Files
La-Fabrik/src/components/zone/ZoneDetection.tsx
T
2026-05-28 11:15:45 +02:00

149 lines
4.1 KiB
TypeScript

import { useEffect, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { ZONES } from "@/data/zones";
import { useGameStore } from "@/managers/stores/useGameStore";
import { Debug } from "@/utils/debug/Debug";
import { GAME_STEPS } from "@/data/game/gameStateConfig";
const _playerPos = new THREE.Vector3();
const _zonePos = new THREE.Vector3();
export function ZoneDetection(): null {
const camera = useThree((state) => state.camera);
const triggeredZones = useRef<Set<string>>(new Set());
const debug = Debug.getInstance();
const step = useGameStore((state) => state.intro.currentStep);
const setStep = useGameStore((state) => state.setIntroStep);
useEffect(() => {
if (!debug.active) return;
const folder = debug.createFolder("Game");
if (!folder) return;
const gameState = { step: step };
const playerPos = { x: 0, y: 0, z: 0 };
folder.add(gameState, "step", GAME_STEPS).name("Game Step").disable();
folder.add(playerPos, "x").name("Player X").listen().disable();
folder.add(playerPos, "y").name("Player Y").listen().disable();
folder.add(playerPos, "z").name("Player Z").listen().disable();
const unsubStore = useGameStore.subscribe((state) => {
gameState.step = state.intro.currentStep;
folder.controllersRecursive().forEach((c) => c.updateDisplay());
});
let frameId: number;
const updatePlayerPos = (): void => {
camera.getWorldPosition(_playerPos);
playerPos.x = Math.round(_playerPos.x * 100) / 100;
playerPos.y = Math.round(_playerPos.y * 100) / 100;
playerPos.z = Math.round(_playerPos.z * 100) / 100;
folder.controllersRecursive().forEach((c) => c.updateDisplay());
frameId = requestAnimationFrame(updatePlayerPos);
};
updatePlayerPos();
return () => {
cancelAnimationFrame(frameId);
debug.destroyFolder("Game");
unsubStore();
};
}, [debug, camera, step]);
useFrame(() => {
camera.getWorldPosition(_playerPos);
for (const zone of ZONES) {
if (triggeredZones.current.has(zone.id)) continue;
_zonePos.set(...zone.position);
const distanceSq = _playerPos.distanceToSquared(_zonePos);
if (distanceSq <= zone.radius * zone.radius) {
setStep(zone.targetStep);
triggeredZones.current.add(zone.id);
break;
}
}
});
return null;
}
export function ZoneDebugVisuals(): React.JSX.Element | null {
const debug = Debug.getInstance();
const camera = useThree((state) => state.camera);
const [triggeredZones, setTriggeredZones] = useState<Set<string>>(new Set());
useFrame(() => {
camera.getWorldPosition(_playerPos);
for (const zone of ZONES) {
if (triggeredZones.has(zone.id)) continue;
_zonePos.set(...zone.position);
const distanceSq = _playerPos.distanceToSquared(_zonePos);
if (distanceSq <= zone.radius * zone.radius) {
setTriggeredZones((prev) => new Set(prev).add(zone.id));
break;
}
}
});
if (!debug.active) return null;
return (
<>
{ZONES.map((zone) => (
<ZoneVisual
key={zone.id}
position={[zone.position[0], 0.1, zone.position[2]]}
radius={zone.radius}
height={zone.height}
triggered={triggeredZones.has(zone.id)}
/>
))}
</>
);
}
function ZoneVisual({
position,
radius,
height,
triggered,
}: {
position: [number, number, number];
radius: number;
height: number;
triggered: boolean;
}): React.JSX.Element {
const color = triggered ? "#00ff00" : "#ff0000";
return (
<group position={position}>
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[radius - 0.3, radius, 32]} />
<meshBasicMaterial color={color} side={THREE.DoubleSide} />
</mesh>
<mesh position={[0, height / 2, 0]}>
<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
<meshBasicMaterial
color={color}
transparent
opacity={0.15}
side={THREE.DoubleSide}
depthWrite={false}
/>
</mesh>
</group>
);
}