Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 39b996eb31 | |||
| 134c0aecb7 | |||
| b144dc1c18 | |||
| 69c720b86b | |||
| 1b57a25e5f | |||
| f6db7d74e2 | |||
| a1798aecb3 | |||
| 3b07f40f2d | |||
| 27416143e3 |
@@ -44,30 +44,39 @@ through opaque geometry.
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## Shadow rendering intermittence
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Shadows occasionally failed to render on initial load and could disappear
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mid-session even though the `Lighting` configuration ran to completion.
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mid-session even though the `Lighting` configuration ran to completion. The
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fix has two layers:
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Root cause: the sun follows the camera (its world matrix is dirty every frame
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via `updateMatrixWorld()` inside `Lighting.useFrame`). With `shadow.autoUpdate`
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alone, three.js can skip the shadow map re-render on a frame where the matrix
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update has happened but the renderer's internal dirty tracking does not pick
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it up, leaving the shadow map stale or unrendered.
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### Per-frame refresh (steady state)
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Fix in `src/world/Lighting.tsx`: explicit `sun.shadow.needsUpdate = true` in
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two places, restoring the belt-and-suspenders pattern from `develop`:
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The sun follows the camera, so its world matrix is dirty every frame. With
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`shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a
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frame where the matrix update has happened but the renderer's internal dirty
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tracking does not pick it up. To prevent that, `Lighting.useFrame` sets
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`sun.shadow.needsUpdate = true` after the per-frame matrix updates. Shadow
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config is centralized in `src/data/world/lightingConfig.ts` (`bias=0`,
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`normalBias=0`, `cameraSize=95`).
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- After `configureSunShadow(...)` in the mount `useEffect`.
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- At the end of the `useFrame` block, right after `sun.updateMatrixWorld()`.
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### Mount-time shadow map reallocation (`useShadowMapWarmup`)
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Mitigations also in place:
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The merged static map and other GLTFs mount imperatively after `Lighting`,
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so the shadow render target ends up linked to a renderer state that pre-dates
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the final scene. Materials compiled at that point bake a "no shadow map"
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permutation into their shader program and silently fail to render shadows
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until a WebGL context-restore cycle (the kind triggered by Chrome DevTools
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in `?debug` runs) reallocates everything.
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- Shadow config centralized in `src/data/world/lightingConfig.ts`
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(`bias=0`, `normalBias=0`, `cameraSize=95`).
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- Late-suspension Suspense boundaries in `World.tsx` to prevent global scene
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remounts that would re-run shadow setup mid-load.
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- `gl.shadowMap.needsUpdate = true` on `onCreated` and on
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`webglcontextrestored` in `src/pages/page.tsx`.
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`src/hooks/three/useShadowMapWarmup.ts` replays that cycle programmatically
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without the cost of a full context loss. It runs a `useFrame` watchdog that
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samples the scene mesh count every 6 frames; once the count has been stable
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for ~1 s (or after a 5 s safety cap), it:
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If the issue reproduces, capture `[diag]`-style logs from `useOctreeGraphNode`,
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`Lighting`, and `GameMapCollision` to confirm there is no extra configuration
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pass (which would indicate a remaining suspending hook outside the existing
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Suspense boundaries).
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1. Disposes the directional light shadow map and nulls it. three.js
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reallocates the render target on the next render at the configured
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`mapSize`.
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2. Marks every material's `needsUpdate = true`, forcing a shader recompile
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that rebinds every program to the freshly created shadow sampler.
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3. Forces a single shadow pass and invalidates the renderer.
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The watchdog runs once per mount and adds a single traversal every 6 frames
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during the warmup window, after which it self-terminates.
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@@ -1,6 +1,10 @@
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import { useMemo } from "react";
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import { Box3, BufferAttribute, BufferGeometry } from "three";
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import type { Octree } from "three-stdlib";
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import {
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LA_FABRIK_CENTER,
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isInsideLaFabrikFootprint,
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} from "@/data/world/laFabrikConfig";
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import { useDebugVisualsStore } from "@/managers/stores/useDebugVisualsStore";
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interface DebugOctreeVisualizationProps {
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@@ -18,8 +22,12 @@ interface CollectOptions {
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minDepth: number;
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maxDepth: number;
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leavesOnly: boolean;
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fabrikOnly: boolean;
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}
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const FABRIK_FILTER_PADDING = 1.5;
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const FABRIK_FILTER_VERTICAL = 8;
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const BOX_VERTEX_INDEX_PAIRS: ReadonlyArray<readonly [number, number]> = [
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[0, 1],
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[1, 3],
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@@ -35,6 +43,24 @@ const BOX_VERTEX_INDEX_PAIRS: ReadonlyArray<readonly [number, number]> = [
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[3, 7],
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];
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function boxIntersectsFabrik(box: Box3): boolean {
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if (box.max.y < LA_FABRIK_CENTER[1] - FABRIK_FILTER_VERTICAL) return false;
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if (box.min.y > LA_FABRIK_CENTER[1] + FABRIK_FILTER_VERTICAL) return false;
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// Sample box corners + center on XZ plane against the rotated fabrik footprint.
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const samples: ReadonlyArray<readonly [number, number]> = [
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[box.min.x, box.min.z],
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[box.min.x, box.max.z],
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[box.max.x, box.min.z],
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[box.max.x, box.max.z],
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[(box.min.x + box.max.x) * 0.5, (box.min.z + box.max.z) * 0.5],
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];
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for (const [x, z] of samples) {
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if (isInsideLaFabrikFootprint(x, z, FABRIK_FILTER_PADDING)) return true;
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}
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return false;
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}
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function collectOctreeBoxes(
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node: Octree,
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options: CollectOptions,
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@@ -47,8 +73,10 @@ function collectOctreeBoxes(
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const passesDepth = depth >= options.minDepth;
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const passesLeafFilter = !options.leavesOnly || isLeaf;
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const hasTriangles = node.triangles.length > 0;
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const passesFabrikFilter =
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!options.fabrikOnly || boxIntersectsFabrik(node.box);
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if (passesDepth && passesLeafFilter && hasTriangles) {
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if (passesDepth && passesLeafFilter && hasTriangles && passesFabrikFilter) {
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acc.push({
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box: node.box,
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depth,
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@@ -114,6 +142,7 @@ export function DebugOctreeVisualization({
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const maxDepth = useDebugVisualsStore((state) => state.octreeMaxDepth);
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const leavesOnly = useDebugVisualsStore((state) => state.octreeLeavesOnly);
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const opacity = useDebugVisualsStore((state) => state.octreeOpacity);
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const fabrikOnly = useDebugVisualsStore((state) => state.octreeFabrikOnly);
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const geometry = useMemo(() => {
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if (!octree || !showOctree) return null;
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@@ -121,10 +150,11 @@ export function DebugOctreeVisualization({
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minDepth,
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maxDepth,
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leavesOnly,
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fabrikOnly,
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});
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if (boxes.length === 0) return null;
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return buildOctreeLineGeometry(boxes);
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}, [leavesOnly, maxDepth, minDepth, octree, showOctree]);
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}, [fabrikOnly, leavesOnly, maxDepth, minDepth, octree, showOctree]);
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if (!geometry) return null;
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@@ -1,87 +1,24 @@
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import { Suspense, useEffect, useMemo, useRef } from "react";
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import { Canvas, useFrame } from "@react-three/fiber";
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import { useGLTF } from "@react-three/drei";
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import * as THREE from "three";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
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const TALKIE_MODEL_PATH = "/models/talkie/model.gltf";
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const TALKIE_REVEAL_STEPS = new Set([
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"reveal",
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"await-ebike-mount",
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"ebike-intro-ride",
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"ebike-breakdown",
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"completed",
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]);
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function TalkieModel(): React.JSX.Element {
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const { scene } = useGLTF(TALKIE_MODEL_PATH);
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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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useEffect(() => {
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model.traverse((child) => {
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if (child instanceof THREE.Mesh) {
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child.castShadow = false;
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child.receiveShadow = false;
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child.frustumCulled = false;
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}
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});
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}, [model]);
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useFrame(({ clock }) => {
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if (!groupRef.current) return;
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const t = clock.getElapsedTime();
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groupRef.current.rotation.z = Math.sin(t * 22) * 0.025;
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groupRef.current.position.y = Math.sin(t * 6) * 0.012;
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});
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return (
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<group ref={groupRef}>
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<primitive
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object={model}
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position={[0, -0.18, 0]}
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rotation={[0.18, Math.PI, -0.08]}
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scale={1.45}
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/>
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</group>
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);
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}
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function TalkieSignalLines(): React.JSX.Element {
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return (
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<svg
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className="talkie-dialogue-overlay__signals"
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viewBox="0 0 120 160"
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aria-hidden="true"
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>
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<path d="M34 20 C52 44 16 66 34 92 C48 112 22 128 30 146" />
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<path d="M68 12 C92 44 50 70 70 104 C84 130 48 142 52 154" />
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<path d="M100 8 C124 42 82 76 100 112 C112 136 74 150 78 158" />
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</svg>
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);
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}
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import { Suspense } from "react";
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import { Canvas } from "@react-three/fiber";
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import { TalkieModel } from "@/components/ui/talkie/TalkieModel";
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import { TalkieSignalLines } from "@/components/ui/talkie/TalkieSignalLines";
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import { useTalkieDialogueOverlayState } from "@/hooks/ui/useTalkieDialogueOverlayState";
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export function TalkieDialogueOverlay(): React.JSX.Element | null {
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const activeSubtitle = useSubtitleStore((state) => state.activeSubtitle);
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const mainState = useGameStore((state) => state.mainState);
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const introStep = useGameStore((state) => state.intro.currentStep);
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const isAfterReveal =
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mainState !== "intro" || TALKIE_REVEAL_STEPS.has(introStep);
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const isNarratorDialogue = activeSubtitle?.speaker === "Narrateur";
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const { isNarratorDialogue, isVisible } = useTalkieDialogueOverlayState();
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if (!isAfterReveal) return null;
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if (!isVisible) return null;
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return (
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<aside
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className={`talkie-dialogue-overlay${isNarratorDialogue ? " talkie-dialogue-overlay--raised" : ""}`}
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className={`talkie-dialogue-overlay${isNarratorDialogue ? " talkie-dialogue-overlay--active" : ""}`}
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aria-hidden="true"
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>
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{isNarratorDialogue ? <TalkieSignalLines /> : null}
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{isNarratorDialogue ? <TalkieSignalLines side="left" /> : null}
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{isNarratorDialogue ? <TalkieSignalLines side="right" /> : null}
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<div className="talkie-dialogue-overlay__model-frame">
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<Canvas
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camera={{ position: [0, 0, 4.2], zoom: 78 }}
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camera={{ position: [0, 0, 4.2], zoom: 56 }}
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dpr={[1, 1.5]}
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gl={{ alpha: true, antialias: true }}
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orthographic
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@@ -89,12 +26,10 @@ export function TalkieDialogueOverlay(): React.JSX.Element | null {
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<ambientLight intensity={2.5} />
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<directionalLight position={[2, 3, 4]} intensity={2.8} />
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<Suspense fallback={null}>
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<TalkieModel />
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<TalkieModel active={isNarratorDialogue} />
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</Suspense>
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</Canvas>
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</div>
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</aside>
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);
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}
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useGLTF.preload(TALKIE_MODEL_PATH);
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@@ -0,0 +1,82 @@
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import { useEffect, useMemo, useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import { useGLTF } from "@react-three/drei";
|
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import * as THREE from "three";
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import gsap from "gsap";
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import type { Vector3Tuple } from "@/types/three/three";
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const TALKIE_MODEL_PATH = "/models/talkie/model.gltf";
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const TALKIE_REST_Y = -1.55;
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const TALKIE_ACTIVE_Y = -0.38;
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const TALKIE_BASE_ROTATION: Vector3Tuple = [0.08, -0.52, -0.04];
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const TALKIE_FLOAT_ROTATION_AMPLITUDE = THREE.MathUtils.degToRad(2.2);
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const TALKIE_FLOAT_Y_AMPLITUDE = 0.055;
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interface TalkieModelProps {
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active: boolean;
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}
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|
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export function TalkieModel({ active }: TalkieModelProps): React.JSX.Element {
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const { scene } = useGLTF(TALKIE_MODEL_PATH);
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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 floatRef = useRef<THREE.Group>(null);
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useEffect(() => {
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model.traverse((child) => {
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if (child instanceof THREE.Mesh) {
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child.castShadow = false;
|
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child.receiveShadow = false;
|
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child.frustumCulled = false;
|
||||
}
|
||||
});
|
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}, [model]);
|
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useEffect(() => {
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const group = groupRef.current;
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if (!group) return;
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gsap.killTweensOf(group.position);
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gsap.to(group.position, {
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y: active ? TALKIE_ACTIVE_Y : TALKIE_REST_Y,
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duration: active ? 0.72 : 0.5,
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ease: active ? "power3.out" : "power2.out",
|
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});
|
||||
|
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return () => {
|
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gsap.killTweensOf(group.position);
|
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};
|
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}, [active]);
|
||||
|
||||
useFrame(({ clock }) => {
|
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if (!floatRef.current) return;
|
||||
|
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const t = clock.getElapsedTime();
|
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floatRef.current.position.y = Math.sin(t * 1.2) * TALKIE_FLOAT_Y_AMPLITUDE;
|
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|
||||
floatRef.current.rotation.x =
|
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TALKIE_BASE_ROTATION[0] +
|
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Math.sin(t * 0.7) * TALKIE_FLOAT_ROTATION_AMPLITUDE;
|
||||
floatRef.current.rotation.y =
|
||||
TALKIE_BASE_ROTATION[1] +
|
||||
Math.sin(t * 0.55) * TALKIE_FLOAT_ROTATION_AMPLITUDE;
|
||||
floatRef.current.rotation.z =
|
||||
TALKIE_BASE_ROTATION[2] +
|
||||
Math.sin(t * 0.8) * TALKIE_FLOAT_ROTATION_AMPLITUDE;
|
||||
});
|
||||
|
||||
return (
|
||||
<group ref={groupRef} position={[0, TALKIE_REST_Y, 0]}>
|
||||
<group ref={floatRef} rotation={TALKIE_BASE_ROTATION}>
|
||||
<primitive
|
||||
object={model}
|
||||
position={[0, -2.45, 0]}
|
||||
rotation={[0, -1, 0]}
|
||||
scale={1.2}
|
||||
/>
|
||||
</group>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
useGLTF.preload(TALKIE_MODEL_PATH);
|
||||
@@ -0,0 +1,19 @@
|
||||
interface TalkieSignalLinesProps {
|
||||
side: "left" | "right";
|
||||
}
|
||||
|
||||
export function TalkieSignalLines({
|
||||
side,
|
||||
}: TalkieSignalLinesProps): React.JSX.Element {
|
||||
return (
|
||||
<svg
|
||||
className={`talkie-dialogue-overlay__signals talkie-dialogue-overlay__signals--${side}`}
|
||||
viewBox="0 0 90 120"
|
||||
aria-hidden="true"
|
||||
>
|
||||
<path d="M18 48 C30 58 30 72 18 82" />
|
||||
<path d="M34 34 C56 52 56 78 34 96" />
|
||||
<path d="M52 20 C84 46 84 84 52 110" />
|
||||
</svg>
|
||||
);
|
||||
}
|
||||
@@ -23,10 +23,14 @@ export const MAP_OCTREE_COLLISION_BOXES = {
|
||||
} as const satisfies Record<string, MapOctreeCollisionBox>;
|
||||
|
||||
export const LA_FABRIK_INTERIOR_COLLISION_BOXES = [
|
||||
{
|
||||
center: [-6.9351, 2.278, -0.0001],
|
||||
size: [0.2, 1.94, 3.711],
|
||||
},
|
||||
// NOTE: removed — this thin wall (size [0.2, 1.94, 3.71]) sat at x≈-6.93 and
|
||||
// sealed the doorway despite the geometry having a hole there. The fabrik
|
||||
// mesh octree already provides the surrounding wall collision, so this
|
||||
// proxy was both redundant and bug-causing.
|
||||
// {
|
||||
// center: [-6.9351, 2.278, -0.0001],
|
||||
// size: [0.2, 1.94, 3.711],
|
||||
// },
|
||||
{
|
||||
center: [0.8026, 0.719, -3.639],
|
||||
size: [4.346, 1.108, 1.181],
|
||||
|
||||
@@ -11,6 +11,7 @@ export function useDebugVisualsDebug(): void {
|
||||
octreeMaxDepth: state.octreeMaxDepth,
|
||||
octreeLeavesOnly: state.octreeLeavesOnly,
|
||||
octreeOpacity: state.octreeOpacity,
|
||||
octreeFabrikOnly: state.octreeFabrikOnly,
|
||||
};
|
||||
|
||||
folder
|
||||
@@ -54,5 +55,12 @@ export function useDebugVisualsDebug(): void {
|
||||
.onChange((value: number) => {
|
||||
useDebugVisualsStore.getState().setOctreeOpacity(value);
|
||||
});
|
||||
|
||||
folder
|
||||
.add(controls, "octreeFabrikOnly")
|
||||
.name("Octree Fabrik Only")
|
||||
.onChange((value: boolean) => {
|
||||
useDebugVisualsStore.getState().setOctreeFabrikOnly(value);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import type { RefObject } from "react";
|
||||
import type { Object3D } from "three";
|
||||
import { type Object3D } from "three";
|
||||
import { Octree } from "three-stdlib";
|
||||
import type { OctreeReadyHandler } from "@/types/three/three";
|
||||
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
import { useRef } from "react";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import {
|
||||
Material,
|
||||
Mesh,
|
||||
type DirectionalLight,
|
||||
type Scene,
|
||||
type WebGLRenderer,
|
||||
} from "three";
|
||||
|
||||
interface UseShadowMapWarmupOptions {
|
||||
/** Light whose shadow map should be reallocated once the scene stabilizes. */
|
||||
light: React.RefObject<DirectionalLight | null>;
|
||||
scene: Scene;
|
||||
gl: WebGLRenderer;
|
||||
invalidate: () => void;
|
||||
/** Frames the mesh count must remain unchanged to consider the scene stable. */
|
||||
stableFramesThreshold?: number;
|
||||
/** Hard cap on how long we keep watching, in frames (~5s @60fps). */
|
||||
safetyCapFrames?: number;
|
||||
/** Sample mesh count every N frames to keep the traversal cost negligible. */
|
||||
sampleEveryFrames?: number;
|
||||
}
|
||||
|
||||
export function useShadowMapWarmup({
|
||||
light,
|
||||
scene,
|
||||
gl,
|
||||
invalidate,
|
||||
stableFramesThreshold = 60,
|
||||
safetyCapFrames = 300,
|
||||
sampleEveryFrames = 6,
|
||||
}: UseShadowMapWarmupOptions): void {
|
||||
const meshCountRef = useRef(0);
|
||||
const stableFramesRef = useRef(0);
|
||||
const watchFramesRef = useRef(0);
|
||||
const doneRef = useRef(false);
|
||||
|
||||
useFrame(() => {
|
||||
if (doneRef.current || !light.current) return;
|
||||
|
||||
watchFramesRef.current += 1;
|
||||
|
||||
if (watchFramesRef.current % sampleEveryFrames === 0) {
|
||||
let meshCount = 0;
|
||||
scene.traverse((object) => {
|
||||
if (object instanceof Mesh) meshCount += 1;
|
||||
});
|
||||
|
||||
if (meshCount !== meshCountRef.current) {
|
||||
meshCountRef.current = meshCount;
|
||||
stableFramesRef.current = 0;
|
||||
} else {
|
||||
stableFramesRef.current += sampleEveryFrames;
|
||||
}
|
||||
}
|
||||
|
||||
const stableEnough = stableFramesRef.current >= stableFramesThreshold;
|
||||
const safetyCapReached = watchFramesRef.current >= safetyCapFrames;
|
||||
if (!stableEnough && !safetyCapReached) return;
|
||||
|
||||
doneRef.current = true;
|
||||
reallocateShadowMap(light.current);
|
||||
invalidateAllMaterials(scene);
|
||||
forceShadowPass(gl, scene, light.current);
|
||||
invalidate();
|
||||
});
|
||||
}
|
||||
|
||||
function reallocateShadowMap(light: DirectionalLight): void {
|
||||
const shadowMap = light.shadow.map;
|
||||
if (!shadowMap) return;
|
||||
|
||||
shadowMap.dispose();
|
||||
light.shadow.map = null;
|
||||
}
|
||||
|
||||
function invalidateAllMaterials(scene: Scene): void {
|
||||
const seen = new Set<Material>();
|
||||
scene.traverse((object) => {
|
||||
if (!(object instanceof Mesh)) return;
|
||||
const materials = Array.isArray(object.material)
|
||||
? object.material
|
||||
: [object.material];
|
||||
for (const material of materials) {
|
||||
if (!material || seen.has(material)) continue;
|
||||
seen.add(material);
|
||||
material.needsUpdate = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function forceShadowPass(
|
||||
gl: WebGLRenderer,
|
||||
scene: Scene,
|
||||
light: DirectionalLight,
|
||||
): void {
|
||||
scene.updateMatrixWorld(true);
|
||||
light.target.updateMatrixWorld(true);
|
||||
light.updateMatrixWorld(true);
|
||||
light.shadow.camera.updateMatrixWorld(true);
|
||||
light.shadow.camera.updateProjectionMatrix();
|
||||
light.shadow.needsUpdate = true;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
import { GAME_STEPS } from "@/data/game/gameStateConfig";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
|
||||
const TALKIE_FIRST_VISIBLE_STEP = "reveal";
|
||||
const TALKIE_FIRST_VISIBLE_STEP_INDEX = GAME_STEPS.indexOf(
|
||||
TALKIE_FIRST_VISIBLE_STEP,
|
||||
);
|
||||
|
||||
interface TalkieDialogueOverlayState {
|
||||
isNarratorDialogue: boolean;
|
||||
isVisible: boolean;
|
||||
}
|
||||
|
||||
export function useTalkieDialogueOverlayState(): TalkieDialogueOverlayState {
|
||||
const activeSubtitle = useSubtitleStore((state) => state.activeSubtitle);
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const introStep = useGameStore((state) => state.intro.currentStep);
|
||||
const introStepIndex = GAME_STEPS.indexOf(introStep);
|
||||
|
||||
return {
|
||||
isNarratorDialogue: activeSubtitle?.speaker === "Narrateur",
|
||||
isVisible:
|
||||
mainState !== "intro" ||
|
||||
introStepIndex >= TALKIE_FIRST_VISIBLE_STEP_INDEX,
|
||||
};
|
||||
}
|
||||
+20
-17
@@ -1240,27 +1240,24 @@ canvas {
|
||||
/* Dialogue talkie */
|
||||
.talkie-dialogue-overlay {
|
||||
position: fixed;
|
||||
left: clamp(12px, 2.2vw, 28px);
|
||||
bottom: clamp(24px, 7vh, 76px);
|
||||
left: 0;
|
||||
bottom: 0;
|
||||
z-index: 16;
|
||||
width: clamp(120px, 13vw, 190px);
|
||||
width: clamp(190px, 18vw, 300px);
|
||||
aspect-ratio: 1;
|
||||
pointer-events: none;
|
||||
transform: translateY(0);
|
||||
transition: transform 180ms ease;
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay--raised {
|
||||
transform: translateY(-10px);
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__model-frame {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
animation: talkie-radio-shake 1s ease-in-out infinite;
|
||||
filter: drop-shadow(0 16px 22px rgba(0, 0, 0, 0.55));
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay--active .talkie-dialogue-overlay__model-frame {
|
||||
animation: talkie-radio-shake 1s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__model-frame canvas {
|
||||
width: 100% !important;
|
||||
height: 100% !important;
|
||||
@@ -1268,16 +1265,25 @@ canvas {
|
||||
|
||||
.talkie-dialogue-overlay__signals {
|
||||
position: absolute;
|
||||
right: -26%;
|
||||
bottom: 34%;
|
||||
top: 52%;
|
||||
z-index: 2;
|
||||
width: 58%;
|
||||
height: 78%;
|
||||
width: 38%;
|
||||
height: 52%;
|
||||
overflow: visible;
|
||||
opacity: 0.8;
|
||||
animation: talkie-signal-pulse 1s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals--left {
|
||||
right: 62%;
|
||||
transform: translateY(-50%) scaleX(-1);
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals--right {
|
||||
left: 62%;
|
||||
transform: translateY(-50%);
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals path {
|
||||
fill: none;
|
||||
stroke: rgba(235, 244, 255, 0.9);
|
||||
@@ -1327,18 +1333,15 @@ canvas {
|
||||
0%,
|
||||
100% {
|
||||
opacity: 0.28;
|
||||
transform: translate3d(-4px, 4px, 0) scale(0.92);
|
||||
}
|
||||
|
||||
18%,
|
||||
38% {
|
||||
opacity: 0.95;
|
||||
transform: translate3d(0, 0, 0) scale(1);
|
||||
}
|
||||
|
||||
60% {
|
||||
opacity: 0.45;
|
||||
transform: translate3d(4px, -6px, 0) scale(1.05);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -13,6 +13,8 @@ interface DebugVisualsStore {
|
||||
setOctreeLeavesOnly: (value: boolean) => void;
|
||||
octreeOpacity: number;
|
||||
setOctreeOpacity: (value: number) => void;
|
||||
octreeFabrikOnly: boolean;
|
||||
setOctreeFabrikOnly: (value: boolean) => void;
|
||||
}
|
||||
|
||||
export const useDebugVisualsStore = create<DebugVisualsStore>((set) => ({
|
||||
@@ -28,4 +30,6 @@ export const useDebugVisualsStore = create<DebugVisualsStore>((set) => ({
|
||||
setOctreeLeavesOnly: (octreeLeavesOnly) => set({ octreeLeavesOnly }),
|
||||
octreeOpacity: 0.35,
|
||||
setOctreeOpacity: (octreeOpacity) => set({ octreeOpacity }),
|
||||
octreeFabrikOnly: false,
|
||||
setOctreeFabrikOnly: (octreeFabrikOnly) => set({ octreeFabrikOnly }),
|
||||
}));
|
||||
|
||||
@@ -272,18 +272,20 @@ function CollisionModelInstance({
|
||||
});
|
||||
const sceneInstance = useClonedObject(scene);
|
||||
useEffect(() => {
|
||||
// Strip the door slab from the la fabrik collision octree so the player
|
||||
// can walk through the doorway. The visual model is rendered separately
|
||||
// by MergedStaticMapModel and is unaffected.
|
||||
if (node.name !== "lafabrik") return;
|
||||
|
||||
const removed: THREE.Object3D[] = [];
|
||||
const isDoorSlab = (name: string): boolean =>
|
||||
name === "porte" || /^porte[._]\d+$/i.test(name);
|
||||
const isDoorFrameThickenChild = (child: THREE.Object3D): boolean =>
|
||||
child.parent?.name === "Thicken";
|
||||
|
||||
const doorMeshes: THREE.Object3D[] = [];
|
||||
sceneInstance.traverse((child) => {
|
||||
if (child.name === "porte") {
|
||||
removed.push(child);
|
||||
if (isDoorSlab(child.name) || isDoorFrameThickenChild(child)) {
|
||||
doorMeshes.push(child);
|
||||
}
|
||||
});
|
||||
for (const child of removed) {
|
||||
for (const child of doorMeshes) {
|
||||
child.removeFromParent();
|
||||
}
|
||||
}, [node.name, sceneInstance]);
|
||||
@@ -331,7 +333,6 @@ function CollisionBox({ box }: { box: OctreeCollisionBox }): React.JSX.Element {
|
||||
<boxGeometry args={box.size} />
|
||||
<meshBasicMaterial />
|
||||
</mesh>
|
||||
{/* Octree ignores material.side, so rotate a second shell for X/Z collisions. */}
|
||||
<mesh rotation={[0, Math.PI, 0]}>
|
||||
<boxGeometry args={box.size} />
|
||||
<meshBasicMaterial />
|
||||
|
||||
+25
-60
@@ -1,12 +1,10 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import {
|
||||
Mesh,
|
||||
PCFShadowMap,
|
||||
type AmbientLight,
|
||||
type DirectionalLight,
|
||||
type Object3D,
|
||||
type Scene,
|
||||
type WebGLRenderer,
|
||||
} from "three";
|
||||
import {
|
||||
@@ -29,6 +27,7 @@ import {
|
||||
} from "@/data/world/lightingConfig";
|
||||
import { LA_FABRIK_INTERIOR_LIGHT_POSITION } from "@/data/world/laFabrikConfig";
|
||||
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
|
||||
import { useShadowMapWarmup } from "@/hooks/three/useShadowMapWarmup";
|
||||
import { LIGHTING_STATE } from "@/world/lightingState";
|
||||
|
||||
function configureRendererShadows(gl: WebGLRenderer): void {
|
||||
@@ -53,52 +52,41 @@ function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void {
|
||||
sun.shadow.camera.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
// [diag] temporary helper: count shadow-casting/receiving meshes in the scene
|
||||
function snapshotShadowMeshes(scene: Scene): {
|
||||
meshCount: number;
|
||||
castShadowCount: number;
|
||||
receiveShadowCount: number;
|
||||
} {
|
||||
let meshCount = 0;
|
||||
let castShadowCount = 0;
|
||||
let receiveShadowCount = 0;
|
||||
scene.traverse((obj) => {
|
||||
if (obj instanceof Mesh) {
|
||||
meshCount += 1;
|
||||
if (obj.castShadow) castShadowCount += 1;
|
||||
if (obj.receiveShadow) receiveShadowCount += 1;
|
||||
}
|
||||
});
|
||||
return { meshCount, castShadowCount, receiveShadowCount };
|
||||
function placeSunRelativeToCamera(
|
||||
sun: DirectionalLight,
|
||||
sunTarget: Object3D,
|
||||
cameraPosition: { x: number; z: number },
|
||||
): void {
|
||||
sunTarget.position.set(cameraPosition.x, 0, cameraPosition.z);
|
||||
sun.position.set(
|
||||
cameraPosition.x + LIGHTING_STATE.sunX,
|
||||
LIGHTING_STATE.sunY,
|
||||
cameraPosition.z + LIGHTING_STATE.sunZ,
|
||||
);
|
||||
}
|
||||
|
||||
export function Lighting(): React.JSX.Element {
|
||||
const camera = useThree((state) => state.camera);
|
||||
const gl = useThree((state) => state.gl);
|
||||
const scene = useThree((state) => state.scene);
|
||||
const invalidate = useThree((state) => state.invalidate);
|
||||
const ambient = useRef<AmbientLight>(null);
|
||||
const sun = useRef<DirectionalLight>(null);
|
||||
const sunTarget = useRef<Object3D>(null);
|
||||
const lastDiagAtRef = useRef(0);
|
||||
|
||||
useEffect(() => {
|
||||
if (!sun.current || !sunTarget.current) return;
|
||||
|
||||
configureSunShadow(sun.current, sunTarget.current);
|
||||
configureRendererShadows(gl);
|
||||
sun.current.shadow.needsUpdate = true;
|
||||
configureSunShadow(sun.current, sunTarget.current);
|
||||
// Prime the sun + target onto the camera before the first shadow pass so
|
||||
// the initial shadow frustum already covers the visible scene; without
|
||||
// this, the first frame is rendered with the default (origin-centered)
|
||||
// frustum and shadows can appear absent until the player moves.
|
||||
placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
|
||||
}, [camera, gl]);
|
||||
|
||||
// [diag] one-shot scene snapshot to count shadow casters/receivers
|
||||
const counts = snapshotShadowMeshes(scene);
|
||||
console.log("[shadow:mount]", {
|
||||
shadowMapEnabled: gl.shadowMap.enabled,
|
||||
shadowMapType: gl.shadowMap.type,
|
||||
shadowAutoUpdate: gl.shadowMap.autoUpdate,
|
||||
sunCastShadow: sun.current.castShadow,
|
||||
hasShadowMap: !!sun.current.shadow.map,
|
||||
...counts,
|
||||
});
|
||||
}, [gl, scene]);
|
||||
useShadowMapWarmup({ light: sun, scene, gl, invalidate });
|
||||
|
||||
useDebugFolder("Lighting", (folder) => {
|
||||
folder.addColor(LIGHTING_STATE, "ambientColor").name("Ambient Color");
|
||||
@@ -132,43 +120,20 @@ export function Lighting(): React.JSX.Element {
|
||||
.name("Sun Z");
|
||||
});
|
||||
|
||||
useFrame(({ clock }) => {
|
||||
useFrame(() => {
|
||||
if (ambient.current) {
|
||||
ambient.current.color.set(LIGHTING_STATE.ambientColor);
|
||||
ambient.current.intensity = LIGHTING_STATE.ambientIntensity;
|
||||
}
|
||||
|
||||
if (sun.current && sunTarget.current) {
|
||||
sunTarget.current.position.set(camera.position.x, 0, camera.position.z);
|
||||
if (!sun.current || !sunTarget.current) return;
|
||||
|
||||
placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
|
||||
sunTarget.current.updateMatrixWorld();
|
||||
sun.current.position.set(
|
||||
camera.position.x + LIGHTING_STATE.sunX,
|
||||
LIGHTING_STATE.sunY,
|
||||
camera.position.z + LIGHTING_STATE.sunZ,
|
||||
);
|
||||
sun.current.color.set(LIGHTING_STATE.sunColor);
|
||||
sun.current.intensity = LIGHTING_STATE.sunIntensity;
|
||||
sun.current.updateMatrixWorld();
|
||||
sun.current.shadow.needsUpdate = true;
|
||||
}
|
||||
|
||||
// [diag] periodic shadow pipeline check (every 2s)
|
||||
const now = clock.getElapsedTime();
|
||||
if (now - lastDiagAtRef.current > 2 && sun.current) {
|
||||
lastDiagAtRef.current = now;
|
||||
console.log("[shadow:tick]", {
|
||||
shadowMapEnabled: gl.shadowMap.enabled,
|
||||
shadowAutoUpdate: gl.shadowMap.autoUpdate,
|
||||
sunCastShadow: sun.current.castShadow,
|
||||
sunIntensity: sun.current.intensity,
|
||||
hasShadowMapTexture: !!sun.current.shadow.map?.texture,
|
||||
sunPos: sun.current.position.toArray().map((n) => Number(n.toFixed(2))),
|
||||
targetPos: sunTarget.current?.position
|
||||
.toArray()
|
||||
.map((n) => Number(n.toFixed(2))),
|
||||
renderCalls: gl.info.render.calls,
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
|
||||
Reference in New Issue
Block a user