Files
La-Fabrik/src/components/ebike/Ebike.tsx
T
Tom Boullay 83194df14f fix(ebike): allow player input during mount/dismount camera transition
Add lockInput option (default true) to animateCameraTransformTransition
so ebike mount/dismount can keep player input active during the 1s
camera tween instead of locking via setCinematicPlaying.

Also drop the unused camPointPos/dropPointPos debug vars and the
matching debugRestingPosition state — the consuming JSX has been
commented out for a while.
2026-06-03 00:03:29 +02:00

564 lines
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import { useEffect, useRef, useState, useMemo, useCallback } from "react";
import * as THREE from "three";
import { useFrame, useThree } from "@react-three/fiber";
import { EbikeGPSMap } from "@/components/ebike/EbikeGPSMap";
import { EbikeSpeedmeter } from "@/components/ebike/EbikeSpeedmeter";
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import { useClonedObject } from "@/hooks/three/useClonedObject";
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
import { useEbikeSounds } from "@/hooks/ebike/useEbikeSounds";
import {
getObjectBottomOffset,
useTerrainHeightSampler,
} from "@/hooks/three/useTerrainHeight";
import { animateCameraTransformTransition } from "@/world/GameCinematics";
import { useGameStore } from "@/managers/stores/useGameStore";
import {
EBIKE_CAMERA_TRANSFORM,
EBIKE_DROP_PLAYER_TRANSFORM,
EBIKE_WORLD_SCALE,
EBIKE_WORLD_ROTATION_Y,
} from "@/data/ebike/ebikeConfig";
import type { Vector3Tuple } from "@/types/three/three";
import "@/types/ebike/ebikeWindow";
const EBIKE_MODEL_PATH = "/models/ebike/model.gltf";
// Reusable vectors — allocated once to avoid per-frame GC pressure
const _phareWorldPos = new THREE.Vector3();
const _bikeForward = new THREE.Vector3();
const _aimDir = new THREE.Vector3();
const _up = new THREE.Vector3(0, 1, 0);
interface EbikeProps {
position: Vector3Tuple;
/**
* When true (default), the parked position is snapped to the world terrain
* height. Pass false in test scenes that don't render the world terrain so
* the bike stays at the explicit Y of {@link position} instead of floating
* at the (invisible) terrain height.
*/
snapToTerrain?: boolean;
}
export function Ebike({
position,
snapToTerrain = true,
}: EbikeProps): React.JSX.Element {
const groupRef = useRef<THREE.Group>(null);
const { scene } = useLoggedGLTF(EBIKE_MODEL_PATH, {
scope: "Ebike",
position: position,
});
const model = useClonedObject(scene);
const terrainHeight = useTerrainHeightSampler();
const parkedPosition = useMemo<Vector3Tuple>(() => {
const [x, y, z] = position;
const height = snapToTerrain ? (terrainHeight.getHeight(x, z) ?? y) : y;
const bottomOffset = getObjectBottomOffset(model, [
EBIKE_WORLD_SCALE,
EBIKE_WORLD_SCALE,
EBIKE_WORLD_SCALE,
]);
return [x, height + bottomOffset, z];
}, [model, position, snapToTerrain, terrainHeight]);
const movementMode = useGameStore((state) => state.player.movementMode);
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const camera = useThree((state) => state.camera);
const threeScene = useThree((state) => state.scene);
const updateEbikeSounds = useEbikeSounds();
const repairGameOwnsEbikeModel =
mainState === "ebike" &&
ebikeStep !== "locked" &&
ebikeStep !== "waiting" &&
ebikeStep !== "inspected";
// Map active mainState to target repair zone coordinate
const destPos = useMemo(() => {
switch (mainState) {
case "ebike":
return { x: 8, y: 0, z: -6 };
case "pylon":
return { x: 64, y: 0, z: -66 };
case "farm":
return { x: -24, y: 0, z: 42 };
default:
return undefined;
}
}, [mainState]);
// Throttled GPS start position to optimize pathfinding A* algorithm execution
const [gpsStartPos, setGpsStartPos] = useState<{
x: number;
y: number;
z: number;
}>({
x: parkedPosition[0],
y: parkedPosition[1],
z: parkedPosition[2],
});
const lastGpsUpdatePos = useRef<THREE.Vector3>(
new THREE.Vector3(...parkedPosition),
);
// Use ref for internal state, and state for debug visualization (to avoid ref access during render)
const restingPositionRef = useRef<Vector3Tuple>([
parkedPosition[0],
parkedPosition[1],
parkedPosition[2],
]);
const restingRotationRef = useRef<number>(EBIKE_WORLD_ROTATION_Y);
const forkRef = useRef<THREE.Object3D | null>(null);
const phareRef = useRef<THREE.Object3D | null>(null);
const headlightRef = useRef<THREE.SpotLight | null>(null);
// SpotLight target — must live in the scene to define the cone direction.
const headlightTarget = useMemo(() => new THREE.Object3D(), []);
// Original quaternion of the Fourche node — rotation is applied on top of this.
const forkInitialQuatRef = useRef(new THREE.Quaternion());
// Smoothed steer angle for the fork (avoids direct Euler manipulation).
const forkAngleRef = useRef(0);
// Ref copy of movementMode — useFrame closures can capture stale React state.
const movementModeRef = useRef(movementMode);
// Becomes true the first time the player mounts. After that, dismounting
// must NOT reset position back to the original spawn point.
const hasRiddenRef = useRef(false);
// State for debug visualization (synced from refs during useFrame)
const [showCameraPoints, setShowCameraPoints] = useState(true);
// Keep movementModeRef in sync — useFrame closures capture React state at
// render time and can become stale between renders.
useEffect(() => {
movementModeRef.current = movementMode;
}, [movementMode]);
// SpotLight target must be in the scene to define the cone direction.
useEffect(() => {
threeScene.add(headlightTarget);
return () => {
threeScene.remove(headlightTarget);
};
}, [threeScene, headlightTarget]);
// Link the target to the SpotLight once it mounts.
useEffect(() => {
if (headlightRef.current) {
headlightRef.current.target = headlightTarget;
}
}, [headlightTarget]);
useEffect(() => {
if (movementMode === "ebike") {
// Player just mounted — mark as ridden so we never reset position again.
hasRiddenRef.current = true;
return;
}
if (hasRiddenRef.current) {
// Player dismounted: keep the position the bike was left at.
// Just make sure the window vars are up to date for the next mount.
window.ebikeParkedPosition = restingPositionRef.current;
window.ebikeParkedRotation = restingRotationRef.current;
return;
}
// Bike has never been ridden yet — safe to (re)place it at the spawn point.
// This also fires when parkedPosition recalculates (e.g. terrain loads late).
restingPositionRef.current = parkedPosition;
restingRotationRef.current = EBIKE_WORLD_ROTATION_Y;
lastGpsUpdatePos.current.set(...parkedPosition);
if (groupRef.current) {
groupRef.current.position.set(...parkedPosition);
groupRef.current.rotation.set(0, EBIKE_WORLD_ROTATION_Y, 0);
}
window.ebikeParkedPosition = parkedPosition;
window.ebikeParkedRotation = EBIKE_WORLD_ROTATION_Y;
}, [movementMode, parkedPosition]);
useEffect(() => {
if (!model) return;
let forkNode: THREE.Object3D | null = null;
model.traverse((child) => {
if (child.name.toLowerCase() === "fourche") forkNode = child;
if (child.name === "Phare") phareRef.current = child;
});
if (forkNode) {
forkRef.current = forkNode;
// Snapshot the rest-pose quaternion — steering is applied on top of this.
forkInitialQuatRef.current.copy((forkNode as THREE.Object3D).quaternion);
forkAngleRef.current = 0;
console.log("[Ebike] Fork found:", (forkNode as THREE.Object3D).name);
} else {
const names: string[] = [];
model.traverse((c) => {
if (c.name) names.push(c.name);
});
console.warn("[Ebike] Fork not found. All nodes:", names);
}
}, [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;
window.ebikeParkedRotation = restingRotationRef.current;
return () => {
window.ebikeVisualGroup = null;
window.ebikeParkedPosition = null;
window.ebikeParkedRotation = null;
};
}, []);
useFrame((_, delta) => {
// ── SpotLight headlight — tune the constants below ────────────────────────
// ── SpotLight headlight — tune these four constants ───────────────────────
const LIGHT_OFFSET_X = -0.7; // position : left(-) / right(+)
const LIGHT_OFFSET_Y = 1.5; // position : down(-) / up(+)
const LIGHT_OFFSET_Z = 0; // position : backward(-) / forward(+)
const LIGHT_AIM_DEG = 90; // aim rotation around Y : 0=forward, -90=left, +90=right
const LIGHT_TARGET_DIST = 20; // metres devant la position de la lumière
// ─────────────────────────────────────────────────────────────────────────
if (headlightRef.current && phareRef.current && groupRef.current) {
phareRef.current.getWorldPosition(_phareWorldPos);
groupRef.current.getWorldDirection(_bikeForward);
// Position offset in bike-local space (no GC — reusing module-level vectors)
const right = _bikeForward.clone().cross(_up).normalize();
_phareWorldPos
.addScaledVector(right, LIGHT_OFFSET_X)
.addScaledVector(_up, LIGHT_OFFSET_Y)
.addScaledVector(_bikeForward, LIGHT_OFFSET_Z);
headlightRef.current.position.copy(_phareWorldPos);
// Aim direction: rotate forward around Y by LIGHT_AIM_DEG
_aimDir
.copy(_bikeForward)
.applyAxisAngle(_up, THREE.MathUtils.degToRad(LIGHT_AIM_DEG));
headlightTarget.position
.copy(_phareWorldPos)
.addScaledVector(_aimDir, LIGHT_TARGET_DIST);
headlightTarget.updateMatrixWorld();
}
// ──────────────────────────────────────────────────────────────────────────
if (groupRef.current) {
// Use the ref — not the React state — to avoid stale closure bugs in
// R3F's frame loop (the state value may not update until the next render).
if (movementModeRef.current === "ebike") {
// Sound plays whenever the bike is actually moving (speedFactor > 5 %),
// not only while the input key is held.
updateEbikeSounds({
mounted: true,
driving: (window.ebikeSpeedFactor ?? 0) > 0.05,
breakdown: window.ebikeBreakdownActive === true,
});
restingPositionRef.current = [
groupRef.current.position.x,
groupRef.current.position.y,
groupRef.current.position.z,
];
restingRotationRef.current = groupRef.current.rotation.y;
// ── Fork steering via quaternion ──────────────────────────────────────
// We rotate around the fork's LOCAL Y axis (steering tube) by composing
// a fresh quaternion on top of the rest-pose snapshot taken at load time.
// This is axis-agnostic: correct regardless of how Blender exported the node.
// Tune FORK_ANGLE (radians) or negate it if the visual direction is wrong.
const FORK_ANGLE = 0.12; // 10°
const steerFactor = window.ebikeSteerFactor ?? 0;
if (forkRef.current) {
// Smooth the angle separately so we can apply it cleanly each frame.
forkAngleRef.current = THREE.MathUtils.lerp(
forkAngleRef.current,
steerFactor * FORK_ANGLE,
12 * delta,
);
// Build steer quat around LOCAL Y of the fork node.
const steerQuat = new THREE.Quaternion().setFromAxisAngle(
new THREE.Vector3(0, 1, 0),
forkAngleRef.current,
);
// Apply on top of rest-pose: Q_final = Q_rest × Q_steer
forkRef.current.quaternion.multiplyQuaternions(
forkInitialQuatRef.current,
steerQuat,
);
}
// Throttled GPS start position update to prevent performance loss
const currentPos = groupRef.current.position;
if (currentPos.distanceTo(lastGpsUpdatePos.current) > 2.0) {
lastGpsUpdatePos.current.copy(currentPos);
setGpsStartPos({ x: currentPos.x, y: currentPos.y, z: currentPos.z });
}
// Sync debug visualization state (throttled to avoid excessive re-renders)
// Debug visualization positions are derived elsewhere when needed.
} else {
updateEbikeSounds({ mounted: false, driving: false, breakdown: false });
groupRef.current.position.set(...restingPositionRef.current);
groupRef.current.rotation.set(0, restingRotationRef.current, 0);
// Reset fork to rest-pose when parked
if (forkRef.current) {
forkRef.current.quaternion.copy(forkInitialQuatRef.current);
forkAngleRef.current = 0;
}
}
window.ebikeParkedPosition = restingPositionRef.current;
window.ebikeParkedRotation = restingRotationRef.current;
}
});
const interactionLabel =
mainState === "ebike"
? "Lancer le repair game"
: movementMode === "walk"
? "Monter sur le bike"
: "Descendre du bike";
// Hide the interact prompt while the player is actively riding the bike
// (driving input pressed) so the "Descendre du bike" label doesn't
// pollute the view. The prompt comes back the moment the bike comes to
// a stop. window.ebikeDriveInputActive is published every frame by
// PlayerController based on whether a movement key is currently held.
const [isEbikeDriving, setIsEbikeDriving] = useState(false);
useFrame(() => {
const driving =
movementMode === "ebike" && window.ebikeDriveInputActive === true;
if (driving !== isEbikeDriving) setIsEbikeDriving(driving);
});
const showInteractPrompt = !isEbikeDriving;
const handleInteract = useCallback((): void => {
if (window.ebikeBreakdownActive === true) return;
if (movementMode === "walk") {
if (
mainState === "ebike" &&
(ebikeStep === "locked" || ebikeStep === "waiting")
) {
setMissionStep("ebike", "inspected");
return;
}
if (mainState === "ebike" && ebikeStep === "inspected") {
setMissionStep("ebike", "fragmented");
return;
}
const cameraOffset = new THREE.Vector3(
...EBIKE_CAMERA_TRANSFORM.position,
);
cameraOffset.applyAxisAngle(
new THREE.Vector3(0, 1, 0),
restingRotationRef.current,
);
const targetCamPos: Vector3Tuple = [
restingPositionRef.current[0] + cameraOffset.x,
restingPositionRef.current[1] + cameraOffset.y,
restingPositionRef.current[2] + cameraOffset.z,
];
const targetRotation: Vector3Tuple = [
EBIKE_CAMERA_TRANSFORM.rotation[0],
EBIKE_CAMERA_TRANSFORM.rotation[1] +
THREE.MathUtils.radToDeg(restingRotationRef.current),
EBIKE_CAMERA_TRANSFORM.rotation[2],
];
animateCameraTransformTransition(
targetCamPos,
targetRotation,
1,
() => {
useGameStore.getState().setPlayerMovementMode("ebike");
},
{ lockInput: false },
);
} else {
const currentPos = new THREE.Vector3();
if (groupRef.current) {
groupRef.current.getWorldPosition(currentPos);
} else {
currentPos.set(...position);
}
const targetCamPos: Vector3Tuple = [
currentPos.x + EBIKE_DROP_PLAYER_TRANSFORM.position[0],
currentPos.y + EBIKE_DROP_PLAYER_TRANSFORM.position[1],
currentPos.z + EBIKE_DROP_PLAYER_TRANSFORM.position[2],
];
// Get camera's current rotation in degrees so we keep the exact orientation during dismount
const currentEuler = new THREE.Euler().setFromQuaternion(
camera.quaternion,
"YXZ",
);
const targetRotation: Vector3Tuple = [
THREE.MathUtils.radToDeg(currentEuler.x),
THREE.MathUtils.radToDeg(currentEuler.y),
THREE.MathUtils.radToDeg(currentEuler.z),
];
animateCameraTransformTransition(
targetCamPos,
targetRotation,
1,
() => {
useGameStore.getState().setPlayerMovementMode("walk");
},
{ lockInput: false },
);
}
}, [movementMode, mainState, ebikeStep, setMissionStep, camera, position]);
// Store handleInteract in a ref for use in debug folder callback
const handleInteractRef = useRef(handleInteract);
useEffect(() => {
handleInteractRef.current = handleInteract;
}, [handleInteract]);
// Mutable object for lil-gui binding
const debugState = useRef({ showCameraPoints: true });
useDebugFolder("Ebike", (folder) => {
folder
.add(debugState.current, "showCameraPoints")
.name("Show Camera Points")
.onChange((value: boolean) => {
setShowCameraPoints(value);
});
folder
.add({ toggleRide: () => handleInteractRef.current() }, "toggleRide")
.name("Monter / Descendre");
});
return (
<>
{!repairGameOwnsEbikeModel ? (
<group
ref={groupRef}
position={parkedPosition}
rotation={[0, EBIKE_WORLD_ROTATION_Y, 0]}
scale={EBIKE_WORLD_SCALE}
>
<primitive object={model} />
{/* radius 20 → ~7 unités monde (scale 0.35).
Sphère omnidirectionnelle pour que le raycast fonctionne
quelle que soit l'orientation de la caméra (montée ou à pied). */}
{showInteractPrompt ? (
<InteractableObject
kind="trigger"
label={interactionLabel}
position={parkedPosition}
radius={5}
onPress={handleInteract}
>
<mesh>
<sphereGeometry args={[8, 15, 12]} />
<meshBasicMaterial
colorWrite={false}
color={"red"}
depthWrite={false}
/>
</mesh>
</InteractableObject>
) : null}
{/* GPS + Speedmeter same group so they are perfectly co-localised.
GPS: full circle (Fresnel mask), renderOrder 10 000
Speedmeter: upper-half arc overlay, renderOrder 10 001
rotation: Math.PI/2 radians = 90° (NOT the number 90 which = ~116.6°) */}
<group position={[2, 6, 0]} rotation={[0, -80, 0]}>
<EbikeSpeedmeter
width={3}
height={1.5}
position={[0, 0.4, 0]}
gaugeInnerR={0.33}
gaugeOuterR={0.445}
gaugeWidth={2.5}
gaugeHeight={2.1}
gaugeOffsetX={0}
gaugeOffsetY={-0.19}
/>
<EbikeGPSMap
width={1.3}
height={1}
startPos={gpsStartPos}
destPos={destPos}
mapImageUrl="/assets/world/gps/map_background.png"
worldBounds={{
minX: -166,
maxX: 163,
minZ: -142,
maxZ: 138,
}}
zoom={4}
/>
</group>
</group>
) : null}
{/* SpotLight headlight — cone aimed forward, position & target via useFrame */}
{!repairGameOwnsEbikeModel && (
<spotLight
ref={headlightRef}
intensity={100}
color="#ffca60"
angle={Math.PI / 5} // 22.5° demi-angle — cone étroit comme une torche
penumbra={0.5} // bord doux (0 = dur, 1 = très doux)
distance={50}
decay={2.5}
castShadow={false}
/>
)}
{showCameraPoints && !repairGameOwnsEbikeModel && (
<>
{/* <mesh position={camPointPos}>
<sphereGeometry args={[0.3, 16, 16]} />
<meshStandardMaterial
color="yellow"
emissive="yellow"
emissiveIntensity={0.5}
/>
</mesh>
<mesh position={dropPointPos}>
<sphereGeometry args={[0.3, 16, 16]} />
<meshStandardMaterial
color="cyan"
emissive="cyan"
emissiveIntensity={0.5}
/>
</mesh> */}
</>
)}
</>
);
}