t2-mapper/src/components/GenericShape.tsx

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import { memo, Suspense, useEffect, useMemo, useRef } from "react";
import { ErrorBoundary } from "react-error-boundary";
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import { useGLTF, useTexture } from "@react-three/drei";
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import { useFrame } from "@react-three/fiber";
import { FALLBACK_TEXTURE_URL, textureToUrl, shapeToUrl } from "../loaders";
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import {
MeshStandardMaterial,
MeshBasicMaterial,
MeshLambertMaterial,
AdditiveBlending,
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AnimationMixer,
AnimationClip,
LoopOnce,
LoopRepeat,
Texture,
BufferGeometry,
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Group,
} from "three";
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import type { AnimationAction } from "three";
import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils.js";
import { setupTexture } from "../textureUtils";
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import { useDebug, useSettings } from "./SettingsProvider";
import { useShapeInfo, isOrganicShape } from "./ShapeInfoProvider";
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import { useEngineSelector } from "../state";
import { FloatingLabel } from "./FloatingLabel";
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import {
useIflTexture,
loadIflAtlas,
getFrameIndexForTime,
updateAtlasFrame,
} from "./useIflTexture";
import type { IflAtlas } from "./useIflTexture";
import { injectCustomFog } from "../fogShader";
import { globalFogUniforms } from "../globalFogUniforms";
import { injectShapeLighting } from "../shapeMaterial";
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import {
processShapeScene,
replaceWithShapeMaterial,
} from "../demo/demoPlaybackUtils";
import type { DemoThreadState } from "../demo/types";
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/** Shared props for texture rendering components */
interface TextureProps {
material: MeshStandardMaterial;
shapeName?: string;
geometry?: BufferGeometry;
backGeometry?: BufferGeometry;
castShadow?: boolean;
receiveShadow?: boolean;
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/** DTS object visibility (01). Values < 1 enable alpha blending. */
vis?: number;
/** When true, material is created transparent for vis keyframe animation. */
animated?: boolean;
}
/**
* DTS Material Flags (from tsShape.h):
* - Translucent: Material has alpha transparency (smooth blending)
* - Additive: Additive blending mode
* - Subtractive: Subtractive blending mode
* - SelfIlluminating: Fullbright, no lighting applied
* - NeverEnvMap: Don't apply environment mapping
*/
type SingleMaterial =
| MeshStandardMaterial
| MeshBasicMaterial
| MeshLambertMaterial;
type MaterialResult =
| SingleMaterial
| [MeshLambertMaterial, MeshLambertMaterial];
/**
* Helper to apply volumetric fog and lighting multipliers to a material
*/
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export function applyShapeShaderModifications(
mat: MeshBasicMaterial | MeshLambertMaterial,
): void {
mat.onBeforeCompile = (shader) => {
injectCustomFog(shader, globalFogUniforms);
// Only inject lighting for Lambert materials (Basic materials are unlit)
if (mat instanceof MeshLambertMaterial) {
injectShapeLighting(shader);
}
};
}
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export function createMaterialFromFlags(
baseMaterial: MeshStandardMaterial,
texture: Texture,
flagNames: Set<string>,
isOrganic: boolean,
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vis: number = 1,
animated: boolean = false,
): MaterialResult {
const isTranslucent = flagNames.has("Translucent");
const isAdditive = flagNames.has("Additive");
const isSelfIlluminating = flagNames.has("SelfIlluminating");
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// DTS per-object visibility: when vis < 1, the engine sets fadeSet=true which
// forces the Translucent flag and renders with GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA.
// Animated vis also needs transparent materials so opacity can be updated per frame.
const isFaded = vis < 1 || animated;
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// SelfIlluminating or Additive materials are unlit (use MeshBasicMaterial).
// Additive materials without SelfIlluminating (e.g. explosion shells) must
// also be unlit, otherwise they render black with no scene lighting.
if (isSelfIlluminating || isAdditive) {
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const isBlended = isAdditive || isTranslucent || isFaded;
const mat = new MeshBasicMaterial({
map: texture,
side: 2, // DoubleSide
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transparent: isBlended,
depthWrite: !isBlended,
alphaTest: 0,
fog: true,
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...(isFaded && { opacity: vis }),
...(isAdditive && { blending: AdditiveBlending }),
});
applyShapeShaderModifications(mat);
return mat;
}
// For organic shapes or Translucent flag, use alpha cutout with Lambert shading
// Tribes 2 used fixed-function GL with specular disabled - purely diffuse lighting
// MeshLambertMaterial gives us the diffuse-only look that matches the original
// Return [BackSide, FrontSide] materials to render in two passes - avoids z-fighting
if (isOrganic || isTranslucent) {
const baseProps = {
map: texture,
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// When vis < 1, switch from alpha cutout to alpha blend (matching the engine's
// fadeSet behavior which forces GL_BLEND with no alpha test)
transparent: isFaded,
alphaTest: isFaded ? 0 : 0.5,
...(isFaded && { opacity: vis, depthWrite: false }),
reflectivity: 0,
};
const backMat = new MeshLambertMaterial({
...baseProps,
side: 1, // BackSide
// Push back faces slightly behind in depth to avoid z-fighting with front
polygonOffset: true,
polygonOffsetFactor: 1,
polygonOffsetUnits: 1,
});
const frontMat = new MeshLambertMaterial({
...baseProps,
side: 0, // FrontSide
});
applyShapeShaderModifications(backMat);
applyShapeShaderModifications(frontMat);
return [backMat, frontMat];
}
// Default: use Lambert for diffuse-only lighting (matches Tribes 2)
// Tribes 2 used fixed-function GL with specular disabled
const mat = new MeshLambertMaterial({
map: texture,
side: 2, // DoubleSide
reflectivity: 0,
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...(isFaded && {
transparent: true,
opacity: vis,
depthWrite: false,
}),
});
applyShapeShaderModifications(mat);
return mat;
}
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/**
* 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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/**
* Animated IFL (Image File List) material component. Creates a sprite sheet
* from all frames and animates via texture offset.
*/
const IflTexture = memo(function IflTexture({
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material,
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shapeName,
geometry,
backGeometry,
castShadow = false,
receiveShadow = false,
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vis = 1,
animated = false,
}: TextureProps) {
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const resourcePath = material.userData.resource_path;
const flagNames = new Set<string>(material.userData.flag_names ?? []);
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const iflPath = `textures/${resourcePath}.ifl`;
const texture = useIflTexture(iflPath);
const isOrganic = shapeName && isOrganicShape(shapeName);
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const customMaterial = useMemo(
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() =>
createMaterialFromFlags(
material,
texture,
flagNames,
isOrganic,
vis,
animated,
),
[material, texture, flagNames, isOrganic, vis, animated],
);
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// Two-pass rendering for organic/translucent materials
// Render BackSide first (with flipped normals), then FrontSide
if (Array.isArray(customMaterial)) {
return (
<>
<mesh
geometry={backGeometry || geometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
>
<primitive object={customMaterial[0]} attach="material" />
</mesh>
<mesh
geometry={geometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
>
<primitive object={customMaterial[1]} attach="material" />
</mesh>
</>
);
}
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return (
<mesh
geometry={geometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
>
<primitive object={customMaterial} attach="material" />
</mesh>
);
});
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const StaticTexture = memo(function StaticTexture({
material,
shapeName,
geometry,
backGeometry,
castShadow = false,
receiveShadow = false,
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vis = 1,
animated = false,
}: TextureProps) {
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const resourcePath = material.userData.resource_path;
const flagNames = new Set<string>(material.userData.flag_names ?? []);
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const url = useMemo(() => {
if (!resourcePath) {
console.warn(
`No resource_path was found on "${shapeName}" - rendering fallback.`,
);
}
return resourcePath ? textureToUrl(resourcePath) : FALLBACK_TEXTURE_URL;
}, [resourcePath, shapeName]);
const isOrganic = shapeName && isOrganicShape(shapeName);
const isTranslucent = flagNames.has("Translucent");
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const texture = useTexture(url, (texture) => {
// Organic/alpha-tested textures need special handling to avoid mipmap artifacts
if (isOrganic || isTranslucent) {
return setupTexture(texture, { disableMipmaps: true });
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}
// Standard color texture setup for diffuse-only materials
return setupTexture(texture);
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});
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const customMaterial = useMemo(
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() =>
createMaterialFromFlags(
material,
texture,
flagNames,
isOrganic,
vis,
animated,
),
[material, texture, flagNames, isOrganic, vis, animated],
);
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// Two-pass rendering for organic/translucent materials
// Render BackSide first (with flipped normals), then FrontSide
if (Array.isArray(customMaterial)) {
return (
<>
<mesh
geometry={backGeometry || geometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
>
<primitive object={customMaterial[0]} attach="material" />
</mesh>
<mesh
geometry={geometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
>
<primitive object={customMaterial[1]} attach="material" />
</mesh>
</>
);
}
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return (
<mesh
geometry={geometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
>
<primitive object={customMaterial} attach="material" />
</mesh>
);
});
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export const ShapeTexture = memo(function ShapeTexture({
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material,
shapeName,
geometry,
backGeometry,
castShadow = false,
receiveShadow = false,
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vis = 1,
animated = false,
}: TextureProps) {
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const flagNames = new Set(material.userData.flag_names ?? []);
const isIflMaterial = flagNames.has("IflMaterial");
const resourcePath = material.userData.resource_path;
// Use IflTexture for animated materials
if (isIflMaterial && resourcePath) {
return (
<IflTexture
material={material}
shapeName={shapeName}
geometry={geometry}
backGeometry={backGeometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
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vis={vis}
animated={animated}
/>
);
} else if (material.name) {
return (
<StaticTexture
material={material}
shapeName={shapeName}
geometry={geometry}
backGeometry={backGeometry}
castShadow={castShadow}
receiveShadow={receiveShadow}
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vis={vis}
animated={animated}
/>
);
} else {
return null;
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}
});
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export function ShapePlaceholder({
color,
label,
}: {
color: string;
label?: string;
}) {
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return (
<mesh>
<boxGeometry args={[10, 10, 10]} />
<meshStandardMaterial color={color} wireframe />
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{label ? <FloatingLabel color={color}>{label}</FloatingLabel> : null}
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</mesh>
);
}
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export function DebugPlaceholder({
color,
label,
}: {
color: string;
label?: string;
}) {
const { debugMode } = useDebug();
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return debugMode ? <ShapePlaceholder color={color} label={label} /> : null;
}
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/** Shapes that don't have a .glb conversion and are rendered with built-in
* Three.js geometry instead. These are editor-only markers in Tribes 2. */
const HARDCODED_SHAPES = new Set(["octahedron.dts"]);
function HardcodedShape({ label }: { label?: string }) {
const { debugMode } = useDebug();
if (!debugMode) return null;
return (
<mesh>
<icosahedronGeometry args={[1, 1]} />
<meshBasicMaterial color="cyan" wireframe />
{label ? <FloatingLabel color="cyan">{label}</FloatingLabel> : null}
</mesh>
);
}
/**
* Wrapper component that handles the common ErrorBoundary + Suspense + ShapeModel
* pattern used across shape-rendering components.
*/
export function ShapeRenderer({
loadingColor = "yellow",
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demoThreads,
children,
}: {
loadingColor?: string;
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demoThreads?: DemoThreadState[];
children?: React.ReactNode;
}) {
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const { object, shapeName } = useShapeInfo();
if (!shapeName) {
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return (
<DebugPlaceholder color="orange" label={`${object._id}: <missing>`} />
);
}
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if (HARDCODED_SHAPES.has(shapeName.toLowerCase())) {
return <HardcodedShape label={`${object._id}: ${shapeName}`} />;
}
return (
<ErrorBoundary
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fallback={
<DebugPlaceholder color="red" label={`${object._id}: ${shapeName}`} />
}
>
<Suspense fallback={<ShapePlaceholder color={loadingColor} />}>
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<ShapeModelLoader demoThreads={demoThreads} />
{children}
</Suspense>
</ErrorBoundary>
);
}
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/** Vis node info collected from the scene for vis opacity animation. */
interface VisNode {
mesh: any;
keyframes: number[];
duration: number;
cyclic: boolean;
}
/** Active animation thread state, keyed by thread slot number. */
interface ThreadState {
sequence: string;
action?: AnimationAction;
visNodes?: VisNode[];
startTime: number;
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}
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// Thread slot constants matching power.cs globals
const DEPLOY_THREAD = 3;
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/**
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* Unified shape renderer. Clones the full scene graph (preserving skeleton
* bindings), applies Tribes 2 materials via processShapeScene, and drives
* animation threads either through TorqueScript (for deployable shapes with
* a runtime) or directly (ambient/power vis sequences).
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*/
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export const ShapeModel = memo(function ShapeModel({
gltf,
demoThreads,
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}: {
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gltf: ReturnType<typeof useStaticShape>;
demoThreads?: DemoThreadState[];
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}) {
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const { object, shapeName } = useShapeInfo();
const { debugMode } = useDebug();
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const { animationEnabled } = useSettings();
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const runtime = useEngineSelector((state) => state.runtime.runtime);
const {
clonedScene,
mixer,
clipsByName,
visNodesBySequence,
iflMeshes,
} = useMemo(() => {
const scene = SkeletonUtils.clone(gltf.scene) as Group;
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// Detect IFL materials BEFORE processShapeScene replaces them, since the
// replacement materials lose the original userData (flag_names, resource_path).
const iflInfos: Array<{
mesh: any;
iflPath: string;
hasVisSequence: boolean;
iflSequence?: string;
iflDuration?: number;
iflCyclic?: boolean;
iflToolBegin?: number;
}> = [];
scene.traverse((node: any) => {
if (!node.isMesh || !node.material) return;
const mat = Array.isArray(node.material)
? node.material[0]
: node.material;
if (!mat?.userData) return;
const flags = new Set<string>(mat.userData.flag_names ?? []);
const rp: string | undefined = mat.userData.resource_path;
if (flags.has("IflMaterial") && rp) {
const ud = node.userData;
// ifl_sequence is set by the addon when ifl_matters links this IFL to
// a controlling sequence. vis_sequence is a separate system (opacity
// animation) and must NOT be used as a fallback — the two are independent.
const iflSeq = ud?.ifl_sequence
? String(ud.ifl_sequence).toLowerCase()
: undefined;
const iflDur = ud?.ifl_duration
? Number(ud.ifl_duration)
: undefined;
const iflCyclic = ud?.ifl_sequence ? !!ud.ifl_cyclic : undefined;
const iflToolBegin = ud?.ifl_tool_begin != null
? Number(ud.ifl_tool_begin)
: undefined;
iflInfos.push({
mesh: node,
iflPath: `textures/${rp}.ifl`,
hasVisSequence: !!(ud?.vis_sequence),
iflSequence: iflSeq,
iflDuration: iflDur,
iflCyclic,
iflToolBegin,
});
}
});
processShapeScene(scene);
// Un-hide IFL meshes that don't have a vis sequence — they should always
// be visible. IFL meshes WITH vis sequences stay hidden until their
// sequence is activated by playThread.
for (const { mesh, hasVisSequence } of iflInfos) {
if (!hasVisSequence) {
mesh.visible = true;
}
}
// Collect ALL vis-animated nodes, grouped by sequence name.
const visBySeq = new Map<string, VisNode[]>();
scene.traverse((node: any) => {
if (!node.isMesh) return;
const ud = node.userData;
if (!ud) return;
const kf = ud.vis_keyframes;
const dur = ud.vis_duration;
const seqName = (ud.vis_sequence ?? "").toLowerCase();
if (!seqName || !Array.isArray(kf) || kf.length <= 1 || !dur || dur <= 0)
return;
let list = visBySeq.get(seqName);
if (!list) {
list = [];
visBySeq.set(seqName, list);
}
list.push({
mesh: node,
keyframes: kf,
duration: dur,
cyclic: !!ud.vis_cyclic,
});
});
// Build clips by name (case-insensitive)
const clips = new Map<string, AnimationClip>();
for (const clip of gltf.animations) {
clips.set(clip.name.toLowerCase(), clip);
}
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// Only create a mixer if there are skeleton animation clips.
const mix = clips.size > 0 ? new AnimationMixer(scene) : null;
return {
clonedScene: scene,
mixer: mix,
clipsByName: clips,
visNodesBySequence: visBySeq,
iflMeshes: iflInfos,
};
}, [gltf]);
const threadsRef = useRef(new Map<number, ThreadState>());
const iflMeshAtlasRef = useRef(new Map<any, IflAtlas>());
interface IflAnimInfo {
atlas: IflAtlas;
sequenceName?: string;
/** Controlling sequence duration in seconds. */
sequenceDuration?: number;
cyclic?: boolean;
/** Torque `toolBegin`: offset into IFL timeline (seconds). */
toolBegin?: number;
}
const iflAnimInfosRef = useRef<IflAnimInfo[]>([]);
const iflTimeRef = useRef(0);
const animationEnabledRef = useRef(animationEnabled);
animationEnabledRef.current = animationEnabled;
// Stable ref for the deploy-end callback so useFrame can advance the
// lifecycle when animation is toggled off mid-deploy.
const onDeployEndRef = useRef<((slot: number) => void) | null>(null);
// Refs for demo thread-driven animation (exposed from the main animation effect).
const demoThreadsRef = useRef(demoThreads);
demoThreadsRef.current = demoThreads;
const handlePlayThreadRef = useRef<((slot: number, seq: string) => void) | null>(null);
const handleStopThreadRef = useRef<((slot: number) => void) | null>(null);
const prevDemoThreadsRef = useRef<DemoThreadState[] | undefined>(undefined);
// Load IFL texture atlases imperatively (processShapeScene can't resolve
// .ifl paths since they require async loading of the frame list).
useEffect(() => {
iflAnimInfosRef.current = [];
iflMeshAtlasRef.current.clear();
for (const info of iflMeshes) {
loadIflAtlas(info.iflPath)
.then((atlas) => {
const mat = Array.isArray(info.mesh.material)
? info.mesh.material[0]
: info.mesh.material;
if (mat) {
mat.map = atlas.texture;
mat.needsUpdate = true;
}
iflAnimInfosRef.current.push({
atlas,
sequenceName: info.iflSequence,
sequenceDuration: info.iflDuration,
cyclic: info.iflCyclic,
toolBegin: info.iflToolBegin,
});
iflMeshAtlasRef.current.set(info.mesh, atlas);
})
.catch(() => {});
}
}, [iflMeshes]);
// Animation setup. Shared helpers (handlePlayThread, handleStopThread) are
// used by both mission rendering and demo playback. The lifecycle that
// decides WHEN to call them differs: mission mode auto-plays deploy and
// subscribes to TorqueScript; demo mode does nothing on mount and lets
// the useFrame handler drive everything from ghost thread data.
useEffect(() => {
const threads = threadsRef.current;
function prepareVisNode(v: VisNode) {
v.mesh.visible = true;
if (v.mesh.material?.isMeshStandardMaterial) {
const mat = v.mesh.material as MeshStandardMaterial;
const result = replaceWithShapeMaterial(mat, v.mesh.userData?.vis ?? 0);
v.mesh.material = Array.isArray(result) ? result[1] : result;
}
if (v.mesh.material && !Array.isArray(v.mesh.material)) {
v.mesh.material.transparent = true;
v.mesh.material.depthWrite = false;
}
const atlas = iflMeshAtlasRef.current.get(v.mesh);
if (atlas && v.mesh.material && !Array.isArray(v.mesh.material)) {
v.mesh.material.map = atlas.texture;
v.mesh.material.needsUpdate = true;
}
}
function handlePlayThread(slot: number, sequenceName: string) {
const seqLower = sequenceName.toLowerCase();
handleStopThread(slot);
const clip = clipsByName.get(seqLower);
const vNodes = visNodesBySequence.get(seqLower);
const thread: ThreadState = {
sequence: seqLower,
startTime: performance.now() / 1000,
};
if (clip && mixer) {
const action = mixer.clipAction(clip);
if (seqLower === "deploy") {
action.setLoop(LoopOnce, 1);
action.clampWhenFinished = true;
} else {
action.setLoop(LoopRepeat, Infinity);
}
action.reset().play();
thread.action = action;
// When animations are disabled, snap deploy to its end pose.
if (!animationEnabledRef.current && seqLower === "deploy") {
action.time = clip.duration;
mixer.update(0);
// In mission mode, onDeployEndRef advances the lifecycle.
// In demo mode it's null — the ghost data drives what's next.
if (onDeployEndRef.current) {
queueMicrotask(() => onDeployEndRef.current?.(slot));
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}
}
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}
if (vNodes) {
for (const v of vNodes) prepareVisNode(v);
thread.visNodes = vNodes;
}
threads.set(slot, thread);
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}
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function handleStopThread(slot: number) {
const thread = threads.get(slot);
if (!thread) return;
if (thread.action) thread.action.stop();
if (thread.visNodes) {
for (const v of thread.visNodes) {
v.mesh.visible = false;
if (v.mesh.material && !Array.isArray(v.mesh.material)) {
v.mesh.material.opacity = v.keyframes[0];
}
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}
}
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threads.delete(slot);
}
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handlePlayThreadRef.current = handlePlayThread;
handleStopThreadRef.current = handleStopThread;
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// ── Demo playback: all animation driven by ghost thread data ──
// No deploy lifecycle, no auto-play, no TorqueScript. The useFrame
// handler reads demoThreads and calls handlePlayThread/handleStopThread.
if (demoThreadsRef.current != null) {
return () => {
handlePlayThreadRef.current = null;
handleStopThreadRef.current = null;
for (const slot of [...threads.keys()]) handleStopThread(slot);
};
}
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// ── Mission rendering: deploy lifecycle + TorqueScript ──
const hasDeployClip = clipsByName.has("deploy");
const useTorqueDeploy = !!(runtime && hasDeployClip && object.datablock);
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function fireOnEndSequence(slot: number) {
if (!runtime) return;
const dbName = object.datablock;
if (!dbName) return;
const datablock = runtime.getObjectByName(String(dbName));
if (datablock) {
runtime.$.call(datablock, "onEndSequence", object, slot);
}
}
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onDeployEndRef.current = useTorqueDeploy
? fireOnEndSequence
: () => startPostDeployThreads();
function startPostDeployThreads() {
const autoPlaySequences = ["ambient", "power"];
for (const seqName of autoPlaySequences) {
const vNodes = visNodesBySequence.get(seqName);
if (vNodes) {
const startTime = performance.now() / 1000;
for (const v of vNodes) prepareVisNode(v);
const slot = seqName === "power" ? 0 : 1;
threads.set(slot, { sequence: seqName, visNodes: vNodes, startTime });
}
const clip = clipsByName.get(seqName);
if (clip && mixer) {
const action = mixer.clipAction(clip);
action.setLoop(LoopRepeat, Infinity);
action.reset().play();
const slot = seqName === "power" ? 0 : 1;
const existing = threads.get(slot);
if (existing) {
existing.action = action;
} else {
threads.set(slot, {
sequence: seqName,
action,
startTime: performance.now() / 1000,
});
}
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}
}
}
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const unsubs: (() => void)[] = [];
const onFinished = mixer
? (e: { action: AnimationAction }) => {
for (const [slot, thread] of threads) {
if (thread.action === e.action) {
if (useTorqueDeploy) {
fireOnEndSequence(slot);
} else {
startPostDeployThreads();
}
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break;
}
}
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}
: null;
if (onFinished && mixer) {
mixer.addEventListener("finished", onFinished);
}
if (runtime) {
unsubs.push(
runtime.$.onMethodCalled(
"ShapeBase",
"playThread",
(thisObj, slot, sequence) => {
if (thisObj._id !== object._id) return;
handlePlayThread(Number(slot), String(sequence));
},
),
);
unsubs.push(
runtime.$.onMethodCalled(
"ShapeBase",
"stopThread",
(thisObj, slot) => {
if (thisObj._id !== object._id) return;
handleStopThread(Number(slot));
},
),
);
unsubs.push(
runtime.$.onMethodCalled(
"ShapeBase",
"pauseThread",
(thisObj, slot) => {
if (thisObj._id !== object._id) return;
const thread = threads.get(Number(slot));
if (thread?.action) {
thread.action.paused = true;
}
},
),
);
}
if (useTorqueDeploy) {
runtime.$.call(object, "deploy");
} else if (hasDeployClip) {
handlePlayThread(DEPLOY_THREAD, "deploy");
} else {
startPostDeployThreads();
}
return () => {
if (onFinished && mixer) {
mixer.removeEventListener("finished", onFinished);
}
unsubs.forEach((fn) => fn());
onDeployEndRef.current = null;
handlePlayThreadRef.current = null;
handleStopThreadRef.current = null;
for (const slot of [...threads.keys()]) handleStopThread(slot);
};
}, [mixer, clipsByName, visNodesBySequence, object, runtime]);
// Build DTS sequence index → animation name lookup. If the glTF has the
// dts_sequence_names extra (set by the addon), use it for an exact mapping
// from ghost ThreadMask indices to animation names. Otherwise fall back to
// positional indexing (which only works if no sequences were filtered).
const seqIndexToName = useMemo(() => {
const raw = gltf.scene.userData?.dts_sequence_names;
if (typeof raw === "string") {
try {
const names: string[] = JSON.parse(raw);
return names.map((n) => n.toLowerCase());
} catch {}
}
return gltf.animations.map((a) => a.name.toLowerCase());
}, [gltf]);
useFrame((_, delta) => {
const threads = threadsRef.current;
// React to demo thread state changes. The ghost ThreadMask data tells us
// exactly which DTS sequences are playing/stopped on each of 4 thread slots.
const currentDemoThreads = demoThreadsRef.current;
const prevDemoThreads = prevDemoThreadsRef.current;
if (currentDemoThreads !== prevDemoThreads) {
prevDemoThreadsRef.current = currentDemoThreads;
const playThread = handlePlayThreadRef.current;
const stopThread = handleStopThreadRef.current;
if (playThread && stopThread) {
// Use sparse arrays instead of Maps — thread indices are 0-3.
const currentBySlot: Array<DemoThreadState | undefined> = [];
if (currentDemoThreads) {
for (const t of currentDemoThreads) currentBySlot[t.index] = t;
}
const prevBySlot: Array<DemoThreadState | undefined> = [];
if (prevDemoThreads) {
for (const t of prevDemoThreads) prevBySlot[t.index] = t;
}
const maxSlot = Math.max(currentBySlot.length, prevBySlot.length);
for (let slot = 0; slot < maxSlot; slot++) {
const t = currentBySlot[slot];
const prev = prevBySlot[slot];
if (t) {
const changed = !prev
|| prev.sequence !== t.sequence
|| prev.state !== t.state
|| prev.atEnd !== t.atEnd;
if (!changed) continue;
const seqName = seqIndexToName[t.sequence];
if (!seqName) continue;
if (t.state === 0) {
playThread(slot, seqName);
} else {
stopThread(slot);
}
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} else if (prev) {
// Thread disappeared — stop it.
stopThread(slot);
}
}
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}
}
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if (mixer) {
// If animation is disabled and deploy is still mid-animation,
// snap to the fully-deployed pose and fire onEndSequence.
if (!animationEnabled) {
const deployThread = threads.get(DEPLOY_THREAD);
if (deployThread?.action) {
const clip = deployThread.action.getClip();
if (deployThread.action.time < clip.duration - 0.001) {
deployThread.action.time = clip.duration;
mixer.update(0);
onDeployEndRef.current?.(DEPLOY_THREAD);
}
}
}
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if (animationEnabled) {
mixer.update(delta);
}
}
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// Drive vis opacity animations for active threads.
for (const [, thread] of threads) {
if (!thread.visNodes) continue;
for (const { mesh, keyframes, duration, cyclic } of thread.visNodes) {
const mat = mesh.material;
if (!mat || Array.isArray(mat)) continue;
if (!animationEnabled) {
mat.opacity = keyframes[0];
continue;
}
const elapsed = performance.now() / 1000 - thread.startTime;
const t = cyclic
? (elapsed % duration) / duration
: Math.min(elapsed / duration, 1);
const n = keyframes.length;
const pos = t * n;
const lo = Math.floor(pos) % n;
const hi = (lo + 1) % n;
const frac = pos - Math.floor(pos);
mat.opacity = keyframes[lo] + (keyframes[hi] - keyframes[lo]) * frac;
}
}
// Advance IFL texture atlases.
// Matches Torque's animateIfls():
// time = th->pos * th->sequence->duration + th->sequence->toolBegin
// where pos is [0,1) cyclic or [0,1] clamped, then frame is looked up in
// cumulative iflFrameOffTimes (seconds, at 1/30s per IFL tick).
// toolBegin offsets into the IFL timeline so the sequence window aligns
// with the desired frames (e.g. skipping a long "off" period).
const iflAnimInfos = iflAnimInfosRef.current;
if (iflAnimInfos.length > 0) {
iflTimeRef.current += delta;
for (const info of iflAnimInfos) {
if (!animationEnabled) {
updateAtlasFrame(info.atlas, 0);
continue;
}
if (info.sequenceName && info.sequenceDuration) {
// Sequence-driven IFL: find the thread playing this sequence and
// compute time = pos * duration + toolBegin (matching the engine).
let iflTime = 0;
for (const [, thread] of threads) {
if (thread.sequence === info.sequenceName) {
const elapsed = performance.now() / 1000 - thread.startTime;
const dur = info.sequenceDuration;
// Reproduce th->pos: cyclic wraps [0,1), non-cyclic clamps [0,1]
const pos = info.cyclic
? (elapsed / dur) % 1
: Math.min(elapsed / dur, 1);
iflTime = pos * dur + (info.toolBegin ?? 0);
break;
}
}
updateAtlasFrame(info.atlas, getFrameIndexForTime(info.atlas, iflTime));
} else {
// No controlling sequence: use accumulated real time.
// (In the engine, these would stay at frame 0, but cycling is more
// useful for display purposes.)
updateAtlasFrame(
info.atlas,
getFrameIndexForTime(info.atlas, iflTimeRef.current),
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);
}
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}
}
});
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return (
<group rotation={[0, Math.PI / 2, 0]}>
<primitive object={clonedScene} />
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{debugMode ? (
<FloatingLabel>
{object._id}: {shapeName}
</FloatingLabel>
) : null}
</group>
);
});
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function ShapeModelLoader({ demoThreads }: { demoThreads?: DemoThreadState[] }) {
const { shapeName } = useShapeInfo();
const gltf = useStaticShape(shapeName);
return <ShapeModel gltf={gltf} demoThreads={demoThreads} />;
}