t2-mapper/src/components/GenericShape.tsx

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import { memo, Suspense, useMemo } from "react";
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import { useGLTF, useTexture } from "@react-three/drei";
import { BASE_URL, shapeTextureToUrl, shapeToUrl } from "../loaders";
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import { filterGeometryByVertexGroups, getHullBoneIndices } from "../meshUtils";
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import {
createAlphaAsRoughnessMaterial,
setupAlphaAsRoughnessTexture,
} from "../shaderMaterials";
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import { MeshStandardMaterial } from "three";
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import { setupColor } from "../textureUtils";
import { useSettings } from "./SettingsProvider";
import { useShapeInfo } from "./ShapeInfoProvider";
import { FloatingLabel } from "./FloatingLabel";
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const FALLBACK_URL = `${BASE_URL}/black.png`;
/**
* Load a .glb file that was converted from a .dts, used for static shapes.
*/
export function useStaticShape(shapeName: string) {
const url = shapeToUrl(shapeName);
return useGLTF(url);
}
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export function ShapeTexture({
material,
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shapeName,
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}: {
material?: MeshStandardMaterial;
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shapeName?: string;
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}) {
const url = shapeTextureToUrl(material.name, FALLBACK_URL);
const isOrganic = shapeName && /borg|xorg|porg|dorg/i.test(shapeName);
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const texture = useTexture(url, (texture) => {
if (!isOrganic) {
setupAlphaAsRoughnessTexture(texture);
}
return setupColor(texture);
});
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const customMaterial = useMemo(() => {
// Only use alpha-as-roughness material for borg shapes
if (!isOrganic) {
const shaderMaterial = createAlphaAsRoughnessMaterial();
shaderMaterial.map = texture;
return shaderMaterial;
}
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// For non-borg shapes, use the original GLTF material with updated texture
const clonedMaterial = material.clone();
clonedMaterial.map = texture;
clonedMaterial.transparent = true;
clonedMaterial.alphaTest = 0.9;
return clonedMaterial;
}, [material, texture, isOrganic]);
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return <primitive object={customMaterial} attach="material" />;
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}
export function ShapePlaceholder({ color }: { color: string }) {
return (
<mesh>
<boxGeometry args={[10, 10, 10]} />
<meshStandardMaterial color={color} wireframe />
</mesh>
);
}
export type StaticShapeType = "StaticShape" | "TSStatic" | "Item" | "Turret";
export const ShapeModel = memo(function ShapeModel() {
const { shapeName } = useShapeInfo();
const { debugMode } = useSettings();
const { nodes } = useStaticShape(shapeName);
const hullBoneIndices = useMemo(() => {
const skeletonsFound = Object.values(nodes).filter(
(node: any) => node.skeleton
);
if (skeletonsFound.length > 0) {
const skeleton = (skeletonsFound[0] as any).skeleton;
return getHullBoneIndices(skeleton);
}
return new Set<number>();
}, [nodes]);
const processedNodes = useMemo(() => {
return Object.entries(nodes)
.filter(
([name, node]: [string, any]) =>
node.material &&
node.material.name !== "Unassigned" &&
!node.name.match(/^Hulk/i)
)
.map(([name, node]: [string, any]) => {
const geometry = filterGeometryByVertexGroups(
node.geometry,
hullBoneIndices
);
return { node, geometry };
});
}, [nodes, hullBoneIndices]);
return (
<group rotation={[0, Math.PI / 2, 0]}>
{processedNodes.map(({ node, geometry }) => (
<mesh key={node.id} geometry={geometry} castShadow receiveShadow>
{node.material ? (
<Suspense
fallback={
// Allow the mesh to render while the texture is still loading;
// show a wireframe placeholder.
<meshStandardMaterial color="gray" wireframe />
}
>
{Array.isArray(node.material) ? (
node.material.map((mat, index) => (
<ShapeTexture
key={index}
material={mat as MeshStandardMaterial}
shapeName={shapeName}
/>
))
) : (
<ShapeTexture
material={node.material as MeshStandardMaterial}
shapeName={shapeName}
/>
)}
</Suspense>
) : null}
</mesh>
))}
{debugMode ? <FloatingLabel>{shapeName}</FloatingLabel> : null}
</group>
);
});