standardize source naming conventions
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@@ -0,0 +1,173 @@
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import { useCallback, useEffect, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import type { RapierRigidBody } from "@react-three/rapier";
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import * as THREE from "three";
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import type GUI from "lil-gui";
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import type { RefObject } from "react";
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import {
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INTERACTION_DEBUG_SPHERE_COLOR,
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INTERACTION_DEBUG_SPHERE_OPACITY,
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INTERACTION_DEBUG_SPHERE_SEGMENTS,
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} from "@/data/debug/debugConfig";
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import { Debug } from "@/utils/debug/Debug";
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import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
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import { InteractionManager } from "@/managers/InteractionManager";
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import { INTERACTION_RADIUS } from "@/data/interaction/interactionConfig";
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import type { Vector3Tuple } from "@/types/three";
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import type { InteractableHandle } from "@/types/interaction";
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interface InteractableObjectBaseProps {
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label: string;
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position: Vector3Tuple;
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bodyRef?: RefObject<RapierRigidBody | null>;
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onPress: () => void;
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children: React.ReactNode;
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}
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interface TriggerInteractableObjectProps extends InteractableObjectBaseProps {
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kind: "trigger";
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}
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interface GrabInteractableObjectProps extends InteractableObjectBaseProps {
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kind: "grab";
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onRelease: () => void;
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}
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type InteractableObjectProps =
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| TriggerInteractableObjectProps
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| GrabInteractableObjectProps;
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const _cameraPos = new THREE.Vector3();
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const _cameraDir = new THREE.Vector3();
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const _objectPos = new THREE.Vector3();
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const _raycaster = new THREE.Raycaster();
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function createInteractableHandle(
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props: InteractableObjectProps,
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): InteractableHandle {
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if (props.kind === "grab") {
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return {
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kind: props.kind,
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label: props.label,
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onPress: props.onPress,
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onRelease: props.onRelease,
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};
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}
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return {
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kind: props.kind,
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label: props.label,
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onPress: props.onPress,
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};
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}
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export function InteractableObject(
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props: InteractableObjectProps,
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): React.JSX.Element {
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const { kind, label, position, bodyRef, onPress, children } = props;
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const onRelease = props.kind === "grab" ? props.onRelease : null;
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const camera = useThree((state) => state.camera);
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const groupRef = useRef<THREE.Group>(null);
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const debugSphereRef = useRef<THREE.Mesh>(null);
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const handle = useRef<InteractableHandle>(createInteractableHandle(props));
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useEffect(() => {
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const currentHandle = handle.current;
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if (currentHandle.kind === kind) {
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currentHandle.label = label;
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currentHandle.onPress = onPress;
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if (currentHandle.kind === "grab") {
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if (!onRelease) return;
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currentHandle.onRelease = onRelease;
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}
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return;
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}
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if (kind === "grab") {
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if (!onRelease) return;
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handle.current = { kind, label, onPress, onRelease };
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} else {
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handle.current = { kind, label, onPress };
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}
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const manager = InteractionManager.getInstance();
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if (manager.getState().focused === currentHandle) {
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manager.setFocused(handle.current);
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}
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}, [kind, label, onPress, onRelease]);
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const setupInteractionDebugFolder = useCallback((folder: GUI) => {
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folder
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.add({ radius: INTERACTION_RADIUS }, "radius")
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.name("Interaction radius")
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.disable();
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}, []);
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useDebugFolder("Interaction", setupInteractionDebugFolder);
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useFrame(() => {
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const group = groupRef.current;
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const debug = Debug.getInstance();
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const manager = InteractionManager.getInstance();
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if (debugSphereRef.current) {
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debugSphereRef.current.visible =
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debug.active && debug.getShowInteractionSpheres();
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}
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if (bodyRef?.current) {
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const t = bodyRef.current.translation();
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_objectPos.set(t.x, t.y, t.z);
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} else {
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_objectPos.set(...position);
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}
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camera.getWorldPosition(_cameraPos);
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const dist = _cameraPos.distanceTo(_objectPos);
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if (dist > INTERACTION_RADIUS) {
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if (manager.getState().focused === handle.current) {
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manager.setFocused(null);
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}
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return;
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}
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camera.getWorldDirection(_cameraDir);
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_raycaster.set(_cameraPos, _cameraDir);
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_raycaster.far = INTERACTION_RADIUS;
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const hits = group ? _raycaster.intersectObject(group, true) : [];
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const validHit = hits.find((h) => h.object !== debugSphereRef.current);
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if (validHit) {
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manager.setFocused(handle.current);
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} else if (manager.getState().focused === handle.current) {
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manager.setFocused(null);
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}
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});
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return (
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<group ref={groupRef}>
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{children}
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<mesh ref={debugSphereRef} visible={false}>
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<sphereGeometry
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args={[
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INTERACTION_RADIUS,
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INTERACTION_DEBUG_SPHERE_SEGMENTS,
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INTERACTION_DEBUG_SPHERE_SEGMENTS,
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]}
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/>
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<meshBasicMaterial
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color={INTERACTION_DEBUG_SPHERE_COLOR}
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wireframe
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transparent
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opacity={INTERACTION_DEBUG_SPHERE_OPACITY}
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/>
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</mesh>
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</group>
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);
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}
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