clean: remove obsolete repair debug code + unused core utilities
This commit is contained in:
@@ -11,6 +11,8 @@ import {
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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_POP_DURATION,
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REPAIR_CASE_POP_Y_OFFSET,
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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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@@ -55,16 +57,30 @@ export function RepairCaseModel({
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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 pop = useRef({ scale: 0.001, yOffset: REPAIR_CASE_POP_Y_OFFSET });
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const initialOpen = useRef(open);
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const openedRotationZ = useRef(0);
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const parsedScale = toVector3Scale(scale);
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useEffect(() => {
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const popAnimation = pop.current;
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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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gsap.to(popAnimation, {
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scale: 1,
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yOffset: 0,
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duration: REPAIR_CASE_POP_DURATION,
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ease: "back.out(1.7)",
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});
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return () => {
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gsap.killTweensOf(popAnimation);
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};
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}, []);
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useEffect(() => {
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@@ -119,7 +135,12 @@ export function RepairCaseModel({
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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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group.position.y = position[1] + floatHeight.current + pop.current.yOffset;
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group.scale.set(
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parsedScale[0] * pop.current.scale,
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parsedScale[1] * pop.current.scale,
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parsedScale[2] * pop.current.scale,
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);
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animationActiveRef.current = isNear;
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@@ -158,12 +179,7 @@ export function RepairCaseModel({
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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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<group ref={groupRef} position={position} rotation={rotation} scale={0.001}>
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<primitive object={model} />
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</group>
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);
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@@ -1,102 +0,0 @@
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import type { ReactNode } from "react";
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import { Component } from "react";
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import { TriggerObject } from "@/components/three/interaction/TriggerObject";
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import { RepairCaseModel } from "@/components/three/gameplay/RepairCaseModel";
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import {
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REPAIR_CASE_MODEL_PATH,
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REPAIR_CASE_OPEN_SOUND_PATH,
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} from "@/data/gameplay/repairCaseConfig";
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import { AudioManager } from "@/managers/AudioManager";
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import type { Vector3Tuple } from "@/types/three/three";
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import { logModelLoadError } from "@/utils/three/modelLoadLogger";
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interface RepairCaseErrorBoundaryProps {
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children: ReactNode;
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}
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interface RepairCaseErrorBoundaryState {
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hasError: boolean;
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}
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class RepairCaseErrorBoundary extends Component<
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RepairCaseErrorBoundaryProps,
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RepairCaseErrorBoundaryState
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> {
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constructor(props: RepairCaseErrorBoundaryProps) {
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super(props);
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this.state = { hasError: false };
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}
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static getDerivedStateFromError(): RepairCaseErrorBoundaryState {
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return { hasError: true };
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}
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componentDidCatch(error: Error): void {
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logModelLoadError(
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{
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modelPath: REPAIR_CASE_MODEL_PATH,
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scope: "RepairCaseObject",
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position: [0, -0.45, 0],
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scale: 1.5,
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},
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error,
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);
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}
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render(): ReactNode {
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if (this.state.hasError) {
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return <RepairCaseFallback />;
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}
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return this.props.children;
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}
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}
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interface RepairCaseObjectProps {
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position: Vector3Tuple;
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open: boolean;
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onInspect: () => void;
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}
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export function RepairCaseObject({
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position,
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open,
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onInspect,
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}: RepairCaseObjectProps): React.JSX.Element {
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return (
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<TriggerObject
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position={position}
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colliders="cuboid"
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label={open ? "Mallette inspectée" : "Inspecter la mallette"}
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onTrigger={() => {
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if (open) return;
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AudioManager.getInstance().playSound(REPAIR_CASE_OPEN_SOUND_PATH);
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onInspect();
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}}
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>
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<RepairCaseErrorBoundary>
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<RepairCaseModel
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modelPath={REPAIR_CASE_MODEL_PATH}
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open={open}
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position={[0, -0.45, 0]}
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scale={1.5}
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/>
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</RepairCaseErrorBoundary>
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</TriggerObject>
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);
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}
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function RepairCaseFallback(): React.JSX.Element {
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return (
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<group position={[0, -0.25, 0]}>
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<mesh castShadow receiveShadow>
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<boxGeometry args={[1.5, 0.5, 1]} />
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<meshStandardMaterial color="#2563eb" roughness={0.55} />
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</mesh>
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<mesh position={[0, 0.35, -0.25]} castShadow receiveShadow>
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<boxGeometry args={[1.5, 0.12, 0.65]} />
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<meshStandardMaterial color="#1d4ed8" roughness={0.55} />
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</mesh>
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</group>
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);
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}
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@@ -1,121 +0,0 @@
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import { Text } from "@react-three/drei";
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import { RepairCaseObject } from "@/components/three/gameplay/RepairCaseObject";
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import { RepairModuleSlot } from "@/components/three/gameplay/RepairModuleSlot";
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import {
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REPAIR_GAME_MODULE_SLOTS,
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REPAIR_GAME_ZONE_LABEL,
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REPAIR_GAME_ZONE_ORIGIN,
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REPAIR_GAME_ZONE_RADIUS,
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} from "@/data/gameplay/repairGameConfig";
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import { useGameStore } from "@/managers/stores/useGameStore";
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const CASE_CLOSED_STEPS = new Set(["locked", "waiting"]);
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export function RepairGameZone(): React.JSX.Element {
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const mainState = useGameStore((state) => state.mainState);
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const bikeStep = useGameStore((state) => state.bike.currentStep);
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const setMainState = useGameStore((state) => state.setMainState);
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const setBikeState = useGameStore((state) => state.setBikeState);
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const caseOpen = !CASE_CLOSED_STEPS.has(bikeStep);
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const slotsDisabled = !caseOpen;
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const inspectRepairCase = (): void => {
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if (mainState !== "bike") {
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setMainState("bike");
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}
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if (CASE_CLOSED_STEPS.has(bikeStep)) {
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setBikeState({ currentStep: "inspected" });
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}
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};
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const markModelSelected = (): void => {
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if (mainState !== "bike") {
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setMainState("bike");
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}
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if (bikeStep === "inspected") {
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setBikeState({ currentStep: "fragmented" });
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}
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};
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const markModuleSplit = (): void => {
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if (mainState !== "bike") {
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setMainState("bike");
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}
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if (bikeStep === "fragmented") {
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setBikeState({ currentStep: "scanning" });
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}
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};
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return (
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<group>
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<mesh
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position={[
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REPAIR_GAME_ZONE_ORIGIN[0],
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0.025,
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REPAIR_GAME_ZONE_ORIGIN[2],
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]}
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rotation={[-Math.PI / 2, 0, 0]}
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>
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<ringGeometry
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args={[REPAIR_GAME_ZONE_RADIUS - 0.08, REPAIR_GAME_ZONE_RADIUS, 96]}
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/>
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<meshBasicMaterial color="#38bdf8" transparent opacity={0.72} />
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</mesh>
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<mesh
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position={[
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REPAIR_GAME_ZONE_ORIGIN[0],
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0.02,
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REPAIR_GAME_ZONE_ORIGIN[2],
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]}
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rotation={[-Math.PI / 2, 0, 0]}
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>
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<circleGeometry args={[REPAIR_GAME_ZONE_RADIUS, 96]} />
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<meshBasicMaterial color="#0ea5e9" transparent opacity={0.12} />
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</mesh>
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<Text
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position={[
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REPAIR_GAME_ZONE_ORIGIN[0],
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3.1,
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REPAIR_GAME_ZONE_ORIGIN[2] - 1.8,
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]}
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rotation={[0, 0, 0]}
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fontSize={0.55}
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maxWidth={5.5}
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textAlign="center"
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anchorX="center"
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anchorY="middle"
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color="#f8fafc"
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outlineWidth={0.025}
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outlineColor="#0f172a"
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>
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{REPAIR_GAME_ZONE_LABEL}
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</Text>
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<RepairCaseObject
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position={REPAIR_GAME_ZONE_ORIGIN}
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open={caseOpen}
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onInspect={inspectRepairCase}
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/>
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{REPAIR_GAME_MODULE_SLOTS.map((slot) => (
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<RepairModuleSlot
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key={slot.label}
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label={slot.label}
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position={[
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REPAIR_GAME_ZONE_ORIGIN[0] + slot.offset[0],
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REPAIR_GAME_ZONE_ORIGIN[1] + slot.offset[1],
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REPAIR_GAME_ZONE_ORIGIN[2] + slot.offset[2],
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]}
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disabled={slotsDisabled}
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onModelSelected={markModelSelected}
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onSplit={markModuleSplit}
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/>
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))}
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</group>
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);
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}
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@@ -1,113 +0,0 @@
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import { Html } from "@react-three/drei";
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import { useCallback, useState } from "react";
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import { TriggerObject } from "@/components/three/interaction/TriggerObject";
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import { ExplodableModel } from "@/components/three/models/ExplodableModel";
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import { REPAIR_GAME_MODEL_CATALOG } from "@/data/gameplay/repairGameModelCatalog";
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import type { ModelCatalogItem } from "@/data/gameplay/repairGameModelCatalog";
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import { useModelSelection } from "@/hooks/gameplay/useModelSelection";
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import type { Vector3Tuple } from "@/types/three/three";
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interface RepairModuleSlotProps {
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position: Vector3Tuple;
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label: string;
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disabled?: boolean;
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onModelSelected?: () => void;
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onSplit?: () => void;
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}
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export function RepairModuleSlot({
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position,
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label,
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disabled = false,
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onModelSelected,
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onSplit,
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}: RepairModuleSlotProps): React.JSX.Element {
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const [selectedModel, setSelectedModel] = useState<ModelCatalogItem | null>(
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null,
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);
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const [split, setSplit] = useState(false);
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const handleSelect = useCallback(
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(model: ModelCatalogItem) => {
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setSelectedModel(model);
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setSplit(false);
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onModelSelected?.();
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},
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[onModelSelected],
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);
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const selection = useModelSelection(REPAIR_GAME_MODEL_CATALOG, handleSelect);
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const triggerLabel = disabled
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? "Ouvrir la mallette d'abord"
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: selectedModel
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? split
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? `Réassembler ${label}`
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: `Démonter ${label}`
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: `Choisir ${label}`;
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return (
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<group>
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<TriggerObject
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position={position}
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colliders="cuboid"
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label={triggerLabel}
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onTrigger={() => {
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if (disabled) return;
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if (selectedModel) {
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setSplit((value) => {
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const nextSplit = !value;
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if (nextSplit) {
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onSplit?.();
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}
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return nextSplit;
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});
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return;
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}
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selection.open();
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}}
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>
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{selectedModel ? (
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<ExplodableModel
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modelPath={selectedModel.path}
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split={split}
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position={[0, -0.35, 0]}
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scale={0.45}
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/>
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) : (
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<mesh castShadow receiveShadow>
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<boxGeometry args={[1, 0.18, 1]} />
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<meshStandardMaterial
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color="#38bdf8"
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emissive="#082f49"
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roughness={0.55}
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/>
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</mesh>
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)}
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</TriggerObject>
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{selection.isOpen ? (
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<Html position={[position[0], position[1] + 1.2, position[2]]} center>
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<div className="model-selector-panel">
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<strong>{label}</strong>
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<span>Fleches: choisir</span>
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<span>E/Enter: valider</span>
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<ul>
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{REPAIR_GAME_MODEL_CATALOG.map((model, index) => (
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<li
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key={model.path}
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className={
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index === selection.selectedIndex
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? "is-selected"
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: undefined
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}
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>
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{model.name}
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</li>
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))}
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</ul>
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</div>
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</Html>
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) : null}
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</group>
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);
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}
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@@ -1,15 +1,12 @@
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import type { ReactNode } from "react";
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import { Component } from "react";
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import { SimpleModel } from "@/components/three/models/SimpleModel";
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import type { Vector3Scale, Vector3Tuple } from "@/types/three/three";
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import type { ModelTransformProps } from "@/types/three/three";
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import { logModelLoadError } from "@/utils/three/modelLoadLogger";
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interface RepairObjectModelProps {
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interface RepairObjectModelProps extends ModelTransformProps {
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label: string;
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modelPath: string;
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position?: Vector3Tuple;
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rotation?: Vector3Tuple;
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scale?: Vector3Scale;
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}
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interface RepairObjectModelBoundaryProps extends RepairObjectModelProps {
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@@ -69,7 +69,7 @@ const HAND_HIT_OFFSETS: Array<[number, number]> = [
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];
|
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function getHandCenterPoint(hand: HandTrackingHand): HandTrackingLandmark {
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const landmarks = hand.landmarks ?? [];
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const landmarks = hand.landmarks;
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if (landmarks.length === 0) {
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return { x: hand.x, y: hand.y, z: hand.z };
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}
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@@ -7,15 +7,12 @@ import {
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type AnimatedModelContextValue,
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} from "@/components/three/models/useAnimatedModel";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import type { Vector3Tuple } from "@/types/three/three";
|
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import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
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export interface AnimatedModelConfig {
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export interface AnimatedModelConfig extends ModelTransformProps {
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modelPath: string;
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animations?: string[];
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defaultAnimation?: string;
|
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position?: Vector3Tuple;
|
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rotation?: Vector3Tuple;
|
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scale?: Vector3Tuple | number;
|
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fadeDuration?: number;
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speed?: number;
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autoPlay?: boolean;
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@@ -1,12 +1,9 @@
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import { useMemo } from "react";
|
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
|
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import type { Vector3Tuple } from "@/types/three/three";
|
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import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
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export interface SimpleModelConfig {
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export interface SimpleModelConfig extends ModelTransformProps {
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modelPath: string;
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position?: Vector3Tuple;
|
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rotation?: Vector3Tuple;
|
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scale?: Vector3Tuple | number;
|
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castShadow?: boolean;
|
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receiveShadow?: boolean;
|
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}
|
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|
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@@ -1,4 +1,4 @@
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import { createContext, useContext } from "react";
|
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import { createContext } from "react";
|
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|
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export interface AnimatedModelContextValue {
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play: (name: string, fade?: number) => void;
|
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@@ -12,12 +12,3 @@ export interface AnimatedModelContextValue {
|
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export const AnimatedModelContext =
|
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createContext<AnimatedModelContextValue | null>(null);
|
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|
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export function useAnimatedModel(): AnimatedModelContextValue {
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const context = useContext(AnimatedModelContext);
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if (!context) {
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throw new Error("useAnimatedModel must be used inside AnimatedModel");
|
||||
}
|
||||
|
||||
return context;
|
||||
}
|
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|
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@@ -47,7 +47,7 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
|
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return (
|
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<svg className="hand-tracking-visualizer" aria-hidden="true">
|
||||
{hands.map((hand, handIndex) => {
|
||||
const landmarks = hand.landmarks ?? [];
|
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const landmarks = hand.landmarks;
|
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if (landmarks.length === 0) return null;
|
||||
|
||||
const color = hand.isFist ? "#facc15" : "#38bdf8";
|
||||
|
||||
Reference in New Issue
Block a user