Compare commits
28 Commits
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| de77f76d48 |
@@ -74,28 +74,32 @@ It tracks:
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||||
- `gameMapLoaded`: map data and visible map nodes settled
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- `gameStageLoaded`: Rapier gameplay stage mounted
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- `showGameStage`: true when the map is ready enough to mount gameplay content
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- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
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- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
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- `gameplayReady`: true when map, stage, and octree are all ready
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The base game-scene readiness condition before the shadow warmup is:
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The game-scene readiness condition is:
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```ts
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showGameStage && gameStageLoaded && octree !== null;
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```
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After that condition is met, `SceneShadowWarmup` runs one final loading step:
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Shadows are configured once when `Lighting` mounts (renderer `shadowMap.enabled`, sun
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`shadow.autoUpdate = true`, bias and frustum from `SHADOW_CONFIG` in
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`src/data/world/lightingConfig.ts`). The shadow map then refreshes every frame and
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follows the player camera through the sun's `target`. The earlier `SceneShadowWarmup`
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step has been removed — the visible loading overlay no longer waits for a forced
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shadow refresh because `autoUpdate` covers steady-state rendering.
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```txt
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Activation des ombres -> Ombres prêtes -> Gameplay prêt
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```
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### Avoiding global scene remounts
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This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
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After the warmup, shadow maps switch back to manual refreshes driven by `Lighting`.
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The sun still follows the player camera, but the shadow map is only marked dirty
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when the camera has moved enough and a short refresh interval has elapsed. This
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keeps shadows present after loading without paying for a full shadow render every
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frame across the dense vegetation chunks.
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Heavy stage components (`GameStageContent`, `Player`, dialogues) load assets via
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`useGLTF`/`useTexture` without preload (e.g. `EbikeSpeedometer` calls `useTexture`
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when the bike mounts). To prevent any late suspension from bubbling up to the
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root `<Suspense>` boundary in `src/pages/page.tsx` and unmounting the entire
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world (which would trigger a redundant octree rebuild and shadow re-config), the
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game stage block and the spawn-player block are wrapped in their own
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`<Suspense fallback={null}>` boundaries inside `src/world/World.tsx`. Any new
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sibling that suspends late should be added inside one of these boundaries or get
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its own.
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The debug physics scene is ready when:
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@@ -20,3 +20,63 @@ If DevTools still opens a bundled file, stop the dev server, clear Vite's cached
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rm -rf node_modules/.vite
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npm run dev:three-debug
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```
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## Visual debug toggles
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The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by
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`src/managers/stores/useDebugVisualsStore.ts`:
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- **Show Player Model** — renders the main character GLTF in front of the
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current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is
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positioned in camera-local space so it stays visible regardless of pitch.
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- **Show Octree** — overlays the collision octree as colored line segments,
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one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`).
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Cells are colored by depth. Use it to inspect collision precision around
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doorways or passages.
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- **Octree Max Depth** — caps how deep the octree visualization recurses
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(default 6). Increase to see leaf-level subdivisions; decrease to keep the
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scene readable when the tree is large.
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The octree visualization reads the live `Octree` instance from `World`. The
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mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible
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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. The
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fix has two layers:
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### Per-frame refresh (steady state)
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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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### Mount-time shadow map reallocation (`useShadowMapWarmup`)
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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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`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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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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@@ -0,0 +1,173 @@
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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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octree: Octree | null;
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}
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interface OctreeNodeBox {
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box: Box3;
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depth: number;
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triangleCount: number;
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isLeaf: boolean;
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}
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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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[3, 2],
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[2, 0],
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[4, 5],
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[5, 7],
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[7, 6],
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[6, 4],
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[0, 4],
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[1, 5],
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[2, 6],
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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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depth = 0,
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acc: OctreeNodeBox[] = [],
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): OctreeNodeBox[] {
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if (depth > options.maxDepth) return acc;
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const isLeaf = node.subTrees.length === 0;
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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 && passesFabrikFilter) {
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acc.push({
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box: node.box,
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depth,
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triangleCount: node.triangles.length,
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isLeaf,
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});
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}
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for (const sub of node.subTrees) {
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collectOctreeBoxes(sub, options, depth + 1, acc);
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}
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return acc;
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}
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function buildOctreeLineGeometry(
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nodes: readonly OctreeNodeBox[],
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): BufferGeometry {
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const positionsBuffer = new Float32Array(
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nodes.length * BOX_VERTEX_INDEX_PAIRS.length * 2 * 3,
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);
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||||
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||||
const corners: [number, number, number][] = Array.from({ length: 8 }, () => [
|
||||
0, 0, 0,
|
||||
]);
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||||
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||||
let positionsOffset = 0;
|
||||
|
||||
for (const node of nodes) {
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||||
const { min, max } = node.box;
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||||
corners[0] = [min.x, min.y, min.z];
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||||
corners[1] = [max.x, min.y, min.z];
|
||||
corners[2] = [min.x, max.y, min.z];
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corners[3] = [max.x, max.y, min.z];
|
||||
corners[4] = [min.x, min.y, max.z];
|
||||
corners[5] = [max.x, min.y, max.z];
|
||||
corners[6] = [min.x, max.y, max.z];
|
||||
corners[7] = [max.x, max.y, max.z];
|
||||
|
||||
for (const [a, b] of BOX_VERTEX_INDEX_PAIRS) {
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const ca = corners[a]!;
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const cb = corners[b]!;
|
||||
positionsBuffer[positionsOffset++] = ca[0];
|
||||
positionsBuffer[positionsOffset++] = ca[1];
|
||||
positionsBuffer[positionsOffset++] = ca[2];
|
||||
positionsBuffer[positionsOffset++] = cb[0];
|
||||
positionsBuffer[positionsOffset++] = cb[1];
|
||||
positionsBuffer[positionsOffset++] = cb[2];
|
||||
}
|
||||
}
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||||
|
||||
const geometry = new BufferGeometry();
|
||||
geometry.setAttribute("position", new BufferAttribute(positionsBuffer, 3));
|
||||
return geometry;
|
||||
}
|
||||
|
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export function DebugOctreeVisualization({
|
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octree,
|
||||
}: DebugOctreeVisualizationProps): React.JSX.Element | null {
|
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const showOctree = useDebugVisualsStore((state) => state.showOctree);
|
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const minDepth = useDebugVisualsStore((state) => state.octreeMinDepth);
|
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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);
|
||||
|
||||
const geometry = useMemo(() => {
|
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if (!octree || !showOctree) return null;
|
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const boxes = collectOctreeBoxes(octree, {
|
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minDepth,
|
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maxDepth,
|
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leavesOnly,
|
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fabrikOnly,
|
||||
});
|
||||
if (boxes.length === 0) return null;
|
||||
return buildOctreeLineGeometry(boxes);
|
||||
}, [fabrikOnly, leavesOnly, maxDepth, minDepth, octree, showOctree]);
|
||||
|
||||
if (!geometry) return null;
|
||||
|
||||
return (
|
||||
<lineSegments frustumCulled={false} renderOrder={999}>
|
||||
<primitive object={geometry} attach="geometry" />
|
||||
<lineBasicMaterial
|
||||
color="#22d3ee"
|
||||
depthTest={false}
|
||||
depthWrite={false}
|
||||
transparent
|
||||
opacity={opacity}
|
||||
/>
|
||||
</lineSegments>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
import { useEffect, useMemo, useRef } from "react";
|
||||
import * as THREE from "three";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
|
||||
const MODEL_PATH = "/models/persoprincipal/model.gltf";
|
||||
// Offset expressed in the camera's local space:
|
||||
// - x: horizontal (0 = centered)
|
||||
// - y: vertical relative to camera eye (negative = below)
|
||||
// - z: forward (negative = in front of the camera)
|
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const LOCAL_OFFSET = new THREE.Vector3(0, -1, -2.5);
|
||||
|
||||
const eulerHelper = new THREE.Euler();
|
||||
|
||||
export function DebugPlayerModel(): React.JSX.Element {
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
const { scene } = useGLTF(MODEL_PATH);
|
||||
|
||||
const model = useMemo(() => {
|
||||
const cloned = scene.clone(true);
|
||||
cloned.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.castShadow = true;
|
||||
child.receiveShadow = true;
|
||||
child.frustumCulled = false;
|
||||
}
|
||||
});
|
||||
return cloned;
|
||||
}, [scene]);
|
||||
|
||||
useEffect(
|
||||
() => () => {
|
||||
model.clear();
|
||||
},
|
||||
[model],
|
||||
);
|
||||
|
||||
useFrame(({ camera }) => {
|
||||
const group = groupRef.current;
|
||||
if (!group) return;
|
||||
|
||||
// Place the model in front of the camera using its local space so it stays
|
||||
// visible regardless of the camera pitch (top-down ebike view, etc.).
|
||||
group.position.copy(LOCAL_OFFSET).applyMatrix4(camera.matrixWorld);
|
||||
|
||||
// Keep the model upright and aligned with the camera yaw only.
|
||||
eulerHelper.setFromQuaternion(camera.quaternion, "YXZ");
|
||||
group.rotation.set(0, eulerHelper.y, 0);
|
||||
});
|
||||
|
||||
return (
|
||||
<group ref={groupRef} frustumCulled={false}>
|
||||
<primitive object={model} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
useGLTF.preload(MODEL_PATH);
|
||||
@@ -131,6 +131,17 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
|
||||
}
|
||||
}, [model]);
|
||||
|
||||
useEffect(() => {
|
||||
if (!model) return;
|
||||
|
||||
model.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.castShadow = true;
|
||||
child.receiveShadow = true;
|
||||
}
|
||||
});
|
||||
}, [model]);
|
||||
|
||||
useEffect(() => {
|
||||
window.ebikeVisualGroup = groupRef;
|
||||
window.ebikeParkedPosition = restingPositionRef.current;
|
||||
|
||||
@@ -1,10 +1,18 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { AppLoadingIndicator } from "@/components/ui/AppLoadingIndicator";
|
||||
import type { SceneLoadingState } from "@/types/world/sceneLoading";
|
||||
|
||||
const LOADING_BACKGROUND_PATH = "/assets/bg-site.png";
|
||||
const LOADING_LOGO_PATH = "/assets/logo.png";
|
||||
const LOADING_BACKGROUND_PATH = "/assets/bg-site.webp";
|
||||
const LOADING_FRAME_RATE = 12;
|
||||
const LOADING_FRAME_INTERVAL_MS = 1000 / LOADING_FRAME_RATE;
|
||||
const LOADING_LOGO_FRAMES = [
|
||||
"/assets/loader/Loader-1.png",
|
||||
"/assets/loader/Loader-2.png",
|
||||
"/assets/loader/Loader-3.png",
|
||||
"/assets/loader/Loader-4.png",
|
||||
] as const;
|
||||
|
||||
for (const path of [LOADING_BACKGROUND_PATH, LOADING_LOGO_PATH]) {
|
||||
for (const path of [LOADING_BACKGROUND_PATH, ...LOADING_LOGO_FRAMES]) {
|
||||
const image = new Image();
|
||||
image.src = path;
|
||||
}
|
||||
@@ -16,8 +24,25 @@ interface SceneLoadingOverlayProps {
|
||||
export function SceneLoadingOverlay({
|
||||
state,
|
||||
}: SceneLoadingOverlayProps): React.JSX.Element | null {
|
||||
const [logoFrameIndex, setLogoFrameIndex] = useState(0);
|
||||
const isReady = state.status === "ready";
|
||||
const progress = Math.round(Math.max(0, Math.min(1, state.progress)) * 100);
|
||||
const logoFramePath =
|
||||
LOADING_LOGO_FRAMES[logoFrameIndex] ?? LOADING_LOGO_FRAMES[0];
|
||||
|
||||
useEffect(() => {
|
||||
if (isReady) return undefined;
|
||||
|
||||
const intervalId = window.setInterval(() => {
|
||||
setLogoFrameIndex(
|
||||
(currentIndex) => (currentIndex + 1) % LOADING_LOGO_FRAMES.length,
|
||||
);
|
||||
}, LOADING_FRAME_INTERVAL_MS);
|
||||
|
||||
return () => {
|
||||
window.clearInterval(intervalId);
|
||||
};
|
||||
}, [isReady]);
|
||||
|
||||
return (
|
||||
<div
|
||||
@@ -33,7 +58,7 @@ export function SceneLoadingOverlay({
|
||||
<img
|
||||
alt="La Fabrik Durable"
|
||||
className="scene-loading-overlay__logo"
|
||||
src={LOADING_LOGO_PATH}
|
||||
src={logoFramePath}
|
||||
/>
|
||||
<div className="scene-loading-overlay__footer">
|
||||
<div className="scene-loading-overlay__meta">
|
||||
|
||||
@@ -1,231 +1,24 @@
|
||||
import { Suspense, useEffect, useMemo, useRef } from "react";
|
||||
import { Canvas, useFrame } from "@react-three/fiber";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
import * as THREE from "three";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
import { GAME_STEPS } from "@/data/game/gameStateConfig";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
const TALKIE_MODEL_PATH = "/models/talkie/model.gltf";
|
||||
const TALKIE_VIDEO_PATH = "/assets/world/UI/talkie-video.mp4";
|
||||
const TALKIE_FIRST_VISIBLE_STEP = "reveal";
|
||||
const TALKIE_FIRST_VISIBLE_STEP_INDEX = GAME_STEPS.indexOf(
|
||||
TALKIE_FIRST_VISIBLE_STEP,
|
||||
);
|
||||
|
||||
const TALKIE_REST_Y = -1.55;
|
||||
const TALKIE_ACTIVE_Y = -0.92;
|
||||
const TALKIE_BASE_ROTATION: Vector3Tuple = [0.08, -0.52, -0.04];
|
||||
const TALKIE_FLOAT_ROTATION_AMPLITUDE = THREE.MathUtils.degToRad(2.2);
|
||||
const TALKIE_FLOAT_Y_AMPLITUDE = 0.055;
|
||||
const TALKIE_SCREEN_TEXTURE_SIZE = 512;
|
||||
|
||||
interface TalkieModelProps {
|
||||
active: boolean;
|
||||
}
|
||||
|
||||
interface TalkieVideoResources {
|
||||
canvas: HTMLCanvasElement;
|
||||
context: CanvasRenderingContext2D | null;
|
||||
material: THREE.MeshBasicMaterial;
|
||||
texture: THREE.CanvasTexture;
|
||||
video: HTMLVideoElement;
|
||||
}
|
||||
|
||||
function createTalkieVideoResources(): TalkieVideoResources {
|
||||
const video = document.createElement("video");
|
||||
video.src = TALKIE_VIDEO_PATH;
|
||||
video.crossOrigin = "anonymous";
|
||||
video.loop = true;
|
||||
video.muted = true;
|
||||
video.playsInline = true;
|
||||
video.preload = "auto";
|
||||
|
||||
const canvas = document.createElement("canvas");
|
||||
canvas.width = TALKIE_SCREEN_TEXTURE_SIZE;
|
||||
canvas.height = TALKIE_SCREEN_TEXTURE_SIZE;
|
||||
const context = canvas.getContext("2d");
|
||||
const texture = new THREE.CanvasTexture(canvas);
|
||||
texture.colorSpace = THREE.SRGBColorSpace;
|
||||
texture.flipY = false;
|
||||
texture.needsUpdate = true;
|
||||
const material = new THREE.MeshBasicMaterial({
|
||||
map: texture,
|
||||
toneMapped: false,
|
||||
});
|
||||
|
||||
return { canvas, context, material, texture, video };
|
||||
}
|
||||
|
||||
function TalkieModel({ active }: TalkieModelProps): React.JSX.Element {
|
||||
const { scene } = useGLTF(TALKIE_MODEL_PATH);
|
||||
const model = useMemo(() => scene.clone(true), [scene]);
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
const screenRef = useRef<THREE.Mesh | null>(null);
|
||||
const originalScreenMaterialRef = useRef<THREE.Material | null>(null);
|
||||
const videoResourcesRef = useRef<TalkieVideoResources | null>(null);
|
||||
|
||||
useEffect(() => {
|
||||
const videoResources = createTalkieVideoResources();
|
||||
videoResourcesRef.current = videoResources;
|
||||
|
||||
return () => {
|
||||
videoResources.video.pause();
|
||||
videoResources.video.removeAttribute("src");
|
||||
videoResources.video.load();
|
||||
videoResources.texture.dispose();
|
||||
videoResources.material.dispose();
|
||||
videoResourcesRef.current = null;
|
||||
};
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
model.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.castShadow = false;
|
||||
child.receiveShadow = false;
|
||||
child.frustumCulled = false;
|
||||
}
|
||||
});
|
||||
|
||||
const screen = model.getObjectByName("écran");
|
||||
if (screen instanceof THREE.Mesh) {
|
||||
screenRef.current = screen;
|
||||
originalScreenMaterialRef.current = Array.isArray(screen.material)
|
||||
? (screen.material[0] ?? null)
|
||||
: screen.material;
|
||||
}
|
||||
}, [model]);
|
||||
|
||||
useEffect(() => {
|
||||
const screen = screenRef.current;
|
||||
const originalMaterial = originalScreenMaterialRef.current;
|
||||
const videoResources = videoResourcesRef.current;
|
||||
|
||||
if (!videoResources) return;
|
||||
|
||||
if (screen) {
|
||||
screen.material = active
|
||||
? videoResources.material
|
||||
: (originalMaterial ?? videoResources.material);
|
||||
}
|
||||
|
||||
if (active) {
|
||||
void videoResources.video.play();
|
||||
return;
|
||||
}
|
||||
|
||||
videoResources.video.pause();
|
||||
}, [active]);
|
||||
|
||||
useFrame(({ clock }) => {
|
||||
if (!groupRef.current) return;
|
||||
|
||||
const t = clock.getElapsedTime();
|
||||
const floatY = Math.sin(t * 1.2) * TALKIE_FLOAT_Y_AMPLITUDE;
|
||||
const targetY = (active ? TALKIE_ACTIVE_Y : TALKIE_REST_Y) + floatY;
|
||||
groupRef.current.position.y = THREE.MathUtils.lerp(
|
||||
groupRef.current.position.y,
|
||||
targetY,
|
||||
0.14,
|
||||
);
|
||||
|
||||
groupRef.current.rotation.x =
|
||||
TALKIE_BASE_ROTATION[0] +
|
||||
Math.sin(t * 0.7) * TALKIE_FLOAT_ROTATION_AMPLITUDE;
|
||||
groupRef.current.rotation.y =
|
||||
TALKIE_BASE_ROTATION[1] +
|
||||
Math.sin(t * 0.55) * TALKIE_FLOAT_ROTATION_AMPLITUDE;
|
||||
groupRef.current.rotation.z =
|
||||
TALKIE_BASE_ROTATION[2] +
|
||||
Math.sin(t * 0.8) * TALKIE_FLOAT_ROTATION_AMPLITUDE;
|
||||
|
||||
const videoResources = videoResourcesRef.current;
|
||||
|
||||
if (active && videoResources?.context) {
|
||||
const { canvas, context, texture, video } = videoResources;
|
||||
context.fillStyle = "#02040a";
|
||||
context.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
if (video.readyState >= HTMLMediaElement.HAVE_CURRENT_DATA) {
|
||||
const videoAspect = video.videoWidth / video.videoHeight;
|
||||
const canvasAspect = canvas.width / canvas.height;
|
||||
const drawWidth =
|
||||
videoAspect > canvasAspect
|
||||
? canvas.width
|
||||
: canvas.height * videoAspect;
|
||||
const drawHeight =
|
||||
videoAspect > canvasAspect
|
||||
? canvas.width / videoAspect
|
||||
: canvas.height;
|
||||
const drawX = (canvas.width - drawWidth) / 2;
|
||||
const drawY = (canvas.height - drawHeight) / 2;
|
||||
|
||||
context.drawImage(video, drawX, drawY, drawWidth, drawHeight);
|
||||
}
|
||||
|
||||
texture.needsUpdate = true;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<group
|
||||
ref={groupRef}
|
||||
position={[0, TALKIE_REST_Y, 0]}
|
||||
rotation={TALKIE_BASE_ROTATION}
|
||||
>
|
||||
<primitive
|
||||
object={model}
|
||||
position={[0, -3.25, 0]}
|
||||
rotation={[0, -1, 0]}
|
||||
scale={1.5}
|
||||
/>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
interface TalkieSignalLinesProps {
|
||||
side: "left" | "right";
|
||||
}
|
||||
|
||||
function TalkieSignalLines({
|
||||
side,
|
||||
}: TalkieSignalLinesProps): React.JSX.Element {
|
||||
return (
|
||||
<svg
|
||||
className={`talkie-dialogue-overlay__signals talkie-dialogue-overlay__signals--${side}`}
|
||||
viewBox="0 0 90 120"
|
||||
aria-hidden="true"
|
||||
>
|
||||
<path d="M18 48 C30 58 30 72 18 82" />
|
||||
<path d="M34 34 C56 52 56 78 34 96" />
|
||||
<path d="M52 20 C84 46 84 84 52 110" />
|
||||
</svg>
|
||||
);
|
||||
}
|
||||
import { Suspense } from "react";
|
||||
import { Canvas } from "@react-three/fiber";
|
||||
import { TalkieModel } from "@/components/ui/talkie/TalkieModel";
|
||||
import { TalkieSignalLines } from "@/components/ui/talkie/TalkieSignalLines";
|
||||
import { useTalkieDialogueOverlayState } from "@/hooks/ui/useTalkieDialogueOverlayState";
|
||||
|
||||
export function TalkieDialogueOverlay(): React.JSX.Element | null {
|
||||
const activeSubtitle = useSubtitleStore((state) => state.activeSubtitle);
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const introStep = useGameStore((state) => state.intro.currentStep);
|
||||
const introStepIndex = GAME_STEPS.indexOf(introStep);
|
||||
const hasTalkieBeenRevealed =
|
||||
mainState !== "intro" || introStepIndex >= TALKIE_FIRST_VISIBLE_STEP_INDEX;
|
||||
const isNarratorDialogue = activeSubtitle?.speaker === "Narrateur";
|
||||
const { isNarratorDialogue, isVisible } = useTalkieDialogueOverlayState();
|
||||
|
||||
if (!hasTalkieBeenRevealed) return null;
|
||||
if (!isVisible) return null;
|
||||
|
||||
return (
|
||||
<aside
|
||||
className={`talkie-dialogue-overlay${isNarratorDialogue ? " talkie-dialogue-overlay--active talkie-dialogue-overlay--raised" : ""}`}
|
||||
className={`talkie-dialogue-overlay${isNarratorDialogue ? " talkie-dialogue-overlay--active" : ""}`}
|
||||
aria-hidden="true"
|
||||
>
|
||||
{isNarratorDialogue ? <TalkieSignalLines side="left" /> : null}
|
||||
{isNarratorDialogue ? <TalkieSignalLines side="right" /> : null}
|
||||
<div className="talkie-dialogue-overlay__model-frame">
|
||||
<Canvas
|
||||
camera={{ position: [0, 0, 4.2], zoom: 62 }}
|
||||
camera={{ position: [0, 0, 4.2], zoom: 56 }}
|
||||
dpr={[1, 1.5]}
|
||||
gl={{ alpha: true, antialias: true }}
|
||||
orthographic
|
||||
@@ -240,5 +33,3 @@ export function TalkieDialogueOverlay(): React.JSX.Element | null {
|
||||
</aside>
|
||||
);
|
||||
}
|
||||
|
||||
useGLTF.preload(TALKIE_MODEL_PATH);
|
||||
|
||||
@@ -0,0 +1,82 @@
|
||||
import { useEffect, useMemo, useRef } from "react";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
import * as THREE from "three";
|
||||
import gsap from "gsap";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
const TALKIE_MODEL_PATH = "/models/talkie/model.gltf";
|
||||
const TALKIE_REST_Y = -1.55;
|
||||
const TALKIE_ACTIVE_Y = -0.38;
|
||||
const TALKIE_BASE_ROTATION: Vector3Tuple = [0.08, -0.52, -0.04];
|
||||
const TALKIE_FLOAT_ROTATION_AMPLITUDE = THREE.MathUtils.degToRad(2.2);
|
||||
const TALKIE_FLOAT_Y_AMPLITUDE = 0.055;
|
||||
|
||||
interface TalkieModelProps {
|
||||
active: boolean;
|
||||
}
|
||||
|
||||
export function TalkieModel({ active }: TalkieModelProps): React.JSX.Element {
|
||||
const { scene } = useGLTF(TALKIE_MODEL_PATH);
|
||||
const model = useMemo(() => scene.clone(true), [scene]);
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
const floatRef = useRef<THREE.Group>(null);
|
||||
|
||||
useEffect(() => {
|
||||
model.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.castShadow = false;
|
||||
child.receiveShadow = false;
|
||||
child.frustumCulled = false;
|
||||
}
|
||||
});
|
||||
}, [model]);
|
||||
|
||||
useEffect(() => {
|
||||
const group = groupRef.current;
|
||||
if (!group) return;
|
||||
|
||||
gsap.killTweensOf(group.position);
|
||||
gsap.to(group.position, {
|
||||
y: active ? TALKIE_ACTIVE_Y : TALKIE_REST_Y,
|
||||
duration: active ? 0.72 : 0.5,
|
||||
ease: active ? "power3.out" : "power2.out",
|
||||
});
|
||||
|
||||
return () => {
|
||||
gsap.killTweensOf(group.position);
|
||||
};
|
||||
}, [active]);
|
||||
|
||||
useFrame(({ clock }) => {
|
||||
if (!floatRef.current) return;
|
||||
|
||||
const t = clock.getElapsedTime();
|
||||
floatRef.current.position.y = Math.sin(t * 1.2) * TALKIE_FLOAT_Y_AMPLITUDE;
|
||||
|
||||
floatRef.current.rotation.x =
|
||||
TALKIE_BASE_ROTATION[0] +
|
||||
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>
|
||||
);
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
import type { CSSProperties } from "react";
|
||||
|
||||
const BACKGROUND_IMAGE = "/assets/bg-site.png";
|
||||
const BACKGROUND_IMAGE = "/assets/bg-site.webp";
|
||||
|
||||
export const SITE_CONFIG = {
|
||||
backgroundImage: BACKGROUND_IMAGE,
|
||||
|
||||
@@ -19,7 +19,7 @@ export const CLOUD_DEFAULTS = {
|
||||
maxRotation: Math.PI * 2,
|
||||
minSpeedMultiplier: 0.4,
|
||||
maxSpeedMultiplier: 1,
|
||||
castShadow: false,
|
||||
castShadow: true,
|
||||
receiveShadow: false,
|
||||
};
|
||||
|
||||
|
||||
@@ -30,3 +30,12 @@ export const SUN_Y_STEP = 1;
|
||||
export const SUN_Z_MIN = -100;
|
||||
export const SUN_Z_MAX = 100;
|
||||
export const SUN_Z_STEP = 1;
|
||||
|
||||
export const SHADOW_CONFIG = {
|
||||
mapSize: 2048,
|
||||
cameraSize: 95,
|
||||
cameraNear: 0.5,
|
||||
cameraFar: 300,
|
||||
bias: 0,
|
||||
normalBias: 0,
|
||||
} as const;
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
export interface OctreeCollisionBox {
|
||||
center: Vector3Tuple;
|
||||
size: Vector3Tuple;
|
||||
}
|
||||
|
||||
export interface MapOctreeCollisionBox extends OctreeCollisionBox {
|
||||
bottomY: number;
|
||||
}
|
||||
|
||||
export const MAP_OCTREE_COLLISION_BOXES = {
|
||||
immeuble1: {
|
||||
center: [-0.0308, 5.8389, 0],
|
||||
size: [17.2522, 11.6098, 9.2668],
|
||||
bottomY: 0.034,
|
||||
},
|
||||
maison1: {
|
||||
center: [0, 1.3638, 0.0536],
|
||||
size: [2.7813, 3.022, 2.8609],
|
||||
bottomY: -0.1472,
|
||||
},
|
||||
} as const satisfies Record<string, MapOctreeCollisionBox>;
|
||||
|
||||
export const LA_FABRIK_INTERIOR_COLLISION_BOXES = [
|
||||
// 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],
|
||||
},
|
||||
{
|
||||
center: [-5.8519, 0.9362, 2.5742],
|
||||
size: [1.67, 1.551, 2.566],
|
||||
},
|
||||
{
|
||||
center: [-2.0627, 1.4875, -1.2243],
|
||||
size: [0.691, 0.723, 0.687],
|
||||
},
|
||||
{
|
||||
center: [-3.5502, 1.4378, -1.2485],
|
||||
size: [1.055, 0.657, 0.563],
|
||||
},
|
||||
] as const satisfies readonly OctreeCollisionBox[];
|
||||
|
||||
export const CHARACTER_OCTREE_COLLISION_BOX = {
|
||||
center: [0, 0.875, 0],
|
||||
size: [0.62, 1.75, 0.62],
|
||||
} as const satisfies OctreeCollisionBox;
|
||||
|
||||
export function hasMapOctreeCollisionBox(
|
||||
name: string,
|
||||
): name is keyof typeof MAP_OCTREE_COLLISION_BOXES {
|
||||
return name in MAP_OCTREE_COLLISION_BOXES;
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
|
||||
import { useDebugVisualsStore } from "@/managers/stores/useDebugVisualsStore";
|
||||
|
||||
export function useDebugVisualsDebug(): void {
|
||||
useDebugFolder("Debug", (folder) => {
|
||||
const state = useDebugVisualsStore.getState();
|
||||
const controls = {
|
||||
showPlayerModel: state.showPlayerModel,
|
||||
showOctree: state.showOctree,
|
||||
octreeMinDepth: state.octreeMinDepth,
|
||||
octreeMaxDepth: state.octreeMaxDepth,
|
||||
octreeLeavesOnly: state.octreeLeavesOnly,
|
||||
octreeOpacity: state.octreeOpacity,
|
||||
octreeFabrikOnly: state.octreeFabrikOnly,
|
||||
};
|
||||
|
||||
folder
|
||||
.add(controls, "showPlayerModel")
|
||||
.name("Show Player Model")
|
||||
.onChange((value: boolean) => {
|
||||
useDebugVisualsStore.getState().setShowPlayerModel(value);
|
||||
});
|
||||
|
||||
folder
|
||||
.add(controls, "showOctree")
|
||||
.name("Show Octree")
|
||||
.onChange((value: boolean) => {
|
||||
useDebugVisualsStore.getState().setShowOctree(value);
|
||||
});
|
||||
|
||||
folder
|
||||
.add(controls, "octreeLeavesOnly")
|
||||
.name("Octree Leaves Only")
|
||||
.onChange((value: boolean) => {
|
||||
useDebugVisualsStore.getState().setOctreeLeavesOnly(value);
|
||||
});
|
||||
|
||||
folder
|
||||
.add(controls, "octreeMinDepth", 0, 10, 1)
|
||||
.name("Octree Min Depth")
|
||||
.onChange((value: number) => {
|
||||
useDebugVisualsStore.getState().setOctreeMinDepth(value);
|
||||
});
|
||||
|
||||
folder
|
||||
.add(controls, "octreeMaxDepth", 0, 10, 1)
|
||||
.name("Octree Max Depth")
|
||||
.onChange((value: number) => {
|
||||
useDebugVisualsStore.getState().setOctreeMaxDepth(value);
|
||||
});
|
||||
|
||||
folder
|
||||
.add(controls, "octreeOpacity", 0.05, 1, 0.05)
|
||||
.name("Octree Opacity")
|
||||
.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";
|
||||
|
||||
@@ -27,6 +27,7 @@ export function useOctreeGraphNode(
|
||||
|
||||
const octree = new Octree();
|
||||
octree.fromGraphNode(graphNode);
|
||||
|
||||
onOctreeReady(octree);
|
||||
}, [enabled, graphNodeRef, onOctreeReady, rebuildKey]);
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
};
|
||||
}
|
||||
@@ -11,13 +11,10 @@ interface UseWorldSceneLoadingOptions {
|
||||
interface UseWorldSceneLoadingResult {
|
||||
octree: Octree | null;
|
||||
gameplayReady: boolean;
|
||||
shouldWarmUpShadows: boolean;
|
||||
showGameStage: boolean;
|
||||
handleGameStageLoaded: () => void;
|
||||
handleGameMapLoaded: () => void;
|
||||
handleOctreeReady: (octree: Octree) => void;
|
||||
handleShadowWarmupReady: () => void;
|
||||
handleShadowWarmupStarted: () => void;
|
||||
}
|
||||
|
||||
export function useWorldSceneLoading({
|
||||
@@ -27,19 +24,13 @@ export function useWorldSceneLoading({
|
||||
const [octree, setOctree] = useState<Octree | null>(null);
|
||||
const [gameMapLoaded, setGameMapLoaded] = useState(false);
|
||||
const [gameStageLoaded, setGameStageLoaded] = useState(false);
|
||||
const [shadowsReady, setShadowsReady] = useState(false);
|
||||
const showGameStage = sceneMode === "game" && gameMapLoaded;
|
||||
const gameSceneReadyForShadows =
|
||||
showGameStage && gameStageLoaded && octree !== null;
|
||||
const shadowWarmupReady = sceneMode === "game" && gameSceneReadyForShadows;
|
||||
const shouldWarmUpShadows = shadowWarmupReady && !shadowsReady;
|
||||
const gameplayReady = gameSceneReadyForShadows && shadowsReady;
|
||||
const gameplayReady = showGameStage && gameStageLoaded && octree !== null;
|
||||
const sceneReady =
|
||||
(sceneMode === "game" && gameplayReady) ||
|
||||
(sceneMode === "physics" && octree !== null);
|
||||
|
||||
const handleGameMapLoaded = useCallback(() => {
|
||||
setShadowsReady(false);
|
||||
setGameMapLoaded(true);
|
||||
}, []);
|
||||
|
||||
@@ -54,7 +45,6 @@ export function useWorldSceneLoading({
|
||||
|
||||
const handleOctreeReady = useCallback(
|
||||
(nextOctree: Octree) => {
|
||||
setShadowsReady(false);
|
||||
setOctree(nextOctree);
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Collision prête",
|
||||
@@ -65,23 +55,6 @@ export function useWorldSceneLoading({
|
||||
[onLoadingStateChange],
|
||||
);
|
||||
|
||||
const handleShadowWarmupStarted = useCallback(() => {
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Activation des ombres",
|
||||
progress: 0.97,
|
||||
status: "loading",
|
||||
});
|
||||
}, [onLoadingStateChange]);
|
||||
|
||||
const handleShadowWarmupReady = useCallback(() => {
|
||||
setShadowsReady(true);
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Ombres prêtes",
|
||||
progress: 0.99,
|
||||
status: "loading",
|
||||
});
|
||||
}, [onLoadingStateChange]);
|
||||
|
||||
useEffect(() => {
|
||||
onLoadingStateChange?.({
|
||||
currentStep: "Initialisation du jeu",
|
||||
@@ -115,12 +88,9 @@ export function useWorldSceneLoading({
|
||||
return {
|
||||
octree,
|
||||
gameplayReady,
|
||||
shouldWarmUpShadows,
|
||||
showGameStage,
|
||||
handleGameStageLoaded,
|
||||
handleGameMapLoaded,
|
||||
handleOctreeReady,
|
||||
handleShadowWarmupReady,
|
||||
handleShadowWarmupStarted,
|
||||
};
|
||||
}
|
||||
|
||||
+22
-27
@@ -942,11 +942,11 @@ canvas {
|
||||
.scene-loading-overlay__logo {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
display: block;
|
||||
width: clamp(180px, 28vw, 320px);
|
||||
max-height: min(38vh, 320px);
|
||||
border-radius: 16px;
|
||||
object-fit: cover;
|
||||
box-shadow: 0 28px 80px rgba(0, 0, 0, 0.28);
|
||||
height: auto;
|
||||
object-fit: contain;
|
||||
}
|
||||
|
||||
.scene-loading-overlay__footer {
|
||||
@@ -1243,24 +1243,21 @@ canvas {
|
||||
left: 0;
|
||||
bottom: 0;
|
||||
z-index: 16;
|
||||
width: clamp(190px, 18vw, 310px);
|
||||
aspect-ratio: 1.05;
|
||||
overflow: visible;
|
||||
width: clamp(190px, 18vw, 300px);
|
||||
aspect-ratio: 1;
|
||||
pointer-events: none;
|
||||
transform: translateY(0);
|
||||
transition: transform 180ms ease;
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay--raised {
|
||||
transform: translateY(-8px);
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__model-frame {
|
||||
position: absolute;
|
||||
inset: -18% -12% -6% -12%;
|
||||
inset: 0;
|
||||
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;
|
||||
@@ -1268,30 +1265,31 @@ canvas {
|
||||
|
||||
.talkie-dialogue-overlay__signals {
|
||||
position: absolute;
|
||||
bottom: 38%;
|
||||
top: 52%;
|
||||
z-index: 2;
|
||||
width: 34%;
|
||||
height: 50%;
|
||||
width: 38%;
|
||||
height: 52%;
|
||||
overflow: visible;
|
||||
opacity: 0.72;
|
||||
opacity: 0.8;
|
||||
animation: talkie-signal-pulse 1s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals--left {
|
||||
left: 7%;
|
||||
scale: -1 1;
|
||||
right: 62%;
|
||||
transform: translateY(-50%) scaleX(-1);
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals--right {
|
||||
right: 7%;
|
||||
left: 62%;
|
||||
transform: translateY(-50%);
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals path {
|
||||
fill: none;
|
||||
stroke: rgba(162, 210, 255, 0.92);
|
||||
stroke: rgba(235, 244, 255, 0.9);
|
||||
stroke-linecap: round;
|
||||
stroke-width: 4;
|
||||
filter: drop-shadow(0 0 5px rgba(125, 211, 252, 0.58));
|
||||
stroke-width: 5;
|
||||
filter: drop-shadow(0 0 7px rgba(125, 211, 252, 0.72));
|
||||
}
|
||||
|
||||
.talkie-dialogue-overlay__signals path:nth-child(2) {
|
||||
@@ -1301,7 +1299,7 @@ canvas {
|
||||
|
||||
.talkie-dialogue-overlay__signals path:nth-child(3) {
|
||||
animation-delay: 180ms;
|
||||
opacity: 0.45;
|
||||
opacity: 0.55;
|
||||
}
|
||||
|
||||
@keyframes talkie-radio-shake {
|
||||
@@ -1335,18 +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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
import { create } from "zustand";
|
||||
|
||||
interface DebugVisualsStore {
|
||||
showPlayerModel: boolean;
|
||||
setShowPlayerModel: (value: boolean) => void;
|
||||
showOctree: boolean;
|
||||
setShowOctree: (value: boolean) => void;
|
||||
octreeMaxDepth: number;
|
||||
setOctreeMaxDepth: (value: number) => void;
|
||||
octreeMinDepth: number;
|
||||
setOctreeMinDepth: (value: number) => void;
|
||||
octreeLeavesOnly: boolean;
|
||||
setOctreeLeavesOnly: (value: boolean) => void;
|
||||
octreeOpacity: number;
|
||||
setOctreeOpacity: (value: number) => void;
|
||||
octreeFabrikOnly: boolean;
|
||||
setOctreeFabrikOnly: (value: boolean) => void;
|
||||
}
|
||||
|
||||
export const useDebugVisualsStore = create<DebugVisualsStore>((set) => ({
|
||||
showPlayerModel: false,
|
||||
setShowPlayerModel: (showPlayerModel) => set({ showPlayerModel }),
|
||||
showOctree: false,
|
||||
setShowOctree: (showOctree) => set({ showOctree }),
|
||||
octreeMaxDepth: 8,
|
||||
setOctreeMaxDepth: (octreeMaxDepth) => set({ octreeMaxDepth }),
|
||||
octreeMinDepth: 4,
|
||||
setOctreeMinDepth: (octreeMinDepth) => set({ octreeMinDepth }),
|
||||
octreeLeavesOnly: true,
|
||||
setOctreeLeavesOnly: (octreeLeavesOnly) => set({ octreeLeavesOnly }),
|
||||
octreeOpacity: 0.35,
|
||||
setOctreeOpacity: (octreeOpacity) => set({ octreeOpacity }),
|
||||
octreeFabrikOnly: false,
|
||||
setOctreeFabrikOnly: (octreeFabrikOnly) => set({ octreeFabrikOnly }),
|
||||
}));
|
||||
+2
-2
@@ -130,7 +130,7 @@ export function HomePage(): React.JSX.Element | null {
|
||||
|
||||
gl.shadowMap.enabled = true;
|
||||
gl.shadowMap.type = THREE.PCFShadowMap;
|
||||
gl.shadowMap.autoUpdate = false;
|
||||
gl.shadowMap.autoUpdate = true;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
|
||||
// The browser hands us a WEBGL_lose_context extension we can use to
|
||||
@@ -148,7 +148,7 @@ export function HomePage(): React.JSX.Element | null {
|
||||
const handleContextRestored = () => {
|
||||
gl.shadowMap.enabled = true;
|
||||
gl.shadowMap.type = THREE.PCFShadowMap;
|
||||
gl.shadowMap.autoUpdate = false;
|
||||
gl.shadowMap.autoUpdate = true;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
logger.info("WebGL", "Context restored");
|
||||
};
|
||||
|
||||
@@ -26,6 +26,7 @@ const DEBUG_FOLDER_ORDER = [
|
||||
"Hand Tracking",
|
||||
"Map",
|
||||
"Personnages",
|
||||
"Debug",
|
||||
] as const;
|
||||
|
||||
function isRecord(value: unknown): value is Record<string, unknown> {
|
||||
|
||||
@@ -15,24 +15,11 @@ import { SkyModel } from "@/components/three/world/SkyModel";
|
||||
import { CloudSystem } from "@/world/clouds/CloudSystem";
|
||||
import { FogSystem } from "@/world/fog/FogSystem";
|
||||
import { GrassSystem } from "@/world/grass/GrassSystem";
|
||||
import { SceneShadowWarmup } from "@/world/SceneShadowWarmup";
|
||||
import { VegetationSystem } from "@/world/vegetation/VegetationSystem";
|
||||
import { WaterSystem } from "@/world/water/WaterSystem";
|
||||
import { WorldPlane } from "@/world/WorldPlane";
|
||||
|
||||
interface ShadowWarmupConfig {
|
||||
active: boolean;
|
||||
onReady: () => void;
|
||||
onStarted: () => void;
|
||||
}
|
||||
|
||||
interface EnvironmentProps {
|
||||
shadowWarmup?: ShadowWarmupConfig;
|
||||
}
|
||||
|
||||
export function Environment({
|
||||
shadowWarmup,
|
||||
}: EnvironmentProps): React.JSX.Element {
|
||||
export function Environment(): React.JSX.Element {
|
||||
const sceneMode = useSceneMode();
|
||||
const groups = useMapPerformanceStore((state) => state.groups);
|
||||
const models = useMapPerformanceStore((state) => state.models);
|
||||
@@ -47,13 +34,6 @@ export function Environment({
|
||||
return (
|
||||
<>
|
||||
<FogSystem />
|
||||
{shadowWarmup ? (
|
||||
<SceneShadowWarmup
|
||||
active={shadowWarmup.active}
|
||||
onReady={shadowWarmup.onReady}
|
||||
onStarted={shadowWarmup.onStarted}
|
||||
/>
|
||||
) : null}
|
||||
{showSky ? (
|
||||
<SkyModel
|
||||
fallbackColor={GAME_SCENE_FALLBACK_BACKGROUND_COLOR}
|
||||
|
||||
@@ -27,6 +27,7 @@ import { useMapLodModelPath } from "@/hooks/world/useMapLodModelPath";
|
||||
import { GameMapCollision } from "@/world/GameMapCollision";
|
||||
import { GeneratedMapNodeInstance } from "@/world/map-generated/GeneratedMapNodeInstance";
|
||||
import { isGeneratedMapModelName } from "@/data/world/generatedMapModelConfig";
|
||||
import { hasMapOctreeCollisionBox } from "@/data/world/octreeCollisionConfig";
|
||||
import { getMapSingleModelScaleMultiplier } from "@/data/world/mapInstancingConfig";
|
||||
import { MapInstancingSystem } from "@/world/map-instancing/MapInstancingSystem";
|
||||
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
|
||||
@@ -115,6 +116,9 @@ export function GameMap({
|
||||
const [collisionMapNodes, setCollisionMapNodes] = useState<LoadedMapNode[]>(
|
||||
[],
|
||||
);
|
||||
const [proxyCollisionMapNodes, setProxyCollisionMapNodes] = useState<
|
||||
MapNode[]
|
||||
>([]);
|
||||
const [terrainNode, setTerrainNode] = useState<MapNode | null>(null);
|
||||
const [mapLoaded, setMapLoaded] = useState(false);
|
||||
const [settledMapNodeCount, setSettledMapNodeCount] = useState(0);
|
||||
@@ -134,6 +138,7 @@ export function GameMap({
|
||||
(currentStep: string) => {
|
||||
setRenderMapNodes([]);
|
||||
setCollisionMapNodes([]);
|
||||
setProxyCollisionMapNodes([]);
|
||||
setTerrainNode(null);
|
||||
setMapLoaded(true);
|
||||
settledMapNodesRef.current.clear();
|
||||
@@ -191,6 +196,10 @@ export function GameMap({
|
||||
const modelUrl = sceneData.models.get(node.name);
|
||||
return { node, modelUrl: modelUrl ?? null };
|
||||
});
|
||||
const loadedProxyCollisionNodes = sceneData.mapNodes.filter(
|
||||
(node) =>
|
||||
node.type === "Object3D" && hasMapOctreeCollisionBox(node.name),
|
||||
);
|
||||
const loadedTerrainNode = getTerrainMapNode(sceneData.mapNodes);
|
||||
const repairMissionAnchors = getRepairMissionMapAnchors(
|
||||
sceneData.mapNodes,
|
||||
@@ -211,6 +220,7 @@ export function GameMap({
|
||||
|
||||
setRenderMapNodes(loadedMapNodes);
|
||||
setCollisionMapNodes(loadedCollisionNodes);
|
||||
setProxyCollisionMapNodes(loadedProxyCollisionNodes);
|
||||
setTerrainNode(loadedTerrainNode);
|
||||
setRepairMissionAnchors(repairMissionAnchors);
|
||||
setMapLoaded(true);
|
||||
@@ -285,6 +295,7 @@ export function GameMap({
|
||||
buildOctree={buildOctree}
|
||||
mapReady={mapReady}
|
||||
nodes={collisionMapNodes}
|
||||
proxyNodes={proxyCollisionMapNodes}
|
||||
onLoaded={onLoaded}
|
||||
onLoadingStateChange={onLoadingStateChange}
|
||||
onOctreeReady={onOctreeReady}
|
||||
|
||||
+196
-10
@@ -17,9 +17,24 @@ import {
|
||||
normalizeMapScale,
|
||||
useTerrainHeightSampler,
|
||||
} from "@/hooks/three/useTerrainHeight";
|
||||
import {
|
||||
CHARACTER_CONFIGS,
|
||||
CHARACTER_IDS,
|
||||
type CharacterId,
|
||||
} from "@/data/world/characters/characterConfig";
|
||||
import {
|
||||
CHARACTER_OCTREE_COLLISION_BOX,
|
||||
LA_FABRIK_INTERIOR_COLLISION_BOXES,
|
||||
MAP_OCTREE_COLLISION_BOXES,
|
||||
hasMapOctreeCollisionBox,
|
||||
type OctreeCollisionBox,
|
||||
} from "@/data/world/octreeCollisionConfig";
|
||||
import { getMapModelScaleMultiplier } from "@/data/world/mapInstancingConfig";
|
||||
import { useCharacterDebugStore } from "@/managers/stores/useCharacterDebugStore";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { WorldBoundsCollision } from "@/world/collision/WorldBoundsCollision";
|
||||
import type { MapNode } from "@/types/map/mapScene";
|
||||
import type { OctreeReadyHandler } from "@/types/three/three";
|
||||
import type { OctreeReadyHandler, Vector3Tuple } from "@/types/three/three";
|
||||
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
|
||||
import { logModelLoadError } from "@/utils/three/modelLoadLogger";
|
||||
|
||||
@@ -39,6 +54,7 @@ interface GameMapCollisionProps {
|
||||
buildOctree?: boolean;
|
||||
mapReady: boolean;
|
||||
nodes: readonly GameMapCollisionNode[];
|
||||
proxyNodes: readonly MapNode[];
|
||||
onLoaded?: (() => void) | undefined;
|
||||
onLoadingStateChange?: SceneLoadingChangeHandler | undefined;
|
||||
onOctreeReady: OctreeReadyHandler;
|
||||
@@ -101,6 +117,7 @@ export function GameMapCollision({
|
||||
buildOctree = true,
|
||||
mapReady,
|
||||
nodes,
|
||||
proxyNodes,
|
||||
onLoaded,
|
||||
onLoadingStateChange,
|
||||
onOctreeReady,
|
||||
@@ -109,10 +126,28 @@ export function GameMapCollision({
|
||||
const settledCollisionNodesRef = useRef(new Set<number>());
|
||||
const loadedNotifiedRef = useRef(false);
|
||||
const [settledCollisionNodeCount, setSettledCollisionNodeCount] = useState(0);
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const terrainHeight = useTerrainHeightSampler();
|
||||
const collisionNodes = nodes.filter(isCollisionNode);
|
||||
const includeCharacterCollisions = mainState !== "ebike";
|
||||
const characterCollisionCount = includeCharacterCollisions
|
||||
? CHARACTER_IDS.length
|
||||
: 0;
|
||||
const collisionSourceCount =
|
||||
collisionNodes.length + proxyNodes.length + characterCollisionCount;
|
||||
const collisionReady =
|
||||
mapReady && settledCollisionNodeCount >= collisionNodes.length;
|
||||
const characterCollisionSignature = useCharacterDebugStore((state) =>
|
||||
includeCharacterCollisions
|
||||
? CHARACTER_IDS.map((id) => {
|
||||
const character = state.characters[id];
|
||||
return [...character.position, ...character.rotation].join(",");
|
||||
}).join("|")
|
||||
: "characters-hidden",
|
||||
);
|
||||
const collisionRebuildKey = collisionReady
|
||||
? `${collisionNodes.length}:${collisionSourceCount}:${characterCollisionSignature}`
|
||||
: "pending";
|
||||
|
||||
const notifyLoaded = useCallback(() => {
|
||||
if (loadedNotifiedRef.current) return;
|
||||
@@ -144,14 +179,14 @@ export function GameMapCollision({
|
||||
useOctreeGraphNode(
|
||||
groupRef,
|
||||
handleOctreeReady,
|
||||
collisionReady ? collisionNodes.length : 0,
|
||||
buildOctree && collisionReady && collisionNodes.length > 0,
|
||||
collisionRebuildKey,
|
||||
buildOctree && collisionReady && collisionSourceCount > 0,
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
if (!mapReady) return;
|
||||
|
||||
if (collisionNodes.length === 0) {
|
||||
if (collisionSourceCount === 0) {
|
||||
notifyLoaded();
|
||||
return;
|
||||
}
|
||||
@@ -171,6 +206,7 @@ export function GameMapCollision({
|
||||
}, [
|
||||
buildOctree,
|
||||
collisionNodes.length,
|
||||
collisionSourceCount,
|
||||
collisionReady,
|
||||
mapReady,
|
||||
notifyLoaded,
|
||||
@@ -180,6 +216,18 @@ export function GameMapCollision({
|
||||
return (
|
||||
<group ref={groupRef} visible={false}>
|
||||
{mapReady ? <WorldBoundsCollision /> : null}
|
||||
{mapReady
|
||||
? proxyNodes.map((node, index) => (
|
||||
<MapCollisionBoxProxy
|
||||
key={`proxy-collision-${index}`}
|
||||
node={node}
|
||||
terrainHeight={terrainHeight}
|
||||
/>
|
||||
))
|
||||
: null}
|
||||
{mapReady && includeCharacterCollisions ? (
|
||||
<CharacterCollisionProxies terrainHeight={terrainHeight} />
|
||||
) : null}
|
||||
{mapReady
|
||||
? collisionNodes.map((mapNode, index) => (
|
||||
<CollisionErrorBoundary
|
||||
@@ -223,6 +271,24 @@ function CollisionModelInstance({
|
||||
scale: normalizedScale,
|
||||
});
|
||||
const sceneInstance = useClonedObject(scene);
|
||||
useEffect(() => {
|
||||
if (node.name !== "lafabrik") return;
|
||||
|
||||
const isDoorSlab = (name: string): boolean =>
|
||||
name === "porte" || /^porte[._]\d+$/i.test(name);
|
||||
const isDoorFrameThickenChild = (child: THREE.Object3D): boolean =>
|
||||
child.parent?.name === "Thicken";
|
||||
|
||||
const doorMeshes: THREE.Object3D[] = [];
|
||||
sceneInstance.traverse((child) => {
|
||||
if (isDoorSlab(child.name) || isDoorFrameThickenChild(child)) {
|
||||
doorMeshes.push(child);
|
||||
}
|
||||
});
|
||||
for (const child of doorMeshes) {
|
||||
child.removeFromParent();
|
||||
}
|
||||
}, [node.name, sceneInstance]);
|
||||
const collisionPosition = useMemo(() => {
|
||||
if (node.name === "terrain") return position;
|
||||
|
||||
@@ -237,11 +303,131 @@ function CollisionModelInstance({
|
||||
}, [onLoaded]);
|
||||
|
||||
return (
|
||||
<primitive
|
||||
object={sceneInstance}
|
||||
position={collisionPosition}
|
||||
rotation={rotation}
|
||||
scale={normalizedScale}
|
||||
/>
|
||||
<>
|
||||
<primitive
|
||||
object={sceneInstance}
|
||||
position={collisionPosition}
|
||||
rotation={rotation}
|
||||
scale={normalizedScale}
|
||||
/>
|
||||
{node.name === "lafabrik" ? (
|
||||
<group
|
||||
name="lafabrik-interior-collision-proxies"
|
||||
position={collisionPosition}
|
||||
rotation={rotation}
|
||||
scale={normalizedScale}
|
||||
>
|
||||
{LA_FABRIK_INTERIOR_COLLISION_BOXES.map((box, index) => (
|
||||
<CollisionBox key={`lafabrik-interior-${index}`} box={box} />
|
||||
))}
|
||||
</group>
|
||||
) : null}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function CollisionBox({ box }: { box: OctreeCollisionBox }): React.JSX.Element {
|
||||
return (
|
||||
<group position={box.center}>
|
||||
<mesh>
|
||||
<boxGeometry args={box.size} />
|
||||
<meshBasicMaterial />
|
||||
</mesh>
|
||||
<mesh rotation={[0, Math.PI, 0]}>
|
||||
<boxGeometry args={box.size} />
|
||||
<meshBasicMaterial />
|
||||
</mesh>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
function createScaledMapNodeScale(node: MapNode): Vector3Tuple {
|
||||
const baseScale = normalizeMapScale(node.scale);
|
||||
const scaleMultiplier = getMapModelScaleMultiplier(node.name);
|
||||
|
||||
return [
|
||||
baseScale[0] * scaleMultiplier,
|
||||
baseScale[1] * scaleMultiplier,
|
||||
baseScale[2] * scaleMultiplier,
|
||||
];
|
||||
}
|
||||
|
||||
function MapCollisionBoxProxy({
|
||||
node,
|
||||
terrainHeight,
|
||||
}: {
|
||||
node: MapNode;
|
||||
terrainHeight: TerrainHeightSampler;
|
||||
}): React.JSX.Element | null {
|
||||
const collisionBox = hasMapOctreeCollisionBox(node.name)
|
||||
? MAP_OCTREE_COLLISION_BOXES[node.name]
|
||||
: null;
|
||||
const normalizedScale = useMemo(() => createScaledMapNodeScale(node), [node]);
|
||||
const position = useMemo(() => {
|
||||
const [x, y, z] = node.position;
|
||||
if (!collisionBox) return [x, y, z] satisfies Vector3Tuple;
|
||||
|
||||
const height = terrainHeight.getHeight(x, z);
|
||||
const bottomOffset = -collisionBox.bottomY * normalizedScale[1];
|
||||
|
||||
return [x, (height ?? y) + bottomOffset, z] satisfies Vector3Tuple;
|
||||
}, [collisionBox, node.position, normalizedScale, terrainHeight]);
|
||||
|
||||
if (!collisionBox) return null;
|
||||
|
||||
return (
|
||||
<group
|
||||
name={`${node.name}-octree-collision-proxy`}
|
||||
position={position}
|
||||
rotation={node.rotation}
|
||||
scale={normalizedScale}
|
||||
>
|
||||
<CollisionBox box={collisionBox} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
function CharacterCollisionProxies({
|
||||
terrainHeight,
|
||||
}: {
|
||||
terrainHeight: TerrainHeightSampler;
|
||||
}): React.JSX.Element {
|
||||
return (
|
||||
<>
|
||||
{CHARACTER_IDS.map((id) => (
|
||||
<CharacterCollisionProxy
|
||||
key={`character-collision-${id}`}
|
||||
id={id}
|
||||
terrainHeight={terrainHeight}
|
||||
/>
|
||||
))}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function CharacterCollisionProxy({
|
||||
id,
|
||||
terrainHeight,
|
||||
}: {
|
||||
id: CharacterId;
|
||||
terrainHeight: TerrainHeightSampler;
|
||||
}): React.JSX.Element {
|
||||
const config = CHARACTER_CONFIGS[id];
|
||||
const state = useCharacterDebugStore((store) => store.characters[id]);
|
||||
const position = useMemo(() => {
|
||||
const [x, y, z] = state.position;
|
||||
const height = terrainHeight.getHeight(x, z);
|
||||
|
||||
return [x, height ?? y, z] satisfies Vector3Tuple;
|
||||
}, [state.position, terrainHeight]);
|
||||
|
||||
return (
|
||||
<group
|
||||
name={`${config.id}-octree-collision-proxy`}
|
||||
position={position}
|
||||
rotation={state.rotation}
|
||||
>
|
||||
<CollisionBox box={CHARACTER_OCTREE_COLLISION_BOX} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
+46
-85
@@ -1,11 +1,8 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import type { MutableRefObject } from "react";
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import {
|
||||
PCFShadowMap,
|
||||
Vector3,
|
||||
type AmbientLight,
|
||||
type Camera,
|
||||
type DirectionalLight,
|
||||
type Object3D,
|
||||
type WebGLRenderer,
|
||||
@@ -14,6 +11,7 @@ import {
|
||||
AMBIENT_INTENSITY_MAX,
|
||||
AMBIENT_INTENSITY_MIN,
|
||||
AMBIENT_INTENSITY_STEP,
|
||||
SHADOW_CONFIG,
|
||||
SUN_INTENSITY_MAX,
|
||||
SUN_INTENSITY_MIN,
|
||||
SUN_INTENSITY_STEP,
|
||||
@@ -29,90 +27,66 @@ 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";
|
||||
|
||||
const SHADOW_MAP_SIZE = 2048;
|
||||
const SHADOW_CAMERA_SIZE = 95;
|
||||
const SHADOW_CAMERA_NEAR = 0.5;
|
||||
const SHADOW_CAMERA_FAR = 300;
|
||||
const SHADOW_REFRESH_INTERVAL_MS = 180;
|
||||
const SHADOW_REFRESH_DISTANCE = 0.75;
|
||||
const SHADOW_REFRESH_DISTANCE_SQUARED =
|
||||
SHADOW_REFRESH_DISTANCE * SHADOW_REFRESH_DISTANCE;
|
||||
|
||||
function configureManualRendererShadows(gl: WebGLRenderer): void {
|
||||
function configureRendererShadows(gl: WebGLRenderer): void {
|
||||
gl.shadowMap.enabled = true;
|
||||
gl.shadowMap.type = PCFShadowMap;
|
||||
gl.shadowMap.autoUpdate = false;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
gl.shadowMap.autoUpdate = true;
|
||||
}
|
||||
|
||||
function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void {
|
||||
sun.target = sunTarget;
|
||||
sun.shadow.autoUpdate = false;
|
||||
sun.shadow.needsUpdate = true;
|
||||
sun.shadow.mapSize.width = SHADOW_MAP_SIZE;
|
||||
sun.shadow.mapSize.height = SHADOW_MAP_SIZE;
|
||||
sun.shadow.camera.left = -SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.right = SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.top = SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.bottom = -SHADOW_CAMERA_SIZE;
|
||||
sun.shadow.camera.near = SHADOW_CAMERA_NEAR;
|
||||
sun.shadow.camera.far = SHADOW_CAMERA_FAR;
|
||||
sun.shadow.autoUpdate = true;
|
||||
sun.shadow.bias = SHADOW_CONFIG.bias;
|
||||
sun.shadow.normalBias = SHADOW_CONFIG.normalBias;
|
||||
sun.shadow.mapSize.width = SHADOW_CONFIG.mapSize;
|
||||
sun.shadow.mapSize.height = SHADOW_CONFIG.mapSize;
|
||||
sun.shadow.camera.left = -SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.right = SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.top = SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.bottom = -SHADOW_CONFIG.cameraSize;
|
||||
sun.shadow.camera.near = SHADOW_CONFIG.cameraNear;
|
||||
sun.shadow.camera.far = SHADOW_CONFIG.cameraFar;
|
||||
sun.shadow.camera.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
function requestSunShadowRefresh({
|
||||
camera,
|
||||
elapsedMs,
|
||||
gl,
|
||||
lastCameraPosition,
|
||||
lastRefreshMs,
|
||||
shadowHasInitialPosition,
|
||||
sun,
|
||||
}: {
|
||||
camera: Camera;
|
||||
elapsedMs: number;
|
||||
gl: WebGLRenderer;
|
||||
lastCameraPosition: Vector3;
|
||||
lastRefreshMs: MutableRefObject<number>;
|
||||
shadowHasInitialPosition: MutableRefObject<boolean>;
|
||||
sun: DirectionalLight;
|
||||
}): void {
|
||||
if (elapsedMs - lastRefreshMs.current < SHADOW_REFRESH_INTERVAL_MS) {
|
||||
return;
|
||||
}
|
||||
|
||||
const cameraMovedEnough =
|
||||
!shadowHasInitialPosition.current ||
|
||||
lastCameraPosition.distanceToSquared(camera.position) >=
|
||||
SHADOW_REFRESH_DISTANCE_SQUARED;
|
||||
|
||||
if (!cameraMovedEnough) return;
|
||||
|
||||
configureManualRendererShadows(gl);
|
||||
sun.shadow.needsUpdate = true;
|
||||
lastCameraPosition.copy(camera.position);
|
||||
lastRefreshMs.current = elapsedMs;
|
||||
shadowHasInitialPosition.current = true;
|
||||
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 lastShadowRefreshMs = useRef(-SHADOW_REFRESH_INTERVAL_MS);
|
||||
const lastShadowCameraPosition = useRef(new Vector3());
|
||||
const shadowHasInitialPosition = useRef(false);
|
||||
|
||||
useEffect(() => {
|
||||
if (!sun.current || !sunTarget.current) return;
|
||||
|
||||
configureRendererShadows(gl);
|
||||
configureSunShadow(sun.current, sunTarget.current);
|
||||
configureManualRendererShadows(gl);
|
||||
}, [gl]);
|
||||
// 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]);
|
||||
|
||||
useShadowMapWarmup({ light: sun, scene, gl, invalidate });
|
||||
|
||||
useDebugFolder("Lighting", (folder) => {
|
||||
folder.addColor(LIGHTING_STATE, "ambientColor").name("Ambient Color");
|
||||
@@ -146,33 +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);
|
||||
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();
|
||||
requestSunShadowRefresh({
|
||||
camera,
|
||||
elapsedMs: clock.elapsedTime * 1000,
|
||||
gl,
|
||||
lastCameraPosition: lastShadowCameraPosition.current,
|
||||
lastRefreshMs: lastShadowRefreshMs,
|
||||
shadowHasInitialPosition,
|
||||
sun: sun.current,
|
||||
});
|
||||
}
|
||||
if (!sun.current || !sunTarget.current) return;
|
||||
|
||||
placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
|
||||
sunTarget.current.updateMatrixWorld();
|
||||
sun.current.color.set(LIGHTING_STATE.sunColor);
|
||||
sun.current.intensity = LIGHTING_STATE.sunIntensity;
|
||||
sun.current.updateMatrixWorld();
|
||||
sun.current.shadow.needsUpdate = true;
|
||||
});
|
||||
|
||||
return (
|
||||
|
||||
@@ -1,98 +0,0 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useThree } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
|
||||
interface SceneShadowWarmupProps {
|
||||
active: boolean;
|
||||
onReady: () => void;
|
||||
onStarted: () => void;
|
||||
}
|
||||
|
||||
function markShadowLightForUpdate(object: THREE.Object3D): void {
|
||||
if (
|
||||
!(
|
||||
object instanceof THREE.DirectionalLight ||
|
||||
object instanceof THREE.PointLight ||
|
||||
object instanceof THREE.SpotLight
|
||||
)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!object.castShadow) return;
|
||||
|
||||
object.updateMatrixWorld(true);
|
||||
object.shadow.camera.updateProjectionMatrix();
|
||||
object.shadow.needsUpdate = true;
|
||||
}
|
||||
|
||||
function forceSceneShadowPass(
|
||||
gl: THREE.WebGLRenderer,
|
||||
scene: THREE.Scene,
|
||||
): void {
|
||||
gl.shadowMap.enabled = true;
|
||||
gl.shadowMap.type = THREE.PCFShadowMap;
|
||||
gl.shadowMap.autoUpdate = true;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
|
||||
scene.updateMatrixWorld(true);
|
||||
scene.traverse((object) => {
|
||||
if (object instanceof THREE.Mesh) {
|
||||
object.updateMatrixWorld(true);
|
||||
}
|
||||
|
||||
markShadowLightForUpdate(object);
|
||||
});
|
||||
}
|
||||
|
||||
function restoreManualShadowUpdates(gl: THREE.WebGLRenderer): void {
|
||||
gl.shadowMap.autoUpdate = false;
|
||||
gl.shadowMap.needsUpdate = true;
|
||||
}
|
||||
|
||||
export function SceneShadowWarmup({
|
||||
active,
|
||||
onReady,
|
||||
onStarted,
|
||||
}: SceneShadowWarmupProps): null {
|
||||
const gl = useThree((state) => state.gl);
|
||||
const scene = useThree((state) => state.scene);
|
||||
const invalidate = useThree((state) => state.invalidate);
|
||||
const isRunningRef = useRef(false);
|
||||
|
||||
useEffect(() => {
|
||||
if (!active) {
|
||||
isRunningRef.current = false;
|
||||
return undefined;
|
||||
}
|
||||
|
||||
if (isRunningRef.current) return undefined;
|
||||
|
||||
isRunningRef.current = true;
|
||||
onStarted();
|
||||
forceSceneShadowPass(gl, scene);
|
||||
invalidate();
|
||||
|
||||
let firstFrame = 0;
|
||||
let secondFrame = 0;
|
||||
|
||||
firstFrame = window.requestAnimationFrame(() => {
|
||||
forceSceneShadowPass(gl, scene);
|
||||
invalidate();
|
||||
|
||||
secondFrame = window.requestAnimationFrame(() => {
|
||||
forceSceneShadowPass(gl, scene);
|
||||
restoreManualShadowUpdates(gl);
|
||||
invalidate();
|
||||
onReady();
|
||||
});
|
||||
});
|
||||
|
||||
return () => {
|
||||
window.cancelAnimationFrame(firstFrame);
|
||||
window.cancelAnimationFrame(secondFrame);
|
||||
};
|
||||
}, [active, gl, invalidate, onReady, onStarted, scene]);
|
||||
|
||||
return null;
|
||||
}
|
||||
+21
-13
@@ -9,12 +9,16 @@ import { useCameraMode } from "@/hooks/debug/useCameraMode";
|
||||
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
|
||||
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
|
||||
import { useCharacterDebug } from "@/hooks/debug/useCharacterDebug";
|
||||
import { useDebugVisualsDebug } from "@/hooks/debug/useDebugVisualsDebug";
|
||||
import { useSceneMode } from "@/hooks/debug/useSceneMode";
|
||||
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
|
||||
import { useWorldSceneLoading } from "@/hooks/world/useWorldSceneLoading";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useDebugVisualsStore } from "@/managers/stores/useDebugVisualsStore";
|
||||
import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls";
|
||||
import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
|
||||
import { DebugOctreeVisualization } from "@/components/debug/DebugOctreeVisualization";
|
||||
import { DebugPlayerModel } from "@/components/debug/DebugPlayerModel";
|
||||
import { HandTrackingGlove } from "@/components/three/handTracking/HandTrackingGlove";
|
||||
import { Environment } from "@/world/Environment";
|
||||
import { GameCinematics } from "@/world/GameCinematics";
|
||||
@@ -36,10 +40,15 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
useEnvironmentDebug();
|
||||
useMapPerformanceDebug();
|
||||
useCharacterDebug();
|
||||
useDebugVisualsDebug();
|
||||
|
||||
const cameraMode = useCameraMode();
|
||||
const sceneMode = useSceneMode();
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const showDebugPlayerModel = useDebugVisualsStore(
|
||||
(state) => state.showPlayerModel,
|
||||
);
|
||||
const showDebugOctree = useDebugVisualsStore((state) => state.showOctree);
|
||||
const { status, usageStatus } = useHandTrackingSnapshot();
|
||||
const {
|
||||
octree,
|
||||
@@ -48,9 +57,6 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
handleGameStageLoaded,
|
||||
handleGameMapLoaded,
|
||||
handleOctreeReady,
|
||||
handleShadowWarmupReady,
|
||||
handleShadowWarmupStarted,
|
||||
shouldWarmUpShadows,
|
||||
} = useWorldSceneLoading({ sceneMode, onLoadingStateChange });
|
||||
const playerSpawnPosition =
|
||||
sceneMode === "game"
|
||||
@@ -65,15 +71,15 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
|
||||
return (
|
||||
<>
|
||||
<Environment
|
||||
shadowWarmup={{
|
||||
active: shouldWarmUpShadows,
|
||||
onReady: handleShadowWarmupReady,
|
||||
onStarted: handleShadowWarmupStarted,
|
||||
}}
|
||||
/>
|
||||
<Environment />
|
||||
<Lighting />
|
||||
<DebugHelpers />
|
||||
{showDebugOctree ? <DebugOctreeVisualization octree={octree} /> : null}
|
||||
{showDebugPlayerModel ? (
|
||||
<Suspense fallback={null}>
|
||||
<DebugPlayerModel />
|
||||
</Suspense>
|
||||
) : null}
|
||||
{showHandTrackingGloves ? (
|
||||
<Suspense fallback={null}>
|
||||
<HandTrackingGlove handedness="left" />
|
||||
@@ -92,11 +98,13 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
{showGameStage ? (
|
||||
<Physics>
|
||||
<GameStageLoaded onLoaded={handleGameStageLoaded} />
|
||||
<GameStageContent />
|
||||
<Suspense fallback={null}>
|
||||
<GameStageContent />
|
||||
</Suspense>
|
||||
</Physics>
|
||||
) : null}
|
||||
{spawnPlayer ? (
|
||||
<>
|
||||
<Suspense fallback={null}>
|
||||
<GameMusic />
|
||||
{mainState === "outro" ? <GameCinematics /> : null}
|
||||
{mainState !== "intro" ? <GameDialogues /> : null}
|
||||
@@ -105,7 +113,7 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
octree={octree}
|
||||
spawnPosition={playerSpawnPosition}
|
||||
/>
|
||||
</>
|
||||
</Suspense>
|
||||
) : null}
|
||||
</>
|
||||
) : (
|
||||
|
||||
Reference in New Issue
Block a user