random() * Math.PI * 2,
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z: Math.random() * Math.PI * 2,
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};
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}, []);
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useEffect(() => {
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const lid = model.getObjectByName(REPAIR_CASE_LID_NODE_NAME);
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lidRef.current = lid ?? null;
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openedRotationZ.current = lid?.rotation.z ?? 0;
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if (lid) {
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lid.rotation.z =
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openedRotationZ.current +
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(initialOpen.current
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? CASE_OPEN_ROTATION_OFFSET_Z
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: CASE_CLOSED_ROTATION_OFFSET_Z);
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}
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}, [model]);
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useEffect(() => {
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const lid = lidRef.current;
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if (!lid) return;
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const targetRotation =
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openedRotationZ.current +
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(open ? CASE_OPEN_ROTATION_OFFSET_Z : CASE_CLOSED_ROTATION_OFFSET_Z);
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gsap.to(lid.rotation, {
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z: targetRotation,
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duration: REPAIR_CASE_ANIMATION_DURATION,
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ease: "power2.inOut",
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overwrite: true,
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});
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return () => {
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gsap.killTweensOf(lid.rotation);
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};
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}, [open]);
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useFrame(({ clock }, delta) => {
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const group = groupRef.current;
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if (!group) return;
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group.getWorldPosition(worldPosition.current);
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const isNear =
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worldPosition.current.distanceTo(camera.position) <=
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REPAIR_CASE_FLOAT_ACTIVATION_DISTANCE;
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const targetHeight = isNear ? REPAIR_CASE_FLOAT_HEIGHT : 0;
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const floatSpeed = isNear
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? REPAIR_CASE_FLOAT_UP_SPEED
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: REPAIR_CASE_FLOAT_DOWN_SPEED;
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floatHeight.current = THREE.MathUtils.damp(
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floatHeight.current,
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targetHeight,
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floatSpeed,
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delta,
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);
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group.position.y = position[1] + floatHeight.current;
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animationActiveRef.current = isNear;
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if (animationActiveRef.current) {
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const time = clock.elapsedTime;
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group.rotation.x =
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rotation[0] +
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Math.sin(time * 0.7 + phase.current.x) * ROTATION_AMPLITUDE;
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group.rotation.y =
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rotation[1] +
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Math.sin(time * 0.55 + phase.current.y) * ROTATION_AMPLITUDE;
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group.rotation.z =
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rotation[2] +
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Math.sin(time * 0.8 + phase.current.z) * ROTATION_AMPLITUDE;
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return;
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}
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group.rotation.x = THREE.MathUtils.damp(
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group.rotation.x,
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rotation[0],
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REPAIR_CASE_ROTATION_RESET_SPEED,
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delta,
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);
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group.rotation.y = THREE.MathUtils.damp(
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group.rotation.y,
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rotation[1],
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REPAIR_CASE_ROTATION_RESET_SPEED,
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delta,
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);
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group.rotation.z = THREE.MathUtils.damp(
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group.rotation.z,
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rotation[2],
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REPAIR_CASE_ROTATION_RESET_SPEED,
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delta,
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);
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});
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return (
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<group
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ref={groupRef}
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position={position}
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rotation={rotation}
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scale={parsedScale}
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>
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<primitive object={model} />
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</group>
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);
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}
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